I have an inheritance relationship between two JavaScript classes1
RealTimeChart = function(chartAttributes) {
var chart = new FusionCharts(chartAttributes);
this.appendData = function(data) {
chart.feedData(data);
}
};
RealTimeGauge = function(chartAttributes) {
chartAttributes.type = 'AngularGauge';
// call parent constructor
RealTimeChart.call(this, chartAttributes);
};
// inherit from RealTimeChart
RealTimeGauge.prototype = Object.create(RealTimeChart.prototype);
In RealTimeGauge I would like to override appendData(). The implementation of this function in RealTimeGauge needs to call the parent implementation, is this possible?
It's relatively straightforward to do this if I change appendData to a prototype function, e.g.
// parent class
RealTimeChart.prototype.appendData = function(data) {
this.chart.feedData(data);
};
// child class
RealTimeGauge.prototype.appendData = function(data) {
console.log("doing custom stuff...");
// call the parent function to add the data to the chart
RealTimeChart.prototype.appendData.call(this, data);
};
However, if I make appendData a prototype function rather than a privileged function, I also have to make chart a public property, which I'd rather not do. Is it possible to call the parent implementation of appendData form RealTimeGauge if it's a privileged function?
I know they're not really classes, but I don't know of a better name for them
In the child constructor, after the calling the super constructor, this holds the priviledged function as an own property.
You can reassign this to a temporary variable and create the wrapping function that will replace super's implementation:
Parent = function() {
var x = 1;
this.work = function(y) {
console.log(x + y);
}
};
Child = function() {
Parent.call(this);
var super_work = this.work
this.work = function(y) {
super_work(y + 10);
}
};
Child.prototype = Object.create(Parent.prototype);
Let's give it a try:
p = new Parent()
p.work(1) # prints 2
c = new Child()
c.work(1) # prints 12
To avoid this issue altogether, you could drop inheritance, and go for composition.
RealTimeChart = function(chartAttributes) {
var chart = new FusionCharts(chartAttributes);
this.appendData = function(data) {
chart.feedData(data);
};
};
RealTimeGauge = function (realTimeChart) {
this.appendData = function (data) {
console.log("doing custom stuff...");
realTimeChart.appendData(data);
};
};
new RealTimeGauge(new RealTimeChart({}));
Using composition results in simpler, more modular code. As you can see in the above code, RealTimeGauge only depends on the interface of RealTimeChart, not RealTimeChart itself, like in your original code. This means that you can substitute anything that has the same interface. The 2 'classes' are now decoupled. At what price? Less code that's more readable. You could go even further and decouple RealTimeChart from FusionCharts in the same way.
Related
I'm looking for a pattern that both allows me to create a private scope that my function prototype has access to and I need to be able to access the instance from within that scope.
For example, this is how I am currently achieving "private methods" (disregard what the code actually does, just look at the structure.)
function InfoPreview() {
this.element = document.createElement('div');
}
//Private Methods
InfoPreview.prototype.__newLine = function () {
this.element.appendChild(createElement({tagName:'br'}));
};
InfoPreview.prototype.__padLeft = function(level) {
var padding = createElement({tagName: 'span'});
this.element.appendChild(padding);
$(padding).width(level * 10);
};
InfoPreview.prototype.__print = function(string) {
var span = createElement({ tagName: 'span', textContent: string });
this.element.appendChild(span);
this.element.style["margin-right"]='10px';
};
InfoPreview.prototype.__puts = function(string) {
this.__print(string);
this.__newLine();
};
//Public Methods
InfoPreview.prototype.update = function(info) {
$(this.element).empty();
for (var record in info) {
this.__puts(record);
}
};
Notice that I am not creating private methods at all, just utilizing a naming convention. Additionally notice that I have no way to cache chain-lookups, such as this.element.
I would like to create a private scope by utilizing a revealing module pattern, like this:
InfoPreview.prototype = (function() {
var self = this, //<- `this` is actually the global object now.
el = self.element;
var newLine = function () {
el.appendChild(createElement({tagName:'br'}));
};
var padLeft = function(level) {
var padding = createElement({tagName: 'span'});
el.appendChild(padding);
$(padding).width(level * 10);
};
var print = function(string) {
var span = createElement({ tagName: 'span', textContent: string });
el.appendChild(span);
el.style["margin-right"]='10px';
};
var puts = function(string) {
print(string);
newLine();
};
var update = function(info) {
$(el).empty();
for (var record in info) {
puts(record);
}
};
return {
update: update
};
})();
The above approach doesn't work however, because the value of this within the IIFE is the global object, not the instance. I need a way to access the instance.
