From 264988c3664f187eb0d5aeed70ce1765cee52ba7 Mon Sep 17 00:00:00 2001 From: Igor Chubin Date: Sun, 17 Feb 2019 14:03:46 +0100 Subject: [PATCH] added new tests --- tests/results/21 | 563 +++++++++++++++++++++++++++++++++++++++++++++++ tests/results/22 | 563 +++++++++++++++++++++++++++++++++++++++++++++++ tests/results/23 | 26 +++ tests/results/24 | 7 + tests/tests.txt | 6 +- 5 files changed, 1164 insertions(+), 1 deletion(-) create mode 100644 tests/results/21 create mode 100644 tests/results/22 create mode 100644 tests/results/23 create mode 100644 tests/results/24 diff --git a/tests/results/21 b/tests/results/21 new file mode 100644 index 0000000..854cab3 --- /dev/null +++ b/tests/results/21 @@ -0,0 +1,563 @@ +// Single-line comments start with two slashes. +/* Multiline comments start with slash-star, + and end with star-slash */ + +// Statements can be terminated by ; +doStuff(); + +// ... but they don't have to be, as semicolons are automatically inserted +// wherever there's a newline, except in certain cases. +doStuff() + +// Because those cases can cause unexpected results, we'll keep on using +// semicolons in this guide. + +/////////////////////////////////// +// 1. Numbers, Strings and Operators + +// JavaScript has one number type (which is a 64-bit IEEE 754 double). +// Doubles have a 52-bit mantissa, which is enough to store integers +// up to about 9✕10¹⁵ precisely. +3; // = 3 +1.5; // = 1.5 + +// Some basic arithmetic works as you'd expect. +1 + 1; // = 2 +0.1 + 0.2; // = 0.30000000000000004 +8 - 1; // = 7 +10 * 2; // = 20 +35 / 5; // = 7 + +// Including uneven division. +5 / 2; // = 2.5 + +// And modulo division. +10 % 2; // = 0 +30 % 4; // = 2 +18.5 % 7; // = 4.5 + +// Bitwise operations also work; when you perform a bitwise operation your float +// is converted to a signed int *up to* 32 bits. +1 << 2; // = 4 + +// Precedence is enforced with parentheses. +(1 + 3) * 2; // = 8 + +// There are three special not-a-real-number values: +Infinity; // result of e.g. 1/0 +-Infinity; // result of e.g. -1/0 +NaN; // result of e.g. 0/0, stands for 'Not a Number' + +// There's also a boolean type. +true; +false; + +// Strings are created with ' or ". +'abc'; +"Hello, world"; + +// Negation uses the ! symbol +!true; // = false +!false; // = true + +// Equality is === +1 === 1; // = true +2 === 1; // = false + +// Inequality is !== +1 !== 1; // = false +2 !== 1; // = true + +// More comparisons +1 < 10; // = true +1 > 10; // = false +2 <= 2; // = true +2 >= 2; // = true + +// Strings are concatenated with + +"Hello " + "world!"; // = "Hello world!" + +// ... which works with more than just strings +"1, 2, " + 3; // = "1, 2, 3" +"Hello " + ["world", "!"]; // = "Hello world,!" + +// and are compared with < and > +"a" < "b"; // = true + +// Type coercion is performed for comparisons with double equals... +"5" == 5; // = true +null == undefined; // = true + +// ...unless you use === +"5" === 5; // = false +null === undefined; // = false + +// ...which can result in some weird behaviour... +13 + !0; // 14 +"13" + !0; // '13true' + +// You can access characters in a string with `charAt` +"This is a string".charAt(0); // = 'T' + +// ...or use `substring` to get larger pieces. +"Hello world".substring(0, 5); // = "Hello" + +// `length` is a property, so don't use (). +"Hello".length; // = 5 + +// There's also `null` and `undefined`. +null; // used to indicate a deliberate non-value +undefined; // used to indicate a value is not currently present (although + // `undefined` is actually a value itself) + +// false, null, undefined, NaN, 0 and "" are falsy; everything else is truthy. +// Note that 0 is falsy and "0" is truthy, even though 0 == "0". + +/////////////////////////////////// +// 2. Variables, Arrays and Objects + +// Variables are declared with the `var` keyword. JavaScript is dynamically +// typed, so you don't need to specify type. Assignment uses a single `=` +// character. +var someVar = 5; + +// If you leave the var keyword off, you won't get an error... +someOtherVar = 10; + +// ...but your variable will be created in the global scope, not in the scope +// you defined it in. + +// Variables declared without being assigned to are set to undefined. +var someThirdVar; // = undefined + +// If you want to declare a couple of variables, then you could use a comma +// separator +var someFourthVar = 2, someFifthVar = 4; + +// There's shorthand for performing math operations on variables: +someVar += 5; // equivalent to someVar = someVar + 5; someVar is 10 now +someVar *= 10; // now someVar is 100 + +// and an even-shorter-hand for adding or subtracting 1 +someVar++; // now someVar is 101 +someVar--; // back to 100 + +// Arrays are