So basicly this.acceleration doesn't get updated whatever I do. I need a way to make a function update its values, so when they get changed from another function, it still works correctly. Here is what I mean:
function PropellingNozzle(power) {
this.power = power;
this.afterburner = "off";
function acceleration (afterburner, power) {
this.afterburner = afterburner;
console.log(this.power);
if(this.afterburner == "on") {
this.acceleration = this.power*2;
}
else if(this.afterburner == "off") {
this.acceleration = this.power;
}
console.log("called");
return this.acceleration
}
return {
power: this.power,
afterburner: this.afterburner,
switchAfterburner: function() {
if(this.afterburner == "off") {
this.afterburner = "on";
}
else if(this.afterburner == "on") {
this.afterburner = "off";
}
},
acceleration: acceleration(this.afterburner, this.power)
};
}
As you can see, I know started parsing the values and what no, just experimenting and it still does not work. Here is the whole code part with the tests in jsfiddle. Preferebly, switchAfterburner should also be in PropellingNozzle function, but if it cannot work there is no problem for it to remain in the return. My task is to write the code as object oriented as possible with my knowledge so far
You are calling it only once - when assigning the value to the acceleration property. You're not assigning the function expression to get re-evaluated whenever one of the values changes, but you're assigning its result value.
So what to do against this? You can
update the acceleration property whenever one of the values it depends on changes. When they're only set by your functions (like switchAfterBurner) and not directly assigned from outside, it's easy to put the re-computation within those setters.
use a getter method for the acceleration. Instead of just reading a property, the outside will call a getAcceleration() function which dynamically computes the correct value.
Btw, please use either
function PropellingNozzle(power) {
this.power = power;
this.afterburner = "off";
this.switchAfterburner = function() {…};
…
}
var example = new PropellingNozzle(…);
or
function makePropellingNozzle(power) {
…
return {
power: power,
afterburner: "off",
switchAfterburner: function() {…},
…
};
}
var example = makePropellingNozzle(…);
but not a mixture of both.
Related
The problem: I want to call a value from a nested method outside of its parent method. In other words, I want the output from "console.log(someObjects[i].valueChecker);" to be either "true" or "false." However, it is just returning the function itself.
What I've done so far: So I have been scouring the web/stack overflow for a solution, but either I haven't found a solution, or I just can't make sense of it. I think it has something to do with "closures," and most of the solutions to problems I've seen have been to return from the submethod, and then return the submethod from the parent method. However, every time I've tried this, I've just encountered numerous errors-- either another submethod suddenly doesn't exist, or the code runs, but the output is still a function. I wonder if having multiple methods affects the issue.
Context: I'm making a platformer game, and there are multiple types of the same enemy. I want to check for collision between the player and weapon and thusly need some values from the enemy function (I don't want to use the word "class," but I'm not sure about the appropriate terminology). I'm much more familiar with Java though, so it is frustrating me to not be able to create a separate class and just have a method to give me values back.
//assume all the other html/main stuff is already set up
var temp = {
create: c4,
update: u4
}
MyObject = function(value) {
this.value = value; //passed in value
var magicNumber = 4; //local value initialized/declared
this.valueChecker = function() {
//return boolean
return this.value == this.magicNumber;
}
this.otherValueChecker = function() {
//return boolean
return (this.value + 1) == this.magicNumber;
}
}
//just make the space bar tied to a boolean
var someKeyPress;
function c4() {
someKeyPress = game.input.keyboard.addKey(Phaser.Keyboard.A);
}
var someObjects = [];
//... later on in the program, presuming key already coded
function u4() {
//add a new MyObject to array someObjects
if (someKeyPress.isDown) {
//check with various random numbers between 3 to 5
someObjects.push(new MyObject(game.rnd.integerInRange(3, 5)));
}
//run through MyObject(s) added to someObjects, and see if any match number
for (var i = 0; i < someObjects.length; i++) {
console.log(someObjects[i].valueChecker);
}
}
/* current output
ƒ () {
//return boolean
return this.value == this.magicNumber;
}
*/
Try
console.log(someObjects[i].valueChecker())
Because I see the value checker as a function
this.valueChecker = function()
I am attempting to make a project which does two way data binding on two specified variables. However, when I tried it out, the project did not seem to be working.
