Private variable is being shared across multiple instances of a class - javascript

I have a small problem using private variables in a JavaScript function. This software depends on draw2d, a rendering library for javascript. The library forces you to use John Resig's implementation of Class.js, which allows for simple Java like class inheritance, and what i believe is the root of the problem.
//= require block/XBlock.js
console.log("sblock loaded.");
xmicro.block.SimpleBlock = xmicro.block.XBlock.extend({
NAME: "xmicro.block.SimpleBlock",
init: function(path, width, height,input,output,contextMenua){
this._super(path,width,height,input,output,contextMenua);
image = path;
this.contextMenu = contextMenua;
xmicro.istn.BlockAttributeStore[this.id] = new xmicro.block.BlockAttributeStore();
},
getImage: function () {
return this.image;
},
onContextMenu: function (x, y) {
supaId = this.id;
that = this;
var buildFunc = function(){
var args = Array.prototype.slice.call(arguments);
args.push(supaId);
return that.contextMenu.build.apply(null, args);
};
if(this.contextMenu !== undefined){
$.contextMenu({
trigger: "right",
selector: this.contextMenu.selector,
build: buildFunc
});
}
},
getPersistentAttributes: function () {
var memento = this._super();
return memento;
}
});
The comment at the top does some auto concatenation, but the focus of the problem is at the onContextMenu function. I have a closure there that needs to be called in order to build a jQuery context menu from a properties object. One thing inside that properties object is a method called build, for which I use buildFunc to intercept the call and append the id of the figure it was called on.
The problem is that if I declare var supaId = this.id, as I make more figures of this type, they start sharing supaId, and start cross-contaminating variables. The other problem is that if I use just supaId = this.id like I below, then it works, but puts supaId on the global scope. Neither of these are good options for me, and I would like to understand how to fix it.
Any help is appreciated!

Related

Javascript: Referencing object keys in nested prototype [duplicate]

I have built a large application using JavaScript prototype and inheritance.
But I am having a hard time organizing my code.
For example I have a class carousel which has many functions like this:
Carousel.prototype.next = function () {...}
Carousel.prototype.prev = function () {..}
Carousel.prototype.bindControls = function () {..}
I would like to organize my code like this :
Carousel.prototype.controls = {
next: function () { ... } ,
prev: function() { ... },
bindControls: function () { .. }
}
But this will cause the value of "this" being lost. I can keep track of it using a global instance but this will cause problems when the class is inherited for example In another file I have something like this to override parent class
BigCarousel.prototype.next = function () {...}
My inheritance is done like this:
Function.prototype.inheritsFrom = function (parentClass) {
if (parentClass.constructor === Function) {
//Normal Inheritance
this.prototype = $.extend(this.prototype , new parentClass);
this.prototype.constructor = this;
this.prototype.parent = parentClass.prototype;
}
else {
//Pure Virtual Inheritance
this.prototype = $.extend(this.prototype, parentClass);
this.prototype.constructor = this;
this.prototype.parent = parentClass;
}
return this;
};
So I can do:
BigCarousel.inheritsFrom(Carousel)
Does anyone know how can I work around the "this" value ?
You could make Controls a class of it's own:
var Controls = function (controllable_object) {
this.ref = controllable_object;
};
Controls.prototype.next = function () {
this.ref.foo();
}
// ..
var Carousel = function () {
this.controls = new Controls(this);
};
// ..
This doesn't allow you to override the implementation of Controls though. With more dependency injection you'd get something like:
var Controls = function (controllable_object) {
this.ref = controllable_object;
};
Controls.prototype.next = function () {
this.ref.foo();
}
// ..
var Carousel = function () {
this.controllers = [];
};
Carousel.prototype.addController = function (controller) {
this.controllers.push(controller);
};
// ..
var carousel = new Carousel();
carousel.addController(new Controls(carousel));
My inheritance is done like this:
$.extend(this.prototype , new parentClass);
Ouch. This is not inheritance (with new BigCarousel instanceof Carousel), but just copying properties. Maybe this is enough for you, but then you should call it mixin. Also, you should avoid using new for inheritance.
But this will cause the value of "this" being lost. How can I work around that?
It's impossible to have this point to the parent object with nested properties (as long as you don't want to explicitly set it every time). You have only two choices:
Forget it, and organize your methods by prefixing them (controlNext, controlBind, …)
Give each of your carousels its own controls object. For inheritance, make them CarouselControls instances for example. This especially fits well if those controls are quite independent from the carousel, and don't need to access the carousel they're attached to everywhere. If they are not, you still can pass a reference to the parent carousel into their constructor for example:
this.controls = new CarouselControls(this);
Also, for customizing the controls in different carousels, you might have to subclass the CarouselControls as well - or you prepare your Controls object to serve for different carousels in general, so that from BigCarousel you can
Carousel.call(this); // make this a carousel
this.controls.activate({big: true, fast: false}); // or something
You can use the .bind method of Function.
In Javascript Functions inherit from Object, so they have their own methods. One of those methods is .bind:
https://developer.mozilla.org/en-US/docs/JavaScript/Reference/Global_Objects/Function/bind
Also you are doing inheritance wrong, the right way with raw Javascript is:
ChildClass= function() {
ParentClass.apply(this, arguments); //calling parent constructor
//constructor
};
ChildClass.prototype= new ParentClass();
Then you can simply do this on your constructor:
Courossel= function() {
ParentClass.apply(this, arguments); //calling parent constructor
this.controls.next.bind(this);
this.controls.prev.bind(this);
this.controls.bindControls.bind(this);
}
But I have to say that Frits suggestion is better, make the controls their own class and instantiate it on Carousel constructor passing a reference to your Carousel instance (the this keyword). Just don't call it ".ref", it's confusing.

