Advanced Javascript, 3rd Edition
Advanced Javascript, 3rd Edition
JavaScript ™
Third Edition
Chuck Easttom
Easttom, Chuck.
Advanced JavaScript / by Chuck Easttom. -- 3rd ed.
p. cm.
Includes index.
ISBN-13: 978-1-59822-033-9 (pbk.)
ISBN-10: 1-59822-033-0
1. JavaScript (Computer program language). I. Title.
QA76.73.J39E37 2007
005.13'3--dc22 2007012641
CIP
ISBN-10: 1-59822-033-0
ISBN-13: 978-1-59822-033-9
10 9 8 7 6 5 4 3 2 1
0708
JavaScript is a trademark of Sun Microsystems, Inc. in the United States and other countries.
Other brand names and product names mentioned in this book are trademarks or service marks of their
respective companies. Any omission or misuse (of any kind) of service marks or trademarks should not be
regarded as intent to infringe on the property of others. The publisher recognizes and respects all marks used
by companies, manufacturers, and developers as a means to distinguish their products.
This book is sold as is, without warranty of any kind, either express or implied, respecting the contents of
this book and any disks or programs that may accompany it, including but not limited to implied warranties for
the book’s quality, performance, merchantability, or fitness for any particular purpose. Neither Wordware
Publishing, Inc. nor its dealers or distributors shall be liable to the purchaser or any other person or entity with
respect to any liability, loss, or damage caused or alleged to have been caused directly or indirectly by this book.
All inquiries for volume purchases of this book should be addressed to Wordware Publishing, Inc.,
at the above address. Telephone inquiries may be made by calling:
(972) 423-0090
Contents Summary n iii
Contents Summary
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 584
Contents n v
Contents
Acknowledgments. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xxi
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xxii
Expressions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Side Effects. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
LOG10E . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185
PI. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185
SQRT1_2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185
SQRT2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186
Math Methods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186
Arithmetic Methods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186
abs() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186
ceil() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
exp() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
floor() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 188
log(). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 188
max(), min() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 188
pow() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 188
random() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189
round() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189
sqrt() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189
Trigonometric Methods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190
cos() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190
acos() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190
sin(). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190
asin() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190
tan(). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190
atan() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191
atan2() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191
The Number Object . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 192
Number Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 192
MAX_VALUE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 192
MIN_VALUE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193
NaN. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193
NEGATIVE_INFINITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193
POSITIVE_INFINITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193
Number Methods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194
Math-Related Functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194
parseInt(). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194
parseFloat() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194
eval() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195
Math Examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195
Creating a Curve . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195
drawBlank(num) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198
drawDot() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198
getRadian(deg) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199
getSpot(deg) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199
get3DigitNum(num) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199
printDeg(deg) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200
drawLine(deg) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200
drawCurve(lastDeg, jump) . . . . . . . . . . . . . . . . . . . . . . . . . . 201
Global Statements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202
General Plotting Utility. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202
root(a, b) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 208
logab(a, b) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 208
factorial(a) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 208
startWizard() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 208
drawBlank(num) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 210
Contents n xi
drawDot(x, y) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 210
replaceSpecialSequence(str) . . . . . . . . . . . . . . . . . . . . . . . . . 210
splitFunc(func) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211
getInput(). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 212
yVal(xVal). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213
makeArray(min, max, dif) . . . . . . . . . . . . . . . . . . . . . . . . . . . 213
printUnit(num) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 214
drawCurve() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 214
main(). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 215
Global Statements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 215
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216
Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 348
checked. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 348
defaultChecked. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 351
name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 351
value . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 351
radio Object . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 352
HTML Syntax . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 352
JavaScript Access . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 353
Event Handlers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 354
onClick . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 354
Methods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 354
click() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 354
Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 356
checked. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 356
defaultChecked. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 356
name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 356
value . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 357
select Object . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 357
HTML Syntax . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 357
JavaScript Access . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 358
Event Handlers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 359
onBlur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 359
onChange. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 359
onFocus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 359
Methods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 359
blur, focus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 359
Properties (select Object) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 360
length. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 360
name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 360
options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 361
selectedIndex . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 361
Properties (options Array) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 363
defaultSelected. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 363
index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 363
length. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 363
selected . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 363
text . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 365
value . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 367
The Option Object—Adding Options Using the Option Constructor . . . . . 367
fileUpload Object . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 370
HTML Syntax . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 370
JavaScript Access . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 370
Event Handlers and Methods . . . . . . . . . . . . . . . . . . . . . . . . . . 370
Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 370
name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 370
value . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 370
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 370
onAbort. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 423
onError . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 424
onLoad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 424
Demonstration 1: Updating Digital Clock. . . . . . . . . . . . . . . . . . . . . . 425
Global Statements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 428
setClock() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 429
update() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 430
stopClock() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 430
getHour(place) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 431
getMinute(place) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 431
getAmpm() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 431
getPath(url) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 432
Demonstration 2: LED Sign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 432
Global Statements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 441
letterArray(). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 443
drawBlank() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 443
setLight(state, x, y) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 443
drawLetter(letter, startX) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 444
drawSpace(startX) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 444
computeIndex() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 445
floodBoard(startX) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 445
drawMessage(num) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 445
startSign() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 446
stopSign() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 447
More Global Statements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 447
Demonstration 3: Netris Deluxe . . . . . . . . . . . . . . . . . . . . . . . . . . 448
Global Statements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 465
drawScreen() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 467
computeIndex(x, y) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 467
state(x, y) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 467
setSquare(x, y, state) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 468
clearActive(). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 468
checkMoveX(step) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 469
checkMoveY() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 470
moveX(step). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 470
smartX(x, y, step) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 471
moveY() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 472
smartY(x, y) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 473
shapeMap() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 473
getRandom() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 474
insertShape() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 475
complexWarp() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 475
checkWarp(startX, startY, endX, endY) . . . . . . . . . . . . . . . . . . . . . 476
rotate(). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 476
flood(state) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 476
noActive() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 477
isLine(y) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 477
warp(startX, startY, endX, endY) . . . . . . . . . . . . . . . . . . . . . . . . 478
start() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 478
dropLines() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 479
play() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 480
characteristics(x, y) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 481
fullMap() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 481
xviii n Contents
pause() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 481
Music . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 482
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 482
Komodo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 518
1st JavaScript Editor Pro. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 519
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 520
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 584
Acknowledgments n xxi
Acknowledgments
This book was a wonderful project and one I was eager to do for some time.
The first two editions of Advanced JavaScript had been well received, but it
was time for an update. I would like to take the time to thank several people
who were indispensable in making this project happen:
Tim McEvoy and the wonderful people at Wordware Publishing who
labored through this with me.
And of course my wife, Misty, who did not complain at all when I was
spending hours in my den typing away.
xxii n Introduction
Introduction
Prerequisites
JavaScript is a scripting language designed to be used within HTML docu-
ments. For this reason a basic working knowledge of HTML is required
before you can learn or use JavaScript. For those readers either lacking this
basic knowledge or requiring a refresher course, Appendix A is a basic
HTML primer that will teach you all of the skills you will need.
Programming Style
As both an aid to the reader and to illustrate good programming practices, I
use a uniform style throughout this entire text and in all the sample code
you will find in the companion files (available at www.wordware.com/files/
java0330). For example, all variables are in Hungarian notation, meaning the
variable is preceded by one to three letters designating the type of variable
it is. That is, an integer being used as a loop counter might be named
intcounter, and a float that holds an account balance might be named
fltbalance. I also have a tendency to comment very heavily; some would
say too much. This comes from teaching and creating code samples for stu-
dents. I hope you will find this helpful:
for (var intcounter = 0; intcounter < 10; ++intcounter)
{
[JavaScript statements]
}// end of for loop
Reading Examples
It seems obvious but read the examples thoroughly. Make sure you have a
firm understanding of how and why they work. It is also helpful to actually
run them. If you don’t wish to run them, at least read them thoroughly and
make certain that you fully understand every line of code and what it does.
xxiv n Introduction
Chapter 1
Introduction to JavaScript
Book) are all conducting business entirely online. Without traffic, they have
no business at all. Even those businesses that do not entirely conduct their
business online are often dependent upon the web for at least some of their
customers.
The obvious way to get visitors to a site is to add content, both informa-
tional/functional and purely decorative. By informational content, I mean
content that provides some valuable information to the visitor. Information is
the reason people go to the web, and for your site to be popular it must con-
tain usable, easily searchable information. Even without large advertising
budgets, robust content and “word of mouth” can drive traffic to your web
site. This is an area for which JavaScript is ideally suited. Your web site is
truly useless if people do not visit it. There are several ways to attract read-
ers to a site:
n Advertising. You can advertise your web site on pages that belong to
other companies or individuals by placing some text or images on their
page. For example, the user sees a banner at the top of the page; when
he or she clicks the banner, the advertiser’s site is loaded. Many large
companies also tend to advertise via traditional methods such as news-
papers, magazines, television, and radio. Although this method is some-
what less efficient, it works surprisingly well for well-established
companies and has become a quite common practice. Web sites with
high traffic (like www.yahoo.com) make substantial revenue via adver-
tising other sites.
n Submission. Once you have a web site, people should know that it
exists. Most people and small businesses do not have enough resources
to advertise via banners that can cost up to tens of thousands of dollars a
month. The most common free promotion method is to submit the URL
and description of a web page to search engines and directories. Those
services provide an easy way of retrieving desired web pages. For exam-
ple, a search engine returns URLs of pages that are related to a specific
topic that the user searched for. Google and Lycos are just some exam-
ples of such search engines; there are hundreds available on the web.
Directories such as Yahoo! gather web pages by subject so the user can
find pages related to a given subject.
n Attractive site. The most important way to attract users to your site is
by creating an engaging site. Most readers tend to stick to sites that
they have visited before and where they have found interesting, new
material every visit. The most “effective” way to deter people from
revisiting your site is by allowing it to become stale. Consider retail
businesses. They all work hard to have the exterior of the business as
attractive and convenient for their target customers as possible. You
should use the same philosophy in your web sites.
Introduction to JavaScript n 3
Extending HTML
Chapter 1
HTML is the heart of all web programming, but it is a somewhat limited
document-formatting language. It is based on tags, which instruct the
browser how to display a chunk of text or an image. As such, the HTML is
limited to a static, one-way interaction with the user. The web page can be
as sophisticated and attractive to the surfer’s eyes as it can possibly be, but
the user cannot interact with the page. Put another way, HTML simply lays
there, much like a newspaper or book. The author has produced content and
that content will be the same no matter how many times you read it, and it
will be the same for all readers.
Interactive or dynamic web sites bring more enriched content and per-
sonalization to the web. Interaction cannot be static—it requires constructs
such as if statements and for loops, which are not part of the HTML syntax.
These missing constructs needed to make interactive web pages are
found in JavaScript. This object-oriented language provides web page
authors with the power to reach a very high level of interaction between the
user and the document. The power of the language is best shown by its long
tenure in the arena of web development tools. JavaScript has been a stan-
dard in web developers’ toolboxes for over ten years, and most web
development jobs today still require a strong working knowledge of
JavaScript. Some technologies come and go before we even realize what
they were (Jazz drives and Virtual Reality Modeling Language come to
mind), but JavaScript has earned a cornerstone place in web development. It
is truly difficult to imaging a competent web developer who is not well
versed in JavaScript.
Plug-ins
Another way to extend browser capabilities is by plugging an application into
it. You have already seen plug-ins if you have ever visited a web page that
had a Flash animation or video in it. We will discuss plug-ins in depth in
Chapter 25, which is dedicated to these mechanisms and their powerful con-
nections with JavaScript.
4 n Chapter 1
Java Applets
There are cases where one may find plug-ins just not up to the task. Let’s
say you want to place a rotating globe on your page. Sun Microsystems
answered this need with the Java programming language. While Java can
certainly be used for other tasks, Java applets are a common application of
the Java language. Programmers can use Java to build small applications
(applets) that are downloaded to the browser upon hitting the appropriate
page and then automatically discarded from memory when a new page is
loaded. The applet concept is similar to the image file concept. Like the way
a .gif file is loaded upon hitting a page that calls the appropriate image, an
applet is loaded upon the browser’s request. The applet, though, is more
than a static combination of pixels; it is an independent program that exe-
cutes when the page loads and is automatically terminated when the page
unloads. The applet is a self-sustained, independent module, without any
possibilities for user interaction during its execution.
One classic example of an applet is a scrolling LED banner, similar to
the scrolling sign at Times Square. This is a common method used to inform
your visitors about changes you have made to your page. You can change
your banner whenever you want to bring new items to the user’s attention.
This touch of animation can bring your page to life and create the perception
of a dynamic, up-to-date site.
For a browser company to support Java applets, it needs to license the
technology from Sun and build the proper hooks in the browser. The first
one to do so was Sun itself, with its HotJava browser. Netscape incorporated
it later, as did Microsoft. More recently Mozilla Firefox supports Java
applets. In recent years Microsoft has quit supporting Java directly; how-
ever, Microsoft does provide links to external web sites where one can get
Java. The following web sites also contain Java downloads:
http://www.microsoft.com/mscorp/java/ and http://www.java.com/en/down-
load/index.jsp.
þ Note: You have probably asked yourself about the origin of Java. The Java
language is derived from C and C++ and is targeted for more experienced
programmers. Therefore, many web page authors and casual programmers
cannot adopt the language as easily as they have adopted HTML or Visual
Basic. JavaScript was created to answer this exact need; however, you will find
the syntax of JavaScript very much like that of Java or C.
more web sites today use ASP or ASP .NET for such tasks. ASP is a
Chapter 1
Microsoft technology that must run on a Microsoft Internet Information
Server (IIS) web server, but can be viewed from any browser on any plat-
form (Windows, Linux, Mac, etc.). ASP stands for Active Server Pages. The
name itself tells you something about how it works. The ASP pages are on
the server side, not the client, and they are active and dynamic. If your goal
is professional web development, then at some point you should consider
learning ASP/ASP .NET. Unfortunately, ASP and ASP .NET are far beyond
the scope of this book. There are other technologies in use such as Ruby on
Rails and JavaServer pages. But as of this writing, JavaScript is the most
commonly used client-side scripting language and ASP/ASP.Net have
become the most commonly used server-side tools.
What Is JavaScript?
We have talked about the various major web development technologies and
given you an idea of where JavaScript fits in, but what exactly is JavaScript?
JavaScript is an easy-to-use object-oriented scripting language designed for
creating dynamic online applications that link together objects and resources
on both clients and servers. While Java is used by programmers to create
new objects and applets, JavaScript is designed for use by HTML page
authors and enterprise application developers to dynamically script the
behavior of objects running on either the client or the server. JavaScript’s
design and concepts represent the next generation of software for the
Internet. JavaScript is:
n Designed for creating network-centric applications
n Complementary to and integrated with Java
n Complementary to and integrated with HTML
n Open and cross-platform
This means that JavaScript works hand in hand with HTML, and will work
on any platform (Windows, Linux, Mac, etc.). It is also important to note that
you don’t need any special tools to use JavaScript. You can simply write
scripts in any text editor, as we will do throughout most of this book. We
will, in a much later chapter, look at editors that make writing JavaScript
much easier; however, you can certainly write JavaScript without the use of
such editors.
With JavaScript, an HTML page might contain a form that processes
data on the client side. A server-side JavaScript might pull data out of a rela-
tional database and format it in HTML on the fly. A page might contain
JavaScript scripts that run on both the client and the server.
6 n Chapter 1
JavaScript in a Browser
Chapter 1
Client-side JavaScript
Client-side JavaScript is the most common form of the language. The script
should be included in or referenced by an HTML document for the code to
be interpreted by the browser. Suppose you load a web page with a
JavaScript-generated banner. The browser begins interpreting the HTML
code and then encounters a JavaScript script. If the script has no syntax
errors, it is executed by the browser’s built-in interpreter. This is the most
common method of implementing JavaScript because it is the easiest. Just
write your scripts directly into the HTML and you are done.
The JavaScript client-side mechanism features many advantages over
traditional CGI server-side scripts. For example, you might use JavaScript to
check if the user has entered a valid e-mail address in a form field. The
JavaScript function is executed when the user submits the form, and only if
the entry is a valid e-mail address (includes an @) is the form transmitted to
the server for further processing, database storage, and so on. In this case,
the user does not need to wait until the form is submitted over the network
to the server and back to the client, only to be informed that a required char-
acter is missing.
Browser Objects
JavaScript uses a built-in object model that is mostly based on the HTML
content of the given web page. This object model, called the Document
Object Model (or DOM), is used by many web technologies to access the
content of HTML documents as well as the browser itself. The tight interac-
tion between JavaScript and other browser objects (such as forms, browser
windows, frames, and images) provides full control over various page ele-
ments and enables the programmer to create a link between “external”
objects and “internal” ones. A classic example for such linking is a
JavaScript script that invokes a Java applet from an HTML form.
JavaScript exposes objects and properties related to the browser’s win-
dow, history list, status bar, frames, forms, links, and so forth. All of these
are part of that Document Object Model. Furthermore, JavaScript can be
used to trap user-initiated events such as button clicks, link navigation, and
other actions that the user explicitly or implicitly initiates. You can create a
distinct script for each event, enabling a smooth, logical interaction with the
user.
Image Effects
It is very easy to create interesting image effects with JavaScript. Effects
such as image rollovers are common on many web sites. You will see later in
this book just how easy these are to implement in JavaScript.
Games
You can create many interesting games with JavaScript. During our
JavaScript programming experience we have written tic-tac-toe games, a
mastermind game, a Tetris game, and many others. There are basically two
types of games you can create via JavaScript:
n Static games
n Dynamic games
Static games are usually logical ones, and thus do not require much action or
immediate responses. For example, you can play tic-tac-toe without any live
action, because even reloading the entire page for each move does not inter-
fere with the game itself (although it might be very boring). Static games do
not require image replacements or animation. Dynamic games, on the other
hand, require real-time action and animation. For example, a Tetris game
requires that the blocks will fall down the screen smoothly without having to
wait each time for the screen to be refreshed. Dynamic games are often
resource intensive and therefore must be programmed with efficiency in
mind. Small, simple games are usually embedded in existing web pages,
whereas large, complex games are most often placed on a separate page.
Banners
JavaScript is a full scripting language, so you can create an infinite number of
distinct scripts. Nevertheless, some implementations became more popular
than others due to the fact that they are easy to use and create interesting
effects. Banners are a classic example of such scripts. A banner is a script
that displays text in the browser’s status bar or in a form’s text field. The
most common banners are those that scroll and those that type in messages
sequentially.
Form Validation
JavaScript is tightly connected to browser objects, including forms and their
elements; therefore, it provides a great amount of control over forms. Form
validation is one of the most common applications of JavaScript, and one we
will certainly be using in this book. A classic form-related script is one that
validates a form’s fields before it is submitted and cancels the submission to
the server if an error is found in one of the fields. The advantage of using
JavaScript in this particular example is that client-side validation is much
faster than validation via transmission to the server and back to the client.
For example, suppose you have a form that accepts data from the user,
including his or her e-mail address. Let’s assume that the e-mail address is
Introduction to JavaScript n 9
Chapter 1
valid e-mail address. There are two options:
n You can choose not to validate the entries. In that case, when the user
clicks the Submit button, the form is submitted to the server where a
CGI script checks if the e-mail address field is valid and then processes
the form. If the e-mail address does not contain an “@” character, the
submission is denied and the appropriate message is returned to the
user.
n You can choose to use client-side validation via JavaScript. In that case
the validating script is loaded as plain text (JavaScript code embedded in
the HTML code). When the user clicks the Submit button, a JavaScript
function is triggered to validate the form. If the e-mail address seems
valid, the form is submitted to the server; otherwise, an appropriate
message is immediately displayed and the submission is canceled. Note
that the user does not have to wait for the form to be submitted to the
server and back to the client, only to receive a message informing him
or her that the e-mail address field contains an invalid entry.
Miscellaneous
I have covered the most important JavaScript implementations. However, as
with all other languages, it is obviously impossible to cover all or most of the
possible scripts. You can use JavaScript to create almost anything you desire.
For example, you can create an LED sign, which once could be created only
with Java.
Bear in mind that client-side JavaScript is executed on the user’s
machine. That is, you do not have any direct access to the server’s proper-
ties with client-side JavaScript. Although that may seem to be a
disadvantage, it is sometimes very convenient to have access to client-side
properties rather than server-side ones. For example, you can create a digi-
tal clock that shows the current time in the client’s time zone, because
JavaScript extracts the time from the client’s operating system, be it Win-
dows, Macintosh, Unix, or any other OS.
The full control over browser objects is what makes client-side
JavaScript so powerful. You can pop up windows and use them as remote
controls linked to the original window. (Pop-up windows have been drasti-
cally overused, however, and many web developers tend to avoid them now.)
You can use one link to perform several operations or load various docu-
ments in separate frames simultaneously. You can also use JavaScript to
create an online calculator or to draw graphs and curves. To attract visitors,
you can enhance a web page with JavaScript in many different ways.
We have introduced a few client-side JavaScript scripts in this section.
Although client-side JavaScript is by far the most important and useful, there
are many other implementations of the language. For example, you can use
JavaScript for server-side applications using the LiveWire compiler.
Server-side JavaScript is actually an alternative to traditional CGI program-
ming via Perl and C++. JavaScript is a very convenient language; thus, it is
10 n Chapter 1
used alongside many other languages and for various purposes. Another
example of using JavaScript is for automatic proxy configuration. As you
might already know, Netscape Navigator enables you to connect through a
proxy server. You can configure the proxies manually by entering the correct
values or entering the URL of an automatic proxy configuration script, which
is actually a JavaScript code. The JavaScript code is located in a text file on
the server but is not compiled like server-side JavaScript. As you can see,
there is plenty to do with JavaScript, and JavaScript is now one of the most
important languages for web development. We will cover the most important
implementations of the language in this book.
compiled program is much more efficient than one that is always interpreted
Chapter 1
directly from a text file, such as Perl and JavaScript. On the other hand,
there are more than enough reasons to prefer an interpreted language over a
compiled one. It is much easier and more convenient to debug and modify a
program by simply modifying its text file rather than having to recompile it.
Furthermore, most scripts and applets implemented in Java or JavaScript for
web usage do not require efficiency and do not demand resources. There-
fore, an interpreted language is somewhat more convenient.
Both Java and JavaScript are based on objects. However, their imple-
mentations of objects are different. JavaScript is an object-based language. It
supports built-in, extensible objects, but no classes or inheritance. Its object
hierarchy is not an inheritance hierarchy as in Java. JavaScript features two
types of objects:
n Static objects—objects that combine general functions (methods) and
data constructs (properties). The values of such objects’ properties are
usually read-only. A static object is a single object, and thus does not
enable you to create instances of it. For example, the Math object in
JavaScript is a static one, because you cannot create instances according
to its template. Its methods are common mathematical functions,
whereas its properties are mostly mathematical constants.
n Dynamic objects—objects by which instances are created. A dynamic
object resembles a template. You do not touch or use the object directly.
In order to take advantage of such an object, you must create an
instance of it. For example, the Date object is a dynamic object in
JavaScript. An instance of that object is associated with a given date. You
can create as many instances of a dynamic object as needed.
Java is fully extensible. A programmer can create numerous classes that
group objects together. A class is a term used in object-oriented program-
ming vernacular to refer to a set of related objects that share common
characteristics. Java programmers create their own extensions to the base
set of tools or classes. JavaScript’s object model is somewhat simpler than
Java’s equivalent, so JavaScript’s object implementation is much easier to
accommodate than Java’s model.
Another difference between Java and JavaScript is their time of binding.
JavaScript features dynamic binding, so all object references are checked at
run time. Java, on the other hand, is based on static binding, meaning that all
object references must exist and be valid at compile time. However, an
object-oriented language may require dynamic method bindings because
polymorphism allows multiple definitions of methods sharing a common
name, and calling such polymorphic methods often cannot be resolved until
run time. The most obvious reason for this difference is that JavaScript is
not compiled, so checking object references at compile time has no meaning.
If you are not familiar with Java, you should pay no attention to these confus-
ing terms—simply bear in mind that the object implementation in JavaScript
varies widely from that in Java.
12 n Chapter 1
When you write a script, you likely need to use variables. In order to
use a variable, you must declare it. Another difference between Java and
JavaScript is that Java is strongly typed, as opposed to JavaScript, which is
loosely typed. That is, when you declare a variable in Java, you must specify
its data type. For example, when you create a variable to contain integer val-
ues you must use the int keyword. In JavaScript, all variables are declared
in the same way. Furthermore, a variable of one data type can contain a value
of a different data type elsewhere in the script. This behavior resembles
other popular languages such as Perl, and is discussed in Chapter 3.
I have intentionally left the most critical difference to the end. You may
have noticed that all differences discussed thus far are related to the lan-
guage itself. A very important difference between Java and JavaScript is that
JavaScript is integrated with, and embedded in, HTML.
I have spoken with many people who believe that JavaScript is a
scaled-down version of Java. As you should already know, that is not true.
JavaScript cannot perform many tasks that Java can, whereas Java cannot do
most things that JavaScript is capable of doing.
JavaScript is supported by many companies. At the same time Netscape
Communications and Sun Microsystems announced JavaScript, more than 28
companies also announced that they would be endorsing JavaScript as the
open scripting standard for the Internet, and many indicated that they were
considering licensing the technology to include it in their own products.
A web page designer simply cannot afford to ignore JavaScript if he
wants to compete in the field. Nevertheless, JavaScript has limits and cannot
perform every task. A few classic JavaScript-based solutions are as follows:
n User interaction with form elements (input fields, text areas, buttons,
radio buttons, check boxes, and selection lists)
n Distributing small collections of database-like information with friendly
interfaces to that data
n Processing the data on the client side before submission to the server
n Animation and live image swapping
This list is obviously an abbreviated one and does not include all possible
uses of JavaScript.
Summary
In this chapter you have seen an overview of JavaScript as well as compari-
sons to other web development technologies. This should give you a clear
understanding of what JavaScript is used for and how it relates to those
other technologies. The most important point to remember is that JavaScript
is perhaps the most widely used web technology (after HTML of course),
and it is therefore imperative that any web developer have a grasp of it.
Getting Started with JavaScript n 13
Chapter 2
I am a big believer in getting students and readers actually working with the
technology they are attempting to learn as soon as possible Therefore, in
this chapter we are going to just dive right in and write a few simple scripts
with JavaScript. The idea is to get you working with JavaScript right away.
The sooner you feel comfortable with the basics, the better. Of course if you
are proficient in JavaScript and wish to move on to more advanced topics,
feel free to skip this chapter.
Choosing a Browser
Besides the basic programming tool, you need to be able to run your scripts
and view their output. In order to run JavaScript, you need a compatible
browser. Many years ago this was a problem, as not all browsers supported
JavaScript and some only supported portions of JavaScript. However, it has
been quite a few years since this was an issue. Any version of Microsoft
Internet Explorer, Netscape Navigator, or Mozilla Firefox produced in the
past five years will support JavaScript. Many lesser-known browsers such as
Galleon and Opera also support JavaScript. As I stated earlier, it has become
a standard for web development and one would be hard pressed to find a
browser that did not support JavaScript, so it doesn’t really matter which
browser you choose.
The <SCRIPT LANGUAGE="JavaScript"> tag acts like all other HTML tags.
Notice that it must be followed by its closing counterpart, </SCRIPT>. Every
statement you put between the two tags is interpreted as JavaScript code.
This is probably the most common method for inserting JavaScript into
HTML documents.
Getting Started with JavaScript n 15
Chapter 2
JavaScript is case sensitive, but HTML is not. It does not matter
whether you write <SCRIPT> or <script>, but try to be consistent. Per-
sonally I use all capitals in my HTML. Even though it does not matter to the
browser, it does to the person reading my HTML code. Remember that
HTML and JavaScript are no different from any programming language in
that you should always strive to make sure your code is readable.
External Scripts
Many years ago JavaScript added the <SCRIPT> tag, which enables the use of
external scripts; that is, you can use a JavaScript script that is located in
another file. This is now supported by all browsers that support JavaScript
(which means every browser you are likely to encounter). Some people pre-
fer to have their scripts in external files for a few reasons. First, your script
is not as immediately and easily viewable as your HTML. (In most browsers
one can simply choose View>Source to see the HTML source code.) Also,
some web developers have common scripts they use on multiple pages. I
rarely use external scripts in this book, but you should remember that they
exist as you may find them helpful. External scripts are useful when you
need to integrate a long, sophisticated JavaScript script into an HTML file.
Here are some disadvantages of using an external file:
n No back references. JavaScript scripts are mainly driven by user-initi-
ated events. A click on a button calls a function, a selection of a form
element executes another function, and so on. If you design your entire
script in an external file, you will have difficulties in referring to the
HTML definitions in the original file. For this reason, place only general
functions in an external script.
n Additional processing. The JavaScript interpreter evaluates all func-
tions found in your script header, including those defined in the external
file, and stores them in memory. Loading unneeded functions in an
external file degrades the script performance.
n Additional server access. You know how irritating it is to wait until
another page loads in the window, especially with slow connections.
That is the problem with the SRC attribute. When the browser comes
across the tag that tells it to interpret JavaScript code in another file, it
must first load that file. Such an action is time consuming. Most pro-
grammers say that efficiency is not as important as maintainability and
clarity. However, with web page development, appearance is everything
16 n Chapter 2
Note that the extension of the external file must be .js, just as the extension
of an HTML file must be .html or .htm. The name of the file does not have
to include the full path; a relative (virtual) path is enough. The .js, obviously,
stands for JavaScript.
Suppose abc1.js contains the following code:
var counter = 100
function alertMe(message)
{
alert(message)
}
function writeMe(message)
{
document.write(message)
}
function writeMe(message)
{
document.write(message)
}
var digit = 8
alertMe("Hello!")
writeMe("Howdy!")
// -->
</SCRIPT>
Chapter 2
</HEAD>
</HTML>
When you press the OK button, you are taken to the image shown in Figure
2-2.
Event Handlers
You can place JavaScript right into event handlers. Event handlers are
HTML tag attributes that refer to a specific action which takes place in ref-
erence to that form element. For example, it might be onclick for an HTML
button or onload for the HTML document itself. Event handlers are used to
control when the JavaScript is executed. With an event handler, the script in
question will execute when the event occurs. A good example of this is an
image rollover, where an image changes when the mouse pointer moves
over it. Event handlers are why JavaScript is able to interact with the end
user. Some commonly used event handlers include onMouseOver,
onMouseOut, onLoad, onSubmit, and onClick.
Like any other HTML tag attribute, event handlers belong inside an
HTML tag, are followed by an equal sign, and contain their values in quotes.
The difference is that the event handler’s value is JavaScript. Here is an
example of an image source being changed using JavaScript in the actual
event of the link tag:
<a href="x.html" onMouseOver="document.mainimage.src='mypic.gif'" >
You will see event handlers used in this manner quite frequently. It is a very
popular technique with JavaScript programmers.
Short Statements
Short statements are just like what you saw in event handlers. Essentially,
you simply write a single line of JavaScript code where you need it. In fact,
event handlers are simply special cases of short statements.
Chapter 2
information about that client such as their IP address and what kind of
browser they are using. For this reason many browsers have optional higher
security levels that will block JavaScript. If someone is using Internet
Explorer with high security and visits your web site that has JavaScript in it,
they will see a warning message similar to what is shown in Figure 2-3.
This message states that the browser has restricted content in the file and
allows the user to choose whether or not to allow the activity.
This is not a major problem. The person merely needs to click on the
pop-up window and he or she will be able to view your JavaScript. If you are
creating a web site for personal purposes, you really don’t need to do any-
thing about this. However, some companies are beginning to place privacy
statements/policies on their main page. These policies tell the visitor about
any cookies that might be placed on their machine and exactly what sort of
data might be collected about them. It is probably a good idea to implement
this in any business web site. It is my opinion that in the very near future
you will find visitors to your web site becoming more and more security and
privacy conscious. If you are not able to alleviate their concerns, you will
find yourself with far fewer web site visitors.
Summary
Our goal in this chapter was to get you writing simple scripts in JavaScript.
This should begin to give you a feel for how JavaScript works. After this
chapter you should understand the basic structure of JavaScript and be able
to insert a JavaScript script into your HTML page.
20 n Chapter 3
Chapter 3
JavaScript Fundamentals
“Building” a Script
In the last chapter you were introduced to the basic structure of JavaScript
and some simple scripts. Now we will begin to explore the details of
JavaScript. In this chapter you will learn all the basic elements of JavaScript.
As we begin to cover the basics of JavaScript, it is important to remember
that it has many fundamental concepts in common with all programming lan-
guages, including its basic elements. So if you have worked with any other
programming languages, this won’t be difficult to learn. It has variables that
hold data, it has expressions or statements, and it has functions. These
building blocks are used to construct your JavaScript script. I will explain
each of these elements in this chapter.
Chapter 3
The null value is special in that it is automatically converted to initial values
of other data types. When used as a number it becomes 0, when used as a
string it becomes "", and when used as a Boolean value it becomes false.
Since the source of many JavaScript errors is uninitialized variables, one of
the common debugging techniques is to initialize all uninitialized variables,
including the meaningless ones, with a null value.
The JavaScript interpreter uses the null value on two occasions: (1)
built-in functions return null under certain circumstances, and (2) nonexis-
tent properties evaluate to null. When checking for a null value, you should
check if it is false or if it is equal to null.
Variables
At some level all programs hold data, at least for a short time, and data is
stored, temporarily, in variables. Therefore, it is not an overstatement to
claim that variables are the cornerstone of most programming and scripting
languages. They serve as a link between simple words in your script and the
computer allocated memory. There is a limit to the amount of memory you
can use, but it would be virtually impossible for you to even approach that
limit. JavaScript applications are not heavy resource demanders and modern
PCs typically have a great deal of memory. As of this writing, it is hard to
buy a PC with less than 512 megabytes of memory, so exceeding available
memory is probably an indication of a bug in the browser or a major flaw in
your program (such as an unexpected infinite loop).
Because you do not deal directly with the memory allocation, you should
think of variables as baskets that contain different data. You can put an item
in a basket, take it out, or replace it with another. A script that does not use
any variables at all probably does not accomplish much. So you should defi-
nitely get comfortable with variables, as you will be using them throughout
this book.
22 n Chapter 3
Identifiers
Each variable is identified by a variable name, also known as an identifier.
Each variable name is associated with a specific memory location, and the
interpreter uses it to determine its location. There are strict rules for nam-
ing variables and you will need to learn them:
n The first character of an identifier must be either a letter (uppercase or
lowercase) or an underscore (_).
n All other characters can be letters, underscores, or digits (0 to 9).
n An identifier cannot be one of the language’s reserved words. Reserved
words consist of all JavaScript keywords as well as other tokens
reserved for future versions.
An identifier length is not limited, and you should take advantage of this fea-
ture to select meaningful names. JavaScript is case sensitive (uppercase
letters are distinct from lowercase letters). For example, counter, Counter,
and COUNTER are names of three different variables. While those three vari-
able names are legal, and would create three separate and distinct variables,
using such similar names would cause a great deal of confusion for yourself
or anyone else who may need to read or modify your JavaScript. You should
always avoid using such similar identifiers in the same script. However, you
will want to use variable names that are related to the data they contain. For
example, if you have a string variable that holds a person’s last name, you
might wish to name it LastName.
The following identifiers are legal:
loopCounter
_AccountNumber
_123456789_
customer_name
OfficeNumber6
Naming Conventions
There are a number of generally accepted conventions in JavaScript:
n A variable name is normally written in lowercase letters.
n The variable name indicates its purpose and use in a program.
n In a multiword identifier, either place an underscore between words or
capitalize the first letter of each embedded word.
The following are examples of multiword identifiers.
all_done // underscores
allDone // capitalized letters
Avoid similar variable names. The following illustrates a poor choice of vari-
able names:
digit // current digit
digits // number of digits in the number
Chapter 3
A much better set of variables is:
current_digit // current digit
num_of_digits // number of digits in the number
Variable Declaration
You have seen how to name a variable, and know why you need variables,
but how do you create them? Before you use a variable, you need to create
it. JavaScript is a loosely typed language, which means that you do not have
to explicitly specify the data type of a variable when you create it. As
needed, data types are converted automatically during the course of the
script execution. In strongly typed languages, the variable must be created
of a specific type.
There are two ways to create a variable, and fortunately both are very
simple. The first type of declaration includes the var keyword followed by
the name of the variable:
var variableName
The second method is simply to use the variable name and set it equal to an
initial value without the use of the var keyword. While this will work, it is
not recommended, as it can be confusing for someone reading the script.
When interpreting this statement, the browser creates a link between
the name of the variable and its memory address, so successive references
can be done by name. Unlike some programming languages, declarations are
not limited to a specific zone but can be done anywhere throughout the
script.
The action of assigning an initial value to a variable is called initializa-
tion. You give the variable a value using the most common assignment
operator—the equal sign:
var variableName = initialValue
24 n Chapter 3
You only need to use the var keyword when you create the variable. When
you want to refer to the variable, you only use its name. Assign a value to a
variable (after it has been declared) in the following fashion:
variableName = anyValue
You use var only once per variable. A global variable can be created simply
by assigning it a value without the var keyword. Local variables inside func-
tions, on the other hand, must be declared with the var keyword. As in many
other programming languages, JavaScript allows you to declare numerous
variables in the same statement by using a comma to separate them:
var variableName1 = initialValue1, variableName2 = initialValue2, ...
JavaScript Entities
JavaScript entities can be assigned to HTML attributes. This attribute sub-
stitution enables creation of more flexible HTML constructions, without the
writing overhead of full JavaScript scripts.
You are probably familiar with HTML character entities with which you
can display a character by its numerical code or name. You precede a name
or a number with an ampersand (&) and terminate it with a semicolon (;).
Here are a few examples:
>
<
©
</FONT>
</BODY>
</HTML>
When you execute this script you will see something similar to what is
shown in Figure 3-1.
Chapter 3
The entity &{fontColor}; is replaced by the current value of fontColor and
&{fontSize}; is replaced by the current value of fontSize. Since JavaScript
can only use values that are stored in memory at the time of page layout,
JavaScript entities should be used only after calling the script that assigns
their value.
Once layout is complete, the display of the page can change only if you
reload the page. Even if the value of the JavaScript entity variable changes,
the entity itself does not change until you reload the page.
Unlike HTML character entities, which can be used in any script state-
ment, JavaScript entities can be used only in a tag statement. Another
difference is that, while HTML character entities may substitute for any
HTML element, JavaScript entities are limited to HTML attribute substitu-
tion only. For example, you cannot specify the entity "&{text};" with the
variable text = "<H1>Hi!</H1>"—it is not a valid value for a tag attribute.
Type Conversion
As mentioned above, data types are converted automatically as needed dur-
ing the course of script execution. This can be quite convenient, and many
other programming languages do not allow this. A variable may hold a
numeric value at one point of the script and a string at another. The follow-
ing statements constitute a valid JavaScript script:
var myVar = 12
myVar = "university"
The first statement assigns a numeric value to myVar, and the second one
assigns it a string. Such conversions are not allowed in strictly typed lan-
guages such as C++ and Java. While they are possible in JavaScript, they
26 n Chapter 3
are not recommended. Using this technique makes for very sloppy
programming.
These expressions all use the string concatenation operator, which is also
the numeric plus operator. (Operators are covered later in this chapter.)
The first expression simply adds up two numbers using a numeric for-
mat. It uses the standard plus operator and evaluates to the sum of its
operands. The second expression is quite different. Its first operand is a
string rather than a number. In order to add a number to a string, the num-
ber is converted to its matching string and the strings are then
concatenated. The third and fourth expressions are similar in that they also
include at least one string operand. The fifth expression is a bit trickier. The
first two operands are added up because they are numbers. The expression
now evaluates to 16 + "8" which, as you already know, evaluates to "168".
Using parentheses can change the result. For example:
8 + (8 + "8") // "888"
The first method is simple. You use the concatenation operator, which
instructs JavaScript to convert the number to a string and then append it to a
null string. The other methods are discussed later in the book.
Literals
Literals are fixed values that you literally provide in your application source,
and that are not variables or any other data structure. The same concept in
other programming languages is often called a constant. They are notations
for constant values and therefore do not change throughout the script. A lit-
eral gives you a value instead of merely representing possible values. Unlike
Chapter 3
C++ and Java, which have five literal types, JavaScript has only four: inte-
ger, floating-point, Boolean, and string. Character literals are simply
considered strings with a length of 1.
Integer Literals
Integer literals, also called whole numbers, are numbers that have no decimal
point or fractional part. Here are some integer literals:
49
16
0
–18
–42
An integer can be positive, negative, or zero. JavaScript, like most other pro-
gramming languages, supports integers of three types or bases: decimal,
octal, and hexadecimal.
Decimal Integers
Decimal integers, also known as base-10 integers, are the common integers
we use daily. They are written with the digits 0, 1, 2, 3, 4, 5, 6, 7, 8, and 9.
Except for the number 0 itself, a decimal integer cannot have a leading 0
digit. It makes no sense to write the current year as 02007, and, indeed,
JavaScript will not evaluate it as 2007.
Octal Integers
Octal integers, also known as base-8 integers, use only eight digits: 0, 1, 2, 3,
4, 5, 6, 7. Octal digits are written with a leading 0 digit (that’s a zero, not the
letter “o”). If you want to reference the octal integer 12 (equal to 10 in the
decimal system), you would have to write it as 012.
28 n Chapter 3
Hexadecimal Integers
Hexadecimal integers are commonly used in programming environments
because each hexadecimal digit represents four binary bits. A hexadecimal
number is any sequence of these digits: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D,
E, F. The integers are called hexadecimal because they are based on 16 dif-
ferent digits. Case sensitivity rules do not apply to numbers, so you can use
lowercase letters as well. The prefix for hexadecimal numbers is 0x or 0X.
Hexadecimal numbers might look familiar to HTML authors. In early
versions of Netscape Navigator and Internet Explorer, colors were specified
in a hexadecimal triplet format. Although the latest versions of Netscape
Navigator and Internet Explorer let you specify colors by their names, some
people continue to use the hexadecimal notation. The following tag sets the
background color to the default gray (even for users who changed their
default to white):
<BODY BGCOLOR="#c0c0c0">
You probably know that monitor screen colors differ in the relative contribu-
tions of red, green, and blue. The hexadecimal triplet combines three
hexadecimal numbers of two digits each (2 digits = 16 * 16 = 256
possibilities).
Converting from Decimal to Other Bases
You can use a calculator to convert a decimal integer to a different base. But
what happens when the calculator is broken?! It is surprisingly simple to do
the conversion with a pencil and a piece of paper. You start by dividing the
decimal number by the target base (e.g., 2 for binary, 8 for octal, 16 for hexa-
decimal). Write down the remainder. Now do the same with the quotient,
writing the new remainder to the left of that from the previous operation.
Keep looping until the quotient is less than the target base. The following
table shows the conversion of the decimal number 747 to a hexadecimal
notation:
Table 3-2. A base conversion example
Chapter 3
Referring to Octal and Hexadecimal Integers
Octal integers have a leading 0 character. Hexadecimal integers have a lead-
ing 0x or 0X prefix. Decimal integers are normal integers with no prefixes.
So how do we work with these prefixes?
JavaScript refers to all integers as decimal. So if you write 0x2EB,
JavaScript stores the number and refers to it as 747 in decimal notation. The
same rule applies to octal integers. They are stored, displayed, and handled
according to their decimal value. The computer obviously stores them as
binary numbers, but to the JavaScript programmer, it seems as if they are
handled in decimal form.
Floating-Point Literals
Floating-point numbers (sometimes called real numbers) have a fractional
part. JavaScript uses a decimal point to distinguish between floating-point
numbers and integers. Literally, a number such as 16.0 is a floating-point
number, whereas 16 is an integer. Additionally, a floating-point number may
include an exponent specification of the form e±exp. Since there is no
explicit declaration of data types in JavaScript, the floating-point format is
implicitly determined by the literals that are assigned to the variables. Here
are some floating-point numbers, with some explanations:
–13.3
0.056
4.2e19 // equal to 4.2 * 1019
–3.1E12 // equal to –3.1 * 1012
.1e12 // equal to 0.1 * 1012
2E–12 // equal to 2 * 10-12
Boolean Literals
Boolean values, also called logical values, are basically true or false. They are
usually used in conditional expressions and statements. If you are familiar
with C++, you probably recognize these terms as 1 and 0, 1 representing
true and 0 representing false. JavaScript officially uses the true and false val-
ues to express Boolean values, but 1 and 0 are acceptable in most situations.
The true value, or 1, can usually be replaced by any nonzero integer. Avoid
using these numeric values as Boolean, because Netscape has not officially
recognized this kind of usage and may opt to invalidate it in future versions
of the browser. Usage of integer values to represent Boolean values, as in
other programming languages, can cause data type confusion and should not
be done at all by novice programmers.
String Literals
String literals are delimited by either single or double quotes. You must ter-
minate the string with the same type of quote you used to open it, so "Hi' is
not a legal string in JavaScript. Unlike strings in most programming lan-
guages and shells, JavaScript does not distinguish between single and double
quotes. They serve exactly the same purposes. Strings in JavaScript are not
subject to variable interpolation, i.e., you cannot embed variables directly in
the string and expect them to be replaced by the value they hold. Perl, for
example, features variable interpolation (or variable substitution) because
variables can be identified by the preceding $ character.
The alternative delimiters q/string/ and qq/string/ are not sup-
ported in JavaScript. You must always use the traditional quotes to delimit
strings.
JavaScript Fundamentals n 31
Chapter 3
about the runaway string, so paying extra attention when dealing with
strings is a good strategy.
Strings often include escape sequences, also called escape characters, spe-
cial characters, or control characters. Such sequences have special purposes.
For example, \t is the tab character. They are usually used to express
nonprintable characters or other problematic ones. The following table out-
lines the escape sequences:
Table 3-3. Escape sequences in JavaScript
Be sure to use these inline characters only where needed. You should use
the standard HTML tags for line breaks (<BR>) and paragraph breaks (<P>).
The carriage return escape sequence creates a new line only in dialog boxes
and text area objects. Most of the escape sequences act the same way. Do
not expect them to format the look of the page, because layout relies solely
on HTML.
32 n Chapter 3
To see the effect of a carriage return character, try displaying the last string
in an alert box.
Operators
Every programming language has operators. An operator is simply a symbol
that tells the compiler (or interpreter) to perform a certain action. The most
obvious operators are the math operators. The basic arithmetic operators
are common to most programming languages. These are addition (+), sub-
traction (–), multiplication (*), and division (/). These should be very familiar
to most people. The order of precedence of operators follows the standard
mathematical rules of multiplication, division, addition, and subtraction.
However, when your code has multiple operations in a single line, it is usu-
ally a good idea to use parentheses to clarify what you want to occur: 3 * 4/2
+ 1 can be ambiguous, whereas 3 * ((4/2) + 1) is very clear.
C, C++, and Java programmers will already be familiar with the incre-
ment and decrement operators. The increment operator is formed by placing
two plus signs after a variable, such as this:
var somenumber
somenumber++
The assignment operation will take place before the evaluation operation.
In other words, first someothernumber will be set equal to the value of
somenumber, then the value of somenumber will be incremented. In our
example, that means that someothernumber will equal 10 and somenumber
will equal 11. If you wish to rewrite the statement so that the increment
takes place first, just reposition the increment sign:
someothernumber = ++somenumber
JavaScript Fundamentals n 33
Line 1 includes the declaration of the variable answer. The second line
shows how the variable answer is assigned the result of a simple mathemati-
cal expression. At this point, the variable holds a value of 17. Referring to
the variable answer is the same as referring to the number 17. For this rea-
son, the statement on line 3 prints the number 17.
Chapter 3
Caution: A very common mistake is to use the single equal sign for equality
check. In Visual Basic, for example, “=” is an equality test operator as well as
an assignment operator. However, in JavaScript, like in C++ and Java, “=” (the
equal sign operator) is an assignment operator, while “==” (two equal signs) is
an equality test operator.
Statements
Now that we have thoroughly examined data types, let’s look at statements.
A statement is a line of code that performs some specific task. For example,
all of the following are statements:
yourAge = 32
for(x=1;x<10,x++)
myname= "Chuck"
Multiple Statements
The JavaScript interpreter accepts multiple statements on the same line. If
you choose to use this method, you must separate the statements with
semicolons (;). The last statement of the line does not have to be followed
by a semicolon. Such a line looks like this:
statement1; statement2; statement3; ...
34 n Chapter 3
Nested Statements
A command block is a unit of statements enclosed by curly braces. It is very
important to understand that a block should be used as a single statement.
The statements inside the block are called nested statements:
{
nested statement1
command block
nested statement2 (one statement)
nested statement3
}
A loop that includes many statements is actually one statement with many
nested statements. This rule applies to functions, if-else statements, and
other language elements.
Evaluating Expressions
Now that you know how to create a variable, you need to know how to use
it. As mentioned earlier, variables hold values of different types. What does
“holding a value” mean? This term refers to expression evaluation. A vari-
able always evaluates to its value. When you perform an operation on a
variable, you are actually performing the operation on the current value
associated with the variable. Let’s assume you created a variable named
firstNumber using the following statement:
var firstNumber = 120 // declaration and initialization
JavaScript Fundamentals n 35
At this point, if you refer to the variable firstNumber, its value, 120, is
returned. That is, firstNumber is evaluated to 120. The following statement
outlines an evaluation of firstNumber:
secondNumber = firstNumber * 6
The secondNumber variable now holds the value 720, because firstNumber
evaluates to 120. Bear in mind that no link between the memory locations of
the variables is established. Therefore, secondNumber now holds a value of
720, which does not change even if the value of firstNumber changes. A
variable can evaluate to a value of any type (see Table 3-1).
Testing Evaluation
A hidden feature of Netscape Navigator (and several other browsers)
enables you to experiment with evaluation in the browser’s window. You can
Chapter 3
reach this window by simply entering javascript: in the Location box.
Another way to do this is by choosing Open Location from the File menu.
Then type javascript: to open the evaluation window.
The evaluation window contains two frames. The field in the bottom
frame is used to accept your input, and the upper frame displays the Naviga-
tor’s computation results. To experiment with this tool, enter the following
statements at the javascript typein field at the bottom:
var firstNumber = 120
var secondNumber = firstNumber – 60
firstNumber
secondNumber
var finalAverage = (firstNumber + secondNumber) / 2
finalAverage
secondNumber = firstNumber
finalAverage
finalAverage > secondNumber
Before you enter these expressions, try to figure out what they evaluate to.
Then type them in the field in the bottom frame, with a carriage return
(Enter) after each statement.
Functions
Function Definition
Functions are groupings of statements organized in a block with a common
name. Good functions work to perform a single goal. For example, a function
might calculate the monthly payments on a mortgage given a certain princi-
pal and interest rate. Just like variables, you must define a function before
you can call it.
Functions are defined using the keyword function, followed by the
name of the function. The same rules that apply to variable names apply to
36 n Chapter 3
Parameters are local variables that are assigned values when the function is
called. Essentially a parameter is the raw materials the function will process.
In our earlier example of a function that calculates mortgage payments, the
principal and interest rate would be parameters for that function. Another
word you will often hear used for parameters is argument. Arguments and
parameters are synonymous in programming. At this point, you should
always give a name to every parameter.
In a formal syntax specification, the square brackets ([]) usually denote
optional elements. Since a function does not have to have parameters or
statements, both are enclosed in such brackets. The curly braces enclosing
the function body can be placed anywhere following the parameter section.
The following functions are valid:
function functionName([parameters]) {[statement1]; [statement2]; ...}
function functionName([parameters])
{
[statement1]
[statement2]
}
Example 3-2 does not print anything to the browser’s window, nor does it
generate any other form of output. The reason is that the function is only
defined in the script but is never called. When the browser locates a func-
tion, it loads its statements into memory, ready to be executed later.
Calling Functions
In order to execute the set of statements located in the function block, you
must call the function. The syntax of a function call is:
functionName([arguments])
Chapter 3
5 square is 25.
You can also call a function from within another function, as the following
example demonstrates:
<HTML>
<HEAD>
<TITLE>Calling a function from within another function</TITLE>
<SCRIPT LANGUAGE="JavaScript">
function makeBar()
{
var output = "<HR ALIGN='left' WIDTH=400>"
document.write(output)
}
function makeHeader(text, color, size)
{
var output = "<FONT COLOR='" + color + "' SIZE=" +
size + ">" + text + "</FONT>"
document.write(output)
makeBar()
}
makeHeader("JavaScript Examples", "red", "+4")
</SCRIPT>
</HEAD>
<BODY>
</BODY>
</HTML>
Control Structures
Dialog Boxes
Before we discuss the control structures in JavaScript, we need some basic
user-interaction devices. These will allow us to create both useful and help-
ful examples for demonstration purposes. Dialog boxes are only introduced
in this chapter. They will be discussed later in further detail.
JavaScript provides the ability to create small windows called dialog
boxes. You can create alert boxes, confirm boxes, and even prompt boxes.
These boxes let you generate output and receive input from the user.
Alert Boxes
An alert box is the most simple dialog box. It enables you to display a short
message to the user in a separate window. Take a look at the following script
and its corresponding output:
alert("Click OK to continue...")
As you can see, the alert box is often used to pause the execution of a script
until the user approves its continuation.
Confirm Boxes
Confirm boxes are different from alert boxes in that they evaluate to a value
based on a decision made by the user. Rather than a simple OK button, the
confirm box includes both OK and Cancel buttons.
Like the alert box, confirm is also a method of the window object. This
method returns a Boolean value, because there are two options. You can use
confirmation boxes to ask the user a yes-or-no question, or to confirm an
action. Here is an example:
var reply = confirm("OK to continue?")
JavaScript Fundamentals n 39
reply is assigned a true value if the user chooses OK, and false if the user
selects Cancel.
The generic form of this function is confirm(message).
Prompt Boxes
The prompt() method displays a prompt dialog box with a message and an
input field. You can use these boxes to receive input from the user. It is simi-
lar to the confirm box, except that it returns the value of the input field,
rather than true or false. Here is an example:
var name = prompt("Enter your name:", "anonymous")
The method returns a value of null if the user chooses Cancel. Figure 3-3
shows a typical prompt box.
Chapter 3
Figure 3-3. The prompt box
The value of the field is always a string. If the user enters 16 in the form,
the string "16" is returned rather than the number 16. When you want to
prompt the user for a number, you must convert the input into a numeric
value. JavaScript features a built-in function that does this—parseInt().
You can use the following statement to ask the user for a number:
var number = parseInt(prompt("Enter a number:", 0))
or
var number = prompt("Enter a number:", 0)
number = parseInt(number)
Conditional Statements
Conditional statements are key to all programming languages. They allow
your program (or script in this case) to execute different code segments
based on varying conditions.
40 n Chapter 3
if Statement
if (condition)
statement
The if statement lets you put decision making in your scripts. A script
without any decisions does the same procedure each time it is executed.
Such linear structures limit your scripts to simple algorithms. JavaScript
enables decision making using an if statement. if statements associate a
single statement with a true condition. That statement is only executed if
the conditional expression is true; otherwise, it is not executed at all. The
condition must evaluate to a Boolean value: true or false. Numeric values
are also acceptable as an alternative to a Boolean condition. 0 is equivalent
to false, and all other values are equivalent to true.
The if statement associates a single statement with a true condition. A
statement can be anything from a simple document.write() to a block of
statements, using curly braces ({}). Some if statements require multiple
statements, so they use a block in the following form:
if (condition)
{
statement1
statement2
statement3
}
At first, the script asks the user for his or her age.
The age is stored in numeric format in the variable age. The if statement
checks if the user’s age is less than 21. If so, the expression age < 21 evalu-
ates to true. Because the condition is true, the next statement is executed,
and an alert box is displayed. Note that if the value of age is greater than or
equal to 21, no statements are executed. The remedy to this problem is pre-
sented in the next section.
Here is another example using multiple statements associated with a
true condition:
<HTML>
<HEAD>
<TITLE>An if statement with a command block</TITLE>
<SCRIPT LANGUAGE="JavaScript">
<!--
var name = prompt("Enter your name:", "John Doe")
// draw a horizontal rule of the specified width
function drawRule(width)
Chapter 3
{
document.write("<HR WIDTH=" + width + "%>")
}
var message = "Click OK if you are using Netscape 3.0 or above, or Internet
Explorer 4.0 or above"
if (!confirm(message))
{
document.write("<CENTER><B>")
document.write("Hello " + name + "!<BR>")
drawRule(50)
document.write("Please download the latest ",
"version of Netscape Navigator or Internet Explorer")
document.write("</B></CENTER>")
}
// -->
</SCRIPT>
</HEAD>
<BODY>
</BODY>
</HTML>
If you enter this code properly into your editor and view the web page in
either Netscape or Internet Explorer, you should see something similar to
Figure 3-5 or Figure 3-6.
else Statement
if (condition)
statement1
else
statement2
You might feel limited with the structure of the if statement, because it
only lets you execute a statement when the condition is true. The additional
else statement specifies a statement that is executed when the condition is
false. This construction covers all possibilities, because a condition can be
either true or false. Here is a script segment extracted from Example 3-4
and improved with an else statement:
JavaScript Fundamentals n 43
Chapter 3
alert("An uppercase letter")
else
if (ch >= "a" && ch <= "z")
alert("A lowercase letter")
else
alert("Not a letter")
}
Loop Statements
Loops are control structures that perform a set of actions more than once.
Everyone agrees that a computer can calculate faster than a human. Using
loops you can repeat calculations and take advantage of the computer’s abil-
ity to do them faster. Theoretically, a loop repeats only one statement.
However, you already know that a statement can be a block of statements,
allowing the repetition of many statements or perhaps the whole program.
JavaScript features two basic loop types:
n The for loop
n The while loop
Each loop type has its own advantages. However, the for loop is the most
commonly used loop, and thus we will focus primarily on it in this chapter.
for Statement
for ([initialExpression;] [condition;] [operation])
statement
Because a loop usually repeats more than one statement, you use a com-
mand block in the following format:
for ([initialExpression;] [condition;] [operation])
{
statements
}
This piece of code prints the first ten numbers of the Fibonacci sequence.
The Fibonacci sequence is a sequence of numbers that is commonly used in
computer science and is intriguing from a mathematical point of view
JavaScript Fundamentals n 45
Chapter 3
the first ten numbers of the Fibonacci sequence.
Understanding the content of the loop is just plain math. After the cur-
rent number is printed, number2 is assigned the sum of its two preceding
numbers in the sequence. number1 should hold the value of number2 before
the assignment statement. The following explains how this is done
(number2' is the value of number2 before the assignment statement):
number1 = number2 – number1 == (number2' + number1) – number1 ==
number2'
Although you do not need to associate a command block with a loop if its
body consists of only one statement, it is a common practice in this book.
The counter variable is a regular variable. Its value can change during the
execution of the loop.
You can create infinite executing loops with the for statement. The
break statement, which is discussed later, makes such loops meaningful by
providing a way to terminate their execution. The basic structure of an infi-
nite loop is:
for ( ; ; )
statement
You can also create nested for loops. The following loop prints a rectangle of
asterisks (25 x 10):
for (var i = 1; i <= 10; i++)
{
for (var j = 1; j <= 25; j++)
{
document.write("*")
}
document.write("<BR>")
}
46 n Chapter 3
while Statement
Here is the basic structure of the while loop:
while (condition)
{
...statements...
}
As you can see it is actually a bit simpler than the for loop. There is no loop
counter, nor need to increment that loop counter. However, it can also be a
problem since it is quite easy to accidentally get into an infinite loop.
Here is an example using the while loop:
<SCRIPT LANGUAGE="javascript">
var i = 0;
do
{
document.write("Testing Do-While loop");
}
while(i! = 0)
</SCRIPT>
You can do almost all the looping you need with a for loop, but it is impor-
tant that you realize the while loop is there and available to you should you
choose to use it.
Summary
This chapter is a pivotal chapter, and a rather long one. It provided you with
all the fundamentals of JavaScript. Before you can continue with all the inter-
esting things we will be doing in later chapters, it is critical that you master
the concepts in this chapter. If you are not totally comfortable with this
material, it is probably a good idea to reread it. You might also want to exper-
iment with the examples, changing them slightly so that you will understand
the elements of those examples better.
Object-Oriented Programming n 47
Chapter 4
Object-Oriented
Programming
Objects
Object-oriented concepts are everywhere in modern programming. If you
have worked with .NET (C# or VB .NET), C++, or Java, then you should
already be familiar with objects and object-oriented programming. If you are
not, then this chapter will both introduce you to that topic conceptually and
show you how to use it in JavaScript.
An object is a programming abstraction that groups data with the code
that operates on it. All programs contain data of different types. Variables, as
well as functions, were introduced separately in the previous chapter. I
defined functions, and I defined variables, but I did not connect them in any
way. An object encapsulates related data and functions into a single cohesive
unit.
Originally in procedural programming (Cobol, C, Basic, etc.), code and
data were kept apart. For example, in the C language, units of code are called
functions, while units of data are known as structures. Functions and struc-
tures are not formally connected in C. A C function can operate on
numerous data structures, and more than one function can operate on the
same structure. In object-oriented (OO) and object-based programming, code
and data are merged into an object, which is a single indivisible “object.”
An object is simply data and the functions that work on that data placed
together in a single package. Objects typically have both properties that are
represented by variables, and methods that are essentially functions that are
part of the object.
Properties
Any physical object has its own unique characteristics. A car, for example,
has a size, a weight, a model, a color, a price, and many other attributes. The
full set of attributes distinguishes a car from all other objects. These
48 n Chapter 4
Syntax
An object’s properties hold its data. Obviously you will want to refer to that
data at some point, either to put new data in or to get out what the object’s
property contains. You can refer to properties using the following syntax:
objectReference.propertyName
objectReference is the name of the object that the property belongs to, or
any other valid reference to the object. For example, you can assign an
object to a variable and then refer to its properties using this variable, fol-
lowed by the property specification. propertyName is the name of the
property (data field).
Object-Oriented Programming n 49
Notice that all the elements in the middle are both objects and properties.
Referring again to Figure 4-1, let’s assume that the elements of the struc-
ture have the following values:
d Þ 16
e Þ 42
f Þ true
g Þ "king"
h Þ 13
i Þ 10
Chapter 4
tempVar = a.c.f
document.write(tempVar) // prints true
tempVar = a.c.g
document.write(tempVar) // prints king
tempVar = a.c.h
document.write(tempVar) // prints 13
tempVar = a.c.i
document.write(tempVar) // prints 10
As you can see, a variable may be named exactly like a property of an object.
This is possible because properties are not of the same scope as variables.
However, a variable cannot have the same name as an object at the same
level. For example, the statement var a = a.b.d is not valid (actually it is
valid, but the value of a is lost). The main object is at the same scope of the
variable because they are not properties of any other object. As a matter of
fact, an object is a variable, and two variables that have the exact same name
are associated with the same location in memory. The statement var a =
a.b.d converts a to a simple variable containing the value 16, and not an
object. It is generally a good practice to avoid naming variables by an
object’s property or method, at least until you feel comfortable with objects
and properties.
The output of the statement document.write(a) might be [object
create] because that is the object’s string equivalent.
Methods
Properties hold the data of an object, and methods are what execute the
actions of an object. If you think about it for just a moment you will realize
that method is just another word for a function, if that function is part of an
object. During execution of a JavaScript script, an object may invoke one or
more methods to accomplish a task. As you know, objects consist of both
data (properties) and functions that handle the data. These functions are
called methods. Methods enable an object to perform different actions,
mostly on its own properties.
Methods, as previously stated, are simply functions that are part of the
object. However, since they are part of the object they have access to the
properties of the object, including private properties that cannot otherwise
be accessed.
Most advantages of OOP (object-oriented programming) are associated
with methods. JavaScript does not completely support external libraries
(other than the SRC attribute of the <SCRIPT> tag), so the following features
apply mostly to built-in objects:
n Because an object encapsulates related data and functions (methods)
into a single cohesive unit, it is easy to perform maintenance activities.
n Every language paradigm influences its application design. Therefore,
scripts developed in JavaScript often make use of objects. Although you
can design your scripts in a traditional procedural way, you will find it a
great deal easier to use objects and methods. You will notice the differ-
ence between the traditional style and the OO style as soon as you start
writing complex scripts.
JavaScript’s implementation of objects is not as powerful as that of Java,
C++, or .NET, so some OO programming advantages that apply to Java do
not apply to JavaScript.
Object-Oriented Programming n 51
Syntax
A method can exist at different levels of an object’s hierarchy. You can
invoke a method using the same syntax you use to reference a property, i.e.,
the “dot” syntax. Methods are actually functions associated with objects.
Therefore, they resemble functions in many aspects. A method is called in
the following fashion:
objectReference.methodName([arguments])
Chapter 4
array notation. In array notation, square brackets replace the dots. For exam-
ple, the following expression refers to a.b.d:
a["b"]["d"]
You can use the array notation for both properties and methods. The general
syntax is:
objectReference["propertyName"]
objectReference["methodName"]([arguments])
Sometimes you can only use the array notation. Suppose the variable str
holds the string "write". You can use the following syntax instead of docu-
ment.write():
document[str]()
52 n Chapter 4
Summary
This chapter discussed the basics of object-based programming, based on
JavaScript’s object model. Its purpose is to introduce you to general
object-oriented and object-based terminology and to a bit of JavaScript syn-
tax. Every language paradigm heavily influences the design of applications in
that language. Therefore, scripts written in JavaScript are typically
object-based systems. Procedural scripting is possible in JavaScript, but
object-based scripting has many advantages. Because JavaScript has a large
set of built-in objects, including very useful methods and properties, a basic
understanding of the object structure is necessary. If you are a beginner and
find objects difficult to understand, don’t be too concerned. I promise that
you will understand these concepts as we move on, mostly by studying
examples.
Functions and Variable Scope n 53
Chapter 5
Variable Scope
The scope of a variable describes the area of the script where the variable is
valid. You can refer to the variable only in this area—it does not exist else-
where. The scope of a global variable is the entire script. You can access it
anywhere between the <SCRIPT> and </SCRIPT> tags and in other scripts
that are executed after the variable definition (including preceding event
handler scripts). In JavaScript, you can declare global variables with or with-
out the keyword var. It does not affect the scope of the variable at all.
A local variable is declared in a function. It can only be referenced by
statements inside that function. Therefore, a global variable may have the
same name as a given local variable. In the scope of a local variable (the
function where it is defined), only the local variable exists. Outside that
function, only the global one exists. A local variable must be declared inside
a function using the keyword var. If the keyword is omitted, the variable is
54 n Chapter 5
// Script 2
function test()
{
var age = 43
}
age = 11
test()
document.write(age + "<BR>")
The only difference between these scripts is the statement inside the func-
tion. In the second script segment, we use var to define the variable age,
whereas in the first statement we simply state the desired variable name.
The output of the first script is:
43
Take another look at the first script and try following the execution thread.
The value 11 is assigned to the global variable age and the function is
invoked. Notice that the word var is not used inside the function. Therefore,
the variable age in the function is assumed to be global, and the value 43 is
assigned to the global age. Thus, the result is 43.
In the second script, we assign the value 11 to the variable age, and
then call the function. The var keyword means that the variable age, which
is defined inside the function, is local. It does not exist beyond the function,
so the value of the global variable age (the one defined before the function
call) is not modified by the assignment statement inside the function. The
last statement of the script prints the value of the global variable age,
because it is the only variable named age in that scope. Therefore, the
script’s output is 11—the global variable’s initial value.
Once declared with the var keyword, additional statements referring to
the variable should not use that prefix. The var tells JavaScript that you are
about to declare a variable. After that, you have already declared the variable
and don’t need the keyword var any more. Here is the previous script with
an additional statement inside the function:
// Script 2 (additional statement in function)
function test()
Functions and Variable Scope n 55
{
var age = 43
age = 58
}
age = 11
test()
document.write(age + "<BR>")
Once again, the output of the script is 11. The variable inside the function is
declared with the keyword var. From that point on, the scope of the variable
is only the function test(). It does not exist outside the boundaries of that
function, so the script’s output is the value of the global variable named age,
not the local one. It is absolutely critical that you keep the concept of scope
in mind. A variable only exists, and can only be used, within the scope with
which it was defined.
Note that the statement:
age = 11
The script’s output is 5, because the variable age is declared inside the func-
Chapter 5
tion as global (without var), so its scope is the entire script. The next script
generates quite an unexpected output:
function test()
{
var age = 5
}
test()
document.write(age + "<BR>")
Rather than generating an output, this script generates an error because age
is a local variable and the printing statement is not located in its scope.
Function Parameters
Function parameters are identical to local variables. They exist only inside
the function, and do not affect any variable outside it. You can refer to func-
tion parameters as if they were variables that you declared at the beginning
of the function and initialized with appropriate values. The following script
segment demonstrates this:
function test(age)
{
age = 5
document.write(age + "<BR>")
}
test(6)
/* 9 */ }
/* 10 */ function goSecond()
/* 11 */ {
/* 12 */ var apple = 2
/* 13 */ document.write(apple + "<BR>")
/* 14 */ }
/* 15 */ function goThird() {
/* 16 */ var peach = apple
/* 17 */ document.write(peach + "<BR>")
/* 18 */ return peach
/* 19 */ }
/* 20 */ var pineapple = 8
/* 21 */ goFirst(5)
/* 22 */ document.write("apple = " + apple)
/* 23 */ document.write(", pineapple = " + pineapple)
Table 5-1 keeps track of the variables’ values throughout the course of the
script execution.
Table 5-1. A classic table to keep track of variable values
Chapter 5
5 (goFirst)
3 8 (g) 3 (goFirst)
5 (goFirst)
4 8 (g) 3 (goFirst)
6 (goFirst)
5 8 (g) 4 (g) 3 (goFirst)
6 (goFirst)
12 8 (g) 4 (g) 3 (goFirst)
6 (goFirst) 2 (goSecond)
16 8 (g) 4 (g) 3 (goFirst) 4 (goThird)
6 (goFirst)
7 8 (g) 4 (g) 3 (goFirst) 4 (goFirst)
6 (goFirst)
22 8 (g) 4 (g)
(g) stands for global, (functionName) stands for local in the function named
functionName.
58 n Chapter 5
This technique is very useful because JavaScript does not have a decent
debugger. You can find some third-party tools used for editing and debugging
JavaScript, but you have to go search for them and they have varying levels
of efficacy. Make sure you understand every value in the table. If you don’t
have much programming background, Table 5-1 might seem confusing. How-
ever, all you must do to use the table is locate the line where the printing
statements are placed and extract the variables’ values from the table. For
example, suppose you want to find what the statement prints on Line 13.
The last line expressed in the table before Line 13 is Line 12. We are trying
to find out what the value of apple is, so you should first check to see if
there is a local variable with the corresponding name, because a local vari-
able rules if it exists. As you can see, the value of the local variable apple is
2. Therefore, JavaScript prints that value on Line 13, followed by a line
break.
The following script’s output might surprise you a little:
var num = 4
function funct1()
{
alert(num)
var num = 2
}
funct1()
Figure 5-1.
The “undefined”
alert box
The term “undefined” means that a variable does not have a value at the
desired point, although it has previously been declared. Generally speaking,
JavaScript scans the entire script before any execution begins. During this
scan, also called parsing, JavaScript evaluates each line of code, testing it for
basic syntax errors. It also determines the scope of each variable, regardless
of whether or not it is in a function. If it encounters a variable declaration
with the keyword var, that variable is considered local, even if a global vari-
able with the same name exists. A variable’s scope can be either the entire
script or just one function. In the preceding script segment, a global variable
num is declared by initializing it to 4. The function consists of one local vari-
able declaration. Note that the variable num inside the function has no
connection to the global variable num. The function is executed, as usual,
from top to bottom. The first statement instructs JavaScript to display the
value of num, the local variable inside the function. JavaScript already knows
that the local variable is declared inside the function, so it does not generate
Functions and Variable Scope n 59
an error. However, at that point, the variable does not retain any value, so it
is undefined.
The following definitions of a function are equivalent:
// #1
function functionName
{
[JavaScript statements...]
var varName = initialValue
[JavaScript statements...]
}
// #2
function functionName
{
var varName
[JavaScript statements...]
varName = initialValue
[JavaScript statements...]
}
Some programmers find it easier to use the second form. Each form has its
own advantages and disadvantages, so you should choose the one that is
most convenient for you. In this book, we use the first form because we pre-
fer to use the var keyword in an assignment statement.
If you declare global variables inside a function, you must assign an ini-
tial value to the variable; otherwise, JavaScript returns an error. The
following script segment and screen capture demonstrate this fact:
function foo()
{
// local variable declarations
var a // without initialization
Chapter 5
var b = 0 // with initialization
// global variable declarations
c // without initialization — error!
d = 0 // with initialization
}
foo()
Notice that the variable does not hold an undefined value as it would if the
declaration used the var keyword—it causes an error instead.
60 n Chapter 5
The first line of the function definition is called the signature of the function.
It tells you what the function’s name is and what parameters it takes.
Function Parameters
Parameters, also called arguments, are the raw materials you pass to a func-
tion. The function should then be able to use these values to perform a
specific task. When you define a function, you should specify the names by
which you refer to the custom values handed off to the function from out-
side. These names must follow the same rules that apply to identifiers in the
language. Think of it like this: a parameter is something you must give the
Functions and Variable Scope n 61
function in order for it to produce the results you need. For example, if you
are creating a function that calculates mortgage payments, you would have
to give it the principal, interest rate, and length of loan. So those would be
three parameters you would pass to that function.
Parameters become local variables for the function, so they exist only
inside the function where they are defined. Therefore, a parameter may use
the same name as a global variable or a local variable in a different function. I
don’t recommend that, however, as using the same names will just confuse
anyone reading your code. You can manipulate and modify the value of a
parameter as if it were a common variable. There is no need to explicitly
declare a parameter inside the function’s body as you would with a regular
variable.
JavaScript is loosely typed, so you do not specify the data type of the
arguments as in C++, Java, Pascal, and other strictly typed programming
languages. Both variables and literals can be passed to a function. All param-
eters in a function definition header should be delimited by the comma
operator (,). Here is a simple JavaScript function with two parameters:
function printName(name, ruleWidth)
{
document.write("<CENTER><H1>" + name + "</H1></CENTER>")
document.write("<HR WIDTH=" + ruleWidth + "%>")
}
You can call this function with a simple function call, such as:
printName(prompt("Enter your name:", "John Doe"), 60)
Chapter 5
The first argument is functionName.arguments[0], the second one is
functionName.arguments[1], the third one is functionName.argu-
ments[2], and so on. The number of arguments handed to the function is
stored in the length property of the arguments object:
functionName.arguments.length
When invoked with the preceding statement, the function generates the fol-
lowing dialog box:
The parameter is assigned its default value only if the function is called
without specifying the required argument. The following function uses this
technique to print a row of a given character; an asterisk is the default char-
acter, and 30 characters is the default length:
function checkDefault(parameter, defaultValue)
{
if (typeof parameter == "undefined")
return defaultValue
/* else */
return parameter
}
function drawLine(character, numOfChars)
{
character = checkDefault(character, "*")
numOfChars = checkDefault(numOfChars, 30)
for (var i = 0; i < numOfChars; i++)
{
document.write(character)
}
}
******************************
drawLine("=") // prints 30 equal signs
==============================
Chapter 5
drawLine("-", 10) // prints 10 dashes
----------
It is also possible to specify the second argument without providing the first
by using an undefined variable (just declare it before with var, without
initializing it).
