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Submit a Form Post to a New Window with AngularJS - Approach 2

I was working on a client project, built with AngularJS, and we wanted to use AngularJS to submit a form into another window. This could be done with a simple target on the form tag; but we wanted to be able to run other functionality at the time of the form post.

I decided to write a series about the different ways to make this happen; and this is the second in the series. Check out the first.

The Setup

First, add Angular to your Application:

<script src="//"></script>

Unfortunately, for this approach we'll need JQuery too:

<script src=""></script>

Then, create an Angular Module and controller:

angular.module('test').controller('someController',['$scope', function($scope){

The $scope service is injected into the controller. It is used to share data between the view and the controller.

That is all the required setup.

Open the new page

First, I want to create the form that will be submitted. This is a hidden form with no visual elements:

<form method="post" action="" id="myForm" target="myNewWindow">

An ID is specified, and we'll use this to get a hook to the form inside the angular code. Target is specified, and tells the form to submit to the window named 'myNewWindow'. The form action will post go back to my blog--however you could post it anywhere you want, even passing variables for processing.

Add a button to trigger the form, which will open the link in the new window:

<button ng-click="onButtonClick()" >Open Link Form</button>

Back to the JavaScript, this method will open a new page:

$scope.onButtonClick = function(){
var form = angular.element('#myForm')

A function named onButtonClick() is saved to the $scope. Inside the button, the angular.element is used to get a handle to the form based on the form's ID. This uses JQuery under the hood, but did not work w/ the JQuery lite that is part of AngularJS, so that is why we had to use the full Jquery library earlier.

Once we get a handle to the form, just submit it.

Now add some HTML:

Load the app and you'll see something like this:

A boring UI; but click the button:

A new tab will open with the form submit; in this case opening my blog:

Play with the code here.

What is Next?

The next entry in this series will show you how to handle links that open inside an asynchronous call. By default browsers won't let you open new windows without user interaction; and that interaction has passed by the time the call is complete. I discovered a workaround, which I'll share.

Open a Link in a New Window with AngularJS - Approach 1

I was working on a client project, built with AngularJS, and we wanted to open another application in a new window. This is a simple, common task, that you can accomplish with an href and a target. But we wanted to look for the most Angular way to accomplish it. Triggering the link in Angular gave us the option to do logging, or other functionality, before the click occurs. I decided to write a series about the different ways to make this happen.

The Setup

First, add Angular to your Application:

<script src="//"></script>

Then, create an Angular Module and controller:

angular.module('test').controller('someController',['$scope','$window', function($scope,$window){

Two elements are injected into the controller. $scope is the common service used to communicate between the view and the controller. $window gives you an Angular reference to the browser's window object. We'll use $window to open the new page.

Open the new page

This method will open a new page:

$scope.onButtonClick = function(){

A function named onButtonClick() is saved to the $scope. Inside the button, the $ method is called. This will force the window to open the URL in a new window.

Now add some HTML:

<body ng-app="test">

<div ng-controller="someController">
<button ng-click="onButtonClick()" >Open Link Standard</button>

The ngApp tag is put on the body. The ngController is put on a div. A button inside the div uses ngClick to call the onButtonClick() method.

Load the app and you'll see something like this:

A boring UI; but click the button:

The link to my blog will open in a new tab, based on my default browser settings.

Play with the code here.

What is Next?

The next entry in this series will show you how to use a similar approach to submit a form into a new window. Then, I'll write an entry about holding off on opening the new window until after an asynchronous call is complete. The last part is where things start to get complicated; but bear with me. We'll get there quickly.

Building Angular 2 TypeScript Applications with Gulp and Browserify

I've been dealing a lot with build processes and build scripts lately. This blog post will show you how to build Angular 2 applications with Gulp discuss some of the limitations I found with the approach.

When reading the TypeScript docs, Browserify is the tool of choice for compiling TypeScript with Gulp. I wanted to see if I could get it working when dealing with Angular applications.

For the purposes of this post; I'm not going to review a TypeScript / Angular 2 application; I'm just going to use a simple Hello World from the Angular 2 docs.

