如何创建扩展未预先定义的其他类的类

时间:2019-02-01 15:30:35

标签: javascript node.js oop ecmascript-6

我正在尝试创建一个应该能够扩展几个基类的类。在下面的示例中,我想使用石材或木材作为教室的基类。为此,我尝试创建一个可以选择适当基类的材料类。但是我不起作用。

const EventEmitter = require('events').EventEmitter; class Stone extends EventEmitter{ constructor(weight, color){ super(); this.color = color; this.weight = weight; this.hard = true this.start(); } testEmitterFunction(){ this.emit('test'); } start(){ setInterval(this.testFunc.bind(this), 500); } } class Wood{ constructor(weight, color){ this.color = color; this.weight = weight; this.hard = false; } } class Material{ constructor(mat, weight, color){ switch(mat){ case 'wood': return new Wood(weight, color); case 'stone': return new Stone(weight, color); } } } class House extends Material{ constructor(mat, weight, color, name){ super(mat, weight, color) this.name = name; this.on('test', (arg) => { console.log('1') }); this.test(); } test(){ console.log('test house function'); } } class House2 extends Stone{ constructor(weight, color, name){ super(weight, color) this.name = name; this.on('test', (arg) => { console.log('2') }); this.test(); } test(){ console.log('test house2 function'); } } const home = new House('stone', 8, 'green', 'homesweethome'); const home2 = new House2(8, 'green', 'homesweethome');

我希望该实例home具有与实例home2相同的行为。但是在这种情况下,执行console.log('test house function')的测试功能不起作用。我尝试了其他解决方案,但是EventEmitter无法正常工作,或者无法使用stone属性。

1 个答案:

答案 0 :(得分:2)

正如我在评论中提到的那样,使用composition over inheritance可能会更好地完成您要尝试执行的操作。

就像你可以说一般的简化“我X是Y型的”或“我X是Y”,它是有道理的,这是继承的,但如果你说“我X是由的Y”或“我的X包含Y”,那么您应该使用合成。应用于您的案件,石头和木头都是材料的一种。是房子的材料类型的?我不会这样说,但房子的是由的石头或木头,或者说的,房子是材料制成的,这意味着我们应该使用成分为。

如果您想保持将字符串传递给设置材料的House构造函数的能力,那么您仍然可以这样做。请参阅底部的代码示例中的House#setMaterial,尽管将来factory pattern可能会更适合您。

您的结构的另一个问题是它会杀死polymorphism。如果你想在做同样的事情的方法都StoneWood,说“破”,那么你就必须在复制粘贴相同的代码,但如果他们都从一个普通的继承材料类型,那么只需要创建方法曾经在的基类。

  

我也希望能够将石头的EventEmitter用于我的房屋。即house.on(...)代替house.stone.on(...)

在使用事件发射器时,建议您在尽可能高的级别上创建一个,然后将其传递给需要它的组件。在这种情况下,House可以将事件发射器传递给材料或任何其他组件(例如房间)。由于Javascript的疯狂性,House可以成为事件发射器并将其自身传递给素材。请参见下面的House#setEmitter类中的House函数。该观察它是如何在多态函数使用Material#Break

/** Unimportant */
class EventEmitter {
  constructor(){ this.map = {} }
  on(e, cb){
    if(!this.map[e]) this.map[e] = []
    this.map[e].push(cb)
  }
  emit(event,...data){
    if(!this.map[event]) return
    this.map[event].forEach(cb=>cb(...data))
  }
}
/**/

class Material {
  constructor(name = 'Something', weight = 5, color = 'black', hard = true){
    this.weight = weight
    this.color = color
    this.hard = hard
    this.name = name
  }
  setEmitter(emitter){
    this.emitter = emitter
  }
  
  break(){
    if(this.emitter){
      this.emitter.emit(`break`, `The ${this.name} has broken` )
    }
  }
  
  describe(){
    return `${this.weight}lb ${this.hard?'hard':'soft'} ${this.color} ${this.name}`
  }
}

class Stone extends Material {
  constructor(weight = 8, color = 'gray'){
    super("Stone", weight, color, true)
  }
}

class Wood extends Material {
  constructor(weight=4, color="brown"){
    super("Wood", weight, color, false)
  }
}

class House extends EventEmitter {
  constructor(material, name){
    super()
    this.material = this.setMaterial(material)
    this.name = name
    this.on('break', (what)=>{
      console.log(`${this.name} Event: `+what)
    })
  }
  
  setMaterial(mat){
    const matMap = {
      stone : Stone,
      wood : Wood
    }
    // Just gets a default material
    if(typeof mat == 'string'){
      mat = new matMap[mat]()
    }
    mat.setEmitter(this)
    return mat
  }
  // Logs information about the material
  describe(){
    console.log(`A house named ${this.name} made out of ${this.material.describe()}`)
  }
}


// Examples

// Method 1: Create a basic stone house and set material color later
const stoneHouse = new House("stone", "MyHouse")
stoneHouse.describe()
stoneHouse.material.color = "blue"
stoneHouse.describe()
stoneHouse.material.break()

// Method 2: Create a material and pass it to the house
const myMaterial = new Wood(6, "green")
const woodHouse = new House(myMaterial, "WoodHouse")
woodHouse.describe()
// Call a function that emits an event to the house
myMaterial.break()