diff --git a/.gitignore b/.gitignore index 6f90fd190..1a71fb7c8 100644 --- a/.gitignore +++ b/.gitignore @@ -21,3 +21,4 @@ sftp-config.json Thumbs.db +/svgs \ No newline at end of file diff --git a/1-js/01-getting-started/1-intro/article.md b/1-js/01-getting-started/1-intro/article.md index b2769be08..ecdab0a16 100644 --- a/1-js/01-getting-started/1-intro/article.md +++ b/1-js/01-getting-started/1-intro/article.md @@ -1,6 +1,10 @@ # Uvod u JavaScript +<<<<<<< HEAD Da vidimo šta je tako specijalno u JavaScriptu, šta možemo postići, i koje druge tehnologije su dobri suigrači sa njim. +======= +Let's see what's so special about JavaScript, what we can achieve with it, and what other technologies play well with it. +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 ## Sta je JavaScript? @@ -25,11 +29,19 @@ Pretraživači imaju ugrađen motor (eng. engine) ponekad nazvan "JavaScript vir Različiti motori imaju različita "kodna imena" . Na primjer: +<<<<<<< HEAD - [V8](https://en.wikipedia.org/wiki/V8_(JavaScript_engine)) -- u Chrome-u i Operi. - [SpiderMonkey](https://en.wikipedia.org/wiki/SpiderMonkey) -- u Firefox-u. - ...Postoje još neka kodna imena kao što su "Trident" i "Chakra" za različite verzije Internet Explorer-a, "ChakraCore" za Microsoft Edge, "Nitro" i "SquirrelFish" za Safari, itd. Pojmove iznad je poželjno zapamtiti jer se koriste i spominju u programerskim člancima na internetu. Mi ćemo ih također koristiti. Na primjer, ako "svojstvo X je podržano od strane V8", onda vjerovatno radi u Chrome-u i Operi. +======= +- [V8](https://en.wikipedia.org/wiki/V8_(JavaScript_engine)) -- in Chrome, Opera and Edge. +- [SpiderMonkey](https://en.wikipedia.org/wiki/SpiderMonkey) -- in Firefox. +- ...There are other codenames like "Chakra" for IE, "JavaScriptCore", "Nitro" and "SquirrelFish" for Safari, etc. + +The terms above are good to remember because they are used in developer articles on the internet. We'll use them too. For instance, if "a feature X is supported by V8", then it probably works in Chrome, Opera and Edge. +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 ```smart header="Kako motori rade?" @@ -58,7 +70,11 @@ Na primjer, JavaScript u pretraživacu može da: - Dobije i postavi kolačiće, postavlja pitanja posjetiocu, kao i npr. da pokaže poruke. - Zapamti podatke na strani klijenta ("lokalno skladište"). +<<<<<<< HEAD ## Šta ne može JavaScript uraditi u pretraživaču? +======= +JavaScript's abilities in the browser are limited for the sake of a user's safety. The aim is to prevent an evil webpage from accessing private information or harming the user's data. +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 JavaScript-ove mogućnosti u pretraživaču su ograničene radi korisničke sigurnosti. Cilj je spriječiti zlim stranicama pristup privatnim informacijama ili naškoditi korisničkim podacima. @@ -85,9 +101,15 @@ Ovakva ograničenja ne postoje ako se JavaScript koristi izvan pretraživača, n Postoje bar *tri* odlične stvari u JavaScriptu: ```compare +<<<<<<< HEAD + Potpuna integracija sa HTML/CSS. + Jednostavne stvari su urađene na jednostavan način. + Podrška od svih glavnih pretraživača i uključen je automatski. +======= ++ Full integration with HTML/CSS. ++ Simple things are done simply. ++ Supported by all major browsers and enabled by default. +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 ``` JavaScript je jedina tehnologija u pretraživaču koja kombinira ove tri stvari. @@ -107,15 +129,30 @@ Moderne alatke čine prevođenje veoma brzim i transparentnim, i zapravo dopušt Primjeri takvih jezika: +<<<<<<< HEAD - [CoffeeScript](http://coffeescript.org/) je "sintaktički šećer" za JavaScript. Uvodi kraću sintaksu, što nam dopušta da pišemo jasniji i precizniji kod. Obično, Ruby programeri ga vole. - [TypeScript](http://www.typescriptlang.org/) je koncentrisan na dodavanje "strogog tipkanja podataka" (eng. strict data typing) da bi olakšao razvoj i podršku složenih sistema. Razvijen je od strane Microsoft-a. - [Flow](http://flow.org/) isto dodaje strogo tipkanje podataka, ali na drugi način. Razvijen je od strane Facebook-a. - [Dart](https://www.dartlang.org/) je samostalni jezik koji ima svoj motor koji se pokreće izvan pretraživačkih okruženja (kao npr. u mobilnim aplikacijama), ali isto može biti preveden u JavaScript. Razvijen od strane Google-a. +======= +- [CoffeeScript](http://coffeescript.org/) is a "syntactic sugar" for JavaScript. It introduces shorter syntax, allowing us to write clearer and more precise code. Usually, Ruby devs like it. +- [TypeScript](http://www.typescriptlang.org/) is concentrated on adding "strict data typing" to simplify the development and support of complex systems. It is developed by Microsoft. +- [Flow](http://flow.org/) also adds data typing, but in a different way. Developed by Facebook. +- [Dart](https://www.dartlang.org/) is a standalone language that has its own engine that runs in non-browser environments (like mobile apps), but also can be transpiled to JavaScript. Developed by Google. +- [Brython](https://brython.info/) is a Python transpiler to JavaScript that enables the writing of applications in pure Python without JavaScript. +- [Kotlin](https://kotlinlang.org/docs/reference/js-overview.html) is a modern, concise and safe programming language that can target the browser or Node. +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 Postoji ih više. Naravno, čak i ako koristimo jedan od ovih prevedenih jezika, moramo dobro znati JavaScript kako bismo stvarno shvatili šta se događa i odvija. ## Sažetak +<<<<<<< HEAD - JavaScript je u početku bio napravljen i osmišljen kao jezik koji se mogao koristiti samo u pretraživaču, ali se sada koristi u mnogim drugim okruženjima. - Danas, JavaScript ima unikatnu poziciju kao najčesčće usvojen jezik koji se koristi u pretraživačima, a ima potpunu integraciju sa HTML-om i CSS-om. - Postoje mnogi jezici koji se prevedu u JavaScript kod, oni pružaju određene karakteristike. Preporučeno ih je proučiti, bar ukratko, nakon što savladate JavaScript. +======= +- JavaScript was initially created as a browser-only language, but it is now used in many other environments as well. +- Today, JavaScript has a unique position as the most widely-adopted browser language, fully integrated with HTML/CSS. +- There are many languages that get "transpiled" to JavaScript and provide certain features. It is recommended to take a look at them, at least briefly, after mastering JavaScript. +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 diff --git a/1-js/01-getting-started/2-manuals-specifications/article.md b/1-js/01-getting-started/2-manuals-specifications/article.md index 3b3e91cdd..cfa023111 100644 --- a/1-js/01-getting-started/2-manuals-specifications/article.md +++ b/1-js/01-getting-started/2-manuals-specifications/article.md @@ -13,20 +13,32 @@ Nova verzija specifikacije izlazi svake godine. Između ovih izdanja, najnoviji Da pročitate najnovije karakteristike, uključujući one koje su skoro postale "standard" (takozvana "faza 3"), pogledajte prijedloge na ovom linku . +<<<<<<< HEAD Isto tako, ako programirate u pretraživaču, postoje druge specifikacije koje su spomenute u [drugom dijelu](info:browser-environment) tutorijala. +======= +Also, if you're developing for the browser, then there are other specifications covered in the [second part](info:browser-environment) of the tutorial. +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 ## Priručnici +<<<<<<< HEAD - **MDN (Mozilla) JavaScript Referenca** je priručnik sa primjerima i ostalim informacijama. Odličan je izvor gdje možete naći dubinske informacije o individualnim funkcijama jezika, metodama, itd. +======= +- **MDN (Mozilla) JavaScript Reference** is the main manual with examples and other information. It's great to get in-depth information about individual language functions, methods etc. +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 Možete naći na ovom linku . +<<<<<<< HEAD Mada često je najbolje koristiti pretrage na internetu. Samo napišite "MDN [pojam]" u pretragu, na primjer da pretražite internet za `parseInt` funkciju. - **MSDN** – Microsoft priručnik sa mnoštvo informacija, uključujući JavaScript (često se na stranici naziva JScript). Ako neko želi nešto specifično za Internet Explorer, najbolje je otići ovdje: . Isto tako, možemo koristiti pretrage sa frazama kao što su "RegExp MSDN" ili "RegExp MSDN jscript". +======= +Although, it's often best to use an internet search instead. Just use "MDN [term]" in the query, e.g. to search for `parseInt` function. +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 ## Tablice kompatibilinosti diff --git a/1-js/01-getting-started/3-code-editors/article.md b/1-js/01-getting-started/3-code-editors/article.md index 320f733eb..938074122 100644 --- a/1-js/01-getting-started/3-code-editors/article.md +++ b/1-js/01-getting-started/3-code-editors/article.md @@ -31,11 +31,18 @@ U praksi, lagani editori većinom imaju dosta više plugin-ova (dodataka) uklju Sljedeće opcije zaslužuju vašu pažnju: +<<<<<<< HEAD - [Atom](https://atom.io/) (cross-platform, besplatan). - [Visual Studio Code](https://code.visualstudio.com/) (cross-platform, besplatan). - [Sublime Text](http://www.sublimetext.com) (cross-platform, besplatan određeno vrijeme). - [Notepad++](https://notepad-plus-plus.org/) (Windows, besplatan). - [Vim](http://www.vim.org/) i [Emacs](https://www.gnu.org/software/emacs/) su isto zanimljivi ako ih znate koristiti. +======= +- [Atom](https://atom.io/) (cross-platform, free). +- [Sublime Text](http://www.sublimetext.com) (cross-platform, shareware). +- [Notepad++](https://notepad-plus-plus.org/) (Windows, free). +- [Vim](http://www.vim.org/) and [Emacs](https://www.gnu.org/software/emacs/) are also cool if you know how to use them. +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 ## Nemojmo se prepirati diff --git a/1-js/02-first-steps/01-hello-world/article.md b/1-js/02-first-steps/01-hello-world/article.md index 0d2f56157..7bdfbe514 100644 --- a/1-js/02-first-steps/01-hello-world/article.md +++ b/1-js/02-first-steps/01-hello-world/article.md @@ -9,7 +9,11 @@ Prvo, hajmo vidjeti kako povezati skriptu sa web stranicom. Za okruženja sa ser ## "script" oznaka (eng. tag) +<<<<<<< HEAD JavaScript programi mogu biti ubačeni u bilo koji dio HTML dokumenta uz pomoć ` ``` +<<<<<<< HEAD Ovdje, `/put/do/script.js` je apsolutan put do skripte od korijena stranice. Možete pružiti relativni put od trenutne stranice. Na primjer, `src="script.js"` bi značilo `"script.js"` je u trenutnom folderu. +======= +Here, `/path/to/script.js` is an absolute path to the script from the site root. One can also provide a relative path from the current page. For instance, `src="script.js"`, just like `src="./script.js"`, would mean a file `"script.js"` in the current folder. +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 Možemo dati i potpuni URL također. Na primjer: diff --git a/1-js/02-first-steps/02-structure/article.md b/1-js/02-first-steps/02-structure/article.md index 032e41931..1d24efcd6 100644 --- a/1-js/02-first-steps/02-structure/article.md +++ b/1-js/02-first-steps/02-structure/article.md @@ -46,7 +46,11 @@ alert(3 + + 2); ``` +<<<<<<< HEAD Kod će ispisati `6` jer JavaScript ne ubacuje tačku-zarez ovdje. Ovdje je intuitivno očigledno da ako linija završi sa plus znakom `"+"`, onda je to nepotpun izraz, tako da tačka-zarez znak nije potreban. I u ovom slučaju radi kao i što je predviđeno. +======= +The code outputs `6` because JavaScript does not insert semicolons here. It is intuitively obvious that if the line ends with a plus `"+"`, then it is an "incomplete expression", so a semicolon there would be incorrect. And in this case, that works as intended. +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 **Ali postoje situacije kada JavaScript "ne uspije" da pretpostavi gdje treba biti tačka-zarez. @@ -56,28 +60,43 @@ Greške koje se javljaju u ovim slučajevima su malo teže za pronaći i popravi Ako te zanima konkretan primjer ovakve greške, pogledaj ovaj kod: ```js run -[1, 2].forEach(alert) +alert("Hello"); + +[1, 2].forEach(alert); ``` +<<<<<<< HEAD Ne trebate znati značenje ovih zagrada `[]` i `forEach` još. Kasnije ćemo ih naučiti. Za sada, zapamti rezultat koda: pokaže `1` pa onda `2`. Sada, hajmo dodati `alert` prije koda i *ne* završiti ga sa tačkom-zarez. ```js run no-beautify alert("Ovdje će biti greška") +======= +No need to think about the meaning of the brackets `[]` and `forEach` yet. We'll study them later. For now, just remember the result of running the code: it shows `Hello`, then `1`, then `2`. + +Now let's remove the semicolon after the `alert`: + +```js run no-beautify +alert("Hello") +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 -[1, 2].forEach(alert) +[1, 2].forEach(alert); ``` +<<<<<<< HEAD Sada ako pokrenemo kod, samo će se prvi `alert` pokazati i onda imamo grešku! Ali sve je dobro ponovo ako dodamo tačku-zarez poslije `alert`: ```js run alert("Sada je sve ok"); +======= +The difference compared to the code above is only one character: the semicolon at the end of the first line is gone. +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 -[1, 2].forEach(alert) -``` +If we run this code, only the first `Hello` shows (and there's an error, you may need to open the console to see it). There are no numbers any more. +<<<<<<< HEAD Sada imamo "Sada je sve ok" poruku a nakon toga `1` i `2`. @@ -90,6 +109,19 @@ alert("Ovdje će biti greška")[1, 2].forEach(alert) ``` Ali trebaju biti dvije različite izjave, a ne jedna. Povezivanje u ovom slučaju je pogrešno, i zbog toga se javlja greška. Ovo se može desiti u još nekim situacijama. +======= +That's because JavaScript does not assume a semicolon before square brackets `[...]`. So, the code in the last example is treated as a single statement. + +Here's how the engine sees it: + +```js run no-beautify +alert("Hello")[1, 2].forEach(alert); +``` + +Looks weird, right? Such merging in this case is just wrong. We need to put a semicolon after `alert` for the code to work correctly. + +This can happen in other situations also. +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 ```` Mi preporučujemo pisanje tačke-zareza između izjava iako su odvojene novom linijom. Ovo pravilo je široko usvojeno od strane zajednice. Hajdemo opet napomenuti *moguće* je izostaviti tačku-zarez u većini vremena. Ali je sigurnije -- pogotovo za početnika -- da se koriste. diff --git a/1-js/02-first-steps/04-variables/2-declare-variables/solution.md b/1-js/02-first-steps/04-variables/2-declare-variables/solution.md index e7ed2907e..564dea2bf 100644 --- a/1-js/02-first-steps/04-variables/2-declare-variables/solution.md +++ b/1-js/02-first-steps/04-variables/2-declare-variables/solution.md @@ -6,7 +6,11 @@ To je jednostavno: let imeNašePlanete = "Zemlja"; ``` +<<<<<<< HEAD Zapamtite, možemo koristiti kraće ime poput `planeta`, ali možda ne bi bilo očigledno na koju se planetu odnosi. Bolje je biti opširniji kada imenujemo varijable. Ali ne trebamo biti preopširni. +======= +Note, we could use a shorter name `planet`, but it might not be obvious what planet it refers to. It's nice to be more verbose. At least until the variable isNotTooLong. +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 ## Ime trenutnog posjetioca stranice diff --git a/1-js/02-first-steps/04-variables/article.md b/1-js/02-first-steps/04-variables/article.md index fa8eb887c..f47691cb1 100644 --- a/1-js/02-first-steps/04-variables/article.md +++ b/1-js/02-first-steps/04-variables/article.md @@ -24,7 +24,11 @@ Sada, možemo staviti podatke u nju putem operatora dodjele `=`: let poruka; *!* +<<<<<<< HEAD poruka = 'Hello'; // store the string +======= +message = 'Hello'; // store the string 'Hello' in the variable named message +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 */!* ``` diff --git a/1-js/02-first-steps/05-types/article.md b/1-js/02-first-steps/05-types/article.md index 1e5d07ba7..af345910e 100644 --- a/1-js/02-first-steps/05-types/article.md +++ b/1-js/02-first-steps/05-types/article.md @@ -46,13 +46,23 @@ Pored običnih brojeva, postoje takozvane "specialne numeričke vrijednosti" (en alert( "not a number" / 2 ); // NaN, ovakva podjela je nepravilna ``` +<<<<<<< HEAD `NaN` je ljepljiv. Bilo koje dodatne operacije na `NaN` vraćaju `NaN`: +======= + `NaN` is sticky. Any further mathematical operation on `NaN` returns `NaN`: +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 ```js run - alert( "not a number" / 2 + 5 ); // NaN + alert( NaN + 1 ); // NaN + alert( 3 * NaN ); // NaN + alert( "not a number" / 2 - 1 ); // NaN ``` +<<<<<<< HEAD Tako da, ako je negdje `NaN` u matematičkom izrazu, širi se na čitav rezultat. +======= + So, if there's a `NaN` somewhere in a mathematical expression, it propagates to the whole result (there's only one exception to that: `NaN ** 0` is `1`). +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 ```smart header="Matematičke operacije su sigurne" Raditi matematiku u JavaScript-u je "sigurno". Možemo uraditi bilo šta: podijeliti sa nulom, ophoditi se sa ne numeričkim tekstom kao brojem, itd. @@ -64,7 +74,11 @@ Specijalne numeričke vrijednosti formalno pripadaju "number" tipu. Naravno, nis Naučit ćemo više o brojevima i kako raditi sa njima u poglavlju . +<<<<<<< HEAD ## BigInt (veliki cijeli broj) +======= +## BigInt [#bigint-type] +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 U JavaScript-u, "number" tip ne može reprezentirati vrijednost cijelih brojeva večih od (253-1) (to je `9007199254740991`), ili manjih od -(253-1) za negativne brojeve. To je tehničko ograničenje izazvano od unutrašnje reprezentacije. @@ -81,11 +95,22 @@ const bigInt = 1234567890123456789012345678901234567890n; Jer `BigInt` brojevi su rijetko potrebni, nećemo ovdje ići u detalje, ali imamo odvojeno poglavlje gdje možete naučiti više o njima . Pročitajte to ako i kad radili sa velikim brojevima. +<<<<<<< HEAD ```smart header="Problemi kompatibilnosti" Trenutno `BigInt` je podržan u Firefox-u/Chrome-u/Edge-u, ali nije u Safari-u/Internet Explorer-u. ``` ## String (tekst) +======= + +```smart header="Compatibility issues" +Right now, `BigInt` is supported in Firefox/Chrome/Edge/Safari, but not in IE. +``` + +You can check [*MDN* BigInt compatibility table](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/BigInt#Browser_compatibility) to know which versions of a browser are supported. + +## String +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 Tekst u JavaScript-u mora biti okružen navodnicima. @@ -127,7 +152,11 @@ Naučit ćemo o tekstu više u ovom poglavlju . ```smart header="Ne postoji *character* tip" U nekim jezicima, postoji specialan "character" tip za pojedinačan karakter (znak,slovo,broj). Na primjer, u C jeziku i u Javi ima, i zove se "char". +<<<<<<< HEAD U JavaScript-u, ne postoji takav tip. Postoji samo jedan tip: `string`. Tekst se može sastojati samo od jednog karaktera ili više njih. +======= +In JavaScript, there is no such type. There's only one type: `string`. A string may consist of zero characters (be empty), one character or many of them. +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 ``` ## Boolean (logički tip) @@ -210,6 +239,7 @@ Pošto su tako bitni, objekti zaslužuju specijalni tretman. O njima ćemo kasni `typeof` operator vraća tip podatka datog argumenta. Koristan je kada želimo procesirati vrijednosti različitih tipova drugačije ili kada želimo uraditi brzu provjeru. +<<<<<<< HEAD Podržava dvije vrste sintakse: 1. Kao operator: `typeof x`. @@ -218,6 +248,9 @@ Podržava dvije vrste sintakse: U drugim riječima, radi sa zagradama ili bez njih. Rezultat je isti. Poziv na `typeof x` vraća tekst sa imenom tipa podatka: +======= +A call to `typeof x` returns a string with the type name: +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 ```js typeof undefined // "undefined" @@ -247,14 +280,33 @@ typeof alert // "function" (3) Zadnje tri linije možda trebaju dodatno objašnjenje: +<<<<<<< HEAD 1. `Math` je ugrađen (eng. built-in) objekat koji pruža matematičke operacije. Učit ćemo više o tome poglavlju . Ovjde, služi samo kao primjer objekta. 2. Rezultat `typeof null` je `"object"`. To je zvanično priznata greška u ponašasanju `typeof`, dolazi iz ranih dana JavaScript-a i zadržano je za kompatibilnost. Definitivno, `null` nije objekat. To je specijalna vrijednost sa svojim odvojenim tipom. 3. Rezultat `typeof alert` je `"function"`, jer je `alert` funkcija. Učit ćemo o funkcijama u sljedećim poglavljima gdje ćemo vidjeti da ne postoji specijalni "function" tip u JavaScript-u. Funkcije pripadaju tipu objekat (eng. object). Ali `typeof` se ophodi drugačije, i vraća `"function"`. I ovo isto dolazi iz ranih dana JavaScript-a. Tehnički, ovakvo ponašanje nije tačno, ali može biti prikladno u praksi. ## Sažetak +======= +1. `Math` is a built-in object that provides mathematical operations. We will learn it in the chapter . Here, it serves just as an example of an object. +2. The result of `typeof null` is `"object"`. That's an officially recognized error in `typeof`, coming from very early days of JavaScript and kept for compatibility. Definitely, `null` is not an object. It is a special value with a separate type of its own. The behavior of `typeof` is wrong here. +3. The result of `typeof alert` is `"function"`, because `alert` is a function. We'll study functions in the next chapters where we'll also see that there's no special "function" type in JavaScript. Functions belong to the object type. But `typeof` treats them differently, returning `"function"`. That also comes from the early days of JavaScript. Technically, such behavior isn't correct, but can be convenient in practice. + +```smart header="The `typeof(x)` syntax" +You may also come across another syntax: `typeof(x)`. It's the same as `typeof x`. + +To put it clear: `typeof` is an operator, not a function. The parentheses here aren't a part of `typeof`. It's the kind of parentheses used for mathematical grouping. + +Usually, such parentheses contain a mathematical expression, such as `(2 + 2)`, but here they contain only one argument `(x)`. Syntactically, they allow to avoid a space between the `typeof` operator and its argument, and some people like it. + +Some people prefer `typeof(x)`, although the `typeof x` syntax is much more common. +``` + +## Summary +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 Postoji 8 osnovnih tipova podataka u JavaScript-u. +<<<<<<< HEAD - `number` za brojeve bilo koje vrste: cijeli broj ili broj sa decimalnim zarezom, cijeli brojevi su ograničeni do ±253. - `bigint` je za cijele brojeve proizvoljne dužine. - `string` za tekst. String može imati nula ili više karaktera, ne postoji odvojen singl-karakter tip podatka. @@ -263,11 +315,27 @@ Postoji 8 osnovnih tipova podataka u JavaScript-u. - `undefined` za ne dodijeljene vrijednosti -- samostalni tip koji imaju samo jednu vrijednost `undefined`. - `object` za kompleksnije strukture podataka. - `symbol` za unikatne identifikatore. +======= +- `number` for numbers of any kind: integer or floating-point, integers are limited by ±(253-1). +- `bigint` is for integer numbers of arbitrary length. +- `string` for strings. A string may have zero or more characters, there's no separate single-character type. +- `boolean` for `true`/`false`. +- `null` for unknown values -- a standalone type that has a single value `null`. +- `undefined` for unassigned values -- a standalone type that has a single value `undefined`. +- `object` for more complex data structures. +- `symbol` for unique identifiers. +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 `typeof` operator nam dozvoljava da vidimo koji tip podatka je pohranjen u nekoj varijabli. +<<<<<<< HEAD - Dvije vrste: `typeof x` ili `typeof(x)`. - Vraća tekst sa imenom tipa podatka, na primjer `"string"`. - Za `null` vraća `"object"` -- ovo je greška u jeziku, nije zapravo objekat. +======= +- Usually used as `typeof x`, but `typeof(x)` is also possible. +- Returns a string with the name of the type, like `"string"`. +- For `null` returns `"object"` -- this is an error in the language, it's not actually an object. +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 U sljedećim poglavljima, koncetrirat ćemo se na primitivne vrijednosti i kada se upoznamo s njima, preći ćemo na objekte. diff --git a/1-js/02-first-steps/06-alert-prompt-confirm/article.md b/1-js/02-first-steps/06-alert-prompt-confirm/article.md index 29ac6aa45..b4133f1c0 100644 --- a/1-js/02-first-steps/06-alert-prompt-confirm/article.md +++ b/1-js/02-first-steps/06-alert-prompt-confirm/article.md @@ -30,8 +30,13 @@ Prikaže modalni prozorčić sa tekstualnom porukom, polje za unos, i tipke OK/C `default` : Neobavezni drugi parametar, inicijalna vrijednost za polje unosa. +<<<<<<< HEAD ```smart header="Srednje zagrade u sintaksi `[...]`" Srednje zagrade oko `default` u sintaksi pokazuju da je taj parametar opcionalan, nije potreban. +======= +```smart header="The square brackets in syntax `[...]`" +The square brackets around `default` in the syntax above denote that the parameter is optional, not required. +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 ``` Posjetilac može nešto u polje napisati i pritisnuti OK. Onda ćemo dobiti taj tekst kao `result`. Ili mogu prekinuti unos pritiskom na Cancel ili `key:Esc` tipku, i tada dobijamo `null` kao `rezultat`. diff --git a/1-js/02-first-steps/08-operators/3-primitive-conversions-questions/solution.md b/1-js/02-first-steps/08-operators/3-primitive-conversions-questions/solution.md index d7c925f28..73abc5c1f 100644 --- a/1-js/02-first-steps/08-operators/3-primitive-conversions-questions/solution.md +++ b/1-js/02-first-steps/08-operators/3-primitive-conversions-questions/solution.md @@ -9,7 +9,6 @@ true + false = 1 "$" + 4 + 5 = "$45" "4" - 2 = 2 "4px" - 2 = NaN -7 / 0 = Infinity " -9 " + 5 = " -9 5" // (3) " -9 " - 5 = -14 // (4) null + 1 = 1 // (5) diff --git a/1-js/02-first-steps/08-operators/3-primitive-conversions-questions/task.md b/1-js/02-first-steps/08-operators/3-primitive-conversions-questions/task.md index 6b8f4b129..0df3a0ba0 100644 --- a/1-js/02-first-steps/08-operators/3-primitive-conversions-questions/task.md +++ b/1-js/02-first-steps/08-operators/3-primitive-conversions-questions/task.md @@ -16,7 +16,6 @@ true + false "$" + 4 + 5 "4" - 2 "4px" - 2 -7 / 0 " -9 " + 5 " -9 " - 5 null + 1 diff --git a/1-js/02-first-steps/08-operators/4-fix-prompt/solution.md b/1-js/02-first-steps/08-operators/4-fix-prompt/solution.md index bdaa7fb59..7f760f9b5 100644 --- a/1-js/02-first-steps/08-operators/4-fix-prompt/solution.md +++ b/1-js/02-first-steps/08-operators/4-fix-prompt/solution.md @@ -9,7 +9,11 @@ let b = "2"; // prompt("Second number?", 2); alert(a + b); // 12 ``` +<<<<<<< HEAD Ono šta mi trebamo uraditi jeste pretvoriti string-ove u brojeve prije `+`. Na primjer, koristeći `Number()` ili dodavajući `+` ispred njih. +======= +What we should do is to convert strings to numbers before `+`. For example, using `Number()` or prepending them with `+`. +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 Na primjer, prije `prompt`: diff --git a/1-js/02-first-steps/08-operators/article.md b/1-js/02-first-steps/08-operators/article.md index b2dc2e6d9..4e5dad994 100644 --- a/1-js/02-first-steps/08-operators/article.md +++ b/1-js/02-first-steps/08-operators/article.md @@ -56,17 +56,34 @@ alert( 8 % 3 ); // 2, ostatak prilikom dijeljenja 8 sa 3 ### Eksponencija ** +<<<<<<< HEAD Operator eksponencije `a ** b` množi `a` sa sobom `b` puta. +======= +The exponentiation operator `a ** b` raises `a` to the power of `b`. + +In school maths, we write that as ab. +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 Na primjer: ```js run +<<<<<<< HEAD alert( 2 ** 2 ); // 4 (2 pomnoženo sa sobom 2 puta) alert( 2 ** 3 ); // 8 (2 * 2 * 2, 3 puta) alert( 2 ** 4 ); // 16 (2 * 2 * 2 * 2, 4 puta) ``` Matematički, eksponencija je određena i za ne-cijele brojeve. Na primjer, korijen je eksponencija od `1/2`: +======= +alert( 2 ** 2 ); // 2² = 4 +alert( 2 ** 3 ); // 2³ = 8 +alert( 2 ** 4 ); // 2⁴ = 16 +``` + +Just like in maths, the exponentiation operator is defined for non-integer numbers as well. + +For example, a square root is an exponentiation by ½: +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 ```js run alert( 4 ** (1/2) ); // 2 (stepen od 1/2 je isti kao i kvadratni korijen) @@ -104,7 +121,16 @@ Evo jedan kompleksniji primjer: alert(2 + 2 + '1' ); // "41" a ne "221" ``` +<<<<<<< HEAD Ovdje, operatori rade jedan poslije drugog. Prvi `+` sabira dva broja, tako da vraća `4`, onda sljedeći `+` dodaje string `1`, tako da bude `4 + '1' = 41`. +======= +Here, operators work one after another. The first `+` sums two numbers, so it returns `4`, then the next `+` adds the string `1` to it, so it's like `4 + '1' = '41'`. + +```js run +alert('1' + 2 + 2); // "122" and not "14" +``` +Here, the first operand is a string, the compiler treats the other two operands as strings too. The `2` gets concatenated to `'1'`, so it's like `'1' + 2 = "12"` and `"12" + 2 = "122"`. +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 Binarni `+` je jedini operator koji podržava string-ove na ovaj način. Ostali aritmetički operatori rade samo sa brojevima i uvijek pretvaraju operand-e u brojeve. @@ -180,11 +206,16 @@ Zagrade nadjačavaju prioritete, tako da ako nismo zadovoljni sa uobičajenim re Postoji mnogo operatora u JavaScript-u. Svaki operator ima određeni nivo prioriteta. Onaj sa većim nivoom se prvi izvršava. Ako je prioritet isti, red izvršavanja je od lijeve ka desnoj strani. +<<<<<<< HEAD Evo ekstrakta iz [tabele prioriteta](https://developer.mozilla.org/en/JavaScript/Reference/operators/operator_precedence) (ne trebate ovo zapamtiti, ali zapamtite samo da su unary operatori veći od odgovarajućeg binarnog): +======= +Here's an extract from the [precedence table](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Operators/Operator_Precedence) (you don't need to remember this, but note that unary operators are higher than corresponding binary ones): +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 | Prioritet | Ime | Znak | |------------|------|------| | ... | ... | ... | +<<<<<<< HEAD | 17 | unary plus | `+` | | 17 | unary negacija | `-` | | 16 | eksponencija | `**` | @@ -199,6 +230,24 @@ Evo ekstrakta iz [tabele prioriteta](https://developer.mozilla.org/en/JavaScript Kao što možemo da vidimo, "unary plus" ima prioritet `17` koji je veći od `13` prioriteta "sabiranja" (binarni plus). Zato, u izrazu `"+apples + +oranges"`, unary plus se prije sabiranja izvršava. ## Dodjela +======= +| 15 | unary plus | `+` | +| 15 | unary negation | `-` | +| 14 | exponentiation | `**` | +| 13 | multiplication | `*` | +| 13 | division | `/` | +| 12 | addition | `+` | +| 12 | subtraction | `-` | +| ... | ... | ... | +| 2 | assignment | `=` | +| ... | ... | ... | + +As we can see, the "unary plus" has a priority of `15` which is higher than the `12` of "addition" (binary plus). That's why, in the expression `"+apples + +oranges"`, unary pluses work before the addition. + +## Assignment + +Let's note that an assignment `=` is also an operator. It is listed in the precedence table with the very low priority of `2`. +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 Zapamtite da je dodjela `=` isto operator. Na listi prioriteta ima mali prioritet `3`. @@ -214,7 +263,11 @@ alert( x ); // 5 Činjenica da je `=` operator, a ne "magični" jezički konstrukt ima interesantnu implikaciju. +<<<<<<< HEAD Većina operatora u JavaScript-u vraćaju vrijednost. To je očigledno za `+` i `-`, ali to isto vrijedi za `=`. +======= +All operators in JavaScript return a value. That's obvious for `+` and `-`, but also true for `=`. +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 Poziv `x = value` piše `value` u `x` *pa je vraća*. @@ -428,7 +481,11 @@ Lista operatora: - RIGHT SHIFT ( `>>` ) - ZERO-FILL RIGHT SHIFT ( `>>>` ) +<<<<<<< HEAD Ovi operatori se veoma rijetko koriste, kada trebamo da radimo sa brojevima na veoma niskom (bitwise) nivou. Ovi operatori nam neće trebati u bližoj budućnosti, jer u web programiranju imaju malu upotrebu, ali u nekim specijalnim oblastima kao što su kriptografija, su korisni. Možete pročitati [Bitwise Operatori](https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Operators/Bitwise_Operators) poglavlje na MDN kada vam zatreba. +======= +These operators are used very rarely, when we need to fiddle with numbers on the very lowest (bitwise) level. We won't need these operators any time soon, as web development has little use of them, but in some special areas, such as cryptography, they are useful. You can read the [Bitwise Operators](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Guide/Expressions_and_Operators#Bitwise) chapter on MDN when a need arises. +>>>>>>> 2cca9a9d09fdd45819832294225aa3721fa5a2d4 ## Zarez (eng. comma) diff --git a/1-js/02-first-steps/09-comparison/1-comparison-questions/solution.md b/1-js/02-first-steps/09-comparison/1-comparison-questions/solution.md index a86a9f73e..632b1cf4e 100644 --- a/1-js/02-first-steps/09-comparison/1-comparison-questions/solution.md +++ b/1-js/02-first-steps/09-comparison/1-comparison-questions/solution.md @@ -14,7 +14,7 @@ Some of the reasons: 1. Obviously, true. 2. Dictionary comparison, hence false. `"a"` is smaller than `"p"`. -3. Again, dictionary comparison, first char of `"2"` is greater than the first char of `"1"`. +3. Again, dictionary comparison, first char `"2"` is greater than the first char `"1"`. 4. Values `null` and `undefined` equal each other only. 5. Strict equality is strict. Different types from both sides lead to false. 6. Similar to `(4)`, `null` only equals `undefined`. diff --git a/1-js/02-first-steps/09-comparison/article.md b/1-js/02-first-steps/09-comparison/article.md index a323dc93d..a69317fee 100644 --- a/1-js/02-first-steps/09-comparison/article.md +++ b/1-js/02-first-steps/09-comparison/article.md @@ -7,11 +7,11 @@ In JavaScript they are written like this: - Greater/less than: a > b, a < b. - Greater/less than or equals: a >= b, a <= b. - Equals: `a == b`, please note the double equality sign `==` means the equality test, while a single one `a = b` means an assignment. -- Not equals. In maths the notation is , but in JavaScript it's written as a != b. +- Not equals: In maths the notation is , but in JavaScript it's written as a != b. -In this article we'll learn more about different types of comparisons, how JavaScript makes them, including important peculiarities. +In this article we'll learn more about different types of comparisons, how JavaScript makes them, including important peculiarities. -At the end you'll find a good recipe to avoid "javascript quirks"-related issues. +At the end you'll find a good recipe to avoid "JavaScript quirks"-related issues. ## Boolean is the result @@ -57,7 +57,9 @@ The algorithm to compare two strings is simple: 4. Repeat until the end of either string. 5. If both strings end at the same length, then they are equal. Otherwise, the longer string is greater. -In the examples above, the comparison `'Z' > 'A'` gets to a result at the first step while the strings `"Glow"` and `"Glee"` are compared character-by-character: +In the first example above, the comparison `'Z' > 'A'` gets to a result at the first step. + +The second comparison `'Glow'` and `'Glee'` needs more steps as strings are compared character-by-character: 1. `G` is the same as `G`. 2. `l` is the same as `l`. diff --git a/1-js/02-first-steps/10-ifelse/2-check-standard/task.md b/1-js/02-first-steps/10-ifelse/2-check-standard/task.md index a4d943245..4305584fa 100644 --- a/1-js/02-first-steps/10-ifelse/2-check-standard/task.md +++ b/1-js/02-first-steps/10-ifelse/2-check-standard/task.md @@ -6,7 +6,7 @@ importance: 2 Using the `if..else` construct, write the code which asks: 'What is the "official" name of JavaScript?' -If the visitor enters "ECMAScript", then output "Right!", otherwise -- output: "Didn't know? ECMAScript!" +If the visitor enters "ECMAScript", then output "Right!", otherwise -- output: "You don't know? ECMAScript!" ![](ifelse_task2.svg) diff --git a/1-js/02-first-steps/10-ifelse/article.md b/1-js/02-first-steps/10-ifelse/article.md index 7327243b1..51514062f 100644 --- a/1-js/02-first-steps/10-ifelse/article.md +++ b/1-js/02-first-steps/10-ifelse/article.md @@ -68,7 +68,7 @@ if (cond) { ## The "else" clause -The `if` statement may contain an optional "else" block. It executes when the condition is false. +The `if` statement may contain an optional "else" block. It executes when the condition is falsy. For example: ```js run diff --git a/1-js/02-first-steps/11-logical-operators/6-check-if-in-range/task.md b/1-js/02-first-steps/11-logical-operators/6-check-if-in-range/task.md index cc00ca9fc..fc9e336c1 100644 --- a/1-js/02-first-steps/11-logical-operators/6-check-if-in-range/task.md +++ b/1-js/02-first-steps/11-logical-operators/6-check-if-in-range/task.md @@ -4,6 +4,6 @@ importance: 3 # Check the range between -Write an "if" condition to check that `age` is between `14` and `90` inclusively. +Write an `if` condition to check that `age` is between `14` and `90` inclusively. "Inclusively" means that `age` can reach the edges `14` or `90`. diff --git a/1-js/02-first-steps/11-logical-operators/7-check-if-out-range/task.md b/1-js/02-first-steps/11-logical-operators/7-check-if-out-range/task.md index 7c22d6ad1..9b947d00f 100644 --- a/1-js/02-first-steps/11-logical-operators/7-check-if-out-range/task.md +++ b/1-js/02-first-steps/11-logical-operators/7-check-if-out-range/task.md @@ -4,6 +4,6 @@ importance: 3 # Check the range outside -Write an `if` condition to check that `age` is NOT between 14 and 90 inclusively. +Write an `if` condition to check that `age` is NOT between `14` and `90` inclusively. Create two variants: the first one using NOT `!`, the second one -- without it. diff --git a/1-js/02-first-steps/11-logical-operators/9-check-login/solution.md b/1-js/02-first-steps/11-logical-operators/9-check-login/solution.md index a30db7aae..604606259 100644 --- a/1-js/02-first-steps/11-logical-operators/9-check-login/solution.md +++ b/1-js/02-first-steps/11-logical-operators/9-check-login/solution.md @@ -3,19 +3,19 @@ ```js run demo let userName = prompt("Who's there?", ''); -if (userName == 'Admin') { +if (userName === 'Admin') { let pass = prompt('Password?', ''); - if (pass == 'TheMaster') { + if (pass === 'TheMaster') { alert( 'Welcome!' ); - } else if (pass == '' || pass == null) { + } else if (pass === '' || pass === null) { alert( 'Canceled' ); } else { alert( 'Wrong password' ); } -} else if (userName == '' || userName == null) { +} else if (userName === '' || userName === null) { alert( 'Canceled' ); } else { alert( "I don't know you" ); diff --git a/1-js/02-first-steps/11-logical-operators/article.md b/1-js/02-first-steps/11-logical-operators/article.md index f45cbe456..78c4fd2f1 100644 --- a/1-js/02-first-steps/11-logical-operators/article.md +++ b/1-js/02-first-steps/11-logical-operators/article.md @@ -1,6 +1,6 @@ # Logical operators -There are three logical operators in JavaScript: `||` (OR), `&&` (AND), `!` (NOT). +There are four logical operators in JavaScript: `||` (OR), `&&` (AND), `!` (NOT), `??` (Nullish Coalescing). Here we cover the first three, the `??` operator is in the next article. Although they are called "logical", they can be applied to values of any type, not only boolean. Their result can also be of any type. @@ -64,7 +64,7 @@ if (hour < 10 || hour > 18 || isWeekend) { } ``` -## OR "||" finds the first truthy value +## OR "||" finds the first truthy value [#or-finds-the-first-truthy-value] The logic described above is somewhat classical. Now, let's bring in the "extra" features of JavaScript. @@ -84,7 +84,7 @@ The OR `||` operator does the following: A value is returned in its original form, without the conversion. -In other words, a chain of OR `"||"` returns the first truthy value or the last one if no truthy value is found. +In other words, a chain of OR `||` returns the first truthy value or the last one if no truthy value is found. For instance: @@ -101,9 +101,9 @@ This leads to some interesting usage compared to a "pure, classical, boolean-onl 1. **Getting the first truthy value from a list of variables or expressions.** - For instance, we have `firstName`, `lastName` and `nickName` variables, all optional. + For instance, we have `firstName`, `lastName` and `nickName` variables, all optional (i.e. can be undefined or have falsy values). - Let's use OR `||` to choose the one that has the data and show it (or `anonymous` if nothing set): + Let's use OR `||` to choose the one that has the data and show it (or `"Anonymous"` if nothing set): ```js run let firstName = ""; @@ -115,7 +115,7 @@ This leads to some interesting usage compared to a "pure, classical, boolean-onl */!* ``` - If all variables were falsy, `Anonymous` would show up. + If all variables were falsy, `"Anonymous"` would show up. 2. **Short-circuit evaluation.** @@ -123,7 +123,7 @@ This leads to some interesting usage compared to a "pure, classical, boolean-onl It means that `||` processes its arguments until the first truthy value is reached, and then the value is returned immediately, without even touching the other argument. - That importance of this feature becomes obvious if an operand isn't just a value, but an expression with a side effect, such as a variable assignment or a function call. + The importance of this feature becomes obvious if an operand isn't just a value, but an expression with a side effect, such as a variable assignment or a function call. In the example below, only the second message is printed: @@ -223,8 +223,8 @@ The precedence of AND `&&` operator is higher than OR `||`. So the code `a && b || c && d` is essentially the same as if the `&&` expressions were in parentheses: `(a && b) || (c && d)`. ```` -````warn header="Don't replace `if` with || or &&" -Sometimes, people use the AND `&&` operator as a "shorter to write `if`". +````warn header="Don't replace `if` with `||` or `&&`" +Sometimes, people use the AND `&&` operator as a "shorter way to write `if`". For instance: @@ -244,7 +244,7 @@ let x = 1; if (x > 0) alert( 'Greater than zero!' ); ``` -Although, the variant with `&&` appears shorter, `if` is more obvious and tends to be a little bit more readable. So we recommend using every construct for its purpose: use `if` if we want if and use `&&` if we want AND. +Although, the variant with `&&` appears shorter, `if` is more obvious and tends to be a little bit more readable. So we recommend using every construct for its purpose: use `if` if we want `if` and use `&&` if we want AND. ```` diff --git a/1-js/02-first-steps/12-nullish-coalescing-operator/article.md b/1-js/02-first-steps/12-nullish-coalescing-operator/article.md index c72dd91d6..6f3e969f9 100644 --- a/1-js/02-first-steps/12-nullish-coalescing-operator/article.md +++ b/1-js/02-first-steps/12-nullish-coalescing-operator/article.md @@ -2,32 +2,58 @@ [recent browser="new"] -The nullish coalescing operator `??` provides a short syntax for selecting a first "defined" variable from the list. +The nullish coalescing operator is written as two question marks `??`. + +As it treats `null` and `undefined` similarly, we'll use a special term here, in this article. We'll say that an expression is "defined" when it's neither `null` nor `undefined`. The result of `a ?? b` is: -- `a` if it's not `null` or `undefined`, -- `b`, otherwise. +- if `a` is defined, then `a`, +- if `a` isn't defined, then `b`. + +In other words, `??` returns the first argument if it's not `null/undefined`. Otherwise, the second one. + +The nullish coalescing operator isn't anything completely new. It's just a nice syntax to get the first "defined" value of the two. -So, `x = a ?? b` is a short equivalent to: +We can rewrite `result = a ?? b` using the operators that we already know, like this: ```js -x = (a !== null && a !== undefined) ? a : b; +result = (a !== null && a !== undefined) ? a : b; +``` + +Now it should be absolutely clear what `??` does. Let's see where it helps. + +The common use case for `??` is to provide a default value for a potentially undefined variable. + +For example, here we show `user` if defined, otherwise `Anonymous`: + +```js run +let user; + +alert(user ?? "Anonymous"); // Anonymous (user not defined) ``` -Here's a longer example. +Here's the example with `user` assigned to a name: + +```js run +let user = "John"; + +alert(user ?? "Anonymous"); // John (user defined) +``` -Imagine, we have a user, and there are variables `firstName`, `lastName` or `nickName` for their first name, last name and the nick name. All of them may be undefined, if the user decided not to enter any value. +We can also use a sequence of `??` to select the first value from a list that isn't `null/undefined`. -We'd like to display the user name: one of these three variables, or show "Anonymous" if nothing is set. +Let's say we have a user's data in variables `firstName`, `lastName` or `nickName`. All of them may be not defined, if the user decided not to enter a value. -Let's use the `??` operator to select the first defined one: +We'd like to display the user name using one of these variables, or show "Anonymous" if all of them aren't defined. + +Let's use the `??` operator for that: ```js run let firstName = null; let lastName = null; let nickName = "Supercoder"; -// show the first not-null/undefined value +// shows the first defined value: *!* alert(firstName ?? lastName ?? nickName ?? "Anonymous"); // Supercoder */!* @@ -35,23 +61,34 @@ alert(firstName ?? lastName ?? nickName ?? "Anonymous"); // Supercoder ## Comparison with || -The OR `||` operator can be used in the same way as `??`. Actually, we can replace `??` with `||` in the code above and get the same result, as it was described in the [previous chapter](info:logical-operators#or-finds-the-first-truthy-value). - -The important difference is that: -- `||` returns the first *truthy* value. -- `??` returns the first *defined* value. +The OR `||` operator can be used in the same way as `??`, as it was described in the [previous chapter](info:logical-operators#or-finds-the-first-truthy-value). -This matters a lot when we'd like to treat `null/undefined` differently from `0`. +For example, in the code above we could replace `??` with `||` and still get the same result: -For example, consider this: +```js run +let firstName = null; +let lastName = null; +let nickName = "Supercoder"; -```js -height = height ?? 100; +// shows the first truthy value: +*!* +alert(firstName || lastName || nickName || "Anonymous"); // Supercoder +*/!* ``` -This sets `height` to `100` if it's not defined. +Historically, the OR `||` operator was there first. It exists since the beginning of JavaScript, so developers were using it for such purposes for a long time. + +On the other hand, the nullish coalescing operator `??` was added to JavaScript only recently, and the reason for that was that people weren't quite happy with `||`. -Let's compare it with `||`: +The important difference between them is that: +- `||` returns the first *truthy* value. +- `??