The syntax of JavaScript is a set of rules that defines how a JavaScript program will be written and interpreted. The JavaScript syntax was influenced by several programming languages, including Java.
Origin of Syntax
Brendan Eich summarized the ancestry of the syntax in the first paragraph of the JavaScript 1.1 specification as follows:
JavaScript borrows most of its syntax from Java, but also inherits from Awk and Perl, with some indirect influence from Self in its object prototype system.
Variables
Variables in standard JavaScript have no type attached, and any value can be stored in any variable. Variables can be declared with a var
statement. These variables are lexically scoped and once a variable is declared, it may be accessed anywhere inside the function where it is declared. Variables declared outside any function, and variables used without being declared with 'var', are global (can be used by the entire program).
Here is an example of variable declarations and global values:
x = 0; // A global variable;
var y = 'Hello!'; // Another global variable
function f(){
var z = 'foxes'; // A local variable;
twenty = 20; // Another global
return x; // We can use x here because it is global
}
// The value of z is no longer available
Basic data types
Numbers
Numbers in JavaScript are represented in binary as IEEE-754 Doubles, which provides an accuracy to about 14 or 15 significant digits JavaScript FAQ 4.7. Because they are binary numbers, they do not always exactly represent decimal numbers, particularly fractions.
This becomes an issue when formatting numbers for output, which JavaScript has no built-in methods for. For example:
alert(0.94 - 0.01) // displays 0.9299999999999999
As a result, rounding should be used whenever numbers are formatted for output. The toFixed() method is not part of the ECMAScript specification and is implemented differently in various environments, so it can't be relied upon.
Arrays
An Array is a map from integers to values. In JavaScript, all objects can map from integers to values, but
Arrays are a special type of object that has extra behavior and methods specializing in integer indices (e.g., join
, slice
, and push
).
Arrays have a length
property that is guaranteed to always be larger
than the largest integer index used in the array. It is automatically updated if one creates a property with an even larger index. Writing a smaller number to the length
property will remove larger indices. This length
property is the only special feature of Arrays that distinguishes it from other objects.
Elements of Arrays may be accessed using normal object property access notation:
myArray[1] myArray["1"]
These two are equivalent. It's not possible to use the "dot"-notation or strings with alternative representations of the number:
myArray.1 (syntax error) myArray["01"] (not the same as myArray[1])
Declaration of an array can use either an Array literal or the Array
constructor:
myArray = [0,1,,,4,5]; (array with length 6 and 4 elements) myArray = new Array(0,1,2,3,4,5); (array with length 6 and 6 elements) myArray = new Array(365); (an empty array with length 365)
Arrays are implemented so that only the elements defined use memory; they are "sparse arrays". Setting myArray[10] = 'someThing'
and myArray[57] = 'somethingOther'
only uses space for these two elements, just like any other object. The length
of the array will still be reported as 58.
Strings
Strings in Javascript are a sequence of characters. Strings in JavaScript can be created directly by placing the series of characters between double or single quotes.
var greeting = "Hello, ronald!"; var another_greeting = 'Greetings, people of Earth.';
Individual characters within a string can be accessed (as strings with only a single character) through the same notation as arrays:
var h = greeting[0]; // Now h contains 'H'
Objects
The most basic objects in JavaScript act as dictionaries. These dictionaries can have any type of value paired with a key, which is a string. Objects with values can be created directly through object literal notation:
var o = {name: 'My Object', purpose: 'This object is utterly without purpose.', answer: 42};
Properties of objects can be created, set, and read individually using the familiar dot ('.') notation or by a similar syntax to arrays:
var name = o.name; // name now contains 'My Object' var answer = o['answer'] // answer now contains 42
Object literals and array literals allow one to easily create flexible data structures:
var myStructure = { name: { first: "Mel", last: "Smith" }, age: 33, hobbies: [ "chess", "jogging" ] };
This is the basis for JSON, which is a simple notation that uses JavaScript-like syntax for data exchange.
Operators
The '+' operator is overloaded; it is used for string concatenation and arithmetic addition and also to convert strings to numbers (not to mention that it has special meaning when used in a regular expression).
// Concatenate 2 strings var a = 'This'; var b = ' and that'; alert(a + b); // displays 'This and that' // Add two numbers var x = 2; var y = 6; alert(x + y); // displays 8 // Adding a number and a string results in concatenation alert( x + '2'); // displays 22 // Convert a string to a number var z = '4'; // z is a string (the digit 4) alert( z + x) // displays 42 alert( +z + x) // displays 6
Arithmetic
Binary operators
+ Addition - Subtraction * Multiplication / Division (returns a floating-point value) % Modulus (returns the integer remainder)
Unary operators
- Unary negation (reverses the sign) ++ Increment (can be prefix or postfix) -- Decrement (can be prefix or postfix)
Assignment
= Assign += Add and assign -= Subtract and assign *= Multiply and assign /= Divide and assign %= Modulus and assign &= Bitwise AND and assign |= Bitwise OR and assign ^= Bitwise XOR and assign <<= Left shift (zero fill) and assign >>= Right shift (sign-propagating) and assign >>>= Right shift (zero fill) and assign
Comparison
== Equal != Not equal > Greater than >= Greater than or equal to < Less than <= Less than or equal to === Identical (equal and of the same type) !== Not identical
Conditional
? : Ternary comparison operator condition ? val1 : val2 (Evaluates val1 if condition is true; otherwise, evaluates val2)
Boolean
- Short-circuit logical operations
- Evaluates the minimal number of expressions necessary
- Partial evaluation (rather than full evaluation)
&& and || or ! not (logical negation)
Bitwise
Binary operators
& And | Or ^ Xor << Shift left (zero fill) >> Shift right (sign-propagating); copies of the leftmost bit (sign bit) are shifted in from the left. >>> Shift right (zero fill) For positive numbers, >> and >>> yield the same result.