The Setup

First, you'll need to install the required nodeJS Dependencies. Instead of installing everything independently, just copy this into a package.json file:

"name": "Angular2TypeScriptGulpBrowserifySample",
"version": "0.0.1",
"description": "DotComIt Project Sample for building Angular 2 Apps with TypeScript, Browserify, and Gulp.",
"author": "Jeffry Houser",
"license": "ISC",
"dependencies": {
"@angular/common": "~2.4.0",
"@angular/compiler": "~2.4.0",
"@angular/core": "~2.4.0",
"@angular/forms": "~2.4.0",
"@angular/http": "~2.4.0",
"@angular/platform-browser": "~2.4.0",
"@angular/platform-browser-dynamic": "~2.4.0",
"@angular/router": "~3.4.0",
"angular-in-memory-web-api": "~0.2.2",
"systemjs": "0.19.40",
"core-js": "^2.4.1",
"reflect-metadata": "^0.1.8",
"rxjs": "5.0.1",
"zone.js": "^0.7.4"
"devDependencies": {
"browserify": "^13.3.0",
"gulp": "^3.9.1",
"tsify": "^3.0.0",
"typescript": "^2.1.4",
"vinyl-source-stream": "^1.1.0"
"repository": {}

Run this command:

npm install

To install everything. The dependencies are all the relevant Angular 2 Modules. The devDependencies are all the node projects used in the gulp script:

  • Browserify: Browserify is a tool for concatenating JavaScript files into a single one.
  • Gulp: Gulp is our script runner tool.
  • tsify: A Browserify plugin to compile TypeScript files
  • TypeScript: The module used for compiling TypeScript.
  • Vinyl-Source-Stream: Vinyl is the format used by Gulp. This task will convert Browserify output into something Gulp can use.

With everything installed, we are ready to start writing our Gulp Scripts.

TypeScript Configuration

We'll want to configure the TypeScript compiler to make things work. Just create a file called tsconfig.json in the application's root directory:

"compilerOptions": {
"target": "es5",
"module": "commonjs",
"moduleResolution": "node",
"sourceMap": true,
"emitDecoratorMetadata": true,
"experimentalDecorators": true,
"lib": [ "es2015", "dom" ],
"noImplicitAny": true,
"suppressImplicitAnyIndexErrors": true

I'm not going to expand on the details of this for the purposes of this sample. I think I borrowed it from one of the samples on the TypeScript web site.

The Gulp Script

Start with an empty Gulp Script, named gulpfile.js, and import the required libraries:

var gulp = require("gulp");
var browserify = require("browserify");
var source = require('vinyl-source-stream');
var tsify = require("tsify");

Now, create a few variables. First, the source root:

var sourceRoot = "src/";

For all my projects, I put the source in a directory named src. Also, define the final minimized JavaScript file:

var javaScriptDestinationFile = 'app.min.js';

I named it app.min.js, but you can change it if you need to.

Define the final destination path:

var destinationPath = 'build';

I always build my projects into a directory named build.

Finally, we are going to define something called the entry. This is the first TypeScript file that defines the application. All other TypeScript files will be referenced from the initial application entry point:

var appEntries = [sourceRoot + 'main.ts']

The file is named main.ts.

Let's create the gulp task:

gulp.task("buildTS", function () {


I named the task buildTS, for Build Type Script. This is a common convention I use with a lot of project setups. Right now the task does nothing, let's add in browserify:

return browserify({
entries: appEntries

The Browserify task specifies the appEntry, but has no other properties in its configuration object.

By default Browserify does not handle TypeScript. That is what we use the tsify plugin for. The dot notation is used to chain other commands off the browserify object, so let's add in the plugin:


The plugin will know to look for the tsconfig.json file for configuration options. That is all that is needed for Browserify to support TypeScript code.

Next, create a bundle:


This is the browserify command to run the script and return the processed files. We need to turn that browserify return object into a Vinyl stream:


Thankfully we had a NodeJS plugin just for that. Next, specify the final destination of the file:


This successfully creates the final file.

Run the task, like this:

gulp buildTS

You'll see some results like this:

Look in your application's directory and you should see a build directory like this:

Don't forget to copy the JavaScript and HTML libraries.

