I'm coming to javascript from C background. In javascript, when I use the assignment operator to assign one object to another, does it copy the values from one to the another, or do they both now point to the same data?. Or does the assignment operator do anything in this case?
function point_type()
{
this.x = 0;
this.y = 0;
}
var pnt1 = new point_type();
var pnt2 = new point_type();
pnt1.x = 4;
pnt1.y = 5;
pnt2 = pnt1;
pnt1.x = 8;
pnt2.y = 9;
In the example above, does pnt2.x now equal 8, or does it still equal 4, or does it still equal 0?
Yes, I realize I can test this myself, and I will be doing that while I wait for the community to come up with an answer. However, I'm hoping the answer to my question will go one step past just answering this one example and might shine some light on how javascript objects work and some best practices.
Follow up question:
The answer seems to be that the reference is copied. pnt2 and pnt1 now point to the same data. Is it possible to set up my object so that the values are copied? How is this usually accomplished in javascript? Clearly I don't want to set each attribute individually every time I need to copy this object.
Whenever I need to copy one object to another in JS, I just cast it to a primitive:
var newObject = JSON.stringify(oldObject);
Then when I need to use it:
var evenNewerObj = JSON.parse(newObject);
Hope this helps someone.
In JavaScript, primitive types are copied by value and reference types are copied by reference. More info here: http://docstore.mik.ua/orelly/web/jscript/ch09_03.html
It equals 8.
pnt2 = pnt1
That statement is pointing the pnt2 object to the pnt1 object so any modification you do to pnt1 will show up in pnt2.
Given the object you showed in your example, it is setting a reference to the object. If it were a primitive type (number, date) then it would copy the object.
Related
I've been using JavaScript for years and this one has me stumped. As I understood things, when defining a var, one of two things will happen:
If the expression is a primitive, var is defined as a new instance of that primitive with no reference to the passed expression.
If the expression is an object literal, a new object is created.
If the expression is an existing object, var will reference the object and any future changes to the object will be reflected.
However, I've run into a situation where case 3 doesn't apply:
var obj = {body: {'a': 1, 'b': 2, 'c': 3}};
var ref = obj.body;
ref = JSON.stringify(ref);
console.log(typeof ref); // string
console.log(typeof obj.body); // object
Since ref is defined as the body property of obj, I thought redefining ref as a string also would affect obj.body. So what am I missing?
JSON.stringify is a method which takes an object and returns its string representation, it doesn't change anything. By doing ref = x you make ref point to another thing, it doesn't affect what was there before assignment.
That simply means, you are no more referencing obj.body.body and referencing to something else.
var ref = obj.body;
//ref holding obj.body now any changes to ref will effect obj.body.
ref = JSON.stringify(ref);
//ref holding a String returned by `stringify()` now any changes to ref will effect obj.body.
You see ?? You just changing the ref with different values. Not really changing anything on obj
Primitives are immutable. If there’s a difference in how they would behave compared to objects, you can’t observe that, so forget all that stuff about copying. Let’s talk instead in terms of “things”! Objects and primitives are both things. When you assign a thing to a variable, you are not copying the thing.
var x = literally any value;
var y = x;
x and y are both variables that contain the same thing. If you change the thing, it doesn’t matter where you access it from in the future; the thing changed. If you change the thing the variable contains, the thing it contained before is not affected.
var z = some other value;
y = z; // y now contains the same thing as z instead of the same thing as x
// only variables changed, and the things did not
There are a lot of answers that talk about this in other terms but I enjoy technical language.
tl;dr: For all intents and purposes, the distinction between objects and primitives in JavaScript is not a useful one.
ts;iwrse: This article about Python applies to JavaScript just as much.
Recently I started learning about object-oriented programming in JavaScript. What I understood, is that when referencing to variables, we in fact reference not to their actual values, but locations in the memory. That's why all those "return this" methods that are supposed to copy instances don't work.
So, example code:
//An example object with a simple property and
//failing "copy" function.
function MyObject()
{
this.myProperty = 123;
this.copy = function() { return this; };
}
var iOne = new MyObject();
var iTwo = iOne.copy();
iTwo.myProperty = 321;
Now "myProperty" property of both iOne and iTwo equals 321, because "copy" method returned a reference, instead of a value. This behavior is expected, and everything is okay.
