KEMBAR78
JavaScript Functions | PPT
IPA
1st
Semester, 2007-2008
Internet 1
Ch. 11
JavaScript: Functions
attasr@ipa.edu.sa
09/30/15 © Reem Al-Attas 2
Introduction
Software design
 Break software up into modules
 Easier to maintain and debug
 Divide and conquer
09/30/15 © Reem Al-Attas 3
Program Modules in JavaScript
Modules in JavaScript
 Functions
 Methods
 Belong to an object
 JavaScript includes many useful pre-defined
methods
 Combine with programmer-defined methods to
make a program
09/30/15 © Reem Al-Attas 4
Program Modules in JavaScript
Functions
 Started by function call
 Receive necessary information via
arguments (parameters)
 Boss-Worker relationship
 Calling function
 Called function
 Return value when finished
 Can have many tiers
09/30/15 © Reem Al-Attas 5
Program Modules in JavaScript
boss
worker1 worker2 worker3
worker4 worker5
Fig. 10.1 Hierarchical boss-function/worker-function relationship.
09/30/15 © Reem Al-Attas 6
Program Modules in JavaScript
Function calls
 Name
 Left parenthesis
 Arguments separated by commas
 Constants, variables or expressions
 Right parenthesis
 Examples:
total += parseFloat( inputValue );
total += parseFloat( s1 + s2 );
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Programmer-Defined Functions
Defining functions
 All variables declared in function are called
local
 Do not exist outside current function
 Parameters
 Also local variables
 Promotes reusability
 Keep short
 Name clearly
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Function Definitions
Format of a function definition
function function-name( parameter-list )
{
declarations and statements
}
 Function name any valid identifier
 Parameter list names of variables that will
receive arguments
Must have same number as function call
May be empty
 Declarations and statements
 Function body (“block” of code)
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Function Definitions
Returning control
 return statement
 Can return either nothing, or a value
return expression;
 No return statement same as return;
 Not returning a value when expected is an
error
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Function Definitions
Writing a function to square two
numbers
 for loop from 1 to 10
 Pass each number as argument to square
 return value of argument multiplied by itself
 Display result
1 <?xml version = "1.0"?>
2 <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
3 "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
4
5 <!-- Fig. 10.2: SquareInt.html -->
6 <!-- Square function -->
7
8 <html xmlns = "http://www.w3.org/1999/xhtml">
9 <head>
10 <title>A Programmer-Defined square Function</title>
11
12 <script type = "text/javascript">
13 <!--
14 document.writeln(
15 "<h1>Square the numbers from 1 to 10</h1>" );
16
17 // square the numbers from 1 to 10
18 for ( var x = 1; x <= 10; ++x )
19 document.writeln( "The square of " + x + " is " +
20 square( x ) + "<br />" );
21
Calling function square and passing it the value of x.
22 // The following square function's body is executed
23 // only when the function is explicitly called.
24
25 // square function definition
26 function square( y )
27 {
28 return y * y;
29 }
30 // -->
31 </script>
32
33 </head><body></body>
34 </html>
Variable y gets the value of variable x.
The return statement passes the value of y * y back
to the calling function.
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Function Definitions
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Function Definitions
Finding the maximum of 3 numbers
 Prompt for 3 inputs
 Convert to numbers
 Pass to maximum
 Math.max
1 <?xml version = "1.0"?>
2 <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
3 "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
4
5 <!-- Fig. 10.3: maximum.html -->
6 <!-- Maximum function -->
7
8 <html xmlns = "http://www.w3.org/1999/xhtml">
9 <head>
10 <title>Finding the Maximum of Three Values</title>
11
12 <script type = "text/javascript">
13 <!--
14 var input1 =
15 window.prompt( "Enter first number", "0" );
16 var input2 =
17 window.prompt( "Enter second number", "0" );
18 var input3 =
19 window.prompt( "Enter third number", "0" );
20
21 var value1 = parseFloat( input1 );
22 var value2 = parseFloat( input2 );
23 var value3 = parseFloat( input3 );
Prompt for the user to input three integers.
24
25 var maxValue = maximum( value1, value2, value3 );
26
27 document.writeln( "First number: " + value1 +
28 "<br />Second number: " + value2 +
29 "<br />Third number: " + value3 +
30 "<br />Maximum is: " + maxValue );
31
32 // maximum method definition (called from line 25)
33 function maximum( x, y, z )
34 {
35 return Math.max( x, Math.max( y, z ) );
36 }
37 // -->
38 </script>
39
40 </head>
41 <body>
42 <p>Click Refresh (or Reload) to run the script again</p>
43 </body>
44 </html>
Call function maximum and pass it the value of
variables value1, value2 and value3.
Variables x, y and z get the value of variables
value1, value2 and value3, respectively.
Method max returns the larger of the two
integers passed to it.
09/30/15 © Reem Al-Attas 17
Function Definitions
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Function Definitions
09/30/15 © Reem Al-Attas 19
Random-Number Generation
Random-number generation introduces
element of chance
 Math.random
var randomValue = Math.random();
 Floating point value between 0 and 1, but
not including 1.
 Adjust range by scaling and shifting
 Math.floor
 Always round down
Math.floor(1 + Math.random() * 6)
1 <?xml version = "1.0"?>
2 <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
3 "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
4
5 <!-- Fig. 10.4: RandomInt.html -->
6 <!-- Demonstrating the Random method -->
7
8 <html xmlns = "http://www.w3.org/1999/xhtml">
9 <head>
10 <title>Shifted and Scaled Random Integers</title>
11
12 <script type = "text/javascript">
13 <!--
14 var value;
15
16 document.writeln(
17 "<table border = "1" width = "50%">" );
18 document.writeln(
19 "<caption>Random Numbers</caption><tr>" );
20
21 for ( var i = 1; i <= 20; i++ ) {
22 value = Math.floor( 1 + Math.random() * 6 );
23 document.writeln( "<td>" + value + "</td>" );
24
25 // write end and start <tr> tags when
26 // i is a multiple of 5 and not 20
27 if ( i % 5 == 0 && i != 20 )
28 document.writeln( "</tr><tr>" );
29 }
30
31 document.writeln( "</tr></table>" );
32 // -->
33 </script>
34
35 </head>
36 <body>
37 <p>Click Refresh (or Reload) to run the script again</p>
38 </body>
39 </html>
The for loop creates 20
table cells (4 rows x 5
columns).
