標籤:空間 lin pre cal call triangle 自己 tar str
1)原型鏈
①原型鏈樣本
function Shape() { this.name = ‘shape‘; this.toString = function(){ return this.name; }}function TwoDshape () { this.name = ‘2D shape‘;}function Triangle (side,height) { this.name = ‘Triangle‘; this.side = side; this.height = height; this.getArea = function () { return this.side * this.height / 2; }}TwoDshape.prototype = new Shape();Triangle.prototype = new TwoDshape(); //用new建立對象實體,並賦值覆蓋該對象的原型TwoDshape.prototype.constructor = TwoDshape;Triangle.prototype.constructor = Triangle; var my = new Triangle(5,10); my.getArea(); //25console.log(my.toString());//繼承的方法,具體步驟(遍曆my對象屬性沒有找到,接著查看my.__proto__所指向的對象,即new TwoDshape()建立的實體,//依然沒找到,又繼續尋找該實體的__proto__所指向的對象,即new Shape()所建立的實體,找到toString方法,並在my對象中被調用,this指向my)//通過instanceof操作符,我們可以驗證my對象同時是上面三個構造器的執行個體my instanceof Shape; //truemy instanceof TwoDShape; //truemy instanceof Triangle; //true
//我們也可以用其他兩個構造器來建立對象,用new TwoDshape()所建立的對象也可以獲得繼承自Shape()的toString()方法
var td = new TwoDshape();
td.constructor === TwoDshape; //true;
td.toString(); // 2D shape
var s = new Shape();
s.constructor === shape; // true;
②將共用屬性遷移到原型中去
function Shape(){this.name=‘shape‘}//使用new Shape()建立對象,每個實體都有全新的屬性並佔用獨立空間function Shape(){};Shape.prototype.name=‘shape‘;//屬性移到原型後,使用new建立對象時,不再含自己獨立的這個屬性
2)只繼承於原型
Triangle.prototype=Shape.prototype;//減少繼承方法的查詢步驟Triangle.prototype.name=‘Triangle‘;//修改子物件原型後父物件原型也隨即被改,即再new Shape()建立對象時,新對象name為‘Triangl
②臨時構造器——new F()
function Shape() {}Shape.prototype.name = "shape";Shape.prototype.toString = function () { return this.name;}function TwoDshape() {}var F = function () {};F.prototype = Shape.prototype;TwoDshape.prototype = new F();TwoDshape.prototype.constructor = TwoDshape;TwoDshape.prototype.name = ‘2D shape‘;function Triangle(side, height) { this.side = side; this.height = height;}var F = function () {};F.prototype = TwoDshape.prototype;Triangle.prototype = new F();Triangle.prototype.constructor = Triangle;Triangle.prototype.name = ‘Triangle‘;Triangle.prototype.getArea = function () { return this.side * this.height / 2;}var my = new Triangle (5,10);alert(my.getArea());
//通過這種方法,我們仍然能保持住原型鏈
my._proto_ === Triangle.prototype; //true
my._proto_.constructor === Triangle; //true
my._proto_._proto_ === TwoDshape.prototypr; //true
my._proto_._proto_._proto_.constructor === Shape;_ //true
//並且父物件的屬性不會被子物件覆蓋:
var s = new Shape();
s.name; // shape
//calling toString()
"I am a" + new TwoDshape(); //I am a 2D shape
3)uber—子物件訪問父物件的方式
function Shape(){}Shape.prototype.name=‘shape‘;Shape.prototype.toString=function(){ var const = this.constructor;
return const.uber
? this.const.uber.toString() + ‘,‘ + this.name
: this.name;
}function TwoDShape(){}var F=function(){}F.prototype=Shape.prototype;TwoDShape.prototype=new F();TwoDShape.prototype.constructor=TwoDShape;TwoDShape.uber=Shape.prototype;TwoDShape.prototype.name=‘2D shape‘;function Triangle(side,height){ this.side=side; this.height=height;}var F=function(){}F.prototype=TwoDShape.prototype;Triangle.prototype=new F();Triangle.prototype.constructor=Triangle;Triangle.uber=TwoDShape.prototype;Triangle.prototype.name=‘triangle‘;Triangle.prototype.getArea=function(){return this.side*this.height/2};var my=new Triangle(5,10)console.log(my.toString());//shape,2D shape,triangle
(知識點)JavaScript繼承