Returning a Value
Sometimes a function will simply do whatever task you programmed it to do
and end; other times it will return a value. This value is often the answer to
some calculation. A function can return a value, so it is possible to use a
function call as a valid JavaScript value. Use this feature to create general
functions for usage by other scripts. For example, you can use a function
that accepts a number in one base and returns it in a different representa-
tion. This function can be used in creating a base-conversion table, a dialog
box, or additional calculations.
64 n Chapter 5
The return statement returns a value and terminates the function, similar
to the way break terminates a loop. Take a look at the following function:
function sum(op1, op2)
{
return op1 + op2
}
var answer = sum(3, 5)
alert(answer)
The value returned by the function is the sum of its arguments. As you can
see, the function evaluates to a value. A function may only return one
value—a variable, a literal, or any other valid data structure.
A function with a return value can also generate an output. When you
use the function in an expression, it automatically runs, executing all state-
ments until it returns a value that is used in the expression. The preceding
function can also display the sum of its arguments inside the function itself,
provided that the alert() statement precedes the return statement (which
terminates the function):
function sum(op1, op2)
{
var result = op1 + op2
alert(result)
return result
}
var answer = sum(3, 5)
Be sure that the return statement is placed after the statements that should
be executed, since it terminates the function and no additional statements of
the function are executed afterward.
You can use nested if constructions without else statements, provided
that each if statement calls a return statement if the condition is true.
Eliminating the else statements does not affect the efficiency of the func-
tion, because the function terminates immediately after a true condition is
met. The following function converts hexadecimal digits (not numbers) to
their equivalent decimal values:
function getValue(dig)
{
if (dig == "A") return 10
if (dig == "B") return 11
if (dig == "C") return 12
if (dig == "D") return 13
if (dig == "E") return 14
if (dig == "F") return 15
return dig
// the return statement terminates the function,
// so there is no need for else statements
}
Functions and Variable Scope n 65
Recursion
Recursion is an advanced topic, and you can certainly write JavaScript with-
out using it. However in many situations, including some of the more
interesting examples later in this book, recursion is useful. A recursive func-
tion is usually one that calls itself. It is similar to a loop with or without a
terminating condition. Some programming functions lend themselves to
recursive algorithms, such as the factorial one. The factorial is a classic
recursive algorithm because it is very obvious. A simple mathematical defi-
nition of the factorial operation is:
fact(0) = 1
fact(n) = n * fact(n–1)
As you can see, the algorithm works its way down from the given number to
zero, so when it gets to fact(0) it must work its way back up to the
numbers.
We know that fact(0) = 1.
Chapter 5
fact(1) = 1 * fact(0) = 1 * 1 = 1
fact(2) = 2 * fact(1) = 2 * 1 = 2
fact(3) = 3 * fact(2) = 3 * 2 = 6
The fact() function satisfies two rules. First, it has an ending point.
Second, it simplifies the problem because fact(num – 1) is simpler than
fact(num). Recursive functions should always follow these two rules.
Recursive functions have a few advantages:
n Invariably, recursive functions are clearer, simpler, shorter, and easier to
understand than their nonrecursive counterparts.
n The program directly reflects the abstract solution strategy (algorithm).
The recursive factorial function, for example, uses the common mathe-
matical strategy to solve the problem.
At first, it may seem that recursive functions are more difficult, but they
become easier with practice.
Recursion can also be used to compute a value in the Fibonacci
sequence (1, 1, 2, 3, 5, 8, 13, ...). The basic algorithm is:
getVal(1) = 1
getVal(2) = 1
getVal(place) = getVal(place – 1) + getVal(place – 2)
Summary
In this chapter we have discussed variables and functions, which are funda-
mental programming concepts. You can certainly create simple web pages
and effects (like image rollovers) with only a cursory knowledge of these
two topics. But for more advanced work, a full understanding is absolutely
required.
Utilizing JavaScript Operators n 67
Chapter 6
Utilizing JavaScript
Operators
Operator Categories
An operator, as the name suggest, performs some action. Programming lan-
guages would be virtually useless if they did not provide the programmer
with operators to use. JavaScript has many operators, most of them bor-
rowed from C and Java. The wide variety of operators makes it necessary to
divide them into the following categories:
n Mathematical operators
n String operators
n Bitwise operators
n Assignment operators
n Relational operators
n Short-circuit logical operators
n More logical operators
n Data type operator
n Void operator
Mathematical Operators
The most obvious category of operators is mathematical operators. Mathe-
matical operators, also called arithmetic operators, perform basic
mathematical operations. Table 6-1 lists the mathematical operators in
JavaScript:
68 n Chapter 6
Addition
operand1 + operand2
Subtraction
operand1 – operand2
Multiplication
operand1 * operand2
The multiplication operator takes two numbers as its operands, and per-
forms the usual arithmetic conversion.
4 * 3 // evaluates to 12
1.2 * 30 // evaluates to 36
20.4 * 6.7 // evaluates to 136.68
Utilizing JavaScript Operators n 69
Division
operand1 / operand2
The division operator also performs the usual arithmetic conversion. How-
ever, since JavaScript is loosely typed, this operator does not act exactly as
in C, Perl, and other strictly typed programming languages. In those lan-
guages, integer division is different from floating-point division in that the
result of integer division is always an integer number. JavaScript, on the
other hand, does not explicitly distinguish between integers and real-valued
numbers, and therefore, the result of a division operation is not guaranteed
to be an integer number. In fact, most floating-point numbers are the result
of a division operator. While debugging a script, it may be helpful to remem-
ber that the division operation in JavaScript generates the same value as
your pocket calculator. You should also remember that the remainder of a
division operation is never discarded.
When the operands are floating-point numbers and cannot be repre-
sented in binary notation, division expressions often evaluate to inaccurate
results. The following demonstrates the behavior of JavaScript’s division
operator:
3 / 4 // evaluates to 0.75
3.6 / 0.1 // evaluates to 36
–20 / 4 // evaluates to –5
11.1 / 2.22 // evaluates to 4.999999999999999
Modulus
operand1 % operand2
12 % 5 // evaluates to 2
12.3 % 4 // evaluates to 0.3000000000000007 (inaccuracy)
0 % 99 // evaluates to 0
12.75 % 4.25 // evaluates to 0
11.1 % 2.22 // evaluates to 2.219999999999999
The keyword return instructs the function to return a value, so the function
call itself evaluates to a value, just like an expression consisting of an
operator.
Now we can define the newly created div syntax:
div(operand1, operand2)
The function evaluates to the quotient of its arguments, with the remainder
discarded. The sign of the result is the sign of the quotient.
Increment
operand1++
++operand1
The increment operator is a unary operator that can be used in either suffix
or prefix notations. It increments the operand’s value by 1. If used after the
operand (suffix), the operator returns the value of the operand before incre-
menting it. If used before the operand (prefix), the operator returns the
value of the operand after incrementing it. Understanding these differences
is important when you use such operations as side effects of other state-
ments, such as assignment statements. The following set of statements
outlines this concept:
var a = 1
var b = ++a // prefix
document.write("a is ", a, ", b is ", b) // a is 2, b is 2
The first statement assigns the value 1 to a. The second statement performs
two different actions:
n Increments a to 2
n Assigns a’s new value to b
Utilizing JavaScript Operators n 71
var a = true
var b = false
a++
b++
document.write("a is ", a, ", b is ", b) // a is 2, b is 1
72 n Chapter 6
Decrement
operand1--
--operand1
Negation
–operand1
String Concatenation
Concatenation is a very common string operation, and works as shown here:
operand1 + operand2
The string operator can operate on more than two operands, but it is still a
binary operator because of the way it works. It concatenates the first two
strings, then concatenates the third string to the accumulated string, and so
on. If one of the operands is not a string, it is automatically cast to a string.
The string operator is also called a concatenation operator.
Utilizing JavaScript Operators n 73
At first, you might think that these statements are equivalent. They aren’t,
because the first one uses the string operator, and the second one uses com-
mas to delimit strings and numbers. They differ more than in style. In the
first statement, the expression between the parentheses is evaluated to a
single string—“I have 2 cookies.” Therefore, the document.write()
method in this statement prints only one expression. The second statement
prints multiple expressions. The literals are not evaluated to a single value
as in the first statement but rather are printed independently. Both state-
ments print the same HTML to the page, but they do it in different ways. In
order to understand how each statement works, take a look at the following
sequences of statements. The first sequence is equivalent to the first state-
ment in the previous set, and the second sequence is equivalent to the
second statement.
// sequence #1
var stringToPrint = "I have " + 2 + " cookies."
document.write(stringToPrint)
// sequence #2
document.write("I have ")
document.write(2)
document.write(" cookies.")
The first statement is valid because of the automatic casting method used by
JavaScript’s interpreter.
Chapter 6
2 Tip: The plus (+) operator in JavaScript does not convert string operands to
numeric values. The reason behind this is that the string concatenation
operator and the plus operator use the same character: +. If only one operand
is a string, the other is converted to a string value and then the operator
concatenates the strings. In Perl, the plus (addition) and minus (subtraction)
operators convert their arguments from strings to numeric values if necessary,
and return a numeric result. This feature is made possible because the string
concatenation operator in Perl is . (dot), not +, which is shared with another
operator (addition) in JavaScript. C++ and Pascal feature a function that
concatenates strings.
74 n Chapter 6
Bitwise Operators
First, let me state that bitwise operations can be confusing for many pro-
grammers. I should also note that a great many programmers work for years
without ever having to use them. You can be a successful JavaScript pro-
grammer even if this section does not quite make sense to you. However, I
would have been remiss not to have included it.
Bitwise operators are the operators used in bit-oriented operations. A
bit is the smallest unit of information, usually represented by 0 or 1. Bit
manipulations are used to control the machine at the lowest level. If you
plan to program at a higher level, this section may be safely skipped. In
JavaScript you won’t be using bitwise operators to control the machine at a
low level but rather for other purposes such as encrypting and encoding.
Eight consecutive bits form a byte. There are 256 (28) byte variations.
That is, a byte can be one of 256 eight-bit sequences. For example,
11010001 is one of these 256 possibilities. A byte is represented by a charac-
ter in programming languages that support character data types, such as C,
C++, and Pascal.
Hexadecimal notation is convenient for representing binary data
because each hexadecimal digit represents four binary bits. Table 6-2 lists
the hexadecimal values from 0 to F along with the equivalent binary values.
Table 6-2. Hexadecimal and binary equivalents
Bitwise operators enable the scripter to work on individual bits. The bitwise
(bit) operators in JavaScript are listed in Table 6-3.
Table 6-3. Bitwise operators in JavaScript
Bitwise AND
operand1 & operand2
The bitwise AND operator compares two bits. The only situation in which
the result is 1 is when both bits are 1. The truth table for this operator is
shown in Table 6-4.
Table 6-4. Bitwise AND truth table
The AND operator, like all other bitwise operators, can take only a numeric
value as its operand.
Although you will probably never use bitwise operators, let’s learn how
the results are calculated. All calculations will be performed in hexadecimal
and binary bases, because they are most convenient for the task. Remember
that hexadecimal numbers have a “0x” prefix.
Let’s take a look at the following numbers, and how the bitwise AND
operates on them:
0x23 001000112
& 0x72 011100102
= 0x22 001000102
The bitwise AND operator is similar to the logical AND operator, which is
discussed later in this chapter.
You can use the bitwise AND operator to test whether a number is even
Chapter 6
or odd. In binary (base-2), the last digit of an odd number is 1, and the last
digit of an even number is 0. The following function uses the bitwise AND
operator to determine whether the number is odd or even. It returns true if
decimalNumber is even, and false if it is odd.
function checkEven(decimalNumber)
{
return (decimalNumber & 1 == 0)
}
76 n Chapter 6
Don’t worry if you are not familiar with the “==” equality operator. It is
introduced later in this chapter. Come back to this script after we discuss
the equality operator.
Bitwise OR
operand1 | operand2
Bitwise XOR
operand1 ^= operand2
The XOR is a very interesting and useful operator. It is the exclusive OR. In
other words, it asks if there is a 1 in one or the other number but not in
both. Table 6-6 shows the operator’s truth table.
Table 6-6. Bitwise XOR truth table
Bitwise NOT
The bitwise NOT operator returns the reverse of its operand. Therefore, it
is also called the bit flip operator or the invert operator. All 1s are converted
to 0s, and all 0s are converted to 1s. Here is the truth table:
Table 6-7. Bitwise NOT truth table
Bit ~Bit
0 1
1 0
For example,
~ 70 000000000000000000000000010001102
= –71 111111111111111111111111101110012
Note that this operator refers to all operands (integers) as 32 bits. If they are
not 32-bit integers, they are converted for the operation and then converted
back to their initial form.
Shift Operators
The shift operators take two operands:
n The quantity (value) to be shifted
n The number of bit positions to shift the first operand
Shift operators convert their operands to 32-bit integers, and return a result
of the same type as the left operator. There are three shift operators:
n Left shift (<<)
n Right shift (>>)
n Zero-fill right shift (>>>)
Left Shift
operand1 << operand2
The left shift operator shifts the first operand the specified number of bits to
the left. All bits that are shifted out (to the left) are discarded. New bits com-
Chapter 6
ing in from the right are zeros. In the following example, represents 4
bytes (32 bits):
78 n Chapter 6
Þ 00000000000000000000001011001100
You now know that 179 << 2 is 716. You might realize that 179 * 4 is also
716—this is no coincidence. In general, x << n is the same as x * 2n.
Shifting left n places is the same as multiplying by 2n. This rule applies also
to negative numbers—the sign is always preserved. Thus, you can choose
between two different methods to multiply by a power of two. Although
shifting is faster, it is also less clear to the reader and should be avoided.
Right Shift
operand1 >> operand2
The right shift operator is also called sign-propagating right shift because it
preserves the sign of the initial operand. Like the left shift operator, the
right shift operator shifts the first operand the specified number of bits to
the right. Excess bits shifted off at the right are discarded. The sign of an
integer is stored in the first bit (from the left). In order to preserve the sign,
the first bit remains as is. The other 31 bits are shifted to the right. New bits
coming in from the left are either 0s or 1s, depending on the sign. If the first
bit was a 0, all new bits are 0s, and vice versa. Therefore, if the number was
positive, the operation will also return a positive number; if it was negative,
the operation evaluates to a negative number. It is important to remember
that this operator, like all shift operators, converts the first operand to a
32-bit integer, and after shifting returns it to its initial representation. Here
is a simple example:
176 Þ 0xB0 Þ 101100002
Þ 00000000000000000000000000010110
Þ 101102 Þ 0x16 Þ 22
Utilizing JavaScript Operators n 79
Let’s see how this operator works on a negative number, say, –17.
–17 Þ 111111111111111111111111111011112
Þ 11111111111111111111111111111101
Þ 111111111111111111111111111111012 Þ –3
You can refer to the right shift operator as the opposite of the left shift oper-
ator. While the left shift operator is equivalent to multiplying by a power of
2, the right shift operation is equivalent to dividing by a power of 2. 176 >>
3 is equal to 176 / 23. In general, x << n is the same as x / 2n.
Zero-fill Right Shift
operand1 >>> operand2
The zero-fill right shift operator shifts the first operand the specified num-
ber of bits to the right. Like the sign-propagating right shift, the zero-fill
right shift discards excess bits that are shifted off to the right. However, the
bits shifted in from the left are always zeros. The number’s sign is lost
because the leftmost bit is always 0. Here is the simple example from the
previous section, this time with the zero-fill right shift:
–17 Þ 111111111111111111111111111011112
Þ 00011111111111111111111111111101
Þ 111111111111111111111111111012 Þ 536870909
Don’t worry if the bitwise shift operators seem difficult. One can program in
JavaScript for many years without needing to use bitwise operators, so hav-
ing some difficulty grasping them is not going to be a problem.
Chapter 6
Assignment Operators
operand1 ¨ = operand2
Syntax Name
= Equal
+= Add/concatenate by value
–= Subtract by value
*= Multiply by value
/= Divide by value
%= Modulo by value
&= Bitwise AND by value
|= Bitwise OR by value
^= Bitwise XOR
<<= Left shift by value
>>= Right shift by value
>>>= Zero-fill right shift by value
You already know what the simple = assignment operator does—it stores
the value of the expression in the data structure. For all the other operators,
JavaScript pretends that
var1 ¨ = var2
is
var1 = var1 ¨ var2
For example:
counter =>> 2
attaches the word Gates to the end of the string stored in text. The same
rule applies to all assignment operators listed in Table 6-8.
Since the assignment statements are evaluated from right to left, you
can use multiple operators in the same statement. The rule is that the value
to the right of the operator is evaluated and then assigned to the variable to
the left of the operator.
num1 = num2 = num3 = num4 = num5
The value of num5 is assigned to num4, the value of num4 is assigned to num3,
and so on. After such an operation, all five variables hold the same value.
Utilizing JavaScript Operators n 81
Relational Operators
operand1 ¨ operand2
Syntax Name
== Equal
!= Not equal
< Less than
<= Less than or equal to
> Greater than
>= Greater than or equal to
String operands are compared according to the ASCII value of their charac-
ters. This comparison is similar to the one by which words are placed in a
dictionary. The only difference is that instead of using a single set of letters,
JavaScript uses 256 different characters. As you know, each character has a
numeric value. This value determines if a character is greater than, equal to,
or less than another one.
When you compare multicharacter strings, the first character of the first
operand is compared with the first character of the second operand. The sec-
Chapter 6
ond characters are compared only if the comparison of the first ones
indicates equality. The process continues until the corresponding characters
are not equal, or until the end of one of the strings is reached. Here are
some characters and their ASCII values:
0 – 48 A – 65 a – 97
9 – 57 Z – 90 z – 122
You can find the full ASCII table in Appendix C.
82 n Chapter 6
Here is an example:
"computerA" > "computerB"
"c" == "c"
"o" == "o"
"m" == "m"
"p" == "p"
"u" == "u"
"t" == "t"
"e" == "e"
"r" == "r"
"A" < "B" Þ ("computerA" > "computerB" Þ false)
differ. You might find out that (5. == 5.00) evaluates to false, and (5.0 ==
4.99999999) evaluates to true. Therefore, avoid using equality operators
with floating-point values. The solution for this problem is presented later in
the chapter.
Logical OR
operand1 || operand2
The logical OR operator accepts two Boolean values as its operands and
evaluates to a single Boolean value. It evaluates to true if at least one of the
operands is true; in other words, the only situation in which it evaluates to
false is when both operands are false. Take a look at Table 6-11.
Table 6-11. Logical OR truth table
Be careful not to confuse the logical OR operator with the bitwise OR due to
their similar meaning and syntax (|| vs. |). The only difference in meaning
is that the first handles Boolean operands while the second handles numeric
ones.
The logical OR operator is short-circuit evaluated. As you can see from
the truth table, if the first operand is true, it is certain that the expression
84 n Chapter 6
Logical AND
operand1 && operand2
The logical AND operator is similar to the logical OR operator, except both
operands must be true for the expression to evaluate to a true value. This
operator is similar to the bitwise AND operator, except that the operand
types are different, and the logical AND operator operates on the whole
operand at once rather than on a small segment (bit).
Logical AND expressions are also short-circuit evaluated. If the first
operand is false, the expression will obviously be false, so the second oper-
and is not evaluated.
Here are some examples:
2 > 1 && 3 < 4 // true
1 == 1 && 99 >= 98 // true
"mouse" > "elephant" && 6 < 5 // false
1 == 2 && 5 <= 4 // false
Logical NOT
!operand1
The logical NOT operator is a simple unary operator that accepts a Boolean
value and negates it. This operator is similar to the negation operator, which
negates a number (changes its sign). It is even more similar to the bitwise
NOT operator (~), which converts all 1 bits to 0 bits, and 0 bits to 1 bits.
Although the truth table is obvious, here it is for your reference:
Table 6-12. Logical NOT truth table
Operand !Operand
true false
false true
or
x > (10.0 – µ) && x < (10.0 + µ)
Conditional Operator
condition ? trueAlternative : falseAlternative
either true or false. The second operator holds the value that the operator
should return if the condition is true. The third operand is the value that the
expression evaluates to if the condition is false. The conditional operator is
often used with an assignment operator. For example:
var level = (points > 500) ? "Second Level" : "First Level"
assigned to the variable. The first operand (the condition) must be Boolean
(a single Boolean value or an expression that evaluates to a single Boolean
value). The other operands can be of any type.
Comma Operator
operand1, operand2, operand3, ...
The comma operator is rarely used. You can use it to force the evaluation of
a set of expressions. The comma operator is also called a parameter delimiter
because it does just that. You probably recall that we used the comma opera-
tor in functions when we wanted a function to accept multiple arguments.
In this example, the comma operator delimits the method’s arguments:
var beerNum = 99
document.write(beerNum, " bottles of beer on the wall")
The comma operator forces the evaluation of all expressions in the state-
ment. Only the last expression is returned, so the value of a would be
"Howdy". This statement is equivalent to the following set of statements:
b = "Hello"
alert("Hi")
var a = "Howdy"
or
typeof (operand1)
JavaScript provides an operator to check the data type of its operand. The
operand can be either a literal or a data structure such as a variable, a func-
tion, or an object. The operator returns the data type. The expression
includes the word typeof followed by the literal or identifier. Here are some
examples:
typeof foo == "undefined" // when foo is undefined
typeof eval == "function" // eval is a built-in function
typeof null == "object" // null is an object
typeof 3.14 == "number"
typeof true == "Boolean"
typeof "a string" == "string"
// all of the expressions are true, of course
The typeof operator is very useful for debugging. Until strong debugging
tools are available, you must do all debugging by hand, and detecting the
data type of a structure is sometimes essential.
Utilizing JavaScript Operators n 87
Void Operator
void operand1
void (operand1)
or
javascript:void operand1
javascript:void (operand1)
The preceding script segment displays two alert boxes with the following
strings:
n Function entered
n true
This script also generates two alerts, but the second one reads “undefined”
because the void operator evaluates the function without returning a value.
A more important use of this operator comes with hypertext links, where it
is used to evaluate a JavaScript expression. The expression is evaluated but
is not loaded in place of the current document.
The following link does nothing because the expression 0 has no effect
Chapter 6
in JavaScript:
<A HREF="javascript:void(0)">Click here to do nothing</A>
The following code generates an alert box when the link is clicked:
<A HREF="javascript:void(alert('Wow'))">Click here to display message</A>
Operator Precedence
You probably remember that 2 + 6 * 9 is 56 and not 72, because multiplica-
tion precedes addition. That is exactly the meaning of operator precedence. It
is not necessary to remember the precedence rules because parentheses
can be used to force evaluation in the desired order. The expressions are
evaluated according to the precedence rules. Operators at the same level are
evaluated from left to right. The following table will help you when you want
to define complex expressions.
Table 6-13. Operator precedence
Expressions
The term expression has been mentioned dozens of times throughout this
chapter. An expression is any valid set of literals, variables, operators, and
other expressions that evaluates to a single value. The value may be a num-
ber, a string, or a Boolean value. Conceptually, there are two types of
expressions:
n Those that assign a value to a variable (or another data structure)
n Those that have a value
This statement prints Texas, because the whole expression evaluates to the
assigned value. The next section discusses side effects, which take advan-
tage of such expressions.
Side Effects
A side effect is an operation performed in addition to the main one. Take a
look at the following statements:
number = 3
answer = ++number
The first line is a simple assignment statement. The second line is a bit
more complicated. It performs two actions in the following order:
n Increments number (side effect)
n Assigns the value of number (4) to answer (main operation)
Remembering the order in which the actions take place is not necessary. You
could break down the side effect and use two different statements instead:
number = 3
number++
answer = number
This set of statements is easy to follow. The only “advantage” of the first
method is that the code is compact. Compact code is a holdover from the
early days of computing, when storage was expensive and programmers
used various compacting techniques to save disk space. The situation is dif-
ferent today, because the number one rule in programming is to keep
programs clear and simple. It comes even before efficiency, especially in
simple programs like the ones written in JavaScript (you will not find any
500,000-line scripts in this advanced book).
Chapter 6
Other side effects are not related to the increment and decrement oper-
ators. Consider the following JavaScript statement:
document.write(myName = "Chuck")
You already know that this statement prints Chuck. The assignment opera-
tion also takes place in this statement, so myName holds the value Chuck after
the statement. The assignment operation is the side effect, and the printing
action is the main action. The preceding statement should be split into two
separate statements:
90 n Chapter 6
myName = "Chuck"
document.write(myName)
Here are some more statements you should avoid (they will keep you busy
for a while…):
number = 0
answer = (number++ – 2) * (--number – 1)
document.write(number = answer++)
Summary
This chapter brought you information on a key piece of serious JavaScript
programming: operators. You could write a script that had no operators, but
it would probably not be particularly useful or interesting. This information,
combined with Chapter 5’s coverage of variables and functions, should help
you understand some basic programming fundamentals as they apply to
JavaScript. You will see these concepts in various scripts as we proceed
through this book.
Events in JavaScript n 91
Chapter 7
Events in JavaScript
Events
While HTML is the bedrock of all web pages, it is very static. HTML cannot
respond to user input and it provides a limited set of features. When brows-
ing an HTML-based web page you can read the text, look at the graphics,
and possibly listen to the sound it plays. All of these actions are static in that
the user has no control over the actions the web page takes. Such pages
remind us of art masterpieces seen in a museum. You can look at them,
maybe take a picture, but you cannot interact with the paintings. We use
JavaScript to produce dynamic, interactive content in our HTML web pages.
One of the best way to do this is to use events.
Events are actions that occur in response to a specific user action on the
web site. For example, clicking on a form element will trigger a click event.
The events occur regardless of whether you provide code to respond to
them. JavaScript provides you with a method to respond to these events and
to take action based on them. In this way your web page becomes very
dynamic, responding to user interaction. The events supported by JavaScript
are listed in Table 7-1.
Table 7-1. Events in JavaScript
Event Description
abort Occurs when the user aborts loading an image.
blur Occurs when focus is removed from a form element (when
the user clicks outside the form element). It also occurs when
the user removes focus from a browser window.
change Occurs when the user changes the value of a form field.
click Occurs when the user clicks on a link, an image map area, or
a form element.
error Occurs if there is an error loading an image.
focus Occurs when the user gives input focus to a form element or
a window.
load Occurs when a page or image has finished loading into the
browser window.
92 n Chapter 7
Event Description
mouseOut Occurs when the user moves the mouse pointer from inside
a link or image map area’s bounding box to its outside.
mouseOver Occurs when the user moves the pointer over a hypertext
link or an image map area.
select Occurs when the user selects a form field.
submit Occurs when the user submits a form via the “submit” button.
unload Occurs when the user exits a page.
Not all actions that take place in your browser are events. Events are only
actions that occur in the area of the HTML page, such as loading images and
selecting form elements. If an action occurs directly in the boundary of the
browser’s display zone, it is an event as well. In short, what I am saying is
that an event is only concerned with action on the web page itself, not on the
browser. Take a look at Figure 7-1.
All actions that take place in the area that actually contains the web site
itself are the events. The user loads, unloads, clicks links, and causes many
other events in this zone. The rest of the image contains the browser’s fea-
tures, such as the menu bar, the scroll bar, and other elements seen in
Figure 7-2.
This figure is exactly the same as the one presented in Figure 7-1, except
that the HTML page is excluded. No events occur outside of the HTML
page. For example, pressing any of the buttons shown in Figure 7-2 will not
trigger an event, nor will scrolling up and down the window. Even if you
change the appearance of an HTML page, you are not triggering an event. It
is very important to realize the difference between events and other actions
because JavaScript can only handle events, not other actions.
Event Handlers
Event handlers correspond to their associated events. They are functions
that execute automatically when events occur. Many JavaScript functions are
Chapter 7
called by event handlers. You saw earlier that events are actions that do not
have any direct influence; they only serve the event handlers. Each event
handler is associated with an event.
94 n Chapter 7
You can use event handlers to embed any JavaScript code. You can place a
500-line script including functions as an event handler tag. You can also use
more than one event handler with the same HTML tag. The names of the
event handlers are constructed of the word “on” plus the name of the event.
Here is the full list of supported event handlers:
n onAbort
n onBlur
n onChange
n onClick
n onError
n onFocus
n onLoad
n onMouseOut
n onMouseOver
n onSelect
n onSubmit
n onUnload
Here is the code for an HTML page that displays the message “Hello” when
you load it, and “Goodbye” when you unload it.
<HTML>
<HEAD>
<TITLE>Hello / Goodbye</TITLE>
</HEAD>
<BODY onLoad="alert('Hello')" onUnLoad="alert('Goodbye')">
</BODY>
</HTML>
Event handlers are not case sensitive. For example, you can use either
ONLOAD or onLoad. Although event handlers are related to JavaScript, the
event handler itself is normally used as an HTML attribute, and HTML is
not case sensitive. What this means is that event handlers are technically
part of HTML, not JavaScript. However, you can put JavaScript into an event
handler. It is still a good practice to use identifier-like naming conventions
for event handlers.
Example 7-2 is a classic script that takes advantage of event handlers.
<HTML>
<HEAD>
<TITLE>Example 7-2</TITLE>
</HEAD>
<BODY>
Events in JavaScript n 95
<A HREF="http://www.wordware.com/"
onMouseOver="window.status = 'Wordware Publishing'; return true"
>Wordware</A>
</BODY>
</HTML>
It is very easy to find the associated functions if you always place their defi-
nitions in the <HEAD></HEAD> portion of the page. The HTML portion of the
page stays as simple as it was before JavaScript was even invented. Another
important advantage of using functions with event handlers is that you can
use the same function many times in the same HTML page. For example, if
you have a form with four text fields, you can validate each one of them
using the same function by calling this function upon occurrence of an event
that is specific to one of the fields.
You may have noticed that the title is specified before the <SCRIPT> tag.
Although the title is specified via an HTML tag, it has no event handlers
that could possibly invoke a function defined later. You probably won’t have
any problems if you do not follow this rule, although it is still a good practice
because it contributes to the neat organization of the page and guarantees
that you will never have any layout problems.
onError
The onError event handler expands JavaScript’s ability to interact with the
user according to errors that occur when loading a window or an image. This
event handler was not supported by early browsers (such as Internet
Explorer 3.0) but is now widely supported by most modern browsers. In this
section we discuss window loading errors.
The onError event handler executes a JavaScript script when an error
event occurs.
Events in JavaScript n 97
The onError event handler is extremely useful due to the fact that it
can be set to one of three values:
n null—suppresses all error dialogs. Setting window.onerror to null
means your users won’t see JavaScript errors caused by your own code.
n A function that handles errors—replaces the standard dialog boxes used
by JavaScript to report errors.
n Variable that contains null or a valid function reference.
You should place this statement in its own script directly after the <HEAD> tag
to be on the safe side, using the following HTML document structure:
<HTML>
<HEAD>
<SCRIPT LANGUAGE="JavaScript">
<!--
window.onerror = null
// -->
</SCRIPT>
</HEAD>
<BODY>
</BODY>
</HTML>
The same rule applies to all values you assign to this event handler
explicitly.
The following document does not display any error dialog, although an
error is encountered. (If you can’t fish it out, you may want to review the
previous chapters, or just look at the alert() method’s argument for a
clue.)
<HTML>
<HEAD>
<SCRIPT LANGUAGE="JavaScript">
window.onerror = null
</SCRIPT>
</HEAD>
<BODY>
<SCRIPT LANGUAGE="JavaScript">
alert(Quotes missing)
</SCRIPT>
</BODY>
</HTML>
It is a good practice to set the onError event handler to null when your
script runs on a public page. However, it makes no sense when writing the
Chapter 7
<HTML>
<HEAD>
<TITLE>Disabling error messages</TITLE>
<SCRIPT LANGUAGE="JavaScript">
<!--
// disable error reports
window.onerror = null
// create an error-generating function (infinite recursion)
function testErrorFunction()
{
testErrorFunction()
}
// -->
</SCRIPT>
</HEAD>
<BODY onload="testErrorFunction()">
</BODY>
</HTML>
An error occurs with or without assigning null to the event handler. The dif-
ference is that no response to the error on the browser’s behalf is generated.
See “Calling Event Handlers Explicitly” later in this chapter for a discussion
on assigning values to event handlers via JavaScript.
Another option is to write a function to handle errors in place of the
standard JavaScript error-reporting dialog boxes. The function should accept
three arguments:
n The error message
n The URL of the script that caused the error
n The error line number
The function intercepts JavaScript errors. It must return the value true.
Here is a classic set of functions and statements for error handling:
<HTML>
<HEAD>
<SCRIPT LANGUAGE="JavaScript">
<!--
// assign user-defined function to intercept errors
window.onerror = myOnError
// create array to hold error messages
messageArray = new Array(0)
// create array to hold URLs of errors
urlArray = new Array(0)
// create array to hold line numbers of errors
lineNumberArray = new Array(0)
// error-intercepting function
function myOnError(msg, url, lno)
{
// assign message of current error to the array element following
the last element
messageArray[messageArray.length] = msg
// assign URL of current error to the array element following the
last element
Events in JavaScript n 99
urlArray[urlArray.length] = url
// assign line number of current error to the array element
following the last element
lineNumberArray[lineNumberArray.length] = lno
// return true to intercept JavaScript errors
return true
}
function displayErrors()
{
// open new browser window to report errors
errorWindow = window.open('','errors','scrollbars=yes')
// write header to window
errorWindow.document.write('<B>Error Report</B><P>')
// loop to print all error data
for (var i = 0; i < messageArray.length; ++i)
{
errorWindow.document.write('<B>Error in file:</B> ' +
urlArray[i] + '<BR>')
errorWindow.document.write('<B>Line number:</B> ' +
lineNumberArray[i] + '<BR>')
errorWindow.document.write('<B>Message:</B> ' +
messageArray[i] + '<P>')
}
// close data stream
errorWindow.document.close()
}
// -->
</SCRIPT>
</HEAD>
<BODY>
<FORM>
<INPUT TYPE="button" onClick="displayErrors()" VALUE="display errors">
</FORM>
</BODY>
</HTML>
Events generated with these methods are like any other method. Most
importantly, they do not invoke their corresponding event handlers.
When you emulate an event, it is important that you do so only after the
browser has finished laying out the page, or at least the object (usually a
form element) with which the method is associated. The following page gen-
erates an error:
<HTML>
<HEAD>
<TITLE>Emulating an event of a nonexistent (thus far) form</TITLE>
<SCRIPT LANGUAGE="JavaScript">
document.form1.field1.focus()
</SCRIPT>
</HEAD>
<BODY>
<FORM NAME="form1" METHOD=POST>
<INPUT TYPE="text" NAME="field1">
</FORM>
</BODY>
</HTML>
This error is not guaranteed to be exactly the same on all platforms. Emu-
lating an object’s event that has not yet been laid out is just one example
that creates such an error. Generally speaking, you cannot refer to any ele-
ment of a page that has not yet been laid out. A deferred script is allowed to
refer to an object laid out after the script, provided that you do not execute
that script before the object has been laid out. We will discuss this issue in
depth throughout the book.
Example 7-4 (ex7-4.htm). You can call a JavaScript script via an event handler.
Try loading this page and clicking the button. If you are using an earlier ver-
sion of Netscape Navigator, an alert box displays the message “This is the
second function,” despite the fact that the event handler associates the
click event with the first function, alert1(). Notice the script placed
Chapter 7
directly after the form. It associates a different function with the click
event of button1 in form1.
102 n Chapter 7
You are probably wondering why we used onclick rather than onClick. The
reason is that JavaScript is case sensitive and understands onclick (all low-
ercase), whereas HTML is case insensitive. In HTML, you may use all
lowercase, all uppercase, or any other convention you choose.
Calling event handlers explicitly enables flexible event handlers,
because you can modify them anywhere in the script. You can create a cus-
tomized page, allowing the user to determine what a certain button should
do when clicked.
An event handler does not have to exist when you use this technique.
The preceding script would work exactly the same if you omitted the event
handler specification in the HTML source and used the following line
instead:
<INPUT TYPE="button" NAME="button1" VALUE="button1">
In this case you are actually defining a new event handler to correspond with
an event.
Also note that the above method is the only way to assign a function ref-
erence to an event handler. You cannot use any of the following structures:
<SCRIPT LANGUAGE="JavaScript">
<!--
document.form1.button1.onclick = "alert2()"
// -->
<SCRIPT LANGUAGE="JavaScript">
<!--
document.form1.button1.onclick = alert2()
// -->
<SCRIPT LANGUAGE="JavaScript">
<!--
document.form1.button1.onclick = "var counter = 5"
// -->
Such attempts to assign statements that are not function references result in
an error upon clicking the button.
Events in JavaScript n 103
Canceling Events
Netscape Navigator, Internet Explorer, and Firefox all make it possible to
cancel a click event, either with a hypertext link or a client-side image
map. The onClick event handler can return false to cancel the action nor-
mally associated with a click event. Here is an example:
<HTML>
<HEAD>
<TITLE>Canceling events in onClick</TITLE>
</HEAD>
<BODY>
<A HREF="http://www.mozilla.org/" onClick="return confirm('Load
Mozilla home page?')">Mozilla</a>
</BODY>
</HTML>
Example 7-5 (ex7-5.htm). Try running this script to cancel the event
When you click the hypertext link, a confirm box pops up. If you click OK,
the method evaluates to true, the event qualifies, and the new page
(Firefox’s home page) loads. If the user selects Cancel, the method returns
false, and the new page, which is associated with the click event, does not
load.
Summary
In this chapter you discovered events and event handlers. JavaScript is
designed to add interaction to web pages, meaning you can respond to
actions that the user performs. Events describe such actions, whereas event
handlers take care of them. They give JavaScript programmers the ability to
interact with the user. Only rarely do you find scripts on the web that do not
take advantage of this unique feature. Although interaction is not exclusive
to event handlers (we’ve seen dialog boxes before), they are probably the
most important means of interaction in JavaScript. They extend the capabil-
ity of web pages, as you might have noticed while surfing the net. We did not
present any events or event handlers in detail in this chapter, excluding
onLoad and onUnload, for they will be discussed individually in depth later in
the book. Each event and its corresponding handler has significant features.
As you will see later, all events are associated with specific objects, so it is
important that you be introduced to these objects before we discuss their
event handlers.
Chapter 7
104 n Chapter 8
Chapter 8
Creating Instances
We introduced the concepts of object-oriented programming in Chapter 4, so
you should already realize that not only does JavaScript support only limited
object-oriented programming, but that some terms used here might not be
used the same way they are in other languages (such as C++, C#, or Java).
In JavaScript, an object is the template from which you make instances. In
purely object-oriented languages, an object is the instance made from a
class. If you have experience in true object-oriented languages, don’t let this
terminology throw you off.
For example, suppose you have defined an employee object that
includes some methods and properties of an employee, such as his or her
social security number and address. This definition has no effect on the
script, because no new entity has been changed or created. Only when you
apply the object’s definition to a specific person, say John Doe, is a new
entity created—an instance of that object. The number of instances you cre-
ate with a single object definition is unlimited. The object definition can be
either one you define with a function or a built-in one. Creating an instance
of a built-in object is relatively simple because the object is predefined.
Unlike C++ and Java, you cannot create your own objects (what would be
called classes in C++ and Java). You can only use the ones built into
JavaScript.
You should use the following syntax to create an instance:
var name = new objectname([arguments])
So, if you want to create an instance of the String object, you can use the
following statement:
var str1 = new String("Hello!")
Building and Extending Objects n 105
This statement creates an instance named str1 and passes it the literal
Chapter 8
"Hello!". You can create another instance if you like:
var str2 = new String("Hi!")
Remember that objects work just like any other variables. That means that if
you create an instance of an object inside a function, it is considered local;
i.e., it is visible only inside the function during the function’s current execu-
tion course. If you declare the instance outside a function, it is preferable
that you use the var keyword. When you create an instance of an object
inside a function without var, it is a global structure. Bear in mind that if you
create a global instance, or even a simple variable inside a function, you
must execute the function before that global data structure exists in the
script. From that point on you can refer to it freely anywhere in the
document.
When you create an instance of an object via the new operator, you are
actually declaring a specific data type according to the object’s definition and
allocating the appropriate amount of memory for that data type. All proper-
ties referenced in the constructor function are accessible as properties of
the object’s instance.
After you have created an instance of an object, you do not have to use
the keyword new anymore when referring to that instance. However, if you
want one of the instance’s properties to be an instance of its own, you must
use new again to create the new object. An instance of an object also features
106 n Chapter 8
As you can see, both instances have methods. A method belongs to a spe-
cific instance of an object. In other words, the getMinutes() associated with
current object is a separate function from the getMinutes() associated
with the current2 object. Both functions are made from the same template
and perform the same action.
Constructor Functions
We already gave you a brief definition of a constructor. Remember we said
that it is a function that is called (i.e., “fires”) as soon as the object is
instantiated. However, this definition leaves much to be desired. Let’s try a
more complete description and discussion of constructors. A constructor
function is a function that defines the properties and methods of the instance
you are creating from an object. It fires automatically when an instance of
the object is created. You can think of built-in objects as objects whose con-
structor functions are predefined in JavaScript, so you do not need to write
them on your own.
A constructor function resembles a cookie cutter. You provide it some
dough and it gives the dough the proper shape. The cookie cutter is like the
constructor function because they both receive a simple structure and
change it according to a specified template.
by the values passed on to the function. You can use the following statement
Chapter 8
to create an instance of this object—a student in a class:
var student1 = new student("Sharon", 16, 85)
The problem with the preceding script is that it adds the new property only
to one instance, student1. Because constructor functions are just like any
other function, you can use valid JavaScript statements in them. Therefore,
you can use the following constructor function to add the new property to all
instances of the student object:
function student(name, age, avgGrade, sex)
{
this.name = name
this.age = age
this.grade = avgGrade
this.description = (sex == "female") ? "girl" : "boy"
}
Now you can create instances that will include the “girl” or “boy”
description:
var student2 = new student("Joe", 16, 91, "male")
Based on the exact definition of the word this, some JavaScript tends to use
alternative structures for construction functions. Here is the preceding
example in a different form:
function student(name, age, avgGrade, sex)
{
obj = this
obj.name = name
obj.age = age
108 n Chapter 8
obj.grade = avgGrade
obj.description = (sex == "female") ? "girl" : "boy"
}
Note that the arguments are not always the same. For example, if you use
this statement from within another function that accepts the instance
student1 as the parameter person, you should use the following statement
instead:
document.write(getProps(person, "student1"))
If a property of an object holds a null value, it does not exist. Assigning a null
value to a property will cause the function getProps() to count out that
property. Keep this in mind, especially when you are debugging a script.
Nested Objects
JavaScript supports nested objects. A nested object is an object that is also a
property of another object. Or put another way, it is a case where an object
has other objects inside of it. If you think about this it should not be too
much of a surprise. Remember that objects have properties, and inside the
object those properties are simply variables. Also recall that an object is just
a complex type of variable. When you put those two facts together, having
objects contain other objects is really not surprising at all. There are a few
ways to create nested objects. Take a look at the following script segment:
Building and Extending Objects n 109
Chapter 8
this.name = name
this.age = age
this.grade = grade
this.parents = new parents(father, mother)
}
function parents(father, mother)
{
this.father = father
this.mother = mother
}
var student1 = new student("Sharon", 16, 85, "Mark", "Stacy")
To print the properties of a general object you can use the following recur-
sive function:
function getProps(obj, objName)
{
// initialize accumulative variable
var result = ""
// loop through properties
for (var i in obj)
{
// if current property is an object, call function for it
if (typeof obj[i] == "object")
result += getProps(obj[i], objName + "." + i)
else
result += objName + "." + i + " = " + obj[i] + "<BR>"
}
// return final result
return result
}
Example 8-1 (ex8-1.htm). A script that uses the getProps() function to analyze the
structure of an object
Chapter 8
Figure 8-1. Script output
Defining Methods
Objects group data and functions that process that data. Data appears in the
form of properties. A method is simply a function associated with an object.
Consider the following function:
function displayStudent()
{
var result = ""
result += this.name + " -- "
result += "a " + this.age + " - year old "
result += this.grade + "% average student.<BR>"
result += this.name + "'s parents -- "
result += this.parents.father + ", " + this.parents.mother
result += ".<BR>"
document.write(result)
}
Notice the extensive use of the keyword this inside the function to refer to
the object. The main characteristic of a method is that it usually processes
the data of its object. You can even create a “constructor method” in the fol-
lowing fashion:
function construct(name, val)
{
this[name] = val
}
function student(name, age, grade, father, mother)
{
this.construct = construct
this.name = name
this.age = age
this.grade = grade
this.parents = new parents(father, mother)
}
function parents(father, mother)
{
this.father = father
this.mother = mother
}
var student1 = new student("Sharon", 16, 85, "Mark", "Stacy")
student1.construct("boyfriend", "Tom")
Notice that the method (construct()) refers to the new property via the
array notation. You may recall from Chapter 4, “Object-Oriented Pro-
gramming,” that you must use this notation if you wish to use a data value.
You can only use the “dot” syntax when you use literals. In this case, name is
a data structure, not a literal (a literal is a constant value you can see, such
as "boyfriend"). Now you can use the recursive function presented earlier
to view the elements of an object and to see how it works with methods.
Notice that the recursive function works with methods as well as with
properties. The statements of the method are placed on the same line.
JavaScript automatically adds semicolons to delimit the statement. It also
uses a uniform coding scheme if you did not do so originally in the function,
as you should.
A method in JavaScript, like a property, belongs only to one instance.
You can only invoke it from that instance. All “communication” with an
object is done via methods.
Building and Extending Objects n 113
The calling object is considered global inside a method. You can modify
Chapter 8
the object using the keyword this.
}
var tel1 = new television("Sony", 27, 1200, 30)
var tel2 = new television("JVC", 20, 650, 20)
var tel3 = new television("Grundig", 14, 420, 45)
tel1.sell(27) // 27 "Sony" television sets sold
tel1.buy(16) // 16 "Sony" television sets ordered (bought)
tel1.display()
tel2.sell(21) // 21 "JVC" television sets sold -- error!
tel2.sell(1) // 1 "JVC" television set sold
tel2.display()
tel3.display()
// -->
</SCRIPT>
</HEAD>
<BODY>
</BODY>
</HTML>
Example 8-2 (ex8-2.htm). A script that stores data using instances of a general ob-
ject
When you run Example 8-2 you should get the output shown in the follow-
ing figures:
Lastly, the method checks if there are less than five TV sets of that type
Chapter 8
left. If so, it sends a message describing that situation.
n buy()—This method simply adds the number of television sets to the
num property of the object, or instance. The only parameter accepted by
the method is the one that accepts the number of television sets bought.
n display()—This method does not accept any arguments. It simply
prints all the properties of the current object in a tabular format.
Notice that the first two methods actually change values of the object. This
is another example that shows that methods refer to their calling object as
global, so all properties of the object modified inside the function (method)
are also affected outside the method.
You can see that the function repeat() is typical for a method. As a matter
of fact, it is implemented as one. The key statement in this script is:
String.prototype.repeat = repeat
Figures 8-5a, 8-5b, and 8-5c. Object prototypes enable extendable objects in JavaScript.
The message at the end of the script is printed, because all instances of the
car object, whether they are created before the definition of the prototype or
after it, consist of a property named wheels, holding the value 4, which is
assigned to the prototype. It is practically useless to create a data property
prototype without assigning it a value, or at least a default one, because you
will need to refer to that property later, and such a reference automatically
creates the property.
Prototypes are probably more useful with built-in objects because they
can modify the object. You can create outstanding methods and properties
you never dreamed JavaScript would support. We use prototypes in many
examples in this book, especially ones dealing with strings, dates, and
arrays. The revolutionary concept is that you can add features to the lan-
guage itself. Note that prototypes can only be added to objects that support
instances, as opposed to static objects (such as Math), which do not work
with prototypes for obvious reasons.
Building and Extending Objects n 117
Summary
Chapter 8
In this chapter you learned how to create instances of an object. Instances
refer to both user-defined objects and built-in ones. You also learned about
constructor functions that build objects or object types. As you will see later
in the book, such user-defined objects extend the capabilities of the language
and enable structured programming. Lastly, I presented object proto-
types—properties of all instances of a certain object type. Although it should
be clear by now, do not worry too much about how to use them, as they will
be used in many examples later on in the book. Objects are the backbone of
JavaScript. Many elements of the language are actually objects, although
other languages do not refer to them as such. The classic example for such
objects are arrays, discussed in depth in the next chapter.
118 n Chapter 9
Chapter 9
Arrays
What Is an Array?
The concept of an array is found in all programming languages. Arrays are
actually variables, just a little more complicated than the standard variables
you have encountered so far in this book. You can think about an array as a
set of variables with the same name. We use arrays when we want to work
with a certain set of related data all of the same data type. An example would
be a set of students’ ages. These would all be integer values and they would
be related. As a programmer, if you want to process an individual item of an
array you need to specify the array name and indicate which array element
is being referenced. Specific elements are indicated by an index or a
subscript.
Some History
Way back in the dark ages of JavaScript (the early 1990s), JavaScript did not
have arrays. One reason to point this out is to demonstrate how quickly
things change in the world of computers. A time of only 15 to 20 years in the
past is ancient history. This is important to realize since, as a JavaScript pro-
grammer, you will want to keep up to date with changes.
The first version of JavaScript, the one supported by Navigator 2.x, did
not feature arrays. JavaScript scripters had no choice but to come up with a
simple workaround. Everyone used (and a few still use) the following func-
tion to create arrays:
function createArray(n, init)
{
this.length = n
for (i = 1 ; i <= n ; i++)
{
this[i] = init
}
}
Arrays n 119
This method is rarely used now and is not necessary. However, you may see
it in the field so I am showing it to you so that you are not confused if you
do.
Chapter 9
an array just like an instance of an object, because that is exactly what it is.
The formal name of the object is Array—notice the capitalized “A.” The
general syntax is:
var arrayObjectName = new Array()
var arrayObjectName = new Array(arrayLength)
All elements of an array are initially null. This is important because such
elements do not have any influence on your script. An element with a null
value actually does not exist. You can prove this to yourself by running
getProps() on a new array:
function getProps(obj, objName)
{
var result = ""
for (var i in obj)
{
if (typeof obj[i] == "object")
result += getProps(obj[i], objName + "[" + i + "]")
else
result += objName + "[" + i + "] = " + obj[i] + "<BR>"
}
return result
}
var ar = new Array(3)
document.write(getProps(ar, "ar"))
This script does not generate any output, because if a property of an object
has a null value, it does not exist in the computer memory; thus it is not
recognized.
120 n Chapter 9
The subscript follows the array name and is enclosed in square brackets.
Subscripts are simple integers that start at zero.
Here is a simple array:
var ar = new Array(5)
This array has five elements: ar[0], ar[1], ar[2], ar[3], and ar[4].
After you create an array you can increase its length by specifying a
value for the highest subscript element. The following code creates an array
of length zero, then assigns a null value to element 99. This changes the
length of the array to 100.
accounts = new Array() // array of zero elements
accounts[99] = null // array of 100 elements
Note that the array does not take up any storage space, even after it is
extended.
Arrays n 121
Chapter 9
// properties not initialized to meaningful value
this.name = ""
this.age = ""
this.grade = ""
}
var size = 35 // num of students in class
var students = new Array(size) // array is defined
for (var i = 0; i < size; i++)
{
students[i] = new student()
}
students[0].name = "Mark"
students[32].grade = 88
At first, the desired size of the array, the number of students in the class, is
assigned to the variable size. An array of that size is then created. All ele-
ments of the array, from students[0] to students[34], are then defined
using the constructor function student(). In this example, all of the ele-
ments in the array are of the same type. An array can also have elements of
different types. Here is an example:
function student()
{ // constructor function
// properties not initialized to meaningful value
this.name = ""
this.age = ""
this.grade = ""
}
function teacher(name, age)
{
this.name = name
this.age = age
}
var size = 35 // num of students in class
var students = new Array(size + 1) // array is defined
students[0] = new teacher("Kate", 45)
for (var i = 1; i < size + 1; i++)
{ // or i <= size
students[i] = new student()
}
alert(" is the teacher." + students[0].name)
The most important rule is that the subscript, or index, starts at zero.
Although it might seem quite awkward, use this element like all other ele-
ments of the array.
You can refer to the elements of this array with the common syntax:
sports[0] == "football"
sports[1] == "baseball"
var val = 2
sports[val] == "basketball"
sports[3] == "soccer"
JavaScript for early versions of Netscape Navigator had problems with some
aspects of dense arrays, but you should not encounter these unless you are
using a very old browser:
n You cannot assign a list of elements to an array (except when you create
it).
n You cannot assign a range to an array.
n You cannot assign elements of one array’s values to another array (the
resulting array is an array slice).
Array Types
You must keep in mind that JavaScript is a loosely typed language. It should
not be surprising, therefore, that elements of an array can be of different
types. Some elements of a given array can be strings, while others can be
numbers, Boolean values, and even objects. Basically, there are five types of
arrays:
n String arrays
n Number arrays
n Boolean arrays
n Object arrays (including null arrays, because null is an object)
n Mixed arrays
Arrays n 123
Sometimes you want to know what type of array you are dealing with.
JavaScript does not include any tool to facilitate this. However, using a pro-
totype we can add a property to all arrays (remember, arrays are objects by
which you can create instances) that will return the type of the array. Here
is the desired method:
function getType()
{
var arrayType = typeof this[0]
Chapter 9
for (var i = 1; i < this.length; ++i)
{
if (typeof this[i] != arrayType)
{
arrayType = "mixed"
break
}
}
return arrayType
}
Array.prototype.getType = getType
If you tried out the fifth array, you probably had to wait for a while, because
the loop executed 10,000 times! You can use a more efficient function for the
same prototype:
function getType()
{
var arrayType = typeof this[0]
for (var i in this)
{
if (typeof this[i] != arrayType)
{
arrayType = "mixed"
break
}
124 n Chapter 9
}
return arrayType
}
Array.prototype.getType = getType
The improvement in this function is the type of loop used. The for...in
construct loops only through the existing properties, or elements, not
including the null ones. The function works just like the previous one. At
first, the data type of the first element of the array is assigned to arrayType.
In every iteration of the loop, if a different type of element is found, the
value of arrayType is changed to "mixed" because at least two different data
types have been found in the array. Once a "mixed" array is detected, the
loop is immediately terminated using a break statement. The function
returns the value held by arrayType.
Sometimes you want to refer to all elements of a uniform-type array.
The following method is designed to be a prototype of the Array object,
returning an array of element subscripts where the specified value has been
found. Here is the method:
function getSubscripts(type)
{
var ar = new Array()
var arSub = 0
for (var i = 0; i < this.length; ++i)
{
if (typeof this[i] == type)
{
ar[arSub] = this[i]
++arSub
}
}
return ar
}
Array.prototype.getSubscripts = getSubscripts
You can use the preceding prototype with arrays. For example:
var ar1 = new Array(6)
ar1[1] = 5
ar1[2] = 7
ar1[3] = "a"
ar1[4] = 2
ar1[5] = "b"
var ar1Temp = ar1.getSubscripts("number")
alert("There are " + ar1Temp.length + " numeric values in ar1")// 3
alert("The third number of ar1 is " + ar1Temp[2]) // 2
alert(ar1Temp) // 5, 7, 2 (discussed later in this chapter!)
Arrays n 125
This method returns an array. You can refer directly to the returned array:
var ar1 = new Array(6)
ar1[1] = 5
ar1[2] = 7
ar1[3] = "a"
ar1[4] = 2
ar1[5] = "b"
alert("The third number of ar1 is " + ar1.getSubscripts("number")[2])
Chapter 9
Strings in JavaScript are String objects, not arrays. There are many useful
methods that operate only on strings, so dealing with strings as arrays of
characters, as is often the practice in other languages, is useless and almost
impossible. Chapter 12 deals with strings in depth.
If you try to print an array, you will see that JavaScript prints the values
of all elements in consecutive order, with a delimiting comma in between.
You can use a user-defined prototype method to return a string containing all
values delimited by a user-provided string:
function getList(str)
{
var text = ""
for (var i = 0; i < this.length – 1; ++i)
{
text += this[i] + str
}
text += this[this.length – 1]
return text
}
Array.prototype.getList = getList
var ar = new Array(5)
ar[1] = 3
ar[3] = "a"
ar[4] = "b b b"
document.write(ar.getList(" ; ")) // null ; 3 ; null ; a ; b b b
Notice that the loop in the method executes until i < this.length – 1.
The reason is that the loop concatenates the delimiter (the method’s param-
eter) after each element of the array. We do not want one placed after the
last element, so the last element is concatenated to the accumulated string
after the loop terminates.
Array Properties
Although you can add your own properties to the Array object, not all tasks
can be achieved by high-level programming via JavaScript. The only built-in
property of the Array object is length. Fortunately, this is also the most
commonly needed property for any array. When you create an instance of an
object (an array), the number of properties (elements) is stored in the
length property. You can refer to it as a regular property. We have already
seen this property in action earlier in this chapter.
126 n Chapter 9
Let’s say you want to display some messages, one after the other. You
should use an array to store the messages:
var messages = new Array()
messages[0] = "message 1"
messages[1] = "message 2"
messages[2] = "message 3"
The length property can also be modified; that is, you can change the length
of the array by assigning the property a value. Here is an example:
var ar = new Array(6)
ar[0] = "Mouse"
ar[1] = 8
ar[2] = 18
ar[3] = true
ar[4] = "Dog"
ar[5] = "Cat"
ar.length = 3
alert(ar[2]) // 18
alert(ar[3]) // null
The array consisting of six elements was reduced to three. The last three
values were chopped off. Be extra careful when you reduce the size of an
array because shifted-off values are unrecoverable.
Array Methods
We just dealt with properties, or rather the single property of length. In this
section we will deal with many array methods and will simulate some array
functions in Perl using prototype methods. JavaScript features a number of
methods, three of which are built-in methods:
n join()
n reverse()
n sort()
In this section we use the getList prototype method, introduced in the sec-
tion “Array Types,” to print arrays.
Arrays n 127
chop()
The chop() method chops off the last character of all strings that are ele-
ments of an array. Here is an example:
function chop()
{
for (var i in this)
{
if (typeof this[i] == "string")
Chapter 9
this[i] = this[i].substring(0, this[i].length – 1)
}
}
Array.prototype.chop = chop
// EXAMPLE
var line = new Array("red", "green", "blue")
line.chop()
document.write(line.getList(" "))
grep()
The term “grep” is borrowed from the Unix world where grep is a standard
search function. We use that same concept here in JavaScript. The grep()
method evaluates the expression (expr) for each element of the array. It
returns another array consisting of those elements for which the expression
evaluated to true (the pattern was matched). To understand this method you
should know that if string2 is found in string1,
string1.indexOf(string2) is not equal to –1. Here is the method:
function grep(str)
{
var ar = new Array()
var arSub = 0
for (var i in this)
{
if (typeof this[i] == "string" && this[i].indexOf(str) != –1)
{
ar[arSub] = this[i]
arSub++
}
}
return ar
}
Array.prototype.grep = grep
var line = new Array("mask", "Mascot", "mine", "amass", "hot")
128 n Chapter 9
document.write(line.grep("mas").getList(" "))
document.write("<BR>")
document.write(line.grep("mas").length)
join()
The join() method is a built-in one in JavaScript. It is equivalent to the
same function in Perl. It joins the elements of an array into a single string
and separates each element with a given delimiter. This method is exactly
like the getList method we created earlier, so we will use it from this point
on instead.
Its general syntax is:
arrayInstance.join(delimiter)
pop()
The pop() method pops off the last element of an array and returns it. The
array size is automatically decreased by one.
The general format is:
arrayInstance.pop()
This method is not built in, so we need to define it. The following script
defines the method as a prototype of the Array object, and demonstrates its
Chapter 9
use:
function pop()
{
var lastElement = this[this.length – 1]
this.length--
return lastElement
}
Array.prototype.pop = pop
push()
The push() method pushes values onto the end of an array, increasing its
length. Here is the method declared as a prototype of the Array object type:
function push()
{
var sub = this.length
for (var i = 0; i < push.arguments.length; ++i)
{
this[sub] = push.arguments[i]
sub++
}
}
Array.prototype.push = push
þ Note: This method was not supported by earlier versions of JavaScript but is
now supported.
Arrays n 131
reverse()
The reverse() method transposes the elements of the calling array object.
If it was descending, now it is ascending, etc. The last element becomes the
first one, and vice versa. This is a built-in method.
The general syntax is:
arrayInstance.reverse()
Chapter 9
var names = new Array("Tom", "Mark", "Bart", "John")
var colors = new Array("red", "orange", "yellow", "green", "blue", "purple")
document.write("<B>original names: </B>" + names.join(" ") + "<BR>")
names.reverse()
document.write("<B>reversed names: </B>" + names.join(" ") + "<BR>")
document.write("<B>original colors: </B>" + colors.join(" ") + "<BR>")
colors.reverse()
document.write("<B>reversed colors: </B>" + colors.join(" ") + "<BR>")
shift()
The shift() method is not defined in JavaScript so we will have to create it.
It shifts off and returns the first element of an array, decreasing the size of
an array by one element.
The general format of this method call (after defining its prototype) is:
arrayInstance.shift()
}
this.length--
return val
}
Array.prototype.shift = shift
sort()
Luckily for us, the sort() method is built into JavaScript. This method sorts
the elements of an array. It is optional to supply a sorting function. If one is
not supplied, the array is sorted lexicographically (comparison order or dic-
tionary order), according to the string conversion of each element. The
general syntax of this method is as follows:
arrayInstance.sort(compareFunction)
Chapter 9
{
if (a is less than b by some ordering criterion)
return –1
if (a is greater than b by the ordering criterion)
return 1
// a must be equal to b
return 0
}
JavaScript uses a stable sort, so the relative order of a and b does not change
if a and b are equal according to the comparison function.
Here are some comparison functions:
// 1. Lexicographic -- built-in
// 2. byIncNum (increasing numbers)
function byIncNum(a, b)
{
return a – b
}
<!--
// 1. Lexicographic -- built-in
// 2. byIncNum (increasing numbers)
function incNum(a, b)
{
return a - b
}
function compareNumbers(a, b)
{
return a - b
}
document.write("<U><B>stringArray</B></U><BR>")
document.write("<B>Original array:</B> " + stringArray.join() +"<BR>")
document.write("<B>Sorted by default:</B> " + stringArray.sort() +"<P>")
document.write("<U><B>numberArray</B></U><BR>")
document.write("<B>Original array:</B> " + numberArray.join() +"<BR>")
document.write("<B>Sorted by default:</B> " + numberArray.sort() +"<BR>")
document.write("<B>Sorted with compareNumbers:</B> " +
numberArray.sort(compareNumbers) +"<P>")
document.write("<U><B>numericStringArray</B></U><BR>")
document.write("<B>Original array:</B> " + numericStringArray.join() +"<BR>")
document.write("<B>Sorted by default:</B> " + numericStringArray.sort() +"<BR>")
document.write("<B>Sorted with compareNumbers:</B> " +
numericStringArray.sort(compareNumbers) +"<P>")
document.write("<U><B>mixedNumericArray</B></U><BR>")
document.write("<B>Original array:</B> " + mixedNumericArray.join() +"<BR>")
document.write("<B>Sorted by default:</B> " + mixedNumericArray.sort() +"<BR>")
document.write("<B>Sorted with compareNumbers:</B> " +
mixedNumericArray.sort(compareNumbers) +"<BR>")
// -->
</SCRIPT>
</HEAD>
<BODY>
</BODY>
</HTML>
Example 9-1 (ex9-1.htm). The built-in sort() function is a simple replacement for
sorting via pointers (used in many languages that feature pointers).
Chapter 9
Figure 9-6. The sort() method’s output
splice()
Another method not featured yet by JavaScript is splice(). It removes and
replaces elements in an array. Its general syntax is:
arrayInstance.splice(offset, length, list)
offset is the starting position from which elements are to be removed. The
length is the number of elements to be removed, starting at offset. The
list parameter consists of new elements that are designated to replace the
removed ones. Here is the method:
function splice(offset, length)
{
var ar1 = new Array()
var ar2 = new Array()
for (i = 0; i < length; ++i)
{
ar1[i] = this[i + offset]
}
for (i = 0; i < this.length – (offset + length); ++i)
{
ar2[i] = this[i + offset + length]
}
var args = new Array()
for (i = 0; splice.arguments[i + 2] != null; ++i)
{
args[i] = splice.arguments[i + 2] // second argument
}
j = offset
for (i = 0; i < args.length; ++i)
{
this[j] = args[i]
136 n Chapter 9
j++
}
for (i = 0; i < ar2.length; ++i)
{
this[j] = ar2[i]
j++
}
this.length = j
// notice that j is one more than subscript of last element
return ar1
}
Array.prototype.splice = splice
This method is more complicated than the previous ones. At first, two
arrays are declared. Although it is possible to calculate their size, it is com-
pletely unnecessary because they will accommodate the proper size as we
expand them. The first loop in the function is:
for (i = 0; i < length; ++i)
{
ar1[i] = this[i + offset]
}
This loop assigns all elements that are to be removed to the array ar1,
according to the values of the offset and length parameters. The number
of times the loop iterates is exactly the value of length, the number of ele-
ments specified to be removed. The array ar1 is populated from the
beginning, 0. It is assigned the elements of the calling array (this), starting
from offset, because only elements following offset (exactly length of
them) are to be removed. When the loop terminates, the array ar1 already
consists of elements that should be removed from the calling array. Notice
that this array is returned at the end of the function.
Now take a look at the second loop:
for (i = 0; i < this.length – (offset + length); ++i)
{
ar2[i] = this[i + offset + length]
}
This loop assigns all elements following the removed ones to the array ar2.
The loop terminates after it has completed assigning all these elements.
this.length – (offset + length) is equal to the number of elements fol-
lowing the removed one. The subscript of the first element following the
removed set is offset + length. Subtracting this number from the full
length of the calling array gives the number of elements following the
removed set.
The next loop is as follows:
for (i = 0; splice.arguments[i + 2] != null; ++i)
{
args[i] = splice.arguments[i + 2] // second argument
}
Arrays n 137
The preceding loop assigns all items of list (the third parameter of the
method) to the array args. These items are all arguments handed over to
the method except for the first two. We use the condition splice.argu-
ments[i + 2] != null to terminate the loop due to some unexpected
behavior of the arguments.length property on some platforms. That is,
when the function comes across the first null element of splice.arguments,
it terminates. This action is based on the fact that the method will never be
called to replace an element of the calling array by a null one. This concept
Chapter 9
is explained later in this chapter in depth. The expression i + 2 is used
because the needed elements of the arguments array are only the third one
(subscript == 2) on. However, the args array created in the function
should store the elements starting at subscript 0, so i is used as the sub-
script of that array.
We now have four arrays:
n this (the calling array)
n args
n ar2
n ar1
Keep in mind that the splice() method needs to modify the calling script. It
concatenates the beginning of this array (up to the first removed, exclu-
sively) with args and ar2, in this order. The last portion of the script does
just that:
j = offset
for (i = 0; i < args.length; ++i)
{
this[j] = args[i]
j++
}
for (i = 0; i < ar2.length; ++i)
{
this[j] = ar2[i]
j++
}
this.length = j
At first, j is set to offset, the first value of the array this that should be
modified (all the existing elements before should remain at the beginning of
the array, as they were before calling the method). The following loops
assign elements from the other arrays, args and ar2, respectively, to the
calling array (this). The variable j is important because it holds the sub-
script of the current element of the calling array throughout both loops. At
the end, the length of the calling array (now modified) is set to j, so if there
were more elements in the original array, they are chopped off.
The last statement of the splice() function returns the removed ele-
ments in the form of an array, ar1.
Now that you have pored over this long and perhaps arduous explana-
tion, it’s probably a good idea to see an example:
138 n Chapter 9
The function will not work if you try to remove elements of the array with-
out inserting new ones.
split()
The split() method does the opposite of join(). It splits up a string (the
object) by some delimiter (space by default) and returns an array. To be
accurate, this is a method of the String object, not the Array object, but
because it is closely related to arrays, we chose to discuss it in this section.
If the delimiter is not supplied or is not found in the entire string, it returns
the string itself. This method is built in so you just have to call it. The gen-
eral format is:
stringName.split(delimiter)
ar2 = line1.split(";")
document.write(ar2) // a b c d e f
document.write("<BR>")
ar3 = line1.split()
document.write(ar3) // a b c d e f
document.write("<BR>")
ar4 = line1.split("")
document.write(ar4) // [infinite function!]
All of these examples follow the rules explained previously, except for the
Chapter 9
last one, ar4. The statement ar4 = line1.split("") causes an infinite
method execution that will eventually crash the browser, or even the operat-
ing system, if you are on a 16-bit version of Windows. The reason for this
behavior is obvious—JavaScript tries to split the string with an empty string.
Everyone knows that an empty string is found an infinite number of times
between two characters, and between two empty strings lies another empty
string!
unshift()
The unshift() method is the opposite of the shift() method. It appends a
list of elements to the beginning of an array. Here is the method defined as a
prototype of the Array object type, along with an example to demonstrate it:
function unshift()
{
for (var i = 0; i < unshift.arguments.length; ++i)
{
if (unshift.arguments[i] == null)
break
}
// i = number of arguments! (remember ++i is executed during last loop)
// i holds the number of arguments
for (var j = this.length – 1; j >= 0; --j)
{
this[j + i] = this[j]
}
// j == –1
// i == number of arguments
for (j = 0; j < i; ++j)
{
this[j] = unshift.arguments[j]
}
}
Array.prototype.unshift = unshift
The second 3 is not an argument passed to the function during the second
call, but an argument passed to the function during the first call. It remains
an element in the array provided that no argument of a later call replaces it.
You can therefore conclude that the functionName.arguments array has a
permanent storage class.
Let’s say you want to create a function that accepts string arguments
and prints them with a line break after each one. The intuitive function
would be:
function printList()
{
for (var i = 0; i < printList.arguments.length; ++i)
{
document.write(printList.arguments[i] + "<BR>")
}
}
Chapter 9
message 8
Notice that the function prints the fourth argument passed to the function in
each call. However, the second call provides only three arguments! The
arguments.length property holds the correct value, 3. The fourth argument
is actually a leftover from the first function call.
142 n Chapter 9
As you can see, the arguments array does not follow the rules of arrays
that are instances of the Array object. The following script demonstrates the
difference:
var ar = new Array("message 1", "message 2", "message 3")
document.write("The array is: " + ar.join(", ") + "<BR>")
document.write("There are " + ar.length + " elements.<BR>")
document.write("The third element is " + ar[2] + ".<BR>")
ar.length = 2
document.write("There are " + ar.length + " elements.<BR>")
document.write("The third element is " + ar[2] + ".<BR>")
The simple rule regarding arrays is that the last element’s subscript is
arrayName.length – 1. When you reduce the size of an array by assigning
a smaller number to the length property, all elements that were in the range
of the array and are now out of range are lost. If you try referring to them,
you see that they are null. The functionName.arguments array is different
in that its last element has nothing to do with its length.
Multidimensional Arrays
While JavaScript shares many characteristics with traditional programming
languages like C++, it is just a scripting language designed for the web.
And as such it has some limitations. For example, JavaScript does not fea-
ture multidimensional arrays. However, like many other JavaScript limita-
tions you will encounter in this book, you can create your own workaround
for this problem. Up to this point we have discussed one-dimensional arrays
(1D arrays). Such arrays consist of elements gathered in a row-like struc-
ture. The basic structure of a one-dimensional array is outlined in the fol-
lowing illustration:
Let’s say you want to store a runner’s record times in different years and for
different distances. If the array is called curDis, the record time for 2005
could be put in curDis[0], the record time for 2006 in curDis[1], the
record time for 2007 in curDis[2], and so forth. However, you probably
Arrays n 143
noticed that we can only store the record time for a single distance, such as
a 400-meter run. It would be easy to store the record times of various runs
in this format using a table or spreadsheet-like array. Such arrays are known
as two-dimensional (2D) arrays.
Chapter 9
Figure 9-9. A two-dimensional array
The first number is the subscript of the first dimension, whereas the second
one specifies the subscript of the second dimension.
144 n Chapter 9
The following script demonstrates the creation and usage of an array created
by this function:
var ar = new Array2D(4,7)
ar[2][1] = 6
ar[0][0] = "Hello" // this is the "first" element
ar[3][6] = true // this is the "last" element
alert("Length of first dimension is " + ar.length[0])
alert("Length of second dimension is " + ar.length[1])
alert("\"Last\" element: " + ar[ar.length[0] – 1][ar.length[1] – 1])
The constructor function uses a loop. The first array (ar) is not an explicit
Array object. It is simply a regular object whose properties are specified
using the array notation. The built-in methods of the Array object type do
not operate on this array. The loop executes dim1 times, the length of the
first dimension. Each property (or element) of the calling object is assigned
a “real” array consisting of dim2 elements. Since these are real arrays, you
can use the built-in methods and properties of the Array object type. For
example, ar[0] is an array of dim2 elements, so you can refer to its ele-
ments: ar[0][0], ar[0][1], ar[0][2], etc. The 2DA is actually a
one-dimensional array of which all elements are one-dimensional arrays.
Therefore, you should be careful not to ruin the structure of the 2DA by
assigning values to its main array, such as:
ar[3] = "Do not do this to a 2DA!"
array, but can trip you up when you need the correct values regarding the
length of the array’s dimensions.
Chapter 9
{
for (var i = 0; i < array1D.length; ++i)
{
array1D[i] = new Array(dim2)
}
return array1D
}
At first, the length of the first dimension, 4, is assigned to dim1. The length
of the second dimension is then assigned to dim2. A new array, named ar, is
created according to the Array object type. Its length is the length of the
first dimension of the desired array. The function addDim2 is then called with
the array and the length of the second dimension. It returns the final 2DA to
the original one-dimensional array, ar. The function is based on a simple
loop that assigns an array of dim2 elements to each element of the original
one-dimensional array. Since both the first dimension array and the second
dimension array are instances of the Array object type, you can refer to the
length of each dimension in the following way:
ar.length == length of first dimension
ar[0].length == length of second dimension == ar[1].length == ...
