Hide static variable from other functions - javascript

I'm having trouble getting my function to increment user id on the creation of every new object, but also preventing other functions from changing it.
function User(u_name) {
this.user_name = u_name;
this.user_id = User.next_user_id++;
}
User.next_user_id = 1;
user1 = new User('john');
user2 = new User('jane');
if I move next_user_id into function User as var next_user_id then it gets reset on every new object, which is not what I want.
How can I increment user_id for every new object but prevent other functions from changing it?

you should try looking up closures...
var User = (function()
{
var next_user_id = 1;
return function(u_name)
{
this.user_name = u_name;
this.user_id = next_user_id++;
}
})()
user1 = new User('john');
user2 = new User('jane');

You need to attach the variable to the function's prototype.
Try:
User.prototype.next_user_id = 1;
If you want to control access to (C# like) internal only, you need to turn it into a property.
var $Mynamespace$User$Count = 0;
function $Mynamespace$User$IncrementUser() {
$Mynamespace$User$Count++;
};
var User = function(name){
this.name = name;
$Mynamespace$User$IncrementUser();
};
User.prototype = {
GetUserCount: function() { return $Mynamespace$User$Count; }
};
var jane = new User("jane");
var john = new User("john");
alert(User.prototype.GetUserCount());
alert(jane.GetUserCount());

Related

How could I create new objects in an object with a function?

I need to create new objects in an object with a function. It should work this way: I need to collect some data into a big object that consists of some smaller objects that I should create using a function.
It works this way: a user gets a created by my function object, fills it and then this object is pushed to the big object. The problem is I don't totally understand how to create a new object every time because my code just changes data in one object. The creation of the new function should happens only when it's required by a user.
My code:
let ger_tasks = {}
let name = 1;
let descr = 2;
let timing = 3;
function newTask(name,descr,timing) {
this.name = name;
this.descr = descr;
this.timing = timing;
name = {
description:descr,
timings:timing,
}
ger_tasks.name = name;
}
newTask('a','b','c')
newTask('0','1','2')
console.log(ger_tasks)
Thanks in advance!
Here is a snippet of my try on it :
let ger_task = {}
let name = 1;
let descr = 2;
let timing = 3;
function newTask(name,descr,timing) {
this.name = name;
this.descr = descr;
this.timing = timing;
content = {
description:this.descr,
timings:this.timing,
}
ger_task[name] = this.content;
}
newTask('a','b','c')
newTask('0','1','2')
console.log(ger_task)
Use square bracket notation:
ger_tasks[name] = /*varname*/;
Also, don't call your variable name - instead something else so that the parameter is not overwritten

how to right choose javascript pattern

i create 2 objects:
var Documentos = new QuadForm();
var Cadastro = new QuadForm();
And initialize this objects with lot of options
Cadastro.initForm(options);
Documentos.initForm(options2);
then i try to separate the data managed by each object with getName method but after the second object, myObjectName variable is overrided.
var QuadForm;
QuadForm = function () {
this.getName = function () {
// search through the global object for a name that resolves to this object
for (var name in window)
if (window[name] == this) {
window[name] = this;
window[window[name]] = window[name];
myObjectName= name;
break;
}
},
this.initForm = function (parms) {
this.getName()
$.extend(this, parms);
if (window.myState) {
delete window.myState;
}
this.containerId = parms.formId;
this.getForm(parms);
this.workflowLabels('hide');
then i use window[myObjectName].totalRecords but as it changes to the latest object name off course cannot access data.
How can i manage this.
It's not a big problem to manage several instances, but your approach is impossible, cause you can't really find all possible instances and your code does definitely not what you expected to do.
For example you can define a variable on the constructor-object which holds all instances, and than you can use it in some cases:
var QuadForm = function (name) {
this.name = name;
QuadForm.instances.push(this);
this.showAllOtherInstances = function () {
QuadForm.instances.forEach(function (instance) {
if (instance !== this) {
console.log('name: ' + instance.name);
}
}.bind(this));
}
}
QuadForm.instances = [];
var foo = new QuadForm('foo');
var anotherFoo = new QuadForm('foo');
var bar = new QuadForm('bar');
var aThirdFoo = new QuadForm('foo');
foo.showAllOtherInstances();
/*
* Output:
*
* name: foo
* name: bar
* name: foo
*/

