Object vs Class vs Function - javascript

I was wondering - what's the difference between JavaScript objects, classes and functions?
Am I right in thinking that classes and functions are types of objects?
And what distinguishes a class from a function? Or are they really the same thing, just the term for them changes according to how they are used?
function func() { alert('foo'); } // a function
func(); // call the function - alerts 'foo'
var func2 = function () { alert('hello'); } // acts the same way as 'func' surely?
func2(); // alerts 'hello'
var Class = function() { alert('bar'); }; // a class
var c = new Class(); // an istance of a class - alerts 'bar'
Sure, classes have methods and properties and can be instantiated - but then, I could do the same with any old function - or not?

As you must already be aware by now there are no classes in JavaScript. Instead functions in JavaScript may be made to behave like constructors by preceding a function call with the new keyword. This is known as the constructor pattern.
In JavaScript, everything is an object except for the primitive data types (boolean, number, and string), and undefined. On the other hand null is actually an object reference even though you may at first believe otherwise. This is the reason typeof null returns "object".
Functions in JavaScript are similar to functables in Lua (i.e. they are callable objects). Hence a function can be used in place of an object. Similarly, arrays are also objects in JavaScript. On the other hand, objects can be thought of as associative arrays.
The most important point however is that there are no classes in JavaScript because JavaScript is a prototypal object-oriented language. This means that objects in JavaScript directly inherit from other objects. Hence we don't need classes. All we need is a way to create and extend objects.
Read the following thread to learn more about prototypal inheritance in JavaScript: Benefits of prototypal inheritance over classical?

Update 2015
There are classes in JavaScript they just aren't used on older browsers:
https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Classes
It has constructors, extensions, and the like.
class Cat {
constructor(name) {
this.name = name;
}
speak() {
console.log(this.name + ' makes a noise.');
}
}
class Lion extends Cat {
speak() {
super.speak();
console.log(this.name + ' roars.');
}
}

A Class in JS:
function Animal(){
// Private property
var alive=true;
// Private method
function fight(){ //... }
// Public method which can access private variables
this.isAlive = function() { return alive; }
// Public property
this.name = "Joe";
}
// Public method
Animal.prototype.play = function() { alert("Bow wow!"); }
// .. and so on
Now when you create it's object
var obj = new Animal();
You can expect anything of this object as you would from objects in other language. Just the efforts to achieve it, was a bit different. You should also be looking at inheritance in JS.
Getting back too your question, I'll reword it as:
//Class : A representation of a set with common properties.
//object : One from the set with the same properties.
var Class = function() {alert('bar');}; // A set of function which alert 'bar'
var object = new Class(); // One of the functions who alert's 'bar'.

JavaScript does not have classes, and functions are actually objects in JavaScript (first-class citizens).
The only difference that function objects have is that they are callable.
function func() { alert('foo'); } // a function - Correct
func(); // call the function - alerts 'foo' - Correct
var func2 = function () { alert('foo'); } // same as 'func' surely? - Nope, func2 is a different object, that apparently does the same thing when called.
var Class = function() { alert('bar'); }; - It's a function with no name stored in variable Class.
var c = new Class(); - Calls function stored in Class supplying new empty object as this and returning that object. Functions called as new functionA() are expected to work as constructors and prepare a newly created object (this). In your case - constructor does nothing with the object and just alerts bar.

You also get classes in ES6 that look like this:
//class
class Cat {
//constructor
constructor() {
this.name = 'Snowball';
}
//method
meow() {
console.log('Hello, nyah! My name is ' + this.name + ' nyah!~');
}
};

There are no classes in javascript. But, there are ways to make a function to behave like a class in other languages.
A very good explanation is given here 3 way to define a class in js
Also, found a very good reference for OOP in Javascript

Object is the base type in JavaScript i.e. all the user defined data types inherits from Object in one way or another. So if you define a function or a class [note as of now JS doesn't support class construct, but its proposed in ECMAScript version 6], it will implicitly inherit from Object type.
Classes are really used for encapsulating logical functions and properties into one type / entity and you can 'new' it up using constructor syntax. So if you define a 'Customer' class, you can instantiate it multiple times and each instance / object can have different values. They can even share the values if you define class level value using prototype.
Since JS doesn't support class construct at the moment, functions can really act as individual method as well as container for other functions or types.
I hope with ECMAScript 6 we will have clear separation between these constructs similar to what we have in other languages like C#, Java etc.

