Building Attachment and Image for BufferUnderflow
Building Attachment and Image for BufferUnderflow#
Modeling Attachment and Image#
Imagine trying to describe a UI issue without using images. In many cases text alone is not enough to clearly explain a problem. That's where attachments come in: attachments are files that can be attached to a question or answer to enhance their content.
Answers and questions can have multiple attachments, and an attachment can be reused across various answers and questions. The diagram below highlights the
Attachment interface and its relationship to the other entities in our program:
Images are the only supported attachment type in BufferUnderflow, but as our app grows, we may want to introduce more options: videos, PDFs, Word documents, etc. Because we anticipate these additions, we've decided to create an
Attachment interface that represents any attachment. All attachment classes that we add in the future will implement the
Attachment interface, and the rest of our app will depend on the interface as opposed to any concrete class.
Below we define
Attachment and use the
extends keyword to extend
Summary. This ultimately means that any class that implements
Attachment must also implement
Classes can extend at most one class and implement one or more interfaces. Interfaces can extend one or more interfaces but cannot implement anything. A (child) class extending a (parent) class will result in the child inheriting all of the parent's public and protected properties/methods. A class that implements an interface must implement all methods and properties specified in the interface(s) to avoid compile-time errors. An interface that extends other interfaces results in an interface that "combines" all interfaces, meaning any class that implements an interface must also implement all interfaces that the interface extends.
In addition to extending
Summary, attachments must implement an
upload() method that returns a
Promise that resolves to
true if the upload was successful and
false if it was unsuccessful.
A Promise represents a value that will be available at some point in the future. We use the
then() method to access this value as shown below:
The result of running the code above will be the following:
We won't be running any "real" asynchronous code, so we'll make use of the
Promise.resolve() function to create promises that immediately resolve to a value (more on that shortly).
Defining the Image#
Below we define an
Image class that implements the