Difference between revisions of "Javascript Object Oriented Programming"
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[[Category:Javascript]] | [[Category:Javascript]] | ||
[[Category:OOP]] | [[Category:OOP]] | ||
| + | |||
| + | Cheat sheets from Mosh Hamedanis's Udemy Course | ||
== 4 Pillars of OOP == | == 4 Pillars of OOP == | ||
| Line 8: | Line 10: | ||
* [[Polymorphism]] | * [[Polymorphism]] | ||
| + | == Cheat Sheet == | ||
| + | The simplest way to create an object is using an object literal | ||
<pre class="brush:js;"> | <pre class="brush:js;"> | ||
| − | |||
const circle = { | const circle = { | ||
radius: 1, | radius: 1, | ||
draw: function() {} | draw: function() {} | ||
}; | }; | ||
| − | + | </pre> | |
| − | + | To create multiple objects with the same structure and behaviuor (methods), use a factory or a constructor. | |
| − | + | ==== Factory function ==== | |
| − | + | <pre class="brush:js;"> | |
function createCircle(radius) { | function createCircle(radius) { | ||
return { | return { | ||
| Line 24: | Line 27: | ||
} | } | ||
} | } | ||
| − | + | </pre> | |
| − | + | ==== Constructor function ==== | |
| + | <pre class="brush:js;"> | ||
function Circle(radius) { | function Circle(radius) { | ||
this.radius = radius; | this.radius = radius; | ||
this.draw = function() {} | this.draw = function() {} | ||
} | } | ||
| − | + | </pre> | |
| − | + | Every object has a "constructor" property which returns the function that was used to construct or create that object. | |
| + | <pre class="brush:js;"> | ||
const x = {}; | const x = {}; | ||
x.constructor; // returns Object() | x.constructor; // returns Object() | ||
| − | + | </pre> | |
| − | + | In JavaScript, functions are objects. They have properties and methods. | |
| + | <pre class="brush:js;"> | ||
Circle.name; | Circle.name; | ||
Circle.length; | Circle.length; | ||
| Line 41: | Line 47: | ||
Circle.call({}, 1); // to call the Circle function | Circle.call({}, 1); // to call the Circle function | ||
Circle.apply({}, [1]); | Circle.apply({}, [1]); | ||
| + | </pre> | ||
| + | Value types are copied by their value, reference types are copied by their reference. | ||
| − | + | '''Value types''' in JavaScript are: String, Number, Boolean, Symbol, undefined and null | |
| − | + | ||
| − | + | '''Reference types''' are: Object, Function and Array | |
| − | + | ||
| + | JavaScript objects are dynamic. You can add/remove properties: | ||
| + | <pre class="brush:js;"> | ||
circle.location = {}; | circle.location = {}; | ||
circle['location'] = {}; | circle['location'] = {}; | ||
delete circle.location; | delete circle.location; | ||
| − | + | </pre> | |
| − | + | To enumerate the members in an object: | |
| + | <pre class="brush:js;"> | ||
for (let key in circle) console.log(key, circle[key]); | for (let key in circle) console.log(key, circle[key]); | ||
Object.keys(circle); | Object.keys(circle); | ||
| − | + | </pre> | |
| − | + | To see if an object has a given property | |
| + | <pre class="brush:js;"> | ||
if ('location' in circle) | if ('location' in circle) | ||
| − | + | </pre> | |
| − | / | + | |
| − | + | ||
| + | Abstraction means hiding the complexity/details and showing only the essentials. | ||
| + | |||
| + | We can hide the details by using private members. '''Replace "this" with "let".''' | ||
| + | <pre class="brush:js;"> | ||
function Circle(radius) { | function Circle(radius) { | ||
// Public member | // Public member | ||
| Line 70: | Line 84: | ||
let defaultLocation = {}; | let defaultLocation = {}; | ||
} | } | ||
| − | + | </pre> | |
| − | + | To define a getter/setter, use Object.defineProperty(): | |
| − | + | <pre class="brush:js;"> | |
Object.defineProperty(this, 'defaultLocation', { | Object.defineProperty(this, 'defaultLocation', { | ||
get: function() { return defaultLocation; }, | get: function() { return defaultLocation; }, | ||
| Line 78: | Line 92: | ||
}); | }); | ||
</pre> | </pre> | ||
| + | |||
| + | Every object (except the root object) has a prototype (parent). | ||
| + | |||
| + | To get the prototype of an object: | ||
| + | <pre class="brush:js;"> | ||
| + | Object.getPrototypeOf(obj); | ||
| + | </pre> | ||
| + | |||
| + | In Chrome, you can inspect "__proto__" property. But you should not use that in the code. | ||
| + | |||
| + | To get the attributes of a property: | ||
| + | <pre class="brush:js;"> | ||
| + | Object.getOwnPropertyDescriptor(obj, 'propertyName'); | ||
| + | </pre> | ||
| + | |||
| + | To set the attributes for a property: | ||
| + | <pre class="brush:js;"> | ||
| + | Object.defineProperty(obj, 'propertyName', { | ||
| + | configurable: false, // cannot be deleted | ||
| + | writable: false, | ||
| + | enumerable: false | ||
| + | }); | ||
| + | </pre> | ||
| + | |||
| + | Constructors have a "prototype" property. It returns the object that will be used as the prototype for objects created by the constructor. | ||
| + | <pre class="brush:js;"> | ||
| + | Object.prototype === Object.getPrototypeOf({}) | ||
| + | Array.prototype === Object.getPrototypeOf([]) | ||
| + | </pre> | ||
| + | |||
