How to add methods to an instance of the object - javascript

For example I have an instance of some object:
A = function(){};
a = new A();
How to add methods
{b: function(){ console.log('b') },
c: function(){ console.log('c') }
}
to instance a?

If you want to add methods to an instance, just add them:
a.methodA = function() {
alert("method A");
};
You can do this with any object. However, you can also add them to the prototype of an instance and this will allow the same methods to be visible on all other instances:
var a = new A(),
b = new A();
a.prototype.methodA = function() {
alert("method A");
};
b.methodA();
If you want to add multiple methods in one go, create a mix function or use a framework:
function mix(a, b, typ) {
var n, o;
for (n in b) {
if (! b.hasOwnProperty(n)) continue;
if (!!(o = b[[n]) && (! typ || typeof o === typ)) {
a[n] = o;
}
}
}
Then...
var a = new A();
mix(a, {
"methodA": function() {
alert("method A");
},
"methodB": function() {
alert("method B");
}
}, "function");

You should have a look at prototype.
Here is a good explanation about it.
Edit: You can also set the prototype to an array of functions, like that:
var Person = new function() {};
methods = {
"methodA": function() {alert("method A")},
"methodB": function() {alert("method B")},
}
Person.prototype = methods
p = new Person()
p.methodA(); // Alerts "method A"

Prototype is used to add methods to ALL instances of a certain type of object (useful for memory management). If you just want to add methods to only one instance of an object you add them just as you would any property:
var A = function() {
//......
}
var myA = new A();
myA.methodOne = function() { console.log('called methodOne on myA'); }
myA.methodTwo = function() { console.log('called methodTwo on myA'); }
myA.methodOne();
myA.methodTwo();

Check out jQuery.extend() if you're okay with using a library/framework.
A = function(){};
a = new A();
d = {b: function(){ console.log('b') },
c: function(){ console.log('c') }
};
$.extend(a, d);

Related

Merging given objects

I am just learning javascript and I need to know how I will go about doing this please:
Task: Merge the given objects into var C
var a = {
name: "Danny"
};
var b = {
getName: function () {
return this.name;
}
};
Output should be danny
var solve = function () {
var C;
var instance = new C();
console.log("Name: "+ instance.getName());
};
solve();
You can use Object.assign() to merge existing objects into any other object. The syntax is:
Object.assign(target, src1, src2, ....);
And, here it is working with your code:
var a = {
name: "Danny"
};
var b = {
getName: function () {
return this.name;
}
};
var C = function() {
Object.assign(this, a, b);
}
var instance = new C();
console.log("Name: "+ instance.getName());

javascript prototype inheritance using constructor [duplicate]

