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2016-03-26

JavaScript Functions and the DOM

This is the second lesson I gave as part of my ‘Intro to JavaScript Course’ for Tampa Bay youth. In this lesson, we discussed and programmed ways we can interact with the DOM through creating a hex clock and a simple drawing app. If you want to follow along create an account on codepen.io, create a new pen, and you will bet set.

The DOM, or Document Object Model, represents the web page as a tree of elements. The tree is made up of parent-child relationships with the parent having one or many children referred to as nodes, but you can think of them as branches.

               Example DOM

          HTML
  _________|_________
  |                 |
HEAD               BODY———————— —————————
  |                 |          |         |
TITLE            HEADER       MAIN     FOOTER
  |            _____|_____
My Site        |         |
              DIV       DIV

This is just a small example but underneath the body tag, where I have three semantic divs, can become much more complex if it was an actual web page. Just imagine a much larger offshoot of branches that are for other divs, list items, links, etc.

We have already worked with the DOM before from our previous lesson where we learned how to use HTML5 canvas.

var canvas = document.body.getElementById("canvas");

Here we are using the document object’s getElementById method to traverse the DOM and pick out the node with the id of ‘canvas’. We then assign that node to the variable canvas. This will allow us to modify and make changes to that node within our script.

Now let’s take what we know and do something a little different. Instead of using HTML5 canvas to interact with a web page, we are going to interact with the body directly. Let’s first get the width and height of the DOM window.

var width = window.innerWidth;
var height = window.innerHeight;

Now let’s take the information that we got from using the window object’s innerWidth and innerHeight properties and display them on the web page.

var dimensions = document.createElement("P");
dimensions.textConent = width + ", " + height;
document.body.appendChild(dimensions);

Here we are using the document object’s createElement method to create a paragraph element. We then set the text for that element to equal what the dimensions of the window are. To display this on the actual page we use the document object’s appendChild method, passing in the element we want to append, in this case, dimensions.

That was okay. Now let’s do something that’s a bit more interactive. This time, we will get the x and y coordinates of the mouse when it hovers over the DOM.

document.body.style.height = "100vh";

document.body.addEventListener("mousemove", function (event) {
  var x = event.clientX;
  var y = event.clientY;
  document.body.innerHTML = x + ", " + y;
});

First, what we did was set the height of the body tag to equal 100% of the viewport height. As you may know already, a block tag like body will only expand to the height of the elements within it. We want it to expand the entire page so that when the mouse hovers over the body it will be hovering over the entire window.

Secondly, we added an event listener to the body. The event that we want the body to listen for is the mousemove. The addEventListener method takes the event type, in this case mousemove, and a callback function. The callback function takes the data of that event and passes it to the callback function. We are calling that data event. With that data in hand, we can then call on some of the properties that data has like what the x and y coordinates are of the mouse. We get access to those properties using event.clientX and event.clientY. Then all we do afterward is put that data into the body using the innerHTML property.

Pretty neat huh? This was a bit cooler than before but we can do better. We can add some more functionality to the program so that the body’s background color changes based on the x and y coordinates.

document.body.innerHTML = x + ", " + y;
document.body.style.backgroundColor = "rgb(" + x + ", " + y + ", 0)";

Wow, pretty neat! Okay, maybe just for me.

Let’s recap. There are many ways to interact with the DOM. We can add elements, add event listeners, and manipulate the DOM based on the feedback we get from event listeners.

We are going to take what we learned a step further and create a hex clock. What is a hex clock you say? A hex clock is a timer that changes a web pages color each second. To start let’s create a function that gets the time of day.

function getTimeOfDay() {
  var date = new Date();
  var hour = date.getHours();
  var min = date.getMinutes();
  var sec = date.getSeconds();
  document.body.innerHTML = "" + hour + min + sec;
  return "" + hour + min + sec;
}

JavaScript has many handy utilities to make things a little easier for programmers. One of those utilities is the Date object. As you may have noticed we instantiate a Date object with the new keyword. Once instantiated we can begin to use methods that allow use to retrieve data such as what the current hours, minutes, and seconds are. After getting that data I am then setting the innerHTML property of the body to equal it. I am returning a string of hour, min, and sec because we will need it later.

Now every time we call this function we will get a new date object and from that, we will get the new hours, minutes, and seconds.

Next, let’s make a function that creates a color based on the time we get from the getTimeOfDay function.

function getColor(time) {
  var color = "#" + time;
  document.body.style.backgroundColor = color;
}

This is simple enough. We are passing in a time parameter and adding a hash to it to make the variable color into a hexadecimal. Hexadecimals are one of the ways of referencing colors. We then set the document’s body background color property to that hexadecimal.

