@c This document is part of the ease.js manual @c Copyright (c) 2011 Mike Gerwitz @c Permission is granted to copy, distribute and/or modify this document @c under the terms of the GNU Free Documentation License, Version 1.3 @c or any later version published by the Free Software Foundation; @c with no Invariant Sections, no Front-Cover Texts, and no Back-Cover @c Texts. A copy of the license is included in the section entitled ``GNU @c Free Documentation License''. @node Classes @chapter Working With Classes In Object-Oriented programming, the most common term you are likely to encounter is ``Class''. A @dfn{class} is like a blueprint for creating an @dfn{object}, which is an @dfn{instance} of that class. Classes contain @dfn{members}, which include primarily properties and methods. A @dfn{property} is a value, much like a variable, that a class ``owns''. A @dfn{method}, when comparing with JavaScript, is a function that is ``owned'' by a class. As a consequence, properties and methods are not part of the global scope. JavaScript does not support classes in the manner traditionally understood by Object-Oriented programmers. This is because JavaScript follows a different model which instead uses prototypes. Using this model, JavaScript supports basic instantiation and inheritance. Rather than instantiating classes, JavaScript instantiates constructors, which are functions. The following example illustrates how you would typically create a class-like object in JavaScript: @float Figure, f:class-js @verbatim /** * Declaring "classes" WITHOUT ease.js */ // our "class" var MyClass = function() { this.prop = 'foobar'; } // a class method MyClass.prototype.getProp = function() { return this.prop; }; // create a new instance of the class and execute doStuff() var foo = new MyClass(); console.log( foo.getProp() ); // outputs "foobar" @end verbatim @caption{Basic ``Class'' in JavaScript @emph{without} using ease.js} @end float This gets the job done, but the prototypal paradigm has a number of limitations amongst its incredible flexibility. For Object-Oriented programmers, it's both alien and inadequate. That is not to say that it is not useful. In fact, it is so flexible that an entire Object-Oriented framework was able to be built atop of it. ease.js aims to address the limitations of the prototype model and provide a familiar environment for Object-Oriented developers. Developers should not have to worry about @emph{how} classes are implemented in JavaScript (indeed, those details should be encapsulated). You, as a developer, should be concerned with only how to declare and use the classes. If you do not understand what a prototype is, that should be perfectly fine. You shouldn't need to understand it in order to use the library (though, it's always good to understand what a prototype is when working with JavaScript). In this chapter and those that follow, we will see the limitations that ease.js addresses. We will also see how to declare the classes using both prototypes and ease.js, until such a point where prototypes are no longer adequate. @menu * Defining Classes:: Learn how to define a class with ease.js * Inheritance:: Extending classes from another * Member Visibility:: Encapsulation is a core concept of Object-Oriented programming * Static Members:: Members whose use do not require instantiation @end menu @node Defining Classes @section Defining Classes @table @code @item C = Class( string @var{name}, Object @var{dfn} ) Define named class @var{C} identified by @var{name} described by @var{dfn}. @item C = Class( string @var{name} ).extend( Object @var{dfn} ) Define named class @var{C} identified by @var{name} described by @var{dfn}. @item C = Class( Object @var{dfn} ) Define anonymous class @var{C} as described by @var{dfn}. @item C = Class.extend( Object @var{dfn } ) Define anonymous class @var{C} as described by @var{dfn}. @end table Class @var{C} can be defined in a number of manners, as listed above, provided a @dfn{definition object} @var{dfn} containing the class members and options. An optional string @var{name} may be provided to set an internal identifier for @var{C}, which may be used for reflection and error messages. If @var{name} is omitted, @var{C} will be declared anonymous. @code{Class} must be imported (@pxref{Including}) from @code{easejs.Class}; it is not available in the global scope. @anchor{dfnobj} @subsection Definition Object @table @code @item dfn = @{ '[@var{keywords}] @var{name}': @var{value}[, ...] @} Define definition object @var{dfn} containing a member identified by @var{name}, described by optional @var{keywords} with the value of @var{value}. The member type is determined by @code{typeof} @var{value}. Multiple members may be provided in a single definition object. @end table The definition object @var{dfn} has the following properties: @enumerate @item The keys represent the @dfn{member declaration}, which may optionally contain one or more @var{keywords} delimited by spaces. A space must delimit the final keyword and @var{name}. @enumerate @item @var{keywords} must consist only of recognized tokens, delimited by spaces. @item Each token in @var{keywords} must be unique per @var{name}. @end enumerate @item The @var{value} represents the @dfn{member definition}, the type of which determines what type of member will be declared. @enumerate @item A @var{value} of type @code{function} will define a @dfn{method}, which is an invokable member whose context is assigned to the class or class instance depending on @var{keywords}. @item All other types of @var{value} will define a @dfn{property} - a mutable value equal to @var{value}, assigned to a class or instance depending on @var{keywords}. Properties may be made immutable using @var{keywords}. @item Getters/setters may be defined in an ECMAScript 5 or greater environment. Getters/setters must share the same value for @var{keywords}. @end enumerate @item @var{name} must be unique across all members of @var{dfn}. @end enumerate @anchor{mkeywords} @subsection Member Keywords @float Table, t:keywords @multitable @columnfractions .10 .9 @headitem Keyword @tab Description @item @code{public} @tab Access modifier. Places member @var{name} in public interface (accessible outside of @var{C} or instance of @var{C}; accessible by subtypes). Implied if no other access modifier is provided. May not be used in conjunction with other access modifiers. @xref{Member Visibility}. @item @code{protected} @tab Access modifier. Places member @var{name} in protected interface (accessible only within @var{C} or instance of @var{C}; accessible