javascript error while creating object - javascript

While i am trying to create object like this
new Ext.TitleCheckbox ()
I am getting "not a constructor error"
my Object is
Ext.TitleCheckbox = {
checked:false,
constructor : function() {
},
getHtml : function (config) {
var prop = (!config.checked)?'checkbox-checked':'checkbox-unchecked';
var html = config.title+'<div class="'+prop+'" onclick="Ext.TitleCheckbox.toggleCheck(this)"> </div>';
return html;
},
toggleCheck : function (ele){
if(ele.className == 'checkbox-checked') {
ele.className = 'checkbox-unchecked';
}
else if(ele.className == 'checkbox-unchecked') {
ele.className = 'checkbox-checked';
}
},
setValue : function(v){
this.value = v;
},
getValue : function(){
return this.value;
}
};
whats the mistake in here?

Ext.TitleCheckbox is not a function, you cannot make a function call to an object literal.
If you want to use the new operator, you should re-structure your code to make TitleCheckbox a constructor function.
Something like this (assumming that the Ext object exists):
Ext.TitleCheckbox = function () {
// Constructor logic
this.checked = false;
};
// Method implementations
Ext.TitleCheckbox.prototype.getHtml = function (config) {
//...
};
Ext.TitleCheckbox.prototype.toggleCheck = function (ele) {
//...
};
Ext.TitleCheckbox.prototype.setValue = function (v) {
//...
};
Ext.TitleCheckbox.prototype.getValue = function () {
//...
};

See CMS's answer for why. As a work-around, if you really need to do this, you can do it via inheritence. In javascript Constructors inherit from objects (a constructor is just a function). So:
function MyCheckbox () {} ; /* all we really need is a function,
* it doesn't actually need to do anything ;-)
*/
// now make the constructor above inherit from the object you desire:
MyCheckbox.prototype = Ext.TitleCheckbox;
// now create a new object:
var x = new MyCheckbox();

Related

Is it more efficient to use a common empty function instead of creating a new one in each class instance?

Let's say I have a class that is designed to have some callbacks added to it later on.
function myclass() {
this.onSomething = function () {};
this.onOtherThing = function () {};
this.something = function () {
// stuff
this.onSomething();
};
this.otherThing = function () {
// other stuff
this.onOtherThing();
};
}
I can't have this.onSomething and this.onOtherThing being undefined or null because when they are called in something() and otherThing(), an error will be thrown, stating that their type is not a function.
Since those empty functions are needed, but they use memory, is the class going to be more memory efficient if I did this?
function myclass() {
this.onSomething = empty;
this.onOtherThing = empty;
...
}
function empty() {
}
This way each class instance's properties point to the same empty function, instead of creating new functions every time. I assume defining an empty method doesn't take a lot of memory, but still... is this technically better?
You are right about the fact that a new function is created for every instance of your class. In order to have this shared across all instances you can declare it on the prototype of the class:
var MyClass = function() {
this.something = function () {
// stuff
this.onSomething();
};
this.otherThing = function () {
// other stuff
this.onOtherThing();
};
}
MyClass.prototype.onSomething = function() {};
MyClass.prototype.onOtherThing = function() {};
This way, the methods will be shared by all instances.
why don't you try to return true or return false instead of returning empty functions.
or best you can use :
function myclass() {
this.onSomething = false;
this.onOtherThing = false;
...
}
as per your comment you can try :
function myclass() {
this.onSomething = empty();
this.onOtherThing = empty();
... }
function empty() {
//return something
return true;
}

Extend the properties returned by a function?

