Do JavaScript class instances clone functions? - javascript

If i have the following code:
function myClass(){
this.type = 1;
this.ret = function(){
return this.type;
}
}
var ins1 = new myClass,
ins2 = new myClass,
ins3 = new myClass;
ins2.type = 2;
ins3.type = 3;
console.log(ins1.ret() + ' - ' + ins2.ret() + ' - ' + ins3.ret());
The output in the console is
1 - 2 - 3
When the code runs (the console.log() part), is there one method ret() running, or three? If each instance creates a new method, how can I avoid that? If they all do the same exact thing, why have three of them.

The methods are different indeed. You are wasting memory.
ins1.ret == ins2.ret; // false
Instead, you can define the method in the prototype:
function myClass(){}
myClass.prototype.type = 1;
myClass.prototype.ret = function(){
return this.type;
};

Related

Creating simple constructor in Javascript

I am trying to write a constructor that when increment is called it outputs this:
var increment = new Increment();
alert(increment); // 1
alert(increment); // 2
alert(increment + increment); // 7
I am trying to go this way:
var increment = 0;
function Increment(increment){
increment += 1;
};
But the alerts outputs [object object].
Any idea?
EDIT: apparently I am not allowed to touch the existing code, as the cuestion of this exercise is: «Create a constructor whose instances will return the incremented number»
Ususally, you need a method for incrementing the value and you need to call it.
function Increment(value) {
this.value = value || 0;
this.inc = function () { return ++this.value; };
}
var incrementor = new Increment;
console.log(incrementor.inc()); // 1
console.log(incrementor.inc()); // 2
console.log(incrementor.inc() + incrementor.inc()); // 7
But you could take a constructor and implement a toString function for getting a primitive value.
This solution is not advisable, but it works for educational use. (It does not work with console.log here, because it need an expecting environment for a primitive value.)
function Increment(value) {
value = value || 0;
this.toString = function () { return ++value; };
}
var increment = new Increment;
alert(increment); // 1
alert(increment); // 2
console.log(increment + increment); // 7
There are few things that are conceptually wrong here, to keep it simple what you could do is:
function Increment(){
this.value = 0;
}
Increment.prototype.increase = function(){this.value++}
Increment.prototype.getValue = function(){return this.value}
let incrementInstance = new Increment();
incrementInstance.increase();
console.log(incrementInstance.getValue())
Basically what you need to do is to create an instance of Increment and then change the value for it
function Increment(initial){
this.value = initial
}
Increment.prototype = {
constructor: Increment,
inc: function(){
return ++this.value;
}
}
increment = new Increment(0);
alert(increment.inc() + increment.inc());

How does implicit passing of object reference work?

I have some Javascript code which works fine so far but I do not understand the how the variable "me" is set in the function "run"?
GameLoop.prototype.run = function() {
this.startTime = new Date().getTime();
var currentTimeMillis = this.startTime;
var loops;
var interpolation=0.0;
this.running=true;
return function(me){
loops = 0;
while (new Date().getTime() > currentTimeMillis && loops < me.MAX_FRAMESKIP) {
me.updateGame();
currentTimeMillis += me.SKIP_TICKS;
loops++;
}
interpolation = parseFloat(new Date().getTime() + me.SKIP_TICKS - currentTimeMillis) / parseFloat(me.SKIP_TICKS);
me.drawGame(interpolation);
}
}
The function is called continuously by the browser's animate function below. Since I do not pass any reference to the call f.run(), i guess the correct reference to me is set implicitly. Can someone explain me or give me some useful links which explains this behaviour?
GameLoop.prototype.recursiveAnim = function() {
var f = this.run();
f.run();
this.animFrame( this.recursiveAnim );
};
By calling run you get a function in return, that function has one parameter and its called me.
For example
var x = function () { return function (me) { return me; } }
// by calling x, you get the function: `function (me) { return me; }
var f = x();
console.log(f(1)); // answer is 1

JavaScript override methods

Let's say you have the below code:
function A() {
function modify() {
x = 300;
y = 400;
}
var c = new C();
}
function B() {
function modify(){
x = 3000;
y = 4000;
}
var c = new C();
}
C = function () {
var x = 10;
var y = 20;
function modify() {
x = 30;
y = 40;
};
modify();
alert("The sum is: " + (x+y));
}
Now the question is, if there is any way in which I can override the method modify from C with the methods that are in A and B. In Java you would use the super-keyword, but how can you achieve something like this in JavaScript?
Edit: It's now six years since the original answer was written and a lot has changed!
If you're using a newer version of JavaScript, possibly compiled with a tool like Babel, you can use real classes.
If you're using the class-like component constructors provided by Angular or React, you'll want to look in the docs for that framework.
If you're using ES5 and making "fake" classes by hand using prototypes, the answer below is still as right as it ever was.
