JavaScript

Introduction to JavaScript

JavaScript is used in millions of Web pages to improve the design, validate forms, detect browsers, create cookies, and much more.
JavaScript is the most popular scripting language on the Internet, and works in all major browsers, such as Internet Explorer, Mozilla, Firefox, Netscape, and Opera.

What is JavaScript?

  • JavaScript was designed to add interactivity to HTML pages
  • JavaScript is a scripting language (a scripting language is a lightweight programming language)
  • A JavaScript consists of lines of executable computer code
  • A JavaScript is usually embedded directly into HTML pages
  • JavaScript is an interpreted language (means that scripts execute without preliminary compilation)
  • Everyone can use JavaScript without purchasing a license

Are Java and JavaScript the Same?

NO!
Java and JavaScript are two completely different languages in both concept and design!
Java (developed by Sun Microsystems) is a powerful and much more complex programming language - in the same category as C and C++.

What can a JavaScript Do?

  • JavaScript gives HTML designers a programming tool - HTML authors are normally not programmers, but JavaScript is a scripting language with a very simple syntax! Almost anyone can put small "snippets" of code into their HTML pages
  • JavaScript can put dynamic text into an HTML page - A JavaScript statement like this: document.write("<h1>" + name + "</h1>") can write a variable text into an HTML page
  • JavaScript can react to events - A JavaScript can be set to execute when something happens, like when a page has finished loading or when a user clicks on an HTML element
  • JavaScript can read and write HTML elements - A JavaScript can read and change the content of an HTML element
  • JavaScript can be used to validate data - A JavaScript can be used to validate form data before it is submitted to a server, this will save the server from extra processing
  • JavaScript can be used to detect the visitor's browser - A JavaScript can be used to detect the visitor's browser, and - depending on the browser - load another page specifically designed for that browser
  • JavaScript can be used to create cookies - A JavaScript can be used to store and retrieve information on the visitor's computer
The HTML <script> tag is used to insert a JavaScript into an HTML page.
How to Put a JavaScript Into an HTML Page

<html>
<body>
<script type="text/javascript">
document.write("Hello World!")
</script>
</body>
</html>

The code above will produce this output on an HTML page:
Hello World!

Example Explained

To insert a JavaScript into an HTML page, we use the <script> tag (also use the type attribute to define the scripting language).
So, the <script type="text/javascript"> and </script> tells where the JavaScript starts and ends:
<html>
<body>
<script type="text/javascript">
...
</script>
</body>
</html>
The word document.write is a standard JavaScript command for writing output to a page.
By entering the document.write command between the <script type="text/javascript"> and </script> tags, the browser will recognize it as a JavaScript command and execute the code line. In this case the browser will write Hello World! to the page:
<html>
<body>
<script type="text/javascript">
document.write("Hello World!")
</script>
</body>
</html>
Note: If we had not entered the <script> tag, the browser would have treated the document.write("Hello World!") command as pure text, and just write the entire line on the page.
Many programmers continue this habit when writing JavaScript, but in general, semicolons are optional! However, semicolons are required if you want to put more than one statement on a single line.

How to Handle Older Browsers

Browsers that do not support JavaScript will display the script as page content. To prevent them from doing this, we may use the HTML comment tag:
<script type="text/javascript">
<!--
document.write("Hello World!")
//-->
</script>
The two forward slashes at the end of comment line (//) are a JavaScript comment symbol. This prevents the JavaScript compiler from compiling the line.

Where to Put the JavaScript

JavaScripts in a page will be executed immediately while the page loads into the browser. This is not always what we want. Sometimes we want to execute a script when a page loads, other times when a user triggers an event.
Scripts in the head section: Scripts to be executed when they are called, or when an event is triggered, go in the head section. When you place a script in the head section, you will ensure that the script is loaded before anyone uses it. 
<html>
<head>
<script type="text/javascript">
....
</script>
</head>
Scripts in the body section: Scripts to be executed when the page loads go in the body section. When you place a script in the body section it generates the content of the page.
<html>
<head>
</head>
<body>
<script type="text/javascript">
....
</script>
</body>
Scripts in both the body and the head section: You can place an unlimited number of scripts in your document, so you can have scripts in both the body and the head section.
<html>
<head>
<script type="text/javascript">
....
</script>
</head>
<body>
<script type="text/javascript">
....
</script>
</body>

Using an External JavaScript

Sometimes you might want to run the same JavaScript on several pages, without having to write the same script on every page.
To simplify this, you can write a JavaScript in an external file. Save the external JavaScript file with a .js file extension.
Note: The external script cannot contain the <script> tag!
To use the external script, point to the .js file in the "src" attribute of the <script> tag:
<html>
<head>
<script src="xxx.js"></script>
</head>
<body>
</body>
</html>

JavaScript Variables

A variable is a "container" for information you want to store.

Variables

A variable is a "container" for information you want to store. A variable's value can change during the script. You can refer to a variable by name to see its value or to change its value.
Rules for variable names:
  • Variable names are case sensitive
  • They must begin with a letter or the underscore character
IMPORTANT! JavaScript is case-sensitive! A variable named strname is not the same as a variable named STRNAME!

Declare a Variable

You can create a variable with the var statement:
var strname = some value
You can also create a variable without the var statement:
strname = some value

Assign a Value to a Variable

You can assign a value to a variable like this:
var strname = "Hege"
Or like this:
strname = "Hege"
The variable name is on the left side of the expression and the value you want to assign to the variable is on the right. Now the variable "strname" has the value "Hege".

Lifetime of Variables

When you declare a variable within a function, the variable can only be accessed within that function. When you exit the function, the variable is destroyed. These variables are called local variables. You can have local variables with the same name in different functions, because each is recognized only by the function in which it is declared.
If you declare a variable outside a function, all the functions on your page can access it. The lifetime of these variables starts when they are declared, and ends when the page is closed.

JavaScript If...Else Statements

Conditional statements in JavaScript are used to perform different actions based on different conditions.

Conditional Statements

Very often when you write code, you want to perform different actions for different decisions. You can use conditional statements in your code to do this.
In JavaScript we have the following conditional statements:
  • if statement - use this statement if you want to execute some code only if a specified condition is true
  • if...else statement - use this statement if you want to execute some code if the condition is true and another code if the condition is false
  • if...else if....else statement - use this statement if you want to select one of many blocks of code to be executed
  • switch statement - use this statement if you want to select one of many blocks of code to be executed

If Statement

You should use the if statement if you want to execute some code only if a specified condition is true.

Syntax

if (condition)
{
code to be executed if condition is true
}
Note that if is written in lowercase letters. Using uppercase letters (IF) will generate a JavaScript error!

Example 1

<script type="text/javascript">
//Write a "Good morning" greeting if
//the time is less than 10
var d=new Date()
var time=d.getHours()
 
if (time<10) 
{
document.write("<b>Good morning</b>")
}
</script>

Example 2

<script type="text/javascript">
//Write "Lunch-time!" if the time is 11
var d=new Date()
var time=d.getHours()
 
if (time==11) 
{
document.write("<b>Lunch-time!</b>")
}
</script>
Note: When comparing variables you must always use two equals signs next to each other (==)!
Notice that there is no ..else.. in this syntax. You just tell the code to execute some code only if the specified condition is true.

