en.javascript.info/1-js/9-object-inheritance/06-class-patterns/article.md
Ilya Kantor f99574f53b up
2016-11-14 16:31:21 +03:00

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# Class patterns
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. And it actually has a broader meaning.
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 come naturally in the next chapter.
When talking about classes, it's important to start from the roots, to evade any ambiguity. So here's the definition of the term.
[cut]
```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).
```
## 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 state (`name` from parameters).
3. It provides methods (`sayHi`).
This is called *functional class pattern*. It is rarely used, because prototypes are generally better.
Here's the same class rewritten using prototypes:
```js run
function User(name) {
this.name = name;
}
User.prototype.sayHi = function() {
alert(this.name);
};
let user = new User("John");
user.sayHi(); // John
```
Now the method `sayHi` is shared between all users through prototype. That's more memory-efficient as putting a copy of it into every object like the functional pattern does. Prototype-based classes are also more convenient for inheritance. As we've seen, that's what the language itself uses, and we'll be using them further on.
### Internal properties and methods
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.
Here's a bigger example:
```js run
function User(name, birthday) {
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 short, functional classes provide a shared outer lexical environment for private variables and methods.
Prototype-bases classes do not have it. As we can see, methods are created outside of the constructor, in the prototype. And per-object data like `name` is stored in object properties. So, technically they are all available for external code.
But there is a widely known agreement that internal properties are prepended with an underscore `"_"`.
Like this:
```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
```
Technically, that changes nothing. But most developers recognize the meaning of `"_"` and try not to touch prefixed properties and methods in external code.
## Prototype-based classes
Prototype-based classes are structured like this:
![](class-inheritance-rabbit-animal.png)
The code example:
```js run
function Animal(name) {
this.name = name;
}
Animal.prototype.eat = function() {
alert(this.name + ' eats.');
};
function Rabbit(name) {
this.name = name;
}
*!*
// inherit methods
Object.setPrototypeOf(Rabbit.prototype, Animal.prototype); // (*)
*/!*
Rabbit.prototype.jump = function() {
alert(this.name + ' jumps!');
};
let rabbit = new Rabbit("White Rabbit")
rabbit.eat();
rabbit.jump();
```
Here the line `(*)` sets up the prototype chain. So that `rabbit` first searches methods in `Rabbit.prototype`, then `Animal.prototype`. And then `Object.prototype`, because `Animal.prototype` is a regular plain object, so it inherits from it, that's not painted for brevity.
The structure of exactly that code piece is:
![](class-inheritance-rabbit-animal-2.png)
## Todo
call parent method (overrides)