Object constructors building off other Object constructors - javascript

I'm currently in the process of converting a quite large actionscript library to work in a nodejs project of mine. While doing so I stumbled upon something that could be an issue: Building classes from classes.
Is there a way to use an object as the base for another object(IE: inherits all members from the base object, then overwrites same name members from the extending object)?
Right now this is what I'm doing, though it's getting a bit difficult to manage now that there are 3+ classes built one on top of another:
// The base object which others may extend
function A() {
this.a = "pie";
}
A.prototype.yum = function() {
return this.a + " is AWESOME!";
}
// The "extends A" object.
// Instead of creating an instance of "B", I current just create an instance of "A",
// then adding the members from "B" to it at which point I return the "A" instance.
function B() {
var a = new A();
a.b = "pie";
// Notice how I have to declare the overwriting function here instead of being able
// to drop it into B's prototype. The reason this bothers me is instead of just
// having one copy of the function(s) stored, each time a "new B" is created the
// function is duplicated... for 100s of "B" objects created, that seems like poor
// memory management
a.yum = function () {
return "I like " + this.a + " and " + this.b;
};
return a;
}
console.log((B()).yum());
Is it possible to do something along the following?
I know this isn't valid, but it gives the idea.
function A(){
this.a = "pie"
}
A.prototype.yum = function () {
return this.a + " is AWESOME!";
}
function B(){
// Throws an "illegal left hand assignment" Exception due to overwriting `this`;
this = new A();
this.b = "cake"
}
B.prototype.yum = function () {
return "I like "+this.a+" and "+this.b;
}
console.log((new B()).yum());
Notes:
1: I know javascript doesn't have classes; it uses objects and prototypes. Otherwise I wouldn't be asking.
2: This isn't the actual code im (trying) to convert; it's a generalized example
3: Please do not suggest a library. I know at times they are valuable, but I'd rather not have to maintain, depend on and include an entire library for the project.
ANSWER:
I know it's bad form to alter native member prototypes, but I think this merits it, due to the lack of possible functionality, and the size of it.
Object.prototype.extendsUpon = function (p) {
var h = Object.prototype.hasOwnProperty;
for(var k in p)if(h.call(p,k))this[k]=p[k];
function c(c){this.constructor=c;}
c.prototype = p.prototype;
this.prototype = new c(this);
this.__base__ = p.prototype;
}
function object_Constructor_built_ontop_of_another_constructor() {
this.extendsUpon(base_Object_to_built_atop_off);
this.__base__.constructor.apply(this, arguments);
// From here proceed as usual
/* To access members from the base object that have been over written,
* use "this.__base__.MEMBER.apply(this, arguments)" */
}

Very much possible. You can do it in multiple ways, the more complete is used in coffeescript:
var ClassBase, ClassTop,
__hasProp = {}.hasOwnProperty,
__extends = function(child, parent) { for (var key in parent) { if (__hasProp.call(parent, key)) child[key] = parent[key]; } function ctor() { this.constructor = child; } ctor.prototype = parent.prototype; child.prototype = new ctor(); child.__super__ = parent.prototype; return child; };
ClassBase = (function() {
function ClassBase() {}
return ClassBase;
})();
ClassTop = (function(_super) {
__extends(ClassTop, _super);
function ClassTop() {
return ClassTop.__super__.constructor.apply(this, arguments);
}
return ClassTop;
})(ClassBase);
There is going to be some boilerplate code. ClassTop is inheriting everything from ClassBase. The classes don't have much inside them other then an __extend, a (function(_super... and some constructor boilerplate but it's fairly simple.