If...else Statement

If you want to execute some code if a condition is true and another code if the condition is not true, use the if....else statement.

Syntax

if (condition)
{
code to be executed if condition is true
}
else
{
code to be executed if condition is not true
}

Example

<script type="text/javascript">
//If the time is less than 10,
//you will get a "Good morning" greeting.
//Otherwise you will get a "Good day" greeting.
var d = new Date()
var time = d.getHours()
 
if (time < 10) 
{
document.write("Good morning!")
}
else
{
document.write("Good day!")
}
</script>

If...else if...else Statement

You should use the if....else if...else statement if you want to select one of many sets of lines to execute.

Syntax

if (condition1)
{
code to be executed if condition1 is true
}
else if (condition2)
{
code to be executed if condition2 is true
}
else
{
code to be executed if condition1 and
condition2 are not true
}

Example

<script type="text/javascript">
var d = new Date()
var time = d.getHours()
if (time<10)
{
document.write("<b>Good morning</b>")
}
else if (time>10 && time<16)
{
document.write("<b>Good day</b>")
}
else
{
document.write("<b>Hello World!</b>")
}
</script>

JavaScript Switch Statement

Conditional statements in JavaScript are used to perform different actions based on different conditions.

The JavaScript Switch Statement

You should use the switch statement if you want to select one of many blocks of code to be executed.

Syntax

switch(n)
{
case 1:
  execute code block 1
  break    
case 2:
  execute code block 2
  break
default:
  code to be executed if n is
  different from case 1 and 2
}
This is how it works: First we have a single expression n (most often a variable), that is evaluated once. The value of the expression is then compared with the values for each case in the structure. If there is a match, the block of code associated with that case is executed. Use break to prevent the code from running into the next case automatically.

Example

<script type="text/javascript">
//You will receive a different greeting based
//on what day it is. Note that Sunday=0,
//Monday=1, Tuesday=2, etc.
var d=new Date()
theDay=d.getDay()
switch (theDay)
{
case 5:
  document.write("Finally Friday")
  break
case 6:
  document.write("Super Saturday")
  break
case 0:
  document.write("Sleepy Sunday")
  break
default:
  document.write("I'm looking forward to this weekend!")
}
</script>

JavaScript Operators

Arithmetic Operators

Operator
Description
Example
Result
+
Addition
x=2
y=2
x+y
4
-
Subtraction
x=5
y=2
x-y
3
*
Multiplication
x=5
y=4
x*y
20
/
Division
15/5
5/2
3
2.5
%
Modulus (division remainder)
5%2
10%8
10%2
1
2
0
++
Increment
x=5
x++
x=6
--
Decrement
x=5
x--
x=4

Assignment Operators

Operator
Example
Is The Same As
=
x=y
x=y
+=
x+=y
x=x+y
-=
x-=y
x=x-y
*=
x*=y
x=x*y
/=
x/=y
x=x/y
%=
x%=y
x=x%y

Comparison Operators

Operator
Description
Example
==
is equal to
5==8 returns false
===
is equal to (checks for both value and type)
x=5
y="5"
x==y returns true
x===y returns false
!=
is not equal
5!=8 returns true
> 
is greater than
5>8 returns false
< 
is less than
5<8 returns true
>=
is greater than or equal to
5>=8 returns false
<=
is less than or equal to
5<=8 returns true

Logical Operators

Operator
Description
Example
&&
and
x=6
y=3
(x < 10 && y > 1) returns true
||
or
x=6
y=3
(x==5 || y==5) returns false
!
not
x=6
y=3
!(x==y) returns true

String Operator

A string is most often text, for example "Hello World!". To stick two or more string variables together, use the + operator.
txt1="What a very"
txt2="nice day!"
txt3=txt1+txt2 
The variable txt3 now contains "What a verynice day!".
To add a space between two string variables, insert a space into the expression, OR in one of the strings.
txt1="What a very"
txt2="nice day!"
txt3=txt1+" "+txt2
or
txt1="What a very "
txt2="nice day!"
txt3=txt1+txt2
The variable txt3 now contains "What a very nice day!".

Conditional Operator

JavaScript also contains a conditional operator that assigns a value to a variable based on some condition.

Syntax

variablename=(condition)?value1:value2 

Example

greeting=(visitor=="PRES")?"Dear President ":"Dear "
If the variable visitor is equal to PRES, then put the string "Dear President " in the variable named greeting. If the variable visitor is not equal to PRES, then put the string "Dear " into the variable named greeting.

JavaScript Popup Boxes

In JavaScript we can create three kinds of popup boxes: Alert box, Confirm box, and Prompt box.

Alert Box

An alert box is often used if you want to make sure information comes through to the user.
When an alert box pops up, the user will have to click "OK" to proceed.
Syntax:
alert("sometext")

Confirm Box

A confirm box is often used if you want the user to verify or accept something.
When a confirm box pops up, the user will have to click either "OK" or "Cancel" to proceed.
If the user clicks "OK", the box returns true. If the user clicks "Cancel", the box returns false.
Syntax:
confirm("sometext")

Prompt Box

A prompt box is often used if you want the user to input a value before entering a page.
When a prompt box pops up, the user will have to click either "OK" or "Cancel" to proceed after entering an input value.
If the user clicks "OK" the box returns the input value. If the user clicks "Cancel" the box returns null.
Syntax:
prompt("sometext","defaultvalue")

JavaScript Functions

A function is a reusable code-block that will be executed by an event, or when the function is called.

JavaScript Functions

To keep the browser from executing a script as soon as the page is loaded, you can write your script as a function.
A function contains some code that will be executed only by an event or by a call to that function.
You may call a function from anywhere within the page (or even from other pages if the function is embedded in an external .js file).
Functions are defined at the beginning of a page, in the <head> section.

Example

<html>
<head>
<script type="text/javascript">
function displaymessage()
{
alert("Hello World!")
}
</script>
</head>
<body>
<form>
<input type="button" value="Click me!"
onclick="displaymessage()" >
</form>
</body>
</html>

If the line: alert("Hello world!!"), in the example above had not been written within a function, it would have been executed as soon as the line was loaded. Now, the script is not executed before the user hits the button. We have added an onClick event to the button that will execute the function displaymessage() when the button is clicked.

How to Define a Function

The syntax for creating a function is:
function functionname(var1,var2,...,varX)
{
some code
}
var1, var2, etc are variables or values passed into the function. The { and the } defines the start and end of the function.
Note: A function with no parameters must include the parentheses () after the function name:
function functionname()
{
some code
}
Note: Do not forget about the importance of capitals in JavaScript! The word function must be written in lowercase letters, otherwise a JavaScript error occurs! Also note that you must call a function with the exact same capitals as in the function name.

The return Statement

The return statement is used to specify the value that is returned from the function.
So, functions that are going to return a value must use the return statement.

Example

The function below should return the product of two numbers (a and b):
function prod(a,b)
{
x=a*b
return x
}
When you call the function above, you must pass along two parameters:
product=prod(2,3)
The returned value from the prod() function is 6, and it will be stored in the variable called product.

