I'm new to object oriented javascript. I have a set up method that I want to a) check if an element is null and if so wait and call itself again and b) observe the click event of a button.
ErrorBox.prototype.setUpErrorBox = function(btnClientID) {
if (btnClientID == null) {
setTimeout("setUpErrorBox()", 1000)
return;
}
Event.observe(btnClientID, 'click', setValSummary);
}
I'm getting errors that setUpErrorBox and setValSummary don't exist (which they don't). How can I reference them? I tried this.setValSummary which didn't work.
In other words, how do I call the equivalent of a class's method from another method of the same class in javascript?
Use closures to hold on to your execution context:
ErrorBox.prototype.setUpErrorBox = function(btnClientID)
{
var box = this; // object context reference
if (btnClientID == null)
{
// use closure as event handler to maintain context
setTimeout(function() { box.setUpErrorBox() }, 1000)
return;
}
// again, use closure as event handler to maintain context
Event.observe(btnClientID, 'click', function() { box.setValSummary() });
}
See also: JavaScript Callback Scope
Related
How can I access this element after binding this class?
For example, without binding this:
$(".button-open").click(function(event) {
console.log(this); // Open
this.openMe();
});
With binding this:
$(".button-open").click(function(event) {
console.log(this); // Polygon {windowHeight: 965, scrollNum: 0}
this.openMe();
}.bind(this));
How can I get and access Open again after binding this?
Full code:
class Polygon {
constructor() {
this.windowHeight = $(window).height();
this.scrollNum = 0;
}
// Simple class instance methods using short-hand method
// declaration
init() {
var clickMe = this.clickMe.bind(this);
return clickMe();
}
clickMe() {
$(".button-open").click(function(event) {
console.log(this);
this.openMe();
}.bind(this));
$(".button-close").click(function(event) {
this.closeMe();
}.bind(this));
}
openMe() {
console.log(this.scrollNum); // 0
this.scrollNum = 200;
console.log(this.scrollNum); // 200
return false;
}
closeMe() {
console.log(this.scrollNum); // 200
return false;
}
}
export { Polygon as default}
Any ideas?
EDIT:
The same issue with jQuery animate:
$(".element").animate({}, 'fast', 'swing', function(event) {
console.log(this); // the element
}.bind(this));
After binding:
$(".element").animate({}, 'fast', 'swing', function(event) {
console.log(this); // undefined
}.bind(this));
Any global or bulletproof way of getting the element again?
1. The best option would be to store the context in a variable and don't overwrite this:
var context = this;
$('.element').on('click', function(event) {
// context would be the this you need
// this is the element you need
});
2. If you're only targeting a single element, you can do the reverse from above and save the element on which you're binding the handler into a variable and then use the variable inside the handler:
var el = $('.element');
el.on('click', function(event) {
// use el here
}.bind(this));
Since you tagged the question with ES6, it might be better to bind the context with an arrow function because using bind is more verbose and also creates an additional function:
var el = $('.element');
el.on('click', (event) => {
// this is the same as in the outer scope
// use el here
});
3. Another option is to use the target property of the event object but this can also be any child within your element (the target is the element that dispatches the event, not the element on which you bounded the handler), thus it might require traversing up the DOM tree to find the element you need, which is less efficient.
var el = $('.element');
el.on('click', ({ target }) => {
while (target.parentNode && !target.classList.contains('element')) {
target = target.parentNode;
}
// here the target should be the element you need
});
There is no generic way to get access to what the value of this would have been if you didn't use .bind(). Javascript doesn't have a way to unbind and get back what this would have been. Instead, you have to look at each individual situation and see if there is some other way to get to the whatever this would have been.
For example, as several of us have said, in a click handler, you can access event.target.
The jQuery animate does not pass any arguments to its callback so if you override this, then there is no generic way to get back to the triggering element. You'd have to go back to the selector again or have saved the value in a containing closure (folks commonly use a variable named self for that).
The only generic way to avoid this issue is to not use .bind() so the value of this is not replaced. You can do something like this:
clickMe() {
var self = this;
$(".button-open").click(function(event) {
// self is our ES6 object
// this is the item that triggered the event
console.log(this);
self.openMe();
});
If you bound your handler, then you can still get the item that was clicked on through event.target within the handler.
https://api.jquery.com/on/
As an alternative you can simply do
const self = this;
or
const me = this;
before any of your declarations of event listeners and without binding any functions. Then within handlers you can both use this to refer to the current element and self or me to refer to the parent scope.
It is already answered, but here is the pattern which I usually use:
If there is single '.element', the below code will work
var el = $('.element');
el.click(function(target, event){
// target is the original this
// this is the scope object
}.bind(this, el[0]));
But if '.element' refers to multiple elements then below code will handle that
var clickHandler = function(target, event){
// target is the original this
// this is the scope object
}.bind(this);
$('.element').click(function(e) {
return clickHandler(this, e);
});
This question already has answers here:
How to access the correct `this` inside a callback
(13 answers)
Closed 7 years ago.
