Javascript: way to implement 100% tamperproof private variables? - javascript

I was reading Crockford's tutorial http://javascript.crockford.com/private.html.
private variables are implemented by function inside constructor that makes possible to associate private variables to closure.
Generally javascript libraries are open, so anyone can see and modify the private variables by modifying the inner function of constructor thru instances/objects. like this:
c1.radius = function (){return 500;};
Be more precisly: In real OOPS no one can modify private variable by objects but here we can.
Can anyone please suggest me the way to make it full tamper proof like JAVA or C?
function Circle(radius) {
this.radius = function(){ return radius;}
}
Circle.prototype = {
constructor: Circle,
area: function(){
return (Math.PI)* (Math.pow(this.radius(),2));
}
};
c1 = new Circle(5);
console.log(c1.radius());
console.log(c1.area());
c1.radius = function (){return 500;};

1st off, don't worry too much about making it tamper proof. If somebody really wants to, they'll be able to access what they want.
2ndly, you can't really do this unless you're using ECMAScript 5 (IE9+, Safari 5+, Chrome 7+, FF 4+). If you're using an ES5 browser, you can do what you want using the Object.defineProperty method, or using Object.create:
function Circle(radius) {
Object.defineProperty(this, 'radius', {
value: radius
});
}
NOTE: When using Object.create or Object.defineProperty, properties are by default non-writable, non-configurable (type can't be changed and property can't be deleted), and non-enumerable (won't show up in for(var x in obj) constructs).

What about this?
function oTest(){
var a; // "private"
this.b; // "public"
this.get_a = function(){
return a
)
}
var aTest = new oTest();
aTest.private_get = function(){
return a
}
aTest.private_get() // ReferenceError: a is not defined
aTest.get_a() // works
I'm not sure I fully understand your question, but a is only available to the original set of methods provided.

You might want to look at traits.js. In the following example radius and area are immutable or tamper proof.
function TCircle(radius) {
return Trait.create(
Object.prototype,
Trait({
radius: radius,
area: function() {
return (Math.PI) * (Math.pow(this.radius, 2));
}
}));
}
var circle = TCircle(5);
console.log(circle.area()); // 78.53981633974483
circle.radius = null;
console.log(circle.area()); // 78.53981633974483
circle.radius = 99;
console.log(circle.area()); // 78.53981633974483
If you want a mutable object then you would use Object.create rather than Trait.create above.

