I have the 'phone_dlg_manager' constructor function and its private methods show and init_country_code_combobox. The dialog reference is held in the phone_dlg variable. The show method triggers init_country_code_combobox and I have two options:
1) Explicitly pass the variable country_combobox that the init_country_code_combobox methods needs:
function phone_dlg_manager(ctx, open_dlg_button, edit_ctrl, item)
{
var phone_dlg;
show();
function show()
{
phone_dlg = ctx.application.ui.create_dialog(0, "PhoneEditorDlg");
init_country_code_combobox(phone_dlg.country);
read_to_dialog_controls(this._form_item);
phone_dlg.visible = true;
}
function init_country_code_combobox(country_combobox)
{
country_combobox.items.clear();
country_combobox.items.start_adding();
country_combobox.items.finish_adding();
}
}
2) Since phone_dlg is accessible withing init_country_code_combobox through closure, I can access the property that I need without explicitly passing the variable:
function phone_dlg_manager(ctx, open_dlg_button, edit_ctrl, item)
{
var phone_dlg;
show();
function show()
{
phone_dlg = ctx.application.ui.create_dialog(0, "PhoneEditorDlg");
init_country_code_combobox(phone_dlg.country);
read_to_dialog_controls(this._form_item);
phone_dlg.visible = true;
}
function init_country_code_combobox()
{
var country_combobox = phone_dlg.country;
country_combobox.items.clear();
country_combobox.items.start_adding();
country_combobox.items.finish_adding();
}
}
The second option seems easier to understand when reading code, however it makes the init_country_code_combobox function know more than it needs. Which option should I choose?
Thanks
This is mostly a matter of style. Option 1 is a little cleaner, and more extensible, since you can use init_country_code_combobox() to initialize more than just the one dialog. But if this is unlikely to be necessary, option 2 is not unreasonable.
Related
I have a simple requirement, I need add the same code to hundreds of other JavaScript functions, the code can be executed at the end of the function, is there a handy way of doing it, like attach an function to another function dynamically, I think yes, because JavaScript is so powerful and too powerful, any ideas?
Note, I need dynamically assign new code or function to existing functions without change existing function's code, please give a solid solution, I can do it in hacky way, but no hacky way please!
The first method that comes to mind is simply create another function:
function primaryFunction() {
// ...
utilityMethod();
}
function otherPrimaryFunction() {
// ...
utilityMethod();
}
function utilityMethod() { ... }
Now utilityMethod() gets called from the end of each other primary function.
There's also a method which requires more code refactoring but is better in the long term: classes/prototypes.
Essentially, you have one "constructor" function which takes a number of parameters for the "class" and returns an class-like object:
function constructor(someClassField, anotherField) {
this.aField = someClassField;
this.fieldTwo = anotherField;
return this;
}
Now if you call this and pass some parameters, you get a class out:
var myClass = new constructor("1", "2");
myClass.aField == "1";
myClass.fieldTwo == "2";
So: If you define your utility method as above, then you can use this: for every primary function you instantiate a new instance of the constructor, with the final code looking like this:
function constructor(primaryFunction) {
this.function = primaryFunction;
this.call = function() {
this.function();
utilityMethod();
}
this.call();
return this;
}
function utilityMethod() { ... }
var primaryMethod = new constructor(function() { ... });
The creation of primaryMethod now automatically calls the primary function followed by the utility method, before returning the object so you can re-call both if you want to.
I am trying to build a lib and I need to call functions dynamically depending on the variables I have in parameter like this
strategies = min
function dispatchRuleToStrategy(strategies)
{
$.each(strategies, function(index, value) {
strategy = "strategy_" + value;
});
}
function strategy_min()
{
// do something
}
How can I call the function strategy_min() from dispatchRuleToStrategy()?
I've been trying a couple of things none of which are working.
