I believe there are two answers. One using 'pure' Javascript with IIFE function to hide its auxiliary construction functions. And the other using a NodeJS module to also hide its auxiliary construction functions.
I will show only the example with a NodeJS module.
Class Vector2d.js:
/*
Implement a class of type Vetor2d with three types of constructors.
*/
// If a constructor function is successfully executed,
// must have its value changed to 'true'.let global_wasExecuted = false;
global_wasExecuted = false;
//Tests whether number_value is a numeric type
function isNumber(number_value) {
let hasError = !(typeof number_value === 'number') || !isFinite(number_value);
if (hasError === false){
hasError = isNaN(number_value);
}
return !hasError;
}
// Object with 'x' and 'y' properties associated with its values.
function vector(x,y){
return {'x': x, 'y': y};
}
//constructor in case x and y are 'undefined'
function new_vector_zero(x, y){
if (x === undefined && y === undefined){
global_wasExecuted = true;
return new vector(0,0);
}
}
//constructor in case x and y are numbers
function new_vector_numbers(x, y){
let x_isNumber = isNumber(x);
let y_isNumber = isNumber(y);
if (x_isNumber && y_isNumber){
global_wasExecuted = true;
return new vector(x,y);
}
}
//constructor in case x is an object and y is any
//thing (he is ignored!)
function new_vector_object(x, y){
let x_ehObject = typeof x === 'object';
//ignore y type
if (x_ehObject){
//assigns the object only for clarity of code
let x_object = x;
//tests whether x_object has the properties 'x' and 'y'
if ('x' in x_object && 'y' in x_object){
global_wasExecuted = true;
/*
we only know that x_object has the properties 'x' and 'y',
now we will test if the property values are valid,
calling the class constructor again.
*/
return new Vector2d(x_object.x, x_object.y);
}
}
}
//Function that returns an array of constructor functions
function constructors(){
let c = [];
c.push(new_vector_zero);
c.push(new_vector_numbers);
c.push(new_vector_object);
/*
Your imagination is the limit!
Create as many construction functions as you want.
*/
return c;
}
class Vector2d {
constructor(x, y){
//returns an array of constructor functions
let my_constructors = constructors();
global_wasExecuted = false;
//variable for the return of the 'vector' function
let new_vector;
//traverses the array executing its corresponding constructor function
for (let index = 0; index < my_constructors.length; index++) {
//execute a function added by the 'constructors' function
new_vector = my_constructors[index](x,y);
if (global_wasExecuted) {
this.x = new_vector.x;
this.y = new_vector.y;
break;
};
};
}
toString(){
return `(x: ${this.x}, y: ${this.y})`;
}
}
//Only the 'Vector2d' class will be visible externally
module.exports = Vector2d;
The useVector2d.js file uses the Vector2d.js module:
const Vector = require('./Vector2d');
let v1 = new Vector({x: 2, y: 3});
console.log(`v1 = ${v1.toString()}`);
let v2 = new Vector(1, 5.2);
console.log(`v2 = ${v2.toString()}`);
let v3 = new Vector();
console.log(`v3 = ${v3.toString()}`);
Terminal output:
v1 = (x: 2, y: 3)
v2 = (x: 1, y: 5.2)
v3 = (x: 0, y: 0)
With this we avoid dirty code (many if's and switch's spread throughout the code), difficult to maintain and test. Each building function knows which conditions to test. Increasing and / or decreasing your building functions is now simple.