MODULES Uize.Class
SEARCHEXAMPLESSOURCETEST

1. Introduction

The Uize.Class module defines a base class from which many of the classes in the UIZE JavaScript Framework inherit.

DEVELOPERS: Chris van Rensburg

1.1. Key Features

1.1.1. Event System

The Uize.Class module implements a powerful and versatile event system, which can be used for application events outside the context of browser DOM events.

1.1.1.1. Event System Methods

The event system of the Uize.Class module is exposed through the following methods...

fire - fires an event on an instance
unwire - unwires handlers for one or more events on an instance
wire - wires handlers for one or more events on an instance
Uize.Class.fire - fires an event on a class
Uize.Class.unwire - unwires handlers for one or more events on a class
Uize.Class.wire - wires handlers for one or more events on a class

For an in-depth discussion of events, consult the JavaScript Event System explainer.

1.1.2. Condition System

The Uize.Class module implements a condition system in the form of state properties combined with convenience methods that allow state properties to be treated semantically as conditions.

1.1.2.1. Condition System Methods

The condition system of the Uize.Class module is exposed through the following methods...

is - returns whether or not a condition has been met
once - registers code that is to be executed once a condition has been met
met - sets a condition as having been met
unmet - sets a condition as having not been met / no longer being met

1.1.3. The "no new" Mechanism

The JavaScript new operator is optional when creating instances of Uize.Class subclasses, and you can make the new operator optional for your own object constructors using the newly added Uize.noNew static method.

1.1.3.1. Creating Instances of Uize Classes

Because the Uize.Class base class utilizes the "no new" mechanism, one can create instances of any Uize.Class subclass either using the new operator or not.

EXAMPLE

// this works
var mySlider1 = new Uize.Widget.Bar.Slider ({minValue:0,maxValue:100,value:50});

// Look ma, no "new"!!!
var mySlider2 = Uize.Widget.Bar.Slider ({minValue:0,maxValue:100,value:50});

1.1.3.2. All Uize Classes Get the Benefit

Because of the way in which the "no new" mechanism is implemented in the Uize.Class base class, any class that is derived from a Uize.Class base class using the subclass method gets the same benefit, including classes that you create for your own applications.

This means, for example, that any widget class you create by subclassing the Uize.Widget class will get the same benefit. Consider the following example...

EXAMPLE

// we create a widget class
var MyWidgetClass = Uize.Widget.subclass ();

// this works
var myWidgetClassInstance1 = new MyWidgetClass ();

// Look ma, no "new"!!!
var myWidgetClassInstance2 = MyWidgetClass ();

1.1.3.3. Applies for Other Uize Objects

The "no new" mechanism, that is implemented in the Uize.noNew static method, has been applied to various other Uize objects (such as the Uize.Color object) that are lightweight objects rather than full Uize.Class subclasses.

So, for example, one can create instances of the Uize.Color object or the Uize.String.Builder object without needing to use the new operator. Consider the following example...

EXAMPLE

// this works
var fuchsia = new Uize.Color ('#ff0fff');

// Look ma, no "new"!!!
var olive = Uize.Color ('#808000');

1.1.3.4. Using the Uize.noNew Method

An object constructor that supports the "no new" mechanism can easily be created using the Uize.noNew static method.

In cases where you're creating Uize.Class subclasses, you don't need to worry about the Uize.noNew method because the "no new" mechanism is built right into the Uize.Class base class, so all Uize classes get the benefit. However, in cases where you're defining your own lightweight objects, you can use the Uize.noNew method to create an object constructor where the new operator is optional. Consider the following example...

EXAMPLE

// define the Food object
var Food = Uize.noNew (
  function (name,type) {
    this.name = name;
    this.type = type;
  }
);

// create an instance of Food using the new operator
var apple = new Food ('apple','fruit');
alert (apple.type);  // alerts the text "fruit"

// create an instance of Food without using the new operator
var rice = Food ('rice','grain');
alert (rice.type);  // alerts the text "grain"

What you'll notice from the above example is that the Uize.noNew method is quite simple - it takes a single parameter, which is the constructor function that initializes the new instance. This means that you can easily take an existing object constructor function and upgrade it to one that supports the "no new" mechanism by wrapping it inside a call to the Uize.noNew method, which then returns a wrapper constructor that becomes your new object constructor. Consider the following before-and-after example...

BEFORE

// must always use "new" with this constructor
function Food (name,type) {
  this.name = name;
  this.type = type;
}

AFTER

// "new" is optional with this constructor
var Food = Uize.noNew (
  function (name,type) {
    this.name = name;
    this.type = type;
  }
);

Notice that you need to assign the result of the Uize.noNew method call, and so your original constructor function no longer should have the name.

1.2. Examples

The following example pages are good showcases for the Uize.Class module...

Transferring State - UIZE makes it easy to transfer state from one widget to another. See how to copy state from one marquee to another - or even how to keep them coupled.

SEARCH FOR EXAMPLES

Use the link below to search for example pages on the UIZE Web site that reference the Uize.Class module...

SEARCH

1.3. Implementation Info

The Uize.Class module defines the Uize.Class class, which is a subclass of ==.

INHERITANCE CHAIN

Uize.Class

1.3.1. Features Introduced in This Module

The features listed in this section have been introduced in this module.

INSTANCE METHODS

fire | get | is | kill | met | once | set | toggle | unmet | unwire | wire

STATIC METHODS

Uize.Class.fire | Uize.Class.get | Uize.Class.registerProperties | Uize.Class.set | Uize.Class.singleton | Uize.Class.subclass | Uize.Class.superclass | Uize.Class.toggle | Uize.Class.unwire | Uize.Class.wire

STATIC PROPERTIES

Uize.Class.moduleName | Uize.Class.nonInheritableStatics

1.3.2. Features Overridden in This Module

No features have been overridden in this module.

1.3.3. Features Inherited From Other Modules

This module has no inherited features.

1.3.4. Modules Directly Under This Namespace

1.3.5. Unit Tests

The Uize.Class module is unit tested by the Uize.Test.Uize.Class test module.

2. Instance Properties

2.1. Class

A reference to the class's constructor.

You can use this to interrogate an object instance to see if it is of a certain class, as illustrated in the following example...

EXAMPLE

if (myInstance.Class == Uize.Widget.Bar.Slider) {
  // do something for sliders
} else if (myInstance.Class == Uize.Widget.Tree.Menu) {
  // do something for tree menus
} else if (myInstance.Class == Uize.Widget.ImageWipe) {
  // do something for wipes
}

The above example is admittedly a little abstract. It is hard to imagine the exact scenario that may come up where some code is handed object instances where their class will not be known. But, when such a case comes up, the Class property has got your back.

2.2. instanceId

An automatically generated name, that can be used as a means of identifying the specific instance in other code.

When designing JavaScript classes, it is sometimes necessary in the class's implementation to set intervals, timeouts, or the event handlers of HTML nodes that make up an instance's user interface, so that they execute methods of the instance. Sometimes this must be done by generating JavaScript code that is to be interpreted. This generated code must, therefore, be able to reference its instance using a global identifier, because the code will be executed in a global context.

If the constructor of your class uses the automatically generated value of an instance's instanceId property to assign a global reference to the instance, with a statement like window [_this.instanceId] = _this, then the instanceId property can be used when generating JavaScript code that is to execute methods on the instance. Consider the following example...

MyClass.prototype.click = function () {
  // do something when the button is clicked
};

MyClass.prototype.insertButton = function () {
  document.writeln (
    '<input ' +
      'type="button" ' +
      'onclick="' + this.instanceId + '.click (); return false"' +
    '/>'
  );
};

In the above example, we see a segment of the implementation for a Uize.Class subclass named MyClass. The insertButton instance method is writing HTML into the document, and the input tag that is created has an onclick attribute that registers an event handler that will execute the click method of that instance when clicked. That's because the global identifier by the name stored in the instanceId property is a reference to the instance.

