{
"name": "Object Oriented Programming",
"order": 7,
"time": "5 hours",
"helpRoom": "Help",
"challenges": [
{
"id": "587d7dac367417b2b2512b72",
"title": "Introduction to the Object Oriented Programming Challenges",
"description": [
[
"",
"",
"At its core, software development solves a problem or achieves a result with computation. The software development process first defines a problem, then presents a solution. Object oriented programming is one of several major approaches to the software development process.
As its name implies, object oriented programming organizes code into object definitions. These are sometimes called classes, and they group together data with related behavior. The data is an object's attributes, and the behavior (or functions) are methods.
The object structure makes it flexible within a program. Objects can transfer information by calling and passing data to another object's methods. Also, new classes can receive, or inherit, all the features from a base or parent class. This helps to reduce repeated code.
Your choice of programming approach depends on a few factors. These include the type of problem, as well as how you want to structure your data and algorithms. This section covers object oriented programming principles in JavaScript.",
""
]
],
"releasedOn": "Feb 17, 2017",
"challengeSeed": [],
"tests": [],
"type": "waypoint",
"challengeType": 7,
"isRequired": false,
"translations": {}
},
{
"id": "587d7dac367417b2b2512b73",
"title": "Create a Basic JavaScript Object",
"description": [
"Think about things people see everyday, like cars, shops, and birds. These are all objects
: tangible things people can observe and interact with.",
"What are some qualities of these objects
? A car has wheels. Shops sell items. Birds have wings.",
"These qualities, or properties
, define what makes up an object
. Note that similar objects
share the same properties
, but may have different values for those properties
. For example, all cars have wheels, but not all cars have the same number of wheels.",
"Objects
in JavaScript are used to model real-world objects, giving them properties
and behavior just like their real-world counterparts. Here's an example using these concepts to create a duck
object
:",
"
let duck = {", "This
name: \"Aflac\",
numLegs: 2
};
duck
object
has two property/value pairs: a name
of \"Aflac\" and a numLegs
of 2.",
"dog
object
with name
and numLegs
properties, and set them to a string and a number, respectively."
],
"challengeSeed": [
"let dog = {",
" ",
"};"
],
"tests": [
"assert(typeof(dog) === 'object', 'message: dog
should be an object
.');",
"assert(typeof(dog.name) === 'string', 'message: dog
should have a name
property set to a string
.');",
"assert(typeof(dog.numLegs) === 'number', 'message: dog
should have a numLegs
property set to a number
.');"
],
"solutions": [
"let dog = {\n name: '',\n numLegs: 4\n};"
],
"hints": [],
"type": "waypoint",
"releasedOn": "Feb 17, 2017",
"challengeType": 1,
"translations": {}
},
{
"id": "587d7dac367417b2b2512b74",
"title": "Use Dot Notation to Access the Properties of an Object",
"description": [
"The last challenge created an object
with various properties
, now you'll see how to access the values of those properties
. Here's an example:",
"let duck = {", "Dot notation is used on the
name: \"Aflac\",
numLegs: 2
};
console.log(duck.name);
// This prints \"Aflac\" to the console
object
name, duck
, followed by the name of the property
, name
, to access the value of \"Aflac\".",
"properties
of the dog
object below to your console."
],
"challengeSeed": [
"let dog = {",
" name: \"Spot\",",
" numLegs: 4",
"};",
"// Add your code below this line",
"",
""
],
"tests": [
"assert(/console.log\\(.*dog\\.name.*\\)/g.test(code), 'message: Your should use console.log
to print the value for the name
property of the dog
object.');",
"assert(/console.log\\(.*dog\\.numLegs.*\\)/g.test(code), 'message: Your should use console.log
to print the value for the numLegs
property of the dog
object.');"
],
"solutions": [
"let dog = {\n name: \"Spot\",\n numLegs: 4\n};\nconsole.log(dog.name);\nconsole.log(dog.numLegs);"
],
"hints": [],
"type": "waypoint",
"releasedOn": "Feb 17, 2017",
"challengeType": 1,
"translations": {}
},
{
"id": "587d7dad367417b2b2512b75",
"title": "Create a Method on an Object",
"description": [
"Objects
can have a special type of property
, called a method
.",
"Methods
are properties
that are functions. This adds different behavior to an object
. Here is the duck
example with a method:",
"let duck = {", "The example adds the
name: \"Aflac\",
numLegs: 2,
sayName: function() {return \"The name of this duck is \" + duck.name + \".\";}
};
duck.sayName();
// Returns \"The name of this duck is Aflac.\"
sayName
method
, which is a function that returns a sentence giving the name of the duck
.",
"Notice that the method
accessed the name
property in the return statement using duck.name
. The next challenge will cover another way to do this.",
"dog
object
, give it a method called sayLegs
. The method should return the sentence \"This dog has 4 legs.\""
],
"challengeSeed": [
"let dog = {",
" name: \"Spot\",",
" numLegs: 4,",
" ",
"};",
"",
"dog.sayLegs();"
],
"tests": [
"assert(typeof(dog.sayLegs) === 'function', 'message: dog.sayLegs()
should be a function.');",
"assert(dog.sayLegs() === 'This dog has 4 legs.', 'message: dog.sayLegs()
should return the given string - note that punctuation and spacing matter.');"
],
"solutions": [
"let dog = {\n name: \"Spot\",\n numLegs: 4,\n sayLegs () {\n return 'This dog has ' + this.numLegs + ' legs.';\n }\n};\n\ndog.sayLegs();"
],
"hints": [],
"type": "waypoint",
"releasedOn": "Feb 17, 2017",
"challengeType": 1,
"translations": {}
},
{
"id": "587d7dad367417b2b2512b76",
"title": "Make Code More Reusable with the this Keyword",
"description": [
"The last challenge introduced a method
to the duck
object. It used duck.name
dot notation to access the value for the name
property within the return statement:",
"sayName: function() {return \"The name of this duck is \" + duck.name + \".\";}
",
"While this is a valid way to access the object's property, there is a pitfall here. If the variable name changes, any code referencing the original name would need to be updated as well. In a short object definition, it isn't a problem, but if an object has many references to its properties there is a greater chance for error.",
"A way to avoid these issues is with the this
keyword:",
"let duck = {", "
name: \"Aflac\",
numLegs: 2,
sayName: function() {return \"The name of this duck is \" + this.name + \".\";}
};
this
is a deep topic, and the above example is only one way to use it. In the current context, this
refers to the object that the method is associated with: duck
.",
"If the object's name is changed to mallard
, it is not necessary to find all the references to duck
in the code. It makes the code reusable and easier to read.",
"dog.sayLegs
method to remove any references to dog
. Use the duck
example for guidance."