by subtypes). May not be used in conjunction with other access modifiers. @xref{Member Visibility}. @item @code{private} @tab Access modifier. Places member @var{name} in private interface (accessible only within @var{C} or instance of @var{C}; not accessible by subtypes). May not be used in conjunction with other access modifiers. @xref{Member Visibility}. @item @code{static} @tab Binds member @var{name} to class @var{C} rather than instance of @var{C}. Member data shared with each instance of type @var{C}. @xref{Static Members}. @item @code{abstract} @tab Declares member @var{name} and defers definition to subtype. @var{value} is interpreted as an argument list and must be of type @code{array}. May only be used with methods. @item @code{const} @tab Defines an immutable property @var{name}. May not be used with methods or getters/setters. @xref{Constants}. @item @code{virtual} @tab Declares that method @var{name} may be overridden by subtypes. Methods without this keyword may not be overridden. May only be used with methods. @xref{Inheritance}. @item @code{override} @tab Overrides method @var{name} of supertype of @var{C} with @var{value}. May only override virtual methods. May only be used with methods. @xref{Inheritance}. @end multitable @caption{Supported keywords} @end float Only the keywords in @ref{t:keywords} are supported as valid tokens within @var{keywords}. @subsection Discussion In @ref{f:class-js}, we saw how one would conventionally declare a class-like object (a prototype) in JavaScript. This method is preferred for many developers, but it is important to recognize that there is a distinct difference between Prototypal and Classical Object-Oriented development models. Prototypes lack many of the conveniences and features that are provided by Classical languages, but they can be emulated with prototypes. As an Object-Oriented developer, you shouldn't concern yourself with @emph{how} a class is declared in JavaScript. In true OO fashion, that behavior should be encapsulated. With ease.js, it is. Let's take a look at how to declare that exact same class using ease.js: @float Figure, f:class-easejs @verbatim var Class = require( 'easejs' ).Class; var MyClass = Class( { 'public prop': 'foobar', 'public getProp': function() { return this.prop; } } ); // create a new instance of the class and execute doStuff() var foo = MyClass(); console.log( foo.getProp() ); // outputs "foobar" @end verbatim @caption{Basic anonymous class declaration using ease.js} @end float That should look much more familiar to Object-Oriented developers. There are a couple important notes before we continue evaluating this example: @itemize @item The first thing you will likely notice is our use of the @code{public} keyword. This is optional (the default visibility is public), but always recommended. Future versions of ease.js may provide warnings when the visibility is omitted. We will get more into visibility later on. @item Unlike @ref{f:class-js,}, we do not use the @code{new} keyword in order to instantiate our class. You are more than welcome to use the @code{new} keyword if you wish, but it is optional when using ease.js. This is mainly because without this feature, if the keyword is omitted, the constructor is called as a normal function, which could have highly negative consequences. This style of instantiation also has its benefits, which will be discussed later on. @item ease.js's class module is imported using @code{require()} in the above example. If using ease.js client-side (@pxref{Client-Side Include}), you can instead use @samp{var Class = easejs.Class}. From this point on, importing the module will not be included in examples. @end itemize The above example declares an anonymous class, which is stored in the variable @var{MyClass}. By convention, we use CamelCase, with the first letter capital, for class names (and nothing else). @menu * Anonymous vs. Named Classes:: * Constructors:: How to declare a constructor * Temporary Classes:: Throwaway classes that only need to be used once * Temporary Instances:: Throwaway instances that only need to be used once @end menu @node Anonymous vs. Named Classes @subsection Anonymous vs. Named Classes We state that @ref{f:class-easejs,} declared an @dfn{anyonmous class} because the class was not given a name. Rather, it was simply assigned to a variable, which itself has a name. To help keep this idea straight, consider the common act of creating anonymous functions in JavaScript: @float Figure, f:anon-func @verbatim // anonymous var myFunc = function() {}; // named function myNamedFunc() {}; @end verbatim @caption{Anonymous functions in JavaScript} @end float If the function itself is not given a name, it is considered to be anonymous, even though it is stored within a variable. Just as the engine has no idea what that function is named, ease.js has no idea what the class is named because it does not have access to the name of the variable to which it was assigned. Names are not required for classes, but they are recommended. For example, consider what may happen when your class is output in an error message. @float Figure, f:anon-err @verbatim // call non-existent method foo.baz(); // TypeError: Object # has no method 'baz' @end verbatim @caption{Anonymous classes do not make for useful error messages} @end float If you have more than a couple classes in your software, that error message is not too much help. You are left relying on the stack trace to track down the error. This same output applies to converting a class to a string or viewing it in a debugger. It is simply not helpful. If anything, it is confusing. If you've debugged large JS applications that make liberal use of anonymous functions, you might be able to understand that frustration. Fortunately, ease.js permits you to declare a named class. A @dfn{named class} is simply a class that is assigned a string for its name, so that error messages, debuggers, etc provide more useful information. @emph{There is functionally no difference between named and anonymous classes.