Javascript and Callbacks - javascript

I wrote a JavaScript function, and it was working perfectly, but it was pretty long, so I wanted to break it up into smaller functions. I thought this would be easy (and maybe it is) but I'm running into issues!
So the structure of my code is as follows:
getPosition: function(a) {
if (true) {
position = this.getPoint(a);
}
},
getPoint: function(a) {
var position;
var options = a.target.parentElement.children;
[].forEach.call(options, function(option){
if (option.type == "point") {
position = this.getNewPoint(a, option);
} else if (option.type == "line") {
position = this.getNewLine(a, option);
}
}
return position;
},
getNewPoint: function(a, option){
...
return point;
},
getNewLine: function(a, option){
...
return line;
}
Trying this gave me the error that this.getNewPoint and this.getNewLine were not defined. That makes sense because of scope, so I decided to try using a callback:
getPosition: function(a) {
if (true) {
position = this.getPoint(a, this.getNewPoint, this.getNewLine);
}
},
getPoint: function(a, pointCallback, lineCallback) {
var position;
var options = a.target.parentElement.children;
[].forEach.call(options, function(option){
if (option.type == "point") {
position = pointCallback(a, option);
} else if (option.type == "line") {
position = lineCallback(a, option);
}
}
return position;
},
getNewPoint: function(a, option){
...
return point;
},
getNewLine: function(a, option){
...
return line;
}
This get's the functions to be called as wanted, however, (I'm guessing that) because of the asynchronous nature of Javascript, the code is continuing without the callbacks completing, so the return value is never being returned. It looks like when I put in some console.log() to test it it started working. I'm guessing this is because it's forcing the code to slow down. Any ideas?
UPDATE:
Because of the awesome help I've received I've got it working to a point. So right now it works as long as the getNewLine function is never called. So I'm thinking there's something wrong in the way my getNewLine function is returning, since it's breaking everything! So here's a but more detail on that function:
getNewLine: function(a, option){
var line;
var endPoints = option.points;
for (var i = 0; i < (endPoints.length - 1); i++) {
... math here
if (distance <= linePadding) {
if (true) {
line = option;
return line; //Want to break the loop and for the function to return
}
}
}
return line;
}

You haven't introduced anything truly asynchronous, just a different method of applying a function. There's a much easier fix to your problem than using callback; save a reference to the correct this:
getPoint: function(a) {
var self = this; // <--
var options = a.target.parentElement.children;
[].forEach.call(options, function(option){
if (option.type == "point") {
newPoint = self.getNewPoint(a, option); // <--
} else if (option.type == "line") {
newLine = self.getNewLine(a, option); // <--
}
});
},
As for why your new solution doesn't work, it looks like you aren't passing the callbacks with the right context. First off, I believe you meant to type
position = this.getPoint(a, this.getNewPoint, this.getNewLine);
But the problem with this is that you, again, lose the correct this context. You could fix this by explicitly setting it using .bind
position = this.getPoint(a, this.getNewPoint.bind(this), this.getNewLine.bind(this));
Bind creates a copy of the given function where the this context is explicitly set.
I actually wrote an answer explaining how this is determined here. And as Felix Kling pointed out, .forEach accepts another argument which sets the context of this:
[].forEach.call(options, function(option) {
// Your same code as before
}, this); // <-- Set the context

There is no asynchronous code here. Just because you are passing a function as a parameter doesn't mean it's asynchronous.
The issue you are having is that getPoint isn't returning anything! You need a return statement for it to return anything.
As for the first example, the value of this changes every time you enter a new function(){}. this is based on how the function is called. Inside the forEach, this is the element in the "array" the global window object, not your object.
You can "backup" this to a variable and then use that inside the forEach. You can set the value of this in the forEach by passing it after the callback.
getPoint: function(a) {
var options = a.target.parentElement.children,
position;
[].forEach.call(options, function(option){
if (option.type == "point") {
position = this.getNewPoint(a, option);
} else if (option.type == "line") {
position = this.getNewLine(a, option);
}
}, this);
return position;
},

