I know that it's possible to add to the prototype of a function such that
function main(){}
main.prototype.load = function()
{
}
...
and run the function called main.load.
Is it possible to make a prototype of a function within that prototype? In other words, can I do something like this:
main.prototype.get = function(){}
main.prototype.get.prototype.registration = function()
{
// load registration info
}
and call the function using main.get.registration();?
When I try to do this, I am given this error message in the console:
Uncaught TypeError: Object function (){} has no method 'registration'
EDIT: I am doing this after calling new main();. So I would be doing something like
var thisMain = new main();
thisMain.get.registration();
I think you misunderstand prototypes a bit.
Given a function Foo, Foo.prototype is not the prototype of the Foo object. It is the prototype that will be assigned to objects created using new Foo(). For example:
// This is a constructor that creates objects whose prototype is Person.prototype
var Person = function(name) {
this.name = name;
}
Person.prototype.sayHello = function() {
console.log("Hello, my name is " + this.name);
}
var drew = new Person('Drew');
drew.sayHello(); // <-- Logs a message
drew.__proto__; // <-- Not part of the Javascript spec, but it some browsers this is a reference to Person.prototype
Your main.get.registration could be implemented without prototypes:
main = function() {/* do stuff*/}
main.get = function() {/* this is a getter function? */}
main.get.registration = function() {/* I don't know what this does */}
What kind of interface or API are you hoping to create? Does it involve creating objects using new?
UPDATE: Here's one of many possible ways to implement what you want:
main = function() {
// store a reference to this instance.
var self = this;
// Construct the get object. It doesn't need to be a function because it's never invoked
this.get = {};
this.get.registration = function() {
// Use self to refer to the specific instance of main you're interacting with.
retrieveRegistrationFor(self); // <-- pseudo-code
}
}
UPDATE 2: Here's how to construct the get object using a constructor, allowing you to use prototypes for everything. I've capitalized the names of your constructors, which is a best practice that helps to differentiate between normal functions/methods and constructors.
// Constructor for the get object. This is only ever invoked in Main's constructor.
Getter = function(mainInstance) {
this.self = mainInstance;
}
Getter.prototype.registration = function() {
retrieveRegistrationFor(this.self); // <-- pseudo-code
}
Main = function() {
// Construct the get object and attach it to this object.
this.get = new Getter(this);
}
As the other answers have pointed out, there are lots of ways to construct objects in Javascript. It all depends on the situation and your personal coding style.
I did get it to work with
main.prototype.get.prototype.registration();
But remember, as #the_system mentioned, that you can't use main.get directly; you have to go through the prototype to find the get function (and similarity with the registration function).
This is just my personal opinion, but I've always found the protypical inheritance model in JavaScript hard to grok. It's difficult to reason with when writing the code, and it's more difficult to reason with maintaining the code 6 months later.
However, what I think you're asking is really just this: "Can I write a class which inherits methods on its members from an anonymous class?" When you rephrase it this way, I think it becomes clear that there is uncertain value in the approach. The whole purpose of writing classes is to support simple abstraction and encapsulation while keeping composition tight.
It would be more straightforward to use a tradition Object, ala:
var main = {
get: {
registration: function() {
//TODO
}
}
}
and main.get.registration() is simple as pie. If you can leverage Object.create() and Object.defineProperties() to do this, all the better.
If you absolutely have to use prototypical inheritance, I like the simple Function.prototype extension that Mr. Kistner proposes:
Function.prototype.inheritsFrom = function(parentClassOrObject) {
if (parentClassOrObject.constructor === Function) {
//Normal Inheritance
this.prototype = new parentClassOrObject;
this.prototype.constructor = this;
this.prototype.parent = parentClassOrObject.prototype;
} else {
//Pure Virtual Inheritance
this.prototype = parentClassOrObject;
this.prototype.constructor = this;
this.prototype.parent = parentClassOrObject;
}
return this;
};
This allows you to then compose classes and inheritance like so:
/***
* Method to create a Class with optional inheritance.
* Generally, I oppose this semantic in JS:
* partly because of the ineffability of the 'this' operator,
* and partly because of the difficulty in grokking this.
