Chapter 6The Secret Life of Objects
An abstract data type is realized by writing a special kind of program […] which defines the type in terms of the operations which can be performed on it.
Chapter 4 introduced JavaScript’s objects. In programming culture, we have a thing called object-oriented programming, a set of techniques that use objects (and related concepts) as the central principle of program organization.
Though no one really agrees on its precise definition, object-oriented programming has shaped the design of many programming languages, including JavaScript. This chapter will describe the way these ideas can be applied in JavaScript.
The core idea in object-oriented programming is to divide programs into smaller pieces and make each piece responsible for managing its own state.
De term ‘state’ ga je vaker tegenkomen in deze course. Het betekent, grofweg, alle informatie die een programma moet onthouden terwijl het draait. State zit dus meestal in variabelen, maar kan bijvoorbeeld ook in een database zitten.
State is niet of nauwelijks scherp te definiëren, dus je kunt uit verschillende bronnen verschillende meningen horen. Want sommige informatie is “meer state” dan andere. Bijvoorbeeld:
-
Een lokale variabele van een functie die maar kort draait is niet echt “state”. Daarvoor leeft de variabele te kort, en heeft het te weinig invloed op het latere verloop van het programma.
-
Een productcatalogus in een database van een webshop is ook niet echt “state”. Als de catalogus maar weinig of langzaam verandert, en de inhoud heeft weinig effect op het concrete gedrag van het programma, dan is het ook niet echt state, maar meer “data”.
Dus als je aan state denkt, denk dan aan informatie,bijgehouden door het programma, die het latere verloop/gedrag van het programma kan/zal gaan beïnvloeden.
De volgende dingen zijn wel voorbeelden van state:
-
De globale variabelen van een programma, mits die af-en-toe veranderen.
-
Veranderingen die je hebt aangevracht in de DOM, zeker als daardoor de dingen die de gebuiker kan doen anders worden.
-
Veranderende informatie in de database die straks gebruikt gaat worden door het programma om beslissingen te namen (b.v. inhoud van winkelwagentje.)
-
En, zoals de auteur de term hier gebruikt: De instantie variabelen van een object, zeker als dat object langer meegaat dat een paar microseconden. De coördinaten en gezondheid van alle SpaceInvaders in het spel is zeker deel van de state van het hele spel.
This way, some knowledge about the way a piece of the program works can be kept local to that piece. Someone working on the rest of the program does not have to remember or even be aware of that knowledge. Whenever these local details change, only the code directly around it needs to be updated.
Different pieces of such a program interact with each other through interfaces, limited sets of functions or bindings that provide useful functionality at a more abstract level, hiding their precise implementation.
Such program pieces are modeled using objects. Their interface consists of a specific set of methods and properties ✱✱ Denk bij “properties” nu even aan instantie variabelen. Later in dit hoofdstuk zal blijken dat je speciale functies kan maken (getters en setters) die, voor code buiten een class-definitie, lijken op variabelen. Die noemen we ook properties.. Properties that are part of the interface are called public. The others, which outside code should not be touching, are called private.
Many languages provide a way to distinguish public and private properties and prevent outside code from accessing the private ones altogether. JavaScript, once again taking the minimalist approach, does not—not yet at least. There is work underway to add this to the language.
Even though the language doesn’t have this distinction built in, JavaScript programmers are successfully using this idea. Typically, the available interface is described in documentation or comments. It is also common to put an underscore (_
) character at the start of property names to indicate that those properties are private.
Separating interface from implementation is a great idea. It is usually called encapsulation.
Methods are nothing more than properties that hold function values. This is a simple method:
let rabbit = {}; rabbit.speak = function(line) { console.log(`The rabbit says '${line}'`); }; rabbit.speak("I'm alive."); // → The rabbit says 'I'm alive.'
Usually a method needs to do something with the object it was called on. When a function is called as a method—looked up as a property and immediately called, as in object.method()
—the binding called this
in its body automatically points at the object that it was called on.
function speak(line) { console.log(`The ${this.type} rabbit says '${line}'`); } let whiteRabbit = {type: "white", speak}; let hungryRabbit = {type: "hungry", speak}; whiteRabbit.speak("Oh my ears and whiskers, " + "how late it's getting!"); // → The white rabbit says 'Oh my ears and whiskers, how // late it's getting!' hungryRabbit.speak("I could use a carrot right now."); // → The hungry rabbit says 'I could use a carrot right now.'
You can think of this
as an extra parameter that is passed in a different way. If you want to pass it explicitly, you can use a function’s call
method, which takes the this
value as its first argument and treats further arguments as normal parameters.
speak.call(hungryRabbit, "Burp!"); // → The hungry rabbit says 'Burp!'
Since each function has its own this
binding, whose value depends on the way it is called, you cannot refer to the this
of the wrapping scope in a regular function defined with the function
keyword.
Arrow functions are different—they do not bind their own this
but can see the this
binding of the scope around them. Thus, you can do something like the following code, which references this
from inside a local function:
function normalize() { console.log(this.coords.map(n => n / this.length)); } normalize.call({coords: [0, 2, 3], length: 5}); // → [0, 0.4, 0.6]
If I had written the argument to map
using the function
keyword, the code wouldn’t work.
Een CWD-achtig voorbeeld van hetzelfde probleem/oplossing is zou over event-handlers kunnen gaan.
Bestudeer de volgend code, en voer ‘t uit:
<div id="exampleDiv" style="padding: 20px; background-color: #aaf"> <p>Wat zijn de interessantste karakters uit de Harry Potter serie?</p> <ul id="answers"> </ul> <p>Klik hier om antwoorden te zien.</p> </div> <script> function addAnswers(event) { this.removeChild(this.lastChild); ["Sneep", "Tante Petunia", "Dobby"].forEach( name => { const answerElement = document.createElement("li"); answerElement.style.marginLeft = "1em"; answerElement.textContent = name; this.appendChild(answerElement); }) } document .getElementById("exampleDiv") .addEventListener('click', addAnswers); </script>
-
Als je een functie als event-handler installeert op een DOM element, dan zal de browser je functie aanroepen
-
Omdat de broswer de ‘aanroeper’ is, is het de browser die bepaalt wat de waarde voor de ‘this’-binding zal zijn in jouw event-handler.