JavaScript For Loop

Loops in JavaScript are used to execute the same block of code a specified number of times or while a specified condition is true.

JavaScript Loops

Very often when you write code, you want the same block of code to run over and over again in a row. Instead of adding several almost equal lines in a script we can use loops to perform a task like this.
In JavaScript there are two different kind of loops:
  • for - loops through a block of code a specified number of times
  • while - loops through a block of code while a specified condition is true

The for Loop

The for loop is used when you know in advance how many times the script should run.
Syntax
for (var=startvalue;var<=endvalue;var=var+increment) 
{
    code to be executed
}
Example
Explanation: The example below defines a loop that starts with i=0. The loop will continue to run as long as i is less than, or equal to 10. i will increase by 1 each time the loop runs.
Note: The increment parameter could also be negative, and the <= could be any comparing statement.
<html>
<body>
<script type="text/javascript">
var i=0
for (i=0;i<=10;i++)
{
document.write("The number is " + i)
document.write("<br />")
}
</script>
</body>
</html>
Result
The number is 0
The number is 1
The number is 2
The number is 3
The number is 4
The number is 5
The number is 6
The number is 7
The number is 8
The number is 9
The number is 10

The while loop

JavaScript While Loop

Loops in JavaScript are used to execute the same block of code a specified number of times or while a specified condition is true.

The while loop

The while loop is used when you want the loop to execute and continue executing while the specified condition is true. 
while (var<=endvalue)
{
    code to be executed
}
Note: The <= could be any comparing statement.
Example
Explanation: The example below defines a loop that starts with i=0. The loop will continue to run as long as i is less than, or equal to 10. i will increase by 1 each time the loop runs.
<html>
<body>
<script type="text/javascript">
var i=0
while (i<=10)
{
document.write("The number is " + i)
document.write("<br />")
i=i+1
}
</script>
</body>
</html>
Result
The number is 0
The number is 1
The number is 2
The number is 3
The number is 4
The number is 5
The number is 6
The number is 7
The number is 8
The number is 9
The number is 10

The do...while Loop

The do...while loop is a variant of the while loop. This loop will always execute a block of code ONCE, and then it will repeat the loop as long as the specified condition is true. This loop will always be executed at least once, even if the condition is false, because the code is executed before the condition is tested.
do
{
    code to be executed
}
while (var<=endvalue)
Example
<html>
<body>
<script type="text/javascript">
var i=0
do 
{
document.write("The number is " + i)
document.write("<br />")
i=i+1
}
while (i<0)
</script>
</body>
</html>
Result
The number is 0

JavaScript Break and Continue

There are two special statements that can be used inside loops: break and continue.

JavaScript break and continue Statements

There are two special statements that can be used inside loops: break and continue.

Break

The break command will break the loop and continue executing the code that follows after the loop (if any).
Example
<html>
<body>
<script type="text/javascript">
var i=0
for (i=0;i<=10;i++)
{
if (i==3){break}
document.write("The number is " + i)
document.write("<br />")
}
</script>
</body>
</html>
Result
The number is 0
The number is 1
The number is 2

Continue

The continue command will break the current loop and continue with the next value.
Example
<html>
<body>
<script type="text/javascript">
var i=0
for (i=0;i<=10;i++)
{
if (i==3){continue}
document.write("The number is " + i)
document.write("<br />")
}
</script>
</body>
</html>
Result
The number is 0
The number is 1
The number is 2
The number is 4
The number is 5
The number is 6
The number is 7
The number is 8
The number is 9
The number is 10

JavaScript For...In Statement

The for...in statement is used to loop (iterate) through the elements of an array or through the properties of an object.

JavaScript For...In Statement

The for...in statement is used to loop (iterate) through the elements of an array or through the properties of an object.
The code in the body of the for ... in loop is executed once for each element/property.
Syntax
for (variable in object)
{
    code to be executed
}
The variable argument can be a named variable, an array element, or a property of an object.

Example

Using for...in to loop through an array:
<html>
<body>
<script type="text/javascript">
var x
var mycars = new Array()
mycars[0] = "Saab"
mycars[1] = "Volvo"
mycars[2] = "BMW"
 
for (x in mycars)
{
document.write(mycars[x] + "<br />")
}
</script>
</body>
</html>

JavaScript Events

Events are actions that can be detected by JavaScript.

Events

By using JavaScript, we have the ability to create dynamic web pages. Events are actions that can be detected by JavaScript.
Every element on a web page has certain events which can trigger JavaScript functions. For example, we can use the onClick event of a button element to indicate that a function will run when a user clicks on the button. We define the events in the HTML tags.
Examples of events:
  • A mouse click
  • A web page or an image loading
  • Mousing over a hot spot on the web page
  • Selecting an input box in an HTML form
  • Submitting an HTML form
  • A keystroke
The following table lists the events recognized by JavaScript:
Note: Events are normally used in combination with functions, and the function will not be executed before the event occurs!

onload and onUnload

The onload and onUnload events are triggered when the user enters or leaves the page.
The onload event is often used to check the visitor's browser type and browser version, and load the proper version of the web page based on the information.
Both the onload and onUnload events are also often used to deal with cookies that should be set when a user enters or leaves a page. For example, you could have a popup asking for the user's name upon his first arrival to your page. The name is then stored in a cookie. Next time the visitor arrives at your page, you could have another popup saying something like: "Welcome John Doe!".

onFocus, onBlur and onChange

The onFocus, onBlur and onChange events are often used in combination with validation of form fields.
Below is an example of how to use the onChange event. The checkEmail() function will be called whenever the user changes the content of the field:
<input type="text" size="30"
id="email" onchange="checkEmail()">;

onSubmit

The onSubmit event is used to validate ALL form fields before submitting it.
Below is an example of how to use the onSubmit event. The checkForm() function will be called when the user clicks the submit button in the form. If the field values are not accepted, the submit should be cancelled. The function checkForm() returns either true or false. If it returns true the form will be submitted, otherwise the submit will be cancelled:
<form method="post" action="xxx.htm"
onsubmit="return checkForm()">

onMouseOver and onMouseOut

onMouseOver and onMouseOut are often used to create "animated" buttons.
Below is an example of an onMouseOver event. An alert box appears when an onMouseOver event is detected:
<a href="http://www.w3schools.com"
onmouseover="alert('An onMouseOver event');return false">
<img src="w3schools.gif" width="100" height="30">
</a>

JavaScript Try...Catch Statement
The try...catch statement allows you to test a block of code for errors.

JavaScript - Catching Errors

When browsing Web pages on the internet, we all have seen a JavaScript alert box telling us there is a runtime error and asking "Do you wish to debug?". Error message like this may be useful for developers but not for users. When users see errors, they often leave the Web page.
This chapter will teach you how to trap and handle JavaScript error messages, so you don't lose your audience.
There are two ways of catching errors in a Web page:
  • By using the try...catch statement (available in IE5+, Mozilla 1.0, and Netscape 6)
  • By using the onerror event. This is the old standard solution to catch errors (available since Netscape 3)

Try...Catch Statement

The try...catch statement allows you to test a block of code for errors. The try block contains the code to be run, and the catch block contains the code to be executed if an error occurs.