NOTES

the instanceId property's value is guaranteed to be unique for all instances of all Uize.Class subclasses in a document, but not across frames in a frameset, or across multiple pages in a Web site

3. Instance Methods

3.1. fire

Lets you fire an event for an instance of the class.

SYNTAX

eventOBJ = myInstance.fire (eventNameSTR);

VARIATION

eventOBJ = myInstance.fire (eventOBJ);

When an object is specified instead of a string value, then extra event properties can be bundled with the event and will then be available to all handlers that are executed. When using this form, the eventOBJ object must have a name property that specifies the name of the event being fired.

NOTES

see the related wire and unwire instance methods
compare to the Uize.Class.fire, Uize.Class.wire, and Uize.Class.unwire static methods

IMPLEMENTATION INFO

this feature was introduced in this module

3.2. get

Lets you query the value of one of an instance's state properties.

DIFFERENT USAGES

Get the Value of a Single Property

propertyValueANYTYPE = myInstance.get (propertyNameSTR);

Get Values for Multiples Properties, by Specifying a Property Names Array

propertyValuesOBJ = myInstance.get (propertyNamesARRAY);

Get Values for Multiples Properties, by Specifying a Properties Object

propertyValuesOBJ = myInstance.get (propertiesOBJ);

Get Values for All Properties

allPropertyValuesOBJ = myInstance.get ();

3.2.1. Get the Value of a Single Property

In the most typical usage of the get instance method, a propertyNameSTR parameter can be specified in order to get the value of a single state property.

SYNTAX

propertyValueANYTYPE = myInstance.get (propertyNameSTR);

EXAMPLE

var mySlider = Uize.Widget.Bar.Slider ({
  minValue:0,
  maxValue:100,
  value:57
});

alert (mySlider.get ('value')); // alerts the text "57

3.2.2. Get Values for Multiples Properties, by Specifying a Property Names Array

When a propertyNamesARRAY parameter is specified in place of the propertyNameSTR parameter, the values for the instance state properties specified in the array will be populated into an object and returned.

SYNTAX

propertyValuesOBJ = myInstance.get (propertyNamesARRAY);

EXAMPLE

mySlider.set ('minValue',0);
mySlider.set ('maxValue,100);
mySlider.set ('value',57);

sliderValueAndRange = mySlider.get (['minValue','maxValue','value']);

After the above code has been executed, the sliderValueAndRange variable would have the value {minValue:0,maxValue:100,value:57}.

3.2.3. Get Values for Multiples Properties, by Specifying a Properties Object

When a propertyNamesARRAY parameter is specified in place of the propertyNameSTR parameter, the values for the instance state properties specified in the array will be populated into an object and returned.

SYNTAX

propertyValuesOBJ = myInstance.get (propertiesOBJ);

EXAMPLE

mySlider.set ('minValue',0);
mySlider.set ('maxValue,100);
mySlider.set ('value',57);

sliderValueAndRange = mySlider.get ({minValue:0,maxValue:0,value:0});

After the above code has been executed, the sliderValueAndRange variable would have the value {minValue:0,maxValue:100,value:57}. The values of the properties in the properties object, as specified by the propertiesOBJ parameter, are immaterial - for whatever properties exist in the object, the values for the corresponding state properties of the instance will be returned.

3.2.4. Get Values for All Properties

When no parameter is specified, the get instance method will return an object containing values for all the state properties of the instance.

SYNTAX

allPropertyValuesOBJ = myInstance.get ();

For one thing, this variation makes it easy to create a new instance of a class with the same state as an existing instance.

EXAMPLE

copyOfMyFade = Uize.Fade (myFade.get ());

In this example, an instance of the class Uize.Fade is being created by passing the constructor all the state property values obtained from the myFade instance using the get method. The new instance created will then have the same state as the myFade instance.

NOTES

see also the set instance method
see also the Uize.Class.get and Uize.Class.set static methods

IMPLEMENTATION INFO

this feature was introduced in this module

3.3. is

Returns a boolean, indicating whether or not the specified condition is met (ie. the specified condition state property's value is truthy).

SYNTAX

myInstance.is (propertyNameSTR);

The is method is offered as a convenience to improve the semantics of code that is using state properties to represent conditions, and is a very thin wrapper around the get instance method. The statement myInstance.is ('myCondition') is equivalent to the statement !!myInstance.get ('myCondition').

EXAMPLE

if (myWidget.is ('enabled')) {
  // do something if the widget is enabled
}

In the above example, some code is being executed conditionally, based upon whether or not a widget is enabled. The Uize.Widget base class provides an enabled state property, whose value is a boolean. One could use the get method in this code example to achieve the same effect, but using the is method make the code more readable.

NOTES

see the other condition system methods

IMPLEMENTATION INFO

this feature was introduced in this module

3.4. kill

Nulls out the global variable (or property of the window object) of the name instanceId.

This method may be useful if global (or window object level) references are made to instances of a class, usually for the purpose of group management, or the implementation of certain kinds of state exclusivity amongst instances of a class. This method is also intended to be overridden by subclasses where additional destructor style code may be desired.

IMPLEMENTATION INFO

this feature was introduced in this module

3.5. met

Sets the specified condition (or conditions) as having been met.

DIFFERENT USAGES

Set a Single Condition as Having Been Met

myInstance.met (propertyNameSTR);

Set Multiple Conditions as Having Been Met

myInstance.met (propertyNamesARRAY);

3.5.1. For Improved Semantics

The met method is offered as a convenience to improve the semantics of code that is using state properties to represent conditions, and is a very thin wrapper around the set instance method.

The statement myInstance.met ('myCondition') is equivalent to the statement myInstance.set ('myCondition',true). When using a state property to represent a condition, the met method is a semantically elegant way to set the value of the property to true to indicate that the condition represented by the property has been met.

EXAMPLE

MyClass.prototype.initialize = function () {
  // some code here to do the initialization
  this.met ('initialized');
};

In the above example, an initialize instance method is defined for the class MyClass. In the method's implementation, after all the initialization has been performed, the met method is being called to indicate that the initialized condition has been met, where initialized is the name of a state property provided in MyClass. Now, other code can be registered to be executed only once an instance has been initialized by using the once instance method, as follows...

myInstance.once (
  'initialized',
  function () {
    // do some stuff once the instance has been initialized
  }
);

3.5.2. Set a Single Condition as Having Been Met

In its most typical usage, a single condition can be set as having been met by specifying the name of the condition for the propertyNameSTR parameter.

SYNTAX

myInstance.met (propertyNameSTR);

EXAMPLE

this.met ('someSelected');

3.5.3. Set Multiple Conditions as Having Been Met

In cases where you wish to set multiple conditions as having been met, the names of those conditions can be supplied by specifying an array for the propertyNamesARRAY parameter.

SYNTAX

myInstance.met (propertyNamesARRAY);

EXAMPLE

this.met (['initialized', 'ready']);

NOTES

see the companion unmet instance method
see the other condition system methods

IMPLEMENTATION INFO

this feature was introduced in this module

3.6. once

Lets you register a handler that should be executed only once a condition is met.

The once method is useful when using one or more state properties to form a condition, and where you wish to register code that should be executed once the condition has been met, and immediately if the condition is already met at the time that the once method is called.