Even though Angular is primarily a TypeScript framework, it does rely on a few JavaScript libraries to run in the browser. We want to copy those from our node_modules directory to the build directory. This gulp script will do that:

var htmlSource = [sourceRoot + '**/*.html'];
var destinationPathForLibraries = destinationPath + '/js';
gulp.task('copyJSLibraries', function () {
.pipe(gulp.dest(destinationPathForJSLibraries + '/core-js/client'));
.pipe(gulp.dest(destinationPathForJSLibraries + '/zone.js/dist'));
.pipe(gulp.dest(destinationPathForJSLibraries + '/reflect-metadata'));


I made it simple and it copies the three JavaScript files required by AngularJS in the browser: shim; zone; and reflect. An explanation of these libraries is beyond the scope of this article. This script also copies the HTML files from the src directory to the build directory.

Run the script:

gulp copyLibraries

You should see simple results like this:

Check the build directory to see the final files.

The hello world should run now. That's awesome.

What's Wrong Here?

I didn't cover it here; we this approach does allow us to generate source maps and run the final JS code through a minimizer. However, I stopped moving down this path because the generated JS file includes all the Angular libraries. That made it very big. I tried some experimentation, but could not get the application working when separating the Angular framework libraries from the custom application code.

I made the decision that the inability to separate the framework from my custom code was a deal breaker and abandoned this approach.

Final Thoughts

Since I gave up on this approach, what comes next? I'll be writing more about that in the coming weeks. Instead of using Browserify and tsify, I started using a Gulp TypeScript library directly to build the applications. This gave me the flexibility I needed to separate Angular and my custom code.

@types/node is not found in the npm registry

I'm trying to run through the Angular 2 Quickstart with TypeScript.

When I try to run the npm install command I am getting a ton of errors like this:

npm ERR! 404 Not Found
npm ERR! 404
npm ERR! 404 '@types/node' is not in the npm registry.
npm ERR! 404 You should bug the author to publish it
npm ERR! 404 It was specified as a dependency of 'angular-quickstart'
npm ERR! 404
npm ERR! 404 Note that you can also install from a
npm ERR! 404 tarball, folder, or http url, or git url.

npm ERR! System Windows_NT 6.2.9200
npm ERR! command "C:\\Program Files\\nodejs\\\\node.exe" "C:\\Program Files\\nodejs\\node_modules\\npm\\bin\\npm-cli.js" "install"
npm ERR! cwd C:\quickstart
npm ERR! node -v v0.10.29
npm ERR! npm -v 1.4.14
npm ERR! code E404
npm ERR!
npm ERR! Additional logging details can be found in:
npm ERR! C:\quickstart\npm-debug.log
npm ERR! not ok code 0

It is very frustrating to jump into something new only to find their quick start documentation does not work.

The solution appears to be to update NodeJS and npm.

I downloaded a new version of NodeJS from the web site. After it was installed, you can update npm like this:

npm install npm@latest -g

Check your versioning like this:

node -v
npm -v

This upgrade appears to have solved my issues.

Select a Color -- Build a Color Picker in Angular 2 - Part 3

This section will show you how to run Angular code when the canvas is clicked on. Then it will process the image inside the canvas to determine the color and display the results out to the user. It will display results in two different ways; the first is to output the RGB values of the image. The second will be to display another canvas which is colored based on what we selected.

Modify the External Template

Open up the external template, canvas.html. We'll make a few changes here. First, add a cross hair cursor to the canvas using CSS. This will let people know the canvas can be clicked on:

style="border:1px solid #d3d3d3;cursor: crosshair;"

This might be better put in an external CSS file, but for simplicity I defined all styles in-line. The canvas will need to do something when the image is clicked, so add a click event:


We'll create the pickColor() method inside our main app's component in the next section. Notice the click event is passed to the pickColor() method.

Now, create a section to output the selected color:

<h1>Selected Color</h1>
RGBA: {{RGBA}}<br/><br/>
<canvas id="selectedColorCanvas" width="250" height="250" style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.

The first thing it does is output a variable named RGBA. This includes the red, green, blue, and alpha values that make up the selected the color. We'll create that variable in the pickColor() event method.

The second element in the template is a new canvas. This will do nothing but display the selected color of the canvas.

