Difference between a constructor and an Object - javascript

I definitely need some light on this.
What's the diference between:
var MY_APP = function(){
this.firstMethod = function(){
//something
};
this.secondMethod = function(){
//something
};
};
and
var MY_APP = {
firstKey: function(){
//something
},
secondKey: function(){
//something
}
};
besides the obvious fact that one is a Function and the other an Object, what are the differences in code flow, prototypes, patterns... whatever, and when should we use the first or the second?
I'm so spaced out in this area that i'm not sure if i'm correctly explaining the doubt, but further info can be given if you ask.

The key difference between the two is in how they are intended to be used. A constructor, as its name suggests, is designed to create and set up multiple instances of an object. An object literal on the other hand is one-off, like string and number literals, and used more often as configuration objects or global singletons (e.g. for namespacing).
There are a few subtleties about the first example to note:
When the code is executed, an anonymous function is created and assigned to MY_APP, but nothing else happens. firstMethod and secondMethod don't exist until MY_APP is explicitly called.
Depending on how MY_APP is called, the methods firstMethod and secondMethod will end up in different places:
MY_APP(): Since no context is supplied, the this defaults to window and the methods will become global.
var app1 = new MY_APP(): Due to the new keyword, a new object is created and becomes the default context. this refers to the new object, and the methods will get assigned to the new object, which subsequently gets assigned to app1. However, MY_APP.firstMethod remains undefined.
MY_APP.call(YOUR_APP): This calls my MY_APP but sets the context to be another object, YOUR_APP. The methods will get assigned to YOUR_APP, overriding any properties of YOUR_APP with the same names. This is a really flexible method that allows multiple inheritance or mixins in Javascript.
Constructors also allow another level of flexibility since functions provide closures, while object literals do not. If for example firstMethod and secondMethod rely on a common variable password that is private to the object (cannot be accessed outside the constructor), this can be achieved very simply by doing:
var MY_APP = function(){
var password = "GFHSFG";
this.firstMethod = function(){
// Do something with password
alert(password); // Woops!
};
this.secondMethod = function(){
// Do something else with password
};
};
MY_APP();
alert(password); // undefined
alert(MY_APP.password); // undefined

The first is a function, the second is an object literal. Since Functions in JS are first class objects, a function can have properties on it, just like any other object can.
Typically, if you want to create a "class" that you might be familiar with from classical inheritance languages, you would do something like
function MyClass() {...}
as is documented here http://www.crockford.com/javascript/inheritance.html
To answer the question posed in your edits, you would use them both in different situations. Object literals are used to pass configurations around. A typical usage pattern would be a method that accepts an object literal like so
something.init({
length: 10,
height: 10,
text: 'some text'
});
and so on.
You could use something similar to your first example when creating a namespace. Javascript has some interesting language features in that you can have so-called "self-invoking functions" that are of the form:
var myApp = (function(){
var firstMethod = function() {...}
...
})();
the motivations behind doing something like this are detailed here
http://sparecycles.wordpress.com/2008/06/29/advanced-javascript/
You can also investigate the differences via your favorite javascript debugging console. In firebug and chrome, I did the following:
var ol = {}; ol.prototype;
var fn = function(){}; fn.prototype;
the first line prints undefined, the second returns a prototype with a constructor of 'function'

The constructor can be reused as is, the object literal would need to be repeated or wrapped in a function to be reused.
Example of wrapping the object literal in a function:
function MY_APP() {
return {
firstKey: function(){
//something
},
secondKey: function(){
//something
}
};
}
The object created using the constructor will have it's constructor property set to the constructor function. However, as you used an anonymous function assigned to a variable instead of a named function, the constructor will still be nameless.
Other than that, there isn't really any differences. Both create anonymous functions that are assigned to the properties of the object, so the resulting objects are the same. You can compare this to assigning named functions to the properties, or using prototype functions, both having the difference that each function only exists once instead of being created over and over for each object.

