Is there a way to use constants in JavaScript?
If not, what's the common practice for specifying variables that are used as constants?
Since ES2015, JavaScript has a notion of const:
const MY_CONSTANT = "some-value";
This will work in pretty much all browsers except IE 8, 9 and 10. Some may also need strict mode enabled.
You can use var with conventions like ALL_CAPS to show that certain values should not be modified if you need to support older browsers or are working with legacy code:
var MY_CONSTANT = "some-value";
Are you trying to protect the variables against modification? If so, then you can use a module pattern:
var CONFIG = (function() {
var private = {
'MY_CONST': '1',
'ANOTHER_CONST': '2'
};
return {
get: function(name) { return private[name]; }
};
})();
alert('MY_CONST: ' + CONFIG.get('MY_CONST')); // 1
CONFIG.MY_CONST = '2';
alert('MY_CONST: ' + CONFIG.get('MY_CONST')); // 1
CONFIG.private.MY_CONST = '2'; // error
alert('MY_CONST: ' + CONFIG.get('MY_CONST')); // 1
Using this approach, the values cannot be modified. But, you have to use the get() method on CONFIG :(.
If you don't need to strictly protect the variables value, then just do as suggested and use a convention of ALL CAPS.
The const keyword is in the ECMAScript 6 draft but it thus far only enjoys a smattering of browser support: http://kangax.github.io/compat-table/es6/. The syntax is:
const CONSTANT_NAME = 0;
"use strict";
var constants = Object.freeze({
"π": 3.141592653589793 ,
"e": 2.718281828459045 ,
"i": Math.sqrt(-1)
});
constants.π; // -> 3.141592653589793
constants.π = 3; // -> TypeError: Cannot assign to read only property 'π' …
constants.π; // -> 3.141592653589793
delete constants.π; // -> TypeError: Unable to delete property.
constants.π; // -> 3.141592653589793
See Object.freeze. You can use const if you want to make the constants reference read-only as well.
IE does support constants, sort of, e.g.:
<script language="VBScript">
Const IE_CONST = True
</script>
<script type="text/javascript">
if (typeof TEST_CONST == 'undefined') {
const IE_CONST = false;
}
alert(IE_CONST);
</script>
ECMAScript 5 does introduce Object.defineProperty:
Object.defineProperty (window,'CONSTANT',{ value : 5, writable: false });
It's supported in every modern browser (as well as IE ≥ 9).
See also: Object.defineProperty in ES5?
No, not in general. Firefox implements const but I know IE doesn't.
#John points to a common naming practice for consts that has been used for years in other languages, I see no reason why you couldn't use that. Of course that doesn't mean someone will not write over the variable's value anyway. :)
In JavaScript, my preference is to use functions to return constant values.
function MY_CONSTANT() {
return "some-value";
}
alert(MY_CONSTANT());
Mozillas MDN Web Docs contain good examples and explanations about const. Excerpt:
// define MY_FAV as a constant and give it the value 7
const MY_FAV = 7;
// this will throw an error - Uncaught TypeError: Assignment to constant variable.
MY_FAV = 20;
But it is sad that IE9/10 still does not support const. And the reason it's absurd:
So, what is IE9 doing with const? So
far, our decision has been to not
support it. It isn’t yet a consensus
feature as it has never been available
on all browsers.
...
In the end, it seems like the best
long term solution for the web is to
leave it out and to wait for
standardization processes to run their
course.
They don't implement it because other browsers didn't implement it correctly?! Too afraid of making it better? Standards definitions or not, a constant is a constant: set once, never changed.
And to all the ideas: Every function can be overwritten (XSS etc.). So there is no difference in var or function(){return}. const is the only real constant.
Update:
IE11 supports const:
IE11 includes support for the well-defined and commonly used features of the emerging ECMAScript 6 standard including let, const, Map, Set, and WeakMap, as well as __proto__ for improved interoperability.
If you don't mind using functions:
var constant = function(val) {
return function() {
return val;
}
}
This approach gives you functions instead of regular variables, but it guarantees* that no one can alter the value once it's set.
a = constant(10);
a(); // 10
b = constant(20);
b(); // 20
I personally find this rather pleasant, specially after having gotten used to this pattern from knockout observables.
*Unless someone redefined the function constant before you called it
with the "new" Object api you can do something like this:
var obj = {};
Object.defineProperty(obj, 'CONSTANT', {
configurable: false
enumerable: true,
writable: false,
value: "your constant value"
});
take a look at this on the Mozilla MDN for more specifics. It's not a first level variable, as it is attached to an object, but if you have a scope, anything, you can attach it to that. this should work as well.
