-
Now let's go ahead
and make another constructor.
-
So this time,
I'm going to create a Dalmatian class....
-
And it's going to be a dog
with the color...
-
[speaking while typing]
"white with black spots."
-
But obviously, I haven't...
-
created any kind of relationship
between "Dalmation"
-
and "dog" just yet,
so if I reload--
-
oh! Syntax error.
-
Let's see where that is....
-
Oh, I forgot my parentheses.
-
This is a function.
-
So obviously, if I set...
-
[speaking while typing]
"spot"
-
to "new...
-
"Dalmation," Dal-ma-tion....
-
Let's try that again.
-
So now Spot is a dog,
-
but only the color property
is set.
-
So I can say "spot.color,"
and that works fine,
-
but if I say "spot.speak,"
-
that doesn't work at all.
-
So, in order to define
the inheritance relationship,
-
I need to do something
a little odd.
-
So let me give you
a little background first.
-
So, if you're used to a language
-
like C++ or Java or C#,
-
then the way that you define
an inheritance relationship
-
is you have a base class,
like dog,
-
and then you extend
that base class
-
by creating a subclass,
like Dalmation.
-
So...
-
the way you do it in JavaScript
-
is a little different.
-
So JavaScript is known
as a prototypal
-
or "proto-tip-pal" language,
-
where inheritance is based
on prototypes.
-
So what is a prototype?
-
A prototype is an object.
-
So the way you define
an inheritance relationship
-
is you set a base prototype,
a base object,
-
that the sub-object
that you're creating
-
inherits all the properties from.
-
So instead of extending a class,
-
which is a blueprint
for a set of objects,
-
instead,
you're extending an object
-
by adding additional methods
and additional properties
-
to the base set of objects
and properties
-
that that object has.
-
So what I want to do, basically,
-
is I want to create a new dog,
-
which is the prototype
for all Dalmations,
-
and then I want to inherit
-
that prototype
-
for all Dalmations that I create.
-
The way that works
is the constructor,
-
the Dalmation function,
-
has a prototype property,
which is an object.
-
So whenever you create a function,
-
there's going to be
a prototype property
-
for that function;
let's take a look at it.
-
So Dalmation,
-
which is a function.prototype,
-
is an object
-
with a constructor function.
-
And actually,
this constructor function,
-
if I open this up,
-
the function is Dalmation.
-
So an object whose function,
constructor function,
-
is a Dalmation,
-
is the prototype
-
for all Dalmation objects.
-
And there aren't
any other properties
-
that are really interesting
or useful on this object,
-
because I haven't set any.
-
But for example,
-
if I set
-
[speaking while typing]
"Dalmation
-
".prototype
-
".legs
-
"= 4...."
-
And then I said,
-
[speaking while typing]
"spot.legs,"
-
all of a sudden, Spot,
an existing Dalmation,
-
inherits the number of legs
-
from the prototype
of the Dalmatian class.
-
So I can do this
for other properties as well.
-
So dog.sound is "bark,"
-
"spot.sound"
is now "bark" as well.
-
And this will be true
for any other dog that I create.
-
So for example,
-
[speaking while typing]
Rover is "new Dalmation" as well.
-
"rover.legs" is "4",
-
"rover.sound" is "bark,"
-
but I still haven't set a property...
-
for speak,
so that's still going to be an error.
-
So this suggests a way
of doing inheritance,
-
which is to make sure
that all of the properties
-
defined for dog are also set
-
for the prototype object
for the Dalmatian class.
-
And there's a really easy way
of doing that,
-
which is...
-
[speaking while typing]
"Dalmation.prototype
-
"= new Dog."
-
So Dalmation
is going to have a prototype object
-
because it's a function,
-
but I'm overriding
that default generic object
-
with a new dog.
-
So any new dog that I create
-
is going to have
all the properties
-
that are defined for dog.
-
So let's go ahead and--
actually let me save this...
-
Save...
-
and then reload.
-
And now, I'm going to create
-
[speaking while typing]
Spot is new Dalmation.