-
Browsers geven dan het DOM-element waarop de event-handler geïnstalleerd is mee als
this
.
Onderstaande code gebruikt dat: De event-handler addAnswers
roept, op regel 1, this.
aan, om daarmee de “Klik hier...” instructie te verwijderen.
Daarna gebruikt de code de forEach()
-functie om drie list-items aan de <div>
toe te voegen. forEach()
is een hogere-orde functie (eigenlijk een method van array’s), en de code die we herhaald uitvoeren is verpakt in een functie.
Omdat die functie ook gebruikt maakt van this
, en het nodig heeft dat dat dezelfde this
is als in de omliggende functie (addAnswers), moet dit wel een arrow functie zijn!
-
Omdat we de code die we herhalen als functie aan
forEach()
geven, is hetforEach()
die die herhaal-code aan zal roepen (meerdere keren). -
Dus
forEach
bepaalt wat de waarde van dethis
-binding zal zijn. -
In de documentatie van
forEach()
kun je terugvinden dat die waardeundefined
zal zijn.
M.a.w: Als we een ‘gewone’ functie (gedefinieerd met function naam() {.
) aan forEach hadden meegegeven, dan had bovenstaande event-handler de list-items proberen toe te voegen aan undefined
!
Arrow-functions voorkomen dat. Bij een arrow-function wordt de waarde van this
nooit bepaald door de aanroepende functie. De waarde van this
voor een arrow-functie is altijd de waarde van this
in de omliggende code. En dat is exact wat onze event-handler nodig heeft.
Onderstaande code toont een object dat ‘quizComponent’ heet, en twee methodes heeft:
-
render
kan de HTML voor het component in de pagina plaatsen, en -
clickHandler
is de functie die de browser moet aanroepen als de gebruiker erop geklikt heeft.
De render-functie werkt. Maar het lukt de browser toch niet om de clickHandler goed aan te roepen. De code draait wel, maar ‘this’ bevat de verkeerde waarde (welke?), waardoor this.answer
undefined
oplevert, in plaats van “Albus Severus”.
<div id="quizDiv" style="padding: 20px; background-color: #aaf"> Quiz: </div> <script> const quizComponent1 = { question: "Hoe heet de jongste zoon van Harry " + "Potter in deel 7 en 8?", answer: "Albus Severus", render: function() { const theDiv = document.getElementById("quizDiv") theDiv.innerHTML += `<button>${this.question}</button>`; theDiv.lastChild.addEventListener( "click", this.clickHandler ) }, clickHandler: function() { alert("Het antwoord is:\n"+ this.answer); } } quizComponent1.render() // render() is een veelgebruikte naam voor functies // die data omzetten naar graphics (in dit geval // HTML-elementen in de DOM). </script>
OPDRACHT: Neem bovenstaande code over in de code-editor hieronder (bovenstaand code-blok kun je niet inleveren), en doe drie dingen:
-
Zoek uit wat de waarde van
this
wel is, als de clickHandler wordt aangeroepen. Dien dat antwoord bij de volgende vraag in. -
Fix het probleem van de event-handler door een arrow-functie op de goede plek in te zetten.
PS: Die laatste stap kan tricky zijn. Als dit je meer dan een kwartier kost, lever dan in wat je hebt. We zullen in de klas bespreken wat de goede oplossing is, en waarom een oplossing die voor sommigen voor-de-hand-liggend is, niet correct is. Ook dat is leerzaam om de rol en werking van arrow functies te begrijpen.
Wat was wel de waarde van this
in clickHandler (voordat je het probleem oploste)?
let empty = {}; console.log(empty.toString); // → function toString(){…} console.log(empty.toString()); // → [object Object]
I pulled a property out of an empty object. Magic!
Well, not really. I have simply been withholding information about the way JavaScript objects work. In addition to their set of properties, most objects also have a prototype. A prototype is another object that is used as a fallback source of properties. When an object gets a request for a property that it does not have, its prototype will be searched for the property, then the prototype’s prototype, and so on.
So who is the prototype of that empty object? It is the great ancestral prototype, the entity behind almost all objects, Object.prototype
.
console.log(Object.getPrototypeOf({}) == Object.prototype); // → true console.log(Object.getPrototypeOf(Object.prototype)); // → null
As you guess, Object.
returns the prototype of an object.
getPrototypeOf
ziet er uit als een methode, maar ‘Object’ (met hoofdletter) is een soort klasse in Javascript, en getPrototypeOf is een ‘static’ methode van die klasse. Dat betekent, in de praktijk, dat (in tegenstelling tot gewone methodes), Object.
dus niet werkt op ‘Object’, maar op de parameter. Je krijgt het prototype van de parameter, niet van het ding voor de punt.
The prototype relations of JavaScript objects form a tree-shaped structure, and at the root of this structure sits Object.prototype
. It provides a few methods that show up in all objects, such as toString
, which converts an object to a string representation.
Many objects don’t directly have Object.prototype
as their prototype but instead have another object that provides a different set of default properties. Functions derive from Function.
, and arrays derive from Array.prototype
. ✱✱ Marijn Haverbeke gebruikt hier de term ‘derive’, maar je kunt ook ‘inherits’ lezen. Protoype-inheritance in Javascript werkt iets anders dan class-based inheritance in talen als Java, PHP of C++, maar het globale idee is hetzelfde.
console.log(Object.getPrototypeOf(Math.max) == Function.prototype); // → true console.log(Object.getPrototypeOf([]) == Array.prototype); // → true
Such a prototype object will itself have a prototype, often Object.prototype
, so that it still indirectly provides methods like toString
.
