What is difference between global methods and instance methods in Vue.js? - vue.js

Vue.js official docs about plugins describes global methods and properties and Vue instance methods.
// 1. add global method or property
Vue.myGlobalMethod = function () {
// some logic ...
}
// 4. add an instance method
Vue.prototype.$myMethod = function (methodOptions) {
// some logic ...
}
But it isn't clear which of this approach is better fit to define global functionality? Can someone explain difference or indicate some resource about different use cases of this two approaches?

An instance method will have an instance (this) to be called from an operate on. A global-on-Vue function would have Vue itself as its this, which probably means you wouldn't want to use this in it.
So: instance method if it should operate on an instance, global function if it is some sort of utility that doesn't operate on a Vue instance.

Related

Recommended pattern for setting initialization parameters to custom widget

I'm creating my own template based widgets and I was trying to pass some objects through the constructor on creation like this
var widget = new myWidget(obj1, obj2, obj3);
where my constructor of the widget looks like
constructor: function(param1, param2, param3)
However I was getting some errors and found they were due to _WidgetBase functionality (specifically the create method) that is expecting something special in the first and second parameters.
create: function(params, srcNodeRef)
So in order to avoid my parameters nuking the params, and srcNodeRef that was expected in position one and two, I had to move my parameters to after the second position like this
constructor: function (params, srcNodeRef, myParam1, myparam2, myParam3)
But naturally this is not an expected way to solve this compared to the usual way to instantiate objects in normal object oriented languages (ex. c#)
My question is, is there a recommended pattern for passing initialization parameters to a custom widgets constructor, that avoids this issue of having to remember the first and second parameter positions are reserved?
NOTE:
An important note is that whatever parameters I send into the widget, must be acted on or made available before postCreate executes, just like it is if I passed them to the constructor.
Actually, there is a "dojo" way to pass parameters into your widget:
var widget = new myWidget({obj1: obj1, obj2: obj2});
In instance of your widget these object will refer to
this.obj1, this.obj2. You don't have to override constructor.
Some comments from dojo source of _WidgetBase on this topic:
//////////// INITIALIZATION METHODS ///////////////////////////////////////
/*=====
constructor: function(params, srcNodeRef){
// summary:
// Create the widget.
// params: Object|null
// Hash of initialization parameters for widget, including scalar values (like title, duration etc.)
// and functions, typically callbacks like onClick.
// The hash can contain any of the widget's properties, excluding read-only properties.
// srcNodeRef: DOMNode|String?
// If a srcNodeRef (DOM node) is specified:
//
// - use srcNodeRef.innerHTML as my contents
// - if this is a behavioral widget then apply behavior to that srcNodeRef
// - otherwise, replace srcNodeRef with my generated DOM tree
},
=====*/
I +1'd Kirill's answer as that's the easiest. But from the other comments it sounds like you might need to massage the input or initialize other variables based on the input.
If so, take a look at the postMixinProperties lifecycle method and override it in your widget. If your widget is templated and the template expects the massaged data, you'll need this. In here you refer to your properties with this as you expect.
postMixInProperties: function(){
// summary:
// Called after the parameters to the widget have been read-in,
// but before the widget template is instantiated. Especially
// useful to set properties that are referenced in the widget
// template.
// tags:
// protected
},
Don't forget to invoke this.inherited(arguments); in here as you should in all of the dijit lifecycle methods.
Defining setters for you properties is another way to massage these properties. You'll want this if a template will use these properties. Example of a setter from the Writing Widgets page. So here 'open' would be the name of the parameter as passed to the contructor, or in a widget template.
_setOpenAttr: function(/*Boolean*/ open){
this._set("open", open);
domStyle.set(this.domNode, "display", open ? "block" : "none");
}

Add methods to an assigned closure with GroovyDSL

Geb uses a static field called content to define the contents of a page or module. The value of the content field is a closure.
class GebishOrgHomePage extends Page {
static content = {
manualsMenu {
module MenuModule, $("#header-content ul li", 0)
}
links { $('.link-list li a') }
}
}
Intellij already has support for this content dsl, however it does not support the module and moduleList methods. This causes limited auto-complete support when working with modules.
To fix this I'd like to write a GroovyDSL script that adds the missing method definitions to the content closure and its nested closures. However, I've no idea how to add methods to a closure that is not passed to a method, since enclosingCall requires a concrete method name.
And the other thing is that those methods must have a generic return type like this:
<T extends Module> T module(Class<T> m) {
// return an instance of T
}
If you use the latest snapshot then module() calls will be understood by your IDE. This is down to moving module() to Navigator exactly for what you are after - autocompletion and strong typing.
Have a look at the current version of section 6.4 of the Book of Geb. The moduleList() will be gone in a future release and that section explains what to use instead. The module() method taking a map argument to initialise module properties will also go, you now initialise the module yourself and pass the instance to module() and there is an example of doing this in 6.4. Thanks to all that you will get autocompletion around module defintions and usage in IntelliJ.

how uses "uses" attribute in Ext.define?