The inheritance is mostly managed by the __extends boilerplate that does some magic. The full __extends method is beautified here:
__extends = function (child, parent) {
for (var key in parent) {
if (__hasProp.call(parent, key)) child[key] = parent[key];
}
function ctor() {
this.constructor = child;
}
ctor.prototype = parent.prototype;
child.prototype = new ctor();
child.__super__ = parent.prototype;
return child;
};
Again, much less scary then before. You're basically checking properties that the parent has and applying them to the child. More information can be found here: http://www.jimmycuadra.com/posts/coffeescript-classes-under-the-hood

Related

Inheritence in Javascript

I get a strange bug when I implement inheritence in Javascript using prototypes. I am wondering if someone can explain this. In the following code,
I am trying to derive a child class from a parent class:
parent_class=function(byref)
{
if( !parent_class.prototype._vtbl )
{
parent_class.prototype.parent_func= function(o) { return alert("parent_func"); }
parent_class.prototype._vtbl = true;
}
}
child=function(byref)
{
parent_class.call(this,byref);
if( !child.prototype._vtbl )
{
child.prototype = new parent_class;
child.prototype.child_func = parent_class.prototype.parent_func;
child.prototype._vtbl = true;
}
}
function dotest()
{
var pub = new child;
alert( pub.child_func );
var pub2 = new child;
alert( pub2.child_func );
}
dotest();
When you run the test in a browser (Firefox or IE), you get two alerts. The first one says that pub.child_func is undefined, the second one says that the pub.child_func is a valid function and is parent_class.parent_func. Why do you see this behavior. Is this a bug?
Order of execution in javascript of such construct:
function SomeClass () { body(); }
var x = new SomeClass();
is this:
new object which inherits from SomeClass.prototype is created (the prototype for the object is chosen here, before code of the constructor is executed)
body(); gets executed
created object is assigned to x
What you can do in your example is use .__proto__, although you really really should not:
child = function (byref) {
parent_class.call(this, byref);
if (!child.prototype._vtbl) {
child.prototype = new parent_class;
child.prototype.child_func = parent_class.prototype.parent_func;
child.prototype._vtbl = true;
}
this.__proto__ = child.prototype;
}
What you really should do is this:
child = function (byref) {
parent_class.call(this, byref);
}
child.prototype = Object.create(parent_class.prototype);
child.prototype.child_func = parent_class.prototype.parent_func;
child.prototype._vtbl = true;
An easier way to do JavaScript inheritance might be the factory pattern:
function Animal(name) {
return {
run: function() {
alert(name + " is running!")
}
}
}
var animal = Animal("fox");
animal.run();
function Rabbit(name) {
var rabbit = Animal(name);
rabbit.bounce = function() {
this.run();
console.log(name + " bounces");
}
return rabbit;
}
var rabbit = Rabbit("rabbit");
rabbit.bounce();
Source: http://javascript.info/tutorial/factory-constructor-pattern
Short answer: No, it's not browser mistake, it's expected behavior.
Detailed answer:
When a constructor function is called with new, reference to it's prototype is copied into objects's __proto__. Later on this property is used for prototypal lookups for this object.
Your code is really weird from point of view of javascript developer, when you modify prototype of constructor during constructor call execution. However, it works. Because, after var parent = new parent_class(); the following is true parent.__proto__ === parent_class.prototype. It is the SAME reference. Thus adding properties to parent_class.prototype is automatically relfected in parent object via prototypal lookup.
Unfortunately I can't post comments yet, so I have to reference from my answer, #RyszardFiński it is not a correct statement that prototype is defined before contructor called and can't be changed afterwards. It is the same object and unless you change the reference changes will be reflected immediately for all instantiated objects
However in child code in OP ruins references when child.prototype is assigned to a new object.
child.prototype = new parent_class;
child.prototype start pointing a to new instance of parent_class (#1). Instance references look like below
pub.__proto__ === child.prototype
pub2.__proto__ === parentInstance1
child.prototype === parentInstance2
If you remove the line of code where child.prototype is assigned everything will start working as you expect it
pub.__proto__ === child.prototype
pub2.__proto__ === child.prototype
child.prototype === child.prototype
child.prototype has properties _vtbl and child_func

JavaScript inheritance and super constructor

I have found and adapted a JavaScript "class" extend function from coffeescript:
var extend = (function() {
var hasProp = Object.prototype.hasOwnProperty;
function ctor(child) {
this.constructor = child;
}
return function(child, parent) {
for (var key in parent) {
if (hasProp.call(parent, key)) {
child[key] = parent[key];
}
}
ctor.prototype = parent.prototype;
child.prototype = new ctor(child);
child.__super__ = parent.prototype;
// child.prototype.__super__ = parent.prototype; // better?
return child;
};
})();
I am wondering, if there is a reason why they used child.__super__ instead of child.prototype.__super__ (see out-commented code line).
