How to run a cypress test multiple times one after another? - javascript

I am creating a monopoly(a board game played with dice) using react. I have made the rolling system for the game. Now I want to test that.
There are two buttons in my game
Roll Button:
Its initially enabled
When user clicks it the dices are rolled. Piece of player moves
Now there are two cases
If doubles are rolled then player gets another turn to roll and this button stays enabled
If doubles are not rolled this becomes disabled and other one becomes enabled.
End turn button:
Initially its disabled.
If die is rolled and doubles are not rolled then this one becomes enabled.
When we click this turn changes and for new turn this becomes disabled and roll button becomes enabled again.
Now I am using cypress to test this. I have written the test and it works for fine but just for 1 time. When I use a loop to run the test multiple time it fails
describe("Rolling System", function () {
//The required test
it("disables button correctly", function () {
//Visits the page
cy.visit("localhost:3000").then(() => {
//A variable which tell if doubles were rolled at last roll or not
let isRollDisabled = false;
for (let i = 0; i < 10; i++) {
//If roll is over then end the turn
if (isRollDisabled) {
cy.get(".btn-end-turn").click();
}
//If roll button is enabled then click it.
else {
console.log(isRollDisabled);
//Get and click button
cy.get(".btn-roll")
.click()
.then((x) => {
//Get the dice elements
cy.get(".dice").then((dices) => {
//Get the rolls of both die
let roll1 = dices[0].children.length;
let roll2 = dices[1].children.length;
//If not doubles
if (roll1 !== roll2) {
cy.get(".btn-roll").should("be.disabled");
console.log("roll disabled changed");
isRollDisabled = true;
}
//If doubles are rolled
else {
cy.get(".btn-roll").should("not.be.disabled");
isRollDisabled = false;
}
});
});
}
}
});
});
});
Notice the two logs in above code console.log(isRollDisabled); and console.log("roll disabled changed");
In the log I see that false is logged 10 times and then after that "roll disabled change" is logged.
I think I have make code such that one test runs after another but I can't fix it.

Remove the loops from inside the test body and use cypress-repeat from command line instead.

Related

Drum machine with "recorder"

I am half way through the drum machine project on freecodecamp and just came across a finished work built by someone here with the record and playback features. However, this feature only plays back the musical notes captured at the unchangeable tempo. If I click the keypads at various rhythms, this pattern won't be captured. For example, if I click "Q" keypad 10 times in two seconds and then hit "W" keypad twice at the speed of 1 hit per second on recording mode, this hit versus time pattern isn't recorded. Does anyone have any idea on how this can be achieved?
playSound(e) {
//console.log('In playSound power = ' + this.props.power);
if (this.props.power) {
const sound = document.getElementById(this.props.keyTrigger);
sound.currentTime = 0;
sound.play();
const button = document.getElementById(this.props.id);
button.style.backgroundColor = "#00c7ec";
setTimeout(() => { button.style.backgroundColor = '#012839'; }, 500);
this.props.updateDisplay(this.props.id, 500);
if (this.props.){
// record key in array
recordArray.push(this.props.keyCode);
}
}
}

