I'm new to JavaScript. Hence this problem is a bit confusing. I'm trying to simply define a counter and increment it in a class method but its not behaving as I expect it to. Specifically console.log(this.tick_count); prints undefined.
JavaScript:
function Game() {
this.fps = 50;
this.ticks = 3;
this.current_time = (new Date).getTime();
this.draw_object = document.getElementById('game_canvas').getContext('2d');
this.tick_count = 0;
}
Game.prototype.update = function (time) {
this.current_time = time;
}
Game.prototype.draw = function () {
this.draw_object.fillRect(10, 10, 55, 50);
}
Game.prototype.run = function () {
self.setInterval(this.tick, 1000 / (this.fps * this.tick));
}
Game.prototype.tick = function () {
this.tick_count++;
console.log(this.tick_count);
}
function start_game() {
var game_object = new Game();
game_object.run();
}
HTML:
<body onload="start_game()">
<canvas id="game_canvas" width="1024" height="1024"></canvas>
</body>
Coming from a Python background I find this behavior strange. How should I set up my class variables correctly?
This is what is happening.
Essentially you tick function is no longer running in the context of your game_object object. This might sound odd coming from a Python background but basically the this object is set to something else.
So what is it set to? Easy, the window object, how do we know this? Because setInterval's context is the window object.
Moving example as code will not format correctly below
Bind Example
setInterval(this.tick.bind(this), 1000 / (this.fps * this.tick)); //Native (JS v1.8+)
$.proxy(this.tick, this); //jQuery
_.bind(this.tick, this); //underscore / lodash
Explicit context example
Game.prototype.run = function () {
var _this = this;
setInterval(function() {
//So what is this at the moment? window.
//Luckily we have a reference to the old this.
_this.tick();
}, 1000 / (this.fps * this.tick));
};
You can get around this two ways.
Bind your function to the object you want it to be on Bind JS v1.8 (Seeing as you're using canvas that shouldn't be an issue.
Invoke the method explicitly with its context. (See above)
Try
setInterval(this.tick.bind(this), 1000 / (this.fps * this.tick));
// without "self"
Thanks to PSL and TJ Crowder
This will work:
setInterval(this.tick.bind(this), 1000 / (this.fps * this.tick));
As will this:
var self = this;
setInterval(function () {
self.tick();
}, 1000 / (this.fps * this.tick));
Even though this has been answered I think you need to understand what this refers to. See this answer for more details.
If you would like to use closures instead of bind you can limit the scope by calling a function that returns a function (outside of the currently running function). This is so you can minimise the amount of variables that will be available to the closure. Sounds complicated but with a minor adjustment to your code you can do it:
Game.prototype.run = function () {
//best not to define a closure here because the next variable
//will be available to it and won't go out of scope when run
//is finished
var memoryEatingVar=new Array(1000000).join("hello world");;
//note that this.tick(this) is not passing this.tick, it's invoking
//it and the return value of this.tick is used as the callback
//for the interval
setInterval(this.tick(this), 1000 / (this.fps * this.tick));
}
//note the "me" variable, because the outer function Game.prototype.tick
//returns a inner function (=closure) the me variable is available in
//the inner function even after the outer function is finished
Game.prototype.tick = function (me) {//function returning a function
return function(){
me.tick_count++;
console.log(me.tick_count);
}
}
Related
Since I need to pass an anonymous function to setInterval if I want parameters, I tried using the below code. Originally I had it calling this.countUp, but as that returned NaN I did some reading and found the .call(this) solution on SO. However, when I combined that with the anonymous function (which I admit I'm a bit foggy on), I'm now getting TypeError: this.countUp is undefined in Firebug.