You can use Object.create
to create an object with a specific prototype.
let protoRabbit = { speak(line) { console.log(`The ${this.type} rabbit says '${line}'`); } }; let killerRabbit = Object.create(protoRabbit); killerRabbit.type = "killer"; killerRabbit.speak("SKREEEE!"); // → The killer rabbit says 'SKREEEE!'
A property like speak(line)
in an object expression is a shorthand way of defining a method. It creates a property called speak
and gives it a function as its value.
De bovenstaande definitie van speak
betekent precies hetzelfde als dit:
let protoRabbit = { speak: function speak(line) { console.log(`The ${this.type} rabbit says '${line}'`); } };
Het verschil zit alleen in schrijfwijze, niet in betekenis. We hadden onze quizComponent hierboven ook zo kunnen definieren:
const quizComponent1 = { question: "Hoe heet de jongste zoon van Harry?" answer: "Albus Severus", render() { const theDiv = document.getElementById("quizDiv") theDiv.innerHTML += `<button>${this.question}</button>`; theDiv.lastChild.addEventListener( "click", this.clickHandler ) }, clickHandler() { alert("Het antwoord is:\n"+ this.answer); } }
Features in programmeertalen die eigenlijk alleen de schrijfwijze van dingen in de taal verbeteren, zonder nieuwe betekenis toe te voegen, noemen we “syntactische suiker”. Het maakt de taal lekkerder zonder ‘m nuttiger te maken. Zometeen, in de sectie Class Notation zullen we een veel belangrijker stuk syntactische suiker tegenkomen.
The “proto” rabbit acts as a container for the properties that are shared by all rabbits. An individual rabbit object, like the killer rabbit, contains properties that apply only to itself—in this case its type—and derives shared properties from its prototype.
JavaScript’s prototype system can be interpreted as a somewhat informal take on an object-oriented concept called classes. A class defines the shape of a type of object—what methods and properties it has. Such an object is called an instance of the class.
Prototypes are useful for defining properties for which all instances of a class share the same value, such as methods. Properties that differ per instance, such as our rabbits’ type
property, need to be stored directly in the objects themselves.
So to create an instance of a given class, you have to make an object that derives from the proper prototype, but you also have to make sure it, itself, has the properties that instances of this class are supposed to have. This is what a constructor function does.
function makeRabbit(type) { let rabbit = Object.create(protoRabbit); rabbit.type = type; return rabbit; }
JavaScript provides a way to make defining this type of function easier. If you put the keyword new
in front of a function call, the function is treated as a constructor. This means that an object with the right prototype is automatically created, bound to this
in the function, and returned at the end of the function.
The prototype object used when constructing objects is found by taking the prototype
property of the constructor function.
function Rabbit(type) { this.type = type; } Rabbit.prototype.speak = function(line) { console.log(`The ${this.type} rabbit says '${line}'`); }; let weirdRabbit = new Rabbit("weird");
Constructors (all functions, in fact) automatically get a property named prototype
, which by default holds a plain, empty object that derives from Object.prototype
. You can overwrite it with a new object if you want. Or you can add properties to the existing object, as the example does.
By convention, the names of constructors are capitalized so that they can easily be distinguished from other functions.
It is important to understand the distinction between the way a prototype is associated with a constructor (through its prototype
property) and the way objects have a prototype (which can be found with Object.
). The actual prototype of a constructor is Function.
since constructors are functions. Its prototype
property holds the prototype used for instances created through it.
console.log(Object.getPrototypeOf(Rabbit) == Function.prototype); // → true console.log(Object.getPrototypeOf(weirdRabbit) == Rabbit.prototype); // → true
So JavaScript classes are constructor functions with a prototype property. That is how they work, and until 2015, that was how you had to write them. These days, we have a less awkward notation.
class Rabbit { constructor(type) { this.type = type; } speak(line) { console.log(`The ${this.type} rabbit says '${line}'`); } } let killerRabbit = new Rabbit("killer"); let blackRabbit = new Rabbit("black");
The class
keyword starts a class declaration, which allows us to define a constructor and a set of methods all in a single place. Any number of methods may be written inside the declaration’s braces. The one named constructor
is treated specially. It provides the actual constructor function, which will be bound to the name Rabbit
. The others are packaged into that constructor’s prototype. Thus, the earlier class declaration is equivalent to the constructor definition from the previous section. It just looks nicer. ✱✱ Dit is de syntactische suiker!
Class declarations currently allow only methods—properties that hold functions—to be added to the prototype. This can be somewhat inconvenient when you want to save a non-function value in there. The next version of the language will probably improve this. For now, you can create such properties by directly manipulating the prototype after you’ve defined the class.
Lees verder waar de tekst weer zwart-op-wit wordt.
Like function
, class
can be used both in statements and in expressions. When used as an expression, it doesn’t define a binding but just produces the constructor as a value. You are allowed to omit the class name in a class expression.
let object = new class { getWord() { return "hello"; } }; console.log(object.getWord()); // → hello
When you add a property to an object, whether it is present in the prototype or not, the property is added to the object itself. If there was already a property with the same name in the prototype, this property will no longer affect the object, as it is now hidden behind the object’s own property.
Rabbit.prototype.teeth = "small"; console.log(killerRabbit.teeth); // → small killerRabbit.teeth = "long, sharp, and bloody"; console.log(killerRabbit.teeth); // → long, sharp, and bloody console.log(blackRabbit.teeth); // → small console.log(Rabbit.prototype.teeth); // → small
The following diagram sketches the situation after this code has run. The Rabbit
and Object
prototypes lie behind killerRabbit
as a kind of backdrop, where properties that are not found in the object itself can be looked up.
Bovenstaand diagram laat een hele hoop dingen, die eerder in het boek wel beschreven zijn, niet zien in het plaatje. Dat is om het plaatje overzichtelijk te houden, maar we willen toch dat je je bewust bent van wat er echt gebeurt als je met classes, objecten en prototypes werkt. Bekijk deze video. De exercise hieronder gaat over het laatste stukje van de video.