Is there any downside of using a constructor pattern?
function Foo(constructorArg) {
/* private variables */
var privVar = 'I am private',
cArg = constructorArg;
/* public variables */
this.pubVar = 'I am public';
/* private function */
function privFunc() {
return 'I am a private function';
}
/* public function */
this.publicFunc = function() {
return 'I am a public function and I call privVar->"' + privVar + '" and privFunc->"' + privFunc() + '"';
}
}
var foo = new Foo('something');
console.log('foo.pubVar', foo.pubVar); //ok
console.log('foo.publicFunc()', foo.publicFunc()); // ok
console.log('foo.privVar', foo.privVar); // undefined
console.log('foo.privFunc', foo.privFunc()); //error
Why you should use it (as requested in comments):
Simply put, because it is the only (sane) way of creating a "true private scope", which was your question.
The alternative is using a convention which tell developers what properties and methods are private, usually by prefixing them with an underscore _, which you already implemented but disliked.
Note that constructor and prototype are different things and enable you to do different stuff. Nothing prevents you from mixing both up.
Memory usage
Regarding memory usage, in modern js engines, such as Google's V8 JavaScript Engine, the constructor pattern might actually be faster.
V8 has hidden types created internally for objects at runtime; objects with the same hidden class can then use the same optimized generated code.
For example:
function Point(x, y) {
this.x = x;
this.y = y;
}
var p1 = new Point(11, 22);
var p2 = new Point(33, 44);
// At this point, p1 and p2 have a shared hidden class
p2.z = 55;
// warning! p1 and p2 now have different hidden classes!
Prototype chaining always require two lookups, so it might even be a tiny inny LITTLE bit slower. Note: Can't back up on this, jsperf.com is down!
Constructor pattern is dirty (sic)
Performance was my reason. I hadn't realized that. However it still feels dirty to me
I don't know why you feel the constructor pattern is dirty. Maybe it's because it has some "specifics", limitations and potential pitfalls you should be aware
this can mean different things
It's easy to forget the new keyword causing weird and hard to debug bugs due to shared state
You can't easily split your object across multiple files (without resorting to a build tool or some 3rd party injector)
However, 1 and 2 are also true for prototype declaration style so...
if you feel this is not adequate, you might want to look at the module pattern.
Within each function, you will have access to the this value you want.
var Example = function() {};
Example.prototype = (function() {
var privateUpdate = function() {
document.getElementById('answer').innerHTML = this.foo;
}
return {
update: privateUpdate
}
})();
var e = new Example();
e.foo = 'bar';
e.update();
<div id="answer"></div>
As a variant on what Pointy is suggesting, you can try this pattern;
infoPreview.prototype = (function() {
var self = null;
var update = function(info) {
....
};
var firstUpdate = function(info) {
self = this;
functions.update = update;
update(info);
}
var functions = {
update: firstUpdate
};
return functions;
})();
Maybe something like that, without prototyping :
https://jsfiddle.net/ynwun1xb
var Fn = function(el) {
this.el = el;
var myMethod = function() {
console.log('do something in method with element', this.el);
}.bind(this);
return {
myPublicMethod: function() {
return myMethod();
}
}
}
var instancedFn = new Fn('first instance element')
.myPublicMethod()
;
var instancedFn2 = new Fn('second instance element')
.myPublicMethod()
;
I have been trying to learn the ins and outs of Javascript's inheritance structure and I came across this problem. I'm trying to create several subclass objects and assign values to them immediately by passing a variable upon their creation.
For instance, below the parent class GamePiece receives a random property as a variable upon its creation and sets it as myProperty which works fine of course when creating a new GamePiece object. However, if I wanted to set that variable on the creation of a Pawn object, it does not pass into its parent and remains unset. The obvious fix is to just define the variable again on the subclass but that, correct me if I'm wrong, seems to defeat the purpose of defining a parent class. You can also successfully set the variable by passing the parameter as Pawn.prototype = new GameObject("foo"); but that doesn't help when creating multiple Pawn() objects. Is there a common way of doing this that I am missing?