So for example doing this in the global scope will declare a pseudo constant value on the window (which is a really bad idea, you shouldn't declare global vars carelessly)
Object.defineProperty(this, 'constant', {
enumerable: true,
writable: false,
value: 7,
configurable: false
});
> constant
=> 7
> constant = 5
=> 7
note: assignment will give you back the assigned value in the console, but the variable's value will not change
Group constants into structures where possible:
Example, in my current game project, I have used below:
var CONST_WILD_TYPES = {
REGULAR: 'REGULAR',
EXPANDING: 'EXPANDING',
STICKY: 'STICKY',
SHIFTING: 'SHIFTING'
};
Assignment:
var wildType = CONST_WILD_TYPES.REGULAR;
Comparision:
if (wildType === CONST_WILD_TYPES.REGULAR) {
// do something here
}
More recently I am using, for comparision:
switch (wildType) {
case CONST_WILD_TYPES.REGULAR:
// do something here
break;
case CONST_WILD_TYPES.EXPANDING:
// do something here
break;
}
IE11 is with new ES6 standard that has 'const' declaration.
Above works in earlier browsers like IE8, IE9 & IE10.
Forget IE and use the const keyword.
You can easily equip your script with a mechanism for constants that can be set but not altered. An attempt to alter them will generate an error.
/* author Keith Evetts 2009 License: LGPL
anonymous function sets up:
global function SETCONST (String name, mixed value)
global function CONST (String name)
constants once set may not be altered - console error is generated
they are retrieved as CONST(name)
the object holding the constants is private and cannot be accessed from the outer script directly, only through the setter and getter provided
*/
(function(){
var constants = {};
self.SETCONST = function(name,value) {
if (typeof name !== 'string') { throw new Error('constant name is not a string'); }
if (!value) { throw new Error(' no value supplied for constant ' + name); }
else if ((name in constants) ) { throw new Error('constant ' + name + ' is already defined'); }
else {
constants[name] = value;
return true;
}
};
self.CONST = function(name) {
if (typeof name !== 'string') { throw new Error('constant name is not a string'); }
if ( name in constants ) { return constants[name]; }
else { throw new Error('constant ' + name + ' has not been defined'); }
};
}())
// ------------- demo ----------------------------
SETCONST( 'VAT', 0.175 );
alert( CONST('VAT') );
//try to alter the value of VAT
try{
SETCONST( 'VAT', 0.22 );
} catch ( exc ) {
alert (exc.message);
}
//check old value of VAT remains
alert( CONST('VAT') );
// try to get at constants object directly
constants['DODO'] = "dead bird"; // error
Yet there is no exact cross browser predefined way to do it , you can achieve it by controlling the scope of variables as showed on other answers.
But i will suggest to use name space to distinguish from other variables. this will reduce the chance of collision to minimum from other variables.
Proper namespacing like
var iw_constant={
name:'sudhanshu',
age:'23'
//all varibale come like this
}
so while using it will be iw_constant.name or iw_constant.age
You can also block adding any new key or changing any key inside iw_constant using Object.freeze method. However its not supported on legacy browser.
ex:
Object.freeze(iw_constant);
For older browser you can use polyfill for freeze method.
If you are ok with calling function following is best cross browser way to define constant. Scoping your object within a self executing function and returning a get function for your constants
ex:
var iw_constant= (function(){
var allConstant={
name:'sudhanshu',
age:'23'
//all varibale come like this
};
return function(key){
allConstant[key];
}
};
//to get the value use
iw_constant('name') or iw_constant('age')
** In both example you have to be very careful on name spacing so that your object or function shouldn't be replaced through other library.(If object or function itself wil be replaced your whole constant will go)
For a while, I specified "constants" (which still weren't actually constants) in object literals passed through to with() statements. I thought it was so clever. Here's an example:
with ({
MY_CONST : 'some really important value'
}) {
alert(MY_CONST);
}
In the past, I also have created a CONST namespace where I would put all of my constants. Again, with the overhead. Sheesh.
Now, I just do var MY_CONST = 'whatever'; to KISS.
My opinion (works only with objects).
var constants = (function(){
var a = 9;
//GLOBAL CONSTANT (through "return")
window.__defineGetter__("GCONST", function(){
return a;
});
//LOCAL CONSTANT
return {
get CONST(){
return a;
}
}
})();
constants.CONST = 8; //9
alert(constants.CONST); //9
Try! But understand - this is object, but not simple variable.