I suppose I don't need to make count accessible, nor the playBeep method, but let's pretend I wanted to so that I can understand what I'm doing wrong with this code.
function workout() {
var beep = new Audio("beep1.wav");
this.timerWorkout; //three timers in object scope so I can clear later from a different method
this.timerCounter;
this.timerCoolDown;
this.count = 0;
this.startWorkout = function() {
alert(this.count);
this.timerWorkout = setTimeout(this.playBeep, 30 * 1000); //workout beep - 30 seconds
this.timerCounter = setInterval(function() {this.countUp.call(this)}, 1000); //on screen timer - every second
}
this.startCoolDown = function() {
this.timerCoolDown = setTimeout(this.playBeep, 10 * 1000); //cooldown beep - 10 seconds
}
this.playBeep = function() {
beep.play(); //plays beep WAV
}
this.countUp = function() {
this.count++;
document.getElementById("counter").innerHTML = this.count;
}
}
var workout1 = new workout()
Inside startWorkout use bind(this) :
this.timerCounter = setInterval(function() {this.countUp()}.bind(this), 1000);
What happens is setInterval is changing the value of this inside the function you provide for it to call. You need to store this in a separate variable to prevent it from getting overridden.
function workout() {
var self = this;
// ...
this.startWorkout = function() {
alert(this.count);
this.timerWorkout = setTimeout(self.playBeep, 30 * 1000); // this method works
this.timerCounter = setInterval(function() {self.countUp}, 1000); // so does this one
}
}
The reason that the variable scope in js is limited on function. So when you are trying to use this inside a nested function, you get a link to another object. Create a variable var that = this; into a higher-level function, and then use it in any nested function that would refer you to the correct context.
I had this code working previously, but I am not so sure now that I have separated my HTML controls from my jQueryUI Widget.
Currently, the timer starts correctly, but I lose my reference to _refreshTimeout after one tick. That is, after the first tick, unchecking my PlanViewRefreshCheckbox does not stop my timer from running.
I have two JavaScript files, PlanView.js and PlanViewCanvas.js.
PlanView.js looks something like this:
(function ($) {
var _minZoom = -2.0;
var _maxZoom = 2.0;
var _stepZoom = (_maxZoom - _minZoom) / 100;
var _refreshTimeout = null;
var _refreshInterval = 60000; //One minute
$(document).ready(function () {
//Initialize Refresh combo box.
$('#PlanViewRefreshCheckbox').click(function () {
if ($(this).is(':checked')) {
var planViewCanvas = $('#PlanViewCanvas');
//Binding forces the scope to stay as 'this' instead of the domWindow (which calls setTimeout).
_refreshTimeout = setTimeout(function(){planViewCanvas.PlanViewCanvas('refresh', _refreshInterval, _refreshTimeout)}.bind(planViewCanvas), _refreshInterval)
}
else {
clearTimeout(_refreshTimeout);
}
});
}
})(jQuery);
and PlanViewCanvas.js houses a jQueryUI Widget:
(function ($) {
$.widget("ui.PlanViewCanvas", {
//other properties and methods not-relevant to problem declared here.
refresh: function (refreshInterval, refreshTimeout) {
var self = this;
_stage.removeChildren();
self.initialize();
//Binding forces the scope to stay as 'this' instead of the domWindow (which calls setTimeout).
refreshTimeout = setTimeout(function () { self.refresh(refreshInterval, refreshTimeout) }.bind(self), refreshInterval);
},
}
})(jQuery);
Does it seem like I am going about things incorrectly?
EDIT: I think the answer is probably to use setInterval and not setTimeout.
The first problem is that you forgot the underscore
refreshTimeout should be _refreshTimeout
second, your variable needs to be global to be accessible in both files, so declare it outside of the function:
var _minZoom = -2.0;
var _maxZoom = 2.0;
var _stepZoom = (_maxZoom - _minZoom) / 100;
var _refreshTimeout = null;
var _refreshInterval = 60000; //One minute
(function ($) {
....
})(jQuery)
You can't pass values by reference. I see two options:
pass an Object. If you have it referenced from two variables, you can access its properties in both scopes.
split up you functionality in two functions, where it belongs: One masters the interval loop and triggers the refresh function, and the other does things to refresh. The refreshTimeout variable only belongs to the scope of the first one. point. You may add the interval function to you widget if it is often needed.
The answer was very 'oh derp.'
//Initialize Refresh combo box.
$('#PlanViewRefreshCheckbox').click(function () {
if (this.checked) {
_refreshTimeout = setInterval(function(){$('#PlanViewCanvas').PlanViewCanvas('refresh')}, _refreshInterval)
}
else {
clearTimeout(_refreshTimeout);
}
});
var cancel = setTimeout(function(){clearTimeout(cancel);}, 500);
var cancel = setTimeout(clearTimeout(cancel), 500);
Scholastic question: The first of these two expressions work, while the second does not. The setTimeout() method is accepting a function and a duration as its arguments and both of these examples are clearly providing that. The only difference is that the first is a function definition while the second is a function invocation.