* What we're really saying here (through the wonders of functional programming) is this:
*
* var MyClass1 = function(param1) {
* var ret = this;
* ret.id = param1;
* return ret;
* };
*
* var MyClass2 = function(param1, param2) {
* var ret = this;
* MyClass1.apply(this, Array.prototype.slice.call(arguments, 0));
* ret.name = param2;
* return ret;
* };
*
* MyClass2.prototype = new MyClass1;
* MyClass2.prototype.constructor = MyClass1;
* MyClass2.prototype.parent = MyClass1.prototype;
*
* I find this whole mode of operation as dull as it is stupid.
* Nonetheless, there are occasions when the convention is suitable for type/instance checking
*
* Obviously, this method has very little utility if you are not using prototypal inheritance
*/
var MyClassCreatorMethod = function(name, inheritsFrom, callBack) {
var obj = Object.create(null);
obj[name] = function() {
try {
if(inheritsFrom ) {
inheritsFrom.apply(this, Array.prototype.slice.call(arguments, 0));
}
callBack.apply(this, Array.prototype.slice.call(arguments, 0));
} catch(e) {
//do something
}
};
if(inheritsFrom) {
obj[name].inheritsFrom(inheritsFrom);
}
return obj[name];
};
From here, it becomes trivial to daisy-chain inherited classes. I just pulled this out of one of my projects, so not all of the semantics of this apply to you--it's just to illustrate a way to functionalize the behavior in a way that's easier to reason with.
Perhaps what you want to do is this:
function main(){}
main.prototype.load = function()
{
};
main.prototype.get = function(){};
main.prototype.get.prototype.registration = function()
{
// load registration info
alert('hi, I\'m working');
};
var thisMain = new main();
var other = new thisMain.get();
other.registration();
I am creating a custom object to be used in some internal applications where I work. I researched some ways to go about doing this - and this is what I came out with.
function ISGrader(text)
{
this.text = text;
this.printInfo = function(){
alert("Object working " + text);
}
this.putGrade = function(score)
{
alert(score);
}
}
I believe this shows constructor-type functionality, as well as some simple starter methods that I will build on.
Is the above good practice or is there another way that is more standard?
I prefer a pattern similar to the one below. You can think of it as a 4-step approach:
(function(parent) {
// 1. Declare private variables and functions that will be
// accessible by everybody within the scope of this
// function, but not outside of it.
var doSomethingAwesome = function() { .. }; // private function
var coolInteger = 42; // private variable
// 2. Create the constructor function
function ISGrader() {
..
}
// 3. Create shared public methods on the prototype object.
// These will be created only once, and shared between all objects
// which is more efficient that re-creating each method for each object.
ISGrader.prototype.printInfo = function() { .. };
ISGrader.prototype.putGrade = function(score) { .. };
// 4. Expose the constructor to the outside world.
parent.ISGrader = ISGrader;
})(window);
The reason why everything is enclosed inside a self-executing anonymous function is to ensure the private variables we create inside don't leak outside to the enclosing scope, and to basically keep things clean.
Another benefit of declaring the constructor like this is that you can change the parent object easily from say window to a further namespaced object by changing a single word.
I prefer this pattern (IIFE), but it is purely opinion:
var ISGrader = (function (text) {
// anything declared here is "private"
var printInfo = function() {
alert("Object working " + text);
};
var putGrade = function (score) {
alert(score);
};
// put "publicly" accesible things in the returned object
return {
text: text,
printInfo: printInfo,
putGrade: putGrade
};
})(text);
It is always recommended to do it using `prototype'. This way you can also inherit it's properties and create new one.
var ISGrader = function(text) {
this.text = text;
var _privateVar = text;
this.updatePrivateVar = function(newText) {
_privateVar = newText;
alert("private variable updated");
}
}
ISGrader.prototype.text = "";
ISGrader.prototype.printInfo = function() {
alert("Object working " + this.text);
}
ISGrader.prototype.putGrade = function(score) {
alert(score);
}
var isGrader = new ISGrader("hello");
isGrader.printInfo();
// Inherit and create a new definition
var ISGrader2 = function() {}
ISGrader2.prototype = new ISGrader();
var isGrader2 = new ISGrader("hello2");
isGrader2.printInfo();
isGrader2.updatePrivateVar("hello3");
demo : http://jsfiddle.net/rkspP/3/
While not really an answer, I recommend Douglas Crockford's book JavaScript: The Good Parts as it does a good job of introducing you to the "good parts" of the language and discusses the pros and cons of the different ways to create objects in JavaScript.