Each cell is populated
with a random number
generated by method
random.
Method floor rounds the number
generated by method random down.
09/30/15 © Reem Al-Attas 22
Random-Number Generation
1 <?xml version = "1.0"?>
2 <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
3 "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
4
5 <!-- Fig. 10.5: RollDie.html -->
6 <!-- Rolling a Six-Sided Die -->
7
8 <html xmlns = "http://www.w3.org/1999/xhtml">
9 <head>
10 <title>Roll a Six-Sided Die 6000 Times</title>
11
12 <script type = "text/javascript">
13 <!--
14 var frequency1 = 0, frequency2 = 0,
15 frequency3 = 0, frequency4 = 0,
16 frequency5 = 0, frequency6 = 0, face;
17
18 // summarize results
19 for ( var roll = 1; roll <= 6000; ++roll ) {
20 face = Math.floor( 1 + Math.random() * 6 );
21
This expression uses method random to
generate a random number between 1 and 6.
RollDie.html
(2 of 3)
22 switch ( face ) {
23 case 1:
24 ++frequency1;
25 break;
26 case 2:
27 ++frequency2;
28 break;
29 case 3:
30 ++frequency3;
31 break;
32 case 4:
33 ++frequency4;
34 break;
35 case 5:
36 ++frequency5;
37 break;
38 case 6:
39 ++frequency6;
40 break;
41 }
42 }
43
When the controlling expression, face,
matches a case label, the respective
frequency variable is incremented.
RollDie.html
(3 of 3)
44 document.writeln( "<table border = "1"" +
45 "width = "50%">" );
46 document.writeln( "<thead><th>Face</th>" +
47 "<th>Frequency<th></thead>" );
48 document.writeln( "<tbody><tr><td>1</td><td>" +
49 frequency1 + "</td></tr>" );
50 document.writeln( "<tr><td>2</td><td>" + frequency2 +
51 "</td></tr>" );
52 document.writeln( "<tr><td>3</td><td>" + frequency3 +
53 "</td></tr>" );
54 document.writeln( "<tr><td>4</td><td>" + frequency4 +
55 "</td></tr>" );
56 document.writeln( "<tr><td>5</td><td>" + frequency5 +
57 "</td></tr>" );
58 document.writeln( "<tr><td>6</td><td>" + frequency6 +
59 "</td></tr></tbody></table>" );
60 // -->
61 </script>
62
63 </head>
64 <body>
65 <p>Click Refresh (or Reload) to run the script again</p>
66 </body>
67 </html>
The results of rolling the die
600 times are displayed in a
table.
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Random-Number Generation
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Example: Game of Chance
Craps
 Click Roll Dice
 Text fields show rolls, sum and point
 Status bar displays results
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Example: Game of Chance
 Uses XHTML forms
 Gather multiple inputs at once
 Empty action attribute
 name attribute allows scripts to interact with form
 Event handling and event-driven programming
 Assign a function to an event
 Onclick
 Constants
 Variable that cannot be modified
 Part of many languages, not supported in JavaScript
 Name “constant” variables with all capital letters
 Make values easier to remember/change
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Example: Game of Chance
Changing properties
 Access with dot (.) notation
 value property of text fields
 status property of window
1 <?xml version = "1.0"?>
2 <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN"
3 "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
4
5 <!-- Fig. 10.6: Craps.html -->
6 <!-- Craps Program -->
7
8 <html xmlns = "http://www.w3.org/1999/xhtml">
9 <head>
10 <title>Program that Simulates the Game of Craps</title>
11
12 <script type = "text/javascript">
13 <!--
14 // variables used to test the state of the game
15 var WON = 0, LOST = 1, CONTINUE_ROLLING = 2;
16
17 // other variables used in program
18 var firstRoll = true, // true if first roll
19 sumOfDice = 0, // sum of the dice
20 myPoint = 0, // point if no win/loss on first roll
21 gameStatus = CONTINUE_ROLLING; // game not over yet
22
23 // process one roll of the dice
24 function play()
25 {
26 if ( firstRoll ) { // first roll of the dice
27 sumOfDice = rollDice();
28
29 switch ( sumOfDice ) {
30 case 7: case 11: // win on first roll
31 gameStatus = WON;
32 // clear point field
33 document.craps.point.value = "";
34 break;
35 case 2: case 3: case 12: // lose on first roll
36 gameStatus = LOST;
37 // clear point field
38 document.craps.point.value = "";
39 break;
40 default: // remember point
41 gameStatus = CONTINUE_ROLLING;
42 myPoint = sumOfDice;
43 document.craps.point.value = myPoint;
44 firstRoll = false;
45 }
46 }
If the value of firstRoll is true, then function
rollDice is called.
If function rollDice returns a value of 7
or 11, the player wins and the break
statement causes program control
proceeds to the first line after the switch
structure.
If function rollDice returns a 2, 3 or 12, the
player loses and the break statement causes
control to proceed to first line after the switch
structure.
47 else {
48 sumOfDice = rollDice();
49
50 if ( sumOfDice == myPoint ) // win by making point
51 gameStatus = WON;
52 else
53 if ( sumOfDice == 7 ) // lose by rolling 7
54 gameStatus = LOST;
55 }
56
57 if ( gameStatus == CONTINUE_ROLLING )
58 window.status = "Roll again";
59 else {
60 if ( gameStatus == WON )
61 window.status = "Player wins. " +
62 "Click Roll Dice to play again.";
63 else
64 window.status = "Player loses. " +
65 "Click Roll Dice to play again.";
66
67 firstRoll = true;
68 }
69 }
70
If the value returned by function rollDice
equals the value of variable myPoint, the player
wins because the point has been reached.
