Access class members from nested functions - javascript

i have this class in javascript
var MyGird = Class.extend({
classMemeber1 : "Some Value"
,clickEvent : function(){
this.editor.on({
afteredit: function() {
//
// HOW TO I ACCESS classMemeber1 from here? ?
//
//
}
})
})
how do i access classMemeber1 from inside of afteredit...
Thanks

You need to save a reference to the object invoking clickEvent function by storing this [1] in a variable. It will be available inside the afteredit method because of closure.
var MyGird = Class.extend({
classMemeber1: "Some Value",
clickEvent: function () {
var self = this; // save object reference
this.editor.on({
afteredit: function () {
// access classMemeber1 from here
// by using the stored reference
alert(self.classMemeber1);
}
});
},
// ...
});
[1] this operator in javascript (note: 'this' is not an operator)

If you write ES6, you can use arrow functions: https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Functions/Arrow_functions
In your example, should be something like (not tested):
var MyGird = Class.extend({
classMemeber1: "Some Value",
clickEvent: () => {
this.editor.on({
afteredit: () => () {
alert(this.classMemeber1);
}
});
},
// ...
});

I had a similar problem and solved it using a library call cron.
this library allows you to schedule tasks very easily
here is an example of code i used to implement sending a message at a specific time
import {CronJob} from "cron";
sendMessageEveryMinute(message) {
let bot = this.bot;
let chatId = this.chatId;
let job = new CronJob('1 * * * * *',
function () {
bot.telegram.sendMessage(chatId, message).then(r => console.log(r));
}, null, true, 'Europe/Rome');
}
as you can see (minus the telegram methods) what we do is just declare an object called CronJob which takes as input the so called cron schedule expressions (which is used to define the actual time when the function we want to execute will execute) and the second parameter is the function itself we want to execute at that specific time.
The true param that you see is telling that the schedule will start at instantiation time. this means that the schedule will start as the object job gets instantiated.
For the other params look at the documentation:
cron documentation

Related

How do you (best) access 'this' in an object method passed as callback [duplicate]

This question already has answers here:
How to access the correct `this` inside a callback
(13 answers)
Closed 4 years ago.
I'm writing a simple word game to practice my javascript (I'm new to it) using the NPM package prompt (https://www.npmjs.com/package/prompt) to query the user when I need a response.
Since I come from an OOP background (in other languages) I've been experimenting with encapsulating different functionalities in different objects. So I have all the prompt related code in one object, like this
function Prompter() {
this.getUserName = function (callback) {
var schema = {
properties: {
name: {
description: "Tu nombre por favor:",
pattern: /^[ñÑa-zA-Z\s\-]+$/,
message: 'Solo letras, por favor',
required: true
}
}
};
prompt.get(schema, callback);
};
}
and game logic in another object like this (this is the relevant part of the code)
function Game() {
this.qGenerator = null;
this.prompter = null;
this.user = "";
this.doNextRound = function () {
//// omitted for brevity
};
this.init = function () {
this.qGenerator = new QuestionGenerator();
this.prompter = new Prompter();
};
this.startGame = function () {
this.prompter.getUserName(this.storeUserName);
};
this.storeUserName = function (err, result) {
if (err) {
this.handleErr(err);
return;
}
this.user = result.name;
this.doNextRound();
};
}
and I start the game like this
const game = new Game();
game.init();
game.startGame();
The problem I have is that in the Game method storeUserName, which I've passed as a callback to prompt, I have no access to the Game object through this, and thus, when I call
this.doNextRound
inside of storeUserNameI get
TypeError: this.doNextRound is not a function
I understand why, as this refers to Node inside the callback. But I don't know how to keep a reference to the correct this inside the method I'm passing as callback. I understand how to do it in more 'vanilla' Javascript -- using that = this, or apply,etc, but I'm not sure what the best way to handle this inside Node callbacks is when you're passing another object's methods. Any advice much appreciated.
Use Function.prototype.bind:
this.prompter.getUserName(this.storeUserName.bind(this));
or an arrow function:
this.prompter.getUserName( _ => this.storeUserName() );
Either of those will work.

