javascript prototyped inheritance and object properties - javascript

I'm trying to apply prototyped inheritance to a function in Javascript. It's all pretty plain and even described in Wikipedia's javascript lemma. It works if my properties are simple javascript types:
function Person() {
this.age = 0;
this.location = {
x: 0,
y: 0,
absolute: false
};
};
function Employee() {};
Employee.prototype = new Person();
Employee.prototype.celebrate = function () {
this.age++;
}
var pete = new Employee();
pete.age = 5;
pete.celebrate();
var bob = new Employee();
bob.celebrate();
console.log("bob is " + bob.age + " pete is " + pete.age);
With Employee.prototype = new Person();, all Person's properties and (prototyped) methods are inherited by Employee, which is fundamental to inheritance.
This works as expected: bob is 1 pete is 6
Now I'm starting to fiddle with pete's location (after celebrating)
pete.celebrate();
pete.location.absolute=true;
Displaying bob.location.absolute shows: true, which is contra intuitive (I didn't touch bob's location so I expect it to have the initial value declared in Person) and ruins my solution.
In my initial understanding this should have been false. I do realize that I probably should clone the location object from the initial Person, but I'm not sure where or how to do this.
And if there are maybe better techniques for inheritance?

When you instantiate a new Employee, all properties of Person are copied. As this is a shallow copy, pete and bob share the same location object. For your problem, there does not seems a very good solution. You can either use a framework or do a hack like this:
function Employee() { Person.apply(this); };
This calls the Person constructor in the context of the this object.
The MDC has more info on this: https://developer.mozilla.org/en/JavaScript/Reference/Global_Objects/Function/apply

Don't run the Person constructor when inheriting, an Employee shouldn't
even have a .location because it's not in Person.prototype.
function createObject( fn ){
function f(){}
f.prototype = fn.prototype;
return new f;
}
Then:
Employee.prototype = createObject( Person );
This will inherit properly without side effects (running constructor).
You would only run the parent constructor in the child constructor:
function Employee() {
Person.apply( this, arguments );
}

I ran into similar issue. I ended up using a separate constructor for the internal object.
function engine(cc, fuel) {
this.cc = cc;
this.fuel = fuel
}
function car(type, model, cc, fuel) {
this.type = type;
this.model = model;
this.engine = new engine(cc, fuel);
}
var mycar = new car("sedan", "toyota corolla", 1500, "gas");
console.log(mycar.type);
//sedan
console.log(mycar.engine.cc);
//1500
If I had any methods on the prototypes of 'engine' or 'car' constructors, they would still be available. However, I am not deriving the "car" class from the "engine" class in OOP sense. I didn't need to. The "engine" is used as a component of "car".
Meanwhile, for inheritance, I prefer to use the new methods incorporated in ECMAScript 5 which means using Object.create, Object.defineProperties, etc. They are supported even in IE9. Before that I used the same 'apply()' method suggested by Kosta.

Related

Concept of subclassing in JS without using class [duplicate]

This question already has answers here:
Proper Prototypal Inheritance
(3 answers)
Closed last year.
I am looking to learn about class inheritance and how it may be emulated without using the class keyword. It's just an academic/learning exercise.
Does the following method work for doing class inheritance, or am I missing some core concepts?
function Person(name, age) {
let person = Object.create(Person.prototype);
person.name = name;
person.age = age;
return person;
}
Person.prototype.get_birth_year = function() {
console.log(new Date().getFullYear() - this.age);
}
function Kid(name, age, dad, mom) {
let kid = Object.create(Person.prototype);
kid.dad = dad;
kid.mom = mom;
for (let key in Kid.prototype) {
kid[key] = Kid.prototype[key];
}
return kid;
}
Kid.prototype.callMom = function() {
console.log(`MOM!!! (${this.mom})`);
}
function KidToy(name, age, dad, mom, toyname) {
let toy = Object.create(Kid.prototype);
toy.toyname = toyname;
for (let key in KidToy.prototype) {
toy[key] = KidToy.prototype[key];
}
return toy;
}
KidToy.prototype.findToy = function() {
console.log('Looking to find the', this.toyname);
}
let p = Person('Bob', 33);
p.get_birth_year();
let k = Kid('Billy', 12, 'Bob', 'Margot');
k.callMom();
let t = KidToy('Billy', 12, 'Bob', 'Margot', 'Potatohead');
t.findToy();
The only things I'm doing here to subclass are:
Create an object with the parent prototype.
Iterate through the current prototype and tack on those properties to the object.
Or, am I missing some things?
Not quite. There are three approaches to prototypal inheritance in JS:
Using the new keyword with a function that acts as a constructor, and assigning methods to that function's .prototype so they are inherited by the instances created by it.
Using the Object.create function to manually create objects that inherit from others.
Using the class, constructor and super syntax to write classical-style code in JS. JS classes can only be instantiated with the new keyword and support some unique features, though they still use prototypal inheritance underneath.
When you call a function with the new keyword, it automatically creates an object that inherits from the function's .prototype and exposes it as this within the function body.
function Person(name, age) {
this.name = name;
this.age = age;
}
const john = new Person("John", 42);
You don't need to create the instance and return it, this is all done by the new keyword. Objects like john above will have access to all properties stored in Person.prototype that aren't shadowed by properties assigned to john itself.
Person.prototype is itself an object that was created automagically when the Person function was defined. It inherits from Object and it has one property, constructor, which points back to the Person function.
A few more corrections about your assumptions:
let kid = Object.create(Person.prototype);
With this code, kid does not inherit from Kid.prototype.
for (let key in Kid.prototype) {
kid[key] = Kid.prototype[key];
}
This code copies all the enumerable properties of Kid.prototype into kid at the time of creation. This means that if you ever add properties to Kid.prototype later, they won't be in kid. If kidactually inherited fromKid.prototype, methods could be added to Kid.prototype` even after a kid instance was created, and that instance would inherit those methods.
Instead, you probably wanted something like this:
function Kid(name, age, dad, mom) {
// invoke super constructor
Person.call(this, name, age);
this.dad = dad;
this.mom = mom;
}
// Kid extends Person
Kid.prototype = Object.create(Person.prototype);
Kid.prototype.constructor = Kid;
All kid instances created after this code will inherit not from the default Kid.prototype which itself inherits from Object, but from our custom-made Kid.prototype which inherits from Person.prototype.
As you can see, this isn't very intuitive or practical, which is why class syntax was added to the language.
Hopefully this gives you a push in the right direction. I personally rarely use inheritance in my own code, and instead adopt a more FP approach with closures and composition.

