Javascript Basics
This is very important when giving interviews as JQuery and other Javascript liberaries like Knockout , Angular are utilizing Javascript. Also, its difficult to understand the code written in these liberaries if your concepts are not correct.
Its always challange for a C# developer to correctly understand Javascript code because the way inheritance works in Javascript is totally different.
I found a brief Blog which explains below points.
1.
2.
Using the
Its always challange for a C# developer to correctly understand Javascript code because the way inheritance works in Javascript is totally different.
I found a brief Blog which explains below points.
1.
Part 1 : Public/Private Variables and Methods
This page shows how to create private variables and methods in "classes" in Javascript through the rather simple example of a person. (This is really a very rough approximation of the classical OOP pattern, and not necessarily a "best-practice" for JavaScript programming.) Part 2 covers inheritance.
Summary
- private variables are declared with the 'var' keyword inside the object, and can only be accessed by private functions and privileged methods.
- private functions are declared inline inside the object's constructor (or alternatively may be defined via
var functionName=function(){...}
) and may only be called by privileged methods (including the object's constructor). - privileged methods are declared with
this.methodName=function(){...}
and may invoked by code external to the object. - public properties are declared with
this.variableName
and may be read/written from outside the object. - public methods are defined by
Classname.prototype.methodName = function(){...}
and may be called from outside the object. - prototype properties are defined by
Classname.prototype.propertyName = someValue
- static properties are defined by
Classname.propertyName = someValue
Example
In this example, a person's name and race are set at birth and may never be changed. When created, a person starts out at year 1 and a hidden maximum age is determined for that person. The person has a weight which is modified by eating (tripling their weight) or exercising (halfing it). Every time the person eats or exercises, they grow a year older. The person object has a publicly accessible 'clothing' property which anyone can modify, as well as a dirtFactor which can be modified manually (throwing dirt on or scrubbing it off), but which increases every time the person eats or exercises, and is reduced by the use of the shower() method.
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The Example Code
function Person(n,race){
this.constructor.population++;
// ************************************************************************
// PRIVATE VARIABLES AND FUNCTIONS
// ONLY PRIVELEGED METHODS MAY VIEW/EDIT/INVOKE
// ***********************************************************************
var alive=true, age=1;
var maxAge=70+Math.round(Math.random()*15)+Math.round(Math.random()*15);
function makeOlder(){ return alive = (++age <= maxAge) }
var myName=n?n:"John Doe";
var weight=1;
// ************************************************************************
// PRIVILEGED METHODS
// MAY BE INVOKED PUBLICLY AND MAY ACCESS PRIVATE ITEMS
// MAY NOT BE CHANGED; MAY BE REPLACED WITH PUBLIC FLAVORS
// ************************************************************************
this.toString=this.getName=function(){ return myName }
this.eat=function(){
if (makeOlder()){
this.dirtFactor++;
return weight*=3;
} else alert(myName+" can't eat, he's dead!");
}
this.exercise=function(){
if (makeOlder()){
this.dirtFactor++;
return weight/=2;
} else alert(myName+" can't exercise, he's dead!");
}
this.weigh=function(){ return weight }
this.getRace=function(){ return race }
this.getAge=function(){ return age }
this.muchTimePasses=function(){ age+=50; this.dirtFactor=10; }
// ************************************************************************
// PUBLIC PROPERTIES -- ANYONE MAY READ/WRITE
// ************************************************************************
this.clothing="nothing/naked";
this.dirtFactor=0;
}
// ************************************************************************
// PUBLIC METHODS -- ANYONE MAY READ/WRITE
// ************************************************************************
Person.prototype.beCool = function(){ this.clothing="khakis and black shirt" }
Person.prototype.shower = function(){ this.dirtFactor=2 }
Person.prototype.showLegs = function(){ alert(this+" has "+this.legs+" legs") }
Person.prototype.amputate = function(){ this.legs-- }
// ************************************************************************
// PROTOTYOPE PROERTIES -- ANYONE MAY READ/WRITE (but may be overridden)
// ************************************************************************
Person.prototype.legs=2;
// ************************************************************************
// STATIC PROPERTIES -- ANYONE MAY READ/WRITE
// ************************************************************************
Person.population = 0;
// Here is the code that uses the Person class
function RunGavinsLife(){
var gk=new Person("Gavin","caucasian"); //New instance of the Person object created.
