I have a javascript plugin for a special image scroller. The scroller contains a bunch of timeout methods and a lot of variables with values set from those timeouts.
Everything works perfectly, but for the site I am working on it is required that the pages are loaded dynamically. The problem with this is when i for instance change the language on the site this is made by jquery load function meaning the content is dynamically loaded onto the site - AND the image slider aswell.
NOW here is the big problem! When I load the image slider for the second time dynamically all my previous values remains as well as the timers and everything else. Is there any way to clear everything in the javascript plugin as if it where like a page reload?
I have tried a lot of stuff so far so a little help would be much appreciated!
Thanks a lot!
You might want something like that to reload scripts:
<script class="persistent" type="text/javascript">
function reloadScripts()
{ [].forEach.call(document.querySelectorAll('script:not(.persistent)'), function(oldScript)
{
var newScript = document.createElement('script');
newScript.text = oldScript.text;
for(var i=0; i<oldScript.attributes.length; i++)
newScript.setAttribute(oldScript.attributes[i].name, oldScript.attributes[i].value);
oldScript.parentElement.replaceChild(newScript, oldScript);
});
}
// test
setInterval(reloadScripts, 5000);
</script>
As far as I know, there's no other way to reset a script than completely remove the old one and create another one with the same attributes and content. Not even clone the node would reset the script, at least in Firefox.
You said you want to reset timers. Do you mean clearTimeout() and clearInterval()? The methods Window.prototype.setTimeout() and Window.prototype.setInterval() both return an ID wich is to pass to a subsequent call of clearTimeout(). Unfortunately there is no builtin to clear any active timer.
I've wrote some code to register all timer IDs. The simple TODO-task to implement a wrapper callback for setTimeout is open yet. The functionality isn't faulty, but excessive calls to setTimeout could mess up the array.
Be aware that extending prototypes of host objects can cause undefined behavior since exposing host prototypes and internal behavior is not part of specification of W3C. Browsers could change this future. The alternative is to put the code directly into window object, however, then it's not absolutely sure that other scripts will call this modified methods. Both decisions are not an optimal choice.
(function()
{ // missing in older browsers, e.g. IE<9
if(!Array.prototype.indexOf)
Object.defineProperty(Array.prototype, 'indexOf', {value: function(needle, fromIndex)
{ // TODO: assert fromIndex undefined or integer >-1
for(var i=fromIndex || 0; i < this.length && id !== window.setTimeout.allIds[i];) i++;
return i < this.length ? i : -1;
}});
if(!Array.prototype.remove)
Object.defineProperty(Array.prototype, 'remove', { value: function(needle)
{ var i = this.indexOf(needle);
return -1 === i ? void(0) : this.splice(i, 1)[0];
}});
// Warning: Extensions to prototypes of host objects like Window can cause errors
// since the expose and behavior of host prototypes are not obligatory in
// W3C specs.
// You can extend a specific window/frame itself, however, other scripts
// could get around when they call window.prototype's methods directly.
try
{
var
oldST = setTimeout,
oldSI = setInterval,
oldCT = clearTimeout,
oldCI = clearInterval
;
Object.defineProperties(Window.prototype,
{
// TODO: write a wrapper that removes the ID from the list when callback is executed
'setTimeout':
{ value: function(callback, delay)
{
return window.setTimeout.allIds[window.setTimeout.allIds.length]
= window.setTimeout.oldFunction.call(this, callback, delay);
}
},
'setInterval':
{ value: function(callback, interval)
{
return window.setInterval.allIds[this.setInterval.allIds.length]
= window.setInterval.oldFunction.call(this, callback, interval);
}
},
'clearTimeout':
{ value: function(id)
{ debugger;
window.clearTimeout.oldFunction.call(this, id);
window.setTimeout.allIds.remove(id);
}
},
'clearInterval':
{ value: function(id)
{
window.clearInterval.oldFunction.call(this, id);
window.setInterval.allIds.remove(id);
}
},
'clearTimeoutAll' : { value: function() { while(this.setTimeout .allIds.length) this.clearTimeout (this.setTimeout .allIds[0]); } },
'clearIntervalAll': { value: function() { while(this.setInterval.allIds.length) this.clearInterval(this.setInterval.allIds[0]); } },
'clearAllTimers' : { value: function() { this.clearIntervalAll(); this.clearTimeoutAll(); } }
});
window.setTimeout .allIds = [];
window.setInterval .allIds = [];
window.setTimeout .oldFunction = oldST;
window.setInterval .oldFunction = oldSI;
window.clearTimeout .oldFunction = oldCT;
window.clearInterval.oldFunction = oldCI;
}
catch(e){ console.log('Something went wrong while extending host object Window.prototype.\n', e); }
})();
This puts a wrapper method around each of the native methods. It will call the native functions and track the returned IDs in an array in the Function objects of the methods. Remember to implement the TODOs.