If the values returned by function rollDice
equals 7, the player loses.
window method status displays a
message in the status bar of the browser.
If the value of firstRoll is false,
function rollDice is called to see if the
point has been reached.
Craps.html
(4 of 5)
71 // roll the dice
72 function rollDice()
73 {
74 var die1, die2, workSum;
75
76 die1 = Math.floor( 1 + Math.random() * 6 );
77 die2 = Math.floor( 1 + Math.random() * 6 );
78 workSum = die1 + die2;
79
80 document.craps.firstDie.value = die1;
81 document.craps.secondDie.value = die2;
82 document.craps.sum.value = workSum;
83
84 return workSum;
85 }
86 // -->
87 </script>
88
89 </head>
Function rollDice is called to simulate
the rolling of two dice on the craps table.
Methods random and floor are used to
generate the values for the two dice.
Referencing the names of form elements
in the XHTML document, the values of
the dice are placed in their respective
form fields.
Craps.html
(5 of 5)
90 <body>
91 <form name = "craps" action = "">
92 <table border = "1">
93 <caption>Craps</caption>
94 <tr><td>Die 1</td>
95 <td><input name = "firstDie" type = "text" />
96 </td></tr>
97 <tr><td>Die 2</td>
98 <td><input name = "secondDie" type = "text" />
99 </td></tr>
100 <tr><td>Sum</td>
101 <td><input name = "sum" type = "text" />
102 </td></tr>
103 <tr><td>Point</td>
104 <td><input name = "point" type = "text" />
105 </td></tr>
106 <tr><td><input type = "button" value = "Roll Dice"
107 onclick = "play()" /></td></tr>
108 </table>
109 </form>
110 </body>
111 </html>
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Example: Game of Chance
A text XHTML GUI component
A button XHTML GUI component
Browser’s status bar
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Example: Game of Chance
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Example: Game of Chance
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Another Example: Random Image
Generator
Randomly selecting an image
 Images have integer names (i.e., 1.gif,
2.gif, …, 7.gif)
 Generate random number in proper range
 Update src property
RandomPicture.html
(1 of 1)
1 <?xml version = "1.0"?>
2 <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN"
3 "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
4
5 <!-- Fig. 10.7: RandomPicture.html -->
6 <!-- Randomly displays one of 7 images -->
7
8 <html xmlns = "http://www.w3.org/1999/xhtml">
9 <head>
10 <title>Random Image Generator</title>
11
12 <script type = "text/javascript">
13 <!--
14 document.write ( "<img src = "" +
15 Math.floor( 1 + Math.random() * 7 ) +
16 ".gif" width = "105" height = "100" />" );
17 // -->
18 </script>
19
20 </head>
21
22 <body>
23 <p>Click Refresh (or Reload) to run the script again</p>
24 </body>
25 </html>
Inserting a random number into the image’s src
property with document.write and Math.random
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Another Example: Random Image
Generator
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Scope Rules
Scope
 Portion of program where identifier can be
referenced
 Types of Scope:
 Global
 Local: inside function
• Identifiers exist only between opening and closing
braces
• Local variables hide global variables
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Scope Rules
Scope demonstration
 Global variable x initialized to 1
 start has local variable x initialized to 5
 functionA has local variable x initialized to
25
 functionB has no local variable x
 Observe output of each function
1 <?xml version = "1.0"?>
2 <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
3 "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
4
5 <!-- Fig. 10.8: scoping.html -->
6 <!-- Local and Global Variables -->
7
8 <html xmlns = "http://www.w3.org/1999/xhtml">
9 <head>
10 <title>A Scoping Example</title>
11
12 <script type = "text/javascript">
13 <!--
14 var x = 1; // global variable
15
16 function start()
17 {
18 var x = 5; // variable local to function start
19
20 document.writeln( "local x in start is " + x );
21
22 functionA(); // functionA has local x
23 functionB(); // functionB uses global variable x
24 functionA(); // functionA reinitializes local x
25 functionB(); // global variable x retains its value
To begin the program, variable x is initialized to 1.
Function start changes the value of x to 5.
Scoping.html
(2 of 3)
26
27 document.writeln(
28 "<p>local x in start is " + x + "</p>" );
29 }
30
31 function functionA()
32 {
33 var x = 25; // initialized each time
34 // functionA is called
35
36 document.writeln( "<p>local x in functionA is " +
37 x + " after entering functionA" );
38 ++x;
39 document.writeln( "<br />local x in functionA is " +
40 x + " before exiting functionA" + "</p>" );
41 }
42
Function functionA changes the value of x to 25.
The value of x is incremented.
Scoping.html
(3 of 3)
43 function functionB()
44 {
45 document.writeln( "<p>global variable x is " + x +
46 " on entering functionB" );
47 x *= 10;
48 document.writeln( "<br />global variable x is " +
49 x + " on exiting functionB" + "</p>" );
50 }
51 // -->
52 </script>
53
54 </head>
55 <body onload = "start()"></body>
56 </html>
Function functionB multiplies the value of x by 10.
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Scope Rules
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Recursion
Recursive functions
 Call themselves
 Part of return statement
 Must have base case
 Simplest case of problem
 Returns value rather than calling itself
 Each recursive call simplifies input
 When simplified to base case, functions return
09/30/15 © Reem Al-Attas 48
Recursion
Factorials
 Product of calculation n · (n - 1) · (n - 2) · … · 1
 Iterative approach:
var factorial = 1;
for (var counter = number; counter >= 1; --counter)
factorial *= counter;
 Note each factor is one less than previous
factor
 Stops at 1: base case
 Perfect candidate for recursive solution
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Recursion
5!
5 * 4!
4 * 3!
3 * 2!
2 * 1!