What you think this is is changing scopes. this always points to the most recent parent function. So if you separate the code out into multiple functions the this variable changes depending on the function.
One way to work around this is, when calling one function from another you can set the this within the function using the .call or .apply methods.
.call takes the this scope as the first parameter, and all following parameters are the actual parameters passed into the called function. (argument = parameter -1).
.apply takes the this scope as the first parameter, and its second parameter is an array that will be passed into the called function as it's parameter.
So in this case I would suggest
getPosition: function(a) {
if (true) {
position = this.getPoint.call(this, a);
}
},
getPoint: function(a) {
var position;
var options = a.target.parentElement.children;
[].forEach.call(options, function(option){
if (option.type == "point") {
position = this.getNewPoint.call(this, a, option);
} else if (option.type == "line") {
position = this.getNewLine.call(this, a, option);
}
}
return position;
},
getNewPoint: function(a, option){
...
return point;
},
getNewLine: function(a, option){
...
return line;
}

Related

How can I call functions conditionally in function chaining?

I don't know what it's called, but in the canvas library i'm using you apply filters to a texture by calling
canvas.draw(texture).filter1().filter2().filter3().filter4();
and i'm trying to only draw certain filters if the value is not default, but i can't do it with regular if statements since the texture can only be set once, and if i try to set it again, the previous filter will get reset.
What i'm wondering is if i can somehow add "if" statements to the "train" of filters, like so:
canvas.draw(texture).if(something){filter1()}.if(somethingelse){filter2()}.if(something){filter3()};
and so on.
Sorry if i'm not very clear, i dont know what the filter "train" is called, where you apply filter after eachother on one line.
The construct you have shown in the question is called, function chaining. The function filter1, filter2, ... filterN would just modify the same canvas object and return the same object at the end of the function.
You can very well include if conditions, like this
var canvasObject = canvas.draw(texture);
if (condition1) {
canvasObject = canvasObject.filter1();
}
if (condition2) {
canvasObject = canvasObject.filter2();
}
...
A simple example for the same, would look something like this
function Canvas() {
actualCanvas = "";
return {
filter1: function() {
actualCanvas += "filter1 ";
return this; // return the same object
},
filter2: function() {
actualCanvas += "filter2 ";
return this; // return the same object
},
filter3: function() {
actualCanvas += "filter3 ";
return this; // return the same object
},
getActualCanvas: function() {
return actualCanvas;
}
}
}
And invoke the functions, like this
var canvasObject = new Canvas();
if (1 === 1) {
canvasObject = canvasObject.filter1();
}
if (1 !== 1) {
canvasObject = canvasObject.filter2();
}
if (2 === 2) {
canvasObject = canvasObject.filter3();
}
console.log(canvasObject.getActualCanvas());
// filter1 filter3
console.log(new Canvas().filter1().filter2().filter3().getActualCanvas());
// filter1 filter2 filter3