I'm a JS beginner. I have defined a function on my Backbone model as follows.
myFunction: function () {
return {
firstAttr: this.model.get('value-attribute')
};
}
It is available to me as this.myFunction.
From somewhere else in the code, I want to extend this.myFunction to return another attribute. In other words, I'd like it to return a dict with two attributes: { firstAttr: 'something', secondAttr: true }.
How can I do this?
I've tried:
this.myFunction().secondAttr = true;
but I know that's the wrong thing to do.
Assuming your model prototype looks like
var MyModel = Backbone.Model.extend({
myFunction: function () {
return {
// I assume you work directly on a model
// the principle would be the same with a wrapper object
firstAttr: this.get('value-attribute')
};
}
});
you can either mask your method on a model by model basis like this:
var m = new MyModel({'value-attribute': 'attr, the first'});
console.log(m.myFunction());
m.myFunction = function () {
var res = MyModel.prototype.myFunction.call(this);
res.secondAttr = true;
return res;
};
console.log(m.myFunction());
See http://jsfiddle.net/V8zt2/ for a demo
Or dynamically modify your prototype to alter all instances :
var f = MyModel.prototype.myFunction;
MyModel.prototype.myFunction = function () {
var res = f.call(this);
res.secondAttr = true;
return res;
};
var m = new MyModel({'value-attribute': 'attr, the first'});
console.log(m.myFunction());
http://jsfiddle.net/V8zt2/1/
How about modifying your myFunction to :
myFunction : function () {
var i,
obj = {};
for (i=0; i< arguments.length;i++){
obj['attribute'+(i+1)] = this.model.get(arguments[i]);
}
return obj;
}
This way you can send keys of model, that you want to be in the returned object as arguments to myFunction.

Is it possible to append functions to a JS class that have access to the class's private variables?

I have an existing class I need to convert so I can append functions like my_class.prototype.my_funcs.afucntion = function(){ alert(private_var);} after the main object definition. What's the best/easiest method for converting an existing class to use this method? Currently I have a JavaScript object constructed like this:
var my_class = function (){
var private_var = '';
var private_int = 0
var private_var2 = '';
[...]
var private_func1 = function(id) {
return document.getElementById(id);
};
var private_func2 = function(id) {
alert(id);
};
return{
public_func1: function(){
},
my_funcs: {
do_this: function{
},
do_that: function(){
}
}
}
}();
Unfortunately, currently, I need to dynamically add functions and methods to this object with PHP based on user selected settings, there could be no functions added or 50. This is making adding features very complicated because to add a my_class.my_funcs.afunction(); function, I have to add a PHP call inside the JS file so it can access the private variables, and it just makes everything so messy.
I want to be able to use the prototype method so I can clean out all of the PHP calls inside the main JS file.
Try declaring your "Class" like this:
var MyClass = function () {
// Private variables and functions
var privateVar = '',
privateNum = 0,
privateVar2 = '',
privateFn = function (arg) {
return arg + privateNum;
};
// Public variables and functions
this.publicVar = '';
this.publicNum = 0;
this.publicVar2 = '';
this.publicFn = function () {
return 'foo';
};
this.publicObject = {
'property': 'value',
'fn': function () {
return 'bar';
}
};
};
You can augment this object by adding properties to its prototype (but they won't be accessible unless you create an instance of this class)
MyClass.prototype.aFunction = function (arg1, arg2) {
return arg1 + arg2 + this.publicNum;
// Has access to public members of the current instance
};
Helpful?
Edit: Make sure you create an instance of MyClass or nothing will work properly.
// Correct
var instance = new MyClass();
instance.publicFn(); //-> 'foo'
// Incorrect
MyClass.publicFn(); //-> TypeError
Okay, so the way you're constructing a class is different than what I usually do, but I was able to get the below working:
var my_class = function() {
var fn = function() {
this.do_this = function() { alert("do this"); }
this.do_that = function() { alert("do that"); }
}
return {
public_func1: function() { alert("public func1"); },
fn: fn,
my_funcs: new fn()
}
}
var instance = new my_class();
instance.fn.prototype.do_something_else = function() {
alert("doing something else");
}
instance.my_funcs.do_something_else();
As to what's happening [Edited]:
I changed your my_funcs object to a private method 'fn'
I passed a reference to it to a similar name 'fn' in the return object instance so that you can prototype it.
I made my_funcs an instance of the private member fn so that it will be able to execute all of the fn methods
Hope it helps, - Kevin
Maybe I'm missing what it is you're trying to do, but can't you just assign the prototype to the instance once you create it? So, first create your prototype object:
proto = function(){
var proto_func = function() {
return 'new proto func';
};
return {proto_func: proto_func};
}();
Then use it:
instance = new my_class();
instance.prototype = proto;
alert(instance.prototype.proto_func());

How do I compute a variable in JavaScript if and only if it is used?