Modify the Script

Now move to the JavaScript code. All this code will modify the colorpicker-app component. First, we need a hook to get access to the selectedColorCanvas. Modify the queries property of the component:

queries : {
imageCanvas : new ng.core.ViewChild('imageCanvas'),
selectedColorCanvas : new ng.core.ViewChild('selectedColorCanvas')

The imageCanvas was there from previous samples, but the selectedColorCanvas uses the same approach. The selectedColorCanvas variable will be accessible inside the class constructor.

Inside the class constructor, create a variable for the selectedColorCanvas context:

var selectedColorCanvasContext;

Inside the image onload() method, inside the onInit() method, save the selectedColorCanvas 2D context:

selectedColorCanvasContext = selectedColorCanvas.getContext('2d');

Also, create a variable to include the RGBA value:

this.RGBA = ''

This variable is put in the 'this' scope. This is similar to the $scope of an AngularJS 1 application, and using 'this' allows the value to be accessed inside the view template.

Now, implement the pickColor() method. Here is the stub:

this.pickColor = function(event){

The event is passed in so we can get the x and y position that was clicked on the image:

var data = imageCanvasContext.getImageData(event.layerX, event.layerY, 1, 1).data;

This loads all the image data using the getImageData() method on the imageCanvasContext. The values into this method are the x value, the y value, the width, and height. layerX and layerY values from the event object specify the location that was clicked. By specifying 1, 1, for the width and height we get all the information for the single pixel which was clicked.

The data object contains an array with four elements, representing the red, green, blue, and alpha properties on the pixel that was clicked. Now, let's draw that color on the selectedColorCanvas:

selectedColorCanvasContext.fillStyle = "rgba(" + data[0] + "," + data[1] + "," + data[2] + "," + data[3] + ")"

First the fillStyle is defined, as a string, using the rgba() method along with the RGBA data. Then the fullRect() is called. The fullRect() method accepts four arguments, similar to the getImageData() method. The first two values are the x and y values to start the rectangle. The third and fourth values are the height and width, respectively. Our rectangle draws all over the selected canvas.

Finally, set the RGBA value using the same data:

this.RGBA = data[0] + "," + data[1] + "," + data[2] + "," + data[3] ;

Now, run the code and start clicking away:

You can play with the app here, but because of cross domain issues with the image I couldn't upload it to a Plunker.

Final Thoughts

It was nice to delve into the canvas functionality of HTML5 as I don't get to deal with that in normal enterprise level development for most of my clients. I'm starting to get deeper into Angular 2 development.

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Access an HTML5 Canvas -- Build a Color Picker in Angular 2 - Part 2

This is the second in a series of articles about building a color picker in Angular 2. The previous article focused on building the infrastructure and showing you how to use an external template in an Angular 2 component. This article will focus on creating the canvas, accessing it from Angular, and then using it to load an image.

Create Canvas

To create the canvas, open up the template, canvas.html. Add a canvas element:

<canvas id="imageCanvas" width="1024" height="768" style="border:1px solid #d3d3d3;" >
Your browser does not support the HTML5 canvas tag.

It is that easy. The canvas is named imageCanvas with the id tag. I specified a height and width which is equal to the image we'll use. I also gave the canvas a border. Beyond that, the canvas doesn't do anything yet.

Access Canvas in Code

Drilling into the HTML template to get a handle on the underlying canvas was harder to figure out than I thought it would be. The answer is to add a queries attribute to the AppComponent:

selector: 'colorpicker-app',
templateUrl : '03canvas.html',
queries : {
imageCanvas : new ng.core.ViewChild('imageCanvas'),

The queries attribute creates a new viewChild. The name of the child is the same as the id we put to the canvas, so behind the scenes Angular will give us a hook to the HTML element so we can access it inside the class.

Load the Image

The final step for this article is to load an image into the canvas. I found a colorful creative commons image from Flickr that will do great for our demo.

To load an image onto the canvas, we need to get access to the imageCanvasContext, so create a variable for that inside the colorpicker-app's component constructor:

constructor: function() {
var imageCanvasContext;

That just creates a variable, let's execute a method on startup:

this.onInit = function(){

This is a convention I use commonly in my AngularJS 1 applications, and I'm just mimicking it here. I haven't decided if it is a good convention yet, but it works.