Callback losing scope of containing function with angular

I have a segment of code where I am getting some weird output. The parameter being used in the function is changing when I would not think it would.
entry point to the code.
handleAction(action : HAction){
this.openForm("marksForm","Form");
}
method to open the form.
public openForm(name : string, type : string){
console.log("Name",name)
let cb = this.createComponentInitCallback(this.compService.getComponentType(type),
name);
let itemconfig ={
type: 'row',
content: [{
type: 'component',
title: 'Form Test',
componentName: 'h-form',
componentState: {}
}]
}
let tryRegister = false;
try{
this.goldenLayout.getComponent(name);
}catch(e){console.log("registering component",name); tryRegister=true;}
if(tryRegister)
this.goldenLayout.registerComponent(name,cb);
if(this.goldenLayout.root.contentItems[0])
this.goldenLayout.root.contentItems[ 0 ].addChild(itemconfig);
else
this.goldenLayout.root.addChild(itemconfig);
}
This method creates the defined callback function.
public createComponentInitCallback(componentType: Type<any>, name : string ): ComponentInitCallback {
console.log("1Name",name);
let f = (container: GoldenLayout.Container, componentState: any) => {
console.log("2Name",name);
this.ngZone.run(() => {
console.log("3Name",name);
// Create an instance of the angular component.
const factory = this.componentFactoryResolver.resolveComponentFactory(componentType);
const injector = this._createComponentInjector(container, componentState);
const componentRef = this.viewContainer.createComponent(factory, undefined, injector);
console.log("4Name",name)
componentRef.instance.name=name;
// Bind the new component to container's client DOM element.
container.getElement().append($(componentRef.location.nativeElement));
this._bindEventHooks(container, componentRef.instance);
// Store a ref to the compoenentRef in the container to support destruction later on.
(container as any)[COMPONENT_REF_KEY] = componentRef;
});
};
return f;
}
You will see my log statements. This callback gets executed inside the GoldenLayout library. However, I was pretty sure this should work.
Below are the outputs:
Name marksForm
1Name marksForm
2Name h-form
3Name h-form
4Name h-form
The first console output is logging what is passed into this method. You can see that it is obviously changing on me so I have to be doing something wrong. Oddly enough, the componentType parameter is working perfectly fine.
What am I doing wrong here?
A function that relies on lexical this and is supposed to be passed as callback should always be bound to the context.
createComponentInitCallback method can be bound to the context, either with bind or an arrow function (see this explanation on bound prototype methods vs arrow instance methods):
constructor() {
this.createComponentInitCallback = this.createComponentInitCallback.bind(this);
}
Or resulting callback can be bound to the context:
let cb = this.createComponentInitCallback(this.compService.getComponentType(type),
name).bind(this);
Considering there are no scenarios where this should differ from current class instance, the first option is preferable.
As for function scope, it cannot be lost under no circumstances. If name was passed as an argument in parent function, it will remain unchanged in nested function.
Unless you are using Angular HttpModule to make calls, any async call made with an external library will result in running your call back out of the original scope.
To mitigate this you need to assign this to a local variable the callback can use.
public createComponentInitCallback(componentType: Type<any>, name : string ): ComponentInitCallback {
console.log("1Name",name);
let self = this;
let f = (container: GoldenLayout.Container, componentState: any) => {
console.log("2Name",name);
this.ngZone.run(() => {
console.log("3Name",name);
// Create an instance of the angular component.
const factory = self.componentFactoryResolver.resolveComponentFactory(componentType);
const injector = self._createComponentInjector(container, componentState);
const componentRef = self.viewContainer.createComponent(factory, undefined, injector);
console.log("4Name",name)
componentRef.instance.name=name;
// Bind the new component to container's client DOM element.
container.getElement().append($(componentRef.location.nativeElement));
self._bindEventHooks(container, componentRef.instance);
// Store a ref to the compoenentRef in the container to support destruction later on.
(container as any)[COMPONENT_REF_KEY] = componentRef;
});
};
return f;
}