This is what I'm doing right now.
var foo = function() {
var x = someComplicatedComputationThatMayTakeMoreTime();
this.foo = function() { return x; };
return x;
}
It works but only if foo is called as a function like so
foo();
But what if I want to call it as a normal variable with a value? I could modify the code to be
var foo = function() {
var x = someComplicatedComputationThatMayTakeMoreTime();
this.foo = x;
return x;
}
That would allow me to only call it once as a function and after that as a regular variable. But it's still not what I want. Plus it gets complicated if it accidentally gets called as a function again, returning an error.
Is this even possible in JavaScript?
BTW, this is for a Chrome/Firefox extension, so IE compatibility does not matter.
Ended up using toString because getters don't allow me to redefine the whole attribute, a function must be associated with it. And toString has cleaner syntax.
How about using toString?
var foo = function() {
function someComplicatedComputationThatMayTakeMoreTime() {
//your calculations
}
return {
toString: function() {
return someComplicatedComputationThatMayTakeMoreTime();
}
}
}
More about Object-to-Primitive Conversions in JavaScript
EDIT based on comment. Use a singleton (I think it's called):
myObject.prop = (function(){
function someComplicatedComputationThatMayTakeMoreTime() {
//your calculations
}
return {
toString: function() {
return someComplicatedComputationThatMayTakeMoreTime();
}
}
})()
If only Internet Explorer didn't exist, you could use getters and setters as described by John Resig in this blog article:
John Resig: JavaScript Getters and Setters
... They allow you to bind special functions to an object that look like normal object properties, but actually execute hidden functions instead.
Using a function is your best option for now, however the new JavaScript standard (ECMAScript 5th Ed.) which is being implemented now by all major browser vendors, gives you a method to create accessor properties, where you can define a property with a get and set functions that will be internally called, without worrying to treat this properties as functions, e.g.:
var obj = {};
Object.defineProperty(obj, 'foo', {
get: function () { // getter logic
return 'foo!';
},
set: function (value) {
// setter logic
}
});
obj.foo; // "foo!", no function call
This new standard will take some time to be implemented for all browsers, (the IE9 preview version really disappointed me), and I wouldn't recommend you to use it for production, unless you have total control on the environment where your application will be used.
What I think you want is a lazily instantiated variable, which can be implemented like this.
var myProperty = null;
function getMyProperty() {
return (myProperty = myProperty || builder());
}
This is not practical on the web because IE does not support it, but you can look at
https://developer.mozilla.org/en/defineGetter for examples how to do this.
There are a couple ways to do it, here is one example:
var data = {};
data.__defineGetter__("prop",
(function () {
var value = null;
return function () {
if (null == value) {
value = getYourValueHere();
}
return value;
};
})());
and now you can use it like:
var a = data.prop;
var b = data.prop;
I would recommend a variation on ChaosPandion's answer, but with a closure.
var myProperty = (function () {
var innerProperty = null;
return function() {
return (innerProperty = innerProperty || someComplicatedComputationThatMayTakeMoreTime());
};
})();
and then use myProperty() every time you need to access the variable.
