https://javascript.info Javascript Tutorial

Javascript Tutorial

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What is JavaScript?

JavaScript was initially created to “make webpages alive”. The programs in this language are called scripts. They can be written right in the HTML and execute automatically as the page loads. Scripts are provided and executed as a plain text. They don't need a special preparation or a compilation to run. In this aspect, JavaScript is very different from another language called Java. Why JavaScript? When JavaScript was created, it initially had another name: “LiveScript”. But Java language was very popular at that time, so it was decided that positioning a new language as a “younger brother” of Java would help. But as it evolved, JavaScript became a fully independent language, with its own specification called ECMAScript, and now it has no relation to Java at all. At present, JavaScript can execute not only in the browser, but also on the server, or actually on any device where there exists a special program called the JavaScript engine. The browser has an embedded engine, sometimes it's also called a “JavaScript virtual machine”. Different engines have different “codenames”, for example:
  • V8 – in Chrome and Opera.
  • SpiderMonkey – in Firefox.
  • …There are other codenames like “Trident”, “Chakra” for different versions of IE, “ChakraCore” for Microsoft Edge, “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 and Opera. How engines work? Engines are complicated. But the basics are easy.
  • The engine (embedded if it's a browser) reads (“parses”) the script.
  • Then it converts (“compiles”) the script to the machine language.
  • And then the machine code runs, pretty fast.
  • The engine applies optimizations on every stage of the process. It even watches the compiled script as it runs, analyzes the data that flows through it and applies optimizations to the machine code based on that knowledge. At the end, scripts are quite fast.

    What can in-browser JavaScript do?

    The modern JavaScript is a “safe” programming language. It does not provide low-level access to memory or CPU, because it was initially created for browsers which do not require it. The capabilities greatly depend on the environment that runs JavaScript. For instance, Node.JS supports functions that allow JavaScript to read/write arbitrary files, perform network requests etc. In-browser JavaScript can do everything related to webpage manipulation, interaction with the user and the webserver. For instance, in-browser JavaScript is able to:
  • Add new HTML to the page, change the existing content, modify styles.
  • React to user actions, run on mouse clicks, pointer movements, key presses.
  • Send requests over the network to remote servers, download and upload files (so-called AJAX and COMET technologies).
  • Get and set cookies, ask questions to the visitor, show messages.
  • Remember the data on the client-side (“local storage”).
  • What CAN'T in-browser JavaScript do?

    JavaScript's abilities in the browser are limited for the sake of the user's safety. The aim is to prevent an evil webpage from accessing private information or harming the user's data. The examples of such restrictions are: JavaScript on a webpage may not read/write arbitrary files on the hard disk, copy them or execute programs. It has no direct access to OS system functions. Modern browsers allow it to work with files, but the access is limited and only provided if the user does certain actions, like “dropping” a file into a browser window or selecting it via an <input> tag. There are ways to interact with camera/microphone and other devices, but they require a user's explicit permission. So a JavaScript-enabled page may not sneakily enable a web-camera, observe the surroundings and send the information to the NSA. Different tabs/windows generally do not know about each other. Sometimes they do, for example when one window uses JavaScript to open the other one. But even in this case, JavaScript from one page may not access the other if they come from different sites (from a different domain, protocol or port). This is called the “Same Origin Policy”. To work around that, both pages must contain a special JavaScript code that handles data exchange. The limitation is again for user's safety. A page from http://anysite.com which a user has opened must not be able to access another browser tab with the URL http://gmail.com and steal information from there. JavaScript can easily communicate over the net to the server where the current page came from. But its ability to receive data from other sites/domains is crippled. Though possible, it requires explicit agreement (expressed in HTTP headers) from the remote side. Once again, that's safety limitations. Such limits do not exist if JavaScript is used outside of the browser, for example on a server. Modern browsers also allow installing plugin/extensions which may get extended permissions.

    What makes JavaScript unique?

    There are at least three great things about JavaScript:
  • Full integration with HTML/CSS.
  • Simple things done simply.
  • Supported by all major browsers and enabled by default.
  • Combined, these three things exist only in JavaScript and no other browser technology. That's what makes JavaScript unique. That's why it's the most widespread tool to create browser interfaces. While planning to learn a new technology, it's beneficial to check its perspectives. So let's move on to the modern trends that include new languages and browser abilities.

    Languages “over” JavaScript

    The syntax of JavaScript does not suit everyone's needs. Different people want different features. That's to be expected, because projects and requirements are different for everyone. So recently a plethora of new languages appeared, which are transpiled (converted) to JavaScript before they run in the browser. Modern tools make the transpilation very fast and transparent, actually allowing developers to code in another language and autoconverting it “under the hood”. Examples of such languages:
  • CoffeeScript is a “syntactic sugar” for JavaScript, it introduces shorter syntax, allowing to write more precise and clear code. Usually Ruby devs like it.
  • TypeScript is concentrated on adding “strict data typing”, to simplify development and support of complex systems. It is developed by Microsoft.
  • Dart is a standalone language that has its own engine that runs in non-browser environments (like mobile apps). It was initially offered by Google as a replacement for JavaScript, but as of now, browsers require it to be transpiled to JavaScript just like the ones above.
  • There are more. Of course even if we use one of those languages, we should also know JavaScript, to really understand what we're doing.

    Summary

  • JavaScript was initially created as a browser-only language, but now it is used in many other environments as well.
  • At this moment, JavaScript has a unique position as the most widely-adopted browser language with full integration 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.
  • A code editor is the place where programmers spend most of their time. There are two archetypes: IDE and lightweight editors. Many people feel comfortable choosing one tool of each type.

    IDE

    The term IDE (Integrated Development Environment) means a powerful editor with many features that usually operates on a “whole project”. As the name suggests, that's not just an editor, but a full-scale “development environment”. An IDE loads the project (can be many files), allows navigation between files, provides autocompletion based on the whole project (not just the open file), integrates with a version management system (like git), a testing environment and other “project-level” stuff. If you haven't considered selecting an IDE yet, look at the following variants:
  • WebStorm for frontend development and other editors of the same company if you need additional languages.
  • Visual Studio is fine if you're a .NET developer, and a free version is available (Visual Studio Community)
  • Netbeans.
  • All of the IDEs except Visual Studio are available on Windows, MacOs and Linux. Visual Studio doesn't work on Linux. Most IDEs are paid, but have a trial period. Their cost is usually negligible compared to a qualified developer's salary, so just choose the best one for you.

    Lightweight editors

    “Lightweight editors” are not as powerful as IDEs, but they're fast, elegant and simple. They are mainly used to instantly open and edit a file. The main difference between a “lightweight editor” and an “IDE” is that an IDE works on a project-level, so it loads much more data on start, analyzes the project structure if needed and so on. A lightweight editor is much faster if we need only one file. In practice, lightweight editors may have a lot of plugins including directory-level syntax analyzers and autocompleters, so there's no strict border between a lightweight editor and an IDE. The following options deserve your attention:
  • Visual Studio Code (cross-platform, free).
  • Atom (cross-platform, free).
  • Sublime Text (cross-platform, shareware).
  • Notepad++ (Windows, free).
  • Vim and Emacs are also cool, if you know how to use them.
  • My favorites

    The personal preference of the author is to have both an IDE for projects and a lightweight editor for quick and easy file editing. I'm using:
  • WebStorm for JS, and if there is one more language in the project, then I switch to one of the other Jetbrains offerings listed above.
  • As a lightweight editor – Sublime Text or Atom.
  • Let's not argue

    The editors in the lists above are those that either I or my friends who I consider good developers have been using for a long time and are happy with. There are other great editors in our big world. Please choose the one you like the most. The choice of an editor, like any other tool, is individual and depends on your projects, habits, personal preferences. Code is prone to errors. You are quite likely to make errors… Oh, what am I talking about? You are absolutely going to make errors, at least if you're a human, not a robot. But in the browser, a user doesn't see the errors by default. So, if something goes wrong in the script, we won't see what's broken and can't fix it. To see errors and get a lot of other useful information about scripts, browsers have embedded “developer tools”. Most often developers lean towards Chrome or Firefox for development, because those browsers have the best developer tools. Other browsers also provide developer tools, sometimes with special features, but are usually playing “catch-up” to Chrome or Firefox. So most people have a “favorite” browser and switch to others if a problem is browser-specific. Developer tools are really powerful, there are many features. To start, we'll learn how to open them, look at errors and run JavaScript commands.

    Google Chrome

    Open the page bug.html. There's an error in the JavaScript code on it. It's hidden from a regular visitor's eyes, so let's open developer tools to see it. Press F12 or, if you're on Mac, then Cmd+Opt+J. The developer tools will open on the Console tab by default. It looks somewhat like this: The exact look of developer tools depends on your version of Chrome. It changes from time to time, but should be similar.
  • Here we can see the red-colored error message. In this case the script contains an unknown “lalala” command.
  • On the right, there is a clickable link to the source bug.html:12 with the line number where the error has occurred.
  • Below the error message there is a blue > symbol. It marks a “command line” where we can type JavaScript commands and press Enter to run them (Shift+Enter to input multi-line commands). Now we can see errors and that's enough for the start. We'll be back to developer tools later and cover debugging more in-depth in the chapter Debugging in Chrome.

    Firefox, Edge and others

    Most other browsers use F12 to open developer tools. The look & feel of them is quite similar. Once you know how to use one of them (you can start with Chrome), you can easily switch to another.

    Safari

    Safari (Mac browser, not supported by Windows/Linux) is a little bit special here. We need to enable the “Develop menu” first. Open Preferences and go to “Advanced” pane. There's a checkbox at the bottom: Now Cmd+Opt+C can toggle the console. Also note that the new top menu item named “Develop” has appeared. It has many commands and options.

    Summary

  • Developer tools allow us to see errors, run commands, examine variables and much more.
  • They can be opened with F12 for most browsers under Windows. Chrome for Mac needs Cmd+Opt+J, Safari: Cmd+Opt+C (need to enable first).
  • Now we have the environment ready. In the next section we'll get down to JavaScript. The tutorial that you're reading is about core JavaScript, which is platform-independent. Further on, you will learn Node.JS and other platforms that use it. But, we need a working environment to run our scripts, and, just because this book is online, the browser is a good choice. We'll keep the amount of browser-specific commands (like alert) to a minimum, so that you don't spend time on them if you plan to concentrate on another environment like Node.JS. On the other hand, browser details are explained in detail in the next part of the tutorial. So first, let's see how to attach a script to a webpage. For server-side environments, you can just execute it with a command like "node my.js" for Node.JS.

    The “script” tag

    JavaScript programs can be inserted in any part of an HTML document with the help of the <script> tag. For instance: <!DOCTYPE HTML> <html> <body> <p>Before the script...</p> <script> alert( 'Hello, world!' ); </script> <p>...After the script.</p> </body> </html> You can run the example by clicking on the “Play” button in its right-top corner. The <script> tag contains JavaScript code which is automatically executed when the browser meets the tag.

    The modern markup

    The <script> tag has a few attributes that are rarely used nowadays, but we can find them in old code:
    The type attribute: <script type=…>
    The old standard HTML4 required a script to have a type. Usually it was type="text/javascript". The modern HTML standard assumes this type by default. No attribute is required.
    The language attribute: <script language=…>
    This attribute was meant to show the language of the script. As of now, this attribute makes no sense, the language is JavaScript by default. No need to use it.
    Comments before and after scripts.
    In really ancient books and guides, one may find comments inside <script>, like this: <script type="text/javascript"><!-- ... //--></script> These comments were supposed to hide the code from an old browser that didn't know about a <script> tag. But all browsers born in the past 15+ years don't have any issues. We mention it here, because such comments serve as a sign. If you see that somewhere – that code is probably really old and not worth looking into.

    External scripts

    If we have a lot of JavaScript code, we can put it into a separate file. The script file is attached to HTML with the src attribute: <script src="/path/to/script.js"></script> Here /path/to/script.js is an absolute path to the file with the script (from the site root). It is also possible to provide a path relative to the current page. For instance, src="script.js" would mean a file "script.js" in the current folder. We can give a full URL as well, for instance: <script src="https://cdnjs.cloudflare.com/ajax/libs/lodash.js/3.2.0/lodash.js"></script> To attach several scripts, use multiple tags: <script src="/js/script1.js"></script> <script src="/js/script2.js"></script> … Please note: As a rule, only the simplest scripts are put into HTML. More complex ones reside in separate files. The benefit of a separate file is that the browser will download it and then store in its cache. After this, other pages that want the same script will take it from the cache instead of downloading it. So the file is actually downloaded only once. That saves traffic and makes pages faster. If src is set, the script content is ignored. A single <script> tag can't have both the src attribute and the code inside. This won't work: <script src="file.js"> alert(1); // the content is ignored, because src is set </script> We must choose: either it's an external <script src="…"> or a regular <script> with code. The example above can be split into two scripts to work: <script src="file.js"></script> <script> alert(1); </script>

    Summary

  • We can use a <script> tag to add JavaScript code to the page.
  • The type and language attributes are not required.
  • A script in an external file can be inserted with <script src="path/to/script.js"></script>.
  • There is much more to learn about browser scripts and their interaction with the web-page. But let's keep in mind that this part of the tutorial is devoted to the JavaScript language, so we shouldn't distract ourselves from it. We'll be using a browser as a way to run JavaScript, which is very convenient for online reading, but yet one of many. Do it in a sandbox, or on your hard drive, doesn't matter, just ensure that it works. Demo in new window Open the solution in the sandbox.

    Show an alert with an external script

    importance: 5 Take the solution of the previous task Show an alert. Modify it by extracting the script content into an external file alert.js, residing in the same folder. Open the page, ensure that the alert works. The HTML code: <!DOCTYPE html> <html> <body> <script src="alert.js"></script> </body> </html> For the file alert.js in the same folder: alert("I'm JavaScript!"); Previous lessonNext lesson Share The first thing to study is the building blocks of the code.

    Statements

    Statements are syntax constructs and commands that perform actions. We've already seen a statement alert('Hello, world!'), which shows the message. We can have as many statements in the code as we want. Another statement can be separated with a semicolon. For example, here we split the message into two: alert('Hello'); alert('World'); Usually each statement is written on a separate line – thus the code becomes more readable: alert('Hello'); alert('World');

    Semicolons

    A semicolon may be omitted in most cases when a line break exists. This would also work: alert('Hello') alert('World') Here JavaScript interprets the line break as an “implicit” semicolon. That's also called an automatic semicolon insertion. In most cases a newline implies a semicolon. But “in most cases” does not mean “always”! There are cases when a newline does not mean a semicolon, for example: alert(3 + 1 + 2); 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”, no semicolon required. And in this case that works as intended. But there are situations where JavaScript “fails” to assume a semicolon where it is really needed. Errors which occur in such cases are quite hard to find and fix. An example of an error If you're curious to see a concrete example of such an error, check this code out: [1, 2].forEach(alert) No need to think about the meaning of the brackets [] and forEach yet. We'll study them later, for now it does not matter. Let's just remember the result: it shows 1, then 2. Now let's add an alert before the code and not finish it with a semicolon: alert("There will be an error") [1, 2].forEach(alert) Now if we run it, only the first alert is shown, and then we have an error! But everything is fine again if we add a semicolon after alert: alert("All fine now"); [1, 2].forEach(alert) Now we have the “All fine now” message and then 1 and 2. The error in the no-semicolon variant occurs because JavaScript does not imply a semicolon before square brackets [...]. So, because the semicolon is not auto-inserted, the code in the first example is treated as a single statement. That's how the engine sees it: alert("There will be an error")[1, 2].forEach(alert) But it should be two separate statements, not a single one. Such a merging in this case is just wrong, hence the error. There are other situations when such a thing happens. It's recommended to put semicolons between statements even if they are separated by newlines. This rule is widely adopted by the community. Let's note once again – it is possible to leave out semicolons most of the time. But it's safer – especially for a beginner – to use them.

    Comments

    As time goes on, the program becomes more and more complex. It becomes necessary to add comments which describe what happens and why. Comments can be put into any place of the script. They don't affect the execution, because the engine simply ignores them. One-line comments start with two forward slash characters //. The rest of the line is a comment. It may occupy a full line of its own or follow a statement. Like here: // This comment occupies a line of its own alert('Hello'); alert('World'); // This comment follows the statement Multiline comments start with a forward slash and an asterisk /* and end with an asterisk and a forward slash */. Like this: /* An example with two messages. This is a multiline comment. */ alert('Hello'); alert('World'); The content of comments is ignored, so if we put code inside /* … */ it won't execute. Sometimes it comes in handy to temporarily disable a part of code: /* Commenting out the code alert('Hello'); */ alert('World'); Use hotkeys! In most editors a line of code can be commented out by Ctrl+/ hotkey for a single-line comment and something like Ctrl+Shift+/ – for multiline comments (select a piece of code and press the hotkey). For Mac try Cmd instead of Ctrl. Nested comments are not supported! There may not be /*...*/ inside another /*...*/. Such code will die with an error: /* /* nested comment ?!? */ */ alert( 'World' ); Please, don't hesitate to comment your code. Comments increase the overall code footprint, but that's not a problem at all. There are many tools which minify the code before publishing to the production server. They remove comments, so they don't appear in the working scripts. Therefore comments do not have any negative effects on production at all. Further in the tutorial, there will be a chapter Coding style that also explains how to write better comments. For a long time JavaScript was evolving without compatibility issues. New features were added to the language, but the old functionality did not change. That had the benefit of never breaking existing code. But the downside was that any mistake or an imperfect decision made by JavaScript creators got stuck in the language forever. It had been so until 2009 when ECMAScript 5 (ES5) appeared. It added new features to the language and modified some of the existing ones. To keep the old code working, most modifications are off by default. One needs to enable them explicitly with a special directive "use strict".

    “use strict”

    The directive looks like a string: "use strict" or 'use strict'. When it is located on the top of the script, then the whole script works the “modern” way. For example "use strict"; // this code works the modern way ... We will learn functions (a way to group commands) soon. Looking ahead let's just note that "use strict" can be put at the start of a function (most kinds of functions) instead of the whole script. Then strict mode is enabled in that function only. But usually people use it for the whole script. Ensure that “use strict” is at the top Please make sure that "use strict" is on the top of the script, otherwise the strict mode may not be enabled. There is no strict mode here: alert("some code"); // "use strict" below is ignored, must be on the top "use strict"; // strict mode is not activated Only comments may appear above "use strict". There's no way to cancel use strict There is no directive "no use strict" or alike, that would return the old behavior. Once we enter the strict mode, there's no return.

    Always “use strict”

    The differences of "use strict" versus the “default” mode are still to be covered. In the next chapters, as we learn language features, we'll make notes about the differences of the strict mode. Luckily, there are not so many. And they actually make our life better. At this point in time it's enough to know about it in general:
  • The "use strict" directive switches the engine to the “modern” mode, changing the behavior of some built-in features. We'll see the details as we study.
  • The strict mode is enabled by "use strict" at the top. Also there are several language features like “classes” and “modules” that enable strict mode automatically.
  • The strict mode is supported by all modern browsers.
  • It's always recommended to start scripts with "use strict". All examples in this tutorial assume so, unless (very rarely) specified otherwise.
  • Most of the time, a JavaScript application needs to work with information. Here are 2 examples:
  • An online-shop – the information might include goods being sold and a shopping cart.
  • A chat application – the information might include users, messages, and much more.
  • Variables are used to store this information.

    A variable

    A variable is a “named storage” for data. We can use variables to store goodies, visitors and other data. To create a variable in JavaScript, we need to use the let keyword. The statement below creates (in other words: declares or defines) a variable with the name “message”: let message; Now we can put some data into it by using the assignment operator =: let message; message = 'Hello'; // store the string The string is now saved into the memory area associated with the variable. We can access it using the variable name: let message; message = 'Hello!'; alert(message); // shows the variable content To be concise we can merge the variable declaration and assignment into a single line: let message = 'Hello!'; // define the variable and assign the value alert(message); // Hello! We can also declare multiple variables in one line: let user = 'John', age = 25, message = 'Hello'; That might seem shorter, but it's not recommended. For the sake of better readability, please use a single line per variable. The multiline variant is a bit longer, but easier to read: let user = 'John'; let age = 25; let message = 'Hello'; Some people also write many variables like that: let user = 'John', age = 25, message = 'Hello'; …Or even in the “comma-first” style: let user = 'John' , age = 25 , message = 'Hello'; Technically, all these variants do the same. So, it's a matter of personal taste and aesthetics. var instead of let In older scripts you may also find another keyword: var instead of let: var message = 'Hello'; The var keyword is almost the same as let. It also declares a variable, but in a slightly different, “old-school” fashion. There are subtle differences between let and var, but they do not matter for us yet. We'll cover them in detail later, in the chapter The old "var".

    A real-life analogy

    We can easily grasp the concept of a “variable” if we imagine it as a “box” for data, with a uniquely-named sticker on it. For instance, the variable message can be imagined as a box labeled "message" with the value "Hello!" in it: We can put any value into the box. Also we can change it. The value can be changed as many times as needed: let message; message = 'Hello!'; message = 'World!'; // value changed alert(message); When the value is changed, the old data is removed from the variable: We can also declare two variables and copy data from one into the other. let hello = 'Hello world!'; let message; // copy 'Hello world' from hello into message message = hello; // now two variables hold the same data alert(hello); // Hello world! alert(message); // Hello world! Functional languages It may be interesting to know that there also exist functional programming languages that forbid changing a variable value. For example, Scala or Erlang. In such languages, once the value is stored “in the box”, it's there forever. If we need to store something else, the language forces us to create a new box (declare a new variable). We can't reuse the old one. Though it may seem a little bit odd at first sight, these languages are quite capable of serious development. More than that, there are areas like parallel computations where this limitation confers certain benefits. Studying such a language (even if not planning to use it soon) is recommended to broaden the mind.

    Variable naming

    There are two limitations for a variable name in JavaScript:
  • The name must contain only letters, digits, symbols $ and _.
  • The first character must not be a digit.
  • Valid names, for instance: let userName; let test123; When the name contains multiple words, camelCase is commonly used. That is: words go one after another, each word starts with a capital letter: myVeryLongName. What's interesting – the dollar sign '$' and the underscore '_' can also be used in names. They are regular symbols, just like letters, without any special meaning. These names are valid: let $ = 1; // declared a variable with the name "$" let _ = 2; // and now a variable with the name "_" alert($ + _); // 3 Examples of incorrect variable names: let 1a; // cannot start with a digit let my-name; // a hyphen '-' is not allowed in the name Case matters Variables named apple and AppLE – are two different variables. Non-english letters are allowed, but not recommended It is possible to use any language, including cyrillic letters or even hieroglyphs, like this: let имя = '...'; let 我 = '...'; Technically, there is no error here, such names are allowed, but there is an international tradition to use English in variable names. Even if we're writing a small script, it may have a long life ahead. People from other countries may need to read it some time. Reserved names There is a list of reserved words, which cannot be used as variable names, because they are used by the language itself. For example, words let, class, return, function are reserved. The code below gives a syntax error: let let = 5; // can't name a variable "let", error! let return = 5; // also can't name it "return", error! An assignment without use strict Normally, we need to define a variable before using it. But in the old times, it was technically possible to create a variable by a mere assignment of the value, without let. This still works now if we don't put use strict. The behavior is kept for compatibility with old scripts. // note: no "use strict" in this example num = 5; // the variable "num" is created if didn't exist alert(num); // 5 That's a bad practice, it gives an error in the strict mode: "use strict"; num = 5; // error: num is not defined

    Constants

    To declare a constant (unchanging) variable, one can use const instead of let: const myBirthday = '18.04.1982'; Variables declared using const are called “constants”. They cannot be changed. An attempt to do it would cause an error: const myBirthday = '18.04.1982'; myBirthday = '01.01.2001'; // error, can't reassign the constant! When a programmer is sure that the variable should never change, he can use const to guarantee it, and also to clearly show that fact to everyone.

    Uppercase constants

    There is a widespread practice to use constants as aliases for difficult-to-remember values that are known prior to execution. Such constants are named using capital letters and underscores. Like this: const COLOR_RED = "#F00"; const COLOR_GREEN = "#0F0"; const COLOR_BLUE = "#00F"; const COLOR_ORANGE = "#FF7F00"; // ...when we need to pick a color let color = COLOR_ORANGE; alert(color); // #FF7F00 Benefits:
  • COLOR_ORANGE is much easier to remember than "#FF7F00".
  • It is much easier to mistype in "#FF7F00" than in COLOR_ORANGE.
  • When reading the code, COLOR_ORANGE is much more meaningful than #FF7F00.
  • When should we use capitals for a constant, and when should we name them normally? Let's make that clear. Being a “constant” just means that the value never changes. But there are constants that are known prior to execution (like a hexadecimal value for red), and there are those that are calculated in run-time, during the execution, but do not change after the assignment. For instance: const pageLoadTime = /* time taken by a webpage to load */; The value of pageLoadTime is not known prior to the page load, so it's named normally. But it's still a constant, because it doesn't change after assignment. In other words, capital-named constants are only used as aliases for “hard-coded” values.

    Name things right

    Talking about variables, there's one more extremely important thing. Please name the variables sensibly. Take time to think if needed. Variable naming is one of the most important and complex skills in programming. A quick glance at variable names can reveal which code is written by a beginner and which by an experienced developer. In a real project, most of the time is spent on modifying and extending the existing code base, rather than writing something completely separate from scratch. And when we return to the code after some time of doing something else, it's much easier to find information that is well-labeled. Or, in other words, when the variables have good names. Please spend some time thinking about the right name for a variable before declaring it. This will repay you a lot. Some good-to-follow rules are:
  • Use human-readable names like userName or shoppingCart.
  • Stay away from abbreviations or short names like a, b, c, unless you really know what you're doing.
  • Make the name maximally descriptive and concise. Examples of bad names are data and value. Such a name says nothing. It is only ok to use them if it's exceptionally obvious from the context which data or value is meant.
  • Agree on terms within your team and in your own mind. If a site visitor is called a “user” then we should name related variables like currentUser or newUser, but not currentVisitor or a newManInTown.
  • Sounds simple? Indeed it is, but creating good descriptive-and-concise names in practice is not. Go for it. Reuse or create? And the last note. There are some lazy programmers who, instead of declaring a new variable, tend to reuse the existing ones. As a result, the variable is like a box where people throw different things without changing the sticker. What is inside it now? Who knows… We need to come closer and check. Such a programmer saves a little bit on variable declaration, but loses ten times more on debugging the code. An extra variable is good, not evil. Modern JavaScript minifiers and browsers optimize code well enough, so it won't create performance issues. Using different variables for different values can even help the engine to optimize.

    Summary We can declare variables to store data. That can be done using var or let or const.
  • let – is a modern variable declaration. The code must be in strict mode to use let in Chrome (V8).
  • var – is an old-school variable declaration. Normally we don't use it at all, but we'll cover subtle differences from let in the chapter The old "var", just in case you need them.
  • const – is like let, but the value of the variable can't be changed.
  • Variables should be named in a way that allows us to easily understand what's inside.
  • Declare two variables: admin and name.
  • Assign the value "John" to name.
  • Copy the value from name to admin.
  • Show the value of admin using alert (must output “John”).
  • In the code below, each line corresponds to the item in the task list. let admin, name; // can declare two variables at once name = "John"; admin = name; alert( admin ); // "John"

    Giving the right name

    importance: 3
  • Create the variable with the name of our planet. How would you name such a variable?
  • Create the variable to store the name of the current visitor. How would you name that variable?
  • First, the variable for the name of our planet. That's simple: let ourPlanetName = "Earth"; Note, we could use a shorter name planet, but it might be not obvious what planet it refers to. It's nice to be more verbose. At least until the variable isNotTooLong. Second, the name of the current visitor: let currentUserName = "John"; Again, we could shorten that to userName if we know for sure that the user is current. Modern editors and autocomplete make long variable names easy to write. Don't save on them. A name with 3 words in it is fine. And if your editor does not have proper autocompletion, get a new one.

    Uppercase const?

    importance: 4 Examine the following code: const birthday = '18.04.1982'; const age = someCode(birthday); Here we have a constant birthday date and the age is calculated from birthday with the help of some code (it is not provided for shortness, and because details don't matter here). Would it be right to use upper case for birthday? For age? Or even for both? const BIRTHDAY = '18.04.1982'; // make uppercase? const AGE = someCode(BIRTHDAY); // make uppercase? We generally use upper case for constants that are “hard-coded”. Or, in other words, when the value is known prior to execution and directly written into the code. In this code, birthday is exactly like that. So we could use the upper case for it. In contrast, age is evaluated in run-time. Today we have one age, a year after we'll have another one. It is constant in a sense that it does not change through the code execution. But it is a bit “less of a constant” than birthday, it is calculated, so we should keep the lower case for it. Previous lessonNext lesson Share A variable in JavaScript can contain any data. A variable can at one moment be a string and later receive a numeric value: // no error let message = "hello"; message = 123456; Programming languages that allow such things are called “dynamically typed”, meaning that there are data types, but variables are not bound to any of them. There are seven basic data types in JavaScript. Here we'll study the basics, and in the next chapters we'll talk about each of them in detail.

    A number

    let n = 123; n = 12.345; The number type serves both for integer and floating point numbers. There are many operations for numbers, e.g. multiplication *, division /, addition +, subtraction - and so on. Besides regular numbers, there are so-called “special numeric values” which also belong to that type: Infinity, -Infinity and NaN.
  • Infinity represents the mathematical Infinity ∞. It is a special value that's greater than any number. We can get it as a result of division by zero: alert( 1 / 0 ); // Infinity Or just mention it in the code directly: alert( Infinity ); // Infinity
  • NaN represents a computational error. It is a result of an incorrect or an undefined mathematical operation, for instance: alert( "not a number" / 2 ); // NaN, such division is erroneous NaN is sticky. Any further operation on NaN would give NaN: alert( "not a number" / 2 + 5 ); // NaN So, if there's NaN somewhere in a mathematical expression, it propagates to the whole result.
  • Mathematical operations are safe Doing maths is safe in JavaScript. We can do anything: divide by zero, treat non-numeric strings as numbers, etc. The script will never stop with a fatal error (“die”). At worst we'll get NaN as the result. Special numeric values formally belong to the “number” type. Of course they are not numbers in a common sense of this word. We'll see more about working with numbers in the chapter Numbers.

    A string

    A string in JavaScript must be quoted. let str = "Hello"; let str2 = 'Single quotes are ok too'; let phrase = `can embed ${str}`; In JavaScript, there are 3 types of quotes.
  • Double quotes: "Hello".
  • Single quotes: 'Hello'.
  • Backticks: `Hello`.
  • Double and single quotes are “simple” quotes. There's no difference between them in JavaScript. Backticks are “extended functionality” quotes. They allow us to embed variables and expressions into a string by wrapping them in ${…}, for example: let name = "John"; // embed a variable alert( `Hello, ${name}!` ); // Hello, John! // embed an expression alert( `the result is ${1 + 2}` ); // the result is 3 The expression inside ${…} is evaluated and the result becomes a part of the string. We can put anything there: a variable like name or an arithmetical expression like 1 + 2 or something more complex. Please note that this can only be done in backticks. Other quotes do not allow such embedding! alert( "the result is ${1 + 2}" ); // the result is ${1 + 2} (double quotes do nothing) We'll cover strings more thoroughly in the chapter Strings. There is no character type. In some languages, there is a special “character” type for a single character. For example, in the C language and in Java it is char. In JavaScript, there is no such type. There's only one type: string. A string may consist of only one character or many of them.

    A boolean (logical type)

    The boolean type has only two values: true and false. This type is commonly used to store yes/no values: true means “yes, correct”, and false means “no, incorrect”. For instance: let nameFieldChecked = true; // yes, name field is checked let ageFieldChecked = false; // no, age field is not checked Boolean values also come as a result of comparisons: let isGreater = 4 > 1; alert( isGreater ); // true (the comparison result is "yes") We'll cover booleans more deeply later in the chapter Logical operators.

    The “null” value

    The special null value does not belong to any type of those described above. It forms a separate type of its own, which contains only the null value: let age = null; In JavaScript null is not a “reference to a non-existing object” or a “null pointer” like in some other languages. It's just a special value which has the sense of “nothing”, “empty” or “value unknown”. The code above states that the age is unknown or empty for some reason.

    The “undefined” value

    The special value undefined stands apart. It makes a type of its own, just like null. The meaning of undefined is “value is not assigned”. If a variable is declared, but not assigned, then its value is exactly undefined: let x; alert(x); // shows "undefined" Technically, it is possible to assign undefined to any variable: let x = 123; x = undefined; alert(x); // "undefined" …But it's not recommended to do that. Normally, we use null to write an “empty” or an “unknown” value into the variable, and undefined is only used for checks, to see if the variable is assigned or similar.

    Objects and Symbols

    The object type is special. All other types are called “primitive”, because their values can contain only a single thing (be it a string or a number or whatever). In contrast, objects are used to store collections of data and more complex entities. We'll deal with them later in the chapter Objects after we know enough about primitives. The symbol type is used to create unique identifiers for objects. We have to mention it here for completeness, but it's better to study them after objects.

    The typeof operator

    The typeof operator returns the type of the argument. It's useful when we want to process values of different types differently, or just want to make a quick check. It supports two forms of syntax:
  • As an operator: typeof x.
  • Function style: typeof(x).
  • In other words, it works both with parentheses or without them. The result is the same. The call to typeof x returns a string with the type name: typeof undefined // "undefined" typeof 0 // "number" typeof true // "boolean" typeof "foo" // "string" typeof Symbol("id") // "symbol" typeof Math // "object" (1) typeof null // "object" (2) typeof alert // "function" (3) The last three lines may need additional explanations:
  • Math is a built-in object that provides mathematical operations. We will learn it in the chapter Numbers. Here it serves just as an example of an object.
  • The result of typeof null is "object". That's wrong. It is an officially recognized error in typeof, kept for compatibility. Of course, null is not an object. It is a special value with a separate type of its own. So, again, that's an error in the language.
  • The result of typeof alert is "function", because alert is a function of the language. We'll study functions in the next chapters, and we'll see that there's no special “function” type in the language. Functions belong to the object type. But typeof treats them differently. Formally, it's incorrect, but very convenient in practice.
  • Summary There are 7 basic types in JavaScript.
  • number for numbers of any kind: integer or floating-point.
  • string for strings. A string may have one 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.
  • The typeof operator allows us to see which type is stored in the variable.
  • Two forms: typeof x or typeof(x).
  • Returns a string with the name of the type, like "string".
  • For null returns "object" – that's an error in the language, it's not an object in fact.
  • In the next chapters we'll concentrate on primitive values and once we're familiar with them, then we'll move on to objects. let name = "Ilya"; alert( `hello ${1}` ); // ? alert( `hello ${"name"}` ); // ? alert( `hello ${name}` ); // ? Backticks embed the expression inside ${...} into the string. let name = "Ilya"; // the expression is a number 1 alert( `hello ${1}` ); // hello 1 // the expression is a string "name" alert( `hello ${"name"}` ); // hello name // the expression is a variable, embed it alert( `hello ${name}` ); // hello Ilya
    Previous lessonNext lesson Share Most of the time, operators and functions automatically convert a value to the right type. That's called “type conversion”. For example, alert automatically converts any value to a string to show it. Mathematical operations convert values to numbers. There are also cases when we need to explicitly convert a value to put things right. Not talking about objects yet In this chapter we don't cover objects yet. Here we study primitives first. Later, after we learn objects, we'll see how object conversion works in the chapter Object to primitive conversion.

    ToString

    String conversion happens when we need the string form of a value. For example, alert(value) does it to show the value. We can also use a call String(value) function for that: let value = true; alert(typeof value); // boolean value = String(value); // now value is a string "true" alert(typeof value); // string String conversion is mostly obvious. A false becomes "false", null becomes "null" etc.

    ToNumber

    Numeric conversion happens in mathematical functions and expressions automatically. For example, when division / is applied to non-numbers: alert( "6" / "2" ); // 3, strings are converted to numbers We can use a Number(value) function to explicitly convert a value: let str = "123"; alert(typeof str); // string let num = Number(str); // becomes a number 123 alert(typeof num); // number Explicit conversion is usually required when we read a value from a string-based source like a text form, but we expect a number to be entered. If the string is not a valid number, the result of such conversion is NaN, for instance: let age = Number("an arbitrary string instead of a number"); alert(age); // NaN, conversion failed Numeric conversion rules:
    Value Becomes…
    undefined NaN
    null 0
    true and false 1 and 0
    string Whitespaces from the start and the end are removed. Then, if the remaining string is empty, the result is 0. Otherwise, the number is “read” from the string. An error gives NaN.
    Examples: alert( Number(" 123 ") ); // 123 alert( Number("123z") ); // NaN (error reading a number at "z") alert( Number(true) ); // 1 alert( Number(false) ); // 0 Please note that null and undefined behave differently here: null becomes a zero, while undefined becomes NaN. Addition ‘+' concatenates strings Almost all mathematical operations convert values to numbers. With a notable exception of the addition +. If one of the added values is a string, then another one is also converted to a string. Then it concatenates (joins) them: alert( 1 + '2' ); // '12' (string to the right) alert( '1' + 2 ); // '12' (string to the left) That only happens when one of the arguments is a string. Otherwise, values are converted to numbers.

    ToBoolean

    Boolean conversion is the simplest one. It happens in logical operations (later we'll meet condition tests and other kinds of them), but also can be performed manually with the call of Boolean(value). The conversion rule:
  • Values that are intuitively “empty”, like 0, an empty string, null, undefined and NaN become false.
  • Other values become true.
  • For instance: alert( Boolean(1) ); // true alert( Boolean(0) ); // false alert( Boolean("hello") ); // true alert( Boolean("") ); // false Please note: the string with zero "0" is true Some languages (namely PHP) treat "0" as false. But in JavaScript a non-empty string is always true. alert( Boolean("0") ); // true alert( Boolean(" ") ); // spaces, also true (any non-empty string is true)

    Summary There are three most widely used type conversions: to string, to number and to boolean. ToString – Occurs when we output something, can be performed with String(value). The conversion to string is usually obvious for primitive values. ToNumber – Occurs in math operations, can be performed with Number(value). The conversion follows the rules:
    Value Becomes…
    undefined NaN
    null 0
    true / false 1 / 0
    string The string is read “as is”, whitespaces from both sides are ignored. An empty string becomes 0. An error gives NaN.
    ToBoolean – Occurs in logical operations, or can be performed with Boolean(value). Follows the rules:
    Value Becomes…
    0, null, undefined, NaN, "" false
    any other value true
    Most of these rules are easy to understand and memorize. The notable exceptions where people usually make mistakes are:
  • undefined is NaN as a number, not 0.
  • "0" and space-only strings like " " are true as a boolean.
  • Objects are not covered here, we'll return to them later in the chapter
    Object to primitive conversion that is devoted exclusively to objects, after we learn more basic things about JavaScript. "" + 1 + 0 "" - 1 + 0 true + false 6 / "3" "2" * "3" 4 + 5 + "px" "$" + 4 + 5 "4" - 2 "4px" - 2 7 / 0 " -9\n" + 5 " -9\n" - 5 null + 1 undefined + 1 Think well, write down and then compare with the answer. "" + 1 + 0 = "10" // (1) "" - 1 + 0 = -1 // (2) true + false = 1 6 / "3" = 2 "2" * "3" = 6 4 + 5 + "px" = "9px" "$" + 4 + 5 = "$45" "4" - 2 = 2 "4px" - 2 = NaN 7 / 0 = Infinity " -9\n" + 5 = " -9\n5" " -9\n" - 5 = -14 null + 1 = 1 // (3) undefined + 1 = NaN // (4)
  • The addition with a string "" + 1 converts 1 to a string: "" + 1 = "1", and then we have "1" + 0, the same rule is applied.
  • The subtraction - (like most math operations) only works with numbers, it converts an empty string "" to 0.
  • null becomes 0 after the numeric conversion.
  • undefined becomes NaN after the numeric conversion.
  • Previous lessonNext lesson Share Many operators are known to us from school. They are addition +, a multiplication *, a subtraction - and so on. In this chapter we concentrate on aspects that are not covered by school arithmetic.

    Terms: “unary”, “binary”, “operand”

    Before we move on, let's grasp the common terminology.
  • An operand – is what operators are applied to. For instance in multiplication 5 * 2 there are two operands: the left operand is 5, and the right operand is 2. Sometimes people say “arguments” instead of “operands”.
  • An operator is unary if it has a single operand. For example, the unary negation - reverses the sign of the number: let x = 1; x = -x; alert( x ); // -1, unary negation was applied
  • An operator is binary if it has two operands. The same minus exists in the binary form as well: let x = 1, y = 3; alert( y - x ); // 2, binary minus subtracts values Formally, we're talking about two different operators here: the unary negation (single operand, reverses the sign) and the binary subtraction (two operands, subtracts).
  • Strings concatenation, binary +

    Now let's see special features of JavaScript operators that are beyond school arithmetics. Usually the plus operator + sums numbers. But if the binary + is applied to strings, it merges (concatenates) them: let s = "my" + "string"; alert(s); // mystring Note that if any of the operands is a string, then the other one is converted to a string too. For example: alert( '1' + 2 ); // "12" alert( 2 + '1' ); // "21" See, it doesn't matter whether the first operand is a string or the second one. The rule is simple: if either operand is a string, then convert the other one into a string as well. However, note that operations run from left to right. If there are two numbers followed by a string, the numbers will be added before being converted to a string: alert(2 + 2 + '1' ); // "41" and not "221" String concatenation and conversion is a special feature of the binary plus +. Other arithmetic operators work only with numbers. They always convert their operands to numbers. For instance, subtraction and division: alert( 2 - '1' ); // 1 alert( '6' / '2' ); // 3

    Numeric conversion, unary +

    The plus + exists in two forms. The binary form that we used above and the unary form. The unary plus or, in other words, the plus operator + applied to a single value, doesn't do anything with numbers, but if the operand is not a number, then it is converted into it. For example: // No effect on numbers let x = 1; alert( +x ); // 1 let y = -2; alert( +y ); // -2 // Converts non-numbers alert( +true ); // 1 alert( +"" ); // 0 It actually does the same as Number(...), but is shorter. A need to convert strings to numbers arises very often. For example, if we are getting values from HTML form fields, then they are usually strings. What if we want to sum them? The binary plus would add them as strings: let apples = "2"; let oranges = "3"; alert( apples + oranges ); // "23", the binary plus concatenates strings If we want to treat them as numbers, then we can convert and then sum: let apples = "2"; let oranges = "3"; // both values converted to numbers before the binary plus alert( +apples + +oranges ); // 5 // the longer variant // alert( Number(apples) + Number(oranges) ); // 5 From a mathematician's standpoint the abundance of pluses may seem strange. But from a programmer's standpoint, there's nothing special: unary pluses are applied first, they convert strings to numbers, and then the binary plus sums them up. Why are unary pluses applied to values before the binary one? As we're going to see, that's because of their higher precedence.

    Operators precedence

    If an expression has more than one operator, the execution order is defined by their precedence, or, in other words, there's an implicit priority order among the operators. From school we all know that the multiplication in the expression 1 + 2 * 2 should be calculated before the addition. That's exactly the precedence thing. The multiplication is said to have a higher precedence than the addition. Parentheses override any precedence, so if we're not satisfied with the order, we can use them, like: (1 + 2) * 2. There are many operators in JavaScript. Every operator has a corresponding precedence number. The one with the bigger number executes first. If the precedence is the same, the execution order is from left to right. An extract from the precedence table (you don't need to remember this, but note that unary operators are higher than corresponding binary ones):
    Precedence Name Sign
    16 unary plus +
    16 unary negation -
    14 multiplication *
    14 division /
    13 addition +
    13 subtraction -
    3 assignment =
    As we can see, the “unary plus” has a priority of 16, which is higher than 13 for the “addition” (binary plus). That's why in the expression "+apples + +oranges" unary pluses work first, and then 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 3. That's why when we assign a variable, like x = 2 * 2 + 1, then the calculations are done first, and afterwards the = is evaluated, storing the result in x. let x = 2 * 2 + 1; alert( x ); // 5 It is possible to chain assignments: let a, b, c; a = b = c = 2 + 2; alert( a ); // 4 alert( b ); // 4 alert( c ); // 4 Chained assignments evaluate from right to left. First the rightmost expression 2 + 2 is evaluated then assigned to the variables on the left: c, b and a. At the end, all variables share a single value. The assignment operator "=" returns a value An operator always returns a value. That's obvious for most of them like an addition + or a multiplication *. But the assignment operator follows that rule too. The call x = value writes the value into x and then returns it. Here's the demo that uses an assignment as part of a more complex expression: let a = 1; let b = 2; let c = 3 - (a = b + 1); alert( a ); // 3 alert( c ); // 0 In the example above, the result of (a = b + 1) is the value which is assigned to a (that is 3). It is then used to subtract from 3. Funny code, isn't it? We should understand how it works, because sometimes we can see it in 3rd-party libraries, but shouldn't write anything like that ourselves. Such tricks definitely don't make the code clearer and readable.

    Remainder %

    The remainder operator % despite its look does not have a relation to percents. The result of a % b is the remainder of the integer division of a by b. For instance: alert( 5 % 2 ); // 1 is a remainder of 5 divided by 2 alert( 8 % 3 ); // 2 is a remainder of 8 divided by 3 alert( 6 % 3 ); // 0 is a remainder of 6 divided by 3

    Exponentiation **

    The exponentiation operator ** is a recent addition to the language. For a natural number b, the result of a ** b is a multiplied by itself b times. For instance: alert( 2 ** 2 ); // 4 (2 * 2) alert( 2 ** 3 ); // 8 (2 * 2 * 2) alert( 2 ** 4 ); // 16 (2 * 2 * 2 * 2) The operator works for non-integer numbers of a and b as well, for instance: alert( 4 ** (1/2) ); // 2 (power of 1/2 is the same as a square root, that's maths) alert( 8 ** (1/3) ); // 2 (power of 1/3 is the same as a cubic root)

    Increment/decrement

    Increasing or decreasing a number by one is among the most common numerical operations. So, there are special operators for that:
  • Increment ++ increases a variable by 1: let counter = 2; counter++; // works the same as counter = counter + 1, but is shorter alert( counter ); // 3
  • Decrement -- decreases a variable by 1: let counter = 2; counter--; // works the same as counter = counter - 1, but is shorter alert( counter ); // 1
  • Important: Increment/decrement can be applied only to a variable. An attempt to use it on a value like 5++ will give an error. Operators ++ and -- can be placed both after and before the variable.
  • When the operator goes after the variable, it is called a “postfix form”: counter++.
  • The “prefix form” is when the operator stands before the variable: ++counter.
  • Both of these records do the same: increase counter by 1. Is there any difference? Yes, but we can only see it if we use the returned value of ++/--. Let's clarify. As we know, all operators return a value. Increment/decrement is not an exception here. The prefix form returns the new value, while the postfix form returns the old value (prior to increment/decrement). To see the difference, here's the example: let counter = 1; let a = ++counter; // (*) alert(a); // 2 Here in the line (*) the prefix call ++counter increments counter and returns the new value that is 2. So the alert shows 2. Now let's use the postfix form: let counter = 1; let a = counter++; // (*) changed ++counter to counter++ alert(a); // 1 In the line (*) the postfix form counter++ also increments counter, but returns the old value (prior to increment). So the alert shows 1. To summarize:
  • If the result of increment/decrement is not used, then there is no difference in which form to use: let counter = 0; counter++; ++counter; alert( counter ); // 2, the lines above did the same
  • If we'd like to increase the value and use the result of the operator right now, then we need the prefix form: let counter = 0; alert( ++counter ); // 1
  • If we'd like to increment, but use the previous value, then we need the postfix form: let counter = 0; alert( counter++ ); // 0
  • Increment/decrement among other operators Operators ++/-- can be used inside an expression as well. Their precedence is higher than most other arithmetical operations. For instance: let counter = 1; alert( 2 * ++counter ); // 4 Compare with: let counter = 1; alert( 2 * counter++ ); // 2, because counter++ returns the "old" value Though technically allowable, such notation usually makes the code less readable. One line does multiple things – not good. While reading the code, a fast “vertical” eye-scan can easily miss such counter++, and it won't be obvious that the variable increases. The “one line – one action” style is advised: let counter = 1; alert( 2 * counter ); counter++;

    Bitwise operators

    Bitwise operators treat arguments as 32-bit integer numbers and work on the level of their binary representation. These operators are not JavaScript-specific. They are supported in most programming languages. The list of operators:
  • AND ( & )
  • OR ( | )
  • XOR ( ^ )
  • NOT ( ~ )
  • LEFT SHIFT ( << )
  • RIGHT SHIFT ( >> )
  • ZERO-FILL RIGHT SHIFT ( >>> )
  • These operators are used very rarely. To understand them, we should delve into low-level number representation, and it would not be optimal to do that right now. Especially because we won't need them any time soon. If you're curious, you can read the Bitwise Operators article in MDN. It would be more practical to do that when a real need arises.

    Modify-in-place

    We often need to apply an operator to a variable and store the new result in it. For example: let n = 2; n = n + 5; n = n * 2; This notation can be shortened using operators += and *=: let n = 2; n += 5; // now n = 7 (same as n = n + 5) n *= 2; // now n = 14 (same as n = n * 2) alert( n ); // 14 Short “modify-and-assign” operators exist for all arithmetical and bitwise operators: /=, -= etc. Such operators have the same precedence as a normal assignment, so they run after most other calculations: let n = 2; n *= 3 + 5; alert( n ); // 16 (right part evaluated first, same as n *= 8)

    Comma

    The comma operator , is one of most rare and unusual operators. Sometimes it's used to write shorter code, so we need to know it in order to understand what's going on. The comma operator allows us to evaluate several expressions, dividing them with a comma ,. Each of them is evaluated, but the result of only the last one is returned. For example: let a = (1 + 2, 3 + 4); alert( a ); // 7 (the result of 3 + 4) Here, the first expression 1 + 2 is evaluated, and its result is thrown away, then 3 + 4 is evaluated and returned as the result. Comma has a very low precedence Please note that the comma operator has very low precedence, lower than =, so parentheses are important in the example above. Without them: a = 1 + 2, 3 + 4 evaluates + first, summing the numbers into a = 3, 7, then the assignment operator = assigns a = 3, and then the number after the comma 7 is not processed anyhow, so it's ignored. Why do we need such an operator which throws away everything except the last part? Sometimes people use it in more complex constructs to put several actions in one line. For example: // three operations in one line for (a = 1, b = 3, c = a * b; a < 10; a++) { ... } Such tricks are used in many JavaScript frameworks, that's why we mention them. But usually they don't improve the code readability, so we should think well before writing like that. let a = 1, b = 1; let c = ++a; // ? let d = b++; // ? The answer is:
  • a = 2
  • b = 2
  • c = 2
  • d = 1
  • let a = 1, b = 1; alert( ++a ); // 2, prefix form returns the new value alert( b++ ); // 1, postfix form returns the old value alert( a ); // 2, incremented once alert( b ); // 2, incremented once

    Assignment result

    importance: 3 What are the values of a and x after the code below? let a = 2; let x = 1 + (a *= 2); The answer is:
  • a = 4 (multiplied by 2)
  • x = 5 (calculated as 1 + 4)
  • Previous lessonNext lesson Share Many comparison operators we know from maths:
  • Greater/less than: a > b, a < b.
  • Greater/less than or equals: a >= b, a <= b.
  • Equality check is written as a == b (please note the double equation sign =. A single symbol a = b would mean an assignment).
  • Not equals. In maths the notation is , in JavaScript it's written as an assignment with an exclamation sign before it: a != b.
  • Boolean is the result

    Just as all other operators, a comparison returns a value. The value is of the boolean type.
  • true – means “yes”, “correct” or “the truth”.
  • false – means “no”, “wrong” or “a lie”.
  • For example: alert( 2 > 1 ); // true (correct) alert( 2 == 1 ); // false (wrong) alert( 2 != 1 ); // true (correct) A comparison result can be assigned to a variable, just like any value: let result = 5 > 4; // assign the result of the comparison alert( result ); // true

    String comparison

    To see which string is greater than the other, the so-called “dictionary” or “lexicographical” order is used. In other words, strings are compared letter-by-letter. For example: alert( 'Z' > 'A' ); // true alert( 'Glow' > 'Glee' ); // true alert( 'Bee' > 'Be' ); // true The algorithm to compare two strings is simple:
  • Compare first characters of both strings.
  • If the first one is greater(or less), then the first string is greater(or less) than the second. We're done.
  • Otherwise if first characters are equal, compare the second characters the same way.
  • Repeat until the end of any string.
  • If both strings ended simultaneously, then they are equal. Otherwise the longer string is greater.
  • In the example above, the comparison 'Z' > 'A' gets the result at the first step. Strings "Glow" and "Glee" are compared character-by-character:
  • G is the same as G.
  • l is the same as l.
  • o is greater than e. Stop here. The first string is greater.
  • Not a real dictionary, but Unicode order The comparison algorithm given above is roughly equivalent to the one used in book dictionaries or phone books. But it's not exactly the same. For instance, case matters. A capital letter "A" is not equal to the lowercase "a". Which one is greater? Actually, the lowercase "a" is. Why? Because the lowercase character has a greater index in the internal encoding table (Unicode). We'll get back to specific details and consequences in the chapter Strings.

    Comparison of different types

    When compared values belong to different types, they are converted to numbers. For example: alert( '2' > 1 ); // true, string '2' becomes a number 2 alert( '01' == 1 ); // true, string '01' becomes a number 1 For boolean values, true becomes 1 and false becomes 0, that's why: alert( true == 1 ); // true alert( false == 0 ); // true A funny consequence It is possible that at the same time:
  • Two values are equal.
  • One of them is true as a boolean and the other one is false as a boolean.
  • For example: let a = 0; alert( Boolean(a) ); // false let b = "0"; alert( Boolean(b) ); // true alert(a == b); // true! From JavaScript's standpoint that's quite normal. An equality check converts using the numeric conversion (hence "0" becomes 0), while Boolean conversion uses another set of rules.

    Strict equality

    A regular equality check == has a problem. It cannot differ 0 from false: alert( 0 == false ); // true The same thing with an empty string: alert( '' == false ); // true That's because operands of different types are converted to a number by the equality operator ==. An empty string, just like false, becomes a zero. What to do if we'd like to differentiate 0 from false? A strict equality operator === checks the equality without type conversion. In other words, if a and b are of different types, then a === b immediately returns false without an attempt to convert them. Let's try it: alert( 0 === false ); // false, because the types are different There also exists a “strict non-equality” operator !==, as an analogy for !=. The strict equality check operator is a bit longer to write, but makes it obvious what's going on and leaves less space for errors.

    Comparison with null and undefined

    Let's see more edge cases. There's a non-intuitive behavior when null or undefined are compared with other values.
    For a strict equality check ===
    These values are different, because each of them belongs to a separate type of its own. alert( null === undefined ); // false
    For a non-strict check ==
    There's a special rule. These two are a “sweet couple”: they equal each other (in the sense of ==), but not any other value. alert( null == undefined ); // true
    For maths and other comparisons < > <= >=
    Values null/undefined are converted to a number: null becomes 0, while undefined becomes NaN.
    Now let's see funny things that happen when we apply those rules. And, what's more important, how to not fall into a trap with these features.

    Strange result: null vs 0

    Let's compare null with a zero: alert( null > 0 ); // (1) false alert( null == 0 ); // (2) false alert( null >= 0 ); // (3) true Yeah, mathematically that's strange. The last result states that "null is greater than or equal to zero". Then one of the comparisons above must be correct, but they are both false. The reason is that an equality check == and comparisons > < >= <= work differently. Comparisons convert null to a number, hence treat it as 0. That's why (3) null >= 0 is true and (1) null > 0 is false. On the other hand, the equality check == for undefined and null works by the rule, without any conversions. They equal each other and don't equal anything else. That's why (2) null == 0 is false.

    An incomparable undefined

    The value undefined shouldn't participate in comparisons at all: alert( undefined > 0 ); // false (1) alert( undefined < 0 ); // false (2) alert( undefined == 0 ); // false (3) Why does it dislike a zero so much? Always false! We've got these results because:
  • Comparisons (1) and (2) return false because undefined gets converted to NaN. And NaN is a special numeric value which returns false for all comparisons.
  • The equality check (3) returns false, because undefined only equals null and no other value.
  • Evade problems

    Why did we observe these examples? Should we remember these peculiarities all the time? Well, not really. Actually, these tricky things will gradually become familiar over time, but there's a solid way to evade any problems with them. Just treat any comparison with undefined/null except the strict equality === with exceptional care. Don't use comparisons >= > < <= with a variable which may be null/undefined, unless you are really sure what you're doing. If a variable can have such values, then check for them separately.

    Summary

  • Comparison operators return a logical value.
  • Strings are compared letter-by-letter in the “dictionary” order.
  • When values of different types are compared, they get converted to numbers (with the exclusion of a strict equality check).
  • Values null and undefined equal == each other and do not equal any other value.
  • Be careful when using comparisons like > or < with variables that can occasionally be null/undefined. Making a separate check for null/undefined is a good idea.
  • 5 > 4 "apple" > "pineapple" "2" > "12" undefined == null undefined === null null == "\n0\n" null === +"\n0\n" 5 > 4 → true "apple" > "pineapple" → false "2" > "12" → true undefined == null → true undefined === null → false null == "\n0\n" → false null === +"\n0\n" → false Some of the reasons:
  • Obviously, true.
  • Dictionary comparison, hence false.
  • Again, dictionary comparison, first char of "2" is greater than the first char of "1".
  • Values null and undefined equal each other only.
  • Strict equality is strict. Different types from both sides lead to false.
  • See (4).
  • Strict equality of different types.
  • Previous lessonNext lesson Share This part of the tutorial aims to cover JavaScript “as is”, without environment-specific tweaks. But still we use a browser as the demo environment. So we should know at least a few user-interface functions. In this chapter we'll get familiar with the browser functions alert, prompt and confirm.

    alert

    Syntax: alert(message); This shows a message and pauses the script execution until the user presses “OK”. For example: alert("Hello"); The mini-window with the message is called a modal window. The word “modal” means that the visitor can't interact with the rest of the page, press other buttons etc, until they have dealt with the window. In this case – until they press “OK”.

    prompt

    Function prompt accepts two arguments: result = prompt(title[, default]); It shows a modal window with a text message, an input field for the visitor and buttons OK/CANCEL.
    title
    The text to show to the visitor.
    default
    An optional second parameter, the initial value for the input field.
    The visitor may type something in the prompt input field and press OK. Or they can cancel the input by pressing the CANCEL button or hitting the Esc key. The call to prompt returns the text from the field or null if the input was canceled. For instance: let age = prompt('How old are you?', 100); alert(`You are ${age} years old!`); // You are 100 years old! IE: always supply a default The second parameter is optional. But if we don't supply it, Internet Explorer would insert the text "undefined" into the prompt. Run this code in Internet Explorer to see that: let test = prompt("Test"); So, to look good in IE, it's recommended to always provide the second argument: let test = prompt("Test", ''); // <-- for IE

    confirm

    The syntax: result = confirm(question); Function confirm shows a modal window with a question and two buttons: OK and CANCEL. The result is true if OK is pressed and false otherwise. For example: let isBoss = confirm("Are you the boss?"); alert( isBoss ); // true if OK is pressed

    Summary We covered 3 browser-specific functions to interact with the visitor:
    alert
    shows a message.
    prompt
    shows a message asking the user to input text. It returns the text or, if CANCEL or Esc is clicked, all browsers return null.
    confirm
    shows a message and waits for the user to press “OK” or “CANCEL”. It returns true for OK and false for CANCEL/Esc.
    All these methods are modal: they pause the script execution and don't allow the visitor to interact with the rest of the page until the message has been dismissed. There are two limitations shared by all the methods above:
  • The exact location of the modal window is determined by the browser. Usually it's in the center.
  • The exact look of the window also depends on the browser. We can't modify it.
  • That is the price for simplicity. There are other ways to show nicer windows and richer interaction with the visitor, but if “bells and whistles” do not matter much, these methods work just fine.
    Run the demo JavaScript-code: let name = prompt("What is your name?", ""); alert(name); The full page: <!DOCTYPE html> <html> <body> <script> 'use strict'; let name = prompt("What is your name?", ""); alert(name); </script> </body> </html> Previous lessonNext lesson Share Sometimes we need to perform different actions based on a condition. There is the if statement for that and also the conditional (ternary) operator for conditional evaluation which we will be referring as the “question mark” operator ? for simplicity.

    The “if” statement

    The if statement gets a condition, evaluates it and, if the result is true, executes the code. For example: let year = prompt('In which year was ECMAScript-2015 specification published?', ''); if (year == 2015) alert( 'You are right!' ); In the example above, the condition is a simple equality check: year == 2015, but it can be much more complex. If there is more than one statement to be executed, we have to wrap our code block inside curly braces: if (year == 2015) { alert( "That's correct!" ); alert( "You're so smart!" ); } It is recommended to wrap your code block with curly braces {} every time with if, even if there is only one statement. That improves readability.

    Boolean conversion

    The if (…) statement evaluates the expression in parentheses and converts it to the boolean type. Let's recall the conversion rules from the chapter Type Conversions:
  • A number 0, an empty string "", null, undefined and NaN become false. Because of that they are called “falsy” values.
  • Other values become true, so they are called “truthy”.
  • So, the code under this condition would never execute: if (0) { // 0 is falsy ... } …And inside this condition – always works: if (1) { // 1 is truthy ... } We can also pass a pre-evaluated boolean value to if, like here: let cond = (year == 2015); // equality evaluates to true or false if (cond) { ... }

    The “else” clause

    The if statement may contain an optional “else” block. It executes when the condition is wrong. For example: let year = prompt('In which year was ECMAScript-2015 specification published?', ''); if (year == 2015) { alert( 'You guessed it right!' ); } else { alert( 'How can you be so wrong?' ); // any value except 2015 }

    Several conditions: “else if”

    Sometimes we'd like to test several variants of a condition. There is an else if clause for that. For example: let year = prompt('In which year was ECMAScript-2015 specification published?', ''); if (year < 2015) { alert( 'Too early...' ); } else if (year > 2015) { alert( 'Too late' ); } else { alert( 'Exactly!' ); } In the code above JavaScript first checks year < 2015. If it is falsy it then goes to the next condition year > 2015, and otherwise shows the last alert. There can be more else if blocks. The ending else is optional.

    Ternary operator ‘?'

    Sometimes we need to assign a variable depending on a condition. For instance: let accessAllowed; let age = prompt('How old are you?', ''); if (age > 18) { accessAllowed = true; } else { accessAllowed = false; } alert(accessAllowed); The so-called “ternary” or “question mark” operator lets us do that shorter and simpler. The operator is represented by a question mark ?. The formal term “ternary” means that the operator has three operands. It is actually the one and only operator in JavaScript which has that many. The syntax is: let result = condition ? value1 : value2 The condition is evaluated, if it's truthy then value1 is returned, otherwise – value2. For example: let accessAllowed = (age > 18) ? true : false; Technically, we can omit parentheses around age > 18. The question mark operator has a low precedence. It executes after the comparison >, so that'll do the same: // the comparison operator "age > 18" executes first anyway // (no need to wrap it into parentheses) let accessAllowed = age > 18 ? true : false; But parentheses make the code more readable, so it's recommended to use them. Please note: In the example above it's possible to evade the question mark operator, because the comparison by itself returns true/false: // the same let accessAllowed = age > 18;

    Multiple ‘?'

    A sequence of question mark ? operators allows returning a value that depends on more than one condition. For instance: let age = prompt('age?', 18); let message = (age < 3) ? 'Hi, baby!' : (age < 18) ? 'Hello!' : (age < 100) ? 'Greetings!' : 'What an unusual age!'; alert( message ); It may be difficult at first to grasp what's going on. But after a closer look we can see that it's just an ordinary sequence of tests.
  • The first question mark checks whether age < 3.
  • If true – returns 'Hi, baby!', otherwise – goes after the colon ":" and checks for age < 18.
  • If that's true – returns 'Hello!', otherwise – goes after the next colon ":" and checks for age < 100.
  • If that's true – returns 'Greetings!', otherwise – goes after the last colon ":" and returns 'What an unusual age!'.
  • The same logic using if..else: if (age < 3) { message = 'Hi, baby!'; } else if (age < 18) { message = 'Hello!'; } else if (age < 100) { message = 'Greetings!'; } else { message = 'What an unusual age!'; }

    Non-traditional use of ‘?'

    Sometimes the question mark ? is used as a replacement for if: let company = prompt('Which company created JavaScript?', ''); (company == 'Netscape') ? alert('Right!') : alert('Wrong.'); Depending on the condition company == 'Netscape', either the first or the second part after ? gets executed and shows the alert. We don't assign a result to a variable here. The idea is to execute different code depending on the condition. It is not recommended to use the question mark operator in this way. The notation seems to be shorter than if, which appeals to some programmers. But it is less readable. Here is the same code with if for comparison: let company = prompt('Which company created JavaScript?', ''); if (company == 'Netscape') { alert('Right!'); } else { alert('Wrong.'); } Our eyes scan the code vertically. The constructs which span several lines are easier to understand than a long horizontal instruction set. The idea of a question mark ? is to return one or another value depending on the condition. Please use it for exactly that. There is if to execute different branches of the code. if ("0") { alert( 'Hello' ); } Yes, it will. Any string except an empty one (and "0" is not empty) becomes true in the logical context. We can run and check: if ("0") { alert( 'Hello' ); }

    The name of JavaScript

    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!” Demo in new window <!DOCTYPE html> <html> <body> <script> 'use strict'; let value = prompt('What is the "official" name of JavaScript?', ''); if (value == 'ECMAScript') { alert('Right!'); } else { alert("You don't know? ECMAScript!"); } </script> </body> </html>

    Show the sign

    importance: 2 Using if..else, write the code which gets a number via prompt and then shows in alert:
  • 1, if the value is greater than zero,
  • -1, if less than zero,
  • 0, if equals zero.
  • In this task we assume that the input is always a number. Demo in new window let value = prompt('Type a number', 0); if (value > 0) { alert( 1 ); } else if (value < 0) { alert( -1 ); } else { alert( 0 ); }

    Check the login

    importance: 3 Write the code which asks for a login with prompt. If the visitor enters "Admin", then prompt for a password, if the input is an empty line or Esc – show “Canceled.”, if it's another string – then show “I don't know you”. The password is checked as follows:
  • If it equals “TheMaster”, then show “Welcome!”,
  • Another string – show “Wrong password”,
  • For an empty string or cancelled input, show “Canceled.”
  • The schema: Please use nested if blocks. Mind the overall readability of the code. Hint: passing an empty input to a prompt returns an empty string ''. Pressing ESC during a prompt returns null. Run the demo let userName = prompt("Who's there?", ''); if (userName == 'Admin') { let pass = prompt('Password?', ''); if (pass == 'TheMaster') { alert( 'Welcome!' ); } else if (pass == '' || pass == null) { alert( 'Canceled.' ); } else { alert( 'Wrong password' ); } } else if (userName == '' || userName == null) { alert( 'Canceled' ); } else { alert( "I don't know you" ); } Note the vertical indents inside the if blocks. They are technically not required, but make the code more readable.

    Rewrite 'if' into '?'

    importance: 5 Rewrite this if using the ternary operator '?': if (a + b < 4) { result = 'Below'; } else { result = 'Over'; } result = (a + b < 4) ? 'Below' : 'Over';

    Rewrite 'if..else' into '?'

    importance: 5 Rewrite if..else using multiple ternary operators '?'. For readability, it's recommended to split the code into multiple lines. let message; if (login == 'Employee') { message = 'Hello'; } else if (login == 'Director') { message = 'Greetings'; } else if (login == '') { message = 'No login'; } else { message = ''; } let message = (login == 'Employee') ? 'Hello' : (login == 'Director') ? 'Greetings' : (login == '') ? 'No login' : ''; Previous lessonNext lesson Share There are three logical operators in JavaScript: || (OR), && (AND), ! (NOT). Although they are called “logical”, they can be applied to values of any type, not only boolean. The result can also be of any type. Let's see the details.

    || (OR)

    The “OR” operator is represented with two vertical line symbols: result = a || b; In classical programming, logical OR is meant to manipulate boolean values only. If any of its arguments are true, then it returns true, otherwise it returns false. In JavaScript the operator is a little bit more tricky and powerful. But first let's see what happens with boolean values. There are four possible logical combinations: alert( true || true ); // true alert( false || true ); // true alert( true || false ); // true alert( false || false ); // false As we can see, the result is always true except for the case when both operands are false. If an operand is not boolean, then it's converted to boolean for the evaluation. For instance, a number 1 is treated as true, a number 0 – as false: if (1 || 0) { // works just like if( true || false ) alert( 'truthy!' ); } Most of the time, OR || is used in an if statement to test if any of the given conditions is correct. For example: let hour = 9; if (hour < 10 || hour > 18) { alert( 'The office is closed.' ); } We can pass more conditions: let hour = 12; let isWeekend = true; if (hour < 10 || hour > 18 || isWeekend) { alert( 'The office is closed.' ); // it is the weekend }

    OR seeks the first truthy value

    The logic described above is somewhat classical. Now let's bring in the “extra” features of JavaScript. The extended algorithm works as follows. Given multiple OR'ed values: result = value1 || value2 || value3; The OR || operator does the following:
  • Evaluate operands from left to right.
  • For each operand, convert it to boolean. If the result is true, then stop and return the original value of that operand.
  • If all other operands have been assessed (i.e. all were false), return the last operand.
  • 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 such value is found. For instance: alert( 1 || 0 ); // 1 (1 is truthy) alert( true || 'no matter what' ); // (true is truthy) alert( null || 1 ); // 1 (1 is the first truthy value) alert( null || 0 || 1 ); // 1 (the first truthy value) alert( undefined || null || 0 ); // 0 (all falsy, returns the last value) That leads to some interesting usages compared to a “pure, classical, boolean-only OR”.
  • Getting the first truthy value from the list of variables or expressions. Imagine we have several variables, which can either contain the data or be null/undefined. And we need to choose the first one with data. We can use OR || for that: let currentUser = null; let defaultUser = "John"; let name = currentUser || defaultUser || "unnamed"; alert( name ); // selects "John" – the first truthy value If both currentUser and defaultUser were falsy then "unnamed" would be the result.
  • Short-circuit evaluation. Operands can be not only values, but arbitrary expressions. OR evaluates and tests them from left to right. The evaluation stops when a truthy value is reached, and the value is returned. The process is called “a short-circuit evaluation”, because it goes as short as possible from left to right. This is clearly seen when the expression given as the second argument has a side effect. Like a variable assignment. If we run the example below, x would not get assigned: let x; true || (x = 1); alert(x); // undefined, because (x = 1) not evaluated …And if the first argument is false, then OR goes on and evaluates the second one thus running the assignment: let x; false || (x = 1); alert(x); // 1 An assignment is a simple case, other side effects can be involved. As we can see, such a use case is a "shorter way to do if". The first operand is converted to boolean and if it's false then the second one is evaluated. Most of time it's better to use a “regular” if to keep the code easy to understand, but sometimes that can be handy.
  • && (AND)

    The AND operator is represented with two ampersands &&: result = a && b; In classical programming AND returns true if both operands are truthy and false otherwise: alert( true && true ); // true alert( false && true ); // false alert( true && false ); // false alert( false && false ); // false An example with if: let hour = 12; let minute = 30; if (hour == 12 && minute == 30) { alert( 'Time is 12:30' ); } Just as for OR, any value is allowed as an operand of AND: if (1 && 0) { // evaluated as true && false alert( "won't work, because the result is falsy" ); }

    AND seeks the first falsy value

    Given multiple AND'ed values: result = value1 && value2 && value3; The AND && operator does the following:
  • Evaluate operands from left to right.
  • For each operand, convert it to a boolean. If the result is false, stop and return the original value of that operand.
  • If all other operands have been assessed (i.e. all were truthy), return the last operand.
  • In other words, AND returns the first falsy value or the last value if none were found. The rules above are similar to OR. The difference is that AND returns the first falsy value while OR returns the first truthy one. Examples: // if the first operand is truthy, // AND returns the second operand: alert( 1 && 0 ); // 0 alert( 1 && 5 ); // 5 // if the first operand is falsy, // AND returns it. The second operand is ignored alert( null && 5 ); // null alert( 0 && "no matter what" ); // 0 We can also pass several values in a row. See how the first falsy one is returned: alert( 1 && 2 && null && 3 ); // null When all values are truthy, the last value is returned: alert( 1 && 2 && 3 ); // 3, the last one AND && executes before OR || The precedence of the AND && operator is higher than OR ||, so it executes before OR. In the code below 1 && 0 is calculated first: alert( 5 || 1 && 0 ); // 5 Just like OR, the AND && operator can sometimes replace if. For instance: let x = 1; (x > 0) && alert( 'Greater than zero!' ); The action in the right part of && would execute only if the evaluation reaches it. That is: only if (x > 0) is true. So we basically have an analogue for: let x = 1; if (x > 0) { alert( 'Greater than zero!' ); } The variant with && appears to be shorter. But if is more obvious and tends to be a little bit more readable. So it is recommended to use every construct for its purpose. Use if if we want if. And use && if we want AND.

