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Head First javascript Programming 2014 - A Brain-Friendly Guide
Head First javascript Programming (2014) English | Publisher: O'Reilly Media (March 2014) | ISBN: 978-1-4493-4397-2 | 88 MB This brain-friendly guide teaches you everything from javascript language fundamentals to advanced topics, including objects, functions, and the browser’s document object model. You won’t just be reading—you’ll be playing games, solving puzzles, pondering mysteries, and interacting with javascript in ways you never imagined. And you’ll write real code, lots of it, so you can start building your own web applications. Head First JavaScript Programming (2014) : FREE Download Prepare to open your mind as you learn (and nail) key topics including: The inner details of javascript How javascript works with the browser The secrets of javascript types Using arrays The power of functions How to work with objects Making use of prototypes Understanding closures Writing and testing applications Chapter 1 A Quick Dip into javascript: Getting your feet wet The way javascript works How you’re going to write javascript How to get javascript into your page javascript, you’ve come a long way baby... How to make a statement Variables and values Back away from that keyboard! Express yourself Doing things more than once How the while loop works Making decisions with javascript And, when you need to make LOTS of decisions Reach out and communicate with your user A closer look at console.log Opening the console Coding a Serious javascript Application How do I add code to my page? (let me count the ways) We’re going to have to separate you two Chapter 2 Writing Real Code: Going further Let’s build a Battleship game Our first attempt... First, a high-level design A few more details... Working through the Pseudocode Oh, before we go any further, don’t forget the HTML! Writing the Simple Battleship code Now let’s write the game logic Step One: setting up the loop, getting some input How prompt works Checking the user’s guess So, do we have a hit? Adding the hit detection code Hey, you sank my battleship! Provide some post-game analysis And that completes the logic! Doing a little Quality Assurance Can we talk about your verbosity... Finishing the Simple Battleship game How to assign random locations The world-famous recipe for generating a random number Back to do a little more QA Congrats on your first true javascript program, and a short word about reusing code Chapter 3 Introducing Functions: Getting functional What’s wrong with the code anyway? By the way, did we happen to mention FUNCTIONS? Okay, but how does it actually work? What can you pass to a function? javascript is pass-by-value. Weird Functions Functions can return things too Tracing through a function with a return statement Global and local variables Knowing the scope of your local and global variables The short lives of variables Don’t forget to declare your locals! Chapter 4 Putting Some Order in Your Data: Arrays Can you help Bubbles-R-Us? How to represent multiple values in javascript How arrays work How to access an array item Updating a value in the array How big is that array anyway? The Phrase-O-Matic Meanwhile, back at Bubbles-R-Us... How to iterate over an array But wait, there’s a better way to iterate over an array It’s that time again.... Can we talk about your verbosity? Redoing the for loop with the post-increment operator Quick test drive Creating an array from scratch (and adding to it) And the winners are... A quick survey of the code... Writing the printAndGetHighScore function Refactoring the code using printAndGetHighScore Putting it all together... Chapter 5 Understanding Objects: A trip to Objectville Did someone say “Objects”?! Thinking about properties... How to create an object What is Object-Oriented Anyway? How properties work How does a variable hold an object? Inquiring minds want to know... Comparing primitives and objects Doing even more with objects... Stepping through pre-qualification Let’s talk a little more about passing objects to functions Oh Behave! Or, how to add behavior to your objects Improving the drive method Why doesn’t the drive method know about the started property? How this works How behavior affects state... Adding some Gas-o-line Now let’s affect the behavior with the state Congrats on your first objects! Guess what? There are objects all around you! (and they’ll make your life easier) Chapter 6 Interacting with Your Web Page: Getting to know the DOM In our last chapter, we left you with a little challenge. The “crack the code challenge.” So what does the code do? How javascript really interacts with your page How to bake your very own DOM A first taste of the DOM Getting an element with getElementById What, exactly, am I getting from the DOM? Finding your inner HTML What happens when you change the DOM A test drive around the planets Don’t even think about running my code until the page is fully loaded! You say “event hander,” I say “callback” How to set an attribute with setAttribute More fun with attributes! (you can GET attributes too) So what else is a DOM good for anyway? Chapter 7 Types, Equality, Conversion and All That Jazz: Serious types The truth is out there... Watch out, you might bump into undefined when you aren’t expecting it... How to use null Dealing with NaN It gets even weirder We have a confession to make