Hier nog even de samenvatting uit de video, en een link naar de afbeelding:
-
…zijn class-definities eigenlijk functie-definities(de functie-code is de code van de constructor)
-
…methode-definities worden in een ander object gestopt. Dat object zal het prototype zijn van instanties van die klasse
-
…instanties hebben een veld dat
__proto__
heet, waarmee ze hun prototype uitlezen. -
…prototype-objecten zijn gewone JS-objecten, en hebben zelf ook weer een prototype.
-
…functies zijn ‘ongewone’ objecten (hebben code), maar functies hebben ook gewoon een prototype, dat ze ook met
__proto__
aanwijzen. -
…constructor-functies hebben nog een veld: “
prototype
”. Dat wijst het object aan dat prototype gaat worden van nieuwe objecten die die constructor maakt.
In het diagram dat in de video wordt getoond, verschijnen op het laatst twee objecten: de Function
constructor en Function.
. Van beide blokjes is het __proto__
veld leeg en groen.
Deze vraag focust op het rechter-blockje: Function.
. Naar welk object wijst dit veld? M.a.w: wat is het prototype van Function.
?
Dezelfde vraag voor het andere groene veld in het diagram. Dit gaat dus over de Function
-constructor. Naar welk object wijst het __proto__
veld? M.a.w: wat is het prototype van Function
?
Overriding properties that exist in a prototype can be a useful thing to do. As the rabbit teeth example shows, overriding can be used to express exceptional properties in instances of a more generic class of objects, while letting the nonexceptional objects take a standard value from their prototype.
Overriding is also used to give the standard function and array prototypes a different toString
method than the basic object prototype.
console.log(Array.prototype.toString == Object.prototype.toString); // → false console.log([1, 2].toString()); // → 1,2
Calling toString
on an array gives a result similar to calling .
on it—it puts commas between the values in the array. Directly calling Object.
with an array produces a different string. That function doesn’t know about arrays, so it simply puts the word object and the name of the type between square brackets.
console.log(Object.prototype.toString.call([1, 2])); // → [object Array]
We saw the word map used in the previous chapter for an operation that transforms a data structure by applying a function to its elements. Confusing as it is, in programming the same word is also used for a related but rather different thing.
A map (noun) is a data structure that associates values (the keys) with other values. For example, you might want to map names to ages. It is possible to use objects for this.
let ages = { Boris: 39, Liang: 22, Júlia: 62 }; console.log(`Júlia is ${ages["Júlia"]}`); // → Júlia is 62 console.log("Is Jack's age known?", "Jack" in ages); // → Is Jack's age known? false console.log("Is toString's age known?", "toString" in ages); // → Is toString's age known? true
Here, the object’s property names are the people’s names, and the property values are their ages. But we certainly didn’t list anybody named toString in our map. Yet, because plain objects derive from Object.prototype
, it looks like the property is there.
As such, using plain objects as maps is dangerous. There are several possible ways to avoid this problem. First, it is possible to create objects with no prototype. If you pass null
to Object.create
, the resulting object will not derive from Object.prototype
and can safely be used as a map.
console.log("toString" in Object.create(null)); // → false
Object property names must be strings. If you need a map whose keys can’t easily be converted to strings—such as objects—you cannot use an object as your map.
Fortunately, JavaScript comes with a class called Map
that is written for this exact purpose. It stores a mapping and allows any type of keys.
let ages = new Map(); ages.set("Boris", 39); ages.set("Liang", 22); ages.set("Júlia", 62); console.log(`Júlia is ${ages.get("Júlia")}`); // → Júlia is 62 console.log("Is Jack's age known?", ages.has("Jack")); // → Is Jack's age known? false console.log(ages.has("toString")); // → false
The methods set
, get
, and has
are part of the interface of the Map
object. Writing a data structure that can quickly update and search a large set of values isn’t easy, but we don’t have to worry about that. Someone else did it for us, and we can go through this simple interface to use their work.
If you do have a plain object that you need to treat as a map for some reason, it is useful to know that Object.keys
returns only an object’s own keys, not those in the prototype. As an alternative to the in
operator, you can use the hasOwnProperty
method, which ignores the object’s prototype.
console.log({x: 1}.hasOwnProperty("x")); // → true console.log({x: 1}.hasOwnProperty("toString")); // → false
When you call the String
function (which converts a value to a string) on an object, it will call the toString
method on that object to try to create a meaningful string from it. I mentioned that some of the standard prototypes define their own version of toString
so they can create a string that contains more useful information than "[object Object]"
. You can also do that yourself.
Rabbit.prototype.toString = function() { return `a ${this.type} rabbit`; }; console.log(String(blackRabbit)); // → a black rabbit
This is a simple instance of a powerful idea. When a piece of code is written to work with objects that have a certain interface—in this case, a toString
method—any kind of object that happens to support this interface can be plugged into the code, and it will just work.
This technique is called polymorphism. Polymorphic code can work with values of different shapes, as long as they support the interface it expects.
I mentioned in Chapter 4 that a for
/of
loop can loop over several kinds of data structures. This is another case of polymorphism—such loops expect the data structure to expose a specific interface, which arrays and strings do. And we can also add this interface to your own objects! But before we can do that, we need to know what symbols are.
Hieronder staat een flink stuk dat je mag overslaan. De tekst in dit blok is een samenvatting ervan. Deze samenvatting moet je niet overslaan!
In de sectie hierboven over Maps, schreef Marijn Haverbeke dat waardes in objecten opgeslagen moeten worden met een string als veldnaam (key). Daar is een uitzondering op. Sinds 2015 mogen waardes ook opgeslagen worden onder een “geheim nummer”. Dat wordt een symbol genoemd. De precieze werking van symbols wordt hieronder uitgelegd, maar voor nu is het niet nodig om objecten en classes te begrijpen.
De reden waarom Marijn Haverbeke op dit moment over Symbols begint, is om straks een hele coole nieuwe feature van Javascript te kunnen beschrijven: iterators.