I'm pretty sure that what I did wrong is that I specified a constructor, and then inside, I created a variable using "this," a function using "this," and then I tried to use the first variable inside the function using "this." Is this allowed?
The code for my project is in the snippet below.
function glue(varOne, varTwo, interval = 60) {
this.varOne = varOne;
this.varTwo = varTwo;
this.varOneClone = this.varOne;
this.varTwoClone = this.varTwo;
this.interval = interval;
this.onChange = function(changedVar) {
if (changedVar == this.varOne) {
this.varTwo = this.varOne;
} else if (changedVar == this.varTwo) {
this.varOne = this.varTwo;
}
this.varOneClone = this.varOne;
this.varTwoClone = this.varTwo;
};
this.intervalID = setInterval(function() {
if (this.varOne != this.varTwo) {
if (this.varOne != this.varOneClone) {
this.onChange(this.varOne);
} else if (this.varTwo != this.varTwoClone) {
this.onChange(this.varTwo);
}
}
}, this.interval);
this.clearUpdate = function() {
clearInterval(intervalID);
};
this.changeUpdate = function(newInterval) {
this.interval = newInterval;
clearInterval(intervalID);
this.intervalID = setInterval(function() {
if (this.varOne != this.varTwo) {
if (this.varOne != this.varOneClone) {
this.onChange(this.varOne);
} else if (this.varTwo != this.varTwoClone) {
this.onChange(this.varTwo);
}
}
}, this.interval);
};
}
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width">
<title>Glue</title>
</head>
<body>
<input id="input" type="text"></input>
<p id="output"></p>
<script>
var input = document.getElementById("input");
var output = document.getElementById("ouput");
var glue = new glue(input, output, 60);
</script>
</body>
</html>
Thank you!
Edit:
I've tried using the var self = this; method which two people recommended, but it still refuses to work. The error from the console is TypeError: glue is not a constructor, but I'm not sure why this happens. I want glue to be a constructor. Please help! The new code is below.
function glue(varOne, varTwo, interval = 60) {
var self = this;
self.varOne = varOne;
self.varTwo = varTwo;
self.varOneClone = self.varOne;
self.varTwoClone = self.varTwo;
self.interval = interval;
self.onChange = function(changedVar) {
if (changedVar == self.varOne) {
self.varTwo = self.varOne;
} else if (changedVar == self.varTwo) {
self.varOne = self.varTwo;
}
self.varOneClone = self.varOne;
self.varTwoClone = self.varTwo;
};
self.intervalID = setInterval(function() {
if (self.varOne != self.varTwo) {
if (self.varOne != self.varOneClone) {
self.onChange(self.varOne);
} else if (self.varTwo != self.varTwoClone) {
self.onChange(self.varTwo);
}
}
}, self.interval);
self.clearUpdate = function() {
clearInterval(intervalID);
};
self.changeUpdate = function(newInterval) {
self.interval = newInterval;
clearInterval(intervalID);
self.intervalID = setInterval(function() {
if (self.varOne != self.varTwo) {
if (self.varOne != self.varOneClone) {
self.onChange(self.varOne);
} else if (self.varTwo != self.varTwoClone) {
self.onChange(self.varTwo);
}
}
}, self.interval);
};
}
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width">
<title>Glue</title>
</head>
<body>
<input id="input" type="text"></input>
<p id="output"></p>
<script>
var input = document.getElementById("input");
var output = document.getElementById("ouput");
var glue = new glue(input, output, 60);
</script>
</body>
</html>
Thanks for your help!