Reference instance of parent class in prototype extension [duplicate]

I have built a large application using JavaScript prototype and inheritance.
But I am having a hard time organizing my code.
For example I have a class carousel which has many functions like this:
Carousel.prototype.next = function () {...}
Carousel.prototype.prev = function () {..}
Carousel.prototype.bindControls = function () {..}
I would like to organize my code like this :
Carousel.prototype.controls = {
next: function () { ... } ,
prev: function() { ... },
bindControls: function () { .. }
}
But this will cause the value of "this" being lost. I can keep track of it using a global instance but this will cause problems when the class is inherited for example In another file I have something like this to override parent class
BigCarousel.prototype.next = function () {...}
My inheritance is done like this:
Function.prototype.inheritsFrom = function (parentClass) {
if (parentClass.constructor === Function) {
//Normal Inheritance
this.prototype = $.extend(this.prototype , new parentClass);
this.prototype.constructor = this;
this.prototype.parent = parentClass.prototype;
}
else {
//Pure Virtual Inheritance
this.prototype = $.extend(this.prototype, parentClass);
this.prototype.constructor = this;
this.prototype.parent = parentClass;
}
return this;
};
So I can do:
BigCarousel.inheritsFrom(Carousel)
Does anyone know how can I work around the "this" value ?
You could make Controls a class of it's own:
var Controls = function (controllable_object) {
this.ref = controllable_object;
};
Controls.prototype.next = function () {
this.ref.foo();
}
// ..
var Carousel = function () {
this.controls = new Controls(this);
};
// ..
This doesn't allow you to override the implementation of Controls though. With more dependency injection you'd get something like:
var Controls = function (controllable_object) {
this.ref = controllable_object;
};
Controls.prototype.next = function () {
this.ref.foo();
}
// ..
var Carousel = function () {
this.controllers = [];
};
Carousel.prototype.addController = function (controller) {
this.controllers.push(controller);
};
// ..
var carousel = new Carousel();
carousel.addController(new Controls(carousel));
My inheritance is done like this:
$.extend(this.prototype , new parentClass);
Ouch. This is not inheritance (with new BigCarousel instanceof Carousel), but just copying properties. Maybe this is enough for you, but then you should call it mixin. Also, you should avoid using new for inheritance.
But this will cause the value of "this" being lost. How can I work around that?
It's impossible to have this point to the parent object with nested properties (as long as you don't want to explicitly set it every time). You have only two choices:
Forget it, and organize your methods by prefixing them (controlNext, controlBind, …)
Give each of your carousels its own controls object. For inheritance, make them CarouselControls instances for example. This especially fits well if those controls are quite independent from the carousel, and don't need to access the carousel they're attached to everywhere. If they are not, you still can pass a reference to the parent carousel into their constructor for example:
this.controls = new CarouselControls(this);
Also, for customizing the controls in different carousels, you might have to subclass the CarouselControls as well - or you prepare your Controls object to serve for different carousels in general, so that from BigCarousel you can
Carousel.call(this); // make this a carousel
this.controls.activate({big: true, fast: false}); // or something
You can use the .bind method of Function.
In Javascript Functions inherit from Object, so they have their own methods. One of those methods is .bind:
https://developer.mozilla.org/en-US/docs/JavaScript/Reference/Global_Objects/Function/bind
Also you are doing inheritance wrong, the right way with raw Javascript is:
ChildClass= function() {
ParentClass.apply(this, arguments); //calling parent constructor
//constructor
};
ChildClass.prototype= new ParentClass();
Then you can simply do this on your constructor:
Courossel= function() {
ParentClass.apply(this, arguments); //calling parent constructor
this.controls.next.bind(this);
this.controls.prev.bind(this);
this.controls.bindControls.bind(this);
}
But I have to say that Frits suggestion is better, make the controls their own class and instantiate it on Carousel constructor passing a reference to your Carousel instance (the this keyword). Just don't call it ".ref", it's confusing.

