--- language: javascript contributors: - ["Adam Brenecki", "http://adam.brenecki.id.au"] 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 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() // So that we don't have to worry about those certain cases (for now), we'll // leave them on. /////////////////////////////////// // 1. Numbers, Strings and Operators // Javascript has one number type (which is a 64-bit IEEE 754 double). // As with Lua, don't freak out about the lack of ints: 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 // 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 is not currently present (although undefined // is actually a value itself) // false, 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 // Arrays are mutable and of variable length. myArray.push("World"); myArray.length; // = 4 // 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 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" // 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 + "!"; 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!" // 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) [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.