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I am trying to implement inheritance in javascript. I came up with following minimal code to support it.
function Base(){
this.call = function(handler, args){
handler.call(this, args);
}
}
Base.extend = function(child, parent){
parent.apply(child);
child.base = new parent;
child.base.child = child;
}
Experts, please let me know if this will be sufficient or any other important issue I may have missed. Based on similar issues faced please suggest other changes.
Here is complete test script:
function Base(){
this.call = function(handler, args){
handler.call(this, args);
}
this.superalert = function(){
alert('tst');
}
}
Base.extend = function(child, parent){
parent.apply(child);
child.base = new parent;
child.base.child = child;
}
function Child(){
Base.extend(this, Base);
this.width = 20;
this.height = 15;
this.a = ['s',''];
this.alert = function(){
alert(this.a.length);
alert(this.height);
}
}
function Child1(){
Base.extend(this, Child);
this.depth = 'depth';
this.height = 'h';
this.alert = function(){
alert(this.height); // display current object height
alert(this.a.length); // display parents array length
this.call(this.base.alert);
// explicit call to parent alert with current objects value
this.call(this.base.superalert);
// explicit call to grandparent, parent does not have method
this.base.alert(); // call parent without overriding values
}
}
var v = new Child1();
v.alert();
alert(v.height);
alert(v.depth);
To implement javascript inheritance in ECMAScript 5 you can define the prototype of an object and use Object.create to inherit. You can also add/override properties as much as you want.
Example:
/**
* Transform base class
*/
function Transform() {
this.type = "2d";
}
Transform.prototype.toString = function() {
return "Transform";
}
/**
* Translation class.
*/
function Translation(x, y) {
// Parent constructor
Transform.call(this);
// Public properties
this.x = x;
this.y = y;
}
// Inheritance
Translation.prototype = Object.create(Transform.prototype);
// Override
Translation.prototype.toString = function() {
return Transform.prototype.toString() + this.type + " Translation " + this.x + ":" + this.y;
}
/**
* Rotation class.
*/
function Rotation(angle) {
// Parent constructor
Transform.call(this);
// Public properties
this.angle = angle;
}
// Inheritance
Rotation.prototype = Object.create(Transform.prototype);
// Override
Rotation.prototype.toString = function() {
return Transform.prototype.toString() + this.type + " Rotation " + this.angle;
}
// Tests
translation = new Translation(10, 15);
console.log(translation instanceof Transform); // true
console.log(translation instanceof Translation); // true
console.log(translation instanceof Rotation); // false
console.log(translation.toString()) // Transform2d Translation 10:15
I think Crockfords solution is too complicated, as is John's. It's much simpler to get javascript inheritance than both of them seem to describe. Consider:
//Classes
function A() {
B.call(this);
}
function B() {
C.call(this);
this.bbb = function() {
console.log("i was inherited from b!");
}
}
function C() {
D.call(this);
}
function D() {
E.call(this);
}
function E() {
//instance property
this.id = Math.random()
}
//set up the inheritance chain (order matters)
D.prototype = new E();
C.prototype = new D();
B.prototype = new C();
A.prototype = new B();
//Add custom functions to each
A.prototype.foo = function() {
console.log("a");
};
B.prototype.bar = function() {
console.log("b");
};
C.prototype.baz = function() {
console.log("c");
};
D.prototype.wee = function() {
console.log("d");
};
E.prototype.woo = function() {
console.log("e");
};
//Some tests
a = new A();
a.foo();
a.bar();
a.baz();
a.wee();
a.woo();
console.log(a.id);
a.bbb();
console.log(a instanceof A);
console.log(a instanceof B);
console.log(a instanceof C);
console.log(a instanceof D);
console.log(a instanceof E);​
var b = new B();
console.log(b.id)
I've written a complete description of the above solution on my blog.
As I played with JS objects, I found a more minimalistic solution :-) Enjoy!
function extend(b,a,t,p) { b.prototype = a; a.apply(t,p); }
Example
function A() {
this.info1 = function() {
alert("A");
}
}
function B(p1,p2) {
extend(B,A,this);
this.info2 = function() {
alert("B"+p1+p2);
}
}
function C(p) {
extend(C,B,this,["1","2"]);
this.info3 = function() {
alert("C"+p);
}
}
var c = new C("c");
c.info1(); // A
c.info2(); // B12
c.info3(); // Cc
Here is the simplest and I hope the easiest way to understand inheritance in JS. Most helpful this example will be for PHP programmers.
function Mother(){
this.canSwim = function(){
console.log('yes');
}
}
function Son(){};
Son.prototype = new Mother;
Son.prototype.canRun = function(){
console.log('yes');
}
Now the son has one overridden method and one new
function Grandson(){}
Grandson.prototype = new Son;
Grandson.prototype.canPlayPiano = function(){
console.log('yes');
};
Grandson.prototype.canSwim = function(){
console.log('no');
}
Now the grandson has two overridden methods and one new
var g = new Grandson;
g.canRun(); // => yes
g.canPlayPiano(); // => yes
g.canSwim(); // => no
Why not use objects instead of functions :
var Base = {
superalert : function() {
alert('tst');
}
};
var Child = Object.create(Base);
Child.width = 20;
Child.height = 15;
Child.a = ['s',''];
Child.childAlert = function () {
alert(this.a.length);