],
"challengeSeed": [
"let dog = {",
" name: \"Spot\",",
" numLegs: 4,",
" sayLegs: function() {return \"This dog has \" + dog.numLegs + \" legs.\";}",
"};",
"",
"dog.sayLegs();"
],
"tests": [
"assert(dog.sayLegs() === 'This dog has 4 legs.', 'message: dog.sayLegs()
should return the given string.');",
"assert(code.match(/this\\.numLegs/g), 'message: Your code should use the this
keyword to access the numLegs
property of dog
.');"
],
"solutions": [
"let dog = {\n name: \"Spot\",\n numLegs: 4,\n sayLegs () {\n return 'This dog has ' + this.numLegs + ' legs.';\n }\n};\n\ndog.sayLegs();"
],
"hints": [],
"type": "waypoint",
"releasedOn": "Feb 17, 2017",
"challengeType": 1,
"translations": {}
},
{
"id": "587d7dad367417b2b2512b77",
"title": "Define a Constructor Function",
"description": [
"Constructors
are functions that create new objects. They define properties and behaviors that will belong to the new object. Think of them as a blueprint for the creation of new objects.",
"Here is an example of a constructor
:",
"function Bird() {", "This
this.name = \"Albert\";
this.color = \"blue\";
this.numLegs = 2;
}
constructor
defines a Bird
object with properties name
, color
, and numLegs
set to Albert, blue, and 2, respectively.",
"Constructors
follow a few conventions:",
"Constructors
are defined with a capitalized name to distinguish them from other functions that are not constructors
.Constructors
use the keyword this
to set properties of the object they will create. Inside the constructor
, this
refers to the new object it will create.Constructors
define properties and behaviors instead of returning a value as other functions might.constructor
, Dog
, with properties name
, color
, and numLegs
that are set to a string, a string, and a number, respectively."
],
"challengeSeed": [],
"tests": [
"assert(typeof (new Dog()).name === 'string', 'message: Dog
should have a name
property set to a string.');",
"assert(typeof (new Dog()).color === 'string', 'message: Dog
should have a color
property set to a string.');",
"assert(typeof (new Dog()).numLegs === 'number', 'message: Dog
should have a numLegs
property set to a number.');"
],
"solutions": [
"function Dog (name, color, numLegs) {\n this.name = 'name';\n this.color = 'color';\n this.numLegs = 4;\n}"
],
"hints": [],
"type": "waypoint",
"releasedOn": "Feb 17, 2017",
"challengeType": 1,
"translations": {}
},
{
"id": "587d7dad367417b2b2512b78",
"title": "Use a Constructor to Create Objects",
"description": [
"Here's the Bird
constructor from the previous challenge:",
"function Bird() {", "Notice that the
this.name = \"Albert\";
this.color = \"blue\";
this.numLegs = 2;
// \"this\" inside the constructor always refers to the object being created
}
let blueBird = new Bird();
new
operator is used when calling a constructor. This tells JavaScript to create a new instance
of Bird
called blueBird
. Without the new
operator, this
inside the constructor would not point to the newly created object, giving unexpected results.",
"Now blueBird
has all the properties defined inside the Bird
constructor:",
"blueBird.name; // => Albert", "Just like any other object, its properties can be accessed and modified:", "
blueBird.color; // => blue
blueBird.numLegs; // => 2
blueBird.name = 'Elvira';", "
blueBird.name; // => Elvira
Dog
constructor from the last lesson to create a new instance of Dog
, assigning it to a variable hound
."
],
"challengeSeed": [
"function Dog() {",
" this.name = \"Rupert\";",
" this.color = \"brown\";",
" this.numLegs = 4;",
"}",
"// Add your code below this line",
"",
""
],
"tests": [
"assert(hound instanceof Dog, 'message: hound
should be created using the Dog
constructor.');",
"assert(code.match(/new/g), 'message: Your code should use the new
operator to create an instance
of Dog
.');"
],
"solutions": [
"function Dog() {\n this.name = \"Rupert\";\n this.color = \"brown\";\n this.numLegs = 4;\n}\nconst hound = new Dog();"
],
"hints": [],
"type": "waypoint",
"releasedOn": "Feb 17, 2017",
"challengeType": 1,
"translations": {}
},
{
"id": "587d7dae367417b2b2512b79",
"title": "Extend Constructors to Receive Arguments",
"description": [
"The Bird
and Dog
constructors from last challenge worked well. However, notice that all Birds
that are created with the Bird
constructor are automatically named Albert, are blue in color, and have two legs. What if you want birds with different values for name and color? It's possible to change the properties of each bird manually but that would be a lot of work:",
"let swan = new Bird();", "Suppose you were writing a program to keep track of hundreds or even thousands of different birds in an aviary. It would take a lot of time to create all the birds, then change the properties to different values for every one.", "To more easily create different
swan.name = \"Carlos\";
swan.color = \"white\";
Bird
objects, you can design your Bird constructor to accept parameters:",
"function Bird(name, color) {", "Then pass in the values as arguments to define each unique bird into the
this.name = name;
this.color = color;
this.numLegs = 2;
}
Bird
constructor:",
"let cardinal = new Bird(\"Bruce\", \"red\");
",
"This gives a new instance of Bird
with name and color properties set to Bruce and red, respectively. The numLegs
property is still set to 2.",
"The cardinal
has these properties:",
"cardinal.name // => Bruce", "The constructor is more flexible. It's now possible to define the properties for each
cardinal.color // => red
cardinal.numLegs // => 2
Bird
at the time it is created, which is one way that JavaScript constructors are so useful. They group objects together based on shared characteristics and behavior and define a blueprint that automates their creation.",
"Dog
constructor. This time, set it up to take the parameters name
and color
, and have the property numLegs
fixed at 4. Then create a new Dog
saved in a variable terrier
. Pass it two strings as arguments for the name
and color
properties."