Related

Javascript nested prototypes

The other day I was fiddling with Javascript, and I noticed that I can't write a prototype to an object within a prototype function. Like this:
var obj = function() { }
obj.prototype.First = function() {
this.prototype.Second = function() {
alert("Second Prototype");
}
}
obj.First();
obj.Second();
For some reason, the second prototype won't work and the code doesn't run. Is my syntax wrong or are there some prototype limitations that I don't know about? Thanks!
Edit:
I'm not trying to add a prototype to a prototype... that wouldn't make much sense. This is what I'm trying to do: Add two separate prototypes to obj. Prototype 2 is defined when prototype 1 is called. I thought that this would contain a reference to object, so this.prototype would be the same as obj.prototype, but it doesn't work as expected.
This is an old question, but I thought I'd add my two cents.
This code is trying to add functions on 'prototype'. However, this can only be done on the class name. What you have is a variable pointing to an anonymous class. To access the variable of an anonymous variable use 'proto'. The below is the same as your example, except, using proto it is 'successful'. Although, I don't see the benefit of using prototypes like this as the prototype added methods only apply to the anonymous instance 'obj'. http://jsbin.com/zapocamipi/edit?js,console
var obj = function() { }
obj.__proto__.First = function() {
console.log("First Prototype");
this.__proto__.Second = function() {
console.log(this);
}
}
obj.First();
obj.Second();
Maybe this could help you out understanding the role of a constructor function and the prototype.
Depending on what you're trying to do (obj, First and Second doesn't really show your intention) you could do:
A Person has Eyes. This can be done through composition.
An Employer is a Person but a Person is not necessarily an Employer (can be Client or Consultant too). This could be done through inheritance.
A Cat can move. In a Class based language Cat has to implement Movable but in JavaScript you can use mix ins and leave the implementation to the default implementation that Movable provides or override it. JavaScript does not compile time check if you do implement certain things.
If you would like to change the type of the object instance after calling a certain function then it's dangerous to meddle with the prototype because that will affect all instances of that type.
Maybe you should return an instance of another type.
var Customer = function(name) {
this.name=name || 'unknown';
};
Customer.createVipCustomer = function() {
return new VipCustomer(this);
}
var VipCustomer=function(customer){
//re use Customer constructor
Customer.call(this,customer.name);
this.isVip=true;
}
//inherit the protype defined members
VipCustomer.prototype=Object.create(Customer.prototype);
VipCustomer.prototype.constructor=VipCustomer;
VipCustomer.prototype.second=function(){
console.log('this is second');
}
var aCustomer = new Customer('Ben');
//update to VipCustomer
aCustomer = Customer.createVipCustomer(aCustomer);
aCustomer.second();
this.prototype doesn't exist.
If you want to add a property to the instance, use this.
If you want to add a property to the prototype, use Constructor.prototype.
Also, obj is a function (class), not an instance,
You want to create an instance using the new keyword, and you should name the constructor function as UpperCamelCase.

