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ویرایش: 2
نویسندگان: Eric Freeman. Elisabeth Robson
سری:
ISBN (شابک) : 1098147944, 9781098147945
ناشر: O’Reilly Media
سال نشر: 2024
تعداد صفحات: 662
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 97 مگابایت
در صورت تبدیل فایل کتاب Head First JavaScript Programming: A Learner's Guide to Modern JavaScript, 2nd Edition به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب سر اول برنامه نویسی JavaScript: راهنمای یادگیرنده برای JavaScript مدرن ، نسخه دوم نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Cover Authors of Head First JavaScript Programming Table of Contents Preface how to use this book Who is this book for? Who should probably back away from this book? We know what you’re thinking We know what your brain is thinking Metacognition: thinking about thinking Here’s what WE did: Here’s what YOU can do to bend Read Me Tech reviewers Acknowledgments for the first edition Acknowledgments for the second edition Chapter 1: A quick dip into JavaScript 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... How to make a statement Variables and values Constants, another kind of variable 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 Let’s build a Battleship game Our first attempt...a simplified Battleship First, a high-level design A few more details... Representing the ships Getting user input Displaying the results 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 1: Setting up the loop, getting some input How prompt works Step 2: Checking the user’s guess So, do we have a hit? Adding the hit detection code Step 3: Hey, you sank my battleship! Step 4: 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 recipe for generating a random number A little more QA Congrats on your first true JavaScript program, and a short word about reusing code Chapter 3: Introducing functions 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 There’s more to the story Don’t forget to declare your locals! The short lives of variables Chapter 4: Putting some order in your data Can you help Bubbles-R-Us? How to represent multiple values in JavaScript How arrays work How to create an array 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 Test drive the bubble report It\'s that time again...can we talk about your verbosity? Redoing the for loop with the post-increment operator Creating an array from scratch (and adding to it) Test drive the final report 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 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 Initializing a primitive variable Initializing an object (reference) variable Doing even more with objects Doing some prequalification Does the taxi cut it? Stepping through prequalification Let’s talk a little more about passing objects to functions Putting Fido on a diet The Auto-O-Matic Oh, behave! Or, how to add behavior to your objects Improving the drive method Take the fiat for a test drive Why doesn’t the drive method know about the started property? A test drive with “this” How “this” works Method shorthand How behavior affects state Now let’s affect the behavior with the state Congrats on your first objects! Guess what? There are objects all around you! Chapter 6: Interacting with your web page In the last chapter, we left you with a little challenge...the “crack the code challenge” So what does the code do? A quick recap 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! Let\'s try that again... You say “event handler,” I say “callback” Why stop now? Let’s take it further... How to set an attribute with setAttribute More fun with attributes! What happens if my attribute doesn’t exist in the element? Meanwhile, back at the solar system... Test driving the planets one last time... So what else is a DOM good for, anyway? Chapter 7: Types, equality, and all that jazz 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 If the two values have the same type, just compare them If the two values have different types, try to convert them into the same type and then compare them How equality converts its operands How to get strict with equality Two values are strictly equal only if they have the same type and the same value. Even more type conversions Another look at concatenation, and addition What about the other arithmetic operators? How to determine if two objects are equal When we test equality of two object variables, we compare the references to those objects. Two references are equal only if they reference the same object. 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 How template literals work A five-minute tour of string properties and methods Chair Wars (or How Really Knowing Types Can Change Your Life) Chapter 8: Bringing it all together This time, let’s build a REAL Battleship game Stepping back...to HTML and CSS Creating the HTML page: the Big Picture Step 1: The basic HTML Step 2: Creating the table Step 3: Player interaction Adding some more style Step 4: Placing the hits and misses Using the hit and miss classes Designing the game Implementing the view How displayMessage works Implementing displayMessage How displayHit and displayMiss work Implementing displayHit and displayMiss The model How the model interacts with the view You’re gonna need a bigger boat...and game board How we’re going to represent the ships Implementing the model object Thinking about the fire method Setting up the fire method Looking for hits Putting it all together Wait, can we talk about your verbosity again? Meanwhile, back at the battleship... A view to a kill... Implementing the controller Processing the player’s guess Planning the code... Implementing parseGuess Meanwhile, back at the controller... Counting guesses and firing the shot Game over? Getting a player’s guess Adding an event handler to the Fire! button Getting the player’s guess from the form Passing the input to the controller What’s left? Oh yeah, darn it,those hardcoded ships! How to place ships The generateShipLocations function Writing the generateShip method Generating the starting location for the new ship Completing the generateShip method Avoiding a collision! Two final changes Congrats, it’s startup time! Chapter 9: Handling events What are events? What’s an event handler? Creating an event handler Getting your head around events...by creating a game Implementing the game Step 1: Access the image in the DOM Step 2: Add the handler and update the image 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 Assigning the click handler to all images on the page 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: Anonymous and higher-order functions The mysterious double life of the function keyword How functions are values too If functions are values, we can assign them to variables Did we mention functions have first class status in JavaScript? Taking a look at the other side of functions... How to use an anonymous function We need to talk about your verbosity, again We can make the code even shorter with arrow functions Creating arrow functions Webville Cola Understanding the array sort method Putting it all together Meanwhile, back at Webville Cola Introducing higher-order functions Filtering with higher-order functions Don’t forget your anonymous and arrow functions How to get cases sold with map Get the total cases sold with reduce Using reduce to get the total cases sold Chaining map, filter, and reduce Iterating with forEach Chapter 11: Modern syntax, lexical scope, and closures Getting serious about functional syntax Streamlining code with default parameters Spreading out your arguments There’s something we haven’t told you about functions... Function declarations are “hoisted” We’ve done the function declarations; now we do everything else We need to talk about scope Taking functions beyond global scope A lexical scope refresher Another look at our outer/inner functions Using scope for encapsulation Two important JavaScript scope rules Let\'s make another change to our code Solving the mystery How to make a closure Stepping through createGreeting Using closures to implement a magic counter Test drive your magic counter Looking behind the curtain... Implementing a counter with a closure How makeTimer works Implementing onlyOnceMaker Chapter 12: Advanced object construction Creating objects with object literals Using conventions for objects Introducing classes How to define a class How to create an object from a class How classes work Let’s add some methods It’s production time! The basic Car class Implementing the Taxi class with extends Adding new methods to the Taxi class Implementing the RocketCar class Overriding Car’s drive method Finishing up the RocketCar class What’s happening here? Using an object literal to clean up our constructor Creating the object literal for the cadi parameters Reworking the Car constructor Accessor properties Using getters What’s a getter without a setter? Static properties and methods Counting our car production Appendix: Leftovers #1 Modules #2 JSON #3 Promises #4 Destructuring assignment #5 Symbols and BigInt #6 Map and Set #7 Doing more with the DOM #8 The window object #9 Server-side JavaScript #10 Recursion Index