Book Image

Object-Oriented JavaScript - Second Edition

Book Image

Object-Oriented JavaScript - Second Edition

Overview of this book

JavaScript is the behavior, the third pillar in today's paradigm that looks at web pages as something that consists of clearly distinguishable parts: content (HTML), presentation (CSS) and behavior (JavaScript). Using JavaScript, you can create not only web pages but also desktop widgets, browser and application extensions, and other pieces of software. It's a pretty good deal: you learn one language and then code all kinds of different applications. While there's one chapter specifically dedicated to the web browser environment including DOM, Events and AJAX tutorials, the rest is applicable to the other environments Many web developers have tried coding or adopting some bits of JavaScript, but it is time to "man up" and learn the language properly because it is the language of the browser and is, virtually, everywhere. This book starts from zero, not assuming any prior JavaScript programming knowledge and takes you through all the in-depth and exciting futures hidden behind the facade. Once listed in the "nice to have" sections of job postings, these days the knowledge of JavaScript is a deciding factor when it comes to hiring web developers. After reading this book you'll be prepared to ace your JavaScript job interview and even impress with some bits that the interviewer maybe didn't know. You should read this book if you want to be able to take your JavaScript skills to a new level of sophistication.
Table of Contents (19 chapters)
Object-Oriented JavaScript Second Edition
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Preface
Built-in Functions
Regular Expressions
Index

Exercises


  1. Implement multiple inheritance but with a prototypal inheritance pattern, not property copying. For example:

    var my = objectMulti(obj, another_obj, a_third, {
    additional: "properties"
    });

    The property additional should be an own property, all the rest should be mixed into the prototype.

  2. Use the canvas example to practice. Try out different things, for example:

    • Draw a few triangles, squares, and rectangles.

    • Add constructors for more shapes, such as Trapezoid, Rhombus, Kite, and Pentagon. If you want to learn more about the canvas tag, create a Circle constructor too. It will need to overwrite the draw() method of the parent.

    • Can you think of another way to approach the problem and use another type of inheritance?

    • Pick one of the methods that uses uber as a way for a child to access its parent. Add functionality where the parents can keep track of who their children are. Perhaps by using a property that contains a children array?