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JavaScript é progettato su un semplice paradigma ad oggetti. Un oggetto é una raccolta di proprietà, e una proprietà é un'associazione tra un nome e un valore. Il valore di una proprietà può essere una funzione, in tal caso la proprietà viene chiamato metodo. In aggiunta agli oggetti che sono predefiniti nel browser, si possono define degli oggetti personalizzati. Questo capitolo illustra come usare gli oggetti, proprietà, funzioni, metodi, e come creare oggetti personalizzati.
Panoramica degli oggetti
Gli oggetti in JavaScript, come in molti altri linguaggi di programmazione, possono essere confrontati con gli oggetti della vita reale. Il concetto di oggetti in JavaScript inteso nella vita reale con gli oggetti tangibili.
In JavaScript, un oggetto é un'entità assestante, con delle proprietà e un tipo. Possiamo confrontarlo, per esempio, con una tazza. Una tazza é un oggetto, con delle proprietà. Una tazza ha un colore, un design, un peso, il materiale di cui è fatto, etc. Allo stesso modo, gli oggetti JavaScript possono avere proprietà che ne definiscono le caratteristiche.
Oggetti e proprietà
Un oggetto Javascript ha delle proprietà associate ad esso. Una proprietà di un oggetto può essere spiegato come una variabile che é abinato all'oggetto. Le proprietà di un oggetto sono fondamentalmente delle comuni variabili di Javascript, con la differenza che sono abinati ad oggetti. Le proprietà di un oggetto ne definiscono le caratteristiche. Si accede alle proprietà di un oggetto con la notazione a punto.
objectName.propertyName
Come tutte le variabili JavaScript, sia il nome dell'oggetto (che può essere una normale variabile) che il nome di proprietà sono case sensitive (le maiuscole e minuscole vengono trattati in modo differenti). Si può definire una proprietà assegnandogli un valore. Per esempio, criamo oggetto myCar
assegnandogli le proprietà make
, model
, e year
come segue:
var myCar = new Object(); myCar.make = "Ford"; myCar.model = "Mustang"; myCar.year = 1969;
Le proprietà degli oggetti JavaScript possono essere anche acceduti o settati usando la notazione a parentesi quadre (per maggiori dettagli vedere property accessors). Qualche volta gli oggetti sono chiamati array associativi, in quanto ciascuna proprietà é associata a un valore string che può essere usato per eccedervi. Così, per esempio, si può accedere alle proprietà di myCar
nel seguente modo:
myCar["make"] = "Ford"; myCar["model"] = "Mustang"; myCar["year"] = 1969;
Il nome di una proprietà di un oggetto può essere una qualsiasi string JavaScript valida, o qualunque cosa che possa essere convertita in string, incluso la string vuota. Tuttavia, qualunque nome di una proprietà che non sia un identificativo valido in JavaScript (per esempio, un nome di una proprietà che abbia spazi o trattini, o che inizia con un numero) può essere acceduto solamente usando la notazione a parentesi quadre. Questa notazione é molto utile quando i nomi delle proprietà sono determinate dinamicamente (quando il nome della proprietà non é determinato prima dell'esecuzione). A seguire alcuni esempi:
// four variables are created and assigned in a single go, // separated by commas var myObj = new Object(), str = "myString", rand = Math.random(), obj = new Object(); myObj.type = "Dot syntax"; myObj["date created"] = "String with space"; myObj[str] = "String value"; myObj[rand] = "Random Number"; myObj[obj] = "Object"; myObj[""] = "Even an empty string"; console.log(myObj);
Si può accedere alle proprietà usando valori string memorizzati in variabili:
var propertyName = "make"; myCar[propertyName] = "Ford"; propertyName = "model"; myCar[propertyName] = "Mustang";
Si può usare usare la notazione a parentesi quadre con for...in
per iterare su tutte le proprietà enumerabili di un oggetto. Per illustrare come funziona, la funzione che segue visualizza le proprieta di un oggetto quando si passa l'oggetto e il nome dell'oggetto come argomenti alla funzione:
function showProps(obj, objName) { var result = ""; for (var i in obj) { if (obj.hasOwnProperty(i)) { result += objName + "." + i + " = " + obj[i] + "\n"; } } return result; }
Dunque, la chiamata alla funzione showProps(myCar, "myCar")
ritornerà quanto segue:
myCar.make = Ford myCar.model = Mustang myCar.year = 1969
Enumerazione di tutte le proprietà di un oggetto
A partire da ECMAScript 5, ci sono 3 modi nativi per listare/attraversare le proprietà di un oggettl:
- cicli
for...in
Questo metodo attraversa tutte le proprietà anumerabili di un oggett e la sua catena dei prototipi. Object.keys(o)
Questo metodo restituisce un array con tutte tutti i nomi delle proprietà proprie(non contenute nella catena dei prototipi) enumerabili di un oggetto.Object.getOwnPropertyNames(o)
Questo metodo restituisce una array contenenti tutti i nomi delle proprietà propri(enumerabili e no) di un oggetto o.
