Bab 3: Object-Oriented Programming dalam JavaScript
Bab 3: Object-Oriented Programming dalam JavaScript
3.1 Konsep Dasar OOP
3.1.1 Pengenalan OOP
Definisi Object-Oriented Programming
Keuntungan menggunakan OOP
Perbedaan OOP dengan functional programming
Use cases untuk OOP dalam JavaScript
3.1.2 Empat Pilar OOP
/*
1. Encapsulation: Membungkus data dan method yang memanipulasi data dalam satu unit
2. Inheritance: Mewarisi properties dan methods dari class lain
3. Polymorphism: Kemampuan object untuk mengambil berbagai bentuk
4. Abstraction: Menyembunyikan kompleksitas dan hanya menunjukkan fungsionalitas yang diperlukan
*/3.2 Constructor dan Class
3.2.1 Constructor Functions (Pre-ES6)
3.2.2 ES6 Class Syntax
3.3 Inheritance
3.3.1 Prototypal Inheritance
3.3.2 Class Inheritance (ES6)
3.4 Encapsulation
3.4.1 Private Fields dan Methods (ES2022)
3.4.2 Closure untuk Private Data
3.5 Polymorphism
3.5.1 Method Overriding
3.5.2 Interface-like Behavior
3.6 Prototype dan Prototype Chain
3.6.1 Understanding Prototypes
3.6.2 Prototype Methods dan Properties
3.7 Design Patterns
3.7.1 Singleton Pattern
3.7.2 Factory Pattern
3.8 Praktik dan Latihan
3.8.1 Project: Library Management System
3.8.2 Project: Shopping Cart System
3.9 Best Practices dan Common Pitfalls
Avoiding global scope pollution
Proper use of 'this'
When to use inheritance vs composition
Performance considerations
Memory management
Error handling in OOP
3.10 Ringkasan
OOP fundamentals in JavaScript
Modern vs traditional approaches
Design patterns dan use cases
Best practices dan pitfalls
3.11 Latihan Akhir Bab
Implement a bank account system
Create a school management system
Build a simple game using OOP
Implement common design patterns
Refactor functional code to OOP
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