First, load the image:

var myImg = new Image();
myImg.src = 'ColorfulImage.jpg';

Easy enough! When the image has completed loading, we want to add it onto the Canvas. First, add a function for the onload() event of the Image:

myImg.onload = function() {

Inside the onload() function, get access to the 2D canvas context:

imageCanvasContext = imageCanvas.getContext('2d');

We need access to the context before we can draw on the canvas. Next, draw the image:

imageCanvasContext.drawImage(myImg, 0, 0);

This uses the drawImage() method on the canvas context. The image is placed at coordinates 0,0. Since we purposely sized the canvas to the size of the image, the image should cover the whole canvas.

Run the app:

View the app here. Unfortunately, I can't provide a link to a plunker for this sample because cross domain issues would prevent the image from loading.

What's Next?

The primary purpose of this entry was to show you how to get access to an HTML element inside a component's HTML. The final entry in this series will show you how to interact with the canvas, when it is clicked.

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Use an External Component Template -- Build a Color Picker in Angular 2 - Part 1

This series of blog posts will document documents a quick little prototype I put together for a client. They wanted to be able to click on an image and get information about the color at the selected spot. It makes use of the HTML5 Canvas tag and is the most "Flash-like" thing I've done with HTML.

This first in the series will show you how to use an external template to an Angular 2 Component and how to access HTML Elements within that template.

Setup the App

The first step is to import all the Angular 2 libraries:

<script src=""></script>
<script src=""></script>
<script src=""></script>
<script src=""></script>
<script src=""></script>
<script src=""></script>
<script src=""></script>
<script src=""></script>
<script src=""></script>

Angular 2 is split into a lot of individual libraries instead of one big one like AngularJS 1.x branch. Next create the component:

(function(app) {
app.AppComponent =
selector: 'colorpicker-app',
constructor: function() {
})( || ( = {}));

This is a typical Angular component. The name is colorpicker-app. We'll put a lot of code in the constructor later in this article. A template is not specified, but is required. We'll create that in the next section.

Next create the Angular module:

(function(app) {
app.AppModule =
imports: [ ng.platformBrowser.BrowserModule ],
declarations: [ app.AppComponent ],
bootstrap: [ app.AppComponent ]
constructor: function() {}
})( || ( = {}));

The module declares our custom AppComponent and also bootstraps it. Finally, boot strap the main module:

(function(app) {
document.addEventListener('DOMContentLoaded', function() {
})( || ( = {}));

In the HTML body, use the colorpicker-app directive to load the component:


Run the code as is:

Not too impressive, we get an error because of the missing template. There are two ways we could add a template.

Create an in-line template

It is easy to create an in-line template. Just add the template property to the colorpicker-app component definition:

selector: 'colorpicker-app',
template : 'something'

Rerun the app:

I hate dealing with in-line templates because as the HTML gets wordy they are complicated to maintain and change.

Create the external template

We can create an external template using the templateUrl property:

selector: 'colorpicker-app',
templateUrl : '02canvas.html'

The templateUrl property is put on the colorpicker-app component and replaces the template property we used in the last section. The templateUrl specifies the URL location of a template, in this case I refer to a template in the same directory, canvas.html:

Something in external template

The template code is just some text. Run the code:

When building AngularJS 1 applications, the templateUrl sometimes caused a problem with relative URLs after you ran the code through a build script with minimizers. This was because the location of the final minimized code was not always the location of the original code; and the browser wouldn't find the template. The same problem exists in Angular 2 applications. It can be solved by using a path relative to the root directory of the web server; but for now I kept it simple.

What's Next

I'm going to stop this article here. The next article will go into details on how create and access the canvas inside Angular 2.

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Unhandled rejection Error: Not running at Server.close (net.js:1236:11) with Karma and Jasmine

I'm writing some addendum to my LearnWith AngularJS training series. One of those will detail how to unit test an AngularJS web application. I'm setting something up with Gulp, Karma, and Jasmine.