There is some confusion in JavaScript regarding the difference between a function and an object.
In the first case,
var MY_APP = function() { this.v = 7; ... }
or
function MY_APP(x) { this.v = x; ... }
a function is declared, not an object. In MY_APP, this refers to the global object.
Meaning that calling the function MY_APP(7) will assign v globally to the value of 7. (and in your case the function firstMethod would be declared globally).
MY_APP(3); // The global variable v is set to 3
MY_APP(4); // The global variable v is overwritten and set to 4
To use MY_APP as an object, it needs to be instantiated, for instance
var obj1 = new MY_APP(3);
var obj2 = new MY_APP(4);
will have obj1.v to be 3, and obj2.v to be 4.
Note you can also add methods using the prototype keyword (instead of this.firstMethod...)
MY_APP.prototype.firstMethod = function () { ... }
In the second case
var MY_APP = { ... };
an object, one object, is created and its name is MY_APP. The this keywords refers to that object, MY_APP.

Related

What is it called when a function behaves like a class but doesn't use the class keyword, nor "new" keyword (in Javascript)?

I looked through the suggested links but can't seem to find the term for a function that acts like a class (is it a constructor function? doesn't have that keyword either!) but doesn't use the new keyword, nor class.
I've used both this example's pattern and the class pattern in my code but realized I don't know how to describe the former.
I think this is in part because I learned JS recently, have seen class thrown around a lot, yet looking through my notes of not-ES5,6,7,2018,2020 etc. can't seem to find what var aCounter = counterFunction() is called for the life of me.
I know what the result of what i'm doing is, how to work it, etc. but why no constructor(), no new, no class, no etc.prototype.etc pattern? I know i'm creating an object, calling a method existing Within the object, etc. I believe i'm beginning to ramble.
Lo, an example
const counterFunction = () => {
let val = 0
return {
increment() { val++ },
getVal() { return val }
}
}
which is || can be instantiated (?) like so:
let aCounter = counterFunction() // where i'm getting tripped up
and works like
aCounter.increment() // 1
aCounter.increment() // 2
aCounter.getVal() // 2
I know this is rambling, but help! I think it will make things click more inside once this lexical puzzle piece is put into position!
That is just a function that returns an object literal, which does not act like a class (doesn't have a prototype, and as you pointed out, does not use new, etc).
The functions that are set as the properties of this object (which you store in aCounter) seem to act like class methods because they keep the reference to the variable val alive, but this is not because val is in any way associated with the actual object.
Instead, those functions are closures that keep the reference to the variable alive for as long as the functions themselves are alive.
So to answer your question, what you have described doesn't have any name in particular. It's just a function that returns an object.
Edit:
You asked why there is no constructor() or related syntax in this pattern. Object literals in JavaScript are just mappings of names and values:
const x = { a: 3, b: "hello" };
You do not need a constructor for this, and there is no prototype because it was not instantiated using a constructor. On the other hand, classes and constructor functions are templates for objects that will be created later, and those objects do have a prototype and a constructor because the template contains logic that initializes the object.
class A
{
constructor()
{
this.a = new Date();
this.b = this.a.toString(); // you cannot do this in an object literal
}
}
const x = new A();
Question:
What is it called when a function behaves like a class but doesn't use the class keyword, nor “new” keyword (in Javascript)?
Answer:
It's called a "factory function".
Factory functions usually return a object of a consistent type but are not instances of the factory function itself. Returned objects would rarely inherit from the factory function's prototype property, and calling the factory function does not require new before the function being called.
What you showed there is nothing special. It is just a normal function that has a closure.
Though, you can call it as a type of design pattern.
It looks similar to Revealing Module Pattern where you can separate public property and private property.
Below is an example (not a good one tho):
var counter = function(){
var privateCount = 0;
var privateHistory = [];
return {
getVal: function(){
return privateCount;
},
increment: function(){
privateCount++;
privateHistory.push('+');
return this.getVal();
},
decrement: function(){
privateCount--;
privateHistory.push('-');
return this.getVal();
},
publicHistory: function(){
return privateHistory;
}
}
}
var aCounter = counter();
console.log(aCounter.increment());
console.log(aCounter.decrement());
console.log(aCounter.publicHistory());
Here, you can't directly manipulate the private variables that I don't expose to you.
You can only manipulate those private variables only if I expose the function to you. In this case, the .increment() and .decrement() function.
As you can see, there is no class, no prototype, no constructor.
I can see how you may get tripped up, let's go through your code and explore what's going on:
const counterFunction = () => {
let val = 0
return {
increment() { val++ },
getVal() { return val }
}
}
At this point counterFunction is a variable that points to a function, it's essentially a function name. The ()=>{...} is the function body or function definition and within it the return statement shows that it returns an unnamed object with two property methods.
let aCounter = counterFunction() // where i'm getting tripped up
This is calling your previously defined function, which again returns the object with two methods and assigns it to the variable aCounter. If you did the same thing again for a variable called bCounter they would hold two independent objects.
and works like
aCounter.increment() // 1
aCounter.increment() // 2
aCounter.getVal() // 2
Because the method inside the object refers to a variable outside the scope of the object, but within the function body, a closure is created so that the state of val may be retained. Because the variable is in use, the browser's cleanup process skips over it, so the function is still kept in memory, I believe until the object is destroyed and the function's variable is no longer used.