Which way is better to assign/create properties to an object via constructor? [duplicate]

So far I saw three ways for creating an object in JavaScript. Which way is best for creating an object and why?
I also saw that in all of these examples the keyword var is not used before a property — why? Is it not necessary to declare var before the name of a property as it mentioned that properties are variables?
In the second and third way, the name of the object is in upper-case whereas in the first way the name of the object is in lower-case. What case should we use for an object name?
First way:
function person(fname, lname, age, eyecolor){
this.firstname = fname;
this.lastname = lname;
this.age = age;
this.eyecolor = eyecolor;
}
myFather = new person("John", "Doe", 50, "blue");
document.write(myFather.firstname + " is " + myFather.age + " years old.");
Second way:
var Robot = {
metal: "Titanium",
killAllHumans: function(){
alert("Exterminate!");
}
};
Robot.killAllHumans();
Third way — JavaScript objects using array syntax:
var NewObject = {};
NewObject['property1'] = value;
NewObject['property2'] = value;
NewObject['method'] = function(){ /* function code here */ }
There is no best way, it depends on your use case.
Use way 1 if you want to create several similar objects. In your example, Person (you should start the name with a capital letter) is called the constructor function. This is similar to classes in other OO languages.
Use way 2 if you only need one object of a kind (like a singleton). If you want this object to inherit from another one, then you have to use a constructor function though.
Use way 3 if you want to initialize properties of the object depending on other properties of it or if you have dynamic property names.
Update: As requested examples for the third way.
Dependent properties:
The following does not work as this does not refer to book. There is no way to initialize a property with values of other properties in a object literal:
var book = {
price: somePrice * discount,
pages: 500,
pricePerPage: this.price / this.pages
};
instead, you could do:
var book = {
price: somePrice * discount,
pages: 500
};
book.pricePerPage = book.price / book.pages;
// or book['pricePerPage'] = book.price / book.pages;
Dynamic property names:
If the property name is stored in some variable or created through some expression, then you have to use bracket notation:
var name = 'propertyName';
// the property will be `name`, not `propertyName`
var obj = {
name: 42
};
// same here
obj.name = 42;
// this works, it will set `propertyName`
obj[name] = 42;
There is various way to define a function. It is totally based upon your requirement. Below are the few styles :-
Object Constructor
Literal constructor
Function Based
Protoype Based
Function and Prototype Based
Singleton Based
Examples:
Object constructor
var person = new Object();
person.name = "Anand",
person.getName = function(){
return this.name ;
};
Literal constructor
var person = {
name : "Anand",
getName : function (){
return this.name
}
}
function Constructor
function Person(name){
this.name = name
this.getName = function(){
return this.name
}
}
Prototype
function Person(){};
Person.prototype.name = "Anand";
Function/Prototype combination
function Person(name){
this.name = name;
}
Person.prototype.getName = function(){
return this.name
}
Singleton
var person = new function(){
this.name = "Anand"
}
You can try it on console, if you have any confusion.
There is no "best way" to create an object. Each way has benefits depending on your use case.
The constructor pattern (a function paired with the new operator to invoke it) provides the possibility of using prototypal inheritance, whereas the other ways don't. So if you want prototypal inheritance, then a constructor function is a fine way to go.
However, if you want prototypal inheritance, you may as well use Object.create, which makes the inheritance more obvious.
Creating an object literal (ex: var obj = {foo: "bar"};) works great if you happen to have all the properties you wish to set on hand at creation time.
For setting properties later, the NewObject.property1 syntax is generally preferable to NewObject['property1'] if you know the property name. But the latter is useful when you don't actually have the property's name ahead of time (ex: NewObject[someStringVar]).
Hope this helps!
I guess it depends on what you want. For simple objects, I guess you could use the second methods. When your objects grow larger and you're planning on using similar objects, I guess the first method would be better. That way you can also extend it using prototypes.
Example:
function Circle(radius) {
this.radius = radius;
}
Circle.prototype.getCircumference = function() {
return Math.PI * 2 * this.radius;
};
Circle.prototype.getArea = function() {
return Math.PI * this.radius * this.radius;
}
I am not a big fan of the third method, but it's really useful for dynamically editing properties, for example var foo='bar'; var bar = someObject[foo];.
There are a many ways to create your objects in JavaScript.
Using a constructer function to create an object or object literal notation is using alot in JavaScript. Also creating an instance of Object and then adding properties and methods to it, there are three common ways to do create objects in JavaScript.
Constructer functions
There are built-in constructer functions that we all may use them time to time, like Date(), Number(), Boolean() etc, all constructer functions start with Capital letter, in the meantime we can create custom constructor function in JavaScript like this:
function Box (Width, Height, fill) {
this.width = Width; // The width of the box
this.height = Height; // The height of the box
this.fill = true; // Is it filled or not?
}
and you can invoke it, simply using new(), to create a new instance of the constructor, create something like below and call the constructor function with filled parameters:
var newBox = new Box(8, 12, true);
Object literals
Using object literals are very used case creating object in JavaScript, this an example of creating a simple object, you can assign anything to your object properties as long as they are defined:
var person = {
name: "Alireza",
surname: "Dezfoolian"
nose: 1,
feet: 2,
hands: 2,
cash: null
};
Prototyping
After creating an Object, you can prototype more members to that, for example adding colour to our Box, we can do this:
Box.prototype.colour = 'red';
While many people here say there is no best way for object creation, there is a rationale as to why there are so many ways to create objects in JavaScript, as of 2019, and this has to do with the progress of JavaScript over the different iterations of EcmaScript releases dating back to 1997.
Prior to ECMAScript 5, there were only two ways of creating objects: the constructor function or the literal notation ( a better alternative to new Object()). With the constructor function notation you create an object that can be instantiated into multiple instances (with the new keyword), while the literal notation delivers a single object, like a singleton.
// constructor function
function Person() {};
// literal notation
var Person = {};
Regardless of the method you use, JavaScript objects are simply properties of key value pairs:
// Method 1: dot notation
obj.firstName = 'Bob';
// Method 2: bracket notation. With bracket notation, you can use invalid characters for a javascript identifier.
obj['lastName'] = 'Smith';
// Method 3: Object.defineProperty
Object.defineProperty(obj, 'firstName', {
value: 'Bob',
writable: true,
configurable: true,
enumerable: false
})
// Method 4: Object.defineProperties
Object.defineProperties(obj, {
firstName: {
value: 'Bob',
writable: true
},
lastName: {
value: 'Smith',
writable: false
}
});