} @float Figure, f:class-named @verbatim var MyFoo = Class( 'MyFoo', {} ), foo = MyFoo(); // call non-existent method foo.baz(); // TypeError: Object # has no method 'baz' @end verbatim @caption{Declaring an empty @emph{named} class} @end float Much better! We now have a useful error message and immediately know which class is causing the issue. @node Constructors @subsection Constructors In JavaScript, we are used to functions themselves being a constructor because only constructors can be instantiated. With ease.js, constructors are handled in a manner similar to most other languages, by providing a separate method. The implementation ease.js chose is very similar to that of PHP's (@pxref{Constructor Implementation}). @float Figure, f:constructor @verbatim var Foo = Class( 'Foo', { 'public __construct': function( name ) { console.log( 'Hello, ' + name + '!' ); } } ); // instantiate the class, invoking the constructor Foo( 'World' ); // Output: // Hello, World! @end verbatim @caption{Declaring constructors using ease.js} @end float When the class is instantiated, the constructor is invoked, permitting you do to any necessary initialization tasks before the class can be used. The constructor operates exactly how you would expect a constructor to in JavaScript, with one major difference. Returning an object in the constructor does @emph{not} return that object instead of the new class instance, since this does not make sense in a Class-based model. If you wish to prevent a class from being instantiated, simply throw an exception within the constructor. This is useful if the class is intended to provide only static methods, or if you wish to enforce a single instance (one means of achieving a Singleton). @float Figure, f:constructor-prevent @verbatim var Foo = Class( 'Foo', { 'public __construct': function( name ) { throw Error( "Cannot instantiate class Foo" ); } } ); @end verbatim @caption{Prevent class from being instantiated} @end float Constructors are optional. By default, nothing is done after the class is instantiated. @node Temporary Classes @subsection Temporary Classes In @ref{f:class-easejs,}, we saw that the @code{new} keyword was unnecessary when instantiating classes. This permits a form of shorthand that is very useful for creating @dfn{temporary classes}, or ``throwaway`` classes which are used only once. Consider the following example: @float Figure, f:class-tmp @verbatim // new instance of anonymous class var foo = Class( { 'public bar': function() { return 'baz'; } } )(); foo.bar(); // returns 'baz' @end verbatim @caption{Declaring a temporary (throwaway) class} @end float In @ref{f:class-tmp,} above, rather than declaring a class, storing that in a variable, then instantiating it separately, we are doing it in a single command. Notice the parenthesis at the end of the statement. This invokes the constructor. Since the @code{new} keyword is unnecessary, a new instance of the class is stored in the variable @var{foo}. We call this a temporary class because it is used only to create a single instance. The class is then never referenced again. Therefore, we needn't even store it - it's throwaway. The downside of this feature is that it is difficult to notice unless the reader is paying very close attention. There is no keyword to tip them off. Therefore, it is very important to clearly document that you are storing an instance in the variable rather than an actual class definition. If you follow the CamelCase convention for class names, then simply do not capitalize the first letter of the destination variable for the instance. @node Temporary Instances @subsection Temporary Instances Similar to @ref{Temporary Classes,}, you may wish to use an @emph{instance} temporarily to invoke a method or chain of methods. @dfn{Temporary instances} are instances that are instantiated in order to invoke a method or chain of methods, then are immediately discarded. @float Figure, f:inst-tmp @verbatim // retrieve the name from an instance of Foo var name = Foo().getName(); // method chaining var car = VehicleFactory().createBody().addWheel( 4 ).addDoor( 2 ).build(); // temporary class with callback HttpRequest( host, port ).get( path, function( data ) { console.log( data ); } ); // Conventionally (without ease.js), you'd accomplish the above using the // 'new' keyword. You may still do this with ease.js, though it is less // clean looking. ( new Foo() ).someMethod(); @end verbatim @caption{Declaring a temporary (throwaway) class} @end float Rather than storing the class instance, we are using it simply to invoke methods. The results of those methods are stored in the variable rather than the class instance. The instance is immediately discarded, since it is no longer able to be referenced, and is as such a temporary instance. In order for method chaining to work, each method must return itself. This pattern is useful for when a class requires instantiation in order to invoke a method. Classes that intend to be frequently used in this manner should declare static methods so that they may be accessed without the overhead of creating a new class instance. @node Inheritance @section Inheritance @table @code @item C' = Class( string @var{name} ).extend( Object @var{base}, Object @var{dfn} ) Define named class @var{C'} identified by @var{name} as a subtype of @var{base}, described by @var{dfn}. @var{base} may be of type @code{Class} or may be any enumerable object. @item C' = C.extend( Object @var{dfn} ) Define anonymous class @var{C'} as a subtype of class @var{C}, described by @var{dfn}. @item C' = Class.extend( Object @var{base}, Object @var{dfn} ) Define anonymous class @var{C'} as a subtype of @var{base}, described by @var{dfn}. @var{base} may be of type @code{Class} or may be any enumerable object. @end table @var{C} is a class as defined in @ref{Defining Classes}. @var{base} may be any class or object containing enumerable members. @var{dfn} is to be a definition object as defined in @ref{dfnobj,,Definition Object}. Provided @var{C} or @var{base} to satisfy requirements of @var{C}, class @var{C'} will be defined as a @dfn{subtype} (child) of @dfn{supertype} (parent) class @var{C}. Provided @var{base} that does @emph{not} satisfy requirements of @var{C}, @var{C'} will be functionally equivalent to a subtype of anonymous class @var{B} as defined by @var{B} = Class( @var{base} ). @subsection Member Inheritance Let @var{dfn\_n\^c} denote a member of @var{dfn} in regards to class @var{c} that matches (case-sensitive) name @var{n} and is not private. Let @var{o\_n} denote an override, represented as boolean value that is true under the condition that both @var{dfn\_n\^C'} and @var{dfn\_n\^C} are defined values. @var{C'} will @dfn{inherit} all public and protected members of supertype @var{C} such that @var{dfn\_n\^C'} = @var{dfn\_n\^C} for each @var{dfn\^C}. For any positive condition @var{o\_n}, member @var{dfn\_n\^C'} will be said to @dfn{override} member @var{dfn\_n\^C}, provided that overriding member @var{n} passes all validation rules associated with the operation. A @code{protected} member may be @dfn{escalated} to @code{public}, but the reverse is untrue. @code{private} members are invisible to subtypes. For any positive condition @var{o\_n} where member @var{n} is defined as a @emph{method}: @itemize @item One of the following conditions must always be true: @itemize @item @var{dfn\_n\^C} is declared with the @ref{mkeywords,,@code{virtual}} keyword and @var{dfn\_n\^C'} is declared with the @ref{mkeywords,,@code{override}} keyword. @itemize @item Note that @var{dfn\_n\^C'} will not become @ref{mkeywords,,@code{virtual}} by default (unlike languages such as C++); they must be explicitly declared as such. @end itemize @item @var{dfn\_n\^C} is declared with the @ref{mkeywords,,@code{abstract}} keyword and @var{dfn\_n\^C'} omits the @ref{mkeywords,,@code{override}} keywords. @end itemize @item The argument count of method @var{dfn\_n\^C'} must be >= the argument count of method @var{dfn\_n\^C} to permit polymorphism. @item A reference to super method @var{dfn\_n\^C} will be preserved and assigned to @samp{this.__super} within context of method @var{dfn\_n\^C'}. @item A method is said to be @dfn{concrete} when it provides a definition and @dfn{abstract} when it provides only a declaration (@pxref{dfnobj,,Definition Object}). @itemize @item Any method @var{n} such that @var{dfn\_n\^C} is declared @code{abstract} may be overridden by a concrete or abstract method @var{dfn\_n\^C'}. @item A method @var{n} may @emph{not} be declared @ref{mkeywords,,@code{abstract}} if @var{dfn\_n\^C} is concrete. @end itemize @item Member @var{dfn\_n\^C} must be a method. @end itemize Members that have been declared @code{static} cannot be overridden (@pxref{Static Members}). @subsection Discussion Inheritance can be a touchy subject among many Object-Oriented developers due to encapsulation concerns and design considerations over method overrides. The decision of whether or not inheritance is an appropriate choice over composition is left to the developer; ease.js provides the facilities for achieving classical inheritance where it is desired. @float Figure, f:inheritance-ex @image{img/inheritance-ex} @caption{Basic inheritance example} @end float In the above example, we would say that @var{LazyDog} and @var{TwoLeggedDog} are @emph{subtypes} of @var{Dog}, and that @var{Dog} is the @emph{supertype} of the two. We describe inheritance as an ``is a'' relationship. That is: @itemize @item @var{LazyDog} is a @var{Dog}. @item @var{TwoLeggedDog} is also a @var{Dog}. @item @var{Dog} is @emph{not} a @var{LazyDog} or a @var{TwoLeggedDog}. @end itemize Subtypes @dfn{inherit} all public and protected members of their supertypes (@pxref{Member Visibility}). This means that, in the case of our above example, the @code{walk()} and @code{bark()} methods would be available to our subtypes. If the subtype also defines a method of the same name, as was done above, it will @dfn{override} the parent functionality. For now, we will limit our discussion to public members. How would we represent these classes using ease.js? @float Figure, f:inheritance @verbatim // our parent class (supertype) var Dog = Class( 'Dog', { 'virtual public walk': function() { console.log( 'Walking the dog' ); }, 'public bark': function() { console.log( 'Woof!' ); } } ); // subclass (child), as a named class var LazyDog = Class( 'LazyDog' ).extend( Dog, { 'override public walk': function() { console.log( 'Lazy dog refuses to walk.' ); } } ); // subclass (child), as an anonymous class var TwoLeggedDog = Dog.extend( { 'override public walk': function() { console.log( 'Walking the dog on two feet' ); } } ); @end verbatim @caption{Inheritance in ease.js} @end float You should already understand how to define a class (@pxref{Defining Classes}). The above example introduced two means of @dfn{extending} classes -- defining a new class that inherits from a parent: @table @strong @item Named Subclasses @var{LazyDog} is defined as a @emph{named} subclass (@pxref{Anonymous vs. Named Classes}). This syntax requires the use of @samp{Class( 'Name' )}. The @code{extend()} method then allows you to extend from an existing class by passing the class reference in as the first argument. @item Anonymous Subclasses @var{TwoLeggedDog} was declared as an @emph{anonymous} subclass. The syntax for this declaration is a bit more concise, but you forfeit the benefits of named classes (@pxref{Anonymous vs. Named Classes}). In this case, you can simply call the supertype's @code{extend()} method. Alternatively, you can use the @samp{Class.extend( Base, @{@} )} syntax, as was used with the named subclass @var{LazyDog}. @end table You are @emph{always} recommended to use the named syntax when declaring classes in order to provide more useful error messages. If you are willing to deal with the less helpful error messages, feel free to use anonymous classes for their conciseness. @menu * Understanding Member Inheritance:: How to work with inherited members * Overriding Methods:: Overriding inherited methods * Type Checks and Polymorphism:: Substituting similar classes for one-another @end menu @node Understanding Member Inheritance @subsection Understanding Member Inheritance In @ref{f:inheritance}, we took a look at how to inherit from a parent class. What does it mean when we ``inherit'' from a parent? What are we inheriting? The answer is: the API. There are two types of APIs that subtypes can inherit from their parents: @table @emph @item Public API This is the API that is accessible to everyone using your class. It contains all public members. We will be focusing on public members in this chapter. @item Protected API Protected members make up a protected API, which is an API available to subclasses but @emph{not} the outside world. This is discussed more in the Member Visibility section (@pxref{Member Visibility}), so we're going to leave this untouched for now. @end table When a subtype inherits a member from its parent, it acts almost as if that member was defined in the class itself@footnote{This statement is not to imply that inheritance is a case of copy-and-paste. There are slight variations, which are discussed in more detail in the Member Visibility section (@pxref{Member Visibility}).