JavaScript inheritance looks a bit different from Java. Here is how the native JavaScript object system looks:
// Create a class
function Vehicle(color){
this.color = color;
}
// Add an instance method
Vehicle.prototype.go = function(){
return "Underway in " + this.color;
}
// Add a second class
function Car(color){
this.color = color;
}
// And declare it is a subclass of the first
Car.prototype = new Vehicle();
// Override the instance method
Car.prototype.go = function(){
return Vehicle.prototype.go.call(this) + " car"
}
// Create some instances and see the overridden behavior.
var v = new Vehicle("blue");
v.go() // "Underway in blue"
var c = new Car("red");
c.go() // "Underway in red car"
Unfortunately this is a bit ugly and it does not include a very nice way to "super": you have to manually specify which parent classes' method you want to call. As a result, there are a variety of tools to make creating classes nicer. Try looking at Prototype.js, Backbone.js, or a similar library that includes a nicer syntax for doing OOP in js.
Since this is a top hit on Google, I'd like to give an updated answer.
Using ES6 classes makes inheritance and method overriding a lot easier:
'use strict';
class A {
speak() {
console.log("I'm A");
}
}
class B extends A {
speak() {
super.speak();
console.log("I'm B");
}
}
var a = new A();
a.speak();
// Output:
// I'm A
var b = new B();
b.speak();
// Output:
// I'm A
// I'm B
The super keyword refers to the parent class when used in the inheriting class. Also, all methods on the parent class are bound to the instance of the child, so you don't have to write super.method.apply(this);.
As for compatibility: the ES6 compatibility table shows only the most recent versions of the major players support classes (mostly). V8 browsers have had them since January of this year (Chrome and Opera), and Firefox, using the SpiderMonkey JS engine, will see classes next month with their official Firefox 45 release. On the mobile side, Android still does not support this feature, while iOS 9, release five months ago, has partial support.
Fortunately, there is Babel, a JS library for re-compiling Harmony code into ES5 code. Classes, and a lot of other cool features in ES6 can make your Javascript code a lot more readable and maintainable.
Once should avoid emulating classical OO and use prototypical OO instead. A nice utility library for prototypical OO is traits.
Rather then overwriting methods and setting up inheritance chains (one should always favour object composition over object inheritance) you should be bundling re-usable functions into traits and creating objects with those.
Live Example
var modifyA = {
modify: function() {
this.x = 300;
this.y = 400;
}
};
var modifyB = {
modify: function() {
this.x = 3000;
this.y = 4000;
}
};
C = function(trait) {
var o = Object.create(Object.prototype, Trait(trait));
o.modify();
console.log("sum : " + (o.x + o.y));
return o;
}
//C(modifyA);
C(modifyB);
modify() in your example is a private function, that won't be accessible from anywhere but within your A, B or C definition. You would need to declare it as
this.modify = function(){}
C has no reference to its parents, unless you pass it to C. If C is set up to inherit from A or B, it will inherit its public methods (not its private functions like you have modify() defined). Once C inherits methods from its parent, you can override the inherited methods.
the method modify() that you called in the last is called in global context
if you want to override modify() you first have to inherit A or B.
Maybe you're trying to do this:
In this case C inherits A
function A() {
this.modify = function() {
alert("in A");
}
}
function B() {
this.modify = function() {
alert("in B");
}
}
C = function() {
this.modify = function() {
alert("in C");
};
C.prototype.modify(); // you can call this method where you need to call modify of the parent class
}
C.prototype = new A();
Not unless you make all variables "public", i.e. make them members of the Function either directly or through the prototype property.
var C = function( ) {
this.x = 10 , this.y = 20 ;
this.modify = function( ) {
this.x = 30 , this.y = 40 ;
console.log("(!) C >> " + (this.x + this.y) ) ;
} ;
} ;
var A = function( ) {
this.modify = function( ) {
this.x = 300 , this.y = 400 ;
console.log("(!) A >> " + (this.x + this.y) ) ;
} ;
} ;
A.prototype = new C ;
var B = function( ) {
this.modify = function( ) {
this.x = 3000 , this.y = 4000 ;
console.log("(!) B >> " + (this.x + this.y) ) ;
} ;
} ;
new C( ).modify( ) ;
new A( ).modify( ) ;
new B( ).modify( ) ;
test it here
You will notice a few changes.
Most importantly the call to the supposed "super-classes" constructor is now implicit within this line:
<name>.prototype = new C ;
Both A and B will now have individually modifiable members x and y which would not be the case if we would have written ... = C instead.
Then, x, y and modify are all "public" members so that assigning a different Function to them
<name>.prototype.modify = function( ) { /* ... */ }
will "override" the original Function by that name.
Lastly, the call to modify cannot be done in the Function declaration because the implicit call to the "super-class" would then be executed again when we set the supposed "super-class" to the prototype property of the supposed "sub-classes".
