JavaScript

  • Iterables

DATA TYPES

  • Number (decimals and whole numbers)

  • BigInt (x > +/- 2^53 -1 )

  • String

  • Boolean

  • Null (ie. let age = null;)

  • Undefined (ie. let age;)

  • Object (arrays etc...)

  • Symbols (unique identifiers for objects)

  • typeof x or typeof (x) returns a string with the name of the data type of x. For null, it returns "object".


INTERACTION

  • alert("Hello"); - shows a message and waits for the user to press "OK".

  • result = prompt(title, [default]); - input field for user and buttons OK/Cancel. title is text to show, default is optional 2nd argument for initial value for the input field. []'s around default means its optional. The input is stored into result.

  • result = confirm(question); - shows text question and has two buttons (Ok and Cancel) returns Boolean value.


TYPE CONVERSIONS

  • String Conversion - String(value);

  • Numeric Conversion - Number(value);

    • undefined becomes NaN, null becomes 0, true becomes 1, false becomes 0, empty strings are 0.

  • Boolean Conversion - Boolean(value);

    • 0 null indefined Nan "" become false. Any thing other than previous is true.


BASIC OPERATORS

  • Operand - what operators are applied to (ie. 5 * 2 where 5 and 2 are operands and * is the operators)

  • Unary Operator - operator and single operand ( x = -x )

    • Unary + : doesn't do anything to numbers but if operand isn't a number, it converts it to a number (+true is 1, +"2" is 2 as a number.)

    • Prefix Form: ++a : returns new incremented value

    • Postfix Form: a++ : returns old value before increment

  • Binary Operator - operator and 2 operands ( x - y )

  • Other operators: +, -, *, /, %, ** exponents (2**3 = 8).


COMPARISONS

>,>=, <, <=, ==, !=

  • String Comparison - 'Z' > 'A' is true - compares lexicographical order where a is least Z is most in value.

  • Strict Equality : 0 == false is true b/c different types are converted to numbers by the equality operator ==. So an "" becomes 0 as does false. === is the strict equality operator which checks equality without type conversion.


IF-STATEMENT, ? OPERATOR

  • The if, if-else, and if-elseif-else is the same as in Java

  • ? Operator

    • Used to assign something to a variable depending on a condition:

    • Multiple ?'s for >1 conditions:


LOGICAL OPERATORS

  • || OR

    • Finds first truthy value: result = value1 || value2 || value3; converts operands (value1/2/3) to Boolean and evaluates each from left to right one by one. If the operand is true, stops and returns the original value of that operand. if all are false, returns last operand.

  • && AND

    • Finds the first falsy value. same process as above. If all are true, returns the last operand.

  • ! NOT


NULLISH COALESCING OPERATOR - ??

  • ?? is the nullish coalescing operator; it treats null and undefined similarly and it's a nice syntax to get the first "defined" value of the two arguments.

  • a ?? b --> returns the first argument (a) if it's not null/undefined; otherwise returns b. It's basically:

  • Multiple ??'s:


LOOPS

  • while, do-while, for, switch, break/continue are all the same as in Java.


FUNCTIONS

  • Function Declaration

  • Default Parameters - if an actual parameter isn't provided, the formal parameter is undefined. To bypass this:

  • Return - same as in Java. If a function has an empty return or doesn't have it at all, it returns undefined.


FUNCTION EXPRESIONS

In JS, functions aren't structures; they're actually a special kind of value which can be assigned; hence Function Expressions:

The function is created and assigned to the sayHi variable. You can even copy a function to another variable:

Differences b/n function expressions & declarations:

  • Function Declaration:

    • function, declared as a separate statement, in the main code flow.

    • visible in the whole script, no matter where it is; can be called earlier than it's defined.

  • Function Expression:

    • function, created inside an expression.

    • created when the execution reaches it and is usably only from that moment forward.


ARROW FUNCTIONS

  • There's another way to create functions besides declarations & expressions: Arrow Functions.

  • For a multiline expression, use {}'s and use a normal return inside them:

  • Arrow Functions:

    • Don't have this

    • Don't have arguments

    • Can't be called with new

    • Don't have super


POLYFILLS

  • New language features may include not only syntax constructs and operators, but also built-in functions. Ie. some outdated JS engines don't have Math.trunc() so it can't run that code.