| + | All objects created with the same constructor will have the same prototype. | ||
| + | |||
| + | A single instance of this prototype will be stored in the memory. | ||
| + | <pre class="brush:js;"> | ||
| + | const x = {}; | ||
| + | const y = {}; | ||
| + | Object.getPrototypeOf(x) === Object.getPrototypeOf(y); // returns true | ||
| + | </pre> | ||
| + | |||
| + | Any changes to the prototype will be immediately visible to all objects referencing this prototype. | ||
| + | |||
| + | When dealing with large number of objects, it's better to put their methods on their prototype. This way, a single instance of the methods will be in the memory. | ||
| + | <pre class="brush:js;"> | ||
| + | Circle.prototype.draw = function() {} | ||
| + | </pre> | ||
| + | |||
| + | To get the own/instance properties: | ||
| + | <pre class="brush:js;"> | ||
| + | Object.keys(obj); | ||
| + | </pre> | ||
| + | |||
| + | To get all the properties (own + prototype): | ||
| + | <pre class="brush:js;"> | ||
| + | for (let key in obj) {} | ||
| + | </pre> | ||
| + | |||
| + | === Cloning an Object === | ||
| + | circle to another | ||
| + | for (let key in circle) | ||
| + | another[key] = circle[key]; | ||
| + | or to clone one or more object to another | ||
| + | const another = Object.assign({}, circle) | ||
| + | to add other properties during cloning | ||
| + | const another = Object.assign({color:"yellow"}, circle) | ||
| + | with spread operator | ||
| + | const another = {...circle} | ||
Latest revision as of 09:27, 14 February 2021
Cheat sheets from Mosh Hamedanis's Udemy Course
Contents
4 Pillars of OOP
- Encapsulation
- Abstraction
- Inheritance
- Polymorphism
Cheat Sheet
The simplest way to create an object is using an object literal
const circle = {
radius: 1,
draw: function() {}
};
To create multiple objects with the same structure and behaviuor (methods), use a factory or a constructor.
Factory function
function createCircle(radius) {
return {
radius,
draw: function() {}
}
}
Constructor function
function Circle(radius) {
this.radius = radius;
this.draw = function() {}
}
Every object has a "constructor" property which returns the function that was used to construct or create that object.
const x = {};
x.constructor; // returns Object()
In JavaScript, functions are objects. They have properties and methods.
Circle.name;
Circle.length;
Circle.constructor; // returns Function()
Circle.call({}, 1); // to call the Circle function
Circle.apply({}, [1]);
Value types are copied by their value, reference types are copied by their reference.
Value types in JavaScript are: String, Number, Boolean, Symbol, undefined and null
Reference types are: Object, Function and Array
JavaScript objects are dynamic. You can add/remove properties:
circle.location = {};
circle['location'] = {};
delete circle.location;
To enumerate the members in an object:
for (let key in circle) console.log(key, circle[key]); Object.keys(circle);
To see if an object has a given property
if ('location' in circle)
Abstraction means hiding the complexity/details and showing only the essentials.
We can hide the details by using private members. Replace "this" with "let".
function Circle(radius) {
// Public member
this.radius = radius;
// Private member
let defaultLocation = {};
}
To define a getter/setter, use Object.defineProperty():
Object.defineProperty(this, 'defaultLocation', {
get: function() { return defaultLocation; },
set: function(value) { defaultLocation = value; }
});
Every object (except the root object) has a prototype (parent).
To get the prototype of an object:
Object.getPrototypeOf(obj);
In Chrome, you can inspect "__proto__" property. But you should not use that in the code.
To get the attributes of a property:
Object.getOwnPropertyDescriptor(obj, 'propertyName');
To set the attributes for a property:
Object.defineProperty(obj, 'propertyName', {
configurable: false, // cannot be deleted
writable: false,
enumerable: false
});
Constructors have a "prototype" property. It returns the object that will be used as the prototype for objects created by the constructor.
Object.prototype === Object.getPrototypeOf({})
Array.prototype === Object.getPrototypeOf([])
All objects created with the same constructor will have the same prototype.
A single instance of this prototype will be stored in the memory.
const x = {};
const y = {};
Object.getPrototypeOf(x) === Object.getPrototypeOf(y); // returns true
Any changes to the prototype will be immediately visible to all objects referencing this prototype.
When dealing with large number of objects, it's better to put their methods on their prototype. This way, a single instance of the methods will be in the memory.
Circle.prototype.draw = function() {}
To get the own/instance properties:
Object.keys(obj);
To get all the properties (own + prototype):
for (let key in obj) {}
Cloning an Object
circle to another
for (let key in circle) another[key] = circle[key];
or to clone one or more object to another
const another = Object.assign({}, circle)
to add other properties during cloning
const another = Object.assign({color:"yellow"}, circle)
with spread operator
const another = {...circle}