My background is heavy in JavaScript. I have a very advanced understanding of both ES5 and ES6. At work I was recently assigned a project involving an older flash application, which uses AS2. It is my understanding that ActionScript is very similar to ES5, but with classes and optional strict typing (akin to TypeScript and Flow), as well as a few other classic OO features. It is fairly straightforward so far, but I'm having trouble understanding how this and references work in ActionScript.
This is my understanding for JavaScript. this in a function can reference:
A bound variable, if using Function.bind() (as well as Function.call() and Function.apply()), which cannot be changed in the bound function, for example:
function func() {
return this.number;
}
var bound = func.bind({ number: 2 });
console.log(bound()); // 2
An object, if the function is called as a method on that object, for example:
function func() {
return this.number;
}
var obj = { number: 2, func: func };
console.log(obj.func()); // 2
An instance of a class, if that function is defined on the prototype of that class, for example:
function Class() {
this.number = 2;
}
Class.prototype.func = function func() {
return this.number;
}
console.log(new Class().func()); // 2
The global object, if the function is called without any kind of binding or object or instance attached to it, for example:
var number = 2;
function func() {
return this.number;
}
console.log(func()); // 2
In ActionScript things seem to be a bit different. For one thing, you can access class members without this if you are doing it within a method of that class, similar to languages like C# and Java:
class MyClass {
private var number:Number = 2;
public function func():Number {
return number;
}
}
trace(new MyClass().func()); // 2
Also, the ActionScript standard library doesn't seem to have a Function.bind() method, though it does have Function.apply() and Function.call() which seem to work just like the JavaScript variations: http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/2/help.html?content=00001072.html#265677. There also don't seem to be prototypes, which makes sense because classes are more abstract syntactic structures rather than functions (just like C#/Java) based on my understanding.
So my question is, excluding the lack of Function.bind() and Function.prototype, are the rules the same between ActionScript and JavaScript?
In addition, what happens if I do this:
class SomeClip extends MovieClip {
private var childClip:MovieClip;
private var number:Number = 2;
public function SomeClip() {
this.onLoad = function() {
// SomeClip onLoad hander, `this` will be the SomeClip instance
childClip._visible = true; // How is childClip resolved here?
childClip.onRelease = function() {
// childClip onRelease handler, `this` will be childClip
trace(number); // How is number resolved here?
};
};
}
}
Basically, if you access a member without this in an event handler, or some other loose function that is not a method of the class, what happens? I would guess that in the first case, it would resolve to this.childClip and work as one would expect, but in the second case, the resolution would fail because the onRelease handler's closure won't contain a reference to the SomeClip instance.
I see the comments that have been written so far are more focused on JS, so I'll try my best to answer from an ActionScript perspective.
In the world of AS2/AS3, functions that are defined as methods on a class have their this value bound to the class. This is typical of many higher-level languages with modern classes, such as Java, Haxe, etc. As such, in ActionScript you'll rarely find the need to use the this keyword other than cases where a variable name might be shadowed by a function argument:
public function Point(x:Number = 0, y:Number = 0)
{
// A rare but necessary use-case of "this" in AS2/AS3
this.x = x;
this.y = y;
}
On the other hand, if the function you provide is anonymous as in the example you wrote, the behavior depends on whether or not you prepend this:
childClip.onRelease = function() {
trace(number);
};
In this case ActionScript is able to determine number is a member of the class, and will print 2 like you expected since. This is because the interpreter looks for the next closest thing in the stack. In other words, you were ambiguous by excluding this so it knows it needs to perform a lookup.
However if you were to trace(this.number) instead, you would find that you get an undefined (and possibly even an error). This is because this is not a member variable on the class, and now points to a "global object" similar to JS. To avoid dancing with the global object, it's common practice for ActionScript developers to define all of their listeners as class instance methods:
class MyClass extends EventDispatcher
{
private function MyClass()
{
addEventListener(Event.CHANGE, onChangeEvent);
}
private function onChangeEvent(e:Event) {
trace(this); // refers to this class, and no need for bind() like JS
}
}
Well organized AS3 code will almost never contain inline anonymous functions, since it's much easier to handle garbage collection by using explicit function references.