var lk=new Person("Lisa","caucasian"); //New instance of the Person object created.
alert("There are now "+Person.population+" people");
gk.showLegs(); lk.showLegs(); //Both share the common 'Person.prototype.legs' variable when looking at 'this.legs'
gk.race = "hispanic"; //Sets a public variable, but does not overwrite private 'race' variable.
alert(gk+"'s real race is "+gk.getRace()); //Returns 'caucasian' from private 'race' variable set at create time.
gk.eat(); gk.eat(); gk.eat(); //weight is 3...then 9...then 27
alert(gk+" weighs "+gk.weigh()+" pounds and has a dirt factor of "+gk.dirtFactor);
gk.exercise(); //weight is now 13.5
gk.beCool(); //clothing has been update to current fashionable levels
gk.clothing="Pimp Outfit"; //clothing is a public variable that can be updated to any funky value
gk.shower();
alert("Existing shower technology has gotten "+gk+" to a dirt factor of "+gk.dirtFactor);
gk.muchTimePasses(); //50 Years Pass
Person.prototype.shower=function(){ //Shower technology improves for everyone
this.dirtFactor=0;
}
gk.beCool=function(){ //Gavin alone gets new fashion ideas
this.clothing="tinfoil";
};
gk.beCool(); gk.shower();
alert("Fashionable "+gk+" at "
+gk.getAge()+" years old is now wearing "
+gk.clothing+" with dirt factor "
+gk.dirtFactor);
gk.amputate(); //Uses the prototype property and makes a public property
gk.showLegs(); lk.showLegs(); //Lisa still has the prototype property
gk.muchTimePasses(); //50 Years Pass...Gavin is now over 100 years old.
gk.eat(); //Complains about extreme age, death, and inability to eat.
}
Notes
maxAge
is a private variable with no privileged accessor method; as such, there is no way to publicly get or set it.race
is a private variable defined only as an argument to the contructor. Variables passed into the constructor are available to the object as private variables.- The 'tinfoil'
beCool()
fashion method was applied only to thegk
object, not the entirePerson
class. Other people created and set tobeCool()
would still use the original 'khakis and black shirt' clothing that Gavin eschewed later in life. - Note the implicit call to the
gk.toString()
method when using string concatenation. It is this which allows the codealert(gk+' is so cool.')
to put the word 'Gavin' in there, and is equivalent toalert(gk.toString()+' is so cool.')
. Every object of every type in JS has a.toString()
method, but you can override it with your own. - You cannot (to my knowledge) assign public methods of a class inside the main object constructor...you must use the
prototype
property externally, as above with thebeCool()
andshower()
methods. - As I attempted to show with the
Person.prototype.legs
property and theamputate()
function, prototype properties are shared by all object instances. Asking forlk.legs
yields '2' by looking at the single prototype property. However, attempting to change this value using eithergk.legs=1
or (in the Person object)this.legs=1
ends up making a new public property of the object specific to that instance. (This is why callinggk.amputate()
only removed a leg from Gavin, but not Lisa.) To modify a prototype property, you must usePerson.prototype.legs=1
or something likethis.constructor.prototype.legs=1
. (I say 'something like' because I discovered thatthis.constructor
is not available inside private functions of the object, sincethis
refers to the window object in that scope.) - Wherever an anonymous function is declared inline with
foo = function(p1,p2){ some code }
thenew Function()
constructor is NOT equivalent, e.g.foo = new Function('p1','p2','code');
since the latter runs in the global scope--instead of inheriting the scope of the constructor function--thus preventing it from accessing the private variables. - As noted above in the code comments, the act of setting
gk.race
to some value did NOT overwrite the privaterace
variable. Although it would be a dumb idea, you can have both private and public variables with the same name. For example, theyell()
method in the following class will yield different values forfoo
andthis.foo
:function StupidClass(){ var foo = "internal"; this.foo = "external"; this.yell=function(){ alert("Internal foo is "+foo+"\nExternal foo is "+this.foo) } }
- Private functions and privileged methods, like private variables and public properties, are instantiated with each new object created. So each time
new Person()
is called, new copies ofmakeOlder()
,toString()
,getName()
,eat()
,exercise()
,weigh()
,getRace()
,getAge()
, andmuchTimePasses()
are created. For every Person, each time. Contrast this with public methods (only one copy ofbeCool()
andshower()
exist no matter how many Person objects are created) and you can see that for memory/performance reasons it can be preferable to give up some degree of object protection and instead use only public methods.