using setTimeout in javascript to do simple animation

I am using setTimeout to create animation in Javascript, but it does not seem to work. Only the 1st move of the animation is executed, no subsequent moves.
I tried on two different laptops using Firefox, one doesn't throw any error, but the one says self.animateCallback is not a function. I also see other errors like saying my timeout function is useless or "compile-and-go" when I tried diff ways. Doesn't seem to get it working. I tried "function(self){self.animateCallback()}" and "self.animateCallback" (with and without quotes).
The code is below, it is part of a prototype method.
increment : function(incr, target, tick) {
var self = this;
self.animateCallback = function()
{
var done = Math.abs(self.currValue - target) < Math.abs(incr);
if(!self.animateCallback || done) {
if(done) {
self.updateAngle(self.currValue/self.maxValue);
self.stopAnimation(); //just setting animateCallback to null
}
}
else
{
self.updateAngle((self.currValue+incr)/self.maxValue);
setTimeout(self.animateCallback, tick);
}
}
self.animateCallback.call();
},
I've got a feeling the problem has something to do with the line setTimeout(self.animateCallback..., which is accessing the function through a closure and a property. It should be neater, at least, to do it like this:
increment : function(incr, target, tick) {
var self = this;
var animateCallback = function()
{
var done = Math.abs(self.currValue - target) < Math.abs(incr);
if(done) {
self.updateAngle(self.currValue/self.maxValue);
self.animateTimeout = null;
}
else
{
self.updateAngle((self.currValue+incr)/self.maxValue);
self.animateTimeout = setTimeout(animateCallback, tick);
}
}
animateCallback();
},
stopAnimation: function() {
if (this.animateTimeout) {
clearTimeout(this.animateTimeout);
this.animateTimeout = null;
}
},
I think the error is that some other code is changing the value of self.animateCallback to something else. The first time through, setTimeout has the correct value for self.animateCallback, but after the first time, the value of self.animateCallback has changed to something else, which isn't a function, but is still a non-falsy value so that !self.animateCallback returns false.
You can try changing the if statement to this:
if((typeof self.animateCallback !== "function") || done) {
if(done) {
self.updateAngle(self.currValue/self.maxValue);
self.stopAnimation(); //just setting animateCallback to null
}
}
try to pass an anonymous function to setTimeout, like
setTimeout(function(){ self.animateCallback(); }, tick);
hope it'll help.

Javascript, passing a function in an object literal and is it callable?

always in the process of learning Javascript and modifying a cool autocomplete library, i am now in front of this :
i need to check if something passed in an object literal is a variable/field (that is to be considered as a simple value) or is something that can be called.
(as MY autocomplete depend on many input fields, i need to "value" the right things, just before the Ajax.Request) so that this declaration (see the 'extra' parts...)
myAutoComplete = new Autocomplete('query', {
serviceUrl:'autoComplete.rails',
minChars:3,
maxHeight:400,
width:300,
deferRequestBy:100,
// callback function:
onSelect: function(value, data){
alert('You selected: ' + value + ', ' + data);
}
// the lines below are the extra part that i add to the library
// an optional parameter, that will handle others arguments to pass
// if needed, these must be value-ed just before the Ajax Request...
, extraParametersForAjaxRequest : {
myExtraID : function() { return document.getElementById('myExtraID').value; }
}
see the "1 // here i'm lost..." below, and instead of 1 => i would like to check, if extraParametersForAjaxRequest[x] is callable or not, and call it if so, keeping only its value if not. So that, i get the right value of my other inputs... while keeping a really generic approach and clean modification of this library...
{
var ajaxOptions = {
parameters: { query: this.currentValue , },
onComplete: this.processResponse.bind(this),
method: 'get'
};
if (this.options.hasOwnProperty('extraParametersForAjaxRequest'))
{
for (var x in this.options.extraParametersForAjaxRequest)
{
ajaxOptions.parameters[x] = 1 // here i'm lost...
}
}
new Ajax.Request(this.serviceUrl, ajaxOptions );
You can do a typeof to see if the parameter is a function, and call it if it is.
var value;
for (var x in this.options.extraParametersForAjaxRequest)
{
value = this.options.extraParametersForAjaxRequest[x];
if (typeof(value) == 'function') {
ajaxOptions.parameters[x] = value();
}
else {
ajaxOptions.parameters[x] = value;
}
}
if (typeof this.options.extraParametersForAjaxRequest[x]==='function') {
}
You should also do this:
if (this.options.extraParametersForAjaxRequest.hasOwnProperty(x) {
if (typeof this.options.extraParametersForAjaxRequest[x]==='function') {
}
}
when iterating through properties of objects, otherwise you can end up looking at prototype members too.
Another suggestion is to make this more readable with an alias for the thing you're working with. So the ultimate would be:
var opts = this.options.extraParametersForAjaxRequest;
// don't need to check for existence of property explicitly with hasOwnProperty
// just try to access it, and check to see if the result is
// truthy. if extraParametersForAjaxRequest isn't there, no error will
// result and "opts" will just be undefined
if (opts)
{
for (var x in opts) {
if (opts.hasOwnProperty(x) && typeof opts[x]==='function') {
}
}
}

What is the best way to have a function toggle between two different processes?