Note that for the second expression to be true, you must not change the
length of the 2DA at any time during the script execution. Otherwise, it does
not simulate a 2DA anymore.
146 n Chapter 9
Associative Arrays
This topic is rather advanced, and one can certainly use JavaScript without
mastering this. However, it is very useful in certain situations. Associative
arrays use strings as subscripts. For example, an element of the array can
be:
color["yellow"] = "FFFF00"
Such arrays group together related data. These arrays are actually objects,
except that you use square brackets instead of a dot. Another important dif-
ference is that array specification (square brackets) enables you to refer to
the value of a variable as the property of method specification rather than
the actual literal. For example:
var col = "yellow"
color[col] = "FFFF00"
If you replace the array notation with the regular dot specification you
receive an error:
var w = "write"
document.w("Hello!")
The dot notation requires the actual literal specified, as it does not evaluate
the written value. You can use associative arrays to create nested objects
resembling multidimensional arrays. For example, you can create an associa-
tive array where its subscripts are names of students in a class, so each
element of the associative array is an object containing fields such as the
student’s grade, age, and so on.
Note that associative arrays cannot be created as instances of the
built-in Array object. You must use a constructor function to create one.
Here is an example using students:
function studentClass()
{
for (var i = 0; i < arguments.length; ++i)
{
this[studentClass.arguments[i]] = new student()
}
}
function student()
{
// this.grade = null
// this.age = null
}
var students = new studentClass("Bob", "John", "Frank", "Alfred",
"Sheila", "Mary")
Arrays n 147
students["Bob "].grade = 40
students["John "].age = 11
students["Frank "].grade = "N/A"
alert(students["Frank "].grade)
Chapter 9
tor function. You may recall from an earlier discussion that objects may be
extended by simply assigning values to them. So, the statement
this[studentClass.arguments[i]] = new student() just makes sure
each element of the associative array is an object. The global statements
later create the properties simply by assigning them values.
Another important concept to remember is that associative arrays are
not explicit arrays. You can also refer to them using the dot syntax, as in:
students.John.age
Suppose you created a database structure listing all the students in a class
with their ages and grades. Assume that both fields are fed with the proper
values. You can let the user view these values via a prompt dialog box. For
example:
var grade = students[prompt("Enter name:", "John Doe")].grade
document.write(grade)
In this case you must use the array convention because you are prompting
the user for the property name. You can use the dot notation only when you
know the property name. If you use the dot notation:
students.prompt(...)
You can use this function to create associative arrays in the following format:
var ar = new AssociativeArray("red", "FF0000", "green", "00FF00",
"blue", "0000FF")
document.write("green = " + ar["green"] + "<BR>")
var col = "blue"
document.write("blue = " + ar[col] + "<BR>")
document.write("red = " + ar.red)
Let’s take a look at the constructor function. It accepts the keys of the array
elements followed by their corresponding values. Each key must be followed
by its own value. The function loops through the arguments and terminates
after it has reached the argument before the last one. During each pass
through the function, a property of the calling object is created (an “ele-
ment” in the array lexicon). The key of the property, or element, is the
current argument, whereas its value is extracted from the following argu-
ment. The loop counter is advanced by two after each execution of the block,
because each element of the associative array is related to two argu-
ments—its key and its value. Although an associative array is primarily a
regular object, this constructor must use square brackets, the array notation,
for reference and initialization because the values of the keys (subscripts)
are not literals, but rather values stored as parameters.
Notice the use of an empty function to create an object. At first, the function
splits the string via the regular method into a regular array. It then loops
through the array, using the next element as the key of an element in the
associative array and its following element as the value of the same element
in the associative array. Upon completion, the function returns the associa-
tive array. The function is then declared as a prototype of the built-in String
object, applying to all strings.
Now take a look at an example:
Chapter 9
var str = "a b c d e f"
var ar1 = str.associativeSplit(" ")
document.write(ar1.a + "<BR>")
document.write(ar1.b + "<BR>")
document.write(ar1["c"] + "<BR>")
document.write(ar1["d"] + "<BR>")
// document.write(ar1[e] + "<BR>")
document.write(ar1.f + "<BR>")
Note that “associative array” is not a JavaScript term, but rather a regular
object. We just prefer to refer to its properties via the array notation.
Summary
This was a complex but very important chapter. In this chapter we learned
about arrays in JavaScript. It is important that you remember that in
JavaScript an array is an object. We discussed the Array object, including its
properties and methods. Other important concepts brought together in this
chapter were constructor functions and prototypes, used mainly to simulate
array methods featured by Perl. By now, you should have a grasp of arrays
and constructor functions, two very important elements of the language. You
should also know how to create and use two-dimensional arrays, as well as
multidimensional ones, although they are rarely used. In this chapter we
also introduced the term “associative arrays.” Such arrays are regular
objects with regular properties, but they remind us of the associative arrays
widely used in other languages such as Perl. In following chapters we shall
look further into JavaScript’s object model, while arrays and constructors
will serve as the base of some scripts.
150 n Chapter 10
Chapter 10
Working with times and dates is a very common task in web programming.
There are a host of scenarios where you will need to use time and date data,
such as determining the current date, having the user enter dates for partic-
ular items, and even creating online calendars. In this chapter we will
explore the time and date functionality built into JavaScript. You will also be
shown how to create useful additions to your web page using JavaScript’s
date and time functions.
This statement simply assigns an instance of the Date object to the data
structure named dateInstance. Take a look at the following script:
var now = new Date()
alert(now)
The output is shown in Figure 10-1 (the date and time will be different when
you try it).
Chapter 10
Although now is an identifier of an instance of the Date object, it holds a par-
tial string value at its highest level. That is, if you try to print its value, it
appears to be a string. However, because it does not belong to the explicit
String object, string properties and methods do not apply to it.
If you want to refer to an instance of the Date object as a string, it is
best to convert it to a string explicitly:
var newObj = new Date()
var str = newObj.toString()
The toString method simply converts the object to a String object. This is
similar to casting in other programming languages. You will see many
objects have a toString method, allowing you to convert them to strings.
You can also create an instance according to a set of integers of the following
format:
year, month, day, hour, minute, seconds
Here is an example using this format:
var Xmas2006 = new Date(106,11,25,9,30,0)
152 n Chapter 10
One important concept is the requirement of year, month, and day specifica-
tion in both formats (string and integers). If you omit the hours, minutes, or
seconds they are set by default to zero. Nonetheless, omitting any of the
first three arguments results in an error and even crashes the browser
under some operating systems.
Most importantly, when referring to client-side JavaScript, the date and time
refer to the client side. All values are the ones passed to the script by the
browser. As you might know, especially if you are a Mac or Windows envi-
ronment programmer, all applications on your computer have access to the
machine clock, including the current time and date. If the system clock is
not set to the current time and date, JavaScript will use these incorrect val-
ues in the script, possibly surprising the user.
n to methods
n parse methods
The get methods return an integer corresponding to the attribute of the
instance you desire. You can “get” the year number, the month number, the
hour number, and so on. set methods enable you to modify the value of a
certain attribute of an existing instance. These methods accept integer val-
ues rather than returning them. You actually “set” the values of attributes
with these statements. to methods convert the date into a string according
to arguments passed over to the method. You can then take advantage of the
string format with string methods and properties, such as the method
split(). parse methods simply interpret date strings. Let’s start by explor-
ing the get methods.
Chapter 10
getYear()
The getYear() method returns the current year stored in an instance of the
Date object type. In the past this was a two-digit date that assumed it to be
the 20th century. All major browsers now use four-digit years, so you should
not have any concerns over this issue.
var now = new Date()
var year = now.getYear()
while (1)
{
var guessYear = parseInt(prompt("Enter current year:", ""))
if (guessYear == year)
{
alert("That's right!")
break
}
else
alert("Wrong answer! Try again...")
}
The output of this script, assuming you are able to correctly identify the cur-
rent year, is presented in Figures 10-2 and 10-3.
The current year (based on the system clock) is extracted from the instance
now, created according to default arguments (current time and date). A loop
without a terminating condition is executed next. The user is asked to enter
the current year, according to his or her knowledge. Another if statement
checks if the user entered the correct year. If so, the proper message is dis-
played, and the loop is broken up with a break statement. Otherwise, a
message informs the user that his or her input was incorrect, and the loop
iterates once more.
The problem with getYear() is that Netscape still returns the years
since 1900 (thus 2007 is returned as 107), whereas Internet Explorer simply
returns the four-digit date (making 2007 return as simply “2007”). You can
also use the newer command getFullYear, which will get a simple four-digit
year in both browsers.
getMonth()
The getMonth() method extracts and returns the month of its calling object.
Months range from January to December, or more accurately, from 0 to 11.
The reason this begins with 0 rather than 1 is that the Date object internally
stores months as an array, and all arrays start with element zero. Here is a
simple example demonstrating this method as well as an array instance:
var now = new Date()
var month = now.getMonth()
var ar = new Array(12)
ar[0] = "January"
ar[1] = "February"
ar[2] = "March"
ar[3] = "April"
ar[4] = "May"
ar[5] = "June"
ar[6] = "July"
ar[7] = "August"
ar[8] = "September"
ar[9] = "October"
ar[10] = "November"
ar[11] = "December"
var message = "It is now " + ar[month] + ", my favorite.<BR>"
document.write(message)
The current month is extracted from the now instance, which holds the
attributes of the current time (after the statement has executed). A static
array is then created to hold all months’ names (as strings), matching each
name to its corresponding number in JavaScript, starting at zero. This obvi-
ously fits the default array structure, featuring the first index as zero.
Therefore, no math needs to be done, and the current month, by name, is
used to construct a message, obviously a string. The message is then
printed as plain HTML.
getDate()
The getDate() method returns the day of the month as an integer from 1 to
31. Here is an example:
<HTML>
<HEAD>
Chapter 10
<SCRIPT LANGUAGE = "JavaScript">
function datedemo()
{
ar[9] = "October"
ar[10] = "November"
ar[11] = "December"
var formDate = date + suf
This script segment combines all methods learned so far to display a nicely
formatted date. At first, all needed attributes of the previously created
instance of the Date object are received and assigned to their corresponding
variables (e.g., year, month, date). The last digit of the date (1-31) is then
assigned to the variable lastDigit. According to the value of lastDigit,
the proper suffix is assigned to suf via a nested if-else statement. For the
digit 1, the suffix is “st” (1st); for the digit 2, the suffix is “nd” (2nd); for the
digit 3, it is “rd” (3rd); for all other digits, it is “th” (5th, 6th, …). Note that
the last else statement associates the “th” suffix with all digits other than 1,
2, and 3. This suffix even applies to digits ending with a 0. An array of month
names is created as before. The current date is then combined with its suffix
to create a string such as “27th.” This string, along with all the other desired
values, is used to build a complete date format, such as “April 24th, 2007.”
The full string is then printed. If you understand this script, then you have a
good understanding of date and time in JavaScript.
Time and Date in JavaScript n 157
getDay()
This method returns the day of the week as an integer from 0 to 6. The day
of the week is calculated according to the other attributes, so this method
does not have a corresponding setDay() method. Here is an example:
ar = new Array(7)
ar[0] = "Sunday"
ar[1] = "Monday"
ar[2] = "Tuesday"
ar[3] = "Wednesday"
ar[4] = "Thursday"
ar[5] = "Friday"
ar[6] = "Saturday"
var birthday = new Date("January 3, 1978")
var day = birthday.getDay()
alert("You were born on " + ar[day])
Chapter 10
getHours()
The getHours() function returns the number of hours since midnight. That
is, it returns the current hour according to the 24-hour clock. Note that the
range is 0 to 23, from midnight (0) to 11 PM (23). Here is an example:
var now = new Date()
var hour = now.getHours()
var text = ""
if (hour < 12)
text = "morning"
else
if (hour < 16)
text = "afternoon"
else
if (hour < 20)
text = "evening"
else
text = "night"
document.write("Good " + text + "!")
This script segment prints a short greeting based on the time of day. For
example, if it is between 12:00 (noon) and 16:00 (4 PM), it prints “Good
afternoon!” It is based on a nested if-else construct.
getMinutes()
The getMinutes() method returns the minute attribute of a Date instance.
The integer returned is always from 0 to 59. Here is a short example to
demonstrate the method:
var now = new Date()
var minute = now.getMinutes()
var hour = now.getHours()
var text = "Don't you have an appointment for " + (hour + 1)
text += ":00 ?"
158 n Chapter 10
At first, the message containing the nearest hour is built. For example, if it is
currently 15:55, the message is built with the nearest hour, 16:00. The mes-
sage is printed if the current time is less than ten minutes from the next
hour. Note that if it is 23:59, the hour is presented as 24:00, not 00:00.
getSeconds()
This method returns the seconds of a given Date instance, from 0 to 59. You
can use it in much the same way as you use the getMinutes() method.
getTimezoneOffset()
This method returns the time zone offset in minutes for the current locale.
The time zone offset is the difference between local time and Greenwich
Mean Time (GMT). Daylight savings time prevents this value from being a
constant. The returned value is an integer representing the difference in
minutes. The following script shows how to use the user’s time zone offset
to figure out where he or she lives:
if (confirm("Are you in the United States?"))
{
var now = new Date()
var curOffset = now.getTimezoneOffset()
curOffset /= 60 // convert from minutes to hours
var zone = ""
var prep = ""
if (curOffset == 8)
{
zone = "west coast"
prep = "on"
}
else
if (curOffset == 7)
{
zone = "mid - west"
prep = "in"
}
else
if (curOffset == 6)
{
zone = "mid - east"
prep = "in"
}
else
{
zone = "east coast"
prep = "on"
}
alert("I think you live " + prep + " the " + zone + "!")
}
Time and Date in JavaScript n 159
else
alert("Sorry, this script is intended for U.S. residents only")
The script starts by asking the user if he or she lives in the United States. If
not, a message is displayed. Otherwise, the following command block is exe-
cuted. The area in the United States is determined according to the
difference in hours between the local time zone and the GMT. The preceding
preposition (e.g., “in”, “on”) is determined as well in the if-else construct.
JavaScript then builds an appropriate message based on the current location
of the user as well as the proper preposition.
getTime()
The getTime() method returns the number of milliseconds since January 1,
1970 00:00:00.
Chapter 10
The set Methods
Just as JavaScript provides you with get methods so you can retrieve date
and time information, it also provides you with set methods so you can set
the Date object to a particular date and time. This can be quite useful. For
example, you can set a Date object to a person’s birthday, then find out what
day of the week that was.
setYear()
This method sets the year attribute of a given Date instance. The following
example computes the day of the current date last year:
var now = new Date()
var year = now.getYear()
now.setYear(year - 1)
ar = new Array(7)
ar[0] = "Sunday"
ar[1] = "Monday"
ar[2] = "Tuesday"
ar[3] = "Wednesday"
ar[4] = "Thursday"
ar[5] = "Friday"
ar[6] = "Saturday"
document.write("Last year, the current day was " + ar[now.getDay()])
First, an instance of the current date is created, and the current year is
assigned to the variable year. The year attribute of the instance now is set
to one year behind. The day attribute is then extracted from the modified
instance, and a message is built based on that day, transformed to a string
(via the array).
160 n Chapter 10
setMonth()
This method sets the month attribute of a given instance of the Date object.
The following script sets the month attribute of the current date to May:
var now = new Date()
now.setMonth(4)
setDate()
The setDate() method sets the date attribute of a given instance of the
Date object. The following script prints the day on which the first day of the
month occurred:
var now = new Date()
now.setDate(1)
ar = new Array(7)
ar[0] = "Sunday"
ar[1] = "Monday"
ar[2] = "Tuesday"
ar[3] = "Wednesday"
ar[4] = "Thursday"
ar[5] = "Friday"
ar[6] = "Saturday"
document.write("The first day of the month occurred on " + ar[now.getDay()])
setHours()
This method sets the hour attribute of a given instance of the Date object.
Here is an example:
var obj = new Date("December 4, 2006 18:50:59") // JS press release
obj.setHours(obj.getHours() – 2)
alert(obj.getHours()) // 16
setMinutes()
This method sets the minutes of a given Date instance. Here is a simple
example:
var obj = new Date("December 4, 2006 18:50:59") // JS press release
obj.setMinutes(obj.getMinutes() – 1)
alert(obj.getMinutes()) // 49
setSeconds()
The setSeconds() method sets the seconds of a given instance of the Date
object type. The following example demonstrates its usage:
var obj = new Date("December 4, 2006 18:50:59") // JS press release
obj.setSeconds(obj.getSeconds() – 9)
alert(obj.getSeconds()) // 50
Time and Date in JavaScript n 161
setTime()
This method sets the number of milliseconds since January 1, 1970
00:00:00. It actually modifies all fields of its calling object. Here is an
example:
var obj = new Date()
obj.setTime(867999600000)
var date = obj.getDate()
var month = obj.getMonth()
if (date < 10)
var lastDigit = date
else
var lastDigit = date % 10
var exp = ""
// determine suffix
if (lastDigit == 1)
Chapter 10
suf = "st"
else
if (lastDigit == 2)
suf = "nd"
else
if (lastDigit == 3)
suf = "rd"
else
suf = "th"
// array for name of month
var ar = new Array(12)
ar[0] = "January"
ar[1] = "February"
ar[2] = "March"
ar[3] = "April"
ar[4] = "May"
ar[5] = "June"
ar[6] = "July"
ar[7] = "August"
ar[8] = "September"
ar[9] = "October"
ar[10] = "November"
ar[11] = "December"
var text = ar[month] + " " + date + suf
alert(text) // July 4th (setTime modifies the entire instance)
The to Methods
toGMTString()
This method converts a date to a string, using the Internet GMT conven-
tions. The conversion is done according to the operating system’s time zone
offset and returns a string value that is similar to the following form:
Tue, 30 Jul 2006 01:03:46 GMT
162 n Chapter 10
toLocaleString()
This method returns the date in the form of a string, using the current
locale’s conventions. If you are trying to pass a date using toLocaleString,
be aware that different locales assemble the string in different ways. Using
methods such as getHours, getMinutes, and getSeconds will give more
portable results. The following example demonstrates the function:
var now = new Date()
var ar1 = now.toLocaleString().split(" ")
document.write("The current time is " + ar1[1])
parse()
The parse() method accepts a date string in the IETF standard and con-
verts it to the number of milliseconds since January 1, 1970 00:00:00. The
IETF standard date representation is:
DayAbb, date MonthAbb year HH:MM:SS TimeZoneAbb
An example for this standard is “Mon, 25 Dec 2001 13:30:00 GMT.” This
method also understands the continental U.S. time zone abbreviations such
as PST (Pacific Standard Time) and EST (Eastern Standard Time). However,
time zones outside the United States (and their equivalent in Canada, for
instance) do not have a standard abbreviation accepted by JavaScript. For
such time zones the offset must be specified; that is, you must specify the
difference in hours and minutes between the local time zone and Greenwich
Time and Date in JavaScript n 163
UTC()
Chapter 10
The UTC() method takes a comma-delimited list and returns the number of
milliseconds since January 1, 1970 00:00:00, Greenwich Mean Time (GMT,
UTC). This is also a static method, so it is called along with the general Date
object. You cannot use this method to refer to a specific date in the local time
zone, because it constantly refers to the Universal Time Coordinate (GMT,
UTC). For example, the following statement creates a Date object using
GMT instead of local time, as it would if the method were not used:
gmtDate = new Date(Date.UTC(99, 11, 1, 0, 0, 0))
<HTML>
<HEAD>
<TITLE>setTimeout() method</TITLE>
<SCRIPT LANGUAGE = "JavaScript">
function displayAlert()
{
alert("5 seconds have elapsed since the button was clicked.")
}
</SCRIPT>
</HEAD>
<BODY>
<FORM>
Click the button on the left for a reminder in 5 seconds;
click the button on the right to cancel the reminder before
it is displayed.
<P>
<INPUT TYPE = "button" VALUE = "5-second reminder"
NAME = "remind_button"
onClick = "timerID = setTimeout('displayAlert()',5000)">
</FORM>
</BODY>
</HTML>
When you click the button, the event handler’s script sets a timeout. The
timeout specifies that after 5,000 milliseconds, or five seconds, the function
displayAlert() is called. Therefore, five seconds after you click the button
an alert box is displayed.
This method does not repeatedly execute the specified statement. That
is, it does not execute it every five seconds. When the time limit specified
has ticked down, the statement is executed and the timeout does not exist
anymore. setTimeout() is a method of the window or frame object, depend-
ing on the basic structure of the HTML document it is used in.
It is common to use the setTimeout() method for creating a pause
between two consecutive calls to a user-defined recursive function. Take a
look at the following script:
function alertNumbers(num)
{
if (num > 10)
return
alert(num)
val = ++num
timerID = setTimeout("alertNumbers(val)", 3000)
}
alertNumbers(0)
This script segment pops up an alert box every three seconds. The dis-
played message is a number. The first alert box displays the number 0. After
three seconds, another one displays the number 1. This process continues
until the number 10. If you attempt to print the number to the document
rather than displaying it in a window (box), an error is generated. The rea-
son for such an error is that by writing to the document after a delay you are
Time and Date in JavaScript n 165
trying to change the layout, which has been completed. Another important
point is that if the expression provided to the setTimeout() method is a
function call, as in this example, and the function requires an argument, then
it must be a global variable. Local variables do not work, because
setTimeout() is a method of a frame or the window object (window is the
default value if no object is specified). Nonetheless, you can use a literal as
the argument. Bear in mind that setTimeout() requires a string-encapsu-
lated expression. You can embed a local variable in this expression as
follows:
var cmd = "foo(" + num + ")"
timerID = setTimeout(cmd, 2000) // or any other time
clearTimeout()
This method cancels a timeout that was set with the setTimeout() method.
Chapter 10
It is also a method of the frame or window object, so it is discussed later in
detail. At this point, it is important that you know how to use it to cancel a
timeout. Its general syntax is:
clearTimeout(timeoutID)
{
hour = hour - 12
ampm = "pm"
} else
ampm = "am"
hour = (hour == 0) ? 12 : hour
// add zero digit to a one-digit minute as spaceholder
if (minute < 10)
minute = "0" + minute // do not parse this number!
// convert minute and hour values to strings
minute += ""
hour += ""
// assign image tags according to the value of hour
for (var i = 0; i < hour.length; ++i)
{
text += openImage + hour.charAt(i) + closeImage
}
Chapter 10
// assign image tag of colon separator to text variable
text += openImage + "c.gif\" HEIGHT=21 WIDTH=9>"
// assign image tags according to the value of minute
for (var i = 0; i < minute.length; ++i)
{
text += openImage + minute.charAt(i) + closeImage
}
// assign am / pm image tag to text variable
text += openImage + ampm + closeImage
// return accumulative HTML string
return text
}
function getPath(url)
{
lastSlash = url.lastIndexOf("/")
return url.substring(0, lastSlash + 1)
}
// -->
</SCRIPT>
</BODY>
</HTML>
Example 10-2 (ex10-2.htm). A simple graphical clock based on time and date
methods
The first part of the script is built of the needed images and some instruc-
tions. It is important to add these comments to every public-domain script
because it is often difficult to guess what a script does and what additional
objects are needed, such as images.
The function getPath() accepts the URL of the current document. This
includes all portions of the URL, including “http://…” and the name of the
file. The function returns the URL up to the filename, not including the file-
name but including the last slash. For example, consider the following URL:
http://www.wordware.com/index.html
The first function in the script, setClock(), actually creates the clock, from
top to bottom. Notice that each portion of the function is explained by a com-
ment. Take a look at the following statements, taken directly from the
function:
var openImage = "<IMG SRC =\ "" + getPath(location.href) + "dg"
var closeImage = ".gif\" HEIGHT = 21 WIDTH = 16>"
In this script segment, two constant-like variables are declared and initial-
ized a meaningful value. The first is assigned the opening structure of an
<IMG> tag in HTML. Note that location.href is the current URL of the
document. Notice also the use of escape sequences (\"). The value assigned
to closeImage is independent of local influences such as the URL of the doc-
ument. It simply assigns the value .gif\" HEIGHT = 21 WIDTH = 16>. The
HEIGHT and WIDTH attributes are based on the actual height and width of the
digit images used to display the time.
Here is the following portion of the script:
var now = new Date()
var hour = now.getHours()
var minute = now.getMinutes()
now = null
var ampm = ""
This statement makes sure that the minute attribute holds a two-digit num-
ber. That is, if it is originally a one-digit number, a leading “0” digit is added.
Notice that this digit is actually a string. Attempting to parse this string with
a function such as parseInt() would convert it to a numeric type, causing
its value to change, because it is written in octal notation (leading 0). It must
keep the string value throughout the entire script.
The next two statements in the script cast the value of minute and the
value of hour to strings by concatenating an empty string to them. This is
important, because string properties, which can only be used on strings, are
used later on in the script.
The following statement is a loop:
for (var i = 0; i < hour.length; ++i)
{
text += openImage + hour.charAt(i) + closeImage
}
Chapter 10
The loop executes hour.length times. That is, if hour is a two-digit number,
the loop executes twice, once for each digit. During each execution, an
image tag corresponding to the current digit in the string, the value of hour,
is being concatenated to text. For example, if the value of hour is 12, the
loop’s command block executes twice. During the first execution, the follow-
ing string is assigned to text:
text += '<IMG SRC = "http://www.netscent.com/dg1.gif" HEIGHT = 21
WIDTH = 16>'
During the second pass through the loop, this equivalent statement is
executed:
text += '<IMG SRC = "http://www.netscent.com/dg2.gif" HEIGHT = 21
WIDTH = 16>'
This statement simply assigns the tag associated with the colon image.
Notice that closeImage is not concatenated in this statement because this
image’s WIDTH attribute is different from the other images.
The following loop is exactly like the one described earlier associated
with the variable hour. It only differs in that it relates to the variable minute.
The AM or PM image tag is assigned to text, according to the value of
ampm.
The final statement inside the function instructs JavaScript to return the
value of text, the accumulative string of all the HTML tags needed to print
the clock. The returned value is printed to the document by a global state-
ment—document.write(text).
170 n Chapter 10
Monthly Calendar
The next example outputs a monthly calendar. Before we discuss the code,
take a look at some sample output of the function:
Chapter 10
ar[2] = 31 // March
ar[3] = 30 // April
ar[4] = 31 // May
ar[5] = 30 // June
ar[6] = 31 // July
ar[7] = 31 // August
ar[8] = 30 // September
ar[9] = 31 // October
ar[10] = 30 // November
ar[11] = 31 // December
// return number of days in the specified month (parameter)
return ar[month]
}
function getMonthName(month)
{
// create array to hold name of each month
var ar = new Array(12)
ar[0] = "January"
ar[1] = "February"
ar[2] = "March"
ar[3] = "April"
ar[4] = "May"
ar[5] = "June"
ar[6] = "July"
ar[7] = "August"
ar[8] = "September"
ar[9] = "October"
ar[10] = "November"
ar[11] = "December"
// return name of specified month (parameter)
return ar[month]
}
function setCal()
{
// standard time attributes
var now = new Date()
172 n Chapter 10
weekDay[3] = "Wed"
weekDay[4] = "Thu"
weekDay[5] = "Fri"
weekDay[6] = "Sat"
// create first row of table to set column width and specify week day
text += '<TR ALIGN = "center" VALIGN = "center">'
text += '</TR>'
// declaration and initialization of two variables to help with tables
var digit = 1
var curCell = 1
for (var row = 1; row <= Math.ceil((lastDate + firstDay – 1) / 7); ++row)
Chapter 10
{
text += '<TR ALIGN = "right" VALIGN = "top">'
for (var col = 1; col <= 7; ++col)
{
if (digit > lastDate)
break
if (curCell < firstDay)
{
text += '<TD></TD>'
curCell++
} else
{
if (digit == date)
{ // current cell represent today's date
text += '<TD HEIGHT = ' + cellHeight + '>'
text += '<FONT COLOR = "' + todayColor + '">'
text += digit
text += '</FONT><BR>'
text += '<FONT COLOR = "' + timeColor + '" SIZE = 2>'
text += '<CENTER>' + getTime() + '</CENTER>'
text += '</FONT>'
text += '</TD>'
} else
text += '<TD HEIGHT = ' + cellHeight + '>' + digit + '</TD>'
digit++
}
}
text += '</TR>'
}
// close all basic table tags
text += '</TABLE>'
text += '</CENTER>'
// print accumulative HTML string
document.write(text)
}
174 n Chapter 10
// -->
</SCRIPT>
</BODY>
</HTML>
Let’s follow the script step by step, explaining the task of every function.
getTime()
This function simply returns a string representing the current local time in
the following format:
hours : minutes AM/PM
Note that there are no spaces between any characters. The function is based
on the same algorithm as the first part of setClock() in Example 10-2.
Refer to the explanation regarding that example for further insights.
leapYear(year)
This function returns true if the current year is a leap year; otherwise, it
returns false. The basic rule used for the decision is that a leap year occurs
every four years, in the same year of the summer Olympic games. More
exactly, if the year is divisible by 4, it is a leap year. Therefore, the modulo
operator suits the case perfectly. If year % 4 is zero, the year is divisible by
4, meaning the current year is a leap year. Otherwise, the year is not divisi-
ble by 4, so false is returned. An obvious call to this function is:
if (leapYear(current year))
// is a leap year
else
// is not a leap year
Chapter 10
retrieved from the array by its index (subscript).
setCal()
At first, the function creates a new instance of the Date object, holding the
attributes of the current local time. The current year is assigned to year via
the method getYear(), and the current month is assigned to month via the
method getMonth(). The name of the month, returned by getMonthName(),
is assigned to monthName. After the current date is assigned to date, the
instance now is assigned null, a good JavaScript programming practice.
The next statement of the function is:
var firstDayInstance = new Date(year, month, 1)
It creates a new instance of the Date object; this time it is for the first day of
the current month. Therefore, the value 1 is used to specify the date. This
obviously influences the day of the week on which the date occurred. This
value is assigned to firstDay in the following statement. The instance
firstDayInstance is then assigned null. This script segment computes the
day of the week (Sunday, Monday, Tuesday, etc.) on which the month started.
Another possible way to achieve this goal is to create an instance of the cur-
rent date as usual:
var firstDayInstance = new Date() // not first day yet!
You then need to set the date to 1, via the setDate() method. You should
use the following statement to do so:
firstDayInstance.setDate(1)
The next portion of the function consists of only one statement. It assigns
days the number of days in the current month.
The last statement of the function draws the calendar:
drawCal(firstDay + 1, days, date, monthName, 1900 + year)
176 n Chapter 10
Variable Role
headerHeight The height of the table header’s cell. The header cell is
the cell containing the name of the month and the year
in a large font. The height is specified in pixels.
border The table’s border. You should already know that
HTML tables have a BORDER attribute. This attribute
specifies the three-dimensional height of the border.
cellSpacing The width of the border. A table border’s width can also
be set in HTML. This value is the distance between the
inner line of the border and its outer line.
headerColor The color of the header’s font. This is the color of the
font in the largest cell of the table at the top of the
calendar.
headerSize The size of the header’s font (see headerHeight).
colWidth The width of the table’s columns. This is actually the
width of each cell, or the width of the widest cell in
each column.
dayCellHeight The height of the cell containing the names of the days
(“Sunday,” “Monday,” “Tuesday,” etc.).
dayColor The color of the font representing the days of the week.
cellHeight The height of all the regular cells in the table
containing the dates of the month.
todayColor The color specifying the current date in the calendar.
timeColor The color of the font used with the current time, located
in the cell of the current date.
Time and Date in JavaScript n 177
The portion of the function that follows creates the basic table structure,
including all general HTML tags referring to the outline of the table. Notice
how the variables are implemented in the script. Now take a look at the fol-
lowing two statements of the script:
var openCol = '<TD WIDTH = ' + colWidth + ' HEIGHT = ' + dayCellHeight + '>'
openCol += '<FONT COLOR = "' + dayColor + '">'
var closeCol = '</FONT></TD>'
These are the tags used to create each of the cells containing the day names.
For example, the syntax for “Sunday” using the default values of the vari-
ables is:
<TD WIDTH = 60 HEIGHT = 25><FONT COLOR = "midnightblue"></FONT></TD>
Here are the next two portions of the function for reference:
// create array of abbreviated day names
Chapter 10
var weekDay = new Array(7)
weekDay[0] = "Sun"
weekDay[1] = "Mon"
weekDay[2] = "Tues"
weekDay[3] = "Wed"
weekDay[4] = "Thu"
weekDay[5] = "Fri"
weekDay[6] = "Sat"
// create first row of table to set column width and specify week day
text += '<TR ALIGN = "center" VALIGN = "center">'
for (var dayNum = 0; dayNum < 7; ++dayNum)
{
text += openCol + weekDay[dayNum] + closeCol
}
text += '</TR>'
In the first segment, a regular array is created. It is then assigned the abbre-
viated names of the days. This array enables us to refer to each name via a
number. The following portion, where a cell is created for each day, takes
advantage of this referencing method. A new day is printed on every itera-
tion of the loop. Note that the tags associated with the beginning and the end
of the table’s current row are not located inside the loop. A new row with all
day names is started before the loop. The current row is terminated after
the tags related to the cell of “Sat” are assigned to text.
The following portion of the function is:
var digit = 1
var curCell = 1
You will see the role of these variables later in the function.
By now, all tags associated with the table’s header and the column head-
ers have been assigned to the accumulative string variable text. The
remaining part of the function assigns the tags associated with all the table’s
cells. As you know, the calendar is a rectangular table. Therefore, we prefer
to use a nested loop structure to refer to its cells. If you want to practice
178 n Chapter 10
your skills, try replacing this structure with a single loop, using the modulo
operator to compute the location of new table rows.
The more difficult part of the loop is its terminating condition. Here it is
again:
row <= Math.ceil((lastDate + firstDay – 1) / 7)
The Math object and its ceil() method are explained in detail in Chapter 11,
“JavaScript Math.” For now, you should just know that Math.ceil(num)
evaluates to the nearest integer to num that is equal to or greater than num
(rounding up). Here are some examples:
Math.ceil(15.15) == 16
Math.ceil(16) == 16
Math.ceil(16.0001) == 17
You may recall from the setCal() function that the value passed over to the
parameter firstDay is from 1 to 7, not from 0 to 6. Therefore, 1 is sub-
tracted from firstDay in this expression. Math.ceil((lastDate +
firstDay – 1) / 7) represents the minimum number of rows needed in
the calendar, or table. The number of cells in the calendar (not including the
main header, column headers, and cells after the last day in the month) is
lastDate + firstDay – 1, because lastDate is equal to the number of
days in the month, and firstDay – 1 is equal to the number of cells before
the first date. The value is divided by 7, to get the exact minimum number of
rows needed. However, the loop must execute a whole number of times.
Therefore, the Math.ceil() method is needed.
Other, more simple, calendars just use five rows for every month, no
matter what. However, this simple rule of five rows per month fails when (a)
the first day of a non-leap year February occurs on Sunday, meaning only
four lines are needed, and (b) the first day of a 31-day month is on Friday or
Saturday, meaning six rows are needed. Although these situations seldom
occur, you must take them into account. If the row computation is replaced
by a simple 5 in this script, a month such as February 1987 does not appear
properly.
The nested loop is not nearly as difficult, because it always executes
seven times, once for each day of the week. Throughout the entire loop con-
struct, including inner and outer loops, digit holds the current cell to be
created. The variable curCell holds the accumulative number of cells in the
table created (assigned) thus far. This variable is only needed until the cell of
the first day of the month is created, and is not handled afterward; that is,
after the first day of the month, it is not incremented anymore.
The <TD> and </TD> tags are used to create blank cells that are used as
placeholders. These are only needed before the first day of the month,
because the loop is terminated via a break statement after the last day of
the month, and the remaining place in the line is filled in the same way as
blank cells (placeholders). Each execution of the inner loop creates the cur-
rent cell of the table. There are basically two types of cells:
Time and Date in JavaScript n 179
n A cell representing the current day, which uses a special font color and
displays the time inside the cell
n All other cells
The HTML tags used are obvious and are not dealt with in depth here.
There are two statements outside the inner loop but inside the contain-
ment loop. The first one creates a new table row and the second one ends
the current row. Each execution of the inner loop (seven executions or its
command block) is responsible for the creation of an entire row, or a partial
one if it is the last row and the last day of the month is encountered before
the last cell of the row—in this case the loop is terminated via a break state-
ment. The term “create” refers to the concatenation of the proper strings
and values and assignment to the variable text.
The last, but definitely not least, statement of the function is the one
that actually prints the table to the HTML document. Up to that statement,
Chapter 10
the HTML document was stored as a string in the variable text.
Random Quotes
The finale for this chapter is a simple, yet interesting script to display a dif-
ferent message each time the page is loaded. Here is the script:
<HTML>
<HEAD>
<TITLE>Random quote</TITLE>
<SCRIPT LANGUAGE = "JavaScript">
<!--
function getMessage()
{
// create array of Murphy's laws
var ar = new Array(20)
ar[0] = "Nothing is as easy as it looks."
ar[1] = "Everything takes longer than you think."
ar[2] = "Anything that can go wrong will go wrong."
ar[3] = "If there is a possibility of several things going wrong, the one
that will cause the most damage will be the one to go wrong."
ar[4] = "If there is a worse time for something to go wrong, it will happen
then."
ar[5] = "If anything simply cannot go wrong, it will anyway."
ar[6] = "If you perceive that there are four possible ways in which a
procedure can go wrong, and circumvent these, then a fifth way,
unprepared for, will promptly develop."
ar[7] = "Left to themselves, things tend to go from bad to worse."
ar[8] = "If everything seems to be going well, you have obviously
overlooked something."
ar[9] = "Nature always sides with the hidden flaw."
ar[10] = "Mother nature is a bitch."
ar[11] = "It is impossible to make anything foolproof because fools are
so ingenious."
180 n Chapter 10
Example 10-4 (ex10-4.htm). A script to display a random message each time the
page is loaded
Summary
In this chapter we discussed date- and time-related concepts in JavaScript.
Such concepts are based on the Date object. We learned about this built-in
object, the only one in JavaScript without any properties. After a thorough
look at the object, we saw how its instances can be created and used in
scripts. By now, you should have enough tools to create interesting scripts
of various types. As we look further into the language in the following chap-
ters, you will be able to grasp the power of JavaScript to enhance HTML
documents. In this chapter you have seen that without much effort, you can
add a graphical digital clock to any page. This may seem amazing, but the
best is yet to come, including animated clocks and more.
Chapter 10
182 n Chapter 11
Chapter 11
JavaScript Math
Math in JavaScript
One of the primary capabilities that computers are renowned for is their
ability to perform math very accurately and very quickly. All programming
languages include features, constants, functions, and other math elements
that allow the programmer to perform mathematics. Likewise, JavaScript
includes many features related to math, enabling JavaScript programmers to
invoke numeric calculations in our scripts. In this chapter we will explore
these mathematical operations and show you ways to implement them in
your web pages.
Math in JavaScript is based on two general elements of the language:
n Mathematical operators
n The built-in Math object
Chapter 11
Constants
Constants are defined with the full precision of floating-point numbers in
JavaScript. In this section we shall outline these properties for your refer-
ence and understanding. Notice that all properties are specified with capital
letters, although this convention is not common in the mathematical com-
munity. All properties refer to well-known constants (read your math books
if you don’t remember!); that is, they do not change. Therefore, these prop-
erties are read-only properties, and accessing them for the purpose of
modification results in a JavaScript error.
E
A very important constant in mathematics is Euler’s constant. Its approxi-
mate value is 2.718281828459045. It is rounded off to 15 digits after the
decimal point. For your reference, the equation is:
ei + 1 = 0
In JavaScript you refer to it with a capital “E”; that is, Math.E.
LN2
Another constant featured as a property of the Math object is the natural log-
arithm of 2. Its approximate value is 0.6931471805599453. A defining
equation is:
eLN2 = 2
JavaScript refers to this number as LN2. Because it is a property of the Math
object, you should specify them together, as in Math.LN2.
You can use the pow method to assure that the preceding equation is
true:
document.write(Math.pow(Math.E, Math.LN2))
Because both Euler’s constant and the natural logarithm of 2 are approxi-
mate, the output of this statement is also approximate:
1.9999999999999998
LN10
The natural logarithm of 10 is also featured as a property of the static Math
object. Its value, as stored in its corresponding property, is
2.302585092994046. Once again, you can understand this value via an
equation:
eLN10 = 10
In JavaScript this value is referred to as Math.LN10.
Here is a JavaScript statement to define the natural logarithm of 10:
document.write(Math.pow(Math.E, Math.LN10))
Since both Euler’s constant and the natural logarithm of 10 are approximate,
the output of this statement is also approximate:
10.000000000000002
LOG2E
Another important constant in the math arena is the base-2 logarithm of
Euler’s constant. Its approximate value is 1.4426950408889634. In math that
is:
2LOG2E = e
As you can see, you refer to this constant in JavaScript as Math.LOG2E. Here
is a simple statement to confirm the value:
document.write(Math.pow(2, Math.LOG2E) – Math.E)
JavaScript Math n 185
LOG10E
The base-10 logarithm is also widely used in complex mathematical calcula-
tions. Its value in JavaScript is approximately 0.4342944819032518. The
following equation demonstrates the definition of the constant:
10LOG10E = e
As you can see, the equation is built according to one of the basic logarithm
rules. In JavaScript, log base-10 of Euler’s constant is a property of the Math
object: Math.LOG10E.
Here is a simple script for confirmation:
document.write(Math.pow(10, Math.LOG10E) – Math.E)
PI
Probably the most well-known value among all constants featured by
Chapter 11
JavaScript is PI. Its approximate value, as enabled by the precision limits of
real numbers in JavaScript, is 3.141592653589793.
As you could expect, you refer to pi in JavaScript as Math.PI. For exam-
ple, to obtain the circumference of a circle you can use the following
function:
function circumference(diameter)
{
if (typeof diameter == "number" && diameter >= 0)
return Math.PI * diameter
}
Note that the function does not return a value if the diameter is not a num-
ber or is not positive.
SQRT1_2
The square root of 0.5, as stored in JavaScript’s object model, is
0.7071067811865476. You can also reach this value by calculating the square
root of 0.5 (using the sqrt() method of the Math object), but accessing an
existing property is somewhat faster and more obvious than calculating it via
an execution of a method.
You refer to this property as Math.SQRT1_2. The reason an underscore
is used for the property name is that the name of a property must follow the
identifier rules, which allow only letters, numbers, and underscores in the
middle of a name.
186 n Chapter 11
SQRT2
The square root of 2 is also a well-known constant. Its approximate value is
1.4142135623730951. You refer to it as Math.SQRT2. You can use the follow-
ing statement to confirm the value:
document.write(Math.pow(Math.SQRT2, 2))
Math Methods
Constant values make up only a fraction of the entire strength of mathemati-
cal implementation in JavaScript. To harness the power of the Math object
you have to familiarize yourself with the set of methods available.
JavaScript tends to organize functions and values in object structures to
enable easy reference and simple understanding. For this reason, all func-
tions related to math are implemented as methods of the Math object.
The methods of the Math object can be divided into two categories, each
related to a different branch of mathematics:
n Arithmetic methods
n Trigonometric methods
All methods of the Math object are specified in lowercase letters, as opposed
to constants, which are properties of this object and are specified in upper-
case letters.
Arithmetic Methods
We use the term “arithmetic methods” to describe all methods that do not
relate in any way to trigonometric math.
abs()
You can calculate the absolute value of any number, integer or floating point,
via this method. The absolute value of a number is its corresponding posi-
tive number; that is, if the number is positive, its absolute value is the
number itself, whereas if it is negative, its absolute value is the same num-
ber with a + sign instead of a –. You can simulate this method easily:
function abs(num)
{
if (num < 0)
JavaScript Math n 187
return –num
return num
}
You can use the Math.abs() method for many purposes, not just in mathe-
matical algorithms.
ceil()
The Math.ceil() method accepts a single numeric argument and returns
the next integer greater than or equal to the argument (rounding up). There-
fore, the returned value is never less than the argument. Here are a few
examples:
Chapter 11
Math.ceil(16) == 16
Math.ceil(16.01) == 17
Math.ceil(–15.01) == –15
Let’s say you need to fit num1 cars into parking lots, where each parking lot
has space for num2 cars. You can use the Math.ceil() method along with a
function to calculate the minimum number of parking lots:
function getNumLots(num1, num2)
{
return Math.ceil(num1 / num2)
}
The reason we need to use this method in the above function is that you can
only use a whole parking lot, not a fractional part; that is, we are trying to
calculate the minimum number of parking lots needed, not the exact space.
exp()
This method returns Euler’s constant to the power of the specified argu-
ment (eargument). It is approximately equivalent to the following function:
function exp(num)
{
return Math.pow(Math.E, num)
}
floor()
The Math.floor() method returns the greatest integer less than or equal to
the value passed to it. This is equivalent to integral division when dealing
with non-negative numbers. It is also equivalent to rounding down to the
nearest integer. Here are a few expressions, each evaluating to true:
Math.floor(16) == 16
Math.floor(16.01) == 16
Math.floor(–15.01) == –16
log()
This method returns the natural logarithm of the argument passed to it. For
example, the natural log (base e) of e (Euler’s constant) is 1. You can confirm
this via the following statement:
document.write(Math.log(Math.E))
The following function call prints the string –5, 1 to the document:
printInOrder(1, –5)
Here are a few true expressions to demonstrate the basic min() and max()
methods:
Math.max(1, 2) == 2
Math.min(2, Math.abs(–2)) == 2
Math.min(2, –2) == –2
pow()
Given two numeric arguments, this method returns the first one to the
power of the second. Here are a few true expressions demonstrating the
method:
Math.pow(10, 2) == 100
Math.pow(0.5, 0.5) == 0.7071067811865476
Math.pow(Math.SQRT2, 4) == 4.000000000000001
JavaScript Math n 189
random()
This method returns a random number between 0 and 1. It is obviously a
floating-point number. The returned number’s precision is a maximum of 16
digits after the decimal point. Here is a simple example:
for (var i = 0; i < 5; ++i)
{
document.write(Math.random() + "<BR>")
}
The output of this loop depends on the output of random() and it is guaran-
teed that your results will not be the same as the following:
.924853870611902
.8248305636609181
.9539277224126104
.9806934571332098
.7639888801207115
Chapter 11
If you want an integer between 15 and 37, you can create a random integer
between 0 and 22 and then add 15. Be very careful when attempting to cre-
ate random numbers.
round()
The Math.round() method returns the nearest integer to the argument. If
the argument’s decimal part is equal to 0.5, the number is rounded up. Here
are a few true expressions to demonstrate the method:
Math.round(3.7) == 4
Math.round(4.5) == 5
Math.round(16.1) == 16
Math.round(0) == 0
sqrt()
This method returns the square root of the argument. For example:
Math.sqrt(4) == 2
Math.sqrt(0) == 0
Math.sqrt(0.25) == 0.5
If the argument is a negative number, the method returns zero, which hap-
pens to be the wrong answer. It would be better if an error were generated
instead, because this wrong answer can go undetected.
190 n Chapter 11
Trigonometric Methods
Trigonometric methods are obviously those that deal with trigonometry.
You should also know how to convert an angle from degrees to radians,
and vice versa. Here is the basic conversion table:
Table 11-1. Degree-radian conversion table
Degrees Radians
360 2p
270 1.5p
180 1p
90 0.5p
acos()
The Math.acos() method also accepts one argument. It returns the arc
cosine of the argument in radians; that is, it accepts the cosine of a certain
value and returns that value—the opposite of the Math.cos() method.
Therefore, the following statement prints the value of PI:
document.write(Math.acos(–1))
sin()
The Math.sin() function returns the sine of its argument. Keep in mind
that the argument must be in radian units. Here is a statement that prints 1:
document.write(Math.sin(0.5 * Math.PI))
asin()
The Math.asin() method accepts one argument and returns its arc sine in
radians. The following statement prints half the value of PI:
document.write(Math.asin(1))
tan()
The Math.tan() method returns the tangent of its argument, which is equal
to the quotient of the value’s sine and cosine. Take a look at the following
script segment:
var val = 0.25 * Math.PI
document.write("sine = " + Math.sin(val) + "<BR>")
JavaScript Math n 191
Chapter 11
if (Math.tan(val) > 0.99 && Math.tan(val) < 1.01)
do_this
else
do_that
Inaccuracy is more obvious in this case, because the result differs even from
browser to browser. The following is the output received from Microsoft
Internet Explorer:
sine = 0.707106781186547
cosine = 0.707106781186548
tangent = 1
Notice that the sine and cosine values differ. Also notice that Internet
Explorer appends a leading zero digit to all numbers between –1 and 1 (not
inclusive).
atan()
As you could expect, the Math.atan() method returns the arc tangent of its
argument. For example, the following returns one-fourth of the value of PI:
document.write(Math.atan(1))
atan2()
The Math.atan2() method returns the angle (theta component) of the polar
coordinate (r, theta) that corresponds to the specified Cartesian coordinate.
You probably know that the normal x, y coordinates of a point are called Car-
tesian coordinates. Another measurement system is the polar system. You
192 n Chapter 11
need to specify the point’s radius (distance from the pole) and angle (theta
component).
Number Properties
The Number object has several properties.
MAX_VALUE
This is the maximum numeric value representable in JavaScript. The
MAX_VALUE property has a value of approximately 1.79E+308. Values larger
than MAX_VALUE are represented as “infinity.” Because MAX_VALUE is a con-
stant, it is a read-only property of Number. The following code demonstrates
the use of MAX_VALUE. The code multiplies two numeric values. If the result
is less than or equal to MAX_VALUE, the func1 function is called; otherwise,
the func2 function is called.
if (num1 * num2 <= Number.MAX_VALUE)
func1()
else
func2()
JavaScript Math n 193
MIN_VALUE
The MIN_VALUE property is the number closest to zero, not the lowest num-
ber that JavaScript can represent. MIN_VALUE has a value of approximately
2.22E–308. Values smaller than MIN_VALUE (“underflow values”) are con-
verted to zero. Because MIN_VALUE is a constant, it is a read-only property of
Number. The following code divides two numeric values. If the result is
greater than or equal to MIN_VALUE, the func1 function is called; otherwise,
the func2 function is called.
if (num1 / num2 >= Number.MIN_VALUE)
func1()
else
func2()
NaN
The unquoted literal constant NaN is a special value representing not-a-num-
ber. Since NaN always compares unequal to any number, including NaN, it is
usually used to indicate an error condition for a function that should return a
valid number. Notice, then, that you cannot check for not-a-number value by
comparing to Number.NaN. Use the isNaN() function instead. Because NaN is
a constant, it is a read-only property of Number. In the following code seg-
ment, dayOfMonth is assigned NaN if it is greater than 31, and a message is
Chapter 11
displayed indicating the valid range:
if (dayOfMonth < 1 || dayOfMonth > 31)
{
dayOfMonth = Number.NaN
alert("Day of Month must be from 1 to 31.")
}
NEGATIVE_INFINITY
This is a special numeric value representing negative infinity. This value is
represented as “–Infinity” and resembles an infinity in its mathematical
behavior. For example, anything multiplied by NEGATIVE_INFINITY is
NEGATIVE_INFINITY, and anything divided by NEGATIVE_INFINITY is zero.
Because NEGATIVE_INFINITY is a constant, it is a read-only property of
Number.
The following code extract checks a number for NEGATIVE_INFINITY
and calls a different function if it is:
if (smallNumber == Number.NEGATIVE_INFINITY)
func1()
else
func2()
POSITIVE_INFINITY
This is a special numeric value representing infinity. This value is
represented as “Infinity” and resembles an infinity in its mathematical
behavior. For example, anything multiplied by POSITIVE_INFINITY is
194 n Chapter 11
Number Methods
The Number object has no specific methods; however, you can use the
generic methods eval(), toString(), and valueOf(), which are applicable
to every object.
Math-Related Functions
Although the functions presented in this section are also discussed later in
the book, it is important that you attain a basic understanding, so do not skip
the following explanation. These functions are used in examples later in the
chapter.
parseInt()
This built-in function accepts a numeric string of an integer and returns its
corresponding numeric value. The following example is worth a thousand
words:
var numStr = "99"
document.write("The initial " + typeof numStr + " is " + numStr)
document.write("<BR>")
var num = parseInt(numStr)
document.write("The converted " + typeof num + " is " + num)
The data types are not provided to the document.write() method as liter-
als, but as values. Note that the parseInt() function accepts a string and
returns an integer. If a noninteger numeric string is given to the function, it
returns the nearest integer as a number (as opposed to a string).
parseFloat()
This function is exactly the same as the preceding one, except that it does
not round off any number. It converts the numeric string to a number with-
out changing the numeric value at all. You should use this function with
floating-point numeric strings, or when you are not sure what type of num-
ber is being used.
JavaScript Math n 195
eval()
The eval() function is both powerful and useful. For now, you just need to
know that upon acceptance of a string representing a numeric value or math-
ematical expression, it returns the value to which the expression evaluates.
The following script segment prints 13:
var str = "6 + 7"
document.write(eval(str))
The function returns a number, not a string. Note that this function acts dif-
ferently on Netscape Navigator than it does on Microsoft Internet Explorer.
An example for such different behavior is seen in the following statement,
which works fine under Internet Explorer, but generates an error under
Navigator:
var str = "+7"
document.write(eval(str))
However, it works fine when the sign is minus (–) rather than plus (+).
Math Examples
Creating a Curve
Chapter 11
Although JavaScript does not correspond very well with custom-created
graphics, it is possible to create simple graphs, plots, and curves. In this sec-
tion we shall plot a sine curve using JavaScript. The following example is
very interesting, although a bit long and complex. First, just take a look at
the script. Then we will discuss the various elements and how they fit
together.
<HTML>
<HEAD>
<TITLE>Sine curve</TITLE>
</HEAD>
<BODY>
<FONT COLOR="blue" SIZE=+4>JavaScript Sine Curve</FONT><BR><BR>
<SCRIPT LANGUAGE="JavaScript">
<!--
function drawBlank(num)
{
// draw num blank dots
for (var i = 0; i < num; ++i)
{
document.write("<IMG SRC='blank.gif' HEIGHT=6 WIDTH=6>")
}
}
function drawDot()
{
document.write("<IMG SRC='dot.gif' HEIGHT=6 WIDTH=6>")
196 n Chapter 11
function getRadian(deg) {
// return deg in radians
return Math.PI * deg / 180
}
function getSpot(deg)
{
// convert from degrees to radians
var rad = getRadian(deg)
function get3DigitNum(num)
{
// convert num to string
num += ""
function printDeg(deg)
{
// print degree in purple font
document.write("<FONT COLOR='purple' SIZE=1>" + get3DigitNum(deg) +
"</FONT>")
}
function drawLine(deg)
{
// assign spot (–30 to 30)
var spot = getSpot(deg)
// if sine is negative
if (spot < 0)
{
// draw blank images up to spot, not inclusive
drawBlank(30 + spot)
JavaScript Math n 197
Chapter 11
// draw 30 blank images = left of axis
drawBlank(30)
drawCurve(720, 15)
// -->
</SCRIPT>
</BODY>
</HTML>
When you run the script you should see the image shown in Figure 11-1.
198 n Chapter 11
The script is intentionally divided into many short functions for better
understanding by the reader. Let’s analyze each function to see how it
works.
drawBlank(num)
function drawBlank(num)
{
// draw num blank dots
for (var i = 0; i < num; ++i)
{
document.write("<IMG SRC = 'blank.gif' HEIGHT = 6 WIDTH = 6>")
}
}
This function uses a for loop to print the transparent image the number of
times indicated by num. Note that the transparent (blank) image’s height and
width are both equal to 6.
drawDot()
function drawDot()
{
document.write("<IMG SRC = 'dot.gif' HEIGHT = 6 WIDTH = 6>")
}
getRadian(deg)
function getRadian(deg)
{
// return deg in radians
return Math.PI * deg / 180
}
This function accepts a number (actually the size of an angle in degrees) and
returns it in radians. The conversion is based on a simple linear equation.
getSpot(deg)
function getSpot(deg)
{
// convert from degrees to radians
var rad = getRadian(deg)
// assign sine to variable
var sine = Math.sin(rad)
// return spot in graph
return Math.round(sine * 30)
}
This function accepts the size of an angle in degrees and returns its sine
value multiplied by 30. At first, it assigns the radian measurement of the
Chapter 11
angle to the local variable rad. It then assigns the sine of that angle to the
local variable sine. The function then multiplies the sine by 30 and returns
the rounded-off value of that number. The reason for the multiplication by 30
is that the sine of any angle is a value between –1 and 1. The curve we are
plotting generally consists of 30 images, transparent or not, at each side of
the center axis. If you increase this number, the horizontal width of the
curve becomes larger. As you can see, 30 images looks good. By multiplying
a value between –1 and 1 by 30, we receive a value between –30 and 30. By
rounding it off using the Math.round() method, the function returns an inte-
ger between –30 and 30.
Note that the plot acts like a 2D array because it consists of rows of
images.
get3DigitNum(num)
function get3DigitNum(num)
{
// convert num to string
num += ""
// assign number of digits in num to variable
var length = num.length
// add preceding zero digits to reach three digits
for (var i = 0; i < 3 – length; i++)
{
num = "0" + num
}
200 n Chapter 11
drawDot()
} else
{
// draw 30 blank images = left of axis
drawBlank(30)
// print current degree
printDeg(deg)
}
// move to next line
document.write("<BR>")
}
Chapter 11
images, so 30 – (31 + spot) images still need to be printed; that is –spot
– 1. The current degree is then printed via a call to the function
printDeg().
When the sine of the current angle is positive, 30 transparent images
are printed to fill up the left side of the center axis. The current degree is
then printed to continue the vertical span of the axis. Then spot – 1 images
are printed, up to the place where the dot on the curve needs to be placed.
The dot image is then printed. When the sine of the current angle is zero, a
row of 30 transparent images is printed, followed by the current angle in
degrees.
The last statement of the function appends a line break to the document,
opening a new row of images.
drawCurve(lastDeg, jump)
function drawCurve(lastDeg, jump)
{
// loop through plot vertically
for (var deg = 0; deg <= lastDeg; deg += jump)
{
drawLine(deg)
}
}
This function accepts two arguments. The first parameter, lastDeg, accepts
the last value included in the curve; that is, the last angle whose sine
202 n Chapter 11
appears. The second argument specifies the difference between each two
angles.
Global Statements
The script includes only one global statement, a function call. It calls the
drawCurve() function with the desired arguments.
Chapter 11
ar[3] += "ln2 = Natural log of 2\r"
ar[3] += "ln10 = Natural log of 10\r"
ar[3] += "log2e = log base-2 of Euler's constant\r"
ar[3] += "log10e = log base-10 of Euler's constant\r"
ar[3] += "pi = pi (3.14...)\r"
ar[3] += "sqrt1_2 = square root of 0.5\r"
ar[3] += "sqrt2 = square root of 2\r"
ar[3] += "\r\rEnjoy the plotter...\r\r"
for (var i = 0; i < ar.length; ++i)
{
if (!confirm(ar[i]))
break
}
}
function drawBlank(num)
{
// draw num blank dots
for (var i = 0; i < num; ++i)
{
document.write("<IMG SRC = 'blank.gif' HEIGHT = 4 WIDTH = 4>")
}
}
function drawDot(x, y)
{
// print dot image
document.write("<A HREF = \"javascript:alert(\'X = " + x + ", Y = " + y +
"\')\"><IMG SRC = 'dot.gif' HEIGHT = 4 WIDTH = 4 BORDER = 0></A>")
}
function replaceSpecialSequence(str)
204 n Chapter 11
{
// replace all specified sequences with other sequences
str = str.split("cos").join("Math.cos")
str = str.split("sin").join("Math.sin")
str = str.split("tan").join("Math.tan")
str = str.split("acos").join("Math.acos")
str = str.split("asin").join("Math.asin")
str = str.split("atan").join("Math.atan")
str = str.split("pi").join("Math.PI")
str = str.split("ln2").join("Math.LN2")
str = str.split("ln10").join("Math.LN10")
str = str.split("log2e").join("Math.LOG2E")
str = str.split("log10e").join("Math.LOG10E")
str = str.split("sqrt1_2").join("Math.SQRT1_2")
str = str.split("sqrt2").join("Math.SQRT2")
str = str.split("abs").join("Math.abs")
str = str.split("ceil").join("Math.ceil")
str = str.split("exp").join("Math.exp")
str = str.split("floor").join("Math.floor")
str = str.split("loge").join("Math.log")
str = str.split("max").join("Math.max")
str = str.split("min").join("Math.min")
str = str.split("pow").join("Math.pow")
str = str.split("round").join("Math.round")
str = str.split("log").join("logab")
str = str.split("sqrt").join("Math.sqrt")
str = str.split("e").join("Math.E")
// return string
return str
}
function splitFunc(func)
{
// exclude "y =" from func
var expr = func.substring(func.indexOf("=") + 1, func.length)
// replace regular trigonometric functions with JavaScript convention
expr = replaceSpecialSequence(expr)
// split argument to *global* array, excluding "x" chars
funcArray = expr.split("x")
}
function getInput()
{
// ask user for function via prompt box
var input = prompt('Enter function (example: "y = x * x + sin(x) – 5"):', '')
// if user enters value in field
if (input)
{
// split function to global array
splitFunc(input)
// print function to document
document.write("<TT><H1><B>" + input + "</B></H1></TT><BR>")
// return true to indicate that user entered a value
return true
}
// generate alert box to display error message
JavaScript Math n 205
alert("Error in input...")
// return false to indicate cancellation
return false
}
function yVal(xVal)
{
// build expression with xVal instead of x in original equation
var expr = funcArray.join(xVal)
// return evaluated expression
return eval(expr)
}
function makeArray(min, max, dif)
{
// create properties of array-like object
for (var i = min; i <= max; i += dif)
{
this[i] = yVal(i)
}
}
function printUnit(num)
{
// print number in specified font and size, inside a table cell
document.write("<FONT SIZE = 1 COLOR = 'purple'>" + num + "</FONT>")
}
function drawCurve()
Chapter 11
{
for (var x = minX; x <= maxX; x += dif)
{
// print opening table attributes and cell to hold current unit
document.write("<TABLE BORDER = 0><TR><TD WIDTH = 90>")
// print current number on axis
printUnit(x)
// close table cell and open new one
document.write("</TD><TD>")
// assign Y value to variable
var y = ar[x]
// get y value as integer from 1 to 100
var ySpot = (y – minY) / (maxY – minY) * 100
// draw transparent images
drawBlank(ySpot – 1)
// draw dot on curve
drawDot(x, y)
// close cell, row, and table (new line is automatic)
document.write("</TD></TR></TABLE>")
}
}
function main()
{
// start wizard
startWizard()
// get input from user; if user cancels, function is terminated
if (!getInput())
return
// accept minimum X value from user and assign to global variable
206 n Chapter 11
When you load the page, the “wizard” pops up. The wizard displays the basic
features and usage instructions via a few confirm boxes. Here are two of
them:
Figure 11-3. A
confirm box that
displays a list of
supported functions
þ Note: Some browsers may not line wrap automatically, so you may have to
manually code the line wraps.
If the user presses Cancel on any of the confirm boxes, the wizard is termi-
nated, and the actual plotting application begins. The first output of the
Chapter 11
plotter is a confirm box requesting the function, which may be constructed
out of JavaScript’s supported mathematical functions, constants, and
operators.
If the user selects Cancel, an alert box displays an error message. Oth-
erwise, the execution continues, and JavaScript asks the user to enter the
minimum value on the X axis.
Cancellation of this box results in the termination of the script. If the
user selected OK, the execution continues, and another prompt box is
presented.
Once again, if the user presses Cancel, the script is terminated. Other-
wise, the user is asked to enter the difference between two consecutive
ticks on the X axis (e.g., if the user wants to see –4, –2, 0, 2, 4, 6, then the
difference is 2).
The script now has all the needed information and is ready to plot the
function’s curve.
First of all, notice that the X axis is the vertical one. With some modifi-
cation of the script you can swap the X axis with the Y axis (the unseen
horizontal axis). The script automatically fits the script to a constant width,
so you should not have to scroll horizontally under normal circumstances (a
reasonable window width). However, this automatic setting requires that
you plot functions whose Y values are proportional. For example, if you
enter data to plot a curve consisting of one Y value equal to 10,000 and the
other values less than 100, the single Y value (10,000) will be placed on the
right, whereas all the other values will seem to be on the same spot. There
208 n Chapter 11
is another feature to solve this problem. You can click on a point to view its
coordinates via an alert box.
Now that we know exactly what the script does, let’s see how it does
that by analyzing each function.
root(a, b)
function root(a, b)
{
// return b to the root of a
return Math.pow(b, 1 / a)
}
This function returns log base-a of b. This value is equal to log base-x of
b divided by log base-x of a. In this case, we use the natural logarithm,
where the base is Euler’s constant. The following statement explains this
computation:
logeb / logea = logab
factorial(a)
function factorial(a)
{
// set recursion termination condition
if (a == 0)
return 1
return a * factorial(a – 1)
}
Chapter 11
ar[2] += "Click OK to view the supported constants...\r\r"
ar[3] = "\r\r"
ar[3] += "e = Euler's constant\r"
ar[3] += "ln2 = Natural log of 2\r"
ar[3] += "ln10 = Natural log of 10\r"
ar[3] += "log2e = log base-2 of Euler's constant\r"
ar[3] += "log10e = log base-10 of Euler's constant\r"
ar[3] += "pi = pi (3.14...)\r"
ar[3] += "sqrt1_2 = square root of 0.5\r"
ar[3] += "sqrt2 = square root of 2\r"
ar[3] += "\r\rEnjoy the plotter...\r\r"
for (var i = 0; i < ar.length; ++i)
{
if (!confirm(ar[i]))
break
}
}
drawBlank(num)
function drawBlank(num)
{
// draw num blank dots
for (var i = 0; i < num; ++i)
{
document.write("<IMG SRC = 'blank.gif' HEIGHT = 4 WIDTH = 4>")
}
}
This function prints the transparent image num times, num being handed to
the function as its sole argument. The image is repeatedly printed via a sim-
ple for loop.
drawDot(x, y)
function drawDot(x, y)
{
// print dot image
document.write("<A HREF = \"javascript:alert(\'X = " + x + ", Y = " +
y + "\')\"><IMG SRC = 'dot.gif' HEIGHT = 4 WIDTH = 4 BORDER = 0></A>")
}
This function basically prints the dot image, but it prints it as a hypertext
link. The URL specified as the link is a JavaScript statement. When the user
clicks the image, an alert box is displayed, presenting the coordinates of that
dot. The coordinates are given to this function as arguments. For example, if
the arguments are –5 and 10, then the following string is printed to the
document:
<A HREF = "javascript:alert('X = –5, Y = 10')"><IMG SRC = 'dot.gif'
HEIGHT = 4 WIDTH = 4 BORDER = 0></A>
str = str.split("sqrt1_2").join("Math.SQRT1_2")
str = str.split("sqrt2").join("Math.SQRT2")
str = str.split("abs").join("Math.abs")
str = str.split("ceil").join("Math.ceil")
str = str.split("exp").join("Math.exp")
str = str.split("floor").join("Math.floor")
str = str.split("loge").join("Math.log")
str = str.split("max").join("Math.max")
str = str.split("min").join("Math.min")
str = str.split("pow").join("Math.pow")
str = str.split("round").join("Math.round")
str = str.split("log").join("logab")
str = str.split("sqrt").join("Math.sqrt")
str = str.split("e").join("Math.E")
// return string
return str
}
This function matches certain strings in the argument and replaces them
with other strings. Here is an example:
str = str.split("max").join("Math.max")
The string is split into an array where the substring max is the delimiter, and
the elements are joined back to a string with the delimiter Math.max. The
Chapter 11
final result is that, wherever the string max appears in the main string (str),
it is replaced by the string Math.max. This is important because the string
must be constructed as a valid JavaScript expression (the eval() function
evaluates a string consisting of a valid JavaScript expression). The same pro-
cess is done with all supported constants and mathematical functions. The
function factorial() remains untouched, because its reference in the script
is also factorial().
An important point to notice is that the order in which substrings are
replaced is vital. For example, you cannot replace the sqrt substring with
Math.sqrt before you replace sqrt2 with Math.SQRT2, because the result
would be that the substring sqrt2 is replaced by Math.sqrt2, which is not
Math.SQRT2. The function must first replace subscripts that contain other
subscripts that need to be replaced.
After all desired substrings are replaced, and provided the user entered
a function in a valid format, the function returns the formatted string, which
is now a valid JavaScript expression.
splitFunc(func)
function splitFunc(func)
{
// exclude "y =" from func
var expr = func.substring(func.indexOf("=") + 1, func.length)
// replace regular trigonometric functions with JavaScript convention
expr = replaceSpecialSequence(expr)
212 n Chapter 11
This function accepts one parameter—the function. As you know, the gen-
eral format of the function is y = f(x). At first, the function assigns
everything after the equal sign to the local variable expr. It then sends the
value of expr to the function replaceSpecialSequence() and accepts a
string in return in which the special substrings were replaced (see the
explanation about that function). A global array, funcArray, is created by
assigning it a value without using the keyword var. The string stored in the
variable expr is split into the funcArray array, using the character x as a
delimiter. Let’s say the function’s argument is y = x * sin(x). The vari-
able expr is assigned x * sin(x). This value is sent to the function
replaceSpecialSequence(), and the string x * Math.sin(x) is assigned to
expr. This string is split by x to the global array, funcArray. Its elements
are now:
funcArray[0] == " "
funcArray[1] == " * Math.sin("
funcArray[2] == ")"
getInput()
function getInput()
{
// ask user for function via prompt box
var input = prompt('Enter function (example: "y = x * x + sin(x) – 5"):', '')
// if user enters value in field
if (input)
{
// split function to global array
splitFunc(input)
// print function to document
document.write("<TT><H1><B>" + input + "</B></H1></TT><BR>")
// return true to indicate that user entered a value
return true
}
// generate alert box to display error message
alert("Error in input...")
// return false to indicate cancellation
return false
}
This function is responsible for prompting the user for the function he or
she wants to plot. The function, as entered by the user in a prompt box, is
first assigned to the local variable input. If the user entered a value and
selected OK, the following command block is executed. This command block
consists of a call to the function splitFunc(). It also includes a statement
that prints the function to the document as a bold level-1 header. After the
Boolean value true is returned to indicate that the user entered a value and
pressed OK, the function is terminated. If the user selected Cancel, the
JavaScript Math n 213
Chapter 11
The function yVal() joins these elements using the value of xVal as a glue
between each two. Let’s say the value of xVal is 5. The constructed string
assigned to expr in this case is:
" 5 * Math.sin(5)"
The function returns the evaluated value of this string. For the preceding
string, the value returned is:
" 5 * Math.sin(5)" == –4.794621373315692
as long as its counter is less than or equal to max. The corresponding y coor-
dinate of each x coordinate is retrieved by the function yVal().
printUnit(num)
function printUnit(num)
{
// print number in specified font and size, inside a table cell
document.write("<FONT SIZE = 1 COLOR = 'purple'>" + num + "</FONT>")
}
This function accepts a numeric value and prints it in the specified font color
and size.
drawCurve()
function drawCurve()
{
for (var x = minX; x <= maxX; x += dif)
{
// print opening table attributes and cell to hold current unit
document.write("<TABLE BORDER = 0>><TR><TD WIDTH = 90>")
// print current number on axis
printUnit(x)
// close table cell and open new one
document.write("</TD><TD>")
// assign Y value to variable
var y = ar[x]
// get y value as integer from 1 to 100
var ySpot = (y – minY) / (maxY – minY) * 100
// draw transparent images
drawBlank(ySpot – 1)
// draw dot on curve
drawDot(x, y)
// close cell, row, and table (new line is automatic)
document.write("</TD></TR></TABLE>")
}
}
This function does not accept any argument. It is responsible for printing the
curve. To understand this function you must first understand how each row
of the bitmap is printed. The entire row is placed inside an HTML table. The
x value, or unit, is printed in the first cell of the table. This cell’s width is
fixed in order to preserve uniformity across rows. The second, and last, cell
of the table is located on the same row, and contains all the images, both the
transparent ones as well as the dot. The dot image is obviously the last
image on the second cell of every row. Note that the left cell (the first in
each table) is wide enough to hold almost any number.
The entire function is built of a single loop, which iterates through the
points that are to be placed on the curve. See the explanation for the func-
tion makeArray() for information on the loop’s algorithm. The function first
prints the opening <TABLE>, <TR>, and <TD> tags. The border of the table is
set to zero, so it is not seen. The width of the cell is set to 90 pixels. The
JavaScript Math n 215
value in the first cell is printed by the printUnit() function. The current
cell of the table is then closed, and a new one is opened. The y value of the
current point, which is stored as a property in the global object ar, is
assigned to the local variable y for the sake of convenience. The minimum
and maximum y coordinates of the whole curve are already stored in the
global variables minY and maxY, respectively. A simple linear equation is used
to convert the current y coordinate to a value between 1 and 100, where the
minimum y coordinate in the entire curve is 1 and the maximum is 100. This
value is assigned to the local variable yspot. The next statement calls the
function drawBlank() to print ySpot – 1 transparent images, which is equal
to the number of images up to ySpot, the spot where the dot image is
placed. The function drawDot() is called with the current coordinates to
print the current dot, or bullet, on the imaginary curve. The current cell and
row of the table are then closed, and so is the table. When closing the table,
a line break is automatically appended.
main()
The name of this function is drawn from traditional programming languages
such as C, C++, and Java, where the function main() is executed automati-
cally and is the starting point of the program. In JavaScript you have to call
main() to draw the graph. The function first calls the startWizard() func-
tion to execute the wizard. The function getInput() is then executed. If it
Chapter 11
evaluates to false, meaning the user pressed Cancel when asked to enter a
function, the function is terminated. Otherwise, execution continues. The
function asks the user to enter additional information, including the mini-
mum and maximum x coordinates and the difference between two
consecutive ticks on the X axis. If the user selects Cancel on any of these
requests, the function is terminated immediately, without executing any
additional statements. After the user enters the values (and presses OK),
the data is sent to the function replaceSpecialSequence from which a
string is returned and converted to a number with the eval() function.
The next statement creates a global array-like object and assigns values
by its constructor function, makeArray().
The function now needs to find the minimum and the maximum y coor-
dinates of the curve. First, it assigns each variable, maxY and minY, an
existing y coordinate. A for...in loop then iterates through the properties
of the ar object, and if it finds a value less than the current minY or greater
than the current maxY, it updates that value.
The last statement of the function draws the curve itself.
Global Statements
The only global statement is a call to the main() function.
