Is there any benefit to using prototype instead of declaring properties on the object itself? - javascript

A prototype is used to declare properties and methods for a class of objects. One advantage of using prototype is that it conserves memory because all instances of a class point to the properties and methods of the prototype which conserves memory and effectively allows properties to be treated as static by all instances of a class.
Prototype is used for inheritance through prototype chaining.
My question is very simple. Why use prototype at all when you can just do:
function car() {
this.engine = "v8";
}
function mustang() {
// nm, no good way to inherit without using prototypes
}
Is that right? So the primary purpose of prototypes is threefold:
conserve memory
provide static properties
is the only way for a reference type to inherit from a super class

conserve memory
Yes it does, when you create hundreds of instances of Car and they all have their own functions (that have their own closure scopes) you'll consume more memory.
Can't find a reference for it but it has been suggested that Chrome optimises constructor functions that use prototype better than constructor functions with everything in the constructor body.
provide static properties
Static is more like Date.now(), every instance has members from the prototype but can be called on the instance.
is the only way for a reference type to inherit from a super class
You can inherit with Parent.apply(this,arguments); in Child but it makes extending Parent functions more complicated and doesn't make childInstance instanceof Parent true. What that code does is run Parent code with the to be created Child instance as the invoking object (this). Inheritance is usually done in 2 places.
In the Child body Parent.apply(this,arguments); to re use Parent initialisation code and make Parent instance members to be Child instance members (for example: this.name).
Setting Child.prototype to shallow copy of Parent.prototype Child.prototype=Object.create(Parent.prototype);Child.prototype.constructor=Child; This will ensure that shared Parent members are available on Child instances (like the function getName).
These points are explained in more detail here: https://stackoverflow.com/a/16063711/1641941

Concerning your three points:
Prototypes aren't necessarily more performant, especially for prototype chains that become long or contain many members. The smaller the prototype and shorter the chain, the more the browser's compiler can optimize it. Ultimately, this question needs to be asked for individual applications, their individual needs, and the browsers being targeted (which can vary widely in performance).
By definition, static members require objects. That is, static members belong to an object itself rather than to a specific instance. Objects are the only way to create static properties in JavaScript. Note that object literals, which are a "special" kind of Object, are essentially static.
One could implement his own type of object that would allow for something like inheritance (i.e., jQuery.extend), but as far as reference types go, prototypes are the only way to create inheritance.

Prototyping is a lot more than that.
You can also extend classes and already existing instances of objects with methods and properties during runtime.
This should explain it in a very understandable way: http://javascript.info/tutorial/inheritance

If you care about following conventions so that people (and you down the road) actually understand your code, you shouldn't put this.engine="v8" in the constructor. Prototype is meant to define properties for every single car, and the constructor is meant to define individual instances. So why would you put something that is true for every instance smack dab in the constructor? This belongs in the prototype. There's something to be said for putting things in their proper place even if doing both things end up doing accomplishing the same thing. Your code will be understandable by you and others.

Regarding your points:
There is definitely a performance boost, especially regarding functions - it's much better to declare functions on the prototype.
I think you meant to say "public" properties so that information is retrieved by writing some_instance.foo. "Static" properties/methods are different (see below).
Correct. Inheritance can only really happen from the prototype.
Let me explain some things to see if this helps. Creating new "classes" in javascript is a fairly straightforward process.
var MyClass = new Function();
At this point, the engine is aware of your new class and knows "what to do" (in terms of performance) when it creates new instances of your "class".
var my_instance = new MyClass();
If you want to modify the prototype, you can do so and know that every instance is going to get updated because they all share the same prototype.
MyClass.prototype.name = "default name";
console.log( my_instance.name ); //=> default name
Now the engine knows that there is a "name" property which expects a string value... it will allot those resources to all new AND existing instances of your class... which is very handy. Beware that modifying the prototype of an existing "class" like this is an expensive process and should not be performed frequently (but don't be afraid to do it either).
I can't really speak for the performance pros and cons of declaring ad-hoc properties/methods on an instance:
my_instance.foo = function() { /* this is not in the prototype chain */ };
My guess is that this is pretty simple for the engine and is no big deal unless you are doing this for tens of thousands of objects at the same time.
The main benefit of using the prototype IMO is that you can write code to extend a method's functionality and know that all instances of your "class" will get updated accordingly:
var old_foo = MyClass.prototype.foo;
MyClass.prototype.foo = function() {
/* new business logic here */
// now call the original method.
old_foo.apply(this, arguments);
};
Regarding "static" properties, you declare those on the "class" (constructor) itself:
// example static property
MyClass.num_instances = 0;
Now you can create init/destroy methods like this:
MyClass.prototype.init = function() {
this.constructor.num_instances++;
};
MyClass.prototype.destroy = function() {
this.constructor.num_instances--;
};
// and call the init method any time you create a new instance
my_instance.init();
console.log( MyClass.num_instances ); //=> 1
var instance_2 = new MyClass();
instance_2.init();
console.log( MyClass.num_instances ); //=> 2
instance_2.destroy();
console.log( MyClass.num_instances ); //=> 1
Hope that helps.

