Inheritance vs Composition

June 22, 2024

Let us first look at an example of how we would achieve inheritance in ES5+

class Animal {

    constructor(name, energy) {

        this.name = name

        this.energy = energy

    }

    eat(amount) {

        console.log(`${this.name} is eating.`)

        this.energy += amount

    }

    sleep(length) {

        console.log(`${this.name} is sleeping.`)

        this.energy += length

    }

    play(length) {

        console.log(`${this.name} is playing.`)

        this.energy -= length

    }

}



class Dog extends Animal {

    constructor(name, energy, breed) {

        super(name, energy)

        this.breed = breed

    }

    bark() {

        console.log('Woof Woof!')

        this.energy -= .1

    }

}



class Cat extends Animal {

    constructor(name, energy, declawed) {

        super(name, energy)

        this.declawed = declawed

    }

    meow() {

        console.log('Meow!')

        this.energy -= .1

    }

}

We can visualize the hierarchy like so

Animal

    name

    energy

    eat()

    sleep()

    play()



    Dog

        breed

        bark()



    Cat

        declawed

        meow()

Let's say later on, you are tasked with adding another entity to the system: User.

User

    email

    username

    pets

    friends

    adopt()

    befriend()



Animal

    name

    energy

    eat()

    sleep()

    play()



    Dog

        breed

        bark()



    Cat

        declawed

        meow()

Everything works fine & dandy till now. However, your project manager now tells you to add the ability of eat, sleep & play to User as well. How would you do it? Here's how we would tackle this in OOP

Mammal

    name

    eat()

    sleep()

    play()



    User

        email

        username

        pets

        friends

        adopt()

        befriend()



    Animal

        energy



        Dog

            breed

            bark()



        Cat

            declawed

            meow()

This looks pretty fragile because another entity had to be introduced which will now have it's own significance as the program grows. This anti-pattern is popularly called God Object. Hence, the problem with OOP is that entities have a meaning when you write them which can be changed later as the requirements change. These changes can crumble the class hierarchy structure.

I think the lack of reusability comes in object-oriented languages, not in functional languages. Because the problem with object-oriented languages is they've got all this implicit environment that they carry around with them. You wanted a banana but what you got was a gorilla holding the banana and the entire jungle.

-- Joe Armstrong (Creator of Erlang)

Rather than thinking what things are, let's shift to what things do.

  • A dog is a sleeper, eater, player & barker.
  • A cat is a sleeper, eater, player & meower.

Instead of having these methods tightly coupled to a class, we can have have them as functions and compose them together whenever we need. Great! But how do we operate on a specific instance then? Well, we pass the instance directly to our functions. Closure lets the functions remember the state(instance) that was passed.

const eater = (state) => ({

    eat(amount) {

        console.log(`${state.name} is eating.`)

        state.energy += amount

    }

})

const sleeper = (state) => ({

    sleep(length) {

        console.log(`${state.name} is sleeping.`)

        state.energy += length

    }

})

const player = (state) => ({

    play(length) {

        console.log(`${state.name} is eating.`)

        state.energy -= length

    }

})

const barker = (state) => ({

    bark(length) {

        console.log(`Woof Woof!`)

        state.energy -= .1

    }

})

const meower = (state) => ({

    meow(length) {

        console.log(`Meow!`)

        state.energy -= .1

    }

})

Example of Dog being a sleeper, eater, player & barker

function Dog(name, energy, breed) {

    let dog = {

        name,

        energy,

        breed

    }



    return Object.assign(

        dog,

        eater(dog),

        sleeper(dog),

        player(dog),

        barker(dog)

    )

}



const dog = Dog('Dog', 10, 'Bulldog')

dog.eat(10)

dog.bark()

Now users can also eat, sleep & play

function User(email, username) {

    let user = {

        email,

        username,

        pets: [],

        friends: []

    }



    return Object.assign(

        user,

        eater(user),

        sleeper(user),

        player(user)

    )

}

Congratulations, you've freed yourself from tightly coupled inheritance structures.