var GamePiece = function (randomProperty) {
this.myProperty = randomProperty || "never set";
this.print = function () {
console.log(this.myProperty);
}
}
var Pawn = function (randomProperty) {
this.print = function () {
console.log(this.myProperty);
}
}
//Setting a value on creation
piece = new GamePiece("foo");
piece.print(); // Produces "foo" naturally
//Setting the prototype
Pawn.prototype = new GamePiece();
//Try to pass value through the creation of subclass
pawn = new Pawn("foo");
pawn.print(); // Produces "never set"
You must call you parent class in context of current this, using call or apply method:
var GamePiece = function (randomProperty) {
this.myProperty = randomProperty || "never set";
this.print = function () {
console.log(this.myProperty);
}
}
var Pawn = function (randomProperty) {
Game.call(this, randomProperty);
// or Game.apply(this, [randomProperty]);
}
But much it's better to keep methods in prototype. So next code will be better:
var GamePiece = function (randomProperty) {
this.myProperty = randomProperty || "never set";
//... some another properties initialization
};
GamePiece.prototype.print = function () {
console.log(this.myProperty);
};
var Pawn = function (randomProperty) {
Game.call(this, randomProperty);
// or Game.apply(this, [randomProperty]);
//... some Pawn properties initialization
};
Pawn.prototype = Object.create(Game.prototype, { constructor: { value: Pawn }});
Pawn.prototype.someMethod = function() {
// Some Pawn method logic
};
But ES6 is coming (will become recommendation in June 2015), so you can start preparation for using them. See here, here and here
I'm new to javascript prototypes.
In examples, prototypes are assigned in-line with the main program definition, but doing so has start-up sequence ramifications.
The following shows how I currently apply a prototype to a group of singletons. It would be nice to instead assign the prototype within the descendant class, or somewhere more visibly 'bound' to it, for clarity. (Note the panels are instantiated within the controller to enforce separation.)
Is there another location/method to accomplish this I'm overlooking? Also, am I violating any well-known styles with the current approach?
var controller = new Controller();
function Controller() {
var panels = {
search: SearchPanel,
results: ResultsPanel,
details: DetailsPanel,
action: ActionPanel,
};
$.each(panels, function (i, v) {
// THE QUESTION REFERS TO THIS FOLLOWING STATEMENT:
v.prototype = new PanelCommon();
panels[i] = new v();
});
this.publish = function (site, message) {
$.each(panels, function (i, v) {
if (v[site]) v[site](message);
});
}
/*...*/
}
function PanelCommon() { /*...*/ }
function SearchPanel() { /*...*/ }
function ResultsPanel() { /*...*/ }
function DetailsPanel() { /*...*/ }
function ActionPanel() { /*...*/ }
Another fit for the dynamic nature of JavaScript is the concept of Mixins or Augmentation, which are sometimes more natural than prototypical inheritance.
What do I mean by a mixin?
A "mixin" that takes an object, and injects more functionality. Basically, the idea is that we are going to take an object, and start adding behavior to it.
Consider the following mixinPanelTo() function. It'll be a function that takes a constructor and adds a common render() function to it's prototype.
var mixinPanelTo = (function() {
var render = function() {
// a render function that all panels share
console.log("rendering!")
}
// Augment
return function(cls) {
cls.prototype.render = render;
}
})();
Now that we have this, we can mix that functionality into any constructor we want:
var SearchPanel = function() {}
SearchPanel.prototype.search = function(query) {
/* search stuff */
this.render();
}
mixinPanelTo(SearchPanel)
Then, we should be able to
var panel = new SearchPanel()
panel.search("foo"); // "rendering!" on the console
Multiple mixins
One advantage of mixins over inheritance is a more granular control over applied functionality, and also the ability to borrow functionality from multiple parents
var mixinRender = function(cls) { /* inject render */ }
var mixinSearch = function(cls) { /* inject search */ }
var mixinInfiniteScroll = function(cls) { /* inject infinite scroll */ }
var customPanel = function() {}
mixinRender(customPanel);
mixinSearch(customPanel);
mixinInfiniteScroll(customPanel)
This would be difficult to accomplish with prototypical inheritance. Other than trying to make a bizarre class hierarchy.