alert(this.height);
}
var Child1 = Object.create(Child);
Child1.depth = 'depth';
Child1.height = 'h';
Child1.alert = function () {
alert(this.height);
alert(this.a.length);
this.childAlert();
this.superalert();
};
And call it like this :
var child1 = Object.create(Child1);
child1.alert();
This approach is much more cleaner then with functions.
I found this blog explaining why inheritance with functions isn't a proper way to do it in JS : http://davidwalsh.name/javascript-objects-deconstruction
EDIT
var Child can also be written as :
var Child = Object.create(Base, {
width : {value : 20},
height : {value : 15, writable: true},
a : {value : ['s', ''], writable: true},
childAlert : {value : function () {
alert(this.a.length);
alert(this.height);
}}
});
Here's my solution, which is based on the standard prototypical inheritance method described in Lorenzo Polidori's answer.
First, I start off by defining these helper methods, which make things easier to understand and more readable later on:
Function.prototype.setSuperclass = function(target) {
// Set a custom field for keeping track of the object's 'superclass'.
this._superclass = target;
// Set the internal [[Prototype]] of instances of this object to a new object
// which inherits from the superclass's prototype.
this.prototype = Object.create(this._superclass.prototype);
// Correct the constructor attribute of this class's prototype
this.prototype.constructor = this;
};
Function.prototype.getSuperclass = function(target) {
// Easy way of finding out what a class inherits from
return this._superclass;
};
Function.prototype.callSuper = function(target, methodName, args) {
// If methodName is ommitted, call the constructor.
if (arguments.length < 3) {
return this.callSuperConstructor(arguments[0], arguments[1]);
}
// `args` is an empty array by default.
if (args === undefined || args === null) args = [];
var superclass = this.getSuperclass();
if (superclass === undefined) throw new TypeError("A superclass for " + this + " could not be found.");
var method = superclass.prototype[methodName];
if (typeof method != "function") throw new TypeError("TypeError: Object " + superclass.prototype + " has no method '" + methodName + "'");
return method.apply(target, args);
};
Function.prototype.callSuperConstructor = function(target, args) {
if (args === undefined || args === null) args = [];
var superclass = this.getSuperclass();
if (superclass === undefined) throw new TypeError("A superclass for " + this + " could not be found.");
return superclass.apply(target, args);
};
Now, not only can you set the superclass of a class with SubClass.setSuperclass(ParentClass), but you can also call overridden methods with SubClass.callSuper(this, 'functionName', [argument1, argument2...]):
/**
* Transform base class
*/
function Transform() {
this.type = "2d";
}
Transform.prototype.toString = function() {
return "Transform";
}
/**
* Translation class.
*/
function Translation(x, y) {
// Parent constructor
Translation.callSuper(this, arguments);
// Public properties
this.x = x;
this.y = y;
}
// Inheritance
Translation.setSuperclass(Transform);
// Override
Translation.prototype.toString = function() {
return Translation.callSuper(this, 'toString', arguments) + this.type + " Translation " + this.x + ":" + this.y;
}
/**
* Rotation class.
*/
function Rotation(angle) {
// Parent constructor
Rotation.callSuper(this, arguments);
// Public properties
this.angle = angle;
}
// Inheritance
Rotation.setSuperclass(Transform);
// Override
Rotation.prototype.toString = function() {
return Rotation.callSuper(this, 'toString', arguments) + this.type + " Rotation " + this.angle;
}
// Tests
translation = new Translation(10, 15);
console.log(translation instanceof Transform); // true
console.log(translation instanceof Translation); // true
console.log(translation instanceof Rotation); // false
console.log(translation.toString()) // Transform2d Translation 10:15
Admittedly, even with the helper functions the syntax here is pretty awkward. Thankfully though, in ECMAScript 6 some syntactic sugar (maximally minimal classes) has been added to make things much prettier. E.g.:
/**
* Transform base class
*/
class Transform {
constructor() {
this.type = "2d";
}
toString() {
return "Transform";
}
}
/**
* Translation class.
*/
class Translation extends Transform {
constructor(x, y) {
super(); // Parent constructor
// Public properties
this.x = x;
this.y = y;
}
toString() {
return super(...arguments) + this.type + " Translation " + this.x + ":" + this.y;
}
}
/**
* Rotation class.
*/
class Rotation extends Transform {
constructor(angle) {
// Parent constructor
super(...arguments);
// Public properties
this.angle = angle;
}
toString() {
return super(...arguments) + this.type + " Rotation " + this.angle;
}
}
// Tests
translation = new Translation(10, 15);
console.log(translation instanceof Transform); // true
console.log(translation instanceof Translation); // true
console.log(translation instanceof Rotation); // false
console.log(translation.toString()) // Transform2d Translation 10:15
Note that ECMAScript 6 is still in the draft stage at this point, and as far as I know is not implemented in any major web browser. However, if you wish you can use something like Traceur compiler to compile ECMAScript 6 down to the plain old ECMAScript 5-based JavaScript. You can see the above example compiled using Traceur here.
