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Copy file name to clipboardExpand all lines: 1-js/01-getting-started/1-intro/article.md
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@@ -63,7 +63,7 @@ JavaScript's abilities in the browser are limited for the sake of the user's saf
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Examples of such restrictions include:
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- 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.
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- 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 functions.
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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.
Copy file name to clipboardExpand all lines: 1-js/02-first-steps/02-structure/article.md
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@@ -94,7 +94,7 @@ But it should be two separate statements, not one. Such a merging in this case i
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We recommend putting 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.
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## Comments
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## Comments[#code-comments]
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As time goes on, programs become more and more complex. It becomes necessary to add *comments* which describe what the code does and why.
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```
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```smart header="Use hotkeys!"
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In most editors, a line of code can be commented out by pressing the `key:Ctrl+/` hotkey for a single-line comment and something like `key:Ctrl+Shift+/` -- for multiline comments (select a piece of code and press the hotkey). For Mac, try `key:Cmd` instead of `key:Ctrl`.
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In most editors, a line of code can be commented out by pressing the `key:Ctrl+/` hotkey for a single-line comment and something like `key:Ctrl+Shift+/` -- for multiline comments (select a piece of code and press the hotkey). For Mac, try `key:Cmd` instead of `key:Ctrl` and `key:Option` instead of `key:Shift`.
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```
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````warn header="Nested comments are not supported!"
A loop that shows odd values could look like this:
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```js
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```js run
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for (let i =0; i <10; i++) {
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if (i %2) {
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From a technical point of view, this is identical to the example above. Surely, we can just wrap the code in an `if` block instead of using `continue`.
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But as a side-effect, this created one more level of nesting (the `alert` call inside the curly braces). If the code inside of`if` is longer than a few lines, that may decrease the overall readability.
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But as a side-effect, this created one more level of nesting (the `alert` call inside the curly braces). If the code inside of`if` is longer than a few lines, that may decrease the overall readability.
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````
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````warn header="No `break/continue` to the right side of '?'"
Copy file name to clipboardExpand all lines: 1-js/04-object-basics/01-object/article.md
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@@ -101,7 +101,9 @@ For multiword properties, the dot access doesn't work:
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user.likes birds =true
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```
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That's because the dot requires the key to be a valid variable identifier. That is: no spaces and other limitations.
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JavaScript doesn't understand that. It thinks that we address `user.likes`, and then gives a syntax error when comes across unexpected `birds`.
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The dot requires the key to be a valid variable identifier. That implies: contains no spaces, doesn't start with a digit and doesn't include special characters (`$` и `_` are allowed).
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There's an alternative "square bracket notation" that works with any string:
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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.
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````smart header="Reserved words are allowed as property names"
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A variable cannot have a name equal to one of language-reserved words like "for", "let", "return" etc.
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But for an object property, there's no such restriction. Any name is fine:
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```js run
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let obj = {
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for: 1,
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let: 2,
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return: 3
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};
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alert( obj.for + obj.let + obj.return ); // 6
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```
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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:
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```js run
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let obj = {};
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obj.__proto__ = 5;
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alert(obj.__proto__); // [object Object], didn't work as intended
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```
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As we see from the code, the assignment to a primitive `5` is ignored.
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That can become a source of bugs and even vulnerabilities if we intend to store arbitrary key-value pairs in an object, and allow a visitor to specify the keys.
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In that case the visitor may choose `__proto__` as the key, and the assignment logic will be ruined (as shown above).
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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.
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There's also another data structure [Map](info:map-set), that we'll learn in the chapter <info:map-set>, which supports arbitrary keys.
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````
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## Property value shorthand
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In real code we often use existing variables as values for property names.
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};
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```
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## Existence check
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## Property names limitations
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Property names (keys) must be either strings or symbols (a special type for identifiers, to be covered later).
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Other types are automatically converted to strings.
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For instance, a number `0` becomes a string `"0"` when used as a property key:
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```js run
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let obj = {
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0:"test"// same as "0": "test"
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};
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// both alerts access the same property (the number 0 is converted to string "0")
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alert( obj["0"] ); // test
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alert( obj[0] ); // test (same property)
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```
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**Reserved words are allowed as property names.**
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As we already know, a variable cannot have a name equal to one of language-reserved words like "for", "let", "return" etc.
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But for an object property, there's no such restriction. Any name is fine:
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```js run
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let obj = {
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for:1,
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let:2,
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return:3
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};
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alert( obj.for+obj.let+obj.return ); // 6
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```
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We can use any string as a key, but there's a special property named `__proto__` that gets special treatment for historical reasons.
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For instance, we can't set it to a non-object value:
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```js run
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let obj = {};
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obj.__proto__=5; // assign a number
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alert(obj.__proto__); // [object Object] - the value is an object, didn't work as intended
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```
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As we see from the code, the assignment to a primitive `5` is ignored.
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The nature of `__proto__` will be revealed in detail later in the chapter [](info:prototype-inheritance).