In early versions of JavaScript, the only real way to mimic class-based inheritance was to use constructor functions. the constructor function is a special function that is invoked with the 'new' keyword. By convention, the function identifier is capitalized, albiet it is not required. Inside of the constructor, we refer to the 'this' keyword to add properties to the object that the constructor function is implicitly creating. The constructor function implicitly returns the new object with the populated properties back to the calling function implicitly, unless you explicitly use the return keyword and return something else.
function Person(firstName, lastName) {
this.firstName = firstName;
this.lastName = lastName;
this.sayName = function(){
return "My name is " + this.firstName + " " + this.lastName;
}
}
var bob = new Person("Bob", "Smith");
bob instanceOf Person // true
There is a problem with the sayName method. Typically, in Object-Oriented Class-based programming languages, you use classes as factories to create objects. Each object will have its own instance variables, but it will have a pointer to the methods defined in the class blueprint. Unfortunately, when using JavaScript's constructor function, every time it is called, it will define a new sayName property on the newly created object. So each object will have its own unique sayName property. This will consume more memory resources.
In addition to increased memory resources, defining methods inside of the constructor function eliminates the possibility of inheritance. Again, the method will be defined as a property on the newly created object and no other object, so inheritance cannot work like. Hence, JavaScript provides the prototype chain as a form of inheritance, making JavaScript a prototypal language.
If you have a parent and a parent shares many properties of a child, then the child should inherit those properties. Prior to ES5, it was accomplished as follows:
function Parent(eyeColor, hairColor) {
this.eyeColor = eyeColor;
this.hairColor = hairColor;
}
Parent.prototype.getEyeColor = function() {
console.log('has ' + this.eyeColor);
}
Parent.prototype.getHairColor = function() {
console.log('has ' + this.hairColor);
}
function Child(firstName, lastName) {
Parent.call(this, arguments[2], arguments[3]);
this.firstName = firstName;
this.lastName = lastName;
}
Child.prototype = Parent.prototype;
var child = new Child('Bob', 'Smith', 'blue', 'blonde');
child.getEyeColor(); // has blue eyes
child.getHairColor(); // has blonde hair
The way we utilized the prototype chain above has a quirk. Since the prototype is a live link, by changing the property of one object in the prototype chain, you'd be changing same property of another object as well. Obviously, changing a child's inherited method should not change the parent's method. Object.create resolved this issue by using a polyfill. Thus, with Object.create, you can safely modify a child's property in the prototype chain without affecting the parent's same property in the prototype chain.
ECMAScript 5 introduced Object.create to solve the aforementioned bug in the constructor function for object creation. The Object.create() method CREATES a new object, using an existing object as the prototype of the newly created object. Since a new object is created, you no longer have the issue where modifying the child property in the prototype chain will modify the parent's reference to that property in the chain.
var bobSmith = {
firstName: "Bob",
lastName: "Smith",
sayName: function(){
return "My name is " + this.firstName + " " + this.lastName;
}
}
var janeSmith = Object.create(bobSmith, {
firstName : { value: "Jane" }
})
console.log(bobSmith.sayName()); // My name is Bob Smith
console.log(janeSmith.sayName()); // My name is Jane Smith
janeSmith.__proto__ == bobSmith; // true
janeSmith instanceof bobSmith; // Uncaught TypeError: Right-hand side of 'instanceof' is not callable. Error occurs because bobSmith is not a constructor function.
Prior to ES6, here was a common creational pattern to utilize function constructors and Object.create:
const View = function(element){
this.element = element;
}
View.prototype = {
getElement: function(){
this.element
}
}
const SubView = function(element){
View.call(this, element);
}
SubView.prototype = Object.create(View.prototype);
Now Object.create coupled with constructor functions have been widely used for object creation and inheritance in JavaScript. However, ES6 introduced the concept of classes, which are primarily syntactical sugar over JavaScript's existing prototype-based inheritance. The class syntax does not introduce a new object-oriented inheritance model to JavaScript. Thus, JavaScript remains a prototypal language.
ES6 classes make inheritance much easier. We no longer have to manually copy the parent class's prototype functions and reset the child class's constructor.
// create parent class
class Person {
constructor (name) {
this.name = name;
}
}
// create child class and extend our parent class
class Boy extends Person {
constructor (name, color) {
// invoke our parent constructor function passing in any required parameters
super(name);
this.favoriteColor = color;
}
}
const boy = new Boy('bob', 'blue')
boy.favoriteColor; // blue
All in all, these 5 different strategies of Object Creation in JavaScript coincided the evolution of the EcmaScript standard.
Of course there is a best way.Objects in javascript have enumerable and nonenumerable properties.
var empty = {};
console.log(empty.toString);
// . function toString(){...}
console.log(empty.toString());
// . [object Object]
In the example above you can see that an empty object actually has properties.
Ok first let's see which is the best way:
var new_object = Object.create(null)
new_object.name = 'Roland'
new_object.last_name = 'Doda'
//etc
console.log("toString" in new_object) //=> false
In the example above the log will output false.
Now let's see why the other object creation ways are incorrect.
//Object constructor
var object = new Object();
console.log("toString" in object); //=> true
//Literal constructor
var person = {
name : "Anand",
getName : function (){
return this.name
}
}
console.log("toString" in person); //=> true
//function Constructor
function Person(name){
this.name = name
this.getName = function(){
return this.name
}
}
var person = new Person ('landi')
console.log("toString" in person); //=> true
//Prototype
function Person(){};
Person.prototype.name = "Anand";
console.log("toString" in person); //=> true
//Function/Prototype combination
function Person2(name){
this.name = name;
}
Person2.prototype.getName = function(){
return this.name
}
var person2 = new Person2('Roland')
console.log("toString" in person2) //=> true
As you can see above,all examples log true.Which means if you have a case that you have a for in loop to see if the object has a property will lead you to wrong results probably.
Note that the best way it is not easy.You have to define all properties of object line by line.The other ways are more easier and will have less code to create an object but you have to be aware in some cases.
I always use the "other ways" by the way and one solution to above warning if you don't use the best way is:
for (var property in new_object) {
if (new_object.hasOwnProperty(property)) {
// ... this is an own property
}
}
Majorly there are 3 ways of creating Objects-
Simplest one is using object literals.
const myObject = {}
Though this method is the simplest but has a disadvantage i.e if your object has behaviour(functions in it),then in future if you want to make any changes to it you would have to change it in all the objects.
So in that case it is better to use Factory or Constructor Functions.(anyone that you like)
Factory Functions are those functions that return an object.e.g-
function factoryFunc(exampleValue){
return{
exampleProperty: exampleValue
}
}
Constructor Functions are those functions that assign properties to objects using "this" keyword.e.g-
function constructorFunc(exampleValue){
this.exampleProperty= exampleValue;
}
const myObj= new constructorFunc(1);