While I agree with all above answers, I feel that JavaScript need not be Object Oriented, (Avoid inheritance), instead an object-based approach should be sufficient in most cases.
I like the way Eloquent JavaScript starts its Chapter 8 on Object Oriented Programming talking about OO. Instead of deciphering best way to implement Inheritance, more energy should be devoted to learn functional aspects of JavaScript, hence, I found Chapter 6 on Functional Programming, more interesting.
//This is an example of how to override a method, while preserving access to the original.
//The pattern used is actually quite simple using JavaScripts ability to define closures:
this.somefunction = this.someFunction.override(function(args){
var result = this.inherited(args);
result += this.doSomethingElse();
return result;
});
//It is accomplished through this piece of code (courtesy of Poul Krogh):
/***************************************************************
function.override overrides a defined method with a new one,
while preserving the old method.
The old method is only accessible from the new one.
Use this.inherited() to access the old method.
***************************************************************/
Function.prototype.override = function(func)
{
var remember = this;
var f = function()
{
var save = this.inherited;
this.inherited = remember;
var result = func.apply(this, Array.prototype.slice.call(arguments));
this.inherited = save;
return result;
};
return f;
}
Basic prototypical inheritance
A simple but effective way to do inheritance in JavaScript, is to use the following two-liner :
B.prototype = Object.create(A.prototype);
B.prototype.constructor = B;
That is similar to doing this :
B.prototype = new A();
The main difference between both is that the constructor of A is not run when using Object.create, which is more intuitive and more similar to class based inheritance.
You can always choose to optionally run the constructor of A when creating a new instance of B by adding adding it to the constructor of B :
function B(arg1, arg2) {
A(arg1, arg2); // This is optional
}
If you want to pass all arguments of B to A, you can also use Function.prototype.apply() :
function B() {
A.apply(this, arguments); // This is optional
}
If you want to mixin another object into the constructor chain of B, you can combine Object.create with Object.assign :
B.prototype = Object.assign(Object.create(A.prototype), mixin.prototype);
B.prototype.constructor = B;
Demo
function A(name) {
this.name = name;
}
A.prototype = Object.create(Object.prototype);
A.prototype.constructor = A;
function B() {
A.apply(this, arguments);
this.street = "Downing Street 10";
}
B.prototype = Object.create(A.prototype);
B.prototype.constructor = B;
function mixin() {
}
mixin.prototype = Object.create(Object.prototype);
mixin.prototype.constructor = mixin;
mixin.prototype.getProperties = function() {
return {
name: this.name,
address: this.street,
year: this.year
};
};
function C() {
B.apply(this, arguments);
this.year = "2018"
}
C.prototype = Object.assign(Object.create(B.prototype), mixin.prototype);
C.prototype.constructor = C;
var instance = new C("Frank");
console.log(instance);
console.log(instance.getProperties());
Creating your own wrapper
If you don't like writing roughly the same two-liner throughout your code, you could write a basic wrapper function like this :
function inheritance() {
var args = Array.prototype.slice.call(arguments);
var firstArg = args.shift();
switch (args.length) {
case 0:
firstArg.prototype = Object.create(Object.prototype);
firstArg.prototype.constructor = firstArg;
break;
case 1:
firstArg.prototype = Object.create(args[0].prototype);
firstArg.prototype.constructor = firstArg;
break;
default:
for(var i = 0; i < args.length; i++) {
args[i] = args[i].prototype;
}
args[0] = Object.create(args[0]);
var secondArg = args.shift();
firstArg.prototype = Object.assign.apply(Object, args);
firstArg.prototype.constructor = firstArg;
}
}
How this wrapper works :
If you pass a one parameter, it's prototype will inherit from Object.
If you pass two parameters, the first's prototype will inherit from the second's.
If you pass more than two parameters, the first's prototype will inherit from the second's and the prototypes of other parameters will be mixed in.
Demo
function inheritance() {
var args = Array.prototype.slice.call(arguments);
var firstArg = args.shift();
switch (args.length) {
case 0:
firstArg.prototype = Object.create(Object.prototype);
firstArg.prototype.constructor = firstArg;
break;
case 1:
firstArg.prototype = Object.create(args[0].prototype);
firstArg.prototype.constructor = firstArg;
break;
default:
for(var i = 0; i < args.length; i++) {
args[i] = args[i].prototype;
}
args[0] = Object.create(args[0]);
var secondArg = args.shift();
firstArg.prototype = Object.assign.apply(Object, args);
firstArg.prototype.constructor = firstArg;
}
}
function A(name) {
this.name = name;
}
inheritance(A);
function B() {
A.apply(this, arguments);
this.street = "Downing Street 10";
}
inheritance(B, A);
function mixin() {
}
inheritance(mixin);
mixin.prototype.getProperties = function() {
return {
name: this.name,
address: this.street,
year: this.year
};
};
function C() {
B.apply(this, arguments);
this.year = "2018"
}
inheritance(C, B, mixin);
var instance = new C("Frank");
console.log(instance);
console.log(instance.getProperties());
