Javascript inheritance and method overriding - javascript

Assume I have a class like this:
function Widget() {
this.id = new Date().getTime();
// other fields
}
Widget.prototype = {
load: function(args) {
// do something
}
}
From this class I created some other classes which inherit the same prototype but have some added methods. What I want to do is being able to define a load() method in the sub-classes which first calls the parent method and then execute some code. Something like:
SpecialWidget.prototype = {
load: function(args) {
super.load(args);
// specific code here
}
}
I know there's no super keyword in Javascript but there must be a way to do this.

You can simulate it like this:
SpecialWidget.prototype = {
load: function(args) {
Widget.prototype.load.call(this, args);
// specific code here
}
}
Or you can create your own super property like this:
SpecialWidget.prototype.parent = Widget.prototype;
SpecialWidget.prototype = {
load: function(args) {
this.parent.load.call(this,args);
// specific code here
}
}

so first, you set up your 'subclass' like so
function SubClass(name) {
Super.call(this);
// stuff here
}
SubClass.prototype = new SuperClass(null);
SubClass.prototype.constructor = SubClass;
and then you can do
SuperClass.prototype.theMethod.apply(this);
from within a subclass implementation to specifically invoke the super's implementation.

I don't know if this is the best solution, but you could do something like this:
function Widget() {
this.id = new Date().getTime();
}
Widget.prototype.load = function(args) {
alert( 'parent load' );
};
SpecialWidget = function(){};
// Make the prototype of SpecialWidget an instance of Widget
var proto = SpecialWidget.prototype = new Widget;
// Give the prototype a function that references the "load" from Widget
proto.parent_load = proto.load;
// Give SpecialWidget its own "load" that first calls the parent_load
proto.load = function( args ) {
this.parent_load( args );
alert( 'special load' );
};
var inst = new SpecialWidget;
inst.load();
This makes the prototype of SpecialWidget an instance of Widget so that it inherits all that Widget has.
Then it makes a reference to the load() of Widget called parent_load(), and creates its own load() that calls the parent_load() when invoked.

Since mid-2015 (ECMAScript 2015), javascript has Classes and super
Here's the link: https://262.ecma-international.org/6.0/, see section 12.3.5 (super) and 14.5 (Class definitions).
How your code would look with those changes:
class Widget() {
constructor() {
this.id = new Date().getTime();
// other fields
}
load(args) {
// do something
}
}
class SpecialWidget extends Widget {
load(args) {
super.load(args);
// specific code here
}
}
The closest I got to the previous syntax (without using class but using super) was using Object.setPrototypeOf:
// UNCHANGED
function Widget() {
this.id = new Date().getTime();
// other fields
}
Widget.prototype = {
load: function(args) {
// do something
}
}
// slightly changed to declare SpecialWidget
function SpecialWidget() {}
// changed to define load as an method, and not a property with function as value
SpecialWidget.prototype = {
load(args) {
super.load(args);
// specific code here
}
}
// here's the key
Object.setPrototypeOf(SpecialWidget.prototype, Widget.prototype);
The declaration of load was changed because super can be used inside methods, but not functions. So, instead of load: function(args) { body }, it's simply load(args) { body }.
But, there's a caveat: with this solution, elements of SpecialWidget will not inherit the id defined as new Date().getTime(). I don't think there's a workahound (without using classes or duplicating code declaring this.id inside SpecialWidget).

It would be possible to store the old value of the load method in a closure, if you did your overriding like this:
function Widget() {
this.id = new Date().getTime();
// other fields
}
Widget.prototype = {
load: function(args) {
// do something
alert("Widget Prototype Load");
}
};
function SpecialWidget(){
};
SpecialWidget.prototype = new Widget();
(function(){
var oldLoad = SpecialWidget.prototype.load;
SpecialWidget.prototype.load = function(){
oldLoad();
alert("new Load");
};
}());
var x = new SpecialWidget();
x.load();
It works, but I'm not sure if it's the best method.

Using Simple Javascript Class:
Class.extend('Widget', {
load: function () {
alert('foo');
}
});
Widget.extend('SpecialWidget', {
load: function () {
this.super();
alert('bar');
}
});
new Widget().load(); // Alert: 'foo'
new SpecialWidget().load(); // Alert: 'foo' and 'bar'
Take a look at Simple Javascript Class Project, Simple JavaScript Inheritance and Inheritance Patterns in JavaScript.

