javascript random gen nr + loops - javascript

I'm trying to make an program where it randomly picks 10 questions out of X questions(got 14 random ones written at the moment) without it picking the same questions again but i've been stuck for 4 hours on this junk.
My problem is with "randomNumbers()" function. This function generates random number (which marks the question respectively) and then checks if the numberArray already has generated number. If it doesnt, the number is supposed to be pushed to array.
I think I figured out the problem to be ## VERSION 1 ## for-loops if/else conditions. Any help ? :(
//edit, is while (true) correct way to handle this?
// dont mind ##VERSION 2## it was the first way I tried solving the problem.
(a lot of console logs to determine the bug :P )
HTML
<!DOCTYPE HTML>
<html>
<head>
<meta charset="utf-8"/>
<title>Testimiskeskkond</title>
<!--<link rel="stylesheet" type="text/css" href="style.css"/> -->
<script src="scripts/jquery-2.1.4.min.js"></script>
<script src="scripts/js.js"></script>
</head>
<body>
<button onclick="startQuiz()">Alusta testimist</button>
<div id="question1"></div>
<div id=questions></div>
</body>
JAVASCRIPT
var amountOfQuestions = 11;
var questionCounter = 0;
var numberArray = new Array();
var questions = new Array();
questions[0] = 'Mitu kassi elab P2rnus?',
questions[1] = 'Mis on kassi nimi?',
questions[2] = 'Mida kass teeb?',
questions[3] = 'Millal kass syndis?',
questions[4] = 'Mitu hammast kassil on?',
questions[5] = 'Mitu kyynt on kassil?',
questions[6] = 'Mitu k6rva on kassil?',
questions[7] = 'Mis v2rvi on kass?',
questions[8] = 'Tooli v2rvus?',
questions[9] = 'Laua suurus?',
questions[10] = 'Lemmik jook?',
questions[11] = 'Lemmik s88k?',
questions[12] = 'Raamatupoe nimi?',
questions[13] = 'Viinapoe nimi?';
function startQuiz() {
var setQuestions = "";
while (questionCounter < amountOfQuestions) {
var random = randomNumbers();
console.log(random + "appppppi");
if (questionCounter < amountOfQuestions) {
setQuestions += questions[random] + "<br>";
questionCounter += 1;
} else {
setQuestions += questions[random];
questionCounter += 1;
}
}
$('#questions').html(setQuestions);
}
function randomNumbers() {
var arrLength = numberArray.length;
while (true) {
console.log(arrLength);
var randomNr = Math.floor(Math.random() * 14);
console.log(randomNr + " tereeeeeeeeee");
/*
######################
########### VERSION 1
######################*/
if (arrLength == 0) {
console.log("pppppppppppp");
numberArray.push(randomNr);
break;
} else if (arrLength == 1) {
console.log("oooooooooooo");
if (numberArray[0] == randomNr) {
console.log("xxxxxxxxxxxxx");
break;
} else {
console.log("rrrrrrrrrrrrrrr");
numberArray.push(randomNr);
break;
}
} else {
for (var i = 0; i < arrLength-1; i++) {
console.log("yyyyyyyyyyyyyyyyyyyy");
if (numberArray[i] == randomNr) {
console.log("qqqqqqqqqqqqqqqqqqqq");
continue;
} else {
console.log("zzzzzzzzzzzzzz")
numberArray.push(randomNr);
break;
}
}
}
/*
######################
########### VERSION 2
######################
if (arrLength > 0) {
console.log("oooooooooooo");
for (var i = 0; i < arrLength; i++) {
console.log("yyyyyyyyyyyyyyyyyyyy");
if (numberArray[i] == randomNr) {
console.log("qqqqqqqqqqqqqqqqqqqq");
continue;
} else {
console.log("zzzzzzzzzzzzzz")
numberArray.push(randomNr);
break;
}
}
} else {
console.log("pppppppppppp");
numberArray.push(randomNr);
break;
} */
}
return randomNr;
}

let selectionCount = 10;
let randomQuestions = [];
while(randomQuestions.length < selectionCount) {
let randomNr = Math.floor(Math.random() * questionList.length);
if(!randomQuestions.includes(randomNr)) {
randomQuestions.push(randomNbr);
}
}

