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Object-Oriented JavaScript
Object-Oriented JavaScript

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Object-Oriented JavaScript

Chapter 1. Introduction

What do Yahoo! Maps, Google Maps, Yahoo! Mail, My Yahoo!, Gmail, Digg, YouTube and a plethora of other popular "Web 2.0" applications have in common? They all offer rich and responsive user interfaces, heavily employing code written in the JavaScript language. JavaScript started with simple one-liners embedded in HTML, but is now used in much more sophisticated ways. Developers leverage the object-oriented nature of the language to build scalable code architectures made up of reusable pieces. JavaScript provides behavior, the third pillar in today's paradigm that sees web pages as consisting of three clearly distinguishable parts: content (HTML), presentation (CSS), and behavior (JavaScript).

JavaScript programs run inside a host environment. The web browser is the most common environment, but it is not the only one. Using JavaScript, you can create all kinds of widgets, application extensions, and other pieces of software. Learning JavaScript is a pretty good deal: you learn one language and can then code all kinds of different applications.

This book is about JavaScript and focuses on its object-oriented nature. The book starts from zero, and does not assume any prior programming knowledge. Although there is one chapter dedicated to the web browser environment, the rest of the book is about JavaScript in general, so is applicable to all environments.

Let's start with the first chapter, which gives you an overview of the story behind JavaScript. It also introduces the basic concepts you'll encounter in discussions on object-oriented programming.

A Bit of History


Initially, the Web was conceived as a collection of static HTML documents, tied together with hyperlinks. Soon, as the Web grew in popularity and size, the webmasters who were creating static HTML web pages felt they needed something more. They wanted the opportunity for richer user interaction, mainly driven by desire to save server round-trips for simple tasks such as form validation. Two options came up: Java applets (they failed) and LiveScript, which was conceived by Netscape in 1995 and later included in the Netscape 2.0 browser under the name of JavaScript.

The ability to alter otherwise static elements of a web page was very well received and other browsers followed suit. Microsoft's Internet Explorer (IE) 3.0 shipped with JScript, which was a copy of the same language plus some IE-specific features. Eventually there was an effort to standardize the various implementations of the language and this is how ECMAScript (European Computer Manufacturers Association) was born. Today we have the standard, called ECMA-262, and JavaScript is just one implementation of this standard, albeit the most popular one.

For better or for worse, JavaScript's instant popularity happened during the period of the Browser Wars I (approximately 1996-2001). Those were the times of the initial Internet boom when the two major browser vendors—Netscape and Microsoft, were competing for market share. These two vendors were constantly adding more bells and whistles to their browsers and their versions of JavaScript. This situation, together with the lack of agreed-upon standards brought a lot of bad opinions of JavaScript. More often than not, development was a pain: you write a script while working in one browser. Once you're done with development, you test in the other browser and it simply doesn't work. At the same time, the browser vendors were busy adding features, but falling behind on providing proper development tools.

Browser vendors were introducing incompatibilities that annoyed the web developers, but this was only one part of the problem. The other part of the problem were the web developers themselves, who were adding too many features to their web pages. Developers were eager to make use of every new possibility that the browsers provided and ended up "enhancing" their web pages with things like animations in the status bar, flashing colors, blinking texts, shaking browser windows, snowflakes, objects stalking your mouse cursor, and so on, often at the expense of usable pages. These various ways to abuse JavaScript was the other reason why the language got its bad reputation. This caused "the real programmers" (developers with background in more established languages such as Java or C/C++) to dismiss JavaScript as nothing but a toy for front-end designers to play around with.

The JavaScript backlash caused some web projects to completely ban any client-side programming and trust only their predictable and reliable server. And really, why would you double the time to deliver a project and spend this additional time debugging problems with the different browsers?

The Winds of Change


Everything changed in the years following the end of the Browser Wars I. A number of processes reshaped the web development landscape in a very positive way.

