- Introduction
- Chapter 1 Values, Types, and Operators
- Chapter 2 Program Structure
- Expressions and statements
- Variables
- Keywords and reserved words
- The environment
- Functions
- The console.log function
- Return values
- prompt and confirm
- Control flow
- Conditional execution
- while and do loops
- Indenting Code
- for loops
- Breaking Out of a Loop
- Updating variables succinctly
- Dispatching on a value with switch
- Capitalization
- Comments
- Summary
- Exercises
- Chapter 3 Functions
- Chapter 4 Data Structures: Objects and Arrays
- Chapter 5 Higher-Order Functions
- Chapter 6 The Secret Life of Objects
- Chapter 7 Project: Electronic Life
- Chapter 8 Bugs and Error Handling
- Chapter 9 Regular Expressions
- Creating a regular expression
- Testing for matches
- Matching a set of characters
- Repeating parts of a pattern
- Grouping subexpressions
- Matches and groups
- The date type
- Word and string boundaries
- Choice patterns
- The mechanics of matching
- Backtracking
- The replace method
- Greed
- Dynamically creating RegExp objects
- The search method
- The lastIndex property
- Parsing an INI file
- International characters
- Summary
- Exercises
- Chapter 10 Modules
- Chapter 11 Project: A Programming Language
- Chapter 12 JavaScript and the Browser
- Chapter 13 The Document Object Model
- Chapter 14 Handling Events
- Chapter 15 Project: A Platform Game
- Chapter 16 Drawing on Canvas
- Chapter 17 HTTP
- Chapter 18 Forms and Form Fields
- Chapter 19 Project: A Paint Program
- Chapter 20 Node.js
- Chapter 21 Project: Skill-Sharing Website
- Eloquent JavaScript
- Exercise Hints
- Program Structure
- Functions
- Data Structures: Objects and Arrays
- Higher-Order Functions
- The Secret Life of Objects
- Project: Electronic Life
- Bugs and Error Handling
- Regular Expressions
- Modules
- Project: A Programming Language
- The Document Object Model
- Handling Events
- Project: A Platform Game
- Drawing on Canvas
- HTTP
- Forms and Form Fields
- Project: A Paint Program
- Node.js
- Project: Skill-Sharing Website
Testing
If the language is not going to do much to help us find mistakes, we’ll have to find them the hard way: by running the program and seeing whether it does the right thing.
Doing this by hand, again and again, is a sure way to drive yourself insane. Fortunately, it is often possible to write a second program that automates testing your actual program.
As an example, we once again use the Vector
type.
function Vector(x, y) { this.x = x; this.y = y; } Vector.prototype.plus = function(other) { return new Vector(this.x + other.x, this.y + other.y); };
We will write a program to check that our implementation of Vector
works as intended. Then, every time we change the implementation, we follow up by running the test program so that we can be reasonably confident that we didn’t break anything. When we add extra functionality (for example, a new method) to the Vector
type, we also add tests for the new feature.
function testVector() { var p1 = new Vector(10, 20); var p2 = new Vector(-10, 5); var p3 = p1.plus(p2); if (p1.x !== 10) return "fail: x property"; if (p1.y !== 20) return "fail: y property"; if (p2.x !== -10) return "fail: negative x property"; if (p3.x !== 0) return "fail: x from plus"; if (p3.y !== 25) return "fail: y from plus"; return "everything ok"; } console.log(testVector()); // → everything ok
Writing tests like this tends to produce rather repetitive, awkward code. Fortunately, there exist pieces of software that help you build and run collections of tests (test suites) by providing a language (in the form of functions and methods) suited to expressing tests and by outputting informative information when a test fails. These are called testing frameworks.
This is a book about getting computers to do what you want them to do. Computers are about as common as screwdrivers today, but they contain a lot more hidden complexity and thus are harder to operate and understand. To many, they remain alien, slightly threatening things.
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