JavaScript getter and setter

This is such a fundamental question, that I'm sure it's a duplicate, so I apologize in advance, but is this how I write an object such that I use by saying:
myApplication.myFirstMethod(x);
x = myApplication.myFirstMethod();
Here's the code:
myApplication = {};
(function() {
myApplication.myFirstMethod = function() {
var local = {};
if (arguments.length) {
local.result = arguments[0];
}
return local.result;
}
myApplication.mySecondMethod = function() {
var local = {};
if (arguments.length) {
local.result = arguments[0];
}
return local.result;
}
})();
jsFiddle Demo
A more object oriented approach would be to use instantiation and prototype.
Setup
var Application = function(){
this.local = {};
};
Application.prototype.Value = function(){
if (arguments.length) {
this.local.result = arguments[0];
}else{
return this.local.result;
}
};
Used
var app = new Application();
app.Value(6);
alert(app.Value());//6
From a jQuery point of view, they will first screen to see if there are arguments, this code is direct from their source for the val function:
val: function( value ) {
if ( !arguments.length ) {
var elem = this[0];
...
It then goes on to use the element's native API and some other metrics to get the value for the element (In general, the only type of elements which will return a value from val are going to be elements such as input, select, etc. - form elements basically).
At the end of the if block it attempts to return various results based on if it found a value attached to the element (or set of elements). This guarantees that the clause of "setting" never executes when a "get" is encountered. If the case is that "set" is being used it goes through a slightly complex set of code to properly set a value to the element.
The reason that the code shows val: function() is because it is part of an object which is being used to "extend" the jQuery prototype using jQuery's extend functionality.
This is the exact code in a jsfiddle of jQuery's val function
There are many patterns for creating objects like this and everyone has their favorites. Addy Osmani does an excellent job of summarizing the most popular patterns in his Javascript Design Patterns "book". Specifically, this section:
http://addyosmani.com/resources/essentialjsdesignpatterns/book/#designpatternsjavascript
I reread this semi-annualy just to make sure I'm keeping all the patterns in my quiver.