Borrowing functionality
You can also have your mixin's require functionality/configuration from your target class. For instance, lets take mixinInfinitScroll
var mixinInfiniteScroll = function(cls, fetch) {
var page = 0;
cls.prototype.more = function() {
var data
// get more results
if(typeof fetch == "function")
data = fetch.call(this, ++page)
else
// assume a key in this
data = this[fetch](++page)
/* do work with data */
}
}
And then when mixing in this functionality, we can inject specific functionality:
// by key
var Panel1 = function() { }
Panel1.prototype.fetch = function() { /* go get more results */ }
mixinInifiniteScroll(Panel1, "fetch")
// or even with a direct reference
var Panel1 = function() { }
Panel1.prototype.fetch = function() { /* go get more results */ }
mixinInifiniteScroll(Panel1, Panel1.prototype.fetch)
// or even an anonymous function
var Panel1 = function() { }
mixinInifiniteScroll(Panel1, function() { /* go get more results */ })
Overriding methods
You can also override prototype methods in mixins, which makes them quite powerful
var augmentRender = function(cls, renderFn) {
var oldRender = cls.prototype[renderFn];
cls.prototype[renderFn] = function() {
/* prep */
oldRender.apply(this, arguments);
/* make some more changes */
}
}
And then we can say:
var Panel = function() { }
Panel.prototype.render = function() { /* my render */ }
augmentRender(Panel, "render")
Anyway, not that there is anything wrong with prototypical inheritance, but this might give you some more ideas of different ways to solve your problem by approaching it in a different way.
Usually prototypes are assigned immediately following the declaration of the constructor function. Also, don't forget to modify the constructor property of the newly instantiated prototype.
Sean also makes an interesting point about using Object.create, but whether or not you want to do that really depends on the contents of the PanelCommon constructor function. You also may have to shim Object.create in older browsers.
function PanelCommon() {}
function SearchPanel() {}
SearchPanel.prototype = new PanelCommon();
SearchPanel.prototype.constructor = SearchPanel;
function ResultsPanel() {}
ResultsPanel.prototype = new PanelCommon();
ResultsPanel.prototype.constructor = ResultsPanel;
function DetailsPanel() {}
DetailsPanel.prototype = new PanelCommon();
DetailsPanel.prototype.constructor = DetailsPanel;
function ActionPanel() {}
ActionPanel.prototype = new PanelCommon();
ActionPanel.prototype.constructor = ActionPanel;
You can use Object.create - that will avoid the new SuperClass weirdness of the ES3 solution:
> SearchPanel.prototype = Object.create(PanelCommon.prototype)
> SearchPanel.prototype.constructor = SearchPanel
> new SearchPanel instanceof PanelCommon
true
This can be extracted into a very simple extends function:
function extends(cls, superClass) {
cls.prototype = Object.create(superClass.prototype);
cls.prototype.constructor = cls;
return cls;
}
Which can then be used like this:
var SpecialPanel = extends(function SpecialPanel() {}, PanelCommon);
I understand there are couple of patterns to make JavaScript 'class-like'.
I would like to take the 'extending by prototype' way... simply because it looks more neat. I am not worried about performance much here...
In the below example I have a class (basically function) MetricsChart. I have couple of public methods and one private method (basically a reusable method).
Here from the public method (drawOrAdd) I can't access the private method (_convertArrayToTable), how can I do that?
function MetricsChart(containerId, chartType) {
this._container = document.getElementById(containerId);
this._chartType = chartType;
this._isChartDrawn = false;
this._chartData = null;
var _convertArrayToTable = function (data) {
return google.visualization.arrayToDataTable(data);
}
}
MetricsChart.prototype.drawOrAdd = function(data)
{
if (!this.isChartDrawn()) {
var chart = new google.visualization.LineChart(this._container);
if (chart) {
var table = _convertArrayToTable(data);
console.log(table);
this._isChartDrawn = true;
}
}
}
MetricsChart.prototype.isChartDrawn = function () {
return this._isChartDrawn;
}
MetricsChart.prototype.getChartData = function () {
}
One way I accidentally found was to enclose the public methods inside the MetricsChart class itself...
It works for me :): I can access the public methods outside and the public method can access the private method (serves the purpose).
Below code... Is this right? Am I doing anything wrong?
function MetricsChart(containerId, chartType) {
this._container = document.getElementById(containerId);
this._chartType = chartType;
this._isChartDrawn = false;
this._chartData = null;
var _convertArrayToTable = function (data) {
return google.visualization.arrayToDataTable(data);
}
MetricsChart.prototype.drawOrAdd = function (data) {
if (!this.isChartDrawn()) {
var chart = new google.visualization.LineChart(this._container);
if (chart) {
var table = _convertArrayToTable(data);
console.log(table);
this._isChartDrawn = true;
}
}
}
MetricsChart.prototype.isChartDrawn = function () {
return this._isChartDrawn;
}
MetricsChart.prototype.getChartData = function () {
}
}
So, here a couple of things, in order to understand what you have done precisely.