(1) I don't think conserving memory alone is a valid reason to utilize .prototype, unless you're getting really extreme with duplicating objects.
(2) The idea of static properties is not really a reason to use .prototype either (IMHO), because it doesn't behave like a traditional static property. You (as far as I know) always need an object instance before you can access the "static" property, which makes it not static at all.
function Car() {}
Car.prototype.Engine = "V8";
// I can't access Car.Engine... I'll always need an instance.
alert(new Car().Engine);
// or
var car1 = new Car();
alert(car1.Engine); //you always need an instance.
//unless you wanted to do
alert(Car.prototype.Engine); //this is more like a static property, but has an
//unintended consequence that every instance of Car also receives a .Engine
//behavior, so don't do this just to create a "static property."
It should be noted that this "static" idea not only applies to properties but all members, which includes methods (functions), from a traditional OO perspective.
It is better to think about prototypes (again, IMHO) as injected singleton objects with behaviors that get attached to instance objects. All instances of Car() can have their own instance members, but every instance of Car() will also "automatically" be injected with all Car.prototype's members/behaviors. It's not technically the same, but I find it convenient to think about prototypes in that way.
//define Car and Car.GoFast
function Car() {}
Car.prototype.GoFast = function () { alert('vroom!'); };
var car1 = new Car();
var car2 = new Car();
car1.GoFast();
car2.GoFast(); //both call to same GoFast implementation on Car.prototype
//change the GoFast implementation
Car.prototype.GoFast = function () { alert('vvvvvrrrrroooooooooommmmm!!!!!'); };
car1.GoFast();
car2.GoFast(); //both have been "updated" with the new implementation because
//both car1 and car2 are pointing to the same (singleton) Car.prototype object!
Car.prototype is behaving like a singleton object whose members/behaviors have been injected into instance objects of type Car.
(3) Prototypes shouldn't be confused for inheritance. You can get behavior that appears to be inheritance, but it is not. The members/behaviors on the prototype remain on the prototype object. They do not become members/behaviors of your derived class, like true inheritance. That is why I describe it more like the prototype being "injected" into your instance.
function Car() {}
Car.prototype.Engine = "V8";
var car1 = new Car();
var car2 = new Car();
alert(car1.Engine); //alerts "V8"
//There is no "Engine" variable defined within the instance scope of 'car1'.
//Javascript searches the scope of car1's Type.prototype object to find 'Engine'.
//Equivalent to: Object.getPrototypeOf(car1).Engine
//But if we create 'Engine' within the scope of car1
car1.Engine = "V6"; //Car.prototype was never accessed or updated
alert(car1.Engine); //we get "V6"
alert(car2.Engine); //we still get "V8"
alert(Object.getPrototypeOf(car1).Engine); //we still get "V8"!
So to answer the question directly: Is there any benefit to using prototype instead of declaring properties on the object itself?
Yes, when you want to share behavior implementation amongst instance objects of a given Type. As a coincidence, you will reduce your memory footprint, but that is not a reason alone to use prototypes. Neither is "creating static properties" (which they're not ), or for inheritance (which it is not).