],
"challengeSeed": [
"function Dog() {",
" ",
"}",
"",
""
],
"tests": [
"assert((new Dog('Clifford')).name === 'Clifford', 'message: Dog
should receive an argument for name
.');",
"assert((new Dog('Clifford', 'yellow')).color === 'yellow', 'message: Dog
should receive an argument for color
.');",
"assert((new Dog('Clifford')).numLegs === 4, 'message: Dog
should have property numLegs
set to 4.');",
"assert(terrier instanceof Dog, 'message: terrier
should be created using the Dog
constructor.');"
],
"solutions": [
"function Dog (name, color) {\n this.numLegs = 4;\n this.name = name;\n this.color = color;\n}\n\nconst terrier = new Dog();"
],
"hints": [],
"type": "waypoint",
"releasedOn": "Feb 17, 2017",
"challengeType": 1,
"translations": {}
},
{
"id": "587d7dae367417b2b2512b7a",
"title": "Verify an Object's Constructor with instanceof",
"description": [
"Anytime a constructor function creates a new object, that object is said to be an instance
of its constructor. JavaScript gives a convenient way to verify this with the instanceof
operator. instanceof
allows you to compare an object to a constructor, returning true
or false
based on whether or not that object was created with the constructor. Here's an example:",
"let Bird = function(name, color) {", "If an object is created without using a constructor,
this.name = name;
this.color = color;
this.numLegs = 2;
}
let crow = new Bird(\"Alexis\", \"black\");
crow instanceof Bird; // => true
instanceof
will verify that it is not an instance of that constructor:",
"let canary = {", "
name: \"Mildred\",
color: \"Yellow\",
numLegs: 2
};
canary instanceof Bird; // => false
House
constructor, calling it myHouse
and passing a number of bedrooms. Then, use instanceof
to verify that it is an instance of House
."
],
"challengeSeed": [
"/* jshint expr: true */",
"",
"function House(numBedrooms) {",
" this.numBedrooms = numBedrooms;",
"}",
"",
"// Add your code below this line",
"",
"",
""
],
"tests": [
"assert(typeof myHouse.numBedrooms === 'number', 'message: myHouse
should have a numBedrooms
attribute set to a number.');",
"assert(/myHouse\\s*instanceof\\s*House/.test(code), 'message: Be sure to verify that myHouse
is an instance of House
using the instanceof
operator.');"
],
"solutions": [
"function House(numBedrooms) {\n this.numBedrooms = numBedrooms;\n}\nconst myHouse = new House(4);\nconsole.log(myHouse instanceof House);"
],
"hints": [],
"type": "waypoint",
"releasedOn": "Feb 17, 2017",
"challengeType": 1,
"translations": {}
},
{
"id": "587d7dae367417b2b2512b7b",
"title": "Understand Own Properties",
"description": [
"In the following example, the Bird
constructor defines two properties: name
and numLegs
:",
"function Bird(name) {", "
this.name = name;
this.numLegs = 2;
}
let duck = new Bird(\"Donald\");
let canary = new Bird(\"Tweety\");
name
and numLegs
are called own
properties, because they are defined directly on the instance object. That means that duck
and canary
each has its own separate copy of these properties.",
"In fact every instance of Bird
will have its own copy of these properties.",
"The following code adds all of the own
properties of duck
to the array ownProps
:",
"let ownProps = [];", "
for (let property in duck) {
if(duck.hasOwnProperty(property)) {
ownProps.push(property);
}
}
console.log(ownProps); // prints [ \"name\", \"numLegs\" ]
own
properties of canary
to the array ownProps
."
],
"challengeSeed": [
"function Bird(name) {",
" this.name = name;",
" this.numLegs = 2;",
"}",
"",
"let canary = new Bird(\"Tweety\");",
"let ownProps = [];",
"// Add your code below this line",
"",
"",
""
],
"tests": [
"assert(ownProps.indexOf('name') !== -1 && ownProps.indexOf('numLegs') !== -1, 'message: ownProps
should include the values \"numLegs\"
and \"name\"
.');",
"assert(!/\\Object.keys/.test(code), 'message: Solve this challenge without using the built in method Object.keys()
.');"
],
"solutions": [
"function Bird(name) {\n this.name = name;\n this.numLegs = 2;\n}\n\nlet canary = new Bird(\"Tweety\");\nfunction getOwnProps (obj) {\n const props = [];\n \n for (let prop in obj) {\n if (obj.hasOwnProperty(prop)) {\n props.push(prop);\n }\n }\n \n return props;\n}\n\nconst ownProps = getOwnProps(canary);"
],
"hints": [],
"type": "waypoint",
"releasedOn": "Feb 17, 2017",
"challengeType": 1,
"translations": {}
},
{
"id": "587d7dae367417b2b2512b7c",
"title": "Use Prototype Properties to Reduce Duplicate Code",
"description": [
"Since numLegs
will probably have the same value for all instances of Bird
, you essentially have a duplicated variable numLegs
inside each Bird
instance.",
"This may not be an issue when there are only two instances, but imagine if there are millions of instances. That would be a lot of duplicated variables.",
"A better way is to use Bird’s
prototype
. The prototype
is an object that is shared among ALL instances of Bird
. Here's how to add numLegs
to the Bird prototype
:",
"Bird.prototype.numLegs = 2;", "Now all instances of
Bird
have the numLegs
property.",
"console.log(duck.numLegs); // prints 2", "Since all instances automatically have the properties on the
console.log(canary.numLegs); // prints 2
prototype
, think of a prototype
as a \"recipe\" for creating objects.",
"Note that the prototype
for duck
and canary
is part of the Bird
constructor as Bird.prototype
. Nearly every object in JavaScript has a prototype
property which is part of the constructor function that created it.",
"numLegs
property to the prototype
of Dog
"
],
"challengeSeed": [
"function Dog(name) {",
" this.name = name;",
"}",
"",
"",
"",
"// Add your code above this line",
"let beagle = new Dog(\"Snoopy\");"
],
"tests": [
"assert(beagle.numLegs !== undefined, 'message: beagle
should have a numLegs
property.');",
"assert(typeof(beagle.numLegs) === 'number' , 'message: beagle.numLegs
should be a number.');",
"assert(beagle.hasOwnProperty('numLegs') === false, 'message: numLegs
should be a prototype
property not an own
property.');"
],
"solutions": [
"function Dog (name) {\n this.name = name;\n}\nDog.prototype.numLegs = 4;\nlet beagle = new Dog(\"Snoopy\");"
],
"hints": [],
"type": "waypoint",
"releasedOn": "Feb 17, 2017",
"challengeType": 1,
"translations": {}
},
{
"id": "587d7daf367417b2b2512b7d",
"title": "Iterate Over All Properties",
"description": [
"You have now seen two kinds of properties: own
properties and prototype
properties. Own
properties are defined directly on the object instance itself. And prototype
properties are defined on the prototype
.",
"function Bird(name) {", "Here is how you add
this.name = name; //own property
}
Bird.prototype.numLegs = 2; // prototype property
let duck = new Bird(\"Donald\");
duck’s
own
properties to the array ownProps
and prototype
properties to the array prototypeProps
:",
"let ownProps = [];", "
let prototypeProps = [];
for (let property in duck) {
if(duck.hasOwnProperty(property)) {
ownProps.push(property);
} else {
prototypeProps.push(property);
}
}
console.log(ownProps); // prints [\"name\"]
console.log(prototypeProps); // prints [\"numLegs\"]
own
properties of beagle
to the array ownProps
. Add all of the prototype
properties of Dog
to the array prototypeProps
."