JavaScript Choose your own adventure game random number function in loop problem

I'm writing a choose your own adventure program where If a specific option is chosen (example to wait) the user gets a random number between 1-10 to do push ups(the push-ups would be the user clicking on the prompt "ok" button however many times the random number is equal to) here's my code so far but I keep getting errors. I'm a complete noob so go easy on me.
var count = Math.floor((Math.random() * 10) + 1);
var setsOf10 = false;
function pushUps() {
alert("Nice! Lets see you crank out " + pushUps + "!");
}
if (setsOf10 == pushUp) {
alert("Nice! Lets see you crank out " + pushUp + "!");
setsOf10 = true;
}
for (var i=0; i<count; i++){
pushUps();
}
else {
alert("Really, thats it? Try again");
}
while ( setsOf10 == false);
}
After playing with this some more I can tell i'm close but still don't have it. and again, I'M NOT ASKING YOU TO SOLVE THIS FOR ME JUST NEED POINTERS AS TO WHAT IM DOING WRONG OR MISSING. Here's what I have, Its giving me my random number I just need it to allow me to click the "ok" button however many times the random number has assigned me.
var pushUpSets = Math.floor((Math.random() * 10) + 1);
function pushUps(){
alert(pushUpSets);
if (pushUpSets < 3){
var weak = "Thats it? Weak sauce!";
alert(weak);
}
else{
alert("Sweet lets get some reps in!");
}
for (i=0; i>3; i++){
pushUps(pushUpSets);
}
}
Here, the make a choice button is just dummy to allow us to go to do push ups. Each click decrements our count.
// This is important, we use this event to wait and let the HTML (DOM) load
// before we go ahead and code.
document.addEventListener('DOMContentLoaded', () => {
document.querySelector('#choice').addEventListener('click', makeChoice);
});
function makeChoice() {
// Call a method to set random pushups and setup the click event
setUpPushUp();
// Here we change the display style of the push up section so that it shows to the player.
document.querySelector('.activity').style.display = 'block';
}
// The pushups variable is declared at the document level
// This way our setUpPushUp and doPushUp functions have easy access.
let pushUps = 0;
function setUpPushUp() {
// Create a random number of pushups, in sets of 10.
// We add an extra 1 so we can call the doPushUp method to initialize.
pushUps = (Math.floor((Math.random() * 10)+1)*10)+1 ;
// Add a click event to the push up button and call our doPushUp method on each click.
document.querySelector('#push').addEventListener('click', doPushUp);
// This is just an init call, it will use the extra 1 we added and place test in our P tag.
doPushUp();
}
function doPushUp() {
// Get a reference to our output element, we will put text to player here.
let result = document.querySelector('p');
// They have clicked, so remove a push up.
pushUps--;
// See if the player has done all the required push ups (i.e. pushUps is 0 or less.)
if (pushUps > 0) {
result.innerText = `You need to crank out ${pushUps} pushUps`;
} else {
result.innerText = 'Nice work!';
}
}
.activity {
display: none;
}
<button id="choice">Make a choice !</button>
<div class="activity">
<p></p>
<button id="push">Push</button>
</div>

Javascript while loop waits for increment instead of becoming an infinite loop

Right now in my nodejs socket.io 'game' I would like to cycle through all users currently online*, each having their opportunity to be a leader and click a button that would sequentially make the next user the leader (to, again, click a button that makes the next user the leader. You get the idea). My issue is that when I make the while loop wait for the 'leader' socket to trigger the leaderSelection event to increment the while loop, the while loop instead creates an infinite loop, crashing my browser. Simply put, how can I make a while loop wait (a theoretically infinite amount of time) until it gets incremented, instead of running infinitely. Hopefully this was clear enough. Here's my code:
while(i < ids.length) { //Go through all ids one by one
//Select current id and make that person the leader
socket.broadcast.to(ids[i]).emit('leader', { message: 'You are the leader for this round', options: 'THIS WOULD BE A SELECTION BUTTON FOR THE leaderSelection EVENT LISTENER'});
//Loop through all the other people that are not the leader and say they are the users for this round
for(var e = 0; e < ids.length; e++) {
if(i == e) { //Skip current leader
console.log('skipped ' + usernames[i]);
continue;
}
socket.broadcast.to(ids[e]).emit('user', { message: 'You are a user for this round'});
}
//When the leader socket clicks the 'select' button, the while loop will go to the next person to be a leader
socket.on('leaderSelection', function(data) {
i++; //Here is the issue, the while loop crashes my browser trying to wait for the increment.
});
}
You can't do this in a while loop, Javascript just doesn't work that way. A possible alternative approach:
// Notify the current leader
function notifyLeader(leader) {
socket.broadcast.to(leader).emit('leader', { message: 'You are the leader for this round', options: 'THIS WOULD BE A SELECTION BUTTON FOR THE leaderSelection EVENT LISTENER'});
}
// Notify all users except the leader
function notifyUsers(users, leader) {
users
.filter(user => user !== leader)
.forEach(user => {
socket.broadcast.to(user).emit('user', { message: 'You are a user for this round'});
});
}
// In a round of play, notify the leaders and users
// When the leaderSelection event comes in, start a new round
// with the next leader
function startRound(ids, leaderIndex) {
notifyLeader(ids[index]);
notifyUsers(ids, leaderIndex);
socket.once('leaderSelection', () => {
startRound(ids, ++leaderIndex);
});
}
// Start the first round with leader 0
startRound(ids, 0);