Related
I am using Salt.JS to create a micro-library (sort of like JQuery) for a project. The great thing about Salt.JS is that I can use JQuery like syntax e.g. $('#my_element_id').
I am having a bit of a challenge with making some native extensions. I have the following code:
window.Element.prototype.on = function(eventType, callback) {
//code here
};
window.NodeList.prototype.on = function(eventType, callback) {
//code here
};
window.HTMLCollection.prototype.on = function(eventType, callback) {
//code here
};
which allows me to attach events to Elements, NodeLists, and HTMLCollections like so:
$('#my-element-id').on('click', callback);
$('.all-my-divs').on('click', callback);
However, now I want to attach an on event to window e.g. to enable things like a resize callback. I want to able to do something like this:
var resized = function(){
console.log('ALWAYS BE RESIZING!');
};
var el_win = $('window'); //I've updated Salt.JS to return window object
el_win.on('resize', resized);
What native extension can I make to my existing code to enable this?
What native extension can I make to my existing code to enable this?
You could just alias addEventListener as on
if (!('on' in Window.prototype)) // don't shadow if it exists
Object.defineProperty(Window.prototype, 'on', {
value: Window.prototype.addEventListener,
configurable: true // let other things make changes to this too
});
// now, e.g.
window.on('click', console.dir.bind(console)); // works the same as addEventListener
Many people don't like extending the DOM though, so you may also want to consider writing a wrapper for DOM nodes that you can extend safely.
Here is an example of how you might achieve such a wrapper for a generic node
function wrap(node) {
var o = {node: node}, i,
map = [
{alias: 'on', native: 'addEventListener'},
{alias: 'off', native: 'removeEventListener'}
];
if (node && node.constructor && node.constructor.prototype)
for (i = 0; i < map.length; ++i)
if (map[i].native in node.constructor.prototype)
o[map[i].alias] = node.constructor.prototype[map[i].native].bind(node);
return o;
}
// now, e.g.
wrap(window).on('click', console.dir.bind(console));
I am trying to fix a function I have here to be able to use it without using a that = this (or self = this as some like to use). It is a scoping issue but I am not sure how to get around it, and I would like to get in the habit of not using a that = this . So the functions are all in a return (angular factory) and I am having trouble referencing another function . Let me show you what I mean :
return {
loadStates: function() {
var that = this;
//chgeck if is loaded module, then change and fire callback
var currentModules = moduleHolder.getModules();
if (currentModules[name]) {
//works here
this.prepState();
} else {
//module cannot be found check for 5 seconds
$log.warn("Requesting " + name + "...");
var timeToCheck = true;
setTimeout(function() {
timeToCheck = false;
}, 5000);
var check = {
init: function() {
check.checkAgain();
},
checkAgain: function() {
if (timeToCheck) {
if (currentModules[name]) {
//but not here
that.prepState();
} else {
//still doesn't exists
setTimeout(check.checkAgain, 200);
}
} else {
//doesn't exist after 5 seconds
$log.error("Requested module (" + name + ") could not be found at this time.");
}
}
};
check.init();
}
},
prepState: function() {
}
}
So in the top if it finds the currentModule[name] I can use a this.prepState() and it works fine. However inside the timing functions I cannot use the this anything because it is inside a different scope so I have temporarily gotten around this by setting a that = this up top, however I would like see if I could not use this method. How does one get around this without using the that= this? Thanks!
It is a scoping issue...
No, it isn't. this and scope have essentially nothing to do with each other. (For now; ES6's arrow functions will change that.) It's an issue of how the functions are called.
If you pass a function reference to something that will call it later, unless the thing you're passing it to has a way you can use to tell it what to use for this when calling it, your function will get called with this not referring to what you want it to refer to.
You can get a new function reference that will call your original function with the correct this by using Function#bind:
var usesCorrectThis = originalFunction.bind(valueForThis);
So for example, suppose I have:
var check = {
name: "Fred",
sayHello: function() {
console.log("Hi, I'm " + this.name);
}
};
If I do:
check.sayHello();
All is good: Calling the function as part of an expression retrieving it from a property tells the JavaScript engine to use the object as this during the call.
However, if I do:
setTimeout(check.sayHello, 0);
...that doesn't work right, because when setTimeout calls the function, it doesn't use the right value for this.