Related

Javascript class method redefine with extend original content

I have a class like:
var TTable = function(name){
this.props= function(){
this.properties=new TProperty();
this.properties.Add("wfstart","Workflow start","L",false);
this.properties.Add("wfend","Workflow end","L",false);
}
this.props();
}
I'd like to extend the TTable later with a new row of code in the props function like:
function addfeat(){
//Add features
var origprop = TTable.props;
Reflect.defineProperty(TTable.prototype, 'props', { value: function() {
origprop();
this.properties.Add("ttype","Tipus","N",false);
}});
}
So in my mind when I instantiate the TTable will be like this:
var TTable = function(name){
this.props= function(){
this.properties=new TProperty();
this.properties.Add("wfstart","Workflow start","L",false);
this.properties.Add("wfend","Workflow end","L",false);
this.properties.Add("ttype","Tipus","N",false);
}
this.props();
}
But the first code not working.
Please help me.
You're modifying TTable.prototype.props, but your class isn't actually using that prototype when it creates a props function for every instance. It shouldn't be doing that:
var TTable = function(name) {
this.props();
};
TTable.prototype.props = function() {
this.properties = new TProperty();
this.properties.Add("wfstart","Workflow start","L",false);
this.properties.Add("wfend","Workflow end","L",false);
};
With this, your approach would actually work, given a few other fixes:
function addfeat(){
// Add features
var origprop = TTable.prototype.props;
// ^^^^^^^^^^
TTable.prototype.props = function() {
// ^ assignment is sufficient, no need to `defineProperty`
origprop.call(this);
// ^^^^^^^^^^^ call as method on correct instance
this.properties.Add("ttype","Tipus","N",false);
};
}

Need help understanding how to define both static and instantiatable classes in javascript

current broken code: http://jsfiddle.net/9F52n/2/
What I'm trying to do: Learn how to define an object/function that behaves like a class, and be able to define subclasses, both static , and instantiatable (singleton in my example below).
Currently, my code below doesn't work all that well. but, if the instantiatable class sand the static class were removed, you'll see that I have the very basics of class creation down.
So, I guess my question is: what is the proper / most semantic way to define nested clases (singleton or otherwise) with the way I've defined TBR? (function(){...})(window)
var TBR = (function() {
// define local copy of taco bell run
var TBR = function() {
return new TBR.fn.init();
},
message = "hello world!";
TBR.fn = TBR.prototype = {
constructor: TBR,
init: function() {
console.log("From TBR Constructor: " + message);
}
}
var InstantiatableClass = function() {
return new TBR.InstantiatableClass, fn.init();
}
InstantiatableClass.fn =InstantiatableClass.prototype = {
constructor: TBR.InstantiatableClass,
init: function() {
console.log("from InstantiatableClass: " + message);
}
}
this.staticClass = function() {
var subMessage = "little world";
init = function() {
console.log("from staticClass: " + subMessage);
}
}
// expose TBR to the window object
window.TBR = TBR;
})(window);
var InstantiatableClass = function() {
return new TBR.InstantiatableClass, fn.init();
}
InstantiatableClass.fn =InstantiatableClass.prototype ...
This does not work. Your InstantiatableClass local variable returns objects, the prototype will not get applied to them. Also, TBR.InstantiatableClass is defined nowhere. If that is what you wanted, you'd need to use
function InstantiatableClass() {
// common constructor things
}
TBR.InstantiatableClass = InstantiatableClass; // assign a "static" property
Also, you should not [need to] overwrite the prototypes. Sure, the only difference is that constructor is enumerable now (as far as it is not forgotten), but the following would be much cleaner:
InstantiatableClass.fn = InstantiatableClass.prototype; // shortcut
InstantiatableClass.fn.init = function() { … };
Oh, you want something that works like jQuery. Imho you should not make the constructor (init) a property of the prototype - that is just very odd and I can't see a reason to do so. I'd suggest this code:
window.TBR = (function() {
function TbrConstructor() {
…
}
function InstantiableConstructor() {
…
}
// Now, the creator functions:
function TBR() { return new TbrConstructor; }
function Instantiable() { return new InstantiableConstructor; }
// Now, overwrite the "prototype" properties - this is needed for
// (new TbrConstructor) instanceof TBR === true
// and also create those fn shortcuts
TBR.fn = TBR.prototype = TbrConstructor.prototype;
Instantiable.fn = Instantiable.prototype = InstantiableConstructor.prototype;
// we might overwrite the "constructor" properties like
TBR.fn.constructor = TBR;
// but I don't see much sense in that - they also have no semantic value
// At last, make Instantiable a property on the TBR function object:
TBR.Instantiable = Instantiable;
// and then only
return TBR;
})();
// Usage
TBR(); // returns a TbrConstructor instance
TBR.Instantiable(); // returns a InstantiableConstructor instance