Mootools Request.JSON dynamic callback

Developing an app where all tabular data is returned as an object.
Some cells will have onclick events on them.
The JSON object is coming back fine and there is a key in the object call 'cb'.
This is set by the logic on the server.
My question is the object key cb will contain a string, how can I run that as a valid function without using eval()
Example:
var archive = function() {
console.log('archiving');
}
new Request.JSON ({
...
onSuccess: function(r){
//r.cb: 'archive'
docuemnt.id(td).addEvent('click', r.cb);
}
...
});
docuemnt.id(td).addEvent('click', eval(r.cb)); // works looking for alternative
I know i am over thinking this and it should not be that difficult.
Must not have had enough coffee yet today.
Use square bracket notation. If your function is in the global scope, use window[r.cb]:
new Request.JSON ({
...
onSuccess: function(r) {
//r.cb: 'archive'
document.id(td).addEvent('click', window[r.cb]);
}
...
});
If your function is not in the global scope, move your functions into an object:
var callbacks = {
archive: function () { ... },
foo: function () { ... },
...
}
Then use callbacks[r.cb].

Javascript Class Inheritance

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.

"this" doesn't work when binding functions to events inside a Javascript class

First off, I know I can copy "this" on instantiation, but that doesn't work here.
Basically I'm writing something to track people interacting with Youtube videos.
I got this working fine for one video at a time. But I want it to work on pages with multiple Youtube videos as well, so I converted the code to a class so I can create a new instance of it for each video on the page.
The problem is when trying to bind to the Youtube event listener for state changes. For "non-class" code, it looks like this:
var o = document.getElementById( id );
o.addEventListener("onStateChange", "onPlayerStateChange" );
(onPlayerStateChange being the function I wrote to track state changes in the video)
(I'm also aware that addEventListener won't work with MSIE but I'm not worrying about that yet)
But when I'm inside a class, I have to use "this" to refer to another function in that class. Here's what the code looks like:
this.o = document.getElementById( id );
this.o.addEventListener("onStateChange", "this.onPlayerStateChange" );
When it's written like this, this.onPlayerStateChange is never called. I've tried copying "this" into another variable, e.g. "me", but that doesn't work either. The onPlayerStateChange function is defined within the "this" scope before I do this:
var me = this;
this.o = document.getElementById( id );
this.o.addEventListener("onStateChange", "me.onPlayerStateChange" );
Any insights?
Looking through other similar questions here, all of them are using jQuery, and I think doing it that way might work if I did it that way. But I don't want to use jQuery, because this is going to be deployed on random third party sites. I love jQuery but I don't want it to be a requirement to use this.
You need a global way to access the onPlayerStateChange method of your object. When you assign me as var me = this;, the variable me is only valid inside the object method where it is created. However, the Youtube player API requires a function that is accessible globally, since the actual call is coming from Flash and it has no direct reference to your JavaScript function.
I found a very helpful blog post by James Coglan in which he discussed a nice way to communicate with the Youtube's JavaScript API and manage events for multiple videos.
I have released a JavaScript wrapper library using his ideas at http://github.com/AnuragMishra/YoutubePlayer. Feel free to checkout the code. The underlying idea is simple - store all instances of the player object on the constructor. For example:
function Player(id) {
// id of the placeholder div that gets replaced
// the <object> element in which the flash video resides will
// replace the placeholder div and take over its id
this.id = id;
Player.instances.push(this);
}
Player.instances = [];
When passing a string as a callback, use a string of the form:
"Player.dispatchEvent('playerId')"
When the flash player evals this string, it should return a function. That function is the callback that will ultimately receive the playback event id.
Player.dispatchEvent = function(id) {
var player = ..; // search player object using id in "instances"
return function(eventId) { // this is the callback that Flash talks to
player.notify(eventId);
};
};
When the flash player has loaded the video, the global onYoutubePlayerReady function is called. Inside that method, setup the event handlers for listening to playback events.
function onYouTubePlayerReady(id) {
var player = ..; // find player in "instances"
// replace <id> with player.id
