Classes and Objects: Building a JavaScript Universe!
Table of contents
- Objects – Your Cosmic Building Blocks
- Classes – The Blueprint for All Planets
- Introducing the Constructor Method
- What Happens When You Use new?
- Exploring Prototypes in Depth
- Checking the Prototype
- Expanding with Planet.prototype
- Building a Solar System – Your Challenge
- Flowchart: Class, Instances, and Prototypes
- The Cosmic Power of Classes and Prototypes
- Building Your Solar System – Creating a Cosmic Model
- Extending Your Solar System – Adding More Methods
- Challenge – Build a Complete Solar System Model
- Class Structure for the Solar System
- Conclusion – Creating Robust Code with Object-Oriented Principles
- Let’s explore Inheritance!
Picture yourself as the creator of a universe. Every planet you make has its own unique characteristics, like its size, color, and the speed at which it orbits its star. In the world of JavaScript, we can build and organize these planets using classes and objects.
In this article, we’ll take a detailed look at how object-oriented programming (OOP) in JavaScript allows us to create reusable, well-structured code by using classes and objects, much like crafting a universe of interconnected planets.
Objects – Your Cosmic Building Blocks
Before diving into classes, let’s start with objects, which are the building blocks of everything in JavaScript. An object is like a container that holds properties (data) and methods (functions) that represent the behavior of that object.
Let’s create a basic planet object:
code// A single planet represented as an object
const planet = {
name: "Earth",
size: "12,742 km",
orbitSpeed: "29.78 km/s",
spin() {
console.log(`${this.name} is spinning.`);
},
orbit() {
console.log(`${this.name} is orbiting at a speed of ${this.orbitSpeed}.`);
}
};
planet.spin(); // Output: Earth is spinning.
planet.orbit(); // Output: Earth is orbiting at a speed of 29.78 km/s.
Explanation:
Properties:
name
,size
, andorbitSpeed
are attributes of the planet.Methods:
spin()
andorbit()
are actions (or behaviors) that the planet can perform.this
keyword: Refers to the current object (planet
), allowing us to access properties likename
ororbitSpeed
from within methods.
But here’s the issue: if you wanted to create another planet like Mars, you’d have to manually rewrite the entire object. What if you wanted to create hundreds of planets? This is where classes come in—they allow us to easily create many objects that share the same structure.
Classes – The Blueprint for All Planets
A class is like a blueprint for creating objects. It’s a template that defines the properties and behaviors that all objects of that type will share. By using a class, you can create multiple objects (planets) with similar characteristics but different specific values (like name
and size
).
Think of a class as the cosmic blueprint for designing all the planets in your JavaScript universe. Each time you create a planet from this blueprint, you get a new instance of the class with its own unique properties.
Introducing the Constructor Method
When we create a new instance of a class, we need to set up that object’s properties (like its name
, size
, and orbitSpeed
). This is done using the constructor method. The constructor is called automatically when a new object is created from the class.
Think of the constructor as a setup team that prepares each planet’s unique features right when it’s created.
Code Snippet: Creating the Planet
Class with a Constructor
Here’s how you create a class in JavaScript, with a constructor to set up each planet’s properties:
class Planet {
// Constructor method to set up properties
constructor(name, size, orbitSpeed) {
this.name = name; // Assigns the 'name' property
this.size = size; // Assigns the 'size' property
this.orbitSpeed = orbitSpeed; // Assigns the 'orbitSpeed' property
}
// Method for spinning
spin() {
console.log(`${this.name} is spinning.`);
}
// Method for orbiting
orbit() {
console.log(`${this.name} orbits at ${this.orbitSpeed}.`);
}
}
Explanation:
Class definition: We create the
Planet
class using theclass
keyword.Constructor method: The constructor is called every time a new planet is created. It takes in arguments (
name
,size
,orbitSpeed
) and assigns them to the object’s properties usingthis
.Methods (
spin
andorbit
): Define actions that all planets can perform, such as spinning or orbiting.
What Happens When You Use new
?
The new
keyword is used to create an instance of a class (i.e., a new planet). This is like asking the cosmic 3D printer to produce a brand-new planet using the class blueprint.
Code Snippet: Creating a Planet with new
const earth = new Planet("Earth", "12,742 km", "29.78 km/s");
earth.spin(); // Output: Earth is spinning.
earth.orbit(); // Output: Earth orbits at 29.78 km/s.
Behind the scenes, here’s what happens:
Memory Allocation: The
new
keyword creates a blank object in memory.Planet
Constructor: The constructor function is called, and the object’s properties (name
,size
,orbitSpeed
) are assigned specific values.this
Binding: Thethis
keyword inside the constructor refers to the new object being created. So,this.name
= name
assigns the passed value to the object’sname
property.Prototype Link: The new object is linked to the prototype of the class, allowing it to inherit shared methods like
spin()
andorbit()
.
When we create earth
, it’s an instance of the Planet
class with its own unique values for name
, size
, and orbitSpeed
.