Inheritance with Object.create() method in javascript [duplicate]

Javascript 1.9.3 / ECMAScript 5 introduces Object.create, which Douglas Crockford amongst others has been advocating for a long time. How do I replace new in the code below with Object.create?
var UserA = function(nameParam) {
this.id = MY_GLOBAL.nextId();
this.name = nameParam;
}
UserA.prototype.sayHello = function() {
console.log('Hello '+ this.name);
}
var bob = new UserA('bob');
bob.sayHello();
(Assume MY_GLOBAL.nextId exists).
The best I can come up with is:
var userB = {
init: function(nameParam) {
this.id = MY_GLOBAL.nextId();
this.name = nameParam;
},
sayHello: function() {
console.log('Hello '+ this.name);
}
};
var bob = Object.create(userB);
bob.init('Bob');
bob.sayHello();
There doesn't seem to be any advantage, so I think I'm not getting it. I'm probably being too neo-classical. How should I use Object.create to create user 'bob'?
With only one level of inheritance, your example may not let you see the real benefits of Object.create.
This methods allows you to easily implement differential inheritance, where objects can directly inherit from other objects.
On your userB example, I don't think that your init method should be public or even exist, if you call again this method on an existing object instance, the id and name properties will change.
Object.create lets you initialize object properties using its second argument, e.g.:
var userB = {
sayHello: function() {
console.log('Hello '+ this.name);
}
};
var bob = Object.create(userB, {
'id' : {
value: MY_GLOBAL.nextId(),
enumerable:true // writable:false, configurable(deletable):false by default
},
'name': {
value: 'Bob',
enumerable: true
}
});
As you can see, the properties can be initialized on the second argument of Object.create, with an object literal using a syntax similar to the used by the Object.defineProperties and Object.defineProperty methods.
It lets you set the property attributes (enumerable, writable, or configurable), which can be really useful.
There is really no advantage in using Object.create(...) over new object.
Those advocating this method generally state rather ambiguous advantages: "scalability", or "more natural to JavaScript" etc.
However, I have yet to see a concrete example that shows that Object.create has any advantages over using new. On the contrary there are known problems with it. Sam Elsamman describes what happens when there are nested objects and Object.create(...) is used:
var Animal = {
traits: {},
}
var lion = Object.create(Animal);
lion.traits.legs = 4;
var bird = Object.create(Animal);
bird.traits.legs = 2;
alert(lion.traits.legs) // shows 2!!!
This occurs because Object.create(...) advocates a practice where data is used to create new objects; here the Animal datum becomes part of the prototype of lion and bird, and causes problems as it is shared. When using new the prototypal inheritance is explicit:
function Animal() {
this.traits = {};
}
function Lion() { }
Lion.prototype = new Animal();
function Bird() { }
Bird.prototype = new Animal();
var lion = new Lion();
lion.traits.legs = 4;
var bird = new Bird();
bird.traits.legs = 2;
alert(lion.traits.legs) // now shows 4
Regarding, the optional property attributes that are passed into Object.create(...), these can be added using Object.defineProperties(...).
Object.create is not yet standard on several browsers, for example IE8, Opera v11.5, Konq 4.3 do not have it. You can use Douglas Crockford's version of Object.create for those browsers but this doesn't include the second 'initialisation object' parameter used in CMS's answer.
For cross browser code one way to get object initialisation in the meantime is to customise Crockford's Object.create. Here is one method:-
Object.build = function(o) {
var initArgs = Array.prototype.slice.call(arguments,1)
function F() {
if((typeof o.init === 'function') && initArgs.length) {
o.init.apply(this,initArgs)
}
}
F.prototype = o
return new F()
}
This maintains Crockford prototypal inheritance, and also checks for any init method in the object, then runs it with your parameter(s), like say new man('John','Smith'). Your code then becomes:-
MY_GLOBAL = {i: 1, nextId: function(){return this.i++}} // For example
var userB = {
init: function(nameParam) {
this.id = MY_GLOBAL.nextId();
this.name = nameParam;
},
sayHello: function() {
console.log('Hello '+ this.name);
}
};
var bob = Object.build(userB, 'Bob'); // Different from your code
bob.sayHello();
So bob inherits the sayHello method and now has own properties id=1 and name='Bob'. These properties are both writable and enumerable of course. This is also a much simpler way to initialise than for ECMA Object.create especially if you aren't concerned about the writable, enumerable and configurable attributes.
For initialisation without an init method the following Crockford mod could be used:-
Object.gen = function(o) {
var makeArgs = arguments
function F() {
var prop, i=1, arg, val
for(prop in o) {
if(!o.hasOwnProperty(prop)) continue
val = o[prop]
arg = makeArgs[i++]
if(typeof arg === 'undefined') break
this[prop] = arg
}
}
F.prototype = o
return new F()
}
This fills the userB own properties, in the order they are defined, using the Object.gen parameters from left to right after the userB parameter. It uses the for(prop in o) loop so, by ECMA standards, the order of property enumeration cannot be guaranteed the same as the order of property definition. However, several code examples tested on (4) major browsers show they are the same, provided the hasOwnProperty filter is used, and sometimes even if not.
MY_GLOBAL = {i: 1, nextId: function(){return this.i++}}; // For example
var userB = {
name: null,
id: null,
sayHello: function() {
console.log('Hello '+ this.name);
}
}
var bob = Object.gen(userB, 'Bob', MY_GLOBAL.nextId());
Somewhat simpler I would say than Object.build since userB does not need an init method. Also userB is not specifically a constructor but looks like a normal singleton object. So with this method you can construct and initialise from normal plain objects.
TL;DR:
new Computer() will invoke the constructor function Computer(){} for one time, while Object.create(Computer.prototype) won't.
All the advantages are based on this point.
Sidenote about performance: Constructor invoking like new Computer() is heavily optimized by the engine, so it may be even faster than Object.create.
You could make the init method return this, and then chain the calls together, like this:
var userB = {
init: function(nameParam) {
this.id = MY_GLOBAL.nextId();
this.name = nameParam;
return this;
},
sayHello: function() {
console.log('Hello '+ this.name);
}
};
var bob = Object.create(userB).init('Bob');
Another possible usage of Object.create is to clone immutable objects in a cheap and effective way.
var anObj = {
a: "test",
b: "jest"
};
var bObj = Object.create(anObj);
bObj.b = "gone"; // replace an existing (by masking prototype)
bObj.c = "brand"; // add a new to demonstrate it is actually a new obj
// now bObj is {a: test, b: gone, c: brand}
Notes: The above snippet creates a clone of an source object (aka not a reference, as in cObj = aObj). It benefits over the copy-properties method (see 1), in that it does not copy object member properties. Rather it creates another -destination- object with it's prototype set on the source object. Moreover when properties are modified on the dest object, they are created "on the fly", masking the prototype's (src's) properties.This constitutes a fast an effective way of cloning immutable objects.
The caveat here is that this applies to source objects that should not be modified after creation (immutable). If the source object is modified after creation, all the clone's unmasked properties will be modified, too.
Fiddle here(http://jsfiddle.net/y5b5q/1/) (needs Object.create capable browser).
I think the main point in question - is to understand difference between new and Object.create approaches. Accordingly to this answer and to this video new keyword does next things:
Creates new object.
Links new object to constructor function (prototype).
Makes this variable point to the new object.
Executes constructor function using the new object and implicit perform return this;
Assigns constructor function name to new object's property constructor.
Object.create performs only 1st and 2nd steps!!!
In code example provided in question it isn't big deal, but in next example it is:
var onlineUsers = [];
function SiteMember(name) {
this.name = name;
onlineUsers.push(name);
}
SiteMember.prototype.getName = function() {
return this.name;
}
function Guest(name) {
SiteMember.call(this, name);
}
Guest.prototype = new SiteMember();
var g = new Guest('James');
console.log(onlineUsers);
As side effect result will be:
[ undefined, 'James' ]
because of Guest.prototype = new SiteMember();
But we don't need to execute parent constructor method, we need only make method getName to be available in Guest.
Hence we have to use Object.create.
If replace Guest.prototype = new SiteMember();