}. This means that the subtype can use the inherited members as if they were its own (keep in mind that members also include properties). This means that we @emph{do not} have to redefine the members in order to use them ourselves. @var{LazyDog} and @var{TwoLeggedDog} both inherit the @code{walk()} and @code{bark()} methods from the @var{Dog} supertype. Using @var{LazyDog} as an example, let's see what happens when we attempt to use the @code{bark()} method inherited from the parent. @float Figure, f:using-inherited-members @verbatim var LazyDog = Class( 'LazyDog' ).extend( Dog, { /** * Bark when we're poked */ 'public poke': function() { this.bark(); } } ); // poke() a new instance of LazyDog LazyDog().poke(); // Output: // Woof! @end verbatim @caption{Using inherited members} @end float In @ref{f:using-inherited-members} above, we added a @code{poke()} method to our @var{LazyDog} class. This method will call the @code{bark()} method that was inherited from @var{Dog}. If we actually run the example, you will notice that the dog does indeed bark, showing that we are able to call our parent's method even though we did not define it ourselves. @node Overriding Methods @subsection Overriding Methods When a method is inherited, you have the option of either keeping the parent's implementation or overriding it to provide your own. When you override a method, you replace whatever functionality was defined by the parent. This concept was used to make our @var{LazyDog} lazy and our @var{TwoLeggedDog} walk on two legs in @ref{f:inheritance}. After overriding a method, you may still want to invoke the parent's method. This allows you to @emph{augment} the functionality rather than replacing it entirely. ease.js provides a magic @code{__super()} method to do this. This method is defined only for the overriding methods and calls the parent method that was overridden. In order to demonstrate this, let's add an additional subtype to our hierarchy. @var{AngryDog} will be a subtype of @var{LazyDog}. Not only is this dog lazy, but he's rather moody. @float Figure, f:super-method @verbatim var AngryDog = Class( 'AngryDog' ).extend( LazyDog, { 'public poke': function() { // augment the parent method console.log( 'Grrrrrr...' ); // call the overridden method this.__super(); } } ); // poke a new AngryDog instance AngryDog().poke(); // Output: // Grrrrrr... // Woof! @end verbatim @caption{Using @code{__super()} method} @end float If you remember from @ref{f:using-inherited-members}, we added a @code{poke()} method to @var{LazyDog}. In @ref{f:super-method} above, we are overriding this method so that @var{AngryDog} growls when you poke him. However, we still want to invoke @var{LazyDog}'s default behavior when he's poked, so we also call the @code{__super()} method. This will also make @var{AngryDog} bark like @var{LazyDog}. It is important to note that @code{__super()} must be invoked like any other method. That is, if the overridden method requires arguments, you must pass them to @code{__super()}. This allows you to modify the argument list before it is sent to the overridden method. @node Type Checks and Polymorphism @subsection Type Checks and Polymorphism The fact that the API of the parent is inherited is a very important detail. If the API of subtypes is guaranteed to be @emph{at least} that of the parent, then this means that a function expecting a certain type can also work with any subtypes. This concept is referred to as @dfn{polymorphism}, and is a very powerful aspect of Object-Oriented programming. Let's consider a dog trainer. A dog trainer can generally train any type of dog (technicalities aside), so it would stand to reason that we would want our dog trainer to be able to train @var{LazyDog}, @var{AngryDog}, @var{TwoLeggedDog}, or any other type of @var{Dog} that we may throw at him/her. @float Figure, f:polymorphism-uml @image{img/composition-uml} @caption{Class structure to demonstrate polymorphism} @end float Type checks are traditionally performed in JavaScript using the @code{instanceOf} operator. While this can be used in most inheritance cases with ease.js, it is not recommended. Rather, you are encouraged to use ease.js's own methods for determining instance type@footnote{The reason for this will become clear in future chapters. ease.js's own methods permit checking for additional types, such as Interfaces.}. Support for the @code{instanceOf} operator is not guaranteed. Instead, you have two choices with ease.js: @table @code @item Class.isInstanceOf( type, instance ); Returns @code{true} if @var{instance} is of type @var{type}. Otherwise, returns @code{false}. @item Class.isA( type, instance ); Alias for @code{Class.isInstanceOf()}. Permits code that may read better depending on circumstance and helps to convey the ``is a'' relationship that inheritance creates. @end table For example: @float Figure, f:instanceof-ex @verbatim var dog = Dog() lazy = LazyDog(), angry = AngryDog(); Class.isInstanceOf( Dog, dog ); // true Class.isA( Dog, dog ); // true Class.isA( LazyDog, dog ); // false Class.isA( Dog, lazy ); // true Class.isA( Dog, angry ); // true // we must check an instance Class.isA( Dog, LazyDog ); // false; instance expected, class given @end verbatim @caption{Using ease.js to determine instance type} @end float It is important to note that, as demonstrated in @ref{f:instanceof-ex} above, an @emph{instance} must be passed as a second argument, not a class. Using this method, we can ensure that the @var{DogTrainer} may only be used with an instance of @var{Dog}. It doesn't matter what instance of @var{Dog} - be it a @var{LazyDog} or otherwise. All that matters is that we are given a @var{Dog}. @float Figure, f:polymorphism-easejs @verbatim var DogTrainer = Class( 'DogTrainer', { 'public __construct': function( dog ) { // ensure that we are given an instance of Dog if ( Class.isA( Dog, dog ) === false ) { throw TypeError( "Expected instance of Dog" ); } } } ); // these are all fine DogTrainer( Dog() ); DogTrainer( LazyDog() ); DogTrainer( AngryDog() ); DogTrainer( TwoLeggedDog() ); // this is not fine; we're passing the class itself DogTrainer( LazyDog ); // nor is this fine, as it is not a dog DogTrainer( {} ); @end verbatim @caption{Polymorphism in ease.js} @end float It is very important that you use @emph{only} the API of the type that you are expecting. For example, only @var{LazyDog} and @var{AngryDog} implement a @code{poke()} method. It is @emph{not} a part of @var{Dog}'s API. Therefore, it should not be used in the @var{DogTrainer} class. Instead, if you wished to use the @code{poke()} method, you should require that an instance of @var{LazyDog} be passed in, which would also permit @var{AngryDog} (since it is a subtype of @var{LazyDog}). Currently, it is necessary to perform this type check yourself. In future versions, ease.js will allow for argument type hinting/strict typing, which will automate this check for you. @node Member Visibility @section Member Visibility One of the