JavaScript - Nested Inheritance Issue
I'm having a javascript problem with nested elements. Consider an example in which you have two nested elements with element 2 being inside of element 1 and only element 1 has an onmouseout event handler.
<div style="position:relative;border:1px solid red;width:300px;height:300px" onmouseout="alert('whatever')"> //element 1 <div style="position:absolute;border:1px solid blue;left:50%;top:50%;margin-left:-50px;margin-top:-50px;width:100px;height:100px">//element 2 </div> </div> The 2 problems here are as follows: 1- Moving the mouse pointer over element 2 from element 1 causes a onmouseout with element 1. But this is a minor problem. 2- Moving the mouse pointer from element 2 back to element 1 causes a mouseout with ,I believe, element 2 even though there is no onmouseout event handler here. This is a major problem. Is problem #2 due to possibly an automatic inheritance of the onmouseover handler from element 1 onto element 2 OR is it the result of event capturing or what else? I can't tell either way. If it's due to inheritance how do you stop this from taking place? The strange thing is that tutorials give this kind of scenario with element 2 inside of element 1 with both elements having the same event handler but they don't say what happens in this case with just one element having a specific event handler. Thank you. Similar TutorialsI posted this once, but it disappeared, and I have no notifications that I did anything wrong. I read the rules before posting and wasn't breaking any so I am not sure why it disappeared but here goes again. I am trying to learn Javascript (particularly OOP) from a series of screencasts by Douglas Crockford. I have developed a theoretical "game" to build to illustrate it to myself better, and learn by example. I must be misunderstanding how inheritance works, because my code is not producing the results I thought it would. Here is what I have, followed by an explanation of my understanding. Code: $(function() { function object(o) { function Funct() {} Funct.prototype = o; return new Funct(); } soldier = { pointsCost: 0, movement: "1 Infantry Block", validTargets: {}, weapons: { "Main Weapon": { "Weapon Type": "M4 Carbine", "Fire Range": 12 }, "Secondary Weapon": { "Weapon Type": "JCP .45", "Fire Range": 3 } } }; var rifleman = object(soldier); rifleman.pointsCost += 10; rifleman.validTargets.target1 = "Infantry" rifleman.weapons["Secondary Weapon"]["Weapon Type"] = ""; rifleman.weapons["Secondary Weapon"]["Fire Range"] = ""; var heavyGunner = object(soldier); heavyGunner.pointsCost += 20; heavyGunner.validTargets.target1 = "Infantry"; heavyGunner.validTargets.target2 = "Light Armor"; heavyGunner.weapons["Main Weapon"]["Weapon Type"] = "SAW M249"; heavyGunner.weapons["Main Weapon"]["Fire Range"] = 12; heavyGunner.weapons["Secondary Weapon"]["Weapon Type"] = ""; heavyGunner.weapons["Secondary Weapon"]["Fire Range"] = ""; var sniper = object(soldier); sniper.pointsCost += 30; sniper.validTargets.target1 = "Infantry"; sniper.weapons["Main Weapon"]["Weapon Type"] = "Savage .308"; sniper.weapons["Main Weapon"]["Fire Range"] = 20; sniper.weapons["Secondary Weapon"]["Weapon Type"] = "JCP .45"; sniper.weapons["Secondary Weapon"]["Fire Range"] = 3; var demolitions = object(soldier); demolitions.pointsCost += 30; demolitions.validTargets.target1 = "Infantry"; demolitions.validTargets.target2 = "Light Armor"; demolitions.validTargets.target3 = "Artilery"; demolitions.validTargets.target4 = "Structures"; demolitions.weapons["Main Weapon"]["Weapon Type"] = "SMAW MK153"; demolitions.weapons["Main Weapon"]["Fire Range"] = 16; demolitions.weapons["Secondary Weapon"]["Weapon Type"] = "M1014 Combat Shotgun"; demolitions.weapons["Secondary Weapon"]["Fire Range"] = 1; var infantry = { rifleman: rifleman, heavyGunner: heavyGunner, sniper: sniper, demolitions: demolitions }; console.log(infantry); }); I start by creating an object function that accepts an object passed in, and sets it to the prototype of a constructor (that would allow me to create a new object linked to, and inheriting from, the initial passed in object) I initialized a solider object literal, and pass that into the object function while creating 4 new objects (rifleman, heavyGunner, sniper, demolitions) These four should inherit from and customize upon the soldier object. The way I understood inheritance is that the new objects (example. rifleman) would inherit properties from the old object (i.e. soldier) and change or add properties, affecting only the new (rifleman) object but not changing the old(solider) object. this works ok somewhat in my example, until it comes to nested objects. In the above example I have objects as values for some Object's properties. (i.e. validTargets and weapons) When I change or add these, all of the new objects seem to inherit the last declarations, from demolitions, as if demolitions is actually changing that part of the soldier object so that the other's inherit those properties. From my viewpoint, I expected these values to not be changed and that the 4 infantry types had no link to each other, but only to the soldier object. I apparently misunderstood something, or coded something wrong. Some minor notes: -I will be updating most of the "string" values to be objects, so for instance, the validTargets value of "Infantry" would actually be the infantry object, stating that any of the 4 solider types would be a valid target. - I intend to create weapons as their own viable objects in the future, and pass those objects instead of "strings" - I intend to extend this (once this is working) to create an armor object that contains armor type units, similar in structure to the infantry object. - If I can get this all to work, I may make this into a "simple" dice style battle game. but that is way off, I just want to get this nesting of objects to work with inheritance for now. Thanks in advance for any help you can provide. Here is a link to the "live" example. (not much different there except if you have firebug you can see the console.log method showing the objects, and how they are inheriting in properly from my POV.) Link to Live example... Blue What are the benefits of prototypal inheritance over classical inheritance?