You could define a JavaScript getter. From the Apple JavaScript Coding Guidelines:
myObject.__defineGetter__( "myGetter", function() { return this.myVariable; } );
var someVariable = myObject.myGetter;
See John Resig's post, JavaScript Getters and Setters, and the Defining Getters and Setters page at the Mozilla Developer Centre for more information.
I would use explicit lazy evaluation. Here's my implementation of it based on Scheme's take:
var delay, lazy, force, promise, promiseForced, promiseRunning;
(function () {
var getValue = function () {
return this.value;
};
var RUNNING = {};
var DelayThunk = function (nullaryFunc) {
this.value = nullaryFunc;
};
DelayThunk.prototype.toString = function () {
return "[object Promise]";
};
DelayThunk.prototype.force = function () {
if (promiseRunning (this)) {
throw new Error ("Circular forcing of a promise.");
}
var nullaryFunc = this.value;
this.value = RUNNING;
this.value = nullaryFunc ();
this.force = getValue;
return this.value;
};
var LazyThunk = function (nullaryFunc) {
DelayThunk.call (this, nullaryFunc);
};
LazyThunk.prototype = new DelayThunk (null);
LazyThunk.prototype.constructor = LazyThunk;
LazyThunk.prototype.force = function () {
var result = DelayThunk.prototype.force.call (this);
while (result instanceof LazyThunk) {
result = DelayThunk.prototype.force.call (result);
}
return force (result);
};
delay = function (nullaryFunc) {
return new DelayThunk (nullaryFunc);
};
lazy = function (nullaryFunc) {
return new LazyThunk (nullaryFunc);
};
force = function (expr) {
if (promise (expr)) {
return expr.force ();
}
return expr;
};
promise = function (expr) {
return expr instanceof DelayThunk;
};
promiseForced = function (expr) {
return expr.force === getValue || !promise (expr);
};
promiseRunning = function (expr) {
return expr.value === RUNNING || !promise (expr);
};
}) ();
Example Syntax:
var x = lazy (function () { return expression; });
var y = force (x);
var z = delay (function () { return expression; });
var w = force (z);
Note values are stored once evaluated, so repeated forcing will not do extra computations.
Example usage:
function makeThunk (x, y, z) {
return lazy (function () {
// lots of work done here
});
}
var thunk = makeThunk (arg1, arg2, arg3);
if (condition) {
output (force (thunk));
output (force (thunk)); // no extra work done; no extra side effects either
}
You can use the javascript Proxy class for creating such functionality.
var object = {};
var handler = {
resolvers: {},
get ( target, property, proxy ) {
if ( ! target.hasOwnProperty( property ) && this.resolvers.hasOwnProperty( property ) ) {
// execute the getter for the property;
target[ property ] = this.resolvers[ property ]();
}
return target[ property ];
},
set ( target, property, value, receiver ) {
// if the value is function set as a resolver
if ( typeof value === 'function' ) {
this.resolvers[property] = value;
// otherwise set value to target
} else {
target.property = value;
}
},
has ( target, property, receiver ) {
//true when proxy handler has either a resolver or target has a value;
return this.resolvers.hasOwnProperty( property ) || target.hasOwnProperty( property );
}
};
var lazyObject = new Proxy( object, handler );
Now you can use it like this:
'exampleField' in lazyObject; //returns false
lazyObject.exampleField = function(){ return 'my value' }; // add a resolver function
'exampleField' in lazyObject; //returns true
lazyObject.exampleField; //executes your resolver function and returns 'my value'
This example is to demonstrate the working. You can change after your needs.
Here is a fiddle with a demonstration

