Javascript private variables + Object.create (reference to closure variables) - javascript

I was wondering how I could make private variables in javascript through clojure. But still have them cloned when using Object.create.
var point = {};
(function(){
var x, y;
x = 0;
y = 0;
Object.defineProperties(point, {
"x": {
set: function (value) {
x = value;
},
get: function() {
return x;
}
},
"y": {
set: function (value) {
y = value;
},
get: function () {
return y;
}
}
});
}());
var p1 = Object.create(point);
p1.x = 100;
console.log(p1.x); // = 100
var p2 = Object.create(point);
p2.x = 200;
console.log(p2.x); //= 200
console.log(p1.x); //= 200
I got this technique from http://ejohn.org/blog/ecmascript-5-objects-and-properties/ but it got this limitation that the closure variables is the same on all Objects. I know this behaviour on javascript is supposed but how can I create true private variables?

I know this behaviour on javascript is supposed but how can I create true private variables?
You can't, there is no private in ES5. You can use ES6 private names if you want.
You can emulate ES6 private names with ES6 WeakMaps which can be shimmed in ES5. This is an expensive and ugly emulation, that's not worth the cost.

When you need to add private variables to just one object which was created with Object.create you can make this:
var parent = { x: 0 }
var son = Object.create(parent)
son.init_private = function()
{
var private = 0;
this.print_and_increment_private = function()
{
print(private++);
}
}
son.init_private()
// now we can reach parent.x, son.x, son.print_and_increment_private but not son.private
If you want you can even avoid unnecessary public function init_private like this:
(function()
{
var private = 0;
this.print_and_increment = function()
{
print(private++);
}
}
).call(son)
Bad thing is that you could not append private members with several calls. The good thing is that this method is quite intuitive in my opinion.
This code was tested with Rhino 1.7 release 3 2013 01 27

Related

Private prototype methods that can share scope and access the instance

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()
;