What are the benefits of prototypal inheritance over classical inheritance?
Okay, I have another problem. I really can't figure out why it's not working in IE. The only problem I can think of would be using nested loops. Here's the part of the code that isn't working. It's not generating an error, it's just not returning anything. I know you guys hate when I post entire code, so I trimmed it down as much as I can. It's referring to an already stated xml document with xmlDoc. And it's goal is to return a table of rows that meet certain criteria. If you can see any syntax errors that explorer would not like, that's really what I'm asking for. Thanks in advance, Julian Code: var entries = Array.prototype.slice.call(arguments, 1); var headers = 0; for (var i=0;i<xmlDoc.getElementsByTagName('entry').length;i++) { var x = headers; headers += xmlDoc.getElementsByTagName('header').length; var id = xmlDoc.getElementsByTagName('entry')[i].getAttribute("id"); if (entries.indexOf(id) >= 0) { content += '<tr>'; for (x;x<headers;x++) { content += '<td>' + xmlDoc.getElementsByTagName('item')[x].firstChild.nodeValue + '<\/td>'; } } content += '<\/tr>'; } return content; Hello everyone, I have been working on this function but no luck so far. Basically this is a simple vertical navigation menu, and I am just trying to to show or hide the sub-menus (unordered lists) with onmouseover & onmouseout. I can do this very easily with just css or inline events, but I'm just trying to figure it out the way I already set it up. So I am looping through the ULs first, then I loop through the LIs. Furthermore I find the right LI elements by checking their class names, and if they exist I trigger the onmouseover & onmouseout events on them so the ULs will appear/disappear. The issue is that this works only for the last list item because I am guessing of a closure. So instead of getting each item individually at each event, instead it gives me the last list item. I have searched the web for a while now about closures and such, but all the examples I find talk about nested functions and a single loop, which isn't my case because I have two loops and only one function. Any help would be appreciated. HTML Code: Code: <div id="navWrapper"> <ul> <li class="triggers"><a href="#">Item 1</a> <ul class="subMenu"> <li><a href="#">Item 1.1</a></li> <li><a href="#">Item 1.2</a></li> <li><a href="#">Item 1.3</a></li> </ul> </li> <li class="triggers"><a href="#">Item 2</a> <ul class="subMenu"> <li><a href="#">Item 2.1</a></li> <li><a href="#">Item 2.2</a></li> <li><a href="#">Item 2.3</a></li> </ul> </li> <li class="triggers"><a href="#">Item 3</a> <ul class="subMenu"> <li><a href="#">Item 3.1</a></li> <li><a href="#">Item 3.2</a></li> <li><a href="#">Item 3.3</a></li> </ul> </li> </ul> </div> Javascript Code: Code: <script type="text/javascript"> function hoverSh () { var navWrap = document.getElementById('navWrapper'); var uls = navWrap.getElementsByTagName('ul'); var listItems = navWrap.getElementsByTagName('li'); for (var i=0; i<uls.length; i++) { if (uls[i].className == "subMenu") { var theUls = uls[i]; for (var j=0, c=listItems.length; j<c; j++) { if (listItems[j].className == "triggers") { var theItems = listItems[j]; theItems.onmouseover = function () {//alert(this.nodeName + i);return false; theUls.style.display = 'block'; } theItems.onmouseout = function () { theUls.style.display = 'none'; } }//end inner if }//end inner loop w/ j }//end if }//end outer loop w/ i } window.onload = hoverSh; </script> Any links pointing to simplified tutorials on closures would be helpful too. I thought I understood them but I guess not! Hello All, can someone pls help me with the error shown in firebug for the code below: Firebug error: Object.method is not a function Object.method('superior', function (name) { Constructor functions work until it gets to /* Super method template */. Thats where the error comes from. Code is from javascript - good parts. var mammal = function(spec) { var that = {}; that.get_name = function() { return spec.name; } that.says = function() { return spec.saying || ''; } return that; } var myMammal = mammal({name: 'Herbie', saying: 'Im herb the mammal'}); console.log(myMammal.get_name()); console.log(myMammal.says()); var cat = function(spec) { spec.saying = spec.saying || 'Meow!' var that = mammal(spec); that.purr = function(n) { var i, s = ''; for(i=0; i < n; i +=1) { if(s) { s += '-'; } s += 'r' } return s; } that.get_name =function() { return that.says() +' '+ spec.name +' '+ that.says(); } return that; } var myCat = cat({name: 'Henrietta!', saying: 'Im a pussycat'}) console.log(myCat.get_name()); console.log(myCat.purr(3)); /* Super method template */ Object.method('superior', function (name) { var that = this, method = that[name]; return function ( ) { return method.apply(that, arguments); }; }); /* Super method e.g. */ var coolcat = function (spec) { var that = cat(spec), super_get_name = that.superior('get_name'); that.get_name = function (n) { return 'like ' + super_get_name( ) + ' baby'; }; return that; }; var myCoolCat = coolcat({name: 'Bix'}); console.log(myCoolCat); var name = myCoolCat.get_name(); console.log(name); I'm trying my best to figure this out with google, but I've found 4 different syntaxes and can't get any of them to work. I need to have several classes extend another for my chess game. I need classes, Rook, Knight, Bishop etc... all extend from class Piece. can anyone help me with the syntax var Piece = Class.create(); Piece.prototype = { initialize: function(src, square){ //init stuff here }, setSqua function(square){ //sets the square of the piece }, } Rook.prototype = new Piece(); function Rook(src, square) { Piece.apply(src, square); } Thanks to anyone who helps First class: Code: function ClassOne(){ this.events = []; this.executeEvents = []; this.addEvents = function(event){ this.events.push(event); } this.addExecuteEvents = function(e){ this.executeEvents.push(e) } this.getEvents = function(){ return this.events; } } Second class: Code: function ClassTwo(){ this.add = function(e){ this.addEvents(e) } } ClassTwo.prototype = new ClassOne Here the second class extends the first class, now I want to create two objects of class two, Code: var b = new ClassTwo(); b.add('hello'); var c = new ClassTwo(); c.add('hi'); console.log(c.getEvents()) I just added one event on b and c each, but when I logged the c.getEvents(), it returns both 'hi' and 'hello' events. why?? What am I doing wrong?? how to solve this problem?? Thanks in advance Hi, I would like to know which is the best approach when trying inheritance with js - module pattern. In the example below, I want that parent.hi() be fired from child: Code: var parent = function(){ return{ hi: function(){ console.info('hi'); } } }(); var child = function(){ return{ bye: function(){ console.info('bye'); }, hi: function(){//look he parent.hi(); } } }(); child.hi(); Is there a better way to do this ? Thanks in advance Hi! This is probably a classic inheritance thing... I have two objects, C1 and C2. Both contains a callback method named 'callback'. Now, if I let C2 inherit from C1, then C1's 'callback' gets overridden by C2's. The problem is I still want C1's methods to access their own 'callback' method. Is this possible, and is it "valid"? Am I headed down disaster lane here? Should I re-think and refactor? Example: Code: function C1 () {}; C1.prototype.callback = function () { console.log('c1 called'); }; C1.prototype.call = function () { //do stuff this.callback(); }; function C2 () {}; C2.prototype = new C1(); C2.prototype.callback = function () { console.log('c2 called'); }; var obj = new C2(); obj.call(); Output: c2 called Regards Don please bear with my noobishness, but i've been trying for many hours to understand what is going on behind this code: ** Code: function Person() { document.write('constructor: <br/>'+this.constructor); //displays Person constructor this.name = "Rob Roberson"; this.age = 31; } function Employee() { document.write('<br/>constructor: <br/>'+this.constructor); //displays Person constructor this.dept = "HR"; this.manager = "John Johnson"; } Employee.prototype = new Person(); var Ken = new Employee(); document.write('<br/>'+Ken.constructor); //displays Person constructor document.write('<br/>name:'+ Ken.name + '<br/>age:' + Ken.age + '<br/>dept:' + Ken.dept + '<br/>manager:' + Ken.manager ); //displays all properties correctly *** from what i've read, every object references a prototype. in this case, the Employee function will automatically reference a prototype with 'constructor' as its initial value. this command: Employee.prototype = new Person(); will replace the Employee function's prototype to an instance of Person. so now Employee function's prototype will contain both name and age properties, BUT, and this is where i get lost, ITS CONSTRUCTOR PROPERTY GETS REPLACED! so how does: var Ken = new Employee(); actually construct an instance of Employee if the reference to its constructor has been replaced by an instance of Person that only contains name and age properties? how is Ken ever initialized by Employee constructor? Hello, I am new with Javascript and running into this problem that I don't understand. I define a base class that only contains an array "elements", and a derived class that contains nothing more (for simplicity): Code: function baseClass() { this.elements = new Array; } function derivedClass() { } derivedClass.prototype = new