Javascript - Module Pattern differences - javascript

Is there any difference b/w the following 2 patterns? What is the advantage of self-executing the first one?
var testModule = (function () {
var counter = 0;
return {
incrementCounter: function () {
return counter++;
},
resetCounter: function () {
console.log( "counter value prior to reset: " + counter );
counter = 0;
}
};
})();
testModule.incrementCounter(); // 1
Next:
var testModule2 = function () {
var counter = 0;
return {
incrementCounter: function () {
return counter++;
},
resetCounter: function () {
console.log( "counter value prior to reset: " + counter );
counter = 0;
}
}
}
var result = testModule2();
result.incrementCounter(); //1

The first one is a singleton - you can clone it, of course, but it'll be quite awkward, first, and won't make copies of that private variables: all the methods of all the cloned objects will still work with the same var counter. That's why it's suitable for making service-like things.
The second one is a variant of constructor function actually - and it's suitable for creating multiple things based on a single template. Its drawback (comparing with classical prototype-based templates) is that all the functions defined in it will be created anew each time a testModule2 is invoked. Its advantage - private variables, an independent set for each new object (note the difference with cloning the objects created with the first approach).

Related

How can I increment the value of a parameter in an object using a function?

I want to be able to increment/change the value of a parameter inside an object. I want the value to change by accessing the value of a variable that is incrementing inside another function.
The example code below shows what I am trying to do. I would like options.number to increase as i inside masterLoop increases.
I know that i isn't defined in the scope of function calc(), but I can't think of a way to retrieve the value of i while maintaining this general code structure.
(function masterLoop(i) {
setTimeout(function() {
++i;
masterLoopStage = i;
console.log('Stage is: ' + i);
masterLoop(i);
}, 5000)
})(1);
function calc() {
number = i; // I know i isn't defined in this scope, but I can't figure out how access the incrementing value of i inside this function
return number;
}
var options = {
number: calc() // I want this vale to increase along with i inside masterLoop()
};
setInterval(function() {
console.log(options.number);
}, 5000);
Typically, in cases like this, I would try to use a return to retrieve a value, but I wasn't able to find a solution with that either since the incrementing value is inside a setInterval and thus its scope isn't available to the return.
Here is an example of that:
function calc() {
var foo = 1;
setInterval(function() {
var foo = foo + 1;
}, 1000);
return foo; // the incrementing value of foo is not available outside the scope of setIterval, so this won't work. The return also won't work inside setInterval.
}
var optionsConstant = {
maxVolume: 10
};
var options = {
maxVolume: optionsConstant.maxVolume + calc() // I want calc() to be able to increment along with foo in the setInterval above.
};
setInterval(function() {
var maxVolume = options.maxVolume;
console.log('maxVolume: ' + maxVolume);
}, 5000);
Taking your second attempt, you could make calc an immediately invoked function expression -- providing a closure -- and in it return a function that has access to foo.
Then, to keep the final syntax of options.maxVolume, you should define that property as a getter, so that in fact it will execute some code when accessed, calling calc():
var calc = (function () { // create closure for foo
var foo = 1;
setInterval(function() {
foo = foo + 1; // remove var!
}, 100);
return function calc() { // return a function
return foo;
}
})();
var optionsConstant = {
maxVolume: 10
};
var options = {
get maxVolume() { // make it a getter
return optionsConstant.maxVolume + calc();
}
};
setInterval(function() {
var maxVolume = options.maxVolume;
console.log('maxVolume: ' + maxVolume);
}, 500);
Can you declare the increment variable outside the masterloop function scope so the other functions can access it and read its' value when needed?
You'll need to make sure to re-initialize it's value when appropriate.
I think you need to use a closure. Here's one example:
let returnI = (function masterLoop(i) {
setTimeout(function() {
++i;
masterLoopStage = i;
console.log('Stage is: ' + i);
return masterLoop(i);
}, 5000)
})(1);
function calc() {
number = returnI;
return number;
}
var options = {
number: calc()
};
setInterval(function() {
console.log(options.number);
}, 5000);