I have a function that I want it execute alternating processes every time it's triggered. Any help on how I would achieve this would be great.
function onoff(){
statusOn process /*or if on*/ statusOff process
}
One interesting aspect of JavaScript is that functions are first-class objects, meaning they can have custom properties:
function onoff() {
onoff.enabled = !onoff.enabled;
if(onoff.enabled) {
alert('on');
} else {
alert('off');
}
}
For this to work, your function should have a name. If your function is anonymous (unnamed), you can try to use arguments.callee to access it, but that is deprecated in the new ES5 standard and not possible when using its strict mode.
With the use of closures, you can define a static variable that is only accessible by the function itself:
var toggle = (function()
{
var state = true;
return function()
{
if(state)
alert("A");
else
alert("B");
state = !state;
};
})();
Now you can repeatedly invoke toggle(), and it would alternate between "A" and "B". The state variable is unaccessible from the outside, so you don't pollute the global variable scope.
Use closures. In addition to closures, this method demonstrates arbitrary arguments and arbitrary numbers of functions to cycle through:
Function cycler
function cycle() {
var toCall = arguments;
var which = 0;
return function() {
var R = toCall[which].apply(this, arguments);
which = (which+1) % toCall.length; // see NOTE
return R;
}
}
Demo:
function sum(a,b) {return a+b}
function prod(a,b) {return a*b}
function pow(a,b) {return Math.pow(a,b)}
function negate(x) {return -x;}
var f = cycle(sum, prod, pow, negate);
console.log(f(2,10)); // 12
console.log(f(2,10)); // 20
console.log(f(2,10)); // 1024
console.log(f(2)); // -2
// repeat!
console.log(f(2,10)); // 12
console.log(f(2,10)); // 20
console.log(f(2,10)); // 1024
console.log(f(2)); // -2
Arbitrary cycler
Alternatively if you do not wish to assume all cycled things are functions, you can use this pattern. In some ways it is more elegant; in some ways it is less elegant.
function cycle() {
var list = arguments;
var which = 0;
return function() {
var R = list[which];
which = (which+1) % toCall.length; // see NOTE
return R;
}
}
Demo:
var cycler = cycle(function(x){return x}, 4, function(a,b){return a+b});
cycler()(1); // 1
cycler(); // 4
cycler()(1,5); // 6
// repeat!
cycler()(1); // 1
cycler(); // 4
cycler()(1,5); // 6
NOTE: Because javascript thinks 10000000000000001%2 is 0 (i.e. that this number is even), this function must be three codelines longer than necessary, or else you will only be able to call this function 10 quadrillion times before it gives an incorrect answer. You are unlikely to reach this limit in a single browsing session... but who knows
If I'm understanding what you want, this may be what you're looking for:
var AlternateFunctions = function() {
var one = function() {
// do stuff...
current = two;
}, two = function() {
// do stuff...
current = one;
}, current = one;
return function() {
current();
}
}();
Then calling AlternateFunctions(); will cycle between one() and two()
There are a couple of good answers already posted, but I'm wondering what you're trying to achieve. If you're keeping track of some DOM element's state, instead of having state saved within the function, you should check the state of the element so that the function isn't operating in a vacuum (and possibly not doing what you expect). You can check some attribute, e.g., class:
function onoff(obj){
if(obj.className === 'on') {
obj.className = 'off';
}else{
obj.className = 'on';
}
}
var last=0;
function toggle() {
if(last) {
last=0;
// do process 2
}
else {
last=1;
// do process 1
}
}
See jsfiddle demo
var status=true;
function onOff(el){
/*
* toggle
*/
status = (status ? false : true);
status
? el.html('on')
: el.html('off');
}

Can you alter a Javascript function after declaring it?

