Defining classes and inheritance
In the early versions of Prototype, the framework came with basic support for
class creation: the Class.create() method. Until now the
only feature of classes defined this way was that the constructor called a
method called initialize automatically. Prototype 1.6.0 now comes with
inheritance support through the Class module, which has taken several steps
further since the last version; you can make richer classes in your code with
more ease than before.
The cornerstone of class creation in Prototype is still
the Class.create() method. With the new version of the
framework, your class-based code will continue to work as before; only now you
don't have to work with object prototypes directly or use
Object.extend() to copy properties around.
Example
Let's compare the old way and a new way of defining classes and inheritance in Prototype:
/** obsolete syntax **/
var Person = Class.create();
Person.prototype = {
initialize: function(name) {
this.name = name;
},
say: function(message) {
return this.name + ': ' + message;
}
};
var guy = new Person('Miro');
guy.say('hi');
// -> "Miro: hi"
var Pirate = Class.create();
// inherit from Person class:
Pirate.prototype = Object.extend(new Person(), {
// redefine the speak method
say: function(message) {
return this.name + ': ' + message + ', yarr!';
}
});
var john = new Pirate('Long John');
john.say('ahoy matey');
// -> "Long John: ahoy matey, yarr!"
Observe the direct interaction with class prototypes and the clumsy inheritance
technique using Object.extend. Also, with Pirate redefining the say()
method of Person, there is no way of calling the overridden method like you can
do in programming languages that support class-based inheritance.
This has changed for the better. Compare the above with:
/** new, preferred syntax **/
// properties are directly passed to `create` method
var Person = Class.create({
initialize: function(name) {
this.name = name;
},
say: function(message) {
return this.name + ': ' + message;
}
});
// when subclassing, specify the class you want to inherit from
var Pirate = Class.create(Person, {
// redefine the speak method
say: function($super, message) {
return $super(message) + ', yarr!';
}
});
var john = new Pirate('Long John');
john.say('ahoy matey');
// -> "Long John: ahoy matey, yarr!"
You can see how both class and subclass definitions are shorter because you
don't need to hack their prototypes directly anymore. We have also demonstrated
another new feature: the "supercall", or calling the overridden method (done with
special keyword super in the Ruby language) in Pirate#say.
How to mix-in modules
So far you have seen the general way of calling Class.create.
var Pirate = Class.create(Person, { /* instance methods */ });
But in fact, Class.create takes in an arbitrary number of arguments. The first—if it is another class—defines that the new class should inherit from it. All other arguments are added as instance methods; internally they are subsequent calls to addMethods (see below). This can conveniently be used for mixing in modules:
// define a module
var Vulnerable = {
wound: function(hp) {
this.health -= hp;
if (this.health < 0) this.kill();
},
kill: function() {
this.dead = true;
}
};
// the first argument isn't a class object, so there is no inheritance ...
// simply mix in all the arguments as methods:
var Person = Class.create(Vulnerable, {
initialize: function() {
this.health = 100;
this.dead = false;
}
});
var bruce = new Person;
bruce.wound(55);
bruce.health; //-> 45
The $super argument in method definitions
When you override a method in a subclass, but still want to be able to call the
original method, you will need a reference to it. You can obtain that
reference by defining those methods with an extra argument in the front:
$super. Prototype will detect this and make the overridden method available to
you through that argument. But, from outside world the Pirate#say method still
expects a single argument; this implementation detail doesn't affect how your
code interacts with the objects.
Types of inheritance in programming languages
Generally we distinguish between class-based and prototypal inheritance, the latter being specific to JavaScript. While upcoming JavaScript 2.0 will support true class definitions, current versions of the JavaScript language implemented in modern browsers are restricted to prototypal inheritance.
Prototypal inheritance, of course, is a very useful feature of the language, but is often too verbose when you are actually creating your objects. This is why we are emulating class-based inheritance (like in the Ruby language) through prototypal inheritance internally. This has certain implications. For instance, in PHP you can define the inital values for instance variables:
class Logger {
public $log = array();
function write($message) {
$this->log[] = $message;
}
}
$logger = new Logger;
$logger->write('foo');
$logger->write('bar');
$logger->log; // -> ['foo', 'bar']
We can try to do the same in Prototype:
var Logger = Class.create({
initialize: function() { },
log: [],
write: function(message) {
this.log.push(message);
}
});
var logger = new Logger;
logger.log; // -> []
logger.write('foo');
logger.write('bar');
logger.log; // -> ['foo', 'bar']
It works. But what if we make another instance of Logger?
var logger2 = new Logger;
logger2.log; // -> ['foo', 'bar']
// ... hey, the log should have been empty!
You can see that, although some of you expected an empty array in the new instance, we have the same array as the previous logger. In fact, all logger objects will share the same array object because it is copied by reference, not by value. The correct way is to initialize your instances to default values:
var Logger = Class.create({
initialize: function() {
// this is the right way to do it:
this.log = [];
},
write: function(message) {
this.log.push(message);
}
});
Defining class methods
There is no special support for class methods in Prototype 1.6.0. Simply define them on your existing classes:
Pirate.allHandsOnDeck = function(n) {
var voices = [];
n.times(function(i) {
voices.push(new Pirate('Sea dog').say(i + 1));
});
return voices;
}
Pirate.allHandsOnDeck(3);
// -> ["Sea dog: 1, yarr!", "Sea dog: 2, yarr!", "Sea dog: 3, yarr!"]
If you need to define several at once, simply use Object.extend as before:
Object.extend(Pirate, {
song: function(pirates) { ... },
sail: function(crew) { ... },
booze: ['grog', 'rum']
});
When you inherit from Pirate, the class methods are not inherited. This feature may be added in future versions of Prototype. Until then, copy the methods manually, but not like this:
var Captain = Class.create(Pirate, {});
// this is wrong!
Object.extend(Captain, Pirate);
Class constructors are Function objects and it will mess them up if you just
copy everything from one to another. In the best case you will still end up
overriding subclasses and superclass properties on Captain, which is not
good.
Special class properties
Prototype 1.6.0 defines two special class properties: subclasses and
superclass. Their names are self-descriptive: they hold references to
subclasses or superclass of the current class, respectively.
Person.superclass
// -> null
Person.subclasses.length
// -> 1
Person.subclasses.first() == Pirate
// -> true
Pirate.superclass == Person
// -> true
Captain.superclass == Pirate
// -> true
Captain.superclass == Person
// -> false
These properties are here for easy class introspection.
Adding methods on-the-fly with Class#addMethods()
Class#addMethods was named Class.extend in Prototype 1.6 RC0.Please update your code accordingly.
Imagine you have an already defined class you want to add extra methods to.
Naturally, you want those methods to be instantly available on subclasses and
every existing instance in the memory! This is accomplished by injecting a
property in the prototype chain, and the safest way to do it with Prototype is
to use Class#addMethods:
var john = new Pirate('Long John');
john.sleep();
// -> ERROR: sleep is not a method
// every person should be able to sleep, not just pirates!
Person.addMethods({
sleep: function() {
return this.say('ZzZ');
}
});
john.sleep();
// -> "Long John: ZzZ, yarr!"
The sleep method was instantly available not only on new Person instances, but
on its subclasses and existing instances currently in memory.