Related

Javascript - how do you add properties to an object constructor function

How do I add properties to a constructor function in JavaScript? For example. If I have the following function.
function Hotel(name)
{
this.name = name;
};
var hotel1 = new Hotel('Park');
can I add a "local" variable that can be used locally within the class as if it were private with the same notation using the keyword "this". Of course it would not be private since objects created will be able to use it correct?
Can I do something like this. Do I use the this keyword or do I use the var keyword
which one is it? I have example 2 on the function constructor on the bottom
1. var numRooms = 40;
2. this.numRooms = 40;
3. numRooms : 40,
function Hotel(name)
{
this.name = name;
this.numRooms = 40;
};
I know that if I want a function within the object constructor I need to use the this word. Will that work as well for normal variables as I have asked above.
function Hotel(name)
{
this.name = name;
this.numRooms = 40;
this.addNumRoomsPlusFive = function()
{
return this.numRooms + 5;
}
};
You can simple add a private variable to your constructor:
function Hotel(name) {
var private = 'private';
this.name = name;
};
But if you will use your Hotel function without a new operator, all properties and functions which was attached to this will become global.
function Hotel(name) {
var private = 'private';
this.name = name;
};
var hotel = Hotel('test');
console.log(name); // test
It is good idea to return an object in constructor function:
function Hotel(name) {
var
private_var = 'private',
private_func = function() {
// your code
};
retur {
name: 'name',
public_func: private_func
}
};
var hotel = Hotel('test');
console.log(name); // undefined
So if you will use Hotel constructor without new operator no global variable will be created. This is possible only if the return value is an object. Otherwise, if you try to return anything that is not an object, the constructor will proceed with its usual behaviour and return this.
can I add a "local" variable that can be used locally within the class as if it were private with the same notation using the keyword "this".
Yes we can:
// API implementation in the library
function Hotel(name) {
// only our library code knows about the actual value
const numRooms = 'privateNoRoomsVar';
this.name = name;
this[numRooms] = 40;
this.addNumRoomsPlusFive = function() {
return this[numRooms] + 5;
}
};
// from the library user's perspective
const hotel = new Hotel('Transylvania');
console.log('rooms+5 =', hotel.addNumRoomsPlusFive());
console.log('hotel.numRooms =', hotel.numRooms); // undefined
// also, users don't have access to 'numRooms' variable so they can't use hotel[numRooms].
If a user looks at the source code and finds out the value privateNoRoomsVar, then they can misuse the API.
For that we need to use symobls:
// API implementation in the library
function Hotel(name) {
// no one can duplicate a symbol so the variable is really private
const numRooms = Symbol();
this.name = name;
this[numRooms] = 40;
this.addNumRoomsPlusFive = function() {
return this[numRooms] + 5;
}
};
// from the library user's perspective
const hotel = new Hotel('Transylvania');
console.log('rooms+5 =', hotel.addNumRoomsPlusFive());
console.log('hotel.numRooms =', hotel.numRooms); // undefined
// there is no way users will get access to the symbol object so the variable remains private.
Private class features, #privateField, are supported by all the browsers so we don’t have to worry about this anymore.
// API implementation in the library
class Hotel {
// private field
#numRooms = 40;
constructor(name) {
this.name = name;
}
addNumRoomsPlusFive() {
return this.#numRooms + 5;
}
};
// from the library user's perspective
const hotel = new Hotel('Transylvania');
console.log('rooms+5 =', hotel.addNumRoomsPlusFive());
console.log('hotel.numRooms =', hotel.numRooms); // undefined
//console.log('hotel.numRooms =', hotel.#numRooms); // throws error
Javascript historically creates objects from prototypes of other objects. It was a result of EMCA2015, that you have a distinct syntax of a class that specifies an object. As an aside, if you mouse over the table in that link it gives dates of when the feature was implemented.
A javascript object created by the new operator is more or less a combination of an associative array ( what you make with let avar={}; ) that can access the function level scopes it is defined in. The keys of the array are its properties. According to its creator, Javascript was created to be an easy to use program language without a hierarchy of types. One of the ways it accomplished this is by more or less considering its mapping type to be equivalent to the prototypical Object which object oriented programming languages describe.
Adding properties in 2022
function AProtoype(arg1, arg2, arg3){
//this defines a property
this.pa=arg1;
/* unicorns in this section */
let x = 1;
/*
a getter which has the same syntax as a property
but returns x from the scope which it references and
not the object.
*/
get getx() => x;
}
let object = new AProtoype(2,3,4);
Is equivalent to the following code for the purposes of data access but not inheritance and typing. The new operator also sets variables on an object that are used for these purposes.
function NewObject(arg1, arg2, arg3){
let prototype = {};
/*dragons in this section, as you are not using the this keyword to accomplish things*/
prototype.pa = arg1;
Object.defineProperty(prototype, "getx", {get:()=>x});
return prototype;
}
//If you do this instead of using the new operator it is an anti-pattern.
//And like all anti-patterns: "But it works!"
let object = NewObject(2,3,4);
The relevant property defining methods where in some sense supported as early as 2010, 2011. I do not have a contemporary source to that time to confirm if you could pull off what I'm doing though, and you'd only want to if all else failed and it needed to run on Internet Explorer 9. In the event all else is failing, you may want to read the documentation for Object.create, which is also of interest because more or less provides an api to make new objects.
Now, for a fun time and horror, you can also define a function that returns this, and get an object back with an equivalent binding of that function. The horror comes when it is an object in global scope, and you rename a property of that object; as Javascript will resolve the name collision by happily writing on whatever it finds if it can. You can then use this to re-implement the prototype pattern that javascripts new operator is built off of conceptually, for the sake of science.
When you use a "constructor function" in Javascript, any properties defined on the instance using the this keyword become public. This is unavoidable, because Javascript objects have no concept of private properties - if it exists, it can be accessed directly as object.property.
For example, if you tried to do as in the following snippet, mimicking a typical getter/setter pattern with a private variable in Java or C# (note that even if this worked, this is not idiomatic Javascript):
function MyObject(privateVar) {
this.privateVar = privateVar;
}
MyObject.prototype.getVar = function() {
return this.privateVar;
};
MyObject.prototype.setVar = function(newVal) {
this.privateVar = newVal;
};
then while you can indeed use the getter and setter to do as you expect, you can also just access and set the private variable directly! Demonstration:
function MyObject(privateVar) {
this.privateVar = privateVar;
}
MyObject.prototype.getVar = function() {
return this.privateVar;
};
MyObject.prototype.setVar = function(newVal) {
this.privateVar = newVal;
};
var obj = new MyObject(1);
// using public getter/setter
console.log(obj.getVar()); // 1
obj.setVar(2);
console.log(obj.getVar()); // 2
// using private variable directly - not intended to work
console.log(obj.privateVar); // 2
obj.privateVar = 3;
console.log(obj.getVar()); // 3 (using public API to get it to show that the direct update to the private variable also affects the intended public methods)
There is though a way to mimic the effect of private variables. They're not actually object properties - because, as I have just demonstrated, such are intrinsically public - but the same can be mimicked by:
not using a "constructor function" at all, but a regular function that happens to return an object. This is all a constructor function really does, anyway - the difference in JS is only syntactic, that you do not need to use the new keyword when you call the function. (Although you still can, if you really prefer - any function that returns an object can be called with new and behave in the same way as without it, although performance will likely suffer a little as the function would then construct a brand new object and throw it away. See MDN for a justification of these statements, particularly step 4.)
inside this function, using a regular variable as the private variable. This variable will be completely inaccessible from outside by the simple rules of scope, but you can still have the returned object retain access to it by the "magic" of closures.
Here is the above getter/setter example translated to this procedure, as well as demonstrations of it working. (I hasten to add again though, that this wouldn't be considered idiomatic code in Javascript.)
function makeObjectWithPrivateVar(privateVar) {
function getPrivateVar() {
return privateVar;
}
function setPrivateVar(newVal) {
privateVar = newVal;
}
return { getPrivateVar, setPrivateVar };
}
var obj = makeObjectWithPrivateVar(1);
// getter
console.log(obj.getPrivateVar()); // 1
// setter
obj.setPrivateVar(2);
// getter again to observe the change
console.log(obj.getPrivateVar()); // 2
// but how could we access the private var directly??
// answer, we can't
console.log(obj.privateVar); // undefined
console.log(privateVar); // ReferenceError, privateVar is not in scope!
Note finally though that it's rare in modern Javascript to use the function-based constructors in this style, since the class keyword makes it easier to mimic traditional class-based languages like Java if you really want to. And in particular, more recent browsers support private properties directly (you just have to prefix the property name with a #), so the initial code snippet translated into a class and using this feature, will work fine:
class MyObject {
#privateVar
constructor(privateVar) {
this.#privateVar = privateVar;
}
getVar() {
return this.#privateVar;
}
setVar(newVal) {
this.#privateVar = newVal;
}
}
var obj = new MyObject(1);
// using public getter/setter
console.log(obj.getVar()); // 1
obj.setVar(2);
console.log(obj.getVar()); // 2
// using private variable directly - now doesn't work
console.log(obj.privateVar); // undefined, it doesn't exist
// console.log(obj.#privateVar); // error as it's explicitly private, uncomment to see error message
Usually it's performed using closures:
var Hotel = (function() {
var numrooms=40; // some kind of private static variable
return function(name) { // constructor
this.numrooms = numrooms;
this.name = name;
};
}());
var instance = new Hotel("myname");

Does it matter if my Object returns the wrong constructor, JavaScript?