You can also review this resource if you're just looking for an explanation of member visibility in JavaScript objects: http://javascript.crockford.com/private.html
If you are planning on creating multiple ISGrader objects on a single page, it's more memory efficient to stick the functions in a prototype object assigned to ISGrader like this:
function ISGrader(text) {
this.text = text;
}
ISGrader.prototype = {
printInfo: function() {
alert("Object working " + this.text);
},
putGrade: function(score) {
alert(score);
}
}
wish to extend define and/or execute new methods against an object using its private methods - exactly as if I were to define the method within the original declaration - except these new methods apply only to this object to be executed one time, not to the Klass itself.
for example:
var Klass = function() {
var privateFn = function() { return 15 };
this.publicFn1 = function() { return privateFn()+1; };
}
var k = new Klass();
console.log( k.publicFn1() ); // prints 16
suppose I wish to create and/or execute a new method on Klass, sum2(), that will add 2 to the privateFn.
have tried the brain-dead
k.publicFn2 = function() { return privateFn()+2 }
console.log( k.publicFn2() );
and it makes perfect sense that it does not work, but what does?
as a note, since functions are very long, attempting to maintain the syntax of privateFn() rather than self.privateFn() - this might be asking too much, but one hopes.
There is no such thing as private in ECMAScript
var Klass = function() {
var privateFn = function() { return 15 };
this.publicFn1 = function() { return privateFn()+1; };
}
privateFn is a local variable which publicFn1 has access to due to scoping rules (and closures).
You cannot access privateFn outside the scope of function Klass
If you want to access privateFn outside the scope of function Klass then you have to expose it through a proxy or inject it further up the scope chain.
A proxy would be something like
this._private = function() {
return privateFn;
}
Injecting further up the scope chain would be something like
var Klass = function() {
var privateFn = function() { return 15 };
this.publicFn1 = function() { return privateFn()+1; };
this.uid = Klass.uid++;
Klass.instances[this.uid] = {
privateFn: privateFn
};
}
Klass.uid = 0;
Klass.instances = [];
k.publicFn2 = function() { return Klass.instances[this.uid].privateFn()+2 }
Both are ugly.
The reason they are ugly is because you are emulating classical OO
Please use prototypical OO instead.
Shameless prototypical OO plug
Javascript is a prototype-based object-oriented language. That means if you wish to user instance-specific variables, you can do it by extending the prototype object of that object. Using it any other way is unnatural and leads to problems such as yours that require an extreme hack to overcome. Why not just use the language as it was intended?
The correct structure of your code would be more like the following:
function Klass(nr) {
this.nr = nr;
};
Klass.prototype.publicFn = function() {
alert(this.nr);
};
var inst = new Klass(13);
inst.publicFn();
There are no private functions in JS and there won't be. You can "hack" the similar effect, but at the cost of either hacking something on your own or using other libraries.
It makes little sense to try to bend the language to suit you. Instead you should learn the language as it is.
Just for the kicks i am trying to create a simple data object in javascript. Here is the code.
var roverObject = function(){
var newRover = {};
var name;
var xCord;
var ycord;
var direction;
newRover.setName = function(newName) {
name = newName;
};
newRover.getName = function() {
return name;
};
newRover.setDirection = function(newDirection) {
direction = newDirection;
};
newRover.getDirection = function() {
return direction;
};
newRover.setXCord = function(newXCord) {
xCord = newXCord;
};
newRover.getXCord = function() {
return xCord;
};
newRover.setYCord = function(newYCord) {
yCord = newYCord;
};
newRover.getYCord = function() {
return yCord;
};
newRover.where = function(){
return "Rover :: "+ name +" is at Location("+xCord+","+yCord+") pointing to "+direction;
};
return newRover;
};
rover1 = new roverObject();
rover2 = new roverObject();
rover1.setName("Mars Rover");
rover1.setDirection("NORTH");
rover1.setXCord(2);
rover1.setYCord(2);
console.log(rover1.where());
console.log(rover1);
rover2.setName("Moon Rover");
rover2.setDirection("SOUTH");
rover2.setXCord(1);
rover2.setYCord(1);
console.log(rover2.where());
console.log(rover2);
There are few questions that I have around this creation.