to Guest.prototype = Object.create(SiteMember.prototype); result be:
[ 'James' ]
Sometimes you cannot create an object with NEW but are still able to invoke the CREATE method.
For example: if you want to define a Custom Element it must derive from HTMLElement.
proto = new HTMLElement //fail :(
proto = Object.create( HTMLElement.prototype ) //OK :)
document.registerElement( "custom-element", { prototype: proto } )
The advantage is that Object.create is typically slower than new on most browsers
In this jsperf example, in a Chromium, browser new is 30 times as fast as Object.create(obj) although both are pretty fast. This is all pretty strange because new does more things (like invoking a constructor) where Object.create should be just creating a new Object with the passed in object as a prototype (secret link in Crockford-speak)
Perhaps the browsers have not caught up in making Object.create more efficient (perhaps they are basing it on new under the covers ... even in native code)
Summary:
Object.create() is a Javascript function which takes 2 arguments and returns a new object.
The first argument is an object which will be the prototype of the newly created object
The second argument is an object which will be the properties of the newly created object
Example:
const proto = {
talk : () => console.log('hi')
}
const props = {
age: {
writable: true,
configurable: true,
value: 26
}
}
let Person = Object.create(proto, props)
console.log(Person.age);
Person.talk();
Practical applications:
The main advantage of creating an object in this manner is that the prototype can be explicitly defined. When using an object literal, or the new keyword you have no control over this (however, you can overwrite them of course).
If we want to have a prototype The new keyword invokes a constructor function. With Object.create() there is no need for invoking or even declaring a constructor function.
It can Basically be a helpful tool when you want create objects in a very dynamic manner. We can make an object factory function which creates objects with different prototypes depending on the arguments received.
You have to make a custom Object.create() function. One that addresses Crockfords concerns and also calls your init function.
This will work:
var userBPrototype = {
init: function(nameParam) {
this.name = nameParam;
},
sayHello: function() {
console.log('Hello '+ this.name);
}
};
function UserB(name) {
function F() {};
F.prototype = userBPrototype;
var f = new F;
f.init(name);
return f;
}
var bob = UserB('bob');
bob.sayHello();
Here UserB is like Object.create, but adjusted for our needs.
If you want, you can also call:
var bob = new UserB('bob');
While Douglas Crockford used to be a zealous advocate of Object.create() and he is basically the reason why this construct actually is in javascript, he no longer has this opinion.
He stopped using Object.create, because he stopped using this keyword altogether as it causes too much trouble. For example, if you are not careful it can easily point to the global object, which can have really bad consequences. And he claims that without using this Object.create does not make sense anymore.
You can check this video from 2014 where he talks at Nordic.js:
https://www.youtube.com/watch?v=PSGEjv3Tqo0
new and Object.create serve different purposes. new is intended to create a new instance of an object type. Object.create is intended to simply create a new object and set its prototype. Why is this useful? To implement inheritance without accessing the __proto__ property. An object instance's prototype referred to as [[Prototype]] is an internal property of the virtual machine and is not intended to be directly accessed. The only reason it is actually possible to directly access [[Prototype]] as the __proto__ property is because it has always been a de-facto standard of every major virtual machine's implementation of ECMAScript, and at this point removing it would break a lot of existing code.
In response to the answer above by 7ochem, objects should absolutely never have their prototype set to the result of a new statement, not only because there's no point calling the same prototype constructor multiple times but also because two instances of the same class can end up with different behavior if one's prototype is modified after being created. Both examples are simply bad code as a result of misunderstanding and breaking the intended behavior of the prototype inheritance chain.
Instead of accessing __proto__, an instance's prototype should be written to when an it is created with Object.create or afterward with Object.setPrototypeOf, and read with Object.getPrototypeOf or Object.isPrototypeOf.
Also, as the Mozilla documentation of Object.setPrototypeOf points out, it is a bad idea to modify the prototype of an object after it is created for performance reasons, in addition to the fact that modifying an object's prototype after it is created can cause undefined behavior if a given piece of code that accesses it can be executed before OR after the prototype is modified, unless that code is very careful to check the current prototype or not access any property that differs between the two.
Given
const X = function (v) { this.v = v };
X.prototype.whatAmI = 'X';
X.prototype.getWhatIAm = () => this.whatAmI;
X.prototype.getV = () => this.v;
the following VM pseudo-code is equivalent to the statement const x0 = new X(1);:
const x0 = {};
x0.[[Prototype]] = X.prototype;
X.prototype.constructor.call(x0, 1);
Note although the constructor can return any value, the new statement always ignores its return value and returns a reference to the newly created object.
And the following pseudo-code is equivalent to the statement const x1 = Object.create(X.prototype);:
const x0 = {};
x0.[[Prototype]] = X.prototype;
As you can see, the only difference between the two is that Object.create does not execute the constructor, which can actually return any value but simply returns the new object reference this if not otherwise specified.
Now, if we wanted to create a subclass Y with the following definition:
const Y = function(u) { this.u = u; }
Y.prototype.whatAmI = 'Y';
Y.prototype.getU = () => this.u;
Then we can make it inherit from X like this by writing to __proto__:
Y.prototype.__proto__ = X.prototype;
While the same thing could be accomplished without ever writing to __proto__ with:
Y.prototype = Object.create(X.prototype);
Y.prototype.constructor = Y;
In the latter case, it is necessary to set the constructor property of the prototype so that the correct constructor is called by the new Y statement, otherwise new Y will call the function X. If the programmer does want new Y to call X, it would be more properly done in Y's constructor with X.call(this, u)
new Operator
This is used to create object from a constructor function
The new keywords also executes the constructor function
function Car() {
console.log(this) // this points to myCar
this.name = "Honda";
}
var myCar = new Car()
console.log(myCar) // Car {name: "Honda", constructor: Object}
console.log(myCar.name) // Honda
console.log(myCar instanceof Car) // true
console.log(myCar.constructor) // function Car() {}
console.log(myCar.constructor === Car) // true
console.log(typeof myCar) // object
Object.create
You can also use Object.create to create a new object
But, it does not execute the constructor function
Object.create is used to create an object from another object
const Car = {
name: "Honda"
}
var myCar = Object.create(Car)
console.log(myCar) // Object {}
console.log(myCar.name) // Honda
console.log(myCar instanceof Car) // ERROR
console.log(myCar.constructor) // Anonymous function object
console.log(myCar.constructor === Car) // false
console.log(typeof myCar) // object
I prefer a closure approach.
I still use new.
I don't use Object.create.
I don't use this.
I still use new as I like the declarative nature of it.
Consider this for simple inheritance.
window.Quad = (function() {
function Quad() {
const wheels = 4;
const drivingWheels = 2;
let motorSize = 0;
function setMotorSize(_) {
motorSize = _;
}
function getMotorSize() {
return motorSize;
}
function getWheelCount() {
return wheels;
}
function getDrivingWheelCount() {
return drivingWheels;
}
return Object.freeze({
getWheelCount,
getDrivingWheelCount,
getMotorSize,
setMotorSize
});
}
return Object.freeze(Quad);
})();
window.Car4wd = (function() {
function Car4wd() {
const quad = new Quad();
const spareWheels = 1;
const extraDrivingWheels = 2;
function getSpareWheelCount() {
return spareWheels;
}
function getDrivingWheelCount() {
return quad.getDrivingWheelCount() + extraDrivingWheels;
}
return Object.freeze(Object.assign({}, quad, {
getSpareWheelCount,
getDrivingWheelCount
}));
}
return Object.freeze(Car4wd);
})();
let myQuad = new Quad();
let myCar = new Car4wd();
console.log(myQuad.getWheelCount()); // 4
console.log(myQuad.getDrivingWheelCount()); // 2
console.log(myCar.getWheelCount()); // 4
console.log(myCar.getDrivingWheelCount()); // 4 - The overridden method is called
console.log(myCar.getSpareWheelCount()); // 1
Feedback encouraged.

