- Introduction
- Chapter 1 Values, Types, and Operators
- Chapter 2 Program Structure
- Expressions and statements
- Variables
- Keywords and reserved words
- The environment
- Functions
- The console.log function
- Return values
- prompt and confirm
- Control flow
- Conditional execution
- while and do loops
- Indenting Code
- for loops
- Breaking Out of a Loop
- Updating variables succinctly
- Dispatching on a value with switch
- Capitalization
- Comments
- Summary
- Exercises
- Chapter 3 Functions
- Chapter 4 Data Structures: Objects and Arrays
- Chapter 5 Higher-Order Functions
- Chapter 6 The Secret Life of Objects
- Chapter 7 Project: Electronic Life
- Chapter 8 Bugs and Error Handling
- Chapter 9 Regular Expressions
- Creating a regular expression
- Testing for matches
- Matching a set of characters
- Repeating parts of a pattern
- Grouping subexpressions
- Matches and groups
- The date type
- Word and string boundaries
- Choice patterns
- The mechanics of matching
- Backtracking
- The replace method
- Greed
- Dynamically creating RegExp objects
- The search method
- The lastIndex property
- Parsing an INI file
- International characters
- Summary
- Exercises
- Chapter 10 Modules
- Chapter 11 Project: A Programming Language
- Chapter 12 JavaScript and the Browser
- Chapter 13 The Document Object Model
- Chapter 14 Handling Events
- Chapter 15 Project: A Platform Game
- Chapter 16 Drawing on Canvas
- Chapter 17 HTTP
- Chapter 18 Forms and Form Fields
- Chapter 19 Project: A Paint Program
- Chapter 20 Node.js
- Chapter 21 Project: Skill-Sharing Website
- Eloquent JavaScript
- Exercise Hints
- Program Structure
- Functions
- Data Structures: Objects and Arrays
- Higher-Order Functions
- The Secret Life of Objects
- Project: Electronic Life
- Bugs and Error Handling
- Regular Expressions
- Modules
- Project: A Programming Language
- The Document Object Model
- Handling Events
- Project: A Platform Game
- Drawing on Canvas
- HTTP
- Forms and Form Fields
- Project: A Paint Program
- Node.js
- Project: Skill-Sharing Website
Getters and setters
When specifying an interface, it is possible to include properties that are not methods. We could have defined minHeight
and minWidth
to simply hold numbers. But that’d have required us to compute them in the constructor, which adds code there that isn’t strictly relevant to constructing the object. It would cause problems if, for example, the inner cell of an underlined cell was changed, at which point the size of the underlined cell should also change.
This has led some people to adopt a principle of never including nonmethod properties in interfaces. Rather than directly access a simple value property, they’d use getSomething
and setSomething
methods to read and write the property. This approach has the downside that you will end up writing—and reading—a lot of additional methods.
Fortunately, JavaScript provides a technique that gets us the best of both worlds. We can specify properties that, from the outside, look like normal properties but secretly have methods associated with them.
var pile = { elements: ["eggshell", "orange peel", "worm"], get height() { return this.elements.length; }, set height(value) { console.log("Ignoring attempt to set height to", value); } }; console.log(pile.height); // → 3 pile.height = 100; // → Ignoring attempt to set height to 100
In object literal, the get
or set
notation for properties allows you to specify a function to be run when the property is read or written. You can also add such a property to an existing object, for example a prototype, using the Object.defineProperty
function (which we previously used to create nonenumerable properties).
Object.defineProperty(TextCell.prototype, "heightProp", { get: function() { return this.text.length; } }); var cell = new TextCell("no\nway"); console.log(cell.heightProp); // → 2 cell.heightProp = 100; console.log(cell.heightProp); // → 2
You can use a similar set
property, in the object passed to defineProperty
, to specify a setter method. When a getter but no setter is defined, writing to the property is simply ignored.
This is a book about getting computers to do what you want them to do. Computers are about as common as screwdrivers today, but they contain a lot more hidden complexity and thus are harder to operate and understand. To many, they remain alien, slightly threatening things.
如果你对这篇内容有疑问,欢迎到本站社区发帖提问 参与讨论,获取更多帮助,或者扫码二维码加入 Web 技术交流群。

绑定邮箱获取回复消息
由于您还没有绑定你的真实邮箱,如果其他用户或者作者回复了您的评论,将不能在第一时间通知您!
发布评论