I want to create an object where the properties/attributes of object are private and not visible to world. Am I successful in doing that? Can I really not access the object attributes?
Is there a better way to create this kind of object?
If I want to inherit this object, I should do a newObject.prototype = roverObjectwill that work? And will that make sense most of all.
Finally I have a wierd problem. Notice the last method of objet "where" which returns a concatenated string. Here I tried following code instead.
newRover.where = function(){
return "Rover :: "+ name +" is at Location("+xCord+","+yCord+") pointing to "+direction;
}();
and then did a following console.log
console.log(rover1.where);
console.log(rover2.where);
It threw following error for me:
cannot access optimized closure
Why would it say that? What am I doing wrong?
Thanks for all the help. Any review comments would be appreciated too!
Cheers
Am I successful in doing that? Can I really not access the object attributes?
Indeed. You don't have object attributes, you have local variables in the roverObject function. Local variables can't be accessed from outside, only from the functions inside the roverObject function that have a closure over them.
That you are calling roverObject as a constructor, with new roverObject, is irrelevant, as you are returning a different object from the function. Saying var rover1= roverObject() without the new would do exactly the same thing. Notably the object returned by [new] roverObject is a plain Object as you created it from {}; rover1 instanceof roverObject is false.
If you wanted instanceof to work, you would have to call with new, and use this instead of newRover in the constructor function.
If I want to inherit this object, I should do a newObject.prototype = roverObject will that work? And will that make sense most of all.
No. You currently have no allowance for prototyping. You are using a separate copy of each method for each instance of the roverObject. You can do certainly objects this way but it's a different approach than prototyping. If you wanted to make something like a subclass of roverObject in the arrangement you have now, you'd say something like:
function AdvancedRover() {
var rover= new roverObject();
rover.doResearch= function() {
return rover.where()+' and is doing advanced research';
};
return rover;
}
Note since the ‘private’ local variables in the base class constructor really are private, even the subclass cannot get at them. There's no ‘protected’.
newRover.where = function(){ ... }();
What's that trying to do? I can't get the error you do; all the above does is assigns the string with the location to where (before the setter methods have been called, so it's full of undefineds).
Is there a better way to create this kind of object?
Maybe. see this question for a discussion of class/instance strategies in JavaScript.
Q1: you can create 'private' members in javascript 'classes'. In javascript, privacy is not determined by any access specifier. Instead, access needs to be specifically instrumented. Example:
function MyClass() {
this.val = 100; // public;
var privateVal = 200;
function getVal() { return this.val; } // private method;
this.getPrivateVal = function() { // public method, accessor to private variable
return privateVal;
}
}
Object scope in javascript is governed by a queer concept called closures. AFAIK, there is no parallel concept in any other popular launguage like C+/Java etc.
While I understand what closures are, I cannot put it in words. Perhaps a demonstration will help you:
function closureDemo() {
var done=false;
function setDone() { done=true; }
doLater(setDone);
}
function doLater(func) { setTimeout(func,1000); }
closureDemo();
now, while setDone is called from within doLater, it can still access done in closureDemo, even though done is not in scope (in the conventional procedural sense).
I think you will understand more when you read this.
Q2: I can only say what I do; I don't know if it is better or not. If I wrote your code, it would look like this:
function RoverObject() {
var newRover = {}; // privates
var name;
var xCord;
var ycord;
var direction;
this.setName = function(newName) {
name = newName;
};
this.getName = function() {
return name;
};
this.setDirection = function(newDirection) {
direction = newDirection;
};
// and so on...
this.where = function(){
return "Rover :: "+ name +" is at Location("+xCord+","+yCord+") pointing to "+direction;
};
}
var rover1 = new RoverObject();
Points to note:
capitalization of "class name"'s first letter
use of this instead of roverObject
this function is a pure constructor. it returns nothing.
Q3: if you want to do inheritance, then my method (use of this) will not work. Instead, the public methods should be a part of the prototype of RoverObject. Read this. Excellent material.
Hope that helps.
EDIT: There is a problem with the way your code is doing work. Problems:
your function does not do what its name suggests. Its name had better be createRoverObject, because that's exactly what it is doing. It is not working like a class constructor
the methods supported by your class are part of the object, but the data members are not. While this may work (and it is not, as your console.log() problem suggests), it is not a good way to implement a class in javascript. The problem here is of closures. Again, i'm unable to articulate what the problem specifically is, but I can smell it.