One last thing to note - you can expect functions that are methods of regular Objects in ActionScript to behave like JavaScript where passing them around via event listeners will result in the context of this being lost, and Flash will not do the magic lookup to locate the variable you referenced:
var obj = {
func: function () {
trace(this); // weird global object
}
};
addEventListener(Event.CHANGE, obj.func);
Hope that helps!
In AS2 functions are not bound and get "this" reference passed (evidently via Function.apply or by the object reference) in the moment of call:
function getIndex()
{
trace(this.index);
}
var A = {index:1, getIndex:getIndex};
var B = {index:2, getIndex:getIndex};
A.getIndex(); // 1
B.getIndex(); // 2
B.getIndex.apply(A); // 1
Binding methods to certain objects was called "delegating": http://help.adobe.com/en_US/AS2LCR/Flash_10.0/help.html?content=00001842.html#1001423 In a nutshell, functions are objects too and you can create special function object that has references to both method to call and "this" object to pass:
function getIndex()
{
trace(this.index);
}
function bind(method, target):Function
{
var result:Function = function()
{
// arguments.callee is always a reference
// to the current function object
arguments.callee.method.apply(arguments.callee.target);
}
result.method = method;
result.target = target;
return result;
}
var A = {index:1};
var B = {index:2};
A.getIndex = bind(getIndex, A);
B.getIndex = bind(getIndex, B);
A.getIndex(); // 1
B.getIndex(); // 2
B.getIndex.apply(A); // 2
Then, if you don't use "this" reference, once you address some variable by its name there are several contexts that are searched for such a variable in order:
local function variables
local wrapper function variables (this one is truly horrible for no one really knows where these variables exist and it is a potent memory leak)
MovieClip, that holds the function code, local variables
global variables
Play with the following code, comment some "index" variables and you'll see it:
// Global variable.
_global.index = 6;
// MovieClip local variable.
var index = 5;
function wrap():Function
{
// Wrapper function local variable.
var index = 4;
return function()
{
// Function local variable.
var index = 3;
trace(index);
}
}
wrap()();
Related
In C++, the language I'm most comfortable with, usually one declares an object like this:
class foo
{
public:
int bar;
int getBar() { return bar; }
}
Calling getBar() works fine (ignoring the fact that bar might be uninitialized). The variable bar within getBar() is in the scope of class foo, so I don't need to say this->bar unless I really need to make it clear that I'm referring to the class' bar instead of, say, a parameter.
Now, I'm trying to get started with OOP in Javascript. So, I look up how to define classes and try the same sort of thing:
function foo()
{
this.bar = 0;
this.getBar = function() { return bar; }
}
And it gives me bar is undefined. Changing the bar to this.bar fixes the issue, but doing that for every variable clutters up my code quite a bit. Is this necessary for every variable? Since I can't find any questions relating to this, it makes me feel like I'm doing something fundamentally wrong.
EDIT: Right, so, from the comments what I'm getting is that this.bar, a property of an object, references something different than bar, a local variable. Can someone say why exactly this is, in terms of scoping and objects, and if there's another way to define an object where this isn't necessary?
JavaScript has no classes class-based object model. It uses the mightier prototypical inheritance, which can mimic classes, but is not suited well for it. Everything is an object, and objects [can] inherit from other objects.
A constructor is just a function that assigns properties to newly created objects. The object (created by a call with the new keyword) can be referenced trough the this keyword (which is local to the function).
A method also is just a function which is called on an object - again with this pointing to the object. At least when that function is invoked as a property of the object, using a member operator (dot, brackets). This causes lots of confusion to newbies, because if you pass around that function (e.g. to an event listener) it is "detached" from the object it was accessed on.
Now where is the inheritance? Instances of a "class" inherit from the same prototype object. Methods are defined as function properties on that object (instead of one function for each instance), the instance on which you call them just inherits that property.
Example:
function Foo() {
this.bar = "foo"; // creating a property on the instance
}
Foo.prototype.foo = 0; // of course you also can define other values to inherit
Foo.prototype.getBar = function() {
// quite useless
return this.bar;
}
var foo = new Foo; // creates an object which inherits from Foo.prototype,
// applies the Foo constructor on it and assigns it to the var
foo.getBar(); // "foo" - the inherited function is applied on the object and
// returns its "bar" property
foo.bar; // "foo" - we could have done this easier.
foo[foo.bar]; // 0 - access the "foo" property, which is inherited
foo.foo = 1; // and now overwrite it by creating an own property of foo
foo[foo.getBar()]; // 1 - gets the overwritten property value. Notice that
(new Foo).foo; // is still 0
So, we did only use properties of that object and are happy with it. But all of them are "public", and can be overwritten/changed/deleted! If that doesn't matter you, you're lucky. You can indicate "privateness" of properties by prefixing their names with underscores, but that's only a hint to other developers and may not be obeyed (especially in error).
