JavaScript构造函数与原型继承入门教程

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资源摘要信息:"本实验指导初学者通过创建一个JavaScript构造函数来学习数字对象的面向对象编程(OO)。具体要求是完成lib/dice.js文件中的代码,实现一个模拟骰子的类,并理解JavaScript的构造函数和原型继承机制。" 在本实验中,你将被引导完成一个JavaScript的练习项目,这个项目要求你创建一个模拟骰子的类,并通过理解JavaScript的构造函数和原型继承来进一步掌握面向对象编程的基础。 首先,我们来了解JavaScript构造函数的概念。JavaScript中的构造函数可以类比为Ruby中的类定义,其主要作用是创建并初始化对象实例。当你使用new关键字后跟一个函数名时,JavaScript解释器会执行这个函数,并且会创建一个新对象,然后将这个新对象作为this关键字的上下文。这种行为与Ruby中的initialize方法类似,主要用于接收参数并将它们赋值给新对象的属性。 以实例化一个骰子对象为例: ```javascript var dice = new Dice(); ``` 上述代码声明了一个新的骰子对象dice,其背后的过程是: 1. JavaScript创建了一个新对象。 2. JavaScript调用Dice构造函数,并将新创建的对象作为其上下文(this)。 3. Dice构造函数执行相关操作,并可能接受参数来初始化新对象的属性。 接下来,我们需要理解JS原型继承的基础知识。在JavaScript中,原型继承是实现继承的一种方式,与Ruby中的经典继承不同。在Ruby中,实例方法通常是在类定义内部定义的;而在JavaScript中,很多实例方法实际上是在对象的原型上定义的。这意味着所有通过同一个构造函数创建的对象共享同一个原型对象上的方法,从而节省内存,并允许继承行为。 当你向对象添加一个属性时,属性值实际上存储在该对象上。而当你向对象的原型添加一个属性时,该属性可被所有对象实例共享。 ```javascript Dice.prototype.roll = function() { // 骰子掷出逻辑 }; ``` 在上述示例中,roll方法被添加到Dice构造函数的原型上,因此所有通过Dice构造函数创建的骰子对象实例都可以访问roll方法。 完成这个实验需要深入理解JavaScript中的几个关键概念: - 构造函数是创建和初始化对象实例的函数。 - 使用new关键字来实例化构造函数。 - this关键字在构造函数中引用正在创建的对象实例。 - 原型对象是每个函数都自动拥有的对象,它可以包含方法和属性。 - 原型链是JavaScript实现继承的主要机制。 在学习过程中,你可能会遇到以下一些挑战: 1. 理解this关键字的工作原理及其在构造函数中的作用。 2. 学习如何在原型上定义方法,以便所有对象实例都能共享这些方法。 3. 实现特定功能的逻辑,例如在本例中的“掷骰子”方法,这可能涉及到随机数生成和结果输出。 通过完成这个实验,初学者将能够掌握JavaScript中对象创建和原型继承的基本知识,并能够开始构建更复杂的面向对象的应用程序。这是向更高级编程技能迈进的重要一步。

根据以下要求编写一个python程序1. Description Ship of Fools is a simple classic dice game. It is played with five standard 6-faced dice by two or more players. - The goal of the game is to gather a 6, a 5 and a 4 (ship, captain and crew) in the mentioned order. - The sum of the two remaining dice (cargo) is preferred as high as possible. The player with the highest cargo score wins the round. Example: - In the first round turn, if a player rolls 6 4 3 3 1 (note we five dice at the beginning), the player can bank the 6 (ship), but the rest needs to be re-rolled since there is no 5. - In the second round turn, if the player rolls 6 5 4 4 (four dice, since the 6 from last turn is banked), the player can bank the 5 (captain) and the 4 (crew). The player has three choices for the remaining 6 and 4. The player can bank both and score 10 points, or re-roll one or two of the dice and hope for a higher score. - In the second round turn, if the player instead rolled 4 4 3 1, all dice needs to be re-rolled since there is no 5.程序需要包含一下几个类.The division of responsibility between the different classes is as follows. - Die: Responsible for handling randomly generated integer values between 1 and 6. - DiceCup: Handles five objects (dice) of class Die. Has the ability to bank and release dice individually. Can also roll dice that are not banked. - ShipOfFoolsGame: Responsible for the game logic and has the ability to play a round of the game resulting in a score. Also has a property that tells what accumulated score results in a winning state, for example 21. - Player: Responsible for the score of the individual player. Has the ability, given a game logic, play a round of a game. The gained score is accumulated in the attribute score. - PlayRoom: Responsible for handling a number of players and a game. Every round the room lets each player play, and afterwards check if any player has reached the winning score.

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