With regards to 4. - you are trying to log the function, not the result of calling the function. Should be console.log(rover1.where()); My guess firebug(I assume it's firebug's console.log) does not like to log function definitions.
EDIT Oh I get it, you are actually executing the where funcion when you assign rover.where. Are you trying to get what looks like a property to actually be a function? If that's the case it won't work. It will have to be a function if you want it to be evaluated when it's called.
What happens in you case where gets executed in the constructor function. At that point you are still creating the roverObject closure and hence it's too early to access it's private variables.
This is just addressing point 1 of your post.
Here's a good article on javascript private members and more:
Private Members in JavaScript
Defining your object like this gives you private members.
function RolloverObject() {
var name;
var xCord;
var ycord;
var direction;
this.setName = function(newName) { name = newName; };
this.getName = function() { return name; };
this.setDirection = function(newDirection) { direction = newDirection; };
this.getDirection = function() { return direction; };
this.setXCord = function(newXCord) { xCord = newXCord; };
this.getXCord = function() { return xCord; };
this.setYCord = function(newYCord) { yCord = newYCord; };
this.getYCord = function() { return yCord; };
this.where = function() {
return "Rover :: " + name + " is at Location(" + xCord + "," + yCord + ") pointing to " + direction;
};
}
var rolloverObject = new RolloverObject();
I prefer to use OOP in large scale projects like the one I'm working on right now. I need to create several classes in JavaScript but, if I'm not mistaken, there are at least a couple of ways to go about doing that. What would be the syntax and why would it be done in that way?
I would like to avoid using third-party libraries - at least at first.
Looking for other answers, I found the article Object-Oriented Programming with JavaScript, Part I: Inheritance - Doc JavaScript that discusses object-oriented programming in JavaScript. Is there a better way to do inheritance?
Here's the way to do it without using any external libraries:
// Define a class like this
function Person(name, gender){
// Add object properties like this
this.name = name;
this.gender = gender;
}
// Add methods like this. All Person objects will be able to invoke this
Person.prototype.speak = function(){
alert("Howdy, my name is" + this.name);
};
// Instantiate new objects with 'new'
var person = new Person("Bob", "M");
// Invoke methods like this
person.speak(); // alerts "Howdy, my name is Bob"
Now the real answer is a whole lot more complex than that. For instance, there is no such thing as classes in JavaScript. JavaScript uses a prototype-based inheritance scheme.
In addition, there are numerous popular JavaScript libraries that have their own style of approximating class-like functionality in JavaScript. You'll want to check out at least Prototype and jQuery.
Deciding which of these is the "best" is a great way to start a holy war on Stack Overflow. If you're embarking on a larger JavaScript-heavy project, it's definitely worth learning a popular library and doing it their way. I'm a Prototype guy, but Stack Overflow seems to lean towards jQuery.
As far as there being only "one way to do it", without any dependencies on external libraries, the way I wrote is pretty much it.
The best way to define a class in JavaScript is to not define a class.
Seriously.
There are several different flavors of object-orientation, some of them are:
class-based OO (first introduced by Smalltalk)
prototype-based OO (first introduced by Self)
multimethod-based OO (first introduced by CommonLoops, I think)
predicate-based OO (no idea)
And probably others I don't know about.
JavaScript implements prototype-based OO. In prototype-based OO, new objects are created by copying other objects (instead of being instantiated from a class template) and methods live directly in objects instead of in classes. Inheritance is done via delegation: if an object doesn't have a method or property, it is looked up on its prototype(s) (i.e. the object it was cloned from), then the prototype's prototypes and so on.
In other words: there are no classes.
JavaScript actually has a nice tweak of that model: constructors. Not only can you create objects by copying existing ones, you can also construct them "out of thin air", so to speak. If you call a function with the new keyword, that function becomes a constructor and the this keyword will not point to the current object but instead to a newly created "empty" one. So, you can configure an object any way you like. In that way, JavaScript constructors can take on one of the roles of classes in traditional class-based OO: serving as a template or blueprint for new objects.
Now, JavaScript is a very powerful language, so it is quite easy to implement a class-based OO system within JavaScript if you want to. However, you should only do this if you really have a need for it and not just because that's the way Java does it.