Related

Usecase for JavaScript prototype [duplicate]

I'd like to understand when it is appropriate to use prototype methods in js. Should they always be used? Or are there cases where using them is not preferred and/or incurs a performance penalty?
In searching around this site on common methods for namespacing in js, it seems that most use a non-prototype based implementation: simply using an object or a function object to encapsulate a namespace.
Coming from a class-based language, it's hard not to try and draw parallels and think that prototypes are like "classes" and the namespace implementations I mentioned are like static methods.
Prototypes are an optimisation.
A great example of using them well is the jQuery library. Every time you obtain a jQuery object by using $('.someClass'), that object has dozens of "methods". The library could achieve that by returning an object:
return {
show: function() { ... },
hide: function() { ... },
css: function() { ... },
animate: function() { ... },
// etc...
};
But that would mean that every jQuery object in memory would have dozens of named slots containing the same methods, over and over.
Instead, those methods are defined on a prototype and all jQuery objects "inherit" that prototype so as to gain all those methods at very little runtime cost.
One vitally important part of how jQuery gets it right is that this is hidden from the programmer. It's treated purely an optimisation, not as something that you have to worry about when using the library.
The problem with JavaScript is that naked constructor functions require the caller to remember to prefix them with new or otherwise they typically don't work. There is no good reason for this. jQuery gets it right by hiding that nonsense behind an ordinary function, $, so you don't have to care how the objects are implemented.
So that you can conveniently create an object with a specified prototype, ECMAScript 5 includes a standard function Object.create. A greatly simplified version of it would look like this:
Object.create = function(prototype) {
var Type = function () {};
Type.prototype = prototype;
return new Type();
};
It just takes care of the pain of writing a constructor function and then calling it with new.
When would you avoid prototypes?
A useful comparison is with popular OO languages such as Java and C#. These support two kinds of inheritance:
interface inheritance, where you implement an interface such that the class provides its own unique implementation for every member of the interface.
implementation inheritance, where you extend a class that provides default implementations of some methods.
In JavaScript, prototypical inheritance is a kind of implementation inheritance. So in those situations where (in C# or Java) you would have derived from a base class to gain default behaviour, which you then make small modifications to via overrides, then in JavaScript, prototypical inheritance makes sense.
However, if you're in a situation where you would have used interfaces in C# or Java, then you don't need any particular language feature in JavaScript. There is no need to explicitly declare something that represents the interface, and no need to mark objects as "implementing" that interface:
var duck = {
quack: function() { ... }
};
duck.quack(); // we're satisfied it's a duck!
In other words, if each "type" of object has its own definitions of the "methods", then there is no value in inheriting from a prototype. After that, it depends on how many instances you allocate of each type. But in many modular designs, there is only one instance of a given type.
And in fact, it has been suggested by many people that implementation inheritance is evil. That is, if there are some common operations for a type, then maybe it's clearer if they are not put into a base/super class, but are instead just exposed as ordinary functions in some module, to which you pass the object(s) you want them to operate on.
You should use prototypes if you wish to declare a "non-static" method of the object.
var myObject = function () {
};
myObject.prototype.getA = function (){
alert("A");
};
myObject.getB = function (){
alert("B");
};
myObject.getB(); // This works fine
myObject.getA(); // Error!
var myPrototypeCopy = new myObject();
myPrototypeCopy.getA(); // This works, too.
One reason to use the built-in prototype object is if you'll be duplicating an object multiple times that will share common functionality. By attaching methods to the prototype, you can save on duplicating methods being created per each new instance. But when you attach a method to the prototype, all instances will have access to those methods.
Say you have a base Car() class/object.
function Car() {
// do some car stuff
}
then you create multiple Car() instances.
var volvo = new Car(),
saab = new Car();
Now, you know each car will need to drive, turn on, etc. Instead of attaching a method directly to the Car() class (which takes up memory per each instance created), you can attach the methods to the prototype instead (creating the methods only once), therefore giving access to those methods to both the new volvo and saab.
// just mapping for less typing
Car.fn = Car.prototype;
Car.fn.drive = function () {
console.log("they see me rollin'");
};
Car.fn.honk = function () {
console.log("HONK!!!");
}
volvo.honk();
// => HONK!!!
saab.drive();
// => they see me rollin'
Put functions on a prototype object when you're going to create lots of copies of a particular kind of object and they all need to share common behaviors. By doing so, you'll save some memory by having just one copy of each function, but that's only the simplest benefit.
Changing methods on prototype objects, or adding methods, instantly changes the nature of all the instances of the corresponding type(s).
Now exactly why you'd do all these things is mostly a function of your own application design, and the kinds of things you need to do in client-side code. (A whole different story would be code inside a server; much easier to imagine doing more large-scale "OO" code there.)
If i explain in class based term then Person is class, walk() is Prototype method. So walk() will have its existence only after you instantiate new object with this.
So if you want to create the copies of object like Person u can create many users Prototype is good solution as it saves memory by sharing/inheriting same copy of function for each of the object in memory.
Whereas static is not that great help in such scenario.
function Person(){
this.name = "anonymous";
}
// its instance method and can access objects data data
Person.prototype.walk = function(){
alert("person has started walking.");
}
// its like static method
Person.ProcessPerson = function(Person p){
alert("Persons name is = " + p.name);
}
var userOne = new Person();
var userTwo = new Person();
//Call instance methods
userOne.walk();
//Call static methods
Person.ProcessPerson(userTwo);
So with this its more like instance method.
The object's approach is like Static methods.
https://developer.mozilla.org/en/Introduction_to_Object-Oriented_JavaScript
Just including a video link here for reference, when not to use prototypes: https://youtu.be/JCXZhe6KsxQ?t=2m30s
Here is Ben Lesh's talk from NGConf, why rxjs removed patching prototype (chainable functions) in favor of pipeable functions.

