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diff --git a/javascript.html.markdown b/javascript.html.markdown new file mode 100644 index 00000000..9a51e32a --- /dev/null +++ b/javascript.html.markdown @@ -0,0 +1,438 @@ +--- +language: javascript +author: Adam Brenecki +author_url: http://adam.brenecki.id.au +--- + +Javascript was created by Netscape's Brendan Eich in 1995. It was originally +intended as a simpler scripting language for websites, complimenting the use of +Java for more complex web applications, but its tight integration with Web pages +and built-in support in browsers has caused it to become far more common than +Java in web frontends. + +JavaScript isn't just limited to web browsers, though: Node.js, a project that +provides a standalone runtime for Google Chrome's V8 JavaScript engine, is +becoming more and more popular. + +Feedback would be highly appreciated! You can reach me at +[@adambrenecki](https://twitter.com/adambrenecki), or +[adam@brenecki.id.au](mailto:adam@brenecki.id.au). + +```javascript +// Comments are like C. Single-line comments start with two slashes, +/* and multiline comments start with slash-star + and end with star-slash */ + +// Statements can be terminated by ; +doStuff(); + +// ... but they don't have to be, as semicolons are automatically inserted +// wherever there's a newline, except in certain cases. +doStuff() + +// We'll leave semicolons off here; whether you do or not will depend on your +// personal preference or your project's style guide. + +/*********** + * 1. Numbers, Strings and Operators + ***********/ + +// Javascript has one number type (which is a 64-bit IEEE 754 double). +3 // = 3 +1.5 // = 1.5 + +// All the basic arithmetic works as you'd expect. +1 + 1 // = 2 +8 - 1 // = 7 +10 * 2 // = 20 +35 / 5 // = 7 + +// Including uneven division. +5 / 2 // = 2.5 + +// Bitwise operations also work; when you perform a bitwise operation your float +// is converted to a signed int *up to* 32 bits. +1 << 2 // = 4 + +// Precedence is enforced with parentheses. +(1 + 3) * 2 // = 8 + +// There are three special not-a-real-number values: +Infinity // result of e.g. 1/0 +-Infinity // result of e.g. -1/0 +NaN // result of e.g. 0/0 + +// There's also a boolean type. +true +false + +// Strings are created with ' or ". +'abc' +"Hello, world" + +// Negation uses the ! symbol +!true // = false +!false // = true + +// Equality is == +1 == 1 // = true +2 == 1 // = false + +// Inequality is != +1 != 1 // = false +2 != 1 // = true + +// More comparisons +1 < 10 // = true +1 > 10 // = false +2 <= 2 // = true +2 >= 2 // = true + +// Strings are concatenated with + +"Hello " + "world!" // = "Hello world!" + +// and are compared with < and > +"a" < "b" // = true + +// Type coercion is performed for comparisons... +"5" == 5 // = true + +// ...unless you use === +"5" === 5 // = false + +// You can access characters in a string with charAt +"This is a string".charAt(0) + +// There's also null and undefined +null // used to indicate a deliberate non-value +undefined // used to indicate a value that hasn't been set yet + +// null, undefined, NaN, 0 and "" are falsy, and everything else is truthy. +// Note that 0 is falsy and "0" is truthy, even though 0 == "0". + +/*********** + * 2. Variables, Arrays and Objects + ***********/ + +// Variables are declared with the var keyword. Javascript is dynamically typed, +// so you don't need to specify type. Assignment uses a single = character. +var someVar = 5 + +// if you leave the var keyword off, you won't get an error... +someOtherVar = 10 + +// ...but your variable will be created in the global scope, not in the scope +// you defined it in. + +// Variables declared without being assigned to are set to undefined. +var someThirdVar // = undefined + +// There's shorthand for performing math operations on variables: +someVar += 5 // equivalent to someVar = someVar + 5; someVar is 10 now +someVar *= 10 // now someVar is 100 + +// and an even-shorter-hand for adding or subtracting 1 +someVar++ // now someVar is 101 +someVar-- // back to 100 + +// Arrays are ordered lists of values, of any type. +var myArray = ["Hello", 45, true] + +// Their members can be accessed using the square-brackets subscript syntax. +// Array indices start at zero. +myArray[1] // = 45 + +// JavaScript's objects are equivalent to 'dictionaries' or 'maps' in other +// languages: an unordered collection of key-value pairs. +{key1: "Hello", key2: "World"} + +// Keys are strings, but quotes aren't required if they're a valid +// JavaScript identifier. Values can be any type. +var myObj = {myKey: "myValue", "my other key": 4} + +// Object attributes can also be accessed using the subscript