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---
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.
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 that covers ints and floats.
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
// Enforce precedence 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
// Arrays are ordered lists of values, of any type.
["Hello", 45, true]
// 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 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. Control Structures
***********/
/***********
* 5. Functions, Scope and Closures
***********/
/***********
* 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
// While the __proto__ magic property we've seen so far is useful for
// explaining prototypes, it's non-standard. There's no standard way to change
// an existing object's prototype, but there's two ways to set the prototype of
// a new object when you first create it.
// 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
// Unfortunately, Object.create is quite recent and isn't available in many
// browsers, so you often can't use that, either. The most reliable way to set
// prototypes involves constructors.
// TODO: write about the .prototype property on constructors
// Built-in types' prototypes work like this too, so you can actually change
// the prototype of a string, for instance.
String.prototype.firstCharacter = function(){
return this.charAt(0)
}
"abc".firstCharacter() // = "a"
// There are several implementations of JavaScript, which all gain new features
// at different times. Sometimes, however, it's possible to replicate new
// features by altering built in types or prototypes, which is called
// "polyfilling".
// For instance, we mentioned that Object.create isn't yet available in all
// implementations, but we can still use it if we do this:
if (Object.create === undefined){
Object.create = function(proto){
// make a temporary constructor with the right prototype
var Constructor = function(){}
Constructor.prototype = proto
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.
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