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  • Any way in C++ to forward declare a function prototype?

    - by jsyjr
    I make regular use of forward class declarations and pointers to such classes. I now have a need to pass a function pointer through a number of layers. I would prefer to include the header that declares my function pointer's prototype only into the module that dereferences a function pointer rather than into each layer that simply passes along that pointer value. Is this possible?

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  • Programming methodologies at stackoverflow

    - by Prototype Stark
    I am in the middle of starting up a software company where we would use ASP.NET MVC and ASP.NET WebAPI extensively at shop. We will be a group of 4 and no more than 10 will work on any particular project at any point in time(these are ground rules). I would like to know, what programming methodologies best suit a small(guerilla) team. Specifically, I would also like to know which ones are being used at famous ASP.NET MVC shops like Stackoverflow. The ones I know are: Scrum and Waterfall(I know its bad). But what's the recommended way of development for smaller, group of 9-10 team. Also, will Test Driven Development help such a team in producing quality software? Are there any other techniques the team will have to know to be good at producing quality software?

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  • javascript constructor reset: What is it ?

    - by Sake
    I came across this slide: http://www.slideshare.net/stoyan/javascript-patterns#postComment at page 35: Option 5 + super + constructor reset function inherit(C, P) { var F = function(){}; F.prototype = P.prototype; C.prototype = new F(); C.uber = P.prototype; C.prototype.constructor = C; // WHY ??? } I don't get it. Can anybody please explain what the last line for ? C.prototype.constructor = C; // WHY ??? Thanks

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  • Are google chrome extension "content" scripts sandboxed?

    - by jabapyth
    I was under the impression that the content_scripts were executed right on the page, but it now seems as though there's some sandboxing going on. I'm working on an extension to log all XHR traffic of a site (for debugging and other development purposes), and in the console, the following sniff code works: var o = window.XMLHttpRequest.prototype.open; window.XMLHttpRequest.prototype.open = function(){ console.log(arguments, 'open'); return o.apply(this, arguments); }; console.log('myopen'); console.log(window, window.XMLHttpRequest, window.XMLHttpRequest.prototype, o, window.XMLHttpRequest.prototype.open); This logs a message everytime an XHR is sent. When I put this in an extension, however, the real prototype doesn't get modified. Apparently the window.XMLHttpRequest.prototype that my script is seeing differs from that of the actual page. Is there some way around this? Also, is this sandboxing behavior documented anywhere? I looked around, but couldn't find anything.

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  • Prototype.js: How can i return an array without all the methods Prototypes extends Array with?

    - by Morten
    Hi! Is there a way to return a new version of an array/hash that does not contain all the methods/functions that prototype extends the array object with? Example: var myArray = $A(); myArray['test'] = '1'; myArray['test2'] = '2'; var myVariableToPassToAjax = myArray; If I debug myVariableToPassToAjax it looks like this: Array ( [test] = 1 [test2] = 2 [each] = function each(iterator, context) { .......... .......... } ...and all the other extended array functions ); Is there a way to solve this? :-/ Morten

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  • jQuery.extend not working in Internet Explorer, but works in Firefox

    - by Jared Stark
    I am attempting the following: var Class1 = function() {} Class1.prototype = { MyMethod: function() { /* Do Stuff */ } } var Class2 = function() {} Class2.prototype = { AnotherMethod: function() { /* Do More Sweet Stuff */ } } jquery.extend(true, Class1, Class2); I should now expect to be able to do the following: var c = new Class1(); c.AnotherMethod(); In Firefox 3.6 this works just fine. In Internet Explorer 7 & 8 it says "Object doesn't support this property or method". Am I misunderstanding how $.extend should work, or is IE behaving badly? jQuery Version: 1.3.2 Thanks!

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  • How can I use this downloaded Class(es) on my Prototype Routine?