JavaScript inheritance: Object.create vs new

In JavaScript what is the difference between these two examples:
Prerequisite:
function SomeBaseClass(){
}
SomeBaseClass.prototype = {
doThis : function(){
},
doThat : function(){
}
}
Inheritance example A using Object.create:
function MyClass(){
}
MyClass.prototype = Object.create(SomeBaseClass.prototype);
Inheritance example B using the new keyword
function MyClass(){
}
MyClass.prototype = new SomeBaseClass();
Both examples seem to do the same thing. When would you chose one over the other?
An additional question:
Consider code in below link (line 15), where a reference to the the function's own constructor is stored in the prototype. Why is this useful?
https://github.com/mrdoob/three.js/blob/master/src/loaders/ImageLoader.js
Excerpt (if you don't want to open the link):
THREE.ImageLoader.prototype = {
constructor: THREE.ImageLoader
}
In your question you have mentioned that Both examples seem to do the same thing, It's not true at all, because
Your first example
function SomeBaseClass(){...}
SomeBaseClass.prototype = {
doThis : function(){...},
doThat : function(){...}
}
function MyClass(){...}
MyClass.prototype = Object.create(SomeBaseClass.prototype);
In this example, you are just inheriting SomeBaseClass' prototype but what if you have a property in your SomeBaseClass like
function SomeBaseClass(){
this.publicProperty='SomeValue';
}
and if you use it like
var obj=new MyClass();
console.log(obj.publicProperty); // undefined
​console.log(obj);​
The obj object won't have publicProperty property like in this example.
Your second example
MyClass.prototype = new SomeBaseClass();
It's executing the constructor function, making an instance of SomeBaseClass and inheriting the whole SomeBaseClass object. So, if you use
var obj=new MyClass();
console.log(obj.publicProperty); // SomeValue
console.log(obj);​
In this case its publicProperty property is also available to the obj object like in this example.
Since the Object.create is not available in some old browsers, in that case you can use
if(!Object.create)
{
Object.create=function(o){
function F(){}
F.prototype=o;
return new F();
}
}
Above code just adds Object.create function if it's not available so you can use Object.create function and I think the code above describes what Object.create actually does. Hope it'll help in some way.
Both examples seem to do the same thing.
That's true in your case.
When would you chose one over the other?
When SomeBaseClass has a function body, this would get executed with the new keyword. This usually is not intended - you only want to set up the prototype chain. In some cases it even could cause serious issues because you actually instantiate an object, whose private-scoped variables are shared by all MyClass instances as they inherit the same privileged methods. Other side effects are imaginable.
So, you should generally prefer Object.create. Yet, it is not supported in some legacy browsers; which is the reason you see the new-approach much too frequent as it often does no (obvious) harm. Also have a look at this answer.
The difference becomes obvious if you use Object.create() as it is intended. Actually, it does entirely hideout the prototype word from your code, it'll do the job under the hood. Using Object.create(), we can go like
var base = {
doThis : function(){
},
doThat : function(){
}
};
And then we can extend/inherit other objects from this
var myObject = Object.create( base );
// myObject will now link to "base" via the prototype chain internally
So this is another concept, a more "object oriented" way of inherting. There is no "constructor function" out of the box using Object.create() for instance. But of course you could just create and call a self defined constructor function within those objects.
One argument for using Object.create() is that it might look more natural to mix/*inherit* from other objects, than using Javascripts default way.
I am not an expert in java script but here is a simple example to understand difference between "Object.create" and "new" ..
step 1 : create the parent function with some properties and actions..
function Person() {
this.name = 'venkat';
this.address = 'dallas';
this.mobile='xxxxxxxxxx'
}
Person.prototype.func1 = function () {
return this.name + this.address;
}
step 2 : create a child function (PersonSalary) which extends above Person function using New keyword..
function PersonSalary() {
Person.call(this);
}
PersonSalary.prototype = new Person();
PersonSalary();
step 3 : create second child function (PersonLeaves) which extends above Person function using Object.create keyword..
function PersonLeaves() {
Person.call(this);
}
PersonLeaves.prototype = Object.create(Person.prototype);
PersonLeaves();
// Now check both child functions prototypes.
PersonSalary.prototype
PersonLeaves.prototype
both of these child functions will link to Person(parent function) prototype and can access it's methods but if you create child function using new it will return a brand new object with all parent properties which we don't need and also when you create any object or function using "New" that parent function is executed which we don't want to be.
Here are the takeaways
if you just want to delegate to some methods in parent function and don't want a new object to be created , using Object.create is best way.
A couple of additions to this answer set, mindful that JS obviously now has native classes:
In both Example A and Example B the static inheritance chain is not configured.
In Example B the superclass constructor is run at the "wrong time". It is run before the call to instantiate an instance of the subclass, before any arguments are known and perhaps before you have decided to instantiate an instance of the subclass. Note that constructors can contain any logic they like, including side-effectful logic, so this can be impactful.
Post-ES6 the inheritance chain can be configured in a standardised way using the class and extends keywords (which solve both of these issues).
See also.

