var test = function(msg) {
alert(msg)
};
(new test("hi")).run();
(new test("hello")).run();
When I run above javascript code, I am able to get alert "hi". But alert "hello" is not coming up.
Anybody can explain what is above, I am completely new to this. Only I know is that "test" is a function
What is run() method does?, because when I removed run in the above code, I am able to see both alerts, pls help...
var test = function(msg) {
alert(msg)
};
(new test("hi"));
(new test("hello"));
Simple, there is no run function, when your code runs (new test("hi")).run() it runs the (new test("hi")) part first, and then errors on the run so the second line is never executed.
If you want to call a function, call it:
test("hi");
Don't run functions (that are not constructors) as constructors. Here is what new does.
"run" is not a defined function.
Even if you replace "run" by "xyz"|| "abc" or any other random function name which is not defined, the code above will work in the same way.
var test = function(msg) {
alert(msg)
};
/** test("hi") getting called, then xyz() throws a javascript error **/
(new test("hi")).xyz();
/** No Execution as there was an error on previous line **/
(new test("hello")).xyz();
Its's just that initially the "test" function is called once and when it encounters a .run() which is not defined, it throws an error and execution stops.
Couldn't you use a find & Replace routine to read the cookie and then replace it with ''?
I have not been able to delete all path cookies using all of the tips above and am still playing with it, but I did make a bookmarklet to extract all the cookies and put them in an iframe so that you can copy&paste them.
javascript: var c=document.cookie;if (c==''){alert('This site didn\'t give you any cookies at all.\nNot a single one!');}else{w=window.open('','Links','scrollbars,resizable,width=400,height=600');w.document.write(c); }
Related
So I'm creating a mod for the singleplayer browser game Cookie Clicker. In my mod I allow the user to insert in their own code to do their own special things to interact with my mod's main function.
However, when the user codes on my custom editor, I want to "test" their code before they save to make sure no errors happen, and if they do, display a error message with what they did and where they did it. Getting the error is easy with a try/catch. But I noticed the error message is:
SynaxError: missing ) after argument list
at new Function (<anonymous>)
at HTMLAnchorElement.save.onclick (chrome-extension://dhdgffkkebhmkfjojejmpbldmpobfkfo/userscript.html?name=Building%2520Sorter.user.js&id=18320655-b018-42e2-8fa5-7fb0cc8d2d70:578:24)
Which isn't helpful for me at all. The most I could salvage from this is the first line. However, that doesn't tell the user at all where the error is located in their code.
the 578:24 that points to the supposed error is:
try{
//code.value is a STRING of the user's code
let func = new Function(code.value);//<-- error points here in my source code.
func.call(null, [[0, 1, 2], Game]);
save.classList.remove('ModBuildingSorter_unsaved');
}
catch(e){
console.dir(e);
}
What I would like to happen is when the user sumbits:
return function(array){
return array.sort(function(building1,building2){
return building1.price - building2.price;
};// missing array.sort closing parenthesis
}
get's ran, I can get a syntax error telling me it's on line 4
Is there a way I can do this? Make the user's code act kinda like it's own file and try running it so I can find out which row & column the error is located?
You could, in theory, run the function from an eval()
i.e.:
try {
let a = "function test(o){console.lo(o)}test('hello');" // Minified function
eval(a)
} catch (e) {
console.log(e)
}
Here is the unminified function for example purposes:
function test(o)
{
console.lo(o) // <-- Error
}
test('hello');
and this returns the error correctly, which is
TypeError: console.lo is not a function
at test (eval at <anonymous> (D:\StackOverflowSandbox\index.js:3:5), <anonymous>:1:26)
Hope I've helped.
Trying to learn basic javascript, but ran into some issues.
Is it true that the following script stores the string to the parameter, turning it to a variable:
function funcOne(paraOne) {
document.write(paraOne);
}
funcOne("A Message");
Am I understanding it correctly, that this is equivalent to var paraOne = "A Message"; ?
