I'm having an issue with prototype inheritance and I can't find out why it's not working properly.
The snippet is this:
function Field(newKey, val) {
this.key = newKey || "";
this.value = val || "";
}
Field.prototype.isEmpty = function() {
return this.value === undefined || this.value === null || this.value === "";
};
function DoubleField(newKey, val) {
this.base = Field;
this.base(newKey, val);
}
DoubleField.prototype = new Field();
DoubleField.prototype.constructor = DoubleField;
function IntegerField(newKey, val) {
this.base = DoubleField;
this.base(newKey, val);
}
IntegerField.prototype = new DoubleField();
IntegerField.prototype.constructor = IntegerField;
var f = new Field('keyfield', 'valField');
var d = new DoubleField('keydouble', 'valDouble');
var i = new IntegerField('keyinteger');
var res = f.isEmtpy();
The call to f.isEmpty is failing? Why? Calls to d.isEmpty or i.isEmpty work just fine as expected.
I cannot realize what I'm doing wrong. Any help would be much appreciated!
The error is in the last line of code:
var res = f.isEmtpy();//That's what you wrote
The correct is:
var res = f.isEmpty();
You haven't said how it's failing. As I noted in a comment, at the very least there's a typo: var res = f.isEmtpy(); should be var res = f.isEmpty();
But beyond that (which I assume is just a typo in the question, not the code), note that this line in your derived constructors:
this.base = DoubleField;
...will not work as you intend. Consider the case of IntegerField. You call new IntegerField and it sets this.base to DoubleField and calls it. But the DoubleField constructor then sets this.base to Field. So you have an IntegerField instance with a base property pointing to Field, not DoubleField.
You can't use instance properties to trace lineage. It works for a parent/child situation, but you run into the "grandchild" problem described above.
I recommend using one of the inheritance helper scripts out there. There are several, including my own Lineage. These scripts help you build inheritance hierarchies, handling the plumbing for you so you can focus on building whatever it is you're trying to build. We only need them temporarily; JavaScript is getting syntactic sugar to help with this in the next version (but of course, it'll be years before we see widespread support of it, once it's actually finalized).
Related
It's something that's really bothering me, and it's also kind of important since it's part of my job.
I made an object that basically parses a hostname and puts labels on the different parts of that name.
Sounds pretty straightforward, right? HOWEVER, when I create several instances of that object in a row, every other instance turns out blank, with nothing but _proto and a few functions. No data whatsoever.
It might be important to note that I'm using an old version of Chrome (which I have to use, since the network at work is closed-circuit and it's impossible to update the software beyond what's on the net). The same code works at home.
WHAT AM I DOING WRONG, THEN?
Thanks in advance.
var reg = /([A,B,C,D,E])(\d{3})(\d{2})([F,G,H])(\d{2})/i;
var hostParser = function(hostname) {
var parsed = reg.exec(hostname);
if (parsed) {
this.prefix = parsed[1];
this.arena = parsed[2];
this.waitingRoom = parsed[3];
this.adminStatus = parsed[4];
this.ID = parsed[5];
this.hostname = hostname.toUpperCase();
return this;
}
return false;
};
Array.prototype.eliminateDuplicates = function() {
var r = [];
this.forEach(function(n) {
if (r.indexOf(n) < 0)
r.push(n);
});
return r;
};
Array.prototype.trim = function() {
var r = [];
this.forEach(function (n) {
if (!/^\s?$/.test(n))
r.push(n);
});
return r;
};
var list = [
'A40800G01',
'A40800G02',
'A40800G03',
'A40800G04',
'A40800G05',
'A40800G06',
'A40800G07',
'A40800G08',
'A40800G09'
];
list.trim().eliminateDuplicates().forEach(function (item) {
var itemParser = new hostParser(item);
console.log(itemParser);
});
This was indeed a bug with that particular Chrome version. Not being able to update, I duplicated array items on purpose and it worked.