    ! (NOT)

    The boolean NOT operator is represented with an exclamation sign !. The syntax is pretty simple: result = !value; The operator accepts a single argument and does the following:
  • Converts the operand to boolean type: true/false.
  • Returns an inverse value.
  • For instance: alert( !true ); // false alert( !0 ); // true A double NOT !! is sometimes used for converting a value to boolean type: alert( !!"non-empty string" ); // true alert( !!null ); // false That is, the first NOT converts the value to boolean and returns the inverse, and the second NOT inverses it again. At the end we have a plain value-to-boolean conversion. There's a little more verbose way to do the same thing – a built-in Boolean function: alert( Boolean("non-empty string") ); // true alert( Boolean(null) ); // false alert( null || 2 || undefined ); The answer is 2, that's the first truthy value. alert( null || 2 || undefined );

    What's the result of OR'ed alerts?

    importance: 3 What the code below will output? alert( alert(1) || 2 || alert(3) ); The answer: first 1, then 2. alert( alert(1) || 2 || alert(3) ); The call to alert does not return a value. Or, in other words, it returns undefined.
  • The first OR || evaluates it's left operand alert(1). That shows the first message with 1.
  • The alert returns undefined, so OR goes on to the second operand searching for a truthy value.
  • The second operand 2 is truthy, so the execution is halted, 2 is returned and then shown by the outer alert.
  • There will be no 3, because the evaluation does not reach alert(3).

    What is the result of AND?

    importance: 5 What this code is going to show? alert( 1 && null && 2 ); The answer: null, because it's the first falsy value from the list. alert( 1 && null && 2 );

    What is the result of AND'ed alerts?

    importance: 3 What will this code show? alert( alert(1) && alert(2) ); The answer: 1, and then undefined. alert( alert(1) && alert(2) ); The call to alert returns undefined (it just shows a message, so there's no meaningful return). Because of that, && evaluates the left operand (outputs 1), and immediately stops, because undefined is a falsy value. And && looks for a falsy value and returns it, so it's done.

    The result of OR AND OR

    importance: 5 What will be the result? alert( null || 2 && 3 || 4 ); The answer: 3. alert( null || 2 && 3 || 4 ); The precedence of AND && is higher than ||, so it executes first. The result of 2 && 3 = 3, so the expression becomes: null || 3 || 4 Now the result if the first truthy value: 3.

    Check the range between

    importance: 3 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. if (age >= 14 && age <= 90)

    Check the range outside

    importance: 3 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. The first variant: if (!(age >= 14 && age <= 90)) The second variant: if (age < 14 || age > 90)

    A question about "if"

    importance: 5 Which of these alerts are going to execute? What will be the results of the expressions inside if(...)? if (-1 || 0) alert( 'first' ); if (-1 && 0) alert( 'second' ); if (null || -1 && 1) alert( 'third' ); The answer: the first and the third will execute. Details: // Runs. // The result of -1 || 0 = -1, truthy if (-1 || 0) alert( 'first' ); // Doesn't run // -1 && 0 = 0, falsy if (-1 && 0) alert( 'second' ); // Executes // Operator && has a higher precedence than || // so -1 && 1 executes first, giving us the chain: // null || -1 && 1 -> null || 1 -> 1 if (null || -1 && 1) alert( 'third' ); Previous lessonNext lesson Share We often have a need to perform similar actions many times in a row. For example, when we need to output goods from a list one after another. Or just run the same code for each number from 1 to 10. Loops are a way to repeat the same part of code multiple times.

    The “while” loop

    The while loop has the following syntax: while (condition) { // code // so-called "loop body" } While the condition is true, the code from the loop body is executed. For instance, the loop below outputs i while i < 3: let i = 0; while (i < 3) { // shows 0, then 1, then 2 alert( i ); i++; } A single execution of the loop body is called an iteration. The loop in the example above makes three iterations. If there were no i++ in the example above, the loop would repeat (in theory) forever. In practice, the browser provides ways to stop such loops, and for server-side JavaScript we can kill the process. Any expression or a variable can be a loop condition, not just a comparison. They are evaluated and converted to a boolean by while. For instance, the shorter way to write while (i != 0) could be while (i): let i = 3; while (i) { // when i becomes 0, the condition becomes falsy, and the loop stops alert( i ); i--; } Brackets are not required for a single-line body If the loop body has a single statement, we can omit the brackets {…}: let i = 3; while (i) alert(i--);

    The “do…while” loop

    The condition check can be moved below the loop body using the do..while syntax: do { // loop body } while (condition); The loop will first execute the body, then check the condition and, while it's truthy, execute it again and again. For example: let i = 0; do { alert( i ); i++; } while (i < 3); This form of syntax is rarely used except when you want the body of the loop to execute at least once regardless of the condition being truthy. Usually, the other form is preferred: while(…) {…}.

    The “for” loop

    The for loop is the most often used one. It looks like this: for (begin; condition; step) { // ... loop body ... } Let's learn the meaning of these parts by example. The loop below runs alert(i) for i from 0 up to (but not including) 3: for (let i = 0; i < 3; i++) { // shows 0, then 1, then 2 alert(i); } Let's examine the for statement part by part:
    part
    begin i = 0 Executes once upon entering the loop.
    condition i < 3 Checked before every loop iteration, if fails the loop stops.
    step i++ Executes after the body on each iteration, but before the condition check.
    body alert(i) Runs again and again while the condition is truthy
    The general loop algorithm works like this: Run begin → (if condition → run body and run step) → (if condition → run body and run step) → (if condition → run body and run step) → ... If you are new to loops, then maybe it would help if you go back to the example and reproduce how it runs step-by-step on a piece of paper. Here's what exactly happens in our case: // for (let i = 0; i < 3; i++) alert(i) // run begin let i = 0 // if condition → run body and run step if (i < 3) { alert(i); i++ } // if condition → run body and run step if (i < 3) { alert(i); i++ } // if condition → run body and run step if (i < 3) { alert(i); i++ } // ...finish, because now i == 3 Inline variable declaration Here the “counter” variable i is declared right in the loop. That's called an “inline” variable declaration. Such variables are visible only inside the loop. for (let i = 0; i < 3; i++) { alert(i); // 0, 1, 2 } alert(i); // error, no such variable Instead of defining a variable, we can use an existing one: let i = 0; for (i = 0; i < 3; i++) { // use an existing variable alert(i); // 0, 1, 2 } alert(i); // 3, visible, because declared outside of the loop

    Skipping parts

    Any part of for can be skipped. For example, we can omit begin if we don't need to do anything at the loop start. Like here: let i = 0; // we have i already declared and assigned for (; i < 3; i++) { // no need for "begin" alert( i ); // 0, 1, 2 } We can also remove the step part: let i = 0; for (; i < 3;) { alert( i++ ); } The loop became identical to while (i < 3). We can actually remove everything, thus creating an infinite loop: for (;;) { // repeats without limits } Please note that the two for semicolons ; must be present, otherwise it would be a syntax error.

    Breaking the loop

    Normally the loop exits when the condition becomes falsy. But we can force the exit at any moment. There's a special break directive for that. For example, the loop below asks the user for a series of numbers, but “breaks” when no number is entered: let sum = 0; while (true) { let value = +prompt("Enter a number", ''); if (!value) break; // (*) sum += value; } alert( 'Sum: ' + sum ); The break directive is activated at the line (*) if the user enters an empty line or cancels the input. It stops the loop immediately, passing the control to the first line after the loop. Namely, alert. The combination “infinite loop + break as needed” is great for situations when the condition must be checked not in the beginning/end of the loop, but in the middle, or even in several places of the body.

    Continue to the next iteration

    The continue directive is a “lighter version” of break. It doesn't stop the whole loop. Instead it stops the current iteration and forces the loop to start a new one (if the condition allows). We can use it if we're done on the current iteration and would like to move on to the next. The loop below uses continue to output only odd values: for (let i = 0; i < 10; i++) { // if true, skip the remaining part of the body if (i % 2 == 0) continue; alert(i); // 1, then 3, 5, 7, 9 } For even values of i the continue directive stops body execution, passing the control to the next iteration of for (with the next number). So the alert is only called for odd values. The directive continue helps to decrease nesting level A loop that shows odd values could look like this: for (let i = 0; i < 10; i++) { if (i % 2) { alert( i ); } } From a technical point of view it's identical to the example above. Surely, we can just wrap the code in the if block instead of continue. But as a side-effect we got one more nesting level (the alert call inside the curly braces). If the code inside if is longer than a few lines, that may decrease the overall readability. No break/continue to the right side of ‘?' Please note that syntax constructs that are not expressions cannot be used with the ternary operator ?. In particular, directives such as break/continue are disallowed there. For example, if we take this code: if (i > 5) { alert(i); } else { continue; } …And rewrite it using a question mark: (i > 5) ? alert(i) : continue; // continue not allowed here …Then it stops working. The code like this will give a syntax error: That's just another reason not to use a question mark operator ? instead of if.

    Labels for break/continue

    Sometimes we need to break out from multiple nested loops at once. For example, in the code below we loop over i and j prompting for coordinates (i, j) from (0,0) to (3,3): for (let i = 0; i < 3; i++) { for (let j = 0; j < 3; j++) { let input = prompt(`Value at coords (${i},${j})`, ''); // what if I want to exit from here to Done (below)? } } 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. A label is an identifier with a colon before a loop: labelName: for (...) { ... } The break <labelName> statement in the loop breaks out to the label. Like here: outer: for (let i = 0; i < 3; i++) { for (let j = 0; j < 3; j++) { let input = prompt(`Value at coords (${i},${j})`, ''); // if an empty string or canceled, then break out of both loops if (!input) break outer; // (*) // do something with the value... } } alert('Done!'); In the code above break outer looks upwards for the label named outer and breaks out of that loop. So the control goes straight from (*) to alert('Done!'). We can also move the label onto a separate line: outer: for (let i = 0; i < 3; i++) { ... } The continue directive can also be used with a label. In this case the execution jumps to the next iteration of the labeled loop. Labels are not a “goto” Labels do not allow us to jump into an arbitrary place of code. For example, it is impossible to do this: break label; // jumps to label? No. label: for (...) The call to a break/continue is only possible from inside the loop, and the label must be somewhere upwards from the directive.

    Summary

    We covered 3 types of loops:
  • while – The condition is checked before each iteration.
  • do..while – The condition is checked after each iteration.
  • for (;;) – The condition is checked before each iteration, additional settings available.
  • To make an “infinite” loop, usually the while(true) construct is used. Such a loop, just like any other, can be stopped with the break directive. If we don't want to do anything on the current iteration and would like to forward to the next one, the continue directive does it. break/continue support labels before the loop. A label is the only way for break/continue to escape the nesting and go to the outer loop. let i = 3; while (i) { alert( i-- ); } The answer: 1. let i = 3; while (i) { alert( i-- ); } Every loop iteration decreases i by 1. The check while(i) stops the loop when i = 0. Hence, the steps of the loop form the following sequence (“loop unrolled”): let i = 3; alert(i--); // shows 3, decreases i to 2 alert(i--) // shows 2, decreases i to 1 alert(i--) // shows 1, decreases i to 0 // done, while(i) check stops the loop

    Which values shows the while?

    importance: 4 For every loop, write down which values it shows, in your opinion. And then compare with the answer. Both loops alert same values or not?
  • The prefix form ++i: let i = 0; while (++i < 5) alert( i );
  • The postfix form i++ let i = 0; while (i++ < 5) alert( i );
  • The task demonstrates how postfix/prefix forms can lead to different results when used in comparisons.
  • From 1 to 4 let i = 0; while (++i < 5) alert( i ); The first value is i=1, because ++i first increments i and then returns the new value. So the first comparison is 1 < 5 and the alert shows 1. Then follow 2,3,4… – the values show up one after another. The comparison always uses the incremented value, because ++ is before the variable. Finally, i=4 is incremented to 5, the comparison while(5 < 5) fails, and the loop stops. So 5 is not shown.
  • From 1 to 5 let i = 0; while (i++ < 5) alert( i ); The first value is again i=1. The postfix form of i++ increments i and then returns the old value, so the comparison i++ < 5 will use i=0 (contrary to ++i < 5). But the alert call is separate. It's another statement which executes after the increment and the comparison. So it gets the current i=1. Then follow 2,3,4… Let's stop on i=4. The prefix form ++i would increment it and use 5 in the comparison. But here we have the postfix form i++. So it increments i to 5, but returns the old value. Hence the comparison is actually while(4 < 5) – true, and the control goes on to alert. The value i=5 is the last one, because on the next step while(5 < 5) is false.
  • Which values get shown by the "for" loop?

    importance: 4 For each loop write down which values it is going to show. Then compare with the answer. Both loops alert same values or not?
  • The postfix form: for (let i = 0; i < 5; i++) alert( i );
  • The prefix form: for (let i = 0; i < 5; ++i) alert( i );
  • The answer: from 0 to 4 in both cases. for (let i = 0; i < 5; ++i) alert( i ); for (let i = 0; i < 5; i++) alert( i ); That can be easily deducted from the algorithm of for:
  • Execute once i = 0 before everything (begin).
  • Check the condition i < 5
  • If true – execute the loop body alert(i), and then i++
  • The increment i++ is separated from the condition check (2). That's just another statement. The value returned by the increment is not used here, so there's no difference between i++ and ++i.

    Output even numbers in the loop

    importance: 5 Use the for loop to output even numbers from 2 to 10. Run the demo for (let i = 2; i <= 10; i++) { if (i % 2 == 0) { alert( i ); } } We use the “modulo” operator % to get the remainder and check for the evenness here.

    Replace "for" with "while"

    importance: 5 Rewrite the code changing the for loop to while without altering its behavior (the output should stay same). for (let i = 0; i < 3; i++) { alert( `number ${i}!` ); } let i = 0; while (i < 3) { alert( `number ${i}!` ); i++; }

    Repeat until the input is correct

    importance: 5 Write a loop which prompts for a number greater than 100. If the visitor enters another number – ask him to input again. The loop must ask for a number until either the visitor enters a number greater than 100 or cancels the input/enters an empty line. Here we can assume that the visitor only inputs numbers. There's no need to implement a special handling for a non-numeric input in this task. Run the demo let num; do { num = prompt("Enter a number greater than 100?", 0); } while (num <= 100 && num); The loop do..while repeats while both checks are truthy:
  • The check for num <= 100 – that is, the entered value is still not greater than 100.
  • The check && num is false when num is null or a 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.

    Output prime numbers

    importance: 3 An integer number greater than 1 is called a prime if it cannot be divided without a remainder by anything except 1 and itself. In other words, n > 1 is a prime if it can't be evenly divided by anything except 1 and n. For example, 5 is a prime, because it cannot be divided without a remainder by 2, 3 and 4. Write the code which outputs prime numbers in the interval from 2 to n. For n = 10 the result will be 2,3,5,7. P.S. The code should work for any n, not be hard-tuned for any fixed value. There are many algorithms for this task. Let's use a nested loop: For each i in the interval { check if i has a divisor from 1..i if yes => the value is not a prime if no => the value is a prime, show it } The code using a label: let n = 10; nextPrime: for (let i = 2; i <= n; i++) { // for each i... for (let j = 2; j < i; j++) { // look for a divisor.. if (i % j == 0) continue nextPrime; // not a prime, go next i } alert( i ); // a prime } There's a lot of space to opimize it. For instance, we could look for the divisors from 2 to square root of i. But anyway, if we want to be really efficient for large intervals, we need change the approach and rely on advanced maths and complex algorithms like Quadratic sieve, General number field sieve etc. Previous lessonNext lesson Share A switch statement can replace multiple if checks. It gives a more descriptive way to compare a value with multiple variants.

    The syntax

    The switch has one or more case blocks and an optional default. It looks like this: switch(x) { case 'value1': // if (x === 'value1') ... [break] case 'value2': // if (x === 'value2') ... [break] default: ... [break] }
  • The value of x is checked for a strict equality to the value from the first case (that is, value1) then to the second (value2) and so on.
  • If the equality is found, switch starts to execute the code starting from the corresponding case, until the nearest break (or until the end of switch).
  • If no case is matched then the default code is executed (if it exists).
  • An example

    An example of switch (the executed code is highlighted): let a = 2 + 2; switch (a) { case 3: alert( 'Too small' ); break; case 4: alert( 'Exactly!' ); break; case 5: alert( 'Too large' ); break; default: alert( "I don't know such values" ); } Here the switch starts to compare a from the first case variant that is 3. The match fails. Then 4. That's a match, so the execution starts from case 4 until the nearest break. If there is no break then the execution continues with the next case without any checks. An example without break: let a = 2 + 2; switch (a) { case 3: alert( 'Too small' ); case 4: alert( 'Exactly!' ); case 5: alert( 'Too big' ); default: alert( "I don't know such values" ); } In the example above we'll see sequential execution of three alerts: alert( 'Exactly!' ); alert( 'Too big' ); alert( "I don't know such values" ); Any expression can be a switch/case argument Both switch and case allow arbitrary expressions. For example: let a = "1"; let b = 0; switch (+a) { case b + 1: alert("this runs, because +a is 1, exactly equals b+1"); break; default: alert("this doesn't run"); } Here +a gives 1, that's compared with b + 1 in case, and the corresponding code is executed.

    Grouping of “case”

    Several variants of case which share the same code can be grouped. For example, if we want the same code to run for case 3 and case 5: let a = 2 + 2; switch (a) { case 4: alert('Right!'); break; case 3: // (*) grouped two cases case 5: alert('Wrong!'); alert("Why don't you take a math class?"); break; default: alert('The result is strange. Really.'); } Now both 3 and 5 show the same message. The ability to “group” cases is a side-effect of how switch/case works without break. Here the execution of case 3 starts from the line (*) and goes through case 5, because there's no break.

    Type matters

    Let's emphasize that the equality check is always strict. The values must be of the same type to match. For example, let's consider the code: let arg = prompt("Enter a value?") switch (arg) { case '0': case '1': alert( 'One or zero' ); break; case '2': alert( 'Two' ); break; case 3: alert( 'Never executes!' ); break; default: alert( 'An unknown value' ) }
  • For 0, 1, the first alert runs.
  • For 2 the second alert runs.
  • But for 3, the result of the prompt is a string "3", which is not strictly equal === to the number 3. So we've got a dead code in case 3! The default variant will execute.
  • switch (browser) { case 'Edge': alert( "You've got the Edge!" ); break; case 'Chrome': case 'Firefox': case 'Safari': case 'Opera': alert( 'Okay we support these browsers too' ); break; default: alert( 'We hope that this page looks ok!' ); } To precisely match the functionality of switch, the if must use a strict comparison '==='. For given strings though, a simple '==' works too. if(browser == 'Edge') { alert("You've got the Edge!"); } else if (browser == 'Chrome' || browser == 'Firefox' || browser == 'Safari' || browser == 'Opera') { alert( 'Okay we support these browsers too' ); } else { alert( 'We hope that this page looks ok!' ); } Please note: the construct browser == 'Chrome' || browser == 'Firefox' … is split into multiple lines for better readability. But the switch construct is still cleaner and more descriptive.

    Rewrite "if" into "switch"

    importance: 4 Rewrite the code below using a single switch statement: let a = +prompt('a?', ''); if (a == 0) { alert( 0 ); } if (a == 1) { alert( 1 ); } if (a == 2 || a == 3) { alert( '2,3' ); } The first two checks turn into two case. The third check is split into two cases: let a = +prompt('a?', ''); switch (a) { case 0: alert( 0 ); break; case 1: alert( 1 ); break; case 2: case 3: alert( '2,3' ); break; } Please note: the break at the bottom is not required. But we put it to make the code future-proof. In the future, there is a chance that we'd want to add one more case, for example case 4. And if we forget to add a break before it, at the end of case 3, there will be an error. So that's a kind of self-insurance. Previous lessonNext lesson Share Quite often we need to perform a similar action in many places of the script. For example, we need to show a nice-looking message when a visitor logs in, logs out and maybe somewhere else. Functions are the main “building blocks” of the program. They allow the code to be called many times without repetition. We've already seen examples of built-in functions, like alert(message), prompt(message, default) and confirm(question). But we can create functions of our own as well.

    Function Declaration

    To create a function we can use a function declaration. It looks like this: function showMessage() { alert( 'Hello everyone!' ); } The function keyword goes first, then goes the name of the function, then a list of parameters between the parentheses (empty in the example above) and finally the code of the function, also named “the function body”, between curly braces. Our new function can be called by its name: showMessage(). For instance: function showMessage() { alert( 'Hello everyone!' ); } showMessage(); showMessage(); The call showMessage() executes the code of the function. Here we will see the message two times. This example clearly demonstrates one of the main purposes of functions: to avoid code duplication. If we ever need to change the message or the way it is shown, it's enough to modify the code in one place: the function which outputs it.

    Local variables

    A variable declared inside a function is only visible inside that function. For example: function showMessage() { let message = "Hello, I'm JavaScript!"; // local variable alert( message ); } showMessage(); // Hello, I'm JavaScript! alert( message ); // <-- Error! The variable is local to the function

    Outer variables

    A function can access an outer variable as well, for example: let userName = 'John'; function showMessage() { let message = 'Hello, ' + userName; alert(message); } showMessage(); // Hello, John The function has full access to the outer variable. It can modify it as well. For instance: let userName = 'John'; function showMessage() { userName = "Bob"; // (1) changed the outer variable let message = 'Hello, ' + userName; alert(message); } alert( userName ); // John before the function call showMessage(); alert( userName ); // Bob, the value was modified by the function The outer variable is only used if there's no local one. So an occasional modification may happen if we forget let. If a same-named variable is declared inside the function then it shadows the outer one. For instance, in the code below the function uses the local userName. The outer one is ignored: let userName = 'John'; function showMessage() { let userName = "Bob"; // declare a local variable let message = 'Hello, ' + userName; // Bob alert(message); } // the function will create and use its own userName showMessage(); alert( userName ); // John, unchanged, the function did not access the outer variable Global variables Variables declared outside of any function, such as the outer userName in the code above, are called global. Global variables are visible from any function (unless shadowed by locals). Usually, a function declares all variables specific to its task. Global variables only store project-level data, so when it's important that these variables are accesible from anywhere. Modern code has few or no globals. Most variables reside in their functions.

    Parameters

    We can pass arbitrary data to functions using parameters (also called function arguments) . In the example below, the function has two parameters: from and text. function showMessage(from, text) { // arguments: from, text alert(from + ': ' + text); } 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: function showMessage(from, text) { from = '*' + from + '*'; // make "from" look nicer alert( from + ': ' + text ); } let from = "Ann"; showMessage(from, "Hello"); // *Ann*: Hello // the value of "from" is the same, the function modified a local copy alert( from ); // Ann

    Default values

    If a parameter is not provided, then its value becomes undefined. For instance, the aforementioned function showMessage(from, text) can be called with a single argument: 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. If we want to use a “default” text in this case, then we can specify it after =: function showMessage(from, text = "no text given") { alert( from + ": " + text ); } showMessage("Ann"); // Ann: no text given Now if the text parameter is not passed, it will get the value "no text given" Here "no text given" is a string, but it can be a more complex expression, which is only evaluated and assigned if the parameter is missing. So, this is also possible: function showMessage(from, text = anotherFunction()) { // anotherFunction() only executed if no text given // its result becomes the value of text } Default parameters old-style Old editions of JavaScript did not support default parameters. So there are alternative ways to support them, that you can find mostly in the old scripts. For instance, an explicit check for being undefined: function showMessage(from, text) { if (text === undefined) { text = 'no text given'; } alert( from + ": " + text ); } …Or the || operator: function showMessage(from, text) { // if text is falsy then text gets the "default" value text = text || 'no text given'; ... }

    Returning a value

    A function can return a value back into the calling code as the result. The simplest example would be a function that sums two values: function sum(a, b) { return a + b; } let result = sum(1, 2); alert( result ); // 3 The directive return can be in any place of the function. When the execution reaches it, the function stops, and the value is returned to the calling code (assigned to result above). There may be many occurrences of return in a single function. For instance: function checkAge(age) { if (age > 18) { return true; } else { return confirm('Got a permission from the parents?'); } } let age = prompt('How old are you?', 18); if ( checkAge(age) ) { alert( 'Access granted' ); } else { alert( 'Access denied' ); } It is possible to use return without a value. That causes the function to exit immediately. For example: function showMovie(age) { if ( !checkAge(age) ) { return; } alert( "Showing you the movie" ); // (*) // ... } In the code above, if checkAge(age) returns false, then showMovie won't proceed to the alert. A function with an empty return or without it returns undefined If a function does not return a value, it is the same as if it returns undefined: function doNothing() { /* empty */ } alert( doNothing() === undefined ); // true An empty return is also the same as return undefined: function doNothing() { return; } alert( doNothing() === undefined ); // true Never add a newline between return and the value For a long expression in return, it might be tempting to put it on a separate line, like this: return (some + long + expression + or + whatever * f(a) + f(b)) That doesn't work, because JavaScript assumes a semicolon after return. That'll work the same as: return; (some + long + expression + or + whatever * f(a) + f(b)) So, it effectively becomes an empty return. We should put the value on the same line instead.

    Naming a function

    Functions are actions. So their name is usually a verb. It should briefly, but as accurately as possible describe what the function does. So that a person who reads the code gets the right clue. It is a widespread practice to start a function with a verbal prefix which vaguely describes the action. There must be an agreement within the team on the meaning of the prefixes. For instance, functions that start with "show" usually show something. Function starting with…
  • "get…" – return a value,
  • "calc…" – calculate something,
  • "create…" – create something,
  • "check…" – check something and return a boolean, etc.
  • Examples of such names: showMessage(..) // shows a message getAge(..) // returns the age (gets it somehow) calcSum(..) // calculates a sum and returns the result createForm(..) // creates a form (and usually returns it) checkPermission(..) // checks a permission, returns true/false With prefixes in place, a glance at a function name gives an understanding what kind of work it does and what kind of value it returns. One function – one action A function should do exactly what is suggested by its name, no more. Two independent actions usually deserve two functions, even if they are usually called together (in that case we can make a 3rd function that calls those two). A few examples of breaking this rule:
  • getAge – would be bad if it shows an alert with the age (should only get).
  • createForm – would be bad if it modifies the document, adding a form to it (should only create it and return).
  • checkPermission – would be bad if displays the access granted/denied message (should only perform the check and return the result).
  • These examples assume common meanings of prefixes. What they mean for you is determined by you and your team. Maybe it's pretty normal for your code to behave differently. But you should have a firm understanding of what a prefix means, what a prefixed function can and cannot do. All same-prefixed functions should obey the rules. And the team should share the knowledge. Ultrashort function names Functions that are used very often sometimes have ultrashort names. For example, the jQuery framework defines a function $. The LoDash library has its core function named _. These are exceptions. Generally functions names should be concise, but descriptive.

    Functions == Comments

    Functions should be short and do exactly one thing. If that thing is big, maybe it's worth it to split the function into a few smaller functions. Sometimes following this rule may not be that easy, but it's definitely a good thing. A separate function is not only easier to test and debug – its very existence is a great comment! For instance, compare the two functions showPrimes(n) below. Each one outputs prime numbers up to n. The first variant uses a label: function showPrimes(n) { nextPrime: for (let i = 2; i < n; i++) { for (let j = 2; j < i; j++) { if (i % j == 0) continue nextPrime; } alert( i ); // a prime } } The second variant uses an additional function isPrime(n) to test for primality: function showPrimes(n) { for (let i = 2; i < n; i++) { if (!isPrime(i)) continue; alert(i); // a prime } } function isPrime(n) { for (let i = 2; i < n; i++) { if ( n % i == 0) return false; } return true; } The second variant is easier to understand, isn't it? Instead of the code piece we see a name of the action (isPrime). Sometimes people refer to such code as self-describing. So, functions can be created even if we don't intend to reuse them. They structure the code and make it readable.

    Summary A function declaration looks like this: function name(parameters, delimited, by, comma) { /* code */ }
  • Values passed to a function as parameters are copied to its local variables.
  • A function may access outer variables. But it works only from inside out. The code outside of the function doesn't see its local variables.
  • A function can return a value. If it doesn't, then its result is undefined.
  • To make the code clean and easy to understand, it's recommended to use mainly local variables and parameters in the function, not outer variables. It is always easier to understand a function which gets parameters, works with them and returns a result than a function which gets no parameters, but modifies outer variables as a side-effect. Function naming:
  • A name should clearly describe what the function does. When we see a function call in the code, a good name instantly gives us an understanding what it does and returns.
  • A function is an action, so function names are usually verbal.
  • There exist many well-known function prefixes like create…, show…, get…, check… and so on. Use them to hint what a function does.
  • Functions are the main building blocks of scripts. Now we've covered the basics, so we actually can start creating and using them. But that's only the beginning of the path. We are going to return to them many times, going more deeply into their advanced features. Otherwise it asks for a confirmation and returns its result: function checkAge(age) { if (age > 18) { return true; } else { // ... return confirm('Did parents allow you?'); } } Will the function work differently if else is removed? function checkAge(age) { if (age > 18) { return true; } // ... return confirm('Did parents allow you?'); } Is there any difference in the behavior of these two variants? No difference.

    Rewrite the function using '?' or '||'

    importance: 4 The following function returns true if the parameter age is greater than 18. Otherwise it asks for a confirmation and returns its result. function checkAge(age) { if (age > 18) { return true; } else { return confirm('Do you have your parents permission to access this page?'); } } Rewrite it, to perform the same, but without if, in a single line. Make two variants of checkAge:
  • Using a question mark operator ?
  • Using OR ||
  • Using a question mark operator '?': function checkAge(age) { return (age > 18) ? true : confirm('Did parents allow you?'); } Using OR || (the shortest variant): function checkAge(age) { return (age > 18) || confirm('Did parents allow you?'); } Note that the parentheses around age > 18 are not required here. They exist for better readabilty.

    Function min(a, b)

    importance: 1 Write a function min(a,b) which returns the least of two numbers a and b. For instance: min(2, 5) == 2 min(3, -1) == -1 min(1, 1) == 1 A solution using if: function min(a, b) { if (a < b) { return a; } else { return b; } } A solution with a question mark operator '?': function min(a, b) { return a < b ? a : b; } P.S. In the case of an equality a == b it does not matter what to return.

    Function pow(x,n)

    importance: 4 Write a function pow(x,n) that returns x in power n. Or, in other words, multiplies x by itself n times and returns the result. pow(3, 2) = 3 * 3 = 9 pow(3, 3) = 3 * 3 * 3 = 27 pow(1, 100) = 1 * 1 * ...*1 = 1 Create a web-page that prompts for x and n, and then shows the result of pow(x,n). Run the demo P.S. In this task the function should support only natural values of n: integers up from 1. function pow(x, n) { let result = x; for (let i = 1; i < n; i++) { result *= x; } return result; } let x = prompt("x?", ''); let n = prompt("n?", ''); if (n <= 1) { alert(`Power ${n} is not supported, use an integer greater than 0`); } else { alert( pow(x, n) ); } Previous lessonNext lesson Share In JavaScript, a function is not a “magical language structure”, but a special kind of value. The syntax that we used before is called a Function Declaration: function sayHi() { alert( "Hello" ); } There is another syntax for creating a function that is called a Function Expression. It looks like this: let sayHi = function() { alert( "Hello" ); }; 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. The meaning of these code samples is the same: "create a function and put it into the variable sayHi". We can even print out that value using alert: function sayHi() { alert( "Hello" ); } alert( sayHi ); // shows the function code Please note that the last line does not run the function, because there are no parentheses after sayHi. There are programming languages where any mention of a function name causes its execution, but JavaScript is not like that. In JavaScript, a function is a value, so we can deal with it as a value. The code above shows its string representation, which is the source code. It is a special value of course, in the sense that we can call it like sayHi(). But it's still a value. So we can work with it like with other kinds of values. We can copy a function to another variable: function sayHi() { // (1) create alert( "Hello" ); } let func = sayHi; // (2) copy func(); // Hello // (3) run the copy (it works)! sayHi(); // Hello // this still works too (why wouldn't it) Here's what happens above in detail:
  • The Function Declaration (1) creates the function and puts it into the variable named sayHi.
  • 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.
  • 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: let sayHi = function() { ... }; let func = sayHi; // ... Everything would work the same. Even more obvious what's going on, right? Why there's a semicolon at the end? There might be a question, why does Function Expression have a semicolon ; at the end, and Function Declaration does not: function sayHi() { // ... } 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. The semicolon ; is recommended at the end of statements, no matter what is the value. So the semicolon here is not related to the Function Expression itself in any way, it just terminates the statement.
  • Callback functions

    Let's look at more examples of passing functions as values and using function expressions. We'll write a function ask(question, yes, no) with three parameters:
    question
    Text of the question
    yes
    Function to run if the answer is “Yes”
    no
    Function to run if the answer is “No”
    The function should ask the question and, depending on the user's answer, call yes() or no(): function ask(question, yes, no) { if (confirm(question)) yes() else no(); } function showOk() { alert( "You agreed." ); } function showCancel() { alert( "You canceled the execution." ); } // usage: functions showOk, showCancel are passed as arguments to ask ask("Do you agree?", showOk, showCancel); Before we explore how we can write it in a much shorter way, let's note that in the browser (and on the server-side in some cases) such functions are quite popular. The major difference between a real-life implementation and the example above is that real-life functions use more complex ways to interact with the user than a simple confirm. In the browser, such a function usually draws a nice-looking question window. But that's another story. The arguments of ask are called callback functions or just callbacks. The idea is that we pass a function and expect it to be “called back” later if necessary. In our case, showOk becomes the callback for the “yes” answer, and showCancel for the “no” answer. We can use Function Expressions to write the same function much shorter: function ask(question, yes, no) { if (confirm(question)) yes() else no(); } ask( "Do you agree?", function() { alert("You agreed."); }, function() { alert("You canceled the execution."); } ); Here, functions are declared right inside the ask(...) call. They have no name, and so are called anonymous. Such functions are not accessible outside of ask (because they are not assigned to variables), but that's just what we want here. Such code appears in our scripts very naturally, it's in the spirit of JavaScript. A function is a value representing an “action” Regular values like strings or numbers represent the data. A function can be perceived as an action. We can pass it between variables and run when we want.

    Function Expression vs Function Declaration

    Let's formulate the key differences between Function Declarations and Expressions. First, the syntax: how to see what is what in the code.
  • Function Declaration: a function, declared as a separate statement, in the main code flow. // Function Declaration function sum(a, b) { return a + b; }
  • Function Expression: a function, created inside an expression or inside another syntax construct. Here, the function is created at the right side of the “assignment expression” =: // Function Expression let sum = function(a, b) { return a + b; };
  • The more subtle difference is when a function is created by the JavaScript engine. A Function Expression is created when the execution reaches it and is usable from then on. Once the execution flow passes to the right side of the assignment let sum = function… – here we go, the function is created and can be used (assigned, called etc) from now on. Function Declarations are different. A Function Declaration is usable in the whole script/code block. In other words, when JavaScript prepares to run the script or a code block, it first looks for Function Declarations in it and creates the functions. We can think of it as an “initialization stage”. And after all of the Function Declarations are processed, the execution goes on. As a result, a function declared as a Function Declaration can be called earlier than it is defined. For example, this works: sayHi("John"); // Hello, John function sayHi(name) { alert( `Hello, ${name}` ); } The Function Declaration sayHi is created when JavaScript is preparing to start the script and is visible everywhere in it. …If it was a Function Expression, then it wouldn't work: sayHi("John"); // error! let sayHi = function(name) { // (*) no magic any more alert( `Hello, ${name}` ); }; Function Expressions are created when the execution reaches them. That would happen only in the line (*). Too late. When a Function Declaration is made within a code block, it is visible everywhere inside that block. But not outside of it. Sometimes that's handy to declare a local function only needed in that block alone. But that feature may also cause problems. For instance, let's imagine that we need to declare a function welcome() depending on the age variable that we get during runtime. And then we plan to use it some time later. The code below doesn't work: let age = prompt("What is your age?", 18); // conditionally declare a function if (age < 18) { function welcome() { alert("Hello!"); } } else { function welcome() { alert("Greetings!"); } } // ...use it later welcome(); // Error: welcome is not defined That's because a Function Declaration is only visible inside the code block in which it resides. Here's another example: let age = 16; // take 16 as an example if (age < 18) { welcome(); // \ (runs) // | function welcome() { // | alert("Hello!"); // | Function Declaration is available } // | everywhere in the block where it's declared // | welcome(); // / (runs) } else { function welcome() { // for age = 16, this "welcome" is never created alert("Greetings!"); } } // Here we're out of curly braces, // so we can not see Function Declarations made inside of them. welcome(); // Error: welcome is not defined What can we do to make welcome visible outside of if? The correct approach would be to use a Function Expression and assign welcome to the variable that is declared outside of if and has the proper visibility. Now it works as intended: let age = prompt("What is your age?", 18); let welcome; if (age < 18) { welcome = function() { alert("Hello!"); }; } else { welcome = function() { alert("Greetings!"); }; } welcome(); // ok now Or we could simplify it even further using a question mark operator ?: let age = prompt("What is your age?", 18); let welcome = (age < 18) ? function() { alert("Hello!"); } : function() { alert("Greetings!"); }; welcome(); // ok now When to choose Function Declaration versus Function Expression? As a rule of thumb, when we need to declare a function, the first to consider is Function Declaration syntax, the one we used before. It gives more freedom in how to organize our code, because we can call such functions before they are declared. It's also a little bit easier to look up function f(…) {…} in the code than let f = function(…) {…}. Function Declarations are more “eye-catching”. …But if a Function Declaration does not suit us for some reason (we've seen an example above), then Function Expression should be used.

    Arrow functions

    There's one more very simple and concise syntax for creating functions, that's often better than Function Expressions. It's called “arrow functions”, because it looks like this: let func = (arg1, arg2, ...argN) => expression …This creates a function func that has arguments arg1..argN, evaluates the expression on the right side with their use and returns its result. In other words, it's roughly the same as: let func = function(arg1, arg2, ...argN) { return expression; } …But much more concise. Let's see an example: let sum = (a, b) => a + b; /* The arrow function is a shorter form of: let sum = function(a, b) { return a + b; }; */ alert( sum(1, 2) ); // 3 If we have only one argument, then parentheses can be omitted, making that even shorter: // same as // let double = function(n) { return n * 2 } let double = n => n * 2; alert( double(3) ); // 6 If there are no arguments, parentheses should be empty (but they should be present): let sayHi = () => alert("Hello!"); sayHi(); Arrow functions can be used in the same way as Function Expressions. For instance, here's the rewritten example with welcome(): let age = prompt("What is your age?", 18); let welcome = (age < 18) ? () => alert('Hello') : () => alert("Greetings!"); welcome(); // ok now Arrow functions may appear unfamiliar and not very readable at first, but that quickly changes as the eyes get used to the structure. They are very convenient for simple one-line actions, when we're just too lazy to write many words. Multiline arrow functions The examples above took arguments from the left of => and evaluated the right-side expression with them. Sometimes we need something a little bit more complex, like multiple expressions or statements. It is also possible, but we should enclose them in curly braces. Then use a normal return within them. Like this: let sum = (a, b) => { // the curly brace opens a multiline function let result = a + b; return result; // if we use curly braces, use return to get results }; alert( sum(1, 2) ); // 3 More to come Here we praised arrow functions for brevity. But that's not all! Arrow functions have other interesting features. We'll return to them later in the chapter Arrow functions revisited. For now, we can already use them for one-line actions and callbacks.

    Summary

  • Functions are values. They can be assigned, copied or declared in any place of the code.
  • If the function is declared as a separate statement in the main code flow, that's called a “Function Declaration”.
  • If the function is created as a part of an expression, it's called a “Function Expression”.
  • Function Declarations are processed before the code block is executed. They are visible everywhere in the block.
  • Function Expressions are created when the execution flow reaches them.
  • In most cases when we need to declare a function, a Function Declaration is preferable, because it is visible prior to the declaration itself. That gives us more flexibility in code organization, and is usually more readable. So we should use a Function Expression only when a Function Declaration is not fit for the task. We've seen a couple of examples of that in this chapter, and will see more in the future. Arrow functions are handy for one-liners. They come in two flavors:
  • Without curly braces: (...args) => expression – the right side is an expression: the function evaluates it and returns the result.
  • With curly braces: (...args) => { body } – brackets allow us to write multiple statements inside the function, but we need an explicit return to return something.
  • function ask(question, yes, no) { if (confirm(question)) yes() else no(); } ask( "Do you agree?", function() { alert("You agreed."); }, function() { alert("You canceled the execution."); } ); function ask(question, yes, no) { if (confirm(question)) yes() else no(); } ask( "Do you agree?", () => alert("You agreed."), () => alert("You canceled the execution.") ); Looks short and clean, right? Previous lessonNext lesson Share This chapter briefly recaps the features of JavaScript that we've learned by now, paying special attention to subtle moments.

    Code structure

    Statements are delimited with a semicolon: alert('Hello'); alert('World'); Usually, a line-break is also treated as a delimiter, so that would also work: alert('Hello') alert('World') That's called “automatic semicolon insertion”. Sometimes it doesn't work, for instance: alert("There will be an error after this message") [1, 2].forEach(alert) Most codestyle guides agree that we should put a semicolon after each statement. Semicolons are not required after code blocks {...} and syntax constructs with them like loops: function f() { // no semicolon needed after function declaration } for(;;) { // no semicolon needed after the loop } …But even if we can put an “extra” semicolon somewhere, that's not an error. It will be ignored. More in: Code structure.

    Strict mode

    To fully enable all features of modern JavaScript, we should start scripts with "use strict". 'use strict'; ... The directive must be at the top of a script or at the beginning of a function. Without "use strict", everything still works, but some features behave in the old-fashion, “compatible” way. We'd generally prefer the modern behavior. Some modern features of the language (like classes that we'll study in the future) enable strict mode implicitly. More in: The modern mode, "use strict".

    Variables

    Can be declared using:
  • let
  • const (constant, can't be changed)
  • var (old-style, will see later)
  • A variable name can include:
  • Letters and digits, but the first character may not be a digit.
  • Characters $ and _ are normal, on par with letters.
  • Non-Latin alphabets and hieroglyphs are also allowed, but commonly not used.
  • Variables are dynamically typed. They can store any value: let x = 5; x = "John"; There are 7 data types:
  • number for both floating-point and integer numbers,
  • string for strings,
  • boolean for logical values: true/false,
  • null – a type with a single value null, meaning “empty” or “does not exist”,
  • undefined – a type with a single value undefined, meaning “not assigned”,
  • object and symbol – for complex data structures and unique identifiers, we haven't learnt them yet.
  • The typeof operator returns the type for a value, with two exceptions: typeof null == "object" // error in the language typeof function(){} == "function" // functions are treated specially More in: Variables and Data types.

    Interaction

    We're using a browser as a working environment, so basic UI functions will be:
    prompt(question[, default])
    Ask a question, and return either what the visitor entered or null if he pressed “cancel”.
    confirm(question)
    Ask a question and suggest to choose between Ok and Cancel. The choice is returned as true/false.
    alert(message)
    Output a message.
    All these functions are modal, they pause the code execution and prevent the visitor from interacting with the page until he answers. For instance: let userName = prompt("Your name?", "Alice"); let isTeaWanted = confirm("Do you want some tea?"); alert( "Visitor: " + userName ); // Alice alert( "Tea wanted: " + isTeaWanted ); // true More in: Interaction: alert, prompt, confirm.

    Operators

    JavaScript supports the following operators:
    Arithmetical
    Regular: * + - /, also % for the remainder and ** for power of a number. The binary plus + concatenates strings. And if any of the operands is a string, the other one is converted to string too: alert( '1' + 2 ); // '12', string alert( 1 + '2' ); // '12', string
    Assignments
    There is a simple assignment: a = b and combined ones like a *= 2.
    Bitwise
    Bitwise operators work with integers on bit-level: see the docs when they are needed.
    Ternary
    The only operator with three parameters: cond ? resultA : resultB. If cond is truthy, returns resultA, otherwise resultB.
    Logical operators
    Logical AND && and OR || perform short-circuit evaluation and then return the value where it stopped.
    Comparisons
    Equality check == for values of different types converts them to a number (except null and undefined that equal each other and nothing else), so these are equal: alert( 0 == false ); // true alert( 0 == '' ); // true Other comparisons convert to a number as well. The strict equality operator === doesn't do the conversion: different types always mean different values for it, so: Values null and undefined are special: they equal == each other and don't equal anything else. Greater/less comparisons compare strings character-by-character, other types are converted to a number.
    Logical operators
    There are few others, like a comma operator.
    More in: Operators, Comparisons, Logical operators.

    Loops

    We covered 3 types of loops: // 1 while (condition) { ... } // 2 do { ... } while (condition); // 3 for(let i = 0; i < 10; i++) { ... }
  • The variable declared in for(let...) loop is visible only inside the loop. But we can also omit let and reuse an existing variable.
  • Directives break/continue allow to exit the whole loop/current iteration. Use labels to break nested loops.
  • Details in: Loops: while and for. Later we'll study more types of loops to deal with objects.

    The “switch” construct

    The “switch” construct can replace multiple if checks. It uses === (strict equality) for comparisons. For instance: let age = prompt('Your age?', 18); switch (age) { case 18: alert("Won't work"); // the result of prompt is a string, not a number case "18": alert("This works!"); break; default: alert("Any value not equal to one above"); } Details in: The "switch" statement.

    Functions

    We covered three ways to create a function in JavaScript:
  • Function Declaration: the function in the main code flow function sum(a, b) { let result = a + b; return result; }
  • Function Expression: the function in the context of an expression let sum = function(a, b) { let result = a + b; return result; } Function expressions can have a name, like sum = function name(a, b), but that name is only visible inside that function.
  • Arrow functions: // expression at the right side let sum = (a, b) => a + b; // or multi-line syntax with { ... }, need return here: let sum = (a, b) => { // ... return a + b; } // without arguments let sayHi = () => alert("Hello"); // with a single argument let double = n => n * 2;
  • Functions may have local variables: those declared inside its body. 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.
  • Function Declaration Function Expression
    visible in the whole code block created when the execution reaches it
    - can have a name, visible only inside the function
    More: see Functions, Function expressions and arrows.

    More to come

    That was a brief list of JavaScript features. As of now we've studied only basics. Further in the tutorial you'll find more specials and advanced features of JavaScript. Before writing more complex code, let's talk about debugging. All modern browsers and most other environments support “debugging” – a special UI in developer tools that makes finding and fixing errors much easier. We'll be using Chrome here, because it's probably the most feature-rich in this aspect.

    The “sources” pane

    Your Chrome version may look a little bit different, but it still should be obvious what's there.
  • Open the example page in Chrome.
  • Turn on developer tools with F12 (Mac: Cmd+Opt+I).
  • Select the sources pane.
  • Here's what you should see if you are doing it for the first time: The toggler button opens the tab with files. Let's click it and select index.html and then hello.js in the tree view. Here's what should show up: Here we can see three zones:
  • The Resources zone lists HTML, JavaScript, CSS and other files, including images that are attached to the page. Chrome extensions may appear here too.
  • The Source zone shows the source code.
  • The Information and control zone is for debugging, we'll explore it soon.
  • Now you could click the same toggler again to hide the resources list and give the code some space.

    Console

    If we press Esc, then a console opens below. We can type commands there and press Enter to execute. After a statement is executed, its result is shown below. For example, here 1+2 results in 3, and hello("debugger") returns nothing, so the result is undefined:

    Breakpoints

    Let's examine what's going on within the code of the example page. In hello.js, click at line number 4. Yes, right on the 4 digit, not on the code. Congratulations! You've set a breakpoint. Please also click on the number for line 8. It should look like this (blue is where you should click): A breakpoint is a point of code where the debugger will automatically pause the JavaScript execution. While the code is paused, we can examine current variables, execute commands in the console etc. In other words, we can debug it. We can always find a list of breakpoints in the right pane. That's useful when we have many breakpoints in various files. It allows to:
  • Quickly jump to the breakpoint in the code (by clicking on it in the right pane).
  • Temporarily disable the breakpoint by unchecking it.
  • Remove the breakpoint by right-clicking and selecting Remove.
  • …And so on.
  • Conditional breakpoints Right click on the line number allows to create a conditional breakpoint. It only triggers when the given expression is truthy. That's handy when we need to stop only for a certain variable value or for certain function parameters.

    Debugger command

    We can also pause the code by using the debugger command, like this: function hello(name) { let phrase = `Hello, ${name}!`; debugger; // <-- the debugger stops here say(phrase); } That's very convenient when we are in a code editor and don't want to switch to the browser and look up the script in developer tools to set the breakpoint.

    Pause and look around

    In our example, hello() is called during the page load, so the easiest way to activate the debugger is to reload the page. So let's press F5 (Windows, Linux) or Cmd+R (Mac). As the breakpoint is set, the execution pauses at the 4th line: Please open the informational dropdowns to the right (labeled with arrows). They allow you to examine the current code state:
  • Watch – shows current values for any expressions. You can click the plus + and input an expression. The debugger will show its value at any moment, automatically recalculating it in the process of execution.
  • Call Stack – shows the nested calls chain. At the current moment the debugger is inside hello() call, called by a script in index.html (no function there, so it's called “anonymous”). If you click on a stack item, the debugger jumps to the corresponding code, and all its variables can be examined as well.
  • Scope – current variables. Local shows local function variables. You can also see their values highlighted right over the source. Global has global variables (out of any functions). There's also this keyword there that we didn't study yet, but we'll do that soon.
  • Tracing the execution

    Now it's time to trace the script. There are buttons for it at the top of the right pane. Let's engage them.
    – continue the execution, hotkey F8.
    Resumes the execution. If there are no additional breakpoints, then the execution just continues and the debugger loses control. Here's what we can see after a click on it: The execution has resumed, reached another breakpoint inside say() and paused there. Take a look at the “Call stack” at the right. It has increased by one more call. We're inside say() now.
    – make a step (run the next command), but don't go into the function, hotkey F10.
    If we click it now, alert will be shown. The important thing is that alert can be any function, the execution “steps over it”, skipping the function internals.
    – make a step, hotkey F11.
    The same as the previous one, but “steps into” nested functions. Clicking this will step through all script actions one by one.
    – continue the execution till the end of the current function, hotkey Shift+F11.
    The execution would stop at the very last line of the current function. That's handy when we accidentally entered a nested call using , but it does not interest us, and we want to continue to its end as soon as possible.
    – enable/disable all breakpoints.
    That button does not move the execution. Just a mass on/off for breakpoints.
    – enable/disable automatic pause in case of an error.
    When enabled, and the developer tools is open, a script error automatically pauses the execution. Then we can analyze variables to see what went wrong. So if our script dies with an error, we can open debugger, enable this option and reload the page to see where it dies and what's the context at that moment.
    Continue to here Right click on a line of code opens the context menu with a great option called “Continue to here”. That's handy when we want to move multiple steps forward, but we're too lazy to set a breakpoint.

    Logging

    To output something to console, there's console.log function. For instance, this outputs values from 0 to 4 to console: // open console to see for (let i = 0; i < 5; i++) { console.log("value", i); } Regular users don't see that output, it is in the console. To see it, either open the Console tab of developer tools or press Esc while in another tab: that opens the console at the bottom. If we have enough logging in our code, then we can see what's going on from the records, without the debugger.

    Summary As we can see, there are three main ways to pause a script:
  • A breakpoint.
  • The debugger statements.
  • An error (if dev tools are open and the button is “on”)
  • Then we can examine variables and step on to see where the execution goes wrong. There are many more options in developer tools than covered here. The full manual is at
    https://developers.google.com/web/tools/chrome-devtools. The information from this chapter is enough to begin debugging, but later, especially if you do a lot of browser stuff, please go there and look through more advanced capabilities of developer tools. Oh, and also you can click at various places of dev tools and just see what's showing up. That's probably the fastest route to learn dev tools. Don't forget about the right click as well! Our code must be as clean and easy to read as possible. That is actually an art of programming – to take a complex task and code it in a way that is both correct and human-readable. One thing to help is the good code style.

    Syntax

    A cheatsheet with the rules (more details below): Now let's discuss the rules and reasons for them in detail. Nothing is “carved in stone” here. Everything is optional and can be changed: these are coding rules, not religious dogmas.

    Curly braces

    In most JavaScript projects curly braces are written on the same line as the corresponding keyword, not on the new line, a so-called “Egyptian” style. There's also a space before an opening bracket. Like this: if (condition) { // do this // ...and that // ...and that } A single-line construct is an important edge case. Should we use brackets at all? If yes, then where? Here are the annotated variants, so you can judge about their readability on your own: As a summary:
  • For a really short code, one line is acceptable: like if (cond) return null.
  • But a separate line for each statement in brackets is usually better.
  • Line length

    The maximal line length should be limited. No one likes to eye-follow a long horizontal line. It's better to split it. The maximal line length is agreed on the team-level. It's usually 80 or 120 characters.

    Indents

    There are two types of indents:
  • A horizontal indent: 2(4) spaces. A horizontal indentation is made using either 2 or 4 spaces or the “Tab” symbol. Which one to choose is an old holy war. Spaces are more common nowadays. 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: show(parameters, aligned, // 5 spaces padding at the left one, after, another ) { // ... }
  • A vertical indent: empty lines for splitting code into logical blocks. Even a single function can often be divided in logical blocks. In the example below, the initialization of variables, the main loop and returning the result are split vertically: function pow(x, n) { let result = 1; // <-- for (let i = 0; i < n; i++) { result *= x; } // <-- return result; } Insert an extra newline where it helps to make the code more readable. There should not be more than nine lines of code without a vertical indentation.
  • A semicolon

    A semicolon should be present after each statement. Even if it could possibly be skipped. There are languages where a semicolon is truly optional. It's rarely used there. But in JavaScript there are few cases when a line break is sometimes not interpreted as a semicolon. That leaves a place for programming errors. As you become more mature as a programmer, you may choose a no-semicolon style, like StandardJS, but that's only when you know JavaScript well and understand possible pitfalls.

    Nesting levels

    There should not be too many nesting levels. Sometimes it's a good idea to use the “continue” directive in the loop to evade extra nesting in if(..) { ... }: Instead of: for (let i = 0; i < 10; i++) { if (cond) { ... // <- one more nesting level } } We can write: for (let i = 0; i < 10; i++) { if (!cond) continue; ... // <- no extra nesting level } A similar thing can be done with if/else and return. For example, two constructs below are identical. The first one: function pow(x, n) { if (n < 0) { alert("Negative 'n' not supported"); } else { let result = 1; for (let i = 0; i < n; i++) { result *= x; } return result; } } And this: function pow(x, n) { if (n < 0) { alert("Negative 'n' not supported"); return; } let result = 1; for (let i = 0; i < n; i++) { result *= x; } return result; } …But the second one is more readable, because the “edge case” of n < 0 is handled early on, and then we have the “main” code flow, without an additional nesting.

    Functions below the code

    If you are writing several “helper” functions and the code to use them, then there are three ways to place them.
  • Functions above the code that uses them: // function declarations function createElement() { ... } function setHandler(elem) { ... } function walkAround() { ... } // the code which uses them let elem = createElement(); setHandler(elem); walkAround();
  • Code first, then functions // the code which uses the functions let elem = createElement(); setHandler(elem); walkAround(); // --- helper functions --- function createElement() { ... } function setHandler(elem) { ... } function walkAround() { ... }
  • Mixed: a function is described where it's first used.
  • Most of time, the second variant is preferred. That's because when reading a code, we first want to know “what it does”. If the code goes first, then it provides that information. And then maybe we won't need to read functions at all, especially if their names are adequate to what they're doing.

    Style guides

    A style guide contains general rules about “how to write”: which quotes to use, how many spaces to indent, where to put line breaks, etc. A lot of minor things. In total, when all members of a team use the same style guide, the code looks uniform. No matter who of the team wrote it, it's still the same style. Surely, a team may think out a style guide themselves. But as of now, there's no need to. There are many tried, worked-out style guides, which are easy to adopt. For instance:
  • Google JavaScript Style Guide
  • Airbnb JavaScript Style Guide
  • Idiomatic.JS
  • StandardJS
  • (there are more)
  • If you're a novice developer, then you could start with the cheatsheet above in the chapter, and later browse the style guides to pick up the common principles and maybe choose one.

    Automated linters

    There are tools that can check the code style automatically. They are called “linters”. The great thing about them is that style-checking also finds some bugs, like a typo in a variable or function name. So it's recommended to install one, even if you don't want to stick to a “code style”. They help to find typos – and that's already good enough. Most well-known tools are:
  • JSLint – one of the first linters.
  • JSHint – more settings than JSLint.
  • ESLint – probably the newest one.
  • All of them can do the job. The author uses ESLint. Most linters are integrated with editors: just enable the plugin in the editor and configure the style. For instance, for ESLint you should do the following:
  • Install Node.JS.
  • Install ESLint with the command npm install -g eslint (npm is a JavaScript package installer).
  • Create a config file named .eslintrc in the root of your JavaScript project (in the folder that contains all your files).
  • Here's an example of .eslintrc: { "extends": "eslint:recommended", "env": { "browser": true, "node": true, "es6": true }, "rules": { "no-console": 0, }, "indent": 2 } Here the directive "extends" denotes that we base on the “eslint:recommended” set of settings, and then we specify our own. Then install/enable the plugin for your editor that integrates with ESLint. The majority of editors have it. It is possible to download style rule sets from the web and extend them instead. See http://eslint.org/docs/user-guide/getting-started for more details about installation. Using a linter has a great side-effect: linters catch typos. For instance, when an undefined variable is accessed, a linter detects it and (if integrated with an editor) highlights it. In most cases that's a mistype. So we can fix it right ahead. For that reason even if you're not concerned about styles, using a linter is highly recommended. Also certain IDEs support built-in linting, that also may be good, but not so tunable as ESLint.

    Summary All syntax rules from this chapter and the style guides aim to increase readability, so all of them are debatable. When we think about “how to write better?”, the sole criterion is “what makes the code more readable and easier to understand? what helps to avoid errors?” That's the main thing to keep in mind when choosing the style or discussing which one is better. Read style guides to see the latest ideas about that and follow those that you find the best. function pow(x,n) { let result=1; for(let i=0;i<n;i++) {result*=x;} return result; } let x=prompt("x?",''), n=prompt("n?",'') if (n<=0) { alert(`Power ${n} is not supported, please enter an integer number greater than zero`); } else { alert(pow(x,n)) } Fix it. You could note the following: function pow(x,n) // <- no space between arguments { // <- figure bracket on a separate line let result=1; // <- no spaces to the both sides of = for(let i=0;i<n;i++) {result*=x;} // <- no spaces // the contents of { ... } should be on a new line return result; } let x=prompt("x?",''), n=prompt("n?",'') // <-- technically possible, // but better make it 2 lines, also there's no spaces and ; if (n<0) // <- no spaces inside (n < 0), and should be extra line above it { // <- figure bracket on a separate line // below - a long line, may be worth to split into 2 lines alert(`Power ${n} is not supported, please enter an integer number greater than zero`); } else // <- could write it on a single line like "} else {" { alert(pow(x,n)) // no spaces and ; } The fixed variant: function pow(x, n) { let result = 1; for (let i = 0; i < n; i++) { result *= x; } return result; } let x = prompt("x?", ""); let n = prompt("n?", ""); if (n < 0) { alert(`Power ${n} is not supported, please enter an integer number greater than zero`); } else { alert( pow(x, n) ); } Previous lessonNext lesson Share As we know from the chapter Code structure, comments can be single-line: starting with // and multiline: /* ... */. We normally use them to describe how and why the code works. From the first sight, commenting might be obvious, but novices in programming usually get it wrong.

    Bad comments

    Novices tend to use comments to explain “what is going on in the code”. Like this: // This code will do this thing (...) and that thing (...) // ...and who knows what else... very; complex; code; But in good code the amount of such “explanatory” comments should be minimal. Seriously, code should be easy to understand without them. There's a great rule about that: “if the code is so unclear that it requires a comment, then maybe it should be rewritten instead”.

    Recipe: factor out functions

    Sometimes it's beneficial to replace a code piece with a function, like here: function showPrimes(n) { nextPrime: for (let i = 2; i < n; i++) { // check if i is a prime number for (let j = 2; j < i; j++) { if (i % j == 0) continue nextPrime; } alert(i); } } The better variant, with a factored out function isPrime: function showPrimes(n) { for (let i = 2; i < n; i++) { if (!isPrime(i)) continue; alert(i); } } function isPrime(n) { for (let i = 2; i < n; i++) { if (n % i == 0) return false; } return true; } Now we can understand the code easily. The function itself becomes the comment. Such code is called self-descriptive.

    Recipe: create functions

    And if we have a long “code sheet” like this: // here we add whiskey for(let i = 0; i < 10; i++) { let drop = getWhiskey(); smell(drop); add(drop, glass); } // here we add juice for(let t = 0; t < 3; t++) { let tomato = getTomato(); examine(tomato); let juice = press(tomato); add(juice, glass); } // ... Then it might be a better variant to refactor it into functions like: addWhiskey(glass); addJuice(glass); function addWhiskey(container) { for(let i = 0; i < 10; i++) { let drop = getWhiskey(); //... } } function addJuice(container) { for(let t = 0; t < 3; t++) { let tomato = getTomato(); //... } } Once again, functions themselves tell what's going on. There's nothing to comment. And also the code structure is better when split. It's clear what every function does, what it takes and what it returns. In reality, we can't totally avoid “explanatory” comments. There are complex algorithms. And there are smart “tweaks” for purposes of optimization. But generally we should try to keep the code simple and self-descriptive.

    Good comments

    So, explanatory comments are usually bad. Which comments are good?
    Describe the architecture
    Provide a high-level overview of components, how they interact, what's the control flow in various situations… In short – the bird's eye view of the code. There's a special diagram language UML for high-level architecture diagrams. Definitely worth studying.
    Document a function usage
    There's a special syntax JSDoc to document a function: usage, parameters, returned value. For instance: /** * Returns x raised to the n-th power. * * @param {number} x The number to raise. * @param {number} n The power, must be a natural number. * @return {number} x raised to the n-th power. */ function pow(x, n) { ... } Such comments allow us to understand the purpose of the function and use it the right way without looking in its code. By the way, many editors like WebStorm can understand them as well and use them to provide autocomplete and some automatic code-checking. Also, there are tools like JSDoc 3 that can generate HTML-documentation from the comments. You can read more information about JSDoc at http://usejsdoc.org/.
    Why is the task solved this way?
    What's written is important. But what's not written may be even more important to understand what's going on. Why is the task solved exactly this way? The code gives no answer. If there are many ways to solve the task, why this one? Especially when it's not the most obvious one. Without such comments the following situation is possible:
  • You (or your colleague) open the code written some time ago, and see that it's “suboptimal”.
  • You think: “How stupid I was then, and how much smarter I'm now”, and rewrite using the “more obvious and correct” variant.
  • …The urge to rewrite was good. But in the process you see that the “more obvious” solution is actually lacking. You even dimly remember why, because you already tried it long ago. You revert to the correct variant, but the time was wasted.
  • Comments that explain the solution are very important. They help to continue development the right way.
    Any subtle features of the code? Where they are used?
    If the code has anything subtle and counter-intuitive, it's definitely worth commenting.

    Summary An important sign of a good developer is comments: their presence and even their absense. Good comments allow us to maintain the code well, come back to it after a delay and use it more effectively. Comment this:
  • Overall architecture, high-level view.
  • Function usage.
  • Important solutions, especially when not immediately obvious.
  • Avoid comments:
  • That tell “how code works” and “what it does”.
  • Put them only if it's impossible to make the code so simple and self-descriptive that it doesn't require those.
  • Comments are also used for auto-documenting tools like JSDoc3: they read them and generate HTML-docs (or docs in another format).
    Learning without thought is labor lost; thought without learning is perilous.
    Confucius
    Programmer ninjas of the past used these tricks to make sharpen the mind of code maintainers. Code review gurus look for them in test tasks. Novice developers sometimes use them even better than programmer ninjas. Read them carefully and find out who you are – a ninja, a novice, or maybe a code reviewer? Irony detected Many try to follow ninja paths. Few succeed.

    Brevity is the soul of wit

    Make the code as short as possible. Show how smart you are. Let subtle language features guide you. For instance, take a look at this ternary operator '?': // taken from a well-known javascript library i = i ? i < 0 ? Math.max(0, len + i) : i : 0; Cool, right? If you write like that, the developer who comes across this line and tries to understand what is the value of i is going to have a merry time. Then come to you, seeking for an answer. Tell him that shorter is always better. Initiate him into the paths of ninja.

    One-letter variables

    The Dao hides in wordlessness. Only the Dao is well begun and well completed.
    Laozi (Tao Te Ching)
    Another way to code faster is to use single-letter variable names everywhere. Like a, b or c. A short variable disappears in the code like a real ninja in the forest. No one will be able to find it using “search” of the editor. And even if someone does, he won't be able to “decipher” what the name a or b means. …But there's an exception. A real ninja will never use i as the counter in a "for" loop. Anywhere, but not here. Look around, there are many more exotic letters. For instance, x or y. An exotic variable as a loop counter is especially cool if the loop body takes 1-2 pages (make it longer if you can). Then if someone looks deep inside the loop, he won't be able to quickly figure out that the variable named x is the loop counter.

    Use abbreviations

    If the team rules forbid the use of one-letter and vague names – shorten them, make abbreviations. Like this:
  • listlst.
  • userAgentua.
  • browserbrsr.
  • …etc
  • Only the one with truly good intuition will be able to understand such names. Try to shorten everything. Only a worthy person should be able to uphold the development of your code.

    Soar high. Be abstract.

    The great square is cornerlessThe great vessel is last complete,The great note is rarified sound,The great image has no form.
    Laozi (Tao Te Ching)
    While choosing a name try to use the most abstract word. Like obj, data, value, item, elem and so on.
  • The ideal name for a variable is data. Use it everywhere you can. Indeed, every variable holds data, right? …But what to do if data is already taken? Try value, it's also universal. After all, a variable eventually gets a value.
  • Name a variable by its type: str, num Give them a try. A young initiate may wonder – are such names really useful for a ninja? Indeed, they are! Sure, the variable name still means something. It says what's inside the variable: a string, a number or something else. But when an outsider tries to understand the code, he'll be surprised to see that there's actually no information at all! And will ultimately fail to alter your well-thought code. The value type is easy to find out by debugging. But what's the meaning of the variable? Which string/number does it store? There's just no way to figure out without a good meditation!
  • …But what if there are no more such names? Just add a number: data1, item2, elem5
  • Attention test

    Only a truly attentive programmer should be able to understand your code. But how to check that? One of the ways – use similar variable names, like date and data. Mix them where you can. A quick read of such code becomes impossible. And when there's a typo… Ummm… We're stuck for long, time to drink tea.

    Smart synonyms

    The hardest thing of all is to find a black cat in a dark room, especially if there is no cat.
    Confucius
    Using similar names for same things makes life more interesting and shows your creativity to the public. For instance, consider function prefixes. If a function shows a message on the screen – start it with display…, like displayMessage. And then if another function shows on the screen something else, like a user name, start it with show… (like showName). Insinuate that there's a subtle difference between such functions, while there is none. Make a pact with fellow ninjas of the team: if John starts “showing” functions with display... in his code, then Peter could use render.., and Ann – paint.... Note how much more interesting and diverse the code became. …And now the hat trick! For two functions with important differences – use the same prefix! For instance, the function printPage(page) will use a printer. And the function printText(text) will put the text on-screen. Let an unfamiliar reader think well over similarly named function printMessage: “Where does it put the message? To a printer or on the screen?”. To make it really shine, printMessage(message) should output it in the new window!

    Reuse names

    Once the whole is divided, the partsneed names.There are already enough names.One must know when to stop.
    Laozi (Tao Te Ching)
    Add a new variable only when absolutely necessary. Instead, reuse existing names. Just write new values into them. In a function try to use only variables passed as parameters. That would make it really hard to identify what's exactly in the variable now. And also where it comes from. A person with weak intuition would have to analyze the code line-by-line and track the changes through every code branch. An advanced variant of the approach is to covertly (!) replace the value with something alike in the middle of a loop or a function. For instance: function ninjaFunction(elem) { // 20 lines of code working with elem elem = clone(elem); // 20 more lines, now working with the clone of the elem! } A fellow programmer who wants to work with elem in the second half of the function will be surprised… Only during the debugging, after examining the code he will find out that he's working with a clone! Deadly effective even against an experienced ninja. Seen in code regularly.

    Underscores for fun

    Put underscores _ and __ before variable names. Like _name or __value. It would be great if only you knew their meaning. Or, better, add them just for fun, without particular meaning at all. Or different meanings in different places. You kill two rabbits with one shot. First, the code becomes longer and less readable, and the second, a fellow developer may spend a long time trying to figure out what the underscores mean. A smart ninja puts underscores at one spot of code and evades them at other places. That makes the code even more fragile and increases the probability of future errors.

    Show your love

    Let everyone see how magnificent your entities are! Names like superElement, megaFrame and niceItem will definitely enlighten a reader. Indeed, from one hand, something is written: super.., mega.., nice.. But from the other hand – that brings no details. A reader may decide to look for a hidden meaning and meditate for an hour or two.

