Hi I have this function:
changeTarea: function() {
var self = this;
$("#select_tarea_id").change(function() {
var id_tarea = $("#select_tarea_id").val();
$.each(self.objTareasFlot, function(index,value) {
for(var i = 0; i < value.length; i++) {
if(value[i].Id == id_tarea) {
self.objTareasFlotFinal['id']=value[i].Id;
self.objTareasFlotFinal['id_pro']=value[i].Id_proyecto;
self.objTareasFlotFinal['tarea']=value[i].nombre_tarea;
self.objTareasFlotFinal['porcentaje']=value[i].porcentaje;
console.info(self.objTareasFlotFinal);
}
}
});
});
}
And the function print :
But I need the 3 results in one array
for example :
How can I do that with that function? Sorry for my english I did try to explain of the better way
You can declare an array and push populated object into it. Something like this:
changeTarea: function(){
var self = this;
var container[];
$("#select_tarea_id").change(function() {
var id_tarea = $("#select_tarea_id").val();
$.each(self.objTareasFlot, function(index,value) {
for(var i = 0; i < value.length; i++){
if(value[i].Id == id_tarea){
self.objTareasFlotFinal['id']=value[i].Id;
self.objTareasFlotFinal['id_pro']=value[i].Id_proyecto;
self.objTareasFlotFinal['tarea']=value[i].nombre_tarea;
self.objTareasFlotFinal['porcentaje']=value[i].porcentaje;
console.info(self.objTareasFlotFinal);
container.push(self.objTareasFlotFinal);
}
}
});
});},
Create an array variable var result = []; inside your function.
Within your loop push() the objects into it;
results.push(self.objTareasFlotFinal);
var newArray = [];
self.objTareasFlotFinal['id']=value[i].Id;
self.objTareasFlotFinal['id_pro']=value[i].Id_proyecto;
self.objTareasFlotFinal['tarea']=value[i].nombre_tarea;
self.objTareasFlotFinal['porcentaje']=value[i].porcentaje;
newArray.push(self.objTareasFlotFinal);
// console.log should show the results
console.log(newArray);
If this array is meant to be global and accessible outside the function, you might want to define newArray outside the function first and remove the var from it within the function.
Then every time somebody runs the function, a new object is added to the array.
Alternatively, you could just return the array as the final value:
var newArray = [];
self.objTareasFlotFinal['id']=value[i].Id;
self.objTareasFlotFinal['id_pro']=value[i].Id_proyecto;
self.objTareasFlotFinal['tarea']=value[i].nombre_tarea;
self.objTareasFlotFinal['porcentaje']=value[i].porcentaje;
newArray.push(self.objTareasFlotFinal);
return newArray;
I have the following type of structure:
(function(){
var objects = [];
$('button.one').on('click', function(){
fetchObjects = function(objects) {
$.post("/fetchObjects")
.done(function(data){
objects = data;
console.log(objects.length);
});
}
fetchObjects(objects)
});
$('button.two').on('click', function(){
console.log(objects.length);
});
})();
You can see I have a variable objects that is local to this function. Initially its empty. When I click button.one I wish to populate objects with the returned value from some ajax request. It appears to work, however when clicking button.two, the objects variable is still an empty array.
Why isn't objects available in the jQuery callback?
I've also tried this approach but with the same results:
function callback(data) {
facilities = data
}
$.post("/fetchObjects")
.done(function(data){
callback(data);
});
What am I missing here? Please don't tell me to make "objects" global.
I don't know why you're passing objects as parameter. The following should work fine I think. Please let me know if you're trying to achieve something else.
(function(){
var objects = [];
$('button.one').on('click', function(){
fetchObjects = function() {
$.post("/fetchObjects")
.done(function(data){
objects = data;
console.log(objects.length);
});
}
fetchObjects()
});
$('button.two').on('click', function(){
console.log(objects.length);
});
})();
Let's simplify the code a bit. You have essentially this:
var objects = [];
fetchObjects = function(innerObjects) {
var data = ['a','b'];
innerObjects = data;
console.log(innerObjects.length);
};
fetchObjects(objects);
console.log(objects);
(I've changed the other objects variable's name just for clarity; the issue is the same even if it had the same name.)
When you call the function, innerObjects contains a reference to objects so modifying it would change the original array as well. But when you do
innerObjects = data;
now instead of modifying the array you're replacing the reference with something else. innerObjects "points" to data instead of objects and the original variable remains unchanged.
To make it work you'd need to loop through the data array (assuming it'll always be an array) and assign the contents to the objects reference one by one. This way you'll keep the original reference and modify the original array.
var objects = [];
fetchObjects = function(innerObjects) {
var data = ['a','b'];
for( var i = 0; i < data.length; i++ ) {
innerObjects[i] = data[i];
}
console.log(innerObjects.length);
};
fetchObjects(objects);
console.log(objects);
Or, in your actual code:
(function(){
var objects = [];
$('button.one').on('click', function(){
fetchObjects = function(objects) {
$.post("/fetchObjects")
.done(function(data){
for( var i = 0; i < data.length; i++ ) {
objects[i] = data[i];
}
console.log(objects.length);
});
}
fetchObjects(objects)
});
$('button.two').on('click', function(){
console.log(objects.length);
});
})();
I have the next object:
var persons= {};
persons["Matt"].push("A");
persons["Matt"].push("B");
persons["Matt"].push("C");
And I want to know if the object contains the element which I try to insert.
