assigning method to another method in javascript - javascript

I have a couple of javascript objects that each have a setup method. The code is identical for all of them so I created a function called setupMain. Then for each instance of the object I'm trying to set it's setup value to setupMain. something like below... but when I look at the setup value after an instance is created, it's coming back undefined instead of pointing to the setupMain function. Any idea why? Thanks.
var customObject = function(){
this.title = "";
}
var setupMain = function(obj){
obj.title = "initial setup value";
}
var co = new customObject();
co.setup = setupMain(co);

You might be looking for something like this:
var customObject = function(){
this.title = "";
}
var setupMain = function(){ //"This" will point to instance, such as co
this.title = "initial setup value";
}
var co = new customObject();
co.setup = setupMain; //Reference to function
co.setup(); //Call the setup function
window.alert(co.title);
Also, if you don't want to have to keep setting the setup function each time to create an instance, you can move it to the prototype:
customObject.prototype.setup = setupMain; //Now, every customObject has a setup function
var co = new customObject();
co.setup();
window.alert(co.title);
Finally, if you didn't want to have to call setup(); each time, you can call setup within the constructor:
var customObject = function(){
this.setup(); //Call shared setupMain function because it's part of the prototype
}
var setupMain = function(){
this.title = "initial setup value";
}
customObject.prototype.setup = setupMain; //This can be shared across many prototypes
var co = new customObject();
window.alert(co.title);

Your code evaluates setupMain(co) and assigns the result to c.setup... Therefore:
setupMain sets co.title to "initial setup value"
setupMain returns undefined
co.setup is set to undefined
You should assign the function to your variable, such as:
var setupMain = function() {
this.title = "initial setup value";
}
...
co.setup = setupMain; // Without the ()

Related

Copy object functions and properties in new object by value not by reference - javascript

I want to copy the functions and properties of an object into new object. The old object should not effect by changing made in new Object.
Here is the object definition:
var Call = function() {
this.number="123";
}
Call.prototype.function1 = function() {
return this.number;
}
var callobj = new Call();
I can access function1 using callobj.function1().
What I have tried to copy it:
Javascript:
var newcallobj = Object.assign({}, callobj);
In this case, i am not able to access function1 but i can access number property directly.
JQUERY:
var newObj = jQuery.extend(true, {}, callobj); OR
var newObj = jQuery.extend({}, callobj);
In this case, i am able to access function1 and property but when i change number like that newObj.number="222". It also change the value of original object.
I know that there is couple of other posts. But all is not working for me. Please let me know if i am doing any thing wrong?
AFTER #gurvinder372 answer(I am updating question):
After #gurvinder372 answer. It is working for first level of property but if it has another object like i show below and i change the value of property of another object. Then it is effecting on original object also.
var ABC = function(){
this.number = "333";
}
var Call = function() {
this.number="123";
this.anotherobj = new ABC();
}
Call.prototype.function1 = function() {
return this.number;
}
var callobj = new Call();
var newcallobj = Object.create(callobj);
newcallobj.anotherobj.number= "123";
console.log(newcallobj.anotherobj.number);
console.log(callobj.anotherobj.number);
Output of both is 123. #gurvinder372. can you check th above code ?
Object.assign only copies the enumerable properties of an object.
Use Object.create instead of Object.assign
var newcallobj = Object.create(callobj);
var Call = function() {
this.number="123";
}
Call.prototype.function1 = function() {
return this.number;
}
var callobj = new Call();
var newcallobj = Object.create(callobj);
console.log(newcallobj.function1());
Ok. By the help of #gurvinder372. The following solution is working for me.
var ABC = function(){
this.number = "333";
}
var Call = function() {
this.number="123";
this.anotherobj = new ABC();
}
Call.prototype.function1 = function() {
return this.number;
}
var callobj = new Call();
var newcallobj = Object.create(callobj);
newcallobj.anotherobj = Object.create(callobj.anotherobj);
newcallobj.anotherobj.number= "123";
console.log(newcallobj.anotherobj.number);
console.log(callobj.anotherobj.number);
Please let me know if there is any better solution other than this?