var callback = "YoutubePlayer.dispatchEvent({id})";
callback = callback.replace("{id}", player.id);
player.addEventListener('onStateChange', callback);
}
See a working example here..
You can use a technique called currying to achieve this. For that you need a currying function. Here's one I wrote some time back
/**
* Changes the scope of function "fn" to the "scope" parameter specified or
* if not, defaults to window scope. The scope of the function determines what
* "this" inside "fn" evaluates to, inside the function "fn". Any additional arguments
* specified in this are passed to the underlying "curried" function. If the underlying
* function is already passed some arguments, the optional arguments are appended
* to the argument array of the underlying function. To explain this lets take
* the example below:
*
* You can pass any number of arguments that are passed to the underlying (curried)
* function
* #param {Function} fn The function to curry
* #param {Object} scope The scope to be set inside the curried function, if
* not specified, defaults to window
* #param arguments {...} Any other optional arguments ot be passed to the curried function
*
*/
var curry = function(fn, scope /*, arguments */) {
scope = scope || window;
var actualArgs = arguments;
return function() {
var args = [];
for(var j = 0; j < arguments.length; j++) {
args.push(arguments[j]);
}
for(var i = 2; i < actualArgs.length; i++) {
args.push(actualArgs[i]);
}
return fn.apply(scope, args);
};
};
You can use it to curry other functions and maintain the 'this' scope inside the functions.
Check out this article on currying
this.o.addEventListener("onStateChange", curry(onPlayerStateChange, this));
Edit:
var curriedFunc = curry(onPlayerStateChange, this);
this.o.addEventListener("onStateChange", "curriedFunc");
Edit:
Okay lets say this is your custom class you create:
function MyCustomClass() {
var privateVar = "x"; // some variables;
this.onPlayerStateChange = function() { //instance method on your custom class
// do something important
}
}
On a global level you create an instance of MyCustomClass
var myCustom = new MyCustomClass(); // create a new instance of your custom class
var curriedFunc = curry(myCustom.onplayerStageChange, myCustom); // curry its onplayerstateChange
// now add it to your event handler
o.addEventListener("onStateChange", "curriedFunc");
You should be using the following to attach an event:
this.o.addEventListener("statechange", this.onPlayerStateChange);
For addEventListener, you don't need to add the on prefix.
What I posted above is correct for standard javascript, but because this passes it to the YT flash object, it's expecting onStateChange which is correct.
HTH
EDIT: Try the method in this post to help.
TheCloudlessSky was partly right and Sean was partly right. You can continue to use "onStateChange" as the event name, but don't put this.onPlayerStateChange in quotations - doing so removes the special meaning of this and javascript will look for a function named "this.onPlayerStateChange" rather than looking for a function "onPlayerStateChange" within this object.
this.o.addEventListener("onStateChange", this.onPlayerStateChange);
After looking at the Youtube Api, it looks like the addEventListener only accepts a String for the event handler function. That means there's no clean way to register a unique event handler for each object.
An alternative is to register a global handler for all youtube state changes, and then let that handler pass the state change onto all your objects. Assuming you have an array of "tracker" objects:
function globalOnPlayerStateChange() {
for (tracker in myTrackerObjects) {
tracker.playerStateChange();
}
}
Each tracker object can then figure out by itself whether or not a state change actually occured (using the API's getPlayerState function):
function MyYoutubeTracker() {
this.currentState = ...
// Determine if state changed happened or not
this.playerStateChange = function() {
var newState = this.o.getPlayerState();
if (newState != this.currentState) {
// State has changed
this.currentState = newState;
}
}
// Register global event handler for this youtube object
this.o.addEventListener("onStateChange", "globalOnPlayerStateChange");
}
Ok, I got this all working. It's a bit of an ugly hack but it works. Basically I'm storing each new instance of the class in an array, and I'm passing the array key (1, 2, etc) into the class, so it can refer to itself externally as needed in a few key places.
The places I need the class to refer to itself externally are the string I pass to addEventListener, and within a few setTimeout functions, where "this" apparently loses its context (as far as I can tell anyways, because the only way I could them working was changing "this" to use external references instead.
Here's the full code.
