JavaScript prototype password generator - javascript

I wrote a simple JS script to generate a random password.
My code that work now but with just small letters
function Password(l) {
this.l = l;
}
Password.prototype.generate = function () {
var p = "";
for (let i=0; i < this.l; i++) {
p = p + String.fromCharCode(Math.floor(Math.random() * (122 - 97 + 1) + 97));
}
return p;
};
p = new Password(8);
console.log(p.generate());
For finding a char code
console.log("A".charCodeAt(0));
console.log("Z".charCodeAt(0));
console.log("0".charCodeAt(0));
console.log("9".charCodeAt(0));
One of my idea for get this done but I don't know how ?
if (Math.random() < .5) {
console.log("OK");
} else {
console.log("NOT OK");
}
console.log(Math.random());
Thanks in advance for this
And if some of write code it's better to understand
Update 1 : Someone complete the code with new features means Capital letters and add numbers to it with shuffle.

Related

How to get a new random number in javascript

I am very new to JavaScript and I'm sure this question has been answered quite a bit, but when I search my question I don't seem to find an answer (or one that I actually understand :D)
Currently, I'm trying to create a tool to help kids with there multiplication facts and I'm having trouble getting the program to generate new random numbers.
var r1 = Math.floor(Math.random() * 13);
var r2 = Math.floor(Math.random() * 13);
function start() {
println("Welcome to the multipilcation helper! ");
var num = readLine("Pick a number you want to practice or type 'random'!");
var ques = readLine("How many questions do you want?");
if (num == "random") {
for (var i = 0; i < ques; i++) {
var answer = r1 * r2;
println(r1 + "*" + r2);
var check = readLine("what is the answer");
if (check == answer) {
println("thats correct!");
} else {
println("thats wrong! ");
}
}
}
}
The problem is that my variables seem to pick a random number as soon as the script starts and stick with it instead of giving me a new random number.
Can anyone help me out and tell me how to get a new random number every time the variable is called?
Simply create yourself a method like the one below and use it like r() to get a new random number every call.
function r() {
return Math.floor(Math.random() * 13);
}
console.log(r());
console.log(r());
console.log(r());
In your loop you should be reassigning the random numbers so that they are reassigned every iteration of the loop. Otherwise they stay static to the value you give them at the top.
Also, you should use triple equals in Javascript when checking for equality as it is best practice.
function start() {
console.log("Welcome to the multipilcation helper! ");
var num = prompt("Pick a number you want to practice or type 'random'!");
var ques = prompt("How many questions do you want?");
if (num == "random") {
for (var i = 0; i < ques; i++) {
var r1 = Math.floor(Math.random() * 13);
var r2 = Math.floor(Math.random() * 13);
var answer = r1 * r2;
console.log(r1 + "*" + r2);
var check = prompt("what is the answer");
if (check == answer) {
console.log("thats correct!");
} else {
console.log("thats wrong! ");
}
}
}
}
start()
You random numbers are being static at the moment. They need to be called again. Move your r1 and r2 assignments inside the for.
I don't have enough reputation to comment, but will update the answer
if you explain it with more details.
You need to put the random call in a function in order for it to create a new number each time. When you assign it directly to a variable as you have, it only runs once and stores that value in the variable.
// pick a number between 0 and 13
var random = function() {
return Math.floor(Math.random() * 13);
}
function start(){
for(var i = 0; i < 15; i++){
// call random function for each number and store in a var
var number1 = random();
var number2 = random();
var answer = number1 * number2;
console.log('equation:', number1 + '*' + number2);
console.log('answer:', answer);
}
}
// call the start function
start()

issue with `for` loop, causes game to crash when button to run loop is clicked

in trying to get a few numbers (var belief and trinkets) to go up per second (using for loop), i run into the error "expected a conditional expression but instead saw an assignment" when using the analyse function over the following piece of code:
function trinketCount(number) {
if(towers >= 1) {
var trinketCap = 500;
for(; trinkets = trinketCap;) {
trinkets = trinkets + (towers * 2);
}
document.getElementById('trinkets').innerHTML = trinkets;
}
}
and also in the following, very similar, loop:
function beliefCount(number) {
if(towers >= 1) {
var beliefCap = 600;
for(; belief = beliefCap;) {
belief = belief + towers;
document.getElementById('belief').innerHTML = belief;
}
}
}
clicking the button to build a 'tower' also causes the whole thing to crash.
i am fairly new to js so i apologise if the problem is obvious! also check it out for yourself at https://codepen.io/dirtbf/project/full/XjvdMX
"expected a conditional expression but instead saw an assignment"
This is exactly the problem.
for(; trinkets = trinketCap;) {
for(; belief = beliefCap;) {
You're assigning the values in here instead of checking whether they equal each other. Did that error come with a line number?
Fixed function versions:
function trinketCount(number) {
if(towers >= 1) {
var trinketCap = 500;
for(; trinkets == trinketCap;) {
trinkets = trinkets + (towers * 2);
}
document.getElementById('trinkets').innerHTML = trinkets;
}
}
function beliefCount(number) {
if(towers >= 1) {
var beliefCap == 600;
for(; belief = beliefCap;) {
belief = belief + towers;
document.getElementById('belief').innerHTML = belief;
}
}
}