Access object property within a callback

I wrote the following code:
var Request = require('./request');
function Treasure(id) {
Treasure.prototype.valid = false;
Treasure.prototype.id = id;
Treasure.prototype.contentLength = 0;
Treasure.prototype.title = null;
Treasure.prototype.seller = null;
Treasure.prototype.buyer = null;
Treasure.prototype.cost = 0;
}
Treasure.prototype.loadData = function() {
EpvpRequest.treasureRequest(Treasure.prototype.id, function(data) {
if (data.valid) {
Treasure.prototype.valid = data.valid;
Treasure.prototype.contentLength = data.contentLength;
Treasure.prototype.title = data.title;
Treasure.prototype.seller = data.seller;
Treasure.prototype.buyer = data.buyer;
Treasure.prototype.cost = data.cost;
}
});
}
module.exports = Treasure;
Please don't hit me, I just started learning javascript.
I want ot access the properties of "Treasure"; but I can't use this, because I have a callback in the loadData function and this would refer to the function which called the callback - is that correct?
But it seems that I can't access the properties the way I tried with Treasure.prototype.property.
What is the correct way to to this?
First of all, you should be assigning instance variables in the constructor instead of assiginng to the prototype. The prototype is for methods and other things that will be shared by all Treasure instances.
function Treasure(id) {
this.valid = false;
this.id = id;
this.contentLength = 0;
this.title = null;
this.seller = null;
this.buyer = null;
this.cost = 0;
}
As for your problem with this inside callbacks, the usual workaround is to store the value of this in a regular variable and then use that variable inside the callback.
Treasure.prototype.loadData = function() {
// Nothing special about "that"
// Its just a regular variable.
var that = this;
EpvpRequest.treasureRequest(that.id, function(data) {
if (data.valid) {
that.valid = data.valid;
that.contentLength = data.contentLength;
that.title = data.title;
that.seller = data.seller;
that.buyer = data.buyer;
that.cost = data.cost;
}
});
}
Since this pattern comes up very often, some people choose to always use the same name for the "this-storage" variable. Some of the more popular names are self and that.