Note that doing so requires making private variables public (since without privileged accessor methods there would be no way to use them) so the public methods can get at them...and which also allows external code to see/destroy these variables. The memory/performance optimization of using only public properties and methods has consequences which may make your code less robust.
For example, in the aboveage
andmaxAge
are private variables;age
can only be accessed externally throughgetAge()
(it cannot be set) andmaxAge
cannot be read or set externally. Changing those to be public properties would allow any code to do something likegk.maxAge=1; gk.age=200;
which not only does it not make sense (you shouldn't be able to manipulate someone's age or lifespan directly), but by setting those values directly thealive
variable wouldn't properly be updated, leaving your Person object in a broken state.
OOP in JS, Part 2 : Inheritance
In Part 1 we saw how to create classes in JS, including private, privileged, and public properties and methods. This section discusses inheritance in Javascript.
Summary
- You cause a class to inherit using
ChildClassName.prototype = new ParentClass();
. - You need to remember to reset the
constructor
property for the class usingChildClassName.prototype.constructor=ChildClassName
. - You can call ancestor class methods which your child class has overridden using the
Function.call()
method. - Javascript does not support protected methods.
Example
To jump right into it, following is a sample showing inheritance between two classes:
function Mammal(name){
this.name=name;
this.offspring=[];
}
Mammal.prototype.haveABaby=function(){
var newBaby=new Mammal("Baby "+this.name);
this.offspring.push(newBaby);
return newBaby;
}
Mammal.prototype.toString=function(){
return '[Mammal "'+this.name+'"]';
}
Cat.prototype = new Mammal(); // Here's where the inheritance occurs
Cat.prototype.constructor=Cat; // Otherwise instances of Cat would have a constructor of Mammal
function Cat(name){
this.name=name;
}
Cat.prototype.toString=function(){
return '[Cat "'+this.name+'"]';
}
var someAnimal = new Mammal('Mr. Biggles');
var myPet = new Cat('Felix');
alert('someAnimal is '+someAnimal); // results in 'someAnimal is [Mammal "Mr. Biggles"]'
alert('myPet is '+myPet); // results in 'myPet is [Cat "Felix"]'
myPet.haveABaby(); // calls a method inherited from Mammal
alert(myPet.offspring.length); // shows that the cat has one baby now
alert(myPet.offspring[0]); // results in '[Mammal "Baby Felix"]'
Using the .constructor
property
Look at the last line in the above example. The baby of a Cat should be a Cat, right? While the
haveABaby()
method worked, that method specifically asks to create a new Mammal
. While we could make a new haveABaby()
method for the Cat
subclass like this.offspring.push(new Cat("Baby "+this.name))
, it would be better to have the ancestor class make an object of the correct type.
Every object instance in JS has a property named
constructor
that points to its parent class. For example, someAnimal.constructor==Mammmal
is true. Armed with this knowledge, we can remake the haveABaby()
method like this:Mammal.prototype.haveABaby=function(){
var newBaby=new this.constructor("Baby "+this.name);
this.offspring.push(newBaby);
return newBaby;
}
...