ordered lists of values, of any type. +var myArray = ["Hello", 45, true]; + +// Their members can be accessed using the square-brackets subscript syntax. +// Array indices start at zero. +myArray[1]; // = 45 + +// Arrays are mutable and of variable length. +myArray.push("World"); +myArray.length; // = 4 + +// Add/Modify at specific index +myArray[3] = "Hello"; + +// Add and remove element from front or back end of an array +myArray.unshift(3); // Add as the first element +someVar = myArray.shift(); // Remove first element and return it +myArray.push(3); // Add as the last element +someVar = myArray.pop(); // Remove last element and return it + +// Join all elements of an array with semicolon +var myArray0 = [32,false,"js",12,56,90]; +myArray0.join(";") // = "32;false;js;12;56;90" + +// Get subarray of elements from index 1 (include) to 4 (exclude) +myArray0.slice(1,4); // = [false,"js",12] + +// Remove 4 elements starting from index 2, and insert there strings +// "hi","wr" and "ld"; return removed subarray +myArray0.splice(2,4,"hi","wr","ld"); // = ["js",12,56,90] +// myArray0 === [32,false,"hi","wr","ld"] + +// JavaScript's objects are equivalent to "dictionaries" or "maps" in other +// languages: an unordered collection of key-value pairs. +var myObj = {key1: "Hello", key2: "World"}; + +// Keys are strings, but quotes aren't required if they're a valid +// JavaScript identifier. Values can be any type. +var myObj = {myKey: "myValue", "my other key": 4}; + +// Object attributes can also be accessed using the subscript syntax, +myObj["my other key"]; // = 4 + +// ... or using the dot syntax, provided the key is a valid identifier. +myObj.myKey; // = "myValue" + +// Objects are mutable; values can be changed and new keys added. +myObj.myThirdKey = true; + +// If you try to access a value that's not yet set, you'll get undefined. +myObj.myFourthKey; // = undefined + +/////////////////////////////////// +// 3. Logic and Control Structures + +// The `if` structure works as you'd expect. +var count = 1; +if (count == 3){ + // evaluated if count is 3 +} else if (count == 4){ + // evaluated if count is 4 +} else { + // evaluated if it's not either 3 or 4 +} + +// As does `while`. +while (true){ + // An infinite loop! +} + +// Do-while loops are like while loops, except they always run at least once. +var input; +do { + input = getInput(); +} while (!isValid(input)); + +// The `for` loop is the same as C and Java: +// initialization; continue condition; iteration. +for (var i = 0; i < 5; i++){ + // will run 5 times +} + +// Breaking out of labeled loops is similar to Java +outer: +for (var i = 0; i < 10; i++) { + for (var j = 0; j < 10; j++) { + if (i == 5 && j ==5) { + break outer; + // breaks out of outer loop instead of only the inner one + } + } +} + +// The for/in statement allows iteration over properties of an object. +var description = ""; +var person = {fname:"Paul", lname:"Ken", age:18}; +for (var x in person){ + description += person[x] + " "; +} // description = 'Paul Ken 18 ' + +// The for/of statement allows iteration over iterable objects (including the built-in String,  +// Array, e.g. the Array-like arguments or NodeList objects, TypedArray, Map and Set,  +// and user-defined iterables). +var myPets = ""; +var pets = ["cat", "dog", "hamster", "hedgehog"]; +for (var pet of pets){ + myPets += pet + " "; +} // myPets = 'cat dog hamster hedgehog ' + +// && is logical and, || is logical or +if (house.size == "big" && house.colour == "blue"){ + house.contains = "bear"; +} +if (colour == "red" || colour == "blue"){ + // colour is either red or blue +} + +// && and || "short circuit", which is useful for setting default values. +var name = otherName || "default"; + +// The `switch` statement checks for equality with `===`. +// Use 'break' after each case +// or the cases after the correct one will be executed too. +grade = 'B'; +switch (grade) { + case 'A': + console.log("Great job"); + break; + case 'B': + console.log("OK job"); + break; + case 'C': + console.log("You can do better"); + break; + default: + console.log("Oy vey"); + break; +} + + +/////////////////////////////////// +// 4. Functions, Scope and Closures + +// JavaScript functions are declared with the `function` keyword. +function myFunction(thing){ + return thing.toUpperCase(); +} +myFunction("foo"); // = "FOO" + +// Note that the value to be returned must start on the same line as the +// `return` keyword, otherwise you'll always return `undefined` due to +// automatic semicolon insertion. Watch out for this when using Allman style. +function myFunction(){ + return // <- semicolon automatically inserted here + {thisIsAn: 'object literal'}; +} +myFunction(); // = undefined + +// JavaScript functions are first class objects, so they can be reassigned to +// different variable names and passed to other functions as arguments - for +// example, when supplying an event handler: +function myFunction(){ + // this code will be called in 5 seconds' time +} +setTimeout(myFunction, 5000); +// Note: setTimeout isn't part of the JS language, but is provided by browsers +// and Node.js. + +// Another function provided by browsers is setInterval +function myFunction(){ + // this code will be called every 5 seconds +} +setInterval(myFunction, 5000); + +// Function objects don't even have to be declared with a name - you can write +// an anonymous function definition directly into the arguments of another. +setTimeout(function(){ + // this code will be called in 5 seconds' time +}, 5000); + +// JavaScript has function scope; functions get their own scope but other blocks +// do not. +if (true){ + var i = 5; +} +i; // = 5 - not undefined as you'd expect in a block-scoped language + +// This has led to a common pattern of "immediately-executing anonymous +// functions", which prevent temporary variables from leaking into the global +// scope. +(function(){ + var temporary = 5; + // We can access the global scope by assigning to the "global object", which + // in a web browser is always `window`. The global object may have a + // different name in non-browser environments such as Node.js. + window.permanent = 10; +})(); +temporary; // raises ReferenceError +permanent; // = 10 + +// One of JavaScript's most powerful features is closures. If a function is +// defined inside another function, the inner function has access to all the +// outer function's variables, even after the outer function exits. +function sayHelloInFiveSeconds(name){ + var prompt = "Hello, " + name + "!"; + // Inner functions are put in the local scope by default, as if they were + // declared with `var`. + function inner(){ + alert(prompt); + } + setTimeout(inner, 5000); + // setTimeout is asynchronous, so the sayHelloInFiveSeconds function will + // exit immediately, and setTimeout will call inner afterwards. However, + // because inner is "closed over" sayHelloInFiveSeconds, inner still has + // access to the `prompt` variable when it is finally called. +} +sayHelloInFiveSeconds("Adam"); // will open a popup with "Hello, Adam!" in 5s + +/////////////////////////////////// +// 5. More about Objects; Constructors and Prototypes + +// Objects can contain functions. +var myObj = { + myFunc: function(){ + return "Hello world!"; + } +}; +myObj.myFunc(); // = "Hello world!" + +// When functions attached to an object are called, they can access the object +// they're attached to using the `this` keyword. +myObj = { + myString: "Hello world!", + myFunc: function(){ + return this.myString; + } +}; +myObj.myFunc(); // = "Hello world!" + +// What this is set to has to do with how the function is called, not where +// it's defined. So, our function doesn't work if it isn't called in the +// context of the object. +var myFunc = myObj.myFunc; +myFunc(); // = undefined + +// Inversely, a function can be assigned to the object and gain access to it +// through `this`, even if it wasn't attached when it was defined. +var myOtherFunc = function(){ + return this.myString.toUpperCase(); +}; +myObj.myOtherFunc = myOtherFunc; +myObj.myOtherFunc(); // = "HELLO WORLD!" + +// We can also specify a context for a function to execute in when we invoke it +// using `call` or `apply`. + +var anotherFunc = function(s){ + return this.myString + s; +}; +anotherFunc.call(myObj, " And Hello Moon!"); // = "Hello World! And Hello Moon!" + +// The `apply` function is nearly identical, but takes an array for an argument +// list. + +anotherFunc.apply(myObj, [" And Hello Sun!"]); // = "Hello World! And Hello Sun!" + +// This is useful when working with a function that accepts a sequence of +// arguments and you want to pass an array. + +Math.min(42, 6, 27); // = 6 +Math.min([42, 6, 27]); // = NaN (uh-oh!) +Math.min.apply(Math, [42, 6, 27]); // = 6 + +// But, `call` and `apply` are only temporary. When we want it to stick, we can +// use `bind`. + +var boundFunc = anotherFunc.bind(myObj); +boundFunc(" And Hello Saturn!"); // = "Hello World! And Hello Saturn!" + +// `bind` can also be used to partially apply (curry) a function. + +var product = function(a, b){ return a * b; }; +var doubler = product.bind(this, 2); +doubler(8); // = 16 + +// When you call a function with the `new` keyword, a new object is created, and +// made available to the function via the `this` keyword. Functions designed to be +// called like that are called constructors. + +var MyConstructor = function(){ + this.myNumber = 5; +}; +myNewObj = new MyConstructor(); // = {myNumber: 5} +myNewObj.myNumber; // = 5 + +// Unlike most other popular object-oriented languages, JavaScript has no +// concept of 'instances' created from 'class' blueprints; instead, JavaScript +// combines instantiation and inheritance into a single concept: a 'prototype'. + +// Every JavaScript object has a 'prototype'. When you go to access a property +// on an object that doesn't exist on the actual object, the interpreter will +// look at its prototype. + +// Some JS implementations let you access an object's prototype on the magic +// property `__proto__`. While this is useful for explaining prototypes it's not +// part of the standard; we'll get to standard ways of using prototypes later. +var myObj = { + myString: "Hello world!" +}; +var myPrototype = { + meaningOfLife: 42, + myFunc: function(){ + return this.myString.toLowerCase(); + } +}; + +myObj.__proto__ = myPrototype; +myObj.meaningOfLife; // = 42 + +// This works for functions, too. +myObj.myFunc(); // = "hello world!" + +// Of course, if your property isn't on your prototype, the prototype's +// prototype is searched, and so on. +myPrototype.__proto__ = { + myBoolean: true +}; +myObj.myBoolean; // = true + +// There's no copying involved here; each object stores a reference to its +// prototype. This means we can alter the prototype and our changes will be +// reflected everywhere. +myPrototype.meaningOfLife = 43; +myObj.meaningOfLife; // = 43 + +// The for/in statement allows iteration over properties of an object, +// walking up the prototype chain until it sees a null prototype. +for (var x in myObj){ + console.log(myObj[x]); +} +///prints: +// Hello world! +// 43 +// [Function: myFunc] + +// To only consider properties attached to the object itself +// and not its prototypes, use the `hasOwnProperty()` check. +for (var x in myObj){ + if (myObj.hasOwnProperty(x)){ + console.log(myObj[x]); + } +} +///prints: +// Hello world! + +// We mentioned that `__proto__` was non-standard, and there's no standard way to +// change the prototype of an existing object. However, there are two ways to +// create a new object with a given prototype. + +// The first is Object.create, which is a recent addition to JS, and therefore +// not available in all implementations yet. +var myObj = Object.create(myPrototype); +myObj.meaningOfLife; // = 43 + +// The second way, which works anywhere, has to do with constructors. +// Constructors have a property called prototype. This is *not* the prototype of +// the constructor function itself; instead, it's the prototype that new objects +// are given when they're created with that constructor and the new keyword. +MyConstructor.prototype = { + myNumber: 5, + getMyNumber: function(){ + return this.myNumber; + } +}; +var myNewObj2 = new MyConstructor(); +myNewObj2.getMyNumber(); // = 5 +myNewObj2.myNumber = 6; +myNewObj2.getMyNumber(); // = 6 + +// Built-in types like strings and numbers also have constructors that create +// equivalent wrapper objects. +var myNumber = 12; +var myNumberObj = new Number(12); +myNumber == myNumberObj; // = true + +// Except, they aren't exactly equivalent. +typeof myNumber; // = 'number' +typeof myNumberObj; // = 'object' +myNumber === myNumberObj; // = false +if (0){ + // This code won't execute, because 0 is falsy. +} +if (new Number(0)){ + // This code will execute, because wrapped numbers are objects, and objects + // are always truthy. +} + +// However, the wrapper objects and the regular builtins share a prototype, so +// you can actually add functionality to a string, for instance. +String.prototype.firstCharacter = function(){ + return this.charAt(0); +}; +"abc".firstCharacter(); // = "a" + +// This fact is often used in "polyfilling", which is implementing newer +// features of JavaScript in an older subset of JavaScript, so that they can be +// used in older environments such as outdated browsers. + +// For instance, we mentioned that Object.create isn't yet available in all +// implementations, but we can still use it with this polyfill: +if (Object.create === undefined){ // don't overwrite it if it exists + Object.create = function(proto){ + // make a temporary constructor with the right prototype + var Constructor = function(){}; + Constructor.prototype = proto; + // then use it to create a new, appropriately-prototyped object + return new Constructor(); + }; +} diff --git a/tests/results/22 b/tests/results/22 new file mode 100644 index 0000000..854cab3 --- /dev/null +++ b/tests/results/22 @@ -0,0 +1,563 @@ +// Single-line comments start with two slashes. +/* Multiline comments start with slash-star, + and end with star-slash */ + +// Statements can be terminated by ; +doStuff(); + +// ... but they don't have to be, as semicolons are automatically inserted +// wherever there's a newline, except in certain cases. +doStuff() + +// Because those cases can cause unexpected results, we'll keep on using +// semicolons in this guide. + +/////////////////////////////////// +// 1. Numbers, Strings and Operators + +// JavaScript has one number type (which is a 64-bit IEEE 754 double). +// Doubles have a 52-bit mantissa, which is enough to store integers +// up to about 9✕10¹⁵ precisely. +3; // = 3 +1.5; // = 1.5 + +// Some basic arithmetic works as you'd expect. +1 + 1; // = 2 +0.1 + 0.2; // = 0.30000000000000004 +8 - 1; // = 7 +10 * 2; // = 20 +35 / 5; // = 7 + +// Including uneven division. +5 / 2; // = 2.5 + +// And modulo division. +10 % 2; // = 0 +30 % 4; // = 2 +18.5 % 7; // = 4.5 + +// Bitwise operations also work; when you perform a bitwise operation your float +// is converted to a signed int *up to* 32 bits. +1 << 2; // = 4 + +// Precedence is enforced with parentheses. +(1 + 3) * 2; // = 8 + +// There are three special not-a-real-number values: +Infinity; // result of e.g. 1/0 +-Infinity; // result of e.g. -1/0 +NaN; // result of e.g. 0/0, stands for 'Not a Number' + +// There's also a boolean type. +true; +false; + +// Strings are created with ' or ". +'abc'; +"Hello, world"; + +// Negation uses the ! symbol +!true; // = false +!false; // = true + +// Equality is === +1 === 1; // = true +2 === 1; // = false + +// Inequality is !== +1 !== 1; // = false +2 !== 1; // = true + +// More comparisons +1 < 10; // = true +1 > 10; // = false +2 <= 2; // = true +2 >= 2; // = true + +// Strings are concatenated with + +"Hello " + "world!"; // = "Hello world!" + +// ... which works with more than just strings +"1, 2, " + 3; // = "1, 2, 3" +"Hello " + ["world", "!"]; // = "Hello world,!" + +// and are compared with < and > +"a" < "b"; // = true + +// Type coercion is performed for comparisons with double equals... +"5" == 5; // = true +null == undefined; // = true + +// ...unless you use === +"5" === 5; // = false +null === undefined; // = false + +// ...which can result in some weird behaviour... +13 + !0; // 14 +"13" + !0; // '13true' + +// You can access characters in a string with `charAt` +"This is a string".charAt(0); // = 'T' + +// ...or use `substring` to get larger pieces. +"Hello world".substring(0, 5); // = "Hello" + +// `length` is a property, so don't use (). +"Hello".length; // = 5 + +// There's also `null` and `undefined`. +null; // used to indicate a deliberate non-value +undefined; // used to indicate a value is not currently present (although + // `undefined` is actually a value itself) + +// false, null, undefined, NaN, 0 and "" are falsy; everything else is truthy. +// Note that 0 is falsy and "0" is truthy, even though 0 == "0". + +/////////////////////////////////// +// 2. Variables, Arrays and Objects + +// Variables are declared with the `var` keyword. JavaScript is dynamically +// typed, so you don't need to specify type. Assignment uses a single `=` +// character. +var someVar = 5; + +// If you leave the var keyword off, you won't get an error... +someOtherVar = 10; + +// ...but your variable will be created in the global scope, not in the scope +// you defined it in. + +// Variables declared without being assigned to are set to undefined. +var someThirdVar; // = undefined + +// If you want to declare a couple of variables, then you could use a comma +// separator +var someFourthVar = 2, someFifthVar = 4; + +// There's shorthand for performing math operations on variables: +someVar += 5; // equivalent to someVar = someVar + 5; someVar is 10 now +someVar *= 10; // now someVar is 100 + +// and an even-shorter-hand for adding or subtracting 1 +someVar++; // now someVar is 101 +someVar--; // back to 100 + +// Arrays are ordered lists of values, of any type. +var myArray = ["Hello", 45, true]; + +// Their members can be accessed using the square-brackets subscript syntax. +// Array indices start at zero. +myArray[1]; // = 45 + +// Arrays are mutable and of variable length. +myArray.push("World"); +myArray.length; // = 4 + +// Add/Modify at specific index +myArray[3] = "Hello"; + +// Add and remove element from front or back end of an array +myArray.unshift(3); // Add as the first element +someVar = myArray.shift(); // Remove first element and return it +myArray.push(3); // Add as the last element +someVar = myArray.pop(); // Remove last element and return it + +// Join all elements of an array with semicolon +var myArray0 = [32,false,"js",12,56,90]; +myArray0.join(";") // = "32;false;js;12;56;90" + +// Get subarray of elements from index 1 (include) to 