So, clever minds have found a solution that uses the constructor function as a closure, allowing the creating of private "attributes". Every execution of a javascript function creates a new variable environment for local variables, which may get garbage collected once the execution has finished. Every function that is declared inside that scope also has access to these variables, and as long as those functions could be called (e.g. by an event listener) the environment must persist. So, by exporting locally defined functions from your constructor you preserve that variable environment with local variables that can only be accessed by these functions.
Let's see it in action:
function Foo() {
var bar = "foo"; // a local variable
this.getBar = function getter() {
return bar; // accesses the local variable
}; // the assignment to a property makes it available to outside
}
var foo = new Foo; // an object with one method, inheriting from a [currently] empty prototype
foo.getBar(); // "foo" - receives us the value of the "bar" variable in the constructor
This getter function, which is defined inside the constructor, is now called a "privileged method" as it has access to the "private" (local) "attributes" (variables). The value of bar will never change. You also could declare a setter function for it, of course, and with that you might add some validation etc.
Notice that the methods on the prototype object do not have access to the local variables of the constructor, yet they might use the privileged methods. Let's add one:
Foo.prototype.getFooBar = function() {
return this.getBar() + "bar"; // access the "getBar" function on "this" instance
}
// the inheritance is dynamic, so we can use it on our existing foo object
foo.getFooBar(); // "foobar" - concatenated the "bar" value with a custom suffix
So, you can combine both approaches. Notice that the privileged methods need more memory, as you create distinct function objects with different scope chains (yet the same code). If you are going to create incredibly huge amounts of instances, you should define methods only on the prototype.
It gets even a little more complicated when you are setting up inheritance from one "class" to another - basically you have to make the child prototype object inherit from the parent one, and apply the parent constructor on child instances to create the "private attributes". Have a look at Correct javascript inheritance, Private variables in inherited prototypes, Define Private field Members and Inheritance in JAVASCRIPT module pattern and How to implement inheritance in JS Revealing prototype pattern?
Explicitly saying this.foo means (as you've understood well) that you're interested about the property foo of the current object referenced by this. So if you use: this.foo = 'bar'; you're going to set the property foo of the current object referenced by this equals to bar.
The this keyword in JavaScript doesn't always mean the same thing like in C++. Here I can give you an example:
function Person(name) {
this.name = name;
console.log(this); //Developer {language: "js", name: "foo"} if called by Developer
}
function Developer(name, language) {
this.language = language;
Person.call(this, name);
}
var dev = new Developer('foo', 'js');
In the example above we're calling the function Person with the context of the function Developer so this is referencing to the object which will be created by Developer. As you might see from the console.log result this is comes from Developer. With the first argument of the method call we specify the context with which the function will be called.
If you don't use this simply the property you've created will be a local variable. As you might know JavaScript have functional scope so that's why the variable will be local, visible only for the function where it's declared (and of course all it's child functions which are declared inside the parent). Here is an example:
function foo() {
var bar = 'foobar';
this.getBar = function () {
return bar;
}
}
var f = new foo();
console.log(f.getBar()); //'foobar'
This is true when you use the var keyword. This means that you're defining bar as local variable if you forget var unfortunately bar will became global.
function foo() {
bar = 'foobar';
this.getBar = function () {
return bar;
}
}
var f = new foo();
console.log(window.bar); //'foobar'
Exactly the local scope can help you to achieve privacy and encapsulation which are one of the greatest benefits of OOP.
Real world example:
function ShoppingCart() {
var items = [];
this.getPrice = function () {
var total = 0;
for (var i = 0; i < items.length; i += 1) {
total += items[i].price;
}
return total;
}
this.addItem = function (item) {
items.push(item);
}
this.checkOut = function () {
var serializedItems = JSON.strigify(items);
//send request to the server...
