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Prototype-based programming is a style of
object-oriented programming Object-oriented programming (OOP) is a programming paradigm based on the concept of "objects", which can contain data and code. The data is in the form of fields (often known as attributes or ''properties''), and the code is in the form of ...
in which behaviour reuse (known as inheritance) is performed via a process of reusing existing objects that serve as prototypes. This model can also be known as ''prototypal'', ''prototype-oriented,'' ''classless'', or ''instance-based'' programming. Prototype-based programming uses the process 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 A programming language is a system of notation for writing computer programs. Most programming languages are text-based formal languages, but they may also be graphical. They are a kind of computer language. The description of a programming ...
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 JavaScript (), often abbreviated as JS, is a programming language that is one of the core technologies of the World Wide Web, alongside HTML and CSS. As of 2022, 98% of websites use JavaScript on the client side for webpage behavior, of ...
(and other ECMAScript implementations such as JScript and
Flash Flash, flashes, or FLASH may refer to: Arts, entertainment, and media Fictional aliases * Flash (DC Comics character), several DC Comics superheroes with super speed: ** Flash (Barry Allen) ** Flash (Jay Garrick) ** Wally West, the first Kid F ...
's ActionScript 1.0),
Lua Lua or LUA may refer to: Science and technology * Lua (programming language) * Latvia University of Agriculture * Last universal ancestor, in evolution Ethnicity and language * Lua people, of Laos * Lawa people, of Thailand sometimes referred t ...
, Cecil, NewtonScript, Io, Ioke,
MOO A MOO ("MUD, object-oriented") is a text-based online virtual reality system to which multiple users (players) are connected at the same time. The term MOO is used in two distinct, but related, senses. One is to refer to those programs descend ...
, REBOL and AHK.


Design and implementation

Prototypal inheritance in JavaScript is described by
Douglas Crockford Douglas Crockford is an American computer programmer who is involved in the development of the JavaScript language. He specified the data format JSON (JavaScript Object Notation), and has developed various JavaScript related tools such as the st ...
as Advocates of prototype-based programming argue that it encourages the programmer to focus on the behavior of some set of examples and only later worry about classifying these objects into archetypal objects that are later used in a fashion similar to classes. Many prototype-based systems encourage the alteration of prototypes during run-time, whereas only very few class-based object-oriented systems (such as the dynamic object-oriented system, Common Lisp, Dylan,
Objective-C Objective-C is a general-purpose, object-oriented programming language that adds Smalltalk-style messaging to the C programming language. Originally developed by Brad Cox and Tom Love in the early 1980s, it was selected by NeXT for its NeXT ...
, Perl,
Python Python may refer to: Snakes * Pythonidae, a family of nonvenomous snakes found in Africa, Asia, and Australia ** ''Python'' (genus), a genus of Pythonidae found in Africa and Asia * Python (mythology), a mythical serpent Computing * Python (pro ...
, Ruby, or Smalltalk) allow classes to be altered during the execution of a program. Almost all prototype-based systems are based on interpreted and
dynamically typed In computer programming, a type system is a logical system comprising a set of rules that assigns a property called a type to every "term" (a word, phrase, or other set of symbols). Usually the terms are various constructs of a computer progra ...
languages. Systems based on statically typed languages are technically feasible, however. The Omega language discussed in ''Prototype-Based Programming'' 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 JavaScript (), often abbreviated as JS, is a programming language that is one of the core technologies of the World Wide Web, alongside HTML and CSS. As of 2022, 98% of websites use JavaScript on the client side for webpage behavior, of ...
, 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. In class-based languages, a new instance is constructed through a class's constructor function, a special function that reserves a block of memory for the object's members (properties and methods) and returns a reference to that block. An optional set of constructor
arguments An argument is a statement or group of statements called premises intended to determine the degree of truth or acceptability of another statement called conclusion. Arguments can be studied from three main perspectives: the logical, the dialectic ...
can be passed to the function and are usually held in properties. The resulting instance will inherit all the methods and properties that were defined in the class, which acts as a kind of template from which similarly typed objects can be constructed. 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 In computing, a namespace is a set of signs (''names'') that are used to identify and refer to objects of various kinds. A namespace ensures that all of a given set of objects have unique names so that they can be easily identified. Namespaces ...
conflicts with the top-level ''Object'' object. (In the
JavaScript JavaScript (), often abbreviated as JS, is a programming language that is one of the core technologies of the World Wide Web, alongside HTML and CSS. As of 2022, 98% of websites use JavaScript on the client side for webpage behavior, of ...
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. // Example of true prototypal inheritance style // in JavaScript. // object creation using the literal // object notation . const foo = ; // Another object. const bar = ; // Object.setPrototypeOf() is a method introduced in ECMAScript 2015. // For the sake of simplicity, let us pretend // that the following line works regardless of the // engine used: Object.setPrototypeOf(bar, foo); // foo is now the prototype of bar. // If we try to access foo's properties from bar // from now on, we'll succeed. bar.one; // Resolves to 1. // The child object's properties are also accessible. bar.three; // Resolves to 3. // Own properties shadow prototype properties bar.two; // Resolves to "two" bar.name; // unaffected, resolves to "foo" foo.name; // Resolves to "foo" For another example: const foo = ; // 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 Dispatch is a procedure for assigning employees (workers) or vehicles to customers. Industries that dispatch include taxicabs, couriers, emergency services, as well as home and commercial services such as maid services, plumbing, HVAC, pest contro ...
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".