  • A polyfill is a script which updates/adds new functions. It "fills" in the gap and adds missing implementations. (core.js is good for this)

TRANSPILERS

  • A transpiler is a special piece of software that can parse ("read and understand") modern code, and rewrite it using older syntax constructs (the result would be the same). Usually, a developer runs the transpiler on their own computer, and then deploys the transpiled code to the server. Babel is one of the most used transpilers.


OBJECTS ; [python dictionary]

  • The object data type is basically the python dictionary. It's created with {}'s and an optional list of properties

  • property is a key-value pair.

  • key is a string (called name/identifier)

  • value is anything

  • CREATE EMPTY OBJECT

  • LITERALS AND PROPERTIES

  • ADD, REMOVE, AND READ

  • PROPERTY VALUE SHORTHAND

  • PROPERTY EXISTENCE TEST, " in " OPERATOR

  • FOR-IN LOOP

  • METHOD SHORTHAND

  • ' THIS ' METHODS

  • CONSTRUCTOR FUNCTION - ' new ' operator

    • They're technically regular functions, but they're always: 1) named with a capital letter first, and 2) they should be executed only with the new operator.

  • OBJECT TO PRIMITIVE CONVERSION

    • When objects are added/subtracted (obj1 +/- obj2) or printed, objects are auto-converted to primitives, then the operation is carried out.

    • Objects are true in boolean, and there are only numeric and string conversions

      • NUMERIC CONVERSION - happens when you apply math functions on objects. ie. Date objects (from datetime) can be substracted

      • STRING CONVERSION - happens when you output an object like alert(obj), etc...

      • ToPrimitive

        • There are 3 variants of type-conversion, each called a "hint":

        • Object-to-String

        • Object-to-Number

        • Default - when operator is "not sure" what type to expect (ie. a + can concatenate sting && add nums)

      • Symbol.toPrimitive

    • Object.keys, .values, .entries


  • SYMBOL type

    • Object property keys can be either Strings or Symbols.

    • A Symbol is a unique value; It's created using Symbol();

    • HIDDEN PROPERTIES - symbols allow us to create hidden properties of an object that can't be accidentally access or overwrite. Symbols are skipped by for-in loops and Object.keys(objectName) method

    • GLOBAL SYMBOLS

      • Sometimes, you want same-names symbols, perhaps different parts of your application want to access symbol "id"- exactly the same property. That's where the global symbol registry steps in. You can create symbols in it and access them later.

      • In order to read a symbol from the registry, use Symbol.for(key). This returns the symbol with the symbol name/description/label of key- otherwise, it creates a new symbol Symbol(key) and stores it:


NUMBER


STRING

Concatenation

Length

Finding String in a String

Substring (str.slice, str.substring, str.substr)

Replacing String Content

  • replaces specified value with another value in a string. It doesn't change the string, it returns a new string. It only replaces first match and is case sensitive.

Upper and Lower Cases

Trim

Converting String to Array

String interpolation (kinda like printf)

Special Characters

Loop Over characters with For-of Loop

Test for Match (includes, startsWith, endsWith)


ARRAYS

  • Creating an array

  • Access Elements

  • Adding Elements

  • Difference b/n Arrays & Objects: arrays use numbered indexes, while, Objects use names indexes.

  • Removing Elements

  • Changing Elements and Copying Array

  • Length (bit tricky)

  • Properties & Methods

  • Iteration

  • Multi-Dimensional Array

  • .map()

    • allows you to run a function on each item in the array, returning a new array as the result

    • In React, map() can be used to generate lists


MAP

  • Basically an object (or python Dictionary) but Map allows keys of any type.

  • Methods and Properties:

  • Basic Implementation:

  • Map can also use Objects as Keys:

  • Iteration


SET

  • “set of values” (without keys), where each value may occur only once

  • Methods & Properties:

  • Basic Implementation:

  • Iteration over Set:


WeakMap

  • is Map-like collection that allows only objects as keys and removes them together with associated value once they become inaccessible by other means.

WeakSet

  • is Set-like collection that stores only objects and removes them once they become inaccessible by other means. [WeakMap&Set]'s main advantages are that they have weak reference to objects, so they can easily be removed by garbage collector. That comes at the cost of not having support for clear, size, keys, values


DESTRUCTURING ASSIGNMENT

  • Destructuring assignment is a special syntax that allows us to “unpack” arrays/objects into a bunch of variables.