Calling method using JavaScript prototype

Is it possible to call the base method from a prototype method in JavaScript if it's been overridden?
MyClass = function(name){
this.name = name;
this.do = function() {
//do somthing
}
};
MyClass.prototype.do = function() {
if (this.name === 'something') {
//do something new
} else {
//CALL BASE METHOD
}
};
I did not understand what exactly you're trying to do, but normally implementing object-specific behaviour is done along these lines:
function MyClass(name) {
this.name = name;
}
MyClass.prototype.doStuff = function() {
// generic behaviour
}
var myObj = new MyClass('foo');
var myObjSpecial = new MyClass('bar');
myObjSpecial.doStuff = function() {
// do specialised stuff
// how to call the generic implementation:
MyClass.prototype.doStuff.call(this /*, args...*/);
}
Well one way to do it would be saving the base method and then calling it from the overriden method, like so
MyClass.prototype._do_base = MyClass.prototype.do;
MyClass.prototype.do = function(){
if (this.name === 'something'){
//do something new
}else{
return this._do_base();
}
};
I'm afraid your example does not work the way you think. This part:
this.do = function(){ /*do something*/ };
overwrites the definition of
MyClass.prototype.do = function(){ /*do something else*/ };
Since the newly created object already has a "do" property, it does not look up the prototypal chain.
The classical form of inheritance in Javascript is awkard, and hard to grasp. I would suggest using Douglas Crockfords simple inheritance pattern instead. Like this:
function my_class(name) {
return {
name: name,
do: function () { /* do something */ }
};
}
function my_child(name) {
var me = my_class(name);
var base_do = me.do;
me.do = function () {
if (this.name === 'something'){
//do something new
} else {
base_do.call(me);
}
}
return me;
}
var o = my_child("something");
o.do(); // does something new
var u = my_child("something else");
u.do(); // uses base function
In my opinion a much clearer way of handling objects, constructors and inheritance in javascript. You can read more in Crockfords Javascript: The good parts.
I know this post is from 4 years ago, but because of my C# background I was looking for a way to call the base class without having to specify the class name but rather obtain it by a property on the subclass. So my only change to Christoph's answer would be
From this:
MyClass.prototype.doStuff.call(this /*, args...*/);
To this:
this.constructor.prototype.doStuff.call(this /*, args...*/);
if you define a function like this (using OOP)
function Person(){};
Person.prototype.say = function(message){
console.log(message);
}
there is two ways to call a prototype function: 1) make an instance and call the object function:
var person = new Person();
person.say('hello!');
and the other way is... 2) is calling the function directly from the prototype:
Person.prototype.say('hello there!');
This solution uses Object.getPrototypeOf
TestA is super that has getName
TestB is a child that overrides getName but, also has
getBothNames that calls the super version of getName as well as the child version
function TestA() {
this.count = 1;
}
TestA.prototype.constructor = TestA;
TestA.prototype.getName = function ta_gn() {
this.count = 2;
return ' TestA.prototype.getName is called **';
};
function TestB() {
this.idx = 30;
this.count = 10;
}
TestB.prototype = new TestA();
TestB.prototype.constructor = TestB;
TestB.prototype.getName = function tb_gn() {
return ' TestB.prototype.getName is called ** ';
};
TestB.prototype.getBothNames = function tb_gbn() {
return Object.getPrototypeOf(TestB.prototype).getName.call(this) + this.getName() + ' this object is : ' + JSON.stringify(this);
};
var tb = new TestB();
console.log(tb.getBothNames());
function NewClass() {
var self = this;
BaseClass.call(self); // Set base class
var baseModify = self.modify; // Get base function
self.modify = function () {
// Override code here
baseModify();
};
}
An alternative :
// shape
var shape = function(type){
this.type = type;
}
shape.prototype.display = function(){
console.log(this.type);
}
// circle
var circle = new shape('circle');
// override
circle.display = function(a,b){
// call implementation of the super class
this.__proto__.display.apply(this,arguments);
}
If I understand correctly, you want Base functionality to always be performed, while a piece of it should be left to implementations.
You might get helped by the 'template method' design pattern.
Base = function() {}
Base.prototype.do = function() {
// .. prologue code
this.impldo();
// epilogue code
}
// note: no impldo implementation for Base!
derived = new Base();
derived.impldo = function() { /* do derived things here safely */ }
If you know your super class by name, you can do something like this:
function Base() {
}
Base.prototype.foo = function() {
console.log('called foo in Base');
}
function Sub() {
}
Sub.prototype = new Base();
Sub.prototype.foo = function() {
console.log('called foo in Sub');
Base.prototype.foo.call(this);
}
var base = new Base();
base.foo();
var sub = new Sub();
sub.foo();
This will print
called foo in Base
called foo in Sub
called foo in Base
as expected.
Another way with ES5 is to explicitely traverse the prototype chain using Object.getPrototypeOf(this)
const speaker = {
speak: () => console.log('the speaker has spoken')
}
const announcingSpeaker = Object.create(speaker, {
speak: {
value: function() {
console.log('Attention please!')
Object.getPrototypeOf(this).speak()
}
}
})
announcingSpeaker.speak()
No, you would need to give the do function in the constructor and the do function in the prototype different names.
In addition, if you want to override all instances and not just that one special instance, this one might help.
function MyClass() {}
MyClass.prototype.myMethod = function() {
alert( "doing original");
};
MyClass.prototype.myMethod_original = MyClass.prototype.myMethod;
MyClass.prototype.myMethod = function() {
MyClass.prototype.myMethod_original.call( this );
alert( "doing override");
};
myObj = new MyClass();
myObj.myMethod();
result:
doing original
doing override
function MyClass() {}
MyClass.prototype.myMethod = function() {
alert( "doing original");
};
MyClass.prototype.myMethod_original = MyClass.prototype.myMethod;
MyClass.prototype.myMethod = function() {
MyClass.prototype.myMethod_original.call( this );
alert( "doing override");
};
myObj = new MyClass();
myObj.myMethod();

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