    - by O.C.
    I'm a newbie and I'm in need of some help. I'm working on a prototype for an app, but I'm learning at the same time. I want to display a popup image over a given UIView, but I would like it to behave like the UIAlertView or like the Facebook Connect for iPhone modal popup window, in that it has a bouncy, rubbber-band-like animation to it. I was able to find the following class(es) on the net, from someone who was trying to do something similar. He/she put this together, but there was no Demo, no instructions nor a way to contact them. Being that I am so new, I don't have any idea as to how to incorporate this into my code. This is the routine where I need the bouncy image to appear... //======================================================== // // productDetail // - (void) showProductDetail { _productDetailIndex++; if (_productDetailIndex > 7) { return; } else if (_productDetailIndex == 1) { NSString* filename = [NSString stringWithFormat:@"images/ICS_CatalogApp_0%d_ProductDetailPopup.png", _productDetailIndex]; [_productDetail setImageWithName:filename]; _productDetail.transform = CGAffineTransformMakeScale(0.1,0.1); [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.5]; // other animations goes here _productDetail.transform = CGAffineTransformMakeScale(1,1); // other animations goes here [UIView commitAnimations]; } NSString* filename = [NSString stringWithFormat:@"images/ICS_CatalogApp_0%d_ProductDetailPopup.png", _productDetailIndex]; [_productDetail setImageWithName:filename]; _productDetail.x = (self.width - _productDetail.width); _productDetail.y = (self.height - _productDetail.height); } and here is the code I found... float pulsesteps[3] = { 0.2, 1/15., 1/7.5 }; - (void) pulse { self.transform = CGAffineTransformMakeScale(0.6, 0.6); [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:pulsesteps[0]]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(pulseGrowAnimationDidStop:finished:context:)]; self.transform = CGAffineTransformMakeScale(1.1, 1.1); [UIView commitAnimations]; } - (void)pulseGrowAnimationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:pulsesteps[1]]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(pulseShrinkAnimationDidStop:finished:context:)]; self.transform = CGAffineTransformMakeScale(0.9, 0.9); [UIView commitAnimations]; } - (void)pulseShrinkAnimationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:pulsesteps[2]]; self.transform = CGAffineTransformIdentity; [UIView commitAnimations]; } My routine is based on the Prototyping class given by Apple during WWDC 09. It may not be "correct" but it works as is. I just would like to add the animation to this image/screen to really make the concept clear.

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  • LSI SAS 9240-8i on Ubuntu 12.04 Hangs on Modprobe

