In MobX-State-Tree, you can define model properties in two ways:
Using explicit types from MST
You can define your model using the explicit types
functions directly from MobX-State-Tree
import { types } from "mobx-state-tree";
// Declaring the shape of a node with the type `Todo`, which has a `title` property. The value of that property must be a `types.string` - from MST.
const Todo = types.model({
title: types.string,
});
// Creating a tree based on the "Todo" type, with initial data:
const coffeeTodo = Todo.create({
title: "Get coffee",
});
Using inferred primitive types
Or you can define your model by providing default values of primitive types (excluding types.custom
).
import { types } from "mobx-state-tree";
// Declaring the shape of a node with the type `Todo`, which has a `title` property with a default value
const Todo = types.model({
title: "Get coffee",
});
// Creating a tree based on the "Todo" type.
const coffeeTodo = Todo.create();
// `coffeeTodo.title` will be the default "Get coffee" value from the model definition
console.log(coffeeTodo.title);
When you declare your properties this way, each property will be mapped to its corresponding primitive MobX-State-Tree type, and be wrapped in types.optional
. Neat, right? It's all part of MST's philosophy to provide the best developer experience possible.
But how does it work?
I was curious about how this type inference works, and it turns out to be a pretty straightforward set of if...else
statements, all put together in the toPropertiesObject
function.
Input/Output
toPropertiesObject
is a utility in the model type which takes some input that satisfies the ModelPropertiesDeclaration
interface, and returns an output that satisfies the ModelProperties
interface.
Input:
// `toPropertiesObject` will take any key/value pairs where the keys are strings, and the values are either a primitive value, or an MST type
export interface ModelPropertiesDeclaration {
[key: string]: ModelPrimitive | IAnyType;
}
// `toPropertiesObject` will return key/value pairs where the keys are strings, and the values must be MST types.
export interface ModelProperties {
[key: string]: IAnyType;
}
For these types, it's useful to note that ModelPrimitive
types look like this:
export type ModelPrimitive = string | number | boolean | Date;
And the IAnyType interface is an extension of MST's Type interface:
export interface IAnyType extends IType<any, any, any> {}
The typing of IType
is outside the scope of this blog post, but you can read more about the Type interface here: https://github.com/mobxjs/mobx-state-tree/blob/7aec7bff78fbcfda7c896358ffb4ed0744578de8/packages/mobx-state-tree/src/core/type/type.ts#L73
Control flow
toPropertiesObject
is called inside the ModelType
constructor. You can read about that in a prior blog post I wrote. The inputs there come from the top-level call to types.model
, which are also explained in that blog post.
Once we get to the call toPropertiesObject
, we take our ModelPropertiesDeclaration
and loop through the keys of the object. For each key:
- We make sure the user hasn't passed in MST hooks as property keys. MST will throw an error if a property name is
afterCreate
,afterAttach
,afterCreationFinalization
,beforeDetach
, orbeforeDestroy
. This is our way of keeping those model properties reserved. - We make sure the user didn't pass a JavaScript getter as a property. If they did, we throw an error.
- We throw an error if the user has passed
null
orundefined
without any kind oftypes.maybe
wrapper to protect it. - If a value is a string, number, boolean, or Date, we can infer its type into an
IAnyType
(the focus of this post.) - Map types and Array types get converted into reasonable defaults (we default to
{}
and[]
wrapped intypes.optional
). - If the input is already an MobX-State-Tree type (which we check with the
isType
function), we return it as-is. - If the value is a function, we will set it as
undefined
in production, and we will throw an error in any environment other thanNODE_ENV === 'production'
- If the value is an object, we will set it as
undefined
in production, and we will throw an error in any environment other thanNODE_ENV === 'production'
Lots of stuff in there! While I was writing up this blog post, I put together some new tests for the MobX-State-Tree repository to exercise most of these scenarios. You can see those in this PR.
Actually inferring the type
Ok, so that's the high-level overview of the toPropertiesObject
function. But let's hone in on the step where we actually take something of type ModelPrimitive
and return an IAnyType
. We do that in a block of code that looks like this:
return Object.assign({}, props, {
[key]: optional(getPrimitiveFactoryFromValue(value), value),
});
Where getPrimitiveFactoryFromValue
is an internal function that looks like:
export function getPrimitiveFactoryFromValue(value: any): ISimpleType<any> {
switch (typeof value) {
case "string":
return string;
case "number":
return number; // In the future, isInteger(value) ? integer : number would be interesting, but would be too breaking for now
case "boolean":
return boolean;
case "object":
if (value instanceof Date) return DatePrimitive;
}
throw fail("Cannot determine primitive type from value " + value);
}
That's about it! Essentially, what this block of code says is:
If a value is a string, number, boolean, or Date, return a key/value pair where the key is the key as given, and the value is a MobX-State-Tree types.optional
wrapped around a MobX-State-Tree types.string
, types.number
, types.boolean
, or types.DatePrimitive
, with a default value that matches the given value. It's all really just one set of nested if...else
statements.
Stuff I learned writing this post
While I was digging through the MobX-State-Tree code to do this write up, here's some things that came to mind:
I ran across the non-null assertion operator in TypeScript for the first time. We use it to basically assert to TypeScript that the result of const descriptor = Object.getOwnPropertyDescriptor(props, key)!
won't be null
or undefined
, even though those values technically can come back from that function call.
While I know about JavaScript getters, I hadn't considered what would happen if a person passed them into a model definition in MST. I think it's very cool that we handle it like that, and either good foresight on the original authors, or good job fixing bugs that could get gnarly.
I've used TypeScript enums before, but haven't really considered they are real objects that exist at runtime. This became relevant while I was writing tests to check for all of the Hook
enum properties, and I wanted to iterate over the values in that enum. You can pretty much just write const hookValues = Object.values(Hook)
and it works.
Writing tests is an excellent way to read code, get some tactile experience with a codebase, and really test your understanding of a new project - especially an open source library like MobX-State-Tree.
I'm going to need to get much more comfortable reading and interpreting Object.assign()
calls. I rarely use this day-to-day, but we make heavy use of it in MobX-State-Tree.
The describe
function is really fun! It's great for testing the shape of a type, rather than just the snapshot of a given tree. I don't use this enough, but I really like the format of its output.
This post and my previous one on types.model
have been a great way to get acquainted with the codebase, and I'm beginning to see repeated types and interfaces in TypeScript. I think I'm going to begin putting together a visual mind-map of the MobX-State-Tree types, since we have a lot of open TypeScript issues at the moment, and fixing them up is high priority on the roadmap.