But well, this is more or less how you would do this kind of thing in JavaScript.
HTH,
FK
function A() {
var c = new C();
c.modify = function(){
c.x = 123;
c.y = 333;
}
c.sum();
}
function B() {
var c = new C();
c.modify = function(){
c.x = 999;
c.y = 333;
}
c.sum();
}
C = function () {
this.x = 10;
this.y = 20;
this.modify = function() {
this.x = 30;
this.y = 40;
};
this.sum = function(){
this.modify();
console.log("The sum is: " + (this.x+this.y));
}
}
A();
B();

Javascript prototype operator performance: saves memory, but is it faster?

I read here (Douglas Crockford) using prototype operator to add methods to Javascript classes saves also memory.
Then I read in this John Resig's article "Instantiating a function with a bunch of prototype properties is very, very, fast", but is he talking about using prototype in the standard way, or is he talking about his specific example in his article?
For example, is creating this object:
function Class1()
{
this.showMsg = function(string) { alert(string); }
}
var c = new Class1();
c.showMsg();
slower than creating this object, then?
function Class1() {}
Class1.prototype.showMsg = function(string) { alert(string); }
var c = new Class1();
c.showMsg();
P.S.
I know prototype is used to create inheritance and singleton object etc. But this question does not have anyhting to do with these subjects.
EDIT: to whom it might be interested also in performance comparison between a JS object and a JS static objet can read this answer below. Static object are definitely faster, obviously they can be usued only when you don't need more than one instance of the object.
Edit in 2021:
This question was asked in 2010 when class was not available in JS. Nowadays, class has been so optimized that there is no excuse not to use it. If you need to use new, use class. But back in 2010 you had two options when binding methods to their object constructors -- one was to bind functions inside the function constructor using this and the other was to bind them outside the constructor using prototype. #MarcoDemaio's question has very concise examples. When class was added to JS, early implementations were close in performance, but usually slower. That's not remotely true anymore. Just use class. I can think of no reason to use prototype today.
It was an interesting question, so I ran some very simple tests (I should have restarted my browsers to clear out the memory, but I didn't; take this for what it's worth). It looks like at least on Safari and Firefox, prototype runs significantly faster [edit: not 20x as stated earlier]. I'm sure a real-world test with fully-featured objects would be a better comparison. The code I ran was this (I ran the tests several times, separately):
var X,Y, x,y, i, intNow;
X = function() {};
X.prototype.message = function(s) { var mymessage = s + "";}
X.prototype.addition = function(i,j) { return (i *2 + j * 2) / 2; }
Y = function() {
this.message = function(s) { var mymessage = s + "";}
this.addition = function(i,j) { return (i *2 + j * 2) / 2; }
};
intNow = (new Date()).getTime();
for (i = 0; i < 10000000; i++) {
y = new Y();
y.message('hi');
y.addition(i,2)
}
console.log((new Date()).getTime() - intNow); //FF=5206ms; Safari=1554
intNow = (new Date()).getTime();
for (i = 0; i < 10000000; i++) {
x = new X();
x.message('hi');
x.addition(i,2)
}
console.log((new Date()).getTime() - intNow);//FF=3894ms;Safari=606
It's a real shame, because I really hate using prototype. I like my object code to be self-encapsulated, and not allowed to drift. I guess when speed matters, though, I don't have a choice. Darn.
[Edit] Many thanks to #Kevin who pointed out my previous code was wrong, giving a huge boost to the reported speed of the prototype method. After fixing, prototype is still around significantly faster, but the difference is not as enormous.
I would guess that it depends on the type of object you want to create. I ran a similar test as Andrew, but with a static object, and the static object won hands down. Here's the test:
var X, Y, Z, x, y, z;
X = function() {};
X.prototype.message = function(s) {
var mymessage = s + "";
}
X.prototype.addition = function(i, j) {
return (i * 2 + j * 2) / 2;
}
Y = function() {
this.message = function(s) {
var mymessage = s + "";
}
this.addition = function(i, j) {
return (i * 2 + j * 2) / 2;
}
};
Z = {
message: function(s) {
var mymessage = s + "";
},
addition: function(i, j) {
return (i * 2 + j * 2) / 2;
}
}
function TestPerformance() {
var closureStartDateTime = new Date();
for (var i = 0; i < 100000; i++) {
y = new Y();
y.message('hi');
y.addition(i, 2);
}
var closureEndDateTime = new Date();
var prototypeStartDateTime = new Date();
for (var i = 0; i < 100000; i++) {
x = new X();
x.message('hi');
x.addition(i, 2);
}
var prototypeEndDateTime = new Date();
var staticObjectStartDateTime = new Date();
for (var i = 0; i < 100000; i++) {
z = Z; // obviously you don't really need this
z.message('hi');
z.addition(i, 2);
}
var staticObjectEndDateTime = new Date();
var closureTime = closureEndDateTime.getTime() - closureStartDateTime.getTime();
var prototypeTime = prototypeEndDateTime.getTime() - prototypeStartDateTime.getTime();
var staticTime = staticObjectEndDateTime.getTime() - staticObjectStartDateTime.getTime();
console.log("Closure time: " + closureTime + ", prototype time: " + prototypeTime + ", static object time: " + staticTime);
}
TestPerformance();
This test is a modification of code I found at:
Link
Results:
IE6: closure time: 1062, prototype time: 766, static object time: 406
IE8: closure time: 781, prototype time: 406, static object time: 188
FF: closure time: 233, prototype time: 141, static object time: 94
Safari: closure time: 152, prototype time: 12, static object time: 6
Chrome: closure time: 13, prototype time: 8, static object time: 3
The lesson learned is that if you DON'T have a need to instantiate many different objects from the same class, then creating it as a static object wins hands down. So think carefully about what kind of class you really need.