I like the out-commented version more because:
You can access super properties via this.__super__.propertyName instead of ClassName.__super__.propertyName. So you have no redundancy in the class naming.
This makes even more sense for nested inheritance since you can use this.__super__.__super__.propertyName instead of ClassName.__super__.constructor.__super__.propertyName
I do not see any reason for it, but you could even still call "static" functions in a "static" way like that:
ClassName.prototype.__super__.constructor.staticMethod()
Are there any drawbacks with my version that I might have overlooked?
EDIT: I corrected the line to var hasProp = Object.prototype.hasOwnProperty;
Because you're not supposed to use __super__ in your code at all.
It's a compiler artifact, every use of the super macro/keyword/whatever it is will compile to
ClassName.__super__.methodName.call(this, …) // or
ClassName.__super__.methodName.apply(this, …)
// or, in static class functions even
ClassName.__super___.constructor.functionName.call(this, …)
They don't trust the dynamic this binding that you have proposed to use (this.__super__), they rather went for a static reference of the parent. Actually it might have been a good idea not to use a property at all, but just a local super variable in their module scope.
Also, this.__super__ will not work in an inherited method:
function A() { }
A.prototype.method = function() { console.log("works") };
function B() { A.call(this); }
B.prototype = Object.create(A.prototype);
B.prototype.__super__ = A.prototype;
B.prototype.method = function() { this.__super__.method.call(this); }
function C() { B.call(this); }
C.prototype = Object.create(B.prototype);
C.prototype.__super__ = B.prototype;
var b = new B(), c = new C();
b.method() // "works"
c.method() // Maximum recursion depth exceeded
Stack Overflow because you did not get the .__super__ that you expected!

reusable javascript objects, prototypes and scope

MyGlobalObject;
function TheFunctionICanUseRightAwaySingleForAllInstansesAndWithoutInstanse() {
function() {
alert('NO CONSTRUCTOR WAS CALLED');
}
};
The Long-named function must be callable from MyGlobalObject, which in turn must be available as a global (to window) variable in all times after script was loaded. It should support extensibility in accordance with latest standards.
I'm at architectural dilemma of how to built JS base for an application (almost 100% JS).
We need an object i.e. window.MyObject (like a module, like jQuery) so
It can be created with
VAR1
var MyGlobalObjConstructor = function(){
this.GlobalFunctionInObject = function(){
alert('called with MyGlobalObj.GlobalFunctionInObject()');
}
};
window.MyGlobalObj = new MyGlobalObjConstructor();
Is MyGlobalObj extensible? Can I create child objects, which will inherit current state of MyGlobalObj (extended functions/properties MyGlobalObj.NewFunc e.g.)? What is the main difference between using prototype (VAR3)?
By GlobaldFunction I mean single instance for all initialized/instantiated (possibly instantializable) instances..
Or with
VAR2
var MyGlobalObj = {
GlobalFunctionInObject: function...
GlobalFunctionInObject2: function...
};
MyGlobalObj.GlobalFunctionInObject();
// here I lose all hierarchy elements, no prototype,
// can I use GlobalFunctionInObject2 in GlobalFunctionInObject?
Or with
VAR3
var MyGlobalConstuctor = function(){} // already 'well-formed' object
MyGlobalConstuctor.prototype.GlobalFunctionInObject = function...
};
var MyGlobalObj = new MyGlobalConstuctor();
// so I'm sceptical to NEW, because I have ALREADY wrote my functions
// which I expect to be in memory, single instance of each of them,
// so creating MyObject2,3,4 with NEW MyGC() makes no sense to me.
