160 lines
4.6 KiB
Markdown
160 lines
4.6 KiB
Markdown
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# Class patterns
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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.
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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.
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The `class` construct will come naturally in the next chapter.
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When talking about classes, it's important to start from the roots, to evade any ambiguity. So here's the definition of the term.
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[cut]
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```quote author="Wikipedia"
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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).
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```
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## Functional class pattern
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The constructor function below can be considered a class according to the definition:
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```js run
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function User(name) {
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this.sayHi = function() {
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alert(name;
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};
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}
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let user = new User("John");
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user.sayHi(); // John
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```
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It follows all parts of the definition:
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1. It is a program-code-template for creating objects (callable with `new`).
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2. It provides initial values for state (`name` from parameters).
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3. It provides methods (`sayHi`).
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This is called *functional class pattern*. It is rarely used, because prototypes are generally better.
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Here's the same class rewritten using prototypes:
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```js run
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function User(name) {
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this.name = name;
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}
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User.prototype.sayHi = function() {
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alert(this.name);
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};
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let user = new User("John");
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user.sayHi(); // John
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```
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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.
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### Internal properties and methods
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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.
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Here's a bigger example:
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```js run
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function User(name, birthday) {
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function calcAge() {
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new Date().getFullYear() - birthday.getFullYear();
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}
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this.sayHi = function() {
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alert(name + ', age:' + calcAge());
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};
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}
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let user = new User("John", new Date(2000,0,1));
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user.sayHi(); // John
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```
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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`.
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In short, functional classes provide a shared outer lexical environment for private variables and methods.
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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.
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But there is a widely known agreement that internal properties are prepended with an underscore `"_"`.
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Like this:
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```js run
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function User(name, birthday) {
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*!*
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this._name = name;
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this._birthday = birthday;
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*/!*
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}
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*!*
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User.prototype._calcAge = function() {
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*/!*
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return new Date().getFullYear() - this._birthday.getFullYear();
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};
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User.prototype.sayHi = function() {
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alert(this._name + ', age:' + this._calcAge());
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};
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let user = new User("John", new Date(2000,0,1));
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user.sayHi(); // John
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```
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Technically, that changes nothing. But most developers recognize the meaning of `"_"` and try not to touch prefixed properties and methods in external code.
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## Prototype-based classes
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Prototype-based classes are structured like this:
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The code example:
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```js run
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function Animal(name) {
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this.name = name;
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}
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Animal.prototype.eat = function() {
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alert(this.name + ' eats.');
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};
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function Rabbit(name) {
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this.name = name;
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}
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*!*
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// inherit methods
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Object.setPrototypeOf(Rabbit.prototype, Animal.prototype); // (*)
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*/!*
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Rabbit.prototype.jump = function() {
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alert(this.name + ' jumps!');
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};
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let rabbit = new Rabbit("White Rabbit")
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rabbit.eat();
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rabbit.jump();
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```
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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.
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The structure of exactly that code piece is:
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## Todo
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call parent method (overrides)
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