So I can use Function#bind to address that:
setTimeout(check.sayHello.bind(check), 0);
More (on my blog):
Mythical methods
You must remember this
there are different ways you can do that.
One way is to use bind function.you can use
var checkInitBindFn = check.init.bind(this);
checkInitBindFn();
Secondly you can use call and apply also.
check.init.call(this);
check.init.apply(this);
Like this you can use this instead of that.
Check the complete api doc online...
It's not a scoping issue. If you want to avoid self = this you can always reference functions by objects. Makes cleaner code and since factories in angular are singletons you're not wasting memory.
angular.module('myApp').factory('myFactory', function ($timeout) {
var myFactory = {
loadState: function () {
$timeout(function () {
myFactory.check();
}, 500);
},
check: function () {
},
};
return myFactory;
});
Here is a simplified snippet from some code I wrote for managing tablet gestures on canvas elements
first a function that accepts an element and a dictionary of callbacks and register the events plus adding other features like 'hold' gestures:
function registerStageGestures(stage, callbacks, recieverArg) {
stage.inhold = false;
stage.timer = null;
var touchduration = 1000;
var reciever = recieverArg || window;
stage.onLongTouch = function(e) {
if (stage.timer) clearTimeout(stage.timer);
stage.inhold = true;
if (callbacks.touchholdstart) callbacks.touchholdstart.call(reciever, e);
};
stage.getContent().addEventListener('touchstart', function(e) {
e.preventDefault();
calcTouchEventData(e);
stage.timer = setTimeout(function() {
stage.onLongTouch(e);
}, touchduration);
if (callbacks.touchstart) callbacks.touchholdstart.call(reciever, e);
});
stage.getContent().addEventListener('touchmove', function(e) {
e.preventDefault();
if (stage.timer) clearTimeout(stage.timer);
if (stage.inhold) {
if (callbacks.touchholdmove) callbacks.touchholdmove.call(reciever, e);
} else {
if (callbacks.touchmove) callbacks.touchmove.call(reciever, e);
}
});
stage.getContent().addEventListener('touchend', function(e) {
e.preventDefault();
if (stage.timer) clearTimeout(stage.timer);
if (stage.inhold) {
if (callbacks.touchholdend) callbacks.touchholdend.call(reciever, e);
} else {
if (callbacks.touchend) callbacks.touchend.call(reciever, e);
}
stage.inhold = false;
});
}
later I call registerStageGestures on a few elements (represented by 'View' objects) in the same page. Something like:
function View() {
var self=this;
..
function InitView() {
...
registerStageGestures(kineticStage, {
touchstart: function(e) {
// do something
},
touchmove: function(e) {
// do something
},
touchendunction(e) {
// do something
},
touchholdstart: function(e) {
// do something
},
touchholdmove: function(e) {
// do something
},
touchholdend: function(e) {
// do something
},
}, self);
Everything works fine, however I'm left wondering about two things in the implementation of registerStageGestures:
First, is it necessary to make inhold, timer and onLongTouch members of the stage ? or will closures make everything works well if they are local vars in registerStageGestures ?
Second, is it necessary to call the callbacks with '.call(receiver,' syntax ? I'm doing this to make sure the callback code will run in the context of the View but I'm not sure if it's needed ?
any input is much appreciated
Thanks!
First, is it necessary to make inhold, timer and onLongTouch members
of the stage ? or will closures make everything works well if they are
local vars in registerStageGestures ?
As far as registerStageGestures() is concerned, var inhold, var timer and function onLongTouch(e) {...}. would suffice. The mechanism by which an inner function has automatic access to its outer function's members is known as "closure". You would only need to set stage.inhold, stage.timer and stage.onLongTouch if some other piece of code needs access to these settings as properties of stage.
Second, is it necessary to call the callbacks with '.call(receiver,'
syntax ? I'm doing this to make sure the callback code will run in the
context of the View but I'm not sure if it's needed ?
Possibly, depending on how those callbacks are written. .call() and .apply() are sometimes used when calling functions that use this internally. In both cases, the first parameter passed defines the object to be interpreted as this. Thus, javascript gives you the means of defining general purpose methods with no a priori assumption about the object to which those methods will apply when called. Similarly, you can call a method of an object in such a way that it acts on another object.
EDIT:
For completeness, please note that even in the absence of this in a function, .apply() can be very useful as it allows multiple parameters to be specified as elements of a single array, eg the ubiquitous jQuery.when.apply(null, arrayOfPromises)...