E.g:
persons["Matt"].push("A"); /* The element A already exist... And I don't want duplicate elements.*/
Anybody know one way to make it?
EDIT WITH MORE DETAILS:
I have a the next code:
function insertIfNotThere(array, item) {
if (array.indexOf(item) === -1) {
array.push(item);
}
}
function EventManager(target) {
var target = target || window, events = {};
this.observe = function(eventName, cb) {
if (events[eventName]){
insertIfNotThere(events[eventName], cb);
}else{
events[eventName] = []; events[eventName].push(cb);
}
return target;
};
this.fire = function(eventName) {
if (!events[eventName]) return false;
for (var i = 0; i < events[eventName].length; i++) {
events[eventName][i].apply(target, Array.prototype.slice.call(arguments, 1));
}
};
}
I use your method for checking if the element with the content indicated exist. But... It push the element ever... I don't know what's happening...
First things first. When you do
persons= {};
you are creating a global property called persons and assigning an empty object to it. You might want a local variable here. So, change it to
var persons = {};
And then, when you create a new key in the object, by default, the value will be undefined. In your case you need to store an array. So, you have to initialize it like this
persons['Matt'] = [];
and then you can use the Array.prototype.indexOf function to find out if the item being added is already there in the array or not (it returns -1 if the item is not found in the array), like this
if (persons['Matt'].indexOf("A") === -1) {
persons['Matt'].push("A");
}
if (persons['Matt'].indexOf("B") === -1) {
persons['Matt'].push("B");
}
You can create a function to do this
function insertIfNotThere(array, item) {
if (array.indexOf(item) === -1) {
array.push(item);
}
}
var persons = {};
persons['Matt'] = [];
insertIfNotThere(persons['Matt'], 'A');
insertIfNotThere(persons['Matt'], 'B');
// This will be ignored, as `A` is already there in the array
insertIfNotThere(persons['Matt'], 'A');
Use indexOf to check for the existence of A. If it doesn't exist (is -1), add it to the array:
if (persons['Matt'].indexOf('A') === -1) {
persons['Matt'].push('A');
}
I'm not really sure why my code isn't running correctly.. what I'm trying to do is create a grocery list object that has a couple of functions to add and remove items..
I can instantiate the objects with new items but my functions don't seem to work for some reason.
If you could save me the few hairs left in my head and tell me where the issue is I would greatly appreciate it.
var groceryList = function(itemNames,quantity) {
if (Array.isArray(itemNames)) {
this.items = itemNames;
this.quantity = quantity
this.addItems = function(newItems){
if ( Array.isArray(newItems) ) {
this.items.concat(newItems);
} else {
console.log("Please enter the items in an array fashion!");
};
};
this.removeItem = function(name) {
var listSize = this.items.length;
for (var i = 0; i < listSize; i++) {
if (this.items[i] == name) {
this.items.splice(i,1);
break;
} else {
console.log("Please enter the items in an array fashion!")
};
};
};
} else {
console.log("Please enter the items in an array fashion!")
};
};
.concat() returns a new array so you have to assign the result back to your instance variable.
So this:
this.items.concat(newItems);
needs to be changed to this:
this.items = this.items.concat(newItems);
or, you could actually use this to append to the array directly:
this.items.push.apply(this.items, newItems);
Because .push() can take more than one argument.
Then, in your .removeItem() function, you need to remove the item you actually found by changing this:
this.items.splice(2,1);
to this:
this.items.splice(i,1);
Is there a way to know when a user has pushed (via push()) an item onto an array?
Basically I have an asynchronous script that allows the user to push commands onto an array. Once my script loads, it execute the commands. The problems is, the user may push additional commands onto the array after my script has already run and I need to be notified when this happens. Keep in mind this is just a regular array that the user creates themselves. Google Analytics does something similar to this.
I also found this which is where I think Google does it, but I don't quite understand the code:
Aa = function (k) {
return Object.prototype[ha].call(Object(k)) == "[object Array]"
I also found a great example which seems to cover the bases, but I can't get my added push method to work correctly:
http://jsbin.com/ixovi4/4/edit
You could use an 'eventify' function that overrides push in the passed array.
var eventify = function(arr, callback) {
arr.push = function(e) {
Array.prototype.push.call(arr, e);
callback(arr);
};
};
In the following example, 3 alerts should be raised as that is what the event handler (callback) does after eventify has been called.
