So the script is really simple, I try to push the dNumber into variable pattern and the results are always "underfined".
when i try to do the same with just push a TEXT for example it's worked.
var level = 0;
var pattern = [];
var userPatern = [];
function dNumber() {
var a = Math.floor((Math.random() * 100 / 25) + 1);
console.log(a);
console.log(pattern);
}
$("body").click(gamestart);
$("body").keypress(gamestart);
function gamestart() {
$("#level-title").text("level " + level);
var x = dNumber();
pattern.push(x);
};
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
var level = 0;
var pattern = [];
var userPatern = [];
function dNumber(){
var a = Math.floor((Math.random()*100/25)+1);
console.log(a);
console.log(pattern);
}
$("body").click(gamestart);
$("body").keypress(gamestart);
function gamestart() {
$("#level-title").text("level " + level);
var x = dNumber();
// pattern.push("alex"); this is work!
pattern.push(x);
pattern.push(dNumber());
//this isn't work what should be number looks like appear as underfined.
};
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
You need to return a from dNumber function so that you can use :)
var level = 0;
var pattern = [];
var userPatern = [];
function dNumber() {
var a = Math.floor((Math.random() * 100 / 25) + 1);
console.log(a);
console.log(pattern);
// return a here if not then it's gonna return undefined by default :)
return a;
}
$("body").click(gamestart);
$("body").keypress(gamestart);
function gamestart() {
$("#level-title").text("level " + level);
var x = dNumber();
pattern.push(x);
console.log(pattern);
};
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
Related
I wrote a script, which creates 3 objects. The constructor has a local variable mushroomsCount:
Mushroom = function(num) {
var mushroomsCount = 0;
this.id = num;
this.Create();
}
Mushroom.prototype.Create = function() {
this.mushroomsCount++;
}
Mushroom.prototype.Display = function() {
console.log('mushromms count total is: ' + Mushroom.mushroomsCount);
}
$(document).ready(function() {
var mushroom = [];
mushroom[0] = new Mushroom(0);
mushroom[1] = new Mushroom(1);
mushroom[2] = new Mushroom(2);
mushroom[2].Display(); // first way
Mushroom.Display(); // second way
});
after creating the objects, I try to display the number of the objects at Mushroom.prototype.Display(), but I'm getting undefined.
codepen
You can use a property on Mushroom itselft (like you already had, but not had accessed).
function Mushroom(num) {
this.id = num;
this.create();
}
Mushroom.mushroomCount = 0; // this is public!
Mushroom.prototype.create = function () {
Mushroom.mushroomCount++;
}
Mushroom.prototype.display = function () {
document.write('mushromms count total is: ' + Mushroom.mushroomCount + '<br>');
}
var mushroom = [];
mushroom[0] = new Mushroom(0);
mushroom[1] = new Mushroom(1);
mushroom[2] = new Mushroom(2);
mushroom[0].display();
mushroom[1].display();
mushroom[2].display();
Or use a closure with an IIFE:
var Mushroom = function () {
var mushroomCount = 0;
var f = function (num) {
this.id = num;
this.create();
};
f.prototype.create = function () { mushroomCount++; }
f.prototype.display = function () { document.write('mushromms count total is: ' + mushroomCount + '<br>'); }
return f;
}();
var mushroom = [new Mushroom(0), new Mushroom(1), new Mushroom(2)];
mushroom[0].display();
mushroom[1].display();
mushroom[2].display();
Simple count instances of Mushroom 'class':
function Mushroom(num) {
this.id = num;
Mushroom.count++;
}
Mushroom.count = 0;
Mushroom.prototype.Display = function () {
document.write('mushromms count total is: ' + Mushroom.count + '<br>');
}
var mushroom = [];
mushroom[0] = new Mushroom(0);
mushroom[1] = new Mushroom(1);
mushroom[2] = new Mushroom(2);
mushroom[2].Display();
How can I generate a code as C00001,C00002...so on? My code:
var lastVal = 'C00000';
lastVal=parseInt(lastVal.substring(1,5));
var nextcust = "C" + zeroize(lastVal,5);
function zeroize( num, size)
{
var snum = "000000" + num;
var n = snum.toString().length - size;
console.log( snum.substring(n));
return snum.substring(n);
}
does not work properly.
Live Demo
var lastVal = "C00000";
var nextcust = addNum(lastVal,5);
function addNum(num,size) {
var snum = parseInt(num.substring(1),10)+size;
return "C"+("00000"+snum).slice(-5);
}
If you need to just increment by one, use
var nextcust = addNum(lastVal,1) ;
I have this gallery that shows two items at a time, but I was wondering if there's a more elegant way than repeating the same code all the time for the item B in the gallery.
Here's the main code:
var Gallery = new Object();
window.onload = function(){
Gallery.Images = ['red','blue','pink','green','yellow','purple','orange','navy'];
Gallery.CurrentIndexA = 0;
Gallery.CurrentIndexB = 1;
};
Gallery.Next = function(){
if (Gallery.CurrentIndexA < (Gallery.Images.length-1)){
Gallery.CurrentIndexA++;
Gallery.CurrentIndexB++;
console.log("A is:" + Gallery.CurrentIndexA);
console.log("B is:" + Gallery.CurrentIndexB);
}
else {
Gallery.CurrentIndexA = 0;
}
Gallery.Display();
};
Gallery.Prev = function(){
if (Gallery.CurrentIndexA > 0){
Gallery.CurrentIndexA--;
Gallery.CurrentIndexB--;
console.log("A is:" + Gallery.CurrentIndexA);
console.log("B is:" + Gallery.CurrentIndexB);
}
else {
Gallery.CurrentIndexA = (Gallery.Images.length-1);
}
Gallery.Display();
};
Gallery.Display = function(){
var photoA = document.getElementById('photoA');
var photoB = document.getElementById('photoB');
var currentImageA = Gallery.Images[Gallery.CurrentIndexA];
var currentImageB = Gallery.Images[Gallery.CurrentIndexB];
photoA.className = currentImageA;
photoB.className = currentImageB;
};
Here's a fiddle: http://jsfiddle.net/2AdA9/1/
Thanks very much!