DIFFERENT USAGES

Execute Code Once a State Property is Truthy or Falsy

wiringsOBJ = myInstance.once (propertyConditionSTR,handlerFUNC);

Execute Code Once Multiple State Properties Are Truthy or Falsy

wiringsOBJ = myInstance.once (propertiesConditionARRAYorSTR,handlerFUNC);

Execute Code Once a Compound Condition is Met

wiringsOBJ = myInstance.once (compoundConditionSTRorFUNC,handlerFUNC);

3.6.1. Execute Code Once a State Property is Truthy or Falsy

In its most basic usage, code can be registered to be executed once a single state property becomes truthy or falsy.

SYNTAX

wiringsOBJ = myInstance.once (propertyConditionSTR,handlerFUNC);

The propertyConditionSTR parameter specifies the name of a state property, with an optional "!" (exclamation mark) prefix for indicating condition inversion. If simply the name of a state property is specified, then the handler code specified by the handlerFUNC parameter will be executed once the property is truthy. If the optional "!" prefix is specified, then the handler code will be executed once the property is falsy.

EXAMPLE 1

myWidget.once (
  'wired',
  function () {
    // do something now that the widget has been wired
  }
);

In the above example, a handler is being registered to be executed once the widget myWidget has been wired (ie. the value of its wired state property becomes true).

EXAMPLE 2

myCollectionWidget.once (
  '!isEmpty',
  function () {
    // do something now that the collection is no longer empty
  }
);

In the above example, code is being registered to execute once the isEmpty state property is false.

3.6.2. Execute Code Once Multiple State Properties Are Truthy or Falsy

Code can be registered to be executed once all properties in a set of state properties become truthy or falsy, by specifying the state properties as an array of property names or as a comma-separated list string.

SYNTAX

wiringsOBJ = myInstance.once (propertiesConditionARRAYorSTR,handlerFUNC);

3.6.2.1. propertiesConditionARRAYorSTR

The value specified for the propertiesConditionARRAYorSTR parameter may be an array of property names or a comma-separated list string.

Whichever form is used, any property name can be prefixed with a "!" (exclamation mark) to achieve condition inversion for the property.

Summary of different forms...

array of property names: ['phase1Done','phase2Done','phase3Done']
array of property names with condition inversion: ['wired','!isEmpty']
comma-separated list string: 'phase1Done, phase2Done, phase3Done'
comma-separated list with condition inversion: 'wired, !isEmpty'
3.6.2.1.1. Whitespace Ignored for Comma-separated List String

If a comma-separated list string is specified, all whitespace in the string is ignored.

This means that whitespace around the property names is ignored, so the value 'phase1Done,phase2Done,phase3Done' is equivalent to the value 'phase1Done, phase2Done , phase3Done'. This also means that whitespace around the optional "!" (exclamation mark) prefix is ignored, so the value 'wired, !isEmpty' is equivalent to the value 'wired, ! isEmpty'.

3.6.2.2. Examples

The following examples illustrate the different ways in which multiple properties can be specified.

3.6.2.2.1. EXAMPLE: Array of Property Names

Multiple state properties can be specified using an array of state property names.

EXAMPLE

myInstance.once (
  ['phase1Done','phase2Done','phase3Done'],
  function () {
    // execute code now that all three phases are done
  }
);
3.6.2.2.2. EXAMPLE: Comma-separated List String

Multiple state properties can be specified using a comma-separated list string.

EXAMPLE

myInstance.once (
  'phase1Done, phase2Done, phase3Done',
  function () {
    // execute code now that all three phases are done
  }
);
3.6.2.2.3. EXAMPLE: Array of Property Names, with Condition Inversion

Multiple state properties can be specified using an array of state property names, where some of the property names in the array are prefixed with the optional "!" to indicate condition inversion.

EXAMPLE

myCollection.once (
  ['wired','!isEmpty'],
  function () {
    // execute code now that the collection widget is wired and no longer empty
  }
);
3.6.2.2.4. EXAMPLE: Comma-separated List String, with Condition Inversion

Multiple state properties can be specified using a comma-separated list string, where some of the property names in the list are prefixed with the optional "!" to indicate condition inversion.

EXAMPLE

myCollection.once (
  'wired, !isEmpty',
  function () {
    // execute code now that the collection widget is wired and no longer empty
  }
);

3.6.3. Execute Code Once a Compound Condition is Met

Code can be registered to be executed once a compound condition is met, by specifying the compound condition in the form of a condition function or condition expression string.

SYNTAX

wiringsOBJ = myInstance.once (compoundConditionSTRorFUNC,handlerFUNC);

3.6.3.1. Condition Function

A compound condition can be specified as a function, where the names of the function's arguments indicate the state properties that affect the condition and where the function's body evaluates the condition.

EXAMPLE

myFishTankWater.once (
  function (width,height,depth) {return width * height * depth > 1000},
  function () {
    // execute code, now that the water volume of the fish tank exceeds 1000
  }
}

In the above example, a compound condition is specified using a function. The arguments of the function - width, height, and depth - indicate that the condition is affected by the width, height, and depth state properties of the myFishTankWater instance. The function's body, return width * height * depth > 1000, evaluates the condition to be true when the volume of the fish tank's water is greater than 1000.

When code is registered to be executed once the product of the width, height, and depth properties is greater than 1000, if this condition is not yet met when the once method is called, the method will wire handlers for the Changed.width, Changed.height, and Changed.depth events and will re-evaluate the condition function every time any of the properties that affect the condition change value. Once the condition function returns a truthy result, the handler for the compound condition will be executed and the handlers that were wired for the Changed.* events will be unwired.

3.6.3.2. Condition Expression String

A compound condition can be specified as an expression string, where the names of the state properties affecting the condition are specified along with an expression string for evaluating the condition.

A condition expression string is formatted with two parts separated by a ":" (colon) delimiter, where the part before the colon is a comma-separated list of the state properties affecting the condition, and the part after the colon is an expression to be used for evaluating the condition.

EXAMPLE

myFishTankWater.once (
  'width, height, depth : width * height * depth > 1000',
  function () {
    // execute code, now that the water volume of the fish tank exceeds 1000
  }
}

In the above example, a compound condition is specified using a condition expression string. In this string, the part before the colon - "width, height, depth" - indicates that the condition is affected by the width, height, and depth state properties of the myFishTankWater instance. The part after the colon - "width * height * depth > 1000" - evaluates the condition to be true when the volume of the fish tank's water (ie. the product of the width, height, and depth properties) is greater than 1000.

3.6.4. Immediate Execution if Condition Already Met

If the condition specified in the call to the once method is already met at the time that the method is called, then the handler specified by the handlerFUNC parameter will be executed immediately.

Otherwise, handlers will be wired for the Changed.* (value change) events for all the state properties that affect the condition. The condition evaluator will be executed each time any of the watched properties change value. As soon as the condition becomes met (ie. the condition evaluator produces a truthy result), the handlers wired to watch the value change events of the properties will be unwired and the handler function registered for the condition will be executed. By design, the handler is only executed for the first time that the condition becomes met.

3.6.5. Condition Inversion

As a convenience, the once method supports condition inversion through an optional "!" (logical not) prefix that can be placed before the condition name.

EXAMPLE

myCollectionWidget.once (
  '!isEmpty',
  function () {
    // do something now that the collection is no longer empty
  }
);

In the above example, code is being registered to execute once the isEmpty state property is false. This is done by prefixing the "isEmpty" condition name with a "!" (bang / exclamation) character to indicate that the code should execute only once the collection is not empty (ie. the value of the isEmpty state property becomes false). The condition inversion facility is convenient in situations like this where you wish to execute code only once a property's value becomes falsy, rather than once the property's value becomes truthy (which is the standard behavior for the once method).

3.6.5.1. Condition Inversion with Multiple Property Conditions

Condition inversion can be used both with single state property conditions as well as multiple property conditions.