Note
Object.create can be safely used in every modern browser, including IE9+. Object.assign does not work in any version of IE nor some mobile browsers. It is recommended to polyfill Object.create and/or Object.assign if you want to use them and support browsers that do not implement them.
You can find a polyfill for Object.create here
and one for Object.assign here.
How about this simple approach
function Body(){
this.Eyes = 2;
this.Arms = 2;
this.Legs = 2;
this.Heart = 1;
this.Walk = function(){alert(this.FirstName + ' Is Walking')};
}
function BasePerson() {
var BaseBody = new Body(this);
BaseBody.FirstName = '';
BaseBody.LastName = '';
BaseBody.Email = '';
BaseBody.IntroduceSelf = function () { alert('Hello my name is ' + this.FirstName + ' ' + this.LastName); };
return BaseBody;
}
function Person(FirstName,LastName)
{
var PersonBuild = new BasePerson();
PersonBuild.FirstName = FirstName;
PersonBuild.LastName = LastName;
return PersonBuild;
}
var Person1 = new Person('Code', 'Master');
Person1.IntroduceSelf();
Person1.Walk();
//
// try this one:
//
// function ParentConstructor() {}
// function ChildConstructor() {}
//
// var
// SubClass = ChildConstructor.xtendz( ParentConstructor );
//
Function.prototype.xtendz = function ( SuperCtorFn ) {
return ( function( Super, _slice ) {
// 'freeze' host fn
var
baseFn = this,
SubClassCtorFn;
// define child ctor
SubClassCtorFn = function ( /* child_ctor_parameters..., parent_ctor_parameters[] */ ) {
// execute parent ctor fn on host object
// pass it last ( array ) argument as parameters
Super.apply( this, _slice.call( arguments, -1 )[0] );
// execute child ctor fn on host object
// pass remaining arguments as parameters
baseFn.apply( this, _slice.call( arguments, 0, -1 ) );
};
// establish proper prototype inheritance
// 'inherit' methods
SubClassCtorFn.prototype = new Super;
// (re)establish child ctor ( instead of Super ctor )
SubClassCtorFn.prototype.constructor = SubClassCtorFn;
// return built ctor
return SubClassCtorFn;
} ).call( this, SuperCtorFn, Array.prototype.slice );
};
// declare parent ctor
function Sup( x1, x2 ) {
this.parent_property_1 = x1;
this.parent_property_2 = x2;
}
// define some methods on parent
Sup.prototype.hello = function(){
alert(' ~ h e l l o t h e r e ~ ');
};
// declare child ctor
function Sub( x1, x2 ) {
this.child_property_1 = x1;
this.child_property_2 = x2;
}
var
SubClass = Sub.xtendz(Sup), // get 'child class' ctor
obj;
// reserve last array argument for parent ctor
obj = new SubClass( 97, 98, [99, 100] );
obj.hello();
console.log( obj );
console.log('obj instanceof SubClass -> ', obj instanceof SubClass );
console.log('obj.constructor === SubClass -> ', obj.constructor === SubClass );
console.log('obj instanceof Sup -> ', obj instanceof Sup );
console.log('obj instanceof Object -> ', obj instanceof Object );
//
// Object {parent_property_1: 99, parent_property_2: 100, child_property_1: 97, child_property_2: 98}
// obj instanceof SubClass -> true
// obj.constructor === SubClass -> true
// obj instanceof Sup -> true
// obj instanceof Object -> true
//
The easiest way to use AWeb library. Official sample:
/**
* A-class
*/
var ClassA = AWeb.class({
public : {
/**
* A-class constructor
*/
constructor : function() {
/* Private variable */
this.variable1 = "A";
this.calls = 0;
},
/**
* Function returns information about the object
*/
getInfo : function() {
this.incCalls();
return "name=" + this.variable1 + ", calls=" + this.calls;
}
},
private : {
/**
* Private function
*/
incCalls : function() {
this.calls++;
}
}
});
/**
* B-class
*/
var ClassB = AWeb.class({
extends : ClassA,
public : {
/**
* B-class constructor
*/
constructor : function() {
this.super();
/* Private variable */
this.variable1 = "B";
},
/**
* Function returns extended information about the object
*/
getLongInfo : function() {
return this.incCalls !== undefined ? "incCalls exists" : "incCalls undefined";
}
}
});
/**
* Main project function
*/
function main() {
var a = new ClassA(),
b = new ClassB();
alert(
"a.getInfo " + (a.getInfo ? "exists" : "undefined") + "\n" +
"a.getLongInfo " + (a.getLongInfo ? "exists" : "undefined") + "\n" +
"b.getInfo " + (b.getInfo ? "exists" : "undefined") + "\n" +
"b.getLongInfo " + (b.getLongInfo ? "exists" : "undefined") + "\n" +
"b.getInfo()=" + b.getInfo() + "\n" +
"b.getLongInfo()=" + b.getLongInfo()
);
}
I found a solution much easier than extend and prototyping things. Actually I don't know how efficient this is though it looks clean and functional.
var A = function (p) {
if (p == null) p = this;
p.a1 = 0;
this.a2 = 0;
var a3 = 0;
};
var B = function (p) {
if (p == null) p = this;
p.b1 = new A(this);
this.b2 = new A(this);
var b3 = new A(this);
this b4 = new A();
};
var a = new A ();
var b = new B ();
result:
a
a1 0
a2 0
b
a1 0
b1
a2 0
b2
a2 0
b4
a1 0
a2 0
practical example:
var Point = function (p) {
if (p == null) p = this;
var x = 0;
var y = 0;
p.getPoint = function () { return [x,y]; };
p.setPoint = function (_x,_y) { x = _x; y = _y; };
};
var Dimension = function (p) {
if (p == null) p = this;
var w = 0;
var h = 0;
p.getDimension = function() { return [w,h] };
p.setDimension = function(_w,_h) { w = _w; h = _h };
};
var Rect = function (p) {
if (p == null) p = this;
var dimension = new Dimension(this);
var location = new Point(this);
};
var rect = new Rect ();
rect.setDimension({w:30,h:40});
rect.setPoint({x:50,y:50});

