Creating custom global and class methods in JavaScript - javascript

What is the process called when we are creating our own methods to be used with a jQuery object (for example) like this:
$('#myobject').myMethod1().myMethod2();
How can we make it so that those methods works for jQuery objects and any others like a string? I assume the Object keyword comes into play here. Is it here that we use those prototype keywords? They say it is bad practice to define your own prototype methods as you may redefine a built-in one, got it. Just need to know how we can do it though rather then create a standard function like:
function myFunction(theObject) {
}
And finally, if we have a class, can we define our own methods to be used only inside that class?
class MyClass {
static MyFunction() {
"ABCDE".myClassMethod();
}
}

Related

function and static reserved word in JS class [duplicate]

Let's say I have two ES6 classes like this:
class Base {
static something() {
console.log(this);
}
}
class Derived extends Base {
}
And then I make a call like this:
Derived.something();
Note that I am making a call to a static method defined on the super class via sub class.
This does not give me errors. It prints
[Function: Derived]
So accessing this within a static method seems to work here.
I need a common static method for all sub-classes of a super class and I need to be able to know what sub-class is calling this method.
Now my question is whether using this within a static method is legal. I know these static methods become class methods, and hence this would naturally point to the class object they are called on. (The class object being the constructor.)
But I can't seem to find any definitive resource that states that this is allowed by the ES specification.
This looks like a good introduction to ES6 classes but does not talk about this with static.
Under typical circumstances, the this in any call to something.method() will refer to something as long as the function is not an arrow function, bound function, or something like that (and it is neither of those in this case).
Class inheritance, or even ES6, aren't really relevant here. All you need to know is that you are calling Derived.something(), so this will refer to Derived.
Yes, this is legal in static methods, that's the way this should be done.
this refers to class instance in prototype methods and refers to class constructor in static methods, unless a method was unbound from its original context.
Similarly, super refers to parent class prototype in instance methods and refers to parent class constructor in static methods.
As long as the static method is invoked as a member expression, e.g.
Derived.something();
as opposed to
const { something } = Derived;
something();
then this will refer to Derived. Derived.something() is identical to something.call(Derived) if Derived.something is stored to an intermediate variable, because that's how a member expression with a nested call expression is evaluated, essentially.

what does function () {} mean when assigned to a variable

I know that functions are objects in javascript, and that functions can be assigned to variables. I am also aware of this question: How does the (function() {})() construct work and why do people use it?.
But I would like to know precisely what does it mean in this context:
https://github.com/zsolt/retwis-nodejs/blob/master/domain.js#L43
User = function(){}
This line is followed by the declaration of some member functions (methods?) of the "supposed" User object.
It seems there is no other explanation answer here in SO.
It means User is a function that takes no inputs, has no side effects and returns nothing.
Most likely it is a class constructor and methods will be added to it later. User.foo = function() { /* ... */} would imply a static method, so this is more like a utilities class if you're used to thinking in Java architecture.
You should look up pseudo-classical inheritance in Javascript. Analogizing to Java, the code would be adding static methods to the User class, not object.
I'm still pretty convinced the code is following Java class patterns because the writer would prefer User to be a constructor that can be instantiated, has static methods, and has no instance methods (that I saw), over an object with properties that are functions. You are right that this is circuitous, but it's what the writer would do if they are a Java developer. It does have the advantage that instance methods may be added to User later with little client-code impact but I see no evidence this will happen to User (I didn't look long).
By the way, I deduced this because CapitalizedNames for functions implies it should be called with new in Javascript engineering in general, which implies it's a class. Figuring out why a class might be preferable just has to do with Java experience.
The canonical way to create an object in Javascript is:
function user(config) {
this.config = config;
...
}
User = new user(config);
It uses this context (and concept). This format is used if you want to create named properties and/or methods.
If you don't need to create this context you may use just following:
User = function(){}
Here the constructor function is anonymous and doesn't create any context. For the same reason the new keyword is not needed.