Can a function be considered similar to a class?

If I have a function say:
var my_function = function()
{
}
If the function is not called, it is not taking up memory, it is just text sitting in memory.
However if you call it by say...
function_instance = new my_function();
It is instantiated is a sort of way, and the variables and methods it contains are loaded into memory.
Is this a way to represent a class/object model similar to C++?
Is my interpretation correct?
In javascript, the class concept does not exist. Everything is an object. When you use the new operator it copies the prototype of that function into a new object. In other words, you can emulate what class can do in c++, but it's not a class.
"a way to represent a class/object model similar to C++" would be through the use of prototypes.
As Kevin M pointed out, you can use the this keyword to create instance variables in a function, like so:
var my_function(foo)
{
this.foo = foo;
this.bar = function()
{
// bar-ing here
}
}
The problem however, that whenever you instantiate my_function(), a new instance of the my_function.bar function is also created. Enter prototypes:
var barPrototype = { "bar" : function()
{
// bar-ing here
}
};
var my_function(foo)
{
this.foo = foo;
}
my_function.prototype = barPrototype;
So, to sum it all up, the prototype keyword can be used to create function-specific, inheritable properties that are analoguous to C++'s member functions. Member functions of C++ aren't instantiated for each instance of a class. Instead, the compiler adds a this pointer to the function's parameters; this pointer points to the instance that the member function is called on.
More JSey fun to be had here: http://javascript.infogami.com/Javascript_in_Ten_Minutes
In JavaScript a new class is defined by creating a function. The function may contain other functions (methods), properties, etc.
When a function is called using the new operation the function becomes a constructor for that class. Inside the constructor the variable " this " is created and points to the object.
function Man(){
this.name = 'John';
}
var person = new Man;
console.log(person.name);
As mentioned, Javascript functions can act as objects so Javascript can be object oriented but object inheritance is prototypical and not like C++. John Resig, the creator of jQuery, has done some work on emulating traditional classes and inheritance in javascript. You could take a look at his blog for an interesting example:
http://ejohn.org/blog/simple-javascript-inheritance/

Prototype or inline, what is the difference?