Because when I try using this variable elsewhere, an error message just shows in console saying:
ReferenceError: Can't find variable: paraOne
Wondering what I am missing here.
The scope of a parameter is limited to the function that defines it. So, for example, this would be perfectly legal:
function funcOne(paraOne) {
document.write(paraOne);
console.log(paraOne);
}
funcOne("A Message");
While this would cause a RefernceError:
function funcOne(paraOne) {
document.write(paraOne);
}
funcOne("A Message");
console.log(paraOne); // Error here!
I would like to pass errors to an alert to warn the user they made mistake in their code even if they don't have console open.
var doc=(frame.contentWindow.document || obj.contentDocument|| obj.contentWindow);
var head = doc.getElementsByTagName('head')[0];
var scriptElement = doc.createElement('script');
scriptElement.setAttribute('type', 'text/javascript');
scriptElement.text = scripts;
try{
head.appendChild(scriptElement);
}
catch(e){ alert("error:"+e.message +" linenumber:"+e.lineNumber);}
The appendChild throws an error when the scripts contain an error. It goes straight to the console though, and I want it to display in an alert, because it is for kids and they might not check the console. The try catch block does not catch the error.
I tried it with eval(scripts).
try{
eval(scripts);} catch(e){ alert("error:"+e.message +" linenumber:"+e.lineNumber);}
this does work but it means that the code is executed twice, and that is very inconvenient in some cases.
I tried monkey patching the console.error:
console.log=function(){alert("taking over the log");}
console.error=function(){alert("taking over the log");}
but that only works when I literally use console.error. Not when an actual error is thrown.
What function sends the error to the console in the case of a real error,if it isn't console.error? and can I access it and change it?
Any ideas? Help would be really appreciated.
Thanks Jenita
Whilst try ... catch will work on the code that the script runs initially, as Jenita says it won't catch Syntax Errors, and also it won't catch errors thrown by callback functions which execute later (long after the try-catch has finished). That means no errors from any functions passed to setTimeout or addEventListener.
However, you can try a different approach. Register an error listener on the window.
window.addEventListener("error", handleError, true);
function handleError(evt) {
if (evt.message) { // Chrome sometimes provides this
alert("error: "+evt.message +" at linenumber: "+evt.lineno+" of file: "+evt.filename);
} else {
alert("error: "+evt.type+" from element: "+(evt.srcElement || evt.target));
}
}
This will be called when an exception is thrown from a callback function. But it will also trigger on general DOM errors such as images failing to load, which you may not be interested in.
It should also fire on Syntax Errors but only if it was able to run first so you should put it in a separate script from the one that may contain typos! (A Syntax Error later in a script will prevent valid lines at the top of the same script from running.)
Unfortunately, I never found a way to get a line number from the evt in Firefox. (Edit: Poke around, I think it might be there now.)
I discovered this when trying to write FastJSLogger, an in-page logger I used back when the browser devtools were somewhat slow.
Desperate to catch line numbers, I started to experiment with wrappers for setTimeout and addEventListener that would re-introduce try-catch around those calls. For example:
var realAddEventListener = HTMLElement.prototype.addEventListener;
HTMLElement.prototype.addEventListener = function(type,handler,capture,other){
var newHandler = function(evt) {
try {
return handler.apply(this,arguments);
} catch (e) {
alert("error handling "+type+" event:"+e.message +" linenumber:"+e.lineNumber);
}
};
realAddEventListener.call(this,type,newHandler,capture,other);
};
Obviously this should be done before any event listeners are registered, and possibly even before libraries like jQuery are loaded, to prevent them from grabbing a reference to the real addEventListener before we have been able to replace it.
