In this example, we define a class called Person which has a constructor method that sets the name property and a sayHello method. We then create two new objects, john and jane, by instantiating the Person class using the new keyword. The constructor method is called automatically during instantiation, setting the name property to different values on each of the new objects. When we call the sayHello method on the john and jane objects, it will use the name property from the object itself, because it was defined on them.
Creating objects with similar properties and methods: Classes provide a way to define a blueprint for an object, which can be used to create multiple objects with the same properties and methods. This is useful for creating multiple instances of an object, such as multiple instances of a car or a person, all of which have the same properties (e.g. make, model, year) and methods (e.g. start, drive, stop).
Inheritance: Prototypes allow for inheritance so that objects can inherit properties and methods from their parent object. This is useful for creating a hierarchy of objects, where a parent object defines common properties and methods that are shared by all of its child objects. For example, an animal object could be the parent object with properties like 'name', and 'age' and methods like 'eat', 'sleep', and 'move'. You can then create a child object like a dog, cat, or lion which can inherit properties and methods from the animal object so it can share characteristics.
If you are looking for a more object-oriented approach to creating and managing objects, classes would be a better selection. Classes provide a clear well-defined mechanism for inheritance and encapsulation.
It's important to note that it is possible to use both classes and prototypes in the same project, depending on the specific needs of your project. For example, you could use classes to define a blueprint for creating objects with a consistent set of methods and properties, and then use prototypes to create many similar objects with slight variations.
Both prototypes and classes have their unique advantages and disadvantages, and the choice you make between them depends on the specific requirements of your project. Classes provide a clear and well-defined mechanism for inheritance and encapsulation, making them well-suited for creating a clear, structured hierarchy of objects. On the other hand, prototypes are more memory-efficient and faster when creating many similar objects with slight variations, and they allow for easy inheritance and modification of existing objects. Both classes and prototypes can be used in the same project, depending on the specific needs of your project. It's important to understand the difference between them and choose the right tool for the job.
Aman Velpula is a front-end developer with a passion for technology and fitness. He documents his journey on Twitter @VelpCode and is dedicated to learning every day. Follow his blog on hashnode for more technical writing.
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