Let's say I have var a = function() { return 1; }. Is it possible to alter a so that a() returns 2? Perhaps by editing a property of the a object, since every function is an object?
Update: Wow, thanks for all the responses. However, I'm afraid I wasn't looking to simply reassign a variable but actually edit an existing function. I am thinking along the lines of how you can combine partial functions in Scala to create a new PartialFunction. I am interested in writing something similar in Javascript and was thinking that the existing function could perhaps be updated, rather than creating an entirely new Function object.
You can do all kinds of fun stuff with javascript, including redefining functions:
let a = function() { return 1; }
console.log(a()); // 1
// keep a reference
let old = a;
// redefine
a = function() {
// call the original function with any arguments specified, storing the result
const originalResult = old.apply(old, arguments);
// add one
return originalResult + 1;
};
console.log(a()); // 2
Voila.
Edit: Updated to show this in a crazier scenario:
let test = new String("123");
console.log(test.toString()); // logs 123
console.log(test.substring(0)); // logs 123
String.prototype.substring = function(){ return "hahanope"; }
console.log(test.substring(0)); // logs hahanope
You can see here that even though "test" is defined first, and we redefine substring() afterwards, the change still applies.
Side note: you really should reconsider your architecture if you're doing this...you're going to confuse the crap out of some poor developer 5 years down the road when s/he's looking at a function definition that's supposed to return 1, but seems to always return 2....
So you want to modify the code of a function directly, in place, and not just reassign a different function to an existing variable.
I hate to say it, but as far as I have been able to figure it out - and I have tried -, it can't be done. True, a function is an object, and as such it has methods and properties which can be tweaked and overwritten on the object itself. Unfortunately, the function body is not one of them. It is not assigned to a public property.
The documentation on MDN lists the properties and methods of the function object. None of them gives us the opportunity to manipulate the function body from the outside.
That's because according to the spec, the function body is stored in the internal [[Code]] property of the function object, which can't be accessed directly.
I used something like this to modify an existing function whose declaration was not accessible to me:
// declare function foo
var foo = function (a) { alert(a); };
// modify function foo
foo = new Function (
"a",
foo.toSource()
.replace("alert(a)", "alert('function modified - ' + a)")
.replace(/^function[^{]+{/i,"") // remove everything up to and including the first curly bracket
.replace(/}[^}]*$/i, "") // remove last curly bracket and everything after<br>
);
Instead of toSource() you could probably use toString() to get a string containing the function's declaration. Some calls to replace() to prepare the string for use with the Function Constructor and to modify the function's source.
let a = function() { return 1; }
console.log(a()) // 1
a = function() { return 2; }
console.log(a()) // 2
technically, you're losing one function definition and replacing it with another.
How about this, without having to redefine the function:
var a = function() { return arguments.callee.value || 1; };
alert(a()); // => 1
a.value = 2;
alert(a()); // => 2
I am sticking to jvenema's solution, in which I don't like the global variable "old". It seems better to keep the old function inside of the new one:
function a() { return 1; }
// redefine
a = (function(){
var _a = a;
return function() {
// You may reuse the original function ...
// Typical case: Conditionally use old/new behaviour
var originalResult = _a.apply(this, arguments);
// ... and modify the logic in any way
return originalResult + 1;
}
})();
a() // --> gives 2
All feasible solutions stick to a "function wrapping approach".
The most reliable amongst them seems to be the one of rplantiko.
Such function wrapping easily can be abstracted away. The concept / pattern itself might be called "Method Modification". Its implementation definitely belongs to Function.prototype. It would be nice to be backed