],
"challengeSeed": [
"function Dog(name) {",
" this.name = name;",
"}",
"",
"Dog.prototype.numLegs = 4;",
"",
"let beagle = new Dog(\"Snoopy\");",
"",
"let ownProps = [];",
"let prototypeProps = [];",
"",
"// Add your code below this line ",
"",
"",
""
],
"tests": [
"assert(ownProps.indexOf('name') !== -1, 'message: The ownProps
array should include \"name\"
.');",
"assert(prototypeProps.indexOf('numLegs') !== -1, 'message: The prototypeProps
array should include \"numLegs\"
.');",
"assert(!/\\Object.keys/.test(code), 'message: Solve this challenge without using the built in method Object.keys()
.');"
],
"solutions": [
"function Dog(name) {\n this.name = name;\n}\n\nDog.prototype.numLegs = 4;\n\nlet beagle = new Dog(\"Snoopy\");\n\nlet ownProps = [];\nlet prototypeProps = [];\nfor (let prop in beagle) {\n if (beagle.hasOwnProperty(prop)) {\n ownProps.push(prop);\n } else {\n prototypeProps.push(prop);\n }\n}"
],
"hints": [],
"type": "waypoint",
"releasedOn": "Feb 17, 2017",
"challengeType": 1,
"translations": {}
},
{
"id": "587d7daf367417b2b2512b7e",
"title": "Understand the Constructor Property",
"description": [
"There is a special constructor
property located on the object instances duck
and beagle
that were created in the previous challenges:",
"let duck = new Bird();", "Note that the
let beagle = new Dog();
console.log(duck.constructor === Bird); //prints true
console.log(beagle.constructor === Dog); //prints true
constructor
property is a reference to the constructor function that created the instance.",
"The advantage of the constructor
property is that it's possible to check for this property to find out what kind of object it is. Here's an example of how this could be used:",
"function joinBirdFraternity(candidate) {", "Note
if (candidate.constructor === Bird) {
return true;
} else {
return false;
}
}
constructor
property can be overwritten (which will be covered in the next two challenges) it’s generally better to use the instanceof
method to check the type of an object.",
"joinDogFraternity
function that takes a candidate
parameter and, using the constructor
property, return true
if the candidate is a Dog
, otherwise return false
."
],
"challengeSeed": [
"function Dog(name) {",
" this.name = name;",
"}",
"",
"// Add your code below this line",
"function joinDogFraternity(candidate) {",
" ",
"}",
""
],
"tests": [
"assert(typeof(joinDogFraternity) === 'function', 'message: joinDogFraternity
should be defined as a function.');",
"assert(joinDogFraternity(new Dog(\"\")) === true, 'message: joinDogFraternity
should return true ifcandidate
is an instance of Dog
.');",
"assert(/\\.constructor/.test(code) && !/instanceof/.test(code), 'message: joinDogFraternity
should use the constructor
property.');"
],
"solutions": [
"function Dog(name) {\n this.name = name;\n}\nfunction joinDogFraternity(candidate) {\n return candidate.constructor === Dog;\n}"
],
"hints": [],
"type": "waypoint",
"releasedOn": "Feb 17, 2017",
"challengeType": 1,
"translations": {}
},
{
"id": "587d7daf367417b2b2512b7f",
"title": "Change the Prototype to a New Object",
"description": [
"Up until now you have been adding properties to the prototype
individually:",
"Bird.prototype.numLegs = 2;", "This becomes tedious after more than a few properties.", "
Bird.prototype.eat = function() {", "A more efficient way is to set the
console.log(\"nom nom nom\");
}
Bird.prototype.describe = function() {
console.log(\"My name is \" + this.name);
}
prototype
to a new object that already contains the properties. This way, the properties are added all at once:",
"Bird.prototype = {", "
numLegs: 2,
eat: function() {
console.log(\"nom nom nom\");
},
describe: function() {
console.log(\"My name is \" + this.name);
}
};
numLegs
and the two methods eat()
and describe()
to the prototype
of Dog
by setting the prototype
to a new object."
],
"challengeSeed": [
"function Dog(name) {",
" this.name = name; ",
"}",
"",
"Dog.prototype = {",
" // Add your code below this line",
" ",
"};"
],
"tests": [
"assert((/Dog\\.prototype\\s*?=\\s*?{/).test(code), 'message: Dog.prototype
should be set to a new object.');",
"assert(Dog.prototype.numLegs !== undefined, 'message: Dog.prototype
should have the property numLegs
.');",
"assert(typeof Dog.prototype.eat === 'function', 'message: Dog.prototype
should have the method eat()
.'); ",
"assert(typeof Dog.prototype.describe === 'function', 'message: Dog.prototype
should have the method describe()
.'); "
],
"solutions": [
"function Dog(name) {\n this.name = name; \n}\nDog.prototype = {\nnumLegs: 4,\n eat () {\n console.log('nom nom nom');\n },\n describe () {\n console.log('My name is ' + this.name);\n }\n};"
],
"hints": [],
"type": "waypoint",
"releasedOn": "Feb 17, 2017",
"challengeType": 1,
"translations": {}
},
{
"id": "587d7daf367417b2b2512b80",
"title": "Remember to Set the Constructor Property when Changing the Prototype",
"description": [
"There is one crucial side effect of manually setting the prototype
to a new object. It erased the constructor
property! The code in the previous challenge would print the following for duck
:",
"console.log(duck.constructor)", "To fix this, whenever a prototype is manually set to a new object, remember to define the
// prints ‘undefined’ - Oops!
constructor
property:",
"Bird.prototype = {", "
constructor: Bird, // define the constructor property
numLegs: 2,
eat: function() {
console.log(\"nom nom nom\");
},
describe: function() {
console.log(\"My name is \" + this.name);
}
};
constructor
property on the Dog
prototype
."