}
}
var cart = new ShoppingCart();
cart.addItem({ price: 10, type: 'T-shirt' });
cart.addItem({ price: 20, type: 'Pants' });
console.log(cart.getPrice()); //30
One more example of the benefits of the JavaScript scope is the Module Pattern.
In Module Pattern you can simulate privacy using the local functional scope of JavaScript. With this approach you can have both private properties and methods. Here is an example:
var module = (function {
var privateProperty = 42;
function privateMethod() {
console.log('I\'m private');
}
return {
publicMethod: function () {
console.log('I\'m public!');
console.log('I\'ll call a private method!');
privateMethod();
},
publicProperty: 1.68,
getPrivateProperty: function () {
return privateProperty;
},
usePublicProperty: function () {
console.log('I\'ll get a public property...' + this.publicProperty);
}
}
}());
module.privateMethod(); //TypeError
module.publicProperty(); //1.68
module.usePublicProperty(); //I'll get a public property...1.68
module.getPrivateProperty(); //42
module.publicMethod();
/*
* I'm public!
* I'll call a private method!
* I'm private
*/
There's a little strange syntax with the parentless wrapping the anonymous functions but forget it for the moment (it's just executing the function after it's being initialized). The functionality can be saw from the example of usage but the benefits are connected mainly of providing a simple public interface which does not engages you with all implementation details. For more detailed explanation of the pattern you can see the link I've put above.
I hope that with this :-) information I helped you to understand few basic topics of JavaScript.
function Foo() {
this.bar = 0;
this.getBar = function () { return this.bar };
}
When you call the function above with the new keyword - like this...
var foo = new Foo();
... - a few things happen:
1) an object is created
2) the function is executed with the this keyword referencing that object.
3) that object is returned.
foo, then, becomes this object:
{
bar: 0,
getBar: function () { return this.bar; }
};
Why not, then, just do this:
var foo = {
bar: 0,
getBar: function () { return this.bar; }
};
You would, if it's just that one simple object.
But creating an object with a constructor (that's how it's called) gives us a big advantage in creating multiple of the "same" objects.
See, in javascript, all functions are created with a prototype property [an object], and all objects created with that function (by calling it with the new keyword) are linked to that prototype object. This is why it's so cool - you can store all common methods (and properties, if you wanted to) in the prototype object, and save a lot of memory. This is how it works:
function Foo( bar, bob ) {
this.bar = bar;
this.bob = bob;
}
Foo.prototype.calculate = function () {
// 'this' points not to the 'prototype' object
// as you could've expect, but to the objects
// created by calling Foo with the new keyword.
// This is what makes it work.
return this.bar - this.bob;
};
var foo1 = new Foo(9, 5);
var foo2 = new Foo(13, 3);
var result1 = foo1.calculate();
var result2 = foo2.calculate();
console.log(result1); //logs 4
console.log(result2); //logs 10
That's it!
To get closer to OOP in JavaScript, you might want to take a look into a Module design pattern (for instance, described here).
Based on the closure effect, this pattern allows emulating private properties in your objects.
With 'private' properties you can reference them directly by its identifier (i.e., no this keyword as in constructors).
But anyway, closures and design patterns in JS - an advanced topic. So, get familiar with basics (also explained in the book mentioned before).
In javascript this always refers to the owner object of the function. For example, if you define your function foo() in a page, then owner is the javascript object windows; or if you define the foo() on html element <body>, then the owner is the html element body; and likewise if you define the function onclick of element <a>, then the owner is the anchor.
In your case, you are assigning a property bar to the 'owner' object at the begining and trying to return the local variable bar.
Since you never defined any local varialbe bar, it is giving you as bar is undefined.
Ideally your code should have defined the variable as var bar; if you want to return the value zero.
this is like a public access modifier of objects(variables or functions), while var is the private access modifier
Example
var x = {};
x.hello = function(){
var k = 'Hello World';
this.m = 'Hello JavaScript';
}
var t = new x.hello();
console.log(t.k); //undefined
console.log(t.m); //Hello JavaScript
I looked through the suggested links but can't seem to find the term for a function that acts like a class (is it a constructor function? doesn't have that keyword either!) but doesn't use the new keyword, nor class.
I've used both this example's pattern and the class pattern in my code but realized I don't know how to describe the former.
I think this is in part because I learned JS recently, have seen class thrown around a lot, yet looking through my notes of not-ES5,6,7,2018,2020 etc. can't seem to find what var aCounter = counterFunction() is called for the life of me.