216 n Chapter 11
Summary
In this chapter you learned about math usage in JavaScript. We have focused
almost entirely on the Math object and its properties and methods. Among
the methods discussed are the arithmetic and trigonometric ones. Arithme-
tic methods are found in almost every JavaScript script, whereas
trigonometric methods are rather rare. You also learned the basics of some
built-in functions that are closely related to JavaScript. These functions are
discussed later in depth, so do not worry if you do not understand them very
well. To spice things up, we have also shown an interesting example related
to math involving curve plotting. If you understood all the scripts, or at least
the curve plotting one, you are surely on the right track. However, don’t
worry if they seem very difficult at this stage, because knowledge comes
with practice. In fact, some of the examples were purposefully a bit more
advanced than you will probably need in the real world, simply to illustrate
to you the power of the JavaScript Math object.
Handling Strings n 217
Chapter 12
Handling Strings
Characters
JavaScript, unlike some languages, does not include an explicit character
(char) data type. A character is simply a string constructed of only one char-
acter. Characters of a string must be visual. That is, each symbol that
appears in a string is a character that can actually be printed. This may seem
obvious to you, but not all characters that appear in the ASCII table can be
characters of a string, because some are not visual. An escape sequence is a
sequence of characters that represents a single special character that is
usually difficult to enter via the keyboard. For example, take a look at the
following string:
"car\'s wheel"
Creating Strings
String is a very special built-in object because of the way you can create it.
All strings belong to the built-in String object, so you can create strings as
instances of the String object:
var str = new String("Hello!")
stringObjectName is the name of the object you are creating, and string is
any string, including literal strings in quotations as in the example. Strings
created via this constructor function are considered objects. If you test their
data type using the typeof operator you will find that they are objects, not
strings. However, all the string properties and methods work on such
objects.
Another way to create a string is by simply quoting a sequence of char-
acters. If you want to use it as an object, you can follow the identifier by the
desired property or method.
String Length
The String object combines many methods and one property, length. This
property reflects the number of characters, including blanks, that it contains.
Here are a few examples:
var str1 = "abc"
var str2 = "a b c"
var str3 = "\"abc\""
document.write(str1.length + "<BR>")
document.write(str2.length + "<BR>")
document.write(str3.length)
The index of a string’s last character is equal to its length (number of char-
acters) minus one. The string’s length is the index of the nonexistent
character following the string’s last character.
Handling Strings n 219
The result of this script is that the string Something is printed in bold.
JavaScript provides methods to simplify this process. For example, you can
create the same output using the following statement:
document.write("Something".bold())
The following table lists all these methods along with the HTML they
generate:
Table 12-1. HTML formatting methods
Chapter 12
link "text".link("URL") <A HREF="URL">text</A>
small "text".small() <SMALL>text</SMALL>
strike "text".strike() <STRIKE>text</STRIKE>
sub "text".sub() <SUB>text</SUB>
sup "text".sup() <SUP>text</SUP>
toLowerCase "TexT".toLowerCase() text
toUpperCase "TexT".toUpperCase() TEXT
You can also “chain” methods together in order to apply more than one
formatting conversion. For example, if you want an italic bold uppercase
string, you can use the following expression: toUpperCase().bold().ital-
ics(). The evaluation here is done from left to right. The following list
outlines the stages of the evaluation, where the calling string is the literal
"text":
"text".toUpperCase().bold().italics()
"TEXT".bold().italics()
"<B>TEXT</B>".italics()
"<I><B>TEXT</B></I>"
220 n Chapter 12
charAt()
This method returns the character whose index is equal to the argument of
the method. The characters of a string are indexed from 0 to length – 1.
The general syntax is:
anyString.charAt(index)
Here is an example:
var pres = "Kennedy"
document.write(pres.charAt(1))
This script segment prints the character “e”, because it is the second char-
acter in the string. You can also call this method with a literal as in the
following example:
document.write("Kennedy".charAt(1))
First, a string literal is assigned to the variable str. The loop then iterates
length times. It starts at 0 and ends at str.length – 1 (notice the less
than operator, not less than or equal to). The i indexed character is printed
in the ith iteration of the loop. Since the command block is executed once
for each integer value of i, each character of the string is printed once and
Handling Strings n 221
only once. The output of the preceding script segment is actually the string
itself, printed one character at a time (no, you cannot notice the difference!).
indexOf()
This method returns the index of the first occurrence of the specified
substring in the calling String object, starting the search at the beginning of
the string. An example will surely clear things up:
var str = "ababa"
document.write(str.indexOf("ba"))
This script’s output is the number 1. The first occurrence of the substring
"ba" in the calling String object is at the second character, whose index is
1. The search for the specified substring starts at index 0, the beginning of
the string. However, you can also instruct JavaScript to start the search at a
different index, such as somewhere in the middle of the string. The follow-
ing script segment prints the number 3:
var str = "ababa"
document.write(str.indexOf("ba", 2))
Note that fromIndex must be an integer between 0 and the string’s length
minus 1. searchValue does not have to be a string. The following script
prints the number 8:
var str = "August 27, 1985"
document.write(str.indexOf(7))
If the index to start looking for the substring is not specified, the default
Chapter 12
value of 0 is used. If the specified substring is not found in the entire string,
the method returns one less than the base, –1.
This method is equivalent to the index function in Perl.
lastIndexOf()
This method is identical to the indexOf method, except that it returns the
index of the last occurrence of the specified value, rather than the first
occurrence. Its syntax is, therefore, the same:
stringName.lastIndexOf(searchValue, [fromIndex])
substring()
Strings are constructed of characters. The substring() method returns a
set of characters within its calling String object. Its general syntax is:
stringName.substring(indexA, indexB)
stringName is any string. indexA and indexB are both integers between 0
and stringName.length – 1. indexA is the index of the first character in
the substring, whereas indexB is the index of the last character in the
substring plus 1. The following script assigns the string "bc" to the variable
seg:
var str = "abcd"
var seg = str.substring(1, 3)
You can use this method with any string in the following way:
var str = "abcd"
document.write(str.substr(–3, 2))
The first expression is based on the character code in the ISO Latin-1 char-
acter set. The second method is based on the name given to the character.
With only a few exceptions, almost all platforms are compatible with the
glyphs of ISO Latin-1. If you are interested in character sets or ISO-8859-1,
search the web for more information. The ISO-8859-1 character table can be
found in Appendix C.
Now back to JavaScript. The escape function returns the ASCII encod-
ing of an argument in the ISO Latin-1 character set. The general syntax is:
escape(string)
Like all methods, you can pass it a variable, a property of an existing object,
or a plain string literal. The escape() function is not a method associated
with any object, but is a part of the language itself. The value returned by
Chapter 12
the escape() function is the string argument, where all nonalphanumeric
characters are replaced by a string in the form of “%xx”, xx being the ASCII
encoding of a character in the argument.
The unescape() function is responsible for the opposite conversion.
That is, it converts the string from nonalphanumeric ASCII encoding to ISO
Latin-1 characters. Its syntax is similar:
unescape(string)
Number-to-String Conversion
Occasionally, you need to convert a number to a string. For example, if you
want to compute the number of digits in a number, you can convert it to a
string and use the length property, which applies only to strings. In this
section we take a look at a few ways to convert a number into a string.
You can also make sure that the value of the variable is a string by using the
typeof operator in the following way:
var num = 987
document.write("num is a " + typeof num + "<BR>")
num += ""
document.write("num is a " + typeof num)
You can also convert the number to a string and assign the numeric string to
another variable, or even better, do both operations in one statement:
var num = 987
var numericString = num + ""
This script results in two different variables; the first holds a pure numeric
value and the second, numericString, holds a string type. The side of the
variable to which the empty string is concatenated has no importance:
var num = 987
var numericString = "" + num
If you concatenate several different literals, where some are numbers and
other are strings, the expression evaluates to a string. Here is an example:
var str = 99 + " bottles of beer on the wall"
However, scripts become tricky when you concatenate more than two values
or literals, especially when the first few are numbers. Here is a tricky
expression:
var str = 50 + 49 + " bottles of beer on the wall"
the following string. So the value of str in this case is 99 bottles of beer
on the wall. The following statement demonstrates a slightly different
situation:
var str = "bottles of beer on the wall -- " + 50 + 49
Like always, evaluation is done from left to right. The string, bottles of
beer on the wall -- , is concatenated with 50 and evaluates to bottles
of beer on the wall -- 50. This value in turn is concatenated with the
number 49, and evaluates to bottles of beer on the wall -- 5049,
which is certainly not the value we want. A simple workaround is to enclose
the numeric operation in parentheses in the following form:
var str = "bottles of beer on the wall -- " + (50 + 49)
The data type of the variable num in this case is not a string, but an object.
As mentioned earlier, strings created via the String() constructor are regu-
lar objects. However, you can still use any property or method associated
with strings on such objects. A more obvious way to convert a number to a
string via the constructor function is to assign the new string, or object, to a
Chapter 12
new variable in the following form:
var num = 987
var numericString = new String(num)
String-to-Number Conversion
Mathematical operators, for example, accept numeric strings as operands
and handle them fine. Here is an example for such an operation:
var num1= "7"
var num2 = "2"
var result = num1 – num2
document.write(result)
This script prints 5, just as if both variables were assigned a plain numeric
value rather than a numeric string (we use the term numeric string to char-
acterize a string that encloses a number, such as "911"). An operation
consisting of numeric string operands returns a plain numeric value, not a
string. Therefore, you can theoretically convert a numeric string to a num-
ber by performing an arithmetical operation on it. If you want, you can even
use a function to execute the conversion in the following form:
Handling Strings n 227
function convert(val)
{
return val – 0
}
var num = "911"
num = convert(num)
Note that you cannot use the plus (+) operator because it is also a string con-
catenation operator in JavaScript. If you are not sure whether a value is a
numeric string or a number, always convert it. It’s better to stay on the safe
side than to spend hours searching for such errors. Conversion via mathe-
matical operations is somewhat annoying, because it looks like a
workaround. Therefore, JavaScript provides us with a few conversion func-
tions, each with its own attributes.
Chapter 12
returned values:
parseInt("16") // 16
parseInt("16.33") // 16
parseFloat("16") // 16
parseFloat("16.33") // 16.33
parseInt("Howdy!") // 0
These functions are very useful when accepting input from the user via
forms or prompts because they always return a string, even if it represents a
number.
Note that both functions return zero when the argument is a Boolean
value. Therefore, if you want to check whether the user canceled a prompt
box by pressing the Cancel button, you must evaluate the condition before
parsing the value. Here is an example:
var num = prompt("Enter a number from 0 to 9:")
if (num = false)
alert("You must enter a value to continue.")
else
num = parseInt(num)
228 n Chapter 12
This script segment pops up two alerts. The first one displays the number 7,
because the expression "5 + 2" evaluates to 7. The second call to the
eval() function does not cause it to return a value, but to execute the state-
ment encapsulated in a string.
Handling Strings n 229
You can also use the eval() function to convert strings representing
numbers to regular numbers. The eval() function accepts any valid
JavaScript piece of code in the form of a string. You can store an entire script
as a string and then hand it over to this function. The classic example for the
function is to let the user enter a mathematical expression in a form field or
a prompt box, and to display the result. Here is a simple example:
var inp = prompt("Enter mathematical expression", "")
alert(inp + " = " + eval(inp))
String Enciphering
The following script prompts the user for a short string. It then asks for a
numeric key. The key has 63 possible values—all integers from 1 to 63. The
ciphering technique used in this script is known as XORing, because it is
primarily based on the bitwise XOR (exclusive OR) operator. The numeric
value of each character of the input string, or password, is mixed with the
numeric key value. A reverse process can be used to convert the enciphered
string back to the original one. Since the conversion simply swaps the same
two characters according to the key, the same JavaScript script is used as the
decoder and the encoder. Enough theory—let’s get to the point! Here is the
script:
<HTML>
<HEAD>
Chapter 12
<TITLE>Enciphering</TITLE>
<SCRIPT LANGUAGE="JavaScript">
<!--
// create list of valid characters
var list = "0123456789abcdefghijklmnopqrstuvwxyz._~ABCDEFGHIJKLMNOPQRSTUVWXYZ"
function encipher()
{
// prompt user for string
var str = prompt("Enter string:", "")
// terminate function if user selects CANCEL
if (!str)
return
// check that each character of input string is valid
for (var i = 0; i < str.length; ++i)
{
if (list.indexOf(str.charAt(i)) == -1)
{
alert("script terminated -- invalid character found")
return
}
}
230 n Chapter 12
Figure 12-3.
Encryption output
encipher()
First the encipher() function prompts the user for the string he or she
wants to encode. It is stored in the variable str. If the value of the variable
is a Boolean false, the function and the script itself are terminated. The logic
behind terminating the function is that a Boolean false value can only be the
result of the user pressing Cancel. A for loop is then used to check that all
characters of the string are also located in the string held by list. The loop
iterates through every character of the input string. Take a look at the condi-
tion used to test if the character is supported:
list.indexOf(str.charAt(i)) == –1
str.charAt(i) is the character for which the loop’s block is currently being
executed. The variable i starts at 0, the index of the string’s first character,
Chapter 12
and is incremented each time until it is equal to the index of the string’s last
character. Suppose the current character is “t.” The condition looks like this
then:
list.indexOf("t") == –1
If the character “t” is not found in the string list, the method indexOf()
whose argument is “t” returns –1—exactly the number against which the
returned value is tested.
If a character is not valid (not found in list), a message is displayed and
the function is terminated, indirectly causing the script’s execution to end.
The function then asks the user to enter the key number, which must be
an integer from 1 to 63. Because this is just an example, the input value is
not tested. If the user clicks Cancel, the function is terminated. Otherwise,
the function continues, and the key number is converted from a numeric
string to a number via the parseInt() function. The encoded string, which
is returned by the function encode(), is displayed.
232 n Chapter 12
encode(str, key)
First an empty string is assigned to the variable code. A loop is used to
replace every character of the input string with another character. The index
of the current character (the one whose index in str is equal to the loop’s
counter, i) in the list string is assigned to the variable ind. The bitwise OR
operator is given the key number and the value of ind as operands. The
character whose index in list is equal to the value returned by the bitwise
OR operation is the one used to replace the current character in the new
string, so it is assigned to the variable that holds the encoded string. The
new string is returned by the function.
Summary
Strings are a very useful data type in JavaScript. JavaScript tends to organize
its elements in the form of objects, so all string-related functions and data
are grouped together to form the String object. In this chapter we dis-
cussed the methods of the String object, as well as its single property,
length. Because strings are direct or indirect (based on the way you create
them) instances of this object, you can create prototypes to extend the
object’s capabilities. The JavaScript example provided at the end of the chap-
ter gives a clear view of the String object’s strength. We did not provide
many examples in this chapter because string manipulation and handling can
be found in almost every example later on in this book.
The Document Object Model n 233
Chapter 13
The Document Object Model (DOM), one of the most powerful tools avail-
able to a web developer, is a hierarchy of objects that represent the web
browser, the browser’s history, the currently loaded web page, and other
important elements. You can see this hierarchy depicted in Figure 13-1.
In this chapter and the next we will be exploring the DOM and giving you
examples of how to use the various aspects of it. I think you will find these
features exciting and very useful. Each of the objects within the DOM have
a specific purpose, and we will explore most of them in this chapter.
234 n Chapter 13
Method/Property Purpose
focus() This function sets the focus to the current window.
resizeBy(x,y) Adjusts the window size relative to its current width
and height.
resizeTo(x,y) Adjusts the window size to the indicated x and y
width and height values.
moveBy(x,y) Moves the window by the specified number of pixels
in the x and y direction.
moveTo(x,y) Moves the window to the specified x and y pixel
location.
Table 13-2 shows a few examples of ways you might use the window object.
Table 13-2. Using the window object
Example Purpose
var newwindow = Open a new browser
window.open("http://www.chuckeasttom.com") window.
newwindow.focus Set focus to that window.
newwindow.close Close that window.
The Document Object Model n 235
Method/Property Purpose
appName The name of the end user’s browser.
appVersion The version number of the end user’s browser.
cookieEnabled Whether or not the end user’s browser has cookies
enabled.
platform The end user’s operating system.
javaEnabled() A method that returns a Boolean telling if the
browser has JavaScript enabled.
As you can see, these methods and properties can provide a rich source of
information about visitors to your site.
object are content-dependent because each and every page has its own out-
line and elements. Almost everything in the page is a property of the
document object, including links, images, forms and their elements, anchors,
and more. Because each frame is a window (window object), it contains a
document object as well. Even the background and the title are properties of
this object. We will give you an overview of the document object here, but
you will find even more details about this object later in this book. Table
13-4 lists some of the properties and methods of the document object.
236 n Chapter 13
Method/Property Purpose
write() This is a very commonly used method and writes to
the HTML page whatever is passed to the write
function.
fileCreatedDate This property shows when the loaded HTML file was
created.
linkColor This property shows the color of HTML links in the
document. It is specified in the <BODY> tag.
open() This method opens a new document in a new
window.
embeds An array containing all the plug-ins in a document.
Let’s take a look at an example that uses the document object, since it is
such a commonly used object.
<HTML>
<HEAD>
<TITLE>Sample Color Cube</TITLE>
</HEAD>
<BODY>
<SCRIPT LANGUAGE="JavaScript">
<!--
// create six-element array
var hex = new Array(6)
// assign non-dithered descriptors
hex[0] = "FF"
hex[1] = "CC"
hex[2] = "99"
hex[3] = "66"
hex[4] = "33"
hex[5] = "00"
// accept triplet string and display as background color
function display(triplet)
{
// set color as background color
document.bgColor = '#' + triplet
// display the color hexadecimal triplet
alert('Background color is now ' + triplet)
}
// draw a single table cell based on all descriptors
function drawCell(red, green, blue)
{
// open cell with specified hexadecimal triplet background color
document.write('<TD BGCOLOR = "#' + red + green + blue + '">')
// open a hypertext link with javascript: scheme to call display function
document.write('<A HREF = "javascript:display(\'' + (red + green + blue) +
'\')">')
// print transparent image (use any height and width)
document.write('<IMG SRC="place.gif" BORDER=0 HEIGHT=12 WIDTH=12>')
The Document Object Model n 237
document.write('<TD BGCOLOR="#FFFFFF">')
// call function to create cube panel with hex[i] blue hex
drawTable(hex[i])
// close current table cell
document.write('</TD>')
}
// close table row and table
document.write('</TR></TABLE>')
}
// call function to begin execution
drawCube()
// -->
238 n Chapter 13
</SCRIPT>
</BODY>
</HTML>
You should note that in this example the write method is used repeatedly.
As I stated earlier, it is one of the most commonly used methods of the doc-
ument object. You can see the output of Example 13-1 in Figure 13-2.
Methods/Properties Purpose
current The current document URL.
previous The URL of the last document in the history list.
next The URL of the next document in the history list.
length The number of entries currently stored in the history
object.
The following code snippet shows an example of how you might use the
history object.
<FORM>
<INPUT TYPE="button" VALUE="Go Back" onClick="history.back()">
</FORM>
The Document Object Model n 239
Method/Property Purpose
host The URL hostname and port.
href The entire URL.
port The port being used.
search The URL query string section (i.e., the section after
and including the question mark).
The following code snippets show ways you might use the location object.
document.write(location.href)
document.write(window.location.protocol)
Summary
In this chapter we have introduced you to the Document Object Model and
explored the more important aspects of it. Mastering this object model is
key to success in JavaScript, because JavaScript is primarily designed to
enable interaction with the user via these objects. In the following chapters,
we will discuss various concepts related to these objects, including their
methods, properties, and event handlers, in more detail.
Chapter 13
240 n Chapter 14
Chapter 14
Level Description
Level 0 The application supports an intermediate DOM, which
existed before the creation of DOM Level 1. An example
would be the DHTML Object Model. Level 0 is not a formal
specification published by the W3C but just a description of
what existed before the standardization process.
Level 1 Applications at this level support navigation of the DOM
document tree and content manipulation. HTML-specific
elements are included as well.
Level 2 This level supports XML namespace support, filtered views,
and events. This specification defines the Document Object
Model Level 2 Core. The Document Object Model Level 2
Core builds on the Document Object Model Level 1 Core and
is therefore inclusive of Level 1.
Level 3 This level is basically an enhancement to the DOM Level 2
Core. It completes the mapping between DOM and the XML
Chapter 14
The meat of this script is the single line of code found inside the OpenWindow
function. The first parameter passed to this function is what you wish to
Chapter 14
open. This can be another HTML document or an image. The second param-
eter passed is the name of the variable that is going to represent this new
window. In our case, that is NewWindow. The last parameter is the height and
width of the new window we are opening.
244 n Chapter 14
This script is fairly simple and easy to use and can be very useful. For
example, if you have a list of products on your web site and you do not wish
to clutter the HTML document with all the details of every product, you can
use this script to allow the user to view a page with those details after click-
ing on the name of a product.
The only real problem with our example for launching a new window is
that if the item you are launching is larger than the size parameters you give
it, we don’t have scroll bars to let us see the whole image. Example 14-1 is
very similar to the previous code, except that it adds something to the win-
dow.open method call to include scroll bars.
<HTML>
<HEAD>
<TITLE>Open a New Window</TITLE>
<SCRIPT LANGUAGE="JavaScript">
function OpenWindow()
{
var NewWindow = window.open("anypage.htm", "NewWindow",
"width=350,height=200,scrollbars=yes")
}
</SCRIPT>
</HEAD>
<BODY BGCOLOR=White>
<A HREF="javascript:OpenWindow()">Advanced JavaScript</A>
</BODY>
</HTML>
Example 14-1 (ex14-1.htm). Script that creates a window with scroll bars
</SCRIPT>
</HEAD>
<BODY BGCOLOR=White>
<CENTER>
<H3>
<A HREF="javascript:opennewwindow()">View Advanced JavaScript</A>
<BR>
<A HREF="javascript:closenewwindow()">Close Advanced JavaScript</A>
</H3>
</CENTER>
</BODY>
</HTML>
These rather simple examples illustrate some of the practical things you can
do with the navigator object.
246 n Chapter 14
Summary
In this chapter we expanded upon the material in Chapter 13. We looked
more closely at the architecture of the Document Object Model and worked
with some simple examples. With the material in this chapter and the pre-
ceding chapter you should have a basic working knowledge of the Document
Object Model. Many subsequent chapters will be utilizing elements of the
DOM, beginning with Chapter 15.
Mozilla Firefox has an interesting tool called DOM Inspector you may
wish to use. You will find it under the Tools > Web Development menu in
any Mozilla window. DOM Inspector is a tool that can be used to view the
actual DOM objects of any web document. The DOM hierarchy can be navi-
gated using a two-paned window that allows for a variety of different views
on the document and all nodes within.
Utilizing the Status Bar n 247
Chapter 15
The status bar is the gray bar at the bottom that shows the string “Docu-
ment: Done.”
In terms of the Document Object Model, the status bar is a direct prop-
erty of the window object. In multiple-frame documents, each frame has a
property representing the status bar, but you should only reference one of
them to avoid an unwanted collision. The status bar in JavaScript is gener-
ally represented by the status property—window.status. You can also
refer to the status bar of the current window via self.status, because self
is actually a property of the window object that is the window object itself.
þ Note: You can also refer to the status bar as status instead of
window.status; however, we shall stick with the latter for clarity.
Never try to read the status bar code, as such action usually generates an
error. Setting the value of the status bar is permitted, with some
restrictions.
248 n Chapter 15
Example 15-1 (ex15-1.htm). You can display any string you like in the status bar as
a reaction to a user-initiated event such as a button click. You can see the output of
this script in Figure 15-2.
þ Note: This script, and some others, may not function the same in Firefox as
in Internet Explorer. Also note that Internet Explorer 7.0 was released as this
book was being written and many scripts were not tested with that browser.
Chapter 15
the status bar rather than the URL when you place the mouse’s pointer over
a link. A description is usually much more meaningful than a URL. The
event handler that is triggered when the user places the mouse’s pointer
over a link is onMouseOver. The event handler should always return the
Boolean value true after the message is placed in the status bar. The only
correct way to assign a message corresponding to a link in the status bar is
to use the following syntax for the link:
<A HREF = "URL" onMouseOver = "window.status = 'any string'; return true">
Example 15-2 (ex15-2.htm). A script that displays the string in the status bar for 2.5
seconds
Example 15-3 (ex15-3.htm). Sets a default value for the status bar
When you load the page in the browser, you see a link. At that moment, the
status bar does not contain any string (it might contain a string to report that
the page has been loaded). When you place the pointer over the link, the
message “Wordware home page” is written to the status bar. When the
pointer is taken off the link, the string is replaced by another string—“Click
the link for the Wordware Publishing home page.” This is a nice alternative
to using the onMouseOut event handler.
Utilizing the Status Bar n 251
Banners
Chapter 15
You can use the status bar to create banners. Banners are classic JavaScript
scripts. They were, and still are, an attractive addition to any web page. Ori-
ginally banners appeared in the status bar, scrolling several messages in
sequence. Some programmers prefer to place the banner in a text box,
because they feel that status bar-based banners are annoying to the common
surfer. Banners are sometimes very unsteady; their speed is not uniform
and they sometimes blink. There is no workaround to make them better.
But, all in all, they are still a lot of fun. In this section we take a look at a few
different banner-like scripts, most of which were created exclusively for this
book.
T-banner
The T-banner simulates a typewriter and is one of my favorite banners. The
typewriter style display catches the user’s eye and ensures the message will
be noticed. It displays each message by typing it in, one character at a time.
It seems as if someone is typing the message at a certain speed and deleting
it upon completion. First, take a look at the script:
<HTML>
<HEAD>
<TITLE>T-banner</TITLE>
<SCRIPT LANGUAGE = "JavaScript">
<!--
// set speed of banner (pause in milliseconds between characters)
var speed = 100 // decrease value to increase speed (must be positive)
// set pause between completion of message and beginning of following one
var pause = 1000 // increase value to increase pause
// set initial values
var timerID = null
var bannerRunning = false
// create global array
var ar = new Array()
// assign the strings to the array's elements
ar[0] = "Welcome to this JavaScript page"
ar[1] = "I hope you enjoy the T-banner script"
ar[2] = "It's kind of a cool banner"
ar[3] = "Don't forget to check out my other scripts"
// set index of first message to be displayed first
var currentMessage = 0
// set index of last character to be displayed first
var offset = 0
// stop the banner if it is currently running
function stopBanner()
{
// if banner is currently running
if (bannerRunning)
252 n Chapter 15
// -->
Chapter 15
</SCRIPT>
</HEAD>
<BODY onLoad = "startBanner()">
</BODY>
</HTML>
Global Statements
// set speed of banner (pause in milliseconds between characters)
var speed = 100 // decrease value to increase speed (must be positive)
// set pause between completion of message and beginning of following one
var pause = 1000 // increase value to increase pause
// set initial values
var timerID = null
var bannerRunning = false
// create global array
var ar = new Array()
// assign the strings to the array's elements
ar[0] = "Welcome to this JavaScript page"
ar[1] = "I hope you enjoy the T-banner script"
ar[2] = "It is designed to be more stable than regular banners"
ar[3] = "Don't forget to check out my other scripts"
// set index of first message to be displayed first
var currentMessage = 0
// set index of last character to be displayed first
var offset = 0
At first, the speed of the banner is set to 100. This is equal to the pause
between each character of a message in milliseconds. The pause (in milli-
seconds) between the completion of a message (string) and its deletion is
assigned to the variable pause. The identifier for the current timeout is
assigned null, because no timeout is set yet. The current state of the banner
(false because it is not running yet) is assigned to the variable
bannerRunning. An array is then created to hold the strings that are to be
displayed as banner messages. The first string is assigned to the first ele-
ment of the array, ar[0], and so on. The number 0 is assigned to
currentMessage because the first message displayed is ar[0]. The index of
the last character displayed at a given moment in the status bar is assigned
to the global variable offset. It is set to zero because the first appearance of
the banner consists of only one character—the first one—whose index is
zero.
stopBanner()
// start the banner
function startBanner()
{
// make sure the banner is stopped
254 n Chapter 15
stopBanner()
// start the banner from the current position
showBanner()
}
This function is called to stop the banner. If the banner is running, the cur-
rent timeout is cleared. The variable bannerRunning is set to false because
the banner is stopped.
startBanner()
// start the banner
function startBanner()
{
// make sure the banner is stopped
stopBanner()
// start the banner from the current position
showBanner()
}
This function calls the stopBanner function to make sure the banner is
stopped, and then calls the function showBanner to start running the
T-banner.
showBanner()
// type in the current message
function showBanner()
{
// assign current message to variable
var text = ar[currentMessage]
// if current message has not finished being displayed
if (offset < text.length)
{
// if last character of current message is a space
if (text.charAt(offset) == " ")
// skip the current character
offset++
// assign the up-to-date to-be-displayed substring
// second argument of method accepts index of last char plus one
var partialMessage = text.substring(0, offset + 1)
// display partial message in status bar
window.status = partialMessage
// increment index of last character to be displayed
offset++
// recursive call after specified time
timerID = setTimeout("showBanner()", speed)
// banner is running
bannerRunning = true
} else
{
// reset offset
offset = 0
// increment subscript (index) of current message
Utilizing the Status Bar n 255
currentMessage++
Chapter 15
// if subscript of current message is out of range
if (currentMessage == ar.length)
// wrap around (start from beginning)
currentMessage = 0
// recursive call after specified time
timerID = setTimeout("showBanner()", pause)
// banner is running
bannerRunning = true
}
}
The current message is assigned to the local variable text. The function
then continues in one of two directions. The first is selected if the current
message is still being displayed; that is, if the index of the last character that
was displayed of the current message is the last character or less. In that
case, the expression offset < text.length evaluates to true. If the last
character to be displayed during this pass through the function is a space,
the value of offset is incremented, and no time is wasted on typing the
space character. The substring that needs to be displayed during the current
iteration is assigned to the local variable partialMessage. Since the second
argument of the substring method is the index of the last character plus
one, it is set to offset + 1. The current substring is displayed in the status
bar, and the value of offset is incremented. The function is called once
more after speed milliseconds.
When the end of the current message has been reached, another execu-
tion path is taken. In this case, the variable offset is assigned zero, the
index of the first character of a string. To allow posting of the next message
in the array, the index of the array element holding the current message is
incremented. If the new value of currentMessage is out of range, it is set to
zero, so the following message is the first one. The function is called recur-
sively after pause milliseconds. This time the function should take the first
route, because the message is only at its beginning.
Event Handlers
The startBanner function is called by the onLoad event handler when the
document has finished loading.
R-banner
While T stands for “typewriter,” R stands for “random,” denoting the flavor
of this special banner. The messages appear by popping up various charac-
ters of the message in a random order. Another special effect involved in this
banner is the scrolling motion from right to left. This effect is achieved by
simply letting each character that pops up take a three-character space. Take
a look at the script:
256 n Chapter 15
<HTML>
<HEAD>
<TITLE>R-banner</TITLE>
<SCRIPT LANGUAGE = "JavaScript">
<!--
// set speed of banner (pause in milliseconds between addition of new character)
var speed = 10 // decrease value to increase speed (must be positive)
// set pause between completion of message and beginning of following one
var pause = 1500 // increase value to increase pause
// set initial values
var timerID = null
var bannerRunning = false
// create array
var ar = new Array()
// assign the strings to the array's elements
ar[0] = "Welcome to my JavaScript page"
ar[1] = "I hope you enjoy the R-banner script"
ar[2] = "It is pretty cool"
ar[3] = "Don't forget to check out my other scripts"
// assign index of current message
var message = 0
// empty string initialization
var state = ""
// no value is currently being displayed
clearState()
// stop the banner if it is currently running
function stopBanner()
// if banner is currently running
if (bannerRunning)
// stop the banner
clearTimeout(timerID)
// banner is now stopped
bannerRunning = false
}
// start the banner
function startBanner()
{
// make sure the banner is stopped
stopBanner()
// start the banner from the current position
showBanner()
}
// assign state a string of "0" characters of the length of the current message
function clearState()
{
// initialize to empty string
state = ""
// create string of same length containing 0 digits
for (var i = 0; i < ar[message].length; ++i)
{
state += "0"
}
}
// display the current message
Utilizing the Status Bar n 257
function showBanner()
Chapter 15
{
// if the current message is done
if (getString())
{
// increment message
message++
// if new message is out of range wrap around to first message
if (ar.length <= message)
message = 0
// new message is first displayed as empty string
clearState()
// display next character after pause milliseconds
timerID = setTimeout("showBanner()", pause)
// banner is now running
bannerRunning = true
} else
{
// initialize to empty string
var str = ""
// build string to be displayed (only characters selected thus far
// are displayed)
for (var j = 0; j < state.length; ++j)
{
str += (state.charAt(j) == "1") ? ar[message].charAt(j) : " "
}
// partial string is placed in status bar
window.status = str
// add another character after speed milliseconds
timerID = setTimeout("showBanner()", speed)
// banner is now running
bannerRunning = true
}
}
function getString()
{
// set variable to true (it will stay true unless proven otherwise)
var full = true
// set variable to false if a free space is found in string (a
// not-displayed char)
for (var j = 0; j < state.length; ++j)
{
// if character at index j of current message has not been
// placed in displayed string
if (state.charAt(j) == 0)
full = false
}
// return true immediately if no space found (avoid infinite loop later)
if (full)
return true
// search for random until free space found (broken up via break statement)
while (1)
{
// a random number (between 0 and state.length – 1 == message.length – 1)
258 n Chapter 15
Global Statements
// set speed of banner (pause in milliseconds between addition of new character)
var speed = 10 // decrease value to increase speed (must be positive)
// set pause between completion of message and beginning of following one
var pause = 1500 // increase value to increase pause
// set initial values
var timerID = null
var bannerRunning = false
// create array
var ar = new Array()
// assign the strings to the array's elements
ar[0] = "Welcome to my JavaScript page"
ar[1] = "I hope you enjoy the R-banner script"
ar[2] = "It is pretty cool"
ar[3] = "Don't forget to check out my other scripts"
// assign index of current message
var message = 0
// empty string initialization
var state = ""
// no value is currently being displayed
clearState()
First, the number 10 is assigned to the variable speed, representing the
pause in milliseconds between the popping up of two consecutive characters
in the current message. A longer pause is assigned to the variable pause,
representing the number of milliseconds between the completion of the cur-
rent message and its deletion. A null value is assigned to the global variable
timerID and the Boolean value false is assigned to the variable
bannerRunning. Predefined messages are stored in an array. The variable
Utilizing the Status Bar n 259
message is assigned zero, the index of the first element of the array to be
Chapter 15
displayed, ar[0].
The second section of the global statement section consists of only two
statements, but they are important for understanding the entire script. The
first statement in this section assigns an empty string to the global variable
state. The clearState() function is called next. It modifies the value of the
global variable state, by assigning it n “0” characters, where n is the length
of the current message. The variable state is basically constructed of 0s and
1s. Suppose the first character is a 0. That means that the first character of
the current message has not been popped up yet. The same applies to the
second character and all the following ones. Therefore, the string starts off
at all 0s, and the message is finished when all characters are 1s.
stopBanner()
See the explanation of this function in the T-banner section.
startBanner()
See the explanation of this function in the T-banner section.
clearState()
See the “Global Statements” section above for information regarding this
function.
getRandom(max)
This simply returns an integer between 0 and max – 1. (See the explanation
of Math.random() in Chapter 11.)
getString()
function getString()
{
// set variable to true (it will stay true unless proven otherwise)
var full = true
// set variable to false if a free space is found in string (a
// not-displayed char)
for (var j = 0; j < state.length; ++j)
{
// if character at index j of current message has not been
// placed displayed string
if (state.charAt(j) == 0)
full = false
}
// return true immediately if no space found (avoid infinite loop later)
if (full)
return true
// search for random until free space found (broken up via break statement)
while (1)
{
// a random number (between 0 and state.length – 1 == message.length – 1)
var num = getRandom(ar[message].length)
260 n Chapter 15
right-to-left movement. The built-up string is placed in the status bar, and
Chapter 15
the function is called recursively after a pause of speed milliseconds.
Event Handlers
When the document is completely loaded, the startBanner() function is
called by the onLoad event handler.
N-banner
The N-banner (for “normal”) scrolls from right to left in the status bar. You
have probably seen hundreds of these banners on the web. Here is a script
to implement such a banner:
<HTML>
<HEAD>
<TITLE>N-banner</TITLE>
<SCRIPT LANGUAGE = "JavaScript">
<!--
function scrollBanner(seed)
{
// set pause in milliseconds between each movement
var speed = 10
// assign one-space string to variable (space pads left side of status bar)
var str = " "
// create global array
var ar = new Array()
// assign the strings to the array's elements
ar[0] = "Welcome to my JavaScript page. "
ar[1] = "I hope you enjoy the N-banner script. "
ar[2] = "It is kind of cool. "
ar[3] = "Don't forget to check out my other scripts. "
// join all messages to one string variable with no delimiter
var total = ar.join("")
// if message has not yet reached the left side of the status bar
if (seed > 0)
{
// assign string of seed spaces to variable
for (var i = 0; i < seed; ++i)
{
str += " "
}
// append message to end of output string
str += total
// message moved one position to the left
seed--
// assign expression containing recursive call with literal
// argument in form of string
var cmd = "scrollBanner(" + seed + ")"
// place computed message in status bar
window.status = str
262 n Chapter 15
A major advantage of this banner is that it does not include any global state-
ments and has only one function.
scrollBanner(seed)
The banner’s speed and messages are specified as in the previous banners.
A single-space string is assigned to the variable str. It pads the left side of
the status bar by leaving a space between the border and the far-left side of
the message. Since this banner scrolls the messages one after the other, all
messages are combined to a single string via the join() method of the
Array object.
The function accepts one argument, which is assigned to the parameter
seed. The value of seed determines the message’s distance from the left
side of the status bar. Space characters are used as spaceholders. It is com-
mon to start the banner 100 spaces from the left, so the function is initially
called with the value of 100.
Utilizing the Status Bar n 263
The function chooses one of three routes. The first is selected if the
Chapter 15
value of seed is positive; that is, if the message has not reached the left
panel of the status bar. In this case, a loop is used to concatenate a string of
seed space characters to the variable str. The entire message is then con-
catenated to str. Note that if a string placed in the status bar exceeds the
maximum length of the bar, the excess characters are not displayed. After
concatenating the entire message to the accumulative string, the value of
seed decrements, creating a scrolling effect on the next iteration. A recur-
sive call is constructed in a string in the following form:
var cmd = "scrollBanner(" + seed + ")"
If the absolute value of seed exceeds the message’s length, this expression
evaluates to false. It means that the length of the message that has gone out
of range to the left is greater or equal to the length of the message, meaning
that no part of the message actually remains in the status bar. If this expres-
sion evaluates to true, only part of the message has gone past the left
barrier.
If the expression above evaluates to true, the substring
total.substring(–seed, total.length) is concatenated to the variable
str. This substring represents the part of the message that has not gone
overboard (|seed| is equal to the number of characters disposed). The
remaining part of the command block is identical to the one used when the
first route of the function is taken.
The third route that can be taken by the function is the most simple one.
It places the value of str, a single-space string, in the status bar. It then calls
the function recursively with the initial argument of 100.
264 n Chapter 15
Summary
While Chapters 13 and 14 gave you a theoretical introduction to the Docu-
ment Object Model, this chapter showed you practical ways to use one part
of that model. Remember that the status bar is just a single property of the
document object, and you saw in this chapter several ways to use that prop-
erty. This should illustrate to you the sheer power of the Document Object
Model.
In this chapter we saw how to display link-related messages in the sta-
tus bar, as well as default values. We emphasized one of JavaScript’s pioneer
scripts, the banner. We discussed some unique banners developed exclu-
sively for this book, as well as other common banners. In terms of
JavaScript, we have discussed two properties of the window object: status
and defaultStatus. Besides enabling fun stuff like banners, the status bar
can be used as an additional output device for displaying critical values while
debugging the script.
URLs and JavaScript n 265
Chapter 16
A URL includes the name of the scheme being used, followed by a colon and
a string. scheme refers to the protocol being used. Valid schemes include
FTP (File Transfer Protocol) and HTTP (Hypertext Transfer Protocol). The
characters supported as schemes are lowercase letters, “a” to “z”, and the
characters plus (+), period (.), and hyphen (-). Web browsers such as
Internet Explorer and Mozilla Firefox treat uppercase letters as lowercase
ones. For example, both HTTP and http are accepted. Examples of schemes
are “http,” “ftp,” “gopher,” and “news.” The scheme instructs the applica-
tion or person how to treat that specific resource.
266 n Chapter 16
Such schemes are usually separated from the machine address by two
slashes (//), whereas the machine address is separated from the full path via
only one slash (/). Therefore, the common format is:
scheme://machine.domain/full-path-of-file
The URL’s scheme is http, for the Hypertext Transfer Protocol. The
Internet address of the machine is www.chuckeasttom.com, and the path to
the specific file is /index.htm. You will find that the path portion sometimes
ends with a slash. This indicates that the path is pointing to a directory
rather than a file. In this case, the server returns either a directory listing of
all the files or a default file, if one is available. The default filename is either
index.htm or home.htm, but other variants are also used.
When contacting a site providing anonymous login, the user and password
may be omitted, including the separating colon and the following @ symbol.
Chapter 16
The host and port are exactly the same as in the HTTP URL specification.
The <cwd1>/<cwd2>/…/<cwdN> refers to the series of “change direc-
tory” (cd in Unix) commands a client must use to move from the main
directory to the directory in which the desired file resides. Since most serv-
ers use Unix operating systems, you can print the working (current)
directory by typing pwd at the command line. The name is the desired file’s
full name, as it is recognized by the operating system. The portion
;type=<typecode> allows you to specify the transmission mode (ASCII vs.
binary). Most systems are not configured to work properly with this trailing
specification, and some are even misled by it.
Gopher Protocol (Gopher)
The Gopher protocol is not used very much these days, but was once a com-
mon way to get files from the Internet. Its syntax is very similar to HTTP’s:
gopher://<host>:<port>/<gopher-path>
The account@site is the Internet e-mail address of the person you wish to
mail to. Most WWW browsers, including the leaders, Navigator and Internet
Explorer, support this scheme when encoded in an HTML document.
Usenet News (News)
The News URL scheme allows you to refer to Usenet newsgroups or spe-
cific articles in such a newsgroup. The syntax is either one of the following:
news:<newsgroup-name>
news:<message-id>
The host is the fully qualified domain name of the system, and the path is
the hierarchical directory path to the required file. Leave host empty or
specify localhost to refer to the client’s local files.
JavaScript Statements (javascript)
The JavaScript URL scheme is quite different. Its general syntax is:
javascript:<valid-javascript-statement-expression-command>
This scheme evaluates the expression after the colon. If the expression can
be evaluated to a string, a new page is opened and the string displayed. If the
expression is undefined, a new page does not open.
Other Schemes
There are several other schemes that are far beyond the scope of this book.
Bear in mind that we are dealing with JavaScript, so we only focus on
schemes that might be needed in a script. For most of your web develop-
ment you will work with http and ftp, so the others are simply not that
important to you in JavaScript.
The location object belongs to the window containing the JavaScript script.
Single-frame pages have only one location object. However, pages that use
multiple frames consist of a window.location (location) object for each
frame, as well as one for the main frameset document. For example, a page
with two frames consists of three URLs, and a location object is available
for each.
Because window is a default object in scripts, you can use location
rather than window.location. However, if you use this object to specify an
URLs and JavaScript n 269
event handler script, you must specify the full window.location. Due to the
scoping of static HTML objects in JavaScript, a call to location without
specifying an object name is equivalent to document.location, which is cur-
rently a synonym for document.URL. You should avoid document.location
because it will not be supported in the future.
location Properties
Chapter 16
The location object, like any other object, consists of both properties and
methods. The methods were added back in Navigator version 3.0. That
means you are very unlikely to encounter a browser that does not support
the methods of the location object. In this section we take a look at the
object’s properties, basing the discussion on an earlier section, “A Crash
Course in URLs.”
href
The href property is the most popular one in HTML scripting. The identi-
fier HREF stands for “hypertext reference.” This property supplies a string
of the entire URL of the calling window object. This property is for both
reading and setting. By assigning a string to this property, you can change
the URL of the page in the window. For example, if you want to load
Wordware’s home page when the user clicks a button, you can use the fol-
lowing syntax:
<HTML>
<SCRIPT LANGUAGE="JavaScript">
<!--
function load()
{
location.href = 'http://www.wordware.com'
}
// -->
</SCRIPT>
<FORM>
<INPUT TYPE="button" VALUE=" load page " onClick="load()">
</FORM>
</HTML>
Example 16-1 (ex16-1.htm). Script that loads Wordware’s home page when button
is clicked
You can also retrieve the full URL of the current window (the current win-
dow object to be exact) by reading the URL value. For example, if you want
the full URL of the current file, not including the filename itself, you can use
the following script segment:
var url = location.href
var lastSlash = url.lastIndexOf("/")
var partialURL = url.substring(0, lastSlash + 1)
This statement does not generate any error because “location” is not a
reserved word. However, it deletes the location object inside the function
in which location is assigned. Since location is not a browser object but
rather a simple variable, it is fully accessible from outside the function.
Microsoft Internet Explorer and Netscape Navigator deal differently
with the location.href property, and with the location object in general.
The following code segment shows the difference:
<HTML>
<HEAD>
<TITLE>location test</TITLE>
</HEAD>
<SCRIPT LANGUAGE="JavaScript">
<!--
function load()
{
location.href = "http://www.microsoft.com"
alert(location.href)
}
// -->
</SCRIPT>
<BODY onLoad="load()">
</BODY>
</HTML>
URL has not been found yet. Let’s sum things up. The displayed value of the
preceding script on each of the leading browsers is as follows:
n Netscape Navigator—http://www.geocities.com
n Microsoft Internet Explorer—http://www.microsoft.com
Chapter 16
The most commonly encoded character is the space, %20. You can run such
URLs under the unescape() function to convert them to ISO Latin-1
format.
Suppose you have an HTML file named foo.html located in a certain
directory or folder. Loading the full path of this directory in the browser
should normally show the listing of all the directory’s files, provided that a
default filename supported by the server is not included in that directory.
You can use the following script to allow the user to view the listing of the
files just by clicking a button:
<HTML>
<HEAD>
<TITLE>Directory listing</TITLE>
</HEAD>
<SCRIPT LANGUAGE="JavaScript">
<!--
function getListing()
{
var url = location.href
var lastSlash = url.lastIndexOf("/")
location.href = url.substring(0, lastSlash + 1)
}
// -->
</SCRIPT>
<BODY>
<FORM>
<INPUT TYPE="button" VALUE=" view directory listing " onClick="getListing()">
</FORM>
</BODY>
</HTML>
Example 16-2 (ex16-2.htm). Script that displays a list of files with a button click
272 n Chapter 16
You can see what this web page would look like in Figure 16-2.
hash
An anchor is a mark for other data to point to. It enables you to create a link
to a specific place somewhere in a given web page. Suppose you have a web
page that provides information on various DVD player models of different
brands. A user who is looking for specific information on Sony DVD players
should not have to scroll through other makes such as JVC. Therefore, you
can create a named anchor somewhere near the name Sony. An anchor is
created using the following syntax:
<A NAME="sony1">Sony DVD players</A>
The text “Sony DVD players” appears on the page as normal, but it serves
as an anchor. You can direct the user to the “Sony DVD players” section via
a simple link to the anchor, in the following fashion:
<A HREF="#sony1">Get information on Sony DVD players</A>
In this case, the link’s URL is the anchor’s name preceded by a hash mark
(#). When the user clicks on the link “Get information on Sony DVD play-
ers,” the browser automatically “scrolls” down to the anchor named “sony1”
(you can’t see the scrolling, of course). You can also direct the user to that
anchor from within another page. For example, suppose the full URL of the
DVD player page is http://www.dvdplayer.com/information/
index.html. Now, let’s say you want to provide a link from the page
http://www.electronics.com/dvdplayerlinks/new.html to the page con-
taining information on DVD players, and, in particular, to the Sony section.
You can accomplish this task by including the URL of the DVD player file, as
well as the Sony anchor name, somewhere in the electronics file:
<A HREF=" http://www.dvdplayer.com/information/index.html#sony1">Get
information on Sony DVD players</A>
URLs and JavaScript n 273
This form enables you to specify the document URL as well as the specific
anchor name. By specifying only the anchor name, it is assumed that the
anchor resides in the current document, just as if you specify a filename
without a full path, it is assumed to reside in the same directory as the
HTML document. Such URL references are known as relative or partial.
When you click on a link to a URL containing a named anchor reference,
the new URL, or location, consists of the hash mark (#) followed by the
anchor name. This portion of the URL is considered a part of the URL, just
Chapter 16
like the path or filename. After linking to an anchor, user-initiated scrolling
does not affect the URL (or the location.href value).
JavaScript provides a property for the current anchor reference in the
URL. This property is named hash (location.hash), because anchor refer-
ences are stored in a hash table. You can assign a string to location.hash in
order to direct the browser to a specified anchor within the current page.
Like the href property, hash is also readable. You should use this property
only when dealing with local anchors residing within the current document.
Suppose the following document is saved as an .html file on a server or on
your computer:
<HTML>
<HEAD>
<TITLE>status bar</TITLE>
<SCRIPT LANGUAGE="JavaScript">
<!--
function loadPage()
{
location.href = "http://www.chuckeasttom.com/index.htm"
location.hash = "authors"
}
// -->
</SCRIPT>
</HEAD>
<BODY onLoad="loadPage()">
</BODY>
</HTML>
The function loadPage() (called via the onLoad event handler) attempts to
load the page http://www.chuckeasttom.com/index.htm. Since the
browser does not wait until the page is loaded, the function continues to
execute, advancing to the following statement. However, this statement also
attempts to modify the URL of the page by specifying an anchor, via the
location.hash property. Since the anchor resides on the current page, it is
loaded immediately. By trying to allocate an anchor, the onLoad event han-
dler is triggered, executing the function once again. The encountered loop is
obviously infinite, and continues until the user presses the big red Stop but-
ton. It is very important to remember not to assign location.hash
separately from location.href. You must assign them in the same
statement:
274 n Chapter 16
function loadPage()
{
location.href = " http://www.chuckeasttom.com/index.htm #certifications"
}
Example 16-3 (ex16-3.htm). A script that jumps to anchors without using common
links
In order to observe the effect of the script in Example 16-3, you must resize
the browser window to make it smaller than the full document (the scroll bar
Chapter 16
should appear), because referencing a named anchor has no effect if the
anchor is already in view. By clicking each of the four buttons on the page,
the focus is placed on a corresponding anchor and on a different button.
Clicking the fourth button scrolls the page to the first anchor and to the
beginning of the page. Since HTML does not support linking form buttons to
anchors, you must use JavaScript to accomplish such a task.
host
The location.host property is not commonly used, but we shall cover it for
completeness. This property represents the <host>:<port> part of a URL,
not just the <host> (see location.hostname). When the scheme is file and
the file is local, this property is an empty string. When no port is specified,
the value of location.host is equal to location.hostname, or <host>.
Suppose the complete URL of a page is http://www.geocities.com:80/
SiliconValley/9000/index.html. The value of location.host, if queried
on that page, is www.geocities.com:80. This value is always equal to the
expression location.hostname + ":" + location.port. The colon is
included only when a port is explicitly specified. The basic rule is that if the
browser’s “location” box does not include the port, it is not part of the loca-
tion.host string.
Since 80 is considered the default port, the following function displays
the full <host>:<port> portion of the URL:
function alertHost()
{
var colonIndex = location.host.lastIndexOf(":")
var port = (colonIndex == –1) ? ":80" : ""
alert("The complete host specification is: " + location.host + port)
}
hostname
The location.hostname property is almost identical to location.host,
except that it does not include the port number if specified in the URL. That
is, it consists of only the <host> portion of the complete URL (see the
276 n Chapter 16
pathname
The pathname component of the URL consists of a directory structure, rela-
tive to the hosting server’s root volume. In terms of http, this is the <path>
portion of the URL. If the file is located in the root directory of the server,
the pathname property evaluates to a single slash (/), followed by the com-
plete filename. The pathname property always includes the name of the file
where the script is located. This property returns a nonstandard value in
Internet Explorer. When the file is on the client’s computer, backslashes are
used in place of slashes to separate directory names in the path.
For example, if the complete URL of the hosting document is
http://www.chuckeasttom.com/index.htm, the value of loca-
tion.pathname is /~chuckeasttom.com/index.htm.
port
As expected, the location.port property holds the port number, or the
<port> portion of the general URL syntax. These days, few web sites
require an explicit specification of the port number as part of their URL.
When a port is not specified, it defaults to the standard 80, which is not part
of the location.port property. If you intend to construct a URL from the
values of the port and hostname properties, remember to separate them
with a colon.
protocol
The protocol component of a URL is more commonly known as the scheme
(<scheme>). The location.protocol property holds the scheme component
of the document’s URL, followed by a colon. The scheme component should
normally be http:, but other schemes are also supported. For more informa-
tion on the most popular schemes, see the section “A Crash Course in
URLs” at the beginning of this chapter.
You can display the mocha: or javascript: protocols by loading one of
them as the URL of the document and then typing alert(location.proto-
col). You can also try loading the following strings as URLs instead:
n javascript:alert(location.protocol)
n mocha:alert(location.protocol)
URLs and JavaScript n 277
search
When you submit a form, you sometimes find that the URL of the retrieved
document is followed by a question mark (?) and an encoded string. For
example, a typical search in Yahoo! looks like http://search.yahoo.com/
bin/search?p=perl+book&a=n. The value of location.search is precisely
that, including the question mark. Each part of the search specification
(?p=perl+book&a=n) is usually delimited by an ampersand (&), as seen in
Chapter 16
the above string. Nonalphanumeric characters are encoded and replaced by
their corresponding two-digit ASCII code, preceded by a percent sign (%). If
text fields or text areas consist of space characters, then they are replaced
by plus operators (+). The string following the question mark is known as
the search query, although it does not serve as a query submitted to a search
engine.
Although the usefulness of the location.search property may not be
apparent, it is truly one of the most important properties supported by
JavaScript. The reason for its importance is that you can use it for many
purposes that are not related to CGI scripts or search engines.
First of all, remember that if a search query is specified (including the
question mark), the URL of the page is actually the string preceding the
query. For example, you can load Intel’s home page via the URL
http://www.intel.com/index.htm?Intel+home+page rather than the stan-
dard URL for that page, http://www.intel.com/index.htm. Since Intel’s
page does not use any search queries, a query specification is extraneous.
You can load every page on the web by entering its regular URL followed by
any search query. This feature enables the usage of search queries in
JavaScript. For example, you can prompt the user for his or her name, and
pass it on to all other pages on your site as a search query. Along with
cookies (explained in Chapter 20, “Implementing Cookies”), the loca-
tion.search property serves as a way to store permanent data acquired
from an outside resource. The following example consists of two pages—
page1.html and page2.html:
<HTML>
<HEAD>
<TITLE>User first name input</TITLE>
</HEAD>
<BODY>
<SCRIPT LANGUAGE="JavaScript">
<!--
var usernm = prompt("Enter your first name:", "")
location.href = "page2.html?" + usernm
// -->
</SCRIPT>
</BODY>
</HTML>
page1.html
278 n Chapter 16
<HTML>
<HEAD>
<TITLE>User first name output</TITLE>
</HEAD>
<BODY>
<SCRIPT LANGUAGE="JavaScript">
<!--
function getQuery()
{
var query = location.search.substring(1, location.search.length)
return query
}
alert("I know your name -- " + getQuery())
// -->
</SCRIPT>
</BODY>
</HTML>
page2.html
The script for page1.html prompts the user for his or her first name, and
then, using a search query preceded by a question mark, loads page2.html
with the input first name. The script for page2.html calls a function that
strips off the question mark, returns the bare query, and then displays the
user’s first name. The location.search property serves as a convenient
way to pass small pieces of information between documents, as shown in
this example.
Example 16-4 demonstrates the use of this property in a more complex
script:
<HTML>
<HEAD>
<TITLE>Matches game</TITLE>
</HEAD>
<BODY>
<SCRIPT LANGUAGE="JavaScript">
<!--
// return the current search query excluding question mark
function stripQuery()
{
// assign value of location.search and length to local variables
var search = location.search
var length = search.length
// if no query specified
if (search == "")
// return number of matches at beginning of game
return "25"
// strip question mark off string
var query = search.substring(1, length)
// return the stripped-off query
return query
}
URLs and JavaScript n 279
Chapter 16
}
// return computed URL for match image link
function getURL(pos, num)
{
// assign position of match in row from right
var distance = num – pos + 1
// e.g., 19th match among 20 in row, 20–19+1 = 2nd match from right
// if the match is not one of the last three in row
if (distance > 3)
// link does not do anything
return "javascript:alert('Choose one of last three matches')"
// else not required because return statement terminates function
// return number of matches needed in following load of page
return "ex16-4.htm?" + (num – 4)
}
// number of matches to be displayed
var num = parseInt(stripQuery())
// assign instructions to variable
var instructions = ""
instructions += "The objective of the game is to force the other Player "
instructions += "(the computer) to pick up the last match. On each turn "
instructions += "you may pick up some matches, but only 1, 2, or 3. The "
instructions += "computer does the exact same on its turn. Play smart, "
instructions += "or else you will be devastated."
// if no query specified
if (num == 25)
// display instructions
alert(instructions)
// if only one match remains
if (num == 1)
{
// print the match image and a link to enable a new game
document.write('<IMG SRC="match.gif"><BR><BR><A HREF="ex16-4.htm">Play
again?</A>')
// tell the human he / she lost
alert("I win -- come back when you improve!")
} else
// impossible condition
if (num < 1)
// tell the user he / she cheated
alert("You cheated!")
else
// place the required number of matches
placeMatches(num)
280 n Chapter 16
// -->
</SCRIPT>
</BODY>
</HTML>
Let’s explain the rules of the game in Example 16-4. The game starts when
the user first loads the page and 25 matches are displayed in a row. The user
must pick up one, two, or three matches by clicking on the corresponding
match. For example, to pick up only one match, the user must click on the
far-right match. Clicking on the second match from the right is equivalent to
picking up two matches, and the same applies to three. After the user picks
up some matches, the computer plays its turn, following the same rules as
the user. The objective of the game is to force the other player to pick up the
last match. That is, the one who picks up the last match loses the game.
This game was designed to prove that computers are smarter than
humans, because you cannot win. The real reason that it is impossible to
defeat the computer is that the user makes the first move. The number of
matches selected by the computer is equal to four minus the number of
matches selected by the user. For example, if the user picked up two
matches, the computer also picks up two. If the user selected three
matches, the computer goes with one. Finally, if the user selects one match,
the computer selects three. Therefore, each dual move (user and computer
sequence) ends up with four matches lifted. After six dual moves, 24 (4 * 6)
matches have been removed, and only one remains. It is then the user’s
turn, which means that the computer records another victory.
The stripQuery() function is very simple; it returns the search query
without the question mark. If no query is specified, then the user has not
begun the game, and the returned string is defaulted to 25.
The placeMatches() function is also very simple; it accepts the number
of matches to be printed and uses a loop to print the corresponding number
of match.gif images. Each image is also a hypertext link, where the speci-
fied URL is retrieved by the getURL() function, based on the index of the
current match (a positive integer i) and the total number of matches that are
placed (num).
The function getURL() accepts the index of a given match as well as the
total number of matches to be placed. The match’s index corresponding to
the far-right match is assigned to the variable distance. For example, if
there are 25 matches, and the value of pos is 23, the value assigned to dis-
tance is 25 – 23 + 1 = 3. If the assigned value is greater than 3, the data of
the given match indicates that it is not one of the last three matches in the
row, so the returned URL is a JavaScript alert statement (using the
javascript: scheme, or protocol). The function is terminated if the given
match is not one of the last three, so the remaining portion applies only to
matches that are one of the last three in the row. In this case, the returned
URL is the bare URL of the document with a search query equal to the
remaining number of matches (the current number of matches minus four,
URLs and JavaScript n 281
because the computer always completes the user’s move to four—see expla-
nation of algorithm above).
The global statements are also a very important part of the script. At
first, the query of the current page is converted from a numeric string to a
number and then assigned to the variable num. If the value of num is 25, the
game has just begun, and the instructions are displayed in the form of an
alert box. If the value of num is 1, the game is over (the computer wins), and
a corresponding message is displayed, followed by a link to restart the game
Chapter 16
by loading the current document without a query. If the value of num is less
than 1, an impossible state has been encountered, meaning that the user has
tried to cheat or override the script by modifying the search query and an
alert box reports this finding. The game is currently underway for all other
values of num, so the function placeMatches() is called to place the matches
according to the given situation.
location Methods
The location object (window.location) also has several methods. They
are supported by the latest Netscape and Microsoft browsers.
reload
The location.reload method forces a reload of the window’s current docu-
ment. Its general syntax is:
location.reload([true])
Specifying the Boolean value true as the method’s optional argument forces
an unconditional HTTP get of the document from the server. An uncondi-
tional get retrieves a document directly from the server, ignoring the
content of the browser’s cache, which might already contain the desired data
from that document. Therefore, true should not be specified unless you have
reason to believe that either disk or memory cache is broken, or the server
has a new version of the document. If such a version is available, you must
force an unconditional HTTP get because the version of the document
stored in cache is different from the new version on the server. This situa-
tion is common to CGI-generated documents.
The reload() method simply reloads the document its URL stored in
location.href. It uses the same policy as the Reload or Refresh button.
Microsoft has opted to label the button “refresh” rather than “reload,” but
will probably keep the same method names. The exact reload policy depends
on the cache handling menu option. In Netscape Navigator, the user sets the
default value of this policy by choosing Network Preferences from the
Options menu, and specifying Verify Documents on the Cache tab of the
Preferences dialog box.
The reload() method does not force a transaction with the server
under normal conditions. However, if the user has set the preference to
“Every Time,” the request is an unconditional get using an “if-modified-
282 n Chapter 16
since” HTTP header. HTTP headers are passed to the browser when a doc-
ument is retrieved from the server. It contains important information
regarding the current document. If the user sets the preference to “Every
Time,” the browser checks the transmitted HTTP header to see if the docu-
ment has been updated according to the “last-modified time” property. If it
has, the document cannot be loaded from the cache that holds a previous
version of the file. In short, reload() will bring the cache’s version unless
the user has specified “Every Time” and the document has changed on the
server since the last time it was loaded and saved in the cache. Since its size
is limited, the cache might lose a document version that has not been
reloaded for a long time. In this case, the document needs to be fully loaded
from the server, even if it has not been changed since the previous load.
In event handlers, you must specify window.location.reload()
instead of simply using location.reload(). Due to the static objects’
scoping in JavaScript, a call to location without specifying an object name is
equivalent to a call to document.location, which is a synonym for docu-
ment.URL. This concept is explained later in the chapter in greater detail.
You have probably experienced situations in which you leave your com-
puter connected to a host and go out for a break, then come back to find that
the connection has been dumped. The usual cause is that the host (server)
has disconnected you because you have not transmitted any data via the
server for a long time. You can overcome this problem by periodically
reloading a JavaScript document from the server. Next time you go out for
lunch, load the following document in the browser’s window:
<HTML>
<HEAD>
<TITLE>stay connected</TITLE>
</HEAD>
<!-- 200000 milliseconds == 200 seconds -->
<BODY onLoad="timerID = setTimeout('window.location.reload(true)', 200000)">
</BODY>
</HTML>
Example 16-5 (ex16-5.htm). A simple HTML document that keeps the connection
alive
replace
The replace() method is also a property of the location, or window.loca-
tion, object. It overwrites the current history entry with the specified URL.
The current history entry is the most recent URL added to the history list
or the URL of the previous page loaded. This is the URL that is retrieved
URLs and JavaScript n 283
when the user presses Back, provided that the Forward button is grayed out.
The general syntax of the replace() method is as follows:
location.replace("URL")
After the replace() method is used, the user cannot navigate to the previ-
ous URL via the Back button. Once again, bear in mind that event handlers
require a full method specification.
Suppose you want the user to load page B by clicking a link on page A.
Chapter 16
Instead of using a plain hypertext link, you can invoke this method to load
page B (using the URL of page B as the argument). Once page B has loaded,
the user cannot return to page A via the Back button.
Another Location—document.location
(document.URL)
So far, any reference to the location object defaulted to window.location.
But there is another location in JavaScript—document.location. To avoid
confusion, Netscape decided to change document.location to docu-
ment.URL.
The document.URL property holds the complete URL of the current doc-
ument. In contrast to window.location(.href), it is a read-only value. It
does not know windows from frames; it only recognizes the document that
contains the script and the reference to this property. Keep in mind that the
URL belongs to the document, not to the window. Therefore, when a win-
dow consists of multiple documents including frame structures, a single
frame’s document.URL is different from window.location(.href), from any
other frame’s document.URL, and from the main frameset’s document.URL.
If you want to load a new document into the browser’s window, you have
to use the write-enabled window.location (==window.location.href). If
you want the URL of a specific frame, you should use document.URL. You
can also use this property to retrieve the URL of the window if the docu-
ment does not have frames and you are sure you do not want to change the
URL (to load another page).
Since document.location is still in use (especially with Internet
Explorer 3.0), you must be very careful when using the location property.
If you are not a very experienced scripter or do not fully understand object
scoping in JavaScript, it is a good practice to always specify the calling
object, window or document. When you refer to location in a script, it
defaults to window.location, because window is the default object inside
scripts. However, when you specify the bare location in an event handler
script, the calling object defaults to document; that is, location defaults to
document.location.
284 n Chapter 16
Search Utilities
You may have noticed that multiengine search utilities are beginning to rule
the web. For example, you can use one form to search Infoseek, AltaVista,
and Yahoo!. There are basically two ways to create such search interfaces:
n Via server-side CGI scripts
n Via client-side JavaScript scripts
Since CGI is beyond the scope of this book, we are only going to discuss the
second method. JavaScript is a very flexible cross-platform language. You
can perform a specific task with many completely different scripts. For
example, you can put a long script in your page to enable a multiengine
search interface. You can also place a form in the page to submit the query to
another page that contains the script. You can even call a function located in
an external script to do the work.
You have probably been exposed to advanced HTML for quite a while,
so you should know how forms are submitted. There are generally two sub-
mission methods:
n get
n post
The get method calls a specified file along with the content of the form’s
fields. The ACTION attribute specifies the name of the document or script to
be called when the form is submitted. Take a look at the following form:
<FORM METHOD="get" ACTION="file1.html">
<INPUT TYPE="text" SIZE=50 NAME="userid">
<INPUT TYPE="text" SIZE=30 NAME="passwd">
<INPUT TYPE="submit" VALUE="submit form">
</FORM>
This construct creates a form with three elements. The first two are simple
text boxes, or fields. The latter is a submit button, which triggers the sub-
mission. That is, when the user clicks the button, the form is submitted
according to the ACTION of the METHOD. Suppose the user enters “input of
first box” in the first field, and “input of second box” in the second field, and
then clicks the Submit Form button. The form is submitted. In this case, the
method is get, so the browser “gets” the specified file, file1.html. The
file, including a search query, is retrieved. The full URL retrieved by the
browser in this case is file1.html?userid=input+of+first+box&passwd=
input+of+second+box. Notice that each value in the search query is sepa-
rated by an ampersand. In addition, the value entered by the user in each
field, or the element’s value in general, is preceded by the element’s name
followed by an equal sign (=). The constructed URL is loaded, and the
search query can be used if the loaded file is an HTML document with a
JavaScript script. Now let’s take a look at an actual example:
<HTML>
<HEAD>
URLs and JavaScript n 285
Chapter 16
<SELECT NAME="engine" ALIGN="right">
<OPTION VALUE="altavista" SELECTED>AltaVista
<OPTION VALUE="excite">Excite
<OPTION VALUE="infoseek">Infoseek
<OPTION VALUE="lycos">Lycos
<OPTION VALUE="magellan">Magellan
<OPTION VALUE="yahoo">Yahoo
</SELECT>
<STRONG>engine. Click </STRONG>
<INPUT TYPE="submit" VALUE="search">
</FORM>
</BODY>
</HTML>
Example 16-6a (ex16-6a.htm). The search interface can be added to any page.
This form is a bit more complex than the previous one. It consists of two
value-contributing elements, a field (text box) and a SELECT object, enabling
the user to choose an option from a list. The value of the selected OPTION is
the contributed value of the SELECT element. Take a look at Figure 16-3,
which demonstrates a possible user input:
submitted form includes the SELECT object as well. Its name is engine and
it follows the delimiting ampersand. Its value is the selected OPTION,
infoseek. You now understand all the components of the retrieved URL, so
we can go on to analyze the script itself.
<HTML>
<HEAD>
<TITLE>Please wait</TITLE>
<SCRIPT LANGUAGE="JavaScript">
<!--
// create object of all prefixes
var prefix = new prefixObject()
// create object of query prefixes
function prefixObject()
{
// lycos prefix
this.lycos = "http://www.lycos.com/cgi-bin/pursuit?query="
// altavista prefix
this.altavista = "http://www.altavista.digital.com/cgi-bin/query?pg=q&q="
// infoseek prefix
this.infoseek = "http://guide-p.infoseek.com//Titles?qt="
// yahoo prefix
this.yahoo = "http://av.yahoo.com/bin/search?p="
// magellan prefix
this.magellan = "http://searcher.mckinley.com/searcher.cgi?query="
// excite prefix
this.excite = "http://www.excite.com/search.gw?search="
}
// execute search
function callSearch()
{
// create array to hold search engine and search query
var queryArray = location.search.split("=")
// assign search query
var query = queryArray[1].substring(0, queryArray[1].indexOf("&"))
// assign search engine
var engine = queryArray[2]
// load the desired page to display search results
location.href = prefix[engine] + query
}
// -->
</SCRIPT>
</HEAD>
<BODY BGCOLOR="white" onLoad="timerID = setTimeout('callSearch()', 3000)">
<CENTER>
<BR>
<B>P<FONT SIZE=-1>LEASE </FONT>W<FONT SIZE=-1>AIT...</FONT></B>
<BR>
<BR>
Click the button to terminate search...
<FORM>
<INPUT TYPE="button" VALUE="terminate search" onClick="clearTimeout(timerID)">
</FORM>
URLs and JavaScript n 287
</CENTER>
</BODY>
</HTML>
Example 16-6b (ex16-6b.htm). The script that interprets the user’s input and calls
the appropriate search engine
Chapter 16
Figure 16-4. Calling the appropriate search engine
The script consists of only two functions. The first one, prefixObject(), is
a constructor. It creates an object whose properties are the query prefixes
for the supported search engines. A query prefix is the URL by which a query
can be submitted to a search engine. The prefix is followed by the encoded
inquiry (e.g., the user’s keywords). For example, you can look up the key-
word “JavaScript” in Infoseek by loading http://guide-p.infoseek.com//
Titles?qt=JavaScript. Each search engine has its own unique prefix, so
the prefix for each of the supported engines must be explicitly specified. The
constructor function prefixObject() assigns each prefix to a property,
named according to the search engine with which the prefix is associated.
For example, Infoseek’s prefix is assigned to a property named infoseek in
the following fashion:
this.infoseek = "http://guide-p.infoseek.com//Titles?qt="
If you know the prefixes, you can easily extend the script to support addi-
tional search engines. It is not difficult to find such a prefix—just run a
normal search on the desired engine and then extract the desired prefix.
Since prefixes are sufficient for most engines, suffixes are only occasionally
used. Search engines’ prefixes are subject to change and should be main-
tained by the script owner (webmaster).
The global variable prefix is an instance of this object, so its properties
are the search engines’ prefixes.
The callSearch() function is also very simple. At first, it assigns the
encoded user input (keywords) to the variable query. It also assigns the
selected search engine to the variable engine. The expression pre-
fix[engine] is equal to the selected search engine’s prefix, because the
values of the form’s OPTIONs (see Example 16-6a) are equivalent to the
288 n Chapter 16
names of the properties used in this script. The expressions stored in pre-
fix[engine] and query are combined to construct the full desired URL.
The combined string is then loaded as the new URL via assignment to the
location.href property.
You have probably noticed that the function is not called as an immediate
script. It is called via the onLoad event handler, which delays the execution
until the page has finished loading. In this case, a setTimeout statement is
used to delay the execution another three seconds, giving the user a chance
to terminate the process. This is extremely important, especially if the user
is surfing in “reverse” using the Back button.
A form consisting of a single button is used to clear the timeout via the
clearTimeout() method, which is handed the identifier of the initial time-
out. The user can click this button to terminate the search process before
the specified search engine is actually called.
Summary
In this chapter I discussed JavaScript’s URLs. First, I introduced common
URL terms, including the various supported schemes (http, ftp, gopher,
etc.). I then presented the window.location object with all its properties
and methods. The href property is used to link documents to each other. I
have also discussed a URL-processing-based multiple-engine search utility
and introduced another URL-related element, the document.URL property,
also known as document.location. You should be mastering URL handling
by now, because we will move on to more advanced URL-related concepts,
such as frames, later in the book.
The Document Object and the History List n 289
Chapter 17
content of the frames may include their own titles, but they don’t affect the
title bar.
The document’s title can be scripted via JavaScript as well. Its general
reference is document.title. If the document does not make up the main
browser window, the reference must be preceded by the specific window to
which the document belongs. The title of a frame document is also accessi-
ble via JavaScript by using the same procedure.
The document.title property cannot be set by just any JavaScript
script, but only during construction of the entire document. You can use the
title property in many different ways. Suppose you want your document to
have a large header containing the document’s title. Here is such a page’s
outline:
<HTML>
<HEAD>
<TITLE>Chuck's Home Page</TITLE>
</HEAD>
<BODY>
<SCRIPT LANGUAGE="JavaScript">
<!--
document.write("<CENTER><H1>" + document.title + "</H1></CENTER>")
// -->
</SCRIPT>
</BODY>
</HTML>
If you do not include the <TITLE></TITLE> tag pair, the title defaults to the
complete URL of the document, including any search query if one is speci-
fied. If you place the <TITLE></TITLE> tag pair without text in between, the
title still defaults to the URL. If the text between the opening and closing
tags does not include any characters besides one or more space characters,
the document is assumed untitled, and document.title remains an empty
string, or a space-filled string in the case of Microsoft Internet Explorer. The
property document.title never evaluates to the URL unless you specifi-
cally write the URL between the <TITLE></TITLE> tags.
The Document Object and the History List n 291
Because the value of the title bar also identifies the browser application
in the operating system environment, neither Netscape nor Microsoft have
made it possible to explicitly modify it. Since it would not make any sense to
identify an application as scrolling text, for example, the value of the title bar
can be assigned only via the document.title property.
