Prototypal Inheritance best practices? - javascript

I'm just getting into JavaScript and I'm trying to wrap my head around prototypal inheritance. It appears that there's multiple ways to achieve the same effect, so I wanted to see if there is any best practices or reasons to do things one way over the other. Here's what I'm talking about:
// Method 1
function Rabbit() {
this.name = "Hoppy";
this.hop = function() {
console.log("I am hopping!");
}
}
// Method 2
function Rabbit() {}
Rabbit.prototype = {
name: "Hoppy",
hop: function() {
console.log("I am hopping!");
}
}
// Method 3
function Rabbit() {
this.name = "Hoppy";
}
Rabbit.prototype.hop = function() {
console.log("I am hopping!");
}
// Testing code (each method tested with others commented out)
var rabbit = new Rabbit();
console.log("rabbit.name = " + rabbit.name);
rabbit.hop();
All of these appear to have the same effect individually (unless I'm missing something). So is one method preferred over the other? How do you do it?

When you put a method on the prototype, every instance object shares the same reference to the method. If you have 10 instances, there is 1 copy of the method.
When you do what you did in example 1, every instance object has its own version of the same method, so if you create 10 of your objects, there are 10 copies of the code running around.
Using the prototype works because javascript has machinery for associated a function execution with a instance, i.e. it sets the this property for the execution of the function.
So using the prototype is highly preferred since it uses less space (unless of course, that is what you want).
In method 2, you are setting the prototype by setting it equal to an object literal. Note that here you are setting a property, which I think you don't intend to do, since all instances will get the same property.
In Method 3, you are building the prototype one assignment at a time.
I prefer method 3 for all things. i.e. In my constructor I set my property values
myObj = function(p1){
this.p1; // every instance will probably have its own value anyway.
}
myObj.prototype.method1 = function(){..} // all instances share the same method, but when invoked **this** has the right scope.

Let's look at your examples one at a time. First:
function Rabbit() {
this.name = "Hoppy";
this.hop = function() { //Every instance gets a copy of this method...
console.log("I am hopping!");
}
}
var rabbit = new Rabbit();
The above code will work, as you have said in your question. It will create a new instance of the Rabbit class. Every time you create an instance, a copy of the hop method will be stored in memory for that instance.
The second example looked like this:
function Rabbit() {}
Rabbit.prototype = {
name: "Hoppy",
hop: function() { //Now every instance shares this method :)
console.log("I am hopping!");
}
}
var rabbit = new Rabbit();
This time, every instance of Rabbit will share a copy of the hop method. That's much better as it uses less memory. However, every Rabbit will have the same name (assuming you don't shadow the name property in the constructor). This is because the method is inherited from the prototype. In JavaScript, when you try to access a property of an object, that property will first be searched for on the object itself. If it's not found there, we look at the prototype (and so on, up the prototype chain until we reach an object whose prototype property is null).
Your third example is pretty much the way I would do it. Methods shared between instances should be declared on the prototype. Properties like name, which you may well want to set in the constructor, can be declared on a per-instance basis:
function Rabbit(rabbitName) {
this.name = rabbitName;
}
Rabbit.prototype.hop = function() {
console.log("Hopping!");
}

This is an important issue that is often misunderstood. It depends what you're trying to do. Generally speaking, hvgotcode's answer is right on. Any object that will be instantiated frequently should attach methods and properties to the prototype.
But there are advantages to the others in very specific situations. Read this, including the comments: http://net.tutsplus.com/tutorials/javascript-ajax/stop-nesting-functions-but-not-all-of-them/
There are occasions when method 1 above helps, enabling you to have "private" readable/writable properties and methods. While this often isn't worth the sacrifice in heavily instantiated objects, for objects instantiated only once or a few times, or without many internal assignments, or if you're in a dev team environment with lots of different skill levels and sensibilities, it can be helpful.
Some devs incorporate another good strategy that attempts to bridge some of the shortcomings of the others. That is:
var Obj = function() {
var private_read_only = 'value';
return {
method1: function() {},
method2: function() {}
};
};