Trying to get this running gave me a full day of this error:

Unhandled rejection Error: Not running
at Server.close (net.js:1236:11)
at C:\Users\jhouser\Documents\career\clients\ActiveClients\LearnWith\Development\www_codearchive\Scripts_Test\node_modules\karma\lib\server.js:388:17
at tryCatcher (C:\Users\jhouser\Documents\career\clients\ActiveClients\LearnWith\Development\www_codearchive\Scripts_Test\node_modules\karma\node_modules\bluebird\js\release\util.js:16:23)
at Promise._settlePromiseFromHandler (C:\Users\jhouser\Documents\career\clients\ActiveClients\LearnWith\Development\www_codearchive\Scripts_Test\node_modules\karma\node_modules\bluebird\js\release\promise.js:510:31)
at Promise._settlePromise (C:\Users\jhouser\Documents\career\clients\ActiveClients\LearnWith\Development\www_codearchive\Scripts_Test\node_modules\karma\node_modules\bluebird\js\release\promise.js:567:18)
at Promise._settlePromise0 (C:\Users\jhouser\Documents\career\clients\ActiveClients\LearnWith\Development\www_codearchive\Scripts_Test\node_modules\karma\node_modules\bluebird\js\release\promise.js:612:10)
at Promise._settlePromises (C:\Users\jhouser\Documents\career\clients\ActiveClients\LearnWith\Development\www_codearchive\Scripts_Test\node_modules\karma\node_modules\bluebird\js\release\promise.js:691:18)
at Async._drainQueue (C:\Users\jhouser\Documents\career\clients\ActiveClients\LearnWith\Development\www_codearchive\Scripts_Test\node_modules\karma\node_modules\bluebird\js\release\async.js:138:16)
at Async._drainQueues (C:\Users\jhouser\Documents\career\clients\ActiveClients\LearnWith\Development\www_codearchive\Scripts_Test\node_modules\karma\node_modules\bluebird\js\release\async.js:148:10)
at Async.drainQueues (C:\Users\jhouser\Documents\career\clients\ActiveClients\LearnWith\Development\www_codearchive\Scripts_Test\node_modules\karma\node_modules\bluebird\js\release\async.js:17:14)
at process._tickCallback (node.js:419:13)

There is a lot of Google hits for this error; but none actually relate to my issue, so I hope this helps someone.

After much head pounding and experimentation; I finally deciphered the cause. When creating the Karma config file, make sure that your files are put in proper dependency order. Simply put; I was listing the AngularJS library at the end of the file list instead of the beginning, so the code didn't know how to create angular modules, services, or other elements, because that Angular library wasn't defined yet.

Changing the order of dependencies solved the issue and I can run unit tests as expected.

I hope that helps someone.

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Button Clicks - Introduction to Angular 2 with JavaScript - Part 3

This is the third in a series about building a simple AngularJS application. If you haven't already, check out part 1 and part 2.


In part 1 we built a simple component that displayed a template to the screen. In part 2 we showed how to bind a Class variable to an input and a display. Let's review the Angular component code:

(function(app) {
app.AppComponent =
selector: 'my-app',
template: '<h1>Hello {{helloTo}}</h1>' +
'<input type="text" [value]="helloTo" (input)="helloTo=$" /><br/>' +
'<input type="text" [(ngModel)]="helloTo" /><br/>'
constructor: function() {
this.helloTo = "World"
})( || ( = {}));

The component is wrapped in an IIFE function; and the Angular application is stored in the variable. The component is given a selector, my-app, which is in essence the name. The template includes two inputs demonstrating two different ways to bind to values in Angular 2.

The Class contains a single variable, helloTo, which is used as the source for binding.

Change the Template

Another common element required when developing applications is to run code when a button is clicked. In Angular 1 we used the ngClick event. Angular 2 uses a similar concept, but is slightly different implementation syntax. Here is the component's template as a reminder:

template: '<h1>Hello {{helloTo}}</h1>' +
'<input type="text" [value]="helloTo"
(input)="helloTo=$" />
<br/>' +
'<input type="text" [(ngModel)]="helloTo" /><br/>'

The template consists of a header which binds to the helloTo variable. It has two inputs, both representing different methods to change the helloTo variable.