Is there any reason why something like this would not work?
var classReplace = function(object, newClass, originalClass = "") {
//do stuff
}
I keep getting a "Uncaught SyntaxError: Unexpected token = " error because I add in the
originalClass = ""
part
You can check to see if originalClass was defined and if not then assign it "",
var classReplace = function(object, newClass, originalClass) {
if( typeof(originalClass) === "undefined" ) originalClass = "";
//do stuff
}
As Pointy said, setting a default argument value in this way isn't possible in JavaScript,
You can, however, achieve similar results by checking if said argument is undefined, and if so, setting it equal to your desired default value:
var classReplace = function(object, newClass, originalClass) {
if (originalClass === undefined) originalClass = "";
//do stuff
}
While this doesn't exist in JS out of the box, I can think of two options in addition to the other answers, that actually mimick the feature you are looking for.
a. CoffeeScript
Among other cool features, CS supports default function values:
var classReplace = (object, newClass, originalClass = "") ->
console.log(originalClass)
Of course this just gets interpreted as:
var classReplace = function(object, newClass, originalClass) {
if (originalClass == null) {
originalClass = "";
}
return console.log(originalClass);
};
But still nice to have for readability, and like I said, CS has a lot of other cool features, may be worth a look.
b. Lo-Dash's partialRight method. (link)
usage:
var originalFunction = function(a,b) { return a + b; },
functionWithDefaultValues = _.partialRight(originalFunction, 1, 2);
jsfiddle
notes:
_.partial, for some reason, doesn't have the same behaviour.
_.partialRight appends the values from the right, so in the above, the default value for b is 1.
Hope this helps.
I have a global variable NS which I can access from the console as such:
NS.some_func();
NS is populated using a method called extendSafe()
some_scope.extendSafe = function (o1, o2) {
var key;
for (key in o2) {
if (o2.hasOwnProperty(key) && o1.hasOwnProperty(key)) {
throw "naming collision: " + key;
}
o1[key] = o2[key];
}
return o1;
};
This is used by setting up a public scope called $P and then copying over to the global scope NS once all the $P methods have been defined.
I want to to it this way so I can verify that I'm not writing over any properties.
This worked well until I tried to save a local variable to $P for later copying to NS. Because the interpreter does not know that $P will be "released" to the window scope, it does not know to keep the local variable active. So I can not use my safeExtend method.
I verified this was the issue by doing a direct copy as such:
NS.local = local;
I can now access NS.local from the console.
However if I copy it over as I wish to do:
$P.local = local;
extendSafe(NS, $P);
The local variable is not available.
How can I safely release it, i.e. using safeExtend()?
Code Snippet
Issue is commented as
// hacked needs a fix
$P.machine = function (obj) {
var pipe,
data_send,
ajax_type,
wait_animation,
set;
wait_animation = document.getElementById('wait_animation');
set = false;
pipe = NS.makePipe(obj);
if ($R.Parsel[pipe.model] === undefined) {
return;
}
time('start');
if ($R.Parsel[pipe.model].hasOwnProperty("pre")) {
pipe = $R.Parsel[pipe.model].pre(pipe);
} else {
return;
}
if (pipe.form_data) {
ajax_type = 'multi';
var form_data = pipe.form_data;
delete pipe.form_data;
form_data.append("pipe", JSON.stringify(pipe));
data_send = form_data;
} else {
ajax_type = 'post';
data_send = 'pipe=' + encodeURIComponent(JSON.stringify(pipe));
}
if (pipe.state === true) {
time('middle');
if (wait_animation) {
set = true;
wait_animation.style.opacity = 1;
}
NS.ajax({
type: ajax_type,
url: NS.Reg.get('path') + NS.Reg.get('path_ajax'),
data: data_send,
callback: function (pipe_string_receive) {
var pass_prefix = pipe_string_receive.slice(0, 3),
times;
if (wait_animation && set) {
wait_animation.style.opacity = 0;
}
if (pass_prefix === '|D|') {
NS.log('|DEBUG| ' + pipe_string_receive.slice(3));
} else if (pass_prefix === '|A|') {
time('middle');
pipe = JSON.parse(pipe_string_receive.slice(3));
if ($R.Parsel[pipe.model].hasOwnProperty("post")) {
pipe = $R.Parsel[pipe.model].post(pipe);
times = time('finish');
pipe.time.pre = times[0];
pipe.time.transit = times[1];
pipe.time.post = times[2];
// works but hacked needs a fix
NS.last = pipe;
// will not exendSafe()
$P.last = pipe;
} else {
return;
}
} else {
throw "<No 'A' or 'D'>" + pipe_string_receive;
}
}
});
}
};
I see you've solved the problem, but I have a feeling that there's something you're misunderstanding about JavaScript:
This worked well until I tried to save a local variable to $P for later copying to NS. Because the interpreter does not know that $P will be "released" to the window scope, it does not know to keep the local variable active. So I can not use my safeExtend method.