  • Microsoft won the war, and for about five years (which is more or less forever in Internet time), they stopped adding features to Internet Explorer and JScript. This allowed time for other browsers as well as developers to catch up and even surpass IE's capabilities.

  • The movement for web standards was embraced by developers and browser vendors alike. Naturally, developers didn't like having to code everything two (or more) times to account for browsers' differences; therefore they liked the idea of having agreed-upon standards that everyone would follow. We're still far from being able to develop in a fully standards-compliant environment, but ideally, this will happen in the future.

  • Developers and technologies matured and more people started caring about things like usability, progressive enhancement techniques, and accessibility.

In this healthier environment, developers started finding out new and better ways to use the instruments that were already available. After the public release of applications such as Gmail and Google Maps, which were rich on client-side programming, it became clear that JavaScript is a mature, unique in certain ways, and powerful prototypal object-oriented language. The best example of it's rediscovery is the wide adoption of the functionality provided by the XMLHttpRequest object, which was once an IE-only innovation, but was then implemented by most other browsers. XMLHttpRequest allows JavaScript to make HTTP requests and get fresh content from the server in order to update some parts of a page, without a full page reload. Due to the wide use of XMLHttpRequest, a new breed of desktop-like web applications, dubbed AJAX applications, was born.

The Present


An interesting thing about JavaScript is that it always runs inside a host environment. The browser is the most popular host environment, but it is not the only one. JavaScript can run on the server, on the desktop, and in rich media. Today, you can use JavaScript to do all of this:

  • Create rich and powerful web applications (the kind of applications that run inside the web browser, such as Gmail)

  • Write server-side code such as ASP scripts or, for example, code that is run using Rhino (a JavaScript engine written in Java)

  • Create rich media applications (Flash, Flex) using ActionScript, which is based on ECMAScript

  • Write scripts that automate administrative tasks on your Windows desktop, using Windows Scripting Host

  • Write extensions/plugins for a plethora of desktop application such as Firefox, Dreamweaver, and Fiddler

  • Create web applications that store information in an off-line database on the user's desktop, using Google Gears

  • Create Yahoo! Widgets, Mac Dashboard widgets, or Adobe Air applications that run on your desktop

This is by no means an extensive list. JavaScript started inside web pages, but today it's safe to say it is practically everywhere.

The Future


We can only speculate what the future will be, but it's quite certain that it will include JavaScript. For quite some time JavaScript may have been underestimated and underused (or rather overused in the wrong ways), but every day we witness new uses of JavaScript in much more interesting and creative ways. Where they once wrote simple one-liners, often embedded in-line in HTML tag attributes (such as onclick), developers nowadays ship sophisticated, well-designed and architected, extensible applications, and libraries. JavaScript is indeed taken seriously and developers are starting to rediscover and enjoy its unique object-oriented features more and more.

Once listed in the "nice to have" sections of job postings, these days the knowledge of JavaScript is a yes/no factor when it comes to hiring web developers. Common job interview questions you can hear today include: "Is JavaScript an object-oriented language? Good. Now how do you implement inheritance in JavaScript?" After reading this book, you'll be prepared to ace your JavaScript job interview and even impress your interviewers with some bits that maybe they didn't know.

Object-Oriented Programming


Before diving into JavaScript let's take a moment to review what people mean when they say "object-oriented", and what the main features of this programming style are. Here's a list of concepts that are most often used when talking about object-oriented programming (OOP):

  • Object, method, property

  • Class

  • Encapsulation

  • Aggregation

  • Reusability/inheritance

  • Polymorphism

Let's take a closer look into each one of these concepts.

Objects

As the name object-oriented suggests, objects are quite important. An object is a representation of a "thing" (someone or something), and this representation is expressed with the help of a programming language. The thing can be anything—a real-life object, or some more convoluted concept. Taking a common object like a cat for example, you can see that it has certain characteristics (color, name, weight) and can perform some actions (meow, sleep, hide, escape). The characteristics of the object are called properties in OOP and the actions are called methods.