Colors
JavaScript supports several web page color properties, such as background
colors and activated link colors. They are all constructed by the same
method. There are generally two ways to construct color specifications:
n Netscape color names
n Hexadecimal triplets
Chapter 17
The tendency among web page designers is to use Netscape color name
specification, which is more intuitive and easier to maintain. For example,
you can set the document’s background color in the following fashion:
<BODY BGCOLOR="white">
Before Netscape and Microsoft implemented such color names, the only way
to specify a color was via hexadecimal triplets. These are still supported, so
you can set the background color to white, for instance, in the following way:
<BODY BGCOLOR="#ffffff">
Even though this method is not necessary any longer, you will still see it
used frequently so it is a good idea to have a basic understanding of how it
works. As you can see, the triplet is constructed of three two-digit hexadeci-
mal numbers. They represent the red, green, and blue elements of the color
descriptor. In total, there are approximately 17 million combinations, which
is equal to the number of colors supported by a typical Macintosh or SVGA
color display. However, Netscape uses a much more limited color cube. The
cube consists of all the combinations of 00, 33, 66, 99, CC, and FF for each of
the color descriptors. The result is 216 (6 * 6 * 6) distinct colors. The cube
occasionally varies. On Macs, it includes the full 256-color palette. On Win-
dows systems, if more than 40 (256 – 216) colors are already in use, the
cube is minimized to only 125 (5 * 5 * 5) colors. For now, we will base our
discussion on the standard 216-color cube. Colors that are the result of dith-
ering, or mixing, are beyond the standard cube.
An HTML document may consist of several color specifications. The
following script segment demonstrates them:
<BODY
[BGCOLOR="#backgroundColor"]
[TEXT="#foregroundColor"]
[LINK="#unfollowedLinkColor"]
[ALINK="#activatedLinkColor"]
[VLINK="#followedLinkColor"]>
</BODY>
292 n Chapter 17
All color attributes are scripted via JavaScript as properties of the document
object.
bgColor
The document.bgColor property is expressed as a hexadecimal RGB triplet
or as a string literal (such as “white,” “blue,” etc.). This property is the
JavaScript reflection of the BGCOLOR attribute of the <BODY> tag. You can
change the background color at any time, even via a deferred script. If you
express the color as a hexadecimal RGB triplet, you must use the format
rrggbb (case insensitive).
The bgColor property is a commonly scripted property. You can set it to
create fade effects, color cubes, and so forth, as will be demonstrated in this
chapter. The following script creates a sample color cube and sets the back-
ground color to the one the user selected from the cube:
<HTML>
<HEAD>
<TITLE>Sample Color Cube</TITLE>
</HEAD>
<BODY>
<SCRIPT LANGUAGE="JavaScript">
<!--
// create 6-element array
var hex = new Array(6)
// assign non-dithered descriptors
hex[0] = "FF"
hex[1] = "CC"
hex[2] = "99"
hex[3] = "66"
hex[4] = "33"
hex[5] = "00"
// accept triplet string and display as background color
function display(triplet)
{
// set color as background color
document.bgColor = '#' + triplet
// display the color hexadecimal triplet
alert('Background color is now ' + triplet)
}
// draw a single table cell based on all descriptors
function drawCell(red, green, blue)
{
// open cell with specified hexadecimal triplet background color
document.write('<TD BGCOLOR="#' + red + green + blue + '">')
// open a hypertext link with javascript: scheme to call display function
document.write('<A HREF="javascript:display(\'' + (red + green + blue)
+ '\')">')
// print transparent image (use any height and width)
document.write('<IMG SRC="place.gif" BORDER=0 HEIGHT=12 WIDTH=12>')
The Document Object and the History List n 293
Chapter 17
}
// draw table for one of six color cube panels
function drawTable(blue)
{
// open table (one of six cube panels)
document.write('<TABLE CELLPADDING=0 CELLSPACING=0 BORDER=0>')
// loop through all non-dithered color descripters as red hex
for (var i = 0; i < 6; ++i)
{
drawRow(hex[i], blue)
}
// close current table
document.write('</TABLE>')
}
// draw all cube panels inside table cells
function drawCube()
{
// open table
document.write('<TABLE CELLPADDING=5 CELLSPACING=0 BORDER=1><TR>')
// loop through all non-dithered color descripters as blue hex
for (var i = 0; i < 6; ++i)
{
// open table cell with white background color
document.write('<TD BGCOLOR="#FFFFFF">')
// call function to create cube panel with hex[i] blue hex
drawTable(hex[i])
// close current table cell
document.write('</TD>')
}
// close table row and table
document.write('</TR></TABLE>')
}
// call function to begin execution
drawCube()
// -->
294 n Chapter 17
</SCRIPT>
</BODY>
</HTML>
This script basically prints tables. Each table cell contains a transparent
image that defines the size of the cell. Each cell is also assigned a back-
ground color that determines the color that fills that cell. When you click on
the image, the hexadecimal triplet is displayed via an alert box, and the
background color is set to the selected color.
The main outline of the cube is a table with one row and six cells (col-
umns). Each cell contains a table of all non-dithered colors with a given blue
descriptor. There are six tables in total, one for each of the non-dithered col-
ors: 00, 33, 66, 99, CC, FF. Since there are six non-dithered hexadecimal
values, each table is 6 x 6. Each row presents a red hexadecimal value and
each column represents a green one.
Now let’s analyze the script itself.
Global Statements
// create 6-element array
var hex = new Array(6)
// assign non-dithered descriptors
hex[0] = "FF"
hex[1] = "CC"
hex[2] = "99"
hex[3] = "66"
hex[4] = "33"
hex[5] = "00"
display(triplet)
// accept triplet string and display as background color
function display(triplet)
{
// set color as background color
document.bgColor = '#' + triplet
// display the color hexadecimal triplet
alert('Background color is now ' + triplet)
}
Chapter 17
// draw a single table cell based on all descriptors
function drawCell(red, green, blue)
{
// open cell with specified hexadecimal triplet background color
document.write('<TD BGCOLOR="#' + red + green + blue + '">')
// open a hypertext link with javascript: scheme to call display function
document.write('<A HREF="javascript:display(\'' + (red + green +blue)
+ '\')">')
// print transparent image (use any height and width)
document.write('<IMG SRC="place.gif" BORDER=0 HEIGHT=12 WIDTH=12>')
// close link tag
document.write('</A>')
// close table cell
document.write('</TD>')
}
This function accepts three arguments: the red, green, and blue descriptors.
It creates a table cell with the combined triplet as the background color. The
content of each cell is a gif89 transparent image, place.gif. The image’s
height and width specification determines the size of each cell. Each image
is also a hypertext link to a "javascript:"-scheme URL, which calls the
display() function. The argument to this function is a hexadecimal triplet
that is also used for the cell’s background. Note that all the global array
descriptors are strings, so the plus sign is used to concatenate the three
double-digit hexadecimal values.
drawRow(red, blue)
// draw table row based on red and blue descriptors
function drawRow(red, blue)
{
// open table row
document.write('<TR>')
// loop through all non-dithered color descriptors as green hex
for (var i = 0; i < 6; ++i)
{
drawCell(red, hex[i], blue)
296 n Chapter 17
}
// close current table row
document.write('</TR>')
}
This function accepts the red and blue descriptors and prints a table row.
The content of the table is created by six calls to the drawCell() function,
passing the red and blue descriptors “as is” and a different green descriptor
(from the global hex array) on each call.
drawTable(blue)
// draw table for one of six color cube panels
function drawTable(blue)
{
// open table (one of six cube panels)
document.write('<TABLE CELLPADDING=0 CELLSPACING=0 BORDER=0>')
// loop through all non-dithered color descriptors as red hex
for (var i = 0; i < 6; ++i)
{
drawRow(hex[i], blue)
}
// close current table
document.write('</TABLE>')
}
This function is very similar to the drawRow() function. The only difference
is that it draws a 6 x 6 table instead of a 6 x 1 row. It calls the drawRow()
function six times, each time with a different red descriptor. All table attrib-
utes are set to 0 in order to avoid boundaries between the cells, creating the
appearance of gradually changing colors across the cube.
drawCube()
// draw all cube panels inside table cells
function drawCube()
{
// open table
document.write('<TABLE CELLPADDING=5 CELLSPACING=0 BORDER=1><TR>')
// loop through all non-dithered color descripters as blue hex
for (var i = 0; i < 6; ++i)
{
// open table cell with white background color
document.write('<TD BGCOLOR="#FFFFFF">')
// call function to create cube panel with hex[i] blue hex
drawTable(hex[i])
// close current table cell
document.write('</TD>')
}
// close table row and table
document.write('</TR></TABLE>')
}
The Document Object and the History List n 297
Unlike the other functions, this one does not accept any arguments. It
creates the outline table of a single six-cell row with a white background
color. The function calls drawTable() six times, once for each given blue
descriptor. Setting the CELLPADDING attribute to a positive number separates
the tables.
Another classic example that takes advantage of the ability to set back-
ground colors via JavaScript is a script that creates a fade-in or fade-out
effect when the page is loaded or unloaded. Here is the script:
<HTML>
<HEAD>
<TITLE>Fade in and out</TITLE>
<SCRIPT LANGUAGE="JavaScript">
<!--
// convert decimal value (0 - 255) to hexadecimal
// (use .toString(16) method supported by Internet Explorer)
Chapter 17
function toHex(dec)
{
// create list of hex characters
var hexCharacters = "0123456789ABCDEF"
// if number is out of range return limit
if (dec < 0)
return "00"
if (dec > 255)
return "FF"
// decimal equivalent of first hex character in converted number
var i = Math.floor(dec / 16)
// decimal equivalent of second hex character in converted number
var j = dec % 16
// return hexadecimal equivalent
return hexCharacters.charAt(i) + hexCharacters.charAt(j)
}
// set background color to specified descriptors
function setbgColor(red, green, blue)
{
document.bgColor = "#" + toHex(red) + toHex(green) + toHex(blue)
}
// fade from start to end descriptors (increase step to increase transition
// speed)
function fade(sred, sgreen, sblue, ered, egreen, eblue, step)
{
// loop to create fade effect
for(var i = 0; i <= step; ++i)
{
// set current red descriptor
var red = Math.floor(sred * ((step – i) / step) + ered * (i / step))
// set current green descriptor
var green = Math.floor(sgreen * ((step – i) / step) + egreen * (i / step))
// set current blue descriptor
var blue = Math.floor(sblue * ((step – i) / step) + eblue * (i / step))
// set background color according to descriptors
setbgColor(red, green, blue)
}
298 n Chapter 17
}
// -->
</SCRIPT>
</HEAD>
<BODY onLoad="fade(0, 0, 0, 255, 255, 255, 64)" onUnload="fade(255, 255,
255, 0, 0, 0, 64)">
<H1>Is this totally cool or what!!</H1>
</BODY>
</HTML>
The script gradually changes the document’s background color from a given
color to another specified color. It works with any colors represented in a
hexadecimal triplet format. Let’s analyze the script.
toHex(dec)
// convert decimal value (0 - 255) to hexadecimal
// (use .toString(16) method supported by Internet Explorer)
function toHex(dec)
{
// create list of hex characters
var hexCharacters = "0123456789ABCDEF"
// if number is out of range return limit
if (dec < 0)
return "00"
if (dec > 255)
return "FF"
// decimal equivalent of first hex character in converted number
var i = Math.floor(dec / 16)
// decimal equivalent of second hex character in converted number
var j = dec % 16
// return hexadecimal equivalent
return hexCharacters.charAt(i) + hexCharacters.charAt(j)
}
This function accepts three RGB descriptors and assigns the color combina-
tion to the document.bgColor property, setting the document’s background
color. The arguments are in decimal notation, so first they are converted to
hex numbers.
fade(sred, sgreen, sblue, ered, egreen, eblue, step)
// fade from start to end descriptors (increase step to increase transition
// speed)
Chapter 17
function fade(sred, sgreen, sblue, ered, egreen, eblue, step)
{
// loop to create fade effect
for(var i = 0; i <= step; ++i)
{
// set current red descriptor
var red = Math.floor(sred * ((step – i) / step) + ered * (i / step))
// set current green descriptor
var green = Math.floor(sgreen * ((step – i) / step) + egreen * (i / step))
// set current blue descriptor
var blue = Math.floor(sblue * ((step – i) / step) + eblue * (i / step))
// set background color according to descriptors
setbgColor(red, green, blue)
}
}
This function is responsible for the fade effect. It accepts seven arguments;
the first three represent the RGB descriptors of the initial background color,
the next three represent the RGB values of the target one, and the last argu-
ment determines the speed of the fade. The function consists of a single
loop that iterates from 0 to step in increments of one. The RGB descriptors
of the current background are computed and assigned to local variables on
each iteration of the loop. A computed red, green, or blue color is a weighted
average between the initial color value and the target one. During the first
iteration, step – i is equal to step, so the initial color descriptor is actually
multiplied by 1 in the expression Math.floor(scol * ((step – i) /
step). Since i is 0, the descriptor of the target color is multiplied by 0 in the
expression ecol * (i / step) where col is red, green, or blue. There-
fore, the background color is set to the initial color during the first pass, and
to the target color during the last pass. The last statement in the loop actu-
ally sets the background color by passing the computed descriptors to
setbgColor().
300 n Chapter 17
Event Handlers
It is common to use the fading effect with the onLoad and onUnload event
handlers. If you prefer to use it with both, it is recommended that you gener-
ate the reversed transition for each.
fgColor
The document.fgColor property represents the color of the document text
(foreground color). It reflects the <BODY> tag’s TEXT attribute. The property
is expressed as a hexadecimal RGB triplet or as one of the supported color
names. When you assign it a triplet, the crosshatch mark (#) is optional.
Setting a value to the fgColor property is equivalent to setting a value
to the <BODY> tag’s TEXT attribute, enclosing the entire text with the <FONT
COLOR="setColor"></FONT> tag pair, or using the String object’s
fontcolor method.
alinkColor
The document.alinkColor property is JavaScript’s reflection of the <BODY>
tag’s ALINK attribute. It is a string specifying the color of an active link (after
the mouse button is pressed down over a link but before it goes back up).
The string must represent the hexadecimal RGB triplet of a color or one of
the supported color names.
Aside from a few exceptions, you cannot set the value of this property
after the page has finished loading, because there is no way to modify a
page’s content after it has been laid out.
linkColor
The document.linkColor property is JavaScript’s reflection of the <BODY>
tag’s LINK attribute. It specifies the color of the document’s hypertext links
that the user has not visited. The color must be represented in the form of a
hexadecimal RGB triplet or one of the supported color names. As explained
above, you cannot set this property after the HTML source has gone
through the layout stage. You can still read the property’s value at any time
via an immediate script or a deferred one.
vlinkColor
The document.vlinkColor property is JavaScript’s reflection of the <BODY>
tag’s VLINK attribute. The color must be represented in the form of a hexa-
decimal RGB triplet or one of the supported color names. This property
represents the color of already-followed hypertext links. You can set it as
long as the HTML source has not been through layout yet.
The Document Object and the History List n 301
Chapter 17
invoke a document.open() method prior to the document.write() call.
The writeln() method acts exactly like the write() method, except
that it appends a new line character to the end of the output. HTML gener-
ally ignores this character, but certain tags, such as <PRE>, use it:
<PRE>
one
two
three
<PRE>
You can create the same output via JavaScript in the following fashion:
document.write("<PRE>")
document.writeln("one")
document.writeln("two")
document.writeln("three")
document.write("</PRE>")
Data Streams
The document.open() method opens a stream to collect the output of the
write() and writeln() methods. Its general syntax is:
document.open(["mimeType"])
image/x-bitmap
plugIn
For some reason, this clearing method requires writing at least one charac-
ter to the stream. The line break is used here because it is transparent to
the user.
Chapter 17
contain all the recently visited pages. For example, if you reach a page
named “a.html” and you press the Back button to load a page named
“b.html,” its URL replaces the URL of “a.html.”
This script displays an alert message that depends on the number of entries
in the history list.
history Methods
You can implement the history object’s methods in your script to enable
the user to navigate among the list’s URLs. You cannot access the string
value of any URL, but you can load any of them into the browser’s window.
back
This method performs the same action as the Back button in the browser’s
toolbar. It loads the most recent entry in the history list—the entry with
index –1. The following HTML code can be used to create a Back button in a
web page:
<FORM>
<INPUT TYPE="button" VALUE="Back" onClick="history.back()">
</FORM>
The Document Object and the History List n 305
forward
The history.forward method is equivalent to the Forward button in the
browser’s toolbar. It loads the entry with index 1. It is less useful than the
preceding method because the current document is usually the most recent
in the list, so there is no URL that can be loaded when this method is
invoked. You must take special precautions when using this method, because
it normally does not have any effect. It should be used only when you are
sure that you have full control over the user’s navigational path. The follow-
ing sequence creates a Forward button for a web page:
<FORM>
<INPUT TYPE="button" VALUE="Back" onClick="history.forward()">
</FORM>
go
Chapter 17
The go method is also one of those less useful methods featured in
JavaScript. It enables you to load a history list entry in the browser’s win-
dow. You must have full control over the user’s navigating path in order to
implement this method for useful purposes.
This method accepts one argument, the index of the history list that you
want to retrieve. This can be any integer number that has a corresponding
history list entry. If the argument is 0, the current page is loaded, or better
said, reloaded. For example, the following call is equivalent to invoking the
history.back() method:
history.go(–1)
When you want to jump back to the entry with index –1, use his-
tory.go(–1) rather than history.back(), because, among other reasons,
you can just change the argument in order to jump back a few steps instead
of only one. The same applies to history.forward(), which is equivalent to
the following call:
history.go(1)
Also bear in mind that this method does not return any value but causes
immediate navigation.
Alternatively, you can specify one of the URLs as the argument of this
method. A portion of the desired URL is also sufficient, provided that it is a
unique substring of only one entry. In both cases, the specified string (literal
or value) is compared against all entries, and the one whose URL includes
the specified substring will be loaded.
Unfortunately, you cannot extract the URL; you can only load it. The fol-
lowing script segment retrieves Netscape’s home page (www.netscape.com
or home.netscape.com) if it is resident in the history list:
<FORM>
<INPUT TYPE="button" VALUE="Go" onClick="history.go('netscape.com')">
</FORM>
306 n Chapter 17
For quite some time Netscape Navigator has also offered this method to
reload the current page:
location.reload()
Summary
This chapter focused first on the document object and ended with the history
list. In this chapter I showed you several properties and methods of the doc-
ument object. The focus was on colors, and naturally on hexadecimal triplets
that define them. You learned how to script the various document colors
such as background color, link color, and so forth. Two interesting examples
dealing with colors were also analyzed. We have discussed other properties
and methods as well. I have presented the basic output methods, docu-
ment.write() and document.writeln(), as well as data streams. Data
streams and document clearing play an important role in scripting windows
and frames, as will be explained later.
Since the history object is not as important and does not have many
uses, we kept the discussion short. The most important property of the his-
tory object is the go method. Besides having a unique functionality of its
own, the go method can replace the other history methods. Because it is
closely related to URLs, the history-related function replace was discussed
in the previous chapter.
Forms n 307
Chapter 18
Forms
forms Array
Suppose you have an HTML document that includes several forms, each
defined by a regular <FORM></FORM> tag pair. You can refer to each form by
its index in the forms array. The forms array is a property of the document
object, so it is referred to as document.forms. The object representing the
first form in the page is document.forms[0], the second form is docu-
ment.forms[1], the third one is document.forms[2], and so forth. The
forms array includes an entry for each of the document’s forms (<FORM>
tag), in source order. The general reference to a form is as follows:
document.forms[index]
As with all of JavaScript’s arrays, the forms array includes a length prop-
erty representing the number of forms on the page. The last form in the
document, therefore, is:
document.forms[document.forms.length – 1]
Elements in the forms array can be set only by the HTML document and,
hence, they are read-only for JavaScript. The following statement, for exam-
ple, has no effect:
document.forms[0] = "work hard"
Form Name
You can refer to a form by its name, rather than by its index:
document.formName
form Object
HTML Syntax
All forms are basically just another set of HTML tags. The top-level tags are
the <FORM></FORM> tag pair. All form elements must be placed within these
tags in order to be interpreted correctly. The general syntax of the <FORM>
tag is as follows:
<FORM
[NAME="formName"]
[TARGET="windowName"]
[ACTION="serverURL"]
[METHOD="get" | "post"]
[ENCTYPE="encodingType"]
[onSubmit="handlerText"]
[onReset="handlerText"]>
</FORM>
Chapter 18
by JavaScript’s scripts, it is also preferred to use the JavaScript identi-
fier naming standards.
n TARGET—specifies the window to which form responses go. This attrib-
ute instructs the browser to display the server responses in the speci-
fied window rather than in the default window where the form resides.
The specified value cannot be a JavaScript reference to a window—it
must be a plain HTML frame or a window reference.
n ACTION—specifies the URL of the server-side script that processes the
data submitted by the form. This attribute is necessary only when the
processing script resides on the server. In this case, the script will be
written in either C or Perl and will adhere to the CGI (Common Gate-
way Interface) protocol. The URL scheme must be HTTP.
n METHOD—specifies how to submit the form. It can be either get or post.
The latter is more popular because it enables the client to send a
greater amount of data to the processing script. Nonetheless, get is
much easier to use and is also suitable for JavaScript scripts. If a form is
returned with get, the data is placed in the QUERY_STRING environment
variable. post, on the other hand, instructs the client to pass the data to
the server via its operating system’s standard input method.
n ENCTYPE—specifies the MIME type of the submitted data, such as
"text/plain" for plain text. The default MIME encoding of the data
sent is "application/x-www-form-urlencoded".
310 n Chapter 18
Although the <FORM></FORM> tag pair represents an HTML form, you can
still place any other valid HTML tags within it. Mixing tables with forms, for
example, is often used to enable simple layout. Although syntactically valid,
nesting a form inside another form does not make any sense and you should
avoid doing so.
þ Note: Microsoft Internet Explorer allows you to place form elements outside
the <FORM></FORM> tag pair. You should avoid using such elements, however,
because they are not accessible via a full object hierarchy. They are accessible,
though, via JavaScript’s this scheme (see the explanation on this later in this
chapter).
Event Handlers
onSubmit
A submit event occurs when a form is submitted, an event reflected by the
onSubmit event handler. This attribute is a must; otherwise, there won’t be
any response to the form’s submission.
The onSubmit event handler is an attribute of the <FORM> tag because
its action relates to the entire form, not just to its Submit button. A form can
be submitted in several ways; the Submit button is only one of many.
The submit event occurs immediately upon clicking the Submit button,
pressing Enter, or via any other method. Since JavaScript triggers the event
prior to sending the data to the server, the event handler’s script is executed
before the form’s data is actually submitted to the server for further pro-
cessing. Timing is very important here. For example, suppose you ask the
user to send you comments by filling a text box in a form you place on your
page. One would want to thank the user by replacing his comments in the
text area box with a “Thank You” notice. You cannot use the onSubmit event
handler to do that because the “Thank You” notice will replace the user’s
input before it would have a chance to be submitted to the server. The net
effect would be that you will receive the “Thank You” notice instead of the
user’s comments. One way to work around the problem is to use an alert
box instead of overwriting the form’s text area box.
The onSubmit event handler is commonly used to validate the content
of a form’s element. Client-side form validation is gaining popularity
because, rather than waiting for a server-side CGI script to respond, the
user receives an immediate response regarding invalid entries. Let’s say you
have a form with a text box in which the user is asked to type his or her
e-mail address. You can use a simple JavaScript script that will make sure
(upon submission) that the user’s entry is a string containing an “at” sign
(@), which is necessary for all e-mail addresses.
You can use the onSubmit event handler not only to validate the form’s
elements but also to cancel its submission altogether. The form’s
Forms n 311
submission is aborted when the event handler returns a false value, as in the
following example:
<FORM NAME="form1" onSubmit="return false">
Obviously, this example is not very useful because it disables the form sub-
mission unconditionally. Usually, a function validates the form and returns a
true or false value accordingly. You can use the following structure to cancel
or proceed with the form submission, according to the value returned by the
function:
<FORM NAME="form1" onSubmit="return checkData()">
The following example shows how to create a form with a text area box and
a Submit button that e-mails you the contents of the text area after prompt-
ing the user for confirmation:
<SCRIPT LANGUAGE="JavaScript">
<!--
function proceedSubmission()
{
return confirm("Click OK to mail this information")
}
// -->
</SCRIPT>
<FORM ACTION="mailto:chuckeasttom@yahoo.com" METHOD="post" ENCTYPE=
Chapter 18
"text/plain" onSubmit="return proceedSubmission()">
<TEXTAREA NAME="inputField" COLS=40 ROWS=10></TEXTAREA><BR>
<INPUT TYPE="submit" VALUE="mail it!">
</FORM>
The Boolean value returned by the onSubmit event handler is actually the
result of a confirm box presented to the user. Although some elements of
this form are discussed later, you should be aware that, in order to receive
the form’s content as plain, unscrambled e-mail, you need to assign a
"text/plain" value to the ENCTYPE attribute.
312 n Chapter 18
onReset
Another event handler of the <FORM> tag is onReset. A reset event usually
occurs when the user clicks the Reset button. Except for the triggering
event, the onReset event handler behaves like the onSubmit event handler.
The following example asks the user to confirm the resetting process
before executing it:
<FORM ACTION="mailto:chuckeasttom@yahoo.com" METHOD="post" ENCTYPE="text/plain"
onReset="return confirm('Click OK to reset form to default status')">
<TEXTAREA NAME="input" COLS=40 ROWS=10></TEXTAREA><BR>
<INPUT TYPE="reset" VALUE="reset it!">
</FORM>
þ Note: The onReset event handler was first implemented years ago in
Navigator 3.0.
Methods
submit()
The submit() method submits a form much the same way as the Submit
button. The submit() method sends data back to the HTTP server via get
or post submission schemes. The general syntax is as follows:
formName.submit()
formName is the exact reference of the form object. You can invoke this
method when the user clicks a given hypertext link. Take a look at the fol-
lowing example:
<HTML>
<HEAD>
<TITLE>hypertext link submission</TITLE>
<SCRIPT LANGUAGE="JavaScript">
<!--
function submitForm(sub)
{
document.forms[sub].submit()
}
function proceedSubmission()
{
return confirm("Click OK to mail this information")
}
// -->
</SCRIPT>
</HEAD>
<BODY>
<FORM METHOD="post" ACTION="mailto:chuckeasttom@yahoo.com" ENCTYPE=
"text/plain" onSubmit="return proceedSubmission()">
<TEXTAREA NAME="inputField" COLS=40 ROWS=10></TEXTAREA><BR>
<A HREF="example18-01b.htm" onClick="submitForm(0)">Mail it!</A>
Forms n 313
</FORM>
</BODY>
</HTML>
Example 18-1a (ex18-1a.htm). A hypertext link used to submit a form just like a Sub-
mit button
Example 18-1b (ex18-1b.htm). The “Thank You” message displayed after submitting
the mail in Example 18-1a
Chapter 18
þ Note: The submit method is broken in many versions of Navigator prior to
4.5 and Internet Explorer prior to 4.0. Test every new release before usage.
reset()
The reset() method resets a given form and is equivalent to clicking the
Reset button. Its syntax and usage is exactly the same as the submit()
method. See the onReset event handler for more information on resetting a
form.
Properties
action
The action property reflects the value of the <FORM> tag’s ACTION attribute.
Its value is the URL of a CGI or LiveWire application on the server that
needs to execute upon submission. If no explicit URL for the server-side
application is specified, the value of action in Navigator defaults to the URL
of the current document (the one containing the form). Microsoft Internet
Explorer defaults the property to an empty string.
The formReference.action property can also be assigned a value by
JavaScript. You can take advantage of this feature to modify the form’s
behavior after the page has been laid out, according to the user’s
preferences.
314 n Chapter 18
elements
The elements property is an array of objects corresponding to the form ele-
ments. It is a property of any form and is referenced as
formReference.elements.
As you already know, since all form objects are elements of the docu-
ment.forms object, it is possible to refer to a specific form within a
document if you know its index in relationship to the other forms in the doc-
ument. Similarly, a specific form’s elements are elements of the elements
array. The first element of this array is a reference to the first form element
(button, checkbox, hidden, password, radio, reset, select, submit, text,
or textarea object), the second entry is a reference to the second form ele-
ment, and so on, in source order. For example, if a form has one text box and
three radio buttons, you can reference these elements as
formReference.elements[0], formReference.elements[1],
formReference.elements[2], and formReference.elements[3].
Like the forms array, the elements array is an alternative to referencing
by name. Some programmers prefer to use array reflection, whereas others
prefer to trace elements by their names. It is convenient to implement the
elements array when a form contains many elements that are related to
indices. A form with ten text boxes that each accept a telephone number, for
example, should be referenced via the elements array. Such referencing will
allow you to use a loop to iterate through the ten different elements.
Usually, though, you will use forms to collect data fields of different
meanings that are not similar to each other as the phone numbers in the pre-
vious example. In such cases, referencing by name is much more convenient
and easier to understand, follow, and maintain. You can easily redesign the
physical layout of the form or even add new elements in the middle while
keeping the old references. If you use the elements array, on the other hand,
any layout modification causes the indices to shift, invalidating all previous
references.
Forms n 315
The first few elements of the elements array represent the form elements.
The following property, length, reflects the number of form elements.
Suppose a form element evaluates to foo. Then, the following refer-
ences all evaluate to foo:
document.forms[0].elements[0].value
document.forms[0].elements.elements[0].value
document.forms[0].elements.elements.elements[0].value
These bizarre references are possible due to the fact that an elements object
contains all the properties of its form, in addition to the form’s elements. A
form, say document.forms[0], can also have a property named name reflect-
ing the value of the NAME attribute of the corresponding <FORM> tag. You can
also reference this property in Navigator using one of the following known
methods:
document.forms[0].name
Chapter 18
document.forms[0].elements.name
document.forms[0].elements.elements.name
You may recall from Chapter 5 that the for...in loop statement provides
the capability to list an object’s properties, top to bottom. The following
function can be used to list the properties of a typical elements object by
name (not index):
function printElements(form, formString)
{
// initialize output string
var result = ""
for (var i in form.elements)
{
result += formString + ".elements." + i + " = " + form.elements[i] + "\r"
}
alert(result)
}
You can use this function by invoking it with a specific form’s reference and
a name. Consider the following simple HTML form:
<FORM NAME="form1" ACTION="http://www.yourserver.com/filename.cgi"
METHOD="post">
<INPUT TYPE="text" NAME="num1" VALUE="bla">
<INPUT TYPE="hidden" NAME="num2" VALUE="foo">
<TEXTAREA NAME="num3">wow</TEXTAREA>
</FORM>
316 n Chapter 18
Notice that the first four lines list the exclusive properties of the elements
object. The following lines represent properties of elements that are identi-
cal to those of the form itself, document.forms[0] in this case. Theo-
retically, you can reference all forms properties of a given form as properties
of its elements object.
If you think this wealth of referencing methods is confusing, you are
right. The best solution is to stick to some standards. Suppose you have a
form in a document that is referenced as document.forms[index], docu-
ment.formName, or formReference. The following objects include all forms
properties:
formReference
formReference.elements
As you already know, any form element object can be referenced by its
name. For example, a text object whose name is field1 in the first form of
a page can be accessed as follows:
document.forms[0].field1
When two or more elements have the same name, they form an array in
which the indices are determined according to their layout order. For exam-
ple, if there are three text objects in one form, all named inputField, you
can reference these elements in the following fashion:
document.forms[0].inputField[0]
Forms n 317
document.forms[0].inputField[1]
document.forms[0].inputField[2]
encoding
The content of a form is encoded before it is submitted to the server. There
are various types of encoding, or MIME encoding—some suitable for files,
while others are suitable for plain text or other purposes. The encoding
method is initially specified by assigning it to the <FORM> tag’s ENCTYPE
attribute. The default encoding method is application/x-www-form-
urlencoded, but others such as multipart/form-data and text/plain are
also available.
Every HTML form has a MIME encoding specification, even if it is not
explicitly shown. The value of JavaScript’s formReference.encoding is ini-
tially the value assigned to the HTML ENCTYPE attribute. This property is
not read-only, so it can be set at any time, even after layout has been com-
pleted. Setting encoding overrides the ENCTYPE attribute and instructs the
browser (primarily Navigator) to use the new MIME encoding method.
For your reference, the general syntax of this property is:
formReference.encoding
Chapter 18
formReference.encoding remains an empty string.
method
The METHOD attribute of a <FORM> tag accepts either a get or a post value.
JavaScript reflects the value of this attribute in the form of a method prop-
erty. You can use this property like all other form properties. It can be read
or set at any time, even after layout has been completed. The term
“method,” in this case, has no relation whatsoever to the object-oriented
interpretation of the word (a function associated with an object).
The formReference.method property is active when the client-side
JavaScript script interacts with a specific server-side CGI or LiveWire appli-
cation. In this case, you can set the method property along with other
form-related properties to modify the form’s layout on the fly. The general
syntax to reference this property is:
formReference.method
The default value of the HTML METHOD attribute is get. The value of the
JavaScript method property, however, has no default and stays empty.
target
When you “surf the web,” you often encounter HTML forms that submit
data to the server and return a result, such as a list of sites or a simple
“Thank You” page. Since most forms serve as a means to interact with the
user, you will seldom find forms that submit to the server and do not
respond. Furthermore, even forms that just receive input from the user and
318 n Chapter 18
submit it to a server-side script are expected to respond and give the user
an indication that the content of the form was correctly submitted.
Most server-side applications return a new HTML page in the same
window as the form. Sometimes, however, you may prefer to receive the
results in a different window or frame. You can specify the target of the
returned page by setting the TARGET attribute of the <FORM> tag. This value
is reflected by JavaScript’s target property, which belongs to the form
object. The general syntax for referencing this property is:
formReference.target
This property can be both read and set at any time, even after the page has
been laid out. Despite the fact that the TARGET attribute defaults to the cur-
rent window or frame’s HTML document, the JavaScript’s target property
does not default to any string.
The value of the JavaScript’s target property, like the HTML’s TARGET
attribute, can be either a window or a frame name. In addition to these obvi-
ous values, there are several common references: _top, _parent, _self, and
_blank. These values will be covered again when we discuss frames and
windows and, for detailed information, you may also refer to HTML docu-
mentation. It may seem convenient to assign window or frame objects to this
property, but unfortunately it only accepts HTML specifications.
Element Types
Each and every form element (button, radio, text area, etc.) features a
type property that reflects the type of that form element. As usual in
JavaScript syntax, the type property follows the element reference. For
example, you can access the type of the first element of the first form in the
following fashion:
document.forms[0].elements[0].type
Table 18-1 lists the various form elements with their corresponding types.
Table 18-1. Form elements
All values listed in the right column are plain strings representing the ele-
ment type.
Chapter 18
Figure 18-3. Calling a function via an event handler
The answer to this problem is using the keyword this to refer to the “cur-
rent” object. For example, you can simplify the preceding code by
implementing the this reference in the following way:
<SCRIPT LANGUAGE="JavaScript">
<!--
function process(callingElement)
{
callingElement.value = "thank you"
}
// -->
</SCRIPT>
<FORM>
<INPUT TYPE="text" NAME="myField" VALUE="email..." onChange="process(this)">
</FORM>
Using the above scheme, you can change the element’s position, name, or
any other optional attribute (other than the event handler) and the script will
still work without any modifications. The keyword this refers to the ele-
ment providing the event handler. In this case, the value of this is equal to
document.forms[0].elements[0]. When the function process is called, the
value assigned to the callingElement parameter is this, so callingEle-
ment.value is equivalent to document.forms[0].elements[0].value.
The keyword this within an event handler script refers to the form ele-
ment to which the event handler belongs. For example, the keyword this in
an event handler that belongs to the first element of the first form in a docu-
ment can be safely replaced by document.form[0].element[0].
Using the object this is very convenient when you use a single function
to refer to different form elements.
You can use this in an event handler script for purposes other than a
function’s argument. You can also hand any property of the this object to a
function, as demonstrated by the following script segment:
<SCRIPT LANGUAGE="JavaScript">
<!--
function display(str)
{
alert(str)
}
// -->
</SCRIPT>
<FORM>
<INPUT TYPE="text" NAME="myField1" VALUE="d" onChange="display(this.value)">
<INPUT TYPE="text" NAME="myField2" VALUE="f" onChange="display(this.value)">
</FORM>
Forms n 321
Until now, the special object this was used as a substitute for a form ele-
ment’s full path. JavaScript also allows you to reference a form from an
element’s event handler script via the form property of this object. The pre-
vious source can be rewritten in the following form:
<SCRIPT LANGUAGE="JavaScript">
<!--
function process(callingElement)
{
callingElement.elements[0].value = "thank you"
}
// -->
Chapter 18
</SCRIPT>
<FORM>
<INPUT TYPE="text" NAME="myField" VALUE="email..." onChange=
"process(this.form)">
</FORM>
You will probably never use this property independently in a script, because
you can always refer to a form directly as a property of a window’s document
object. However, such a reference is used often with forms, because an
event handler’s script references the event handler as this, and the form
property enables you to reference the form through a back door.
In addition to event handlers associated with form elements, you can
also use this with event handlers of the <FORM> tag. In this case, this
represents the object encompassing the entire form (such as docu-
ment.forms[0]). Suppose you want to call a function from an onSubmit
322 n Chapter 18
event handler. You can use the following outline to hand an object reference
representing the form object to the function:
<FORM ... onSubmit="functionName(this)">
Bear in mind that you do not have this statement in the script—all you have
is the variable objRef, and you are attempting to reference the form object,
myForm. You can use the form property to do so:
var formObjRef = objRef.form
The first text object (form element) invokes the getValue function with
this object as the argument. The function is designed to print the value of
the second element, elements[1]. The only relation between the value
handed to the function (the object representing the first form element) and
the second form element is that they are both “children” of the same “par-
ent.” The function accepts the object reflecting the first element, so it must
access the second element through the common parent, the form object.
Chapter 18
Therefore, the correct syntax must include the form property (which is an
object as well):
firstElement.form.secondElement
The form property acts like a connector in this case. If you implement a
function that references various elements of a form, you may want to ini-
tially use this.form as the function’s argument. You should then use the
following code in place of the preceding script segment:
<SCRIPT LANGUAGE="JavaScript">
<!--
function getValue(form)
{
alert(form.elements[1].value)
}
// -->
</SCRIPT>
<FORM>
<INPUT TYPE="button" VALUE="click me" onClick="getValue(this.form)">
<INPUT TYPE="text" VALUE="Baruch Spinoza" SIZE=10>
</FORM>
324 n Chapter 18
text Object
HTML Syntax
A text object is defined by the following plain HTML syntax:
<INPUT
TYPE="text"
NAME="textName"
[VALUE="contents"]
[SIZE="integer"]
[MAXLENGTH="integer"]
[onBlur="handlerStatement"]
[onChange="handlerStatement"]
[onFocus="handlerStatement"]
[onSelect="handlerStatement"]>
The NAME attribute enables you to assign this HTML object a name that
identifies it in both server-side queries and JavaScript scripts. The VALUE
attribute accepts the initial string that should appear in the box when the
page loads. Not only is this string the initial one in the text box, but it is also
the default string. When you reset the form via a Reset button or the
reset() method, this string reappears in the text box. The SIZE attribute is
essential because it determines the size (in characters) of the text box. The
MAXLENGTH attribute specifies the maximum input length allowed in this
field. If the user enters a string that is longer than MAXLENGTH, only the first
MAXLENGTH characters are entered. This option is especially handy when
requesting a specific string, such as a password, which is naturally limited to
a given length. The following script segment demonstrates the use of the
text object in an HTML document:
Processor: <INPUT TYPE="text" NAME="comp" SIZE=15 MAXLENGTH=20
VALUE="Intel Xeon">
A text object can hold a maximum of one line. You can use a textarea
object to display multiple lines.
JavaScript Access
There are basically four ways to access a text object via JavaScript:
[window.]document.formName.textName
[window.]document.formName.elements[index]
[window.]document.forms[index].textName
[window.]document.forms[index].elements[index]
You already know that a form can be accessed through its name or via the
forms object when the form’s index is known. Similarly, you can access a
form’s element by its name or through the elements array if the element’s
index is known.
Forms n 325
Event Handlers
The text object is a very convenient means for both input and output. A
text object has a wealth of event handlers you can use.
onBlur
A blur event occurs when a text field loses focus. A field gains focus when
the user clicks inside the text box, and the focus is lost when the user clicks
outside the box, anywhere on the page. The onBlur event handler executes
JavaScript code when a blur event occurs. Take a look at the following form
and function:
<SCRIPT LANGUAGE="JavaScript">
<!--
function checkInput(element)
{
if (element.value == "")
alert("Please enter a value!")
}
// -->
Chapter 18
</SCRIPT>
<FORM>
<INPUT TYPE="text" NAME="myField" VALUE="" onBlur="checkInput(this)">
</FORM>
If the box is left empty, an alert dialog box informs the user that he or she
must enter a value. The dialog box is displayed only if the user first accesses
the field and then exits it without entering any value.
onChange
A change event occurs when a blur event occurs and the value of the text
object has been modified. The onChange event handler, also defined as an
HTML tag attribute, executes JavaScript code when a change event occurs.
The onChange event handler is probably the most commonly used event
handler with the text object (box or field). You can use this event handler
326 n Chapter 18
when validating data entered by the user. That is, when the user modifies
the text box content, a function is invoked to validate the changes. Validation
via JavaScript instead of CGI or LiveWire saves precious network transmis-
sion time.
In order to demonstrate the onBlur event handler, a simple form ele-
ment and a corresponding function have been implemented. The problem
with this example is that the value of the text box is validated whenever it
loses focus. It is generally better to validate the form only after changes are
made. Therefore, the onChange event handler is superior for such tasks. The
previous example is much better when rewritten as follows:
<SCRIPT LANGUAGE="JavaScript">
<!--
function checkInput(element)
{
if (element.value == "")
alert("Please enter a value!")
}
// -->
</SCRIPT>
<FORM>
<INPUT TYPE="text" NAME="myField1" VALUE="" onChange="checkInput(this)">
</FORM>
The following dual rule is very important in order to fully understand this
event handler:
n A blur event naturally takes place whenever a change event occurs.
n A change event takes place only when a blur event occurs and the value
of the text object has been modified and gained focus.
onFocus
A focus event occurs when a field receives input focus by tabbing on the
keyboard or clicking with the mouse. The onFocus event handler obviously
executes a prespecified code when a focus event occurs.
In addition, a focus event occurs in many browsers when the page loads.
This behavior is not common to all browsers, so you should check the script
with the various browsers you use to make sure it works the way you want.
The following script scrolls a T-banner in a text object. It starts when
the user clicks somewhere inside the text box (text object), triggering the
onFocus event handler. Here is the script:
<HTML>
<HEAD>
<TITLE>T-banner</TITLE>
<SCRIPT LANGUAGE="JavaScript">
<!--
// set speed of banner (pause in milliseconds between characters)
var speed = 100 // decrease value to increase speed (must be positive)
// set pause between completion of message and beginning of following one
var pause = 1000 // increase value to increase pause
Forms n 327
Chapter 18
function startBanner()
{
// make sure the banner is stopped
stopBanner()
// start the banner from the current position
showBanner()
}
// type in the current message
function showBanner()
{
// assign current message to variable
var text = ar[currentMessage]
// if current message has not finished being displayed
if (offset < text.length)
{
// if last character of current message is a space
if (text.charAt(offset) == " ")
// skip the current character
offset++
// assign the up-to-date to-be-displayed substring
// second argument of method accepts index of last character plus one
var partialMessage = text.substring(0, offset + 1)
// display partial message in text field
document.bannerForm.bannerField.value = partialMessage
// increment index of last character to be displayed
offset++ // IE sometimes has trouble with "++offset"
// recursive call after specified time
timerID = setTimeout("showBanner()", speed)
// banner is running
328 n Chapter 18
bannerRunning = true
} else
{
// reset offset
offset = 0
// increment subscript (index) of current message
currentMessage++
// if subscript of current message is out of range
if (currentMessage == ar.length)
// wrap around (start from beginning)
currentMessage = 0
// recursive call after specified time
timerID = setTimeout("showBanner()", pause)
// banner is running
bannerRunning = true
}
}
// -->
</SCRIPT>
</HEAD>
<BODY>
<FORM NAME="bannerForm">
<INPUT TYPE="text" NAME="bannerField" VALUE="Click here..." SIZE=50
onFocus="if (!bannerRunning) { startBanner() }">
</FORM>
</BODY>
</HTML>
Example 18-2 (ex18-2.htm). A T-banner starts in a text box when the user clicks in
the box
First of all, notice the form named bannerForm in the HTML body. The form
consists of only one element, a text object named bannerField. Its size is
set to 50 characters, and its default value is the string "Click here...".
The onFocus event handler is provided. When the user clicks inside the text
box, a focus event occurs and the startBanner() function is invoked to start
the scrolling. Notice that this statement is executed only if the banner is not
running. The variable bannerRunning holds the banner’s current state and is
already true when the page loads.
The only difference between the original status bar-based T-banner
script earlier in this book and the text box-based one in Example 18-2 is that
the property window.status is replaced by document.bannerForm.banner-
Field.value, which is the reference to the text object’s content-reflecting
property.
onSelect
A select event occurs when the user selects part of the text within a text
field. The onSelect event handler enables you to respond to such an event.
Forms n 329
Since the select event is rather rare and insignificant, this event handler is
not commonly used. It was also broken in some versions of Navigator prior
to version 4.5.
Methods
blur()
You already know what a blur event is. You can explicitly blur a text object
using the object’s blur() method, which removes focus from the field. This
method deselects any text that might be selected in the field and removes
the text insertion pointer from the field. At this point, no fields or form ele-
ments are focused. A manual way to blur a text object is to press the Tab
key, which advances focus to the next field in order and removes it from the
current field (blurring it). However, the JavaScript blur() method only
removes focus from its object, without giving focus to any other field in the
form or in the page.
A read-only text field is a classic example for using the blur() method.
The algorithm to create such a field is very simple. When the user explicitly
gives focus to a field in order to write in it, an event handler (onFocus)
Chapter 18
invokes the blur() method to instantly remove the focus. Here is a
read-only text field example:
<INPUT TYPE="text" NAME="myField" VALUE="" SIZE=15 onFocus="this.blur()">
When the text field loses focus, a blur event occurs, the onBlur event han-
dler is triggered, and focus is given once again to the field.
The focus() method usually belongs to text objects (fields), but, as will
be explained later in this chapter, other kinds of objects use it as well.
select()
The most useful method of the text object is the select() method. When
you select a field via JavaScript, all the text in the field is selected.
In Navigator on some platforms, you must give focus to a text field
before selecting it. Suppose you have a document with one form that con-
tains one element, a text object. The following script segment is needed in
order to select that text field via JavaScript:
document.forms[0].elements[0].focus()
document.forms[0].elements[0].blur()
The select() method is extremely useful and very convenient when vali-
dating a form on the client side. For example, let’s say you have a form that
accepts inputs from the user for several elements and validates each ele-
ment in turn before submitting the data to the server. The most basic way to
report an error is to display a message in an alert dialog box. More sophisti-
cated error reporting includes automatic preparation of the form for the
user’s corrections. Such preparation can be implemented by using the
focus() and select() methods together. When the script encounters a text
field that contains invalid data, you can direct the cursor to that field and
automatically highlight the interior text. The user can then write the new,
correct value without having to delete the invalid entry. Sounds quite com-
plicated on the programmer’s behalf, but it is actually very simple. The
following script and form demonstrate simple validation and handy error
reporting:
<HTML>
<HEAD>
<TITLE>Simple form validation</TITLE>
</HEAD>
<SCRIPT LANGUAGE="JavaScript">
<!--
function checkName(field)
{
if (field.value == "")
{
alert("Value is required")
field.focus()
field.select()
} else
if (field.value.split(" ").length < 2)
{
alert("Enter full name")
field.focus()
field.select()
}
Forms n 331
}
function checkEmail(field)
{
if (field.value.indexOf("@") == –1)
{
alert("Enter a valid e-mail address")
field.focus()
field.select()
}
}
// -->
</SCRIPT>
<BODY>
<FORM>
Full name: <INPUT TYPE="text" NAME="userName" VALUE="" SIZE=15
onChange="checkName(this)">
<BR>
Email address: <INPUT TYPE="text" NAME="email" VALUE="" SIZE=15
onChange="checkEmail(this)">
</FORM>
</BODY>
</HTML>
Example 18-3 (ex18-3.htm). A simple form validation and error handling script
The form in Example 18-3 includes two text objects: the user’s full name
Chapter 18
and e-mail address. The element (text field) object is passed as an argument
to the two different event handler functions. The value property reflects the
current string in the text field.
checkName() checks that the value of its calling object (text field) is not
empty and that it contains exactly two words (with a separating space). If
one of these rules is violated, an appropriate message is displayed, and the
calling element (the userName text object) is focused and selected, indicat-
ing the invalid text field.
checkEmail() checks if the value of its calling text object contains an
“at” character (@). If one is not found, an appropriate message is displayed,
and the calling element (the email text object) is focused and selected. The
text within the field is highlighted by the select() method of the second
text object in the form. As you can see, the script conveniently uses this for
all references to the form element objects. Also notice that the field check-
ing is done per mouse click anywhere inside the window.
Properties
defaultValue
The defaultValue property is a string indicating the default value of a text
object. The default value is initially assigned to the VALUE attribute of the
HTML tag, reflected also by JavaScript’s defaultValue property. Setting
this property in JavaScript overrides the initial HTML values. You can set
and read the defaultValue property at any time, even after layout has been
completed. Since it reflects the field’s default value only (the one seen when
332 n Chapter 18
the page loads or after resetting the form), this property cannot be used to
dynamically update the text in the field.
If the HTML attribute VALUE is not specified, defaultValue defaults to
an empty string, as if explicitly specifying VALUE="".
The following script segment demonstrates a simple use of the
defaultValue property to reset only a specific form element (a text object
in this case), rather than resetting the entire form with the Reset button or
the reset() method. Note that this script uses the value property, which
we discuss later.
<SCRIPT LANGUAGE="JavaScript">
<!--
function resetField(sub)
{
document.forms[0].elements[sub].value = document.forms[0]
.elements[sub].defaultValue
}
// -->
</SCRIPT>
<FORM NAME="fields">
<INPUT TYPE="text" NAME="field1" VALUE="enter first" SIZE=15>
<A HREF="javascript:resetField(0)">reset</A><BR>
<INPUT TYPE="text" NAME="field2" VALUE="enter second" SIZE=15>
<A HREF="javascript:resetField(1)">reset</A><BR>
<INPUT TYPE="text" NAME="field3" VALUE="enter third" SIZE=15>
<A HREF="javascript:resetField(2)">reset</A><BR>
</FORM>
Since we haven’t discussed buttons yet, this script uses links for invoking
JavaScript functions. A link is not a form element, so you cannot refer to
this or this.form inside the resetField() function. To work around this
problem, each link is identified by the index of the corresponding text
object and is handed to the function as an argument. The first link, for exam-
ple, is responsible for resetting the first text object in the form, so it hands
a 0 to the resetField() function. Instead of resetting the form element, the
function sets the current value of the corresponding text field to its default
value.
name
It is generally a good practice to name every form element, especially the
text objects. Names are mandatory for CGI scripts, which use them for field
identification and value extraction. Since it allows more logical and conve-
nient access to JavaScript text objects, identifying text objects by name
contributes significantly to the script’s robustness and ease of maintenance.
All names, therefore, should be meaningful and adhere to JavaScript’s nam-
ing conventions.
The name property initially reflects the value of the HTML’s NAME attrib-
ute. Changing the value of this property overrides the initial HTML setting.
By assigning a new string to the name property, you can set the name of a
text object at any time.
Forms n 333
Do not confuse this property with the text that appears in the field. A
field’s content is represented by the VALUE attribute, rather than the NAME
attribute. Hence, if you modify the value of name, you will notice no change
in the page’s appearance.
You should recall that a form element can be referenced by its index or
by its name. If a form contains multiple elements with identical names, they
form an array. Although this situation is especially common to radio buttons,
as you will see later in this chapter, you may encounter it with text objects
as well. The following example demonstrates the use of such arrays to han-
dle complex forms:
<HTML>
<HEAD>
<TITLE>Form element arrays</TITLE>
<SCRIPT LANGUAGE="JavaScript">
<!--
function correctName()
{
for (var i = 0; i < document.fields.username.length; ++i)
{
var field = document.fields.username[i]
field.value = field.value.charAt(0).toUpperCase() + field
.value.substring(1, field.value.length)
}
Chapter 18
}
function checkEmail()
{
for (var i = 0; i < document.fields.email.length; ++i)
{
var field = document.fields.email[i]
if (field.value.indexOf("@") == –1)
{
alert("Error in email address!")
field.focus()
field.select()
return
}
}
}
// -->
</SCRIPT>
</HEAD>
<BODY>
<FORM NAME="fields">
Employee #1: <INPUT TYPE="text" NAME="username" VALUE="first name" SIZE=10>
<INPUT TYPE="text" NAME="username" VALUE="last name" SIZE=10>
<INPUT TYPE="text" NAME="email" VALUE="email" SIZE=10><BR>
Employee #2: <INPUT TYPE="text" NAME="username" VALUE="first name" SIZE=10>
<INPUT TYPE="text" NAME="username" VALUE="last name" SIZE=10>
<INPUT TYPE="text" NAME="email" VALUE="email" SIZE=10><BR>
Employee #3: <INPUT TYPE="text" NAME="username" VALUE="first name" SIZE=10>
<INPUT TYPE="text" NAME="username" VALUE="last name" SIZE=10>
<INPUT TYPE="text" NAME="email" VALUE="email" SIZE=10><BR>
334 n Chapter 18
<P>
<A HREF="javascript:checkEmail()">Check email addresses</A>.
<A HREF="javascript:correctName()">Correct names</A>.
</FORM>
</BODY>
</HTML>
Example 18-4 (ex18-4.htm). A form validation script based on arrays reflecting ele-
ments with identical names
In order to understand this listing you must be aware of the page’s initial
appearance:
As you can see, this form is divided into nine text objects. All six text
objects for entering first and last names are named username. The value of
document.forms[0].elements[0].name, for example, is equal to the string
"username". The three text objects for entering e-mail addresses are
named email.
There are basically two element groups, username and email. Since all
form elements are named fields, you can reference these two groups as
arrays via the following syntax:
document.fields.username
document.fields.email
The same syntax is also used to reference elements of the email array. Take
another look at the script in Example 18-4. It includes two functions, one for
handling name input fields and one for e-mails. The first function,
correctName(), loops through all username elements and capitalizes their
first letters. The second function uses the same technique to alert the user
if any of the e-mail addresses do not include the “at” character (@). If such a
field is found, the function focuses on and selects it, in order to attract the
user’s attention to the invalid field.
You should normally assign a distinct name to each and every form ele-
ment. Example 18-4 demonstrates that in some cases, however, it is much
more convenient to reuse a specific name in order to enable a loop-based
processing of elements that share similar characteristics.
value
The value property reflects the current text located in a given text object
(field). It is not equivalent to any HTML attribute. You can read and set this
property at any time. The field’s content is updated immediately upon set-
ting. Although we have been using this property throughout this chapter,
here is another example that shows how to reference the value attribute of
the first element of the first form in a page:
document.forms[0].elements[0].value
Chapter 18
password Object
HTML Syntax
Another possible value for the TYPE attribute is "password". It is similar to
the "text" option except that, instead of displaying the user’s input, it
responds to any typed character with a predefined single character, such as
an asterisk (*). The general syntax of this object is as follows:
<INPUT
TYPE="password"
NAME="passwordName"
[VALUE="contents"]
[SIZE="integer"]
[MAXLENGTH="integer"]
[onBlur="handlerStatement"]
[onChange="handlerStatement"]
[onFocus="handlerStatement"]
[onSelect="handlerStatement"]>
The value property is an asterisk character (or any other character chosen
by the browser). The additional properties are identical to those of the text
input type. Here is a simple password box code:
Password: <INPUT TYPE="password" NAME="pswrd" SIZE=15 MAXLENGTH=20 VALUE="">
336 n Chapter 18
The value of the password box is the typed-in string, not the asterisks (or
other characters) that appear. The value is hidden so it cannot be seen by
someone near the user.
JavaScript Access
Like all other elements, there are four ways to access a password object via
JavaScript:
[window.]document.formName.passwordName
[window.]document.formName.elements[index]
[window.]document.forms[index].passwordName
[window.]document.forms[index].elements[index]
Event Handlers
The password event handlers are identical to those of the text object in all
aspects. Refer to earlier discussion in this and other chapters.
The password object’s methods are identical to those of the text object:
n focus
n blur
n select
The password object was not very useful in Netscape Navigator 2.0 because
JavaScript was not allowed to access its value. Starting with version 3.0,
JavaScript on Navigator and Internet Explorer can freely access the VALUE
attribute as if it were a text object. In terms of JavaScript, the password
object is identical to the text object. The only difference is that the value of
the password field is never displayed.
textarea Object
HTML Syntax
Multiple lines of text can be entered into a form via text areas, which are
defined by the <TEXTAREA></TEXTAREA> tag pair. You should always name a
text area and specify its size. The general syntax of the <TEXTAREA> tag is as
follows:
Forms n 337
<TEXTAREA
NAME="textareaName"
ROWS="integer"
COLS="integer"
WRAP="off | virtual | physical"
[onBlur="handlerStatement"]
[onChange="handlerStatement"]
[onFocus="handlerStatement"]
[onSelect="handlerStatement"]>
textToDisplay
</TEXTAREA>
Chapter 18
<TEXTAREA> and </TEXTAREA> tags in the following fashion:
<TEXTAREA NAME="comments" COLS=35 ROWS=5>
Write any comments regarding this page here.
Don't forget to mention your e-mail address.
</TEXTAREA>
Carriage return characters are interpreted as new lines in this text zone.
Netscape Navigator enables you to write HTML tags in the text area by sim-
ply placing the script between the opening and closing <TEXTAREA> tags.
Another attribute accepted by the <TEXTAREA> tag is WRAP. It can be set
to one of the following values:
n off—do not wrap lines (default value).
n virtual—wrap lines on the screen but refer to them as one line
otherwise.
n physical—insert actual line breaks (CR characters) in the string.
JavaScript Access
There are four ways to access a textarea object via JavaScript:
[window.]document.formName.textareaName
[window.]document.formName.elements[index]
[window.]document.forms[index].textareaName
[window.]document.forms[index].elements[index]
338 n Chapter 18
Event Handlers
The textarea object’s event handlers are identical to those of the text
object.
You can assign the new line character in the following fashion:
var NL = getNL()
Now, you can use the function’s return value to place multiple-line text in a
textarea object. Here is a simple example:
document.forms[0].elements[0].value = "line 1" + NL + "line 2"
þ Important Note:
on all platforms.
Netscape Navigator supports "\n" as a new line character
Forms n 339
The function is a bit tricky. It first encodes the textarea’s value via the
escape function and assigns the “escaped” string to a local variable, str. You
may recall that after escape, any nonalphanumeric characters are repre-
sented in a “%XX” format. The escape sequence "\n" is represented as
"%0A" (zero + A), whereas "\r" is converted to "%0D" (zero + D). The
entire encoded string is then spliced with the split() method, using either
Chapter 18
the "%0D%0A" or the "%0A" string as the delimiter. The “trick” is to use the
second delimiter ("%0A") only after the first one ("%0D%0A") fails to split the
text. At the end, each element of the ar array is decoded back by the
unescape function and the final array of lines is returned.
hidden Object
HTML Syntax
A hidden form field is one that is not displayed on an HTML page. It is used
for passing unique identification values upon submission. Since the user can-
not modify or interact with a hidden element, the initial value given when
the page loads stays the same throughout the life of the page. The hidden
object, then, is not useful for the user but rather for the programmer. For
example, on a large web site, a server-side application can use a hidden
object to distinguish between different forms submitted to the server.
Except that it is not viewable, you should basically treat the hidden ele-
ment exactly like the text type. The element’s general syntax is:
<INPUT
TYPE="hidden"
NAME="hiddenName"
[VALUE="textValue"]>
340 n Chapter 18
The NAME property specifies the name of the hidden object, whereas VALUE
specifies the value of the field. Although not viewable, they are part of the
form’s content, as any other element type’s attributes.
JavaScript Access
There are four ways to reference a hidden object:
[window.]document.formName.hiddenName
[window.]document.formName.elements[index]
[window.]document.forms[index].hiddenName
[window.]document.forms[index].elements[index]
Event Handlers
Since a hidden object cannot be seen on a page, no events can be associated
with it, and hence there is no support for event handlers for hidden objects.
Submit button plays a very important role in all forms that are submitted to
a server. A Reset button resets the form in which it is located.
A button’s style depends on the client’s platform. Macintosh buttons, for
example, are different from Windows buttons. The only control you have
over a button’s appearance is by determining its label, initially defined by
the VALUE attribute. Since the button size is determined solely by the label
string, you can only modify its width by padding it with spaces on both ends.
This “sophisticated” technique may be very annoying, but it is the only way
to explicitly control a button’s size.
A Submit button’s syntax differs from plain buttons and Reset buttons
only in the value assigned to the TYPE attribute, "submit". This button is
primarily designed for server-side applications. When the user clicks such a
button, the form’s data is sent to the URL specified in the <FORM> tag’s
ACTION attribute. A Reset button’s TYPE is "reset" and, when clicked, it
resets the entire form. A plain button (with no HTML meaning) is defined
by assigning "button" to the TYPE attribute.
JavaScript Access
The four ways you can reference a button via JavaScript are:
[window.]document.formName.buttonName
[window.]document.formName.elements[index]
Chapter 18
[window.]document.forms[index].buttonName
[window.]document.forms[index].elements[index]
Event Handlers
All button objects (button, reset, and submit) are associated with a single
event, and therefore support only one event handler. This event handler is
probably the most important of all form-related event handlers.
onClick
A button, by definition, has only one designation—to be clicked. Its event
handler, therefore, responds only to a click event. Such an event occurs
when the user presses the button and then releases it while the pointer is
still atop the button. The event does not take place immediately when the
user presses the button, in order to give the user a chance to cancel the
clicking action by releasing it outside the button area.
You can also use this event handler with Submit and Reset buttons. The
onClick event handler script is executed prior to performing the built-in
action associated with a button. You can use this event, for example, to com-
pute a certain expression and assign its value to the value property of an
existing form element object.
The general syntax for this event handler is as follows:
<INPUT TYPE=... onClick="handlerScript">
return false, much the same way you cancel a form’s submission or reset-
ting. The canceled action is the one defined by the button (or other objects
that support this event handler). Canceling a click event of a Submit button,
for example, cancels the form’s submission.
Example 18-5 demonstrates the usage of the onClick event handler for
invoking a function that handles other elements of the form:
<HTML>
<HEAD>
<TITLE>Expression evaluator</TITLE>
<SCRIPT LANGUAGE="JavaScript">
<!--
function compute(form)
{
form.result.value = eval(form.expression.value)
}
// -->
</SCRIPT>
</HEAD>
<BODY>
<FORM>
<INPUT TYPE="text" NAME="expression" VALUE="" SIZE=15> =
<INPUT TYPE="text" NAME="result" VALUE="" SIZE=8 onFocus="this.blur()">
<P>
<INPUT TYPE="button" NAME="computeButton" VALUE="compute" onClick=
"compute(this.form)">
<INPUT TYPE="button" NAME="clear" VALUE="clear result" onClick=
"this.form.result.value = ''">
</FORM>
</BODY>
</HTML>
The user types any numeric expression (such as 4 + 6 * 15) in the upper-
left field, and, after pressing “compute,” the result appears in the upper-
right field. The “clear result” button deletes the value in that field.
The form contains four elements. The first two are text objects—each
with its own unique attributes. The first button, named computeButton,
uses an onClick event handler to call the compute function with the object
reflecting the entire form. The second button provides the only means for
clearing the result field (the upper-right one).
The onClick event handler of this object is a single, immediate state-
ment. Its onFocus event handler creates a read-only field by calling the blur
method.
Since the entire form object is assigned to compute’s form parameter,
the property form.result.value refers to the content of the top-right text
object, whereas form.expression.value refers to the text inside the first
field. The text in the first field is evaluated, and the numeric result becomes
its value. If the left field contains the expression 5 * 3 – 2, for example,
Forms n 343
then eval returns 13, which is placed in the second text object by assigning
13 to its value property.
Methods
click()
A button’s click() method simulates the user’s action of clicking that but-
ton. It causes the same action as would a human click, except that the
button’s onClick event handler is not triggered. Since their only usefulness
is in triggering the onClick event handler, this method is not useful for
TYPE="button" buttons. On some platforms, a visual border effect is created
when invoking this method.
You will probably never need to use this method, but here is an example
for your reference:
document.forms[0].elements[0].click()
Properties
name
A button’s name property is an exact reflection of the NAME attribute and is
read-only. In order to respond correctly to an event, the onClick event han-
Chapter 18
dler function commonly uses this property to figure out which button was
clicked. Here is an example of how to reference this property:
var buttonName = document.forms[0].elements[0].name
value
A button’s value is the visual label you give the button by assigning it to the
VALUE attribute of the <INPUT> tag. All form elements defined by the
<INPUT> tag feature this attribute. As far as buttons are concerned, the
length of the string determines the button’s size. The VALUE attribute can be
more than one word, and should generally be enclosed by quotation marks.
The VALUE attribute is reflected in JavaScript by the value property.
Although it is unlikely you will ever need to extract the property’s value, its
modification may be useful. Suppose you have a single button on a web page,
and you want its label to change whenever the user clicks the button. You
can implement such behavior by modifying the value property as a response
to the click event. Netscape Navigator began enabling explicit JavaScript
setting of event handlers in version 3.0, so you can even modify the event
handler’s script along with the button’s label to create a “new” button on the
fly (without reloading the page). Example 18-6 uses these features to create
a simple stopwatch.
<HTML>
<HEAD>
<TITLE>stopwatch (timer)</TITLE>
<SCRIPT LANGUAGE="JavaScript">
<!--
344 n Chapter 18
if (result < 1)
// attach an initial "0" to beginning
result = "0" + result
// convert result to string
result = result.toString()
// if result is integer
if (result.indexOf(".") == –1)
// attach ".00" to end
result += ".00"
// if result contains only one digit after decimal point
if (result.length – result.indexOf(".") <= 2)
// add a second digit after point
result += "0"
// place result in text field
document.forms[0].display.value = result
// call function recursively immediately (must use setTimeout to
// avoid overflow)
timerID = setTimeout("showTimer()", 0)
// timer is currently running
timerRunning = true
}
// -->
</SCRIPT>
</HEAD>
<BODY>
Chapter 18
<FORM>
<INPUT TYPE="text" NAME="display" VALUE="" onFocus="this.blur()">
<INPUT TYPE="button" NAME="general" VALUE="start" onClick="start()">
</FORM>
</BODY>
</HTML>
Look through the script for a few minutes, and make sure you understand
the recursive flow and the handling of time-related features. Since most of
the features in this script should be well known to you by now, we’ll just
cover the new and difficult ones.
Take a look at the following statements from the start() function:
// set the button's label to "stop"
document.forms[0].general.value = "stop"
// assign the stop function reference to the button's onClick event handler
document.forms[0].general.onclick = stop
The first statement adjusts the button’s label by assigning it a new value—
stop. The second statement assigns a function reference (no parentheses
because it is a function reference, not a function call) to the button’s onClick
event handler. Notice that the event handler must be specified in lowercase
letters. These statements convert the Start button to a Stop button. The fol-
lowing statements from the stop() function convert the Stop button back to
a Start button, on the fly:
346 n Chapter 18
Notice that the button is labeled “stop” when the timer is running and is
labeled “start” otherwise.
The form in Example 18-6 consists of two elements. The first one is a
read-only text object (set via an event handler), whereas the second one is a
simple button.
Setting the value of a button is somewhat problematic. First, the button
size is not adjusted to the new label, so any excess text is dropped on both
sides. Another problem is that since the button label is centered, you do not
have control over its alignment with other buttons of different form ele-
ments. If you initialize a button to a very long string via its HTML attribute
(try assigning a string with many spaces to VALUE), you can even run a
T-banner on the button!
checkbox Object
HTML Syntax
A check box is a small box that reflects an “on” or “off” state. An HTML
check box is a form element that closely resembles a check box on a paper
form. If a mark is placed in the box, the current state is considered true. If
the check box is unchecked, the current state is false.
Check boxes are used a lot in server-based forms. If a box is checked, it
is included in the submitted data, whereas if it is empty it is excluded from
the data submitted to the server. Since a check box is an individual form ele-
ment that is not grouped with other elements, you should apply a distinct
name to every check box in a form. The user can check or uncheck a box at
any time after the page has been laid out.
The general syntax of a checkbox object is as follows:
<INPUT
TYPE="checkbox"
NAME="checkboxName"
VALUE="checkboxValue"
[CHECKED]
[onClick="handlerText"]>
Both the NAME and VALUE attributes specify internal values that are not dis-
played on the page. In order to label a check box, you should simply place
the label directly after the check box, so it appears as if connected to the
object. The following piece of code demonstrates this trick:
Forms n 347
In order to create a check box that is initially checked, you simply specify
the CHECKED attribute, without assigning it any value. Its presence deter-
mines the initial state of the check box when the page loads.
A JavaScript checkbox provides a wide variety of functionality, but you
should not use it as a regular button (supporting, for example, an onClick
event handler); rather use it only as a yes/no selection interface. You can,
however, use the click event to trigger a side-effect statement. It is impor-
tant to recognize that a check box is primarily a toggle switch.
JavaScript Access
There are basically four ways to reference a checkbox:
[window.]document.formName.checkboxName
[window.]document.formName.elements[index]
[window.]document.forms[index].checkboxName
Chapter 18
[window.]document.forms[index].elements[index]
Event Handlers
onClick
Since a check box responds to only the click event, the checkbox object does
not support event handlers other than onClick. Use this event handler
when you want to invoke a function or execute a statement immediately
when the user clicks a check box. A click event occurs when the user clicks
a check box, regardless of whether it is checked or empty.
Again, be extremely conservative when using this event handler. A
check box should be used only for yes/no selection.
Methods
click()
The checkbox object supports only the click() method, which is equivalent
to manually clicking the check box. You can use this method to implement a
nonmodifiable check box, for example, by clicking the check box whenever
the user clicks it, thus always reversing the user’s action and leaving the
check box untouched. Here is how to define such a “read-only” check box:
<INPUT TYPE="checkbox" onClick="this.click()">
<SCRIPT LANGUAGE="JavaScript">
<!--
function connectMe(destination)
{
document.forms[0].elements[destination].click()
}
// -->
</SCRIPT>
</HEAD>
<BODY>
<FORM>
<INPUT TYPE="checkbox" onClick="connectMe(1)"> Number 1<BR>
<INPUT TYPE="checkbox" onClick="connectMe(0)"> Number 2
</FORM>
Each check box’s onClick event handler invokes the connectMe() function
with the target check box’s index as the argument. The second check box’s
event handler, for example, calls connectMe() with a 0 value because it is
connected to the first check box (its index is 0). The connectMe() function
simply emulates a click event for the form element at the given index.
The click() method does not trigger the onClick event handler so you
should not worry about the script getting into an infinite loop here. You can
generalize the connectMe() function to handle an array of check boxes with
a for loop.
Properties
checked
The checkbox’s Boolean property checked reflects the button’s current
state. A true value means that the specified check box is checked, whereas a
false one represents an unchecked box. Of the properties supported by the
checkbox object, this property is both the simplest and the most useful. You
can read and adjust this property at any time, even after layout has been
completed.
Checking and unchecking a check box is accomplished by simply assign-
ing the corresponding Boolean value to the object’s checked property. The
following statement unchecks a box:
document.forms[0].elements[0].checked = false
Since a check box can be set to either of the two possible states regardless
of the current one, you do not have to use an if statement to determine the
current state and then invoke the action accordingly. Be aware that setting
the state of a check box by assigning checked is much more efficient than
probing the current state and calling the check box’s click() method.
Example 18-7 demonstrates the use of the checked property in a simple
game. It features both reading the checked property as well as setting it.
The objective of the game is to check as many boxes as possible within 20
seconds (20,000 milliseconds). The accumulated number of currently
checked boxes is displayed in a text object at the top. When the time has
Forms n 349
elapsed, all check boxes become read-only, and a Start button is placed at the
bottom for restarting the game.
<HTML>
<HEAD>
<TITLE>Checkbox game</TITLE>
<SCRIPT LANGUAGE="JavaScript">
<!--
// assign initial values to global variables
var total = 0
var play = false
// react to a click in a checkbox (element == clicked checkbox object)
function display(element)
{
// assign instance of Date object representing current time
var now = new Date()
// if the game has not started yet
if (!play)
{
// game starts now
play = true
// milliseconds since 1970 for time at beginning
startTime = now.getTime()
}
// if more than 20 seconds have passed since startTime was last set
Chapter 18
if (now.getTime() – startTime > 20000)
{
// reject modification (make "read-only")
element.checked = !element.checked
// terminate function
return
}
// if the clicked checkbox is now checked
if (element.checked)
// increment total
total++
else
// decrement total
total--
// display total in text object
element.form.num.value = total
}
function restart(form)
{
// set global variables back to initial values
total = 0
play = false
// uncheck all 100 check boxes
for (var i = 1; i <= 100; ++i)
{
// uncheck current check box
form.elements[i].checked = false
}
}
350 n Chapter 18
// -->
</SCRIPT>
</HEAD>
<BODY>
<SCRIPT LANGUAGE="JavaScript">
<!--
// immediate script (executed before the other script because it is deferred)
document.write("<FORM><CENTER>")
document.write('<INPUT TYPE="text" VALUE="0" NAME="num" SIZE=10 onFocus=
"this.blur()"><BR>')
document.write("<HR SIZE=1 WIDTH=40%>")
// use loop to create a 10 x 10 square of check boxes
for (var i = 0; i < 10; ++i)
{
for (var j = 0; j < 10; ++j)
{
// write check box with "display(this)" as event handler script
document.write('<INPUT TYPE="checkbox" onClick="display(this)">')
}
document.write("<BR>")
}
document.write("<HR SIZE=1 WIDTH=40%>")
// create button to call restart function to restart game
document.write('<INPUT TYPE="button" VALUE="restart" onClick=
"restart(this.form)">')
document.write("</CENTER></FORM>")
// -->
</SCRIPT>
</BODY>
</HTML>
immediately. The rest of the function deals with a normal event of the user
clicking the check box. The total number of check boxes is incremented if
the calling check box is currently checked, and is decremented if the check
box is currently unchecked. The total number of checked check boxes is
assigned to element.form.num.value, the text object’s value property.
The restart() function simply resets all global variables and checkbox
states to their initial settings.
