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object use own method in javascript

Date : October 17 2020, 06:10 AM
this will help can object define property to use own method?
code :
var obj = {
        return "HELLO";
    prt0: function(){
obj.prt0;    //do nothing, it is only a method
obj.prt0();  //execute method, will print Hello

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javascript instance method not found: Object #<Object> has no method 'handleRequest'

By : Gert Wittouck
Date : March 29 2020, 07:55 AM
wish of those help I was able to solve this the following way:
First, I noticed that my handleRequest() made no use of 'this', so it could be a simple function
code :
handleRequest = function(promise, res)
    return Promise.try(function(){
        return promise;
        res.json(200, success);
    .catch(function(error) {
        if (error instanceof dbErrors.NotFoundError) {
            res.json(404, error);
        } else if ((error instanceof dbErrors.ValidationError) ||
                   (error instanceof dbErrors.UniqueConstraintError)) {
            res.json(422, error);
        } else {
            // unknown error
            res.json(500, error);

JavaScript expand object[method] to object.method for calling object.method()

By : tenggangren
Date : March 29 2020, 07:55 AM
help you fix your problem If method = "post", then it's just rest[method](uri, body).then(… - just as you have it in your code. The bracket notation works as usual with method calls as well.

How to correctly reference an method set on an object when declaring a method on this object in Javascript?

By : user2720347
Date : March 29 2020, 07:55 AM
help you fix your problem That is fine.
You can also use this keyword, that refers to the specific instance. Be careful with this, because during execution the scope can change (because for example you invoke a method of an other object...).

How to test that a javascript method creates an object and calls a method on that object

By : user2993246
Date : March 29 2020, 07:55 AM
should help you out It's pretty straightforward if your code meets following assumptions:
classY is a standard JS constructor, ie. its methods are defined on its prototype. This means you can attach your sinon spy there. classX and classY are located in a separate modules. Because node's require is a singleton, this means you can require('classY') in your test and you will get exactly the same object as in classX module.
code :
var classX = require('./classX'); // module under test
var classY = require('./classY'); 

var sinon = require('sinon');
var assert = require('assert');

// spy on a method
var spy = sinon.spy(classY.prototype, 'sendPushNotificationToCallee');

// instantiate the class and call the method under test
var instance = classX();

// test

// restore orignal method

How to you make a Javascript object's method call setInterval with an object method as an argument

By : Himachalapathi Reddy
Date : March 29 2020, 07:55 AM
hope this fix your issue I didn't really check all of your code, but this seems to do what you want :
code :
var myTimer = {
    timeLeft:       10,
    timerJobNumber: null,  
    decrementTimer: function(){
        console.log("decrementTimer called. timeLeft = " + this.timeLeft);
        this.timeLeft = this.timeLeft - 1;
    startTimer: function(){
        this.timerJobNumber = window.setInterval(this.decrementTimer.bind(this),1000);
        console.log("Interval Job Number = " + this.timerJobNumber);

    stopTimer: function(){

    resetTimer: function(initialTime){
        this.TimeLeft = initialTime;
    getTimeLeft: function(){
        return this.timeLeft;
var MyTimer = function() {
    this.timeLeft = 10;
    this.timerJobNumber = null;

MyTimer.prototype.decrementTimer = function() {
    console.log("decrementTimer called. timeLeft = " + this.timeLeft);
    this.timeLeft = this.timeLeft - 1;
    if(!this.timeLeft > 0)

MyTimer.prototype.startTimer = function() {
    this.timerJobNumber = window.setInterval(this.decrementTimer.bind(this),1000);
    console.log("Interval Job Number = " + this.timerJobNumber);

MyTimer.prototype.stopTimer = function() {

MyTimer.prototype.resetTimer = function(initialTime) {
    this.timeLeft = initialTime;

MyTimer.prototype.getTimeLeft = function() {
    return this.timeLeft;


var m = new MyTimer();
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