- 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
Exercises
Build a table
We built plaintext tables in Chapter 6 . HTML makes laying out tables quite a bit easier. An HTML table is built with the following tag structure:
<table> <tr> <th>name</th> <th>height</th> <th>country</th> </tr> <tr> <td>Kilimanjaro</td> <td>5895</td> <td>Tanzania</td> </tr> </table>
For each row, the <table>
tag contains a <tr>
tag. Inside of these <tr>
tags, we can put cell elements: either heading cells ( <th>
) or regular cells ( <td>
).
The same source data that was used in Chapter 6 is again available in the MOUNTAINS
variable in the sandbox. It can also be downloaded from the website( eloquentjavascript.net/code#13 ).
Write a function buildTable
that, given an array of objects that all have the same set of properties, builds up a DOM structure representing a table. The table should have a header row with the property names wrapped in <th>
elements and should have one subsequent row per object in the array, with its property values in <td>
elements.
The Object.keys
function, which returns an array containing the property names that an object has, will probably be helpful here.
Once you have the basics working, right-align cells containing numbers by setting their style.textAlign
property to "right"
.
Elements by tag name
The getElementsByTagName
method returns all child elements with a given tag name. Implement your own version of it as a regular nonmethod function that takes a node and a string (the tag name) as arguments and returns an array containing all descendant element nodes with the given tag name.
To find the tag name of an element, use its tagName
property. But note that this will return the tag name in all uppercase. Use the toLowerCase
or toUpperCase
string method to compensate for this.
The cat’s hat
Extend the cat animation defined earlier so that both the cat and his hat ( <img src="img/hat.png">
) orbit at opposite sides of the ellipse.
Or make the hat circle around the cat. Or alter the animation in some other interesting way.
To make positioning multiple objects easier, it is probably a good idea to switch to absolute positioning. This means that top
and left
are counted relative to the top left of the document. To avoid using negative coordinates, you can simply add a fixed number of pixels to the position values.
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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