ES6 基礎#
物件字面量#
- 屬性值簡寫
var events = {
	listeners: listeners,
	listen: listen;
}
==>
var events = { listeners, listen }
- 可計算屬性名
若有變數 var expertise = 'journalism'
則可以為一個物件添加這樣一個屬性:
var person = {
	name: 'gui',
	age: 27
}
person[expertise] = {
	years: 5,
	interests: ['a', 'b', 'c']
}
- 方法定義
透過添加屬性為物件聲明方法
var emitter = {
	on: function (a, b) {
	...
	}
}
==>
var emitter = {
	on(a,b) {
	...
	}
}
箭頭函數#
- 作用域
箭頭函數不會創建新的作用域,作用域同父級作用域。不創建閉包
var timer = {
	seconds: 0,
	start() {
		setInterval(() => {
		this.seconds++
		},1000)
	}
}
//this 為 timer 塊的作用域的this
timer.start()
- 格式
如果返回物件時要用括號:
var objectFactory = () => ({ modular: 'es6' })
解構#
- 物件的解構
如果有這樣一個物件:
var character = {
	name: 'Bruce',
	pseudonym: 'Batman',
	metadata: {
		age: 34,
		gender: 'male'
		}
}
可以這樣獲取它的屬性:
var { pseudonym } = character
或者取它的別名:
var { pseudonym: pseudonymAlias } = character
深度解構:
var { metadata: { gender } } = character
深度解構並取別名:
var { meatadata: { gender: characterGender } } = character
- 陣列的解構
基本形式:
var lst = ['a', 'b', 'c']
var [x, y, z] = lst;
跳過:
var [x, , z] = lst;
預設值:
var [ x = 'x', , z = 'z'] = lst;
交換:
var left = 5
var right = 8
[left, right] = [right, left]
- 函數參數預設值
箭頭函數預設值:
var double = (input = 0) => input * 2
- 函數參數的解構
基本形式:
function foo({ brand = 'Volkswagen', make = 1999 }) {
	console.log(brand)
	console.log(make)
}
foo({ make: 2000 })
//<= 'Volkswagen'
//<= 2000
foo()
//<= 報錯
預設值:
function foo({ brand = 'Volkswagen', make = 1999 } = {} ) {
	console.log(brand)
	console.log(make)
	}
foo()
//<= 'Volkswagen'
//<= 2000
剩餘參數和擴展運算符#
- 剩餘參數
- 擴展運算符
 將可遍歷物件轉換成陣列
[...'show me']
//<- ['s', 'h', 'o', 'w', ' ', 'm', 'e']
模板字面量#
使用反引號 ` 表示:
var text = `Hello "World"`
- 字串插值
`Hello, ${ 2 + 3 }`
//<- "Hello, 6"
- 標籤模板
//對於標籤模板
tag`Hello, ${name}. I am ${ emotion } to meet you!`
//有如下函數調用
tag(
	['Hello, ', '. I am ', ' to meet you!'],
	'Maurice',
	'thrilled'
)
//tag函數實現方式
function tag(parts, ...values) {
	return parts.reduce(
		(all, part, index) => all + values[index - 1] + part
	)
}
類,符號,物件和裝飾器#
類#
原型
function Fruit(name, calories) {
	this.name = name
	this.calories = calories
	this.pieces = 1
}
Fruit.prototype.chop = function () {
	this.pieces++
}
Fruit.prototype.bite = function (person) {
	...
}
類
class Fruit {
	constructor(name, calories) {
		this.name = name
		this.calories = calories
		this.pieces = 1
	}
	chop() {
		this.pieces++
	}
	bite(person) {
		...
	}
}
表達式聲明類
const Person = class {
	constructor(name) {
		this.name = name 
	}
}
工程函數創建類
const createPersonClass = name => class extends Person {
	constructor() {
		super(name)
	}
}
const JackePerson = createPersonClass('Jake')
const jake = new JackePerson()
可透過同一個 key 儲存讀取資料的類:
class LocalStorage {
	constructor(key) {
		this.key = key
	}
	get data() {
		return JSON.parse(localStorage.getItem(this.key))
	}
	set data(data) {
		localStorage.setItem(this.key, JSON.stringify(data))
	}
}
靜態方法
//原型鏈
function Person() {
	...
}
Person.isPerson = function (person) {
	return person instanceof Person
}
//類
class Person() {
	...
	static isPerson() {
		...
	}
}
類的繼承
//原型繼承
function Banana() {
	Fruit.call(this, 'banana', 105)
}
Banana.prototype = Object.creat(Fruit.prototype)
Banana.prototype.slice = function() {
	...
}
//類繼承 -> 使用 extends 關鍵字
Object.assign
合併物件操作
function md(input, options) {
	const config = Object.assgign({}, defaults, options)
}
//defaults先賦值給{}, 然後options再賦值給{}
//使用者提供的屬性就會被覆蓋
Object.assign 不會遞迴物件
Object.assign({}, { a: { b: 'c', d: 'e' } }, { a: { f: 'g' } })
// <- { a: { f: 'g' } }
更應該優先使用的賦值方法:
const grocery = { ...details }
// Object.assign({}, details)
const grocery = { type: 'fruit', ...details }
// Object.assign({ type: 'fruit' }, details)
const grocery = { type: 'fruit', ...details, ...fruit }
// Object.assign({ type: 'fruit' }, details, fruit)
const grocery = { type: 'fruit', ...details, color: 'red' }
// Object.assign({ type: 'fruit' }, details, { color: 'red' })
Object.is
NaN === NaN
// <- false
Object.is(NaN, NaN)
// <- true
-0 === +0
// <- true
Object.is(-0, +0)
// <- false
Object.setPrototypeOf
改變已有物件原型,有性能問題
//ES5
const baseCat = { type: 'cat', legs: 4 }
const cat = Object.create(baseCat)
cat.name = 'Milanesita'
//ES6
const baseCat = { type: 'cat', legs: 4 }
const cat = Object.setPrototypeOf(
{ name: 'Milanesita' },
baseCat
)
符號#
本地符號 (包裝物件創建,儲存引用或反射訪問)
- 創建符號
const first = Symbol('something')
//唯一性
console.log(Symbol() === Symbol())
// <- false
console.log(Symbol('my symbol') === Symbol('my symbol'))
// <- false
- 作為物件的屬性名
const weapon = Symbol('weapon')
const character = {
	name: 'Penguin'
	[weapon]: 'umbrella'
}
- 無法用 for...in Object.keys Object.getOwnPropertyNames 獲取符號屬性
- 可透過 Object.getOwnPropertySymbols 獲取
console.log(Object.getOwnPropertySymbols(character))
// <- [Symbol(weapon)]
使用符號
...
裝飾器#
類裝飾器函數接受 3 個參數:被裝飾的類構造函數 ctor;如果被修飾的類繼承了其他類,
則包含父類的 heritage;帶有被修飾類的成員描述符列表的 merbers 陣列。
迭代與流程控制#
待撰寫