Book Image

Mastering JavaScript Object-Oriented Programming

Book Image

Mastering JavaScript Object-Oriented Programming

Overview of this book

ECMAScript 6 introduces several new Object-Oriented features that drastically change the way developers structure their projects. Web developers now have some advanced OOP functionality at their disposal to build large-scale applications in JavaScript. With this book, we'll provide you with a comprehensive overview of OOP principles in JavaScript and how they can be implemented to build sophisticated web applications. Kicking off with a subtle refresher on objects, we'll show you how easy it is to define objects with the new ES6 classes. From there, we'll fly you through some essential OOP principles, forming a base for you to get hands-on with encapsulation. You'll get to work with the different methods of inheritance and we'll show you how to avoid using inheritance with Duck Typing. From there, we'll move on to some advanced patterns for object creation and you'll get a strong idea of how to use interesting patterns to present data to users and to bind data. We'll use the famous promises to work with asynchronous processes and will give you some tips on how to organize your code effectively. You'll find out how to create robust code using SOLID principles and finally, we'll show you how to clearly define the goals of your application architecture to get better, smarter, and more effective coding. This book is your one-way ticket to becoming a JavaScript Jedi who can be counted on to deliver flexible and maintainable code.
Table of Contents (18 chapters)
Mastering JavaScript Object-Oriented Programming
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface

Contracts and interfaces


A way to manage interactions between objects is to establish some specific rules so that an object declares what it needs and another object declares what it implements, that is a contract. As in a business context, a contract is an agreement between two or more parties for the doing of something specified. For example, in the interaction between two software components, such as objects, we can establish how an object can ask another object to perform some actions in order to achieve a specific goal. With reference to our example of a software house that wants to hire developers, the contract between it and the candidates establishes that the developer must be able to write code.

So, while a contract is a general agreement between two software components in order to achieve a specific goal, an interface is the formal terms of the contract, the details of the agreement that the components must be compliant with. We can say that an interface is the concrete part of...