1
5!
5 * 4!
4 * 3!
3 * 2!
2 * 1!
1
(a) Procession of recursive calls. (b) Values returned from each recursive call.
5! = 5 * 24 = 120 is returned
4! = 4 * 6 = 24 is returned
2! = 2 * 1 = 2 is returned
3! = 3 * 2 = 6 is returned
1 returned
Fig. 10.10 Recursive evaluation of 5!.
Final value = 120
1 <?xml version = "1.0"?>
2 <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
3 "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
4
5 <!-- Fig. 10.11: FactorialTest.html -->
6 <!-- Recursive factorial example -->
7
8 <html xmlns = "http://www.w3.org/1999/xhtml">
9 <head>
10 <title>Recursive Factorial Function</title>
11
12 <script language = "javascript">
13 document.writeln( "<h1>Factorials of 1 to 10</h1>" );
14 document.writeln(
15 "<table border = '1' width = '100%'>" );
16
17 for ( var i = 0; i <= 10; i++ )
18 document.writeln( "<tr><td>" + i + "!</td><td>" +
19 factorial( i ) + "</td></tr>" );
20
21 document.writeln( "</table>" );
22
Calling function factorial and passing
it the value of i.
23 // Recursive definition of function factorial
24 function factorial( number )
25 {
26 if ( number <= 1 ) // base case
27 return 1;
28 else
29 return number * factorial( number - 1 );
30 }
31 </script>
32 </head><body></body>
33 </html>
Variable number gets the value of variable i.
Call to function factorial and passing it 1
less than the current value of number .
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Recursion
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Example of Using Recursion: The
Fibonacci Series
 GUI input setup:
 All user inputs (if there are any) are defined by HTML
INPUT tag
<INPUT NAME = “inputName” TYPE = “text”>
 Enter as many inputs as you want, giving each an
applicable name
 The form button component allows the user to send his
inputted information to the server
<INPUT TYPE = “button” VALUE = “buttonLabel”
ONCLICK = “javaScriptFunctionCall”>
 Function called in ONCLICK element is executed when
event is executed
 Function called in GUI will execute using FORM elements
as its parameters
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Example of Using Recursion: The
Fibonacci Series (II)
 Fibonacci series:
 0, 1, 1, 2, 3, 5, 8, 13, 21, 34, 55, 89…
 Begins with 0 and 1
 Each number is sum of pervious two numbers
 May be defined recursively as:
 fibonacci( 0 ) = 0
 fibonacci( 1 ) = 1
 fibonacci( n ) = fibonacci( n - 1 ) + fibonacci( n - 2)
 Avoid programs with Fibonacci-style calls
 Results in exponential “explosion” of calls
1 <!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
2 <HTML>
3 <!-- Fig. 11.10: FibonacciTest.html -->
4
5 <HEAD>
6 <TITLE>Recursive Fibonacci Function</TITLE>
7
8 <SCRIPT LANGUAGE = "JavaScript">
9 // Event handler for button HTML component in myForm
10 function getFibonacciValue()
11 {
12 var value = parseInt( document.myForm.number.value );
13 window.status =
14 "Calculating Fibonacci number for " + value;
15 document.myForm.result.value = fibonacci( value );
16 window.status = "Done calculating Fibonacci number";
17 }
18
19 // Recursive definition of function fibonacci
20 function fibonacci( n )
21 {
22 if ( n == 0 || n == 1 ) // base case
23 return n;
24 else
25 return fibonacci( n - 1 ) + fibonacci( n - 2 );
26 }
27 </SCRIPT>
28
29 </HEAD>
30
34 <TR><TD>Enter an integer</TD>
35 <TD><INPUT NAME = "number" TYPE = "text"></TD>
36 <TD><INPUT TYPE = "button" VALUE = "Calculate"
37 ONCLICK = "getFibonacciValue()"</TR>
38 <TR><TD>Fibonacci value</TD>
39 <TD><INPUT NAME = "result" TYPE = "text"></TD></TR>
40 </TABLE>
41</FORM></BODY>
42</HTML>
31<BODY>
32<FORM NAME = "myForm">
33 <TABLE BORDER = "1">
09/30/15 © Reem Al-Attas 57
Script Outputs:
09/30/15 © Reem Al-Attas 58
Example of Using Recursion: The
Fibonacci Series
Set of Recursive Calls to Function fibonacci
return 1 return 0
f( 1 )return f( 0 )+ return 1
f( 2 )return f( 1 )+
f( 3 )
09/30/15 © Reem Al-Attas 59
Recursion vs. Iteration
 Iteration
 Explicitly uses repetition structures to achieve
result
 Terminates when loop-continuation condition fails
 Often faster than recursion
 Recursion
 Repeats through function calls
 Terminates when base case reached
 Slower due to function call overhead
 Each call generates new copy of local variables
 Easy to read and debug when modeling problem
with naturally recursive solution
09/30/15 © Reem Al-Attas 60
Assignment 8
 1) Exercise # 10.22:
 A & B
 C (Bonus)
Due Date for A # 8:
 Next Monday before
your lecture.

JavaScript Functions

  • 1.
    IPA 1st Semester, 2007-2008 Internet 1 Ch.11 JavaScript: Functions attasr@ipa.edu.sa
  • 2.
    09/30/15 © ReemAl-Attas 2 Introduction Software design  Break software up into modules  Easier to maintain and debug  Divide and conquer
  • 3.
    09/30/15 © ReemAl-Attas 3 Program Modules in JavaScript Modules in JavaScript  Functions  Methods  Belong to an object  JavaScript includes many useful pre-defined methods  Combine with programmer-defined methods to make a program
  • 4.
    09/30/15 © ReemAl-Attas 4 Program Modules in JavaScript Functions  Started by function call  Receive necessary information via arguments (parameters)  Boss-Worker relationship  Calling function  Called function  Return value when finished  Can have many tiers
  • 5.