    - by Francois Stark
    I used the LSI 9240-8i card on a smaller Intel motherboard with no problems in Ubuntu, with ZFS. However, we rebuilt the server to allow for more disks, using the ASROCK X79 Extreme 11 motherboard. It has 7 PCIe slots, and a LSI 2008 on-board. At first I thought the LSI 9240, when plugged in to PCIe, clashed with the on-board LSI 2008. Every time I plugged in the LSI 9240, modprobe would hang. Then I completely disabled the on-board LSI 2008, and the problem persisted. Last night it booted perfectly ONCE - all LSI cards and connected disks visible... However, all subsequent reboots failed. Both LSI cards' bios scans appear and they both see the disks connected to them, but Ubuntu modprobe hangs. Some selected dmesg lines, with both LSI cards enabled: [ 190.752100] megasas: [ 0]waiting for 1 commands to complete [ 195.772071] megasas: [ 5]waiting for 1 commands to complete [ 200.792079] megasas: [10]waiting for 1 commands to complete [ 205.812078] megasas: [15]waiting for 1 commands to complete [ 210.832037] megasas: [20]waiting for 1 commands to complete [ 215.852077] megasas: [25]waiting for 1 commands to complete [ 220.872072] megasas: [30]waiting for 1 commands to complete [ 225.892078] megasas: [35]waiting for 1 commands to complete [ 230.912086] megasas: [40]waiting for 1 commands to complete [ 235.932075] megasas: [45]waiting for 1 commands to complete [ 240.306157] usb 2-1.5: USB disconnect, device number 7 [ 240.952076] megasas: [50]waiting for 1 commands to complete [ 240.960034] INFO: task modprobe:233 blocked for more than 120 seconds. [ 240.960055] "echo 0 > /proc/sys/kernel/hung_task_timeout_secs" disables this message. [ 240.960067] modprobe D ffffffff81806200 0 233 146 0x00000004 [ 240.960075] ffff880806ae3b48 0000000000000086 ffff880806ae3ae8 ffffffff8101adf3 [ 240.960083] ffff880806ae3fd8 ffff880806ae3fd8 ffff880806ae3fd8 0000000000013780 [ 240.960090] ffffffff81c0d020 ffff880806acae00 ffff880806ae3b58 ffff880808961720 [ 240.960096] Call Trace: [ 240.960107] [<ffffffff8101adf3>] ? native_sched_clock+0x13/0x80 [ 240.960116] [<ffffffff816579cf>] schedule+0x3f/0x60 [ 240.960137] [<ffffffffa00093f5>] megasas_issue_blocked_cmd+0x75/0xb0 [megaraid_sas] [ 240.960144] [<ffffffff8108aa50>] ? add_wait_queue+0x60/0x60 [ 240.960154] [<ffffffffa000a6c9>] megasas_get_seq_num+0xd9/0x260 [megaraid_sas] [ 240.960164] [<ffffffffa000ab31>] megasas_start_aen+0x31/0x60 [megaraid_sas] [ 240.960174] [<ffffffffa00136f1>] megasas_probe_one+0x69a/0x81c [megaraid_sas] [ 240.960182] [<ffffffff813345bc>] local_pci_probe+0x5c/0xd0 [ 240.960189] [<ffffffff81335e89>] __pci_device_probe+0xf9/0x100 [ 240.960197] [<ffffffff8130ce6a>] ? kobject_get+0x1a/0x30 [ 240.960205] [<ffffffff81335eca>] pci_device_probe+0x3a/0x60 [ 240.960212] [<ffffffff813f5278>] really_probe+0x68/0x190 [ 240.960217] [<ffffffff813f5505>] driver_probe_device+0x45/0x70 [ 240.960223] [<ffffffff813f55db>] __driver_attach+0xab/0xb0 [ 240.960227] [<ffffffff813f5530>] ? driver_probe_device+0x70/0x70 [ 240.960233] [<ffffffff813f5530>] ? driver_probe_device+0x70/0x70 [ 240.960237] [<ffffffff813f436c>] bus_for_each_dev+0x5c/0x90 [ 240.960243] [<ffffffff813f503e>] driver_attach+0x1e/0x20 [ 240.960248] [<ffffffff813f4c90>] bus_add_driver+0x1a0/0x270 [ 240.960255] [<ffffffffa001e000>] ? 0xffffffffa001dfff [ 240.960260] [<ffffffff813f5b46>] driver_register+0x76/0x140 [ 240.960266] [<ffffffffa001e000>] ? 0xffffffffa001dfff [ 240.960271] [<ffffffff81335b66>] __pci_register_driver+0x56/0xd0 [ 240.960277] [<ffffffffa001e000>] ? 0xffffffffa001dfff [ 240.960286] [<ffffffffa001e09e>] megasas_init+0x9e/0x1000 [megaraid_sas] [ 240.960294] [<ffffffff81002040>] do_one_initcall+0x40/0x180 [ 240.960301] [<ffffffff810a82fe>] sys_init_module+0xbe/0x230 [ 240.960307] [<ffffffff81661ec2>] system_call_fastpath+0x16/0x1b [ 240.960314] INFO: task scsi_scan_7:349 blocked for more than 120 seconds.

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  • 3D zooming technique to maintain the relative position of an object on screen

    - by stark
    Is it possible to zoom to a certain point on screen by modifying the field of view and rotating the view of the camera as to keep that point/object in the same place on screen while zooming ? Changing the camera position is not allowed. I projected the 3D pos of the object on screen and remembered it. Then on each frame I calculate the direction to it in camera space and then I construct a rotation matrix to align this direction to Z axis (in cam space). After this, I calculate the direction from the camera to the object in world space and transform this vector with the matrix I obtained earlier and then use this final vector as the camera's new direction. And it's actually "kinda working", the problem is that it is more/less off than the camera's rotation before starting to zoom depending on the area you are trying to zoom in (larger error on edges/corners). It looks acceptable, but I'm not settling for only this. Any suggestions/resources for doing this technique perfectly? If some of you want to explain the math in detail, be my guest, I can understand these things well.