I am just learning Javascript and I was wondering, is using the prototype declaration, like this:
function TSomeObj()
{
this.name="my object";
}
TSomeObj.prototype.showname = function() {
alert(this.name);
}
Basically the same as doing it like this:
function TSomeObj()
{
this.name="my object";
this.showname = function() {
alert(this.name);
}
}
When I dump the object's properties I get the same result:
TSomeObj (inline version) =
{
'name': 'my object',
'test': function
}
TSomeObj (prototype declaration) =
{
'name': 'my object',
'test': function
}
What exactly is the benefit of using prototype declarations? Except less cluttering and more orderly sourcecode perhaps.
Update: I should perhaps have made it more clear that it was the final result i was curious about. The end result is ofcourse the same (i.e both register a new function in the object prototype) - but the way they do it is wildly different. Thank you for all replies and info!
Note: This answer is accurate but does not fully reflect the new way to create classes in JavaScript using the ES6 class Thing {} syntax. Everything here does in fact apply to ES6 classes, but might take some translation.
I initially answered the wrong question. Here is the answer to your actually-asked question. I'll leave my other notes in just in case they're helpful to someone.
Adding properties to an object in the constructor function through this.prop is different from doing so outside through Object.prototype.prop.
The most important difference is that when you add a property to the prototype of a function and instantiate a new object from it, that property is accessed in the new object by stepping up the inheritance chain rather than it being directly on the object.
var baseobj = {};
function ObjType1() {
this.prop = 2;
}
function ObjType2() {}
ObjType1.prototype = baseobj;
ObjType2.prototype = baseobj; // these now have the *same* prototype object.
ObjType1.prototype.prop = 1;
// identical to `baseobj.prop = 1` -- we're modifying the prototype
var a = new ObjType1(),
b = new ObjType2();
//a.hasOwnProperty('prop') : true
//b.hasOwnProperty('prop') : false -- it has no local property "prop"
//a: { prop = 2 }, b : { prop = 1 } -- b's "prop" comes from the inheritance chain
baseobj.prop = 3;
//b's value changed because we changed the prototype
//a: { prop = 2 }, b : { prop = 3 }
delete a.prop;
//a is now reflecting the prototype's "prop" instead of its own:
//a: { prop = 3 }, b : { prop = 3 }
A second difference is that adding properties to a prototype occurs once when that code executes, but adding properties to the object inside the constructor occurs each time a new object is created. This means using the prototype performs better and uses less memory, because no new storage is required until you set that same property on the leaf/proximate object.
Another difference is that internally-added functions have access to private variables and functions (those declared in the constructor with var, const, or let), and prototype-based or externally-added functions do not, simply because they have the wrong scope:
function Obj(initialx, initialy) {
var x = initialx,
y = initialy;
this.getX = function() {
return x;
}
var twoX = function() { // mostly identical to `function twoX() { ... }`
return x * 2;
}
this.getTwoX = function() {
return twoX();
}
}
Obj.prototype.getY = function() {
return y; // fails, even if you try `this.y`
}
Obj.prototype.twoY = function() {
return y * 2; // fails
}
Obj.prototype.getTwoY = function() {
return twoY(); // fails
}
var obj = new Obj();
// obj.y : fails, you can't access "y", it is internal
// obj.twoX() : fails, you can't access "twoX", it is internal
// obj.getTwoX() : works, it is "public" but has access to the twoX function
General notes about JavaScript objects, functions, and inheritance
All non-string and non-scalar variables in JavaScript are objects. (And some primitive types undergo boxing when a method is used on them such as true.toString() or 1.2.valueOf()). They all act somewhat like a hash/dictionary in that they have an unlimited(?) number of key/value pairs that can be assigned to them. The current list of primitives in JavaScript is: string, number, bigint, boolean, undefined, symbol, null.
Each object has an inheritance chain of "prototypes" that go all the way up to the base object. When you access a property of an object, if that property doesn't exist on the object itself, then the secret prototype of that object is checked, and if not present then that object's prototype, so on and so forth all the way up. Some browsers expose this prototype through the property __proto__. The more modern way to get the prototype of an object is Object.getPrototypeOf(obj). Regular objects don't have a prototype property because this property is for functions, to store the object that will be the prototype of any new objects created using that function as their constructor.
A JavaScript function is a special case of an object, that in addition to having the key/value pairs of an object also has parameters and a series of statements that are executed in order.
Every time a function object is invoked it is paired with another object that is accessed from within the function by the keyword this. Usually, the this object is the one that the function is a property of. For example, ''.replace() boxes the string literal to a String, then inside the replace function, this refers to that object. another example is when a function is attached to a DOM element (perhaps an onclick function on a button), then this refers to the DOM element. You can manually choose the paired this object dynamically using apply or call.