First of all:
function foo() {
var i = 0;
function bar() {
return true;
}
}
What's happening here: every time the function foo is called, it creates in its scope a new variable i, and a new function bar. The function bar and the variable i are in its scope, it means they're local: there is no way, with this code, to access to either i or bar outside the function foo. Also because, once the function foo is terminated, both i and bar are disposed.
So, this is why you cannot access from your "public" method to the "private" one, and I hope it's more clear now. The only way for a function to access to a function or variable is that there is a reference shared in the same scope. So, this is what you have done in your last example: you define your "public" methods in the same scope where you define your "private" method. In this way they can access each other. However, the way you have done, has a big downside. As I said previously, the function bar is created every time the function foo is called. In a "class" example, it means:
function MyClass() {
function myprivate() {}
MyClass.prototype.mypublic = function () { return myprivate() }
}
It means that every time you're creating an instance of MyClass, you're creating two new functions, and you're rewrite all the time the prototype of your "class". This is far from be a good approach. In fact, if you have something like:
var a = new MyClass();
var _mypublic = a.mypublic;
var b = new MyClass();
console.log(_mypublic === b.mypublic) // false
console.log(_mypublic === a.mypublic) // false too!
So, you guess right but you executed wrong. What you need here is a the "module pattern": nowadays you can use CommonJS module in nodejs or AMD in browser and so on, but the basic idea is defined a "scope" and exports from this scope only what you want. In your case, you could have:
// this is your "module"
;(function(exports) {
// your local (private) function
var _convertArrayToTable = function (data) {
return google.visualization.arrayToDataTable(data);
}
function MetricsChart(containerId, chartType) {
this._container = document.getElementById(containerId);
this._chartType = chartType;
this._isChartDrawn = false;
this._chartData = null;
}
MetricsChart.prototype.drawOrAdd = function(data) {
if (!this.isChartDrawn()) {
var chart = new google.visualization.LineChart(this._container);
if (chart) {
var table = _convertArrayToTable(data);
console.log(table);
this._isChartDrawn = true;
}
}
}
// you decided to exports to the main scope what you want
exports.MetricsChart = MetricsChart;
}(this)); // here `this` is the global object
And that's it. You have created a closure, using the "module pattern", and from the "public" method you can access to the "private" function, because they're defined in the same scope. But because you do not do that in the "class" constructor, you don't redefine them every time you instantiate a new object. Therefore, the previous example written in this way, will give the right result:
var a = new MyClass();
var _mypublic = a.mypublic;
var b = new MyClass();
console.log(_mypublic === b.mypublic) // true
console.log(_mypublic === a.mypublic) // true
What you've done isn't necessarily "wrong"...it just looks weird. Also, you won't be able to access "MetricsChart.prototype.*" until after you've created an instance of "MetricsChart". Depending on how you are using this object, it may not matter.
That being said, another way is to keep your original structure, but move the following outside of the constructor:
var _convertArrayToTable = function (data) {
return google.visualization.arrayToDataTable(data);
}
It would still be private to your module which should be good enough (you are using modules right?).
What you have done works perfectly.
You can't inherit private methods in any OOP language in terms of overriding them or accessing them directly. They are private. So it makes no sense to have them prototyped for inheritance purposes. You have wrapped them in function scope so they are as "private" as they need to be.
To access the private methods use privilege methods. Check this document: http://javascript.crockford.com/private.html.
About your code check this answer:
Setting javascript prototype function within object class declaration
p.s.
function Test()
{
var p = function(pv)
{
//
}
this.e = function (ap) { p(ap) }
}
var n = new Test();
n.e("e"); // It is legal call
n.p(); // will throw
But if you declare a private function in c-tor it will be executed on first creation of object of this type. When declare a methods in prototype this methods are add before any code execution. In general the browser first check the js file to collect all methods for prototype and than execute any code. So when you declare a prototype methods into c-tor this methods will be available only after first creation of the object of those type. ( Sorry for my English ).