Javascript: Run a function defined outside this closure as if it were defined inside this closure

I want to have a function A that accepts another function B as an argument, and then runs B as it were defined within the closure scope of A, i.e. has access to all the local variables.
For example, simplistically:
var A = function(B){
var localC = "hi";
B();
}
var B = function(){
console.log(localC);
}
A(B); // to log 'hi'
The only way I have found is to use eval. Does ec6 give any better options maybe?
One solution is to pass localC as argument in function B:
var A = function(B) {
var localC = "hi";
B(localC);
}
var B = function(localC) {
console.log(localC);
}
A(B); // outputs hi
Alternative using arguments:
var A = function(B) {
var localC = "hi";
B(localC, "test");
}
var B = function() {
var i = 0;
for (i; i < arguments.length; i++) {
console.log(arguments[i]);
}
}
A(B); // outputs hi, test
You can make the context explicit and pass it to B:
var A = function(B){
var context = {
localC: "hi"
};
B(context);
}
var B = function(context){
console.log(context.localC);
}
A(B); // hi
You can also use this with new and prototype:
var A = function() {
this.localC = "hi";
}
A.prototype.b = function(context){
console.log(this.localC);
}
var a = new A();
a.b(); // hi
or without the prototype:
var A = function() {
this.localC = "hi";
}
var a = new A();
a.b = function(context){
console.log(this.localC);
};
a.b(); // hi
You can use this with bind:
var a = {
localC: "hi"
};
function B(foo) {
console.log(this.localC, foo);
}
B.bind(a)("foo"); // hi foo
// .call:
B.call(a, "foo"); // hi foo
bind sets the context for this. call takes the context as it's first argument.
This one is not good:
var A = function(B){
var localC = "hi";
B.bind(this)(); // this is the global object, you need `new` to create a new scope
}
var B = function(){
console.log(this.localC);
}
A(B); // undefined
var A = function(B){
var self = this;
self.localC = "hi";
self.localD = "hello";
B();
};
var B = function(){
var self=this;
alert(self.localD);
}
A(B); // to log 'hi'