Related

create pagination for array of objects

I have a nice list of 200 pokemons from pokeapi.co and I have tried to paginate them (20 item/page, 10 pages). I found a nice tutorial, made my own pagination based on that but at the end just doesnt works.
I have tried to call the nextPage, previousPage, firstPage and lastPage. fuctions via HTML button but I get the following error in all 4 cases:
Uncaught ReferenceError: previousPage is not defined
at HTMLButtonElement.onclick (index.html:21)
I am beginner and I dont see the whole picture as clean as a pro, I dont know lot of things and cant figure it out whats wrong with my code!
Please take a look at my code.
Thank you for your time!
//wrapping pokemonList array in an IIFE
const pokemonRepository = (function() {
const pokemonList = [];
const apiUrl = 'https://pokeapi.co/api/v2/pokemon/?limit=200';
//Pagination
var list = new Array();
var pageList = new Array();
var currentPage = 1;
var itemPerPage = 20;
var numberOfPages = 0;
function makeList() {
for (let x = 0; x < 200; x++)
list.push(x);
numberOfPages = getNumberOfPages();
}
function getNumberOfPages() {
return Math.ceil(list.length / itemPerPage);
}
function nextPage() {
currentPage += 1;
loadTheList();
}
function previousPage() {
currentPage -= 1;
loadTheList();
}
function firstPage() {
currentPage = 1;
loadTheList();
}
function lastPage() {
currentPage = numberOfPages;
loadTheList();
}
function loadTheList() {
var begin = ((currentPage - 1) * itemPerPage);
var end = begin + itemPerPage;
pageList = list.slice(begin, end);
drawList(); //draws out our data
check(); //determines the state of the pagination button
}
function drawList() {
document.getElementById('pokemon-list').innerHTML = '';
for (let r = 0; r < pageList.length; r++) {
document.getElementById('pokemon-list').innerHTML += pageList[r] + '';
}
}
function check() {
document.getElementById("next").disabled = currentPage == numberOfPages ? true : false;
document.getElementById("previous").disabled = currentPage == 1 ? true : false;
document.getElementById("first").disabled = currentPage == 1 ? true : false;
document.getElementById("last").disabled = currentPage == numberOfPages ? true : false;
}
function load() {
makeList();
loadTheList();
}
//pagination end
return {
...
};
})();
<!DOCTYPE html>
<html>
<head>
...
</head>
<body>
<div id="loading"><h1>Loading...</h1></div>
<h1 class="main-title">Pokédex</h1>
<ul class="pokemon-list" id="pokemon-list">
</ul>
<!-- buttons for pagination-->
<button id="first" onClick="firstPage()">first</button>
<button id="previous" onClick="previousPage()">previous</button>
<button id="next" onClick="nextPage()">next</button>
<button id="last" onClick="lastPage()">last</button>
<script src="js/promise-polyfill.js"></script>
<script src="js/fetch-polyfill.js"></script>
<script src="js/scripts.js"></script>
</body>
</html>

