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Diffstat (limited to 'javascript.html.markdown')
| -rw-r--r-- | javascript.html.markdown | 421 | 
1 files changed, 257 insertions, 164 deletions
| diff --git a/javascript.html.markdown b/javascript.html.markdown index 9cc7617d..754832f1 100644 --- a/javascript.html.markdown +++ b/javascript.html.markdown @@ -1,11 +1,13 @@  ---  language: javascript -author: Adam Brenecki -author_url: http://adam.brenecki.id.au +contributors: +    - ["Adam Brenecki", "http://adam.brenecki.id.au"] +    - ["Ariel Krakowski", "http://www.learneroo.com"] +filename: javascript.js  --- -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 +JavaScript was created by Netscape's Brendan Eich in 1995. It was originally +intended as a simpler scripting language for websites, complementing 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. @@ -30,161 +32,187 @@ doStuff();  // 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. +// Because those cases can cause unexpected results, we'll keep on using +// semicolons in this 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 +// JavaScript has one number type (which is a 64-bit IEEE 754 double). +// Doubles have a 52-bit mantissa, which is enough to store integers +//    up to about 9✕10¹⁵ precisely. +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 +// Some basic arithmetic works as you'd expect. +1 + 1; // = 2 +0.1 + 0.2; // = 0.30000000000000004 +8 - 1; // = 7 +10 * 2; // = 20 +35 / 5; // = 7  // Including uneven division. -5 / 2 // = 2.5 +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 +1 << 2; // = 4  // Precedence is enforced with parentheses. -(1 + 3) * 2 // = 8 +(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 +Infinity; // result of e.g. 1/0 +-Infinity; // result of e.g. -1/0 +NaN; // result of e.g. 0/0, stands for 'Not a Number'  // There's also a boolean type. -true -false +true; +false;  // Strings are created with ' or ". -'abc' -"Hello, world" +'abc'; +"Hello, world";  // Negation uses the ! symbol -!true // = false -!false // = true +!true; // = false +!false; // = true -// Equality is == -1 == 1 // = true -2 == 1 // = false +// Equality is === +1 === 1; // = true +2 === 1; // = false -// Inequality is != -1 != 1 // = false -2 != 1 // = true +// Inequality is !== +1 !== 1; // = false +2 !== 1; // = true  // More comparisons -1 < 10 // = true -1 > 10 // = false -2 <= 2 // = true -2 >= 2 // = true +1 < 10; // = true +1 > 10; // = false +2 <= 2; // = true +2 >= 2; // = true  // Strings are concatenated with + -"Hello " + "world!" // = "Hello world!" +"Hello " + "world!"; // = "Hello world!"  // and are compared with < and > -"a" < "b" // = true +"a" < "b"; // = true -// Type coercion is performed for comparisons... -"5" == 5 // = true +// Type coercion is performed for comparisons with double equals... +"5" == 5; // = true +null == undefined; // = true  // ...unless you use === -"5" === 5 // = false +"5" === 5; // = false +null === undefined; // = false  -// You can access characters in a string with charAt -"This is a string".charAt(0) +// ...which can result in some weird behaviour... +13 + !0; // 14 +"13" + !0; // '13true' -// 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 +// You can access characters in a string with `charAt` +"This is a string".charAt(0);  // = 'T' -// null, undefined, NaN, 0 and "" are falsy, and everything else is truthy. +// ...or use `substring` to get larger pieces. +"Hello world".substring(0, 5); // = "Hello" + +// `length` is a property, so don't use (). +"Hello".length; // = 5 + +// There's also `null` and `undefined`. +null;      // used to indicate a deliberate non-value +undefined; // used to indicate a value is not currently present (although +           // `undefined` is actually a value itself) + +// false, null, undefined, NaN, 0 and "" are falsy; 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 +// 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 +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 +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 +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 +someVar++; // now someVar is 101 +someVar--; // back to 100  // Arrays are ordered lists of values, of any type. -var myArray = ["Hello", 45, true] +var myArray = ["Hello", 45, true];  // Their members can be accessed using the square-brackets subscript syntax.  // Array indices start at zero. -myArray[1] // = 45 +myArray[1]; // = 45 + +// Arrays are mutable and of variable length. +myArray.push("World"); +myArray.length; // = 4 + +// Add/Modify at specific index +myArray[3] = "Hello"; -// JavaScript's objects are equivalent to 'dictionaries' or 'maps' in other +// JavaScript's objects are equivalent to "dictionaries" or "maps" in other  // languages: an unordered collection of key-value pairs. -{key1: "Hello", key2: "World"} +var myObj = {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} +var myObj = {myKey: "myValue", "my other key": 4};  // Object attributes can also be accessed using the subscript syntax, -myObj["my other key"] // = 4 +myObj["my other key"]; // = 4  // ... or using the dot syntax, provided the key is a valid identifier. -myObj.myKey // = "myValue" +myObj.myKey; // = "myValue"  // Objects are mutable; values can be changed and new keys added. -myObj.myThirdKey = true +myObj.myThirdKey = true;  // If you try to access a value that's not yet set, you'll get undefined. -myObj.myFourthKey // = undefined +myObj.myFourthKey; // = undefined  ///////////////////////////////////  // 3. Logic and Control Structures -// The if structure works as you'd expect. -var count = 1 +// The syntax for this section is almost identical to Java's. + +// The `if` structure works as you'd expect. +var count = 1;  if (count == 3){      // evaluated if count is 3 -} else if (count == 4) { +} else if (count == 4){      // evaluated if count is 4  } else {      // evaluated if it's not either 3 or 4  } -// As does while. -while (true) { +// As does `while`. +while (true){      // An infinite loop!  }  // Do-while loops are like while loops, except they always run at least once. -var input +var input;  do { -    input = getInput() +    input = getInput();  } while (!isValid(input)) -// the for loop is the same as C and Java:  +// 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 @@ -192,29 +220,56 @@ for (var i = 0; i < 5; i++){  // && is logical and, || is logical or  if (house.size == "big" && house.colour == "blue"){ -    house.contains = "bear" +    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" +var name = otherName || "default"; + + +// The `switch` statement checks for equality with `===`. +// use 'break' after each case +// or the cases after the correct one will be executed too. +grade = 'B'; +switch (grade) { +  case 'A': +    console.log("Great job"); +    break; +  case 'B': +    console.log("OK job"); +    break; +  case 'C': +    console.log("You can do better"); +    break; +  default: +    console.log("Oy vey"); +    break; +} +  ///////////////////////////////////  // 4. Functions, Scope and Closures -// JavaScript functions are declared with the function keyword. +// JavaScript functions are declared with the `function` keyword.  function myFunction(thing){ -    return thing.toUpperCase() +    return thing.toUpperCase();  } -myFunction("foo") // = "FOO" - -// Functions can also be defined "anonymously" - without a name: -function(thing){ -    return thing.toLowerCase() +myFunction("foo"); // = "FOO" + +// Note that the value to be returned must start on the same line as the +// `return` keyword, otherwise you'll always return `undefined` due to +// automatic semicolon insertion. Watch out for this when using Allman style. +function myFunction() +{ +    return // <- semicolon automatically inserted here +    { +        thisIsAn: 'object literal' +    }  } -// (we can't call our function, since we don't have a name to refer to it with) +myFunction(); // = undefined  // JavaScript functions are first class objects, so they can be reassigned to  // different variable names and passed to other functions as arguments - for @@ -222,52 +277,53 @@ function(thing){  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(myFunction, 5000); +// Note: setTimeout isn't part of the JS language, but is provided by browsers +// and Node.js. -setTimeout(function myFunction(){ +// Function objects don't even have to be declared with a name - you can write +// an anonymous function definition directly into the arguments of another. +setTimeout(function(){      // this code will be called in 5 seconds' time -}, 5000) +}, 5000);  // JavaScript has function scope; functions get their own scope but other blocks  // do not.  if (true){ -    var i = 5 +    var i = 5;  } -i // = 5 - not undefined as you'd expect in a block-scoped language +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 +(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 +    window.permanent = 10; +})(); +temporary; // raises ReferenceError +permanent; // = 10  // 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. +// outer function's variables, even after the outer function exits.  function sayHelloInFiveSeconds(name){ -    var prompt = "Hello, " + name + "!" +    var prompt = "Hello, " + name + "!"; +    // Inner functions are put in the local scope by default, as if they were +    // declared with `var`.      function inner(){ -        alert(prompt) +        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. +    setTimeout(inner, 5000); +    // setTimeout is asynchronous, so the sayHelloInFiveSeconds function will +    // exit immediately, and setTimeout will call inner afterwards. However, +    // because inner is "closed over" sayHelloInFiveSeconds, inner still has +    // access to the `prompt` variable when it is finally called.  } -sayHelloInFiveSeconds("Adam") // will open a popup with "Hello, Adam!" in 5s +sayHelloInFiveSeconds("Adam"); // will open a popup with "Hello, Adam!" in 5s  ///////////////////////////////////  // 5. More about Objects; Constructors and Prototypes @@ -275,124 +331,157 @@ sayHelloInFiveSeconds("Adam") // will open a popup with "Hello, Adam!" in 5s  // Objects can contain functions.  