Check this situation:
function Test()
{
alert(this.ST_A);//alert undefined
alert(this.ST_B);//alert 2
Test.prototype.ST_A = 1;
alert( this.ST_A)//alert 1
}
Test.prototype.ST_B = 2;
In first pass the browser will populate Test with ST_B and ST_B will be available anywhere any time. After than in second pass the browser will start to execute the code in this time ST_A will not be visible until the browser execute the Test.prototype.ST_A = 1;
I've been using the module pattern for a while, but recently have started wanting to mix in functions and properties into them to increase code re-use. I've read some good resources on the subject, but still am a bit uncertain as to the best approach. Here is a module:
var myModule = function () {
var privateConfigVar = "Private!";
//"constructor"
function module() {}
module.publicMethod = function () {
console.log('public');
}
function privateMethod1() {
console.log('private');
}
return module;
}
And here is a mixin object:
var myMixin = function () {};
Mixin.prototype = {
mixinMethod1: function () {
console.log('mixin private 1');
},
mixinMethod2: function () {
console.log('mixin private 2');
}
};
Ideally, I'd like to mix-in some methods from other objects as private methods and some as public methods, so that I could call some "extend" function, with a param as "private"/"public". So, that
mixin(myModule, myMixin, "private");
makes the myMixin methods available within myModule by just calling mixinMethod1() and have correct scope, and:
mixin(myModule, myMixin, "public");
makes the myMixin methods available within myModule by calling module.mixinMethod1() and have correct scope
I've tried using a method that copies properties from one prototype to another, I've tried the underscore extend method to copy properties of the object from one to to the other, and various things in between. I think I'm a bit turned around regarding scope and prototypes at this point, and would love some direction as to how best to do mixins like this when using the module pattern. Note that it doesn't matter what the object myMixin looks like (whether adding functions to the prototype, or a module itself), I'm just trying to figure out some way to make it work.
Thank!
So that [some code] makes the myMixin methods available within myModule by just calling mixinMethod1() and have correct scope
That's impossible. You cannot modify a scope by calling a function, especially not from outside. See also Is it possible to import variables in JavaScript? for the design reasons of that.
So, what can you do?
From outside the module
Nothing to the private scope(s) of module functions. And you cannot use the private functions of the module, obviously. You can extend its prototype with methods (which is the most common), you can even decorate its constructor function. Within those, you can use your own private functions, either completely static ones or class-specific ones.
var myMixin = (function() {
// everything class-unspecific but mixin-local
var staticMixinVariables, …;
function globalPrivateFunction(){…}
function staticMethod(){…}
return function(mod) {
// everything class-specific
// also using the locals from above
mod.staticHelper = function() { staticMixinVariable … };
mod.prototype.mixinMethod1 = staticMethod;
mod.prototype.mixinMethod2 = function(){…};
…
};
})();
// Example:
myMixin(SomeClass)
From within the module
Using the mixin in the module code itself can allow for much greater flexibility.
var myMixin = (function() {
// everything class-unspecific but mixin-local
…
return {
publicHelper1: function(){…},
publicHelper2: function(){…},
decorateInstance: function(o) {
o.xy = …;
},
extendPrototype: function(proto) {
// everything class-specific
// also using the locals from above
proto.mixinMethod1 = staticMethod;
proto.mixinMethod2 = function(){…};
…
}
};
})();
With such an interface, it becomes easy to construct a class that is using this as a mixin (not inheriting from it):
var myClass = (function() {
function Constructor() {
myMixin.decorateInstance(this);
…
}
Constructor.prototype.method1 = function() { myMixin.publicHelper1() … };
Constructor.prototype.method2 = function() { … };
myMixin.extendPrototype(Constructor.prototype);
Constructor.myHelper = myMixin.publicHelper2; // re-export explicitly
return Constructor;
})();
However, the mixin will never have access to the private class variables, nor can it present a private, class-specific API. Still, we can use dependency injection to provide that access explicitly (and having a mixin factory in effect):
var myClass = (function() {
var … // private class functions and variables
var mixer = myMixin(privateClassHelper,
privateClassVariable,
function setPrivateVar(x) {…},
… );
var myHelper = mixer.customHelper, … // local "aliases"
function Constructor(localX) {
mixer.decorateInstance(this, localX);
…
}
… // further using the class-specific private mixer
return Constructor;
})();
Not all techniques shown above need to be used in every mixin, just choose the ones you need. Not all possible techniques are shown in the above examples, also :-) The mixin pattern can be applied onto a plain module or inside its declaration as well, the above examples have only shown classes with prototypes.
For a few good examples, and a theoretical distinction between (stateless) Traits, (stateful) Mixins and their "privileged" counterparts, have a look at this presentation.