How to detect a double-click-drag in Javascript/jQuery

I'd like to detect in a web page when the user selects some text by dragging. However, there's one scenario in Windows which I'm calling a "double-click-drag" (sorry if there's already a better name I don't know) and I can't figure out how to detect it. It goes like this:
press mouse button
quickly release mouse button
quickly press mouse button again
drag with the button held down
This causes the dragging to select whole Words. It's quite a useful technique from the user perspective.
What I'm trying to do is tell the difference between a double-click-drag and a click followed by a separate drag. So when I get to step 2 I will get a click event but I don't want to treat it as a click yet; I want to see if they're about to immediately do step 3.
Presumably Windows detects this on the basis of the timing and how much the mouse has moved between step 2 and 3, but I don't know the parameters it uses so I can't replicate the windows logic. note that even if the mouse doesn't move at all between step 2 and 3, I still get a mousemove event.
I realise that I should be designing interfaces that are touch-friendly and device-neutral, and I have every intention of supporting other devices, but this is an enterprise application aimed at users on windows PCs so I want to optimize this case if I can.
We've done something similar. Our final solution was to create a click handler that suppressed the default response, and then set a global variable to the current date/time. We then set another function to fire in some 200ms or so that would handle the "click" event. That was our base function.
We then modified it to look at the global variable to determine when the last click occured. If it's been less than 200ms (modify based on your needs) we set a flag that would cause the click handler to fizzle and called a double click handler.
You could extend that approach by having your click and double click handlers manually fire the drag functionality.
I don't have access to the aforementioned code right now, but here is an example of that framework being used to track keyboard clicks to determine if a scanner or user has finished typing in a field:
var lastKeyPress = loadTime.getTime();
// This function fires on each keypress while the cursor is in the field. It checks the field value for preceding and trailing asterisks, which
// denote use of a scanner. If these are found it cleans the input and clicks the add button. This function also watches for rapid entry of keyup events, which
// also would denote a scanner, possibly one that does not use asterisks as control characters.
function checkForScanKeypress() {
var iVal = document.getElementById('field_id').value;
var currentTime = new Date()
var temp = currentTime.getTime();
if (temp - lastKeyPress < 80) {
scanCountCheck = scanCountCheck + 1;
} else {
scanCountCheck = 0;
}
lastKeyPress = currentTime.getTime();
}
// The script above tracks how many successive times two keyup events have occurred within 80 milliseconds of one another. The count is reset
// if any keypress occurs more than 80 milliseconds after the last (preventing false positives from manual entry). The script below runs
// every 200 milliseconds and looks to see if more than 3 keystrokes have occurred in such rapid succession. If so, it is assumed that a scanner
// was used for this entry. It then waits until at least 200 milliseconds after the last event and then triggers the next function.
// The 200ms buffer after the last keyup event insures the function is not called before the scanner completes part number entry.
function checkForScan() {
var currentTime = new Date();
var temp = currentTime.getTime();
if (temp - lastKeyPress > 200 && scanCountCheck > 3) {
FiredWhenUserStopsTyping();
scanCountCheck = 0;
}
setTimeout(checkForScan, 200);
}
Here is some code that I just wrote up based upon the above ideas. It's not tested and doesn't contain the actual drag events, but should give you a good starting point:
var lastClick = loadTime.getTime();
function fireOnClickEvent(event) {
event.preventDefault;
var currentTime = new Date()
var temp = currentTime.getTime();
if (temp - lastClick < 80) {
clearTimeout(tf);
doubleClickHandler();
} else {
tf = setTimeout(singleClickHandler, 100);
}
lastClick = currentTime.getTime();
}
function singleClickHandler() {
// Begin normal drag function
}
function doubleClickHandler() {
// Begin alternate drag function
}
A single double-click-drag action involves the following events in sequence:
mousedown -> mouseup -> click -> mousedown -> mousemove
With that in mind, I came up with this simple solution:
let maybeDoubleClickDragging = false;
let maybeDoubleClickDraggingTimeout;
const element = document.querySelector('#container');
element.addEventListener("click", function (e) {
maybeDoubleClickDragging = true;
element.removeEventListener("mousemove", handleMousemove);
});
element.addEventListener("mousedown", (e) => {
element.addEventListener("mousemove", handleMousemove);
if (maybeDoubleClickDragging) {
clearTimeout(maybeDoubleClickDraggingTimeout);
return;
}
});
element.addEventListener("mouseup", (event) => {
maybeDoubleClickDraggingTimeout = setTimeout(() => {
maybeDoubleClickDragging = false;
}, 200);
});
function handleMousemove(e) {
if(maybeDoubleClickDragging) {
element.textContent = 'you are double-click-dragging'
}
}
#container {
width: 300px;
height: 300px;
background: yellow;
}
<div id="container"></div>

