- 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
Arrays
Add support for arrays to Egg by adding the following three functions to the top scope: array(...)
to construct an array containing the argument values, length(array)
to get an array’s length, and element(array, n)
to fetch the nth element from an array.
Closure
The way we have defined fun
allows functions in Egg to “close over” the surrounding environment, allowing the function’s body to use local values that were visible at the time the function was defined, just like JavaScript functions do.
The following program illustrates this: function f
returns a function that adds its argument to f
's argument, meaning that it needs access to the local scope inside f
to be able to use variable a
.
run("do(define(f, fun(a, fun(b, +(a, b)))),", " print(f(4)(5)))"); // → 9
Go back to the definition of the fun
form and explain which mechanism causes this to work.
Comments
It would be nice if we could write comments in Egg. For example, whenever we find a hash sign ( #
), we could treat the rest of the line as a comment and ignore it, similar to //
in JavaScript.
We do not have to make any big changes to the parser to support this. We can simply change skipSpace
to skip comments like they are whitespace so that all the points where skipSpace
is called will now also skip comments. Make this change.
Fixing scope
Currently, the only way to assign a variable a value is define
. This construct acts as a way both to define new variables and to give existing ones a new value.
This ambiguity causes a problem. When you try to give a nonlocal variable a new value, you will end up defining a local one with the same name instead. (Some languages work like this by design, but I’ve always found it a silly way to handle scope.)
Add a special form set
, similar to define
, which gives a variable a new value, updating the variable in an outer scope if it doesn’t already exist in the inner scope. If the variable is not defined at all, throw a ReferenceError
(which is another standard error type).
The technique of representing scopes as simple objects, which has made things convenient so far, will get in your way a little at this point. You might want to use the Object.getPrototypeOf
function, which returns the prototype of an object. Also remember that scopes do not derive from Object.prototype
, so if you want to call hasOwnProperty
on them, you have to use this clumsy expression:
Object.prototype.hasOwnProperty.call(scope, name);
This fetches the hasOwnProperty
method from the Object
prototype and then calls it on a scope object.
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.
如果你对这篇内容有疑问,欢迎到本站社区发帖提问 参与讨论,获取更多帮助,或者扫码二维码加入 Web 技术交流群。

绑定邮箱获取回复消息
由于您还没有绑定你的真实邮箱,如果其他用户或者作者回复了您的评论,将不能在第一时间通知您!
发布评论