- 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
The arguments object
Whenever a function is called, a special variable named arguments
is added to the environment in which the function body runs. This variable refers to an object that holds all of the arguments passed to the function. Remember that in JavaScript you are allowed to pass more (or fewer) arguments to a function than the number of parameters the function itself declares.
function noArguments() {} noArguments(1, 2, 3); // This is okay function threeArguments(a, b, c) {} threeArguments(); // And so is this
The arguments
object has a length
property that tells us the number of arguments that were really passed to the function. It also has a property for each argument, named 0, 1, 2, and so on.
If that sounds a lot like an array to you, you’re right, it is a lot like an array. But this object, unfortunately, does not have any array methods (like slice
or indexOf
), so it is a little harder to use than a real array.
function argumentCounter() { console.log("You gave me", arguments.length, "arguments."); } argumentCounter("Straw man", "Tautology", "Ad hominem"); // → You gave me 3 arguments.
Some functions can take any number of arguments, like console.log
. These typically loop over the values in their arguments
object. They can be used to create very pleasant interfaces. For example, remember how we created the entries to Jacques’ journal.
addEntry(["work", "touched tree", "pizza", "running", "television"], false);
Since he is going to be calling this function a lot, we could create an alternative that is easier to call.
function addEntry(squirrel) { var entry = {events: [], squirrel: squirrel}; for (var i = 1; i < arguments.length; i++) entry.events.push(arguments[i]); journal.push(entry); } addEntry(true, "work", "touched tree", "pizza", "running", "television");
This version reads its first argument ( squirrel
) in the normal way and then goes over the rest of the arguments (the loop starts at index 1, skipping the first) to gather them into an array.
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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