How to define value of variable from one function to another? - javascript

Hello i have this function for example:
var dt = new Date();
var now = dt.valueOf();
function date1() {
var d1 = Math.ceil(
(Math.abs(now - dt.setUTCFullYear(2005))) / (1000*3600*24*365)
);
}
And i want to get value from d1 var to another function for example:
function res() {
document.write(d1).value;
}

Make your function return the value:
var dt = new Date();
var now = dt.valueOf();
function date1() {
return Math.ceil( // <=== Change, using return rather than setting a variable
(Math.abs(now - dt.setUTCFullYear(2005))) / (1000*3600*24*365)
);
}
Then call the function when you need the value:
function res() {
document.write(date1()).value;
// Change -----^^^^^^^
}
Side note: As far as I'm aware, document.write doesn't have any return value, so the .value on the end of your document.write line doesn't make any sense, and will probably result in a TypeError complaining that you're trying to access a property on undefined.
Side note 2: In general, document.write isn't a great way to put information on web pages, use the DOM instead. Like most rules, there are exceptions.

If you want to access the local variables of function A from function B you have to put the definition of function B somewhere inside of the body of function A.
function A() {
var variable;
function B() {
// can access variable here
}
}

Related

Compare functions in Javascript

I have an API that takes a function as an input, and then inside the API, the intent is to add the function to an Array if the function is not already added to the Array.
The call to the API is of the form:
myApiHandle.addIfUnique(function(){
myResource.get(myObj);
});
The API is:
myApiHandle.addIfUnique(myFunc) {
if (myArray.indexOf(myFunc) === -1) {
return;
}
// add to array
}
Now this obviously does not work as expected, since each time a new function is being passed in.
My Question is: Is there a way to pass in a function into the myApiHandle.addIfUnique call that will allow me to compare the existing functions in the array with this function that is currently passed in? The comparison should compare the function name and the object, and if both are the same, then not add the function to the array. I want to avoid adding another argument to the addIfUnique call if at all possible.
In other words, is the below possible:
myApiCall.addIfUnique (someFunc) {
}
If so, what is the someFunc. And what would be the logic inside the API to detect if the function already exists in myArray?
The same problem occurs with addEventListener and removeEventListener, where the callback must be identical (in the === sense) for removeEventListener to remove it.
As you've found, obviously if you call addIfUnique like this:
addIfUnique(function() { })
the function passed each time will be a unique object. The solution is to create the function once:
var fn = function() { };
addIfUnique(fn);
addIfUnique(fn);
A related problem occurs when the function being passed in is a method invocation, so I need to bind it:
var x = { val: 42, method: function() { console.log(this.val); } };
I want to pass a bound version of it, so
addIfUnique(x.method.bind(x));
addIfUnique(x.method.bind(x));
But again, each call to x.method.bind(x) will return a separate function. So I need to pre-bind:
var boundMethod = x.method.bind(x);
addIfUnique(boundMethod);
addIfUnique(boundMethod);
First of all, comparing functions is meaningless, even if two functions are literally different, they may be functionally the same.
And for your problem, you can compare whether it's exactly the same object, or you can compare it literally by using toString() function and regExp.
var addIfUnique = (function() {
var arr = [];
return function(func) {
if (~arr.indexOf(func)) return false;
var nameArr = [];
var funcName = func.name;
var funcRegExp = new RegExp('[^\{]+\{(.+)\}$', 'i');
var funcStr = func.toString().match(funcRegExp);
funcStr = funcStr && funcStr[1];
if (!funcStr) return false;
var strArr = arr.map(function(v){
nameArr.push(v.name);
return v.toString().match(funcRegExp)[1];
});
if (~strArr.indexOf(funcStr) && ~nameArr.indexOf(funcName)) return false;
arr.push(func);
};
}());

