JavaScript - "this" pointing to Window instead of object - javascript

I'm facing for the first time OOP in JavaScript and all the troubles that comes with it...
I have this function/Object/class/whatever which has a method mainLoop() that should display some falling text - just like in the movie The Matrix. When I call it though I get undefined variables errors and using the debugger I see that inside mainLoop() this is pointing to Window instead of the object that called the method.
Here's the code:
function Matrix(config) {
return {
//[...lots of other vars...],
drops: [],
lines: [],
//final string to put in the container
str: "",
mainLoop: function(){
var tmp = "";
//randomly create a "character drop"
//(not if there's already a drop)
for(var i = 0; i < this.cols; i++){
if(this.drops[i] == 0 && Math.random() < this.freq){
this.drops[i] = irandom(this.rows) + 1;//new drop
tmp += randomChar();//output drop
}
else tmp += lines[0].charAt(i);
}
this.lines[0] = tmp; // <-------------- ERROR
//update already created drops
tmp = "";
for(var j = 0; j < this.cols; j++){
if(this.drops[j] > 0){
tmp += this.randomChar();
this.drops[j]--;
}
else tmp += " ";
}
this.lines[this.rowIndex] = tmp;
this.rowIndex = (this.rowIndex+1) % this.rows;
//render the entire text
this.str = "";
for(var l in this.lines)
this.str += l + "<br/>";
$(container).html = this.str;
},
start: function(){
for(var i = 0; i < this.cols; i++)
this.drops[i] = 0;
timer = setInterval(this.mainLoop ,this.delay);
},
stop: function(){
clearInterval(this.timer);
},
randomChar: function(){
return this.chars.charAt(irandom(this.chars.length));
},
irandom: function(x){
return Math.floor(Math.random()*x);
}
}
};
And then I call this function like this:
var config = {
container: "#container",
rows: 20,
cols: 20,
delay: 2000
};
var m = Matrix(config);
m.start();
The browser console says:
TypeError: this.lines is undefined
(code comment shows the exact point of the error). Furthermore, the debugger says that, at that point, this points to Window, not to m as I would expect... what's wrong with my reasoning? Thanks in advance for any help.

Alter your start function:
start: function(){
var self = this;
for(var i = 0; i < this.cols; i++)
this.drops[i] = 0;
timer = setInterval(function() {
self.mainLoop();
}, this.delay);
}
this was poiting at window because the scope has changed.

Since JavaScript is prototype-based, maybe (if you haven't already) try doing it following this model:
function Matrix(config) {
this.property = config.firstmember;
this.property2 = config.secondmember;
return function() { console.log('hello world') };
}
Matrix.prototype = {
someMethod: function() {
//do something
},
start: function() {
//console.log('hello world');
},
stop: function() {
//do something
}
}
var config = {
firstMember: 'foo',
secondMember: 'bar'
}
var m = new Matrix(config);
//console output: "hello world"
/*var m = {
property: 'foo',
property2: 'bar',
____proto___: Matrix: {
someMethod: function() {
//do something
},
start: function() {
//console.log('hello world');
},
stop: function() {
//do something
}
}
}*/
Also, see the answer to this question regarding setInterval.
setInterval callback functions are members of the Window object; therefore, 'this' refers to the window. You will need to pass in a parameter of the current object to the callback that is inside setInterval. See the link above for more details.

If you need a reference to the calling object, I'd suggest passing it down as a parameter to the function.

Related

Javascript function error : length undefined

I am a novice JavaScript user learning about how to code functions in a sustainable and clean way.
But I came across some problems and it throws an error such as console undefined or length undefined and I don't know why it happens like that.
//objects
var lists = [{
ignore: true,
accept: true
},
{
meaning: true
}
];
var start1 = processthings(lists, start);
if (!start1) {
console.log("wrong! start it first!")
};
var dictionary1 = processthings(lists, dictionary);
if (!dictionary1) {
console.log("look it up!")
};
//comprehensive process function
function processthings(lists, cfunctions) {
for (var i = 0; i < lists.length; i++) {
if (cfunctions(lists[i])) {
return true;
};
return false;
};
};
//each function : number 1
function start(element) {
return (element.ignore == true);
};
// each functon : number 2
function dictionary(element) {
return (element.meaning);
};
The for loop in function processthings will never iterate through the entire list. The function will always return after the first iteration.
I am not sure whether that is done intentionally or not. But I think the function should be modified as below -
//comprehensive process function
function processthings (lists,cfunctions){
var flag = false;
for (var i=0; i< lists.length; i++){
if (cfunctions(lists[i])){
flag = true;
break;
};
};
return flag;
};
See the working code here

How do you use a for loop to call all functions inside all methods inside an object?