Try also just:
const a = 9;
I too have had a problem with this. And after quite a while searching for the answer and looking at all the responses by everybody, I think I've come up with a viable solution to this.
It seems that most of the answers that I've come across is using functions to hold the constants. As many of the users of the MANY forums post about, the functions can be easily over written by users on the client side. I was intrigued by Keith Evetts' answer that the constants object can not be accessed by the outside, but only from the functions on the inside.
So I came up with this solution:
Put everything inside an anonymous function so that way, the variables, objects, etc. cannot be changed by the client side. Also hide the 'real' functions by having other functions call the 'real' functions from the inside. I also thought of using functions to check if a function has been changed by a user on the client side. If the functions have been changed, change them back using variables that are 'protected' on the inside and cannot be changed.
/*Tested in: IE 9.0.8; Firefox 14.0.1; Chrome 20.0.1180.60 m; Not Tested in Safari*/
(function(){
/*The two functions _define and _access are from Keith Evetts 2009 License: LGPL (SETCONST and CONST).
They're the same just as he did them, the only things I changed are the variable names and the text
of the error messages.
*/
//object literal to hold the constants
var j = {};
/*Global function _define(String h, mixed m). I named it define to mimic the way PHP 'defines' constants.
The argument 'h' is the name of the const and has to be a string, 'm' is the value of the const and has
to exist. If there is already a property with the same name in the object holder, then we throw an error.
If not, we add the property and set the value to it. This is a 'hidden' function and the user doesn't
see any of your coding call this function. You call the _makeDef() in your code and that function calls
this function. - You can change the error messages to whatever you want them to say.
*/
self._define = function(h,m) {
if (typeof h !== 'string') { throw new Error('I don\'t know what to do.'); }
if (!m) { throw new Error('I don\'t know what to do.'); }
else if ((h in j) ) { throw new Error('We have a problem!'); }
else {
j[h] = m;
return true;
}
};
/*Global function _makeDef(String t, mixed y). I named it makeDef because we 'make the define' with this
function. The argument 't' is the name of the const and doesn't need to be all caps because I set it
to upper case within the function, 'y' is the value of the value of the const and has to exist. I
make different variables to make it harder for a user to figure out whats going on. We then call the
_define function with the two new variables. You call this function in your code to set the constant.
You can change the error message to whatever you want it to say.
*/
self._makeDef = function(t, y) {
if(!y) { throw new Error('I don\'t know what to do.'); return false; }
q = t.toUpperCase();
w = y;
_define(q, w);
};
/*Global function _getDef(String s). I named it getDef because we 'get the define' with this function. The
argument 's' is the name of the const and doesn't need to be all capse because I set it to upper case
within the function. I make a different variable to make it harder for a user to figure out whats going
on. The function returns the _access function call. I pass the new variable and the original string
along to the _access function. I do this because if a user is trying to get the value of something, if
there is an error the argument doesn't get displayed with upper case in the error message. You call this
function in your code to get the constant.
*/
self._getDef = function(s) {
z = s.toUpperCase();
return _access(z, s);
};
/*Global function _access(String g, String f). I named it access because we 'access' the constant through
this function. The argument 'g' is the name of the const and its all upper case, 'f' is also the name
of the const, but its the original string that was passed to the _getDef() function. If there is an
error, the original string, 'f', is displayed. This makes it harder for a user to figure out how the
constants are being stored. If there is a property with the same name in the object holder, we return
the constant value. If not, we check if the 'f' variable exists, if not, set it to the value of 'g' and
throw an error. This is a 'hidden' function and the user doesn't see any of your coding call this
function. You call the _getDef() function in your code and that function calls this function.
You can change the error messages to whatever you want them to say.
*/
self._access = function(g, f) {
if (typeof g !== 'string') { throw new Error('I don\'t know what to do.'); }
if ( g in j ) { return j[g]; }
else { if(!f) { f = g; } throw new Error('I don\'t know what to do. I have no idea what \''+f+'\' is.'); }
};
/*The four variables below are private and cannot be accessed from the outside script except for the
functions inside this anonymous function. These variables are strings of the four above functions and
will be used by the all-dreaded eval() function to set them back to their original if any of them should
be changed by a user trying to hack your code.
