Because Javascript will call the .valueOf method for an object to coerce the value before applying most operators (like basic math ops, binary ops, comparison ops), you can get tricky and change the value returned on the left to the result of a different operation.
var obj1 = {
valueOf: function () {
console.log("valueOf1");
return 1;
}
};
var obj2 = {
valueOf: function () {
console.log("valueOf2");
return 2;
}
};
And now:
obj1 + obj2
valueOf1
valueOf2
3
Because these are called in order, obj1 can set a flag in the prototype and also store it's value in the prototype, but return nothing. Then obj2 will know it's not first, and can do the actual operation, and return the desired complete value, using obj1's value and it's own.
+
Code:
// This example implements a point class that can do basic math functions, // but uses both the x and y elements of the point correctly. It uses a fake // return value to detect the operation between the objects according to the // resulting calculation, then replaces it in the end with the same sort of // operation, but done with the actual point values. function Point(x, y) { if (arguments.length === 0) { x = 0; y = 0; } else if (arguments.length !== 2) { throw new Error("Need either 0 or 2 arguments"); } this.x = x; this.y = y; } //-------------- Operator overloading Point.operands = []; Point.prototype.valueOf = function () { Point.operands.push(this); // Lowest natural number x where the following are all different: // x + x, x - x, x * x, x / x return 3; } Object.defineProperty(Point.prototype, "_", { set: function (value) { var ops = Point.operands; var operator; if (ops.length === 2 && value === 0) { // 3 - 3 operator = this.setSubtract; } else if (ops.length === 2 && value === 1) { // 3 / 3 operator = this.setDivide; } else if (ops.length >= 2 && (value === 3 * ops.length)) { // 3 + 3 + 3 + ... operator = this.setAdd; } else if (ops.length >= 2 && (value === Math.pow(3, ops.length))) { // 3 * 3 * 3 * ... operator = this.setMultiply; } else { throw new Error("Unsupported operation (code "+value+")"); } Point.operands = []; // reset return operator.apply(this, ops); }, /** * "" + mypoint won't invoke toString(), but valueOf(). * Work-around: "" + mypoint._ */ get: function () { return this.toString(); } }); //-------------- Operator implementations Point.prototype.setSubtract = function (l, r) { this.x = l.x - r.x; this.y = l.y - r.y; return this; } Point.prototype.setDivide = function (l, r) { this.x = l.x / r.x; this.y = l.y / r.y; return this; } Point.prototype.setAdd = function (first) { this.x = first.x; this.y = first.y; [].slice.call(arguments, 1).forEach(function (op) { this.x += op.x; this.y += op.y; }, this); return this; } Point.prototype.setMultiply = function (first) { this.x = first.x; this.y = first.y; [].slice.call(arguments, 1).forEach(function (op) { this.x *= op.x; this.y *= op.y; }, this); return this; } //-------------- Various helpers Point.prototype.toString = function () { return "Point("+this.x+", "+this.y+")"; } Point.prototype.equals = function (other) { return this.x === other.x && this.y === other.y; } //-------------- Sample use var p = new Point(); var a = new Point(1, 2) var b = new Point(3, 4) var c = new Point(5, 6) p._ = a + b + c; console.log(p.toString()); p._ = a * b * c; console.log(p.toString()); //p._ = a * b + c //can't do this, but... p._ = a * b p._ = p + c; console.log(p.toString());+
See also:
file: /Techref/language/java/script/operator-overloading.htm, 4KB, , updated: 2023/5/11 22:41, local time: 2024/10/14 11:20,
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