Prima di ECMAScript 5, non c'erano modi nativi per listare tutte le proprietà di un oggetto. Comunque, poteva essere compiuto attraverso la seguente funzione:
function listAllProperties(o){ var objectToInspect; var result = []; for(objectToInspect = o; objectToInspect !== null; objectToInspect = Object.getPrototypeOf(objectToInspect)){ result = result.concat(Object.getOwnPropertyNames(objectToInspect)); } return result; }
Questo può essere utile per rilevare proprietà "nascoste" (proprietà nella catena dei prototipi che non sono accessibili attraverso l'oggetto, perchè un altra proprietà ha lo stesso nome nella catena dei prototipi prima). Listando solo le proprietà accessibili può essere fatto semplicemente con l'eliminazione dei duplicati nell'array.
Creazione di un nuovo oggetto
JavaScript has a number of predefined objects. In addition, you can create your own objects. You can create an object using an object initializer. Alternatively, you can first create a constructor function and then instantiate an object using that function and the new
operator.
Using object initializers
In addition to creating objects using a constructor function, you can create objects using an object initializer. Using object initializers is sometimes referred to as creating objects with literal notation. "Object initializer" is consistent with the terminology used by C++.
The syntax for an object using an object initializer is:
var obj = { property_1: value_1, // property_# may be an identifier... 2: value_2, // or a number... // ..., "property n": value_n }; // or a string
where obj
is the name of the new object, each property_i
is an identifier (either a name, a number, or a string literal), and each value_i
is an expression whose value is assigned to the property_i
. The obj
and assignment is optional; if you do not need to refer to this object elsewhere, you do not need to assign it to a variable. (Note that you may need to wrap the object literal in parentheses if the object appears where a statement is expected, so as not to have the literal be confused with a block statement.)
Object initializers are expressions, and each object initializer results in a new object being created whenever the statement in which it appears is executed. Identical object initializers create distinct objects that will not compare to each other as equal. Objects are created as if a call to new Object()
were made; that is, objects made from object literal expressions are instances of Object
.
The following statement creates an object and assigns it to the variable x
if and only if the expression cond
is true:
if (cond) var x = {hi: "there"};
The following example creates myHonda
with three properties. Note that the engine
property is also an object with its own properties.
var myHonda = {color: "red", wheels: 4, engine: {cylinders: 4, size: 2.2}};
You can also use object initializers to create arrays. See array literals.
Using a constructor function
Alternatively, you can create an object with these two steps:
- Define the object type by writing a constructor function. There is a strong convention, with good reason, to use a capital initial letter.
- Create an instance of the object with
new
.
To define an object type, create a function for the object type that specifies its name, properties, and methods. For example, suppose you want to create an object type for cars. You want this type of object to be called car
, and you want it to have properties for make, model, and year. To do this, you would write the following function:
function Car(make, model, year) { this.make = make; this.model = model; this.year = year; }
Notice the use of this
to assign values to the object's properties based on the values passed to the function.
Now you can create an object called mycar
as follows:
var mycar = new Car("Eagle", "Talon TSi", 1993);
This statement creates mycar
and assigns it the specified values for its properties. Then the value of mycar.make
is the string "Eagle", mycar.year
is the integer 1993, and so on.
You can create any number of car
objects by calls to new
. For example,
var kenscar = new Car("Nissan", "300ZX", 1992); var vpgscar = new Car("Mazda", "Miata", 1990);
An object can have a property that is itself another object. For example, suppose you define an object called person
as follows:
function Person(name, age, sex) { this.name = name; this.age = age; this.sex = sex; }
and then instantiate two new person
objects as follows:
var rand = new Person("Rand McKinnon", 33, "M"); var ken = new Person("Ken Jones", 39, "M");
Then, you can rewrite the definition of car
to include an owner
property that takes a person
object, as follows:
function Car(make, model, year, owner) { this.make = make; this.model = model; this.year = year; this.owner = owner; }
To instantiate the new objects, you then use the following:
var car1 = new Car("Eagle", "Talon TSi", 1993, rand); var car2 = new Car("Nissan", "300ZX", 1992, ken);
Notice that instead of passing a literal string or integer value when creating the new objects, the above statements pass the objects rand
and ken
as the arguments for the owners. Then if you want to find out the name of the owner of car2, you can access the following property:
car2.owner
Note that you can always add a property to a previously defined object. For example, the statement
car1.color = "black";
adds a property color
to car1, and assigns it a value of "black." However, this does not affect any other objects. To add the new property to all objects of the same type, you have to add the property to the definition of the car
object type.