myPet.haveABaby(); // Same as before: calls the method inherited from Mammal
alert(myPet.offspring[0]); // Now results in '[Cat "Baby Felix"]'
Calling 'super' methods
Let's extend the example now so that when baby kittens are created, they 'mew' right after being born. To do this, we want to write our own custom
Cat.prototype.haveABaby()
method, which is able to call the originalMammal.prototype.haveABaby()
method:Cat.prototype.haveABaby=function(){
Mammal.prototype.haveABaby.call(this);
alert("mew!");
}
The above may look a little bit bizarre. Javascript does not have any sort of 'super' property, which would point to its parent class. Instead, you use the
call()
method of a Function
object, which allows you to run a function using a different object as context for it. If you needed to pass parameters to this function, they would go after the 'this'. For more information on the Function.call()
method, see the MSDN docs for call()
.Making your own 'super' property
Rather than having to know that
Cat
inherits from Mammal
, and having to type in Mammal.prototype
each time you wanted to call an ancestor method, wouldn't it be nice to have your own property of the cat pointing to its ancestor class? Those familiar with other OOP languages may be tempted to call this property 'super', but JS reserves this word for future use. The word 'parent', while used in some DOM items, is free for the JS language itself, so let's call itparent
in this example:Cat.prototype = new Mammal();
Cat.prototype.constructor=Cat;
Cat.prototype.parent = Mammal.prototype;
...
Cat.prototype.haveABaby=function(){
var theKitten = this.parent.haveABaby.call(this);
alert("mew!");
return theKitten;
}
Spoofing pure virtual classes
Some OOP languages have the concept of a pure virtual class...one which cannot be instantiated itself, but only inherited from. For example, you might have a
LivingThing
class which Mammal
inherited from, but you didn't want someone to be able to make a LivingThing
without specifying what type of thing it was. You can do this in JS by making the virtual class an object instead of a function.
The following example shows how this could be used to simulate a pure virtual ancestor:
LivingThing = {
beBorn : function(){
this.alive=true;
}
}
...
Mammal.prototype = LivingThing;
Mammal.prototype.parent = LivingThing; //Note: not 'LivingThing.prototype'
Mammal.prototype.haveABaby=function(){
this.parent.beBorn.call(this);
var newBaby=new this.constructor("Baby "+this.name);
this.offspring.push(newBaby);
return newBaby;
}
With the above, doing something like
var spirit = new LivingThing()
would result in an error, since LivingThing
is not a function, and hence can't be used as a constructor.Convenient Inheritance
Rather than writing 3 lines every time you want to inherit one class from another, it's convenient to extend the Function object to do it for you:
Function.prototype.inheritsFrom = function( parentClassOrObject ){
if ( parentClassOrObject.constructor == Function )
{
//Normal Inheritance
this.prototype = new parentClassOrObject;
this.prototype.constructor = this;
this.prototype.parent = parentClassOrObject.prototype;
}
else
{
//Pure Virtual Inheritance
this.prototype = parentClassOrObject;
this.prototype.constructor = this;
this.prototype.parent = parentClassOrObject;
}
return this;
}
//
//
LivingThing = {
beBorn : function(){
this.alive = true;
}
}
//
//
function Mammal(name){
this.name=name;
this.offspring=[];
}
Mammal.inheritsFrom( LivingThing );
Mammal.prototype.haveABaby=function(){
this.parent.beBorn.call(this);
var newBaby = new this.constructor( "Baby " + this.name );
this.offspring.push(newBaby);
return newBaby;
}
//
//
function Cat( name ){
this.name=name;
}
Cat.inheritsFrom( Mammal );
Cat.prototype.haveABaby=function(){
var theKitten = this.parent.haveABaby.call(this);
alert("mew!");
return theKitten;
}
Cat.prototype.toString=function(){
return '[Cat "'+this.name+'"]';
}
//
//
var felix = new Cat( "Felix" );
var kitten = felix.haveABaby( ); // mew!
alert( kitten ); // [Cat "Baby Felix"]
Just make sure you call this method immediately after your constructor, before you extend the prototype for the object.
Protected methods?
Some OOP languages have the concept of 'protected' methods—methods that exist in a parent or ancestor class that can only be called by descendants of the object (on each other), but not by external objects. These are not supported in JS. If you need such, you will have to write your own framework, ensuring that each class has a 'parent' or some such property, and walking up the tree to find ancestors and checking whether or not the calling object is the same type. Doable, but not enjoyable.
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