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As for now, it's important to know that such behavior of `__proto__` can become a source of bugs and even vulnerabilities if we intend to store user-provided keys in an object.
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The problem is that a visitor may choose `__proto__` as the key, and the assignment logic will be ruined (as shown above).
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There are two workarounds for the problem:
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1. Modify the object's behavior to treat `__proto__` as a regular property. We'll learn how to do it in the chapter [](info:prototype-methods).
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2. Using [Map](info:map-set) data structure which supports arbitrary keys. We'll learn it in the chapter <info:map-set>.
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## Property existence test, "in" operator
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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:
Copy file name to clipboardExpand all lines: 1-js/04-object-basics/03-symbol/article.md
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Upon creation, we can give symbol a description (also called a symbol name), mostly useful for debugging purposes:
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```js run
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```js
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// id is a symbol with the description "id"
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let id =Symbol("id");
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```
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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`).
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````smart header="Property keys of other types are coerced to strings"
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We can only use strings or symbols as keys in objects. Other types are converted to strings.
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For instance, a number `0` becomes a string `"0"` when used as a property key:
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```js run
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let obj = {
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0: "test" // same as "0": "test"
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};
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// both alerts access the same property (the number 0 is converted to string "0")
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alert( obj["0"] ); // test
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alert( obj[0] ); // test (same property)
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```
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````
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## Global symbols
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As we've seen, usually all symbols are different, even if they have the same name. 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.
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alert( Symbol.keyFor(sym2) ); // id
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```
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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`.
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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 returns`undefined`.
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That said, any symbols have `description` property.
Copy file name to clipboardExpand all lines: 1-js/05-data-types/03-string/article.md
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So, the browser needs to know the language to compare.
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Luckily, all modern browsers (IE10- requires the additional library [Intl.JS](https://github.com/andyearnshaw/Intl.js/)) support the internationalization standard [ECMA402](http://www.ecma-international.org/ecma-402/1.0/ECMA-402.pdf).
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Luckily, all modern browsers (IE10- requires the additional library [Intl.js](https://github.com/andyearnshaw/Intl.js/)) support the internationalization standard [ECMA-402](http://www.ecma-international.org/ecma-402/1.0/ECMA-402.pdf).
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It provides a special method to compare strings in different languages, following their rules.
Copy file name to clipboardExpand all lines: 1-js/05-data-types/06-iterable/article.md
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We can easily grasp the concept of iterables by making one of our own.
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For instance, we have an object, that is not an array, but looks suitable for `for..of`.
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For instance, we have an object that is not an array, but looks suitable for `for..of`.
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Like a `range` object that represents an interval of numbers:
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- Technically, iterables must implement the method named `Symbol.iterator`.
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- The result of `obj[Symbol.iterator]` is called an *iterator*. It handles the further iteration process.
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- 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.
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- An iterator must have the method named `next()` that returns an object `{done: Boolean, value: any}`, here `done:true` denotes the end of the iteration process, otherwise the `value` is the next value.
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- The `Symbol.iterator` method is called automatically by `for..of`, but we also can do it directly.
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- Built-in iterables like strings or arrays, also implement `Symbol.iterator`.
Copy file name to clipboardExpand all lines: 1-js/10-error-handling/1-try-catch/article.md
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Usually, a script "dies" (immediately stops) in case of an error, printing it to console.
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But there's a syntax construct `try..catch` that allows to "catch" errors and, instead of dying, do something more reasonable.
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But there's a syntax construct `try..catch` that allows us to "catch" errors so the script can, instead of dying, do something more reasonable.
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## The "try..catch" syntax
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1. First, the code in `try {...}` is executed.
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2. If there were no errors, then `catch(err)` is ignored: the execution reaches the end of `try` and goes on, skipping `catch`.
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3. 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) will contain an error object with details about what happened.
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3. If an error occurs, then the `try` execution is stopped, and control flows to the beginning of `catch(err)`. The `err` variable (we can use any name for it) will contain an error object with details about what happened.
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So, an error inside the `try {…}` block does not kill the script: we have a chance to handle it in `catch`.
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So, an error inside the `try {…}` block does not kill the script -- we have a chance to handle it in `catch`.
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Let's see examples.
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Let's look at some examples.
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- An errorless example: shows `alert``(1)` and `(2)`:
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The JavaScript engine first reads the code, and then runs it. The errors that occur on the reading phase are called "parse-time" errors and are unrecoverable (from inside that code). That's because the engine can't understand the code.
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So, `try..catch` can only handle errors that occur in the valid code. Such errors are called "runtime errors" or, sometimes, "exceptions".
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So, `try..catch` can only handle errors that occur in valid code. Such errors are called "runtime errors" or, sometimes, "exceptions".
There is also a method `response.json()` that reads the remote data and parses it as JSON. In our case that's even more convenient, so let's switch to it.
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The `response` object returned from `fetch`also includes the method `response.json()` that reads the remote data and parses it as JSON. In our case that's even more convenient, so let's switch to it.
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