ES2015 Classes
In the ES2015 specification, you can use the class syntax which is just sugar over the prototype system.
class Person {
constructor(name) {
this.name = name;
}
toString() {
return `My name is ${ this.name }.`;
}
}
class Employee extends Person {
constructor(name, hours) {
super(name);
this.hours = hours;
}
toString() {
return `${ super.toString() } I work ${ this.hours } hours.`;
}
}
Benefits
The main benefit is that static analysis tools find it easier to target this syntax. It is also easier for others coming from class-based languages to use the language as a polyglot.
Caveats
Be wary of its current limitations. To achieve private properties, one must resort to using Symbols or WeakMaps. In future releases, classes will most likely be expanded to include these missing features.
Support
Browser support isn't very good at the moment (supported by nearly everyone except IE), but you can use these features now with a transpiler like Babel.
Resources
Classes in ECMAScript 6 (final semantics)
What? Wait. Really? Oh no! (a post about ES6 classes and privacy)
Compatibility Table – Classes
Babel – Classes
I prefer to use Daniel X. Moore's {SUPER: SYSTEM}. This is a discipline that provides benefits such as true instance variables, trait based inheritance, class hierarchies and configuration options. The example below illustrates the use of true instance variables, which I believe is the biggest advantage. If you don't need instance variables and are happy with only public or private variables then there are probably simpler systems.
function Person(I) {
I = I || {};
Object.reverseMerge(I, {
name: "McLovin",
age: 25,
homeState: "Hawaii"
});
return {
introduce: function() {
return "Hi I'm " + I.name + " and I'm " + I.age;
}
};
}
var fogel = Person({
age: "old enough"
});
fogel.introduce(); // "Hi I'm McLovin and I'm old enough"
Wow, that's not really very useful on it's own, but take a look at adding a subclass:
function Ninja(I) {
I = I || {};
Object.reverseMerge(I, {
belt: "black"
});
// Ninja is a subclass of person
return Object.extend(Person(I), {
greetChallenger: function() {
return "In all my " + I.age + " years as a ninja, I've never met a challenger as worthy as you...";
}
});
}
var resig = Ninja({name: "John Resig"});
resig.introduce(); // "Hi I'm John Resig and I'm 25"
Another advantage is the ability to have modules and trait based inheritance.
// The Bindable module
function Bindable() {
var eventCallbacks = {};
return {
bind: function(event, callback) {
eventCallbacks[event] = eventCallbacks[event] || [];
eventCallbacks[event].push(callback);
},
trigger: function(event) {
var callbacks = eventCallbacks[event];
if(callbacks && callbacks.length) {
var self = this;
callbacks.forEach(function(callback) {
callback(self);
});
}
},
};
}
An example of having the person class include the bindable module.
function Person(I) {
I = I || {};
Object.reverseMerge(I, {
name: "McLovin",
age: 25,
homeState: "Hawaii"
});
var self = {
introduce: function() {
return "Hi I'm " + I.name + " and I'm " + I.age;
}
};
// Including the Bindable module
Object.extend(self, Bindable());
return self;
}
var person = Person();
person.bind("eat", function() {
alert(person.introduce() + " and I'm eating!");
});
person.trigger("eat"); // Blasts the alert!
Disclosure: I am Daniel X. Moore and this is my {SUPER: SYSTEM}. It is the best way to define a class in JavaScript.
