| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275 | <!DOCTYPE html><html><head>  <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />  <title>The source code</title>  <link href="../resources/prettify/prettify.css" type="text/css" rel="stylesheet" />  <script type="text/javascript" src="../resources/prettify/prettify.js"></script>  <style type="text/css">    .highlight { display: block; background-color: #ddd; }  </style>  <script type="text/javascript">    function highlight() {      document.getElementById(location.hash.replace(/#/, "")).className = "highlight";    }  </script></head><body onload="prettyPrint(); highlight();">  <pre class="prettyprint lang-js"><span id='Function'>/**</span> * @class Function * * Every function in JavaScript is actually a `Function` object. * * `Function` objects created with the `Function` constructor are parsed when the * function is created. This is less efficient than declaring a function and * calling it within your code, because functions declared with the function * statement are parsed with the rest of the code. * * All arguments passed to the function are treated as the names of the * identifiers of the parameters in the function to be created, in the order in * which they are passed. * * Invoking the `Function` constructor as a function (without using the `new` * operator) has the same effect as invoking it as a constructor. * * # Specifying arguments with the `Function` constructor * * The following code creates a `Function` object that takes two arguments. * *     // Example can be run directly in your JavaScript console * *     // Create a function that takes two arguments and returns the sum of those *     arguments *     var adder = new Function("a", "b", "return a + b"); * *     // Call the function *     adder(2, 6); *     // > 8 * * The arguments "a" and "b" are formal argument names that are used in the * function body, "return a + b". * * <div class="notice"> * Documentation for this class comes from <a href="https://developer.mozilla.org/en/JavaScript/Reference/Global_Objects/Function">MDN</a> * and is available under <a href="http://creativecommons.org/licenses/by-sa/2.0/">Creative Commons: Attribution-Sharealike license</a>. * </div> */<span id='Function-method-constructor'>/**</span> * @method constructor * Creates new Function object. * * @param {String...} args * Names to be used by the function as formal argument names. Each must be a * string that corresponds to a valid JavaScript identifier or a list of such * strings separated with a comma; for example "`x`", "`theValue`", or "`a,b`". * @param {String} functionBody * A string containing the JavaScript statements comprising the function * definition. */// Properties<span id='Function-property-length'>/**</span> * @property {Number} length * Specifies the number of arguments expected by the function. *///Methods<span id='Function-method-apply'>/**</span> * @method apply * Applies the method of another object in the context of a different object (the * calling object); arguments can be passed as an Array object. * * You can assign a different this object when calling an existing function. `this` refers to the * current object, the calling object. With `apply`, you can write a method once and then inherit it * in another object, without having to rewrite the method for the new object. * * `apply` is very similar to call, except for the type of arguments it supports. You can use an * arguments array instead of a named set of parameters. With apply, you can use an array literal, for * example, `fun.apply(this, ['eat', 'bananas'])`, or an Array object, for example, `fun.apply(this, * new Array('eat', 'bananas'))`. * * You can also use arguments for the `argsArray` parameter. `arguments` is a local variable of a * function. It can be used for all unspecified arguments of the called object. Thus, you do not have * to know the arguments of the called object when you use the `apply` method. You can use arguments * to pass all the arguments to the called object. The called object is then responsible for handling * the arguments. * * Since ECMAScript 5th Edition you can also use any kind of object which is array like, so in * practice this means it's going to have a property length and integer properties in the range * `[0...length)`. As an example you can now use a NodeList or a own custom object like `{'length': 2, * '0': 'eat', '1': 'bananas'}`. * * You can use `apply` to chain constructors for an object, similar to Java. In the following example, * the constructor for the `Product` object is defined with two parameters, `name` and `value`. Two * other functions `Food` and `Toy` invoke `Product` passing `this` and `arguments`. `Product` * initializes the properties `name` and `price`, both specialized functions define the category. In * this example, the `arguments` object is fully passed to the product constructor and corresponds to * the two defined parameters. * *     function Product(name, price) { *         this.name = name; *         this.price = price; * *         if (price < 0) *             throw RangeError('Cannot create product "' + name + '" with a negative price'); *         return this; *     } * *     function Food(name, price) { *         Product.apply(this, arguments); *         this.category = 'food'; *     } *     Food.prototype = new Product(); * *     function Toy(name, price) { *         Product.apply(this, arguments); *         this.category = 'toy'; *     } *     Toy.prototype = new Product(); * *     var cheese = new Food('feta', 5); *     var fun = new Toy('robot', 40); * * Clever usage of `apply` allows you to use built-ins functions for some tasks that otherwise * probably would have been written by looping over the array values. As an example here we are going * to use Math.max/Math.min to find out the maximum/minimum value in an array. * *     //min/max number in an