this.constructor.prototype -- can't wholly overwrite, but can write individual props?

TL;DR? Why can't I overwrite a constructor's prototype from within the constructor?
I'm figuring out my pattern for prototypical inheritance. I don't like how prototypes are usually defined externally from a constructor, and want to logically encapsulate things better.
I found that the one magical line that I expected to work, doesn't.
function Orifice(){
this.exhaust=function(){};
this.ingest=function(){};
}
var standardOrifice = new Orifice();
function Sphincter(){
this.constructor.prototype = standardOrifice; // <-- does not work
this.relax=function(){};
this.tighten=function(){};
}
Interestingly, I can write individual properties to this.constructor.prototype, but I cannot overwrite the whole prototype object the same way one can outside of a constructor's definition.
So stuff like this works:
this.constructor.prototype.exhaust = standardOrifice.exhaust;
this.constructor.prototype.ingest = standardOrifice.ingest;
For which I can create a simple clone function to handle this:
function extend(target){
return {
from: function(obj){
target.__proto__ = obj.constructor.prototype;
for (key in obj) if (obj.hasOwnProperty(key)) target[key]=obj[key];
return target;
}
};
}
Thankfully in my tests so far, this technique appears to work well, though I'm not sure if there are details or performance cases I could be missing.
function Sphincter(){
extend(this.constructor.prototype).from(standardOrifice);
//...
}
Why can't I overwrite a constructor's prototype from within the constructor? Yet I can outside the constructor? And writing properties individually works from within a constructor?
Why can't I overwrite a constructor's prototype from within the constructor?
You can, but it's too late. The new instance has already been generated, inheriting from the old prototype. Maybe read how new works.
I don't like how prototypes are usually defined externally from a constructor.
That's just the way it is. You really should not setup the prototype from within the constructor - it would be executed everytime a new instance is created. That's specifically what prototypes are not supposed to be. See also Assigning prototype methods *inside* the constructor function - why not?
and want to logically encapsulate things better.
You might want to have a look at the various (revealing) module patterns. Or maybe even at some Class framework.
I'm currently looking for more concrete reasons that I should not go forth with the pattern I've been presenting.
It does not work in Internet Explorer. It would not work in any ES5-compliant environment that does not support the __proto__ property. You should never use it set a prototype on an existing object. Instead, use Object.create (or its shim) for Correct javascript inheritance - which requires that you overwrite the prototype outside of the constructor.
My suggestion is to call your extend helper outside the constructor on it, which still has a nice syntax.
Answer to the Specific Question
Why can't I overwrite a constructor's prototype from within the constructor?
It's because constructors are actually called after your object has already been instantiated. And since your object has managed to instantiate before your constructor has touched anything, your constructor has also already been assigned a "default" prototype.
Adding properties to this.constructor.prototype seems to work -- because you're actually manipulating the constructor's pre-assigned default prototype object, which all of your instances inherit from.
In my examples, this.constructor.prototype ended up referring to the default-assigned prototype of the constructor: so wholly overwriting it meant all new instances from that moment onward would have that new prototype -- as Bergi said, "too late" -- your current instance would not have that new prototype, as it still has the old default-assigned prototype because it's already been instantiated.
A Better Pattern for Avoiding Nonsense
I've come to understand, that the techniques presented in my question simply won't do. The question itself is generally misguided. By combining Bergi's wisdom with my own personal biases, I've come up with this pattern as a means to avoid having to find an answer to the original question altogether:
function extend(p){
return { to: function(C){ for (k in p) if (p.hasOwnProperty(k))
C.prototype[k]=p[k]; return C; } };
};
var orifice = new function Orifice(){
this.exhaust=function(){};
this.ingest=function(){};
};
var Sphincter = extend(orifice).to(function Sphincter(){
this.relax=function(){};
this.tighten=function(){};
});
Here's the extend function, expanded:
function extend(parentObject){
return {
to: function(ChildConstructor){
for (key in parentObject)
if (parentObject.hasOwnProperty(key))
ChildConstructor.prototype[key] = parentObject[key];
return ChildConstructor;
}
};
};
I used this to test that it works:
// TESTING
var s=new Sphincter();
var tests=['relax','tighten','exhaust','ingest'];
for (var i in tests) console.log("s."+tests[i]+"() is "+(tests[i]in s?"present :)":"MISSING!"));