There is also an analogy with the spoken language:

  • Objects are most often named using nouns (book, person)

  • Methods are verbs (read, run)

  • Values of the properties are adjectives

Let's take, for example, the sentence "The black cat sleeps on my head". "The cat" (a noun) is the object ,"black" (adjective) is the value of the color property, and "sleep" (a verb) is an action, or a method in OOP. For the sake of the analogy, we can go a step further and say that "on my head" specifies something about the action "sleep", so it's acting as a parameter passed to the sleep method.

Classes

In real life, similar objects can be grouped based on some criteria. A hummingbird and an eagle are both birds, so they can be classified as belonging to the Birds class. In OOP, a class is a blueprint, or recipe for an object. Another name for "object" is "instance", so we say that the eagle is an instance of the Birds class. You can create different objects using the same class, because a class is just a template, while the objects are concrete instances, based on the template.

There's a difference between JavaScript and the "classic" OO languages like C++ and Java. You should understand right from the start that in JavaScript there are no classes; everything is based on objects. JavaScript has the notion of prototypes, which are also objects (we'll discuss them later in detail). In a classic OO language, you'd say something like "create me a new object called Bob which is of class Person". In a prototypal OO language, you'd say, "I'm going to take this object Person that I have lying around and reuse it as a prototype for a new object that I'll call Bob".

Encapsulation

Encapsulation is another OOP-related concept, which illustrates the fact that an object contains (encapsulates) both:

  • Data (stored in properties) and

  • The means to do something with the data (using methods)

One other term that goes together with encapsulation is information hiding. This is a rather broad term and can mean different things, but let's see what people usually mean when they use it in the context of OOP.

Imagine an object, say an MP3 player. You, as a user of the object, are given some interface to work with, such as buttons, the display, and so on. You use the interface in order to get the object to do something useful for you, like playing a song. Exactly how it is working on the inside, you don't know and, most often, don't care. In other words, the implementation of the interface is hidden from you. The same thing happens in OOP, when your code uses an object by calling its methods. It doesn't matter if you coded the object yourself or it came from some third party library; your code doesn't need to know how the methods work internally. In compiled languages, you can't actually read the code that makes an object work. In JavaScript, because it's an interpreted language, you can see the source code, but the concept is still the same—you work with the object's interface, without worrying about its implementation.

Another aspect of information hiding is the visibility of methods and properties. In some languages, objects can have public, private, and protected methods and properties. This categorization defines the level of access the users of the object have. For example, only the internal implementation of the object has access to the private methods, while anyone has access to the public ones. In JavaScript, all methods and properties are public, but we'll see that there are ways to protect the data inside an object and achieve privacy.

Aggregation

Combining several objects into a new one is known as aggregation or composition. The aggregation concept illustrates the ability to combine several objects into a new one. Aggregation is a powerful way to separate a problem into smaller and more manageable parts (divide and conquer). When a problem scope is so complex that it's impossible to think about it at a detailed level in its entirety, you can separate the problem into several smaller areas, and possibly then separate each of these into even smaller chunks. This allows you to think about the problem on several levels of abstraction. A personal computer is a very complex object. You cannot think about all the things that need to happen when you start your computer. But you can abstract the problem saying that you need to initialize the objects it consists of: the Monitor object, the Mouse object, the Keyboard object, and so on. Then you can dive deeper into each of the sub-objects. This way you are composing complex objects by assembling reusable parts.

To use another analogy, a Book object could can contain (aggregate) one or more author objects, a publisher object, several chapter objects, a table of contents, and so on.

Inheritance

Inheritance is a very elegant way to reuse code that has already been written. For example, you can have a generic object Person, which has properties such as name and date of birth, and that implements the functionality walk, talk, sleep, eat. Then you figure out that you need an object Programmer. You could re-implement all the methods and properties that Person has, but it would be smarter to just say that Programmer inherits Person, and save yourself some work. The Programmer object only needs to implement more-specific functionality, such as the method "write code", while reusing all of the Person's functionality.