Alright, just looking at the question, it seems like it would matter, but lets look at a test I did.
So I created 3 constructor functions. I did the usual Car, then a Mazda, then a MX8 constructor. All of them inherit based on the code in the JSFiddle. Here is a shell of what I did, more detail can be found in the JSFiddle.
By the way I'm a big fan of Object.create which doesn't need any babysitting of anything.
var Car = function () {
//code here
}
var Mazda = function (type) {
this.type = type;
//more code here including a simple method test
}
var MX8 = function () {
//more code here
}
Mazda.prototype = new Car();
MX8.prototype = new Mazda("MX8");
var z = new MX8();
//refer to my JSFiddle
z.interior; // got correct interior
z.type; // got correct type ie model
z.warrantyInfo(); // method was correctly inherited
z.speed; // got correct speed
z.constructor === MX8; // false (unless I specify the constructor in the code of which is commented out in my JSFiddle)
short answer:
You need to explicitly set the constructor.
function Base() {}
function Derived() {}
// old prototype object is gone, including constructor property
// it will get however all the properties attached by Base constructor
Derived.prototype = new Base();
Derived.prototype.constructor = Derived;
Does it matter if my Object returns the wrong constructor?
Well, it depends on whether you're using that property or not. I'd say it's a good practice to keep the correct constructor.
Possible use case:
function getType (target) {
// name is empty unless you use the function declaration syntax
// (read-only property)
return target.constructor.name;
}
getType(new Derived()) // "Derived"
getType(new Base()) // "Base"
side note:
There are better ways of implementing inheritance in JS.
My favorite pattern is the following:
function Base (x) { this.x = x; }
function Derived (x, y) { Base.call(this, x); this.y = y; }
// creates an empty object whose internal "[[Prototype]]" property
// points to Base.prototype
Derived.prototype = Object.create(Base.prototype);
Derived.prototype.constructor = Derived;
The ideea behind Object.create is based on:
function create (proto) {
function f () {}
f.prototype = proto;
return new f();
}
The actual function Object.create is better because you can pass null as prototype, which doesn't work using the above code.
Anyway, you should watch this excellent playlist: Crockford on JavaScript.

Which way to use to define classes in JavaScript

I found different ways that seem to work.
Mostly recommended way in textbooks and the internet:
var Person = function() {
this.age = 23;
}
Tony = new Person();
This also seems to work:
function Person() {
this.age = 23;
}
Tony = new Person();
Is there a difference? And an additional question: Usually you cannot simply leave out parentheses. Here it is possible (new Person instead of new Person()). This is because of using the new keyword, right?
A third odd way that I just tried out looks like this:
function Person() {
return {age: 2};
}
Tony = new Person();
Tony = Person(); // both ways work! It seems that you can leave out 'new' here.
Here I don't get an object with the name of my class, but my property is also accessible and it seems like it was quite similar to both above approaches.
What shall I use and what are the technical differences? Thank you!
JavaScript is a classless language. Classes don't exist, but objects may inherit properties from each other by using prototypes. This means you are not limited to implementing inheritance in a class-like manner. Personally, I like to use a BackboneJS-inspired method (code requires UnderscoreJS):
var BaseObject = function(){}; //Create a function so that we may use the new operator.
//There may be code in the constructor
BaseObject.extend = function(obj) { //Add a static function to the BaseObject to extend it
var base = this; //Save a reference for later
//Create the constructor for the sub object. We need to extend it, so we can't use the base constructor. AFAIK, this is the only way to clone the base constructor, i.e. by creating a new function that calls it
var SubObject = _.extend(function(){
base.apply(this, arguments); //Call base constructor
}, this);
SubObject.prototype= _.extend({}, this.prototype, obj); //Create new prototype that extends the super prototype, but does not overwrite it.
return SubObject; //Return the new constructor + prototype
};
This allows you to do cool class-like stuff like this:
var Car = BaseObject.extend({
speed: 0,
acceleration: 5,
accelerate: function(){
this.speed += this.acceleration;
}
});
var RaceCar = Car.extend({
acceleration: 10,
});
var car = new Car();
var raceCar = new RaceCar();
car.accelerate();
raceCar.accelerate();
if(raceCar.speed > car.speed){
console.log('raceCar won');
}else{
console.log('car won');
}
For more information on inheritance in JavaScript, I strongly recommend reading JavaScript: The Good Parts by Douglas Crockford.
Regarding your examples:
The difference between 1 and 2 is minimal. For more information see this question.
In 3, you are just returning an object literal. The new keyword only has influence on the this keyword within the function, which you are not using, and so using new has no effect. For more information, see this quesion
1 and 2 (var x = function vs function x) are very similar. 3 is a completely different thing.
The difference between 1 and 2 has nothing to do with classes and has been asked before on SO (several times). I think the most complete answer is this one:
https://stackoverflow.com/a/338053/1669279
In short, the first x points to an anonymous function and some debugging tools might have problems with that. The first one is available from the line it was defined on while the second is available in the entire scope. Read the linked answer for details.
The 3rd "solution" is not a class at all. It is simply a function that returns an object (might be called a Factory method).
It is not a good idea to return things from your constructors, especially return this. You should only return things if you want to override the normal process of creating objects (like implementing the singleton pattern for example).
As a side-note, you should always use new when you instantiate a class. Here is what happens when you try to be smart and save characters:
function X () {
return this;
}
console.log(X()); // outputs the window object
The parenthesis after calling the constructor with no parameters are optional, but it is frowned upon to avoid them because it results in slightly more confusing code.
To sum it up, i usually use pattern 1. Pattern 2 is also ok.
One problem with pattern 2 can be this one:
var x = new X(); // works
console.log(x.message); // works, I am X
x.method(); // doesn't work, method hasn't been defined yet
function X() {
this.message = 'I am X';
}
X.prototype.method = function() {
console.log(this.message);
};
this is how i do mine:
;(function (window) {
"use strict";
//-- Private Vars
var opt, obj, rm, Debug;
//-- construtor
function App(requestedMethod) {
//-- set up some vars
if(typeof requestedMethod !== 'undefined') {
rm = requestedMethod;
}
opt = {
rMethod: (typeof rm !== 'undefined') ? (rm != null) ? rm : false : false
}
//-- containe resulable objects
obj = {}
//-- call the init method
this.init();
}
/** Public Methods **/
/**
* The Init method called on every page load
*/
App.prototype.init = function () {
var om = opt.rMethod;
//-- Once all init settings are performed call the requested method if required
if(om) {(typeof App.prototype[om] == 'function') ? App.prototype[om]() : _DB('Call to Method [' + om + '] does not exsist.');}
};
/**
* testmethod
*/
App.prototype.testmethod = function () {
};
/** Private Methods **/
function PrivateMethod(){
}
/**
* A console output that should enable to remain enable js to work in IE
* just incase i forget to remove it when checking on those pesky IE browsers....
*/
function _DB(msg){
if(window.console && window.console.log){
var logDate = new Date();
window.console.log('------------------- ' + logDate + ' ----------------------------------');
window.console.log(msg);
}
};
window.App = App;
})(window);
then call it like:
<script src="ptha/to/your/app.js"></script>
<script>$(function() { new App('testmethod'); });</script>
When the code is loaded the new App() will then run once all page load data has completed
Hope this helps.To get access to it outside add the new to a var
var App = new App('testmethod);
then you can access things like
App.testmethod()...
var Person = function() {
this.age = 23;
}
Person is a variable that contains(is referenced) an anonymous function
function Person() {
this.age = 23;
}
but here you declare a function called "Person"
function Person() {
return {age: 2};
}
and so you declare a function that returns a new static object.
The best way depends on the needs, if you want to declare classes use the second, while to create the modules uses the third. For the first method look here: http://helephant.com/2008/08/23/javascript-anonymous-functions/