MyObj.prototype. vs this

JS newb here so hope this is not a daft question.
When defining a custom object with methods what is the difference between, and pros/cons of, the following two approaches?
1 : Define methods within class definition usingthis.
function MyObj(){
this.doStuff = function(){
//method body
}
}
2 : Define methods separately using prototype.
function MyObj(){
}
MyObj.prototype.doStuff = function()
{
//method body
}
I am messing about with it at the moment and both seem to work the same so I thought I'd find the difference before I head off on a track that is going to come back and bite me on the arse later :)
Cheers all
When you use this, every instance of your "class" will have its own copy of the method.
When you use the prototype, all the instances will share that one copy of the method. Therefore, it's more efficient to declare methods on the prototype, since less memory will be required for each instance.
For example, create two instances of MyObj:
var o1 = new MyObj(),
o2 = new MyObj();
If the doStuff method is declared in the constructor, each of those instances now has a copy of that method in memory. If it was declared on the prototype, they share that one copy. When you try to call it:
o1.doStuff();
There is no doStuff property on the instance itself, so we move up the prototype chain, to MyObj.prototype, where there is a doStuff method.
Other than memory considerations, there's also performance considerations.
Defining properties on this in the constructor is much slower, but in terms of actually accessing those properties later, locally defined properties have a slight performance advantage since the JS engine doesn't have to walk up the prototype chain.
In other words, if you will create a small number of objects infrequently, it's better to define properties locally in the constructor (#1), but if you'll be creating many objects, use the prototype (#2).