    09/30/15 © ReemAl-Attas 5 Program Modules in JavaScript boss worker1 worker2 worker3 worker4 worker5 Fig. 10.1 Hierarchical boss-function/worker-function relationship.
  • 6.
    09/30/15 © ReemAl-Attas 6 Program Modules in JavaScript Function calls  Name  Left parenthesis  Arguments separated by commas  Constants, variables or expressions  Right parenthesis  Examples: total += parseFloat( inputValue ); total += parseFloat( s1 + s2 );
  • 7.
    09/30/15 © ReemAl-Attas 7 Programmer-Defined Functions Defining functions  All variables declared in function are called local  Do not exist outside current function  Parameters  Also local variables  Promotes reusability  Keep short  Name clearly
  • 8.
    09/30/15 © ReemAl-Attas 8 Function Definitions Format of a function definition function function-name( parameter-list ) { declarations and statements }  Function name any valid identifier  Parameter list names of variables that will receive arguments Must have same number as function call May be empty  Declarations and statements  Function body (“block” of code)
  • 9.
    09/30/15 © ReemAl-Attas 9 Function Definitions Returning control  return statement  Can return either nothing, or a value return expression;  No return statement same as return;  Not returning a value when expected is an error
  • 10.
    09/30/15 © ReemAl-Attas 10 Function Definitions Writing a function to square two numbers  for loop from 1 to 10  Pass each number as argument to square  return value of argument multiplied by itself  Display result
  • 11.
    1 <?xml version= "1.0"?> 2 <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" 3 "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> 4 5 <!-- Fig. 10.2: SquareInt.html --> 6 <!-- Square function --> 7 8 <html xmlns = "http://www.w3.org/1999/xhtml"> 9 <head> 10 <title>A Programmer-Defined square Function</title> 11 12 <script type = "text/javascript"> 13 <!-- 14 document.writeln( 15 "<h1>Square the numbers from 1 to 10</h1>" ); 16 17 // square the numbers from 1 to 10 18 for ( var x = 1; x <= 10; ++x ) 19 document.writeln( "The square of " + x + " is " + 20 square( x ) + "<br />" ); 21 Calling function square and passing it the value of x.
  • 12.
    22 // Thefollowing square function's body is executed 23 // only when the function is explicitly called. 24 25 // square function definition 26 function square( y ) 27 { 28 return y * y; 29 } 30 // --> 31 </script> 32 33 </head><body></body> 34 </html> Variable y gets the value of variable x. The return statement passes the value of y * y back to the calling function.
  • 13.
    09/30/15 © ReemAl-Attas 13 Function Definitions
  • 14.
    09/30/15 © ReemAl-Attas 14 Function Definitions Finding the maximum of 3 numbers  Prompt for 3 inputs  Convert to numbers  Pass to maximum  Math.max
  • 15.
    1 <?xml version= "1.0"?> 2 <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" 3 "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> 4 5 <!-- Fig. 10.3: maximum.html --> 6 <!-- Maximum function --> 7 8 <html xmlns = "http://www.w3.org/1999/xhtml"> 9 <head> 10 <title>Finding the Maximum of Three Values</title> 11 12 <script type = "text/javascript"> 13 <!-- 14 var input1 = 15 window.prompt( "Enter first number", "0" ); 16 var input2 = 17 window.prompt( "Enter second number", "0" ); 18 var input3 = 19 window.prompt( "Enter third number", "0" ); 20 21 var value1 = parseFloat( input1 ); 22 var value2 = parseFloat( input2 ); 23 var value3 = parseFloat( input3 ); Prompt for the user to input three integers.
  • 16.
    24 25 var maxValue= maximum( value1, value2, value3 ); 26 27 document.writeln( "First number: " + value1 + 28 "<br />Second number: " + value2 + 29 "<br />Third number: " + value3 + 30 "<br />Maximum is: " + maxValue ); 31 32 // maximum method definition (called from line 25) 33 function maximum( x, y, z ) 34 { 35 return Math.max( x, Math.max( y, z ) ); 36 } 37 // --> 38 </script> 39 40 </head> 41 <body> 42 <p>Click Refresh (or Reload) to run the script again</p> 43 </body> 44 </html> Call function maximum and pass it the value of variables value1, value2 and value3. Variables x, y and z get the value of variables value1, value2 and value3, respectively. Method max returns the larger of the two integers passed to it.
  • 17.
    09/30/15 © ReemAl-Attas 17 Function Definitions
  • 18.
    09/30/15 © ReemAl-Attas 18 Function Definitions
  • 19.
    09/30/15 © ReemAl-Attas 19 Random-Number Generation Random-number generation introduces element of chance  Math.random var randomValue = Math.random();  Floating point value between 0 and 1, but not including 1.  Adjust range by scaling and shifting  Math.floor  Always round down Math.floor(1 + Math.random() * 6)
  • 20.
    1 <?xml version= "1.0"?> 2 <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" 3 "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> 4 5 <!-- Fig. 10.4: RandomInt.html --> 6 <!-- Demonstrating the Random method --> 7 8 <html xmlns = "http://www.w3.org/1999/xhtml"> 9 <head> 10 <title>Shifted and Scaled Random Integers</title> 11 12 <script type = "text/javascript"> 13 <!-- 14 var value; 15 16 document.writeln( 17 "<table border = "1" width = "50%">" ); 18 document.writeln( 19 "<caption>Random Numbers</caption><tr>" ); 20
  • 21.
    21 for (var i = 1; i <= 20; i++ ) { 22 value = Math.floor( 1 + Math.random() * 6 ); 23 document.writeln( "<td>" + value + "</td>" ); 24 25 // write end and start <tr> tags when 26 // i is a multiple of 5 and not 20 27 if ( i % 5 == 0 && i != 20 ) 28 document.writeln( "</tr><tr>" ); 29 } 30 31 document.writeln( "</tr></table>" ); 32 // --> 33 </script> 34 35 </head> 36 <body> 37 <p>Click Refresh (or Reload) to run the script again</p> 38 </body> 39 </html> The for loop creates 20 table cells (4 rows x 5 columns). Each cell is populated with a random number generated by method random. Method floor rounds the number generated by method random down.