// option 4
var Rabbit {
constructor: function () {
this.name = "Hoppy";
return this;
},
hop: function() {
console.log("I am hopping!");
}
};
var rabbit = Object.create(Rabbit).constructor();
console.log("rabbit.name = " + rabbit.name);
rabbit.hop();
When doing prototypical OO using new and constructor functions is completely optional.
As has already been noted, if you can share something through the prototype do so. Prototypes are more efficient memory wise and they are cheaper in terms of instantiation time.
However a perfectly valid alternative would be
function Rabbit() {
// for some value of extend https://gist.github.com/1441105
var r = extend({}, Rabbit);
r.name = "Hoppy";
return r;
}
Here your extending "instances" with the properties of the "prototype". The only advantage real prototypical OO has is that it's a live link, meaning that changes to the prototype reflect to all instances.

Do some performance testing (declare around 1 milion rabbit variables) . First method will be the most time and memory consuming.

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.

A few questions about how JavaScript works

I have been looking deeply into JavaScript lately to fully understand the language and have a few nagging questions that I can not seem to find answers to (Specifically dealing with Object Oriented programming).
Assuming the following code:
function TestObject()
{
this.fA = function()
{
// do stuff
}
this.fB = testB;
function testB()
{
// do stuff
}
}
TestObject.prototype = {
fC : function
{
// do stuff
}
}
What is the difference between functions fA and fB? Do they behave exactly the same in scope and potential ability? Is it just convention or is one way technically better or proper?
If there is only ever going to be one instance of an object at any given time, would adding a function to the prototype such as fC even be worthwhile? Is there any benefit to doing so? Is the prototype only really useful when dealing with many instances of an object or inheritance?
And what is technically the "proper" way to add methods to the prototype the way I have above or calling TestObject.prototype.functionName = function(){} every time?
I am looking to keep my JavaScript code as clean and readable as possible but am also very interested in what the proper conventions for Objects are in the language. I come from a Java and PHP background and am trying to not make any assumptions about how JavaScript works since I know it is very different being prototype based.
What is the difference between functions fA and fB
In practice, nothing. The primary difference between a function expression (fA) and a function declaration (fB) is when the function is created (declared functions are available before any code is executed, whereas a function expression isn't available until the expression is actually executed). There are also various quirks associated with function expressions that you may stumble across.
In the example, I'd use a function expression, simply because declaring a function expression, then assigning the result seems a bit abstracted. But there is nothing "right" or "wrong" about either approach.
If there is only ever going to be one instance of an object at any given time, would adding a function to the prototype such as fC even be worthwhile?
No. Just about everyone who goes does inheritance finds that plain objects are often simpler and therefore "better". Prototype inheritance is very handy for patching built–in objects though (e.g. adding Array.prototype.each where absent).
And what is technically the "proper" way to add methods to the prototype…
There isn't one. Replacing the default prototype with some other object seems like a bit of a waste, but assigning an object created by a literal is perhaps tidier and easier to read that sequential assignments. For one or two assignments, I'd use:
Constructor.prototype.method = function(){…}
but for lots of methods I'd use an object literal. Some even use a classic extend function and do:
myLib.extend(Constructor.prototype, {
method: function(){…}
});
Which is good for adding methods if some have already been defined.
Have a look at some libraries and decide what you like, some mix and match. Do whatever suits a particular circumstance, often it's simply a matter of getting enough code to all look the same, then it will look neat whatever pattern you've chosen.
fA and fB are effectively the same and it is just a matter of convention.
If there is only one instance of a object I wouldn't even use a constructor function, but rather just a object literal, such as:
var o = {
fA: function () { ... },
fB: function () { ... },
fC: function () { ... }
};
As for adding it to an instance or a prototype, the instance is slightly more efficient than adding it to the prototype if you only have one instance but, as I said, use a literal instead.
I avoid declaring functions in the constructor because each invocation of the constructor will create new object representing each function. These objects are not very large they tend to add up if many objects are created. If the functions can be moved to the prototype, it is much more efficient to do so.
As for adding to the prototype, I favor the
TestObject.prototype.functionName = function () { };
style but it is a matter of preference. I like the above because it looks the same whether you are extending the prototype or creating the intial prototype.
Also are there any definitive JavaScript style guides or documentation
about how JavaScript operates at a low level?
Damn no javascript programmer should ever miss "Professional JavaScript for Web Developers". This is a fantastic book, that goes into the deep. It explains objects, class emulation, functions, scopes and much much more. It is also a JS reference.
And what is technically the "proper" way to add methods to the
prototype the way I have above or calling
TestObject.prototype.functionName = function(){} every time?
As for the way to define classes, I would recommend to have a look at various JS MVC frameworks (like Spine.js, which is lightweight ). You do not need the whole of them, just their class emulation libraries. The main reason for this, is that JS does not have the concept of classes, rather it is purely consisted of objects and prototypes. On the other hand classes can be perfectly emulated (please do not take the word emulated as it is something missing). As this needs some discipline from the programmer, it is better to have a class emulation library to do the job and make you code cleaner.
The standard methods that a programmer should expect of a class emulation library are:
// define a new Class
var AClass = Class.create({
// Object members (aka prototype),
// usually an initialize() method is called if it is defined
// as the "constructor" function when a class object is created
}, {
// Static members
});
// create a child class that inherits methods and attributes from parent
var ChildClass = AClass.extend({
// Child object members
},{
// Child static members
});
AClass.include({
// Object amendments (aka mixin), methods and attributes
// to be injected to the class object
},{
// Statics amendments, methods and attributes to be
// injected as class static members
});
// check object type
var aObj = new AClass();
aObj instanceof AClass; // true
aObj instanceof ChildClass; // false
var cObj = new ChildClass();
cObj instanceof AClass; // true
cObj instanceof ChildClass; // true
I answer for first part: there is no differences, when you declare function not as variable then declaration of it rises in the block, so
...
func();
...
function func () { ... }
is equal to
var func = function () { ... };
...
func();
...
So your code
function TestObject () {
this.fA = function() { // do stuff };
this.fB = testB;
function testB() { // do stuff }
}
is equal to
function TestObject () {
var testB = function () { // do stuff };
this.fA = function () { // do stuff };
this.fB = testB;
}