    Overlap outer variables

    When in the light, can't see anything in the darkness.When in the darkness, can see everything in the light.
    Guan Yin Zi
    Use same names for variables inside and outside a function. As simple. No efforts required. let user = authenticateUser(); function render() { let user = anotherValue(); ... ...many lines... ... ... // <-- a programmer wants to work with user here and... ... } A programmer who jumps inside the render will probably fail to notice that there's a local user shadowing the outer one. Then he'll try to work with user assuming that it's the external variable, the result of authenticateUser()… The trap is sprung! Hello, debugger…

    Side-effects everywhere!

    There are functions that look like they don't change anything. Like isReady(), checkPermission(), findTags()… They are assumed to carry out calculations, find and return the data, without changing anything outside of them. In other words, without “side-effects”. A really beautiful trick is to add a “useful” action to them, besides the main task. The expression of dazed surprise on the face of your colleague when he sees a function named is.., check.. or find... changing something – will definitely broaden your boundaries of reason. Another way to surprise is to return a non-standard result. Show your original thinking! Let the call of checkPermission return not true/false, but a complex object with the results of the check. Those developers who try to write if (checkPermission(..)), will wonder why it doesn't work. Tell them: “Read the docs!”. And give this article.

    Powerful functions!

    The great Tao flows everywhere,both to the left and to the right.
    Laozi (Tao Te Ching)
    Don't limit the function by what's written in its name. Be broader. For instance, a function validateEmail(email) could (besides checking the email for correctness) show an error message and ask to re-enter the email. Additional actions should not be obvious from the function name. A true ninja coder will make them not obvious from the code as well. Joining several actions into one protects your code from reuse. Imagine, another developer wants only to check the email, and not output any message. Your function validateEmail(email) that does both will not suit him. So he won't break your meditation by asking anything about it.

    Summary All “pieces of advice” above are from the real code… Sometimes, written by experienced developers. Maybe even more experienced than you are ;)
  • Follow some of them, and your code will become full of surprises.
  • Follow many of them, and your code will become truly yours, no one would want to change it.
  • Follow all, and your code will become a valuable lesson for young developers looking for enlightenment.
  • Automated testing will be used in further tasks. It's actually a part of the “educational minimum” of a developer.

    Why we need tests?

    When we write a function, we can usually imagine what it should do: which parameters give which results. During development, we can check the function by running it and comparing the outcome with the expected one. For instance, we can do it in the console. If something is wrong – then we fix the code, run again, check the result – and so on till it works. But such manual “re-runs” are imperfect. When testing a code by manual re-runs, it's easy to miss something. For instance, we're creating a function f. Wrote some code, testing: f(1) works, but f(2) doesn't work. We fix the code and now f(2) works. Looks complete? But we forgot to re-test f(1). That may lead to an error. That's very typical. When we develop something, we keep a lot of possible use cases in mind. But it's hard to expect a programmer to check all of them manually after every change. So it becomes easy to fix one thing and break another one. Automated testing means that tests are written separately, in addition to the code. They can be executed easily and check all the main use cases.

    Behavior Driven Development (BDD)

    Let's use a technique named
    Behavior Driven Development or, in short, BDD. That approach is used among many projects. BDD is not just about testing. That's more. BDD is three things in one: tests AND documentation AND examples. Enough words. Let's see the example.

    Development of “pow”: the spec

    Let's say we want to make a function pow(x, n) that raises x to an integer power n. We assume that n≥0. That task is just an example: there's the ** operator in JavaScript that can do that, but here we concentrate on the development flow that can be applied to more complex tasks as well. Before creating the code of pow, we can imagine what the function should do and describe it. Such description is called a specification or, in short, a spec, and looks like this: describe("pow", function() { it("raises to n-th power", function() { assert.equal(pow(2, 3), 8); }); }); A spec has three main building blocks that you can see above:
    describe("title", function() { ... })
    What functionality we're describing. Uses to group “workers” – the it blocks. In our case we're describing the function pow.
    it("title", function() { ... })
    In the title of it we in a human-readable way describe the particular use case, and the second argument is a function that tests it.
    assert.equal(value1, value2)
    The code inside it block, if the implementation is correct, should execute without errors. Functions assert.* are used to check whether pow works as expected. Right here we're using one of them – assert.equal, it compares arguments and yields an error if they are not equal. Here it checks that the result of pow(2, 3) equals 8. There are other types of comparisons and checks that we'll see further.

    The development flow

    The flow of development usually looks like this:
  • An initial spec is written, with tests for the most basic functionality.
  • An initial implementation is created.
  • To check whether it works, we run the testing framework Mocha (more details soon) that runs the spec. Errors are displayed. We make corrections until everything works.
  • Now we have a working initial implementation with tests.
  • We add more use cases to the spec, probably not yet supported by the implementations. Tests start to fail.
  • Go to 3, update the implementation till tests give no errors.
  • Repeat steps 3-6 till the functionality is ready.
  • So, the development is iterative. We write the spec, implement it, make sure tests pass, then write more tests, make sure they work etc. At the end we have both a working implementation and tests for it. In our case, the first step is complete: we have an initial spec for pow. So let's make an implementation. But before that let's make a “zero” run of the spec, just to see that tests are working (they will all fail).

    The spec in action

    Here in the tutorial we'll be using the following JavaScript libraries for tests:
  • Mocha – the core framework: it provides common testing functions including describe and it and the main function that runs tests.
  • Chai – the library with many assertions. It allows to use a lot of different assertions, for now we need only assert.equal.
  • Sinon – a library to spy over functions, emulate built-in functions and more, we'll need it much later.
  • These libraries are suitable for both in-browser and server-side testing. Here we'll consider the browser variant. The full HTML page with these frameworks and pow spec: <!DOCTYPE html> <html> <head> <!-- add mocha css, to show results --> <link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/mocha/3.2.0/mocha.css"> <!-- add mocha framework code --> <script src="https://cdnjs.cloudflare.com/ajax/libs/mocha/3.2.0/mocha.js"></script> <script> mocha.setup('bdd'); // minimal setup </script> <!-- add chai --> <script src="https://cdnjs.cloudflare.com/ajax/libs/chai/3.5.0/chai.js"></script> <script> // chai has a lot of stuff, let's make assert global let assert = chai.assert; </script> </head> <body> <script> function pow(x, n) { /* function code is to be written, empty now */ } </script> <!-- the script with tests (describe, it...) --> <script src="test.js"></script> <!-- the element with id="mocha" will contain test results --> <div id="mocha"></div> <!-- run tests! --> <script> mocha.run(); </script> </body> </html> The page can be divided into four parts:
  • The <head> – add third-party libraries and styles for tests.
  • The <script> with the function to test, in our case – with the code for pow.
  • The tests – in our case an external script test.js that has describe("pow", ...) from above.
  • The HTML element <div id="mocha"> will be used by Mocha to output results.
  • The tests are started by the command mocha.run().
  • The result: As of now, the test fails, there's an error. That's logical: we have an empty function code in pow, so pow(2,3) returns undefined instead of 8. For the future, let's note that there are advanced test-runners, like karma and others. So it's generally not a problem to setup many different tests.

    Initial implementation

    Let's make a simple implementation of pow, for tests to pass: function pow() { return 8; // :) we cheat! } Wow, now it works!

    Improving the spec

    What we've done is definitely a cheat. The function does not work: an attempt to calculate pow(3,4) would give an incorrect result, but tests pass. …But the situation is quite typical, it happens in practice. Tests pass, but the function works wrong. Our spec is imperfect. We need to add more use cases to it. Let's add one more test to see if pow(3, 4) = 81. We can select one of two ways to organize the test here:
  • The first variant – add one more assert into the same it: describe("pow", function() { it("raises to n-th power", function() { assert.equal(pow(2, 3), 8); assert.equal(pow(3, 4), 81); }); });
  • The second – make two tests: describe("pow", function() { it("2 raised to power 3 is 8", function() { assert.equal(pow(2, 3), 8); }); it("3 raised to power 3 is 27", function() { assert.equal(pow(3, 3), 27); }); });
  • The principal difference is that when assert triggers an error, the it block immediately terminates. So, in the first variant if the first assert fails, then we'll never see the result of the second assert. Making tests separate is useful to get more information about what's going on, so the second variant is better. And besides that, there's one more rule that's good to follow. One test checks one thing. If we look at the test and see two independent checks in it, it's better to split it into two simpler ones. So let's continue with the second variant. The result: As we could expect, the second test failed. Sure, our function always returns 8, while the assert expects 27.

    Improving the implementation

    Let's write something more real for tests to pass: function pow(x, n) { let result = 1; for (let i = 0; i < n; i++) { result *= x; } return result; } To be sure that the function works well, let's test it for more values. Instead of writing it blocks manually, we can generate them in for: describe("pow", function() { function makeTest(x) { let expected = x * x * x; it(`${x} in the power 3 is ${expected}`, function() { assert.equal(pow(x, 3), expected); }); } for (let x = 1; x <= 5; x++) { makeTest(x); } }); The result:

    Nested describe

    We're going to add even more tests. But before that let's note that the helper function makeTest and for should be grouped together. We won't need makeTest in other tests, it's needed only in for: their common task is to check how pow raises into the given power. Grouping is done with a nested describe: describe("pow", function() { describe("raises x to power n", function() { function makeTest(x) { let expected = x * x * x; it(`${x} in the power 3 is ${expected}`, function() { assert.equal(pow(x, 3), expected); }); } for (let x = 1; x <= 5; x++) { makeTest(x); } }); // ... more tests to follow here, both describe and it can be added }); The nested describe defines a new “subgroup” of tests. In the output we can see the titled indentation: In the future we can add more it and describe on the top level with helper functions of their own, they won't see makeTest. before/after and beforeEach/afterEach We can setup before/after functions that execute before/after running tests, and also beforeEach/afterEach functions that execute before/after every it. For instance: describe("test", function() { before(() => alert("Testing started – before all tests")); after(() => alert("Testing finished – after all tests")); beforeEach(() => alert("Before a test – enter a test")); afterEach(() => alert("After a test – exit a test")); it('test 1', () => alert(1)); it('test 2', () => alert(2)); }); The running sequence will be: Testing started – before all tests (before) Before a test – enter a test (beforeEach) 1 After a test – exit a test (afterEach) Before a test – enter a test (beforeEach) 2 After a test – exit a test (afterEach) Testing finished – after all tests (after) Open the example in the sandbox. Usually, beforeEach/afterEach (before/each) are used to perform initialization, zero out counters or do something else between the tests (or test groups).

    Extending the spec

    The basic functionality of pow is complete. The first iteration of the development is done. When we're done celebrating and drinking champagne – let's go on and improve it. As it was said, the function pow(x, n) is meant to work with positive integer values n. To indicate a mathematical error, JavaScript functions usually return NaN. Let's do the same for invalid values of n. Let's first add the behavior to the spec(!): describe("pow", function() { // ... it("for negative n the result is NaN", function() { assert.isNaN(pow(2, -1)); }); it("for non-integer n the result is NaN", function() { assert.isNaN(pow(2, 1.5)); }); }); The result with new tests: The newly added tests fail, because our implementation does not support them. That's how BDD is done: first we write failing tests, and then make an implementation for them. Other assertions Please note the assertion assert.isNaN: it checks for NaN. There are other assertions in Chai as well, for instance:
  • assert.equal(value1, value2) – checks the equality value1 == value2.
  • assert.strictEqual(value1, value2) – checks the strict equality value1 === value2.
  • assert.notEqual, assert.notStrictEqual – inverse checks to the ones above.
  • assert.isTrue(value) – checks that value === true
  • assert.isFalse(value) – checks that value === false
  • …the full list is in the docs
  • So we should add a couple of lines to pow: function pow(x, n) { if (n < 0) return NaN; if (Math.round(n) != n) return NaN; let result = 1; for (let i = 0; i < n; i++) { result *= x; } return result; } Now it works, all tests pass: Open the full final example in the sandbox.

    Summary In BDD, the spec goes first, followed by implementation. At the end we have both the spec and the code. The spec can be used in three ways:
  • Tests guarantee that the code works correctly.
  • Docs – the titles of describe and it tell what the function does.
  • Examples – the tests are actually working examples showing how a function can be used.
  • With the spec, we can safely improve, change, even rewrite the function from scratch and make sure it still works right. That's especially important in large projects when a function is used in many places. When we change such a function, there's just no way to manually check if every place that uses it still works right. Without tests, people have two ways:
  • To perform the change, no matter what. And then our users meet bugs and report them. If we can afford that.
  • Or people become afraid to modify such functions, if the punishment for errors is harsh. Then it becomes old, overgrown with cobwebs, no one wants to get into it, and that's not good.
  • Automatically tested code is contrary to that! If the project is covered with tests, there's just no such problem. We can run tests and see a lot of checks made in a matter of seconds. Besides, a well-tested code has better architecture. Naturally, that's because it's easier to change and improve it. But not only that. To write tests, the code should be organized in such a way that every function has a clearly described task, well-defined input and output. That means a good architecture from the beginning. In real life that's sometimes not that easy. Sometimes it's difficult to write a spec before the actual code, because it's not yet clear how it should behave. But in general writing tests makes development faster and more stable.

    What now?

    Later in the tutorial you will meet many tasks with tests baked-in. So you'll see more practical examples. Writing tests requires good JavaScript knowledge. But we're just starting to learn it. So, to settle down everything, as of now you're not required to write tests, but you should already be able to read them even if they are a little bit more complex than in this chapter. it("Raises x to the power n", function() { let x = 5; let result = x; assert.equal(pow(x, 1), result); result *= x; assert.equal(pow(x, 2), result); result *= x; assert.equal(pow(x, 3), result); }); P.S. Syntactically the test is correct and passes. The test demonstrates one of the temptations a developer meets when writing tests. What we have here is actually 3 tests, but layed out as a single function with 3 asserts. Sometimes it's easier to write this way, but if an error occurs, it's much less obvious what went wrong. If an error happens inside a complex execution flow, then we'll have to figure out the data at that point. We'll actually have to debug the test. It would be much better to break the test into multiple it blocks with clearly written inputs and outputs. Like this: describe("Raises x to power n", function() { it("5 in the power of 1 equals 5", function() { assert.equal(pow(5, 1), 5); }); it("5 in the power of 2 equals 25", function() { assert.equal(pow(5, 2), 25); }); it("5 in the power of 3 equals 125", function() { assert.equal(pow(5, 3), 125); }); }); We replaced the single it with describe and a group of it blocks. Now if something fails we would see clearly what the data was. Also we can isolate a single test and run it in standalone mode by writing it.only instead of it: describe("Raises x to power n", function() { it("5 in the power of 1 equals 5", function() { assert.equal(pow(5, 1), 5); }); // Mocha will run only this block it.only("5 in the power of 2 equals 25", function() { assert.equal(pow(5, 2), 25); }); it("5 in the power of 3 equals 125", function() { assert.equal(pow(5, 3), 125); }); });
    Previous lessonNext lesson Share 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 https://tc39.github.io/ecma262/ and then progress to the specification. Teams behind JavaScript engines have their own ideas about what to implement first. They may decide to implement proposals that are in draft and postpone things that are already in the spec, because they are less interesting or just harder to do. 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 https://kangax.github.io/compat-table/es6/ (it's big, we have a lot to study yet).

    Babel

    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. Here Babel comes to the rescue. Babel is a transpiler. It rewrites modern JavaScript code into the previous standard. Actually, there are two parts in Babel:
  • First, the transpiler program, which rewrites the code. The developer runs it on his own computer. It rewrites the code into the older standard. And then the code is delivered to the website for users. Modern project build system like webpack or brunch provide means to run transpiler automatically on every code change, so that doesn't involve any time loss from our side.
  • Second, the polyfill. The transpiler rewrites the code, so syntax features are covered. But for new functions we need to write a special script that implements them. JavaScript is a highly dynamic language, scripts may not just add new functions, but also modify built-in ones, so that they behave according to the modern standard. There's a term “polyfill” for scripts that “fill in” the gap and add missing implementations. Two interesting polyfills are:
  • babel polyfill that supports a lot, but is big.
  • polyfill.io service that allows to load/construct polyfills on-demand, depending on the features we need.
  • So, we need to setup the transpiler and add the polyfill for old engines to support modern features. If we orient towards modern engines and do not use features except those supported everywhere, then we don't need to use Babel.

    Examples in the tutorial

    Most examples are runnable at-place, like this: alert('Press the "Play" button in the upper-right corner to run'); Examples that use modern JS will work only if your browser supports it. Chrome Canary is good for all examples, but other modern browsers are mostly fine too. Note that on production we can use Babel to translate the code into suitable for less recent browsers, so there will be no such limitation, the code will run everywhere. As we know from the chapter Data types, there are seven language types in JavaScript. Six of them are called “primitive”, because their values contain only a single thing (be it a string or a number or whatever). In contrast, objects are used to store keyed collections of various data and more complex entities. In JavaScript, objects penetrate almost every aspect of the language. So we must understand them first before going in-depth anywhere else. An object can be created with figure brackets {…} with an optional list of properties. A property is a “key: value” pair, where key is a string (also called a “property name”), and value can be anything. We can imagine an object as a cabinet with signed files. Every piece of data is stored in its file by the key. It's easy to find a file by its name or add/remove a file. An empty object (“empty cabinet”) can be created using one of two syntaxes: let user = new Object(); // "object constructor" syntax let user = {}; // "object literal" syntax Usually, the figure brackets {...} are used. That declaration is called an object literal.

    Literals and properties

    We can immediately put some properties into {...} as “key: value” pairs: let user = { // an object name: "John", // by key "name" store value "John" age: 30 // by key "age" store value 30 }; A property has a key (also known as “name” or “identifier”) before the colon ":" and a value to the right of it. In the user object, there are two properties:
  • The first property has the name "name" and the value "John".
  • The second one has the name "age" and the value 30.
  • The resulting user object can be imagined as a cabinet with two signed files labeled “name” and “age”. We can add, remove and read files from it any time. Property values are accessible using the dot notation: // get fields of the object: alert( user.name ); // John alert( user.age ); // 30 The value can be of any type. Let's add a boolean one: user.isAdmin = true; To remove a property, we can use delete operator: delete user.age; We can also use multiword property names, but then they must be quoted: let user = { name: "John", age: 30, "likes birds": true // multiword property name must be quoted }; The last property in the list may end with a comma: let user = { name: "John", age: 30, } That is called a “trailing” or “hanging” comma. Makes it easier to add/remove/move around properties, because all lines become alike.

    Square brackets

    For multiword properties, the dot access doesn't work: // this would give a syntax error user.likes birds = true That's because the dot requires the key to be a valid variable identifier. That is: no spaces and other limitations. There's an alternative “square bracket notation” that works with any string: let user = {}; // set user["likes birds"] = true; // get alert(user["likes birds"]); // true // delete delete user["likes birds"]; Now everything is fine. Please note that the string inside the brackets is properly quoted (any type of quotes will do). Square brackets also provide a way to obtain the property name as the result of any expression – as opposed to a literal string – like from a variable as follows: let key = "likes birds"; // same as user["likes birds"] = true; user[key] = true; Here, the variable key may be calculated at run-time or depend on the user input. And then we use it to access the property. That gives us a great deal of flexibility. The dot notation cannot be used in a similar way. For instance: let user = { name: "John", age: 30 }; let key = prompt("What do you want to know about the user?", "name"); // access by variable alert( user[key] ); // John (if enter "name")

    Computed properties

    We can use square brackets in an object literal. That's called computed properties. For instance: let fruit = prompt("Which fruit to buy?", "apple"); let bag = { [fruit]: 5, // the name of the property is taken from the variable fruit }; alert( bag.apple ); // 5 if fruit="apple" The meaning of a computed property is simple: [fruit] means that the property name should be taken from fruit. So, if a visitor enters "apple", bag will become {apple: 5}. Essentially, that works the same as: let fruit = prompt("Which fruit to buy?", "apple"); let bag = {}; // take property name from the fruit variable bag[fruit] = 5; …But looks nicer. We can use more complex expressions inside square brackets: let fruit = 'apple'; let bag = { [fruit + 'Computers']: 5 // bag.appleComputers = 5 }; Square brackets are much more powerful than the dot notation. They allow any property names and variables. But they are also more cumbersome to write. So most of the time, when property names are known and simple, the dot is used. And if we need something more complex, then we switch to square brackets. Reserved words are allowed as property names A variable cannot have a name equal to one of language-reserved words like “for”, “let”, “return” etc. But for an object property, there's no such restriction. Any name is fine: let obj = { for: 1, let: 2, return: 3 } alert( obj.for + obj.let + obj.return ); // 6 Basically, any name is allowed, but there's a special one: "__proto__" that gets special treatment for historical reasons. For instance, we can't set it to a non-object value: let obj = {}; obj.__proto__ = 5; alert(obj.__proto__); // [object Object], didn't work as intended As we see from the code, the assignment to a primitive 5 is ignored. That can become a source of bugs and even vulnerabilies if we intent to store arbitrary key-value pairs in an object, and allow a visitor to specify the keys. In that case the visitor may choose “proto” as the key, and the assignment logic will be ruined (as shown above). There is a way to make objects treat __proto__ as a regular property, which we'll cover later, but first we need to know more about objects. There's also another data structure Map, that we'll learn in the chapter Map, Set, WeakMap and WeakSet, which supports arbitrary keys.

    Property value shorthand

    In real code we often use existing variables as values for property names. For instance: function makeUser(name, age) { return { name: name, age: age // ...other properties }; } let user = makeUser("John", 30); alert(user.name); // John In the example above, properties have the same names as variables. The use-case of making a property from a variable is so common, that there's a special property value shorthand to make it shorter. Instead of name:name we can just write name, like this: function makeUser(name, age) { return { name, // same as name: name age // same as age: age // ... }; } We can use both normal properties and shorthands in the same object: let user = { name, // same as name:name age: 30 };

    Existence check

    A notable objects feature is that it's possible to access any property. There will be no error if the property doesn't exist! Accessing a non-existing property just returns undefined. It provides a very common way to test whether the property exists – to get it and compare vs undefined: let user = {}; alert( user.noSuchProperty === undefined ); // true means "no such property" There also exists a special operator "in" to check for the existence of a property. The syntax is: "key" in object For instance: let user = { name: "John", age: 30 }; alert( "age" in user ); // true, user.age exists alert( "blabla" in user ); // false, user.blabla doesn't exist Please note that on the left side of in there must be a property name. That's usually a quoted string. If we omit quotes, that would mean a variable containing the actual name to be tested. For instance: let user = { age: 30 }; let key = "age"; alert( key in user ); // true, takes the name from key and checks for such property Using “in” for properties that store undefined Usually, the strict comparison "=== undefined" check works fine. But there's a special case when it fails, but "in" works correctly. It's when an object property exists, but stores undefined: let obj = { test: undefined }; alert( obj.test ); // it's undefined, so - no such property? alert( "test" in obj ); // true, the property does exist! In the code above, the property obj.test technically exists. So the in operator works right. Situations like this happen very rarely, because undefined is usually not assigned. We mostly use null for “unknown” or “empty” values. So the in operator is an exotic guest in the code.

    The “for…in” loop

    To walk over all keys of an object, there exists a special form of the loop: for..in. This is a completely different thing from the for(;;) construct that we studied before. The syntax: for(key in object) { // executes the body for each key among object properties } For instance, let's output all properties of user: let user = { name: "John", age: 30, isAdmin: true }; for(let key in user) { // keys alert( key ); // name, age, isAdmin // values for the keys alert( user[key] ); // John, 30, true } Note that all “for” constructs allow us to declare the looping variable inside the loop, like let key here. Also, we could use another variable name here instead of key. For instance, "for(let prop in obj)" is also widely used.

    Ordered like an object

    Are objects ordered? In other words, if we loop over an object, do we get all properties in the same order they were added? Can we rely on this? The short answer is: “ordered in a special fashion”: integer properties are sorted, others appear in creation order. The details follow. As an example, let's consider an object with the phone codes: let codes = { "49": "Germany", "41": "Switzerland", "44": "Great Britain", // .., "1": "USA" }; for(let code in codes) { alert(code); // 1, 41, 44, 49 } The object may be used to suggest a list of options to the user. If we're making a site mainly for German audience then we probably want 49 to be the first. But if we run the code, we see a totally different picture:
  • USA (1) goes first
  • then Switzerland (41) and so on.
  • The phone codes go in the ascending sorted order, because they are integers. So we see 1, 41, 44, 49. Integer properties? What's that? The “integer property” term here means a string that can be converted to-and-from an integer without a change. So, “49” is an integer property name, because when it's transformed to an integer number and back, it's still the same. But “+49” and “1.2” are not: // Math.trunc is a built-in function that removes the decimal part alert( String(Math.trunc(Number("49"))) ); // "49", same, integer property alert( String(Math.trunc(Number("+49"))) ); // "49", not same "+49" ⇒ not integer property alert( String(Math.trunc(Number("1.2"))) ); // "1", not same "1.2" ⇒ not integer property …On the other hand, if the keys are non-integer, then they are listed in the creation order, for instance: let user = { name: "John", surname: "Smith" }; user.age = 25; // add one more // non-integer properties are listed in the creation order for (let prop in user) { alert( prop ); // name, surname, age } So, to fix the issue with the phone codes, we can “cheat” by making the codes non-integer. Adding a plus "+" sign before each code is enough. Like this: let codes = { "+49": "Germany", "+41": "Switzerland", "+44": "Great Britain", // .., "+1": "USA" }; for(let code in codes) { alert( +code ); // 49, 41, 44, 1 } Now it works as intended.

    Copying by reference

    One of the fundamental differences of objects vs primitives is that they are stored and copied “by reference”. Primitive values: strings, numbers, booleans – are assigned/copied “as a whole value”. For instance: let message = "Hello!"; let phrase = message; As a result we have two independent variables, each one is storing the string "Hello!". Objects are not like that. A variable 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 user = { name: "John" }; Here, the object is stored somewhere in memory. And the variable user has a “reference” to it. When an object variable is copied – the reference is copied, the object is not duplicated. If we imagine an object as a cabinet, then a variable is a key to it. Copying a variable duplicates the key, but not the cabinet itself. For instance: let user = { name: "John" }; let admin = user; // copy the reference Now we have two variables, each one with the reference to the same object: We can use any variable to access the cabinet and modify its contents: let user = { name: 'John' }; let admin = user; 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 the other key (user) we would see changes.

    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. For instance, two variables reference the same object, they are equal: let a = {}; let b = a; // copy the reference 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: let a = {}; 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 are necessary very rarely and usually are a result of a coding mistake.

    Const object

    An object declared as const can be changed. For instance: const user = { name: "John" }; user.age = 25; // (*) alert(user.age); // 25 It might seem that the line (*) would cause an error, but no, there's totally no problem. That's because const fixes the value of user itself. And here user stores the reference to the same object all the time. The line (*) goes inside the object, it doesn't reassign user. The const would give an error if we try to set user to something else, for instance: const user = { name: "John" }; // Error (can't reassign user) user = { name: "Pete" }; …But what if we want to make constant object properties? So that user.age = 25 would give an error. That's possible too. We'll cover it in the chapter Property flags and descriptors.

    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. 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. Like this: let user = { name: "John", age: 30 }; let clone = {}; // the new empty object // let's copy all user properties into it for (let key in user) { clone[key] = user[key]; } // now clone is a fully independant clone 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 for that. The syntax is: Object.assign(dest[, src1, src2, src3...])
  • Arguments dest, and src1, ..., srcN (can be as many as needed) are objects.
  • It copies the properties of all objects src1, ..., srcN into dest. In other words, properties of all arguments starting from the 2nd are copied into the 1st. Then it returns dest.
  • For instance, we can use it to merge several objects into one: let user = { name: "John" }; let permissions1 = { canView: true }; let permissions2 = { canEdit: true }; // copies all properties from permissions1 and permissions2 into user Object.assign(user, permissions1, permissions2); // now user = { name: "John", canView: true, canEdit: true } If the receiving object (user) already has the same named property, it will be overwritten: let user = { name: "John" }; // overwrite name, add isAdmin Object.assign(user, { name: "Pete", isAdmin: true }); // now user = { name: "Pete", isAdmin: true } We also can use Object.assign to replace the loop for simple cloning: let user = { name: "John", age: 30 }; let clone = Object.assign({}, user); It copies all properties of user into the empty object and returns it. Actually, the same as the loop, but shorter. Until now we assumed that all properties of user are primitive. But properties can be references to other objects. What to do with them? Like this: let user = { name: "John", sizes: { height: 182, width: 50 } }; alert( user.sizes.height ); // 182 Now it's not enough to copy clone.sizes = user.sizes, because the user.sizes is an object, it will be copied by reference. So clone and user will share the same sizes: Like this: let user = { name: "John", sizes: { height: 182, width: 50 } }; let clone = Object.assign({}, user); alert( user.sizes === clone.sizes ); // true, same object // user and clone share sizes 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”. There's a standard algorithm for deep cloning that handles the case above and more complex cases, called the Structured cloning algorithm. In order not to reinvent the wheel, we can use a working implementation of it from the JavaScript library lodash, the method is called _.cloneDeep(obj).

    Summary Objects are associative arrays with several special features. They store properties (key-value pairs), where:
  • Property keys must be strings or symbols (usually strings).
  • Values can be of any type.
  • To access a property, we can use:
  • The dot notation: obj.property.
  • Square brackets notation obj["property"]. Square brackets allow to take the key from a variable, like obj[varWithKey].
  • Additional operators:
  • To delete a property: delete obj.prop.
  • To check if a property with the given key exists: "key" in obj.
  • To iterate over an object: for(let key in obj) loop.
  • 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. All operations via copied references (like adding/removing properties) are performed on the same single object. To make a “real copy” (a clone) we can use Object.assign or
    _.cloneDeep(obj). What we've studied in this chapter is called a “plain object”, or just Object. There are many other kinds of objects in JavaScript:
  • Array to store ordered data collections,
  • Date to store the information about the date and time,
  • Error to store the information about an error.
  • …And so on.
  • They have their special features that we'll study later. Sometimes people say something like “Array type” or “Date type”, but formally they are not types of their own, but belong to a single “object” data type. And they extend it in various ways. Objects in JavaScript are very powerful. Here we've just scratched the surface of a topic that is really huge. We'll be closely working with objects and learning more about them in further parts of the tutorial.
  • Create an empty object user.
  • Add the property name with the value John.
  • Add the property surname with the value Smith.
  • Change the value of the name to Pete.
  • Remove the property name from the object.
  • let user = {}; user.name = "John"; user.surname = "Smith"; user.name = "Pete"; delete user.name;

    Check for emptiness

    importance: 5 Write the function isEmpty(obj) which returns true if the object has no properties, false otherwise. Should work like that: let schedule = {}; alert( isEmpty(schedule) ); // true schedule["8:30"] = "get up"; alert( isEmpty(schedule) ); // false Open the sandbox with tests. Just loop over the object and return false immediately if there's at least one property. function isEmpty(obj) { for (let key in obj) { return false; } return true; } Open the solution with tests in the sandbox.

    Constant objects?

    importance: 5 Is it possible to change an object declared with const, how do you think? const user = { name: "John" }; // does it work? user.name = "Pete"; Sure, it works, no problem. The const only protects the variable itself from changing. In other words, user stores a reference to the object. And it can't be changed. But the content of the object can. const user = { name: "John" }; // works user.name = "Pete"; // error user = 123;

    Sum object properties

    importance: 5 We have an object storing salaries of our team: let salaries = { John: 100, Ann: 160, Pete: 130 } Write the code to sum all salaries and store in the variable sum. Should be 390 in the example above. If salaries is empty, then the result must be 0. let salaries = { John: 100, Ann: 160, Pete: 130 }; let sum = 0; for (let key in salaries) { sum += salaries[key]; } alert(sum); // 390

    Multiply numeric properties by 2

    importance: 3 Create a function multiplyNumeric(obj) that multiplies all numeric properties of obj by 2. For instance: // before the call let menu = { width: 200, height: 300, title: "My menu" }; multiplyNumeric(menu); // after the call menu = { width: 400, height: 600, title: "My menu" }; Please note that multiplyNumeric does not need to return anything. It should modify the object in-place. P.S. Use typeof to check for a number here. Open the sandbox with tests. Open the solution with tests in the sandbox. Previous lessonNext lesson Share Memory management in JavaScript is performed automatically and invisibly to us. We create primitives, objects, functions… All that takes memory. What happens when something is not needed any more? How does the JavaScript engine discover it and clean it up?

    Reachability

    The main concept of memory management in JavaScript is reachability. Simply put, “reachable” values are those that are accessible or usable somehow. They are guaranteed to be stored in memory.
  • There's a base set of inherently reachable values, that cannot be deleted for obvious reasons. For instance:
  • Local variables and parameters of the current function.
  • Variables and parameters for other functions on the current chain of nested calls.
  • Global variables.
  • (there are some other, internal ones as well)
  • These values are called roots.
  • 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 local 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. It monitors all objects and removes those that have become unreachable.

    A simple example

    Here's the simplest example: // user has a reference to the object let user = { name: "John" }; Here the arrow depicts an object reference. The global variable "user" references the object {name: "John"} (we'll call it John for brevity). The "name" property of John stores a primitive, so it's painted inside the object. If the value of user is overwritten, the reference is lost: user = null; Now John becomes unreachable. There's no way to access it, no references to it. Garbage collector will junk the data and free the memory.

    Two references

    Now let's imagine we copied the reference from user to admin: // user has a reference to the object let user = { name: "John" }; let admin = user; Now if we do the same: user = null; …Then the object is still reachable via admin global variable, so it's in memory. If we overwrite admin too, then it can be removed.

    Interlinked objects

    Now a more complex example. The family: function marry(man, woman) { woman.husband = man; man.wife = woman; return { father: man, mother: woman } } let family = marry({ name: "John" }, { name: "Ann" }); Function marry “marries” two objects by giving them references to each other and returns a new object that contains them both. The resulting memory structure: As of now, all objects are reachable. Now let's remove two references: delete family.father; delete family.mother.husband; It's not enough to delete only one of these two references, because all objects would still be reachable. But if we delete both, then we can see that John has no incoming reference any more: Outgoing references do not matter. Only incoming ones can make an object reachable. So, John is now unreachable and will be removed from the memory with all its data that also became unaccessible. After garbage collection:

    Unreachable island

    It is possible that the whole island of interlinked objects becomes unreachable and is removed from the memory. The source object is the same as above. Then: family = null; The in-memory picture becomes: This example demonstrates how important the concept of reachability is. It's obvious that John and Ann are still linked, both have incoming references. But that's not enough. The former "family" object has been unlinked from the root, there's no reference to it any more, so the whole island becomes unreachable and will be removed.

    Internal algorithms

    The basic garbage collection algorithm is called “mark-and-sweep”. The following “garbage collection” steps are regularly performed:
  • The garbage collector takes roots and “marks” (remembers) them.
  • Then it visits and “marks” all references from them.
  • Then it visits marked objects and marks their references. All visited objects are remembered, so as not to visit the same object twice in the future.
  • …And so on until there are unvisited references (reachable from the roots).
  • All objects except marked ones are removed.
  • For instance, let our object structure look like this: We can clearly see an “unreachable island” to the right side. Now let's see how “mark-and-sweep” garbage collector deals with it. The first step marks the roots: Then their references are marked: …And their references, while possible: Now the objects that could not be visited in the process are considered unreachable and will be removed: That's the concept of how garbage collection works. JavaScript engines apply many optimizations to make it run faster and not affect the execution. Some of the optimizations:
  • Generational collection – objects are split into two sets: “new ones” and “old ones”. Many objects appear, do their job and die fast, they can be cleaned up aggressively. Those that survive for long enough, become “old” and are examined less often.
  • Incremental collection – if there are many objects, and we try to walk and mark the whole object set at once, it may take some time and introduce visible delays in the execution. So the engine tries to split the garbage collection into pieces. Then the pieces are executed one by one, separately. That requires some extra bookkeeping between them to track changes, but we have many tiny delays instead of a big one.
  • Idle-time collection – the garbage collector tries to run only while the CPU is idle, to reduce the possible effect on the execution.
  • There are other optimizations and flavours of garbage collection algorithms. As much as I'd like to describe them here, I have to hold off, because different engines implement different tweaks and techniques. And, what's even more important, things change as engines develop, so going deeper “in advance”, without a real need is probably not worth that. Unless, of course, it is a matter of pure interest, then there will be some links for you below.

    Summary The main things to know:
  • Garbage collection is performed automatically. We cannot force or prevent it.
  • Objects are retained in memory while they are reachable.
  • Being referenced is not the same as being reachable (from a root): a pack of interlinked objects can become unreachable as a whole.
  • Modern engines implement advanced algorithms of garbage collection. A general book “The Garbage Collection Handbook: The Art of Automatic Memory Management” (R. Jones et al) covers some of them. If you are familiar with low-level programming, the more detailed information about V8 garbage collector is in the article
    A tour of V8: Garbage Collection. V8 blog also publishes articles about changes in memory management from time to time. Naturally, to learn the garbage collection, you'd better prepare by learning about V8 internals in general and read the blog of Vyacheslav Egorov who worked as one of V8 engineers. I'm saying: “V8”, because it is best covered with articles in the internet. For other engines, many approaches are similar, but garbage collection differs in many aspects. In-depth knowledge of engines is good when you need low-level optimizations. It would be wise to plan that as the next step after you're familiar with the language. By specification, object property keys may be either of string type, or of symbol type. Not numbers, not booleans, only strings or symbols, these two types. Till now we've only seen strings. Now let's see the advantages that symbols can give us.

    Symbols

    “Symbol” value represents a unique identifier. A value of this type can be created using Symbol(): // id is a new symbol let id = Symbol(); We can also give symbol a description (also called a symbol name), mostly useful for debugging purposes: // id is a symbol with the description "id" let id = Symbol("id"); Symbols are guaranteed to be unique. Even if we create many symbols with the same description, they are different values. The description is just a label that doesn't affect anything. For instance, here are two symbols with the same description – they are not equal: let id1 = Symbol("id"); let id2 = Symbol("id"); alert(id1 == id2); // false If you are familiar with Ruby or another language that also has some sort of “symbols” – please don't be misguided. JavaScript symbols are different. Symbols don't auto-convert to a string Most values in JavaScript support implicit conversion to a string. For instance, we can alert almost any value, and it will work. Symbols are special. They don't auto-convert. For instance, this alert will show an error: let id = Symbol("id"); alert(id); // TypeError: Cannot convert a Symbol value to a string If we really want to show a symbol, we need to call .toString() on it, like here: let id = Symbol("id"); alert(id.toString()); // Symbol(id), now it works That's a “language guard” against messing up, because strings and symbols are fundamentally different and should not occasionally convert one into another.

    “Hidden” properties

    Symbols allow us to create “hidden” properties of an object, that no other part of code can occasionally access or overwrite. For instance, if we want to store an “identifier” for the object user, we can use a symbol as a key for it: let user = { name: "John" }; let id = Symbol("id"); user[id] = "ID Value"; alert( user[id] ); // we can access the data using the symbol as the key What's the benefit over using Symbol("id") over a string "id"? Let's make the example a bit deeper to see that. Imagine that another script wants to have its own “id” property inside user, for its own purposes. That may be another JavaScript library, so the scripts are completely unaware of each other. Then that script can create its own Symbol("id"), like this: // ... let id = Symbol("id"); user[id] = "Their id value"; There will be no conflict, because symbols are always different, even if they have the same name. Now note that if we used a string "id" instead of a symbol for the same purpose, then there would be a conflict: let user = { name: "John" }; // our script uses "id" property user.id = "ID Value"; // ...if later another script the uses "id" for its purposes... user.id = "Their id value" // boom! overwritten! it did not mean to harm the colleague, but did it!

    Symbols in a literal

    If we want to use a symbol in an object literal, we need square brackets. Like this: let id = Symbol("id"); let user = { name: "John", [id]: 123 // not just "id: 123" }; That's because we need the value from the variable id as the key, not the string “id”.

    Symbols are skipped by for…in

    Symbolic properties do not participate in for..in loop. For instance: let id = Symbol("id"); let user = { name: "John", age: 30, [id]: 123 }; for (let key in user) alert(key); // name, age (no symbols) // the direct access by the symbol works alert( "Direct: " + user[id] ); That's a part of the general “hiding” concept. If another script or a library loops over our object, it won't unexpectedly access a symbolic property. In contrast, Object.assign copies both string and symbol properties: let id = Symbol("id"); let user = { [id]: 123 }; let clone = Object.assign({}, user); alert( clone[id] ); // 123 There's no paradox here. That's by design. The idea is that when we clone an object or merge objects, we usually want all properties to be copied (including symbols like id). Property keys of other types are coerced to strings We can only use strings or symbols as keys in objects. Other types are converted to strings. For instance, a number 0 becomes a string "0" when used as a property key: let obj = { 0: "test" // same as "0": "test" }; // both alerts access the same property (the number 0 is converted to string "0") alert( obj["0"] ); // test alert( obj[0] ); // test (same property)

    Global symbols

    As we've seen, usually all symbols are different, even if they have the same names. But sometimes we want same-named symbols to be same entities. For instance, different parts of our application want to access symbol "id" meaning exactly the same property. To achieve that, there exists a global symbol registry. We can create symbols in it and access them later, and it guarantees that repeated accesses by the same name return exactly the same symbol. In order to create or read a symbol in the registry, use Symbol.for(key). That call checks the global registry, and if there's a symbol described as key, then returns it, otherwise creates a new symbol Symbol(key) and stores it in the registry by the given key. For instance: // read from the global registry let id = Symbol.for("id"); // if the symbol did not exist, it is created // read it again let idAgain = Symbol.for("id"); // the same symbol alert( id === idAgain ); // true Symbols inside the registry are called global symbols. If we want an application-wide symbol, accessible everywhere in the code – that's what they are for. That sounds like Ruby In some programming languages, like Ruby, there's a single symbol per name. In JavaScript, as we can see, that's right for global symbols.

    Symbol.keyFor

    For global symbols, not only Symbol.for(key) returns a symbol by name, but there's a reverse call: Symbol.keyFor(sym), that does the reverse: returns a name by a global symbol. For instance: let sym = Symbol.for("name"); let sym2 = Symbol.for("id"); // get name from symbol alert( Symbol.keyFor(sym) ); // name alert( Symbol.keyFor(sym2) ); // id The Symbol.keyFor internally uses the global symbol registry to look up the key for the symbol. So it doesn't work for non-global symbols. If the symbol is not global, it won't be able to find it and return undefined. For instance: alert( Symbol.keyFor(Symbol.for("name")) ); // name, global symbol alert( Symbol.keyFor(Symbol("name2")) ); // undefined, the argument isn't a global symbol

    System symbols

    There exist many “system” symbols that JavaScript uses internally, and we can use them to fine-tune various aspects of our objects. They are listed in the specification in the Well-known symbols table:
  • Symbol.hasInstance
  • Symbol.isConcatSpreadable
  • Symbol.iterator
  • Symbol.toPrimitive
  • …and so on.
  • For instance, Symbol.toPrimitive allows us to describe object to primitive conversion. We'll see its use very soon. Other symbols will also become familiar when we study the corresponding language features.

    Summary Symbol is a primitive type for unique identifiers. Symbols are created with Symbol() call with an optional description. Symbols are always different values, even if they have the same name. If we want same-named symbols to be equal, then we should use the global registry: Symbol.for(key) returns (creates if needed) a global symbol with key as the name. Multiple calls of Symbol.for return exactly the same symbol. Symbols have two main use cases:
  • “Hidden” object properties. If we want to add a property into an object that “belongs” to another script or a library, we can create a symbol and use it as a property key. A symbolic property does not appear in for..in, so it won't be occasionally listed. Also it won't be accessed directly, because another script does not have our symbol, so it will not occasionally intervene into its actions. So we can “covertly” hide something into objects that we need, but others should not see, using symbolic properties.
  • There are many system symbols used by JavaScript which are accessible as Symbol.*. We can use them to alter some built-in behaviors. For instance, later in the tutorial we'll use Symbol.iterator for iterables, Symbol.toPrimitive to setup object-to-primitive conversion and so on.
  • Technically, symbols are not 100% hidden. There is a built-in method Object.getOwnPropertySymbols(obj) that allows us to get all symbols. Also there is a method named Reflect.ownKeys(obj) that returns all keys of an object including symbolic ones. So they are not really hidden. But most libraries, built-in methods and syntax constructs adhere to a common agreement that they are. And the one who explicitly calls the aforementioned methods probably understands well what he's doing. Objects are usually created to represent entities of the real world, like users, orders and so on: let user = { name: "John", age: 30 }; And, in the real world, a user can act: select something from the shopping cart, login, logout etc. Actions are represented in JavaScript by functions in properties.

    Method examples

    For the start, let's teach the user to say hello: let user = { name: "John", age: 30 }; user.sayHi = function() { alert("Hello!"); }; 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. Then we can call it. The user can now speak! A function that is the property of an object is called its method. So, here we've got a method sayHi of the object user. Of course, we could use a pre-declared function as a method, like this: let user = { // ... }; // first, declare function sayHi() { alert("Hello!"); }; // then add as a method user.sayHi = sayHi; user.sayHi(); // Hello! Object-oriented programming When we write our code using objects to represent entities, that's called an object-oriented programming, in short: “OOP”. OOP is a big thing, an interesting science of its own. How to choose the right entities? How to organize the interaction between them? That's architecture, and there are great books on that topic, like “Design Patterns: Elements of Reusable Object-Oriented Software” by E.Gamma, R.Helm, R.Johnson, J.Vissides or “Object-Oriented Analysis and Design with Applications” by G.Booch, and more. We'll scratch the surface of that topic later in the chapter Objects, classes, inheritance.

    Method shorthand

    There exists a shorter syntax for methods in an object literal: // these objects do the same let user = { sayHi: function() { alert("Hello"); } }; // method shorthand looks better, right? let user = { sayHi() { // same as "sayHi: function()" alert("Hello"); } }; As demonstrated, we can omit "function" and just write sayHi(). To tell the truth, the notations are not fully identical. There are subtle differences related to object inheritance (to be covered later), but for now they do not matter. In almost all cases the shorter syntax is preferred.

    “this” in methods

    It's common that an object method needs to access the information stored in the object to do its job. For instance, the code inside user.sayHi() may need the name of the user. To access the object, a method can use the this keyword. The value of this is the object “before dot”, the one used to call the method. For instance: let user = { name: "John", age: 30, sayHi() { alert(this.name); } }; user.sayHi(); // John Here during the execution of user.sayHi(), the value of this will be user. Technically, it's also possible to access the object without this, by referencing it via the outer variable: let user = { name: "John", age: 30, sayHi() { alert(user.name); // "user" instead of "this" } }; …But such code is unreliable. If we decide to copy user to another variable, e.g. admin = user and overwrite user with something else, then it will access the wrong object. That's demonstrated below: let user = { name: "John", age: 30, sayHi() { alert( user.name ); // leads to an error } }; let admin = user; user = null; // overwrite to make things obvious admin.sayHi(); // Whoops! inside sayHi(), the old name is used! error! If we used this.name instead of user.name inside the alert, then the code would work.

    “this” is not bound

    In JavaScript, “this” keyword behaves unlike most other programming languages. First, it can be used in any function. There's no syntax error in the code like that: function sayHi() { alert( this.name ); } The value of this is evaluated during the run-time. And it can be anything. For instance, the same function may have different “this” when called from different objects: let user = { name: "John" }; let admin = { name: "Admin" }; function sayHi() { alert( this.name ); } // use the same functions in two objects user.f = sayHi; admin.f = sayHi; // these calls have different this // "this" inside the function is the object "before the dot" user.f(); // John (this == user) admin.f(); // Admin (this == admin) admin['f'](); // Admin (dot or square brackets access the method – doesn't matter) Actually, we can call the function without an object at all: function sayHi() { alert(this); } sayHi(); // undefined In this case this is undefined in strict mode. If we try to access this.name, there will be an error. In non-strict mode (if one forgets use strict) the value of this in such case will be the global object (window in a browser, we'll get to it later). This is a historical behavior that "use strict" fixes. Please note that usually a call of a function that uses this without an object is not normal, but rather a programming mistake. If a function has this, then it is usually meant to be called in the context of an object. The consequences of unbound this If you come from another programming language, then you are probably used to the idea of a "bound this", where methods defined in an object always have this referencing that object. In JavaScript this is “free”, its value is evaluated at call-time and does not depend on where the method was declared, but rather on what's the object “before the dot”. The concept of run-time evaluated this has both pluses and minuses. On the one hand, a function can be reused for different objects. On the other hand, greater flexibility opens a place for mistakes. Here our position is not to judge whether this language design decision is good or bad. We'll understand how to work with it, how to get benefits and evade problems.

    Internals: Reference Type

    In-depth language feature This section covers an advanced topic, to understand certain edge-cases better. If you want to go on faster, it can be skipped or postponed. An intricate method call can lose this, for instance: let user = { name: "John", hi() { alert(this.name); }, bye() { alert("Bye"); } }; user.hi(); // John (the simple call works) // now let's call user.hi or user.bye depending on the name (user.name == "John" ? user.hi : user.bye)(); // Error! On the last line there is a ternary operator that chooses either user.hi or user.bye. In this case the result is user.hi. The method is immediately called with parentheses (). But it doesn't work right! You can see that the call results in an error, cause the value of "this" inside the call becomes undefined. This works (object dot method): user.hi(); This doesn't (evaluated method): (user.name == "John" ? user.hi : user.bye)(); // Error! Why? If we want to understand why it happens, let's get under the hood of how obj.method() call works. Looking closely, we may notice two operations in obj.method() statement:
  • First, the dot '.' retrieves the property obj.method.
  • Then parentheses () execute it.
  • So, how does the information about this gets passed from the first part to the second one? If we put these operations on separate lines, then this will be lost for sure: let user = { name: "John", hi() { alert(this.name); } } // split getting and calling the method in two lines let hi = user.hi; hi(); // Error, because this is undefined Here hi = user.hi puts the function into the variable, and then on the last line it is completely standalone, and so there's no this. To make user.hi() calls work, JavaScript uses a trick – the dot '.' returns not a function, but a value of the special Reference Type. The Reference Type is a “specification type”. We can't explicitly use it, but it is used internally by the language. The value of Reference Type is a three-value combination (base, name, strict), where:
  • base is the object.
  • name is the property.
  • strict is true if use strict is in effect.
  • The result of a property access user.hi is not a function, but a value of Reference Type. For user.hi in strict mode it is: // Reference Type value (user, "hi", true) When parentheses () are called on the Reference Type, they receive the full information about the object and it's method, and can set the right this (=user in this case). 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).

    Arrow functions have no “this”

    Arrow functions are special: they don't have their “own” this. If we reference this from such a function, it's taken from the outer “normal” function. For instance, here arrow() uses this from the outer user.sayHi() method: let user = { firstName: "Ilya", sayHi() { let arrow = () => alert(this.firstName); arrow(); } }; user.sayHi(); // Ilya That's a special feature of arrow functions, it's useful when we actually do not want to have a separate this, but rather to take it from the outer context. Later in the chapter Arrow functions revisited we'll go more deeply into arrow functions.

    Summary

  • Functions that are stored in object properties are called “methods”.
  • Methods allow objects to “act” like object.doSomething().
  • Methods can reference the object as this.
  • The value of this is defined at run-time.
  • When a function is declared, it may use this, but that this has no value until the function is called.
  • That function can be copied between objects.
  • When a function is called in the “method” syntax: object.method(), the value of this during the call is object.
  • Please note that arrow functions are special: they have no this. When this is accessed inside an arrow function, it is taken from outside. let user = { name: "John", go: function() { alert(this.name) } } (user.go)() P.S. There's a pitfall :) Error! Try it: let user = { name: "John", go: function() { alert(this.name) } } (user.go)() // error! The error message in most browsers does not give understanding what went wrong. The error appears because a semicolon is missing after user = {...}. JavaScript does not assume a semicolon before a bracket (user.go)(), so it reads the code like: let user = { go:... }(user.go)() Then we can also see that such a joint expression is syntactically a call of the object { go: ... } as a function with the argument (user.go). And that also happens on the same line with let user, so the user object has not yet even been defined, hence the error. If we insert the semicolon, all is fine: let user = { name: "John", go: function() { alert(this.name) } }; (user.go)() // John Please note that brackets around (user.go) do nothing here. Usually they setup the order of operations, but here the dot . works first anyway, so there's no effect. Only the semicolon thing matters.

    Explain the value of "this"

    importance: 3 In the code below we intend to call user.go() method 4 times in a row. But calls (1) and (2) works differently from (3) and (4). Why? let obj, method; obj = { go: function() { alert(this); } }; obj.go(); // (1) [object Object] (obj.go)(); // (2) [object Object] (method = obj.go)(); // (3) undefined (obj.go || obj.stop)(); // (4) undefined Here's the explanations.
  • That's a regular object method call.
  • The same, brackets do not change the order of operations here, the dot is first anyway.
  • Here we have a more complex call (expression).method(). The call works as if it were split into two lines: f = obj.go; // calculate the expression f(); // call what we have Here f() is executed as a function, without this.
  • The similar thing as (3), to the left of the dot . 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. Any operation on it except a method call (like assignment = or ||) turns it into an ordinary value, which does not carry the information allowing to set this.

    Using "this" in object literal

    importance: 5 Here the function makeUser returns an object. What is the result of accessing its ref? Why? function makeUser() { return { name: "John", ref: this }; }; let user = makeUser(); alert( user.ref.name ); // What's the result? Answer: an error. Try it: function makeUser() { return { name: "John", ref: this }; }; let user = makeUser(); alert( user.ref.name ); // Error: Cannot read property 'name' of undefined That's because rules that set this do not look at object literals. Here the value of this inside makeUser() is undefined, because it is called as a function, not as a method. And the object literal itself has no effect on this. The value of this is one for the whole function, code blocks and object literals do not affect it. So ref: this actually takes current this of the function. Here's the opposite case: function makeUser() { return { name: "John", ref() { return this; } }; }; let user = makeUser(); alert( user.ref().name ); // John Now it works, because user.ref() is a method. And the value of this is set to the object before dot ..

    Create a calculator

    importance: 5 Create an object calculator with three methods:
  • read() prompts for two values and saves them as object properties.
  • sum() returns the sum of saved values.
  • mul() multiplies saved values and returns the result.
  • let calculator = { // ... your code ... }; calculator.read(); alert( calculator.sum() ); alert( calculator.mul() ); Run the demo Open the sandbox with tests. let calculator = { sum() { return this.a + this.b; }, mul() { return this.a * this.b; }, read() { this.a = +prompt('a?', 0); this.b = +prompt('b?', 0); } }; calculator.read(); alert( calculator.sum() ); alert( calculator.mul() ); Open the solution with tests in the sandbox.

    Chaining

    importance: 2 There's a ladder object that allows to go up and down: let ladder = { step: 0, up() { this.step++; }, down() { this.step--; }, showStep: function() { // shows the current step alert( this.step ); } }; Now, if we need to make several calls in sequence, can do it like this: ladder.up(); ladder.up(); ladder.down(); ladder.showStep(); // 1 Modify the code of up and down to make the calls chainable, like this: ladder.up().up().down().showStep(); // 1 Such approach is widely used across JavaScript libraries. Open the sandbox with tests. The solution is to return the object itself from every call. let ladder = { step: 0, up() { this.step++; return this; }, down() { this.step--; return this; }, showStep() { alert( this.step ); return this; } } ladder.up().up().down().up().down().showStep(); // 1 We also can write a single call per line. For long chains it's more readable: ladder .up() .up() .down() .up() .down() .showStep(); // 1 Open the solution with tests in the sandbox. Previous lessonNext lesson Share What happens when objects are added obj1 + obj2, subtracted obj1 - obj2 or printed using alert(obj)? There are special methods in objects that do the conversion. In the chapter Type Conversions 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 close it. For objects, there's no to-boolean conversion, because all objects are true in a boolean context. So there are only string and numeric conversions. The numeric conversion happens when we subtract objects or apply mathematical functions. For instance, Date objects (to be covered in the chapter Date and time) can be subtracted, and the result of date1 - date2 is the time difference between two dates. As for the string conversion – it usually happens when we output an object like alert(obj) and in similar contexts.

    ToPrimitive

    When an object is used in the context where a primitive is required, for instance, in an alert or mathematical operations, it's converted to a primitive value using the ToPrimitive algorithm (specification). That algorithm allows us to customize the conversion using a special object method. Depending on the context, the conversion has a so-called “hint”. There are three variants:
    "string"
    When an operation expects a string, for object-to-string conversions, like alert: // output alert(obj); // using object as a property key anotherObj[obj] = 123;
    "number"
    When an operation expects a number, for object-to-number conversions, like maths: // explicit conversion let num = Number(obj); // maths (except binary plus) let n = +obj; // unary plus let delta = date1 - date2; // less/greater comparison let greater = user1 > user2;
    "default"
    Occurs in rare cases when the operator is “not sure” what type to expect. For instance, binary plus + can work both with strings (concatenates them) and numbers (adds them), so both strings and numbers would do. Or when an object is compared using == with a string, number or a symbol. // binary plus let total = car1 + car2; // obj == string/number/symbol if (user == 1) { ... }; The greater/less operator <> can work with both strings and numbers too. Still, it uses “number” hint, not “default”. That's for historical reasons. In practice, all built-in objects except for one case (Date object, we'll learn it later) implement "default" conversion the same way as "number". And probably we should do the same.
    Please note – there are only three hints. It's that simple. There is no “boolean” hint (all objects are true in boolean context) or anything else. And if we treat "default" and "number" the same, like most built-ins do, then there are only two conversions. To do the conversion, JavaScript tries to find and call three object methods:
  • Call obj[Symbol.toPrimitive](hint) if the method exists,
  • Otherwise if hint is "string"
  • try obj.toString() and obj.valueOf(), whatever exists.
  • Otherwise if hint is "number" or "default"
  • try obj.valueOf() and obj.toString(), whatever exists.
  • Symbol.toPrimitive

    Let's start from the first method. There's a built-in symbol named Symbol.toPrimitive that should be used to name the conversion method, like this: obj[Symbol.toPrimitive] = function(hint) { // return a primitive value // hint = one of "string", "number", "default" } For instance, here user object implements it: let user = { name: "John", money: 1000, [Symbol.toPrimitive](hint) { alert(`hint: ${hint}`); return hint == "string" ? `{name: "${this.name}"}` : this.money; } }; // conversions demo: alert(user); // hint: string -> {name: "John"} alert(+user); // hint: number -> 1000 alert(user + 500); // hint: default -> 1500 As we can see from the code, user becomes a self-descriptive string or a money amount depending on the conversion. The single method user[Symbol.toPrimitive] handles all conversion cases.

    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 them and try in the order:
  • toString -> valueOf for “string” hint.
  • valueOf -> toString otherwise.
  • For instance, here user does the same as above using a combination of toString and valueOf: let user = { name: "John", money: 1000, // for hint="string" toString() { return `{name: "${this.name}"}`; }, // for hint="number" or "default" valueOf() { return this.money; } }; alert(user); // toString -> {name: "John"} alert(+user); // valueOf -> 1000 alert(user + 500); // valueOf -> 1500 Often we want a single “catch-all” place to handle all primitive conversions. In this case we can implement toString only, like this: let user = { name: "John", toString() { return this.name; } }; alert(user); // toString -> John alert(user + 500); // toString -> John500 In the absence of Symbol.toPrimitive and valueOf, toString will handle all primitive conversions.

    ToPrimitive and ToString/ToNumber

    The important thing to know about all primitive-conversion methods is that they do not necessarily return the “hinted” primitive. There is no control whether toString() returns exactly a string, or whether Symbol.toPrimitive method returns a number for a hint “number”. The only mandatory thing: these methods must return a primitive. An operation that initiated the conversion gets that primitive, and then continues to work with it, applying further conversions if necessary. For instance:
  • Mathematical operations (except binary plus) perform ToNumber conversion: let obj = { toString() { // toString handles all conversions in the absence of other methods return "2"; } }; alert(obj * 2); // 4, ToPrimitive gives "2", then it becomes 2
  • Binary plus checks the primitive – if it's a string, then it does concatenation, otherwise it performs ToNumber and works with numbers. String example: let obj = { toString() { return "2"; } }; alert(obj + 2); // 22 (ToPrimitive returned string => concatenation) Number example: let obj = { toString() { return true; } }; alert(obj + 2); // 3 (ToPrimitive returned boolean, not string => ToNumber)
  • Historical notes For historical reasons, methods toString or valueOf should return a primitive: if any of them returns an object, then there's no error, but that object is ignored (like if the method didn't exist). In contrast, Symbol.toPrimitive must return a primitive, otherwise, there will be an error.

    Summary The object-to-primitive conversion is called automatically by many built-in functions and operators that expect a primitive as a value. There are 3 types (hints) of it:
  • "string" (for alert and other string conversions)
  • "number" (for maths)
  • "default" (few operators)
  • The specification describes explicitly which operator uses which hint. There are very few operators that “don't know what to expect” and use the "default" hint. Usually for built-in objects "default" hint is handled the same way as "number", so in practice the last two are often merged together. The conversion algorithm is:
  • Call obj[Symbol.toPrimitive](hint) if the method exists,
  • Otherwise if hint is "string"
  • try obj.toString() and obj.valueOf(), whatever exists.
  • 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. 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. That can be done using constructor functions and the "new" operator.

    Constructor function

    Constructor functions technically are regular functions. There are two conventions though:
  • They are named with capital letter first.
  • They should be executed only with "new" operator.
  • For instance: function User(name) { this.name = name; this.isAdmin = false; } let user = new User("Jack"); alert(user.name); // Jack alert(user.isAdmin); // false When a function is executed as new User(...), it does the following steps:
  • A new empty object is created and assigned to this.
  • The function body executes. Usually it modifies this, adds new properties to it.
  • The value of this is returned.
  • In other words, new User(...) does something like: function User(name) { // this = {}; (implicitly) // add properties to this this.name = name; this.isAdmin = false; // return this; (implicitly) } So the result of new User("Jack") is the same object as: let user = { name: "Jack", isAdmin: false }; Now if we want to create other users, we can call new User("Ann"), new User("Alice") and so on. Much shorter than using literals every time, and also easy to read. 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. 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: let user = new function() { this.name = "John"; this.isAdmin = false; // ...other code for user creation // maybe complex logic and statements // local variables etc }; 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.

    Dual-syntax constructors: new.target

    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: function User() { alert(new.target); } // without new: User(); // undefined // with new: new User(); // function User { ... } That can be used to allow both new and regular syntax to work the same: function User(name) { if (!new.target) { // if you run me without new return new User(name); // ...I will add new for you } this.name = name; } let john = User("John"); // redirects call to new User alert(john.name); // John This approach is sometimes used in libraries to make the syntax more flexible. Probably not a good thing to use everywhere though, because omitting new makes it a bit less obvious what's going on. With new we all know that the new object is being created, that's a good thing.

    Return from constructors

    Usually, constructors do not have a return statement. Their task is to write all necessary stuff into this, and it automatically becomes the result. But if there is a return statement, then the rule is simple:
  • If return is called with object, then it is returned instead of this.
  • If return is called with a primitive, it's ignored.
  • In other words, return with an object returns that object, in all other cases this is returned. For instance, here return overrides this by returning an object: function BigUser() { this.name = "John"; return { name: "Godzilla" }; // <-- returns an object } alert( new BigUser().name ); // Godzilla, got that object ^^ And here's an example with an empty return (or we could place a primitive after it, doesn't matter): function SmallUser() { this.name = "John"; return; // finishes the execution, returns this // ... } alert( new SmallUser().name ); // John Usually constructors don't have a return statement. Here we mention the special behavior with returning objects mainly for the sake of completeness. Omitting parentheses By the way, we can omit parentheses after new, if it has no arguments: let user = new User; // <-- no parentheses // same as let user = new User(); Omitting parentheses here is not considered a “good style”, but the syntax is permitted by specification.

    Methods in constructor

    Using constructor functions to create objects gives a great deal of flexibility. The constructor function may have parameters that define how to construct the object, and what to put in it. Of course, we can add to this not only properties, but methods as well. For instance, new User(name) below creates an object with the given name and the method sayHi: function User(name) { this.name = name; this.sayHi = function() { alert( "My name is: " + this.name ); }; } let john = new User("John"); john.sayHi(); // My name is: John /* john = { name: "John", sayHi: function() { ... } } */

    Summary

  • Constructor functions or, briefly, constructors, are regular functions, but there's a common agreement to name them with capital letter first.
  • Constructor functions should only be called using new. Such a call implies a creation of empty this at the start and returning the populated one at the end.
  • We can use constructor functions to make multiple similar objects. JavaScript provides constructor functions for many built-in language objects: like Date for dates, Set for sets and others that we plan to study. Objects, we'll be back! In this chapter we only cover the basics about objects and constructors. They are essential for learning more about data types and functions in the next chapters. After we learn that, in the chapter Objects, classes, inheritance we return to objects and cover them in-depth, including inheritance and classes. function A() { ... } function B() { ... } let a = new A; let b = new B; alert( a == b ); // true If it is, then provide an example of their code. Yes, it's possible. If a function returns an object then new returns it instead of this. So thay can, for instance, return the same externally defined object obj: let obj = {}; function A() { return obj; } function B() { return obj; } alert( new A() == new B() ); // true

    Create new Calculator

    importance: 5 Create a constructor function Calculator that creates objects with 3 methods:
  • read() asks for two values using prompt and remembers them in object properties.
  • sum() returns the sum of these properties.
  • mul() returns the multiplication product of these properties.
  • For instance: let calculator = new Calculator(); calculator.read(); alert( "Sum=" + calculator.sum() ); alert( "Mul=" + calculator.mul() ); Run the demo Open the sandbox with tests. function Calculator() { this.read = function() { this.a = +prompt('a?', 0); this.b = +prompt('b?', 0); }; this.sum = function() { return this.a + this.b; }; this.mul = function() { return this.a * this.b; }; } let calculator = new Calculator(); calculator.read(); alert( "Sum=" + calculator.sum() ); alert( "Mul=" + calculator.mul() ); Open the solution with tests in the sandbox.

    Create new Accumulator

    importance: 5 Create a constructor function Accumulator(startingValue). Object that it creates should:
  • Store the “current value” in the property value. The starting value is set to the argument of the constructor startingValue.
  • The read() method should use prompt to read a new number and add it to value.
  • In other words, the value property is the sum of all user-entered values with the initial value startingValue. Here's the demo of the code: let accumulator = new Accumulator(1); // initial value 1 accumulator.read(); // adds the user-entered value accumulator.read(); // adds the user-entered value alert(accumulator.value); // shows the sum of these values Run the demo Open the sandbox with tests. function Accumulator(startingValue) { this.value = startingValue; this.read = function() { this.value += +prompt('How much to add?', 0); }; } let accumulator = new Accumulator(1); accumulator.read(); accumulator.read(); alert(accumulator.value); Open the solution with tests in the sandbox.

    Create an extendable calculator

    importance: 5 Create a constructor function Calculator that creates “extendable” calculator objects. The task consists of two parts.
  • First, implement the method calculate(str) that takes a string like "1 + 2" in the format “NUMBER operator NUMBER” (space-delimited) and returns the result. Should understand plus + and minus -. Usage example: let calc = new Calculator; alert( calc.calculate("3 + 7") ); // 10
  • Then add the method addOperator(name, func) that teaches the calculator a new operation. It takes the operator name and the two-argument function func(a,b) that implements it. For instance, let's add the multiplication *, division / and power **: let powerCalc = new Calculator; powerCalc.addMethod("*", (a, b) => a * b); powerCalc.addMethod("/", (a, b) => a / b); powerCalc.addMethod("**", (a, b) => a ** b); let result = powerCalc.calculate("2 ** 3"); alert( result ); // 8
  • No brackets or complex expressions in this task.
  • The numbers and the operator are delimited with exactly one space.
  • There may be error handling if you'd like to add it.
  • Open the sandbox with tests.
  • Please note how methods are stored. They are simply added to the internal object.
  • All tests and numeric conversions are done in the calculate method. In future it may be extended to support more complex expressions.
  • Open the solution with tests in the sandbox. Previous lessonNext lesson Share JavaScript allows us to work with primitives (strings, numbers etc) as if they were objects. They also provide methods to call and such. We will study those soon, but first we'll see how it works, because, of course, primitives are not objects (and here we will make it even more clear). Let's look at the key distinction between primitives and objects. A primitive
    An object
    Is capable of storing multiple values as properties. Can be created with {}, for instance: {name: "John", age: 30}. There are other kinds of objects in JavaScript, e.g. functions are objects.
    One of the best things about objects is that we can store a function as one of its properties: let john = { name: "John", sayHi: function() { alert("Hi buddy!"); } }; john.sayHi(); // Hi buddy! So here we've made an object john with the method sayHi. Many built-in objects already exist, such as those that work with dates, errors, HTML elements etc. They have different properties and methods. But, these features come with a cost! Objects are “heavier” than primitives. They require additional resources to support the internal machinery. But as properties and methods are very useful in programming, JavaScript engines try to optimize them to reduce the additional burden.

    A primitive as an object

    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.
  • Primitives must be as fast and lightweight as possible.
  • The solution looks a little bit awkward, but here it is:
  • Primitives are still primitive. A single value, as desired.
  • The language allows access to methods and properties of strings, numbers, booleans and symbols.
  • When this happens, a special “object wrapper” is created that provides the extra functionality, 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. For instance, there exists a method str.toUpperCase() that returns a capitalized string. Here's how it works: let str = "Hello"; alert( str.toUpperCase() ); // HELLO Simple, right? Here's what actually happens in str.toUpperCase():
  • The string str is a primitive. So in the moment of accessing its property, a special object is created that knows the value of the string, and has useful methods, like toUpperCase().
  • That method runs and returns a new string (shown by alert).
  • The special object is destroyed, leaving the primitive str alone.
  • So primitives can provide methods, but they still remain lightweight. The JavaScript engine highly optimizes this process. It may even skip the creation of the extra object at all. But it must still adhere to the specification and behave as if it creates one. A number has methods of its own, for instance, toFixed(n) rounds the number to the given precision: let n = 1.23456; alert( n.toFixed(2) ); // 1.23 We'll see more specific methods in chapters Numbers and Strings. Constructors String/Number/Boolean are for internal use only Some languages like Java allow us to create “wrapper objects” for primitives explicitly using a syntax like new Number(1) or new Boolean(false). In JavaScript, that's also possible for historical reasons, but highly unrecommended. Things will go crazy in several places. For instance: alert( typeof 1 ); // "number" alert( typeof new Number(1) ); // "object"! And because what follows, zero, is an object, the alert will show up: let zero = new Number(0); if (zero) { // zero is true, because it's an object alert( "zero is truthy?!?" ); } On the other hand, using the same functions String/Number/Boolean without new is a totally sane and useful thing. They convert a value to the corresponding type: to a string, a number, or a boolean (primitive). For example, this is entirely valid: let num = Number("123"); // convert a string to number null/undefined have no methods The special primitives null and undefined are exceptions. They have no corresponding “wrapper objects” and provide no methods. In a sense, they are “the most primitive”. An attempt to access a property of such value would give the error: alert(null.test); // error

    Summary

  • Primitives except null and undefined provide many helpful methods. We will study those in the upcoming chapters.
  • Formally, these methods work via temporary objects, but JavaScript engines are well tuned to optimize that internally, so they are not expensive to call.
  • let str = "Hello"; str.test = 5; alert(str.test); How do you think, will it work? What will be shown? Try running it: let str = "Hello"; str.test = 5; // (*) alert(str.test); There may be two kinds of result:
  • undefined
  • An error.
  • Why? Let's replay what's happening at line (*):
  • When a property of str is accessed, a “wrapper object” is created.
  • The operation with the property is carried out on it. So, the object gets the test property.
  • The operation finishes and the “wrapper object” disappears.
  • So, on the last line, str has no trace of the property. A new wrapper object for every object operation on a string. Some browsers though may decide to further limit the programmer and disallow to assign properties to primitives at all. That's why in practice we can also see errors at line (*). It's a little bit farther from the specification though. This example clearly shows that primitives are not objects. They just can not store data. All property/method operations are performed with the help of temporary objects. Previous lessonNext lesson Share All numbers in JavaScript are stored in 64-bit format IEEE-754, also known as “double precision”. Let's recap and expand upon what we currently know about them.