inheritance namespace javascript

How can I inherit an objects variables within namespace(scope)?
var f2 = {
a: 'test'
}
f2.history = {
load: function(){ alert(this.a); }
}
// Turns out Undefined
f2.history.load();
There is no link between f2.history and f2. More generally there is no link between a property value and its holder.
You could call it like this :
f2.history.load.call(f2);
Or you could declare your objects with a factory :
var f2 = (function(){
var self = {
a: 'test'
};
self.history = {
load: function(){ alert(self.a); }
};
return self;
})();
This would allow
f2.history.load();
Another variant would let you define the submodules in a more separated way :
var f2 = {
a: 'test'
};
(function(f){
f.history = {
load: function(){ alert(f.a); }
}
})(f2);
The advantage of this last construct is that it's easy to declare sub-modules in different files.
use the namespace, f2, not this.
load: function(){ alert(f2.a); }
works
var f2 = {
a : 'test',
init: function(a) {
if (a) this.a = a; //set a, if a is defined
},
};
function history(a) {
function F() {};
F.prototype = f2;
var f = new F();
f.init(a);
load = function() {
alert(f.a);
}
return this;
}
var h1 = history();
h1.load(); //alerts "test"
var h2 = history('history');
h2.load(); //alerts "history"
//but now h1 also holds history
h1.load();

JavaScript scope with calling functions of the same class

It works fine as the following:
function A() {
}
A.prototype.f1 = function() {
alert('f1');
};
A.prototype.f2 = function() {
// calls f1
A.prototype.f1();
};
var a = new A();
a.f2(); // alert f1 correctly
But there's a function B to make A undefined to window scope, but can be accessed inside B scope:
function A() {
}
A.prototype.f1 = function() {
alert('f1');
};
A.prototype.f2 = function() {
// calls f1
A.prototype.f1();
};
function B() {
var PrivateA = null;
this.makePrivate = function() {
PrivateA = A; // private access
A = undefined; // undefined with window object
};
this.callA = function() {
var a = new PrivateA();
a.f2(); // it calls A.prototype.f1();, but A is undefined now
};
}
var b = new B();
// expect to accessible
var a = new A();
b.makePrivate();
// expect to inaccessible to window
alert(typeof A); // expect to be 'undefined'
b.callA(); // expect to alert 'f1', which not works now since A is undefined
I want make A accessible before B is called and A inaccessible when B is called.
Please give some advice.
You can set up B to look like this:
function B() {
var PrivateA; // It's not accessible from outside of B's scope
this.makePrivate = function() {
PrivateA = A; // Still in B's scope, so it works
A = undefined;
};
this.callA = function() {
var a = new PrivateA(); // So is this
a.f2();
};
}
Here's what happens when I run it:
> var b = new B();
> A
function A() {
this.f1 = function() {
alert('f1');
};
this.f2 = function() {
// calls f1
this.f1();
};
}
> b.makePrivate();
> A
undefined
> b.callA(); // I get an alert that says 'f1'

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