Javascript object definition techniques, pros and cons

What are the basic ways of defining reusable objects in Javascript? I say reusable to exclude singleton techniques, such as declaring a variable with object literal notation directly. I saw somewhere that Crockford defines four such ways in his book(s) but I would rather not have to buy a book for this short bit of information.
Here are the ways I'm familiar with:
Using this, and constructing with new (I think this is called classical?)
function Foo() {
var private = 3;
this.add = function(bar) { return private + bar; }
}
var myFoo = new Foo();
Using prototypes, which is similar
function Foo() {
var private = 3;
}
Foo.prototype.add = function(bar) { /* can't access private, correct? */ }
Returning a literal, not using this or new
function Foo() {
var private = 3;
var add = function(bar) { return private + bar; }
return {
add: add
};
}
var myFoo = Foo();
I can think of relatively minor variations on these that probably don't matter in any significant way. What styles am I missing? More importantly, what are the pros and cons of each? Is there a recommended one to stick to, or is it a matter of preference and a holy war?
Use the prototype. Returning specific objects from constructors makes them non-constructors, and assigning methods to this makes inheritance less convenient.
Returning an object literal
Pros:
If a person forgets new, they still get the object.
You can create truly private variables, since all methods of the object defined inside the constructor share its scope.
Cons:
It’s not a real constructor. Adding something to its prototype won’t change the returned objects, new or no new. new Foo() instanceof Foo would also result in false.
Using prototype
Pros:
You leave the constructor uncluttered.
This is the standard way of doing things in JavaScript, and all built-in constructors put their methods on their prototypes.
Inheritance becomes easier and more correct; you can (and should) use Object.create(ParentConstructor.prototype) instead of new ParentConstructor(), then call ParentConstructor from within Constructor. If you want to override a method, you’re able to do it on the prototype.
You can “modify” objects after they’ve already been created.
You can extend the prototypes of constructors you don’t have access to.
Cons:
It can get to be a bit too verbose, and if you want to change the function’s name, you have to change all of the functions added to the prototype, too. (Either that or define the prototype as one big object literal with a compatible property descriptor for constructor.)
They don’t share an instance-specific scope, so you can’t really have private variables.
Assigning to this.* in the constructor
Pros:
You can use closures and therefore private member variables.
Cons:
No duck typing; you can’t call a method right off of the prototype with any old object. For example, Array.prototype.slice.call(collectionLikeObject).
It's mostly a matter of preference. There's no one way to make Chicken Noodle soup, and uniform objects are the same way.
I don't use any of those 3, although they all work for their own purposes. I use a custom function called Object:deploy, and use it like this..
var a = { hey: 'hello' },
b = {}.deploy(a);
console.log(b.hey); // 'hello'
Using prototype is the best for most people because of automatic trickling.
function A() {};
A.prototype.hello = "Hey";
var a = new A();
console.log(a.hello); // 'Hey'
A.prototype.hello = "Hello";
console.log(a.hello); // 'Hello'
And contrary to popular belief, you can use private variables in prototype.
function Hello() {};
(function () {
var greeting = "Hello";
Hello.prototype.greet = function () { return greeting };
}).apply(this);
But even though that's possible, it's usually better to do..
function Hello() {};
Hello.prototype.greeting = "Hello";
Hello.prototype.greet = function () { return this.greeting };
Well the second approach (prototype) is more similar to standard classes in other languages like Python, in that you have a common "prototype" object which all instances are sharing. To compare the first and second approaches:
In approach 1, every time you call "new Foo()", you are creating a brand new object and inserting all the methods. This isn't very time or space efficient, since each Foo instance will have its own table of all the methods. You can test this by creating two Foo objects, and asking foo1.add == foo2.add (false). Approach 3 is very similar to this; I'm not sure what the semantic difference (if any) there is between approaches 1 and 3.
In approach 2, you have set up a shared prototype object containing all the methods. If you ask foo1.add == foo2.add, you get true. This is more space- and time-efficient. It also lets you add more methods to the prototype after creating instances, and they will see the new methods.
The problem with approach 2, as you say, is that you can't access the private members. But you can still add non-private members to the object itself, and access those using the prototype methods:
function Foo() {
this.private = 3;
}
Foo.prototype.add = function(bar) { return this.private + bar }
A caveat is that foo.private is visible externally.
The prototype one doesn't have a per object instance overhead only a per class overhead for the add function. This alone is the reason why I don't like the other two approaches.
Do not forget about inheritance. Some day you'll need. And for organizing inheritance the best approach is combined technic:
function Foo() {
this.array = [1, 2, 3];
this.add = function(bar) { return private + bar; }
}
Foo.prototype.add = function(bar) { }
var myFoo = new Foo();
Setting fields in constructor is useful to avoid modifying them by children objects.
Setting methods to prototype is faster then doing this every time in constructor.