So I decided to test this as well. I tested creation time, execution time, and memory use. I used Nodejs v0.8.12 and the mocha test framework running on a Mac Book Pro booted into Windows 7. The 'fast' results are using prototypes and the 'slow' ones are using module pattern. I created 1 million of each type of object and then accessed the 4 methods in each object. Here are the results:
c:\ABoxAbove>mocha test/test_andrew.js
Fast Allocation took:170 msec
·Fast Access took:826 msec
state[0] = First0
Free Memory:5006495744
·Slow Allocation took:999 msec
·Slow Access took:599 msec
state[0] = First0
Free Memory:4639649792
Mem diff:358248k
Mem overhead per obj:366.845952bytes
? 4 tests complete (2.6 seconds)
The code is as follows:
var assert = require("assert"), os = require('os');
function Fast (){}
Fast.prototype = {
state:"",
getState:function (){return this.state;},
setState:function (_state){this.state = _state;},
name:"",
getName:function (){return this.name;},
setName:function (_name){this.name = _name;}
};
function Slow (){
var state, name;
return{
getState:function (){return this.state;},
setState:function (_state){this.state = _state;},
getName:function (){return this.name;},
setName:function (_name){this.name = _name;}
};
}
describe('test supposed fast prototype', function(){
var count = 1000000, i, objs = [count], state = "First", name="Test";
var ts, diff, mem;
it ('should allocate a bunch of objects quickly', function (done){
ts = Date.now ();
for (i = 0; i < count; ++i){objs[i] = new Fast ();}
diff = Date.now () - ts;
console.log ("Fast Allocation took:%d msec", diff);
done ();
});
it ('should access a bunch of objects quickly', function (done){
ts = Date.now ();
for (i = 0; i < count; ++i){
objs[i].setState (state + i);
assert (objs[i].getState () === state + i, "States should be equal");
objs[i].setName (name + i);
assert (objs[i].getName () === name + i, "Names should be equal");
}
diff = Date.now() - ts;
console.log ("Fast Access took:%d msec", diff);
console.log ("state[0] = " + objs[0].getState ());
mem = os.freemem();
console.log ("Free Memory:" + mem + "\n");
done ();
});
it ('should allocate a bunch of objects slowly', function (done){
ts = Date.now ();
for (i = 0; i < count; ++i){objs[i] = Slow ();}
diff = Date.now() - ts;
console.log ("Slow Allocation took:%d msec", diff);
done ();
});
it ('should access a bunch of objects slowly', function (done){
ts = Date.now ();
for (i = 0; i < count; ++i){
objs[i].setState (state + i);
assert (objs[i].getState () === state + i, "States should be equal");
objs[i].setName (name + i);
assert (objs[i].getName () === name + i, "Names should be equal");
}
diff = Date.now() - ts;
console.log ("Slow Access took:%d msec", diff);
console.log ("state[0] = " + objs[0].getState ());
var mem2 = os.freemem();
console.log ("Free Memory:" + mem2 + "\n");
console.log ("Mem diff:" + (mem - mem2) / 1024 + "k");
console.log ("Mem overhead per obj:" + (mem - mem2) / count + 'bytes');
done ();
});
});
Conclusion: This backs up what others in this post have found. If you are constantly creating objects then the prototype mechanism is clearly faster. If your code spends most of its time accessing objects then the module pattern is faster. If you are sensitive about memory use, the prototype mechanism uses ~360 bytes less per object.
Intuitively, it seems that it would be more memory-efficient and faster to create functions on the prototype: the function's only created once, not each time a new instance is created.
However, there will be a slight performance difference when it's time to access the function. When c.showMsg is referenced, the JavaScript runtime first checks for the property on c. If it's not found, c's prototype is then checked.
