Javascript oop dubt - javascript

I made this two classes below in the code, and I am not sure if I made it in a right oop way. Is it good that I made geometry class and vertex like two distinct classes or maybe they can be one father and child? Another problem is when I call geometry show method and it returns me undefined.
//////////////////////////////////////////
// VERTICES
//////////////////////////////////////////
function Vertex(x, y, z) {
this.x = x;
this.y = y;
this.z = z;
}
Vertex.prototype.show = function () {
return this.x + ":" + this.y + ":" + this.z;
}
//////////////////////////////////////////
// GEOMETRY
//////////////////////////////////////////
function Geometry() {
this.vertices = [];
}
Geometry.prototype.push = function(v) {
this.vertices.push(v);
}
Geometry.prototype.show = function() {
for(var i = 0; i < this.getVertexCount(); i++){
this.vertices[i].show();// undefined!
}
}
Geometry.prototype.getVertexCount = function() {
return this.vertices.length;
}
/////TEST/////
function test() {
v = new Vertex(2,4,6);
console.log(v.show());
g = new Geometry();
g.push(v);
console.log(g.show()); //undefined
}

I am not sure if I made it in a right oop way.
Seems fine, I can't see any common mistakes.
My doubt is for geometry class that has a vertice object field inside. Is it correct or the are better way to do it?
Depends on what you need. There's nothing inherently wrong with it, but if you told us your use case we might find a different solution.
Is it good that I made geometry class and vertex like two distinct classes or maybe they can be one father and child?
No, there should not be any inheritance. There is no is-a relationship between them. They should be distinct classes, one using the other.
Another problem is when I call geometry show method and it returns me undefined.
Yes, because it doesn't return anything. All those strings that it gets from the invocation of the Vertice show() calls are thrown away. It seems like you want something like
Geometry.prototype.show = function() {
var result = "";
for (var i = 0; i < this.getVertexCount(); i++) {
if (i > 0)
result += "\n";
result += this.vertices[i].show();
}
return result; // not undefined!
}

Related

Moving all class variables to "this"

Here's part of my code:
class Light {
constructor(xpos,zpos,ypos,range,diffuser,diffuseg,digguseb,intensity,angle,exponent) {
this.xpos = xpos;
this.ypos = ypos;
this.zpos = zpos;
this.range = range;
this.diffuser = diffuser;
this.diffuseg = diffuseg;
this.diffuseb = diffuseb;
this.intensity = intensity;
this.angle = angle;
this.exponent;
[...]
Is there any way to move all given argument variables to this so I can access them later?
var lt = new Light(0,12,15,...);
alert(lt.zpos); //outputs '12'
I'm looking for a solution to put those 11 this lines to one
This does what you desire. The portion in mapArgsToThis which gets the argument names was taken from here. mapArgsToThis would be a helper function you would use when you want to be lazy.
var mapArgsToThis = function(func, args, thisPointer) {
var argsStr = func.toString().match(/function\s.*?\(([^)]*)\)/)[1];
var argNames = argsStr.split(',').map(function(arg) {
return arg.replace(/\/\*.*\*\//, '').trim();
}).filter(function(arg) {
return arg;
});
var argValues = Array.prototype.slice.call(args);
argNames.forEach(function(argName, index) {
thisPointer[argName] = argValues[index];
});
};
var MyConstructor = function(xpos,zpos,ypos,range,diffuser,diffuseg,digguseb,intensity,angle,exponent) {
mapArgsToThis(MyConstructor, arguments, this);
};
var myInstance = new MyConstructor(1,2,3,4,5,6,7,8,9,0);
console.log(myInstance);
Even though this is a solution, I don't recommend it. Typing out the argument mapping to your this properties is good for your fingers and is easier for others to read and know what's going on. It also doesn't allow for any processing of the argument values prior to assignment onto this.