There are some simple answers, here.
First, closure:
Closure basically says that whatever is defined inside of a function, has access to the rest of that function's contents.
And all of those contents are guaranteed to stay alive (out of the trash), until there are no more objects left, which ere created inside.
A simple test:
var testClosure = function () {
var name = "Bob",
recallName = function () { return name; };
return { getName : recallName };
};
var test = testClosure();
console.log(test.getName()); // Bob
So anything that was created inside can be accessed by any function which was also created inside (or created inside of a function created in a function[, ...], inside).
var closure_2x = function () {
var name = "Bob",
innerScope = function () {
console.log(name);
return function () {
console.log("Still " + name);
}
};
return innerScope;
};
var inner_func = closure_2x();
var even_deeper = inner_func(); // "Bob"
even_deeper(); // "Still Bob"
This applies not only to variables/objects/functions created inside, but also to function arguments passed inside.
The arguments have no access to the inner-workings(unless passed to methods/callbacks), but the inner-workings will remember the arguments.
So as long as your functions are being created in the same scope as your values (or a child-scope), there's access.
.call is trickier.
You know what it does (replaces this inside of the function with the object you pass it)...
...but why and when, in this case are harder.
var Person = function (name, age) {
this.age = age;
this.getAge = function () {
return this.age;
};
};
var bob = new Person("Bob", 32);
This looks pretty normal.
Honestly, this could look a lot like Java or C# with a couple of tweaks.
bob.getAge(); // 32
Works like Java or C#, too.
doSomething.then(bob.getAge);
? Buh ?
We've now passed Bob's method into a function, as a function, all by itself.
var doug = { age : 28 };
doug.getAge = bob.getAge;
Now we've given doug a reference to directly use bobs methid -- not a copy, but a pointer to the actual method.
doug.getAge(); // 28
Well, that's odd.
What about what came out of passing it in as a callback?
var test = bob.getAge;
test(); // undefined
The reason for this, is, as you said, about context...
But the specific reason is because this inside of a function in JS isn't pre-compiled, or stored...
this is worked out on the fly, every time the function is called.
If you call
obj.method();
this === obj;
If you call
a.b.c.d();
this === a.b.c;
If you call
var test = bob.getAge;
test();
...?
this is equal to window.
In "strict mode" this doesn't happen (you get errors really quickly).
test.call(bob); //32
Balance restored!
Mostly...
There are still a few catches.
var outerScope = function () {
console.log(this.age);
var inner = function () {
console.log("Still " + this.age);
};
inner();
};
outerScope.call(bob);
// "32"
// "Still undefined"
This makes sense, when you think about it...
We know that if a function figures out this at the moment it's called -- scope has nothing to do with it...
...and we didn't add inner to an object...
this.inner = inner;
this.inner();
would have worked just fine (but now you just messed with an external object)...
So inner saw this as window.
The solution would either be to use .call, or .apply, or to use function-scoping and/or closure
var person = this,
inner = function () { console.log(person.age); };
The rabbit hole goes deeper, but my phone is dying...
How can I do a spinlock in javascript?
I'm trying to load a bunch of images and I can only move forward after everything is loaded, so I have a spinlock like
for(...)
image[i].onload = function() { ++imagesloaded; }
while(imagesloaded != totalimages)
{
}
And it crashes my browser. Is there a better way to do it? Or a yield / sleep function I'm missing?
Short answer: don't spinlock.
Longer answer: here's how to do it:
var imagesLoaded = 0;
var totalImages = 42;
function handleImageLoad()
{
imagesLoaded++;
if (imagesLoaded === totalImages)
{
doSomething();
}
}
for (var i=0; i<totalImages; i++)
{
image[i].onload = handleImageLoad;
}
In general, when you want to sleep/wait/spin in JavaScript, instead think about solving the problem in terms of callbacks (and setTimeout/setInterval).
The answers above aren't useful as spinlocks may be required because of limitations/bugs in browsers. For instance safari (hopefully not future versions) requires the use of method window.open when you want to generate a file in javascript. The consequence of this is that you cannot generate the file using any callbacks (because of popup blockers), this in effect forces the use of a dialog window that first calls the file generation function (using callbacks) and then a button that downloads the file. Because spinlocks don't work the code becomes the following:
function process(callback) {
processCallbackData = null; // global var that must be a unique name
callback(function(data) {
processCallbackData = data;
});
}
function fowardButton() {
if(processCallbackData!=null) {
goForwardUsingCallbackIncompatibleCode();
} else {
displayStillLoadingWarning();
}
}
Don't use a loop to check. Check in the event handler function. (So you only do the check when an image has loaded, not continuously and as quickly as possible)
I'm currently putting together a css animation, and part of achieving this involves changing the class name of the body at specific intervals.