  • 22.
    09/30/15 © ReemAl-Attas 22 Random-Number Generation
  • 23.
    1 <?xml version= "1.0"?> 2 <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" 3 "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> 4 5 <!-- Fig. 10.5: RollDie.html --> 6 <!-- Rolling a Six-Sided Die --> 7 8 <html xmlns = "http://www.w3.org/1999/xhtml"> 9 <head> 10 <title>Roll a Six-Sided Die 6000 Times</title> 11 12 <script type = "text/javascript"> 13 <!-- 14 var frequency1 = 0, frequency2 = 0, 15 frequency3 = 0, frequency4 = 0, 16 frequency5 = 0, frequency6 = 0, face; 17 18 // summarize results 19 for ( var roll = 1; roll <= 6000; ++roll ) { 20 face = Math.floor( 1 + Math.random() * 6 ); 21 This expression uses method random to generate a random number between 1 and 6.
  • 24.
    RollDie.html (2 of 3) 22switch ( face ) { 23 case 1: 24 ++frequency1; 25 break; 26 case 2: 27 ++frequency2; 28 break; 29 case 3: 30 ++frequency3; 31 break; 32 case 4: 33 ++frequency4; 34 break; 35 case 5: 36 ++frequency5; 37 break; 38 case 6: 39 ++frequency6; 40 break; 41 } 42 } 43 When the controlling expression, face, matches a case label, the respective frequency variable is incremented.
  • 25.
    RollDie.html (3 of 3) 44document.writeln( "<table border = "1"" + 45 "width = "50%">" ); 46 document.writeln( "<thead><th>Face</th>" + 47 "<th>Frequency<th></thead>" ); 48 document.writeln( "<tbody><tr><td>1</td><td>" + 49 frequency1 + "</td></tr>" ); 50 document.writeln( "<tr><td>2</td><td>" + frequency2 + 51 "</td></tr>" ); 52 document.writeln( "<tr><td>3</td><td>" + frequency3 + 53 "</td></tr>" ); 54 document.writeln( "<tr><td>4</td><td>" + frequency4 + 55 "</td></tr>" ); 56 document.writeln( "<tr><td>5</td><td>" + frequency5 + 57 "</td></tr>" ); 58 document.writeln( "<tr><td>6</td><td>" + frequency6 + 59 "</td></tr></tbody></table>" ); 60 // --> 61 </script> 62 63 </head> 64 <body> 65 <p>Click Refresh (or Reload) to run the script again</p> 66 </body> 67 </html> The results of rolling the die 600 times are displayed in a table.
  • 26.
    09/30/15 © ReemAl-Attas 26 Random-Number Generation
  • 27.
    09/30/15 © ReemAl-Attas 27 Example: Game of Chance Craps  Click Roll Dice  Text fields show rolls, sum and point  Status bar displays results
  • 28.
    09/30/15 © ReemAl-Attas 28 Example: Game of Chance  Uses XHTML forms  Gather multiple inputs at once  Empty action attribute  name attribute allows scripts to interact with form  Event handling and event-driven programming  Assign a function to an event  Onclick  Constants  Variable that cannot be modified  Part of many languages, not supported in JavaScript  Name “constant” variables with all capital letters  Make values easier to remember/change
  • 29.
    09/30/15 © ReemAl-Attas 29 Example: Game of Chance Changing properties  Access with dot (.) notation  value property of text fields  status property of window
  • 30.
    1 <?xml version= "1.0"?> 2 <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" 3 "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> 4 5 <!-- Fig. 10.6: Craps.html --> 6 <!-- Craps Program --> 7 8 <html xmlns = "http://www.w3.org/1999/xhtml"> 9 <head> 10 <title>Program that Simulates the Game of Craps</title> 11 12 <script type = "text/javascript"> 13 <!-- 14 // variables used to test the state of the game 15 var WON = 0, LOST = 1, CONTINUE_ROLLING = 2; 16 17 // other variables used in program 18 var firstRoll = true, // true if first roll 19 sumOfDice = 0, // sum of the dice 20 myPoint = 0, // point if no win/loss on first roll 21 gameStatus = CONTINUE_ROLLING; // game not over yet 22
  • 31.
    23 // processone roll of the dice 24 function play() 25 { 26 if ( firstRoll ) { // first roll of the dice 27 sumOfDice = rollDice(); 28 29 switch ( sumOfDice ) { 30 case 7: case 11: // win on first roll 31 gameStatus = WON; 32 // clear point field 33 document.craps.point.value = ""; 34 break; 35 case 2: case 3: case 12: // lose on first roll 36 gameStatus = LOST; 37 // clear point field 38 document.craps.point.value = ""; 39 break; 40 default: // remember point 41 gameStatus = CONTINUE_ROLLING; 42 myPoint = sumOfDice; 43 document.craps.point.value = myPoint; 44 firstRoll = false; 45 } 46 } If the value of firstRoll is true, then function rollDice is called. If function rollDice returns a value of 7 or 11, the player wins and the break statement causes program control proceeds to the first line after the switch structure. If function rollDice returns a 2, 3 or 12, the player loses and the break statement causes control to proceed to first line after the switch structure.
  • 32.
    47 else { 48sumOfDice = rollDice(); 49 50 if ( sumOfDice == myPoint ) // win by making point 51 gameStatus = WON; 52 else 53 if ( sumOfDice == 7 ) // lose by rolling 7 54 gameStatus = LOST; 55 } 56 57 if ( gameStatus == CONTINUE_ROLLING ) 58 window.status = "Roll again"; 59 else { 60 if ( gameStatus == WON ) 61 window.status = "Player wins. " + 62 "Click Roll Dice to play again."; 63 else 64 window.status = "Player loses. " + 65 "Click Roll Dice to play again."; 66 67 firstRoll = true; 68 } 69 } 70 If the value returned by function rollDice equals the value of variable myPoint, the player wins because the point has been reached. If the values returned by function rollDice equals 7, the player loses. window method status displays a message in the status bar of the browser. If the value of firstRoll is false, function rollDice is called to see if the point has been reached.