EXAMPLE

myCollectionWidget.once (
  ['wired','!isEmpty'],
  function () {
    // do something now that the collection is wired and no longer empty
  }
);

In the above example, code is being registered to be executed once the wired state property is truthy and the isEmpty state property is falsy. Condition inversion can also be used when the state properties are specified as a comma-separated list string, so specifying the condition as ['wired','!isEmpty'] is equivalent to specifying it as 'wired, !isEmpty'.

3.6.6. Wirings Object

The once method returns a wirings object that can be supplied to the unwire method in order to unwire the handler, in the unlikely event that one may wish to remove the handler before the condition becomes met.

This case is unlikely to arise except in exceptional situations, but the means is provided. In most cases, you will simply discard / ignore the return value of the once method. In the event that the condition is met when the once method is called, then the returned wirings object will be an empty object.

3.6.7. Handler Arguments

The handler code that is registered to be executed once a condition is met will be passed the values of all the state properties that affect the condition as arguments.

EXAMPLE

myFishTankWater.once (
  'width, height, depth : width * height * depth > 1000',
  function (width,height,depth) {
    alert (width + '(W) x ' + height + '(H) x ' + depth + '(D)');
  }
}

myFishTankWater.set ({
  width:10,
  height:11,
  depth:12
});

In the above example, code is being registered to be executed once the product of the width, height, and depth properties of the myFishTankWater instance exceeds 1000. Once the call to the set method has been executed, the volume of the fish tank's water will be 1320 and the handler will be executed.

Now, because the properties affecting the condition have been specified as "width, height, depth", the value of these state properties will be passed as arguments to the handler in the order width, height, and depth. In this case, the handler function is choosing to declare these function arguments, using the same names for the sake of clarity - you could ignore the arguments if you didn't care about the specific values at the time the condition is met, or you could use the arguments but name them differently. In this example, the alert statement will alert the text "10(W) x 11(H) x 12(D)".

NOTES

see the other condition system methods

IMPLEMENTATION INFO

this feature was introduced in this module

3.7. set

Lets you set values for one or more of an instance's state properties.

DIFFERENT USAGES

Set Values for One or More Properties with a Names/Values Object

myInstance.set (propertyNamesValuesOBJ);

Set the Value for a Property with Name and Value Arguments

myInstance.set (propertyNameSTR,propertyValueANYTYPE);

Set Values for Multiple Properties with Multiple Name and Value Arguments

myInstance.set (
  property1NameSTR,property1ValueANYTYPE,
  property2NameSTR,property2ValueANYTYPE,
  ... ... ...
  propertyNNameSTR,propertyNValueANYTYPE
);

Set the Same Value for Multiple Properties

myInstance.set (propertyNamesARRAY,propertyValueANYTYPE);

3.7.1. Set Values for One or More Properties with a Names/Values Object

In the standard usage, a single propertyNamesValuesOBJ parameter can be passed to the set method in order to set values for one or more properties.

SYNTAX

myInstance.set (propertyNamesValuesOBJ);

Each key of the propertyNamesValuesOBJ object represents the name of a state property whose value should be set, and each corresponding value represents the value that a property should be set to.

EXAMPLE 1

myWidget.set ({enabled:false});

In the above example, the set method is being used to set the value of just one property - the enabled property of a widget instance.

EXAMPLE 2

mySlider.set ({
  maxValue:100,
  minValue:0,
  value:23
});

In the above example, the set method is being used to set values for multiple properties - the maxValue, minValue, and value properties of a slider widget instance.

3.7.2. Set the Value for a Property with Name and Value Arguments

The value of a state property can be set by providing two parameters to the set method: a string parameter specifying the name of a property, and a value parameter that can be of any type.

SYNTAX

myInstance.set (propertyNameSTR,propertyValueANYTYPE);

This variation of the set method is particularly useful in cases where you wish to use a variable or an expression to determine the state property whose value should be set. Consider the following example...

EXAMPLE

MyClass.prototype.increment = function (propertyName,amount) {
  this.set (propertyName,this.get (propertyName) + amount);
}

In the above example, a generic incrementer instance method is being implemented. It receives a propertyName parameter that specifies the state property to increment, and it passes the value of this parameter as the first parameter in the call to the set method.

3.7.2.1. Slightly Less Performant

This variation of the set method is very slightly less performant than the variation that accepts a single propertyNamesValuesOBJ parameter.

This variation is offered primarily as a convenience for when the names of properties to be set need to be supplied through variables or expressions. While there is not much cost to using this variation when not necessary, it is advised to generally use the form that accepts a propertyNamesValuesOBJ parameter whenever possible (see Set Values for One or More Properties with a Names/Values Object).

3.7.3. Set Values for Multiple Properties with Multiple Name and Value Arguments

The values for an arbitrary number of state properties can be set by providing the names and values of the properties using an arbitrary number of name-value pair arguments, where even numbered arguments are property names and odd numbered arguments are property values.

SYNTAX

myInstance.set (
  property1NameSTR,property1ValueANYTYPE,
  property2NameSTR,property2ValueANYTYPE,
  ... ... ...
  propertyNNameSTR,propertyNValueANYTYPE
);

This variation of the set method is an extension of the variation that lets you set the value for a property with name and value arguments, and has the same benefits and performance considerations.

3.7.4. Set the Same Value for Multiple Properties

The same value can be set for multiple state properties by specifying the names of the properties that should all be set to the same value in a propertyNamesARRAY parameter, and by specifying the value they should all be set to in a propertyValueANYTYPE parameter.

SYNTAX

myInstance.set (propertyNamesARRAY,propertyValueANYTYPE);

EXAMPLE

myWidget.set (['initialized','ready','enabled','busy'],false);

In the above example, the properties initialized, ready, enabled, and busy of a widget instance are all being set to false.

This variation of the set method can be useful in cases where you wish to set a good number of properties to the same value and where it would be more concise to use this form, or in cases where you are receiving an array of properties that should be set to some desired value. This variation can also be convenient when the value that you wish to set multiple properties to is the result of an expression and where you would otherwise need to create a local variable in order to avoid recalculating the expression for each property.

INSTEAD OF...

var initValue = env.config.hasOwnProperty ('initValue') ? env.config.initValue : false;
myInstance.set ({
  foo:initValue,
  bar:initValue,
  baz:initValue
});

USE...

myInstance.set (
  ['foo','bar','baz'],
  env.config.hasOwnProperty ('initValue') ? env.config.initValue : false
);

NOTES

see the companion get instance method
see also the Uize.Class.get and Uize.Class.set static methods

IMPLEMENTATION INFO

this feature was introduced in this module

3.8. toString Intrinsic Method

Returns a string, providing summary info for the instance on which the method is called.

SYNTAX

instanceSummarySTR = myInstance.toString ();

The string returned by this method provides a summary that includes the instance's class name and the state of its state properties. Among other things, this method provides a convenient and lightweight way to gather information about instances of Uize.Class subclasses during debugging and troubleshooting. The toString Intrinsic Method is invoked automatically in certain contexts in order to convert an object to a string form, such as when alerting an object using the alert global function.

EXAMPLE

alert (page.children.slider);

In the above example, if the page widget has a slider child widget that is an instance of the class Uize.Widget.Bar.Slider, then the output of the alert statement could look something like...

