--- language: javascript contributors: - ["Adam Brenecki", "http://adam.brenecki.id.au"] - ["Ariel Krakowski", "http://www.learneroo.com"] filename: javascript.js --- JavaScript foi criada por Brendan Eich, funcionário da Netscape, em 1995. Ela foi originalmente criada para ser uma linguagem de script para websites, complementando o uso de Java para aplicações web mais complexas, mas a sua integração com páginas web e seu suporte nativo nos browsers fez com que ela se tornasse mais comum que Java no frontend web. Javascript não é somente limitado a browsers web, no entanto: existe o Node.js, que é um projeto que fornece um interpretador baseado no motor V8 do Google Chrome e está se tornando cada vez mais famoso. Feedback são muito apreciados! Você me encontrar em [@adambrenecki](https://twitter.com/adambrenecki), ou [adam@brenecki.id.au](mailto:adam@brenecki.id.au). ```js // Comentários são como em C. Comentários de uma linha começam com duas barras, /* e comentários de múltplas linhas começam com barra-asterisco e fecham com asterisco-barra */ // comandos podem ser terminados com ; facaAlgo(); // ... mas eles não precisam ser, assim como o ponto-e-vírgula é automaticamente // inserido quando há uma nova linha, exceto alguns casos. facaAlgo() // Porque esses casos podem causar resultados inesperados, vamos continuar // a usar ponto-e-vírgula neste guia. /////////////////////////////////// // 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 // 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 } // && 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. } 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) [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.