Veel classes zijn datastructuren die meerdere items kunnen bevatten. Denk aan arrays, strings, DOM-elementen, objecten, Maps, en meer. Sinds ES2015 kennen veel van die classes een feature, toegankelijk via zo’n symbol, om de taal te helpen om al die elementen één-voor-één bij langs te gaan. Die feature heet een ‘iterator’, en de precieze werking ervan hoeven we nu niet op in te gaan. Maar alles wat een iterator kan aanbieden, kan o.a.:
-
doorlopen worden met de for-of loop:
for(item of iterable_object) { .
. . } -
gebruikt worden om een array mee te vullen:
Array.
from( iterable_object ) -
gebruikt worden in destructuring-assignment:
[eerste, tweede, .
. . rest] = iterable_object
DOM-elementen kunnen nog geen Javascript-iterators leveren (dat komt wellicht in de toekomst). Gewone Javascript-objecten hebben geen standaard iterator-feature aan boord, waarschijnlijk omdat de meeste Javascript objecten helemaal niet bedoeld zijn als verzameling van items.
Lees verder waar de tekst weer zwart-op-wit wordt.
It is possible for multiple interfaces to use the same property name for different things. For example, I could define an interface in which the toString
method is supposed to convert the object into a piece of yarn. It would not be possible for an object to conform to both that interface and the standard use of toString
.
That would be a bad idea, and this problem isn’t that common. Most JavaScript programmers simply don’t think about it. But the language designers, whose job it is to think about this stuff, have provided us with a solution anyway.
When I claimed that property names are strings, that wasn’t entirely accurate. They usually are, but they can also be symbols. Symbols are values created with the Symbol
function. Unlike strings, newly created symbols are unique—you cannot create the same symbol twice.
let sym = Symbol("name"); console.log(sym == Symbol("name")); // → false Rabbit.prototype[sym] = 55; console.log(blackRabbit[sym]); // → 55
The string you pass to Symbol
is included when you convert it to a string and can make it easier to recognize a symbol when, for example, showing it in the console. But it has no meaning beyond that—multiple symbols may have the same name.
Being both unique and usable as property names makes symbols suitable for defining interfaces that can peacefully live alongside other properties, no matter what their names are.
const toStringSymbol = Symbol("toString"); Array.prototype[toStringSymbol] = function() { return `${this.length} cm of blue yarn`; }; console.log([1, 2].toString()); // → 1,2 console.log([1, 2][toStringSymbol]()); // → 2 cm of blue yarn
It is possible to include symbol properties in object expressions and classes by using square brackets around the property name. That causes the property name to be evaluated, much like the square bracket property access notation, which allows us to refer to a binding that holds the symbol.
let stringObject = { [toStringSymbol]() { return "a jute rope"; } }; console.log(stringObject[toStringSymbol]()); // → a jute rope
The object given to a for
/of
loop is expected to be iterable. This means it has a method named with the Symbol.iterator
symbol (a symbol value defined by the language, stored as a property of the Symbol
function).
When called, that method should return an object that provides a second interface, iterator. This is the actual thing that iterates. It has a next
method that returns the next result. That result should be an object with a value
property that provides the next value, if there is one, and a done
property, which should be true when there are no more results and false otherwise.
Note that the next
, value
, and done
property names are plain strings, not symbols. Only Symbol.iterator
, which is likely to be added to a lot of different objects, is an actual symbol.
We can directly use this interface ourselves.
let okIterator = "OK"[Symbol.iterator](); console.log(okIterator.next()); // → {value: "O", done: false} console.log(okIterator.next()); // → {value: "K", done: false} console.log(okIterator.next()); // → {value: undefined, done: true}
Let’s implement an iterable data structure. We’ll build a matrix class, acting as a two-dimensional array.
class Matrix { constructor(width, height, element = (x, y) => undefined) { this.width = width; this.height = height; this.content = []; for (let y = 0; y < height; y++) { for (let x = 0; x < width; x++) { this.content[y * width + x] = element(x, y); } } } get(x, y) { return this.content[y * this.width + x]; } set(x, y, value) { this.content[y * this.width + x] = value; } }
The class stores its content in a single array of width × height elements. The elements are stored row by row, so, for example, the third element in the fifth row is (using zero-based indexing) stored at position 4 × width + 2.
The constructor function takes a width, a height, and an optional content function that will be used to fill in the initial values. There are get
and set
methods to retrieve and update elements in the matrix.
When looping over a matrix, you are usually interested in the position of the elements as well as the elements themselves, so we’ll have our iterator produce objects with x
, y
, and value
properties.
class MatrixIterator { constructor(matrix) { this.x = 0; this.y = 0; this.matrix = matrix; } next() { if (this.y == this.matrix.height) return {done: true}; let value = {x: this.x, y: this.y, value: this.matrix.get(this.x, this.y)}; this.x++; if (this.x == this.matrix.width) { this.x = 0; this.y++; } return {value, done: false}; } }
The class tracks the progress of iterating over a matrix in its x
and y
properties. The next
method starts by checking whether the bottom of the matrix has been reached. If it hasn’t, it first creates the object holding the current value and then updates its position, moving to the next row if necessary.
Let’s set up the Matrix
class to be iterable. Throughout this book, I’ll occasionally use after-the-fact prototype manipulation to add methods to classes so that the individual pieces of code remain small and self-contained. In a regular program, where there is no need to split the code into small pieces, you’d declare these methods directly in the class instead.
Matrix.prototype[Symbol.iterator] = function() { return new MatrixIterator(this); };
We can now loop over a matrix with for
/of
.
let matrix = new Matrix(2, 2, (x, y) => `value ${x},${y}`); for (let {x, y, value} of matrix) { console.log(x, y, value); } // → 0 0 value 0,0 // → 1 0 value 1,0 // → 0 1 value 0,1 // → 1 1 value 1,1
Interfaces often consist mostly of methods, but it is also okay to include properties that hold non-function values. For example, Map
objects have a size
property that tells you how many keys are stored in them.