In classical OOP, classes inherit from other classes, but in JavaScript, because there are no classes, objects inherit from other objects.

When an object inherits from another object, it usually adds new methods to the inherited ones, thus extending the old object. Often the following phrases can be used interchangeably: "B inherits from A" and "B extends A". Also, the object that inherited a number of methods, can pick one or more methods and redefine them, customizing them for its own needs. This way the interface stays the same, the method name is the same, but when called on the new object, the method behaves differently. This way of redefining how an inherited method works is known as overriding.

Polymorphism

In the example above, we had a Programmer object that inherited all of the methods of the parent Person object. This means that both objects provide a "talk" method, among others. Now imagine that somewhere in our code, there's a variable called Bob and it so happens that we don't know if Bob is a Person, or a Programmer object. We can still call the "talk" method on the Bob object and the code will work. This ability to call the same method on different objects and have each of them respond in their own way is called polymorphism.

OOP Summary


If you are new to the OO programming lingo and you're not sure you've fully grasped the concepts above, don't worry. We'll look at some code and you'll see that, although they may seem complicated when just talking about high-level concepts, things are much simpler in practice.

Thus said, let's rehash the concepts once more.

Feature

Illustrates concept

Bob is a man (an object).

objects

Bob's date of birth is June 1st, 1980, gender: male, hair: black.

properties

Bob can eat, sleep, drink, dream, talk and calculate his age.

methods

Bob is an instance of class Programmer.

class (in classical OOP)

Bob is based on another object, called Programmer.

prototype (in prototypal OOP)

Bob holds data (such as birth date) and methods that work with the data (such as calculate age).

encapsulation

We don't need to know how the calculation method works internally. The object might have some private data, such as the number of days in February in a leap year, we don't know, nor do we want to know.

information hiding

Bob is part of a Web Dev Team object, together with Jill, a Designer object and Jack, a Project Manager object.

aggregation, composition

Designer, Project Manager and Programmer are all based on and extend a Person object.

inheritance

You can call the methods Bob:talk, Jill:talk and Jack:talk and they'll all work fine, albeit producing different results (Bob will probably talk more about performance, Jill about beauty and Jack about deadlines). Each object inherited the method talk from Person and customized it.

polymorphism, method overriding

Setting up Your Training Environment


This book takes a "do it yourself" approach when it comes to writing code, because the author firmly believes that the best way to really learn a programming language is by writing code. So there's no cut-and-paste-ready code downloads, which you can simply put in your pages. On the contrary, you're expected to type in code, see how it works and then tweak it and play around with it. When trying out the code examples, you're encouraged to enter the code into Firebug's console. Let's see how you go about doing this.

Getting the Tools You Need

As a developer, you most likely already have Firefox installed and use it for your daily web browsing pleasure. If not, do yourself a favor and install it right now. It's free and runs on any platform—Windows, Linux, or Mac. Download it from http://www.mozilla.com/firefox/.

The Firefox browser is extensible and there are lots of useful extensions out there (all written in JavaScript!). A popular extension is Firebug—an indispensable tool for web development, with lots of useful features. Download Firebug from http://www.getfirebug.com/, install it, and try it out by starting Firefox and going to any page and pressing F12 (on Windows) or clicking on the little bug icon at the bottom right corner of the Firefox screen. This will open the Firebug feature we're most interested in—the console.

Using the Firebug Console


You can type code directly into the Firebug console, and when you press Enter, the code is evaluated and executed. The return value of the code is printed in the console. The code is executed in the context of the currently-loaded page, so for example if you type document.location.href it will return the URL of the current page.