Understanding the equality operator (otherwise known as ==) How equality converts its operands (sounds more dangerous than it actually is) How to get strict with equality Even more type conversions... How to determine if two objects are equal The truthy is out there... What javascript considers falsey The Secret Life of Strings How a string can look like a primitive and an object A five-minute tour of string methods (and properties) Chair Wars (or How Really Knowing Types Can Change Your Life) Chapter 8 Bringing it All Together: Building an app This time, let’s build a REAL Battleship game Stepping back... to HTML and CSS Creating the HTML page: the Big Picture Adding some more style Using the hit and miss classes How to design the game Implementing the View How displayMessage works How displayHit and displayMiss work The Model How we’re going to represent the ships Implementing the model object Setting up the fire method Implementing the Controller Processing the player’s guess Planning the code... Implementing parseGuess Counting guesses and firing the shot How to add an event handler to the Fire! button Passing the input to the controller How to place ships Writing the generateShip method Generate the starting location for the new ship Completing the generateShip method Chapter 9 Asynchronous Coding: Handling events What are events? What’s an event handler? How to create your first event handler Test drive your event Getting your head around events... by creating a game Implementing the game Test drive Let’s add some more images Now we need to assign the same event handler to each image’s onclick property How to reuse the same handler for all the images How the event object works Putting the event object to work Test drive the event object and target Events and queues Even more events How setTimeout works Finishing the image game Test driving the timer Chapter 10 First Class Functions: Liberated functions The mysterious double life of the function keyword Function declarations versus function expressions Parsing the function declaration What’s next? The browser executes the code Moving on... The conditional How functions are values too Did we mention functions have First Class status in javascript? Flying First Class Writing code to process and check passengers Iterating through the passengers Passing a function to a function Returning functions from functions Writing the flight attendant drink order code The flight attendant drink order code: a different approach Taking orders with first class functions Webville Cola How the array sort method works Putting it all together Take sorting for a test drive Chapter 11 Anonymous Functions, Scope and Closures: Serious functions Taking a look at the other side of functions... How to use an anonymous function We need to talk about your verbosity, again When is a function defined? It depends... What just happened? Why wasn’t fly defined? How to nest functions How nesting affects scope A little review of lexical scope Where things get interesting with lexical scope Functions Revisited Calling a function (revisited) What the heck is a closure? Closing a function Using closures to implement a magic counter Looking behind the curtain... Creating a closure by passing a function expression as an argument The closure contains the actual environment, not a copy Creating a closure with an event handler How the Click me! closure works Chapter 12 Advanced Object Construction: Creating objects Creating objects with object literals Using conventions for objects Introducing Object Constructors How to create a Constructor How to use a Constructor How constructors work You can put methods into constructors as well It’s Production Time! Let’s test drive some new cars Don’t count out object literals just yet Rewiring the arguments as an object literal Reworking the Car constructor Understanding Object Instances Even constructed objects can have their own independent properties Real World Constructors The Array object Even more fun with built-in objects Chapter 13 Using Prototypes: Extra strength objects Hey, before we get started, we’ve got a better way to diagram our objects Revisiting object constructors: we’re reusing code, but are we being efficient? Is duplicating methods really a problem? What are prototypes? Inheriting from a prototype How inheritance works Overriding the prototype How to set up the prototype Prototypes are dynamic A more interesting implementation of the sit method One more time: how the sitting property works How to approach the design of the show dogs Setting up a chain of prototypes How inheritance works in a prototype chain Creating the show dog prototype Creating a show dog instance A final cleanup of show dogs Stepping through Dog.call The chain doesn’t end at dog Using inheritance to your advantage... by overriding built-in behavior Using inheritance to your advantage... by extending a built-in object Grand Unified Theory of Better living through objects Putting it all together What’s next? Appendix Leftovers: The top ten topics (we didn’t cover) #1 jQuery #2 Doing more with the DOM #3 The Window Object #4 Arguments #5 Handling exceptions #6 Adding event handlers with addEventListener #7 Regular Expressions #8 Recursion #9 JSON #10 Server-side javascript Enjoy Please use 7Zip / WinRAR / Universal Extractor to EXTRACT FILES. Thank You Sharing Widget |
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