how to make datatypes like this - javascript

If I run
"string".toUpperCase();
the code should return
STRING
how does this work, from what I know functions can only be called like this;
myFunction("args");
how would I make a function that is called the same way as .toUpperCase()

You can store a function directly on an object.
let foo = {
bar() {
}
};
foo.bar()
Or you can store one indirectly on an object's prototype.
String.prototype.bar = function() {
return "my " + this;
}
let foo = "string";
foo.bar(); // "my string"
Adding methods to existing prototypes (monkey patching) is generally considered to be a bad idea, but defining new prototypes with methods is often used when implementing prototypal inheritance.
function Vehicle() {
this.fuel = 100;
}
Vehicle.prototype.drive = () => {
this.fuel -= 1;
}
let car = new Vehicle();
let train = new Vehicle();
car.drive();
train.drive();

Here is a reference.
The format is like Class.method().
On your example "string".toUpperCase();, the "string" is wrapped by the String Class :) since it is a primitive.
.method() is what they sometimes call function.
Actually, on the browser, when you define something like:
function happy(){
console.log("learning");
}
and you called it like happy(), it is equivalent to window.happy(). Try it on you web console to validate.
Here is the example from the reference given above.
class Rectangle {
constructor(height, width) {
this.height = height;
this.width = width;
}
get area() {
return this.calcArea();
}
calcArea() {
return this.height * this.width;
}
}
const square = new Rectangle(10, 10);
console.log(square.area);

Here is your solution;
String.prototype.myfunction = function () {
return this.toUpperCase();
}
>>> "hello".myfunction()
"HELLO"

Related

how to do `var self = this` inside es6 class?

I am running the below code in nodejs
this.x = 'global x';
class Point {
constructor(x) {
this.x = x;
}
toString() {
return this.x;
}
}
var obj = new Point(1);
obj.toString();// 1 as expected
var a = obj.toString;// Here I can do something like var a = obj.toString.bind(obj); to get rid of the situation. But I am curious to know how can we write `var self = this`;
a();// TypeError: Cannot read property 'x' of undefined
a(); throws the error.
How can we do like var self = this; as we used to do in es5 to prevent such a situation?
How can we do like var self = this; as we used to do in ES5?
You can do it exactly like you did in ES5 - ES6 is completely backward-compatible after all:
class Point {
constructor(x) {
this.x = x;
var self = this;
this.toString = function() {
return self.x;
};
}
}
However, that's really not idiomatic ES6 (not talking about const instead of var). You'd rather use an arrow function that has a lexical-scoped this, so that you can avoid this self variable completely:
class Point {
constructor(x) {
this.x = x;
this.toString = () => {
return this.x;
};
}
}
(which could even be shortened to this.toString = () => this.x;)
If you don't want to create all your class methods inside the constructor as Bergi suggests (which seems ugly to me) then you can enable ES7 features and define your method using arrow syntax:
class Point
{
constructor(x)
{
this.x = x;
}
toString = () =>
{
return this.x;
}
}
This has the same effect as saying:
constructor(x)
{
this.toString = this.toString.bind(this);
}
But it still doesn't allow you to access the dynamic this and the lexical this (self) in the same function. So this is not a complete answer.
I hope someone can edit this answer to show how we can access both types of this in a class method without defining every method in the class constructor.

JS using class variable [duplicate]