major hurdles ease.js aimed to address (indeed, one of the core reasons for its creation) was that of encapsulation. JavaScript's prototype model provides limited means of encapsulating data. Since functions limit scope, they may be used to mimic private members. These are often referred to as @dfn{privileged members}. However, declaring classes in this manner can be messy. ease.js aims to provide an elegant implementation that is both a pleasure to work with and able to support protected members. The term @dfn{visibility} refers to how a class member may be accessed. There are three levels of visibility implemented by ease.js, which are listed here from most visible to least: @table @dfn @item public Accessible outside of the instance (e.g. @samp{foo.publicProp}). Inherited by subtypes. @item protected Not accessible outside of the instance (only accessible by @samp{this.protectedProp}). Inherited by subtypes. @item private Not accessible outside of the instance. Not inherited by subtypes. @end table By default, all members are public. This means that the members can be accessed and modified from within an instance and from outside. Subtypes (classes that inherit from it) will inherit public members. Public methods expose an API by which users may use your class. Public properties, however, should be less common in practice for a very important reason, which is explored throughout the rest of this section. @dfn{Encapsulation} is the act of hiding information within a class or instance. Classes should be thought of black boxes. We want them to do their job, but we do not care @emph{how} they do their job. Encapsulation takes the complexity out of a situation and allows the developer to focus on accomplishing the task using familiar concepts. For example, consider a class named @var{Dog} which has a method @code{walk()}. To walk a dog, we simply call @code{Dog().walk()}. The @code{walk()} method could be doing anything. By preventing the details of the method from being exposed, we present the developer with a very simple interface. Rather than the developer having to be concerned with moving each of the dog's legs, all they have to do is understand that the dog is being walked. Let's consider our @var{Dog} class in more detail: @float Figure, f:encapsulation @verbatim Class( 'Dog', { 'private _legs': {}, 'private _body': {}, // ... 'public walk': function() { this.stand(); this._moveFrontLeg( 0 ); this._moveBackLeg( 1 ); this._moveFrontLeg( 1 ); this._moveBackLeg( 0 ); }, 'protected stand': function() { if ( this.isSitting() ) { // ... } }, 'public rollOver': function() { this._body.roll(); }, 'private _moveFrontLeg': function( leg ) { this._legs.front[ leg ].move(); }, 'private _moveBackLeg': function( leg ) { this._legs.back[ leg ].move(); }, // ... } ); @end verbatim @caption{Encapsulating behavior of a class} @end float As you can see above, the act of making the dog move forward is a bit more complicated than the developer may have originally expected. The dog has four separate legs that need to be moved individually. The dog must also first stand before it can be walked, but it can only stand if it's sitting. Detailed tasks such as these occur all the time in classes, but they are hidden from the developer using the public API. Why should the developer be concerned with all of the legs? As a general rule of thumb, you should use the @emph{lowest} level of visibility possible unless you have a strong reason for increasing it. Start by declaring everything as private and work from there. @menu * Private Members:: * Protected Members:: * Visibility Escalation:: Increasing visibility of inherited members @end menu @node Private Members @subsection Private Members Let's first explore private members. The majority of the members in the @var{Dog} class (@pxref{f:encapsulation,}) are private. This is the lowest level of visibility (and consequently the @emph{highest} level of encapsulation). By convention, we prefix private members with an underscore. Private members are available @emph{only to the class that defined it} and are not available outside the class. @float Figure, f:encapsulation-call-priv @verbatim var dog = Dog(); dog._moveFrontLeg( 1 ); // TypeError: Object # has no method '_moveFrontLeg' @end verbatim @caption{Cannot access private members outside the class} @end float You will notice that the dog's legs are declared private as well (@pxref{f:encapsulation,}). This is to ensure we look at the dog as a whole; we don't care about what the dog is made up of. Legs, fur, tail, teeth, tongue, etc - they are all irrelevant to our purpose. We just want to walk the dog. Encapsulating those details also ensures that they will not be tampered with, which will keep the dog in a consistent, predictable state. Private members cannot be inherited. Let's say we want to make a class called @var{TwoLeggedDog} to represent a dog that was trained to walk only on two feet. We could approach this in a couple different ways. The first way would be to prevent the front legs from moving. What happens when we explore that approach: @float Figure, f:encapsulation-inherit-priv @verbatim var two_legged_dog = Class( 'TwoLeggedDog' ).extend( Dog, { /** * This won't override the parent method. */ 'private _moveFrontLeg': function( leg ) { // don't do anything return; }, } )(); two_legged_dog.walk(); @end verbatim @caption{Cannot override private members of supertype} @end float If you were to attempt to walk a @var{TwoLeggedDog}, you would find that @emph{the dog's front legs still move}! This is because, as mentioned before, private methods are not inherited. Rather than overriding the parent's @var{_moveFrontLeg} method, you are instead @emph{defining a new method}, with the name @var{_moveFrontLeg}. The old method will still be called. Instead, we would have to override the public @var{walk} method to prevent our dog from moving his front feet. @node Protected Members @subsection Protected Members Protected members are often misunderstood. Many developers will declare all of their members as either public or protected under the misconception that they may as well allow subclasses to override whatever functionality they want. This makes the class more flexible. While it is true that the class becomes more flexible to work with for subtypes, this is a dangerous practice. In fact, doing so @emph{violates encapsulation}. Let's reconsider the levels of visibility in this manner: @table @strong @item public Provides an API for @emph{users of the class}. @item protected Provides an API for @emph{subclasses}. @item