    More ways to write a number

    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. In JavaScript, we shorten a number by appending the letter "e" to the number and specifying the zeroes count: let billion = 1e9; // 1 billion, literally: 1 and 9 zeroes alert( 7.3e9 ); // 7.3 billions (7,300,000,000) In other words, "e" multiplies the number by 1 with the given zeroes count. 1e3 = 1 * 1000 1.23e6 = 1.23 * 1000000 Now let's write something very small. Say, 1 microsecond (one millionth of a second): let ms = 0.000001; Just like before, using "e" can help. If we'd like to avoid writing the zeroes explicitly, we could say: let ms = 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. In other words, a negative number after "e" means a division by 1 with the given number of zeroes: // -3 divides by 1 with 3 zeroes 1e-3 = 1 / 1000 (=0.001) // -6 divides by 1 with 6 zeroes 1.23e-6 = 1.23 / 1000000 (=0.00000123)

    Hex, binary and octal numbers

    Hexadecimal numbers are widely used in JavaScript to represent colors, encode characters, and for many other things. So naturally, there exists a shorter way to write them: 0x and then the number. For instance: alert( 0xff ); // 255 alert( 0xFF ); // 255 (the same, case doesn't matter) Binary and octal numeral systems are rarely used, but also supported using the 0b and 0o prefixes: let a = 0b11111111; // binary form of 255 let b = 0o377; // octal form of 255 alert( a == b ); // true, the same number 255 at both sides There are only 3 numeral systems with such support. For other numeral systems, we should use the function parseInt (which we will see later in this chapter).

    toString(base)

    The method num.toString(base) returns a string representation of num in the numeral system with the given base. For example: let num = 255; alert( num.toString(16) ); // ff alert( num.toString(2) ); // 11111111 The base can vary from 2 to 36. By default it's 10. Common use cases for this are:
  • base=16 is used for hex colors, character encodings etc, digits can be 0..9 or A..F.
  • base=2 is mostly for debugging bitwise operations, digits can be 0 or 1.
  • base=36 is the maximum, digits can be 0..9 or A..Z. The whole latin alphabet is used to represent a number. A funny, but useful case for 36 is when we need to turn a long numeric identifier into something shorter, for example to make a short url. Can simply represent it in the numeral system with base 36: alert( 123456..toString(36) ); // 2n9c
  • Two dots to call a method Please note that two dots in 123456..toString(36) is not a typo. If we want to call a method directly on a number, like toString in the example above, then we need to place two dots .. after it. 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

    One of the most used operations when working with numbers is rounding. There are several built-in functions for rounding:
    Math.floor
    Rounds down: 3.1 becomes 3, and -1.1 becomes -2.
    Math.ceil
    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.
    Math.trunc (not supported by Internet Explorer)
    Removes anything after the decimal point without rounding: 3.1 becomes 3, -1.1 becomes -1.
    Here's the table to summarize the differences between them:
    Math.floor Math.ceil Math.round Math.trunc
    3.1 3 4 3 3
    3.6 3 4 4 3
    -1.1 -2 -1 -1 -1
    -1.6 -2 -1 -2 -1
    These functions cover all of the possible ways to deal with the decimal part of a number. But what if we'd like to round the number to n-th digit after the decimal? For instance, we have 1.2345 and want to round it to 2 digits, getting only 1.23. There are two ways to do so:
  • Multiply-and-divide. For example, to round the number to the 2nd digit after the decimal, we can multiply the number by 100, call the rounding function and then divide it back. let num = 1.23456; alert( Math.floor(num * 100) / 100 ); // 1.23456 -> 123.456 -> 123 -> 1.23
  • The method toFixed(n) rounds the number to n digits after the point and returns a string representation of the result. let num = 12.34; alert( num.toFixed(1) ); // "12.3" This rounds up or down to the nearest value, similar to Math.round: let num = 12.36; alert( num.toFixed(1) ); // "12.4" Please note that result of toFixed is a string. If the decimal part is shorter than required, zeroes are appended to the end: let num = 12.34; alert( num.toFixed(5) ); // "12.34000", added zeroes to make exactly 5 digits We can convert it to a number using the unary plus or a Number() call: +num.toFixed(5).
  • Imprecise calculations

    Internally, a number is represented in 64-bit format IEEE-754, so there are exactly 64 bits to store a number: 52 of them are used to store the digits, 11 of them store the position of the decimal point (they are zero for integer numbers), and 1 bit is for the sign. If a number is too big, it would overflow the 64-bit storage, potentially giving an infinity: alert( 1e500 ); // Infinity What may be a little less obvious, but happens quite often, is the loss of precision. Consider this (falsy!) test: alert( 0.1 + 0.2 == 0.3 ); // false That's right, if we check whether the sum of 0.1 and 0.2 is 0.3, we get false. Strange! What is it then if not 0.3? alert( 0.1 + 0.2 ); // 0.30000000000000004 Ouch! There are more consequences than an incorrect comparison here. Imagine you're making an e-shopping site and the visitor puts $0.10 and $0.20 goods into his chart. The order total will be $0.30000000000000004. That would surprise anyone. But why does this happen? A number is stored in memory in its binary form, a sequence of ones and zeroes. But fractions like 0.1, 0.2 that look simple in the decimal numeric system are actually unending fractions in their binary form. In other words, what is 0.1? It is one divided by ten 1/10, one-tenth. In decimal numeral system such numbers are easily representable. Compare it to one-third: 1/3. It becomes an endless fraction 0.33333(3). So, division by powers 10 is guaranteed to work well in the decimal system, but division by 3 is not. For the same reason, in the binary numeral system, the division by powers of 2 is guaranteed to work, but 1/10 becomes an endless binary fraction. There's just no way to store exactly 0.1 or exactly 0.2 using the binary system, just like there is no way to store one-third as a decimal fraction. The numeric format IEEE-754 solves this by rounding to the nearest possible number. These rounding rules normally don't allow us to see that “tiny precision loss”, so the number shows up as 0.3. But beware, the loss still exists. We can see this in action: alert( 0.1.toFixed(20) ); // 0.10000000000000000555 And when we sum two numbers, their “precision losses” add up. That's why 0.1 + 0.2 is not exactly 0.3. Not only JavaScript The same issue exists in many other programming languages. PHP, Java, C, Perl, Ruby give exactly the same result, because they are based on the same numeric format. Can we work around the problem? Sure, there're a number of ways:
  • We can round the result with the help of a method toFixed(n): let sum = 0.1 + 0.2; alert( sum.toFixed(2) ); // 0.30 Please note that toFixed always returns a string. It ensures that it has 2 digits after the decimal point. That's actually convenient if we have an e-shopping and need to show $0.30. For other cases, we can use the unary plus to coerce it into a number: let sum = 0.1 + 0.2; alert( +sum.toFixed(2) ); // 0.3
  • We can temporarily turn numbers into integers for the maths and then revert it back. It works like this: alert( (0.1 * 10 + 0.2 * 10) / 10 ); // 0.3 This works because when we do 0.1 * 10 = 1 and 0.2 * 10 = 2 then both numbers become integers, and there's no precision loss.
  • If we were dealing with a shop, then the most radical solution would be to store all prices in cents and use no fractions at all. But what if we apply a discount of 30%? In practice, totally evading fractions is rarely feasible, so the solutions above help avoid this pitfall.
  • The funny thing Try running this: // Hello! I'm a self-increasing number! alert( 9999999999999999 ); // shows 10000000000000000 This suffers from the same issue: a loss of precision. There are 64 bits for the number, 52 of them can be used to store digits, but that's not enough. So the least significant digits disappear. JavaScript doesn't trigger an error in such events. It does its best to fit the number into the desired format, but unfortunately, this format is not big enough. Two zeroes Another funny consequence of the internal representation of numbers is the existence of two zeroes: 0 and -0. That's because a sign is represented by a single bit, so every number can be positive or negative, including a zero. In most cases the distinction is unnoticeable, because operators are suited to treat them as the same.

    Tests: isFinite and isNaN

    Remember these two special numeric values?
  • Infinite (and -Infinite) is a special numeric value that is greater (less) than anything.
  • NaN represents an error.
  • They belong to the type number, but are not “normal” numbers, so there are special functions to check for them:
  • isNaN(value) converts its argument to a number and then tests it for being NaN: alert( isNaN(NaN) ); // true alert( isNaN("str") ); // true But do we need this function? Can't we just use the comparison === NaN? Sorry, but the answer is no. The value NaN is unique in that it does not equal anything, including itself: alert( NaN === NaN ); // false
  • isFinite(value) converts its argument to a number and returns true if it's a regular number, not NaN/Infinity/-Infinity: alert( isFinite("15") ); // true alert( isFinite("str") ); // false, because a special value: NaN alert( isFinite(Infinity) ); // false, because a special value: Infinity
  • Sometimes isFinite is used to validate whether a string value is a regular number: let num = +prompt("Enter a number", ''); // will be true unless you enter Infinity, -Infinity or not 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. Compare with Object.is There is a special built-in method Object.is that compares values like ===, but is more reliable for two edge cases:
  • It works with NaN: Object.is(NaN, NaN) === true, that's a good thing.
  • Values 0 and -0 are different: Object.is(0, -0) === false, it rarely matters, but these values technically are different.
  • In all other cases, Object.is(a, b) is the same as a === b. This way of comparison is often used in JavaScript specification. When an internal algorithm needs to compare two values for being exactly the same, it uses Object.is (internally called SameValue).

    parseInt and parseFloat

    Numeric conversion using a plus + or Number() is strict. If a value is not exactly a number, it fails: alert( +"100px" ); // NaN The sole exception is spaces at the beginning or at the end of the string, as they are ignored. But in real life we often have values in units, like "100px" or "12pt" in CSS. Also in many countries the currency symbol goes after the amount, so we have "19€" and would like to extract a numeric value out of that. That's what parseInt and parseFloat are for. They “read” a number from a string until they can. In case of an error, the gathered number is returned. The function parseInt returns an integer, whilst parseFloat will return a floating-point number: alert( parseInt('100px') ); // 100 alert( parseFloat('12.5em') ); // 12.5 alert( parseInt('12.3') ); // 12, only the integer part is returned alert( parseFloat('12.3.4') ); // 12.3, the second point stops the reading There are situations when parseInt/parseFloat will return NaN. It happens when no digits could be read: alert( parseInt('a123') ); // NaN, the first symbol stops the process The second argument of parseInt(str, radix) The parseInt() function has an optional second parameter. It specifies the base of the numeral system, so parseInt can also parse strings of hex numbers, binary numbers and so on: alert( parseInt('0xff', 16) ); // 255 alert( parseInt('ff', 16) ); // 255, without 0x also works alert( parseInt('2n9c', 36) ); // 123456

    Other math functions

    JavaScript has a built-in Math object which contains a small library of mathematical functions and constants. A few examples:
    Math.random()
    Returns a random number from 0 to 1 (not including 1) alert( Math.random() ); // 0.1234567894322 alert( Math.random() ); // 0.5435252343232 alert( Math.random() ); // ... (any random numbers)
    Math.max(a, b, c...) / Math.min(a, b, c...)
    Returns the greatest/smallest from the arbitrary number of arguments. alert( Math.max(3, 5, -10, 0, 1) ); // 5 alert( Math.min(1, 2) ); // 1
    Math.pow(n, power)
    Returns n raised the given power 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 object.

    Summary To write big numbers:
  • Append "e" with the zeroes count to the number. Like: 123e6 is 123 with 6 zeroes.
  • A negative number after "e" causes the number to be divided by 1 with given zeroes. That's for one-millionth or such.
  • For different numeral systems:
  • Can write numbers directly in hex (0x), octal (0o) and binary (0b) systems
  • parseInt(str, base) parses an integer from any numeral system with base: 2 ≤ base ≤ 36.
  • num.toString(base) converts a number to a string in the numeral system with the given base.
  • For converting values like 12pt and 100px to a number:
  • Use parseInt/parseFloat for the “soft” conversion, which reads a number from a string and then returns the value they could read before the error.
  • For fractions:
  • Round using Math.floor, Math.ceil, Math.trunc, Math.round or num.toFixed(precision).
  • Make sure to remember there's a loss of precision when working with fractions.
  • More mathematical functions:
  • See the Math object when you need them. The library is very small, but can cover basic needs.
  • Run the demo P.S. There is a gotcha with types. let a = +prompt("The first number?", ""); let b = +prompt("The second number?", ""); alert( a + b ); Note the unary plus + before prompt. It immediately converts the value to a number. Otherwise, a and b would be string their sum would be their concatenation, that is: "1" + "2" = "12".

    Why 6.35.toFixed(1) == 6.3?

    importance: 4 According to the documentation Math.round and toFixed both round to the nearest number: 0..4 lead down while 5..9 lead up. For instance: alert( 1.35.toFixed(1) ); // 1.4 In the similar example below, why is 6.35 rounded to 6.3, not 6.4? alert( 6.35.toFixed(1) ); // 6.3 How to round 6.35 the right way? Internally the decimal fraction 6.35 is an endless binary. As always in such cases, it is stored with a precision loss. Let's see: alert( 6.35.toFixed(20) ); // 6.34999999999999964473 The precision loss can cause both increase and decrease of a number. In this particular case the number becomes a tiny bit less, that's why it rounded down. And what's for 1.35? alert( 1.35.toFixed(20) ); // 1.35000000000000008882 Here the precision loss made the number a little bit greater, so it rounded up. How can we fix the problem with 6.35 if we want it to be rounded the right way? We should bring it closer to an integer prior to rounding: alert( (6.35 * 10).toFixed(20) ); // 63.50000000000000000000 Note that 63.5 has no precision loss at all. That's because the decimal part 0.5 is actually 1/2. Fractions divided by powers of 2 are exactly represented in the binary system, now we can round it: alert( Math.round(6.35 * 10) / 10); // 6.35 -> 63.5 -> 64(rounded) -> 6.4

    Repeat until the input is a number

    importance: 5 Create a function readNumber which prompts for a number until the visitor enters a valid numeric value. The resulting value must be returned as a number. The visitor can also stop the process by entering an empty line or pressing “CANCEL”. In that case, the function should return null. Run the demo Open the sandbox with tests. function readNumber() { let num; do { num = prompt("Enter a number please?", 0); } while ( !isFinite(num) ); if (num === null || num === '') return null; return +num; } alert(`Read: ${readNumber()}`); The solution is a little bit more intricate that it could be because we need to handle null/empty lines. So we actually accept the input until it is a “regular number”. Both null (cancel) and empty line also fit that condition, because in numeric form they are 0. After we stopped, we need to treat null and empty line specially (return null), because converting them to a number would return 0. Open the solution with tests in the sandbox.

    An occasional infinite loop

    importance: 4 This loop is infinite. It never ends. Why? let i = 0; while (i != 10) { i += 0.2; } That's because i would never equal 10. Run it to see the real values of i: let i = 0; while (i < 11) { i += 0.2; if (i > 9.8 && i < 10.2) alert( i ); } None of them is exactly 10. Such things happen because of the precision losses when adding fractions like 0.2. Conclusion: evade equality checks when working with decimal fractions.

    A random number from min to max

    importance: 2 The built-in function Math.random() creates a random value from 0 to 1 (not including 1). Write the function random(min, max) to generate a random floating-point number from min to max (not including max). Examples of its work: alert( random(1, 5) ); // 1.2345623452 alert( random(1, 5) ); // 3.7894332423 alert( random(1, 5) ); // 4.3435234525 We need to “map” all values from the interval 0…1 into values from min to max. That can be done in two stages:
  • If we multiply a random number from 0…1 by max-min, then it the interval of possible values increases 0..1 to 0..max-min.
  • Now if we add min, the possible interval becomes from min to max.
  • The function: function random(min, max) { return min + Math.random() * (max - min); } alert( random(1, 5) ); alert( random(1, 5) ); alert( random(1, 5) );

    A random integer from min to max

    importance: 2 Create a function randomInteger(min, max) that generates a random integer number from min to max including both min and max as possible values. Any number from the interval min..max must appear with the same probability. Examples of its work: alert( random(1, 5) ); // 1 alert( random(1, 5) ); // 3 alert( random(1, 5) ); // 5 You can use the solution of the previous task as the base.

    The simple but wrong solution

    The simplest, but wrong solution would be to generate a value from min to max and round it: function randomInteger(min, max) { let rand = min + Math.random() * (max - min); return Math.round(rand); } alert( randomInteger(1, 3) ); The function works, but it is incorrect. The probability to get edge values min and max is two times less than any other. If you run the example above many times, you would easily see that 2 appears the most often. That happens because Math.round() gets random numbers from the interval 1..3 and rounds them as follows: values from 1 ... to 1.4999999999 become 1 values from 1.5 ... to 2.4999999999 become 2 values from 2.5 ... to 2.9999999999 become 3 Now we can clearly see that 1 gets twice less values than 2. And the same with 3.

    The correct solution

    There are many correct solutions to the task. One of them is to adjust interval borders. To ensure the same intervals, we can generate values from 0.5 to 3.5, thus adding the required probabilities to the edges: function randomInteger(min, max) { // now rand is from (min-0.5) to (max+0.5) let rand = min - 0.5 + Math.random() * (max - min + 1); return Math.round(rand); } alert( randomInteger(1, 3) ); An alternative way could be to use Math.floor for a random number from min to max+1: function randomInteger(min, max) { // here rand is from min to (max+1) let rand = min + Math.random() * (max + 1 - min); return Math.floor(rand); } alert( randomInteger(1, 3) ); Now all intervals are mapped this way: values from 1 ... to 1.9999999999 become 1 values from 2 ... to 2.9999999999 become 2 values from 3 ... to 3.9999999999 become 3 All intervals have the same length, making the final distribution uniform. Previous lessonNext lesson Share In JavaScript, the textual data is stored as strings. There is no separate type for a single character. The internal format for strings is always UTF-16, it is not tied to the page encoding.

    Quotes

    Let's recall the kinds of quotes. Strings can be enclosed within either single quotes, double quotes or backticks: let single = 'single-quoted'; let double = "double-quoted"; let backticks = `backticks`; Single and double quotes are essentially the same. Backticks, however, allow us to embed any expression into the string, including function calls: function sum(a, b) { return a + b; } alert(`1 + 2 = ${sum(1, 2)}.`); // 1 + 2 = 3. Another advantage of using backticks is that they allow a string to span multiple lines: let guestList = `Guests: * John * Pete * Mary `; alert(guestList); // a list of guests, multiple lines If we try to use single or double quotes in the same way, there will be an error: let guestList = "Guests: // Error: Unexpected token ILLEGAL * John"; 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. You can read more about it in the docs. This is called “tagged templates”. This feature makes it easier to wrap strings into custom templating or other functionality, but it is rarely used.

    Special characters

    It is still possible to create multiline strings with single quotes by using a so-called “newline character”, written as \n, which denotes a line break: let guestList = "Guests:\n * John\n * Pete\n * Mary"; alert(guestList); // a multiline list of guests For example, these two lines describe the same: alert( "Hello\nWorld" ); // two lines using a "newline symbol" // two lines using a normal newline and backticks alert( `Hello World` ); There are other, less common “special” characters as well. Here's the list:
    Character Description
    \b Backspace
    \f Form feed
    \n New line
    \r Carriage return
    \t Tab
    \uNNNN A unicode symbol with the hex code NNNN, for instance \u00A9 – is a unicode for the copyright symbol ©. It must be exactly 4 hex digits.
    \u{NNNNNNNN} Some rare characters are encoded with two unicode symbols, taking up to 4 bytes. This long unicode requires braces around it.
    Examples with unicode: alert( "\u00A9" ); // © 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”. We would also use it if we want to insert a quote into the string. For instance: 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, that refers only to the quotes that are same as the enclosing ones. So, as a more elegant solution, we could switch to double quotes or backticks instead: alert( `I'm the Walrus!` ); // I'm the Walrus! Note that the backslash \ serves for the correct reading of the string by JavaScript, then disappears. The in-memory string has no \. You can clearly see that in alert from the examples above. But what if we need to show an actual backslash \ within the string? That's possible, but we need to double it like \\: alert( `The backslash: \\` ); // The backslash: \

    String length

    The length property has the string length: alert( `My\n`.length ); // 3 Note that \n is a single “special” character, so the length is indeed 3. length is a property People with a background in some other languages sometimes mistype by calling str.length() instead of just str.length. That doesn't work. Please note that str.length is a numeric property, not a function. There is no need to add brackets after it.

    Accessing characters

    To get a character at position pos, use square brackets [pos] or call the method str.charAt(pos). The first character starts from the zero position: let str = `Hello`; // the first character alert( str[0] ); // H alert( str.charAt(0) ); // H // the last character alert( str[str.length - 1] ); // o The square brackets are a modern way of getting a character, while charAt exists mostly for historical reasons. The only difference between them is that if no character is found, [] returns undefined, and charAt returns an empty string: let str = `Hello`; alert( str[1000] ); // undefined alert( str.charAt(1000) ); // '' (an empty string) We can also iterate over characters using for..of: for (let char of "Hello") { alert(char); // H,e,l,l,o (char becomes "H", then "e", then "l" etc) }

    Strings are immutable

    Strings can't be changed in JavaScript. It is impossible to change a character. Let's try it to show that it doesn't work: let str = 'Hi'; str[0] = 'h'; // error alert( str[0] ); // doesn't work The usual workaround is to create a whole new string and assign it to str instead of the old one. For instance: let str = 'Hi'; str = 'h' + str[1]; // replace the string alert( str ); // hi In the following sections we'll see more examples of this.

    Changing the case

    Methods toLowerCase() and toUpperCase() change the case: alert( 'Interface'.toUpperCase() ); // INTERFACE alert( 'Interface'.toLowerCase() ); // interface Or, if we want a single character lowercased: alert( 'Interface'[0].toLowerCase() ); // 'i'

    Searching for a substring

    There are multiple ways to look for a substring within a string.

    str.indexOf

    The first method is str.indexOf(substr, pos). It looks for the substr in str, starting from the given position pos, and returns the position where the match was found or -1 if nothing can be found. For instance: let str = 'Widget with id'; alert( str.indexOf('Widget') ); // 0, because 'Widget' is found at the beginning 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. 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: let str = 'Widget with id'; alert( str.indexOf('id', 2) ) // 12 If we're interested in all occurrences, we can run indexOf in a loop. Every new call is made with the position after the previous match: let str = 'As sly as a fox, as strong as an ox'; let target = 'as'; // let's look for it let pos = 0; while (true) { let foundPos = str.indexOf(target, pos); if (foundPos == -1) break; alert( `Found at ${foundPos}` ); pos = foundPos + 1; // continue the search from the next position } The same algorithm can be layed out shorter: let str = "As sly as a fox, as strong as an ox"; let target = "as"; let pos = -1; while ((pos = str.indexOf(target, pos + 1)) != -1) { alert( pos ); } str.lastIndexOf(pos) There is also a similar method str.lastIndexOf(pos) that searches from the end of a string to its beginning. It would list the occurrences in the reverse order. There is a slight inconvenience with indexOf in the if test. We can't put it in the if like this: let str = "Widget with id"; if (str.indexOf("Widget")) { alert("We found it"); // doesn't work! } The alert in the example above doesn't show because str.indexOf("Widget") returns 0 (meaning that it found the match at the starting position). Right, but if considers 0 to be false. So, we should actually check for -1, like this: let str = "Widget with id"; if (str.indexOf("Widget") != -1) { alert("We found it"); // works now! } The bitwise NOT trick One of the old tricks used here is the 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. For 32-bit integers the call ~n means exactly the same as -(n+1) (due to IEEE-754 format). For instance: alert( ~2 ); // -3, the same as -(2+1) alert( ~1 ); // -2, the same as -(1+1) alert( ~0 ); // -1, the same as -(0+1) alert( ~-1 ); // 0, the same as -(-1+1) As we can see, ~n is zero only if n == -1. So, the test if ( ~str.indexOf("...") ) is truthy that the result of indexOf is not -1. In other words, when there is a match. People use it to shorten indexOf checks: let str = "Widget"; if (~str.indexOf("Widget")) { alert( 'Found it!' ); // works } It is usually not recommended to use language features in a non-obvious way, but this particular trick is widely used in old code, so we should understand it. Just remember: if (~str.indexOf(...)) reads as “if found”.

    includes, startsWith, endsWith

    The more modern method str.includes(substr, pos) returns true/false depending on whether str contains substr within. It's the right choice if we need to test for the match, but don't need its position: alert( "Widget with id".includes("Widget") ); // true alert( "Hello".includes("Bye") ); // false The optional second argument of str.includes is the position to start searching from: alert( "Midget".includes("id") ); // true alert( "Midget".includes("id", 3) ); // false, from position 3 there is no "id" The methods str.startsWith and str.endsWith do exactly what they say: alert( "Widget".startsWith("Wid") ); // true, "Widget" starts with "Wid" alert( "Widget".endsWith("get") ); // true, "Widget" ends with "get"

    Getting a substring

    There are 3 methods in JavaScript to get a substring: substring, substr and slice.
    str.slice(start [, end])
    Returns the part of the string from start to (but not including) end. For instance: let str = "stringify"; alert( str.slice(0, 5) ); // 'strin', the substring from 0 to 5 (not including 5) alert( str.slice(0, 1) ); // 's', from 0 to 1, but not including 1, so only character at 0 If there is no second argument, then slice goes till the end of the string: let str = "stringify"; alert( str.slice(2) ); // ringify, from the 2nd position till the end Negative values for start/end are also possible. They mean the position is counted from the string end: let str = "stringify"; // start at the 4th position from the right, end at the 1st from the right alert( str.slice(-4, -1) ); // gif
    str.substring(start [, end])
    Returns the part of the string between start and end. This is almost the same as slice, but it allows start to be greater than end. For instance: let str = "stringify"; // these are same for substring alert( str.substring(2, 6) ); // "ring" alert( str.substring(6, 2) ); // "ring" // ...but not for slice: alert( str.slice(2, 6) ); // "ring" (the same) alert( str.slice(6, 2) ); // "" (an empty string) Negative arguments are (unlike slice) not supported, they are treated as 0.
    str.substr(start [, length])
    Returns the part of the string from start, with the given length. In contrast with the previous methods, this one allows us to specify the length instead of the ending position: let str = "stringify"; alert( str.substr(2, 4) ); // ring, from the 2nd position get 4 characters The first argument may be negative, to count from the end: let str = "stringify"; alert( str.substr(-4, 2) ); // gi, from the 4th position get 2 characters
    Let's recap these methods to avoid any confusion:
    method selects… negatives
    slice(start, end) from start to end (not including end) allows negatives
    substring(start, end) between start and end negative values mean 0
    substr(start, length) from start get length characters allows negative start
    Which one to choose? All of them can do the job. Formally, substr has a minor drawback: it is described not in the core JavaScript specification, but in Annex B, which covers browser-only features that exist mainly for historical reasons. So, non-browser environments may fail to support it. But in practice it works everywhere. The author finds himself using slice almost all the time.

    Comparing strings

    As we know from the chapter Comparisons, strings are compared character-by-character in alphabetical order. Although, there are some oddities.
  • A lowercase letter is always greater than the uppercase: alert( 'a' > 'Z' ); // true
  • Letters with diacritical marks are “out of order”: alert( 'Österreich' > 'Zealand' ); // true This may lead to strange results if we sort these country names. Usually people would expect Zealand to come after Österreich in the list.
  • To understand what happens, let's review the internal representation of strings in JavaScript. All strings are encoded using UTF-16. That is: each character has a corresponding numeric code. There are special methods that allow to get the character for the code and back.
    str.codePointAt(pos)
    Returns the code for the character at position pos: // different case letters have different codes alert( "z".codePointAt(0) ); // 122 alert( "Z".codePointAt(0) ); // 90
    String.fromCodePoint(code)
    Creates a character by its numeric code alert( String.fromCodePoint(90) ); // Z We can also add unicode characters by their codes using \u followed by the hex code: // 90 is 5a in hexadecimal system alert( '\u005a' ); // Z
    Now let's see the characters with codes 65..220 (the latin alphabet and a little bit extra) by making a string of them: let str = ''; for (let i = 65; i <= 220; i++) { str += String.fromCodePoint(i); } alert( str ); // ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~€‚ƒ„ // ¡¢£¤¥¦§¨©ª«¬­®¯°±²³´µ¶·¸¹º»¼½¾¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖרÙÚÛÜ See? Capital characters go first, then a few special ones, then lowercase characters. 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.
  • Correct comparisons

    The “right” algorithm to do string comparisons is more complex than it may seem, because alphabets are different for different languages. The same-looking letter may be located differently in different alphabets. So, the browser needs to know the language to compare. Luckily, all modern browsers (IE10- requires the additional library Intl.JS) support the internationalization standard ECMA 402. It provides a special method to compare strings in different languages, following their rules. The call str.localeCompare(str2):
  • Returns 1 if str is greater than str2 according to the language rules.
  • Returns -1 if str is less than str2.
  • Returns 0 if they are equal.
  • For instance: alert( 'Österreich'.localeCompare('Zealand') ); // -1 This method actually has two additional arguments specified in the documentation, which allows it to specify the language (by default taken from the environment) and setup additional rules like case sensitivity or should "a" and "á" be treated as the same etc.

    Internals, Unicode

    Advanced knowledge The section goes deeper into string internals. This knowledge will be useful for you if you plan to deal with emoji, rare mathematical of hieroglyphs characters or other rare symbols. You can skip the section if you don't plan to support them.

    Surrogate pairs

    Most symbols have a 2-byte code. Letters in most european languages, numbers, and even most hieroglyphs, have a 2-byte representation. But 2 bytes only allow 65536 combinations and that's not enough for every possible symbol. So rare symbols are encoded with a pair of 2-byte characters called “a surrogate pair”. The length of such symbols is 2: alert( '𝒳'.length ); // 2, MATHEMATICAL SCRIPT CAPITAL X alert( '😂'.length ); // 2, FACE WITH TEARS OF JOY alert( '𩷶'.length ); // 2, a rare chinese hieroglyph Note that surrogate pairs did not exist at the time when JavaScript was created, and thus are not correctly processed by the language! We actually have a single symbol in each of the strings above, but the length shows a length of 2. String.fromCodePoint and str.codePointAt are few rare methods that deal with surrogate pairs right. They recently appeared in the language. Before them, there were only String.fromCharCode and str.charCodeAt. These methods are actually the same as fromCodePoint/codePointAt, but don't work with surrogate pairs. But, for instance, getting a symbol can be tricky, because surrogate pairs are treated as two characters: alert( '𝒳'[0] ); // strange symbols... alert( '𝒳'[1] ); // ...pieces of the surrogate pair Note that pieces of the surrogate pair have no meaning without each other. So the alerts in the example above actually display garbage. Technically, surrogate pairs are also detectable by their codes: if a character has the code in the interval of 0xd800..0xdbff, then it is the first part of the surrogate pair. The next character (second part) must have the code in interval 0xdc00..0xdfff. These intervals are reserved exclusively for surrogate pairs by the standard. In the case above: // charCodeAt is not surrogate-pair aware, so it gives codes for parts alert( '𝒳'.charCodeAt(0).toString(16) ); // d835, between 0xd800 and 0xdbff alert( '𝒳'.charCodeAt(1).toString(16) ); // dcb3, between 0xdc00 and 0xdfff You will find more ways to deal with surrogate pairs later in the chapter Iterables. There are probably special libraries for that too, but nothing famous enough to suggest here.

    Diacritical marks and normalization

    In many languages there are symbols that are composed of the base character with a mark above/under it. 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 and 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. alert( 'S\u0307' ); // Ṡ If we need an additional mark above the letter (or below it) – no problem, just add the necessary mark character. For instance, if we append a character “dot below” (code \u0323), then we'll have “S with dots above and below”: Ṩ. 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. For instance: alert( 'S\u0307\u0323' ); // Ṩ, S + dot above + dot below alert( 'S\u0323\u0307' ); // Ṩ, S + dot below + dot above alert( 'S\u0307\u0323' == 'S\u0323\u0307' ); // false To solve this, there exists a “unicode normalization” algorithm that brings each string to the single “normal” form. It is implemented by str.normalize(). alert( "S\u0307\u0323".normalize() == "S\u0323\u0307".normalize() ); // true It's funny that in our situation normalize() actually brings together a sequence of 3 characters to one: \u1e68 (S with two dots). alert( "S\u0307\u0323".normalize().length ); // 1 alert( "S\u0307\u0323".normalize() == "\u1e68" ); // true In reality, this is not always the case. The reason being that the symbol Ṩ is “common enough”, so UTF-16 creators included it in the main table and gave it the code. If you want to learn more about normalization rules and variants – they are described in the appendix of the Unicode standard: Unicode Normalization Forms, but for most practical purposes the information from this section is enough.

    Summary

  • 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....
  • To get a character, use: [].
  • To get a substring, use: slice or substring.
  • To lowercase/uppercase a string, use: toLowerCase/toUpperCase.
  • To look for a substring, use: indexOf, or includes/startsWith/endsWith for simple checks.
  • To compare strings according to the language, use: localeCompare, otherwise they are compared by character codes.
  • There are several other helpful methods in strings:
  • str.trim() – removes (“trims”) spaces from the beginning and end of the string.
  • str.repeat(n) – repeats the string n times.
  • …and more. See the manual for details.
  • Strings also have methods for doing search/replace with regular expressions. But that topic deserves a separate chapter, so we'll return to that later. ucFirst("john") == "John"; Open the sandbox with tests. We can't “replace” the first character, because strings in JavaScript are immutable. But we can make a new string based on the existing one, with the uppercased first character: let newStr = str[0].toUpperCase() + str.slice(1); There's a small problem though. If str is empty, then str[0] is undefined, so we'll get an error. There are two variants here:
  • Use str.charAt(0), as it always returns a string (maybe empty).
  • Add a test for an empty string.
  • Here's the 2nd variant: function ucFirst(str) { if (!str) return str; return str[0].toUpperCase() + str.slice(1); } alert( ucFirst("john") ); // John Open the solution with tests in the sandbox.

    Check for spam

    importance: 5 Write a function checkSpam(str) that returns true if str contains ‘viagra' or ‘XXX', otherwise `false. The function must be case-insensitive: checkSpam('buy ViAgRA now') == true checkSpam('free xxxxx') == true checkSpam("innocent rabbit") == false Open the sandbox with tests. To make the search case-insensitive, let's bring the stirng to lower case and then search: function checkSpam(str) { let lowerStr = str.toLowerCase(); return lowerStr.includes('viagra') || lowerStr.includes('xxx'); } alert( checkSpam('buy ViAgRA now') ); alert( checkSpam('free xxxxx') ); alert( checkSpam("innocent rabbit") ); Open the solution with tests in the sandbox.

    Truncate the text

    importance: 5 Create a function truncate(str, maxlength) that checks the length of the str and, if it exceeds maxlength – replaces the end of str with the ellipsis character "…", to make its length equal to maxlength. The result of the function should be the truncated (if needed) string. For instance: truncate("What I'd like to tell on this topic is:", 20) = "What I'd like to te…" truncate("Hi everyone!", 20) = "Hi everyone!" Open the sandbox with tests. 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. function truncate(str, maxlength) { return (str.length > maxlength) ? str.slice(0, maxlength - 1) + '…' : str; } Open the solution with tests in the sandbox.

    Extract the money

    importance: 4 We have a cost in the form "$120". That is: the dollar sign goes first, and then the number. Create a function extractCurrencyValue(str) that would extract the numeric value from such string and return it. The example: alert( extractCurrencyValue('$120') === 120 ); // true Open the sandbox with tests. Open the solution with tests in the sandbox. Previous lessonNext lesson Share Objects allow to store keyed collections of values. That's fine. But quite often we find that we need an ordered collection, where we have a 1st, a 2nd, a 3rd element and so on. For example, we need that to store a list of something: users, goods, HTML elements etc. It is not convenient to use an object here, because it provides no methods to manage the order of elements. We can't insert a new property “between” the existing ones. Objects are just not meant for such use. There exists a special data structure named Array, to store ordered collections.

    Declaration

    There are two syntaxes for creating an empty array: let arr = new Array(); let arr = []; Almost all the time, the second syntax is used. We can supply initial elements in the brackets: let fruits = ["Apple", "Orange", "Plum"]; Array elements are numbered, starting with zero. We can get an element by its number in square brackets: let fruits = ["Apple", "Orange", "Plum"]; alert( fruits[0] ); // Apple alert( fruits[1] ); // Orange alert( fruits[2] ); // Plum We can replace an element: fruits[2] = 'Pear'; // now ["Apple", "Orange", "Pear"] …Or add a new one to the array: fruits[3] = 'Lemon'; // now ["Apple", "Orange", "Pear", "Lemon"] The total count of the elements in the array is its length: let fruits = ["Apple", "Orange", "Plum"]; alert( fruits.length ); // 3 We can also use alert to show the whole array. let fruits = ["Apple", "Orange", "Plum"]; alert( fruits ); // Apple,Orange,Plum An array can store elements of any type. For instance: // mix of values let arr = [ 'Apple', { name: 'John' }, true, function() { alert('hello'); } ]; // get the object at index 1 and then show its name alert( arr[1].name ); // John // get the function at index 3 and run it arr[3](); // hello Trailing comma An array, just like an object, may end with a comma: let fruits = [ "Apple", "Orange", "Plum", ]; The “trailing comma” style makes it easier to insert/remove items, because all lines become alike.

    Methods pop/push, shift/unshift

    A queue is one of most common uses of an array. In computer science, this means an ordered collection of elements which supports two operations:
  • push appends an element to the end.
  • shift get an element from the beginning, advancing the queue, so that the 2nd element becomes the 1st.
  • Arrays support both operations. In practice we meet it very often. For example, a queue of messages that need to be shown on-screen. There's another use case for arrays – the data structure named stack. It supports two operations:
  • push adds an element to the end.
  • pop takes an element from the end.
  • So new elements are added or taken always from the “end”. A stack is usually illustrated as a pack of cards: new cards are added to the top or taken from the top: For stacks, the latest pushed item is received first, that's also called LIFO (Last-In-First-Out) principle. For queues, we have FIFO (First-In-First-Out). Arrays in JavaScript can work both as a queue and as a stack. They allow to add/remove elements both to/from the beginning or the end. In computer science the data structure that allows it is called deque. Methods that work with the end of the array:
    pop
    Extracts the last element of the array and returns it: let fruits = ["Apple", "Orange", "Pear"]; alert( fruits.pop() ); // remove "Pear" and alert it alert( fruits ); // Apple, Orange
    push
    Append the element to the end of the array: let fruits = ["Apple", "Orange"]; fruits.push("Pear"); alert( fruits ); // Apple, Orange, Pear The call fruits.push(...) is equal to fruits[fruits.length] = ....
    Methods that work with the beginning of the array:
    shift
    Extracts the first element of the array and returns it: let fruits = ["Apple", "Orange", "Pear"]; alert( fruits.shift() ); // remove Apple and alert it alert( fruits ); // Orange, Pear
    unshift
    Add the element to the beginning of the array: let fruits = ["Orange", "Pear"]; fruits.unshift('Apple'); alert( fruits ); // Apple, Orange, Pear
    Methods push and unshift can add multiple elements at once: let fruits = ["Apple"]; fruits.push("Orange", "Peach"); fruits.unshift("Pineapple", "Lemon"); // ["Pineapple", "Lemon", "Apple", "Orange", "Peach"] alert( fruits );

    Internals

    An array is a special kind of object. The square brackets used to access a property arr[0] actually come from the object syntax. Numbers are used as keys. 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. For instance, it is copied by reference: let fruits = ["Banana"] let arr = fruits; // copy by reference (two variables reference the same array) alert( arr === fruits ); // true 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 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. For instance, technically we can do this: let fruits = []; // make an array fruits[99999] = 5; // assign a property with the index far greater than its length fruits.age = 25; // create a property with an arbitrary name That's possible, because arrays are objects at their base. We can add any properties to them. But the engine will see that we're working with the array as with a regular object. Array-specific optimizations are not suited for such cases and will be turned off, their benefits disappear. The ways to misuse an array:
  • Add a non-numeric property like arr.test = 5.
  • Make holes, like: add arr[0] and then arr[1000] (and nothing between them).
  • Fill the array in the reverse order, like arr[1000], arr[999] and so on.
  • Please think of arrays as special structures to work with the ordered data. They provide special methods for that. Arrays are carefully tuned inside JavaScript engines to work with contiguous ordered data, please use them this way. And if you need arbitrary keys, chances are high that you actually require a regular object {}.

    Performance

    Methods push/pop run fast, while shift/unshift are slow. Why is it faster to work with the end of an array than with its beginning? Let's see what happens during the execution: fruits.shift(); // take 1 element from the start It's not enough to take and remove the element with the number 0. Other elements need to be renumbered as well. The shift operation must do 3 things:
  • Remove the element with the index 0.
  • Move all elements to the left, renumber them from the index 1 to 0, from 2 to 1 and so on.
  • Update the length property.
  • The more elements in the array, the more time to move them, more in-memory operations. The similar thing happens with unshift: to add an element to the beginning of the array, we need first to move existing elements to the right, increasing their indexes. And what's with push/pop? They do not need to move anything. To extract an element from the end, the pop method cleans the index and shortens length. The actions for the pop operation: fruits.pop(); // take 1 element from the end The pop method does not need to move anything, because other elements keep their indexes. That's why it's blazingly fast. The similar thing with the push method.

    Loops

    One of the oldest ways to cycle array items is the for loop over indexes: let arr = ["Apple", "Orange", "Pear"]; for (let i = 0; i < arr.length; i++) { alert( arr[i] ); } But for arrays there is another form of loop, for..of: let fruits = ["Apple", "Orange", "Plum"]; // iterates over array elements for (let fruit of fruits) { alert( fruit ); } The for..of doesn't give access to the number of the current element, just its value, but in most cases that's enough. And it's shorter. Technically, because arrays are objects, it is also possible to use for..in: let arr = ["Apple", "Orange", "Pear"]; for (let key in arr) { alert( arr[key] ); // Apple, Orange, Pear } But that's actually a bad idea. There are potential problems with it:
  • The loop for..in iterates over all properties, not only the numeric ones. There are so-called “array-like” objects in the browser and in other environments, that look like arrays. That is, they have length and indexes properties, but they may also have other non-numeric properties and methods, which we usually don't need. The for..in loop will list them though. So if we need to work with array-like objects, then these “extra” properties can become a problem.
  • The for..in loop is optimized for generic objects, not arrays, and thus is 10-100 times slower. Of course, it's still very fast. The speedup may matter only in bottlenecks or just irrelevant. But still we should be aware of the difference.
  • Generally, we shouldn't use for..in for arrays.

    A word about “length”

    The length property automatically updates when we modify the array. To be precise, it is actually not the count of values in the array, but the greatest numeric index plus one. For instance, a single element with a large index gives a big length: let fruits = []; fruits[123] = "Apple"; alert( fruits.length ); // 124 Note that we usually don't use arrays like that. Another interesting thing about the length property is that it's writable. If we increase it manually, nothing interesting happens. But if we decrease it, the array is truncated. The process is irreversible, here's the example: let arr = [1, 2, 3, 4, 5]; arr.length = 2; // truncate to 2 elements alert( arr ); // [1, 2] arr.length = 5; // return length back alert( arr[3] ); // undefined: the values do not return So, the simplest way to clear the array is: arr.length = 0;.

    new Array()

    There is one more syntax to create an array: let arr = new Array("Apple", "Pear", "etc"); It's rarely used, because square brackets [] are shorter. Also there's a tricky feature with it. If new Array is called with a single argument which is a number, then it creates an array without items, but with the given length. Let's see how one can shoot himself in the foot: let arr = new Array(2); // will it create an array of [2] ? 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.

    Multidimensional arrays

    Arrays can have items that are also arrays. We can use it for multidimensional arrays, to store matrices: let matrix = [ [1, 2, 3], [4, 5, 6], [7, 8, 9] ]; alert( matrix[1][1] ); // the central element

    toString

    Arrays have their own implementation of toString method that returns a comma-separated list of elements. For instance: let arr = [1, 2, 3]; alert( arr ); // 1,2,3 alert( String(arr) === '1,2,3' ); // true Also, let's try this: alert( [] + 1 ); // "1" alert( [1] + 1 ); // "11" alert( [1,2] + 1 ); // "1,21" Arrays do not have Symbol.toPrimitive, neither a viable valueOf, they implement only toString conversion, so here [] becomes an empty string, [1] becomes "1" and [1,2] becomes "1,2". When the binary plus "+" operator adds something to a string, it converts it to a string as well, so the next step looks like this: alert( "" + 1 ); // "1" alert( "1" + 1 ); // "11" alert( "1,2" + 1 ); // "1,21"

    Summary Array is a special kind of objects, suited to store and manage ordered data items.
  • The declaration: // square brackets (usual) let arr = [item1, item2...]; // new Array (exceptionally rare) let arr = new Array(item1, item2...); The call to new Array(number) creates an array with the given length, but without elements.
  • The length property is the array length or, to be precise, its last numeric index plus one. It is auto-adjusted by array methods.
  • If we shorten length manually, the array is truncated.
  • We can use an array as a deque with the following operations:
  • push(...items) adds items to the end.
  • pop() removes the element from the end and returns it.
  • shift() removes the element from the beginning and returns it.
  • unshift(...items) adds items to the beginning.
  • To loop over the elements of the array:
  • for (let i=0; i<arr.length; i++) – works fastest, old-browser-compatible.
  • 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
    Array methods. let fruits = ["Apples", "Pear", "Orange"]; // push a new value into the "copy" let shoppingCart = fruits; shoppingCart.push("Banana"); // what's in fruits? alert( fruits.length ); // ? The result is 4: let fruits = ["Apples", "Pear", "Orange"]; let shoppingCart = fruits; shoppingCart.push("Banana"); alert( fruits.length ); // 4 That's because arrays are objects. So both shoppingCart and fruits are the references to the same array.

    Array operations.

    importance: 5 Let's try 5 array operations.
  • Create an array styles with items “Jazz” and “Blues”.
  • Append “Rock-n-Roll” to the end.
  • Replace the value in the middle by “Classics”. Your code for finding the middle value should work for any arrays with odd length.
  • Strip off the first value of the array and show it.
  • Prepend Rap and Reggae to the array.
  • The array in the process: Jazz, Blues Jazz, Bues, Rock-n-Roll Jazz, Classics, Rock-n-Roll Classics, Rock-n-Roll Rap, Reggae, Classics, Rock-n-Roll let styles = ["Jazz", "Blues"]; styles.push("Rock-n-Roll"); styles[Math.floor((styles.length - 1) / 2)] = "Classics"; alert( styles.shift() ); styles.unshift("Rap", "Reggie");

    Calling in an array context

    importance: 5 What is the result? Why? let arr = ["a", "b"]; arr.push(function() { alert( this ); }) arr[2](); // ? The call arr[2]() is syntactically the good old obj[method](), in the role of obj we have arr, and in the role of method we have 2. So we have a call of the function arr[2] as an object method. Naturally, it receives this referencing the object arr and outputs the array: let arr = ["a", "b"]; arr.push(function() { alert( this ); }) arr[2](); // "a","b",function The array has 3 values: initially it had two, plus the function.

    Sum input numbers

    importance: 4 Write the function sumInput() that:
  • Asks the user for values using prompt and stores the values in the array.
  • Finishes asking when the user enters a non-numeric value, an empty string, or presses “Cancel”.
  • Calculates and returns the sum of array items.
  • P.S. A zero 0 is a valid number, please don't stop the input on zero. Run the demo Please note the subtle, but important detail of the solution. We don't convert value to number instantly after prompt, because after value = +value we would not be able to tell an empty string (stop sign) from the zero (valid number). We do it later instead. function sumInput() { let numbers = []; while (true) { let value = prompt("A number please?", 0); // should we cancel? if (value === "" || value === null || !isFinite(value)) break; numbers.push(+value); } let sum = 0; for (let number of numbers) { sum += number; } return sum; } alert( sumInput() );

    A maximal subarray

    importance: 2 The input is an array of numbers, e.g. arr = [1, -2, 3, 4, -9, 6]. The task is: find the contiguous subarray of arr with the maximal sum of items. Write the function getMaxSubSum(arr) that will find return that sum. For instance: getMaxSubSum([-1, 2, 3, -9]) = 5 (the sum of highlighted items) getMaxSubSum([2, -1, 2, 3, -9]) = 6 getMaxSubSum([-1, 2, 3, -9, 11]) = 11 getMaxSubSum([-2, -1, 1, 2]) = 3 getMaxSubSum([100, -9, 2, -3, 5]) = 100 getMaxSubSum([1, 2, 3]) = 6 (take all) If all items are negative, it means that we take none (the subarray is empty), so the sum is zero: getMaxSubSum([-1, -2, -3]) = 0 Please try to think of a fast solution: O(n2) or even O(n) if you can. Open the sandbox with tests.

    The slow solution

    We can calculate all possible subsums. The simplest way is to take every element and calculate sums of all subarrays starting from it. For instance, for [-1, 2, 3, -9, 11]: // Starting from -1: -1 -1 + 2 -1 + 2 + 3 -1 + 2 + 3 + (-9) -1 + 2 + 3 + (-9) + 11 // Starting from 2: 2 2 + 3 2 + 3 + (-9) 2 + 3 + (-9) + 11 // Starting from 3: 3 3 + (-9) 3 + (-9) + 11 // Starting from -9 -9 -9 + 11 // Starting from -11 -11 The code is actually a nested loop: the external loop over array elements, and the internal counts subsums starting with the current element. function getMaxSubSum(arr) { let maxSum = 0; // if we take no elements, zero will be returned for (let i = 0; i < arr.length; i++) { let sumFixedStart = 0; for (let j = i; j < arr.length; j++) { sumFixedStart += arr[j]; maxSum = Math.max(maxSum, sumFixedStart); } } return maxSum; } alert( getMaxSubSum([-1, 2, 3, -9]) ); // 5 alert( getMaxSubSum([-1, 2, 3, -9, 11]) ); // 11 alert( getMaxSubSum([-2, -1, 1, 2]) ); // 3 alert( getMaxSubSum([1, 2, 3]) ); // 6 alert( getMaxSubSum([100, -9, 2, -3, 5]) ); // 100 The solution has a time complexety of O(n2). 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 seroius sluggishness.

    Fast solution

    Let's walk the array and keep the current partial sum of elements in the variable s. If s becomes negative at some point, then assign s=0. The maximum of all such s will be the answer. If the description is too vague, please see the code, it's short enough: function getMaxSubSum(arr) { let maxSum = 0; let partialSum = 0; for (let item of arr) { // for each item of arr partialSum += item; // add it to partialSum maxSum = Math.max(maxSum, partialSum); // remember the maximum if (partialSum < 0) partialSum = 0; // zero if negative } return maxSum; } alert( getMaxSubSum([-1, 2, 3, -9]) ); // 5 alert( getMaxSubSum([-1, 2, 3, -9, 11]) ); // 11 alert( getMaxSubSum([-2, -1, 1, 2]) ); // 3 alert( getMaxSubSum([100, -9, 2, -3, 5]) ); // 100 alert( getMaxSubSum([1, 2, 3]) ); // 6 alert( getMaxSubSum([-1, -2, -3]) ); // 0 The algorithm requires exactly 1 array pass, so the time complexity is O(n). You can find more detail information about the algorithm here: Maximum subarray problem. If it's still not obvious why that works, then please trace the algorithm on the examples above, see how it works, that's better than any words. Open the solution with tests in the sandbox. Previous lessonNext lesson Share Arrays provide a lot of methods. To make things easier, in this chapter they are split into groups.

    Add/remove items

    We already know methods that add and remove items from the beginning or the end:
  • arr.push(...items) – adds items to the end,
  • arr.pop() – extracts an item from the end,
  • arr.shift() – extracts an item from the beginning,
  • arr.unshift(...items) – adds items to the beginning.
  • Here are few others.

    splice

    How to delete an element from the array? The arrays are objects, so we can try to use delete: let arr = ["I", "go", "home"]; delete arr[1]; // remove "go" alert( arr[1] ); // undefined // now arr = ["I", , "home"]; alert( arr.length ); // 3 The element was removed, but the array still has 3 elements, we can see that arr.length == 3. That's natural, because delete obj.key removes a value by the key. It's all it does. Fine for objects. But for arrays we usually want the rest of elements to shift and occupy the freed place. We expect to have a shorter array now. So, special methods should be used. The arr.splice(str) method is a swiss army knife for arrays. It can do everything: add, remove and insert elements. The syntax is: arr.splice(index[, 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. This method is easy to grasp by examples. Let's start with the deletion: let arr = ["I", "study", "JavaScript"]; arr.splice(1, 1); // from index 1 remove 1 element alert( arr ); // ["I", "JavaScript"] Easy, right? Starting from the index 1 it removed 1 element. In the next example we remove 3 elements and replace them with the other two: let arr = ["I", "study", "JavaScript", "right", "now"]; // remove 3 first elements and replace them with another arr.splice(0, 3, "Let's", "dance"); alert( arr ) // now ["Let's", "dance", "right", "now"] Here we can see that splice returns the array of removed elements: let arr = ["I", "study", "JavaScript", "right", "now"]; // remove 2 first elements let removed = arr.splice(0, 2); alert( removed ); // "I", "study" <-- array of removed elements The splice method is also able to insert the elements without any removals. For that we need to set deleteCount to 0: let arr = ["I", "study", "JavaScript"]; // from index 2 // delete 0 // then insert "complex" and "language" arr.splice(2, 0, "complex", "language"); alert( arr ); // "I", "study", "complex", "language", "JavaScript" Negative indexes allowed Here and in other array methods, negative indexes are allowed. They specify the position from the end of the array, like here: let arr = [1, 2, 5]; // from index -1 (one step from the end) // delete 0 elements, // then insert 3 and 4 arr.splice(-1, 0, 3, 4); alert( arr ); // 1,2,3,4,5

    slice

    The method arr.slice is much simpler than similar-looking arr.splice. The syntax is: arr.slice(start, end) It returns a new array where it copies all items start index "start" to "end" (not including "end"). Both start and end can be negative, in that case position from array end is assumed. It works like str.slice, but makes subarrays instead of substrings. For instance: let str = "test"; let arr = ["t", "e", "s", "t"]; alert( str.slice(1, 3) ); // es alert( arr.slice(1, 3) ); // e,s alert( str.slice(-2) ); // st alert( arr.slice(-2) ); // s,t

    concat

    The method arr.concat joins the array with other arrays and/or items. The syntax is: arr.concat(arg1, arg2...) It accepts any number of arguments – either arrays or values. The result is a new array containing items from arr, then arg1, arg2 etc. If an argument is an array or has Symbol.isConcatSpreadable property, then all its elements are copied. Otherwise, the argument itself is copied. For instance: let arr = [1, 2]; // merge arr with [3,4] alert( arr.concat([3, 4])); // 1,2,3,4 // merge arr with [3,4] and [5,6] alert( arr.concat([3, 4], [5, 6])); // 1,2,3,4,5,6 // merge arr with [3,4], then add values 5 and 6 alert( arr.concat([3, 4], 5, 6)); // 1,2,3,4,5,6 Normally, it only copies elements from arrays (“spreads” them). Other objects, even if they look like arrays, added as a whole: let arr = [1, 2]; let arrayLike = { 0: "something", length: 1 }; alert( arr.concat(arrayLike) ); // 1,2,[object Object] //[1, 2, arrayLike] …But if an array-like object has Symbol.isConcatSpreadable property, then its elements are added instead: let arr = [1, 2]; let arrayLike = { 0: "something", 1: "else", [Symbol.isConcatSpreadable]: true, length: 2 }; alert( arr.concat(arrayLike) ); // 1,2,something,else

    Searching in array

    These are methods to search for something in an array.

    indexOf/lastIndexOf and includes

    The methods arr.indexOf, arr.lastIndexOf and arr.includes have the same syntax and do essentially the same as their string counterparts, but operate on items instead of characters:
  • arr.indexOf(item, from) looks for item starting from index from, and returns the index where it was found, otherwise -1.
  • arr.lastIndexOf(item, from) – same, but looks from right to left.
  • arr.includes(item, from) – looks for item starting from index from, returns true if found.
  • For instance: let arr = [1, 0, false]; alert( arr.indexOf(0) ); // 1 alert( arr.indexOf(false) ); // 2 alert( arr.indexOf(null) ); // -1 alert( arr.includes(1) ); // true Note that the methods use === comparison. So, if we look for false, it finds exactly false and not the zero. If we want to check for inclusion, and don't want to know the exact index, then arr.includes is preferred. Also, a very minor difference of includes is that it correctly handles NaN, unlike indexOf/lastIndexOf: const arr = [NaN]; alert( arr.indexOf(NaN) ); // -1 (should be 0, but === equality doesn't work for NaN) alert( arr.includes(NaN) );// true (correct)

    find and findIndex

    Imagine we have an array of objects. How do we find an object with the specific condition? Here the arr.find method comes in handy. The syntax is: let result = arr.find(function(item, index, array) { // should return true if the item is what we are looking for }); The function is called repetitively for each element of the array:
  • item is the element.
  • index is its index.
  • array is the array itself.
  • If it returns true, the search is stopped, the item is returned. If nothing found, undefined is returned. For example, we have an array of users, each with the fields id and name. Let's find the one with id == 1: let users = [ {id: 1, name: "John"}, {id: 2, name: "Pete"}, {id: 3, name: "Mary"} ]; let user = users.find(item => item.id == 1); alert(user.name); // John In real life arrays of objects is a common thing, so the find method is very useful. Note that in the example we provide to find a single-argument function item => item.id == 1. Other parameters of find are rarely used. The arr.findIndex method is essentially the same, but it returns the index where the element was found instead of the element itself.

    filter

    The find method looks for a single (first) element that makes the function return true. If there may be many, we can use arr.filter(fn). The syntax is roughly the same as find, but it returns an array of matching elements: let results = arr.filter(function(item, index, array) { // should return true if the item passes the filter }); For instance: let users = [ {id: 1, name: "John"}, {id: 2, name: "Pete"}, {id: 3, name: "Mary"} ]; // returns array of the first two users let someUsers = users.filter(item => item.id < 3); alert(someUsers.length); // 2

    Transform an array

    This section is about the methods transforming or reordering the array.

    map

    The arr.map method is one of the most useful and often used. The syntax is: let result = arr.map(function(item, index, array) { // returns the new value instead of item }) It calls the function for each element of the array and returns the array of results. For instance, here we transform each element into its length: let lengths = ["Bilbo", "Gandalf", "Nazgul"].map(item => item.length) alert(lengths); // 5,7,6

    sort(fn)

    The method arr.sort sorts the array in place. For instance: let arr = [ 1, 2, 15 ]; // the method reorders the content of arr (and returns it) arr.sort(); alert( arr ); // 1, 15, 2 Did you notice anything strange in the outcome? The order became 1, 15, 2. Incorrect. But why? The items are sorted as strings by default. Literally, all elements are converted to strings and then compared. So, the lexicographic ordering is applied and indeed "2" > "15". To use our own sorting order, we need to supply a function of two arguments as the argument of arr.sort(). The function should work like this: function compare(a, b) { if (a > b) return 1; if (a == b) return 0; if (a < b) return -1; } For instance: function compareNumeric(a, b) { if (a > b) return 1; if (a == b) return 0; if (a < b) return -1; } let arr = [ 1, 2, 15 ]; arr.sort(compareNumeric); alert(arr); // 1, 2, 15 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 html elements or whatever. We have a set of something. 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 has a built-in implementation of sorting algorithm. We don't need to care how it exactly works (an optimized 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. By the way, if we ever want to know which elements are compared – nothing prevents from alerting them: [1, -2, 15, 2, 0, 8].sort(function(a, b) { alert( a + " <> " + b ); }); The algorithm may compare an element multiple times in the process, but it tries to make as few comparisons as possible. A comparison function may return any number Actually, a comparison function is only required to return a positive number to say “greater” and a negative number to say “less”. That allows to write shorter functions: let arr = [ 1, 2, 15 ]; arr.sort(function(a, b) { return a - b; }); alert(arr); // 1, 2, 15 Arrow functions for the best Remember Article "function-expression" not found? We can use them here for neater sorting: arr.sort( (a, b) => a - b ); This works exactly the same as the other, longer, version above.

    reverse

    The method arr.reverse reverses the order of elements in arr. For instance: let arr = [1, 2, 3, 4, 5]; arr.reverse(); alert( arr ); // 5,4,3,2,1 It also returns the array arr after the reversal.

    split and join

    Here's the situation from the real life. We are writing a messaging app, and the person enters the comma-delimited list of receivers: John, Pete, Mary. But for us an array of names would be much more comfortable than a single string. How to get it? The str.split(delim) method does exactly that. It splits the string into an array by the given delimiter delim. In the example below, we split by a comma followed by space: let names = 'Bilbo, Gandalf, Nazgul'; let arr = names.split(', '); for (let name of arr) { alert( `A message to ${name}.` ); // A message to Bilbo (and other names) } The split method has an optional second numeric argument – a limit on the array length. If it is provided, then the extra elements are ignored. In practice it is rarely used though: let arr = 'Bilbo, Gandalf, Nazgul, Saruman'.split(', ', 2); alert(arr); // Bilbo, Gandalf Split into letters The call to split(s) with an empty s would split the string into an array of letters: let str = "test"; alert( str.split('') ); // t,e,s,t The call arr.join(str) does the reverse to split. It creates a string of arr items glued by str between them. For instance: let arr = ['Bilbo', 'Gandalf', 'Nazgul']; let str = arr.join(';'); alert( str ); // Bilbo;Gandalf;Nazgul

    reduce/reduceRight

    When we need to iterate over an array – we can use forEach. When we need to iterate and return the data for each element – we can use map. The methods arr.reduce and arr.reduceRight also belong to that breed, but are a little bit more intricate. They are used to calculate a single value based on the array. The syntax is: let value = arr.reduce(function(previousValue, item, index, arr) { // ... }, initial); The function is applied to the elements. You may notice the familiar arguments, starting from the 2nd:
  • item – is the current array item.
  • index – is its position.
  • arr – is the array.
  • So far, like forEach/map. But there's one more argument:
  • previousValue – is the result of the previous function call, initial for the first call.
  • The easiest way to grasp that is by example. Here we get a sum of array in one line: let arr = [1, 2, 3, 4, 5]; let result = arr.reduce((sum, current) => sum + current, 0); alert(result); // 15 Here we used the most common variant of reduce which uses only 2 arguments. Let's see the details of what's going on.
  • On the first run, sum is the initial value (the last argument of reduce), equals 0, and current is the first array element, equals 1. So the result is 1.
  • On the second run, sum = 1, we add the second array element (2) to it and return.
  • On the 3rd run, sum = 3 and we add one more element to it, and so on…
  • The calculation flow: Or in the form of a table, where each row represents is a function call on the next array element:
    sum current result
    the first call 0 1 1
    the second call 1 2 3
    the third call 3 3 6
    the fourth call 6 4 10
    the fifth call 10 5 15
    As we can see, the result of the previous call becomes the first argument of the next one. We also can omit the initial value: let arr = [1, 2, 3, 4, 5]; // removed initial value from reduce (no 0) let result = arr.reduce((sum, current) => sum + current); alert( result ); // 15 The result is the same. That's because if there's no initial, then reduce takes the first element of the array as the initial value and starts the iteration from the 2nd element. The calculation table is the same as above, minus the first row. But such use requires an extreme care. If the array is empty, then reduce call without initial value gives an error. Here's an example: let arr = []; // Error: Reduce of empty array with no initial value // if the initial value existed, reduce would return it for the empty arr. arr.reduce((sum, current) => sum + current); So it's advised to always specify the initial value. The method arr.reduceRight does the same, but goes from right to left.

    Iterate: forEach

    The arr.forEach method allows to run a function for every element of the array. The syntax: arr.forEach(function(item, index, array) { // ... do something with item }); For instance, this shows each element of the array: // for each element call alert ["Bilbo", "Gandalf", "Nazgul"].forEach(alert); And this code is more elaborate about their positions in the target array: ["Bilbo", "Gandalf", "Nazgul"].forEach((item, index, array) => { alert(`${item} is at index ${index} in ${array}`); }); The result of the function (if it returns any) is thrown away and ignored.

    Array.isArray

    Arrays do not form a separate language type. They are based on objects. So typeof does not help to distinguish a plain object from an array: alert(typeof {}); // object alert(typeof []); // same …But arrays are used so often that there's a special method for that: Array.isArray(value). It returns true if the value is an array, and false otherwise. alert(Array.isArray({})); // false alert(Array.isArray([])); // true

    Most methods support “thisArg”

    Almost all array methods that call functions – like find, filter, map, with a notable exception of sort, accept an optional additional parameter thisArg. That parameter is not explained in the sections above, because it's rarely used. But for completeness we have to cover it. Here's the full syntax of these methods: arr.find(func, thisArg); arr.filter(func, thisArg); arr.map(func, thisArg); // ... // thisArg is the optional last argument The value of thisArg parameter becomes this for func. For instance, here we use an object method as a filter and thisArg comes in handy: let user = { age: 18, younger(otherUser) { return otherUser.age < this.age; } }; let users = [ {age: 12}, {age: 16}, {age: 32} ]; // find all users younger than user let youngerUsers = users.filter(user.younger, user); alert(youngerUsers.length); // 2 In the call above, we use user.younger as a filter and also provide user as the context for it. If we didn't provide the context, users.filter(user.younger) would call user.younger as a standalone function, with this=undefined. That would mean an instant error.

    Summary A cheatsheet of array methods:
  • To add/remove elements:
  • push(...items) – adds items to the end,
  • 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.
  • 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:
  • indexOf/lastIndexOf(item, pos) – look for item starting from position pos, return the index or -1 if not found.
  • includes(value) – returns true if the array has value, otherwise false.
  • find/filter(func) – filter elements through the function, return first/all values that make it return true.
  • findIndex is like find, but returns the index instead of a value.
  • To transform the array:
  • map(func) – creates a new array from results of calling func for every element.
  • 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.
  • To iterate over elements:
  • forEach(func) – calls func for every element, does not return anything.
  • Additionally:
  • Array.isArray(arr) checks arr for being an array.
  • 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)/arr.every(fn) checks 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.
  • arr.fill(value, start, end) – fills the array with repeating value from index start to end.
  • arr.copyWithin(target, start, end) – copies its elements from position start till position end into itself, at position target (overwrites existing).
  • For the full list, see the manual. From the first sight it may seem that there are so many methods, quite difficult to remember. But actually that's much easier than it seems. Look through the cheatsheet just to be aware of them. Then solve the tasks of this chapter to practice, so that you have experience with array methods. Afterwards whenever you need to do something with an array, and you don't know how – come here, look at the cheatsheet and find the right method. Examples will help you to write it correctly. Soon you'll automatically remember the methods, without specific efforts from your side. That is: removes all dashes, each word after dash becomes uppercased. Examples: camelize("background-color") == 'backgroundColor'; camelize("list-style-image") == 'listStyleImage'; camelize("-webkit-transition") == 'WebkitTransition'; P.S. Hint: use split to split the string into an array, transform it and join back. Open the sandbox with tests. Open the solution with tests in the sandbox.

    Filter range

    importance: 4 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. The function should not modify the array. It should return the new array. For instance: let arr = [5, 3, 8, 1]; let filtered = filterRange(arr, 1, 4); alert( filtered ); // 3,1 (matching values) alert( arr ); // 5,3,8,1 (not modified) Open the sandbox with tests. Open the solution with tests in the sandbox.

    Filter range "in place"

    importance: 4 Write a function filterRangeInPlace(arr, a, b) that gets an array arr and removes from it all values except those that are between a and b. The test is: a ≤ arr[i] ≤ b. The function should only modify the array. It should not return anything. For instance: let arr = [5, 3, 8, 1]; filterRangeInPlace(arr, 1, 4); // removed the numbers except from 1 to 4 alert( arr ); // [3, 1] Open the sandbox with tests. Open the solution with tests in the sandbox.

    Sort in the reverse order

    importance: 4 let arr = [5, 2, 1, -10, 8]; // ... your code to sort it in the reverse order alert( arr ); // 8, 5, 2, 1, -10 let arr = [5, 2, 1, -10, 8]; arr.sort((a, b) => b - a); alert( arr );

    Copy and sort array

    importance: 5 We have an array of strings arr. We'd like to have a sorted copy of it, but keep arr unmodified. Create a function copySorted(arr) that returns such a copy. let arr = ["HTML", "JavaScript", "CSS"]; let sorted = copySorted(arr); alert( sorted ); // CSS, HTML, JavaScript alert( arr ); // HTML, JavaScript, CSS (no changes) We can use slice() to make a copy and run the sort on it: function copySorted(arr) { return arr.slice().sort(); } let arr = ["HTML", "JavaScript", "CSS"]; let sorted = copySorted(arr); alert( sorted ); alert( arr );

    Map to names

    importance: 5 You have an array of user objects, each one has user.name. Write the code that converts it into an array of names. For instance: let john = { name: "John", age: 25 }; let pete = { name: "Pete", age: 30 }; let mary = { name: "Mary", age: 28 }; let users = [ john, pete, mary ]; let names = /* ... your code */ alert( names ); // John, Pete, Mary let john = { name: "John", age: 25 }; let pete = { name: "Pete", age: 30 }; let mary = { name: "Mary", age: 28 }; let users = [ john, pete, mary ]; let names = users.map(item => item.name); alert( names ); // John, Pete, Mary

    Map to objects

    importance: 5 You have an array of user objects, each one has name, surname and id. Write the code to create another array from it, of objects with id and fullName, where fullName is generated from name and surname. For instance: let john = { name: "John", surname: "Smith", id: 1 }; let pete = { name: "Pete", surname: "Hunt", id: 2 }; let mary = { name: "Mary", surname: "Key", id: 3 }; let users = [ john, pete, mary ]; let usersMapped = /* ... your code ... */ /* usersMapped = [ { fullName: "John Smith", id: 1 }, { fullName: "Pete Hunt", id: 2 }, { fullName: "Mary Key", id: 3 } ] */ alert( usersMapped[0].id ) // 1 alert( usersMapped[0].fullName ) // John Smith So, actually you need to map one array of objects to another. Try using => here. There's a small catch. let john = { name: "John", surname: "Smith", id: 1 }; let pete = { name: "Pete", surname: "Hunt", id: 2 }; let mary = { name: "Mary", surname: "Key", id: 3 }; let users = [ john, pete, mary ]; let usersMapped = users.map(user => ({ fullName: `${user.name} ${user.surname}`, id: user.id })); /* usersMapped = [ { fullName: "John Smith", id: 1 }, { fullName: "Pete Hunt", id: 2 }, { fullName: "Mary Key", id: 3 } ] */ alert( usersMapped[0].id ); // 1 alert( usersMapped[0].fullName ); // John Smith Please note that in for the arrow functions we need to use additional brackets. We can't write like this: let usersMapped = users.map(user => { fullName: `${user.name} ${user.surname}`, id: user.id }); As we remember, there are two arrow functions: without body value => expr and with body value => {...}. Here JavaScript would treat { as the start of function body, not the start of the object. The workaround is to wrap them in the “normal” brackets: let usersMapped = users.map(user => ({ fullName: `${user.name} ${user.surname}`, id: user.id })); Now fine.