Usecase for JavaScript prototype [duplicate]

I'd like to understand when it is appropriate to use prototype methods in js. Should they always be used? Or are there cases where using them is not preferred and/or incurs a performance penalty?
In searching around this site on common methods for namespacing in js, it seems that most use a non-prototype based implementation: simply using an object or a function object to encapsulate a namespace.
Coming from a class-based language, it's hard not to try and draw parallels and think that prototypes are like "classes" and the namespace implementations I mentioned are like static methods.
Prototypes are an optimisation.
A great example of using them well is the jQuery library. Every time you obtain a jQuery object by using $('.someClass'), that object has dozens of "methods". The library could achieve that by returning an object:
return {
show: function() { ... },
hide: function() { ... },
css: function() { ... },
animate: function() { ... },
// etc...
};
But that would mean that every jQuery object in memory would have dozens of named slots containing the same methods, over and over.
Instead, those methods are defined on a prototype and all jQuery objects "inherit" that prototype so as to gain all those methods at very little runtime cost.
One vitally important part of how jQuery gets it right is that this is hidden from the programmer. It's treated purely an optimisation, not as something that you have to worry about when using the library.
The problem with JavaScript is that naked constructor functions require the caller to remember to prefix them with new or otherwise they typically don't work. There is no good reason for this. jQuery gets it right by hiding that nonsense behind an ordinary function, $, so you don't have to care how the objects are implemented.
So that you can conveniently create an object with a specified prototype, ECMAScript 5 includes a standard function Object.create. A greatly simplified version of it would look like this:
Object.create = function(prototype) {
var Type = function () {};
Type.prototype = prototype;
return new Type();
};
It just takes care of the pain of writing a constructor function and then calling it with new.
When would you avoid prototypes?
A useful comparison is with popular OO languages such as Java and C#. These support two kinds of inheritance:
interface inheritance, where you implement an interface such that the class provides its own unique implementation for every member of the interface.
implementation inheritance, where you extend a class that provides default implementations of some methods.
In JavaScript, prototypical inheritance is a kind of implementation inheritance. So in those situations where (in C# or Java) you would have derived from a base class to gain default behaviour, which you then make small modifications to via overrides, then in JavaScript, prototypical inheritance makes sense.
However, if you're in a situation where you would have used interfaces in C# or Java, then you don't need any particular language feature in JavaScript. There is no need to explicitly declare something that represents the interface, and no need to mark objects as "implementing" that interface:
var duck = {
quack: function() { ... }
};
duck.quack(); // we're satisfied it's a duck!
In other words, if each "type" of object has its own definitions of the "methods", then there is no value in inheriting from a prototype. After that, it depends on how many instances you allocate of each type. But in many modular designs, there is only one instance of a given type.
And in fact, it has been suggested by many people that implementation inheritance is evil. That is, if there are some common operations for a type, then maybe it's clearer if they are not put into a base/super class, but are instead just exposed as ordinary functions in some module, to which you pass the object(s) you want them to operate on.
You should use prototypes if you wish to declare a "non-static" method of the object.
var myObject = function () {
};
myObject.prototype.getA = function (){
alert("A");
};
myObject.getB = function (){
alert("B");
};
myObject.getB(); // This works fine
myObject.getA(); // Error!
var myPrototypeCopy = new myObject();
myPrototypeCopy.getA(); // This works, too.
One reason to use the built-in prototype object is if you'll be duplicating an object multiple times that will share common functionality. By attaching methods to the prototype, you can save on duplicating methods being created per each new instance. But when you attach a method to the prototype, all instances will have access to those methods.
Say you have a base Car() class/object.
function Car() {
// do some car stuff
}
then you create multiple Car() instances.
var volvo = new Car(),
saab = new Car();
Now, you know each car will need to drive, turn on, etc. Instead of attaching a method directly to the Car() class (which takes up memory per each instance created), you can attach the methods to the prototype instead (creating the methods only once), therefore giving access to those methods to both the new volvo and saab.
// just mapping for less typing
Car.fn = Car.prototype;
Car.fn.drive = function () {
console.log("they see me rollin'");
};
Car.fn.honk = function () {
console.log("HONK!!!");
}
volvo.honk();
// => HONK!!!
saab.drive();
// => they see me rollin'
Put functions on a prototype object when you're going to create lots of copies of a particular kind of object and they all need to share common behaviors. By doing so, you'll save some memory by having just one copy of each function, but that's only the simplest benefit.
Changing methods on prototype objects, or adding methods, instantly changes the nature of all the instances of the corresponding type(s).
Now exactly why you'd do all these things is mostly a function of your own application design, and the kinds of things you need to do in client-side code. (A whole different story would be code inside a server; much easier to imagine doing more large-scale "OO" code there.)
If i explain in class based term then Person is class, walk() is Prototype method. So walk() will have its existence only after you instantiate new object with this.
So if you want to create the copies of object like Person u can create many users Prototype is good solution as it saves memory by sharing/inheriting same copy of function for each of the object in memory.
Whereas static is not that great help in such scenario.
function Person(){
this.name = "anonymous";
}
// its instance method and can access objects data data
Person.prototype.walk = function(){
alert("person has started walking.");
}
// its like static method
Person.ProcessPerson = function(Person p){
alert("Persons name is = " + p.name);
}
var userOne = new Person();
var userTwo = new Person();
//Call instance methods
userOne.walk();
//Call static methods
Person.ProcessPerson(userTwo);
So with this its more like instance method.
The object's approach is like Static methods.
https://developer.mozilla.org/en/Introduction_to_Object-Oriented_JavaScript
Just including a video link here for reference, when not to use prototypes: https://youtu.be/JCXZhe6KsxQ?t=2m30s
Here is Ben Lesh's talk from NGConf, why rxjs removed patching prototype (chainable functions) in favor of pipeable functions.