Several formats of using OOP in JS

Some time ago I was tying to understand js oop coming from many years of oop coding in several other laguages. I found it very confusing. After some months, a JS book and many articles and SO questions read, I sumarized it all in a concrete example that ilustrated the main oop concepts correctly working. Here it is:
function Operators() {
//mandatory
var self = this
//private
var IPT_X = '#x'
var IPT_Y = '#y'
//public
this.x = 0
this.y = 0
this.showOperators = function() {
//use of a private property (IPT_X) and a public property (this.x)
$(IPT_X).val(this.x)
$(IPT_Y).val(this.y)
}
this.clean = function() {
this.x = 0
this.y = 0
// call to a local public method
this.showOperators()
}
this.updateOperators = function(_x, _y) {
// use of a public property when call from
// derived class method is necessary
self.x = _x
self.y = _y
}
}
function Randomizer() {
// mandatory for derived classes
Operators.call(this)
// mandatory for overloaded methods with call to the inherited method
var parentUpdateOperators = this.updateOperators
var self = this
// private
function getRandomNumber() {
return Math.round(Math.random() * 1000)
}
// public
this.updateOperators = function(_x, _y) {
// call to inherited method of superior class
parentUpdateOperators(_x, _y)
// call to method of superior class
self.showOperators()
}
this.populateRandomNumbers = function() {
// call to public local method (this.updateOperators())
// and to a local private method (getRandomNumber())
this.updateOperators(getRandomNumber(), getRandomNumber())
}
// init
this.populateRandomNumbers()
}
// Mandatory for derived classes. Allows access to superior classes with
// more than 2 levels of inheritance ("grandfather" classes)
Randomizer.prototype = Object.create(Operators.prototype)
function Operations() {
Randomizer.call(this)
var self = this
//private
var IPT_RES = '#res'
var BTN_SUM = '#sum'
var BTN_SUBTRACT = '#subt'
var BTN_MULTIPLY = '#mult'
var BTN_DIVISION = '#div'
var BTN_CLEAN = '#clean'
var BTN_RAND = '#rand'
function calcSum() {
return self.x + self.y
}
function calcSubtraction() {
return self.x - self.y
}
function calcMultiplication() {
return self.x * self.y
}
function calcDivision() {
return self.x / self.y
}
function showRes(val) {
$(IPT_RES).val(val)
}
//public
this.sum = function() {
// call to 2 local private methods
showRes(calcSum())
}
this.subtract = function() {
showRes(calcSubtraction())
}
this.multiply = function() {
showRes(calcMultiplication())
}
this.division = function() {
showRes(calcDivision())
}
// init
$(BTN_SUM).on('click', function() { self.sum() })
$(BTN_SUBTRACT).on('click', function() { self.subtract() })
$(BTN_MULTIPLY).on('click', function() { self.multiply() })
$(BTN_DIVISION).on('click', function() { self.division() })
$(BTN_CLEAN).on('click', function() { self.clean() })
$(BTN_RAND).on('click', function() { self.populateRandomNumbers() })
}
Operations.prototype = Object.create(Randomizer.prototype)
var obj = new Operations()
and here is the necessary HTML to make it work:
X: <input id='x'>
<br>
Y: <input id='y'>
<br>
Res: <input id='res'>
<br>
<input id='sum' type='button' value='+'>
<input id='subt' type='button' value='-'>
<input id='mult' type='button' value='*'>
<input id='div' type='button' value='/'>
<input id='clean' type='button' value='C'>
<input id='rand' type='button' value='Rand'>
Here is a JSFiddle with my example working fine:
http://jsfiddle.net/vqqrf2cb/24/
Then I started to use this format in my daily work and all is working good. But now, after some months successfully using this format, I'm continuing to read about this subject and see that many people use different formats. So I'm trying to adapt the code above to the other possible formats of using objects. The ones I know are:
Format 1:
var something = (function() {
//private
foo = 111
bar = 222
function baz() {
//whatever
}
return {
// public
x : 333,
y : 444,
z : function() {
// whatever
}
}
})()
Format 2:
var something = (function() {
var obj {
foo : 111,
bar : 222,
function baz() {
//whatever
},
}
return obj
})()
Format 3:
var something = {
foo : 111,
bar : 222,
baz : function() {
//whatever
}
}
Format 4:
// define the Person Class
function Person() {}
Person.prototype.walk = function(){
alert ('I am walking!');
};
Person.prototype.sayHello = function(){
alert ('hello');
};
// define the Student class
function Student() {
// Call the parent constructor
Person.call(this);
}
// inherit Person
Student.prototype = new Person();
// correct the constructor pointer because it points to Person
Student.prototype.constructor = Student;
// replace the sayHello method
Student.prototype.sayHello = function(){
alert('hi, I am a student');
}
// add sayGoodBye method
Student.prototype.sayGoodBye = function(){
alert('goodBye');
}
And many small variations of all these formats. I'm even inclined to think the ways of doing OOP in JS tend to infinity. :D Anyway, I want to try some of the methods to find which one I find better in day-to-day work. But I couldn't convert my code to any other format in such a way to make all oop work. By 'all oop' I mean encapsulation (private and public methods and variables), inheritance, overloading with superior class call and finally class initialization (like a constructor or something).
My question is: Can somebody translate my working code to some other js object formats ? I'm specially interested in converting to Format 1 and Format 3. Other formats not included in the list are welcome also. One restriction: I don't want to use mixins. I want to use prototypes for inheritance.
I also have read about the modular pattern. How would this example be like using it ?
Corrections/Comments to my example are welcome also.
Edit:
After the answer and comments of #Robert and #NoBugs I've made an alternative example using the Module Pattern:
http://jsfiddle.net/ehe122e0/10/
JavaScript has many choices, so it confused me for quite a while, but ultimately I ended up embracing it as something new and disregarding any OOP knowledge I had.
For example, take Format 1 and 2 you described above. This isn't equal to classes in other languages, but is similar in the fact that it encapsulates some "thing" in your program. You should always wrap your code in at least one function to ensure your variables are never in the global scope to avoid conflicting names with other programmers. Look up "IIFE" for more details.
I generally create my objects that are simply there to move data amongst my application using the object literal notation.
var student = {
firstName: "Bob",
age: 20
};
And stick to prototypical inheritance if my objects will need any functions like Format 4 because it offers more flexibility.
Regardless of what format you decide to follow, an IIFE is important. And forget about the word "Class" and embrace the modular pattern, it is very similar but different. It's like trying to use Git like SVN.
Here is an example of a printModule and a module making use of it. Notice ModuleB can replace the current printModule with another one easily simply by passing a different object into moduleB. The way I use the exports variables varies depending on the person.
http://jsfiddle.net/0zuo1w4d/1/