Where are the arguments critter & vector defined in Eloquent JavaScript Chapter 7

Working slowly through the Eloquent JavaScript book by Marijn Haverbeke and am trying to get my head around the first step of the World.turn() function:
World.prototype.turn = function() {
var acted = [];
this.grid.forEach(function(critter, vector) {
if (critter.act && acted.indexOf(critter) == -1) {
acted.push(critter);
this.letAct(critter, vector);
}
}, this);
};
Where does the prototype forEach function get the arguments critter and vector from.
When I log their output to the console, I get an object with the originChar and a direction if valid, but can't get my head around where it is getting the arguments.
The link to the section is as follows: http://eloquentjavascript.net/07_elife.html#h_6OGIzAd5Tr
Thanks in advance :)
The World owns a Grid, which has forEach defined on it just above the section you're looking at.
Grid.prototype.forEach = function(f, context) {
for (var y = 0; y < this.height; y++) {
for (var x = 0; x < this.width; x++) {
var value = this.space[x + y * this.width];
if (value != null)
f.call(context, value, new Vector(x, y));
}
}
};
The grid's cells contain critters, which you see captured in var value = this.space[x + y * this.width] and passed to the function you provide forEach, along with new Vector(x, y) containing the location in the grid.

Getting object fields and calling object functions in JavaScript

I just started fiddling around with JavaScript. Coming from Java and OO PHP things are getting weirder with every step :)
This is my introduction project to javascript in which I've set out to program multiplayer working version of Settlers of Catan. Code below is an attempt to store cube coordinates of N sized hexagonal map tiles in an array.
I've read you declare object in javascript by assigning functions to variables.
var Tile = function (x, y, z) {
this.x = x;
this.y = y;
this.z = z;
};
var Map = function () {
var grid = [];
function generate_map(radius) {
for (width = -radius; width <= radius; width++) {
var r1 = Math.max(-radius, -width - radius);
var r2 = Math.min(radius, -width + radius);
for (r = r1; r <= r2; r++) {
grid.push(new Tile(width, r, -width - r));
}
}
}
};
I've tried instantiating new Map object, calling its only function and outprinting the resulting values stores in grid[] array. But for each loop is not playing nice :( I get the unexpected identifier.
var main = function () {
var basic_map = new Map();
basic_map.generate_map(3);
for each (var tile in basic_map.grid) {
console.log(tile.x, tile.y, tile.z);
}
};
main();
I am fully aware this is one of those face palm errors, but help would nevertheless be appreciated, cheers!
Change this:
function generate_map(radius) {
...to this:
this.generate_map = function(radius) {
Edit: there are actually more issues than I at first realized.... :)
A few other tips:
First, I would recommend changing:
var Tile = function (x, y, z) {
...to simply be:
function Tile(x, y, z) {
(the same goes for Map). Your current solution works fine, but it's not very idiomatic, and until ES6 there was nothing in the spec that would cause var Tile = function to cause the resulting function's 'name' property to be set to "Tile", which is useful when it comes to debugging. I recently wrote another answer that delves a bit more into the differences between, e.g., function Foo() {} and var Foo = function() {}.
Second, you probably want to rename Map to something else. Map is a core part of ES6 now (https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Map).
Third, even though you can create your generate_map function using this.generate_map, you may want to move it to the Map's prototype. Also, since you need to expose the grid value, you want to store it as a property, rather than a local variable scoped to the NewMapName constructor. E.g.,:
function NewMapName() {
this.grid = [];
}
NewMapName.prototype.generateMap = function(radius) {
// you can access the grid here via `this.grid`
...
};
By moving it to the prototype, that means all instances of NewMapName will share the same function reference, rather than it being created over-and-over-and-over (although maybe you really only create it once? Either way, it's more idiomatic, at a minimum). Note that I took some liberties with the "camelCasing" here (see the last point).
Fourth, your generateMap implementation is leaking some global variables (width and r, since you don't declare them with var). I would change that to this:
NewMapName.prototype.generateMap = function(radius) {
for (var width = -radius; width <= radius; width++) {
var r1 = Math.max(-radius, -width - radius);
var r2 = Math.min(radius, -width + radius);
for (var r = r1; r <= r2; r++) {
grid.push(new Tile(width, r, -width - r));
}
}
};
Fifth, your loop is kind of broken. I would refactor that as follows:
var main = function () {
var basicMap = new NewMapName();
basicMap.generateMap(3);
basicMap.grid.forEach(function(tile) {
console.log(tile.x, tile.y, tile.z);
});
};
main();
Lastly, and probably most minor, is that in JavaScript-land, camelCase is far more dominant that snake_case, so generate_map might be "better" as generateMap.

