New Object Oriented Design ?

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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function MyObject(){

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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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In the code (external JS file):

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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:

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External Javascript file

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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]...

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