Using the Object.create
method
Objects can also be created using the Object.create()
method. This method can be very useful, because it allows you to choose the prototype object for the object you want to create, without having to define a constructor function.
// Animal properties and method encapsulation var Animal = { type: "Invertebrates", // Default value of properties displayType : function(){ // Method which will display type of Animal console.log(this.type); } } // Create new animal type called animal1 var animal1 = Object.create(Animal); animal1.displayType(); // Output:Invertebrates // Create new animal type called Fishes var fish = Object.create(Animal); fish.type = "Fishes"; fish.displayType(); // Output:Fishes
Inheritance
All objects in JavaScript inherit from at least one other object. The object being inherited from is known as the prototype, and the inherited properties can be found in the prototype
object of the constructor. See Inheritance and the prototype chain for more information.
Indexing object properties
You can refer to a property of an object either by its property name or by its ordinal index. If you initially define a property by its name, you must always refer to it by its name, and if you initially define a property by an index, you must always refer to it by its index.
This restriction applies when you create an object and its properties with a constructor function (as we did previously with the Car
object type) and when you define individual properties explicitly (for example, myCar.color = "red"
). If you initially define an object property with an index, such as myCar[5] = "25 mpg"
, you can subsequently refer to the property only as myCar[5]
.
The exception to this rule is objects reflected from HTML, such as the forms
array. You can always refer to objects in these arrays by either their ordinal number (based on where they appear in the document) or their name (if defined). For example, if the second <FORM>
tag in a document has a NAME
attribute of "myForm", you can refer to the form as document.forms[1]
or document.forms["myForm"]
or document.myForm
.
Defining properties for an object type
You can add a property to a previously defined object type by using the prototype
property. This defines a property that is shared by all objects of the specified type, rather than by just one instance of the object. The following code adds a color
property to all objects of type car
, and then assigns a value to the color
property of the object car1
.
Car.prototype.color = null; car1.color = "black";
See the prototype
property of the Function
object in the JavaScript reference for more information.
Defining methods
A method is a function associated with an object, or, simply put, a method is a property of an object that is a function. Methods are defined the way normal functions are defined, except that they have to be assigned as the property of an object. See also method definitions for more details. An example is:
objectName.methodname = function_name; var myObj = { myMethod: function(params) { // ...do something } };
where objectName
is an existing object, methodname
is the name you are assigning to the method, and function_name
is the name of the function.
You can then call the method in the context of the object as follows:
object.methodname(params);
You can define methods for an object type by including a method definition in the object constructor function. For example, you could define a function that would format and display the properties of the previously-defined car
objects; for example,
function displayCar() { var result = "A Beautiful " + this.year + " " + this.make + " " + this.model; pretty_print(result); }
where pretty_print
is a function to display a horizontal rule and a string. Notice the use of this
to refer to the object to which the method belongs.
You can make this function a method of car
by adding the statement
this.displayCar = displayCar;
to the object definition. So, the full definition of car
would now look like
function Car(make, model, year, owner) { this.make = make; this.model = model; this.year = year; this.owner = owner; this.displayCar = displayCar; }
Then you can call the displayCar
method for each of the objects as follows:
car1.displayCar(); car2.displayCar();
Using this
for object references
JavaScript has a special keyword, this
, that you can use within a method to refer to the current object. For example, suppose you have a function called validate
that validates an object's value
property, given the object and the high and low values:
function validate(obj, lowval, hival) { if ((obj.value < lowval) || (obj.value > hival)) alert("Invalid Value!"); }
Then, you could call validate
in each form element's onchange
event handler, using this
to pass it the element, as in the following example:
<input type="text" name="age" size="3" onChange="validate(this, 18, 99)">
In general, this
refers to the calling object in a method.
When combined with the form
property, this
can refer to the current object's parent form. In the following example, the form myForm
contains a Text
object and a button. When the user clicks the button, the value of the Text
object is set to the form's name. The button's onclick
event handler uses this.form
to refer to the parent form, myForm
.
