* feat(tools): add seed/solution restore script * chore(curriculum): remove empty sections' markers * chore(curriculum): add seed + solution to Chinese * chore: remove old formatter * fix: update getChallenges parse translated challenges separately, without reference to the source * chore(curriculum): add dashedName to English * chore(curriculum): add dashedName to Chinese * refactor: remove unused challenge property 'name' * fix: relax dashedName requirement * fix: stray tag Remove stray `pre` tag from challenge file. Signed-off-by: nhcarrigan <nhcarrigan@gmail.com> Co-authored-by: nhcarrigan <nhcarrigan@gmail.com>
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1.4 KiB
id, title, challengeType, videoUrl, forumTopicId, dashedName
id | title | challengeType | videoUrl | forumTopicId | dashedName |
---|---|---|---|---|---|
56bbb991ad1ed5201cd392d2 | Add New Properties to a JavaScript Object | 1 | https://scrimba.com/c/cQe38UD | 301169 | add-new-properties-to-a-javascript-object |
--description--
You can add new properties to existing JavaScript objects the same way you would modify them.
Here's how we would add a "bark"
property to ourDog
:
ourDog.bark = "bow-wow";
or
ourDog["bark"] = "bow-wow";
Now when we evaluate ourDog.bark
, we'll get his bark, "bow-wow".
Example:
var ourDog = {
"name": "Camper",
"legs": 4,
"tails": 1,
"friends": ["everything!"]
};
ourDog.bark = "bow-wow";
--instructions--
Add a "bark"
property to myDog
and set it to a dog sound, such as "woof". You may use either dot or bracket notation.
--hints--
You should add the property "bark"
to myDog
.
assert(myDog.bark !== undefined);
You should not add "bark"
to the setup section.
assert(!/bark[^\n]:/.test(code));
--seed--
--after-user-code--
(function(z){return z;})(myDog);
--seed-contents--
// Setup
var myDog = {
"name": "Happy Coder",
"legs": 4,
"tails": 1,
"friends": ["freeCodeCamp Campers"]
};
// Only change code below this line
--solutions--
var myDog = {
"name": "Happy Coder",
"legs": 4,
"tails": 1,
"friends": ["freeCodeCamp Campers"]
};
myDog.bark = "Woof Woof";