- 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 cost
In the happy land of elegant code and pretty rainbows, there lives a spoil-sport monster called inefficiency.
A program that processes an array is most elegantly expressed as a sequence of cleanly separated steps that each do something with the array and produce a new array. But building up all those intermediate arrays is somewhat expensive.
Likewise, passing a function to forEach
and letting that method handle the array iteration for us is convenient and easy to read. But function calls in JavaScript are costly compared to simple loop bodies.
And so it goes with a lot of techniques that help improve the clarity of a program. Abstractions add layers between the raw things the computer is doing and the concepts we are working with and thus cause the machine to perform more work. This is not an iron law—there are programming languages that have better support for building abstractions without adding inefficiencies, and even in JavaScript, an experienced programmer can find ways to write abstract code that is still fast. But it is a problem that comes up a lot.
Fortunately, most computers are insanely fast. If you are processing a modest set of data or doing something that has to happen only on a human time scale (say, every time the user clicks a button), then it does not matter whether you wrote a pretty solution that takes half a millisecond or a super-optimized solution that takes a tenth of a millisecond.
It is helpful to roughly keep track of how often a piece of your program is going to run. If you have a loop inside a loop (either directly or through the outer loop calling a function that ends up performing the inner loop), the code inside the inner loop will end up running N×M times, where N is the number of times the outer loop repeats and M is the number of times the inner loop repeats within each iteration of the outer loop. If that inner loop contains another loop that makes P rounds, its body will run M×N×P times, and so on. This can add up to large numbers, and when a program is slow, the problem can often be traced to only a small part of the code, which sits inside an inner loop.
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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