Scope of variables in module pattern

I am trying to understand how I can touch/change/increment my privately scoped variable x in the following script. I'm using the Module pattern here, and thought I could reach into and set the private variables from a public return module declared property or method, but nothing I'm trying is working. Related: when do you declare a new instance of func vs. accessing func as a static delcared variable?
var func = (function() {
var x = 1;
var squareX = function() {
return x * x;
};
var addOne = function() {
x++;
}
return {
X: x,
Xq: squareX,
AddOne: addOne
};
});
func().X = 9; // expecting privately scoped x = 9
func().AddOne(); // expecting privately scoped x = 10
document.write(func().Xq()); // expecting 100 actual = 1
The point of the module pattern is to create a persistent, private scope which is invisible from the outside. Unfortunately, every time you call func, you're creating a new scope (with new return functions and their closures), so all of your operations are discarded afterwards.
Instead of calling func multiple times, just do it once to setup the "module" (you can even do this immediately, with an IIFE), and then perform operations on the result.
var func = function() {
var x = 1; // this is the private variable
var squareX = function() {
return x * x;
};
var addOne = function() {
x++;
};
return {
// Note, you can't just do "X: x,"
// since that will just create a copy;
// you have to use properties
get X() { return x; },
set X(val) { x = val; },
Xq: squareX,
AddOne: addOne
};
};
var funcModule = func();
funcModule.X = 9;
funcModule.AddOne();
document.write(funcModule.Xq());
Note that the reason you need an explicit getter and setter for the X module property is because you need to be able to modify the inner (hidden) variable x. Properties are available in all modern browsers, including IE9+. If you're working in IE8 or below, you'll need to define explicit getX and setX methods, and call them directly (you won't just be able to do funcModule.X = 5).
You need a setter, and you need an IIFE:
var func = (function() {
var x = 1;
var squareX = function() {
return x * x;
};
var addOne = function() {
x++;
}
return {
X: function(value) {
if (value !== undefined) {
x = value;
}
return x; // we can use this as a getter too!
},
Xq: squareX,
AddOne: addOne
};
})(); // <-- this actually runs the function - this makes it an IIFE
document.write("X is " + func.X() + "</br>");
func.X(9); // expecting privately scoped x = 9
document.write("now X is " + func.X() + "</br>");
func.AddOne(); // expecting privately scoped x = 10
document.write("now X is " + func.X() + "</br>");
document.write(func.Xq()); // expecting 100 actual = 100
You're using the Revealing Module Pattern to hide your private instance variable. When using that pattern, you must use a setter of some kind to change your private instance variable. Here is another StackOverflow post where someone else was having the same problem.
I don't recommend that you use the Revealing Module Pattern. In fact, I just gave a talk at NationJS 2014 titled "The Revealing Module is an Anti-Pattern".

Making private instance variable accessible to prototype methods enclosed in anonymous function