Choosing an OOP pattern in javascript

I've put these together with the help of others and several resources. I've made a fiddle of everything, and the stripped down code is posted below.
Basically I've learned how to use each of these patterns but I'm curious about the more fundamental differences between these approaches. Downstream code is practically identical with any of these patterns, but is there a reason why one should use one over another, beyond personal preference? Also though I've tried to gather up the most common patterns, please suggest your own if it's better.
Pattern 1 (Object Based):
var mouseDiff = {
"startPoint" : {"x" :0, "y" : 0},
"hypotenuse" : function(a,b) {
// do something
},
"init" : function(){
// do something
}
}
mouseDiff.init();
Pattern 2 (Most traditional as far as I know):
function MouseDiff() {
this.startPoint = {"x" :0, "y" : 0};
}
MouseDiff.prototype.hypotenuse = function(a,b) {
// do something
}
MouseDiff.prototype.init = function() {
// do something
}
var myMouse = new MouseDiff;
myMouse.init();
Pattern 3 (Making use of closure):
var MouseDiff2 = (function() {
var startPoint = {"x" :0, "y" : 0};
var hypotenuse = function(a,b) {
// do something
};
return {
hypotenuse: hypotenuse,
init : function(){
// do something
}
};
}());
MouseDiff2.init();
Pattern 1 is a singleton. If you only need one such object, it's just fine.
Pattern 2 builds new objects, and takes advantage of the prototype object so that when a new MouseDiff object is created, it will not create new copies of the functions (which are themselves data in JavaScript).
Pattern 3 requires more memory in comparison to a regular singleton but it offers static privacy.
I like the following pattern, as it covers various features, though it is really a combination of the constructor (pattern 2) and closure (pattern 3):
var MouseDiff = (function () {
var aStaticVariable = 'Woohoo!';
// And if you really need 100% truly private instance
// variables which are not methods and which can be
// shared between methods (and don't mind the rather
// big hassle they require), see
// http://brettz9.blogspot.com/search?q=relator
// (see also the new plans for a Map/WeakMap in ECMAScript)
function _APrivateStaticMethod () {
alert(aStaticVariable);
}
// An instance method meant to be called on the
// particular object as via ".call(this)" below
function _APrivateInstanceMethod () {
alert(this.startPoint.x);
}
// Begin Constructor
function MouseDiff() {
this.startPoint = {"x" :0, "y" : 0};
}
MouseDiff.prototype.hypotenuse = function(a,b) {
// do something
};
MouseDiff.prototype.init = function() {
// do something
_APrivateStaticMethod(); // alerts 'Woohoo!'
_APrivateInstanceMethod.call(this); // alerts 0 (but if not
// called with this, _APrivateInstanceMethod's internal
// "this" will refer (potentially dangerously) to the
// global object, as in the window in the browser unless
// this class was defined within 'strict' mode in which
// case "this" would be undefined)
};
return MouseDiff;
}());
var myMouse = new MouseDiff;
myMouse.init();
I do not know enough about JavaScript to tell you what if any performance differences exist between these approaches. Here are just two differences between these I noticed. I'm sure there are others.
Pattern 1 creates one object with those properties, including attached methods. Pattern 2 allows us to easily create many objects with the same methods attached, without rewriting them.
Pattern 3 is like a factory. Instead of relying on prototype to automatically attach these methods, the factory just creates them anew and returns the object. The usage of a closure allows us to hide the "member variables" of the object. There is no way to access startPoint or hypotenuse() except through the "public" interface returned.
Whenever I answer these types of theoretical JavaScript questions, I always fear there is some technical detail I am forgetting or overlooking. If so, let me know, and I will fix the answer.
Pattern two is my personally preference because it is the closest to traditional object oriented programming and allows for easy inheritance.
This post by John Resig (the guy behind JQuery) uses that method...
http://ejohn.org/blog/simple-javascript-inheritance/
[edit]
In fact, I don't think methods 1 or 3 have any benefits. 1 is, as someone else said, a singleton and does not allow multiple instances and 3... I don't know where to start with 3.
There is one more possible way to do this.
var MouseDiff = {};
(function(context) {
var privateVarialble = 0;
context.hypotenuse = function() {
//code here
};
context.int = function() {
//code here
}
})(MouseDiff);
Here we simply pass the namespace as an argument to a self-invoking function. The privateVarialble variable is private because it does not get assigned to the context.
We can even set the context to the global object (with a one word change!). Inside brackets (MouseDiff) make it (this). This is a big asset for library vendors – who can wrap their features in a self-invoking function and leave it to the user to decide whether they should be global or not.
http://www.jsoops.net/ is quite good for oop in Js. If provide private, protected, public variable and function, and also Inheritance feature. Example Code:
var ClassA = JsOops(function (pri, pro, pub)
{// pri = private, pro = protected, pub = public
pri.className = "I am A ";
this.init = function (var1)// constructor
{
pri.className += var1;
}
pub.getData = function ()
{
return "ClassA(Top=" + pro.getClassName() + ", This=" + pri.getClassName()
+ ", ID=" + pro.getClassId() + ")";
}
pri.getClassName = function () { return pri.className; }
pro.getClassName = function () { return pri.className; }
pro.getClassId = function () { return 1; }
});
var newA = new ClassA("Class");
//***Access public function
console.log(typeof (newA.getData));
// function
console.log(newA.getData());
// ClassA(Top=I am A Class, This=I am A Class, ID=1)
//***You can not access constructor, private and protected function
console.log(typeof (newA.init)); // undefined
console.log(typeof (newA.className)); // undefined
console.log(typeof (newA.pro)); // undefined
console.log(typeof (newA.getClassName)); // undefined
This has been answered elsewhere many times before but just to offer up some variety. ds.oop is a nice way to declare classes with constructors in javascript. It supports every possible type of inheritance (Including 1 type that even c# does not support) as well as Interfaces which is nice.
var Color = ds.make.class({
type: 'Color',
constructor: function (r,g,b) {
this.r = r; /* now r,g, and b are available to */
this.g = g; /* other methods in the Color class */
this.b = b;
}
});
var red = new Color(255,0,0); // using the new keyword to instantiate the class