<form name="myForm"> <p><label>Form name:<input type="text" name="text1" value="Beluga"></label> <p><input name="button1" type="button" value="Show Form Name" onclick="this.form.text1.value = this.form.name"> </p> </form>
Defining getters and setters
A getter is a method that gets the value of a specific property. A setter is a method that sets the value of a specific property. You can define getters and setters on any predefined core object or user-defined object that supports the addition of new properties. The syntax for defining getters and setters uses the object literal syntax.
The following illustrates how getters and setters could work for a user-defined object o
.
var o = { a: 7, get b() { return this.a + 1; }, set c(x) { this.a = x / 2 } }; console.log(o.a); // 7 console.log(o.b); // 8 o.c = 50; console.log(o.a); // 25
The o
object's properties are:
o.a
— a numbero.b
— a getter that returnso.a
plus 1o.c
— a setter that sets the value ofo.a
to half of the valueo.c
is being set to
Please note that function names of getters and setters defined in an object literal using "[gs]et property()" (as opposed to __define[GS]etter__
) are not the names of the getters themselves, even though the [gs]et propertyName(){ }
syntax may mislead you to think otherwise. To name a function in a getter or setter using the "[gs]et property()" syntax, define an explicitly named function programmatically using Object.defineProperty
(or the Object.prototype.__defineGetter__
legacy fallback).
The following code illustrates how getters and setters can extend the Date
prototype to add a year
property to all instances of the predefined Date
class. It uses the Date
class's existing getFullYear
and setFullYear
methods to support the year
property's getter and setter.
These statements define a getter and setter for the year property:
var d = Date.prototype; Object.defineProperty(d, "year", { get: function() {return this.getFullYear() }, set: function(y) { this.setFullYear(y) } });
These statements use the getter and setter in a Date
object:
var now = new Date; console.log(now.year); // 2000 now.year = 2001; // 987617605170 console.log(now); // Wed Apr 18 11:13:25 GMT-0700 (Pacific Daylight Time) 2001
In principle, getters and setters can be either
- defined using object initializers, or
- added later to any object at any time using a getter or setter adding method.
When defining getters and setters using object initializers all you need to do is to prefix a getter method with get
and a setter method with set
. Of course, the getter method must not expect a parameter, while the setter method expects exactly one parameter (the new value to set). For instance:
var o = { a: 7, get b() { return this.a + 1; }, set c(x) { this.a = x / 2; } };
Getters and setters can also be added to an object at any time after creation using the Object.defineProperties
method. This method's first parameter is the object on which you want to define the getter or setter. The second parameter is an object whose property names are the getter or setter names, and whose property values are objects for defining the getter or setter functions. Here's an example that defines the same getter and setter used in the previous example:
var o = { a:0 } Object.defineProperties(o, { "b": { get: function () { return this.a + 1; } }, "c": { set: function (x) { this.a = x / 2; } } }); o.c = 10 // Runs the setter, which assigns 10 / 2 (5) to the 'a' property console.log(o.b) // Runs the getter, which yields a + 1 or 6
Which of the two forms to choose depends on your programming style and task at hand. If you already go for the object initializer when defining a prototype you will probably most of the time choose the first form. This form is more compact and natural. However, if you need to add getters and setters later — because you did not write the prototype or particular object — then the second form is the only possible form. The second form probably best represents the dynamic nature of JavaScript — but it can make the code hard to read and understand.
Deleting properties
You can remove a non-inherited property by using the delete
operator. The following code shows how to remove a property.
// Creates a new object, myobj, with two properties, a and b. var myobj = new Object; myobj.a = 5; myobj.b = 12; // Removes the a property, leaving myobj with only the b property. delete myobj.a; console.log ("a" in myobj) // yields "false"
You can also use delete
to delete a global variable if the var
keyword was not used to declare the variable:
g = 17; delete g;
Comparing Objects
In JavaScript objects are a reference type. Two distinct objects are never equal, even if they have the same properties. Only comparing the same object reference with itself yields true.
// Two variables, two distict objects with the same properties var fruit = {name: "apple"}; var fruitbear = {name: "apple"}; fruit == fruitbear // return false fruit === fruitbear // return false
// Two variables, a single object var fruit = {name: "apple"}; var fruitbear = fruit; // assign fruit object reference to fruitbear // here fruit and fruitbear are pointing to same object fruit == fruitbear // return true fruit === fruitbear // return true
For more information about comparison operators, see Comparison operators.
See also
- To dive deeper, read about the details of javaScript's objects model.
- To learn about ECMAScript6 classes (a new way to create objects), read the JavaScript classes chapter.