I'm trying to call an object method from another method within the same constructor, and it doesn't seem to be working - I just get the error TypeError: undefined is not a function (evaluating 'this.uiDisplayOptions()').
I'm instantiating the object using using the new keyword var ui = new _ui().
Anyone know why it's not working? I've seen examples of this kind of setup being suggested.
Here's the code:
function _ui() {
this.uiDisplayOptions = function() {
var len = channels[currentChannel].stepsChannel;
$("select#length option")
.prop('selected', false)
.filter('[value="' + len + '"]')
.prop('selected', true);
var rand = channels[currentChannel].randomAmtChannel;
$("select#randomness option")
.prop('selected', false)
.filter('[value="' + rand + '"]')
.prop('selected', true);
var dir = channels[currentChannel].readDirection;
$("select#readdirection option")
.prop('selected', false)
.filter('[value="' + dir + '"]')
.prop('selected', true);
}
this.uiSetListeners = function() {
// Select Channel
$("#selectChannel0").addClass("green");
$(".channelselect").click(function() {
$(".channelselect").removeClass("green");
$(this).addClass("green");
currentChannel = $(this).data("channel");
displayUpdateChannel();
this.uiDisplayOptions();
});
// Select Row
$("#selectRow0").addClass("red");
$("#selectRow0").click(function() {
currentRow = 0;
$("#selectRow1").removeClass("red");
$(this).addClass("red");
});
$("#selectRow1").click(function() {
currentRow = 1;
$("#selectRow0").removeClass("red");
$(this).addClass("red");
});
// Increment/Decrement Selected Row Pattern
$("#patternInc").click(function() {
selectPatternRow(1);
displayPattern();
});
$("#patternDec").click(function() {
selectPatternRow(-1);
displayPattern();
});
// Shift Left/Right Selected Row Pattern
$("#shiftLeft").click(function() {
selectShiftRow(-1);
displayPattern();
});
$("#shiftRight").click(function() {
selectShiftRow(1);
displayPattern();
});
// Handle Row 'Pattern Locks'
$(".lock").click(function() {
var step = $(this).data("lockstep");
switch(toggleLockBit(step)) {
case 0:
$(this).removeClass("red green");
break;
case 1:
$(this).addClass("red");
break;
case 2:
$(this).removeClass("red").addClass("green");
break;
}
displayPattern();
});
// Handle Channel Length change
$("#length").change(function() {
selectCurrentChannelLength($(this).val());
displayChannelLength();
});
// Handle Channel Randomness change
$("#randomness").change(function() {
selectCurrentChannelRandomAmt($(this).val());
displayRandomAmt();
});
}
}
this.uiSetListeners = function() {
// Select Channel
$("#selectChannel0").addClass("green");
$(".channelselect").click(function() {
$(".channelselect").removeClass("green");
// this here does not refer to the this of the object being created.
// it refers to the anonymous function being created in the click call.
// jQuery is probably invoking this and binding this to undefined,
// but even if it wasn't then this code would behave incorrectly.
$(this).addClass("green");
currentChannel = $(this).data("channel");
displayUpdateChannel();
this.uiDisplayOptions();
});
});
When inside a function the this's value may change. It has it's own binding called a ThisContext and cannot be guaranteed to be pointing at the object you are calling this from within (especially with the introduction of bind, apply and call). Inside uiSetListeners, this is generally bound to the function (which in turn is bound to the object, assuming you are invoking the constructor correctly, and not using any bind magic).
However inside your click, handler, you are delegating the function to jQuery. jQuery doesn't know about your object so it doesn't bind this (or binds it to undefined), and it isn't associated with an object by default (as the function is being declared anonymously and not bound to an object). In other words, your click handler is pointing to a different this than your this.uiSetListeners statement is.
The way to fix this is by using a var that = this; kind of mechanism. If you take this approach, you should probably define var that = this at the top of your constructor function (so others can see what's going on) and replace any incidence of this inside of the constructor function with that.
This ensures that should another user call your constructor with call, bind et al, the object will be bound correctly to the supplied this.
var that = this;
that.uiSetListeners = function() {
// Select Channel
$("#selectChannel0").addClass("green");
$(".channelselect").click(function() {
$(".channelselect").removeClass("green");
$(this).addClass("green");
currentChannel = $(that).data("channel");
displayUpdateChannel();
that.uiDisplayOptions();
});
});
Note that ES6 fixes this with the fat arrow notation.
this.uiSetListeners = function() {
// Select Channel
$("#selectChannel0").addClass("green");
$(".channelselect").click(() => {
$(".channelselect").removeClass("green");
$(this).addClass("green");
currentChannel = $(this).data("channel");
displayUpdateChannel();
this.uiDisplayOptions();
});
});
You should be perfectly able to invoke other methods from within the constructor as long as you remember to take care with your this.