*/
var _define_func_string = "function(h,m) {"+" if (typeof h !== 'string') { throw new Error('I don\\'t know what to do.'); }"+" if (!m) { throw new Error('I don\\'t know what to do.'); }"+" else if ((h in j) ) { throw new Error('We have a problem!'); }"+" else {"+" j[h] = m;"+" return true;"+" }"+" }";
var _makeDef_func_string = "function(t, y) {"+" if(!y) { throw new Error('I don\\'t know what to do.'); return false; }"+" q = t.toUpperCase();"+" w = y;"+" _define(q, w);"+" }";
var _getDef_func_string = "function(s) {"+" z = s.toUpperCase();"+" return _access(z, s);"+" }";
var _access_func_string = "function(g, f) {"+" if (typeof g !== 'string') { throw new Error('I don\\'t know what to do.'); }"+" if ( g in j ) { return j[g]; }"+" else { if(!f) { f = g; } throw new Error('I don\\'t know what to do. I have no idea what \\''+f+'\\' is.'); }"+" }";
/*Global function _doFunctionCheck(String u). I named it doFunctionCheck because we're 'checking the functions'
The argument 'u' is the name of any of the four above function names you want to check. This function will
check if a specific line of code is inside a given function. If it is, then we do nothing, if not, then
we use the eval() function to set the function back to its original coding using the function string
variables above. This function will also throw an error depending upon the doError variable being set to true
This is a 'hidden' function and the user doesn't see any of your coding call this function. You call the
doCodeCheck() function and that function calls this function. - You can change the error messages to
whatever you want them to say.
*/
self._doFunctionCheck = function(u) {
var errMsg = 'We have a BIG problem! You\'ve changed my code.';
var doError = true;
d = u;
switch(d.toLowerCase())
{
case "_getdef":
if(_getDef.toString().indexOf("z = s.toUpperCase();") != -1) { /*do nothing*/ }
else { eval("_getDef = "+_getDef_func_string); if(doError === true) { throw new Error(errMsg); } }
break;
case "_makedef":
if(_makeDef.toString().indexOf("q = t.toUpperCase();") != -1) { /*do nothing*/ }
else { eval("_makeDef = "+_makeDef_func_string); if(doError === true) { throw new Error(errMsg); } }
break;
case "_define":
if(_define.toString().indexOf("else if((h in j) ) {") != -1) { /*do nothing*/ }
else { eval("_define = "+_define_func_string); if(doError === true) { throw new Error(errMsg); } }
break;
case "_access":
if(_access.toString().indexOf("else { if(!f) { f = g; }") != -1) { /*do nothing*/ }
else { eval("_access = "+_access_func_string); if(doError === true) { throw new Error(errMsg); } }
break;
default:
if(doError === true) { throw new Error('I don\'t know what to do.'); }
}
};
/*Global function _doCodeCheck(String v). I named it doCodeCheck because we're 'doing a code check'. The argument
'v' is the name of one of the first four functions in this script that you want to check. I make a different
variable to make it harder for a user to figure out whats going on. You call this function in your code to check
if any of the functions has been changed by the user.
*/
self._doCodeCheck = function(v) {
l = v;
_doFunctionCheck(l);
};
}())
It also seems that security is really a problem and there is not way to 'hide' you programming from the client side. A good idea for me is to compress your code so that it is really hard for anyone, including you, the programmer, to read and understand it. There is a site you can go to: http://javascriptcompressor.com/. (This is not my site, don't worry I'm not advertising.) This is a site that will let you compress and obfuscate Javascript code for free.
Copy all the code in the above script and paste it into the top textarea on the javascriptcompressor.com page.
Check the Base62 encode checkbox, check the Shrink Variables checkbox.
Press the Compress button.
Paste and save it all in a .js file and add it to your page in the head of your page.
Clearly this shows the need for a standardized cross-browser const keyword.
But for now:
var myconst = value;
or
Object['myconst'] = value;
Both seem sufficient and anything else is like shooting a fly with a bazooka.
I use const instead of var in my Greasemonkey scripts, but it is because they will run only on Firefox...
Name convention can be indeed the way to go, too (I do both!).
In JavaScript my practice has been to avoid constants as much as I can and use strings instead. Problems with constants appear when you want to expose your constants to the outside world:
For example one could implement the following Date API:
date.add(5, MyModule.Date.DAY).add(12, MyModule.Date.HOUR)
But it's much shorter and more natural to simply write:
date.add(5, "days").add(12, "hours")
This way "days" and "hours" really act like constants, because you can't change from the outside how many seconds "hours" represents. But it's easy to overwrite MyModule.Date.HOUR.