// DO I REALLY HAVE TO USE "MyGlobalConstuctor.prototype." FOR EACH FUNCTION?!!!!
What's the difference defining MyGlobalObj as a function and as an object (result of func or VAR2)?
OR VAR4?
I see in Chrome Debugger both prototype and __proto__ special fields. I've read that that's OK, but why are they not saved in a single prototype?
So, what is the correct/optimal way to implement window.MyObject, so one could MyObject.MyFunction(); What are the differences (pro/contra) of variants 1 2 and 3?
Variation 1 - Mixin
function SomeType() {
var priv = "I'm private";
this.publ = "I'm public";
this.action = function() {
return priv + this.publ;
};
}
var obj = new SomeType();
With this method you are creating a new object every time you call new SomeType(), creating all its methods and adding all this method to the new object. Every time you create an object.
Pros
It looks like classical inheritance so it's easy to understand to Java-C#-C++-etc people.
It can have private variables per instance since you have one function closure per each object you create
It allows multiple inheritance, also known as Twitter-mixins or functional mixins
obj instanceof SomeType will return true
Cons
It consumes more memory as more objects you create because with each object you are creating a new closure and creating each of it's methods again.
Private properties are private, not protected, subtypes can't access them
No easy way to know if a object has some Type as superclass.
Inheritance
function SubType() {
SomeType.call(this);
this.newMethod = function() {
// can't access priv
return this.publ;
};
}
var child = new SubType();
child instanceof SomeType will return false there is no other way to know if child has SomeType methods than look if it has them one by one.
Variation 2 - Object literal with prototyping
var obj = {
publ: "I'm public",
_convention: "I'm public too, but please don't touch me!",
someMethod: function() {
return this.publ + this._convention;
}
};
In this case you are creating a single object. If you are going to need only one instance of this type it can be the best solution.
Pros
It's quick and easy to understand.
Performant
Cons
No privacy, every property is public.
Inheritance
You can inherit a object prototyping it.
var child = Object.create(obj);
child.otherMethod = function() {
return this._convention + this.publ;
};
If you are on a old browser you will need to garantee Object.create works:
if (!Object.create) {
Object.create = function(obj) {
function tmp() { }
tmp.prototype = obj;
return new tmp;
};
}
To know if a object is a prototype of another you can use
obj.isPrototypeOf(child); // true
Variation 3 - Constructor pattern
UPDATE: This is the pattern ES6 classes are sugar syntax of. If you use ES6 classes you are following this pattern under the hood.
class SomeType {
constructor() {
// REALLY important to declare every non-function property here
this.publ = "I'm public";
this._convention = "I'm public too, but please don't touch me!";
}
someMethod() {
return this.publ + this._convention;
}
}
class SubType extends SomeType {
constructor() {
super(/* parent constructor parameters here */);
this.otherValue = 'Hi';
}
otherMethod() {
return this._convention + this.publ + this.otherValue;
}
}
function SomeType() {
// REALLY important to declare every non-function property here
this.publ = "I'm public";
this._convention = "I'm public too, but please don't touch me!";
}
SomeType.prototype.someMethod = function() {
return this.publ + this._convention;
};
var obj = new SomeType();
You can re-assign the prototype insteadd of adding each method if you are not inheriting and remember to re-assign the constructor property:
SomeType.prototype = {
constructor: SomeType,
someMethod = function() {
return this.publ + this._convention;
}
};
Or use _.extend or $.extend if you have underscore or jquery in your page
_.extend(SomeType.prototype, {
someMethod = function() {
return this.publ + this._convention;
}
};
The new keyword under the hood simply does this:
function doNew(Constructor) {
var instance = Object.create(Constructor.prototype);
instance.constructor();
return instance;
}
var obj = doNew(SomeType);
What you have is a function than has no methods; it just has a prototype property with a list of functions, the new operator means to create a new object and use this function's prototype (Object.create) and constructor property as initializer.