Exploring Prototypes in Depth
When you create an instance of a class, it’s not just an independent object. It’s linked to the prototype of the class, which is like a shared storage space for methods. All instances created from the same class can share these methods, which saves memory and keeps your code efficient.
Let’s break it down:
- Prototype: The prototype is an object that stores methods shared by all instances of the class. When you create an instance, it looks at the prototype to find methods like
spin()
ororbit()
rather than storing them inside each object.
Checking the Prototype
You can see the prototype in action by checking it directly:
console.log(Planet.prototype); // Output: {constructor: f, spin: f, orbit: f}
This shows that the spin()
and orbit()
methods are part of the class prototype, not duplicated inside each planet instance. Instead, all planet instances inherit these methods from the prototype.
Expanding with Planet.prototype
If you want to add a new method to the class after defining it, you can add it directly to the prototype. Let’s add a describe()
method to the Planet
prototype:
Planet.prototype.describe = function() {
console.log(`Planet: ${this.name}, Size: ${this.size}, Orbit Speed: ${this.orbitSpeed}`);
};
earth.describe(); // Output: Planet: Earth, Size: 12,742 km, Orbit Speed: 29.78 km/s
What’s happening:
We’re adding the
describe()
method to thePlanet.prototype
.Now, every instance of
Planet
(likeearth
or any new planet) can use this method, but it doesn’t need to be defined inside every individual object. This makes the code more efficient.
Building a Solar System – Your Challenge
Now that you understand classes, instances, and prototypes, let’s put it all together in a fun challenge. You’ll build a solar system using the Planet
class, and each planet will have its own unique properties.
Challenge Instructions:
Create each planet: Use the
Planet
class to create objects for Mercury, Venus, and so on.Add custom properties: Give each planet its own size and orbit speed.
Add methods: Use the
spin()
andorbit()
methods, and add a customdescribe()
method to each planet to display its information.
Example:
const mercury = new Planet("Mercury", "4,880 km", "47.87 km/s");
const venus = new Planet("Venus", "12,104 km", "35.02 km/s");
mercury.describe(); // Output: Planet: Mercury, Size: 4,880 km, Orbit Speed: 47.87 km/s
venus.describe(); // Output: Planet: Venus, Size: 12,104 km, Orbit Speed: 35.02 km/s
You can expand on this by adding more behaviors or creating a full solar system with all the planets!
Flowchart: Class, Instances, and Prototypes
Here’s how the relationship between the class, instances, and prototype works:
Planet Class <-- Blueprint with properties and methods
|
[ Prototype ] <-- Stores shared methods (spin, orbit, describe)
|
--------------------------
| | |
[ Earth ] [ Mars ] [ Jupiter ]
(Instance) (Instance) (Instance)
Each instance inherits its methods from the prototype, meaning shared behavior (like spin()
or describe()
) only needs to be stored in one place (the prototype) rather than being duplicated in every planet instance.
The Cosmic Power of Classes and Prototypes
In this first part, we’ve introduced Object-Oriented Programming in JavaScript, explored the basics of classes and instances, and examined the role of the prototype in sharing methods efficiently. Now you’re ready to use these tools to build entire universes of objects in your code!
In the next part, we’ll dive deeper into more advanced class concepts, such as inheritance and hierarchies, and expand our cosmic JavaScript universe even further.
Building Your Solar System – Creating a Cosmic Model
Now that we’ve explored how to create individual planets using classes and instances, it’s time to take it to the next level by building an entire solar system. Using the Planet
class as a foundation, you can create multiple planets, each with unique properties, to form your cosmic model.
In this challenge, we’ll walk through how to model a solar system by creating multiple planet instances. You’ll be able to easily add planets, moons, and other celestial bodies using the same blueprint approach we’ve established.
Step 1: Setting Up Your Solar System
We’ll start by defining the core of our solar system: the Sun and the planets. For now, let’s stick with the planets, and we’ll create each planet as an instance of the Planet
class.
// Creating the solar system planets
const mercury = new Planet("Mercury", "4,880 km", "47.87 km/s");
const venus = new Planet("Venus", "12,104 km", "35.02 km/s");
const earth = new Planet("Earth", "12,742 km", "29.78 km/s");
const mars = new Planet("Mars", "6,779 km", "24.07 km/s");
const jupiter = new Planet("Jupiter", "139,820 km", "13.07 km/s");
const saturn = new Planet("Saturn", "116,460 km", "9.69 km/s");
const uranus = new Planet("Uranus", "50,724 km", "6.81 km/s");
const neptune = new Planet("Neptune", "49,244 km", "5.43 km/s");
// Let's make these planets spin and orbit
mercury.spin(); // Output: Mercury is spinning.
venus.orbit(); // Output: Venus orbits at 35.02 km/s.
What’s happening here:
We’ve created individual planet instances using the
Planet
class, each with its own properties (name
,size
, andorbitSpeed
).The
spin()
andorbit()
methods allow us to simulate their behavior in our JavaScript solar system.