Append to constructor

This object constructor is the definition of a person:
var Person = function( age, name ){
this.age = age;
this.namge = name;
};
this is a line of code that will give the prototype of Person an array called "active"
Person.prototype.active = [];
The reason I am adding this to the prototype, is so that there is only one active array that every person, meaning Jim in this case: var Jim = new Person() ), SHARES the exact same active array.
From that point I want to add in every newly created person into the active array.
This is how I would do it:
var Jim = new Person(age, name);
Jim.active.push( Jim );
var Tim = new Person(age, name);
Tim.active.push( Tim );
What I expected from this, is for Tim.active[0] to be Jim and for
Jim.active[1] to be Tim.
The problem is, is that I want the active.push[ self id ] to be called
when a new Person is created, without the second line doing it. My solution for this would be modifying the Person constructor too look like this:
var Person = function( age, name ){
this.age = age;
this.namge = name;
this.active.push( this );// The constructor now adds itself to the array during initiation
};
As you can see, it puhes itself into the active array. The problem is that I want my object to do exactly this, but I want the constructor to begin like the first one I provided with this.active.push appended later in the code.
How do I expect this to be solved? My thoughts were that since the active array could be initiated anytime inside the program, that the functions constructor could somehow append this.active.push() to the end of it at right after Person.prototype.active = [] is executed.
Something that may look like:
Person.prototype.active = [];
Person.prototype.append( function(){this.active.push(this)} );
The second line would morph the first object constructor to look like the second one.
Not sure why you want this approach, perhaps it can be refactored? Probably better to have some sort of PersonMediator "class" in my opinion. But, if you want to have the prototype include an active array that has conditions, then attach some way to manage those conditions to the Person object.
var Person = function( age, name ){
this.age = age;
this.namge = name;
//checks for activation flag
this.ready();
};
Person.prototype.active = [];
Person.activate = function(){ Person.prototype.activate = true; };
Person.deactivate = function(){ Person.prototype.activate = false; };
Person.prototype.activate = false;
Person.prototype.ready = function(){
//depending on activate flag, appends to active array
if( this.activate ) this.append();
};
Person.prototype.append = function(){
//array append
this.active.push(this);
};
var Jim = new Person(10,'Jim');//not added, default flag false
//activate flag for appending
Person.activate();
var Tim = new Person(20,'Tim');//now added to the active array
console.log(Jim.active);//shows only Tim
console.log(Tim.active);//shows only Tim
That said, this is how I would manage this.
var Person = function( age, name ){
this.age = age;
this.namge = name;
};
var PersonMediator = function(){
this.alive = [];
this.removed = [];
};
PersonMediator.prototype.create = function(age, name){
var person = new Person(age,name);
this.alive.push(person);
return person;
};
PersonMediator.prototype.remove = function(person){
for(var i = 0; i < this.alive.length; i++){
if( this.alive[i] === person ){
this.alive.splice(i,1);
}
}
this.removed.push(person);
};
var pm = new PersonMediator();
var Jim = pm.create(10,'Jim');
var Tim = pm.create(20,'Tim');
console.log(pm.alive);
If you simply want to store the instantiated objects to an array, you can use an inheritance pattern like so:
var myArray = [];
function SuperClass() {
myArray.push(this);
};
function Block(name) {
this.name = name;
SuperClass.apply(this, arguments);
};
function Player(name) {
this.name = name;
SuperClass.apply(this, arguments);
};
var baller = new Player('Jim');
var blocker = new Block('Joe');
console.log(myArray); // [Player, Block]
Every time a new instance of Player or Block is instantiated, it will add it to the array.
Another pattern you may consider is having a set prototype object that you can add your prototypical methods and shared data to, and then assigning it as the prototype in your constructor function
var personPrototype = {
alive: []
}
var blockPrototype = {
alive: []
}
var Person = function(x, y){
//this creates a new object with the prototype of our personPrototype object
var o = Object.create(personPrototype);
//then we can configure / add instance-specific attributes and return the object
o.x = x;
o.y = y;
return o;
}
var Block = function(x, y){
var o = Object.create(blockPrototype);
o.x = x;
o.y = y;
return o;
}
var me = new Person(1, 2);
var square = new Block(10, 20);
// > []
me.alive
By using Object.create to create a dummy object we can effectively assign it a proper prototype. Then we can add whatever instance attributes we'd like, and return that object. This means that the personPrototype will be a proper prototype. Each instance can use instance.alive or instance.alive.push directly, since it automatically walks up the prototype chains
It also allows you to easily add any new data to the prototype of all your instances. You don't need to iterate through each instance and add prototypical methods. You can just add the method to the prototype to start and it will be accessible on all instances by default.
I find the whole approach - trying to track/store [Person] instances - questionable.
But if I was in the position of being told to do so, I'd go for an approach that is build upon a
factory module. Thus being at least able of assuring "read only access" to the list of all instances
that ever got created by the factory.
A possible implementation than might look similar to the following example:
var Person = (function (global, Object, Array, Math) {
var
array_from = ((typeof Array.from == "function") && Array.from) || (function (array_prototype_slice) {
return function (listType) {
return array_prototype_slice.call(listType);
};
}(Array.prototype.slice)),
personModule = {},
personList = [],
Person = function (config) { // constructor.
var person = this;
person.name = config.name;
person.age = config.age;
person.constructor = Object;
return person;
},
isPerson = function (type) {
return (type instanceof Person);
},
createPerson = function (age, name) { // factory.
/*
- sanitizing/validation of arguments etc. should be done right here.
- create instances only if all the conditions are fulfilled.
*/
var person = new Person({
name: name,
age : age
});
personList.push(person);
return person;
}/*,
removePerson = function (type) {
if (isPerson(type)) {
// remove person from the internal list.
}
}*/
;
//personModule.remove = removePerson;
personModule.create = createPerson;
personModule.isPerson = isPerson;
personModule.all = function () { // expose internal instance list.
return array_from(personList);
};
personModule.all.size = function () {
return personList.length;
};
(function () { // make [personModule.all] enumerable.
var
parse_float = global.parseFloat,
math_floor = Math.floor
;
this.first = function () {
return (this()[0]);
};
this.last = function () {
var list;
return ((list = this())[list.length - 1]);
};
this.item = function (idx) {
return (this()[math_floor(parse_float(idx, 10))]);
};
}).call(personModule.all);
return personModule;
}((window || this), Object, Array, Math));
var Jim = Person.create("Jim", 21);
var Tim = Person.create("Tim", 19);
console.log("Jim", Jim);
console.log("Tim", Tim);
console.log("Person.isPerson(Jim) ? ", Person.isPerson(Jim));
console.log("Person.isPerson(Tim) ? ", Person.isPerson(Tim));
console.log("Person.isPerson({name: 'Tim', age: 21}) ? ", Person.isPerson({name: 'Tim', age: 21}));
console.log("Person.all.size() : ", Person.all.size());
console.log("Person.all() : ", Person.all());
console.log("Person.all.first() : ", Person.all.first());
console.log("Person.all.last() : ", Person.all.last());
console.log("(Person.all()[1] === Person.all.item(1)) ? ", (Person.all()[1] === Person.all.item(1)));
console.log("(Person.all.first() === Person.all.item(0)) ? ", (Person.all.first() === Person.all.item(0)));

