I\'m creating a Vector class, which can basically hold three numerical values. However, a lot of operations can be done on such a vector - e.g. getting the magnitude, adding
ECMA 6 http://es6-features.org/#BaseClassAccess
class Shape {
…
toString () {
return `Shape(${this.id})`
}
}
class Rectangle extends Shape {
constructor (id, x, y, width, height) {
super(id, x, y)
…
}
toString () {
return "Rectangle > " + super.toString()
}
}
class Circle extends Shape {
constructor (id, x, y, radius) {
super(id, x, y)
…
}
toString () {
return "Circle > " + super.toString()
}
}
ECMA 5
var Shape = function (id, x, y) {
…
};
Shape.prototype.toString = function (x, y) {
return "Shape(" + this.id + ")"
};
var Rectangle = function (id, x, y, width, height) {
Shape.call(this, id, x, y);
…
};
Rectangle.prototype.toString = function () {
return "Rectangle > " + Shape.prototype.toString.call(this);
};
var Circle = function (id, x, y, radius) {
Shape.call(this, id, x, y);
…
};
Circle.prototype.toString = function () {
return "Circle > " + Shape.prototype.toString.call(this);
};
This is exactly the situation for using prototype. I see two main benefits for doing so:
Vector3D.prototype
and assign this to Vector3DSpecial.prototype
. While you can also do this using constructors by Vector3DSpecial.prototype = new Vector3D();
, constructors may contain side-effects which will get executed in that simple prototype assignment, and therefore should be avoided. With prototypes, you may even choose only particular functions in the prototype to be copied over to the new class.Vector3D
is simply a matter of adding properties to the prototype, and allows your code to be more easily split / organised into multiple files, or to allow for adding methods in other parts of the code dynamically. Sure, you can do a combination of adding methods in the constructor and via the prototype, but that is inconsistent and is likely to lead to more complexity further down the track.When would I not use prototype? For singleton objects, for example a controller that interacts with a page and may delegate work off to other objects. A global "notification" object is one such example. Here, extending is unlikely, and the object is only created once, making the prototype an additional (conceptual) complexity.
Prototyped methods would only work for public properties, if you would keep track of x, y, z as "private" variables the prototype would not work.
I would use the latter, because you might want methods that only work with private/internal variables, but it all depends on context.
function Vector3D(x, y, z) {
// x, y, z is automatically in this scope now, but as private members.
this.magnitude = function() {
return Math.sqrt(x * x + y * y + z *z);
}
}