This kind of approach will also aid in debugging. If Firebug tells you action === 18 it's pretty hard to figure out what it means, but when you see action === "save" then it's immediately clear.
Okay, this is ugly, but it gives me a constant in Firefox and Chromium, an inconstant constant (WTF?) in Safari and Opera, and a variable in IE.
Of course eval() is evil, but without it, IE throws an error, preventing scripts from running.
Safari and Opera support the const keyword, but you can change the const's value.
In this example, server-side code is writing JavaScript to the page, replacing {0} with a value.
try{
// i can haz const?
eval("const FOO='{0}';");
// for reals?
var original=FOO;
try{
FOO='?NO!';
}catch(err1){
// no err from Firefox/Chrome - fails silently
alert('err1 '+err1);
}
alert('const '+FOO);
if(FOO=='?NO!'){
// changed in Sf/Op - set back to original value
FOO=original;
}
}catch(err2){
// IE fail
alert('err2 '+err2);
// set var (no var keyword - Chrome/Firefox complain about redefining const)
FOO='{0}';
alert('var '+FOO);
}
alert('FOO '+FOO);
What is this good for? Not much, since it's not cross-browser. At best, maybe a little peace of mind that at least some browsers won't let bookmarklets or third-party script modify the value.
Tested with Firefox 2, 3, 3.6, 4, Iron 8, Chrome 10, 12, Opera 11, Safari 5, IE 6, 9.
If it is worth mentioning, you can define constants in angular using $provide.constant()
angularApp.constant('YOUR_CONSTANT', 'value');
An improved version of Burke's answer that lets you do CONFIG.MY_CONST instead of CONFIG.get('MY_CONST').
It requires IE9+ or a real web browser.
var CONFIG = (function() {
var constants = {
'MY_CONST': 1,
'ANOTHER_CONST': 2
};
var result = {};
for (var n in constants)
if (constants.hasOwnProperty(n))
Object.defineProperty(result, n, { value: constants[n] });
return result;
}());
* The properties are read-only, only if the initial values are immutable.
JavaScript ES6 (re-)introduced the const keyword which is supported in all major browsers.
Variables declared via const cannot be re-declared or re-assigned.
Apart from that, const behaves similar to let.
It behaves as expected for primitive datatypes (Boolean, Null, Undefined, Number, String, Symbol):
const x = 1;
x = 2;
console.log(x); // 1 ...as expected, re-assigning fails
Attention: Be aware of the pitfalls regarding objects:
const o = {x: 1};
o = {x: 2};
console.log(o); // {x: 1} ...as expected, re-assigning fails
o.x = 2;
console.log(o); // {x: 2} !!! const does not make objects immutable!
const a = [];
a = [1];
console.log(a); // 1 ...as expected, re-assigning fails
a.push(1);
console.log(a); // [1] !!! const does not make objects immutable
If you really need an immutable and absolutely constant object: Just use const ALL_CAPS to make your intention clear. It is a good convention to follow for all const declarations anyway, so just rely on it.
Another alternative is something like:
var constants = {
MY_CONSTANT : "myconstant",
SOMETHING_ELSE : 123
}
, constantMap = new function ConstantMap() {};
for(var c in constants) {
!function(cKey) {
Object.defineProperty(constantMap, cKey, {
enumerable : true,
get : function(name) { return constants[cKey]; }
})
}(c);
}
Then simply: var foo = constantMap.MY_CONSTANT
If you were to constantMap.MY_CONSTANT = "bar" it would have no effect as we're trying to use an assignment operator with a getter, hence constantMap.MY_CONSTANT === "myconstant" would remain true.
in Javascript already exists constants. You define a constant like this:
const name1 = value;
This cannot change through reassignment.
The keyword 'const' was proposed earlier and now it has been officially included in ES6. By using the const keyword, you can pass a value/string that will act as an immutable string.
Introducing constants into JavaScript is at best a hack.
A nice way of making persistent and globally accessible values in JavaScript would be declaring an object literal with some "read-only" properties like this:
my={get constant1(){return "constant 1"},
get constant2(){return "constant 2"},
get constant3(){return "constant 3"},
get constantN(){return "constant N"}
}
you'll have all your constants grouped in one single "my" accessory object where you can look for your stored values or anything else you may have decided to put there for that matter. Now let's test if it works:
my.constant1; >> "constant 1"
my.constant1 = "new constant 1";
my.constant1; >> "constant 1"
As we can see, the "my.constant1" property has preserved its original value. You've made yourself some nice 'green' temporary constants...
