- 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
Closure
The ability to treat functions as values, combined with the fact that local variables are “re-created” every time a function is called, brings up an interesting question. What happens to local variables when the function call that created them is no longer active?
The following code shows an example of this. It defines a function, wrapValue
, which creates a local variable. It then returns a function that accesses and returns this local variable.
function wrapValue(n) { var localVariable = n; return function() { return localVariable; }; } var wrap1 = wrapValue(1); var wrap2 = wrapValue(2); console.log(wrap1()); // → 1 console.log(wrap2()); // → 2
This is allowed and works as you’d hope—the variable can still be accessed. In fact, multiple instances of the variable can be alive at the same time, which is another good illustration of the concept that local variables really are re-created for every call—different calls can’t trample on one another’s local variables.
This feature—being able to reference a specific instance of local variables in an enclosing function—is called closure. A function that “closes over” some local variables is called a closure. This behavior not only frees you from having to worry about lifetimes of variables but also allows for some creative use of function values.
With a slight change, we can turn the previous example into a way to create functions that multiply by an arbitrary amount.
function multiplier(factor) { return function(number) { return number * factor; }; } var twice = multiplier(2); console.log(twice(5)); // → 10
The explicit localVariable
from the wrapValue
example isn’t needed since a parameter is itself a local variable.
Thinking about programs like this takes some practice. A good mental model is to think of the function
keyword as “freezing” the code in its body and wrapping it into a package (the function value). So when you read return function(...) {...}
, think of it as returning a handle to a piece of computation, frozen for later use.
In the example, multiplier
returns a frozen chunk of code that gets stored in the twice
variable. The last line then calls the value in this variable, causing the frozen code ( return number * factor;
) to be activated. It still has access to the factor
variable from the multiplier
call that created it, and in addition it gets access to the argument passed when unfreezing it, 5, through its number
parameter.
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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