I have a timer called 'updater' that runs every second. I also have an object 'particleFunctions' that contains several functions in its methods. I want all 'update' functions in 'particleFunctions' to execute ever second.
Ideally I want the console.log to output output this message every second:
0
1
2
var updater = setInterval(createParticles, 1000);
var particleFunctions = {
particle0 : function(i){
this.update = function(i){
console.log(i);
}
},
particle1 : function(i){
this.update = function(i){
console.log(i);
}
},
particle2 : function(i){
this.update = function(i){
console.log(i);
}
}
}
function createParticles(){
for (var i = 0; i < Object.keys(particleFunctions).length; i++){
particleFunctions['particle' + i].update(i);
}
}
Not sure where you want the i to be called, but something like this would do the trick:
var particleFunctions = {
particle0 : function(i){
this.update = function(){
console.log(i);
}
return this;
},
particle1 : function(i){
this.update = function(){
console.log(i);
}
return this;
},
particle2 : function(i){
this.update = function(){
console.log(i);
}
return this;
}
}
function createParticles(){
for (var i = 0; i < Object.keys(particleFunctions).length - 1; i++){
particleFunctions['particle' + i](i).update();
}
}
var updater = setInterval(createParticles, 1000);
The main problem is that particleFunctions['particle' + i] returns a function, so you have to call it to be able to call update in sequence.
Also, your Object.keys(particleFunctions).length was giving an index out of bounds so I added the - 1 for the check

passing array to Constructor function and keep it public

here is my code :
var BoxUtility = function() {
var boxList = Array.prototype.pop.apply(arguments);
};
Object.defineProperties(BoxUtility, {
totalArea: {
value: function(){
var x = 0;
for(var i = 0, len = boxList.length; i <= len - 1; i++){
x = x + boxList[i].area;
};
return x;
}
}
});
I'm trying to achieve this syntax for my Code :
var boxArray = [box01, box02, box03];
box are objects, box01.area => boxes have area property
var newElement = new BoxUtility(boxArray);
alert(newElement.totalArea);
I WANT TO SEE THE RESULT AS I EXPECT but I think boxList is in another scope
How can I reach it in defineProperties
You have to assign the value to a property of this in your constructor.
var BoxUtility = function() {
// this.boxList
this.boxList = Array.prototype.pop.apply(arguments);
};
// instance methods go on the prototype of the constructor
Object.defineProperties(BoxUtility.prototype, {
totalArea: {
// use get, instead of value, to execute this function when
// we access the property.
get: function(){
var x = 0;
// this.boxList
for(var i = 0, len = this.boxList.length; i <= len - 1; i++){
x = x + this.boxList[i].area;
};
return x;
}
}
});
var boxUtil = new BoxUtility([{area:123}, {area:456}]);
console.log(boxUtil.totalArea); // 579
Variable scope is always at the function level. So you declared a local variable that is only usable inside your constructor function. But every time you call the constructor function you get a new object (this). You add properties to this in order to have those properties accessible in your instance methods on the prototype.
this works
var BoxUtility = function() {
this.boxList = Array.prototype.pop.apply(arguments);
Object.defineProperties(this, {
totalArea: {
get: function(){
var x = 0;
for(var i = 0, len = this.boxList.length; i <= len - 1; i++){
x = x + this.boxList[i].area;
};
return x;
}
}
});};
var y = new BoxUtility(boxArray);
alert(y.totalArea)
This is simple way to pass array as argument in constructer and declare function prototype for public access.
function BoxUtility(boxArray) {
this.boxArray = boxArray;
this.len = boxArray.length;
}
Color.prototype.getAverage = function () {
var sum = 0;
for(let i = 0;i<this.len;i++){
sum+=this.boxArray[i];
}
return parseInt(sum);
};
var red = new BoxUtility(boxArray);
alert(red.getAverage());

Javascript function doesn't receive an argument correctly [duplicate]