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  • Interesting 3d zooming technique

    - by stark
    Is it possible to zoom to a certain point on screen by modifying the field of view and rotating the camera as to keep that point/object in the same place on screen while zooming ? Changing the camera position is not allowed.. I projected the 3d pos of the object on screen and remembered it. Then on each frame I calculate the direction to it in camera space and then I construct a rotation matrix to align this direction to Z axis (in cam space). After this, I calculate the direction from the camera to the object in world space and transform this vector with the matrix I obtained earlier and then use this final vector as the camera's new direction. And it's actually "kinda working", the problem is that it is more/less off than the camera's rotation before starting to zoom depending on the area you are trying to zoom in (larger error on edges/corners). It looks acceptable, but I'm not settling for only this. Any suggestions/resources for doing this technique perfectly ? If some of you want to explain the math in detail, be my guests, I can understand these things well. Thanks. Edit: I'll check often for responses, I'm really curious about this :D

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  • Blending the Sketchflow Action

    - by GeekAgilistMercenary
    Started a new Sketchflow Prototype in Expression Blend recently and documented each of the steps.  This blog entry covers some of those steps, which are the basic elements of any prototype.  I will have more information regarding design, prototype creation, and the process of the initial phases for development in the future.  For now, I hope you enjoy this short walk through.  Also, be sure to check out my last quick entry on Sketchflow. I started off with a Sketchflow Project, just like I did in my previous entry (more specifics in that entry about how to manipulate and build out the Sketchflow Map). Once I created the project I setup the following Sketchflow Map. The CoreNavigation is a ComponentScreen setup solely for the page navigation at the top of the screen.  The XAML markup in case you want to create a Component Screen with the same design is included below. <UserControl xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" mc:Ignorable="d" xmlns:i="clr-namespace:System.Windows.Interactivity;assembly=System.Windows.Interactivity" xmlns:pb="clr-namespace:Microsoft.Expression.Prototyping.Behavior;assembly=Microsoft.Expression.Prototyping.Interactivity" x:Class="RapidPrototypeSketchScreens.CoreNavigation" d:DesignWidth="624" d:DesignHeight="49" Height="49" Width="624">   <Grid x:Name="LayoutRoot"> <TextBlock HorizontalAlignment="Stretch" Margin="307,3,0,0" Style="{StaticResource TitleCenter-Sketch}" Text="Aütøchart Scorecards" TextWrapping="Wrap"> <i:Interaction.Triggers> <i:EventTrigger EventName="MouseLeftButtonDown"> <pb:NavigateToScreenAction TargetScreen="RapidPrototypeSketchScreens.Screen_1"/> </i:EventTrigger> </i:Interaction.Triggers> </TextBlock> <Button HorizontalAlignment="Left" Margin="164,8,0,11" Style="{StaticResource Button-Sketch}" Width="144" Content="Scorecard"> <i:Interaction.Triggers> <i:EventTrigger EventName="Click"> <pb:NavigateToScreenAction TargetScreen="RapidPrototypeSketchScreens.Screen_1_2"/> </i:EventTrigger> </i:Interaction.Triggers> </Button> <Button HorizontalAlignment="Left" Margin="8,8,0,11" Style="{StaticResource Button-Sketch}" Width="152" Content="Standard Reports"> <i:Interaction.Triggers> <i:EventTrigger EventName="Click"> <pb:NavigateToScreenAction TargetScreen="RapidPrototypeSketchScreens.Screen_1_1"/> </i:EventTrigger> </i:Interaction.Triggers> </Button> </Grid> </UserControl> Now that the CoreNavigation Component Screen is done I built out each of the others.  In each of those screens I included the CoreNavigation Screen (all those little green lines in the image) as the top navigation.  In order to do that, as I created each of the pages I would hover over the CoreNavigation Object in the Sketchflow Map.  When the utilities drawer (the small menu that pops down under a node when you hover over it) shows click on the third little icon and drag it onto the page node you want a navigation screen on. Once I created all the screens I setup the navigation by opening up each screen and right clicking on the objects that needed to point to somewhere else in the prototype. Once I was done with the main page, my Home Navigation Page, it looked something like this in the Expression Blend Designer. I fleshed out each of the additional screens.  Once I was done I wanted to try out the deployment package.  The way to deploy a Sketchflow Prototype is to merely click on File –> Package SketchFlow Project and a prompt will appear.  In the prompt enter what you want the package to be called. I like to see the files generated afterwards too, so I checked the box to see that.  When Expression Blend is done generating everything you’ll have a directory like the one shown below, with all the needed files for deployment. Now these files can be copied or moved to any location for viewing.  One can even copy them (such as via FTP) to a server location to share with others.  Once they are deployed and you run the "TestPage.html" the other features of the Sketchflow Package are available. In the image below I have tagged a few sections to show the Sketchflow Player Features.  To the top left is the navigation, which provides a clearly defined area of movement in a list.  To the center right is the actual prototype application.  I have placed lists of things and made edits.  On the left hand side is the highlight feature, which is available in the Feedback section of the lower left.  On the right hand list I underlined the Autochart with an orange marker, and marked out two list items with a red marker. In the lower left hand side in the Feedback section is also an area to type in your feedback.  This can be useful for time based feedback, when you post this somewhere and want people to provide subsequent follow up feedback. Overall lots of great features, that enable some fairly rapid prototyping with customers.  Once one is familiar with the steps and parts of this Sketchflow Prototype Capabilities it is easy to step through an application without even stopping.  It really is that easy.  So get hold of Expression Blend 3 and get ramped up on Sketchflow, it will pay off in the design phases to do so! Original Entry