differences of using a prototype method vs. plain function

I have this following scenarios. I am defining a new class C and export it as a node module. I wonder what the differences are between using a plain function (method 1) vs. using a prototype method (method 2).
It seems there is no global namespace pollution issue (since it is inside a module) for the helper with method 1, but method 2 actually can expose some internal stuff (here the helper method) to outside through prototypal inheritance.
Any other differences (performance, etc.)? Which one should I use normally?
C.prototype.func=function(){
// need to call helper, use either
// helper();
// or
// this.helper();
}
function helper(){// method 1
}
C.prototype.helper=function(){// method 2
}
module.exports = C;
If you define helper() as a function inside your module, then it is different from a method in these ways:
When you call helper(), the this pointer will not point to the object in question so you will not have access to member variables.
helper() is not a method on the object so it can't be used that way by others.
If the function does not really operate on your object's properties and you only need it inside your module, then it makes sense to just make it a function in your module, not a method.
If you want to be able to call it from the outside world, then it must be defined elsewhere and if it is indeed operating with properties of the object, then it would be a natural to make it a public method on the object.
So, which to pick depends upon the need and situation.
The scenarios are obvious
1)You just want to provide some functions inside the module used for
other parts and don't want it be exposed to the outside, just defined
a local function.
2)You want the functions be used by reference of the module, use
module.prototype expose it to the outside, so you can use,
modify...it.
Prototype is a very important property of javascript objects, for
details you can refer to How does JavaScript .prototype work?