Now, I tried doing the same with a native object type, Number. Let's create an instance of it, in a more object-oriented programmer-friendly way:
var iOne = new Number(123);
var iTwo = iOne; //Equals "iTwo = iOne.copy()", except there isn't a copy method
iOne = 321;
And now, something terrible happened. iOne equals 321, but iTwo kept its value and is still equal to 123.
I have no idea what is this behavior caused by. Maybe Number is some kind of "special"? Maybe the decimal number associated with it is something more than a property? Or maybe it's just supposed to make life of inexperienced programmers easier? The last option is related to operators. If anyone know something about it, please don't let my way of understanding JavaScript fall apart.
Objects, Arrays and Strings are assigned by reference (not by copy). All other types are effectively copies when assigned (e.g. they make a new variable that has nothing to do with the old one).
Strings are a special case because they are immutable so when you change a string, it always creates a new string so it behaves more like it makes a copy even though the previous assignment was a reference.
Assigning:
iOne = 321;
Is replacing the value of iOne with a simple primitive numeric type so it will have no effect on any other variable.
var iOne = new Number(123);
var iTwo = iOne; //Equals "iTwo = iOne.copy()", except there isn't a copy method
iOne = 321;
You're overwriting the object reference held by the iOne variable, with a distinct primitive number.
The objects are held as references, but they are not pointers that can be directly dereferenced, so you can't replace the data held in that memory location. You can only mutate it (if the object is mutable).
Specifically, the Number object wrapper is not mutable, or at least the primitive value it holds can't be replaced. You can only replace the entire object.
iOne = 321;
This code did what is expected, you assigned 321 to the variable iOne, overwriting what it was referencing to originally.
There's no real difference in behaviour between "native types" and objects in Javascript (except that native types are immutable).
In your second example you're simply changing what variable iOne is pointing to, why should it change what another independent iTwo variable is pointing to?
In the first case instead you have two variables pointing to the same object and if you use one variable to mutate the object and you can observe the change also using the other variable (obvious... it's pointing to the same object).
In Javascript you can imagine that everything is always by reference and never by value (copy). If you want to copy something you need to do it explicitly... for arrays you can use x.slice() to make a shallow copy of x; for objects there's no primitive function for doing the same so you must call the constructor.
A common OOP pattern is to have a member function .clone() that returns a copy so who needs the copy doesn't need to know how to make a copy of every class.
function P2d(x, y) {
this.x = x;
this.y = y;
}
P2d.prototype.clone = function() {
return new P2d(this.x, this.y);
}
Another possibility specific to the protoype model of Javascript and that can be useful in some cases is to create a separate object that will appear like a shallow copy that can be mutated without affecting the original but that is instead referencing the original object when reading:
function fakeCopy(x) {
function f() { }
f.prototype = x;
return new f;
}
p = new P2d(10, 20);
q = fakeCopy(p);
console.log(q.x); // Displays 10
q.y = 30;
console.log(q.y); // Displays 30
console.log(p.y); // Displays 20 -- original not changed
p.x = 99;
console.log(q.x); // Displays 99 (!)
This happens because Javascript objects have a "prototype chain" that is searched when accessing a member for reading. q is created as an empty object that with p as its prototype so when looking for an attribute (for reading) it will go searching inside p if something is not found inside q. When writing however an attribute will be set inside q, not affecting p and from that point on the value present in q will be returned instead of having to go up in the prototype chain.
This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
Copying array by value in javascript
i have a funny problem with javascript. i copy an array variable to make modifications on the copy only, then splice the copy to delete an element. however the original array variable is affected by the splice - as if the copy was a 'copy by reference':
window.onload = function() {
var initial_variable = ['first', 'second', 'third'];
var copy_initial_variable = initial_variable;
copy_initial_variable.splice(0, 1);
alert('initial variable - ' + initial_variable);
};
//output: initial variable - second,third
firstly, is this intentional behaviour for javascript or is it a bug?
and secondly, how can i make a copy of an array and delete an element in the copy but not in the original?
one thing which makes me think that the above may be a javascript bug is that this behaviour only happens with arrays and not with integers. for example:
window.onload = function() {
var initial_variable = 1;
var copy_initial_variable = initial_variable;
copy_initial_variable = 2;
alert('initial variable - ' + initial_variable);
};
//output: initial variable - 1
if the behaviour were consistent then this ought to output 2 since the assignment would presumably be by reference?