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  • JavaScript Class Patterns

    - by Liam McLennan
    To write object-oriented programs we need objects, and likely lots of them. JavaScript makes it easy to create objects: var liam = { name: "Liam", age: Number.MAX_VALUE }; But JavaScript does not provide an easy way to create similar objects. Most object-oriented languages include the idea of a class, which is a template for creating objects of the same type. From one class many similar objects can be instantiated. Many patterns have been proposed to address the absence of a class concept in JavaScript. This post will compare and contrast the most significant of them. Simple Constructor Functions Classes may be missing but JavaScript does support special constructor functions. By prefixing a call to a constructor function with the ‘new’ keyword we can tell the JavaScript runtime that we want the function to behave like a constructor and instantiate a new object containing the members defined by that function. Within a constructor function the ‘this’ keyword references the new object being created -  so a basic constructor function might be: function Person(name, age) { this.name = name; this.age = age; this.toString = function() { return this.name + " is " + age + " years old."; }; } var john = new Person("John Galt", 50); console.log(john.toString()); Note that by convention the name of a constructor function is always written in Pascal Case (the first letter of each word is capital). This is to distinguish between constructor functions and other functions. It is important that constructor functions be called with the ‘new’ keyword and that not constructor functions are not. There are two problems with the pattern constructor function pattern shown above: It makes inheritance difficult The toString() function is redefined for each new object created by the Person constructor. This is sub-optimal because the function should be shared between all of the instances of the Person type. Constructor Functions with a Prototype JavaScript functions have a special property called prototype. When an object is created by calling a JavaScript constructor all of the properties of the constructor’s prototype become available to the new object. In this way many Person objects can be created that can access the same prototype. An improved version of the above example can be written: function Person(name, age) { this.name = name; this.age = age; } Person.prototype = { toString: function() { return this.name + " is " + this.age + " years old."; } }; var john = new Person("John Galt", 50); console.log(john.toString()); In this version a single instance of the toString() function will now be shared between all Person objects. Private Members The short version is: there aren’t any. If a variable is defined, with the var keyword, within the constructor function then its scope is that function. Other functions defined within the constructor function will be able to access the private variable, but anything defined outside the constructor (such as functions on the prototype property) won’t have access to the private variable. Any variables defined on the constructor are automatically public. Some people solve this problem by prefixing properties with an underscore and then not calling those properties by convention. function Person(name, age) { this.name = name; this.age = age; } Person.prototype = { _getName: function() { return this.name; }, toString: function() { return this._getName() + " is " + this.age + " years old."; } }; var john = new Person("John Galt", 50); console.log(john.toString()); Note that the _getName() function is only private by convention – it is in fact a public function. Functional Object Construction Because of the weirdness involved in using constructor functions some JavaScript developers prefer to eschew them completely. They theorize that it is better to work with JavaScript’s functional nature than to try and force it to behave like a traditional class-oriented language. When using the functional approach objects are created by returning them from a factory function. An excellent side effect of this pattern is that variables defined with the factory function are accessible to the new object (due to closure) but are inaccessible from anywhere else. The Person example implemented using the functional object construction pattern is: var personFactory = function(name, age) { var privateVar = 7; return { toString: function() { return name + " is " + age * privateVar / privateVar + " years old."; } }; }; var john2 = personFactory("John Lennon", 40); console.log(john2.toString()); Note that the ‘new’ keyword is not used for this pattern, and that the toString() function has access to the name, age and privateVar variables because of closure. This pattern can be extended to provide inheritance and, unlike the constructor function pattern, it supports private variables. However, when working with JavaScript code bases you will find that the constructor function is more common – probably because it is a better approximation of mainstream class oriented languages like C# and Java. Inheritance Both of the above patterns can support inheritance but for now, favour composition over inheritance. Summary When JavaScript code exceeds simple browser automation object orientation can provide a powerful paradigm for controlling complexity. Both of the patterns presented in this article work – the choice is a matter of style. Only one question still remains; who is John Galt?