Can JavaScript classes/objects have constructors? How are they created?
Using prototypes:
function Box(color) // Constructor
{
this.color = color;
}
Box.prototype.getColor = function()
{
return this.color;
};
Hiding "color" (somewhat resembles a private member variable):
function Box(col)
{
var color = col;
this.getColor = function()
{
return color;
};
}
Usage:
var blueBox = new Box("blue");
alert(blueBox.getColor()); // will alert blue
var greenBox = new Box("green");
alert(greenBox.getColor()); // will alert green
Here's a template I sometimes use for OOP-similar behavior in JavaScript. As you can see, you can simulate private (both static and instance) members using closures. What new MyClass() will return is an object with only the properties assigned to the this object and in the prototype object of the "class."
var MyClass = (function () {
// private static
var nextId = 1;
// constructor
var cls = function () {
// private
var id = nextId++;
var name = 'Unknown';
// public (this instance only)
this.get_id = function () { return id; };
this.get_name = function () { return name; };
this.set_name = function (value) {
if (typeof value != 'string')
throw 'Name must be a string';
if (value.length < 2 || value.length > 20)
throw 'Name must be 2-20 characters long.';
name = value;
};
};
// public static
cls.get_nextId = function () {
return nextId;
};
// public (shared across instances)
cls.prototype = {
announce: function () {
alert('Hi there! My id is ' + this.get_id() + ' and my name is "' + this.get_name() + '"!\r\n' +
'The next fellow\'s id will be ' + MyClass.get_nextId() + '!');
}
};
return cls;
})();
I've been asked about inheritance using this pattern, so here goes:
// It's a good idea to have a utility class to wire up inheritance.
function inherit(cls, superCls) {
// We use an intermediary empty constructor to create an
// inheritance chain, because using the super class' constructor
// might have side effects.
var construct = function () {};
construct.prototype = superCls.prototype;
cls.prototype = new construct;
cls.prototype.constructor = cls;
cls.super = superCls;
}
var MyChildClass = (function () {
// constructor
var cls = function (surName) {
// Call super constructor on this instance (any arguments
// to the constructor would go after "this" in call(…)).
this.constructor.super.call(this);
// Shadowing instance properties is a little bit less
// intuitive, but can be done:
var getName = this.get_name;
// public (this instance only)
this.get_name = function () {
return getName.call(this) + ' ' + surName;
};
};
inherit(cls, MyClass); // <-- important!
return cls;
})();
And an example to use it all:
var bob = new MyClass();
bob.set_name('Bob');
bob.announce(); // id is 1, name shows as "Bob"
var john = new MyChildClass('Doe');
john.set_name('John');
john.announce(); // id is 2, name shows as "John Doe"
alert(john instanceof MyClass); // true
As you can see, the classes correctly interact with each other (they share the static id from MyClass, the announce method uses the correct get_name method, etc.)
One thing to note is the need to shadow instance properties. You can actually make the inherit function go through all instance properties (using hasOwnProperty) that are functions, and automagically add a super_<method name> property. This would let you call this.super_get_name() instead of storing it in a temporary value and calling it bound using call.
For methods on the prototype you don't need to worry about the above though, if you want to access the super class' prototype methods, you can just call this.constructor.super.prototype.methodName. If you want to make it less verbose you can of course add convenience properties. :)
It seems to me most of you are giving example of getters and setters not a constructor, ie http://en.wikipedia.org/wiki/Constructor_(object-oriented_programming).
lunched-dan was closer but the example didn't work in jsFiddle.
This example creates a private constructor function that only runs during the creation of the object.
var color = 'black';
function Box()
{
// private property
var color = '';
// private constructor
var __construct = function() {
alert("Object Created.");
color = 'green';
}()
// getter
this.getColor = function() {
return color;
}
// setter
this.setColor = function(data) {
color = data;
}
}
var b = new Box();
alert(b.getColor()); // should be green
b.setColor('orange');
alert(b.getColor()); // should be orange
alert(color); // should be black
If you wanted to assign public properties then the constructor could be defined as such:
var color = 'black';
function Box()
{
// public property
this.color = '';
// private constructor
var __construct = function(that) {
alert("Object Created.");
that.color = 'green';
}(this)
// getter
this.getColor = function() {
return this.color;
}
// setter
this.setColor = function(color) {
this.color = color;
}
}
var b = new Box();
alert(b.getColor()); // should be green
b.setColor('orange');
alert(b.getColor()); // should be orange
alert(color); // should be black
So what is the point of "constructor"