    Sort objects

    importance: 5 Write the function sortByName(users) that gets an array of objects with property name and sorts it. For instance: let john = { name: "John", age: 25 }; let pete = { name: "Pete", age: 30 }; let mary = { name: "Mary", age: 28 }; let arr = [ john, pete, mary ]; sortByName(arr); // now: [john, mary, pete] alert(arr[1].name); // Mary function sortByName(arr) { arr.sort((a, b) => a.name > b.name); } let john = { name: "John", age: 25 }; let pete = { name: "Pete", age: 30 }; let mary = { name: "Mary", age: 28 }; let arr = [ john, pete, mary ]; sortByName(arr); // now sorted is: [john, mary, pete] alert(arr[1].name); // Mary

    Shuffle an array

    importance: 3 Write the function shuffle(array) that shuffles (randomly reorders) elements of the array. Multiple runs of shuffle may lead to different orders of elements. For instance: let arr = [1, 2, 3]; shuffle(arr); // arr = [3, 2, 1] shuffle(arr); // arr = [2, 1, 3] shuffle(arr); // arr = [3, 1, 2] // ... All element orders should have an equal probability. For instance, [1,2,3] can be reordered as [1,2,3] or [1,3,2] or [3,1,2] etc, with equal probability of each case. The simple solution could be: function shuffle(array) { array.sort(() => Math.random() - 0.5); } let arr = [1, 2, 3]; shuffle(arr); alert(arr); That somewhat works, because Math.random() - 0.5 is a random number that may be positive or negative, so the sorting function reorders elements randomly. But because the sorting function is not meant to be used this way, not all permutations have the same probability. For instance, consider the code below. It runs shuffle 1000000 times and counts appearances of all possible results: function shuffle(array) { array.sort(() => Math.random() - 0.5); } // counts of appearances for all possible permutations let count = { '123': 0, '132': 0, '213': 0, '231': 0, '321': 0, '312': 0 }; for (let i = 0; i < 1000000; i++) { let array = [1, 2, 3]; shuffle(array); count[array.join('')]++; } // show counts of all possible permutations for (let key in count) { alert(`${key}: ${count[key]}`); } An example result (for V8, July 2017): 123: 250706 132: 124425 213: 249618 231: 124880 312: 125148 321: 125223 We can see the bias clearly: 123 and 213 appear much more often than others. The result of the code may vary between JavaScript engines, but we can already see that the approach is unreliable. Why it doesn't work? Generally speaking, sort is a “black box”: we throw an array and a comparison function into it and expect the array to be sorted. But due to the utter randomness of the comparison the black box goes mad, and how exactly it goes mad depends on the concrete implementation that differs between engines. There are other good ways to do the task. For instance, there's a great algorithm called Fisher-Yates shuffle. The idea is to walk the array in the reverse order and swap each element with a random one before it: function shuffle(array) { for (let i = array.length - 1; i > 0; i--) { let j = Math.floor(Math.random() * (i + 1)); // random index from 0 to i [array[i], array[j]] = [array[j], array[i]]; // swap elements } } Let's test it the same way: function shuffle(array) { for (let i = array.length - 1; i > 0; i--) { let j = Math.floor(Math.random() * (i + 1)); [array[i], array[j]] = [array[j], array[i]]; } } // counts of appearances for all possible permutations let count = { '123': 0, '132': 0, '213': 0, '231': 0, '321': 0, '312': 0 }; for (let i = 0; i < 1000000; i++) { let array = [1, 2, 3]; shuffle(array); count[array.join('')]++; } // show counts of all possible permutations for (let key in count) { alert(`${key}: ${count[key]}`); } The example output: 123: 166693 132: 166647 213: 166628 231: 167517 312: 166199 321: 166316 Looks good now: all permutations appear with the same probability. Also, performance-wise the Fisher-Yates algorithm is much better, there's no “sorting” overhead.

    Get average age

    importance: 4 Write the function getAverageAge(users) that gets an array of objects with property age and gets the average. The formula for the average is (age1 + age2 + ... + ageN) / N. For instance: let john = { name: "John", age: 25 }; let pete = { name: "Pete", age: 30 }; let mary = { name: "Mary", age: 29 }; let arr = [ john, pete, mary ]; alert( getAverageAge(arr) ); // (25 + 30 + 29) / 3 = 28 function getAverageAge(users) { return users.reduce((prev, user) => prev + user.age, 0) / users.length; } let john = { name: "John", age: 25 }; let pete = { name: "Pete", age: 30 }; let mary = { name: "Mary", age: 29 }; let arr = [ john, pete, mary ]; alert( getAverageAge(arr) ); // 28

    Filter unique array members

    importance: 4 Let arr be an array. Create a function unique(arr) that should return an array with unique items of arr. For instance: function unique(arr) { /* your code */ } let strings = ["Hare", "Krishna", "Hare", "Krishna", "Krishna", "Krishna", "Hare", "Hare", ":-O" ]; alert( unique(strings) ); // Hare, Krishna, :-O Open the sandbox with tests. Let's walk the array items:
  • For each item we'll check if the resulting array already has that item.
  • If it is so, then ignore, otherwise add to results.
  • function unique(arr) { let result = []; for (let str of arr) { if (!result.includes(str)) { result.push(str); } } return result; } let strings = ["Hare", "Krishna", "Hare", "Krishna", "Krishna", "Krishna", "Hare", "Hare", ":-O" ]; alert( unique(strings) ); // Hare, Krishna, :-O The code works, but there's a potential performance problem in it. The method result.includes(str) internally walks the array result and compares each element against str to find the match. So if there are 100 elements in result and no one matches str, then it will walk the whole result and do exactly 100 comparisons. And if result is large, like 10000, then there would be 10000 comparisons. That's not a problem by itself, because JavaScript engines are very fast, so walk 10000 array is a matter of microseconds. But we do such test for each element of arr, in the for loop. So if arr.length is 10000 we'll have something like 10000*10000 = 100 millions of comparisons. That's a lot. So the solution is only good for small arrays. Further in the chapter Map, Set, WeakMap and WeakSet we'll see how to optimize it. Open the solution with tests in the sandbox. Previous lessonNext lesson Share Iterable objects is a generalization of arrays. That's a concept that allows to make any object useable in a for..of loop. Arrays by themselves are iterable. But not only arrays. Strings are iterable too, and many other built-in objects as well. Iterables are widely used by the core JavaScript. As we'll see many built-in operators and methods rely on them.

    Symbol.iterator

    We can easily grasp the concept of iterables by making one of our own. For instance, we have an object, that is not an array, but looks suitable for for..of. Like a range object that represents an interval of numbers: let range = { from: 1, to: 5 }; // We want the for..of to work: // 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).
  • When for..of starts, it calls that method (or errors if not found).
  • The method must return an iterator – an object with the method next.
  • When for..of wants the next value, it calls next() on that object.
  • The result of next() must have the form {done: Boolean, value: any}, where done=true means that the iteration is finished, otherwise value must be the new value.
  • Here's the full implementation for range: let range = { from: 1, to: 5 }; // 1. call to for..of initially calls this range[Symbol.iterator] = function() { // 2. ...it returns the iterator: return { current: this.from, last: this.to, // 3. next() is called on each iteration by the for..of loop next() { // 4. it should return the value as an object {done:.., value :...} if (this.current <= this.last) { return { done: false, value: this.current++ }; } else { return { done: true }; } } }; }; // now it works! for (let num of range) { alert(num); // 1, then 2, 3, 4, 5 } There is an important separation of concerns in this code:
  • The range itself does not have the next() method.
  • Instead, another object, a so-called “iterator” is created by the call to range[Symbol.iterator](), and it handles the iteration.
  • So, the iterator object is separate from the object it iterates over. Technically, we may merge them and use range itself as the iterator to make the code simpler. Like this: let range = { from: 1, to: 5, [Symbol.iterator]() { this.current = this.from; return this; }, next() { if (this.current <= this.to) { return { done: false, value: this.current++ }; } else { return { done: true }; } } }; for (let num of range) { alert(num); // 1, then 2, 3, 4, 5 } Now range[Symbol.iterator]() returns the range object itself: it has the necessary next() method and remembers the current iteration progress in this.current. Sometimes that's fine too. The downside is that now it's impossible to have two for..of loops running over the object simultaneously: they'll share the iteration state, because there's only one iterator – the object itself. Infinite iterators Infinite iterators are also doable. For instance, the range becomes infinite for range.to = Infinity. Or we can make an iterable object that generates an infinite sequence of pseudorandom numbers. Also can be useful. There are no limitations on next, it can return more and more values, that's normal. Of course, the for..of loop over such an iterable would be endless. But we can always stop it using break.

    String is iterable

    Arrays and strings are most widely used built-in iterables. For a string, for..of loops over its characters: for (let char of "test") { alert( char ); // t, then e, then s, then t } And it works right with surrogate pairs! let str = '𝒳😂'; for (let char of str) { alert( char ); // 𝒳, and then 😂 }

    Calling an iterator explicitly

    Normally, internals of iterables are hidden from the external code. There's a for..of loop, that works, that's all it needs to know. But to understand things a little bit deeper let's see how to create an iterator explicitly. We'll iterate over a string the same way as for..of, but with direct calls. This code gets a string iterator and calls it “manually”: let str = "Hello"; // does the same as // for (let char of str) alert(char); let iterator = str[Symbol.iterator](); while (true) { let result = iterator.next(); if (result.done) break; alert(result.value); // outputs characters one by one } That is rarely needed, but gives us more control over the process than for..of. For instance, we can split the iteration process: iterate a bit, then stop, do something else, and then resume later.

    Iterables and array-likes

    There are two official terms that 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.
  • Naturally, these properties can combine. For instance, strings are both iterable (for..of works on them) and array-like (they have numeric indexes and length). But an iterable may be not array-like. And vice versa an array-like may be not iterable. For example, the range in the example above is iterable, but not array-like, because it does not have indexed properties and length. And here's the object that is array-like, but not iterable: let arrayLike = { // has indexes and length => array-like 0: "Hello", 1: "World", length: 2 }; // Error (no Symbol.iterator) for (let item of arrayLike) {} What do they have in common? Both iterables and array-likes are usually not arrays, they don't have push, pop etc. That's rather inconvenient if we have such an object and want to work with it as with an array.

    Array.from

    There's a universal method Array.from that brings them together. It takes an iterable or array-like value and makes a “real” Array from it. Then we can call array methods on it. For instance: let arrayLike = { 0: "Hello", 1: "World", length: 2 }; let arr = Array.from(arrayLike); // (*) alert(arr.pop()); // World (method works) Array.from at the line (*) takes the object, examines it for being an iterable or array-like, then makes a new array and copies there all items. The same happens for an iterable: // assuming that range is taken from the example above let arr = Array.from(range); alert(arr); // 1,2,3,4,5 (array toString conversion works) The full syntax for Array.from allows to provide an optional “mapping” function: Array.from(obj[, mapFn, thisArg]) The second argument mapFn should be the function to apply to each element before adding to the array, and thisArg allows to set this for it. For instance: // assuming that range is taken from the example above // square each number let arr = Array.from(range, num => num * num); alert(arr); // 1,4,9,16,25 Here we use Array.from to turn a string into an array of characters: let str = '𝒳😂'; // splits str into array of characters let chars = Array.from(str); alert(chars[0]); // 𝒳 alert(chars[1]); // 😂 alert(chars.length); // 2 Unlike str.split, it relies on the iterable nature of the string and so, just like for..of, correctly works with surrogate pairs. Technically here it does the same as: let str = '𝒳😂'; let chars = []; // Array.from internally does the same loop for (let char of str) { chars.push(char); } alert(chars); …But is shorter. We can even build surrogate-aware slice on it: function slice(str, start, end) { return Array.from(str).slice(start, end).join(''); } let str = '𝒳😂𩷶'; alert( slice(str, 1, 3) ); // 😂𩷶 // native method does not support surrogate pairs alert( str.slice(1, 3) ); // garbage (two pieces from different surrogate pairs)

    Summary 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.
  • An iterator must have the method named next() that returns an object {done: Boolean, value: any}, here done:true denotes the iteration end, 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.
  • String iterator knows about surrogate pairs.
  • Objects that have indexed properties and length are called array-like. Such objects may also have other properties and methods, but lack the built-in methods of arrays. 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. Now we've learned about the following complex data structures:
  • Objects for storing keyed collections.
  • Arrays for storing ordered collections.
  • But that's not enough for real life. That's why Map and Set also exist.

    Map

    Map is a collection of keyed data items, just like an Object. But the main difference is that Map allows keys of any type. The main methods are:
  • new Map() – creates the map.
  • map.set(key, value) – stores the value by the key.
  • 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.clear() – clears the map
  • map.size – returns the current element count.
  • For instance: let map = new Map(); map.set('1', 'str1'); // a string key map.set(1, 'num1'); // a numeric key map.set(true, 'bool1'); // a boolean key // remember the regular Object? it would convert keys to string // Map keeps the type, so these two are different: alert( map.get(1) ); // 'num1' alert( map.get('1') ); // 'str1' alert( map.size ); // 3 As we can see, unlike objects, keys are not converted to strings. Any type of key is possible. Map can also use objects as keys. For instance: let john = { name: "John" }; // for every user, let's store his visits count let visitsCountMap = new Map(); // john is the key for the map 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 it would be difficult to replace the Map with a regular Object in the example above. In the old times, before Map existed, people added unique identifiers to objects for that: // we add the id field let john = { name: "John", id: 1 }; let visitsCounts = {}; // now store the value by id visitsCounts[john.id] = 123; alert( visitsCounts[john.id] ); // 123 …But Map is much more elegant. How Map compares keys To test values for equivalence, Map uses the algorithm 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. This algorithm can't be changed or customized. Chaining Every map.set call returns the map itself, so we can “chain” the calls: map.set('1', 'str1') .set(1, 'num1') .set(true, 'bool1');

    Map from Object

    When a Map is created, we can pass an array (or another iterable) with key-value pairs, like this: // array of [key, value] pairs let map = new Map([ ['1', 'str1'], [1, 'num1'], [true, 'bool1'] ]); There is a built-in method Object.entries(obj) that returns an array of key/value pairs for an object exactly in that format. So we can initialize a map from an object like this: let map = new Map(Object.entries({ name: "John", age: 30 })); Here, Object.entries returns the array of key/value pairs: [ ["name","John"], ["age", 30] ]. That's what Map needs.

    Iteration over Map

    For looping over a map, there are 3 methods:
  • map.keys() – returns an iterable for keys,
  • map.values() – returns an iterable for values,
  • map.entries() – returns an iterable for entries [key, value], it's used by default in for..of.
  • For instance: let recipeMap = new Map([ ['cucumber', 500], ['tomatoes', 350], ['onion', 50] ]); // iterate over keys (vegetables) for (let vegetable of recipeMap.keys()) { alert(vegetable); // cucumber, tomatoes, onion } // iterate over values (amounts) for (let amount of recipeMap.values()) { alert(amount); // 500, 350, 50 } // iterate over [key, value] entries for (let entry of recipeMap) { // the same as of recipeMap.entries() alert(entry); // cucumber,500 (and so on) } The insertion order is used The iteration goes in the same order as the values were inserted. Map preserves this order, unlike a regular Object. Besides that, Map has a built-in forEach method, similar to Array: recipeMap.forEach( (value, key, map) => { alert(`${key}: ${value}`); // cucumber: 500 etc });

    Set

    A Set is a collection of values, where each value may occur only once. Its main methods are:
  • new Set(iterable) – creates the set, optionally from an array of values (any iterable will do).
  • set.add(value) – adds a value, returns the set itself.
  • set.delete(value) – removes the value, returns true if value existed at the moment of the call, otherwise false.
  • set.has(value) – returns true if the value exists in the set, otherwise false.
  • set.clear() – removes everything from the set.
  • set.size – is the elements count.
  • For example, we have visitors coming, and we'd like to remember everyone. But repeated visits should not lead to duplicates. A visitor must be “counted” only once. Set is just the right thing for that: let set = new Set(); let john = { name: "John" }; let pete = { name: "Pete" }; let mary = { name: "Mary" }; // visits, some users come multiple times set.add(john); set.add(pete); set.add(mary); set.add(john); set.add(mary); // set keeps only unique values alert( set.size ); // 3 for (let user of set) { alert(user.name); // John (then Pete and Mary) } The alternative to Set could be an array of users, and the code to check for duplicates on every insertion using arr.find. But the performance would be much worse, because this method walks through the whole array checking every element. Set is much better optimized internally for uniqueness checks.

    Iteration over Set

    We can loop over a set either with for..of or using forEach: let set = new Set(["oranges", "apples", "bananas"]); for (let value of set) alert(value); // the same with forEach: set.forEach((value, valueAgain, set) => { alert(value); }); Note the funny thing. The forEach function in the Set has 3 arguments: a value, then again a value, and then the target object. Indeed, the same value appears in the arguments twice. That's for compatibility with Map where forEach has three arguments. The same methods Map has for iterators are also supported:
  • set.keys() – returns an iterable object for values,
  • set.values() – same as set.keys, for compatibility with Map,
  • set.entries() – returns an iterable object for entries [value, value], exists for compatibility with Map.
  • WeakMap and WeakSet

    WeakSet is a special kind of Set that does not prevent JavaScript from removing its items from memory. WeakMap is the same thing for Map. As we know from the chapter Garbage collection, JavaScript engine stores a value in memory while it is reachable (and can potentially be used). For instance: let john = { name: "John" }; // the object can be accessed, john is the reference to it // overwrite the reference john = null; // the object will be removed from memory Usually, properties of an object or elements of an array or another data structure are considered reachable and kept in memory while that data structure is in memory. In a regular Map, it does not matter if we store an object as a key or as a value. It's kept in memory even if there are no more references to it. For instance: let john = { name: "John" }; let map = new Map(); map.set(john, "..."); john = null; // overwrite the reference // john is stored inside the map // we can get it by using map.keys() With the exception of WeakMap/WeakSet. WeakMap/WeakSet does not prevent the object removal from the memory. Let's start with WeakMap. The first difference from Map is that its keys must be objects, not primitive values: let weakMap = new WeakMap(); let obj = {}; weakMap.set(obj, "ok"); // works fine (object key) weakMap.set("test", "Whoops"); // Error, because "test" is a primitive Now, if we use an object as the key in it, and there are no other references to that object – it will be removed from memory (and from the map) automatically. let john = { name: "John" }; let weakMap = new WeakMap(); weakMap.set(john, "..."); john = null; // overwrite the reference // john is removed from memory! Compare it with the regular Map example above. Now if john only exists as the key of WeakMap – it is to be automatically deleted. …And WeakMap does not support methods keys(), values(), entries(), we can not iterate over it. So there's really no way to receive all keys or values from it. WeakMap has only the following methods:
  • weakMap.get(key)
  • weakMap.set(key, value)
  • weakMap.delete(key, value)
  • weakMap.has(key)
  • Why such a limitation? That's for technical reasons. If the object has lost all other references (like john in the code above), then it is to be deleted 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 the WeakMap is not known. The engine may have cleaned it up or not, or did it partially. For that reason, methods that access WeakMap as a whole are not supported. Now where do we need such thing? The idea of WeakMap is that we can store something for an object that exists only while the object exists. But we do not force the object to live by the mere fact that we store something for it. weakMap.put(john, "secret documents"); // if john dies, secret documents will be destroyed That's useful for situations when we have a main storage for the objects somewhere and need to keep additional information that is only relevant while the object lives. Let's look at an example. For instance, we have code that keeps a visit count for each user. The information is stored in a map: a user is the key and the visit count is the value. When a user leaves, we don't want to store his visit count anymore. One way would be to keep track of leaving users and clean up the storage manually: let john = { name: "John" }; // map: user => visits count let visitsCountMap = new Map(); // john is the key for the map visitsCountMap.set(john, 123); // now john leaves us, we don't need him anymore john = null; // but it's still in the map, we need to clean it! alert( visitsCountMap.size ); // 1 // it's also in the memory, because Map uses it as the key Another way would be to use WeakMap: let john = { name: "John" }; let visitsCountMap = new WeakMap(); visitsCountMap.set(john, 123); // now john leaves us, we don't need him anymore john = null; // there are no references except WeakMap, // so the object is removed both from the memory and from visitsCountMap automatically With a regular Map, cleaning up after a user has left becomes a tedious task: we not only need to remove the user from its main storage (be it a variable or an array), but also need to clean up the additional stores like visitsCountMap. And it can become cumbersome in more complex cases when users are managed in one place of the code and the additional structure is at another place and is getting no information about removals. WeakMap can make things simpler, because it is cleaned up automatically. The information in it like visits count in the example above lives only while the key object exists. WeakSet behaves similarly:
  • It is analogous to Set, but we may only add objects to WeakSet (not primitives).
  • An object exists in the set while it has reachable from somewhere else.
  • Like Set, it supports add, has and delete, but not size, keys() and no iterations.
  • For instance, we can use it to keep track of whether an item is checked: let messages = [ {text: "Hello", from: "John"}, {text: "How goes?", from: "John"}, {text: "See you soon", from: "Alice"} ]; // fill it with array elements (3 items) let unreadSet = new WeakSet(messages); // we can use unreadSet to see whether a message is unread alert(unreadSet.has(messages[1])); // true // remove it from the set after reading unreadSet.delete(messages[1]); // true // and when we shift our messages history, the set is cleaned up automatically messages.shift(); // no need to clean unreadSet, it now has 2 items // unfortunately, there's no method to get the exact count of items, so can't show it 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 actually 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

  • Map – is a collection of keyed values. The differences from a regular Object:
  • Any keys, objects can be keys.
  • Iterates in the insertion order.
  • Additional convenient methods, the size property.
  • Set – is a collection of unique values.
  • Unlike an array, does not allow to reorder elements.
  • Keeps the insertion order.
  • WeakMap – a variant of Map that allows only objects as keys and removes them once they become inaccessible by other means.
  • It does not support operations on the structure as a whole: no size, no clear(), no iterations.
  • WeakSet – is a variant of Set that only stores objects and removes them once they become inaccessible by other means.
  • Also does not support size/clear() and iterations.
  • 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, so it only stays in WeakMap/WeakSet, they clean up automatically. Create a function unique(arr) that should return an array with unique items of arr. For instance: function unique(arr) { /* your code */ } let values = ["Hare", "Krishna", "Hare", "Krishna", "Krishna", "Krishna", "Hare", "Hare", ":-O" ]; alert( unique(values) ); // Hare, Krishna, :-O P.S. Here strings are used, but can be values of any type. P.P.S. Use Set to store unique values. Open the sandbox with tests. Open the solution with tests in the sandbox.

    Filter anagrams

    importance: 4 Anagrams are words that have the same number of same letters, but in different order. For instance: nap - pan ear - are - era cheaters - hectares - teachers Write a function aclean(arr) that returns an array cleaned from anagrams. For instance: let arr = ["nap", "teachers", "cheaters", "PAN", "ear", "era", "hectares"]; alert( aclean(arr) ); // "nap,teachers,ear" or "PAN,cheaters,era" From every anagram group should remain only one word, no matter which one. Open the sandbox with tests. To find all anagrams, let's split every word to letters and sort them. When letter-sorted, all anagrams are same. For instance: nap, pan -> anp ear, era, are -> aer cheaters, hectares, teachers -> aceehrst ... We'll use the letter-sorted variants as map keys to store only one value per each key: function aclean(arr) { let map = new Map(); for (let word of arr) { // split the word by letters, sort them and join back let sorted = word.toLowerCase().split('').sort().join(''); // (*) map.set(sorted, word); } return Array.from(map.values()); } let arr = ["nap", "teachers", "cheaters", "PAN", "ear", "era", "hectares"]; alert( aclean(arr) ); Letter-sorting is done by the chain of calls in the line (*). For convenience let's split it into multiple lines: let sorted = arr[i] // PAN .toLowerCase() // pan .split('') // ['p','a','n'] .sort() // ['a','n','p'] .join(''); // anp Two different words 'PAN' and 'nap' receive the same letter-sorted form 'anp'. The next line put the word into the map: map.set(sorted, word); If we ever meet a word the same letter-sorted form again, then it would overwrite the previous value with the same key in the map. So we'll always have at maximum one word per letter-form. At the end Array.from(map.values()) takes an iterable over map values (we don't need keys in the result) and returns an array of them. Here we could also use a plain object instead of the Map, because keys are strings. That's how the solution can look: function aclean(arr) { let obj = {}; for (let i = 0; i < arr.length; i++) { let sorted = arr[i].toLowerCase().split("").sort().join(""); obj[sorted] = arr[i]; } return Array.from(Object.values(obj)); } let arr = ["nap", "teachers", "cheaters", "PAN", "ear", "era", "hectares"]; alert( aclean(arr) ); Open the solution with tests in the sandbox.

    Iterable keys

    importance: 5 We want to get an array of map.keys() and go on working with it (apart from the map itself). But there's a problem: let map = new Map(); map.set("name", "John"); let keys = map.keys(); // Error: numbers.push is not a function keys.push("more"); Why? How can we fix the code to make keys.push work? That's because map.keys() returns an iterable, but not an array. We can convert it into an array using Array.from: let map = new Map(); map.set("name", "John"); let keys = Array.from(map.keys()); keys.push("more"); alert(keys); // name, more

    Store "unread" flags

    importance: 5 There's an array of messages: let messages = [ {text: "Hello", from: "John"}, {text: "How goes?", from: "John"}, {text: "See you soon", from: "Alice"} ]; Your code can access it, but the messages are managed by someone else's code. New messages are added, old ones are removed regularly by that code, and you don't know the exact moments when it happens. Now, which data structure you could use to store information whether the message “have been read”? The structure must be well-suited to give the answer “was it read?” for the given message object. P.S. When a message is removed from messages, it should disappear from your structure as well. P.P.S. We shouldn't modify message objects directly. If they are managed by someone else's code, then adding extra properties to them may have bad consequences. The sane choice here is a WeakSet: let messages = [ {text: "Hello", from: "John"}, {text: "How goes?", from: "John"}, {text: "See you soon", from: "Alice"} ]; let readMessages = new WeakSet(); // two messages have been read readMessages.add(messages[0]); readMessages.add(messages[1]); // readMessages has 2 elements // ...let's read the first message again! readMessages.add(messages[0]); // readMessages still has 2 unique elements // answer: was the message[0] read? alert("Read message 0: " + readMessages.has(messages[0])); // true 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. It cleans up itself automatically. The tradeoff is that we can't iterate over it. We can't get “all read messages” directly. But we can do it by iterating over all messages and filtering those that are in the set. P.S. Adding a property of our own to each message may be dangerous if messages are managed by someone else's code, but we can make it a symbol to evade conflicts. Like this: // the symbolic property is only known to our code let isRead = Symbol("isRead"); messages[0][isRead] = true; Now even if someone else's code uses for..in loop for message properties, our secret flag won't appear.

    Store read dates

    importance: 5 There's an array of messages as in the previous task. The situation is similar. let messages = [ {text: "Hello", from: "John"}, {text: "How goes?", from: "John"}, {text: "See you soon", from: "Alice"} ]; The question now is: which data structure you'd suggest to store the information: “when the message was read?”. In the previous task we only needed to store the “yes/no” fact. Now we need to store the date and it, once again, should disappear if the message is gone. To store a date, we can use WeakMap: let messages = [ {text: "Hello", from: "John"}, {text: "How goes?", from: "John"}, {text: "See you soon", from: "Alice"} ]; let readMap = new WeakMap(); readMap.set(messages[0], new Date(2017, 1, 1)); // Date object we'll study later Previous lessonNext lesson Share Let's step away from the individual data structures and talk about the iterations over them. In the previous chapter we saw methods map.keys(), map.values(), map.entries(). These methods are generic, there is a common agreement to use them for data structures. If we ever create a data structure of our own, we should implement them too. They are supported for:
  • Map
  • Set
  • Array (except arr.values())
  • Plain objects also support similar methods, but the syntax is a bit different.

    Object.keys, values, entries

    For plain objects, the following methods are available:
  • Object.keys(obj) – returns an array of keys.
  • Object.values(obj) – returns an array of values.
  • Object.entries(obj) – returns an array of [key, value] pairs.
  • …But please note the distinctions (compared to map for example):
    Map Object
    Call syntax map.keys() Object.keys(obj), but not obj.keys()
    Returns iterable “real” Array
    The first difference is that we have to call Object.keys(obj), and not obj.keys(). Why so? The main reason is flexibility. Remember, objects are a base of all complex structures in JavaScript. So we may have an object of our own like order that implements its own order.values() method. And we still can call Object.values(order) on it. The second difference is that Object.* methods return “real” array objects, not just an iterable. That's mainly for historical reasons. For instance: let user = { name: "John", age: 30 };
  • Object.keys(user) = [name, age]
  • Object.values(user) = ["John", 30]
  • Object.entries(user) = [ ["name","John"], ["age",30] ]
  • Here's an example of using Object.values to loop over property values: let user = { name: "John", age: 30 }; // loop over values for (let value of Object.values(user)) { alert(value); // John, then 30 }

    Object.keys/values/entries ignore symbolic properties

    Just like a for..in loop, these methods ignore properties that use Symbol(...) as keys. Usually that's convenient. But if we want symbolic keys too, then there's a separate method Object.getOwnPropertySymbols that returns an array of only symbolic keys. Also, the method Reflect.ownKeys(obj) returns all keys. Write the function sumSalaries(salaries) that returns the sum of all salaries using Object.values and the for..of loop. If salaries is empty, then the result must be 0. For instance: let salaries = { "John": 100, "Pete": 300, "Mary": 250 }; alert( sumSalaries(salaries) ); // 650 Open the sandbox with tests. Open the solution with tests in the sandbox.

    Count properties

    importance: 5 Write a function count(obj) that returns the number of properties in the object: let user = { name: 'John', age: 30 }; alert( count(user) ); // 2 Try to make the code as short as possible. P.S. Ignore symbolic properties, count only “regular” ones. Open the sandbox with tests. Open the solution with tests in the sandbox. Previous lessonNext lesson Share The two most used data structures in JavaScript are Object and Array. Objects allow us to pack many pieces of information into a single entity and arrays allow us to store ordered collections. So we can make an object or an array and handle it as a single entity, or maybe pass it to a function call. Destructuring assignment is a special syntax that allows us to “unpack” arrays or objects into a bunch of variables, as sometimes they are more convenient. Destructuring also works great with complex functions that have a lot of parameters, default values, and soon we'll see how these are handled too.

    Array destructuring

    An example of how the array is destructured into variables: // we have an array with the name and surname let arr = ["Ilya", "Kantor"] // destructuring assignment let [firstName, surname] = arr; alert(firstName); // Ilya alert(surname); // Kantor Now we can work with variables instead of array members. It looks great when combined with split or other array-returning methods: let [firstName, surname] = "Ilya Kantor".split(' '); “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. It's just a shorter way to write: // let [firstName, surname] = arr; let firstName = arr[0]; let surname = arr[1]; Ignore first elements Unwanted elements of the array can also be thrown away via an extra comma: // first and second elements are not needed let [, , title] = ["Julius", "Caesar", "Consul", "of the Roman Republic"]; alert( title ); // Consul In the code above, although the first and second elements of the array are skipped, the third one is assigned to title, and the rest are also skipped. Works with any iterable on the right-side …Actually, we can use it with any iterable, not only arrays: let [a, b, c] = "abc"; // ["a", "b", "c"] let [one, two, three] = new Set([1, 2, 3]); Assign to anything at the left-side We can use any “assignables” at the left side. For instance, an object property: let user = {}; [user.name, user.surname] = "Ilya Kantor".split(' '); alert(user.name); // Ilya Looping with .entries() In the previous chapter we saw the Object.entries(obj) method. We can use it with destructuring to loop over keys-and-values of an object: let user = { name: "John", age: 30 }; // loop over keys-and-values for (let [key, value] of Object.entries(user)) { alert(`${key}:${value}`); // name:John, then age:30 } …And the same for a map: let user = new Map(); user.set("name", "John"); user.set("age", "30"); for (let [key, value] of user.entries()) { alert(`${key}:${value}`); // name:John, then age:30 }

    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 "...": let [name1, name2, ...rest] = ["Julius", "Caesar", "Consul", "of the Roman Republic"]; alert(name1); // Julius alert(name2); // Caesar 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.

    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: let [firstName, surname] = []; alert(firstName); // undefined If we want a “default” value to replace the missing one, we can provide it using =: // default values let [name = "Guest", surname = "Anonymous"] = ["Julius"]; alert(name); // Julius (from array) 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: // runs only prompt for surname let [name = prompt('name?'), surname = prompt('surname?')] = ["Julius"]; alert(name); // Julius (from array) alert(surname); // whatever prompt gets

    Object destructuring

    The destructuring assignment also works with objects. 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 {...}. For instance: let options = { title: "Menu", width: 100, height: 200 }; let {title, width, height} = options; alert(title); // Menu 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: // changed the order of properties in let {...} 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: let options = { title: "Menu", width: 100, height: 200 }; // { sourceProperty: targetVariable } let {width: w, height: h, title} = options; // width -> w // height -> h // title -> title alert(title); // Menu alert(w); // 100 alert(h); // 200 The colon shows “what : goes where”. In the example above the property width goes to w, property height goes to h, and title is assigned to the same name. For potentially missing properties we can set default values using "=", like this: let options = { title: "Menu" }; let {width = 100, height = 200, title} = options; alert(title); // Menu alert(width); // 100 alert(height); // 200 Just like with arrays or function parameters, default values can be any expressions or even function calls. They will be evaluated if the value is not provided. The code below asks for width, but not the title. let options = { title: "Menu" }; let {width = prompt("width?"), title = prompt("title?")} = options; alert(title); // Menu alert(width); // (whatever you the result of prompt is) We also can combine both the colon and equality: let options = { title: "Menu" }; let {width: w = 100, height: h = 200, title} = options; alert(title); // Menu alert(w); // 100 alert(h); // 200

    The rest operator

    What if the object has more properties than we have variables? Can we take some and then assign the “rest” somewhere? The specification for using the rest operator (three dots) here is almost in the standard, but most browsers do not support it yet. It looks like this: let options = { title: "Menu", height: 200, width: 100 }; let {title, ...rest} = options; // now title="Menu", rest={height: 200, width: 100} alert(rest.height); // 200 alert(rest.width); // 100 Gotcha without let In the examples above variables were declared right before the assignment: let {…} = {…}. Of course, we could use existing variables too. But there's a catch. This won't work: let title, width, height; // error in this line {title, width, height} = {title: "Menu", width: 200, height: 100}; The problem is that JavaScript treats {...} in the main code flow (not inside another expression) as a code block. Such code blocks can be used to group statements, like this: { // a code block let message = "Hello"; // ... alert( message ); } To show JavaScript that it's not a code block, we can wrap the whole assignment in brackets (...): let title, width, height; // okay now ({title, width, height} = {title: "Menu", width: 200, height: 100}); alert( title ); // Menu

    Nested destructuring

    If an object or an array contain other objects and arrays, we can use more complex left-side patterns to extract deeper portions. In the code below options has another object in the property size and an array in the property items. The pattern at the left side of the assignment has the same structure: let options = { size: { width: 100, height: 200 }, items: ["Cake", "Donut"], extra: true // something extra that we will not destruct }; // destructuring assignment on multiple lines for clarity let { size: { // put size here width, height }, items: [item1, item2], // assign items here title = "Menu" // not present in the object (default value is used) } = options; alert(title); // Menu alert(width); // 100 alert(height); // 200 alert(item1); // Cake alert(item2); // Donut The whole options object except extra that was not mentioned, is assigned to corresponding variables. Finally, we have width, height, item1, item2 and title from the default value. That often happens with destructuring assignments. We have a complex object with many properties and want to extract only what we need. Even here it happens: // take size as a whole into a variable, ignore the rest let { size } = options;

    Smart function parameters

    There are times when a function may have many parameters, most of which are optional. That's especially true for user interfaces. Imagine a function that creates a menu. It may have a width, a height, a title, items list and so on. Here's a bad way to write such function: function showMenu(title = "Untitled", width = 200, height = 100, items = []) { // ... } In real-life the problem is how to remember the order of arguments. Usually IDEs try to help us, especially if the code is well-documented, but still… Another problem is how to call a function when most parameters are ok by default. Like this? showMenu("My Menu", undefined, undefined, ["Item1", "Item2"]) That's ugly. And becomes unreadable when we deal with more parameters. Destructuring comes to the rescue! We can pass parameters as an object, and the function immediately destructurizes them into variables: // we pass object to function let options = { title: "My menu", items: ["Item1", "Item2"] }; // ...and it immediately expands it to variables function showMenu({title = "Untitled", width = 200, height = 100, items = []}) { // title, items – taken from options, // width, height – defaults used alert( `${title} ${width} ${height}` ); // My Menu 200 100 alert( items ); // Item1, Item2 } showMenu(options); We can also use more complex destructuring with nested objects and colon mappings: let options = { title: "My menu", items: ["Item1", "Item2"] }; function showMenu({ title = "Untitled", width: w = 100, // width goes to w height: h = 200, // height goes to h items: [item1, item2] // items first element goes to item1, second to item2 }) { alert( `${title} ${w} ${h}` ); // My Menu 100 200 alert( item1 ); // Item1 alert( item2 ); // Item2 } showMenu(options); The syntax is the same as for a destructuring assignment: function({ incomingProperty: parameterName = defaultValue ... }) Please note that such destructuring assumes that showMenu() does have an argument. If we want all values by default, then we should specify an empty object: showMenu({}); showMenu(); // this would give an error We can fix this by making {} the default value for the whole destructuring thing: // simplified parameters a bit for clarity function showMenu({ title = "Menu", width = 100, height = 200 } = {}) { alert( `${title} ${width} ${height}` ); } showMenu(); // Menu 100 200 In the code above, the whole arguments object is {} by default, so there's always something to destructurize.

    Summary

  • Destructuring assignment allows for instantly mapping an object or array onto many variables.
  • The object syntax: let {prop : varName = default, ...} = object This means that property prop should go into the variable varName and, if no such property exists, then default value should be used.
  • The array syntax: let [item1 = default, item2, ...rest] = array The first item goes to item1, the second goes into item2, all the rest makes the array rest.
  • For more complex cases, the left side must have the same structure as the right one.
  • let user = { name: "John", years: 30 }; Write the destructuring assignment that reads:
  • name property into the variable name.
  • years property into the variable age.
  • isAdmin property into the variable isAdmin (false if absent)
  • The values after the assignment should be: let user = { name: "John", years: 30 }; // your code to the left side: // ... = user alert( name ); // John alert( age ); // 30 alert( isAdmin ); // false let user = { name: "John", years: 30 }; let {name, years: age, isAdmin = false} = user; alert( name ); // John alert( age ); // 30 alert( isAdmin ); // false

    The maximal salary

    importance: 5 There is a salaries object: let salaries = { "John": 100, "Pete": 300, "Mary": 250 }; Create the function topSalary(salaries) that returns the name of the top-paid person.
  • If salaries is empty, it should return null.
  • If there are multiple top-paid persons, return any of them.
  • P.S. Use Object.entries and destructuring to iterate over key/value pairs. Open the sandbox with tests. Open the solution with tests in the sandbox. Previous lessonNext lesson Share Let's meet a new built-in object: Date. It stores the date, time and provides methods for date/time management. For instance, we can use it to store creation/modification times, or to measure time, or just to print out the current date.

    Creation

    To create a new Date object call new Date() with one of the following arguments:
    new Date()
    Without arguments – create a Date object for the current date and time: let now = new Date(); alert( now ); // shows current date/time
    new Date(milliseconds)
    Create a Date object with the time equal to number of milliseconds (1/1000 of a second) passed after the Jan 1st of 1970 UTC+0. // 0 means 01.01.1970 UTC+0 let Jan01_1970 = new Date(0); alert( Jan01_1970 ); // now add 24 hours, get 02.01.1970 UTC+0 let Jan02_1970 = new Date(24 * 3600 * 1000); alert( Jan02_1970 ); The number of milliseconds that has passed since the beginning of 1970 is called a timestamp. It's a lightweight numeric representation of a date. We can always create a date from a timestamp using new Date(timestamp) and convert the existing Date object to a timestamp using the date.getTime() method (see below).
    new Date(datestring)
    If there is a single argument, and it's a string, then it is parsed with the Date.parse algorithm (see below). let date = new Date("2017-01-26"); alert(date); // Thu Jan 26 2017 ...
    new Date(year, month, date, hours, minutes, seconds, ms)
    Create the date with the given components in the local time zone. Only two first arguments are obligatory. Note:
  • The year must have 4 digits: 2013 is okay, 98 is not.
  • The month count starts with 0 (Jan), up to 11 (Dec).
  • The date parameter is actually the day of month, if absent then 1 is assumed.
  • If hours/minutes/seconds/ms is absent, they are assumed to be equal 0.
  • For instance: new Date(2011, 0, 1, 0, 0, 0, 0); // // 1 Jan 2011, 00:00:00 new Date(2011, 0, 1); // the same, hours etc are 0 by default The minimal precision is 1 ms (1/1000 sec): let date = new Date(2011, 0, 1, 2, 3, 4, 567); alert( date ); // 1.01.2011, 02:03:04.567

    Access date components

    There are many methods to access the year, month and so on from the Date object. But they can be easily remembered when categorized.
    getFullYear()
    Get the year (4 digits)
    getMonth()
    Get the month, from 0 to 11.
    getDate()
    Get the day of month, from 1 to 31, the name of the method does look a little bit strange.
    getHours(), getMinutes(), getSeconds(), getMilliseconds()
    Get the corresponding time components.
    Not getYear(), but getFullYear() Many JavaScript engines implement a non-standard method getYear(). This method is deprecated. It returns 2-digit year sometimes. Please never use it. There is getFullYear() for the year. Additionally, we can get a day of week:
    getDay()
    Get the day of week, from 0 (Sunday) to 6 (Saturday). The first day is always Sunday, in some countries that's not so, but can't be changed.
    All the methods above return the components relative to the local time zone. There are also their UTC-counterparts, that return day, month, year and so on for the time zone UTC+0: getUTCFullYear(), getUTCMonth(), getUTCDay(). Just insert the "UTC" right after "get". If your local time zone is shifted relative to UTC, then the code below shows different hours: // current date let date = new Date(); // the hour in your current time zone alert( date.getHours() ); // the hour in UTC+0 time zone (London time without daylight savings) alert( date.getUTCHours() ); Besides the given methods, there are two special ones, that do not have a UTC-variant:
    getTime()
    Returns the timestamp for the date – a number of milliseconds passed from the January 1st of 1970 UTC+0.
    getTimezoneOffset()
    Returns the difference between the local time zone and UTC, in minutes: // if you are in timezone UTC-1, outputs 60 // if you are in timezone UTC+3, outputs -180 alert( new Date().getTimezoneOffset() );

    Setting date components

    The following methods allow to set date/time components:
  • setFullYear(year [, month, date])
  • setMonth(month [, date])
  • setDate(date)
  • setHours(hour [, min, sec, ms])
  • setMinutes(min [, sec, ms])
  • setSeconds(sec [, ms])
  • setMilliseconds(ms)
  • setTime(milliseconds) (sets the whole date by milliseconds since 01.01.1970 UTC)
  • Every one of them except setTime() has a UTC-variant, for instance: setUTCHours(). As we can see, some methods can set multiple components at once, for example setHours. The components that are not mentioned are not modified. For instance: let today = new Date(); today.setHours(0); alert(today); // still today, but the hour is changed to 0 today.setHours(0, 0, 0, 0); alert(today); // still today, now 00:00:00 sharp.

    Autocorrection

    The autocorrection is a very handy feature of Date objects. We can set out-of-range values, and it will auto-adjust itself. For instance: let date = new Date(2013, 0, 32); // 32 Jan 2013 ?!? alert(date); // ...is 1st Feb 2013! Out-of-range date components are distributed automatically. Let's say we need to increase the date “28 Feb 2016” by 2 days. It may be “2 Mar” or “1 Mar” in case of a leap-year. We don't need to think about it. Just add 2 days. The Date object will do the rest: let date = new Date(2016, 1, 28); date.setDate(date.getDate() + 2); alert( date ); // 1 Mar 2016 That feature is often used to get the date after the given period of time. For instance, let's get the date for “70 seconds after now”: let date = new Date(); date.setSeconds(date.getSeconds() + 70); alert( date ); // shows the correct date We can also set zero or even negative values. For example: let date = new Date(2016, 0, 2); // 2 Jan 2016 date.setDate(1); // set day 1 of month alert( date ); date.setDate(0); // min day is 1, so the last day of the previous month is assumed alert( date ); // 31 Dec 2015

    Date to number, date diff

    When a Date object is converted to number, it becomes the timestamp same as date.getTime(): let date = new Date(); alert(+date); // the number of milliseconds, same as date.getTime() The important side effect: dates can be subtracted, the result is their difference in ms. That can be used for time measurements: let start = new Date(); // start counting // do the job for (let i = 0; i < 100000; i++) { let doSomething = i * i * i; } let end = new Date(); // done alert( `The loop took ${end - start} ms` );

    Date.now()

    If we only want to measure the difference, we don't need the Date object. There's a special method Date.now() that returns the current timestamp. It is semantically equivalent to new Date().getTime(), but it doesn't create an intermediate Date object. So it's faster and doesn't put pressure on garbage collection. It is used mostly for convenience or when performance matters, like in games in JavaScript or other specialized applications. So this is probably better: let start = Date.now(); // milliseconds count from 1 Jan 1970 // do the job for (let i = 0; i < 100000; i++) { let doSomething = i * i * i; } let end = Date.now(); // done alert( `The loop took ${end - start} ms` ); // subtract numbers, not dates

    Benchmarking

    If we want a reliable benchmark of CPU-hungry function, we should be careful. For instance, let's measure two functions that calculate the difference between two dates: which one is faster? // we have date1 and date2, which function faster returns their difference in ms? function diffSubtract(date1, date2) { return date2 - date1; } // or function diffGetTime(date1, date2) { return date2.getTime() - date1.getTime(); } These two do exactly the same thing, but one of them uses an explicit date.getTime() to get the date in ms, and the other one relies on a date-to-number transform. Their result is always the same. So, which one is faster? The first idea may be to run them many times in a row and measure the time difference. For our case, functions are very simple, so we have to do it around 100000 times. Let's measure: function diffSubtract(date1, date2) { return date2 - date1; } function diffGetTime(date1, date2) { return date2.getTime() - date1.getTime(); } function bench(f) { let date1 = new Date(0); let date2 = new Date(); let start = Date.now(); for (let i = 0; i < 100000; i++) f(date1, date2); return Date.now() - start; } alert( 'Time of diffSubtract: ' + bench(diffSubtract) + 'ms' ); alert( 'Time of diffGetTime: ' + bench(diffGetTime) + 'ms' ); Wow! Using getTime() is so much faster! That's because there's no type conversion, it is much easier for engines to optimize. Okay, we have something. But that's not a good benchmark yet. Imagine that at the time of running bench(diffSubtract) CPU was doing something in parallel, and it was taking resources. And by the time of running bench(diffGetTime) the work has finished. A pretty real scenario for a modern multi-process OS. As a result, the first benchmark will have less CPU resources than the second. That may lead to wrong results. For more reliable benchmarking, the whole pack of benchmarks should be rerun multiple times. Here's the code example: function diffSubtract(date1, date2) { return date2 - date1; } function diffGetTime(date1, date2) { return date2.getTime() - date1.getTime(); } function bench(f) { let date1 = new Date(0); let date2 = new Date(); let start = Date.now(); for (let i = 0; i < 100000; i++) f(date1, date2); return Date.now() - start; } let time1 = 0; let time2 = 0; // run bench(upperSlice) and bench(upperLoop) each 10 times alternating for (let i = 0; i < 10; i++) { time1 += bench(diffSubtract); time2 += bench(diffGetTime); } alert( 'Total time for diffSubtract: ' + time1 ); alert( 'Total time for diffGetTime: ' + time2 ); Modern JavaScript engines start applying advanced optimizations only to “hot code” that executes many times (no need to optimize rarely executed things). So, in the example above, first executions are not well-optimized. We may want to add a heat-up run: // added for "heating up" prior to the main loop bench(diffSubtract); bench(diffGetTime); // now benchmark for (let i = 0; i < 10; i++) { time1 += bench(diffSubtract); time2 += bench(diffGetTime); } Be careful doing microbenchmarking Modern JavaScript engines perform many optimizations. They may tweak results of “artificial tests” compared to “normal usage”, especially when we benchmark something very small. So if you seriously want to understand performance, then please study how the JavaScript engine works. And then you probably won't need microbenchmarks at all. The great pack of articles about V8 can be found at http://mrale.ph.

    Date.parse from a string

    The method Date.parse(str) can read a date from a string. 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.
  • Shorter variants are also possible, like YYYY-MM-DD or YYYY-MM or even YYYY. The call to Date.parse(str) parses the string in the given format and returns the timestamp (number of milliseconds from 1 Jan 1970 UTC+0). If the format is invalid, returns NaN. For instance: let ms = Date.parse('2012-01-26T13:51:50.417-07:00'); alert(ms); // 1327611110417 (timestamp) We can instantly create a new Date object from the timestamp: let date = new Date( Date.parse('2012-01-26T13:51:50.417-07:00') ); alert(date);

    Summary

  • Date and time in JavaScript are represented with the Date object. We can't create “only date” or “only time”: Date objects always carry both.
  • Months are counted from zero (yes, January is a zero month).
  • Days of week in getDay() are also counted from zero (that's Sunday).
  • Date auto-corrects itself when out-of-range components are set. Good for adding/subtracting days/months/hours.
  • Dates can be subtracted, giving their difference in milliseconds. That's because a Date becomes the timestamp when converted to a number.
  • Use Date.now() to get the current timestamp fast.
  • Note that unlike many other systems, timestamps in JavaScript are in milliseconds, not in seconds. Also, sometimes we need more precise time measurements. JavaScript itself does not have a way to measure time in microseconds (1 millionth of a second), but most environments provide it. For instance, browser has performance.now() that gives the number of milliseconds from the start of page loading with microsecond precision (3 digits after the point): 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 Node.JS has microtime module and other ways. Technically, any device and environment allows to get more precision, it's just not in Date. Show it using alert. The new Date constructor uses the local time zone by default. So the only important thing to remember is that months start from zero. So February has number 1. let d = new Date(2012, 1, 20, 3, 12); alert( d );

    Show a weekday

    importance: 5 Write a function getWeekDay(date) to show the weekday in short format: ‘MO', ‘TU', ‘WE', ‘TH', ‘FR', ‘SA', ‘SU'. For instance: let date = new Date(2012, 0, 3); // 3 Jan 2012 alert( getWeekDay(date) ); // should output "TU" Open the sandbox with tests. The method date.getDay() returns the number of the weekday, starting from sunday. Let's make an array of weekdays, so that we can get the proper day name by its number: function getWeekDay(date) { let days = ['SU', 'MO', 'TU', 'WE', 'TH', 'FR', 'SA']; return days[date.getDay()]; } let date = new Date(2014, 0, 3); // 3 Jan 2014 alert( getWeekDay(date) ); // FR Open the solution with tests in the sandbox.

    European weekday

    importance: 5 European countries have days of week starting with monday (number 1), then tuesday (number 2) and till sunday (number 7). Write a function getLocalDay(date) that returns the “european” day of week for date. let date = new Date(2012, 0, 3); // 3 Jan 2012 alert( getLocalDay(date) ); // tuesday, should show 2 Open the sandbox with tests. function getLocalDay(date) { let day = date.getDay(); if (day == 0) { // 0 becomes 7 day = 7; } return day; } alert( getLocalDay(new Date(2012, 0, 3)) ); // 2 Open the solution with tests in the sandbox.

    Which day of month was many days ago?

    importance: 4 Create a function getDateAgo(date, days) to return the day of month days ago from the date. For instance, if today is 20th, then getDateAgo(new Date(), 1) should be 19th and getDateAgo(new Date(), 2) should be 18th. Should also work over months/years reliably: let date = new Date(2015, 0, 2); alert( getDateAgo(date, 1) ); // 1, (1 Jan 2015) alert( getDateAgo(date, 2) ); // 31, (31 Dec 2014) alert( getDateAgo(date, 365) ); // 2, (2 Jan 2014) P.S. The function should not modify the given date. Open the sandbox with tests. The idea is simple: to substract given number of days from date: function getDateAgo(date, days) { date.setDate(date.getDate() - days); return date.getDate(); } …But the function should not change date. That's an important thing, because the outer code which gives us the date does not expect it to change. To implement it let's clone the date, like this: function getDateAgo(date, days) { let dateCopy = new Date(date); dateCopy.setDate(date.getDate() - days); return dateCopy.getDate(); } let date = new Date(2015, 0, 2); alert( getDateAgo(date, 1) ); // 1, (1 Jan 2015) alert( getDateAgo(date, 2) ); // 31, (31 Dec 2014) alert( getDateAgo(date, 365) ); // 2, (2 Jan 2014) Open the solution with tests in the sandbox.

    Last day of month?

    importance: 5 Write a function getLastDayOfMonth(year, month) that returns the last day of month. Sometimes it is 30th, 31st or even 28/29th for Feb. Parameters:
  • year – four-digits year, for instance 2012.
  • month – month, from 0 to 11.
  • For instance, getLastDayOfMonth(2012, 1) = 29 (leap year, Feb). Open the sandbox with tests. Let's create a date using the next month, but pass zero as the day: function getLastDayOfMonth(year, month) { let date = new Date(year, month + 1, 0); return date.getDate(); } alert( getLastDayOfMonth(2012, 0) ); // 31 alert( getLastDayOfMonth(2012, 1) ); // 29 alert( getLastDayOfMonth(2013, 1) ); // 28 Normally, dates start from 1, but technically we can pass any number, the date will autoadjust itself. So when we pass 0, then it means “one day before 1st day of the month”, in other words: “the last day of the previous month”. Open the solution with tests in the sandbox.

    How many seconds has passed today?

    importance: 5 Write a function getSecondsToday() that returns the number of seconds from the beginning of today. For instance, if now 10:00 am, and there was no daylight savings shift, then: getSecondsToday() == 36000 // (3600 * 10) The function should work in any day. That is, it should not have a hard-coded value of “today”. To get the number of seconds, we can generate a date using the current day and time 00:00:00, then substract it from “now”. The difference is the number of milliseconds from the beginning of the day, that we should divide by 1000 to get seconds: function getSecondsToday() { let now = new Date(); // create an object using the current day/month/year let today = new Date(now.getFullYear(), now.getMonth(), now.getDate()); let diff = now - today; // ms difference return Math.round(diff / 1000); // make seconds } alert( getSecondsToday() ); An alternative solution would be to get hours/minutes/seconds and convert them to seconds: function getSecondsToday() { let d = new Date(); return d.getHours() * 3600 + d.getMinutes() * 60 + d.getSeconds(); };

    How many seconds till tomorrow?

    importance: 5 Create a function getSecondsToTomorrow() that returns the number of seconds till tomorrow. For instance, if now is 23:00, then: getSecondsToTomorrow() == 3600 P.S. The function should work at any day, the “today” is not hardcoded. To get the number of milliseconds till tomorrow, we can from “tomorrow 00:00:00” substract the current date. First, we generate that “tomorrow”, and then do it: function getSecondsToTomorrow() { let now = new Date(); // tomorrow date let tomorrow = new Date(now.getFullYear(), now.getMonth(), now.getDate()+1); let diff = tomorrow - now; // difference in ms return Math.round(diff / 1000); // convert to seconds } Alternative solution: function getSecondsToTomorrow() { let now = new Date(); let hour = now.getHours(); let minutes = now.getMinutes(); let seconds = now.getSeconds(); let totalSecondsToday = (hour * 60 + minutes) * 60 + seconds; let totalSecondsInADay = 86400; return totalSecondsInADay - totalSecondsToday; } Please note that many countries have Daylight Savings Time (DST), so there may be days with 23 or 25 hours. We may want to treat such days separately.

    Format the relative date

    importance: 4 Write a function formatDate(date) that should format date as follows:
  • If since date passed less than 1 second, then "right now".
  • Otherwise, if since date passed less than 1 minute, then "n sec. ago".
  • Otherwise, if less than an hour, then "m min. ago".
  • Otherwise, the full date in the format "DD.MM.YY HH:mm". That is: "day.month.year hours:minutes", all in 2-digit format, e.g. 31.12.16 10:00.
  • For instance: alert( formatDate(new Date(new Date - 1)) ); // "right now" alert( formatDate(new Date(new Date - 30 * 1000)) ); // "30 sec. ago" alert( formatDate(new Date(new Date - 5 * 60 * 1000)) ); // "5 min. ago" // yesterday's date like 31.12.2016, 20:00 alert( formatDate(new Date(new Date - 86400 * 1000)) ); Open the sandbox with tests. To get the time from date till now – let's substract the dates. function formatDate(date) { let diff = new Date() - date; // the difference in milliseconds if (diff < 1000) { // less than 1 second return 'right now'; } let sec = Math.floor(diff / 1000); // convert diff to seconds if (sec < 60) { return sec + ' sec. ago'; } let min = Math.floor(diff / 60000); // convert diff to minutes if (min < 60) { return min + ' min. ago'; } // format the date // add leading zeroes to single-digit day/month/hours/minutes let d = date; d = [ '0' + d.getDate(), '0' + (d.getMonth() + 1), '' + d.getFullYear(), '0' + d.getHours(), '0' + d.getMinutes() ].map(component => component.slice(-2)); // take last 2 digits of every component // join the components into date return d.slice(0, 3).join('.') + ' ' + d.slice(3).join(':'); } alert( formatDate(new Date(new Date - 1)) ); // "right now" alert( formatDate(new Date(new Date - 30 * 1000)) ); // "30 sec. ago" alert( formatDate(new Date(new Date - 5 * 60 * 1000)) ); // "5 min. ago" // yesterday's date like 31.12.2016, 20:00 alert( formatDate(new Date(new Date - 86400 * 1000)) ); Alternative solution: function formatDate(date) { let dayOfMonth = date.getDate(); let month = date.getMonth() + 1; let year = date.getFullYear(); let hour = date.getHours(); let minutes = date.getMinutes(); let diffMs = new Date() - date; let diffSec = Math.round(diffMs / 1000); let diffMin = diffSec / 60; let diffHour = diffMin / 60; // formatting year = year.toString().slice(-2); month = month < 10 ? '0' + month : month; dayOfMonth = dayOfMonth < 10 ? '0' + dayOfMonth : dayOfMonth; if (diffSec < 1) { return 'right now'; } else if (diffMin < 1) { return `${diffSec} sec. ago` } else if (diffHour < 1) { return `${diffMin} min. ago` } else { return `${dayOfMonth}.${month}.${year} ${hour}:${minutes}` } } Open the solution with tests in the sandbox. Previous lessonNext lesson Share Let's say we have a complex object, and we'd like to convert it into a string, to send it over a network, or just to output it for logging purposes. Naturally, such a string should include all important properties. We could implement the conversion like this: let user = { name: "John", age: 30, toString() { return `{name: "${this.name}", age: ${this.age}}`; } }; alert(user); // {name: "John", age: 30} …But in the process of development, new properties are added, old properties are renamed and removed. Updating such toString every time can become a pain. We could try to loop over properties in it, but what if the object is complex and has nested objects in properties? We'd need to implement their conversion as well. And, if we're sending the object over a network, then we also need to supply the code to “read” our object on the receiving side. Luckily, there's no need to write the code to handle all this. The task has been solved already.

    JSON.stringify

    The JSON (JavaScript Object Notation) is a general format to represent values and objects. It is described as in RFC 4627 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:
  • JSON.stringify to convert objects into JSON.
  • JSON.parse to convert JSON back into an object.
  • For instance, here we JSON.stringify a student: let student = { name: 'John', age: 30, isAdmin: false, courses: ['html', 'css', 'js'], wife: null }; let json = JSON.stringify(student); alert(typeof json); // we've got a string! alert(json); /* JSON-encoded object: { "name": "John", "age": 30, "isAdmin": false, "courses": ["html", "css", "js"], "wife": null } */ The method JSON.stringify(student) takes the object and converts it into a string. The resulting json string is a called JSON-encoded or serialized or stringified or marshalled object. We are ready to send it over the wire or put into plain data store. Please note that JSON-encoded object has several important differences from the object literal:
  • Strings use double quotes. No single quotes or backticks in JSON. So 'John' becomes "John".
  • Object property names are double-quoted also. That's obligatory. So age:30 becomes "age":30.
  • JSON.stringify can be applied to primitives as well. Natively supported JSON types are:
  • Objects { ... }
  • Arrays [ ... ]
  • Primitives:
  • strings,
  • numbers,
  • boolean values true/false,
  • null.
  • For instance: // a number in JSON is just a number alert( JSON.stringify(1) ) // 1 // a string in JSON is still a string, but double-quoted alert( JSON.stringify('test') ) // "test" alert( JSON.stringify(true) ); // true alert( JSON.stringify([1, 2, 3]) ); // [1,2,3] JSON is data-only cross-language specification, so some JavaScript-specific object properties are skipped by JSON.stringify. Namely:
  • Function properties (methods).
  • Symbolic properties.
  • Properties that store undefined.
  • let user = { sayHi() { // ignored alert("Hello"); }, [Symbol("id")]: 123, // ignored something: undefined // ignored }; alert( JSON.stringify(user) ); // {} (empty object) Usually that's fine. If that's not what we want, then soon we'll see how to customize the process. The great thing is that nested objects are supported and converted automatically. For instance: let meetup = { title: "Conference", room: { number: 123, participants: ["john", "ann"] } }; alert( JSON.stringify(meetup) ); /* The whole structure is stringified: { "title":"Conference", "room":{"number":23,"participants":["john","ann"]}, } */ The important limitation: there must be no circular references. For instance: let room = { number: 23 }; let meetup = { title: "Conference", participants: ["john", "ann"] }; meetup.place = room; // meetup references room room.occupiedBy = meetup; // room references meetup JSON.stringify(meetup); // Error: Converting circular structure to JSON Here, the conversion fails, because of circular reference: room.occupiedBy references meetup, and meetup.place references room:

    Excluding and transforming: replacer

    The full syntax of JSON.stringify is: let json = JSON.stringify(value[, replacer, space])
    value
    A value to encode.
    replacer
    Array of properties to encode or a mapping function function(key, value).
    space
    Amount of space to use for formatting
    Most of time, JSON.stringify is used with first argument only. But if we need to fine-tune the replacement process, like to filter out circular references, we can use the second argument of JSON.stringify. If we pass an array of properties to it, only these properties will be encoded. For instance: let room = { number: 23 }; let meetup = { title: "Conference", participants: [{name: "John"}, {name: "Alice"}], place: room // meetup references room }; room.occupiedBy = meetup; // room references meetup alert( JSON.stringify(meetup, ['title', 'participants']) ); // {"title":"Conference","participants":[{},{}]} Here we are probably too strict. The property list is applied to the whole object structure. So participants are empty, because name is not in the list. Let's include every property except room.occupiedBy that would cause the circular reference: let room = { number: 23 }; let meetup = { title: "Conference", participants: [{name: "John"}, {name: "Alice"}], place: room // meetup references room }; room.occupiedBy = meetup; // room references meetup alert( JSON.stringify(meetup, ['title', 'participants', 'place', 'name', 'number']) ); /* { "title":"Conference", "participants":[{"name":"John"},{"name":"Alice"}], "place":{"number":23} } */ Now everything except occupiedBy is serialized. But the list of properties is quite long. Fortunately, we can use a function instead of an array as the replacer. The function will be called for every (key,value) pair and should return the “replaced” value, which will be used instead of the original one. In our case, we can return value “as is” for everything except occupiedBy. To ignore occupiedBy, the code below returns undefined: let room = { number: 23 }; let meetup = { title: "Conference", participants: [{name: "John"}, {name: "Alice"}], place: room // meetup references room }; room.occupiedBy = meetup; // room references meetup alert( JSON.stringify(meetup, function replacer(key, value) { alert(`${key}: ${value}`); // to see what replacer gets return (key == 'occupiedBy') ? undefined : value; })); /* key:value pairs that come to replacer: : [object Object] title: Conference participants: [object Object],[object Object] 0: [object Object] name: John 1: [object Object] name: Alice place: [object Object] number: 23 */ Please note that replacer function gets every key/value pair including nested objects and array items. It is applied recursively. The value of this inside replacer is the object that contains the current property. The first call is special. It is made using a special “wrapper object”: {"": meetup}. In other words, the first (key,value) pair has an empty key, and the value is the target object as a whole. That's why the first line is ":[object Object]" in the example above. The idea is to provide as much power for replacer as possible: it has a chance to analyze and replace/skip the whole object if necessary.

    Formatting: spacer

    The third argument of JSON.stringify(value, replacer, spaces) is the number of spaces to use for pretty formatting. Previously, all stringified objects had no indents and extra spaces. That's fine if we want to send an object over a network. The spacer argument is used exclusively for a nice output. Here spacer = 2 tells JavaScript to show nested objects on multiple lines, with indentation of 2 spaces inside an object: let user = { name: "John", age: 25, roles: { isAdmin: false, isEditor: true } }; alert(JSON.stringify(user, null, 2)); /* two-space indents: { "name": "John", "age": 25, "roles": { "isAdmin": false, "isEditor": true } } */ /* for JSON.stringify(user, null, 4) the result would be more indented: { "name": "John", "age": 25, "roles": { "isAdmin": false, "isEditor": true } } */ The spaces parameter is used solely for logging and nice-output purposes.

    Custom “toJSON”

    Like toString for a string conversion, an object may provide method toJSON for to-JSON conversion. JSON.stringify automatically calls it if available. For instance: let room = { number: 23 }; let meetup = { title: "Conference", date: new Date(Date.UTC(2017, 0, 1)), room }; alert( JSON.stringify(meetup) ); /* { "title":"Conference", "date":"2017-01-01T00:00:00.000Z", // (1) "room": {"number":23} // (2) } */ Here we can see that date (1) became a string. That's because all dates have a built-in toJSON method which returns such kind of string. Now let's add a custom toJSON for our object room: let room = { number: 23, toJSON() { return this.number; } }; let meetup = { title: "Conference", room }; alert( JSON.stringify(room) ); // 23 alert( JSON.stringify(meetup) ); /* { "title":"Conference", "room": 23 } */ As we can see, toJSON is used both for the direct call JSON.stringify(room) and for the nested object.

    JSON.parse

    To decode a JSON-string, we need another method named JSON.parse. The syntax: let value = JSON.parse(str[, reviver]);
    str
    JSON-string to parse.
    reviver
    Optional function(key,value) that will be called for each (key,value) pair and can transform the value.
    For instance: // stringified array let numbers = "[0, 1, 2, 3]"; numbers = JSON.parse(numbers); alert( numbers[1] ); // 1 Or for nested objects: let user = '{ "name": "John", "age": 35, "isAdmin": false, "friends": [0,1,2,3] }'; user = JSON.parse(user); alert( user.friends[1] ); // 1 The JSON may be as complex as necessary, objects and arrays can include other objects and arrays. But they must obey the format. Here are typical mistakes in hand-written JSON (sometimes we have to write it for debugging purposes): let json = `{ name: "John", // mistake: property name without quotes "surname": 'Smith', // mistake: single quotes in value (must be double) 'isAdmin': false // mistake: single quotes in key (must be double) "birthday": new Date(2000, 2, 3), // mistake: no "new" is allowed, only bare values "friends": [0,1,2,3] // here all fine }`; Besides, JSON does not support comments. Adding a comment to JSON makes it invalid. There's another format named JSON5, which allows unquoted keys, comments etc. But this is a standalone library, not in the specification of the language. The regular JSON is that strict not because its developers are lazy, but to allow easy, reliable and very fast implementations of the parsing algorithm.

    Using reviver

    Imagine, we got a stringified meetup object from the server. It looks like this: // title: (meetup title), date: (meetup date) let str = '{"title":"Conference","date":"2017-11-30T12:00:00.000Z"}'; …And now we need to deserialize it, to turn back into JavaScript object. Let's do it by calling JSON.parse: let str = '{"title":"Conference","date":"2017-11-30T12:00:00.000Z"}'; let meetup = JSON.parse(str); alert( meetup.date.getDate() ); // Error! Whoops! An error! The value of meetup.date is a string, not a Date object. How could JSON.parse know that it should transform that string into a Date? Let's pass to JSON.parse the reviving function that returns all values “as is”, but date will become a Date: let str = '{"title":"Conference","date":"2017-11-30T12:00:00.000Z"}'; let meetup = JSON.parse(str, function(key, value) { if (key == 'date') return new Date(value); return value; }); alert( meetup.date.getDate() ); // now works! By the way, that works for nested objects as well: let schedule = `{ "meetups": [ {"title":"Conference","date":"2017-11-30T12:00:00.000Z"}, {"title":"Birthday","date":"2017-04-18T12:00:00.000Z"} ] }`; schedule = JSON.parse(schedule, function(key, value) { if (key == 'date') return new Date(value); return value; }); alert( schedule.meetups[1].date.getDate() ); // works!

    Summary

  • JSON is a data format that has its own independent standard and libraries for most programming languages.
  • JSON supports plain objects, arrays, strings, numbers, booleans and null.
  • JavaScript provides methods JSON.stringify to serialize into JSON and JSON.parse to read from JSON.
  • Both methods support transformer functions for smart reading/writing.
  • If an object has toJSON, then it is called by JSON.stringify.
  • let user = { name: "John Smith", age: 35 }; let user = { name: "John Smith", age: 35 }; let user2 = JSON.parse(JSON.stringify(user));

    Exclude backreferences

    importance: 5 In simple cases of circular references, we can exclude an offending property from serialization by its name. But sometimes there are many backreferences. And names may be used both in circular references and normal properties. Write replacer function to stringify everything, but remove properties that reference meetup: let room = { number: 23 }; let meetup = { title: "Conference", occupiedBy: [{name: "John"}, {name: "Alice"}], place: room }; // circular references room.occupiedBy = meetup; meetup.self = meetup; alert( JSON.stringify(meetup, function replacer(key, value) { /* your code */ })); /* result should be: { "title":"Conference", "occupiedBy":[{"name":"John"},{"name":"Alice"}], "place":{"number":23} } */ let room = { number: 23 }; let meetup = { title: "Conference", occupiedBy: [{name: "John"}, {name: "Alice"}], place: room }; room.occupiedBy = meetup; meetup.self = meetup; alert( JSON.stringify(meetup, function replacer(key, value) { return (key != "" && value == meetup) ? undefined : value; })); /* { "title":"Conference", "occupiedBy":[{"name":"John"},{"name":"Alice"}], "place":{"number":23} } */ Here we also need to test key=="" to exclude the first call where it is normal that value is meetup. Previous lessonNext lesson Share Let's return to functions and study them more in-depth. Our first topic will be recursion. If you are not new to programming, then it is probably familiar and you could skip this chapter. Recursion is a programming pattern that is useful in situations when a task can be naturally split into several tasks of the same kind, but simpler. Or when a task can be simplified into an easy action plus a simpler variant of the same task. Or, as we'll see soon, to deal with certain data structures. When a function solves a task, in the process it can call many other functions. A partial case of this is when a function calls itself. That's called recursion.