Thanks for your help
Use an Object to create a dictionary of your functions e.g. lib
var lib = {
'strategy_min': strategy_min
};
then you can invoke via the key in this dictionary Object
lib['strategy_min']();
If you've named all your functions and you don't want to re-type the names over and over, you could
var lib = {};
function addToLib(fn) {
lib[fn.name] = fn;
}
// then
addToLib(strategy_min);
// or
[strategy_min].forEach(addToLib);
Put them in an object and use the property name:
var strategy_table = {
min: function() {
// do something
},
max: function() {
// do something else
},
...
};
Then you can access them as strategy_table[value]:
$.each(strategies, function(index, value) {
strategy_table[value]();
});
Others have already suggested to create a wrapper object for the functions, however, if your strategy_min() function is in the global scope, you can access it directly:
window['strategy_' + value]();
window in browsers refers to the global object. The bracket notation is used to access properties whose keys are dynamically generated. This way you are accessing the function, which is a property of the global object, i.e. window, and calling it using the parentheses.
Finally I found the real problem. I was in a jquery document ready which is a closure. I did not knew what closures were before today.
Thanks all for your help
You can use eval() function in the following manner
$.each(strategies, function(index, value) {
strategy = "strategy_" + value;
eval(strategy+"()");
});
I'm trying to make a function that get two parameters and do different stuff according to which step it's on.
So it's like a short quest with four steps.
var stp=1;
var vocabulary= new Array();
vocabulary['greatings']= ['привет','здорово','здравствуй'];
vocabulary['grQuestions']= ['как дела','что нового','как здоровье','как поживаешь'];
vocabulary['qrAnswers']= ['нормально как сам','спасибо хорошо','потихоньку','отлично'];
function myMission(stp,str) {
switch (stp) {
case 1:
{
if (jQuery.inArray(str, vocabulary['greatings'])!==-1) {
stp+=1;
$('.stp').html(stp);
$('.answer').html('Привет!');
} else {
$('.stp').html(stp);
$('.answer').html('Не понимаю');
}
}
break;
case 2:
alert("23");
break;
case 3:
alert("24");
break;
}
}
$(document).ready(function() {
$('#checker').click(function() {
var str = $('.yourVoice').val();
myMission(stp,str);
});
});
The problem is that stp always back to 1
how can I fix it?
The problem is that you are passing the value of stp to the function as a parameter. It then operates on its local copy and not the global variable.
To fix it, remove the stp parameter from the function definition and any calls to it.
function myMission(str) { ...
myMission(str);
Why do you complicate yourself using the same name for a global variable var stp=1; and a function argument function myMission(stp,str) ? The variable you're editing is the local one to the function scope, the global is not being affected at all.
If I understood well, you don't need the argument, and should only use the global variable.
function myMission(str) { ... }
When you do stp+=1 inside a function with a parameter with the same name, you are not working anymore with the global var, but you are working on the parameter that actually is a copy of the original var, so you are working on a totally different thing.
The solution can be to change the name of the parameter of the function:
function myMission(stp_another_name,str) {
...
Anyway if you want to work on the global var you can omit to pass it to function as parameter
function myMission(str) {
...
...
myMission(str);
Of course according the purpose of your code
Is it possible to change the state of a toggle function? Like:
myDiv.toggle ... function 1 , function 2
I click on the myDiv element, the function 1 executes
I click again, function 2
I click again, function 1
BUT
Change the state
function 1 again
etc.
But I need to be able to change the state from outside the toggle function.
Here is a javascript object that uses closure to track it's state and toggle:
var TOGGLER = function() {
var _state = true;
var _msg = "function1";
var function1 = function() {
_msg = "function1";
}
var function2 = function() {
_msg = "function2";
}
return {
toggle: (function () {
_state = !_state;
if (_state) {
function1();
} else {
function2();
}
return _msg;
})
}
}();
Here is a jsfiddle that shows how to use it to toggle based with the following jquery: http://jsfiddle.net/yjPKH/5/
$(document).ready(function() {
$("#search").click(function() {
var message = TOGGLER.toggle();
$("#state").text(message);
});
});
The toggle function is meant for simple use cases. Changing the state externally is not "simple" anymore.
