Object Instantiation Lifecycle

Pattern Lifecycle

This guide explains the object instantiation lifecycle in Doh - the step-by-step process by which Doh creates and initializes object instances using the New() function. Understanding this construction flow and the role of lifecycle phases is key to effectively using and extending Doh objects.

This guide covers:

  • The New() function and the object creation process.
  • The standard object lifecycle phases and their execution order.
  • How inheritance and pattern mixing occur during instantiation.
  • Handling constructor arguments and object initialization.
  • Using the machine function for phase execution control.

Overview of Object Creation (New())

In Doh, object instances are created using the New() function. This function orchestrates the transformation of a Pattern definition and an optional input idea object into a fully initialized Doh object instance, ready for use. The process involves resolving inheritance, melding properties, and executing lifecycle phases in a specific order.

// Creating a new object instance
let myObject = New('pattern_name', idea_object, phase);

The New() Function

The New() function is the entry point for object creation in Doh. It can be called in several ways:

  1. New(pattern, idea, phase) - Create a new object with the specified pattern and idea, machined to the specified phase
  2. New(pattern, idea) - Create a new object, defaulting to 'final' phase
  3. New(idea) - Create a new object using idea.pattern as the pattern
  4. New(existingObject, phase) - Machine an existing object to the specified phase

The Object Construction Flow

When New() is called, it initiates the following construction flow:

1. Pattern and Idea Processing

First, New() determines the primary pattern and initial properties (idea):

  • If the pattern is a string, it uses that as the idea's pattern
  • If the pattern is an array, it merges the array items into idea.inherits
  • If the pattern is an object, it treats that as the idea

2. Inheritance Resolution

The function then resolves all the patterns that the object should inherit from:

// Collect all patterns from both the pattern's inherits and the idea's inherits
var patterns = Doh.meld_objects(
  Doh.extend_inherits(Patterns[idea.pattern].inherits), 
  Doh.extend_inherits(idea.inherits)
);

// Add the main pattern last
patterns[idea.pattern] = true;

3. Pre-Construction Phase

Before creating the object, constructor arguments are prepared:

// Process constructor arguments through pre_constructor hooks
for (let i = 0; i < pre_melded_constructors.length; i++) {
  test_args = pre_melded_constructors[i](constructor_args);
  if (test_args && IsIterable(test_args)) constructor_args = test_args;
}

4. Object Creation

The actual object is created using either the default prototype constructor or a custom one:

// Default PrototypeConstructor creates a proper prototype chain
object = prototype_constructor(...constructor_args);
object.inherited = object.inherited || {};

5. Constructor Execution

After object creation, constructors are called in inheritance order:

// Run all constructor methods in pattern order
for (let i = 0; i < melded_constructors.length; i++) {
  melded_constructors[i].call(object, ...constructor_args);
}
if (Object.hasOwn(idea, 'constructor')) {
  idea.constructor.call(object, ...constructor_args);
}

6. Pattern Mixing

Each resolved pattern is then mixed into the object instance using Doh.mixin_pattern (respecting hard/soft inheritance):

// Mix each pattern into the object
// Doh.mixin_pattern applies MOC rules during this process
for (i in patterns) {
  // Only mix in hard inherits (true)
  if (patterns[i] === true) Doh.mixin_pattern(object, i);
  else delete patterns[i]; // Clean up soft inherits
}

7. Inherits List Creation

The inherits property is updated to be an ordered list of inherited patterns:

object.inherits = [];
for (i in patterns) {
  object.inherits.push(i);
}

8. Machine Attachment and Phase Processing

Finally, the object's machine function is attached. This function controls the execution of lifecycle phases.

object.machine = function (phase) {
  // Cycle through defined phases (from MOC definition)
  for (let phase_name of object.moc.__.phase_order()) {
    if (!object.machine.completed[phase_name]) { // Run each phase only once
      object.machine.phase = phase_name;
      object.machine.completed[phase_name] = false; // Mark as running
      
      // Execute the melded methods for this phase
      // Note: 'Phase' is a MOC type, see docs/moc
      object[phase_name].apply(object);
      
      object.machine.completed[phase_name] = true; // Mark as complete
    }
    // Stop if the target phase is reached
    if (phase_name == phase) return object;
    }
  return object;
};

// Initialize completion state
object.machine.completed = {};

// Execute phases up to the requested phase (or 'final' by default)
object.machine(phase || 'final'); 

This machine ensures phases run in the correct order (defined by the combined MOC definitions of the inherited patterns) and only once per instance.

Core Phases Defined by object Pattern

The base object pattern defines two primary lifecycle phases that run for all Doh object instances:

1. Object Phase (object_phase)

The object_phase is the primary initialization phase. Its responsibilities include setting up internal properties like melded and handling static property connections.

// Simplified view of object_phase from the base 'object' pattern
object_phase: function () {
  // Ensure this.melded refers to the final MOC definition
  this.melded = this.moc || {};
  Doh.mimic(this, 'melded', this, 'moc');
  
}

2. Builder Phase (builder_phase)

The builder_phase handles the automatic construction of child objects defined within the instance, integrating with the Sub-Object-Builder system.

// Simplified view of builder_phase from the base 'object' pattern
builder_phase: function () {
  // 1. Collect properties marked for auto-building into this.built
  Doh.collect_buildable_ideas(this, this.moc, this, '');
  
  // 2. Set up parent-child linkage helpers (this.builder_method, etc.)
  // ... (builder helper setup) ...
  
  // 3. Build child objects if any were found
  if (this.built) {
    // Define the internal function that builds each child
    this.machine_built = function (targetPhase) { 
      for (let prop_name in this.built) {
        if (IsUndefined(this.built[prop_name])) { // Check if already built
          let idea = this[prop_name]; 
          // Instantiate child, machining it ONLY up to targetPhase
          this[prop_name] = this.built[prop_name] = New(idea, targetPhase);
          this[prop_name].builder = this; // Set parent reference
        }
      }
    };
    // Execute the build, machining children to the phase specified 
    // in this.machine_built_to, or 'final' if not specified.
    this.machine_built(this.machine_built_to || 'final'); 
  }
}

This phase uses an internal machine_built(phase) function to iterate through properties marked for building (collected in this.built) and instantiates them using New(), passing down a target phase.

Additional Object Methods (from object pattern)

The base object pattern also provides several utility methods available on all instances:

Best Practices

  1. Understanding Phase Order:

    • Always remember that object_phase runs before builder_phase
    • Define child objects that need auto-building before or during object_phase
  2. Pattern Inheritance:

    • The 'object' pattern is always at the base of all inheritance
    • Patterns in the inheritance chain are processed in order
  3. Machine Usage:

    • Use object.machine() to advance an object through phases
    • Check object.machine.completed to see which phases have run
  4. Custom Phases:

    • Define custom phases in your pattern's MOC definition using the 'phase' type.
    • They will be run after the core phases (object_phase, builder_phase).
    • Remember that phases automatically support pre_ and post_ hooks (see the MOC documentation for details).

When extending or creating patterns, focus on the phase methods (object_phase, builder_phase, and custom phases) to properly initialize your objects and build any child components.

Last updated: 6/13/2025