en.javascript.info/1-js/9-object-inheritance/08-class-patterns/article.md
Ilya Kantor 63f55dc65d ok
2016-11-19 00:13:08 +03:00

198 lines
5.9 KiB
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# Class patterns
```quote author="Wikipedia"
In object-oriented programming, a *class* is an extensible program-code-template for creating objects, providing initial values for state (member variables) and implementations of behavior (member functions or methods).
```
There's a special syntax construct and a keyword `class` in JavaScript. But before turning to it, we should consider that the term "class" comes the theory of OOP. The definition is cited above.
In JavaScript there are several well-known programming patterns to make classes even without using the `class` construct. And here we'll talk about them first.
The `class` construct will be described in the next chapter as a "syntax sugar" for things that we're going to study here.
[cut]
## Functional class pattern
The constructor function below can be considered a class according to the definition:
```js run
function User(name) {
this.sayHi = function() {
alert(name;
};
}
let user = new User("John");
user.sayHi(); // John
```
It follows all parts of the definition:
1. It is a "program-code-template" for creating objects (callable with `new`).
2. It provides initial values for the state (`name` from parameters).
3. It provides methods (`sayHi`).
This is called *functional class pattern*.
In the functional class pattern, variables and functions inside `User`, that are not assigned to `this`, are visible from inside, but not accessible by the outer code.
So we can easily add internal functions and variables, like `calcAge()` here:
```js run
function User(name, birthday) {
*!*
// only visible from other methods inside User
function calcAge() {
new Date().getFullYear() - birthday.getFullYear();
}
*/!*
this.sayHi = function() {
alert(name + ', age:' + calcAge());
};
}
let user = new User("John", new Date(2000,0,1));
user.sayHi(); // John
```
Variables `name`, `birthday` and the function `calcAge()` are internal, *private* to the object. They are only visible from inside of it. The external code that creates the `user` only can see a *public* method `sayHi`.
In works, because functional classes provide a shared lexical environment (of `User`) for private variables and methods.
## Prototype-based classes
Functional class pattern is rarely used, because prototypes are generally better.
Soon you'll see why.
Here's the same class rewritten using prototypes:
```js run
function User(name, birthday) {
*!*
this._name = name;
this._birthday = birthday;
*/!*
}
*!*
User.prototype._calcAge = function() {
*/!*
return new Date().getFullYear() - this._birthday.getFullYear();
};
User.prototype.sayHi = function() {
alert(this._name + ', age:' + this._calcAge());
};
let user = new User("John", new Date(2000,0,1));
user.sayHi(); // John
```
- The constructor `User` only initializes the current object state.
- Methods reside in `User.prototype`.
Here methods are technically not inside `function User`, so they do not share a common lexical environment.
So, there is a widely known agreement that internal properties and methods are prepended with an underscore `"_"`. Like `_name` or `_calcAge()`. Technically, that's just an agreement, the outer code still can access them. But most developers recognize the meaning of `"_"` and try not to touch prefixed properties and methods in the external code.
We already can see benefits over the functional pattern:
- In the functional pattern, each object has its own copy of methods like `this.sayHi = function() {...}`.
- In the prototypal pattern, there's a common `User.prototype` shared between all user objects.
So the prototypal pattern is more memory-efficient.
...But not only that. Prototypes allow us to setup the inheritance, precisely the same way as built-in Javascript constructors do. Functional pattern allows to wrap a function into another function, and kind-of emulate inheritance this way, but that's far less effective, so here we won't go into details to save our time.
## Prototype-based inheritance for classes
Let's say we have two prototype-based classes:
```js
function Rabbit(name) {
this.name = name;
}
Rabbit.prototype.jump = function() {
alert(this.name + ' jumps!');
};
let rabbit = new Rabbit("My rabbit");
```
![](rabbit-animal-independent-1.png)
And:
```js
function Animal(name) {
this.name = name;
}
Animal.prototype.eat = function() {
alert(this.name + ' eats.');
};
let animal = new Animal("My animal");
```
![](rabbit-animal-independent-2.png)
Right now they are fully independent.
But naturally we'd like `Rabbit` to inherit from `Animal`. In other words, rabbits should be based on animals, and extend them with methods of their own.
What does it mean in the language on prototypes?
Right now `rabbit` objects have access to `Rabbit.prototype`. We should add `Animal.prototype` to it. So the chain would be `rabbit -> Rabbit.prototype -> Animal.prototype`.
Like this:
![](class-inheritance-rabbit-animal.png)
The code example:
```js run
// Same Animal as before
function Animal(name) {
this.name = name;
}
Animal.prototype.eat = function() {
alert(this.name + ' eats.');
};
// Same Rabbit as before
function Rabbit(name) {
this.name = name;
}
Rabbit.prototype.jump = function() {
alert(this.name + ' jumps!');
};
*!*
// setup the inheritance chain
Rabbit.prototype.__proto__ = Animal.prototype; // (*)
*/!*
let rabbit = new Rabbit("White Rabbit")
rabbit.eat();
rabbit.jump();
```
The line `(*)` sets up the prototype chain. So that `rabbit` first searches methods in `Rabbit.prototype`, then `Animal.prototype`. And then, just for completeness, the search may continue in `Object.prototype`, because `Animal.prototype` is a regular plain object, so it inherits from it. But that's not painted for brevity.
Here's what the code does:
![](class-inheritance-rabbit-animal-2.png)
## Summary [todo]
One of problems is lots of words, for every method we write "Rabbit.prototype.method = ..." Classes syntax is sugar fixes that.