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  • JavaScript Class Patterns

    - by Liam McLennan
    To write object-oriented programs we need objects, and likely lots of them. JavaScript makes it easy to create objects: var liam = { name: "Liam", age: Number.MAX_VALUE }; But JavaScript does not provide an easy way to create similar objects. Most object-oriented languages include the idea of a class, which is a template for creating objects of the same type. From one class many similar objects can be instantiated. Many patterns have been proposed to address the absence of a class concept in JavaScript. This post will compare and contrast the most significant of them. Simple Constructor Functions Classes may be missing but JavaScript does support special constructor functions. By prefixing a call to a constructor function with the ‘new’ keyword we can tell the JavaScript runtime that we want the function to behave like a constructor and instantiate a new object containing the members defined by that function. Within a constructor function the ‘this’ keyword references the new object being created -  so a basic constructor function might be: function Person(name, age) { this.name = name; this.age = age; this.toString = function() { return this.name + " is " + age + " years old."; }; } var john = new Person("John Galt", 50); console.log(john.toString()); Note that by convention the name of a constructor function is always written in Pascal Case (the first letter of each word is capital). This is to distinguish between constructor functions and other functions. It is important that constructor functions be called with the ‘new’ keyword and that not constructor functions are not. There are two problems with the pattern constructor function pattern shown above: It makes inheritance difficult The toString() function is redefined for each new object created by the Person constructor. This is sub-optimal because the function should be shared between all of the instances of the Person type. Constructor Functions with a Prototype JavaScript functions have a special property called prototype. When an object is created by calling a JavaScript constructor all of the properties of the constructor’s prototype become available to the new object. In this way many Person objects can be created that can access the same prototype. An improved version of the above example can be written: function Person(name, age) { this.name = name; this.age = age; } Person.prototype = { toString: function() { return this.name + " is " + this.age + " years old."; } }; var john = new Person("John Galt", 50); console.log(john.toString()); In this version a single instance of the toString() function will now be shared between all Person objects. Private Members The short version is: there aren’t any. If a variable is defined, with the var keyword, within the constructor function then its scope is that function. Other functions defined within the constructor function will be able to access the private variable, but anything defined outside the constructor (such as functions on the prototype property) won’t have access to the private variable. Any variables defined on the constructor are automatically public. Some people solve this problem by prefixing properties with an underscore and then not calling those properties by convention. function Person(name, age) { this.name = name; this.age = age; } Person.prototype = { _getName: function() { return this.name; }, toString: function() { return this._getName() + " is " + this.age + " years old."; } }; var john = new Person("John Galt", 50); console.log(john.toString()); Note that the _getName() function is only private by convention – it is in fact a public function. Functional Object Construction Because of the weirdness involved in using constructor functions some JavaScript developers prefer to eschew them completely. They theorize that it is better to work with JavaScript’s functional nature than to try and force it to behave like a traditional class-oriented language. When using the functional approach objects are created by returning them from a factory function. An excellent side effect of this pattern is that variables defined with the factory function are accessible to the new object (due to closure) but are inaccessible from anywhere else. The Person example implemented using the functional object construction pattern is: var john = new Person("John Galt", 50); console.log(john.toString()); var personFactory = function(name, age) { var privateVar = 7; return { toString: function() { return name + " is " + age * privateVar / privateVar + " years old."; } }; }; var john2 = personFactory("John Lennon", 40); console.log(john2.toString()); Note that the ‘new’ keyword is not used for this pattern, and that the toString() function has access to the name, age and privateVar variables because of closure. This pattern can be extended to provide inheritance and, unlike the constructor function pattern, it supports private variables. However, when working with JavaScript code bases you will find that the constructor function is more common – probably because it is a better approximation of mainstream class oriented languages like C# and Java. Inheritance Both of the above patterns can support inheritance but for now, favour composition over inheritance. Summary When JavaScript code exceeds simple browser automation object orientation can provide a powerful paradigm for controlling complexity. Both of the patterns presented in this article work – the choice is a matter of style. Only one question still remains; who is John Galt?

