Javascript: Change value of variable inside conditional inside function - javascript

I'm trying to reuse a complicated function, and it would work perfectly if I could change the value of a local variable that's inside a conditional inside that function.
To boil it down:
var func = complicated_function() {
// lots of code
if (something) {
var localvar = 35;
}
// lots of code
}
I need localvar to be some other number.
Is there any way to assign localvar to something else, without actually modify anything in the function itself?
Update: The answer is yes! See my response below.

Is there any way to assign localvar to something else, without actually modify anything in the function itself?
Nope.

No, but it is possible to assign it conditionally so that the function signature (basically, the required input and output) does not change. Add a parameter and have it default to its current value:
var func = complicated_function(myLocalVar) {
// lots of code
if (something) {
// if myLocalVar has not been set, use 35.
// if it has been set, use that value
var localvar = (myLocalVar === undefined)?35:myLocalVar;
}
// lots of code
}

No.
Without changing the complicated function there is no way, in javascript you can manipilate this by using call and apply. You can override functions in the complicated function or add new if this is an option (but they won't be able to access the local variable localvar).
this is more for fun my real answer is still no.
If you are feeling crazy :)
var complicatedFunction = function() {
var i = 10;
var internalStuff = function() {
console.log(i); // 10 or 12?
};
return internalStuff();
};
var complicatedFunction;
eval("complicatedFunction = " + complicatedFunction.toString().replace(/i = 10/, 'i = 12'));
complicatedFunction(); //# => 12

If the function uses this.localvar:
var func = function() {
alert(this.localvar)
if (true) {
var localvar = 35;
}
// lots of code
alert(this.localvar)
}
var obj = {localvar: 10};
func.call(obj); // alerts 10 twice
If not, then you can't change it without changing the function.

In javascript variables are "pushed" to the top of their function. Variables in javascript have function scope, not "curly brace" scope like C, C++, Java, and C#.
This is the same code with you (the developer) manually pushing it to the top:
var func = complicated_function() {
var localvar = 0;
// lots of code
if (something) {
localvar = 35;
}
// lots of code
}
Does declaring the variable "up" one function help you out? At least the declaration is isolated.
function whatever() {
var localvar = 0;
var func = function() {
var something = true;
// lots of code
if (something) {
localvar = 35;
}
// lots of code
};
func();
alert(localvar);
}
whatever();
Here is the jsFiddle: http://jsfiddle.net/Gjjqx/
See Crockford:
http://javascript.crockford.com/code.html
JavaScript does not have block scope, so defining variables in blocks can confuse programmers who are experienced with other C family languages. Define all variables at the top of the function.

I asked this question about three weeks ago and within a half hour got five answers that all basically told me it wasn't possible.
But I'm pleased to announce that the answer is YES, it can be done!
Here's how:
var newfunc = func.toString().replace('35', '42');
eval('newfunc = ' + newfunc);
newfunc();
Of course, it uses eval, which probably means that it's evil, or at least very inadvisable, but in this particular case, it works.

Related

Is it possible to make a function self aware without external input

Background
I want a function keeping track of its own state:
var myObject = {
myFunction: function () {
var myself = this.myFunction;
var firstTime = Boolean(!myself.lastRetry);
if (firstTime) {
myself.lastRetry = Date.now();
return true;
}
// some more code
}
}
The problem with the above code is that the value of this will depend on the site of the function call. I want the function to be able to refer to itself without using:
myObject.myFunction
.bind()
.apply()
.call()
Question
Is it possible to give a function this kind of self awareness independent of its call site and without any help from external references to it?
If you want to store that state on the function instance, give the function a name, and use that name within it:
var myObject = {
myFunction: function theFunctionName() {
// ^^^^^^^^^^^^^^^--------------------- name
var firstTime = Boolean(!theFunctionName.lastRetry);
// ^--------------------------- using it
if (firstTime) {
theFunctionName.lastRetry = Date.now();
// ^------------------------------------------------ using it
return true;
}
// some more code
}
};
You'd do that whenever you want to use a function recursively as well. When you give a name to a function that way (putting the name after function and before (), that name is in-scope within the function's own code. (It's not in-scope for the code containing the function if it's a function expression, but it is if it's a function declaration. Yours is an expression.)
That's a named function expression (where previously you had an anonymous function expression). You may hear warnings about NFEs, but the issues various JavaScript implementations had with them are essentially in the past. (IE8 still handles them incorrectly, though: More in this post on my blog.)
You might consider keeping that state somewhere private, though, via an IIFE:
var myObject = (function(){
var lastRetry = null;
return {
myFunction: function() {
var firstTime = Boolean(!lastRetry);
if (firstTime) {
lastRetry = Date.now();
return true;
}
// some more code
}
};
})();
Now, nothing outside that outer anonymous function can see lastRetry at all. (And you don't have to worry about IE8, if you're supporting stubborn XP users. :-) )
Side note: The unary ! operator always returns a boolean, so your
var firstTime = Boolean(!theFunctionName.lastRetry);
...is exactly equivalent to:
var firstTime = !theFunctionName.lastRetry;
...but with an extra unnecessary function call. (Not that it hurts anything.)
Of course you can, simply give your function an internal named representation and it can refer to itself from there. For example...
var obj = {
doThings:function doThingsInternal(arg1, arg2) {
console.log(arg1, arg2);
for (var arg in doThingsInternal.arguments) {
console.log(arg);
}
}
};
obj.doThings('John', 'Doe');
You could use a simple Closure, if you are not too bent on keeping state existence knowledge within the function. But I guess you don't want that. Another way to do this could be changing the function itself on the first call. Benefits, no/less state variables needed and no costly checks on subsequent calls! -
var myObject = {
myFunction: function () {
// Whatever you wanna do on the first call...
// ...
// And then...
this.myFunction = function(){
// Change the definition to whatever it should do
// in the subsequent calls.
}
// return the first call value.
}
};
You can extend this model to any states by changing the function definition per your state.