The with keyword can be very usefull to define a scope, but it has also some drawbacks (it is by the way forbidden in strict mode).
Using the with keyword, you can define a private variable privateScope within the body of your module, that would contain all your provate methods :
var myModule = function () {
var privateConfigVar = "Private!";
var privateScope = {};
//"constructor"
function module() {}
var proto = module.prototype;//avoids multiple attribute lookup
//Let's re-define you example' private method, but with a new strategy
privateScope['privateMethod1'] = function() {
console.log('private');
}
proto.publicMethod = function () {
with(privateScope){
//this call should work
privateMethod1();
}
console.log('public');
}
proto.publicMethod2=function(name,fn){
with(privateScope){
//this will be defined later by a Mixin
otherPrivateMethod();
}
console.log('public2');
}
proto.definePrivateFunction=function(name,fn){
privateScope[name] = fn;
}
return module;
}
Your mixin will use the definePrivateFunction we just defined to add private methods to the private scope :
//An example mixin implementation
function Mixin(source,target,flag){
if(flag==="private"){
for(var currentMethodName in source){
target.definePrivateFunction(currentMethodName,source[currentMethod])
}
}else{
for(var currentMethodName in source){
target[currentMethodName]=source[currentMethod];
}
}
}
The following code should work fine:
var test = myModule();
var testInstance = new test();
testInstance.publicMethod();// will call the private method defined internally
Mixin({
otherPrivateMethod:function(){
console.log("other Prvate Method called")
}
},test.prototype,"private");
testInstance.publicMethod2();// will call the private method defined by the mixin
Ideally, I'd like to mix-in some methods from other objects as private methods and some as public methods, so that I could call some "extend" function, with a param as "private"/"public". ...
As it already has been mentioned, there is no way of achieving exactly this goal.
So, that ... makes the myMixin methods available within myModule by just calling mixinMethod1() and have correct scope, and: ... makes the myMixin methods available within myModule by calling module.mixinMethod1() and have correct scope.
And referring to scope ... this is a closed address space created by functions.
Except for closures, scope only is available during a function's runtime
within this function's body. It never ever can be manipulated/spoofed.
The term one is looking for is context. JavaScript, being in many ways highly
dynamic, is build upon late binding (the object/target/context a method is called
on gets evaluated/looked up at runtime) and two kinds of delegation.
Context gets delegated either automatically by "walking the prototype chain"
or explicitly by one of both call methods which every function object does provide
- either call or apply.
Thus JavaScript already at language core level does offer a function based
Mixin pattern that is mightier than any of the available extend(s) or mixin
implementations for it provides delegation for free and is able of passing
around state which almost every of the blamed helpers does lack unless there
was effort of implementing this feature again in a rather roundabout fashion
(or ass-backwards to put it bluntly).
Bergi for his explanation already earned the bounties.
Within his answer's last paragraph there is a link to resources of mine that
already got outdated 3 month after giving the referred talk. Due of not having
enough reputation points, I'm not able to comment his answer directly. For this
I'll take the chance pointing now to the latest state of my personal research and
understanding of »The many talents of JavaScript for generalizing Role Oriented Programming approaches like Traits and Mixins«
Back again answering the OP's question.
I'm going to change the two first given code examples from the assumed module pattern
and the rather exemplarily provided mixin code base towards a plain constructor function
and what I'm meanwhile tempted to call a "proxified" and/or "bicontextual" mixin in order
to boil down the mechanics of delegating two different target/context objects at once.
Thus demonstrating a pure function based mixin pattern that might come closest to what
the OP tries to achieve.
var MyBicontextualMixin = function (localProxy) {
localProxy.proxifiedAccessible = function () {
console.log("proxified accessible.");
};
this.publiclyAccessible = function () {
console.log("publicly accessible.");
};
};
var MyConstructor = function () {
var localProxy = {};
MyBicontextualMixin.call(this, localProxy);
var locallyAccessible = localProxy.proxifiedAccessible;
// call 'em
locallyAccessible(); // "proxified accessible."
this.publiclyAccessible(); // "publicly accessible."
};
(new MyConstructor);
// will log:
//
// proxified accessible.
// publicly accessible.
This special pattern also is the underlying base for composing pure
function based Traits that rely on conflict resolution functionality
provided by "proxified" Mixins that won't expose this functionality
into public.
