Reputation: 491
I'm looking for a sane solution to JavaScript's only-one-constructor problem. So let's say we have a class Point
and we want to allow object creation from coordinates.
I'm gonna ignore type-checking in all these examples.
function Point(x, y) {
this.x = x;
this.y = y;
}
Easy. How about creating points from other points?
function Point(x, y) {
if (!y /* && x instanceof Point */) {
y = x.y;
x = x.x;
}
this.x = x;
this.y = y;
}
This turns into a nightmare quickly. So what I want is a design pattern that decouples these two constructors (or splits the one into two, rather). Objective-C has a nice pattern for this. ObjC people create objects with something.
function Point(x, y) {
this.x = x;
this.y = y;
}
Point.withPoint = function(point) {
return new Point(point.x, point.y);
};
I like this a lot, so far. But now we have two different syntaxes.
var a = new Point(4, 2);
var b = Point.withPoint(a);
Alright that's easy enough, no? Just add Point.withCoordinates
. But what about the constructor then? Hide it? I don't know. I guess this is where you come in.
And here's what I've decided to go with:
var Point = {
withCoordinates: function(x, y) {
if (typeof x == 'number' && typeof y == 'number') {
this.x = x;
this.y = y;
return this;
}
throw TypeError('expected two numbers');
},
withPoint: function(point) {
if (typeof point.x == 'number' && typeof point.y == 'number') {
this.withCoordinates(point.x, point.y);
return this;
}
throw TypeError('expected a point');
}
};
var a = Object.create(Point).withCoordinates(0, 0);
var b = Object.create(Point).withPoint(a);
Pros:
Cons:
Number.MAX_SAFE_INTEGER
)Notice the type-checks in Point.withPoint
. It allows duck-typed points like click events.
function onClick(event) {
var position = Object.create(Point).withPoint(event);
}
Also notice the lack of zero-initialization in some sort of default ctor. Points are actually a really good example for why that's not always a good idea.
Upvotes: 3
Views: 295
Reputation: 214949
Just like on ObjC, you can have separate "alloc" and "init" entries, for example:
function Point() {}
Point.prototype.withCoordinates = function(x, y) {
this.x = x;
this.y = y;
return this;
}
Point.prototype.withOffsetFromPoint = function(p, delta) {
this.x = p.x + delta;
this.y = p.y + delta;
return this;
}
p = new Point().withOffsetFromPoint(
new Point().withCoordinates(5, 6),
10);
console.log(p) // 15, 16
where the dummy constructor is basically the "alloc" thing.
The same in a more modern way, without new
:
Point = {
withCoordinates: function(x, y) {
this.x = x;
this.y = y;
return this;
},
withOffsetFromPoint: function(p, delta) {
this.x = p.x + delta;
this.y = p.y + delta;
return this;
}
}
p = Object.create(Point).withOffsetFromPoint(
Object.create(Point).withCoordinates(5, 6),
10);
console.log(p)
Yet another (and perhaps the most idiomatic) option would be to make the constructor accept named arguments (via the "options" object):
p = new Point({ x:1, y:2 })
p = new Point({ point: someOtherPoint })
Upvotes: 5
Reputation: 26129
Instantiation and configuration is not the responsibility of classes. You have to add a factory, builder, DI container etc... to do the job. I suggest you to read more about creational design patterns.
For example:
var PointProvider = function (){};
PointProvider.prototype = {
fromCoords: function (x,y){
return new Point(x,y);
},
clonePoint: function (p){
return new Point(p.x, p.y);
}
};
var pointProvider = new PointProvider();
var p1 = pointProvider.fromCoords(x,y);
var p2 = pointProvider.fromPoint(p1);
You can use multiple setters as well:
var Point = function (){
if (arguments.length)
this.setCoords.apply(this, arguments);
};
Point.prototype = {
setCoords: function (x,y){
this.x = x;
this.y = y;
return this;
},
setCoordsFromPoint: function (p){
this.x = p.x;
this.y = p.y;
return this;
}
};
var p1 = new Point(x,y);
var p2 = new Point().setCoordsFromPoint(p1);
or with a facade
var p = function (){
var point = new Point();
if (arguments.length == 2)
point.setCoords.apply(point, arguments);
else if (arguments.length == 1)
point.setCoordsFromPoint.apply(point, arguments);
return point;
}
var p1 = p(x,y);
var p2 = p(p1);
So to summarize the argument counting, etc... belongs to a higher abstraction level.
Btw method overloading is part of other languages, for example java, so in there you could simply define 2 constructors with different type of arguments, for example:
class Point {
private int x;
private int y;
Point(int x, int y){
this.x = x;
this.y = y;
}
Point(Point p){
this.x = p.x;
this.y = p.y;
}
}
Sadly this feature is not part of javascript...
Upvotes: 0
Reputation: 3381
You could use the instanceof
pattern, but instead move the initialization of the instance variables to another function.
function Point (point) {
if (point instanceof Point) {
this.init(point.x, point.y);
} else {
this.init.apply(this, arguments);
}
}
Point.prototype.init = function (x, y) {
this.x = x;
this.y = y;
};
A better option would be to use a duck typing pattern, where the Point
constructor would always accept a duck typed Point
function Point (point) {
this.init(point.x, point.y);
}
Point.prototype.init = function (x, y) {
this.x = x;
this.y = y;
};
var point = new Point({
x: 1,
y: 1
});
var point2 = new Point(point);
This provides for easier to read constructor calling, and allows consumers of Point
to pass in anything with x
and y
keys.
More information on duck typing from "A Drip of JavaScript".
Upvotes: 0
Reputation: 16831
Okay, maybe a silly way of doing this, but you could add a property to specify that the object is a "POINT". Then, check for this property on the constructor.
It's not ideal, but if it fits your needs...
function Point(x, y) {
this.type = "POINT";
if (!y && x.type == "POINT") {
y = x.y;
x = x.x;
}
this.x = x;
this.y = y;
}
var p1 = new Point(10, 20);
var p2 = new Point(p1);
alert(p2.x);
Upvotes: 0