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  • Javascript Prototyping Question

    - by Nick Lowman
    I'm just reading about Prototypes in JavaScript and Douglas Crockford offers and excellent way to select a new objects prototype but can anyone explain (below) why obj01's type equals 'object' when I pass it in function as it's prototype? if (typeof Object.beget !== 'function') { Object.beget = function (o) { console.log(typeof o);//function var F = function () {}; F.prototype = o; console.log(typeof F);//function return new F(); }; } var func01 = function(){}; var obj01 = Object.beget(func01); console.log(typeof obj01);//object console.log(typeof obj01.prototype);//object I thought it would be console.log(typeof obj01);//function console.log(typeof obj01.prototype);//function

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  • i want to call the function when i clicked on the checkbox using prototype.js.here obj[i] contents j

    - by vicky
    DeCheBX = $('MyDiv').insert(new Element('input', { 'type': 'checkbox', 'id': "Img" + obj[i].Nam, 'value': obj[i].IM, 'onClick': SayHi(this) })); document.body.appendChild(DeCheBX); DeImg = $('MyDiv').insert(new Element('img', { 'id': "Imgx" + obj[i].Nam, 'src': obj[i].IM })); document.body.appendChild(DeImg); } SayHi = function(x) { try { if($(x).checked == true) { alert("press" + x); } } catch (e) { alert("error");

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  • add html after a certain div - using prototype? How

    - by Ali
    Hi guys I want to be able to append divs to my page such that they are appended after a div of a certain class and before teh divs that follow it i.e: <div class="header">Header DIV</div> <!-- Want to add using javascript some HTML right here--> <div class="one-basic-div">...</div> <div class="one-basic-div">...</div> <div class="one-basic-div">...</div> <div class="one-basic-div">...</div> Its basically raw html I wish to add - how can I do it.

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  • How I pass a delegate prototype to a method?

    - by Jeff Dahmer
    SO lets say in my class I have: public delegate bool MyFunc(int param); How can I then do this someObj.PassMeADelegateToExamine(this.MyFunc); // not possible!?! SO that I can examine the delegate and perhaps use reflection or something idk to find out it's return type and any params it might have? Basically if I can transform it into an (uncallable) Action object that woul dbe grand

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  • Prototype Ajax.Updater Response OK, but not showing up in FF. working in Safari!

    - by koko
    Hi, I've got a quite strange problem here. I'm calling some simple code via Ajax.Updater: new Ajax.Updater('load','http://myurl.com/demo.pl?key=demokey&param1=xyz&param2=abc',{ method:'get', onComplete:function(transport){ alert(transport.responseText) } }); which gets some code like this: <img id="2009_04_15_1239786246" src='../pv/100/2009_04_15_1239786246-01.jpg' border="1"> <img id="2009_04_15_1239786066" src='../pv/100/2009_04_15_1239786066-01.jpg' border="1"> ... and so on This code shows up in my firebug console as my server response, so everything should be fine. No errors here at all. Works fine in Safari. Firefox, according to Firebug, knows there is a response, but it won't show a thing in my div 'load' and the alert(transport.responseText) is also empty. I have no idea what could be the problem here.

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  • why does $().invokde('hide')doesnt work?what is used to hide image in prototype.js?