Javascript module pattern import

I am trying to understand Javascript module patter, but I can't figure out the difference between parameters added to the anonymous function and parameters added at the end. So can someone please help me understand the difference between both? Thanks
Below is a module pattern example which implement both anon. function parameters (JQ, Yahoo) and module parameters shown at the end (JQuery, Yahoo).
var modularpattern = (function(JQ, Yahoo) {
var sum = 0 ;
return {
add:function() {
sum = sum + 1;
return sum;
},
reset:function() {
return sum = 0;
}
}
}(JQuery, Yahoo));
Logically your codes is equal to:
var func = function(JQ, Yahoo) { // Section 1
var sum = 0 ;
return {
add:function() {
sum = sum + 1;
return sum;
},
reset:function() {
return sum = 0;
}
}
}
var modularpattern = func(JQuery, Yahoo); // Section 2
So in section 1
JQ : A function local variable which is used as input argument
Yahoo : Exactly same as JQ
And in section 2 (In this section actually you invoke the function )
JQuery : An existing object in the global scope
Yahoo : Exactly same as JQuery
Why do developers implement like this:
All global objects is accessible inside function scopes but accessing to local variables is much faster than global variables. (This is called Localization)
I can't figure out the difference between parameters added to the anonymous function and parameters added at the end
The parameters added to the anonymous function are the names you're giving to these things inside your function
The parameters added at the end are the references to these objects
This means you can access a "safe(r)" reference, as it's less easily changed by other pieces of code
(function (bar) {
// use bar here, not foo as it's your protected reference
// but unless something else happens, bar === foo
}(foo);
Code using this pattern is good for several reasons
Keeps the namespace clean
If frameworks contain conflicts, gives you an "safe" environment to work in where you can use the default names
I had work with many realizations of Module Pattern, but this one is the best way:
(function(global) {
var somePrivate = 'foo';
function somePrivateMethod() {}
var myModule = function() {
// Your logic here
}
global.myModule = myModule;
})(this);

Can someone explain this function-wrapping syntax in JavaScript?