NodeJS require with asynch functions when synch is wanted

I have the following code
var utils = require(`${__dirname}/../../utils/utils.js`);
...
let object = utils.parse(input);
if (object === undefined){
let helper = utils.recognize(input);
msg.channel.sendMessage("\"" + input + "\" not recognized. Did you mean \"" + helper[0] + "\"?");
object = utils.parse(helper[0]);
}
//code related to object
console.log(object.strLength);
where "parse" tries to match the input to an object in a database, and "recognize" tries to find the best match if the input is spelled incorrectly (Levenshtein) (along with additional info such as how close the match was).
Currently the issue is that the code is ran asynchronously; "object.strLength" returns an undefined before utils.recognize() returns a value. If I copy/paste the recognize() and parse() functions into the file, then the code is run synchronously and I do not run into any issues. However I would rather keep those functions in a separate file as I reuse them in other files.
Is there a way to specify that the functions in utils must be synch? I know that there are libraries that convert asynch into synch but I prefer to use as few libraries as I can help it. I tried to have the recognize functions return a Promise but it ended up as a jumbled mess
edit: here's parse. I did not think it was necessary to answer this question so I did not include it initially:
var db = require(`${__dirname}/../data/database.js`);
...
var parse = (input) => {
let output = db[output];
if (output === null) {
Object.keys(db).forEach((item) => {
if (db[item].num === parseInt(input) || (db[item].color + db[item].type === input)){
output = db[item];
return false;
}
});
}
return output;
}
I solved the issue, thanks everyone. Here's what was wrong, it was with recognize(). It was my mistake to not show the code for it initially.
Original recognize:
var recognize = (item) => {
//iterate through our databases and get a best fit
let bestItem = null;
let bestScore = 99999; //arbitrary large number
//let bestType = null;
//found algorithm online by milot-mirdita
var levenshtein = function(a, b) {
if (a.length == 0) { return b.length; }
if (b.length == 0) { return a.length; }
// swap to save some memory O(min(a,b)) instead of O(a)
if(a.length > b.length) {
let tmp = a;
a = b;
b = tmp;
}
let row = [];
for(let i = 0; i <= a.length; i++) {
row[i] = i;
}
for (let i = 1; i <= b.length; i++) {
let prev = i;
for (let j = 1; j <= a.length; j++) {
let val;
if (b.charAt(i-1) == a.charAt(j-1)) {
val = row[j-1]; // match
} else {
val = Math.min(row[j-1] + 1, // substitution
prev + 1, // insertion
row[j] + 1); // deletion
}
row[j - 1] = prev;
prev = val;
}
row[a.length] = prev;
}
return row[a.length];
}
//putting this here would make the code work
//console.log("hi");
Object.keys(db).forEach((key) => {
if (levenshtein(item, key) < bestScore) {
bestItem = key;
bestScore = levenshtein(item, key);
}
});
return [bestItem, bestScore];
}
My solution was to move the levenshtein function outside of the recognize function, so if I wanted to I can call levenshtein from another function
#user949300 and #Robert Moskal, I changed the forEach loop into a let...in loop. There is no functional difference (as far as I can tell) but the code does look cleaner.
#Thomas, I fixed the let output = db[output]; issue, oops.
Again, thanks for all of your help, I appreciate it. And happy New Year too

