Total OOP beginner and doing all this in Javascript, so forgive any blatant dumbness on my part:
I want to keep track of dynamically created objects. I believe my solution to this problem is to use a container class.
Is a container class what I want?
If yes, is my implementation correct?
Branch objects are dynamically generated.
Branches objects contain a Branch objects array.
function Branches() {
function Branch() {
var _id;
_id = Math.round(Math.random()*10);
this.getId = function() {
return _id;
}
}
this.createBranch = function() {
var branch = new Branch;
_branches.push(branch);
}
this.getBranches = function() {
return _branches;
}
this.getBranchIds = function() {
var branch_list = this.getBranches();
var branch_ids = [];
for (var i = 0; i < branch_list.length; i++) {
var branch_id = branch_list[i].getId();
branch_ids.push(branch_id);
}
return branch_ids;
}
var _branches = [];
}
// code test
var test = new Branches;
for (var i = 0; i < 7; i++) {
test.createBranch();
}
console.log("Branch IDs:\n" + test.getBranchIds());
Your code works (yay!) despite a few simple problems (you're not generating unique IDs for each branch, for example). If you are happy with the design you chose, feel free to take the code to Code Review. There you will get tips for improving the code as it currently is.
To answer your first, more conceptual question, what you've written is definitely one way to implement what you want. You've gone with a Factory pattern here. You've written a class, Branches, that provides an interface for creating objects of the class Branch.
createBranch is known as a Factory method; it handles the creation of the new object, and in your case, keeping track of that object in your array. It also returns the new object so the user can interact with the Branch object as necessary.
One thing to consider about your implementation is that Branch is private, visible only to code inside the Branches class. This has a few implications that come to mind:
the only way to create a Branch object is through the createBranch factory
all Branch objects will be tracked because of this
Any properties of the Branch constructor (meaning, anything like Branch.property = value) will not be immediately accessible outside of the Branches class.
This may be what you want. But if there is no reason to hide the Branch constructor or prototype from plain sight, then I'd suggest other design patterns.
A good strategy might be to use those constructor properties. This way, you reduce your code by a lot, and have one fewer class to deal with (but no factory methods):
function Branch() {
var _id = Math.round(Math.random() * 10);
this.getId = function () {
return _id;
};
Branch.branches.push(this);
}
Branch.branches = [];
Branch.getIds = function () {
var ids = [];
for (var i in Branch.branches)
ids.push(Branch.branches[i].getId());
return ids;
};
// test code
for (var i = 0; i < 7; i++) {
new Branch();
}
console.log("Branch IDs:\n" + Branch.getIds());
Related
I'm tying to model a custom data type with JS and wondering if there's a more elegant way of doing this.
Ultimately I'd like the data type to essentially behave like an array but with an extended set of methods to meet my specific application and can be seen in the Links class below.
class Node {
constructor() {
this.links = new Links();
}
}
class Links {
constructor(node) {
this.data = [];
}
initialize() {
let initArray = [];
let maximumIncrement = hypotheticalNodeArray.length;
for (let i = 0; i < maximumIncrement ; i++) {
array[i] = 0;
}
this.data = array;
}
// More Methods Here
}
Essentially my issue is if I were to attempt to access the links data with [ node.links ] the entire object would be returned where as I'd love it just to return the data property as if the data had been accessed with [ node.links.data ].
I'm aware that just having to add that extra property isn't the end of the world, but I'd really like it if the object were to behave like an array except with an extended set of methods.
I'm not sure if this possible and I appreciate it's rather pedantic, however it would really clean the code I'm working on up.
You could define a getter that returns the internal array:
class Node {
constructor() {
// renamed “_links” because we want the getter named “links”
this._links = new Links();
}
get links () {
return this._links.data;
}
}
const node = new Node();
node.links.map( ... ) // node.links is node._links.data
What is the meaning of return { push:function ..... in below code snippet. When I googled I found that push() method adds new items to the end of an array, and returns the new length. So I am not sure what is push:. It seems to be some kind of syntax. Can someone please explain me.
function(notificationsArchive) {
var MAX_LEN = 10;
var notifications = [];
return {
push: function(notification) {
var notificationToArchive;
var newLen = notifications.unshift(notification);
//push method can rely on the closure scope now!
if (newLen > MAX_LEN) {
notificationToArchive = this.notifications.pop();
notificationsArchive.archive(notificationToArchive);
}
},
// other methods of the NotificationsService
};
The method push you are referencing has nothing to do with push with Arrays, it is a public method exposed by the module pattern. It only exposes methods and properties that the author of the code wants you to be able to call/set. It hides the variables MAX_LEN and notifications so they can not be changed from outside.
