Calling a function in javascript object literal notation declaration
I'm trying to call a function within an object literal that I created, using the this
keyword. But an error shows up saying this.doTheMove()
is not a function:
window.onload = functi开发者_C百科on(){
var animBtn = document.getElementById('startAnim');
animBtn.addEventListener('click', Animation.init, false);
}
var Animation = {
init: function(){
this.doTheMove(); // I'm calling the function here, but it gives an error.
},
doTheMove: function(){
alert('Animation!');
}
}
Why is there an error?
An explanation of what's happening. Pointy's answer is good but I want to explain it more generically. A very good research on this
can be found here
An event handler is just a callback. You pass it a function and an event to listen on. Interally all it will do is call that function.
Animation.init is just a getter for that function. Think of it like this:
var callback = Animation.init
animBtn.addEventListener('click', callback, false);
...
// internal browser event handler
handler() {
// internal handler does stuff
...
// Oh click event happened. Let's call that callback
callback();
}
So all you've done is passed in
var callback = function(){
this.doTheMove(); // I'm calling the function here, but it gives an error.
}
By default in javascript this === window
. This will refer to the global object if it isn't set to something. The net effect is that window.doTheMove
is called. And that function doesn't exist.
In this case since callback
is actaully called by an event handler the this
object points at the DOM object that triggered the event so your calling node.doTheMove
which still doesn't exist.
What you wanted to do is wrap it with a reference to Animation.
var callback = function() {
Animation.init();
}
This is a function execution and it executes init
on Animation
. When you execute it on an object like that then internally this === Animation
as you would expect.
To sum up. The issue here is that Animation.init
is just a reference to a function. It has no information about anything else like Pointy mentioned.
You have to change the way you set that up:
window.onload = function(){
var animBtn = document.getElementById('startAnim');
animBtn.addEventListener('click', function() { Animation.init(); }, false);
}
In JavaScript, the fact that a function happens to be defined as part of an object literal really doesn't mean very much (if anything, in fact). The reference to Animation.init
does get you to the proper function, but the problem is that when the function is later invoked (in response to an actual "click"), the browser calls the function but has no idea that the object "Animation" should be the this
reference. Again, the fact that the function was declared as part of the object is of no importance at all here. Therefore, if you want this
to be something in particular of your own choosing, then you have to make sure it's set explicitly in code you control. The solution above is about the simplest way to do it: it handles the "click" events with an anonymous function that does nothing other than invoke the "init" function via an explicit reference through "Animation". That will ensure that this
refers to the "Animation" object when "init" runs.
Another alternative would be to use the ".bind()" facility that some browsers and frameworks support:
window.onload = function(){
var animBtn = document.getElementById('startAnim');
animBtn.addEventListener('click', Animation.init.bind(Animation); }, false);
}
The net effect is almost exactly the same: that call to ".bind()" returns a function that invokes the function on which it was called (that being the "init" function in the "Animation" object), and does so with its first argument as the this
reference (the "context" object). That's the same thing that we get from the first example, or effectively the same anyway.
Here's another nice approach, I think.
window.onload = function(){
var animBtn = document.getElementById('startAnim');
animBtn.addEventListener('click', Animation.init, false);
};
var Animation = {
init: function(){
Animation.doTheMove(); // This will work, but your IDE may complain...
},
doTheMove: function(){
alert('Animation!');
}
};
You might want to use the portotype base approach:
// generate a prototype object which can be instantiated
var Animation = function() { this.doTheMove(); }
Animation.prototype.doTheMove = function() {
// if the object has only one method, the whole code could be moved to
// var Animation = function() {...} above
alert('Animation!');
}
Animation.prototype.otherMethod = function(param1, param2) {
// ...
}
// run the code onload
window.onload = function(){
var animBtn = document.getElementById('startAnim');
animBtn.addEventListener('click', new Animation(), false);
}
Six and a half years later, but I'm hoping my answer can also provide some insight for current and future developers.
I tend to code using literal objects inside of self defined functions, and the original question posted works just fine if another self-executing function is added along with a try and catch statement.
It's very important to point out that it's all about scope and context.
Please correct any drawbacks or provide more effective suggestions of using this method.
(function() {
console.log(this); // window object
var animation = {
init: function() {
this.doTheMove();
},
doTheMove: function() {
alert("Animation");
console.log(animation); // animation object
}
};
(function() {
try {
console.log("animation.init"); // animation.init function
animation.init();
} catch(e) {
console.log("Error is: " + e);
}
})();
})();
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