Now all we have to do is wire this up so that the background changes each second. Here we will use another handy global function called setInterval.

setInterval(function () {
  return getColor(getTimeOfDay());
}, 1000);

If you are working on this project early in the morning, like before ten, then you will notice that you don’t have any color on the screen. Do you know why? The reason is when the Date object gets the hours and it’s before ten, it will pass back 9. Not 09, just plain 9. That means that we don’t have a hexadecimal, we have a number fewer than 6 characters in length. I say fewer because when any number is less than ten we only get back one number. We need the variables hour, min, and sec to be composed of two numbers even when they are less than ten. To do that we will update the getTimeOfDay function. We will use some functional programming to achieve this by using JavaScripts map function.

function getTimeOfDay() {
  var date = new Date();
  var hour = date.getHours();
  var min = date.getMinutes();
  var sec = date.getSeconds();
  // — Add below
  var array = [hour, min, sec];
  var newArray = array.map(function (time) {
    var newTime = time < 10 ? "0" + time : String(time);
    return newTime;
  });

  hour = newArray[0];
  min = newArray[1];
  sec = newArray[2];
  // — Add above
  document.body.innerHTML = hour + min + sec;
  return hour + min + sec;
}

We kind of made a quantum leap by adding the map function so let me tell you what’s happening. We are creating a new array that is composed of the time values. We are iterating over that array using the map function and storing those values in a new array. When we iterate over all the values in the array we are passing each value in as the variable time. Then, inside of the callback function we are creating a new time. Here we use the ternary operator to check if the time value is less than ten. If that statement is true, we return the time with a zero in front. If that statement is false, we return the time back as a string. Afterward, we set hour, min, and sec to equal the values in newArray.

When you put it all together, this is what you get, with some minor adjustments:

function getTimeOfDay() {
  var date = new Date();
  var hour = date.getHours();
  var min = date.getMinutes();
  var sec = date.getSeconds();
  var array = [hour, min, sec];
  var newArray = array.map(function (time) {
    var newTime = time < 10 ? "0" + time : String(time);
    return newTime;
  });
  hour = newArray[0];
  min = newArray[1];
  sec = newArray[2];
  document.body.innerHTML = hour + min + sec;
  return hour + min + sec;
}

function getColor(time) {
  var color = "#" + time;
  document.body.style.backgroundColor = color;
}

function compose(f, g) {
  return f(g());
}

function start() {
  setInterval(function () {
    compose(getColor, getTimeOfDay);
  }, 1000);
}

window.onload = start;

As you will see here I added a compose function and put our setInterval inside of a start function so that when the window is loaded the start function will kick it all off. This is not much different, just a bit more functional in nature.

What do you think we can do next? You think we can make a drawing app with everything that we know. Let’s see what we can do.

First, let’s create the canvas element.

var canvasEl = document.createElement("CANVAS");
canvasEl.id = "canvas";
document.body.appendChild(canvasEl);

var canvas = document.querySelector("canvas");
var context = canvas.getContext("2d");

Now let’s add some event listeners to the body element so that we know when to begin drawing the line, when to stop drawing the line, and when to resize the canvas.

document.body.addEventListener("mousedown", start);
document.body.addEventListener("mouseup", stop);
document.body.addEventListener("onresize", sizeCanvas);

Next, we can begin creating the functionality for the app, starting with the start function.

function start(event) {
  var x = event.clientX;
  var y = event.clientY;

  context.beginPath();
  context.moveTo(x, y);
}

Now when we stop we want the line to stop and complete the drawing of the line.

function stop(event) {
  var x = event.clientX;
  var y = event.clientY;

  context.lineTo(x, y);
  context.stroke();
}

Lastly, whenever the window loads or resizes we want the canvas to resize based on the size of the window.

function sizeCanvas() {
  canvas.width = window.innerWidth;
  canvas.height = window.innerHeight;
}

window.onload = sizeCanvas;

Now let’s see it all come together.

var canvasEl = document.createElement("CANVAS");
canvasEl.id = "canvas";
document.body.appendChild(canvasEl);
var canvas = document.querySelector("canvas");
var context = canvas.getContext("2d");

document.body.addEventListener("mousedown", start);
document.body.addEventListener("mouseup", stop);
document.body.addEventListener("onresize", sizeCanvas);

function start(event) {
  var x = event.clientX;
  var y = event.clientY;

  context.beginPath();
  context.moveTo(x, y);
}

function stop(event) {
  var x = event.clientX;
  var y = event.clientY;

  context.lineTo(x, y);
  context.stroke();
}

function sizeCanvas() {
  canvas.width = window.innerWidth;
  canvas.height = window.innerHeight;
}

window.onload = sizeCanvas;

You freaking did it! Great job! Now if you want to level up your skills, even more, try to take on the challenge below.

  1. Add functionality to the drawing app so that it allows you to draw circles along with lines.

In this lesson, you learned how to add interactivity to your web page with the help of event listeners. You also learned a little bit about functional programming and how to make your code a bit more readable. I hope this lesson was helpful. I tried teaching these concepts making apps that are a bit more interesting than having a button pop-up an alert.

To view the code for a version of the hex clock I made, go here. To view the code for the drawing app, go here.

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