Class inheritance and private variables in JS

Say I have this code:
function ParentClass()
{
var anArray = [ ];
this.addToArray = function(what)
{
anArray.push(what);
console.log(anArray);
};
}
FirstSubClass.prototype = new ParentClass();
FirstSubClass.prototype.constructor = FirstSubClass;
function FirstSubClass()
{
this.addToArray('FirstSubClass');
}
SecondSubClass.prototype = new ParentClass();
SecondSubClass.prototype.constructor = SecondSubClass;
function SecondSubClass()
{
this.addToArray('SecondSubClass');
}
When I run new FirstSubClass() I see a single value array in the console. And when I run new SecondSubClass(), again, I see a single value array.
However, why is it when I run them again (i.e. new FirstSubClass(); new SecondSubClass();) I then see the arrays added to rather than new ones being created?
The rationale here is that I'm creating new instances of a class, therefore why are they sharing the same private property?
How can I avoid this so when I do, for e.g., new FirstSubClass() I then see a single value array no matter how many times I create a new instance of the class?
Keep in mind that you've only called new ParentClass() once for each subclass. That means that the private array variable is part of the prototype object for those subclasses. There's only one prototype object, so there's only one array (per subclass).
Each call to new FirstSubClass() generates a new instance that shares the same prototype object. The call to addToArray() therefore adds an element to that same array that was created when the prototype object was created.
edit — if you want per-instance arrays, you'd have to do something like this:
function ParentClass() {
this.addToArray = function(value) { this.instanceArray.push(value); };
};
function FirstSubClass() {
this.instanceArray = [];
this.addToArray("First");
}
FirstSubClass.prototype = new ParentClass();
FirstSubClass.prototype.constructor = FirstSubClass;
First, sub-classing in JS is typically a bad idea, because people think that they're getting extension, where every instance has its own copy of properties and methods...
...really, they're getting public static access to the parent's stuff.
Even better, that public static stuff has no access to the encapsulated variables, so there's really no manipulation of private data, unless you're using private functions (with a public interface) to pass data to and collect return values from, the public static stuff.
var Parent = function () {
this.static_prop = 0;
this.static_method = function (num) { this.static_prop += 1; return num + this.static_prop; };
};
var Child = function (num) {
this.public_func = function () { num = this.static_method(num); };
};
Child.prototype = new Parent();
var child = new Child(13);
child.public_func();
Just calling this.static_method wouldn't help, because it would have 0 access to num, which means that you're wrapping things which you inherited to grant them access to use private data as inputs, which means that you're doing most of the writing you'd be doing anyway, regardless of inheritance, because your expectations of .prototype were backwards.
Might I suggest Dependency Injection, instead?
Component-based programs?
var Iterator = function () {
var count = 0,
min = 0,
max = 0,
reset = function () { count = min; },
next = function () { count = count >= max ? min : count; return count += 1; },
set_min = function (val) { min = val; },
set_max = function (val) { max = val; },
public_interface = { reset : reset, count : count, set_min : set_min, set_max : set_max };
return public_interface;
},
Thing = function (iter) {
var arr = [],
currentObj = null,
nextObj = function () {
currentObj = arr[iter.next()];
},
add = function (obj) {
arr.push(obj); iter.set_max(arr.length);
},
public_interface = { next : nextObj, add : add };
return public_interface;
};
var thing = Thing(Iterator());
thing.add({});
thing.next();
It's a convoluted example, but now every instance is going to be given exactly what it needs to do its job (because the constructor requires it -- or you can add the dependency later, through a public method, or as a public-property).
The interfaces for each module can now also get as simple and as clean as you'd like, as you don't have to wrap unexpected static-helpers to get private data...
Now you know what's private, you know what you're extending to the public, and you have clean ins and outs wherever you want to put them.
You are only constructing a new instance of ParentClass once per subclass and that is to apply it to your prototype. If you want each instance to have its own copy of the private array and its own copy of the function "addToArray" you will need to invoke the ParentClass constructor function within your other objects constructors:
function ParentClass(){
var anArray = [ ];
this.addToArray = function(what){
anArray.push(what);
console.log(anArray);
};
}
FirstSubClass.prototype = new ParentClass();
FirstSubClass.prototype.constructor = FirstSubClass;
function FirstSubClass(){
//call the parents constructor where "this" points to your FirstSubClass instance
ParentClass.call( this );
this.addToArray('FirstSubClass');
}
SecondSubClass.prototype = new ParentClass();
SecondSubClass.prototype.constructor = SecondSubClass;
function SecondSubClass(){
ParentClass.call( this );
this.addToArray('SecondSubClass');
}
try this:
http://jsfiddle.net/3z5AX/2/
function ParentClass()
{
var anArray = [ ];
this.addToArray = function(what)
{
anArray.push(what);
document.getElementById("i").value = anArray;
};
}
//FirstSubClass.prototype = new ParentClass();
FirstSubClass.prototype.constructor = FirstSubClass;
function FirstSubClass()
{
this.parent = new ParentClass()
this.parent.addToArray('FirstSubClass');
}
var q = new FirstSubClass();
var r = new FirstSubClass();
All Subclasses share the same parent class, thus the same private anArray
The solution is to use the Mixin pattern.
// I have the habbit of starting a mixin with $
var $AddToArray = function(obj) {
var array = [];
obj.addToArray = function(what) {
array.push(what);
console.log(array);
};
}
var FirstClass = function() {
$AddToArray(this);
}
var SecondClass = function() {
$AddToArray(this);
}

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