private Provides an API for @emph{the class itself}. @end table Just as we want to hide data from the public API, we want to do the same for subtypes. If we simply expose all members to any subclass that comes by, that acts as a peephole in our black box. We don't want people spying into our internals. Subtypes shouldn't care about the dog's implementation either. Private members (@pxref{Private Members,Private}) should be used whenever possible, unless you are looking to provide subtypes with the ability to access or override methods. In that case, we can move up to try protected members. Remember not to make a member public unless you wish it to be accessible to the entire world. @var{Dog} (@pxref{f:encapsulation,}) defined a single method as protected - @code{stand()}. Because the method is protected, it can be inherited by subtypes. Since it is inherited, it may also be overridden. Let's define another subtype, @var{LazyDog}, which refuses to stand. @float Figure, f:encapsulation-inherit-prot @verbatim var lazy_dog = Class( 'LazyDog' ).extend( Dog, { /** * Overrides parent method */ 'protected stand': function() { // nope! this.rollOver(); return false; }, } )(); lazy_dog.walk(); @end verbatim @caption{Protected members are inherited by subtypes} @end float There are a couple important things to be noted from the above example. Firstly, we are able to override the @code{walk()} method, because it was inherited. Secondly, since @code{rollOver()} was also inherited from the parent, we are able to call that method, resulting in an upside-down dog that refuses to stand up, just moving his feet. Another important detail to notice is that @code{Dog.rollOver()} accesses a private property of @var{Dog} -- @var{_body}. Our subclass does not have access to that variable. Since it is private, it was not inherited. However, since the @code{rollOver()} method is called within the context of the @var{Dog} class, the @emph{method} has access to the private member, allowing our dog to successfully roll over. If, on the other hand, we were to override @code{rollOver()}, our code would @emph{not} have access to that private object. Calling @samp{this.__super()} from within the overridden method would, however, call the parent method, which would again have access to its parent's private members. @node Visibility Escalation @subsection Visibility Escalation @dfn{Visibility escalation} is the act of increasing the visibility of a member. Since private members cannot be inherited, this essentially means making a protected member public. If you override a protected method, you may increase its visibility to public without any problems. If you follow the convention of prefixing private members with an underscore, you may find that it's not recommended doing so for protected members. This is because subtypes may decide to make the member public. In order to increase the visibility, you do have to override the member. For properties, this has no discernible effect; you're just redefining it. For methods, this means that you are overriding the entire body. Therefore, you will either have to provide an alternate implementation, or call @samp{this.__super()} to invoke the original method. Note that @emph{you cannot go from public to protected}. This will throw an error. You can only increase the level of visibility. This ensures that once a class defines an API, subclasses cannot alter it. That API is forever for all subtypes. This means that, if you are expecting a certain type, you can rest assured that whatever you are given, even if it is a subtype, has the API you are expecting. Let's take a look at an example. @float Figure, f:vis-esc @verbatim var Foo = Class( { 'protected canEscalate': 'baz', 'protected escalateMe': function( arg ) { console.log( 'In escalateMe' ); }, 'public cannotMakeProtected': function() { } } ), SubFoo = Foo.extend( { /** * Escalating a property means redefining it */ 'public canEscalate': 'baz', /** * We can go protected -> public */ 'public escalateMe': function( arg ) { // simply call the parent method this.__super( arg ); } } ); @end verbatim @caption{Visibility can be escalated} @end float Note that, in the above example, making the public @var{cannotMakeProtected} method protected would throw an error. @node Static Members @section Static Members @dfn{Static members} do not require instantiation of the containing class in order to be used, but may also be called by instances. They are attached to the class itself rather than an instance. Static members provide convenience under certain circumstances where class instantiation is unnecessary and permit sharing data between instances of a class. However, static members, when used improperly, can produce poorly designed classes and tightly coupled code that is also difficult to test. Static properties also introduce problems very similar to global variables. Let us consider an implementation of the factory pattern. Class @var{BigBang} will declare two static methods in order to satisfy different means of instantiation: @code{fromBraneCollision()} and @code{fromBigCrunch()} (for the sake of the example, we're not going to address every theory). Let us also consider that we want to keep track of the number of big bangs in our universe (perhaps to study whether or not a "Big Crunch" could have potentially happened in the past) by incrementing a counter each time a new big bang occurs. Because we are using a static method, we cannot use a property of an instance in order to store this data. Therefore, we will use a static property of class @var{BigBang}. @float Figure, f:static-ex @verbatim var BigBang = Class( 'BigBang', { /** * Number of big bangs that has occurred * @type {number} */ 'private static _count': 0, /** * String representing the type of big bang * @type {string} */ 'private _type': '', /** * Create a new big bang from the collision of two membranes * * @return {BraneSet} the set of branes that collided * * @return {BigBang} new big bang */ 'public static fromBraneCollision': function( brane_set ) { // do initialization tasks... return BigBang( 'brane', brane_set.getData() ); }, /** * Create a new big bang following a "Big Crunch" * * @param {BigCrunch} prior crunch * * @return {BigBang} new big bang */ 'public static fromBigCrunch': function( crunch ) { // do initialization tasks... return BigBang( 'crunch', crunch.getData() ); }, /** * Returns the total number of big bangs that have occurred * * @return {number} total number of big bangs */ 'public static getTotalCount': function() { return this.