syntax, +myObj["my other key"] // = 4 + +// ... or using the dot syntax, provided the key is a valid identifier. +myObj.myKey // = "myValue" + +// Objects are mutable; values can be changed and new keys added. +myObj.myThirdKey = true + +// If you try to access a value that's not yet set, you'll get undefined. +myObj.myFourthKey // = undefined + +/*********** + * 3. Logic and Control Structures + ***********/ + +// The if structure works as you'd expect. +var count = 1 +if (count == 3){ + // evaluated if count is 3 +} else if (count == 4) { + // evaluated if count is 4 +} else { + // evaluated if it's not either 3 or 4 +} + +// As does while. +while (true) { + // An infinite loop! +} + +// Do-while loops are like while loops, except they always run at least once. +var input +do { + input = getInput() +} while (!isValid(input)) + +// the for loop is the same as C and Java: +// initialisation; continue condition; iteration. +for (var i = 0; i < 5; i++){ + // will run 5 times +} + +// && is logical and, || is logical or +if (house.size == "big" && house.colour == "blue"){ + house.contains = "bear" +} +if (colour == "red" || colour == "blue"){ + // colour is either red or blue +} + +// && and || "short circuit", which is useful for setting default values. +var name = otherName || "default" + +/*********** + * 5. Functions, Scope and Closures + ***********/ + +// JavaScript functions are declared with the function keyword. +function myFunction(thing){ + return thing.toUpperCase() +} +myFunction("foo") // = "FOO" + +// Functions can also be defined "anonymously" - without a name: +function(thing){ + return thing.toLowerCase() +} +// (we can't call our function, since we don't have a name to refer to it with) + +// JavaScript functions are first class objects, so they can be reassigned to +// different variable names and passed to other functions as arguments - for +// example, when supplying an event handler: +function myFunction(){ + // this code will be called in 5 seconds' time +} +setTimeout(myFunction, 5000) + +// You can even write the function statement directly in the call to the other +// function. + +setTimeout(function myFunction(){ + // this code will be called in 5 seconds' time +}, 5000) + +// JavaScript has function scope; functions get their own scope but other blocks +// do not. +if (true){ + var i = 5 +} +i // = 5 - not undefined as you'd expect in a block-scoped language + +// This has led to a common pattern of "immediately-executing anonymous +// functions", which prevent temporary variables from leaking into the global +// scope. +function(){ + var temporary = 5 + // We can access the global scope by assiging to the 'global object', which + // in a web browser is always 'window'. The global object may have a + // different name in non-browser environments such as Node.js. + window.permanent = 10 + // Or, as previously mentioned, we can just leave the var keyword off. + permanent2 = 15 +}() +temporary // raises ReferenceError +permanent // = 10 +permanent2 // = 15 + +// One of JavaScript's most powerful features is closures. If a function is +// defined inside another function, the inner function has access to all the +// outer function's variables. +function sayHelloInFiveSeconds(name){ + var prompt = "Hello, " + name + "!" + function inner(){ + alert(prompt) + } + setTimeout(inner, 5000) + // setTimeout is asynchronous, so this function will finish without waiting + // 5 seconds. However, once the 5 seconds is up, inner will still have + // access to the value of prompt. +} +sayHelloInFiveSeconds("Adam") // will open a popup with "Hello, Adam!" in 5s + +/*********** + * 6. More about Objects; Constructors and Prototypes + ***********/ + +// Objects can contain functions. +var myObj = { + myFunc: function(){ + return "Hello world!" + } +} +myObj.myFunc() // = "Hello world!" + +// When functions attached to an object are called, they can access the object +// they're attached to using the this keyword. +myObj = { + myString: "Hello world!", + myFunc: function(){ + return this.myString + } +} +myObj.myFunc() // = "Hello world!" + +// What this is set to has to do with how the function is called, not where +// it's defined. So, our function doesn't work if it isn't called in the +// context of the object. +var myFunc = myObj.myFunc +myFunc() // = undefined + +// Inversely, a function can be assigned to the object and gain access to it +// through this, even if it wasn't attached when it was defined. +var myOtherFunc = function(){ + return this.myString.toUpperCase() +} +myObj.myOtherFunc = myOtherFunc +myObj.myOtherFunc() // = "HELLO WORLD!" + +// When you call a function with the new keyword, a new object is created, and +// made