Undefined is not a function - JavaScript - javascript

I have a simple question here. Here is the code below
var num = 0;
var increment = function() {
return function() { num++; };
};
increment();
increment();
However, when I tried to run it, it errors with undefined is not a function. How come? Isn't increment clearly a function?
Also, when I wrote typeof increment, it returns undefined.
When increment() is called twice, it should modify num, and become 2.

I'm guessing you want to do something like this:
> var makeIncrement = function () { var num = 0; return function () { return num++ } }
undefined
> increment = makeIncrement()
function () { return num++ }
> increment()
0
> increment()
1
The function has to be called (makeIncrement()) in order to return the inner function, which you can then assign to a variable. Once it has been assigned, you can call it and it will work as you expect.

var num = 0;
var increment = function() {
num++;
};
increment();
increment();

but what are you returning with return function()? You should just return num.
var num = 0;
var increment = function() {
num++
return num;
};
var something = 0;
something = increment();
something = increment();
alert(something);

As per your comment, if you want to return a function from your function, call the function returned by increment() :
var num = 0;
var increment = function() {
return function() { num++; };
};
increment()();
increment()();
Or, better suited :
var incrementer = increment();
incrementer(); //Call this each time you want to increment num

It's not a function ... exactly. Your function "increment" returns a function, not the incremented value. The correct way should be:
var increment = function() { return num++; };
Phil

Yes, the increment function does not increment the variable; it returns an inner function that would increment the variable when invoked.
As written, you would have to invoke the result of invoking the increment function:
increment()(); //results in num++
OR
var incrementFunction = increment(); //does not increment
incrementFunction(); //num++

If you want to assign to increment the inner function, then you need to execute the outer function:
var increment = (function() {
return function() { num++; };
}());
(This is called an immediately-invoked function expression, or IIFE for short.) A simpler approach, of course, is:
var increment = function() { num++; };
but perhaps you have other reasons for wanting to do it in a more complicated way.

Related

How can I profile cache hits with lodash memoize?

I have memoized lodash function that takes an object as its argument. When this function gets called, how can I tell how often its hitting the cache vs evaluating the function with new arguments?
If you're just doing it in development, you can do something like count the number of times cache.get is called vs how many times the function is called. Something like
var calls = 0;
var hits = 0;
function test(b) {
calls += 1;
return b + 1;
}
var mem_test = _.memoize(test);
mem_test.cache.get = function(n) {
var cached = mem_test.cache.get;
calls += 1;
hits += 1;
return function() {
var result = cached.call(this, n);
return result;
}
}
mem_test(1);
mem_test(2);
mem_test(2);
console.log(calls);
console.log(hits);
<script src="https://cdnjs.cloudflare.com/ajax/libs/lodash.js/4.17.10/lodash.min.js"></script>
That simple example should output 3 and 1.

How define a couple of setIntervals and clear them with delay

I need to randomly change characters of a text and after some delay fix them.
There is my code:
<h1 id="text" style="margin-top:100px;">SOME TEXT</h1>
<script>
var text = document.getElementById("text").innerHTML.split("");
var myArr = text;
for (i = 0; i < myArr.length; ++i) {
var handle = setInterval(function () { xyz(i) }, 100);
setTimeout(function (handle) {
myArr[i] = text[i];
clearInterval(handle);
}, (i) * 1000);
}
function xyz(index) {
myArr[index] = String.fromCharCode(Math.random() * 26 + 65);
document.getElementById("text").innerHTML = myArr;
}
</script>
It seems i have no a good understanding of how setInterval work! :(
EDIT:
With my code only text[text.length+1] character has change that mean passed parameter to xyx() function is last value of loop counter variable (after loop over). Now my question is how trigger setInterval() function with i = 0 ,1 ... , text.length.
Can someone guide me?
basicly setInterval execute a function with a iteration in time. and setInterval gives you a promise to cancel it any time you want.
var myPromise = setInterval(function(){
//some code here
},delayMiliseconds);
to cancel this code
clearInterval(myPromise);
Related to this question problem was wrong way to passing arguments to setInterval().the callback function i passed to setInterval() maintains a reference to "i" rather than the snapshot value of "i" as it existed during each particular iteration...
<h1 id="text" style="margin-top:100px;">SOME TEXT</h1>
<script>
var text = document.getElementById("text").innerHTML.split("");
var myArr = document.getElementById("text").innerHTML.split("");
for (i = 0; i < text.length; i++) {
var handle = setInterval(function (k) { xyz(k) }, 100,i);
setTimeout(function (handle, i) {
console.log(i);
console.log(text[i]);
myArr[i] = text[i];
clearInterval(handle);
}, (i) * 1000,handle,i);
}
function xyz(index) {
myArr[index] = String.fromCharCode(Math.random() * 26 + 65);
document.getElementById("text").innerHTML = myArr.toString();
}
</script>