<INPUT TYPE="checkbox" onClick="this.checked = !this.checked">
defaultChecked
A check box definition may include a CHECKED specification to signal that the
default state of the check box is “on,” or true. If you do not specify this
HTML attribute, it defaults to false. You can access a check box’s default
state via JavaScript’s defaultChecked property. You can set default-
Checked at any time, thus overriding the CHECKED attribute. Use the
following statement to reset a check box’s state to its default:
this.checked = this.defaultChecked
Chapter 18
element definition. It is a read-only property, so you cannot modify it. You
should be as descriptive as possible when choosing a NAME attribute, espe-
cially for server-side applications that access the box’s value only through its
name. If your form is primarily for JavaScript processing, you can use the
NAME attribute to mimic the functionality of a second VALUE attribute.
value
The value property initially reflects the VALUE attribute of the <INPUT>
definition, but it can be adjusted via a JavaScript script at any time.
Just like a text object’s string value, the value property represents
the checkbox object’s value, and as such is very important for forms pro-
cessed by the server. By setting the VALUE attribute, you explicitly affect the
content of the form submitted to the server.
Although you can accomplish many tasks without using the value prop-
erty, it is sometimes very convenient to use this property instead. The
following example demonstrates how to use a check box list to print all
operating systems your business uses:
<HTML>
<HEAD>
<TITLE>Checkbox value property</TITLE>
<SCRIPT LANGUAGE="JavaScript">
<!--
function displayList(list)
{
var total = ""
352 n Chapter 18
First of all, notice that the form consists of four check boxes and one button.
The button’s onClick event handler invokes the displayList() function,
passing the computer form element as an argument. Since there are four
elements matching that name, this.form.computer is actually an array of
four check box elements. A checkbox’s VALUE attribute specifies the operat-
ing system associated with that check box.
The displayList() function is based on a simple for loop that concate-
nates the check box values inside the local variable total, inserting new
line characters as delimiters. When the loop terminates, total holds a list of
all the operating systems that the user checked. If the value of total is an
empty string, the user did not check any of the boxes, and an appropriate
message is displayed. Otherwise, the list of the checked operating systems
is displayed in an alert box.
radio Object
HTML Syntax
A radio button provides an interface to select an option among multiple
choices. Unlike check boxes, which are rectangular in shape, radio buttons
are circular. Another difference between the two types of buttons is that
radio buttons belong to a group of buttons and are not independent. A group
of radio buttons behaves exactly like the station buttons on an old car radio.
It has two possible states: one button is pressed (on) or all buttons are
Forms n 353
released (off). When a button is pressed, the button that was pressed is auto-
matically released.
All buttons of the same group share the same name. In fact, the identical
name is an indication to the browser to restrict the number of checked radio
buttons to one. Clicking a button automatically deselects the currently
selected button of the same group. The general syntax of a single radio but-
ton is as follows:
<INPUT
TYPE="radio"
NAME="groupName"
VALUE="buttonValue"
[CHECKED]
[onClick="handlerText"]>
Keep in mind that you should only use this type of button to enable a single
selection among multiple choices. The following construct, for example, pro-
vides the means to choose a computer type from three options:
What computer do you most often use:
<P>
<INPUT TYPE="radio" NAME="computers" VALUE="unix">Unix (X-Windows)
<P>
<INPUT TYPE="radio" NAME="computers" VALUE="pc">PC
<P>
Chapter 18
<INPUT TYPE="radio" NAME="computers" VALUE="mac">Macintosh
JavaScript Access
Although a radio button is a simple form element, its reference is an unusual
one. You can reference a radio button group via one of the following
expressions:
[window.]document.formName.radioGroupName
[window.]document.formName.elements[ElementIndex]
[window.]document.forms[FormIndex].radioGroupName
[window.]document.forms[FormIndex].elements[ElementIndex]
As explained at the beginning of this chapter, elements with the same names
are combined and indexed into a single array. Therefore, the above refer-
ences are actually arrays, where each element is a single radio button.
Hence, the four ways to reference a specific radio button are as follows:
[window.]document.formName.radioGroupName[ButtonIndex]
[window.]document.formName.elements[ElementIndex][ButtonIndex]
[window.]document.forms[FormIndex].radioGroupName[ButtonIndex]
[window.]document.forms[FormIndex].elements[ElementIndex][ButtonIndex]
You can look up the number of radio buttons in a group by accessing the
group’s LENGTH attribute. For more details, check the section about the name
property of the text object earlier in this chapter.
Some versions of Internet Explorer do not work perfectly with the
radio object, so be sure to test your script.
354 n Chapter 18
When a radio button group consists of only one radio button, it is not
considered a group. Therefore, you cannot access the array, and references
such as the following ones are not valid:
[window.]document.formName.radioGroupName[index]
[window.]document.formName.radioGroupName.length
Instead, you must access the radio button directly, without an array:
[window.]document.formName.radioButtonName
Event Handlers
onClick
A radio object supports only one event handler—the onClick event. When
the user checks (fills) a radio button, a click event occurs, and the specified
statements are executed. See the listings for the checkbox object for more
details, syntax, and examples.
Methods
click()
The click() method emulates a button click on the calling radio object. It
does not, however, trigger the button’s onClick event handler. Example
18-8 demonstrates the use of this method to create a “Christmas lights”
effect.
<HTML>
<HEAD>
<TITLE>Blinking lights</TITLE>
</HEAD>
<BODY onLoad="animate()">
<SCRIPT LANGUAGE="JavaScript">
<!--
// create row of radio buttons
lay(20)
// set index of lamp to start animation
var current = 0
// set speed (pause in milliseconds between each movement)
var speed = 100
function lay(num)
{
// assign "greater than" character to variable
var gt = unescape("%3e")
// open form
Forms n 355
The function lay() prints a form with a given number of radio objects.
Chapter 18
Notice a very important technique to encode the greater than character.
This character (>) is assigned to the variable gt via the unescape() func-
tion. You may recall from Chapter 2, “Getting Started with JavaScript,” that
Netscape uses a different HTML comment than other browsers. While stan-
dard browsers terminate a comment with a greater than character (>),
Navigator uses a three-character string (-->) instead. Therefore, if a greater
than character is really placed in the script, it terminates the comment that
hides the script from browsers that do not support JavaScript (specified by
the <SCRIPT> tag). When creating a JavaScript-powered web page, you
should be sure to use this technique whenever possible, especially to close
HTML tags that are printed via document.write. You can also use less than
operators instead of greater than operators, simply by reversing the order of
the operands of a conditional statement. If your page is based on JavaScript,
though, you may choose to disregard other browsers because they probably
won’t be able to display the page anyway. Nevertheless, if you are using
JavaScript only to add some special effects, you should use this technique to
make it clearly viewable with any browser, even with those that do not fea-
ture JavaScript. Yahoo!, for example, used this technique to create a “Yahoo
Remote” for its page. The button that launched this JavaScript device was
printed by a script, so browsers without JavaScript didn’t even see the but-
ton. Had the greater than character not been encoded, the whole page (not
just one button) would have been scrambled for users without
JavaScript-enabled browsers.
Back to the lay() function. It is important to name the form for later
access—animation is chosen. A simple for loop is executed to print num
356 n Chapter 18
(the parameter) radio objects named lamps (belong to the same group).
Notice that all HTML tags are printed in the following fashion:
document.write("<TAG ATTRIBUTES" + gt)
Properties
checked
The checked property evaluates to a Boolean value. If its calling radio
object is checked (highlighted), the value of checked is true; otherwise it is
false. Due to the structure of a radio object group, the checked property of
a single radio object in a group is always true.
You can set the value of checked in order to modify the radio object’s
display. Since all buttons of a group can be deselected, setting a checked
property to false simply deselects the calling radio object, without causing
any side effects to the other buttons. Checking an empty radio object, how-
ever, does deselect any previously highlighted member of the group. See the
section on the checkbox object for full coverage of this property.
defaultChecked
The defaultChecked property reflects the HTML CHECKED attribute. Refer
to the section on the checkbox object for further details.
name
The name property initially reflects the NAME attribute in the HTML defini-
tion. See the section on the checkbox object’s name property for a complete
explanation.
Forms n 357
value
The value property initially corresponds to the VALUE attribute of a radio
button HTML tag, but it can be adjusted to any valid string. Once again,
refer to the section on the checkbox object for the syntax and a full
description.
select Object
HTML Syntax
Scrolling menus are a flexible means of input you can use on your forms.
The <SELECT> tag is used to create various types of scrolling menus. This is
the common way to enable the user to select an option from a list.
The <SELECT> tag is specified by a <SELECT></SELECT> pair. You should
always specify the menu’s name in the following fashion:
<SELECT NAME="anyName">
It is preferred to use a name that meets the JavaScript identifier naming con-
ventions. As you might expect, the interior of the <SELECT></SELECT>
portion includes the list’s options. An option is specified in the following
form:
Chapter 18
<OPTION VALUE="optionValue">optionText
You can use the SELECTED attribute (no value is necessary) to automatically
select a default option when the page loads. For example, the following
script creates a menu, where the default option (which is also the value that
appears highlighted in the box) is “Sun”:
<SELECT NAME="comp">
<OPTION VALUE="http://www.microsoft.com/">Microsoft
<OPTION VALUE="http://www.mozilla.org//">Firefox
<OPTION VALUE="http://www.sun.com/" SELECTED>Sun
</SELECT>
The text in the box is not the VALUE attribute specified inside the <OPTION>
tag, but rather the string placed outside the <OPTION> tag. The string has no
effect other than being the menu label.
358 n Chapter 18
The main advantage of this menu is that, due to its pop-up configuration,
it does not take up much space on the page. Its disadvantage is that the user
can select only one option. To work around this deficiency, you can specify
the MULTIPLE attribute, but, since all options are laid out instead of popping
up, you lose the space advantage. Here is a simple example:
<SELECT NAME="comp" MULTIPLE>
<OPTION VALUE="http://www.microsoft.com/">Microsoft
<OPTION VALUE="http://www.mozilla.org/">Firefox
<OPTION VALUE="http://www.sun.com/" SELECTED>Sun
</SELECT>
You can select multiple options by holding the Shift key down and selecting
or deselecting options from the menu. The Control key can also be held in
order to select each option individually. These keys are commonly used in all
major operating systems.
The complete syntax for the select object is as follows:
<SELECT
NAME="selectName"
[SIZE="integer"]
[MULTIPLE]
[onBlur="handlerText"]
[onChange="handlerText"]
[onFocus="handlerText"]>
<OPTION VALUE="optionValue" [SELECTED]>textToDisplay
[…<OPTION VALUE="optionValue" [SELECTED]>textToDisplay]
</SELECT>
You should recognize all attributes except for the event handlers, which are
explained later.
JavaScript Access
There are several ways to reference a select object:
[window.]document.formName.selectName
[window.]document.formName.elements[index]
[window.]document.forms[index].selectName
[window.]document.forms[index].elements[index]
Event Handlers
onBlur
A blur event occurs when a select object loses focus. The onBlur event
handler’s script executes upon a blur event. There are a few ways to gener-
ate a blur event:
n Select an option from the list and then click outside the select object,
either on the page’s body or in another form element.
n Select an option from the menu and then send the browser’s window to
the background. The new window you focus on may be a different
browser window or a window associated with any foreign application.
This event handler is not very useful because it relies on the user to remove
focus from the object, which is not that intuitive.
onChange
A change event associated with a select object occurs when the user
changes the selected option. Unlike change events associated with other
objects, the select object does not have to lose focus in order to generate
the event. The onChange event handler executes when a change event
occurs.
The onChange event handler is commonly used for exchanging informa-
Chapter 18
tion with the user. We will demonstrate this event handler in later examples,
when we discuss the select object’s methods and properties.
onFocus
A focus event associated with a select object occurs when the user gives it
focus; that is, when the user attempts to select an option from the menu, but
before the menu pops up or modifies the currently selected option. The
onFocus event handler responds to a focus event. When the user clicks
somewhere inside the select object, you can, for example, pop up an alert
box with user instructions for that particular menu. The following source
demonstrates this suggestion:
<FORM>
<SELECT NAME="comp" onFocus="alert('Simply select the desired home')">
<OPTION VALUE="http://www.microsoft.com/">Microsoft
<OPTION VALUE="http://www.mozilla.org//">Firefox
<OPTION VALUE="http://www.sun.com/" SELECTED>Sun
</SELECT>
</FORM>
Methods
blur, focus
The only explicit methods of the select object are blur() and focus(). See
the listings for the text object at the beginning of this chapter for complete
coverage of these methods.
360 n Chapter 18
Microsoft Internet Explorer (since version 3.0) has accepted only the first
two, but, since the third one does not make any sense, you should avoid
using it anyway.
The value of the length property should not be assigned by a script. It
is dynamic, so it changes whenever an option is added to the corresponding
select object.
name
The name property reflects the NAME attribute of the <SELECT> tag. You can
modify this property freely. Adjusting it via a script overrides the initial
HTML setting. The following script segment shows how to display the name
property (“products”) via an alert dialog box:
<SCRIPT LANGUAGE="JavaScript">
<!--
function sayName(selectObject)
{
alert(selectObject.name)
}
// -->
</SCRIPT>
<FORM>
<SELECT NAME="products" onChange="sayName(this)">
<OPTION VALUE="sny">Sony
<OPTION VALUE="jvc">JVC
<OPTION VALUE="tsh">Toshiba
</SELECT>
</FORM>
Forms n 361
options
You can reference the options in a select object by the options property.
Generally speaking, this array contains an entry for each option (<OPTION>)
in a select object (<SELECT>). Suppose the first element of the first form in
a document is a select object with three options. These options can be ref-
erenced in JavaScript as:
document.forms[0].elements[0].options[0]
document.forms[0].elements[0].options[1]
document.forms[0].elements[0].options[2]
As always, the length of the array, which is equal to the number of options in
the given select object, is stored in the array’s length property. In the pre-
ceding examples that would be:
document.forms[0].elements[0].options.length
Elements of the options array are read-only. Although it does not generate
a JavaScript error, assigning a value to any of the elements has no effect.
The bare-bones selectObject.options reference evaluates to the full
HTML syntax used to create the specified selectObject.
Note that you can also access the properties of the select object as if
they were direct properties of the options array.
Chapter 18
selectedIndex
The selectedIndex property is an integer specifying the index of the
selected option in a select object. Options in a select object are indexed in
the order of definition, i.e., in the same order they are entered in the
options array. You can also set the value of selectedIndex in a script to
immediately update the state (the selected option) of a select object.
The selectedIndex property is not useful with multiple select objects
because it can only refer to the first selected option in the list. You can work
around this problem by using the selected property of the options array
and a simple loop. See the selected property in the next section, “Prop-
erties (options Array)” for further details.
Example 18-9 demonstrates the selectedIndex property. Although we
have not discussed the value property yet, its role is obvious. If needed,
refer to its description later in this chapter.
<HTML>
<HEAD>
<TITLE>URL option</TITLE>
<SCRIPT LANGUAGE="JavaScript">
<!--
function loadPage(list)
{
location.href = list.options[list.selectedIndex].value
}
// -->
</SCRIPT>
</HEAD>
362 n Chapter 18
<BODY>
<FORM>
<SELECT onChange="loadPage(this)">
<OPTION VALUE="http://www.cnn.com/">CNN
<OPTION VALUE="http://www.msnbc.com/">MSNBC
<OPTION VALUE="http://www.usatoday.com/">USA TODAY
</SELECT>
</FORM>
</BODY>
</HTML>
When the user selects an option in the select object, the loadPage() func-
tion is invoked by the onChange event handler, passing the select object as
an argument. The URL associated with each option is stored as the option’s
VALUE attribute, or value property in terms of JavaScript. The selected
option is list.options[list.selectedIndex] because list.selected-
Index is an integer representing the index of the selected option. The value
property is used to access the URL of the selected object, which is then
assigned to location.href, in order to load that page to the browser win-
dow. You may prefer to use a button in place of the onChange event handler:
<HTML>
<HEAD>
<TITLE>URL option with button</TITLE>
<SCRIPT LANGUAGE="JavaScript">
<!--
function loadPage(list)
{
location.href = list.options[list.selectedIndex].value
}
// -->
</SCRIPT>
</HEAD>
<BODY>
<FORM>
<SELECT>
<OPTION VALUE="http://www.cnn.com/">CNN
<OPTION VALUE="http://www.msnbc.com/">MSNBC
<OPTION VALUE="http://www.usatoday.com/">USA TODAY
</SELECT>
<INPUT TYPE="button" VALUE="load page" onClick=
"loadPage(this.form.elements[0])">
</FORM>
</BODY>
</HTML>
Example 18-10 (ex18-10.htm). Another version of the URL picker—this one uses a
button
The only difference between Example 18-9 and Example 18-10 is that in
Example 18-9 the event handler is attached to a select object, while in
Example 18-10 it is attached to a button object. In order to avoid changing
Forms n 363
the function, we have modified the argument handed to the function to keep
passing the select object. The expression this.form references the form
and elements[0] references the select object, which is the first element in
the form.
Chapter 18
Selected in a select object defined with the MULTIPLE attribute, previous
default selections are not cleared.
index
The index property of a single option in a select object is the number iden-
tifying the position of the object in the selection list, starting from zero.
Under normal circumstances, there is no justification for the existence of
the index property, because in order to reference an option, you need to
know its index:
document.selectObject.options[indexValue]
and when you reference the index property, you supposedly know the index
already:
document.selectObject.options[indexValue].index
length
See the listings for the length property in the preceding section—“Prop-
erties (select Object).”
selected
The selected property is a Boolean value specifying the current selection
state of an option in a select object. Its general syntax is as follows:
selectName.options[index].selected
364 n Chapter 18
The setDefault() function works with any type of select object, whether
it is a multiple one or not. It simply loops through the options of the select
object and sets the selected property of each to its defaultSelected prop-
erty, reverting all options to their default selection state. The value handed
to the function is the select object, referenced as this.form.myMenu.
Forms n 365
þ Note: Microsoft Internet Explorer does not fully support the select object.
This entire discussion is based on Navigator because it simply does not work
for Microsoft’s browser. As you can see, Microsoft has focused on the user
interface of its browser but did not pay much attention to script-level access via
JavaScript. The average web surfer does not feel the disadvantages because
web content providers use only features that are supported by both browsers.
text
There is no HTML attribute that defines the option’s label. Take a look at
Example 18-11. The strings “First option,” “Second option,” and so forth are
not specified in any HTML attribute as you could expect. They are simply
appended to the <OPTION> definitions.
The text property can be set at any time, immediately affecting the dis-
play. Example 18-12 demonstrates the use of this property. When the user
selects an option from the list, that option is automatically placed at the top
of the list, shifting all other options downward. See the listings for the value
property if this is not completely clear.
<HTML>
<HEAD>
<TITLE>Swapping options</TITLE>
Chapter 18
<SCRIPT LANGUAGE="JavaScript">
<!--
var choiceIndex = –1
function swap(opt1, opt2)
{
var tempText = opt1.text
var tempValue = opt1.value
var tempDefault = opt1.defaultSelected
opt1.text = opt2.text
opt1.value = opt2.value
opt1.defaultSelected = opt2.defaultSelected
opt2.text = tempText
opt2.value= tempValue
opt2.defaultSelected = tempDefault
}
function shift(selectName)
{
if (choiceIndex == –1)
{
choiceIndex = selectName.selectedIndex
swap(selectName.options[choiceIndex], selectName.options[0])
}
else
{
swap(selectName.options[choiceIndex], selectName.options[0])
choiceIndex = selectName.selectedIndex
swap(selectName.options[choiceIndex], selectName.options[0]
}
366 n Chapter 18
selectName.options[0].selected = true
}
// -->
</SCRIPT>
</HEAD>
<BODY>
<FORM>
<SELECT onChange="shift(this)">
<OPTION VALUE="val1"> First option
<OPTION VALUE="val2" SELECTED> Second option
<OPTION VALUE="val3"> Third option
<OPTION VALUE="val4"> Fourth option
<OPTION VALUE="val5"> Fifth option
</SELECT>
</FORM>
</BODY>
</HTML>
Example 18-12 (ex18-12.htm). You can swap options in a select object by swap-
ping their values.
When the user selects an option from the select object, the top option is
swapped back to its original position and then the selected option is swapped
with the top option that the first swap yielded.
At first, when the page loads and the select object has not been
through layout yet, the global variable choiceIndex is initialized to –1. Since
the index of an option in a select object is always non-negative, –1 is used
to indicate that this is the first execution and that the current state of the
select object is its initial one.
The swap() function accepts two options associated with a select
object and simply swaps them by swapping their three properties:
n text
n value
n defaultSelected
You cannot directly swap two options because the options array is
read-only.
The shift() function accepts one argument—a select object. If the
value of choiceIndex is –1, then choiceIndex is assigned the index of the
selected option, and the selected option is swapped with the option at the
top of the list (index is 0). Since choiceIndex is a global variable, its value
will remain intact until the next invocation of the shift() function. When
the value of choiceIndex is not –1, the function runs a different set of state-
ments. First, it swaps the option at the top of the menu with option number
choiceIndex. Since choiceIndex has not been set yet during the current
execution of the function, it holds the index of the option that the user
selected on the previous round. That is, the function simply returns the
select object to the state that preceded the previous function’s execution.
The following two statements are identical to those executed when the
value of choiceIndex is –1. It is unnecessary to specify these statements
Forms n 367
twice. Instead, you may conditionally execute the first statement (if
choiceIndex is not –1) and then unconditionally execute the other two.
value
The value property initially reflects the VALUE attribute of an <OPTION> defi-
nition. You can override the initial setting at any given time by assigning this
property a value. We have seen this property in action before. For working
examples, see the listings for the defaultSelected property of the select
object and the preceding listings for the text property.
Here is a brief explanation of the arguments you should normally hand to the
constructor function:
Chapter 18
n optionText—a string representing the option’s text property.
n optionValue—a string representing the option’s value property.
n defaultSelected—a string representing the option’s defaultSelected
property.
n selected—a string representing the option’s selected property.
See the listings for each of these properties for more details.
You can add an option to an existing select object in the following
fashion:
selectName.options[index] = optionName
After you create an option and add it to a select object, you must refresh
the document. You can do that via JavaScript using the following statement:
history.go(0)
You can also refresh a document using the browser control options either by
clicking in the Location box and pressing Enter, or by selecting Refresh from
the View menu.
You can delete an option from a select object by assigning it a null
value. The general syntax is as follows:
selectName.options[index] = null
Once again, you must refresh the document via history.go(0) in order to
see the updated appearance of the select object.
An option created as an instance of the option object includes the same
properties as an option associated with a select object.
368 n Chapter 18
When the page first loads, two select objects are created. The first one
includes three options and is not modified at any stage. The second one is a
dynamic select object, i.e., its options and length change. The script in the
<HEAD></HEAD> portion of the page defines a two-dimensional array. The
first index is of the first select object (an integer from 0 to 2). The second
index is an integer between 0 and the index of the last option of the second
select object. The number of options in the second select object depends
on the option selected from the first select object.
Sounds difficult, but it’s not! First you must understand what the script
does. When the user selects an option from the first menu (select object),
the second select object is updated with the corresponding option list. For
example, if the second option in the main menu is selected, the script uses
its index (1) to determine the array of elements (menu[1]) that should con-
Chapter 18
stitute the options of the second select object. For the sake of the example,
we used text properties to identify the structure (1-1, 0-3, etc.).
When the user first loads the page, the first select object is laid out
according to its HTML definition, while the second select object is gener-
ated via a JavaScript for loop that iterates over the menu[0] array and writes
out its elements.
The first select object includes an onChange event handler that invokes
the updateSub() function, passing, as arguments, the form and the selected
index. The function is based on two loops. The first one deletes the current
options of the second menu by assigning each a null value. The second loop
adds new options to the second menu, according to the elements of the
selected menu array. Notice that we did not add properties for all options,
but rather only for the first option of each menu array (a value, a default
property, and a defaultSelected property). The elements of the menu
array are obviously instances of the option object. The document is
refreshed by history.go(0).
An instance of the option object has the same structure as an element
of a select object’s element array. Both objects include the same properties
and none have methods.
370 n Chapter 18
fileUpload Object
HTML Syntax
A file upload element of an HTML form enables the user to supply a local
file as input. Generally speaking, its syntax is as follows:
<INPUT
TYPE="file"
NAME="fileUploadName">
Note that fileUploadName is not the name of the file, but rather the name of
the form element that enables the user to supply the file.
JavaScript Access
The regular syntax is as follows:
[window.]document.formName.fileUploadName
[window.]document.formName.elements[index]
[window.]document.forms[index].fileUploadName
[window.]document.forms[index].elements[index]
Properties
The fileUpload object includes these two properties.
name
The name property initially reflects the NAME attribute of the HTML defini-
tion. You may set its value at any time.
value
This read-only property reflects the current value of the fileUpload ele-
ment’s field—the name of the file to upload.
Summary
You deserve a reward if you had the motivation to read through this lengthy
chapter. I believe that you have already been rewarded with the knowledge
to implement interactive forms including their event handlers. Forms are a
convenient means of collecting user’s input without producing annoying dia-
log boxes. Some form elements such as text and textarea objects also
come in handy when you need to display changing output, such as a clock or
Forms n 371
a banner. Don’t worry if you do not remember every single method and
property of the objects discussed in this chapter. This book will serve as an
easy-to-use reference when you actually need to create a JavaScript-
powered form. At this point, you should know the basics of and how to use
form elements in JavaScript, and the properties, methods, and event han-
dlers of text objects and regular buttons.
Chapter 18
372 n Chapter 19
Chapter 19
Defining a Link
A link is basically a piece of HTML code that allows you to redirect the
browser to a different resource on the Internet. That redirection can be to
another page on your site, a different site entirely, an e-mail address, or even
an FTP address for file download. Here is the general HTML syntax:
<A HREF="locationOrURL"
[NAME="anchorName"]
[TARGET="windowName"]>
linkText
</A>
The HREF attribute defines the document or anchor to which you are linking.
HREF literally stands for HyperText Reference. The NAME attribute specifies
a tag that becomes an available hypertext target within the current docu-
ment. If this attribute is present, the link object is also an anchor object.
The TARGET attribute specifies the window the linked document should load
(e.g., a name of a window, a name of a frame, a special literal frame name
such as _top, _parent, _self, and _blank).
You can create a link with a plain HTML tag as shown above, but you
can also use JavaScript for that. The following script segment demonstrates
how to create a link with JavaScript:
document.write(linkText.link(hrefAttribute))
This statement uses the link() method of the String object. See Chapter
12, “Handling Strings,” for instructions on using this method.
Another obvious way to create a link with JavaScript is by printing the
plain HTML syntax via document.write in the following form:
document.write('<A HREF="locationOrURL" [NAME="anchorName"]
[TARGET="windowName"]>linkText</A>')
Links, Anchors, and Image Maps n 373
Defining an Anchor
The plain HTML definition of an anchor is as follows:
<A [HREF=locationOrURL]
NAME="anchorName"
[TARGET="windowName"]>
anchorText
</A>
Chapter 19
[SHAPE="rect" | "poly" | "circle" | "default"]
[TARGET="windowName"]>
</MAP>
The first NAME attribute specifies the name of the image map that contains
various areas, whereas the second one specifies the name of a single area in
the image map. An image map can consist of any number of areas. The
COORDS attribute specifies the coordinates of a specific area in a map. This
attribute consists of either four coordinates, if the area is defined as a rectan-
gle (an x and y for the top-left and bottom-right corners), or three
coordinates, if the area is a circle (x and y for the center and the radius). HREF
specifies the URL of the document to load when the user clicks the area.
Any area of the image map that does not have this attribute does not act as a
hypertext link. You can use any scheme (protocol) for the location, including
a JavaScript statement via javascript:. The SHAPE attribute determines the
shape of an area in an image map. If not specified, the shape defaults to rect.
TARGET specifies the window or frame in which the destination document is
loaded. See the section above on link definition for additional information
regarding this attribute.
374 n Chapter 19
links Array
The only way to reference a link object in your code is by using the links
array. This array is similar to the forms array you saw in the previous chap-
ter. It is also a property of the document object, so you can access this array
in the following fashion:
[window.]document.links
This links array contains an entry for each link (<A HREF="...">) and
area (<AREA HREF="...">) object in the document. Suppose you have a doc-
ument containing three links. You can reference these links using the
following syntax:
document.links[0]
document.links[1]
document.links[2]
These references can equally apply to a document with three area objects
(within a single map or multiple image maps), as well as for a document with
two links and one image map area. The total number of qualifying links and
image map areas is reflected by the length property of the array:
document.forms.length
anchors Array
You can reference the anchors in your code via the anchors array. This
array contains an entry for each tag containing a NAME attribute in a docu-
ment, in source order. If a document contains three named anchors, for
example, these anchors are reflected as document.anchors[0], docu-
ment.anchors[1], and document.anchors[2]. You can use this array in one
of two ways, exactly like you use the links array or the forms array:
document.anchors[index]
document.anchors.length
Each element of the document.anchors array holds a null value and does
not feature any methods or properties. The value of document.anchors[0],
for example, is null, regardless of whether there are anchors in the docu-
ment. The anchors array does not play a role in any script, but its length
property occasionally does. If you use a systematic naming scheme for all
anchors in a document, you can take advantage of the length property (doc-
ument.anchors.length). Suppose a document contains a variable number of
anchors. You can name these anchors anchor0, anchor1, anchor2, and so
forth, or, alternatively, test0, test1, and test2, if you so desire. The latter
anchors would use the following syntax:
Links, Anchors, and Image Maps n 375
This function accepts an existing anchor’s index and scrolls the page to that
anchor by assigning its name to the location.hash property. It also demon-
strates a possible usage of the anchors array, or its length property, to be
exact. See Chapter 16, “URLs and JavaScript,” for details on the loca-
tion.hash property.
Chapter 19
element. You can use the following statement to explicitly call the event
handler doSomething for the first link or area (whichever is first in source
order):
document.links[0].onmouseover = doSomething
onClick
You can add an onClick event handler in the following fashion:
<A ... onClick="validJavaScriptCode">
<AREA ... onClick="validJavaScriptCode">
A click event associated with a link object or an area object occurs when
the user clicks the content of the link, which can be plain text, an image, and
so forth. In the case of an area object, the link content is (usually) a portion
of an image.
The JavaScript statements you specify for the onClick event handler
are executed prior to loading the URL defined by the HREF attribute. They
can be used to do any last-minute preparations.
376 n Chapter 19
If you wish to create a link that does not respond at all to a link but still
enables onMouseOver and onMouseOut event handlers, you can use the void
operator (only compatible with Netscape Navigator 3.0 and above and
Internet Explorer 5.5. and above):
<A HREF="javascript:void(0)">Register Profile</A>
onMouseOver
A mouseOver event occurs each time the mouse pointer moves into an
object or an area from outside that object or area. Upon this event, the
onMouseOver event handler executes JavaScript code. The syntax of a gen-
eral script to do this is as follows:
<A ... onMouseOver="validJavaScriptCode">
<AREA ... onMouseOver="validJavaScriptCode">
If the mouse moves from one area of a client-side image map to another, it is
the onMouseOver event handler of the destination area (the one you are
moving to) that is being triggered.
Instead of having its URL displayed by default in the status bar when-
ever the user places the mouse over it, this event handler is often used to
display a message associated with a link. (You must return true from the
event handler.) The following link, for example, displays “Cool shareware
stuff” in the status bar when the user places the mouse over the link labeled
“Jumbo”:
<A HREF="http://www.jumbo.com" onMouseOver="window.status = 'Cool
shareware stuff'; return true">Jumbo</A>
If you prefer to use a function, you should return true in the following
fashion:
<SCRIPT LANGUAGE="JavaScript">
<!--
function displayStatus(str)
{
window.status = str
return true
}
// -->
</SCRIPT>
<A HREF="http://www.jumbo.com" onMouseOver="return displayStatus('Cool
shareware stuff')">Jumbo</A>
onMouseOut
A mouseOut event occurs each time the mouse pointer leaves an area
within a client-side image map or a link from inside that area or link. The
onMouseOut event handler executes JavaScript code upon this event.
If the mouse moves from one area to another in a client-side image map,
the onMouseOut event handler of the source area is triggered, and the
onMouseOver event handler of the destination area is triggered.
If you want an area to use the onMouseOut or the onMouseOver event
handler, you should specify the HREF attribute of the <AREA> tag. Nice effects
can be achieved by using onMouseOver and onMouseOut together. Upon plac-
ing the pointer over a link or an image map area, for example, you can
display a message in the status bar, and then, instead of waiting for an arbi-
trary number of seconds, you can delete it immediately upon the removal of
the mouse pointer. The following code demonstrates how to implement such
an effect:
<A HREF="http://www.jumbo.com" onMouseOver="window.status = 'Cool
shareware stuff'; return true" onMouseOut="window.status
= ''; return true">Jumbo</A>
Note that a similar effect can be achieved with an image map area instead
of a link. Example 19-1 demonstrates both onMouse event handlers for a
client-side image map. The image map is shown in Figure 19-1.
Chapter 19
Figure 19-1. The image used for the client-side image map
When the user clicks the “H” area, the word “Hyper” is displayed in an alert
box. When he or she clicks the “T” area, “Text” is displayed, and so forth
with “Markup” and “Language.” When the mouse pointer is over a certain
letter, the corresponding word (“Hyper,” “Text,” “Markup,” “Language”) is
displayed in the status bar. When the mouse pointer is removed from the
image map, the status bar is blanked. Now, take a look at Example 19-1 to
find out how this works.
<HTML>
<HEAD>
<TITLE>Client-side image map</TITLE>
</HEAD>
<BODY BGCOLOR="#ffffff">
378 n Chapter 19
Except for the last one, all attributes are self-explanatory. USEMAP specifies
the name of the image map definition (<MAP>) for the image, preceded by a
hash character. The image map definition itself uses the following opening
tag:
<MAP NAME="html_map">
You should set the name of the map as shown above; otherwise, the image
won’t be able to refer to it. There are basically four areas in Figure 19-1’s
image map, one for each letter of the “HTML” banner. Since, except for the
triggered message and coordinates, all four areas are alike, only one will be
discussed here. Let’s take a look at the last area:
Links, Anchors, and Image Maps n 379
<AREA
NAME="L"
COORDS="161, 0, 194, 69"
HREF="javascript:alert('Language')"
SHAPE="rect"
onMouseOver="window.status = 'Language'; return true"
onMouseOut="window.status = ''; return true">
Chapter 19
Link and Area Properties
Location-Equivalent Properties
Most of the properties that belong to a link or an area object (docu-
ment.links[index]) are associated with the URL of the HREF definition.
These are all properties of the window.location object, which we describe
briefly below. The only way to reference a property of a link or an area
object is to use the following syntax:
document.links.propertyName
target
The target property initially reflects the TARGET attribute of the <A
HREF="..."> or <AREA HREF="..."> HTML definitions. Setting the value of
this property overrides the initial definition.
The target property (document.links[index].target) cannot be
assigned a JavaScript expression or variable.
Referring Documents
When a user clicks a link in one document and causes a new page to load in
the same or another window, the calling document is known as the referring
document. When a user arrives at a page via a link from another page (and
not from his or her bookmark, history list, favorites, etc.), the URL of the
referring page is reflected in the new page as a read-only property, docu-
ment.referrer. A referring document is also called the source document,
whereas the new page the referrer document links to is known as the desti-
nation document.
The property document.referred is very useful for tracking a user’s
movement inside a large site you maintain by yourself. It is not helpful at all
if the user surfs to foreign pages, so, unless Playboy provides a link to your
page, you won’t be able to greet the user with a message such as “Naughty
boy—Playboy is for grown-ups only!”
Suppose you have a page on your site, C.html, that is linked from two
different pages, A.html and B.html. Let’s say A.html includes important
copyright information on a shareware product available on C.html, and
B.html provides important instructions on installing the software package.
You can use the following JavaScript script on C.html to check where the
user came from and to print a link to the third page:
<SCRIPT LANGUAGE="JavaScript">
<!-- begin JavaScript *immediate* script
// assign greater than character without literally displaying it
var gt = unescape("%3E")
if (document.referred.indexOf("A.html") == –1)
document.write('<A HREF="A.html"' + gt + 'Copyright notice</A>' + gt)
Links, Anchors, and Image Maps n 381
if (document.referred.indexOf("B.html") == –1)
document.write('<A HREF="B.html"' + gt + 'Installation instructions
</A>' + gt)
// -->
</SCRIPT>
This script prints links to the documents the user has not come from. It
prints A.html it the user has not come from A.html, B.html if the user has
not come from B.html, or both links if the user has apparently arrived from a
different document or not from a link at all.
Summary
In this chapter, we discussed the link, area, and anchor objects. You
learned that the only way to reference one of these objects is by either doc-
ument.links or document.anchors. There are three important concepts you
should remember from this chapter:
n The javascript: protocol specifies a JavaScript statement for the HREF
attribute of a link or image map area.
n The onMouseOver event handler of links and image map areas can exe-
cute a JavaScript statement. When the user places the mouse pointer
over the link, it is an indication of his or her interest in it, so displaying
related information in the status bar may be very helpful in such a
scenario.
n The onMouseOut event handler is also an attribute of a link or image
map area. Its usage is similar to that of the onMouseOver event handler.
Chapter 19
382 n Chapter 20
Chapter 20
Implementing Cookies
Maintaining a State
When you create a web site, you expect the user to load HTML documents,
view them, navigate from one page to another, etc. Occasionally, it is impor-
tant to enable the web page to maintain a state. That is, the page “remem-
bers” certain actions executed by the user during previous sessions.
A classic example of maintaining a given state is a shopping cart applica-
tion, as you might see on almost any commercial web site. The user travels
from one product review to another via simple HTML links. When he or she
comes across an interesting product, clicking a button puts the selected
product’s data in a “shopping cart.” The shopping cart, which is sometimes
displayed visually on the page, is basically a name for a storage mechanism.
Since it is not possible to store the data for each user on the server, the data
is kept on the client side, in what is called a shopping cart.
Cookies are a general mechanism that server-side applications (such as
CGI) and client-side JavaScript scripts can use to store textual data on the
client side for the purpose of retrieving it later. The name “cookies” does
not have any technically significant meaning. It is simply a name that the
inventors thought was cool. You probably are aware that cookies have gained
a bad reputation in recent years. Some unscrupulous web site developers
have created cookies to store information that many people feel should be
private. A common tactic for legitimate web developers is to put a policy
statement on their web sites stating exactly what the site stores in cookies
and why it does so, which may help alleviate customer concerns. As you will
see in this chapter, cookies are a very useful tool.
Cookies are tidbits of information, stored in a browser-dependent format
on the client machine. Netscape Navigator, for example, holds all cookies in
a regular text file named cookies.txt (in the directory where Navigator is
installed), whereas Internet Explorer stores cookies in multiple files, located
in a user-provided directory.
Implementing Cookies n 383
When the server returns an HTTP object to the client, it may also transmit
some state information for the client to store as cookies. Since a cookie is
basically simple text, the server-side script does not have the ability to
abuse the client machine in any way. In addition to its textual value, a cookie
contains several attributes, such as the range of URLs for which the cookie
is valid. Any future HTTP requests from the client to one of the URLs in the
above range will transmit back to the server the current cookie’s value on
the client.
You will see later that this date format is equivalent to the value
returned by the toGMTString() date’s method. If expires is not spec-
ified, the cookie will expire when the user’s session ends.
n path=pathName—path specifies a subset of URLs in a domain for which
a cookie is valid. After domain matching, the pathname component of
the URL is compared with the path attribute, and, if successful, the
cookie is considered valid and is sent along with the URL requests. The
path /foo, for example, would match /foobar and /foo/bar/html. The
path / is the most general one. If the path is not specified, it is assumed
to be the same path as the document specified in the cookie’s header.
n domain=domainName—When searching for valid cookies, your browser
compares the domain attributes of each cookie to the Internet domain
name of the host from which the URL will be retrieved. If there is a tail
match, then the cookie will go through a full path matching. Tail match-
ing means that the domain attribute is matched against the tail of the
fully qualified domain name of the host. A domain attribute of ac.il, for
example, would tail match mis.study.ac.il as well as
mba.haifa.ac.il.
The domain attribute makes sure that only hosts within the specified
domain can set a cookie for the domain. There are seven common
top-level domains—“com”, “edu”, “net”, “org”, “gov”, “mil”, and
“int”—along with several others that have been proposed recently.
The default value of domain is the host name of the server that gen-
erated the cookie response.
n secure—If a cookie is marked secure, it will only be transmitted across
a secured communication channel between the client and the host. If
secure is not specified, the cookie will be sent over unsecured
channels.
Notice that the Cookie field in a request header contains only the names and
values of all valid cookies. The Set-Cookie field in the response header
includes additional attributes such as expiration date. These attributes are
not actually part of the cookie, but rather are used to determine if a specific
cookie is valid for the purpose of entering the HTTP request header.
Implementing Cookies n 385
A client is not expected to exceed these limits. The oldest cookies are
deleted in case this rule is violated.
Proxy servers should propagate the Set-Cookie header to the client,
regardless of whether the response was 304 (“not modified”) or 200 (“OK”).
Proxy servers work fine with cookies.
Examples
Here are some sample exchanges from Netscape documentation that illus-
trate the use of cookies.
First Transaction Sequence Example
Client requests a document and receives in the response:
Set-Cookie: CUSTOMER=WILE_E_COYOTE; path=/; expires=Wednesday,
09-Nov-11 23:12:40 GMT
Cookie: CUSTOMER=WILE_E_COYOTE
Client receives:
Set-Cookie: SHIPPING=FEDEX; path=/foo
386 n Chapter 20
When client requests a URL in the path /foo on this server, it sends:
Cookie: CUSTOMER=WILE_E_COYOTE; PART_NUMBER=ROCKET_LAUNCHER_0001; SHIPPING=FEDEX
Client receives:
Set-Cookie: PART_NUMBER=RIDING_ROCKET_0023; path=/ammo
When client requests a URL in the path /ammo on this server, it sends:
Cookie: PART_NUMBER=RIDING_ROCKET_0023; PART_NUMBER=ROCKET_LAUNCHER_0001
Note that there are two attributes named PART_NUMBER due to the two differ-
ent paths, / and /ammo.
Cookie Functions
You should have noticed that we neither demonstrated nor emphasized the
usage of cookies with JavaScript. The reason for this is that it is difficult and
almost useless to explicitly deal with the document.cookie property. Fur-
thermore, there are only three defined actions related to cookies:
n Retrieving the value of a cookie according to its name
n Setting a cookie to a desired attribute
n Deleting a cookie
Implementing Cookies n 387
You may find the following functions useful when you want to perform one of
the above actions. All functions are self-explanatory and are fully
commented:
// Boolean variable specified if alert should be displayed if cookie exceeds 4KB
var caution = false
// name - name of the cookie
// value - value of the cookie
// [expires] - expiration date of the cookie (defaults to end of current
session)
// [path] - path for which the cookie is valid (defaults to path of calling
document)
// [domain] - domain for which the cookie is valid (defaults to domain of
calling document)
// [secure] - Boolean value indicating if the cookie transmission requires
a secure transmission
// * an argument defaults when it is assigned null as a placeholder
// * a null placeholder is not required for trailing omitted arguments
function setCookie(name, value, expires, path, domain, secure)
{
var curCookie = name + "=" + escape(value) +
((expires) ? "; expires=" + expires.toGMTString() : "") +
((path) ? "; path=" + path : "") +
((domain) ? "; domain=" + domain : "") +
((secure) ? "; secure" : "")
if (!caution || (name + "=" + escape(value)).length <= 4000)
document.cookie = curCookie
else
if (confirm("Cookie exceeds 4KB and will be cut!"))
document.cookie = curCookie
}
// name - name of the desired cookie
// * return string containing value of specified cookie or null if cookie does
not exist
function getCookie(name)
{
var prefix = name + "="
var cookieStartIndex = document.cookie.indexOf(prefix)
if (cookieStartIndex == –1)
return null
Chapter 20
function fixDate(date)
{
var base = new Date(0)
var skew = base.getTime()
if (skew > 0)
date.setTime(date.getTime() – skew)
}
Read through the functions and comments so you understand how to use
them. The most basic demonstration of these functions is a script that
counts the number of times a user has visited the page that hosts the code:
<HTML>
<HEAD>
<TITLE>Remember number of visits</TITLE>
<SCRIPT LANGUAGE="JavaScript">
<!--
// Boolean variable specified if alert should be displayed if cookie exceeds 4KB
var caution = false
// name - name of the cookie
// value - value of the cookie
// [expires] - expiration date of the cookie (defaults to end of current
session)
// [path] - path for which the cookie is valid (defaults to path of calling
document)
// [domain] - domain for which the cookie is valid (defaults to domain of
calling document)
// [secure] - Boolean value indicating if the cookie transmission requires a
secure transmission
// * an argument defaults when it is assigned null as a placeholder
// * a null placeholder is not required for trailing omitted arguments
function setCookie(name, value, expires, path, domain, secure)
{
var curCookie = name + "=" + escape(value) +
((expires) ? "; expires=" + expires.toGMTString() : "") +
((path) ? "; path=" + path : "") +
((domain) ? "; domain=" + domain : "") +
((secure) ? "; secure" : "")
Implementing Cookies n 389
"repairs"
function fixDate(date)
{
var base = new Date(0)
var skew = base.getTime()
if (skew > 0)
date.setTime(date.getTime() – skew)
}
var now = new Date()
fixDate(now)
now.setTime(now.getTime() + 365 * 24 * 60 * 60 * 1000)
var visits = getCookie("counter")
if (!visits)
visits = 1
390 n Chapter 20
else
visits = parseInt(visits) + 1
setCookie("counter", visits, now)
document.write("You have been here " + visits + " time(s).")
// -->
</SCRIPT>
</HEAD>
</HTML>
Bear in mind that this script does not emulate a regular counter that counts
the number of visitors to a given site. Because cookies are stored on the cli-
ent side, they can only be used to count the number of visits by a specific
client. At first, an instance of the Date object reflecting the current date is
assigned to the variable now. The instance is then handed to the fixDate()
function, which is needed to properly format the date values for Macintosh
OS users. The now.setTime(now.getTime() + 365 * 24 * 60 * 60 *
1000) statement sets the cookie expiration date to one year in the future.
This expiration date is used later when setting the cookie. The script gets a
cookie named counter and retrieves the number of visits from it. If there is
no cookie by the specified name, the variable visits is initialized to one;
otherwise, the number of visits in the cookie is incremented by one. The
script then writes the new number of visits back to the cookie by
setCookie(). The last statement of the script informs the user how many
visits the user had in the current page.
The following script is similar to the preceding one, but it asks the user
for his or her name and “remembers” it. Here is the script:
<HTML>
<HEAD>
<TITLE>Remember user's name</TITLE>
<SCRIPT LANGUAGE="JavaScript">
<!--
// Boolean variable specified if alert should be displayed if cookie exceeds 4KB
var caution = false
// name - name of the cookie
// value - value of the cookie
// [expires] - expiration date of the cookie (defaults to end of current
Implementing Cookies n 391
session)
// [path] - path for which the cookie is valid (defaults to path of calling
document)
// [domain] - domain for which the cookie is valid (defaults to domain of
calling document)
// [secure] - Boolean value indicating if the cookie transmission requires a
secure transmission
// * an argument defaults when it is assigned null as a placeholder
// * a null placeholder is not required for trailing omitted arguments
function setCookie(name, value, expires, path, domain, secure)
{
var curCookie = name + "=" + escape(value) +
((expires) ? "; expires=" + expires.toGMTString() : "") +
((path) ? "; path=" + path : "") +
((domain) ? "; domain=" + domain : "") +
((secure) ? "; secure" : "")
if (!caution || (name + "=" + escape(value)).length <= 4000)
document.cookie = curCookie
else
if (confirm("Cookie exceeds 4KB and will be cut!"))
document.cookie = curCookie
}
// name - name of the desired cookie
// * return string containing value of specified cookie or null if cookie does
not exist
function getCookie(name)
{
var prefix = name + "="
var cookieStartIndex = document.cookie.indexOf(prefix)
if (cookieStartIndex == –1)
return null
var cookieEndIndex = document.cookie.indexOf(";", cookieStartIndex +
prefix.length)
if (cookieEndIndex == –1)
cookieEndIndex = document.cookie.length
return unescape(document.cookie.substring(cookieStartIndex +
prefix.length, cookieEndIndex))
}
// name - name of the cookie
// [path] - path of the cookie (must be same as path used to create cookie)
Chapter 20
Example 20-2 (ex20-2.htm). A script that remembers the user’s name and displays a
greeting each time
the cookie with the user’s name and prints a personalized welcome
message.
Examples 20-1 and 20-2 were rather simple, because they only set and
read a cookie. Example 20-3 demonstrates using cookies in a slightly differ-
ent way. It creates a calendar that enables the user to enter reminders for
specific days of the month. This reminder calendar stores the data for the
entire month, even if the user turns off his or her computer. Since there are
up to 31 days in a month, and since you are limited to 20 cookies per domain
or server, the script stores all reminders in a single cookie, with special
delimiting sequences. Assuming a reminder does not exceed 100 characters,
storing 31 values takes up 31 * 100, or 3100 characters, which is less than
the 4KB upper limit. Here is the script:
<HTML>
<HEAD>
<TITLE>
JavaScript calendar
</TITLE>
</HEAD>
<BODY>
<SCRIPT LANGUAGE="JavaScript">
<!--
//
// Cookie functions to store and retrieve cookies
//
// Boolean variable specified if alert should be displayed if cookie exceeds 4KB
var caution = false
// name - name of the cookie
// value - value of the cookie
// [expires] - expiration date of the cookie (defaults to end of current
session)
// [path] - path for which the cookie is valid (defaults to path of calling
document)
// [domain] - domain for which the cookie is valid (defaults to domain of
calling document)
// [secure] - Boolean value indicating if the cookie transmission requires a
secure transmission
// * an argument defaults when it is assigned null as a placeholder
// * a null placeholder is not required for trailing omitted arguments
Chapter 20
}
function getTime()
{
// initialize time-related variables with current time settings
var now = new Date()
var hour = now.getHours()
var minute = now.getMinutes()
now = null
var ampm = ""
// validate hour values and set value of ampm
if (hour >= 12)
{
hour –= 12
ampm = "PM"
396 n Chapter 20
}
else
ampm = "AM"
hour = (hour == 0) ? 12 : hour
// add zero digit to a one-digit minute
if (minute < 10)
minute = "0" + minute // do not parse this number!
// return time string
return hour + ":" + minute + " " + ampm
}
function leapYear(year)
{
if (year % 4 == 0) // basic rule
return true // is leap year
return false // is not leap year
}
function getDays(month, year)
{
// create array to hold number of days in each month
var ar = new Array(12)
ar[0] = 31 // January
ar[1] = (leapYear(year)) ? 29 : 28 // February
ar[2] = 31 // March
ar[3] = 30 // April
ar[4] = 31 // May
ar[5] = 30 // June
ar[6] = 31 // July
ar[7] = 31 // August
ar[8] = 30 // September
ar[9] = 31 // October
ar[10] = 30 // November
ar[11] = 31 // December
// return number of days in the specified month (parameter)
return ar[month]
}
function getMonthName(month)
{
// create array to hold name of each month
var ar = new Array(12)
ar[0] = "January"
ar[1] = "February"
ar[2] = "March"
ar[3] = "April"
ar[4] = "May"
ar[5] = "June"
ar[6] = "July"
ar[7] = "August"
ar[8] = "September"
ar[9] = "October"
ar[10] = "November"
ar[11] = "December"
// return name of specified month (parameter)
return ar[month]
}
Implementing Cookies n 397
function setCal()
{
// standard time attributes
var now = new Date()
var year = now.getYear()
var month = now.getMonth()
var monthName = getMonthName(month)
var date = now.getDate()
now = null
// create instance of first day of month, and extract the day
on which it occurs
var firstDayInstance = new Date(year, month, 1)
var firstDay = firstDayInstance.getDay()
firstDayInstance = null
// number of days in current month
var days = getDays(month, year)
// call function to draw calendar
drawCal(firstDay + 1, days, date, monthName, 1900 + year)
}
function drawCal(firstDay, lastDate, date, monthName, year)
{
// constant table settings
var headerHeight = 50 // height of the table's header cell
var border = 2 // 3D height of table's border
var cellspacing = 4 // width of table's border
var headerColor = "midnightblue" // color of table's header
var headerSize = "+3" // size of table's header font
var colWidth = 60 // width of columns in table
var dayCellHeight = 25 // height of cells containing days of the
// week
var dayColor = "darkblue" // color of font representing weekdays
var cellHeight = 40 // height of cells representing dates in the
// calendar
var todayColor = "red" // color specifying today's date in the
// calendar
var timeColor = "purple" // color of font representing current time
// create basic table structure
var text = "" // initialize accumulative variable to
// empty string
text += '<CENTER>'
Chapter 20
digit++
}
}
text += '</TR>'
}
// close all basic table tags
text += '</TABLE>'
text += '</CENTER>'
// print accumulative HTML string
document.write(text)
}
setCal()
// -->
</SCRIPT>
</BODY>
</HTML>
The setCal() function creates the calendar. The calendar is created by the
same functions as those in Example 10-3 (Chapter 10, “Time and Date in
JavaScript”). The only difference is the following:
if (digit == date)
{ // current cell represents today's date
text += '<TD HEIGHT=' + cellHeight + '>'
text += '<FONT COLOR="' + todayColor + '">'
text += '<A HREF="javascript:getInput(' + digit + ', \'' + monthName +
'\')" onMouseOver="window.status = \'Store or retrieve
data for ' + monthName + ' ' + digit + '\'; return true">
<FONT COLOR="' + todayColor + '">' + digit + '</FONT></A>'
text += '<BR>'
text += '<FONT COLOR="' + timeColor + '" SIZE=2>'
text += '<CENTER>' + getTime() + '</CENTER>'
text += '</FONT>'
text += '</TD>'
}
else
text += '<TD HEIGHT=' + cellHeight + '><A HREF="javascript:getInput('
+ digit + ', \'' + monthName + '\')" onMouseOver="window
.status = \'Store or retrieve data for ' + monthName + ' '
Chapter 20
This statement differs from its corresponding one in Example 10-3 in that,
instead of writing the date as a plain number, it makes each number a link
that invokes the getInput() function, using the javascript:getInput()
URL. The exact syntax of the URL is as follows:
javascript:getInput(digit, monthName)
The first argument is the digit that serves as a link (an integer from 1 to 28,
29, 30, or 31). The second argument is a string—the full name of the current
month reflected by the calendar.
400 n Chapter 20
Note that when the user places the mouse pointer over a link, a related
message is assigned to the status bar. We will only discuss the functions that
are responsible for the cookie handling and storage because the functions
that create the calendar are discussed in Chapter 10, “Time and Date in
JavaScript.”
getInput(num, monthName)
function getInput(num, monthName)
{
if (!getCookie(monthName + "Calendar"))
initCookie(monthName)
var newValue = prompt("Enter reminder for current date:",
getSpecificReminder(num, monthName))
if (newValue) // user did not cancel
setSpecificReminder(num, monthName, newValue)
}
The getInput() function, in general, reads the reminder from the cookie,
asks the user to modify it or enter it for the first time, and then saves the
reminder back to the cookie. First, it gets the reminder text from the cookie,
the name of which is composed of the name of the current month and the
“Calendar” string. The name selection algorithm prevents mixing cookies
between different months or different applications. If the cookie is not found,
the function initCookie() is called to create a cookie with empty remind-
ers, one for each day of the month. The script then prompts the user for a
reminder, displaying the old one in the form’s input field. Notice that the
reminder is displayed in the field of a prompt dialog box by specifying the
value returned by getSpecificReminder(), as the second argument for the
prompt() method. If the user did not press Cancel as a response to the
request form, the new information is saved in the cookie by the
setSpecificReminder() function.
initCookie(monthName)
function initCookie(monthName)
{
// initializes cookie with the following format:
// ^1^^2^^3^^4^...^30^^31^
// initialize accumulative variable
var text = ""
for (var i = 1; i <= 31; ++i)
{
text += "^" + i + "^"
}
var now = new Date()
fixDate(now)
// set time to one month (31 days) in the future
now.setTime(now.getTime() + 1000 * 60 * 60 * 24 * 31)
setCookie(monthName + "Calendar", text, now)
}
Implementing Cookies n 401
The initCookie() function creates a cookie with empty reminders, one for
every day of the month. The cookie’s text is a string concatenation of all 31
reminders, delimited by "^" from each other. The function builds the empty
string, fixes the date for Mac computers, computes the time, and finally sets
the cookie, saving the empty reminders, date, and time in it.
getSpecificReminder(num, monthName)
function getSpecificReminder(num, monthName)
{
var prefix = "^" + num + "^"
var totalCookie = getCookie(monthName + "Calendar")
var startIndex = totalCookie.indexOf(prefix, 0)
var startData = totalCookie.indexOf("^", startIndex + 1) + 1
if (num == 31)
var endData = totalCookie.length
else
var endData = totalCookie.indexOf("^", startData)
return totalCookie.substring(startData, endData)
}
This function retrieves the specific reminder of the month from the cookie.
It first builds the “search key” in prefix. It is built of a "^" followed by the
day number of the month and another "^". After getting the cookie and read-
ing the string into the totalCookie string object, the function searches for
the position of the relevant reminder, according to prefix “search key,”
yielding the startIndex position. Looking for the next "^" skips over the
number of the day itself and leaps onto the string index of the reminder’s
first character, startData. The last character of the reminder is found via a
search for the next "^" character or by reaching the end of the cookie. Once
the startData and endData are known, the substring between these two
indices is returned. Note that because the indexing relies on "^" characters,
that character should not be provided by the user in a reminder text.
Outliner
As you have seen in this chapter, you can use JavaScript to store data in the
form of client-side cookies. The outliner is another example for using cook-
ies. It is an expanding/collapsing structure used to store an index or table of
contents. The user can expand or collapse items in the outline. Outliners
first became popular in Windows 3.1 and are still used today. An outliner
written in JavaScript enables the user to take advantage of the structure for
convenient navigation among many web pages and anchors. The main topics
of a web site are the topmost items in the outline, while the more detailed
items are usually deeply nested. Take a look at the following:
Figure 20-4 illustrates a fully expanded outline. When the user clicks the
downward triangle to the left of “software,” the icon becomes a triangle fac-
ing right. The “Netscape” and “Microsoft” items then disappear, because
their parent was collapsed. The basic idea should be clear. You can toggle a
single item (only if it is a parent) between two different states (either
expanded or collapsed).
Implementing Cookies n 403
function getCookie(name)
{
var prefix = name + "="
var cookieStartIndex = document.cookie.indexOf(prefix)
if (cookieStartIndex == –1)
return null
var cookieEndIndex = document.cookie.indexOf(";", cookieStartIndex +
prefix.length)
if (cookieEndIndex == –1)
cookieEndIndex = document.cookie.length
return unescape(document.cookie.substring(cookieStartIndex + prefix.length,
cookieEndIndex))
}
// name - name of the cookie
// [path] - path of the cookie (must be same as path used to create cookie)
// [domain] - domain of the cookie (must be same as domain used to create
cookie)
// * path and domain default if assigned null or omitted if no explicit
argument proceeds
function deleteCookie(name, path, domain)
{
if (getCookie(name))
{
document.cookie = name + "=" +
((path) ? "; path=" + path : "") +
((domain) ? "; domain=" + domain : "") +
"; expires=Thu, 01-Jan-70 00:00:01 GMT"
}
}
// date - any instance of the Date object
// * you should hand all instances of the Date object to this function for
"repairs"
function fixDate(date)
{
var base = new Date(0)
var skew = base.getTime()
if (skew > 0)
date.setTime(date.getTime() – skew)
}
// constructor function to create an entry (parent or child)
function item(parent, text, depth)
{
this.parent = parent // is this item a parent?
this.text = text // text for link (may include HTML)
this.depth = depth // nested depth
}
// constructor function to create array (compatible with all browsers)
function makeArray(length)
{
this.length = length // length of array (integer)
}
// create items of outline
function makeDatabase()
{
Implementing Cookies n 405
{
if (storedValue.charAt(i) == '1')
outline[i].state = true
else
outline[i].state = false
}
}
}
function setImages()
{
// loop through all elements of the outline "array" (object)
for (var i = 0; i < outline.length; ++i)
{
if (outline[i].state)
406 n Chapter 20
Example 20-4 (ex20-4.htm). The outliner script includes deferred script and
immediate script.
A quick look at Example 20-4 is enough to conclude that the script uses
cookies. Our set of cookie-related functions is embedded in the script.
Although not all are invoked, we feel that you should always provide all the
Chapter 20
functions, regardless of whether you require all of them. Also notice that the
HTML document includes two scripts—one in the <HEAD></HEAD> portion
and one in the <BODY></BODY> portion. The first script is responsible for set-
ting up the outline-style table and contents, and for performing the
calculations and manipulations. The second script simply interprets the data
and prints it to the web page. First let’s take a look at the script in the
<HEAD></HEAD> portion.
408 n Chapter 20
The constructor function item() accepts three arguments and creates three
properties with the same names as the function’s parameters: parent, text,
and depth. The first parameter (and property), parent, accepts a Boolean
value indicating whether or not the item is a parent. An item is considered a
parent only if it has children, or nested items. The function’s second argu-
ment, text, accepts an HTML-valid string such as <A HREF="http://
www.jumbo.com">Jumbo</A> for the “Jumbo” entry in Figure 20-4. You can
use virtually any HTML-valid string such as plain text, a link (as in the
“Jumbo” example), or even a small image. The last argument, depth, is the
depth of the item being created, i.e., it specifies how deep the item is
nested. The topmost level item’s depth property is 0, whereas its children’s
depth property is 1, and so forth.
makeArray(length)
// constructor function to create array (compatible with all browsers)
function makeArray(length)
{
this.length = length // length of array (integer)
}
makeDatabase()
// create items of outline
function makeDatabase()
{
outline = new makeArray(9) // create global object
// create items in outline
outline[0] = new item(true, 'computer companies', 0)
outline[1] = new item(false, '<A HREF="http://www.intel.com">Intel</A>', 1)
outline[2] = new item(true, 'software', 1)
outline[3] = new item(false, '<A HREF="http://www.netscape.com">
Netscape</A>', 2)
outline[4] = new item(false, '<A HREF="http://www.microsoft.com">
Implementing Cookies n 409
Microsoft</A>', 2)
outline[5] =
new item(false, '<A HREF="http://www.apple.com">Apple</A>', 1)
outline[6] =
new item(true, 'shareware web sites', 0)
outline[7] =
new item(false, '<A HREF="http://www.jumbo.com">Jumbo</A>', 1)
outline[8] =
new item(false, '<A HREF="http://www.tucows.com">
Tucows.com</A>', 1)
// determine current state of each item and assign to state properties
setStates()
// set image for each item (only items with true state)
setImages()
}
This function creates the main array used for the outline structure. Notice
that the outline array is declared without the keyword var and thus is
global. Try adding var to this statement to find out how important “one
small word” can be. The next portion of this function deals with the proper-
ties (elements) of the outline array. Each property becomes an instance of
the item object. The order of the elements in the array is very important.
An item’s children should immediately follow the item, so the order in the
outline array is the order in which the entries appear, from top to bottom,
in a fully expanded table of contents.
The function then calls setStates() and setImages().
setStates()
function setStates()
{
// assign current cookie to local variable
var storedValue = getCookie("outline")
// if desired cookie not found (null)
if (!storedValue)
{
// set states to default if no cookie found
for (var i = 0; i < outline.length; ++i)
{
// only topmost level is visible by default
if (outline[i].depth == 0)
outline[i].state = true
else
Chapter 20
outline[i].state = false
}
}
else
{
// extract current states from cookie (0 => false, 1 => true)
for (var i = 0; i < outline.length; ++i)
{
if (storedValue.charAt(i) == '1')
outline[i].state = true
else
outline[i].state = false
}
410 n Chapter 20
}
}
setImages()
function setImages()
{
// loop through all elements of the outline "array" (object)
for (var i = 0; i < outline.length; ++i)
{
if (outline[i].state)
if (outline[i].parent) // outline[i] is a parent
if (outline[i + 1].state) // outline[i] is exploded
outline[i].pic = '<A HREF="javascript:toggle
(' + i + ')"><IMG SRC="exploded.gif"
BORDER=0></A>'
else // outline[i] is collapsed
outline[i].pic = '<A HREF="javascript:toggle
(' + i + ')"><IMG SRC="collapsd.gif"
BORDER=0></A>'
else // outline[i] is only a child (not a parent)
outline[i].pic = '<IMG SRC="child.gif" BORDER=0>'
}
}
This function loops through all elements of the outline object and assigns
an image to the pic property of each element whose state is true. Note that
this property is an extension of the original instance of the item object. If an
element is a parent, there are two possible images—one to represent an
expanded item and the other to reflect a collapsed one. Notice that if the
Boolean expression outline[i + 1].state is true, outline[i] is
expanded. You may recall that an element’s state property is true if its par-
ent is expanded (by definition). Since outline[i] is surely a parent in this
case (if (outline[i].parent)...), outline[i + 1] is its child. If out-
line[i + 1]’s current state is false, the image representing a collapsed
item is chosen. If outline[i] is not a parent at all, there is only one option
for the image—the one representing a child item. The immediate conclusion
Implementing Cookies n 411
from this function is that in order to use the outliner, you must have three
images:
n exploded.gif
n collapsd.gif
n child.gif
toggle(num)
// change from expanded to collapsed and vice versa
function toggle(num)
{
// loop starts at item following argument
// terminate loop when:
// a) last element of outline "array" reached
// b) current item (outline[i]) is not deeper than toggled
item (outline[num])
for (var i = num + 1; i < outline.length && outline[i].depth >=
outline[num].depth + 1; ++i)
{
// if current item (outline[i]) is a direct child of
outline[num]
if (outline[i].depth == outline[num].depth + 1)
outline[i].state = !outline[i].state // toggle state
}
// store new states in cookie
setStorage()
// reload page
history.go(0)
}
When the user clicks an image (exploded.gif or collapsd.gif), the item associ-
ated with it either collapses or explodes, depending on its current status.
The toggle() function accepts an integer reflecting the index of the item
whose icon the user clicked, and then toggles the state property of all the
item’s direct children. By definition, when an item has no children with a
true state, the item is collapsed, and when all children of an item have a true
state, the item is expanded. Therefore, toggling the state property of the
selected item’s children toggles that item’s current status (exploded or col-
Chapter 20
setStorage()
function setStorage()
{
// initialize local variable to empty string
var text = ""
// loop through all properties of outline "array"
for (var i = 0; i < outline.length; ++i)
{
// use "1" character to represent true state, and "0" for false state
text += (outline[i].state) ? "1" : "0"
}
// create cookie named "outline" with "binary" string
setCookie("outline", text)
}
The setStorage() function creates a string with binary characters (0s and
1s). The first character of the string is associated with the first element of
the outline array, and so forth. The character "0" indicates that the value of
the item’s state property is false, and a "1" character means that the item’s
state property is true. The last statement of this function sets the cookie
via the setCookie() function, using “outline” as the name and the accumu-
lative string as the value. No path or expiration date is specified, so the
cookie is specific to the creating page and expires at the end of the user’s
current session.
Global Statements
The only global statement in the first script is the one invoking the
makeDatabase() function. The second script, on the other hand, consists of
global statements only and is responsible for printing the outline-style table
of contents. The <PRE></PRE> tags are important because they enable us to
use regular spaces for indentation.
The most important statement in the second script is the loop itself,
which iterates through all elements of the global outline array (created by
the makeDatabase() function in the first script). Each indentation level con-
sists of three spaces and can be configured to any other integer for
customized indentation. The topmost level items are not indented at all
(0 * 3 = 0), the second level is indented by three spaces (1 * 3 = 3), the
third level by six spaces (2 * 3 = 6), and so on. Note that an item is only
printed if the value of its state property is true (by definition, if it is false,
its parent is collapsed so you are not supposed to see the item). Each
printed item consists of its small image (outline[i].pic), followed by one
space and its text (outline[I].text). A new line (<BR>) is appended to each
item. When an element whose state property is false is encountered, i is
incremented the desired amount of times until its index is that of the next
item at its level or a higher one. It passes over all items at lower levels
because they do not appear.
Implementing Cookies n 413
Summary
In this chapter you have learned the fundamentals and usage of cookies, one
of the most powerful features of JavaScript. It enables the programmer of a
web page to store information in one session and retrieve it later in another
session. I have provided three important functions by which you can get a
cookie, set a cookie, and delete a cookie. All operations, as well as storage,
are handled on the client side. Cookies are transparent to the server. The
client imposes two limitations on cookies: a maximum of 20 cookies per
server or domain that are 4KB each. I have shown several scripts in this
chapter: one using cookies to remember the number of visits to a web site,
one using cookies to store the user name, and one using cookies to remem-
ber a user’s reminders for every day of the month. I also included an
advanced collapsing/expanding outline-style table of contents that uses
cookies as well.
Chapter 20
414 n Chapter 21
Chapter 21
immediately upon request. In order to use the image object, you must create
an instance associated with a given image. The general syntax is as follows:
var imageName = new Image([width, height])
width is the width of the image in pixels, and height is its height.
An instance of the image object can be associated with one image at any
given time. In order to associate an instance with an existing image, you
must assign it a source in the following fashion:
var imageName = new Image([width, height])
imageName.src = "imageLocation"
imageLocation is the full URL of the image. The second statement in the
preceding script segment assigns a value to the instance’s src property. The
browser will retrieve the image from the server and will keep it in the cache
until needed. Note that the width and height attributes are optional.
</HEAD>
<BODY>
<IMG SRC="comp1.gif" HEIGHT=60 WIDTH=70>
<IMG SRC="comp2.gif" HEIGHT=60 WIDTH=70><P>
<FORM>
<INPUT TYPE="button" VALUE="swap" onClick="swapImages(0, 1)">
</FORM>
</BODY>
</HTML>
Example 21-1 (ex21-1.htm). A button enables the user to swap two given images.
When the user clicks the button, the swapImages() function is invoked with
two arguments: 0 and 1. The src property of the image whose index is the
first argument is assigned to the local variable asource. The src property of
the second image is assigned to the src property of the first image, and the
src property of the second image is assigned the previous src property of
the first image, stored locally in asource.
The document.images array is read-only—you cannot explicitly assign a
value to any of its elements. Nevertheless, you can assign values to proper-
ties of an array element, as the preceding example demonstrates with the
src property.
As mentioned earlier, an animation should consist of images of the same
size. Example 21-2 demonstrates a simple animation with seven images of
identical dimensions. Note that recent browser developments may make this
example not function in some browsers.
<HTML>
<HEAD>
<TITLE>images</TITLE>
<SCRIPT LANGUAGE="JavaScript">
<!--
Chapter 21
This statement sets the value of timerID to null, but it does not explicitly
assign that value. This syntax is useful with Internet Explorer because it
generates an error if you use clearTimeout() with a variable that holds a
null value.
function animate(num, imageIndex)
{
document.images[imageIndex].src = on[num].src
num = (num == on.length – 1) ? 0 : (++num)
var str = "animate(" + num + ", " + imageIndex + ")"
timerID = setTimeout(str, pause)
}
The animate() function accepts two arguments. The first specifies the
index of the first image in the animation according to the on array. Take a
look at the following statement from animate(), which is the most impor-
tant one:
document.images[imageIndex].src = on[num].src
Images and Graphics n 419
The current image that appears in the document at the imageIndex index of
the document.images array is replaced by the image in the on array whose
index is equal to the first argument handed to the function. The second
statement in this function sets the value of num to 0 if the current value
exceeds the index of the last entry in the on array. Otherwise, it increments
the value of num, so the next image is displayed during the next execution of
the function.
Properties
Instances of the image object feature many properties, some of which are
more useful than others. You can also add more properties by creating proto-
types. This section describes each property in depth.
border
An image’s border appears only when the image is used in a hypertext link
and when the value of the BORDER attribute is set to a positive integer. The
general reference is as follows:
imageName.border
complete
The complete property is a Boolean value that indicates whether the
browser has completed its attempt to load an image. The general specifica-
tion is as follows:
imageName.complete
imageName.height
value of the height property is the actual height, not the displayed height.
The height property is read-only.
The script in Example 21-3 shows how an alert box can display, upon
clicking a button, the height, width, and space around an image.
<HTML>
<HEAD>
<TITLE>images</TITLE>
<SCRIPT LANGUAGE="JavaScript">
<!--
function showImageSize(theImage)
{
alert('height=' + theImage.height +
'; width=' + theImage.width +
'; hspace=' + theImage.hspace +
'; vspace=' + theImage.vspace)
}
// -->
</SCRIPT>
</HEAD>
<BODY>
<IMG SRC="computer2.jpg" HEIGHT=60 WIDTH=70 VSPACE=30 HSPACE=10>
<FORM>
<INPUT TYPE="button" VALUE="show image size" onClick=
"showImageSize(document.images[0])">
</FORM>
</BODY>
</HTML>
Example 21-3 (ex21-3.htm). A script to display the height, width, and space around
an image
Figure 21-2. An alert box that displays the height, width, and
space around an image
Images and Graphics n 421
hspace
The hspace property specifies the margin in pixels between the left and
right edges of an image and the surrounding text. The general syntax is as
follows:
imageName.hspace
<B>Choose an image:</B>
<BR><INPUT TYPE="radio" NAME="imageChoice" VALUE="image1" CHECKED
onClick="displayImage('img1l.gif', 'img1h.gif')"> IMAGE 1
422 n Chapter 21
Example 21-4 (ex21-4.htm). A script to display one of three images, with low-resolu-
tion images loaded first
name
The name property reflects the NAME attribute of the <IMG> HTML definition.
The name property is read-only. As with forms, you can use an image’s name
to reference it. If the first image in a document is defined by the following
syntax, for instance, you can reference it as document.myImage as well as
document.images[0]:
<IMG SRC="myPicture.gif" NAME="myImage">
src
src specifies the URL of an image to be displayed in a document. The gen-
eral syntax is:
imageName.src
You can use either a full or relational URL. When you associate an image
with an instance in this fashion, the image is cached. Since it is already
stored on the client side (where the cache normally is), the user does not
have to wait for the image to be received from the server when you decide
to display the image. When you adjust the src property of an element from
the document.images array (or an image that is viewable on the page), the
image immediately changes to the image at the new URL.