` returns the first *defined* value. + +In other words, `||` doesn't distinguish between `false`, `0`, an empty string `""` and `null/undefined`. They are all the same -- falsy values. If any of these is the first argument of `||`, then we'll get the second argument as the result. + +In practice though, we may want to use default value only when the variable is `null/undefined`. That is, when the value is really unknown/not set. + +For example, consider this: ```js run let height = 0; @@ -60,19 +97,20 @@ alert(height || 100); // 100 alert(height ?? 100); // 0 ``` -Here, `height || 100` treats zero height as unset, same as `null`, `undefined` or any other falsy value. So the result is `100`. - -The `height ?? 100` returns `100` only if `height` is exactly `null` or `undefined`. So the `alert` shows the height value `0` "as is". +- The `height || 100` checks `height` for being a falsy value, and it's `0`, falsy indeed. + - so the result of `||` is the second argument, `100`. +- The `height ?? 100` checks `height` for being `null/undefined`, and it's not, + - so the result is `height` "as is", that is `0`. -Which behavior is better depends on a particular use case. When zero height is a valid value, then `??` is preferrable. +In practice, the zero height is often a valid value, that shouldn't be replaced with the default. So `??` does just the right thing. ## Precedence -The precedence of the `??` operator is rather low: `5` in the [MDN table](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Operators/Operator_Precedence#Table). +The precedence of the `??` operator is the same as `||`. They both equal `4` in the [MDN table](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Operators/Operator_Precedence#Table). -So `??` is evaluated after most other operations, but before `=` and `?`. +That means that, just like `||`, the nullish coalescing operator `??` is evaluated before `=` and `?`, but after most other operations, such as `+`, `*`. -If we need to choose a value with `??` in a complex expression, then consider adding parentheses: +So if we'd like to choose a value with `??` in an expression with other operators, consider adding parentheses: ```js run let height = null; @@ -84,18 +122,19 @@ let area = (height ?? 100) * (width ?? 50); alert(area); // 5000 ``` -Otherwise, if we omit parentheses, `*` has the higher precedence than `??` and would run first. - -That would work be the same as: +Otherwise, if we omit parentheses, then as `*` has the higher precedence than `??`, it would execute first, leading to incorrect results. ```js -// probably not correct +// without parentheses +let area = height ?? 100 * width ?? 50; + +// ...works the same as this (probably not what we want): let area = height ?? (100 * width) ?? 50; ``` -There's also a related language-level limitation. +### Using ?? with && or || -**Due to safety reasons, it's forbidden to use `??` together with `&&` and `||` operators.** +Due to safety reasons, JavaScript forbids using `??` together with `&&` and `||` operators, unless the precedence is explicitly specified with parentheses. The code below triggers a syntax error: @@ -103,7 +142,7 @@ The code below triggers a syntax error: let x = 1 && 2 ?? 3; // Syntax error ``` -The limitation is surely debatable, but it was added to the language specification with the purpose to avoid programming mistakes, as people start to switch to `??` from `||`. +The limitation is surely debatable, it was added to the language specification with the purpose to avoid programming mistakes, when people start to switch from `||` to `??`. Use explicit parentheses to work around it: @@ -117,7 +156,7 @@ alert(x); // 2 ## Summary -- The nullish coalescing operator `??` provides a short way to choose a "defined" value from the list. +- The nullish coalescing operator `??` provides a short way to choose the first "defined" value from a list. It's used to assign default values to variables: @@ -126,5 +165,5 @@ alert(x); // 2 height = height ?? 100; ``` -- The operator `??` has a very low precedence, a bit higher than `?` and `=`. +- The operator `??` has a very low precedence, only a bit higher than `?` and `=`, so consider adding parentheses when using it in an expression. - It's forbidden to use it with `||` or `&&` without explicit parentheses. diff --git a/1-js/02-first-steps/13-while-for/6-repeat-until-correct/solution.md b/1-js/02-first-steps/13-while-for/6-repeat-until-correct/solution.md index 2e04a78c4..c7de5f09b 100644 --- a/1-js/02-first-steps/13-while-for/6-repeat-until-correct/solution.md +++ b/1-js/02-first-steps/13-while-for/6-repeat-until-correct/solution.md @@ -10,6 +10,6 @@ do { The loop `do..while` repeats while both checks are truthy: 1. The check for `num <= 100` -- that is, the entered value is still not greater than `100`. -2. The check `&& num` is false when `num` is `null` or a empty string. Then the `while` loop stops too. +2. The check `&& num` is false when `num` is `null` or an empty string. Then the `while` loop stops too. P.S. If `num` is `null` then `num <= 100` is `true`, so without the 2nd check the loop wouldn't stop if the user clicks CANCEL. Both checks are required. diff --git a/1-js/02-first-steps/13-while-for/article.md b/1-js/02-first-steps/13-while-for/article.md index b3e3953b8..a7a211569 100644 --- a/1-js/02-first-steps/13-while-for/article.md +++ b/1-js/02-first-steps/13-while-for/article.md @@ -106,7 +106,7 @@ Let's examine the `for` statement part-by-part: | part | | | |-------|----------|----------------------------------------------------------------------------| -| begin | `i = 0` | Executes once upon entering the loop. | +| begin | `let i = 0` | Executes once upon entering the loop. | | condition | `i < 3`| Checked before every loop iteration. If false, the loop stops. | | body | `alert(i)`| Runs again and again while the condition is truthy. | | step| `i++` | Executes after the body on each iteration. | @@ -318,7 +318,7 @@ alert('Done!'); We need a way to stop the process if the user cancels the input. -The ordinary `break` after `input` would only break the inner loop. That's not sufficient--labels, come to the rescue! +The ordinary `break` after `input` would only break the inner loop. That's not sufficient -- labels, come to the rescue! A *label* is an identifier with a colon before a loop: ```js @@ -363,12 +363,23 @@ Labels do not allow us to jump into an arbitrary place in the code. For example, it is impossible to do this: ```js -break label; // doesn't jumps to the label below +break label; // jump to the label below (doesn't work) label: for (...) ``` -A call to `break/continue` is only possible from inside a loop and the label must be somewhere above the directive. +A `break` directive must be inside a code block. Technically, any labelled code block will do, e.g.: +```js +label: { + // ... + break label; // works + // ... +} +``` + +...Although, 99.9% of the time `break` is used inside loops, as we've seen in the examples above. + +A `continue` is only possible from inside a loop. ```` ## Summary diff --git a/1-js/02-first-steps/14-switch/article.md b/1-js/02-first-steps/14-switch/article.md index 314c6cef8..effdafcf9 100644 --- a/1-js/02-first-steps/14-switch/article.md +++ b/1-js/02-first-steps/14-switch/article.md @@ -47,7 +47,7 @@ switch (a) { break; */!* case 5: - alert( 'Too large' ); + alert( 'Too big' ); break; default: alert( "I don't know such values" ); diff --git a/1-js/02-first-steps/15-function-basics/2-rewrite-function-question-or/solution.md b/1-js/02-first-steps/15-function-basics/2-rewrite-function-question-or/solution.md index c8ee9618f..e48502642 100644 --- a/1-js/02-first-steps/15-function-basics/2-rewrite-function-question-or/solution.md +++ b/1-js/02-first-steps/15-function-basics/2-rewrite-function-question-or/solution.md @@ -14,4 +14,4 @@ function checkAge(age) { } ``` -Note that the parentheses around `age > 18` are not required here. They exist for better readabilty. +Note that the parentheses around `age > 18` are not required here. They exist for better readability. diff --git a/1-js/02-first-steps/15-function-basics/article.md b/1-js/02-first-steps/15-function-basics/article.md index b56fbc67d..b46f42924 100644 --- a/1-js/02-first-steps/15-function-basics/article.md +++ b/1-js/02-first-steps/15-function-basics/article.md @@ -20,10 +20,10 @@ function showMessage() { } ``` -The `function` keyword goes first, then goes the *name of the function*, then a list of *parameters* between the parentheses (comma-separated, empty in the example above) and finally the code of the function, also named "the function body", between curly braces. +The `function` keyword goes first, then goes the *name of the function*, then a list of *parameters* between the parentheses (comma-separated, empty in the example above, we'll see examples later) and finally the code of the function, also named "the function body", between curly braces. ```js -function name(parameters) { +function name(parameter1, parameter2, ... parameterN) { ...body... } ``` @@ -137,26 +137,23 @@ It's a good practice to minimize the use of global variables. Modern code has fe ## Parameters -We can pass arbitrary data to functions using parameters (also called *function arguments*) . +We can pass arbitrary data to functions using parameters. In the example below, the function has two parameters: `from` and `text`. ```js run -function showMessage(*!*from, text*/!*) { // arguments: from, text +function showMessage(*!*from, text*/!*) { // parameters: from, text alert(from + ': ' + text); } -*!* -showMessage('Ann', 'Hello!'); // Ann: Hello! (*) -showMessage('Ann', "What's up?"); // Ann: What's up? (**) -*/!* +*!*showMessage('Ann', 'Hello!');*/!* // Ann: Hello! (*) +*!*showMessage('Ann', "What's up?");*/!* // Ann: What's up? (**) ``` When the function is called in lines `(*)` and `(**)`, the given values are copied to local variables `from` and `text`. Then the function uses them. Here's one more example: we have a variable `from` and pass it to the function. Please note: the function changes `from`, but the change is not seen outside, because a function always gets a copy of the value: - ```js run function showMessage(from, text) { @@ -175,9 +172,21 @@ showMessage(from, "Hello"); // *Ann*: Hello alert( from ); // Ann ``` +When a value is passed as a function parameter, it's also called an *argument*. + +In other words, to put these terms straight: + +- A parameter is the variable listed inside the parentheses in the function declaration (it's a declaration time term) +- An argument is the value that is passed to the function when it is called (it's a call time term). + +We declare functions listing their parameters, then call them passing arguments. + +In the example above, one might say: "the function `showMessage` is declared with two parameters, then called with two arguments: `from` and `"Hello"`". + + ## Default values -If a parameter is not provided, then its value becomes `undefined`. +If a function is called, but an argument is not provided, then the corresponding value becomes `undefined`. For instance, the aforementioned function `showMessage(from, text)` can be called with a single argument: @@ -185,9 +194,9 @@ For instance, the aforementioned function `showMessage(from, text)` can be calle showMessage("Ann"); ``` -That's not an error. Such a call would output `"Ann: undefined"`. There's no `text`, so it's assumed that `text === undefined`. +That's not an error. Such a call would output `"*Ann*: undefined"`. As the value for `text` isn't passed, it becomes `undefined`. -If we want to use a "default" `text` in this case, then we can specify it after `=`: +We can specify the so-called "default" (to use if omitted) value for a parameter in the function declaration, using `=`: ```js run function showMessage(from, *!*text = "no text given"*/!*) { @@ -211,19 +220,23 @@ function showMessage(from, text = anotherFunction()) { ```smart header="Evaluation of default parameters" In JavaScript, a default parameter is evaluated every time the function is called without the respective parameter. -In the example above, `anotherFunction()` is called every time `showMessage()` is called without the `text` parameter. +In the example above, `anotherFunction()` isn't called at all, if the `text` parameter is provided. + +On the other hand, it's independently called every time when `text` is missing. ``` ### Alternative default parameters -Sometimes it makes sense to set default values for parameters not in the function declaration, but at a later stage, during its execution. +Sometimes it makes sense to assign default values for parameters not in the function declaration, but at a later stage. -To check for an omitted parameter, we can compare it with `undefined`: +We can check if the parameter is passed during the function execution, by comparing it with `undefined`: ```js run function showMessage(text) { + // ... + *!* - if (text === undefined) { + if (text === undefined) { // if the parameter is missing text = 'empty message'; } */!* @@ -237,18 +250,18 @@ showMessage(); // empty message ...Or we could use the `||` operator: ```js -// if text parameter is omitted or "" is passed, set it to 'empty' function showMessage(text) { + // if text is undefined or otherwise falsy, set it to 'empty' text = text || 'empty'; ... } ``` -Modern JavaScript engines support the [nullish coalescing operator](info:nullish-coalescing-operator) `??`, it's better when falsy values, such as `0`, are considered regular: +Modern JavaScript engines support the [nullish coalescing operator](info:nullish-coalescing-operator) `??`, it's better when most falsy values, such as `0`, should be considered "normal": ```js run -// if there's no "count" parameter, show "unknown" function showCount(count) { + // if count is undefined or null, show "unknown" alert(count ?? "unknown"); } @@ -411,7 +424,7 @@ Functions that are used *very often* sometimes have ultrashort names. For example, the [jQuery](http://jquery.com) framework defines a function with `$`. The [Lodash](http://lodash.com/) library has its core function named `_`. -These are exceptions. Generally functions names should be concise and descriptive. +These are exceptions. Generally function names should be concise and descriptive. ``` ## Functions == Comments diff --git a/1-js/02-first-steps/16-function-expressions/article.md b/1-js/02-first-steps/16-function-expressions/article.md index a8ccd6c6c..bca23ae51 100644 --- a/1-js/02-first-steps/16-function-expressions/article.md +++ b/1-js/02-first-steps/16-function-expressions/article.md @@ -12,7 +12,9 @@ function sayHi() { There is another syntax for creating a function that is called a *Function Expression*. -It looks like this: +It allows us to create a new function in the middle of any expression. + +For example: ```js let sayHi = function() { @@ -20,9 +22,19 @@ let sayHi = function() { }; ``` -Here, the function is created and assigned to the variable explicitly, like any other value. No matter how the function is defined, it's just a value stored in the variable `sayHi`. +Here we can see a variable `sayHi` getting a value, the new function, created as `function() { alert("Hello"); }`. + +As the function creation happens in the context of the assignment expression (to the right side of `=`), this is a *Function Expression*. + +Please note, there's no name after the `function` keyword. Omitting a name is allowed for Function Expressions. + +Here we immediately assign it to the variable, so the meaning of these code samples is the same: "create a function and put it into the variable `sayHi`". -The meaning of these code samples is the same: "create a function and put it into the variable `sayHi`". +In more advanced situations, that we'll come across later, a function may be created and immediately called or scheduled for a later execution, not stored anywhere, thus remaining anonymous. + +## Function is a value + +Let's reiterate: no matter how the function is created, a function is a value. Both examples above store a function in the `sayHi` variable. We can even print out that value using `alert`: @@ -63,10 +75,10 @@ Here's what happens above in detail: 2. Line `(2)` copies it into the variable `func`. Please note again: there are no parentheses after `sayHi`. If there were, then `func = sayHi()` would write *the result of the call* `sayHi()` into `func`, not *the function* `sayHi` itself. 3. Now the function can be called as both `sayHi()` and `func()`. -Note that we could also have used a Function Expression to declare `sayHi`, in the first line: +We could also have used a Function Expression to declare `sayHi`, in the first line: ```js -let sayHi = function() { +let sayHi = function() { // (1) create alert( "Hello" ); }; @@ -90,9 +102,9 @@ let sayHi = function() { }*!*;*/!* ``` -The answer is simple: -- There's no need for `;` at the end of code blocks and syntax structures that use them like `if { ... }`, `for { }`, `function f { }` etc. -- A Function Expression is used inside the statement: `let sayHi = ...;`, as a value. It's not a code block, but rather an assignment. The semicolon `;` is recommended at the end of statements, no matter what the value is. So the semicolon here is not related to the Function Expression itself, it just terminates the statement. +The answer is simple: a Function Expression is created here as `function(…) {…}` inside the assignment statement: `let sayHi = …;`. The semicolon `;` is recommended at the end of the statement, it's not a part of the function syntax. + +The semicolon would be there for a simpler assignment, such as `let sayHi = 5;`, and it's also there for a function assignment. ```` ## Callback functions diff --git a/1-js/02-first-steps/17-arrow-functions-basics/1-rewrite-arrow/solution.md b/1-js/02-first-steps/17-arrow-functions-basics/1-rewrite-arrow/solution.md index 3ea112473..041db18bc 100644 --- a/1-js/02-first-steps/17-arrow-functions-basics/1-rewrite-arrow/solution.md +++ b/1-js/02-first-steps/17-arrow-functions-basics/1-rewrite-arrow/solution.md @@ -1,7 +1,7 @@ ```js run function ask(question, yes, no) { - if (confirm(question)) yes() + if (confirm(question)) yes(); else no(); } diff --git a/1-js/02-first-steps/17-arrow-functions-basics/1-rewrite-arrow/task.md b/1-js/02-first-steps/17-arrow-functions-basics/1-rewrite-arrow/task.md index 2f44db27e..e18c08a83 100644 --- a/1-js/02-first-steps/17-arrow-functions-basics/1-rewrite-arrow/task.md +++ b/1-js/02-first-steps/17-arrow-functions-basics/1-rewrite-arrow/task.md @@ -5,7 +5,7 @@ Replace Function Expressions with arrow functions in the code below: ```js run function ask(question, yes, no) { - if (confirm(question)) yes() + if (confirm(question)) yes(); else no(); } diff --git a/1-js/02-first-steps/17-arrow-functions-basics/article.md b/1-js/02-first-steps/17-arrow-functions-basics/article.md index e0fb5bda5..c28b56c56 100644 --- a/1-js/02-first-steps/17-arrow-functions-basics/article.md +++ b/1-js/02-first-steps/17-arrow-functions-basics/article.md @@ -5,15 +5,15 @@ There's another very simple and concise syntax for creating functions, that's of It's called "arrow functions", because it looks like this: ```js -let func = (arg1, arg2, ...argN) => expression +let func = (arg1, arg2, ..., argN) => expression; ``` -...This creates a function `func` that accepts arguments `arg1..argN`, then evaluates the `expression` on the right side with their use and returns its result. +This creates a function `func` that accepts arguments `arg1..argN`, then evaluates the `expression` on the right side with their use and returns its result. In other words, it's the shorter version of: ```js -let func = function(arg1, arg2, ...argN) { +let func = function(arg1, arg2, ..., argN) { return expression; }; ``` @@ -33,7 +33,7 @@ let sum = function(a, b) { alert( sum(1, 2) ); // 3 ``` -As you can, see `(a, b) => a + b` means a function that accepts two arguments named `a` and `b`. Upon the execution, it evaluates the expression `a + b` and returns the result. +As you can see, `(a, b) => a + b` means a function that accepts two arguments named `a` and `b`. Upon the execution, it evaluates the expression `a + b` and returns the result. - If we have only one argument, then parentheses around parameters can be omitted, making that even shorter. @@ -86,7 +86,7 @@ Like this: let sum = (a, b) => { // the curly brace opens a multiline function let result = a + b; *!* - return result; // if we use curly braces, then we need an explicit "return" + return result; // if we use curly braces, then we need an explicit "return" */!* }; diff --git a/1-js/02-first-steps/18-javascript-specials/article.md b/1-js/02-first-steps/18-javascript-specials/article.md index 91be0aa45..d0ed0ef08 100644 --- a/1-js/02-first-steps/18-javascript-specials/article.md +++ b/1-js/02-first-steps/18-javascript-specials/article.md @@ -144,7 +144,7 @@ Assignments : There is a simple assignment: `a = b` and combined ones like `a *= 2`. Bitwise -: Bitwise operators work with 32-bit integers at the lowest, bit-level: see the [docs](mdn:/JavaScript/Reference/Operators/Bitwise_Operators) when they are needed. +: Bitwise operators work with 32-bit integers at the lowest, bit-level: see the [docs](mdn:/JavaScript/Guide/Expressions_and_Operators#Bitwise) when they are needed. Conditional : The only operator with three parameters: `cond ? resultA : resultB`. If `cond` is truthy, returns `resultA`, otherwise `resultB`. @@ -273,7 +273,7 @@ We covered three ways to create a function in JavaScript: ``` -- Functions may have local variables: those declared inside its body. Such variables are only visible inside the function. +- Functions may have local variables: those declared inside its body or its parameter list. Such variables are only visible inside the function. - Parameters can have default values: `function sum(a = 1, b = 2) {...}`. - Functions always return something. If there's no `return` statement, then the result is `undefined`. diff --git a/1-js/03-code-quality/01-debugging-chrome/article.md b/1-js/03-code-quality/01-debugging-chrome/article.md index ee7dea4c4..cf90f5492 100644 --- a/1-js/03-code-quality/01-debugging-chrome/article.md +++ b/1-js/03-code-quality/01-debugging-chrome/article.md @@ -1,4 +1,4 @@ -# Debugging in Chrome +# Debugging in the browser Before writing more complex code, let's talk about debugging. @@ -135,7 +135,7 @@ There are buttons for it at the top of the right panel. Let's engage them. Clicking this again and again will step through all script statements one by one. -- "Step over": run the next command, but *don't go into a function*, hotkey `key:F10`. -: Similar to the previous the "Step" command, but behaves differently if the next statement is a function call. That is: not a built-in, like `alert`, but a function of our own. +: Similar to the previous "Step" command, but behaves differently if the next statement is a function call. That is: not a built-in, like `alert`, but a function of our own. The "Step" command goes into it and pauses the execution at its first line, while "Step over" executes the nested function call invisibly, skipping the function internals. diff --git a/1-js/03-code-quality/02-coding-style/article.md b/1-js/03-code-quality/02-coding-style/article.md index 4cdb23808..904f0a939 100644 --- a/1-js/03-code-quality/02-coding-style/article.md +++ b/1-js/03-code-quality/02-coding-style/article.md @@ -116,7 +116,7 @@ There are two types of indents: One advantage of spaces over tabs is that spaces allow more flexible configurations of indents than the tab symbol. - For instance, we can align the arguments with the opening bracket, like this: + For instance, we can align the parameters with the opening bracket, like this: ```js no-beautify show(parameters, @@ -301,11 +301,11 @@ The great thing about them is that style-checking can also find some bugs, like Here are some well-known linting tools: -- [JSLint](http://www.jslint.com/) -- one of the first linters. -- [JSHint](http://www.jshint.com/) -- more settings than JSLint. -- [ESLint](http://eslint.org/) -- probably the newest one. +- [JSLint](https://www.jslint.com/) -- one of the first linters. +- [JSHint](https://jshint.com/) -- more settings than JSLint. +- [ESLint](https://eslint.org/) -- probably the newest one. -All of them can do the job. The author uses [ESLint](http://eslint.org/). +All of them can do the job. The author uses [ESLint](https://eslint.org/). Most linters are integrated with many popular editors: just enable the plugin in the editor and configure the style. @@ -328,14 +328,14 @@ Here's an example of an `.eslintrc` file: }, "rules": { "no-console": 0, - "indent": ["warning", 2] + "indent": 2 } } ``` Here the directive `"extends"` denotes that the configuration is based on the "eslint:recommended" set of settings. After that, we specify our own. -It is also possible to download style rule sets from the web and extend them instead. See for more details about installation. +It is also possible to download style rule sets from the web and extend them instead. See for more details about installation. Also certain IDEs have built-in linting, which is convenient but not as customizable as ESLint. diff --git a/1-js/03-code-quality/04-ninja-code/article.md b/1-js/03-code-quality/04-ninja-code/article.md index 982cc0214..96fdf4143 100644 --- a/1-js/03-code-quality/04-ninja-code/article.md +++ b/1-js/03-code-quality/04-ninja-code/article.md @@ -1,7 +1,7 @@ # Ninja code -```quote author="Confucius" +```quote author="Confucius (Analects)" Learning without thought is labor lost; thought without learning is perilous. ``` @@ -104,8 +104,8 @@ A quick read of such code becomes impossible. And when there's a typo... Ummm... ## Smart synonyms -```quote author="Confucius" -The hardest thing of all is to find a black cat in a dark room, especially if there is no cat. +```quote author="Laozi (Tao Te Ching)" +The Tao that can be told is not the eternal Tao. The name that can be named is not the eternal name. ``` Using *similar* names for *same* things makes life more interesting and shows your creativity to the public. diff --git a/1-js/03-code-quality/05-testing-mocha/article.md b/1-js/03-code-quality/05-testing-mocha/article.md index 68ffcae4d..9037b484d 100644 --- a/1-js/03-code-quality/05-testing-mocha/article.md +++ b/1-js/03-code-quality/05-testing-mocha/article.md @@ -2,7 +2,7 @@ Automated testing will be used in further tasks, and it's also widely used in real projects. -## Why we need tests? +## Why do we need tests? When we write a function, we can usually imagine what it should do: which parameters give which results. diff --git a/1-js/03-code-quality/06-polyfills/article.md b/1-js/03-code-quality/06-polyfills/article.md index 75db49d2f..f56fbd88f 100644 --- a/1-js/03-code-quality/06-polyfills/article.md +++ b/1-js/03-code-quality/06-polyfills/article.md @@ -1,5 +1,5 @@ -# Polyfills +# Polyfills and transpilers The JavaScript language steadily evolves. New proposals to the language appear regularly, they are analyzed and, if considered worthy, are appended to the list at and then progress to the [specification](http://www.ecma-international.org/publications/standards/Ecma-262.htm). @@ -9,46 +9,84 @@ So it's quite common for an engine to implement only the part of the standard. A good page to see the current state of support for language features is (it's big, we have a lot to study yet). -## Babel +As programmers, we'd like to use most recent features. The more good stuff - the better! -When we use modern features of the language, some engines may fail to support such code. Just as said, not all features are implemented everywhere. +On the other hand, how to make our modern code work on older engines that don't understand recent features yet? -Here Babel comes to the rescue. +There are two tools for that: -[Babel](https://babeljs.io) is a [transpiler](https://en.wikipedia.org/wiki/Source-to-source_compiler). It rewrites modern JavaScript code into the previous standard. +1. Transpilers. +2. Polyfills. -Actually, there are two parts in Babel: +Here, in this chapter, our purpose is to get the gist of how they work, and their place in web development. -1. First, the transpiler program, which rewrites the code. The developer runs it on their own computer. It rewrites the code into the older standard. And then the code is delivered to the website for users. Modern project build systems like [webpack](http://webpack.github.io/) provide means to run transpiler automatically on every code change, so that it's very easy to integrate into development process. +## Transpilers -2. Second, the polyfill. +A [transpiler](https://en.wikipedia.org/wiki/Source-to-source_compiler) is a special piece of software that translates source code to another source code. It can parse ("read and understand") modern code and rewrite it using older syntax constructs, so that it'll also work in outdated engines. - New language features may include new built-in functions and syntax constructs. - The transpiler rewrites the code, transforming syntax constructs into older ones. But as for new built-in functions, we need to implement them. JavaScript is a highly dynamic language, scripts may add/modify any functions, so that they behave according to the modern standard. +E.g. JavaScript before year 2020 didn't have the "nullish coalescing operator" `??`. So, if a visitor uses an outdated browser, it may fail to understand the code like `height = height ?? 100`. - A script that updates/adds new functions is called "polyfill". It "fills in" the gap and adds missing implementations. +A transpiler would analyze our code and rewrite `height ?? 100` into `(height !== undefined && height !== null) ? height : 100`. - Two interesting polyfills are: - - [core js](https://github.com/zloirock/core-js) that supports a lot, allows to include only needed features. - - [polyfill.io](http://polyfill.io) service that provides a script with polyfills, depending on the features and user's browser. +```js +// before running the transpiler +height = height ?? 100; -So, if we're going to use modern language features, a transpiler and a polyfill are necessary. +// after running the transpiler +height = (height !== undefined && height !== null) ? height : 100; +``` -## Examples in the tutorial +Now the rewritten code is suitable for older JavaScript engines. +Usually, a developer runs the transpiler on their own computer, and then deploys the transpiled code to the server. -````online -Most examples are runnable at-place, like this: +Speaking of names, [Babel](https://babeljs.io) is one of the most prominent transpilers out there. -```js run -alert('Press the "Play" button in the upper-right corner to run'); -``` +Modern project build systems, such as [webpack](https://webpack.js.org/), provide means to run transpiler automatically on every code change, so it's very easy to integrate into development process. + +## Polyfills + +New language features may include not only syntax constructs and operators, but also built-in functions. + +For example, `Math.trunc(n)` is a function that "cuts off" the decimal part of a number, e.g `Math.trunc(1.23)` returns `1`. -Examples that use modern JS will work only if your browser supports it. -```` +In some (very outdated) JavaScript engines, there's no `Math.trunc`, so such code will fail. -```offline -As you're reading the offline version, in PDF examples are not runnable. In EPUB some of them can run. +As we're talking about new functions, not syntax changes, there's no need to transpile anything here. We just need to declare the missing function. + +A script that updates/adds new functions is called "polyfill". It "fills in" the gap and adds missing implementations. + +For this particular case, the polyfill for `Math.trunc` is a script that implements it, like this: + +```js +if (!Math.trunc) { // if no such function + // implement it + Math.trunc = function(number) { + // Math.ceil and Math.floor exist even in ancient JavaScript engines + // they are covered later in the tutorial + return number < 0 ? Math.ceil(number) : Math.floor(number); + }; +} ``` -Google Chrome is usually the most up-to-date with language features, good to run bleeding-edge demos without any transpilers, but other modern browsers also work fine. +JavaScript is a highly dynamic language, scripts may add/modify any functions, even including built-in ones. + +Two interesting libraries of polyfills are: +- [core js](https://github.com/zloirock/core-js) that supports a lot, allows to include only needed features. +- [polyfill.io](http://polyfill.io) service that provides a script with polyfills, depending on the features and user's browser. + + +## Summary + +In this chapter we'd like to motivate you to study modern and even "bleeding-edge" language features, even if they aren't yet well-supported by JavaScript engines. + +Just don't forget to use transpiler (if using modern syntax or operators) and polyfills (to add functions that may be missing). And they'll ensure that the code works. + +For example, later when you're familiar with JavaScript, you can setup a code build system based on [webpack](https://webpack.js.org/) with [babel-loader](https://github.com/babel/babel-loader) plugin. + +Good resources that show the current state of support for various features: +- - for pure JavaScript. +- - for browser-related functions. + +P.S. Google Chrome is usually the most up-to-date with language features, try it if a tutorial demo fails. Most tutorial demos work with any modern browser though. + diff --git a/1-js/04-object-basics/01-object/8-multiply-numeric/task.md b/1-js/04-object-basics/01-object/8-multiply-numeric/task.md index 33eb89220..6878ca088 100644 --- a/1-js/04-object-basics/01-object/8-multiply-numeric/task.md +++ b/1-js/04-object-basics/01-object/8-multiply-numeric/task.md @@ -2,9 +2,9 @@ importance: 3 --- -# Multiply numeric properties by 2 +# Multiply numeric property values by 2 -Create a function `multiplyNumeric(obj)` that multiplies all numeric properties of `obj` by `2`. +Create a function `multiplyNumeric(obj)` that multiplies all numeric property values of `obj` by `2`. For instance: diff --git a/1-js/04-object-basics/01-object/article.md b/1-js/04-object-basics/01-object/article.md index 513f2f3e3..ed8a3f4d7 100644 --- a/1-js/04-object-basics/01-object/article.md +++ b/1-js/04-object-basics/01-object/article.md @@ -92,30 +92,6 @@ let user = { ``` That is called a "trailing" or "hanging" comma. Makes it easier to add/remove/move around properties, because all lines become alike. -````smart header="Object with const can be changed" -Please note: an object declared as `const` *can* be modified. - -For instance: - -```js run -const user = { - name: "John" -}; - -*!* -user.name = "Pete"; // (*) -*/!* - -alert(user.name); // Pete -``` - -It might seem that the line `(*)` would cause an error, but no. The `const` fixes the value of `user`, but not its contents. - -The `const` would give an error only if we try to set `user=...` as a whole. - -There's another way to make constant object properties, we'll cover it later in the chapter . -```` - ## Square brackets For multiword properties, the dot access doesn't work: diff --git a/1-js/04-object-basics/02-object-copy/article.md b/1-js/04-object-basics/02-object-copy/article.md index c88872232..b56a8034b 100644 --- a/1-js/04-object-basics/02-object-copy/article.md +++ b/1-js/04-object-basics/02-object-copy/article.md @@ -1,25 +1,29 @@ -# Object copying, references +# Object references and copying -One of the fundamental differences of objects vs primitives is that they are stored and copied "by reference". +One of the fundamental differences of objects versus primitives is that objects are stored and copied "by reference", whereas primitive values: strings, numbers, booleans, etc -- are always copied "as a whole value". -Primitive values: strings, numbers, booleans -- are assigned/copied "as a whole value". +That's easy to understand if we look a bit under the hood of what happens when we copy a value. -For instance: +Let's start with a primitive, such as a string. + +Here we put a copy of `message` into `phrase`: ```js let message = "Hello!"; let phrase = message; ``` -As a result we have two independent variables, each one is storing the string `"Hello!"`. +As a result we have two independent variables, each one storing the string `"Hello!"`. ![](variable-copy-value.svg) +Quite an obvious result, right? + Objects are not like that. -**A variable stores not the object itself, but its "address in memory", in other words "a reference" to it.** +**A variable assigned to an object stores not the object itself, but its "address in memory" -- in other words "a reference" to it.** -Here's the picture for the object: +Let's look at an example of such a variable: ```js let user = { @@ -27,11 +31,19 @@ let user = { }; ``` +And here's how it's actually stored in memory: + ![](variable-contains-reference.svg) -Here, the object is stored somewhere in memory. And the variable `user` has a "reference" to it. +The object is stored somewhere in memory (at the right of the picture), while the `user` variable (at the left) has a "reference" to it. + +We may think of an object variable, such as `user`, as like a sheet of paper with the address of the object on it. + +When we perform actions with the object, e.g. take a property `user.name`, the JavaScript engine looks at what's at that address and performs the operation on the actual object. -**When an object variable is copied -- the reference is copied, the object is not duplicated.** +Now here's why it's important. + +**When an object variable is copied, the reference is copied, but the object itself is not duplicated.** For instance: @@ -41,11 +53,13 @@ let user = { name: "John" }; let admin = user; // copy the reference ``` -Now we have two variables, each one with the reference to the same object: +Now we have two variables, each storing a reference to the same object: ![](variable-copy-reference.svg) -We can use any variable to access the object and modify its contents: +As you can see, there's still one object, but now with two variables that reference it. + +We can use either variable to access the object and modify its contents: ```js run let user = { name: 'John' }; @@ -59,15 +73,13 @@ admin.name = 'Pete'; // changed by the "admin" reference alert(*!*user.name*/!*); // 'Pete', changes are seen from the "user" reference ``` -The example above demonstrates that there is only one object. As if we had a cabinet with two keys and used one of them (`admin`) to get into it. Then, if we later use another key (`user`) we can see changes. +It's as if we had a cabinet with two keys and used one of them (`admin`) to get into it and make changes. Then, if we later use another key (`user`), we are still opening the same cabinet and can access the changed contents. ## Comparison by reference -The equality `==` and strict equality `===` operators for objects work exactly the same. - -**Two objects are equal only if they are the same object.** +Two objects are equal only if they are the same object. -Here two variables reference the same object, thus they are equal: +For instance, here `a` and `b` reference the same object, thus they are equal: ```js run let a = {}; @@ -77,7 +89,7 @@ alert( a == b ); // true, both variables reference the same object alert( a === b ); // true ``` -And here two independent objects are not equal, even though both are empty: +And here two independent objects are not equal, even though they look alike (both are empty): ```js run let a = {}; @@ -86,15 +98,15 @@ let b = {}; // two independent objects alert( a == b ); // false ``` -For comparisons like `obj1 > obj2` or for a comparison against a primitive `obj == 5`, objects are converted to primitives. We'll study how object conversions work very soon, but to tell the truth, such comparisons occur very rarely, usually as a result of a coding mistake. +For comparisons like `obj1 > obj2` or for a comparison against a primitive `obj == 5`, objects are converted to primitives. We'll study how object conversions work very soon, but to tell the truth, such comparisons are needed very rarely -- usually they appear as a result of a programming mistake. -## Cloning and merging, Object.assign +## Cloning and merging, Object.assign [#cloning-and-merging-object-assign] So, copying an object variable creates one more reference to the same object. But what if we need to duplicate an object? Create an independent copy, a clone? -That's also doable, but a little bit more difficult, because there's no built-in method for that in JavaScript. Actually, that's rarely needed. Copying by reference is good most of the time. +That's also doable, but a little bit more difficult, because there's no built-in method for that in JavaScript. But there is rarely a need -- copying by reference is good most of the time. But if we really want that, then we need to create a new object and replicate the structure of the existing one by iterating over its properties and copying them on the primitive level. @@ -121,7 +133,7 @@ clone.name = "Pete"; // changed the data in it alert( user.name ); // still John in the original object ``` -Also we can use the method [Object.assign](mdn:js/Object/assign) for that. +Also we can use the method [Object.assign](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign) for that. The syntax is: @@ -174,6 +186,8 @@ let clone = Object.assign({}, user); It copies all properties of `user` into the empty object and returns it. +There are also other methods of cloning an object, e.g. using the [spread syntax](info:rest-parameters-spread) `clone = {...user}`, covered later in the tutorial. + ## Nested cloning Until now we assumed that all properties of `user` are primitive. But properties can be references to other objects. What to do with them? @@ -213,15 +227,37 @@ user.sizes.width++; // change a property from one place alert(clone.sizes.width); // 51, see the result from the other one ``` -To fix that, we should use the cloning loop that examines each value of `user[key]` and, if it's an object, then replicate its structure as well. That is called a "deep cloning". +To fix that, we should use a cloning loop that examines each value of `user[key]` and, if it's an object, then replicate its structure as well. That is called a "deep cloning". + +We can use recursion to implement it. Or, to not reinvent the wheel, take an existing implementation, for instance [_.cloneDeep(obj)](https://lodash.com/docs#cloneDeep) from the JavaScript library [lodash](https://lodash.com). + +````smart header="Const objects can be modified" +An important side effect of storing objects as references is that an object declared as `const` *can* be modified. + +For instance: + +```js run +const user = { + name: "John" +}; + +*!* +user.name = "Pete"; // (*) +*/!* + +alert(user.name); // Pete +``` + +It might seem that the line `(*)` would cause an error, but it does not. The value of `user` is constant, it must always reference the same object, but properties of that object are free to change. -There's a standard algorithm for deep cloning that handles the case above and more complex cases, called the [Structured cloning algorithm](https://html.spec.whatwg.org/multipage/structured-data.html#safe-passing-of-structured-data). +In other words, the `const user` gives an error only if we try to set `user=...` as a whole. -We can use recursion to implement it. Or, not to reinvent the wheel, take an existing implementation, for instance [_.cloneDeep(obj)](https://lodash.com/docs#cloneDeep) from the JavaScript library [lodash](https://lodash.com). +That said, if we really need to make constant object properties, it's also possible, but using totally different methods. We'll mention that in the chapter . +```` ## Summary -Objects are assigned and copied by reference. In other words, a variable stores not the "object value", but a "reference" (address in memory) for the value. So copying such a variable or passing it as a function argument copies that reference, not the object. +Objects are assigned and copied by reference. In other words, a variable stores not the "object value", but a "reference" (address in memory) for the value. So copying such a variable or passing it as a function argument copies that reference, not the object itself. All operations via copied references (like adding/removing properties) are performed on the same single object. diff --git a/1-js/04-object-basics/03-garbage-collection/article.md b/1-js/04-object-basics/03-garbage-collection/article.md index e20e5a5d8..72e30469c 100644 --- a/1-js/04-object-basics/03-garbage-collection/article.md +++ b/1-js/04-object-basics/03-garbage-collection/article.md @@ -14,8 +14,8 @@ Simply put, "reachable" values are those that are accessible or usable somehow. For instance: - - Local variables and parameters of the current function. - - Variables and parameters for other functions on the current chain of nested calls. + - The currently executing function, its local variables and parameters. + - Other functions on the current chain of nested calls, their local variables and parameters. - Global variables. - (there are some other, internal ones as well) @@ -23,7 +23,7 @@ Simply put, "reachable" values are those that are accessible or usable somehow. 2. Any other value is considered reachable if it's reachable from a root by a reference or by a chain of references. - For instance, if there's an object in a global variable, and that object has a property referencing another object, that object is considered reachable. And those that it references are also reachable. Detailed examples to follow. + For instance, if there's an object in a global variable, and that object has a property referencing another object, *that* object is considered reachable. And those that it references are also reachable. Detailed examples to follow. There's a background process in the JavaScript engine that is called [garbage collector](https://en.wikipedia.org/wiki/Garbage_collection_(computer_science)). It monitors all objects and removes those that have become unreachable. diff --git a/1-js/04-object-basics/04-object-methods/4-object-property-this/solution.md b/1-js/04-object-basics/04-object-methods/4-object-property-this/solution.md index c1aaf4f97..f33c9310e 100644 --- a/1-js/04-object-basics/04-object-methods/4-object-property-this/solution.md +++ b/1-js/04-object-basics/04-object-methods/4-object-property-this/solution.md @@ -7,7 +7,7 @@ function makeUser() { name: "John", ref: this }; -}; +} let user = makeUser(); @@ -45,7 +45,7 @@ function makeUser() { } */!