- 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
Focus
Unlike most elements in an HTML document, form fields can get keyboard focus. When clicked—or activated in some other way—they become the currently active element, the main recipient of keyboard input.
If a document has a text field, text typed will end up in there only when the field is focused. Other fields respond differently to keyboard events. For example, a <select>
menu tries to move to the option that contains the text the user typed and responds to the arrow keys by moving its selection up and down.
We can control focus from JavaScript with the focus
and blur
methods. The first moves focus to the DOM element it is called on, and the second removes focus. The value in document.activeElement
corresponds to the currently focused element.
<input type="text"> <script> document.querySelector("input").focus(); console.log(document.activeElement.tagName); // → INPUT document.querySelector("input").blur(); console.log(document.activeElement.tagName); // → BODY </script>
For some pages, the user is expected to want to interact with a form field immediately. JavaScript can be used to focus this field when the document is loaded, but HTML also provides the autofocus
attribute, which produces the same effect but lets the browser know what we are trying to achieve. This makes it possible for the browser to disable the behavior when it is not appropriate, such as when the user has focused something else.
<input type="text" autofocus>
Browsers traditionally also allow the user to move the focus through the document by pressing the Tab key. We can influence the order in which elements receive focus with the tabindex
attribute. The following example document will let focus jump from the text input to the OK button, rather than going through the help link first:
<input type="text" tabindex=1> <a href=".">(help)</a> <button onclick="console.log('ok')" tabindex=2>OK</button>
By default, most types of HTML elements cannot be focused. But you can add a tabindex
attribute to any element, which will make it focusable.
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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