Extending Your Solar System – Adding More Methods
In a solar system, planets do more than just spin and orbit. Let’s add a few more methods to the Planet
class to make our planets more interactive. For example, we can add a describe()
method that outputs all the details about a planet.
Code Snippet: Extending the Planet
Class with More Methods
class Planet {
constructor(name, size, orbitSpeed) {
this.name = name;
this.size = size;
this.orbitSpeed = orbitSpeed;
}
// Method for spinning
spin() {
console.log(`${this.name} is spinning.`);
}
// Method for orbiting
orbit() {
console.log(`${this.name} orbits at ${this.orbitSpeed}.`);
}
// New method to describe the planet
describe() {
console.log(`Planet: ${this.name}, Size: ${this.size}, Orbit Speed: ${this.orbitSpeed}`);
}
}
// Now, let’s create the planets again with the describe method
const earth = new Planet("Earth", "12,742 km", "29.78 km/s");
const mars = new Planet("Mars", "6,779 km", "24.07 km/s");
earth.describe(); // Output: Planet: Earth, Size: 12,742 km, Orbit Speed: 29.78 km/s
mars.describe(); // Output: Planet: Mars, Size: 6,779 km, Orbit Speed: 24.07 km/s
Explanation:
We’ve added a new
describe()
method that prints out the details of each planet. This helps provide a complete overview of any planet created using thePlanet
class.Now, when we call
earth.describe()
, we get all of Earth’s properties in a neat, readable format.
Challenge – Build a Complete Solar System Model
Now that you’ve seen how to create planets, it’s time for you to expand your JavaScript universe by modeling the entire solar system. This will reinforce what we’ve learned about classes, instances, and methods. The challenge is to simulate a solar system with at least 8 planets, and to add unique properties and behaviors to each.
Challenge Instructions:
Create each planet: Use the
Planet
class to model the 8 major planets (Mercury, Venus, Earth, Mars, Jupiter, Saturn, Uranus, Neptune) in the solar system.Customize properties: Give each planet its own unique size, orbit speed, and behavior.
Extend the
Planet
class: Add additional methods, such asrotate()
orisHabitable()
, to create a richer solar system.Add moons: Feel free to add more celestial bodies like moons by creating a separate
Moon
class, following the same pattern asPlanet
.
Example: Adding Additional Methods to Planets
You can extend your solar system even further by adding a method to check whether a planet is habitable. This is especially relevant when modeling planets like Earth.
class Planet {
constructor(name, size, orbitSpeed, isHabitable) {
this.name = name;
this.size = size;
this.orbitSpeed = orbitSpeed;
this.isHabitable = isHabitable; // New property to check habitability
}
spin() {
console.log(`${this.name} is spinning.`);
}
orbit() {
console.log(`${this.name} orbits at ${this.orbitSpeed}.`);
}
describe() {
console.log(`Planet: ${this.name}, Size: ${this.size}, Orbit Speed: ${this.orbitSpeed}`);
}
checkHabitability() {
if (this.isHabitable) {
console.log(`${this.name} is habitable.`);
} else {
console.log(`${this.name} is not habitable.`);
}
}
}
// Creating Earth and Mars with habitability status
const earth = new Planet("Earth", "12,742 km", "29.78 km/s", true);
const mars = new Planet("Mars", "6,779 km", "24.07 km/s", false);
earth.checkHabitability(); // Output: Earth is habitable.
mars.checkHabitability(); // Output: Mars is not habitable.
Explanation:
We added a new property,
isHabitable
, which allows us to check whether a planet supports life.The
checkHabitability()
method evaluates theisHabitable
property and prints whether the planet is habitable or not.
Now you can create all sorts of planets with various behaviors and properties!
Class Structure for the Solar System
Here’s a flowchart to illustrate how the solar system is structured using the Planet
class:
Planet Class
/ | \ <-- Class definition with properties (name, size, orbitSpeed) and methods (spin, orbit, describe, checkHabitability)
Earth Mars Jupiter
(Instance) (Instance) (Instance)
| | |
(Habitable) (Non-Habitable) (Gas Giant)
Each planet instance (like Earth, Mars, and Jupiter) has its own unique properties, but they all share the common behaviors defined in the Planet
class, making it easy to expand and manage our cosmic model.
Conclusion – Creating Robust Code with Object-Oriented Principles
Through this cosmic journey, you’ve learned how to:
Create reusable classes: We started by defining the
Planet
class to act as a blueprint for all planets in our JavaScript universe.Use instances to represent planets: We used the
new
keyword to create individual planets, each with its own unique properties.Extend classes with methods: By adding methods like
describe()
andcheckHabitability()
, you’ve learned how to expand class functionality to handle different tasks.Build a solar system model: You’ve now constructed a simple model of the solar system, complete with unique behaviors for each planet.
This approach of using classes and objects allows you to write clean, scalable, and reusable code that can easily grow and evolve—just like the universe!
Let’s explore Inheritance!
Now that we’ve built a universe with classes, it’s time to dive into inheritance. In the next article, we’ll explore how classes can share properties and behaviors, allowing you to model stars, moons, and other celestial bodies using inheritance.
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