Accessing a JavaScript / jQuery Instance only once

I have a jQuery function which is called on several events (button click, change etc.)
This function is called in the documentReadyFunction and is feeded with start values..
everytime I call this function, parameters will be passed to the function.
My problem is: I don't want to create a new Object each time I call the function, because if I set a variable which decides if a part of the function is beeing executed or not, will be always overwritten..
What do I have to do, to access the first created instance instead of creating always a new one with every function call..
Down below is a simplyfied version of my function.. Maybe you understand my problem better then.
$.fn.doSomething = function(param1) {
var localParam = param1;
var amIcalledMoreThanOnce = parseInt(0, 10);
if (param1 == 1) {
amIcalledMoreThanOnce = amIcalledMoreThanOnce + 1;
if (amIcalledMoreThanOnce == 1) {
$('#run').val(amIcalledMoreThanOnce);
// fill form fields with URL parameters
// This shall be executed only once after getting the URL vals
} else {
// set the localParam to 0 to exit this loop and reach the outter else..
localParam = 0;
$.fn.doSomething(localParam);
}
} else {
$('#run').val(amIcalledMoreThanOnce);
// use the User Input Data not the URL Params
}
};
$.fn.doSomething(1);
$.fn.doSomething(1);
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.12.0/jquery.min.js"></script>
<input type="number" id="run">
you can use this pattern:
var nameOfYourFunction = (function() {
var initializedOnlyOnce = {};
return function() {
//use initializedOnlyOnce here.
}
})();
here what you see is; you create and run a function immediately when the code is run. The outer function immediately returns the inner function and it's assigned to nameOfYourFunction. Then you can use the nameOfYourFunction(); just as any other function. However any varible declared in the outer function will be available to the nameOfYourFunction() and initializedOnlyOnce will never be initialized again.