Javascript prototype method "Cannot set property"

I'm always getting Cannot set property 'saySomething' of undefined but why?
Am I making a mistake somewhere?
var Person = new Object();
Person.prototype.saySomething = function ()
{
console.log("hello");
};
Person.saySomething();
Debugging tip: You get this ..of undefined errors when you try to access some property of undefined.
When you do new Object(), it creates a new empty object which doesn't have a prototype property.
I am not sure what exactly are we trying to achieve here but you can access prototype of function and use it.
var Person = function() {};
Person.prototype.saySomething = function() {
console.log("hello");
};
var aperson = new Person();
aperson.saySomething();
The prototype property exists on functions, not on instantiated objects.
var Person = new Object();
console.log(Person.prototype); // undefined
var Person2 = function () {}
console.log(Person2.prototype); // {}
This is useful because things put on the prototype of a function will be shared by all object instances created with that function (by using new).
var Person = function() {};
Person.prototype.saySomething = function() {
console.log("hello");
};
console.log(
new Person().saySomething === Person.prototype.saySomething // true. they are the same function
);
If all you want is to add a method to the person object, there's no need for a prototype:
var Person = {};
Person.saySomething = function() {
console.log("hello");
};
Person.saySomething();
You can even use object literal syntax:
var Person = {
saySomething: function() {
console.log("hello");
}
};
Person.saySomething();
i was trying out some code thought of posting it, might help others.
<script>
var MODULE = {};
MODULE = (function (my) {
my.anotherMethod = function () {
console.log("hello ");
};
my.newMethod = function(){
console.log("hi new method ");
}
return my;
}(MODULE));
MODULE.anotherMethod();
MODULE.newMethod();
</script>
And please not var MODULE ={}, if this is not initialized with {} then it give cannot set property.
I know i am late to the party but as you see there is no satisfying answer available to the question so i am providing my own.
In your case when you write
var Person = new Object();
you are creating an instance of Object type.
You can add a property using prototype property to the Object, not to the instance of Object.which you can use by the instance laterly.
so you can define like
Object.prototype.saySomething = function ()
{
console.log("hello");
};
now you can call it like this.
Person.saySomething();
You can check here.
var Person = function(name) {
this.canTalk = true;
this.name = name;
};
Person.prototype.greet = function() {
if (this.canTalk) {
console.log('Hi, I am ' + this.name);
}
};
bob = new Person('bob');
bob.greet();

instantiating more than one object

in Javascript, I am creating an object like this:
var testObject = {
value: "this is my initial value",
setup: function() {
value: "foo"
}
};
Now, I would like to be able to instantiate this object, so I am trying this:
var myFirstObject = new testObject();
var mySecondObject = new testObject();
so that when I call .setup() it will change the value only for that referenced newly created object. How can I achieve this? This code does not seem to work.
You don't instantiate objects, you instantiate functions.
var testObject = function() {
this.value = "this is my initial value";
this.setup = function() {
this.value = "foo";
}
}
var myFirstObject = new testObject();
var mySecondObject = new testObject();
EDIT:
As per your comment, here's how you would bind to the DOM using functions on this object:
document.getElementById('idOfElem').addEventListener(
'click', myFirstObject.clickHandler);
Bear in mind that you won't have any guarantee that the click handler will be executed in the context of your object (i.e. in your click handler, this might not be your testObject instance). If your clickHandler intends to modify the object's instance variable in any way, it's better to ensure the context like so:
document.getElementById('el').addEventListener('click',
function() {
myObj.handleClick.apply(myObj, arguments);
});
You have numerous problems with your code. Firstly, you are trying to instantiate something, by calling a constructor function. Your testObject is not a function, so you'll cause a type error. You need to change testObject to be something along these lines:
var TestObject = function () {
this.value = "this is my initial value";
};
TestObject.prototype.setup = function () {
this.value = "foo";
};
Notice that I've used an uppercase T in that identifier... that's just best practice for a constructor function. Also notice how I've defined the setup method on the prototype. This is much more efficient than defining it as a property of the instance (with this.setup) since only one copy of the function needs to exist in memory.
Now that TestObject is a function it can be instantiated by calling it with the new operator:
var myFirstObject = new TestObject();
var mySecondObject = new TestObject();
When you call the setup method on an instance of TestObject, it will apply to that instance. In other words, the value of this inside the setup method will refer to the instance on which the method has been called:
myFirstObject.setup();
console.log(myFirstObject.value); // 'foo'
console.log(mySecondObject.value); // 'this is my initial value'
You have incorrectly defined your constructor. Try this:
function testObject() {
this.value = "this is my initial value";
this.setup = function() {
this.value = "foo"
}
};
You can then call new testObject().
The object notation your using is something you can compare with a static class.
Here is the code for what you're trying to achieve:
var testObject = function(val) {
this.value = "This is my initial value",
if (arguments[0]) {
this.value = val;
}
};
var first = new testObject(); //uses initial value
var second = new testObject("hi"); //value = hi
If you'd like to write classes using this notation take a look at this: http://ejohn.org/blog/simple-javascript-inheritance/
function yourObject(value, setup) {
return {
value: value,
setup: setup
};
}
var myFirstObject = new yourObject('a', function(){});
var mySecond = new yourObject('b', function(){});