  • 33.
    Craps.html (4 of 5) 71// roll the dice 72 function rollDice() 73 { 74 var die1, die2, workSum; 75 76 die1 = Math.floor( 1 + Math.random() * 6 ); 77 die2 = Math.floor( 1 + Math.random() * 6 ); 78 workSum = die1 + die2; 79 80 document.craps.firstDie.value = die1; 81 document.craps.secondDie.value = die2; 82 document.craps.sum.value = workSum; 83 84 return workSum; 85 } 86 // --> 87 </script> 88 89 </head> Function rollDice is called to simulate the rolling of two dice on the craps table. Methods random and floor are used to generate the values for the two dice. Referencing the names of form elements in the XHTML document, the values of the dice are placed in their respective form fields.
  • 34.
    Craps.html (5 of 5) 90<body> 91 <form name = "craps" action = ""> 92 <table border = "1"> 93 <caption>Craps</caption> 94 <tr><td>Die 1</td> 95 <td><input name = "firstDie" type = "text" /> 96 </td></tr> 97 <tr><td>Die 2</td> 98 <td><input name = "secondDie" type = "text" /> 99 </td></tr> 100 <tr><td>Sum</td> 101 <td><input name = "sum" type = "text" /> 102 </td></tr> 103 <tr><td>Point</td> 104 <td><input name = "point" type = "text" /> 105 </td></tr> 106 <tr><td><input type = "button" value = "Roll Dice" 107 onclick = "play()" /></td></tr> 108 </table> 109 </form> 110 </body> 111 </html>
  • 35.
    09/30/15 © ReemAl-Attas 35 Example: Game of Chance A text XHTML GUI component A button XHTML GUI component Browser’s status bar
  • 36.
    09/30/15 © ReemAl-Attas 36 Example: Game of Chance
  • 37.
    09/30/15 © ReemAl-Attas 37 Example: Game of Chance
  • 38.
    09/30/15 © ReemAl-Attas 38 Another Example: Random Image Generator Randomly selecting an image  Images have integer names (i.e., 1.gif, 2.gif, …, 7.gif)  Generate random number in proper range  Update src property
  • 39.
    RandomPicture.html (1 of 1) 1<?xml version = "1.0"?> 2 <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" 3 "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd"> 4 5 <!-- Fig. 10.7: RandomPicture.html --> 6 <!-- Randomly displays one of 7 images --> 7 8 <html xmlns = "http://www.w3.org/1999/xhtml"> 9 <head> 10 <title>Random Image Generator</title> 11 12 <script type = "text/javascript"> 13 <!-- 14 document.write ( "<img src = "" + 15 Math.floor( 1 + Math.random() * 7 ) + 16 ".gif" width = "105" height = "100" />" ); 17 // --> 18 </script> 19 20 </head> 21 22 <body> 23 <p>Click Refresh (or Reload) to run the script again</p> 24 </body> 25 </html> Inserting a random number into the image’s src property with document.write and Math.random
  • 40.
    09/30/15 © ReemAl-Attas 40 Another Example: Random Image Generator
  • 41.
    09/30/15 © ReemAl-Attas 41 Scope Rules Scope  Portion of program where identifier can be referenced  Types of Scope:  Global  Local: inside function • Identifiers exist only between opening and closing braces • Local variables hide global variables
  • 42.
    09/30/15 © ReemAl-Attas 42 Scope Rules Scope demonstration  Global variable x initialized to 1  start has local variable x initialized to 5  functionA has local variable x initialized to 25  functionB has no local variable x  Observe output of each function
  • 43.
    1 <?xml version= "1.0"?> 2 <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" 3 "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> 4 5 <!-- Fig. 10.8: scoping.html --> 6 <!-- Local and Global Variables --> 7 8 <html xmlns = "http://www.w3.org/1999/xhtml"> 9 <head> 10 <title>A Scoping Example</title> 11 12 <script type = "text/javascript"> 13 <!-- 14 var x = 1; // global variable 15 16 function start() 17 { 18 var x = 5; // variable local to function start 19 20 document.writeln( "local x in start is " + x ); 21 22 functionA(); // functionA has local x 23 functionB(); // functionB uses global variable x 24 functionA(); // functionA reinitializes local x 25 functionB(); // global variable x retains its value To begin the program, variable x is initialized to 1. Function start changes the value of x to 5.
  • 44.
    Scoping.html (2 of 3) 26 27document.writeln( 28 "<p>local x in start is " + x + "</p>" ); 29 } 30 31 function functionA() 32 { 33 var x = 25; // initialized each time 34 // functionA is called 35 36 document.writeln( "<p>local x in functionA is " + 37 x + " after entering functionA" ); 38 ++x; 39 document.writeln( "<br />local x in functionA is " + 40 x + " before exiting functionA" + "</p>" ); 41 } 42 Function functionA changes the value of x to 25. The value of x is incremented.
  • 45.
    Scoping.html (3 of 3) 43function functionB() 44 { 45 document.writeln( "<p>global variable x is " + x + 46 " on entering functionB" ); 47 x *= 10; 48 document.writeln( "<br />global variable x is " + 49 x + " on exiting functionB" + "</p>" ); 50 } 51 // --> 52 </script> 53 54 </head> 55 <body onload = "start()"></body> 56 </html> Function functionB multiplies the value of x by 10.
  • 46.
    09/30/15 © ReemAl-Attas 46 Scope Rules
  • 47.
    09/30/15 © ReemAl-Attas 47 Recursion Recursive functions  Call themselves  Part of return statement  Must have base case  Simplest case of problem  Returns value rather than calling itself  Each recursive call simplifies input  When simplified to base case, functions return
  • 48.