  • Array Destructing

    • Ignore Elements using commas

  • String Destructing

    • Assign to anything

    • Swapping Values in 1 line via destructive assignment

    • The Rest "..."

    • Default Value

  • Object Destructing

    • Basic Syntax: let {var1, var2} = {var1:…, var2:…}

    • The right side is an existing object. The left side contains an object-like “pattern” for corresponding properties (same name as property names in object):

    • If we want to assign a property to a variable with another name, set the variable name using a colon:

    • The Rest "..."


DATE AND TIME

  • new Date object:

  • Access date components from Date object:

  • Autocorrection (Out-of-range date components are distributed automatically)

  • Date.now() - returns the current timestamp

  • Date.parse() from a string


JSON

  • Let’s say we have a complex object, and we’d like to convert it to a string, to send it over a network, or just to output it for logging purposes. Throughout development, properties are added, renamed, and removed; updating a toString() every single time is PAIN.

  • JSON (JavaScript Object Notation) is a general format to represent values/objects.

  • JSON.stringify

    • converts objects into JSON to a string called encoded / serialized / stringified / marshalled object.

      Note: JSON-encoded object differs from the object literal in that:

      • Strings use "". No '' or backticks in JSON. So 'John'--> "John".

      • All Object property names are "". So age:30 --> "age":30.

      • JSON.stringify can be applied to str, numbers, bool, null, & even arrays:

      • JSON is a data-only language-independent specification, so some JS-specific object properties are skipped by JSON.stringify: functions, symbolic keys and values, and properties that store undefined:

  • JSON.parse

    • To decode a JSON-string, we need JSON.parse(). Basic Syntax:

    • Basic Implementation + For Nested Objects:

    • Reviver:


REST PARAMETERS

  • A function can be called with any number of arguments, no matter how it is defined:

  • The rest of the unused parameters can be included in the function definition by using three dots ... followed by the name of the array that will contain them:

  • We can choose to get the first parameters as variables, and gather only the rest. Here below, the first 2 arguments go into variables, and the rest go into a 'titles' array:

Spread Syntax

  • In Rest Parameters, we saw how to get an array from the list of parameters. But sometimes we need to do the opposite.

  • Ie. Math.max() returns the greatest number from a list. Let's say we have an array [3, 5, 1]. You can't pass the array into the function as it expects numeric arguments, and doing Math.max(arr[0], arr[1], etc..) may take forever.

  • Spread Syntax works similarly with rest parameters, also using ..., but inversely. When ...arr is used in a function call, it expands the iterable object into the list of arguments:

  • We can also use Spread Syntax to merge arrays:


GLOBAL OBJECTS

  • The Global object provides variables & functions that are available anywhere. In a browser it's named window. for Node.js it's global, and recently, globalThis (use this now).

  • In a browser, global functions & variables declared with var (not let/const) become the property of the global object:

  • If a value is so important that you’d like to make it available globally, write it as a property:

  • For some reason, this works instead of the above:


NFE : Named Function Expression

In JS, functions are objects, kinda like: "action objects"

  • The "name" property:

  • The "length" property:

  • NFE

  • You can also call sayHi() internally and it would work, the problem is that sayHi may change outside. If the function gets assigned to another variable instead, the code will start to give errors:


Function Binding

  • When passing object methods as callbacks, there’s a known problem: "losing this".

  • ie. Here’s how it may happen with setTimeout:

  • Solution: a Wrapper (also called wrapping function):


PROPERTY FLAGS AND DESCRIPTORS

  • Object properties, besides a value, have three special attributes (“flags”):

    • writable – if true, the value 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.

    • All 3 are initially true, but they can be changed. To access the full info about a property: (returns a "property-descriptor" object: value and all the flags)

    • Basic Implementation

    • To change the flags: use the Object,defineProperty method:

    • Basic Implementation of Writable:

    • Basic Implementation of Enumberable:

    • Basic Implementation of Configurable:

    • Define many properties with Object.defineProperties:

PROPERTY GETTERS + SETTERS

  • There are 2 kinds of object properties: data properties,accessor properties.