Javascript Callable and prototype extendable Function

Basically I looking for the ability to attach methods to an executable function while using the javascript prototype method. The code below demonstrates want I'm talking about and the functionality I'm looking for, but it is really a hack. Notice I have a valid this object to attach variables along with a main and init function.
function create(){
var $this = {},
main = function(){
prototype.main.apply($this,arguments);
};
prototype.init.apply($this,arguments);
//Add additional prototype methods by brute force, ugly
for(i in prototype)-function(i){
main[i]=function(){
prototype[i].apply($this,arguments);
}
}(i);
return main;
};
var prototype = {
//called when you create the object
init:function(text){
console.log('init');
this.text = text;
},
//called when you call the object
main:function(){
console.log('main');
console.log(this);
},
method:function(){
console.log(this.text);
}
};
//create returns a function that also has methods
//the below line will call the init method
var fun = create('some variables');
//call main function
fun();
//call methods
fun.method();
I'm afraid I might be missing something obvious.
Here is the same functionality as above, but instead extends the global function prototype.
Extending the global properties is bad practice, so I am looking for a alternative solution.
Function.prototype = {
//called when you create the object
init:function(text){
console.log('init');
this.text = text;
},
//called when you call the object
main:function(){
console.log('main');
console.log(this);
},
method:function(){
console.log(this.text);
}
};
function create(){
var ret = function(){
ret.main.call(main);
};
ret.init.apply(main,arguments);
return ret;
};
//create returns a function that also has methods
//the below line will call the init method
var fun = create('some variables');
//call main function
//fun();
//call methods
fun.method();
Just as an obvious point, it doesn't appear you can use the typical new object approach because if you call new you can't return a separate value.
Any explanation or considerations would be great!
You can put your the prototype functions into the "constructor" body. This technically is what you are currently doing, but defining them explicitly rather than using a helper method is much cleaner. Then, you can further simplify your code using the following pattern for public and private variables and methods:
function Fun(text) {
// This is the main function
var fn = function () {
return 'main';
};
// Attach public variables and methods
fn.publicVariable = 'public';
fn.publicMethod = function () {
return text; // text is a "private variable"
};
// Do whatever initialization
console.log('init');
// Return the main function
return fn;
}
var fun = Fun('this is some text'); // "init"
fun() // "main"
fun.publicMethod() // "this is some text"
console.log(fun.publicVariable); // "public"
console.log(fun.text); // undefined
By "the JavaScript prototype method", do you mean using the Function.prototype property to implement inheritance? Or are you just trying to create functions that have an initializer and attached methods?
Your example does the latter, so I'll assume that's what you you're looking for. Does this do what you're looking for?
function create(text)
{
var main = function()
{
console.log('main');
console.log(this);
}
var init = function()
{
console.log('init');
main.text = text;
}
main.method = function()
{
console.log(main.text);
}
init();
return main;
}
//the following line will call init
var fun = create('some variables');
//call main
fun();
//call methods
fun.method();

Is it possible to append functions to a JS class that have access to the class's private variables?

