Syntax: Object. defineProperty(obj, prop, descriptor)
Parameters. The object on which to define the property. The name or Symbol of the property to be defined or modified. The descriptor for the property being defined or modified.
Using getter syntax you create a property which, prior to ES2015, you had to know the name of at the time that you were writing the code. Object. defineProperty allows you to perform the same as the above but, even before ES2015, does not require you to know the name of the property in advanced.
The Object. getOwnPropertyDescriptor() method returns an object describing the configuration of a specific property on a given object (that is, one directly present on an object and not in the object's prototype chain).
Since you asked a similar question, let's take it to step by step. It's a bit longer, but it may save you much more time than I have spent on writing this:
Property is an OOP feature designed for clean separation of client code. For example, in some e-shop you might have objects like this:
function Product(name,price) {
this.name = name;
this.price = price;
this.discount = 0;
}
var sneakers = new Product("Sneakers",20); // {name:"Sneakers",price:20,discount:0}
var tshirt = new Product("T-shirt",10); // {name:"T-shirt",price:10,discount:0}
Then in your client code (the e-shop), you can add discounts to your products:
function badProduct(obj) { obj.discount+= 20; ... }
function generalDiscount(obj) { obj.discount+= 10; ... }
function distributorDiscount(obj) { obj.discount+= 15; ... }
Later, the e-shop owner might realize that the discount can't be greater than say 80%. Now you need to find EVERY occurrence of the discount modification in the client code and add a line
if(obj.discount>80) obj.discount = 80;
Then the e-shop owner may further change his strategy, like "if the customer is reseller, the maximal discount can be 90%". And you need to do the change on multiple places again plus you need to remember to alter these lines anytime the strategy is changed. This is a bad design. That's why encapsulation is the basic principle of OOP. If the constructor was like this:
function Product(name,price) {
var _name=name, _price=price, _discount=0;
this.getName = function() { return _name; }
this.setName = function(value) { _name = value; }
this.getPrice = function() { return _price; }
this.setPrice = function(value) { _price = value; }
this.getDiscount = function() { return _discount; }
this.setDiscount = function(value) { _discount = value; }
}
Then you can just alter the getDiscount
(accessor) and setDiscount
(mutator) methods. The problem is that most of the members behave like common variables, just the discount needs special care here. But good design requires encapsulation of every data member to keep the code extensible. So you need to add lots of code that does nothing. This is also a bad design, a boilerplate antipattern. Sometimes you can't just refactor the fields to methods later (the eshop code may grow large or some third-party code may depend on the old version), so the boilerplate is lesser evil here. But still, it is evil. That's why properties were introduced into many languages. You could keep the original code, just transform the discount member into a property with get
and set
blocks:
function Product(name,price) {
this.name = name;
this.price = price;
//this.discount = 0; // <- remove this line and refactor with the code below
var _discount; // private member
Object.defineProperty(this,"discount",{
get: function() { return _discount; },
set: function(value) { _discount = value; if(_discount>80) _discount = 80; }
});
}
// the client code
var sneakers = new Product("Sneakers",20);
sneakers.discount = 50; // 50, setter is called
sneakers.discount+= 20; // 70, setter is called
sneakers.discount+= 20; // 80, not 90!
alert(sneakers.discount); // getter is called
Note the last but one line: the responsibility for correct discount value was moved from the client code (e-shop definition) to the product definition. The product is responsible for keeping its data members consistent. Good design is (roughly said) if the code works the same way as our thoughts.
So much about properties. But javascript is different from pure Object-oriented languages like C# and codes the features differently:
In C#, transforming fields into properties is a breaking change, so public fields should be coded as Auto-Implemented Properties if your code might be used in the separately compiled client.
In Javascript, the standard properties (data member with getter and setter described above) are defined by accessor descriptor (in the link you have in your question). Exclusively, you can use data descriptor (so you can't use i.e. value and set on the same property):
Both descriptors can have these members:
for(var i in theObject)
; if false, it will not be iterated, but it is still accessible as public* unless in strict mode - in that case JS stops execution with TypeError unless it is caught in try-catch block
To read these settings, use Object.getOwnPropertyDescriptor()
.