Understanding Classes and Inheritance in Javascript - New Pattern

I'm designing an OOP inheritance pattern for many applications I'm building. Javascript has many ways of doing this, but I stumbled on a pattern I really like. But now I'm struggling with the need for a separation of classes and instances.
I have a base object called Root. And it has a main method called inherit. To create a new object you use
var Person = Root.inherit({
name : "",
height : 0,
walk : function() {},
talk : function() {}
});
Then to create an "instance" you would
var sally = Person.inherit({
name : "sally",
height : "5'6"
});
sally can .talk() and she can walk() and she has a .name and a .height
You can make more people the same way.
If you want a constructor you use
var Person = Root.inherit({
_construct : function() {
// do things when this object is inherited from
},
name : "",
height : 0,
walk : function() {},
talk : function() {}
});
It also has the ability to have init, when the object is first defined in code (singletons use this)
var Person = Root.inherit({
_init : function() {
// called at runtime, NOT called if an object is inherited from me
},
name : "",
height : 0,
walk : function() {},
talk : function() {}
});
So as you can see, everything uses .inhert(). There are no classes and no instances really. Everything is an instance of something. The only real problem I found so far is that there is no concept of "type", but you can always just check for a method if you need to. Also you can't protect a 'class', as a 'class' can be changed during execution if the developer accidentally changed it, or meant to change it.
So my question is: Is there a need in javascript to have an explicitly and controlled separation of class structure and instances of the class? Are there any issues with treating every object as an instance?
No there's no need since Javascript is a Prototypal based language, meaning that classes are not involved. You are just creating clones of the objects.
http://en.wikipedia.org/wiki/Prototype-based_programming
As far as the concept of type, the type is object.
A good read for more info about this would be Javascript Patterns by Stoyan Stefanov he has several different creational patterns that address your concerns, including examples that implement Design Patterns from the gang of four's design patterns.
http://www.amazon.com/JavaScript-Patterns-Stoyan-Stefanov/dp/0596806752
So my question is: Is there a need in javascript to have an explicitly and controlled separation of class structure and instances of the class? Are there any issues with treating every object as an instance?
Not really, if you're happy with it, it's fine.
The more normal form of JavaScript inheritance does much the same thing. You'll frequently see structures like this (severely cut down for brevity):
function Base() {
}
Base.prototype.foo = function() {
};
function Derived() {
}
Derived.prototype = new Base();
...and of course, new Base() is also how you create instances of Base. So your system is quite similar.
Again, the above is a sketch, not a full example. For one thing, usually you'd see construction and initialization separated out, so you don't literally see Derived.prototype = new Base() so much as something that creates an object with Base's prototype but without actually calling Base (which Derived would do later), but you get the idea. Granted that statement somewhat weakens the similarity with your system, but I don't think it breaks it at all.
At the end of the day, it's all about objects (instances), which are either used directly (your sally) or indirectly by providing features to other objects (Person, Root) by cloning or by setting them up as the prototype of the other object.
Javascript's inheritance is prototypical which means everything object is an instance. You actually have to do extra work to get the classical inheritance.
This is how I work in javascript
// this is class
function person(){
// data is member variable
this.name = null;
this.id = null;
//member functions
this.set_name = _set_name;
this.get_name = _get_name;
this.set_id = _set_id;
this.get_id = _get_id;
function _set_name(name){
this.name = name;
}
function _get_name(name){
return this.name;
}
function _set_id(id){
this.id = id;
}
function _get_id(id){
return this.id;
}
}
// this is instance
var yogs = new person();
yogs.set_id(13);
yogs.set_name("yogs");
hope it may help
Start with some basic object...
// javascript prototypes - callback example - javascript objects
function myDummyObject () {
that = this;
} // end function myDummyObject ()
// begin dummy object's prototype
myDummyObject.prototype = {
that : this,
// add a simple command to our dummy object and load it with a callback entry
say : function () {
var that = this;
console.log('speaking:');
that.cb.run("doSay");
}
} // end myDummyObject proto
extend with a sub prototype..
// here we addon the callback handler... universally self sufficient object
var cb = {
that : this, // come to papa ( a link to parent object [ myDummyObject ] )
jCallback : new Array(new Array()), // initialize a javascript 2d array
jCallbackID : -1, // stores the last callback id
add: function(targetFnc, newFunc) {
var that = this;
var whichID = that.jCallbackID++;
// target, addon, active
that.jCallback[that.jCallback.length] = { 'targetFunc' : targetFnc, 'newFunc' : newFunc, 'active' : true, 'id': whichID };
return whichID; // if we want to delete this later...
}, // end add
run: function(targetFnc) {
var that = this;
for(i=0;i <= that.jCallback.length - 1;i++) // go through callback list
if( that.jCallback[i]['targetFunc'] == targetFnc && that.jCallback[i]['active'] == true )
that.jCallback[i]['newFunc'](); // run callback.
}, // end run
remove: function (whichID) {
var that = this;
console.log('removing:' + whichID);
for(i=0;i <= that.jCallback.length - 1;i++) // go through callback list
if( that.jCallback[i]['id'] == whichID )
that.jCallback[i]['newFunc'](); // run callback.
} // end remove
}
// add the object to the dummy object...
myDummyObject.prototype.cb = cb;
Example:
var testing = new myDummyObject();
testing.cb.add('doSay', function () { console.log('test: 213123123'); } );
// test remove...
var testid = testing.cb.add('doSay', function () { console.log('test: 12sad31'); } );
testing.cb.remove(testid);
testing.cb.add('doSay', function () { console.log('test: asdascccc'); } );
testing.cb.add('doSay', function () { console.log('test: qweqwe'); } );
testing.cb.add('doSay', function () { console.log('test: d121d21'); } );
testing.cb.add('doSay', function () { console.log('test: wwww'); } );
testing.say();
This always seemed the easiest for me to understand... Just create a new instance of the inherited class and then loop through its variables and methods and add them to the main one.
var myPerson = new Person()
var myPerson.firstName = 'john';
var myPerson.lastName = 'smith';
var myPerson.jobTitle = 'Programmer';
var Person = function(){
//Use this to inherit classes
this._extendedClass = new Person_Job();
for(var i in this._extendedClass){
this[i] = this._extendedClass[i];
}
delete this._extendedClass;
this.firstName = '';
this.lastName = '';
}
var Person_Job = function() {
this.jobTitle = '';
}