Javascript when to use prototypes

I'd like to understand when it is appropriate to use prototype methods in js. Should they always be used? Or are there cases where using them is not preferred and/or incurs a performance penalty?
In searching around this site on common methods for namespacing in js, it seems that most use a non-prototype based implementation: simply using an object or a function object to encapsulate a namespace.
Coming from a class-based language, it's hard not to try and draw parallels and think that prototypes are like "classes" and the namespace implementations I mentioned are like static methods.
Prototypes are an optimisation.
A great example of using them well is the jQuery library. Every time you obtain a jQuery object by using $('.someClass'), that object has dozens of "methods". The library could achieve that by returning an object:
return {
show: function() { ... },
hide: function() { ... },
css: function() { ... },
animate: function() { ... },
// etc...
};
But that would mean that every jQuery object in memory would have dozens of named slots containing the same methods, over and over.
Instead, those methods are defined on a prototype and all jQuery objects "inherit" that prototype so as to gain all those methods at very little runtime cost.
One vitally important part of how jQuery gets it right is that this is hidden from the programmer. It's treated purely an optimisation, not as something that you have to worry about when using the library.
The problem with JavaScript is that naked constructor functions require the caller to remember to prefix them with new or otherwise they typically don't work. There is no good reason for this. jQuery gets it right by hiding that nonsense behind an ordinary function, $, so you don't have to care how the objects are implemented.
So that you can conveniently create an object with a specified prototype, ECMAScript 5 includes a standard function Object.create. A greatly simplified version of it would look like this:
Object.create = function(prototype) {
var Type = function () {};
Type.prototype = prototype;
return new Type();
};
It just takes care of the pain of writing a constructor function and then calling it with new.
When would you avoid prototypes?
A useful comparison is with popular OO languages such as Java and C#. These support two kinds of inheritance:
interface inheritance, where you implement an interface such that the class provides its own unique implementation for every member of the interface.
implementation inheritance, where you extend a class that provides default implementations of some methods.
In JavaScript, prototypical inheritance is a kind of implementation inheritance. So in those situations where (in C# or Java) you would have derived from a base class to gain default behaviour, which you then make small modifications to via overrides, then in JavaScript, prototypical inheritance makes sense.
However, if you're in a situation where you would have used interfaces in C# or Java, then you don't need any particular language feature in JavaScript. There is no need to explicitly declare something that represents the interface, and no need to mark objects as "implementing" that interface:
var duck = {
quack: function() { ... }
};
duck.quack(); // we're satisfied it's a duck!
In other words, if each "type" of object has its own definitions of the "methods", then there is no value in inheriting from a prototype. After that, it depends on how many instances you allocate of each type. But in many modular designs, there is only one instance of a given type.
And in fact, it has been suggested by many people that implementation inheritance is evil. That is, if there are some common operations for a type, then maybe it's clearer if they are not put into a base/super class, but are instead just exposed as ordinary functions in some module, to which you pass the object(s) you want them to operate on.
You should use prototypes if you wish to declare a "non-static" method of the object.
var myObject = function () {
};
myObject.prototype.getA = function (){
alert("A");
};
myObject.getB = function (){
alert("B");
};
myObject.getB(); // This works fine
myObject.getA(); // Error!
var myPrototypeCopy = new myObject();
myPrototypeCopy.getA(); // This works, too.
One reason to use the built-in prototype object is if you'll be duplicating an object multiple times that will share common functionality. By attaching methods to the prototype, you can save on duplicating methods being created per each new instance. But when you attach a method to the prototype, all instances will have access to those methods.
Say you have a base Car() class/object.
function Car() {
// do some car stuff
}
then you create multiple Car() instances.
var volvo = new Car(),
saab = new Car();
Now, you know each car will need to drive, turn on, etc. Instead of attaching a method directly to the Car() class (which takes up memory per each instance created), you can attach the methods to the prototype instead (creating the methods only once), therefore giving access to those methods to both the new volvo and saab.
// just mapping for less typing
Car.fn = Car.prototype;
Car.fn.drive = function () {
console.log("they see me rollin'");
};
Car.fn.honk = function () {
console.log("HONK!!!");
}
volvo.honk();
// => HONK!!!
saab.drive();
// => they see me rollin'
Put functions on a prototype object when you're going to create lots of copies of a particular kind of object and they all need to share common behaviors. By doing so, you'll save some memory by having just one copy of each function, but that's only the simplest benefit.
Changing methods on prototype objects, or adding methods, instantly changes the nature of all the instances of the corresponding type(s).
Now exactly why you'd do all these things is mostly a function of your own application design, and the kinds of things you need to do in client-side code. (A whole different story would be code inside a server; much easier to imagine doing more large-scale "OO" code there.)
If i explain in class based term then Person is class, walk() is Prototype method. So walk() will have its existence only after you instantiate new object with this.
So if you want to create the copies of object like Person u can create many users Prototype is good solution as it saves memory by sharing/inheriting same copy of function for each of the object in memory.
Whereas static is not that great help in such scenario.
function Person(){
this.name = "anonymous";
}
// its instance method and can access objects data data
Person.prototype.walk = function(){
alert("person has started walking.");
}
// its like static method
Person.ProcessPerson = function(Person p){
alert("Persons name is = " + p.name);
}
var userOne = new Person();
var userTwo = new Person();
//Call instance methods
userOne.walk();
//Call static methods
Person.ProcessPerson(userTwo);
So with this its more like instance method.
The object's approach is like Static methods.
https://developer.mozilla.org/en/Introduction_to_Object-Oriented_JavaScript
Just including a video link here for reference, when not to use prototypes: https://youtu.be/JCXZhe6KsxQ?t=2m30s
Here is Ben Lesh's talk from NGConf, why rxjs removed patching prototype (chainable functions) in favor of pipeable functions.