var testArr = [1, 2];
testArr.push(3);
eventify(testArr, function(updatedArr) {
alert(updatedArr.length);
});
testArr.push(4);
testArr.push(5);
testArr.push(6);
The only sensible way to do this is to write a class that wraps around an array:
function EventedArray(handler) {
this.stack = [];
this.mutationHandler = handler || function() {};
this.setHandler = function(f) {
this.mutationHandler = f;
};
this.callHandler = function() {
if(typeof this.mutationHandler === 'function') {
this.mutationHandler();
}
};
this.push = function(obj) {
this.stack.push(obj);
this.callHandler();
};
this.pop = function() {
this.callHandler();
return this.stack.pop();
};
this.getArray = function() {
return this.stack;
}
}
var handler = function() {
console.log('something changed');
};
var arr = new EventedArray(handler);
//or
var arr = new EventedArray();
arr.setHandler(handler);
arr.push('something interesting'); //logs 'something changed'
try this:
var MyArray = function() { };
MyArray.prototype = Array.prototype;
MyArray.prototype.push = function() {
console.log('push now!');
for(var i = 0; i < arguments.length; i++ ) {
Array.prototype.push.call(this, arguments[i]);
}
};
var arr = new MyArray();
arr.push(2,3,'test',1);
you can add functions at after pushing or before pushing
Why not just do something like this?
Array.prototype.eventPush = function(item, callback) {
this.push(item);
callback(this);
}
Then define a handler.
handler = function(array) {
console.log(array.length)
}
Then use the eventPush in the place that you want a specific event to happen passing in the handler like so:
a = []
a.eventPush(1, handler);
a.eventPush(2, handler);
I'd wrap the original array around a simple observer interface like so.
function EventedList(list){
this.listbase = list;
this.events = [];
}
EventedList.prototype.on = function(name, callback){
this.events.push({
name:name,
callback:callback
});
}
//push to listbase and emit added event
EventedList.prototype.push = function(item){
this.listbase.push(item);
this._emit("added", item)
}
EventedList.prototype._emit = function(evtName, data){
this.events.forEach(function(event){
if(evtName === event.name){
event.callback.call(null, data, this.listbase);
}
}.bind(this));
}
Then i'd instantiate it with a base array
//returns an object interface that lets you observe the array
var evtList = new EventedList([]);
//attach a listener to the added event
evtList.on('added', function(item, list){
console.log("added event called: item = "+ item +", baseArray = "+ list);
})
evtList.push(1) //added event called: item = 1, baseArray = 1
evtList.push(2) //added event called: item = 2, baseArray = 1,2
evtList.push(3) //added event called: item = 3, baseArray = 1,2,3
you can also extend the observer to observe other things like prePush or postPush or whatever events you'd like to emit as you interact with the internal base array.
This will add a function called onPush to all arrays, by default it shouldn't do anything so it doesn't interfere with normal functioning arrays.
just override onPush on an individual array.
Array.prototype.oldPush = Array.prototype.push;
Array.prototype.push = function(obj){
this.onPush(obj);
this.oldPush(obj);
};
//Override this method, be default this shouldnt do anything. As an example it will.
Array.prototype.onPush = function(obj){
alert(obj + 'got pushed');
};
//Example
var someArray = [];
//Overriding
someArray.onPush = function(obj){
alert('somearray now has a ' + obj + ' in it');
};
//Testing
someArray.push('swag');
This alerts 'somearray now has a swag in it'
If you want to do it on a single array :
var a = [];
a.push = function(item) {
Array.prototype.push.call(this, item);
this.onPush(item);
};
a.onPush = function(obj) {
// Do your stuff here (ex: alert(this.length);)
};
Sometimes you need to queue things up before a callback is available. This solves that issue. Push any item(s) to an array. Once you want to start consuming these items, pass the array and a callback to QueuedCallback(). QueuedCallback will overload array.push as your callback and then cycle through any queued up items. Continue to push items to that array and they will be forwarded directly to your callback. The array will remain empty.
Compatible with all browsers and IE 5.5+.
var QueuedCallback = function(arr, callback) {
arr.push = callback;
while (arr.length) callback(arr.shift());
};
Sample usage here.
Untested, but I am assuming something like this could work:
Array.prototype.push = function(e) {
this.push(e);
callbackFunction(e);
}
A lot better way is to use the fact that those methods modify array length.
The way to take advantage of that is quite simple (CoffeeScript):
class app.ArrayModelWrapper extends Array
constructor: (arr,chName,path)->
vl = arr.length
#.push.apply(#,arr)
Object.defineProperty(#,"length",{
get: ->vl
set: (newValue)=>
console.log("Hello there ;)")
vl = newValue
vl
enumerable: false
})
for debugging purpose you can try. And track the calling function from the call stack.
yourArray.push = function(){debugger;}
We can prototype Array to add a MyPush function that does push the rec to the array and then dispatches the event.
Array.prototype.MyPush = (rec) =>
{
var onArrayPush = new Event("onArrayPush",{bubbles:true,cancelable:true});
this.push(rec);
window.dispatchEvent(onArrayPush);
};
and then we need an eventhandler to capture the event, here I am capturing the event to log the event and then indexing the record for example:
addEventListener("onArrayPush",(e)=> {
this.#Log(e);
this.#IndexRecords();
});
But in 2022 you may also go with callback as:
Array.prototype.MyPush = function(rec,cb){
this.push(rec);
cb(rec);
};
here cb is the callback that is invoked after rec is pushed to the Array. This works at least in the console.