javascript revealing module pattern extension suggestion

I would like to achieve module pattern in JS. I followed some posts in google and starting writing my own.
here is what I would like to achive
mns - will be the name space for my lib
math - will be one of the sub-module in mns
and I want all these modules in separate files.
here is mns.js file code (it is just for namespace no functions in it)
var mns = (function () {
return {};
})();
here is math.js code(i want this as a submodule for mns)
var submodule = (function (mns) {
var math = (function(){
var counter = 0;
var incrementCounter = function () {
return counter++;
}
var resetCounter = function () {
alert( "counter value prior to reset: " + counter );
counter = 0;
}
})();
mns.math = math;
return mns;
})(mns || {});
I am expecting application.js will call like below
mns.math.incrementCounter();
mns.math.resetCounter();
Right now, I am getting Cannot read property of undefined error when calling incrementCounter & resetCounter.
Please guide me in this.
All is looking good, except for the math module:
var math = (function(){
var counter = 0;
var incrementCounter = function () {
return counter++;
}
var resetCounter = function () {
alert( "counter value prior to reset: " + counter );
counter = 0;
}
})();
In order to use incrementCounter and resetCounter you have to return them in an object (So that math will be set to something).
Something like this should work:
var math = (function(){
var counter = 0;
var incrementCounter = function () {
return counter++;
}
var resetCounter = function () {
alert( "counter value prior to reset: " + counter );
counter = 0;
}
return {
incrememtCounter: incrememtCounter,
resetCounter: resetCounter
}
})();
Following is the way, I achieved it. Please suggest better approach
mns.js file
var mns = {};
math.js file
mns.math = (function(){
var counter = 0;
var incrementCounter = function () {
return counter++;
};
var resetCounter = function () {
alert( "counter value prior to reset: " + counter );
counter = 0;
};
return{
incrementCounter : incrementCounter,
resetCounter : resetCounter
}
})();
Rather than dealing with the semantics of creating closures, I recommend using Browserify to handle your module patterns for you. This allows you to separate everything into multiple files, as well as use the file name as an identifier for your modules. It helps to reduce the amount of boilerplate and makes the code easier to understand. It also mimics NodeJS modular CommonJS syntax which is nice as well.
I think what you're looking for is this...
// mns.js
(function(window) {
var mns = function() {
// your private code here...
return {
// public module interface...
}
}();
window.mns = mns;
})(window);
// math.js
(function(mns) {
var math = function() {
// your private code here...
return {
// public module interface...
}
}();
mns.math = math;
})(window.mns);
In your HTML page, you will need to load mns file first, and then math file. Or maybe you could use some tool to connect these files and load a unique minified file like mns.min.js. For me Gulp.js is a magnificent tool for that propose. Use some concat operation of the Gulp.js to join the file in an specific order, like I said.
If you want a real-world example, see this:
https://github.com/viniciusknob/queiroz.js/blob/master/dist/queiroz.js