When a JavaScript function is invoked with the new keyword as in var obj = new Obj(), this causes a special thing to happen. If you don't specifically return anything, then instead of obj now containing the return value of the Obj function, it contains the this object that was paired with the function at invocation time, which will be a new empty object with the first parent in its inheritance chain set to Obj.prototype. The invoked Obj() function, while running, can modify the properties of the new object. Then that object is returned.
You don't have to worry much about the keyword constructor, just suffice it to say that obj.constructor points to the Obj function (so you can find the thing that created it), but you'll probably not need to use this for most things.
Back to your question. To understand the difference between modifying the properties of an object from within the constructor and modifying its prototype, try this:
var baseobj = {prop1: 'x'};
function TSomeObj() {
this.prop2 = 'y';
};
TSomeObj.prototype = baseobj;
var a = new TSomeObj();
//now dump the properties of `a`
a.prop1 = 'z';
baseobj.prop1 = 'w';
baseobj.prop2 = 'q';
//dump properties of `a` again
delete a.prop1;
//dump properties of `a` again
You'll see that setting a.prop1 is actually creating a new property of the proximate object, but it doesn't overwrite the base object's prop1. When you remove prop1 from a then you get the inherited prop1 that we changed. Also, even though we added prop2 after a was created, a still has that property. This is because javascript uses prototype inheritance rather than classic inheritance. When you modify the prototype of TSomeObj you also modify all its previously-instantiated objects because they are actively inheriting from it.
When you instantiate a class in any programing language, the new object takes on the properties of its "constructor" class (which we usually think of as synonymous with the object). And in most programming languages, you can't change the properties or methods of the class or the instantiated object, except by stopping your program and changing the class declaration.
Javascript, though, lets you modify the properties of objects and "classes" at run-time, and all instantiated objects of that type class are also modified unless they have their own properties that override the modification. Objects can beget objects which can beget objects, so this works in a chain all the way up to the base Object class. I put "classes" in quotes because there really isn't such a thing as a class in JavaScript (even in ES6, it's mostly syntactic sugar), except that the new keyword lets you make new objects with the inheritance chain hooked up for you, so we call them classes even though they're just the result of constructor functions being called with the new keyword.
Some other notes: functions have a Function constructor, objects have an Object constructor. The prototype of the Function constructor is (surprise, surprise) Object.
Inheriting from an object without the constructor function running
In some cases, it's useful to be able to create a new "instance of an object" without the constructor function running. You can inherit from a class without running the class's constructor function like so (almost like manually doing child.__proto__ = parent):
function inheritFrom(Class) {
function F() {};
F.prototype = Class.prototype;
return new F();
}
A better way to do this now is Object.setPrototypeOf().
The accepted answer missed the most important distinctions between prototypes and methods bound to a specific object, so I'm going to clarify
Prototype'd functions are only ever declared once. Functions attached using
this.method = function(){}
are redeclared again and again whenever you create an instance of the class. Prototypes are, thus, generally the preferred way to attach functions to a class since they use less memory since every instance of that class uses the same functions. As Erik pointed out, however, functions attached using prototypes vs attached to a specific object have a different scope, so prototypes don't have access to "private" variables defined in a function constructor.
As for what a prototype actually is, since it's an odd concept coming from traditional OO languages:
Whenever you create a new instance of a function:
var obj = new Foo();
the following logic is run (not literally this code, but something similar):
var inheritsFrom = Foo,
objectInstance = {};
objectInstance.__proto__ = inheritsFrom.prototype;
inheritsFrom.apply( objectInstance, arguments );
return objectInstance;
so:
A new object is created, {}, to represent the new instance of the function
The prototype of the function is copied to __proto__ of the new object. Note that this is a copy-by-reference, so Foo.prototype and objectInstance.__proto__ now refer to the same object and changes made in one can be seen in the other immediately.
The function is called with this new object being set as this in the function
and whenever you try to access a function or property, e.g.: obj.bar(), the following logic gets run:
if( obj.hasOwnProperty('bar') ) {
// use obj.bar
} else if( obj.__proto__ ){
var proto = obj.__proto__;
while(proto){
if( proto.hasOwnProperty('bar') ){
// use proto.bar;
}
proto = proto.__proto__;
}
}
in other words, the following are checked:
obj.bar
obj.__proto__.bar
obj.__proto__.__proto__.bar
obj.__proto__.__proto__.__proto__.bar
... etc
until __proto__ eventually equals null because you've reached the end of the prototype chain.
Many browsers actually expose __proto__ now, so you can inspect it in Firebug or the Console in Chrome/Safari. IE doesn't expose it (and may very well have a different name for the same thing internally).