* }; -}; +} let user = makeUser(); diff --git a/1-js/04-object-basics/04-object-methods/4-object-property-this/task.md b/1-js/04-object-basics/04-object-methods/4-object-property-this/task.md index 4784b082c..c6f8f9658 100644 --- a/1-js/04-object-basics/04-object-methods/4-object-property-this/task.md +++ b/1-js/04-object-basics/04-object-methods/4-object-property-this/task.md @@ -14,7 +14,7 @@ function makeUser() { name: "John", ref: this }; -}; +} let user = makeUser(); diff --git a/1-js/04-object-basics/04-object-methods/7-calculator/_js.view/test.js b/1-js/04-object-basics/04-object-methods/7-calculator/_js.view/test.js index 1f71eda4c..4decb76dc 100644 --- a/1-js/04-object-basics/04-object-methods/7-calculator/_js.view/test.js +++ b/1-js/04-object-basics/04-object-methods/7-calculator/_js.view/test.js @@ -15,6 +15,11 @@ describe("calculator", function() { afterEach(function() { prompt.restore(); }); + + it('the read get two values and saves them as object properties', function () { + assert.equal(calculator.a, 2); + assert.equal(calculator.b, 3); + }); it("the sum is 5", function() { assert.equal(calculator.sum(), 5); diff --git a/1-js/04-object-basics/04-object-methods/8-chain-calls/_js.view/solution.js b/1-js/04-object-basics/04-object-methods/8-chain-calls/_js.view/solution.js index e98fe6410..a35c009cc 100644 --- a/1-js/04-object-basics/04-object-methods/8-chain-calls/_js.view/solution.js +++ b/1-js/04-object-basics/04-object-methods/8-chain-calls/_js.view/solution.js @@ -11,5 +11,6 @@ let ladder = { }, showStep: function() { alert(this.step); + return this; } }; \ No newline at end of file diff --git a/1-js/04-object-basics/04-object-methods/8-chain-calls/_js.view/test.js b/1-js/04-object-basics/04-object-methods/8-chain-calls/_js.view/test.js index a2b17fcc4..b4f2459b7 100644 --- a/1-js/04-object-basics/04-object-methods/8-chain-calls/_js.view/test.js +++ b/1-js/04-object-basics/04-object-methods/8-chain-calls/_js.view/test.js @@ -32,6 +32,14 @@ describe('Ladder', function() { it('down().up().up().up() ', function() { assert.equal(ladder.down().up().up().up().step, 2); }); + + it('showStep() should return this', function() { + assert.equal(ladder.showStep(), ladder); + }); + + it('up().up().down().showStep().down().showStep()', function () { + assert.equal(ladder.up().up().down().showStep().down().showStep().step, 0) + }); after(function() { ladder.step = 0; diff --git a/1-js/04-object-basics/04-object-methods/8-chain-calls/solution.md b/1-js/04-object-basics/04-object-methods/8-chain-calls/solution.md index 2b47873fc..f215461dd 100644 --- a/1-js/04-object-basics/04-object-methods/8-chain-calls/solution.md +++ b/1-js/04-object-basics/04-object-methods/8-chain-calls/solution.md @@ -21,9 +21,9 @@ let ladder = { return this; */!* } -} +}; -ladder.up().up().down().up().down().showStep(); // 1 +ladder.up().up().down().showStep().down().showStep(); // shows 1 then 0 ``` We also can write a single call per line. For long chains it's more readable: @@ -33,7 +33,7 @@ ladder .up() .up() .down() - .up() + .showStep() // 1 .down() - .showStep(); // 1 + .showStep(); // 0 ``` diff --git a/1-js/04-object-basics/04-object-methods/8-chain-calls/task.md b/1-js/04-object-basics/04-object-methods/8-chain-calls/task.md index eca9f4e92..a2a19c620 100644 --- a/1-js/04-object-basics/04-object-methods/8-chain-calls/task.md +++ b/1-js/04-object-basics/04-object-methods/8-chain-calls/task.md @@ -28,12 +28,14 @@ ladder.up(); ladder.up(); ladder.down(); ladder.showStep(); // 1 +ladder.down(); +ladder.showStep(); // 0 ``` Modify the code of `up`, `down` and `showStep` to make the calls chainable, like this: ```js -ladder.up().up().down().showStep(); // 1 +ladder.up().up().down().showStep().down().showStep(); // shows 1 then 0 ``` Such approach is widely used across JavaScript libraries. diff --git a/1-js/04-object-basics/04-object-methods/article.md b/1-js/04-object-basics/04-object-methods/article.md index 75bd1856a..a36b9ca07 100644 --- a/1-js/04-object-basics/04-object-methods/article.md +++ b/1-js/04-object-basics/04-object-methods/article.md @@ -32,11 +32,11 @@ user.sayHi = function() { user.sayHi(); // Hello! ``` -Here we've just used a Function Expression to create the function and assign it to the property `user.sayHi` of the object. +Here we've just used a Function Expression to create a function and assign it to the property `user.sayHi` of the object. -Then we can call it. The user can now speak! +Then we can call it as `user.sayHi()`. The user can now speak! -A function that is the property of an object is called its *method*. +A function that is a property of an object is called its *method*. So, here we've got a method `sayHi` of the object `user`. @@ -81,7 +81,7 @@ user = { // method shorthand looks better, right? user = { *!* - sayHi() { // same as "sayHi: function()" + sayHi() { // same as "sayHi: function(){...}" */!* alert("Hello"); } @@ -160,14 +160,16 @@ let user = { let admin = user; user = null; // overwrite to make things obvious -admin.sayHi(); // Whoops! inside sayHi(), the old name is used! error! +*!* +admin.sayHi(); // TypeError: Cannot read property 'name' of null +*/!* ``` If we used `this.name` instead of `user.name` inside the `alert`, then the code would work. ## "this" is not bound -In JavaScript, keyword `this` behaves unlike most other programming languages. It can be used in any function. +In JavaScript, keyword `this` behaves unlike most other programming languages. It can be used in any function, even if it's not a method of an object. There's no syntax error in the following example: diff --git a/1-js/04-object-basics/06-constructor-new/1-two-functions-one-object/task.md b/1-js/04-object-basics/06-constructor-new/1-two-functions-one-object/task.md index 8c1fea8eb..d80113acc 100644 --- a/1-js/04-object-basics/06-constructor-new/1-two-functions-one-object/task.md +++ b/1-js/04-object-basics/06-constructor-new/1-two-functions-one-object/task.md @@ -4,7 +4,7 @@ importance: 2 # Two functions – one object -Is it possible to create functions `A` and `B` such as `new A()==new B()`? +Is it possible to create functions `A` and `B` so that `new A() == new B()`? ```js no-beautify function A() { ... } diff --git a/1-js/04-object-basics/06-constructor-new/2-calculator-constructor/_js.view/test.js b/1-js/04-object-basics/06-constructor-new/2-calculator-constructor/_js.view/test.js index 036053927..bba80e5c2 100644 --- a/1-js/04-object-basics/06-constructor-new/2-calculator-constructor/_js.view/test.js +++ b/1-js/04-object-basics/06-constructor-new/2-calculator-constructor/_js.view/test.js @@ -10,6 +10,11 @@ describe("calculator", function() { calculator = new Calculator(); calculator.read(); }); + + it("the read method asks for two values using prompt and remembers them in object properties", function() { + assert.equal(calculator.a, 2); + assert.equal(calculator.b, 3); + }); it("when 2 and 3 are entered, the sum is 5", function() { assert.equal(calculator.sum(), 5); diff --git a/1-js/04-object-basics/06-constructor-new/article.md b/1-js/04-object-basics/06-constructor-new/article.md index a885e35ff..f3e9c3ec0 100644 --- a/1-js/04-object-basics/06-constructor-new/article.md +++ b/1-js/04-object-basics/06-constructor-new/article.md @@ -1,6 +1,6 @@ # Constructor, operator "new" -The regular `{...}` syntax allows to create one object. But often we need to create many similar objects, like multiple users or menu items and so on. +The regular `{...}` syntax allows us to create one object. But often we need to create many similar objects, like multiple users or menu items and so on. That can be done using constructor functions and the `"new"` operator. @@ -64,13 +64,14 @@ Now if we want to create other users, we can call `new User("Ann")`, `new User(" That's the main purpose of constructors -- to implement reusable object creation code. -Let's note once again -- technically, any function can be used as a constructor. That is: any function can be run with `new`, and it will execute the algorithm above. The "capital letter first" is a common agreement, to make it clear that a function is to be run with `new`. +Let's note once again -- technically, any function (except arrow functions, as they don't have `this`) can be used as a constructor. It can be run with `new`, and it will execute the algorithm above. The "capital letter first" is a common agreement, to make it clear that a function is to be run with `new`. ````smart header="new function() { ... }" -If we have many lines of code all about creation of a single complex object, we can wrap them in constructor function, like this: +If we have many lines of code all about creation of a single complex object, we can wrap them in an immediately called constructor function, like this: ```js -let user = new function() { +// create a function and immediately call it with new +let user = new function() { this.name = "John"; this.isAdmin = false; @@ -80,7 +81,7 @@ let user = new function() { }; ``` -The constructor can't be called again, because it is not saved anywhere, just created and called. So this trick aims to encapsulate the code that constructs the single object, without future reuse. +This constructor can't be called again, because it is not saved anywhere, just created and called. So this trick aims to encapsulate the code that constructs the single object, without future reuse. ```` ## Constructor mode test: new.target @@ -91,7 +92,7 @@ The syntax from this section is rarely used, skip it unless you want to know eve Inside a function, we can check whether it was called with `new` or without it, using a special `new.target` property. -It is empty for regular calls and equals the function if called with `new`: +It is undefined for regular calls and equals the function if called with `new`: ```js run function User() { diff --git a/1-js/04-object-basics/07-optional-chaining/article.md b/1-js/04-object-basics/07-optional-chaining/article.md index 974689020..f27f7d1d2 100644 --- a/1-js/04-object-basics/07-optional-chaining/article.md +++ b/1-js/04-object-basics/07-optional-chaining/article.md @@ -3,46 +3,86 @@ [recent browser="new"] -The optional chaining `?.` is an error-proof way to access nested object properties, even if an intermediate property doesn't exist. +The optional chaining `?.` is a safe way to access nested object properties, even if an intermediate property doesn't exist. -## The problem +## The "non-existing property" problem If you've just started to read the tutorial and learn JavaScript, maybe the problem hasn't touched you yet, but it's quite common. -For example, some of our users have addresses, but few did not provide them. Then we can't safely read `user.address.street`: +As an example, let's say we have `user` objects that hold the information about our users. + +Most of our users have addresses in `user.address` property, with the street `user.address.street`, but some did not provide them. + +In such case, when we attempt to get `user.address.street`, and the user happens to be without an address, we get an error: ```js run -let user = {}; // the user happens to be without address +let user = {}; // a user without "address" property alert(user.address.street); // Error! ``` -Or, in the web development, we'd like to get an information about an element on the page, but it may not exist: +That's the expected result. JavaScript works like this. As `user.address` is `undefined`, an attempt to get `user.address.street` fails with an error. + +In many practical cases we'd prefer to get `undefined` instead of an error here (meaning "no street"). + +...and another example. In Web development, we can get an object that corresponds to a web page element using a special method call, such as `document.querySelector('.elem')`, and it returns `null` when there's no such element. ```js run -// Error if the result of querySelector(...) is null -let html = document.querySelector('.my-element').innerHTML; +// document.querySelector('.elem') is null if there's no element +let html = document.querySelector('.elem').innerHTML; // error if it's null ``` -Before `?.` appeared in the language, the `&&` operator was used to work around that. +Once again, if the element doesn't exist, we'll get an error accessing `.innerHTML` of `null`. And in some cases, when the absence of the element is normal, we'd like to avoid the error and just accept `html = null` as the result. -For example: +How can we do this? + +The obvious solution would be to check the value using `if` or the conditional operator `?`, before accessing its property, like this: + +```js +let user = {}; + +alert(user.address ? user.address.street : undefined); +``` + +It works, there's no error... But it's quite inelegant. As you can see, the `"user.address"` appears twice in the code. For more deeply nested properties, that becomes a problem as more repetitions are required. + +E.g. let's try getting `user.address.street.name`. + +We need to check both `user.address` and `user.address.street`: + +```js +let user = {}; // user has no address + +alert(user.address ? user.address.street ? user.address.street.name : null : null); +``` + +That's just awful, one may even have problems understanding such code. + +Don't even care to, as there's a better way to write it, using the `&&` operator: ```js run let user = {}; // user has no address -alert( user && user.address && user.address.street ); // undefined (no error) +alert( user.address && user.address.street && user.address.street.name ); // undefined (no error) ``` -AND'ing the whole path to the property ensures that all components exist, but is cumbersome to write. +AND'ing the whole path to the property ensures that all components exist (if not, the evaluation stops), but also isn't ideal. + +As you can see, property names are still duplicated in the code. E.g. in the code above, `user.address` appears three times. + +That's why the optional chaining `?.` was added to the language. To solve this problem once and for all! ## Optional chaining -The optional chaining `?.` stops the evaluation and returns `undefined` if the part before `?.` is `undefined` or `null`. +The optional chaining `?.` stops the evaluation if the value before `?.` is `undefined` or `null` and returns `undefined`. **Further in this article, for brevity, we'll be saying that something "exists" if it's not `null` and not `undefined`.** -Here's the safe way to access `user.address.street`: +In other words, `value?.prop`: +- works as `value.prop`, if `value` exists, +- otherwise (when `value` is `undefined/null`) it returns `undefined`. + +Here's the safe way to access `user.address.street` using `?.`: ```js run let user = {}; // user has no address @@ -50,6 +90,8 @@ let user = {}; // user has no address alert( user?.address?.street ); // undefined (no error) ``` +The code is short and clean, there's no duplication at all. + Reading the address with `user?.address` works even if `user` object doesn't exist: ```js run @@ -61,16 +103,14 @@ alert( user?.address.street ); // undefined Please note: the `?.` syntax makes optional the value before it, but not any further. -In the example above, `user?.` allows only `user` to be `null/undefined`. - -On the other hand, if `user` does exist, then it must have `user.address` property, otherwise `user?.address.street` gives an error at the second dot. +E.g. in `user?.address.street.name` the `?.` allows `user` to safely be `null/undefined` (and returns `undefined` in that case), but that's only for `user`. Further properties are accessed in a regular way. If we want some of them to be optional, then we'll need to replace more `.` with `?.`. ```warn header="Don't overuse the optional chaining" We should use `?.` only where it's ok that something doesn't exist. -For example, if according to our coding logic `user` object must be there, but `address` is optional, then `user.address?.street` would be better. +For example, if according to our coding logic `user` object must exist, but `address` is optional, then we should write `user.address?.street`, but not `user?.address?.street`. -So, if `user` happens to be undefined due to a mistake, we'll know about it and fix it. Otherwise, coding errors can be silenced where not appropriate, and become more difficult to debug. +So, if `user` happens to be undefined due to a mistake, we'll see a programming error about it and fix it. Otherwise, coding errors can be silenced where not appropriate, and become more difficult to debug. ``` ````warn header="The variable before `?.` must be declared" @@ -80,25 +120,27 @@ If there's no variable `user` at all, then `user?.anything` triggers an error: // ReferenceError: user is not defined user?.address; ``` -There must be `let/const/var user`. The optional chaining works only for declared variables. +The variable must be declared (e.g. `let/const/var user` or as a function parameter). The optional chaining works only for declared variables. ```` ## Short-circuiting As it was said before, the `?.` immediately stops ("short-circuits") the evaluation if the left part doesn't exist. -So, if there are any further function calls or side effects, they don't occur: +So, if there are any further function calls or side effects, they don't occur. + +For instance: ```js run let user = null; let x = 0; -user?.sayHi(x++); // nothing happens +user?.sayHi(x++); // no "sayHi", so the execution doesn't reach x++ alert(x); // 0, value not incremented ``` -## Other cases: ?.(), ?.[] +## Other variants: ?.(), ?.[] The optional chaining `?.` is not an operator, but a special syntax construct, that also works with functions and square brackets. @@ -107,39 +149,40 @@ For example, `?.()` is used to call a function that may not exist. In the code below, some of our users have `admin` method, and some don't: ```js run -let user1 = { +let userAdmin = { admin() { alert("I am admin"); } -} +}; -let user2 = {}; +let userGuest = {}; *!* -user1.admin?.(); // I am admin -user2.admin?.(); +userAdmin.admin?.(); // I am admin +*/!* + +*!* +userGuest.admin?.(); // nothing (no such method) */!* ``` -Here, in both lines we first use the dot `.` to get `admin` property, because the user object must exist, so it's safe read from it. +Here, in both lines we first use the dot (`userAdmin.admin`) to get `admin` property, because we assume that the user object exists, so it's safe read from it. -Then `?.()` checks the left part: if the admin function exists, then it runs (for `user1`). Otherwise (for `user2`) the evaluation stops without errors. +Then `?.()` checks the left part: if the admin function exists, then it runs (that's so for `userAdmin`). Otherwise (for `userGuest`) the evaluation stops without errors. The `?.[]` syntax also works, if we'd like to use brackets `[]` to access properties instead of dot `.`. Similar to previous cases, it allows to safely read a property from an object that may not exist. ```js run +let key = "firstName"; + let user1 = { firstName: "John" }; -let user2 = null; // Imagine, we couldn't authorize the user - -let key = "firstName"; +let user2 = null; alert( user1?.[key] ); // John alert( user2?.[key] ); // undefined - -alert( user1?.[key]?.something?.not?.existing); // undefined ``` Also we can use `?.` with `delete`: @@ -148,28 +191,30 @@ Also we can use `?.` with `delete`: delete user?.name; // delete user.name if user exists ``` -```warn header="We can use `?.` for safe reading and deleting, but not writing" -The optional chaining `?.` has no use at the left side of an assignment: +````warn header="We can use `?.` for safe reading and deleting, but not writing" +The optional chaining `?.` has no use at the left side of an assignment. +For example: ```js run -// the idea of the code below is to write user.name, if user exists +let user = null; user?.name = "John"; // Error, doesn't work // because it evaluates to undefined = "John" ``` +It's just not that smart. +```` + ## Summary -The `?.` syntax has three forms: +The optional chaining `?.` syntax has three forms: 1. `obj?.prop` -- returns `obj.prop` if `obj` exists, otherwise `undefined`. 2. `obj?.[prop]` -- returns `obj[prop]` if `obj` exists, otherwise `undefined`. -3. `obj?.method()` -- calls `obj.method()` if `obj` exists, otherwise returns `undefined`. +3. `obj.method?.()` -- calls `obj.method()` if `obj.method` exists, otherwise returns `undefined`. As we can see, all of them are straightforward and simple to use. The `?.` checks the left part for `null/undefined` and allows the evaluation to proceed if it's not so. A chain of `?.` allows to safely access nested properties. -Still, we should apply `?.` carefully, only where it's ok that the left part doesn't to exist. - -So that it won't hide programming errors from us, if they occur. +Still, we should apply `?.` carefully, only where it's acceptable that the left part doesn't exist. So that it won't hide programming errors from us, if they occur. diff --git a/1-js/04-object-basics/08-symbol/article.md b/1-js/04-object-basics/08-symbol/article.md index e469bb0ba..2f8ac6935 100644 --- a/1-js/04-object-basics/08-symbol/article.md +++ b/1-js/04-object-basics/08-symbol/article.md @@ -109,7 +109,7 @@ There will be no conflict between our and their identifiers, because symbols are ...But if we used a string `"id"` instead of a symbol for the same purpose, then there *would* be a conflict: -```js run +```js let user = { name: "John" }; // Our script uses "id" property @@ -161,7 +161,7 @@ for (let key in user) alert(key); // name, age (no symbols) alert( "Direct: " + user[id] ); ``` -`Object.keys(user)` also ignores them. That's a part of the general "hiding symbolic properties" principle. If another script or a library loops over our object, it won't unexpectedly access a symbolic property. +[Object.keys(user)](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/keys) also ignores them. That's a part of the general "hiding symbolic properties" principle. If another script or a library loops over our object, it won't unexpectedly access a symbolic property. In contrast, [Object.assign](mdn:js/Object/assign) copies both string and symbol properties: diff --git a/1-js/04-object-basics/09-object-toprimitive/article.md b/1-js/04-object-basics/09-object-toprimitive/article.md index 36b6c6460..3e52a1d51 100644 --- a/1-js/04-object-basics/09-object-toprimitive/article.md +++ b/1-js/04-object-basics/09-object-toprimitive/article.md @@ -3,7 +3,24 @@ What happens when objects are added `obj1 + obj2`, subtracted `obj1 - obj2` or printed using `alert(obj)`? -In that case, objects are auto-converted to primitives, and then the operation is carried out. +JavaScript doesn't exactly allow to customize how operators work on objects. Unlike some other programming languages, such as Ruby or C++, we can't implement a special object method to handle an addition (or other operators). + +In case of such operations, objects are auto-converted to primitives, and then the operation is carried out over these primitives and results in a primitive value. + +That's an important limitation, as the result of `obj1 + obj2` can't be another object! + +E.g. we can't make objects representing vectors or matrices (or achievements or whatever), add them and expect a "summed" object as the result. Such architectural feats are automatically "off the board". + +So, because we can't do much here, there's no maths with objects in real projects. When it happens, it's usually because of a coding mistake. + +In this chapter we'll cover how an object converts to primitive and how to customize it. + +We have two purposes: + +1. It will allow us to understand what's going on in case of coding mistakes, when such an operation happened accidentally. +2. There are exceptions, where such operations are possible and look good. E.g. subtracting or comparing dates (`Date` objects). We'll come across them later. + +## Conversion rules In the chapter we've seen the rules for numeric, string and boolean conversions of primitives. But we left a gap for objects. Now, as we know about methods and symbols it becomes possible to fill it. @@ -11,11 +28,11 @@ In the chapter we've seen the rules for numeric, string 2. The numeric conversion happens when we subtract objects or apply mathematical functions. For instance, `Date` objects (to be covered in the chapter ) can be subtracted, and the result of `date1 - date2` is the time difference between two dates. 3. As for the string conversion -- it usually happens when we output an object like `alert(obj)` and in similar contexts. -## ToPrimitive - We can fine-tune string and numeric conversion, using special object methods. -There are three variants of type conversion, so-called "hints", described in the [specification](https://tc39.github.io/ecma262/#sec-toprimitive): +There are three variants of type conversion, that happen in various situations. + +They're called "hints", as described in the [specification](https://tc39.github.io/ecma262/#sec-toprimitive): `"string"` : For an object-to-string conversion, when we're doing an operation on an object that expects a string, like `alert`: @@ -82,11 +99,14 @@ Let's start from the first method. There's a built-in symbol named `Symbol.toPri ```js obj[Symbol.toPrimitive] = function(hint) { - // must return a primitive value + // here goes the code to convert this object to a primitive + // it must return a primitive value // hint = one of "string", "number", "default" }; ``` +If the method `Symbol.toPrimitive` exists, it's used for all hints, and no more methods are needed. + For instance, here `user` object implements it: ```js run @@ -111,12 +131,12 @@ As we can see from the code, `user` becomes a self-descriptive string or a money ## toString/valueOf -Methods `toString` and `valueOf` come from ancient times. They are not symbols (symbols did not exist that long ago), but rather "regular" string-named methods. They provide an alternative "old-style" way to implement the conversion. +If there's no `Symbol.toPrimitive` then JavaScript tries to find methods `toString` and `valueOf`: -If there's no `Symbol.toPrimitive` then JavaScript tries to find them and try in the order: +- For the "string" hint: `toString`, and if it doesn't exist, then `valueOf` (so `toString` has the priority for string conversions). +- For other hints: `valueOf`, and if it doesn't exist, then `toString` (so `valueOf` has the priority for maths). -- `toString -> valueOf` for "string" hint. -- `valueOf -> toString` otherwise. +Methods `toString` and `valueOf` come from ancient times. They are not symbols (symbols did not exist that long ago), but rather "regular" string-named methods. They provide an alternative "old-style" way to implement the conversion. These methods must return a primitive value. If `toString` or `valueOf` returns an object, then it's ignored (same as if there were no method). @@ -136,9 +156,9 @@ alert(user.valueOf() === user); // true So if we try to use an object as a string, like in an `alert` or so, then by default we see `[object Object]`. -And the default `valueOf` is mentioned here only for the sake of completeness, to avoid any confusion. As you can see, it returns the object itself, and so is ignored. Don't ask me why, that's for historical reasons. So we can assume it doesn't exist. +The default `valueOf` is mentioned here only for the sake of completeness, to avoid any confusion. As you can see, it returns the object itself, and so is ignored. Don't ask me why, that's for historical reasons. So we can assume it doesn't exist. -Let's implement these methods. +Let's implement these methods to customize the conversion. For instance, here `user` does the same as above using a combination of `toString` and `valueOf` instead of `Symbol.toPrimitive`: @@ -183,7 +203,7 @@ alert(user + 500); // toString -> John500 In the absence of `Symbol.toPrimitive` and `valueOf`, `toString` will handle all primitive conversions. -## Return types +### A conversion can return any primitive type The important thing to know about all primitive-conversion methods is that they do not necessarily return the "hinted" primitive. @@ -252,4 +272,6 @@ The conversion algorithm is: 3. Otherwise if hint is `"number"` or `"default"` - try `obj.valueOf()` and `obj.toString()`, whatever exists. -In practice, it's often enough to implement only `obj.toString()` as a "catch-all" method for all conversions that return a "human-readable" representation of an object, for logging or debugging purposes. +In practice, it's often enough to implement only `obj.toString()` as a "catch-all" method for string conversions that should return a "human-readable" representation of an object, for logging or debugging purposes. + +As for math operations, JavaScript doesn't provide a way to "override" them using methods, so real life projects rarely use them on objects. diff --git a/1-js/05-data-types/01-primitives-methods/article.md b/1-js/05-data-types/01-primitives-methods/article.md index 6c13acda6..930a304f7 100644 --- a/1-js/05-data-types/01-primitives-methods/article.md +++ b/1-js/05-data-types/01-primitives-methods/article.md @@ -39,7 +39,7 @@ Objects are "heavier" than primitives. They require additional resources to supp Here's the paradox faced by the creator of JavaScript: -- There are many things one would want to do with a primitive like a string or a number. It would be great to access them as methods. +- There are many things one would want to do with a primitive like a string or a number. It would be great to access them using methods. - Primitives must be as fast and lightweight as possible. The solution looks a little bit awkward, but here it is: @@ -48,7 +48,7 @@ The solution looks a little bit awkward, but here it is: 2. The language allows access to methods and properties of strings, numbers, booleans and symbols. 3. In order for that to work, a special "object wrapper" that provides the extra functionality is created, and then is destroyed. -The "object wrappers" are different for each primitive type and are called: `String`, `Number`, `Boolean` and `Symbol`. Thus, they provide different sets of methods. +The "object wrappers" are different for each primitive type and are called: `String`, `Number`, `Boolean`, `Symbol` and `BigInt`. Thus, they provide different sets of methods. For instance, there exists a string method [str.toUpperCase()](https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Global_Objects/String/toUpperCase) that returns a capitalized `str`. diff --git a/1-js/05-data-types/02-number/article.md b/1-js/05-data-types/02-number/article.md index e768f4d47..a2d2c3eb7 100644 --- a/1-js/05-data-types/02-number/article.md +++ b/1-js/05-data-types/02-number/article.md @@ -4,7 +4,7 @@ In modern JavaScript, there are two types of numbers: 1. Regular numbers in JavaScript are stored in 64-bit format [IEEE-754](https://en.wikipedia.org/wiki/IEEE_754-2008_revision), also known as "double precision floating point numbers". These are numbers that we're using most of the time, and we'll talk about them in this chapter. -2. BigInt numbers, to represent integers of arbitrary length. They are sometimes needed, because a regular number can't exceed 253 or be less than -253. As bigints are used in few special areas, we devote them a special chapter . +2. BigInt numbers, to represent integers of arbitrary length. They are sometimes needed, because a regular number can't safely exceed 253 or be less than -253. As bigints are used in few special areas, we devote them a special chapter . So here we'll talk about regular numbers. Let's expand our knowledge of them. @@ -16,45 +16,53 @@ Imagine we need to write 1 billion. The obvious way is: let billion = 1000000000; ``` -But in real life, we usually avoid writing a long string of zeroes as it's easy to mistype. Also, we are lazy. We will usually write something like `"1bn"` for a billion or `"7.3bn"` for 7 billion 300 million. The same is true for most large numbers. +We also can use underscore `_` as the separator: -In JavaScript, we shorten a number by appending the letter `"e"` to the number and specifying the zeroes count: +```js +let billion = 1_000_000_000; +``` + +Here the underscore `_` plays the role of the "syntactic sugar", it makes the number more readable. The JavaScript engine simply ignores `_` between digits, so it's exactly the same one billion as above. + +In real life though, we try to avoid writing long sequences of zeroes. We're too lazy for that. We'll try to write something like `"1bn"` for a billion or `"7.3bn"` for 7 billion 300 million. The same is true for most large numbers. + +In JavaScript, we can shorten a number by appending the letter `"e"` to it and specifying the zeroes count: ```js run let billion = 1e9; // 1 billion, literally: 1 and 9 zeroes -alert( 7.3e9 ); // 7.3 billions (7,300,000,000) +alert( 7.3e9 ); // 7.3 billions (same as 7300000000 or 7_300_000_000) ``` -In other words, `"e"` multiplies the number by `1` with the given zeroes count. +In other words, `e` multiplies the number by `1` with the given zeroes count. ```js -1e3 = 1 * 1000 -1.23e6 = 1.23 * 1000000 +1e3 === 1 * 1000; // e3 means *1000 +1.23e6 === 1.23 * 1000000; // e6 means *1000000 ``` Now let's write something very small. Say, 1 microsecond (one millionth of a second): ```js -let ms = 0.000001; +let mсs = 0.000001; ``` Just like before, using `"e"` can help. If we'd like to avoid writing the zeroes explicitly, we could say the same as: ```js -let ms = 1e-6; // six zeroes to the left from 1 +let mcs = 1e-6; // six zeroes to the left from 1 ``` -If we count the zeroes in `0.000001`, there are 6 of them. So naturally it's `1e-6`. +If we count the zeroes in `0.000001`, there are 6 of them. So naturally it's `1e-6`. In other words, a negative number after `"e"` means a division by 1 with the given number of zeroes: ```js // -3 divides by 1 with 3 zeroes -1e-3 = 1 / 1000 (=0.001) +1e-3 === 1 / 1000; // 0.001 // -6 divides by 1 with 6 zeroes -1.23e-6 = 1.23 / 1000000 (=0.00000123) +1.23e-6 === 1.23 / 1000000; // 0.00000123 ``` ### Hex, binary and octal numbers @@ -110,6 +118,7 @@ Please note that two dots in `123456..toString(36)` is not a typo. If we want to If we placed a single dot: `123456.toString(36)`, then there would be an error, because JavaScript syntax implies the decimal part after the first dot. And if we place one more dot, then JavaScript knows that the decimal part is empty and now goes the method. Also could write `(123456).toString(36)`. + ``` ## Rounding @@ -125,7 +134,7 @@ There are several built-in functions for rounding: : Rounds up: `3.1` becomes `4`, and `-1.1` becomes `-1`. `Math.round` -: Rounds to the nearest integer: `3.1` becomes `3`, `3.6` becomes `4` and `-1.1` becomes `-1`. +: Rounds to the nearest integer: `3.1` becomes `3`, `3.6` becomes `4`, the middle case: `3.5` rounds up to `4` too. `Math.trunc` (not supported by Internet Explorer) : Removes anything after the decimal point without rounding: `3.1` becomes `3`, `-1.1` becomes `-1`. @@ -152,7 +161,7 @@ There are two ways to do so: ```js run let num = 1.23456; - alert( Math.floor(num * 100) / 100 ); // 1.23456 -> 123.456 -> 123 -> 1.23 + alert( Math.round(num * 100) / 100 ); // 1.23456 -> 123.456 -> 123 -> 1.23 ``` 2. The method [toFixed(n)](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/toFixed) rounds the number to `n` digits after the point and returns a string representation of the result. @@ -320,7 +329,7 @@ let num = +prompt("Enter a number", ''); alert( isFinite(num) ); ``` -Please note that an empty or a space-only string is treated as `0` in all numeric functions including `isFinite`. +Please note that an empty or a space-only string is treated as `0` in all numeric functions including `isFinite`. ```smart header="Compare with `Object.is`" @@ -383,7 +392,7 @@ JavaScript has a built-in [Math](https://developer.mozilla.org/en/docs/Web/JavaS A few examples: `Math.random()` -: Returns a random number from 0 to 1 (not including 1) +: Returns a random number from 0 to 1 (not including 1). ```js run alert( Math.random() ); // 0.1234567894322 @@ -400,13 +409,13 @@ A few examples: ``` `Math.pow(n, power)` -: Returns `n` raised the given power +: Returns `n` raised to the given power. ```js run alert( Math.pow(2, 10) ); // 2 in power 10 = 1024 ``` -There are more functions and constants in `Math` object, including trigonometry, which you can find in the [docs for the Math](https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Global_Objects/Math) object. +There are more functions and constants in `Math` object, including trigonometry, which you can find in the [docs for the Math object](https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Global_Objects/Math). ## Summary diff --git a/1-js/05-data-types/03-string/3-truncate/solution.md b/1-js/05-data-types/03-string/3-truncate/solution.md index 5546c47ee..d51672ae6 100644 --- a/1-js/05-data-types/03-string/3-truncate/solution.md +++ b/1-js/05-data-types/03-string/3-truncate/solution.md @@ -1,6 +1,6 @@ The maximal length must be `maxlength`, so we need to cut it a little shorter, to give space for the ellipsis. -Note that there is actually a single unicode character for an ellipsis. That's not three dots. +Note that there is actually a single Unicode character for an ellipsis. That's not three dots. ```js run demo function truncate(str, maxlength) { diff --git a/1-js/05-data-types/03-string/article.md b/1-js/05-data-types/03-string/article.md index 765823d7c..41bda2254 100644 --- a/1-js/05-data-types/03-string/article.md +++ b/1-js/05-data-types/03-string/article.md @@ -50,7 +50,7 @@ let guestList = "Guests: // Error: Unexpected token ILLEGAL Single and double quotes come from ancient times of language creation when the need for multiline strings was not taken into account. Backticks appeared much later and thus are more versatile. -Backticks also allow us to specify a "template function" before the first backtick. The syntax is: func`string`. The function `func` is called automatically, receives the string and embedded expressions and can process them. This is called "tagged templates". This feature makes it easier to implement custom templating, but is rarely used in practice. You can read more about it in the [manual](mdn:/JavaScript/Reference/Template_literals#Tagged_templates). +Backticks also allow us to specify a "template function" before the first backtick. The syntax is: func`string`. The function `func` is called automatically, receives the string and embedded expressions and can process them. This is called "tagged templates". This feature makes it easier to implement custom templating, but is rarely used in practice. You can read more about it in the [manual](mdn:/JavaScript/Reference/Template_literals#Tagged_templates). ## Special characters @@ -81,21 +81,21 @@ Here's the full list: | Character | Description | |-----------|-------------| |`\n`|New line| -|`\r`|Carriage return: not used alone. Windows text files use a combination of two characters `\r\n` to represent a line break. | +|`\r`|In Windows text files a combination of two characters `\r\n` represents a new break, while on non-Windows OS it's just `\n`. That's for historical reasons, most Windows software also understands `\n`. | |`\'`, `\"`|Quotes| |`\\`|Backslash| |`\t`|Tab| |`\b`, `\f`, `\v`| Backspace, Form Feed, Vertical Tab -- kept for compatibility, not used nowadays. | -|`\xXX`|Unicode character with the given hexadecimal unicode `XX`, e.g. `'\x7A'` is the same as `'z'`.| -|`\uXXXX`|A unicode symbol with the hex code `XXXX` in UTF-16 encoding, for instance `\u00A9` -- is a unicode for the copyright symbol `©`. It must be exactly 4 hex digits. | -|`\u{X…XXXXXX}` (1 to 6 hex characters)|A unicode symbol with the given UTF-32 encoding. Some rare characters are encoded with two unicode symbols, taking 4 bytes. This way we can insert long codes. | +|`\xXX`|Unicode character with the given hexadecimal Unicode `XX`, e.g. `'\x7A'` is the same as `'z'`.| +|`\uXXXX`|A Unicode symbol with the hex code `XXXX` in UTF-16 encoding, for instance `\u00A9` -- is a Unicode for the copyright symbol `©`. It must be exactly 4 hex digits. | +|`\u{X…XXXXXX}` (1 to 6 hex characters)|A Unicode symbol with the given UTF-32 encoding. Some rare characters are encoded with two Unicode symbols, taking 4 bytes. This way we can insert long codes. | -Examples with unicode: +Examples with Unicode: ```js run alert( "\u00A9" ); // © -alert( "\u{20331}" ); // 佫, a rare Chinese hieroglyph (long unicode) -alert( "\u{1F60D}" ); // 😍, a smiling face symbol (another long unicode) +alert( "\u{20331}" ); // 佫, a rare Chinese hieroglyph (long Unicode) +alert( "\u{1F60D}" ); // 😍, a smiling face symbol (another long Unicode) ``` All special characters start with a backslash character `\`. It is also called an "escape character". @@ -110,7 +110,7 @@ alert( 'I*!*\'*/!*m the Walrus!' ); // *!*I'm*/!* the Walrus! As you can see, we have to prepend the inner quote by the backslash `\'`, because otherwise it would indicate the string end. -Of course, only to the quotes that are the same as the enclosing ones need to be escaped. So, as a more elegant solution, we could switch to double quotes or backticks instead: +Of course, only the quotes that are the same as the enclosing ones need to be escaped. So, as a more elegant solution, we could switch to double quotes or backticks instead: ```js run alert( `I'm the Walrus!` ); // I'm the Walrus! @@ -239,7 +239,7 @@ alert( str.indexOf('widget') ); // -1, not found, the search is case-sensitive alert( str.indexOf("id") ); // 1, "id" is found at the position 1 (..idget with id) ``` -The optional second parameter allows us to search starting from the given position. +The optional second parameter allows us to start searching from a given position. For instance, the first occurrence of `"id"` is at position `1`. To look for the next occurrence, let's start the search from position `2`: @@ -312,7 +312,7 @@ if (str.indexOf("Widget") != -1) { #### The bitwise NOT trick -One of the old tricks used here is the [bitwise NOT](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Operators/Bitwise_Operators#Bitwise_NOT) `~` operator. It converts the number to a 32-bit integer (removes the decimal part if exists) and then reverses all bits in its binary representation. +One of the old tricks used here is the [bitwise NOT](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Operators/Bitwise_NOT) `~` operator. It converts the number to a 32-bit integer (removes the decimal part if exists) and then reverses all bits in its binary representation. In practice, that means a simple thing: for 32-bit integers `~n` equals `-(n+1)`. @@ -345,7 +345,7 @@ It is usually not recommended to use language features in a non-obvious way, but Just remember: `if (~str.indexOf(...))` reads as "if found". -To be precise though, as big numbers are truncated to 32 bits by `~` operator, there exist other numbers that give `0`, the smallest is `~4294967295=0`. That makes such check is correct only if a string is not that long. +To be precise though, as big numbers are truncated to 32 bits by `~` operator, there exist other numbers that give `0`, the smallest is `~4294967295=0`. That makes such check correct only if a string is not that long. Right now we can see this trick only in the old code, as modern JavaScript provides `.includes` method (see below). @@ -499,7 +499,7 @@ All strings are encoded using [UTF-16](https://en.wikipedia.org/wiki/UTF-16). Th alert( String.fromCodePoint(90) ); // Z ``` - We can also add unicode characters by their codes using `\u` followed by the hex code: + We can also add Unicode characters by their codes using `\u` followed by the hex code: ```js run // 90 is 5a in hexadecimal system @@ -526,9 +526,9 @@ Now it becomes obvious why `a > Z`. The characters are compared by their numeric code. The greater code means that the character is greater. The code for `a` (97) is greater than the code for `Z` (90). - All lowercase letters go after uppercase letters because their codes are greater. -- Some letters like `Ö` stand apart from the main alphabet. Here, it's code is greater than anything from `a` to `z`. +- Some letters like `Ö` stand apart from the main alphabet. Here, its code is greater than anything from `a` to `z`. -### Correct comparisons +### Correct comparisons [#correct-comparisons] The "right" algorithm to do string comparisons is more complex than it may seem, because alphabets are different for different languages. @@ -608,7 +608,7 @@ In many languages there are symbols that are composed of the base character with For instance, the letter `a` can be the base character for: `àáâäãåā`. Most common "composite" character have their own code in the UTF-16 table. But not all of them, because there are too many possible combinations. -To support arbitrary compositions, UTF-16 allows us to use several unicode characters: the base character followed by one or many "mark" characters that "decorate" it. +To support arbitrary compositions, UTF-16 allows us to use several Unicode characters: the base character followed by one or many "mark" characters that "decorate" it. For instance, if we have `S` followed by the special "dot above" character (code `\u0307`), it is shown as Ṡ. @@ -626,7 +626,7 @@ For example: alert( 'S\u0307\u0323' ); // Ṩ ``` -This provides great flexibility, but also an interesting problem: two characters may visually look the same, but be represented with different unicode compositions. +This provides great flexibility, but also an interesting problem: two characters may visually look the same, but be represented with different Unicode compositions. For instance: @@ -639,7 +639,7 @@ alert( `s1: ${s1}, s2: ${s2}` ); alert( s1 == s2 ); // false though the characters look identical (?!) ``` -To solve this, there exists a "unicode normalization" algorithm that brings each string to the single "normal" form. +To solve this, there exists a "Unicode normalization" algorithm that brings each string to the single "normal" form. It is implemented by [str.normalize()](mdn:js/String/normalize). @@ -663,7 +663,7 @@ If you want to learn more about normalization rules and variants -- they are des - There are 3 types of quotes. Backticks allow a string to span multiple lines and embed expressions `${…}`. - Strings in JavaScript are encoded using UTF-16. -- We can use special characters like `\n` and insert letters by their unicode using `\u...`. +- We can use special characters like `\n` and insert letters by their Unicode using `\u...