Pros
Performant
Prototype chain will allow you to know if a object inherits from some type
Cons
Two-step inheritance
Inheritance
function SubType() {
// Step 1, exactly as Variation 1
// This inherits the non-function properties
SomeType.call(this);
this.otherValue = 'Hi';
}
// Step 2, this inherits the methods
SubType.prototype = Object.create(SomeType.prototype);
SubType.prototype.otherMethod = function() {
return this._convention + this.publ + this.otherValue;
};
var child = new SubType();
You may think it looks like a super-set of Variation 2... and you'll be right. It's like variation 2 but with a initializer function (the constructor);
child instanceof SubType and child instanceof SomeType will return both true
Curiosity: Under the hood instanceof operator does is
function isInstanceOf(obj, Type) {
return Type.prototype.isPrototypeOf(obj);
}
Variation 4 - Overwrite __proto__
When you do Object.create(obj) under the hood it does
function fakeCreate(obj) {
var child = {};
child.__proto__ = obj;
return child;
}
var child = fakeCreate(obj);
The __proto__ property modifies directly the object's hidden [Prototype] property. As this can break JavaScript behaviour, it's not standard. And the standard way is preferred (Object.create).
Pros
Quick and performant
Cons
Non-standard
Dangerous; you can't have a hashmap since the __proto__ key can change the object's prototype
Inheritance
var child = { __proto__: obj };
obj.isPrototypeOf(child); // true
Comment questions
1. var1: what happens in SomeType.call(this)? Is 'call' special function?
Oh, yes, functions are objects so they have methods, I will mention three: .call(), .apply() and .bind()
When you use .call() on a function, you can pass one extra argument, the context, the value of this inside the function, for example:
var obj = {
test: function(arg1, arg2) {
console.log(this);
console.log(arg1);
console.log(arg2);
}
};
// These two ways to invoke the function are equivalent
obj.test('hi', 'lol');
// If we call fn('hi', 'lol') it will receive "window" as "this" so we have to use call.
var fn = obj.test;
fn.call(obj, 'hi', 'lol');
So when we do SomeType.call(this) we are passing the object this to function SomeCall, as you remember this function will add methods to object this.
2. var3: With your "REALLY define properties" do you mean if I use them in functions? Is it a convention? Because getting this.newProperty without it being defined at the same level with other member functions is not a problem.
I mean any property your object will have that is not a function must be defined on the constructor, not on the prototype, otherwise you will face one of the more confusing JS problems. You can see it here, but it's outside of the focus of this question.
3. Var3: what happens if I don't re-assign constructor?
Actually you might not see the difference and this is what makes it a dangerous bug. Every function's prototype object has a constructor property so you can access the constructor from an instance.
function A() { }
// When you create a function automatically, JS does this:
// A.prototype = { constructor: A };
A.prototype.someMethod = function() {
console.log(this.constructor === A); // true
this.constructor.staticMethod();
return new this.constructor();
};
A.staticMethod = function() { };
It's not a best practice because not everybody knows about it, but sometimes it helps. But if you reassign the prototype...
A.prototype = {
someMethod = function() {
console.log(this.constructor === A); // false
console.log(this.constructor === Object); // true
this.constructor.staticMethod();
return new this.constructor();
}
};
A.prototype is a new object, a instance of Object than prototypes Object.prototype and Object.prototype.constructor is Object. Confusing, right? :P
So if you overwrite the prototype and don't reset the "constructor" property, it will refer to Object instead of A, and if you try to use the "constructor" property to access some static method you may get crazy.