Unary operators
~ Not (inverts the bits)
String
= Assignment + Concatenation += Concatenate and assign
Examples
str = "ab" + "cd"; // "abcd" str += "e"; // "abcde"
Control structures
If ... else
if (expr) { statements; } else if (expr) { statements; } else { statements; }
else
statements must be cuddled (i.e. "} else {
" , all on the same line), or else some browsers may not parse them correctly.
switch (expr) { case VALUE: statements; break; case VALUE: statements; break; default: statements; break; }
break;
is optional; however, it's recommended to use it in most cases, since otherwise code execution will continue to the body of the nextcase
block.- Add a break statement to the end of the last case as a precautionary measure, in case additional cases are added later.
- Strings can be used for the case values.
- Braces are required.
for (initial-expr; cond-expr; incr-expr) { statements; }
For ... in loop
for (var property-name in object-name) { statements using object-name[property-name]; }
- Iterates through all enumerable properties of an object (or elements of an array).
while (cond-expr) { statements; }
do { statements; } while (cond-expr);
Functions
A function is a block with a (possibly empty) argument list that is normally given a name. A function may give back a return value.
function function-name(arg1, arg2, arg3) { statements; return expression; }
Example: Euclid's original algorithm of finding the greatest common divisor. (This is a geometrical solution which subtracts the shorter segment from the longer):
function gcd(segmentA, segmentB) { while (segmentA != segmentB) { if (segmentA > segmentB) segmentA -= segmentB; else segmentB -= segmentA; } return segmentA; }
The number of arguments given when calling a function may not necessarily correspond to the number of arguments in the function definition; a named argument in the definition that does not have a matching argument in the call will have the value undefined
. Within the function the arguments may also be accessed through the arguments
list (which is an object); this provides access to all arguments using indices (e.g. arguments[0], arguments[1], ... arguments[n]
), including those beyond the number of named arguments.
Basic data types (strings, integers, ...) are passed by value whereas objects are passed by reference.
Functions as objects and anonymous functions
Functions are first-class objects in JavaScript. Every function is an instance of Function
, a type of base object. Functions can be created and assigned like any other objects, and passed as arguments to other functions. Thus JavaScript supports higher-order functions. For example:
Array.prototype.fold = function (value, functor) { var result = value; for (var i = 0; i < this.length; i++) { result = functor(result, this[i]); } return result; } var sum = [1,2,3,4,5,6,7,8,9,10].fold(0, function (a, b) { return a + b })
results in the value:
55
Since Function
can be instantiated, JavaScript allows the creation of anonymous functions, which can also be created using function, e.g.:
new Function( "return 1;" )
function() { return 1; }
The implicit object available within the function is the receiver object.
In the example below, the value of the alert property is an anonymous function:
function Point( x, y ) { this.x = x; this.y = y; } Point.prototype.alert = function() { window.alert( "(" + this.x + "," + this.y + ")" ); } var pt = new Point( 1, 0 ); pt.alert();
Methods can also be added within the constructor:
function Point( x, y ) { this.x = x; this.y = y; this.alert = function() { window.alert( "(" + this.x + "," + this.y + ")" ); } } var pt = new Point( 1, 0 ); pt.alert();
There is no need to use a constructor if only a single instance of an object is required and no private members are needed - properties and values can be added directly using an initialiser:
var pt = { x: 1, y: 0, alert: function() { window.alert( "(" + this.x + "," + this.y + ")" ); } } pt.alert();
Members declared as variables in the constructor are private; members assigned to this are public. Methods added or declared in the constructor have access to all private members; public methods added outside the constructor don't.
function myClass() { var msg = "Hello world!"; /* This is shorthand for: var myPrivateMember = function() */ function myPrivateMember() { alert(msg); } this.myPublicMember = function() { myPrivateMember(); } } myObj = new myClass; myObj.anotherPublicMember = function() { /* These won't work as anotherPublicMember is not declared in the constructor: myPrivateMember(); alert(msg); These won't work either: this.myPrivateMember(); alert(this.msg); */ this.myPublicMember(); }
Note: The functions '__defineSetter__' and '__defineGetter__' are implementation-specific and not part of the ECMAScript standard.