],
"challengeSeed": [
"function Dog(name) {",
" this.name = name; ",
"}",
"",
"// Modify the code below this line",
"Dog.prototype = {",
" ",
" numLegs: 2, ",
" eat: function() {",
" console.log(\"nom nom nom\"); ",
" }, ",
" describe: function() {",
" console.log(\"My name is \" + this.name); ",
" }",
"};"
],
"tests": [
"assert(Dog.prototype.constructor === Dog, 'message: Dog.prototype
should set the constructor
property.');"
],
"solutions": [
"function Dog(name) {\n this.name = name; \n}\nDog.prototype = {\n constructor: Dog,\n numLegs: 2, \n eat: function() {\n console.log(\"nom nom nom\"); \n }, \n describe: function() {\n console.log(\"My name is \" + this.name); \n }\n};"
],
"hints": [],
"type": "waypoint",
"releasedOn": "Feb 17, 2017",
"challengeType": 1,
"translations": {}
},
{
"id": "587d7db0367417b2b2512b81",
"title": "Understand Where an Object’s Prototype Comes From",
"description": [
"Just like people inherit genes from their parents, an object inherits its prototype
directly from the constructor function that created it. For example, here the Bird
constructor creates the duck
object:",
"function Bird(name) {", "
this.name = name;
}
let duck = new Bird(\"Donald\");
duck
inherits its prototype
from the Bird
constructor function. You can show this relationship with the isPrototypeOf
method:",
"Bird.prototype.isPrototypeOf(duck);", "
// returns true
isPrototypeOf
to check the prototype
of beagle
."
],
"challengeSeed": [
"function Dog(name) {",
" this.name = name;",
"}",
"",
"let beagle = new Dog(\"Snoopy\");",
"",
"// Add your code below this line",
"",
""
],
"tests": [
"assert(/Dog\\.prototype\\.isPrototypeOf\\(beagle\\)/.test(code), 'message: Show that Dog.prototype
is the prototype
of beagle
');"
],
"solutions": [
"function Dog(name) {\n this.name = name;\n}\nlet beagle = new Dog(\"Snoopy\");\nDog.prototype.isPrototypeOf(beagle);"
],
"hints": [],
"type": "waypoint",
"releasedOn": "Feb 17, 2017",
"challengeType": 1,
"translations": {}
},
{
"id": "587d7db0367417b2b2512b82",
"title": "Understand the Prototype Chain",
"description": [
"All objects in JavaScript (with a few exceptions) have a prototype
. Also, an object’s prototype
itself is an object.",
"function Bird(name) {", "Because a
this.name = name;
}
typeof Bird.prototype; // => object
prototype
is an object, a prototype
can have its own prototype
! In this case, the prototype
of Bird.prototype
is Object.prototype
:",
"Object.prototype.isPrototypeOf(Bird.prototype);", "How is this useful? You may recall the
// returns true
hasOwnProperty
method from a previous challenge:",
"let duck = new Bird(\"Donald\");", "The
duck.hasOwnProperty(\"name\"); // => true
hasOwnProperty
method is defined in Object.prototype
, which can be accessed by Bird.prototype
, which can then be accessed by duck
. This is an example of the prototype
chain.",
"In this prototype
chain, Bird
is the supertype
for duck
, while duck
is the subtype
. Object
is a supertype
for both Bird
and duck
.",
"Object
is a supertype
for all objects in JavaScript. Therefore, any object can use the hasOwnProperty
method.",
"Object.prototype
is the prototype of Dog.prototype
\");"
],
"solutions": [
"function Dog(name) {\n this.name = name;\n}\nlet beagle = new Dog(\"Snoopy\");\nDog.prototype.isPrototypeOf(beagle);\nObject.prototype.isPrototypeOf(Dog.prototype);"
],
"hints": [],
"type": "waypoint",
"releasedOn": "Feb 17, 2017",
"challengeType": 1,
"translations": {}
},
{
"id": "587d7db0367417b2b2512b83",
"title": "Use Inheritance So You Don't Repeat Yourself",
"description": [
"There's a principle in programming called Don't Repeat Yourself (DRY)
. The reason repeated code is a problem is because any change requires fixing code in multiple places. This usually means more work for programmers and more room for errors.",
"Notice in the example below that the describe
method is shared by Bird
and Dog
:",
"Bird.prototype = {", "The
constructor: Bird,
describe: function() {
console.log(\"My name is \" + this.name);
}
};
Dog.prototype = {
constructor: Dog,
describe: function() {
console.log(\"My name is \" + this.name);
}
};
describe
method is repeated in two places. The code can be edited to follow the DRY
principle by creating a supertype
(or parent) called Animal
:",
"function Animal() { };", "Since
Animal.prototype = {
constructor: Animal,
describe: function() {
console.log(\"My name is \" + this.name);
}
};
Animal
includes the describe
method, you can remove it from Bird
and Dog
:",
"Bird.prototype = {", "
constructor: Bird
};
Dog.prototype = {
constructor: Dog
};
eat
method is repeated in both Cat
and Bear
. Edit the code in the spirit of DRY
by moving the eat
method to the Animal
supertype
."
],
"challengeSeed": [
"function Cat(name) {",
" this.name = name; ",
"}",
"",
"Cat.prototype = {",
" constructor: Cat, ",
" eat: function() {",
" console.log(\"nom nom nom\");",
" }",
"};",
"",
"function Bear(name) {",
" this.name = name; ",
"}",
"",
"Bear.prototype = {",
" constructor: Bear, ",
" eat: function() {",
" console.log(\"nom nom nom\");",
" }",
"};",
"",
"function Animal() { }",
"",
"Animal.prototype = {",
" constructor: Animal,",
" ",
"};"
],
"tests": [
"assert(Animal.prototype.hasOwnProperty('eat'), 'message: Animal.prototype
should have the eat
property.');",
"assert(!(Bear.prototype.hasOwnProperty('eat')), 'message: Bear.prototype
should not have the eat
property.');",
"assert(!(Cat.prototype.hasOwnProperty('eat')), 'message: Cat.prototype
should not have the eat
property.');"
],
"solutions": [
"function Cat(name) {\n this.name = name; \n}\n\nCat.prototype = {\n constructor: Cat\n};\n\nfunction Bear(name) {\n this.name = name; \n}\n\nBear.prototype = {\n constructor: Bear\n};\n\nfunction Animal() { }\n\nAnimal.prototype = {\n constructor: Animal,\n eat: function() {\n console.log(\"nom nom nom\");\n }\n};"
],
"hints": [],
"type": "waypoint",
"releasedOn": "Feb 17, 2017",
"challengeType": 1,
"translations": {}
},
{
"id": "587d7db0367417b2b2512b84",
"title": "Inherit Behaviors from a Supertype",
"description": [
"In the previous challenge, you created a supertype
called Animal
that defined behaviors shared by all animals:",
"function Animal() { }", "This and the next challenge will cover how to reuse
Animal.prototype.eat = function() {
console.log(\"nom nom nom\");
};
Animal's
methods inside Bird
and Dog
without defining them again. It uses a technique called inheritance
.",
"This challenge covers the first step: make an instance of the supertype
(or parent).",
"You already know one way to create an instance of Animal
using the new
operator:",
"let animal = new Animal();", "There are some disadvantages when using this syntax for
inheritance
, which are too complex for the scope of this challenge. Instead, here's an alternative approach without those disadvantages:",
"let animal = Object.create(Animal.prototype);", "
Object.create(obj)
creates a new object, and sets obj
as the new object's prototype
. Recall that the prototype
is like the \"recipe\" for creating an object. By setting the prototype
of animal
to be Animal's
prototype
, you are effectively giving the animal
instance the same \"recipe\" as any other instance of Animal
.",
"animal.eat(); // prints \"nom nom nom\"", "
animal instanceof Animal; // => true
Object.create
to make two instances of Animal
named duck
and beagle
."