I verified this was the issue by doing a direct copy as such:
NS.local = local;
I can now access NS.local from the console.
However if I copy it over as I wish to do:
$P.local = local;
extendSafe(NS, $P);
The local variable is not available.
How can I safely release it, i.e. using safeExtend()?
This doesn't make sense. JavaScript is very good at keeping track of references to objects. If there are any references to an object, it won't garbage collect the object. I have no idea what it could mean to "release an object to the window scope". There isn't really any such concept, just objects and references to them.
I tried looking through your original code, but there's a lot of code there that isn't related to the problem. If you were to simplify it to a minimal test case, I'll bet a simpler solution would become evident.
I do see one issue in your smaller snippet above. You defined your extendSafe() function as some_scope.extendSafe(), but here you're calling it with a plain extendSafe() call and no reference to some_scope. Did it actually call the function? Is this just a typo in the smaller example?
Of course, if you're just happy to have found a solution and want to move on, that's quite understandable! I just have a strong feeling that there's extra code here that you don't need.
I'm trying to translate a PHP class into JavaScript. The only thing I'm having trouble with is getting an item out of an array variable. I've created a simple jsfiddle here. I cannot figure out why it won't work.
(EDIT: I updated this code to better reflect what I'm doing. Sorry for the previous mistake.)
function tattooEightBall() {
this.subjects = ['a bear', 'a tiger', 'a sailor'];
this.prediction = make_prediction();
var that = this;
function array_random_pick(somearray) {
//return array[array_rand(array)];
var length = somearray.length;
var random = somearray[Math.floor(Math.random()*somearray.length)];
return random;
}
function make_prediction() {
var prediction = array_random_pick(this.subjects);
return prediction;
}
}
var test = tattooEightBall();
document.write(test.prediction);
Works fine here, you are simple not calling
classname();
After you define the function.
Update
When you make a call to *make_prediction* , this will not be in scope. You are right on the money creating a that variable, use it on *make_prediction* :
var that = this;
this.prediction = make_prediction();
function make_prediction() {
var prediction = ''; //initialize it
prediction = prediction + array_random_pick(that.subjects);
return prediction;
}
You can see a working version here: http://jsfiddle.net/zKcpC/
This is actually pretty complex and I believe someone with more experience in Javascript may be able to clarify the situation.
Edit2: Douglas Crockfords explains it with these words:
By convention, we make a private that variable. This is used to make
the object available to the private methods. This is a workaround for
an error in the ECMAScript Language Specification which causes this to
be set incorrectly for inner functions.
To see the complete article head to: http://javascript.crockford.com/private.html
You never call classname. Seems to be working fine.
Works for me:
(function classname() {
this.list = [];
this.list[0] = "tiger";
this.list[1] = "lion";
this.list[2] = "bear";
function pickone(somearray) {
var length = somearray.length;
var random = somearray[Math.floor(Math.random()*length)];
return random;
}
var random_item = pickone(this.list);
document.write(random_item);
}());
Were you actually calling the classname function? Note I wrapped your code block in:
([your_code]());
I'm not sure what you're trying to accomplish exactly with the class structure you were using so I made some guesses, but this code works by creating a classname object that has instance data and a pickone method:
function classname() {
this.list = [];
this.list[0] = "tiger";
this.list[1] = "lion";
this.list[2] = "bear";
this.pickone = function() {
var length = this.list.length;
var random = this.list[Math.floor(Math.random()*length)];
return random;
}
}
var cls = new classname();
var random = cls.pickone();
You can play with it interactively here: http://jsfiddle.net/jfriend00/ReL2h/.
