Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
JavaScript from Beginner to Professional

You're reading from   JavaScript from Beginner to Professional Learn JavaScript quickly by building fun, interactive, and dynamic web apps, games, and pages

Arrow left icon
Product type Paperback
Published in Dec 2021
Publisher Packt
ISBN-13 9781800562523
Length 546 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Authors (4):
Arrow left icon
Codestars By Rob Percival Codestars By Rob Percival
Author Profile Icon Codestars By Rob Percival
Codestars By Rob Percival
Laurence Svekis Laurence Svekis
Author Profile Icon Laurence Svekis
Laurence Svekis
Maaike van Putten Maaike van Putten
Author Profile Icon Maaike van Putten
Maaike van Putten
Rob Percival Rob Percival
Author Profile Icon Rob Percival
Rob Percival
Arrow right icon
View More author details
Toc

Table of Contents (19) Chapters Close

Preface 1. Getting Started with JavaScript FREE CHAPTER 2. JavaScript Essentials 3. JavaScript Multiple Values 4. Logic Statements 5. Loops 6. Functions 7. Classes 8. Built-In JavaScript Methods 9. The Document Object Model 10. Dynamic Element Manipulation Using the DOM 11. Interactive Content and Event Listeners 12. Intermediate JavaScript 13. Concurrency 14. HTML5, Canvas, and JavaScript 15. Next Steps 16. Other Books You May Enjoy
17. Index
Appendix – Practice Exercise, Project, and Self-Check Quiz Answers

Object-oriented programming

Before we start diving right into the fun of classes, let's briefly say something about object-oriented programming (OOP). OOP is a very important programming paradigm wherein code is structured in objects, leading to more maintainable and reusable code. Working with OOP teaches you to really try to think of all sorts of topics in objects, by bundling properties in such a way that they can be wrapped in a blueprint called a class. This in turn might be inheriting properties from a parent class.

For example, if we are thinking of an animal, we can come up with certain properties: name, weight, height, maximum speed, colors, and a lot more. And then if we think of a specific species of fish, we can reuse all the properties of "animal" and add a few fish-specific properties in there as well. The same for dogs; if we then think of a dog, we can reuse all the properties of "animal" and add a few dog-specific...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image