Error in my closure

JS Bin example
Why does it not count, my output is always 1 in the console. I am new to closures and I must be missing something simple? Here is the code from the jsbin:
var counterFunc = function()
{
var count = 0;
var incCount = function()
{
count = count + 1;
return count;
};
return incCount();
};
var myCounter = counterFunc;
console.log(myCounter());
console.log(myCounter());
By returning incCount() - the result of the invocation - from your counterFunc, you're not really creating a closure function. You want to return a function, and invoke the counterFunc() to create it:
var counterFunc = function() {
var count = 0;
var incCount = function() {
count = count + 1;
return count;
};
return incCount ;
// ^
};
var myCounter = counterFunc();
// ^^
console.log(myCounter());
console.log(myCounter());
You should be returning the inner function itself, not the result of calling it
You therefore need to replace return incCount() with:
return incCount;
You subsequently need to directly invoke counterFunc() when you declare myCounter:
var myCounter = counterFunc(); // myCounter is now the closure
Only then will myCounter be assigned a reference to the inner function, that happens to hold a "closure" over the local variable count.

closure in JavaScript

I want the variable i to be a counter, but it is being initialized to 100 each time.
How do I call myFunction().f() directly?
function myFunction() {
var i=100;
function f() {
i=i+1;
return i;
}
return f(); // with parenthesis
};
var X = myFunction();
console.log(X);
X = myFunction();
console.log(X);
You can't call f directly. It is wrapped in a closure, the point of which is to close over all the local variable. You have to expose it to the outside of myFunction.
First:
return f; //(); // withOUT parenthesis
Then just call X, as you'll have assigned a function to it.
var X = myFunction();
X();
This example would return 101 and 102: Be sure to try it.
function myFunction() {
var i=100;
function f() {
i=i+1;
return i;
}
return f; // without any parenthesis
};
var X = myFunction();
// X is a function here
console.log(X());
// when you call it, variable i gets incremented
console.log(X());
// now you can only access i by means of calling X()
// variable i is protected by the closure
If you need to call myFunction().f() that will be a pointless kind of closure:
function myFunction() {
var i=100;
function f() {
i=i+1;
return i;
}
return {x : f}
};
var X = myFunction().x();
// X now contains 101
var X = myFunction().x();
// X still contains 101
// pointless, isn't it?

setTimeout inside for loop [duplicate]