It is not even necessary for such an object to compute and store such a property directly in the instance. Even properties that are accessed directly may hide a method call. Such methods are called getters, and they are defined by writing get
in front of the method name in an object expression or class declaration.
let varyingSize = { get size() { return Math.floor(Math.random() * 100); } }; console.log(varyingSize.size); // → 73 console.log(varyingSize.size); // → 49
Whenever someone reads from this object’s size
property, the associated method is called. You can do a similar thing when a property is written to, using a setter.
class Temperature { constructor(celsius) { this.celsius = celsius; } get fahrenheit() { return this.celsius * 1.8 + 32; } set fahrenheit(value) { this.celsius = (value - 32) / 1.8; } static fromFahrenheit(value) { return new Temperature((value - 32) / 1.8); } } let temp = new Temperature(22); console.log(temp.fahrenheit); // → 71.6 temp.fahrenheit = 86; console.log(temp.celsius); // → 30
The Temperature
class allows you to read and write the temperature in either degrees Celsius or degrees Fahrenheit, but internally it stores only Celsius and automatically converts to and from Celsius in the fahrenheit
getter and setter.
Sometimes you want to attach some properties directly to your constructor function, rather than to the prototype. Such methods won’t have access to a class instance but can, for example, be used to provide additional ways to create instances.
Inside a class declaration, methods that have static
written before their name are stored on the constructor. So the Temperature
class allows you to write Temperature.
to create a temperature using degrees Fahrenheit.
Voor de volgende twee vragen pak je even het diagram van de video erbij.
Stel dat we de klasse Rabbit
een nieuwe static methode mate
erbij geven:
class Rabbit { constructor(type) { this.type = type; } speak(line) { console.log(`The ${this.type} rabbit says '${line}'`); } static mate(rabbit1, rabbit2) { return new Rabbit( rabbit1.type + "-" + rabbit2.type) } } let killerRabbit = new Rabbit("killer"); let blackRabbit = new Rabbit("black"); let babyRabbit = Rabbit.mate( blackRabbit, killerRabbit ) babyRabbit.speak("dada") // "The black-killer rabbit says 'dada'"
Beantwoord de volgende twee vragen over deze nieuwe static functie:
Als je deze mate
methode in het diagram zou plaatsen, dan teken je (1) een nieuw blokje voor de functiedefinitie, en (2) een pijl van een ander blokje naar de nieuwe functiedefinitie.
Vanuit welk blokje loopt de verwijzing (pijl) naar de nieuwe functie?
Deze sectie is heel belangrijk, maar de oorspronkelijke tekst gaat uit van een wat wiskundig voorbeeld dat geïntroduceerd werd in het, zojuist overgeslagen, stuk over iterators. In dit tekstblok geven we een variant op de tekst van Marijn Haverbeke, maar dan met een ander voorbeeld.
Laten we, als alternatief voorbeeld, starten met een class die plaatjes kan laten bewegen over de pagina. De class maakt gebruik van de CSS transform
property, omdat dat de meest soepele animaties oplevert.
De klasse heeft een constructor, die wat informatie opslaat in het object, en een DOM-element maakt voor de sprite.
Daarnaast heeft de klasse één methode, update()
die periodiek aangeroepen moet worden om de sprite een nieuwe positie te geven.
Buiten de class-definitie staat code om 4 sprite-objecten aan te maken, en om 30 keer per seconde alle sprites zichzelf te laten updaten.
Het ge-tover met CSS-positionering etc. hoef je niet te bestuderen.
<div id="animationDiv" style="position: relative; height: 450px; width: 750px; background-image: url(https://images2.imgbox.com/77/de/rAvYPqko_o.jpg); overflow: hidden;"> </div> <script> class Sprite { // "Sprite" is een traditionele naam voor // bewegende plaatjes. constructor(imageUrl, x, y, xSpeed, ySpeed) { // Bewaar lokatie en snelheid. this.x = x; this.y =y; this.xSpeed = xSpeed; this.ySpeed = ySpeed; // Maak een <image> element aan voor deze sprite. this.element = document.createElement("img"); this.element.src = imageUrl; // Zet 'm op de goede plek met CSS transform en translate. this.element.style.transform = `translate( ${this.x}px, ${this.y}px )`; // Position:absolute is nodig om bovenstaande translate-truuk // te laten werken. this.element.style.position = 'absolute'; // voeg de <image> toe aan de <div> document .getElementById("animationDiv") .appendChild(this.element); } update() { // Bereken nieuwe plek. this.x += this.xSpeed; this.y += this.ySpeed; // Zet 'm daar neer. this.element.style.transform = `translate( ${this.x}px, ${this.y}px )`; } } const ufos = [ // Iedere array bevat parameters voor de Sprite-constructor. ["https://images2.imgbox.com/90/61/bP8foIzS_o.png", 350,225, 2, 1 ], ["https://images2.imgbox.com/90/61/bP8foIzS_o.png", 350,225, -1, 2 ], ["https://images2.imgbox.com/90/61/bP8foIzS_o.png", 350,225, 1,-2 ], ["https://images2.imgbox.com/90/61/bP8foIzS_o.png", 350,225, -2,-1 ], ].map( ufoData => { return new Sprite( ufoData ) }) // ufos bevat nu een lijst objecten van de Sprite-klasse. // setInterval maakt een timer die een functie periodiek aanroept. We roepen // 'm nu 30 keer per second aan (om de 33 milliseconden). function moveSprites() { ufos.forEach( ufo => ufo.update() ) } setInterval( moveSprites, 33); /* insert here */ </script>
Gegeven bovenstaande klasse, volgt hieronder een aangepaste versie van de tekst van Marijn Haverbeeke:
Some sprites should be able to bounce back when they hit the edge of their container. Perhaps UFO’s should bounce, but bullits shouldn’t. We could write a brand new BouncingSprite class from scratch, but that would involve repeating some code very similar to what we already wrote.
