Javascript code not running, how can I fix? - javascript

My code is supposed to add 1 to the counter when I hit space and then change the magnifying glass to tilt the other direction. It just doesn't do anything when I hit space.
I've fixed every problem I saw, nothing worked. Maybe somebody else knows, I'm really not that good at js.
var hits = 0;
var hitElement = document.querySelector( '.hits' );
document.body.onkeydown = function(e) {
if( e.keyCode == 32 ) {
addHit();
}
}
var mag = "🔎";
var hitElement2 = document.querySelector( '.mag' );
document.body.onkeydown = function(f) {
if( f.keyCode == 32 ) {
if( mag.text == "🔎") {
mag = "🔍";
renderMag();
else
mag = "🔎";
renderMag();
}
}
}
var addHit = function() {
hits++;
renderHits();
}
var renderMag = function() {
hitElement2.innerHTML = mag;
}
var renderHits = function() {
hitElement.innerHTML = hits;
}
var resetHits = function() {
hits = 0;
renderHits();
}
Console says absolutely nothing too.

I fixed a few things and changed a few things that didn't need fixing. The three key points:
As mentioned, if a bit harshly, by Randy, your second event listener was overwriting your first, so hits was not increasing
The brackets in the if statement of your second event listener had some issues
Though checking the mag icon might work, using icons in the code feels like asking for something to break, so I changed that to a modulo check, to see whether hits was odd or even.
You were on the right track. When you have issues like this in the future, try putting console log statements in various places in the code. Make predictions about what variables should have what values at what points, then check if they do, then, if they don't, try to figure out why not.
var hits = 0;
var hitElement = document.querySelector('.hits');
var mag = "🔎";
var hitElement2 = document.querySelector('.mag');
document.body.onkeydown = function(f) {
if (f.key == ' ') {
addHit();
if (hits % 2 === 0) {
mag = "🔍";
renderMag();
} else {
mag = "🔎";
renderMag();
}
}
}
function addHit() {
hits++;
renderHits();
}
function renderMag() {
hitElement2.innerHTML = mag;
}
function renderHits() {
hitElement.innerHTML = hits;
}
function resetHits() {
hits = 0;
renderHits();
}
<div class="hits"></div>
<div class="mag"></div>