available to the function via this. Functions designed to be called +// like this are called constructors. + +var MyConstructor = function(){ + this.myNumber = 5 +} +myNewObj = new MyConstructor() // = {myNumber: 5} +myNewObj.myNumber // = 5 + +// Every JavaScript object has a 'prototype'. When you go to access a property +// on an object that doesn't exist on the actual object, the interpreter will +// look at its prototype. + +// Some JS implementations let you access an object's prototype on the magic +// property __proto__. While this is useful for explaining prototypes it's not +// part of the standard; we'll get to standard ways of using prototypes later. +var myObj = { + myString: "Hello world!", +} +var myPrototype = { + meaningOfLife: 42, + myFunc: function(){ + return this.myString.toLowerCase() + } +} +myObj.__proto__ = myPrototype +myObj.meaningOfLife // = 42 + +// This works for functions, too. +myObj.myFunc() // = "hello world!" + +// Of course, if your property isn't on your prototype, the prototype's +// prototype is searched, and so on. +myPrototype.__proto__ = { + myBoolean: true +} +myObj.myBoolean // = true + +// There's no copying involved here; each object stores a reference to its +// prototype. This means we can alter the prototype and our changes will be +// reflected everywhere. +myPrototype.meaningOfLife = 43 +myObj.meaningOfLife // = 43 + +// We mentioned that __proto__ was non-standard, and there's no standard way to +// change the prototype of an existing object. However, there's two ways to +// create a new object with a given prototype. + +// The first is Object.create, which is a recent addition to JS, and therefore +// not available in all implementations yet. +var myObj = Object.create(myPrototype) +myObj.meaningOfLife // = 43 + +// The second way, which works anywhere, has to do with constructors. +// Constructors have a property called prototype. This is *not* the prototype of +// the constructor function itself; instead, it's the prototype that new objects +// are given when they're created with that constructor and the new keyword. +myConstructor.prototype = { + getMyNumber: function(){ + return self.myNumber + } +} +var myNewObj2 = new myConstructor() +myNewObj2.getMyNumber() // = 5 + +// Built-in types like strings and numbers also have constructors that create +// equivalent wrapper objects. +var myNumber = 12 +var myNumberObj = new Number(12) +myNumber == myNumberObj // = true + +// Except, they aren't exactly equivalent. +typeof(myNumber) // = 'number' +typeof(myNumberObj) // = 'object' +myNumber === myNumberObj // = false +if (0){ + // This code won't execute, because 0 is falsy. +} +if (Number(0)){ + // This code *will* execute, because Number(0) is truthy. +} + +// However, the wrapper objects and the regular builtins share a prototype, so +// you can actually add functionality to a string, for instance. +String.prototype.firstCharacter = function(){ + return this.charAt(0) +} +"abc".firstCharacter() // = "a" + +// This fact is often used in "polyfilling", which is implementing newer +// features of JavaScript in an older subset of JavaScript, so that they can be +// used in older environments such as outdated browsers. + +// For instance, we mentioned that Object.create isn't yet available in all +// implementations, but we can still use it with this polyfill: +if (Object.create === undefined){ // don't overwrite it if it exists + Object.create = function(proto){ + // make a temporary constructor with the right prototype + var Constructor = function(){} + Constructor.prototype = proto + // then use it to create a new, appropriately-prototyped object + return new Constructor() + } +} +``` + +## Further Reading + +The [Mozilla Developer +Network](https://developer.mozilla.org/en-US/docs/Web/JavaScript) provides +excellent documentation for JavaScript as it's used in browsers. Plus, it's a +wiki, so as you learn more you can help others out by sharing your own +knowledge. + +MDN's [A re-introduction to +JavaScript](https://developer.mozilla.org/en-US/docs/Web/JavaScript/A_re-introduction_to_JavaScript) +covers much of the concepts covered here in more detail. This guide has quite +deliberately only covered the JavaScript language itself; if you want to learn +more about how to use JavaScript in web pages, start by learning about the +[Document Object +Model](https://developer.mozilla.org/en-US/docs/Using_the_W3C_DOM_Level_1_Core) + +In addition to direct contributors to this article, some content is adapted +from Louie Dinh's Python tutorial on this site, and the [JS +Tutorial](https://developer.mozilla.org/en-US/docs/Web/JavaScript/A_re-introduction_to_JavaScript) +on the Mozilla Developer Network. |