Syntax

try
{
//Run some code here
}
catch(err)
{
//Handle errors here
}
Note that try...catch is written in lowercase letters. Using uppercase letters will generate a JavaScript error!

Example 1

The example below contains a script that is supposed to display the message "Welcome guest!" when you click on a button. However, there's a typo in the message() function. alert() is misspelled as adddlert(). A JavaScript error occurs:
<html>
<head>
<script type="text/javascript">
function message()
{
adddlert("Welcome guest!")
}
</script>
</head>
 
<body>
<input type="button" value="View message" onclick="message()" />
</body>
 
</html>
To take more appropriate action when an error occurs, you can add a try...catch statement.
The example below contains the "Welcome guest!" example rewritten to use the try...catch statement. Since alert() is misspelled, a JavaScript error occurs. However, this time, the catch block catches the error and executes a custom code to handle it. The code displays a custom error message informing the user what happened:
<html>
<head>
<script type="text/javascript">
var txt=""
function message()
{
try
  {
  adddlert("Welcome guest!")
  }
catch(err)
  {
  txt="There was an error on this page.\n\n"
  txt+="Error description: " + err.description + "\n\n"
  txt+="Click OK to continue.\n\n"
  alert(txt)
  }
}
</script>
</head>
 
<body>
<input type="button" value="View message" onclick="message()" />
</body>
 
</html>

Example 2

The next example uses a confirm box to display a custom message telling users they can click OK to continue viewing the page or click Cancel to go to the homepage. If the confirm method returns false, the user clicked Cancel, and the code redirects the user. If the confirm method returns true, the code does nothing:
<html>
<head>
<script type="text/javascript">
var txt=""
function message()
{
try
  {
  adddlert("Welcome guest!")
  }
catch(err)
  {
  txt="There was an error on this page.\n\n"
  txt+="Click OK to continue viewing this page,\n"
  txt+="or Cancel to return to the home page.\n\n"
  if(!confirm(txt))
    {
    document.location.href="http://www.w3schools.com/"
    }
  }
}
</script>
</head>
<body>
<input type="button" value="View message" onclick="message()" />
</body>
</html>

The onerror Event

The onerror event will be explained soon, but first we will learn how to use the throw statement to create an exception. The throw statement can be used together with the try...catch statement.
JavaScript Throw Statement
The throw statement allows you to create an exception.

The Throw Statement

The throw statement allows you to create an exception. If you use this statement together with the try...catch statement, you can control program flow and generate accurate error messages.

Syntax

throw(exception)
The exception can be a string, integer, Boolean or an object.
Note that throw is written in lowercase letters. Using uppercase letters will generate a JavaScript error!

Example 1

The example below determines the value of a variable called x. If the value of x is higher than 10 or lower than 0 we are going to throw an error. The error is then caught by the catch argument and the proper error message is displayed:
<html>
<body>
<script type="text/javascript">
var x=prompt("Enter a number between 0 and 10:","")
try
{ 
if(x>10) 
throw "Err1" 
else if(x<0)
throw "Err2"
} 
catch(er)
{
if(er=="Err1") 
alert("Error! The value is too high")
if(er == "Err2") 
alert("Error! The value is too low") 
}
</script>
</body>
</html>

JavaScript The onerror Event

Using the onerror event is the old standard solution to catch errors in a web page.

The onerror Event

We have just explained how to use the try...catch statement to catch errors in a web page. Now we are going to explain how to use the onerror event for the same purpose.
The onerror event is fired whenever there is a script error in the page.
To use the onerror event, you must create a function to handle the errors. Then you call the function with the onerror event handler. The event handler is called with three arguments: msg (error message), url (the url of the page that caused the error) and line (the line where the error occurred).

Syntax

onerror=handleErr
function handleErr(msg,url,l)
{
//Handle the error here
return true or false
}
The value returned by onerror determines whether the browser displays a standard error message. If you return false, the browser displays the standard error message in the JavaScript console. If you return true, the browser does not display the standard error message.

Example

The following example shows how to catch the error with the onerror event:
<html>
<head>
<script type="text/javascript">
onerror=handleErr
var txt=""
function handleErr(msg,url,l)
{
txt="There was an error on this page.\n\n"
txt+="Error: " + msg + "\n"
txt+="URL: " + url + "\n"
txt+="Line: " + l + "\n\n"
txt+="Click OK to continue.\n\n"
alert(txt)
return true
}
function message()
{
adddlert("Welcome guest!")
}
</script>
</head>
<body>
<input type="button" value="View message" onclick="message()" />
</body>
</html>

JavaScript Special Characters

In JavaScript you can add special characters to a text string by using the backslash sign.

Insert Special Characters

The backslash (\) is used to insert apostrophes, new lines, quotes, and other special characters into a text string.
Look at the following JavaScript code:
var txt="We are the so-called "Vikings" from the north."
document.write(txt)
In JavaScript, a string is started and stopped with either single or double quotes. This means that the string above will be chopped to: We are the so-called
To solve this problem, you must place a backslash (\) before each double quote in "Viking". This turns each double quote into a string literal:
var txt="We are the so-called \"Vikings\" from the north."
document.write(txt)
JavasScript will now output the proper text string: We are the so-called "Vikings" from the north.
Here is another example:
document.write ("You \& me are singing!") 
The example above will produce the following output:
You & me are singing!
The table below lists other special characters that can be added to a text string with the backslash sign:
Code
Outputs
\'
single quote
\"
double quote
\&
ampersand
\\
backslash
\n
new line
\r
carriage return
\t
tab
\b
backspace
\f
form feed

JavaScript Objects Introduction
JavaScript is an Object Oriented Programming (OOP) language.
An OOP language allows you to define your own objects and make your own variable types.

Object Oriented Programming

JavaScript is an Object Oriented Programming (OOP) language. An OOP language allows you to define your own objects and make your own variable types.
An object has properties and methods.

Properties

Properties are the values associated with an object.
In the following example we are using the length property of the String object to return the number of characters in a string:
<script type="text/javascript">
var txt="Hello World!"
document.write(txt.length)
</script>
The output of the code above will be:
12

Methods

Methods are the actions that can be performed on objects.
In the following example we are using the toUpperCase() method of the String object to display a text in uppercase letters:
<script type="text/javascript">
var str="Hello world!"
document.write(str.toUpperCase())
</script>
The output of the code above will be:
HELLO WORLD!

JavaScript String Object
The String object is used to manipulate a stored piece of text.

String object

The String object is used to manipulate a stored piece of text.
Examples of use:
The following example uses the length property of the String object to find the length of a string:
var txt="Hello world!"
document.write(txt.length)
The code above will result in the following output:
12
The following example uses the toUpperCase() method of the String object to convert a string to uppercase letters:
var txt="Hello world!"
document.write(txt.toUpperCase())
The code above will result in the following output:
HELLO WORLD!

JavaScript Date Object

The Date object is used to work with dates and times.

Defining Dates

The Date object is used to work with dates and times. 
We define a Date object with the new keyword. The following code line defines a Date object called myDate:
var myDate=new Date()
Note: The Date object will automatically hold the current date and time as its initial value!