How to dynamically change the contents of a function using JavaScript

To help understand this the function is in the html page and it is generated, I cannot change the generated code:
function Update_qu7260() {
var newVal = ''
for( var idx = 0; idx < 2; idx++ )
{
var test
if( idx == 0 ) test = text7263
else if( idx == 1 ) test = text7265
if( test.matchObj ) newVal += test.leftSel + "-" + test.matchObj.rightSel + ","
}
newVal = newVal.substring( 0, newVal.length-1 )
VarQuestion_0001.set( newVal )
qu7260.hasBeenProcessed=false;
doImmFeedback('qu7260');
}
var qu7260 = new Object();
...
qu7260.updFunc = Update_qu7260;
var qObj=[qu7260];
Note in the above the number "7260", the numbers start at 1 so there are lots of them and each Update_###() will be different so I cannot re-write them with "hard wired" code. My code is in an external JavaScript file and is executed onLoad:
...
var updFunc = qObj[0].updFunc.toString();
if(updFunc.indexOf('doImmFeedback(')!=-1){
updFunc = updFunc.replace('doImmFeedback','doImmQuestionFeedback'); // do my function
updFunc = updFunc.replace('function ',''); // remove the word function
var funcName = updFunc.substr(0,updFunc.indexOf('(')); // get the function name e.g. Update_qu7260
updFunc = "window['" + funcName + "']=function" + updFunc.replace(funcName,'');
eval(updFunc);
}
...
When I change the eval() to alert() I can see the that it's correct, however, the eval() is not raising any errors and my function doImmQuestionFeedback is not being called. When I subsequently do an alert(qObj[0].updFunc.toString()) I see the original function.
It would seem that I have provided information that is too complex, so the following code is a better example:
function hi(){alert('hi');}
function changeHi(){
hi(); // I get an alert box with hi
newHi = "function hi(){alert('hi there');}"
eval(newHi);
hi(); // I get an alert box with hi
window.setTimeout('hi()',500); // I get an alert box with hi
}
window.setTimeout('changeHi()',500);
The following is the original question:
I have a predefined function that I did not create, however, I know it's name so I can get the function itself and then I change it by doing:
var funcText = window.updateFunc.toString();
funcText = funcText.replace('doSomeOtherFunction(','doMyFunction(');
How do I update the actual function so it will do all that it did before except it will now call doMyFuntion()?
The following is an example to help visualize what I want to do, the actual function I need to change is very complex. I have:
function updateFunc(whatToUpdate,true){
... - do lots of stuff.
var retVal = doSomeOtherFunction(whatToUdate);
... - do lots of stuff based on retVal
}
I need to change this to:
function updateFunc(whatToUpdate,true){
... - do lots of stuff
var retVal = doMyFunction(whatToUdate);
... - do lots of stuff based on retVal, I have had a chance to change retVal
}
Then the first thing my function will do is call doSomeOtherFunction() check/change the returned value and subsequently return the value to the updateFunc().
I have tried to manipulate the funcText above to:
funcText = 'window.updateFunc = function(...';
eval(funcText);
Without success.
This may be closed enough to what you are looking for.
Assuming you have this original function:
function originalFunc(val) {
// this function converts input string to upper case
return val.toUpperCase();
}
Now you want to override it to something either before or after you execute that function (in this example, we execute before, of course before or after doesn't matter in this case).
// we preserve orignal function
var originalFunc_save = originalFunc;
// now we override the original function with this block
var originalFunc = function(text) {
// lets call the orignal function
text = originalFunc_save(text);
// now do our custom thing
return text.split('').reverse().join('');
}
So our test should work.
var text = 'This is a test';
console.log(originalFunc(text));
Output:
TSET A SI SIHT
This method also works if you have to override functions inside a class. The only thing we have to be careful of is to choose a saved name that doesn't interfere with the original class code. _save may not be good enough, but you get the idea.
UPDATE: I'm updating this code above to use a string variable pointing to the original function. I think this is what the OP wanted.
Original code which defined by some library
function originalFunc(val) {
// this function converts input string to upper case
return val.toUpperCase();
}
Now we use the func string variable to point to that function and execute it.
var text = 'This is a test';
var func = 'originalFunc';
text = window[func](text);
console.log(text);
Output: Of course we get the original intended result because we haven't overridden it.
THIS IS A TEST
Now we write our code to override the original function behavior using a string pointing to the function.
// let's define a new function string
var funcSaved = func + '___saved';
// now preserve the original function code
window[funcSaved] = window[func];
// override the original function code block
window[func] = function(text) {
// lets call the orignal function
text = window[funcSaved](text);
// now do our custom thing
return text.split('').reverse().join('');
}
// let's test the code
text = 'This is a test';
text = window[func](text);
console.log(text);
Output:
TSET A SI SIHT
You can make a clone of updateFunc function, edit it at your discretion and work with it in what follows.
function updateFunc(whatToUpdate, param){ // the initial function
...
var retVal = doSomeOtherFunction(whatToUpdate);
return retVal;
}
// formation of unnamed function as string
var newfunc = updateFunc.toString().replace('function updateFunc', 'function ').replace('doSomeOtherFunction(', 'doMyFunction(');
function doMyFunction(whatToUpdate){ // your new function, just for example
console.log(parseInt(whatToUpdate) * 10);
}
var newUpdateFunc;
// declaring new version of 'updateFunc' function
// which is stored in 'newUpdateFunc' variable
eval("newUpdateFunc = " + newfunc);
newUpdateFunc(3); // outputs '30'
I believe this is a valid use case for the forgotten JavaScript with feature.
Basic idea: you call original updateFunc supplying your own version of doSomeOtherFunction to it using with namespace injection:
function updateFunc(whatToUpdate,true){
... - do lots of stuff.
var retVal = doSomeOtherFunction(whatToUdate);
... - do lots of stuff based on retVal
}
function patchUpdateFunc() {
var original_doSomeOtherFunction = window.doSomeOtherFunction;
var original_updateFunc = window.updateFunc;
function doMyFunction() {
// call original_doSomeOtherFunction() here,
// do your own stuff here.
};
window.updateFunc = function() {
with ({doSomeOtherFunction: doMyFunction}) {
return original_updateFunc.apply(this, arguments);
}
}
}
patchUpdateFunc();
I think you are going at this way too complicated.
If you only have doMyFunction and doSomeOtherFunction to switch between, you could just create a flag somewhere telling you to use one or the other when used in an if-statement.
If you want to call a function with a name you do not know beforehand and you only get a name during runtime, you could either accept the function to call as a parameter or accept the name of the function as a parameter and call it like so: var retVal = window[functionName](); (assuming functionName is a property of the window object).
I would highly recommend directly accepting a function as a parameter since the function may not be defined in a global scope.
EDIT:
After your clarification, I think, I can give you a satisfying answer:
if you have a string like var functionString = "function updateFunc(whatToUpdate){var retVal = doMyFunction(whatToUpdate);}";
You can define a function using a Function object:
window.updateFunc = new Function("whatToUpdate", "return (" + functionString + ")(whatToUpdate)");
This will replace the already existing function and you can give it any valid function string you want as long as you know and specify the arguments.
If I understood correctly, you want to override the external function. You can achieve that with the following code
//Someone else's function
function externalFunction(foo){
return "some text";
}
//Your function
function myFunction(value){
//Do something
}
//Override
var externalFunction = (function(){
var original = externalFunction; //Save original function
return function(){
var externalFunctionReturnValue = original.apply(this, arguments);
return myFunction(externalFunctionReturnValue);
}
})();
I strongly sugest not to use eval, but since you want to parse javascript from string:
function hi(){alert('hi');}
function changedHi(){
hi(); // I get an alert box with hi
newHi = "window['hi'] = function(){alert('hi there');}"
eval(newHi);
hi(); // I get an alert box with hi there
window.setTimeout('hi()',500); // I get an alert box with hi there
}
window.setTimeout('changedHi()',500);
UPDATE:
This code snippet works which is your original code:
<script type="text/javascript">
function doImmFeedback(foo){
console.log("DoImmFeedback: " + foo);
}
function Update_qu7260() {
console.log("Some code")
doImmFeedback('qu7260');
}
</script>
<script type="text/javascript">
var qu7260 = new Object();
qu7260.updFunc = Update_qu7260;
var qObj=[qu7260];
var updFunc = qObj[0].updFunc.toString();
if(updFunc.indexOf('doImmFeedback(')!=-1){
updFunc = updFunc.replace('doImmFeedback','doImmQuestionFeedback'); // do my function
updFunc = updFunc.replace('function ',''); // remove the word function
var funcName = updFunc.substr(0,updFunc.indexOf('(')); // get the function name e.g. Update_qu7260
updFunc = "window['" + funcName + "']=function" + updFunc.replace(funcName,'');
console.log(updFunc);
eval(updFunc);
}
function doImmQuestionFeedback(foo){
//Your function
console.log("doImmQuestionFeedback: " + foo);
}
Update_qu7260(); //This executes your doImmQuestionFeedback
</script>
So if your function isn't running, your function isn't in the global scope, or something else is happening, and we can't know if don't have any more info. Check your developer's console for javascript errors.

