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Object-oriented to the core, JavaScript features powerful, flexible OOP capabilities. This article starts with an introduction to object-oriented programming, then reviews the JavaScript object model, and finally demonstrates concepts of object-oriented programming in JavaScript. This article does not describe the newer syntax for object-oriented programming in ECMAScript 6.
JavaScript review
If you don't feel confident about JavaScript concepts such as variables, types, functions, and scope, you can read about those topics in A re-introduction to JavaScript. You can also consult the JavaScript Guide.
Object-oriented programming
Object-oriented programming (OOP) is a programming paradigm that uses abstraction to create models based on the real world. OOP uses several techniques from previously established paradigms, including modularity, polymorphism, and encapsulation. Today, many popular programming languages (such as Java, JavaScript, C#, C++, Python, PHP, Ruby and Objective-C) support OOP.
OOP envisions software as a collection of cooperating objects rather than a collection of functions or simply a list of commands (as is the traditional view). In OOP, each object can receive messages, process data, and send messages to other objects. Each object can be viewed as an independent little machine with a distinct role or responsibility.
OOP promotes greater flexibility and maintainability in programming, and is widely popular in large-scale software engineering. Because OOP strongly emphasizes modularity, object-oriented code is simpler to develop and easier to understand later on. Object-oriented code promotes more direct analysis, coding, and understanding of complex situations and procedures than less modular programming techniques.1
JavaScript is a prototype-based programming language (probably prototype-based scripting language is more correct definition). It employs cloning and not inheritance. A prototype-based programming language is a style of object-oriented programming without classes. Although Javascript has a keyword class, it is not similar to classes in OOP.
Terminology
- Namespace
- A container which lets developers bundle all functionality under a unique, application-specific name.
- Class
- Defines the object's characteristics. A class is a template definition of an object's properties and methods.
- Object
- An instance of a class.
- Property
- An object characteristic, such as color.
- Method
- An object capability, such as walk. It is a subroutine or function associated with a class.
- Constructor
- A method called at the moment an object is instantiated. It usually has the same name as the class containing it.
- Inheritance
- A class can inherit characteristics and capabilities from another class.
- Encapsulation
- A technique which involves bundling the data and the methods that use the data together.
- Abstraction
- The conjunction of an object's complex inheritance, methods, and properties to adequately reflect a reality model.
- Polymorphism
- Poly means "many" and morphism means "forms". Different classes might define the same method or property.
For a more extensive description of object-oriented programming, see Object-oriented programming at Wikipedia.
Prototype-based programming
Prototype-based programming is an OOP model that doesn't use classes, but rather it first accomplishes the behavior of any class and then reuses it (equivalent to inheritance in class-based languages) by decorating (or expanding upon) existing prototype objects. (Also called classless, prototype-oriented, or instance-based programming.)
The original (and most canonical) example of a prototype-based language is Self developed by David Ungar and Randall Smith. However, the class-less programming style is increasingly popular, and has been adopted for programming languages such as JavaScript, Cecil, NewtonScript, Io, MOO, REBOL, Kevo, Squeak (when using the Viewer framework to manipulate Morphic components), and several others.2
JavaScript object oriented programming
Namespace
A namespace is a container which allows developers to bundle up functionality under a unique, application-specific name. In JavaScript a namespace is just another object containing methods, properties, and objects.
It's important to note that in JavaScript, there's no language-level difference between regular objects and namespaces. This differs from many other object-oriented languages, and can be a point of confusion for new JavaScript programmers.
The idea behind creating a namespace in JavaScript is simple: create one global object, and all variables, methods, and functions become properties of that object. Use of namespaces also reduces the chance of name conflicts in an application, since each application's objects are properties of an application-defined global object.
Let's create a global object called MYAPP:
// global namespace var MYAPP = MYAPP || {};
In the above code sample, we first checked whether MYAPP
is already defined (either in same file or in another file). If yes, then use the existing MYAPP global object, otherwise create an empty object called MYAPP
which will encapsulate methods, functions, variables, and objects.
We can also create sub-namespaces (keep in mind that the global object needs to be defined first):
// sub namespace MYAPP.event = {};
The following is code syntax for creating a namespace and adding variables, functions, and a method:
// Create container called MYAPP.commonMethod for common method and properties MYAPP.commonMethod = { regExForName: "", // define regex for name validation regExForPhone: "", // define regex for phone no validation validateName: function(name){ // Do something with name, you can access regExForName variable // using "this.regExForName" }, validatePhoneNo: function(phoneNo){ // do something with phone number } } // Object together with the method declarations MYAPP.event = { addListener: function(el, type, fn) { // code stuff }, removeListener: function(el, type, fn) { // code stuff }, getEvent: function(e) { // code stuff } // Can add another method and properties } // Syntax for Using addListener method: MYAPP.event.addListener("yourel", "type", callback);
Standard built-in objects
JavaScript has several objects included in its core, for example, there are objects like Math
, Object
, Array
, and String
. The example below shows how to use the Math
object to get a random number by using its random()
method.
console.log(Math.random());
console.log()
is defined globally. The console.log()
function is not actually a part of JavaScript itself, but many browsers implement it to aid in debugging.See JavaScript Reference: Standard built-in objects for a list of the core objects in JavaScript.