This question already has answers here:
setTimeout in for-loop does not print consecutive values [duplicate]
(10 answers)
Closed 7 years ago.
I want a string to appear character-for-character with the following code:
function initText()
{
var textScroller = document.getElementById('textScroller');
var text = 'Hello how are you?';
for(c = 0; c < text.length; c++)
{
setTimeout('textScroller.innerHTML += text[c]', 1000);
}
}
window.onload = initText;
It's not working.. what am I doing wrong?
Try something like this:
function initText()
{
var textScroller = document.getElementById('textScroller');
var text = 'Hello how are you?';
var c = 0;
var interval = setInterval(function() {
textScroller.innerHTML += text[c];
c++;
if(c >= text.length) clearInterval(interval);
}, 1000);
}
Note I added clearInterval to stop it when it's needed.
Currently, you are defining 18 timeouts and all will be executed ~ at once.
Second problem is, you pass instructions to execute as a String. In that case, the code won't have access to all variables defined in initText, because evaluated code will be executed in global scope.
IMO, this should do the job
function initText(){
var textScroller = document.getElementById('textScroller');
var text = 'Hello how are you?';
var c = 0;
(function(){
textScroller.innerHTML += text.charAt(c++);
if(text.length > c){
setTimeout(arguments.callee, 1000);
}
})();
}
Even more generic than answer by #yauhen-yakimovich:
Using Timeout:
var repeat = (function () {
return function repeat(cbWhileNotTrue, period) {
/// <summary>Continuously repeats callback after a period has passed, until the callback triggers a stop by returning true. Note each repetition only fires after the callback has completed. Identifier returned is an object, prematurely stop like `timer = repeat(...); clearTimeout(timer.t);`</summary>
var timer = {}, fn = function () {
if (true === cbWhileNotTrue()) {
return clearTimeout(timer.t); // no more repeat
}
timer.t = setTimeout(fn, period || 1000);
};
fn(); // engage
return timer; // and expose stopper object
};
})();
Using Interval:
var loop = (function () {
return function loop(cbWhileNotTrue, period) {
/// <summary>Continuously performs a callback once every period, until the callback triggers a stop by returning true. Note that regardless of how long the callback takes, it will be triggered once per period.</summary>
var timer = setInterval(function () {
if (true === cbWhileNotTrue()) clearInterval(timer);
}, period || 1000);
return timer; // expose stopper
};
})();
Slight difference between the two indicated in comments -- the repeat method only repeats after the callback performs, so if you have a "slow" callback it won't run every delay ms, but repeats after every delay between executions, whereas the loop method will fire the callback every delay ms. To prematurely stop, repeat uses an object as the returned identifier, so use clearTimeout(timer.t) instead.
Usage:
Just like answer by #soufiane-hassou:
var textScroller = document.getElementById('textScroller');
var text = 'Hello how are you?';
var c = 0;
var interval = repeat/* or loop */(function() {
textScroller.innerHTML += text[c];
c++;
return (c >= text.length);
}, 1000);
As mentioned, premature stopping would be:
/* if repeat */ clearTimeout(interval.t);
/* if loop */ clearInterval(interval);
Try this:
function initText()
{
var textScroller = document.getElementById('textScroller');
var text = 'Hello how are you?';
for(c = 0; c < text.length; c++)
{
setTimeout("textScroller.innerHTML += '" + text[c] + "'", 1000 + c*200);
}
}
window.onload = initText;
Try using a closure:
function init() {
var textScroller = document.getElementById('textScroller');
var text = 'Hello how are you?';
var c = 0;
function run() {
textScroller.innerHTML += text[c++];
if (c<text.length)
setTimeout(run, 1000);
}
setTimeout(run, 1000);
}
init()
The problem in your code is that the code you put in the string will run in the global context, where textScroller is not defined (it is defined inside your function).
I want to share a snippet (based on answer by Soufiane Hassou). It extends to the case when you literally replace a for-loop body to be iterated over some array in a fixed interval of time. Basically same synchronous loop but with "sleep" pausing (because javascript is not a synchronous programming language).
function loop(arr, take, period) {
period = period || 1000;
var i = 0;
var interval = setInterval(function() {
take(i, arr[i]);
if (++i >= arr.length) { clearInterval(interval);}
}, period);
}
Usage example:
loop([1, 2, 3, 4], function(index, elem){
console.log('arr[' + index + ']: ' + elem);
});
Tested in Node JS. Hope that helps someone.
edit>
the following update makes code usable together with libs doing heavy "prototyping" (like jQuery or prototype):
function loop(arr, take, period) {
period = period || 1000;
var scope = {
i: 0,
arr: arr,
take: take,
};
var iterate = (function iterate() {
if (this.i >= this.arr.length) { clearInterval(this.interval); return}
take(this.i, this.arr[this.i++]);
}).bind(scope);
scope.interval = setInterval(iterate, period);
}
Your for loop is setting a timeout for every character at once, so they will not appear in sequence, but all at once. Your setTimeout should include code to another setTimeout that will include the next character to display.
So something like this (didn't test this)
function initText()
{
var textScroller = document.getElementById('textScroller');
var text = 'Hello how are you?';
setTimeout('nextChar(text)', 1000);
}
function nextChar(text){
if(text.length > 0){
textScroller.innerHTML += text[0];
setTimeout('nextChar(text.substring(1))', 1000);
}
}
If you want to preserve setTimeOut (instead of setInterval) and use named function (instead of evaluating code block in setTimeOut call), then this could be helpful:
var b = {
textScroller: document.getElementById('textScroller'),
text: "Hello how are you?"
};
function initText() {
for(c = 0; c < b.text.length; c++) {
setTimeout("append("+c+")", 1000 + c*200);
}
}
function append(c) {
b.textScroller.innerHTML += b.text[c];
}
window.onload = initText;
With the above you can pass a parameter to append function.
To pass several parameters the next code does the trick:
var glo = [];
function initText()
{
var textScroller = document.getElementById('textScroller');
var text = "Hello how are you?";
var timeout_time;
for(c = 0; c < text.length; c++) {
glo[glo.length] = {text:text, c:c, textScroller:textScroller};
timeout_time = 1000 + c * 200;
setTimeout("append(" + (glo.length - 1) + ")", timeout_time);
}
}
function append(i)
{
var obj = glo[i];
obj.textScroller.innerHTML += obj.text[obj.c];
obj = null;
glo[i] = null;
}
window.onload = initText;
With the above you have only one global array glo. In loop you create new array members to glo and in append() function refer to these members using index which is passed as parameter.
CAUTION: the second code sample is not meant as best or most suitable solution to OP:s problem, but may benefit in other setTimeOut relative problems, eg. when someone wants to make a presentation or performance test where some functionalities are needed to call after some delay. The advantage of this code is to make use of for loops (many coders want to use for loops) and the possibility to use also inner loops and the ability to "send" local variables in their loop time state to timeOut functions.
May be better to loop in cascade. For exemple to fade a div :
div=document.createElement('div');
div.style.opacity=1;
setTimeout(function(){fade(1);},3000);
function fade(op){
op-=.05;
if(op>0) setTimeout(function(){div.style.opacity=op;fade(op);},30);
else document.body.removeChild(div);
}

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