],
"challengeSeed": [
"function Animal() { }",
"",
"Animal.prototype = {",
" constructor: Animal, ",
" eat: function() {",
" console.log(\"nom nom nom\");",
" }",
"};",
"",
"// Add your code below this line",
"",
"let duck; // Change this line",
"let beagle; // Change this line",
"",
"duck.eat(); // Should print \"nom nom nom\"",
"beagle.eat(); // Should print \"nom nom nom\" "
],
"tests": [
"assert(typeof duck !== \"undefined\", 'message: The duck
variable should be defined.');",
"assert(typeof beagle !== \"undefined\", 'message: The beagle
variable should be defined.');",
"assert(duck instanceof Animal, 'message: duck
should have a prototype
of Animal
.');",
"assert(beagle instanceof Animal, 'message: beagle
should have a prototype
of Animal
.');"
],
"solutions": [
"function Animal() { }\n\nAnimal.prototype = {\n constructor: Animal, \n eat: function() {\n console.log(\"nom nom nom\");\n }\n};\nlet duck = Object.create(Animal.prototype);\nlet beagle = Object.create(Animal.prototype);\n\nduck.eat();\nbeagle.eat();"
],
"hints": [],
"type": "waypoint",
"releasedOn": "Feb 17, 2017",
"challengeType": 1,
"translations": {}
},
{
"id": "587d7db1367417b2b2512b85",
"title": "Set the Child's Prototype to an Instance of the Parent",
"description": [
"In the previous challenge you saw the first step for inheriting behavior from the supertype
(or parent) Animal
: making a new instance of Animal
.",
"This challenge covers the next step: set the prototype
of the subtype
(or child)—in this case, Bird
—to be an instance of Animal
.",
"Bird.prototype = Object.create(Animal.prototype);", "Remember that the
prototype
is like the \"recipe\" for creating an object. In a way, the recipe for Bird
now includes all the key \"ingredients\" from Animal
.",
"let duck = new Bird(\"Donald\");", "
duck.eat(); // prints \"nom nom nom\"
duck
inherits all of Animal
's properties, including the eat
method.",
"Dog
inherit from Animal
."
],
"challengeSeed": [
"function Animal() { }",
"",
"Animal.prototype = {",
" constructor: Animal,",
" eat: function() {",
" console.log(\"nom nom nom\");",
" }",
"};",
"",
"function Dog() { }",
"",
"// Add your code below this line",
"",
"",
"let beagle = new Dog();",
"beagle.eat(); // Should print \"nom nom nom\""
],
"tests": [
"assert(Animal.prototype.isPrototypeOf(Dog.prototype), 'message: Dog.prototype
should be an instance of Animal
.');"
],
"solutions": [
"function Animal() { }\n\nAnimal.prototype = {\n constructor: Animal,\n eat: function() {\n console.log(\"nom nom nom\");\n }\n};\n\nfunction Dog() { }\nDog.prototype = Object.create(Animal.prototype);\n\nlet beagle = new Dog();\nbeagle.eat();"
],
"hints": [],
"type": "waypoint",
"releasedOn": "Feb 17, 2017",
"challengeType": 1,
"translations": {}
},
{
"id": "587d7db1367417b2b2512b86",
"title": "Reset an Inherited Constructor Property",
"description": [
"When an object inherits its prototype
from another object, it also inherits the supertype
's constructor property.",
"Here's an example:",
"function Bird() { }", "But
Bird.prototype = Object.create(Animal.prototype);
let duck = new Bird();
duck.constructor // function Animal(){...}
duck
and all instances of Bird
should show that they were constructed by Bird
and not Animal
. To do so, you can manually set Bird's
constructor property to the Bird
object:",
"Bird.prototype.constructor = Bird;", "
duck.constructor // function Bird(){...}
duck.constructor
and beagle.constructor
return their respective constructors."
],
"challengeSeed": [
"function Animal() { }",
"function Bird() { }",
"function Dog() { }",
"",
"Bird.prototype = Object.create(Animal.prototype);",
"Dog.prototype = Object.create(Animal.prototype);",
"",
"// Add your code below this line",
"",
"",
"",
"let duck = new Bird();",
"let beagle = new Dog();"
],
"tests": [
"assert(Animal.prototype.isPrototypeOf(Bird.prototype), 'message: Bird.prototype
should be an instance of Animal
.');",
"assert(duck.constructor === Bird, 'message: duck.constructor
should return Bird
.');",
"assert(Animal.prototype.isPrototypeOf(Dog.prototype), 'message: Dog.prototype
should be an instance of Animal
.');",
"assert(beagle.constructor === Dog, 'message: beagle.constructor
should return Dog
.');"
],
"solutions": [
"function Animal() { }\nfunction Bird() { }\nfunction Dog() { }\nBird.prototype = Object.create(Animal.prototype);\nDog.prototype = Object.create(Animal.prototype);\nDog.prototype.constructor = Dog;\nBird.prototype.constructor = Bird;\nlet duck = new Bird();\nlet beagle = new Dog();"
],
"hints": [],
"type": "waypoint",
"releasedOn": "Feb 17, 2017",
"challengeType": 1,
"translations": {}
},
{
"id": "587d7db1367417b2b2512b87",
"title": "Add Methods After Inheritance",
"description": [
"A constructor function that inherits its prototype
object from a supertype
constructor function can still have its own methods in addition to inherited methods.",
"For example, Bird
is a constructor that inherits its prototype
from Animal
:",
"function Animal() { }", "In addition to what is inherited from
Animal.prototype.eat = function() {
console.log(\"nom nom nom\");
};
function Bird() { }
Bird.prototype = Object.create(Animal.prototype);
Bird.prototype.constructor = Bird;
Animal
, you want to add behavior that is unique to Bird
objects. Here, Bird
will get a fly()
function. Functions are added to Bird's
prototype
the same way as any constructor function:",
"Bird.prototype.fly = function() {", "Now instances of
console.log(\"I'm flying!\");
};
Bird
will have both eat()
and fly()
methods:",
"let duck = new Bird();", "
duck.eat(); // prints \"nom nom nom\"
duck.fly(); // prints \"I'm flying!\"
Dog
object inherits from Animal
and the Dog's
prototype
constructor is set to Dog. Then add a bark()
method to the Dog
object so that beagle
can both eat()
and bark()
. The bark()
method should print \"Woof!\" to the console."
