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Head First JavaScript Programming. 2nd Edition - Helion

Head First JavaScript Programming. 2nd Edition
ebook
Autor: Eric Freeman, Elisabeth Robson
ISBN: 9781098147907
stron: 662, Format: ebook
Data wydania: 2024-08-21
Księgarnia: Helion

Cena książki: 239,00 zł

Dodaj do koszyka Head First JavaScript Programming. 2nd Edition

What will you learn from this book?

The new edition of this brain-friendly guide takes you through a comprehensive journey into modern JavaScript, covering everything from core language fundamentals to today's cutting-edge features. You'll dive into the nuances of JavaScript types and the unparalleled flexibility of its functions. You'll also learn how to expertly navigate classes and objects, and finally understand closures. But that's just the beginning. You'll also get hands-on with the browser's document object model (DOM), engaging with JavaScript in exciting ways. You won't just be reading—you'll be playing games, solving puzzles, pondering mysteries, and interacting with JavaScript as never before. And you'll write real code, lots of it, so you can start building your own applications.

What's so special about this book?

If you've read a Head First book, you know what to expect: a visually rich format designed for the way your brain works. If you haven't, you're in for a treat. With this book, you'll learn JavaScript through a multisensory experience that engages your mind—rather than a text-heavy approach that puts you to sleep.

Dodaj do koszyka Head First JavaScript Programming. 2nd Edition

 

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Dodaj do koszyka Head First JavaScript Programming. 2nd Edition

Spis treści

Head First JavaScript Programming. 2nd Edition eBook -- spis treści

  • Other OReilly books by Eric T. Freeman and Elisabeth Robson
  • Table of Contents (the real thing)
  • How to use this book Intro
    • Who is this book for?
      • Who should probably back away from this book?
    • We know what youre thinking
    • We know what your brain is thinking
    • Metacognition: thinking about thinking
    • Heres what WE did:
    • Heres what YOU can do to bend your brain into submission
    • Read Me
    • Tech reviewers
    • Acknowledgments for the first edition
    • Acknowledgments for the second edition
  • 1. A Quick dip into javascript: Getting your feet wet
    • The way JavaScript works
    • How youre going to write JavaScript
    • How to get JavaScript into your page
    • A little test drive
    • JavaScript, youve 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!)
    • Were going to have to separate you two
  • 2. Writing Real Code: Going further
    • Lets 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
      • Sample game interaction
    • Working through the pseudocode
    • Oh, before we go any further, dont forget the HTML!
    • Writing the Simple Battleship code
    • Now lets write the game logic
    • Step 1: Setting up the loop, getting some input
    • How prompt works
    • Step 2: Checking the users 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
  • 3. Introducing Functions: Getting functional
    • Whats 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?
      • Variables (and constants)
    • JavaScript is pass-by-value
      • (that means pass-by-copy)
    • Weird Functions
    • Functions can return things too
    • Tracing through a function with a return statement
    • Global and local variables
      • Know the difference or risk humiliation
    • Knowing the scope of your local and global variables
    • Theres more to the story
      • Any block can act as the scope of a variable
    • Dont forget to declare your locals!
    • The short lives of variables
    • The Thing-A-Ma-Jig
    • The Thing-A-Ma-Jig
  • 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 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...
      • Cubicle Conversation
    • How to iterate over an array
    • But wait, theres a better way to iterate over an array
    • Test drive the bubble report
    • Its that time again... can we talk about your verbosity?
    • Redoing the for loop with the post-increment operator
    • Another quick test drive
    • Cubicle Conversation continued...
    • 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
  • 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
      • 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
    • Lets talk a little more about passing objects to functions
    • Putting Fido on a diet
    • The Auto-O-Matic
      • 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
    • Uh-oh, not so fast...
    • Why doesnt the drive method know about the started property?
    • A test drive with this
    • How this works
    • Method shorthand
    • How behavior affects state
      • Adding some gas-o-line
    • Now lets affect the behavior with the state
    • Gas up for a test drive
    • Congrats on your first objects!
    • Guess what? There are objects all around you!
      • (And theyll make your life easier)
    • Crack the Code Challenge
  • 6. Interacting with your web page: Getting to know the DOM
    • 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
    • Dont even think about running my code until the page is fully loaded!
      • Lets try that again...
    • You say event handler, I say callback
    • Why stop now? Lets take it further...
    • How to set an attribute with setAttribute
    • More fun with attributes!
      • (You can GET attributes too)
      • What happens if my attribute doesnt 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?
  • 7. Types, Equality, Conversion, and all that jazz: Serious types
    • The truth is out there...
    • Watch out, you might bump into undefined when you arent 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 ==)
      • 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
      • (sounds more dangerous than it actually is)
    • 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
    • String Soup
    • Chair Wars
      • (or How Really Knowing Types Can Change Your Life)
      • In Brads cube
      • In Brads cube
      • But wait! Theres been a spec change.
      • Back in Larrys cube
      • At the beach with Brad
      • Larry snuck in just ahead of Brad.
      • The suspense is killing me. Who got the chair?
  • 8. Bringing it all Together: Building an app
    • This time, lets 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
    • Youre gonna need a bigger boat...and game board
    • How were 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 players guess
    • Planning the code...
    • Implementing parseGuess
    • Meanwhile, back at the controller...
    • Counting guesses and firing the shot
    • Game over?
    • Getting a players guess
    • Adding an event handler to the Fire! button
    • Getting the players guess from the form
    • Passing the input to the controller
    • Whats 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, its startup time!
  • 9. Handling Events: Getting asynchronous
    • What are events?
    • Whats 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
    • Test drive
    • Cubicle Conversation
    • Lets add some more images
    • Now we need to assign the same event handler to each images 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
      • Test drive your timer
    • How setTimeout works
    • Finishing the image game
    • Test driving the timer
    • Event Soup
  • 10. Anonymous and Higher-Order Functions: Liberated 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
    • Dont 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
  • 11. Modern Syntax, Lexical Scope, and Closures: Serious functions
    • Getting serious about functional syntax
      • Streamlining code with default parameters
    • Spreading out your arguments
    • Theres something we havent told you about functions...
    • Function declarations are hoisted
    • Weve 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
    • Lets 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
  • 12. Advanced Object Construction: Creating objects
    • 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
    • Lets add some methods
    • Its production time!
    • The basic Car class
    • Implementing the Taxi class with extends
    • Adding new methods to the Taxi class
    • Implementing the RocketCar class
      • Overriding Cars drive method
    • Finishing up the RocketCar class
      • Whats 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
    • Whats a getter without a setter?
    • Static properties and methods
    • Counting our car production
  • A. Leftovers: The top ten topics (we didnt cover)
    • #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

Dodaj do koszyka Head First JavaScript Programming. 2nd Edition

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