property? Cannot figure out where it
could be useful, any ideas?
The point of the constructor property is to provide some way of pretending JavaScript has classes. One of the things you cannot usefully do is change an object's constructor after it's been created. It's complicated.
I wrote a fairly comprehensive piece on it a few years ago: http://joost.zeekat.nl/constructors-considered-mildly-confusing.html
Example here: http://jsfiddle.net/FZ5nC/
Try this template:
<script>
//============================================================
// Register Namespace
//------------------------------------------------------------
var Name = Name||{};
Name.Space = Name.Space||{};
//============================================================
// Constructor - MUST BE AT TOP OF FILE
//------------------------------------------------------------
Name.Space.ClassName = function Name_Space_ClassName(){}
//============================================================
// Member Functions & Variables
//------------------------------------------------------------
Name.Space.ClassName.prototype = {
v1: null
,v2: null
,f1: function Name_Space_ClassName_f1(){}
}
//============================================================
// Static Variables
//------------------------------------------------------------
Name.Space.ClassName.staticVar = 0;
//============================================================
// Static Functions
//------------------------------------------------------------
Name.Space.ClassName.staticFunc = function Name_Space_ClassName_staticFunc(){
}
</script>
You must adjust your namespace if you are defining a static class:
<script>
//============================================================
// Register Namespace
//------------------------------------------------------------
var Shape = Shape||{};
Shape.Rectangle = Shape.Rectangle||{};
// In previous example, Rectangle was defined in the constructor.
</script>
Example class:
<script>
//============================================================
// Register Namespace
//------------------------------------------------------------
var Shape = Shape||{};
//============================================================
// Constructor - MUST BE AT TOP OF FILE
//------------------------------------------------------------
Shape.Rectangle = function Shape_Rectangle(width, height, color){
this.Width = width;
this.Height = height;
this.Color = color;
}
//============================================================
// Member Functions & Variables
//------------------------------------------------------------
Shape.Rectangle.prototype = {
Width: null
,Height: null
,Color: null
,Draw: function Shape_Rectangle_Draw(canvasId, x, y){
var canvas = document.getElementById(canvasId);
var context = canvas.getContext("2d");
context.fillStyle = this.Color;
context.fillRect(x, y, this.Width, this.Height);
}
}
//============================================================
// Static Variables
//------------------------------------------------------------
Shape.Rectangle.Sides = 4;
//============================================================
// Static Functions
//------------------------------------------------------------
Shape.Rectangle.CreateSmallBlue = function Shape_Rectangle_CreateSmallBlue(){
return new Shape.Rectangle(5,8,'#0000ff');
}
Shape.Rectangle.CreateBigRed = function Shape_Rectangle_CreateBigRed(){
return new Shape.Rectangle(50,25,'#ff0000');
}
</script>
Example instantiation:
<canvas id="painting" width="500" height="500"></canvas>
<script>
alert("A rectangle has "+Shape.Rectangle.Sides+" sides.");
var r1 = new Shape.Rectangle(16, 12, "#aa22cc");
r1.Draw("painting",0, 20);
var r2 = Shape.Rectangle.CreateSmallBlue();
r2.Draw("painting", 0, 0);
Shape.Rectangle.CreateBigRed().Draw("painting", 10, 0);
</script>
Notice functions are defined as A.B = function A_B(). This is to make your script easier to debug. Open Chrome's Inspect Element panel, run this script, and expand the debug backtrace:
<script>
//============================================================
// Register Namespace
//------------------------------------------------------------
var Fail = Fail||{};
//============================================================
// Static Functions
//------------------------------------------------------------
Fail.Test = function Fail_Test(){
A.Func.That.Does.Not.Exist();
}
Fail.Test();
</script>
This is a constructor:
function MyClass() {}
When you do
var myObj = new MyClass();
MyClass is executed, and a new object is returned of that class.
Yes, you can define a constructor inside a class declaration like this:
class Rectangle {
constructor(height, width) {
this.height = height;
this.width = width;
}
}
I found this tutorial very useful. This approach is used by most of jQuery plug-ins.
http://www.htmlgoodies.com/html5/tutorials/create-an-object-oriented-javascript-class-constructor.html#fbid=OVYAQL_TDpK
var Class = function(methods) {
var klass = function() {
this.initialize.apply(this, arguments);
};
for (var property in methods) {