EXAMPLE OUTPUT

[object Uize.Widget.Bar.Slider]

built : true
busy : inherit
busyInherited : false
confirm : undefined
container : undefined
decimalPlacesToDisplay : undefined
enabled : inherit
enabledInherited : true
html : undefined
idPrefix : page_slider
idPrefixConstruction : concatenated
inDrag : false
increments : 1
inform : undefined
insertionMode: undefined
localized : undefined
maxValidValue : undefined
maxValue : 200
minValidValue : undefined
minValue : 0
name : slider
nodeMap : undefined
orientation : vertical
parent : [class UizeSite.Page.Example]
restTime : 250
scaleFunc : [object Function]
value : 0
valueFunc : [object Function]
wired : true

In certain contexts, providing a reference to a Uize.Class subclass instance as a parameter to some method will result in the valueOf Intrinsic Method of that instance being invoked in order to coerce it to a simple value. If it is your desire to have the instance summary be used rather than the instance's value, then you should explicitly call the toString Intrinsic Method, as follows...

EXAMPLE

Uize.Node.setInnerHtml ('sliderWidgetSummaryForDebug',page.children.slider.toString ());
Uize.Node.setInnerHtml ('sliderWidgetCurrentValue',page.children.slider);

In this example, the sliderWidgetSummaryForDebug node will contain the summary info for the instance, while the sliderWidgetCurrentValue node will just show the slider widget's current value.

NOTES

see also the Uize.toString static intrinsic method

3.9. toggle

Toggles the value of the specified boolean instance state property.

SYNTAX

toggledValueBOOL = myInstance.toggle (propertyNameSTR);

The toggle instance method is provided purely as a convenience. The following two statements are equivalent...

myInstance.toggle ('myProperty');
myInstance.set ({myProperty:!myInstance.get ('myProperty')});

As you can see, using the toggle method produces more concise code.

IMPLEMENTATION INFO

this feature was introduced in this module

3.10. unmet

Sets the specified condition (or conditions) as being unmet.

DIFFERENT USAGES

Set a Single Condition as Being Unmet

myInstance.unmet (propertyNameSTR);

Set Multiple Conditions as Being Unmet

myInstance.unmet (propertyNamesARRAY);

3.10.1. For Improved Semantics

The unmet method is offered as a convenience to improve the semantics of code that is using state properties to represent conditions, and is a very thin wrapper around the set instance method.

The statement myInstance.unmet ('myCondition') is equivalent to the statement myInstance.set ('myCondition',false). When using a state property to represent a condition, the unmet method is a semantically elegant way to set the value of the property to false to indicate that the condition represented by the property is not met / no longer met.

EXAMPLE

MyClass.prototype.die = function () {
  // some code here to tear down the instance
  this.unmet ('initialized');
};

In the above example, a die instance method is defined for the class MyClass. In the method's implementation, after all the tear down steps have been performed, the unmet method is being called to indicate that the initialized condition is no longer met, where initialized is the name of a state property provided in MyClass. It is assumed that some other method, such as an initialize instance method for the class, is responsible for setting the condition as having been met with a statement like this.met ('initialized').

3.10.2. Set a Single Condition as Being Unmet

In its most typical usage, a single condition can be set as being unmet by specifying the name of the condition for the propertyNameSTR parameter.

SYNTAX

myInstance.unmet (propertyNameSTR);

EXAMPLE

this.unmet ('someSelected');

3.10.3. Set Multiple Conditions as Being Unmet

In cases where you wish to set multiple conditions as being unmet, the names of those conditions can be supplied by specifying an array for the propertyNamesARRAY parameter.

SYNTAX

myInstance.unmet (propertyNamesARRAY);

EXAMPLE

this.unmet (['initialized', 'ready']);

NOTES

see the companion met instance method
see the other condition system methods

IMPLEMENTATION INFO

this feature was introduced in this module

3.11. unwire

Lets you remove a handler previously wired to an instance event, or handlers wired for multiple instance events.

SYNTAX

myInstance.unwire (eventNameSTR,eventHandlerSTRorFNorOBJ);

VARIATION 1

myInstance.unwire (eventNameSTR);

When no eventHandlerSTRorFNorOBJ parameter is specified, then all handlers registered for the event specified in the eventNameSTR parameter will be removed.

VARIATION 2

myInstance.unwire (eventNamesToHandlersMapOBJ);

When only a single eventNamesToHandlersMapOBJ parameter is specified, then event handlers for multiple events can be specified using an object hash. This variation is provided as a convenience and has the effect of iteratively calling the unwire instance method for each event-name-to-handler mapping in the eventNamesToHandlersMapOBJ object.

NOTES

see the related fire and wire instance methods
compare to the Uize.Class.fire, Uize.Class.wire, and Uize.Class.unwire static methods

IMPLEMENTATION INFO

this feature was introduced in this module

3.12. valueOf Intrinsic Method

Returns the value of the instance's value state property.

SYNTAX

instanceValueANYTYPE = myInstance.valueOf ();

The valueOf Intrinsic Method is invoked automatically in certain contexts in order to convert an object to a value, such as when using an object reference in an expression.

EXAMPLE

var markedUpPrice = price * (1 + page.children.markupPercentSlider / 100);

In the above example, the page widget has a slider child widget that is an instance of the class Uize.Widget.Bar.Slider and that lets the user choose a markup percentage between 0 and 100. In the above expression, the slider widget is being divided by 100. Rather than giving you a hundred really tiny slider widgets (not all that useful), JavaScript automatically invokes the valueOf Intrinsic Method. The implementation of this instance method in the Uize.Class base class results in the slider's current value being returned so that it can then be used in the expression.

The following three statements are equivalent...

markedUpPrice = price * (1 + page.children.markupPercentSlider.get ('value') / 100);
markedUpPrice = price * (1 + page.children.markupPercentSlider.valueOf () / 100);
markedUpPrice = price * (1 + page.children.markupPercentSlider / 100);

In certain contexts, providing a reference to a Uize.Class subclass instance as a parameter to some method will result in the toString Intrinsic Method of that instance being invoked in order to resolve it to a string value. If it is your desire to have the value used rather than the instance summary, then you should explicitly call the valueOf Intrinsic Method, as follows...

EXAMPLE

alert (page.children.markupPercentSlider.valueOf ());

In this example, the current value of the markupPercentSlider widget will be displayed in the alert dialog, rather than the instance summary. You can also use shortcuts, as follows...

COERCE TO NUMBER

alert (+page.children.markupPercentSlider);

COERCE TO STRING

alert (page.children.titleTextInputWidget + '');

Both of the above examples will cause JavaScript to invoke the valueOf Intrinsic Method rather than the toString Intrinsic Method, but the first will coerce the value to a number type, while the second will coerce the value to a string type.

NOTES

compare to the toString Intrinsic Method, and the Uize.toString static intrinsic method
see also the Uize.Class.valueOf static intrinsic method
if the instance's class does not register a value state property, then this method will return the value of the instance's value property, and if the instance has no value property, then this method will simply return undefined

3.13. wire

Lets you wire a handler for a specific instance event, or handlers for multiple instance events.

SYNTAX

myInstance.wire (eventNameSTR,eventHandlerSTRorFNorOBJ);

Event handlers registered using this method will handle events fired for the instance using the fire instance method, and not those events fired using the Uize.Class.fire static method. A Uize.Class subclass may not provide any instance events, so you should consult the reference documentation for a class to learn more about its suite of events. Handlers specified by the eventHandlerSTRorFNorOBJ parameter may be of string, function, or object type.

EXAMPLE

mySlider.wire (
  'Changed.value',
  function () {Uize.Node.setValue ('valueField',mySlider)}
);

VARIATION

myInstance.wire (eventNamesToHandlersMapOBJ);

When only a single eventNamesToHandlersMapOBJ parameter is specified, then event handlers for multiple events can be specified using an object hash. This variation is provided as a convenience and has the effect of iteratively calling the wire instance method for each event-name-to-handler mapping in the eventNamesToHandlersMapOBJ object.