The console also has an auto-complete feature. It works similarly to the normal command line prompt in your operating system. If, for example, you type docu and hit the Tab key, docu will be auto-completed to document. Then if you type . (the dot operator), you can press Tab several times and it will iterate through all the available properties and methods you can call on the document object.

By using the UP and DOWN arrow keys, you can go through the list of already-executed commands and bring them back in the console.

The console gives you only one line to type in, but you can execute several JavaScript statements by separating them with semi-colons. If you need more space or more lines, you can open the console in a multi-line mode, by clicking the upward-facing arrow on the far right of the input line. An example of multi-line mode is shown in the next screenshot.

This example shows how you can use the console to type in some code that swaps the logo on the google.com home page with an image of your choice. As you see, you can test your JavaScript code live on any page.

One configuration option you should set in Firefox is the strictness of JavaScript warnings you will see in the console. This will help you make sure that the code you write is of better quality. Although warnings are not errors, you should aim at writing code that doesn't throw any warnings. For example using an undeclared variable is not an error, but it's not a good idea, so Firefox's JavaScript engine will generate a warning, which will be displayed in the console if the strict setting is turned on. To set the "strict" setting, do this:

  1. Type about:config in Firefox's address bar.

  2. Search for strict by typing it in the Filter field and pressing Enter.

  3. Double-click the line that says javascript.options.strict. This should set its Value to true.

Summary


In this chapter, you learned about how JavaScript came to be and where it is today. You were also introduced to Object-oriented programming concepts and saw how JavaScript is not a classic OO language, but a prototypal one. Finally, you learned how to set up and use your training environment—the Firebug console. Now you're ready to dive into JavaScript and learn how to use its powerful OO features. For additional information on the topics discussed in this chapter, take a look at the following web pages.

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What you will learn

  • Learn to think in JavaScript, the language of the web browser The basics of object-oriented programming, and how they apply to JavaScript Set up and use your training environment (Firebug) Master data types, operators, and flow control statements Understand functions: usage patterns, variable scope, and built-in functions Closures demystified Create and use objects Understand and use prototypes Reuse code with common patterns for inheritance Understand and work with the BOM (Browser Object Model) The DOM (Document Object Model) â€- accessing, modifying, adding, and deleting nodes Build responsive web pages with AJAX JSON (JavaScript Object Notation) Listen and respond to browser events Apply design patterns to solve common problems Adopt coding patterns that unleash the unique power of the language Make your programs cleaner, faster, and compatible with other programs and libraries Achieve missing object-oriented features in JavaScript such as private properties and methods
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Table of Contents

8 Chapters
Introduction Chevron down icon Chevron up icon
Primitive Data Types, Arrays, Loops, and Conditions Chevron down icon Chevron up icon
Functions Chevron down icon Chevron up icon
Objects Chevron down icon Chevron up icon
Prototype Chevron down icon Chevron up icon
Inheritance Chevron down icon Chevron up icon
The Browser Environment Chevron down icon Chevron up icon
Coding and Design Patterns Chevron down icon Chevron up icon