Passing Object's Instance in Javascript

Here is what I'm trying to do. I'm trying to pass an instance of order to bill, where it would be indexed. The thing is that it's not working.
Am I stretching JS too thin here?
Any example on how to do this, or some reading material?
EDIT: Maybe I should add that this is supposed to be the user interface for a POS (Point of Sale) system. It should accept the order of products (each one with variable quantity), and process in the client's side the subtotal, total and number of items in the bill.
EDIT2: Not native english speaker. Maybe the names that I choose did not best suited the problem.
function Bill (prefix,maxForms,minForms) {
this.prefix = prefix;
this.maxForms = maxForms;
this.minForms = minForms;
this.items = [];
this.total = 0;
this.addOrder = function(order) {
if (this.items.length == 0)
{
this.items.push(order);
}
for (i=0;i<this.items.length;i++){
if (this.items[i].name === order.name) {
this.items[i].quantity = order.quantity;
this.items[i].price = order.price;
}
else {
this.items.push(order);
}
this.total = this.total + order.getSubTotal();
}
}
}
function Order (name,price,quantity) {
this.name = name;
this.price = price;
this.quantity = quantity;
this.getSubtotal = function () {
return this.price*this.quantity;
}
this.changeQuantity = function (newQuantity) {
this.quantity = newQuantity;
}
this.incrementQuantity = function () {
this.quantity = this.quantity + 1;
}
}
Here's an issue:
for (i = 0;/*...*/)
I would suggest you spend a little more time in JS.
It does look a lot like C / Java / C# / PHP, etc...
The problem, however, is that JS does not have any notion of block scope*.
* until ES6, that is
It only deals with function scope.
That is, a variable has the same reference through the whole function where it's defined (via var).
If a variable is not defined via var, the function goes up to its parent to find the value of the variable, and up from there, and up from there, until it hits window.<varname>.
You might actually be modifying window.i in your class' instance.
function Bill ( ) {
var bill = this,
i = 0;
for (i=0; /* ... */) { /*...*/ }
}
That said, you might do to spend time getting to know JS.
Most of what you've written looks absolutely fine, in English, as well.
I might break it down a little further:
function Bill () {
var bill = this;
extend(bill, {
total : 0,
items : [],
addOrder : function (order) {
var match = bill.findOrder(order.name);
if (!match) { bill.items.push(order); }
else { bill.updateOrder(match, order); }
bill.updateTotal();
},
findOrder : function (name) {
var matches = bill.items.filter(function (order) {
return order.name === name;
});
return matches[0];
},
updateOrder : function (current, updated) {
/* I don't know if you want to replace the old order, or add to it... */
/* so I'm "replacing" it, instead of increasing quantity, like you did */
current.quantity = updated.quantity;
current.price = updated.price;
},
updateTotal : function () {
bill.total = bill.items
.map(function (order) { return order.getSubtotal(); })
.reduce(function (tally, price) { return tally + price; }, 0);
}
});
}
var bill = new Bill();
bill.addOrder(new Order(/*...*/));
I'm doing a few things differently, here.
First, extend isn't a "built-in" function; there are a lot of implementations, in all sorts of libraries, but basically, it just saves me from writing bill.x = x; bill.y = y; bill.z = z;..., and use an object, instead.
Next, I'm using var bill = this;
and bill.method = function () { bill.total = /*...*/; };
instead of this.method = function () { };, because once you go two levels down, in functions, this no longer means the object you think it does.
this.method = function () {
this.async(function (response) {
// unless you change it yourself, `this` probably means `window`
this.value = response; // oops
});
};
// instead, try
var thing = this;
thing.method = function () {
thing.async(function (response) {
thing.value = response;
});
};
Of course, you can always mix and match, as long as you know how far down you can go (one level)...
...but that means you really, really need to care about using this a whole lot.
var thing = this;
this.method = function () {
this.async(function (val) {
thing.value = val;
});
};
Much more confusing than just referring to the instance by a variable, rather than combining the two.
There are dozens of ways of doing this; some look very class-like, others might be 100% functional, and in ES6, you might just use classes altogether.
But there are some ideas, and some reasons behind doing them that way (especially if you don't know where the differences are in JS vs the other C-looking languages).
I don't think you're stretching JS too thin, at all.
Once all of the issues on line 80 are fixed. All you need to do is:
var order = new Order("My Order", 12, 2);
var bill = new Bill(blah, blah, blah);
bill.addOrder(order);
A few issues right off the bat:
this.total = this.total + order.subTotal();ยท
There is a garbage char at the end.
Order does not have a subtotal function. It should be getSubtotal.
The 2 assignments to this.items[i].quantity and this.items[i].price are superfluous, since you are assigning properties to themselves. Remember, this.items[i] === order. This is not a bug, but it is inefficient.
You should have something like this.total = 0; at the top of Bill.
I think you want:
this.items[i].quantity += order.quantity;
this.items[i].price += order.price;
This will update quantity with whatever quantity order has. Secondly, I see you have an order function. Not an order object. Was that intentional? Are you planning to add instances of this bill/order object to each other? I don't think that's where you were going. Make sure they are separate objects that you are nesting.
Are you getting anything except undefined? I don't think you are because you're not returning anything.
Put:
return this;
at the end of your functions. Make sure you save them to a var when you make them:
bill = Bill(v,v,v);
order = Order(v,v,v);
then you can:
bill.addOrder(order);
See if that helps.

Pointers and array class in javascript [duplicate]