Manipulate Dates

We can easily manipulate the date by using the methods available for the Date object.
In the example below we set a Date object to a specific date (14th January 2010):
var myDate=new Date()
myDate.setFullYear(2010,0,14)
And in the following example we set a Date object to be 5 days into the future:
var myDate=new Date()
myDate.setDate(myDate.getDate()+5)
Note: If adding five days to a date shifts the month or year, the changes are handled automatically by the Date object itself!

Comparing Dates

The Date object is also used to compare two dates.
The following example compares today's date with the 14th January 2010:
var myDate=new Date()
myDate.setFullYear(2010,0,14)
var today = new Date()
if (myDate>today)
  alert("Today is before 14th January 2010")
else
  alert("Today is after 14th January 2010")

JavaScript Array Object

The Array object is used to store a set of values in a single variable name.

Defining Arrays

The Array object is used to store a set of values in a single variable name.
We define an Array object with the new keyword. The following code line defines an Array object called myArray:
var myArray=new Array()
There are two ways of adding values to an array (you can add as many values as you need to define as many variables you require).
1:
var mycars=new Array()
mycars[0]="Saab"
mycars[1]="Volvo"
mycars[2]="BMW"
You could also pass an integer argument to control the array's size:
var mycars=new Array(3)
mycars[0]="Saab"
mycars[1]="Volvo"
mycars[2]="BMW"
2:
var mycars=new Array("Saab","Volvo","BMW")
Note: If you specify numbers or true/false values inside the array then the type of variables will be numeric or Boolean instead of string.

Accessing Arrays

You can refer to a particular element in an array by referring to the name of the array and the index number. The index number starts at 0.
The following code line:
document.write(mycars[0])
will result in the following output:
Saab

Modify Values in Existing Arrays

To modify a value in an existing array, just add a new value to the array with a specified index number:
mycars[0]="Opel"
Now, the following code line:
document.write(mycars[0])
will result in the following output:
Opel

JavaScript Boolean Object

The Boolean object is used to convert a non-Boolean value to a Boolean value (true or false).

Boolean Object

The Boolean object is an object wrapper for a Boolean value.
The Boolean object is used to convert a non-Boolean value to a Boolean value (true or false).
We define a Boolean object with the new keyword. The following code line defines a Boolean object called myBoolean:
var myBoolean=new Boolean()
Note: If the Boolean object has no initial value or if it is 0, -0, null, "", false, undefined, or NaN, the object is set to false. Otherwise it is true (even with the string "false")!
All the following lines of code create Boolean objects with an initial value of false:
var myBoolean=new Boolean()
var myBoolean=new Boolean(0)
var myBoolean=new Boolean(null)
var myBoolean=new Boolean("")
var myBoolean=new Boolean(false)
var myBoolean=new Boolean(NaN)
And all the following lines of code create Boolean objects with an initial value of true:
var myBoolean=new Boolean(true)
var myBoolean=new Boolean("true")
var myBoolean=new Boolean("false")
var myBoolean=new Boolean("Richard")

JavaScript Math Object
The Math object allows you to perform common mathematical tasks.

Math Object

The Math object allows you to perform common mathematical tasks.
The Math object includes several mathematical values and functions. You do not need to define the Math object before using it.

Mathematical Values

JavaScript provides eight mathematical values (constants) that can be accessed from the Math object. These are: E, PI, square root of 2, square root of 1/2, natural log of 2, natural log of 10, base-2 log of E, and base-10 log of E.
You may reference these values from your JavaScript like this:
Math.E
Math.PI
Math.SQRT2
Math.SQRT1_2
Math.LN2
Math.LN10
Math.LOG2E
Math.LOG10E

Mathematical Methods

In addition to the mathematical values that can be accessed from the Math object there are also several functions (methods) available.
Examples of functions (methods):
The following example uses the round() method of the Math object to round a number to the nearest integer:
document.write(Math.round(4.7))
The code above will result in the following output:
5
The following example uses the random() method of the Math object to return a random number between 0 and 1:
document.write(Math.random())
The code above can result in the following output:
0.5403620648469515
The following example uses the floor() and random() methods of the Math object to return a random number between 0 and 10:
document.write(Math.floor(Math.random()*11))
The code above can result in the following output:
9

JavaScript Form Validation

JavaScript can be used to validate input data in HTML forms before sending off the content to a server.

JavaScript Form Validation

JavaScript can be used to validate input data in HTML forms before sending off the content to a server.
Form data that typically are checked by a JavaScript could be:
  • has the user left required fields empty?
  • has the user entered a valid e-mail address?
  • has the user entered a valid date?
  • has the user entered text in a numeric field?

Required Fields

The function below checks if a required field has been left empty. If the required field is blank, an alert box alerts a message and the function returns false. If a value is entered, the function returns true (means that data is OK):
function validate_required(field,alerttxt)
{
with (field)
{
if (value==null||value=="")
  {alert(alerttxt);return false}
else {return true}
}
}
The entire script, with the HTML form could look something like this:
<html>
<head>
<script type="text/javascript">
function validate_required(field,alerttxt)
{
with (field)
{
if (value==null||value=="")
  {alert(alerttxt);return false}
else {return true}
}
}
function validate_form(thisform)
{
with (thisform)
{
if (validate_required(email,"Email must be filled out!")==false)
  {email.focus();return false}
}
}
</script>
</head>
<body>
<form action="submitpage.htm"
onsubmit="return validate_form(this)"
method="post">
Email: <input type="text" name="email" size="30">
<input type="submit" value="Submit"> 
</form>
</body>
</html>

E-mail Validation

The function below checks if the content has the general syntax of an email.
This means that the input data must contain at least an @ sign and a dot (.). Also, the @ must not be the first character of the email address, and the last dot must at least be one character after the @ sign:
function validate_email(field,alerttxt)
{
with (field)
{
apos=value.indexOf("@")
dotpos=value.lastIndexOf(".")
if (apos<1||dotpos-apos<2) 
  {alert(alerttxt);return false}
else {return true}
}
}
The entire script, with the HTML form could look something like this:
<html>
<head>
<script type="text/javascript">
function validate_email(field,alerttxt)
{
with (field)
{
apos=value.indexOf("@")
dotpos=value.lastIndexOf(".")
if (apos<1||dotpos-apos<2) 
  {alert(alerttxt);return false}
else {return true}
}
}
function validate_form(thisform)
{
with (thisform)
{
if (validate_email(email,"Not a valid e-mail address!")==false)
  {email.focus();return false}
}
}
</script>
</head>
<body>
<form action="submitpage.htm"
onsubmit="return validate_form(this);"
method="post">
Email: <input type="text" name="email" size="30">
<input type="submit" value="Submit"> 
</form>
</body>
</html>

JavaScript Animation

With JavaScript we can create animated images.

JavaScript Animation

It is possible to use JavaScript to create animated images.
The trick is to let a JavaScript change between different images on different events.
In the following example we will add an image that should act as a link button on a web page. We will then add an onMouseOver event and an onMouseOut event that will run two JavaScript functions that will change between the images.