Related

Text operations: Detect replacement from clipboard

General Info
Working on my own implementation of the operational transformation algorithm. For those that don't know what this is: When multiple users work on the same document at the same time, this algorithm attempts to preserve each users intention and make sure all users end up with the same document.
The problem
To begin, I need a proper way of detecting text operations. Like insert and delete. Obviously I need to know exactly at which position this is happening so each operation can be correctly transformed by the server to preserve the intention of other users.
My code so far is doing a pretty decent job at this. But it gets in trouble when selecting a text range and replacing it with another. I rely on the input event for this, and it seems to be unable to detect both delete and insert operations at the same time. When doing this, it detects a delete operation on the selected text. But it does not detect the insert operation of the text pasted in from the clipboard.
My question is: How can I solve this issue?
My code (so far)
let txtArea = {};
let cursorPos = {};
let clientDoc = ""; // Shadow DOC
document.addEventListener("DOMContentLoaded", function(event){
txtArea = document.getElementById("test");
clientDoc = txtArea.value;
txtArea.addEventListener("input", function(){ handleInput(); });
txtArea.addEventListener("click", function(){ handleSelect(); });
});
/* Gets cursor position / selected text range */
function handleSelect(){
cursorPos = getCursorPos(txtArea);
}
/* Check whether the operation is insert or delete */
function handleInput(){
if(txtArea.value > clientDoc){
handleOperation("insert");
} else {
handleOperation("delete");
}
}
/* Checks text difference to know exactly what happened */
function handleOperation(operation){
let lines = "";
if(operation === "insert"){
lines = getDifference(clientDoc, txtArea.value);
} else if(operation === "delete"){
lines = getDifference(txtArea.value, clientDoc);
}
const obj = {
operation: operation,
lines: lines,
position: cursorPos
};
clientDoc = txtArea.value;
console.log(obj);
}
/* Simple function to get difference between 2 strings */
function getDifference(a, b)
{
let i = 0;
let j = 0;
let result = "";
while (j < b.length)
{
if (a[i] != b[j] || i == a.length){
result += b[j];
} else {
i++;
}
j++;
}
return result;
}
/* Function to get cursor position / selection range */
function getCursorPos(input) {
if ("selectionStart" in input && document.activeElement == input) {
return {
start: input.selectionStart,
end: input.selectionEnd
};
}
else if (input.createTextRange) {
var sel = document.selection.createRange();
if (sel.parentElement() === input) {
var rng = input.createTextRange();
rng.moveToBookmark(sel.getBookmark());
for (var len = 0;
rng.compareEndPoints("EndToStart", rng) > 0;
rng.moveEnd("character", -1)) {
len++;
}
rng.setEndPoint("StartToStart", input.createTextRange());
for (var pos = { start: 0, end: len };
rng.compareEndPoints("EndToStart", rng) > 0;
rng.moveEnd("character", -1)) {
pos.start++;
pos.end++;
}
return pos;
}
}
return -1;
}
#test {
width: 600px;
height: 400px;
}
<textarea id="test">test</textarea>
Managed to solve the problem myself, though not entirely sure if it's the best solution. I've used comments within the code to explain how I solved it:
function handleOperation(operation){
let lines = "";
if(operation === "insert"){
lines = getDifference(clientDoc, txtArea.value);
} else if(operation === "delete"){
lines = getDifference(txtArea.value, clientDoc);
}
// This handles situations where text is being selected and replaced
if(operation === "delete"){
// Create temporary shadow doc with the delete operation finished
const tempDoc = clientDoc.substr(0, cursorPos.start) + clientDoc.substr(cursorPos.end);
// In case the tempDoc is different from the actual textarea value, we know for sure we missed an insert operation
if(tempDoc !== txtArea.value){
let foo = "";
if(tempDoc.length > txtArea.value.length){
foo = getDifference(txtArea.value, tempDoc);
} else {
foo = getDifference(tempDoc, txtArea.value);
}
console.log("char(s) replaced detected: "+foo);
}
} else if(operation === "insert"){
// No need for a temporary shadow doc. Insert will always add length to our shadow doc. So if anything is replaced,
// the actual textarea length will never match
if(clientDoc.length + lines.length !== txtArea.value.length){
let foo = "";
if(clientDoc.length > txtArea.value.length){
foo = getDifference(txtArea.value, clientDoc);
} else {
foo = getDifference(clientDoc, txtArea.value);
}
console.log("char(s) removed detected: "+foo);
}
}
const obj = {
operation: operation,
lines: lines,
position: cursorPos
};
// Update our shadow doc
clientDoc = txtArea.value;
// Debugging
console.log(obj);
}
I'm still very much open to better solutions / tips / advise if you can give it to me.

How to force loop to wait until user press submit button?