I usually settle with returning an object with functions as properties:
var newCat = function (name) {
return {name: name, purr: function () {alert(name + ' purrs')}};
};
var myCat = newCat('Felix');
myCat.name; // 'Felix'
myCat.purr(); // alert fires
You can have inheritance by calling the newCat function and extend the object you get:
var newLion = function (name) {
var lion = newCat(name);
lion.roar = function () {
alert(name + ' roar loudly');
}
return lion;
}
If you want a global cats object:
var cats = (function () {
var newCat = function (name) {
return {
name: name,
purr: function () {
alert(name + ' is purring')
}
};
};
return {
newCat: newCat
};
}());
Now you can call:
var mySecondCat = cats.newCat('Alice');

Crockford-style prototypal pattern gotcha; looking for an elegant solution

I often use Crockford's prototypal pattern when writing JavaScript programs. I thought I understood all the "gotchas" involved, but I discovered one I didn't think about before. I'd like to know if anyone has a best practice for handling it.
Here's a simple example:
// Here's the parent object
var MyObject = {
registry: {},
flatAttribute: null,
create: function () {
var o, F = function () {};
F.prototype = this;
o = new F();
return o;
}
};
// instance is an empty object that inherits
// from MyObject
var instance = MyObject.create();
// Attributes can be set on instance without modifying MyObject
instance.flatAttribute = "This is going to be applied to the instance";
// registry doesn't exist on instance, but it exists on
// instance.prototype. MyObject's registry attribute gets
// dug up the prototype chain and altered. It's not possible
// to tell that's happening just by examining this line.
instance.registry.newAttribute = "This is going to be applied to the prototype";
// Inspecting the parent object
// prints "null"
console.log(MyObject.flatAttribute);
// prints "This is going to be applied to the prototype"
console.log(MyObject.registry.newAttribute);
I want to feel safe that any changes that appear to be made to the instance don't propagate up the inheritance change. This is not the case when the attribute is an object and I'm setting a nested property.
A solution is to re-initialize all object attributes on the instance. However, one of the stated advantages of using this pattern is removing re-initialization code from the constructor. I'm thinking about cloning all the object attributes of the parent and setting them on the instance within the create() function:
{ create: function () {
var o, a, F = function () {};
F.prototype = this;
o = new F();
for (a in this) {
if (this.hasOwnProperty(a) && typeof this[a] === 'object') {
// obviously deepclone would need to be implemented
o[a] = deepclone(this[a]);
}
}
return o;
} };
Is there a better way?
There is a very simple solution to ensuring that they are instance variables only, which is to use the this keyword in the constructor.
var MyObject = {
flatAttribute: null,
create: function () {
var o, F = function () {
this.registry = {}
};
F.prototype = this;
o = new F();
return o;
}
};
this ensures that all properties of "instance.registry.*" are local to the instance because the lookup order for javascript opjects is as follows.
object -> prototype -> parent prototype ...
so by adding a variable to the instance in the constructor function named "registry" that will always be found first.
another solution, which I think is more elegant is to not use crockford's (java style) constructors and use a layout that reflects javascripts object system more naturally. most of those gotchas are from the misfit between practice and language.
// instance stuff
var F = function () {
this.registry = {}
};
F.prototype = {
// static attributes here
flatAttribute: null,
methodA: function(){
// code here 'this' is instance object
this.att = 'blah';
}
};
var instanceA = new F();
instanceA.registry['A'] = 'hi';
var instanceB = new F();
instanceB.registry['B'] = 'hello';
instanceA.registry.A == 'hi'; // true
instanceB.registry.B == 'hello'; // true
F.prototype.registry == undefined; // true
Will this give you the expected result? Here I am not using an Object literal, but an instantly instantiated constructor function for the parent object (Base):
var Base = ( function(){
function MyObject(){
this.registry = {},
this.flatAttribute = null;
if (!MyObject.prototype.create)
MyObject.prototype.create = function(){
return new this.constructor();
};
}
return new MyObject;
} )(),
// create 2 instances from Base
instance1 = Base.create(),
instance2 = Base.create();
// assign a property to instance1.registry
instance1.registry.something = 'blabla';
// do the instance properties really belong to the instance?