There are few problems that you could fix, as you said, you're using this everywhere. this might not always point to the same object in some context so if you want to use the same object, you could use a variable accessible from the scope.
Usually, people use a variable named self:
var self = this
Then the self variable should be used everywhere where you want to access specifically that object. So in your onChange and setInterval, it would be a better idea to access this by using the self object.
One other way, would be to instead bind a bounded function. In this case, the this object will be the one you bound the function to.
this.onChange = (function () {
// here this will be equal to context
}).bind(context)
In this case, you can set context to this and within the function you can still use this without worrying which object will be this.
You can also make sure to call method using this.func.call(this, params...) or this.func.apply(this, paramArray).
There are a lot of ways to fix this, but if you search about bind, apply and call. It will be enough to understand how to make more complex construction for your code.
To give you an idea of how bind works, take this example:
function bind(method, obj) {
// Create a callable
return function () {
// Pass the arguments to the method but use obj as this instead
return method.apply(obj, arguments);
}
}
function func(a, b, c) {
console.log(this, a, b, c)
}
var bound1 = bind(func, {a: 1})
var bound2 = bind(func, {a: 2})
func(1,2,3)
bound1(3,4,5)
bound2(6,7,8)
You'll see that when func isn't called, this defaults to window. But in case of bound1 and bound2, it will be using the second parameter of bind.
All that to say that you can control which object will be used as this but if you don't specify which object is going to be used, then you might end up using window as this like in a setInterval. In other words, the keyword this isn't scoped like other variables. It depends of the context, not of its place in the code.
The problem is that the setInterval callback is made in a different context, so this will no longer be your glue object. Since you're running within a browser, it will be the window object. I'm pretty sure that all the other times you use this, it is referencing the correct object.
There are a few options to handle this. The first is to use the .bind() method. It is definitely the cleanest, and requires the least amount of "tweaking". However, it's not supported by IE8. Hopefully you don't have to support that browser, considering MS has dropped support for it, except for in embedded systems. Here's how it would work:
this.intervalID = setInterval(function(self) {
if (this.varOne != this.varTwo) {
if (this.varOne != this.varOneClone) {
this.onChange(this.varOne);
} else if (this.varTwo != this.varTwoClone) {
this.onChange(this.varTwo);
}
}
}.bind(this), this.interval);
Another option is to create a variable that holds the value of this before you call setInterval and then rely on the closure to give you access to that variable:
function glue(varOne, varTwo, interval = 60) {
var self = this;
//...
this.intervalID = setInterval(function() {
if (self.varOne != self.varTwo) {
if (self.varOne != self.varOneClone) {
self.onChange(self.varOne);
} else if (self.varTwo != self.varTwoClone) {
self.onChange(self.varTwo);
}
}
}, this.interval);
//...
}
Finally, you could also use an immediately-invoked function to pass in the value of this without creating a closure:
this.intervalID = setInterval((function(self) {
return function() {
if (self.varOne != self.varTwo) {
if (self.varOne != self.varOneClone) {
self.onChange(self.varOne);
} else if (self.varTwo != self.varTwoClone) {
self.onChange(self.varTwo);
}
}
}
})(this), this.interval);
EDIT:
Everything said above is a problem and the options given for solving it should fix that problem. However, it's one of only a few problems in your code sample.
There's also a problem with the line var glue = new glue(input, output, 60);. You can't have a variable with the same name as a function. If the function is declared first, as it should be in this case, then the variable overwrites it, so the function essentially no longer exists by the time you call new glue(). This is why you are getting the glue is not a constructor error.
I see that in your jsbin you've changed the variable name to tape. That fixes the problem. However, jsbin puts all the code from the JavaScript pane at the bottom of your body. You need the function to be declared before the var tape = new glue(input, output, 60); line, since that line is calling the function. You can tell jsbin where to put the code from the JS pane, by putting %code% where you want it in in the HTML pane. So, if you put a line like <script>%code%</script> before your existing script block, it should fix that. This is totally just a quirk of using jsbin, and won't apply to code you have running in a standalone website (although, even on your standalone site, you need to make sure that the code declaring the glue function comes before the code calling it).