4 (exclude) +myArray0.slice(1,4); // = [false,"js",12] + +// Remove 4 elements starting from index 2, and insert there strings +// "hi","wr" and "ld"; return removed subarray +myArray0.splice(2,4,"hi","wr","ld"); // = ["js",12,56,90] +// myArray0 === [32,false,"hi","wr","ld"] + +// JavaScript's objects are equivalent to "dictionaries" or "maps" in other +// languages: an unordered collection of key-value pairs. +var myObj = {key1: "Hello", key2: "World"}; + +// Keys are strings, but quotes aren't required if they're a valid +// JavaScript identifier. Values can be any type. +var myObj = {myKey: "myValue", "my other key": 4}; + +// Object attributes can also be accessed using the subscript syntax, +myObj["my other key"]; // = 4 + +// ... or using the dot syntax, provided the key is a valid identifier. +myObj.myKey; // = "myValue" + +// Objects are mutable; values can be changed and new keys added. +myObj.myThirdKey = true; + +// If you try to access a value that's not yet set, you'll get undefined. +myObj.myFourthKey; // = undefined + +/////////////////////////////////// +// 3. Logic and Control Structures + +// The `if` structure works as you'd expect. +var count = 1; +if (count == 3){ + // evaluated if count is 3 +} else if (count == 4){ + // evaluated if count is 4 +} else { + // evaluated if it's not either 3 or 4 +} + +// As does `while`. +while (true){ + // An infinite loop! +} + +// Do-while loops are like while loops, except they always run at least once. +var input; +do { + input = getInput(); +} while (!isValid(input)); + +// The `for` loop is the same as C and Java: +// initialization; continue condition; iteration. +for (var i = 0; i < 5; i++){ + // will run 5 times +} + +// Breaking out of labeled loops is similar to Java +outer: +for (var i = 0; i < 10; i++) { + for (var j = 0; j < 10; j++) { + if (i == 5 && j ==5) { + break outer; + // breaks out of outer loop instead of only the inner one + } + } +} + +// The for/in statement allows iteration over properties of an object. +var description = ""; +var person = {fname:"Paul", lname:"Ken", age:18}; +for (var x in person){ + description += person[x] + " "; +} // description = 'Paul Ken 18 ' + +// The for/of statement allows iteration over iterable objects (including the built-in String,  +// Array, e.g. the Array-like arguments or NodeList objects, TypedArray, Map and Set,  +// and user-defined iterables). +var myPets = ""; +var pets = ["cat", "dog", "hamster", "hedgehog"]; +for (var pet of pets){ + myPets += pet + " "; +} // myPets = 'cat dog hamster hedgehog ' + +// && is logical and, || is logical or +if (house.size == "big" && house.colour == "blue"){ + house.contains = "bear"; +} +if (colour == "red" || colour == "blue"){ + // colour is either red or blue +} + +// && and || "short circuit", which is useful for setting default values. +var name = otherName || "default"; + +// The `switch` statement checks for equality with `===`. +// Use 'break' after each case +// or the cases after the correct one will be executed too. +grade = 'B'; +switch (grade) { + case 'A': + console.log("Great job"); + break; + case 'B': + console.log("OK job"); + break; + case 'C': + console.log("You can do better"); + break; + default: + console.log("Oy vey"); + break; +} + + +/////////////////////////////////// +// 4. Functions, Scope and Closures + +// JavaScript functions are declared with the `function` keyword. +function myFunction(thing){ + return thing.toUpperCase(); +} +myFunction("foo"); // = "FOO" + +// Note that the value to be returned must start on the same line as the +// `return` keyword, otherwise you'll always return `undefined` due to +// automatic semicolon insertion. Watch out for this when using Allman style. +function myFunction(){ + return // <- semicolon automatically inserted here + {thisIsAn: 'object literal'}; +} +myFunction(); // = undefined + +// JavaScript functions are first class objects, so they can be reassigned to +// different variable names and passed to other functions as arguments - for +// example, when supplying an event handler: +function myFunction(){ + // this code will be called in 5 seconds' time +} +setTimeout(myFunction, 5000); +// Note: setTimeout isn't part of the JS language, but is provided by browsers +// and Node.js. + +// Another function provided by browsers is setInterval +function myFunction(){ + // this code will be called every 5 seconds +} +setInterval(myFunction, 5000); + +// Function objects don't even have to be declared with a name - you can write +// an anonymous function definition directly into the arguments of another. +setTimeout(function(){ + // this code will be called in 5 seconds' time +}, 5000); + +// JavaScript has