I understand the concept of variable scope in the following example, but can someone explain the function-wrapping syntax (...)();, e.g. how do you use it in actually day-to-day JavaScript programming? It's not something that I know from PHP/Java/C#.
window.onload = function() {
var i = 4;
console.log(i); //4
(function showIt() {
var i = 'whatever';
console.log(i); //whatever
})();
console.log(i); //4
};
There are several ways in which this form is useful. One is to lexically scope a segment of code so that its inner variables and methods stay separate from the larger body of code that contains it. In this way, it's JavaScript's way of doing block scoping. But the most common way I use this format is as an alternative to this:
var ret = {
depth:0,
initialized:false,
helper:function() { /*help with some stuff*/ },
initialize:function(){ /*do some initialization code*/ },
action:function(){/*do the thing you want*/}
destroy:function() { /*clean up*/ }
}
The thing that absolutely kills me about this format is it is extremely time consuming to find missing braces and commas. For example, the code above won't work because the's no comma at the end of the action declaration and unless I had pointed it out, you'd have had a hard time finding the problem because when the exception is thrown, it's thrown on the entire statement, not the section that's "causing the problem". This is such a predictable problem that I simply don't use this format any more if I can possibly avoid it. I refuse. Instead, the same can be written much more clearly as:
var ret = (function(){
var self = {},
initialized = false;
var helper = function() { /*help with some stuff*/ };
self.depth = 0;
self.initialize = function() {/*do some initialization*/};
self.action = function() {/*do the thing you want*/};
self.destroy = function() { /*clean up*/ };
return self;
}());
There are two big advantages for me. One, missing braces and commas can be found more easily (when the exception is thrown, the line number will be close to the area where it's missing). And two, you can choose to keep some variables and methods private and you retain all the benefits of the first block of code.
And the last plug I'll give for this format is that the code above (which is sort of like a Singleton) can be converted into a constructor by 1) removing the invocation braces on the outside, 2) changing self = {} to self = this, and 3) optionally removing the return self at the end:
var Ret = function(){
var self = this,
initialized = false;
var helper = function() { /*help with some stuff*/ };
self.depth = 0;
self.initialize = function() {/*do some initialization*/};
self.action = function() {/*do the thing you want*/};
self.destroy = function() { /*clean up*/ };
return self; // this is ignored by the compiler if used as a constructor
};
var ret = new Ret();
This is defining a function showIT (using function showIT() {...}) similar to what you're already familiar with. The () at the end directly invokes the function in the same line as it is defined. That's probably the part that is new to you. Just like you'd say showIT() to invoke the function, you can replace the name with the actual definition and it'll work in Javascript.
JavaScript has function literals. All it's doing is making a function literal, and calling the result of the expression. Is the name what's confusing you? All a name would be used for is referring to the function inside its own body, and it's optional. (Note that that's not compatible with IE 8 and earlier.)
Unlike in C where variable names have block scope, JavaScript (like Pico) has only function scope.
So if you want to create a new name scope you can't just use { ... } as you could in C, you have to use (function() { ... })();.

Where to declare class constants?

I'm using class members to hold constants. E.g.:
function Foo() {
}
Foo.CONSTANT1 = 1;
Foo.CONSTANT2 = 2;
This works fine, except that it seems a bit unorganized, with all the code that is specific to Foo laying around in global scope. So I thought about moving the constant declaration to inside the Foo() declaration, but then wouldn't that code execute everytime Foo is constructed?
I'm coming from Java where everything is enclosed in a class body, so I'm thinking JavaScript might have something similar to that or some work around that mimics it.
All you're doing in your code is adding a property named CONSTANT with the value 1 to the Function object named Foo, then overwriting it immediately with the value 2.
I'm not too familiar with other languages, but I don't believe javascript is able to do what you seem to be attempting.
None of the properties you're adding to Foo will ever execute. They're just stored in that namespace.
Maybe you wanted to prototype some property onto Foo?
function Foo() {
}
Foo.prototype.CONSTANT1 = 1;
Foo.prototype.CONSTANT2 = 2;
Not quite what you're after though.
You must make your constants like you said :
function Foo() {
}
Foo.CONSTANT1 = 1;
Foo.CONSTANT2 = 2;
And you access like that :
Foo.CONSTANT1;
or
anInstanceOfFoo.__proto__.constructor.CONSTANT1;
All other solutions alloc an other part of memory when you create an other object, so it's not a constant. You should not do that :
Foo.prototype.CONSTANT1 = 1;
IF the constants are to be used inside of the object only:
function Foo() {
var CONSTANT1 = 1,CONSTANT2 = 2;
}
If not, do it like this:
function Foo(){
this.CONSTANT1=1;
this.CONSTANT2=2;
}
It's much more readable and easier to work out what the function does.
If you're using jQuery, you can use $.extend function to categorize everything.
var MyClass = $.extend(function() {
$.extend(this, {
parameter: 'param',
func: function() {
console.log(this.parameter);
}
});
// some code to do at construction time
}, {
CONST: 'const'
}
);
var a = new MyClass();
var b = new MyClass();
b.parameter = MyClass.CONST;
a.func(); // console: param
b.func(); // console: const
First, I recommend moving your class declaration inside of an IIFE. This cleans up the code, making it more self-contained, and allows you to use local variables without polluting the global namespace. Your code becomes:
var Foo = (function() {
function Foo() {
}
Foo.CONSTANT1 = 1;
Foo.CONSTANT2 = 2;
return Foo;
})();
The problem with assigning constants directly to the class as attributes is that those are writable. See this snippet:
var output = document.getElementById("output");
var Foo = (function() {
function Foo() {
}
Foo.CONSTANT1 = 1;
Foo.CONSTANT2 = 2;
return Foo;
})();
Foo.CONSTANT1 = "I'm not very constant";
output.innerHTML = Foo.CONSTANT1;
<div id="output"></div>
The best solution I have found is to define read-only properties for accessing the constants outside of the class.
var output = document.getElementById("output");
var Foo = (function() {
const CONSTANT1 = "I'm very constant";
function Foo() {
}
Object.defineProperty(Foo, "CONSTANT1", {
get: function() {
return CONSTANT1;
},
});
return Foo;
})();
Foo.CONSTANT1 = "some other value";
output.innerHTML = Foo.CONSTANT1;
<div id="output"></div>
(Technically you could ditch the const CONSTANT1 statement and just return the value from the property definition, but I prefer this because it makes it easier to see all the constants at a glance.)
what you are doing is fine (assuming you realize that your example is just setting the same property twice); it is the equivalent of a static variable in Java (as close as you can get, at least without doing a lot of work). Also, its not entirely global, since its on the constructor function, it is effectively namespaced to your 'class'.
Your constants are just variables, and you won't know if you try and inadvertently overwrite them. Also note that Javascript lacks the notion of "class".
I'd suggest you create functions that return values that you need constant.
To get the taste of Javascript, find Javascript: the Good Parts and learn the idiomatic ways. Javascript is very different from Java.
Also with namespaces
var Constants = {
Const1: function () {
Const1.prototype.CONSTANT1 = 1;
Const1.prototype.CONSTANT2 = 2;
},
Const2: function () {
Const2.prototype.CONSTANT3 = 4;
Const2.prototype.CONSTANT4 = 3;
}
};
You said your coming from Java - why don't you store that class in 1 file then and constants at the end of the file. This is what I use:
filename: PopupWindow.js
function PopupWindow() {
//private class memebers
var popup, lightbox;
//public class memeber or method (it is the same in JS if I am right)
this.myfuncOrmyMemeber = function() {};
}
//static variable
PopupWindow._instance = null;
//same thing again with constant-like name (you can't have "final" in JS if I am right, so it is not immutable constant but its close enough ;) - just remember not to set varibales with BIG_LETTERS :D)
PopupWindow.MY_CONSTANT = 1;
//yea, and same thing with static methods again
PopupWindow._getInstance = function() {};
So only difference is the position of static stuff. It is not nicly aligned inside class curly braces, but who cares, its always ctrl+click in IDE (or I use ctr+l to show all class methods - IntellijIdea can do that in JS dunno how about other IDEs) so your not gonna search it by your eye ;)
Yea and I use _ before static method - it is not needed, I don't know why I started to do that :)