klass.prototype[property] = methods[property];
}
if (!klass.prototype.initialize) klass.prototype.initialize = function(){};
return klass;
};
Now ,
var Person = Class({
initialize: function(name, age) {
this.name = name;
this.age = age;
},
toString: function() {
return "My name is "+this.name+" and I am "+this.age+" years old.";
}
});
var alice = new Person('Alice', 26);
alert(alice.name); //displays "Alice"
alert(alice.age); //displays "26"
alert(alice.toString()); //displays "My name is Alice and I am 26 years old" in most browsers.
//IE 8 and below display the Object's toString() instead! "[Object object]"
This pattern has served me well. With this pattern, you create classes in separate files, load them into your overall app "as needed".
// Namespace
// (Creating new if not instantiated yet, otherwise, use existing and just add to it)
var myApp = myApp || {};
// "Package"
// Similar to how you would establish a package in other languages
(function() {
// "Class"
var MyClass = function(params) {
this.initialize(params);
}
// "Private Static" vars
// - Only accessible to functions in this class.
// - Doesn't get wiped out when we create a new instance.
var countInstances = 0;
var allInstances = [];
// "Private Static" functions
// - Same as above, but it's a function accessible
// only to other functions in this class.
function doSomething(){
}
// "Public Static" vars
// - Everyone has access.
// - Doesn't get wiped out when we create a new instance.
MyClass.counter = 0;
// "Public Static" functions
// - Same as above, but anyone can call this "static method".
// - Kinda like a singleton class situation.
MyClass.foobar = function(){
}
// Public properties and methods are built into the "prototype"
// - This is how each instance can become unique unto itself.
// - Establishing "p" as "local" (Static Private) variable
// simply so we don't have to keep typing "MyClass.prototype"
// for each property and function.
var p = MyClass.prototype;
// "Public" vars
p.id = null;
p.firstname = null;
p.lastname = null;
// "Private" vars
// - Only used by "this" instance.
// - There isn't "true" privacy for each
// instance so we have to fake it.
// - By tradition, we indicate "privacy"
// by prefixing it with an underscore.
// - So technically, anyone can access, but we simply
// don't tell anyone about it (e.g. in your API)
// so no one knows about it :)
p._foo = null;
p.initialize = function(params){
this.id = MyClass.counter++;
this.firstname = params.firstname;
this.lastname = params.lastname;
MyClass.counter++;
countInstances++;
allInstances.push(this);
}
p.doAlert = function(theMessage){
alert(this.firstname + " " + this.lastname + " said: " + theMessage + ". My id:" + this.id + ". Total People:" + countInstances + ". First Person:" + allInstances[0].firstname + " " + allInstances[0].lastname);
}
// Assign class to app
myApp.MyClass = MyClass;
// Close the "Package"
}());
// Usage example:
var bob = new myApp.MyClass({ firstname : "bob",
lastname : "er"
});
bob.doAlert("hello there");
I guess I'll post what I do with javascript closure since no one is using closure yet.
var user = function(id) {
// private properties & methods goes here.
var someValue;
function doSomething(data) {
someValue = data;
};
// constructor goes here.
if (!id) return null;
// public properties & methods goes here.
return {
id: id,
method: function(params) {
doSomething(params);
}
};
};
Comments and suggestions to this solution are welcome. :)
Maybe it's gotten a little simpler, but below is what I've come up with now in 2017:
class obj {
constructor(in_shape, in_color){
this.shape = in_shape;
this.color = in_color;
}
getInfo(){
return this.shape + ' and ' + this.color;
}
setShape(in_shape){
this.shape = in_shape;
}
setColor(in_color){
this.color = in_color;
}
}
In using the class above, I have the following:
var newobj = new obj('square', 'blue');
//Here, we expect to see 'square and blue'
console.log(newobj.getInfo());
newobj.setColor('white');
newobj.setShape('sphere');
//Since we've set new color and shape, we expect the following: 'sphere and white'
console.log(newobj.getInfo());
As you can see, the constructor takes in two parameters, and we set the object's properties. We also alter the object's color and shape by using the setter functions, and prove that its change remained upon calling getInfo() after these changes.
A bit late, but I hope this helps. I've tested this with a mocha unit-testing, and it's working well.
Using Nick's sample above, you can create a constructor for objects without parameters using a return statement as the last statement in your object definition. Return your constructor function as below and it will run the code in __construct each time you create the object:
function Box()
{
var __construct = function() {
alert("Object Created.");
this.color = 'green';
}
this.color = '';
this.getColor = function() {
return this.color;
}
__construct();
}
var b = new Box();
They do if you use Typescript - open source from MicroSoft :-)
class BankAccount {
balance: number;