array *     var numbers = [5, 6, 2, 3, 7]; * *     //using Math.min/Math.max apply *     var max = Math.max.apply(null, numbers); // This about equal to Math.max(numbers[0], ...) or *     // Math.max(5, 6, ..) *     var min = Math.min.apply(null, numbers); * *     //vs. simple loop based algorithm *     max = -Infinity, min = +Infinity; * *     for (var i = 0; i < numbers.length; i++) { *     if (numbers[i] > max) *         max = numbers[i]; *     if (numbers[i] < min) *         min = numbers[i]; *     } * * But beware: in using `apply` this way, you run the risk of exceeding the JavaScript engine's * argument length limit. The consequences of applying a function with too many arguments (think more * than tens of thousands of arguments) vary across engines, because the limit (indeed even the nature * of any excessively-large-stack behavior) is unspecified. Some engines will throw an exception. More * perniciously, others will arbitrarily limit the number of arguments actually passed to the applied * function. (To illustrate this latter case: if such an engine had a limit of four arguments [actual * limits are of course significantly higher], it would be as if the arguments 5, 6, 2, 3 had been * passed to apply in the examples above, rather than the full array.)  If your value array might grow * into the tens of thousands, use a hybrid strategy: apply your function to chunks of the array at a * time: * *     function minOfArray(arr) *     { *         var min = Infinity; *         var QUANTUM = 32768; *         for (var i = 0, len = arr.length; i < len; i += QUANTUM) *         { *             var submin = Math.min.apply(null, numbers.slice(i, Math.min(i + QUANTUM, len))); *             min = Math.min(submin, min); *         } *     return min; *     } * *     var min = minOfArray([5, 6, 2, 3, 7]); * * @param {Object} thisArg The value of this provided for the call to fun. Note that this may not be * the actual value seen by the method: if the method is a function in non-strict mode code, null and * undefined will be replaced with the global object, and primitive values will be boxed. * @param {Array} argsArray An array like object, specifying the arguments with which fun should be * called, or null or undefined if no arguments should be provided to the function. * @return {Object} Returns what the function returns. */<span id='Function-method-call'>/**</span> * @method call * Calls (executes) a method of another object in the context of a different * object (the calling object); arguments can be passed as they are. * * You can assign a different this object when calling an existing function. `this` refers to the * current object, the calling object. * * With `call`, you can write a method once and then inherit it in another object, without having to * rewrite the method for the new object. * * You can use call to chain constructors for an object, similar to Java. In the following example, * the constructor for the product object is defined with two parameters, name and value. Another * object, `prod_dept`, initializes its unique variable (`dept`) and calls the constructor for * `product` in its constructor to initialize the other variables. * *     function Product(name, price) { *         this.name = name; *         this.price = price; * *         if (price < 0) *             throw RangeError('Cannot create product "' + name + '" with a negative price'); *         return this; *     } * *     function Food(name, price) { *         Product.call(this, name, price); *         this.category = 'food'; *     } *     Food.prototype = new Product(); * *     function Toy(name, price) { *         Product.call(this, name, price); *         this.category = 'toy'; *     } *     Toy.prototype = new Product(); * *     var cheese = new Food('feta', 5); *     var fun = new Toy('robot', 40); * * In this purely constructed example, we create anonymous function and use `call` to invoke it on * every object in an array. The main purpose of the anonymous function here is to add a print * function to every object, which is able to print the right index of the object in the array. * Passing the object as `this` value was not strictly necessary, but is done for explanatory purpose. * *     var animals = [ *     {species: 'Lion', name: 'King'}, *     {species: 'Whale', name: 'Fail'} *     ]; * *     for (var i = 0; i < animals.length; i++) { *         (function (i) { *         this.print = function () { *             console.log('#' + i  + ' ' + this.species + ': ' + this.name); *         } *     }).call(animals[i], i); *     } * * @param {Object} thisArg The value of this provided for the call to `fun`.Note that this may not be * the actual value seen by the method: if the method is a function in non-strict mode code, `null` * and `undefined` will be replaced with the global object, and primitive values will be boxed. * @param {Object...} args Arguments for the object. * @return {Object} Returns what the function returns. */<span id='Function-method-toString'>/**</span> * @method toString * Returns a string representing the source code of the function. Overrides the * `Object.toString` method. * * The {@link Function} object overrides the `toString` method of the Object object; it does * not inherit Object.toString. For `Function` objects, the `toString` method returns a string * representation of the object. * * JavaScript calls the `toString` method automatically when a `Function` is to be represented as a * text value or when a Function is referred to in a string concatenation. * * For `Function` objects, the built-in `toString` method decompiles the function back into the * JavaScript source that defines the function. This string includes the `function` keyword, the * argument list, curly braces, and function body. * * @return {String} The function as a string. */</pre></body></html>
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