References on OO Module patterns:
http://addyosmani.com/resources/essentialjsdesignpatterns/book/#modulepatternjavascript
http://www.raymondcamden.com/2013/05/13/JavaScript-Design-Patterns-The-Revealing-Module-Pattern
Ok, first up I know an object has no reference to it's container unless explicitly defined, so I am looking for a work around here.
Take the following code (heavily simplified from my use case for readability):
var cid = 0;
var Command = function(c) {
this.id = cid += 1;
this.transient = false;
return this;
}
var sid = 0;
var CommandSet = function() {
this.id = sid += 1;
this.commands = [];
this.transients = 0;
return this;
}
CommandSet.prototype.parent = null;
CommandSet.prototype.recurse = function(callback) {
callback.call(this);
if (this.parent instanceof CommandSet) {
this.parent.recurse(callback);
}
}
CommandSet.prototype.createSubset = function() {
var set = new CommandSet();
set.parent = this;
set.commands = this.commands;
set.transients = this.transients;
return set;
}
CommandSet.prototype.addCommand = function(c) {
if (c instanceof Command) {
this.commands.push(c);
if (c.transient) {
this.recurse(function() {
this.transients++;
});
}
}
return this;
}
CommandSet.prototype.toggleTransient = function(c) {
if (c instanceof Command) {
c.transient = true;
this.recurse(function() {
this.transients++;
});
}
return this;
}
If I then do the following (http://jsfiddle.net/5KGd8/1/):
var s1 = new CommandSet();
var c1 = new Command();
var c2 = new Command();
s1.addCommand(c1).addCommand(c2);
var s2 = s1.createSubset();
var s3 = s1.createSubset();
s2.toggleTransient(c1);
console.log(s1);
console.log(s2);
console.log(s3);
s1 now has 1 transient, s2 now has 1 transient but s3 still has none despite containing a reference to the same Command objects.
Possible solutions:
I could build a reference into each command which stores all the
sets it is located inside and iterate through those, however this is
going to cause some serious memory issues as the real nature of my
application requires that subsets can be garbage collected (The user
will create a lot of them anonymously often without realising) and this will retain a
reference to them after they have been used. The parent reference is fine as I want the parent set to exist as long as it has a surviving subset.
I could explicitly force the user to run a delete function on a
subset when it is no longer needed which would remove all internal references to it but this complicates things for
them and I like things to work automagically. The nature of my application means I would like the user to create subsets at times where they may not even realise they have done so (Through other functions which create and perform on subsets).
Can anyone think of a way to solve this problem without the issues described in my two solutions?
Sorry, this is not an answer but want to make sure I understand the problem.
A CommandSet can have Commands, when you change a Command's transient property you would like the CommandSet(s) that contain that Command to have an updated counter of transient the Commands it contains.
If the story ends here you could simply have Command maintain a list of CommandSet that the Command is in and update it's containers.
This would not work however because you would have CommandSets created in a function and when these go out of scope they won't be garbage collected because the Command(s) they contain would hold a reference to them. These commands would not go out of scope with the CommandSets because they are also contained in other (global) CommandSets.
Re assigning a primitive type (transients) does not re assign that in the subset or main set, but what if transients was not a primitive?
In the constructor:
this.transients = {count:0};
In createSubset
set.transients = this.transients
In the toggleTransient
this.transients.count++; or --
No matter if you fiddle with transients in subset or main set, as long as you use the toggleTransient it'll change count for all.
i have a problem using a class methods, after it was inserted into array. when i pull it back i can no longer use it methods.
and i know javascript does not have class, when i say class i mean object -or js equal.
suppose i have the following:
// a simple atomic class
function raw_msg(msg) {
this.msg = msg;
this.print = function () {
console.log(this.msg);
}
}
// and then i have this container for this "atomic" class
// which accept array of unknown object (known to me though..) = in_buffer
// i.e in_buffer is just an array of objects (one type of object)
function buffer(in_buffer) {
this.trans_buffer = null;
if (in_buffer!=null)
this.set_buffer (in_buffer);
this.set_buffer = function (buffer) {
this.trans_buffer = [];
var length = buffer.length,
row, new_raw_msg;
for(var x = 0; x < length; x++) {
row = buffer[x];
this.trans_buffer.push(new raw_msg(row));
}
console.log(this.trans_buffer);
}
this.use_some_raw_msg_method = function () {
var firstrow = this.trans_buffer[0];
firstrow.print(); // here is the problem!!!
