Classes and Object-Oriented Programming
It’s not uncommon to create dozens of complex objects that store rich information about everything from products in a shopping-cart system to bad guys with artificial intelligence in a video game. To expedite the creation of objects and to define object hierarchies (relationships between objects), we use object classes. A class is a template-style definition of an entire category of objects. As we learned in the introduction, classes describe the general features of a specific breed of objects, such as “all dogs have four legs.”
Object Classes
Before we
see how to use classes, let’s see
how things work when we don’t use them.
Suppose we want a ball
object, but instead of
using a class to generate it, we simply adapt a generic object of the
built-in Object
class. We give the object these
properties: radius
, color
,
xPosition
, and yPosition
. Then
we add two methods—moveTo( )
and
area( )—
used to reposition the object and
to determine the amount of space it occupies.
Here’s the code:
var ball = new Object( ); ball.radius = 10; ball.color = 0xFF0000; ball.xPosition = 59; ball.yPosition = 15; ball.moveTo = function (x, y) { this.xPosition = x; this.yPosition = y; }; ball.area = function ( ) { return Math.PI * (this.radius * this.radius); };
That approach gets the job done but has limitations; every time we
want a new ball-like object, we have to repeat the
ball
-initializing code, which is tedious and error-prone. In addition, creating many ball objects ...
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