How use "uses" attribute in Ext.define ?
Please example
I could find on the topic only Sencha Ext.define Uses vs Requires
Ext.define('Mother', {
uses: ['Child'],
giveBirth: function() {
// This code might, or might not work:
// return new Child();
// Instead use Ext.create() to load the class at the spot if not loaded already:
return Ext.create('Child');
}
});
List of optional classes to load together with this class. These aren't neccessarily loaded before this class is created, but are guaranteed to be available before Ext.onReady listeners are invoked.

lua / luabind - Add and overwrite class methods through lua

I'm using lua 5.2.2 with luabind 0.9.
I'd like to be able to add additional class-methods through lua for any classes that I've bound in c++, but I'm unsure how to do it.
The problem is that luabind uses a function as the __index-metamethod for any bound classes instead of a table, so I don't see a way to access the class-methods at all.
e.g., I'm binding my classes like this:
luabind::module(lua)
[
luabind::class_<testClass>("TestClass")
.def(luabind::constructor<>())
.def("TestFunc",&TestFunc)
];
What I essentially want to do is to add a lua-function to the list of methods for this class, and be able to overwrite existing ones:
local t = tableOfClassMethods
local r = t.TestFunc -- Reference to the c++-function we've bound
t.SomeFunction = function(o) end -- New function for all objects of this class
t.TestFunc = function(o) end -- Should overwrite the c++-function of the same name
Any help would be appreciated.
You could use a luabind::object property and register it with the .property method of luabind
Something like this:
//Class
class FunctionCaller
{
public:
luabind::object Fn;
void SetFn(luabind::object NewFn)
{
Fn = NewFn;
};
luabind::object GetFn()
{
return Fn;
};
};
//Binding Code
luabind::class_<FunctionCaller>("FunctionCaller")
.def(luabind::constructor<>())
.property("Fn", &FunctionCaller::Fn, &FunctionCaller::SetFn, &FunctionCaller::GetFn)
Then you just need to call the luabind::object according to the luabind docs.
It's not exactly what you want to do but it could help you overwrite the function I think. You could bind the real function and have a property, check if the luabind::object is non-null, and call it or the native function.

Using dojo.require() without dojo.declare()

I'm quite confused from Dojo's documentation. How can I use dojo.require() without actually using dojo.declare()? The reason I don't want to use dojo.declare() is that it exposes declared class as global variable.
Right now my code looks like this:
HTML file:
dojo.require('module.test');
Module/test.js:
dojo.provide('module.test');
function test() {
return 'found me';
}
I just can't get Dojo to return test() method anywhere. What's the correct pattern for using dojo.require() without declaring?
I think you are confusing dojo.provide/dojo.require with dojo.declare. They are completely different concepts.
Things that relate to modules
dojo.provide defines a module.
dojo.require requires that a module be defined before running any code later.
Things that relate to JavaScript classes
dojo.declare is something completely different. It declares a Dojo-style class.
You can have multiple classes in a module, or several modules making up one class. In general, modules !== classes and they are completely unrelated concepts.
dojo.provide defines the code module so that the loader will see it and creates an object from the global namespace by that name. From that point, you can anchor code directly to that global variable, e.g.
Module/test.js:
dojo.provide('module.test');
module.test.myFunc = function() {
return 'found me';
}
There are various patterns you can use, such as creating a closure and hiding "private" function implementations, exposing them via the global reference you created in dojo.provide:
dojo.provide('module.test');
function(){
// closure to keep top-level definitions out of the global scope
var myString = 'found me';
function privateHelper() {
return myString;
}
module.test.myFunc = function() {
return privateHelper();
}
}();
Note that the above simply puts methods directly on an object. Now, there's also dojo.declare, which is often used with dojo.provide to create an object with prototypes and mixins so that you can create instances with the 'new' keyword with some inheritance, even simulating multiple inheritance vai mixins. This sort of OO abstraction is often overused. It does approximate the patterns required by languages like Java, so some folks are used to declaring objects for everything.
Note that as of Dojo 1.5, dojo.declare returns an object and does not necessarily need to declare anything in the global scope.
Here's a pattern I sometimes use (this would be the contents of test.js):
(function() {
var thisModule = dojo.provide("module.test");
dojo.mixin(thisModule, {
test: function() {
return "found me";
}
});
})();
Now you can reference module.test.test() in your HTML page.