JavaScript’s prototype system makes it possible to create a new class, much like the old class, but with new definitions for some of its properties. The prototype for the new class derives from the old prototype but adds a new definition for, say, the update
method.
In object-oriented programming terms, this is called inheritance. The new class inherits properties and behavior from the old class.
class BouncingSprite extends Sprite { constructor( url, x,y, xSpeed, ySpeed ) { super(url,x,y,xSpeed,ySpeed); // met een CSS-filter kunnen we deze versie een andere kleur geven this.element.style.filter = `hue-rotate(120deg)` } update() { super.update(); if( this.x < 0 || this.x > 650) { // Voorbij linkerrand (0) of // rechterrand (650 - image-width). this.xSpeed = -this.xSpeed; // Draai xSpeed de andere kant op. } if( this.y < 0 || this.y > 415) { this.ySpeed = -this.ySpeed; } } } const newUfos = [ ["https://images2.imgbox.com/90/61/bP8foIzS_o.png", 350,225, 1, 2 ], ["https://images2.imgbox.com/90/61/bP8foIzS_o.png", 350,225, -2, 1 ], ["https://images2.imgbox.com/90/61/bP8foIzS_o.png", 350,225, 2,-1 ], ["https://images2.imgbox.com/90/61/bP8foIzS_o.png", 350,225, -1,-2 ] ].map( ufoData => new BouncingSprite(ufoData) ) ufos.push(newUfos); // add new ufos to existing array of sprites.
[Kopieer deze code even naar het vorige code-blok, onderaan bij /
, om het uit te proberen. (Dat voorkomt dat we al die code hier moeten herhalen.)]
The use of the word extends
indicates that this class shouldn’t be directly based on the default Object
prototype but on some other class. This is called the superclass. The derived class is the subclass.
To initialize a BouncingSprite
instance, the constructor calls its superclass’s constructor through the super
keyword. This is necessary because if this new object is to behave (roughly) like a Sprite
, it is going to need the instance properties that sprites have. To make this new kind of sprite look a bit different, the constructor uses a CSS-filter to shift the color along the color-wheel.
The update
method again uses super
but this time not to call the constructor but to call a specific method from the superclass’s set of methods. We are redefining update
but do want to use the original behavior. Because this.update
refers to the new update
method, calling that wouldn’t work. Inside class methods, super
provides a way to call methods as they were defined in the superclass.
Inheritance allows us to build slightly different data types from existing data types with relatively little work. It is a fundamental part of the object-oriented tradition, alongside encapsulation and polymorphism. But while the latter two are now generally regarded as wonderful ideas, inheritance is more controversial.
Whereas encapsulation and polymorphism can be used to separate pieces of code from each other, reducing the tangledness of the overall program, inheritance fundamentally ties classes together, creating more tangle. When inheriting from a class, you usually have to know more about how it works than when simply using it. Inheritance can be a useful tool, and I use it now and then in my own programs, but it shouldn’t be the first tool you reach for, and you probably shouldn’t actively go looking for opportunities to construct class hierarchies (family trees of classes).
It is occasionally useful to know whether an object was derived from a specific class. For this, JavaScript provides a binary operator called instanceof
.
const ufoData = ["https://images2.imgbox.com/90/61/bP8foIzS_o.png", 350,225, 1, 2 ] console.log( new BouncingSprite(ufoData) instanceof BouncingSprite); // → true console.log(new BouncingSprite(ufoData) instanceof Sprite); // → true console.log(new Sprite(ufoData) instanceof BouncingSprite); // → false console.log([1] instanceof Array); // → true
The operator will see through inherited types, so a BouncingSprite
is an instance of Sprite
. The operator can also be applied to standard constructors like Array
. Almost every object is an instance of Object
.
Lees verder waar de tekst weer zwart-op-wit wordt.
Inheritance
Some matrices are known to be symmetric. If you mirror a symmetric matrix around its top-left-to-bottom-right diagonal, it stays the same. In other words, the value stored at x,y is always the same as that at y,x.
Imagine we need a data structure like Matrix
but one that enforces the fact that the matrix is and remains symmetrical. We could write it from scratch, but that would involve repeating some code very similar to what we already wrote.
JavaScript’s prototype system makes it possible to create a new class, much like the old class, but with new definitions for some of its properties. The prototype for the new class derives from the old prototype but adds a new definition for, say, the set
method.
In object-oriented programming terms, this is called inheritance. The new class inherits properties and behavior from the old class.
class SymmetricMatrix extends Matrix { constructor(size, element = (x, y) => undefined) { super(size, size, (x, y) => { if (x < y) return element(y, x); else return element(x, y); }); } set(x, y, value) { super.set(x, y, value); if (x != y) { super.set(y, x, value); } } } let matrix = new SymmetricMatrix(5, (x, y) => `${x},${y}`); console.log(matrix.get(2, 3)); // → 3,2
The use of the word extends
indicates that this class shouldn’t be directly based on the default Object
prototype but on some other class. This is called the superclass. The derived class is the subclass.
To initialize a SymmetricMatrix
instance, the constructor calls its superclass’s constructor through the super
keyword. This is necessary because if this new object is to behave (roughly) like a Matrix
, it is going to need the instance properties that matrices have. To ensure the matrix is symmetrical, the constructor wraps the content
method to swap the coordinates for values below the diagonal.
The set
method again uses super
but this time not to call the constructor but to call a specific method from the superclass’s set of methods. We are redefining set
but do want to use the original behavior. Because this.set
refers to the new set
method, calling that wouldn’t work. Inside class methods, super
provides a way to call methods as they were defined in the superclass.
Inheritance allows us to build slightly different data types from existing data types with relatively little work. It is a fundamental part of the object-oriented tradition, alongside encapsulation and polymorphism. But while the latter two are now generally regarded as wonderful ideas, inheritance is more controversial.
