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Repo for resources & notes for the JS learning group by @nhpatt

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Javascript Learning Group

Repo for resources & notes for the JS Learning Group by @nhpatt

Conway's Game Of Life with HTML5 canvas

Index

Values, Types, and Operators

Missing description

Comments about the exercises

  • Chessboard in canvas

Program structure

Missing description

Functions

Missing description

Data Structures: Objects and Arrays

Arrays

Like other arrays... with []

With methods like

  • push (with variable arguments)
  • pop
  • join

Properties

Classic fields, available through dot notation and square brackets (metaprogramming!)

Objects

  • With {}
  • You can delete a property (very uncommon)
  • And check with if a property exists in
  • Existing values in JS (numbers, strings and booleans) are immutable.

Higher order functions

Abstractions hide details and allow us to work in a more abstract level.

  • forEach is available in arrays
  • We can create functions based on parameters
  • apply let us call a function with an array number of arguments -> f.apply(null, arguments) -> calls the function f passing arguments
  • JSON.stringify and JSON.parse built into the language
  • filter belongs to the array object, accepts a function to filter.
  • map, reduce in the classic incarnation are also available.
  • functional functions are great but be aware of the efficiency
  • bind let us apply arguments.

The Secret Life of Objects

Missing description

Project: Electronic Life

Missing description

SmartPlantEaters

Tigers

Bugs and Error Handling

Bugs are unavoidable and we have to learn to deal with them.

  • JS is very tolerant with errors and bugs, usually keeps computing until it finishes.

  • Calling something that is not a function or looking a property of undefined will halt the program.

  • JS can be made more strict by enabling strict mode at the top of a file or function.

    • Fails when using variables not defined
    • Fails when using this when functions are not called as methods

    please, use strict mode

  • Do testing, either manually, with a custom method or a library.

  • We can do manual debugging with console.log or a browser.

  • How to do error propagation?

    • return null or a special value
    • Exceptions!

Exceptions

  • throw raises an exception
  • try and catch (error) mechanism.
  • new Error(message) is the typical object thrown.
  • finally as everybody is used to.
  • JS does not have selective catching of exceptions (for example, we can't define several catch clauses).
  • But we can create our own exception (should have a name property and an stack like (new Error()).stack).

Assertions

  • We can do custom checks with assets after defining our own custom function.

Drawing on Canvas

  • SVG = vector shapes, against canvas that is not vectorial.
  • SVG -> circle, rect elements with xml namespace.
  • Canvas -> 2d & 3d (WebGL)

Canvas

  • <canvas></canvas> with width and height
  • Based on the context object, document.getElementById('').getContext("2d")

<script type="text/javascript"> var ctx = document.getElementById('example').getContext("2d"); ctx.strokeStyle = 'purple'; ctx.strokeRect(10, 10, 50, 50); ctx.fillStyle = 'red'; ctx.fillRect(25, 25, 50, 50); </script>

Methods

  • Vector methods

    • ctx.fillRect(10, 10, 100, 50) and ctx.fillStyle = 'red'
    • fill, give color to an area with fillStyle
    • stroke, give color to a border with strokeStyle
    • lineWidth, to add width to a border
    • path, sequence of lines with beginPath(), moveTo or lineTo and stroke to finish.
    • in a path you can use fill if the path is closed or it will be closed automatically
    • quadraticCurveTo to draw a curve by attracting
    • and bezierCurve
    • and arcTo
  • so we can do a pie chart by applying math (:S)

  • Text methods

    • fillText allows us to paint text (strokeText maybe useful too), with position.
  • Images

    • drawImage can paint a bitmap image based on a <img> but we need to wait until it's loaded.
    • We also can paint sprites (drawImage with 9 arguments).
  • Transformation

    • ctx.scale allows to scale the next thing it's painted.
    • scaling allows negative values to flip things
    • but we hace to play with translate and coordinate systems to paint it inside our canvas region
  • Store state

    • save and restore allows us to use a stack of states.

Example in few lines of JS:

mondrian

HTTP

  • GET, DELETE, PUT, POST...
  • 2xx -> OK, 3xx -> not here, 4xx -> you messed up, 5xx -> we messed up
  • encodeURIComponent to encode to url format and decodeURIComponent to decode it

XMLHttpRequest

var req = new XMLHttpRequest();
req.open("GET", "example/data.txt", false);
req.send(null);
console.log(req.responseText);
  • Relative GET request
  • ...

Forms and Form Fields

  • Forms are special

Notes from several sessions

Idiomatic JS

  • Use always [] instead of new Array()

  • Create objects with {}

  • Set a default value with ||, for example:

     var something_that_could_be_undefined = undefined;
     var number = something_that_could_be_undefined || 0;
  • Check if array is not empty with if (array.length) {...} or empty with !array.length.

  • ‘Double negation operator': !!variable to force a cast to boolean.

Useful constructions

  • Module pattern, a way of having private methods and properties. Typically similar to: (function() {} return {})(). A function that is being executed instantly. For example:

     (function module_pattern_revealed() {
    
     var private_element = 2;
    
     function example_function() {
         //operate_with_private_element
     }
    
     return {
         example_function: example_function
     }
    
     })();
  • Understanding prototype: every object is linked to a prototype object from which it can inherit properties. This is done dynamically, so you can decorate language objects like Array or all your own objects at the same time.

  • Closures: functions can be defined inside of other functions. An inner function of course has access to the parameters and variables of the functions it is nested within. The function object created by a function literal contains a link to that outer context. This is really powerful and can be the origin of strange behaviours with loops and event handlers if not understood correctly.

  • Truthy and falsy: a lot of values cast to false, like undefined or 0, so in JS we talk about truthy and falsy values (those who cast to true or false, respectively).

  • Hoisting: variables and functions are moved to the top of the scope in which are defined.

This…

We have 4 ways of invoking a function:

  1. Method invocation, this is the scope of our object.

    var myObject = {
        value: 0,
        increment: function (inc) {
            this.value += typeof inc === 'number' ? inc : 1;
        }
    };
    
    myObject.increment();  // 1
    myObject.increment(2); // 3
  2. Function invocation, where this is the scope of the “global” object (window in a browser).

    var myObject = {};
    myObject.double = function () {
        var that = this; // Workaround.
        var helper = function () {
            that.value = add(that.value, that.value);
        };
        helper(); // Invoke helper as a function. 
    };
    
    // Invoke double as a method.
    myObject.double( );

    helper is invoked as a function and this refers to the global scope.

    The usual workaround is use a variable called that or self that “caches” the value of this.

  3. Constructor invocation, this refers to the scope of our object

    var Quo = function (string) {
        this.status = string;
    };
    
    Quo.prototype.get_status = function () { 
        return this.status;
    };
    
    // Make an instance of Quo.
    var myQuo = new Quo("value");
    myQuo.get_status() // value
  4. And use bind, apply, call... where the programmer sets the value of this.

The only strange behaviour is calling a function with a function invocation (constructor and method works fine).

The bad case is more common as it seems, because event handlers, DOM events, timeouts or other corner cases.

The solutions are:

  1. Understand why this behaves this way and react accordingly.
  2. Program only using properties, constructors (without forgetting new) or use apply (and derivates).
  3. Create variables like that.
  4. Don’t use this ever.

Useful links

FIXME

  • sum_of_range bug
  • missing exercises
  • missing summaries
  • performance?
  • testing?
  • gulp?
  • lint?
  • ecma6?
  • exploringJS?

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Repo for resources & notes for the JS learning group by @nhpatt


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