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. 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 — 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). In simplistic implementations, concatenative prototyping will have faster member lookup than delegation-based prototyping (because there is no need to follow the chain of parent objects), but will conversely use more memory (because all slots are copied, rather than there being a single slot pointing to the parent object). More sophisticated implementations can avoid this problem, however, although trade-offs between speed and memory are required. For example, systems with concatenative prototyping can use a
copy-on-write Copy-on-write (COW), sometimes referred to as implicit sharing or shadowing, is a resource-management technique used in computer programming to efficiently implement a "duplicate" or "copy" operation on modifiable resources. If a resource is dupl ...
implementation to allow for behind-the-scenes data sharing — and such an approach is indeed followed by Kevo. Conversely, systems with delegation-based prototyping can use caching to speed up data lookup.


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 In computing, a compiler is a computer program that translates computer code written in one programming language (the ''source'' language) into another language (the ''target'' language). The name "compiler" is primarily used for programs tha ...
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. A common criticism made against prototype-based languages is that the community of software developers is unfamiliar with them, despite the popularity and market permeation of
JavaScript JavaScript (), often abbreviated as JS, is a programming language that is one of the core technologies of the World Wide Web, alongside HTML and CSS. As of 2022, 98% of websites use JavaScript on the client side for webpage behavior, of ...
. This knowledge level of prototype-based systems seems to be increasing with the proliferation of
JavaScript framework A web framework (WF) or web application framework (WAF) is a software framework that is designed to support the development of web applications including web services, web resources, and web APIs. Web frameworks provide a standard way to build an ...
s and the complex use of JavaScript as the Web matures. ECMAScript 6 introduced classes as
syntactic sugar In computer science, syntactic sugar is syntax within a programming language that is designed to make things easier to read or to express. It makes the language "sweeter" for human use: things can be expressed more clearly, more concisely, or in an ...
over JavaScript's existing prototype-based inheritance, providing an alternative way to create objects and deal with inheritance.