How to "properly" create a custom object in JavaScript?

I wonder about what the best way is to create an JavaScript object that has properties and methods.
I have seen examples where the person used var self = this and then uses self. in all functions to make sure the scope is always correct.
Then I have seen examples of using .prototype to add properties, while others do it inline.
Can someone give me a proper example of a JavaScript object with some properties and methods?
There are two models for implementing classes and instances in JavaScript: the prototyping way, and the closure way. Both have advantages and drawbacks, and there are plenty of extended variations. Many programmers and libraries have different approaches and class-handling utility functions to paper over some of the uglier parts of the language.
The result is that in mixed company you will have a mishmash of metaclasses, all behaving slightly differently. What's worse, most JavaScript tutorial material is terrible and serves up some kind of in-between compromise to cover all bases, leaving you very confused. (Probably the author is also confused. JavaScript's object model is very different to most programming languages, and in many places straight-up badly designed.)
Let's start with the prototype way. This is the most JavaScript-native you can get: there is a minimum of overhead code and instanceof will work with instances of this kind of object.
function Shape(x, y) {
this.x= x;
this.y= y;
}
We can add methods to the instance created by new Shape by writing them to the prototype lookup of this constructor function:
Shape.prototype.toString= function() {
return 'Shape at '+this.x+', '+this.y;
};
Now to subclass it, in as much as you can call what JavaScript does subclassing. We do that by completely replacing that weird magic prototype property:
function Circle(x, y, r) {
Shape.call(this, x, y); // invoke the base class's constructor function to take co-ords
this.r= r;
}
Circle.prototype= new Shape();
before adding methods to it:
Circle.prototype.toString= function() {
return 'Circular '+Shape.prototype.toString.call(this)+' with radius '+this.r;
}
This example will work and you will see code like it in many tutorials. But man, that new Shape() is ugly: we're instantiating the base class even though no actual Shape is to be created. It happens to work in this simple case because JavaScript is so sloppy: it allows zero arguments to be passed in, in which case x and y become undefined and are assigned to the prototype's this.x and this.y. If the constructor function were doing anything more complicated, it would fall flat on its face.
So what we need to do is find a way to create a prototype object which contains the methods and other members we want at a class level, without calling the base class's constructor function. To do this we are going to have to start writing helper code. This is the simplest approach I know of:
function subclassOf(base) {
_subclassOf.prototype= base.prototype;
return new _subclassOf();
}
function _subclassOf() {};
This transfers the base class's members in its prototype to a new constructor function which does nothing, then uses that constructor. Now we can write simply:
function Circle(x, y, r) {
Shape.call(this, x, y);
this.r= r;
}
Circle.prototype= subclassOf(Shape);
instead of the new Shape() wrongness. We now have an acceptable set of primitives to built classes.
There are a few refinements and extensions we can consider under this model. For example here is a syntactical-sugar version:
Function.prototype.subclass= function(base) {
var c= Function.prototype.subclass.nonconstructor;
c.prototype= base.prototype;
this.prototype= new c();
};
Function.prototype.subclass.nonconstructor= function() {};
...
function Circle(x, y, r) {
Shape.call(this, x, y);
this.r= r;
}
Circle.subclass(Shape);
Either version has the drawback that the constructor function cannot be inherited, as it is in many languages. So even if your subclass adds nothing to the construction process, it must remember to call the base constructor with whatever arguments the base wanted. This can be slightly automated using apply, but still you have to write out:
function Point() {
Shape.apply(this, arguments);
}
Point.subclass(Shape);
So a common extension is to break out the initialisation stuff into its own function rather than the constructor itself. This function can then inherit from the base just fine:
function Shape() { this._init.apply(this, arguments); }
Shape.prototype._init= function(x, y) {
this.x= x;
this.y= y;
};
function Point() { this._init.apply(this, arguments); }
Point.subclass(Shape);
// no need to write new initialiser for Point!
Now we've just got the same constructor function boilerplate for each class. Maybe we can move that out into its own helper function so we don't have to keep typing it, for example instead of Function.prototype.subclass, turning it round and letting the base class's Function spit out subclasses:
Function.prototype.makeSubclass= function() {
function Class() {
if ('_init' in this)
this._init.apply(this, arguments);
}
Function.prototype.makeSubclass.nonconstructor.prototype= this.prototype;
Class.prototype= new Function.prototype.makeSubclass.nonconstructor();
return Class;
};
Function.prototype.makeSubclass.nonconstructor= function() {};
...
Shape= Object.makeSubclass();
Shape.prototype._init= function(x, y) {
this.x= x;
this.y= y;
};
Point= Shape.makeSubclass();
Circle= Shape.makeSubclass();
Circle.prototype._init= function(x, y, r) {
Shape.prototype._init.call(this, x, y);
this.r= r;
};
...which is starting to look a bit more like other languages, albeit with slightly clumsier syntax. You can sprinkle in a few extra features if you like. Maybe you want makeSubclass to take and remember a class name and provide a default toString using it. Maybe you want to make the constructor detect when it has accidentally been called without the new operator (which would otherwise often result in very annoying debugging):
Function.prototype.makeSubclass= function() {
function Class() {
if (!(this instanceof Class))
throw('Constructor called without "new"');
...
Maybe you want to pass in all the new members and have makeSubclass add them to the prototype, to save you having to write Class.prototype... quite so much. A lot of class systems do that, eg:
Circle= Shape.makeSubclass({
_init: function(x, y, z) {
Shape.prototype._init.call(this, x, y);
this.r= r;
},
...
});
There are a lot of potential features you might consider desirable in an object system and no-one really agrees on one particular formula.
The closure way, then. This avoids the problems of JavaScript's prototype-based inheritance, by not using inheritance at all. Instead:
function Shape(x, y) {
var that= this;
this.x= x;
this.y= y;
this.toString= function() {
return 'Shape at '+that.x+', '+that.y;
};
}
function Circle(x, y, r) {
var that= this;
Shape.call(this, x, y);
this.r= r;
var _baseToString= this.toString;
this.toString= function() {
return 'Circular '+_baseToString(that)+' with radius '+that.r;
};
};
var mycircle= new Circle();
Now every single instance of Shape will have its own copy of the toString method (and any other methods or other class members we add).
The bad thing about every instance having its own copy of each class member is that it's less efficient. If you are dealing with large numbers of subclassed instances, prototypical inheritance may serve you better. Also calling a method of the base class is slightly annoying as you can see: we have to remember what the method was before the subclass constructor overwrote it, or it gets lost.
[Also because there is no inheritance here, the instanceof operator won't work; you would have to provide your own mechanism for class-sniffing if you need it. Whilst you could fiddle the prototype objects in a similar way as with prototype inheritance, it's a bit tricky and not really worth it just to get instanceof working.]
The good thing about every instance having its own method is that the method may then be bound to the specific instance that owns it. This is useful because of JavaScript's weird way of binding this in method calls, which has the upshot that if you detach a method from its owner:
var ts= mycircle.toString;
alert(ts());
then this inside the method won't be the Circle instance as expected (it'll actually be the global window object, causing widespread debugging woe). In reality this typically happens when a method is taken and assigned to a setTimeout, onclick or EventListener in general.
With the prototype way, you have to include a closure for every such assignment:
setTimeout(function() {
mycircle.move(1, 1);
}, 1000);
or, in the future (or now if you hack Function.prototype) you can also do it with function.bind():
setTimeout(mycircle.move.bind(mycircle, 1, 1), 1000);
if your instances are done the closure way, the binding is done for free by the closure over the instance variable (usually called that or self, though personally I would advise against the latter as self already has another, different meaning in JavaScript). You don't get the arguments 1, 1 in the above snippet for free though, so you would still need another closure or a bind() if you need to do that.
There are lots of variants on the closure method too. You may prefer to omit this completely, creating a new that and returning it instead of using the new operator:
function Shape(x, y) {
var that= {};
that.x= x;
that.y= y;
that.toString= function() {
return 'Shape at '+that.x+', '+that.y;
};
return that;
}
function Circle(x, y, r) {
var that= Shape(x, y);
that.r= r;
var _baseToString= that.toString;
that.toString= function() {
return 'Circular '+_baseToString(that)+' with radius '+r;
};
return that;
};
var mycircle= Circle(); // you can include `new` if you want but it won't do anything
Which way is “proper”? Both. Which is “best”? That depends on your situation. FWIW I tend towards prototyping for real JavaScript inheritance when I'm doing strongly OO stuff, and closures for simple throwaway page effects.
But both ways are quite counter-intuitive to most programmers. Both have many potential messy variations. You will meet both (as well as many in-between and generally broken schemes) if you use other people's code/libraries. There is no one generally-accepted answer. Welcome to the wonderful world of JavaScript objects.
[This has been part 94 of Why JavaScript Is Not My Favourite Programming Language.]
I use this pattern fairly frequently - I've found that it gives me a pretty huge amount of flexibility when I need it. In use it's rather similar to Java-style classes.
var Foo = function()
{
var privateStaticMethod = function() {};
var privateStaticVariable = "foo";
var constructor = function Foo(foo, bar)
{
var privateMethod = function() {};
this.publicMethod = function() {};
};
constructor.publicStaticMethod = function() {};
return constructor;
}();
This uses an anonymous function that is called upon creation, returning a new constructor function. Because the anonymous function is called only once, you can create private static variables in it (they're inside the closure, visible to the other members of the class). The constructor function is basically a standard Javascript object - you define private attributes inside of it, and public attributes are attached to the this variable.
Basically, this approach combines the Crockfordian approach with standard Javascript objects to create a more powerful class.
You can use it just like you would any other Javascript object:
Foo.publicStaticMethod(); //calling a static method
var test = new Foo(); //instantiation
test.publicMethod(); //calling a method
Douglas Crockford discusses that topic extensively in The Good Parts. He recommends to avoid the new operator to create new objects. Instead he proposes to create customized constructors. For instance:
var mammal = function (spec) {
var that = {};
that.get_name = function ( ) {
return spec.name;
};
that.says = function ( ) {
return spec.saying || '';
};
return that;
};
var myMammal = mammal({name: 'Herb'});
In Javascript a function is an object, and can be used to construct objects out of together with the new operator. By convention, functions intended to be used as constructors start with a capital letter. You often see things like:
function Person() {
this.name = "John";
return this;
}
var person = new Person();
alert("name: " + person.name);**
In case you forget to use the new operator while instantiating a new object, what you get is an ordinary function call, and this is bound to the global object instead to the new object.
To continue off of bobince's answer
In es6 you can now actually create a class
So now you can do:
class Shape {
constructor(x, y) {
this.x = x;
this.y = y;
}
toString() {
return `Shape at ${this.x}, ${this.y}`;
}
}
So extend to a circle (as in the other answer) you can do:
class Circle extends Shape {
constructor(x, y, r) {
super(x, y);
this.r = r;
}
toString() {
let shapeString = super.toString();
return `Circular ${shapeString} with radius ${this.r}`;
}
}
Ends up a bit cleaner in es6 and a little easier to read.
Here is a good example of it in action:
class Shape {
constructor(x, y) {
this.x = x;
this.y = y;
}
toString() {
return `Shape at ${this.x}, ${this.y}`;
}
}
class Circle extends Shape {
constructor(x, y, r) {
super(x, y);
this.r = r;