baseClass; Then I create two instances of the derived class, and add two elements in each: Code: a = new derivedClass(); a.elements.push("A"); a.elements.push("B"); b = new derivedClass(); b.elements.push("C"); b.elements.push("D"); When I examine the contents of these arrays, I see that both a.elements and b.elements contain {"A","B","C","D"} ! I.e. as if the two arrays are in fact the same array! But these are two separate instances of the class, I expect two separate arrays. Note that if instead I use the base class: Code: a = new baseClass(); a.elements.push("A"); a.elements.push("B"); b = new baseClass(); b.elements.push("C"); b.elements.push("D"); then I get a.elements = {"A","B"} and b.elements = {"C","D"}, as I would expect. Could someone explain to me the problem with using the derived class? Thank you, Stephanos Hi I need help to finish this code with using nested if statements A price of a ticket to a passenger will be: First Class 500 Economy Class (with meal) 400 Economy Class (without meal) 200 How I can write a JavaScript code according to the following specifications: a. Read the class that the passenger wants to travel on. b. If the class is the first class, print the price of ticket. c. If the class is the economy class, ask the user if he/she wants a meal on the flight. Then print the price of the ticket according to the response of the passenger. The program should simply accept one possible strings the user enters; it is not required to work for all possible inputs such as First, first, FIRST or Yes , yes, YES. This is the code which I have been trying { var inputNum = prompt("Enter the class you want\n first class?\neconomy? :"); if (isNaN(inputNum)) { if (inputNum.match(/first class/)) { document.write("<h1><center>your Ticket is 500<\center><\h1>"); } else { prompt("<h1>if you want a meal on the flight press OK <\h1>"); document.write("<h1>your ticket is 400<h1>,"); } } OK i'm trying to make an affiliate section for my page in javascript, I used double arrays and it's terribly coded. Please help. I'm new to this... Code: <html> <body> <script type="text/javascript"> var alley = new Array(); alley[0] = new Array( "http://stereo.b1.jcink.com/", "http://i49.tinypic.com/5klkb6.gif", "Stereo Wired" ); alley[1] = new Array ( "http://s1.zetaboards.com/N2010/", "http://sixpop.com/files/246/n2010.png", "N2010" ); alley[2] = new Array ( "http://theipodnation.net", "http://img15.imageshack.us/img15/1043/affiipod.png", "The Ipod Nation" ); for ( i = 3; i < alley.length; i++ ) { for ( m = 0; m < alley[i].length; m++ ) { document.write(" <a href='" + alley[i][m][0] + "'><img src='" + alley[i][m][1] + "' alt='" + alley[i][m][2] + "' /></a> ") } } </script> </body> </html> Hey Guys, I'm currently a seasoned programmer who is in a programming class at my school. We're currently learning advanced JavaScript, and we're on the topic of nested loops. After teaching us about for and while loops, my teacher gave us a little puzzle to solve. It's kind of difficult to explain, but I'll give you guys my current code and what it outputs. Code: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>Word Reversal</title> <script type="text/javascript"> var ask = prompt("How many words do you want?",""); while (ask < "1") { alert("You have to have at least one word!"); var ask = prompt("How many words do you want?",""); } var num = parseInt(ask) + 1; var final = ""; for (var i=1; i < num; i++) { var word = prompt("What's word " + i + "?"); final = final + "Word " + i +": " + word + "<br/>"; } </script> </head> <body> <script type="text/javascript"> document.writeln(final); </script> </body> </html> The current output, when the user wants two words, and word 1 is one and word 2 is two, comes out to be: Code: Word 1: one Word 2: two Which is great, but the only problem is, this is what the output's supposed to be: Code: Word 2: two Word 1: one I'm stumped. I've had numerous programming challenges in my life which I've solved, but I'm not sure where to go next on this one. The script is supposed to use a nested loop, but what goes in what loop to reverse the order of the user's input? I asked my teacher for help, but he told me "Ask someone else." I asked another seasoned programmer in my class, who was just about as stumped as I was, so I went back to my teacher. "Well, ask another person" he replied. And can you believe this guy has a Master's Degree of Computer Science? So I'm asking you guys: the community. I hope someone will be able to help me. On top of that, I have to help and tutor two special education students in my class on this kind of stuff during class, and they can't get the project done until I get it done, as they learn from analyzing and copying my work (which my