Javascript Prototype General Enquries and Assign Id by Array Index

I am trying to learn how to work with javascripts prototype, I am only getting into it now. Please Excuse me if I ask ridiculously stupid questions
I just have a few pre-questions:
Is it worth learning? I mean it looks like a structured/clean
approach to me?
Do/should you use this with jQuery this?
is there any major problems or reason not to use it and why isn't it commonly used or am i just slow?
Actual Question:
I have the following code:
var BudgetSection = function BudgetSection(name ) {
this.id = "";
this.name = name;
this.monthlyTotal = 0.00;
this.yearlyTotal = 0.00;
this.subTotal = 0.00;
this.lineItems = [];
};
BudgetSection.prototype.calculateSubTotal = function() {
this.subTotal = ((12 * this.monthlyTotal) + this.yearlyTotal);
};
function BudgetLineItem(name) {
this.id = "";
this.name = name;
this.monthlyAmount = 0.00;
this.yearlyAmount = 0.00;
}
BudgetLineItem.prototype = {
totalAmount : function() {
var result = ((12 * this.monthlyAmount) + this.yearlyAmount);
return result;
}
};
var budgetSections = [];
section = new BudgetSection("test1");
section.lineItems.push(new BudgetLineItem('sub'));
section.lineItems.push(new BudgetLineItem('sub2'));
section.lineItems.push(new BudgetLineItem('sub3'));
budgetSections.push(section);
section = new BudgetSection("test2");
section.lineItems.push(new BudgetLineItem('sub'));
section.lineItems.push(new BudgetLineItem('sub2'));
section.lineItems.push(new BudgetLineItem('sub3'));
budgetSections.push(section);
section = new BudgetSection("test3");
section.lineItems.push(new BudgetLineItem('sub'));
section.lineItems.push(new BudgetLineItem('sub2'));
section.lineItems.push(new BudgetLineItem('sub3'));
budgetSections.push(section);
// first iterate through budgetSections
for ( var t = 0; t < budgetSections.length; t++) {
var sec = budgetSections[t];
console.log(sec);
// iterate through each section's lineItems
for (var q = 0; q< budgetSections[t].lineItems.length ; q++) {
var li = budgetSections[t].lineItems[q];
console.log(li);
}
}
the first BudgetSection "test1" is at index 0 in the budgetSections array. how can i assign the id to "section_".
And then also how can i set the id of BudgetLineItem like so: lineItemRow_<section_index><lineitem_index>
Also finally n the for loop what would be the best way to generate html?
I personally never use the new keyword if I can avoid it and do pure prototype-based programming with Object.create. Here's a simple example. I create a prototype-object called rectangle and then create an object called myRectangle which inherits from rectangle.
var rectangle = {
init: function( x, y, width, height ) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
},
move: function( x, y ) {
this.x += x;
this.y += y;
}
};
var myRectangle = Object.create( rectangle );
myRectangle.init( 0, 0, 2, 4 );
myRectangle.move( 3, 5 );
To explain in more depth what happens here, Object.create makes a new object with a specified prototype. When we access a property on an object (like init or move), it first checks the object itself. If it can't find it there, it moves up to the object's prototype and checks there. If it's not there, it checks the prototype's prototype, and keeps going up the prototype chain until it finds it.
When we call a function on an object (myRectangle.init()), this inside the function refers to that object, even if the function definition is actually on the prototype. This is called delegation - an object can delegate its responsibilities to its prototype.
A more class-like way to do this is:
function Rectangle( x, y, width, height ) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
}
Rectangle.prototype.move = function( x, y ) {
this.x +=x;
this.y +=y;
};
var myRectangle = new Rectangle( 0, 0, 2, 4 );
myRectangle.move( 3, 5 );
The problem is when we need to do a deeper inheritance hierarchy:
function Parent() {
/* expensive and possibly side-effect inducing initialization */
}
Parent.prototype.parentMethod = function() {};
function Child() {}
Child.prototype = new Parent();
We have to initialize a Parent object when all we really want is to set the Child prototype to an object based on Parent.prototype. Another option is:
Child.prototype = Object.create( Parent.prototype );
But now we've got this confusing, convoluted mess of prototype-based and class-based code. Personally, I like this instead:
var parent = {
parentMethod: function() {}
};
// Using underscore for stylistic reasons
var child = _.extend( Object.create( parent ), {
childMethod: function() {}
});
var instance = Object.create( child );
instance.parentMethod();
instance.childMethod();
No new keyword needed. No fake class system. "Objects inherit from objects. What could be more object-oriented than that?"
So what's the catch? Object.create is slow. If you're creating lots of objects, it's better to use new. You can still use Object.create to set up the prototype chain, but we'll have to wait a bit for browsers to optimize it enough for lots of instantiation.
Have you tried budgetSections[0].id = 'yourID';?

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();

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