The HTML Code

The HTML code looks like this:
<a href="http://www.w3schools.com" target="_blank"
onmouseOver="mouseOver()"
onmouseOut="mouseOut()">
<img border="0" alt="Visit W3Schools!"
src="b_pink.gif" name="b1" />
</a>
Note that we have given the image a name to make it possible for JavaScript to address it later.
The onMouseOver event tells the browser that once a mouse is rolled over the image, the browser should execute a function that will replace the image with another image.
The onMouseOut event tells the browser that once a mouse is rolled away from the image, another JavaScript function should be executed. This function will insert the original image again.
IMPORTANT! The mouse events are added to the <a> tag, and not to the <img> tag. Unfortunately, browsers do not support mouse events on images!

The JavaScript Code

The changing between the images is done with the following JavaScript:
<script type="text/javascript">
function mouseOver()
{
document.b1.src ="b_blue.gif"
}
function mouseOut()
{
document.b1.src ="b_pink.gif"
}
</script>
The function mouseOver() causes the image to shift to "b_blue.gif".
The function mouseOut() causes the image to shift to "b_pink.gif".

The Entire Code

<html>
<head>
<script type="text/javascript">
function mouseOver()
{
document.b1.src ="b_blue.gif"
}
function mouseOut()
{
document.b1.src ="b_pink.gif"
}
</script>
</head>
 
<body>
<a href="http://www.w3schools.com" target="_blank"
onmouseOver="mouseOver()"
onmouseOut="mouseOut()">
<img border="0" alt="Visit W3Schools!"
src="b_pink.gif" name="b1" />
</a>
</body>
</html>



JavaScript Object Reference

JavaScript has a wide variety of objects you can use when programming, and each of them have different properties you can control or display through the use of methods. This table should make your programming jobs in JavaScript a little easier.
Objects


JavaScript Object Reference - Anchor
An anchor is a place in the page that is the target of a link.
Anchor
Properties
Name
Description
Ver.
name
Specifies the anchor's name.
1.2
text
Specifies the text of an anchor.
1.2
x
Pixels from the left edge of the document.
1.2
y
Pixels from the top edge of the document.
1.2


JavaScript Object Reference - Applet
Applet
Properties
Name
Description
Ver.
The Applet object inherits all public properties of the Java applet.
Methods
Name
Description
Ver.
The Applet object inherits all public methods of the Java applet.


JavaScript Object Reference - Array
An array is a list of elements indexed sequentially starting at zero. JavaScript array elements, as with their variables, can be of differing types.
Array
Properties
Name
Description
Ver.
constructor
The function that creates and object's prototype.
1.1
index
Reflects original string against what the regular expression matched.
1.1
input
For an array created by a regular expression match, reflects the original string against that which the regular expression was matched.
1.1
length
The number of elements in an array.
1.3
prototype
Allows the addition of properties to all objects.
1.1
Methods
Name
Description
Ver.
concat
Combines two arrays and returns a new array.
1.1
join
Joins all elements of an array into a string.
1.1
pop
Removes the last element from an array and returns that element.
1.1
push
Adds elements to the end of an array and returns the array's length.
1.3
reverse
Makes the first element the last and vise-versa.
1.1
shift
Takes away 1st element and returns the element.
1.1
slice
Takes a section out of an array and returns a new array.
1.1
splice
Adds or removes elements in an array.
1.3
sort
Sorts the elements in an array.
1.1
toSource
Used to to create a new array. Overrides the Object.toSource method.
1.3
toString
Returns a string representing the array and its elements. Overrides the Object.toString method.
1.1
unshift
Adds elements to the front of the array and returns its new length.
1.1
valueOf
Returns the primitive value of the array. Overrides the Object.valueOf method.
1.1
JavaScript Object Reference - Boolean
Boolean
Properties
Name
Description
Ver.
constructor
Specifies the function that creates an object's prototype.
1.1
prototype
Defines a property that is shared by all Boolean objects.
1.1
Methods
Name
Description
Ver.
toSource
Use this value to create a new object. Overrides the Object.toSource method.
1.3
toString
Returns a string representing the defined object. Overrides the Object.toString method.
1.1
valueOf
Returns the primitive value of a Boolean object. Overrides the Object.valueOf method.
1.1
JavaScript Object Reference - Button
Button
Properties
Name
Description
Ver.
form
Defines what form contains the button object.
1.0
name
Name of the button.
1.0
type
Type of the button.
1.1
value
Value of the form.
1.0
Methods
Name
Description
Ver.
blur
Takes focus off the button.
1.1
click
Simulates a mouse click on the button.
1.0
focus
Puts focus on the button.
1.1
handleEvent
Invokes the handler for the specified event.
1.2
JavaScript Object Reference - Checkbox
Checkbox
Properties
Name
Description
Ver.
checked
Boolean property that reflects the state of the checkbox.
1.0
defaultChecked
Boolean property that reflects the CHECKED attribute.
1.0
form
Defines what form contains the button object.
1.0
name
Name of the button.
1.0
type
Type of the button.
1.1
value
Value of the form.
1.0
Methods
Name
Description
Ver.
blur
Takes focus off the button.
1.1
click
Simulates a mouse click on the button.
1.0
focus
Puts focus on the button.
1.1
handleEvent
Invokes the handler for the specified event.
1.2
JavaScript Object Reference - Date
Date
Date
Name
Description
Ver.
constructor
Specifies function that creates an object's prototype.
1.0
prototype
Allows additional properties to a Date object.
1.0
Methods
Name
Description
Ver.
getDate
Returns day of the month from your local time.
1.0
getDay
Returns day of the week from your local time.
1.0
getFullYear
Returns the year from your local time.
1.3
getHours
Returns the hour from your local time.
1.0
getMilliseconds
Returns the milliseconds from your local time.
1.3
getMinutes
Returns the minutes from your local time.
1.0
getMonth
Returns the month from your local time.
1.0
getSeconds
Returns the seconds from your local time.
1.0
getTime
Returns the numeric value for the time from your local time.
1.0
getTimezoneOffset
Returns the time-zone offset in minutes from your local time.
1.0
getUTCDate
Returns day of the month according to universal time.
1.3
getUTCDay
Returns day of the week according to universal time.
1.3
getUTCFullYear
Returns the year according to universal time..
1.3
getUTCHours
Returns the hour according to universal time..
1.3
getUTCMilliseconds
Returns the milliseconds according to universal time..
1.3
getUTCMinutes
Returns the minutes according to universal time..
1.3
getUTCMonth
Returns the month according to universal time..
1.3
getUTCSeconds
Returns the seconds according to universal time..
1.3
getYear
Returns the date from your local time.
1.0
parse
Number of milliseconds in a date string since January 1, 1970, 00:00:00, local time.
1.0
setDate
Sets the day of the month from your local time.
1.0
setFullYear
Sets the year from your local time.
1.3
setHours
Sets the hour from your local time.
1.0
setMilliseconds
Sets the milliseconds from your local time.
1.3
setMinutes
Sets the minutes from your local time.
1.0
setMonth
Sets the month from your local time.
1.0
setSeconds
Sets the seconds from your local time.
1.0
setTime
Sets the numeric value for the time from your local time.
1.0
setUTCDate
Sets day of the month according to universal time.
1.3
setUTCFullYear
Sets the year according to universal time..
1.3
setUTCHours
Sets the hour according to universal time..
1.3
setUTCMilliseconds
Sets the milliseconds according to universal time..
1.3
setUTCMinutes
Sets the minutes according to universal time..
1.3
setUTCMonth
Sets the month according to universal time..
1.3
setUTCSeconds
Sets the seconds according to universal time..
1.3
setYear
Sets year for a specified date from your local time.
1.3
toGMTString
Converts a date to a string, using the Internet GMT conventions.
1.0
toLocaleString
Converts a date to a string, using the current location's conventions.
1.0
toSource
Use this value to create a new object. Overrides the Object.toSource method.
1.3
toString
Returns a string representing the specified Date object. Overrides the Object.toString method.
1.0
toUTCString
Converts a date to a string, using the universal time convention.
1.0
UTC
Returns the number of milliseconds in a Date object since January 1, 1970, 00:00:00, universal time.
1.0
valueOf
Returns the primitive value of a Date object. Overrides the Object.valueOf method.
1.0
JavaScript Object Reference - document
document
Properties
Name
Description
Ver.
alinkColor
Specifies the ALINK attribute.
1.0
anchors
Contains an entry for each anchor in the document.
1.0
applets
Array that contains an entry for each applet in the document.
1.1
bgColor
A string that specifies the BGCOLOR attribute.
1.0
classes
Creates a Style object that can specify a specific CLASS attribute.
1.2
cookie
Specifies a cookie.
1.0
domain
Specifies the domain name of the server that served a document.
1.0
embeds
An array containing an entry for each plug-in in the document.
1.1
fgColor
A string that specifies the TEXT attribute.
1.0
formName
A separate property for each named form in the document.
1.1
forms
An array a containing an entry for each form in the document.
1.1
height
The height of the document, in pixels.
1.0
ids
Creates a Style object that can specify the style of individual HTML tags.
1.2
images
An array containing an entry for each image in the document.
1.0
lastModified
A string that specifies the date the document was last modified.
1.0
layers
Array containing an entry for each layer within the document.
1.2
linkColor
A string that specifies the LINK attribute.
1.0
links
An array containing an entry for each link in the document.
1.0
plugins
An array containing an entry for each plug-in in the document.
1.1
referrer
A string that specifies the URL of the calling document.
1.0
tags
Creates a Style object that can specify the styles of HTML tags.
1.2
title
A string that specifies the contents of the TITLE tag.
1.0
URL
A string that specifies the complete URL of a document.
1.0
vlinkColor
A string that specifies the VLINK attribute.
1.0
width
The width of the document, in pixels.
1.0
Methods
Name
Description
Ver.
captureEvents
Sets the document to capture all events of the specified type.
1.2
close
Closes an output stream and forces data to display.
1.0
contextual
Uses selection criteria to specify a Style object that can set the style of HTML tags.
1.2
getSelection
Returns a string containing the text of the selection.
1.2
handleEvent
Invokes the handler for the specified event.
1.2
open
Opens a stream to collect the output of write or writeln methods.
1.0
releaseEvents
Sets the window or document to release captured events of the specified type, sending the event to objects further along the event hierarchy.
1.2
routeEvent
Passes a captured event along the normal event hierarchy.
1.2
write
Writes HTML expressions to a document in the specified window.
1.0
writeln
Writes HTML expressions to a document in the specified window and follows them with a newline character.
1.0
JavaScript Object Reference - event
event
Properties
Name
Description
Ver.
data
Passes an array of strings containing the URLs of the dropped objects to the DragDrop event.
1.2
height
Represents the height of the window or frame.
1.2
layerX
Number specifying either the object width when passed with the resize event, or the cursor's horizontal position in pixels relative to the layer in which the event occurred.
1.2
layerY
Number specifying either the object height when passed with the resize event, or the cursor's vertical position in pixels relative to the layer in which the event occurred.
1.2
modifiers
String specifying the modifier keys associated with a mouse or key event.
1.2
pageX
Number specifying the cursor's horizontal position in pixels on the page.
1.2
pageY
Number specifying the cursor's vertical position in pixels on the page.
1.2
screenX
Number specifying the cursor's horizontal position in pixels on the screen.
1.2
screenY
Number specifying the cursor's vertical position in pixels on the screen.
1.2
target
String representing the object to which the event was originally sent.
1.2
which
Number specifying either the mouse button that was pressed or the ASCII value of a pressed key. For a mouse, 1 is the left button, 2 is the middle button, and 3 is the right button.
1.2
width
The width of the window or frame.
1.2
x
layerX.
1.2
y
layerY.
1.2