constructor(initially: number) {
this.balance = initially;
}
deposit(credit: number) {
this.balance += credit;
return this.balance;
}
}
Typescript lets you 'fake' OO constructs that are compiled into javascript constructs. If you're starting a large project it may save you a lot of time and it just reached milestone 1.0 version.
http://www.typescriptlang.org/Content/TypeScript%20Language%20Specification.pdf
The above code gets 'compiled' to :
var BankAccount = (function () {
function BankAccount(initially) {
this.balance = initially;
}
BankAccount.prototype.deposit = function (credit) {
this.balance += credit;
return this.balance;
};
return BankAccount;
})();
In JavaScript the invocation type defines the behaviour of the function:
Direct invocation func()
Method invocation on an object obj.func()
Constructor invocation new func()
Indirect invocation func.call() or func.apply()
The function is invoked as a constructor when calling using new operator:
function Cat(name) {
this.name = name;
}
Cat.prototype.getName = function() {
return this.name;
}
var myCat = new Cat('Sweet'); // Cat function invoked as a constructor
Any instance or prototype object in JavaScript have a property constructor, which refers to the constructor function.
Cat.prototype.constructor === Cat // => true
myCat.constructor === Cat // => true
Check this post about constructor property.
While using Blixt's great template from above, I found out that it doesn't work well with multi-level inheritance (MyGrandChildClass extending MyChildClass extending MyClass) – it cycles on calling first parent's constructor over and over. So here is a simple workaround – if you need multi-level inheritance, instead of using this.constructor.super.call(this, surName); use chainSuper(this).call(this, surName); with the chain function defined like this:
function chainSuper(cls) {
if (cls.__depth == undefined) cls.__depth = 1; else cls.__depth++;
var depth = cls.__depth;
var sup = cls.constructor.super;
while (depth > 1) {
if (sup.super != undefined) sup = sup.super;
depth--;
}
return sup;
}
http://www.jsoops.net/ is quite good for oop in Js. If provide private, protected, public variable and function, and also Inheritance feature. Example Code:
var ClassA = JsOops(function (pri, pro, pub)
{// pri = private, pro = protected, pub = public
pri.className = "I am A ";
this.init = function (var1)// constructor
{
pri.className += var1;
}
pub.getData = function ()
{
return "ClassA(Top=" + pro.getClassName() + ", This=" + pri.getClassName()
+ ", ID=" + pro.getClassId() + ")";
}
pri.getClassName = function () { return pri.className; }
pro.getClassName = function () { return pri.className; }
pro.getClassId = function () { return 1; }
});
var newA = new ClassA("Class");
//***Access public function
console.log(typeof (newA.getData));
// function
console.log(newA.getData());
// ClassA(Top=I am A Class, This=I am A Class, ID=1)
//***You can not access constructor, private and protected function
console.log(typeof (newA.init)); // undefined
console.log(typeof (newA.className)); // undefined
console.log(typeof (newA.pro)); // undefined
console.log(typeof (newA.getClassName)); // undefined
just to offer up some variety. ds.oop is a nice way to declare classes with constructors in javascript. It supports every possible type of inheritance (Including 1 type that even c# does not support) as well as Interfaces which is nice.
var Color = ds.make.class({
type: 'Color',
constructor: function (r,g,b) {
this.r = r; /* now r,g, and b are available to */
this.g = g; /* other methods in the Color class */
this.b = b;
}
});
var red = new Color(255,0,0); // using the new keyword to instantiate the class
Here we need to notice one point in java script, it is a class-less language however,we can achieve it by using functions in java script. The most common way to achieve this we need to create a function in java script and use new keyword to create an object and use this keyword to define property and methods.Below is the example.
// Function constructor
var calculator=function(num1 ,num2){
this.name="This is function constructor";
this.mulFunc=function(){
return num1*num2
};
};
var objCal=new calculator(10,10);// This is a constructor in java script
alert(objCal.mulFunc());// method call
alert(objCal.name);// property call
//Constructors With Prototypes
var calculator=function(){
this.name="Constructors With Prototypes";
};
calculator.prototype.mulFunc=function(num1 ,num2){
return num1*num2;
};
var objCal=new calculator();// This is a constructor in java script
alert(objCal.mulFunc(10,10));// method call
alert(objCal.name); // property call
In most cases you have to somehow declare the property you need before you can call a method that passes in this information. If you do not have to initially set a property you can just call a method within the object like so. Probably not the most pretty way of doing this but this still works.
var objectA = {
color: '';
callColor : function(){
console.log(this.color);
}
this.callColor();
}
var newObject = new objectA();