When to use the word "prototype" in adding new properties to an object in javascript?

I don't understand in JavaScript when to use the word "prototype" vs. using simple "dot" notation without the word "prototype". Can someone look at these code blocks and help me understand when you'd want to use one over the other?
with "prototype":
function employee(name,jobtitle)
{
this.name=name;
this.jobtitle=jobtitle;
}
var fred=new employee("Fred Flintstone","Caveman");
employee.prototype.salary=null;
fred.salary=20000;
console.log(fred.salary);
without "prototype":
function employee(name,jobtitle,salary)
{
this.name=name;
this.jobtitle=jobtitle;
this.salary=salary;
}
var fred=new employee("Fred Flintstone","Caveman", 20000);
console.log(fred.salary);
JavaScript objects have a property which is a pointer to another object. This pointer is the object's prototype. Object instances by default share the same prototype:
function Employee(name){
this.name = name;
}
Employee.prototype.company = "IBM";
Employee.prototype.who = function(){
console.log("My name is", this.name, "I work for", this.company);
}
var bob = new Employee('Bob');
var jim = new Employee('Jim');
// bob and jim are seperate objects, but each is linked to the same 'prototype' object.
jim.who(); // jim doesn't have a property called 'who', so it falls back to it's 'prototype', where who exists
// My name is Jim I work for IBM
bob.who();
// My name is Bob I work for IBM
// Bob leaves IBM for Microsoft
bob.company = "Microsoft"; // bob now has a property called 'company'. The value of which is 'Microsoft', which overrides bob's prototype property of the same name.
bob.who();
// My name is Bob I work for Microsoft
Employee.prototype.company = 'Facebook';
jim.who();
// My name is Jim I work for Facebook
bob.who(); // Bob is not affected by the change.
// My name is Bob I work for Microsoft
delete bob.company;
bob.who(); // bob no longer has it's own property 'company', so like jim, it drops down to the prototype object.
// My name is Bob I work for Facebook
The issues around JS and inheritance may be complex, but the answer to your question is relatively simple. Consider this code:
function Klass() { }
var obj1 = new Klass();
var obj2 = new Klass();
Now, if you add a property to obj1, that property exists only on obj1. Likewise obj2.
If you add a property to Klass, that property likewise exists only on Klass (the function object). It doesn't affect obj1 and obj2 at all.
But if you add a property to Klass.prototype, that property will then be present on both obj1 and obj2, as well as any future objects created via new Klass. If you then change the value of the property on the prototype, the changed value will be what you see on all those objects.
You could add code inside the body of the Klass function to add properties to this; that will then cause any future Klass objects to get those properties. But each object would have its own copy - which can add up, memory-wise, especially when the properties are methods -and those copies would not be affected by future changes to the body of Klass.
ES5's Object.create almost removes the need to hassle around with .prototype anymore.
So, to pick up #Gerry's example, you can go like
var Mammal = {
walk: function() {}
};
var Dog = Object.create(Mammal, {
bark: {
value: function() {}
}
}); // create a new object which [[prototype]] refers to Mammal
Dog.walk();
Dog.bark();
The prototype object is a little tricky to understand; however this article on OOP JavaScript can help shed some light.
In a nutshell, the prototype object provides a blueprint for a 'recipient' object - all you have to do is point the recipient's prototype property at your blueprint object. Note that you can have as many recipients of a prototype blueprint object as you like (so Car and Train can both point to a common Vehicle prototype object).
You are free to define both properties and functions in a prototype object which will any recipient objects will be able to use, eg:
var vehiclePrototype = {
// A property which will be supplied to the recipient
cost: 0,
// A method which will be supplied the recipient
move: function () {
// Your prototype can refer to 'this' still.
console.log("Moving " + this.name);
};
}
You can now create a Car which makes use of the vechiclePrototype:
// Factory method for creating new car instances.
function createCar(name) {
// Define the Car's constructor function
function Car(name) {
this.name = name;
}
// Point the car's prototype at the vechiclePrototype object
Car.prototype = vechiclePrototype;
// Return a new Car instance
return new Car(name);
}
// Create a car instance and make use of the Prototype's methods and properties
var mustang = createCar(mustang);
mustang.cost = 5000;
mustang.move();
A new Train object could be created in a similar fashion:
function createTrain(whilstleSound) {
// Define the Train's constructor function
function Train(name) {
this.whilstleSound = whilstleSound;
}
// Point the train's prototype at the vechiclePrototype object
Train.prototype = vechiclePrototype;
// Return a new Train instance
return new Train(name);
}
var ic125 = new Train("pooop pooop");
ic125.move();
One of the big advantages of using Prototypical inheritance all instances of both Car and Train share the exact same move function (instead of creating multiple instances of the same function) which results in a significant memory saving if there are many instances of these objects.
Ignore new, ignore .prototype they are just confusing notions. If you really want prototypical inheritance use Object.create but most of the time inheritance is completely overkill. (prototypical inheritance should only be used as an optimization technique).
When building classes just create objects and extend them.
var Walker = {
walk: function() {}
}
var Eater = {
eat: function () {}
}
var Dog = extend({}, Eater, Walker, {
bark: function () {},
sniffBehind: function () {}
})
function dog(dogName) {
return extend({}, Dog, {
name: dogName
})
}
var steveTheDog = dog("steve")
console.log(steveTheDog.name === "steve")
Use any arbitrary arity extend function you want, _.extend, jQuery.extend, pd.extend, etc.
pd implements extend as follows
function extend(target) {
[].slice.call(arguments, 1).forEach(function(source) {
Object.getOwnPropertyNames(source).forEach(function (name) {
target[name] = source[name]
})
})
return target
}
With prototype, you can extend in a 'cleaner' way, because you are separating the logic inside your constructor function from the properties and methods that define your object.
var Mammal = function() { ... };
Mammal.prototype = {
walk: function() { ... }
};
var Dog = function() { ... };
for (var prop in Mammal.prototype) {
Dog.prototype[prop] = Mammal.prototype[prop];
}
Dog.prototype.bark = function() { ... };
However, the above without prototype could look like this:
var Mammal = function() {
this.walk = function() { ... };
};
var Dog = function() {
Mammal.apply(this);
this.bark = function() { ... };
};
This way of extending Objects is however made irrelevant by modern JavaScript libraries like Underscore.js, or could be written much cleaner with the help of for example jQuery too.
You could use the word prototype to define some functionality across the application for particular type (Array, Function, Number of custom type)
For example you can extend all arrays with property sum:
const arrayPrototype = Array.prototype
Object.defineProperty(arrayPrototype, 'sum', {
get() { return this.reduce((a,b) => a + b, 0) }
})
When you've executed the chunk of code, all arrays have the property:
console.log([1,3,-1,10].sum) // prints 13

Which way is best for creating an object in JavaScript? Is `var` necessary before an object property?