function scope; functions get their own scope but other blocks +// do not. +if (true){ + var i = 5; +} +i; // = 5 - not undefined as you'd expect in a block-scoped language + +// This has led to a common pattern of "immediately-executing anonymous +// functions", which prevent temporary variables from leaking into the global +// scope. +(function(){ + var temporary = 5; + // We can access the global scope by assigning to the "global object", which + // in a web browser is always `window`. The global object may have a + // different name in non-browser environments such as Node.js. + window.permanent = 10; +})(); +temporary; // raises ReferenceError +permanent; // = 10 + +// One of JavaScript's most powerful features is closures. If a function is +// defined inside another function, the inner function has access to all the +// outer function's variables, even after the outer function exits. +function sayHelloInFiveSeconds(name){ + var prompt = "Hello, " + name + "!"; + // Inner functions are put in the local scope by default, as if they were + // declared with `var`. + function inner(){ + alert(prompt); + } + setTimeout(inner, 5000); + // setTimeout is asynchronous, so the sayHelloInFiveSeconds function will + // exit immediately, and setTimeout will call inner afterwards. However, + // because inner is "closed over" sayHelloInFiveSeconds, inner still has + // access to the `prompt` variable when it is finally called. +} +sayHelloInFiveSeconds("Adam"); // will open a popup with "Hello, Adam!" in 5s + +/////////////////////////////////// +// 5. More about Objects; Constructors and Prototypes + +// Objects can contain functions. +var myObj = { + myFunc: function(){ + return "Hello world!"; + } +}; +myObj.myFunc(); // = "Hello world!" + +// When functions attached to an object are called, they can access the object +// they're attached to using the `this` keyword. +myObj = { + myString: "Hello world!", + myFunc: function(){ + return this.myString; + } +}; +myObj.myFunc(); // = "Hello world!" + +// What this is set to has to do with how the function is called, not where +// it's defined. So, our function doesn't work if it isn't called in the +// context of the object. +var myFunc = myObj.myFunc; +myFunc(); // = undefined + +// Inversely, a function can be assigned to the object and gain access to it +// through `this`, even if it wasn't attached when it was defined. +var myOtherFunc = function(){ + return this.myString.toUpperCase(); +}; +myObj.myOtherFunc = myOtherFunc; +myObj.myOtherFunc(); // = "HELLO WORLD!" + +// We can also specify a context for a function to execute in when we invoke it +// using `call` or `apply`. + +var anotherFunc = function(s){ + return this.myString + s; +}; +anotherFunc.call(myObj, " And Hello Moon!"); // = "Hello World! And Hello Moon!" + +// The `apply` function is nearly identical, but takes an array for an argument +// list. + +anotherFunc.apply(myObj, [" And Hello Sun!"]); // = "Hello World! And Hello Sun!" + +// This is useful when working with a function that accepts a sequence of +// arguments and you want to pass an array. + +Math.min(42, 6, 27); // = 6 +Math.min([42, 6, 27]); // = NaN (uh-oh!) +Math.min.apply(Math, [42, 6, 27]); // = 6 + +// But, `call` and `apply` are only temporary. When we want it to stick, we can +// use `bind`. + +var boundFunc = anotherFunc.bind(myObj); +boundFunc(" And Hello Saturn!"); // = "Hello World! And Hello Saturn!" + +// `bind` can also be used to partially apply (curry) a function. + +var product = function(a, b){ return a * b; }; +var doubler = product.bind(this, 2); +doubler(8); // = 16 + +// When you call a function with the `new` keyword, a new object is created, and +// made available to the function via the `this` keyword. Functions designed to be +// called like that are called constructors. + +var MyConstructor = function(){ + this.myNumber = 5; +}; +myNewObj = new MyConstructor(); // = {myNumber: 5} +myNewObj.myNumber; // = 5 + +// Unlike most other popular object-oriented languages, JavaScript has no +// concept of 'instances' created from 'class' blueprints; instead, JavaScript +// combines instantiation and inheritance into a single concept: a 'prototype'. + +// Every JavaScript object has a 'prototype'. When you go to access a property +// on an object that doesn't exist on the actual object, the interpreter will +// look at its prototype. + +// Some JS implementations let you access an object's prototype on the magic +// property `__proto__`. While this is useful for explaining prototypes it's not +// part of the standard; we'll get to standard ways of using prototypes later. +var myObj = { + myString: "Hello world!" +}; +var myPrototype = { + meaningOfLife: 42, + myFunc: function(){ + return this.myString.toLowerCase(); + } +}; + +myObj.