I have simple function which checks if entered pin code is valid. But i don't know how to force for-loop to wait until i enter code again to check again it's validity.
So how it should be - i type PIN code, then click OK button and it checks whether it's correct (if it is, i can see my account menu; if it's not i have to type it again and i have 2 chances left). My code fails, because PIN when code is wrong program should wait until i type new code and press OK button again.
I tried setTimeout(), callback(), but it doesn't work. This is what i have - a function with for-loop that just runs 3 times (as it is suppose to, but not instantly) without giving a chance to correct the PIN code.
That's whole, unfinished yet, code: http://jsfiddle.net/j1yz0zuj/
Only function with for-loop, which checks validity of PIN code:
var submitKey = function(callback)
{
console.log("digit status" + digitStatus);
if (digitStatus == 0)
{
correctPIN = 1234;
var onScreen = document.getElementById("screen");
for (i=0; i<3; i++)
{
if (onScreen.innerHTML.slice(15, onScreen.innerHTML.length) == correctPIN)
{
setTimeout(accountMenu, 1250);
//break;
}
else
{
onScreen.innerHTML += "<br> Błędny kod PIN! Wpisz PIN ponownie. <br> Pozostało prób: " + (2-i);
callback();
//cardInserted = function(function(){console.log("Ponowne wpisanie PINu");});
}
if (i=2) console.log("blokada");
}
}
else if (digitStatus == 1)
{
}
}
Your approach is wrong. You should not make the user wait!!! You need 2 more variables at the top of your programm pincount=0 and pininputallowed. Increase pincount in the submit key function by 1 and then check if pincount<3.
Here is a corrected version of your code.
http://jsfiddle.net/kvsx0kkx/16/
var pinCount=0,
pinAllowed=true;
var submitKey = function()
{
console.log("digit status" + digitStatus);
if (digitStatus == 0)
{
correctPIN = 1234;
var onScreen = document.getElementById("screen");
pinCount++;
if(pinCount >= 3) {
pinAllowed = false;
onScreen.innerHTML = "<br>blokada";
}
if(pinAllowed){
if (onScreen.innerHTML.slice(15, onScreen.innerHTML.length) == correctPIN)
{
setTimeout(accountMenu, 1250);
//break;
}
else
{
onScreen.innerHTML += "<br> Błędny kod PIN! Wpisz PIN ponownie. <br> Pozostało prób: " + (3-pinCount);
inputLength = 0;
document.getElementById("screen").innerHTML += "<br>Wpisz kod PIN: ";
//callback();
//cardInserted = function(function(){console.log("Ponowne wpisanie PINu");});
}
}
}
else if (digitStatus == 1)
{
}
}
You need to create much more variables to control your machine. Your add/delete digit function had conditions that were badly written and only worked if the text on the screen was short enough.
var inputLength = 0;
addDigit = function(digit){
//numKeyValue = numKeyValue instanceof MouseEvent ? this.value : numKeyValue;{
if (inputLength < pinLength) {
onScreen.innerHTML += this.value;
inputLength++;
}
//if (onScreen.innerHTML == 1234) console.log("PIN został wprowadzony");
},
delDigit = function(){
if (inputLength >= 0) {
onScreen.innerHTML = onScreen.innerHTML.slice(0, -1);
inputLength--;
}
};
If you want to empty the screen at any moment you can insert onScreen.innerHTML = ''; anywhere
ps: Thanks for the exercise and nice automat you made there.

Illustrator JavaScript only works once - won't toggle

I'm writing a script which changes the colours of a stick-man's arms and legs. Once "he" is selected, it effectively just mirrors the colours:
//Declare and initialize variables
var msgType = "";
var app;
var docRef = app.activeDocument;
var testColor = docRef.swatches.getByName("CMYK Green");
var leftColor = docRef.swatches.getByName("LeftColor");
var rightColor = docRef.swatches.getByName("RightColor");
function sameColor(CMYKColor1, CMYKColor2) {
"use strict";
var isTheSameColor;
if ((CMYKColor1.cyan === CMYKColor2.cyan) && (CMYKColor1.magenta === CMYKColor2.magenta) && (CMYKColor1.yellow === CMYKColor2.yellow) && (CMYKColor1.black === CMYKColor2.black)) {
isTheSameColor = true;
} else {
isTheSameColor = false;
}
return isTheSameColor;
}
// check if a document is open in Illustrator.
if (app.documents.length > 0) {
var mySelection = app.activeDocument.selection;
var index;
// Loop through all selected objects
for (index = 0; index < mySelection.length; index += 1) {
// Switch left and right colours
if (sameColor(mySelection[index].strokeColor, leftColor.color)) {
mySelection[index].strokeColor = rightColor.color;
}
if (sameColor(mySelection[index].strokeColor, rightColor.color)) {
mySelection[index].strokeColor = leftColor.color;
}
if (sameColor(mySelection[index].fillColor, leftColor.color)) {
mySelection[index].fillColor = rightColor.color;
}
if (sameColor(mySelection[index].fillColor, rightColor.color)) {
mySelection[index].fillColor = leftColor.color;
}
}
}
It works, but it only works once (i.e. I can't toggle the change again). If I undo the change and try again it works again. Why is this?
After a lot of head-scratching / debugging it turns out that it was changing the CMYK values to be not quite the same (by a tiny fraction).
Changed the following:
if ((CMYKColor1.cyan === CMYKColor2.cyan) ...
to:
if ((Math.round(CMYKColor1.cyan) === Math.round(CMYKColor2.cyan)) ...
and it works fine now.