`. - To get a character, use: `[]`. - To get a substring, use: `slice` or `substring`. - To lowercase/uppercase a string, use: `toLowerCase/toUpperCase`. diff --git a/1-js/05-data-types/04-array/10-maximal-subarray/solution.md b/1-js/05-data-types/04-array/10-maximal-subarray/solution.md index daadf494b..befd80296 100644 --- a/1-js/05-data-types/04-array/10-maximal-subarray/solution.md +++ b/1-js/05-data-types/04-array/10-maximal-subarray/solution.md @@ -57,7 +57,7 @@ alert( getMaxSubSum([1, 2, 3]) ); // 6 alert( getMaxSubSum([100, -9, 2, -3, 5]) ); // 100 ``` -The solution has a time complexety of [O(n2)](https://en.wikipedia.org/wiki/Big_O_notation). In other words, if we increase the array size 2 times, the algorithm will work 4 times longer. +The solution has a time complexity of [O(n2)](https://en.wikipedia.org/wiki/Big_O_notation). In other words, if we increase the array size 2 times, the algorithm will work 4 times longer. For big arrays (1000, 10000 or more items) such algorithms can lead to a serious sluggishness. diff --git a/1-js/05-data-types/04-array/article.md b/1-js/05-data-types/04-array/article.md index 33498f40a..a86dead64 100644 --- a/1-js/05-data-types/04-array/article.md +++ b/1-js/05-data-types/04-array/article.md @@ -193,7 +193,7 @@ An array is a special kind of object. The square brackets used to access a prope They extend objects providing special methods to work with ordered collections of data and also the `length` property. But at the core it's still an object. -Remember, there are only 7 basic types in JavaScript. Array is an object and thus behaves like an object. +Remember, there are only eight basic data types in JavaScript (see the [Data types](info:types) chapter for more info). Array is an object and thus behaves like an object. For instance, it is copied by reference: @@ -209,7 +209,7 @@ arr.push("Pear"); // modify the array by reference alert( fruits ); // Banana, Pear - 2 items now ``` -...But what makes arrays really special is their internal representation. The engine tries to store its elements in the contiguous memory area, one after another, just as depicted on the illustrations in this chapter, and there are other optimizations as well, to make arrays work really fast. +...But what makes arrays really special is their internal representation. The engine tries to store its elements in the contiguous memory area, one after another, just as depicted on the illustrations in this chapter, and there are other optimizations as well, to make arrays work really fast. But they all break if we quit working with an array as with an "ordered collection" and start working with it as if it were a regular object. @@ -379,9 +379,7 @@ alert( arr[0] ); // undefined! no elements. alert( arr.length ); // length 2 ``` -In the code above, `new Array(number)` has all elements `undefined`. - -To evade such surprises, we usually use square brackets, unless we really know what we're doing. +To avoid such surprises, we usually use square brackets, unless we really know what we're doing. ## Multidimensional arrays @@ -429,6 +427,53 @@ alert( "1" + 1 ); // "11" alert( "1,2" + 1 ); // "1,21" ``` +## Don't compare arrays with == + +Arrays in JavaScript, unlike some other programming languages, shouldn't be compared with operator `==`. + +This operator has no special treatment for arrays, it works with them as with any objects. + +Let's recall the rules: + +- Two objects are equal `==` only if they're references to the same object. +- If one of the arguments of `==` is an object, and the other one is a primitive, then the object gets converted to primitive, as explained in the chapter . +- ...With an exception of `null` and `undefined` that equal `==` each other and nothing else. + +The strict comparison `===` is even simpler, as it doesn't convert types. + +So, if we compare arrays with `==`, they are never the same, unless we compare two variables that reference exactly the same array. + +For example: +```js run +alert( [] == [] ); // false +alert( [0] == [0] ); // false +``` + +These arrays are technically different objects. So they aren't equal. The `==` operator doesn't do item-by-item comparison. + +Comparison with primitives may give seemingly strange results as well: + +```js run +alert( 0 == [] ); // true + +alert('0' == [] ); // false +``` + +Here, in both cases, we compare a primitive with an array object. So the array `[]` gets converted to primitive for the purpose of comparison and becomes an empty string `''`. + +Then the comparison process goes on with the primitives, as described in the chapter : + +```js run +// after [] was converted to '' +alert( 0 == '' ); // true, as '' becomes converted to number 0 + +alert('0' == '' ); // false, no type conversion, different strings +``` + +So, how to compare arrays? + +That's simple: don't use the `==` operator. Instead, compare them item-by-item in a loop or using iteration methods explained in the next chapter. + ## Summary Array is a special kind of object, suited to storing and managing ordered data items. @@ -460,4 +505,8 @@ To loop over the elements of the array: - `for (let item of arr)` -- the modern syntax for items only, - `for (let i in arr)` -- never use. -We will return to arrays and study more methods to add, remove, extract elements and sort arrays in the chapter . +To compare arrays, don't use the `==` operator (as well as `>`, `<` and others), as they have no special treatment for arrays. They handle them as any objects, and it's not what we usually want. + +Instead you can use `for..of` loop to compare arrays item-by-item. + +We will continue with arrays and study more methods to add, remove, extract elements and sort arrays in the next chapter . diff --git a/1-js/05-data-types/05-array-methods/12-reduce-object/task.md b/1-js/05-data-types/05-array-methods/12-reduce-object/task.md index d3c8f8eb1..7f0082357 100644 --- a/1-js/05-data-types/05-array-methods/12-reduce-object/task.md +++ b/1-js/05-data-types/05-array-methods/12-reduce-object/task.md @@ -4,7 +4,7 @@ importance: 4 # Create keyed object from array -Let's say we received an array of users in the form `{id:..., name:..., age... }`. +Let's say we received an array of users in the form `{id:..., name:..., age:... }`. Create a function `groupById(arr)` that creates an object from it, with `id` as the key, and array items as values. diff --git a/1-js/05-data-types/05-array-methods/2-filter-range/task.md b/1-js/05-data-types/05-array-methods/2-filter-range/task.md index 18b2c1d9b..46e47c93d 100644 --- a/1-js/05-data-types/05-array-methods/2-filter-range/task.md +++ b/1-js/05-data-types/05-array-methods/2-filter-range/task.md @@ -4,7 +4,7 @@ importance: 4 # Filter range -Write a function `filterRange(arr, a, b)` that gets an array `arr`, looks for elements between `a` and `b` in it and returns an array of them. +Write a function `filterRange(arr, a, b)` that gets an array `arr`, looks for elements with values higher or equal to `a` and lower or equal to `b` and return a result as an array. The function should not modify the array. It should return the new array. diff --git a/1-js/05-data-types/05-array-methods/3-filter-range-in-place/_js.view/test.js b/1-js/05-data-types/05-array-methods/3-filter-range-in-place/_js.view/test.js index db32d9a11..241b74c6e 100644 --- a/1-js/05-data-types/05-array-methods/3-filter-range-in-place/_js.view/test.js +++ b/1-js/05-data-types/05-array-methods/3-filter-range-in-place/_js.view/test.js @@ -4,13 +4,13 @@ describe("filterRangeInPlace", function() { let arr = [5, 3, 8, 1]; - filterRangeInPlace(arr, 1, 4); + filterRangeInPlace(arr, 2, 5); - assert.deepEqual(arr, [3, 1]); + assert.deepEqual(arr, [5, 3]); }); it("doesn't return anything", function() { assert.isUndefined(filterRangeInPlace([1,2,3], 1, 4)); }); -}); \ No newline at end of file +}); diff --git a/1-js/05-data-types/05-array-methods/6-calculator-extendable/_js.view/solution.js b/1-js/05-data-types/05-array-methods/6-calculator-extendable/_js.view/solution.js index 45ef1619d..f62452a5f 100644 --- a/1-js/05-data-types/05-array-methods/6-calculator-extendable/_js.view/solution.js +++ b/1-js/05-data-types/05-array-methods/6-calculator-extendable/_js.view/solution.js @@ -10,14 +10,14 @@ function Calculator() { let split = str.split(' '), a = +split[0], op = split[1], - b = +split[2] + b = +split[2]; if (!this.methods[op] || isNaN(a) || isNaN(b)) { return NaN; } return this.methods[op](a, b); - } + }; this.addMethod = function(name, func) { this.methods[name] = func; diff --git a/1-js/05-data-types/05-array-methods/7-map-objects/solution.md b/1-js/05-data-types/05-array-methods/7-map-objects/solution.md index 5d8bf4a13..2d8d4fb0e 100644 --- a/1-js/05-data-types/05-array-methods/7-map-objects/solution.md +++ b/1-js/05-data-types/05-array-methods/7-map-objects/solution.md @@ -25,7 +25,7 @@ alert( usersMapped[0].id ); // 1 alert( usersMapped[0].fullName ); // John Smith ``` -Please note that in for the arrow functions we need to use additional brackets. +Please note that in the arrow functions we need to use additional brackets. We can't write like this: ```js diff --git a/1-js/05-data-types/05-array-methods/8-sort-objects/solution.md b/1-js/05-data-types/05-array-methods/8-sort-objects/solution.md index 9f1ade707..cfaf9761a 100644 --- a/1-js/05-data-types/05-array-methods/8-sort-objects/solution.md +++ b/1-js/05-data-types/05-array-methods/8-sort-objects/solution.md @@ -1,6 +1,6 @@ ```js run no-beautify function sortByAge(arr) { - arr.sort((a, b) => a.age > b.age ? 1 : -1); + arr.sort((a, b) => a.age - b.age); } let john = { name: "John", age: 25 }; diff --git a/1-js/05-data-types/05-array-methods/article.md b/1-js/05-data-types/05-array-methods/article.md index 301696440..b14e9a0be 100644 --- a/1-js/05-data-types/05-array-methods/article.md +++ b/1-js/05-data-types/05-array-methods/article.md @@ -36,15 +36,15 @@ That's natural, because `delete obj.key` removes a value by the `key`. It's all So, special methods should be used. -The [arr.splice(start)](mdn:js/Array/splice) method is a swiss army knife for arrays. It can do everything: insert, remove and replace elements. +The [arr.splice](mdn:js/Array/splice) method is a swiss army knife for arrays. It can do everything: insert, remove and replace elements. The syntax is: ```js -arr.splice(index[, deleteCount, elem1, ..., elemN]) +arr.splice(start[, deleteCount, elem1, ..., elemN]) ``` -It starts from the position `index`: removes `deleteCount` elements and then inserts `elem1, ..., elemN` at their place. Returns the array of removed elements. +It modifies `arr` starting from the index `start`: removes `deleteCount` elements and then inserts `elem1, ..., elemN` at their place. Returns the array of removed elements. This method is easy to grasp by examples. @@ -419,13 +419,14 @@ Now it works as intended. Let's step aside and think what's happening. The `arr` can be array of anything, right? It may contain numbers or strings or objects or whatever. We have a set of *some items*. To sort it, we need an *ordering function* that knows how to compare its elements. The default is a string order. -The `arr.sort(fn)` method implements a generic sorting algorithm. We don't need to care how it internally works (an optimized [quicksort](https://en.wikipedia.org/wiki/Quicksort) most of the time). It will walk the array, compare its elements using the provided function and reorder them, all we need is to provide the `fn` which does the comparison. +The `arr.sort(fn)` method implements a generic sorting algorithm. We don't need to care how it internally works (an optimized [quicksort](https://en.wikipedia.org/wiki/Quicksort) or [Timsort](https://en.wikipedia.org/wiki/Timsort) most of the time). It will walk the array, compare its elements using the provided function and reorder them, all we need is to provide the `fn` which does the comparison. By the way, if we ever want to know which elements are compared -- nothing prevents from alerting them: ```js run [1, -2, 15, 2, 0, 8].sort(function(a, b) { alert( a + " <> " + b ); + return a - b; }); ``` @@ -700,7 +701,7 @@ alert(soldiers[1].age); // 23 If in the example above we used `users.filter(army.canJoin)`, then `army.canJoin` would be called as a standalone function, with `this=undefined`, thus leading to an instant error. -A call to `users.filter(army.canJoin, army)` can be replaced with `users.filter(user => army.canJoin(user))`, that does the same. The former is used more often, as it's a bit easier to understand for most people. +A call to `users.filter(army.canJoin, army)` can be replaced with `users.filter(user => army.canJoin(user))`, that does the same. The latter is used more often, as it's a bit easier to understand for most people. ## Summary @@ -711,8 +712,8 @@ A cheat sheet of array methods: - `pop()` -- extracts an item from the end, - `shift()` -- extracts an item from the beginning, - `unshift(...items)` -- adds items to the beginning. - - `splice(pos, deleteCount, ...items)` -- at index `pos` delete `deleteCount` elements and insert `items`. - - `slice(start, end)` -- creates a new array, copies elements from position `start` till `end` (not inclusive) into it. + - `splice(pos, deleteCount, ...items)` -- at index `pos` deletes `deleteCount` elements and inserts `items`. + - `slice(start, end)` -- creates a new array, copies elements from index `start` till `end` (not inclusive) into it. - `concat(...items)` -- returns a new array: copies all members of the current one and adds `items` to it. If any of `items` is an array, then its elements are taken. - To search among elements: @@ -729,7 +730,7 @@ A cheat sheet of array methods: - `sort(func)` -- sorts the array in-place, then returns it. - `reverse()` -- reverses the array in-place, then returns it. - `split/join` -- convert a string to array and back. - - `reduce(func, initial)` -- calculate a single value over the array by calling `func` for each element and passing an intermediate result between the calls. + - `reduce/reduceRight(func, initial)` -- calculate a single value over the array by calling `func` for each element and passing an intermediate result between the calls. - Additionally: - `Array.isArray(arr)` checks `arr` for being an array. @@ -738,14 +739,27 @@ Please note that methods `sort`, `reverse` and `splice` modify the array itself. These methods are the most used ones, they cover 99% of use cases. But there are few others: -- [arr.some(fn)](mdn:js/Array/some)/[arr.every(fn)](mdn:js/Array/every) checks the array. +- [arr.some(fn)](mdn:js/Array/some)/[arr.every(fn)](mdn:js/Array/every) check the array. The function `fn` is called on each element of the array similar to `map`. If any/all results are `true`, returns `true`, otherwise `false`. + These methods behave sort of like `||` and `&&` operators: if `fn` returns a truthy value, `arr.some()` immediately returns `true` and stops iterating over the rest of items; if `fn` returns a falsy value, `arr.every()` immediately returns `false` and stops iterating over the rest of items as well. + + We can use `every` to compare arrays: + ```js run + function arraysEqual(arr1, arr2) { + return arr1.length === arr2.length && arr1.every((value, index) => value === arr2[index]); + } + + alert( arraysEqual([1, 2], [1, 2])); // true + ``` + - [arr.fill(value, start, end)](mdn:js/Array/fill) -- fills the array with repeating `value` from index `start` to `end`. - [arr.copyWithin(target, start, end)](mdn:js/Array/copyWithin) -- copies its elements from position `start` till position `end` into *itself*, at position `target` (overwrites existing). +- [arr.flat(depth)](mdn:js/Array/flat)/[arr.flatMap(fn)](mdn:js/Array/flatMap) create a new flat array from a multidimensional array. + For the full list, see the [manual](mdn:js/Array). From the first sight it may seem that there are so many methods, quite difficult to remember. But actually that's much easier. diff --git a/1-js/05-data-types/06-iterable/article.md b/1-js/05-data-types/06-iterable/article.md index 8a38516e1..ce9074cc7 100644 --- a/1-js/05-data-types/06-iterable/article.md +++ b/1-js/05-data-types/06-iterable/article.md @@ -1,7 +1,7 @@ # Iterables -*Iterable* objects is a generalization of arrays. That's a concept that allows us to make any object useable in a `for..of` loop. +*Iterable* objects are a generalization of arrays. That's a concept that allows us to make any object useable in a `for..of` loop. Of course, Arrays are iterable. But there are many other built-in objects, that are iterable as well. For instance, strings are also iterable. @@ -26,12 +26,12 @@ let range = { // for(let num of range) ... num=1,2,3,4,5 ``` -To make the `range` iterable (and thus let `for..of` work) we need to add a method to the object named `Symbol.iterator` (a special built-in symbol just for that). +To make the `range` object iterable (and thus let `for..of` work) we need to add a method to the object named `Symbol.iterator` (a special built-in symbol just for that). 1. When `for..of` starts, it calls that method once (or errors if not found). The method must return an *iterator* -- an object with the method `next`. 2. Onward, `for..of` works *only with that returned object*. 3. When `for..of` wants the next value, it calls `next()` on that object. -4. The result of `next()` must have the form `{done: Boolean, value: any}`, where `done=true` means that the iteration is finished, otherwise `value` is the next value. +4. The result of `next()` must have the form `{done: Boolean, value: any}`, where `done=true` means that the loop is finished, otherwise `value` is the next value. Here's the full implementation for `range` with remarks: @@ -45,10 +45,10 @@ let range = { range[Symbol.iterator] = function() { // ...it returns the iterator object: - // 2. Onward, for..of works only with this iterator, asking it for next values + // 2. Onward, for..of works only with the iterator object below, asking it for next values return { current: this.from, - last: this.to, + last: this.to, // 3. next() is called on each iteration by the for..of loop next() { @@ -140,7 +140,7 @@ for (let char of str) { ## Calling an iterator explicitly -For deeper understanding let's see how to use an iterator explicitly. +For deeper understanding, let's see how to use an iterator explicitly. We'll iterate over a string in exactly the same way as `for..of`, but with direct calls. This code creates a string iterator and gets values from it "manually": @@ -165,12 +165,12 @@ That is rarely needed, but gives us more control over the process than `for..of` ## Iterables and array-likes [#array-like] -There are two official terms that look similar, but are very different. Please make sure you understand them well to avoid the confusion. +Two official terms look similar, but are very different. Please make sure you understand them well to avoid the confusion. - *Iterables* are objects that implement the `Symbol.iterator` method, as described above. - *Array-likes* are objects that have indexes and `length`, so they look like arrays. -When we use JavaScript for practical tasks in browser or other environments, we may meet objects that are iterables or array-likes, or both. +When we use JavaScript for practical tasks in a browser or any other environment, we may meet objects that are iterables or array-likes, or both. For instance, strings are both iterable (`for..of` works on them) and array-like (they have numeric indexes and `length`). @@ -270,7 +270,7 @@ for (let char of str) { alert(chars); ``` -...But it is shorter. +...But it is shorter. We can even build surrogate-aware `slice` on it: @@ -293,7 +293,7 @@ alert( str.slice(1, 3) ); // garbage (two pieces from different surrogate pairs) Objects that can be used in `for..of` are called *iterable*. - Technically, iterables must implement the method named `Symbol.iterator`. - - The result of `obj[Symbol.iterator]` is called an *iterator*. It handles the further iteration process. + - The result of `obj[Symbol.iterator]()` is called an *iterator*. It handles further iteration process. - An iterator must have the method named `next()` that returns an object `{done: Boolean, value: any}`, here `done:true` denotes the end of the iteration process, otherwise the `value` is the next value. - The `Symbol.iterator` method is called automatically by `for..of`, but we also can do it directly. - Built-in iterables like strings or arrays, also implement `Symbol.iterator`. @@ -304,4 +304,4 @@ Objects that have indexed properties and `length` are called *array-like*. Such If we look inside the specification -- we'll see that most built-in methods assume that they work with iterables or array-likes instead of "real" arrays, because that's more abstract. -`Array.from(obj[, mapFn, thisArg])` makes a real `Array` of an iterable or array-like `obj`, and we can then use array methods on it. The optional arguments `mapFn` and `thisArg` allow us to apply a function to each item. +`Array.from(obj[, mapFn, thisArg])` makes a real `Array` from an iterable or array-like `obj`, and we can then use array methods on it. The optional arguments `mapFn` and `thisArg` allow us to apply a function to each item. diff --git a/1-js/05-data-types/07-map-set/03-iterable-keys/task.md b/1-js/05-data-types/07-map-set/03-iterable-keys/task.md index 25c74bfc2..81507647f 100644 --- a/1-js/05-data-types/07-map-set/03-iterable-keys/task.md +++ b/1-js/05-data-types/07-map-set/03-iterable-keys/task.md @@ -4,7 +4,7 @@ importance: 5 # Iterable keys -We'd like to get an array of `map.keys()` in a variable and then do apply array-specific methods to it, e.g. `.push`. +We'd like to get an array of `map.keys()` in a variable and then apply array-specific methods to it, e.g. `.push`. But that doesn't work: diff --git a/1-js/05-data-types/07-map-set/article.md b/1-js/05-data-types/07-map-set/article.md index e08c84084..bd6cad562 100644 --- a/1-js/05-data-types/07-map-set/article.md +++ b/1-js/05-data-types/07-map-set/article.md @@ -1,10 +1,10 @@ # Map and Set -Now we've learned about the following complex data structures: +Till now, we've learned about the following complex data structures: -- Objects for storing keyed collections. -- Arrays for storing ordered collections. +- Objects are used for storing keyed collections. +- Arrays are used for storing ordered collections. But that's not enough for real life. That's why `Map` and `Set` also exist. @@ -42,7 +42,7 @@ alert( map.size ); // 3 As we can see, unlike objects, keys are not converted to strings. Any type of key is possible. ```smart header="`map[key]` isn't the right way to use a `Map`" -Although `map[key]` also works, e.g. we can set `map[key] = 2`, this is treating `map` as a plain JavaScript object, so it implies all corresponding limitations (no object keys and so on). +Although `map[key]` also works, e.g. we can set `map[key] = 2`, this is treating `map` as a plain JavaScript object, so it implies all corresponding limitations (only string/symbol keys and so on). So we should use `map` methods: `set`, `get` and so on. ``` @@ -63,24 +63,26 @@ visitsCountMap.set(john, 123); alert( visitsCountMap.get(john) ); // 123 ``` -Using objects as keys is one of most notable and important `Map` features. For string keys, `Object` can be fine, but not for object keys. +Using objects as keys is one of the most notable and important `Map` features. The same does not count for `Object`. String as a key in `Object` is fine, but we can't use another `Object` as a key in `Object`. Let's try: ```js run let john = { name: "John" }; +let ben = { name: "Ben" }; let visitsCountObj = {}; // try to use an object -visitsCountObj[john] = 123; // try to use john object as the key +visitsCountObj[ben] = 234; // try to use ben object as the key +visitsCountObj[john] = 123; // try to use john object as the key, ben object will get replaced *!* // That's what got written! -alert( visitsCountObj["[object Object]"] ); // 123 +alert( visitsCountObj["[object Object]"] ); // 123 */!* ``` -As `visitsCountObj` is an object, it converts all keys, such as `john` to strings, so we've got the string key `"[object Object]"`. Definitely not what we want. +As `visitsCountObj` is an object, it converts all `Object` keys, such as `john` and `ben` above, to same string `"[object Object]"`. Definitely not what we want. ```smart header="How `Map` compares keys" To test keys for equivalence, `Map` uses the algorithm [SameValueZero](https://tc39.github.io/ecma262/#sec-samevaluezero). It is roughly the same as strict equality `===`, but the difference is that `NaN` is considered equal to `NaN`. So `NaN` can be used as the key as well. @@ -304,10 +306,10 @@ The same methods `Map` has for iterators are also supported: Methods and properties: - `new Map([iterable])` -- creates the map, with optional `iterable` (e.g. array) of `[key,value]` pairs for initialization. -- `map.set(key, value)` -- stores the value by the key. +- `map.set(key, value)` -- stores the value by the key, returns the map itself. - `map.get(key)` -- returns the value by the key, `undefined` if `key` doesn't exist in map. - `map.has(key)` -- returns `true` if the `key` exists, `false` otherwise. -- `map.delete(key)` -- removes the value by the key. +- `map.delete(key)` -- removes the value by the key, returns `true` if `key` existed at the moment of the call, otherwise `false`. - `map.clear()` -- removes everything from the map. - `map.size` -- returns the current element count. diff --git a/1-js/05-data-types/08-weakmap-weakset/01-recipients-read/solution.md b/1-js/05-data-types/08-weakmap-weakset/01-recipients-read/solution.md index 6a4c20baf..e2147ccfa 100644 --- a/1-js/05-data-types/08-weakmap-weakset/01-recipients-read/solution.md +++ b/1-js/05-data-types/08-weakmap-weakset/01-recipients-read/solution.md @@ -25,7 +25,7 @@ messages.shift(); // now readMessages has 1 element (technically memory may be cleaned later) ``` -The `WeakSet` allows to store a set of messages and easily check for the existance of a message in it. +The `WeakSet` allows to store a set of messages and easily check for the existence of a message in it. It cleans up itself automatically. The tradeoff is that we can't iterate over it, can't get "all read messages" from it directly. But we can do it by iterating over all messages and filtering those that are in the set. diff --git a/1-js/05-data-types/08-weakmap-weakset/article.md b/1-js/05-data-types/08-weakmap-weakset/article.md index bcc5e5e6f..8d5a86981 100644 --- a/1-js/05-data-types/08-weakmap-weakset/article.md +++ b/1-js/05-data-types/08-weakmap-weakset/article.md @@ -1,6 +1,6 @@ # WeakMap and WeakSet -As we know from the chapter , JavaScript engine stores a value in memory while it is reachable (and can potentially be used). +As we know from the chapter , JavaScript engine keeps a value in memory while it is "reachable" and can potentially be used. For instance: ```js @@ -30,7 +30,8 @@ let array = [ john ]; john = null; // overwrite the reference *!* -// john is stored inside the array, so it won't be garbage-collected +// the object previously referenced by john is stored inside the array +// therefore it won't be garbage-collected // we can get it as array[0] */!* ``` @@ -59,7 +60,7 @@ Let's see what it means on examples. ## WeakMap -The first difference from `Map` is that `WeakMap` keys must be objects, not primitive values: +The first difference between `Map` and `WeakMap` is that keys must be objects, not primitive values: ```js run let weakMap = new WeakMap(); @@ -100,9 +101,9 @@ Compare it with the regular `Map` example above. Now if `john` only exists as th Why such a limitation? That's for technical reasons. If an object has lost all other references (like `john` in the code above), then it is to be garbage-collected automatically. But technically it's not exactly specified *when the cleanup happens*. -The JavaScript engine decides that. It may choose to perform the memory cleanup immediately or to wait and do the cleaning later when more deletions happen. So, technically the current element count of a `WeakMap` is not known. The engine may have cleaned it up or not, or did it partially. For that reason, methods that access all keys/values are not supported. +The JavaScript engine decides that. It may choose to perform the memory cleanup immediately or to wait and do the cleaning later when more deletions happen. So, technically, the current element count of a `WeakMap` is not known. The engine may have cleaned it up or not, or did it partially. For that reason, methods that access all keys/values are not supported. -Now where do we need such data structure? +Now, where do we need such a data structure? ## Use case: additional data @@ -146,7 +147,7 @@ countUser(john); // count his visits john = null; ``` -Now `john` object should be garbage collected, but remains in memory, as it's a key in `visitsCountMap`. +Now, `john` object should be garbage collected, but remains in memory, as it's a key in `visitsCountMap`. We need to clean `visitsCountMap` when we remove users, otherwise it will grow in memory indefinitely. Such cleaning can become a tedious task in complex architectures. @@ -163,13 +164,13 @@ function countUser(user) { } ``` -Now we don't have to clean `visitsCountMap`. After `john` object becomes unreachable by all means except as a key of `WeakMap`, it gets removed from memory, along with the information by that key from `WeakMap`. +Now we don't have to clean `visitsCountMap`. After `john` object becomes unreachable, by all means except as a key of `WeakMap`, it gets removed from memory, along with the information by that key from `WeakMap`. ## Use case: caching -Another common example is caching: when a function result should be remembered ("cached"), so that future calls on the same object reuse it. +Another common example is caching. We can store ("cache") results from a function, so that future calls on the same object can reuse it. -We can use `Map` to store results, like this: +To achieve that, we can use `Map` (not optimal scenario): ```js run // 📁 cache.js @@ -206,7 +207,7 @@ alert(cache.size); // 1 (Ouch! The object is still in cache, taking memory!) For multiple calls of `process(obj)` with the same object, it only calculates the result the first time, and then just takes it from `cache`. The downside is that we need to clean `cache` when the object is not needed any more. -If we replace `Map` with `WeakMap`, then this problem disappears: the cached result will be removed from memory automatically after the object gets garbage collected. +If we replace `Map` with `WeakMap`, then this problem disappears. The cached result will be removed from memory automatically after the object gets garbage collected. ```js run // 📁 cache.js @@ -247,7 +248,7 @@ obj = null; - An object exists in the set while it is reachable from somewhere else. - Like `Set`, it supports `add`, `has` and `delete`, but not `size`, `keys()` and no iterations. -Being "weak", it also serves as an additional storage. But not for an arbitrary data, but rather for "yes/no" facts. A membership in `WeakSet` may mean something about the object. +Being "weak", it also serves as additional storage. But not for arbitrary data, rather for "yes/no" facts. A membership in `WeakSet` may mean something about the object. For instance, we can add users to `WeakSet` to keep track of those who visited our site: @@ -275,7 +276,7 @@ john = null; // visitedSet will be cleaned automatically ``` -The most notable limitation of `WeakMap` and `WeakSet` is the absence of iterations, and inability to get all current content. That may appear inconvenient, but does not prevent `WeakMap/WeakSet` from doing their main job -- be an "additional" storage of data for objects which are stored/managed at another place. +The most notable limitation of `WeakMap` and `WeakSet` is the absence of iterations, and the inability to get all current content. That may appear inconvenient, but does not prevent `WeakMap/WeakSet` from doing their main job -- be an "additional" storage of data for objects which are stored/managed at another place. ## Summary @@ -283,6 +284,8 @@ The most notable limitation of `WeakMap` and `WeakSet` is the absence of iterati `WeakSet` is `Set`-like collection that stores only objects and removes them once they become inaccessible by other means. -Both of them do not support methods and properties that refer to all keys or their count. Only individual operations are allowed. +Their main advantages are that they have weak reference to objects, so they can easily be removed by garbage collector. -`WeakMap` and `WeakSet` are used as "secondary" data structures in addition to the "main" object storage. Once the object is removed from the main storage, if it is only found as the key of `WeakMap` or in a `WeakSet`, it will be cleaned up automatically. +That comes at the cost of not having support for `clear`, `size`, `keys`, `values`... + +`WeakMap` and `WeakSet` are used as "secondary" data structures in addition to the "primary" object storage. Once the object is removed from the primary storage, if it is only found as the key of `WeakMap` or in a `WeakSet`, it will be cleaned up automatically. diff --git a/1-js/05-data-types/09-keys-values-entries/article.md b/1-js/05-data-types/09-keys-values-entries/article.md index b633dc274..bef678f53 100644 --- a/1-js/05-data-types/09-keys-values-entries/article.md +++ b/1-js/05-data-types/09-keys-values-entries/article.md @@ -77,7 +77,7 @@ Objects lack many methods that exist for arrays, e.g. `map`, `filter` and others If we'd like to apply them, then we can use `Object.entries` followed by `Object.fromEntries`: 1. Use `Object.entries(obj)` to get an array of key/value pairs from `obj`. -2. Use array methods on that array, e.g. `map`. +2. Use array methods on that array, e.g. `map`, to transform these key/value pairs. 3. Use `Object.fromEntries(array)` on the resulting array to turn it back into an object. For example, we have an object with prices, and would like to double them: @@ -91,12 +91,13 @@ let prices = { *!* let doublePrices = Object.fromEntries( - // convert to array, map, and then fromEntries gives back the object - Object.entries(prices).map(([key, value]) => [key, value * 2]) + // convert prices to array, map each key/value pair into another pair + // and then fromEntries gives back the object + Object.entries(prices).map(entry => [entry[0], entry[1] * 2]) ); */!* alert(doublePrices.meat); // 8 -``` +``` -It may look difficult from the first sight, but becomes easy to understand after you use it once or twice. We can make powerful chains of transforms this way. +It may look difficult at first sight, but becomes easy to understand after you use it once or twice. We can make powerful chains of transforms this way. diff --git a/1-js/05-data-types/10-destructuring-assignment/6-max-salary/_js.view/solution.js b/1-js/05-data-types/10-destructuring-assignment/6-max-salary/_js.view/solution.js index f4bd5c761..6538af42b 100644 --- a/1-js/05-data-types/10-destructuring-assignment/6-max-salary/_js.view/solution.js +++ b/1-js/05-data-types/10-destructuring-assignment/6-max-salary/_js.view/solution.js @@ -1,16 +1,14 @@ function topSalary(salaries) { - let max = 0; + let maxSalary = 0; let maxName = null; for(const [name, salary] of Object.entries(salaries)) { - if (max < salary) { - max = salary; + if (maxSalary < salary) { + maxSalary = salary; maxName = name; } } return maxName; -} - - +} \ No newline at end of file diff --git a/1-js/05-data-types/10-destructuring-assignment/article.md b/1-js/05-data-types/10-destructuring-assignment/article.md index 46aa760a9..98c7f73d2 100644 --- a/1-js/05-data-types/10-destructuring-assignment/article.md +++ b/1-js/05-data-types/10-destructuring-assignment/article.md @@ -2,19 +2,22 @@ The two most used data structures in JavaScript are `Object` and `Array`. -Objects allow us to create a single entity that stores data items by key, and arrays allow us to gather data items into an ordered collection. +- Objects allow us to create a single entity that stores data items by key. +- Arrays allow us to gather data items into an ordered list. -But when we pass those to a function, it may need not an object/array as a whole, but rather individual pieces. +Although, when we pass those to a function, it may need not be an object/array as a whole. It may need individual pieces. -*Destructuring assignment* is a special syntax that allows us to "unpack" arrays or objects into a bunch of variables, as sometimes that's more convenient. Destructuring also works great with complex functions that have a lot of parameters, default values, and so on. +*Destructuring assignment* is a special syntax that allows us to "unpack" arrays or objects into a bunch of variables, as sometimes that's more convenient. + +Destructuring also works great with complex functions that have a lot of parameters, default values, and so on. Soon we'll see that. ## Array destructuring -An example of how the array is destructured into variables: +Here's an example of how an array is destructured into variables: ```js // we have an array with the name and surname -let arr = ["Ilya", "Kantor"] +let arr = ["John", "Smith"] *!* // destructuring assignment @@ -23,18 +26,22 @@ let arr = ["Ilya", "Kantor"] let [firstName, surname] = arr; */!* -alert(firstName); // Ilya -alert(surname); // Kantor +alert(firstName); // John +alert(surname); // Smith ``` Now we can work with variables instead of array members. It looks great when combined with `split` or other array-returning methods: -```js -let [firstName, surname] = "Ilya Kantor".split(' '); +```js run +let [firstName, surname] = "John Smith".split(' '); +alert(firstName); // John +alert(surname); // Smith ``` +As you can see, the syntax is simple. There are several peculiar details though. Let's see more examples, to better understand it. + ````smart header="\"Destructuring\" does not mean \"destructive\"." It's called "destructuring assignment," because it "destructurizes" by copying items into variables. But the array itself is not modified. @@ -69,26 +76,25 @@ In the code above, the second element of the array is skipped, the third one is let [a, b, c] = "abc"; // ["a", "b", "c"] let [one, two, three] = new Set([1, 2, 3]); ``` - +That works, because internally a destructuring assignment works by iterating over the right value. It's kind of syntax sugar for calling `for..of` over the value to the right of `=` and assigning the values. ```` ````smart header="Assign to anything at the left-side" - We can use any "assignables" at the left side. For instance, an object property: ```js run let user = {}; -[user.name, user.surname] = "Ilya Kantor".split(' '); +[user.name, user.surname] = "John Smith".split(' '); -alert(user.name); // Ilya +alert(user.name); // John +alert(user.surname); // Smith ``` ```` ````smart header="Looping with .entries()" - In the previous chapter we saw the [Object.entries(obj)](mdn:js/Object/entries) method. We can use it with destructuring to loop over keys-and-values of an object: @@ -107,7 +113,7 @@ for (let [key, value] of Object.entries(user)) { } ``` -...And the same for a map: +The similar code for a `Map` is simpler, as it's iterable: ```js run let user = new Map(); @@ -115,6 +121,7 @@ user.set("name", "John"); user.set("age", "30"); *!* +// Map iterates as [key, value] pairs, very convenient for destructuring for (let [key, value] of user) { */!* alert(`${key}:${value}`); // name:John, then age:30 @@ -122,15 +129,17 @@ for (let [key, value] of user) { ``` ```` -```smart header="Swap variables trick" -A well-known trick for swapping values of two variables: +````smart header="Swap variables trick" +There's a well-known trick for swapping values of two variables using a destructuring assignment: ```js run let guest = "Jane"; let admin = "Pete"; -// Swap values: make guest=Pete, admin=Jane +// Let's swap the values: make guest=Pete, admin=Jane +*!* [guest, admin] = [admin, guest]; +*/!* alert(`${guest} ${admin}`); // Pete Jane (successfully swapped!) ``` @@ -138,31 +147,47 @@ alert(`${guest} ${admin}`); // Pete Jane (successfully swapped!) Here we create a temporary array of two variables and immediately destructure it in swapped order. We can swap more than two variables this way. - +```` ### The rest '...' -If we want not just to get first values, but also to gather all that follows -- we can add one more parameter that gets "the rest" using three dots `"..."`: +Usually, if the array is longer than the list at the left, the "extra" items are omitted. + +For example, here only two items are taken, and the rest is just ignored: ```js run -let [name1, name2, *!*...rest*/!*] = ["Julius", "Caesar", *!*"Consul", "of the Roman Republic"*/!*]; +let [name1, name2] = ["Julius", "Caesar", "Consul", "of the Roman Republic"]; alert(name1); // Julius alert(name2); // Caesar +// Further items aren't assigned anywhere +``` + +If we'd like also to gather all that follows -- we can add one more parameter that gets "the rest" using three dots `"..."`: + +```js run +let [name1, name2, *!*...rest*/!*] = ["Julius", "Caesar", *!*"Consul", "of the Roman Republic"*/!*]; *!* -// Note that type of `rest` is Array. +// rest is array of items, starting from the 3rd one alert(rest[0]); // Consul alert(rest[1]); // of the Roman Republic alert(rest.length); // 2 */!* ``` -The value of `rest` is the array of the remaining array elements. We can use any other variable name in place of `rest`, just make sure it has three dots before it and goes last in the destructuring assignment. +The value of `rest` is the array of the remaining array elements. + +We can use any other variable name in place of `rest`, just make sure it has three dots before it and goes last in the destructuring assignment. + +```js run +let [name1, name2, *!*...titles*/!*] = ["Julius", "Caesar", "Consul", "of the Roman Republic"]; +// now titles = ["Consul", "of the Roman Republic"] +``` ### Default values -If there are fewer values in the array than variables in the assignment, there will be no error. Absent values are considered undefined: +If the array is shorter than the list of variables at the left, there'll be no errors. Absent values are considered undefined: ```js run *!* @@ -187,7 +212,7 @@ alert(surname); // Anonymous (default used) Default values can be more complex expressions or even function calls. They are evaluated only if the value is not provided. -For instance, here we use the `prompt` function for two defaults. But it will run only for the missing one: +For instance, here we use the `prompt` function for two defaults: ```js run // runs only prompt for surname @@ -197,7 +222,7 @@ alert(name); // Julius (from array) alert(surname); // whatever prompt gets ``` - +Please note: the `prompt` will run only for the missing value (`surname`). ## Object destructuring @@ -209,7 +234,7 @@ The basic syntax is: let {var1, var2} = {var1:…, var2:…} ``` -We have an existing object at the right side, that we want to split into variables. The left side contains a "pattern" for corresponding properties. In the simple case, that's a list of variable names in `{...}`. +We should have an existing object at the right side, that we want to split into variables. The left side contains an object-like "pattern" for corresponding properties. In the simplest case, that's a list of variable names in `{...}`. For instance: @@ -229,7 +254,9 @@ alert(width); // 100 alert(height); // 200 ``` -Properties `options.title`, `options.width` and `options.height` are assigned to the corresponding variables. The order does not matter. This works too: +Properties `options.title`, `options.width` and `options.height` are assigned to the corresponding variables. + +The order does not matter. This works too: ```js // changed the order in let {...} @@ -238,7 +265,7 @@ let {height, width, title} = { title: "Menu", height: 200, width: 100 } The pattern on the left side may be more complex and specify the mapping between properties and variables. -If we want to assign a property to a variable with another name, for instance, `options.width` to go into the variable named `w`, then we can set it using a colon: +If we want to assign a property to a variable with another name, for instance, make `options.width` go into the variable named `w`, then we can set the variable name using a colon: ```js run let options = { diff --git a/1-js/05-data-types/11-date/1-new-date/solution.md b/1-js/05-data-types/11-date/1-new-date/solution.md index 9bb1d749c..bed449453 100644 --- a/1-js/05-data-types/11-date/1-new-date/solution.md +++ b/1-js/05-data-types/11-date/1-new-date/solution.md @@ -2,7 +2,17 @@ The `new Date` constructor uses the local time zone. So the only important thing So February has number 1. +Here's an example with numbers as date components: + +```js run +//new Date(year, month, date, hour, minute, second, millisecond) +let d1 = new Date(2012, 1, 20, 3, 12); +alert( d1 ); +``` +We could also create a date from a string, like this: + ```js run -let d = new Date(2012, 1, 20, 3, 12); -alert( d ); +//new Date(datastring) +let d2 = new Date("February 20, 2012 03:12:00"); +alert( d2 ); ``` diff --git a/1-js/05-data-types/11-date/article.md b/1-js/05-data-types/11-date/article.md index a2de63ae4..ed4e21359 100644 --- a/1-js/05-data-types/11-date/article.md +++ b/1-js/05-data-types/11-date/article.md @@ -69,7 +69,7 @@ To create a new `Date` object call `new Date()` with one of the following argume new Date(2011, 0, 1); // the same, hours etc are 0 by default ``` - The minimal precision is 1 ms (1/1000 sec): + The maximal precision is 1 ms (1/1000 sec): ```js run let date = new Date(2011, 0, 1, 2, 3, 4, 567); @@ -348,7 +348,7 @@ let time1 = 0; let time2 = 0; *!* -// run bench(upperSlice) and bench(upperLoop) each 10 times alternating +// run bench(diffSubtract) and bench(diffGetTime) each 10 times alternating for (let i = 0; i < 10; i++) { time1 += bench(diffSubtract); time2 += bench(diffGetTime); @@ -388,7 +388,7 @@ The string format should be: `YYYY-MM-DDTHH:mm:ss.sssZ`, where: - `YYYY-MM-DD` -- is the date: year-month-day. - The character `"T"` is used as the delimiter. - `HH:mm:ss.sss` -- is the time: hours, minutes, seconds and milliseconds. -- The optional `'Z'` part denotes the time zone in the format `+-hh:mm`. A single letter `Z` that would mean UTC+0. +- The optional `'Z'` part denotes the time zone in the format `+-hh:mm`. A single letter `Z` would mean UTC+0. Shorter variants are also possible, like `YYYY-MM-DD` or `YYYY-MM` or even `YYYY`. @@ -427,7 +427,7 @@ Sometimes we need more precise time measurements. JavaScript itself does not hav alert(`Loading started ${performance.now()}ms ago`); // Something like: "Loading started 34731.26000000001ms ago" // .26 is microseconds (260 microseconds) -// more than 3 digits after the decimal point are precision errors, but only the first 3 are correct +// more than 3 digits after the decimal point are precision errors, only the first 3 are correct ``` Node.js has `microtime` module and other ways. Technically, almost any device and environment allows to get more precision, it's just not in `Date`. diff --git a/1-js/05-data-types/12-json/article.md b/1-js/05-data-types/12-json/article.md index a5f2974af..ae5f045af 100644 --- a/1-js/05-data-types/12-json/article.md +++ b/1-js/05-data-types/12-json/article.md @@ -27,7 +27,7 @@ Luckily, there's no need to write the code to handle all this. The task has been ## JSON.stringify -The [JSON](http://en.wikipedia.org/wiki/JSON) (JavaScript Object Notation) is a general format to represent values and objects. It is described as in [RFC 4627](http://tools.ietf.org/html/rfc4627) standard. Initially it was made for JavaScript, but many other languages have libraries to handle it as well. So it's easy to use JSON for data exchange when the client uses JavaScript and the server is written on Ruby/PHP/Java/Whatever. +The [JSON](http://en.wikipedia.org/wiki/JSON) (JavaScript Object Notation) is a general format to represent values and objects. It is described as in [RFC 4627](https://tools.ietf.org/html/rfc4627) standard. Initially it was made for JavaScript, but many other languages have libraries to handle it as well. So it's easy to use JSON for data exchange when the client uses JavaScript and the server is written on Ruby/PHP/Java/Whatever. JavaScript provides methods: @@ -105,7 +105,7 @@ JSON is data-only language-independent specification, so some JavaScript-specifi Namely: - Function properties (methods). -- Symbolic properties. +- Symbolic keys and values. - Properties that store `undefined`. ```js run @@ -276,6 +276,7 @@ name: John name: Alice place: [object Object] number: 23 +occupiedBy: [object Object] */ ``` @@ -328,6 +329,8 @@ alert(JSON.stringify(user, null, 2)); */ ``` +The third argument can also be a string. In this case, the string is used for indentation instead of a number of spaces. + The `space` parameter is used solely for logging and nice-output purposes. ## Custom "toJSON" diff --git a/1-js/06-advanced-functions/01-recursion/02-factorial/solution.md b/1-js/06-advanced-functions/01-recursion/02-factorial/solution.md index 59040a2b7..09e511db5 100644 --- a/1-js/06-advanced-functions/01-recursion/02-factorial/solution.md +++ b/1-js/06-advanced-functions/01-recursion/02-factorial/solution.md @@ -1,4 +1,4 @@ -By definition, a factorial is `n!