Object literal as prototype

This question is more about support and backwards compatibility. I have tested the following code.
function newFunc() {}
newFunc.prototype = {
literal : {
init : function() {
console.log(this);
this.test();
},
test : function() {
console.log('test');
}
}
}
var inst = new newFunc();
inst.literal.init();
This works, though I've not seen object literals as prototypes in any other code. Is there a reason for this? This seems like a logical way of coding to me though I don't want to pursue it if it has serious pitfalls.
It's perfectly normal to use an object literal to create the prototype for a function, but normally only as the actual value of the prototype object.
What's unusual is doing what you've done and include a nested object within the prototype.
In effect you've only added one object to the prototype, the one named literal. All of the methods are then properties of that object. It's technically valid syntax, but I've never seen it used before. As #squint points out in the comments, it also appears to break the way that the this variable works, because it binds this to the "next left" property that was used in the function call:
var inst = new newFunc();
inst.literal.init();
> Object { init: function, test: function }
i.e. this has been set to point at the .literal object, and not at the actual instance that has been created.
Yes, using literals for prototype is correct. For example Mozilla explicitly uses a literal in the prototype's documentation:
var Customer = function(name) {
this.name = name;
}
var Person = { // this is a literal
canTalk : true,
greet : function() { /* ... */ }
}
Customer.prototype = Person;
Some explanation: Value of prototype is an object. It doesn't matter how the object was created - using simply {} is fine. It is often initialized using something like MyClass1.prototype = new MyClass2(), but new just creates a new object. It also sets the prototype property and executes the constructor (MyClass2) but on the new object, it doesn't affect MyClass1 in any way (see explanation here).
Using a nested literal doesn't make a difference. In the question, the prototype is set to { literal : { ... } }. What actually happens when you call inst.literal.init() is:
The runtime looks at inst and checks whether the object has a value assigned for property literal.
inst dos not have such property, therefore the runtime continues with its prototype property
inst.prototype references the literal object to which it was initialized. This object has assigned a value for property literal.
inst.literal therefore evaluates to the nested literal inst.prototype.literal
The literal object does have a value for property init
The init() function is called
This is one of the principles of JavaScript (ECMA Script) so there should be no compatibility issues.
What you are doing is setting the prototype to be a JavaScript object with several properties. This is perfectly acceptable, as functions act very similarly to objects in JavaScript. All JavaScript does is passes the reference to this prototype property down to inherited objects, so they will not have a function they can access, but an object instead in this case.
You can see that this is actually done in the MDN documentation:
var Person = {
canTalk : true,
greet : function() {
if (this.canTalk) {
console.log("Hi, I'm "+this.name)
}
}
}
Customer.prototype = Person;
https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/prototype?redirectlocale=en-US&redirectslug=JavaScript%2FReference%2FGlobal_Objects%2FObject%2Fprototype
if i understand it right they say you can do that in javascript (ECMA SCRIPT)
http://en.wikipedia.org/wiki/Literal_(computer_programming)
but what i know is that if you want to instance your Object there is an issue for old browsers..that you cannot instance objects with the Object.create() function
so you should generally do like this...
var foo = function(){};
foo.prototype = {func:function(){}}
var bar = new foo();
like you do so or so :)