But of course this will only guard you from accidentally modifying, altering, nullifying, or emptying your property constant value with a direct access as in the given example.
Otherwise I still think that constants are for dummies.
And I still think that exchanging your great freedom for a small corner of deceptive security is the worst trade possible.
Rhino.js implements const in addition to what was mentioned above.
I'm creating a re-usable object that would contain multiple properties. I would like to fire an event within the object that will update some of its own properties when a specific property is changed through assignment. I have read something similar to this but what they used was an object. How can I achieve this?
My apologies if this is something basic but I don't really have a formal training is JavaScript or in-dept knowledge how JavaScript works.
also I would like to add that this is something that should work in IE11 and up.
I have tested the method from this but unfortunately I don't really understand how can I implement it on my case.
Listening for variable changes in JavaScript
var test;
function myObject(){
this.dataSource = null;
this.changeEvent = function(val){
//do something inside
}
}
test = new myObject();
test.dataSource = 'dataSource'; //trigger changeEvent() inside myObject
When creating the object, wrap it in a Proxy.
The Proxy object is used to define custom behavior for fundamental operations (e.g. property lookup, assignment, enumeration, function invocation, etc).
Implement a set trap which performs the needed internal changes.
OK, so I'll start from the method you've suggested and it seems you like that approach.
Sorry, if this seems obvious but better to explain!
Basically watch watches properties within your object (say datasource) and when a new value is assigned - fires the callback function. So, watch takes two params - what to watch, and what to do (when the property you are watching changes).
The caveat with this approach is it's a a non-standard and was not implemented by other browsers. Although, we can get a polyfill (which declares it if it does not exist).
https://gist.github.com/eligrey/384583
Warning from Mozilla's own docs:
Deprecation warning: Do not use watch() and unwatch()! These two
methods were implemented only in Firefox prior to version 58, they're
deprecated and removed in Firefox 58+. In addition, using watchpoints
has a serious negative impact on performance, which is especially true
when used on global objects, such as window. You can usually use
setters and getters or proxies instead.
https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/watch
So, to implement using a polyfil of watch (thank Eli Grey for the Polyfill)
First, register the polyfill (put it somewhere which will run before anything else in JS, or put it in a polyfill.js file and import it first on your HTML page!)
/*
* object.watch polyfill
*
* 2012-04-03
*
* By Eli Grey, http://eligrey.com
* Public Domain.
* NO WARRANTY EXPRESSED OR IMPLIED. USE AT YOUR OWN RISK.
*/
// object.watch
if (!Object.prototype.watch) {
Object.defineProperty(Object.prototype, "watch", {
enumerable: false
, configurable: true
, writable: false
, value: function (prop, handler) {
var
oldval = this[prop]
, newval = oldval
, getter = function () {
return newval;
}
, setter = function (val) {
oldval = newval;
return newval = handler.call(this, prop, oldval, val);
}
;
if (delete this[prop]) { // can't watch constants
Object.defineProperty(this, prop, {
get: getter
, set: setter
, enumerable: true
, configurable: true
});
}
}
});
}
// object.unwatch
if (!Object.prototype.unwatch) {
Object.defineProperty(Object.prototype, "unwatch", {
enumerable: false
, configurable: true
, writable: false
, value: function (prop) {
var val = this[prop];
delete this[prop]; // remove accessors
this[prop] = val;
}
});
}
Then, to use (using your example);
var test;
**function myObject(){
this.dataSource = null;
this.changeEvent = function (id, oldval, newval) {
console.log(id + ' changed from ' + oldval + ' to ' + newval);
return newval;
}
this.watch('datasource', this.changeEvent);
}**
test = new myObject();
test.dataSource = 'dataSource'; //trigger changeEvent() inside myObject
However, I would look into Event Listeners and trigger events when objects change - but that solution should work for you, especially with watch
Listening for variable changes in JavaScript
You can store the value of dataSource in local storage and then compare and check if it has been changed.
var test;
function myObject()
{
this.dataSource = null;
this.changeEvent = function(val)
{
console.log("Value has been changed.");
}
}
test = new myObject();
test.dataSource = 'dataSource';
console.log("Before change" + test.dataSource);
localStorage.setItem("dataSource", test.dataSource);
var newVal = "dtSrc";
test.dataSource = newVal;
var originalVal = localStorage.getItem("dataSource");
console.log("After change" + test.dataSource);
if(newVal == originalVal)
console.log("Value has not changed.");
else
test.changeEvent();
Let me know if it works for you. If not, let me know the expected output.