    Two ways of thinking

    For something simple to start with – let's write a function pow(x, n) that raises x to a natural power of n. In other words, multiplies x by itself n times. pow(2, 2) = 4 pow(2, 3) = 8 pow(2, 4) = 16 There are two ways to implement it.
  • Iterative thinking: the for loop: function pow(x, n) { let result = 1; // multiply result by x n times in the loop for (let i = 0; i < n; i++) { result *= x; } return result; } alert( pow(2, 3) ); // 8
  • Recursive thinking: simplify the task and call self: function pow(x, n) { if (n == 1) { return x; } else { return x * pow(x, n - 1); } } alert( pow(2, 3) ); // 8
  • Please note how the recursive variant is fundamentally different. When pow(x, n) is called, the execution splits into two branches: if n==1 = x / pow(x, n) = \ else = x * pow(x, n - 1)
  • If n == 1, then everything is trivial. It is called the base of recursion, because it immediately produces the obvious result: pow(x, 1) equals x.
  • Otherwise, we can represent pow(x, n) as x * pow(x, n - 1). In maths, one would write xn = x * xn-1. This is called a recursive step: we transform the task into a simpler action (multiplication by x) and a simpler call of the same task (pow with lower n). Next steps simplify it further and further until n reaches 1.
  • We can also say that pow recursively calls itself till n == 1. For example, to calculate pow(2, 4) the recursive variant does these steps:
  • pow(2, 4) = 2 * pow(2, 3)
  • pow(2, 3) = 2 * pow(2, 2)
  • pow(2, 2) = 2 * pow(2, 1)
  • pow(2, 1) = 2
  • So, the recursion reduces a function call to a simpler one, and then – to even more simpler, and so on, until the result becomes obvious. Recursion is usually shorter A recursive solution is usually shorter than an iterative one. Here we can rewrite the same using the ternary ? operator instead of if to make pow(x, n) more terse and still very readable: function pow(x, n) { return (n == 1) ? x : (x * pow(x, n - 1)); } The maximal number of nested calls (including the first one) is called recursion depth. In our case, it will be exactly n. The maximal recursion depth is limited by JavaScript engine. We can make sure about 10000, some engines allow more, but 100000 is probably out of limit for the majority of them. There are automatic optimizations that help alleviate this (“tail calls optimizations”), but they are not yet supported everywhere and work only in simple cases. That limits the application of recursion, but it still remains very wide. There are many tasks where recursive way of thinking gives simpler code, easier to maintain.

    The execution stack

    Now let's examine how recursive calls work. For that we'll look under the hood of functions. The information about a function run is stored in its execution context. The execution context is an internal data structure that contains details about the execution of a function: where the control flow is now, the current variables, the value of this (we don't use it here) and few other internal details. One function call has exactly one execution context associated with it. When a function makes a nested call, the following happens:
  • The current function is paused.
  • The execution context associated with it is remembered in a special data structure called execution context stack.
  • The nested call executes.
  • After it ends, the old execution context is retrieved from the stack, and the outer function is resumed from where it stopped.
  • Let's see what happens during the pow(2, 3) call.

    pow(2, 3)

    In the beginning of the call pow(2, 3) the execution context will store variables: x = 2, n = 3, the execution flow is at line 1 of the function. We can sketch it as:
  • Context: { x: 2, n: 3, at line 1 } pow(2, 3)
  • That's when the function starts to execute. The condition n == 1 is false, so the flow continues into the second branch of if: function pow(x, n) { if (n == 1) { return x; } else { return x * pow(x, n - 1); } } alert( pow(2, 3) ); The variables are same, but the line changes, so the context is now:
  • Context: { x: 2, n: 3, at line 5 } pow(2, 3)
  • To calculate x * pow(x, n - 1), we need to make a subcall of pow with new arguments pow(2, 2).

    pow(2, 2)

    To do a nested call, JavaScript remembers the current execution context in the execution context stack. Here we call the same function pow, but it absolutely doesn't matter. The process is the same for all functions:
  • The current context is “remembered” on top of the stack.
  • The new context is created for the subcall.
  • When the subcall is finished – the previous context is popped from the stack, and its execution continues.
  • Here's the context stack when we entered the subcall pow(2, 2):
  • Context: { x: 2, n: 2, at line 1 } pow(2, 2)
  • Context: { x: 2, n: 3, at line 5 } pow(2, 3)
  • The new current execution context is on top (and bold), and previous remembered contexts are below. 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. Here in the picture we use the word “line”, but of course it's more precise.

    pow(2, 1)

    The process repeats: a new subcall is made at line 5, now with arguments x=2, n=1. A new execution context is created, the previous one is pushed on top of the stack:
  • Context: { x: 2, n: 1, at line 1 } pow(2, 1)
  • Context: { x: 2, n: 2, at line 5 } pow(2, 2)
  • Context: { x: 2, n: 3, at line 5 } pow(2, 3)
  • There are 2 old contexts now and 1 currently running for pow(2, 1).

    The exit

    During the execution of pow(2, 1), unlike before, the condition n == 1 is truthy, so the first branch of if works: function pow(x, n) { if (n == 1) { return x; } else { return x * pow(x, n - 1); } } There are no more nested calls, so the function finishes, returning 2. As the function finishes, its execution context is not needed anymore, so it's removed from the memory. The previous one is restored off the top of the stack:
  • Context: { x: 2, n: 2, at line 5 } pow(2, 2)
  • Context: { x: 2, n: 3, at line 5 } pow(2, 3)
  • The execution of pow(2, 2) is resumed. It has the result of the subcall pow(2, 1), so it also can finish the evaluation of x * pow(x, n - 1), returning 4. Then the previous context is restored:
  • Context: { x: 2, n: 3, at line 5 } pow(2, 3)
  • When it finishes, we have a result of pow(2, 3) = 8. The recursion depth in this case was: 3. As we can see from the illustrations above, recursion depth equals the maximal number of context in the stack. Note the memory requirements. Contexts take memory. In our case, raising to the power of n actually requires the memory for n contexts, for all lower values of n. A loop-based algorithm is more memory-saving: function pow(x, n) { let result = 1; for (let i = 0; i < n; i++) { result *= x; } return result; } The iterative pow uses a single context changing i and result in the process. Its memory requirements are small, fixed and do not depend on n. Any recursion can be rewritten as a loop. The loop variant usually can be made more effective. …But sometimes the rewrite is non-trivial, especially when function uses different recursive subcalls depending on conditions and merges their results or when the branching is more intricate. And the optimization may be unneeded and totally not worth the efforts. Recursion can give a shorter code, easier to understand and support. Optimizations are not required in every place, mostly we need a good code, that's why it's used.

    Recursive traversals

    Another great application of the recursion is a recursive traversal. Imagine, we have a company. The staff structure can be presented as an object: let company = { sales: [{ name: 'John', salary: 1000 }, { name: 'Alice', salary: 600 }], development: { sites: [{ name: 'Peter', salary: 2000 }, { name: 'Alex', salary: 1800 }], internals: [{ name: 'Jack', salary: 1300 }] } }; In other words, a company has departments.
  • A department may have an array of staff. For instance, sales department has 2 employees: John and Alice.
  • Or a department may split into subdepartments, like development has two branches: sites and internals. Each of them has the own staff.
  • It is also possible that when a subdepartment grows, it divides into subsubdepartments (or teams). For instance, the sites department in the future may be split into teams for siteA and siteB. And they, potentially, can split even more. That's not on the picture, just something to have in mind.
  • Now let's say we want a function to get the sum of all salaries. How can we do that? An iterative approach is not easy, because the structure is not simple. The first idea may be to make a for loop over company with nested subloop over 1st level departments. But then we need more nested subloops to iterate over the staff in 2nd level departments like sites. …And then another subloop inside those for 3rd level departments that might appear in the future? Should we stop on level 3 or make 4 levels of loops? If we put 3-4 nested subloops in the code to traverse a single object, it becomes rather ugly. Let's try recursion. As we can see, when our function gets a department to sum, there are two possible cases:
  • Either it's a “simple” department with an array of people – then we can sum the salaries in a simple loop.
  • Or it's an object with N subdepartments – then we can make N recursive calls to get the sum for each of the subdeps and combine the results.
  • The (1) is the base of recursion, the trivial case. The (2) is the recursive step. A complex task is split into subtasks for smaller departments. They may in turn split again, but sooner or later the split will finish at (1). The algorithm is probably even easier to read from the code: let company = { // the same object, compressed for brevity sales: [{name: 'John', salary: 1000}, {name: 'Alice', salary: 600 }], development: { sites: [{name: 'Peter', salary: 2000}, {name: 'Alex', salary: 1800 }], internals: [{name: 'Jack', salary: 1300}] } }; // The function to do the job function sumSalaries(department) { if (Array.isArray(department)) { // case (1) return department.reduce((prev, current) => prev + current.salary, 0); // sum the array } else { // case (2) let sum = 0; for (let subdep of Object.values(department)) { sum += sumSalaries(subdep); // recursively call for subdepartments, sum the results } return sum; } } alert(sumSalaries(company)); // 6700 The code is short and easy to understand (hopefully?). That's the power of recursion. It also works for any level of subdepartment nesting. Here's the diagram of calls: We can easily see the principle: for an object {...} subcalls are made, while arrays [...] are the “leaves” of the recursion tree, they give immediate result. Note that the code uses smart features that we've covered before:
  • Method arr.reduce explained in the chapter Array methods to get the sum of the array.
  • Loop for(val of Object.values(obj)) to iterate over object values: Object.values returns an array of them.
  • Recursive structures

    A recursive (recursively-defined) data structure is a structure that replicates itself in parts. We've just seen it in the example of a company structure above. A company department is:
  • Either an array of people.
  • Or an object with departments.
  • For web-developers there are much better-known examples: HTML and XML documents. In the HTML document, an HTML-tag may contain a list of:
  • Text pieces.
  • HTML-comments.
  • Other HTML-tags (that in turn may contain text pieces/comments or other tags etc).
  • That's once again a recursive definition. For better understanding, we'll cover one more recursive structure named “Linked list” that might be a better alternative for arrays in some cases.

    Linked list

    Imagine, we want to store an ordered list of objects. The natural choice would be an array: let arr = [obj1, obj2, obj3]; …But there's a problem with arrays. The “delete element” and “insert element” operations are expensive. For instance, arr.unshift(obj) operation has to renumber all elements to make room for a new obj, and if the array is big, it takes time. Same with arr.shift(). The only structural modifications that do not require mass-renumbering are those that operate with the end of array: arr.push/pop. So an array can be quite slow for big queues. Alternatively, if we really need fast insertion/deletion, we can choose another data structure called a linked list. The linked list element is recursively defined as an object with:
  • value.
  • next property referencing the next linked list element or null if that's the end.
  • For instance: let list = { value: 1, next: { value: 2, next: { value: 3, next: { value: 4, next: null } } } }; Graphical representation of the list: An alternative code for creation: let list = { value: 1 }; list.next = { value: 2 }; list.next.next = { value: 3 }; list.next.next.next = { value: 4 }; Here we can even more clearer see that there are multiple objects, each one has the value and next pointing to the neighbour. The list variable is the first object in the chain, so following next pointers from it we can reach any element. The list can be easily split into multiple parts and later joined back: let secondList = list.next.next; list.next.next = null; To join: list.next.next = secondList; And surely we can insert or remove items in any place. For instance, to prepend a new value, we need to update the head of the list: let list = { value: 1 }; list.next = { value: 2 }; list.next.next = { value: 3 }; list.next.next.next = { value: 4 }; // prepend the new value to the list list = { value: "new item", next: list }; To remove a value from the middle, change next of the previous one: list.next = list.next.next; We made list.next jump over 1 to value 2. The value 1 is now excluded from the chain. If it's not stored anywhere else, it will be automatically removed from the memory. Unlike arrays, there's no mass-renumbering, we can easily rearrange elements. Naturally, lists are not always better than arrays. Otherwise everyone would use only lists. The main drawback is that we can't easily access an element by its number. In an array that's easy: arr[n] is a direct reference. But in the list we need to start from the first item and go next N times to get the Nth element. …But we don't always need such operations. For instance, when we need a queue or even a deque – the ordered structure that must allow very fast adding/removing elements from both ends. Sometimes it's worth to add another variable named tail to track the last element of the list (and update it when adding/removing elements from the end). For large sets of elements the speed difference versus arrays is huge.

    Summary Terms:
  • Recursion is a programming term that means a “self-calling” function. Such functions can be used to solve certain tasks in elegant ways. When a function calls itself, that's called a recursion step. The basis of recursion is function arguments that make the task so simple that the function does not make further calls.
  • A recursively-defined data structure is a data structure that can be defined using itself. For instance, the linked list can be defined as a data structure consisting of an object referencing a list (or null). list = { value, next -> list } Trees like HTML elements tree or the department tree from this chapter are also naturally recursive: they branch and every branch can have other branches. Recursive functions can be used to walk them as we've seen in the sumSalary example.
  • Any recursive function can be rewritten into an iterative one. And that's sometimes required to optimize stuff. But for many tasks a recursive solution is fast enough and easier to write and support. For instance: sumTo(1) = 1 sumTo(2) = 2 + 1 = 3 sumTo(3) = 3 + 2 + 1 = 6 sumTo(4) = 4 + 3 + 2 + 1 = 10 ... sumTo(100) = 100 + 99 + ... + 2 + 1 = 5050 Make 3 solution variants:
  • Using a for loop.
  • Using a recursion, cause sumTo(n) = n + sumTo(n-1) for n > 1.
  • Using the arithmetic progression formula.
  • An example of the result: function sumTo(n) { /*... your code ... */ } alert( sumTo(100) ); // 5050 P.S. Which solution variant is the fastest? The slowest? Why? P.P.S. Can we use recursion to count sumTo(100000)? The solution using a loop: function sumTo(n) { let sum = 0; for (let i = 1; i <= n; i++) { sum += i; } return sum; } alert( sumTo(100) ); The solution using recursion: function sumTo(n) { if (n == 1) return 1; return n + sumTo(n - 1); } alert( sumTo(100) ); The solution using the formula: sumTo(n) = n*(n+1)/2: function sumTo(n) { return n * (n + 1) / 2; } alert( sumTo(100) ); P.S. Naturally, the formula is the fastest solution. It uses only 3 operations for any number n. The math helps! The loop variant is the second in terms of speed. In both the recursive and the loop variant we sum the same numbers. But the recursion involves nested calls and execution stack management. That also takes resources, so it's slower. P.P.S. The standard describes a “tail call” optimization: if the recursive call is the very last one in the function (like in sumTo above), then the outer function will not need to resume the execution and we don't need to remember its execution context. In that case sumTo(100000) is countable. But if your JavaScript engine does not support it, there will be an error: maximum stack size exceeded, because there's usually a limitation on the total stack size.

    Calculate factorial

    importance: 4 The factorial of a natural number is a number multiplied by "number minus one", then by "number minus two", and so on till 1. The factorial of n is denoted as n! We can write a definition of factorial like this: n! = n * (n - 1) * (n - 2) * ...*1 Values of factorials for different n: 1! = 1 2! = 2 * 1 = 2 3! = 3 * 2 * 1 = 6 4! = 4 * 3 * 2 * 1 = 24 5! = 5 * 4 * 3 * 2 * 1 = 120 The task is to write a function factorial(n) that calculates n! using recursive calls. alert( factorial(5) ); // 120 P.S. Hint: n! can be written as n * (n-1)! For instance: 3! = 3*2! = 3*2*1! = 6 By definition, a factorial is 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. function factorial(n) { return (n != 1) ? n * factorial(n - 1) : 1; } alert( factorial(5) ); // 120 The basis of recursion is the value 1. We can also make 0 the basis here, doesn't matter much, but gives one more recursive step: function factorial(n) { return n ? n * factorial(n - 1) : 1; } alert( factorial(5) ); // 120

    Fibonacci numbers

    importance: 5 The sequence of Fibonacci numbers has the formula Fn = Fn-1 + Fn-2. In other words, the next number is a sum of the two preceding ones. First two numbers are 1, then 2(1+1), then 3(1+2), 5(2+3) and so on: 1, 1, 2, 3, 5, 8, 13, 21.... Fibonacci numbers are related to the Golden ratio and many natural phenomena around us. Write a function fib(n) that returns the n-th Fibonacci number. An example of work: function fib(n) { /* your code */ } alert(fib(3)); // 2 alert(fib(7)); // 13 alert(fib(77)); // 5527939700884757 P.S. The function should be fast. The call to fib(77) should take no more than a fraction of a second. The first solution we could try here is the recursive one. Fibonacci numbers are recursive by definition: function fib(n) { return n <= 1 ? n : fib(n - 1) + fib(n - 2); } alert( fib(3) ); // 2 alert( fib(7) ); // 13 // fib(77); // will be extremely slow! …But for big values of n it's very slow. For instance, fib(77) may hang up the engine for some time eating all CPU resources. That's because the function makes too many subcalls. The same values are re-evaluated again and again. For instance, let's see a piece of calculations for fib(5): ... fib(5) = fib(4) + fib(3) fib(4) = fib(3) + fib(2) ... Here we can see that the value of fib(3) is needed for both fib(5) and fib(4). So fib(3) will be called and evaluated two times completely independently. Here's the full recursion tree: We can clearly notice that fib(3) is evaluated two times and fib(2) is evaluated three times. The total amount of computations grows much faster than n, making it enormous even for n=77. We can optimize that by remembering already-evaluated values: if a value of say fib(3) is calculated once, then we can just reuse it in future computations. Another variant would be to give up recursion and use a totally different loop-based algorithm. Instead of going from n down to lower values, we can make a loop that starts from 1 and 2, then gets fib(3) as their sum, then fib(4) as the sum of two previous values, then fib(5) and goes up and up, till it gets to the needed value. On each step we only need to remember two previous values. Here are the steps of the new algorithm in details. The start: // a = fib(1), b = fib(2), these values are by definition 1 let a = 1, b = 1; // get c = fib(3) as their sum let c = a + b; /* we now have fib(1), fib(2), fib(3) a b c 1, 1, 2 */ Now we want to get fib(4) = fib(2) + fib(3). Let's shift the variables: a,b will get fib(2),fib(3), and c will get their sum: a = b; // now a = fib(2) b = c; // now b = fib(3) c = a + b; // c = fib(4) /* now we have the sequence: a b c 1, 1, 2, 3 */ The next step gives another sequence number: a = b; // now a = fib(3) b = c; // now b = fib(4) c = a + b; // c = fib(5) /* now the sequence is (one more number): a b c 1, 1, 2, 3, 5 */ …And so on until we get the needed value. That's much faster than recursion and involves no duplicate computations. The full code: function fib(n) { let a = 1; let b = 1; for (let i = 3; i <= n; i++) { let c = a + b; a = b; b = c; } return b; } alert( fib(3) ); // 2 alert( fib(7) ); // 13 alert( fib(77) ); // 5527939700884757 The loop starts with i=3, because the first and the second sequence values are hard-coded into variables a=1, b=1. The approach is called dynamic programming bottom-up.

    Output a single-linked list

    importance: 5 Let's say we have a single-linked list (as described in the chapter Recursion and stack): let list = { value: 1, next: { value: 2, next: { value: 3, next: { value: 4, next: null } } } }; Write a function printList(list) that outputs list items one-by-one. Make two variants of the solution: using a loop and using recursion. What's better: with recursion or without it?

    Loop-based solution

    The loop-based variant of the solution: let list = { value: 1, next: { value: 2, next: { value: 3, next: { value: 4, next: null } } } }; function printList(list) { let tmp = list; while (tmp) { alert(tmp.value); tmp = tmp.next; } } printList(list); Please note that we use a temporary variable tmp to walk over the list. Technically, we could use a function parameter list instead: function printList(list) { while(list) { alert(list.value); list = list.next; } } …But that would be unwise. In the future we may need to extend a function, do something else with the list. If we change list, then we loose such ability. Talking about good variable names, list here is the list itself. The first element of it. And it should remain like that. That's clear and reliable. From the other side, the role of tmp is exclusively a list traversal, like i in the for loop.

    Recursive solution

    The recursive variant of printList(list) follows a simple logic: to output a list we should output the current element list, then do the same for list.next: let list = { value: 1, next: { value: 2, next: { value: 3, next: { value: 4, next: null } } } }; function printList(list) { alert(list.value); // output the current item if (list.next) { printList(list.next); // do the same for the rest of the list } } printList(list); Now what's better? Technically, the loop is more effective. These two variants do the same, but the loop does not spend resources for nested function calls. From the other side, the recursive variant is shorter and sometimes easier to understand.

    Output a single-linked list in the reverse order

    importance: 5 Output a single-linked list from the previous task Output a single-linked list in the reverse order. Make two solutions: using a loop and using a recursion.

    Using a recursion

    The recursive logic is a little bit tricky here. We need to first output the rest of the list and then output the current one: let list = { value: 1, next: { value: 2, next: { value: 3, next: { value: 4, next: null } } } }; function printReverseList(list) { if (list.next) { printReverseList(list.next); } alert(list.value); } printReverseList(list);

    Using a loop

    The loop variant is also a little bit more complicated then the direct output. There is no way to get the last value in our list. We also can't “go back”. So what we can do is to first go through the items in the direct order and rememeber them in an array, and then output what we remembered in the reverse order: let list = { value: 1, next: { value: 2, next: { value: 3, next: { value: 4, next: null } } } }; function printReverseList(list) { let arr = []; let tmp = list; while (tmp) { arr.push(tmp.value); tmp = tmp.next; } for (let i = arr.length - 1; i >= 0; i--) { alert( arr[i] ); } } printReverseList(list); Please note that the recursive solution actually does exactly the same: it follows the list, remembers the items in the chain of nested calls (in the execution context stack), and then outputs them. Previous lessonNext lesson Share Many JavaScript built-in functions support an arbitrary number of arguments. For instance:
  • Math.max(arg1, arg2, ..., argN) – returns the greatest of the arguments.
  • Object.assign(dest, src1, ..., srcN) – copies properties from src1..N into dest.
  • …and so on.
  • In this chapter we'll learn how to do the same. And, more importantly, how to feel comfortable working with such functions and arrays.

    Rest parameters ...

    A function can be called with any number of arguments, no matter how it is defined. Like here: function sum(a, b) { return a + b; } alert( sum(1, 2, 3, 4, 5) ); There will be no error because of “excessive” arguments. But of course in the result only the first two will be counted. The rest parameters can be mentioned in a function definition with three dots .... They literally mean “gather the remaining parameters into an array”. For instance, to gather all arguments into array args: function sumAll(...args) { // args is the name for the array let sum = 0; for (let arg of args) sum += arg; return sum; } alert( sumAll(1) ); // 1 alert( sumAll(1, 2) ); // 3 alert( sumAll(1, 2, 3) ); // 6 We can choose to get the first parameters as variables, and gather only the rest. Here the first two arguments go into variables and the rest go into titles array: function showName(firstName, lastName, ...titles) { alert( firstName + ' ' + lastName ); // Julius Caesar // the rest go into titles array // i.e. titles = ["Consul", "Imperator"] alert( titles[0] ); // Consul alert( titles[1] ); // Imperator alert( titles.length ); // 2 } showName("Julius", "Caesar", "Consul", "Imperator"); The rest parameters must be at the end The rest parameters gather all remaining arguments, so the following has no sense: function f(arg1, ...rest, arg2) { // arg2 after ...rest ?! // error } The ...rest must always be last.

    The “arguments” variable

    There is also a special array-like object named arguments that contains all arguments by their index. For instance: function showName() { alert( arguments.length ); alert( arguments[0] ); alert( arguments[1] ); // it's iterable // for(let arg of arguments) alert(arg); } // shows: 2, Julius, Caesar showName("Julius", "Caesar"); // shows: 1, Ilya, undefined (no second argument) showName("Ilya"); In old times, rest parameters did not exist in the language, and using arguments was the only way to get all arguments of the function, no matter their total number. And it still works, we can use it today. But the downside is that although arguments is both array-like and iterable, it's not an array. It does not support array methods, so we can't call arguments.map(...) for example. Also, it always contains all arguments. We can't capture them partially, like we did with rest parameters. So when we need these features, then rest parameters are preferred. Arrow functions do not have "arguments" If we access the arguments object from an arrow function, it takes them from the outer “normal” function. Here's an example: function f() { let showArg = () => alert(arguments[0]); showArg(); } f(1); // 1 As we remember, arrow functions don't have their own this. Now we know they don't have the special arguments object either.

    Spread operator

    We've just seen how to get an array from the list of parameters. But sometimes we need to do exactly the reverse. For instance, there's a built-in function Math.max that returns the greatest number from a list: alert( Math.max(3, 5, 1) ); // 5 Now let's say we have an array [3, 5, 1]. How do we call Math.max with it? Passing it “as it” won't work, because Math.max expects a list of numeric arguments, not a single array: let arr = [3, 5, 1]; alert( Math.max(arr) ); // NaN And surely we can't manually list items in the code Math.max(arg[0], arg[1], arg[2]), because we may be unsure how many there are. As our script executes, there could be a lot, or there could be none. And that would get ugly. Spread operator to the rescue! It looks similar to rest parameters, also using ..., but does quite the opposite. When ...arr is used in the function call, it “expands” an iterable object arr into the list of arguments. For Math.max: let arr = [3, 5, 1]; alert( Math.max(...arr) ); // 5 (spread turns array into a list of arguments) We also can pass multiple iterables this way: let arr1 = [1, -2, 3, 4]; let arr2 = [8, 3, -8, 1]; alert( Math.max(...arr1, ...arr2) ); // 8 We can even combine the spread operator with normal values: let arr1 = [1, -2, 3, 4]; let arr2 = [8, 3, -8, 1]; alert( Math.max(1, ...arr1, 2, ...arr2, 25) ); // 25 Also, the spread operator can be used to merge arrays: let arr = [3, 5, 1]; let arr2 = [8, 9, 15]; let merged = [0, ...arr, 2, ...arr2]; alert(merged); // 0,3,5,1,2,8,9,15 (0, then arr, then 2, then arr2) In the examples above we used an array to demonstrate the spread operator, but any iterable will do. For instance, here we use the spread operator to turn the string into array of characters: let str = "Hello"; alert( [...str] ); // H,e,l,l,o The spread operator internally uses iterators to gather elements, the same way as for..of does. So, for a string, for..of returns characters and ...str becomes "H","e","l","l","o". The list of characters is passed to array initializer [...str]. For this particular task we could also use Array.from, because it converts an iterable (like a string) into an array: let str = "Hello"; // Array.from converts an iterable into an array alert( Array.from(str) ); // H,e,l,l,o The result is the same as [...str]. But there's a subtle difference between Array.from(obj) and [...obj]:
  • Array.from operates on both array-likes and iterables.
  • The spread operator operates only on iterables.
  • So, for the task of turning something into an array, Array.from tends to be more universal.

    Summary When we see "..." in the code, it is either rest parameters or the spread operator. There's an easy way to distinguish between them:
  • When ... is at the end of function parameters, it's “rest parameters” and gathers the rest of the list of arguments into an array.
  • When ... occurs in a function call or alike, it's called a “spread operator” and expands an array into a list.
  • Use patterns:
  • Rest parameters are used to create functions that accept any number of arguments.
  • The spread operator is used to pass an array to functions that normally require a list of many arguments.
  • Together they help to travel between a list and an array of parameters with ease. All arguments of a function call are also available in “old-style” arguments: array-like iterable object. JavaScript is a very function-oriented language. It gives us a lot of freedom. A function can be created at one moment, then copied to another variable or passed as an argument to another function and called from a totally different place later. We know that a function can access variables outside of it; this feature is used quite often. But what happens when an outer variable changes? Does a function get the most recent value or the one that existed when the function was created? Also, what happens when a function travels to another place in the code and is called from there – does it get access to the outer variables of the new place? Different languages behave differently here, and in this chapter we cover the behaviour of JavaScript.

    A couple of questions

    Let's consider two situations to begin with, and then study the internal mechanics piece-by-piece, so that you'll be able to answer the following questions and more complex ones in the future.
  • The function sayHi uses an external variable name. When the function runs, which value is it going to use? let name = "John"; function sayHi() { alert("Hi, " + name); } name = "Pete"; sayHi(); // what will it show: "John" or "Pete"? Such situations are common both in browser and server-side development. A function may be scheduled to execute later than it is created, for instance after a user action or a network request. So, the question is: does it pick up the latest changes?
  • The function makeWorker makes another function and returns it. That new function can be called from somewhere else. Will it have access to the outer variables from its creation place, or the invocation place, or both? function makeWorker() { let name = "Pete"; return function() { alert(name); }; } let name = "John"; // create a function let work = makeWorker(); // call it work(); // what will it show? "Pete" (name where created) or "John" (name where called)?
  • Lexical Environment

    To understand what's going on, let's first discuss what a “variable” actually is. In JavaScript, every running function, code block, and the script as a whole have an associated object known as the Lexical Environment. The Lexical Environment object consists of two parts:
  • Environment Record – an object that has all local variables as its properties (and some other information like the value of this).
  • A reference to the outer lexical environment, usually the one associated with the code lexically right outside of it (outside of the current curly brackets).
  • So, a “variable” is just a property of the special internal object, Environment Record. “To get or change a variable” means “to get or change a property of the Lexical Environment”. For instance, in this simple code, there is only one Lexical Environment: This is a so-called global Lexical Environment, associated with the whole script. For browsers, all <script> tags share the same global environment. On the picture above, the rectangle means Environment Record (variable store) and the arrow means the outer reference. The global Lexical Environment has no outer reference, so it points to null. Here's the bigger picture of how let variables work: Rectangles on the right-hand side demonstrate how the global Lexical Environment changes during the execution:
  • When the script starts, the Lexical Environment is empty.
  • The let phrase definition appears. It has been assigned no value, so undefined is stored.
  • phrase is assigned a value.
  • phrase refers to a new value.
  • Everything looks simple for now, right? To summarize:
  • A variable is a property of a special internal object, associated with the currently executing block/function/script.
  • Working with variables is actually working with the properties of that object.
  • Function Declaration

    Function Declarations are special. Unlike let variables, they are processed not when the execution reaches them, but when a Lexical Environment is created. For the global Lexical Environment, it means the moment when the script is started. That is why we can call a function declaration before it is defined. The code below demonstrates that the Lexical Environment is non-empty from the beginning. It has say, because that's a Function Declaration. And later it gets phrase, declared with let:

    Inner and outer Lexical Environment

    During the call, say() uses an outer variable, so let's look at the details of what's going on. First, when a function runs, a new function Lexical Environment is created automatically. That's a general rule for all functions. That Lexical Environment is used to store local variables and parameters of the call. Here's the picture of Lexical Environments when the execution is inside say("John"), at the line labelled with an arrow: During the function call we have two Lexical Environments: the inner one (for the function call) and the outer one (global):
  • The inner Lexical Environment corresponds to the current execution of say. It has a single variable: name, the function argument. We called say("John"), so the value of name is "John".
  • The outer Lexical Environment is the global Lexical Environment.
  • The inner Lexical Environment has the outer reference to the outer one. When code wants to access a variable – it is first searched for in the inner Lexical Environment, then in the outer one, then the more outer one and so on until the end of the chain. If a variable is not found anywhere, that's an error in strict mode. Without use strict, an assignment to an undefined variable creates a new global variable, for backwards compatibility. Let's see how the search proceeds in our example:
  • When the alert inside say wants to access name, it finds it immediately in the function Lexical Environment.
  • When it wants to access phrase, then there is no phrase locally, so it follows the outer reference and finds it globally.
  • Now we can give the answer to the first question from the beginning of the chapter. A function gets outer variables as they are now; it uses the most recent values. That's because of the described mechanism. Old variable values are not saved anywhere. When a function wants them, it takes the current values from its own or an outer Lexical Environment. So the answer to the first question is Pete: let name = "John"; function sayHi() { alert("Hi, " + name); } name = "Pete"; // (*) sayHi(); // Pete The execution flow of the code above:
  • The global Lexical Environment has name: "John".
  • At the line (*) the global variable is changed, now it has name: "Pete".
  • When the function say(), is executed and takes name from outside. Here that's from the global Lexical Environment where it's already "Pete".
  • One call – one Lexical Environment Please note that a new function Lexical Environment is created each time a function runs. And if a function is called multiple times, then each invocation will have its own Lexical Environment, with local variables and parameters specific for that very run. Lexical Environment is a specification object “Lexical Environment” is a specification object. We can't get this object in our code and manipulate it directly. JavaScript engines also may optimize it, discard variables that are unused to save memory and perform other internal tricks, but the visible behavior should be as described.

    Nested functions

    A function is called “nested” when it is created inside another function. It is easily possible to do this with JavaScript. We can use it to organize our code, like this: function sayHiBye(firstName, lastName) { // helper nested function to use below function getFullName() { return firstName + " " + lastName; } alert( "Hello, " + getFullName() ); alert( "Bye, " + getFullName() ); } Here the nested function getFullName() is made for convenience. It can access the outer variables and so can return the full name. What's more interesting, a nested function can be returned: either as a property of a new object (if the outer function creates an object with methods) or as a result by itself. It can then be used somewhere else. No matter where, it still has access to the same outer variables. An example with the constructor function (see the chapter Constructor, operator "new"): // constructor function returns a new object function User(name) { // the object method is created as a nested function this.sayHi = function() { alert(name); }; } let user = new User("John"); user.sayHi(); // the method code has access to the outer "name" An example with returning a function: function makeCounter() { let count = 0; return function() { return count++; // has access to the outer counter }; } let counter = makeCounter(); alert( counter() ); // 0 alert( counter() ); // 1 alert( counter() ); // 2 Let's go on with the makeCounter example. It creates the “counter” function that returns the next number on each invocation. Despite being simple, slightly modified variants of that code have practical uses, for instance, as a pseudorandom number generator, and more. So the example is not as artificial as it may appear. How does the counter work internally? When the inner function runs, the variable in count++ is searched from inside out. For the example above, the order will be:
  • The locals of the nested function…
  • The variables of the outer function…
  • And so on until it reaches global variables.
  • In this example count is found on step 2. When an outer variable is modified, it's changed where it's found. So count++ finds the outer variable and increases it in the Lexical Environment where it belongs. Like if we had let count = 1. Here are two questions to consider:
  • Can we somehow reset the counter from the code that doesn't belong to makeCounter? E.g. after alert calls in the example above.
  • If we call makeCounter() multiple times – it returns many counter functions. Are they independent or do they share the same count?
  • Try to answer them before you continue reading. … All done? Okay, let's go over the answers.
  • There is no way. The counter is a local function variable, we can't access it from the outside.
  • For every call to makeCounter() a new function Lexical Environment is created, with its own counter. So the resulting counter functions are independent.
  • Here's the demo: function makeCounter() { let count = 0; return function() { return count++; }; } let counter1 = makeCounter(); let counter2 = makeCounter(); alert( counter1() ); // 0 alert( counter1() ); // 1 alert( counter2() ); // 0 (independent) Hopefully, the situation with outer variables is quite clear for you now. But in more complex situations a deeper understanding of internals may be required. So let's dive deeper.

    Environments in detail

    Now that you understand how closures work generally, we can descend to the very nuts and bolts. Here's what's going on in the makeCounter example step-by-step, follow it to make sure that you understand everything. Please note the additional [[Environment]] property that we didn't cover yet.
  • When the script has just started, there is only global Lexical Environment: At that starting moment there is only makeCounter function, because it's a Function Declaration. It did not run yet. All functions “on birth” receive a hidden property [[Environment]] with a reference to the Lexical Environment of their creation. We didn't talk about it yet, but that's how the function knows where it was made. Here, makeCounter is created in the global Lexical Environment, so [[Environment]] keeps a reference to it. In other words, a function is “imprinted” with a reference to the Lexical Environment where it was born. And [[Environment]] is the hidden function property that has that reference.
  • The code runs on, and the call to makeCounter() is performed. Here's a snapshot of the moment when the execution is on the first line inside makeCounter(): At the moment of the call of makeCounter(), the Lexical Environment is created, to hold its variables and arguments. As all Lexical Environments, it stores two things:
  • An Environment Record with local variables. In our case count is the only local variable (appearing when the line with let count is executed).
  • The outer lexical reference, which is set to [[Environment]] of the function. Here [[Environment]] of makeCounter references the global Lexical Environment.
  • So, now we have two Lexical Environments: the first one is global, the second one is for the current makeCounter call, with the outer reference to global.
  • During the execution of makeCounter(), a tiny nested function is created. It doesn't matter whether the function is created using Function Declaration or Function Expression. All functions get the [[Environment]] property that references the Lexical Environment in which they were made. So our new tiny nested function gets it as well. For our new nested function the value of [[Environment]] is the current Lexical Environment of makeCounter() (where it was born): Please note that on this step the inner function was created, but not yet called. The code inside function() { return count++; } is not running, we're going to return it.
  • As the execution goes on, the call to makeCounter() finishes, and the result (the tiny nested function) is assigned to the global variable counter: That function has only one line: return count++, that will be executed when we run it.
  • When the counter() is called, an “empty” Lexical Environment is created for it. It has no local variables by itself. But the [[Environment]] of counter is used as the outer reference for it, so it has access to the variables of the former makeCounter() call where it was created: Now if it accesses a variable, it first searches its own Lexical Environment (empty), then the Lexical Environment of the former makeCounter() call, then the global one. When it looks for count, it finds it among the variables makeCounter, in the nearest outer Lexical Environment. Please note how memory management works here. Although makeCounter() call finished some time ago, its Lexical Environment was retained in memory, because there's a nested function with [[Environment]] referencing it. Generally, a Lexical Environment object lives as long as there is a function which may use it. And only when there are none remaining, it is cleared.
  • The call to counter() not only returns the value of count, but also increases it. Note that the modification is done “in place”. The value of count is modified exactly in the environment where it was found. So we return to the previous step with the only change – the new value of count. The following calls all do the same.
  • Next counter() invocations do the same.
  • The answer to the second question from the beginning of the chapter should now be obvious. The work() function in the code below uses the name from the place of its origin through the outer lexical environment reference: So, the result is "Pete" here. But if there were no let name in makeWorker(), then the search would go outside and take the global variable as we can see from the chain above. In that case it would be "John". Closures There is a general programming term “closure”, that developers generally should know. A closure is a function that remembers its outer variables and can access them. In some languages, that's not possible, or a function should be written in a special way to make it happen. But as explained above, in JavaScript all functions are naturally closures (there is only one exclusion, to be covered in The "new Function" syntax). That is: they automatically remember where they were created using a hidden [[Environment]] property, and all of them can access outer variables. When on an interview, a frontend developer gets a question about “what's a closure?”, a valid answer would be a definition of the closure and an explanation that all functions in JavaScript are closures, and maybe few more words about technical details: the [[Environment]] property and how Lexical Environments work.

    Code blocks and loops, IIFE

    The examples above concentrated on functions. But Lexical Environments also exist for code blocks {...}. They are created when a code block runs and contain block-local variables. Here are a couple of examples.

    If

    In the example below, when the execution goes into if block, the new “if-only” Lexical Environment is created for it: The new Lexical Environment gets the enclosing one as the outer reference, so phrase can be found. But all variables and Function Expressions declared inside if reside in that Lexical Environment and can't be seen from the outside. For instance, after if finishes, the alert below won't see the user, hence the error.

    For, while

    For a loop, every iteration has a separate Lexical Environment. If a variable is declared in for, then it's also local to that Lexical Environment: for (let i = 0; i < 10; i++) { // Each loop has its own Lexical Environment // {i: value} } alert(i); // Error, no such variable That's actually an exception, because let i is visually outside of {...}. But in fact each run of the loop has its own Lexical Environment with the current i in it. After the loop, i is not visible.

    Code blocks

    We also can use a “bare” code block {…} to isolate variables into a “local scope”. For instance, in a web browser all scripts share the same global area. So if we create a global variable in one script, it becomes available to others. But that becomes a source of conflicts if two scripts use the same variable name and overwrite each other. That may happen if the variable name is a widespread word, and script authors are unaware of each other. If we'd like to avoid that, we can use a code block to isolate the whole script or a part of it: { // do some job with local variables that should not be seen outside let message = "Hello"; alert(message); // Hello } alert(message); // Error: message is not defined The code outside of the block (or inside another script) doesn't see variables inside the block, because the block has its own Lexical Environment.

    IIFE

    In old scripts, one can find so-called “immediately-invoked function expressions” (abbreviated as IIFE) used for this purpose. They look like this: (function() { let 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. The Function Expression is wrapped with brackets (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 there will be an error: // Error: Unexpected token ( function() { // <-- JavaScript cannot find function name, meets ( and gives error let message = "Hello"; alert(message); // Hello }(); We can say “okay, let it be so Function Declaration, let's add a name”, but it won't work. JavaScript does not allow Function Declarations to be called immediately: // syntax error because of brackets below function go() { }(); // <-- can't call Function Declaration immediately So, round brackets are needed to show JavaScript that the function is created in the context of another expression, and hence it's a Function Expression. It needs no name and can be called immediately. There are other ways to tell JavaScript that we mean Function Expression: // Ways to create IIFE (function() { alert("Brackets around the function"); })(); (function() { alert("Brackets around the whole thing"); }()); !function() { alert("Bitwise NOT operator starts the expression"); }(); +function() { alert("Unary plus starts the expression"); }(); In all the above cases we declare a Function Expression and run it immediately.

    Garbage collection

    Lexical Environment objects that we've been talking about are subject to the same memory management rules as regular values.
  • Usually, Lexical Environment is cleaned up after the function run. For instance: function f() { let value1 = 123; let value2 = 456; } f(); Here two values are technically the properties of the Lexical Environment. But after f() finishes that Lexical Environment becomes unreachable, so it's deleted from the memory.
  • …But if there's a nested function that is still reachable after the end of f, then its [[Environment]] reference keeps the outer lexical environment alive as well: function f() { let value = 123; function g() { alert(value); } return g; } let g = f(); // g is reachable, and keeps the outer lexical environment in memory
  • Please note that if f() is called many times, and resulting functions are saved, then the corresponding Lexical Environment objects will also be retained in memory. All 3 of them in the code below: function f() { let value = Math.random(); return function() { alert(value); }; } // 3 functions in array, every one of them links to Lexical Environment // from the corresponding f() run // LE LE LE let arr = [f(), f(), f()];
  • A Lexical Environment object dies when it becomes unreachable: when no nested functions remain that reference it. In the code below, after g becomes unreachable, the value is also cleaned from memory; function f() { let value = 123; function g() { alert(value); } return g; } let g = f(); // while g is alive // there corresponding Lexical Environment lives g = null; // ...and now the memory is cleaned up
  • Real-life optimizations

    As we've seen, in theory while a function is alive, all outer variables are also retained. But in practice, JavaScript engines try to optimize that. They analyze variable usage and if it's easy to see 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. Try running the example below in Chrome with the Developer Tools open. When it pauses, in the console type alert(value). function f() { let value = Math.random(); function g() { debugger; // in console: type alert( value ); No such variable! } return g; } let g = f(); g(); As you could see – there is no such variable! In theory, it should be accessible, but the engine optimized it out. That may lead to funny (if not such time-consuming) debugging issues. One of them – we can see a same-named outer variable instead of the expected one: let value = "Surprise!"; function f() { let value = "the closest value"; function g() { debugger; // in console: type alert( value ); Surprise! } return g; } let g = f(); g(); See ya! This feature of V8 is good to know. If you are debugging with Chrome/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. Are they independent? What is the second counter going to show? 0,1 or 2,3 or something else? function makeCounter() { let count = 0; return function() { return count++; }; } let counter = makeCounter(); let counter2 = makeCounter(); alert( counter() ); // 0 alert( counter() ); // 1 alert( counter2() ); // ? alert( counter2() ); // ? The answer: 0,1. Functions counter and counter2 are created by different invocations of makeCounter. So they have independent outer Lexical Environments, each one has its own count.

    Counter object

    importance: 5 Here a counter object is made with the help of the constructor function. Will it work? What will it show? function Counter() { let count = 0; this.up = function() { return ++count; }; this.down = function() { return --count; }; } let counter = new Counter(); alert( counter.up() ); // ? alert( counter.up() ); // ? alert( counter.down() ); // ? Surely it will work just fine. Both nested functions are created within the same outer Lexical Environment, so they share access to the same count variable: function Counter() { let count = 0; this.up = function() { return ++count; }; this.down = function() { return --count; }; } let counter = new Counter(); alert( counter.up() ); // 1 alert( counter.up() ); // 2 alert( counter.down() ); // 1

    Function in if

    Look at the code. What will be result of the call at the last line? let phrase = "Hello"; if (true) { let user = "John"; function sayHi() { alert(`${phrase}, ${user}`); } } sayHi(); The result is an error. The function sayHi is declared inside the if, so it only lives inside it. There is no sayHi outside.

    Sum with closures

    importance: 4 Write function sum that works like this: sum(a)(b) = a+b. Yes, exactly this way, via double brackets (not a mistype). For instance: sum(1)(2) = 3 sum(5)(-1) = 4 For the second brackets to work, the first ones must return a function. Like this: function sum(a) { return function(b) { return a + b; // takes "a" from the outer lexical environment }; } alert( sum(1)(2) ); // 3 alert( sum(5)(-1) ); // 4

    Filter through function

    importance: 5 We have a built-in method arr.filter(f) for arrays. It filters all elements through the function f. If it returns true, then that element is returned in the resulting array. Make a set of “ready to use” filters:
  • inBetween(a, b) – between a and b or equal to them (inclusively).
  • inArray([...]) – in the given array.
  • The usage must be like this:
  • arr.filter(inBetween(3,6)) – selects only values between 3 and 6.
  • arr.filter(inArray([1,2,3])) – selects only elements matching with one of the members of [1,2,3].
  • For instance: /* .. your code for inBetween and inArray */ let arr = [1, 2, 3, 4, 5, 6, 7]; alert( arr.filter(inBetween(3, 6)) ); // 3,4,5,6 alert( arr.filter(inArray([1, 2, 10])) ); // 1,2 Open the sandbox with tests.

    Filter inBetween

    function inBetween(a, b) { return function(x) { return x >= a && x <= b; }; } let arr = [1, 2, 3, 4, 5, 6, 7]; alert( arr.filter(inBetween(3, 6)) ); // 3,4,5,6

    Filter inArray

    function inArray(arr) { return function(x) { return arr.includes(x); }; } let arr = [1, 2, 3, 4, 5, 6, 7]; alert( arr.filter(inArray([1, 2, 10])) ); // 1,2 Open the solution with tests in the sandbox.

    Sort by field

    importance: 5 We've got an array of objects to sort: let users = [ { name: "John", age: 20, surname: "Johnson" }, { name: "Pete", age: 18, surname: "Peterson" }, { name: "Ann", age: 19, surname: "Hathaway" } ]; The usual way to do that would be: // by name (Ann, John, Pete) users.sort((a, b) => a.name > b.name ? 1 : -1); // by age (Pete, Ann, John) users.sort((a, b) => a.age > b.age ? 1 : -1); Can we make it even less verbose, like this? users.sort(byField('name')); users.sort(byField('age')); So, instead of writing a function, just put byField(fieldName). Write the function byField that can be used for that. let users = [ { name: "John", age: 20, surname: "Johnson" }, { name: "Pete", age: 18, surname: "Peterson" }, { name: "Ann", age: 19, surname: "Hathaway" } ]; function byField(field) { return (a, b) => a[field] > b[field] ? 1 : -1; } users.sort(byField('name')); users.forEach(user => alert(user.name)); // Ann, John, Pete users.sort(byField('age')); users.forEach(user => alert(user.name)); // Pete, Ann, John

    Army of functions

    importance: 5 The following code creates an array of shooters. Every function is meant to output its number. But something is wrong… function makeArmy() { let shooters = []; let i = 0; while (i < 10) { let shooter = function() { // shooter function alert( i ); // should show its number }; shooters.push(shooter); i++; } 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... Why all shooters show the same? Fix the code so that they work as intended. Open the sandbox with tests. Let's examine what's done inside makeArmy, and the solution will become obvious.
  • It creates an empty array shooters: let shooters = [];
  • Fills it in the loop via shooters.push(function...). Every element is a function, so the resulting array looks like this: shooters = [ function () { alert(i); }, function () { alert(i); }, function () { alert(i); }, function () { alert(i); }, function () { alert(i); }, function () { alert(i); }, function () { alert(i); }, function () { alert(i); }, function () { alert(i); }, function () { alert(i); } ];
  • The array is returned from the function.
  • 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: 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. The fix can be very simple: 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 (..) {...} is executed, a new Lexical Environment is created for it, with the corresponding value of 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. A shooter gets the value exactly from the one where it was created. Here we rewrote while into for. Another trick could be possible, let's see it for better understanding of the subject: 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(); army[0](); // 0 army[5](); // 5 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. 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. Open the solution with tests in the sandbox. Previous lessonNext lesson Share In the very first chapter about variables, we mentioned three ways of variable declaration:
  • let
  • const
  • var
  • let and const behave exactly the same way in terms of Lexical Environments. But var is a very different beast, that originates from very old times. It's generally not used in modern scripts, but still lurks in the old ones. If you don't plan meeting such scripts you may even skip this chapter or postpone it, but then there's a chance that it bites you later. From the first sight, var behaves similar to let. That is, declares a variable: function sayHi() { var phrase = "Hello"; // local variable, "var" instead of "let" alert(phrase); // Hello } sayHi(); alert(phrase); // Error, phrase is not defined …But here are the differences.

    “var” has no block scope

    var variables are either function-wide or global, they are visible through blocks. For instance: if (true) { var test = true; // use "var" instead of "let" } alert(test); // true, the variable lives after if If we used let test on the 2nd line, then it wouldn't be visible to alert. But var ignores code blocks, so we've got a global test. The same thing for loops: var cannot be block- or loop-local: for (var i = 0; i < 10; i++) { // ... } alert(i); // 10, "i" is visible after loop, it's a global variable If a code block is inside a function, then var becomes a function-level variable: function sayHi() { if (true) { var phrase = "Hello"; } alert(phrase); // works } sayHi(); alert(phrase); // Error: 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 reminiscence of that.

    “var” are processed at the function start

    var declarations are processed when the function starts (or script starts for globals). In other words, var variables are defined from the beginning of the function, no matter where the definition is (assuming that the definition is not in the nested function). So this code: function sayHi() { phrase = "Hello"; alert(phrase); var phrase; } …Is technically the same as this (moved var phrase above): function sayHi() { var phrase; phrase = "Hello"; alert(phrase); } …Or even as this (remember, code blocks are ignored): function sayHi() { phrase = "Hello"; // (*) if (false) { var phrase; } alert(phrase); } People also call such behavior “hoisting” (raising), because all var are “hoisted” (raised) to the top of the function. So in the example above, if (false) branch never executes, but that doesn't matter. The var inside it is processed in the beginning of the function, so at the moment of (*) the variable exists. Declarations are hoisted, but assignments are not. That's better to demonstrate with an example, like this: function sayHi() { alert(phrase); var phrase = "Hello"; } sayHi(); The line var phrase = "Hello" has two actions in it:
  • Variable declaration var
  • Variable assignment =.
  • The declaration is processed at the start of function execution (“hoisted”), but the assignment always works at the place where it appears. So the code works essentially like this: function sayHi() { var phrase; // declaration works at the start... alert(phrase); // undefined phrase = "Hello"; // ...assignment - when the execution reaches it. } 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.

    Summary There are two main differences of var:
  • Variables have no block scope, they are visible minimum at the function level.
  • Variable declarations are processed at function start.
  • There's one more minor difference related to the global object, we'll cover that in the next chapter. These differences are actually a bad thing most of the time. First, we can't create block-local variables. And hoisting just creates more space for errors. So, for new scripts var is used exceptionally rarely. When JavaScript was created, there was an idea of a “global object” that provides all global variables and functions. It was planned that multiple in-browser scripts would use that single global object and share variables through it. Since then, JavaScript greatly evolved, and that idea of linking code through global variables became much less appealing. In modern JavaScript, the concept of modules took its place. But the global object still remains in the specification. In a browser it is named “window”, for Node.JS it is “global”, for other environments it may have another name. It does two things:
  • Provides access to built-in functions and values, defined by the specification and the environment. For instance, we can call alert directly or as a method of window: alert("Hello"); // the same as window.alert("Hello"); The same applies to other built-ins. E.g. we can use window.Array instead of Array.
  • Provides access to global Function Declarations and var variables. We can read and write them using its properties, for instance: var phrase = "Hello"; function sayHi() { alert(phrase); } // can read from window alert( window.phrase ); // Hello (global var) alert( window.sayHi ); // function (global function declaration) // can write to window (creates a new global variable) window.test = 5; alert(test); // 5
  • …But the global object does not have variables declared with let/const! let user = "John"; alert(user); // John alert(window.user); // undefined, don't have let alert("user" in window); // false The global object is not a global Environment Record In versions of ECMAScript prior to ES-2015, there were no let/const variables, only var. And global object was used as a global Environment Record (wordings were a bit different, but that's the gist). But starting from ES-2015, these entities are split apart. There's a global Lexical Environment with its Environment Record. And there's a global object that provides some of the global variables. As a practical difference, global let/const variables are definitively properties of the global Environment Record, but they do not exist in the global object. Naturally, that's because the idea of a global object as a way to access “all global things” comes from ancient times. Nowadays is not considered to be a good thing. Modern language features like let/const do not make friends with it, but old ones are still compatible.

    Uses of “window”

    In server-side environments like Node.JS, the global object is used exceptionally rarely. Probably it would be fair to say “never”. In-browser window is sometimes used though. Usually, it's not a good idea to use it, but here are some examples you can meet.
  • To access exactly the global variable if the function has the local one with the same name. var user = "Global"; function sayHi() { var user = "Local"; alert(window.user); // Global } sayHi(); Such use is a workaround. Would be better to name variables differently, that won't require use to write the code it this way. And please note "var" before user. The trick doesn't work with let variables.
  • To check if a certain global variable or a builtin exists. For instance, we want to check whether a global function XMLHttpRequest exists. We can't write if (XMLHttpRequest), because if there's no XMLHttpRequest, there will be an error (variable not defined). But we can read it from window.XMLHttpRequest: if (window.XMLHttpRequest) { alert('XMLHttpRequest exists!') } If there is no such global function then window.XMLHttpRequest is just a non-existing object property. That's undefined, no error, so it works. We can also write the test without window: if (typeof XMLHttpRequest == 'function') { /* is there a function XMLHttpRequest? */ } This doesn't use window, but is (theoretically) less reliable, because typeof may use a local XMLHttpRequest, and we want the global one.
  • To take the variable from the right window. That's probably the most valid use case. A browser may open multiple windows and tabs. A window may also embed another one in <iframe>. Every browser window has its own window object and global variables. JavaScript allows windows that come from the same site (same protocol, host, port) to access variables from each other. That use is a little bit beyond our scope for now, but it looks like: <iframe src="/" id="iframe"></iframe> <script> alert( innerWidth ); // get innerWidth property of the current window (browser only) alert( Array ); // get Array of the current window (javascript core builtin) // when the iframe loads... iframe.onload = function() { // get width of the iframe window alert( iframe.contentWindow.innerWidth ); // get the builtin Array from the iframe window alert( iframe.contentWindow.Array ); }; </script> Here, first two alerts use the current window, and the latter two take variables from iframe window. Can be any variables if iframe originates from the same protocol/host/port.
  • “this” and global object

    Sometimes, the value of this is exactly the global object. That's rarely used, but some scripts rely on that.
  • In the browser, the value of this in the global area is window: // outside of functions alert( this === window ); // true Other, non-browser environments, may use another value for this in such cases.
  • When a function with this is called in non-strict mode, it gets the global object as this: // not in strict mode (!) function f() { alert(this); // [object Window] } f(); // called without an object By specification, this in this case must be the global object, even in non-browser environments like Node.JS. That's for compatibility with old scripts, in strict mode this would be undefined.
  • As we already know, functions in JavaScript are values. Every value in JavaScript has a type. What type is a function? In JavaScript, functions are objects. A good way to imagine functions is as callable “action objects”. We can not only call them, but also treat them as objects: add/remove properties, pass by reference etc.

    The “name” property

    Function objects contain a few useable properties. For instance, a function's name is accessible as the “name” property: function sayHi() { alert("Hi"); } alert(sayHi.name); // sayHi What's more funny, the name-assigning logic is smart. It also assigns the correct name to functions that are used in assignments: let sayHi = function() { alert("Hi"); } alert(sayHi.name); // sayHi (works!) It also works if the assignment is done via a default value: function f(sayHi = function() {}) { alert(sayHi.name); // sayHi (works!) } f(); In the specification, this feature is called a “contextual name”. If the function does not provide one, then in an assignment it is figured out from the context. Object methods have names too: let user = { sayHi() { // ... }, sayBye: function() { // ... } } alert(user.sayHi.name); // sayHi alert(user.sayBye.name); // sayBye There's no magic though. There are cases when there's no way to figure out the right name. In that case, the name property empty, like here: // function created inside array let arr = [function() {}]; alert( arr[0].name ); // <empty string> // the engine has no way to set up the right name, so there is none In practice, however, most functions do have a name.

    The “length” property

    There is another built-in property “length” that returns the number of function parameters, for instance: function f1(a) {} function f2(a, b) {} function many(a, b, ...more) {} alert(f1.length); // 1 alert(f2.length); // 2 alert(many.length); // 2 Here we can see that rest parameters are not counted. The length property is sometimes used for introspection in functions that operate on other functions. For instance, in the code below the ask function accepts a question to ask and an arbitrary number of handler functions to call. Once a user provides their answer, the function calls the handlers. We can pass two kinds of handlers:
  • A zero-argument function, which is only called when the user gives a positive answer.
  • A function with arguments, which is called in either case and returns an answer.
  • The idea is that we have a simple, no-arguments handler syntax for positive cases (most frequent variant), but are able to provide universal handlers as well. To call handlers the right way, we examine the length property: function ask(question, ...handlers) { let isYes = confirm(question); for(let handler of handlers) { if (handler.length == 0) { if (isYes) handler(); } else { handler(isYes); } } } // for positive answer, both handlers are called // for negative answer, only the second one ask("Question?", () => alert('You said yes'), result => alert(result)); This is a particular case of so-called
    polymorphism – treating arguments differently depending on their type or, in our case depending on the length. The idea does have a use in JavaScript libraries.

    Custom properties

    We can also add properties of our own. Here we add the counter property to track the total calls count: function sayHi() { alert("Hi"); // let's count how many times we run sayHi.counter++; } sayHi.counter = 0; // initial value sayHi(); // Hi sayHi(); // Hi alert( `Called ${sayHi.counter} times` ); // Called 2 times A property is not a variable A property assigned to a function like sayHi.counter = 0 does not define a local variable counter inside it. In other words, a property counter and a variable let counter are two unrelated things. We can treat a function as an object, store properties in it, but that has no effect on its execution. Variables never use function properties and vice versa. These are just parallel words. Function properties can replace closures sometimes. For instance, we can rewrite the counter function example from the chapter Closure to use a function property: function makeCounter() { // instead of: // let count = 0 function counter() { return counter.count++; }; counter.count = 0; return counter; } let counter = makeCounter(); alert( counter() ); // 0 alert( counter() ); // 1 The count is now stored in the function directly, not in its outer Lexical Environment. Is it better or worse than using a closure? The main difference is that if the value of count lives in an outer variable, then external code is unable to access it. Only nested functions may modify it. And if it's bound to a function, then such a thing is possible: function makeCounter() { function counter() { return counter.count++; }; counter.count = 0; return counter; } let counter = makeCounter(); counter.count = 10; alert( counter() ); // 10 So the choice of implementation depends on our aims.

    Named Function Expression

    Named Function Expression, or NFE, is a term for Function Expressions that have a name. For instance, let's take an ordinary Function Expression: let sayHi = function(who) { alert(`Hello, ${who}`); }; And add a name to it: let sayHi = function func(who) { alert(`Hello, ${who}`); }; Did we achieve anything here? What's the purpose of that additional "func" name? First let's note, that we still have a Function Expression. Adding the name "func" after function did not make it a Function Declaration, because it is still created as a part of an assignment expression. Adding such a name also did not break anything. The function is still available as sayHi(): let sayHi = function func(who) { alert(`Hello, ${who}`); }; sayHi("John"); // Hello, John There are two special things about the name func:
  • It allows the function to reference itself internally.
  • It is not visible outside of the function.
  • For instance, the function sayHi below calls itself again with "Guest" if no who is provided: let sayHi = function func(who) { if (who) { alert(`Hello, ${who}`); } else { func("Guest"); // use func to re-call itself } }; sayHi(); // Hello, Guest // But this won't work: func(); // Error, func is not defined (not visible outside of the function) Why do we use func? Maybe just use sayHi for the nested call? Actually, in most cases we can: let sayHi = function(who) { if (who) { alert(`Hello, ${who}`); } else { sayHi("Guest"); } }; The problem with that code is that the value of sayHi may change. The function may go to another variable, and the code will start to give errors: let sayHi = function(who) { if (who) { alert(`Hello, ${who}`); } else { sayHi("Guest"); // Error: sayHi is not a function } }; let welcome = sayHi; sayHi = null; welcome(); // Error, the nested sayHi call doesn't work any more! That happens because the function takes sayHi from its outer lexical environment. There's no local sayHi, so the outer variable is used. And at the moment of the call that outer sayHi is null. The optional name which we can put into the Function Expression is meant to solve exactly these kinds of problems. Let's use it to fix our code: let sayHi = function func(who) { if (who) { alert(`Hello, ${who}`); } else { func("Guest"); // Now all fine } }; let welcome = sayHi; sayHi = null; 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. There's no such thing for Function Declaration The “internal name” feature described here is only available for Function Expressions, not to Function Declarations. For Function Declarations, there's just no syntax possibility to add a one more “internal” name. Sometimes, when we need a reliable internal name, it's the reason to rewrite a Function Declaration to Named Function Expression form.

    Summary Functions are objects. Here we covered their properties:
  • name – the function name. Exists not only when given in the function definition, but also for assignments and object properties.
  • length – the number of arguments in the function definition. Rest parameters are not counted.
  • If the function is declared as a Function Expression (not in the main code flow), and it carries the name, then it is called a Named Function Expression. The name can be used inside to reference itself, for recursive calls or such. 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 library creates a function named $. The lodash library creates a function _. And then adds _.clone, _.keyBy and other properties to (see the 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. So, a function can do a useful job by itself and also carry a bunch of other functionality in properties.
  • counter() should return the next number (as before).
  • counter.set(value) should set the count to value.
  • counter.decrease(value) should decrease the count by 1.
  • See the sandbox code for the complete usage example. P.S. You can use either a closure or the function property to keep the current count. Or write both variants. Open the sandbox with tests. The solution uses count in the local variable, but addition methods are written right into the counter. They share the same outer lexical environment and also can access the current count. Open the solution with tests in the sandbox.

    Sum with an arbitrary amount of brackets

    importance: 2 Write function sum that would work like this: sum(1)(2) == 3; // 1 + 2 sum(1)(2)(3) == 6; // 1 + 2 + 3 sum(5)(-1)(2) == 6 sum(6)(-1)(-2)(-3) == 0 sum(0)(1)(2)(3)(4)(5) == 15 P.S. Hint: you may need to setup custom object to primitive conversion for your function.
  • For the whole thing to work anyhow, the result of sum must be function.
  • That function must keep in memory the current value between calls.
  • According to the task, the function must become the number when used in ==. Functions are objects, so the conversion happens as described in the chapter Object to primitive conversion, and we can provide our own method that returns the number.
  • Now the code: function sum(a) { let currentSum = a; function f(b) { currentSum += b; return f; } f.toString = function() { return currentSum; }; return f; } alert( sum(1)(2) ); // 3 alert( sum(5)(-1)(2) ); // 6 alert( sum(6)(-1)(-2)(-3) ); // 0 alert( sum(0)(1)(2)(3)(4)(5) ); // 15 Please note that the sum function actually works only once. It returns function f. Then, on each subsequent call, f adds its parameter to the sum currentSum, and returns itself. There is no recursion in the last line of f. Here is what recursion looks like: function f(b) { currentSum += b; return f(); // <-- recursive call } And in our case, we just return the function, without calling it: function f(b) { currentSum += b; return f; // <-- does not call itself, returns itself } 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. Previous lessonNext lesson Share There's one more way to create a function. It's rarely used, but sometimes there's no alternative.

    Syntax

    The syntax for creating a function: let func = new Function ([arg1[, arg2[, ...argN]],] functionBody) In other words, function parameters (or, more precisely, names for them) go first, and the body is last. All arguments are strings. It's easier to understand by looking at an example. Here's a function with two arguments: let sum = new Function('a', 'b', 'return a + b'); alert( sum(1, 2) ); // 3 If there are no arguments, then there's only a single argument, the function body: let sayHi = new Function('alert("Hello")'); sayHi(); // Hello The major difference from other ways we've seen is that the function is created literally from a string, that is passed at run time. All previous declarations required us, programmers, to write the function code in the script. But new Function allows to turn any string into a function. For example, we can receive a new function from a server and then execute it: let str = ... receive the code from a server dynamically ... let func = new Function(str); func(); It is used in very specific cases, like when we receive code from a server, or to dynamically compile a function from a template. The need for that usually arises at advanced stages of development.

    Closure

    Usually, a function remembers where it was born in the special property [[Environment]]. It references the Lexical Environment from where it's created. But when a function is created using new Function, its [[Environment]] references not the current Lexical Environment, but instead the global one. function getFunc() { let value = "test"; let func = new Function('alert(value)'); return func; } getFunc()(); // error: value is not defined Compare it with the regular behavior: function getFunc() { let value = "test"; let func = function() { alert(value); }; return func; } getFunc()(); // "test", from the Lexical Environment of getFunc This special feature of new Function looks strange, but appears very useful in practice. Imagine that we must create a function from a string. The code of that function is not known at the time of writing the script (that's why we don't use regular functions), but will be known in the process of execution. We may receive it from the server or from another source. Our new function needs to interact with the main script. Perhaps we want it to be able to access outer local 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. But, if new Function could access outer variables, then it would be unable to find userName, since this is passed in as a string after the code is minified. Even if we could access outer lexical environment in new Function, we would have problems with minifiers. The “special feature” of new Function saves us from mistakes. And it enforces better code. If we need to pass something to a function created by new Function, we should pass it explicitly as an argument. Our “sum” function actually does that right: let sum = new Function('a', 'b', 'return a + b'); let a = 1, b = 2; // outer values are passed as arguments alert( sum(a, b) ); // 3

    Summary The syntax: let func = new Function(arg1, arg2, ..., body); For historical reasons, arguments can also be given as a comma-separated list. These three mean the same: new Function('a', 'b', 'return a + b'); // basic syntax new Function('a,b', 'return a + b'); // comma-separated new Function('a , b', 'return a + b'); // comma-separated with spaces Functions created with new Function, have [[Environment]] referencing the global Lexical Environment, not the outer one. Hence, they cannot use outer variables. But that's actually good, because it saves us from errors. Passing parameters explicitly is a much better method architecturally and causes no problems with minifiers. We may decide to execute a function not right now, but at a certain time later. That's called “scheduling a call”. There are two methods for it:
  • setTimeout allows to run a function once after the interval of time.
  • setInterval allows to run a function regularly with the interval between the runs.
  • These methods are not a part of JavaScript specification. But most environments have the internal scheduler and provide these methods. In particular, they are supported in all browsers and Node.JS.

    setTimeout

    The syntax: let timerId = setTimeout(func|code, delay[, arg1, arg2...]) Parameters:
    func|code
    Function or a string of code to execute. Usually, that's a function. For historical reasons, a string of code can be passed, but that's not recommended.
    delay
    The delay before run, in milliseconds (1000 ms = 1 second).
    arg1, arg2
    Arguments for the function (not supported in IE9-)
    For instance, this code calls sayHi() after one second: function sayHi() { alert('Hello'); } setTimeout(sayHi, 1000); With arguments: function sayHi(phrase, who) { alert( phrase + ', ' + who ); } setTimeout(sayHi, 1000, "Hello", "John"); // Hello, John If the first argument is a string, then JavaScript creates a function from it. So, this will also work: setTimeout("alert('Hello')", 1000); But using strings is not recommended, use functions instead of them, like this: setTimeout(() => alert('Hello'), 1000); Pass a function, but don't run it Novice developers sometimes make a mistake by adding brackets () after the function: // wrong! setTimeout(sayHi(), 1000); That doesn't work, because setTimeout expects a reference to function. And here sayHi() runs the function, and the result of its execution is passed to setTimeout. In our case the result of sayHi() is undefined (the function returns nothing), so nothing is scheduled.

    Canceling with clearTimeout

    A call to setTimeout returns a “timer identifier” timerId that we can use to cancel the execution. The syntax to cancel: let timerId = setTimeout(...); clearTimeout(timerId); In the code below, we schedule the function and then cancel it (changed our mind). As a result, nothing happens: let timerId = setTimeout(() => alert("never happens"), 1000); alert(timerId); // timer identifier clearTimeout(timerId); alert(timerId); // same identifier (doesn't become null after canceling) As we can see from alert output, in a browser the timer identifier is a number. In other environments, this can be something else. For instance, Node.JS returns a timer object with additional methods. Again, there is no universal specification for these methods, so that's fine. For browsers, timers are described in the timers section of HTML5 standard.

    setInterval

    The setInterval method has the same syntax as setTimeout: let timerId = setInterval(func|code, delay[, arg1, arg2...]) All arguments have the same meaning. But unlike setTimeout it runs the function not only once, but regularly after the given interval of time. To stop further calls, we should call clearInterval(timerId). The following example will show the message every 2 seconds. After 5 seconds, the output is stopped: // repeat with the interval of 2 seconds let timerId = setInterval(() => alert('tick'), 2000); // after 5 seconds stop setTimeout(() => { clearInterval(timerId); alert('stop'); }, 5000); Modal windows freeze time in Chrome/Opera/Safari In browsers IE and Firefox the internal timer continues “ticking” while showing alert/confirm/prompt, but in Chrome, Opera and Safari the internal timer becomes “frozen”. So if you run the code above and don't dismiss the alert window for some time, then in Firefox/IE next alert will be shown immediately as you do it (2 seconds passed from the previous invocation), and in Chrome/Opera/Safari – after 2 more seconds (timer did not tick during the alert).