one day by standard prototypal method modifiers like before, after, around, afterThrowing and afterFinally.
As for the aforementioned example by rplantiko ...
function a () { return 1; }
// redefine
a = (function () {
var _a = a;
return function () {
// You may reuse the original function ...
// Typical case: Conditionally use old/new behaviour
var originalResult = _a.apply(this, arguments);
// ... and modify the logic in any way
return originalResult + 1;
};
})();
console.log('a() ...', a()); // --> gives 2
.as-console-wrapper { min-height: 100%!important; top: 0; }
... and making use of around, the code would transform to ...
function a () { return 1; }
console.log('original a ...', a);
console.log('a() ...', a()); // 1
a = a.around(function (proceed, handler, args) {
return (proceed() + 1);
});
console.log('\nmodified a ...', a);
console.log('a() ...', a()); // 2
.as-console-wrapper { min-height: 100%!important; top: 0; }
<script>
(function(d){function f(a){return typeof a==e&&typeof a.call==e&&typeof a.apply==e}function g(a,b){b=null!=b&&b||null;var c=this;return f(a)&&f(c)&&function(){return a.call(b||null!=this&&this||null,c,a,arguments)}||c}var e=typeof d;Object.defineProperty(d.prototype,"around",{configurable:!0,writable:!0,value:g});Object.defineProperty(d,"around",{configurable:!0,writable:!0,value:function(a,b,c){return g.call(a,b,c)}})})(Function);
</script>
This is a Clear Example based on a control timepicker eworld.ui
www.eworldui.net
Having a TimePicker eworld.ui where JavaScript is unreachable from outside, you can't find any js related to those controls. So how can you add a onchange event to the timepicker ?
There is a js function called when you Select a time between all the options that the control offer you. This function is: TimePicker_Up_SelectTime
First you have to copy the code inside this function.
Evaluate...quikwatch...TimePicker_Up_SelectTime.toString()
function TimePicker_Up_SelectTime(tbName, lblName, divName, selTime, enableHide, postbackFunc, customFunc) {
document.getElementById(tbName).value = selTime;
if(lblName != '')
document.getElementById(lblName).innerHTML = selTime;
document.getElementById(divName).style.visibility = 'hidden';
if(enableHide)
TimePicker_Up_ShowHideDDL('visible');
if(customFunc != "")
eval(customFunc + "('" + selTime + "', '" + tbName + "');");
eval(postbackFunc + "();");
}
Now
Using the code that you have saved before reassign the same source code but add whatever you want..
TimePicker_Up_SelectTime = function (tbName, lblName, divName, selTime, enableHide, postbackFunc, customFunc) {
document.getElementById(tbName).value = selTime;
if (lblName != '')
document.getElementById(lblName).innerHTML = selTime;
document.getElementById(divName).style.visibility = 'hidden';
if (enableHide)
TimePicker_Up_ShowHideDDL('visible');
if (customFunc != "")
eval(customFunc + "('" + selTime + "', '" + tbName + "');");
eval(postbackFunc + "();");
>>>>>>> My function >>>>> RaiseChange(tbName);
}
I've added My Function to the function so now I can simulate an onchange event when I select a time.
RaiseChange(...) could be whatever you want.
If you're debugging javascript and want to see how changes to the code affects the page, you can use this Firefox extension to view/alter javascripts:
Execute JS firefox extension:
https://addons.mozilla.org/en-US/firefox/addon/1729
You can change functions like other objects
var a1 = function(){return 1;}
var b1 = a1;
a1 = function(){
return b1() + 1;
};
console.log(a1()); // return 2
// OR:
function a2(){return 1;}
var b2 = a2;
a2 = function(){
return b2() + 1;
};
console.log(a2()); // return 2
Can you not just define it again later on? When you want the change try just redefining it as:
a = function() { return 2; }
const createFunction = function (defaultRealization) {
let realization = defaultRealization;
const youFunction = function (...args) {
return realization(...args);
};
youFunction.alterRealization = function (fn) {
realization = fn;
};
return youFunction;
}
const myFunction = createFunction(function () { return 1; });
console.log(myFunction()); // 1
myFunction.alterRealization(function () { return 2; });
console.log(myFunction()); // 2

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