I know what the result of what i'm doing is, how to work it, etc. but why no constructor(), no new, no class, no etc.prototype.etc pattern? I know i'm creating an object, calling a method existing Within the object, etc. I believe i'm beginning to ramble.
Lo, an example
const counterFunction = () => {
let val = 0
return {
increment() { val++ },
getVal() { return val }
}
}
which is || can be instantiated (?) like so:
let aCounter = counterFunction() // where i'm getting tripped up
and works like
aCounter.increment() // 1
aCounter.increment() // 2
aCounter.getVal() // 2
I know this is rambling, but help! I think it will make things click more inside once this lexical puzzle piece is put into position!
That is just a function that returns an object literal, which does not act like a class (doesn't have a prototype, and as you pointed out, does not use new, etc).
The functions that are set as the properties of this object (which you store in aCounter) seem to act like class methods because they keep the reference to the variable val alive, but this is not because val is in any way associated with the actual object.
Instead, those functions are closures that keep the reference to the variable alive for as long as the functions themselves are alive.
So to answer your question, what you have described doesn't have any name in particular. It's just a function that returns an object.
Edit:
You asked why there is no constructor() or related syntax in this pattern. Object literals in JavaScript are just mappings of names and values:
const x = { a: 3, b: "hello" };
You do not need a constructor for this, and there is no prototype because it was not instantiated using a constructor. On the other hand, classes and constructor functions are templates for objects that will be created later, and those objects do have a prototype and a constructor because the template contains logic that initializes the object.
class A
{
constructor()
{
this.a = new Date();
this.b = this.a.toString(); // you cannot do this in an object literal
}
}
const x = new A();
Question:
What is it called when a function behaves like a class but doesn't use the class keyword, nor “new” keyword (in Javascript)?
Answer:
It's called a "factory function".
Factory functions usually return a object of a consistent type but are not instances of the factory function itself. Returned objects would rarely inherit from the factory function's prototype property, and calling the factory function does not require new before the function being called.
What you showed there is nothing special. It is just a normal function that has a closure.
Though, you can call it as a type of design pattern.
It looks similar to Revealing Module Pattern where you can separate public property and private property.
Below is an example (not a good one tho):
var counter = function(){
var privateCount = 0;
var privateHistory = [];
return {
getVal: function(){
return privateCount;
},
increment: function(){
privateCount++;
privateHistory.push('+');
return this.getVal();
},
decrement: function(){
privateCount--;
privateHistory.push('-');
return this.getVal();
},
publicHistory: function(){
return privateHistory;
}
}
}
var aCounter = counter();
console.log(aCounter.increment());
console.log(aCounter.decrement());
console.log(aCounter.publicHistory());
Here, you can't directly manipulate the private variables that I don't expose to you.
You can only manipulate those private variables only if I expose the function to you. In this case, the .increment() and .decrement() function.
As you can see, there is no class, no prototype, no constructor.
I can see how you may get tripped up, let's go through your code and explore what's going on:
const counterFunction = () => {
let val = 0
return {
increment() { val++ },
getVal() { return val }
}
}
At this point counterFunction is a variable that points to a function, it's essentially a function name. The ()=>{...} is the function body or function definition and within it the return statement shows that it returns an unnamed object with two property methods.
let aCounter = counterFunction() // where i'm getting tripped up
This is calling your previously defined function, which again returns the object with two methods and assigns it to the variable aCounter. If you did the same thing again for a variable called bCounter they would hold two independent objects.
and works like
aCounter.increment() // 1
aCounter.increment() // 2
aCounter.getVal() // 2
Because the method inside the object refers to a variable outside the scope of the object, but within the function body, a closure is created so that the state of val may be retained. Because the variable is in use, the browser's cleanup process skips over it, so the function is still kept in memory, I believe until the object is destroyed and the function's variable is no longer used.
If I were to make a new function using the Function constructor, how could I give it a non-temporary scope to access besides window (meaning the scope only has to be evaluated once, not every time the function is called)? The purpose is to construct multiple variables that require some pretty costly calculations, and I don't want to reconstruct them every time the function is called, but I also don't want to store them in window. Any ideas?