console.log(instance1.registry.something); //=> 'blabla'
console.log(instance2.registry.something === undefined); //=> true
But it's all a bit virtual. If you don't want to use the new operator (I think that was te whole idea of it), the following offers you a way to do that without the need for a create method :
function Base2(){
if (!(this instanceof Base2)){
return new Base2;
}
this.registry = {},
this.flatAttribute = null;
if (!Base2.prototype.someMethod){
var proto = Base2.prototype;
proto.someMethod = function(){};
//...etc
}
}
//now the following does the same as before:
var instance1 = Base2(),
instance2 = Base2();
// assign a property to instance1.registry
instance1.registry.something = 'blabla';
// do the instance properties really belong to the instance?
console.log(instance1.registry.something); //=> 'blabla'
console.log(instance2.registry.something === undefined); //=> true
Example in a jsfiddle
I always like to keep in mind that object.Create is one option, and not the only way of achieving non-classical inheritance in javascript.
For myself, I always find that Object.create works best when I want to inherit elements from the parent objects prototype chain (i.e. methods that I'd like to be able to apply to the inheriting object).
--
For simple "Own Property" inheritance, Object.create is largely unnecessary. When I want to inherit own properties, i prefer to use the popular Mixin & Extend patterns (which simply copy one object's own properties to another, without worrying about prototype or "new").
In the Stoyan Stefanov book "Javascript Patterns" he gives an example of a deep extend function that does what you're looking for recursively, and includes support for properties that are arrays as well as standard key/value objects:
function extendDeep(parent, child){
var i,
toStr = Object.prototype.toString,
astr = "[object Array]";
child = child || {};
for (i in parent) {
if (parent.hasOwnProperty(i)) {
if (typeof parent[i] === "object") {
child[i] = (toStr.call(parent[i]) === astr) ? [] : {};
extendDeep(parent[i], child[i]);
} else {
child[i] = parent[i];
}
}
}
return child;
}
If you're using jQuery, jQuery.extend() has an optional "deep" argument that lets you extend an object in near-identical fashion.
i think you're using prototypal inheritance to simulate a classic, Object Oriented inheritance.
What are you trying to do is to stop the prototype method lookup which limits its expressiveness, so why using it? You can achieve the same effect by using this functional pattern:
var MyObject = function() {
// Declare here shared vars
var global = "All instances shares me!";
return {
'create': function() {
var flatAttribute;
var register = {};
return {
// Declare here public getters/setters
'register': (function() {
return register;
})(),
'flatAttribute': (function() {
return flatAttribute;
})(),
'global': (function() {
return global;
})()
};
}
};
}();
var instance1 = MyObject.create();
var instance2 = MyObject.create();
instance1.register.newAttr = "This is local to instance1";
instance2.register.newAttr = "This is local to instance2";
// Print local (instance) var
console.log(instance1.register.newAttr);
console.log(instance2.register.newAttr);
// Print global var
console.log(instance1.global);
console.log(instance2.global);
Code on jsFiddle

Javascript inherance and use of super: is this possible?

if (typeof Object.create !== 'function') {
Object.create = function (o) {
function F() {
}
F.prototype = o;
var f = new F();
if(f.init){
f.init();
};
return f;
};
}
var inherit = function(P, C) {
var i;
for(i in P) {
// if is the current parent
if(P.hasOwnProperty(i) === false) {
continue;
};
// define the uper property
C.uper = {};
// methods
if(typeof P[i] === 'function') {
// set as super
C.uper[i] = P[i];
// if child already defined, skip
if(typeof C[i] === 'function') {
continue;
};
C[i] = P[i];
}
// properties
else {
// if child already defined a property, skip
if(!(typeof C[i] === 'undefined')) {
continue;
};
C[i] = P[i];
}
}
return C;
}
var Parent1 = (function(){
var that = {};
// private var
var _name = 'Parent1';
// public var
that.lastName = 'LastName';
// public method
that.getName = function(){
// if this.uper.getName.call(this)
return _name + this.lastName;
// else
// return _name + that.lastName;
}
// return the literal object
return that;
}());
var Parent2 = {
// fake private var
_name: 'Parent2',
// public method
getName: function(){
// as we call this method with the call method
// we can use this
return this._name;
}
}
var Child1 = inherit(Parent1, (function(){
var that = {};
// overriden public method
that.getName = function(){
// how to call the this.uper.getName() like this?