It's working fine for me: http://jsfiddle.net/YznSE/6/ You just didn't call classname(). If you don't call it, nothing will happen ;)
Make it into a self-executing function like this:
(function classname() {
this.list = [];
this.list[0] = "tiger";
this.list[1] = "lion";
this.list[2] = "bear";
function pickone(somearray) {
var length = somearray.length; //<---WHY ISN'T THIS DEFINED??
var random = somearray[Math.floor(Math.random() * length)];
return random;
}
var random_item = pickone(this.list);
document.write(random_item);
})();
var test = tattooEightBall();
document.write(test.prediction);
Should be:
var test = new tattooEightBall(); //forgot new keyword to create object
document.write(test.prediction()); // forgot parens to fire method
and:
this.prediction = make_prediction();
Should be:
this.prediction = make_prediction;
I'm taking an adventure into the depths of JavaScript and have come across a little problem that I can't get my head around.
Everything I know about programming is self taught, this problem might have some terminology behind it I have never heard of, so I don't know what it would be called.
I'll explain the problem I am experiencing.
I've been writing a framework for HTML5 canvas for displaying 2d and 3d graphics.
As you might expect, I have designed an element class, these elements have positions on the canvas which are built from a vector class I put together.
The problem I'm having is, if I make two "Text" objects, then call a function inside their position object, all the positions of the "Text" objects change to this value:
var usernameLabel = new C.Text('Username:');
usernameLabel.position.set(30,30)
var username = new C.Text('Hello World');
username.position.set(0,70)
console.log(usernameLabel.position.x) // 0 when it should be 30
I'm sure there is something I missed, I just can't figure out what.
C.Text.prototype = new C.Element();
C.Element.position = new JC.Vector();
Any help would be most appreciated!
This is my full Element class
C.elements = 0;
C.Element = function()
{
this.id = C.elements ++;
this.position = new C.Vector();
this.rotation = new C.Vector();
this.style = new C.Style();
this.children = [];
}
C.Element.prototype = {
constructor : C.Element,
addChildObject : function( o )
{
return this.children.push(o);
},
removeChildObject : function( o )
{
this.children.splice(o,1);
}
}
Text class
C.Text = function(string)
{
this.string = string || '';
}
C.Text.prototype = new C.Element();
C.Text.prototype.constructor = C.Text();
I also have more classes built from C.Element obviously, for example:
C.Rectangle = function(width, height)
{
this.style.setSize(width,height);
}
C.Rectangle.prototype = new C.Element();
C.Rectangle.prototype.constructor = new C.Rectangle();
var usernameLabel = new C.Text('Username:');
usernameLabel.position.set(30,30) // 0,70?
var username = new C.Text('');
username.position.set(0,70) // 0,70
var rect = new C.Rectangle(20,0);
rect.position.set(30,80) // 90,80?
var rect2 = new C.Rectangle(20,0);
rect2.position.set(90,80) // 90,80
From the looks of it, you are declaring position as a 'static' variable on the object, which means it will change. To make it change only on a specific object you need one of the following:
C.Element.prototype.position = new JC.Vector();
or inside a function within the object
this.position = new JC.Vector();
These declarations are for items that are specific to the object, where as the C.Element.position declaration is for something that will be the same in all instances of the object.
Update
Instead of declaring C.Text.prototype = new C.Element(). Try using C.Text.prototype = C.Element.prototype. Hopefully that will fix your problem. Instead of creating a new object to base it on, it bases it directly on the prototype of C.Element
I found the answer! Thanks for the help! The solution was to make the parent object do a call
for a reason I don't fully understand.
C.Text = function(string)
{
C.Object.call(this)
this.string = string || '';
return this;
}
C.Text.prototype = new C.Object();
C.Text.prototype.constructor = C.Text;