How does one manipulate a variable in a prototype?

I'm new to Javascript and was wondering how a public variable in a prototype can be modified.
function Thing (val)
{
this.x = val;
this.addToX = function (valIn)
{
this.x += valIn;
};
}
function ChildThing ()
{
this.y = 55;
}
ChildThing.prototype = new Thing(10);
var frank = new ChildThing();
console.log("out1: " + frank.x);
frank.addToX(10);
console.log("out2: " + frank.x);
This code takes the value in the prototype x which is 10 and adds 10 to it in the addToX function. The new x value is stored in the top level object rather than replacing the current x value in the prototype.
Is there a way to overwrite the existing x in the prototype or am I using Javascript wrong?
That depends. What would be the point of altering x on the prototype? Generally you don't want to chang shared properties. But I imagine that there could be a use case (generating new id?).
As for the question: you can simply do:
this.addToX = function(valIn) {
ChildThing.prototype.x += valIn;
};
Again I do not advice doing it.
EDIT You can make it without referencing the child by defining the prototype before setting it as a prototype, i.e.
var my_proto = new Thing(10);
ChildThing.prototype = my_proto;
and then
this.addToX = function(valIn) {
my_proto.x += valIn;
};
Or you can even play with the singleton pattern.
What you seem to be wanting is very similar to what static members are in classical languages. It's very misleading to call a method on an object instance and have that method modify the state of other objects outside of it's scope. Therefore, I believe you shounldn't be relying on prototypes at all for this behavior. Here's what you could do to mimic static members.
function SomeClass() {}
SomeClass.staticMember = 'initial value';
SomeClass.changeStaticMember = function (val) { this.staticMember = val; };
SomeClass.changeStaticMember('another value');
I believe the code above is less cryptic and better at communicating the behavior. However if you still want to share mutable values across instances through the prototype you could simply avoid writing the property directly as a primitive value, but rather wrap it within a mutable shared object like below. Note that the whole inheritance hierarchy will share the same x value.
//Mutable class to encapsulate the value of X
function XValue(val) {
this.value = val;
}
XValue.prototype = {
constructor: XValue,
valueOf: function () { return this.value; },
set: function (val) { this.value = val; },
add: function (val) { this.value += val; }
};
function Thing(x) {
this.x = x;
}
Thing.prototype = {
constructor: Thing,
_x: new XValue(), //shared mutable object representing the value of X
get x() { return this._x.valueOf(); },
set x(val) { this._x.set(val); },
addToX: function (val) { this._x.add(val); }
};
function ChildThing() {
Thing.call(this, 10); //call parent constructor
}
ChildThing.prototype = Object.create(Thing.prototype);
//helper for snippet
function log(text) {
var span = document.createElement('span');
span.innerHTML = text;
document.body.appendChild(span);
document.body.appendChild(document.createElement('br'));
}
var ct = new ChildThing();
ct.addToX(10);
log('ct.x → ' + ct.x);
log('Thing.prototype.x → ' + Thing.prototype.x);