If you want to make it look better one thing you could do is something like this.
Gallery.moveUp = function (){
Gallery.CurrentIndexA += 1;
Gallery.CurrentIndexB += 1;
};
Gallery.moveDown = function (){
Gallery.CurrentIndexA -= 1;
Gallery.CurrentIndexB -= 1;
};
Then just call those functions when you want to move up or move back.
I am unable to access NatArray[ ] in the second function, and u4count in the second function is coming as 0. What may be the reason?
<script type="text/javascript">
var NatArray = [];
var NatArrayloc = [];
var u4count = 0;
function Check1()
{
NatArray[0] = 202116108;
NatArrayloc[0] = 202116109;
NatArray[1] = 202116111;
NatArrayloc[1] = 202116112;
NatArray[2] = 202116113;
NatArrayloc[2] = 202116114;
u4count = 3;
}
function Check()
{
alert("coming here" + u4count + "natentry" + NatArray[0] );
}
</script>
Thanks in Advance
Works for me as excpected. The order you call your functions is important in this case:
var NatArray = [];
var NatArrayloc = [];
var u4count = 0;
function Check1() {
NatArray[0] = 202116108;
NatArrayloc[0] = 202116109;
NatArray[1] = 202116111;
NatArrayloc[1] = 202116112;
NatArray[2] = 202116113;
NatArrayloc[2] = 202116114;
u4count = 3;
}
function Check() {
alert("coming here " + u4count + " natentry " + NatArray[0]);
}
Check1();
Check();
As some answering users figured out is the unclosed inline comment bad but not the reason for your problem. Something about comments in inline-code
http://fiddle.jshell.net/r8sKf/
You can call this 2 functions in window.onload so it will call second function and also alert and NatArray[ ] value inside alert.
Try something like this:
var NatArray = [];
var NatArrayloc = [];
var u4count = 0;
function Check1() {
NatArray[0] = 202116108;
NatArrayloc[0] = 202116109;
NatArray[1] = 202116111;
NatArrayloc[1] = 202116112;
NatArray[2] = 202116113;
NatArrayloc[2] = 202116114;
u4count = 3;
}
function Check() {
alert("coming here " + u4count + " natentry " + NatArray[0]);
}
window.onload=function(){
Check1();
Check();
};
Here you go:
http://jsfiddle.net/R23eD/
You need to remove the <!-- from your script start. And you're also not calling the Check1() function to initialize the values
This uses Raphaeljs to draw a single chord from an array:
function createChordStruct(key, string, shape) {
var string = string.toUpperCase();
var position = positions[string][key];
var struct = chord_shapes[shape];
return {
name: key + struct.name,
chord: struct.chord,
position: position,
position_text: struct.position_text,
bars: struct.bars
}
}
function createChordElement(chord_struct) {
var chordbox = $('<div>').addClass('chord');
var chordcanvas = $('<div>');
var chordname = $('<div>').addClass('chordname');
chordbox.append(chordcanvas);
chordbox.append(chordname);
chordname.append(chord_struct.name);
var paper = Raphael(chordcanvas[0], 150, 140);
var chord = new ChordBox(paper, 30, 30);
chord.setChord(
chord_struct.chord,
chord_struct.position,
chord_struct.bars,
chord_struct.position_text);
chord.draw();
return chordbox;
}
function createSectionElement(section_struct) {
var section = $('<div>').addClass('section');
var section_title = $('<div>').addClass('title');
var section_desc = $('<div>').addClass('description');
section.append(section_title);
section.append(section_desc);
section_title.append(section_struct.section);
section_desc.append(section_struct.description);
return section;
}
And this takes each chord created from the array and puts them in a new div called "chordscroller":
function c_i() {
var randomholder = 'id_' + (Math.floor(Math.random() * 100005) + 1);
var randomId = 'id_' + (Math.floor(Math.random() * 100005) + 1);
$(function () {
$('#sortable').append($('<li id ="' + randomholder + '" class="chordbox"><span id="i" class="scale">C - I</span><span id="' + randomId + '" class=" even scrollpane chordscroller"></span></li>').sortable( "refresh" ))
});
function c_one() {
var container = $("#" + randomId + "");
var column = null;
var column = _.shuffle(c_1);
for (var i = 0; i < column.length; ++i) {
var section_struct = column[i];
var section = createSectionElement(section_struct);
for (var j = 0; j < section_struct.chords.length; ++j) {
section.append(createChordElement(section_struct.chords[j]));
}
container.append(section);
}
}
$(function() { c_one() });
}
The problem is it draws all the chords at the same time and it takes forever. I've tried every combination of setTimeout and setInterval I could think of but I keep running into errors.
Can anybody tell from this code how to get the chords to be drawn one at a time instead of all at once?
Finally figured it out (using a plugin called doTimeout):
$.doTimeout( 1, function() {
chord.setChord(
chord_struct.chord,
chord_struct.position,
chord_struct.bars,
chord_struct.position_text);
chord.draw();
});