I am used to the classical OOP as in Java.
What are the best practices to do OOP in JavaScript using NodeJS?
Each Class is a file with module.export
?
How to create Classes?
this.Class = function() {
//constructor?
var privateField = ""
this.publicField = ""
var privateMethod = function() {}
this.publicMethod = function() {}
}
vs. (I am not even sure it is correct)
this.Class = {
privateField: ""
, privateMethod: function() {}
, return {
publicField: ""
publicMethod: function() {}
}
}
vs.
this.Class = function() {}
this.Class.prototype.method = function(){}
...
How would inheritance work?
Are there specific modules for implementing OOP in NodeJS?
I am finding a thousand different ways to create things that resemble OOP.. but I have no clue what is the most used/practical/clean way.
Bonus question: what is the suggested "OOP style" to use with MongooseJS? (can a MongooseJS document be seen as a Class and a model used as an instance?)
EDIT
here is an example in JsFiddle please provide feedback.
//http://javascriptissexy.com/oop-in-javascript-what-you-need-to-know/
function inheritPrototype(childObject, parentObject) {
var copyOfParent = Object.create(parentObject.prototype)
copyOfParent.constructor = childObject
childObject.prototype = copyOfParent
}
//example
function Canvas (id) {
this.id = id
this.shapes = {} //instead of array?
console.log("Canvas constructor called "+id)
}
Canvas.prototype = {
constructor: Canvas
, getId: function() {
return this.id
}
, getShape: function(shapeId) {
return this.shapes[shapeId]
}
, getShapes: function() {
return this.shapes
}
, addShape: function (shape) {
this.shapes[shape.getId()] = shape
}
, removeShape: function (shapeId) {
var shape = this.shapes[shapeId]
if (shape)
delete this.shapes[shapeId]
return shape
}
}
function Shape(id) {
this.id = id
this.size = { width: 0, height: 0 }
console.log("Shape constructor called "+id)
}
Shape.prototype = {
constructor: Shape
, getId: function() {
return this.id
}
, getSize: function() {
return this.size
}
, setSize: function (size) {
this.size = size
}
}
//inheritance
function Square(id, otherSuff) {
Shape.call(this, id) //same as Shape.prototype.constructor.apply( this, arguments ); ?
this.stuff = otherSuff
console.log("Square constructor called "+id)
}
inheritPrototype(Square, Shape)
Square.prototype.getSize = function() { //override
return this.size.width
}
function ComplexShape(id) {
Shape.call(this, id)
this.frame = null
console.log("ComplexShape constructor called "+id)
}
inheritPrototype(ComplexShape, Shape)
ComplexShape.prototype.getFrame = function() {
return this.frame
}
ComplexShape.prototype.setFrame = function(frame) {
this.frame = frame
}
function Frame(id) {
this.id = id
this.length = 0
}
Frame.prototype = {
constructor: Frame
, getId: function() {
return this.id
}
, getLength: function() {
return this.length
}
, setLength: function (length) {
this.length = length
}
}
/////run
var aCanvas = new Canvas("c1")
var anotherCanvas = new Canvas("c2")
console.log("aCanvas: "+ aCanvas.getId())
var aSquare = new Square("s1", {})
aSquare.setSize({ width: 100, height: 100})
console.log("square overridden size: "+aSquare.getSize())
var aComplexShape = new ComplexShape("supercomplex")
var aFrame = new Frame("f1")
aComplexShape.setFrame(aFrame)
console.log(aComplexShape.getFrame())
aCanvas.addShape(aSquare)
aCanvas.addShape(aComplexShape)
console.log("Shapes in aCanvas: "+Object.keys(aCanvas.getShapes()).length)
anotherCanvas.addShape(aCanvas.removeShape("supercomplex"))
console.log("Shapes in aCanvas: "+Object.keys(aCanvas.getShapes()).length)
console.log("Shapes in anotherCanvas: "+Object.keys(anotherCanvas.getShapes()).length)
console.log(aSquare instanceof Shape)
console.log(aComplexShape instanceof Shape)
This is an example that works out of the box. If you want less "hacky", you should use inheritance library or such.
Well in a file animal.js you would write:
var method = Animal.prototype;
function Animal(age) {
this._age = age;
}
method.getAge = function() {
return this._age;
};
module.exports = Animal;
To use it in other file:
var Animal = require("./animal.js");
var john = new Animal(3);
If you want a "sub class" then inside mouse.js:
var _super = require("./animal.js").prototype,
method = Mouse.prototype = Object.create( _super );
method.constructor = Mouse;
function Mouse() {
_super.constructor.apply( this, arguments );
}
//Pointless override to show super calls
//note that for performance (e.g. inlining the below is impossible)
//you should do
//method.$getAge = _super.getAge;
//and then use this.$getAge() instead of super()
method.getAge = function() {
return _super.getAge.call(this);
};
module.exports = Mouse;
Also you can consider "Method borrowing" instead of vertical inheritance. You don't need to inherit from a "class" to use its method on your class. For instance:
var method = List.prototype;
function List() {
}
method.add = Array.prototype.push;
...
var a = new List();
a.add(3);
console.log(a[0]) //3;