` can be written as `n * (n-1)!`. +By definition, a factorial `n!` can be written as `n * (n-1)!`. In other words, the result of `factorial(n)` can be calculated as `n` multiplied by the result of `factorial(n-1)`. And the call for `n-1` can recursively descend lower, and lower, till `1`. diff --git a/1-js/06-advanced-functions/01-recursion/05-output-single-linked-list-reverse/solution.md b/1-js/06-advanced-functions/01-recursion/05-output-single-linked-list-reverse/solution.md index 4357ff208..0eb76ea1c 100644 --- a/1-js/06-advanced-functions/01-recursion/05-output-single-linked-list-reverse/solution.md +++ b/1-js/06-advanced-functions/01-recursion/05-output-single-linked-list-reverse/solution.md @@ -33,7 +33,7 @@ printReverseList(list); # Using a loop -The loop variant is also a little bit more complicated then the direct output. +The loop variant is also a little bit more complicated than the direct output. There is no way to get the last value in our `list`. We also can't "go back". diff --git a/1-js/06-advanced-functions/01-recursion/article.md b/1-js/06-advanced-functions/01-recursion/article.md index 320de62f0..17fe5ea3e 100644 --- a/1-js/06-advanced-functions/01-recursion/article.md +++ b/1-js/06-advanced-functions/01-recursion/article.md @@ -132,7 +132,7 @@ We can sketch it as: -That's when the function starts to execute. The condition `n == 1` is false, so the flow continues into the second branch of `if`: +That's when the function starts to execute. The condition `n == 1` is falsy, so the flow continues into the second branch of `if`: ```js run function pow(x, n) { @@ -188,7 +188,7 @@ The new current execution context is on top (and bold), and previous remembered When we finish the subcall -- it is easy to resume the previous context, because it keeps both variables and the exact place of the code where it stopped. ```smart -Here in the picture we use the word "line", as our example there's only one subcall in line, but generally a single line of code may contain multiple subcalls, like `pow(…) + pow(…) + somethingElse(…)`. +Here in the picture we use the word "line", as in our example there's only one subcall in line, but generally a single line of code may contain multiple subcalls, like `pow(…) + pow(…) + somethingElse(…)`. So it would be more precise to say that the execution resumes "immediately after the subcall". ``` diff --git a/1-js/06-advanced-functions/02-rest-parameters-spread/article.md b/1-js/06-advanced-functions/02-rest-parameters-spread/article.md index 1f139d7a4..c63fe70cd 100644 --- a/1-js/06-advanced-functions/02-rest-parameters-spread/article.md +++ b/1-js/06-advanced-functions/02-rest-parameters-spread/article.md @@ -225,7 +225,7 @@ But there's a subtle difference between `Array.from(obj)` and `[...obj]`: So, for the task of turning something into an array, `Array.from` tends to be more universal. -## Get a new copy of an array/object +## Copy an array/object Remember when we talked about `Object.assign()` [in the past](info:object-copy#cloning-and-merging-object-assign)? @@ -233,8 +233,11 @@ It is possible to do the same thing with the spread syntax. ```js run let arr = [1, 2, 3]; + +*!* let arrCopy = [...arr]; // spread the array into a list of parameters // then put the result into a new array +*/!* // do the arrays have the same contents? alert(JSON.stringify(arr) === JSON.stringify(arrCopy)); // true @@ -252,8 +255,11 @@ Note that it is possible to do the same thing to make a copy of an object: ```js run let obj = { a: 1, b: 2, c: 3 }; + +*!* let objCopy = { ...obj }; // spread the object into a list of parameters // then return the result in a new object +*/!* // do the objects have the same contents? alert(JSON.stringify(obj) === JSON.stringify(objCopy)); // true @@ -267,7 +273,7 @@ alert(JSON.stringify(obj)); // {"a":1,"b":2,"c":3,"d":4} alert(JSON.stringify(objCopy)); // {"a":1,"b":2,"c":3} ``` -This way of copying an object is much shorter than `let objCopy = Object.assign({}, obj);` or for an array `let arrCopy = Object.assign([], arr);` so we prefer to use it whenever we can. +This way of copying an object is much shorter than `let objCopy = Object.assign({}, obj)` or for an array `let arrCopy = Object.assign([], arr)` so we prefer to use it whenever we can. ## Summary diff --git a/1-js/06-advanced-functions/03-closure/10-make-army/lexenv-makearmy-empty.svg b/1-js/06-advanced-functions/03-closure/10-make-army/lexenv-makearmy-empty.svg new file mode 100644 index 000000000..f8c7bd6ac --- /dev/null +++ b/1-js/06-advanced-functions/03-closure/10-make-army/lexenv-makearmy-empty.svg @@ -0,0 +1 @@ +outer<empty>makeArmy() LexicalEnvironmentwhile iteration LexicalEnvironment<empty><empty><empty>i: 10 \ No newline at end of file diff --git a/1-js/06-advanced-functions/03-closure/10-make-army/lexenv-makearmy-for-fixed.svg b/1-js/06-advanced-functions/03-closure/10-make-army/lexenv-makearmy-for-fixed.svg new file mode 100644 index 000000000..7611d0ef8 --- /dev/null +++ b/1-js/06-advanced-functions/03-closure/10-make-army/lexenv-makearmy-for-fixed.svg @@ -0,0 +1 @@ +outermakeArmy() LexicalEnvironmentfor iteration LexicalEnvironmenti: 0i: 1i: 2i: 10... \ No newline at end of file diff --git a/1-js/06-advanced-functions/03-closure/10-make-army/lexenv-makearmy-while-fixed.svg b/1-js/06-advanced-functions/03-closure/10-make-army/lexenv-makearmy-while-fixed.svg new file mode 100644 index 000000000..d83ecbe76 --- /dev/null +++ b/1-js/06-advanced-functions/03-closure/10-make-army/lexenv-makearmy-while-fixed.svg @@ -0,0 +1 @@ +outerj: 0j: 1j: 2j: 10...makeArmy() LexicalEnvironmentwhile iteration LexicalEnvironment \ No newline at end of file diff --git a/1-js/06-advanced-functions/03-closure/10-make-army/lexenv-makearmy.svg b/1-js/06-advanced-functions/03-closure/10-make-army/lexenv-makearmy.svg deleted file mode 100644 index c0a312ec7..000000000 --- a/1-js/06-advanced-functions/03-closure/10-make-army/lexenv-makearmy.svg +++ /dev/null @@ -1 +0,0 @@ -outeri: 0i: 1i: 2i: 10...makeArmy() LexicalEnvironmentfor block LexicalEnvironment \ No newline at end of file diff --git a/1-js/06-advanced-functions/03-closure/10-make-army/solution.md b/1-js/06-advanced-functions/03-closure/10-make-army/solution.md index 0fb0b4a49..9d99aa717 100644 --- a/1-js/06-advanced-functions/03-closure/10-make-army/solution.md +++ b/1-js/06-advanced-functions/03-closure/10-make-army/solution.md @@ -1,12 +1,12 @@ -Let's examine what's done inside `makeArmy`, and the solution will become obvious. +Let's examine what exactly happens inside `makeArmy`, and the solution will become obvious. 1. It creates an empty array `shooters`: ```js let shooters = []; ``` -2. Fills it in the loop via `shooters.push(function...)`. +2. Fills it with functions via `shooters.push(function)` in the loop. Every element is a function, so the resulting array looks like this: @@ -26,95 +26,104 @@ Let's examine what's done inside `makeArmy`, and the solution will become obviou ``` 3. The array is returned from the function. + + Then, later, the call to any member, e.g. `army[5]()` will get the element `army[5]` from the array (which is a function) and calls it. + + Now why do all such functions show the same value, `10`? + + That's because there's no local variable `i` inside `shooter` functions. When such a function is called, it takes `i` from its outer lexical environment. + + Then, what will be the value of `i`? + + If we look at the source: + + ```js + function makeArmy() { + ... + let i = 0; + while (i < 10) { + let shooter = function() { // shooter function + alert( i ); // should show its number + }; + shooters.push(shooter); // add function to the array + i++; + } + ... + } + ``` + + We can see that all `shooter` functions are created in the lexical environment of `makeArmy()` function. But when `army[5]()` is called, `makeArmy` has already finished its job, and the final value of `i` is `10` (`while` stops at `i=10`). + + As the result, all `shooter` functions get the same value from the outer lexical environment and that is, the last value, `i=10`. + + ![](lexenv-makearmy-empty.svg) + + As you can see above, on each iteration of a `while {...}` block, a new lexical environment is created. So, to fix this, we can copy the value of `i` into a variable within the `while {...}` block, like this: + + ```js run + function makeArmy() { + let shooters = []; + + let i = 0; + while (i < 10) { + *!* + let j = i; + */!* + let shooter = function() { // shooter function + alert( *!*j*/!* ); // should show its number + }; + shooters.push(shooter); + i++; + } + + return shooters; + } + + let army = makeArmy(); + + // Now the code works correctly + army[0](); // 0 + army[5](); // 5 + ``` + + Here `let j = i` declares an "iteration-local" variable `j` and copies `i` into it. Primitives are copied "by value", so we actually get an independent copy of `i`, belonging to the current loop iteration. + + The shooters work correctly, because the value of `i` now lives a little bit closer. Not in `makeArmy()` Lexical Environment, but in the Lexical Environment that corresponds to the current loop iteration: + + ![](lexenv-makearmy-while-fixed.svg) + + Such a problem could also be avoided if we used `for` in the beginning, like this: + + ```js run demo + function makeArmy() { + + let shooters = []; + + *!* + for(let i = 0; i < 10; i++) { + */!* + let shooter = function() { // shooter function + alert( i ); // should show its number + }; + shooters.push(shooter); + } + + return shooters; + } + + let army = makeArmy(); + + army[0](); // 0 + army[5](); // 5 + ``` + + That's essentially the same, because `for` on each iteration generates a new lexical environment, with its own variable `i`. So `shooter` generated in every iteration references its own `i`, from that very iteration. + + ![](lexenv-makearmy-for-fixed.svg) -Then, later, the call to `army[5]()` will get the element `army[5]` from the array (it will be a function) and call it. - -Now why all such functions show the same? - -That's because there's no local variable `i` inside `shooter` functions. When such a function is called, it takes `i` from its outer lexical environment. - -What will be the value of `i`? - -If we look at the source: - -```js -function makeArmy() { - ... - let i = 0; - while (i < 10) { - let shooter = function() { // shooter function - alert( i ); // should show its number - }; - ... - } - ... -} -``` - -...We can see that it lives in the lexical environment associated with the current `makeArmy()` run. But when `army[5]()` is called, `makeArmy` has already finished its job, and `i` has the last value: `10` (the end of `while`). - -As a result, all `shooter` functions get from the outer lexical envrironment the same, last value `i=10`. - -We can fix it by moving the variable definition into the loop: - -```js run demo -function makeArmy() { - - let shooters = []; - -*!* - for(let i = 0; i < 10; i++) { -*/!* - let shooter = function() { // shooter function - alert( i ); // should show its number - }; - shooters.push(shooter); - } - - return shooters; -} - -let army = makeArmy(); - -army[0](); // 0 -army[5](); // 5 -``` - -Now it works correctly, because every time the code block in `for (let i=0...) {...}` is executed, a new Lexical Environment is created for it, with the corresponding variable `i`. - -So, the value of `i` now lives a little bit closer. Not in `makeArmy()` Lexical Environment, but in the Lexical Environment that corresponds the current loop iteration. That's why now it works. - -![](lexenv-makearmy.svg) - -Here we rewrote `while` into `for`. - -Another trick could be possible, let's see it for better understanding of the subject: - -```js run -function makeArmy() { - let shooters = []; - - let i = 0; - while (i < 10) { -*!* - let j = i; -*/!* - let shooter = function() { // shooter function - alert( *!*j*/!* ); // should show its number - }; - shooters.push(shooter); - i++; - } - - return shooters; -} - -let army = makeArmy(); +Now, as you've put so much effort into reading this, and the final recipe is so simple - just use `for`, you may wonder -- was it worth that? -army[0](); // 0 -army[5](); // 5 -``` +Well, if you could easily answer the question, you wouldn't read the solution. So, hopefully this task must have helped you to understand things a bit better. -The `while` loop, just like `for`, makes a new Lexical Environment for each run. So here we make sure that it gets the right value for a `shooter`. +Besides, there are indeed cases when one prefers `while` to `for`, and other scenarios, where such problems are real. -We copy `let j = i`. This makes a loop body local `j` and copies the value of `i` to it. Primitives are copied "by value", so we actually get a complete independent copy of `i`, belonging to the current loop iteration. diff --git a/1-js/06-advanced-functions/03-closure/10-make-army/task.md b/1-js/06-advanced-functions/03-closure/10-make-army/task.md index 93e64f2d0..f50c7dc20 100644 --- a/1-js/06-advanced-functions/03-closure/10-make-army/task.md +++ b/1-js/06-advanced-functions/03-closure/10-make-army/task.md @@ -14,22 +14,28 @@ function makeArmy() { let i = 0; while (i < 10) { - let shooter = function() { // shooter function - alert( i ); // should show its number + let shooter = function() { // create a shooter function, + alert( i ); // that should show its number }; - shooters.push(shooter); + shooters.push(shooter); // and add it to the array i++; } + // ...and return the array of shooters return shooters; } let army = makeArmy(); -army[0](); // the shooter number 0 shows 10 -army[5](); // and number 5 also outputs 10... -// ... all shooters show 10 instead of their 0, 1, 2, 3... +*!* +// all shooters show 10 instead of their numbers 0, 1, 2, 3... +army[0](); // 10 from the shooter number 0 +army[1](); // 10 from the shooter number 1 +army[2](); // 10 ...and so on. +*/!* ``` -Why do all of the shooters show the same value? Fix the code so that they work as intended. +Why do all of the shooters show the same value? + +Fix the code so that they work as intended. diff --git a/1-js/06-advanced-functions/03-closure/7-let-scope/solution.md b/1-js/06-advanced-functions/03-closure/7-let-scope/solution.md index 346e4060a..b16b35290 100644 --- a/1-js/06-advanced-functions/03-closure/7-let-scope/solution.md +++ b/1-js/06-advanced-functions/03-closure/7-let-scope/solution.md @@ -27,7 +27,7 @@ The code above demonstrates it. function func() { *!* // the local variable x is known to the engine from the beginning of the function, - // but "unitialized" (unusable) until let ("dead zone") + // but "uninitialized" (unusable) until let ("dead zone") // hence the error */!* diff --git a/1-js/06-advanced-functions/03-closure/9-sort-by-field/_js.view/test.js b/1-js/06-advanced-functions/03-closure/9-sort-by-field/_js.view/test.js index e3c335e03..802f28c4d 100644 --- a/1-js/06-advanced-functions/03-closure/9-sort-by-field/_js.view/test.js +++ b/1-js/06-advanced-functions/03-closure/9-sort-by-field/_js.view/test.js @@ -23,7 +23,7 @@ describe("byField", function(){ { name: "John", age: 20, surname: "Johnson"}, ]; let ageSortedAnswer = users.sort(byField("age")); - assert.deepEqual(ageSortedKey, ageSortedKey); + assert.deepEqual(ageSortedKey, ageSortedAnswer); }); it("sorts users by surname", function(){ diff --git a/1-js/06-advanced-functions/03-closure/article.md b/1-js/06-advanced-functions/03-closure/article.md index 4d06c9db7..199887063 100644 --- a/1-js/06-advanced-functions/03-closure/article.md +++ b/1-js/06-advanced-functions/03-closure/article.md @@ -146,7 +146,7 @@ Despite being simple, slightly modified variants of that code have practical use How does this work? If we create multiple counters, will they be independent? What's going on with the variables here? -Undestanding such things is great for the overall knowledge of JavaScript and beneficial for more complex scenarios. So let's go a bit in-depth. +Understanding such things is great for the overall knowledge of JavaScript and beneficial for more complex scenarios. So let's go a bit in-depth. ## Lexical Environment @@ -314,7 +314,7 @@ When on an interview, a frontend developer gets a question about "what's a closu Usually, a Lexical Environment is removed from memory with all the variables after the function call finishes. That's because there are no references to it. As any JavaScript object, it's only kept in memory while it's reachable. -...But if there's a nested function that is still reachable after the end of a function, then it has `[[Environment]]` property that references the lexical environment. +However, if there's a nested function that is still reachable after the end of a function, then it has `[[Environment]]` property that references the lexical environment. In that case the Lexical Environment is still reachable even after the completion of the function, so it stays alive. @@ -333,7 +333,7 @@ let g = f(); // g.[[Environment]] stores a reference to the Lexical Environment // of the corresponding f() call ``` -Please note that if `f()` is called many times, and resulting functions are saved, then all corresponding Lexical Environment objects will also be retained in memory. All 3 of them in the code below: +Please note that if `f()` is called many times, and resulting functions are saved, then all corresponding Lexical Environment objects will also be retained in memory. In the code below, all 3 of them: ```js function f() { @@ -371,7 +371,7 @@ As we've seen, in theory while a function is alive, all outer variables are also But in practice, JavaScript engines try to optimize that. They analyze variable usage and if it's obvious from the code that an outer variable is not used -- it is removed. -**An important side effect in V8 (Chrome, Opera) is that such variable will become unavailable in debugging.** +**An important side effect in V8 (Chrome, Edge, Opera) is that such variable will become unavailable in debugging.** Try running the example below in Chrome with the Developer Tools open. @@ -413,6 +413,6 @@ let g = f(); g(); ``` -This feature of V8 is good to know. If you are debugging with Chrome/Opera, sooner or later you will meet it. +This feature of V8 is good to know. If you are debugging with Chrome/Edge/Opera, sooner or later you will meet it. -That is not a bug in the debugger, but rather a special feature of V8. Perhaps it will be changed sometime. You always can check for it by running the examples on this page. +That is not a bug in the debugger, but rather a special feature of V8. Perhaps it will be changed sometime. You can always check for it by running the examples on this page. diff --git a/1-js/06-advanced-functions/04-var/article.md b/1-js/06-advanced-functions/04-var/article.md index 1e8bb5bae..1579afb62 100644 --- a/1-js/06-advanced-functions/04-var/article.md +++ b/1-js/06-advanced-functions/04-var/article.md @@ -4,7 +4,7 @@ ```smart header="This article is for understanding old scripts" The information in this article is useful for understanding old scripts. -That's not how we write a new code. +That's not how we write new code. ``` In the very first chapter about [variables](info:variables), we mentioned three ways of variable declaration: @@ -28,7 +28,7 @@ On the other hand, it's important to understand differences when migrating old s ## "var" has no block scope -Variables, declared with `var`, are either function-wide or global. They are visible through blocks. +Variables, declared with `var`, are either function-scoped or global-scoped. They are visible through blocks. For instance: @@ -52,7 +52,7 @@ if (true) { } *!* -alert(test); // Error: test is not defined +alert(test); // ReferenceError: test is not defined */!* ``` @@ -60,11 +60,13 @@ The same thing for loops: `var` cannot be block- or loop-local: ```js for (var i = 0; i < 10; i++) { + var one = 1; // ... } *!* -alert(i); // 10, "i" is visible after loop, it's a global variable +alert(i); // 10, "i" is visible after loop, it's a global variable +alert(one); // 1, "one" is visible after loop, it's a global variable */!* ``` @@ -80,10 +82,10 @@ function sayHi() { } sayHi(); -alert(phrase); // Error: phrase is not defined (Check the Developer Console) +alert(phrase); // ReferenceError: phrase is not defined ``` -As we can see, `var` pierces through `if`, `for` or other code blocks. That's because a long time ago in JavaScript blocks had no Lexical Environments. And `var` is a remnant of that. +As we can see, `var` pierces through `if`, `for` or other code blocks. That's because a long time ago in JavaScript, blocks had no Lexical Environments, and `var` is a remnant of that. ## "var" tolerates redeclarations @@ -203,11 +205,11 @@ sayHi(); Because all `var` declarations are processed at the function start, we can reference them at any place. But variables are undefined until the assignments. -In both examples above `alert` runs without an error, because the variable `phrase` exists. But its value is not yet assigned, so it shows `undefined`. +In both examples above, `alert` runs without an error, because the variable `phrase` exists. But its value is not yet assigned, so it shows `undefined`. -### IIFE +## IIFE -As in the past there was only `var`, and it has no block-level visibility, programmers invented a way to emulate it. What they did was called "immediately-invoked function expressions" (abbreviated as IIFE). +In the past, as there was only `var`, and it has no block-level visibility, programmers invented a way to emulate it. What they did was called "immediately-invoked function expressions" (abbreviated as IIFE). That's not something we should use nowadays, but you can find them in old scripts. @@ -216,22 +218,22 @@ An IIFE looks like this: ```js run (function() { - let message = "Hello"; + var message = "Hello"; alert(message); // Hello })(); ``` -Here a Function Expression is created and immediately called. So the code executes right away and has its own private variables. +Here, a Function Expression is created and immediately called. So the code executes right away and has its own private variables. -The Function Expression is wrapped with parenthesis `(function {...})`, because when JavaScript meets `"function"` in the main code flow, it understands it as the start of a Function Declaration. But a Function Declaration must have a name, so this kind of code will give an error: +The Function Expression is wrapped with parenthesis `(function {...})`, because when JavaScript engine encounters `"function"` in the main code, it understands it as the start of a Function Declaration. But a Function Declaration must have a name, so this kind of code will give an error: ```js run -// Try to declare and immediately call a function -function() { // <-- Error: Function statements require a function name +// Tries to declare and immediately call a function +function() { // <-- SyntaxError: Function statements require a function name - let message = "Hello"; + var message = "Hello"; alert(message); // Hello @@ -254,11 +256,11 @@ There exist other ways besides parentheses to tell JavaScript that we mean a Fun ```js run // Ways to create IIFE -(function() { +*!*(*/!*function() { alert("Parentheses around the function"); }*!*)*/!*(); -(function() { +*!*(*/!*function() { alert("Parentheses around the whole thing"); }()*!*)*/!*; @@ -277,7 +279,7 @@ In all the above cases we declare a Function Expression and run it immediately. There are two main differences of `var` compared to `let/const`: -1. `var` variables have no block scope, they are visible minimum at the function level. +1. `var` variables have no block scope, their visibility is scoped to current function, or global, if declared outside function. 2. `var` declarations are processed at function start (script start for globals). There's one more very minor difference related to the global object, that we'll cover in the next chapter. diff --git a/1-js/06-advanced-functions/05-global-object/article.md b/1-js/06-advanced-functions/05-global-object/article.md index 3d195a978..40131e339 100644 --- a/1-js/06-advanced-functions/05-global-object/article.md +++ b/1-js/06-advanced-functions/05-global-object/article.md @@ -5,7 +5,7 @@ The global object provides variables and functions that are available anywhere. In a browser it is named `window`, for Node.js it is `global`, for other environments it may have another name. -Recently, `globalThis` was added to the language, as a standardized name for a global object, that should be supported across all environments. In some browsers, namely non-Chromium Edge, `globalThis` is not yet supported, but can be easily polyfilled. +Recently, `globalThis` was added to the language, as a standardized name for a global object, that should be supported across all environments. It's supported in all major browsers. We'll use `window` here, assuming that our environment is a browser. If your script may run in other environments, it's better to use `globalThis` instead. @@ -25,7 +25,9 @@ var gVar = 5; alert(window.gVar); // 5 (became a property of the global object) ``` -Please don't rely on that! This behavior exists for compatibility reasons. Modern scripts use [JavaScript modules](info:modules) where such thing doesn't happen. +The same effect have function declarations (statements with `function` keyword in the main code flow, not function expressions). + +Please don't rely on that! This behavior exists for compatibility reasons. Modern scripts use [JavaScript modules](info:modules) where such a thing doesn't happen. If we used `let` instead, such thing wouldn't happen: @@ -81,7 +83,7 @@ if (!window.Promise) { That includes JavaScript built-ins, such as `Array` and environment-specific values, such as `window.innerHeight` -- the window height in the browser. - The global object has a universal name `globalThis`. - ...But more often is referred by "old-school" environment-specific names, such as `window` (browser) and `global` (Node.js). As `globalThis` is a recent proposal, it's not supported in non-Chromium Edge (but can be polyfilled). + ...But more often is referred by "old-school" environment-specific names, such as `window` (browser) and `global` (Node.js). - We should store values in the global object only if they're truly global for our project. And keep their number at minimum. - In-browser, unless we're using [modules](info:modules), global functions and variables declared with `var` become a property of the global object. - To make our code future-proof and easier to understand, we should access properties of the global object directly, as `window.x`. diff --git a/1-js/06-advanced-functions/06-function-object/5-sum-many-brackets/solution.md b/1-js/06-advanced-functions/06-function-object/5-sum-many-brackets/solution.md index 5c9326912..e97039f72 100644 --- a/1-js/06-advanced-functions/06-function-object/5-sum-many-brackets/solution.md +++ b/1-js/06-advanced-functions/06-function-object/5-sum-many-brackets/solution.md @@ -5,7 +5,7 @@ Now the code: -```js run +```js demo run function sum(a) { let currentSum = a; @@ -52,4 +52,4 @@ function f(b) { } ``` -This `f` will be used in the next call, again return itself, so many times as needed. Then, when used as a number or a string -- the `toString` returns the `currentSum`. We could also use `Symbol.toPrimitive` or `valueOf` here for the conversion. +This `f` will be used in the next call, again return itself, as many times as needed. Then, when used as a number or a string -- the `toString` returns the `currentSum`. We could also use `Symbol.toPrimitive` or `valueOf` here for the conversion. diff --git a/1-js/06-advanced-functions/06-function-object/article.md b/1-js/06-advanced-functions/06-function-object/article.md index ed848c0c5..12342f45a 100644 --- a/1-js/06-advanced-functions/06-function-object/article.md +++ b/1-js/06-advanced-functions/06-function-object/article.md @@ -326,7 +326,7 @@ welcome(); // Hello, Guest (nested call works) Now it works, because the name `"func"` is function-local. It is not taken from outside (and not visible there). The specification guarantees that it will always reference the current function. -The outer code still has it's variable `sayHi` or `welcome`. And `func` is an "internal function name", how the function can call itself internally. +The outer code still has its variable `sayHi` or `welcome`. And `func` is an "internal function name", how the function can call itself internally. ```smart header="There's no such thing for Function Declaration" The "internal name" feature described here is only available for Function Expressions, not for Function Declarations. For Function Declarations, there is no syntax for adding an "internal" name. @@ -347,7 +347,7 @@ If the function is declared as a Function Expression (not in the main code flow) Also, functions may carry additional properties. Many well-known JavaScript libraries make great use of this feature. -They create a "main" function and attach many other "helper" functions to it. For instance, the [jQuery](https://jquery.com) library creates a function named `$`. The [lodash](https://lodash.com) library creates a function `_`, and then adds `_.clone`, `_.keyBy` and other properties to it (see the [docs](https://lodash.com/docs) when you want learn more about them). Actually, they do it to lessen their pollution of the global space, so that a single library gives only one global variable. That reduces the possibility of naming conflicts. +They create a "main" function and attach many other "helper" functions to it. For instance, the [jQuery](https://jquery.com) library creates a function named `$`. The [lodash](https://lodash.com) library creates a function `_`, and then adds `_.clone`, `_.keyBy` and other properties to it (see the [docs](https://lodash.com/docs) when you want to learn more about them). Actually, they do it to lessen their pollution of the global space, so that a single library gives only one global variable. That reduces the possibility of naming conflicts. So, a function can do a useful job by itself and also carry a bunch of other functionality in properties. diff --git a/1-js/06-advanced-functions/07-new-function/article.md b/1-js/06-advanced-functions/07-new-function/article.md index 3214ba376..ffe264a4e 100644 --- a/1-js/06-advanced-functions/07-new-function/article.md +++ b/1-js/06-advanced-functions/07-new-function/article.md @@ -92,7 +92,7 @@ What if it could access the outer variables? The problem is that before JavaScript is published to production, it's compressed using a *minifier* -- a special program that shrinks code by removing extra comments, spaces and -- what's important, renames local variables into shorter ones. -For instance, if a function has `let userName`, minifier replaces it `let a` (or another letter if this one is occupied), and does it everywhere. That's usually a safe thing to do, because the variable is local, nothing outside the function can access it. And inside the function, minifier replaces every mention of it. Minifiers are smart, they analyze the code structure, so they don't break anything. They're not just a dumb find-and-replace. +For instance, if a function has `let userName`, minifier replaces it with `let a` (or another letter if this one is occupied), and does it everywhere. That's usually a safe thing to do, because the variable is local, nothing outside the function can access it. And inside the function, minifier replaces every mention of it. Minifiers are smart, they analyze the code structure, so they don't break anything. They're not just a dumb find-and-replace. So if `new Function` had access to outer variables, it would be unable to find renamed `userName`. diff --git a/1-js/06-advanced-functions/08-settimeout-setinterval/article.md b/1-js/06-advanced-functions/08-settimeout-setinterval/article.md index 95fddea65..984102687 100644 --- a/1-js/06-advanced-functions/08-settimeout-setinterval/article.md +++ b/1-js/06-advanced-functions/08-settimeout-setinterval/article.md @@ -129,7 +129,7 @@ setTimeout(() => { clearInterval(timerId); alert('stop'); }, 5000); ```smart header="Time goes on while `alert` is shown" In most browsers, including Chrome and Firefox the internal timer continues "ticking" while showing `alert/confirm/prompt`. -So if you run the code above and don't dismiss the `alert` window for some time, then in the next `alert` will be shown immediately as you do it. The actual interval between alerts will be shorter than 2 seconds. +So if you run the code above and don't dismiss the `alert` window for some time, then the next `alert` will be shown immediately as you do it. The actual interval between alerts will be shorter than 2 seconds. ``` ## Nested setTimeout @@ -281,7 +281,7 @@ The similar thing happens if we use `setInterval` instead of `setTimeout`: `setI That limitation comes from ancient times and many scripts rely on it, so it exists for historical reasons. -For server-side JavaScript, that limitation does not exist, and there exist other ways to schedule an immediate asynchronous job, like [setImmediate](https://nodejs.org/api/timers.html) for Node.js. So this note is browser-specific. +For server-side JavaScript, that limitation does not exist, and there exist other ways to schedule an immediate asynchronous job, like [setImmediate](https://nodejs.org/api/timers.html#timers_setimmediate_callback_args) for Node.js. So this note is browser-specific. ```` ## Summary @@ -290,7 +290,7 @@ For server-side JavaScript, that limitation does not exist, and there exist othe - To cancel the execution, we should call `clearTimeout/clearInterval` with the value returned by `setTimeout/setInterval`. - Nested `setTimeout` calls are a more flexible alternative to `setInterval`, allowing us to set the time *between* executions more precisely. - Zero delay scheduling with `setTimeout(func, 0)` (the same as `setTimeout(func)`) is used to schedule the call "as soon as possible, but after the current script is complete". -- The browser limits the minimal delay for five or more nested call of `setTimeout` or for `setInterval` (after 5th call) to 4ms. That's for historical reasons. +- The browser limits the minimal delay for five or more nested calls of `setTimeout` or for `setInterval` (after 5th call) to 4ms. That's for historical reasons. Please note that all scheduling methods do not *guarantee* the exact delay. diff --git a/1-js/06-advanced-functions/09-call-apply-decorators/03-debounce/task.md b/1-js/06-advanced-functions/09-call-apply-decorators/03-debounce/task.md index fa52871a0..5b0fcc5f8 100644 --- a/1-js/06-advanced-functions/09-call-apply-decorators/03-debounce/task.md +++ b/1-js/06-advanced-functions/09-call-apply-decorators/03-debounce/task.md @@ -16,14 +16,14 @@ Then if the wrapped function is called at 0ms, 200ms and 500ms, and then there a ...And it will get the arguments of the very last call, other calls are ignored. -Here's the code for it (uses the debounce decorator from the [Lodash library](https://lodash.com/docs/4.17.15#debounce): +Here's the code for it (uses the debounce decorator from the [Lodash library](https://lodash.com/docs/4.17.15#debounce)): ```js let f = _.debounce(alert, 1000); -f("a"); +f("a"); setTimeout( () => f("b"), 200); -setTimeout( () => f("c"), 500); +setTimeout( () => f("c"), 500); // debounced function waits 1000ms after the last call and then runs: alert("c") ``` diff --git a/1-js/06-advanced-functions/09-call-apply-decorators/04-throttle/solution.md b/1-js/06-advanced-functions/09-call-apply-decorators/04-throttle/solution.md index cf851f771..6950664be 100644 --- a/1-js/06-advanced-functions/09-call-apply-decorators/04-throttle/solution.md +++ b/1-js/06-advanced-functions/09-call-apply-decorators/04-throttle/solution.md @@ -12,11 +12,10 @@ function throttle(func, ms) { savedThis = this; return; } + isThrottled = true; func.apply(this, arguments); // (1) - isThrottled = true; - setTimeout(function() { isThrottled = false; // (3) if (savedArgs) { diff --git a/1-js/06-advanced-functions/09-call-apply-decorators/article.md b/1-js/06-advanced-functions/09-call-apply-decorators/article.md index d0dda4df1..c5d785493 100644 --- a/1-js/06-advanced-functions/09-call-apply-decorators/article.md +++ b/1-js/06-advanced-functions/09-call-apply-decorators/article.md @@ -36,11 +36,11 @@ function cachingDecorator(func) { slow = cachingDecorator(slow); -alert( slow(1) ); // slow(1) is cached -alert( "Again: " + slow(1) ); // the same +alert( slow(1) ); // slow(1) is cached and the result returned +alert( "Again: " + slow(1) ); // slow(1) result returned from cache -alert( slow(2) ); // slow(2) is cached -alert( "Again: " + slow(2) ); // the same as the previous line +alert( slow(2) ); // slow(2) is cached and the result returned +alert( "Again: " + slow(2) ); // slow(2) result returned from cache ``` In the code above `cachingDecorator` is a *decorator*: a special function that takes another function and alters its behavior. @@ -301,18 +301,18 @@ The only syntax difference between `call` and `apply` is that `call` expects a l So these two calls are almost equivalent: ```js -func.call(context, ...args); // pass an array as list with spread syntax -func.apply(context, args); // is same as using call +func.call(context, ...args); +func.apply(context, args); ``` -There's only a subtle difference: +They perform the same call of `func` with given context and arguments. + +There's only a subtle difference regarding `args`: - The spread syntax `...` allows to pass *iterable* `args` as the list to `call`. - The `apply` accepts only *array-like* `args`. -So, where we expect an iterable, `call` works, and where we expect an array-like, `apply` works. - -And for objects that are both iterable and array-like, like a real array, we can use any of them, but `apply` will probably be faster, because most JavaScript engines internally optimize it better. +...And for objects that are both iterable and array-like, such as a real array, we can use any of them, but `apply` will probably be faster, because most JavaScript engines internally optimize it better. Passing all arguments along with the context to another function is called *call forwarding*. diff --git a/1-js/06-advanced-functions/10-bind/article.md b/1-js/06-advanced-functions/10-bind/article.md index 8de8e6fd1..9d705cdcd 100644 --- a/1-js/06-advanced-functions/10-bind/article.md +++ b/1-js/06-advanced-functions/10-bind/article.md @@ -187,8 +187,8 @@ let user = { let say = user.say.bind(user); -say("Hello"); // Hello, John ("Hello" argument is passed to say) -say("Bye"); // Bye, John ("Bye" is passed to say) +say("Hello"); // Hello, John! ("Hello" argument is passed to say) +say("Bye"); // Bye, John! ("Bye" is passed to say) ``` ````smart header="Convenience method: `bindAll`" @@ -247,7 +247,7 @@ The call to `mul.bind(null, 2)` creates a new function `double` that passes call That's called [partial function application](https://en.wikipedia.org/wiki/Partial_application) -- we create a new function by fixing some parameters of the existing one. -Please note that here we actually don't use `this` here. But `bind` requires it, so we must put in something like `null`. +Please note that we actually don't use `this` here. But `bind` requires it, so we must put in something like `null`. The function `triple` in the code below triples the value: diff --git a/1-js/06-advanced-functions/12-arrow-functions/article.md b/1-js/06-advanced-functions/12-arrow-functions/article.md index f5caeaece..8730277ad 100644 --- a/1-js/06-advanced-functions/12-arrow-functions/article.md +++ b/1-js/06-advanced-functions/12-arrow-functions/article.md @@ -52,7 +52,7 @@ let group = { *!* this.students.forEach(function(student) { // Error: Cannot read property 'title' of undefined - alert(this.title + ': ' + student) + alert(this.title + ': ' + student); }); */!* } @@ -87,7 +87,7 @@ For instance, `defer(f, ms)` gets a function and returns a wrapper around it tha ```js run function defer(f, ms) { return function() { - setTimeout(() => f.apply(this, arguments), ms) + setTimeout(() => f.apply(this, arguments), ms); }; } diff --git a/1-js/07-object-properties/01-property-descriptors/article.md b/1-js/07-object-properties/01-property-descriptors/article.md index 3593bffae..bdc693418 100644 --- a/1-js/07-object-properties/01-property-descriptors/article.md +++ b/1-js/07-object-properties/01-property-descriptors/article.md @@ -19,7 +19,7 @@ We didn't see them yet, because generally they do not show up. When we create a First, let's see how to get those flags. -The method [Object.getOwnPropertyDescriptor](mdn:js/Object/getOwnPropertyDescriptor) allows to query the *full* information about a property. +The method [Object.getOwnPropertyDescriptor](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/getOwnPropertyDescriptor) allows to query the *full* information about a property. The syntax is: ```js @@ -54,7 +54,7 @@ alert( JSON.stringify(descriptor, null, 2 ) ); */ ``` -To change the flags, we can use [Object.defineProperty](mdn:js/Object/defineProperty). +To change the flags, we can use [Object.defineProperty](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/defineProperty). The syntax is: @@ -194,7 +194,7 @@ alert(Object.keys(user)); // name The non-configurable flag (`configurable:false`) is sometimes preset for built-in objects and properties. -A non-configurable property can not be deleted. +A non-configurable property can't be deleted, its attributes can't be modified. For instance, `Math.PI` is non-writable, non-enumerable and non-configurable: @@ -214,49 +214,67 @@ alert( JSON.stringify(descriptor, null, 2 ) ); So, a programmer is unable to change the value of `Math.PI` or overwrite it. ```js run -Math.PI = 3; // Error +Math.PI = 3; // Error, because it has writable: false // delete Math.PI won't work either ``` +We also can't change `Math.PI` to be `writable` again: + +```js run +// Error, because of configurable: false +Object.defineProperty(Math, "PI", { writable: true }); +``` + +There's absolutely nothing we can do with `Math.PI`. + Making a property non-configurable is a one-way road. We cannot change it back with `defineProperty`. -To be precise, non-configurability imposes several restrictions on `defineProperty`: -1. Can't change `configurable` flag. -2. Can't change `enumerable` flag. -3. Can't change `writable: false` to `true` (the other way round works). -4. Can't change `get/set` for an accessor property (but can assign them if absent). +**Please note: `configurable: false` prevents changes of property flags and its deletion, while allowing to change its value.** -Here we are making `user.name` a "forever sealed" constant: +Here `user.name` is non-configurable, but we can still change it (as it's writable): ```js run -let user = { }; +let user = { + name: "John" +}; + +Object.defineProperty(user, "name", { + configurable: false +}); + +user.name = "Pete"; // works fine +delete user.name; // Error +``` + +And here we make `user.name` a "forever sealed" constant, just like the built-in `Math.PI`: + +```js run +let user = { + name: "John" +}; Object.defineProperty(user, "name", { - value: "John", writable: false, configurable: false }); -*!* // won't be able to change user.name or its flags // all this won't work: -// user.name = "Pete" -// delete user.name -// defineProperty(user, "name", { value: "Pete" }) -Object.defineProperty(user, "name", {writable: true}); // Error -*/!* +user.name = "Pete"; +delete user.name; +Object.defineProperty(user, "name", { value: "Pete" }); ``` -```smart header="\"Non-configurable\" doesn't mean \"non-writable\"" -Notable exception: a value of non-configurable, but writable property can be changed. +```smart header="The only attribute change possible: writable true -> false" +There's a minor exception about changing flags. -The idea of `configurable: false` is to prevent changes to property flags and its deletion, not changes to its value. +We can change `writable: true` to `false` for a non-configurable property, thus preventing its value modification (to add another layer of protection). Not the other way around though. ``` ## Object.defineProperties -There's a method [Object.defineProperties(obj, descriptors)](mdn:js/Object/defineProperties) that allows to define many properties at once. +There's a method [Object.defineProperties(obj, descriptors)](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/defineProperties) that allows to define many properties at once. The syntax is: @@ -282,7 +300,7 @@ So, we can set many properties at once. ## Object.getOwnPropertyDescriptors -To get all property descriptors at once, we can use the method [Object.getOwnPropertyDescriptors(obj)](mdn:js/Object/getOwnPropertyDescriptors). +To get all property descriptors at once, we can use the method [Object.getOwnPropertyDescriptors(obj)](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/getOwnPropertyDescriptors). Together with `Object.defineProperties` it can be used as a "flags-aware" way of cloning an object: @@ -300,7 +318,7 @@ for (let key in user) { ...But that does not copy flags. So if we want a "better" clone then `Object.defineProperties` is preferred. -Another difference is that `for..in` ignores symbolic properties, but `Object.getOwnPropertyDescriptors` returns *all* property descriptors including symbolic ones. +Another difference is that `for..in` ignores symbolic and non-enumerable properties, but `Object.getOwnPropertyDescriptors` returns *all* property descriptors including symbolic and non-enumerable ones. ## Sealing an object globally @@ -308,24 +326,24 @@ Property descriptors work at the level of individual properties. There are also methods that limit access to the *whole* object: -[Object.preventExtensions(obj)](mdn:js/Object/preventExtensions) +[Object.preventExtensions(obj)](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/preventExtensions) : Forbids the addition of new properties to the object. -[Object.seal(obj)](mdn:js/Object/seal) +[Object.seal(obj)](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/seal) : Forbids adding/removing of properties. Sets `configurable: false` for all existing properties. -[Object.freeze(obj)](mdn:js/Object/freeze) +[Object.freeze(obj)](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/freeze) : Forbids adding/removing/changing of properties. Sets `configurable: false, writable: false` for all existing properties. And also there are tests for them: -[Object.isExtensible(obj)](mdn:js/Object/isExtensible) +[Object.isExtensible(obj)](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/isExtensible) : Returns `false` if adding properties is forbidden, otherwise `true`. -[Object.isSealed(obj)](mdn:js/Object/isSealed) +[Object.isSealed(obj)](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/isSealed) : Returns `true` if adding/removing properties is forbidden, and all existing properties have `configurable: false`. -[Object.isFrozen(obj)](mdn:js/Object/isFrozen) +[Object.isFrozen(obj)](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/isFrozen) : Returns `true` if adding/removing/changing properties is forbidden, and all current properties are `configurable: false, writable: false`. These methods are rarely used in practice. diff --git a/1-js/08-prototypes/01-prototype-inheritance/article.md b/1-js/08-prototypes/01-prototype-inheritance/article.md index 710390f15..8cb301c80 100644 --- a/1-js/08-prototypes/01-prototype-inheritance/article.md +++ b/1-js/08-prototypes/01-prototype-inheritance/article.md @@ -12,7 +12,7 @@ In JavaScript, objects have a special hidden property `[[Prototype]]` (as named ![prototype](object-prototype-empty.svg) -The prototype is a little bit "magical". When we want to read a property from `object`, and it's missing, JavaScript automatically takes it from the prototype. In programming, such thing is called "prototypal inheritance". Many cool language features and programming techniques are based on it. +When we read a property from `object`, and it's missing, JavaScript automatically takes it from the prototype. In programming, this is called "prototypal inheritance". And soon we'll study many examples of such inheritance, as well as cooler language features built upon it. The property `[[Prototype]]` is internal and hidden, but there are many ways to set it. @@ -27,19 +27,11 @@ let rabbit = { }; *!