Whats the advantage of using a constructor function in a JavaScript object?

What's the advantage of using a constructor function like so:
var MyLibrary = new function(){
var self = this;
self.MyLibrary = function(){
// init code
}
}
Instead of simply writing code inside the object?
var MyLibrary = new function(){
// init code
}
Neither of those are quite right, although the second one might work, but isn't really an object, more like a singleton(but in a weird way). Here's an example of a class with a constructor:
// Class & Constructor definition
function Rectangle(w,h) {
this.width = w;
this.height = h;
}
// Now your class methods go on the prototype object
Rectangle.prototype.area = function() {
return this.width * this.height;
}
Now to use this class:
var myRect = new Rectangle(3,4);
myRect.area();
You can also define a class by saving the 'constructor' to a var using anonymous functions instead of named functions:
// Class & Constructor definition
var Rectangle = function(w,h) {
this.width = w;
this.height = h;
}
// Now your class methods go on the prototype object
Rectangle.prototype.area = function() {
return this.width * this.height;
}
Well, if you're using prototype inheritance to create new classes, you'll do something like this:
function MyBaseClass() {
// common stuff here
}
function MySubClass() {
// subclass-specific stuff here
}
MySubClass.prototype = new MyBaseClass();
That last line is required to establish the inheritance chain. However, it also has the side-effect of executing the body of MyBaseClass, which might cause problems (particularly if the MyBaseClass function is expecting arguments).
If you don't want that to happen, do something like this:
function MyBaseClass() {
this.init = function() {
// initialisation stuff here
}
// common stuff here
}
function MySubClass() {
// subclass-specific stuff here
this.init();
}
MySubClass.prototype = new MyBaseClass();
The initialisation code in init is now only executed when you create an instance of MySubClass.