JavaScript : Create new object of a custom class based on an existing one (adding methods to it)

I use the iOS UI Automation framework to make sure my iPhone app rocks.
Everybody who uses this framework would tell you that it's great, but that it's lacking a lot of structure.
So I have to deal with instances of UIAWindow, which represent different screens of my app. To be more object-oriented, I'd like to have a specific class for each screen, so I could add specific methods, like
myScreen1.tapDoneButton();
var total = myScreen2.getNumberOfElements();
For the moment, I'm able to achieve this by passing the instances of UIAWindow to functions that will add the appropriate methods, like this :
function makeMainScreen(actualScreen)
{
actualScreen.constructor.prototype.getAddButton = function() {
return this.buttons()["add button"];
};
actualScreen.constructor.prototype.tapAddButton = function() {
this.getAddButton().tap();
};
// Add any desired method...
return actualScreen;
}
It works fine, I use it like this :
var mainScreen = makeMainScreen(app.mainWindow());
mainScreen.tapAddButton();
But that doesn't seem object-oriented enough, I would like to create real objects, using the new and this keywords, so I'd have a declaration like this :
function MainScreen(actualScreen){
// This line doesn't work : because 'this' is immutable
this = actualScreen;
this.tapAddButton = function(){
this.getAddButton().tap();
}
//...
}
And I'd use it like this :
var mainScreen = new MainScreen(app.mainWindow());
mainScreen.tapAddButton();
I thought I could save the actualScreen as a property of the object (Like in Grace Shao's answer below), and call all the methods on it, but I'd like keep the original UIAWindow methods.
Does anybody know how to do this?
Or perhaps what I'm trying to achieve doesn't make sense, in which case I'd be happy to know.
If I understand correctly, you could try the following:
function MainScreen(actualScreen){
this.screen = actualScreen;
}
MainScreen.prototype.tapAddButton = function () {
this.screen.getAddButton().tap();
};
MainScreen.prototype.getScreen = function () {
return this.screen;
};
//...
var mainScreen = new MainScreen(app.mainWindow());
mainScreen.tapAddButton();
You are correct that you cannot assign anything to this. You could also define the methods inside the constructor MainScreen, but they would be considered privileged members.
function MainScreen(actualScreen){
this.screen = actualScreen;
this.tapAddButton = function () {
this.screen.getAddButton().tap();
};
}
If you dont want them to be privileged members, it is better to define them outside the constructor. Otherwise, the members will be initialized over and over again everytime when you instantiate a new object.
Updated:
You could also wrappers for the methods of screen inside the constructor as below.
var prop;
for (prop in actualScreen) {
if (typeof actualScreen[prop] !== 'Function') {
continue;
}
this[prop] = function () {
return actualScreen[prop].apply(actualScreen, arguments);
};
}

Categories

Resources