If functions designed to take a function as an argument can only handle function definitions, how do you go about providing that function with the variables it may need? For example:
stop = function(y){clearInterval(y)};
count = function(x){
var t = 0,
cancel = setInterval(function(){console.log(++t);},1000);
setTimeout(stop(cancel),x);
};
count(5000);
The function above doesn't work because it's invoking the function
stop = function(){clearInterval(cancel)};
count = function(x){
var t = 0,
cancel = setInterval(function(){console.log(++t);},1000);
setTimeout(stop,x);
};
count(5000);
The function above doesn't work because the stop() doesn't have access to the cancel variable.
Thank you in advance for attempting to educate me on the work-around for this type of issue.
The setTimeout() method is accepting a function and a duration as its
arguments and both of these examples are clearly providing that. The
only difference is that the first is a function definition while the
second is a function invocation.
Yes but when you invoke a function you return the result which could be a string, integer, etc..., so you are no longer passing a function pointer but some string, integer, ... which is not what the setTimeout function expects as first argument.
Think of the second example like this:
var result = clearTimeout(cancel); // result is now an integer
setTimeout(result, 500); // invalid because setTimeout expects a function pointer
If functions designed to take a function as an argument can only
handle function definitions, how do you go about providing that
function with the variables it may need?
You could use closures:
var stop = function(y) { clearInterval(y); };
var count = function(x) {
var t = 0,
var cancel = setInterval(function() { console.log(++t); }, 1000);
setTimeout(function() { stop(cancel); }, x);
};
count(5000);
or simply:
var count = function(x) {
var t = 0,
var cancel = setInterval(function() { console.log(++t); }, 1000);
setTimeout(function() { clearInterval(cancel); }, x);
};
count(5000);
You get around it exactly as you have in the first line of code by wrapping the function call with an anonymous function.
Try passing in the cancel variable to the anonymous function.
stop = function(cancel){clearInterval(cancel)};
count = function(x){
var t = 0,
cancel = setInterval(function(){console.log(++t);},1000);
setTimeout(stop(cancel),x);
};
count(5000);
Local variables are always injected into nested scopes, for example those introduced by function declarations via function () { }. This is what is commonly called a closure and it forms an important tool in Javascript programming.
Therefore, setTimeout( function() { stop(cancel); },x); will do, the inner function has access to the cancel variable defined in the outer scope (it can even change its value).
I'm trying to write some JS replicating jQuery's fadeIn and fadeOut functions. Here's the code I have so far:
function fadeIn(elem, d, callback)
{
var duration = d || 1000;
var steps = Math.floor(duration / 50);
setOpacity(elem,0);
elem.style.display = '';
for (var i = 1; i <= steps; i++)
{
console.log(i/steps + ', ' + (i/steps) * duration);
setTimeout('setOpacity("elem", '+(i / steps)+' )', (i/steps) * duration);
}
if (callback)
setTimeout(callback,d);
}
function setOpacity(elem, level)
{
console.log(elem);
return;
elem.style.opacity = level;
elem.style.MozOpacity = level;
elem.style.KhtmlOpacity = level;
elem.style.filter = "alpha(opacity=" + (level * 100) + ");";
}
I'm having troubles with the first setTimeout call - I need to pass the object 'elem' (which is a DOM element) to the function setOpacity. Passing the 'level' variable works just fine... however, I'm getting "elem is not defined" errors. I think that's because by the time any of the setOpacity calls actually run, the initial fadeIn function has finished and so the variable elem no longer exists.
To mitigate this, I tried another approach:
setTimeout(function() { setOpacity(elem, (i / steps));}, (i/steps) * duration);
The trouble now is that when the function is called, (i/steps) is now always 1.05 instead of incrementing from 0 to 1.
How can I pass the object in question to setOpacity while properly stepping up the opacity level?
Your "another approach" is correct, this is how it's usually done.
And as for the problem of i always being a constant, that's how closures work!
You see, when you create this function that does something with i (like function() { alert(i); }), that function, as they say, 'captures', or 'binds' the variable i, so that variable i does not die after the loop is finished, but continues to live on and is still referenced from that function.