This is in no way a bug, but a very common misunderstanding. Let's see what happens when I say
var a = b;
Integers and other javascript primitives, like floats and booleans, are "assigned by value".
Which means that whatever value b has is going to be copied to a. To the computer, it means having the part of memory that b references copied to the memory that a references. That's the behavior you were expecting.
When arrays and other objects (and "descendants" of a new Object() call) are used like that, there is a copy by reference. Meaning that the value of a now references the value of b, the memory that b references isn't copied or modified. Thus, when writing
a = [1,2,3];
b = a;
b and a become interchangeable. They're referencing the same memory address. To achieve what you're trying to do, use
var copy_initial_variable = initial_variable.slice(0);
Read Does JavaScript pass by reference? for more information.
In first case you are working with arrays, which are passed by reference. And in second case you are working with prime types which are passed by value. In first case you should copy initial array (e.g. with initial_variable.slice(0)). Try something like
window.onload = function() {
var initial_variable = ['first', 'second', 'third'];
var copy_initial_variable = initial_variable.slice(0); //returns new array!!!!
copy_initial_variable.splice(0, 1);
alert('initial variable - ' + initial_variable);
};
The problem isn't in how splice behaves, but the fact that initial_variable and copy_initial_variable reference the same array.
alert (copy_initial_variable === initial_variable);
In JavaScript there are two types of values: primitive values, like numbers and booleans, and objects, including arrays. Variables hold primitive values, but they hold references to objects. "Copying" primitive values works as you expect, a new primitive value is created so that changing the copy variable will not change the original variable. But "copying" an object actually copies the reference pointing to that object, it doesn't create a new object.
It is not a JavaScript bug, this is the intended behavior.
Before fully defining my question, I must say that >>this question/answer<< doesn't answer my problem, and I have proven it to myself that the given answer doesn't match at all with the actual effect of property vs. variable or cached property (see below).
I have been using HTML5 canvas, and I write raw pixel blocks many times in a second in a 640x480 area.
As advised by some tutorials, it is good to cache the .data property of an ImageData variable (in this case, it would be _SCimgData).
If I cache that property in SC_IMG_DATA, I can putImageData repeatedly in the Canvas with no problem; but if I repeatedly access it directly with _ScimgData.data, the slow-down of the code is noticieable (taking nearly 1 second to fill a single 640x480 Canvas):
var SomeCanvas = document.getElementById("SomeCanvas");
var SCContext = SomeCanvas.getContext("2d");
var _SCimgData = SomeCanvas.getImageData(0, 0, 640, 400);
var SC_IMG_DATA = _SCimgData.data;
Now I have the following doubt:
Would my code be as slow for other kinds of similar accesses?
I need an array of objects for a set of functions that can have several "instances" of an object (created by a regular utility function), and that need the index of the instance in an array of objects, either to create/initialize it, or to update its properties.
My concrete example is this:
var objArray=new Array();
var objArray[0]=new Object();
objArray[0].property1="some string property";
for(var x=0; x<65536; x++)
doSomething(objArray[0].property1, objIDX=0);
Would that code become as unacceptably slow as in the Canvas case, if the properties and functions contained in some properties are called very intensively (several times in a single milisecond, of course using setInterval and several "timer threads" to avoid locking the browser)?
If so, what other alternative is there to speed up access for the different properties of several objects in the main object array?
EDIT 1 (2012-08-27)
Thanks for the suggestions. I have up-voted them since I suspect they will be useful for the project I'm working on.
I am thinking in a combination of methods, using mainly Arrays instead of Objects to build an actual array of "base objects", and addressing array elements by numbers (arr[0]) instead of string array keys (arr["zero"]).