And for not ending up that theoretical there will be a "real world example",
composing a Queue module out of various reusable mixins that entirely
worship the approach of DRY. It also should answer the OP's question about
how to achieve encapsulation and exposition build only upon the module
pattern and function based mixin composition.
var Enumerable_first_last_item = (function (global) {
var
parseFloat = global.parseFloat,
math_floor = global.Math.floor,
// shared code.
first = function () {
return this[0];
},
last = function () {
return this[this.length - 1];
},
item = function (idx) {
return this[math_floor(parseFloat(idx, 10))];
}
;
return function () { // [Enumerable_first_last_item] Mixin.
var enumerable = this;
enumerable.first = first;
enumerable.last = last;
enumerable.item = item;
};
}(window || this));
var Enumerable_first_last_item_proxified = function (list) {
Enumerable_first_last_item.call(list);
// implementing the proxified / bicontextual [Enumerable_first_last_item] Mixin.
var enumerable = this;
enumerable.first = function () {
return list.first();
};
enumerable.last = function () {
return list.last();
};
enumerable.item = function (idx) {
return list.item(idx);
};
};
var Allocable = (function (Array) {
var
array_from = ((typeof Array.from == "function") && Array.from) || (function (array_prototype_slice) {
return function (listType) {
return array_prototype_slice.call(listType);
};
}(Array.prototype.slice))
;
return function (list) { // proxified / bicontextual [Allocable] Mixin.
var
allocable = this
;
allocable.valueOf = allocable.toArray = function () {
return array_from(list);
};
allocable.toString = function () {
return ("" + list);
};
allocable.size = function () {
return list.length;
};
Enumerable_first_last_item_proxified.call(allocable, list);
};
}(Array));
var Queue = (function () { // [Queue] Module.
var
onEnqueue = function (queue, type) {
//queue.dispatchEvent({type: "enqueue", item: type});
},
onDequeue = function (queue, type) {
//queue.dispatchEvent({type: "dequeue", item: type});
}/*,
onEmpty = function (queue) {
//queue.dispatchEvent({type: "empty"});
}*/,
onEmpty = function (queue) {
//queue.dispatchEvent("empty");
},
Queue = function () { // [Queue] Constructor.
var
queue = this,
list = []
;
queue.enqueue = function (type) {
list.push(type);
onEnqueue(queue, type);
return type;
};
queue.dequeue = function () {
var type = list.shift();
onDequeue(queue, type);
(list.length || onEmpty(queue));
return type;
};
//Observable.call(queue); // applying the [Observable] Mixin.
Allocable.call(queue, list); // applying the bicontextual [Allocable] Mixin.
},
isQueue = function (type) {
return !!(type && (type instanceof Queue));
},
createQueue = function () { // [Queue] Factory.
return (new Queue);
}
;
return { // [Queue] Module.
isQueue : isQueue,
create : createQueue
};
}());
var q = Queue.create();
//q.addEventListener("enqueue", function (evt) {/* ... */});
//q.addEventListener("dequeue", function (evt) {/* ... */});
//q.addEventListener("empty", function (evt) {/* ... */});
console.log("q : ", q); // { .., .., .., }
console.log("q.size() : ", q.size()); // 0
console.log("q.valueOf() : ", q.valueOf()); // []
"the quick brown fox jumped over the lazy dog".split(/\s+/).forEach(function (elm/*, idx, arr*/) {
console.log("q.enqueue(\"" + elm + "\")", q.enqueue(elm));
});
console.log("q.size() : ", q.size()); // 9
console.log("q.toArray() : ", q.toArray()); // [ .., .., .., ]
console.log("q.first() : ", q.first()); // "the"
console.log("q.last() : ", q.last()); // "dog"
console.log("q.item(2) : ", q.item(2)); // "brown"
console.log("q.item(5) : ", q.item(5)); // "over"
console.log("q.dequeue()", q.dequeue()); // "the"
console.log("q.dequeue()", q.dequeue()); // "quick"
console.log("q.dequeue()", q.dequeue()); // "brown"
console.log("q.dequeue()", q.dequeue()); // "fox"
console.log("q.dequeue()", q.dequeue()); // "jumped"
console.log("q.size() : ", q.size()); // 4
console.log("q.toArray() : ", q.toArray()); // [ .., .., .., ]
console.log("q.first() : ", q.first()); // "over"
console.log("q.last() : ", q.last()); // "dog"
console.log("q.item(2) : ", q.item(2)); // "lazy"
console.log("q.item(5) : ", q.item(5)); // undefined
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