teacher told me to do). They get upset when they have nothing to code, and they end up goofing off the entire period, or using it as a study hall. I need to get them back on track, so we can move on to the next project. Please help me with this code - it would be greatly appreciated. Thank you! This may be a basic programing problem but I am writing a function to validate a form using a bunch of else-if statements and encounters a problem when I use nested if/else-if statements. It will not continue on to the next else-if, after it returns false. Code: // to check each entry on the form and alert user if entry is invalid. function checkform(){ var checkssn = /(\d{3})-(\d{2})-(\d{4})/; var checkphone = /(\d{3})-(\d{4})/; var checkname = /[a-zA-Z]+(\.|,|\s)*/; var checkzip = /(^967|^968)\d{2}(-\d{4})?$/; // check to see if user have selected an Election if (!document.f1.elections[0].checked && !document.f1.elections[1].checked && !document.f1.elections[2].checked && !document.f1.elections[3].checked) { window.alert("Please select an Election!") return false; // check to see if user entered a valid SSN } else if ( checkssn.test(document.f1.ssn.value) == false){ window.alert("[1]. Please enter a valid social security number in the format ddd-dd-ddd"); return false; // check to see if user entered a valid home telephone number or business telephone number }else if ( document.f1.home_phone.value == '' && document.f1.business_phone.value == '') { window.alert("[4]. Please enter a Home or Business telephone number!") return false; } else if ( document.f1.home_phone.value != ''){ if (checkphone.test(document.f1.home_phone.value) == false){ window.alert("[4]. Please enter a valid home phone number in the format ddd-ddd"); return false; } } else if ( document.f1.business_phone.value != ''){ if ( checkphone.test(document.f1.business_phone.value) == false){ window.alert("[4]. Please enter a valid business phone number in the format ddd-ddd"); return false; } // check to see if user entered a valid Name }else if ( checkname.test(document.f1.lastname.value) == false){ window.alert("[5]. Last Name can only consist of letters, periods(.), commas(,) and spaces"); return false; }else if ( checkname.test(document.f1.firstname.value) == false){ window.alert("[5]. First Name can only consist of letters, periods(.), commas(,) and spaces"); return false; The problem occurs when it validates the phone numbers. When a valid number is entered, it will not move to the next else-if statement to validate the name. It's been years since I program in Java/C, so I'm a bit rusty. Any help is appreciated. -Alex Hello. I was wondering if there is a way to call a second Javascript function from within the first. For example: <script>...call first function...</script> Inside first function: If (a==1) <script>...call second function...</script> else (a==2) <script>...call third function...</script> My thinking as to why I would need this is because I need to access two different Google Maps API codes. If that isn't possible, does anyone have any other suggestions? Hello codingforums.com! Right, this is probably going but such a stupid newbie thread but here goes.. I've finally got myself into gear to start learning javascript. I've been watching video tutorials, learning from websites and simply learning by error. I understand the concept of for loops, but the whole nested thing doesn't seem to click for some reason. I thought i understood and managed to write a piece of code that constantly writes '*' across the screen. Could someone with some pretty damn good knowledge of javascript be able to walk me through step by step of my script to explain what actually is happening? It would help loads. here is the script, many thanks!! <script type="text/javascript"> var counter = 0; function writeStars(){ for(i=0;i<1;i++){ for(a=0;a<=counter;a++){ document.write("*"); } counter++ document.write("<br />"); } } setInterval("writeStars()", 200); </script> I'm trying to reuse some code in a different context to do a different job. The code to be reused contains hundreds of lines similar to a = new b.c.d(e,f) with different value for e and f. I need to create a new user defined object with the structure b.c.d. I've made numerous attempts along the lines of: Code: function d (e, f) { this.e = e; this.f = f; } function c () { this.d = d (e, f); } function b () { this.c = c; } var a = new b.c.d("test", "message"); with various permuations of functional declarations. However I get error message "Object expected" or "b.c.d is null or not an object" at the final line of the example. It works with the test line var a = new d("test", "message") but not when I start to build up the expression. How should I define of b.c.d? |