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

Summary


In this chapter, we explored different ways of creating objects. We started recalling the basic ways to create objects in JavaScript and then discussed how some design patterns can help us to create more effective code. We have seen how to create singletons and warned about their abuse. Then we analyzed the factory pattern and its variant abstract factory pattern-both allows us to delegate to a specialized object (the factory) the task of creating objects belonging to a specific category. The builder pattern can be useful when creating some kind of objects is a complex process that consists of many steps. In this case, we use a special object (the director) that uses other objects (the builders) to actually create the object. Finally, we talked about the object pool pattern, which allows us to reuse objects avoiding a negative impact on the application performance when the creation of a type of object, is too expensive or when we have frequent creation and destruction of objects...