    - by vicky
    DeCheBX = $('MyDiv').insert(new Element('input', { 'type': 'checkbox', 'id': "Img" + obj[i].Nam, 'value': obj[i].IM, 'onClick': 'SayHi(this)' })); document.body.appendChild(DeCheBX); DeImg = $('MyDiv').insert(new Element('img', { 'id': "Imgx" + obj[i].Nam, 'src': obj[i].IM })); document.body.appendChild(DeImg); } SayHi = function(x) { try { if ($(x).checked == true) { var y = "Imgx" + 1; alert(y); $('y').invoke('hide');

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  • Find the exact height and width of the viewport in a cross-browser way (no Prototype/jQuery)

    - by lyoshenka
    I'm trying to find the exact height and width of a browser's viewport, but I suspect that either Mozilla or IE is giving me the wrong number. Here's my method for height: var viewportHeight = window.innerHeight || document.documentElement.clientHeight || document.body.clientHeight; I haven't started on width yet but I'm guessing it's going to be something similar. Is there a more correct way of getting this information? Ideally, I'd like the solution to work with Safari/Chrome/other browsers as well.

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  • What should I put in the href when I prototype?

    - by David
    When protyping we often do empty anchors. A very common way to do this is to do something like: <a href="#">Go here</a> But if the client clicks this link, the page will scroll to the top. But if we leave out the href attribute, the link won't behave like a link. I've see stuff like: <a href="javascript;">Go here</a> But it doesn't look right. Any other ideas?

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  • Avoiding new operator in JavaScript -- the better way

    - by greengit
    Warning: This is a long post. Let's keep it simple. I want to avoid having to prefix the new operator every time I call a constructor in JavaScript. This is because I tend to forget it, and my code screws up badly. The simple way around this is this... function Make(x) { if ( !(this instanceof arguments.callee) ) return new arguments.callee(x); // do your stuff... } But, I need this to accept variable no. of arguments, like this... m1 = Make(); m2 = Make(1,2,3); m3 = Make('apple', 'banana'); The first immediate solution seems to be the 'apply' method like this... function Make() { if ( !(this instanceof arguments.callee) ) return new arguments.callee.apply(null, arguments); // do your stuff } This is WRONG however -- the new object is passed to the apply method and NOT to our constructor arguments.callee. Now, I've come up with three solutions. My simple question is: which one seems best. Or, if you have a better method, tell it. First – use eval() to dynamically create JavaScript code that calls the constructor. function Make(/* ... */) { if ( !(this instanceof arguments.callee) ) { // collect all the arguments var arr = []; for ( var i = 0; arguments[i]; i++ ) arr.push( 'arguments[' + i + ']' ); // create code var code = 'new arguments.callee(' + arr.join(',') + ');'; // call it return eval( code ); } // do your stuff with variable arguments... } Second – Every object has __proto__ property which is a 'secret' link to its prototype object. Fortunately this property is writable. function Make(/* ... */) { var obj = {}; // do your stuff on 'obj' just like you'd do on 'this' // use the variable arguments here // now do the __proto__ magic // by 'mutating' obj to make it a different object obj.__proto__ = arguments.callee.prototype; // must return obj return obj; } Third – This is something similar to second solution. function Make(/* ... */) { // we'll set '_construct' outside var obj = new arguments.callee._construct(); // now do your stuff on 'obj' just like you'd do on 'this' // use the variable arguments here // you have to return obj return obj; } // now first set the _construct property to an empty function Make._construct = function() {}; // and then mutate the prototype of _construct Make._construct.prototype = Make.prototype; eval solution seems clumsy and comes with all the problems of "evil eval". __proto__ solution is non-standard and the "Great Browser of mIsERY" doesn't honor it. The third solution seems overly complicated. But with all the above three solutions, we can do something like this, that we can't otherwise... m1 = Make(); m2 = Make(1,2,3); m3 = Make('apple', 'banana'); m1 instanceof Make; // true m2 instanceof Make; // true m3 instanceof Make; // true Make.prototype.fire = function() { // ... }; m1.fire(); m2.fire(); m3.fire(); So effectively the above solutions give us "true" constructors that accept variable no. of arguments and don't require new. What's your take on this. -- UPDATE -- Some have said "just throw an error". My response is: we are doing a heavy app with 10+ constructors and I think it'd be far more wieldy if every constructor could "smartly" handle that mistake without throwing error messages on the console.

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