JavaScript Mapping for Classes
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Basic JavaScript Mapping for Classes
A Slice class is mapped to a JavaScript type with the same name. For each Slice data member, the JavaScript instance contains a corresponding property (just as for structures and exceptions). Consider the following class definition:
class TimeOfDay { short hour; // 0 - 23 short minute; // 0 - 59 short second; // 0 - 59 string format(); // Return time as hh:mm:ss };
The Slice compiler generates the following code for this definition:
TimeOfDay = function(hour, minute, second) { ... } TimeOfDay.prototype = new Ice.Object(); TimeOfDay.prototype.constructor = TimeOfDay; // Nothing generated for format()...
There are a number of things to note about the generated code:
- The prototype for generated type
TimeOfDay
inherits fromIce.Object
. This means that all Slice classes implicitly inherit fromIce.Object
, which is the ultimate ancestor of all classes. Note thatIce.Object
is not the same asIce.ObjectPrx
. In other words, you cannot pass a class where a proxy is expected and vice versa. - The generated type provides a constructor that accepts a value for each data member.
- The generated type defines a property for each Slice data member.
- The generated type's prototype does not include any definitions for the class' operations.
There is quite a bit to discuss here, so we will look at each item in turn.
Inheritance from Ice.Object
in JavaScript
As for Slice interfaces, the generated type for a Slice class implicitly inherits from a common base type, Ice.Object
. However, as shown in the illustration below, the types inherit from Ice.Object
instead of Ice.ObjectPrx
(which is at the base of the inheritance hierarchy for proxies). As a result, you cannot pass a class where a proxy is expected (and vice versa) because the base types for classes and proxies are not compatible.
Inheritance from Ice.ObjectPrx
and Ice.Object
.
Ice.Object
defines a number of member functions:
Object.prototype.ice_isA = function(s, current) { ... } Object.prototype.ice_ping = function(current) { } Object.prototype.ice_ids = function(current) { ... } Object.prototype.ice_id = function(current) { ... } Object.prototype.ice_preMarshal = function() { } Object.prototype.ice_postMarshal = function() { }
The member functions of Ice.Object
behave as follows:
ice_isA
This function returnstrue
if the object supports the given type ID, andfalse
otherwise.
ice_ping
As for interfaces,ice_ping
provides a basic reachability test for the class.
ice_ids
This function returns a string sequence representing all of the type IDs supported by this object, including::Ice::Object
.
ice_id
This function returns the actual run-time type ID for a class. If you callice_id
through a reference to a base instance, the returned type ID is the actual (possibly more derived) type ID of the instance.
ice_preMarshal
The Ice run time invokes this function prior to marshaling the object's state, providing the opportunity for a subtype to validate its declared data members.
ice_postUnmarshal
The Ice run time invokes this function after unmarshaling an object's state. A subtype typically overrides this function when it needs to perform additional initialization using the values of its declared data members.
Class Constructors in JavaScript
The type generated for a Slice class provides a constructor that initializes each data member to a default value appropriate for its type:
Data Member Type | Default Value |
---|---|
string | Empty string |
enum | First enumerator in enumeration |
struct | Default-constructed value |
Numeric | Zero |
bool | False |
sequence | Null |
dictionary | Null |
class /interface | Null |
If you wish to ensure that data members of primitive and enumerated types are initialized to specific values, you can declare default values in your Slice definition. The constructor initializes each of these data members to its declared value instead.
The constructor accepts one argument for each member of the class. This allows you to create and initialize an instance in a single statement, for example:
var tod = new TimeOfDayI(14, 45, 00); // 14:45pm
For derived classes, the constructor requires an argument for every member of the class, including inherited members. For example, consider the the definition from Class Inheritance once more:
class TimeOfDay { short hour; // 0 - 23 short minute; // 0 - 59 short second; // 0 - 59 }; class DateTime extends TimeOfDay { short day; // 1 - 31 short month; // 1 - 12 short year; // 1753 onwards };
The constructors generated for these classes are similar to the following:
var TimeOfDay = function(hour, minute, second) { this.hour = hour; this.minute = minute; this.second = second; }; var DateTime = function(hour, minute, second, day, month, year) { TimeOfDay.call(this, hour, minute, second); this.day = day; this.month = month; this.year = year; };
Pass undefined
as the value of any optional data member that you wish to remain unset.
Class Data Members in JavaScript
By default, data members of classes are mapped exactly as for structures and exceptions: for each data member in the Slice definition, the generated type defines a corresponding property.
