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diff --git a/ta_in/javascript.html.markdown b/ta_in/javascript.html.markdown new file mode 100644 index 00000000..4c1be9ee --- /dev/null +++ b/ta_in/javascript.html.markdown @@ -0,0 +1,554 @@ +--- +language: javascript +contributors: + - ['Adam Brenecki', 'http://adam.brenecki.id.au'] + - ['Ariel Krakowski', 'http://www.learneroo.com'] +translators: + - ["Rasendran Kirushan", "https://github.com/kirushanr"] +filename: javascript.js +lang:in-ta +--- + +javascript 1995 ஆம் ஆண்டு Netscape இல் பணிபுரிந்த Brendan Eich +என்பவரால் உருவாக்கபட்டது.ஆரம்பத்தில் மிகவும் எளிமையான +ஸ்க்ரிப்டிங் மொழியாக இணையதளங்களில் பயன்படுத்தபட்டது. +இது ஜாவா (java ) வில் உருவாக்கபட்ட மிகவும் சிக்கலான இணைய செயலிகளுக்கு +உதவும் முகமாக உருவாக்கபட்டது. எனினும் இணையதள பக்கங்களில் இதன் முழுதான பயன்பாடு +மற்றும் உலாவிகளில் பயன்படுத்த கூடிய வகையில் இருந்தமையாலும் Java வை விட +இணையதளகளின் முகப்பு உருவாக்கத்தில் இன்றளவில் முன்னிலை பெற்றுள்ளது. + +உலாவிகளுக்கு மட்டும் மட்டுபடுத்தபடவில்லை , Node.js மூலமாக +மிகவும் பிரபல்யமடைந்து வருகின்றது , உதாரணமாக கூகிள்க்ரோம் உலாவியின் +V8 JavaScript engine Node .js உதவியுடன் இயங்குகிறது . + +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). + +```js +// 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() + +// 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). +// Doubles have a 52-bit mantissa, which is enough to store integers +// up to about 9✕10¹⁵ precisely. +3; // = 3 +1.5; // = 1.5 + +// 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 + +// 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, stands for 'Not a Number' + +// 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 with double equals... +"5" == 5; // = true +null == undefined; // = true + +// ...unless you use === +"5" === 5; // = false +null === undefined; // = false + +// ...which can result in some weird behaviour... +13 + !0; // 14 +"13" + !0; // '13true' + +// You can access characters in a string with `charAt` +"This is a string".charAt(0); // = 'T' + +// ...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; + +// 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 + +// 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 +// languages: an unordered collection of key-value pairs. +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}; + +// 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 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){ + // 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 +} + +//The For/In statement loops iterates over every property across the entire prototype chain +var description = ""; +var person = {fname:"Paul", lname:"Ken", age:18}; +for (var x in person){ + description += person[x] + " "; +} + +//If only want to consider properties attached to the object itself, +//and not its prototypes use hasOwnProperty() check +var description = ""; +var person = {fname:"Paul", lname:"Ken", age:18}; +for (var x in person){ + if (person.hasOwnProperty(x)){ + description += person[x] + " "; + } +} + +//for/in should not be used to iterate over an Array where the index order is important. +//There is no guarantee that for/in will return the indexes in any particular order + +// && 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"; + + +// 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. +function myFunction(thing){ + return thing.toUpperCase(); +} +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' + } +} +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 +// example, when supplying an event handler: +function myFunction(){ + // this code will be called in 5 seconds' time +} +setTimeout(myFunction, 5000); +// Note: setTimeout isn't part of the JS language, but is provided by browsers +// and Node.js. + +// 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); + +// 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; +})(); +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, even after the outer function exits. +function sayHelloInFiveSeconds(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); + } + 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 + +/////////////////////////////////// +// 5. 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!" + +// 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. + +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; +} +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 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 + +// 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 = { + myNumber: 5, + getMyNumber: function(){ + return this.myNumber; + } +}; +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 + +// 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. +} + +// 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) + +[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) +on the Mozilla Developer Network. |