Every object in JavaScript is an instance of the object Object
and therefore inherits all its properties and methods.
Custom objects
The class
JavaScript is a prototype-based language and contains no class
statement, such as is found in C++ or Java. This is sometimes confusing for programmers accustomed to languages with a class
statement. Instead, JavaScript uses functions as constructors for classes. Defining a class is as easy as defining a function. In the example below we define a new class called Person with an empty constructor.
var Person = function () {};
The object (class instance)
To create a new instance of an object obj
we use the statement new obj
, assigning the result (which is of type obj
) to a variable to access it later.
In the example above we define a class named Person
. In the example below we create two instances (person1
and person2
).
var person1 = new Person(); var person2 = new Person();
Object.create()
for a new, additional, instantiation method that creates an uninitialized instance.The constructor
The constructor is called at the moment of instantiation (the moment when the object instance is created). The constructor is a method of the class. In JavaScript the function serves as the constructor of the object, therefore there is no need to explicitly define a constructor method. Every action declared in the class gets executed at the time of instantiation.
The constructor is used to set the object's properties or to call methods to prepare the object for use. Adding class methods and their definitions occurs using a different syntax described later in this article.
In the example below, the constructor of the class Person
logs a message when a Person
is instantiated.
var Person = function () { console.log('instance created'); }; var person1 = new Person(); var person2 = new Person();
The property (object attribute)
Properties are variables contained in the class; every instance of the object has those properties. Properties are set in the constructor (function) of the class so that they are created on each instance.
The keyword this
, which refers to the current object, lets you work with properties from within the class. Accessing (reading or writing) a property outside of the class is done with the syntax: InstanceName.Property
, just like in C++, Java, and several other languages. (Inside the class the syntax this.Property
is used to get or set the property's value.)
In the example below, we define the firstName
property for the Person
class at instantiation:
var Person = function (firstName) { this.firstName = firstName; console.log('Person instantiated'); }; var person1 = new Person('Alice'); var person2 = new Person('Bob'); // Show the firstName properties of the objects console.log('person1 is ' + person1.firstName); // logs "person1 is Alice" console.log('person2 is ' + person2.firstName); // logs "person2 is Bob"
The methods
Methods are functions (and defined like functions), but otherwise follow the same logic as properties. Calling a method is similar to accessing a property, but you add ()
at the end of the method name, possibly with arguments. To define a method, assign a function to a named property of the class's prototype
property. Later, you can call the method on the object by the same name as you assigned the function to.
In the example below, we define and use the method sayHello()
for the Person
class.
var Person = function (firstName) { this.firstName = firstName; }; Person.prototype.sayHello = function() { console.log("Hello, I'm " + this.firstName); }; var person1 = new Person("Alice"); var person2 = new Person("Bob"); // call the Person sayHello method. person1.sayHello(); // logs "Hello, I'm Alice" person2.sayHello(); // logs "Hello, I'm Bob"
In JavaScript methods are regular function objects bound to an object as a property, which means you can invoke methods "out of the context". Consider the following example code:
var Person = function (firstName) { this.firstName = firstName; }; Person.prototype.sayHello = function() { console.log("Hello, I'm " + this.firstName); }; var person1 = new Person("Alice"); var person2 = new Person("Bob"); var helloFunction = person1.sayHello; // logs "Hello, I'm Alice" person1.sayHello(); // logs "Hello, I'm Bob" person2.sayHello(); // logs "Hello, I'm undefined" (or fails // with a TypeError in strict mode) helloFunction(); // logs true console.log(helloFunction === person1.sayHello); // logs true console.log(helloFunction === Person.prototype.sayHello); // logs "Hello, I'm Alice" helloFunction.call(person1);
As that example shows, all of the references we have to the sayHello
function— the one on person1
, on Person.prototype
, in the helloFunction
variable, etc.— refer to the same function. The value of this
during a call to the function depends on how we call it. Most commonly, when we call this
in an expression where we got the function from an object property— person1.sayHello()
— this
is set to the object we got the function from (person1
), which is why person1.sayHello()
uses the name "Alice" and person2.sayHello()
uses the name "Bob". But if we call it other ways, this
is set differently: calling this
from a variable— helloFunction()
— sets this
to the global object (window
, on browsers). Since that object (probably) doesn't have a firstName
property, we end up with "Hello, I'm undefined". (That's in loose mode code; it would be different [an error] in strict mode, but to avoid confusion we won't go into detail here.) Or we can set this
explicitly using call (or apply), as shown at the end of the example.
