Coming from a Java kind of OOP, I miss a lot of things in JavaScript. I am working on a Node.Js project, and I would like to use an OO approach.
Looking around and asking in StackOverflow I came up with this example scenario (jsFiddle).
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.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.prototype.constructor.apply( this, arguments );
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)
Is this approach correct (best practices)? Should I do something differently?
The idea would be then to create a js file for each class and use module.exports
.. in Node.Js I will also use Mongoose to store the objects into a database, I guess I will need a way to translate my objects into Mongoose Models and back..
EDIT: how would one implement private methods used internally?