So, creating the property on the instance would result in slightly faster access time - but this might only be an issue for a very deep prototype hierarchy.
We need to separate object construction and usage.
When declaring a function on a prototype, it is shared between all instances. When declaring a function in a constructor, this is recreated every time new instance is made. Given that, we need to benchmark construction and usage separately to have better results. That is what I did and want to share the results with you. This benchmark does not test for speed of construction.
function ThisFunc() {
this.value = 0;
this.increment = function(){
this.value++;
}
}
function ProtFunc() {
this.value = 0;
}
ProtFunc.prototype.increment = function (){
this.value++;
}
function ClosFunc() {
var value = 0;
return {
increment:function(){
value++;
}
};
}
var thisInstance = new ThisFunc;
var iterations = 1000000;
var intNow = (new Date()).getTime();
for (i = 0; i < iterations; i++) {
thisInstance.increment();
}
console.log(`ThisFunc: ${(new Date()).getTime() - intNow}`); // 27ms node v4.6.0
var protInstance = new ProtFunc;
intNow = (new Date()).getTime();
for (i = 0; i < iterations; i++) {
protInstance.increment();
}
console.log(`ProtFunc: ${(new Date()).getTime() - intNow}`); // 4ms node v4.6.0
var closInstance = ClosFunc();
intNow = (new Date()).getTime();
for (i = 0; i < iterations; i++) {
closInstance.increment();
}
console.log(`ClosFunc: ${(new Date()).getTime() - intNow}`); // 7ms node v4.6.0
From these results we can see that the prototype version is the fastest (4ms), but the closure version is very close (7ms). You may still need to benchmark for your particular case.
So:
We can use prototype version when we need to have every bit of performance or share functions between instances.
We can use other versions when what we want is the features they provide. (private state encapsulation, readability etc.)
PS: I used Andrew's answer as a reference. Used the same loops and notation.
I ran my own tests.
The first conclusion is, that static access is actually slower than real prototyping. Interestingly, the Version 23 of this test has a flawed prototyping (Variable X) in it, which just returns the completely overridden prototype object over and over again and when I was creating my test, this prototyping was still slower than my "real prototype" test.
Anyway, to the answer: Unless my test is flawed, it shows that real prototyping is fastest. It beats or is at least equal to the static object when ignoring instantiation. this-assignments on instantiation and private variables are both much slower. I wouldn't have guessed private variables would be this slow.
It might be of interest that I extended the prototype Object with jQuery.extend in between and it was about the same speed as the direct assignment. The extend was outside the test itself, of course. At least this is a way to circumvent writing annoying ".prototype."-Parts all the time.
High Resolution Browser Performance API Tests
None of the tests here are taking advantage of the performance API for high resolution testing so I wrote one that will show current fastest results for many different scenarios including 2 that are faster than any of the other answers on most runs.
Fasted in each category (10,000 iterations)
Property access only (~0.5ms): { __proto__: Type }
Looping object creation with property access (<3ms): Object.create(Type)
The code uses ES6 without babel transpilation to ensure accuracy. It works in current chrome. Run the test below to see the breakdown.
function profile () {
function test ( name
, define
, construct
, { index = 0
, count = 10000
, ordinals = [ 0, 1 ]
, constructPrior = false
} = {}
) {
performance.clearMarks()
performance.clearMeasures()
const symbols = { type: Symbol('type') }
const marks = (
{ __proto__: null
, start: `${name}_start`
, define: `${name}_define`
, construct: `${name}_construct`
, end: `${name}_end`
}
)
performance.mark(marks.start)
let Type = define()
performance.mark(marks.define)
let obj = constructPrior ? construct(Type) : null
do {
if(!constructPrior)
obj = construct(Type)
if(index === 0)
performance.mark(marks.construct)
const measureOrdinal = ordinals.includes(index)
if(measureOrdinal)
performance.mark(`${name}_ordinal_${index}_pre`)
obj.message('hi')
obj.addition(index, 2)
if(measureOrdinal)
performance.mark(`${name}_ordinal_${index}_post`)
} while (++index < count)
performance.mark(marks.end)
const measureMarks = Object.assign (
{ [`${name}_define`]: [ marks.start, marks.define ]
, [`${name}_construct`]: [ marks.define, marks.construct ]
, [`${name}_loop`]: [ marks.construct, marks.end ]
, [`${name}_total`]: [ marks.start, marks.end ]
}
, ordinals.reduce((reduction, i) => Object.assign(reduction, { [`${name}_ordinal_${i}`]: [ `${name}_ordinal_${i}_pre`, `${name}_ordinal_${i}_post` ] }), {})
)
Object.keys(measureMarks).forEach((key) => performance.measure(key, ...measureMarks[key]))