Casino Roulette Game not working

http://csdev.cegep-heritage.qc.ca/students/cguigue/primordialCasino/game.html
supposed to click on the spin button and it should start the wheel spinning as well as changed the text on the screen in my displayArea, though when i click spin nothing happens,
getting undefined type error on the following code and not sure as to why
$('#wheel').rotate({
angle: 0,
animateTo: 2520,
duration: 4000
});
it says it isn't a function... :S
also...
if(currentGame.place == 0 && cellText == 0)
{
currentGame.setBet(betAmount * 40);
}
function rouletteGame(num, even, col)
{
this.place = num;
this.isEven = even;
this.colour = col;
this.win = 0;
this.hasBet = false;
this.setBet = function(bet)
{
this.win += bet;
this.hasBet = true;
}
says currentGame.place is undefined
but im initializing it in a for loop and its calling my above function...
for (var i = 1; i < rouletteWheel.length; ++i)
{
place = i;
if(i % 2 == 1)
{
isEven = false;
}
else
{
isEven = true;
}
if( i = red[count])
{
colour = "red";
++count;
}
else
{
colour = "black";
}
rouletteWheel[i] = new rouletteGame(place, isEven, colour);
}// for ()
.rotate() is not a built-in JQuery plugin. You will need to download or link the plugin in order for it to work. Add the following in your element of the HTML:
<script type="text/javascript" src="http://jqueryrotate.googlecode.com/svn/trunk/jQueryRotate.js"></script>
and see if that helps. with the first part of your problem.
As for the second part, I'm not sure if Javascript works this way too (I think it does), but you should create the new roulette game outside of the loop, and only change the values inside. Otherwise you are only creating a new roulette game for use within the scope of the for loop, not outside.
May want to check the documentation for this, as I'm not 100% positive about it. I just know it's how most other languages work.

jQuery "keyup" crashing page when checking 'Word Count'