EXAMPLE

mySlider.wire ({
  'Changed.value':
    function () {Uize.Node.setValue ('valueField',mySlider)},
  'Changed.maxValue':
    function () {Uize.Node.setValue ('maxValueField',mySlider.get ('maxValue'))},
  'Changed.minValue':
    function () {Uize.Node.setValue ('minValueField',mySlider.get ('minValue'))}
});

SPECIAL VALUES

the string value "*" acts as a wildcard when specified for the eventNameSTR parameter, meaning that the specified handler should be executed for all events of the instance

NOTES

see the related fire and unwire instance methods
compare to the Uize.Class.fire, Uize.Class.wire, and Uize.Class.unwire static methods

IMPLEMENTATION INFO

this feature was introduced in this module

4. Static Methods

4.1. Uize.Class.fire

Lets you fire a static event for the class.

SYNTAX

eventOBJ = MyClass.fire (eventNameSTR);

VARIATION

MyClass.fire (eventOBJ);

When an object is specified instead of a string value, then extra event properties can be bundled with the event and will then be available to all handlers that are executed. When using this form, the eventOBJ object must have a name property that specifies the name of the event being fired.

NOTES

see the related Uize.Class.wire and Uize.Class.unwire static methods
compare to the fire, wire, and unwire instance methods

IMPLEMENTATION INFO

this feature was introduced in this module
this static feature is inherited by subclasses

4.2. Uize.Class.get

Lets you query the initial value for one of the class's state properties.

SYNTAX

propertyValueANYTYPE = Uize.Class.get (propertyNameSTR);

VARIATIONS

propertyValuesOBJ = Uize.Class.get (propertyNamesARRAY);

When a propertyNamesARRAY parameter is specified in place of the propertyNameSTR parameter, the values for the class state properties specified in the array will be populated into an object and returned. So, for example Uize.Widget.get (['enabled','busy','built']) would return a result like {enabled:'inherit',busy:'inherit',built:true}.

allPropertyValuesOBJ = Uize.Class.get ();

When no parameter is specified, the Uize.Class.get static method will return an object containing values for all the registered state properties of the class.

NOTES

see also the Uize.Class.set static method
see also the get and set instance methods

IMPLEMENTATION INFO

this feature was introduced in this module
this static feature is inherited by subclasses

4.3. Uize.Class.registerProperties

Lets you register properties for the class.

SYNTAX

MyClass.registerProperties (propertiesDefinitionOBJ);

The object specified in propertiesDefinitionOBJ parameter must conform to a specific structure. Each property of this object represents a property to be registered for the class, where the property name specifies the internal name to be used for the class property and the property's string value specifies the class property's public name. As an alternative to a string value, the property's value can be an object whose name property specifies the class property's public name and where an optional onChange property specifies a handler function that should be executed every time the value of the class property changes. This is all best illustrated with an example...

EXAMPLE

MyClass.registerProperties (
  {
    _propertylName:'property1Name',
    _property2Name:'property2Name',
    _property3Name:{
      name:'property3Name',
      onChange:function () {
        // code to be performed when the value of this property changes
      }
    }
  }
);

NOTES

calls to this method are cumulative, so it is possible to register properties in multiple separate batches

IMPLEMENTATION INFO

this feature was introduced in this module
this static feature is inherited by subclasses

4.4. Uize.Class.set

Lets you set initial values for one or more of a class's state properties.

DIFFERENT USAGES

Set Initial Values for One or More Properties with a Names/Values Object

MyClass.set (propertyNamesValuesOBJ);

Set the Initial Value for a Property with Name and Value Arguments

MyClass.set (propertyNameSTR,propertyValueANYTYPE);

Set Initial Values for Multiple Properties with Multiple Name and Value Arguments

MyClass.set (
  property1NameSTR,property1ValueANYTYPE,
  property2NameSTR,property2ValueANYTYPE,
  ... ... ...
  propertyNNameSTR,propertyNValueANYTYPE
);

Set the Same Initial Value for Multiple Properties

MyClass.set (propertyNamesARRAY,propertyValueANYTYPE);

4.4.1. Set Initial Values for One or More Properties with a Names/Values Object

In the standard usage, a single propertyNamesValuesOBJ parameter can be passed to the Uize.Class.set method in order to set initial values for one or more properties.

SYNTAX

MyClass.set (propertyNamesValuesOBJ);

Each key of the propertyNamesValuesOBJ object represents the name of a state property whose initial value should be set, and each corresponding value represents the initial value that should be set for a property.

EXAMPLE 1

MyWidgetClass.set ({enabled:false});

In the above example, the Uize.Class.set method is being used to set the initial value for just one property - the enabled property of a widget class.

EXAMPLE 2

Uize.Widget.Bar.Slider.set ({
  maxValue:100,
  minValue:0,
  value:0
});

In the above example, the Uize.Class.set method is being used to set initial values for multiple properties - the maxValue, minValue, and value properties of the Uize.Widget.Bar.Slider widget class.

4.4.2. Set the Initial Value for a Property with Name and Value Arguments

The initial value for a state property can be set by providing two parameters to the Uize.Class.set method: a string parameter specifying the name of a property, and a value parameter that can be of any type.

SYNTAX

MyClass.set (propertyNameSTR,propertyValueANYTYPE);

This variation of the Uize.Class.set method is particularly useful in cases where you wish to use a variable or an expression to determine the state property whose initial value should be set. Consider the following example...

EXAMPLE

MyClass.increment = function (propertyName,amount) {
  this.set (propertyName,this.get (propertyName) + amount);
}

In the above example, a generic incrementer static method is being implemented. It receives a propertyName parameter that specifies the state property whose initial value should be incremented, and it passes the value of this parameter as the first parameter in the call to the Uize.Class.set method.

4.4.2.1. Slightly Less Performant

This variation of the Uize.Class.set method is very slightly less performant than the variation that accepts a single propertyNamesValuesOBJ parameter.

This variation is offered primarily as a convenience for when the names of properties whose initial values are to be set need to be supplied through variables or expressions. While there is not much cost to using this variation when not necessary, it is advised to generally use the form that accepts a propertyNamesValuesOBJ parameter whenever possible (see Set Initial Values for One or More Properties with a Names/Values Object).

4.4.3. Set Initial Values for Multiple Properties with Multiple Name and Value Arguments

The initial values for an arbitrary number of state properties can be set by providing the names and values of the properties using an arbitrary number of name-value pair arguments, where even numbered arguments are property names and odd numbered arguments are property values.

SYNTAX

MyClass.set (
  property1NameSTR,property1ValueANYTYPE,
  property2NameSTR,property2ValueANYTYPE,
  ... ... ...
  propertyNNameSTR,propertyNValueANYTYPE
);

This variation of the Uize.Class.set method is an extension of the variation that lets you set the initial value for a property with name and value arguments, and has the same benefits and performance considerations.

4.4.4. Set the Same Initial Value for Multiple Properties

The same initial value can be set for multiple state properties by specifying the names of the properties whose initial values should all be set to the same value in a propertyNamesARRAY parameter, and by specifying the initial value that should be set for them all in a propertyValueANYTYPE parameter.

SYNTAX

MyClass.set (propertyNamesARRAY,propertyValueANYTYPE);

EXAMPLE

MyWidgetClass.set (['initialized','ready','enabled','busy'],false);

In the above example, the initial value for the properties initialized, ready, enabled, and busy of a widget class is being set to false.

This variation of the Uize.Class.set method can be useful in cases where you wish to set the initial value for a good number of properties to the same value and where it would be more concise to use this form, or in cases where you are receiving an array of properties whose initial values should all be set to some desired value. This variation can also be convenient when the initial value that you wish to set for multiple properties is the result of an expression and where you would otherwise need to create a local variable in order to avoid recalculating the expression for each property.