const measures = performance.getEntriesByType('measure').map(x => Object.assign(x, { endTime: x.startTime + x.duration }))
measures.sort((a, b) => a.endTime - b.endTime)
const durations = measures.reduce((reduction, measure) => Object.assign(reduction, { [measure.name]: measure.duration }), {})
return (
{ [symbols.type]: 'profile'
, profile: name
, duration: durations[`${name}_total`]
, durations
, measures
}
)
}
const refs = (
{ __proto__: null
, message: function(s) { var mymessage = s + '' }
, addition: function(i, j) { return (i *2 + j * 2) / 2 }
}
)
const testArgs = [
[ 'constructor'
, function define() {
return function Type () {
this.message = refs.message
this.addition = refs.addition
}
}
, function construct(Type) {
return new Type()
}
]
, [ 'prototype'
, function define() {
function Type () {
}
Type.prototype.message = refs.message
Type.prototype.addition = refs.addition
return Type
}
, function construct(Type) {
return new Type()
}
]
, [ 'Object.create'
, function define() {
return (
{ __proto__: null
, message: refs.message
, addition: refs.addition
}
)
}
, function construct(Type) {
return Object.create(Type)
}
]
, [ 'proto'
, function define() {
return (
{ __proto__: null
, message: refs.message
, addition: refs.addition
}
)
}
, function construct(Type) {
return { __proto__: Type }
}
]
]
return testArgs.reduce(
(reduction, [ name, ...args ]) => (
Object.assign( reduction
, { [name]: (
{ normal: test(name, ...args, { constructPrior: true })
, reconstruct: test(`${name}_reconstruct`, ...args, { constructPrior: false })
}
)
}
)
)
, {})
}
let profiled = profile()
const breakdown = Object.keys(profiled).reduce((reduction, name) => [ ...reduction, ...Object.keys(profiled[name]).reduce((r, type) => [ ...r, { profile: `${name}_${type}`, duration: profiled[name][type].duration } ], []) ], [])
breakdown.sort((a, b) => a.duration - b.duration)
try {
const Pre = props => React.createElement('pre', { children: JSON.stringify(props.children, null, 2) })
ReactDOM.render(React.createElement(Pre, { children: { breakdown, profiled } }), document.getElementById('profile'))
} catch(err) {
console.error(err)
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/react/15.1.0/react.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/react/15.1.0/react-dom.min.js"></script>
<div id="profile"></div>
I'm sure that as far as instantiating the object goes, it's way faster and also consumes less memory, no doubts about that, but I would think that the javascript engine needs to loop through all the properties of the object to determine if the property/method invoked is part of that object and if not, then go check for the prototype. I am not 100% sure about this but I'm assuming that's how it works and if so, then in SOME cases where your object has a LOT of methods added to it, instantiated only once and used heavily, then it could possibly be a little slower, but that's just a supposition I haven't tested anything.
But in the end, I would still agree that as a general rules, using prototype will be faster.
Funny thing though. It depends not that much on which type of object you create and it matters how you write an example. Likewise i ran similar test as shmuel613 who wrote a similair test as Andrew. The first test is creating a single instance of a constructor, a class and an object literal and then measures the speed of execution from the constructor's instance functions, class's prototype methods and object literal's static functions:
var Y, Z, x, y, z;
class X {
message(s) {
var mymessage = s + "";
};
addition(i, j) {
return (i * 2 + j * 2) / 2;
};
};
Y = function () {
this.message = function (s) {
var mymessage = s + "";
};
this.addition = function (i, j) {
return (i * 2 + j * 2) / 2;
};
};
Z = {
message(s) {
var mymessage = s + "";
},
addition(i, j) {
return (i * 2 + j * 2) / 2;
}
}
function TestPerformance() {
console.time("Closure time:");
y = new Y(); // create a single instance
for (var i = 0; i < 100000; i++) {
// I am comparing a single instance with the other single instances
y.message('hi');
y.addition(i, 2);
}
console.timeEnd("Closure time:");
console.time("Prototype time:");
x = new X(); // create a single instance
for (var i = 0; i < 100000; i++) {
// I am comparing a single instance with the other single instances
x.message('hi');
x.addition(i, 2);
}
console.timeEnd("Prototype time:");
console.time("Static object time:");
for (var i = 0; i < 100000; i++) {
z = Z; // obviously you don't really need this
z.message('hi');
z.addition(i, 2);
}
console.timeEnd("Static object time:");
}
TestPerformance();
The second test measures the speed of execution of creating many instances of a constructor, a class and object literals followed by executing the instance functions, prototype methods and static methods:
var Y, x, y, z;
class X {
message(s) {
var mymessage = s + "";
};
addition(i, j) {
return (i * 2 + j * 2) / 2;
};
};
Y = function () {
this.message = function (s) {
var mymessage = s + "";
};
this.addition = function (i, j) {
return (i * 2 + j * 2) / 2;
};
};
function TestPerformance() {
