Book Image

Object-Oriented JavaScript - Third Edition

By : Ved Antani, Stoyan STEFANOV
5 (1)
Book Image

Object-Oriented JavaScript - Third Edition

5 (1)
By: Ved Antani, Stoyan STEFANOV

Overview of this book

JavaScript is an object-oriented programming language that is used for website development. Web pages developed today currently follow a paradigm that has three clearly distinguishable parts: content (HTML), presentation (CSS), and behavior (JavaScript). JavaScript is one important pillar in this paradigm, and is responsible for the running of the web pages. This book will take your JavaScript skills to a new level of sophistication and get you prepared for your journey through professional web development. Updated for ES6, this book covers everything you will need to unleash the power of object-oriented programming in JavaScript while building professional web applications. The book begins with the basics of object-oriented programming in JavaScript and then gradually progresses to cover functions, objects, and prototypes, and how these concepts can be used to make your programs cleaner, more maintainable, faster, and compatible with other programs/libraries. By the end of the book, you will have learned how to incorporate object-oriented programming in your web development workflow to build professional JavaScript applications.
Table of Contents (25 chapters)
Object-Oriented JavaScript - Third Edition
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface
Built-in Functions
Regular Expressions

Math


Math is a different from the other built-in objects because it cannot be used as a constructor to create objects. It's just a collection of static functions and constants. Some examples to illustrate the difference are as follows:

    > typeof Date.prototype; 
    "object" 
    > typeof Math.prototype; 
    "undefined" 
    > typeof String; 
    "function" 
    > typeof Math; 
    "object" 

Members of the Math object

Following are the members of the Math object:

Property/method

Description

Math.E

Math.LN10

Math.LN2

Math.LOG2E

Math.LOG10E

Math.PI

Math.SQRT1_2

Math.SQRT2

These are some useful math constants, all read-only. Here are their values:

    > Math.E;   
    2.718281828459045   
    > Math.LN10;   
    2.302585092994046   
    > Math.LN2;   
    0.6931471805599453   
    > Math.LOG2E;   
    1.4426950408889634   
    > Math.LOG10E;   
    0.4342944819032518   
    > Math.PI;   
    3.141592653589793   
    > Math.SQRT1_2;   
    0.7071067811865476   
    > Math.SQRT2;   
    1.4142135623730951   

Math.acos(x)

Math.asin(x)

Math.atan(x)

Math.atan2(y, x)

Math.cos(x)

Math.sin(x)

Math.tan(x)

Trigonometric functions

Math.round(x)

Math.floor(x)

Math.ceil(x)

round() gives you the nearest integer, ceil() rounds up, and floor() rounds down:

    > Math.round(5.5);   
    6   
    > Math.floor(5.5);   
    5   
    > Math.ceil(5.1);   
    6   

Math.max(num1, num2, num3, ...)

Math.min(num1, num2, num3, ...)

max() returns the largest and min() returns the smallest of the numbers passed to them as arguments. If at least one of the input parameters is NaN, the result is also NaN:

    > Math.max(4.5, 101, Math.PI);   
    101   
    > Math.min(4.5, 101, Math.PI);   
    3.141592653589793   

Math.abs(x)

Absolute value:

    > Math.abs(-101);   
    101   
    > Math.abs(101);   
    101   

Math.exp(x)

Exponential function: Math.E to the power of x:

    > Math.exp(1) === Math.E;   
    true   

Math.log(x)

Natural logarithm of x:

    > Math.log(10) === Math.LN10;   
    true

Math.sqrt(x)

Square root of x:

    > Math.sqrt(9);   
    3   
    > Math.sqrt(2) === Math.SQRT2;   
    true   

Math.pow(x, y)

x to the power of y:

    > Math.pow(3, 2);   
    9   

Math.random()

Random number between 0 and 1 (including 0).

    > Math.random();   
    0.8279076443185321   
    For an random integer in a range,
     say between 10 and 100:   
    > Math.round(Math.random() * 90   + 10);   
    79