On the page that has Youtube videos, they are injected using swfobject. The _ytmeta object stores the titles for each video. It's optional, but it's the only way to log the title of a video, because Youtube's API does not give it to you. This means you have to know the title up front, but the point is simply that if you want the title to show up in our reports, you have to create this object:
<div id='yt1'></div>
<script src='youtube.js'></script>
<script src='swfobject.js'></script>
<script>
var _ytmeta = {}
_ytmeta.yt1 = { 'title': 'Moonwalking in Walmart' };
var params = { allowScriptAccess: "always" };
swfobject.embedSWF("http://www.youtube.com/v/gE1ZvCnwkYk?enablejsapi=1&playerapiid=yt1", "yt1", "425", "356", "8", null, null, params );
</script>
So we're including the swfobject javascript code, as well as the youtube.js file, which will be hosted on our server and included on the pages you want to track videos.
Here are the contents of youtube.js:
// we're storing each youtube object (video) in an array, and passing the array key into the class, so the class instance can refer to itself externally
// this is necessary for two reasons
// first, the event listener function we pass to Youtube has to be globally accessible, so passing "this.blah" doesn't work
// it has to be passed as a string also, so putting "this" in quotes makes it lose its special meaning
// second, when we create timeout functions, the meaning of "this" inside that function loses its scope, so we have to refer to the class externally from there too.
// _yt is the global youtube array that stores each youtube object. yti is the array key, incremented automatically for each new object created
var _yt = [], _yti = 0;
// this is the function the youtube player calls once it's loaded.
// each time it's called, it creates a new object in the global array, and passes the array key into the class so the class can refer to itself externally
function onYouTubePlayerReady( id ) {
_yti++;
_yt[ _yti ] = new _yta( id, _yti );
}
function _yta( id, i ) {
if( !id || !i ) return;
this.id = id;
this.mytime;
this.scrubTimer;
this.startTimer;
this.last = 'none';
this.scrubbing = false;
this.o = document.getElementById( this.id );
this.o.addEventListener("onStateChange", "_yt["+i+"].onPlayerStateChange" );
this.onPlayerStateChange = function( newState ) {
// some events rely on a timer to determine what action was performed, we clear it on every state change.
if( this.myTime != undefined ) clearTimeout( this.myTime );
// pause - happens when clicking pause, or seeking
// that's why a timeout is used, so if we're seeking, once it starts playing again, we log it as a seek and kill the timer that would have logged the pause
// we're only giving it 2 seconds to start playing again though. that should be enough for most users.
// if we happen to log a pause during the seek - so be it.
if( newState == '2' ) {
this.myTime = setTimeout( function() {
_yt[i].videoLog('pause');
_yt[i].last = 'pause';
_yt[i].scrubbing = false;
}, 2000 );
if( this.scrubbing == false ){
this.last = 'pre-scrub';
this.scrubbing = true;
}
}
// play
else if( newState == '1' ) {
switch( this.last ) {
case 'none':
this.killTimers();
this.startTimer = setInterval( this.startRun, 200 );
break;
case 'pause':
this.myTime = setTimeout( function() {
_yt[i].videoLog('play');
_yt[i].last = 'play';
}, 2000 );
break;
case 'pre-scrub':
this.killTimers();
this.scrubTimer = setInterval( this.scrubRun, 200 );
break;
}
}
// end
else if( newState == '0' ) {
this.last = 'none';
this.videoLog('end');
}
}
// have to use external calls here because these are set as timeouts, which makes "this" change context (apparently)
this.scrubRun = function() {
_yt[i].videoLog('seek');
_yt[i].killTimers();
_yt[i].last = 'scrub';
_yt[i].scrubbing = false;
}
this.startRun = function() {
_yt[i].videoLog('play');
_yt[i].killTimers();
_yt[i].last = 'start';
}
this.killTimers = function() {
if( this.startTimer ) {
clearInterval( this.startTimer );
this.startTimer = null;
}
if( this.scrubTimer ){
clearInterval( this.scrubTimer );
this.scrubTimer = null;
}
}
this.videoLog = function( action ) {
clicky.video( action, this.videoTime(), this.videoURL(), this.videoTitle());
}
this.videoTime = function() {
return Math.round( this.o.getCurrentTime() );
}
this.videoURL = function() {
return this.o.getVideoUrl().split('&')[0]; // remove any extra parameters - we just want the first one, which is the video ID.
}
this.videoTitle = function() {
// titles have to be defined in an external object
if( window['_ytmeta'] ) return window['_ytmeta'][ this.id ].title || '';
}
}
Hopefully, someone in the future will find this helpful, because it was a serious pain in the ass to get it working!
Thank you everyone who posted their ideas here. :)

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