In C3 we now have the option to subclass objects. This essentially means writing a class that extends an object class and will allow us to add custom code to th...
I can tell from your article that you have NOT read Kyle Simpson "You Don't Know JS Yet: Objects & Classes - 2nd Edition" found at github.com/getify/You-Dont-Know-JS/blob/2nd-ed/objects-classes/README.md
You're steering people down a horrible path of super-imposing OOP on top of JavaScript Prototypes.
Why does your message sound like a bot wrote it? I can't tell if you're just trying to advertise your link or if you're actually being serious.
14 years teaching software engineering in college. I'm trying to protect your reputation. Does that sound like a "BOT"???
To be fair, yes you do sound like a bot.
To reply to your original message: This course was written when JS in C3 was a fairly new feature. While I think it still does have some merit, I would not use that paradigm anymore.
JS in C3 is a lot more versatile than it used to be, and using the subclassing is almost never a good idea nowadays. Also, to be perfectly clear, this is specifically a suggestion on how to use JS in C3, not how to use JS in general. Having to compose with a game engine, a partially exposed runtime and a toolset makes it much different than if you were using exclusively JS.
Now, I still don't understand why you would call using classes "super-imposing OOP on top of JavaScript Prototypes", but whatever.
Good answer, thanks.