Now, that gets rid of all the errors that are being thrown, but still, the code isn't actually DOING anything. This is because near the beginning of the constructor you have:
this.varOneClone = this.varOne;
this.varTwoClone = this.varTwo;
So varOne starts out equal to varOneClone, and varTwo starts out equal to varTwoClone. The only other place you set them is inside the onChange method, but you only call onChange if varOne != varOneClone or varTwo != varTwoClone. It's like you're saying "Make these 2 values the same, then if they're different, call onChange." Obviously, in that case, onChange is never going to be called.
I realize that it's possible you have more code than you've included here, that IS changing those properties, but I think your goal is to check if the text WITHIN varOne or varTwo has changed, and if so, update the other one, rather than checking if the elements themselves have changed. Since the text can be changed by the user (at least for varOne, since that's an input), it can be changed outside of code. If assumption is correct, you need something like this:
function glue(varOne, varTwo, interval = 60) {
this.varOne = varOne;
this.varTwo = varTwo;
this.varOneCurrentText = this.varOne.value;
this.varTwoCurrentText = this.varTwo.textContent;
this.interval = interval;
this.onChange = function(changedVar) {
if (changedVar == this.varOne) {
this.varTwo.textContent = this.varOneCurrentText = this.varTwoCurrentText = this.varOne.value;
} else if (changedVar == this.varTwo) {
this.varOne.value = this.varOneCurrentText = this.varTwoCurrentText = this.varTwo.textContent;
}
};
this.intervalID = setInterval(function() {
if (this.varOne.value != this.varTwo.textContent) {
if (this.varOne.value != this.varOneCurrentText) {
this.onChange(this.varOne);
} else if (this.varTwo.textContent != this.varTwoCurrentText) {
this.onChange(this.varTwo);
}
}
}.bind(this), this.interval);
//...
}
A couple things to note about this. First, notice that I'm using .value for varOne but .textContent for varTwo. This is because you're passing in a form element (an input) for varOne and a non-form element (a paragraph) for varTwo. These types of elements have different ways of getting their current text. If you can design it so that only form elements will ever be passed in, it will make things easier. But if not, since you probably won't know in advance what type of elements are passed in, you'd need to add a check at the beginning, so you can use the correct property.
Also, while this should work, it would really be better to use events rather than having a continuous loop in the setInterval looking to see if the text has changed. The input has a change event that will be fired anytime its value is changed. You could just update varTwo whenever that event is fired. I don't think there's a similar event for the paragraph element, but you could create a custom event for it. I'm assuming that you're planning on having some other code that will update the text inside the paragraph, since that's not something the user can do directly. If so, then you could fire your custom event at the same time that you update its text. Then when that event is fired, you could update varOne.
I just noticed a typo in a line you have, as well:
var output = document.getElementById("ouput");
The element ID should of course be "output".
Say I have this code:
function test() {
this._units = {};
}
test.prototype = {
get units() { return this._units; },
set units(val) {
this._units = val;
for (var unit in this._units) {
if (this._units[unit] === 0)
delete this._units[unit];
}
}
};
Now, I can assign a unit via the following:
x = new test();
x.units['foo'] = 1;
This all works. However, when I do this,
x.units['foo'] = 0;
// x.units = { 'foo' : 0 }
It doesn't remove foo from the units as it should. How can I change this?
Thanks!
You cannot intercept when a property is created, you'd need a Proxy for that. Unfortunately, it is only a harmony draft and currently only supported in Firefox' Javascript 1.8.5.
Your setter only detects an assignment to x.units = {foo:1}, but not to x.units.foo. You could create setters for every property on the units objects that you know of, but you need an extra method to make them known in the first place (assuming you're not only assigning objects to x.units).