console.time("Closure time:");
//y = new Y()
for (var i = 0; i < 100000; i++) {
y = new Y(); // creating an instance
y.message('hi');
y.addition(i, 2);
}
console.timeEnd("Closure time:");
console.time("Prototype time:");
//x = new X();
for (var i = 0; i < 100000; i++) {
x = new X(); // creating an instance
x.message('hi');
x.addition(i, 2);
}
console.timeEnd("Prototype time:");
console.time("Static object time:");
for (var i = 0; i < 100000; i++) {
z = {
message(s) {
var mymessage = s + "";
},
addition(i, j) {
return (i * 2 + j * 2) / 2;
}
}; // creating an instance such as from factory functions
z.message('hi');
z.addition(i, 2);
}
console.timeEnd("Static object time:");
}
TestPerformance();
The lesson learned is that DON'T blindly evolve a prejudice against something without being thorough. The execution speed from instance functions of a constructor (pre ES2016 classes) and the speed from prototype methods of a class are really just as fast as the execution speed from static functions of a object. However the creation speed followed by execution speed of a constructor instance with instance functions versus the creation speed of a class instance with prototype methods versus the creation speed of object literals with static methods shows rather that classes with prototype methods are faster created and executed on Chrome, Microsoft edge, and Opera. The creation speed of an object literal with static methods is only faster at Mozilla firefox
So, creating the property on the instance would result in slightly faster access time - but this might only be an issue for a very deep prototype hierarchy.
Actually the result is different then we could expect - access time to prototyped methods is faster then accessing to the methods attached exactly to the object (FF tested).

How can I call a javascript constructor using call or apply? [duplicate]

This question already has answers here:
Use of .apply() with 'new' operator. Is this possible?
(36 answers)
Closed 7 years ago.
How could I generalise the function below to take N arguments? (Using call or apply?)
Is there a programmatic way to apply arguments to 'new'? I don't want the constructor to be treated like a plain function.
/**
* This higher level function takes a constructor and arguments
* and returns a function, which when called will return the
* lazily constructed value.
*
* All the arguments, except the first are pased to the constructor.
*
* #param {Function} constructor
*/
function conthunktor(Constructor) {
var args = Array.prototype.slice.call(arguments, 1);
return function() {
console.log(args);
if (args.length === 0) {
return new Constructor();
}
if (args.length === 1) {
return new Constructor(args[0]);
}
if (args.length === 2) {
return new Constructor(args[0], args[1]);
}
if (args.length === 3) {
return new Constructor(args[0], args[1], args[2]);
}
throw("too many arguments");
}
}
qUnit test:
test("conthunktorTest", function() {
function MyConstructor(arg0, arg1) {
this.arg0 = arg0;
this.arg1 = arg1;
}
MyConstructor.prototype.toString = function() {
return this.arg0 + " " + this.arg1;
}
var thunk = conthunktor(MyConstructor, "hello", "world");
var my_object = thunk();
deepEqual(my_object.toString(), "hello world");
});
This is how you do it:
function applyToConstructor(constructor, argArray) {
var args = [null].concat(argArray);
var factoryFunction = constructor.bind.apply(constructor, args);
return new factoryFunction();
}
var d = applyToConstructor(Date, [2008, 10, 8, 00, 16, 34, 254]);
Call is slightly easier
function callConstructor(constructor) {
var factoryFunction = constructor.bind.apply(constructor, arguments);
return new factoryFunction();
}
var d = callConstructor(Date, 2008, 10, 8, 00, 16, 34, 254);
You can use either of these to create factory functions:
var dateFactory = applyToConstructor.bind(null, Date)
var d = dateFactory([2008, 10, 8, 00, 16, 34, 254]);
or
var dateFactory = callConstructor.bind(null, Date)
var d = dateFactory(2008, 10, 8, 00, 16, 34, 254);
It will work with any constructor, not just built-ins or constructors that can double as functions (like Date).
However it does require the Ecmascript 5 .bind function. Shims will probably not work correctly.
A different approach, more in the style of some of the other answers is to create a function version of the built in new. This will not work on all builtins (like Date).
function neu(constructor) {
// http://www.ecma-international.org/ecma-262/5.1/#sec-13.2.2
var instance = Object.create(constructor.prototype);
var result = constructor.apply(instance, Array.prototype.slice.call(arguments, 1));
// The ECMAScript language types are Undefined, Null, Boolean, String, Number, and Object.
return (result !== null && typeof result === 'object') ? result : instance;
}
function Person(first, last) {this.first = first;this.last = last};
Person.prototype.hi = function(){console.log(this.first, this.last);};
var p = neu(Person, "Neo", "Anderson");
And now, of course you can do .apply or .call or .bind on neu as normal.