INSTEAD OF...

var initValue = env.config.hasOwnProperty ('initValue') ? env.config.initValue : false;
MyClass.set ({
  foo:initValue,
  bar:initValue,
  baz:initValue
});

USE...

MyClass.set (
  ['foo','bar','baz'],
  env.config.hasOwnProperty ('initValue') ? env.config.initValue : false
);

NOTES

see the companion Uize.Class.get static method
see also the get and set instance methods

IMPLEMENTATION INFO

this feature was introduced in this module
this static feature is inherited by subclasses

4.5. Uize.Class.singleton

Returns a singleton for the class for the optionally specified scope (default is empty scope).

DIFFERENT USAGES

Get a Singleton for a Class

singletonOBJ = MyClass.singleton ();

Get a Singleton for a Class for a Specific Scope

singletonOBJ = MyClass.singleton (scopeSTR);

Get a Singleton for a Class for a Specific Scope, Specifying Initial State

singletonOBJ = MyClass.singleton (scopeSTR,propertiesOBJ);

4.5.1. Get a Singleton for a Class

When no parameters are specified, this method will return a singleton for the class in the default scope.

SYNTAX

singletonOBJ = MyClass.singleton ();

When the Uize.Class.singleton static method is called on a class, if a singleton instance has already been created for the default scope, then that instance will be returned. Otherwise, a singleton instance will be created for the default scope and then returned.

4.5.2. Get a Singleton for a Class for a Specific Scope

When the optional scopeSTR parameter is specified, this method will return a singleton for the class in the specified scope.

SYNTAX

singletonOBJ = MyClass.singleton (scopeSTR);

When the Uize.Class.singleton static method is called on a class, if a singleton instance has already been created for the specified scope, then that instance will be returned. Otherwise, a singleton instance will be created for the specified scope and then returned.

4.5.3. Get a Singleton for a Class for a Specific Scope, Specifying Initial State

When the optional propertiesOBJ parameter is specified, then this method will return a singleton for the class in the specified scope, and with the state of its state properties set using the propertiesOBJ object.

SYNTAX

singletonOBJ = MyClass.singleton (scopeSTR,propertiesOBJ);

When the Uize.Class.singleton static method is called on a class, if a singleton instance has already been created for the specified scope, then that instance will be set to the state specified by the propertiesOBJ parameter and then returned. Otherwise, a singleton instance will be created for the specified scope, with its state initialized using the propertiesOBJ parameter, and then returned.

4.5.4. Singleton Scope

As a convenience, the Uize.Class.singleton static method lets you optionally specify a scope when getting singleton instances, using the scopeSTR parameter.

If no scopeSTR parameter is specified when getting a singleton for a class, then the default scope (an empty string) will be used. Therefore, the statement MyClass.singleton () is equivalent to the statement MyClass.singleton ('').

A scope provides multiple different bits of related but distributed code to get a reference to the same singleton by specifying the same scope, while still allowing other code to share references to a different singleton created using a different scope.

IMPLEMENTATION INFO

this feature was introduced in this module
this static feature is inherited by subclasses

4.6. Uize.Class.subclass

Lets you subclass the Uize.Class base class or any subclass of Uize.Class.

SYNTAX

MyClass = Uize.Class.subclass (subclassConstructorFN);

Consider the following example...

EXAMPLE

MyClass = Uize.Class.subclass (
  function () {
    this.foo = 'How unoriginal!';
  }
);

MySubclass = MyClass.subclass (
  function () {
    this.bar = this.foo + ' Indeed!';
  }
);

In the above example, MySubclass is a subclass of MyClass, which is in turn a subclass of the Uize.Class base class. Now, when an instance of MySubSubclass gets created, the constructor of MyClass and then the constructor of MySubSubclass will be executed in the initialization of the instance, and the instance will have both foo and bar properties, where the bar property will have a value of "How unoriginal! Indeed!".

IMPLEMENTATION INFO

this feature was introduced in this module
this static feature is inherited by subclasses

4.7. Uize.Class.superclass

IMPLEMENTATION INFO

this feature was introduced in this module
this static feature is inherited by subclasses

4.8. Uize.Class.toggle

Toggles the value of the specified boolean static state property.

SYNTAX

toggledValueBOOL = Uize.Class.toggle (propertyNameSTR);

The Uize.Class.toggle static method is provided purely as a convenience. The following two statements are equivalent...

Uize.Class.toggle ('myProperty');
Uize.Class.set ({myProperty:!Uize.Class.get ('myProperty')});

As you can see, using the Uize.Class.toggle method produces more concise code.

IMPLEMENTATION INFO

this feature was introduced in this module
this static feature is inherited by subclasses

4.9. Uize.Class.unwire

Lets you remove a handler previously wired to a static event, or handlers wired for multiple static events.

SYNTAX

MyClass.unwire (eventNameSTR,eventHandlerSTRorFNorOBJ);

VARIATION 1

MyClass.unwire (eventNameSTR);

When no eventHandlerSTRorFNorOBJ parameter is specified, then all handlers registered for the event specified in the eventNameSTR parameter will be removed.

VARIATION 2

MyClass.unwire (eventNamesToHandlersMapOBJ);

When only a single eventNamesToHandlersMapOBJ parameter is specified, then event handlers for multiple events can be specified using an object hash. This variation is provided as a convenience and has the effect of iteratively calling the Uize.Class.unwire static method for each event-name-to-handler mapping in the eventNamesToHandlersMapOBJ object.

NOTES

see the related Uize.Class.fire and Uize.Class.wire static methods
compare to the fire, wire, and unwire instance methods

IMPLEMENTATION INFO

this feature was introduced in this module
this static feature is inherited by subclasses

4.10. Uize.Class.valueOf

Returns the value of the class' value state property.

SYNTAX

classValueANYTYPE = MyClass.valueOf ();

The Uize.Class.valueOf static intrinsic method is invoked automatically in certain contexts in order to convert a class to a value, such as when using a class reference in an expression (eg. Uize.Widget.Bar.Slider + 0). This static method is implemented primarily to provide parity with the valueOf Intrinsic Method. Its behavior is largely equivalent to that of the instance method, excepting that it applies to the static value of the value state property.

NOTES

compare to the toString Intrinsic Method, and the Uize.toString static intrinsic method
see also the valueOf Intrinsic Method
if the class does not register a value state property, then this method will return the value of the class' value property, and if the class has no value property, then this method will simply return undefined

4.11. Uize.Class.wire

Lets you wire a handler for a static event of the class, or handlers for multiple static events.

SYNTAX

MyClass.wire (eventNameSTR,eventHandlerSTRorFNorOBJ);

Event handlers registered using this method will handle events fired for the class using the Uize.Class.fire static method, and not those events fired using the fire instance method. A Uize.Class subclass may not provide any static events, so you should consult the reference documentation for a class to learn more about its suite of events. Handlers specified by the eventHandlerSTRorFNorOBJ parameter may be of string, function, or object type.

VARIATION

MyClass.wire (eventNamesToHandlersMapOBJ);

When only a single eventNamesToHandlersMapOBJ parameter is specified, then event handlers for multiple events can be specified using an object hash. This variation is provided as a convenience and has the effect of iteratively calling the Uize.Class.wire static method for each event-name-to-handler mapping in the eventNamesToHandlersMapOBJ object.

SPECIAL VALUES

the string value "*" acts as a wildcard when specified for the eventNameSTR parameter, meaning that the specified handler should be executed for all events of the class

NOTES

see the related Uize.Class.fire and Uize.Class.unwire static methods
compare to the fire, wire, and unwire instance methods

IMPLEMENTATION INFO

this feature was introduced in this module
this static feature is inherited by subclasses

5. Parameters

5.1. eventHandlerSTRorFNorOBJ

All of the instance and static methods for adding and removing event handlers allow handlers to be specified in a number of different ways.