Javascript Inheritance and Arrays

I am trying to define a javascript class with an array property, and its subclass. The problem is that all instances of the subclass somehow "share" the array property:
// class Test
function Test() {
this.array = [];
this.number = 0;
}
Test.prototype.push = function() {
this.array.push('hello');
this.number = 100;
}
// class Test2 : Test
function Test2() {
}
Test2.prototype = new Test();
var a = new Test2();
a.push(); // push 'hello' into a.array
var b = new Test2();
alert(b.number); // b.number is 0 - that's OK
alert(b.array); // but b.array is containing 'hello' instead of being empty. why?
As you can see I don't have this problem with primitive data types... Any suggestions?
Wen you write Test2.prototype = new Test(), you create a single Test instance, with a single array instance, which is shared by every Test2 instance.
Therefore, all of the Test2 instances are sharing the same array.
You can solve this problem by calling the base Test constructor from the Test2 constructor, which will create a new array instance for every Test2 instance.
For example:
function Test2() {
Test.call(this);
}
Another, rather inelegant, alternative is to move initialization code from the constructor to a method and call it from both constructors:
// class Test
function Test() {
this.init();
}
Test.prototype.init = function() {
this.array = [];
this.number = 0;
};
Test.prototype.push = function() {
this.array.push('hello');
this.number = 100;
};
// class Test2 : Test
function Test2() {
this.init();
}
Test2.prototype = new Test();
Only thing I can think of is that arrays are shared references. There should be an obvious solution since this kind of classic OOP code is implemented all the time in Javascript.
JavaScript does not have a classical inheritance system, it has a prototypical inheritance system. So in JavaScript technically there is no concept of "Class".
Objects inherit from other objects (the so called prototype object), not abstract classes. One big consequence of this is that if several objects share the same prototype and one of these objects change an attribute defined in the prototype, that change is effective immediately to all other objects.
Trying to use JavaScript inheritance as if it was based on classes usually causes big headaches, because you find this type of problems all the time.
I know this does not really answer your particular questions, but at a high level I recommend you embrace the prototypical inheritance instead of trying to use "pseudo-classes". Even if it looks weird at first, your code will be much more reliable and you will not lose time trying to understand strange bugs like this, cause by a strange chain of prototypes.
Watch this video where Douglas Crockford explains inheritance, it's available online in Yahoo UI Theater website. It changed the way I programmed in JavaScript :)
http://video.yahoo.com/watch/111585/1027823 (link to the first part)
http://developer.yahoo.com/yui/theater/ (for all the videos)