Reaching an Object's Property

In my application I have an object with several properties that get set in various places in the application.
In one of my prototype functions I have a function that runs in intervals to update a timer, and in that function the property (this.)theTime should be set. The problem is that this doesn't happen, and I guess the reason is that this.theTime points to the function itself instead of the object.
Below is two versions of my code, and neither of them works. Any tips for me?
// 1.
function changeTime() {
this.theTime = setTime(time);
time.setSeconds(time.getSeconds()+1);
p1.html(this.theTime);
}
interval = setInterval(changeTime(), 1000 );
// 2.
function changeTime(theTime) {
theTime = setTime(time);
time.setSeconds(time.getSeconds()+1);
p1.html(theTime);
}
interval = setInterval( function() { changeTime(this.theTime); }, 1000 );
...
Too make it more clear, the function above updates a timer (eg. 00:00:01 -> 00:00:02) every second, and I want this.theTime to be updated with the time.
When the timer stops (which happens in another prototype function) I want to be able to see what time the timer stopped on, but as it is now this.theTime is the default value, which means that the function above doesn't update the objects property. Instead this.theTime in the function above must be a local variable.
NOTE: setTime() is another function that exists in the same prototype function as the function above.
Well when you use this in some function this is referencing to the object which actually the function is. Here:
function myF() {
this.var = 'hey';
}
You can reach var using this (myF as a constructor function):
var obj = new myF();
alert(obj.var);
Or here:
function myF2() {
if (typeof this.var === 'undefined') {
this.var = 0;
} else {
this.var += 1;
}
alert(this.var);
}
Here var again is a property of myF2 (which as I said is not just a function because in JavaScript functions are objects).
Each time you call myF2 this.var is going to be incremented and alerted (just in the first call it's going to be initialized).
In the second function (anonymous function using in the second setInterval) you're doing the same.
One solution is to make theTime global in both cases so you don't need to use:
this.theTime
So the result can be something like this:
var theTime = 0, interval;
function changeTime() {
theTime += 1;
document.body.innerHTML = theTime;
setInterval
}
interval = setInterval(changeTime, 1000 );
http://jsfiddle.net/u3EuC/
You can verify easily by writting a
debugger;
to set a breakpoint in your functions. Then it may be pretty easy to find your problem.
You are correct in your assumption that there's something wrong with your this keyword. this in JavaScript is a bit tricky, so using it in functions (especially with setTimeout or setInterval is risky.
What you want to do is save the value of this when you create the function.
Here's more information: http://justin.harmonize.fm/index.php/2009/09/an-introduction-to-javascripts-this/
Maybe these comments will direct you to the right way
var theTime; // global variable
function changeTime() {
theTime = setTime(time); // theTime is global variable declared above (accesible from anywhere)
// var myTime = setTime(time); // myTime is local variable
time.setSeconds(time.getSeconds()+1);
p1.html(theTime);
}
interval = setInterval(changeTime, 1000 ); // no braces
Jason, after your clarification, I believe it is better to provide you whole new answer trying to explain this statement in JS as good (and simple) as possible. I hope it helps.
<html>
<body>
<div id="output1"></div>
<div id="output2"></div>
<script>
// theTime is undefined in global scope
function obj(target) {
var theTime = 0;
var that = this; // var means "private"
this.changeTime = function() { // here "this" points to obj and means "public"
theTime++; // no var => outer scope = obj scope
// here "this" points to changeTime function, not to obj!
// "that" points to obj, you may use that.theTime
document.getElementById(target).innerHTML = theTime;
}
}
var o1 = new obj("output1");
var o2 = new obj("output2");
setInterval(o1.changeTime,1000); // update output1 content every second
setInterval(o2.changeTime,500); // update output2 content twice a second
</script>
</body>
</html>