Ok so the less elegant but highly efficient way of doing this is 'refactoring' your innate console functions. Basically any error or warnings you get are being outputted there by a javascript function that is pretty similar to the familiar console.log() function. The functions that I am talking about are console.warn(), console.info() and console.error(). now let's 're-map' what each of those do:
//remap console to some other output
var console = (function(oldCons){
return {
log: function(text){
oldCons.log(text);
//custom code here to be using the 'text' variable
//for example: var content = text;
//document.getElementById(id).innerHTML = content
},
info: function (text) {
oldCons.info(text);
//custom code here to be using the 'text' variable
},
warn: function (text) {
oldCons.warn(text);
//custom code here to be using the 'text' variable
},
error: function (text) {
oldCons.error(text);
//custom code here to be using the 'text' variable
}
};
}(window.console));
//Then redefine the old console
window.console = console;
Now, generally I would highly advise against using something like this into production and limit it to debugging purposes, but since you are trying to develop a functionality that shows the output of the console, the lines are blurry there, so I'll leave it up to you.
You could wrap the script in its own try/catch, something like:
var doc=(frame.contentWindow.document || obj.contentDocument|| obj.contentWindow);
var head = doc.getElementsByTagName('head')[0];
var scriptElement = doc.createElement('script');
scriptElement.setAttribute('type', 'text/javascript');
scriptElement.text = "try{"+scripts+"}catch(e){console.error(e);alert('Found this error: ' + e +'. Check the console.')}"
head.appendChild(scriptElement);
I saw many posts how to replace the JS console functions by others but no one leaves it intact for Firebug.
When I replace any of them, it calls my custom function but it reports the message from the very same place the new function comes from.
The goal here is to receive any of those console messages and display them somewhere else whilst I still can jump to the callee in the Firebug console.
Is this possible at all ?
Update :
for instance (PSEUDO) :
//keep the old one
var oriFn=console.error;
console.error=function(){
someOtherFunc(arguments);//send to server for instance
oriFn(arguments);
}
Now somewhere else I'd like to call as usual console.error('bla'); In the Firebug console, it prints my message but shows a link to the replacement code above. I want in the Firebug console the link to the callee's parent function and that's it.
Use a function pointer. Given foo.js:
function foo()
{
console.error = console.log; //Reassign console.error
location.hash = document.title; //Do something
console.error("Not the mama"); //Outputs line foo.js:5
}
References
How to de-anonymize your anonymous functions
JavaScript Wikibook: Anonymous Functions
JavaScript Anonymous Functions
Javascript function declarations vs function operators
I have a very odd problem that I have to assume is because of Yabble.js. I have never used Yabble.js before, and the only reason I am now is because it is a dependency of a library I'm using (Gamejs), but I would love to understand why this happens, and whether it is actually Yabble.js's fault, or possibly Gamejs's.
Here's a heavily compressed (and modified for genericness) version of my main.js:
var gamejs = require('gamejs');
...
function Character(/*lots of arguments*/) {
Character.superConstructor.apply(this, arguments);
this.somethingtomakeitaprototypeforthisexample = oneofthearguments;
}
gamejs.utils.objects.extend(Character, gamejs.sprite.Sprite);
Character.prototype.draw = function(display){
display.blit(this.animator.image, this.pos);
}
... /*Skipping most of the file, irrelevant to the problem*/
function main() {
maincharacter = new Character(/* appropriate number and types of arguments */);
... /*skipping the rest*/
}
gamejs.ready(main);
I have done enough debugging to know that it gets into the main function no problem and that the break occurs at the call to Character. Here is the error message (from Chrome's console):
Uncaught TypeError: undefined is not a function
main
_readyResources
I have determined that Character is the undefined function. However, if I define my ready function thusly:
gamejs.ready(function(){
console.log('Character:');
console.log(Character);
main();
});
the full contents of Character, as properly defined, prints out, but I still get the error in main. Thus, I know that Character is defined by the namespace before main is called.
Fun fact though: I do have a workaround. If I change the function prototype for main to:
function main(CharacterClass) {...};
then change the ready function to:
gamejs.ready(function(){ main(Character); });
and change the relevant line in main to:
var character = new CharacterClass(...);
it works fine. But this feels really hackish.
So my question is not how to make it work, since I have that already, but rather why it is a problem and how to make it work like it's supposed to.
Any thoughts?