Being quite new to mootools (and js in general) the best way I've thought of achieving this has been to simply add/remove classes to the body at delayed intervals, like so:
(function() {$(document.body).addClass('load');}).delay(20);
(function() {$(document.body).addClass('load-two');}).delay(2000);
(function() {$(document.body).addClass('load-three');}).delay(2700);
(function() {$(document.body).addClass('load-four');}).delay(4500);
However the more I read up on the subject, the more I'm convinced that this is an inefficient way of achieving what I want to.
The above code works in all the browsers I've tested it in, but would I be better using a chain class to achieve what I want? I have looked over the Mootools docs on setting up a chain, but for whatever reason, I'm struggling to get the demo working.
So the crux of what I'm asking, is if there's a better way of writing the code posted above, and what are the benefits of using a different method?
Thanks.
setting up a chain in mootools is quite simple. however, using the Chain class as a mixin can be a little more involved.
typically, it's geared up towards chaining of Fx-based classes and methods and not ones that are synchronous. say you have a tween effect which has link: chain in play, you can .chain(function() {}) the instance to do something else after.
the callChain example as a standalone is fine and easy enough but it offers little in terms of timing controls.
then there's the linear timeline approach. in your case, your first callback runs after 20 ms, 1980 ms after that the second, third runs 1680 ms after the second and so forth. if you chain things so that each successive step calls the next one, you need to take that into account and actually pass on the time to wait between the 2 actions instead.
the other way to do so is to just defer them as you have done from the start.
I had a go at streamlining the former a little here: http://jsfiddle.net/dimitar/mpzzq/
(function(){
Chain.implement({
slowChain: function(duration){
// console.log(duration);
this.callChain.delay(duration === null ? 500 : duration, this);
}
});
var db = $(document.body);
var fixBody = function(cn, delay) {
console.log(arguments);
db.addClass(cn);
console.log(cn, delay);
if (this.$chain.length) {
this.slowChain(delay || 0);
}
};
var myChain = new Chain(),
funcs = [{
fn: fixBody,
args: ["load"],
delay: 1980
}, {
fn: fixBody,
args: ["load-two"],
delay: 700
}, {
fn: fixBody,
args: ["load-three"],
delay: 2000
}, {
fn: fixBody,
args: ["load-four"],
delay: 0
}];
myChain.chain(
funcs.map(function(el) {
el.args.push(el.delay);
return el.fn.bind.apply(el.fn, [myChain].concat(el.args));
})
);
document.getElement("button").addEvents({
click: function() {
myChain.slowChain(20);
}
});
})();
so in my funcs array of objects i define the func callback, the arguments to pass on and the delay. keep in mind that the func itself has the this scope set to the chain instance and self calls next one on the chain but you can easily mod this and work with it.
hope it gives you some ideas.
here it is at take 2 with a decorator function that calls the chain on a delay:
// function decorator.
Function.implement({
chainDelay: function(delay, bind) {
// allows you to set a delay for chained funcs and auto call stack (if bind is a chain instance)
var self = this,
args = (arguments.length > 2) ? Array.slice(arguments, 2) : null;
return function() {
setTimeout(function() {
self.apply(bind, args.concat(Array.from(arguments)));
if (bind && bind.$chain && bind.$chain.length)
bind.callChain.call(bind);
}, delay);
}
},
justChain: function(bind) {
// runs a chained func when due and auto calls stack for next (if bind is a chain instance and avail)
var self = this, args = (arguments.length > 1) ? Array.slice(arguments, 1) : null;
return function() {
self.call(bind, args);
if (bind && bind.$chain && bind.$chain.length)
bind.callChain.call(bind);
}
}
});
var moo = new Chain();
moo.chain(
// some delayed ones.
(function(what) {
console.log(what);
}).chainDelay(3000, moo, "hi"),
(function(what, ever) {
console.log(what, ever);
}).chainDelay(3000, moo, "there", "coda"),
(function(what) {
new Element("div[id=foo][html=" + what +"]").inject(document.body);
}).chainDelay(1000, moo, "mootools FTW!"),
// regular ones here for good measure!
(function() {
document.id("foo").setStyle("color", "red")
}).justChain(moo),
(function() {
document.id("foo").setStyle("background-color", "blue")
})
);
moo.callChain();
example of that: http://jsfiddle.net/dimitar/Y4KCB/4/