javascript inheritance

I know there is a lot of similar questions are tons of great answers to this. I tried to look at the classical inheritance methods, or those closure methods etc. Somehow I consider they are more or less "hack" methods to me, as it doesn't really what the javascript is designed to do. (Welcome anybody correct me if I am wrong).
OK, as long as it works, I satisfy with the classical inheritance pattern like:
PARENTClass = function (basevar) { do something here; };
PARENTClass.prototype = { a: b, c: d}; // prototype is auto gen
// Inheritance goes here
CHILDClass = function (childvar) { do something; };
CHILDClass.prototype = new PARENTClass(*1); // Actual inheritance to the prototype statement
// Instance
CHILDInstance = new CHILDClass(whatever);
Above is somehow, to my understanding the inheritance of JS. But one scenario I have no idea how to implement, is that what if I want to do some initializing DURING object creation (ie, within constructor), and the new object can be used right away.... My illustration on problem might not be too clear, so let me use the following C# Psuedo to explain what I want to do:
class PARENT {
public PARENT (basevar) { ... }
}
class CHILD : PARENT {
public CHILD (basevar) : PARENT (basevar) // constructor of child, and call parent constructor during construct.
{ ... }
}
For some reason (like init. UI elements), putting them in constructor seems the best way to do. Anyone have idea on how can I do it.
PS: in the *1, I have no idea what I should put there.
PS2: The above situation I DID found the jquery.inherit library can do, I just wonder if not using library can achieve it.
PS3: Or my understanding is wrong. Since javascript is not intended to mimick OOP (that's why i call it hack), what is the "CORRECT" logic to implement this.
It is not a hack as such; JavaScript is a prototyped language, as defined by Wikipedia as where:
..classes are not present, and behavior reuse (known as inheritance in class-based languages) is performed via a process of cloning existing objects that serve as prototypes.
As it says, classes are not used in JavaScript; each object that you create is descended from the JavaScript Object; all objects in JavaScript have the prototype object, and all instances of objects you create 'inherit' methods and properties from their object's prototype object. Take a look at the MDC prototype object reference for more information.
As of this, when you call the line:
CHILDClass.prototype = new PARENTClass();
This allows the CHILDClass object to add methods and properties to its prototype object from the PARENTClass object, which creates an effect similar to the idea of inheritance present in class-based languages. Since the prototype object affects every instance created of that object, this allows the parent object's methods and properties to be present in every instance of your child object.
If you want to call your parent class's constructor in your child class's constructor, you use the JavaScript call function; this allows you to call the parent class's constructor in the context of the child class's constructor, therefore setting the newly prototyped properties in your child class to what they are set as in the parent class.
You also do not need to put anything where you have specified the *1, since that line is merely used to add the methods and properties to the child class's prototype object; however, bear in mind that it calls the parent class's constructor, so if there are any arguments that are fundamental in the operation of the parent class constructor, you should check that these are present so as to avoid JavaScript errors.
You can manually invoke the parent constructor in the subclass constructor like this:
CHILDClass = function (basevar) {
PARENTClass.call(this, basevar);
// do something;
};
The trick here is using the call method, which allows you to invoke a method in the context of a different object. See the documentation of call for more details.