For example:
var personFactory = neu.bind(null, Person);
var d = personFactory("Harry", "Potter");
I feel that the first solution I give is better though, as it doesn't depend on you correctly replicating the semantics of a builtin and it works correctly with builtins.
Try this:
function conthunktor(Constructor) {
var args = Array.prototype.slice.call(arguments, 1);
return function() {
var Temp = function(){}, // temporary constructor
inst, ret; // other vars
// Give the Temp constructor the Constructor's prototype
Temp.prototype = Constructor.prototype;
// Create a new instance
inst = new Temp;
// Call the original Constructor with the temp
// instance as its context (i.e. its 'this' value)
ret = Constructor.apply(inst, args);
// If an object has been returned then return it otherwise
// return the original instance.
// (consistent with behaviour of the new operator)
return Object(ret) === ret ? ret : inst;
}
}
This function is identical to new in all cases. It will probably be significantly slower than 999’s answer, though, so use it only if you really need it.
function applyConstructor(ctor, args) {
var a = [];
for (var i = 0; i < args.length; i++)
a[i] = 'args[' + i + ']';
return eval('new ctor(' + a.join() + ')');
}
UPDATE: Once ES6 support is widespread, you'll be able to write this:
function applyConstructor(ctor, args) {
return new ctor(...args);
}
...but you won't need to, because the standard library function Reflect.construct() does exactly what you're looking for!
In ECMAScript 6, you can use the spread operator to apply a constructor with the new keyword to an array of arguments:
var dateFields = [2014, 09, 20, 19, 31, 59, 999];
var date = new Date(...dateFields);
console.log(date); // Date 2014-10-20T15:01:59.999Z
Another approach, which requires to modify the actual constructor being called, but seems cleaner to me than using eval() or introducing a new dummy function in the construction chain... Keep your conthunktor function like
function conthunktor(Constructor) {
// Call the constructor
return Constructor.apply(null, Array.prototype.slice.call(arguments, 1));
}
And modify the constructors being called...
function MyConstructor(a, b, c) {
if(!(this instanceof MyConstructor)) {
return new MyConstructor(a, b, c);
}
this.a = a;
this.b = b;
this.c = c;
// The rest of your constructor...
}
So you can try:
var myInstance = conthunktor(MyConstructor, 1, 2, 3);
var sum = myInstance.a + myInstance.b + myInstance.c; // sum is 6
Using a temporary constructor seems to be the best solution if Object.create is not available.
If Object.create is available, then using it is a much better option. On Node.js, using Object.create results in much faster code. Here's an example of how Object.create can be used:
function applyToConstructor(ctor, args) {
var new_obj = Object.create(ctor.prototype);
var ctor_ret = ctor.apply(new_obj, args);
// Some constructors return a value; make sure to use it!
return ctor_ret !== undefined ? ctor_ret: new_obj;
}
(Obviously, the args argument is a list of arguments to apply.)
I had a piece of code that originally used eval to read a piece of data created by another tool. (Yes, eval is evil.) This would instantiate a tree of hundreds to thousands of elements. Basically, the JavaScript engine was responsible for parsing and executing a bunch of new ...(...) expressions. I converted my system to parse a JSON structure, which means I have to have my code determine which constructor to call for each type of object in the tree. When I ran the new code in my test suite, I was surprised to see a dramatic slow down relative to the eval version.
Test suite with eval version: 1 second.
Test suite with JSON version, using temporary constructor: 5 seconds.
Test suite with JSON version, using Object.create: 1 second.
The test suite creates multiple trees. I calculated my applytoConstructor function was called about 125,000 times when the test suite is run.
There is a rehusable solution for this case. For every Class to you wish to call with apply or call method, you must call before to convertToAllowApply('classNameInString'); the Class must be in the same Scoope o global scoope (I don't try sending ns.className for example...)
There is the code:
function convertToAllowApply(kName){
var n = '\n', t = '\t';
var scrit =
'var oldKlass = ' + kName + ';' + n +
kName + '.prototype.__Creates__ = oldKlass;' + n +
kName + ' = function(){' + n +
t + 'if(!(this instanceof ' + kName + ')){'+ n +
t + t + 'obj = new ' + kName + ';'+ n +
t + t + kName + '.prototype.__Creates__.apply(obj, arguments);'+ n +
t + t + 'return obj;' + n +
t + '}' + n +
'}' + n +
kName + '.prototype = oldKlass.prototype;';
var convert = new Function(scrit);
convert();
}
// USE CASE:
myKlass = function(){
this.data = Array.prototype.slice.call(arguments,0);
console.log('this: ', this);
}
myKlass.prototype.prop = 'myName is myKlass';
myKlass.prototype.method = function(){
console.log(this);
}
convertToAllowApply('myKlass');
var t1 = myKlass.apply(null, [1,2,3]);
console.log('t1 is: ', t1);

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