],
"challengeSeed": [
"function Animal() { }",
"Animal.prototype.eat = function() { console.log(\"nom nom nom\"); };",
"",
"function Dog() { }",
"",
"// Add your code below this line",
"",
"",
"",
"",
"// Add your code above this line",
"",
"let beagle = new Dog();",
"",
"beagle.eat(); // Should print \"nom nom nom\"",
"beagle.bark(); // Should print \"Woof!\""
],
"tests": [
"assert(typeof Animal.prototype.bark == \"undefined\", 'message: Animal
should not respond to the bark()
method.');",
"assert(typeof Dog.prototype.eat == \"function\", 'message: Dog
should inherit the eat()
method from Animal
.');",
"assert(Dog.prototype.hasOwnProperty('bark'), 'message: Dog
should have the bark()
method as an own
property.');",
"assert(beagle instanceof Animal, 'message: beagle
should be an instanceof
Animal
.');",
"assert(beagle.constructor === Dog, 'message: The constructor for beagle
should be set to Dog
.');"
],
"solutions": [
"function Animal() { }\nAnimal.prototype.eat = function() { console.log(\"nom nom nom\"); };\n\nfunction Dog() { }\nDog.prototype = Object.create(Animal.prototype);\nDog.prototype.constructor = Dog;\nDog.prototype.bark = function () {\n console.log('Woof!');\n};\nlet beagle = new Dog();\n\nbeagle.eat();\nbeagle.bark();"
],
"hints": [
"Objects inherit methods from other objects by cloning their prototype. The Object.create method will come in handy, and don't forget to reset the constructor property afterward!"
],
"type": "waypoint",
"releasedOn": "Feb 17, 2017",
"challengeType": 1,
"translations": {}
},
{
"id": "587d7db1367417b2b2512b88",
"title": "Override Inherited Methods",
"description": [
"In previous lessons, you learned that an object can inherit its behavior (methods) from another object by cloning its prototype
object:",
"ChildObject.prototype = Object.create(ParentObject.prototype);", "Then the
ChildObject
received its own methods by chaining them onto its prototype
:",
"ChildObject.prototype.methodName = function() {...};", "It's possible to override an inherited method. It's done the same way - by adding a method to
ChildObject.prototype
using the same method name as the one to override.",
"Here's an example of Bird
overriding the eat()
method inherited from Animal
:",
"function Animal() { }", "If you have an instance
Animal.prototype.eat = function() {
return \"nom nom nom\";
};
function Bird() { }
// Inherit all methods from Animal
Bird.prototype = Object.create(Animal.prototype);
// Bird.eat() overrides Animal.eat()
Bird.prototype.eat = function() {
return \"peck peck peck\";
};
let duck = new Bird();
and you call duck.eat()
, this is how JavaScript looks for the method on duck’s
prototype
chain:",
"1. duck => Is eat() defined here? No.",
"2. Bird => Is eat() defined here? => Yes. Execute it and stop searching.",
"3. Animal => eat() is also defined, but JavaScript stopped searching before reaching this level.",
"4. Object => JavaScript stopped searching before reaching this level.",
"fly()
method for Penguin
so that it returns \"Alas, this is a flightless bird.\""
],
"challengeSeed": [
"function Bird() { }",
"",
"Bird.prototype.fly = function() { return \"I am flying!\"; };",
"",
"function Penguin() { }",
"Penguin.prototype = Object.create(Bird.prototype);",
"Penguin.prototype.constructor = Penguin;",
"",
"// Add your code below this line",
"",
"",
"",
"// Add your code above this line",
"",
"let penguin = new Penguin();",
"console.log(penguin.fly());"
],
"tests": [
"assert(penguin.fly() === \"Alas, this is a flightless bird.\", 'message: penguin.fly()
should return the string \"Alas, this is a flightless bird.\"');",
"assert((new Bird()).fly() === \"I am flying!\", 'message: The bird.fly()
method should return \"I am flying!\"');"
],
"solutions": [
"function Bird() { }\n\nBird.prototype.fly = function() { return \"I am flying!\"; };\n\nfunction Penguin() { }\nPenguin.prototype = Object.create(Bird.prototype);\nPenguin.prototype.constructor = Penguin;\nPenguin.prototype.fly = () => 'Alas, this is a flightless bird.';\nlet penguin = new Penguin();\nconsole.log(penguin.fly());"
],
"hints": [],
"type": "waypoint",
"releasedOn": "Feb 17, 2017",
"challengeType": 1,
"translations": {}
},
{
"id": "587d7db2367417b2b2512b89",
"title": "Use a Mixin to Add Common Behavior Between Unrelated Objects",
"description": [
"As you have seen, behavior is shared through inheritance. However, there are cases when inheritance is not the best solution. Inheritance does not work well for unrelated objects like Bird
and Airplane
. They can both fly, but a Bird
is not a type of Airplane
and vice versa.",
"For unrelated objects, it's better to use mixins
. A mixin
allows other objects to use a collection of functions.",
"let flyMixin = function(obj) {", "The
obj.fly = function() {
console.log(\"Flying, wooosh!\");
}
};
flyMixin
takes any object and gives it the fly
method.",
"let bird = {", "Here
name: \"Donald\",
numLegs: 2
};
let plane = {
model: \"777\",
numPassengers: 524
};
flyMixin(bird);
flyMixin(plane);
bird
and plane
are passed into flyMixin
, which then assigns the fly
function to each object. Now bird
and plane
can both fly:",
"bird.fly(); // prints \"Flying, wooosh!\"", "Note how the
plane.fly(); // prints \"Flying, wooosh!\"
mixin
allows for the same fly
method to be reused by unrelated objects bird
and plane
.",
"mixin
named glideMixin
that defines a method named glide
. Then use the glideMixin
to give both bird
and boat
the ability to glide."