}
toString() {
let shapeString = super.toString();
return `Circular ${shapeString} with radius ${this.r}`;
}
}
let c = new Circle(1, 2, 4);
console.log('' + c, c);
You can also do it this way, using structures :
function createCounter () {
var count = 0;
return {
increaseBy: function(nb) {
count += nb;
},
reset: function {
count = 0;
}
}
}
Then :
var counter1 = createCounter();
counter1.increaseBy(4);
Another way would be http://jsfiddle.net/nnUY4/
(i dont know if this kind of handling object creation and revealing functions follow any specific pattern)
// Build-Reveal
var person={
create:function(_name){ // 'constructor'
// prevents direct instantiation
// but no inheritance
return (function() {
var name=_name||"defaultname"; // private variable
// [some private functions]
function getName(){
return name;
}
function setName(_name){
name=_name;
}
return { // revealed functions
getName:getName,
setName:setName
}
})();
}
}
// … no (instantiated) person so far …
var p=person.create(); // name will be set to 'defaultname'
p.setName("adam"); // and overwritten
var p2=person.create("eva"); // or provide 'constructor parameters'
alert(p.getName()+":"+p2.getName()); // alerts "adam:eva"
Creating an object
The easiest way to create an object in JavaScript is to use the following syntax :
var test = {
a : 5,
b : 10,
f : function(c) {
return this.a + this.b + c;
}
}
console.log(test);
console.log(test.f(3));
This works great for storing data in a structured way.
For more complex use cases, however, it's often better to create instances of functions :
function Test(a, b) {
this.a = a;
this.b = b;
this.f = function(c) {
return this.a + this.b + c;
};
}
var test = new Test(5, 10);
console.log(test);
console.log(test.f(3));
This allows you to create multiple objects that share the same "blueprint", similar to how you use classes in eg. Java.
This can still be done more efficiently, however, by using a prototype.
Whenever different instances of a function share the same methods or properties, you can move them to that object's prototype. That way, every instance of a function has access to that method or property, but it doesn't need to be duplicated for every instance.
In our case, it makes sense to move the method f to the prototype :
function Test(a, b) {
this.a = a;
this.b = b;
}
Test.prototype.f = function(c) {
return this.a + this.b + c;
};
var test = new Test(5, 10);
console.log(test);
console.log(test.f(3));
Inheritance
A simple but effective way to do inheritance in JavaScript, is to use the following two-liner :
B.prototype = Object.create(A.prototype);
B.prototype.constructor = B;
That is similar to doing this :
B.prototype = new A();
The main difference between both is that the constructor of A is not run when using Object.create, which is more intuitive and more similar to class based inheritance.
You can always choose to optionally run the constructor of A when creating a new instance of B by adding adding it to the constructor of B :
function B(arg1, arg2) {
A(arg1, arg2); // This is optional
}
If you want to pass all arguments of B to A, you can also use Function.prototype.apply() :
function B() {
A.apply(this, arguments); // This is optional
}
If you want to mixin another object into the constructor chain of B, you can combine Object.create with Object.assign :
B.prototype = Object.assign(Object.create(A.prototype), mixin.prototype);
B.prototype.constructor = B;
Demo
function A(name) {
this.name = name;
}
A.prototype = Object.create(Object.prototype);
A.prototype.constructor = A;
function B() {
A.apply(this, arguments);
this.street = "Downing Street 10";
}
B.prototype = Object.create(A.prototype);
B.prototype.constructor = B;
function mixin() {
}
mixin.prototype = Object.create(Object.prototype);
mixin.prototype.constructor = mixin;
mixin.prototype.getProperties = function() {
return {
name: this.name,
address: this.street,
year: this.year
};
};
function C() {
B.apply(this, arguments);
this.year = "2018"
}
C.prototype = Object.assign(Object.create(B.prototype), mixin.prototype);
C.prototype.constructor = C;
var instance = new C("Frank");
console.log(instance);
console.log(instance.getProperties());
Note
Object.create can be safely used in every modern browser, including IE9+. Object.assign does not work in any version of IE nor some mobile browsers. It is recommended to polyfill Object.create and/or Object.assign if you want to use them and support browsers that do not implement them.
You can find a polyfill for Object.create here
and one for Object.assign here.
When one uses the trick of closing on "this" during a constructor invocation, it's in order to write a function that can be used as a callback by some other object that doesn't want to invoke a method on an object. It's not related to "making the scope correct".
Here's a vanilla JavaScript object:
function MyThing(aParam) {
var myPrivateVariable = "squizzitch";
this.someProperty = aParam;
this.useMeAsACallback = function() {
console.log("Look, I have access to " + myPrivateVariable + "!");
}
}
// Every MyThing will get this method for free:
MyThing.prototype.someMethod = function() {
console.log(this.someProperty);
};
You might get a lot out of reading what Douglas Crockford has to say about JavaScript. John Resig is also brilliant. Good luck!
Closure is versatile. bobince has well summarized the prototype vs. closure approaches when creating objects. However you can mimic some aspects of OOP using closure in a functional programming way. Remember functions are objects in JavaScript; so use function as object in a different way.
Here is an example of closure:
function outer(outerArg) {
return inner(innerArg) {
return innerArg + outerArg; //the scope chain is composed of innerArg and outerArg from the outer context
}
}
A while ago I came across the Mozilla's article on Closure. Here is what jump at my eyes: "A closure lets you associate some data (the environment) with a function that operates on that data. This has obvious parallels to object oriented programming, where objects allow us to associate some data (the object's properties) with one or more methods". It was the very first time I read a parallelism between closure and classic OOP with no reference to prototype.
How?
Suppose you want to calculate the VAT of some items. The VAT is likely to stay stable during the lifetime of an application. One way to do it in OOP (pseudo code):
public class Calculator {
public property VAT { get; private set; }
public Calculator(int vat) {
this.VAT = vat;
}
public int Calculate(int price) {
return price * this.VAT;
}
}
Basically you pass a VAT value into your constructor and your calculate method can operate upon it via closure.