JavaScript has no built-in support for inheritance hierarchies as type extension is supposed to be done via aggregation, ie adding desired functionality directly to the object itself or its prototype if the property is to be shared between instances.
Nevertheless, JS is powerful enough to make implementing other forms of object construction possible, including classical inheritance.
Given a clone function - which is enough to add 'true' prototypical inheritance, and not JavaScript's bastardization thereof - your exampe can be implemented like this:
function ParentClass(baseVar) {
// do stuff
}
// don't overwrite the prototype object if you want to keep `constructor`
// see http://joost.zeekat.nl/constructors-considered-mildly-confusing.html
ParentClass.prototype.a = 'b';
ParentClass.prototype.c = 'd';
function ChildClass(childVar) {
// call the super constructor
ParentClass.call(this, childVar);
}
// don't inherit from a ParentClass instance, but the actual prototype
ChildClass.prototype = clone(ParentClass.prototype);
ChildClass.prototype.e = 'f';
It's also possible to add some syntactic sugar for class-based inheritance - my own implementation can be found here.
The example from above would then read
var ParentClass = Class.extend({
constructor: function(baseVar) {
// do stuff
},
a: 'b',
c: 'd'
});
var ChildClass = ParentClass.extend({
e: 'f'
});
I've got a lightweight javascript OOP wrapper that provides 'Class-like' inheritance where you can override base methods or call base constructors or members.
You define your classes like this:
//Define the 'Cat' class
function Cat(catType, firstName, lastName)
{
//Call the 'Animal' constructor.
Cat.$baseNew.call(this, firstName, lastName);
this.catType = catType;
}
//Extend Animal, and Register the 'Cat' type.
Cat.extend(Animal, { type: 'Cat' }, {
hello: function(text)
{
return "meaoow: " + text;
},
getFullName: function()
{
//Call the base 'Animal' getFullName method.
return this.catType + ": " + Cat.$base.getFullName.call(this);
}
})
//It has a built-in type system that lets you do stuff like:
var cat = new Cat("ginger", "kitty", "kat");
Cat.getType() // "Cat"
cat.getBaseTypesAndSelf() // ["Cat","Animal","Class"]
cat.getType() // "Cat"
cat.isTypeOf(Animal.getType()) // "True"
var dynamicCat = Class.createNew("Cat", ["tab","fat","cat"])
dynamicCat.getBaseTypesAndSelf() // ["Cat","Animal","Class"]
dynamicCat.getFullName() // tab: fat cat
source code available at: Class.js
I also have more details in my blog post about OOP in javascript
Just thought I'd mention some of the issues with the classical pattern you're going for:
Reference vars on the super class(es) will be available as essentially statics on ALL instances. For example, if you have var arr = [1,2,3] in the super, and do instance_1.arr.push(4) instance_2.arr.push(5) ALL of these instances will "see" the changes.
So you solve 1. with Ayman's solution which Zakas calls "Constructor Stealing", but now you call the constructor twice: once for your prototype and once for the constructor stealing. Solution - for your prototype use a helper like inheritPrototype (I showed the whole implementation of this in this post: inheritPrototype method FWIW, this essentially came from a combination of page 181 of Zakas's book and some Crockford study.
No privacy (but then again, you'd need to use something like the Durable Object pattern to get this and that may not be what you want)
Object definition is left "dangling": Solution - put an if statement checking for any of your prototype's functions and then define the prototype with a prototype literal.
I have running examples of all of this on github!!!
It's been just as much of a challenge for me to truly grok both: Zakas and Crockford books on object creation and inheritance. I also needed to try some different JavaScript TDD frameworks. So I decided to create an essay on both TDD Frameworks and JavaScript Object Creation & Inheritance. It has running code and jspec tests! Here's the link:*
My GitHub Open Source Essay/Book

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