I have a word counter running on a DIV and after typing in a few words, the page crashes. The browser continues to work (par scrolling) and no errors are showing in Chrome's console. Not sure where I'm going wrong...
It all started when I passed "wordCount(q);" in "keyup". I only passed it there as it would split-out "NaN" instead of a number to countdown from.
JS:
wordCount();
$('#group_3_1').click(function(){
var spliced = 200;
wordCount(spliced);
}) ;
$('#group_3_2').click(function(){
var spliced = 600;
wordCount(spliced);
}) ;
function wordCount(q) {
var content_text = $('.message1').text(),
char_count = content_text.length;
if (char_count != 0)
var word_count = q - content_text.replace(/[^\w ]/g, "").split(/\s+/).length;
$('.word_count').html(word_count + " words remaining...");
$('.message1').keyup(function() {
wordCount(q);
});
try
{
if (new Number( word_count ) < 0) {
$(".word_count").attr("id","bad");
}
else {
$(".word_count").attr("id","good");
}
} catch (error)
{
//
}
};
HTML:
<input type="checkbox" name="entry.3.group" value="1/6" class="size1" id="group_3_1">
<input type="checkbox" name="entry.3.group" value="1/4" class="size1" id="group_3_2">
<div id="entry.8.single" class="message1" style="height: 400px; overflow-y:scroll; overflow-x:hidden;" contenteditable="true"> </div>
<span class="word_count" id="good"></span>
Thanks in advanced!
This is causing an infinite loop if (new Number(word_count) < 0) {.
Your code is a mess altogether. Just study and start with more basic concepts and start over. If you want to describe your project to me in a comment, I would be glad to show you a good, clean, readable approach.
Update:
Part of having a good architecture in your code is to keep different parts of your logic separate. No part of your code should know about or use anything that isn't directly relevant to it. Notice in my word counter that anything it does it immediately relevant to its word-counter-ness. Does a word counter care about what happens with the count? Nope. It just counts and sends the result away (wherever you tell it to, via the callback function). This isn't the only approach, but I just wanted to give you an idea of how to approach things more sensefully.
Live demo here (click).
/* what am I creating? A word counter.
* How do I want to use it?
* -Call a function, passing in an element and a callback function
* -Bind the word counter to that element
* -When the word count changes, pass the new count to the callback function
*/
window.onload = function() {
var countDiv = document.getElementById('count');
wordCounter.bind(countDiv, displayCount);
//you can pass in whatever function you want. I made one called displayCount, for example
};
var wordCounter = {
current : 0,
bind : function(elem, callback) {
this.ensureEditable(elem);
this.handleIfChanged(elem, callback);
var that = this;
elem.addEventListener('keyup', function(e) {
that.handleIfChanged(elem, callback);
});
},
handleIfChanged : function(elem, callback) {
var count = this.countWords(elem);
if (count !== this.current) {
this.current = count;
callback(count);
}
},
countWords : function(elem) {
var text = elem.textContent;
var words = text.match(/(\w+\b)/g);
return (words) ? words.length : 0;
},
ensureEditable : function(elem) {
if (
elem.getAttribute('contenteditable') !== 'true' &&
elem.nodeName !== 'TEXTAREA' &&
elem.nodeName !== 'INPUT'
) {
elem.setAttribute('contenteditable', true);
}
}
};
var display = document.getElementById('display');
function displayCount(count) {
//this function is called every time the word count changes
//do whatever you want...the word counter doesn't care.
display.textContent = 'Word count is: '+count;
}
I would do probably something like this
http://jsfiddle.net/6WW7Z/2/
var wordsLimit = 50;
$('#group_3_1').click(function () {
wordsLimit = 200;
wordCount();
});
$('#group_3_2').click(function () {
wordsLimit = 600;
wordCount();
});
$('.message1').keydown(function () {
wordCount();
});
function wordCount() {
var text = $('.message1').text(),
textLength = text.length,
wordsCount = 0,
wordsRemaining = wordsLimit;
if(textLength > 0) {
wordsCount = text.replace(/[^\w ]/g, '').split(/\s+/).length;
wordsRemaining = wordsRemaining - wordsCount;
}
$('.word_count')
.html(wordsRemaining + " words remaining...")
.attr('id', (parseInt(wordsRemaining) < 0 ? 'bad' : 'good'));
};
wordCount();
It's not perfect and complete but it may show you direction how to do this. You should use change event on checkboxes to change wordsLimit if checked/unchecked. For styling valid/invalid words remaining message use classes rather than ids.
I think you should use radio in place of checkboxes because you can limit 200 or 600 only at a time.
Try this like,
wordCount();
$('input[name="entry.3.group"]').click(function () {
wordCount();
$('.word_count').html($(this).data('val') + " words remaining...");
});
$('.message1').keyup(function () {
wordCount();
});
function wordCount() {
var q = $('input[name="entry.3.group"]:checked').data('val');
var content_text = $('.message1').text(),
char_count = content_text.length;
if (char_count != 0) var word_count = q - content_text.replace(/[^\w ]/g, "").split(/\s+/).length;
$('.word_count').html(word_count + " words remaining...");
try {
if (Number(word_count) < 0) {
$(".word_count").attr("id", "bad");
} else {
$(".word_count").attr("id", "good");
}
} catch (error) {
//
}
};
Also you can add if your span has bad id then key up should return false;
See Demo

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