You can use like :
var myObject = {
_dataSource: null,
changeEvent : function(val){
//do something inside
alert(val);
}
};
Object.defineProperty(myObject, "dataSource", {
get: function(){
return this._dataSource;
},
set: function(newValue){
this._dataSource=newValue;
this.changeEvent(this.dataSource);
}
});
myObject.dataSource= "dataSource";
I am trying to make a Proxy object of Image to trap properties but even with an empty handler I get an error message.
TypeError: Argument 1 of Node.appendChild does not implement interface Node.
The proxy object is suppose to act as the target object so this baffles me a little. As far as I understand you should be able to do this with DOM nodes as well (?).
Also: I cannot start loading the image and have the onload handler triggered when setting the src property.
How should I use the Proxy so I can "take over" for example the "src" property and otherwise have it act like a regular image object?
My code
'use strict';
//--- normal image use ---
var imgNormal = new Image();
imgNormal.onload = function(){
console.log('Normal loaded OK');
document.body.appendChild(imgNormal);
};
imgNormal.src = 'https://i.imgur.com/zn7O7QWb.jpg';
//--- proxy image ---
var imgProxy = new Proxy(Image, { // I also tried with 'new Image()' and HTMLImageElement
set: function(a,b,c,d){
console.log('set '+b);
return Reflect.set(a,b,c,d);
}
});
imgProxy.onload = function(){
console.log('Proxy loaded OK');
document.body.appendChild(imgProxy);
};
imgProxy.src = 'https://i.imgur.com/zn7O7QWb.jpg';
document.body.appendChild(imgProxy); // double-up to demo error
Update: Thanks to #Harangue! using "new" (bah..) certainly made the proxy object come to life but now I am unable to trap the setting of properties. It seem to ignore the trap completely - example:
var proxy = new Proxy(Image, {
set: function(a,b,c,d){
console.log('set '+b); // doesn't show
return Reflect.set(a,b,c,d);
}
});
var imgProxy = new proxy();
imgProxy.onload = function(){
console.log('Proxy loaded OK');
document.body.appendChild(imgProxy);
};
imgProxy.src = 'https://i.imgur.com/zn7O7QWb.jpg';
How can I trap the property setting using a valid proxy?
Update 2 On the other hand - using new with the new proxy only seem to use the original constructor. All examples I can find does not use new:
var myProxy = new Proxy(.., ..); // should suffer
Using then on top of that new myProxy() only seem to use the original constructor which is not what I want as it ignores the traps.
var proxy = new Proxy(Image, {}); //should be sufficent??
var proxy2 = new proxy();
console.log(proxy2); //-> says Image (not proxy..)
The traps seem to work in my first attempts but the proxy doesn't behave as expected. This is so confusing, and so new. Happy for any input how both of these can be solved (traps and behavior).
Never underestimate the importance of the new keyword. ;)
//--- proxy image ---
var imgProxy = new Proxy(Image, { // I also tried with 'new Image()'
set: function(a,b,c,d){
console.log('set '+b);
return Reflect.set(a,b,c,d);
}
});
imgProxy.src = 'https://i.imgur.com/zn7O7QWb.jpg';
document.body.appendChild(new imgProxy); // double-up to demo error
With the proxy you effectively extend the Image object. But sending the Image constructor itself, rather than the DOM Node returned by it, would indeed be missing the needed appendChild.
As an alternative to a proxy you can also overwrite the property on the object itself and therefore control it's behaviour:
function findDescriptor(obj, prop){
if(obj != null){
return Object.hasOwnProperty.call(obj, prop)?
Object.getOwnPropertyDescriptor(obj, prop):
findDescriptor(Object.getPrototypeOf(obj), prop);
}
}
var img = new Image();
var {get, set} = findDescriptor(img, "src");
Object.defineProperty(img, "src", {
configurable: true,
enumerable: true,
//get: get, //keep behaviour
get(){ //overwrite getter
var v = get.call(this); //call the original getter
console.log("get src:", v, this);
return v;
},
//same for setter
set(v){
console.log("set src:", v, this);
//modify value before applying it to the default setter
v = v.toLowerCase();
set.call(this, v);
}
});
img.src = "FileWithUppercaseLetters.jpg"; //setter
img.src; //trigger getter
And since this property is defined on the Image.prototype*, you can simply extend this class and modify the behaviour on the prototype of the inherited Class
*at least in FF, have to check the other browsers
Long story short: I'm in a situation where I'd like a PHP-style getter, but in JavaScript.