5.1.1. Function Type Handlers

By far the most common type of handler used when wiring event handlers is a function reference.

A function registered as a handler for an event should expect to receive one parameter, being a reference to the event object that is associated to the event.

5.1.2. String Type Handlers

When a string value is specified for the eventHandlerSTRorFNorOBJ parameter, a function object will be constructed from that string for the purpose of handling the event.

One limitation of this handler type is that, unlike Function Type Handlers, a code string specified by the eventHandlerSTRorFNorOBJ parameter cannot reference the event object.

5.1.3. Object Type Handlers

When a reference to a Uize.Class subclass or an instance of a Uize.Class subclass is specified for the eventHandlerSTRorFNorOBJ parameter, then the event for which the handler is registered will be fired on that instance or class.

This facility provides a means for "relaying" instance or class events to another instance or class.

EXAMPLE

myWidget.children.someButton.wire ('Click',myWidget);

In the above example, a handler is being registered for the 'Click' event of a button (an instance of the Uize.Widget.Button class) that is a child widget of myWidget. By specifying myWidget as the handler for the Click event, that event will get relayed to myWidget. This means that other code can now register handlers on the Click event for myWidget, and those handlers will handle the Click event being relayed from the button widget.

Object handlers added in this way can be removed by using the unwire instance method and the Uize.Class.unwire static method, just as with any other type of handler, as in...

myWidget.children.someButton.unwire ('Click',myWidget);

5.1.4. Value for Removing Must Match Value Used for Adding

However a handler is specified when wiring an event, that is how it must be specified in order to unwire the event.

If you specified a function reference as the handler when wiring an event, then you must specify that same, identical function reference in order to unwire that event. If you specified a code string as the handler, then you must specify the exact same code string in order to unwire that event. If you specified a reference to a Uize.Class subclass or an instance of a Uize.Class subclass as the handler when wiring an event, then you must specify the exact same object reference in order to unwire the event.

5.2. eventNamesToHandlersMapOBJ

An object, specifying handlers for multiple events using event-name-to-handler mappings, where the key of each property is an event name and the value of each property is an event's corresponding handler.

The contents of this object should be of the form...

{
  event1Name:event1HandlerSTRorFNorOBJ,
  event2Name:event2HandlerSTRorFNorOBJ,
  ...
  eventNName:eventNHandlerSTRorFNorOBJ
}

The value for each property in this object should conform to the eventHandlerSTRorFNorOBJ parameter type.

6. Instance Events

6.1. Changed.*

The Changed.* instance event is a wildcard event that is fired whenever one or more state properties change value as a result of a call to the set instance method.

This event will only be fired once for all state properties that have changed value during a call to the set method. The event object for this event will contain a properties property, which is an object indicating which state properties have changed value, being a mapping between the public names of state properties that have changed and their new values.

NOTES

compare to the related Changed.[propertyName] instance event
wiring a handler for the Changed.* event may have a slight performance impact, since this event will be fired any time that any state property changes value

6.2. Changed.[propertyName]

The Uize.Class base class implements a generalized mechanism for firing events when the values of state properties are changed.

This means that for any state property that is registered through the Uize.Class.registerProperties static method, a handler can be registered for a change in the value of that property without having to write any additional code to fire an event.

6.2.1. Event Naming

The name of a changed event that fires is of the form Changed.[propertyName], where propertyName is the primary public name of the state property. For example, if you registered a state property named value, then a Changed.value event would fire each time this property is changed.

6.2.2. Property Aliases

If a state property has aliases, handlers can be registered for the property's changed event using any of the aliases. However, the name of the event when it fires will always be derived from the primary public name (ie. first in the alias list) of the property. So, for example, if a state property was registered with the public names color and hexRgb, both Changed.color and Changed.hexRgb would be treated as equivalent.

EXAMPLE

function handleColorChange () {
  // do stuff
}
myColorWidget.wire ('Changed.color',handleColorChange);
myColorWidget.unwire ('Changed.hexRgb',handleColorChange);

In this example, the handleColorChange function would not be executed when the value of the color state property changes, because Changed.color and Changed.hexRgb are treated as equivalent and therefore the unwire statement effectively removes the handler registered in the previous statement.

6.2.3. Must Use the set Method

The Changed.[propertyName] event will only fire for a particular state property if the value for that property is set using the set method, since it is within the set method that change detection occurs and the event is fired. If you simply assign a value by directly accessing the private name of the property, then the event will not fire.

6.2.4. Only On Change, Not Every Set

The Changed.[propertyName] event only fires for a particular state property when the value for that property is changed by using the set method. So, if the set method is called but the value that is specified is already the value of the property, then there will be no change and no event will be fired.

Additionally, if a conformer is registered for the property and the action of the conformer results in the property value not being changed, then no event will be fired - even if the value specified in the set call is different to the current value of the property. This can be the case if the value is at an edge of its valid range, an attempt is made to set the value outside of its valid range, and the conformer has the action of constraining the value so that it remains at the same edge of its valid range.

NOTES

compare to the related Changed.* instance event

7. Static Properties

7.1. Uize.Class.moduleName

IMPLEMENTATION INFO

this feature was introduced in this module
this static feature is inherited by subclasses

7.2. Uize.Class.nonInheritableStatics

A lookup object, automatically created for a class, in which you can register the static features (methods or properties) of the class that should not be inherited when that class is subclassed.

Each property of the Uize.Class.nonInheritableStatics lookup object represents a single static feature of the class that should not be inherited by subclasses, where the name of each property should be the name of a static feature (excluding the module name), and the value of each property should be a truthy value (such as true, 1, 'foo', [], {}, etc.). After a class has been created, non-inheritable statics can be registered for that class by assigning properties to the class' MyClass.nonInheritableStatics static property, as shown in the example below...

EXAMPLE

MyClass = Uize.Class.subclass ();
MyClass.someUtilityFunction = function () {
  // do something of great utility
};
MyClass.nonInheritableStatics.someUtilityFunction = 1;

MyClassSubclass = MyClass.subclass ();
alert (MyClassSubclass.someUtilityFunction); // alerts the text "undefined"

In the above example, the MyClass.someUtilityFunction static method of the class MyClass has been registered as a non-inheritable static. This is done by the statement MyClass.nonInheritableStatics.someUtilityFunction = 1. Now, when the MyClassSubclass class is created by calling the MyClass.subclass method, the new subclass that is created does not get the someUtilityFunction static feature. Therefore, the alert statement displays the text "undefined" in the alert dialog.

7.2.1. nonInheritableStatics is a Non-inheritable Static

When a class is created, the MyClass.nonInheritableStatics static property is automatically initialized on that class to a fresh object with the value {nonInheritableStatics:1}.

This initial mapping means that the MyClass.nonInheritableStatics static property is, itself, not inheritable by subclasses - subclasses get their own fresh object. So, in our example, when the MyClassSubclass subclass is created, its fresh MyClassSubclass.nonInheritableStatics property does not have an entry for the someUtilityFunction static feature, because it does not have that static feature and the contents of the MyClass.someUtilityFunction object is not inherited by the MyClassSubclass class.

IMPLEMENTATION INFO

this feature was introduced in this module
this static feature is not inherited by subclasses

7.3. Uize.Class.superclass

A reference to the class' superclass.

SYNTAX

superclassOBJ = classOBJ.superclass;

EXAMPLE

var MyWidgetClass = Uize.Widget.subclass ();
alert (MyWidgetClass.superclass == Uize.Widget); // displays the text "true"