return 'Child 1\'s name: ' + this.uper.getName.call(this);
}
that.init = function(){
console.log('init');
}
// return the literal object
return that;
}()));
var Child2 = inherit(Parent2, {
getName: function(){
// how to call the this.uper.getName() like this?
return 'Child 2\'s name: ' + this.uper.getName.call(this);
}
});
var child1 = Object.create(Child1);
// output: Child 1's name: Parent1LastName
console.log(child1.getName());
var child2 = Object.create(Child2);
// output: Child 2's name: Parent2
console.log(child2.getName());
// how to call the this.uper.getName() like this?
how to call the this.uper.getName() like this?
Yes
Javascript uses Prototypal inheritance. So essentially objects inherit Objects (and everything is an Object)
Here are a couple links that should help get the point across.
Javascript Module Pattern
Module Pattern In-depth
Here's the basic module pattern:
var MODULE = (function (my) {
my.anotherMethod = function () {
// added method...
};
return my;
}(MODULE));
Then you can do something like this to mimic inheritance:
var MODULE_TWO = (function (old) {
var my = {},
key;
for (key in old) {
if (old.hasOwnProperty(key)) {
my[key] = old[key];
}
}
var super_moduleMethod = old.moduleMethod;
my.moduleMethod = function () {
// override method on the clone, access to super through super_moduleMethod
};
return my;
}(MODULE));
This style of coding takes a bit of getting used to, but I definitely prefer it to classical inheritance at this point. If this code isn't making sense, check out the Douglas Crockford lectures and it should clarify most of it.
addressing the edit:
You can create different instantiations of these objects by using the new operator.
OR
I'd recommend using this little method which extends the Object Prototype (again if this doesn't make sense see the Douglas Crockford video). I forget the exact reasons why this is so heavily recommended by him, but at the very least it eliminates some confusion in that the new operator is a bit different than in classical languages. Needless to say using only using the new operator is insufficient.
What this function does is extends the Object prototype with a method create. It then...
Defines function F in a contained namespace.
Assigns the function F's prototype to the object that is passed
returns the newly constructed Object.
(outlined better by douglas crockford himself in the prototypal inheritance link)
if (typeof Object.create !== 'function') {
Object.create = function (o) {
function F() {}
F.prototype = o;
return new F();
};
}
newObject = Object.create(oldObject);
So using your code...
var a = Object.create(MODULE_TWO),
var b = Object.create(MODULE_TWO);
Answering based on your last edit, you could use something like this:
function Class(ctor, parent) {
var c = Function.prototype.call;
function clas() {
// expose the parent as super
this.super = parent;
ctor.apply(this, arguments);
}
// save the constructor
clas.constructor = ctor;
// provide a static constructor
clas.init = function() {
c.apply(parent.constructor, arguments);
};
// Setup the prototype
clas.prototype = parent ? parent.prototype : {};
// provide an extend method
clas.extend = function(methods) {
for(var i in methods) {
if (methods.hasOwnProperty(i)) {
clas.prototype[i] = methods[i];
}
}
return clas;
};
return clas;
}
Examples:
var Animal = Class(function(name) {
this.name = name;
});
var Cat = Class(function(name) {
this.super(name);
}, Animal).extend({
meow: function() {
console.log('Meow! My name is ' + this.name + '.');
}
});
new Cat('Neko').meow();
There are at least a trillion different ways to implement "Classes" in JavaScript, the more you want to hide the internals the more "magical" the code becomes, the above is very simple though.
You can (and probably need) customize this to fit your needs. But always keep in mind that there might be situations where a full blown Class emulation approach might not be the best one.
I already posted it as a comment, but in case you want to have everything hidden away for you, I've written a pretty feature rich, but still fast, Class library my own:
https://github.com/BonsaiDen/neko.js

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