$('_count'); } /** * Construct a new big bang * * @param {string} type big bang type * @param {object} data initialization data * * @return {undefined} */ 'public __construct': function( type, data ) { this._type = type; // do complicated stuff with data // increment big bang count this.__self.$( '_count', this.__self.$('count') + 1 ); }, } ); // create one of each var brane_bang = BigBang.fromBraneCollision( branes ), crunch_bang = BigBang.fromBigCrunch( crunch_incident ); console.log( "Total number of big bangs: %d", BigBang.getTotalCount() ); // Total number of big bangs: 2 @end verbatim @caption{Static member example using the factory pattern} @end float Due to limitations of pre-ECMAScript 5 implementations, ease.js's static implementation must be broken into two separate parts: properties and methods. @menu * Static Methods:: * Static Properties:: * Constants:: Immutable static properties @end menu @node Static Methods @subsection Static Methods In @ref{f:static-ex}, we implemented three static methods: two factory methods, @code{fromBraneCollision()} and @code{FromBigCrunch()}, and one getter method to retrieve the total number of big bangs, @code{getTotalCount()}. These methods are very similar to instance methods we are already used to, with a few important differences: @enumerate @item Static methods are declared with the @code{static} keyword. @item In the body, @code{this} is bound to the class itself, rather than the instance. @item Static methods cannot call any non-static methods of the same class without first instantiating it. @end enumerate The final rule above is not true when the situation is reversed. Non-static methods @emph{can} call static methods through use of the @var{__self} object, which is a reference to the class itself. That is, @var{this} in a static method is the same object as @var{this.__self} in a non-static method. This is demonstrated by @code{getTotalCount()} @verbatim this.$('_count') @end verbatim and @code{__construct()}. @verbatim this.__self.$('_count') @end verbatim To help remember @var{__self}, consider what the name states. A class is a definition used to create an object. The body of a method is a definition, which is defined on the class. Therefore, even though the body of a method may be called in the context of an instance, it is still part of the class. As such, @var{__self} refers to the class. @node Static Properties @subsection Static Properties You have likely noticed by now that static properties are handled a bit differently than both static methods and non-static properties. This difference is due to pre-ECMAScript 5 limitations and is discussed at length in the @ref{Static Implementation} section. Static properties are read from and written to using the @dfn{static accessor method} @code{$()}. This method name was chosen because the @code{$} prefix is common in scripting languages such as BASH, Perl (for scalars) and PHP. The accessor method accepts two arguments, the second being optional. If only the first argument is provided, the accessor method acts as a getter, as in @ref{f:static-ex}'s @code{getTotalCount()}: @verbatim return this.$('_count'); @end verbatim If the second argument is provided, it acts as a setter, as in @code{__construct()}: @verbatim this.__self.$( '_count', this.__self.$('count') + 1 ); @end verbatim Setting @code{undefined} values is supported. The @code{delete} operator is not supported, as its use is both restricted by the language itself and doesn't make sense to use in this context. As hinted by the example above, the increment and decrement operators (@code{++} and @code{--}) are not supported because JavaScript does not permit returning values by reference. It is important to understand that, currently, the accessor method cannot be omitted. Consider the following example: @float Figure, f:static-accessor @verbatim var Foo = Class( 'Foo', { 'public static bar': 'baz', }, SubFoo = Class( 'SubFoo' ).extend( Foo, {} ) ; // correct Foo.$( 'bar, 'baz2' ); Foo.$('bar'); // baz2 SubFoo.$('bar'); // baz2 SubFoo.$( 'bar', 'baz3' ); Foo.$('bar'); // baz3 // INCORRECT Foo.bar = 'baz2'; Foo.bar; // baz2 SubFoo.bar; // undefined @end verbatim @caption{Static accessor method cannot be omitted} @end float @node Constants @subsection Constants @dfn{Constants}, in terms of classes, are immutable static properties. This means that, once defined, a constant cannot be modified. Since the value is immutable, it does not make sense to create instances of the property. As such, constant values are implicitly static. This ensures that each instance, as well as any static access, references the exact same value. This is especially important for objects and arrays. One important difference between other languages, such as PHP, is that ease.js supports the @ref{Member Visibility, visibility modifiers} in conjunction with the @code{const} keyword. That is, you can have public, protected and private constants. Constants are public by default, like every other type of member. This feature permits encapsulating constant values, which is important if you want an immutable value that shouldn't be exposed to the rest of the world (e.g. a service URL, file path, etc). Consider the following example in which we have a class responsible for reading mount mounts from @file{/etc/fstab}: @float Figure, f:const-ex @verbatim Class( 'MountPointIterator', { 'private const _PATH': '/etc/fstab', 'private _mountPoints': [], 'public __construct': function() { var data = fs.readFileSync( this.$('_PATH') ); this._parseMountPoints( data ); }, // ... } ); @end verbatim @caption{Using the @code{const} keyword} @end float In the above example, attempting to access the @var{_PATH} constant from outside the class would return @code{undefined}. Had the constant been declared as public, or had the visibility modifier omitted, it could have been accessed just like any other static property: @verbatim // if PATH were a public constant value MountPointIterator.$('PATH'); @end verbatim Any attempts to modify the value of a constant will result in an exception. This will also work in pre-ES5 engines due to use of the @ref{Static Properties, static accessor method} (@code{$()}). It is important to note that constants prevent the @emph{value of the property} from being reassigned. It @emph{does not} prevent modification of the value that is @emph{referenced} by the property. For example, if we had a constant @var{foo}, which references an object, such that @verbatim 'const foo': { a: 'b' } @end verbatim it is perfectly legal to alter the object: @verbatim MyClass.$('foo').a = 'c'; @end verbatim