We'll add one more item to the template. Here is a button:

'<button (click)="onReset()">reset</button><br/>' +

I put the button after the header, but before the inputs. Instead of using an ngClick directive, the directive is named click, and is enclosed by parenthesis. The click statement on the button will call a method inside the component's class.

Create the Click Handler

We want to the button to reset the helloTo variable to its default value, World. After the helloTo variable is created in the Class, add a function named onReset():

this.onReset = function(){
this.helloTo = "World";

Run the code, and you should see something like this:

Change one of the inputs, and click the reset button. The app should go back to its default state.

Play with the code here

Final Thoughts

I enjoyed my experiments with Angular 2 and JavaScript. Based on available documentation, I'd be cautious about jumping into Angular 2 deep at the time of this writing. If I were going to; I'd focus on TypeScript. The full documentation for JavaScript is not there yet and most of the community questions revolve around TypeScript answers, which are not always easily portable to JavaScript. Despite all this; I'm cautiously optimistic about our Angular 2 future.

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Data Binding - Introduction to Angular 2 with JavaScript - Part 2

This is the second in a series about building a simple AngularJS application. If you haven't already, check out part 1.

This post will expand the sample from the previous article to demonstrate binding in an Angular 2 application. This sample will demonstrate how to bind user input to an Angular 2 display. To do that we only need to make a few architecture changes, and then a bunch of changes to the AppComponent.

Architecture Changes

Two architecture changes are needed. First, we need to import the Angular Forms library:

<script src=""></script>

Angular 2 is purposely split up into multiple libraries, so you only have to import the items that you need. Next, tell your module to use the forms library. To do this, modify the imports command on the ngModule:

imports: [ ng.platformBrowser.BrowserModule, ng.forms.FormsModule ],

The imports value is an array, so adding the new import is just a matter of adding it to the end of the array. All this is so we can use the ngModel directive inside our template.

Review the Component

Next, we need to make changes to the AppComponent, which is the main component of the application. This is the component as we left it off:

(function(app) {
app.AppComponent =
selector: 'my-app',
template: '<h1>My First Angular 2 App</h1>'
constructor: function() {}
})( || ( = {}));

This component consists of two parts. The first is the main Component, which includes the component's selector and template. The component's selector is its name and that does not need to change for this article. The component's Class is the JavaScript behind the component. To date the class does nothing.

Change the Class

First, make changes to the Class. Add a helloTo variable inside the constructor:

constructor: function() {
this.helloTo = "World"

The class parallels a controller inside of an AngularJS 1 application.

Change the Template

Next, we need to modify the template inside the component. The selector does not need to change, but we will make a lot of changes to the template. First, change the header to say hello world:

template: '<h1>Hello {{helloTo}}</h1>' +

Angular 2 uses the same view binding syntax as Angular 1 does. The plus at the end of the template is the JavaScript concatenation operator. It means we're going to add more lines. Let's start with an input:

'<input type="text" [value]="helloTo"
(input)="helloTo=$" />
<br/>' +

The input is a standard HTML input, with the type of text. The value and the input parameters are both related to Angular. The value is enclosed in square brackets. I interpret this to mean that whenever the helloTo variable changes it will also change the value of the input. This is not bidirectional. The input is surrounded by parenthesis. This is like calling a function. Whenever the input changes, the function will be executed; and the function changes the helloTo variable. The function body is defined in-line; but we could split it out into a separate function inside the component's class.

I couldn't find solid definition for the bracket or parenthesis syntax in relation to the input and AngularJS. But, my interpretation is that the parenthesis always means a method is called; and the brackets always mean a value is set.

Angular 2 also includes a parallel the ngModel directive from Angular 1:

'<input type="text" [(ngModel)]="helloTo" /><br/>'

The ngModel text is enclosed in both brackets and parenthesis. This represents two way binding in Angular 2. Behind the scenes Angular 2 changes the helloTo class variable whenever the input changes; and the text input whenever the helloTo variable changes.

Final Thoughts

Try to run this:

As you type in one of the inputs, you'll see the other input changes as well as the hello header.

Play with the code here.

There are a few other ways you could set up the input to achieve the exact same purpose, but for the purposes of this article I decided to stop at two.

The last section of this series will focus on adding a reset button to the component.

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