Changing a Variable Out of Scope?

Is there any way to change a variable while out of scope? I know in general, you cannot, but I'm wondering if there are any tricks or overrides. For example, is there any way to make the following work:
function blah(){
var a = 1
}
a = 2;
alert(blah());
EDIT (for clarification):
The hypothetical scenario would be modifying a variable that is used in a setInterval function which is also out of scope and in an un-editable previous javascript file. It's a pretty wacky scenario, but it's the one I intend to ask about.
No. No tricks or overrides. You have to plan to have both places be able to see the variable in the same scope.
The only trick I can think of regarding scope is using window in a browser to get to the global object. This can help you get to a "hidden" variable--one that's in scope but whose name has been overtaken by a local variable (or other variable closer in the scope chain).
Closures and classes can afford you some other tricks with scope, but none that allow you to override the scoping rules entirely.
i don't see why you would need to do that, if you need a variable that is accessible from the outside, just declare it on the outside.
now, if you are asking this just because you are trying to learn something, good for you.
var a = 0;
function blah() {
a = 1;
return a;
}
a = 2;
alert(blah());
You can return the value from the function, of course:
function blah() {
var a=1;
return a;
}
But I assume that's not quite what you had in mind. Because a function invocation creates a closure over local variables, it's not generally possible to modify the values once the closure is created.
Objects are somewhat different, because they're reference values.
function blah1(v) {
setInterval(function() {
console.log("blah1 "+v);
}, 500);
}
function blah2(v) {
setInterval(function() {
console.log("blah2 "+v.a);
}, 500);
}
var a = 1;
var b = {a: 1};
blah1(a);
blah2(b);
setInterval(function() {
a++;
}, 2000);
setInterval(function() {
b.a++;
}, 2000);
If you run this in an environment with a console object, you'll see that the value reported in blah2 changes after 2 seconds, but blah1 just goes on using the same value for v.
Functions can access variables declared outside their scope, if they are declared before the function itself:
var a = 0;
function blah() {
a = 1;
}
a = 2;
alert(blah());
Note that your use of var a inside the function declared a local variable named a; here, we omit the keyword as otherwise it would hide a as declared in the outer scope!
No, that will never work, but you could use a global:
var a;
function blah(){
a = 1
}
a = 2;
alert(blah());
or use a closure:
function bleh() {
var a;
function blah(){
a = 1
}
a = 2;
alert(blah());
}
or you could pass it around with a return (which behaves differently, but probably is what you want to do):
function blah(a){
a = 1
return a;
}
a = 2;
alert(blah(a));

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