],
"challengeSeed": [
"let bird = {",
" name: \"Donald\",",
" numLegs: 2",
"};",
"",
"let boat = {",
" name: \"Warrior\",",
" type: \"race-boat\"",
"};",
"",
"// Add your code below this line",
"",
"",
"",
"",
"",
""
],
"tests": [
"assert(typeof glideMixin === \"function\", 'message: Your code should declare a glideMixin
variable that is a function.');",
"assert(typeof bird.glide === \"function\", 'message: Your code should use the glideMixin
on the bird
object to give it the glide
method.');",
"assert(typeof boat.glide === \"function\", 'message: Your code should use the glideMixin
on the boat
object to give it the glide
method.');"
],
"solutions": [
"let bird = {\n name: \"Donald\",\n numLegs: 2\n};\n\nlet boat = {\n name: \"Warrior\",\n type: \"race-boat\"\n};\nfunction glideMixin (obj) {\n obj.glide = () => 'Gliding!';\n}\n\nglideMixin(bird);\nglideMixin(boat);"
],
"hints": [],
"type": "waypoint",
"releasedOn": "Feb 17, 2017",
"challengeType": 1,
"translations": {}
},
{
"id": "587d7db2367417b2b2512b8a",
"title": "Use Closure to Protect Properties Within an Object from Being Modified Externally",
"description": [
"In the previous challenge, bird
had a public property name
. It is considered public because it can be accessed and changed outside of bird
's definition.",
"bird.name = \"Duffy\";", "Therefore, any part of your code can easily change the name of
bird
to any value. Think about things like passwords and bank accounts being easily changeable by any part of your codebase. That could cause a lot of issues.",
"The simplest way to make properties private is by creating a variable within the constructor function. This changes the scope of that variable to be within the constructor function versus available globally. This way, the property can only be accessed and changed by methods also within the constructor function.",
"function Bird() {", "Here
let hatchedEgg = 10; // private property
this.getHatchedEggCount = function() { // publicly available method that a bird object can use
return hatchedEgg;
};
}
let ducky = new Bird();
ducky.getHatchedEggCount(); // returns 10
getHachedEggCount
is a privileged method, because it has access to the private variable hatchedEgg
. This is possible because hatchedEgg
is declared in the same context as getHachedEggCount
. In JavaScript, a function always has access to the context in which it was created. This is called closure
.",
"weight
is declared in the Bird
function so it is a private variable. Then, create a method getWeight
that returns the value of weight
."
],
"challengeSeed": [
"function Bird() {",
" this.weight = 15;",
" ",
" ",
"}",
""
],
"tests": [
"assert(!code.match(/this\\.weight/g), 'message: The weight
property should be a private variable.');",
"assert((new Bird()).getWeight() === 15, 'message: Your code should create a method in Bird
called getWeight
that returns the weight
.');"
],
"solutions": [
"function Bird() {\n let weight = 15;\n \n this.getWeight = () => weight;\n}"
],
"hints": [],
"type": "waypoint",
"releasedOn": "Feb 17, 2017",
"challengeType": 1,
"translations": {}
},
{
"id": "587d7db2367417b2b2512b8b",
"title": "Understand the Immediately Invoked Function Expression (IIFE)",
"description": [
"A common pattern in JavaScript is to execute a function as soon as it is declared:",
"(function () {", "Note that the function has no name and is not stored in a variable. The two parentheses () at the end of the function expression cause it to be immediately executed or invoked. This pattern is known as an
console.log(\"Chirp, chirp!\");
})(); // this is an anonymous function expression that executes right away
// Outputs \"Chirp, chirp!\" immediately
immediately invoked function expression
or IIFE
.",
"makeNest
and remove its call so instead it's an anonymous immediately invoked function expression
(IIFE
)."
],
"challengeSeed": [
"function makeNest() {",
" console.log(\"A cozy nest is ready\");",
"}",
"",
"makeNest(); "
],
"tests": [
"assert(/\\(\\s*?function\\s*?\\(\\s*?\\)\\s*?{/.test(code), 'message: The function should be anonymous.');",
"assert(/}\\s*?\\)\\s*?\\(\\s*?\\)/.test(code), 'message: Your function should have parentheses at the end of the expression to call it immediately.');"
],
"solutions": [
"(function () {\n console.log(\"A cozy nest is ready\");\n})();"
],
"hints": [],
"type": "waypoint",
"releasedOn": "Feb 17, 2017",
"challengeType": 1,
"translations": {}
},
{
"id": "587d7db2367417b2b2512b8c",
"title": "Use an IIFE to Create a Module",
"description": [
"An immediately invoked function expression
(IIFE
) is often used to group related functionality into a single object or module
. For example, an earlier challenge defined two mixins:",
"function glideMixin(obj) {", "We can group these
obj.glide = function() {
console.log(\"Gliding on the water\");
};
}
function flyMixin(obj) {
obj.fly = function() {
console.log(\"Flying, wooosh!\");
};
}
mixins
into a module as follows:",
"let motionModule = (function () {", "Note that you have an
return {
glideMixin: function (obj) {
obj.glide = function() {
console.log(\"Gliding on the water\");
};
},
flyMixin: function(obj) {
obj.fly = function() {
console.log(\"Flying, wooosh!\");
};
}
}
}) (); // The two parentheses cause the function to be immediately invoked
immediately invoked function expression
(IIFE
) that returns an object motionModule
. This returned object contains all of the mixin
behaviors as properties of the object.",
"The advantage of the module
pattern is that all of the motion behaviors can be packaged into a single object that can then be used by other parts of your code. Here is an example using it:",
"motionModule.glideMixin(duck);", "
duck.glide();
module
named funModule
to wrap the two mixins
isCuteMixin
and singMixin
. funModule
should return an object."
],
"challengeSeed": [
"let isCuteMixin = function(obj) {",
" obj.isCute = function() {",
" return true;",
" };",
"};",
"let singMixin = function(obj) {",
" obj.sing = function() {",
" console.log(\"Singing to an awesome tune\");",
" };",
"};"
],
"tests": [
"assert(typeof funModule === \"object\", 'message: funModule
should be defined and return an object.');",
"assert(typeof funModule.isCuteMixin === \"function\", 'message: funModule.isCuteMixin
should access a function.');",
"assert(typeof funModule.singMixin === \"function\", 'message: funModule.singMixin
should access a function.');"
],
"solutions": [
"const funModule = (function () {\n return {\n isCuteMixin: obj => {\n obj.isCute = () => true;\n },\n singMixin: obj => {\n obj.sing = () => console.log(\"Singing to an awesome tune\");\n }\n };\n})();"
],
"hints": [],
"type": "waypoint",
"releasedOn": "Feb 17, 2017",
"challengeType": 1,
"translations": {}
}
]
}