It is generally preferable to use YourConstructor.prototype.methodName instead, as this will first of all reduce nesting but also uses the prototype chain. Assigning functions to this in the constructor does not assign them to the prototype chain, which also means they will be recreated each time a new object is created. You only really need to assign functions to this inside of a Constructor if their implementation is dependent on the values passed into the constructor and it is not appropriate to capture those values in the constructor as state on the created object.
you can't call a function like this inside a constructor, this will refer to global object window until you call your constructor function using new keyword.
var ui = new _ui();
refer the current object context on the top of you constructor function.
function _ui() {
var _that = this;
}
and refer all current constructor function using _that reference.
I hope it will solve your problem.
In building an extended input field (a complex date picker), I need to use two key event listeners. One is attached to the input field, and launches the interface. This is easy.
The second is attached to document, in order to close the complex overlay. Click on the overlay, and it does nothing. Click outside: the overlay disappears and the input field's value is updated.
It also needs to remove the event listener from the document.
This would all be straightforward… if it weren't based on object structures. I am not calling a stand-alone function. I am calling a child function of the data object associated with the field (which the field then has no way of referencing back to).
__DateField.prototype.activate = function () {
…
var t = this;
window.setTimeout(function () { document.addEventListener("click", function (ev) { t.closeDateSelector(ev) }, false); }, 0);
…
}
(I haven't figured out why that event attachment needs to be nested within the setTimeout, but if I don''t do it that way, it calls itself immediately.)
Anyhow, the problem is then that I cannot successfully call document.removeEventListener() because I it's not the same initial function.
Also, I can't approach it by attaching the function as a stand-alone, because I need the reference to the related __DateField object.
How can I remove that function from document?
I have looked at the various threads that say there is no way to inspect event listeners added via 'addEventListener`, though wonder if they may be out of date, as Firebug can list them…
To remove it, you must have a reference to the function, so the question boils down to: How can I keep a reference to the function?
The simplest answer, since you already have an object handy, is a property on the object, if you can rely on this being correct as of when you do the removal:
__DateField.prototype.activate = function () {
// …
var t = this;
window.setTimeout(function () {
t.listener = function (ev) {
t.closeDateSelector(ev)
};
document.addEventListener("click", listener, false);
}, 0);
// …
};
// To remove
__DateField.prototype.deactivate = function() {
if (this.listener != null) {
document.removeEventListener("click", this.listener, false);
this.listener = null;
}
};
Or if that's a problem for some reason, you could use a variable in a scoping function:
(function() {
var listener = null;
__DateField.prototype.activate = function () {
// …
var t = this;
window.setTimeout(function () {
listener = function (ev) {
t.closeDateSelector(ev)
};
document.addEventListener("click", listener, false);
}, 0);
// …
};
// Later, when removing
function removeIt() {
if (listener != null) {
document.removeEventListener("click", listener, false);
listener = null;
}
}
})();
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...
I made a javascript prototype class.
Inside a method I create an jquery click.
But inside this click I want to execute my build function.
When I try to execute a prototype function inside a jquery click it fails because jquery uses this for something else.
I tried some different things, but I couldnt get it working.
Game.prototype.clicks = function(){
$('.flip').click(function(){
if(cardsPlayed.length < 2) //minder dan 2 kaarten gespeeld
{
$(this).find('.card').addClass('flipped');
cardsPlayed.push($(this).find('.card').attr('arrayKey'));
console.log(cardsPlayed[cardsPlayed.length - 1]);
console.log(playingCards[cardsPlayed[cardsPlayed.length - 1]][0]);
if(cardsPlayed.length == 2)// two cards played
{
if(playingCards[cardsPlayed[0]][0] == playingCards[cardsPlayed[1]][0])
{ // same cards played
console.log('zelfde kaarten');
playingCards[cardsPlayed[0]][0] = 0; //hide card one
playingCards[cardsPlayed[1]][0] = 0; //hide card two
//rebuild the playfield
this.build(); //error here
}
else
{
//differend cards
}
}
}
return false;
}).bind(this);
}
The problem is that you're trying to have this reference the clicked .flip element in $(this).find('.card') as well as the Game object in this.build(). this can't have a dual personality, so one of those references needs to change.
The simplest solution, as already suggested by Licson, is to keep a variable pointing to the Game object in the scope of the click handler. Then, just use this inside the handler for the clicked element (as usual in a jQuery handler) and use self for the Game object.
Game.prototype.clicks = function() {
// Keep a reference to the Game in the scope
var self = this;
$('.flip').click(function() {
if(cardsPlayed.length < 2) //minder dan 2 kaarten gespeeld
{
// Use this to refer to the clicked element
$(this).find('.card').addClass('flipped');
// Stuff goes here...
// Use self to refer to the Game object
self.build();
}
}); // Note: no bind, we let jQuery bind this to the clicked element
};
I think you want something like this:
function class(){
var self = this;
this.build = function(){};
$('#element').click(function(){
self.build();
});
};
If I understand correctly, in modern browsers you can simply use bind:
function MyClass() {
this.foo = 'foo';
$('selector').each(function() {
alert(this.foo); //=> 'foo'
}.bind(this));
}
Otherwise just cache this in a variable, typically self and use that where necessary.