So far I saw three ways for creating an object in JavaScript. Which way is best for creating an object and why?
I also saw that in all of these examples the keyword var is not used before a property — why? Is it not necessary to declare var before the name of a property as it mentioned that properties are variables?
In the second and third way, the name of the object is in upper-case whereas in the first way the name of the object is in lower-case. What case should we use for an object name?
First way:
function person(fname, lname, age, eyecolor){
this.firstname = fname;
this.lastname = lname;
this.age = age;
this.eyecolor = eyecolor;
}
myFather = new person("John", "Doe", 50, "blue");
document.write(myFather.firstname + " is " + myFather.age + " years old.");
Second way:
var Robot = {
metal: "Titanium",
killAllHumans: function(){
alert("Exterminate!");
}
};
Robot.killAllHumans();
Third way — JavaScript objects using array syntax:
var NewObject = {};
NewObject['property1'] = value;
NewObject['property2'] = value;
NewObject['method'] = function(){ /* function code here */ }
There is no best way, it depends on your use case.
Use way 1 if you want to create several similar objects. In your example, Person (you should start the name with a capital letter) is called the constructor function. This is similar to classes in other OO languages.
Use way 2 if you only need one object of a kind (like a singleton). If you want this object to inherit from another one, then you have to use a constructor function though.
Use way 3 if you want to initialize properties of the object depending on other properties of it or if you have dynamic property names.
Update: As requested examples for the third way.
Dependent properties:
The following does not work as this does not refer to book. There is no way to initialize a property with values of other properties in a object literal:
var book = {
price: somePrice * discount,
pages: 500,
pricePerPage: this.price / this.pages
};
instead, you could do:
var book = {
price: somePrice * discount,
pages: 500
};
book.pricePerPage = book.price / book.pages;
// or book['pricePerPage'] = book.price / book.pages;
Dynamic property names:
If the property name is stored in some variable or created through some expression, then you have to use bracket notation:
var name = 'propertyName';
// the property will be `name`, not `propertyName`
var obj = {
name: 42
};
// same here
obj.name = 42;
// this works, it will set `propertyName`
obj[name] = 42;
There is various way to define a function. It is totally based upon your requirement. Below are the few styles :-
Object Constructor
Literal constructor
Function Based
Protoype Based
Function and Prototype Based
Singleton Based
Examples:
Object constructor
var person = new Object();
person.name = "Anand",
person.getName = function(){
return this.name ;
};
Literal constructor
var person = {
name : "Anand",
getName : function (){
return this.name
}
}
function Constructor
function Person(name){
this.name = name
this.getName = function(){
return this.name
}
}
Prototype
function Person(){};
Person.prototype.name = "Anand";
Function/Prototype combination
function Person(name){
this.name = name;
}
Person.prototype.getName = function(){
return this.name
}
Singleton
var person = new function(){
this.name = "Anand"
}
You can try it on console, if you have any confusion.
There is no "best way" to create an object. Each way has benefits depending on your use case.
The constructor pattern (a function paired with the new operator to invoke it) provides the possibility of using prototypal inheritance, whereas the other ways don't. So if you want prototypal inheritance, then a constructor function is a fine way to go.
However, if you want prototypal inheritance, you may as well use Object.create, which makes the inheritance more obvious.
Creating an object literal (ex: var obj = {foo: "bar"};) works great if you happen to have all the properties you wish to set on hand at creation time.
For setting properties later, the NewObject.property1 syntax is generally preferable to NewObject['property1'] if you know the property name. But the latter is useful when you don't actually have the property's name ahead of time (ex: NewObject[someStringVar]).
Hope this helps!
I guess it depends on what you want. For simple objects, I guess you could use the second methods. When your objects grow larger and you're planning on using similar objects, I guess the first method would be better. That way you can also extend it using prototypes.
Example:
function Circle(radius) {
this.radius = radius;
}
Circle.prototype.getCircumference = function() {
return Math.PI * 2 * this.radius;
};
Circle.prototype.getArea = function() {
return Math.PI * this.radius * this.radius;
}
I am not a big fan of the third method, but it's really useful for dynamically editing properties, for example var foo='bar'; var bar = someObject[foo];.
There are a many ways to create your objects in JavaScript.
Using a constructer function to create an object or object literal notation is using alot in JavaScript. Also creating an instance of Object and then adding properties and methods to it, there are three common ways to do create objects in JavaScript.
Constructer functions
There are built-in constructer functions that we all may use them time to time, like Date(), Number(), Boolean() etc, all constructer functions start with Capital letter, in the meantime we can create custom constructor function in JavaScript like this:
function Box (Width, Height, fill) {
this.width = Width; // The width of the box
this.height = Height; // The height of the box
this.fill = true; // Is it filled or not?
}
and you can invoke it, simply using new(), to create a new instance of the constructor, create something like below and call the constructor function with filled parameters:
var newBox = new Box(8, 12, true);
Object literals
Using object literals are very used case creating object in JavaScript, this an example of creating a simple object, you can assign anything to your object properties as long as they are defined:
var person = {
name: "Alireza",
surname: "Dezfoolian"
nose: 1,
feet: 2,
hands: 2,
cash: null
};
Prototyping
After creating an Object, you can prototype more members to that, for example adding colour to our Box, we can do this:
Box.prototype.colour = 'red';
While many people here say there is no best way for object creation, there is a rationale as to why there are so many ways to create objects in JavaScript, as of 2019, and this has to do with the progress of JavaScript over the different iterations of EcmaScript releases dating back to 1997.
Prior to ECMAScript 5, there were only two ways of creating objects: the constructor function or the literal notation ( a better alternative to new Object()). With the constructor function notation you create an object that can be instantiated into multiple instances (with the new keyword), while the literal notation delivers a single object, like a singleton.
// constructor function
function Person() {};
// literal notation
var Person = {};
Regardless of the method you use, JavaScript objects are simply properties of key value pairs:
// Method 1: dot notation
obj.firstName = 'Bob';
// Method 2: bracket notation. With bracket notation, you can use invalid characters for a javascript identifier.
obj['lastName'] = 'Smith';
// Method 3: Object.defineProperty
Object.defineProperty(obj, 'firstName', {
value: 'Bob',
writable: true,
configurable: true,
enumerable: false
})
// Method 4: Object.defineProperties
Object.defineProperties(obj, {
firstName: {
value: 'Bob',
writable: true
},
lastName: {
value: 'Smith',
writable: false
}
});