My JavaScript is running in Firefox only, so Mozilla specific JS is OK by me.
The only way I can find to make a JS getter requires specifying its name, but I'd like to define a getter for all possible names. I'm not sure if this is possible, but I'd very much like to know.
Proxy can do it! I'm so happy this exists!! An answer is given here: Is there a javascript equivalent of python's __getattr__ method? . To rephrase in my own words:
var x = new Proxy({}, {
get(target, name) {
return "Its hilarious you think I have " + name
}
})
console.log(x.hair) // logs: "Its hilarious you think I have hair"
Proxy for the win! Check out the MDN docs: https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Proxy
Works in chrome, firefox, and node.js. Downsides: doesn't work in IE - freakin IE. Soon.
You can combine proxy and class to have a nice looking code like php:
class Magic {
constructor () {
return new Proxy(this, this);
}
get (target, prop) {
return this[prop] || 'MAGIC';
}
}
this binds to the handler, so you can use this instead of target.
Note: unlike PHP, proxy handles all prop access.
let magic = new Magic();
magic.foo = 'NOT MAGIC';
console.log(magic.foo); // NOT MAGIC
console.log(magic.bar); // MAGIC
You can check which browsers support proxy http://caniuse.com/#feat=proxy.
The closest you can find is __noSuchMethod__ (__noSuchMethod__ is deprecated), which is JavaScript's equivalent of PHP's __call().
Unfortunately, there's no equivalent of __get/__set, which is a shame, because with them we could have implemented __noSuchMethod__, but I don't yet see a way to implement properties (as in C#) using __noSuchMethod__.
var foo = {
__noSuchMethod__ : function(id, args) {
alert(id);
alert(args);
}
};
foo.bar(1, 2);
Javascript 1.5 does have getter/setter syntactic sugar. It's explained very well by John Resig here
It's not generic enough for web use, but certainly Firefox has them (also Rhino, if you ever want to use it on the server side).
If you really need an implementation that works, you could "cheat" your way arround by testing the second parameter against undefined, this also means you could use get to actually set parameter.
var foo = {
args: {},
__noSuchMethod__ : function(id, args) {
if(args === undefined) {
return this.args[id] === undefined ? this[id] : this.args[id]
}
if(this[id] === undefined) {
this.args[id] = args;
} else {
this[id] = args;
}
}
};
If you're looking for something like PHP's __get() function, I don't think Javascript provides any such construct.
The best I can think of doing is looping through the object's non-function members and then creating a corresponding "getXYZ()" function for each.
In dodgy pseudo-ish code:
for (o in this) {
if (this.hasOwnProperty(o)) {
this['get_' + o] = function() {
// return this.o -- but you'll need to create a closure to
// keep the correct reference to "o"
};
}
}
I ended up using a nickfs' answer to construct my own solution. My solution will automatically create get_{propname} and set_{propname} functions for all properties. It does check if the function already exists before adding them. This allows you to override the default get or set method with our own implementation without the risk of it getting overwritten.
for (o in this) {
if (this.hasOwnProperty(o)) {
var creategetter = (typeof this['get_' + o] !== 'function');
var createsetter = (typeof this['set_' + o] !== 'function');
(function () {
var propname = o;
if (creategetter) {
self['get_' + propname] = function () {
return self[propname];
};
}
if (createsetter) {
self['set_' + propname] = function (val) {
self[propname] = val;
};
}
})();
}
}
This is not exactly an answer to the original question, however this and this questions are closed and redirect here, so here I am. I hope I can help some other JS newbie that lands here as I did.
Coming from Python, what I was looking for was an equivalent of obj.__getattr__(key)and obj.__hasattr__(key) methods. What I ended up using is:
obj[key] for getattr and obj.hasOwnProperty(key) for hasattr (doc).
It is possible to get a similar result simply by wrapping the object in a getter function:
const getProp = (key) => {
const dictionary = {
firstName: 'John',
lastName: 'Doe',
age: 42,
DEFAULT: 'there is no prop like this'
}
return (typeof dictionary[key] === 'undefined' ? dictionary.DEFAULT : dictionary[key]);
}
console.log(getProp('age')) // 42
console.log(getProp('Hello World')) // 'there is no prop like this'