Optional data members use the same mapping as required data members, but an optional data member can also be set to undefined
to indicate that the member is unset. A well-behaved program must compare an optional data member to undefined
before using the member's value:
var v = ... if(v.optionalMember === undefined) console.log("optionalMember is unset") else console.log("optionalMember =", v.optionalMember)
Class Operations in JavaScript
Operations of classes are mapped to methods in the generated type. This means that, if a class contains operations (such as the format
operation of our TimeOfDay
class), you must provide an implementation of those operations in a type that is derived from the generated type. For example:
var TimeOfDayI = function(hour, minute, second) { TimeOfDay.call(this, hour, minute, second); }; TimeOfDayI.prototype = new TimeOfDay(); TimeOfDayI.prototype.constructor = TimeOfDayI; TimeOfDayI.prototype.format = function(current) { var result = ""; result += (this.hour < 10) ? "0" + this.hour : this.hour; result += ":"; result += (this.minute < 10) ? "0" + this.minute : this.minute; result += ":"; result += (this.second < 10) ? "0" + this.second : this.second; return result; };
Note that Ice provides an equivalent but much more compact way of defining class implementations:
var TimeOfDayI = Ice.Class(TimeOfDay, { format: function(current) { ... } });
The Ice.Class
constructor function creates a new type, establishes the prototype relationship (if a base type is specified), and adds each defined method to the new type's prototype.
Class Factories in JavaScript
Having created a type such as TimeOfDayI
, we have an implementation and we can instantiate TimeOfDayI
objects, but we cannot receive it as the return value or as an out-parameter from an operation invocation. To see why, consider the following simple interface:
interface Time { TimeOfDay get(); };
When a client invokes the get
operation, the Ice run time must instantiate and return an instance of TimeOfDay
. However, TimeOfDay
is conceptually an abstract type because it declares operations and therefore it cannot be instantiated. Unless we tell it, the Ice run time cannot magically know that we have created a TimeOfDayI
type that implements the abstract format
operation of the TimeOfDay
abstract type. In other words, we must provide the Ice run time with a factory that knows that the TimeOfDay
abstract type has a TimeOfDayI
concrete implementation. The Ice::Communicator
interface provides us with the necessary operations:
module Ice { local interface ObjectFactory { Object create(string type); void destroy(); }; local interface Communicator { void addObjectFactory(ObjectFactory factory, string id); ObjectFactory findObjectFactory(string id); // ... }; };
To supply the Ice run time with a factory for our TimeOfDayI
type, we must define an object that implements the create
and destroy
methods:
var factory = { create: function(type) { if(type === TimeOfDay.ice_staticId()) { return new TimeOfDayI(); } return null; }, destroy: function() { // Nothing to do } };
The factory's create
function is called by the Ice run time when it needs to create a TimeOfDay
instance. The factory's destroy
function is called by the Ice run time when its communicator is destroyed.
The create
function is passed the type ID of the class to instantiate. For our TimeOfDay
class, the type ID is "::M::TimeOfDay"
. Our implementation of create
checks the type ID: if it matches, the function instantiates and returns a TimeOfDayI
object. For other type IDs, the function returns null because it does not know how to instantiate other types of objects.
Note that we used the ice_staticId
function to obtain the type ID rather than embedding a literal string. Using a literal type ID string in your code is discouraged because it can lead to errors that are only detected at run time. For example, if a Slice class or one of its enclosing modules is renamed and the literal string is not changed accordingly, a receiver will fail to unmarshal the object and the Ice run time will raise NoObjectFactoryException
. By using ice_staticId
instead, we avoid any risk of a misspelled or obsolete type ID, and we can more easily discover whether a Slice class or module has been renamed.
Given a factory implementation, such as the one above, we must inform the Ice run time of the existence of the factory:
var communicator = ...; communicator.addObjectFactory(factory, TimeOfDay.ice_staticId());
Now, whenever the Ice run time needs to instantiate an object with the type ID "::M::TimeOfDay"
, it calls the create
function of the registered factory.
The destroy
operation of the object factory is invoked by the Ice run time when the communicator is destroyed. This gives you a chance to clean up any resources that may be used by your factory. Do not call destroy
on the factory while it is registered with the communicator — if you do, the Ice run time has no idea that this has happened and, depending on what your destroy
implementation is doing, may cause undefined behavior when the Ice run time tries to next use the factory.
The run time guarantees that destroy
will be the last call made on the factory, that is, create
will not be called once destroy
has been called.
Note that you cannot register a factory for the same type ID twice: if you call addObjectFactory
with a type ID for which a factory is registered, the Ice run time throws an AlreadyRegisteredException
.
Finally, keep in mind that if a Slice class has only data members, but no operations, you need not create and register an object factory to transmit instances of such a class. Only if a class has operations do you have to define and register an object factory.