This question already has an answer here:
Double-Queue Code needs to be reduced
(1 answer)
Closed 9 years ago.
Is there any way for me to shorten this code by using pointers?
I need to make a class that has mostly the same function as a given array class unshift,shift,push and pop but with different names.
var makeDeque = function()
{
var a= [], r=new Array(a);
length = r.length=0;
pushHead=function(v)
{
r.unshift(v);
}
popHead=function()
{
return r.shift();
}
pushTail=function(v)
{
r.push(v);
}
popTail=function()
{
return r.pop();
}
isEmpty=function()
{
return r.length===0;
}
return this;
};
(function() {
var dq = makeDeque();
dq.pushTail(4);
dq.pushHead(3);
dq.pushHead(2);
dq.pushHead("one");
dq.pushTail("five");
print("length " + dq.length + "last item: " + dq.popTail());
while (!dq.isEmpty())
print(dq.popHead());
})();
Output should be
length 5last item: five
one
2
3
4
Thanks!
Maybe I'm oversimplifying, but why not just add the extra methods you need to the Array prototype and call it directly?
I need to make a class that has mostly the same function as a given array class unshift,shift,push and pop but with different names.
I suppose you could add these "new" methods to Array.prototype.
Like this perhaps?
var makeDeque = (function (ap) {
var Deque = {
length: 0,
pushHead: ap.unshift,
popHead: ap.shift,
pushTail: ap.push,
popTail: ap.pop,
isEmpty: function () {
return !this.length;
}
};
return function () {
return Object.create(Deque);
};
})(Array.prototype);
DEMO
If it's still too long, you can always directly augment Array.prototype like others already mentionned. We agree that it's all experimental here and the only goal is to save characters.
!function (ap) {
ap.pushHead = ap.unshift;
ap.popHead = ap.shift;
ap.pushTail = ap.push;
ap.popTail = ap.pop;
ap.isEmpty = function () {
return !this.length;
};
}(Array.prototype);
function makeDeque() {
return [];
}
This can be compressed to 174 chars:
function makeDeque(){return[]}!function(e){e.pushHead=e.unshift;e.popHead=e.shift;e.pushTail=e.push;e.popTail=e.pop;e.isEmpty=function(){return!this.length}}(Array.prototype)
DEMO
Not sure why you need this, but my suggestions per best practice are:
Don't override the Array.prototype. The reason for this is because other libraries might try to do the same, and if you include these libraries into yours, there will be conflicts.
This code is not needed. var a= [], r=new Array(a);. You only need ...a = [];.
Ensure you are creating a real class. In your code, makeDeque is not doing what you want. It is returning this which when a function is not called with the new keyword will be the same as the window object (or undefined if you are using what is called as "strict mode"). In other words, you have made a lot of globals (which are usually a no-no, as they can conflict with other code too).
When you build a class, it is good to add to the prototype of your custom class. This is because the methods will only be built into memory one time and will be shared by all such objects.
So I would first refactor into something like this:
var makeDeque = (function() { // We don't need this wrapper in this case, as we don't have static properties, but I've kept it here since we do want to encapsulate variables in my example below this one (and sometimes you do need static properties).
function makeDeque () {
if (!(this instanceof makeDeque)) { // This block allows you to call makeDeque without using the "new" keyword (we will do it for the person using makeDeque)
return new makeDeque();
}
this.r = [];
this.length = 0;
}
makeDeque.prototype.setLength = function () {
return this.length = this.r.length;
};
makeDeque.prototype.pushHead=function(v) {
this.r.unshift(v);
this.setLength();
};
makeDeque.prototype.popHead=function() {
return this.r.shift();
this.setLength();
};
makeDeque.prototype.pushTail=function(v){
this.r.push(v);
this.setLength();
};
makeDeque.prototype.popTail=function() {
return this.r.pop();
this.setLength();
};
makeDeque.prototype.isEmpty=function() {
return this.r.length === 0;
};
return makeDeque;
}());
Now you could shorten this as follows, but I wouldn't recommend doing this, since, as it was well said by Donald Knuth, "premature optimization is the root of all evil". If you try to shorten your code, it may make it inflexible.
var makeDeque = (function() {
function makeDeque () {
if (!(this instanceof makeDeque)) {
return new makeDeque();
}
this.r = [];
this.length = 0;
}
makeDeque.prototype.setLength = function () {
return this.length = this.r.length;
};
for (var i=0, methodArray = [
['pushHead', 'unshift'], ['popHead', 'shift'], ['pushTail', 'push'], ['popTail', 'pop']
]; i < methodArray.length; i++) {
makeDeque.prototype[methodArray[i][0]] = (function (i) { // We need to make a function and immediately pass in 'i' here because otherwise, the 'i' inside this function will end up being set to the value of 'i' after it ends this loop as opposed to the 'i' which varies with each loop. This is a common "gotcha" of JavaScript
return function () {
var ret = this.r[methodArray[i][1]].apply(this.r, arguments);
this.setLength();
return ret;
};
}(i));
}
makeDeque.prototype.isEmpty=function() {
return this.r.length === 0;
};
return makeDeque;
}());
If you need to get the length by a length property, as opposed to a method like setLength() which sets it manually after each update, either of the above code samples could be shortened by avoiding the setLength() method, but you'd need to use the Object.defineProperty which does not work (or does not work fully) in older browsers like IE < 9.

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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