    Recursive setTimeout

    There are two ways of running something regularly. One is setInterval. The other one is a recursive setTimeout, like this: /** instead of: let timerId = setInterval(() => alert('tick'), 2000); */ let timerId = setTimeout(function tick() { alert('tick'); timerId = setTimeout(tick, 2000); // (*) }, 2000); The setTimeout above schedules the next call right at the end of the current one (*). The recursive setTimeout is a more flexible method than setInterval. This way the next call may be scheduled differently, depending on the results of the current one. For instance, we need to write a service that sends a request to the server every 5 seconds asking for data, but in case the server is overloaded, it should increase the interval to 10, 20, 40 seconds… Here's the pseudocode: let delay = 5000; let timerId = setTimeout(function request() { ...send request... if (request failed due to server overload) { // increase the interval to the next run delay *= 2; } timerId = setTimeout(request, delay); }, delay); And if we regularly have CPU-hungry tasks, then we can measure the time taken by the execution and plan the next call sooner or later. Recursive setTimeout guarantees a delay between the executions, setInterval – does not. Let's compare two code fragments. The first one uses setInterval: let i = 1; setInterval(function() { func(i); }, 100); The second one uses recursive setTimeout: let i = 1; setTimeout(function run() { func(i); setTimeout(run, 100); }, 100); For setInterval the internal scheduler will run func(i) every 100ms: Did you notice? The real delay between func calls for setInterval is less than in the code! That's normal, because the time taken by func's execution “consumes” a part of the interval. It is possible that func's execution turns out to be longer than we expected and takes more than 100ms. In this case the engine waits for func to complete, then checks the scheduler and if the time is up, runs it again immediately. In the edge case, if the function always executes longer than delay ms, then the calls will happen without a pause at all. And here is the picture for the recursive setTimeout: The recursive setTimeout guarantees the fixed delay (here 100ms). That's because a new call is planned at the end of the previous one. Garbage collection When a function is passed in setInterval/setTimeout, an internal reference is created to it and saved in the scheduler. It prevents the function from being garbage collected, even if there are no other references to it. // the function stays in memory until the scheduler calls it setTimeout(function() {...}, 100); For setInterval the function stays in memory until clearInterval is called. There's a side-effect. A function references the outer lexical environment, so, while it lives, outer variables live too. They may take much more memory than the function itself. So when we don't need the scheduled function anymore, it's better to cancel it, even if it's very small.

    setTimeout(…,0)

    There's a special use case: setTimeout(func, 0). This schedules the execution of func as soon as possible. But scheduler will invoke it only after the current code is complete. So the function is scheduled to run “right after” the current code. In other words, asynchronously. For instance, this outputs “Hello”, then immediately “World”: setTimeout(() => alert("World"), 0); alert("Hello"); The first line “puts the call into calendar after 0ms”. But the scheduler will only “check the calendar” after the current code is complete, so "Hello" is first, and "World" – after it.

    Splitting CPU-hungry tasks

    There's a trick to split CPU-hungry tasks using setTimeout. For instance, a syntax-highlighting script (used to colorize code examples on this page) is quite CPU-heavy. To highlight the code, it performs the analysis, creates many colored elements, adds them to the document – for a big text that takes a lot. It may even cause the browser to “hang”, which is unacceptable. So we can split the long text into pieces. First 100 lines, then plan another 100 lines using setTimeout(...,0), and so on. For clarity, let's take a simpler example for consideration. We have a function to count from 1 to 1000000000. If you run it, the CPU will hang. For server-side JS that's clearly noticeable, and if you are running it in-browser, then try to click other buttons on the page – you'll see that whole JavaScript actually is paused, no other actions work until it finishes. let i = 0; let start = Date.now(); function count() { // do a heavy job for (let j = 0; j < 1e9; j++) { i++; } alert("Done in " + (Date.now() - start) + 'ms'); } count(); The browser may even show “the script takes too long” warning (but hopefully it won't, because the number is not very big). Let's split the job using the nested setTimeout: let i = 0; let start = Date.now(); function count() { // do a piece of the heavy job (*) do { i++; } while (i % 1e6 != 0); if (i == 1e9) { alert("Done in " + (Date.now() - start) + 'ms'); } else { setTimeout(count, 0); // schedule the new call (**) } } count(); Now the browser UI is fully functional during the “counting” process. We do a part of the job (*):
  • First run: i=1...1000000.
  • Second run: i=1000001..2000000.
  • …and so on, the while checks if i is evenly divided by 1000000.
  • Then the next call is scheduled in (*) if we're not done yet. Pauses between count executions provide just enough “breath” for the JavaScript engine to do something else, to react to other user actions. The notable thing is that both variants – with and without splitting the job by setTimeout – are comparable in speed. There's no much difference in the overall counting time. To make them closer, let's make an improvement. We'll move the scheduling in the beginning of the count(): let i = 0; let start = Date.now(); function count() { // move the scheduling at the beginning if (i < 1e9 - 1e6) { setTimeout(count, 0); // schedule the new call } do { i++; } while (i % 1e6 != 0); if (i == 1e9) { alert("Done in " + (Date.now() - start) + 'ms'); } } count(); Now when we start to count() and know that we'll need to count() more, we schedule that immediately, before doing the job. If you run it, it's easy to notice that it takes significantly less time. Minimal delay of nested timers in-browser In the browser, there's a limitation of how often nested timers can run. The HTML5 standard says: “after five nested timers, the interval is forced to be at least four milliseconds.”. Let's demonstrate what it means with the example below. The setTimeout call in it re-schedules itself after 0ms. Each call remembers the real time from the previous one in the times array. What do the real delays look like? Let's see: let start = Date.now(); let times = []; setTimeout(function run() { times.push(Date.now() - start); // remember delay from the previous call if (start + 100 < Date.now()) alert(times); // show the delays after 100ms else setTimeout(run, 0); // else re-schedule }, 0); // an example of the output: // 1,1,1,1,9,15,20,24,30,35,40,45,50,55,59,64,70,75,80,85,90,95,100 First timers run immediately (just as written in the spec), and then the delay comes into play and we see 9, 15, 20, 24.... 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 process.nextTick and setImmediate for Node.JS. So the notion is browser-specific only.

    Allowing the browser to render

    Another benefit for in-browser scripts is that they can show a progress bar or something to the user. That's because the browser usually does all “repainting” after the script is complete. So if we do a single huge function then even if it changes something, the changes are not reflected in the document till it finishes. Here's the demo: <div id="progress"></div> <script> let i = 0; function count() { for (let j = 0; j < 1e6; j++) { i++; // put the current i into the <div> // (we'll talk more about innerHTML in the specific chapter, should be obvious here) progress.innerHTML = i; } } count(); </script> If you run it, the changes to i will show up after the whole count finishes. And if we use setTimeout to split it into pieces then changes are applied in-between the runs, so this looks better: <div id="progress"></div> <script> let i = 0; function count() { // do a piece of the heavy job (*) do { i++; progress.innerHTML = i; } while (i % 1e3 != 0); if (i < 1e9) { setTimeout(count, 0); } } count(); </script> Now the <div> shows increasing values of i.

    Summary

  • Methods setInterval(func, delay, ...args) and setTimeout(func, delay, ...args) allow to run the func regularly/once after delay milliseconds.
  • To cancel the execution, we should call clearInterval/clearTimeout with the value returned by setInterval/setTimeout.
  • Nested setTimeout calls is a more flexible alternative to setInterval. Also they can guarantee the minimal time between the executions.
  • Zero-timeout scheduling setTimeout(...,0) is used to schedule the call “as soon as possible, but after the current code is complete”.
  • Some use cases of setTimeout(...,0):
  • To split CPU-hungry tasks into pieces, so that the script doesn't “hang”
  • To let the browser do something else while the process is going on (paint the progress bar).
  • Please note that all scheduling methods do not guarantee the exact delay. We should not rely on that in the scheduled code. For example, the in-browser timer may slow down for a lot of reasons:
  • The CPU is overloaded.
  • The browser tab is in the background mode.
  • The laptop is on battery.
  • All that may increase the minimal timer resolution (the minimal delay) to 300ms or even 1000ms depending on the browser and settings. Make two variants of the solution.
  • Using setInterval.
  • Using recursive setTimeout.
  • Using setInterval: function printNumbers(from, to) { let current = from; let timerId = setInterval(function() { alert(current); if (current == to) { clearInterval(timerId); } current++; }, 1000); } // usage: printNumbers(5, 10); Using recursive setTimeout: function printNumbers(from, to) { let current = from; setTimeout(function go() { alert(current); if (current < to) { setTimeout(go, 1000); } current++; }, 1000); } // usage: printNumbers(5, 10); Note that in both solutions, there is an initial delay before the first output. Sometimes we need to add a line to make the first output immediately, that's easy to do.

    Rewrite setTimeout with setInterval

    importance: 4 Here's the function that uses nested setTimeout to split a job into pieces. Rewrite it to setInterval: let i = 0; let start = Date.now(); function count() { if (i == 1000000000) { alert("Done in " + (Date.now() - start) + 'ms'); } else { setTimeout(count, 0); } // a piece of heavy job for(let j = 0; j < 1000000; j++) { i++; } } count(); let i = 0; let start = Date.now(); let timer = setInterval(count, 0); function count() { for(let j = 0; j < 1000000; j++) { i++; } if (i == 1000000000) { alert("Done in " + (Date.now() - start) + 'ms'); clearInterval(timer); } }

    What will setTimeout show?

    importance: 5 In the code below there's a setTimeout call scheduled, then a heavy calculation is run, that takes more than 100ms to finish. When will the scheduled function run?
  • After the loop.
  • Before the loop.
  • In the beginning of the loop.
  • What is alert going to show? let i = 0; setTimeout(() => alert(i), 100); // ? // assume that the time to execute this function is >100ms for(let j = 0; j < 100000000; j++) { i++; } Any setTimeout will run only after the current code has finished. The i will be the last one: 100000000. let i = 0; setTimeout(() => alert(i), 100); // 100000000 // assume that the time to execute this function is >100ms for(let j = 0; j < 100000000; j++) { i++; } Previous lessonNext lesson Share JavaScript gives exceptional flexibility when dealing with functions. They can be passed around, used as objects, and now we'll see how to forward calls between them and decorate them.

    Transparent caching

    Let's say we have a function slow(x) which is CPU-heavy, but its results are stable. In other words, for the same x it always returns the same result. If the function is called often, we may want to cache (remember) the results for different x to avoid spending extra-time on recalculations. But instead of adding that functionality into slow() we'll create a wrapper. As we'll see, there are many benefits of doing so. Here's the code, and explanations follow: function slow(x) { // there can be a heavy CPU-intensive job here alert(`Called with ${x}`); return x; } function cachingDecorator(func) { let cache = new Map(); return function(x) { if (cache.has(x)) { // if the result is in the map return cache.get(x); // return it } let result = func(x); // otherwise call func cache.set(x, result); // and cache (remember) the result return result; }; } slow = cachingDecorator(slow); alert( slow(1) ); // slow(1) is cached alert( "Again: " + slow(1) ); // the same alert( slow(2) ); // slow(2) is cached alert( "Again: " + slow(2) ); // the same as the previous line In the code above cachingDecorator is a decorator: a special function that takes another function and alters its behavior. The idea is that we can call cachingDecorator for any function, and it will return the caching wrapper. That's great, because we can have many functions that could use such a feature, and all we need to do is to apply cachingDecorator to them. By separating caching from the main function code we also keep the main code simpler. Now let's get into details of how it works. The result of cachingDecorator(func) is a “wrapper”: function(x) that “wraps” the call of func(x) into caching logic: As we can see, the wrapper returns the result of func(x) “as is”. From an outside code, the wrapped slow function still does the same. It just got a caching aspect added to its behavior. To summarize, there are several benefits of using a separate cachingDecorator instead of altering the code of slow itself:
  • The cachingDecorator is reusable. We can apply it to another function.
  • The caching logic is separate, it did not increase the complexity of slow itself (if there were any).
  • We can combine multiple decorators if needed (other decorators will follow).
  • Using “func.call” for the context

    The caching decorator mentioned above is not suited to work with object methods. For instance, in the code below worker.slow() stops working after the decoration: // we'll make worker.slow caching let worker = { someMethod() { return 1; }, slow(x) { // actually, there can be a scary CPU-heavy task here alert("Called with " + x); return x * this.someMethod(); // (*) } }; // same code as before function cachingDecorator(func) { let cache = new Map(); return function(x) { if (cache.has(x)) { return cache.get(x); } let result = func(x); // (**) cache.set(x, result); return result; }; } alert( worker.slow(1) ); // the original method works worker.slow = cachingDecorator(worker.slow); // now make it caching alert( worker.slow(2) ); // Whoops! Error: Cannot read property 'someMethod' of undefined The error occurs in the line (*) that tries to access this.someMethod and fails. Can you see why? The reason is that the wrapper calls the original function as func(x) in the line (**). And, when called like that, the function gets this = undefined. We would observe a similar symptom if we tried to run: let func = worker.slow; func(2); So, the wrapper passes the call to the original method, but without the context this. Hence the error. Let's fix it. There's a special built-in function method func.call(context, …args) that allows to call a function explicitly setting this. The syntax is: func.call(context, arg1, arg2, ...) It runs func providing the first argument as this, and the next as the arguments. To put it simply, these two calls do almost the same: func(1, 2, 3); func.call(obj, 1, 2, 3) They both call func with arguments 1, 2 and 3. The only difference is that func.call also sets this to obj. As an example, in the code below we call sayHi in the context of different objects: sayHi.call(user) runs sayHi providing this=user, and the next line sets this=admin: function sayHi() { alert(this.name); } let user = { name: "John" }; let admin = { name: "Admin" }; // use call to pass different objects as "this" sayHi.call( user ); // this = John sayHi.call( admin ); // this = Admin And here we use call to call say with the given context and phrase: function say(phrase) { alert(this.name + ': ' + phrase); } let user = { name: "John" }; // user becomes this, and "Hello" becomes the first argument say.call( user, "Hello" ); // John: Hello In our case, we can use call in the wrapper to pass the context to the original function: let worker = { someMethod() { return 1; }, slow(x) { alert("Called with " + x); return x * this.someMethod(); // (*) } }; function cachingDecorator(func) { let cache = new Map(); return function(x) { if (cache.has(x)) { return cache.get(x); } let result = func.call(this, x); // "this" is passed correctly now cache.set(x, result); return result; }; } worker.slow = cachingDecorator(worker.slow); // now make it caching alert( worker.slow(2) ); // works alert( worker.slow(2) ); // works, doesn't call the original (cached) Now everything is fine. To make it all clear, let's see more deeply how this is passed along:
  • After the decoration worker.slow is now the wrapper function (x) { ... }.
  • So when worker.slow(2) is executed, the wrapper gets 2 as an argument and this=worker (it's the object before dot).
  • Inside the wrapper, assuming the result is not yet cached, func.call(this, x) passes the current this (=worker) and the current argument (=2) to the original method.
  • Going multi-argument with “func.apply”

    Now let's make cachingDecorator even more universal. Till now it was working only with single-argument functions. Now how to cache the multi-argument worker.slow method? let worker = { slow(min, max) { return min + max; // scary CPU-hogger is assumed } }; // should remember same-argument calls worker.slow = cachingDecorator(worker.slow); We have two tasks to solve here. First is how to use both arguments min and max for the key in cache map. Previously, for a single argument x we could just cache.set(x, result) to save the result and cache.get(x) to retrieve it. But now we need to remember the result for a combination of arguments (min,max). The native Map takes single value only as the key. There are many solutions possible:
  • Implement a new (or use a third-party) map-like data structure that is more versatile and allows multi-keys.
  • Use nested maps: cache.set(min) will be a Map that stores the pair (max, result). So we can get result as cache.get(min).get(max).
  • Join two values into one. In our particular case we can just use a string "min,max" as the Map key. For flexibility, we can allow to provide a hashing function for the decorator, that knows how to make one value from many.
  • For many practical applications, the 3rd variant is good enough, so we'll stick to it. The second task to solve is how to pass many arguments to func. Currently, the wrapper function(x) assumes a single argument, and func.call(this, x) passes it. Here we can use another built-in method func.apply. The syntax is: func.apply(context, args) It runs the func setting this=context and using an array-like object args as the list of arguments. For instance, these two calls are almost the same: func(1, 2, 3); func.apply(context, [1, 2, 3]) Both run func giving it arguments 1,2,3. But apply also sets this=context. For instance, here say is called with this=user and messageData as a list of arguments: function say(time, phrase) { alert(`[${time}] ${this.name}: ${phrase}`); } let user = { name: "John" }; let messageData = ['10:00', 'Hello']; // become time and phrase // user becomes this, messageData is passed as a list of arguments (time, phrase) say.apply(user, messageData); // [10:00] John: Hello (this=user) The only syntax difference between call and apply is that call expects a list of arguments, while apply takes an array-like object with them. We already know the spread operator ... from the chapter Rest parameters and spread operator that can pass an array (or any iterable) as a list of arguments. So if we use it with call, we can achieve almost the same as apply. These two calls are almost equivalent: let args = [1, 2, 3]; func.call(context, ...args); // pass an array as list with spread operator func.apply(context, args); // is same as using apply If we look more closely, there's a minor difference between such uses of call and apply.
  • The spread operator ... allows to pass iterable args as the list to call.
  • The apply accepts only array-like args.
  • So, these calls complement each other. Where we expect an iterable, call works, where we expect an array-like, apply works. And if args is both iterable and array-like, like a real array, then we technically could use any of them, but apply will probably be faster, because it's a single operation. Most JavaScript engines internally optimize is better than a pair call + spread. One of the most important uses of apply is passing the call to another function, like this: let wrapper = function() { return anotherFunction.apply(this, arguments); }; That's called call forwarding. The wrapper passes everything it gets: the context this and arguments to anotherFunction and returns back its result. When an external code calls such wrapper, it is indistinguishable from the call of the original function. Now let's bake it all into the more powerful cachingDecorator: let worker = { slow(min, max) { alert(`Called with ${min},${max}`); return min + max; } }; function cachingDecorator(func, hash) { let cache = new Map(); return function() { let key = hash(arguments); // (*) if (cache.has(key)) { return cache.get(key); } let result = func.apply(this, arguments); // (**) cache.set(key, result); return result; }; } function hash(args) { return args[0] + ',' + args[1]; } worker.slow = cachingDecorator(worker.slow, hash); alert( worker.slow(3, 5) ); // works alert( "Again " + worker.slow(3, 5) ); // same (cached) Now the wrapper operates with any number of arguments. There are two changes:
  • In the line (*) it calls hash to create a single key from arguments. Here we use a simple “joining” function that turns arguments (3, 5) into the key "3,5". More complex cases may require other hashing functions.
  • Then (**) uses func.apply to pass both the context and all arguments the wrapper got (no matter how many) to the original function.
  • Borrowing a method

    Now let's make one more minor improvement in the hashing function: function hash(args) { return args[0] + ',' + args[1]; } As of now, it works only on two arguments. It would be better if it could glue any number of args. The natural solution would be to use arr.join method: function hash(args) { return args.join(); } …Unfortunately, that won't work. Because we are calling hash(arguments) and arguments object is both iterable and array-like, but not a real array. So calling join on it would fail, as we can see below: function hash() { alert( arguments.join() ); // Error: arguments.join is not a function } hash(1, 2); Still, there's an easy way to use array join: function hash() { alert( [].join.call(arguments) ); // 1,2 } hash(1, 2); The trick is called method borrowing. We take (borrow) a join method from a regular array [].join. And use [].join.call to run it in the context of arguments. Why does it work? That's because the internal algorithm of the native method arr.join(glue) is very simple. Taken from the specification almost “as-is”:
  • Let glue be the first argument or, if no arguments, then a comma ",".
  • Let result be an empty string.
  • Append this[0] to result.
  • Append glue and this[1].
  • Append glue and this[2].
  • …Do so until this.length items are glued.
  • Return result.
  • So, technically it takes this and joins this[0], this[1] …etc together. It's intentionally written in a way that allows any array-like this (not a coincidence, many methods follow this practice). That's why it also works with this=arguments.

    Summary Decorator is a wrapper around a function that alters its behavior. The main job is still carried out by the function. It is generally safe to replace a function or a method with a decorated one, except for one little thing. If the original function had properties on it, like func.calledCount or whatever, then the decorated one will not provide them. Because that is a wrapper. So one needs to be careful if one uses them. Some decorators provide their own properties. Decorators can be seen as “features” or “aspects” that can be added to a function. We can add one or add many. And all this without changing its code! To implement cachingDecorator, we studied methods:
  • func.call(context, arg1, arg2…) – calls func with given context and arguments.
  • func.apply(context, args) – calls func passing context as this and array-like args into a list of arguments.
  • The generic call forwarding is usually done with apply: let wrapper = function() { return original.apply(this, arguments); } We also saw an example of method borrowing when we take a method from an object and call it in the context of another object. It is quite common to take array methods and apply them to arguments. The alternative is to use rest parameters object that is a real array. There are many decorators there in the wild. Check how well you got them by solving the tasks of this chapter. Every call is saved as an array of arguments. For instance: function work(a, b) { alert( a + b ); // work is an arbitrary function or method } work = spy(work); work(1, 2); // 3 work(4, 5); // 9 for (let args of work.calls) { alert( 'call:' + args.join() ); // "call:1,2", "call:4,5" } P.S. That decorator is sometimes useful for unit-testing, it's advanced form is sinon.spy in Sinon.JS library. Open the sandbox with tests. Here we can use calls.push(args) to store all arguments in the log and f.apply(this, args) to forward the call. Open the solution with tests in the sandbox.

    Delaying decorator

    importance: 5 Create a decorator delay(f, ms) that delays each call of f by ms milliseconds. For instance: function f(x) { alert(x); } // create wrappers let f1000 = delay(f, 1000); let f1500 = delay(f, 1500); f1000("test"); // shows "test" after 1000ms f1500("test"); // shows "test" after 1500ms In other words, delay(f, ms) returns a "delayed by ms" variant of f. In the code above, f is a function of a single argument, but your solution should pass all arguments and the context this. Open the sandbox with tests. The solution: function delay(f, ms) { return function() { setTimeout(() => f.apply(this, arguments), ms); }; } Please note how an arrow function is used here. As we know, arrow functions do not have own this and arguments, so f.apply(this, arguments) takes this and arguments from the wrapper. If we pass a regular function, setTimeout would call it without arguments and this=window (in-browser), so we'd need to write a bit more code to pass them from the wrapper: function delay(f, ms) { // added variables to pass this and arguments from the wrapper inside setTimeout return function(...args) { let savedThis = this; setTimeout(function() { f.apply(savedThis, args); }, ms); }; } Open the solution with tests in the sandbox.

    Debounce decorator

    importance: 5 The result of debounce(f, ms) decorator should be a wrapper that passes the call to f at maximum once per ms milliseconds. In other words, when we call a “debounced” function, it guarantees that all other future in the closest ms milliseconds will be ignored. For instance: let f = debounce(alert, 1000); f(1); // runs immediately f(2); // ignored setTimeout( () => f(3), 100); // ignored ( only 100 ms passed ) setTimeout( () => f(4), 1100); // runs setTimeout( () => f(5), 1500); // ignored (less than 1000 ms from the last run) In practice debounce is useful for functions that retrieve/update something when we know that nothing new can be done in such a short period of time, so it's better not to waste resources. Open the sandbox with tests. function debounce(f, ms) { let isCooldown = false; return function() { if (isCooldown) return; f.apply(this, arguments); isCooldown = true; setTimeout(() => isCooldown = false, ms); }; } The call to debounce returns a wrapper. There may be two states:
  • isCooldown = false – ready to run.
  • isCooldown = true – waiting for the timeout.
  • In the first call isCooldown is falsy, so the call proceeds, and the state changes to true. While isCooldown is true, all other calls are ignored. Then setTimeout reverts it to false after the given delay. Open the solution with tests in the sandbox.

    Throttle decorator

    importance: 5 Create a “throttling” decorator throttle(f, ms) – that returns a wrapper, passing the call to f at maximum once per ms milliseconds. Those calls that fall into the “cooldown” period, are ignored. The difference with debounce – if an ignored call is the last during the cooldown, then it executes at the end of the delay. Let's check the real-life application to better understand that requirement and to see where it comes from. For instance, we want to track mouse movements. In browser we can setup a function to run at every mouse micro-movement and get the pointer location as it moves. During an active mouse usage, this function usually runs very frequently, can be something like 100 times per second (every 10 ms). The tracking function should update some information on the web-page. Updating function update() is too heavy to do it on every micro-movement. There is also no sense in making it more often than once per 100ms. So we'll assign throttle(update, 100) as the function to run on each mouse move instead of the original update(). The decorator will be called often, but update() will be called at maximum once per 100ms. Visually, it will look like this:
  • For the first mouse movement the decorated variant passes the call to update. That's important, the user sees our reaction to his move immediately.
  • Then as the mouse moves on, until 100ms nothing happens. The decorated variant ignores calls.
  • At the end of 100ms – one more update happens with the last coordinates.
  • Then, finally, the mouse stops somewhere. The decorated variant waits until 100ms expire and then runs update runs with last coordinates. So, perhaps the most important, the final mouse coordinates are processed.
  • A code example: function f(a) { console.log(a) }; // f1000 passes calls to f at maximum once per 1000 ms let f1000 = throttle(f, 1000); f1000(1); // shows 1 f1000(2); // (throttling, 1000ms not out yet) f1000(3); // (throttling, 1000ms not out yet) // when 1000 ms time out... // ...outputs 3, intermediate value 2 was ignored P.S. Arguments and the context this passed to f1000 should be passed to the original f. Open the sandbox with tests. function throttle(func, ms) { let isThrottled = false, savedArgs, savedThis; function wrapper() { if (isThrottled) { // (2) savedArgs = arguments; savedThis = this; return; } func.apply(this, arguments); // (1) isThrottled = true; setTimeout(function() { isThrottled = false; // (3) if (savedArgs) { wrapper.apply(savedThis, savedArgs); savedArgs = savedThis = null; } }, ms); } return wrapper; } A call to throttle(func, ms) returns wrapper.
  • During the first call, the wrapper just runs func and sets the cooldown state (isThrottled = true).
  • In this state all calls memorized in savedArgs/savedThis. Please note that both the context and the arguments are equally important and should be memorized. We need them simultaneously to reproduce the call.
  • …Then after ms milliseconds pass, setTimeout triggers. The cooldown state is removed (isThrottled = false). And if we had ignored calls, then wrapper is executed with last memorized arguments and context.
  • The 3rd step runs not func, but wrapper, because we not only need to execute func, but once again enter the cooldown state and setup the timeout to reset it. Open the solution with tests in the sandbox. Previous lessonNext lesson Share When using setTimeout with object methods or passing object methods along, there's a known problem: "losing this". Suddenly, this just stops working right. The situation is typical for novice developers, but happens with experienced ones as well.

    Losing “this”

    We already know that in JavaScript it's easy to lose this. Once a method is passed somewhere separately from the object – this is lost. Here's how it may happen with setTimeout: let user = { firstName: "John", sayHi() { alert(`Hello, ${this.firstName}!`); } }; setTimeout(user.sayHi, 1000); // Hello, undefined! As we can see, the output shows not “John” as this.firstName, but undefined! That's because setTimeout got the function user.sayHi, separately from the object. The last line can be rewritten as: let f = user.sayHi; setTimeout(f, 1000); // lost user context The method setTimeout in-browser is a little special: it sets this=window for the function call (for Node.JS, this becomes the timer object, but doesn't really matter here). So for this.firstName it tries to get window.firstName, which does not exist. In other similar cases as we'll see, usually this just becomes undefined. The task is quite typical – we want to pass an object method somewhere else (here – to the scheduler) where it will be called. How to make sure that it will be called in the right context?

    Solution 1: a wrapper

    The simplest solution is to use an wrapping function: let user = { firstName: "John", sayHi() { alert(`Hello, ${this.firstName}!`); } }; setTimeout(function() { user.sayHi(); // Hello, John! }, 1000); Now it works, because it receives user from the outer lexical environment, and then calls the method normally. The same, but shorter: setTimeout(() => user.sayHi(), 1000); // Hello, John! Looks fine, but a slight vulnerability appears in our code structure. What if before setTimeout triggers (there's one second delay!) user changes value? Then, suddenly, it will call the wrong object! let user = { firstName: "John", sayHi() { alert(`Hello, ${this.firstName}!`); } }; setTimeout(() => user.sayHi(), 1000); // ...within 1 second user = { sayHi() { alert("Another user in setTimeout!"); } }; // Another user in setTimeout?!? The next solution guarantees that such thing won't happen.

    Solution 2: bind

    Functions provide a built-in method bind that allows to fix this. The basic syntax is: // more complex syntax will be little later let boundFunc = func.bind(context); The result of func.bind(context) is a special function-like “exotic object”, that is callable as function and transparently passes the call to func setting this=context. In other words, calling boundFunc is like func with fixed this. For instance, here funcUser passes a call to func with this=user: let user = { firstName: "John" }; function func() { alert(this.firstName); } let funcUser = func.bind(user); funcUser(); // John Here func.bind(user) as a “bound variant” of func, with fixed this=user. All arguments are passed to the original func “as is”, for instance: let user = { firstName: "John" }; function func(phrase) { alert(phrase + ', ' + this.firstName); } // bind this to user let funcUser = func.bind(user); funcUser("Hello"); // Hello, John (argument "Hello" is passed, and this=user) Now let's try with an object method: let user = { firstName: "John", sayHi() { alert(`Hello, ${this.firstName}!`); } }; let sayHi = user.sayHi.bind(user); // (*) sayHi(); // Hello, John! setTimeout(sayHi, 1000); // Hello, John! In the line (*) we take the method user.sayHi and bind it to user. The sayHi is a “bound” function, that can be called alone or passed to setTimeout – doesn't matter, the context will be right. Here we can see that arguments are passed “as is”, only this is fixed by bind: let user = { firstName: "John", say(phrase) { alert(`${phrase}, ${this.firstName}!`); } }; 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) Convenience method: bindAll If an object has many methods and we plan to actively pass it around, then we could bind them all in a loop: for (let key in user) { if (typeof user[key] == 'function') { user[key] = user[key].bind(user); } } JavaScript libraries also provide functions for convenient mass binding , e.g. _.bindAll(obj) in lodash.

    Summary Method func.bind(context, ...args) returns a “bound variant” of function func that fixes the context this and first arguments if given. Usually we apply bind to fix this in an object method, so that we can pass it somewhere. For example, to setTimeout. There are more reasons to bind in the modern development, we'll meet them later. function f() { alert( this ); // ? } let user = { g: f.bind(null) }; user.g(); The answer: null. function f() { alert( this ); // null } let user = { g: f.bind(null) }; user.g(); The context of a bound function is hard-fixed. There's just no way to further change it. So even while we run user.g(), the original function is called with this=null.

    Second bind

    importance: 5 Can we change this by additional binding? What will be the output? function f() { alert(this.name); } f = f.bind( {name: "John"} ).bind( {name: "Ann" } ); f(); The answer: John. function f() { alert(this.name); } f = f.bind( {name: "John"} ).bind( {name: "Pete"} ); f(); // John The exotic bound function object returned by f.bind(...) remembers the context (and arguments if provided) only at creation time. A function cannot be re-bound.

    Function property after bind

    importance: 5 There's a value in the property of a function. Will it change after bind? Why, elaborate? function sayHi() { alert( this.name ); } sayHi.test = 5; let bound = sayHi.bind({ name: "John" }); alert( bound.test ); // what will be the output? why? The answer: undefined. The result of bind is another object. It does not have the test property.

    Ask losing this

    importance: 5 The call to askPassword() in the code below should check the password and then call user.loginOk/loginFail depending on the answer. But it leads to an error. Why? Fix the highlighted line for everything to start working right (other lines are not to be changed). function askPassword(ok, fail) { let password = prompt("Password?", ''); if (password == "rockstar") ok(); else fail(); } let user = { name: 'John', loginOk() { alert(`${this.name} logged in`); }, loginFail() { alert(`${this.name} failed to log in`); }, }; askPassword(user.loginOk, user.loginFail); The error occurs because ask gets functions loginOk/loginFail without the object. When it calls them, they naturally assume this=undefined. Let's bind the context: function askPassword(ok, fail) { let password = prompt("Password?", ''); if (password == "rockstar") ok(); else fail(); } let user = { name: 'John', loginOk() { alert(`${this.name} logged in`); }, loginFail() { alert(`${this.name} failed to log in`); }, }; askPassword(user.loginOk.bind(user), user.loginFail.bind(user)); Now it works. An alternative solution could be: //... askPassword(() => user.loginOk(), () => user.loginFail()); Usually that also works, but may fail in more complex situations where user has a chance of being overwritten between the moments of asking and running () => user.loginOk(). Previous lessonNext lesson Share Until now we have only been talking about binding this. Let's take it a step further. We can bind not only this, but also arguments. That's rarely done, but sometimes can be handy. The full syntax of bind: let bound = func.bind(context, arg1, arg2, ...); It allows to bind context as this and starting arguments of the function. For instance, we have a multiplication function mul(a, b): function mul(a, b) { return a * b; } Let's use bind to create a function double on its base: let double = mul.bind(null, 2); alert( double(3) ); // = mul(2, 3) = 6 alert( double(4) ); // = mul(2, 4) = 8 alert( double(5) ); // = mul(2, 5) = 10 The call to mul.bind(null, 2) creates a new function double that passes calls to mul, fixing null as the context and 2 as the first argument. Further arguments are passed “as is”. That's called partial function 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. The function triple in the code below triples the value: let triple = mul.bind(null, 3); alert( triple(3) ); // = mul(3, 3) = 9 alert( triple(4) ); // = mul(3, 4) = 12 alert( triple(5) ); // = mul(3, 5) = 15 Why do we usually make a partial function? Here our benefit is that we created an independent function with a readable name (double, triple). We can use it and don't write the first argument of every time, cause it's fixed with bind. In other cases, partial application is useful when we have a very generic function, and want a less universal variant of it for convenience. For instance, we have a function send(from, to, text). Then, inside a user object we may want to use a partial variant of it: sendTo(to, text) that sends from the current user.

    Going partial without context

    What if we'd like to fix some arguments, but not bind this? The native bind does not allow that. We can't just omit the context and jump to arguments. Fortunately, a partial function for binding only arguments can be easily implemented. Like this: function partial(func, ...argsBound) { return function(...args) { // (*) return func.call(this, ...argsBound, ...args); } } // Usage: let user = { firstName: "John", say(time, phrase) { alert(`[${time}] ${this.firstName}: ${phrase}!`); } }; // add a partial method that says something now by fixing the first argument user.sayNow = partial(user.say, new Date().getHours() + ':' + new Date().getMinutes()); user.sayNow("Hello"); // Something like: // [10:00] John: Hello! The result of partial(func[, arg1, arg2...]) call is a wrapper (*) that calls func with:
  • Same this as it gets (for user.sayNow call it's user)
  • Then gives it ...argsBound – arguments from the partial call ("10:00")
  • Then gives it ...args – arguments given to the wrapper ("Hello")
  • So easy to do it with the spread operator, right? Also there's a ready _.partial implementation from lodash library.

    Currying

    Sometimes people mix up partial function application mentioned above with another thing named “currying”. That's another interesting technique of working with functions that we just have to mention here. Currying is translating a function from callable as f(a, b, c) into callable as f(a)(b)(c). Let's make curry function that performs currying for binary functions. In other words, it translates f(a, b) into f(a)(b): function curry(func) { return function(a) { return function(b) { return func(a, b); }; }; } // usage function sum(a, b) { return a + b; } let carriedSum = curry(sum); alert( carriedSum(1)(2) ); // 3 As you can see, the implementation is a series of wrappers.
  • The result of curry(func) is a wrapper function(a).
  • When it is called like sum(1), the argument is saved in the Lexical Environment, and a new wrapper is returned function(b).
  • Then sum(1)(2) finally calls function(b) providing 2, and it passes the call to the original multi-argument sum.
  • More advanced implementations of currying like _.curry from lodash library do something more sophisticated. They return a wrapper that allows a function to be called normally when all arguments are supplied or returns a partial otherwise. function curry(f) { return function(...args) { // if args.length == f.length (as many arguments as f has), // then pass the call to f // otherwise return a partial function that fixes args as first arguments }; }

    Currying? What for?

    Advanced currying allows both to keep the function callable normally and to get partials easily. To understand the benefits we definitely need a worthy real-life example. For instance, we have the logging function log(date, importance, message) that formats and outputs the information. In real projects such functions also have many other useful features like: sending it over the network or filtering: function log(date, importance, message) { alert(`[${date.getHours()}:${date.getMinutes()}] [${importance}] ${message}`); } Let's curry it! log = _.curry(log); After that log still works the normal way: log(new Date(), "DEBUG", "some debug"); …But also can be called in the curried form: log(new Date())("DEBUG")("some debug"); // log(a)(b)(c) Let's get a convenience function for today's logs: // todayLog will be the partial of log with fixed first argument let todayLog = log(new Date()); // use it todayLog("INFO", "message"); // [HH:mm] INFO message And now a convenience function for today's debug messages: let todayDebug = todayLog("DEBUG"); todayDebug("message"); // [HH:mm] DEBUG message So:
  • We didn't lose anything after currying: log is still callable normally.
  • We were able to generate partial functions that are convenient in many cases.
  • Advanced curry implementation

    In case you're interested, here's the “advanced” curry implementation that we could use above. function curry(func) { return function curried(...args) { if (args.length >= func.length) { return func.apply(this, args); } else { return function(...args2) { return curried.apply(this, args.concat(args2)); } } }; } function sum(a, b, c) { return a + b + c; } let curriedSum = curry(sum); // still callable normally alert( curriedSum(1, 2, 3) ); // 6 // get the partial with curried(1) and call it with 2 other arguments alert( curriedSum(1)(2,3) ); // 6 // full curried form alert( curriedSum(1)(2)(3) ); // 6 The new curry may look complicated, but it's actually pretty easy to understand. The result of curry(func) is the wrapper curried that looks like this: // func is the function to transform function curried(...args) { if (args.length >= func.length) { // (1) return func.apply(this, args); } else { return function pass(...args2) { // (2) return curried.apply(this, args.concat(args2)); } } }; When we run it, there are two branches:
  • 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.
  • 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.
  • 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):
  • The first call curried(1) remembers 1 in its Lexical Environment, and returns a wrapper pass.
  • 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.
  • 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 the paper. Fixed-length functions only The currying requires the function to have a known fixed number of arguments. A little more than currying By definition, currying should convert sum(a, b, c) into sum(a)(b)(c). But most implementations of currying in JavaScript are advanced, as described: they also keep the function callable in the multi-argument variant.

    Summary

  • When we fix some arguments of an existing function, the resulting (less universal) function is called a partial. We can use bind to get a partial, but there are other ways also. Partials are convenient when we don't want to repeat the same argument over and over again. Like if we have a send(from, to) function, and from should always be the same for our task, we can get a partial and go on with it.
  • Currying is a transform that makes f(a,b,c) callable as f(a)(b)(c). JavaScript implementations usually both keep the function callable normally and return the partial if arguments count is not enough. Currying is great when we want easy partials. As we've seen in the logging example: the universal function log(date, importance, message) after currying gives us partials when called with one argument like log(date) or two arguments log(date, importance).
  • The user object was modified. Now instead of two functions loginOk/loginFail, it has a single function user.login(true/false). What to pass askPassword in the code below, so that it calls user.login(true) as ok and user.login(false) as fail? function askPassword(ok, fail) { let password = prompt("Password?", ''); if (password == "rockstar") ok(); else fail(); } let user = { name: 'John', login(result) { alert( this.name + (result ? ' logged in' : ' failed to log in') ); } }; askPassword(?, ?); // ? Your changes should only modify the highlighted fragment.
  • Either use a wrapper function, an arrow to be concise: askPassword(() => user.login(true), () => user.login(false)); Now it gets user from outer variables and runs it the normal way.
  • Or create a partial function from user.login that uses user as the context and has the correct first argument: askPassword(user.login.bind(user, true), user.login.bind(user, false));
  • Previous lessonNext lesson Share Let's revisit arrow functions. Arrow functions are not just a “shorthand” for writing small stuff. JavaScript is full of situations where we need to write a small function, that's executed somewhere else. For instance:
  • arr.forEach(func)func is executed by forEach for every array item.
  • setTimeout(func)func is executed by the built-in scheduler.
  • …there are more.
  • It's in the very spirit of JavaScript to create a function and pass it somewhere. And in such functions we usually don't want to leave the current context.

    Arrow functions have no “this”

    As we remember from the chapter Object methods, "this", arrow functions do not have this. If this is accessed, it is taken from the outside. For instance, we can use it to iterate inside an object method: let group = { title: "Our Group", students: ["John", "Pete", "Alice"], showList() { this.students.forEach( student => alert(this.title + ': ' + student) ); } }; group.showList(); Here in forEach, the arrow function is used, so this.title in it is exactly the same as in the outer method showList. That is: group.title. If we used a “regular” function, there would be an error: let group = { title: "Our Group", students: ["John", "Pete", "Alice"], showList() { this.students.forEach(function(student) { // Error: Cannot read property 'title' of undefined alert(this.title + ': ' + student) }); } }; group.showList(); The error occurs because forEach runs functions with this=undefined by default, so the attempt to access undefined.title is made. That doesn't affect arrow functions, because they just don't have this. Arrow functions can't run with new Not having this naturally means another limitation: arrow functions can't be used as constructors. They can't be called with new. Arrow functions VS bind There's a subtle difference between an arrow function => and a regular function called with .bind(this):
  • .bind(this) creates a “bound version” of the function.
  • The arrow => doesn't create any binding. The function simply doesn't have this. The lookup of this is made exactly the same way as a regular variable search: in the outer lexical environment.
  • Arrows have no “arguments”

    Arrow functions also have no arguments variable. That's great for decorators, when we need to forward a call with the current this and arguments. For instance, defer(f, ms) gets a function and returns a wrapper around it that delays the call by ms milliseconds: function defer(f, ms) { return function() { setTimeout(() => f.apply(this, arguments), ms) }; } function sayHi(who) { alert('Hello, ' + who); } let sayHiDeferred = defer(sayHi, 2000); sayHiDeferred("John"); // Hello, John after 2 seconds The same without an arrow function would look like: function defer(f, ms) { return function(...args) { let ctx = this; setTimeout(function() { return f.apply(ctx, args); }, ms); }; } Here we had to create additional variables args and ctx so that the function inside setTimeout could take them.

    Summary Arrow functions:
  • Do not have this.
  • Do not have arguments.
  • Can't be called with new.
  • (They also don't have super, but we didn't study it. Will be in the chapter Class inheritance, super).
  • That's because they are meant for short pieces of code that do not have their own “context”, but rather works in the current one. And they really shine in that use case. As we know, objects can store properties. Till now, a property was a simple “key-value” pair to us. But an object property is actually more complex and tunable thing.

    Property flags

    Object properties, besides a value, have three special attributes (so-called “flags”):
  • writable – if true, can be changed, otherwise it's read-only.
  • enumerable – if true, then listed in loops, otherwise not listed.
  • configurable – if true, the property can be deleted and these attributes can be modified, otherwise not.
  • We didn't see them yet, because generally they do not show up. When we create a property “the usual way”, all of them are true. But we also can change them anytime. First, let's see how to get those flags. The method Object.getOwnPropertyDescriptor allows to query the full information about a property. The syntax is: let descriptor = Object.getOwnPropertyDescriptor(obj, propertyName);
    obj
    The object to get information from.
    propertyName
    The name of the property.
    The returned value is a so-called “property descriptor” object: it contains the value and all the flags. For instance: let user = { name: "John" }; let descriptor = Object.getOwnPropertyDescriptor(user, 'name'); alert( JSON.stringify(descriptor, null, 2 ) ); /* property descriptor: { "value": "John", "writable": true, "enumerable": true, "configurable": true } */ To change the flags, we can use Object.defineProperty. The syntax is: Object.defineProperty(obj, propertyName, descriptor)
    obj, propertyName
    The object and property to work on.
    descriptor
    Property descriptor to apply.
    If the property exists, defineProperty updates its flags. Otherwise, it creates the property with the given value and flags; in that case, if a flag is not supplied, it is assumed false. For instance, here a property name is created with all falsy flags: let user = {}; Object.defineProperty(user, "name", { value: "John" }); let descriptor = Object.getOwnPropertyDescriptor(user, 'name'); alert( JSON.stringify(descriptor, null, 2 ) ); /* { "value": "John", "writable": false, "enumerable": false, "configurable": false } */ Compare it with “normally created” user.name above: now all flags are falsy. If that's not what we want then we'd better set them to true in descriptor. Now let's see effects of the flags by example.

    Read-only

    Let's make user.name read-only by changing writable flag: let user = { name: "John" }; Object.defineProperty(user, "name", { writable: false }); user.name = "Pete"; // Error: Cannot assign to read only property 'name'... Now no one can change the name of our user, unless he applies his own defineProperty to override ours. Here's the same operation, but for the case when a property doesn't exist: let user = { }; Object.defineProperty(user, "name", { value: "Pete", // for new properties need to explicitly list what's true enumerable: true, configurable: true }); alert(user.name); // Pete user.name = "Alice"; // Error

    Non-enumerable

    Now let's add a custom toString to user. Normally, a built-in toString for objects is non-enumerable, it does not show up in for..in. But if we add toString of our own, then by default it shows up in for..in, like this: let user = { name: "John", toString() { return this.name; } }; // By default, both our properties are listed: for (let key in user) alert(key); // name, toString If we don't like it, then we can set enumerable:false. Then it won't appear in for..in loop, just like the built-in one: let user = { name: "John", toString() { return this.name; } }; Object.defineProperty(user, "toString", { enumerable: false }); // Now our toString disappears: for (let key in user) alert(key); // name Non-enumerable properties are also excluded from Object.keys: alert(Object.keys(user)); // name

    Non-configurable

    The non-configurable flag (configurable:false) is sometimes preset for built-in objects and properties. A non-configurable property can not be deleted or altered with defineProperty. For instance, Math.PI is both read-only, non-enumerable and non-configurable: let descriptor = Object.getOwnPropertyDescriptor(Math, 'PI'); alert( JSON.stringify(descriptor, null, 2 ) ); /* { "value": 3.141592653589793, "writable": false, "enumerable": false, "configurable": false } */ So, a programmer is unable to change the value of Math.PI or overwrite it. Math.PI = 3; // Error // delete Math.PI won't work either Making a property non-configurable is a one-way road. We cannot change it back, because defineProperty doesn't work on non-configurable properties. Here we are making user.name a “forever sealed” constant: let user = { }; 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", ...) Object.defineProperty(user, "name", {writable: true}); // Error Errors appear only in use strict In the non-strict mode, no errors occur when writing to read-only properties and such. But the operation still won't succeed. Flag-violating actions are just silently ignored in non-strict.

    Object.defineProperties

    There's a method Object.defineProperties(obj, descriptors) that allows to define many properties at once. The syntax is: Object.defineProperties(obj, { prop1: descriptor1, prop2: descriptor2 // ... }); For instance: Object.defineProperties(user, { name: { value: "John", writable: false }, surname: { value: "Smith", writable: false }, // ... }); 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). Together with Object.defineProperties it can be used as a “flags-aware” way of cloning an object: let clone = Object.defineProperties({}, Object.getOwnPropertyDescriptors(obj)); Normally when we clone an object, we use an assignment to copy properties, like this: for (let key in user) { clone[key] = user[key] } …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.

    Sealing an object globally

    Property descriptors work at the level of individual properties. There are also methods that limit access to the whole object:
    Object.preventExtensions(obj)
    Forbids to add properties to the object.
    Object.seal(obj)
    Forbids to add/remove properties, sets for all existing properties configurable: false.
    Object.freeze(obj)
    Forbids to add/remove/change properties, sets for all existing properties configurable: false, writable: false.
    And also there are tests for them:
    Object.isExtensible(obj)
    Returns false if adding properties is forbidden, otherwise true.
    Object.isSealed(obj)
    Returns true if adding/removing properties is forbidden, and all existing properties have configurable: false.
    Object.isFrozen(obj)
    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. There are two kinds of properties. The first kind is data properties. We already know how to work with them. Actually, all properties that we've been using till now were data properties. The second type of properties is something new. It's accessor properties. They are essentially functions that work on getting and setting a value, but look like regular properties to an external code.

    Getters and setters

    Accessor properties are represented by “getter” and “setter” methods. In an object literal they are denoted by get and set: let obj = { get propName() { // getter, the code executed on getting obj.propName }, set propName(value) { // setter, the code executed on setting obj.propName = value } }; The getter works when obj.propName is read, the setter – when it is assigned. For instance, we have a user object with name and surname: let user = { name: "John", surname: "Smith" }; Now we want to add a “fullName” property, that should be “John Smith”. Of course, we don't want to copy-paste existing information, so we can implement it as an accessor: let user = { name: "John", surname: "Smith", get fullName() { return `${this.name} ${this.surname}`; } }; alert(user.fullName); // John Smith From outside, an accessor property looks like a regular one. That's the idea of accessor properties. We don't call user.fullName as a function, we read it normally: the getter runs behind the scenes. As of now, fullName has only a getter. If we attempt to assign user.fullName=, there will be an error. Let's fix it by adding a setter for user.fullName: let user = { name: "John", surname: "Smith", get fullName() { return `${this.name} ${this.surname}`; }, set fullName(value) { [this.name, this.surname] = value.split(" "); } }; // set fullName is executed with the given value. user.fullName = "Alice Cooper"; alert(user.name); // Alice alert(user.surname); // Cooper Now we have a “virtual” property. It is readable and writable, but in fact does not exist. Accessor properties are only accessible with get/set A property can either be a “data property” or an “accessor property”, but not both. Once a property is defined with get prop() or set prop(), it's an accessor property. So there must be a getter to read it, and must be a setter if we want to assign it. Sometimes it's normal that there's only a setter or only a getter. But the property won't be readable or writable in that case.

    Accessor descriptors

    Descriptors for accessor properties are different – as compared with data properties. For accessor properties, there is no value and writable, but instead there are get and set functions. So an accessor descriptor may have:
  • get – a function without arguments, that works when a property is read,
  • set – a function with one argument, that is called when the property is set,
  • enumerable – same as for data properties,
  • configurable – same as for data properties.
  • For instance, to create an accessor fullName with defineProperty, we can pass a descriptor with get and set: let user = { name: "John", surname: "Smith" }; Object.defineProperty(user, 'fullName', { get() { return `${this.name} ${this.surname}`; }, set(value) { [this.name, this.surname] = value.split(" "); } }); alert(user.fullName); // John Smith for(let key in user) alert(key); // name, surname Please note once again that a property can be either an accessor or a data property, not both. If we try to supply both get and value in the same descriptor, there will be an error: // Error: Invalid property descriptor. Object.defineProperty({}, 'prop', { get() { return 1 }, value: 2 });

    Smarter getters/setters

    Getters/setters can be used as wrappers over “real” property values to gain more control over them. For instance, if we want to forbid too short names for user, we can store name in a special property _name. And filter assignments in the setter: let user = { get name() { return this._name; }, set name(value) { if (value.length < 4) { alert("Name is too short, need at least 4 characters"); return; } this._name = value; } }; user.name = "Pete"; alert(user.name); // Pete user.name = ""; // Name is too short... Technically, the external code may still access the name directly by using user._name. But there is a widely known agreement that properties starting with an underscore "_" are internal and should not be touched from outside the object.

    Using for compatibility

    One of the great ideas behind getters and setters – they allow to take control over a “normal” data property and tweak it at any moment. For instance, we started implementing user objects using data properties name and age: function User(name, age) { this.name = name; this.age = age; } let john = new User("John", 25); alert( john.age ); // 25 …But sooner or later, things may change. Instead of age we may decide to store birthday, because it's more precise and convenient: function User(name, birthday) { this.name = name; this.birthday = birthday; } let john = new User("John", new Date(1992, 6, 1)); Now what to do with the old code that still uses age property? We can try to find all such places and fix them, but that takes time and can be hard to do if that code is written by other people. And besides, age is a nice thing to have in user, right? In some places it's just what we want. Adding a getter for age mitigates the problem: function User(name, birthday) { this.name = name; this.birthday = birthday; // age is calculated from the current date and birthday Object.defineProperty(this, "age", { get() { let todayYear = new Date().getFullYear(); return todayYear - this.birthday.getFullYear(); } }); } let john = new User("John", new Date(1992, 6, 1)); alert( john.birthday ); // birthday is available alert( john.age ); // ...as well as the age Now the old code works too and we've got a nice additional property. In programming, we often want to take something and extend it. For instance, we have a user object with its properties and methods, and want to make admin and guest as slightly modified variants of it. We'd like to reuse what we have in user, not copy/reimplement its methods, just build a new object on top of it. Prototypal inheritance is a language feature that helps in that.

    [[Prototype]]

    In JavaScript, objects have a special hidden property [[Prototype]] (as named in the specification), that is either null or references another object. That object is called “a prototype”: That [[Prototype]] has a “magical” meaning. 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. The property [[Prototype]] is internal and hidden, but there are many ways to set it. One of them is to use __proto__, like this: let animal = { eats: true }; let rabbit = { jumps: true }; rabbit.__proto__ = animal; Please note that __proto__ is not the same as [[Prototype]]. That's a getter/setter for it. We'll talk about other ways of setting it later, but for now __proto__ will do just fine. If we look for a property in rabbit, and it's missing, JavaScript automatically takes it from animal. For instance: let animal = { eats: true }; let rabbit = { jumps: true }; rabbit.__proto__ = animal; // (*) // we can find both properties in rabbit now: alert( rabbit.eats ); // true (**) alert( rabbit.jumps ); // true Here the line (*) sets animal to be a 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): Here we can say that "animal is the prototype of rabbit" or "rabbit prototypally inherits from animal". So if animal has a lot of useful properties and methods, then they become automatically available in rabbit. Such properties are called “inherited”. If we have a method in animal, it can be called on rabbit: let animal = { eats: true, walk() { alert("Animal walk"); } }; let rabbit = { jumps: true, __proto__: animal }; // walk is taken from the prototype rabbit.walk(); // Animal walk The method is automatically taken from the prototype, like this: The prototype chain can be longer: let animal = { eats: true, walk() { alert("Animal walk"); } }; let rabbit = { jumps: true, __proto__: animal }; let longEar = { earLength: 10, __proto__: rabbit } // walk is taken from the prototype chain longEar.walk(); // Animal walk alert(longEar.jumps); // true (from rabbit) There are actually only two limitations:
  • The references can't go in circles. JavaScript will throw an error if we try to assign __proto__ in a circle.
  • The value of __proto__ can be either an object or null. All other values (like primitives) are ignored.
  • Also it may be obvious, but still: there can be only one [[Prototype]]. An object may not inherit from two others.

    Read/write rules

    The prototype is only used for reading properties. For data properties (not getters/setters) write/delete operations work directly with the object. In the example below, we assign its own walk method to rabbit: let animal = { eats: true, walk() { /* this method won't be used by rabbit */ } }; let rabbit = { __proto__: animal } rabbit.walk = function() { alert("Rabbit! Bounce-bounce!"); }; rabbit.walk(); // Rabbit! Bounce-bounce! From now on, rabbit.walk() call finds the method immediately in the object and executes it, without using the prototype: For getters/setters – if we read/write a property, they are looked up in the prototype and invoked. For instance, check out admin.fullName property in the code below: let user = { name: "John", surname: "Smith", set fullName(value) { [this.name, this.surname] = value.split(" "); }, get fullName() { return `${this.name} ${this.surname}`; } }; let admin = { __proto__: user, isAdmin: true }; alert(admin.fullName); // John Smith (*) // setter triggers! admin.fullName = "Alice Cooper"; // (**) 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.

    The value of “this”

    An interesting question may arise in the example above: what's the value of this inside set fullName(value)? Where the properties this.name and this.surname are written: user or admin? The answer is simple: this is not affected by prototypes at all. No matter where the method is found: in an object or its prototype. In a method call, this is always the object before the dot. So, the setter actually uses admin as this, not user. That is actually a super-important thing, because we may have a big object with many methods and inherit from it. Then we can run its methods on inherited objects and they will modify the state of these objects, not the big one. For instance, here animal represents a “method storage”, and rabbit makes use of it. The call rabbit.sleep() sets this.isSleeping on the rabbit object: // animal has methods let animal = { walk() { if (!this.isSleeping) { alert(`I walk`); } }, sleep() { this.isSleeping = true; } }; let rabbit = { name: "White Rabbit", __proto__: animal }; // modifies rabbit.isSleeping rabbit.sleep(); alert(rabbit.isSleeping); // true alert(animal.isSleeping); // undefined (no such property in the prototype) The resulting picture: If we had other objects like bird, snake etc inheriting from animal, they would also gain access to methods of animal. But this in each method would be the corresponding object, evaluated at the call-time (before dot), not animal. So when we write data into this, it is stored into these objects. As a result, methods are shared, but the object state is not.

    Summary

  • In JavaScript, all objects have a hidden [[Prototype]] property that's either another object or null.
  • We can use obj.__proto__ to access it (there are other ways too, to be covered soon).
  • The object referenced by [[Prototype]] is called a “prototype”.
  • If we want to read a property of obj or call a method, and it doesn't exist, then JavaScript tries to find it in the prototype. Write/delete operations work directly on the object, they don't use the prototype (unless the property is actually a setter).
  • If we call obj.method(), and the method is taken from the prototype, this still references obj. So methods always work with the current object even if they are inherited.
  • Which values are shown in the process? let animal = { jumps: null }; let rabbit = { __proto__: animal, jumps: true }; alert( rabbit.jumps ); // ? (1) delete rabbit.jumps; alert( rabbit.jumps ); // ? (2) delete animal.jumps; alert( rabbit.jumps ); // ? (3) There should be 3 answers.
  • true, taken from rabbit.
  • null, taken from animal.
  • undefined, there's no such property any more.
  • Searching algorithm

    importance: 5 The task has two parts. We have an object: let head = { glasses: 1 }; let table = { pen: 3 }; let bed = { sheet: 1, pillow: 2 }; let pockets = { money: 2000 };
  • Use __proto__ to assign prototypes in a way that any property lookup will follow the path: pocketsbedtablehead. For instance, pockets.pen should be 3 (found in table), and bed.glasses should be 1 (found in head).
  • Answer the question: is it faster to get glasses as pockets.glasses or head.glasses? Benchmark if needed.
  • Let's add __proto__: let head = { glasses: 1 }; let table = { pen: 3, __proto__: head }; let bed = { sheet: 1, pillow: 2, __proto__: table }; let pockets = { money: 2000, __proto__: bed }; alert( pockets.pen ); // 3 alert( bed.glasses ); // 1 alert( table.money ); // undefined
  • In modern engines, performance-wise, there's no difference whether we take a property from an object or its prototype. They remember where the property was found and reuse it in the next request. For instance, for pockets.glasses they remember where they found glasses (in head), and next time will search right there. They are also smart enough to update internal caches if something changes, so that optimization is safe.
  • Where it writes?

    importance: 5 We have rabbit inheriting from animal. If we call rabbit.eat(), which object receives the full property: animal or rabbit? let animal = { eat() { this.full = true; } }; let rabbit = { __proto__: animal }; rabbit.eat(); The answer: rabbit. That's because this is an object before the dot, so rabbit.eat() modifies rabbit. Property lookup and execution are two different things. The method rabbit.eat is first found in the prototype, then executed with this=rabbit

    Why two hamsters are full?

    importance: 5 We have two hamsters: speedy and lazy inheriting from the general hamster object. When we feed one of them, the other one is also full. Why? How to fix it? let hamster = { stomach: [], eat(food) { this.stomach.push(food); } }; let speedy = { __proto__: hamster }; let lazy = { __proto__: hamster }; // This one found the food speedy.eat("apple"); alert( speedy.stomach ); // apple // This one also has it, why? fix please. alert( lazy.stomach ); // apple Let's look carefully at what's going on in the call speedy.eat("apple").
  • The method speedy.eat is found in the prototype (=hamster), then executed with this=speedy (the object before the dot).
  • Then this.stomach.push() needs to find stomach property and call push on it. It looks for stomach in this (=speedy), but nothing found.
  • Then it follows the prototype chain and finds stomach in hamster.
  • Then it calls push on it, adding the food into the stomach of the prototype.
  • So all hamsters share a single stomach! Every time the stomach is taken from the prototype, then stomach.push modifies it “at place”. Please note that such thing doesn't happen in case of a simple assignment this.stomach=: let hamster = { stomach: [], eat(food) { // assign to this.stomach instead of this.stomach.push this.stomach = [food]; } }; let speedy = { __proto__: hamster }; let lazy = { __proto__: hamster }; // Speedy one found the food speedy.eat("apple"); alert( speedy.stomach ); // apple // Lazy one's stomach is empty alert( lazy.stomach ); // <nothing> Now all works fine, because this.stomach= does not perform a lookup of stomach. The value is written directly into this object. Also we can totally evade the problem by making sure that each hamster has his own stomach: let hamster = { stomach: [], eat(food) { this.stomach.push(food); } }; let speedy = { __proto__: hamster, stomach: [] }; let lazy = { __proto__: hamster, stomach: [] }; // Speedy one found the food speedy.eat("apple"); alert( speedy.stomach ); // apple // Lazy one's stomach is empty alert( lazy.stomach ); // <nothing> As a common solution, all properties that describe the state of a particular object, like stomach above, are usually written into that object. That prevents such problems. Previous lessonNext lesson Share In modern JavaScript we can set a prototype using __proto__, as described in the previous article. But it wasn't like that all the time. JavaScript has had prototypal inheritance from the beginning. It was one of the core features of the language. But in the old times, there was another (and the only) way to set it: to use a "prototype" property of the constructor function. And there are still many scripts that use it.

    The “prototype” property

    As we know already, new F() creates a new object. When a new object is created with new F(), the object's [[Prototype]] is set to F.prototype. In other words, if F has a prototype property with a value of the object type, then new operator uses it to set [[Prototype]] for the new object. Please note that F.prototype here means a regular property named "prototype" on F. It sounds something similar to the term “prototype”, but here we really mean a regular property with this name. Here's the example: let animal = { eats: true }; function Rabbit(name) { this.name = name; } Rabbit.prototype = animal; let rabbit = new Rabbit("White Rabbit"); // rabbit.__proto__ == animal alert( rabbit.eats ); // true Setting Rabbit.prototype = animal literally states the following: "When a new Rabbit is created, assign its [[Prototype]] to animal". That's the resulting picture: On the picture, "prototype" is a horizontal arrow, it's a regular property, and [[Prototype]] is vertical, meaning the inheritance of rabbit from animal.

    Default F.prototype, constructor property

    Every function has the "prototype" property even if we don't supply it. The default "prototype" is an object with the only property constructor that points back to the function itself. Like this: function Rabbit() {} /* default prototype Rabbit.prototype = { constructor: Rabbit }; */ We can check it: function Rabbit() {} // by default: // Rabbit.prototype = { constructor: Rabbit } alert( Rabbit.prototype.constructor == Rabbit ); // true Naturally, if we do nothing, the constructor property is available to all rabbits through [[Prototype]]: function Rabbit() {} // by default: // Rabbit.prototype = { constructor: Rabbit } let rabbit = new Rabbit(); // inherits from {constructor: Rabbit} alert(rabbit.constructor == Rabbit); // true (from prototype) We can use constructor property to create a new object using the same constructor as the existing one. Like here: function Rabbit(name) { this.name = name; alert(name); } let rabbit = new Rabbit("White Rabbit"); let rabbit2 = new rabbit.constructor("Black Rabbit"); That's handy when we have an object, don't know which constructor was used for it (e.g. it comes from a 3rd party library), and we need to create another one of the same kind. But probably the most important thing about "constructor" is that… …JavaScript itself does not ensure the right "constructor" value. Yes, it exists in the default "prototype" for functions, but that's all. What happens with it later – is totally on us. In particular, if we replace the default prototype as a whole, then there will be no "constructor" in it. For instance: function Rabbit() {} Rabbit.prototype = { jumps: true }; let rabbit = new Rabbit(); alert(rabbit.constructor === Rabbit); // false So, to keep the right "constructor" we can choose to add/remove properties to the default "prototype" instead of overwriting it as a whole: function Rabbit() {} // Not overwrite Rabbit.prototype totally // just add to it Rabbit.prototype.jumps = true // the default Rabbit.prototype.constructor is preserved Or, alternatively, recreate the constructor property it manually: Rabbit.prototype = { jumps: true, constructor: Rabbit }; // now constructor is also correct, because we added it

    Summary In this chapter we briefly described the way of setting a [[Prototype]] for objects created via a constructor function. Later we'll see more advanced programming patterns that rely on it. Everything is quite simple, just few notes to make things clear:
  • The F.prototype property is not the same as [[Prototype]]. The only thing F.prototype does: it sets [[Prototype]] of new objects when new F() is called.
  • The value of F.prototype should be either an object or null: other values won't work.
  • The "prototype" property only has such a special effect when is set to a constructor function, and invoked with new.
  • On regular objects the prototype is nothing special: let user = { name: "John", prototype: "Bla-bla" // no magic at all }; By default all functions have F.prototype = { constructor: F }, so we can get the constructor of an object by accessing its "constructor" property. In the start, we have this code: function Rabbit() {} Rabbit.prototype = { eats: true }; let rabbit = new Rabbit(); alert( rabbit.eats ); // true
  • We added one more string (emphasized), what alert shows now? function Rabbit() {} Rabbit.prototype = { eats: true }; let rabbit = new Rabbit(); Rabbit.prototype = {}; alert( rabbit.eats ); // ?
  • …And if the code is like this (replaced one line)? function Rabbit() {} Rabbit.prototype = { eats: true }; let rabbit = new Rabbit(); Rabbit.prototype.eats = false; alert( rabbit.eats ); // ?
  • Like this (replaced one line)? function Rabbit() {} Rabbit.prototype = { eats: true }; let rabbit = new Rabbit(); delete rabbit.eats; alert( rabbit.eats ); // ?
  • The last variant: function Rabbit() {} Rabbit.prototype = { eats: true }; let rabbit = new Rabbit(); delete Rabbit.prototype.eats; alert( rabbit.eats ); // ?
  • Answers:
  • true. The assignment to Rabbit.prototype sets up [[Prototype]] for new objects, but it does not affect the existing ones.
  • false. Objects are assigned by reference. The object from Rabbit.prototype is not duplicated, it's still a single object is referenced both by Rabbit.prototype and by the [[Prototype]] of rabbit. So when we change its content through one reference, it is visible through the other one.
  • true. All delete operations are applied directly to the object. Here delete rabbit.eats tries to remove eats property from rabbit, but it doesn't have it. So the operation won't have any effect.
  • undefined. The property eats is deleted from the prototype, it doesn't exist any more.
  • Create an object with the same constructor

    importance: 5 Imagine, we have an arbitrary object obj, created by a constructor function – we don't know which one, but we'd like to create a new object using it. Can we do it like that? let obj2 = new obj.constructor(); Give an example of a constructor function for obj which lets such code work right. And an example that makes it work wrong. We can use such approach if we are sure that "constructor" property has the correct value. For instance, if we don't touch the default "prototype", then this code works for sure: function User(name) { this.name = name; } let user = new User('John'); let user2 = new user.constructor('Pete'); alert( user2.name ); // Pete (worked!) It worked, because User.prototype.constructor == User. …But if someone, so to say, overwrites User.prototype and forgets to recreate "constructor", then it would fail. For instance: function User(name) { this.name = name; } User.prototype = {}; // (*) let user = new User('John'); let user2 = new user.constructor('Pete'); alert( user2.name ); // undefined Why user2.name is undefined? Here's how new user.constructor('Pete') works:
  • First, it looks for constructor in user. Nothing.
  • Then it follows the prototype chain. The prototype of user is User.prototype, and it also has nothing.
  • 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.
  • At the end, we have let user2 = new Object('Pete'). The built-in Object constructor ignores arguments, it always creates an empty object – that's what we have in user2 after all. Previous lessonNext lesson Share The "prototype" property is widely used by the core of JavaScript itself. All built-in constructor functions use it. We'll see how it is for plain objects first, and then for more complex ones.

    Object.prototype

    Let's say we output an empty object: let obj = {}; alert( obj ); // "[object Object]" ? Where's the code that generates the string "[object Object]"? That's a built-in toString method, but where is it? The obj is empty! …But the short notation obj = {} is the same as obj = new Object(), where Object – is a built-in object constructor function. And that function has Object.prototype that references a huge object with toString and other functions. Like this (all that is built-in): When new Object() is called (or a literal object {...} is created), the [[Prototype]] of it is set to Object.prototype by the rule that we've discussed in the previous chapter: Afterwards when obj.toString() is called – the method is taken from Object.prototype. We can check it like this: let obj = {}; alert(obj.__proto__ === Object.prototype); // true // obj.toString === obj.__proto__.toString == Object.prototype.toString Please note that there is no additional [[Prototype]] in the chain above Object.prototype: alert(Object.prototype.__proto__); // null

    Other built-in prototypes

    Other built-in objects such as Array, Date, Function and others also keep methods in prototypes. For instance, when we create an array [1, 2, 3], the default new Array() constructor is used internally. So the array data is written into the new object, and Array.prototype becomes its prototype and provides methods. That's very memory-efficient. By specification, all built-in prototypes have Object.prototype on the top. Sometimes people say that “everything inherits from objects”. Here's the overall picture (for 3 built-ins to fit): Let's check the prototypes manually: let arr = [1, 2, 3]; // it inherits from Array.prototype? alert( arr.__proto__ === Array.prototype ); // true // then from Object.prototype? alert( arr.__proto__.__proto__ === Object.prototype ); // true // and null on the top. alert( arr.__proto__.__proto__.__proto__ ); // null Some methods in prototypes may overlap, for instance, Array.prototype has its own toString that lists comma-delimited elements: let arr = [1, 2, 3] alert(arr); // 1,2,3 <-- the result of Array.prototype.toString As we've seen before, Object.prototype has toString as well, but Array.prototype is closer in the chain, so the array variant is used. In-browser tools like Chrome developer console also show inheritance (may need to use console.dir for built-in objects): Other built-in objects also work the same way. Even functions. They are objects of a built-in Function constructor, and their methods: call/apply and others are taken from Function.prototype. Functions have their own toString too. function f() {} alert(f.__proto__ == Function.prototype); // true alert(f.__proto__.__proto__ == Object.prototype); // true, inherit from objects

    Primitives

    The most intricate thing happens with strings, numbers and booleans. As we remember, they are not objects. But if we try to access their properties, then temporary wrapper objects are created using built-in constructors String, Number, Boolean, they provide the methods and disappear. These objects are created invisibly to us and most engines optimize them out, but the specification describes it exactly this way. Methods of these objects also reside in prototypes, available as String.prototype, Number.prototype and Boolean.prototype. Values null and undefined have no object wrappers Special values null and undefined stand apart. They have no object wrappers, so methods and properties are not available for them. And there are no corresponding prototypes too.

