- 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
Implementation
The interface for the paint program shows a big <canvas>
element on top, with a number of form fields below it. The user draws on the picture by selecting a tool from a <select>
field and then clicking or dragging across the canvas. There are tools for drawing lines, erasing parts of the picture, adding text, and so on.
Clicking the canvas will hand off the "mousedown"
event to the currently selected tool, which can handle it in whichever way it chooses. The line drawing tool, for example, will listen for "mousemove"
events until the mouse button is released and draw lines along the mouse’s path using the current color and brush size.
Color and brush size are selected with additional form fields. These are hooked up to update the canvas drawing context’s fillStyle
, strokeStyle
, and lineWidth
whenever they are changed.
You can load an image into the program in two ways. The first uses a file field, where the user can select a file on their own file system. The second asks for a URL and will fetch an image from the Web.
Images are saved in a somewhat atypical way. The save link at the right side points at the current image. It can be followed, shared, or saved. I will explain how this is achieved in a moment.
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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