Prototype-Based Programming
Prototype-Based Programming
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Prototype-based programming uses generalized objects, which can then be cloned and
extended. Using fruit as an example, a "fruit" object would represent the properties and
functionality of fruit in general. A "banana" object would be cloned from the "fruit" object
and general properties specific to bananas would be appended. Each individual "banana"
object would be cloned from the generic "banana" object. Compare to the class-based
paradigm, where a "fruit" class would be extended by a "banana" class.
The first prototype-oriented programming language was Self, developed by David Ungar and
Randall Smith in the mid-1980s to research topics in object-oriented language design. Since
the late 1990s, the classless paradigm has grown increasingly popular. Some current
prototype-oriented languages are JavaScript (and other ECMAScript implementations such as
JScript and Flash's ActionScript 1.0), Lua, Cecil, NewtonScript, Io, Ioke, MOO, REBOL and
AHK.
Contents
1 Design and implementation
2 Object construction
3 Delegation
4 Concatenation
5 Criticism
6 Languages supporting prototype-based programming
7 See also
8 References
9 Further reading
You make prototype objects, and then … make new instances. Objects are mutable in
JavaScript, so we can augment the new instances, giving them new fields and methods. These
can then act as prototypes for even newer objects. We don't need classes to make lots of
similar objects… Objects inherit from objects. What could be more object oriented than that?
[1]
Almost all prototype-based systems are based on interpreted and dynamically typed
languages. Systems based on statically typed languages are technically feasible, however.
The Omega language discussed in Prototype-Based Programming[3] is an example of such a
system, though according to Omega's website even Omega is not exclusively static, but rather
its "compiler may choose to use static binding where this is possible and may improve the
efficiency of a program."
Object construction
In prototype-based languages there are no explicit classes. Objects inherit directly from other
objects through a prototype property. The prototype property is called prototype in Self and
JavaScript, or proto in Io. There are two methods of constructing new objects: ex nihilo
("from nothing") object creation or through cloning an existing object. The former is
supported through some form of object literal, declarations where objects can be defined at
runtime through special syntax such as {...} and passed directly to a variable. While most
systems support a variety of cloning, ex nihilo object creation is not as prominent.[4]
Systems that support ex nihilo object creation allow new objects to be created from scratch
without cloning from an existing prototype. Such systems provide a special syntax for
specifying the properties and behaviors of new objects without referencing existing objects.
In many prototype languages there exists a root object, often called Object, which is set as the
default prototype for all other objects created in run-time and which carries commonly
needed methods such as a toString() function to return a description of the object as a
string. One useful aspect of ex nihilo object creation is to ensure that a new object's slot
(properties and methods) names do not have namespace conflicts with the top-level Object
object. (In the JavaScript language, one can do this by using a null prototype, i.e.
Object.create(null).)
Cloning refers to a process whereby a new object is constructed by copying the behavior of
an existing object (its prototype). The new object then carries all the qualities of the original.
From this point on, the new object can be modified. In some systems the resulting child
object maintains an explicit link (via delegation or resemblance) to its prototype, and changes
in the prototype cause corresponding changes to be apparent in its clone. Other systems, such
as the Forth-like programming language Kevo, do not propagate change from the prototype in
this fashion and instead follow a more concatenative model where changes in cloned objects
do not automatically propagate across descendants.[2]
// Another object.
const bar = { two: "two", three: 3 };
// bar.[[prototype]] = foo
const bar = Object.create(foo);
bar.three = 3;
bar.one; // 1
bar.two; // 2
bar.three; // 3
Delegation
In prototype-based languages that use delegation, the language runtime is capable of
dispatching the correct method or finding the right piece of data simply by following a series
of delegation pointers (from object to its prototype) until a match is found. All that is required
to establish this behavior-sharing between objects is the delegation pointer. Unlike the
relationship between class and instance in class-based object-oriented languages, the
relationship between the prototype and its offshoots does not require that the child object
have a memory or structural similarity to the prototype beyond this link. As such, the child
object can continue to be modified and amended over time without rearranging the structure
of its associated prototype as in class-based systems. It is also important to note that not only
data, but also methods can be added or changed. For this reason, some prototype-based
languages refer to both data and methods as "slots" or "members".[citation needed]
Concatenation
In concatenative prototyping - the approach implemented by the Kevo programming
language - there are no visible pointers or links to the original prototype from which an object
is cloned. The prototype (parent) object is copied rather than linked to and there is no
delegation. As a result, changes to the prototype will not be reflected in cloned objects.[5]
The main conceptual difference under this arrangement is that changes made to a prototype
object are not automatically propagated to clones. This may be seen as an advantage or
disadvantage. (However, Kevo does provide additional primitives for publishing changes
across sets of objects based on their similarity — so-called family resemblances or clone
family mechanism[5] — rather than through taxonomic origin, as is typical in the delegation
model.) It is also sometimes claimed that delegation-based prototyping has an additional
disadvantage in that changes to a child object may affect the later operation of the parent.
However, this problem is not inherent to the delegation-based model and does not exist in
delegation-based languages such as JavaScript, which ensure that changes to a child object
are always recorded in the child object itself and never in parents (i.e. the child's value
shadows the parent's value rather than changing the parent's value).
Criticism
Advocates of class-based object models who criticize prototype-based systems often have
concerns similar to the concerns that proponents of static type systems for programming
languages have of dynamic type systems (see datatype). Usually, such concerns involve:
correctness, safety, predictability, efficiency and programmer unfamiliarity.
On the first three points, classes are often seen as analogous to types (in most statically typed
object-oriented languages they serve that role) and are proposed to provide contractual
guarantees to their instances, and to users of their instances, that they will behave in some
given fashion.
Regarding efficiency, declaring classes simplifies many compiler optimizations that allow
developing efficient method and instance-variable lookup. For the Self language, much
development time was spent on developing, compiling, and interpreting techniques to
improve the performance of prototype-based systems versus class-based systems.
See also
Class-based programming (contrast)
Differential inheritance
Programming paradigm
References
1.