__proto__ = myPrototype; +myObj.meaningOfLife; // = 42 + +// This works for functions, too. +myObj.myFunc(); // = "hello world!" + +// Of course, if your property isn't on your prototype, the prototype's +// prototype is searched, and so on. +myPrototype.__proto__ = { + myBoolean: true +}; +myObj.myBoolean; // = true + +// There's no copying involved here; each object stores a reference to its +// prototype. This means we can alter the prototype and our changes will be +// reflected everywhere. +myPrototype.meaningOfLife = 43; +myObj.meaningOfLife; // = 43 + +// The for/in statement allows iteration over properties of an object, +// walking up the prototype chain until it sees a null prototype. +for (var x in myObj){ + console.log(myObj[x]); +} +///prints: +// Hello world! +// 43 +// [Function: myFunc] + +// To only consider properties attached to the object itself +// and not its prototypes, use the `hasOwnProperty()` check. +for (var x in myObj){ + if (myObj.hasOwnProperty(x)){ + console.log(myObj[x]); + } +} +///prints: +// Hello world! + +// We mentioned that `__proto__` was non-standard, and there's no standard way to +// change the prototype of an existing object. However, there are two ways to +// create a new object with a given prototype. + +// The first is Object.create, which is a recent addition to JS, and therefore +// not available in all implementations yet. +var myObj = Object.create(myPrototype); +myObj.meaningOfLife; // = 43 + +// The second way, which works anywhere, has to do with constructors. +// Constructors have a property called prototype. This is *not* the prototype of +// the constructor function itself; instead, it's the prototype that new objects +// are given when they're created with that constructor and the new keyword. +MyConstructor.prototype = { + myNumber: 5, + getMyNumber: function(){ + return this.myNumber; + } +}; +var myNewObj2 = new MyConstructor(); +myNewObj2.getMyNumber(); // = 5 +myNewObj2.myNumber = 6; +myNewObj2.getMyNumber(); // = 6 + +// Built-in types like strings and numbers also have constructors that create +// equivalent wrapper objects. +var myNumber = 12; +var myNumberObj = new Number(12); +myNumber == myNumberObj; // = true + +// Except, they aren't exactly equivalent. +typeof myNumber; // = 'number' +typeof myNumberObj; // = 'object' +myNumber === myNumberObj; // = false +if (0){ + // This code won't execute, because 0 is falsy. +} +if (new Number(0)){ + // This code will execute, because wrapped numbers are objects, and objects + // are always truthy. +} + +// However, the wrapper objects and the regular builtins share a prototype, so +// you can actually add functionality to a string, for instance. +String.prototype.firstCharacter = function(){ + return this.charAt(0); +}; +"abc".firstCharacter(); // = "a" + +// This fact is often used in "polyfilling", which is implementing newer +// features of JavaScript in an older subset of JavaScript, so that they can be +// used in older environments such as outdated browsers. + +// For instance, we mentioned that Object.create isn't yet available in all +// implementations, but we can still use it with this polyfill: +if (Object.create === undefined){ // don't overwrite it if it exists + Object.create = function(proto){ + // make a temporary constructor with the right prototype + var Constructor = function(){}; + Constructor.prototype = proto; + // then use it to create a new, appropriately-prototyped object + return new Constructor(); + }; +} diff --git a/tests/results/23 b/tests/results/23 new file mode 100644 index 0000000..e869a69 --- /dev/null +++ b/tests/results/23 @@ -0,0 +1,26 @@ +:learn +:list +Arrays +Axioms +Channels +Declarations +Embedding +Errors +Interfaces +Maps +Operators +Pointers +Structs +for +func +go +hello +http +if +packages +print +range +rosetta/ +slices +switch +types diff --git a/tests/results/24 b/tests/results/24 new file mode 100644 index 0000000..74fa5e9 --- /dev/null +++ b/tests/results/24 @@ -0,0 +1,7 @@ +Unknown topic. +Do you mean one of these topics maybe? + + * mkfs.fat 84 + * mkfs.vfat 80 + * mkfs.exfat 76 + diff --git a/tests/tests.txt b/tests/tests.txt index 569168f..ff69e1e 100644 --- a/tests/tests.txt +++ b/tests/tests.txt @@ -2,7 +2,7 @@ python/:list ls ls?T btrfs -btrfs~volume +btrfs~volume # search on page :intro :help :cht.sh @@ -18,3 +18,7 @@ az # chubin/cheat.sheets python/rosetta/Substring # rosetta python/rosetta/Substring?T # rosetta python/rosetta/:list # rosetta +js/:learn # short names check +javascript/:learn # short names check +emacs:go-mode/:list # special editor names +mkffs.ffatt # unknown