Find variable value

I have some inputs in my app: <_input code/> + <_input code/> = <_input code/>.
Let's imagine first input name is a, appropriately second and third inputs' names are b and c. I filled my inputs:
7 + x = 12
Is there any way to calculate x value?
What do I want from my script:
It finds variable in inputs' values.
It checks all fields of my form filled properly.
It finds variable in inputs' values.
From given information script calculates value of variable.
How many inputs will be doesn't matter. I just want to find value of x. Is there any library to do this?
function calculcateA(b,c){
return c-b;
}
if(inputA === 'x'){
alert(calculateA(inputB,inputC));
}
And so on... there is nothing wrong with this functions, but I want to automate this proccess like WolframAplha.
The best thing for you, I guess would be to find some library for solving equations. If you are in need to solve bigger sets of equations then maybe something related to linear algebra.
Can't really tell you an exact solution so you will have to search for yourself.
Here is some code that should solve the problem.
function calculate() {
var varIndex = -1;
//Ensure that at least two three arguements are passed
if (arguments.length < 3) {
throw "You need at least three parameters to make an equation";
}
//Make sure that there is only one variable
for (var i = 0; i < arguments.length; i++) {
if (isNaN(arguments[i])) {
if (varIndex != -1) {
throw "You can't have two variables";
return;
}
varIndex = i;
}
}
//If variable has been found
if (varIndex != -1) {
var answer = 0;
//If variable is at the last position, add all constants
if (varIndex == types.length - 1) {
for (var j = 0; j < arguments.length - 1; j++) {
answer = answer + j;
}
} else {
//Otherwise Deduct all values from the last
answer = arguments[arguments.length - 1];
for (var k = 0; k < arguments.length - 1; k++) {
if (k == varIndex) { continue; }
answer = answer - j;
}
}
//Return Result
return { variable: arguments[varIndex], answer: answer };
}
else {
throw "You need at least one variable";
return;
}
}
You would use the above as follows:
var a = document.querySelector("input[name=a]");
var b = document.querySelector("input[name=b]");
var c = document.querySelector("input[name=c]");
var calcBtn = document.getElementById("calculate");
calcBtn.addEventListener("click", function () {
try {
var result = calculate(a.value, b.value, c.value);
console.log("The value of " + result.variable + " is " + result.answer);
} catch (e) {
console.log(e);
}
});

JQuery Click event crashes program with no console errors

EDIT**
In a game I am creating I use the next question button to move onto other questions in the grid if the user is having trouble with the current one. At the moment I have had real problems with it as it keeps on crashing my program, and not giving any console errors. The last problem I had with it was that it said "too much recursion". Since then I thought I had sorted the problem, but I have just done a few tests and it crashes every time.
This is the click event for the button...
//Next question click event
$('.next-question').bind("click", function() {
$('td').removeClass('highlight-problem');
shuffleEqually(listOfWords);
shuffleEqually(nextWordIndexes);
var rndWord = nextWordIndexes[Math.floor(Math.random())];
var rndWord = nextWordIndexes[2];
//Adds and removes nesesary classes
$('td[data-word="' + listOfWords[rndWord].name + '"]').addClass('highlight-problem');
$('td[data-word=' + word + ']').removeClass('wrong-letter').removeClass('wrong-word').removeClass('right-letter');
var spellSpace = $('td[data-word="' + listOfWords[rndWord].name + '"]').hasClass('right-word');
if (spellSpace) {
$('.next-question').trigger('click');
} else {
$("#hintSound").attr('src', listOfWords[rndWord].audio);
hintSound.play();
$("#hintPic").attr('src', listOfWords[rndWord].pic);
$('#hintPicTitle').attr('title', listOfWords[rndWord].hint);
}
});
I think it may have something to do with the if statement, but have tried changing it to this..
if (spellSpace == false) {
$("#hintSound").attr('src', listOfWords[rndWord].audio);
hintSound.play();
$("#hintPic").attr('src', listOfWords[rndWord].pic);
$('#hintPicTitle').attr('title', listOfWords[rndWord].hint);
}
and it makes it even worse
ShuffleEqually:
//Shuffles words to randomize
shuffleEqually(nextWordIndexes);
var shuffledWords = [];
shuffledWords = chosenWords.sort(function () {
return 0.5 - Math.random();
});
function shuffleEqually(a1, a2) {
var arrays = [];
if (typeof a1 === 'object' && a1.length > 0) {
arrays.push(a1);
}
if (typeof a2 === 'object' && a2.length > 0) {
arrays.push(a2);
}
var minLength = arrays[0].length;
jQuery.each(arrays, function (i, a) {
minLength = a.length < minLength ? a.length : minLength;
});
var randoms = [];
for (i = 0; i < minLength; i++) {
randoms.push(Math.random());
}
jQuery.each(arrays, function (i, a) {
var i = minLength;
while (i--) {
var p = parseInt(randoms[i] * minLength);
var t = a[i];
a[i] = a[p];
a[p] = t;
}
});
};
Hint sound:
var hintSound = $("#hintSound")[0];
Your issue is an infinite loop, plain and simple.
$('.next-question').bind("click", function() {
// binds click...
...
if (spellSpace) {
$('.next-question').trigger('click');
// triggers click ON THE SAME ELEMENT COLLECTION (same selector)
You want to refine this. I assume you want the trigger to work on the next question, so I suggest changing the second statement to:
$(".next-question").eq(($(".next-question").index($(this)) + 1) % $(".next-question").length).trigger("click");
You have a second infinite loop in shuffleEqually:
jQuery.each(arrays, function (i, a) {
var i = minLength;
while (i--) {
var p = parseInt(randoms[i] * minLength);
var t = a[i];
a[i] = a[p];
a[p] = t;
}
Change the while condition to have a limiting value, or it will loop endlessly (as a decrement operation always succeeds).

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