This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
JavaScript closures and variable scope
Assign click handlers in for loop
I have this script:
var MyClass = {
MyArray: new Array(0, 1, 2, 3, 4),
MyFunc1: function() {
var i = 0;
for (i = MyClass.MyArray.length - 1; i>=0; i--) {
var cen = document.getElementById("cen_" + i); // It is an img element
cen.src = "col.png";
cen.className = "cen_act";
cen.onclick = function() { MyClass.MyFunc1(i); };
} else {
cen.src = "no.png";
cen.className = "cen";
cen.onclick = null;
}
}
},
MyFunc2: function(id) {
alert(id);
}
}
My problem is that, at this line :cen.onclick = function() { MyClass.MyFunc1(i); }; the argument sent to MyFunc2 is always -1. The MyFunc1 function should create four images, each one with an onclick event. When you click on each image, the MyFunc2 function should show the corresponding i value. It looks like the i value is not "saved" for each event and image element created, but only its "pointer".
Thanks!
You should be familiar with the concept of JavaScript closures to understand why this happens. If you are, then you should remember that every instance of the
function() { MyClass.MyFunc1(i); };
function closure contains i's value of -1 (since it is the final value of this variable after the entire loop finishes executing.) To avoid this, you might either use bind:
cen.onclick = (function(i) { MyClass.MyFunc1(i); }).bind(null, i);
or use an explicitly created closure with the proper i value.
It's a normal case and misunderstand of closures, see this thread and you may get some clue, the simply way to fix this problem is to wrap your for loop body with an Immediate Invoked Function Expression
MyFunc1: function() {
var i = 0;
for (i = MyClass.MyArray.length - 1; i>=0; i--) {
(function(i) {
var cen = document.getElementById("cen_" + i); // An img element
cen.src = "col.png";
cen.className = "cen_act";
cen.onclick = function() { MyClass.MyFunc2(i); };
} else {
cen.src = "no.png";
cen.className = "cen";
cen.onclick = null;
}
}(i));
}
}
You are capturing a variable that changes inside the loop, so you always get the last value of i.
You can easily fix that by creating a closure:
MyFunc1: function() {
var i = 0;
for (i = MyClass.MyArray.length - 1; i>=0; i--) {
(function(i) {
var cen = document.getElementById("cen_" + i); // An img element
cen.src = "col.png";
cen.className = "cen_act";
cen.onclick = function() { MyClass.MyFunc2(i); };
} else {
cen.src = "no.png";
cen.className = "cen";
cen.onclick = null;
}
})(i);
}
},

Accessing variables w/in complete function

for (var i = 0; i < 32; i++) {
var thisId = dropId+i;
$("#p"+thisId).animate({ left:"+=32px" }, function(){
if ($("#p"+thisId).position().left == 1024) {
$("#p"+thisId).remove();
window.console.log("removed");
}
});
}
In the above code example, by the time I get around to executing animate's complete function, thisId represents the last assigned value from the for loop NOT the value that I wanted to pass in for each iteration of the loop. Is there a way to get it to access the correct thisId?
JavaScript does not have block scope. You can create a new scope by calling a function. E.g.
for (var i = 0; i < 32; i++) {
(function(thisId) {
$("#p"+thisId).animate({ left:"+=32px" }, function(){
if ($("#p"+thisId).position().left == 1024) {
$("#p"+thisId).remove();
window.console.log("removed");
}
});
}(dropId+i)); // <-- calling the function expression and passing `dropId+i`
}
Variables declarations area always hoisted to the top of the function. So even if you have the declaration inside the loop, it is actually the same as:
var i, thisId;
for(...) {
thisId = dropId + i;
//...
}
Every closure you create inside the loop references the same thisId. It's like in Highlander: "There can be only one."
You need to use a closure around the current thisId.
for (var i = 0; i < 32; i++) {
var thisId = dropId+i,
complete = (function(id) {
return function() {
if ($("#p"+id).position().left == 1024) {
$("#p"+id).remove();
window.console.log("removed");
}
}
}(thisId));
$("#p"+thisId).animate({ left:"+=32px" }, complete);
}
Just wrapping what you had in an anonymous function should work:
for (var i = 0; i < 32; i++) {
(function() {
var thisId = dropId+i;
$("#p"+thisId).animate({ left:"+=32px" }, function(){
if ($("#p"+thisId).position().left == 1024) {
$("#p"+thisId).remove();
window.console.log("removed");
}
});
})();
}

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