var Animal = function(options) {
var name = options.name;
var animal = {};
animal.getName = function() {
return name;
};
var somePrivateMethod = function() {
};
return animal;
};
// usage
var cat = Animal({name: 'tiger'});
Following are the ways to create objects in javascript, which I've used so far
Example 1:
obj = new Object();
obj.name = 'test';
obj.sayHello = function() {
console.log('Hello '+ this.name);
}
Example 2:
obj = {};
obj.name = 'test';
obj.sayHello = function() {
console.log('Hello '+ this.name);
}
obj.sayHello();
Example 3:
var obj = function(nameParam) {
this.name = nameParam;
}
obj.prototype.sayHello = function() {
console.log('Hello '+ this.name);
}
Example 4: Actual benefits of Object.create(). please refer [this link]
var Obj = {
init: function(nameParam) {
this.name = nameParam;
},
sayHello: function() {
console.log('Hello '+ this.name);
}
};
var usrObj = Object.create(Obj); // <== one level of inheritance
usrObj.init('Bob');
usrObj.sayHello();
Example 5 (customised Crockford's Object.create):
Object.build = function(o) {
var initArgs = Array.prototype.slice.call(arguments,1)
function F() {
if((typeof o.init === 'function') && initArgs.length) {
o.init.apply(this,initArgs)
}
}
F.prototype = o
return new F()
}
MY_GLOBAL = {i: 1, nextId: function(){return this.i++}} // For example
var userB = {
init: function(nameParam) {
this.id = MY_GLOBAL.nextId();
this.name = nameParam;
},
sayHello: function() {
console.log('Hello '+ this.name);
}
};
var bob = Object.build(userB, 'Bob'); // Different from your code
bob.sayHello();
To keep answer updated with ES6/ ES2015
A class is defined like this:
class Person {
constructor(strName, numAge) {
this.name = strName;
this.age = numAge;
}
toString() {
return '((Class::Person) named ' + this.name + ' & of age ' + this.age + ')';
}
}
let objPerson = new Person("Bob",33);
console.log(objPerson.toString());
I think you should read Douglas Crockford's Prototypal Inheritance in JavaScript and Classical Inheritance in JavaScript.
Examples from his page:
Function.prototype.method = function (name, func) {
this.prototype[name] = func;
return this;
};
Effect? It will allow you to add methods in more elegant way:
function Parenizor(value) {
this.setValue(value);
}
Parenizor.method('setValue', function (value) {
this.value = value;
return this;
});
I also recommend his videos:
Advanced JavaScript.
You can find more videos on his page: http://javascript.crockford.com/
In John Reisig book you can find many examples from Douglas Crockfor's website.
Because I will not admit the YUI/Crockford factory plan and because I like to keep things self contained and extensible this is my variation:
function Person(params)
{
this.name = params.name || defaultnamevalue;
this.role = params.role || defaultrolevalue;
if(typeof(this.speak)=='undefined') //guarantees one time prototyping
{
Person.prototype.speak = function() {/* do whatever */};
}
}
var Robert = new Person({name:'Bob'});
where ideally the typeof test is on something like the first method prototyped
If you're going for simple, you can avoid the "new" keyword entirely and just use factory methods. I prefer this, sometimes, because I like using JSON to create objects.
function getSomeObj(var1, var2){
var obj = {
instancevar1: var1,
instancevar2: var2,
someMethod: function(param)
{
//stuff;
}
};
return obj;
}
var myobj = getSomeObj("var1", "var2");
myobj.someMethod("bla");
I'm not sure what the performance hit is for large objects, though.
var Student = (function () {
function Student(firstname, lastname) {
this.firstname = firstname;
this.lastname = lastname;
this.fullname = firstname + " " + lastname;
}
Student.prototype.sayMyName = function () {
return this.fullname;
};
return Student;
}());
var user = new Student("Jane", "User");
var user_fullname = user.sayMyName();
Thats the way TypeScript compiles class with constructor to JavaScript.
The simple way is:
function Foo(a) {
var that=this;
function privateMethod() { .. }
// public methods
that.add = function(b) {
return a + b;
};
that.avg = function(b) {
return that.add(b) / 2; // calling another public method
};
}
var x = new Foo(10);
alert(x.add(2)); // 12
alert(x.avg(20)); // 15
The reason for that is that this can be bound to something else if you give a method as an event handler, so you save the value during instantiation and use it later.
Edit: it's definitely not the best way, just a simple way. I'm waiting for good answers too!
You probably want to create a type by using the Folding Pattern:
// Here is the constructor section.
var myType = function () {
var N = {}, // Enclosed (private) members are here.
X = this; // Exposed (public) members are here.
(function ENCLOSED_FIELDS() {
N.toggle = false;
N.text = '';
}());
(function EXPOSED_FIELDS() {
X.count = 0;
X.numbers = [1, 2, 3];
}());
// The properties below have access to the enclosed fields.
// Careful with functions exposed within the closure of the
// constructor, each new instance will have it's own copy.
(function EXPOSED_PROPERTIES_WITHIN_CONSTRUCTOR() {
Object.defineProperty(X, 'toggle', {
get: function () {
var before = N.toggle;
N.toggle = !N.toggle;
return before;
}
});
Object.defineProperty(X, 'text', {
get: function () {
return N.text;
},
set: function (value) {
N.text = value;
}
});
}());
};
// Here is the prototype section.