var myObj = {      myFunc: function(){ -        return "Hello world!" +        return "Hello world!";      } -} -myObj.myFunc() // = "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. +// they're attached to using the `this` keyword.  myObj = {      myString: "Hello world!",      myFunc: function(){ -        return this.myString +        return this.myString;      } -} -myObj.myFunc() // = "Hello world!" +}; +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 +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. +// through `this`, even if it wasn't attached when it was defined.  var myOtherFunc = function(){ -    return this.myString.toUpperCase() +    return this.myString.toUpperCase();  } -myObj.myOtherFunc = myOtherFunc -myObj.myOtherFunc() // = "HELLO WORLD!" +myObj.myOtherFunc = myOtherFunc; +myObj.myOtherFunc(); // = "HELLO WORLD!" + +// We can also specify a context for a function to execute in when we invoke it +// using `call` or `apply`. + +var anotherFunc = function(s){ +    return this.myString + s; +} +anotherFunc.call(myObj, " And Hello Moon!"); // = "Hello World! And Hello Moon!" + +// The `apply` function is nearly identical, but takes an array for an argument +// list. -// 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. +anotherFunc.apply(myObj, [" And Hello Sun!"]); // = "Hello World! And Hello Sun!" + +// This is useful when working with a function that accepts a sequence of +// arguments and you want to pass an array. + +Math.min(42, 6, 27); // = 6 +Math.min([42, 6, 27]); // = NaN (uh-oh!) +Math.min.apply(Math, [42, 6, 27]); // = 6 + +// But, `call` and `apply` are only temporary. When we want it to stick, we can +// use `bind`. + +var boundFunc = anotherFunc.bind(myObj); +boundFunc(" And Hello Saturn!"); // = "Hello World! And Hello Saturn!" + +// `bind` can also be used to partially apply (curry) a function. + +var product = function(a, b){ return a * b; } +var doubler = product.bind(this, 2); +doubler(8); // = 16 + +// When you call a function with the `new` keyword, a new object is created, and +// made available to the function via the this keyword. Functions designed to be +// called like that are called constructors.  var MyConstructor = function(){ -    this.myNumber = 5 +    this.myNumber = 5;  } -myNewObj = new MyConstructor() // = {myNumber: 5} -myNewObj.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 +// 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!", -} +    myString: "Hello world!" +};  var myPrototype = {      meaningOfLife: 42,      myFunc: function(){          return this.myString.toLowerCase()      } -} -myObj.__proto__ = myPrototype -myObj.meaningOfLife // = 42 +}; + +myObj.__proto__ = myPrototype; +myObj.meaningOfLife; // = 42  // This works for functions, too. -myObj.myFunc() // = "hello world!" +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 +}; +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 +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 +// We mentioned that `__proto__` was non-standard, and there's no standard way to +// change the prototype of an existing object. However, there are 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 +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 = { +MyConstructor.prototype = { +    myNumber: 5,      getMyNumber: function(){ -        return this.myNumber +        return this.myNumber;      } -} -var myNewObj2 = new myConstructor() -myNewObj2.getMyNumber() // = 5 +}; +var myNewObj2 = new MyConstructor(); +myNewObj2.getMyNumber(); // = 5 +myNewObj2.myNumber = 6 +myNewObj2.getMyNumber(); // = 6  // 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 +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 +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) +    return this.charAt(0);  } -"abc".firstCharacter() // = "a" +"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 @@ -403,10 +492,10 @@ String.prototype.firstCharacter = function(){  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 +        var Constructor = function(){}; +        Constructor.prototype = proto;          // then use it to create a new, appropriately-prototyped object -        return new Constructor() +        return new Constructor();      }  }  ``` @@ -427,9 +516,13 @@ 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) -[Javascript Garden](http://bonsaiden.github.io/JavaScript-Garden/) is an in-depth +[Learn Javascript by Example and with Challenges](http://www.learneroo.com/modules/64/nodes/350) is a variant of this reference with built-in challenges. + +[JavaScript Garden](http://bonsaiden.github.io/JavaScript-Garden/) is an in-depth  guide of all the counter-intuitive parts of the language. +[JavaScript: The Definitive Guide](http://www.amazon.com/gp/product/0596805527/) is a classic guide / reference book. +  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) | 