For detailed control of member access, getters and setters can be used (e.g. to create a read only property or a property that the value is generated):
function Point( x, y ) { this.x = x; this.y = y; } Point.prototype.__defineGetter__( "dimensions", function() { return [this.x, this.y]; } ); Point.prototype.__defineSetter__( "dimensions", function( dimensions ) { this.x = dimensions[0]; this.y = dimensions[1]; } ); var pt = new Point( 1, 0 ); window.alert( pt.dimensions.length ); pt.dimensions = [2,3];
Since JavaScript 1.3 every function has the methods apply and call
which allows the use of this function in the context of another object.
The statements F.apply ( myObj , [ a1 , a2 , ... , aN ] )
and F.call ( myObj , a1 , a2 , ... , aN )
performs F ( a1 , a2 , ... , aN ) as if this function would be a method of the object myObj.
function sum () { var s = 0; for ( var i = 0 ; i < arguments.length ; i++ ) s += arguments [i] ; return s } var dummy alert ( sum.apply ( dummy , [ 1 , 2 , 3 ] ) ) // == 1 + 2 + 3 == 6 alert ( Math.pow.call ( dummy , 5 , 2) ) // == 5 × 5 == 25
Apply and call are mainly used to perform inheritance, see below.
Objects
For convenience, Types are normally subdivided into primitives and objects. Objects are entities that have an identity (they are only equal to themselves) and that map property names to values, ("slots" in prototype-based programming terminology). JavaScript objects are often mistakenly described as associative arrays or hashes, but they are neither.
JavaScript has several kinds of built in objects, namely Array, Boolean, Date, Function, Math, Number, Object, RegExp and String. Other objects are "host objects", defined not by the language but by the runtime environment. For example, in a browser, typical host objects belong to the DOM (window, form, links etc.).
Creating objects
Objects can be created using a declaration, an initialiser or a constructor function:
// Declaration var anObject = new Object(); // Initialiser var objectA = {}; var objectB = {'index1':'value 1','index2':'value 2'}; // Constructor (see below)
Constructors
Constructor functions are a way to create multiple instances or copies of the same object. JavaScript is a prototype based object-based language. This means that inheritance is between objects, not between classes (JavaScript has no classes). Objects inherit properties from their prototypes.
Properties and methods can be added by the constructor, or they can be added and removed after the object has been created. To do this for all instances created by a single constructor function, the prototype
property of the constructor is used to access the prototype object. Object deletion is not mandatory as the scripting engine will garbage collect any variables that are no longer being referenced.
Example: Manipulating an object
// constructor function function MyObject(attributeA, attributeB) { this.attributeA = attributeA; this.attributeB = attributeB; } // create an Object obj = new MyObject('red', 1000); // access an attribute of obj alert(obj.attributeA); // access an attribute using square bracket notation alert(obj["attributeA"]); // add a new property obj.attributeC = new Date(); // remove a property of obj delete obj.attributeB; // remove the whole Object delete obj;
Inheritance
JavaScript supports inheritance hierarchies through prototyping. For example:
function Base() { this.Override = function() { alert("Base::Override()"); } this.BaseFunction = function() { alert("Base::BaseFunction()"); } } function Derive() { this.Override = function() { alert("Derive::Override()"); } } Derive.prototype = new Base(); d = new Derive(); d.Override(); d.BaseFunction(); d.__proto__.Override(); // mozilla only
will result in the display:
Derive::Override() Base::BaseFunction() Base::Override() // mozilla only
Exceptions
Newer versions of JavaScript (as used in Internet Explorer 5 and Netscape 6) include a try ... catch ... finally
exception handling statement. Purloined from the Java programming language, this is intended to help with run-time errors but does so with mixed results.
The try ... catch ... finally
statement catches exceptions resulting from an error or a throw statement. Its syntax is as follows:
try { // Statements in which exceptions might be thrown } catch(error) { // Statements that execute in the event of an exception } finally { // Statements that execute afterward either way }
Initially, the statements within the try block execute. If an exception is thrown, the script's control flow immediately transfers to the statements in the catch block, with the exception available as the error argument. Otherwise the catch block is skipped. Once the catch block finishes, or the try block finishes with no exceptions thrown, then the statements in the finally block execute. This is generally used to free memory that may be lost if a fatal error occurs—though this is less of a concern in JavaScript. This figure summarizes the operation of a try...catch...finally statement:
try { // Create an array arr = new Array(); // Call a function that may not succeed func(arr); } catch (...) { // Recover from error logError(); } finally { // Even if a fatal error occurred, we can still free our array delete arr; }
The finally
part may be omitted:
try { statements } catch (err) { // handle errors }
In fact, the catch
part may also be omitted:
try { statements } finally { // ignore potential errors and just go directly to finally }
See also
References
- David Flanagan, Paula Ferguson: JavaScript: The Definitive Guide, O'Reilly & Associates, ISBN 0596000480
- Danny Goodman, Brendan Eich: JavaScript Bible, Wiley, John & Sons, ISBN 0764533428
- Thomas A. Powell, Fritz Schneider: JavaScript: The Complete Reference, McGraw-Hill Companies, ISBN 0072191279
- Emily Vander Veer: JavaScript For Dummies, 4th Edition, Wiley, ISBN 0764576593