I have an existing class I need to convert so I can append functions like my_class.prototype.my_funcs.afucntion = function(){ alert(private_var);} after the main object definition. What's the best/easiest method for converting an existing class to use this method? Currently I have a JavaScript object constructed like this:
var my_class = function (){
var private_var = '';
var private_int = 0
var private_var2 = '';
[...]
var private_func1 = function(id) {
return document.getElementById(id);
};
var private_func2 = function(id) {
alert(id);
};
return{
public_func1: function(){
},
my_funcs: {
do_this: function{
},
do_that: function(){
}
}
}
}();
Unfortunately, currently, I need to dynamically add functions and methods to this object with PHP based on user selected settings, there could be no functions added or 50. This is making adding features very complicated because to add a my_class.my_funcs.afunction(); function, I have to add a PHP call inside the JS file so it can access the private variables, and it just makes everything so messy.
I want to be able to use the prototype method so I can clean out all of the PHP calls inside the main JS file.
Try declaring your "Class" like this:
var MyClass = function () {
// Private variables and functions
var privateVar = '',
privateNum = 0,
privateVar2 = '',
privateFn = function (arg) {
return arg + privateNum;
};
// Public variables and functions
this.publicVar = '';
this.publicNum = 0;
this.publicVar2 = '';
this.publicFn = function () {
return 'foo';
};
this.publicObject = {
'property': 'value',
'fn': function () {
return 'bar';
}
};
};
You can augment this object by adding properties to its prototype (but they won't be accessible unless you create an instance of this class)
MyClass.prototype.aFunction = function (arg1, arg2) {
return arg1 + arg2 + this.publicNum;
// Has access to public members of the current instance
};
Helpful?
Edit: Make sure you create an instance of MyClass or nothing will work properly.
// Correct
var instance = new MyClass();
instance.publicFn(); //-> 'foo'
// Incorrect
MyClass.publicFn(); //-> TypeError
Okay, so the way you're constructing a class is different than what I usually do, but I was able to get the below working:
var my_class = function() {
var fn = function() {
this.do_this = function() { alert("do this"); }
this.do_that = function() { alert("do that"); }
}
return {
public_func1: function() { alert("public func1"); },
fn: fn,
my_funcs: new fn()
}
}
var instance = new my_class();
instance.fn.prototype.do_something_else = function() {
alert("doing something else");
}
instance.my_funcs.do_something_else();
As to what's happening [Edited]:
I changed your my_funcs object to a private method 'fn'
I passed a reference to it to a similar name 'fn' in the return object instance so that you can prototype it.
I made my_funcs an instance of the private member fn so that it will be able to execute all of the fn methods
Hope it helps, - Kevin
Maybe I'm missing what it is you're trying to do, but can't you just assign the prototype to the instance once you create it? So, first create your prototype object:
proto = function(){
var proto_func = function() {
return 'new proto func';
};
return {proto_func: proto_func};
}();
Then use it:
instance = new my_class();
instance.prototype = proto;
alert(instance.prototype.proto_func());