Languages supporting prototype-based programming

*
Actor-Based Concurrent Language Actor-Based Concurrent Language (ABCL) is a family of programming languages, developed in Japan in the 1980s and 1990s. ABCL/1 ''ABCL/1'' (Actor-Based Concurrent Language) is a prototype-based programming, prototype-based concurrent programming la ...
(ABCL): ABCL/1, ABCL/R, ABCL/R2, ABCL/c+ * Agora *
AutoHotkey AutoHotkey is a free and open-source custom scripting language for Microsoft Windows, initially aimed at providing easy keyboard shortcuts or hotkeys, fast macro-creation and software automation that allows users of most levels of computer skil ...
* Cecil and Diesel of
Craig Chambers Craig Chambers has been a computer scientist at Google since 2007. Prior to this, he was a Professor in the department of Computer Science and Engineering at the University of Washington. He received his B.S. degree in Computer Science from MIT i ...
* ColdC *
COLA Cola is a carbonated soft drink flavored with vanilla, cinnamon, citrus oils and other flavorings. Cola became popular worldwide after the American pharmacist John Stith Pemberton invented Coca-Cola, a trademarked brand, in 1886, which was imi ...
* Common Lisp
Cyan
* ECMAScript ** ActionScript 1.0, used by Adobe Flash and Adobe Flex **
E4X ECMAScript for XML (E4X) is the standarprogramming language extension that adds native XML support to ECMAScript (which includes ActionScript, JavaScript, and JScript). The goal is to provide an alternative to DOM interfaces that uses a simpler syn ...
**
JavaScript JavaScript (), often abbreviated as JS, is a programming language that is one of the core technologies of the World Wide Web, alongside HTML and CSS. As of 2022, 98% of websites use JavaScript on the client side for webpage behavior, of ...
** JScript **
TypeScript TypeScript is a free and open source programming language developed and maintained by Microsoft. It is a strict syntactical superset of JavaScript and adds optional static typing to the language. It is designed for the development of large app ...
* Io * Ioke * Jsonnet *
Logtalk Logtalk is an object-oriented logic programming language that extends and leverages the Prolog language with a feature set suitable for programming in the large.Paulo Moura (2003). Logtalk: Design of an Object-Oriented Logic Programming Language. ...
* LPC *
Lua Lua or LUA may refer to: Science and technology * Lua (programming language) * Latvia University of Agriculture * Last universal ancestor, in evolution Ethnicity and language * Lua people, of Laos * Lawa people, of Thailand sometimes referred t ...
* M2000 * Maple *
MOO A MOO ("MUD, object-oriented") is a text-based online virtual reality system to which multiple users (players) are connected at the same time. The term MOO is used in two distinct, but related, senses. One is to refer to those programs descend ...
* Neko * NewtonScript * Nim * Nix * Object Lisp *
Obliq Obliq is an interpreted, object-oriented programming language designed to make distributed, and locally multithreaded, computing simpler and easier to program, while providing program safety and an implicit type system. The interpreter is wr ...
* Omega * OpenLaszlo * Perl, with the Class::Prototyped module *
Python Python may refer to: Snakes * Pythonidae, a family of nonvenomous snakes found in Africa, Asia, and Australia ** ''Python'' (genus), a genus of Pythonidae found in Africa and Asia * Python (mythology), a mythical serpent Computing * Python (pro ...
wit
prototype.py
* R, with the proto package * REBOL *
Red (programming language) Red is a programming language designed to overcome the limitations of the programming language Rebol. Red was introduced in 2011 by Nenad Rakočević, and is both an imperative and functional programming language. Its syntax and general usage ov ...
* Ruby (programming language) * Self * Seph * Slate (programming language) * SmartFrog *
Snap! Snap! is a German Eurodance group formed in 1989 by producers Michael Münzing and Luca Anzilotti. The act has been through a number of line-up changes over the years, including American singers, songwriters and rappers Thea Austin, Turbo B ...
*
Etoys EToy or EToys may refer to: * Etoy, Switzerland, a small town * Etoys (programming language), an educational programming language * eToys.com, a Dot-com era company/website * etoy, a conceptual art group * Electronic toys, typically built for and ...
* TADS * Tcl with snit extension * UmajinProprietary scripting language. http://www.davidbrebner.com/?p=4 has some basic examples of use.


See also

*
Class-based programming Class-based programming, or more commonly class-orientation, is a style of object-oriented programming (OOP) in which inheritance occurs via defining ''classes'' of objects, instead of inheritance occurring via the objects alone (compare prototy ...
(contrast) * Differential inheritance *
Programming paradigm Programming paradigms are a way to classify programming languages based on their features. Languages can be classified into multiple paradigms. Some paradigms are concerned mainly with implications for the execution model of the language, suc ...


References


Further reading

*
Class Warfare: Classes vs. Prototypes
by Brian Foote. *

by Henry Lieberman, 1986. {{DEFAULTSORT:Prototype-Based Programming Object-oriented programming Programming paradigms Type theory