JavaScript - Meaning of: var DndUpload = function (inputElem){};

Can I kindly ask for explanation:
What does the code below represent? Does it create a DndUpload Ojbect? Or, does it create a DndUpload() function? What I miss is the statement new normally present during JavaScript objects creation. Can I kindly ask for some explanation, as I am confused.
var DndUpload = function (inputElem)
{
this.input = inputElem;
this.dropZone = null;
this.isDragging = false;
this.init();
};
As far as I know this is the way to create object in Javascript:
var myObject = new function()
{
};
If you have any link with explanation, that would help. Thank you.
It's a worse way of writing this:
function DndUpload(inputElem)
{
this.input = inputElem;
this.dropZone = null;
this.isDragging = false;
this.init();
}
which is a function declaration. It does not create an instance of DndUpload. Technically, it does create an object – its name is DndUpload and it is an instance of Function. To create an instance of this "class:"
var instance = new DndUpload(document.getElementById('someInputId'));
var myObject = new function()
{
};
Defines an anonymous constructor function and then instantiates a new object using the anonymous constructor function. It could have been replaced with var myObject = {}.
var DndUpload = function (inputElem)
{
this.input = inputElem;
this.dropZone = null;
this.isDragging = false;
this.init();
};
Defines a constructor function (technically an anonymous constructor function assigned to a variable). You can then create objects of this "class" by invoking the constructor function with new:
var dndUploadObject = new DnDUpload(),
anotherUploadObject = new DnDUpload(); //2 unique DnDUpload objects
the code you have essentially creates a constructor for a "class" it's more or less a blueprint for an object.
It then puts that constructor into a variable called DndUpload
So you can now make an object with
var myObject = new DndUpload(input elem)

Dynamic function call to a class's function, using settimeout

I have a class like structure in javascript, Im attempting to invoke a sibling function using a passed in function name.
This is difficulty to explain so let me show you an example of what im trying to accomplish..
function windowFactory(){
this.init = function(functionName,args[]){
SetTimeout(functionName(args),2000)
}
this.func1 = function(var1){
alert(var1);
}
this.func2 = function(var1, var2){
alert(var1+var2);
}
}
var win1 = new windowFactory();
win1.init("func1","hello");
var win2 = new windowFactory();
win2.init("func2","world","!");
Please note that this is only a demo function, syntax errors / typos included.
Now i had this working using a dreaded Eval when it was outside the class...
eval(funcName+"('"+darray[1]+"','"+darray[2]+"')");
It just required it being outside the Class and passed in dummy values for parameters
Something like this should do the trick:
var windowFactory = function() {
var self = this;
this.init = function(functionName){
var args = Array.prototype.slice.call(arguments, 1);
setTimeout(function() {
self[functionName].apply(self, args);
}, 2000);
};
this.func1 = function(var1){
alert(var1);
};
this.func2 = function(var1, var2){
alert(var1+var2);
};
};
var win1 = new windowFactory();
win1.init("func1","hello");
var win2 = new windowFactory();
win2.init("func2","world","!");
Note the custom self reference var self = this;. This is used because when the timed out function is called, the this object will be window (at least in a web browser).
Another clarification: To address a specific object property in JavaScript you can do in the following ways:
object.property; // Or
object['property']; // When you have a string literal, like in your example

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