Javascript when to use prototypes

I'd like to understand when it is appropriate to use prototype methods in js. Should they always be used? Or are there cases where using them is not preferred and/or incurs a performance penalty?
In searching around this site on common methods for namespacing in js, it seems that most use a non-prototype based implementation: simply using an object or a function object to encapsulate a namespace.
Coming from a class-based language, it's hard not to try and draw parallels and think that prototypes are like "classes" and the namespace implementations I mentioned are like static methods.
Prototypes are an optimisation.
A great example of using them well is the jQuery library. Every time you obtain a jQuery object by using $('.someClass'), that object has dozens of "methods". The library could achieve that by returning an object:
return {
show: function() { ... },
hide: function() { ... },
css: function() { ... },
animate: function() { ... },
// etc...
};
But that would mean that every jQuery object in memory would have dozens of named slots containing the same methods, over and over.
Instead, those methods are defined on a prototype and all jQuery objects "inherit" that prototype so as to gain all those methods at very little runtime cost.
One vitally important part of how jQuery gets it right is that this is hidden from the programmer. It's treated purely an optimisation, not as something that you have to worry about when using the library.
The problem with JavaScript is that naked constructor functions require the caller to remember to prefix them with new or otherwise they typically don't work. There is no good reason for this. jQuery gets it right by hiding that nonsense behind an ordinary function, $, so you don't have to care how the objects are implemented.
So that you can conveniently create an object with a specified prototype, ECMAScript 5 includes a standard function Object.create. A greatly simplified version of it would look like this:
Object.create = function(prototype) {
var Type = function () {};
Type.prototype = prototype;
return new Type();
};
It just takes care of the pain of writing a constructor function and then calling it with new.
When would you avoid prototypes?
A useful comparison is with popular OO languages such as Java and C#. These support two kinds of inheritance:
interface inheritance, where you implement an interface such that the class provides its own unique implementation for every member of the interface.
implementation inheritance, where you extend a class that provides default implementations of some methods.
In JavaScript, prototypical inheritance is a kind of implementation inheritance. So in those situations where (in C# or Java) you would have derived from a base class to gain default behaviour, which you then make small modifications to via overrides, then in JavaScript, prototypical inheritance makes sense.
However, if you're in a situation where you would have used interfaces in C# or Java, then you don't need any particular language feature in JavaScript. There is no need to explicitly declare something that represents the interface, and no need to mark objects as "implementing" that interface:
var duck = {
quack: function() { ... }
};
duck.quack(); // we're satisfied it's a duck!
In other words, if each "type" of object has its own definitions of the "methods", then there is no value in inheriting from a prototype. After that, it depends on how many instances you allocate of each type. But in many modular designs, there is only one instance of a given type.
And in fact, it has been suggested by many people that implementation inheritance is evil. That is, if there are some common operations for a type, then maybe it's clearer if they are not put into a base/super class, but are instead just exposed as ordinary functions in some module, to which you pass the object(s) you want them to operate on.
You should use prototypes if you wish to declare a "non-static" method of the object.
var myObject = function () {
};
myObject.prototype.getA = function (){
alert("A");
};
myObject.getB = function (){
alert("B");
};
myObject.getB(); // This works fine
myObject.getA(); // Error!
var myPrototypeCopy = new myObject();
myPrototypeCopy.getA(); // This works, too.
One reason to use the built-in prototype object is if you'll be duplicating an object multiple times that will share common functionality. By attaching methods to the prototype, you can save on duplicating methods being created per each new instance. But when you attach a method to the prototype, all instances will have access to those methods.
Say you have a base Car() class/object.
function Car() {
// do some car stuff
}
then you create multiple Car() instances.
var volvo = new Car(),
saab = new Car();
Now, you know each car will need to drive, turn on, etc. Instead of attaching a method directly to the Car() class (which takes up memory per each instance created), you can attach the methods to the prototype instead (creating the methods only once), therefore giving access to those methods to both the new volvo and saab.
// just mapping for less typing
Car.fn = Car.prototype;
Car.fn.drive = function () {
console.log("they see me rollin'");
};
Car.fn.honk = function () {
console.log("HONK!!!");
}
volvo.honk();
// => HONK!!!
saab.drive();
// => they see me rollin'
Put functions on a prototype object when you're going to create lots of copies of a particular kind of object and they all need to share common behaviors. By doing so, you'll save some memory by having just one copy of each function, but that's only the simplest benefit.
Changing methods on prototype objects, or adding methods, instantly changes the nature of all the instances of the corresponding type(s).
Now exactly why you'd do all these things is mostly a function of your own application design, and the kinds of things you need to do in client-side code. (A whole different story would be code inside a server; much easier to imagine doing more large-scale "OO" code there.)
If i explain in class based term then Person is class, walk() is Prototype method. So walk() will have its existence only after you instantiate new object with this.
So if you want to create the copies of object like Person u can create many users Prototype is good solution as it saves memory by sharing/inheriting same copy of function for each of the object in memory.
Whereas static is not that great help in such scenario.
function Person(){
this.name = "anonymous";
}
// its instance method and can access objects data data
Person.prototype.walk = function(){
alert("person has started walking.");
}
// its like static method
Person.ProcessPerson = function(Person p){
alert("Persons name is = " + p.name);
}
var userOne = new Person();
var userTwo = new Person();
//Call instance methods
userOne.walk();
//Call static methods
Person.ProcessPerson(userTwo);
So with this its more like instance method.
The object's approach is like Static methods.
https://developer.mozilla.org/en/Introduction_to_Object-Oriented_JavaScript
Just including a video link here for reference, when not to use prototypes: https://youtu.be/JCXZhe6KsxQ?t=2m30s
Here is Ben Lesh's talk from NGConf, why rxjs removed patching prototype (chainable functions) in favor of pipeable functions.

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