In early versions of JavaScript, the only real way to mimic class-based inheritance was to use constructor functions. the constructor function is a special function that is invoked with the 'new' keyword. By convention, the function identifier is capitalized, albiet it is not required. Inside of the constructor, we refer to the 'this' keyword to add properties to the object that the constructor function is implicitly creating. The constructor function implicitly returns the new object with the populated properties back to the calling function implicitly, unless you explicitly use the return keyword and return something else.
function Person(firstName, lastName) {
this.firstName = firstName;
this.lastName = lastName;
this.sayName = function(){
return "My name is " + this.firstName + " " + this.lastName;
}
}
var bob = new Person("Bob", "Smith");
bob instanceOf Person // true
There is a problem with the sayName method. Typically, in Object-Oriented Class-based programming languages, you use classes as factories to create objects. Each object will have its own instance variables, but it will have a pointer to the methods defined in the class blueprint. Unfortunately, when using JavaScript's constructor function, every time it is called, it will define a new sayName property on the newly created object. So each object will have its own unique sayName property. This will consume more memory resources.
In addition to increased memory resources, defining methods inside of the constructor function eliminates the possibility of inheritance. Again, the method will be defined as a property on the newly created object and no other object, so inheritance cannot work like. Hence, JavaScript provides the prototype chain as a form of inheritance, making JavaScript a prototypal language.
If you have a parent and a parent shares many properties of a child, then the child should inherit those properties. Prior to ES5, it was accomplished as follows:
function Parent(eyeColor, hairColor) {
this.eyeColor = eyeColor;
this.hairColor = hairColor;
}
Parent.prototype.getEyeColor = function() {
console.log('has ' + this.eyeColor);
}
Parent.prototype.getHairColor = function() {
console.log('has ' + this.hairColor);
}
function Child(firstName, lastName) {
Parent.call(this, arguments[2], arguments[3]);
this.firstName = firstName;
this.lastName = lastName;
}
Child.prototype = Parent.prototype;
var child = new Child('Bob', 'Smith', 'blue', 'blonde');
child.getEyeColor(); // has blue eyes
child.getHairColor(); // has blonde hair
The way we utilized the prototype chain above has a quirk. Since the prototype is a live link, by changing the property of one object in the prototype chain, you'd be changing same property of another object as well. Obviously, changing a child's inherited method should not change the parent's method. Object.create resolved this issue by using a polyfill. Thus, with Object.create, you can safely modify a child's property in the prototype chain without affecting the parent's same property in the prototype chain.
ECMAScript 5 introduced Object.create to solve the aforementioned bug in the constructor function for object creation. The Object.create() method CREATES a new object, using an existing object as the prototype of the newly created object. Since a new object is created, you no longer have the issue where modifying the child property in the prototype chain will modify the parent's reference to that property in the chain.
var bobSmith = {
firstName: "Bob",
lastName: "Smith",
sayName: function(){
return "My name is " + this.firstName + " " + this.lastName;
}
}
var janeSmith = Object.create(bobSmith, {
firstName : { value: "Jane" }
})
console.log(bobSmith.sayName()); // My name is Bob Smith
console.log(janeSmith.sayName()); // My name is Jane Smith
janeSmith.__proto__ == bobSmith; // true
janeSmith instanceof bobSmith; // Uncaught TypeError: Right-hand side of 'instanceof' is not callable. Error occurs because bobSmith is not a constructor function.
Prior to ES6, here was a common creational pattern to utilize function constructors and Object.create:
const View = function(element){
this.element = element;
}
View.prototype = {
getElement: function(){
this.element
}
}
const SubView = function(element){
View.call(this, element);
}
SubView.prototype = Object.create(View.prototype);
Now Object.create coupled with constructor functions have been widely used for object creation and inheritance in JavaScript. However, ES6 introduced the concept of classes, which are primarily syntactical sugar over JavaScript's existing prototype-based inheritance. The class syntax does not introduce a new object-oriented inheritance model to JavaScript. Thus, JavaScript remains a prototypal language.
ES6 classes make inheritance much easier. We no longer have to manually copy the parent class's prototype functions and reset the child class's constructor.
// create parent class
class Person {
constructor (name) {
this.name = name;
}
}
// create child class and extend our parent class
class Boy extends Person {
constructor (name, color) {
// invoke our parent constructor function passing in any required parameters
super(name);
this.favoriteColor = color;
}
}
const boy = new Boy('bob', 'blue')
boy.favoriteColor; // blue
All in all, these 5 different strategies of Object Creation in JavaScript coincided the evolution of the EcmaScript standard.
Of course there is a best way.Objects in javascript have enumerable and nonenumerable properties.
var empty = {};
console.log(empty.toString);
// . function toString(){...}
console.log(empty.toString());
// . [object Object]
In the example above you can see that an empty object actually has properties.
Ok first let's see which is the best way:
var new_object = Object.create(null)
new_object.name = 'Roland'
new_object.last_name = 'Doda'
//etc
console.log("toString" in new_object) //=> false
In the example above the log will output false.
Now let's see why the other object creation ways are incorrect.
//Object constructor
var object = new Object();
console.log("toString" in object); //=> true
//Literal constructor
var person = {
name : "Anand",
getName : function (){
return this.name
}
}
console.log("toString" in person); //=> true
//function Constructor
function Person(name){
this.name = name
this.getName = function(){
return this.name
}
}
var person = new Person ('landi')
console.log("toString" in person); //=> true
//Prototype
function Person(){};
Person.prototype.name = "Anand";
console.log("toString" in person); //=> true
//Function/Prototype combination
function Person2(name){
this.name = name;
}
Person2.prototype.getName = function(){
return this.name
}
var person2 = new Person2('Roland')
console.log("toString" in person2) //=> true
As you can see above,all examples log true.Which means if you have a case that you have a for in loop to see if the object has a property will lead you to wrong results probably.
Note that the best way it is not easy.You have to define all properties of object line by line.The other ways are more easier and will have less code to create an object but you have to be aware in some cases.
I always use the "other ways" by the way and one solution to above warning if you don't use the best way is:
for (var property in new_object) {
if (new_object.hasOwnProperty(property)) {
// ... this is an own property
}
}
Majorly there are 3 ways of creating Objects-
Simplest one is using object literals.
const myObject = {}
Though this method is the simplest but has a disadvantage i.e if your object has behaviour(functions in it),then in future if you want to make any changes to it you would have to change it in all the objects.
So in that case it is better to use Factory or Constructor Functions.(anyone that you like)
Factory Functions are those functions that return an object.e.g-
function factoryFunc(exampleValue){
return{
exampleProperty: exampleValue
}
}
Constructor Functions are those functions that assign properties to objects using "this" keyword.e.g-
function constructorFunc(exampleValue){
this.exampleProperty= exampleValue;
}
const myObj= new constructorFunc(1);

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