    • Accessor properties are essentially properties used to get and set a value. In an object literal, they're denoted by getand set:

    • Basic implementation:

    • You can also create accessor properties, get&set, via defineProperty descriptor:


PROTOTYPAL INHERITANCE

  • Java Inheritance (extending one object to another, to access object properties)

[ [ Prototype ] ]

  • Objects have a special hidden property [[Prototype]] ; either null or references another object. This object is called a "prototype".

  • When we read a property from object, and it’s missing, JavaScript automatically takes it from the prototype. This is Prototypal Inheritence.

  • The property [[Prototype]] is internal and hidden. One way to set it is:

    • __proto__:

  • So if animal has a lot of useful properties and methods, then they become automatically available in rabbit. Such properties are called “inherited”:

  • You can have as many prototypes as you want, and you can chain them: if duck inheritis from rabbit inherits from animal, then duck can also inherit from animal.

  • For-in loop

    • If rabbit inherits from animal, a call to Object.keys(rabbit) will only return the keys of rabbit. But, if you use a for-in loop, it iterates over it's own and inherited keys:

Prototype methods, objects without __proto__

  • The __proto__ is considered outdated; the modern methods are:

    • 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

  • Object.create's optional second argument:

  • Other Methods:

    • Object.keys(obj), Object.values(obj), Object.entries(obj) returns an array of property names/values/key-value pairs.

    • Object.getOwnPropertySymbols(obj) - returns an array of all keys with Symbols.

    • Object.getOwnPropertyNames(obj) - returns an array of all own string keys.

    • Reflect.ownKeys(obj) - returns an array of all keys (basically same as ^).

    • obj.hasOwnProperty('keyName') - returns boolean if obj has own (not inherited) key named keyName.


F.PROTOTYPE

  • Remember, new objects can be created with a constructor function like new F(). So if F.prototype is an object, then the new operator uses it to set [[Prototype]] for the new object.

  • F.prototype here is a regular property on F. Ie:


NATIVE PROTOTYPES

  • All built-in objects follow the same pattern:

    • The methods are stored in the prototype (Array.prototype, Object.prototype, etc...)

    • The object itself stores only the data (array items, object properties, etc...)


CLASSES

  • We often need to create many objects of the same kind (ie. users).

  • A class is kind of like template code for creating objects, providing initial values for variables and methods.

  • General Syntax:

  • In JS, a class is a a function (typeof myClass >>> function). After new className object is created, when we call its method, it’s taken from the prototype.

Class Expression

  • Just like functions, classes can be defined inside another expression, passed around, returned, assigned, etc:

Getters/Setters

  • Just like literal objects, classes may include getters/setters:

CLASS INHERITANCE - way for one class to extend another class.

Extends

  • To extend a child class to a parent, class Child extends Parent:

Overriding methods

  • If both Parent and Child classes share a method name, a call from a Child class object will call the Child class method.

"Super"

  • If you want to intentionally call the Parent method instead of overriding, then call super.methodName(). However, arrow functions don't have a super keyword.

Overriding Constructors

  • A call to super(...) will call the Parent constructor (only from inside the child constructor).

  • If a Child extends a Parent and has no constructor, then it calls the Parent constructor passing it all the arguments.

  • NOTE: You can override both methods, but also class fields (methods+variables).


STATIC PROPERTIES AND METHODS

  • Static Methods

    • Static methods are the same as they're in Java (don't need to make an object to call it):

    • Usually, static methods are used to implement functions that belong to the class, but not to any particular object of it. Call it via: className.staticMethodName();

  • Static Properties

    • Static properties look like regular class properties but have static prepended

  • Static properties and methods are inherited


PRIVATE+PROTECTED PROPERTIES AND METHODS

  • properties and methods are split into two groups:

    • Internal interface – methods+properties, accessible from other methods of the class, but not from the outside.

    • External interface – methods+properties, accessible also from outside the class

  • Public vs. Private Fields (properties+methods):

    • Public: accessible from anywhere. They comprise the external interface.

    • Private: accessible only from inside the class. These are for the internal interface.

      • # prefix ie. #name or #returnName(){...}

    • Protected: like private, but child classes can access. These fields will be read-only. JS doesn't have an actual implementation but you can emulate it by a class having a getter but not a setter.