You cannot easily/safely (it's internal so it may change during minor versions) access the state variable of the toggle function easily as it's stored in the internal dataset of the element.
If you really want to do it, you can try this code though:
$._data(ELEMENT, "lastToggle" + func.guid, 0);
func is the function you passed to .toggle(), so you need to save this function in a variable. Here's a minimal example: http://jsfiddle.net/xqgrP/
However, since inside the function there's a var guid = fn.guid || jQuery.guid++ statement, I somehow think that the devs actually meant to use guid instead of func.guid for the _data key - in that case a minor update is very likely to break things. And after the fix you'd have to iterate over the data set to retrieve the correct key as there is no way to access the guid from outside.
Can anyone tell me why my 'showDiv_boo' is undefined inside the class´s method?
I also can´t access my class´s methods.
Here´s my class 'Blink' class with its properties and methods:
function Blink(div) {
this.div = div
}
Blink.prototype.counter = 0
Blink.prototype.showDiv_boo = true
Blink.prototype.showDiv = function() {
this.div.style.visibility = 'visible'
}
Blink.prototype.hideDiv = function() {
this.div.style.visibility = 'hidden'
}
Blink.prototype.startEngine = function() {
if (this.showDiv_boo) {
this.showDiv()
} else if (!this.showDiv_boo) {
this.hideDiv()
}
this.showDiv_boo = !this.showDiv_boo
this.counter++
}
Blink.prototype.startEffect = function() {
this.idEffect = setInterval(this.startEngine, 1000 / 45)
}
So, if I create:
_blink = new Blink(myDiv);
_blink.startEffect();
You can test... the variable 'showDiv_boo', is undefined inside the method.
Even, if I set the showDiv_boo inside the method to true, it won´t call my class´s methods showDiv or hideDiv.
Anyone?
Thanks :)
The reason why is that startEngine is called from setInterval. The way in which this callback is invoked causes startEngine to have a different value for this than startEffect. You need to save this in order to maintain it in the callback. For example.
Blink.prototype.startEffect = function () {
var self = this;
self.idEffect = setInterval(function () { self.startEngine(); }, 1000 / 45);
};
You need to:
use var self and call the method via self.startEngine()
use an anonymous function to wrap the call in [1] i.e. function(){ self.startEngine(); }
This is because when you just pass this.startEngine or self.startEngine you are just passing the function startEngine without specifying what this is, which in both cases is supplied by the global conext of DOMWindow.
To give an example...
function startEngine() {
...code omitted...
};
Blink.prototype.startEngine = startEngine;
Blink.prototype.start = function() {
setTimeout(startEngine, 0); // obviously wrong, what is this?
setTimeout(Blink.startEngine, 0); // actually the same as line above, although not as obvious
setTimeout(startEngine.bind(this), 0); // works correctly
}
works to add code to the prototype and if used in the anonymous function will work as expected, but if you just use Blink.startEngine as the callback it is exactly the same as using startEngine only the second is more obviously wrong because there's no object it is being called on so you'd expect this to be whatever is supplied by the context.
The other way you could do this without using the anonymous function would be
Blink.startEngine.bind(self)
Which returns a function that will call startEngine with the correct this same as explicitly creating the anonymous function and wrapping the call to self.startEngine()
Heres a link to a fiddle to play around with the differences: http://jsfiddle.net/bonza_labs/MdeTF/
If you do the following, you will find it is defined
var x = new Blink('hello');
x.showDiv_boo
Javascript uses prototypical inheritance. While showDiv_boo may not be explicitly defined within the instance of Blink that you now have, it does exist within the prototype that Blink inherits from. When you try referencing showDiv_boo from within the object, the Javascript engine realizes the object does not own a member by that name and then will check its prototype.
Along with setting a temporal variable to store this, you must call the startEngine() function with that variable:
Blink.prototype.startEffect = function(){
var self = this;
self.idEffect = setInterval(function(){ self.startEngine.call(self); }, 1000/45);
}
Note the .call(self), which basically calls the function with the variable self, so the variable this in startEngine will be the correct one.