Events - Convert Some Procedural Code To Be More Object Oriented
Jul 9, 2009
I'm trying to convert some Procedural code to be more Object Oriented and I'm stuck...
The page is really simple:
It's just a big picture w/ a caption under it, and a few thumbnail pics off to the side, that when clicked, replace the big picture as well as swap out the caption for a new one.
In the code (external JS file):
I've got 2 arrays:
One that holds the thumbnail image file URLs, and the other that holds the captions.
And a function:
I've created an object prototype that I can instantiate in order to:
1.) create the event: do the actual swapping of the thumbnail, and the changing of the caption.
2.) and attach that event to the thumbnail's link onclick event handler.
The code below is the closest I've come to making it work. The problem is that when I click any of the thumbnail links it only executes the last event instead of the one that corresponds to the link that was just clicked. Hopefully someone can take a look at my code and let me know what I'm doing wrong.
Simplified version of the code:
The x,y,z variable assignments are only in the window.onload function for the sake of clarity, but the event object instantiation block has to be in there for anything to work at all.
I know that the event0,event1,event2 objects work, and are attached to the onclick handler because they will swap the last thumbnail and caption when I click any of the thumbnail links. Of course that's the problem now... any click only activates the last event. It's like it attached the last event to all the onclick event handlers.
In fact, if I only create the event0 object, it works like it's supposed to... but when I create the event1 object, it does what it's supposed to and it takes over for event0. Creating event2 makes it take over for all of them. Each subsequent event# object seems to attach its own addy[ ] and caption[ ] to each previous x[ ] link.
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Jul 30, 2011
I was writing my classes in an old fashion until today when I came across a new design pattern. Javascript is not an established OOP like C++ or Java. It doesn't have any easy way to create classes and to make private/public methods or properties as well as class-constructor. But it could be done in many ways.
My old way of OO design in Javascript was like following:
Code:
Those who were trying to write constructor and access public vars from private or vice versa, you would have probably faced some minor difficulties. But it was doable.
Now, the challenge is how can we make things cleaner and better. Here's the procedure I came up with:
Code:
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I just released javascript lib that really helps to develop robust and clear js-scenarios following the OOP directions. The library is compatible with wide range of browsers on different platforms, including Netscape 4.x, Netscape 6.x, Netscape 7.x, Opera 6, Opera 7, Mozilla 1.0, IE 4, IE 5, IE 6.
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Any websites or good books to learn real heavy object oriented javascript?
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Code JavaScript:
When I do checkAll(true), it checks all of the athletes, but, it throws an error saying:
Why is it saying setChecked is not a function?
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playlistItems[numItems-1] = soundManager.createSound({
id : songId,
url : $(this).attr('href'),
whileloading : player.whileloading,
onfinish: next
});
"next" is a function on the same object that playlistItems is defined on, but it doesn't ever seem to fire. I tried this.next as well, but it just gives me a runtime error....
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How to do this:
function MyObject(){
Error messages I am getting on above are: this.callMe(); is not a function callMe(); is not defined
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Nov 27, 2002
The problems with the setTimeout and setInterval functions provided in Javascript are twofold. First, you can't call a local object method without losing your scope, and second, you can't pass objects to the function, since the function call is implemented as a string.
The Timer class solves these difficulties by employing a static array to store the parent object and function arguments until the function is called.
This class is provided as-is and pro bono, so go ahead and muck with it if you see things that could be done better.
Thanks to WA for giving me the idea for this (albeit indirectly)!
Updated 4/18/2003: Footprint decreased, minor code improvements.
Updated 5/3/2003: Minor comment clarification; no code changes.
Updated 5/10/2003: Minor code improvements.
// The constructor should be called with
// the parent object (optional, defaults to window).
function Timer(){
this.obj = (arguments.length)?arguments[0]:window;
return this;
}
// The set functions should be called with:
// - The name of the object method (as a string) (required)
// - The millisecond delay (required)
// - Any number of extra arguments, which will all be
// passed to the method when it is evaluated.
Timer.prototype.setInterval = function(func, msec){
var i = Timer.getNew();
var t = Timer.buildCall(this.obj, i, arguments);
Timer.set[i].timer = window.setInterval(t,msec);
return i;
}
Timer.prototype.setTimeout = function(func, msec){
var i = Timer.getNew();
Timer.buildCall(this.obj, i, arguments);
Timer.set[i].timer = window.setTimeout("Timer.callOnce("+i+");",msec);
return i;
}
// The clear functions should be called with
// the return value from the equivalent set function.
Timer.prototype.clearInterval = function(i){
if(!Timer.set[i]) return;
window.clearInterval(Timer.set[i].timer);
Timer.set[i] = null;
}
Timer.prototype.clearTimeout = function(i){
if(!Timer.set[i]) return;
window.clearTimeout(Timer.set[i].timer);
Timer.set[i] = null;
}
// Private data
Timer.set = new Array();
Timer.buildCall = function(obj, i, args){
var t = "";
Timer.set[i] = new Array();
if(obj != window){
Timer.set[i].obj = obj;
t = "Timer.set["+i+"].obj.";
}
t += args[0]+"(";
if(args.length > 2){
Timer.set[i][0] = args[2];
t += "Timer.set["+i+"][0]";
for(var j=1; (j+2)<args.length; j++){
Timer.set[i][j] = args[j+2];
t += ", Timer.set["+i+"]["+j+"]";
}}
t += ");";
Timer.set[i].call = t;
return t;
}
Timer.callOnce = function(i){
if(!Timer.set[i]) return;
eval(Timer.set[i].call);
Timer.set[i] = null;
}
Timer.getNew = function(){
var i = 0;
while(Timer.set[i]) i++;
return i;
}
Here's an example of the code in action:
function Ticker(){
this.count = 0;
this.timer = new Timer(this);
}
Ticker.prototype.tick = function(d){
this.count+=d;
window.status = ""+this.count;
this.timer.setTimeout("tick", 1000, d);
}
window.onload = function(){
var ticker = new Ticker();
ticker.tick(1);
}
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External Javascript file
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I am trying out the techniques described in 'David Flanagan ' text book 'JavaScript: The Definitive Guide, 5th Edition'
This code is called from html page which once working will place a round container around element
Code:
Javascript functions below
Code:
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Code:
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Code:
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Code:
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Code:
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Code:
typeof
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Code:
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Code:
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[Code]..
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