I've been spending my past couple hours researching prototypical inheritance, but I'm left with conflicting/unclear answers on how it should be done. It seems to be working for how I'm using it right now.
Paper.Component = function(){}; // useless unless I can solve problem mentioned below?
Paper.Component.prototype = {
isInBounds: function(x, y){
// ...
},
setPosition: function(x, y){
// ...
},
setSize: function(w, h){
// ...
}
};
Paper.Button = function(x, y, w, h, text){
// ...
}
Paper.Button.prototype = Object.create(Paper.Component.prototype);
It also seems to have another problem; How can I have Paper.Button save it's constructor information (x,y,w,h) onto Paper.Component rather than on itself? I.e., how can every child of Paper.Component inherit and set these values?
-
Maybe the following answer will be of interest to you as well: stackoverflow.com/a/16063711/1641941HMR– HMR2014年10月20日 10:32:59 +00:00Commented Oct 20, 2014 at 10:32
2 Answers 2
What you have so far is fine. The missing bit in Button looks like this:
Paper.Button = function(x, y, w, h, text){
Paper.Component.call(this, /*...any args required by it...*/);
// Button stuff here...
};
Function#call calls a function with a specific this value and any arguments you pass it. So the above calls Paper.Component from within Paper.Button with this referencing the current object, and passing along any appropriate arguments.
You also want to set the constructor property on any prototype you replace rather than just adding to. It's largely optional (JavaScript itself doesn't use constructor for anything), but since the JavaScript engine sets it on the default prototype objects, we should set it when replacing them, just so we're consistent with the default prototypes.
Slightly simpler, concrete example:
function Shape(sides, color) {
this.sides = sides;
this.color = color;
}
// Shape.prototype.method = ...
function Rectangle(color) {
Shape.call(this, 4, color);
// Rectangle stuff here...
}
Rectangle.prototype = Object.create(Shape.prototype);
Rectangle.prototype.constructor = Rectangle; // <== The constructor bit
// Rectangle.prototype.method = ...
If you're interested in setting up hierarchies of "classes" of objects using prototypical inheritance in JavaScript, you might want to look at my Lineage helper script, which automates the above with a simpler syntax and provides other useful features.
3 Comments
Paper.Component = function(){}; I've tried Paper.Component = {};, but I cannot seem to add a prototype to that?Component function, you could just have an object you use to create the Button prototype (and then have Button not call it). But it's probably best to be consistent.Paper.Component = {};, but I cannot seem to add a prototype to that?" You were adding that as I was commenting above. Yes, that's what I meant. At that point, Paper.Component would be the object you'd use with Object.create to create the Button prototype: Paper.Button.prototype = Object.create(Paper.Component); (and you'd put isInBounds and such directly on Paper.Component). But I would probably stick with the empty function, for consistency.A good reference is the MDN - Inheritance revisited page
What you are looking for (I think) is something like this:
Paper.Component = function(x,y,w,h){
this.setPosition( x, y );
this.setSize( w, h );
};
Paper.Component.prototype.isInBounds = function(x, y){};
Paper.Component.prototype.setPosition = function(x, y){};
Paper.Component.prototype.setSize = function(w, h){};
Paper.Button = function(x, y, w, h, text){
Paper.Component.apply( this, arguments );
}
Paper.Button.prototype = Object.create(Paper.Component.prototype);
Paper.Button.prototype.constructor = Paper.Button;
Things to note:
- Do not do
Paper.Component.prototype = { ... }as it will overwrite the current prototype (e.g. the existing.prototype.constructorand anything else anyone has already created). - Remember to set the constructor (the last line).