Images and Graphics n 423
vspace
This property is a string specifying the margin in pixels between the top and
bottom edges of an image and the surrounding text. The general syntax is as
follows:
imageName.vspace
Event Handlers
onAbort
An abort event occurs when the user aborts the loading of an image (for
example, by clicking a link or the Stop button). The onAbort event handler
executes JavaScript code when an abort event occurs. In Example 21-5, an
onAbort handler belonging to an image object displays a message when the
user aborts the image’s loading:
<HTML>
<HEAD>
<TITLE>Aircraft</TITLE>
<SCRIPT LANGUAGE="JavaScript">
<!--
function displayImage(lowRes, highRes)
{
document.images[0].lowsrc = lowRes
document.images[0].src = highRes
Chapter 21
}
// -->
</SCRIPT>
</HEAD>
<BODY>
424 n Chapter 21
<FORM NAME="imageForm">
<B>Choose an image:</B>
<BR><INPUT TYPE="radio" NAME="imageChoice" VALUE="image1" CHECKED
onClick="displayImage('img1l.gif', 'img1h.gif')"> IMAGE 1
<BR><INPUT TYPE="radio" NAME="imageChoice" VALUE="image2"
onClick="displayImage('img2l.gif', 'img2h.gif')"> IMAGE 2
<BR><INPUT TYPE="radio" NAME="imageChoice" VALUE="image3"
onClick="displayImage('img3l.gif', 'img3h.gif')"> IMAGE 3
<BR>
<IMG NAME="onAbort" SRC="img1h.gif" LOWSRC="img1l.gif" ALIGN="left"
VSPACE="10" onAbort="alert('You didn\'t get to see the
image!')"><BR>
</FORM>
</BODY>
</HTML>
Example 21-5 (ex21-5.htm). The script from Example 21-4 with the onAbort event
handler
onError
An error event occurs when the loading of an image causes an error. The
onError event handler executes JavaScript code when an error event
occurs.
The onError event handler can be assigned a null value to suppress all
error dialogs. When you set imageName.onerror to null, your user won’t see
any JavaScript errors caused by the image.
An error event occurs only when a JavaScript syntax or run-time error
occurs, and not when a browser error occurs. If you try to set image-
Name.src = 'notThere.gif', for instance, and notThere.gif does not
exist, the resulting error message is a Navigator error message, and an
onError event handler would not intercept that message.
In the following <IMG> tag, the onError event handler calls the function
badImage if errors occur when the image loads:
<SCRIPT LANGUAGE="JavaScript">
<!--
function badImage(theImage)
{
alert('Error: ' + theImage.name + ' did not load properly.')
}
// -->
</SCRIPT>
<IMG NAME="imageBad2" SRC="orca.gif" ALIGN="left" BORDER=2
onError="badImage(this)">
onLoad
The onLoad event handler is triggered when an image is displayed. Do not
confuse displaying an image with loading one. You can load several images
and then, by setting the instance’s src property, you can display them one
by one in the same image object instance. If you change a displayed image
Images and Graphics n 425
this way, the onLoad event handler executes every time an image is dis-
played, not just when the image is loaded into memory.
If you specify an onLoad event handler for an image object that displays
a looping GIF animation (multi-image GIF), each loop of the animation trig-
gers the onLoad event, and the event handler executes once for each loop.
By repeatedly setting the src property of an image’s JavaScript reflec-
tion, you can use the onLoad event handler to create a JavaScript animation.
ampm = getAmpm()
document.images[start + 5].src = digit[ampm].src
}
timerID = setTimeout("setClock()",1000)
timerRunning = true
}
function update()
{
stopClock()
setClock()
}
function stopClock()
{
if (timerRunning)
clearTimeout(timerID)
timerRunning = false
}
function getHour(place)
{
var now = new Date()
var hour = now.getHours()
if (hour >= 12)
hour –= 12
hour = (hour == 0) ? 12 : hour
if (hour < 10)
hour = "0" + hour // do not parse number!
hour += ""
return parseInt(hour.charAt(place))
}
function getMinute(place)
{
var now = new Date()
var minute = now.getMinutes()
if (minute < 10)
minute = "0" + minute // do not parse number!
minute += ""
return parseInt(minute.charAt(place))
}
function getAmpm()
{
var now = new Date()
var hour = now.getHours()
if (hour >= 12)
return 11 // pm
/* else */
return 10 // am
}
function getPath(url)
Chapter 21
{
lastSlash = url.lastIndexOf("/")
return url.substring(0, lastSlash + 1)
}
// -->
428 n Chapter 21
</SCRIPT>
</BODY>
</HTML>
Global Statements
The script starts by creating the digits array, holding 14 instances of the
image object, for the digits 0 through 9, am, pm, colon, and blank symbols.
All images are 21 pixels high and 16 pixels wide, except for the colon and
the blank images, which are thinner (9 pixels):
// create array of all digit images
var digit = new Array()
digit[0] = new Image(16, 21)
digit[1] = new Image(16, 21)
digit[2] = new Image(16, 21)
digit[3] = new Image(16, 21)
digit[4] = new Image(16, 21)
digit[5] = new Image(16, 21)
digit[6] = new Image(16, 21)
digit[7] = new Image(16, 21)
digit[8] = new Image(16, 21)
digit[9] = new Image(16, 21)
digit[10] = new Image(16, 21) // am
digit[11] = new Image(16, 21) // pm
digit[12] = new Image(9, 21) // colon
digit[13] = new Image(9, 21) // blank
Then, we find the current time and store it in six variables, four digits for
the hour and minute, one for the ampm value, and one Boolean variable for
the blinking colon. After initializing the time variables, the script turns off
the colon, ready to be turned on next time:
Images and Graphics n 429
When the page is loaded, the script displays the clock. Since JavaScript does
not support image creation, all images are constructed via HTML:
// print initial clock
var openImage = "<IMG SRC=\"" + getPath(location.href) + "dg"
var closeImage = ".gif\" HEIGHT=21 WIDTH=16>"
document.write(openImage + hour1 + closeImage)
document.write(openImage + hour2 + closeImage)
document.write(openImage + "c.gif\" HEIGHT=21 WIDTH=9>")
document.write(openImage + minute1 + closeImage)
document.write(openImage + minute2 + closeImage)
document.write(openImage + ((ampm == 10) ? "am" : "pm") + closeImage)
The timerID variable, which holds the elapsed time before the next clock
updating, is initialized to null before the clock starts running. For the same
reason, the timerRunning variable is set to false. The update() function
starts the infinite loop of running the clock:
var timerID = null
var timerRunning = false
update()
setClock()
function setClock()
{
if (getHour(0) != hour1)
{
// not getHours()!
hour1 = getHour(0)
document.images[start].src = digit[hour1].src
}
if (getHour(1) != hour2)
{
// not getHours()!
Chapter 21
hour2 = getHour(1)
document.images[start + 1].src = digit[hour2].src
}
colon = !colon
if (!colon)
document.images[start + 2].src = digit[13].src
430 n Chapter 21
else
document.images[start + 2].src = digit[12].src
if (getMinute(0) != minute1)
{
// not getMinutes()!
minute1 = getMinute(0)
document.images[start + 3].src = digit[minute1].src
}
if (getMinute(1) != minute2)
{
// not getMinutes()!
minute2 = getMinute(1)
document.images[start + 4].src = digit[minute2].src
}
if (getAmpm() != ampm)
{
ampm = getAmpm()
document.images[start + 5].src = digit[ampm].src
}
timerID = setTimeout("setClock()",1000)
timerRunning = true
}
This function retrieves the current value of each digit (and symbol) in the
clock and updates only the necessary images, i.e., only those digits that have
been changed since the previous iteration. The blinking colon effect is
accomplished by simply reversing the value of colon. Notice that the index
of the images array is an offset from the last image of the document, not
counting the clock’s images. The variable timerID is now modified to recur-
sively execute the function setClock() after 1000 milliseconds.
update()
function update()
{
stopClock()
setClock()
}
The function update() stops the clock and then restarts it.
stopClock()
function stopClock()
{
if (timerRunning)
clearTimeout(timerID)
timerRunning = false
}
This function clears the timeout and sets the timerRunning variable to false,
indicating that the timer is not running because no timeout is set.
Images and Graphics n 431
getHour(place)
function getHour(place)
{
var now = new Date()
var hour = now.getHours()
if (hour >= 12)
hour –= 12
hour = (hour == 0) ? 12 : hour
if (hour < 10)
hour = "0" + hour // do not parse number!
hour += ""
return parseInt(hour.charAt(place))
}
The getHour() function has been mentioned a lot before. It finds the digit in
place position of a two-digit hour representation. Notice the computation to
convert a 24-hour military time notation to 12-hour notation. Pay attention,
also, to the concatenation of a null string to force the conversion to a string,
which is needed for the charAt() method. The returned value is converted
back to integer format.
getMinute(place)
function getMinute(place)
{
var now = new Date()
var minute = now.getMinutes()
if (minute < 10)
minute = "0" + minute // do not parse number!
minute += ""
return parseInt(minute.charAt(place))
}
This function is similar to the getHour() function. See the listings for that
function.
getAmpm()
function getAmpm()
{
var now = new Date()
var hour = now.getHours()
if (hour >= 12)
return 11 // pm
/* else */
return 10 // am
Chapter 21
getPath(url)
function getPath(url)
{
lastSlash = url.lastIndexOf("/")
return url.substring(0, lastSlash + 1)
}
The script’s last function, getPath(), extracts the full URL of the docu-
ment’s directory (or folder). It simply finds the last slash in the URL and
returns the substring, starting at the beginning of the URL and ending at its
last slash.
on.src = "on.gif"
off.src = "off.gif"
// get number of images already laid out in page
var imageNum = document.images.length
// compute width of board
// var boardWidth = longest * (width + space) – space
// set maximum message length in images
var boardWidth = 0
for (var i = 0; i < messages.length; ++i)
{
var lengthWithNoSpaces = messages[i].split(" ").join("").length
var numberOfSpaces = messages[i].length – lengthWithNoSpaces
var currentBoardWidth = lengthWithNoSpaces * (width + space) –
space + numberOfSpaces * space * 2
if (boardWidth < currentBoardWidth)
boardWidth = currentBoardWidth
}
// sign is currently not running
var running = false
var timerID = null
function letterArray()
{
this.a = new Array(height)
this.a[0] = " * "
this.a[1] = "* *"
this.a[2] = "***"
this.a[3] = "* *"
this.a[4] = "* *"
this.b = new Array(height)
this.b[0] = "** "
this.b[1] = "* *"
this.b[2] = "** "
this.b[3] = "* *"
this.b[4] = "** "
this.c = new Array(height)
this.c[0] = "***"
this.c[1] = "* "
this.c[2] = "* "
this.c[3] = "* "
this.c[4] = "***"
this.d = new Array(height)
this.d[0] = "** "
this.d[1] = "* *"
this.d[2] = "* *"
this.d[3] = "* *"
this.d[4] = "** "
this.e = new Array(height)
this.e[0] = "*** "
Chapter 21
this['*'][1] = "***"
this['*'][2] = "***"
this['*'][3] = "***"
this['*'][4] = " "
this['?'] = new Array(height)
this['?'][0] = "** "
438 n Chapter 21
function drawSpace(startX)
{ // create a small space between each two characters
for (var x = 0; x < space; ++x)
{
for (var y = 0; y < height; ++y)
{
440 n Chapter 21
setLight(false, startX + x, y)
}
}
}
function computeIndex(x, y)
{
// compute the document index of an image in the sign, based on the x-y
coordinates
return (y * boardWidth + x) + imageNum
}
function floodBoard(startX)
{
// set all lights from startX to off
for (var x = startX; x < boardWidth; ++x)
{
for (var y = 0; y < height; ++y)
{
setLight(false, x, y)
}
}
}
function drawMessage(num)
{
// initialize variable to current message
var text = messages[num]
// initialize two counters (j - current character in message, i -
current x coordinate)
var i = 0
var j = 0
while (1)
{
if (text.charAt(j) != " ")
{
// draw current letter
drawLetter(text.charAt(j), i)
// increment i by the constant width of an image
i += width
} else
{
// add an extra space (do not advance j yet)
drawSpace(i)
i += space
}
// if j is less than index of last character
if (j < text.length – 1)
{
drawSpace(i)
i += space
} else // j is the index of the last character (last character already
printed)
break
// increment j by one because one letter was printed
++j
}
Images and Graphics n 441
Global Statements
The script starts by filling the messages array with nine messages:
// set messages (specify backslash in double form (i.e., \\)
var messages = new Array()
messages[0] = "welcome to my page"
messages[1] = "free scripts are available"
messages[2] = "new scripts by request"
messages[3] = "this site is updated..."
Chapter 21
The on and off images represent the on and off lights. The artistic presenta-
tions of these dots are stored in on.gif and off.gif:
on.src = "on.gif"
off.src = "off.gif
The next section computes the length of the longest message by multiplying
the number of nonblank characters with the combined width of a normal
character and an intercharacter space, and then adding the width of blanks.
The number of nonblank characters is computed by first splitting the mes-
sage on blanks, then joining the pieces, and finally extracting the
concatenated length:
// set maximum message length in images
var boardWidth = 0
for (var i = 0; i < messages.length; ++i)
{
var lengthWithNoSpaces = messages[i].split(" ").join("").length
var numberOfSpaces = messages[i].length – lengthWithNoSpaces
var currentBoardWidth = lengthWithNoSpaces * (width + space) –
space + numberOfSpaces * space * 2
if (boardWidth < currentBoardWidth)
boardWidth = currentBoardWidth
}
After setting the running variable to false and timerID to null (see Demon-
stration 1), we define the dots of each character of the alphabet by the
function letterArray().
Images and Graphics n 443
letterArray()
letterArray() is a constructor function. The general syntax to create an
instance of this object is as follows:
var instanceName = new letterArray()
This object has many properties but no methods. Each property represents a
single character supported by the script. For example, the “A” character is
defined as follows:
this.a = new Array(height)
this.a[0] = " * "
this.a[1] = "* *"
this.a[2] = "***"
this.a[3] = "* *"
this.a[4] = "* *"
drawBlank()
function drawBlank()
{
// assign greater than symbol to variable
var gt = unescape("%3e")
document.write('<TABLE BORDER=2 CELLPADDING=8' + gt + '<TR' + gt +
'<TD BGCOLOR ALIGN="center" VALIGN="center"' + gt)
// print entire board of off images
for (var y = 0; y < height; ++y)
{
for (var x = 0; x < boardWidth; ++x)
{
document.write('<IMG SRC="' + off.src + '" HEIGHT=5 WIDTH=5' + gt)
}
document.write('<BR' + gt)
}
document.write('</TD>' + gt + '</TR>' + gt + '</TABLE>' + gt)
}
The next function, drawBlank(), draws the border around the LED sign and
then covers the entire board with off dots (GIF images). Notice that the
board’s width and height are stored in global variables and thus are not
passed as arguments to the drawBlank() function. Also, notice how
unescape() is used to avoid the “>” literal.
Chapter 21
setLight(state, x, y)
function setLight(state, x, y)
{
// set a specific light in sign to on (true) or off (false)
if (state)
444 n Chapter 21
The setLight() function accepts three arguments. The first one is either a
Boolean value or a binary digit (0 or 1). The second parameter accepts the x
coordinate of the light, and the third specifies its y coordinate. For example,
the following statement replaces the second image from the left and third
from the top of the LED sign with an on image, regardless of which image is
currently displayed there:
setLight(true, 1, 2)
It is correct to define this function as one that turns on or off a specific light
in the LED sign.
drawLetter(letter, startX)
function drawLetter(letter, startX)
{
// draws a letter at the given x coordinate
for (var x = 0; x < width; ++x)
{
for (var y = 0; y < height; ++y)
{
setLight(letters[letter][y].charAt(x) == "*", startX + x, y)
}
}
}
drawSpace(startX)
function drawSpace(startX)
{
// create a small space between each two characters
for (var x = 0; x < space; ++x)
{
for (var y = 0; y < height; ++y)
{
setLight(false, startX + x, y)
}
}
}
Images and Graphics n 445
computeIndex()
function computeIndex(x, y)
{
// compute the document index of an image in the sign, based on the
// x-y coordinates
return (y * boardWidth + x) + imageNum
}
floodBoard(startX)
function floodBoard(startX)
{
// set all lights from startX to off
for (var x = startX; x < boardWidth; ++x)
{
for (var y = 0; y < height; ++y)
{
setLight(false, x, y)
}
}
}
The function floodBoard() sets all dots (images) to the right of a given
coordinate, one column at a time, from top to bottom and from left to right.
drawMessage(num)
function drawMessage(num)
{
// initialize variable to current message
var text = messages[num]
// initialize two counters (j - current character in message,
i - current x coordinate)
var i = 0
var j = 0
while (1)
{
if (text.charAt(j) != " ")
Chapter 21
{
// draw current letter
drawLetter(text.charAt(j), i)
// increment i by the constant width of an image
i += width
} else
446 n Chapter 21
{
// add an extra space (do not advance j yet)
drawSpace(i)
i += space
}
// if j is less than index of last character
if (j < text.length – 1)
{
drawSpace(i)
i += space
} else // j is the index of the last character (last character already
printed)
break
// increment j by one because one letter was printed
++j
}
// flood the remaining piece of the sign (turn it off)
floodBoard(i)
// if message printed this time was not the last one in the array
if (num < messages.length – 1)
// val *must* be a global variable for use with the timeout
val = ++num
else
val = 0 // start cycle over again
// recursive call after waiting 3 seconds (some of the time already
passed during printing)
timerID = setTimeout("drawMessage(val)", pause)
}
startSign()
function startSign()
{
running = true
// wait 3 seconds and then call function to print first message
drawMessage(0)
}
This function simply sets the value of the global variable running to true,
indicating that the ticker has started, and then invokes the drawMessage()
function to actually start displaying the first message (0).
Images and Graphics n 447
stopSign()
function stopSign()
{
if(running)
clearTimeout(timerID)
running = false
}
This function stops the LED ticker by clearing the last timeout via the
clearTimeout() method. Reflecting the status of the banner, the value of
running is set to false. Note that the stopSign() function does not clear the
current LED sign display.
The second segment of global statements at the end of the script creates the
form where the Start and Stop buttons reside (they are form elements). We
then define the buttons and their onClick event handler script. Notice that
the Stop button event handler includes two function calls, one to stop the
LED sign and the other to clear (flood) it. It is important to open the form
before the drawBlank() function creates the LED sign, because the <FORM>
tag starts a new line with some vertical space from the HTML elements
above it. In order to assure that the buttons touch the border of the LED
sign, we include the LED sign in the form itself.
To get rid of the buttons and make the LED sign start on its own, simply
delete the lines that open and close the form, as well as the lines that define
the buttons:
1. document.write('<FORM>')
2. document.write('<INPUT TYPE="button" VALUE="start"
onClick="startSign()">')
3. document.write('<INPUT TYPE="button" VALUE="stop"
onClick="stopSign(); floodBoard(0)">')
4. document.write('</FORM>')
You should then use an onLoad event handler to start the LED sign when
the document finishes loading:
Chapter 21
<BODY onLoad="startSign()">
448 n Chapter 21
write('<BR>')
}
// close table cell
write('</TD><TD VALIGN="top" ALIGN="center">')
// make small header ("Netris Deluxe")
write('<B><FONT SIZE=+2>N</FONT>ETRIS <FONT SIZE=+2>D</FONT>
450 n Chapter 21
ELUXE</B><BR>')
// create form for lines and level displays
write('<FORM NAME="lineslevel"><TABLE BORDER=0 CELLPADDING=5
CELLSPACING=0>')
// make "LINES" table cell and header
write('<TR><TD WIDTH=100 ALIGN="center"><FONT SIZE=2>LINES</FONT>
<BR><INPUT TYPE="text" NAME="lines" VALUE="" SIZE=5></TD>')
// make "LEVEL" table cell and header
write('<TD WIDTH=100 ALIGN="center"><FONT SIZE=2>LEVEL</FONT><BR>
<INPUT TYPE="text" NAME="level" VALUE="" SIZE=5></TD></TR>')
// create start button link
write('<TR><TD WIDTH=100 ALIGN="center"><A HREF="javascript:start()"
onMouseOver="window.status=\'Start game\'; return true">')
// create start button image
write('<IMG SRC="start.gif" WIDTH=72 HEIGHT=24 BORDER=0></A></TD>')
// create pause button link
write('<TD WIDTH=100 ALIGN="center"><A HREF="javascript:pause()"
onMouseOver="window.status=\'Pause / unpause game\'; return true">')
// create pause button image
write('<IMG SRC="pause.gif" WIDTH=72 HEIGHT=24 BORDER=0></A></TD></TR>')
// close start + pause table and form
write('</TABLE></FORM>')
// create table for shape statistics (two rows, seven columns)
write('<FORM NAME="stats"><TABLE BORDER=0 CELLPADDING=5
CELLSPACING=0><TR>')
// put one block of each type in each cell of upper row
for (var k = 0; k < 7; ++k)
{
write('<TD ALIGN="center"><IMG SRC="' + on[k].src + '" HEIGHT='
+ on[k].height + ' WIDTH=' + on[k].width + '></TD>')
}
// start new table row
write('</TR><TR>')
// create 7 text fields named "0", "1", "2", ..., "6"
for (var l = 0; l < 7; ++l)
{
write('<TD ALIGN="center"><INPUT TYPE="text" SIZE=2 VALUE="0" NAME="'
+ l + '"></TD>')
}
// close statistics table and form
write('</TR></TABLE></FORM>')
// close table cell for header, start + pause buttons, and statistics,
and start new row in main table
write('</TD></TR><TR><TD>')
// center control panel (left, right, down, rotate)
write('<CENTER>')
// organize control panel in a table
write('<TABLE BORDER=0>')
// create left table cell and button
write('<TR><TD><A HREF="javascript:moveX(–1)" onMouseOver="window
.status=\'Move left\'; return true" onMouseOut="window.
status=\'\'; return true"><IMG SRC="left.gif" WIDTH=24
HEIGHT=24 BORDER=0></A></TD>')
// create rotate table cell and button
Images and Graphics n 451
{
// scan entire array and assign 0 to all elements (no active squares)
for (var i = 0; i < 10; ++i)
{
for (var j = 0; j < 19; ++j)
{
ar[i][j] = 0
}
}
// no shape is currently in screen
shape = –1
}
// check if specified move (left or right) is valid
function checkMoveX(step)
{
// scan screen (direction does not matter)
for (var x = 0; x < 10; ++x)
{
for (var y = 0; y < 19; ++y)
{
// if current square is active
if (ar[x][y] == 1)
{
// check all conditions:
// not out of range and not colliding with existing not
// block
if (x + step < 0 || x + step > 9 || (state(x + step, y) &&
ar[x + step][y] == 0))
// return false if move (new situation) is not legal
return false
}
}
}
// return true if no invalid state has been encountered
return true
}
// check if specified move (down) is valid
function checkMoveY()
{
// only possible step is one to the bottom
var step = 1
// scan screen (direction does not matter)
for (var x = 0; x < 10; ++x)
{
for (var y = 0; y < 19; ++y)
{
// if current square is active
if (ar[x][y] == 1)
{
// check all conditions:
// not out of range and not colliding with existing notactive block
if (y + step > 18 || (state(x, y + step) && ar[x][y + step] == 0))
// return false if move (new situation) is not legal
return false
Images and Graphics n 453
}
}
}
// return true if no invalid state has been encountered
return true
}
// move all active squares step squares on the x axis
function moveX(step)
{
// if specified move is not legal
if (!checkMoveX(step))
// terminate function (active blocks are not moved)
return
// if left movement then scan screen from left to right
if (step < 0)
{
for (var x = 0; x < 10; ++x)
{
for (var y = 0; y < 19; ++y)
{
// if current square is active
if (ar[x][y] == 1)
// call function to handle movement
smartX(x, y, step)
}
}
} else
// if right movement then scan screen from right to left
if (step > 0)
{
for (var x = 9; x >= 0; --x)
{
for (var y = 0; y < 19; ++y)
{
// if current square is active
if (ar[x][y] == 1)
// call function to handle movement
smartX(x, y, step)
}
}
}
}
// responsible for the blocks' horizontal movement
function smartX(x, y, step)
{
// if moving one step to the left
if (step < 0)
// if the destination square needs to be turned on explicitly
Chapter 21
if (ar[x + step][y] == 0)
// if there is a block to the right of the current block
if (x != 9 && ar[x – step][y] == 1)
// set square to the left on without clearing current block
setSquare(x + step, y, 1)
else
454 n Chapter 21
if (y != 0 && ar[x][y – 1] == 1)
// set square below on without clearing current block
setSquare(x, y + 1, 1)
else
// clear current block and turn square below on
warp(x, y, x, y + 1)
else
// if there is no block above the current block
if (y == 0 || ar[x][y – 1] == 0)
// clear current block
setSquare(x, y, 0)
}
// construct object containing shape
function shapeMap()
{
// set minimum and maximum coordinates to opposite (minimum and maximum
// found thus far)
var minX = 9
var minY = 18
var maxX = 0
var maxY = 0
// scan screen to find actual minimum and maximum coordinates of active
squares
for (var y = 0; y < 19; ++y)
{
for (var x = 0; x < 10; ++x)
{
// if current coordinates reflect active square
if (ar[x][y] == 1)
{
if (x < minX)
minX = x
if (x > maxX)
maxX = x
if (y < minY)
minY = y
if (y > maxY)
maxY = y
}
}
}
// create a length property representing the x coordinate span
this.length = maxX – minX + 1
// create properties to hold minimum coordinates of both axes
this.offsetX = minX
this.offsetY = minY
// construct minimum array containing all active squares respectively
for (x = 0; x <= maxX – minX; ++x)
Chapter 21
{
this[x] = new Array()
for (y = 0; y <= maxY – minY; ++y)
{
this[x][y] = ar[x + minX][y + minY]
}
456 n Chapter 21
}
}
// random function to return an integer from 0 to 6
function getRandom()
{
// use random number method to find integer from 0 to 8
var randomNum = Math.round(Math.random() * 8)
// call function again if random number is 0 or 8.
if (randomNum == 0 || randomNum == 8)
return getRandom()
// 1 to 7 => 0 to 6
randomNum--
// update selected shape's statistics
statistics[randomNum]++
// update statistics display form (update *all* fields so user cannot
// enter any value in fields)
for (var shape = 0; shape < 7; ++shape)
{
document.stats[shape].value = statistics[shape]
}
// return the random number
return randomNum
}
// inserts a shape when there is no active shape
function insertShape()
{
// initialize *global* variable
shape = getRandom()
// The following segment checks if the selected shape has room to enter.
// If there is no room, the game is over (function returns false).
// If there is room, the function inserts the shape by setting its initial
coordinates.
if (shape == 0)
{
if (state(3, 2) || state(3, 2) || state(3, 2) || state(3, 2))
return false
setSquare(3, 2, 1)
setSquare(4, 2, 1)
setSquare(5, 2, 1)
setSquare(6, 2, 1)
} else
if (shape == 1)
{
if (state(4, 2) || state(5, 2) || state(4, 3) || state(5, 3))
return false
setSquare(4, 2, 1)
setSquare(5, 2, 1)
setSquare(4, 3, 1)
setSquare(5, 3, 1)
} else
if (shape == 2)
{
if (state(3, 2) || state(4, 2) || state(5, 2) || state(3, 3))
return false
Images and Graphics n 457
setSquare(3, 2, 1)
setSquare(4, 2, 1)
setSquare(5, 2, 1)
setSquare(3, 3, 1)
} else
if (shape == 3)
{
if (state(3, 2) || state(4, 2) || state(4, 3) || state(5, 3))
return false
setSquare(3, 2, 1)
setSquare(4, 2, 1)
setSquare(4, 3, 1)
setSquare(5, 3, 1)
} else
if (shape == 4)
{
if (state(4, 2) || state(5, 2) || state(3, 3) || state(4, 3))
return false
setSquare(4, 2, 1)
setSquare(5, 2, 1)
setSquare(3, 3, 1)
setSquare(4, 3, 1)
} else
if (shape == 5)
{
if (state(3, 2) || state(4, 2) || state(5, 2) || state(4, 3))
return false
setSquare(3, 2, 1)
setSquare(4, 2, 1)
setSquare(5, 2, 1)
setSquare(4, 3, 1)
} else
if (shape == 6)
{
if (state(3, 2) || state(4, 2) || state(5, 2) || state(5, 3))
return false
setSquare(3, 2, 1)
setSquare(4, 2, 1)
setSquare(5, 2, 1)
setSquare(5, 3, 1)
}
// return true because shape was able to enter screen
return true
}
// warp several squares if possible
// initial x1, initial y1, destination x1, destination y1, initial x2, initial
// y2, destination x2, destination y2, etc.
function complexWarp()
Chapter 21
{
// loop through arguments checking that each warp is valid
for (var i = 0; i < arguments.length; i += 4)
{
// if warp is not valid
if (!checkWarp(arguments[i], arguments[i + 1], arguments[i + 2],
458 n Chapter 21
arguments[i + 3]))
// terminate the function -- no squares warped
return
}
// loop through arguments again -- warp squares
for (var i = 0; i < arguments.length; i += 4)
{
// call function to warp the current square corresponding to argument
//coordinates
warp(arguments[i], arguments[i + 1], arguments[i + 2], arguments[i + 3])
}
}
// check if warp is valid (used by complexWarp function)
function checkWarp(startX, startY, endX, endY)
{
// if a destination coordinate is invalid or destination square is off
// state(endX, endY) must be last due to short-circuit evaluation
if (endX < 0 || endX > 9 || endY < 0 || endY > 18 || state(endX, endY))
// return false because warp is invalid
return false
// return true because warp has not been proved to be invalid (it is valid)
return true
}
// rotate the current active shape
function rotate()
{
// create instance of shapeMap object (similar to minimum 2D array
// reflecting active shape)
var curMap = new shapeMap()
// note: all arguments handed to complexWarp are explained in that function
// if shape is 4 x 1 line
if (shape == 0)
// if line is in horizontal state
if (curMap.length == 4) complexWarp(curMap.offsetX, curMap.offsetY,
curMap.offsetX + 1, curMap.offsetY + 1, curMap.offsetX + 2,
curMap.offsetY, curMap.offsetX + 1, curMap.offsetY – 1,
curMap.offsetX + 3, curMap.offsetY, curMap.offsetX + 1,
curMap.offsetY – 2)
// else line is in vertical state
else
complexWarp(curMap.offsetX, curMap.offsetY + 3, curMap.offsetX – 1,
curMap.offsetY + 2, curMap.offsetX, curMap.offsetY + 1,
curMap.offsetX + 1, curMap.offsetY + 2, curMap.offsetX,
curMap.offsetY, curMap.offsetX + 2, curMap.offsetY + 2)
// if shape is square
if (shape == 1)
// do not rotate shape because square does not change appearance after
rotation
return
// if shape is L
if (shape == 2)
// if shape is L tilted 90 degrees to the right
if (state(curMap.offsetX, curMap.offsetY) && curMap.length == 3)
complexWarp(curMap.offsetX, curMap.offsetY + 1, curMap.offsetX + 1,
Images and Graphics n 459
+ 1, curMap.offsetY – 1)
else
if (curMap.length == 2 && state(curMap.offsetX + 1,
curMap.offsetY))
complexWarp(curMap.offsetX + 1, curMap.offsetY + 2,
curMap.offsetX + 2, curMap.offsetY + 1)
460 n Chapter 21
else
if (curMap.length == 3)
complexWarp(curMap.offsetX, curMap.offsetY + 1,
curMap.offsetX + 1, curMap.offsetY + 2)
else
complexWarp(curMap.offsetX, curMap.offsetY, curMap
.offsetX – 1, curMap.offsetY + 1)
if (shape == 6)
if (curMap.length == 3 && state(curMap.offsetX + 1, curMap.offsetY))
complexWarp(curMap.offsetX, curMap.offsetY, curMap.offsetX,
curMap.offsetY + 1, curMap.offsetX + 2, curMap.offsetY + 1,
curMap.offsetX + 1, curMap.offsetY + 1, curMap.offsetX + 2,
curMap.offsetY, curMap.offsetX + 1, curMap.offsetY – 1)
else
if (curMap.length == 2 && state(curMap.offsetX + 1,
curMap.offsetY + 1))
complexWarp(curMap.offsetX, curMap.offsetY + 2,
curMap.offsetX, curMap.offsetY, curMap.offsetX + 1,
curMap.offsetY + 2, curMap.offsetX, curMap.offsetY + 1,
curMap.offsetX + 1, curMap.offsetY, curMap.offsetX + 2,
curMap.offsetY + 1)
else
if (curMap.length == 3)
complexWarp(curMap.offsetX + 1, curMap.offsetY + 1,
curMap.offsetX + 1, curMap.offsetY, curMap.offsetX + 2,
curMap.offsetY + 1, curMap.offsetX, curMap.offsetY + 2)
else
complexWarp(curMap.offsetX, curMap.offsetY, curMap.offsetX + 1,
curMap.offsetY + 1, curMap.offsetX + 1, curMap.offsetY,
curMap.offsetX + 2, curMap.offsetY + 1, curMap.offsetX,
curMap.offsetY + 2, curMap.offsetX + 2, curMap.offsetY + 2)
}
// flood entire screen with given state
function flood(state)
{
for (var x = 0; x < 10; ++x)
{
for (var y = 0; y < 19; ++y)
{
if (state == 0)
document.images[computeIndex(x, y)].src = off.src
else
document.images[computeIndex(x, y)].src = on[3].src
}
}
}
// return true if no active squares are found and false otherwise
function noActive()
{
// scan board from top to bottom
for (var y = 0; y < 19; ++y)
{
for (var x = 0; x < 10; ++ x)
{
Images and Graphics n 461
if (ar[x][y] == 1)
return false
}
}
// no active square found on the board
return true
}
// return true if the line with the given coordinate is completed
function isLine(y)
{
// horizontal scan of current line
for (var x = 0; x < 10; ++x)
{
// if a square is off the line is not completed
if (!state(x, y))
return false
}
// no square was found off
return true
}
// move block from one position to another
function warp(startX, startY, endX, endY)
{
document.images[computeIndex(endX, endY)].src = document.images
[computeIndex(startX, startY)].src
document.images[computeIndex(startX, startY)].src = off.src
// block in new position is now active
ar[endX][endY] = 1
// previous position is no longer active
ar[startX][startY] = 0
}
// function that starts game (*works with global variables only*)
function start()
{
// accept level from user (no validation to save space)
tempLevel = prompt("Enter level to begin game (0 – 10):", "0")
// if user cancelled prompt
if (!tempLevel)
// abort function
return
// tempLevel is the actual level
level = tempLevel
// clear states, blocks, and timer
clearActive()
flood(0)
clearTimeout(timerID)
// clear statistics
for (var i = 0; i < 7; ++i)
Chapter 21
{
statistics[i] = 0
}
// convert input from string to integer
level = parseInt(level)
// calculate speed
462 n Chapter 21
}
// no square should be active
clearActive()
}
// main function responsible for game action
function play()
{
// place values in form fields (display)
document.lineslevel.lines.value = lines
document.lineslevel.level.value = level
// if no shape is falling
if (noActive())
{
// check for line completions and drop them
dropLines()
// insert a new shape (if shape is not able to enter)
if (!insertShape())
{
// flood screen to black
flood(1)
// flood screen to blank
flood(0)
// display final results
alert('Game over!\r\rlevel = ' + level + '\rlines = '+ lines)
// clear timeout
clearTimeout(timerID)
// timer is not running
timerRunning = false
// terminate function (and game)
return
}
} else
// a shape is currently falling so move it one square downward
moveY()
// call after speed milliseconds
timerID = setTimeout('play()', speed)
}
// constructs an object representing a specific position
function characteristics(x, y)
{
// create property to hold status (block or empty)
this.state = state(x, y)
// if block found in specified position
if (state(x, y))
{
// local variable to hold URL of image at specified location
var src = document.images[computeIndex(x, y)].src
// local variable to hold color (0, 1, 2, ..., 6)
Chapter 21
}
// -->
</SCRIPT>
</HEAD>
<BODY>
<EMBED SRC="tetris1a.mid" AUTOSTART=TRUE LOOP=TRUE HIDDEN=TRUE>
</BODY>
</HTML>
Global Statements
// array to hold number of shapes used from each type
var statistics = new Array(7)
for (var shapeNum = 0; shapeNum < 7; ++shapeNum)
{
statistics[shapeNum] = 0
}
Since the game is paused only when the user clicks the Pause button, we set
the paused variable to false. The second variable, timerRunning, is also set
to false, as no timeout has been set by the setTimeout() method. The
shape variable normally holds the index of the shape that is currently falling
down on the screen. It is initialized to –1, indicating that no shape is falling
yet (the game has not started). Another global variable, timerID, is initial-
ized to null.
// initialize image variables for seven shapes
var on = new Array()
on[0] = new Image(12, 12)
Chapter 21
Like the LED sign, Netris Deluxe is based on image manipulations. In this
script we create a seven-element global array named on and a variable
named off, and assign an instance of the image object to each element of the
array and to the variable. Notice that all images are the same size, 12 pixels
by 12 pixels. The off variable holds a transparent GIF image for the
background.
// set image URLs
on[0].src = "10.gif"
on[1].src = "11.gif"
on[2].src = "12.gif"
on[3].src = "13.gif"
on[4].src = "14.gif"
on[5].src = "15.gif"
on[6].src = "16.gif"
off.src = "0.gif"
After creating the Image instances, we set the src property of each instance
to the URL of its image. The images for the seven color blocks (those used
to construct shapes) are 10.gif through 16.gif. The URL of the transpar-
ent image is 0.gif. Notice that the first character of all block images is “1”,
whereas the first character of the “off image” (the transparent one) is “0”.
// get number of images already laid out in the page
var firstImage = document.images.length
// create initial screen
drawScreen()
// array of screen (10 x 19)
var ar = new Array()
for (var i = 0; i < 10; ++i)
{
ar[i] = new Array(19)
for (var j = 0; j < 19; ++j)
{
ar[i][j] = 0
}
}
Once the essential instances of the image object are ready, we compute the
document index of the first image. Since the document.images array starts
from index 0, the index of the last image in the document, before loading the
game, is document.images.length – 1. The value assigned to firstImage,
then, is the index of the first image of the game and is equal to docu-
ment.images.length. The function drawScreen() creates the initial screen
of the game.
The last portion of the global statements creates a simple 10 x 19 2D
array. Since the actual height of a Tetris screen is 17 squares instead of 19,
all shapes enter two lines above the top. This two-line margin enables the
Images and Graphics n 467
user to see the entire shape, even if he or she rotates it immediately upon
entering the game (17th row).
drawScreen()
The drawScreen() function simply uses document.write() statements to
generate the game. Notice that we use the with(document) construct so
that we can use write() rather than document.write(). The function
creates several forms and buttons:
n The first form includes the LINES and LEVEL text fields, referenced as
document.lineslevel.lines and document.lineslevel.level,
respectively.
n The Start and Pause buttons are images linked with the start() and
pause() functions, respectively.
n The second form is named “stats.” It includes seven two-character text
fields, named 0 through 6.
n The control panel includes direction and rotation buttons as well. The
left movement button calls moveX() with the argument –1, the right
movement button invokes moveX() with the argument 1, the downward
movement button calls the moveY() function with no argument, and the
rotation button calls the rotate() function.
computeIndex(x, y)
See the listings for Demonstration 2 for a detailed explanation of this
function.
state(x, y)
// returns state of square (true / false)
function state(x, y)
{
// assign URL of image at given coordinates to local variable
var source = document.images[computeIndex(x, y)].src
// expression evaluates to 0 or 1
return (source.charAt(source.lastIndexOf('/') + 1) == '0') ? false : true
}
This function first finds the URL of the image located at the given x and y
coordinates and assigns it to the local variable source. You may recall from
the beginning of our discussion that the filename of an image starts with
either a “0” (for the off image) or a“1” (for a color block). Since
source.lastIndexOf('/') + 1 is the index of the first character of the
image’s filename, the following expression evaluates to either a “1” or a “0”:
Chapter 21
source.charAt(source.lastIndexOf('/') + 1)
This computation also applies to the case when the images are stored in the
same directory in which the document resides (there is no slash in the URL
expression). The source.lastIndexOf('/') evaluates to –1, and
468 n Chapter 21
setSquare(x, y, state)
// set square to 1 / 0
function setSquare(x, y, state)
{
if (state == 0)
document.images[computeIndex(x, y)].src = off.src
else
document.images[computeIndex(x, y)].src = on[shape].src
// if state is one square is active, so 1 is assigned to ar[x][y]
// otherwise square is not active so 0 is assigned to ar[x][y]
ar[x][y] = state
}
clearActive()
// clear array so no active squares exist
function clearActive()
{
// scan entire array and assign 0 to all elements (no active squares)
for (var i = 0; i < 10; ++i)
{
for (var j = 0; j < 19; ++j)
{
ar[i][j] = 0
}
}
// no shape is currently in screen
shape = –1
}
The ar array, which is 10 x 19, keeps track of all current “active” blocks, i.e.,
those that belong to a falling shape. Moving blocks around is done simply by
visiting all active ones and assigning their next locations. Whenever a block
hits the bottom of the board or lies on top of another block, the falling shape
is inactivated by the clearActive() function, which clears the entire board.
Images and Graphics n 469
The last statement of the function sets shape to –1, signaling that there is
no falling shape on the board.
checkMoveX(step)
// check if specified move (left or right) is valid
function checkMoveX(step)
{
// scan screen (direction does not matter)
for (var x = 0; x < 10; ++x)
{
for (var y = 0; y < 19; ++y)
{
// if current square is active
if (ar[x][y] == 1)
{
// check all conditions:
// not out of range and not colliding with existing not active block
if (x + step < 0 || x + step > 9 || (state(x + step,
y) && ar[x + step][y] == 0))
// return false if move (new situation) is notlegal
return false
}
}
}
// return true if no invalid state has been encountered
return true
}
This function accepts one argument, either 1 or –1, and checks if it is possi-
ble to move the active shape one square to the right (if the argument is 1) or
to the left (if the argument is –1). The function looks for all active squares
on the board and the following condition is evaluated for each active one:
x + step < 0 || x + step > 9 || (state(x + step, y) && ar[x + step]
[y] == 0)
This expression yields true if the active square, after moving it step posi-
tions to the right, finds itself out of the board’s range or in the territory of an
inactive block (an active block obviously belongs to the same shape). If the
specified movement is not valid, the function returns false. Otherwise, it
returns true.
The efficiency of this function can be improved in two ways. First, to
reduce the number of checks, the function can be spliced into
CheckMoveXright() and CheckMoveXleft(). Second, instead of searching
the whole board for active squares, a more localized algorithm that takes
advantage of the current shape and position information can be devised.
Chapter 21
470 n Chapter 21
checkMoveY()
// check if specified move (down) is valid
function checkMoveY()
{
// only possible step is one to the bottom
var step = 1
// scan screen (direction does not matter)
for (var x = 0; x < 10; ++x)
{
for (var y = 0; y < 19; ++y)
{
// if current square is active
if (ar[x][y] == 1)
{
// check all conditions:
// not out of range and not colliding with existing not active block
if (y + step > 18 || (state(x, y + step) && ar[x]
[y + step] == 0))
// return false if move (new situation) is not legal
return false
}
}
}
// return true if no invalid state has been encountered
return true
}
This function is very similar to checkMoveX(), except that, since the move-
ment is always downward, it does not accept any argument. The step
variable appears in this function for historical reasons; it could have been
replaced by 1.
moveX(step)
// move all active squares step squares on the x axis
function moveX(step)
{
// if specified move is not legal
if (!checkMoveX(step))
// terminate function (active blocks are not moved)
return
// if left movement then scan screen from left to right
if (step < 0)
{
for (var x = 0; x < 10; ++x)
{
for (var y = 0; y < 19; ++y)
{
// if current square is active
if (ar[x][y] == 1)
// call function to handle movement
smartX(x, y, step)
Images and Graphics n 471
}
}
} else
// if right movement then scan screen from right to left
if (step > 0)
{
for (var x = 9; x >= 0; --x)
{
for (var y = 0; y < 19; ++y)
{
// if current square is active
if (ar[x][y] == 1)
// call function to handle movement
smartX(x, y, step)
}
}
}
}
The moveX() function accepts one argument, specifying the number of posi-
tions that all active squares need to be moved. A positive value means that
they should be moved to the right, while a negative value means that they
should be moved to the left. The scanning algorithm is coordinated with the
movement direction, so it does not visit the same square again (after it has
been moved). The movement itself is accomplished by the smartX() func-
tion. Refer to the inline comments for statement-specific notes.
smartX(x, y, step)
// responsible for the blocks' horizontal movement
function smartX(x, y, step)
{
// if moving one step to the left
if (step < 0)
// if the destination square needs to be turned on explicitly
if (ar[x + step][y] == 0)
// if there is a block to the right of the current block
if (x != 9 && ar[x – step][y] == 1)
// set square to the left on without clearing current block
setSquare(x + step, y, 1)
else
// clear current block and turn square to the left on
warp(x, y, x + step, y)
else
// if there is no block to the right of the current block
if (x == 9 || ar[x – step][y] == 0)
// clear current block
Chapter 21
setSquare(x, y, 0)
// if moving one step to the right
if (step > 0)
// if the destination square needs to be turned on explicitly
if (ar[x + step][y] == 0)
// if there is a block to the left of the current block
472 n Chapter 21
moveY()
// move all active squares step squares on the y axis
function moveY()
{
// if specified move is not legal (shape is laid down on block or bottom
panel)
if (!checkMoveY())
{
// active squares are not active anymore (should not be moved later)
clearActive()
// terminate function (active blocks are not moved)
return
}
// scan screen from bottom to top
for (var y = 18; y >= 0; --y)
{
for (var x = 0; x < 10; ++x)
{
// if current square is active
if (ar[x][y] == 1)
// call function to handle movement
smartY(x, y)
}
}
}
smartY(x, y)
// responsible for the blocks' vertical (downward) movement
function smartY(x, y)
{
// if the destination square needs to be turned on explicitly
if (ar[x][y + 1] == 0)
// if there is a block above current block
if (y != 0 && ar[x][y – 1] == 1)
// set square below on without clearing current block
setSquare(x, y + 1, 1)
else
// clear current block and turn square below on
warp(x, y, x, y + 1)
else
// if there is no block above the current block
if (y == 0 || ar[x][y – 1] == 0)
// clear current block
setSquare(x, y, 0)
}
shapeMap()
// construct object containing shape
function shapeMap()
{
// set minimum and maximum coordinates to opposite (minimum and maximum
found thus far)
var minX = 9
var minY = 18
var maxX = 0
var maxY = 0
// scan screen to find actual minimum and maximum coordinates of active
squares
for (var y = 0; y < 19; ++y)
{
for (var x = 0; x < 10; ++x)
{
// if current coordinates reflect active square
if (ar[x][y] == 1)
{
if (x < minX)
minX = x
if (x > maxX)
maxX = x
Chapter 21
if (y < minY)
minY = y
if (y > maxY)
maxY = y
}
474 n Chapter 21
}
}
// create a length property representing the x coordinate span
this.length = maxX – minX + 1
// create properties to hold minimum coordinates of both axes
this.offsetX = minX
this.offsetY = minY
// construct minimum array containing all active squares respectively
for (x = 0; x <= maxX – minX; ++x)
{
this[x] = new Array()
for (y = 0; y <= maxY – minY; ++y)
{
this[x][y] = ar[x + minX][y + minY]
}
}
}
Before the script rotates a shape, it must know which shape is currently
active and its exact position. The shapeMap() constructor builds the mini-
mum 2D array that encloses the current shape.
In addition to the array elements, an instance of shapeMap features the
board’s x and y coordinates (offsetX and offsetY) of the shape-enclosing
rectangle’s top-left square (shapeMapInstance[0][0]). The 2D array and
these two properties are enough to determine the current active shape and
its location. For a complete discussion of each statement in the function,
refer to the comments.
getRandom()
// random function to return an integer from 0 to 6
function getRandom()
{
// use random number method to find integer from 0 to 8
var randomNum = Math.round(Math.random() * 8)
// call function again if random number is 0 or 8.
if (randomNum == 0 || randomNum == 8)return getRandom()
// 1 to 7 => 0 to 6
randomNum--
// update selected shape's statistics
statistics[randomNum]++
// update statistics display form (update *all* fields so user cannot enter
any value in fields)
for (var shape = 0; shape < 7; ++shape)
{
document.stats[shape].value = statistics[shape]
}
// return the random number
return randomNum
}
Peculiarly enough, we found out that the random generator prefers the inner
integers (1, 2, 3, 4, and 5) over the boundary ones (0 and 6). To remedy the
situation, we decided to generate random integers from 0 to 8, and then do
some juggling to fit the result into the 0 to 6 range. If the integer is 0 or 8,
the function invokes itself recursively until an integer from 1 to 7 is ran-
domly generated. The number then decrements by 1 to fit the 0 to 6 range,
and is returned by the function. After updating the statistics array, the
text fields, representing the number of appearances of each shape, are
updated as well.
insertShape()
This function inserts a new shape whose index is a random integer stored in
the global variable shape. Take a look at the following code segment:
if (shape == 4)
{
if (state(4, 2) || state(5, 2) || state(3, 3) || state(4, 3))
return false
setSquare(4, 2, 1)
setSquare(5, 2, 1)
setSquare(3, 3, 1)
setSquare(4, 3, 1)
}
The insertShape() function includes such a script segment for each of the
seven supported shapes.
The conditional statement uses the function state() to check whether
all four squares are empty. If one of the four is blocked, the insertShape()
function returns false and terminates. Otherwise, the function proceeds by
invoking the setSquare() function four times, one for each block of the new
shape.
complexWarp()
// warp several squares if possible
// initial x1, initial y1, destination x1, destination y1, initial x2,
initial y2, destination x2, destination y2, etc.
function complexWarp()
{
// loop through arguments checking that each warp is valid
for (var i = 0; i < arguments.length; i += 4)
{
// if warp is not valid
if (!checkWarp(arguments[i], arguments[i + 1], arguments[i + 2],
arguments[i + 3]))
Chapter 21
This function moves a shape’s blocks from their current positions to their
new ones. The argument list includes sets of four coordinates: x and y val-
ues of these positions. Since the number of sets depends on the shape type,
the arguments are accessed via the arguments array, rather than as
parameters.
First, the function calls checkWarp() to check if the destination squares
are populated or not. The complexWarp() function terminates immediately
whenever one of the squares is occupied. The warping itself is accomplished
by calling the warp() function, once for each set of four arguments.
Out of the four arguments this function accepts, it uses the last two (endX,
endY) to check if the given position is occupied.
rotate()
First, rotate() assigns an instance of the shapeMap object to a local vari-
able, curMap. The shapeMap object is used to find out the current angle of
the shape. The “L” shape, for example, has four different angles, whereas a
“square” (2 x 2) shape has only one. It then calls the complexWarp() func-
tion with the coordinates of the blocks that need to be “warped” during
rotation.
flood(state)
// flood entire screen with given state
function flood(state)
{
for (var x = 0; x < 10; ++x)
{
for (var y = 0; y < 19; ++y)
{
Images and Graphics n 477
if (state == 0)
document.images[computeIndex(x, y)].src = off.src
else
document.images[computeIndex(x, y)].src = on[3].src
}
}
}
When its argument is 0, the flood() function clears the entire board by set-
ting the URL of all images to off.src. If the argument is not 0, all board
images are replaced with on[3].src. Note that, instead of the doubly nested
loop, you can use a single loop to fill the document.images 1D array. Since
you would not have to invoke the computeIndex() function for each posi-
tion, the flooding would have been more efficient.
noActive()
// return true if no active squares are found and false otherwise
function noActive()
{
// scan board from top to bottom
for (var y = 0; y < 19; ++y)
{
for (var x = 0; x < 10; ++ x)
{
if (ar[x][y] == 1)
return false
}
}
// no active square found on the board
return true
}
isLine(y)
// return true if the line with the given coordinate is completed
function isLine(y)
{
// horizontal scan of current line
for (var x = 0; x < 10; ++x)
{
// if a square is off the line is not completed
if (!state(x, y))
return false
}
// no square was found off
Chapter 21
return true
}
This function looks for complete lines, i.e., lines with all squares checked.
478 n Chapter 21
The warp() function “warps” a block from one position to another by setting
the URL of the destination image to that of the source image, and then set-
ting the URL of the source image to that of the transparent one, off.src.
The ar array is also being updated with the recent changes in square
assignments.
start()
// function that starts game (*works with global variables only*)
function start()
{
// accept level from user (no validation to save space)
tempLevel = prompt("Enter level to begin game (0 – 10):", "0")
// if user cancelled prompt
if (!tempLevel)
// abort function
return
// tempLevel is the actual level
level = tempLevel
// clear states, blocks, and timer
clearActive()
flood(0)
clearTimeout(timerID)
// clear statistics
for (var i = 0; i < 7; ++i)
{
statistics[i] = 0
}
// convert input from string to integer
level = parseInt(level)
// calculate speed
speed = 800 – (level * 80)
// game begins with no lines completed!
lines = 0
// game starts
timerRunning = true
// game is not paused for sure
paused = false
Images and Graphics n 479
dropLines()
// check if lines have been completed and drop accordingly
function dropLines()
{
// on line has been found
var aLine = –1
// scan screen from top to bottom and stop when first complete
// line is found and assigned
for (var y = 0; y < 19; ++y)
{
if (isLine(y))
{
aLine = y
break
}
}
// if a complete line has been found
if (aLine != –1)
{
// increment lines
lines++
// if enough lines have been made increment level
if (lines > level * 10 + 9)
level++
if (level == 11)
alert("You are a champion!")
// scan screen from one line above the complete one to top of screen
for (y = aLine – 1; y >= 0; --y)
{
for (var x = 0; x < 10; ++x)
{
// if current square is on
if (state(x, y))
// call function to warp it down
warp(x, y, x, y + 1)
else
{
// clear square below (similar to a warp because
// initial square is off)
setSquare(x, y + 1, 0)
Chapter 21
}
}
}
// recursive call (maybe more than one line was completed)
480 n Chapter 21
dropLines()
}
// no square should be active
clearActive()
}
The dropLines() function loops over the board rows, from top to bottom,
searching for fully blocked rows to clear. After finding a line, all blocks above
the line are warped one position downward, and the dropLines() function is
called recursively to search and clear other rows. Since there are no active
shapes after clearing, the clearActive() function is invoked to clear all
board squares. The script also checks if the user has completed enough lines
to up the current level of play.
play()
// main function responsible for game action
function play()
{
// place values in form fields (display)
document.lineslevel.lines.value = lines
document.lineslevel.level.value = level
// if no shape is falling
if (noActive())
{
// check for line completions and drop them
dropLines()
// insert a new shape (if shape is not able to enter)
if (!insertShape())
{
// flood screen to black
flood(1)
// flood screen to blank
flood(0)
// display final results
alert('Game over!\r\rlevel = ' + level + '\rlines = '+lines)
// clear timeout
clearTimeout(timerID)
// timer is not running
timerRunning = false
// terminate function (and game)
return
}
} else
// a shape is currently falling so move it one square downward
moveY()
// call after speed milliseconds
timerID = setTimeout('play()', speed)
}
Images and Graphics n 481
characteristics(x, y)
// constructs an object representing a specific position
function characteristics(x, y)
{
// create property to hold status (block or empty)
this.state = state(x, y)
// if block found in specified position
if (state(x, y))
{
// local variable to hold URL of image at specified location
var src = document.images[computeIndex(x, y)].src
// local variable to hold color (0, 1, 2, ..., 6)
var color = src.charAt(src.lastIndexOf('/') + 2)
} else
// no color because no block found at specified position
color = –1
// convert color from string to integer and assign to property
this.color = parseInt(color)
// create property to hold square's current state (active or not, 1 or 0)
this.activity = ar[x][y]
}
fullMap()
// contructs a map of entire board and status
function fullMap()
{
for (var x = 0; x < 10; ++x)
{
this[x] = new Array(10)
for (var y = 0; y < 19; ++y)
{
this[x][y] = new characteristics(x, y)
}
}
this.shape = shape
}
pause()
// pause and unpause game
function pause()
{
// if game is not paused
if (!paused)
{
// stop timer
Chapter 21
clearTimeout(timerID)
// game is now paused
paused = true
// create global map of board
map = new fullMap()
482 n Chapter 21
The pause() function is responsible for pausing and unpausing the game,
depending on its current state.
Music
The background music featured by Netris Deluxe is embedded via an HTML
statement:
<EMBED SRC="tetris1a.mid" AUTOSTART=TRUE LOOP=TRUE HIDDEN=TRUE>
Summary
In this chapter I discussed the image object, and how it is implemented in
client-side JavaScript. Mastering the usage of the image object and the doc-
ument.images array is not trivial, but will become easier with experience.
This is the reason I included three image-based comprehensive demonstra-
tions, including a 1,000-line script (Netris Deluxe). JavaScript is very useful
when you want to interact with the user (as in games), or when the anima-
tion is customized (as in the updating clock and in the LED sign). Plain
animation is better created with gif89, rather than with JavaScript.
Frames n 483
Chapter 22
Frames
Creating Frames
Frames are basically plain HTML that is loaded by a parent document. In
order to specify the frames in the top-level document, you must use the
<FRAMESET> definition. This tag specifies how to divide the window. A single
<FRAMESET> tag can divide a document into a set of rows or columns,
depending on the desired design. For example, the following definition
divides a document into two frames:
<FRAMESET COLS="50, *">
These two frames are organized in columns. The left frame is 50 pixels
wide, whereas the other frame fills the rest of the document. An asterisk (*)
represents the remaining space in a document, after allocating space for the
other frames.
You can also specify the percentage width of a column frame out of the
window’s width, or the percentage height of a row frame out of the window’s
height. The following definition, for instance, divides a document into two
frames (laid out as rows), where the upper one takes up one-quarter of the
document, and the bottom one takes up three-quarters of it:
484 n Chapter 22
The <FRAMESET> tag must always be specified along with its closing counter-
part, </FRAMESET>. The basic attributes of the <FRAMESET> tag are COLS and
ROWS (they cannot be present simultaneously). Netscape Navigator 3.0 intro-
duced two more attributes:
n FRAMEBORDER
n BORDERCOLOR
The SRC attribute specifies the URL of the document in the frame. You can
always load a different document in that frame by clicking a link, submitting
a form, and so forth. The preceding source requires three documents: the
parent HTML document that includes the <FRAMESET> definition,
frame1.html, and frame2.html (note that you can use either a relative or
absolute URL). Take a look at the following documents:
<HTML>
<HEAD>
<TITLE>Frames</TITLE>
</HEAD>
<FRAMESET COLS="150, *">
<FRAME SRC="example22-01a.htm">
<FRAME SRC="example22-01b.htm">
</FRAMESET>
<NOFRAMES>
You must download a frame-capable browser in order to view this document.
</NOFRAMES>
</HTML>
Chapter 22
Figure 22-1. The top level of the frameset
<HTML>
<HEAD>
<TITLE>First frame</TITLE>
</HEAD>
<BODY BGCOLOR="white">
Frame #1
<HR>
</BODY>
</HTML>
Example 22-1a—first frame (ex22-1a.htm). The initial document for the left frame
<HTML>
<HEAD>
<TITLE>Second frame</TITLE>
</HEAD>
<BODY BGCOLOR="white">
Frame #2
<HR>
</BODY>
</HTML>
Example 22-1b—second frame (ex22-1b.htm). The initial document for the right
frame
486 n Chapter 22
You can delete the borders by replacing the <FRAMESET> tag in Example 22-1
with the following definition:
<FRAMESET COLS="150, *" FRAMEBORDER="no" FRAMESPACING=0 BORDER="0"
BORDERCOLOR="#ffffff">
Now take another look at Example 22-1, and notice the <NOFRAMES>
</NOFRAMES> portion. These tags enclose alternative content for browsers
that do not support frames. They are similar to the <NOSCRIPT></NOSCRIPT>
tags that specify alternative content for browsers that do not support
JavaScript or have their JavaScript disabled by the user.
Besides the SRC attribute, the <FRAME> tag features several other attrib-
utes, the NAME attribute being the most important. You can target a link or a
form submission return by a frame’s name. Names must start with an alpha-
numeric character.
There are two attributes that deal with a frame’s margin:
n MARGINHEIGHT
n MARGINWIDTH
The margin is the spacing between the frame’s content and its borders. The
minimum value for a margin’s width or height is 1, and its maximum value is
the frame’s thickness. Both MARGINHEIGHT and MARGINWIDTH specify the
margin value (height or width, respectively) in pixels.
The SCROLLING attribute is another important one. It accepts one of
three values:
n "yes"
n "no"
n "auto"
The default value "auto" instructs the browser to make a scrolling frame
(with a scroll bar) whenever needed. The browser’s algorithm is very sim-
ple—if the length or width of the frame’s content exceeds the frame’s
physical size, a scroll bar is provided. The other options, "yes" and "no",
force a decision on the browser.
A powerful feature of frames is that the user can resize them by drag-
ging. You can disable this option by specifying the NORESIZE option.
Targeting Frames
Frames are powerful because they enable the content provider to direct var-
ious documents to specific frames. Directing a document to a frame is
referred to as targeting. Targeting is supported in HTML via the TARGET
attribute, which you can add to a variety of tags in the following fashion:
TARGET="windowName"
Frames n 487
Since frames act as independent browser windows, they are often called as
Chapter 22
such. The classic usage of the TARGET attribute is with hypertext links,
according to the following syntax:
<A HREF="URL" TARGET="windowName">text or image</A>
You should place such a link in a document that resides within a frame.
windowName is the name of the frame in which the URL document should
load.
You can use the <BASE> tag’s TARGET attribute for targeting most of a
document’s links to a single common frame. The TARGET attribute estab-
lishes a default windowName to which all links in a document will be targeted.
This default can be overridden by specific instances of the TARGET attribute
in individual anchor tags. The general syntax of the <BASE> tag’s TARGET
attribute is as follows:
<BASE TARGET="windowName">
Note that this definition should be placed at the beginning of the HTML
document.
As you can see, it is possible to target a document to a named frame.
There are reserved names that define specific locations:
n TARGET="_blank" loads a new, empty window.
n TARGET="_self" loads the same window the anchor was clicked in.
n TARGET="_parent" loads the <FRAMESET> (parent) document.
n TARGET="_top" loads the full body of the browser window.
Nested Frames
There are basically two ways to nest frames.
The easiest way is to use a simple <FRAMESET> tag in the top-level docu-
ment to define several rows or columns of frames, and then use another
<FRAMESET> tag in one or more of the frame documents to further divide it.
Suppose you want to divide a window into two columns, where the second
column is divided into two rows. You can define a two-frame <FRAMESET
COLS="..."> construct in the parent document as follows:
<FRAMESET COLS="50%, *">
<FRAME SRC="left.html" NAME="left">
<FRAME SRC="right.html" NAME="right">
</FRAMESET>
You can see the output of this in Figure 22-2, which demonstrates the deeply
nested frame hierarchy:
In this code we define a set of two frames, where the second one is not spec-
ified via a <FRAME> tag but rather as another inner <FRAMESET> definition.
Notice that this technique differs from the previous one because all
frames are directly defined in the top-level document. Figure 22-3 illustrates
the structure of such a document.
Notice that frames in a document are not directly connected to each other.
Chapter 22
However, HTML enables you to reference one frame directly from another
one.
self
The self object is similar to the “this” term in object-oriented languages. It
refers to the window you are in. The background color of a document in a
single-frame window can be referenced in one of the following ways:
window.document.bgcolor
self.document.bgcolor
document.bgcolor
parent
A script running in a frame of a multiple-frame document can reference
objects or properties of its parent document (the one that sets the frames)
via the parent property.
Note that the window object of the frame-setting document is equivalent
to the window.parent (or self.parent or parent) of a document in one of
490 n Chapter 22
the frames. In a way, since it points to a higher level of hierarchy, the parent
property may seem to violate the object hierarchy rules.
A child window can also call a function of the parent window. The refer-
ence would be as follows:
parent.functionName([arguments])
The parent property of a frame’s window object does not always point to the
top-level window. If one of the children of the top-level window is also a
frame-setting window, then you wind up with three levels of hierarchies.
The parent property of the bottom level of hierarchy points to the second
one.
I recommend that you draw flowcharts when you design a site with
deeply nested frames. (See the section called “Nested Frames” earlier in
this chapter for a discussion of the different types of nesting.)
top
The window object’s top property refers to the topmost window in a
JavaScript hierarchy. For a single-frame window, top is equivalent to window,
which in turn is equivalent to self and parent. In a multiple-frame window,
the top object always reflects the topmost window that defines the first
frameset. In a window that contains several frames, where at least one of the
frames also contains a frameset, the top property of all window objects
(including all generations in the hierarchy) refers to the window with the
first frameset. In terms of flowcharts, the top property always refers to the
highest rectangle.
The top-level window can be referenced from the “youngest” child as
parent.parent, top, window.top, or self.top.
frames
In a multiple-frame window, all frames act like full-fledged window objects.
The frames property plays an important role when a statement in one frame
must access an object or property located in a different frame.
The frames property is an array that reflects all direct children of a
given window object. The property window.frames.length reflects the num-
ber of direct children from the point of view of that window object.
The browser stores information about all visible frames in an indexed
array, where the first frame is stored in index 0:
window.frames[0]
Since you should never deeply nest frames using several frame-setting doc-
uments, the frames array should usually be referenced as parent.frames or
top.frames. Suppose you have a window divided into three frames. You can
access the title of the second frame from a script in the first frame as par-
ent.frames[1].document.title.
Frames n 491
You can also access frames by their names. You can use the following
Chapter 22
syntax to retrieve (from any frame) the background color of a document in a
frame named myFrame:
parent.myFrame.document.bgcolor
You can also refer to the frames array as an associative array, in the follow-
ing fashion:
parent.frames["myFrame"].document.bgcolor
The Color Center is compatible with both Internet Explorer and Navigator.
It is divided into three frames. The upper frame includes the red, green, and
blue text fields that display the RGB values of the current color. It also fea-
tures a menu enabling the user to select the attribute (one of five) that he or
she wants to customize. A Save button stores the settings in a cookie, and a
Load button retrieves them from the cookie.
The left frame displays the color cube—a complete set of 216 non-dith-
ering colors. The user can select a color from the color cube and assign it to
the attribute selected in the upper frame.
The right frame is the most simple one. Its initial document does not
contain any data besides the basic HTML tags. Its content is generated by
document.write() statements, executed in the parent frame-setting
document.
Chapter 22
}
// date - any instance of the Date object
// * you should hand all instances of the Date object to this function for
"repairs"
function fixDate(date)
{
var base = new Date(0)
var skew = base.getTime()
if (skew > 0)
date.setTime(date.getTime() – skew)
}
// updates the R, G, and B text fields (invoked as a method)
function display()
{
frames[0].document.forms[0].red.value = this.r
frames[0].document.forms[0].green.value = this.g
frames[0].document.forms[0].blue.value = this.b
}
// constructs an attribute
function makeAttribute(r, g, b)
{
this.r = r + ""
this.g = g + ""
this.b = b + ""
this.display = display
}
// create instances for all attributes
var link = new makeAttribute("00", "00", "00") // black
var alink = new makeAttribute("00", "00", "00") // black
var vlink = new makeAttribute("00", "00", "00") // black
var text = new makeAttribute("00", "00", "00") // black
var bgcolor = new makeAttribute("FF", "FF", "FF") // white
// invoked when user selects a color from swatches
function select(r, g, b)
{
// assign string reflecting selected attribute ("text", "bgcolor", etc.)
var attribute = curAttribute()
// assign new descriptors
eval(attribute).r = r
eval(attribute).g = g
eval(attribute).b = b
// display new descriptors in R, G, and B text fields
eval(attribute).display()
// update main frame
update()
}
// return string reflecting selected attribute ("text", "bgcolor", etc.)
function curAttribute()
{
var list = frames[0].document.forms[0].attribute
return list.options[list.selectedIndex].value
}
494 n Chapter 22
// returns <BODY> tag (excluding ">" and "<") reflecting all selections
function bodyDefinition()
{
var str = 'BODY '
str += 'BGCOLOR="#' + bgcolor.r + bgcolor.g + bgcolor.b + '" '
str += 'LINK="#' + link.r + link.g + link.b + '" '
str += 'ALINK="#' + alink.r + alink.g + alink.b + '" '
str += 'VLINK="#' + vlink.r + vlink.g + vlink.b + '" '
str += 'TEXT="#' + text.r + text.g + text.b + '"'
return str
}
// update main window
function update()
{
var bodyDef = bodyDefinition()
var result = ""
result += '<HTML><HEAD><TITLE>Main</TITLE></HEAD>'
result += '<' + bodyDef + '>'
result += '<CENTER>'
result += 'Text <B>Text</B><HR WIDTH=50%>'
result += '<FONT COLOR="#' + link.r + link.g + link.b + '">
Link <B>Link</B><HR WIDTH=50%></FONT>'
result += '<FONT COLOR="#' + alink.r + alink.g + alink.b + '">
Alink <B>Alink</B><HR WIDTH=50%></FONT>'
result += '<FONT COLOR="#' + vlink.r + vlink.g + vlink.b + '">
Vlink <B>Vlink</B><HR WIDTH=50%></FONT>'
result += '<BR><FONT SIZE=2><' + bodyDef + '></FONT>'
result += '</CENTER></HTML>'
// assign document object of main frame to local variable
var doc = frames[2].document
// close data stream to document
doc.close()
// open new data stream to document (text/html)
doc.open('text/html')
// print HTML content
doc.write(result)
// close data stream to document
doc.close()
}
// stores all selections as a cookie
function save()
{
var slot = link.r + link.g + link.b +
alink.r + alink.g + alink.b +
vlink.r + vlink.g + vlink.b +
text.r + text.g + text.b +
bgcolor.r + bgcolor.g + bgcolor.b
var now = new Date()
fixDate(now)
now.setTime(now.getTime() + 31 * 22 * 60 * 60 * 1000) // one month
setCookie("slot", slot, now)
}
// load values from cookie (concatenation order in save() matters!)
Frames n 495
function load()
Chapter 22
{
var slot = getCookie("slot")
if (slot != null)
{
link.r = slot.substring(0, 2)
link.g = slot.substring(2, 4)
link.b = slot.substring(4, 6)
alink.r = slot.substring(6, 8)
alink.g = slot.substring(8, 10)
alink.b = slot.substring(10, 12)
vlink.r = slot.substring(12, 14)
vlink.g = slot.substring(14, 16)
vlink.b = slot.substring(16, 18)
text.r = slot.substring(18, 20)
text.g = slot.substring(20, 22)
text.b = slot.substring(22, 24)
bgcolor.r = slot.substring(24, 26)
bgcolor.g = slot.substring(26, 28)
bgcolor.b = slot.substring(28, 30)
eval(curAttribute()).display()
update()
}
}
// -->
</SCRIPT>
</HEAD>
<FRAMESET
ROWS="50, *"
BORDER="0"
FRAMEBORDER="no"
FRAMESPACING="0"
BORDERCOLOR="#ffffff">
<FRAME
NAME="control"
SRC="ex22-3.htm"
NORESIZE
SCROLLING="no">
<FRAMESET
COLS="80, *"
BORDER="0"
FRAMEBORDER="no"
FRAMESPACING="0"
BORDERCOLOR="#ffffff">
<FRAME
NAME="swatches"
SRC="ex22-4.htm"
NORESIZE
SCROLLING="no">
<FRAME
NAME="main"
SRC="ex22-5.htm"
NORESIZE>
496 n Chapter 22
</FRAMESET>
</FRAMESET>
<NOFRAMES>Please download a frames-capable browser!</NOFRAMES>
</HTML>
The first portion of the script in Example 22-2 consists of a complete set of
cookie functions, which are not repeated here. This chapter focuses on func-
tions that are specific to the Color Center application.
display(r, g, b)
// updates the R, G, and B text fields (invoked as a method)
function display()
{
frames[0].document.forms[0].red.value = this.r
frames[0].document.forms[0].green.value = this.g
frames[0].document.forms[0].blue.value = this.b
}
The display() method sets the values of the R, G, and B fields in the upper
frame to the corresponding RGB values of the calling instance. Those val-
ues, named r, g, and b, are stored as properties of the calling instance.
The upper frame is the first frame to be defined, so we reference it as
frames[0]. You can alternatively use self.frames[0], window.frames[0],
parent.frames[0], or top.frames[0].
makeAttribute(r, g, b)
// constructs an attribute
function makeAttribute(r, g, b)
{
this.r = r + ""
this.g = g + ""
this.b = b + ""
this.display = display
}
Chapter 22
var text = new makeAttribute("00", "00", "00") // black
var bgcolor = new makeAttribute("FF", "FF", "FF") // white
We define five global variables in this script segment. All variables are
defined as instances of the makeAttribute object. The arguments handed to
the makeAttribute() function reflect the default colors for each attribute.
select(r, g, b)
// invoked when user selects a color from swatches
function select(r, g, b)
{
// assign string reflecting selected attribute ("text", "bgcolor", etc.)
var attribute = curAttribute()
// assign new descriptors
eval(attribute).r = r
eval(attribute).g = g
eval(attribute).b = b
// display new descriptors in R, G, and B text fields
eval(attribute).display()
// update main frame
update()
}
The select() function is invoked when the user selects a color from the
swatches in the left frame, and it accepts the red, green, and blue
descriptors of the selected color. The function first assigns the currently
selected attribute to the local variable attribute. For example, if the cur-
rent attribute (chosen from the menu in the upper frame) is “Visited link,”
the value of attribute is "vlink". Therefore, eval(attribute) is an
instance of the makeAttribute object, holding the red, green, and blue
descriptors of the attribute.
curAttribute()
// return string reflecting selected attribute ("text", "bgcolor", etc.)
function curAttribute()
{
var list = frames[0].document.forms[0].attribute
return list.options[list.selectedIndex].value
}
This function returns the currently selected attribute in the form of a string.
First, the object representing the select element of the form in the upper
frame is assigned to the local variable list. The text value of the selected
option is then returned. As shown above, it is often convenient to assign an
object reference to a local variable, especially when that reference is
extremely lengthy. In this case, we specify the variable list twice, instead
of specifying the entire object reference (frames[0].docu-
ment.forms[0].attribute) twice.