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2 star 4.2%
1 star 2.1%
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Nicolas Mussat Dec 05, 2009
Full star icon Full star icon Full star icon Full star icon Full star icon 5
A very great book to get insights on Javascript, common design patterns.Well written, loaded with examples, clear, a very useful book.
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Jash Jun 05, 2013
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This is my first review in the 7 years that I have been buying stuff on Amazon. Yes, I'm that lazy. So the fact that I dragged my lazy ass to the review section should tell you something.We recently started using node.js at work for some server side scripting. Since I had no experience in Javascript, I figured I should pick up a book and get up to speed on it. I tried pretty much all popular Javascript books, but none come anywhere close to this for explaining concepts of the Javascript language in a clear, concise and lucid manner. To save you the trouble, here's my experience with the popular/top rated JS books:1. Professional Javascript for web developers - comprehensive, but not as clear or well structured. The author is obviously very knowledgeable, but a good book is much more than a brain dump. TMI!2. Javascript the good parts - useful for those who already know the language.3. Eloquent Javascript - more about programming style than Javascript.4. Pretty much every other book - primary focus is browser, rather than Javascript. Good if that's the scope of your work, but not if you want a solid understanding of the language itself.I have only 2 small complaints:1. I'd like to see a chapter on error handling2. and a chapter on event driven (asynchronous) programmingOther than that, this thing is dang near perfectMy recommendation would be to read the following books in the specified order:1. Object Oriented Javascript2. Javascript the good parts (optional - this will mostly be a refresher after OOJ)3. Eloquent JavascriptPS: I'm not getting paid to say any of this. It really is one of the better technical books I've read in a while.
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Tom Feb 18, 2013
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This book is a very comprehensive guide to understand how Javascript apply concepts like OOP, but not only that, it also shows how the industry leading frameworks apply inheritance through the use of prototypes. It is suitable for beginners and for advanced Javascript programmers; beginners will learn the language foundations and progress to tricky topics, and advanced developers will improve their skills to build better structures with the right techniques. It is a compulsory acquisition as it can be used as a quick reference for classical inheritance in Javascript.
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David Neece Aug 15, 2009
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Great choice for developers learning oop concepts on the client. Its well written and contains just what is needed to kick-off client side coding. I'd recommend it for new to intermediate js developers. However, intermediate developers have probably written similar code, or at least read it elsewhere. Every shop should own a copy!
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Edgar martinez Aug 23, 2011
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Really liked this book. It is probably not the perfect book for someone already very familiar with JavaScript but this is a book worth having for sure. Again if you are an expert with OOP and wonder if this will test your metal, its probably not for you. It is a great introduction to JavaScript and OOP with JavaScript. I would say that every Web developer should have this book around no matter what.
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Customs duty are charges levied on goods when they cross international borders. It is a tax that is imposed on imported goods. These duties are charged by special authorities and bodies created by local governments and are meant to protect local industries, economies, and businesses.

Do I have to pay customs charges for the print book order? Chevron down icon Chevron up icon

The orders shipped to the countries that are listed under EU27 will not bear custom charges. They are paid by Packt as part of the order.

List of EU27 countries: www.gov.uk/eu-eea:

A custom duty or localized taxes may be applicable on the shipment and would be charged by the recipient country outside of the EU27 which should be paid by the customer and these duties are not included in the shipping charges been charged on the order.

How do I know my custom duty charges? Chevron down icon Chevron up icon

The amount of duty payable varies greatly depending on the imported goods, the country of origin and several other factors like the total invoice amount or dimensions like weight, and other such criteria applicable in your country.

For example:

  • If you live in Mexico, and the declared value of your ordered items is over $ 50, for you to receive a package, you will have to pay additional import tax of 19% which will be $ 9.50 to the courier service.
  • Whereas if you live in Turkey, and the declared value of your ordered items is over € 22, for you to receive a package, you will have to pay additional import tax of 18% which will be € 3.96 to the courier service.
How can I cancel my order? Chevron down icon Chevron up icon

Cancellation Policy for Published Printed Books:

You can cancel any order within 1 hour of placing the order. Simply contact customercare@packt.com with your order details or payment transaction id. If your order has already started the shipment process, we will do our best to stop it. However, if it is already on the way to you then when you receive it, you can contact us at customercare@packt.com using the returns and refund process.

Please understand that Packt Publishing cannot provide refunds or cancel any order except for the cases described in our Return Policy (i.e. Packt Publishing agrees to replace your printed book because it arrives damaged or material defect in book), Packt Publishing will not accept returns.