1.2
JavaScript Object Reference - FileUpload
FileUpload
Properties
Name
Description
Ver.
form
Specifies the form containing the FileUpload object.
1.0
name
NAME attribute of the form.
1.0
type
TYPE attribute of the form.
1.1
value
Reflects the current value of the file upload element's field.
1.0
Methods
Name
Description
Ver.
blur
Takes focus off the object.
1.0
focus
Puts focus on the object.
1.0
handleEvent
Invokes the handler for the event.
1.2
select
Selects the input area of the file upload field.
1.0
JavaScript Object Reference - form
form
Properties
Name
Description
Ver.
action
ACTION attribute.
1.0
elements
An array reflecting all the elements in a form.
1.0
encoding
ENCTYPE attribute.
1.0
length
Reflects the number of elements on a form.
1.0
method
METHOD attribute.
1.0
name
NAME attribute.
1.0
target
TARGET attribute.
1.0
Methods
Name
Description
Ver.
handleEvent
Invokes the handler for the specified event.
1.2
reset
Simulates a mouse click on a reset button for the calling form.
1.1
submit
Submits a form.
1.0
JavaScript Object Reference - Frame
Frame
Properties
Name
Description
Ver.
closed
Specifies whether a window has been closed or not.
1.1
crypto
An object which allows access to encryption features.
1.2
defaultStatus
Default message displayed in the browser's status bar.
1.0
document
Information on the document, provides methods for displaying HTML output to the user.
1.0
frames
An array that reflects all the frames in a window.
1.0
history
Contains information on the URLs that the client has visited within a window.
1.1
innerHeight
Specifies the vertical dimension, in pixels, of the window's content area.
1.2
innerWidth
Specifies the horizontal dimension, in pixels, of the window's content area.
1.2
length
The number of frames in the window.
1.0
location
Information on the current URL.
1.0
locationbar
Browser window's location bar.
1.2
menubar
Browser window's menu bar.
1.2
name
Unique name used to refer to this window.
1.0
offscreenBuffering
Specifies whether updates to a window are performed in an offscreen buffer.
1.2
opener
Specifies the window name of the calling document when a window is opened using the open method.
1.1
outerHeight
Specifies the vertical dimension, in pixels, of the window's outside boundary.
1.2
outerWidth
Specifies the horizontal dimension, in pixels, of the window's outside boundary.
1.2
pageXOffset
Provides the current x-position, in pixels, of a window's viewed page.
1.2
pageYOffset
Provides the current y-position, in pixels, of a window's viewed page.
1.2
parent
A synonym for a window or frame whose frameset contains the current frame.
1.0
personalbar
Represents the browser window's personal bar (also called the directories bar).
1.2
screenX
Specifies the x-coordinate of the left edge of a window.
1.2
screenY
Specifies the y-coordinate of the top edge of a window.
1.2
scrollbars
Represents the browser window's scroll bars.
1.2
self
Refers to the current window.

status
Specifies a priority or transient message in the window's status bar.

statusbar
Represents the browser window's status bar.

toolbar
Represents the browser window's toolbar.

top
Refers to the topmost browser window.

window
Refers to the current window.