display message javascript while a calculation is being made

I have been looking around and I cannot seem to figure out how to do this, although it seems like it would be very simple.(mobile development)
What I am trying to do is display a message (kind of like an alert, but not an alert, more like a dialog) while a calculation is being made. Simply like a Loading please wait. I want the message to appear and stay there while the calculation is being done and then be removed. I just cannot seem to find a proper way of doing this.
The submit button is pressed and first checks to make sure all the forms are filled out then it should show the message, it does the calculation, then hides the message.
Here is the Calculation function.
function scpdResults(form) {
//call all of the "choice" functions here
//otherwise, when the page is refreshed, the pulldown might not match the variable
//this shouldn't be a problem, but this is the defensive way to code it
choiceVoltage(form);
choiceMotorRatingVal(form);
getMotorRatingType();
getProduct();
getConnection();
getDisconnect();
getDisclaimer();
getMotorType();
//restore these fields to their default values every time submit is clicked
//this puts the results table into a known state
//it is also used in error checking in the populateResults function
document.getElementById('results').innerHTML = "Results:";
document.getElementById('fuse_cb_sel').innerHTML = "Fuse/CB 1:";
document.getElementById('fuse_cb_sel_2').innerHTML = "Fuse/CB 2:";
document.getElementById('fuse_cb_result').innerHTML = "(result1)";
document.getElementById('fuse_cb_res_2').innerHTML = "(result2)";
document.getElementById('sccr_2').innerHTML = "<b>Fault Rating:</b>";
document.getElementById('sccr_result').innerHTML = "(result)";
document.getElementById('sccr_result_2').innerHTML = "(result)";
document.getElementById('contactor_result').innerHTML = "(result)";
document.getElementById('controller_result').innerHTML = "(result)";
//Make sure something has been selected for each variable
if (product === "Choose an Option." || product === "") {
alert("You must select a value for every field. Select a Value for Product");
**************BLAH************
} else {
//valid entries, so jump to results table
document.location.href = '#results_a';
******This is where the message should start being displayed***********
document.getElementById('motor_result').innerHTML = motorRatingVal + " " + motorRatingType;
document.getElementById('voltage_res_2').innerHTML = voltage + " V";
document.getElementById('product_res_2').innerHTML = product;
document.getElementById('connection_res_2').innerHTML = connection;
document.getElementById('disconnect_res_2').innerHTML = disconnect;
if (BLAH) {
}
else {
}
populateResults();
document.getElementById('CalculatedResults').style.display = "block";
} //end massive else statement that ensures all fields have values
*****Close out of the Loading message********
} //scpd results
Thank you all for your time, it is greatly appreciated
It is a good idea to separate your display code from the calculation code. It should roughly look like this
displayDialog();
makeCalculation();
closeDialog();
If you are having trouble with any of those steps, please add it to your question.
Computers are fast. Really fast. Most modern computers can do several billion instructions per second. Therefore, I'm fairly certain you can rely on a a setTimeout function to fire around 1000ms to be sufficient to show a loading message.
if (product === "Choose an Option." || product === "") {
/* ... */
} else {
/* ... */
var loader = document.getElementById('loader');
loader.style.display = 'block';
window.setTimeout(function() {
loader.style.display = 'none';
document.getElementById('CalculatedResults').style.display = "block";
}, 1000);
}
<div id="loader" style="display: none;">Please wait while we calculate.</div>
You need to give the UI main thread a chance to render your message before starting your calculation.
This is often done like this:
showMessage();
setTimeout(function() {
doCalculation();
cleanUp()
}, 0);
Using the timer allows the code to fall through into the event loop, update the UI, and then start up the calculation.
You're already using a section to pop up a "results" page -- why not pop up a "calculating" page?
Really, there are 4,000,000 different ways of tackling this problem, but why not try writing a "displayCalculatingMessage" function and a "removeCalculatingMessage" function, if you don't want to get all object-oriented on such a simple thing.
function displayCalculatingMessage () {
var submit_button = getSubmitButton();
submit_button.disabled = true;
// optionally get all inputs and disable those, as well
// now, you can either do something like pop up another hidden div,
// that has the loading message in it...
// or you could do something like:
var loading_span = document.createElement("span");
loading_span.id = "loading-message";
loading_span.innerText = "working...";
submit_button.parentElement.replaceChild(loading_span, submit_button);
}
function removeCalculatingMessage () {
var submit_button = getSubmitButton(),
loading_span = document.getElementById("loading-message");
submit_button.disabled = false;
loading_span.parentElement.replaceChild(submit_button, loading_span);
// and then reenable any other disabled elements, et cetera.
// then bring up your results div...
// ...or bring up your results div and do this after
}
There are a billion ways of accomplishing this, it all comes down to how you want it to appear to the user -- WHAT you want to have happen.

Categories