--- 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). ```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() // 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" /////////////////////////////////// // 4. 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 /////////////////////////////////// // 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!" // 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 this.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) [Javascript Garden](http://bonsaiden.github.io/JavaScript-Garden/) is an in-depth guide of all the counter-intuitive parts of the language. 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.