Background
I decided I would practice by making a simple calculator app in JS. The first step was to implement a stack class. I ran into some problems however in achieving data encapsulation with the revealing prototype pattern (?). Here's how it looks right now:
Stack "class":
var Stack = (function () {
var Stack = function() {
this.arr = []; // accessible to prototype methods but also to public
};
Stack.prototype = Object.prototype; // inherits from Object
Stack.prototype.push = function(x) {
this.arr.push(x);
};
Stack.prototype.pop = function() {
return this.arr.length ? (this.arr.splice(this.arr.length - 1, 1))[0] : null;
};
Stack.prototype.size = function() {
return this.arr.length;
};
Stack.prototype.empty = function() {
return this.arr.length === 0;
};
return Stack;
})();
Test code:
var s1 = new Stack();
var s2 = new Stack();
for(var j = 1, k = 2; j < 10, k < 11; j++, k++) {
s1.push(3*j);
s2.push(4*k);
}
console.log("s1:");
while(!s1.empty()) console.log(s1.pop());
console.log("s2:");
while(!s2.empty()) console.log(s2.pop());
The Problem
The only problem is that the arr is accessible. I would like to hide the arr variable somehow.
Attempts at a Solution
My first idea was to make it a private variable like Stack:
var Stack = (function () {
var arr = []; // private, but shared by all instances
var Stack = function() { };
Stack.prototype = Object.prototype;
Stack.prototype.push = function(x) {
arr.push(x);
};
// etc.
})();
But of course this approach doesn't work, because then the arr variable is shared by every instance. So it's a good way of making a private class variable, but not a private instance variable.
The second way I thought of (which is really crazy and definitely not good for readability) is to use a random number to restrict access to the array variable, almost like a password:
var Stack = (function() {
var pass = String(Math.floor(Math.pow(10, 15 * Math.random()));
var arrKey = "arr" + pass;
var Stack = function() {
this[arrKey] = []; // private instance and accessible to prototypes, but too dirty
};
Stack.prototype = Object.prototype;
Stack.prototype.push = function(x) {
this[arrKey].push(x);
};
// etc.
})();
This solution is... amusing. But obviously not what I want to do.
The last idea, which is what Crockford does, allows me to create a private instance member, but there's no way I can tell to make this visible to the public prototype methods I'm defining.
var Stack = (function() {
var Stack = function() {
var arr = []; // private instance member but not accessible to public methods
this.push = function(x) { arr.push(x); }; // see note [1]
}
})();
[1] This is almost there, but I don't want to have the function definitions within the var Stack = function() {...} because then they get recreated every time that an instance is created. A smart JS compiler will realize that they don't depend on any conditionals and cache the function code rather than recreating this.push over and over, but I'd rather not depend on speculative caching if I can avoid it.
The Question
Is there a way to create a private instance member which is accessible to the prototype methods? By somehow utilizing the 'bubble of influence' created by the enclosing anonymous function?
You could use a factory function that creates an instance for you:
function createStack() {
var arr = [];
function Stack() {
};
Stack.prototype = Object.prototype; // inherits from Object
Stack.prototype.push = function(x) {
arr.push(x);
};
Stack.prototype.pop = function() {
return arr.length ? (this.arr.splice(this.arr.length - 1, 1))[0] : null;
};
Stack.prototype.size = function() {
return arr.length;
};
Stack.prototype.empty = function() {
return arr.length === 0;
};
return new Stack();
}
You would be defining the class on every execution of the factory function, but you could get around this by changing this to define most of Stack outside the constructor function, like the parts that dont use arr could be further up the prototype chain. Personally I use Object.create instead of prototype now and I almost always use factory functions to make instances of these types of objects.
Another thing you could do is maintain a counter that keeps track of the instance and holds on to an array of arrays.
var Stack = (function() {
var data = [];
var Stack = function() {
this.id = data.length;
data[this.id] = [];
};
Stack.prototype = Object.prototype;
Stack.prototype.push = function(x) {
data[this.id].push(x);
};
// etc.
}());
Now you have the hidden data multi dimensional array, and every instance just maintains its index in that array. You have to be careful to manage the memory now though, so that when your instance isn't being used anymore you remove what's in that array. I don't recommend doing it this way unless you are disposing your data carefully.
The short answer here, is that you can't have all things, without sacrificing a little.
A Stack feels like a struct of some kind, or at very least, a data-type which should have either a form of peek or read-access, into the array.
Whether the array is extended or not, is of course up to you and your interpretation...
...but my point is that for low-level, simple things like this, your solution is one of two things:
function Stack () {
this.arr = [];
this.push = function (item) { this.arr.push(item); }
// etc
}
or
function Stack () {
var arr = [];
var stack = this;
extend(stack, {
_add : function (item) { arr.push(item); },
_read : function (i) { return arr[i || arr.length - 1]; },
_remove : function () { return arr.pop(); },
_clear : function () { arr = []; }
});
}
extend(Stack.prototype, {
push : function (item) { this._add(item); },
pop : function () { return this._remove(); }
// ...
});
extend here is just a simple function that you can write, to copy the key->val of objects, onto the first object (basically, so I don't have to keep typing this. or Class.prototype..
There are, of course, dozens of ways of writing these, which will all achieve basically the same thing, with modified styles.