Calling method using JavaScript prototype

Is it possible to call the base method from a prototype method in JavaScript if it's been overridden?
MyClass = function(name){
this.name = name;
this.do = function() {
//do somthing
}
};
MyClass.prototype.do = function() {
if (this.name === 'something') {
//do something new
} else {
//CALL BASE METHOD
}
};
I did not understand what exactly you're trying to do, but normally implementing object-specific behaviour is done along these lines:
function MyClass(name) {
this.name = name;
}
MyClass.prototype.doStuff = function() {
// generic behaviour
}
var myObj = new MyClass('foo');
var myObjSpecial = new MyClass('bar');
myObjSpecial.doStuff = function() {
// do specialised stuff
// how to call the generic implementation:
MyClass.prototype.doStuff.call(this /*, args...*/);
}
Well one way to do it would be saving the base method and then calling it from the overriden method, like so
MyClass.prototype._do_base = MyClass.prototype.do;
MyClass.prototype.do = function(){
if (this.name === 'something'){
//do something new
}else{
return this._do_base();
}
};
I'm afraid your example does not work the way you think. This part:
this.do = function(){ /*do something*/ };
overwrites the definition of
MyClass.prototype.do = function(){ /*do something else*/ };
Since the newly created object already has a "do" property, it does not look up the prototypal chain.
The classical form of inheritance in Javascript is awkard, and hard to grasp. I would suggest using Douglas Crockfords simple inheritance pattern instead. Like this:
function my_class(name) {
return {
name: name,
do: function () { /* do something */ }
};
}
function my_child(name) {
var me = my_class(name);
var base_do = me.do;
me.do = function () {
if (this.name === 'something'){
//do something new
} else {
base_do.call(me);
}
}
return me;
}
var o = my_child("something");
o.do(); // does something new
var u = my_child("something else");
u.do(); // uses base function
In my opinion a much clearer way of handling objects, constructors and inheritance in javascript. You can read more in Crockfords Javascript: The good parts.
I know this post is from 4 years ago, but because of my C# background I was looking for a way to call the base class without having to specify the class name but rather obtain it by a property on the subclass. So my only change to Christoph's answer would be
From this:
MyClass.prototype.doStuff.call(this /*, args...*/);
To this:
this.constructor.prototype.doStuff.call(this /*, args...*/);
if you define a function like this (using OOP)
function Person(){};
Person.prototype.say = function(message){
console.log(message);
}
there is two ways to call a prototype function: 1) make an instance and call the object function:
var person = new Person();
person.say('hello!');
and the other way is... 2) is calling the function directly from the prototype:
Person.prototype.say('hello there!');
This solution uses Object.getPrototypeOf
TestA is super that has getName
TestB is a child that overrides getName but, also has
getBothNames that calls the super version of getName as well as the child version
function TestA() {
this.count = 1;
}
TestA.prototype.constructor = TestA;
TestA.prototype.getName = function ta_gn() {
this.count = 2;
return ' TestA.prototype.getName is called **';
};
function TestB() {
this.idx = 30;
this.count = 10;
}
TestB.prototype = new TestA();
TestB.prototype.constructor = TestB;
TestB.prototype.getName = function tb_gn() {
return ' TestB.prototype.getName is called ** ';
};
TestB.prototype.getBothNames = function tb_gbn() {
return Object.getPrototypeOf(TestB.prototype).getName.call(this) + this.getName() + ' this object is : ' + JSON.stringify(this);
};
var tb = new TestB();
console.log(tb.getBothNames());
function NewClass() {
var self = this;
BaseClass.call(self); // Set base class
var baseModify = self.modify; // Get base function
self.modify = function () {
// Override code here
baseModify();
};
}
An alternative :
// shape
var shape = function(type){
this.type = type;
}
shape.prototype.display = function(){
console.log(this.type);
}
// circle
var circle = new shape('circle');
// override
circle.display = function(a,b){
// call implementation of the super class
this.__proto__.display.apply(this,arguments);
}
If I understand correctly, you want Base functionality to always be performed, while a piece of it should be left to implementations.
You might get helped by the 'template method' design pattern.
Base = function() {}
Base.prototype.do = function() {
// .. prologue code
this.impldo();
// epilogue code
}
// note: no impldo implementation for Base!
derived = new Base();
derived.impldo = function() { /* do derived things here safely */ }
If you know your super class by name, you can do something like this:
function Base() {
}
Base.prototype.foo = function() {
console.log('called foo in Base');
}
function Sub() {
}
Sub.prototype = new Base();
Sub.prototype.foo = function() {
console.log('called foo in Sub');
Base.prototype.foo.call(this);
}
var base = new Base();
base.foo();
var sub = new Sub();
sub.foo();
This will print
called foo in Base
called foo in Sub
called foo in Base
as expected.
Another way with ES5 is to explicitely traverse the prototype chain using Object.getPrototypeOf(this)
const speaker = {
speak: () => console.log('the speaker has spoken')
}
const announcingSpeaker = Object.create(speaker, {
speak: {
value: function() {
console.log('Attention please!')
Object.getPrototypeOf(this).speak()
}
}
})
announcingSpeaker.speak()
No, you would need to give the do function in the constructor and the do function in the prototype different names.
In addition, if you want to override all instances and not just that one special instance, this one might help.
function MyClass() {}
MyClass.prototype.myMethod = function() {
alert( "doing original");
};
MyClass.prototype.myMethod_original = MyClass.prototype.myMethod;
MyClass.prototype.myMethod = function() {
MyClass.prototype.myMethod_original.call( this );
alert( "doing override");
};
myObj = new MyClass();
myObj.myMethod();
result:
doing original
doing override
function MyClass() {}
MyClass.prototype.myMethod = function() {
alert( "doing original");
};
MyClass.prototype.myMethod_original = MyClass.prototype.myMethod;
MyClass.prototype.myMethod = function() {
MyClass.prototype.myMethod_original.call( this );
alert( "doing override");
};
myObj = new MyClass();
myObj.myMethod();

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