To demonstrate this concept, consider the following code:
var i = 5;
var fn = function() { alert(i); };
fn(); // displays "5"
i = 6;
fn(); // displays "6"
When it is written in this way, the concept becomes a bit more evident, doesn't it? Since you're changing the variable in the loop, after the loop is finished the variable retains it's last value of (1+steps) - and that's exactly what your function sees when it starts executing.
To work around this, you have to create another function that will return a function. Yes, I know, kind of mind-blowing, but bear with me. Consider the revised version of my example:
function createFn( theArgument )
{
return function() { alert( theArgument ); };
}
var i = 5;
var fn = createFn( i );
fn(); // displays "5"
i = 6;
fn(); // still displays "5". Voila!
This works, because the fn function no longer binds the variable i. Instead, now it binds another variable - theArgument, which has nothing to do with i, other than they have the same value at the moment of calling createFn. Now you can change your i all you want - theArgument will be invincible.
Applying this to your code, here's how you should modify it:
function createTimeoutHandler( elemArg, iDivStepsArg )
{
return function() { setOpacity( elemArg, iDivStepsArg ); };
}
for (var i = 1; i <= steps; i++)
{
console.log(i/steps + ', ' + (i/steps) * duration);
setTimeout( createTimeoutHandler( elem, i/steps ), (i/steps) * duration);
}
Your first approach is evaluating code at runtime. You are most likely right about why it's failing (elem is not in the scope in which the code is eval'd). Using any form of eval() (and setTimeout(string, ...) is a form of eval()) is a general bad idea in Javascript, it's much better to create a function as in your second approach.
To understand why your second approach is failing you need to understand scopes and specifically closures. When you create that function, it grabs a reference to the i variable from the fadeIn function's scope.
When you later run the function, it uses that reference to refer back to the i from fadeIn's scope. By the time this happens however, the loop is over so you'll forever just get i being whatever it was when that loop ended.
What you should do is re-engineer it so that instead of creating many setTimeouts at once (which is inefficient) you instead tell your setTimeout callback function to set the next Timeout (or you could use setInterval) and do the incrementing if your values inside that callback function.
I am attempting to collapse a div on request, but my setTimeout function will does not successfully call its callback function. Here is the code below:
function newsFeed() {
this.delete = function(listingID) {
var listing = document.getElementById(listingID);
var currHeight = listing.offsetHeight;
var confirmDelete = confirm("Are you sure you'd like to delete this listing forever?");
if (confirmDelete) {
this.collapse(listingID,currHeight,currHeight,100);
}
}
this.collapse = function(listingID,orig_height,curr_height,opacity) {
var listing = document.getElementById(listingID);
var reduceBy = 10;
if(curr_height > reduceBy) {
curr_height = curr_height-reduceBy;
listing.style.overflow = "hidden";
listing.style.height = (curr_height-40) + "px";
if(opacity > 0) {
opacity = opacity - 10;
var opaque = (opacity / 100);
listing.style.opacity=opaque;
listing.style.MozOpacity=opaque;
listing.style.filter='alpha(opacity='+opacity+')';
}
setTimeout("this.collapse('"+listingID+"',"+orig_height+","+curr_height+","+opacity+")",1);
}
}
}
var newsFeed = new newsFeed();
and I call it in the document as follows:
<div id="closeMe">
<a onclick="newsFeed.delete('closeMe');">close this div</a>
</div>
When it gets to the setTimeout function within this.collapse ... it errors "this.collapse is not a function".
When the timeout calls you've exited the function and "this" no longer refers to what you think it does.
You should use a closure, like this:
var self = this;
setTimeout(function()
{
self.collapse(listingID, orig_height, curr_height, opacity);
}, 1);
The behavior that you are seeing is because the scoping issue in JavaScript. JavaScript has just two scopes - function and global.
When you perform a setTimeout() call, you have to set variables in the global scope, if you wish to use that state in the code executed due to the setTimeout() call. That would be the fix to the issue; Greg has already suggested a way to do this.
You'll find more information in the Mozilla Developer Center in the pages about setTimeout and in the Core JavaScript Reference.
When the timeout is called, this is no longer what you want it to be. You'll need to refer to the DOM element you want by some other mechanism, perhaps ID-based retrieval.