Calling method using JavaScript prototype

Is it possible to call the base method from a prototype method in JavaScript if it's been overridden?
MyClass = function(name){
this.name = name;
this.do = function() {
//do somthing
}
};
MyClass.prototype.do = function() {
if (this.name === 'something') {
//do something new
} else {
//CALL BASE METHOD
}
};
I did not understand what exactly you're trying to do, but normally implementing object-specific behaviour is done along these lines:
function MyClass(name) {
this.name = name;
}
MyClass.prototype.doStuff = function() {
// generic behaviour
}
var myObj = new MyClass('foo');
var myObjSpecial = new MyClass('bar');
myObjSpecial.doStuff = function() {
// do specialised stuff
// how to call the generic implementation:
MyClass.prototype.doStuff.call(this /*, args...*/);
}
Well one way to do it would be saving the base method and then calling it from the overriden method, like so
MyClass.prototype._do_base = MyClass.prototype.do;
MyClass.prototype.do = function(){
if (this.name === 'something'){
//do something new
}else{
return this._do_base();
}
};
I'm afraid your example does not work the way you think. This part:
this.do = function(){ /*do something*/ };
overwrites the definition of
MyClass.prototype.do = function(){ /*do something else*/ };
Since the newly created object already has a "do" property, it does not look up the prototypal chain.
The classical form of inheritance in Javascript is awkard, and hard to grasp. I would suggest using Douglas Crockfords simple inheritance pattern instead. Like this:
function my_class(name) {
return {
name: name,
do: function () { /* do something */ }
};
}
function my_child(name) {
var me = my_class(name);
var base_do = me.do;
me.do = function () {
if (this.name === 'something'){
//do something new
} else {
base_do.call(me);
}
}
return me;
}
var o = my_child("something");
o.do(); // does something new
var u = my_child("something else");
u.do(); // uses base function
In my opinion a much clearer way of handling objects, constructors and inheritance in javascript. You can read more in Crockfords Javascript: The good parts.
I know this post is from 4 years ago, but because of my C# background I was looking for a way to call the base class without having to specify the class name but rather obtain it by a property on the subclass. So my only change to Christoph's answer would be
From this:
MyClass.prototype.doStuff.call(this /*, args...*/);
To this:
this.constructor.prototype.doStuff.call(this /*, args...*/);
if you define a function like this (using OOP)
function Person(){};
Person.prototype.say = function(message){
console.log(message);
}
there is two ways to call a prototype function: 1) make an instance and call the object function:
var person = new Person();
person.say('hello!');
and the other way is... 2) is calling the function directly from the prototype:
Person.prototype.say('hello there!');
This solution uses Object.getPrototypeOf
TestA is super that has getName
TestB is a child that overrides getName but, also has
getBothNames that calls the super version of getName as well as the child version
function TestA() {
this.count = 1;
}
TestA.prototype.constructor = TestA;
TestA.prototype.getName = function ta_gn() {
this.count = 2;
return ' TestA.prototype.getName is called **';
};
function TestB() {
this.idx = 30;
this.count = 10;
}
TestB.prototype = new TestA();
TestB.prototype.constructor = TestB;
TestB.prototype.getName = function tb_gn() {
return ' TestB.prototype.getName is called ** ';
};
TestB.prototype.getBothNames = function tb_gbn() {
return Object.getPrototypeOf(TestB.prototype).getName.call(this) + this.getName() + ' this object is : ' + JSON.stringify(this);
};
var tb = new TestB();
console.log(tb.getBothNames());
function NewClass() {
var self = this;
BaseClass.call(self); // Set base class
var baseModify = self.modify; // Get base function
self.modify = function () {
// Override code here
baseModify();
};
}
An alternative :
// shape
var shape = function(type){
this.type = type;
}
shape.prototype.display = function(){
console.log(this.type);
}
// circle
var circle = new shape('circle');
// override
circle.display = function(a,b){
// call implementation of the super class
this.__proto__.display.apply(this,arguments);
}
If I understand correctly, you want Base functionality to always be performed, while a piece of it should be left to implementations.
You might get helped by the 'template method' design pattern.
Base = function() {}
Base.prototype.do = function() {
// .. prologue code
this.impldo();
// epilogue code
}
// note: no impldo implementation for Base!
derived = new Base();
derived.impldo = function() { /* do derived things here safely */ }
If you know your super class by name, you can do something like this:
function Base() {
}
Base.prototype.foo = function() {
console.log('called foo in Base');
}
function Sub() {
}
Sub.prototype = new Base();
Sub.prototype.foo = function() {
console.log('called foo in Sub');
Base.prototype.foo.call(this);
}
var base = new Base();
base.foo();
var sub = new Sub();
sub.foo();
This will print
called foo in Base
called foo in Sub
called foo in Base
as expected.
Another way with ES5 is to explicitely traverse the prototype chain using Object.getPrototypeOf(this)
const speaker = {
speak: () => console.log('the speaker has spoken')
}
const announcingSpeaker = Object.create(speaker, {
speak: {
value: function() {
console.log('Attention please!')
Object.getPrototypeOf(this).speak()
}
}
})
announcingSpeaker.speak()
No, you would need to give the do function in the constructor and the do function in the prototype different names.
In addition, if you want to override all instances and not just that one special instance, this one might help.
function MyClass() {}
MyClass.prototype.myMethod = function() {
alert( "doing original");
};
MyClass.prototype.myMethod_original = MyClass.prototype.myMethod;
MyClass.prototype.myMethod = function() {
MyClass.prototype.myMethod_original.call( this );
alert( "doing override");
};
myObj = new MyClass();
myObj.myMethod();
result:
doing original
doing override
function MyClass() {}
MyClass.prototype.myMethod = function() {
alert( "doing original");
};
MyClass.prototype.myMethod_original = MyClass.prototype.myMethod;
MyClass.prototype.myMethod = function() {
MyClass.prototype.myMethod_original.call( this );
alert( "doing override");
};
myObj = new MyClass();
myObj.myMethod();

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