      • _ prefix ie. _name or _returnName(){...}

Ie. a Name Class:


EXTENDING BUILT-IN CLASSES

  • You can extend a given class onto built-in classes, like Array/Map, and add functionality:

    Ie. extend a custom PowerArray class to the built-in Array class:


CLASS CHECKING: "instanceof"

  • The instanceof operator allows to check whether an object belongs to a certain class. It also takes inheritance into account. The syntax is:

  • It also works with constructor functions:

Object.prototype.toString

  • We can use toString as an extended typeof and an alternative for instanceof. It will return:

    • 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).


MIXINS

  • In JS we can only inherit from a single object & a class can only extend one other class.

  • A mixin is a class containing methods that can be used by other classes without a need to inherit from it.

  • The simplest way to implement a mixin in JS is to make an object with useful methods, so that we can easily merge them into a prototype of any class.

ie. here the mixin sayHiMixin is used to add some “speech” for User:


ERROR HANDLING

  • The try-catch syntax is same as in Java:

Error Object

  • When an error occurs, JS generates an object containing the details about it. The object is then passed as an argument to catch:

  • the error object has two main properties:

    • name - Error name. For instance, 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 info about the sequence of nested calls that led to the error.

    ie:

Throwing our own errors

  • Let's say we have a JSON and we are parsing it. What if the json is syntactically correct, but doesn’t have a required name property?

'Throw' operator

  • The throw operator generates an error. The syntax is:

  • JS has many built-in constructors for standard errors: Error, SyntaxError, ReferenceError, TypeError, etc... We can use them to create error objects:

    Implementation of try-catch and throw operator:

    Try-Catch-Finally


CALLBACKS

  • A callback is a function that's passed into another function and is to be executed after another function has finished executing.

Function Sequence

  • JS functions are executed in the sequence they are called. Not in the sequence they are defined. ie:

Callback Function

  • Let’s add a callback function as a second argument (usually anonymous) to loadScript that should execute when the script loads.

  • Using a callback, you can call myCalculator with a callback, and let the calculator function run the callback after the calculation is finished.

    • Right: myCalculator(5, 5, myDisplayer);

    • Wrong: myCalculator(5, 5, myDisplayer());

Callback in Callback

  • ie. We can load two scripts sequentially: the first one, and then the second one after it, by putting the second callback call inside the first callback:

Callback Error handling

  • ie. In the case the script loading fails, the callback need to react to the error. The error handling usage:

  • The first argument of the callback is actually reserved for an error if it occurs.


PROMISES

  • "Producing code" - code that does something and takes time. ie. code that loads the data over a network

  • "Consuming code" - code that wants the result of the “producing code” once it’s ready. ie. Functions

  • A Promise - a JavaScript object that links producing code and consuming code

Constructor Syntax

  • executor - function passed to new Promise. "Producing Code"

  • resolve/reject - callbacks provided by JS itself. When the executor obtains the result, it should call one of these callbacks:

    • resolve(value) — if the job is finished successfully, with result value.

    • reject(error) — if an error has occurred, error is the error object.

  • The promise object returned by the new Promise constructor has these internal properties:

    • state

      • initially "pending", then changes to either

      • "fulfilled" when resolve is called or

      • "rejected" when reject is called.

    • result

      • initially undefined, then changes to either

      • value when resolve(value) is called or

      • error when reject(error) is called.

ie:

  • Note: there can only be one call to resolve/reject in the executor. All other resolve/reject calls below the first one are ignored.

Consumers: then, catch, finally

  • The state and result properties of the Promise object are internal. We can’t directly access them. We have to use the methods .then/.catch/.finally

    then

    • The 1st argument of .then is a function that runs when the promise is resolved, and receives the result

    • The 2nd argument of .then is a function that runs when the promise is rejected, and receives the error

    ie.

    catch

    • If we’re interested only in errors, then we can use null as the first argument:

      .then(null, errorHandlingFunction)

    • Or we can use .catch(errorHandlingFunction), which is exactly the same:

    finally

    • Just like there’s a finally clause in a try-catch there’s finally in promises.

    • The call .finally(f) is similar to .then(f, f) in the sense that f always runs when the promise is settled: be it resolve or reject.

    • It's a good handler for performing cleanup ie. stopping our loading indicators (not needed anymore regardless of outcome)

      ie:

Promise Chaining

Here the flow is:

  1. The initial promise resolves in 1 second (*),

  2. Then the .then handler is called (**).

  3. The value that it returns is passed to the next .then handler (***)

  4. …and so on.

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