Methods
Name
Description
Ver.
alert
Displays an Alert dialog box with a message and an OK button.

atob
Decodes a string of data which has been encoded using base-64 encoding.

back
Undoes the last history step in any frame within the top-level window.

blur
Removes focus from the specified object.

btoa
Creates a base-64 encoded string.

captureEvents
Sets the window or document to capture all events of the specified type.

clearInterval
Cancels a timeout that was set with the setInterval method.

clearTimeout
Cancels a timeout that was set with the setTimeout method.

close
Closes the specified window.

confirm
Displays a Confirm dialog box with the specified message and OK and Cancel buttons.

crypto.random
Returns a pseudo-random string whose length is the specified number of bytes.

crypto.signText
Returns a string of encoded data which represents a signed object.

disableExternalCapture
Disables external event capturing set by the enableExternalCapture method.

enableExternalCapture
Allows a window with frames to capture events in pages loaded from different locations (servers).

find
Finds the specified text string in the contents of the specified window.

focus
Gives focus to the specified object.

forward
Loads the next URL in the history list.

handleEvent
Invokes the handler for the specified event.

home
Points the browser to the URL specified in preferences as the user's home page.

moveBy
Moves the window by the specified amounts.

moveTo
Moves the top-left corner of the window to the specified screen coordinates.

open
Opens a new web browser window.

print
Prints the contents of the window or frame.

prompt
Displays a Prompt dialog box with a message and an input field.

releaseEvents
Sets the window to release captured events of the specified type, sending the event to objects further along the event hierarchy.

resizeBy
Resizes an entire window by moving the window's bottom-right corner by the specified amount.

resizeTo
Resizes an entire window to the specified outer height and width.

routeEvent
Passes a captured event along the normal event hierarchy.

scroll
Scrolls a window to a specified coordinate.

scrollBy
Scrolls the viewing area of a window by the specified amount.

scrollTo
Scrolls the viewing area of the window to the specified coordinates, such that the specified point becomes the top-left corner.

setHotKeys
Enables or disables hot keys in a window which does not have menus.

setInterval
Evaluates an expression or calls a function every time a specified number of milliseconds elapses.

setResizable
Specifies whether a user is permitted to resize a window.

setTimeout
Evaluates an expression or calls a function once after a specified number of milliseconds has elapsed.

setZOptions
Specifies the z-order stacking behavior of a window.

stop
Stops the current download.

JavaScript Object Reference - Function
Function
Properties
Name
Description
Ver.
arguments
The array of arguments passed to the function.
1.1
arity
Specifies the number of arguments a functions expects.
1.2
constructor
Specifies the function that creates an object's prototype.
1.1
length
Specifies the number of arguments expected by the function.
1.1
prototype
Allows the addition of properties to a function object.
1.1
Methods
Name
Description
Ver.
apply
Allows you to apply a method of another object in the context of a different object.
1.3
call
Allows you to execute a method of another object in the context of a different object.
1.3
toSource
Returns a string representing the source code of the function.
1.3
toString
Returns a string representing the source code of the function.
1.1
valueOf
Returns a string representing the source code of the function.
1.1
JavaScript Object Reference - Hidden
Hidden
Properties
Name
Description
Ver.
form
Specifies the form containing the Hidden object.
1.0
name
Reflects the NAME attribute.
1.1
type
Reflects the TYPE attribute.
1.1
value
Reflects the current value of the Hidden object.
1.0
JavaScript Object Reference - History
History
Properties
Name
Description
Ver.
current
Specifies the URL of the current history entry.
1.1
length
Reflects the number of entries in the history list.
1.0
Next
Specifies the URL of the next history entry.
1.1
previous
Specifies the URL of the previous history entry.
1.1
Methods
Name
Description
Ver.
back
Loads the previous URL in the history list.
1.0
forward
Loads the next URL in the history list.
1.0
Go
Loads a URL from the history list.
1.0
JavaScript Object Reference - Image
Image
Properties
Name
Description
Ver.
border
Reflects the BORDER attribute.
1.1
complete
Boolean value indicating whether the web browser has completed its attempt to load the image.
1.1
height
Reflects the HEIGHT attribute.
1.1
hspace
Reflects the HSPACE attribute.
1.1
lowsrc
Reflects the LOWSRC attribute.
1.1
name
Reflects the NAME attribute.
1.1
Src
Reflects the SRC attribute.
1.1
vspace
Reflects the VSPACE attribute.
1.1
width
Reflects the WIDTH attribute.
1.1
Methods
Name
Description
Ver.
handleEvent
Invokes the handler for the specified event.
1.1
JavaScript Object Reference - Java
Java
Properties
Methods
The java object is a top-level, predefined JavaScript object. You can automatically access it without using a constructor or calling a method.


 

JavaScript Objects

This is a table of the most commonly used JavaScript objects, with all of their properties, methods, and event handlers.
For additional information on JavaScript:
·         Visit Netscape's JavaScript Documentation, which has a complete listing of these objects as well as loads of other information on the JavaScript spec.
Hierarchy Objects
Object
Properties
Methods
Event Handlers
Window
defaultStatus
frames
opener
parent
scroll
self
status
top
window
alert
blur
close
confirm
focus
open
prompt
clearTimeout
setTimeout
onLoad
onUnload
onBlur
onFocus
Frame
defaultStatus
frames
opener
parent
scroll
self
status
top
window
alert
blur
close
confirm
focus
open
prompt
clearTimeout
setTimeout
none (The onLoad and onUnload event handlers belong to the Window object)
Location
hash
host
hostname
href
pathname
por
protocol
search
reload
replace
none
History
length
forward
go
back
none
Navigator
appCodeName
appName
appVersion
mimeTypes
plugins
userAgent
javaEnabled
none
document
alinkColor
anchors
applets
area
bgColor
cookie
fgColor
forms
images
lastModified
linkColor
links
location
referrer
title
vlinkColor
clear
close
open
write
writeln
none (the onLoad and onUnload event handlers belong to the Window object.
image
border
complete
height
hspace
lowsrc
name
src
vspace
width
none
none
form
action
elements
encoding
FileUpload
method
name
target
submit
reset
onSubmit
onReset
text
defaultValue
name
type
value
focus
blur
select
onBlur
onCharge
onFocus
onSelect

Built-in Objects
Array
length
join
reverse
sort xx
none
Date
none
getDate
getDay
getHours
getMinutes
getMonth
getSeconds
getTime
getTimeZoneoffset
getYear
parse
prototype
setDate
setHours
setMinutes
setMonth
setSeconds
setTime
setYear
toGMTString
toLocaleString
UTC
none
String
length
prototype
anchor
big
blink
bold
charAt
fixed
fontColor
fontSize
indexOf
italics
lastIndexOf
link
small
split
strike
sub
substring
sup
toLowerCase
toUpperCase
Window

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