* -rabbit.__proto__ = animal; +rabbit.__proto__ = animal; // sets rabbit.[[Prototype]] = animal */!* ``` -```smart header="`__proto__` is a historical getter/setter for `[[Prototype]]`" -Please note that `__proto__` is *not the same* as `[[Prototype]]`. It's a getter/setter for it. - -It exists for historical reasons. In modern language it is replaced with functions `Object.getPrototypeOf/Object.setPrototypeOf` that also get/set the prototype. We'll study the reasons for that and these functions later. - -By the specification, `__proto__` must only be supported by browsers, but in fact all environments including server-side support it. For now, as `__proto__` notation is a little bit more intuitively obvious, we'll use it in the examples. -``` - -If we look for a property in `rabbit`, and it's missing, JavaScript automatically takes it from `animal`. +Now if we read a property from `rabbit`, and it's missing, JavaScript will automatically take it from `animal`. For instance: @@ -62,7 +54,7 @@ alert( rabbit.eats ); // true (**) alert( rabbit.jumps ); // true ``` -Here the line `(*)` sets `animal` to be a prototype of `rabbit`. +Here the line `(*)` sets `animal` to be the prototype of `rabbit`. Then, when `alert` tries to read property `rabbit.eats` `(**)`, it's not in `rabbit`, so JavaScript follows the `[[Prototype]]` reference and finds it in `animal` (look from the bottom up): @@ -130,6 +122,8 @@ alert(longEar.jumps); // true (from rabbit) ![](proto-animal-rabbit-chain.svg) +Now if we read something from `longEar`, and it's missing, JavaScript will look for it in `rabbit`, and then in `animal`. + There are only two limitations: 1. The references can't go in circles. JavaScript will throw an error if we try to assign `__proto__` in a circle. @@ -137,6 +131,19 @@ There are only two limitations: Also it may be obvious, but still: there can be only one `[[Prototype]]`. An object may not inherit from two others. + +```smart header="`__proto__` is a historical getter/setter for `[[Prototype]]`" +It's a common mistake of novice developers not to know the difference between these two. + +Please note that `__proto__` is *not the same* as the internal `[[Prototype]]` property. It's a getter/setter for `[[Prototype]]`. Later we'll see situations where it matters, for now let's just keep it in mind, as we build our understanding of JavaScript language. + +The `__proto__` property is a bit outdated. It exists for historical reasons, modern JavaScript suggests that we should use `Object.getPrototypeOf/Object.setPrototypeOf` functions instead that get/set the prototype. We'll also cover these functions later. + +By the specification, `__proto__` must only be supported by browsers. In fact though, all environments including server-side support `__proto__`, so we're quite safe using it. + +As the `__proto__` notation is a bit more intuitively obvious, we use it in the examples. +``` + ## Writing doesn't use prototype The prototype is only used for reading properties. @@ -197,6 +204,9 @@ alert(admin.fullName); // John Smith (*) // setter triggers! admin.fullName = "Alice Cooper"; // (**) + +alert(admin.fullName); // Alice Cooper, state of admin modified +alert(user.fullName); // John Smith, state of user protected ``` Here in the line `(*)` the property `admin.fullName` has a getter in the prototype `user`, so it is called. And in the line `(**)` the property has a setter in the prototype, so it is called. @@ -277,7 +287,7 @@ for(let prop in rabbit) alert(prop); // jumps, then eats */!* ``` -If that's not what we want, and we'd like to exclude inherited properties, there's a built-in method [obj.hasOwnProperty(key)](mdn:js/Object/hasOwnProperty): it returns `true` if `obj` has its own (not inherited) property named `key`. +If that's not what we want, and we'd like to exclude inherited properties, there's a built-in method [obj.hasOwnProperty(key)](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/hasOwnProperty): it returns `true` if `obj` has its own (not inherited) property named `key`. So we can filter out inherited properties (or do something else with them): diff --git a/1-js/08-prototypes/02-function-prototype/4-new-object-same-constructor/solution.md b/1-js/08-prototypes/02-function-prototype/4-new-object-same-constructor/solution.md index 0073e252e..372d50dd6 100644 --- a/1-js/08-prototypes/02-function-prototype/4-new-object-same-constructor/solution.md +++ b/1-js/08-prototypes/02-function-prototype/4-new-object-same-constructor/solution.md @@ -38,7 +38,12 @@ Why `user2.name` is `undefined`? Here's how `new user.constructor('Pete')` works: 1. First, it looks for `constructor` in `user`. Nothing. -2. Then it follows the prototype chain. The prototype of `user` is `User.prototype`, and it also has nothing. -3. The value of `User.prototype` is a plain object `{}`, its prototype is `Object.prototype`. And there is `Object.prototype.constructor == Object`. So it is used. +2. Then it follows the prototype chain. The prototype of `user` is `User.prototype`, and it also has no `constructor` (because we "forgot" to set it right!). +3. Going further up the chain, `User.prototype` is a plain object, its prototype is the built-in `Object.prototype`. +4. Finally, for the built-in `Object.prototype`, there's a built-in `Object.prototype.constructor == Object`. So it is used. -At the end, we have `let user2 = new Object('Pete')`. The built-in `Object` constructor ignores arguments, it always creates an empty object, similar to `let user2 = {}`, that's what we have in `user2` after all. +Finally, at the end, we have `let user2 = new Object('Pete')`. + +Probably, that's not what we want. We'd like to create `new User`, not `new Object`. That's the outcome of the missing `constructor`. + +(Just in case you're curious, the `new Object(...)` call converts its argument to an object. That's a theoretical thing, in practice no one calls `new Object` with a value, and generally we don't use `new Object` to make objects at all). \ No newline at end of file diff --git a/1-js/08-prototypes/03-native-prototypes/article.md b/1-js/08-prototypes/03-native-prototypes/article.md index 378936c9a..6cf7aebb4 100644 --- a/1-js/08-prototypes/03-native-prototypes/article.md +++ b/1-js/08-prototypes/03-native-prototypes/article.md @@ -33,7 +33,9 @@ We can check it like this: let obj = {}; alert(obj.__proto__ === Object.prototype); // true -// obj.toString === obj.__proto__.toString == Object.prototype.toString + +alert(obj.toString === obj.__proto__.toString); //true +alert(obj.toString === Object.prototype.toString); //true ``` Please note that there is no more `[[Prototype]]` in the chain above `Object.prototype`: diff --git a/1-js/08-prototypes/04-prototype-methods/article.md b/1-js/08-prototypes/04-prototype-methods/article.md index e460ef016..a4ce2646c 100644 --- a/1-js/08-prototypes/04-prototype-methods/article.md +++ b/1-js/08-prototypes/04-prototype-methods/article.md @@ -176,8 +176,8 @@ alert(Object.keys(chineseDictionary)); // hello,bye Modern methods to set up and directly access the prototype are: - [Object.create(proto, [descriptors])](mdn:js/Object/create) -- creates an empty object with a given `proto` as `[[Prototype]]` (can be `null`) and optional property descriptors. -- [Object.getPrototypeOf(obj)](mdn:js/Object.getPrototypeOf) -- returns the `[[Prototype]]` of `obj` (same as `__proto__` getter). -- [Object.setPrototypeOf(obj, proto)](mdn:js/Object.setPrototypeOf) -- sets the `[[Prototype]]` of `obj` to `proto` (same as `__proto__` setter). +- [Object.getPrototypeOf(obj)](mdn:js/Object/getPrototypeOf) -- returns the `[[Prototype]]` of `obj` (same as `__proto__` getter). +- [Object.setPrototypeOf(obj, proto)](mdn:js/Object/setPrototypeOf) -- sets the `[[Prototype]]` of `obj` to `proto` (same as `__proto__` setter). The built-in `__proto__` getter/setter is unsafe if we'd want to put user-generated keys into an object. Just because a user may enter `"__proto__"` as the key, and there'll be an error, with hopefully light, but generally unpredictable consequences. diff --git a/1-js/09-classes/01-class/1-rewrite-to-class/task.md b/1-js/09-classes/01-class/1-rewrite-to-class/task.md index 05365e410..4477de679 100644 --- a/1-js/09-classes/01-class/1-rewrite-to-class/task.md +++ b/1-js/09-classes/01-class/1-rewrite-to-class/task.md @@ -4,6 +4,6 @@ importance: 5 # Rewrite to class -The `Clock` class is written in functional style. Rewrite it the "class" syntax. +The `Clock` class (see the sandbox) is written in functional style. Rewrite it in the "class" syntax. P.S. The clock ticks in the console, open it to see. diff --git a/1-js/09-classes/01-class/article.md b/1-js/09-classes/01-class/article.md index 49a891b71..135d24929 100644 --- a/1-js/09-classes/01-class/article.md +++ b/1-js/09-classes/01-class/article.md @@ -51,7 +51,7 @@ user.sayHi(); When `new User("John")` is called: 1. A new object is created. -2. The `constructor` runs with the given argument and assigns `this.name` to it. +2. The `constructor` runs with the given argument and assigns it to `this.name`. ...Then we can call object methods, such as `user.sayHi()`. @@ -110,7 +110,7 @@ alert(typeof User); // function alert(User === User.prototype.constructor); // true // The methods are in User.prototype, e.g: -alert(User.prototype.sayHi); // alert(this.name); +alert(User.prototype.sayHi); // the code of the sayHi method // there are exactly two methods in the prototype alert(Object.getOwnPropertyNames(User.prototype)); // constructor, sayHi @@ -118,7 +118,7 @@ alert(Object.getOwnPropertyNames(User.prototype)); // constructor, sayHi ## Not just a syntactic sugar -Sometimes people say that `class` is a "syntactic sugar" (syntax that is designed to make things easier to read, but doesn't introduce anything new), because we could actually declare the same without `class` keyword at all: +Sometimes people say that `class` is a "syntactic sugar" (syntax that is designed to make things easier to read, but doesn't introduce anything new), because we could actually declare the same thing without using the `class` keyword at all: ```js run // rewriting class User in pure functions @@ -144,7 +144,7 @@ The result of this definition is about the same. So, there are indeed reasons wh Still, there are important differences. -1. First, a function created by `class` is labelled by a special internal property `[[FunctionKind]]:"classConstructor"`. So it's not entirely the same as creating it manually. +1. First, a function created by `class` is labelled by a special internal property `[[IsClassConstructor]]: true`. So it's not entirely the same as creating it manually. The language checks for that property in a variety of places. For example, unlike a regular function, it must be called with `new`: @@ -218,7 +218,7 @@ function makeClass(phrase) { return class { sayHi() { alert(phrase); - }; + } }; } diff --git a/1-js/09-classes/02-class-inheritance/article.md b/1-js/09-classes/02-class-inheritance/article.md index 3ce6d2995..48c9e468e 100644 --- a/1-js/09-classes/02-class-inheritance/article.md +++ b/1-js/09-classes/02-class-inheritance/article.md @@ -55,7 +55,7 @@ rabbit.run(5); // White Rabbit runs with speed 5. rabbit.hide(); // White Rabbit hides! ``` -Object of `Rabbit` class have access to both `Rabbit` methods, such as `rabbit.hide()`, and also to `Animal` methods, such as `rabbit.run()`. +Object of `Rabbit` class have access both to `Rabbit` methods, such as `rabbit.hide()`, and also to `Animal` methods, such as `rabbit.run()`. Internally, `extends` keyword works using the good old prototype mechanics. It sets `Rabbit.prototype.[[Prototype]]` to `Animal.prototype`. So, if a method is not found in `Rabbit.prototype`, JavaScript takes it from `Animal.prototype`. @@ -76,8 +76,8 @@ For instance, a function call that generates the parent class: ```js run function f(phrase) { return class { - sayHi() { alert(phrase) } - } + sayHi() { alert(phrase); } + }; } *!* @@ -151,7 +151,7 @@ class Rabbit extends Animal { let rabbit = new Rabbit("White Rabbit"); rabbit.run(5); // White Rabbit runs with speed 5. -rabbit.stop(); // White Rabbit stands still. White rabbit hides! +rabbit.stop(); // White Rabbit stands still. White Rabbit hides! ``` Now `Rabbit` has the `stop` method that calls the parent `super.stop()` in the process. @@ -300,7 +300,7 @@ Consider this example: ```js run class Animal { - name = 'animal' + name = 'animal'; constructor() { alert(this.name); // (*) @@ -317,13 +317,13 @@ new Rabbit(); // animal */!* ``` -Here, class `Rabbit` extends `Animal` and overrides `name` field with its own value. +Here, class `Rabbit` extends `Animal` and overrides the `name` field with its own value. There's no own constructor in `Rabbit`, so `Animal` constructor is called. What's interesting is that in both cases: `new Animal()` and `new Rabbit()`, the `alert` in the line `(*)` shows `animal`. -**In other words, parent constructor always uses its own field value, not the overridden one.** +**In other words, the parent constructor always uses its own field value, not the overridden one.** What's odd about it? @@ -360,11 +360,11 @@ And that's what we naturally expect. When the parent constructor is called in th ...But for class fields it's not so. As said, the parent constructor always uses the parent field. -Why is there the difference? +Why is there a difference? -Well, the reason is in the field initialization order. The class field is initialized: +Well, the reason is the field initialization order. The class field is initialized: - Before constructor for the base class (that doesn't extend anything), -- Imediately after `super()` for the derived class. +- Immediately after `super()` for the derived class. In our case, `Rabbit` is the derived class. There's no `constructor()` in it. As said previously, that's the same as if there was an empty constructor with only `super(...args)`. @@ -545,7 +545,7 @@ Here's the demo of a wrong `super` result after copying: ```js run let animal = { sayHi() { - console.log(`I'm an animal`); + alert(`I'm an animal`); } }; @@ -559,7 +559,7 @@ let rabbit = { let plant = { sayHi() { - console.log("I'm a plant"); + alert("I'm a plant"); } }; diff --git a/1-js/09-classes/03-static-properties-methods/article.md b/1-js/09-classes/03-static-properties-methods/article.md index ab08f2ded..c75ec257f 100644 --- a/1-js/09-classes/03-static-properties-methods/article.md +++ b/1-js/09-classes/03-static-properties-methods/article.md @@ -125,7 +125,7 @@ That is the same as a direct assignment to `Article`: Article.publisher = "Ilya Kantor"; ``` -## Inheritance of static properties and methods +## Inheritance of static properties and methods [#statics-and-inheritance] Static properties and methods are inherited. diff --git a/1-js/09-classes/04-private-protected-properties-methods/article.md b/1-js/09-classes/04-private-protected-properties-methods/article.md index 60ed0ef1b..91efb89ee 100644 --- a/1-js/09-classes/04-private-protected-properties-methods/article.md +++ b/1-js/09-classes/04-private-protected-properties-methods/article.md @@ -96,7 +96,9 @@ class CoffeeMachine { _waterAmount = 0; set waterAmount(value) { - if (value < 0) throw new Error("Negative water"); + if (value < 0) { + value = 0; + } this._waterAmount = value; } @@ -114,10 +116,10 @@ class CoffeeMachine { let coffeeMachine = new CoffeeMachine(100); // add water -coffeeMachine.waterAmount = -10; // Error: Negative water +coffeeMachine.waterAmount = -10; // _waterAmount will become 0, not -10 ``` -Now the access is under control, so setting the water below zero fails. +Now the access is under control, so setting the water amount below zero becomes impossible. ## Read-only "power" @@ -159,7 +161,7 @@ class CoffeeMachine { _waterAmount = 0; *!*setWaterAmount(value)*/!* { - if (value < 0) throw new Error("Negative water"); + if (value < 0) value = 0; this._waterAmount = value; } @@ -190,7 +192,7 @@ There's a finished JavaScript proposal, almost in the standard, that provides la Privates should start with `#`. They are only accessible from inside the class. -For instance, here's a private `#waterLimit` property and the water-checking private method `#checkWater`: +For instance, here's a private `#waterLimit` property and the water-checking private method `#fixWaterAmount`: ```js run class CoffeeMachine { @@ -199,19 +201,23 @@ class CoffeeMachine { */!* *!* - #checkWater(value) { - if (value < 0) throw new Error("Negative water"); - if (value > this.#waterLimit) throw new Error("Too much water"); + #fixWaterAmount(value) { + if (value < 0) return 0; + if (value > this.#waterLimit) return this.#waterLimit; } */!* + setWaterAmount(value) { + this.#waterLimit = this.#fixWaterAmount(value); + } + } let coffeeMachine = new CoffeeMachine(); *!* // can't access privates from outside of the class -coffeeMachine.#checkWater(); // Error +coffeeMachine.#fixWaterAmount(123); // Error coffeeMachine.#waterLimit = 1000; // Error */!* ``` @@ -232,7 +238,7 @@ class CoffeeMachine { } set waterAmount(value) { - if (value < 0) throw new Error("Negative water"); + if (value < 0) value = 0; this.#waterAmount = value; } } diff --git a/1-js/09-classes/06-instanceof/article.md b/1-js/09-classes/06-instanceof/article.md index dd3d61ca6..f9db989ca 100644 --- a/1-js/09-classes/06-instanceof/article.md +++ b/1-js/09-classes/06-instanceof/article.md @@ -2,7 +2,7 @@ The `instanceof` operator allows to check whether an object belongs to a certain class. It also takes inheritance into account. -Such a check may be necessary in many cases. Here we'll use it for building a *polymorphic* function, the one that treats arguments differently depending on their type. +Such a check may be necessary in many cases. For example, it can be used for building a *polymorphic* function, the one that treats arguments differently depending on their type. ## The instanceof operator [#ref-instanceof] @@ -93,7 +93,7 @@ The algorithm of `obj instanceof Class` works roughly as follows: alert(rabbit instanceof Animal); // true */!* - // rabbit.__proto__ === Rabbit.prototype + // rabbit.__proto__ === Animal.prototype (no match) *!* // rabbit.__proto__.__proto__ === Animal.prototype (match!) */!* diff --git a/1-js/09-classes/07-mixins/article.md b/1-js/09-classes/07-mixins/article.md index d43b96c96..06001d900 100644 --- a/1-js/09-classes/07-mixins/article.md +++ b/1-js/09-classes/07-mixins/article.md @@ -69,7 +69,7 @@ let sayMixin = { }; let sayHiMixin = { - __proto__: sayMixin, // (or we could use Object.create to set the prototype here) + __proto__: sayMixin, // (or we could use Object.setPrototypeOf to set the prototype here) sayHi() { *!* diff --git a/1-js/10-error-handling/1-try-catch/1-finally-or-code-after/solution.md b/1-js/10-error-handling/1-try-catch/1-finally-or-code-after/solution.md index 303431d6d..ec0dabc9a 100644 --- a/1-js/10-error-handling/1-try-catch/1-finally-or-code-after/solution.md +++ b/1-js/10-error-handling/1-try-catch/1-finally-or-code-after/solution.md @@ -1,8 +1,8 @@ The difference becomes obvious when we look at the code inside a function. -The behavior is different if there's a "jump out" of `try..catch`. +The behavior is different if there's a "jump out" of `try...catch`. -For instance, when there's a `return` inside `try..catch`. The `finally` clause works in case of *any* exit from `try..catch`, even via the `return` statement: right after `try..catch` is done, but before the calling code gets the control. +For instance, when there's a `return` inside `try...catch`. The `finally` clause works in case of *any* exit from `try...catch`, even via the `return` statement: right after `try...catch` is done, but before the calling code gets the control. ```js run function f() { @@ -11,7 +11,7 @@ function f() { *!* return "result"; */!* - } catch (e) { + } catch (err) { /// ... } finally { alert('cleanup!'); @@ -28,11 +28,11 @@ function f() { try { alert('start'); throw new Error("an error"); - } catch (e) { + } catch (err) { // ... if("can't handle the error") { *!* - throw e; + throw err; */!* } diff --git a/1-js/10-error-handling/1-try-catch/1-finally-or-code-after/task.md b/1-js/10-error-handling/1-try-catch/1-finally-or-code-after/task.md index c573cc232..b6dc81326 100644 --- a/1-js/10-error-handling/1-try-catch/1-finally-or-code-after/task.md +++ b/1-js/10-error-handling/1-try-catch/1-finally-or-code-after/task.md @@ -6,12 +6,12 @@ importance: 5 Compare the two code fragments. -1. The first one uses `finally` to execute the code after `try..catch`: +1. The first one uses `finally` to execute the code after `try...catch`: ```js try { work work - } catch (e) { + } catch (err) { handle errors } finally { *!* @@ -19,12 +19,12 @@ Compare the two code fragments. */!* } ``` -2. The second fragment puts the cleaning right after `try..catch`: +2. The second fragment puts the cleaning right after `try...catch`: ```js try { work work - } catch (e) { + } catch (err) { handle errors } diff --git a/1-js/10-error-handling/1-try-catch/article.md b/1-js/10-error-handling/1-try-catch/article.md index 3a2dc4ed4..a928da289 100644 --- a/1-js/10-error-handling/1-try-catch/article.md +++ b/1-js/10-error-handling/1-try-catch/article.md @@ -1,14 +1,14 @@ -# Error handling, "try..catch" +# Error handling, "try...catch" No matter how great we are at programming, sometimes our scripts have errors. They may occur because of our mistakes, an unexpected user input, an erroneous server response, and for a thousand other reasons. Usually, a script "dies" (immediately stops) in case of an error, printing it to console. -But there's a syntax construct `try..catch` that allows us to "catch" errors so the script can, instead of dying, do something more reasonable. +But there's a syntax construct `try...catch` that allows us to "catch" errors so the script can, instead of dying, do something more reasonable. -## The "try..catch" syntax +## The "try...catch" syntax -The `try..catch` construct has two main blocks: `try`, and then `catch`: +The `try...catch` construct has two main blocks: `try`, and then `catch`: ```js try { @@ -25,12 +25,12 @@ try { It works like this: 1. First, the code in `try {...}` is executed. -2. If there were no errors, then `catch(err)` is ignored: the execution reaches the end of `try` and goes on, skipping `catch`. -3. If an error occurs, then the `try` execution is stopped, and control flows to the beginning of `catch(err)`. The `err` variable (we can use any name for it) will contain an error object with details about what happened. +2. If there were no errors, then `catch (err)` is ignored: the execution reaches the end of `try` and goes on, skipping `catch`. +3. If an error occurs, then the `try` execution is stopped, and control flows to the beginning of `catch (err)`. The `err` variable (we can use any name for it) will contain an error object with details about what happened. ![](try-catch-flow.svg) -So, an error inside the `try {…}` block does not kill the script -- we have a chance to handle it in `catch`. +So, an error inside the `try {...}` block does not kill the script -- we have a chance to handle it in `catch`. Let's look at some examples. @@ -45,7 +45,7 @@ Let's look at some examples. alert('End of try runs'); // *!*(2) <--*/!* - } catch(err) { + } catch (err) { alert('Catch is ignored, because there are no errors'); // (3) @@ -64,7 +64,7 @@ Let's look at some examples. alert('End of try (never reached)'); // (2) - } catch(err) { + } catch (err) { alert(`Error has occurred!`); // *!*(3) <--*/!* @@ -72,45 +72,45 @@ Let's look at some examples. ``` -````warn header="`try..catch` only works for runtime errors" -For `try..catch` to work, the code must be runnable. In other words, it should be valid JavaScript. +````warn header="`try...catch` only works for runtime errors" +For `try...catch` to work, the code must be runnable. In other words, it should be valid JavaScript. It won't work if the code is syntactically wrong, for instance it has unmatched curly braces: ```js run try { {{{{{{{{{{{{ -} catch(e) { +} catch (err) { alert("The engine can't understand this code, it's invalid"); } ``` The JavaScript engine first reads the code, and then runs it. The errors that occur on the reading phase are called "parse-time" errors and are unrecoverable (from inside that code). That's because the engine can't understand the code. -So, `try..catch` can only handle errors that occur in valid code. Such errors are called "runtime errors" or, sometimes, "exceptions". +So, `try...catch` can only handle errors that occur in valid code. Such errors are called "runtime errors" or, sometimes, "exceptions". ```` -````warn header="`try..catch` works synchronously" -If an exception happens in "scheduled" code, like in `setTimeout`, then `try..catch` won't catch it: +````warn header="`try...catch` works synchronously" +If an exception happens in "scheduled" code, like in `setTimeout`, then `try...catch` won't catch it: ```js run try { setTimeout(function() { noSuchVariable; // script will die here }, 1000); -} catch (e) { +} catch (err) { alert( "won't work" ); } ``` -That's because the function itself is executed later, when the engine has already left the `try..catch` construct. +That's because the function itself is executed later, when the engine has already left the `try...catch` construct. -To catch an exception inside a scheduled function, `try..catch` must be inside that function: +To catch an exception inside a scheduled function, `try...catch` must be inside that function: ```js run setTimeout(function() { try { - noSuchVariable; // try..catch handles the error! + noSuchVariable; // try...catch handles the error! } catch { alert( "error is caught here!" ); } @@ -125,7 +125,7 @@ When an error occurs, JavaScript generates an object containing the details abou ```js try { // ... -} catch(err) { // <-- the "error object", could use another word instead of err +} catch (err) { // <-- the "error object", could use another word instead of err // ... } ``` @@ -150,7 +150,7 @@ try { *!* lalala; // error, variable is not defined! */!* -} catch(err) { +} catch (err) { alert(err.name); // ReferenceError alert(err.message); // lalala is not defined alert(err.stack); // ReferenceError: lalala is not defined at (...call stack) @@ -175,9 +175,9 @@ try { } ``` -## Using "try..catch" +## Using "try...catch" -Let's explore a real-life use case of `try..catch`. +Let's explore a real-life use case of `try...catch`. As we already know, JavaScript supports the [JSON.parse(str)](mdn:js/JSON/parse) method to read JSON-encoded values. @@ -205,7 +205,7 @@ Should we be satisfied with that? Of course not! This way, if something's wrong with the data, the visitor will never know that (unless they open the developer console). And people really don't like when something "just dies" without any error message. -Let's use `try..catch` to handle the error: +Let's use `try...catch` to handle the error: ```js run let json = "{ bad json }"; @@ -217,12 +217,12 @@ try { */!* alert( user.name ); // doesn't work -} catch (e) { +} catch (err) { *!* // ...the execution jumps here alert( "Our apologies, the data has errors, we'll try to request it one more time." ); - alert( e.name ); - alert( e.message ); + alert( err.name ); + alert( err.message ); */!* } ``` @@ -245,7 +245,7 @@ try { alert( user.name ); // no name! */!* -} catch (e) { +} catch (err) { alert( "doesn't execute" ); } ``` @@ -294,11 +294,11 @@ Let's see what kind of error `JSON.parse` generates: ```js run try { JSON.parse("{ bad json o_O }"); -} catch(e) { +} catch (err) { *!* - alert(e.name); // SyntaxError + alert(err.name); // SyntaxError */!* - alert(e.message); // Unexpected token b in JSON at position 2 + alert(err.message); // Unexpected token b in JSON at position 2 } ``` @@ -323,8 +323,8 @@ try { alert( user.name ); -} catch(e) { - alert( "JSON Error: " + e.message ); // JSON Error: Incomplete data: no name +} catch (err) { + alert( "JSON Error: " + err.message ); // JSON Error: Incomplete data: no name } ``` @@ -334,7 +334,7 @@ Now `catch` became a single place for all error handling: both for `JSON.parse` ## Rethrowing -In the example above we use `try..catch` to handle incorrect data. But is it possible that *another unexpected error* occurs within the `try {...}` block? Like a programming error (variable is not defined) or something else, not just this "incorrect data" thing. +In the example above we use `try...catch` to handle incorrect data. But is it possible that *another unexpected error* occurs within the `try {...}` block? Like a programming error (variable is not defined) or something else, not just this "incorrect data" thing. For example: @@ -345,7 +345,7 @@ try { user = JSON.parse(json); // <-- forgot to put "let" before user // ... -} catch(err) { +} catch (err) { alert("JSON Error: " + err); // JSON Error: ReferenceError: user is not defined // (no JSON Error actually) } @@ -353,7 +353,7 @@ try { Of course, everything's possible! Programmers do make mistakes. Even in open-source utilities used by millions for decades -- suddenly a bug may be discovered that leads to terrible hacks. -In our case, `try..catch` is placed to catch "incorrect data" errors. But by its nature, `catch` gets *all* errors from `try`. Here it gets an unexpected error, but still shows the same `"JSON Error"` message. That's wrong and also makes the code more difficult to debug. +In our case, `try...catch` is placed to catch "incorrect data" errors. But by its nature, `catch` gets *all* errors from `try`. Here it gets an unexpected error, but still shows the same `"JSON Error"` message. That's wrong and also makes the code more difficult to debug. To avoid such problems, we can employ the "rethrowing" technique. The rule is simple: @@ -362,7 +362,7 @@ To avoid such problems, we can employ the "rethrowing" technique. The rule is si The "rethrowing" technique can be explained in more detail as: 1. Catch gets all errors. -2. In the `catch(err) {...}` block we analyze the error object `err`. +2. In the `catch (err) {...}` block we analyze the error object `err`. 3. If we don't know how to handle it, we do `throw err`. Usually, we can check the error type using the `instanceof` operator: @@ -370,7 +370,7 @@ Usually, we can check the error type using the `instanceof` operator: ```js run try { user = { /*...*/ }; -} catch(err) { +} catch (err) { *!* if (err instanceof ReferenceError) { */!* @@ -399,24 +399,24 @@ try { alert( user.name ); -} catch(e) { +} catch (err) { *!* - if (e instanceof SyntaxError) { - alert( "JSON Error: " + e.message ); + if (err instanceof SyntaxError) { + alert( "JSON Error: " + err.message ); } else { - throw e; // rethrow (*) + throw err; // rethrow (*) } */!* } ``` -The error throwing on line `(*)` from inside `catch` block "falls out" of `try..catch` and can be either caught by an outer `try..catch` construct (if it exists), or it kills the script. +The error throwing on line `(*)` from inside `catch` block "falls out" of `try...catch` and can be either caught by an outer `try...catch` construct (if it exists), or it kills the script. So the `catch` block actually handles only errors that it knows how to deal with and "skips" all others. -The example below demonstrates how such errors can be caught by one more level of `try..catch`: +The example below demonstrates how such errors can be caught by one more level of `try...catch`: ```js run function readData() { @@ -427,11 +427,11 @@ function readData() { *!* blabla(); // error! */!* - } catch (e) { + } catch (err) { // ... - if (!(e instanceof SyntaxError)) { + if (!(err instanceof SyntaxError)) { *!* - throw e; // rethrow (don't know how to deal with it) + throw err; // rethrow (don't know how to deal with it) */!* } } @@ -439,20 +439,20 @@ function readData() { try { readData(); -} catch (e) { +} catch (err) { *!* - alert( "External catch got: " + e ); // caught it! + alert( "External catch got: " + err ); // caught it! */!* } ``` -Here `readData` only knows how to handle `SyntaxError`, while the outer `try..catch` knows how to handle everything. +Here `readData` only knows how to handle `SyntaxError`, while the outer `try...catch` knows how to handle everything. -## try..catch..finally +## try...catch...finally Wait, that's not all. -The `try..catch` construct may have one more code clause: `finally`. +The `try...catch` construct may have one more code clause: `finally`. If it exists, it runs in all cases: @@ -464,7 +464,7 @@ The extended syntax looks like this: ```js *!*try*/!* { ... try to execute the code ... -} *!*catch*/!*(e) { +} *!*catch*/!* (err) { ... handle errors ... } *!*finally*/!* { ... execute always ... @@ -477,7 +477,7 @@ Try running this code: try { alert( 'try' ); if (confirm('Make an error?')) BAD_CODE(); -} catch (e) { +} catch (err) { alert( 'catch' ); } finally { alert( 'finally' ); @@ -513,7 +513,7 @@ let start = Date.now(); try { result = fib(num); -} catch (e) { +} catch (err) { result = 0; *!* } finally { @@ -531,14 +531,14 @@ You can check by running the code with entering `35` into `prompt` -- it execute In other words, the function may finish with `return` or `throw`, that doesn't matter. The `finally` clause executes in both cases. -```smart header="Variables are local inside `try..catch..finally`" -Please note that `result` and `diff` variables in the code above are declared *before* `try..catch`. +```smart header="Variables are local inside `try...catch...finally`" +Please note that `result` and `diff` variables in the code above are declared *before* `try...catch`. Otherwise, if we declared `let` in `try` block, it would only be visible inside of it. ``` ````smart header="`finally` and `return`" -The `finally` clause works for *any* exit from `try..catch`. That includes an explicit `return`. +The `finally` clause works for *any* exit from `try...catch`. That includes an explicit `return`. In the example below, there's a `return` in `try`. In this case, `finally` is executed just before the control returns to the outer code. @@ -550,7 +550,7 @@ function func() { return 1; */!* - } catch (e) { + } catch (err) { /* ... */ } finally { *!* @@ -563,9 +563,9 @@ alert( func() ); // first works alert from finally, and then this one ``` ```` -````smart header="`try..finally`" +````smart header="`try...finally`" -The `try..finally` construct, without `catch` clause, is also useful. We apply it when we don't want to handle errors here (let them fall through), but want to be sure that processes that we started are finalized. +The `try...finally` construct, without `catch` clause, is also useful. We apply it when we don't want to handle errors here (let them fall through), but want to be sure that processes that we started are finalized. ```js function func() { @@ -586,7 +586,7 @@ In the code above, an error inside `try` always falls out, because there's no `c The information from this section is not a part of the core JavaScript. ``` -Let's imagine we've got a fatal error outside of `try..catch`, and the script died. Like a programming error or some other terrible thing. +Let's imagine we've got a fatal error outside of `try...catch`, and the script died. Like a programming error or some other terrible thing. Is there a way to react on such occurrences? We may want to log the error, show something to the user (normally they don't see error messages), etc. @@ -643,14 +643,14 @@ They work like this: ## Summary -The `try..catch` construct allows to handle runtime errors. It literally allows to "try" running the code and "catch" errors that may occur in it. +The `try...catch` construct allows to handle runtime errors. It literally allows to "try" running the code and "catch" errors that may occur in it. The syntax is: ```js try { // run this code -} catch(err) { +} catch (err) { // if an error happened, then jump here // err is the error object } finally { @@ -658,7 +658,7 @@ try { } ``` -There may be no `catch` section or no `finally`, so shorter constructs `try..catch` and `try..finally` are also valid. +There may be no `catch` section or no `finally`, so shorter constructs `try...catch` and `try...finally` are also valid. Error objects have following properties: @@ -666,10 +666,10 @@ Error objects have following properties: - `name` -- the string with error name (error constructor name). - `stack` (non-standard, but well-supported) -- the stack at the moment of error creation. -If an error object is not needed, we can omit it by using `catch {` instead of `catch(err) {`. +If an error object is not needed, we can omit it by using `catch {` instead of `catch (err) {`. We can also generate our own errors using the `throw` operator. Technically, the argument of `throw` can be anything, but usually it's an error object inheriting from the built-in `Error` class. More on extending errors in the next chapter. *Rethrowing* is a very important pattern of error handling: a `catch` block usually expects and knows how to handle the particular error type, so it should rethrow errors it doesn't know. -Even if we don't have `try..catch`, most environments allow us to setup a "global" error handler to catch errors that "fall out". In-browser, that's `window.onerror`. +Even if we don't have `try...catch`, most environments allow us to setup a "global" error handler to catch errors that "fall out". In-browser, that's `window.onerror`. diff --git a/1-js/10-error-handling/2-custom-errors/article.md b/1-js/10-error-handling/2-custom-errors/article.md index ff2e4c529..918289319 100644 --- a/1-js/10-error-handling/2-custom-errors/article.md +++ b/1-js/10-error-handling/2-custom-errors/article.md @@ -21,9 +21,9 @@ Internally, we'll use `JSON.parse`. If it receives malformed `json`, then it thr Our function `readUser(json)` will not only read JSON, but check ("validate") the data. If there are no required fields, or the format is wrong, then that's an error. And that's not a `SyntaxError`, because the data is syntactically correct, but another kind of error. We'll call it `ValidationError` and create a class for it. An error of that kind should also carry the information about the offending field. -Our `ValidationError` class should inherit from the built-in `Error` class. +Our `ValidationError` class should inherit from the `Error` class. -That class is built-in, but here's its approximate code so we can understand what we're extending: +The `Error` class is built-in, but here's its approximate code so we can understand what we're extending: ```js // The "pseudocode" for the built-in Error class defined by JavaScript itself @@ -117,15 +117,15 @@ We could also look at `err.name`, like this: // instead of (err instanceof SyntaxError) } else if (err.name == "SyntaxError") { // (*) // ... -``` +``` The `instanceof` version is much better, because in the future we are going to extend `ValidationError`, make subtypes of it, like `PropertyRequiredError`. And `instanceof` check will continue to work for new inheriting classes. So that's future-proof. -Also it's important that if `catch` meets an unknown error, then it rethrows it in the line `(**)`. The `catch` block only knows how to handle validation and syntax errors, other kinds (due to a typo in the code or other unknown ones) should fall through. +Also it's important that if `catch` meets an unknown error, then it rethrows it in the line `(**)`. The `catch` block only knows how to handle validation and syntax errors, other kinds (caused by a typo in the code or other unknown reasons) should fall through. ## Further inheritance -The `ValidationError` class is very generic. Many things may go wrong. The property may be absent or it may be in a wrong format (like a string value for `age`). Let's make a more concrete class `PropertyRequiredError`, exactly for absent properties. It will carry additional information about the property that's missing. +The `ValidationError` class is very generic. Many things may go wrong. The property may be absent or it may be in a wrong format (like a string value for `age` instead of a number). Let's make a more concrete class `PropertyRequiredError`, exactly for absent properties. It will carry additional information about the property that's missing. ```js run class ValidationError extends Error { diff --git a/1-js/11-async/01-callbacks/article.md b/1-js/11-async/01-callbacks/article.md index 9d1a260d5..5950df051 100644 --- a/1-js/11-async/01-callbacks/article.md +++ b/1-js/11-async/01-callbacks/article.md @@ -28,7 +28,7 @@ function loadScript(src) { } ``` -It appends to the document the new, dynamically created, tag ` ``` -If we really need to make a window-level global variable, we can explicitly assign it to `window` and access as `window.user`. But that's an exception requiring a good reason. +```smart +In the browser, we can make a variable window-level global by explicitly assigning it to a `window` property, e.g. `window.user = "John"`. + +Then all scripts will see it, both with `type="module"` and without it. + +That said, making such global variables is frowned upon. Please try to avoid them. +``` ### A module code is evaluated only the first time when imported -If the same module is imported into multiple other places, its code is executed only the first time, then exports are given to all importers. +If the same module is imported into multiple other modules, its code is executed only once, upon the first import. Then its exports are given to all further importers. + +The one-time evaluation has important consequences, that we should be aware of. -That has important consequences. Let's look at them using examples: +Let's see a couple of examples. First, if executing a module code brings side-effects, like showing a message, then importing it multiple times will trigger it only once -- the first time: @@ -133,9 +146,11 @@ import `./alert.js`; // Module is evaluated! import `./alert.js`; // (shows nothing) ``` -In practice, top-level module code is mostly used for initialization, creation of internal data structures, and if we want something to be reusable -- export it. +The second import shows nothing, because the module has already been evaluated. -Now, a more advanced example. +There's a rule: top-level module code should be used for initialization, creation of module-specific internal data structures. If we need to make something callable multiple times - we should export it as a function, like we did with `sayHi` above. + +Now, let's consider a deeper example. Let's say, a module exports an object: @@ -160,54 +175,67 @@ import {admin} from './admin.js'; alert(admin.name); // Pete *!* -// Both 1.js and 2.js imported the same object +// Both 1.js and 2.js reference the same admin object // Changes made in 1.js are visible in 2.js */!* ``` -So, let's reiterate -- the module is executed only once. Exports are generated, and then they are shared between importers, so if something changes the `admin` object, other modules will see that. +As you can see, when `1.js` changes the `name` property in the imported `admin`, then `2.js` can see the new `admin.name`. + +That's exactly because the module is executed only once. Exports are generated, and then they are shared between importers, so if something changes the `admin` object, other importers will see that. -Such behavior allows us to *configure* modules on first import. We can setup its properties once, and then in further imports it's ready. +**Such behavior is actually very convenient, because it allows us to *configure* modules.** -For instance, the `admin.js` module may provide certain functionality, but expect the credentials to come into the `admin` object from outside: +In other words, a module can provide a generic functionality that needs a setup. E.g. authentication needs credentials. Then it can export a configuration object expecting the outer code to assign to it. + +Here's the classical pattern: +1. A module exports some means of configuration, e.g. a configuration object. +2. On the first import we initialize it, write to its properties. The top-level application script may do that. +3. Further imports use the module. + +For instance, the `admin.js` module may provide certain functionality (e.g. authentication), but expect the credentials to come into the `config` object from outside: ```js // 📁 admin.js -export let admin = { }; +export let config = { }; export function sayHi() { - alert(`Ready to serve, ${admin.name}!`); + alert(`Ready to serve, ${config.user}!`); } ``` -In `init.js`, the first script of our app, we set `admin.name`. Then everyone will see it, including calls made from inside `admin.js` itself: +Here, `admin.js` exports the `config` object (initially empty, but may have default properties too). + +Then in `init.js`, the first script of our app, we import `config` from it and set `config.user`: ```js // 📁 init.js -import {admin} from './admin.js'; -admin.name = "Pete"; +import {config} from './admin.js'; +config.user = "Pete"; ``` -Another module can also see `admin.name`: +...Now the module `admin.js` is configured. -```js -// 📁 other.js -import {admin, sayHi} from './admin.js'; +Further importers can call it, and it correctly shows the current user: -alert(admin.name); // *!*Pete*/!* +```js +// 📁 another.js +import {sayHi} from './admin.js'; sayHi(); // Ready to serve, *!*Pete*/!