And here's the rub; unless you do use a global registry, where each instance is given its own unique Symbol (or unique-id) at construction time, which it then uses to register an array... ...which of course, means that the key then needs to be publicly accessible (or have a public accessor -- same thing), you're either writing instance-based methods, instance-based accessors with prototyped methods, or you're putting everything you need in the public scope.
In the future, you will be able to do things like this:
var Stack = (function () {
var registry = new WeakMap();
function Stack () {
var stack = this,
arr = [];
registry[stack] = arr;
}
extend(Stack.prototype, {
push (item) { registry[this].push(item); }
pop () { return registry[this].pop(); }
});
return Stack;
}());
Nearly all bleeding-edge browsers support this, currently (minus the shorthand for methods).
But there are ES6 -> ES5 compilers out there (Traceur, for instance).
I don't think WeakMaps are supported in Traceur, as an ES5 implementation would require a lot of hoops, or a working Proxy, but a Map would work (assuming that you handled GC yourself).
This lends me to say that from a pragmatic standpoint, for a class as small as Stack you might as well just give each instance its own methods, if you really want to keep the array internal.
For other harmless, tiny, low-level classes, hiding data might be pointless, so all of it could be public.
For larger classes, or high-level classes, having accessors on instances with prototyped methods stays relatively clean; especially if you're using DI to feed in lower-level functionality, and the instance accessors are just bridging from the interface of the dependency, into the shape you need them to be, for your own interface.
A real solution
EDIT: It turns out this solution is basically the same as the one described here, first posted by HMR in a comment to my question above. So definitely not new, but it works well.
var Stack = (function Stack() {
var key = {};
var Stack = function() {
var privateInstanceVars = {arr: []};
this.getPrivateInstanceVars = function(k) {
return k === key ? privateInstanceVars : undefined;
};
};
Stack.prototype.push = function(el) {
var privates = this.getPrivateInstanceVars(key);
privates.arr.push(el);
};
Stack.prototype.pop = function() {
var privates = this.getPrivateInstanceVars(key);
return privates.arr.length ? privates.arr.splice(privates.arr.length - 1, 1)[0] : null;
};
Stack.prototype.empty = function() {
var privates = this.getPrivateInstanceVars(key);
return privates.arr.length === 0;
};
Stack.prototype.size = function() {
var privates = this.getPrivateInstanceVars(key);
return privates.arr.length;
};
Stack.prototype.toString = function() {
var privates = this.getPrivateInstanceVars(key);
return privates.arr.toString();
};
Stack.prototype.print = function() {
var privates = this.getPrivateInstanceVars(key);
console.log(privates.arr);
}
return Stack;
}());
// TEST
// works - they ARE separate now
var s1 = new Stack();
var s2 = new Stack();
s1.push("s1a");
s1.push("s1b");
s2.push("s2a");
s2.push("s2b");
s1.print(); // ["s1a", "s1b"]
s2.print(); // ["s2a", "s2b"]
// works!
Stack.prototype.push.call(s1, "s1c");
s1.print(); // ["s1a", "s1b", "s1c"]
// extending the Stack
var LimitedStack = function(maxSize) {
Stack.apply(this, arguments);
this.maxSize = maxSize;
}
LimitedStack.prototype = new Stack();
LimitedStack.prototype.constructor = LimitedStack;
LimitedStack.prototype.push = function() {
if(this.size() < this.maxSize) {
Stack.prototype.push.apply(this, arguments);
} else {
console.log("Maximum size of " + this.maxSize + " reached; cannot push.");
}
// note that the private variable arr is not directly accessible
// to extending prototypes
// this.getArr(key) // !! this will fail (key not defined)
};
var limstack = new LimitedStack(3);
limstack.push(1);
limstack.push(2);
limstack.push(3);
limstack.push(4); // Maximum size of 3 reached; cannot push
limstack.print(); // [1, 2, 3]
Cons: basically none, other than remembering a little extra code
Original solution
(The first method originally posted was substantially different from what is below, but through some careless editing I seem to have lost it. It didn't work as well anyway, so no real harm done.)
Here a new object/prototype is created with every instantiation, but it borrows much of the code from the static privilegedInstanceMethods. What still fails is the ability to do Stack.prototype.push.call(s1, val), but now that the prototype is being set on the object, I think we're getting closer.
var Stack = (function() {
var privilegedInstanceMethods = {
push: function(x) {
this.arr.push(x);
},
pop: function() {
return this.arr.length ? this.arr.splice(this.arr.length - 1, 1)[0] : null;
},
size: function() {
return this.arr.length;
},
empty: function() {
return this.arr.length === 0;
},
print: function() {
console.log(this.arr);
},
};
var Stack_1 = function() {
var Stack_2 = function() {
var privateInstanceMembers = {arr: []};
for (var k in privilegedInstanceMethods) {
if (privilegedInstanceMethods.hasOwnProperty(k)) {
// this essentially recreates the class each time an object is created,
// but without recreating the majority of the function code
Stack_2.prototype[k] = privilegedInstanceMethods[k].bind(privateInstanceMembers);
}
}
};
return new Stack_2(); // this is key
};
// give Stack.prototype access to the methods as well.
for(var k in privilegedInstanceMethods) {
if(privilegedInstanceMethods.hasOwnProperty(k)) {
Stack_1.prototype[k] = (function(k2) {
return function() {
this[k2].apply(this, arguments);
};
}(k)); // necessary to prevent k from being same in all
}
}
return Stack_1;
}());
Test:
// works - they ARE separate now
var s1 = new Stack();
var s2 = new Stack();
s1.push("s1a");
s1.push("s1b");
s2.push("s2a");
s2.push("s2b");
s1.print(); // ["s1a", "s1b"]
s2.print(); // ["s2a", "s2b"]
// works!
Stack.prototype.push.call(s1, "s1c");
s1.print(); // ["s1a", "s1b", "s1c"]
Pros:
this.arr is not directly accessible
method code is only defined once, not per instance
s1.push(x) works and so does Stack.prototype.push.call(s1, x)
Cons:
The bind call creates four new wrapper functions on every instantiation (but the code is much smaller than creating the internal push/pop/empty/size functions every time).
The code is a little complicated

