Calling an object function from onload event makes it lose the context

10,807

Solution 1

bind the context to the callback:

this.img1.onload = this.loading_complete.bind(this);

See: http://jsfiddle.net/ffJLn/1/ (same as yours but with this addition)

Here's an explanation of how bind works in detail: https://developer.mozilla.org/en/JavaScript/Reference/Global_Objects/Function/bind

The basic idea is that it makes this in the bound function equal to whatever you pass as the parameter to bind.

Another option is to create a closure:

var self = this;
this.img1.onload = function() { self.loading_complete() };

Closures are functions that keep references to their context (in fact, all functions in javascript work this way). So here you are creating an anonymous function that keeps a reference to self. So this is another way to maintain context and for loading_complete to have the right this.

See: http://jsfiddle.net/ffJLn/2/ (same as yours but with the second possibility)

Solution 2

When #2 gets called, your this has changed. this now refers to the new Image() rather than the Tractor object.

Try changing...

this.img1.onload = this.loading_complete;

to

var that = this;
this.img1.onload = function() { that.loading_complete(); };

Solution 3

You can now use es6 arrow functions which provide lexical binding:

this.img1.onload = () => { this.loading_complete(); };

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Headcrab
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Headcrab

Updated on June 10, 2022

Comments

  • Headcrab
    Headcrab almost 2 years

    I wanted to call a function when all required images are loaded. The number of images is known in advance, so I tried attaching a function call to the onload event of each image and count the number of times it was called.

    <html>
    
    <head>
        <script>
    
        var tractor;
    
        function Tractor()
        {
            this.init_graphics();
        }
    
        Tractor.prototype.init_graphics = function()
        {
            this.gr_max = 3;
            this.load_count = 0;
    
            this.loading_complete(); // #1 test call, works OK
    
            this.img1 = new Image();
            this.img1.onload = this.loading_complete; // #2 gets called, but gr_max = undefined, load_count = NaN
            this.img1.src = "http://dl.dropbox.com/u/217824/tmp/rearwheel.gif"; //just a test image
        }
    
        Tractor.prototype.loading_complete = function()
        {
            this.load_count += 1;
            alert("this.loading_complete, load_count = " + this.load_count + ", gr_max = " + this.gr_max);
            if(this.load_count >= this.gr_max) {this.proceed();}
        };
    
        function start()
        {
            tractor = new Tractor();
        }
        </script>
    </head>
    
    <body onload="start();">
    </body>
    
    </html>
    

    When it's just called from another function of the object (see #1), it works just as I expected. When, however, it's called from onload event (see #2), the variables become "undefined" or "NaN" or something. What's happening? What am I doing wrong? How do I make it work?

    I don't remember ever creating my own objects in Javascript before, so I certainly deeply apologize for this "what's wrong with my code" kind of question. I used this article as a reference, section 1.2, mainly.

    Just in case, I put the same code on http://jsfiddle.net/ffJLn/