Now instead of using a class/constructor, pass your VAT as an argument into a function. Because the only stuff you are interested in is the calculation itself, returns a new function, which is the calculate method:
function calculator(vat) {
return function(item) {
return item * vat;
}
}
var calculate = calculator(1.10);
var jsBook = 100; //100$
calculate(jsBook); //110
In your project identify top-level values that are good candidate of what VAT is for calculation. As a rule of thumb whenever you pass the same arguments on and on, there is a way to improve it using closure. No need to create traditional objects.
https://developer.mozilla.org/en-US/docs/Web/JavaScript/Guide/Closures
A Pattern That Serves Me Well
var Klass = function Klass() {
var thus = this;
var somePublicVariable = x
, somePublicVariable2 = x
;
var somePrivateVariable = x
, somePrivateVariable2 = x
;
var privateMethod = (function p() {...}).bind(this);
function publicMethod() {...}
// export precepts
this.var1 = somePublicVariable;
this.method = publicMethod;
return this;
};
First, you may change your preference of adding methods to the instance instead of the constructor's prototype object. I almost always declare methods inside of the constructor because I use Constructor Hijacking very often for purposes regarding Inheritance & Decorators.
Here's how I decide where which declarations are writ:
Never declare a method directly on the context object (this)
Let var declarations take precedence over function declarations
Let primitives take precedence over objects ({} and [])
Let public declarations take precedence over private declarations
Prefer Function.prototype.bind over thus, self, vm, etc
Avoid declaring a Class within another Class, unless:
It should be obvious that the two are inseparable
The Inner class implements The Command Pattern
The Inner class implements The Singleton Pattern
The Inner class implements The State Pattern
The Inner Class implements another Design Pattern that warrants this
Always return this from within the Lexical Scope of the Closure Space.
Here's why these help:
Constructor Hijacking
var Super = function Super() {
...
this.inherited = true;
...
};
var Klass = function Klass() {
...
// export precepts
Super.apply(this); // extends this with property `inherited`
...
};
Model Design
var Model = function Model(options) {
var options = options || {};
this.id = options.id || this.id || -1;
this.string = options.string || this.string || "";
// ...
return this;
};
var model = new Model({...});
var updated = Model.call(model, { string: 'modified' });
(model === updated === true); // > true
Design Patterns
var Singleton = new (function Singleton() {
var INSTANCE = null;
return function Klass() {
...
// export precepts
...
if (!INSTANCE) INSTANCE = this;
return INSTANCE;
};
})();
var a = new Singleton();
var b = new Singleton();
(a === b === true); // > true
As you can see, I really have no need for thus since I prefer Function.prototype.bind (or .call or .apply) over thus. In our Singleton class, we don't even name it thus because INSTANCE conveys more information. For Model, we return this so that we can invoke the Constructor using .call to return the instance we passed into it. Redundantly, we assigned it to the variable updated, though it is useful in other scenarios.
Alongside, I prefer constructing object-literals using the new keyword over {brackets}:
Preferred
var klass = new (function Klass(Base) {
...
// export precepts
Base.apply(this); //
this.override = x;
...
})(Super);
Not Preferred
var klass = Super.apply({
override: x
});
As you can see, the latter has no ability to override its Superclass's "override" property.
If I do add methods to the Class's prototype object, I prefer an object literal -- with or without using the new keyword:
Preferred
Klass.prototype = new Super();
// OR
Klass.prototype = new (function Base() {
...
// export precepts
Base.apply(this);
...
})(Super);
// OR
Klass.prototype = Super.apply({...});
// OR
Klass.prototype = {
method: function m() {...}
};
Not Preferred
Klass.prototype.method = function m() {...};
I'd like to mention that we can use either a Title or a String to declare an Object.
There are different ways on calling each type of them. See below:
var test = {
useTitle : "Here we use 'a Title' to declare an Object",
'useString': "Here we use 'a String' to declare an Object",
onTitle : function() {
return this.useTitle;
},
onString : function(type) {
return this[type];
}
}
console.log(test.onTitle());
console.log(test.onString('useString'));
var Person = function (lastname, age, job){
this.name = name;
this.age = age;
this.job = job;
this.changeName = function(name){
this.lastname = name;
}
}
var myWorker = new Person('Adeola', 23, 'Web Developer');
myWorker.changeName('Timmy');
console.log("New Worker" + myWorker.lastname);
In addition to the accepted answer from 2009. If you can can target modern browsers, one can make use of the Object.defineProperty.
The Object.defineProperty() method defines a new property directly on
an object, or modifies an existing property on an object, and returns
the object.
Source: Mozilla
var Foo = (function () {
function Foo() {
this._bar = false;
}
Object.defineProperty(Foo.prototype, "bar", {
get: function () {
return this._bar;
},
set: function (theBar) {
this._bar = theBar;
},
enumerable: true,
configurable: true
});
Foo.prototype.toTest = function () {
alert("my value is " + this.bar);
};
return Foo;
}());
// test instance
var test = new Foo();
test.bar = true;
test.toTest();
To see a desktop and mobile compatibility list, see Mozilla's Browser Compatibility list. Yes, IE9+ supports it as well as Safari mobile.
You can also try this
function Person(obj) {
'use strict';
if (typeof obj === "undefined") {
this.name = "Bob";
this.age = 32;
this.company = "Facebook";
} else {
this.name = obj.name;
this.age = obj.age;
this.company = obj.company;
}
}
Person.prototype.print = function () {
'use strict';
console.log("Name: " + this.name + " Age : " + this.age + " Company : " + this.company);
};
var p1 = new Person({name: "Alex", age: 23, company: "Google"});
p1.print();
Bascially there is no concept of class in JS so we use function as a class constructor which is relevant with the existing design patterns.
//Constructor Pattern
function Person(name, age, job){
this.name = name;
this.age = age;
this.job = job;
this.doSomething = function(){
alert('I am Happy');
}
}
Till now JS has no clue that you want to create an object so here comes the new keyword.
var person1 = new Person('Arv', 30, 'Software');
person1.name //Arv
Ref : Professional JS for web developers - Nik Z

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