Javascript Object : Literal Vs Constructor [duplicate]

This question already has answers here:
Literal notation VS. constructor to create objects in JavaScript [duplicate]
(2 answers)
Closed 9 years ago.
For creating Javascript object, we can use Literal or Constructor way;
In Constructor way, we say;
function myObj(){
this.myProp1 = "abc";
this.myProp2 = "xyz";
}
In literal way, we say;
var myObj = {
myProp1:"abc",
myProp2:"xyz",
}
My question is when declaring properties, why there is a difference like why do we use "this.myProp1" in case of Constructor way and not use "this" in Literal way ?
The key difference between the two is in how they are intended to be used. A constructor, as its name suggests, is designed to create and set up multiple instances of an object. An object literal on the other hand is one-off, like string and number literals, and used more often as configuration objects or global singletons (e.g. for namespacing).
There are a few subtleties about the first example to note:
When the code is executed, an anonymous function is created and assigned to myObj, but nothing else happens. methodOne and methodTwo don't exist until myObj is explicitly called.
Depending on how myObj is called, the methods methodOne and methodTwo will end up in different places:
myObj():
Since no context is supplied, the this defaults to window and the methods will become global.
var app1 = new myObj():
Due to the new keyword, a new object is created and becomes the default context. this refers to the new object, and the methods will get assigned to the new object, which subsequently gets assigned to app1. However, myObj.methodOne remains undefined.
myObj.call(yourApp):
This calls my myObj but sets the context to be another object, yourApp. The methods will get assigned to yourApp, overriding any properties of yourApp with the same names. This is a really flexible method that allows multiple inheritance or mixins in Javascript.
Constructors also allow another level of flexibility since functions provide closures, while object literals do not. If for example methodOne and methodTwo rely on a common variable password that is private to the object (cannot be accessed outside the constructor), this can be achieved very simply by doing:
var myObj = function(){
var variableOne = "ABCD1234";
this.methodOne = function(){
// Do something with variableOne
console.log(variableOne);
};
this.methodTwo = function(){
// Do something else with variableOne
};
};
myObj();
alert(variableOne); // undefined
alert(myObj.variableOne); // undefined
If you wanted to make variableOne exposed (public) you'd do:
var myObj = function(){
this.variableOne = "ABCD1234";
this.methodOne = function(){
// Do something with variableOne
console.log(this.variableOne);
};
this.methodTwo = function(){
// Do something else with variableOne
};
};
myObj();
alert(variableOne); // undefined
alert(myObj.variableOne); // ABCD1234
When defining something literally, the object is being built directly in the code. It doesn't exist yet until it is complete. At that point, this would have no meaning (not that there is any need for it either).
To understand this in the object creation function, first realize that this is special in JavaScript. Whenever you call a function, you can pass anything you want to be this. In general, things like event handlers will pass the event-causing DOM object to be passed as this. In your code, you do this as: MyFunction.call(whatever_needs_to_be_this[, param0, param1]);. When you use the new operator, such as var mything = new SomeThing();, JavaScript is essentially doing something like:
var mything = {};
SomeThing.call(mything);
this in this case is going to be mything in your function.

