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1-js/07-object-oriented-programming/13-mixins/article.md
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# Mixins
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In JavaScript we can only inherit from a single object. There can be only one `[[Prototype]]`.
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But sometimes we need such kind of thing. For instance, we have a code that implements events exchange or templating, and we'd like to be able to add these capabilities to any class easily.
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What can help here is *mixins*.
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As [defined in Wikipedia](https://en.wikipedia.org/wiki/Mixin), a *mixin* is a class that contains methods for use by other classes without having to be the parent class of those other classes.
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In other words, a *mixin* is a class that implements a certain behavior. But we do not use it alone, we use it to add the behavior to other classes.
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## A mixin example
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The simplest way to make a mixin in JavaScript -- is to make an object with useful methods, that we can just copy into the prototype.
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For instance here the mixin `sayHiMixin` is used to add some "speech" for `User`:
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```js run
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*!*
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// mixin
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*/!*
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let sayHiMixin = {
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sayHi() {
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alert("Hello " + this.name);
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},
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sayBye() {
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alert("Bye " + this.name);
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}
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};
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*!*
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// usage:
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*/!*
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class User {
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constructor(name) {
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this.name = name;
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}
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}
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// copy the methods
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Object.assign(User.prototype, sayHiMixin);
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// now User can say hi
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new User("Dude").sayHi(); // Hi Dude!
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```
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There's no inheritance, there's a simple method copying. So `User` may extend some other class and also include the mixin to "mix-in" the additional methods.
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Mixins also can also make use of inheritance.
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For instance, here `sayHiMixin` inherits from `sayMixin`:
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```js run
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let sayMixin = {
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say(phrase) {
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alert(phrase);
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}
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};
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let sayHiMixin = {
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// can use any way of prototype setting here
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__proto__: sayMixin,
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sayHi() {
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*!*
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// call parent method
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*/!*
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super.say("Hello " + this.name);
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},
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sayBye() {
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super.say("Bye " + this.name);
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}
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};
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class User {
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constructor(name) {
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this.name = name;
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}
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}
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// copy the methods
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Object.assign(User.prototype, sayHiMixin);
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// now User can say hi
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new User("Dude").sayHi(); // Hi Dude!
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```
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Please note that the call to the parent method `super.say()` from `sayHiMixin` looks for the method in the prototype of that mixin, not the class.
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That's because methods from `sayHiMixin` have `[[HomeObject]]` set to it. So `super` actually means `sayHiMixin.__proto__`, not `User.__proto__`.
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## EventMixin
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Now a mixin for the real life.
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The important feature of many objects is working with events.
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That is: an object should have a method to "generate an event" when something important happens to him, and other objects should be able to "subscribe" to receive such notifications.
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An event must have a name and, if necessary, the attached data.
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For instance, an object `user` can generate an event `"login"` when the visitor logs in. And an object `calendar` may want to receive such notifications and load the information about that visitor.
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Or, the object `menu` can generate the event `"select"` when a menu item is selected, and other objects may want to get that information and react on that event.
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Events is a way to "share information" with anyone who wants it.
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The `eventMixin` to implement the corresponding methods:
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```js run
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let eventMixin = {
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/**
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* Subscribe to event, usage:
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* menu.on('select', function(item) { ... }
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*/
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on(eventName, handler) {
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if (!this._eventHandlers) this._eventHandlers = {};
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if (!this._eventHandlers[eventName]) {
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this._eventHandlers[eventName] = [];
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}
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this._eventHandlers[eventName].push(handler);
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},
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/**
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* Cancel the subscription, usage:
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* menu.off('select', handler)
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*/
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off(eventName, handler) {
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let handlers = this._eventHandlers && this._eventHandlers[eventName];
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if (!handlers) return;
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for(let i = 0; i < handlers.length; i++) {
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if (handlers[i] == handler) {
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handlers.splice(i--, 1);
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}
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}
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},
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/**
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* Generate the event and attach the data to it
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* this.trigger('select', data1, data2);
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*/
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trigger(eventName, ...args) {
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if (!this._eventHandlers || !this._eventHandlers[eventName]) {
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return; // no handlers for that event name
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}
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// call the handlers
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this._eventHandlers[eventName].forEach(handler => handler.apply(this, args));
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}
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};
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```
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There are 3 methods here:
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1. `.on(eventName, handler)` -- assigns the function `handler` to run when the event with that name happens. The handlers are stored in `_eventHandlers` property.
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2. `.off(eventName, handler)` -- removes the function from the handlers list.
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3. `.trigger(eventName, ...args)` -- generates the event: all assigned handlers are called and `args` are passed as arguments to them.
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Usage:
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```js run
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// Make a class
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class Menu {
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choose(value) {
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this.trigger("select", value);
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}
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}
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// Add the mixin
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Object.assign(Menu.prototype, eventMixin);
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let menu = new Menu();
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// call the handler on selection:
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*!*
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menu.on("select", value => alert("Value selected: " + value));
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*/!*
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// triggers the event => shows Value selected: 123
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menu.choose("123"); // value selected
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```
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Now if we have the code interested to react on user selection, we can bind it with `menu.on(...)`.
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And the `eventMixin` can add such behavior to as many classes as we'd like, without interfering with the inheritance chain.
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## Summary
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*Mixin* -- is a generic object-oriented programming term: a class that contains methods for other classes.
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In JavaScript that can be implemented as copying them into the prototype.
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We can use mixins as a way to augment a class by multiple behaviors like event-handling that we overlooked above.
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Mixins may become a point of conflict if they occasionally overwrite native class methods. So generally one should think well about the naming for a mixin, to minimalize such possibility.
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