Javascript object design

In Javascript I would like to create two classes: A node, and a node list. A node contains some trivial properties; a node list contains pointers to a node, and multiple node lists can contain the same nodes. Would the following be correct (simplistic) design?
function Node(name, x, y) {
this.name = name;
this.x = x;
this.y = y;
}
Node.prototype.setX = function(x) {
this.x = x;
};
Node.prototype.setY = function(y) {
this.y = y;
};
function Nodelist() {
this.list = [];
}
Nodelist.prototype.addNode = function(node) {
this.list.push(node);
};
var a = new Node('stack', 0, 0);
var b = new Node('overflow', 0, 0);
var l = new Nodelist();
var m = new Nodelist();
l.addNode(a);
l.addNode(b);
m.addNode(a);
Do I even need these .prototype.set functions? Playing around in the console it seems I can just do a node.x = 10. Thanks.
not sure what your intention is (setters with no getters?), but you might be interested in private variables. to achieve the effect of private variables, you would start with the following:
function Guy(name) {
var _name = name;
this.getName = function(){ return _name; }
this.setName = function(n) { _name = n; }
}
var g = new Guy("Bob");
alert(g.getName()); // works
alert(g._name); // doesn't work
(In fact in this simple example, you don't even need the variable _name; getName and setName can close over the function argument name);
No, you don't need those functions, unless you need some sort of callback-based system where a function should be executed when the value changes. You can access and assign to the properties directly, as you discovered.
Javascript objects properties are accessible from anywhere ie. there are no real private variables so defining getter setter methods in this way is kind of pointless. If you want private variables or similar behaviour, read this http://javascript.crockford.com/private.html
It depends on if you're trying to enforce the encapsulation of x and y in an OOP manner. One way that javascript differs from - for example - Java is that it doesn't inherently enforce private variables. Usually, the common way to declare that some variable/method SHOULD be private is to name it with an underscore. So if you're actually trying to enforce OOP concepts here, then declare x and y like this:
function Node(name, x, y) {
this.name = name;
this._x = x;
this._y = y;
}
And then keep your setters. If you aren't trying to enforce some kind of encapsulation of x and y to your Node, then go ahead and don't provide them and just use the node.x/node.y when you need to get/set x or y.
Just keep in mind that this is simply a naming convention and when this script is running, _x is just as visible as x. It will be up to you and any programmers you work with to enforce this.

Categories

Resources