However, you might better not do this at all. A property that deletes itself when being set to 0 is very counterintuitive. Think of
x.units.foo = -1; x.units.foo += 2;
Would you expect this to do the same as
x.units.foo = -1; x.units.foo++; x.units.foo++;
? The second would yield NaN instead of 1.
I have a recursive function which contains some drawing code inside. I was advised to use setTimeout as my drawing was not being displayed until the end of exection. First I put just the drawing code inside setTimeout but this did not help, however when I put the main recursive loop inside setTimeout the drawing worked perfectly, as shown below.
However I need to use the return value of setTimeout (i.e. state as shown below). How can I get this return value when using setTimeout, or solve this problem in another way.
var doLearning = function(time, observedData, state, domain, sampleAction, selectModel, numSamples, depth, discount, stateQueries) {
if(stateQueries[0](time, state) === true) {
console.log("New Round");
var currentModel = selectModel(observedData, 10, stateQueries);
var bestAction = sparseSampleMcmc(depth, numSamples, discount, currentModel, state, sampleAction, stateQueries);
var newStateReward = domain.executeAction(bestAction, stateQueries);
observedData.push(bestAction, newStateReward[1], newStateReward[0]);
console.log(time);
setTimeout(doLearning, 100, time + 1, observedData, newStateReward[0], domain, sampleAction, selectModel, numSamples, depth, discount, stateQueries);
} else {
console.log("Game Over");
return state;
}
}
Make an object with all your vars, like:
var game = {
time: ... ,
observedData: ....,
state: .... etc
}
In doLearning get and modify this object's properties when necessary:
var doLearning = function(obj) {
if(obj.state == ....)
obj.currentModel = whatever...
obj.bestAction = whatever...
setTimeout(function() { doLearning(obj) }, 100)
else
game over
}
This gives me the willies to say, but what if you had a global variable where the return value would go? Set it at the end of doLearning, Then when you detect that the timeout/drawing is done, check the global.
Without all the code I'm having a hard time understanding, but perhaps it would be better to use setInterval here is a simple example.
function draw(){
var state=//whatever
var num = setInerval(doLearning,100)
function doLearning(){
//You have access and can modify state and do not need to return its value
if(){}
else{
clearInterval(num);
console.log('Game over');
}
}
}
By calling as follows, the current execution context (ie. the environment of the current instance of doLearning) forms a closure in which time, observedData etc. remain available to the anonymous function defined inside the setTimeout() statement.
Thus, the following should work:
setTimeout(function(){
doLearning(time + 1, observedData, newStateReward[0], domain, sampleAction, selectModel, numSamples, depth, discount, stateQueries);
}, 100);
I declare a variable which gets it's value through another event out of a select-box. Since there are different events which change the variable (lets name it z), I want to get informed when the variable gets changed.
So my question is: What is the best way to get informed when a variable gets changed?
z.change(function(){}); throws an error.
Are there ways to do this without a hidden input-field or other helpers like that?
It's not really possible, but some browsers support getters and setters, and with them you could implement something that called an external function when the value is chanced. If you want this to work in all browsers, then you could go the old fashioned way of doing this:
var Item = function (val) {
this._val = val;
}
Item.Prototype.setValue = function (val) {
this._val = val;
// call external function here!
}
Item.Prototype.getValue = function () {
return this._val;
}
And then always remember to only access the property through these functions.
You should be interested in http://plugins.jquery.com/project/watch which is not as complete as SpiderMonkey's method, but actually works.
try this:
var book = {
_year: 2004,
edition: 1
};
Object.defineProperty(book, "year", {
get: function(){
return this._year;
},
set: function(newValue){
if (newValue > 2004) {
this._year = newValue;
this.edition += newValue - 2004;
}
}
});
book.year = 2005;
alert(book.edition);
I use this method wrote a bidirectional model view binding jquery plugin jQueryMV https://github.com/gonnavis/jQueryMV .