Whereas encapsulation and polymorphism can be used to separate pieces of code from each other, reducing the tangledness of the overall program, inheritance fundamentally ties classes together, creating more tangle. When inheriting from a class, you usually have to know more about how it works than when simply using it. Inheritance can be a useful tool, and I use it now and then in my own programs, but it shouldn’t be the first tool you reach for, and you probably shouldn’t actively go looking for opportunities to construct class hierarchies (family trees of classes).
The instanceof operator
It is occasionally useful to know whether an object was derived from a specific class. For this, JavaScript provides a binary operator called instanceof
.
console.log( new SymmetricMatrix(2) instanceof SymmetricMatrix); // → true console.log(new SymmetricMatrix(2) instanceof Matrix); // → true console.log(new Matrix(2, 2) instanceof SymmetricMatrix); // → false console.log([1] instanceof Array); // → true
The operator will see through inherited types, so a SymmetricMatrix
is an instance of Matrix
. The operator can also be applied to standard constructors like Array
. Almost every object is an instance of Object
.
So objects do more than just hold their own properties. They have prototypes, which are other objects. They’ll act as if they have properties they don’t have as long as their prototype has that property. Simple objects have Object.prototype
as their prototype.
Constructors, which are functions whose names usually start with a capital letter, can be used with the new
operator to create new objects. The new object’s prototype will be the object found in the prototype
property of the constructor. You can make good use of this by putting the properties that all values of a given type share into their prototype. There’s a class
notation that provides a clear way to define a constructor and its prototype.
You can define getters and setters to secretly call methods every time an object’s property is accessed. Static methods are methods stored in a class’s constructor, rather than its prototype.
The instanceof
operator can, given an object and a constructor, tell you whether that object is an instance of that constructor.
One useful thing to do with objects is to specify an interface for them and tell everybody that they are supposed to talk to your object only through that interface. The rest of the details that make up your object are now encapsulated, hidden behind the interface.
More than one type may implement the same interface. Code written to use an interface automatically knows how to work with any number of different objects that provide the interface. This is called polymorphism.
When implementing multiple classes that differ in only some details, it can be helpful to write the new classes as subclasses of an existing class, inheriting part of its behavior.
A vector type
Write a class Vec
that represents a vector in two-dimensional space. It takes x
and y
parameters (numbers), which it should save to properties of the same name.
Give the Vec
prototype two methods, plus
and minus
, that take another vector as a parameter and return a new vector that has the sum or difference of the two vectors’ (this
and the parameter) x and y values.
Add a getter property length
to the prototype that computes the length of the vector—that is, the distance of the point (x, y) from the origin (0, 0).
// Your code here. console.log(new Vec(1, 2).plus(new Vec(2, 3))); // → Vec{x: 3, y: 5} console.log(new Vec(1, 2).minus(new Vec(2, 3))); // → Vec{x: -1, y: -1} console.log(new Vec(3, 4).length); // → 5
Look back to the Rabbit
class example if you’re unsure how class
declarations look.
Adding a getter property to the constructor can be done by putting the word get
before the method name. To compute the distance from (0, 0) to (x, y), you can use the Pythagorean theorem, which says that the square of the distance we are looking for is equal to the square of the x-coordinate plus the square of the y-coordinate. Thus, √(x2 + y2) is the number you want, and Math.sqrt
is the way you compute a square root in JavaScript.
Groups
The standard JavaScript environment provides another data structure called Set
. Like an instance of Map
, a set holds a collection of values. Unlike Map
, it does not associate other values with those—it just tracks which values are part of the set. A value can be part of a set only once—adding it again doesn’t have any effect.
Write a class called Group
(since Set
is already taken). Like Set
, it has add
, delete
, and has
methods. Its constructor creates an empty group, add
adds a value to the group (but only if it isn’t already a member), delete
removes its argument from the group (if it was a member), and has
returns a Boolean value indicating whether its argument is a member of the group.
Use the ===
operator, or something equivalent such as indexOf
, to determine whether two values are the same.
Give the class a static from
method that takes an iterable object as argument and creates a group that contains all the values produced by iterating over it.
class Group { // Your code here. } let group = Group.from([10, 20]); console.log(group.has(10)); // → true console.log(group.has(30)); // → false group.add(10); group.delete(10); console.log(group.has(10)); // → false
The easiest way to do this is to store an array of group members in an instance property. The includes
or indexOf
methods can be used to check whether a given value is in the array.
Your class’s constructor can set the member collection to an empty array. When add
is called, it must check whether the given value is in the array or add it, for example with push
, otherwise.
Deleting an element from an array, in delete
, is less straightforward, but you can use filter
to create a new array without the value. Don’t forget to overwrite the property holding the members with the newly filtered version of the array.
The from
method can use a for
/of
loop to get the values out of the iterable object and call add
to put them into a newly created group.
Iterable groups
Make the Group
class from the previous exercise iterable. Refer to the section about the iterator interface earlier in the chapter if you aren’t clear on the exact form of the interface anymore.
If you used an array to represent the group’s members, don’t just return the iterator created by calling the Symbol.iterator
method on the array. That would work, but it defeats the purpose of this exercise.
It is okay if your iterator behaves strangely when the group is modified during iteration.
// Your code here (and the code from the previous exercise) for (let value of Group.from(["a", "b", "c"])) { console.log(value); } // → a // → b // → c
It is probably worthwhile to define a new class GroupIterator
. Iterator instances should have a property that tracks the current position in the group. Every time next
is called, it checks whether it is done and, if not, moves past the current value and returns it.
The Group
class itself gets a method named by Symbol.iterator
that, when called, returns a new instance of the iterator class for that group.
Borrowing a method
Earlier in the chapter I mentioned that an object’s hasOwnProperty
can be used as a more robust alternative to the in
operator when you want to ignore the prototype’s properties. But what if your map needs to include the word "hasOwnProperty"
? You won’t be able to call that method anymore because the object’s own property hides the method value.
Can you think of a way to call hasOwnProperty
on an object that has its own property by that name?
let map = {one: true, two: true, hasOwnProperty: true}; // Fix this call console.log(map.hasOwnProperty("one")); // → true