*! ``` + ### import.meta The object `import.meta` contains the information about the current module. -Its content depends on the environment. In the browser, it contains the url of the script, or a current webpage url if inside HTML: +Its content depends on the environment. In the browser, it contains the URL of the script, or a current webpage URL if inside HTML: ```html run height=0 ``` @@ -233,7 +261,7 @@ Compare it to non-module scripts, where `this` is a global object: There are also several browser-specific differences of scripts with `type="module"` compared to regular ones. -You may want skip this section for now if you're reading for the first time, or if you don't use JavaScript in a browser. +You may want to skip this section for now if you're reading for the first time, or if you don't use JavaScript in a browser. ### Module scripts are deferred @@ -260,7 +288,7 @@ Compare to regular script below: diff --git a/1-js/13-modules/02-import-export/article.md b/1-js/13-modules/02-import-export/article.md index 4bd41a168..8af1b3b10 100644 --- a/1-js/13-modules/02-import-export/article.md +++ b/1-js/13-modules/02-import-export/article.md @@ -93,7 +93,7 @@ At first sight, "import everything" seems such a cool thing, short to write, why Well, there are few reasons. -1. Modern build tools ([webpack](http://webpack.github.io) and others) bundle modules together and optimize them to speedup loading and remove unused stuff. +1. Modern build tools ([webpack](https://webpack.js.org/) and others) bundle modules together and optimize them to speedup loading and remove unused stuff. Let's say, we added a 3rd-party library `say.js` to our project with many functions: ```js @@ -321,7 +321,7 @@ export {default as User} from './user.js'; // re-export default Why would that be needed? Let's see a practical use case. -Imagine, we're writing a "package": a folder with a lot of modules, with some of the functionality exported outside (tools like NPM allow us to publish and distribute such packages), and many modules are just "helpers", for internal use in other package modules. +Imagine, we're writing a "package": a folder with a lot of modules, with some of the functionality exported outside (tools like NPM allow us to publish and distribute such packages, but we don't have to use them), and many modules are just "helpers", for internal use in other package modules. The file structure could be like this: ``` @@ -337,13 +337,19 @@ auth/ ... ``` -We'd like to expose the package functionality via a single entry point, the "main file" `auth/index.js`, to be used like this: +We'd like to expose the package functionality via a single entry point. + +In other words, a person who would like to use our package, should import only from the "main file" `auth/index.js`. + +Like this: ```js import {login, logout} from 'auth/index.js' ``` -The idea is that outsiders, developers who use our package, should not meddle with its internal structure, search for files inside our package folder. We export only what's necessary in `auth/index.js` and keep the rest hidden from prying eyes. +The "main file", `auth/index.js` exports all the functionality that we'd like to provide in our package. + +The idea is that outsiders, other programmers who use our package, should not meddle with its internal structure, search for files inside our package folder. We export only what's necessary in `auth/index.js` and keep the rest hidden from prying eyes. As the actual exported functionality is scattered among the package, we can import it into `auth/index.js` and export from it: @@ -366,19 +372,21 @@ The syntax `export ... from ...` is just a shorter notation for such import-expo ```js // 📁 auth/index.js -// import login/logout and immediately export them +// re-export login/logout export {login, logout} from './helpers.js'; -// import default as User and export it +// re-export the default export as User export {default as User} from './user.js'; ... ``` +The notable difference of `export ... from` compared to `import/export` is that re-exported modules aren't available in the current file. So inside the above example of `auth/index.js` we can't use re-exported `login/logout` functions. + ### Re-exporting the default export The default export needs separate handling when re-exporting. -Let's say we have `user.js`, and we'd like to re-export class `User` from it: +Let's say we have `user.js` with the `export default class User` and would like to re-export it: ```js // 📁 user.js @@ -387,19 +395,21 @@ export default class User { } ``` -1. `export User from './user.js'` won't work. What can go wrong?... But that's a syntax error! +We can come across two problems with it: + +1. `export User from './user.js'` won't work. That would lead to a syntax error. To re-export the default export, we have to write `export {default as User}`, as in the example above. 2. `export * from './user.js'` re-exports only named exports, but ignores the default one. - If we'd like to re-export both named and the default export, then two statements are needed: + If we'd like to re-export both named and default exports, then two statements are needed: ```js export * from './user.js'; // to re-export named exports export {default} from './user.js'; // to re-export the default export ``` -Such oddities of re-exporting the default export are one of the reasons why some developers don't like them. +Such oddities of re-exporting a default export are one of the reasons why some developers don't like default exports and prefer named ones. ## Summary @@ -418,14 +428,14 @@ You can check yourself by reading them and recalling what they mean: Import: -- Named exports from module: +- Importing named exports: - `import {x [as y], ...} from "module"` -- Default export: +- Importing the default export: - `import x from "module"` - `import {default as x} from "module"` -- Everything: +- Import all: - `import * as obj from "module"` -- Import the module (its code runs), but do not assign it to a variable: +- Import the module (its code runs), but do not assign any of its exports to variables: - `import "module"` We can put `import/export` statements at the top or at the bottom of a script, that doesn't matter. diff --git a/1-js/99-js-misc/01-proxy/01-error-nonexisting/solution.md b/1-js/99-js-misc/01-proxy/01-error-nonexisting/solution.md index 357a57313..9db69cb2f 100644 --- a/1-js/99-js-misc/01-proxy/01-error-nonexisting/solution.md +++ b/1-js/99-js-misc/01-proxy/01-error-nonexisting/solution.md @@ -19,5 +19,5 @@ function wrap(target) { user = wrap(user); alert(user.name); // John -alert(user.age); // ReferenceError: Property doesn't exist "age" +alert(user.age); // ReferenceError: Property doesn't exist: "age" ``` diff --git a/1-js/99-js-misc/01-proxy/01-error-nonexisting/task.md b/1-js/99-js-misc/01-proxy/01-error-nonexisting/task.md index d7093c0c3..47985e1a7 100644 --- a/1-js/99-js-misc/01-proxy/01-error-nonexisting/task.md +++ b/1-js/99-js-misc/01-proxy/01-error-nonexisting/task.md @@ -27,6 +27,6 @@ user = wrap(user); alert(user.name); // John *!* -alert(user.age); // ReferenceError: Property doesn't exist "age" +alert(user.age); // ReferenceError: Property doesn't exist: "age" */!* ``` diff --git a/1-js/99-js-misc/01-proxy/article.md b/1-js/99-js-misc/01-proxy/article.md index 3f7ef63b8..1f84912e5 100644 --- a/1-js/99-js-misc/01-proxy/article.md +++ b/1-js/99-js-misc/01-proxy/article.md @@ -39,7 +39,7 @@ As there are no traps, all operations on `proxy` are forwarded to `target`. As we can see, without any traps, `proxy` is a transparent wrapper around `target`. -![](proxy.svg) +![](proxy.svg) `Proxy` is a special "exotic object". It doesn't have own properties. With an empty `handler` it transparently forwards operations to `target`. @@ -61,13 +61,13 @@ For every internal method, there's a trap in this table: the name of the method | `[[Delete]]` | `deleteProperty` | `delete` operator | | `[[Call]]` | `apply` | function call | | `[[Construct]]` | `construct` | `new` operator | -| `[[GetPrototypeOf]]` | `getPrototypeOf` | [Object.getPrototypeOf](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/getPrototypeOf) | -| `[[SetPrototypeOf]]` | `setPrototypeOf` | [Object.setPrototypeOf](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/setPrototypeOf) | -| `[[IsExtensible]]` | `isExtensible` | [Object.isExtensible](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/isExtensible) | -| `[[PreventExtensions]]` | `preventExtensions` | [Object.preventExtensions](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/preventExtensions) | -| `[[DefineOwnProperty]]` | `defineProperty` | [Object.defineProperty](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/defineProperty), [Object.defineProperties](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/defineProperties) | -| `[[GetOwnProperty]]` | `getOwnPropertyDescriptor` | [Object.getOwnPropertyDescriptor](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/getOwnPropertyDescriptor), `for..in`, `Object.keys/values/entries` | -| `[[OwnPropertyKeys]]` | `ownKeys` | [Object.getOwnPropertyNames](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/getOwnPropertyNames), [Object.getOwnPropertySymbols](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/getOwnPropertySymbols), `for..in`, `Object/keys/values/entries` | +| `[[GetPrototypeOf]]` | `getPrototypeOf` | [Object.getPrototypeOf](mdn:/JavaScript/Reference/Global_Objects/Object/getPrototypeOf) | +| `[[SetPrototypeOf]]` | `setPrototypeOf` | [Object.setPrototypeOf](mdn:/JavaScript/Reference/Global_Objects/Object/setPrototypeOf) | +| `[[IsExtensible]]` | `isExtensible` | [Object.isExtensible](mdn:/JavaScript/Reference/Global_Objects/Object/isExtensible) | +| `[[PreventExtensions]]` | `preventExtensions` | [Object.preventExtensions](mdn:/JavaScript/Reference/Global_Objects/Object/preventExtensions) | +| `[[DefineOwnProperty]]` | `defineProperty` | [Object.defineProperty](mdn:/JavaScript/Reference/Global_Objects/Object/defineProperty), [Object.defineProperties](mdn:/JavaScript/Reference/Global_Objects/Object/defineProperties) | +| `[[GetOwnProperty]]` | `getOwnPropertyDescriptor` | [Object.getOwnPropertyDescriptor](mdn:/JavaScript/Reference/Global_Objects/Object/getOwnPropertyDescriptor), `for..in`, `Object.keys/values/entries` | +| `[[OwnPropertyKeys]]` | `ownKeys` | [Object.getOwnPropertyNames](mdn:/JavaScript/Reference/Global_Objects/Object/getOwnPropertyNames), [Object.getOwnPropertySymbols](mdn:/JavaScript/Reference/Global_Objects/Object/getOwnPropertySymbols), `for..in`, `Object.keys/values/entries` | ```warn header="Invariants" JavaScript enforces some invariants -- conditions that must be fulfilled by internal methods and traps. @@ -335,7 +335,7 @@ let user = { _password: "secret" }; -alert(user._password); // secret +alert(user._password); // secret ``` Let's use proxies to prevent any access to properties starting with `_`. @@ -376,7 +376,7 @@ user = new Proxy(user, { }, *!* deleteProperty(target, prop) { // to intercept property deletion -*/!* +*/!* if (prop.startsWith('_')) { throw new Error("Access denied"); } else { @@ -437,7 +437,7 @@ user = { ``` -A call to `user.checkPassword()` call gets proxied `user` as `this` (the object before dot becomes `this`), so when it tries to access `this._password`, the `get` trap activates (it triggers on any property read) and throws an error. +A call to `user.checkPassword()` gets proxied `user` as `this` (the object before dot becomes `this`), so when it tries to access `this._password`, the `get` trap activates (it triggers on any property read) and throws an error. So we bind the context of object methods to the original object, `target`, in the line `(*)`. Then their future calls will use `target` as `this`, without any traps. @@ -963,9 +963,13 @@ revoke(); alert(proxy.data); // Error ``` -A call to `revoke()` removes all internal references to the target object from the proxy, so they are no longer connected. The target object can be garbage-collected after that. +A call to `revoke()` removes all internal references to the target object from the proxy, so they are no longer connected. + +Initially, `revoke` is separate from `proxy`, so that we can pass `proxy` around while leaving `revoke` in the current scope. -We can also store `revoke` in a `WeakMap`, to be able to easily find it by a proxy object: +We can also bind `revoke` method to proxy by setting `proxy.revoke = revoke`. + +Another option is to create a `WeakMap` that has `proxy` as the key and the corresponding `revoke` as the value, that allows to easily find `revoke` for a proxy: ```js run *!* @@ -980,21 +984,19 @@ let {proxy, revoke} = Proxy.revocable(object, {}); revokes.set(proxy, revoke); -// ..later in our code.. +// ..somewhere else in our code.. revoke = revokes.get(proxy); revoke(); alert(proxy.data); // Error (revoked) ``` -The benefit of such an approach is that we don't have to carry `revoke` around. We can get it from the map by `proxy` when needed. - We use `WeakMap` instead of `Map` here because it won't block garbage collection. If a proxy object becomes "unreachable" (e.g. no variable references it any more), `WeakMap` allows it to be wiped from memory together with its `revoke` that we won't need any more. ## References - Specification: [Proxy](https://tc39.es/ecma262/#sec-proxy-object-internal-methods-and-internal-slots). -- MDN: [Proxy](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Proxy). +- MDN: [Proxy](mdn:/JavaScript/Reference/Global_Objects/Proxy). ## Summary @@ -1016,13 +1018,13 @@ We can trap: - Reading (`get`), writing (`set`), deleting (`deleteProperty`) a property (even a non-existing one). - Calling a function (`apply` trap). - The `new` operator (`construct` trap). -- Many other operations (the full list is at the beginning of the article and in the [docs](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Proxy)). +- Many other operations (the full list is at the beginning of the article and in the [docs](mdn:/JavaScript/Reference/Global_Objects/Proxy)). That allows us to create "virtual" properties and methods, implement default values, observable objects, function decorators and so much more. We can also wrap an object multiple times in different proxies, decorating it with various aspects of functionality. -The [Reflect](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Reflect) API is designed to complement [Proxy](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Proxy). For any `Proxy` trap, there's a `Reflect` call with same arguments. We should use those to forward calls to target objects. +The [Reflect](mdn:/JavaScript/Reference/Global_Objects/Reflect) API is designed to complement [Proxy](mdn:/JavaScript/Reference/Global_Objects/Proxy). For any `Proxy` trap, there's a `Reflect` call with same arguments. We should use those to forward calls to target objects. Proxies have some limitations: diff --git a/1-js/99-js-misc/03-currying-partials/article.md b/1-js/99-js-misc/03-currying-partials/article.md index bb308847c..d71ac23f8 100644 --- a/1-js/99-js-misc/03-currying-partials/article.md +++ b/1-js/99-js-misc/03-currying-partials/article.md @@ -155,7 +155,7 @@ function curried(...args) { if (args.length >= func.length) { // (1) return func.apply(this, args); } else { - return function pass(...args2) { // (2) + return function(...args2) { // (2) return curried.apply(this, args.concat(args2)); } } @@ -164,18 +164,10 @@ function curried(...args) { When we run it, there are two `if` execution branches: -1. Call now: if passed `args` count is the same as the original function has in its definition (`func.length`) or longer, then just pass the call to it. -2. Get a partial: otherwise, `func` is not called yet. Instead, another wrapper `pass` is returned, that will re-apply `curried` providing previous arguments together with the new ones. Then on a new call, again, we'll get either a new partial (if not enough arguments) or, finally, the result. +1. If passed `args` count is the same or more than the original function has in its definition (`func.length`) , then just pass the call to it using `func.apply`. +2. Otherwise, get a partial: we don't call `func` just yet. Instead, another wrapper is returned, that will re-apply `curried` providing previous arguments together with the new ones. -For instance, let's see what happens in the case of `sum(a, b, c)`. Three arguments, so `sum.length = 3`. - -For the call `curried(1)(2)(3)`: - -1. The first call `curried(1)` remembers `1` in its Lexical Environment, and returns a wrapper `pass`. -2. The wrapper `pass` is called with `(2)`: it takes previous args (`1`), concatenates them with what it got `(2)` and calls `curried(1, 2)` with them together. As the argument count is still less than 3, `curry` returns `pass`. -3. The wrapper `pass` is called again with `(3)`, for the next call `pass(3)` takes previous args (`1`, `2`) and adds `3` to them, making the call `curried(1, 2, 3)` -- there are `3` arguments at last, they are given to the original function. - -If that's still not obvious, just trace the calls sequence in your mind or on paper. +Then, if we call it, again, we'll get either a new partial (if not enough arguments) or, finally, the result. ```smart header="Fixed-length functions only" The currying requires the function to have a fixed number of arguments. diff --git a/1-js/99-js-misc/04-reference-type/3-why-this/solution.md b/1-js/99-js-misc/04-reference-type/3-why-this/solution.md index 31ea4ff88..e4ee78748 100644 --- a/1-js/99-js-misc/04-reference-type/3-why-this/solution.md +++ b/1-js/99-js-misc/04-reference-type/3-why-this/solution.md @@ -5,7 +5,7 @@ Here's the explanations. 2. The same, parentheses do not change the order of operations here, the dot is first anyway. -3. Here we have a more complex call `(expression).method()`. The call works as if it were split into two lines: +3. Here we have a more complex call `(expression)()`. The call works as if it were split into two lines: ```js no-beautify f = obj.go; // calculate the expression @@ -14,7 +14,7 @@ Here's the explanations. Here `f()` is executed as a function, without `this`. -4. The similar thing as `(3)`, to the left of the dot `.` we have an expression. +4. The similar thing as `(3)`, to the left of the parentheses `()` we have an expression. To explain the behavior of `(3)` and `(4)` we need to recall that property accessors (dot or square brackets) return a value of the Reference Type. diff --git a/1-js/99-js-misc/04-reference-type/article.md b/1-js/99-js-misc/04-reference-type/article.md index c680c17f9..1ec378059 100644 --- a/1-js/99-js-misc/04-reference-type/article.md +++ b/1-js/99-js-misc/04-reference-type/article.md @@ -4,7 +4,7 @@ ```warn header="In-depth language feature" This article covers an advanced topic, to understand certain edge-cases better. -It's not important. Many experienced developers live fine without knowing it. Read on if you're want to know how things work under the hood. +It's not important. Many experienced developers live fine without knowing it. Read on if you want to know how things work under the hood. ``` A dynamically evaluated method call can lose `this`. @@ -93,7 +93,7 @@ Reference type is a special "intermediary" internal type, with the purpose to pa Any other operation like assignment `hi = user.hi` discards the reference type as a whole, takes the value of `user.hi` (a function) and passes it on. So any further operation "loses" `this`. -So, as the result, the value of `this` is only passed the right way if the function is called directly using a dot `obj.method()` or square brackets `obj['method']()` syntax (they do the same here). Later in this tutorial, we will learn various ways to solve this problem such as [func.bind()](/bind#solution-2-bind). +So, as the result, the value of `this` is only passed the right way if the function is called directly using a dot `obj.method()` or square brackets `obj['method']()` syntax (they do the same here). There are various ways to solve this problem such as [func.bind()](/bind#solution-2-bind). ## Summary diff --git a/1-js/99-js-misc/05-bigint/article.md b/1-js/99-js-misc/05-bigint/article.md index 062dd6017..2a1cfc843 100644 --- a/1-js/99-js-misc/05-bigint/article.md +++ b/1-js/99-js-misc/05-bigint/article.md @@ -126,5 +126,5 @@ We can use such JSBI code "as is" for engines that don't support bigints and for ## References -- [MDN docs on BigInt](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/BigInt). +- [MDN docs on BigInt](mdn:/JavaScript/Reference/Global_Objects/BigInt). - [Specification](https://tc39.es/ecma262/#sec-bigint-objects). diff --git a/2-ui/1-document/01-browser-environment/article.md b/2-ui/1-document/01-browser-environment/article.md index 56b568833..43dec976a 100644 --- a/2-ui/1-document/01-browser-environment/article.md +++ b/2-ui/1-document/01-browser-environment/article.md @@ -17,7 +17,7 @@ There's a "root" object called `window`. It has two roles: For instance, here we use it as a global object: -```js run +```js run global function sayHi() { alert("Hello"); } diff --git a/2-ui/1-document/02-dom-nodes/article.md b/2-ui/1-document/02-dom-nodes/article.md index 019398be9..e18335f38 100644 --- a/2-ui/1-document/02-dom-nodes/article.md +++ b/2-ui/1-document/02-dom-nodes/article.md @@ -51,7 +51,7 @@ The DOM represents HTML as a tree structure of tags. Here's how it looks:
@@ -143,7 +143,7 @@ drawHtmlTree(node4, 'div.domtree', 690, 360); ````warn header="Tables always have ``" -An interesting "special case" is tables. By the DOM specification they must have ``, but HTML text may (officially) omit it. Then the browser creates `` in the DOM automatically. +An interesting "special case" is tables. By DOM specification they must have `` tag, but HTML text may omit it. Then the browser creates `` in the DOM automatically. For the HTML: @@ -160,7 +160,7 @@ let node5 = {"name":"TABLE","nodeType":1,"children":[{"name":"TBODY","nodeType": drawHtmlTree(node5, 'div.domtree', 600, 200); -You see? The `` appeared out of nowhere. You should keep this in mind while working with tables to avoid surprises. +You see? The `` appeared out of nowhere. We should keep this in mind while working with tables to avoid surprises. ```` ## Other node types @@ -188,7 +188,7 @@ For example, comments:
@@ -199,7 +199,7 @@ We may think -- why is a comment added to the DOM? It doesn't affect the visual **Everything in HTML, even comments, becomes a part of the DOM.** -Even the `` directive at the very beginning of HTML is also a DOM node. It's in the DOM tree right before ``. We are not going to touch that node, we even don't draw it on diagrams for that reason, but it's there. +Even the `` directive at the very beginning of HTML is also a DOM node. It's in the DOM tree right before ``. Few people know about that. We are not going to touch that node, we even don't draw it on diagrams, but it's there. The `document` object that represents the whole document is, formally, a DOM node as well. diff --git a/2-ui/1-document/03-dom-navigation/article.md b/2-ui/1-document/03-dom-navigation/article.md index f7123d70d..b5f03098c 100644 --- a/2-ui/1-document/03-dom-navigation/article.md +++ b/2-ui/1-document/03-dom-navigation/article.md @@ -214,7 +214,7 @@ alert( document.body.previousSibling ); // HTMLHeadElement ## Element-only navigation -Navigation properties listed above refer to *all* nodes. For instance, in `childNodes` we can see both text nodes, element nodes, and even comment nodes if there exist. +Navigation properties listed above refer to *all* nodes. For instance, in `childNodes` we can see both text nodes, element nodes, and even comment nodes if they exist. But for many tasks we don't want text or comment nodes. We want to manipulate element nodes that represent tags and form the structure of the page. diff --git a/2-ui/1-document/04-searching-elements-dom/article.md b/2-ui/1-document/04-searching-elements-dom/article.md index f5ab0b785..f8e2df955 100644 --- a/2-ui/1-document/04-searching-elements-dom/article.md +++ b/2-ui/1-document/04-searching-elements-dom/article.md @@ -71,7 +71,7 @@ If there are multiple elements with the same `id`, then the behavior of methods ``` ```warn header="Only `document.getElementById`, not `anyElem.getElementById`" -The method `getElementById` that can be called only on `document` object. It looks for the given `id` in the whole document. +The method `getElementById` can be called only on `document` object. It looks for the given `id` in the whole document. ``` ## querySelectorAll [#querySelectorAll] @@ -142,7 +142,7 @@ For instance: *Ancestors* of an element are: parent, the parent of parent, its parent and so on. The ancestors together form the chain of parents from the element to the top. -The method `elem.closest(css)` looks the nearest ancestor that matches the CSS-selector. The `elem` itself is also included in the search. +The method `elem.closest(css)` looks for the nearest ancestor that matches the CSS-selector. The `elem` itself is also included in the search. In other words, the method `closest` goes up from the element and checks each of parents. If it matches the selector, then the search stops, and the ancestor is returned. @@ -154,7 +154,7 @@ For instance:
  • Chapter 1
  • -
  • Chapter 1
  • +
  • Chapter 2
@@ -363,7 +363,7 @@ There are 6 main methods to search for nodes in DOM: -By far the most used are `querySelector` and `querySelectorAll`, but `getElementBy*` can be sporadically helpful or found in the old scripts. +By far the most used are `querySelector` and `querySelectorAll`, but `getElement(s)By*` can be sporadically helpful or found in the old scripts. Besides that: diff --git a/2-ui/1-document/05-basic-dom-node-properties/article.md b/2-ui/1-document/05-basic-dom-node-properties/article.md index 76469c187..b1d6486f4 100644 --- a/2-ui/1-document/05-basic-dom-node-properties/article.md +++ b/2-ui/1-document/05-basic-dom-node-properties/article.md @@ -25,7 +25,9 @@ The classes are: - [HTMLInputElement](https://html.spec.whatwg.org/multipage/forms.html#htmlinputelement) -- the class for `` elements, - [HTMLBodyElement](https://html.spec.whatwg.org/multipage/semantics.html#htmlbodyelement) -- the class for `` elements, - [HTMLAnchorElement](https://html.spec.whatwg.org/multipage/semantics.html#htmlanchorelement) -- the class for `` elements, - - ...and so on, each tag has its own class that may provide specific properties and methods. + - ...and so on. + +There are many other tags with their own classes that may have specific properties and methods, while some elements, such as ``, `
`, `
` do not have any specific properties, so they are instances of `HTMLElement` class. So, the full set of properties and methods of a given node comes as the result of the inheritance. @@ -128,7 +130,7 @@ For instance: ```html run - diff --git a/2-ui/1-document/07-modifying-document/5-why-aaa/solution.md b/2-ui/1-document/07-modifying-document/5-why-aaa/solution.md index 6b85168b9..3d1f6698f 100644 --- a/2-ui/1-document/07-modifying-document/5-why-aaa/solution.md +++ b/2-ui/1-document/07-modifying-document/5-why-aaa/solution.md @@ -1,9 +1,9 @@ The HTML in the task is incorrect. That's the reason of the odd thing. -The browser has to fix it automatically. But there may be no text inside the ``: according to the spec only table-specific tags are allowed. So the browser adds `"aaa"` *before* the `
`. +The browser has to fix it automatically. But there may be no text inside the `
`: according to the spec only table-specific tags are allowed. So the browser shows `"aaa"` *before* the `
`. Now it's obvious that when we remove the table, it remains. -The question can be easily answered by exploring the DOM using the browser tools. It shows `"aaa"` before the `
`. +The question can be easily answered by exploring the DOM using the browser tools. You'll see `"aaa"` before the `
`. The HTML standard specifies in detail how to process bad HTML, and such behavior of the browser is correct. diff --git a/2-ui/1-document/07-modifying-document/6-create-list/task.md b/2-ui/1-document/07-modifying-document/6-create-list/task.md index 43b0a34a7..a57e7e2d9 100644 --- a/2-ui/1-document/07-modifying-document/6-create-list/task.md +++ b/2-ui/1-document/07-modifying-document/6-create-list/task.md @@ -10,7 +10,7 @@ For every list item: 1. Ask a user about its content using `prompt`. 2. Create the `
  • ` with it and add it to `
      `. -3. Continue until the user cancels the input (by pressing `key:Esc` or CANCEL in prompt). +3. Continue until the user cancels the input (by pressing `key:Esc` or via an empty entry). All elements should be created dynamically. diff --git a/2-ui/1-document/09-size-and-scroll/article.md b/2-ui/1-document/09-size-and-scroll/article.md index 13e245ebb..b477a2811 100644 --- a/2-ui/1-document/09-size-and-scroll/article.md +++ b/2-ui/1-document/09-size-and-scroll/article.md @@ -116,7 +116,7 @@ function isHidden(elem) { } ``` -Please note that such `isHidden` returns `true` for elements that are on-screen, but have zero sizes (like an empty `
      `). +Please note that such `isHidden` returns `true` for elements that are on-screen, but have zero sizes. ```` ## clientTop/Left diff --git a/2-ui/1-document/10-size-and-scroll-window/article.md b/2-ui/1-document/10-size-and-scroll-window/article.md index 10898dbf7..08a2f6576 100644 --- a/2-ui/1-document/10-size-and-scroll-window/article.md +++ b/2-ui/1-document/10-size-and-scroll-window/article.md @@ -2,11 +2,11 @@ How do we find the width and height of the browser window? How do we get the full width and height of the document, including the scrolled out part? How do we scroll the page using JavaScript? -For most such requests, we can use the root document element `document.documentElement`, that corresponds to the `` tag. But there are additional methods and peculiarities important enough to consider. +For this type of information, we can use the root document element `document.documentElement`, that corresponds to the `` tag. But there are additional methods and peculiarities to consider. ## Width/height of the window -To get window width and height we can use `clientWidth/clientHeight` of `document.documentElement`: +To get window width and height, we can use the `clientWidth/clientHeight` of `document.documentElement`: ![](document-client-width-height.svg) @@ -16,12 +16,12 @@ For instance, this button shows the height of your window: ``` -````warn header="Not `window.innerWidth/Height`" -Browsers also support properties `window.innerWidth/innerHeight`. They look like what we want. So why not to use them instead? +````warn header="Not `window.innerWidth/innerHeight`" +Browsers also support properties like `window.innerWidth/innerHeight`. They look like what we want, so why not to use them instead? -If there exists a scrollbar, and it occupies some space, `clientWidth/clientHeight` provide the width/height without it (subtract it). In other words, they return width/height of the visible part of the document, available for the content. +If there exists a scrollbar, and it occupies some space, `clientWidth/clientHeight` provide the width/height without it (subtract it). In other words, they return the width/height of the visible part of the document, available for the content. -...And `window.innerWidth/innerHeight` include the scrollbar. +`window.innerWidth/innerHeight` includes the scrollbar. If there's a scrollbar, and it occupies some space, then these two lines show different values: ```js run @@ -29,7 +29,7 @@ alert( window.innerWidth ); // full window width alert( document.documentElement.clientWidth ); // window width minus the scrollbar ``` -In most cases we need the *available* window width: to draw or position something. That is: inside scrollbars if there are any. So we should use `documentElement.clientHeight/Width`. +In most cases, we need the *available* window width in order to draw or position something within scrollbars (if there are any), so we should use `documentElement.clientHeight/clientWidth`. ```` ```warn header="`DOCTYPE` is important" @@ -40,9 +40,9 @@ In modern HTML we should always write `DOCTYPE`. ## Width/height of the document -Theoretically, as the root document element is `document.documentElement`, and it encloses all the content, we could measure document full size as `document.documentElement.scrollWidth/scrollHeight`. +Theoretically, as the root document element is `document.documentElement`, and it encloses all the content, we could measure the document's full size as `document.documentElement.scrollWidth/scrollHeight`. -But on that element, for the whole page, these properties do not work as intended. In Chrome/Safari/Opera if there's no scroll, then `documentElement.scrollHeight` may be even less than `documentElement.clientHeight`! Sounds like a nonsense, weird, right? +But on that element, for the whole page, these properties do not work as intended. In Chrome/Safari/Opera, if there's no scroll, then `documentElement.scrollHeight` may be even less than `documentElement.clientHeight`! Weird, right? To reliably obtain the full document height, we should take the maximum of these properties: @@ -60,11 +60,11 @@ Why so? Better don't ask. These inconsistencies come from ancient times, not a " ## Get the current scroll [#page-scroll] -DOM elements have their current scroll state in `elem.scrollLeft/scrollTop`. +DOM elements have their current scroll state in their `scrollLeft/scrollTop` properties. -For document scroll `document.documentElement.scrollLeft/Top` works in most browsers, except older WebKit-based ones, like Safari (bug [5991](https://bugs.webkit.org/show_bug.cgi?id=5991)), where we should use `document.body` instead of `document.documentElement`. +For document scroll, `document.documentElement.scrollLeft/scrollTop` works in most browsers, except older WebKit-based ones, like Safari (bug [5991](https://bugs.webkit.org/show_bug.cgi?id=5991)), where we should use `document.body` instead of `document.documentElement`. -Luckily, we don't have to remember these peculiarities at all, because the scroll is available in the special properties `window.pageXOffset/pageYOffset`: +Luckily, we don't have to remember these peculiarities at all, because the scroll is available in the special properties, `window.pageXOffset/pageYOffset`: ```js run alert('Current scroll from the top: ' + window.pageYOffset); @@ -73,19 +73,25 @@ alert('Current scroll from the left: ' + window.pageXOffset); These properties are read-only. +```smart header="Also available as `window` properties `scrollX` and `scrollY`" +For historical reasons, both properties exist, but they are the same: +- `window.pageXOffset` is an alias of `window.scrollX`. +- `window.pageYOffset` is an alias of `window.scrollY`. +``` + ## Scrolling: scrollTo, scrollBy, scrollIntoView [#window-scroll] ```warn -To scroll the page from JavaScript, its DOM must be fully built. +To scroll the page with JavaScript, its DOM must be fully built. -For instance, if we try to scroll the page from the script in ``, it won't work. +For instance, if we try to scroll the page with a script in ``, it won't work. ``` Regular elements can be scrolled by changing `scrollTop/scrollLeft`. -We can do the same for the page using `document.documentElement.scrollTop/Left` (except Safari, where `document.body.scrollTop/Left` should be used instead). +We can do the same for the page using `document.documentElement.scrollTop/scrollLeft` (except Safari, where `document.body.scrollTop/Left` should be used instead). -Alternatively, there's a simpler, universal solution: special methods [window.scrollBy(x,y)](mdn:api/Window/scrollBy) and [window.scrollTo(pageX,pageY)](mdn:api/Window/scrollTo). +Alternatively, there's a simpler, universal solution: special methods [window.scrollBy(x,y)](mdn:api/Window/scrollBy) and [window.scrollTo(pageX,pageY)](mdn:api/Window/scrollTo). - The method `scrollBy(x,y)` scrolls the page *relative to its current position*. For instance, `scrollBy(0,10)` scrolls the page `10px` down. @@ -106,28 +112,28 @@ These methods work for all browsers the same way. ## scrollIntoView -For completeness, let's cover one more method: [elem.scrollIntoView(top)](mdn:api/Element/scrollIntoView). +For completeness, let's cover one more method: [elem.scrollIntoView(top)](mdn:api/Element/scrollIntoView). The call to `elem.scrollIntoView(top)` scrolls the page to make `elem` visible. It has one argument: -- if `top=true` (that's the default), then the page will be scrolled to make `elem` appear on the top of the window. The upper edge of the element is aligned with the window top. -- if `top=false`, then the page scrolls to make `elem` appear at the bottom. The bottom edge of the element is aligned with the window bottom. +- If `top=true` (that's the default), then the page will be scrolled to make `elem` appear on the top of the window. The upper edge of the element will be aligned with the window top. +- If `top=false`, then the page scrolls to make `elem` appear at the bottom. The bottom edge of the element will be aligned with the window bottom. ```online -The button below scrolls the page to make itself show at the window top: +The button below scrolls the page to position itself at the window top: -And this button scrolls the page to show it at the bottom: +And this button scrolls the page to position itself at the bottom: ``` ## Forbid the scrolling -Sometimes we need to make the document "unscrollable". For instance, when we need to cover it with a large message requiring immediate attention, and we want the visitor to interact with that message, not with the document. +Sometimes we need to make the document "unscrollable". For instance, when we need to cover the page with a large message requiring immediate attention, and we want the visitor to interact with that message, not with the document. -To make the document unscrollable, it's enough to set `document.body.style.overflow = "hidden"`. The page will freeze on its current scroll. +To make the document unscrollable, it's enough to set `document.body.style.overflow = "hidden"`. The page will "freeze" at its current scroll position. ```online Try it: @@ -136,20 +142,20 @@ Try it: -The first button freezes the scroll, the second one resumes it. +The first button freezes the scroll, while the second one releases it. ``` -We can use the same technique to "freeze" the scroll for other elements, not just for `document.body`. +We can use the same technique to freeze the scroll for other elements, not just for `document.body`. -The drawback of the method is that the scrollbar disappears. If it occupied some space, then that space is now free, and the content "jumps" to fill it. +The drawback of the method is that the scrollbar disappears. If it occupied some space, then that space is now free and the content "jumps" to fill it. -That looks a bit odd, but can be worked around if we compare `clientWidth` before and after the freeze, and if it increased (the scrollbar disappeared) then add `padding` to `document.body` in place of the scrollbar, to keep the content width the same. +That looks a bit odd, but can be worked around if we compare `clientWidth` before and after the freeze. If it increased (the scrollbar disappeared), then add `padding` to `document.body` in place of the scrollbar to keep the content width the same. ## Summary Geometry: -- Width/height of the visible part of the document (content area width/height): `document.documentElement.clientWidth/Height` +- Width/height of the visible part of the document (content area width/height): `document.documentElement.clientWidth/clientHeight` - Width/height of the whole document, with the scrolled out part: ```js diff --git a/2-ui/2-events/01-introduction-browser-events/07-carousel/solution.view/index.html b/2-ui/2-events/01-introduction-browser-events/07-carousel/solution.view/index.html index 2c6073316..baf867664 100644 --- a/2-ui/2-events/01-introduction-browser-events/07-carousel/solution.view/index.html +++ b/2-ui/2-events/01-introduction-browser-events/07-carousel/solution.view/index.html @@ -10,7 +10,7 @@
  • ` may be suited for that exactly ``, it knows everything about it, so it should get the chance first. Then its immediate parent also knows about the context, but a little bit less, and so on till the very top element that handles general concepts and runs the last. +The same for event handlers. The code that set the handler on a particular element knows maximum details about the element and what it does. A handler on a particular `` may be suited for that exactly ``, it knows everything about it, so it should get the chance first. Then its immediate parent also knows about the context, but a little bit less, and so on till the very top element that handles general concepts and runs the last one. Bubbling and capturing lay the foundation for "event delegation" -- an extremely powerful event handling pattern that we study in the next chapter. diff --git a/2-ui/2-events/03-event-delegation/article.md b/2-ui/2-events/03-event-delegation/article.md index df086f24b..881183740 100644 --- a/2-ui/2-events/03-event-delegation/article.md +++ b/2-ui/2-events/03-event-delegation/article.md @@ -1,11 +1,11 @@ # Event delegation -Capturing and bubbling allow us to implement one of most powerful event handling patterns called *event delegation*. +Capturing and bubbling allow us to implement one of the most powerful event handling patterns called *event delegation*. The idea is that if we have a lot of elements handled in a similar way, then instead of assigning a handler to each of them -- we put a single handler on their common ancestor. -In the handler we get `event.target`, see where the event actually happened and handle it. +In the handler we get `event.target` to see where the event actually happened and handle it. Let's see an example -- the [Ba-Gua diagram](http://en.wikipedia.org/wiki/Ba_gua) reflecting the ancient Chinese philosophy. diff --git a/2-ui/2-events/04-default-browser-action/3-image-gallery/solution.view/gallery.css b/2-ui/2-events/04-default-browser-action/3-image-gallery/solution.view/gallery.css index 4522006ae..8d6472ee6 100644 --- a/2-ui/2-events/04-default-browser-action/3-image-gallery/solution.view/gallery.css +++ b/2-ui/2-events/04-default-browser-action/3-image-gallery/solution.view/gallery.css @@ -4,16 +4,6 @@ body { font: 75%/120% sans-serif; } -h2 { - font: bold 190%/100% sans-serif; - margin: 0 0 .2em; -} - -h2 em { - font: normal 80%/100% sans-serif; - color: #999999; -} - #largeImg { border: solid 1px #ccc; width: 550px; diff --git a/2-ui/2-events/04-default-browser-action/3-image-gallery/source.view/gallery.css b/2-ui/2-events/04-default-browser-action/3-image-gallery/source.view/gallery.css index b6e523014..8d6472ee6 100644 --- a/2-ui/2-events/04-default-browser-action/3-image-gallery/source.view/gallery.css +++ b/2-ui/2-events/04-default-browser-action/3-image-gallery/source.view/gallery.css @@ -4,16 +4,6 @@ body { font: 75%/120% sans-serif; } -h2 { - font: bold 190%/100% sans-serif; - margin: 0 0 .2em; -} - -h2 em { - font: normal 80%/100% sans-serif; - color: #999999; -} - #largeImg { border: solid 1px #ccc; width: 550px; @@ -32,4 +22,13 @@ h2 em { #thumbs a:hover { border-color: #FF9900; +} + +#thumbs li { + list-style: none; +} + +#thumbs { + margin: 0; + padding: 0; } \ No newline at end of file diff --git a/2-ui/2-events/04-default-browser-action/article.md b/2-ui/2-events/04-default-browser-action/article.md index ceac160c1..cd815654f 100644 --- a/2-ui/2-events/04-default-browser-action/article.md +++ b/2-ui/2-events/04-default-browser-action/article.md @@ -17,7 +17,7 @@ There are two ways to tell the browser we don't want it to act: - The main way is to use the `event` object. There's a method `event.preventDefault()`. - If the handler is assigned using `on` (not by `addEventListener`), then returning `false` also works the same. -In this HTML a click on a link doesn't lead to navigation, browser doesn't do anything: +In this HTML, a click on a link doesn't lead to navigation; the browser doesn't do anything: ```html autorun height=60 no-beautify Click here @@ -96,7 +96,7 @@ That's because the browser action is canceled on `mousedown`. The focusing is st The optional `passive: true` option of `addEventListener` signals the browser that the handler is not going to call `preventDefault()`. -Why that may be needed? +Why might that be needed? There are some events like `touchmove` on mobile devices (when the user moves their finger across the screen), that cause scrolling by default, but that scrolling can be prevented using `preventDefault()` in the handler. diff --git a/2-ui/2-events/05-dispatch-events/article.md b/2-ui/2-events/05-dispatch-events/article.md index e667bf741..b38719f85 100644 --- a/2-ui/2-events/05-dispatch-events/article.md +++ b/2-ui/2-events/05-dispatch-events/article.md @@ -8,7 +8,7 @@ We can generate not only completely new events, that we invent for our own purpo ## Event constructor -Build-in event classes form a hierarchy, similar to DOM element classes. The root is the built-in [Event](http://www.w3.org/TR/dom/#event) class. +Built-in event classes form a hierarchy, similar to DOM element classes. The root is the built-in [Event](http://www.w3.org/TR/dom/#event) class. We can create `Event` objects like this: @@ -187,7 +187,6 @@ Any handler can listen for that event with `rabbit.addEventListener('hide',...)` ``` -Now `dispatchEvent` runs asynchronously after the current code execution is finished, including `mouse.onclick`, so event handlers are totally separate. +Now `dispatchEvent` runs asynchronously after the current code execution is finished, including `menu.onclick`, so event handlers are totally separate. The output order becomes: 1 -> 2 -> nested. @@ -283,9 +282,9 @@ Other constructors of native events like `MouseEvent`, `KeyboardEvent` and so on For custom events we should use `CustomEvent` constructor. It has an additional option named `detail`, we should assign the event-specific data to it. Then all handlers can access it as `event.detail`. -Despite the technical possibility to generate browser events like `click` or `keydown`, we should use with the great care. +Despite the technical possibility of generating browser events like `click` or `keydown`, we should use them with great care. -We shouldn't generate browser events as it's a hacky way to run handlers. That's a bad architecture most of the time. +We shouldn't generate browser events as it's a hacky way to run handlers. That's bad architecture most of the time. Native events might be generated: diff --git a/2-ui/3-event-details/1-mouse-events-basics/article.md b/2-ui/3-event-details/1-mouse-events-basics/article.md index b5535bea5..c322126e4 100644 --- a/2-ui/3-event-details/1-mouse-events-basics/article.md +++ b/2-ui/3-event-details/1-mouse-events-basics/article.md @@ -39,9 +39,9 @@ In cases when a single action initiates multiple events, their order is fixed. T ```online Click the button below and you'll see the events. Try double-click too. -On the teststand below all mouse events are logged, and if there is more than a 1 second delay between them they are separated by a horizontal ruler. +On the teststand below, all mouse events are logged, and if there is more than a 1 second delay between them, they are separated by a horizontal rule. -Also we can see the `button` property that allows to detect the mouse button, it's explained below. +Also, we can see the `button` property that allows us to detect the mouse button; it's explained below.