//this here where i need help as it yield the error:
//Uncaught TypeError: Object #<Object> has no method 'print'
}
}
// this is how i use it, this code sits in a diffrent yet another class...
// this here im just building fake array
var buffer_in = [];
for (var x=0;x<10;x++)
buffer_in.push ("whatever" + x);
this.trans_buffer = new trans_helper(buffer_in);
this.trans_buffer.use_some_raw_msg_method (); // will yield the error as described
i hope this here, is clear, ask away if you need clarifications.
thanks for your help!
note to future readers - there is no problem in retrieving an object and using its methods.
You had several problems with your code.
Associative array does not have .push() method so the following line failed:
buffer_in.push ("whatever" + x);
To fix this just declare plain array:
var buffer_in = [];
You tried to create instance of function called trans_helper which does not exist. The name is buffer instead, so fix would be:
var trans_buffer = new buffer(buffer_in);
Last but not least, you tried to call function in the "class" when it still did not exist yet. JavaScript does not "compile" functions in advance, when inside function it will go line by line. So in this line in your code:
this.set_buffer (in_buffer);
There was still no function called "set_buffer" in your class. To fix this, place the function declaration above, on top.
Live test case.
I suppose this could apply to any dynamic language, but the one I'm using is JavaScript. We have a situation where we're writing a couple of controls in JavaScript that need to expose a Send() function which is then called by the page that hosts the JavaScript. We have an array of objects that have this Send function defined so we iterate through the collection and call Send() on each of the objects.
In an OO language, if you wanted to do something similar, you'd have an IControl interface that has a Send() function that must be implemented by each control and then you'd have a collection of IControl implementations that you'd iterate through and call the send method on.
My question is, with JavaScript being a dynamic language, is there any need to define an interface that the controls should inherit from, or is it good enough to just call the Send() function exposed on the controls?
Dynamic languages often encourage Duck Typing, in which methods of the object dictate how it should be used rather than an explicit contract (such as an interface).
This is the same for PHP; you don't really need interfaces. But they exist for architectural needs. In PHP, you can specify type hints for functions which can be useful.
Second, an interface is a contract. It's a formal contract that all objects from this interface have those functions. Better to ensure that your classes meet those requirements than to remember: "mm, this class has isEnabled() but the other one is checkIfEnabled()". Interfaces help you to standardise. Others working on the derived object don't have to check whether the name is isEnabled or checkIfEnabled (better to let the interpreter catch those problems).
Since you can call any method on any object in a dynamic language, I'm not sure how interfaces would come into play in any truly useful way. There are no contracts to enforce because everything is determined at invocation time - an object could even change whether it conforms to a "contract" through its life as methods are added and removed throughout runtime. The call will fail if the object doesn't fulfill a contract or it will fail if it doesn't implement a member - either case is the same for most practical purposes.
We saw a nice implementation in the page below, this is ours (short version of it)
var Interface = function (methods) {
var self = this;
self.methods = [];
for (var i = 0, len = methods.length; i < len; i++) {
self.methods.push(methods[i]);
}
this.implementedBy = function (object) {
for (var j = 0, methodsLen = self.methods.length; j < methodsLen; j++) {
var method = self.methods[j];
if (!object[method] || typeof object[method] !== 'function') {
return false;
}
}
return true;
}
};
//Call
var IWorkflow = new Interface(['start', 'getSteps', 'end']);
if (IWorkflow.implementedBy(currentWorkFlow)) {
currentWorkFlow.start(model);
}
The whole example is at:
http://www.javascriptbank.com/how-implement-interfaces-in-javascript.html
Another alternative to the interfaces is offered by bob.js:
1. Check if the interface is implemented:
var iFace = { say: function () { }, write: function () { } };
var obj1 = { say: function() { }, write: function () { }, read: function () { } };
var obj2 = { say: function () { }, read: function () { } };
console.log('1: ' + bob.obj.canExtractInterface(obj1, iFace));
console.log('2: ' + bob.obj.canExtractInterface(obj2, iFace));
// Output:
// 1: true
// 2: false
2. Extract interface from the object and still execute the functions properly:
var obj = {
msgCount: 0,
say: function (msg) { console.log(++this.msgCount + ': ' + msg); },
sum: function (a, b) { console.log(a + b); }
};
var iFace = { say: function () { } };
obj = bob.obj.extractInterface(obj, iFace);
obj.say('Hello!');
obj.say('How is your day?');
obj.say('Good bye!');
// Output:
// 1: Hello!
// 2: How is your day?
// 3: Good bye!