You could bind your function to the specific context using bind keyword:
var context = {};
var f = new Function("args", "return this").bind(context);
f(); // context
Since bind is defined in ECMA 5th, it may not be present in all browsers, here's a workaround
For the above described purpose, you use static functions. You cannot prevent scope from being evaluated at every call, because this is the way JavaScript works, but you can speed it up by not having window in the scoping chain.
var namespace = {};
namespace.someMethod = function() {
// do something here.
};
Now anywhere in your code, you can call that method by using namespace.someMethod();. Just be careful. The above is a static method. You can call it without instantiating. But you MUST NOT use this.property inside a static function. It is a potentially very dangerous operation, as it may give an extension access to the global object and basically un-restricted permissions.
And the above is a static JavaScript method. It does not have window in the scoping chain.
Here's how to create a constructor using the same pattern. When you want to use a constructor, you always instantiate before using. For that you have the new keyword.
var namespace = {};
namespace.coordinate = function(x, y) {
this.x = x;
this.y = y;
};
namespace.coordinate.prototype.addCoordinates = function() {
return this.x + this.y;
};
Now anywhere in your code you can do:
var coordinateObject = new namespace.coordinate(5,10);
// you have created a new instance.
alert(coordinateObject.addCoordinates());// will alert 15;
// now you can make as many as you want. They will behave as instances.
// This means they do not interfere with each other in any way.
// They just have the same properties and methods, but the instance values
// Can be entirely different.
var secondCoordinateObject = new namespace.coordinate(10, 25);
alert(secondCoordinateObject.addCoordinates());// will output 35.
You have successufully created an instance of your namespace.coordinate class. Using the pattern I gave you, you can replicate almost the entire functionality of Java or C or any other Object Oriented language.
var yourNamespace = {
func1: function() {
},
func2: function() {
}
};
...
yourNamespace.func1();
you can call the function that you want by calling the function from name space like this yourNamespace.func1();
The ever-growing method of creating, storing, hiding, revealing, and grouping variables & functions is through the magic of "closures", Javascript's most powerful and yet unsung feature:
var groupObj = (function (setUp) {
// maintained by reference, hidden
var _priVar = setUp * 2;
// maintained by reference, revealed (through returned object)
var _pubVar = 8;
var _pubFunc = function (x) {
_priVar += x;
_pubVar += x;
}
var lostVar = setUp * 99; // not referenced, hidden, so evaporates!
return {
'pubVar' : _pubVar,
'pubFunc' : _pubFunc
}
}(4)); // runs immediately with 4 as setUp, revealing pubVar & pubFunc
Then...
groupObj.pubFunc(7); // runs public function, adds 7 to both variables
alert('public variable: ' + groupObj.pubVar); // alerts public variable
A closure occurs whenever there is a function inside of another function. A variable inside of the outter function will be maintained so long as it is referenced by the inner function, kind of a "no-mans land" where a variable is forced to exist by a reference to it from a lower scope, but is hidden from the higher scope due to the innate principles of Javascript.
There are a few other ways to use closures, replacing the object constructor, one-off conflict-free private functions, and more. There are many posts here about them.
As far as I can tell, there are two main ways of creating functions for an object in javascript. They are:
Method A, make it in the constructor:
function MyObject() {
this.myFunc1 = function() {
...
}
this.myFunc2 = function() {
...
}
...
}
Method B, add it to the prototype:
function MyObject() {
...
}
MyObject.prototype.myFunc1 = function() {
...
}
MyObject.prototype.myFunc2 = function() {
....
}
Obviously if you did:
MyObject.myFunc3 = function() {
....
}
then myFunc3 would become associated with MyObject itself, and not any new objects created with the new keyword. For clarity, we'll call it method C, even though it doesn't work for creating new objects with the new keyword.
So, I would like to know what the differences between the two are. As far as I can tell they have the same effect logically, even if what's happening on the machine is different.
If I were to guess I would say that the only real difference is when you're defining them in the constructor like in method A, it creates a whole new function object for each object that's created, and Method B only keeps one copy of it (in MyObject), that it refers to any time it's called. if this is the case, why would you do it one way over the other. Otherwise, what is the difference between method A and method B.