    Changing native prototypes

    Native prototypes can be modified. For instance, if we add a method to String.prototype, it becomes available to all strings: String.prototype.show = function() { alert(this); }; "BOOM!".show(); // BOOM! During the process of development we may have ideas which new built-in methods we'd like to have. And there may be a slight temptation to add them to native prototypes. But that is generally a bad idea. Prototypes are global, so it's easy to get a conflict. If two libraries add a method String.prototype.show, then one of them overwrites the other one. In modern programming, there is only one case when modifying native prototypes is approved. That's polyfills. In other words, if there's a method in JavaScript specification that is not yet supported by our JavaScript engine (or any of those that we want to support), then may implement it manually and populate the built-in prototype with it. For instance: if (!String.prototype.repeat) { // if there's no such method // add it to the prototype String.prototype.repeat = function(n) { // repeat the string n times // actually, the code should be more complex than that, // throw errors for negative values of "n" // the full algorithm is in the specification return new Array(n + 1).join(this); }; } alert( "La".repeat(3) ); // LaLaLa

    Borrowing from prototypes

    In the chapter Decorators and forwarding, call/apply we talked about method borrowing: function showArgs() { // borrow join from array and call in the context of arguments alert( [].join.call(arguments, " - ") ); } showArgs("John", "Pete", "Alice"); // John - Pete - Alice Because join resides in Array.prototype, we can call it from there directly and rewrite it as: function showArgs() { alert( Array.prototype.join.call(arguments, " - ") ); } That's more efficient, because it avoids the creation of an extra array object []. On the other hand, it is longer to write.

    Summary

  • All built-in objects follow the same pattern:
  • The methods are stored in the prototype (Array.prototype, Object.prototype, Date.prototype etc).
  • The object itself stores only the data (array items, object properties, the date).
  • Primitives also store methods in prototypes of wrapper objects: Number.prototype, String.prototype, Boolean.prototype. There are no wrapper objects only for undefined and null.
  • Built-in prototypes can be modified or populated with new methods. But it's not recommended to change them. Probably the only allowable cause is when we add-in a new standard, but not yet supported by the engine JavaScript method.
  • After you do it, such code should work: function f() { alert("Hello!"); } f.defer(1000); // shows "Hello!" after 1 second Function.prototype.defer = function(ms) { setTimeout(this, ms); }; function f() { alert("Hello!"); } f.defer(1000); // shows "Hello!" after 1 sec

    Add the decorating "defer()" to functions

    importance: 4 Add to the prototype of all functions the method defer(ms), that returns a wrapper, delaying the call by ms milliseconds. Here's an example of how it should work: function f(a, b) { alert( a + b ); } f.defer(1000)(1, 2); // shows 3 after 1 second Please note that the arguments should be passed to the original function. Function.prototype.defer = function(ms) { let f = this; return function(...args) { setTimeout(() => f.apply(this, args), ms); } }; // check it function f(a, b) { alert( a + b ); } f.defer(1000)(1, 2); // shows 3 after 1 sec Previous lessonNext lesson Share In this chapter we cover additional methods to work with a prototype. There are also other ways to get/set a prototype, besides those that we already know:
  • Object.create(proto[, descriptors]) – creates an empty object with given proto as [[Prototype]] and optional property descriptors.
  • Object.getPrototypeOf(obj) – returns the [[Prototype]] of obj.
  • Object.setPrototypeOf(obj, proto) – sets the [[Prototype]] of obj to proto.
  • For instance: let animal = { eats: true }; // create a new object with animal as a prototype let rabbit = Object.create(animal); alert(rabbit.eats); // true alert(Object.getPrototypeOf(rabbit) === animal); // get the prototype of rabbit Object.setPrototypeOf(rabbit, {}); // change the prototype of rabbit to {} Object.create has an optional second argument: property descriptors. We can provide additional properties to the new object there, like this: let animal = { eats: true }; let rabbit = Object.create(animal, { jumps: { value: true } }); alert(rabbit.jumps); // true The descriptors are in the same format as described in the chapter Property flags and descriptors. We can use Object.create to perform an object cloning more powerful than copying properties in for..in: // fully identical shallow clone of obj let clone = Object.create(Object.getPrototypeOf(obj), Object.getOwnPropertyDescriptors(obj)); This call makes a truly exact copy of obj, including all properties: enumerable and non-enumerable, data properties and setters/getters – everything, and with the right [[Prototype]].

    Brief history

    If we count all the ways to manage [[Prototype]], there's a lot! Many ways to do the same! Why so? That's for historical reasons.
  • The "prototype" property of a constructor function works since very ancient times.
  • Later in the year 2012: Object.create appeared in the standard. It allowed to create objects with the given prototype, but did not allow to get/set it. So browsers implemented non-standard __proto__ accessor that allowed to get/set a prototype at any time.
  • Later in the year 2015: Object.setPrototypeOf and Object.getPrototypeOf were added to the standard. The __proto__ was de-facto implemented everywhere, so it made its way to the Annex B of the standard, that is optional for non-browser environments.
  • As of now we have all these ways at our disposal. Technically, we can get/set [[Prototype]] at any time. But usually we only set it once at the object creation time, and then do not modify: rabbit inherits from animal, and that is not going to change. And JavaScript engines are highly optimized to that. Changing a prototype “on-the-fly” with Object.setPrototypeOf or obj.__proto__= is a very slow operation. But it is possible.

    “Very plain” objects

    As we know, objects can be used as associative arrays to store key/value pairs. …But if we try to store user-provided keys in it (for instance, a user-entered dictionary), we can see an interesting glitch: all keys work fine except "__proto__". Check out the example: let obj = {}; let key = prompt("What's the key?", "__proto__"); obj[key] = "some value"; alert(obj[key]); // [object Object], not "some value"! Here if the user types in __proto__, the assignment is ignored! That shouldn't surprise us. The __proto__ property is special: it must be either an object or null, a string can not become a prototype. But we did not intend to implement such behavior, right? We want to store key/value pairs, and the key named "__proto__" was not properly saved. So that's a bug. Here the consequences are not terrible. But in other cases the prototype may indeed be changed, so the execution may go wrong in totally unexpected ways. What's worst – usually developers do not think about such possibility at all. That makes such bugs hard to notice and even turn them into vulnerabilities, especially when JavaScript is used on server-side. Such thing happens only with __proto__. All other properties are “assignable” normally. How to evade the problem? First, we can just switch to using Map, then everything's fine. But Object also can serve us well here, because language creators gave a thought to that problem long ago. The __proto__ is not a property of an object, but an accessor property of Object.prototype: So, if obj.__proto__ is read or assigned, the corresponding getter/setter is called from its prototype, and it gets/sets [[Prototype]]. As it was said in the beginning: __proto__ is a way to access [[Prototype]], it is not [[Prototype]] itself. Now, if we want to use an object as an associative array, we can do it with a little trick: let obj = Object.create(null); let key = prompt("What's the key?", "__proto__"); obj[key] = "some value"; alert(obj[key]); // "some value" Object.create(null) creates an empty object without a prototype ([[Prototype]] is null): So, there is no inherited getter/setter for __proto__. Now it is processed as a regular data property, so the example above works right. We can call such object “very plain” or “pure dictionary objects”, because they are even simpler than regular plain object {...}. A downside is that such objects lack any built-in object methods, e.g. toString: let obj = Object.create(null); alert(obj); // Error (no toString) …But that's usually fine for associative arrays. Please note that most object-related methods are Object.something(...), like Object.keys(obj) – they are not in the prototype, so they will keep working on such objects: let chineseDictionary = Object.create(null); chineseDictionary.hello = "ni hao"; chineseDictionary.bye = "zai jian"; alert(Object.keys(chineseDictionary)); // hello,bye

    Getting all properties

    There are many ways to get keys/values from an object. We already know these ones:
  • Object.keys(obj) / Object.values(obj) / Object.entries(obj) – returns an array of enumerable own string property names/values/key-value pairs. These methods only list enumerable properties, and those that have strings as keys.
  • If we want symbolic properties:
  • Object.getOwnPropertySymbols(obj) – returns an array of all own symbolic property names.
  • If we want non-enumerable properties:
  • Object.getOwnPropertyNames(obj) – returns an array of all own string property names.
  • If we want all properties:
  • Reflect.ownKeys(obj) – returns an array of all own property names.
  • These methods are a bit different about which properties they return, but all of them operate on the object itself. Properties from the prototype are not listed. The for..in loop is different: it loops over inherited properties too. For instance: let animal = { eats: true }; let rabbit = { jumps: true, __proto__: animal }; // only own keys alert(Object.keys(rabbit)); // jumps // inherited keys too for(let prop in rabbit) alert(prop); // jumps, then eats If we want to distinguish inherited properties, there's a built-in method obj.hasOwnProperty(key): 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): let animal = { eats: true }; let rabbit = { jumps: true, __proto__: animal }; for(let prop in rabbit) { let isOwn = rabbit.hasOwnProperty(prop); alert(`${prop}: ${isOwn}`); // jumps:true, then eats:false } Here we have the following inheritance chain: rabbit, then animal, then Object.prototype (because animal is a literal object {...}, so it's by default), and then null above it: Note, there's one funny thing. Where is the method rabbit.hasOwnProperty coming from? Looking at the chain we can see that the method is provided by Object.prototype.hasOwnProperty. In other words, it's inherited. …But why hasOwnProperty does not appear in for..in loop, if it lists all inherited properties? The answer is simple: it's not enumerable. Just like all other properties of Object.prototype. That's why they are not listed.

    Summary Here's a brief list of methods we discussed in this chapter – as a recap:
  • Object.create(proto[, descriptors]) – creates an empty object with given proto as [[Prototype]] (can be null) and optional property descriptors.
  • Object.getPrototypeOf(obj) – returns the [[Prototype]] of obj (same as __proto__ getter).
  • Object.setPrototypeOf(obj, proto) – sets the [[Prototype]] of obj to proto (same as __proto__ setter).
  • Object.keys(obj) / Object.values(obj) / Object.entries(obj) – returns an array of enumerable own string property names/values/key-value pairs.
  • Object.getOwnPropertySymbols(obj) – returns an array of all own symbolic property names.
  • Object.getOwnPropertyNames(obj) – returns an array of all own string property names.
  • Reflect.ownKeys(obj) – returns an array of all own property names.
  • obj.hasOwnProperty(key): it returns true if obj has its own (not inherited) property named key.
  • We also made it clear that __proto__ is a getter/setter for [[Prototype]] and resides in Object.prototype, just as other methods. We can create an object without a prototype by Object.create(null). Such objects are used as “pure dictionaries”, they have no issues with "__proto__" as the key. All methods that return object properties (like Object.keys and others) – return “own” properties. If we want inherited ones, then we can use for..in. Add method dictionary.toString() into it, that should return a comma-delimited list of keys. Your toString should not show up in for..in over the object. Here's how it should work: let dictionary = Object.create(null); // your code to add dictionary.toString method // add some data dictionary.apple = "Apple"; dictionary.__proto__ = "test"; // __proto__ is a regular property key here // only apple and __proto__ are in the loop for(let key in dictionary) { alert(key); // "apple", then "__proto__" } // your toString in action alert(dictionary); // "apple,__proto__" The method can take all enumerable keys using Object.keys and output their list. To make toString non-enumerable, let's define it using a property descriptor. The syntax of Object.create allows to provide an object with property descriptors as the second argument. let dictionary = Object.create(null, { toString: { // define toString property value() { // the value is a function return Object.keys(this).join(); } } }); dictionary.apple = "Apple"; dictionary.__proto__ = "test"; // apple and __proto__ is in the loop for(let key in dictionary) { alert(key); // "apple", then "__proto__" } // comma-separated list of properties by toString alert(dictionary); // "apple,__proto__" When we create a property using a descriptor, its flags are false by default. So in the code above, dictionary.toString is non-enumerable.

    The difference beteeen calls

    importance: 5 Let's create a new rabbit object: function Rabbit(name) { this.name = name; } Rabbit.prototype.sayHi = function() { alert(this.name); }; let rabbit = new Rabbit("Rabbit"); These calls do the same thing or not? rabbit.sayHi(); Rabbit.prototype.sayHi(); Object.getPrototypeOf(rabbit).sayHi(); rabbit.__proto__.sayHi(); The first call has this == rabbit, the other ones have this equal to Rabbit.prototype, because it's actually the object before the dot. So only the first call shows Rabbit, other ones show undefined: function Rabbit(name) { this.name = name; } Rabbit.prototype.sayHi = function() { alert( this.name ); } let rabbit = new Rabbit("Rabbit"); rabbit.sayHi(); // Rabbit Rabbit.prototype.sayHi(); // undefined Object.getPrototypeOf(rabbit).sayHi(); // undefined rabbit.__proto__.sayHi(); // undefined Previous lessonNext lesson Share
    In object-oriented programming, a class is an extensible program-code-template for creating objects, providing initial values for state (member variables) and implementations of behavior (member functions or methods).
    Wikipedia
    There's a special syntax construct and a keyword class in JavaScript. But before studying it, we should consider that the term “class” comes from the theory of object-oriented programming. The definition is cited above, and it's language-independent. In JavaScript there are several well-known programming patterns to make classes even without using the class keyword. And here we'll talk about them first. The class construct will be described in the next chapter, but in JavaScript it's a “syntax sugar” and an extension of one of the patterns that we'll study here.

    Functional class pattern

    The constructor function below can be considered a “class” according to the definition: function User(name) { this.sayHi = function() { alert(name); }; } let user = new User("John"); user.sayHi(); // John It follows all parts of the definition:
  • It is a “program-code-template” for creating objects (callable with new).
  • It provides initial values for the state (name from parameters).
  • It provides methods (sayHi).
  • This is called functional class pattern. In the functional class pattern, local variables and nested functions inside User, that are not assigned to this, are visible from inside, but not accessible by the outer code. So we can easily add internal functions and variables, like calcAge() here: function User(name, birthday) { // only visible from other methods inside User function calcAge() { return new Date().getFullYear() - birthday.getFullYear(); } this.sayHi = function() { alert(`${name}, age:${calcAge()}`); }; } let user = new User("John", new Date(2000, 0, 1)); user.sayHi(); // John, age:17 In this code variables name, birthday and the function calcAge() are internal, private to the object. They are only visible from inside of it. On the other hand, sayHi is the external, public method. The external code that creates user can access it. This way we can hide internal implementation details and helper methods from the outer code. Only what's assigned to this becomes visible outside.

    Factory class pattern

    We can create a class without using new at all. Like this: function User(name, birthday) { // only visible from other methods inside User function calcAge() { return new Date().getFullYear() - birthday.getFullYear(); } return { sayHi() { alert(`${name}, age:${calcAge()}`); } }; } let user = User("John", new Date(2000, 0, 1)); user.sayHi(); // John, age:17 As we can see, the function User returns an object with public properties and methods. The only benefit of this method is that we can omit new: write let user = User(...) instead of let user = new User(...). In other aspects it's almost the same as the functional pattern.

    Prototype-based classes

    Prototype-based classes are the most important and generally the best. Functional and factory class patterns are rarely used in practice. Soon you'll see why. Here's the same class rewritten using prototypes: function User(name, birthday) { this._name = name; this._birthday = birthday; } User.prototype._calcAge = function() { return new Date().getFullYear() - this._birthday.getFullYear(); }; User.prototype.sayHi = function() { alert(`${this._name}, age:${this._calcAge()}`); }; let user = new User("John", new Date(2000, 0, 1)); user.sayHi(); // John, age:17 The code structure:
  • The constructor User only initializes the current object state.
  • Methods are added to User.prototype.
  • As we can see, methods are lexically not inside function User, they do not share a common lexical environment. If we declare variables inside function User, then they won't be visible to methods. So, there is a widely known agreement that internal properties and methods are prepended with an underscore "_". Like _name or _calcAge(). Technically, that's just an agreement, the outer code still can access them. But most developers recognize the meaning of "_" and try not to touch prefixed properties and methods in the external code. Here are the advantages over the functional pattern:
  • In the functional pattern, each object has its own copy of every method. We assign a separate copy of this.sayHi = function() {...} and other methods in the constructor.
  • In the prototypal pattern, all methods are in User.prototype that is shared between all user objects. An object itself only stores the data.
  • So the prototypal pattern is more memory-efficient. …But not only that. Prototypes allow us to setup the inheritance in a really efficient way. Built-in JavaScript objects all use prototypes. Also there's a special syntax construct: “class” that provides nice-looking syntax for them. And there's more, so let's go on with them.

    Prototype-based inheritance for classes

    Let's say we have two prototype-based classes. Rabbit: function Rabbit(name) { this.name = name; } Rabbit.prototype.jump = function() { alert(`${this.name} jumps!`); }; let rabbit = new Rabbit("My rabbit"); …And Animal: function Animal(name) { this.name = name; } Animal.prototype.eat = function() { alert(`${this.name} eats.`); }; let animal = new Animal("My animal"); Right now they are fully independent. But we'd want Rabbit to extend Animal. In other words, rabbits should be based on animals, have access to methods of Animal and extend them with its own methods. What does it mean in the language of prototypes? Right now methods for rabbit objects are in Rabbit.prototype. We'd like rabbit to use Animal.prototype as a “fallback”, if the method is not found in Rabbit.prototype. So the prototype chain should be rabbitRabbit.prototypeAnimal.prototype. Like this: The code to implement that: // Same Animal as before function Animal(name) { this.name = name; } // All animals can eat, right? Animal.prototype.eat = function() { alert(`${this.name} eats.`); }; // Same Rabbit as before function Rabbit(name) { this.name = name; } Rabbit.prototype.jump = function() { alert(`${this.name} jumps!`); }; // setup the inheritance chain Rabbit.prototype.__proto__ = Animal.prototype; // (*) let rabbit = new Rabbit("White Rabbit"); rabbit.eat(); // rabbits can eat too rabbit.jump(); The line (*) sets up the prototype chain. So that rabbit first searches methods in Rabbit.prototype, then Animal.prototype. And then, just for completeness, let's mention that if the method is not found in Animal.prototype, then the search continues in Object.prototype, because Animal.prototype is a regular plain object, so it inherits from it. So here's the full picture:

    Summary The term “class” comes from the object-oriented programming. In JavaScript it usually means the functional class pattern or the prototypal pattern. The prototypal pattern is more powerful and memory-efficient, so it's recommended to stick to it. According to the prototypal pattern:
  • Methods are stored in Class.prototype.
  • Prototypes inherit from each other.
  • In the next chapter we'll study class keyword and construct. It allows to write prototypal classes shorter and provides some additional benefits. What's wrong? What are consequences going to be? function Animal(name) { this.name = name; } Animal.prototype.walk = function() { alert(this.name + ' walks'); }; function Rabbit(name) { this.name = name; } Rabbit.prototype = Animal.prototype; Rabbit.prototype.walk = function() { alert(this.name + " bounces!"); }; Here's the line with the error: Rabbit.prototype = Animal.prototype; Here Rabbit.prototype and Animal.prototype become the same object. So methods of both classes become mixed in that object. As a result, Rabbit.prototype.walk overwrites Animal.prototype.walk, so all animals start to bounce: function Animal(name) { this.name = name; } Animal.prototype.walk = function() { alert(this.name + ' walks'); }; function Rabbit(name) { this.name = name; } Rabbit.prototype = Animal.prototype; Rabbit.prototype.walk = function() { alert(this.name + " bounces!"); }; let animal = new Animal("pig"); animal.walk(); // pig bounces! The correct variant would be: Rabbit.prototype.__proto__ = Animal.prototype; // or like this: Rabbit.prototype = Object.create(Animal.prototype); That makes prototypes separate, each of them stores methods of the corresponding class, but Rabbit.prototype inherits from Animal.prototype.

    Rewrite to prototypes

    importance: 5 The Clock class is written in functional style. Rewrite it using prototypes. P.S. The clock ticks in the console, open it to see. Open the sandbox for the task. Please note that properties that were internal in functional style (template, timer) and the internal method render are marked private with the underscore _. Open the solution in the sandbox. Previous lessonNext lesson Share The “class” construct allows to define prototype-based classes with a clean, nice-looking syntax.

    The “class” syntax

    The class syntax is versatile, we'll start with a simple example first. Here's a prototype-based class User: function User(name) { this.name = name; } User.prototype.sayHi = function() { alert(this.name); } let user = new User("John"); user.sayHi(); …And that's the same using class syntax: class User { constructor(name) { this.name = name; } sayHi() { alert(this.name); } } let user = new User("John"); user.sayHi(); It's easy to see that the two examples are alike. Just please note that methods in a class do not have a comma between them. Novice developers sometimes forget it and put a comma between class methods, and things don't work. That's not a literal object, but a class syntax. So, what exactly does class do? We may think that it defines a new language-level entity, but that would be wrong. The class User {...} here actually does two things:
  • Declares a variable User that references the function named "constructor".
  • Puts methods listed in the definition into User.prototype. Here, it includes sayHi and the constructor.
  • Here's the code to dig into the class and see that: class User { constructor(name) { this.name = name; } sayHi() { alert(this.name); } } // proof: User is the "constructor" function alert(User === User.prototype.constructor); // true // proof: there are two methods in its "prototype" alert(Object.getOwnPropertyNames(User.prototype)); // constructor, sayHi Here's the illustration of what class User creates: So class is a special syntax to define a constructor together with its prototype methods. …But not only that. There are minor tweaks here and there:
    Constructors require new
    Unlike a regular function, a class constructor can't be called without new:
    class User { constructor() {} } alert(typeof User); // function User(); // Error: Class constructor User cannot be invoked without 'new'
    Different string output
    If we output it like alert(User), some engines show "class User...", while others show "function User...".
    Please don't be confused: the string representation may vary, but that's still a function, there is no separate “class” entity in JavaScript language.
    Class methods are non-enumerable
    A class definition sets enumerable flag to false for all methods in the "prototype". That's good, because if we for..in over an object, we usually don't want its class methods.
    Classes have a default constructor() {}
    If there's no constructor in the class construct, then an empty function is generated, same as if we had written constructor() {}.
    Classes always use strict
    All code inside the class construct is automatically in strict mode.

    Getters/setters

    Classes may also include getters/setters. Here's an example with user.name implemented using them: class User { constructor(name) { // invokes the setter this.name = name; } get name() { return this._name; } set name(value) { if (value.length < 4) { alert("Name is too short."); return; } this._name = value; } } let user = new User("John"); alert(user.name); // John user = new User(""); // Name too short. Internally, getters and setters are also created on the User prototype, like this: Object.defineProperties(User.prototype, { name: { get() { return this._name }, set(name) { // ... } } });

    Only methods

    Unlike object literals, no property:value assignments are allowed inside class. There may be only methods and getters/setters. There is some work going on in the specification to lift that limitation, but it's not yet there. If we really need to put a non-function value into the prototype, then we can alter prototype manually, like this: class User { } User.prototype.test = 5; alert( new User().test ); // 5 So, technically that's possible, but we should know why we're doing it. Such properties will be shared among all objects of the class. An “in-class” alternative is to use a getter: class User { get test() { return 5; } } alert( new User().test ); // 5 From the external code, the usage is the same. But the getter variant is a bit slower.

    Class Expression

    Just like functions, classes can be defined inside another expression, passed around, returned etc. Here's a class-returning function (“class factory”): function makeClass(phrase) { // declare a class and return it return class { sayHi() { alert(phrase); }; }; } let User = makeClass("Hello"); new User().sayHi(); // Hello That's quite normal if we recall that class is just a special form of a function-with-prototype definition. And, like Named Function Expressions, such classes also may have a name, that is visible inside that class only: // "Named Class Expression" (alas, no such term, but that's what's going on) let User = class MyClass { sayHi() { alert(MyClass); // MyClass is visible only inside the class } }; new User().sayHi(); // works, shows MyClass definition alert(MyClass); // error, MyClass not visible outside of the class

    Static methods

    We can also assign methods to the class function, not to its "prototype". Such methods are called static. An example: class User { static staticMethod() { alert(this === User); } } User.staticMethod(); // true That actually does the same as assigning it as a function property: function User() { } User.staticMethod = function() { alert(this === User); }; The value of this inside User.staticMethod() is the class constructor User itself (the “object before dot” rule). Usually, static methods are used to implement functions that belong to the class, but not to any particular object of it. For instance, we have Article objects and need a function to compare them. The natural choice would be Article.compare, like this: class Article { constructor(title, date) { this.title = title; this.date = date; } static compare(articleA, articleB) { return articleA.date - articleB.date; } } // usage let articles = [ new Article("Mind", new Date(2016, 1, 1)), new Article("Body", new Date(2016, 0, 1)), new Article("JavaScript", new Date(2016, 11, 1)) ]; articles.sort(Article.compare); alert( articles[0].title ); // Body Here Article.compare stands “over” the articles, as a means to compare them. It's not a method of an article, but rather of the whole class. Another example would be a so-called “factory” method. Imagine, we need few ways to create an article:
  • Create by given parameters (title, date etc).
  • Create an empty article with today's date.
  • The first way can be implemented by the constructor. And for the second one we can make a static method of the class. Like Article.createTodays() here: class Article { constructor(title, date) { this.title = title; this.date = date; } static createTodays() { // remember, this = Article return new this("Today's digest", new Date()); } } let article = Article.createTodays(); alert( article.title ); // Todays digest Now every time we need to create a today's digest, we can call Article.createTodays(). Once again, that's not a method of an article, but a method of the whole class. Static methods are also used in database-related classes to search/save/remove entries from the database, like this: // assuming Article is a special class for managing articles // static method to remove the article: Article.remove({id: 12345});

    Summary The basic class syntax looks like this: class MyClass { constructor(...) { // ... } method1(...) {} method2(...) {} get something(...) {} set something(...) {} static staticMethod(..) {} // ... } The value of MyClass is a function provided as constructor. If there's no constructor, then an empty function. In any case, methods listed in the class declaration become members of its prototype, with the exception of static methods that are written into the function itself and callable as MyClass.staticMethod(). Static methods are used when we need a function bound to a class, but not to any object of that class. In the next chapter we'll learn more about classes, including inheritance. P.S. The clock ticks in the console, open it to see. Open the sandbox for the task. Open the solution in the sandbox. Previous lessonNext lesson Share Classes can extend one another. There's a nice syntax, technically based on the prototypal inheritance. To inherit from another class, we should specify "extends" and the parent class before the brackets {..}. Here Rabbit inherits from Animal: class Animal { constructor(name) { this.speed = 0; this.name = name; } run(speed) { this.speed += speed; alert(`${this.name} runs with speed ${this.speed}.`); } stop() { this.speed = 0; alert(`${this.name} stopped.`); } } // Inherit from Animal class Rabbit extends Animal { hide() { alert(`${this.name} hides!`); } } let rabbit = new Rabbit("White Rabbit"); rabbit.run(5); // White Rabbit runs with speed 5. rabbit.hide(); // White Rabbit hides! The extends keyword actually adds a [[Prototype]] reference from Rabbit.prototype to Animal.prototype, just as you expect it to be, and as we've seen before. So now rabbit has access both to its own methods and to methods of Animal. Any expression is allowed after extends Class syntax allows to specify not just a class, but any expression after extends. For instance, a function call that generates the parent class: function f(phrase) { return class { sayHi() { alert(phrase) } } } class User extends f("Hello") {} new User().sayHi(); // Hello Here class User inherits from the result of f("Hello"). That may be useful for advanced programming patterns when we use functions to generate classes depending on many conditions and can inherit from them.

    Overriding a method

    Now let's move forward and override a method. As of now, Rabbit inherits the stop method that sets this.speed = 0 from Animal. If we specify our own stop in Rabbit, then it will be used instead: class Rabbit extends Animal { stop() { // ...this will be used for rabbit.stop() } } …But usually we don't want to totally replace a parent method, but rather to build on top of it, tweak or extend its functionality. We do something in our method, but call the parent method before/after it or in the process. Classes provide "super" keyword for that.
  • super.method(...) to call a parent method.
  • super(...) to call a parent constructor (inside our constructor only).
  • For instance, let our rabbit autohide when stopped: class Animal { constructor(name) { this.speed = 0; this.name = name; } run(speed) { this.speed += speed; alert(`${this.name} runs with speed ${this.speed}.`); } stop() { this.speed = 0; alert(`${this.name} stopped.`); } } class Rabbit extends Animal { hide() { alert(`${this.name} hides!`); } stop() { super.stop(); // call parent stop this.hide(); // and then hide } } let rabbit = new Rabbit("White Rabbit"); rabbit.run(5); // White Rabbit runs with speed 5. rabbit.stop(); // White Rabbit stopped. White rabbit hides! Now Rabbit has the stop method that calls the parent super.stop() in the process. Arrow functions have no super As was mentioned in the chapter Arrow functions revisited, arrow functions do not have super. If accessed, it's taken from the outer function. For instance: class Rabbit extends Animal { stop() { setTimeout(() => super.stop(), 1000); // call parent stop after 1sec } } The super in the arrow function is the same as in stop(), so it works as intended. If we specified a “regular” function here, there would be an error: // Unexpected super setTimeout(function() { super.stop() }, 1000);

    Overriding constructor

    With constructors it gets a little bit tricky. Till now, Rabbit did not have its own constructor. According to the specification, if a class extends another class and has no constructor, then the following constructor is generated: class Rabbit extends Animal { // generated for extending classes without own constructors constructor(...args) { super(...args); } } As we can see, it basically calls the parent constructor passing it all the arguments. That happens if we don't write a constructor of our own. Now let's add a custom constructor to Rabbit. It will specify the earLength in addition to name: class Animal { constructor(name) { this.speed = 0; this.name = name; } // ... } class Rabbit extends Animal { constructor(name, earLength) { this.speed = 0; this.name = name; this.earLength = earLength; } // ... } // Doesn't work! let rabbit = new Rabbit("White Rabbit", 10); // Error: this is not defined. Whoops! We've got an error. Now we can't create rabbits. What went wrong? The short answer is: constructors in inheriting classes must call super(...), and (!) do it before using this. …But why? What's going on here? Indeed, the requirement seems strange. Of course, there's an explanation. Let's get into details, so you'd really understand what's going on. In JavaScript, there's a distinction between a “constructor function of an inheriting class” and all others. In an inheriting class, the corresponding constructor function is labelled with a special internal property [[ConstructorKind]]:"derived". The difference is:
  • When a normal constructor runs, it creates an empty object as this and continues with it.
  • But when a derived constructor runs, it doesn't do it. It expects the parent constructor to do this job.
  • So if we're making a constructor of our own, then we must call super, because otherwise the object with this reference to it won't be created. And we'll get an error. For Rabbit to work, we need to call super() before using this, like here: class Animal { constructor(name) { this.speed = 0; this.name = name; } // ... } class Rabbit extends Animal { constructor(name, earLength) { super(name); this.earLength = earLength; } // ... } // now fine let rabbit = new Rabbit("White Rabbit", 10); alert(rabbit.name); // White Rabbit alert(rabbit.earLength); // 10

    Super: internals, [[HomeObject]]

    Let's get a little deeper under the hood of super. We'll see some interesting things by the way. First to say, from all that we've learned till now, it's impossible for super to work. Yeah, indeed, let's ask ourselves, how it could technically work? When an object method runs, it gets the current object as this. If we call super.method() then, how to retrieve the method? Naturally, we need to take the method from the prototype of the current object. How, technically, we (or a JavaScript engine) can do it? Maybe we can get the method from [[Prototype]] of this, as this.__proto__.method? Unfortunately, that doesn't work. Let's try to do it. Without classes, using plain objects for the sake of simplicity. Here, rabbit.eat() should call animal.eat() method of the parent object: let animal = { name: "Animal", eat() { alert(`${this.name} eats.`); } }; let rabbit = { __proto__: animal, name: "Rabbit", eat() { // that's how super.eat() could presumably work this.__proto__.eat.call(this); // (*) } }; rabbit.eat(); // Rabbit eats. At the line (*) we take eat from the prototype (animal) and call it in the context of the current object. Please note that .call(this) is important here, because a simple this.__proto__.eat() would execute parent eat in the context of the prototype, not the current object. And in the code above it actually works as intended: we have the correct alert. Now let's add one more object to the chain. We'll see how things break: let animal = { name: "Animal", eat() { alert(`${this.name} eats.`); } }; let rabbit = { __proto__: animal, eat() { // ...bounce around rabbit-style and call parent (animal) method this.__proto__.eat.call(this); // (*) } }; let longEar = { __proto__: rabbit, eat() { // ...do something with long ears and call parent (rabbit) method this.__proto__.eat.call(this); // (**) } }; longEar.eat(); // Error: Maximum call stack size exceeded The code doesn't work anymore! We can see the error trying to call longEar.eat(). It may be not that obvious, but if we trace longEar.eat() call, then we can see why. In both lines (*) and (**) the value of this is the current object (longEar). That's essential: all object methods get the current object as this, not a prototype or something. So, in both lines (*) and (**) the value of this.__proto__ is exactly the same: rabbit. They both call rabbit.eat without going up the chain in the endless loop. Here's the picture of what happens:
  • Inside longEar.eat(), the line (**) calls rabbit.eat providing it with this=longEar. // inside longEar.eat() we have this = longEar this.__proto__.eat.call(this) // (**) // becomes longEar.__proto__.eat.call(this) // that is rabbit.eat.call(this);
  • Then in the line (*) of rabbit.eat, we'd like to pass the call even higher in the chain, but this=longEar, so this.__proto__.eat is again rabbit.eat! // inside rabbit.eat() we also have this = longEar this.__proto__.eat.call(this) // (*) // becomes longEar.__proto__.eat.call(this) // or (again) rabbit.eat.call(this);
  • …So rabbit.eat calls itself in the endless loop, because it can't ascend any further.
  • The problem can't be solved by using this alone.

    [[HomeObject]]

    To provide the solution, JavaScript adds one more special internal property for functions: [[HomeObject]]. When a function is specified as a class or object method, its [[HomeObject]] property becomes that object. This actually violates the idea of “unbound” functions, because methods remember their objects. And [[HomeObject]] can't be changed, so this bound is forever. So that's a very important change in the language. But this change is safe. [[HomeObject]] is used only for calling parent methods in super, to resolve the prototype. So it doesn't break compatibility. Let's see how it works for super – again, using plain objects: let animal = { name: "Animal", eat() { // [[HomeObject]] == animal alert(`${this.name} eats.`); } }; let rabbit = { __proto__: animal, name: "Rabbit", eat() { // [[HomeObject]] == rabbit super.eat(); } }; let longEar = { __proto__: rabbit, name: "Long Ear", eat() { // [[HomeObject]] == longEar super.eat(); } }; longEar.eat(); // Long Ear eats. Every method remembers its object in the internal [[HomeObject]] property. Then super uses it to resolve the parent prototype. [[HomeObject]] is defined for methods defined both in classes and in plain objects. But for objects, methods must be specified exactly the given way: as method(), not as "method: function()". In the example below a non-method syntax is used for comparison. [[HomeObject]] property is not set and the inheritance doesn't work: let animal = { eat: function() { // should be the short syntax: eat() {...} // ... } }; let rabbit = { __proto__: animal, eat: function() { super.eat(); } }; rabbit.eat(); // Error calling super (because there's no [[HomeObject]])

    Static methods and inheritance

    The class syntax supports inheritance for static properties too. For instance: class Animal { constructor(name, speed) { this.speed = speed; this.name = name; } run(speed = 0) { this.speed += speed; alert(`${this.name} runs with speed ${this.speed}.`); } static compare(animalA, animalB) { return animalA.speed - animalB.speed; } } // Inherit from Animal class Rabbit extends Animal { hide() { alert(`${this.name} hides!`); } } let rabbits = [ new Rabbit("White Rabbit", 10), new Rabbit("Black Rabbit", 5) ]; rabbits.sort(Rabbit.compare); rabbits[0].run(); // Black Rabbit runs with speed 5. Now we can call Rabbit.compare assuming that the inherited Animal.compare will be called. How does it work? Again, using prototypes. As you might have already guessed, extends also gives Rabbit the [[Prototype]] reference to Animal. So, Rabbit function now inherits from Animal function. And Animal function normally has [[Prototype]] referencing Function.prototype, because it doesn't extend anything. Here, let's check that: class Animal {} class Rabbit extends Animal {} // for static propertites and methods alert(Rabbit.__proto__ === Animal); // true // and the next step is Function.prototype alert(Animal.__proto__ === Function.prototype); // true // that's in addition to the "normal" prototype chain for object methods alert(Rabbit.prototype.__proto__ === Animal.prototype); This way Rabbit has access to all static methods of Animal.

    No static inheritance in built-ins

    Please note that built-in classes don't have such static [[Prototype]] reference. For instance, Object has Object.defineProperty, Object.keys and so on, but Array, Date etc do not inherit them. Here's the picture structure for Date and Object: Note, there's no link between Date and Object. Both Object and Date exist independently. Date.prototype inherits from Object.prototype, but that's all. Such difference exists for historical reasons: there was no thought about class syntax and inheriting static methods at the dawn of JavaScript language.

    Natives are extendable

    Built-in classes like Array, Map and others are extendable also. For instance, here PowerArray inherits from the native Array: // add one more method to it (can do more) class PowerArray extends Array { isEmpty() { return this.length === 0; } } let arr = new PowerArray(1, 2, 5, 10, 50); alert(arr.isEmpty()); // false let filteredArr = arr.filter(item => item >= 10); alert(filteredArr); // 10, 50 alert(filteredArr.isEmpty()); // false Please note one very interesting thing. Built-in methods like filter, map and others – return new objects of exactly the inherited type. They rely on the constructor property to do so. In the example above, arr.constructor === PowerArray So when arr.filter() is called, it internally creates the new array of results exactly as new PowerArray. And we can keep using its methods further down the chain. Even more, we can customize that behavior. The static getter Symbol.species, if exists, returns the constructor to use in such cases. For example, here due to Symbol.species built-in methods like map, filter will return “normal” arrays: class PowerArray extends Array { isEmpty() { return this.length === 0; } // built-in methods will use this as the constructor static get [Symbol.species]() { return Array; } } let arr = new PowerArray(1, 2, 5, 10, 50); alert(arr.isEmpty()); // false // filter creates new array using arr.constructor[Symbol.species] as constructor let filteredArr = arr.filter(item => item >= 10); // filteredArr is not PowerArray, but Array alert(filteredArr.isEmpty()); // Error: filteredArr.isEmpty is not a function We can use it in more advanced keys to strip extended functionality from resulting values if not needed. Or, maybe, to extend it even further. Unfortunately, Rabbit objects can't be created. What's wrong? Fix it. class Animal { constructor(name) { this.name = name; } } class Rabbit extends Animal { constructor(name) { this.name = name; this.created = Date.now(); } } let rabbit = new Rabbit("White Rabbit"); // Error: this is not defined alert(rabbit.name); That's because the child constructor must call super(). Here's the corrected code: class Animal { constructor(name) { this.name = name; } } class Rabbit extends Animal { constructor(name) { super(name); this.created = Date.now(); } } let rabbit = new Rabbit("White Rabbit"); // ok now alert(rabbit.name); // White Rabbit

    Extended clock

    importance: 5 We've got a Clock class. As of now, it prints the time every second. Create a new class ExtendedClock that inherits from Clock and adds the parameter precision – the number of ms between “ticks”. Should be 1000 (1 second) by default.
  • Your code should be in the file extended-clock.js
  • Don't modify the original clock.js. Extend it.
  • Open the sandbox for the task. Open the solution in the sandbox.

    Class extends Object?

    importance: 5 As we know, all objects normally inherit from Object.prototype and get access to “generic” object methods like hasOwnProperty etc. For instance: class Rabbit { constructor(name) { this.name = name; } } let rabbit = new Rabbit("Rab"); // hasOwnProperty method is from Object.prototype // rabbit.__proto__ === Object.prototype alert( rabbit.hasOwnProperty('name') ); // true But if we spell it out explicitly like "class Rabbit extends Object", then the result would be different from a simple "class Rabbit"? What's the difference? Here's an example of such code (it doesn't work – why? fix it?): class Rabbit extends Object { constructor(name) { this.name = name; } } let rabbit = new Rabbit("Rab"); alert( rabbit.hasOwnProperty('name') ); // true First, let's see why the latter code doesn't work. The reason becomes obvious if we try to run it. An inheriting class constructor must call super(). Otherwise "this" won't be “defined”. So here's the fix: class Rabbit extends Object { constructor(name) { super(); // need to call the parent constructor when inheriting this.name = name; } } let rabbit = new Rabbit("Rab"); alert( rabbit.hasOwnProperty('name') ); // true But that's not all yet. Even after the fix, there's still important difference in "class Rabbit extends Object" versus class Rabbit. As we know, the “extends” syntax sets up two prototypes:
  • Between "prototype" of the constructor functions (for methods).
  • Between the constructor functions itself (for static methods).
  • In our case, for class Rabbit extends Object it means: class Rabbit extends Object {} alert( Rabbit.prototype.__proto__ === Object.prototype ); // (1) true alert( Rabbit.__proto__ === Object ); // (2) true So Rabbit now provides access to static methods of Object via Rabbit, like this: class Rabbit extends Object {} // normally we call Object.getOwnPropertyNames alert ( Rabbit.getOwnPropertyNames({a: 1, b: 2})); // a,b But if we don't have extends Object, then Rabbit.__proto__ is not set to Object. Here's the demo: class Rabbit {} alert( Rabbit.prototype.__proto__ === Object.prototype ); // (1) true alert( Rabbit.__proto__ === Object ); // (2) false (!) alert( Rabbit.__proto__ === Function.prototype ); // as any function by default // error, no such function in Rabbit alert ( Rabbit.getOwnPropertyNames({a: 1, b: 2})); // Error So Rabbit doesn't provide access to static methods of Object in that case. By the way, Function.prototype has “generic” function methods, like call, bind etc. They are ultimately available in both cases, because for the built-in Object constructor, Object.__proto__ === Function.prototype. Here's the picture: So, to put it short, there are two differences:
    class Rabbit class Rabbit extends Object
    needs to call super() in constructor
    Rabbit.__proto__ === Function.prototype Rabbit.__proto__ === Object
    Previous lessonNext lesson Share 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.

    The instanceof operator

    The syntax is: obj instanceof Class It returns true if obj belongs to the Class (or a class inheriting from it). For instance: class Rabbit {} let rabbit = new Rabbit(); // is it an object of Rabbit class? alert( rabbit instanceof Rabbit ); // true It also works with constructor functions: // instead of class function Rabbit() {} alert( new Rabbit() instanceof Rabbit ); // true …And with built-in classes like Array: let arr = [1, 2, 3]; alert( arr instanceof Array ); // true alert( arr instanceof Object ); // true Please note that arr also belongs to the Object class. That's because Array prototypally inherits from Object. The instanceof operator examines the prototype chain for the check, and is also fine-tunable using the static method Symbol.hasInstance. The algorithm of obj instanceof Class works roughly as follows:
  • If there's a static method Symbol.hasInstance, then use it. Like this: // assume anything that canEat is an animal class Animal { static [Symbol.hasInstance](obj) { if (obj.canEat) return true; } } let obj = { canEat: true }; alert(obj instanceof Animal); // true: Animal[Symbol.hasInstance](obj) is called
  • Most classes do not have Symbol.hasInstance. In that case, check if Class.prototype equals to one of prototypes in the obj prototype chain. In other words, compare: obj.__proto__ === Class.prototype obj.__proto__.__proto__ === Class.prototype obj.__proto__.__proto__.__proto__ === Class.prototype ... In the example above Rabbit.prototype === rabbit.__proto__, so that gives the answer immediately. In the case of an inheritance, rabbit is an instance of the parent class as well: class Animal {} class Rabbit extends Animal {} let rabbit = new Rabbit(); alert(rabbit instanceof Animal); // true // rabbit.__proto__ === Rabbit.prototype // rabbit.__proto__.__proto__ === Animal.prototype (match!)
  • Here's the illustration of what rabbit instanceof Animal compares with Animal.prototype: By the way, there's also a method objA.isPrototypeOf(objB), that returns true if objA is somewhere in the chain of prototypes for objB. So the test of obj instanceof Class can be rephrased as Class.prototype.isPrototypeOf(obj). That's funny, but the Class constructor itself does not participate in the check! Only the chain of prototypes and Class.prototype matters. That can lead to interesting consequences when prototype is changed. Like here: function Rabbit() {} let rabbit = new Rabbit(); // changed the prototype Rabbit.prototype = {}; // ...not a rabbit any more! alert( rabbit instanceof Rabbit ); // false That's one of the reasons to avoid changing prototype. Just to keep safe.

    Bonus: Object toString for the type

    We already know that plain objects are converted to string as [object Object]: let obj = {}; alert(obj); // [object Object] alert(obj.toString()); // the same That's their implementation of toString. But there's a hidden feature that makes toString actually much more powerful than that. We can use it as an extended typeof and an alternative for instanceof. Sounds strange? Indeed. Let's demystify. By specification, the built-in toString can be extracted from the object and executed in the context of any other value. And its result depends on that value.
  • For a number, it will be [object Number]
  • For a boolean, it will be [object Boolean]
  • For null: [object Null]
  • For undefined: [object Undefined]
  • For arrays: [object Array]
  • …etc (customizable).
  • Let's demonstrate: // copy toString method into a variable for convenience let objectToString = Object.prototype.toString; // what type is this? let arr = []; alert( objectToString.call(arr) ); // [object Array] Here we used call as described in the chapter Decorators and forwarding, call/apply to execute the function objectToString in the context this=arr. Internally, the toString algorithm examines this and returns the corresponding result. More examples: let s = Object.prototype.toString; alert( s.call(123) ); // [object Number] alert( s.call(null) ); // [object Null] alert( s.call(alert) ); // [object Function]

    Symbol.toStringTag

    The behavior of Object toString can be customized using a special object property Symbol.toStringTag. For instance: let user = { [Symbol.toStringTag]: "User" }; alert( {}.toString.call(user) ); // [object User] For most environment-specific objects, there is such a property. Here are few browser specific examples: // toStringTag for the envinronment-specific object and class: alert( window[Symbol.toStringTag]); // window alert( XMLHttpRequest.prototype[Symbol.toStringTag] ); // XMLHttpRequest alert( {}.toString.call(window) ); // [object Window] alert( {}.toString.call(new XMLHttpRequest()) ); // [object XMLHttpRequest] As you can see, the result is exactly Symbol.toStringTag (if exists), wrapped into [object ...]. At the end we have “typeof on steroids” that not only works for primitive data types, but also for built-in objects and even can be customized. It can be used instead of instanceof for built-in objects when we want to get the type as a string rather than just to check.

    Summary Let's recap the type-checking methods that we know:
    works for returns
    typeof primitives string
    {}.toString primitives, built-in objects, objects with Symbol.toStringTag string
    instanceof objects true/false
    As we can see, {}.toString is technically a “more advanced” typeof. And instanceof operator really shines when we are working with a class hierarchy and want to check for the class taking into account inheritance. function A() {} function B() {} A.prototype = B.prototype = {}; let a = new A(); alert( a instanceof B ); // true Yeah, looks strange indeed. But instanceof does not care about the function, but rather about its prototype, that it matches against the prototype chain. And here a.__proto__ == B.prototype, so instanceof returns true. So, by the logic of instanceof, the prototype actually defines the type, not the constructor function.
    Previous lessonNext lesson Share In JavaScript we can only inherit from a single object. There can be only one [[Prototype]] for an object. And a class may extend only one other class. But sometimes that feels limiting. For instance, I have a class StreetSweeper and a class Bicycle, and want to make a StreetSweepingBicycle. Or, talking about programming, we have a class Renderer that implements templating and a class EventEmitter that implements event handling, and want to merge these functionalities together with a class Page, to make a page that can use templates and emit events. There's a concept that can help here, called “mixins”. As defined in Wikipedia, a mixin is a class that contains methods for use by other classes without having to be the parent class of those other classes. In other words, a mixin provides methods that implement a certain behavior, but we do not use it alone, we use it to add the behavior to other classes.

    A mixin example

    The simplest way to make a mixin in JavaScript is to make an object with useful methods, so that we can easily merge them into a prototype of any class. For instance here the mixin sayHiMixin is used to add some “speech” for User: // mixin let sayHiMixin = { sayHi() { alert(`Hello ${this.name}`); }, sayBye() { alert(`Bye ${this.name}`); } }; // usage: class User { constructor(name) { this.name = name; } } // copy the methods Object.assign(User.prototype, sayHiMixin); // now User can say hi new User("Dude").sayHi(); // Hello Dude! There's no inheritance, but a simple method copying. So User may extend some other class and also include the mixin to “mix-in” the additional methods, like this: class User extends Person { // ... } Object.assign(User.prototype, sayHiMixin); Mixins can make use of inheritance inside themselves. For instance, here sayHiMixin inherits from sayMixin: let sayMixin = { say(phrase) { alert(phrase); } }; let sayHiMixin = { __proto__: sayMixin, // (or we could use Object.create to set the prototype here) sayHi() { // call parent method super.say(`Hello ${this.name}`); }, sayBye() { super.say(`Bye ${this.name}`); } }; class User { constructor(name) { this.name = name; } } // copy the methods Object.assign(User.prototype, sayHiMixin); // now User can say hi new User("Dude").sayHi(); // Hello Dude! Please note that the call to the parent method super.say() from sayHiMixin looks for the method in the prototype of that mixin, not the class. That's because methods from sayHiMixin have [[HomeObject]] set to it. So super actually means sayHiMixin.__proto__, not User.__proto__.

    EventMixin

    Now let's make a mixin for real life. The important feature of many objects is working with events. That is: an object should have a method to “generate an event” when something important happens to it, and other objects should be able to “listen” to such events. An event must have a name and, optionally, bundle some additional data. For instance, an object user can generate an event "login" when the visitor logs in. And another object calendar may want to receive such events to load the calendar for the logged-in person. Or, a menu can generate the event "select" when a menu item is selected, and other objects may want to get that information and react on that event. Events is a way to “share information” with anyone who wants it. They can be useful in any class, so let's make a mixin for them: let eventMixin = { /** * Subscribe to event, usage: * menu.on('select', function(item) { ... } */ on(eventName, handler) { if (!this._eventHandlers) this._eventHandlers = {}; if (!this._eventHandlers[eventName]) { this._eventHandlers[eventName] = []; } this._eventHandlers[eventName].push(handler); }, /** * Cancel the subscription, usage: * menu.off('select', handler) */ off(eventName, handler) { let handlers = this._eventHandlers && this._eventHandlers[eventName]; if (!handlers) return; for (let i = 0; i < handlers.length; i++) { if (handlers[i] === handler) { handlers.splice(i--, 1); } } }, /** * Generate the event and attach the data to it * this.trigger('select', data1, data2); */ trigger(eventName, ...args) { if (!this._eventHandlers || !this._eventHandlers[eventName]) { return; // no handlers for that event name } // call the handlers this._eventHandlers[eventName].forEach(handler => handler.apply(this, args)); } }; There are 3 methods here:
  • .on(eventName, handler) – assigns function handler to run when the event with that name happens. The handlers are stored in the _eventHandlers property.
  • .off(eventName, handler) – removes the function from the handlers list.
  • .trigger(eventName, ...args) – generates the event: all assigned handlers are called and args are passed as arguments to them.
  • Usage: // Make a class class Menu { choose(value) { this.trigger("select", value); } } // Add the mixin Object.assign(Menu.prototype, eventMixin); let menu = new Menu(); // call the handler on selection: menu.on("select", value => alert(`Value selected: ${value}`)); // triggers the event => shows Value selected: 123 menu.choose("123"); // value selected Now if we have the code interested to react on user selection, we can bind it with menu.on(...). And the eventMixin can add such behavior to as many classes as we'd like, without interfering with the inheritance chain.

    Summary Mixin – is a generic object-oriented programming term: a class that contains methods for other classes. Some other languages like e.g. python allow to create mixins using multiple inheritance. JavaScript does not support multiple inheritance, but mixins can be implemented by copying them into the prototype. We can use mixins as a way to augment a class by multiple behaviors, like event-handling as we have seen above. Mixins may become a point of conflict if they occasionally overwrite native class methods. So generally one should think well about the naming for a mixin, to minimize such possibility. 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 of 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 to “catch” errors and, instead of dying, do something more reasonable.

    The “try…catch” syntax

    The try..catch construct has two main blocks: try, and then catch: try { // code... } catch (err) { // error handling } It works like this:
  • First, the code in try {...} is executed.
  • If there were no errors, then catch(err) is ignored: the execution reaches the end of try and then jumps over catch.
  • If an error occurs, then try execution is stopped, and the control flows to the beginning of catch(err). The err variable (can use any name for it) contains an error object with details about what's happened.
  • So, an error inside the try {…} block does not kill the script: we have a chance to handle it in catch. Let's see more examples.
  • An errorless example: shows alert (1) and (2): try { alert('Start of try runs'); // (1) <-- // ...no errors here alert('End of try runs'); // (2) <-- } catch(err) { alert('Catch is ignored, because there are no errors'); // (3) } alert("...Then the execution continues");
  • An example with an error: shows (1) and (3): try { alert('Start of try runs'); // (1) <-- lalala; // error, variable is not defined! alert('End of try (never reached)'); // (2) } catch(err) { alert(`Error has occured!`); // (3) <-- } alert("...Then the execution continues");
  • 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: try { {{{{{{{{{{{{ } catch(e) { 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 phrase 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 the valid code. Such errors are called “runtime errors” or, sometimes, “exceptions”. try..catch works synchronously If an exception happens in “scheduled” code, like in setTimeout, then try..catch won't catch it: try { setTimeout(function() { noSuchVariable; // script will die here }, 1000); } catch (e) { alert( "won't work" ); } That's because try..catch actually wraps the setTimeout call that schedules the function. But 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: setTimeout(function() { try { noSuchVariable; // try..catch handles the error! } catch (e) { alert( "error is caught here!" ); } }, 1000);

    Error object

    When an error occurs, JavaScript generates an object containing the details about it. The object is then passed as an argument to catch: try { // ... } catch(err) { // <-- the "error object", could use another word instead of err // ... } For all built-in errors, the error object inside catch block has two main properties:
    name
    Error name. For an undefined variable that's "ReferenceError".
    message
    Textual message about error details.
    There are other non-standard properties available in most environments. One of most widely used and supported is:
    stack
    Current call stack: a string with information about the sequence of nested calls that led to the error. Used for debugging purposes.
    For instance: try { lalala; // error, variable is not defined! } catch(err) { alert(err.name); // ReferenceError alert(err.message); // lalala is not defined alert(err.stack); // ReferenceError: lalala is not defined at ... // Can also show an error as a whole // The error is converted to string as "name: message" alert(err); // ReferenceError: lalala is not defined }

    Using “try…catch”

    Let's explore a real-life use case of try..catch. As we already know, JavaScript supports the
    JSON.parse(str) method to read JSON-encoded values. Usually it's used to decode data received over the network, from the server or another source. We receive it and call JSON.parse, like this: let json = '{"name":"John", "age": 30}'; // data from the server let user = JSON.parse(json); // convert the text representation to JS object // now user is an object with properties from the string alert( user.name ); // John alert( user.age ); // 30 You can find more detailed information about JSON in the JSON methods, toJSON chapter. If json is malformed, JSON.parse generates an error, so the script “dies”. 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 he opens 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 json = "{ bad json }"; try { let user = JSON.parse(json); // <-- when an error occurs... alert( user.name ); // doesn't work } catch (e) { // ...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 ); } Here we use the catch block only to show the message, but we can do much more: send a new network request, suggest an alternative to the visitor, send information about the error to a logging facility, … . All much better than just dying.

    Throwing our own errors

    What if json is syntactically correct, but doesn't have a required name property? Like this: let json = '{ "age": 30 }'; // incomplete data try { let user = JSON.parse(json); // <-- no errors alert( user.name ); // no name! } catch (e) { alert( "doesn't execute" ); } Here JSON.parse runs normally, but the absence of name is actually an error for us. To unify error handling, we'll use the throw operator.

    “Throw” operator

    The throw operator generates an error. The syntax is: throw <error object> Technically, we can use anything as an error object. That may be even a primitive, like a number or a string, but it's better to use objects, preferrably with name and message properties (to stay somewhat compatible with built-in errors). JavaScript has many built-in constructors for standard errors: Error, SyntaxError, ReferenceError, TypeError and others. We can use them to create error objects as well. Their syntax is: let error = new Error(message); // or let error = new SyntaxError(message); let error = new ReferenceError(message); // ... For built-in errors (not for any objects, just for errors), the name property is exactly the name of the constructor. And message is taken from the argument. For instance: let error = new Error("Things happen o_O"); alert(error.name); // Error alert(error.message); // Things happen o_O Let's see what kind of error JSON.parse generates: try { JSON.parse("{ bad json o_O }"); } catch(e) { alert(e.name); // SyntaxError alert(e.message); // Unexpected token o in JSON at position 0 } As we can see, that's a SyntaxError. And in our case, the absence of name could be treated as a syntax error also, assuming that users must have a name. So let's throw it: let json = '{ "age": 30 }'; // incomplete data try { let user = JSON.parse(json); // <-- no errors if (!user.name) { throw new SyntaxError("Incomplete data: no name"); // (*) } alert( user.name ); } catch(e) { alert( "JSON Error: " + e.message ); // JSON Error: Incomplete data: no name } In the line (*), the throw operator generates a SyntaxError with the given message, the same way as JavaScript would generate it itself. The execution of try immediately stops and the control flow jumps into catch. Now catch became a single place for all error handling: both for JSON.parse and other cases.

    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 variable is undefined or something else, not just that “incorrect data” thing. Like this: let json = '{ "age": 30 }'; // incomplete data try { user = JSON.parse(json); // <-- forgot to put "let" before user // ... } catch(err) { alert("JSON Error: " + err); // JSON Error: ReferenceError: user is not defined // (no JSON Error actually) } Of course, everything's possible! Programmers do make mistakes. Even in open-source utilities used by millions for decades – suddenly a crazy bug may be discovered that leads to terrible hacks (like it happened with the ssh tool). In our case, try..catch is meant 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. Fortunately, we can find out which error we get, for instance from its name: try { user = { /*...*/ }; } catch(e) { alert(e.name); // "ReferenceError" for accessing an undefined variable } The rule is simple: Catch should only process errors that it knows and “rethrow” all others. The “rethrowing” technique can be explained in more detail as:
  • Catch gets all errors.
  • In catch(err) {...} block we analyze the error object err.
  • If we don't know how to handle it, then we do throw err.
  • In the code below, we use rethrowing so that catch only handles SyntaxError: let json = '{ "age": 30 }'; // incomplete data try { let user = JSON.parse(json); if (!user.name) { throw new SyntaxError("Incomplete data: no name"); } blabla(); // unexpected error alert( user.name ); } catch(e) { if (e.name == "SyntaxError") { alert( "JSON Error: " + e.message ); } else { throw e; // 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. 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: function readData() { let json = '{ "age": 30 }'; try { // ... blabla(); // error! } catch (e) { // ... if (e.name != 'SyntaxError') { throw e; // rethrow (don't know how to deal with it) } } } try { readData(); } catch (e) { alert( "External catch got: " + e ); // caught it! } Here readData only knows how to handle SyntaxError, while the outer try..catch knows how to handle everything.

    try…catch…finally

    Wait, that's not all. The try..catch construct may have one more code clause: finally. If it exists, it runs in all cases:
  • after try, if there were no errors,
  • after catch, if there were errors.
  • The extended syntax looks like this: try { ... try to execute the code ... } catch(e) { ... handle errors ... } finally { ... execute always ... } Try running this code: try { alert( 'try' ); if (confirm('Make an error?')) BAD_CODE(); } catch (e) { alert( 'catch' ); } finally { alert( 'finally' ); } The code has two ways of execution:
  • If you answer “Yes” to “Make an error?”, then try -> catch -> finally.
  • If you say “No”, then try -> finally.
  • The finally clause is often used when we start doing something before try..catch and want to finalize it in any case of outcome. For instance, we want to measure the time that a Fibonacci numbers function fib(n) takes. Naturally, we can start measuring before it runs and finish afterwards. But what if there's an error during the function call? In particular, the implementation of fib(n) in the code below returns an error for negative or non-integer numbers. The finally clause is a great place to finish the measurements no matter what. Here finally guarantees that the time will be measured correctly in both situations – in case of a successful execution of fib and in case of an error in it: let num = +prompt("Enter a positive integer number?", 35) let diff, result; function fib(n) { if (n < 0 || Math.trunc(n) != n) { throw new Error("Must not be negative, and also an integer."); } return n <= 1 ? n : fib(n - 1) + fib(n - 2); } let start = Date.now(); try { result = fib(num); } catch (e) { result = 0; } finally { diff = Date.now() - start; } alert(result || "error occured"); alert( `execution took ${diff}ms` ); You can check by running the code with entering 35 into prompt – it executes normally, finally after try. And then enter -1 – there will be an immediate error, an the execution will take 0ms. Both measurements are done correctly. In other words, there may be two ways to exit a function: either a return or throw. The finally clause handles them both. 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 let were made inside the {...} block, it would only be visible inside of it. finally and 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. function func() { try { return 1; } catch (e) { /* ... */ } finally { alert( 'finally' ); } } alert( func() ); // first works alert from finally, and then this one try..finally The try..finally construct, without catch clause, is also useful. We apply it when we don't want to handle errors right here, but want to be sure that processes that we started are finalized. function func() { // start doing something that needs completion (like measurements) try { // ... } finally { // complete that thing even if all dies } } In the code above, an error inside try always falls out, because there's no catch. But finally works before the execution flow jumps outside.

    Global catch

    Environment-specific 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 something else terrible. Is there a way to react on such occurrences? We may want to log the error, show something to the user (normally he doesn't see error messages) etc. There is none in the specification, but environments usually provide it, because it's really useful. For instance, Node.JS has process.on(‘uncaughtException') for that. And in the browser we can assign a function to special window.onerror property. It will run in case of an uncaught error. The syntax: window.onerror = function(message, url, line, col, error) { // ... };
    message
    Error message.
    url
    URL of the script where error happened.
    line, col
    Line and column numbers where error happened.
    error
    Error object.
    For instance: <script> window.onerror = function(message, url, line, col, error) { alert(`${message}\n At ${line}:${col} of ${url}`); }; function readData() { badFunc(); // Whoops, something went wrong! } readData(); </script> The role of the global handler window.onerror is usually not to recover the script execution – that's probably impossible in case of programming errors, but to send the error message to developers. There are also web-services that provide error-logging for such cases, like https://errorception.com or http://www.muscula.com. They work like this:
  • We register at the service and get a piece of JS (or a script URL) from them to insert on pages.
  • That JS script has a custom window.onerror function.
  • When an error occurs, it sends a network request about it to the service.
  • We can log in to the service web interface and see errors.
  • 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 syntax is: try { // run this code } catch(err) { // if an error happened, then jump here // err is the error object } finally { // do in any case after try/catch } There may be no catch section or no finally, so try..catch and try..finally are also valid. Error objects have following properties:
  • message – the human-readable error message.
  • name – the string with error name (error constructor name).
  • stack (non-standard) – the stack at the moment of error creation.
  • 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 basic 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 to setup a “global” error handler to catch errors that “fall out”. In-browser that's window.onerror.
  • The first one uses finally to execute the code after try..catch: try { work work } catch (e) { handle errors } finally { cleanup the working space }
  • The second fragment puts the cleaning right after try..catch: try { work work } catch (e) { handle errors } cleanup the working space
  • We definitely need the cleanup after the work has started, doesn't matter if there was an error or not. Is there an advantage here in using finally or both code fragments are equal? If there is such an advantage, then give an example when it matters. 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. 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. function f() { try { alert('start'); return "result"; } catch (e) { /// ... } finally { alert('cleanup!'); } } f(); // cleanup! …Or when there's a throw, like here: function f() { try { alert('start'); throw new Error("an error"); } catch (e) { // ... if("can't handle the error") { throw e; } } finally { alert('cleanup!') } } f(); // cleanup! It's finally that guarantees the cleanup here. If we just put the code at the end of f, it wouldn't run.
    Previous lessonNext lesson Share When we develop something, we often need our own error classes to reflect specific things that may go wrong in our tasks. For errors in network operations we may need HttpError, for database operations DbError, for searching operations NotFoundError and so on. Our errors should support basic error properties like message, name and, preferably, stack. But they also may have other properties of their own, e.g. HttpError objects may have statusCode property with a value like 404 or 403 or 500. JavaScript allows to use throw with any argument, so technically our custom error classes don't need to inherit from Error. But if we inherit, then it becomes possible to use obj instanceof Error to identify error objects. So it's better to inherit from it. As we build our application, our own errors naturally form a hierarchy, for instance HttpTimeoutError may inherit from HttpError, and so on.

    Extending Error

    As an example, let's consider a function readUser(json) that should read JSON with user data. Here's an example of how a valid json may look: let json = `{ "name": "John", "age": 30 }`; Internally, we'll use JSON.parse. If it receives malformed json, then it throws SyntaxError. But even if json is syntactically correct, that doesn't mean that it's a valid user, right? It may miss the necessary data. For instance, if may not have name and age properties that are essential for our users. 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. That class is built-in, but we should have its approximate code before our eyes, to understand what we're extending. So here you are: // The "pseudocode" for the built-in Error class defined by JavaScript itself class Error { constructor(message) { this.message = message; this.name = "Error"; // (different names for different built-in error classes) this.stack = <nested calls>; // non-standard, but most environments support it } } Now let's go on and inherit ValidationError from it: class ValidationError extends Error { constructor(message) { super(message); // (1) this.name = "ValidationError"; // (2) } } function test() { throw new ValidationError("Whoops!"); } try { test(); } catch(err) { alert(err.message); // Whoops! alert(err.name); // ValidationError alert(err.stack); // a list of nested calls with line numbers for each } Please take a look at the constructor:
  • In the line (1) we call the parent constructor. JavaScript requires us to call super in the child constructor, so that's obligatory. The parent constructor sets the message property.
  • The parent constructor also sets the name property to "Error", so in the line (2) we reset it to the right value.
  • Let's try to use it in readUser(json): class ValidationError extends Error { constructor(message) { super(message); this.name = "ValidationError"; } } // Usage function readUser(json) { let user = JSON.parse(json); if (!user.age) { throw new ValidationError("No field: age"); } if (!user.name) { throw new ValidationError("No field: name"); } return user; } // Working example with try..catch try { let user = readUser('{ "age": 25 }'); } catch (err) { if (err instanceof ValidationError) { alert("Invalid data: " + err.message); // Invalid data: No field: name } else if (err instanceof SyntaxError) { // (*) alert("JSON Syntax Error: " + err.message); } else { throw err; // unknown error, rethrow it (**) } } The try..catch block in the code above handles both our ValidationError and the built-in SyntaxError from JSON.parse. Please take a look at how we use instanceof to check for the specific error type in the line (*). 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 only knows how to handle validation and syntax errors, other kinds (due to a typo in the code or such) 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. class ValidationError extends Error { constructor(message) { super(message); this.name = "ValidationError"; } } class PropertyRequiredError extends ValidationError { constructor(property) { super("No property: " + property); this.name = "PropertyRequiredError"; this.property = property; } } // Usage function readUser(json) { let user = JSON.parse(json); if (!user.age) { throw new PropertyRequiredError("age"); } if (!user.name) { throw new PropertyRequiredError("name"); } return user; } // Working example with try..catch try { let user = readUser('{ "age": 25 }'); } catch (err) { if (err instanceof ValidationError) { alert("Invalid data: " + err.message); // Invalid data: No property: name alert(err.name); // PropertyRequiredError alert(err.property); // name } else if (err instanceof SyntaxError) { alert("JSON Syntax Error: " + err.message); } else { throw err; // unknown error, rethrow it } } The new class PropertyRequiredError is easy to use: we only need to pass the property name: new PropertyRequiredError(property). The human-readable message is generated by the constructor. Please note that this.name in PropertyRequiredError constructor is again assigned manually. That may become a bit tedius – to assign this.name = <class name> when creating each custom error. But there's a way out. We can make our own “basic error” class that removes this burden from our shoulders by using this.constructor.name for this.name in the constructor. And then inherit from it. Let's call it MyError. Here's the code with MyError and other custom error classes, simplified: class MyError extends Error { constructor(message) { super(message); this.name = this.constructor.name; } } class ValidationError extends MyError { } class PropertyRequiredError extends ValidationError { constructor(property) { super("No property: " + property); this.property = property; } } // name is correct alert( new PropertyRequiredError("field").name ); // PropertyRequiredError Now custom errors are much shorter, especially ValidationError, as we got rid of the "this.name = ..." line in the constructor.

    Wrapping exceptions

    The purpose of the function readUser in the code above is “to read the user data”, right? There may occur different kinds of errors in the process. Right now we have SyntaxError and ValidationError, but in the future readUser function may grow: the new code will probably generate other kinds of errors. The code which calls readUser should handle these errors. Right now it uses multiple if in the catch block to check for different error types and rethrow the unknown ones. But if readUser function generates several kinds of errors – then we should ask ourselves: do we really want to check for all error types one-by-one in every code that calls readUser? Often the answer is “No”: the outer code wants to be “one level above all that”. It wants to have some kind of “data reading error”. Why exactly it happened – is often irrelevant (the error message describes it). Or, even better if there is a way to get error details, but only if we need to. So let's make a new class ReadError to represent such errors. If an error occurs inside readUser, we'll catch it there and generate ReadError. We'll also keep the reference to the original error in its cause property. Then the outer code will only have to check for ReadError. Here's the code that defines ReadError and demonstrates its use in readUser and try..catch: class ReadError extends Error { constructor(message, cause) { super(message); this.cause = cause; this.name = 'ReadError'; } } class ValidationError extends Error { /*...*/ } class PropertyRequiredError extends ValidationError { /* ... */ } function validateUser(user) { if (!user.age) { throw new PropertyRequiredError("age"); } if (!user.name) { throw new PropertyRequiredError("name"); } } function readUser(json) { let user; try { user = JSON.parse(json); } catch (err) { if (err instanceof SyntaxError) { throw new ReadError("Syntax Error", err); } else { throw err; } } try { validateUser(user); } catch (err) { if (err instanceof ValidationError) { throw new ReadError("Validation Error", err); } else { throw err; } } } try { readUser('{bad json}'); } catch (e) { if (e instanceof ReadError) { alert(e); // Original error: SyntaxError: Unexpected token b in JSON at position 1 alert("Original error: " + e.cause); } else { throw e; } } In the code above, readUser works exactly as described – catches syntax and validation errors and throws ReadError errors instead (unknown errors are rethrown as usual). So the outer code checks instanceof ReadError and that's it. No need to list possible all error types. The approach is called “wrapping exceptions”, because we take “low level exceptions” and “wrap” them into ReadError that is more abstract and more convenient to use for the calling code. It is widely used in object-oriented programming.

    Summary

  • We can inherit from Error and other built-in error classes normally, just need to take care of name property and don't forget to call super.
  • Most of the time, we should use instanceof to check for particular errors. It also works with inheritance. But sometimes we have an error object coming from the 3rd-party library and there's no easy way to get the class. Then name property can be used for such checks.
  • Wrapping exceptions is a widespread technique when a function handles low-level exceptions and makes a higher-level object to report about the errors. Low-level exceptions sometimes become properties of that object like err.cause in the examples above, but that's not strictly required.
  • It should support message, name and stack properties. Usage example: let err = new FormatError("formatting error"); alert( err.message ); // formatting error alert( err.name ); // FormatError alert( err.stack ); // stack alert( err instanceof FormatError ); // true alert( err instanceof SyntaxError ); // true (because inherits from SyntaxError) class FormatError extends SyntaxError { constructor(message) { super(message); this.name = "FormatError"; } } let err = new FormatError("formatting error"); alert( err.message ); // formatting error alert( err.name ); // FormatError alert( err.stack ); // stack alert( err instanceof SyntaxError ); // true