What is your returns and refunds policy? Chevron down icon Chevron up icon

Return Policy:

We want you to be happy with your purchase from Packtpub.com. We will not hassle you with returning print books to us. If the print book you receive from us is incorrect, damaged, doesn't work or is unacceptably late, please contact Customer Relations Team on customercare@packt.com with the order number and issue details as explained below:

  1. If you ordered (eBook, Video or Print Book) incorrectly or accidentally, please contact Customer Relations Team on customercare@packt.com within one hour of placing the order and we will replace/refund you the item cost.
  2. Sadly, if your eBook or Video file is faulty or a fault occurs during the eBook or Video being made available to you, i.e. during download then you should contact Customer Relations Team within 14 days of purchase on customercare@packt.com who will be able to resolve this issue for you.
  3. You will have a choice of replacement or refund of the problem items.(damaged, defective or incorrect)
  4. Once Customer Care Team confirms that you will be refunded, you should receive the refund within 10 to 12 working days.
  5. If you are only requesting a refund of one book from a multiple order, then we will refund you the appropriate single item.
  6. Where the items were shipped under a free shipping offer, there will be no shipping costs to refund.

On the off chance your printed book arrives damaged, with book material defect, contact our Customer Relation Team on customercare@packt.com within 14 days of receipt of the book with appropriate evidence of damage and we will work with you to secure a replacement copy, if necessary. Please note that each printed book you order from us is individually made by Packt's professional book-printing partner which is on a print-on-demand basis.

What tax is charged? Chevron down icon Chevron up icon

Currently, no tax is charged on the purchase of any print book (subject to change based on the laws and regulations). A localized VAT fee is charged only to our European and UK customers on eBooks, Video and subscriptions that they buy. GST is charged to Indian customers for eBooks and video purchases.

What payment methods can I use? Chevron down icon Chevron up icon

You can pay with the following card types:

  1. Visa Debit
  2. Visa Credit
  3. MasterCard
  4. PayPal
What is the delivery time and cost of print books? Chevron down icon Chevron up icon

Shipping Details

USA:

'

Economy: Delivery to most addresses in the US within 10-15 business days

Premium: Trackable Delivery to most addresses in the US within 3-8 business days

UK:

Economy: Delivery to most addresses in the U.K. within 7-9 business days.
Shipments are not trackable

Premium: Trackable delivery to most addresses in the U.K. within 3-4 business days!
Add one extra business day for deliveries to Northern Ireland and Scottish Highlands and islands

EU:

Premium: Trackable delivery to most EU destinations within 4-9 business days.

Australia:

Economy: Can deliver to P. O. Boxes and private residences.
Trackable service with delivery to addresses in Australia only.
Delivery time ranges from 7-9 business days for VIC and 8-10 business days for Interstate metro
Delivery time is up to 15 business days for remote areas of WA, NT & QLD.

Premium: Delivery to addresses in Australia only
Trackable delivery to most P. O. Boxes and private residences in Australia within 4-5 days based on the distance to a destination following dispatch.

India:

Premium: Delivery to most Indian addresses within 5-6 business days

Rest of the World:

Premium: Countries in the American continent: Trackable delivery to most countries within 4-7 business days

Asia:

Premium: Delivery to most Asian addresses within 5-9 business days

Disclaimer:
All orders received before 5 PM U.K time would start printing from the next business day. So the estimated delivery times start from the next day as well. Orders received after 5 PM U.K time (in our internal systems) on a business day or anytime on the weekend will begin printing the second to next business day. For example, an order placed at 11 AM today will begin printing tomorrow, whereas an order placed at 9 PM tonight will begin printing the day after tomorrow.


Unfortunately, due to several restrictions, we are unable to ship to the following countries:

  1. Afghanistan
  2. American Samoa
  3. Belarus
  4. Brunei Darussalam
  5. Central African Republic
  6. The Democratic Republic of Congo
  7. Eritrea
  8. Guinea-bissau
  9. Iran
  10. Lebanon
  11. Libiya Arab Jamahriya
  12. Somalia
  13. Sudan
  14. Russian Federation
  15. Syrian Arab Republic
  16. Ukraine
  17. Venezuela