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    --- title: javascript 6.9 OOP 物件導向程式 tags: javascript, 5x --- 6.9 0326 javascript OOP 物件導向程式 === 物件導向程式: 一種設計方法 透過擬物化的方式來看待程式碼 物件`object` = 屬性`property`(形容詞)+ 行為`behavior`(動詞) 目的:讓程式碼更容易被管理 # OOP的特性 ## 封裝 e.g.遙控器 按下遙控器上的不同按鈕,切換頻道、調音量 e.g.你知道貓會叫,但是你不知道牠是怎麼叫出聲音的 ## 繼承 可以把共同的屬性或行為定義在上一層 e.g. 界門綱目科屬種 靈長目:都有兩手對握的功能 e.g. 所有動物都會吃東西 貓和狗都是動物,都會吃東西 # 物件 ## 1.使用`Object()`函數, `[]` `key` - `value`的組合 `hero1['name']` = `'孫悟空'`; 等號 - 分號 javascript ```javascript= var hero1 = new Object(); /* 中括號 */ hero1['name'] = '孫悟空'; hero1['skill'] = ['龜派氣功', '元氣玉', '瞬間移動']; hero1['power'] = 100000; /* console 印出 */ console.log(hero1); console.log(hero1['name']); //"孫悟空" 中括弧 console.log(hero1.name); //"孫悟空" 小數點 console.log(hero1.skill[0]); //"龜派氣功" ``` console ```bash= [object Object] { name: "孫悟空", power: 100000, skill: ["龜派氣功", "元氣玉", "瞬間移動"] } "孫悟空" "孫悟空" "龜派氣功" ``` ## 2. 用`{}` <推薦使用> `key` - `value`的組合 `name`: `'皮卡丘'`, 冒號 - 逗號 javascript ```javascript= var hero2 = { name: '皮卡丘', skill: ['十萬伏特', '鋼鐵尾巴'], power: '100000伏特' } console.log(hero2); ``` console ```bash= [object Object] { name: "皮卡丘", power: "100000伏特", skill: ["十萬伏特", "鋼鐵尾巴"] } ``` ## 物件裡面再包物件 ### 1. 屬性裡加入更多屬性 ```javascript= var hero2 = { name: '皮卡丘', skill: ['十萬伏特', '鋼鐵尾巴'], power: '100000伏特', location: { planet: '地球', address: '日本' } } console.log(hero2); // 整個物件 console.log(hero2.skill[0]); //"十萬伏特" console.log(hero2.location.address); //"日本" ``` console ```bash= [object Object] { location: [object Object] { address: "日本", planet: "地球" }, name: "皮卡丘", power: "100000伏特", skill: ["十萬伏特", "鋼鐵尾巴"] } "十萬伏特" "日本" ``` ### 2. 屬性裡加入可以回傳值的`function` (行為) javascript ```javascript= var hero3 = { name: '小火龍', skill: ['噴射火焰', '火花'], power: '1000度', location: { planet: '火星', address: '平原' }, finalSkill: function() { return this.skill[0]; // this: hero3本身 } } console.log(hero3.location.planet); console.log(hero3.finalSkill()); ``` console ```bash "火星" "噴射火焰" ``` ### 3. 屬性裡印出的`function`, 並用`物件.行為`呼叫 javascript ```javascript= var hero2 = { name: '皮卡丘', skill: ['十萬伏特', '鋼鐵尾巴'], power: '100000伏特', location: { planet: '地球', address: '日本' }, attack: function() { console.log('攻擊!!' + this.power); } } hero2.attack(); ``` console ```bash "攻擊!!100000伏特" ``` # function constructor 函式建構式 ## 函式建構式:作為樣板,產生新物件 `var 新物件 = new 樣板(參數);` e.g. 製作雞蛋糕的烤盤,呈現出不同模型(類別) ```javascript= //烤盤 function Pokemon(name, skill) { this.name = name; //帶的任何參數進來,指定給this.name this.skill = skill; } //雞蛋糕 var pikachu = new Pokemon('皮卡丘', '十萬伏特'); var firedragon = new Pokemon('小火龍','噴射火焰'); console.log(pikachu.skill); console.log(firedragon.skill); ``` console ```bash "十萬伏特" "噴射火焰" ``` ## 如果建立新物件時忘了加new ```javascript= var turtle = Pokemon('傑尼龜','水槍'); console.log(turtle); //undefined ``` 沒有`new`新物件, 等於一個沒做任何事的function,回傳undefined ```javascript= function hello(a, b) { return undefined; } hello(1, 2); ``` 有new與忘了new的比較: javascript ```javascript= var frog = new Pokemon('妙蛙種子','藤鞭'); var turtle = Pokemon('傑尼龜','水槍'); console.log(frog); console.log(turtle); //undefined ``` console ```bash= [object Object] { name: "妙蛙種子", skill: "藤鞭" } undefined ``` ## 函數建構式在new的當下已被`執行` ```javascript= //烤盤 function Pokemon(name, skill) { this.name = name; //帶的任何參數進來,指定給this.name this.skill = skill; console.log('new時順便執行'); } var pikachu = new Pokemon('皮卡丘', '十萬伏特'); ``` ```bash "new時順便執行" ``` # 幫Pokemon增加攻擊招式 ## 寫在建構函式 範例: javascript ```javascript= //烤盤 function Pokemon(name, skill) { this.name = name; //帶的任何參數進來,指定給this.name this.skill = skill; this.attack = function() { var sound = this.name.slice(0, 2).repeat(2); //拿自己的名字前2個字元,重複2次 console.log('攻擊吧!' + this.name + '使用' + this.skill + '~' + sound); //不可寫this.sound 因為sound變數是在attack function裡面 } } var pikachu = new Pokemon('皮卡丘', '十萬伏特'); var turtle = new Pokemon('傑尼龜','水槍'); pikachu.attack(); turtle.attack(); ``` console ```bash "攻擊吧!皮卡丘使用十萬伏特~皮卡皮卡" "攻擊吧!傑尼龜使用水槍~傑尼傑尼" ``` ## 寫在prototype 函式 function裡的function,可提出來變成prototype寫在外面 ```javascript= function Pokemon(name, skill) { this.attack = function(){ } } ``` 改寫成這一段: ```javascript Pokemon.prototype.attack = function(){ } ``` 範例: javascript ```javascript= function Pokemon(name, skill) { this.name = name; //帶的任何參數進來,指定給this.name this.skill = skill; // this.attack = function() { // var sound = this.name.slice(0, 2).repeat(2); //拿自己的名字前2個字元,重複2次 // console.log('攻擊吧!' + this.name + '使用' + this.skill + '~' + sound);} } Pokemon.prototype.attack = function(){ var sound = this.name.slice(0, 2).repeat(2); //拿自己的名字前2個字元,重複2次 console.log('攻擊吧!' + this.name + '使用' + this.skill + '~' + sound); } var pikachu = new Pokemon('皮卡丘', '十萬伏特'); var turtle = new Pokemon('傑尼龜','水槍'); pikachu.attack(); turtle.attack(); ```

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