Setting methods through prototype object or in constructor, difference? [duplicate]

This question already has answers here:
Use of 'prototype' vs. 'this' in JavaScript?
(15 answers)
Closed 7 years ago.
Could you explain the difference between setting methods in the constructor and through prototype object? The following code shows these two ways of setting the methods - say_hello and say_bye both work fine:
function MessageClass() {
this.say_bye = function() { alert('see ya'); };
}
MessageClass.prototype.say_hello = function() { alert('hello'); };
x = new MessageClass();
x.say_hello();
x.say_bye();
foxxtrot and annakata are both correct, but I'll throw in my 2 cents.
If you use the prototype then each instance of the "MessageClass" is really referencing the same functions. The functions exist in memory only once and are used for all instances. If you declare the methods in the constructor (or otherwise add it to a specific instance) rather than the prototype then a new function is created for each instance of MessageClass.
That being said, there is probably not any noticeable performance difference for most cases and it is unlikely that you will see a memory usage difference either. I would go with the prototype method unless you have a compelling reason to do otherwise. The only reason I can thing that you might want to declare a method in the constructor is if you need a closure. For example, if you have event handlers or you wanted to simulate private properties with getters/setters you might do:
function MessageClass() {
var self = this;
this.clickHander = function(e) { self.someoneClickedMe = true; };
var _private = 0;
this.getPrivate = function() { return _private; };
this.setPrivate = function(val) { _private = val; };
}
EDIT: Because there has been discussion about how this effects objects extended by another object with functions assigned in the constructor I'm adding a bit more detail. I might use the term "class" to simplify the discussion, but it is important to note that js does not support classes (that doesn't mean we can't do good OO development) or we would not be discussing this issue.
Most javascript libraries call the constructor on the base class and the sub class. (e.g. Prototype.js's Object.extend) This means that methods assigned in the constructor of each will be available on the resulting objects. However, if you are extending objects yourself there can be unexpected consequences.
If I take the MessageClass above and extend it:
function ErrorMessageClass() {}
ErrorMessageClass.prototype = new MessageClass();
errorMsg = new ErrorMessageClass();
Then errorMsg will have a getPrivate and setPrivate method on it, but they may not behave as you would expect. Because those functions were scoped when they were assigned (i.e. at "ErrorMessageClass.prototype = new MessageClass()" not only are the get/setPrivate methods shared, the _private variable gets shared across all instances of ErrorMessageClass as well. This essentially makes _private a static property for ErrorMessageClass. For example:
var errorA = new ErrorMessageClass();
var errorB = new ErrorMessageClass();
errorA.setPrivate('A');
console.log(errorA.getPrivate()); // prints 'A'
console.log(errorB.getPrivate()); // prints 'A'
errorB.setPrivate('B');
console.log(errorA.getPrivate()); // prints 'B'
Likewise with the clickHandler function and someoneClickedMe property:
errorA.clickHandler();
console.log(errorA.someoneClickedMe); // prints 'true'
console.log(errorB.someoneClickedMe); // prints 'true'
However, change those function definitions to use this._private:
this.getPrivate = function() { return this._private; };
this.setPrivate = function(val) { this._private = val; };
and behavior of instances of ErrorMessageClass becomes more of what you would expect:
errorA.setPrivate('A');
errorB.setPrivate('B');
console.log(errorA.getPrivate()); // prints 'A'
console.log(errorB.getPrivate()); // prints 'B'
If you bind methods by prototype JS only has to do it once and binds to an object class (which makes it elligible for OO JS extensions).
If you do the binding within the "class" function, JS has to do the work of creating and assigning for each and every instance.
The difference is when you derive a class from Message Class. Only the methods declared on the prototype will be available on child classes of Message.

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