    ``` @@ -52,21 +52,21 @@ Click-related events always have the `button` property, which allows to get the We usually don't use it for `click` and `contextmenu` events, because the former happens only on left-click, and the latter -- only on right-click. -From the other hand, `mousedown` and `mouseup` handlers we may need `event.button`, because these events trigger on any button, so `button` allows to distinguish between "right-mousedown" and "left-mousedown". +From the other hand, `mousedown` and `mouseup` handlers may need `event.button`, because these events trigger on any button, so `button` allows to distinguish between "right-mousedown" and "left-mousedown". The possible values of `event.button` are: | Button state | `event.button` | |--------------|----------------| | Left button (primary) | 0 | -| Middle button (auxillary) | 1 | +| Middle button (auxiliary) | 1 | | Right button (secondary) | 2 | | X1 button (back) | 3 | | X2 button (forward) | 4 | Most mouse devices only have the left and right buttons, so possible values are `0` or `2`. Touch devices also generate similar events when one taps on them. -Also there's `event.buttons` property that has all currently pressed buttons as an integer, one bit per button. In practice this property is very rarely used, you can find details at [MDN](https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons) if you ever need it. +Also there's `event.buttons` property that has all currently pressed buttons as an integer, one bit per button. In practice this property is very rarely used, you can find details at [MDN](mdn:/api/MouseEvent/buttons) if you ever need it. ```warn header="The outdated `event.which`" Old code may use `event.which` property that's an old non-standard way of getting a button, with possible values: @@ -156,7 +156,7 @@ Move the mouse over the input field to see `clientX/clientY` (the example is in Double mouse click has a side-effect that may be disturbing in some interfaces: it selects text. -For instance, a double-click on the text below selects it in addition to our handler: +For instance, double-clicking on the text below selects it in addition to our handler: ```html autorun height=50 Double-click me diff --git a/2-ui/3-event-details/3-mousemove-mouseover-mouseout-mouseenter-mouseleave/2-hoverintent/solution.view/hoverIntent.js b/2-ui/3-event-details/3-mousemove-mouseover-mouseout-mouseenter-mouseleave/2-hoverintent/solution.view/hoverIntent.js index 4e6e2a3e9..7503ca9c2 100644 --- a/2-ui/3-event-details/3-mousemove-mouseover-mouseout-mouseenter-mouseleave/2-hoverintent/solution.view/hoverIntent.js +++ b/2-ui/3-event-details/3-mousemove-mouseover-mouseout-mouseenter-mouseleave/2-hoverintent/solution.view/hoverIntent.js @@ -88,7 +88,7 @@ class HoverIntent { if (speed < this.sensitivity) { clearInterval(this.checkSpeedInterval); this.isHover = true; - this.over.call(this.elem, event); + this.over.call(this.elem); } else { // speed fast, remember new coordinates as the previous ones this.prevX = this.lastX; diff --git a/2-ui/3-event-details/3-mousemove-mouseover-mouseout-mouseenter-mouseleave/article.md b/2-ui/3-event-details/3-mousemove-mouseover-mouseout-mouseenter-mouseleave/article.md index c7ac0d4db..d409c3f12 100644 --- a/2-ui/3-event-details/3-mousemove-mouseover-mouseout-mouseenter-mouseleave/article.md +++ b/2-ui/3-event-details/3-mousemove-mouseover-mouseout-mouseenter-mouseleave/article.md @@ -80,7 +80,7 @@ An important feature of `mouseout` -- it triggers, when the pointer moves from a ``` -If we're on `#parent` and then move the pointer deeper into `#child`, but we get `mouseout` on `#parent`! +If we're on `#parent` and then move the pointer deeper into `#child`, we get `mouseout` on `#parent`! ![](mouseover-to-child.svg) diff --git a/2-ui/3-event-details/3-mousemove-mouseover-mouseout-mouseenter-mouseleave/mouseoverout-fast.view/script.js b/2-ui/3-event-details/3-mousemove-mouseover-mouseout-mouseenter-mouseleave/mouseoverout-fast.view/script.js index 6d87199c2..5752e83ae 100755 --- a/2-ui/3-event-details/3-mousemove-mouseover-mouseout-mouseenter-mouseleave/mouseoverout-fast.view/script.js +++ b/2-ui/3-event-details/3-mousemove-mouseover-mouseout-mouseenter-mouseleave/mouseoverout-fast.view/script.js @@ -3,7 +3,7 @@ parent.onmouseover = parent.onmouseout = parent.onmousemove = handler; function handler(event) { let type = event.type; - while (type < 11) type += ' '; + while (type.length < 11) type += ' '; log(type + " target=" + event.target.id) return false; diff --git a/2-ui/3-event-details/4-mouse-drag-and-drop/article.md b/2-ui/3-event-details/4-mouse-drag-and-drop/article.md index a47bfade6..49ab88be2 100644 --- a/2-ui/3-event-details/4-mouse-drag-and-drop/article.md +++ b/2-ui/3-event-details/4-mouse-drag-and-drop/article.md @@ -124,7 +124,7 @@ Let's update our algorithm: ```js // onmousemove - // ball has position:absoute + // ball has position:absolute ball.style.left = event.pageX - *!*shiftX*/!* + 'px'; ball.style.top = event.pageY - *!*shiftY*/!* + 'px'; ``` @@ -276,7 +276,7 @@ function onMouseMove(event) { } ``` -In the example below when the ball is dragged over the soccer gate, the gate is highlighted. +In the example below when the ball is dragged over the soccer goal, the goal is highlighted. [codetabs height=250 src="ball4"] @@ -300,4 +300,4 @@ We can lay a lot on this foundation. - We can use event delegation for `mousedown/up`. A large-area event handler that checks `event.target` can manage Drag'n'Drop for hundreds of elements. - And so on. -There are frameworks that build architecture over it: `DragZone`, `Droppable`, `Draggable` and other classes. Most of them do the similar stuff to what's described above, so it should be easy to understand them now. Or roll your own, as you can see that that's easy enough to do, sometimes easier than adapting a third-part solution. +There are frameworks that build architecture over it: `DragZone`, `Droppable`, `Draggable` and other classes. Most of them do the similar stuff to what's described above, so it should be easy to understand them now. Or roll your own, as you can see that that's easy enough to do, sometimes easier than adapting a third-party solution. diff --git a/2-ui/3-event-details/6-pointer-events/article.md b/2-ui/3-event-details/6-pointer-events/article.md index 9d92144bc..ef48dc335 100644 --- a/2-ui/3-event-details/6-pointer-events/article.md +++ b/2-ui/3-event-details/6-pointer-events/article.md @@ -8,23 +8,29 @@ Let's make a small overview, so that you understand the general picture and the - Long ago, in the past, there were only mouse events. - Then touch devices appeared. For the old code to work, they also generate mouse events. For instance, tapping generates `mousedown`. But mouse events were not good enough, as touch devices are more powerful in many aspects. For example, it's possible to touch multiple points at once, and mouse events don't have any properties for that. + Then touch devices became widespread, phones and tablets in particular. For the existing scripts to work, they generated (and still generate) mouse events. For instance, tapping a touchscreen generates `mousedown`. So touch devices worked well with web pages. + + But touch devices have more capabilities than a mouse. For example, it's possible to touch multiple points at once ("multi-touch"). Although, mouse events don't have necessary properties to handle such multi-touches. - So touch events were introduced, such as `touchstart`, `touchend`, `touchmove`, that have touch-specific properties (we don't cover them in detail here, because pointer events are even better). - Still, it wasn't enough, as there are many other devices, such as pens, that have their own features. Also, writing code that listens for both touch and mouse events was cumbersome. + Still, it wasn't enough, as there are many other devices, such as pens, that have their own features. Also, writing code that listens for both touch and mouse events was cumbersome. - To solve these issues, the new standard Pointer Events was introduced. It provides a single set of events for all kinds of pointing devices. -As of now, [Pointer Events Level 2](https://www.w3.org/TR/pointerevents2/) specification is supported in all major browsers, while [Pointer Events Level 3](https://w3c.github.io/pointerevents/) is in the works. Unless you code for Internet Explorer 10, or for Safari 12 or below, there's no point in using mouse or touch events any more -- we can switch to pointer events. +As of now, [Pointer Events Level 2](https://www.w3.org/TR/pointerevents2/) specification is supported in all major browsers, while the newer [Pointer Events Level 3](https://w3c.github.io/pointerevents/) is in the works and is mostly compatible with Pointer Events level 2. + +Unless you develop for old browsers, such as Internet Explorer 10, or for Safari 12 or below, there's no point in using mouse or touch events any more -- we can switch to pointer events. + +Then your code will work well with both touch and mouse devices. -That being said, they have some important peculiarities that one should know in order to use them correctly and avoid surprises. We'll make note of them in this article. +That said, there are some important peculiarities that one should know in order to use Pointer Events correctly and avoid surprises. We'll make note of them in this article. ## Pointer event types Pointer events are named similarly to mouse events: -| Pointer Event | Mouse event | +| Pointer event | Similar mouse event | |---------------|-------------| | `pointerdown` | `mousedown` | | `pointerup` | `mouseup` | @@ -37,12 +43,12 @@ Pointer events are named similarly to mouse events: | `gotpointercapture` | - | | `lostpointercapture` | - | -As we can see, for every `mouse`, there's a `pointer` that plays a similar role. Also there are 3 additional pointer events that don't have a corresponding `mouse...` counterpart, we'll explain them soon. +As we can see, for every `mouse`, there's a `pointer` that plays a similar role. Also there are 3 additional pointer events that don't have a corresponding `mouse...` counterpart, we'll explain them soon. ```smart header="Replacing `mouse` with `pointer` in our code" We can replace `mouse` events with `pointer` in our code and expect things to continue working fine with mouse. -The support for touch devices will also "magically" improve, but we'll probably need to add `touch-action: none` in CSS. See the details below in the section about `pointercancel`. +The support for touch devices will also "magically" improve. Although, we may need to add `touch-action: none` in some places in CSS. We'll cover it below in the section about `pointercancel`. ``` ## Pointer event properties @@ -50,22 +56,22 @@ The support for touch devices will also "magically" improve, but we'll probably Pointer events have the same properties as mouse events, such as `clientX/Y`, `target`, etc., plus some others: - `pointerId` - the unique identifier of the pointer causing the event. - - Allows us to handle multiple pointers, such as a touchscreen with stylus and multi-touch (explained below). -- `pointerType` - the pointing device type. Must be a string, one of: "mouse", "pen" or "touch". + + Browser-generated. Allows us to handle multiple pointers, such as a touchscreen with stylus and multi-touch (examples will follow). +- `pointerType` - the pointing device type. Must be a string, one of: "mouse", "pen" or "touch". We can use this property to react differently on various pointer types. -- `isPrimary` - `true` for the primary pointer (the first finger in multi-touch). +- `isPrimary` - is `true` for the primary pointer (the first finger in multi-touch). -For pointers that measure contact area and pressure, e.g. a finger on the touchscreen, the additional properties can be useful: +Some pointer devices measure contact area and pressure, e.g. for a finger on the touchscreen, there are additional properties for that: -- `width` - the width of the area where the pointer touches the device. Where unsupported, e.g. for a mouse, it's always `1`. +- `width` - the width of the area where the pointer (e.g. a finger) touches the device. Where unsupported, e.g. for a mouse, it's always `1`. - `height` - the height of the area where the pointer touches the device. Where unsupported, it's always `1`. - `pressure` - the pressure of the pointer tip, in range from 0 to 1. For devices that don't support pressure must be either `0.5` (pressed) or `0`. - `tangentialPressure` - the normalized tangential pressure. - `tiltX`, `tiltY`, `twist` - pen-specific properties that describe how the pen is positioned relative the surface. -These properties aren't very well supported across devices, so they are rarely used. You can find the details in the [specification](https://w3c.github.io/pointerevents/#pointerevent-interface) if needed. +These properties aren't supported by most devices, so they are rarely used. You can find the details about them in the [specification](https://w3c.github.io/pointerevents/#pointerevent-interface) if needed. ## Multi-touch @@ -73,11 +79,11 @@ One of the things that mouse events totally don't support is multi-touch: a user Pointer Events allow handling multi-touch with the help of the `pointerId` and `isPrimary` properties. -Here's what happens when a user touches a screen in one place, then puts another finger somewhere else on it: +Here's what happens when a user touches a touchscreen in one place, then puts another finger somewhere else on it: -1. At the first touch: +1. At the first finger touch: - `pointerdown` with `isPrimary=true` and some `pointerId`. -2. For the second finger and further touches: +2. For the second finger and more fingers (assuming the first one is still touching): - `pointerdown` with `isPrimary=false` and a different `pointerId` for every finger. Please note: the `pointerId` is assigned not to the whole device, but for each touching finger. If we use 5 fingers to simultaneously touch the screen, we have 5 `pointerdown` events, each with their respective coordinates and a different `pointerId`. @@ -91,18 +97,16 @@ Here's the demo that logs `pointerdown` and `pointerup` events: [iframe src="multitouch" edit height=200] -Please note: you must be using a touchscreen device, such as a phone or a tablet, to actually see the difference. For single-touch devices, such as a mouse, there'll be always same `pointerId` with `isPrimary=true`, for all pointer events. +Please note: you must be using a touchscreen device, such as a phone or a tablet, to actually see the difference in `pointerId/isPrimary`. For single-touch devices, such as a mouse, there'll be always same `pointerId` with `isPrimary=true`, for all pointer events. ``` ## Event: pointercancel -We've mentioned the importance of `touch-action: none` before. Now let's explain why, as skipping this may cause our interfaces to malfunction. - -The `pointercancel` event fires when there's an ongoing pointer interaction, and then something happens that causes it to be aborted, so that no more pointer events are generated. +The `pointercancel` event fires when there's an ongoing pointer interaction, and then something happens that causes it to be aborted, so that no more pointer events are generated. -Such causes are: -- The pointer device hardware was disabled. -- The device orientation changed (tablet rotated). +Such causes are: +- The pointer device hardware was physically disabled. +- The device orientation changed (tablet rotated). - The browser decided to handle the interaction on its own, considering it a mouse gesture or zoom-and-pan action or something else. We'll demonstrate `pointercancel` on a practical example to see how it affects us. @@ -111,33 +115,33 @@ Let's say we're impelementing drag'n'drop for a ball, just as in the beginning o Here is the flow of user actions and the corresponding events: -1) The user presses the mouse button on an image, to start dragging +1) The user presses on an image, to start dragging - `pointerdown` event fires -2) Then they start dragging the image +2) Then they start moving the pointer (thus dragging the image) - `pointermove` fires, maybe several times -3) Surprise! The browser has native drag'n'drop support for images, that kicks in and takes over the drag'n'drop process, thus generating `pointercancel` event. +3) And then the surprise happens! The browser has native drag'n'drop support for images, that kicks in and takes over the drag'n'drop process, thus generating `pointercancel` event. - The browser now handles drag'n'drop of the image on its own. The user may even drag the ball image out of the browser, into their Mail program or a File Manager. - No more `pointermove` events for us. -So the issue is that the browser "hijacks" the interaction: `pointercancel` fires and no more `pointermove` events are generated. +So the issue is that the browser "hijacks" the interaction: `pointercancel` fires in the beginning of the "drag-and-drop" process, and no more `pointermove` events are generated. ```online -Here's the demo with pointer events (only `up/down`, `move` and `cancel`) logged in the textarea: +Here's the drag'n'drop demo with loggin of pointer events (only `up/down`, `move` and `cancel`) in the `textarea`: [iframe src="ball" height=240 edit] ``` -We'd like to implement our own drag'n'drop, so let's tell the browser not to take it over. +We'd like to implement the drag'n'drop on our own, so let's tell the browser not to take it over. -**Prevent default browser actions to avoid `pointercancel`.** +**Prevent the default browser action to avoid `pointercancel`.** We need to do two things: 1. Prevent native drag'n'drop from happening: - We can do this by setting `ball.ondragstart = () => false`, just as described in the article . - That works well for mouse events. -2. For touch devices, there are also touch-related browser actions. We'll have problems with them too. - - We can prevent them by setting `#ball { touch-action: none }` in CSS. +2. For touch devices, there are other touch-related browser actions (besides drag'n'drop). To avoid problems with them too: + - Prevent them by setting `#ball { touch-action: none }` in CSS. - Then our code will start working on touch devices. After we do that, the events will work as intended, the browser won't hijack the process and doesn't emit `pointercancel`. @@ -156,46 +160,79 @@ Now we can add the code to actually move the ball, and our drag'n'drop will work Pointer capturing is a special feature of pointer events. -The idea is that we can "bind" all events with a particular `pointerId` to a given element. Then all subsequent events with the same `pointerId` will be retargeted to the same element. That is: the browser sets that element as the target and trigger associated handlers, no matter where it actually happened. +The idea is very simple, but may seem quite odd at first, as nothing like that exists for any other event type. + +The main method is: +- `elem.setPointerCapture(pointerId)` -- binds events with the given `pointerId` to `elem`. After the call all pointer events with the same `pointerId` will have `elem` as the target (as if happened on `elem`), no matter where in document they really happened. -The related methods are: -- `elem.setPointerCapture(pointerId)` - binds the given `pointerId` to `elem`. -- `elem.releasePointerCapture(pointerId)` - unbinds the given `pointerId` from `elem`. +In other words, `elem.setPointerCapture(pointerId)` retargets all subsequent events with the given `pointerId` to `elem`. -Such binding doesn't hold long. It's automatically removed after `pointerup` or `pointercancel` events, or when the target `elem` is removed from the document. +The binding is removed: +- automatically when `pointerup` or `pointercancel` events occur, +- automatically when `elem` is removed from the document, +- when `elem.releasePointerCapture(pointerId)` is called. + +Now what is it good for? It's time to see a real-life example. + +**Pointer capturing can be used to simplify drag'n'drop kind of interactions.** + +Let's recall how one can implement a custom slider, described in the . + +We can make a `slider` element to represent the strip and the "runner" (`thumb`) inside it: + +```html +
    +
    +
    +``` -Now when do we need this? +With styles, it looks like this: -**Pointer capturing is used to simplify drag'n'drop kind of interactions.** +[iframe src="slider-html" height=40 edit] -Let's recall the problem we met while making a custom slider in the article . +

    -1) First, the user presses `pointerdown` on the slider thumb to start dragging it. -2) ...But then, as they move the pointer, it may leave the slider: go below or over it. +And here's the working logic, as it was described, after replacing mouse events with similar pointer events: -But we continue tracking track `pointermove` events and move the thumb until `pointerup`, even though the pointer is not on the slider any more. +1. The user presses on the slider `thumb` -- `pointerdown` triggers. +2. Then they move the pointer -- `pointermove` triggers, and our code moves the `thumb` element along. + - ...As the pointer moves, it may leave the slider `thumb` element, go above or below it. The `thumb` should move strictly horizontally, remaining aligned with the pointer. -[Previously](info:mouse-drag-and-drop), to handle `pointermove` events that happen outside of the slider, we listened for `pointermove` events on the whole `document`. +In the mouse event based solution, to track all pointer movements, including when it goes above/below the `thumb`, we had to assign `mousemove` event handler on the whole `document`. -Pointer capturing provides an alternative solution: we can call `thumb.setPointerCapture(event.pointerId)` in `pointerdown` handler, and then all future pointer events until `pointerup` will be retargeted to `thumb`. +That's not a cleanest solution, though. One of the problems is that when a user moves the pointer around the document, it may trigger event handlers (such as `mouseover`) on some other elements, invoke totally unrelated UI functionality, and we don't want that. -That is: events handlers on `thumb` will be called, and `event.target` will always be `thumb`, even if the user moves their pointer around the whole document. So we can listen at `thumb` for `pointermove`, no matter where it happens. +This is the place where `setPointerCapture` comes into play. + +- We can call `thumb.setPointerCapture(event.pointerId)` in `pointerdown` handler, +- Then future pointer events until `pointerup/cancel` will be retargeted to `thumb`. +- When `pointerup` happens (dragging complete), the binding is removed automatically, we don't need to care about it. + +So, even if the user moves the pointer around the whole document, events handlers will be called on `thumb`. Nevertheless, coordinate properties of the event objects, such as `clientX/clientY` will still be correct - the capturing only affects `target/currentTarget`. Here's the essential code: ```js thumb.onpointerdown = function(event) { - // retarget all pointer events (until pointerup) to me + // retarget all pointer events (until pointerup) to thumb thumb.setPointerCapture(event.pointerId); -}; -thumb.onpointermove = function(event) { - // move the slider: listen at thumb, as all events are retargeted to it - let newLeft = event.clientX - slider.getBoundingClientRect().left; - thumb.style.left = newLeft + 'px'; + // start tracking pointer moves + thumb.onpointermove = function(event) { + // moving the slider: listen on the thumb, as all pointer events are retargeted to it + let newLeft = event.clientX - slider.getBoundingClientRect().left; + thumb.style.left = newLeft + 'px'; + }; + + // on pointer up finish tracking pointer moves + thumb.onpointerup = function(event) { + thumb.onpointermove = null; + thumb.onpointerup = null; + // ...also process the "drag end" if needed + }; }; -// note: no need to call thumb.releasePointerCapture, +// note: no need to call thumb.releasePointerCapture, // it happens on pointerup automatically ``` @@ -203,27 +240,43 @@ thumb.onpointermove = function(event) { The full demo: [iframe src="slider" height=100 edit] + +

    + +In the demo, there's also an additional element with `onmouseover` handler showing the current date. + +Please note: while you're dragging the thumb, you may hover over this element, and its handler *does not* trigger. + +So the dragging is now free of side effects, thanks to `setPointerCapture`. ``` -**As a summary: the code becomes cleaner as we don't need to add/remove handlers on the whole `document` any more. That's what pointer capturing does.** -There are two associated pointer events: + +At the end, pointer capturing gives us two benefits: +1. The code becomes cleaner as we don't need to add/remove handlers on the whole `document` any more. The binding is released automatically. +2. If there are other pointer event handlers in the document, they won't be accidentally triggered by the pointer while the user is dragging the slider. + +### Pointer capturing events + +There's one more thing to mention here, for the sake of completeness. + +There are two events associated with pointer capturing: - `gotpointercapture` fires when an element uses `setPointerCapture` to enable capturing. - `lostpointercapture` fires when the capture is released: either explicitly with `releasePointerCapture` call, or automatically on `pointerup`/`pointercancel`. ## Summary -Pointer events allow handling mouse, touch and pen events simultaneously. +Pointer events allow handling mouse, touch and pen events simultaneously, with a single piece of code. Pointer events extend mouse events. We can replace `mouse` with `pointer` in event names and expect our code to continue working for mouse, with better support for other device types. -Remember to set `touch-events: none` in CSS for elements that we engage, otherwise the browser will hijack many types of touch interactions, and pointer events won't be generated. +For drag'n'drops and complex touch interactions that the browser may decide to hijack and handle on its own - remember to cancel the default action on events and set `touch-action: none` in CSS for elements that we engage. -Additional abilities of Pointer events are: +Additional abilities of pointer events are: - Multi-touch support using `pointerId` and `isPrimary`. - Device-specific properties, such as `pressure`, `width/height`, and others. - Pointer capturing: we can retarget all pointer events to a specific element until `pointerup`/`pointercancel`. -As of now, pointer events are supported in all major browsers, so we can safely switch to them, as long as IE10- and Safari 12- are not needed. And even with those browsers, there are polyfills that enable the support of pointer events. +As of now, pointer events are supported in all major browsers, so we can safely switch to them, especially if IE10- and Safari 12- are not needed. And even with those browsers, there are polyfills that enable the support of pointer events. diff --git a/2-ui/3-event-details/6-pointer-events/slider-html.view/index.html b/2-ui/3-event-details/6-pointer-events/slider-html.view/index.html new file mode 100644 index 000000000..781016f52 --- /dev/null +++ b/2-ui/3-event-details/6-pointer-events/slider-html.view/index.html @@ -0,0 +1,6 @@ + + + +
    +
    +
    diff --git a/2-ui/3-event-details/6-pointer-events/slider-html.view/style.css b/2-ui/3-event-details/6-pointer-events/slider-html.view/style.css new file mode 100644 index 000000000..9b3d3b82d --- /dev/null +++ b/2-ui/3-event-details/6-pointer-events/slider-html.view/style.css @@ -0,0 +1,19 @@ +.slider { + border-radius: 5px; + background: #E0E0E0; + background: linear-gradient(left top, #E0E0E0, #EEEEEE); + width: 310px; + height: 15px; + margin: 5px; +} + +.thumb { + width: 10px; + height: 25px; + border-radius: 3px; + position: relative; + left: 10px; + top: -5px; + background: blue; + cursor: pointer; +} diff --git a/2-ui/3-event-details/6-pointer-events/slider.view/index.html b/2-ui/3-event-details/6-pointer-events/slider.view/index.html index 2c2a69ec7..b29e646a1 100644 --- a/2-ui/3-event-details/6-pointer-events/slider.view/index.html +++ b/2-ui/3-event-details/6-pointer-events/slider.view/index.html @@ -5,22 +5,33 @@
    +

    Mouse over here to see the date

    + diff --git a/2-ui/3-event-details/6-pointer-events/slider.view/style.css b/2-ui/3-event-details/6-pointer-events/slider.view/style.css index 9b3d3b82d..a84cd5e7e 100644 --- a/2-ui/3-event-details/6-pointer-events/slider.view/style.css +++ b/2-ui/3-event-details/6-pointer-events/slider.view/style.css @@ -8,6 +8,7 @@ } .thumb { + touch-action: none; width: 10px; height: 25px; border-radius: 3px; diff --git a/2-ui/3-event-details/7-keyboard-events/article.md b/2-ui/3-event-details/7-keyboard-events/article.md index 617852ccf..86e9b83fd 100644 --- a/2-ui/3-event-details/7-keyboard-events/article.md +++ b/2-ui/3-event-details/7-keyboard-events/article.md @@ -107,7 +107,7 @@ So, `event.code` may match a wrong character for unexpected layout. Same letters To reliably track layout-dependent characters, `event.key` may be a better way. -On the other hand, `event.code` has the benefit of staying always the same, bound to the physical key location, even if the visitor changes languages. So hotkeys that rely on it work well even in case of a language switch. +On the other hand, `event.code` has the benefit of staying always the same, bound to the physical key location. So hotkeys that rely on it work well even in case of a language switch. Do we want to handle layout-dependant keys? Then `event.key` is the way to go. @@ -139,22 +139,25 @@ For instance, the `` below expects a phone number, so it does not accept ```html autorun height=60 run ``` -Please note that special keys, such as `key:Backspace`, `key:Left`, `key:Right`, `key:Ctrl+V`, do not work in the input. That's a side-effect of the strict filter `checkPhoneKey`. +The `onkeydown` handler here uses `checkPhoneKey` to check for the key pressed. If it's valid (from `0..9` or one of `+-()`), then it returns `true`, otherwise `false`. -Let's relax it a little bit: +As we know, the `false` value returned from the event handler, assigned using a DOM property or an attribute, such as above, prevents the default action, so nothing appears in the `` for keys that don't pass the test. (The `true` value returned doesn't affect anything, only returning `false` matters) +Please note that special keys, such as `key:Backspace`, `key:Left`, `key:Right`, do not work in the input. That's a side-effect of the strict filter `checkPhoneKey`. These keys make it return `false`. + +Let's relax the filter a little bit by allowing arrow keys `key:Left`, `key:Right` and `key:Delete`, `key:Backspace`: ```html autorun height=60 run @@ -162,7 +165,9 @@ function checkPhoneKey(key) { Now arrows and deletion works well. -...But we still can enter anything by using a mouse and right-click + Paste. So the filter is not 100% reliable. We can just let it be like that, because most of time it works. Or an alternative approach would be to track the `input` event -- it triggers after any modification. There we can check the new value and highlight/modify it when it's invalid. +Even though we have the key filter, one still can enter anything using a mouse and right-click + Paste. Mobile devices provide other means to enter values. So the filter is not 100% reliable. + +The alternative approach would be to track the `oninput` event -- it triggers *after* any modification. There we can check the new `input.value` and modify it/highlight the `` when it's invalid. Or we can use both event handlers together. ## Legacy @@ -170,6 +175,12 @@ In the past, there was a `keypress` event, and also `keyCode`, `charCode`, `whic There were so many browser incompatibilities while working with them, that developers of the specification had no way, other than deprecating all of them and creating new, modern events (described above in this chapter). The old code still works, as browsers keep supporting them, but there's totally no need to use those any more. +## Mobile Keyboards + +When using virtual/mobile keyboards, formally known as IME (Input-Method Editor), the W3C standard states that a KeyboardEvent's [`e.keyCode` should be `229`](https://www.w3.org/TR/uievents/#determine-keydown-keyup-keyCode) and [`e.key` should be `"Unidentified"`](https://www.w3.org/TR/uievents-key/#key-attr-values). + +While some of these keyboards might still use the right values for `e.key`, `e.code`, `e.keyCode`... when pressing certain keys such as arrows or backspace, there's no guarantee, so your keyboard logic might not always work on mobile devices. + ## Summary Pressing a key always generates a keyboard event, be it symbol keys or special keys like `key:Shift` or `key:Ctrl` and so on. The only exception is `key:Fn` key that sometimes presents on a laptop keyboard. There's no keyboard event for it, because it's often implemented on lower level than OS. diff --git a/2-ui/3-event-details/7-keyboard-events/keyboard-dump.view/index.html b/2-ui/3-event-details/7-keyboard-events/keyboard-dump.view/index.html index 401062830..a0d5a4f40 100644 --- a/2-ui/3-event-details/7-keyboard-events/keyboard-dump.view/index.html +++ b/2-ui/3-event-details/7-keyboard-events/keyboard-dump.view/index.html @@ -28,7 +28,7 @@ - + diff --git a/2-ui/3-event-details/7-keyboard-events/keyboard-dump.view/script.js b/2-ui/3-event-details/7-keyboard-events/keyboard-dump.view/script.js index 5eba24c7a..d97f7a7b5 100644 --- a/2-ui/3-event-details/7-keyboard-events/keyboard-dump.view/script.js +++ b/2-ui/3-event-details/7-keyboard-events/keyboard-dump.view/script.js @@ -5,6 +5,8 @@ let lastTime = Date.now(); function handle(e) { if (form.elements[e.type + 'Ignore'].checked) return; + area.scrollTop = 1e6; + let text = e.type + ' key=' + e.key + ' code=' + e.code + diff --git a/2-ui/3-event-details/8-onscroll/1-endless-page/solution.md b/2-ui/3-event-details/8-onscroll/1-endless-page/solution.md index 10945ccd7..54c101193 100644 --- a/2-ui/3-event-details/8-onscroll/1-endless-page/solution.md +++ b/2-ui/3-event-details/8-onscroll/1-endless-page/solution.md @@ -55,11 +55,11 @@ function populate() { // document bottom let windowRelativeBottom = document.documentElement.getBoundingClientRect().bottom; - // if the user scrolled far enough (<100px to the end) - if (windowRelativeBottom < document.documentElement.clientHeight + 100) { - // let's add more data - document.body.insertAdjacentHTML("beforeend", `

    Date: ${new Date()}

    `); - } + // if the user hasn't scrolled far enough (>100px to the end) + if (windowRelativeBottom > document.documentElement.clientHeight + 100) break; + + // let's add more data + document.body.insertAdjacentHTML("beforeend", `

    Date: ${new Date()}

    `); } } ``` diff --git a/2-ui/3-event-details/8-onscroll/article.md b/2-ui/3-event-details/8-onscroll/article.md index 7b5cf4848..734bd84c6 100644 --- a/2-ui/3-event-details/8-onscroll/article.md +++ b/2-ui/3-event-details/8-onscroll/article.md @@ -1,6 +1,6 @@ # Scrolling -The `scroll` event allows to react on a page or element scrolling. There are quite a few good things we can do here. +The `scroll` event allows reacting to a page or element scrolling. There are quite a few good things we can do here. For instance: - Show/hide additional controls or information depending on where in the document the user is. @@ -34,4 +34,4 @@ If we add an event handler to these events and `event.preventDefault()` in it, t There are many ways to initiate a scroll, so it's more reliable to use CSS, `overflow` property. -Here are few tasks that you can solve or look through to see the applications on `onscroll`. +Here are few tasks that you can solve or look through to see applications of `onscroll`. diff --git a/2-ui/4-forms-controls/1-form-elements/article.md b/2-ui/4-forms-controls/1-form-elements/article.md index 01af1f400..f22518d9d 100644 --- a/2-ui/4-forms-controls/1-form-elements/article.md +++ b/2-ui/4-forms-controls/1-form-elements/article.md @@ -8,11 +8,11 @@ Working with forms will be much more convenient when we learn them. Document forms are members of the special collection `document.forms`. -That's a so-called "named collection": it's both named and ordered. We can use both the name or the number in the document to get the form. +That's a so-called *"named collection"*: it's both named and ordered. We can use both the name or the number in the document to get the form. ```js no-beautify -document.forms.my - the form with name="my" -document.forms[0] - the first form in the document +document.forms.my; // the form with name="my" +document.forms[0]; // the first form in the document ``` When we have a form, then any element is available in the named collection `form.elements`. @@ -36,9 +36,9 @@ For instance: ``` -There may be multiple elements with the same name, that's often the case with radio buttons. +There may be multiple elements with the same name. This is typical with radio buttons and checkboxes. -In that case `form.elements[name]` is a collection, for instance: +In that case, `form.elements[name]` is a *collection*. For instance: ```html run height=40
    @@ -119,7 +119,7 @@ That's easy to see in an example: ``` -That's usually not a problem, because we rarely change names of form elements. +That's usually not a problem, however, because we rarely change names of form elements. ```` @@ -155,7 +155,7 @@ Let's talk about form controls. ### input and textarea -We can access their value as `input.value` (string) or `input.checked` (boolean) for checkboxes. +We can access their value as `input.value` (string) or `input.checked` (boolean) for checkboxes and radio buttons. Like this: @@ -177,18 +177,16 @@ It stores only the HTML that was initially on the page, not the current value. A ``: -1. Find the corresponding `
    ` is in "edit mode", clicks on other cells are ignored. - The table may have many cells. Use event delegation. diff --git a/2-ui/4-forms-controls/2-focus-blur/5-keyboard-mouse/task.md b/2-ui/4-forms-controls/2-focus-blur/5-keyboard-mouse/task.md index fc48c21ff..644d814d9 100644 --- a/2-ui/4-forms-controls/2-focus-blur/5-keyboard-mouse/task.md +++ b/2-ui/4-forms-controls/2-focus-blur/5-keyboard-mouse/task.md @@ -9,4 +9,5 @@ Focus on the mouse. Then use arrow keys to move it: [demo src="solution"] P.S. Don't put event handlers anywhere except the `#mouse` element. + P.P.S. Don't modify HTML/CSS, the approach should be generic and work with any element. diff --git a/2-ui/4-forms-controls/2-focus-blur/article.md b/2-ui/4-forms-controls/2-focus-blur/article.md index d42013e5b..b866a5e2b 100644 --- a/2-ui/4-forms-controls/2-focus-blur/article.md +++ b/2-ui/4-forms-controls/2-focus-blur/article.md @@ -1,6 +1,6 @@ # Focusing: focus/blur -An element receives a focus when the user either clicks on it or uses the `key:Tab` key on the keyboard. There's also an `autofocus` HTML attribute that puts the focus into an element by default when a page loads and other means of getting a focus. +An element receives the focus when the user either clicks on it or uses the `key:Tab` key on the keyboard. There's also an `autofocus` HTML attribute that puts the focus onto an element by default when a page loads and other means of getting the focus. Focusing on an element generally means: "prepare to accept the data here", so that's the moment when we can run the code to initialize the required functionality. @@ -18,7 +18,7 @@ Let's use them for validation of an input field. In the example below: -- The `blur` handler checks if the field the email is entered, and if not -- shows an error. +- The `blur` handler checks if the field has an email entered, and if not -- shows an error. - The `focus` handler hides the error message (on `blur` it will be checked again): ```html run autorun height=60 @@ -104,11 +104,11 @@ The best recipe is to be careful when using these events. If we want to track us ``` ## Allow focusing on any element: tabindex -By default many elements do not support focusing. +By default, many elements do not support focusing. The list varies a bit between browsers, but one thing is always correct: `focus/blur` support is guaranteed for elements that a visitor can interact with: `