(function PROTOTYPE() {
var P = myType.prototype;
(function EXPOSED_PROPERTIES_WITHIN_PROTOTYPE() {
Object.defineProperty(P, 'numberLength', {
get: function () {
return this.numbers.length;
}
});
}());
(function EXPOSED_METHODS() {
P.incrementNumbersByCount = function () {
var i;
for (i = 0; i < this.numbers.length; i++) {
this.numbers[i] += this.count;
}
};
P.tweak = function () {
if (this.toggle) {
this.count++;
}
this.text = 'tweaked';
};
}());
}());
That code will give you a type called myType. It will have internal private fields called toggle and text. It will also have these exposed members: the fields count and numbers; the properties toggle, text and numberLength; the methods incrementNumbersByCount and tweak.
The Folding Pattern is fully detailed here:
Javascript Folding Pattern
Code golf for #liammclennan's answer.
var Animal = function (args) {
return {
name: args.name,
getName: function () {
return this.name; // member access
},
callGetName: function () {
return this.getName(); // method call
}
};
};
var cat = Animal({ name: 'tiger' });
console.log(cat.callGetName());
MooTools (My Object Oriented Tools) is centered on the idea of classes. You can even extend and implement with inheritance.
When mastered, it makes for ridiculously reusable, powerful javascript.
Object Based Classes with Inheritence
var baseObject =
{
// Replication / Constructor function
new : function(){
return Object.create(this);
},
aProperty : null,
aMethod : function(param){
alert("Heres your " + param + "!");
},
}
newObject = baseObject.new();
newObject.aProperty = "Hello";
anotherObject = Object.create(baseObject);
anotherObject.aProperty = "There";
console.log(newObject.aProperty) // "Hello"
console.log(anotherObject.aProperty) // "There"
console.log(baseObject.aProperty) // null
Simple, sweet, and gets 'er done.
Based on the example of Triptych, this might even be simpler:
// Define a class and instantiate it
var ThePerson = new function Person(name, gender) {
// Add class data members
this.name = name;
this.gender = gender;
// Add class methods
this.hello = function () { alert('Hello, this is ' + this.name); }
}("Bob", "M"); // this instantiates the 'new' object
// Use the object
ThePerson.hello(); // alerts "Hello, this is Bob"
This only creates a single object instance, but is still useful if you want to encapsulate a bunch of names for variable and methods in a class. Normally there would not be the "Bob, M" arguments to the constructor, for example if the methods would be calls to a system with its own data, such as a database or network.
I am still too new with JS to see why this does not use the prototype thing.
A base
function Base(kind) {
this.kind = kind;
}
A class
// Shared var
var _greeting;
(function _init() {
Class.prototype = new Base();
Class.prototype.constructor = Class;
Class.prototype.log = function() { _log.apply(this, arguments); }
_greeting = "Good afternoon!";
})();
function Class(name, kind) {
Base.call(this, kind);
this.name = name;
}
// Shared function
function _log() {
console.log(_greeting + " Me name is " + this.name + " and I'm a " + this.kind);
}
Action
var c = new Class("Joe", "Object");
c.log(); // "Good afternoon! Me name is Joe and I'm a Object"
JavaScript is object-oriented, but it's radically different than other OOP languages like Java, C# or C++. Don't try to understand it like that. Throw that old knowledge out and start anew. JavaScript needs a different thinking.
I'd suggest to get a good manual or something on the subject. I myself found ExtJS Tutorials the best for me, although I haven't used the framework before or after reading it. But it does give a good explanation about what is what in JavaScript world. Sorry, it seems that that content has been removed. Here's a link to archive.org copy instead. Works today. :P
//new way using this and new
function Persons(name) {
this.name = name;
this.greeting = function() {
alert('Hi! I\'m ' + this.name + '.');
};
}
var gee=new Persons("gee");
gee.greeting();
var gray=new Persons("gray");
gray.greeting();
//old way
function createPerson(name){
var obj={};
obj.name=name;
obj.greeting = function(){
console.log("hello I am"+obj.name);
};
return obj;
}
var gita=createPerson('Gita');
gita.greeting();