498 n Chapter 22
bodyDefinition()
// returns <BODY> tag (excluding ">" and "<") reflecting all selections
function bodyDefinition()
{
var str = 'BODY '
str += 'BGCOLOR="#' + bgcolor.r + bgcolor.g + bgcolor.b + '" '
str += 'LINK="#' + link.r + link.g + link.b + '" '
str += 'ALINK="#' + alink.r + alink.g + alink.b + '" '
str += 'VLINK="#' + vlink.r + vlink.g + vlink.b + '" '
str += 'TEXT="#' + text.r + text.g + text.b + '"'
return str
}
Notice that we do not include the less than (<) and greater than (>) charac-
ters in the final string.
update()
// update main window
function update()
{
var bodyDef = bodyDefinition()
var result = ""
result += '<HTML><HEAD><TITLE>Main</TITLE></HEAD>'
result += '<' + bodyDef + '>'
result += '<CENTER>'
result += 'Text <B>Text</B><HR WIDTH=50%>'
result += '<FONT COLOR="#' + link.r + link.g + link.b + '">
Link <B>Link</B><HR WIDTH=50%></FONT>'
result += '<FONT COLOR="#' + alink.r + alink.g + alink.b + '">
Alink <B>Alink</B><HR WIDTH=50%></FONT>'
result += '<FONT COLOR="#' + vlink.r + vlink.g + vlink.b + '">
Vlink <B>Vlink</B><HR WIDTH=50%></FONT>'
result += '<BR><FONT SIZE=2><' + bodyDef + '></FONT>'
result += '</CENTER></BODY></HTML>'
// assign document object of main frame to local variable
var doc = frames[2].document
// close data stream to document
doc.close()
// open new data stream to document (text/html)
doc.open('text/html')
// print HTML content
doc.write(result)
// close data stream to document
doc.close()
}
Frames n 499
The update() function generates the HTML content of the main frame (the
Chapter 22
right one). The first portion of the function simply assigns the new HTML
document to the local variable result. We then assign the document object
of that frame window to the local variable doc. In order to replace the old
HTML content with the newly generated content, we close the current data
stream to the right frame document and reopen a new one to it. Since there
is no apparent reason for the current data stream to be open, its closing is
optional, and is done here just to be on the safe side. Forgetting to reopen
the data stream, though, will crash the browser under certain situations.
Since we are printing ASCII text with HTML formatting, we specify the
MIME type as text/html, which is also the default MIME value. After print-
ing the entire HTML content to the frame’s document via the write()
method, we close the data stream. Note that it is very important to open a
stream before printing to a document, and to close the stream afterward.
The close() method displays text or images that were previously sent to
layout.
save()
// stores all selections as a cookie
function save()
{
var slot = link.r + link.g + link.b +
alink.r + alink.g + alink.b +
vlink.r + vlink.g + vlink.b +
text.r + text.g + text.b +
bgcolor.r + bgcolor.g + bgcolor.b
var now = new Date()
fixDate(now)
now.setTime(now.getTime() + 31 * 22 * 60 * 60 * 1000) // one month
setCookie("slot", slot, now)
}
This function combines the descriptors of all attributes into one string and
stores it as a cookie, set to expire one month later. Since the load() func-
tion relies on the order in which the descriptors are concatenated, the order
cannot be altered.
load()
// load values from cookie (concatenation order in save() matters!)
function load()
{
var slot = getCookie("slot")
if (slot != null)
{
link.r = slot.substring(0, 2)
link.g = slot.substring(2, 4)
link.b = slot.substring(4, 6)
alink.r = slot.substring(6, 8)
alink.g = slot.substring(8, 10)
alink.b = slot.substring(10, 12)
500 n Chapter 22
The load() function retrieves the descriptors for each attribute stored in
the cookie. If the cookie does not exist, the function is terminated. Other-
wise, the function extracts each descriptor from the string and assigns it to
the corresponding property. The function then displays the new values in
the upper frame and updates the main frame accordingly.
HTML
<FRAMESET
ROWS="50, *"
BORDER="0"
FRAMEBORDER="no"
FRAMESPACING="0"
BORDERCOLOR="#ffffff">
<FRAME
NAME="control"
SRC="ex22-3.htm"
NORESIZE
SCROLLING="no">
<FRAMESET
COLS="80, *"
BORDER="0"
FRAMEBORDER="no"
FRAMESPACING="0"
BORDERCOLOR="#ffffff">
<FRAME
NAME="swatches"
SRC="ex22-4.htm"
NORESIZE
SCROLLING="no">
<FRAME
NAME="main"
SRC="ex22-5.htm"
NORESIZE>
</FRAMESET>
</FRAMESET>
<NOFRAMES>Please download a frames-capable browser!</NOFRAMES>
Frames n 501
As you can see, all frames are defined in one frame-setting document. The
Chapter 22
upper frame is named "control", the bottom left frame is named
"swatches", and the bottom right frame is named "main". Their URLs are
ex22-3.htm, ex22-4.htm, and ex22-5.htm, respectively. Notice the configura-
tions used to create “borderless” frames.
display()
function display()
{
top[top.curAttribute()].display()
}
The script in the "control" frame’s document consists of just one function,
display(). There is a function named display() in the frame-setting docu-
ment as well, but due to JavaScript’s object hierarchy, each function is
actually a method of a different object. The display() function in the "con-
trol" frame document invokes the display() function of the frame-setting
document as a method of the selected attribute’s instance. For example, if
the selected attribute is “Background,” the function’s statement is equiva-
lent to:
top.bgcolor.display()
Event Handlers
The "control" frame’s document features an onLoad event handler that
invokes the local display() function. This is why the text fields in the
upper frame are not empty when you first load the Color Center application.
When the user selects a new option, the onChange event handler, associated
with the select object, invokes the local display() function.
Notice that the text fields in this frame are read-only, thanks to the
onFocus event handler which, whenever the user attempts to gain focus,
immediately issues the blur() method to remove focus from the field.
Chapter 22
self.alert('Background color is now ' + triplet)
}
// draw a single table cell based on all descriptors
function drawCell(red, green, blue)
{
// open cell with specified hexadecimal triplet background color
self.document.write('<TD BGCOLOR="#' + red + green + blue + '">')
// open a hypertext link with javascript: scheme to call display function
self.document.write('<A HREF="javascript:top.select(\'' + (red + '\',
\'' + green + '\', \'' + blue) + '\')">')
// print transparent image (use any height and width)
self.document.write('<IMG SRC="place.gif" BORDER=0 HEIGHT=7 WIDTH=7>')
// close link tag
self.document.write('</A>')
// close table cell
self.document.write('</TD>')
}
// draw table row based on red and blue descriptors
function drawRow(red, blue)
{
// open table row
self.document.write('<TR>')
// loop through all non-dithered color descripters as green hex
for (var i = 0; i < 6; ++i)
{
drawCell(red, hex[i], blue)
}
// close current table row
self.document.write('</TR>')
}
// draw table for one of six color cube panels
function drawTable(blue)
{
// open table (one of six cube panels)
self.document.write('<TABLE CELLPADDING=0 CELLSPACING=0 BORDER=0>')
// loop through all non-dithered color descripters as red hex
for (var i = 0; i < 6; ++i)
{
drawRow(hex[i], blue)
}
// close current table
self.document.write('</TABLE>')
}
// draw all cube panels inside table cells
function drawCube()
{
// open table
self.document.write('<TABLE CELLPADDING=0 CELLSPACING=5 BORDER=0>')
// loop through all non-dithered color descripters as blue hex
for (var i = 0; i < 6; ++i)
{
// open table cell with white background color
504 n Chapter 22
self.document.write('<TR><TD>')
// call function to create cube panel with hex[i] blue hex
drawTable(hex[i])
// close current table cell
self.document.write('</TD></TR>')
}
// close table row and table
self.document.write('</TABLE>')
}
// call function to begin execution
drawCube()
// -->
</SCRIPT>
</BODY>
</HTML>
Notice the onLoad event handler, which invokes the update() function of
the frame-setting document’s script.
You can load any document in a frame, regardless of its content. If a frame
does not contain another frame-setting document, you can use any event
handler in its document. You can issue, for example, an onLoad event
Frames n 505
handler in the <BODY> tag, an onSubmit event handler in a <FORM> tag, and so
Chapter 22
forth.
HTML documents that users see in frames of a multiple-frame browser
window are different from the frame-setting document, in that the latter
remains in memory and is not otherwise visible to the user. It only instructs
the browser to divide the window into sections, and assigns a visible docu-
ment to each one of them. Since a child frame’s document is visible, it can
consist of forms, links, image maps, images, etc., which are rich in events
and event handlers. As a document in a frame behaves exactly like a docu-
ment in a single-frame browser window, the common event handler rules
apply.
The frame’s background color depends on whether or not the frame has
focus.
Emulating Events
As with many other events, you can emulate the blur and focus events via
their corresponding methods. You can use, for instance, the following state-
ment to focus on the first frame from the point of view of another frame:
self.parent.frames[0].focus()
Since it is barely noticeable when a frame gains or loses focus, these meth-
ods are not that useful.
A link in docA.htm that loads Netscape’s home page in the right frame
("three") would use the following syntax:
<A HREF="http://www.netscape.com/" TARGET="three">Netscape</A>
Now suppose you want a single link in docA.htm to load both Netscape’s
page in the frame named "three" and Microsoft’s page in the frame named
"two". JavaScript’s object hierarchy enables such operations:
<SCRIPT LANGUAGE="JavaScript">
<!--
function loadPages()
{
parent.two.location.href = 'http://www.microsoft.com/'
parent.three.location.href = 'http://www.netscape.com/'
}
Frames n 507
// -->
Chapter 22
</SCRIPT>
<A HREF="javascript:loadPages()">Microsoft and Netscape</A>
Summary
While some prefer to avoid frames completely, they are widely used by oth-
ers. And there is absolutely no logical reason not to use them. Frames are
widely used because they enable web site designers to organize data in a
pleasant, structured format. Frames are very easy to handle with JavaScript.
An understanding of the JavaScript object model is required in order to take
advantage of the language’s powerful frame-handling features. Some frame
operations can be accomplished only by JavaScript. The only way, for exam-
ple, to load several documents in different frames when the user clicks a link
is by scripting the link’s event handler via JavaScript. Referencing objects in
JavaScript can be done with self, window, or no prefix at all. Mastering
frames requires practice. After creating a few JavaScript applications with
frames, you will have the knowledge to do virtually anything with frames.
508 n Chapter 23
Chapter 23
Evaluation and
Compilation
JavaScript is replete with functions that allow you to evaluate various items.
The basic idea is that these built-in functions will allow you to extract data
about something, such as a string. This is a somewhat advanced topic and
many JavaScript developers work for years without ever having to use these
functions. So if you have trouble with the functions in this chapter, don’t
worry—just do the best you can with them. In time as you encounter places
to use them, their use will become more clear.
Evaluating a String
The eval function executes the JavaScript contained within the brackets. In
some cases, this may return a value that can be assigned to a variable. It is
used to evaluate whatever is passed to it and then to run it. The eval()
function is the easiest way to evaluate a string expression. There are, how-
ever, several other ways:
var abc = "def"
document.write(abc) // 1
document.write("<BR>")
document.write(eval("abc")) // 2
document.write("<BR>")
document.write(window.abc) // 3
document.write("<BR>")
document.write(window["abc"]) // 4
document.write("<BR>")
document.write(window.eval("abc")) // 5
In the preceding script segment, all five lines (1, 2, 3, 4, 5) print the same
output: def (except for the fifth one in versions of Internet Explorer prior to
5.0).
n Line 1 The document.write() method automatically evaluates its argu-
ment, whether it is stored in a variable or handed to the function in the
form of a literal. In this particular case, I hand the function a data
Evaluation and Compilation n 509
Chapter 23
n Line 3 Since all variables in a document are actual properties of the
window object, the variable abc can be specified with a complete object
reference, as shown on this line.
n Line 4 You can use the array notation instead of the dot syntax (win-
dow["abc"] is equivalent to window.abc). Since the square brackets
evaluate their content, you should place a quoted string inside.
n Line 5 Based on the preceding discussion, window.eval("abc") is
equivalent to window.abc.
Here is another set of slightly more complicated statements:
var abc = "def"
var def = "abc"
document.write(eval('eval("abc")')) // 1
document.write("<BR>")
document.write(eval(eval("abc"))) // 2
document.write("<BR>")
document.write(eval('window.eval("def")')) // 3
document.write("<BR>")
document.write(eval(window.eval("def"))) // 4
document.write("<BR>")
document.write(window[eval("def")]) // 5
document.write("<BR>")
document.write(eval(window[eval("def")])) // 6
Explorer, and "abc" on Netscape Navigator. (See the explanation for the
last statement in the previous script segment.)
n Line 4 I already know that window.eval("def") evaluates to "def" on
Internet Explorer, and "abc" on Netscape Navigator. Therefore,
eval(window.eval("def")) evaluates to the exact opposite: "abc" on
Internet Explorer, and "def" on Netscape Navigator.
n Line 5 eval("def") evaluates to def, so window[eval("def")] evalu-
ates to window[def], which evaluates to window["abc"]. Therefore,
this statement prints "def".
n Line 6 eval(window[eval("def")]) is actually the value handed to the
document.write() method in the previous statement, evaluated by
another eval() function call. Therefore, it evaluates to eval("def"),
which evaluates to def, so this statement prints "abc".
Function calls are very convenient because you can specify arguments for
the function and accept the returned value. JavaScript, however, does not
always permit function calls. You cannot, for example, use a function call as a
constructor function’s method. Instead, you should use a function reference:
function makeOperator()
{
this.multiply = multiply // not multiply()
}
function myAlert(msg)
{
alert("*** " + msg + " ***")
}
function test(func)
{
func("Hello!")
}
test(myAlert)
Chapter 23
In this script segment I invoke the test() function with the function
myAlert (a reference) as an argument. I then refer to the function myAlert
as func, because the parameter is named func. Since func is equivalent to
myAlert, I can call it in the same fashion I would call the myAlert()
function.
Things become more complicated when you want to create an instance with
a body of several statements. The string should then include all statements
separated by semicolons. Although you will rarely use this feature, I show
512 n Chapter 23
you how to write the function according to your personal preferences and
have a distinct script convert it to valid, one-line JavaScript code.
Take a look at the following function:
function getCookie(name)
{
var prefix = name + "="
var cookieStartIndex = document.cookie.indexOf(prefix)
if (cookieStartIndex == –1)
return null
var cookieEndIndex = document.cookie.indexOf(";", cookieStartIndex +
prefix.length)
if (cookieEndIndex == –1)
cookieEndIndex = document.cookie.length
return unescape(document.cookie.substring(cookieStartIndex + prefix.length,
cookieEndIndex))
}
Example 23-1 prints the body of this function on one line, including semico-
lons where needed.
<HTML>
<HEAD>
<TITLE>Function body string</TITLE>
</HEAD>
<BODY>
<SCRIPT LANGUAGE="JavaScript">
<!--
function getCookie(name)
{
var prefix = name + "="
var cookieStartIndex = document.cookie.indexOf(prefix)
if (cookieStartIndex == –1)
return null
var cookieEndIndex = document.cookie.indexOf(";", cookieStartIndex +
prefix.length)
if (cookieEndIndex == –1)
cookieEndIndex = document.cookie.length
return unescape(document.cookie.substring(cookieStartIndex + prefix.length,
cookieEndIndex))
}
// print function body
document.write(getCookie)
// -->
</SCRIPT>
</BODY>
</HTML>
Example 23-1 (ex23-1.htm). You can print a function reference to see its one-line
equivalent.
Evaluation and Compilation n 513
Chapter 23
Assigning a function to a variable is similar to declaring a function, with
some differences, as expressed in Table 23-1.
Table 23-1. The differences between declaring a function and assigning a function to a vari-
able
Specifying Arguments
As you already know, you can create an instance of the function object that
takes arguments. Take a look at the following statement:
var multiply = new Function("x", "y", "return x * y")
You can invoke a function reference created with the Function() construc-
tor as if it were a declared function.
514 n Chapter 23
When the user unloads a document containing such a script, an alert dialog
box pops up. When you assign a function reference to an event handler in
this fashion, the event handler becomes a reference to a function object.
When you use it as a function, the event handler method will be converted
from an object to a function:
window.onunload()
Function.prototype.exec = execute
var add = new Function("x", "y", "alert(x + y)")
add.exec(3, 4)
Chapter 23
object reflecting the current time and date. I check if the current date hap-
pens to be Friday the 13th, and if so, a corresponding message is displayed
via the window.alert() method. If it is not Friday the 13th, the statement
this(x, y) executes. I’ll refer to our specific instance, add, in order to
make this clear. When I assign an instance of the function object to the
variable add, it becomes an object. You can invoke that object as a function:
add(3, 4)
You can also invoke its method, exec(), in the following fashion:
add.exec(3, 4)
When you call exec() as a method of the add object, its calling object is
obviously add. Therefore, the keyword this refers to add, and this(x, y)
is equivalent to add(x, y).
Summary
In this chapter, I dealt mostly with the eval function and function refer-
ences. Bear in mind that all functions are objects, and parentheses are used
only to invoke a function. As you will find out with practice, there are many
things you can do with functions besides calling them.
516 n Chapter 24
Chapter 24
JavaScript Authoring
Tools
Introduction
Frankly, I am an old-school programmer and do my HTML, JavaScript, Java,
and even C in a simple text editor. However, this is not for everyone. Many
people prefer an authoring tool to help smooth out the development process.
Several authoring tools have shown up recently. These tools aim at helping
you ramp up faster on HTML and JavaScript. Let’s look at a couple of
JavaScript authoring tools that are widely available today.
ScrypTik
This editor, which can be downloaded at http://www.scryptik.com/, is very
easy to use. The main screen is shown in Figure 24-1. It has a simple inter-
face with a work area that looks and behaves much like any basic text editor.
The toolbar, shown in Figure 24-2, is easy to work with and most of the tools
are self-explanatory, but we will discuss a few of the less familiar here. Once
you have typed in your HTML and JavaScript, simply click on the check
mark button in the toolbar and ScrypTik will check your JavaScript code and
give you the line numbers of any errors along with descriptive error mes-
sages. The V button you see on the toolbar allows you to view the output of
your script in a web browser.
In addition to the toolbar, the drop-down menus allow you to select a variety
of settings. Particularly important is the Options menu, which allows you to
set colors and properties of the visual interface. The Options window also
Chapter 24
allows you to choose the Errors and Warnings tab from which you can set
the way the editor will handle errors. This screen is shown in Figure 24-3.
ScrypTik is very easy to use and working with it for just a short time will
allow you to be completely competent in its use. Tools like ScrypTik can be
very useful in reducing debugging time.
518 n Chapter 24
Komodo
This product, available from ActiveState (www.activestate.com), is also
available as a free trial download version. The opening page of Komodo,
shown in Figure 24-4, has a number of useful links to things like an FAQ
page and various helpful Komodo information links.
To start a new page, you simply go to the File menu and select New. At that
point you simply type in your HTML and JavaScript. As you work with this
tool you will notice that it takes a bit more time to learn. You may also dis-
cover that some of the features in this product may not be pertinent to you
because they are designed for larger development teams. For example,
under File you can integrate Komodo with source code control tools. This
tool is probably not the tool of choice for the beginner, but might be a solu-
tion for teams that are looking for a JavaScript editing solution.
JavaScript Authoring Tools n 519
Chapter 24
Figure 24-5. 1st JavaScript Editor Pro
Perhaps the most important feature of this tool is that as you type it gives
you tips. So if you forget a particular keyword or the specific syntax for a
given function, it is shown to you (see Figure 24-6).
Even more helpful are the menus at the top. If you select the Functions
menu you get a drop-down list of common functions such as focus, alert,
and document.write that you can simply insert into your script. The State-
ments menu gives you similar functionality with statements (e.g., if-end
if, etc.). The HTML menu does the same thing for HTML tags (bold, ital-
ics, etc.).
Because of these helpful tools for inserting HTML and JavaScript
directly into your code, I feel that this is one of the best tools for the novice.
Beginners frequently forget proper syntax and spend time looking through
books or web pages to remind themselves of how a particular thing should
be written. With this tool, a lot of that is done for you.
Summary
Clearly, one can simply use any text editor to write HTML and JavaScript;
however, many programmers find editors are useful in helping them write
code quicker and debug it faster. In this chapter we have briefly examined a
few JavaScript editing tools you can download from the web. Hopefully, one
of these will meet your editing needs. A simple search of the web will reveal
many more products like these that you can use to edit HTML and
JavaScript.
Plug-ins n 521
Chapter 25
Plug-ins
Plug-ins are very common parts of web pages. For example, you have proba-
bly seen Flash animations inserted into HTML pages. There are a variety of
things that can be plugged into HTML. In this chapter we will discuss some
of the more common plug-ins and methods of incorporating plug-in objects.
Assuming this is the first plug-in in the HTML document, you can reference
it via JavaScript in two ways:
n document.embeds[0]
n document.rabin
We recommend that you use the second method because it is more conve-
nient. It does not rely on the order in which the plug-ins are defined, so you
do not have to modify your scripts if you choose to change the order of the
plug-ins in the document. Secondly, you can choose meaningful names for
your plug-ins so your code becomes much easier to understand.
n The plugins object is an array of all the plug-ins installed on the client.
Each element of this array has properties for its name and description as
well as an array of mimeTypes objects for the MIME types supported by
that plug-in. Each element of the plugins array is a plugins object.
In order to check if a plug-in is supported, you must know that plug-in’s
name. The general syntax used to check if a specific plug-in is installed is as
follows:
if (navigator.plugins["name of the plug-in"]) ...
Once you have installed a plug-in on your computer, it is very easy to find its
name.
Some JavaScript programmers prefer to write a simple Boolean function
to assist in determining whether a given plug-in is installed. Here is an
Chapter 25
example:
function isInstalled(plugName)
{
if (navigator.plugins[plugName])
return true
else
return false
}
You should use such plug-in detection routines with care, because they often
conflict with LiveConnect routines located in the same document.
Example 25-1 (ex25-1.htm). We use tables to organize the list of supported MIME
types.
Chapter 25
n filename—the name of the plug-in file on disk.
n description—a description supplied by the plug-in itself.
n length—the number of elements in the array.
n [...]—array of mimeTypes objects, indexed by number or type, that the
plug-in can handle.
The following statement, for example, assigns shorthand variables for the
predefined Shockwave properties:
var myPlugin = navigator.plugins["Shockwave"].name
var myPluginFile = navigator.plugins["Shockwave"].filename
var myPluginDesc = navigator.plugins["Shockwave"].description
Example 25-2 lists the installed plug-ins, including each plug-in’s name, file-
name, description, and MIME types that it handles.
<HTML>
<HEAD>
<TITLE>Installed plug-ins</TITLE>
</HEAD>
<BODY>
<SCRIPT LANGUAGE="JavaScript">
<!--
// notice that you do not have to issue </TH> and </TD> tags!
document.write("<TABLE BORDER=1>")
for (i = 0; i < navigator.plugins.length; ++i)
{
document.writeln("<TR><TD><FONT SIZE=2>" +
"<U><B>" + navigator.plugins[i].name + "</B></U><BR>" +
526 n Chapter 25
Example 25-2 (ex25-2.htm). I use navigator.plugins to list the installed plug-ins and
their properties.
LiveAudio
LiveAudio plays audio files in WAV, AIFF, AU, and MIDI formats. Audio con-
trols appear according to the size specified in the WIDTH and HEIGHT
parameters in the <EMBED> tag. You can create an audio console with any of
the following controls:
n console—consisting of a Play, Pause, Stop, and volume control lever.
This is the most complete suite of controls.
n smallConsole—consisting of a Play, Stop, and volume control lever. The
buttons in this view are somewhat smaller than those in a console.
n playButton—a button that starts the sound playing.
n pauseButton—a button that pauses (without unloading) the sound while
it is playing.
n stopButton—a button that ends the playing of sound and unloads it.
n volumeLever—a lever that adjusts the volume level for playback of the
sound (and adjusts the system’s volume level).
Plug-ins n 527
The syntax may seem very complicated, but a close look shows that it does
not consist of many attributes. It’s a bit misleading because there are many
different values that can be given to each attribute. Here is a short descrip-
tion of each attribute and the values it accepts:
n SRC=[URL]—The URL of the source sound file. It can be either a rela-
tive URL or a full URL, including the server’s identification.
n AUTOSTART=[TRUE|FALSE]—When set to TRUE, the sound will begin
playing automatically upon loading the web page. The default is FALSE.
n LOOP=[TRUE|FALSE|INTEGER]—When set to TRUE, the sound will play
continuously until the Stop button is clicked on the console or the user
goes to another page. If an INTEGER value is used, the sound repeats the
number of times indicated.
n STARTTIME=[MINUTES:SECONDS]—Use STARTTIME to specify where the
Chapter 25
playback should begin. If you want to begin the sound at 30 seconds, you
would set the value to 00:30.
n ENDTIME=[MINUTES:SECONDS]—Use ENDTIME to specify where in the
sound file you would like playback to end. If you want to stop the sound
at 1.5 minutes, you would set the value to 01:30.
n VOLUME=[0-100]—This value must be a number from 0 to 100 to repre-
sent 0 to 100 percent. This attribute sets the volume for the sound that
is playing or for the entire system if MASTERVOLUME (see NAME attribute
below) is used. The default volume level is the current system volume.
n WIDTH=[#PIXELS]—Use WIDTH to change the width of the console or
console element. For the CONSOLE and SMALLCONSOLE, the default is
WIDTH=144. For VOLUMELEVER, the default is WIDTH=74. For a button, the
default is WIDTH=37 (WIDTH=34 looks much better). We suggest that you
specify this attribute regardless of whether it is the default value.
n HEIGHT=[#PIXELS]—Use HEIGHT to change the height of the console.
For CONSOLE, the default is HEIGHT=60. For the SMALLCONSOLE, the
default is HEIGHT=15. For VOLUMELEVER, the default is HEIGHT=20. For a
button, the default is HEIGHT=22. We strongly recommend specifying
this attribute even if it is the default.
n ALIGN=[TOP|BOTTOM|CENTER|BASELINE|LEFT|RIGHT|TEXTTOP|MIDDLE|
ABSMIDDLE|ABSBOTTOM]—While RIGHT and LEFT specify the position of
the console with respect to the page, the other options tell the browser
how you want to align text as it flows around the consoles. It acts
528 n Chapter 25
similarly to the ALIGN attribute of the <IMG> tag. The default value is
BOTTOM.
n CONTROLS=[CONSOLE|SMALLCONSOLE|PLAYBUTTON|PAUSEBUTTON|
STOPBUTTON|VOLUMELEVER]—Use this attribute to select the control you
want to place on your page. The default for this field is CONSOLE.
n HIDDEN=[TRUE]—The value for this attribute should be TRUE, or it
should not be included in the <EMBED> tag. If it is specified as TRUE, no
controls will load and the sound will act as a background one.
n MASTERSOUND—This value must be used when grouping sounds together
in a NAME group. It takes no value (it must merely be present in the
<EMBED> tag), but tells LiveAudio which file is a genuine sound file and
allows it to ignore any stub files. In order to associate several <EMBED>s
with one sound file, all <EMBED>s should have the same name (see the
NAME attribute). The SRC attribute of one of those <EMBED>s should be
the URL of the actual sound file, whereas the other SRC attributes
should specify the URL of a stub file. A stub file is a text file containing a
single space (that’s the recommended content). Its name should consist
of a sound extension (e.g., .mid, .wav, .aif). To create a page with four
LiveAudio elements (Play, Pause, Stop, and Volume) all controlling the
same file, you need to create three sound stubs and of course have one
legitimate sound file (for a total of four <EMBED>s). Anytime you use the
NAME attribute in a LiveAudio <EMBED>, you must also use a MASTER-
SOUND attribute. LiveAudio will play no sound when a NAME attribute
exists without a corresponding MASTERSOUND attribute, even if that is the
only <EMBED> with that name on the page. Since you do not want
LiveAudio to attempt to play a stub file (it contains no sound data), you
should specify a NAME attribute with no MASTERSOUND attribute. The
<EMBED> reflecting the legitimate sound file, on the other hand, should
feature MASTERSOUND in order to play.
n NAME=[UNIQUE NAME]—This attribute sets a unique ID for a group of
<EMBED>s (each with a distinct CONTROLS attribute), so they all act on the
same sound as it plays. The deficiency of <EMBED>’s syntax is that it
takes only one value for CONTROLS. For example, if a content creator
wishes to have one sound controlled by two embedded objects (a
PLAYBUTTON and a STOPBUTTON), he or she must use two separate
<EMBED>s and group them by the NAME attribute. In this case,
MASTERSOUND is necessary to flag LiveAudio and let it know which of the
two <EMBED> tags actually has the sound file you wish to control.
LiveAudio ignores any <EMBED>(s) with no MASTERSOUND attribute.
If you want one VOLUMELEVER to control multiple NAMEs (or the sys-
tem volume), create an <EMBED> using VOLUMELEVER for CONTROLS. Then
set NAME to "_MASTERVOLUME".
Example 25-3 is a nice summary of the LiveAudio features.
Plug-ins n 529
<HTML>
<HEAD>
<TITLE>LiveAudio</TITLE>
</HEAD>
<BODY>
<TABLE BORDER=1><TR>
<TD BGCOLOR="black" ALIGN="center">
<FONT COLOR="white" SIZE=2>Beverly Hills</FONT><BR>
<EMBED SRC="bhl90210.mid"
AUTOSTART=FALSE
LOOP=FALSE
CONTROLS=PLAYBUTTON
WIDTH=34
HEIGHT=22
MASTERSOUND
NAME="90210">
<EMBED SRC="stub1.aif"
AUTOSTART=FALSE
LOOP=FALSE
CONTROLS=STOPBUTTON
WIDTH=34
HEIGHT=22
NAME="90210">
<EMBED SRC="stub2.aif"
AUTOSTART=FALSE
Chapter 25
LOOP=FALSE
CONTROLS=PAUSEBUTTON
WIDTH=34
HEIGHT=22
NAME="90210">
</TD>
<TD BGCOLOR="black" ALIGN="center">
<FONT COLOR="white" SIZE=2>Melrose</FONT><BR>
<EMBED SRC="melrose.mid"
AUTOSTART=FALSE
LOOP=FALSE
CONTROLS=PLAYBUTTON
WIDTH=34
HEIGHT=22
MASTERSOUND
NAME="melrose">
<EMBED SRC="stub1.aif"
AUTOSTART=FALSE
LOOP=FALSE
CONTROLS=STOPBUTTON
WIDTH=34
HEIGHT=22
NAME="melrose">
<EMBED SRC="stub2.aif"
AUTOSTART=FALSE
LOOP=FALSE
CONTROLS=PAUSEBUTTON
WIDTH=34
HEIGHT=22
530 n Chapter 25
NAME="melrose">
</TD>
</TR><TR>
<TD COLSPAN=2 BGCOLOR="black" ALIGN="center">
<FONT COLOR="white" SIZE=2>Master Volume</FONT><BR>
<EMBED SRC="stub1.aif"
CONTROLS=VOLUMELEVER
WIDTH=74
HEIGHT=20
NAME="_MASTERVOLUME">
</TD>
</TR></TABLE>
</BODY>
</HTML>
Example 25-3 (ex25-3.htm). Two sound files, with three <EMBED>s for each, and
an <EMBED> to control the system volume
Since each <EMBED> statement can specify one control object, we need three
of them to place the PLAYBUTTON, STOPBUTTON, and PAUSEBUTTON. Here’s the
syntax for the Master Volume control:
<EMBED SRC="stub1.aif"
CONTROLS=VOLUMELEVER
WIDTH=74
HEIGHT=20
NAME="_MASTERVOLUME">
LiveVideo
LiveVideo plays video files in AVI format. Use the <EMBED> tag to place AVI
movies in your web page. The general syntax for this tag is as follows:
<EMBED SRC=[URL] AUTOSTART=[TRUE|FALSE] LOOP=[TRUE|FALSE] WIDTH=[#PIXELS]
HEIGHT=[#PIXELS] ALIGN=[TOP|BOTTOM|CENTER|BASELINE|LEFT|RIGHT|TEXTTOP|
MIDDLE|ABSMIDDLE|ABSBOTTOM]...>
Other Plug-ins
There are currently hundreds of plug-ins besides LiveAudio and LiveVideo.
We decided to focus on these for several reasons:
n They come bundled with Netscape Navigator 6.0 and later, so anyone
running this browser can view audio and video files without down-
loading any external software.
n Both LiveAudio and LiveVideo enable LiveConnect, so you can control
them with JavaScript (and Java).
Live3D lets you access distributed 3D spaces rendered at maximum speed
with adaptive rendering, background processing, hardware acceleration, and
GZIP data compression. This plug-in also matches the preceding features,
but it is beyond the scope of this book because it requires VRML.
Summary
In this chapter we focused on embedding plug-ins in HTML and referencing
them with JavaScript. We also introduced LiveAudio and LiveVideo. Before
you move on, be sure you know how to reference plug-ins with JavaScript,
both with the embeds array and by name.
Chapter 25
532 n Chapter 26
Chapter 26
Style Sheets
Introduction
In early versions of browsers, web page authors had limited control over the
page style. They could not, for example, specify the left margin for their
pages. The World Wide Web Consortium (W3C) solved this problem by
introducing standards for defining stylistic attributes for web pages. Cas-
cading style sheets are now a common aspect of many web pages.
Using style sheets, you can specify many such attributes, ranging from
text color, margins, and element alignments to font styles and sizes.
Netscape Communicator supports two types of style sheets: cascading
style sheets (CSS) and JavaScript-accessible style sheets. The W3C has
defined a set of properties and syntax for CSS, and its proposal is posted at
http://www.w3.org/pub/WWW/TR/PR-CSS1. Each style item is defined by a
relevant attribute. The left margin, for example, is set by margin-left, and
the interword spacing by word-spacing.
In this book, the JavaScript-accessible style sheet syntax will be used to
manipulate style sheets. For each stylistic property, there is a JavaScript
equivalent. Generally, property names are the same for both types, with
some minor differences due to JavaScript naming restrictions.
Using JavaScript, you can specify styles for all elements of a particular
kind (all paragraphs should be displayed in green, for example) or you can
declare classes of styles to which you can assign any element you want. You
can define, for instance, a class called BAR whose style is green, bold, large
text. Any document element (paragraph, block quote, heading) can be a
member of the class BAR, and it will be displayed in green, bold, large text.
You can also specify local styles for individual instances of document ele-
ments. You can specify, for example, that the color for a single, particular
paragraph is blue.
Style Sheets n 533
Content Layout
Using style sheets, you can determine margins for individual elements on a
page, or for all elements on a page. The following code, for instance, speci-
fies that all paragraphs will have a right margin of 20 pixels:
<STYLE>
tags.P.rightmargin=20;
</STYLE>
Font Properties
You can create styles that determine font size and font style (such as bold).
The following code, for example, specifies that all block quote elements will
appear in bold:
<STYLE>
document.blockquote.fontStyle="bold";
</STYLE>
Text Properties
The modifiable attributes of text properties include line height, text attrib-
ute (such as underlined), horizontal and vertical alignment of text, and text
indent (which allows indented and outdented paragraphs). For example:
<STYLE>
// the line height for block quotes is increased by 150 percent
tags.blockquote.lineHeight* = 1.5
// level four headings are underlined
Chapter 26
tags.H4.textDecoration = "underline"
// bold elements are vertically aligned with the top of their parent
tags.B.verticalAlign = "top"
// level five headings are displayed in uppercase
tags.H5.textTransform = "uppercase"
// the text in all paragraphs is centered
tags.P.align = "center"
// the first line of each paragraph is indented 20 pixels
tag.P.indent = 20
</STYLE>
Inheritance of Styles
JavaScript-based style sheets use the notion of parent and child elements.
For example, in the following HTML source, the <H1> element is the parent,
while the <EM> element is a child of the <H1> element.
<H1>The headline <EM>is</EM> important!</H1>
534 n Chapter 26
In general, child elements acquire or inherit the styles of their parent ele-
ments. Look at the following example:
<H1 CLASS="boldBlue">The headline <EM>is</EM> important!</H1>
The child element (the <EM> element) inherits the style of its parent, so the
word “is” will appear emphasized in the boldBlue style. However, if you had
previously set up a style that specified that the <EM> element should be dis-
played in red, then the word “is” would be displayed in red, since properties
set on the child override properties inherited from the parent. Inheritance
starts at the oldest ancestor, at the top-level element. In HTML, this is the
<HTML> element that is followed by <BODY>.
To set default style properties, just define the style before the <BODY>
element. For example, the following code sets the default text color to
green:
<STYLE>document.tags.BODY.color="green";</STYLE>
If you want to change the color in a specific place, you can set styles for dif-
ferent kinds of elements, or you can set up classes of styles. Some style
properties cannot be inherited from the parent, such as background color.
The rest of this section describes the different ways to assign styles.
Style Sheets n 535
Chapter 26
<STYLE> tag. You can define, for example, a green, bold class. Whenever you
want an element to be green and bold, you can specify that the element is a
member of the greenbold class. For example:
<HTML>
<HEAD>
<TITLE>Title</TITLE>
<STYLE TYPE="text/javascript">
classes.greenbold.all.color = "#00FF00"
classes.greenbold.all.fontlight = "bold"
</STYLE>
</HEAD>
<BODY>
<H1 CLASS=greenbold>This heading is way too green</H1>
You can use the keyword all to specify that all tags within the class are
affected by the STYLE property, or you can selectively identify which ele-
ments belong to the class. The following code, for instance, creates a class
called red1. Only paragraphs and block quotes will be displayed in this style:
536 n Chapter 26
<HTML>
<HEAD>
<TITLE>Title</TITLE>
<STYLE TYPE="text/javascript">
classes.red1.P.color = "red"
classes.red1.blockquote.color = "red"
</STYLE>
</HEAD>
<BODY>
<H1 CLASS=red1>This paragraph is in red</H1>
<P>This paragraph is in the default color, since it is not a member of
class red1.</P>
<BLOCKQUOTE CLASS="red1">Oh what a beautifully red quote this is.
</BLOCKQUOTE>
Format Properties
JavaScript-accessible style sheets treat each block level element as if it is
surrounded by a box. (Block level elements start on a new line; for example,
<H1> and <P> are block level elements, but <EM> is not.) Each box can have
padding, border, and margins. You can set values for top, bottom, left, and
right padding and margins. The padding area uses the same background as
the element itself (which is set with the background property). The margins
are always transparent, so the parent element shines through. The width of
the box is the sum of the element width (that is, the width of the formatted
text or image), the padding, and the border. Padding and margin properties
are not inherited, but, since the placement of an element is relative to its
ancestors and siblings, the parent’s padding and margin properties affect its
children.
Box Math
Seven length units influence the horizontal dimension of a box: left margin,
left border, left padding, width, right padding, right border, right margin. The
width of the element has to be equal to the sum of these units. Therefore,
you cannot specify values for all seven properties and expect them to be
honored.
By default, the value of the width property is automatically calculated
based on the other properties’ values (auto). If width, however, is assigned
another value, or the dimensions do not add up for other reasons, the prop-
erty with the lowest rank (closest to 7) will automatically be calculated
(auto).
Replaced Elements
A replaced element is an element that is replaced by content pointed to from
the element. For example, in HTML, the <IMG> element is replaced by the
image pointed to by the SRC attribute.
Style Sheets n 537
Replaced elements often come with their own intrinsic width and
height. If the value for width is auto, the intrinsic width is used as the width
of the element. If a value other than auto is specified in the style sheet, this
value is used and the replaced element should be resized accordingly (the
resize method will depend on the media type). The height of the element is
determined in a similar way.
Setting Margins
You can set the size of the margins for a block level element by specifying
the marginLeft, marginRight, marginTop, and marginBottom properties.
You can also use the predefined margins() method to set all four properties
simultaneously. For example:
// manual assignment
with(tags.P)
{
marginTop = 30;
marginBottom = 40;
marginRight = 50;
marginLeft = 60;
}
The above manual assignment has the same result as the call to the mar-
gins() method shown below:
// assignment using a method
// margins(top, right, bottom, left)
tags.P.margins(30, 50, 40, 60);
To set the default margins for everything in a document, specify the margins
properties for the <BODY> tag. The following code, for example, sets the left
Chapter 26
and right margins to 20:
tags.BODY.margins(0, 20, 0, 20);
The actual distances between boxes is equal to the sum of two adjoining
margins. A box with no border, padding, or content is a legal element and
may be used to increase the margin between two real boxes. If there are
negative margins, the absolute maximum of the negative adjoining margins
is deducted from the maximum of the positive adjoining margins.
Summary
In this chapter, I introduced new ways to specify a page’s style via style
sheets. You can specify specific styles for certain element types or
instances. Style sheets can be specified outside the page and linked into it,
or created within a document. The concepts of style class and style inheri-
tance were explained. I described how to specify a page’s padding and
margins, and what the mathematical rules are for governing a page’s set-
tings. If it is your goal to be a professional programmer, I strongly
recommend you delve deeper into the topic of style sheets.
Security Issues n 539
Chapter 27
Security Issues
History
Netscape Navigator 2.0 was the first browser to include support for
JavaScript. The language provided intranet managers with some very power-
ful methods to access user information for beneficial purposes. But
JavaScript also allowed hackers to use these methods for not-so-beneficial
purposes. They intercepted client computer information such as file directo-
ries, user history, and even passwords you may have entered to access
secure sites. The trade and even popular press were all over Netscape for
compromising users’ privacy and security.
Netscape Navigator 3.0 and later warns you when a loaded document is
about to reveal normally hidden information, even if the trigger for this
action is your own action. A classic example is clicking on a Submit button,
which, unless you don’t approve it, will reveal your e-mail address to the
site’s author.
540 n Chapter 27
The alert() function tries to access the title property of Yahoo!’s window
document.
within your script, as will be shown later. When data tainting is enabled,
JavaScript in one window can see properties of another window, no matter
what server the other window’s document was loaded from. However, the
author of the other window taints (marks) property values or other data that
should be secure or private, and JavaScript cannot pass these tainted values
on to any server without the user’s permission. When data tainting is dis-
abled, a script cannot access any properties. Again, notice that the page’s
reader has no control on data tainting; it’s the publisher’s exclusive right.
Obviously, data tainting is supported only by tainting-enabled browsers.
Tainting terminology applies to both the page author and the browser.
The publisher has tainting control over his or her document. The browser
must be manually enabled by the individual browser user before it can rec-
ognize that data has been tainted. If the browser does not have data tainting
enabled, it just ignores the tainting attributes of the document and access to
the document properties is not allowed.
Values derived from tainted data elements are also tainted. If a tainted
value is passed to a function, the return value of the function is tainted. If a
string is tainted, any of its substrings will be tainted. If a script examines a
tainted value in an if, for, or while statement, the script itself accumulates
taint in what will be explained later in the section “Window Taint
Accumulator.”
Specific Tainting
Navigator marks a specific set of objects, their properties, and their methods
as tainted. The user should not care about the taint value Navigator assigned
to them. These items are identified as a source for a potential security risk if
abused. The following list shows items that are automatically tainted when
in a document.
window.status document.length
window.defaultStatus document.element
document.forms[]
location.href document.links[]
location.protocol document.title
location.host document.location
location.hostname document.referrer
location.port document.lastModified
location.pathname document.cookie
location.hash document.domain
location.search
location.toString() form.action
history.previous inputObject.name
history.current inputObject.value
history.next inputObject.defaultValue
history.toString() iputObject.status
inputObject.defaultStatus
option.text inputObject.toString()
option.value
option.defaultSelected
option.selected
Taint-enabled browsers can view tainted items, but they cannot send the
information to any location on the Internet that is not on the same domain
and server. If, on the other hand, you want some snoopy scripts to propagate
your home page information (form entries, for example) to wherever they
want, you can use the untaint() method to make an untainted reference of
the object:
var prevHistoryFree = untaint(history.previous)
By making an untainted reference to your previous link, you have given the
world explicit permission to take the data and propagate it wherever it
wants. Of course, the author of such a snoopy script would have to study
your HTML source to figure out how you have named the untainted data.
There are times when you want to secure more than what is tainted by
default. You may have some custom functions or global variables that you do
Security Issues n 543
not want to share or allow some snoopy scripts to invoke. Sometimes, sensi-
tive information about the document is hidden in one of your document’s
functions. Navigator helps you protect this function or other entities by
tainting them via the taint() method. For example, if you define a function
named mySecretAlgorithm(), you can taint it as follows:
function mySecretAlgorithm ()
{
statements
}
taint(mySecretAlgorithm)
Summary
This chapter described the security issues of the Internet and Netscape’s
tainting mechanism, which answers some of those issues. Tainting can be
applied to specific elements, to the whole document, or to a window. The
concept of a taint accumulator was described. Users of Navigator 3.0 and up
find themselves answering many more dialog boxes than with Navigator 2.0.
There is no way to circumvent this situation except to untaint specific ele-
ments. Security on the web is critical for its growth and commercial usage.
Netscape does not have the last word on it, so you can expect some changes
in this direction. Changes may vary in range from revolutionary (adopting
the digital signature algorithm) to evolutionary (improving on the current
methods of tainting and taint accumulator).
Debugging Scripts n 545
Chapter 28
Debugging Scripts
The fact is it is impossible to program without some bugs creeping in. Find-
ing those bugs and fixing them is a critical part of any programming project.
This process is called debugging. Knowing how to debug in a given program-
ming language or tool is critical to using that language or tool.
Development environments usually include at least one powerful
debugger, and sometimes a multitude of them. In fact, experienced program-
mers, when introduced to a new language, are concerned first and foremost
about the power and the productivity factor of the debugger. The debugger is
the most powerful tool an advanced computer scientist uses to find his or
her bugs, and we have yet to meet a programmer who does not have bugs in
his or her code. Sources for bugs range from simple ones like typos to logic
problems in very complex applications like the Tetris game.
There are a number of development environments, as we have seen in
previous chapters. Most of these environments provide the programmer
with all language features online, and thus can help you write better code
with fewer bugs. But in the end, you can still end up with a script that has
bugs and no debugger to find them with. You have to revert to the old way
people used to debug their programs: printing messages and progressive
commenting of lines.
Types of Errors
In a traditional language such as C there are two main types of errors: com-
pile-time errors (syntax) and run-time errors. Since JavaScript is not a
compiled language, the boundaries between these two types of errors are
blurred. As the page loads, the first type of errors the browser is looking for
are syntax errors. These are relatively easy to detect and fix. Misspelling
else in the if-else construct is one example of a syntax error. Run-time
errors involve mismatching between function definitions and function calls,
undeclared variables located on the right-hand side of assignment operators,
mismatches between object types, etc. If the script lines execute as the page
loads, undeclared variables will be flagged immediately. Other errors will be
detected when culprit functions execute, which may occur upon loading or
546 n Chapter 28
Error Messages
Navigator and Internet Explorer behave very similarly when detecting a
problem. They produce a large alert box specifying:
n The URL or filename of the document causing the problem
n The line number
n A description of the problem in a very condensed and terse statement
n An extract of the code that JavaScript could not handle
n An arrow marker pointing to the offending word
The line number shown in the alert box is exactly the line count of the code
extract shown in the alert box, where the first line of the file is at line 1.
Some authors mistakenly write that the line number is counted from the
opening <SCRIPT> tag of the group that contains the code extract.
Debugging JavaScript may be tricky at times. You have to infer from the
shown code extract what might be the real problem. In Figures 28-1a and 1b,
for example, the problem is a missing closing brace for the function defined
before the shown getAmpm() function. Some error messages, as Figure 28-2
shows, do not provide the code extract but rather the offending element (a
property name, for example) instead.
There are many error message types. The rest of this chapter discusses the
most important ones with some explanations on proper remedies to the
problems and also provides information on preventing errors in the first
place.
in the script above the flagged line (failed to balance braces, for example)
or are calling a function that is defined in another window or frame, but
you forgot to include the reference to that window or frame.
548 n Chapter 28
when creating radio buttons and select options. Just scan the reference ele-
ments one by one, and determine which are simple object names and which
are arrays.
“syntax error”
This is every compiler’s classic error message. The alert box provides you
with the code extract and a pointer to the exact location of the error.
Sometimes, the error messages are of no help in finding the bug and you
have to resort to manual and other techniques for debugging. This section
describes some of those techniques.
550 n Chapter 28
Print Messages
Senior programmers may identify with this method, very popular in the days
when we did not have debuggers. Just put alert dialog boxes in your script
with a brief message that you will recognize (such as alert("Just before
calling function xyz")). These dialog boxes will tell exactly which parts
are working and which parts are disconnected and cannot be reached. You
can either work your way from top to bottom or use the binary search mech-
anism. This method is very popular in classic searching and sorting
algorithms. Insert an alert dialog box in the middle of the script. If the flow
reaches this point of the script, then focus your effort on the second half,
since the problem is somewhere there. If the flow does not reach the script’s
midpoint, insert an alert box in the middle of the first half, and keep going
until you quarantine the bug.
You invoke this function with the object type (unquoted) and the name of the
instance (quoted string).
Build your script in a top-down fashion. Start laying down your HTML parts
first, including all form definitions. After you have designed the page layout,
you can start filling in the JavaScript portions. When beginning a function,
repeat loop, or if statement, fill out the entire structure before entering
552 n Chapter 28
and so on. This technique has two advantages. It assures you have the clos-
ing character always attached at the end of the structure, as well as aligning
the indentations. If you want, you can prepare a file with all JavaScript struc-
ture templates to copy from and paste in your document. You can also use
JavaScript editor applications.
Test your pages extensively and on as many browsers as you can. Users
expect the same robustness from your script as from the most professional
software published on earth.
Summary
In this chapter, I gave some tips for debugging JavaScript scripts. I first
listed common error messages, and explained what they mean and how you
can use them to find bugs. I also provided some manual debugging tech-
niques, which are very important in JavaScript, because, unlike other
languages, it does not come with a debugger.
Chapter 28
554 n Appendix A
Appendix A
HTML Primer
This appendix is designed to give you the basics of HTML. If you have no
prior knowledge of HTML, then it is critical that you thoroughly study this
appendix before proceeding. However, if you are an experienced HTML pro-
grammer, you may wish to skim this appendix or skip it entirely. JavaScript
is a scripting language that is embedded into HTML documents in order to
add significant functionality to those web pages. For this reason, a working
knowledge of HTML is integral to understanding and using JavaScript.
HTML, or Hypertext Markup Language, is a relatively simple scripting
language that web browsers can use to display web pages. The beautiful part
of HTML is that you don't need any special software; HTML can be written
in any text editor including Windows Notepad. Just remember to save the
file as an .htm or .html file. HTML has had a long history and has gone
through a number of revisions. Each successive revision added more func-
tionality to HTML, and the current version of HTML (Version 4.1) is a very
powerful language that can take some time to learn. Fortunately, most work
on web pages can be done with just the essentials of HTML and that is what
this appendix will teach you. Now let’s start with the basics of HTML.
HTML Tags
The first question is how do we get the web browser to know that our docu-
ment has HTML codes for it to read? Simply put, there is more to creating a
web page than simply taking a document and changing its extension to .htm.
At the beginning of your document you place the <HTML> command (or tag)
and at the end you put </HTML>; the web browser will know that the codes in
between are supposed to be HTML.
<HTML>
put code here
</HTML>
Now that is pretty simple you must admit. But this web page won’t do much
of anything at all. So let’s do the obligatory “Hello World” sample that every
programming book starts off with. It will show you how to input text with
some basic HTML.
HTML Primer n 555
<HTML>
<HEAD>
<TITLE>My First HTML Page</TITLE>
</HEAD>
<BODY>
<P><CENTER>
<B><FONT SIZE="+2">Hello World</FONT></B>
</CENTER></P>
</BODY>
</HTML>
Believe it or not, this little snippet shows you most of what you need to
know about HTML. To begin with, note that everything is contained
between the <HTML> and </HTML> tags. These two commands define the
beginning and end of the HTML document. The web browser will ignore any
items outside these commands. Next, we have a section that is contained
between the <HEAD> and </HEAD> commands. This is the header portion of
your HTML document. The <TITLE> and </TITLE> commands contain the
title that will actually appear in the title bar of your browser.
Then we have the <BODY> and </BODY> commands. As you might have
guessed, this is the body of your HTML document. This is where all of your
web page’s code (including scripting code like JavaScript) is going to go.
Inside the body section is some text and some additional commands that will
define how the text will appear in the browser. The <P> and </P> commands
define the beginning and end of a paragraph. The <B> and </B> commands
tell the browser to make whatever text is between them bold. The <FONT
SIZE="+2"> tells the browser how big the text should be (there are a variety
of methods for doing this, as we shall see.). The </FONT> command ends the
font section of the HTML code.
By now, I trust you have noticed a pattern. All the above commands
have an opening command and a closing command. This is true for all but a
very few HTML commands. Just remember this rule: You close the com-
mands in the opposite order of how you opened them. In the above sample
code, I opened the commands before the text like this: <P><CENTER><B>
<FONT SIZE="+2">, and then closed them like this: </FONT></B></CENTER>
</P>. This is important to remember. You can think of it as “backing out” of
your commands.
Now this gives you a very simple web page that displays one phrase in
bold. Admittedly not very impressive, but if you understand the concepts
involved with using the HTML commands, then you understand HTML.
Let’s move on to some more HTML. Usually web pages contain more
than simply a title and some text. Other items you might put in a web page
include images and links to other web pages. Placing an image on an HTML
document is rather simple:
<IMG SRC="imagepath\imagename" WIDTH=52 HEIGHT=88 ALIGN=bottom>
You simply provide the path to the image and the name of the image, includ-
ing its file extension (such as .gif, .bmp, .jpg, etc.). The other properties in
556 n Appendix A
this command allow you to alter the placement and size of the image. You
can alter its width and height as well as its alignment.
Placing a hyperlink to another web site or to an e-mail address is just as
simple:
<A HREF="http://www.wordware.com">
This link will connect to the URL (Uniform Resource Locator) contained
inside the quotation marks. In order to use this methodology to create an
e-mail link, simply use this:
<A HREF="mailto:sombody@somemail.com">
You simply have to change the “http://” portion to “mailto:”. Notice that all
three of the preceding methods have one thing in common: They do not
close the command in the typical manner that other HTML commands are
closed. Now let’s examine the source code for a simple but complete HTML
document:
<HTML>
<HEAD>
<TITLE>Example A-1</TITLE>
</HEAD>
<BODY BGCOLOR="white">
<P><CENTER><B><FONT SIZE="+2">My First web page </FONT></B>
</CENTER></P>
<P>I am learning HTML! I <B><I>LOVE</I></B> HTML!</P>
<P><CENTER><IMG SRC="comp1.gif" WIDTH=52 HEIGHT=88
ALIGN=bottom></CENTER></P>
<P><CENTER>You can e-mail me at</CENTER></P>
<P><CENTER><A HREF="mailto:myemail@someemail.com">Email ME</A>
</CENTER></P>
<P><CENTER>Or go to this publisher's Web Site </CENTER></P>
<P><CENTER><A HREF="http://www.wordware.com">Wordware Publishing</A>
</CENTER></P>
</BODY>
</HTML>
You can change the background color of your page using this command and
any standard color. You can also set a background image for your HTML doc-
ument with a similar command:
<BODY background="mypicture.gif">
The comp1.gif image is included in the downloadable files. If you entered the
code properly and used the image, your web page should look something
like Figure A-1.
HTML Primer n 557
Now I will be the first to admit that this sample web page is very trivial. But
it does contain the basics of HTML. With the material we have covered so
far, you can display images, text, links, e-mail links, background colors, and
background images. Not too bad for just a few short pages. You may also
want to look in the sample HTML folder in the companion files to see sev-
eral sample HTML documents suited for various purposes. These can be
used as templates for your own web pages. Examining these can give you a
deeper understanding of basic HTML.
Let’s examine a few other simple items we can add to our HTML docu-
ments. The first is altering text color. You can set the default text color for
the entire document as well as alter the color of specific text. You alter the
default text color for the entire document using a technique very similar to
the one used to alter the background color of the document:
<BODY TEXT="blue">
This command simply tells the browser that unless otherwise specified, all
text in this document should be blue. In addition to changing the default
color of all text in a document, you may wish to simply change the color of a
specific section of text. This is fairly easy to do as well. Instead of using the
<BODY TEXT> command, we use the <FONT COLOR> command:
<FONT COLOR="red">This is red text</FONT>
This, like the other color commands, can specify any standard color.
There are a wide variety of tags you can use to alter the appearance and
behavior of text and images. Just a few others for you to consider would be
the <BLINK> and </BLINK> tags which, as the name implies, causes the text
to blink (this is only supported by Netscape and will not work in Internet
Explorer). Another example is <STRIKE></STRIKE>, which causes the text to
appear with a line through it, a strikethrough.
The last HTML command we are going to examine is <TABLE>. Tables
are a very good way to organize data on your web page. You can use the
558 n Appendix A
tables with or without a border, and I will explain the various reasons to use
both.
Here is how to create a table with a border:
<TABLE BORDER=1>
<TR>
<TD>
<P>This
</TD><TD>
<P>Is a
</TD></TR>
<TR>
<TD>
<P>Table
</TD><TD>
<P>With a border
</TD></TR>
</TABLE></P>
By now you should be able to recognize that the <TABLE> and </TABLE> tags
actually contain the table. Each <TR> tag designates another row in the table.
The <TD> and </TD> tags create a cell within that row. Using those three
tags you can create a table with any number of rows or columns you wish.
Notice in the first line of this code that the BORDER property is set to 1. This
means the border has a width and is therefore visible.
In some instances you may not want the border to show. Tables can be
used simply to hold images and text in relative positions. In cases such as
these you may not wish the border to show. Below is an example of a table
whose borders will not show:
<P><TABLE BORDER=0 CELLSPACING=0 CELLPADDING=0>
<TR>
<TD>
<P>This
</TD><TD>
<P>is a
</TD></TR>
<TR>
<TD>
<P>Table
</TD><TD>
<P>With no borders or padding
</TD></TR>
</TABLE></P>
Notice that the BORDER, CELLPADDING, and CELLSPACING properties are all
set to 0. This causes the table itself to not be displayed. However, the con-
tents of the table will display. You should also notice that in both examples I
have placed text in each cell.
Since the entire purpose of this book is to teach you JavaScript, the
obvious question on your mind should be, how do I insert scripts into
HTML? Well, fortunately that is not particularly difficult. The browser deals
HTML Primer n 559
with script code (including JavaScript) like it handles HTML code, scanning
the source from left to right and from top to bottom. JavaScript has “tags” of
its own by which it instructs the browser and determines the layout. How-
ever, JavaScript is not read exactly like HTML. In HTML, the browser acts
immediately according to the elements it recognizes. Not all JavaScript code
refers to actions that take place while the page is loading. Some parts are
just kept in memory until they are called. For instance, if you write a func-
tion and do not call it, the browser does not do anything with it. This part of
the script stays in memory, and can be invoked later. But the real question
you are wondering is, how do I put scripts into my HTML documents? Any
script can be placed very easily by encasing the script you write inside two
commands:
<SCRIPT LANGUAGE = "whateverscriptlanguageyouareusing">
and
</SCRIPT>
There are many scripting languages available for the web, including
VBScript (based on the Visual Basic programming language), CGI, and, of
course, JavaScript. Below is an example of JavaScript inserted into HTML
code.
<SCRIPT LANGUAGE="JavaScript">
alert("Wonderful!")
</SCRIPT>
Let me stress that I have only covered the essentials of writing HTML code.
You can find a number of books that go into HTML in more depth than this.
560 n Appendix B
Appendix B
JavaScript Object
Specification Syntax
anchor Object
Creating
<A NAME="anchorName">
textOrImageAnchor
</A>
applet Object
Creating
<APPLET
CODE="AppletURL"
HEIGHT="PixelCount"
NAME="AppletName"
WIDTH="PixelCount"
[ALIGN="AlignmentLocation"]
[ALT="AlternateTextDisplay"]
[CODEBASE="ClassFileDirectory"]
[HSPACE="MarginPixelCount"]
[VSPACE="MarginPixelCount"]>
<PARAM NAME="AppletParameterName” VALUE=”ParameterValue”>
...
<PARAM NAME="AppletParameterName" VALUE=”ParameterValue”>
</APPLET>
Properties
name (string)
(Java variables)
JavaScript Object Specification Syntax n 561
Event Handlers
onMouseOut=
onMouseOver=
Methods
(Java methods)
area Object
Creating
<MAP NAME="areaMapName">
<AREA
COORDS="x1,y1,x2,y2…." | "x-center,y-center,radius"
HREF="URLorLocation"
[NOHREF]
[SHAPE="rect" | "poly" | "circle" | "default" ]
[TARGET="windowName"]
[onFocus="EventHandlerTextOrFunction"]
[onMouseOut="EventHandlerTextOrFunction"]
[onMouseOver="EventHandlerTextOrFunction"]>
</MAP>
Properties
links[index].target (window name)
[location object properties]
Event Handlers
onMouseOut=
onMouseOver=
Array Object
Creating
var myArray = new Array([integer] | [val1 [ , val2 ... [ , valn]]])
Properties
length (integer)
prototype (expression)
Methods
join("delimiterChar")
reverse()
sort(compareFunc)
562 n Appendix B
Properties
name (string)
type (string)
value (string)
Methods
click()
Event Handlers
onClick=
checkbox Object
Creating
<FORM>
<INPUT
TYPE="checkbox"
[CHECKED]
[NAME="boxName]
[VALUE="buttonValue"]
[onClick="EventHandlerTextOrFunction"]>
buttonText
</FORM>
Properties
checked (Boolean)
defaultChecked (Boolean)
name (string)
type (string)
value (string)
JavaScript Object Specification Syntax n 563
Methods
click()
Event Handlers
onClick=
Date Object
Creating
var myDate = new Date("Month dd, yyyy, hh:mm:ss")
var myDate = new Date("Month dd, yyyy")
var myDate = new Date("yy,mm,dd,hh,mm,ss")
var myDate = new Date("yy, mm, dd")
var myDate = new Date(millisecondsInteger)
Properties
prototype (expression)
Methods
myDate.getDate() (1-31)
myDate.getDay() (0-6)
myDate.getHours() (0-23)
myDate.getMinutes() (0-59)
myDate.getMonth() (0-11)
myDate.getSeconds() (0-59)
myDate.getTime() (0-...)
myDate.getTimezoneOffset() (0-...)
myDate.getYear() (70-...)
myDate.setDate() (1-31)
myDate.setDay() (0-6)
myDate.setHours() (0-23)
myDate.setMinutes() (0-59)
myDate.setMonth() (0-11)
myDate.setSeconds() (0-59)
myDate.setTime() (0-...)
myDate.setYear() (70-...)
myDate.toGMTString() (String)
myDate.toLocaleString() (String)
Date.parse("dateString")
Date.UTC("date values")
564 n Appendix B
document Object
Creating
<BODY
[ALINK="#activatedLinkColor"]
[BACKGROUND="backgroundImageURL"]
[BGCOLOR="#backgroundColor"]
[LINK="#unfollowedLinkColor"]
[TEXT="#foregroundColor"]
[VLINK="#followedLinkColor"]
[onLoad="#handlerTextOrFunction"]
[onUnload="#handlerTextOrFunction"]
</BODY>
Properties
alinkColor (hexadecimal triplet or constant)
anchors (array)
applets (array)
bgColor (hexadecimal triplet or constant)
cookie (string)
domain (string)
embeds (array)
fgColor (hexadecimal triplet or constant)
forms (array)
images (array)
lastModified (date string)
linkColor (hexadecimal triplet or constant)
links (array)
location (string)
referrer (string)
title (string)
URL (string)
vlinkColor (hexadecimal triplet or constant)
Methods
write("string1" [,”string2”,..., “stringn”])
write("string1" [,”string2”,..., “stringn”])
write("string1" [,”string2”,..., “stringn”])
open("mimeType")
close()
clear()
JavaScript Object Specification Syntax n 565
fileUpload Object
Creating
<FORM>
<INPUT
TYPE="file"
[NAME="fieldName"]
[SIZE="numberOfCharacters"]>
</FORM>
Properties
name (string)
value (string)
type (string)
Methods
blur()
focus()
select()
Event Handlers
onBlur=
onChange=
onFocus=
onSelect=
form Object
Creating
<FORM
[ACTION="serverURL"]
[ENCTYPE="MIMEType"]
[METHOD=GET | POST]
[NAME="formName"]
[onSubmit="eventHandlerTextOrFunction"]
[onReset="eventHandlerTextOrFunction"]
</FORM>
Properties
action (URL)
elements (array)
encoding (MIME type)
method (GET or POST)
name (string)
target (window name)
566 n Appendix B
Methods
reset()
submit()
Event Handlers
onReset=
onSubmit=
function Object
Creating
function functionName( [parameter1]...[, parameterN] )
{
statements
}
var myFunction = new function([parameter1]...[, parameterN],
statements)
Properties
arguments (array)
caller (function)
prototype (expression)
Methods
reset()
submit()
Event Handlers
onReset=
onSubmit=
hidden Object
Creating
<FORM>
<INPUT
NAME="fieldName"
TYPE="hidden"
[VALUE="contents"]>
</FORM>
JavaScript Object Specification Syntax n 567
Properties
defaultValue (string)
name (string)
type (string)
value (string)
history Object
Properties
length (integer)
Methods
back()
forward()
go(relativeNumber |"URLorTitleSubstring")
image Object
Creating
<IMG
NAME="imageName"
SRC="imageURL"
[ALIGN="left" | "right" | "top" | "absmiddle" | "absbottom" |
"texttop" | "middle" | "baseline" | "bottom" ]
[BORDER="pixelCount"]
[HEIGHT="pixelCount" | "percentageValue%"]
[HSPACE="pixelCount"]
[ISMAP]
[LOWSRC="lowResImageURL"]
[USEMAP="areaMapName"]
[VSPACE="pixelCount"]
[WIDTH="pixelCount" | "percentageValue%"]
[onAbort="EventHandlerTextOrFunction"]
[onError="EventHandlerTextOrFunction"]
[onLoad="EventHandlerTextOrFunction"]>
Properties
border (integer)
complete (Boolean)
height (integer)
hspace (integer)
lowsrc (string)
src (string)
vspace (integer)
568 n Appendix B
Event Handlers
onAbort=
onError=
onLoad=
layer Object
Properties
above
background (colorValue)
below (layerObject)
bgColor (colorValue)
clip.top (pixelCount)
clip.left (pixelCount)
clip.right (pixelCount)
clip.bottom (pixelCount)
clip.width (pixelCount)
clip.height (pixelCount)
height (pixelCount)
left (pixelCount)
layers (array)
name (string)
parentLayer (layerObject)
siblingAbove (layerObject)
siblingBelow (layerObject)
top (pixelCount)
visibility (hide|show|inherit)
width (pixelCount)
zIndex (integer)
Methods
offset()
moveTo()
resize()
moveAbove()
moveBelow()
link Object
Creating
<A HREF="URLorLocation”
[NAME="anchorName”]
[TARGET="windowName”]
[onClick="EventHandlerTextOrFunction”]
[onMouseOut=”EventHandlerTextOrFunction”]
[onMouseOver=”EventHandlerTextOrFunction”]>
JavaScript Object Specification Syntax n 569
TextOrImageLink
</FORM>
Properties
links[index].target (window name)
[location object properties]
Event Handlers
onClick=
onMouseOut=
onMouseOver=
Math Object
Properties
Math.E
Math.LN2
Math.LN10
Math.LOG2E
Math.LOG10E
Math.PI
Math.SQRT1_2
Math.SQRT2
Methods
Math.abs()
Math.acos()
Math.asin()
Math.atan()
Math.atan2()
Math.ceil()
Math.cos()
Math.exp()
Math.floor()
Math.log()
Math.max()
Math.min()
Math.pow()
Math.random()
Math.round()
Math.sin()
Math.sqrt()
Math.tan()
570 n Appendix B
mimeType Object
Properties
description (string)
enabledPlugin (string)
type (string)
suffixes (string)
navigator Object
Properties
appName (string)
appVersion (string)
appCodeName (string)
mimeTypes (string)
plugins (string)
userAgent (string)
Methods
javaEnabled()
taintEnabled()
plugin Object
Properties
description (string)
enabledPlugin (string)
type (string)
suffixes (string)
Methods
javaEnabled()
taintEnabled()
radio Object
Creating
<FORM
<INPUT
NAME=”buttonGroupName”
TYPE=”radio”
[CHECKED]
[VALUE=”buttonValue”]
JavaScript Object Specification Syntax n 571
[onClick=”EventHandlerTextOrFunction”]
buttonText
</FORM>
Properties
checked (Boolean)
defaultChecked (Boolean)
name (string)
value (string)
type (string)
Methods
click()
Event Handlers
onClick=
select Object
Creating
<FORM
<SELECT
NAME=”listName”
[MULTIPLE]
[SIZE=”NumberOfCharacters”]
[onBlur=”EventHandlerTextOrFunction”]
[onChange=”EventHandlerTextOrFunction”]
[onFocus=”EventHandlerTextOrFunction”]>
<OPTION [SELECTED] [VALUE=”string”]>listItem
[…<OPTION [VALUE=”string”]>listItem
</SELECT>
</FORM> >
Properties
length (integer)
name (string)
options[index] (array)
options[index].defaultSelected (Boolean)
options[index].index (integer)
options[index].value (string)
options[index].selected (Boolean)
options[index].text (string)
selectedIndex (integer)
type (string)
572 n Appendix B
Methods
blur()
focus()
Event Handlers
onBlur=
onChange=
onFocus=
String Object
Creating
var myString = new String(["stringExpression”])
Properties
length (integer)
prototype (expression)
Methods
myString.anchor("anchorName”)
myString.big()
myString.blink()
myString.bold()
myString.charAt(index)
myString.fixed()
myString.fontcolor(colorValue)
myString.fontsize(integer1to7)
myString.indexOf(searchString [ , startIndex])
myString.italics()
myString.lastIndexOf(searchString [ , startIndex])
myString.link(locationOrURL)
myString.small()
myString.split("delimitingChar”)
myString.strike()
myString.sub()
myString.substring(beginIndex, endIndex)
myString.sup()
myString.toLowerCase()
myString.toUpperCase()
JavaScript Object Specification Syntax n 573
<FORM>
<TEXTAREA
COLS=”NumberOfColumns”
NAME=”fieldName”
ROWS=”NumberOfRows”
[WRAP=”off” | "virtual” | "physical”]
[onBlur=”EventHandlerTextOrFunction”]
[onChange=”EventHandlerTextOrFunction”]
[onFocus=”EventHandlerTextOrFunction”]
[onSelect=”EventHandlerTextOrFunction”]>
defaultText
</TEXTAREA>
</FORM>
<FORM>
<INPUT
NAME=”fieldName”
TYPE=”password”
[MAXLENGTH=”MaxLengthAllowed”]
[SIZE=”CharacterLength”]
[VALUE=”contents”]>
</FORM>
Properties
defaultValue (string)
name (string)
value (string)
type (string)
574 n Appendix B
Methods
blur()
focus()
select()
Event Handlers
onBlur=
onChange=
onFocus=
onSelect=
<BODY
...
[onBlur=”EventHandlerTextOrFunction”]
[onFocus=”EventHandlerTextOrFunction”]
[onLoad=”EventHandlerTextOrFunction”]
[onUnLoad=”EventHandlerTextOrFunction”]>
</BODY>
<FRAMESET
COLS=”valueList”
ROWS=”valueList”
[BORDER=pixelSize]
[BORDERCOLOR=colorSpecs]
[FRAMEBORDER=YES | NO]
[onBlur=”EventHandlerTextOrFunction”]
[onFocus=”EventHandlerTextOrFunction”]
[onLoad=”EventHandlerTextOrFunction”]
[onUnLoad=”EventHandlerTextOrFunction]>
<FRAME
SRC=”locationOrURL”
NAME=”firstFrameName”
[BORDER=pixelsize]
[BORDERCOLOR=colorSpecs]>
...
</FRAMESET>
JavaScript Object Specification Syntax n 575
Properties
defaultStatus (string)
frames (array)
name (string)
onerror (function)
opener (window object)
parent (window object)
self (window object)
status (window object)
top (window object)
window (window object)
Methods
alert(message)
blur()
clearTimeout(timeoutIDnumber)
close()
confirm(message)
focus()
open("URL”, "windowName”[,,”windowSpecification”])
prompt(message,defaultReply)
scroll(horizontalPixel, verticalPixel)
setTimeout("expression”, millisecondsDelay)
Event Handlers
onBlur=
onFocus=
onLoad=
onUnload=
Control Structures
if (condition)=
{
statements
}
if (condition)=
{
statements
}
else
{
statements
}
variable = (condition) ? val1 : val2
}
while (condition)
{
statements
}
for (var in object)
{
statements
}
with (object)
{
statements
}
Operators
Comparison
== Equals
!= Does not equal
> Is greater than
>= Is greater than or equal to
< Is less than
<= Is less than or equal to
Assignment
= Equals
+= Add the RHS (Right Hand Side)
–= Subtract the RHS
*= Multiply by the RHS
/= Divide by the RHS
%= Modulo by the RHS
<<= Left shift by the RHS
>>= Right shift by the RHS
>>>= Right shift by the RHS, zero fill
&= Bitwise AND by the RHS
|= Bitwise OR by the RHS
^= Bitwise XOR by the RHS
JavaScript Object Specification Syntax n 577
Boolean
&& And
|| Or
! Not
Bitwise
& Bitwise And
| Bitwise Or
^ Bitwise XOR
~ Bitwise Not
<< Left Shift
>> Right Shift
>>> Zero-Fill Right Shift
Miscellaneous
new
typeOf
void
Appendix C
Appendix D
Online Resources
Index
T V
value, returning, 63-65
tags, 3 see also HTML tags
value property, 335, 343, 351, 357, 367, 370
closing, 555
var keyword, 23-24, 53-54, 59-60
matching, 550
variables, 20, 21, 53
taint accumulator, 543
declaring, 23-24
tainting, see data tainting
global, 24, 53-55
tan(), 190-191
local, 24, 53-54
target property, 317-318, 380
naming, 22
T-banner, 251-253, 326-328
scope of, 53-55
text, formatting with HTML tags, 219-220
storage class of, 55-56
text editor, choosing, 13
tracing, 551
text expressions, evaluating, 228-229
using with function object, 513
text object, 324, 573-574
watching, 551
accessing, 324-325
vlinkColor property, 300
event handlers, 325-329
void operator, 87
methods, 329-331
vspace property, 423
properties, 331-335
text properties, setting with style sheets, 533
W
text property, 365-367
textarea object, 336-337, 573-574 warp(startX, startY, endX, endY), 478
accessing, 337 web pages, 1
event handlers, 338 enhancing, 1-2
methods, 338 web site visits, recording number of, 388-390
properties, 338 while statement, 46
working with, 339 whole numbers, see integer literals
this keyword, 106 width property, 423
using with event handlers, 319-322 window object, 234, 574-576
title property, 289-291 properties, 489-491
toggle(num), 411 write(), 301
toGMTString(), 161-162 writeln(), 301
toHex(dec), 298
toLocaleString(), 162 X
top property, 490 XOR operator, 76
toString(), 225-226
trinary operator, 85-86 Y
two-dimensional arrays, 143 yVal(xVal), 213
creating, 144-145
typeof keyword, 86 Z
zero-fill right shift operator, 79
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