Inheritance
Inheritance is a way to create a class as a specialized version of one or more classes (JavaScript only supports single inheritance). The specialized class is commonly called the child, and the other class is commonly called the parent. In JavaScript you do this by assigning an instance of the parent class to the child class, and then specializing it. In modern browsers you can also use Object.create to implement inheritance.
Note: JavaScript does not detect the child class prototype.constructor
(see Object.prototype), so we must state that manually. See the question "Why is it necessary to set the prototype constructor?" on Stackoverflow.
In the example below, we define the class Student
as a child class of Person
. Then we redefine the sayHello()
method and add the sayGoodBye()
method.
// Define the Person constructor var Person = function(firstName) { this.firstName = firstName; }; // Add a couple of methods to Person.prototype Person.prototype.walk = function(){ console.log("I am walking!"); }; Person.prototype.sayHello = function(){ console.log("Hello, I'm " + this.firstName); }; // Define the Student constructor function Student(firstName, subject) { // Call the parent constructor, making sure (using call) // that "this" is set correctly during the call Person.call(this, firstName); // Initialize our Student-specific properties this.subject = subject; } // Create a Student.prototype object that inherits from Person.prototype. // Note: A common error here is to use "new Person()" to create the // Student.prototype. That's incorrect for several reasons, not least // that we don't have anything to give Person for the "firstName" // argument. The correct place to call Person is above, where we call // it from Student. Student.prototype = Object.create(Person.prototype); // See note below // Set the "constructor" property to refer to Student Student.prototype.constructor = Student; // Replace the "sayHello" method Student.prototype.sayHello = function(){ console.log("Hello, I'm " + this.firstName + ". I'm studying " + this.subject + "."); }; // Add a "sayGoodBye" method Student.prototype.sayGoodBye = function(){ console.log("Goodbye!"); }; // Example usage: var student1 = new Student("Janet", "Applied Physics"); student1.sayHello(); // "Hello, I'm Janet. I'm studying Applied Physics." student1.walk(); // "I am walking!" student1.sayGoodBye(); // "Goodbye!" // Check that instanceof works correctly console.log(student1 instanceof Person); // true console.log(student1 instanceof Student); // true
Regarding the Student.prototype = Object.create(Person.prototype);
line: On older JavaScript engines without Object.create
, one can either use a "polyfill" (aka "shim", see the linked article), or one can use a function that achieves the same result, such as:
function createObject(proto) { function ctor() { } ctor.prototype = proto; return new ctor(); } // Usage: Student.prototype = createObject(Person.prototype);
Making sure that this
points to the right thing regardless of how the object is instantiated can be difficult. However, there is a simple idiom to make this easier.
var Person = function(firstName) { if (this instanceof Person) { this.firstName = firstName; } else { return new Person(firstName); } }
Encapsulation
In the previous example, Student
does not need to know how the Person
class's walk()
method is implemented, but still can use that method; the Student
class doesn't need to explicitly define that method unless we want to change it. This is called encapsulation, by which every class packages data and methods into a single unit.
Information hiding is a common feature in other languages often as private and protected methods/properties. Even though you could simulate something like this on JavaScript, this is not a requirement to do Object Oriented programming.3
Abstraction
Abstraction is a mechanism that allows you to model the current part of the working problem, either by inheritance (specialization) or composition. JavaScript achieves specialization by inheritance, and composition by letting class instances be the values of other objects' attributes.
The JavaScript Function class inherits from the Object class (this demonstrates specialization of the model) and the Function.prototype
property is an instance of Object
(this demonstrates composition).
var foo = function () {}; // logs "foo is a Function: true" console.log('foo is a Function: ' + (foo instanceof Function)); // logs "foo.prototype is an Object: true" console.log('foo.prototype is an Object: ' + (foo.prototype instanceof Object));
Polymorphism
Just as all methods and properties are defined inside the prototype property, different classes can define methods with the same name; methods are scoped to the class in which they're defined, unless the two classes hold a parent-child relation (i.e. one inherits from the other in a chain of inheritance).
Notes
These are not the only ways you can implement object-oriented programming in JavaScript, which is very flexible in this regard. Likewise, the techniques shown here do not use any language hacks, nor do they mimic other languages' object theory implementations.
There are other techniques that make even more advanced object-oriented programming in JavaScript, but those are beyond the scope of this introductory article.
References
- Wikipedia - Object-oriented programming
- Wikipedia - Prototype-based programming
- Wikipedia - Encapsulation (object-oriented programming)