Javascript: return function with predefined arguments

I have a function like
function a (p1, p2) { /* ... */ }
and in some scope want to get something like this:
function b (/* no params! */) { return a (my1, my2) }
where my1 and my2 are defined somehow in this scope. So I should get a parameterless function b, which when called calls a with fixed parameters my1 and my2. Now, the question is, why this is not right, and which is :)
UPD: Ok, I had some callbacks in those params, now found out, how to process them all. What I missed was to apply the technique twice. Thank you.
Just make a function that returns a new function b:
function getB(my1, my2) {
return function() {
a(my1, my2);
}
}
and use it like this:
var b = getB(my1, my2);
Write a function that takes my1 and my2 and creates function b:
function make_b(my1, my2){
return function b(){ return a(my1, my2);};
}
I'm not sure if I understood you correctly, but you can look at a concept called currying. It is possible to curry a function in Javascript such that you can obtain another function with some or all of the parameters preset.
You can look at an implementation here.
If you are using Prototype, you can obtain the function b this way.
var b = a.curry(arg1, arg2);
now calling b() is the same as calling a(arg1, arg2)
Why is this not right? Are you getting an error? I tried to reproduce a working sample based one your description and what I have works so perhaps you could post a more detailed sample:
<script>
function a(p1, p2)
{
return 'hello ' + p1 + ' and ' + p2;
}
function b(my1,my2)
{
return function()
{
return a(my1,my2);
}
}
var wrapper=b();
alert(wrapper());
</script>
Edit
Based on your comment to another answer I updated my sample to show how you can wrap a function.
Edit 2
Ok so I replaced them with variables;-)
Put the values in an array (or JSON) and return the array.
function a (p1,p2) {
var my = []
my[0] = p1
my[1] = p2
return my
}
function b () {
return a(my1,nmy2)
}
Maybe I'm missing the point in your example, I don't know.
There appear to be three parts:
Defining a:
function a(M, N) {
return M + N;
}
Defining b:
var X = 10;
var Y = 25;
var b = function() {
return a(X, Y);
}
Using b:
var thirtyFive = b(); // thirtyFive = 35
This example uses the assignment of an onclick event handler
during page load to demonstrate how to create a function
reference containing embedded references to then local
values in the setup function.
<html>
<head>
<title>Scope passing Test</title>
<script type="text/javascript">
// Your target function
function a(p1,p2) { alert("p1="+p1+ " p2="+p2); }
function yourSetupFunction()
{
// Declare some local variables that your "a()" function cannot see to test.
var my1 ="Look Ma" ;
var my2 ="No hands" ;
// Snag a reference to the <a id="testA"></a> element
var oAelement=document.getElementById("testA");
oAelement.addEventListener( "click" ,
(function(scopePass_My1,scopePass_My2)
{
return function()
{
a(scopePass_My1,scopePass_My2)
}
})(my1,my2) ,true);
}
</script>
</head>
<body onload="yourSetupFunction()">
<a id="testA" href="#" onclick="return false;">Click to Test</a>
</body>
</html>
The actual magic is just a few lines
(function(scopePass_My1,scopePass_My2)
{
return function()
{
a(scopePass_My1,scopePass_My2)
}
})(my1,my2)
The first set of parens cause the contents to be evaluated to a function reference.
The second set of parens ... (my1,my2) ... cause the function reference to be called
which returns another function reference which can see the parameters passed in
... scopePass_My1,scopePass_My2 ... and is able to pass these to your target function a(p1,p2)
Hope that helps.

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