var OBJECTS_SIZE=10
var Obj_Instances=new Array();
Obj_Instances[0]="property or array 1 of Object 0";
Obj_Instances[1]=new Array();
Obj_Instances[1][0]=new ArrayBuffer(128);
Obj_Instances[1][1]=new DataView(Obj_Instances[1][0]);
Obj_Instances[2]="property or array 3 of Object 0";
Obj_Instances[3]=function(){alert("some function here")};
Obj_Instances[4]="property or array 5 of Object 0";
Obj_Instances[5]="property or array 6 of Object 0";
Obj_Instances[6]=3;
Obj_Instances[7]="property or array 8 of Object 0";
Obj_Instances[8]="property or array 9 of Object 0";
Obj_Instances[9]="property or array 10 of Object 0";
Obj_Instances[10]="property or array 1 of Object 1";
Obj_Instances[11]=new Array();
Obj_Instances[11][0]=new ArrayBuffer(128);
Obj_Instances[11][1]=new DataView(Obj_Instances[11][0]);
Obj_Instances[12]="property or array 3 of Object 1";
Obj_Instances[13]=function(){alert("some function there")};
Obj_Instances[14]="property or array 5 of Object 1";
Obj_Instances[15]="property or array 6 of Object 1";
Obj_Instances[16]=3;
Obj_Instances[17]="property or array 8 of Object 1";
Obj_Instances[18]="property or array 9 of Object 1";
Obj_Instances[19]="property or array 10 of Object 1";
function do_Something_To_Property_Number_6(objIdx)
{
//Fix the index to locate the base address
//of the object instance:
///
objIdx=(objIdx*OBJECTS_SIZE);
Obj_instances[objIdx+6]++; //Point to "Property" 6 of that object
}
I would have, say an "instance" of an "object" that takes up the first 10 array elements; the next "instance" would take the next 10 array elements, and so on (creating the initialization in a custom "constructor" function to add the new block of array elements).
I will also try to use jsPerf and JSHint to see which combination result better.
To answer your "doubts", I suggest using JSPerf to benchmark your code. One can't really tell by code alone if the procedure is faster than another unless tested.
Also, I suggest you use the literal notation for arrays and objects instead of the new notation during construction:
var objArray=[
{
property : 'some string property'
}, {
...
},
];
Also, based on your code, it's better to have this since you are using the same object per iteration:
var obj = objArray[0].property1,
objIDX = 0;
for(var x=0; x<65536; x++){
doSomething(obj,objIDX);
}
I realise this is not quite answering your question (as it has already been answered), however as you seem to be looking for speed improvements in regard to function calls that happen thousands of times (as others who find this might also be doing). I thought I'd include this here as it goes against assumptions:
An example function:
var go = function (a,b,c,d,e,f,g,h) {
return a+b+c+d+e+f+g+h;
}
The following is how you would normally call a repetitive function:
var i=500000; while(i--){
go(1,2,3,4,5,6,7,8);
}
However, if none (or a few) of those arguments ever change for this particular usage of the function, then it's far better to do this (from a speed pov - obviously not an asynchronous pov):
var i=500000; go.args = [1,2,3,4,5,6,7,8];
while(i--){
go();
}
In order for the above to work you only need a slight modification to the original function:
var go = function (a,b,c,d,e,f,g,h, i) {
if ( go.args ) {
i = go.args;
a = i[0]; b = i[1];
c = i[2]; d = i[3];
e = i[4]; f = i[5];
g = i[6]; h = i[7];
}
return a+b+c+d+e+f+g+h;
}
This second function runs significantly faster because you are not passing in any arguments (a function called with no args is very quick to initiate). Pulling the values from the .args array doesn't seem to be that costly either (unless you involve strings). Even if you update one or two of the args it's still far faster, which makes it perfect for pixel or imagedata manipulations because you are normally only shifting x & y:
var i=500000; go.args = [1,2,3,4,5,6,7,8];
while(i--){
go.args[2] = i;
go();
}
So in a way this is an example of where an object property can be faster than local vars - if a little convoluted and off topic ;)
Possible browser optimizations notwithstanding, accessing a property of an object is more expensive than accessing a local variable (but not necessarily a global variable or a variable of a parent function).
The deeper the property, the more of a performance hit you take. In other words,
for(var x=0; x<65536; x++)
doSomething(objArray[0].property1, objIDX=0);
would be improved by caching objArray[0].property1, and not repeatedly assigning to objIDX:
var prop = objArray[0].property1;
objIDX = 0;
for(var x=0; x<65536; x++)
doSomething(prop, 0);
Does anyone know whether there are any performance trade-offs/advantages to assigning an object's fields at creation rather than later e.g.
var exObj = new exampleObject(name, date);
OR
var exObj = new exampleObject();
exObj.name = "blah";
exObj.date = "blah";
(assuming you've created your class accordingly)
Also, as a side thought, given that JS arrays are stored as objects, am I correct in assuming that there are no performance differences between using one over the other ? (For some reason using an array with a numeric index "feels" faster.)
Cheers
N
Test it yourself - http://jsperf.com/assign-object-fields-at-creation-or-later