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What's low level Javascript?

开发者 https://www.devze.com 2022-12-20 15:47 出处:网络
I\'ve seen the term \"Low level Javascript\" come up a few times but I\'ve no idea what it means. Google shows no results surprisingly. Can someone shed some 开发者_运维知识库light on it?As of 2012, s

I've seen the term "Low level Javascript" come up a few times but I've no idea what it means. Google shows no results surprisingly. Can someone shed some 开发者_运维知识库light on it?


As of 2012, someone saying "low level JavaScript" could be refering to LLJS. It's a subset of JavaScript that compiles to a JavaScript code that is garbage collector friendly but unreadable (making heavy usage of WebGL typed arrays to manage memory).


I would say it is "javascript without using cross-browser frameworks" such as jQuery or YUI.

Can be particularly tricky when it comes to supporting multiple browsers.


Sometimes people make up their own terms when they shouldn't. "Low level Javascript" is one of them. There's nothing "low level" about Javascript. It's interpreted at run-time inside an environment of high-level abstractions, like the DOM.


It's a very specialized tool that allows You to write CPU and Memory (explicit memory management, not GC) optimized JavaScript code. Using binary data, not standard JS objects and types.

Why? Because in some cases You need top performance.


I suppose it means Javascript without any framework such as prototype/jQuery/YUI, which help with cross-browser compatibility, and generally provide a lot of useful functions, so you don't have to spend your time re-inventing the wheel.

Also, maybe it has something to do with the "new" way of doing Javascript -- i.e. object-oriented, using Frameworks, ... In opposition to the crappy code we used to seen a couple of years ago.


low level JS is concise, precise code that executes efficiently, usually taking advantage of the language's intricacies

bitwise operation, type conversions / short circuit logical operators, prototype chaining, context binding, ternary assignation, event bubbling / propagation, object referencing, using the GPU, etc.

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