    09/30/15 © ReemAl-Attas 48 Recursion Factorials  Product of calculation n · (n - 1) · (n - 2) · … · 1  Iterative approach: var factorial = 1; for (var counter = number; counter >= 1; --counter) factorial *= counter;  Note each factor is one less than previous factor  Stops at 1: base case  Perfect candidate for recursive solution
  • 49.
    09/30/15 © ReemAl-Attas 49 Recursion 5! 5 * 4! 4 * 3! 3 * 2! 2 * 1! 1 5! 5 * 4! 4 * 3! 3 * 2! 2 * 1! 1 (a) Procession of recursive calls. (b) Values returned from each recursive call. 5! = 5 * 24 = 120 is returned 4! = 4 * 6 = 24 is returned 2! = 2 * 1 = 2 is returned 3! = 3 * 2 = 6 is returned 1 returned Fig. 10.10 Recursive evaluation of 5!. Final value = 120
  • 50.
    1 <?xml version= "1.0"?> 2 <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" 3 "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> 4 5 <!-- Fig. 10.11: FactorialTest.html --> 6 <!-- Recursive factorial example --> 7 8 <html xmlns = "http://www.w3.org/1999/xhtml"> 9 <head> 10 <title>Recursive Factorial Function</title> 11 12 <script language = "javascript"> 13 document.writeln( "<h1>Factorials of 1 to 10</h1>" ); 14 document.writeln( 15 "<table border = '1' width = '100%'>" ); 16 17 for ( var i = 0; i <= 10; i++ ) 18 document.writeln( "<tr><td>" + i + "!</td><td>" + 19 factorial( i ) + "</td></tr>" ); 20 21 document.writeln( "</table>" ); 22 Calling function factorial and passing it the value of i.
  • 51.
    23 // Recursivedefinition of function factorial 24 function factorial( number ) 25 { 26 if ( number <= 1 ) // base case 27 return 1; 28 else 29 return number * factorial( number - 1 ); 30 } 31 </script> 32 </head><body></body> 33 </html> Variable number gets the value of variable i. Call to function factorial and passing it 1 less than the current value of number .
  • 52.
    09/30/15 © ReemAl-Attas 52 Recursion
  • 53.
    09/30/15 © ReemAl-Attas 53 Example of Using Recursion: The Fibonacci Series  GUI input setup:  All user inputs (if there are any) are defined by HTML INPUT tag <INPUT NAME = “inputName” TYPE = “text”>  Enter as many inputs as you want, giving each an applicable name  The form button component allows the user to send his inputted information to the server <INPUT TYPE = “button” VALUE = “buttonLabel” ONCLICK = “javaScriptFunctionCall”>  Function called in ONCLICK element is executed when event is executed  Function called in GUI will execute using FORM elements as its parameters
  • 54.
    09/30/15 © ReemAl-Attas 54 Example of Using Recursion: The Fibonacci Series (II)  Fibonacci series:  0, 1, 1, 2, 3, 5, 8, 13, 21, 34, 55, 89…  Begins with 0 and 1  Each number is sum of pervious two numbers  May be defined recursively as:  fibonacci( 0 ) = 0  fibonacci( 1 ) = 1  fibonacci( n ) = fibonacci( n - 1 ) + fibonacci( n - 2)  Avoid programs with Fibonacci-style calls  Results in exponential “explosion” of calls
  • 55.
    1 <!DOCTYPE htmlPUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> 2 <HTML> 3 <!-- Fig. 11.10: FibonacciTest.html --> 4 5 <HEAD> 6 <TITLE>Recursive Fibonacci Function</TITLE> 7 8 <SCRIPT LANGUAGE = "JavaScript"> 9 // Event handler for button HTML component in myForm 10 function getFibonacciValue() 11 { 12 var value = parseInt( document.myForm.number.value ); 13 window.status = 14 "Calculating Fibonacci number for " + value; 15 document.myForm.result.value = fibonacci( value ); 16 window.status = "Done calculating Fibonacci number"; 17 } 18 19 // Recursive definition of function fibonacci 20 function fibonacci( n ) 21 { 22 if ( n == 0 || n == 1 ) // base case 23 return n; 24 else 25 return fibonacci( n - 1 ) + fibonacci( n - 2 ); 26 } 27 </SCRIPT> 28 29 </HEAD> 30
  • 56.
    34 <TR><TD>Enter aninteger</TD> 35 <TD><INPUT NAME = "number" TYPE = "text"></TD> 36 <TD><INPUT TYPE = "button" VALUE = "Calculate" 37 ONCLICK = "getFibonacciValue()"</TR> 38 <TR><TD>Fibonacci value</TD> 39 <TD><INPUT NAME = "result" TYPE = "text"></TD></TR> 40 </TABLE> 41</FORM></BODY> 42</HTML> 31<BODY> 32<FORM NAME = "myForm"> 33 <TABLE BORDER = "1">
  • 57.
    09/30/15 © ReemAl-Attas 57 Script Outputs:
  • 58.
    09/30/15 © ReemAl-Attas 58 Example of Using Recursion: The Fibonacci Series Set of Recursive Calls to Function fibonacci return 1 return 0 f( 1 )return f( 0 )+ return 1 f( 2 )return f( 1 )+ f( 3 )
  • 59.
    09/30/15 © ReemAl-Attas 59 Recursion vs. Iteration  Iteration  Explicitly uses repetition structures to achieve result  Terminates when loop-continuation condition fails  Often faster than recursion  Recursion  Repeats through function calls  Terminates when base case reached  Slower due to function call overhead  Each call generates new copy of local variables  Easy to read and debug when modeling problem with naturally recursive solution
  • 60.
    09/30/15 © ReemAl-Attas 60 Assignment 8  1) Exercise # 10.22:  A & B  C (Bonus) Due Date for A # 8:  Next Monday before your lecture.