- 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
A vector type
Write a constructor Vector
that represents a vector in two-dimensional space. It takes x
and y
parameters (numbers), which it should save to properties of the same name.
Give the Vector
prototype two methods, plus
and minus
, that take another vector as a parameter and return a new vector that has the sum or difference of the two vectors’ (the one in this
and the parameter) x and y values.
Add a getter property length
to the prototype that computes the length of the vector—that is, the distance of the point (x, y) from the origin (0, 0).
Another cell
Implement a cell type named StretchCell(inner, width, height)
that conforms to the table cell interface described earlier in the chapter. It should wrap another cell (like UnderlinedCell
does) and ensure that the resulting cell has at least the given width
and height
, even if the inner cell would naturally be smaller.
Sequence interface
Design an interface that abstracts iteration over a collection of values. An object that provides this interface represents a sequence, and the interface must somehow make it possible for code that uses such an object to iterate over the sequence, looking at the element values it is made up of and having some way to find out when the end of the sequence is reached.
When you have specified your interface, try to write a function logFive
that takes a sequence object and calls console.log
on its first five elements—or fewer, if the sequence has fewer than five elements.
Then implement an object type ArraySeq
that wraps an array and allows iteration over the array using the interface you designed. Implement another object type RangeSeq
that iterates over a range of integers (taking from
and to
arguments to its constructor) instead.
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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