Learn by example:
var o = {};
Object.defineProperty(o,"test",{
value: "a",
configurable: true
});
console.log(Object.getOwnPropertyDescriptor(o,"test")); // check the settings
for(var i in o) console.log(o[i]); // nothing, o.test is not enumerable
console.log(o.test); // "a"
o.test = "b"; // o.test is still "a", (is not writable, no error)
delete(o.test); // bye bye, o.test (was configurable)
o.test = "b"; // o.test is "b"
for(var i in o) console.log(o[i]); // "b", default fields are enumerable
If you don't wish to allow the client code such cheats, you can restrict the object by three levels of confinement:
Object.isExtensible(<yourObject>)
to check if the method was used on the object. The prevention is shallow (read below).configurable: false
to all properties). Use Object.isSealed(<yourObject>)
to detect this feature on the object. The seal is shallow (read below).writable: false
to all properties with data descriptor). Setter's writable property is not affected (since it doesn't have one). The freeze is shallow: it means that if the property is Object, its properties ARE NOT frozen (if you wish to, you should perform something like "deep freeze", similar to deep copy - cloning). Use Object.isFrozen(<yourObject>)
to detect it.You don't need to bother with this if you write just a few lines fun. But if you want to code a game (as you mentioned in the linked question), you should care about good design. Try to google something about antipatterns and code smell. It will help you to avoid situations like "Oh, I need to completely rewrite my code again!", it can save you months of despair if you want to code a lot. Good luck.
get
is a function that is called when you try to read the value player.health
, like in:
console.log(player.health);
It's effectively not much different than:
player.getHealth = function(){
return 10 + this.level*15;
}
console.log(player.getHealth());
The opposite of get is set, which would be used when you assign to the value. Since there is no setter, it seems that assigning to the player's health is not intended:
player.health = 5; // Doesn't do anything, since there is no set function defined
A very simple example:
var player = {
level: 5
};
Object.defineProperty(player, "health", {
get: function() {
return 10 + (player.level * 15);
}
});
console.log(player.health); // 85
player.level++;
console.log(player.health); // 100
player.health = 5; // Does nothing
console.log(player.health); // 100
defineProperty is a method on Object which allow you to configure the properties to meet some criterias. Here is a simple example with an employee object with two properties firstName & lastName and append the two properties by overriding the toString method on the object.
var employee = {
firstName: "Jameel",
lastName: "Moideen"
};
employee.toString=function () {
return this.firstName + " " + this.lastName;
};
console.log(employee.toString());
You will get Output as : Jameel Moideen
I am going to change the same code by using defineProperty on the object
var employee = {
firstName: "Jameel",
lastName: "Moideen"
};
Object.defineProperty(employee, 'toString', {
value: function () {
return this.firstName + " " + this.lastName;
},
writable: true,
enumerable: true,
configurable: true
});
console.log(employee.toString());
The first parameter is the name of the object and then second parameter is name of the property we are adding , in our case it’s toString and then the last parameter is json object which have a value going to be a function and three parameters writable,enumerable and configurable.Right now I just declared everything as true.
If u run the example you will get Output as : Jameel Moideen
Let’s understand why we need the three properties such as writable,enumerable and configurable.
writable
One of the very annoying part of the javascript is , if you change the toString property to something else for example
if you run this again , everything gets breaks. Let’s change writable to false. If run the same again you will get the correct output as ‘Jameel Moideen’ . This property will prevent overwrite this property later.
enumerable
if you print all the keys inside the object , you can see all the properties including toString.
console.log(Object.keys(employee));
if you set enumerable to false , you can hide toString property from everybody else. If run this again you will get firstName,lastName
configurable
if someone later redefined the object on later for example enumerable to true and run it. You can see toString property came again.
var employee = {
firstName: "Jameel",
lastName: "Moideen"
};
Object.defineProperty(employee, 'toString', {
value: function () {
return this.firstName + " " + this.lastName;
},
writable: false,
enumerable: false,
configurable: true
});
//change enumerable to false
Object.defineProperty(employee, 'toString', {
enumerable: true
});
employee.toString="changed";
console.log(Object.keys(employee));
you can restrict this behavior by set configurable to false.
Orginal reference of this information is from my personal Blog
Basically, defineProperty
is a method that takes in 3 parameters - an object, a property, and a descriptor. What is happening in this particular call is the "health"
property of the player
object is getting assigned to 10 plus 15 times that player object's level.
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