Implementing instance methods/variables in prototypal inheritance

I've been playing around with prototypal inheritance after reading http://javascript.crockford.com/prototypal.html and having a bit of a problem with understanding how I could make use of it in the way I would use classical inheritance. Namely, all functions and variables inherited by the prototype essentially become statics unless they are overwritten by the child object. Consider this snippet:
var Depot = {
stockpile : [],
loadAmmo : function (ammoType) {
this.stockpile.push(ammoType);
}
};
var MissileDepot = Object.create(Depot);
var GunDepot = Object.create(Depot);
stockpile and loadAmmo definitely should be in the prototype, since both MissileDepot and GunDepot have them. Then we run:
MissileDepot.loadAmmo("ICBM");
MissileDepot.loadAmmo("Photon Torpedo");
alert(MissileDepot.stockpile); // outputs "ICBM,Photon Torpedo"
alert(GunDepot.stockpile); // outputs "ICBM,Photon Torpedo"
This is expected because Neither MissileDepot nor GunDepot actually have stockpile or loadAmmo in their objects, so javascript looks up the inheritance chain to their common ancestor.
Of course I could set GunDepot's stockpile manually and as expected, the interpreter no longer needs to look up the chain
GunDepot.stockpile = ["Super Nailgun", "Boomstick"];
alert(GunDepot.stockpile); // outputs "Super Nailgun,Boomstick"
But this is not what I want. If this were classical inheritance (say Java), loadAmmo would operate on MissileDepot and GunDepot's stockpile independently, as an instance method and an instance variable. I would like my prototype to declare stuff that's common to children, not shared by them.
So perhaps I'm completely misunderstanding the design principles behind prototypal inheritance, but I'm at a loss as how to achieve what I've just described. Any tips? Thanks in advance!
Javascript provides a way to do this the way U are used to :)
try this:
function Depot() {
this.stockpile = [],
this.loadAmmo = function (ammoType) {
this.stockpile.push(ammoType);
}
};
var MissileDepot = new Depot();
var GunDepot = new Depot();
MissileDepot.loadAmmo("ICBM");
MissileDepot.loadAmmo("Photon Torpedo");
alert(MissileDepot.stockpile); // outputs "ICBM,Photon Torpedo"
alert(GunDepot.stockpile); // outputs ""
And U can add the functions on the fly afterwards:
MissileDepot.blow = function(){alert('kaboom');}
Extending object with another object is also an option, but what You wanted is the fact, that OO programming in javascript is done by functions not objects with {} ;)
EDIT:
I feel bad for writing that without mentioning: The javascript "new" keyword is only for making it easier to OO veterans. Please, dig deeper into the prototypal inheritance and dynamic object creation as therein lies true magic! :)
For the method, all works as expected. It's just the fields that you need to take care of.
What I see a lot in YUI, is that the constructor allocates the instance varialbes. 'Classes' that inherit from a parent call the constructor of their parent. Look here:
http://developer.yahoo.com/yui/docs/DataSource.js.html
Example base class:
util.DataSourceBase = function(oLiveData, oConfigs) {
...
this.liveData = oLiveData;
... more initialization...
}
Example subclass:
util.FunctionDataSource = function(oLiveData, oConfigs) {
this.dataType = DS.TYPE_JSFUNCTION;
oLiveData = oLiveData || function() {};
util.FunctionDataSource.superclass.constructor.call(this, oLiveData, oConfigs);
};
// FunctionDataSource extends DataSourceBase
lang.extend(util.FunctionDataSource, util.DataSourceBase, {
...prototype of the subclass...
});
To achieve what you want, you need a cloning method. You don't want an inheritance prototype, you want a cloning prototype. Take a look at one of the Object.clone() functions already implemented, like prototypejs's one: http://api.prototypejs.org/language/object.html#clone-class_method
If you want to stick to some kind of prototyping, you have to implement an initialize() method that will give a stockpile property to your newly created Depots. That is the way prototypejs Classes are defined : a cloned prototype and an initialize() method : http://prototypejs.org/learn/class-inheritance
That's because you're trying to make a cat meow! Douglas Crockford is good, but that script you're using essentially works by looping through your parent object and copying all of its attributes into the prototype chain--which is not what you want. When you put things in the prototype chain, they're shared by all instances of that object--ideal for member functions, not ideal for data members, since you want each object instance to have its own collection of data members.
John Resig wrote a small script for simulating classical inheritance. You might want to check that out.
The secret to instance variables in JavaScript is that they are shared across methods defined in superclasses or from included modules. The language itself doesn't provide such a feature, and it may not be possible to mesh with Prototypal inheritance because each instance will need it's own instance variable capsule, but by using discipline and convention it is fairly straightforward to implement.
// Class Depot
function Depot(I) {
// JavaScript instance variables
I = I || {};
// Initialize default values
Object.reverseMerge(I, {
stockpile: []
});
return {
// Public loadAmmo method
loadAmmo: function(ammoType) {
I.stockpile.push(ammoType);
},
// Public getter for stockpile
stockpile: function() {
return I.stockpile;
}
};
}
// Create a couple of Depot instances
var missileDepot = Depot();
var gunDepot = Depot();
missileDepot.loadAmmo("ICBM");
missileDepot.loadAmmo("Photon Torpedo");
alert(missileDepot.stockpile()); // outputs "ICBM,Photon Torpedo"
alert(gunDepot.stockpile()); // outputs ""
// Class NonWeaponDepot
function NonWeaponDepot(I) {
I = I || {};
// Private method
function nonWeapon(ammoType) {
// returns true or false based on ammoType
}
// Make NonWeaponDepot a subclass of Depot and inherit it's methods
// Note how we pass in `I` to have shared instance variables
return Object.extend(Depot(I), {
loadAmmo: function(ammoType) {
if(nonWeapon(ammoType)) {
// Here I.stockpile is the same reference an in the Depot superclass
I.stockpile.push(ammoType);
}
}
});
}
var nonWeaponDepot = NonWeaponDepot();
nonWeaponDepot.loadAmmo("Nuclear Bombs");
alert(nonWeaponDepot.stockpile()); // outputs ""
And that's how to do instance variables in JavaScript. Another instance variable example using the same technique.

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