How do I inherit a function from a base object and overwrite it in javascript

What I am trying to do is have a child object provide its own implementation for a function defined in a base object. As far as I've understood so far prototypes are the best (only!) way to go about doing this.
Note also that I am currently developing using the game engine: Turbulenz and as such I am trying to follow / stick to their style as closely as possible. In the engine "classes"/objects are defined and created in the following manner
function baseObject() { }
baseObject.prototype =
{
myMember1: 1,
myMember2: 2,
myMethod: function myMethodFn() {
return this.myMember1 + this.myMember2;
}
}
baseObject.Create = function baseObjectCreateFn
{
var o = new baseObject();
return o;
}
This would allow me to do the following
var anObject = baseObject.Create();
var someValue = anObject.myMethod(); // should return 3
What I would like to be able to do now is to create a new object that inherits all the properties of baseObject while allowing me to overwrite its myMethod function to for example subtract the two member values instead of add.
Would I be correct in saying that I will have to create another object then alter its prototype? The part thats throwing me most is that the definition of the baseObject's prototype is defined as an object literal and so I'm unsure of the syntax to overwrite one of its members, i.e. would the following be valid or not? :
function childObject() {}
childObject.prototype = baseObject.Create() // would this inherit from baseObject?
// or should it be: childObject.prototype = new baseObject();
// this is the part thats confusing me as the syntax
// doesn't quite match the original base objects prototype
// syntax and I'm unsure if that will matter
childObject.prototype.myMethod = function myMethodFn() {
return this.myMember1 - this.myMember2;
}
childObject.Create = function childObjectCreateFn
{
var o = new childObject();
return o;
}
var aChildObject = childObject.Create()
var anotherValue = aChildObject.myMethod() // would this return -1 as expected?
To summarise I'm trying to create an object that will overwrite a function that exists in a base object by inheriting the function from the base object and changing it, how do I do this? Thanks for your time.
You have it correct.
As for the syntax confusion, there is no real difference between
thing.prototype.myMethod = function () { ... }
and
thing.prototype = { myMethod: function() { ... } };
except for the fact that in the second one you are setting the prototype all at once (to an object literal), and if you do it again, you'll overwrite the prototype all at once with a new object literal. But because it is an object literal, you can't do inheritance this way (everything declared with naked braces { ... } is just an instance of Object of no special type). If you stick with the first syntax you'll always be ok.
Note that when you put:
childObject.prototype.myMethod = function myMethodFn() { ... }
The part where you put myMethodFn is actually ignored. The function is named myMethod by the fact that this is where you assigned it.
Similarly, where you have
childObject.Create = function childObjectCreateFn
you don't need childObjectCreateFn (it's ignored), and you need to put parentheses () somewhere after function or it's a syntax error.
Moving on to the reason why this works, every created object in Javascript has a prototype. When you call a method on that object, it first looks inside the object itself to see if a key corresponding to the name of the method exists. If not, it looks in the prototype object for the same thing, and if it's not there, it goes to that object's prototype, and so on, until it gets to the root Object, which has no prototype.
In this way you can override an implementation merely by naming it the same thing, but having it appear earlier in the prototype chain. That's exactly what you're doing on childObject. It retains the functionality of baseObject because you created an instance of baseObject to serve as childObject's prototype. Then you augmented childObject's prototype with a new method of the same name, but one that comes earlier in the prototype chain.