The advantage of giving a separate function to each object is that you can close over variables in the constructor, essentially allowing for "private data".
function MyObject(a,b) {
var n = a + b; //private variable
this.myFunc1 = function() {
console.log(n);
}
};
vs
function MyObject(a,b) {
this.n = a + b; //public variable
}
MyObject.prototype.myFunc1 = function() {
console.log(this.n);
}
Whether this is a good idea or not depends on who you ask. My personal stance is reserving constructor functions for when I actually use the prototype, as in option #2 and using plain functions (say, make_my_object(a,b)) when using closures, as in option #1.
The idea is that you can modify the prototype at any time and all objects of the type (even those created before the modification) will inherit the changes. This is because, as you mentioned, the prototype is not copied with every new instance.
The MyObject in method A is an instance for inner functions.
You cannot call its functions explicitly outside of it unless object (you can call it a class) was instantiated.
Assume this:
MyObject.MyFunc1(); // will not work
var obj = new MyObject();
obj.MyFunc1(); // will work
so this is the same as any class in other languages. Describing usefulness of classes and their usages goes beyond that question though.
Also to notice:
function MyObject() {
var privateVar = "foo";
this.publicProperty = "bar";
// public function
this.publicFunc = function() {
...
}
// private function
function privateFunc () {
...
}
}
For method B it's same as with method A, the only difference is prototyping is a style of creating object. Some use prototypes for readability or out of preference.
The main advantage in prototypes is that you can extend existing object without touching the original source. You need to be careful with that though.
(as example Prototype framework)
For method C you can call them a static functions. As you said they can be called explicitly by referring through object like:
MyObject.MyFunc1();
So which one to use depends on situation you're handling.
I'm trying to figure out the basic pattern for creating a JavaScript library (class). I want to do it in such a way that it doesn't pollute the global namespace with a bunch of junk, but allowing for the class to have instance variables and public methods that modify those instance variables.
Consider the following toy example. I want to make a class Foo. It should contain an instance member, bar, which is a number. There should be a constructor for Foo that takes a number and initializes its instance bar with that number. There should be an instance method that I can call on a Foo object to modify bar. Maybe the code that uses the library looks like this:
var foo1 = new Foo(1);
var foo2 = new Foo(2);
console.log(foo1.bar); // should print "1"
console.log(foo2.bar); // should print "2"
foo2.changeBar(42);
console.log(foo1.bar); // should print "1"
console.log(foo2.bar); // should print "42"
The resultant foo.js would be used by a Web app and therefore included via a script tag in the HTML.
I've done a bit of searching with Google but I have yet to find a single, concise, generic outline of how to design a JavaScript class (used as a library).
(function () {
Foo = function (num) {
this.changeBar(num);
};
var privateMethod = function (x) {
if (this.bar === 999) {
this.bar = x;
}
};
Foo.prototype.changeBar = function (num) {
this.bar = num;
privateMethod.call(this, 1);
};
}());
That is the simplest way of doing it. You don't need to include the definition in a closure, more of a style thing.
Building up on Evan's answer, to showcase some more possibilites. Most normal cases only use some of these though.
(function() {
//When we create variables inside a function they can only be seen by other
// inner functions. Wraping all our code here makes sure noone gets to see
// the private stuff.
//The first opening parenthesis is required for Javascript to parse it
//correctly though
//this is the constructor function
//Note how we set a global variable (Foo) to make it available outside.
Foo = function(num, another_num) {
this.changeBar(num);
//sometimes you will want to make a method that modifies a variable
//that can't be acessed via this.xxx. You can use a closure here for that
//(there are some performance considerations though)
this.baz = function(){
console.log(another_num);
}
//Setting methods "by hand" like this is also useful if you want to
//do multiple inheritance, since you can just set all methods of the
//second class by hand here if you want.
}
//Things on Foo.prototype will be available for all Foo objects,
// via prototypal inheritance magic.
Foo.prototype.changeBar = function(num) {
this.bar = num;
}
var a_secret_variable = 42;
function my_private_function(){
console.log(a_secret_variable);
}
//All private variables can be normaly used (by functions that can see them).
Foo.prototype.use_magic = function(){
my_private_function();
}
}());
//The "fake" function is imediatelly called,
//so in the end all it does is create a inner scope.
The Module Pattern is probably the most popular pattern used today.
var Foo = (function() {
var _thisIsAPrivateVar;
function thisIsAPrivateMethod() {
}
return {
thisIsAPublicMethod : function() {
// can still access the "private" variable and method
}
};
})();