What does "Object.call" mean?

function bb_graphics_GraphicsContext(){
Object.call(this);
this.bbdevice=null;
this.bbmatrixSp=0;
this.bbix=1.000000;
this.bbiy=0;
this.bbjx=0;
this.bbjy=1.000000;
this.bbtx=0;
this.bbty=0;
this.bbtformed=0;
this.bbmatDirty=0;
this.bbcolor_r=0;
this.bbcolor_g=0;
this.bbcolor_b=0;
this.bbalpha=0;
this.bbblend=0;
this.bbscissor_x=0;
this.bbscissor_y=0;
this.bbscissor_width=0;
this.bbscissor_height=0;
this.bbmatrixStack=new_number_array(192);
}
What does Object.call(this) mean?
Functions in JavaScript are full-fledged objects. They also, when passed as an argument to another function, don't retain their scope. So, in the following code...
var obj1 = {
property1: "blah",
method1: function () {
alert(this.property1);
// do stuff
}
};
function func1 (passedFunction) {
passedFunction();
// do other stuff
}
func1(obj1.method1);
... func1 will call obj1.method1, but it won't alert the value of obj1's property1, because all we've done is pass the function object, not its this context. That's where call and apply come in. They allow you to inject scope, tell the function what the meaning of this will be. The following example works:
var obj1 = {
property1: "blah",
method1: function () {
alert(this.property1);
// do stuff
}
};
function func1 (passedObject, passedFunction) {
passedFunction.call(passedObject);
// do other stuff
}
func1(ob1, obj1.method1);
Now, we've forced or explicitly told obj1.method1 what its context will by invoking call, and passing it the object it's to use as this.
call and apply are almost identical, except for how they handle additional arguments to the function being invoked. See these articles on MDN for more information: call, apply and Function.
All of this having been said, bb_graphics_GraphicsContext is a constructor. (Which you've probably guessed.) You invoke it by using the new keyword, var obj1 = new bb_graphics_GraphicsContext();. When it reaches line 1 of the function, it takes the this object, and calls the generic Object constructor, explicitly injecting the new object this (in the bb_graphics_GraphicsContext constructor) as the this of the Object constructor. I'd assume the writer of this function/constructor was doing this to make sure that the newly created object in bb_graphics_GraphicsContext was getting all the base methods of the base Object. But I don't know why this would be necessary, as if you call bb_graphics_GraphicsContext with the new keyword it will grab all these properties naturally.
Object.call will execute a certain function under the provided context, it can be used to call functions from one object on an other.
The mozilla dev network provides a very good explanation
https://developer.mozilla.org/en/JavaScript/Reference/Global_Objects/Function/call
This will do absolutely nothing except wasting resource and memory allocation.
If the Object.call(this) will have been assigned to a variable or property of the function constructor bb_graphics_GraphicsContext
this.myObject = Object.call(this)
The only thing that you get in that instance is an empty object "THAT DO NO HOLD THE PROVIDED CONTEXT"
function MyConstructor(){
this.test01 = 0;
var b = Object.call(this); // similar to b = {}; or b = new Object()
console.log(b); // log object
console.log(b.test); // log undefined
this.test = 1;
}
var myObject = new MyConstructor();
console.log(myObject, window.test01)
Although Object.call will probably do nothing as expressed here, the concept might be important. Basically, the example you will see on inheritance in the Node.js documentation is:
const util = require('util');
const EventEmitter = require('events');
function MyStream() {
EventEmitter.call(this);
}
util.inherits(MyStream, EventEmitter);
The util.inherits will make a new MyStream inherit (have the same prototype as) EventEmmiter. This could be enough if we are interested in MyStream having access to the functions inherited through the EventEmmiter prototype. But what if there are variables passed on construction? What if we have:
function MyObject() {
this.code = "2nV_ahR";
}
In this case, the code variable is passed on runtime when MyObject gets instantiated. Therefore, a subclass needs to pass:
function MySubObject() {
MyObject.call(this);
}
In order to inherit the code variable. What call does accept a parameter that sets the this variable. So... when I do var o = new MySubObject(), the this inside of MySubObject refers to o, which is then passed to the call method, so that when MyObject does this.code = ... it is actually passing the code to o!
Every JavaScript function has a toString(), call() and apply().
Read more about them on this odetocode.com article

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