Parsing Strings and Integers in JavaScript

I am new to JavaScript and HTML and am hoping someone can notice what I am doing wrong (I'm sure it is probably something small that I am just missing). I have been looking at this for a while, and I cannot seem to figure it out.
The problem is that branch #2 (identified in the comment within the code) is returning NaN for the houseVal which is supposed to return either sf for single-family or tw for townhouse/condo.
I have a JavaScript form I am making. Here it is:
function getPrice() {
var form = document.getElementById("calc");
var out = form.elements["z"];
//get numbers
var sqftVal = parseInt(form.elements["sqft"].value);
var bathsVal = parseInt(form.elements["baths"].value);
var builtVal = parseInt(form.elements["built"].value);
var lotVal = parseInt(form.elements["lot"].value);
for (i = 0; i < document.forms[0].zipcode.length; i++) {
if (document.forms[0].zipcode[i].checked) {
var zipVal = parseInt(document.forms[0].zipcode[i].value);
}
}
for (i = 0; i < document.forms[0].gar.length; i++) {
if (document.forms[0].gar[i].checked) {
var garageVal = parseInt(document.forms[0].gar[i].value);
}
}
for (i = 0; i < document.forms[0].housetype.length; i++) {
if (document.forms[0].housetype[i].checked) {
var houseVal = parseInt(document.forms[0].housetype[i].value);
}
}
if (zipVal == "47") {
if (garageVal == "2") {
if (houseVal == "sf") {
out.value = 1;
}
else { //townhouse
out.value = houseVal; // <------ PROBLEM: returns NaN <------------
}
}
else { //garage == 3
if (houseVal == "sf") {
out.value = 3;
}
else { //townhouse
out.value = 4;
}
}
}
else { //zip == 20148
if (garageVal == "2") {
if (houseVal == "sf") {
out.value = 5;
}
else { //townhouse
out.value = 6;
}
}
else { //garage == 3
if (houseVal == "sf") {
out.value = 7;
}
else { //townhouse
out.value = 8;
}
}
}
}
</script>
and here is the Home Type (e.g., Single Family or Townhouse/Condo) part of the form.
...
<fieldset>
<legend>House Type</legend>
<div>
<input type="radio" id="sf" name="housetype" value="sf" />
<label for="sf">Single Family</label>
</div>
<div>
<input type="radio" id="tw" name="housetype" value="tw" />
<label for="tw">Townhouse/Condo</label>
</div>
</fieldset>
...
It looks like in your javascript code you are trying to convert the houseVal to an integer though it's only ever "sf" or "tw"
If you change the following block:
for (i = 0; i < document.forms[0].housetype.length; i++) {
if (document.forms[0].housetype[i].checked) {
var houseVal = parseInt(document.forms[0].housetype[i].value);
}
}
To:
for (i = 0; i < document.forms[0].housetype.length; i++) {
if (document.forms[0].housetype[i].checked) {
var houseVal = document.forms[0].housetype[i].value;
}
}
You should be good
Your value attributes for each radio button are letter based strings. You cannot feasibly use parseInt on letter-based strings .
var houseVal = parseInt(document.forms[0].housetype[i].value);
This is going to cause you issues.

How can I optimize the below code with less number of line?

I have coded the below piece of code which handle the number bigger than 999 and add a comma to it. For example 1,000 and 1,000,000. Wheare as once the number increase the comma will be placed in the correct position. I used DRY principle and I feel still there is another easy way to handle it.
Now, I want to know if there is much better way than that I did.
Waiting for your opinion.
Thanks.
function seperate_num_by_comma() {
var num = '199228754645.25',
withOutComma = num.split('.'),
addNewCommaAfter = 3,
x = withOutComma[0].length % addNewCommaAfter,
lenOfWithOutComma_0 = withOutComma[0].length,
length_1 = withOutComma[0].length - x,
starter = 0,
wholeNumber = ' ';
for (var i = 0; i < lenOfWithOutComma_0; i++) {
function run_first_func() {
wholeNumber += withOutComma[0].substr(starter, addNewCommaAfter);
};
function run_second_fun() {
wholeNumber += withOutComma[0].substr(starter, addNewCommaAfter) + ",";
starter += addNewCommaAfter;
length_1 -= addNewCommaAfter;
};
if (x > 0) {
if (length_1 == 0) {
run_first_func();
break;
} else if (wholeNumber == ' ') {
wholeNumber += withOutComma[0].substr(starter, x) + ",";
length_1 -= addNewCommaAfter;
starter = x;
} else {
run_second_fun();
}
} else if (x == 0) {
if (length_1 == 3) {
run_first_func();
break;
}
run_second_fun();
}
}
console.log(wholeNumber + '.' + withOutComma[1]);
}
seperate_num_by_comma();
One Line:
165B minified version (no IE): seperate_by_comma=t=>(x=(""+t).split("."),z=x[0].replace(/((\d{3})*?)(\.|$)/,"|$1").split("|"),x[0]=z[0]+z[1].replace(/(.{3})/g,",$1").slice(!z[0].length),x.join("."))
OR 180B, IE-friendly: seperate_by_comma=function(t){x=(""+t).split(".");z=x[0].replace(/((\d{3})*?)(\.|$)/,"|$1").split("|");x[0]=z[0]+z[1].replace(/(.{3})/g,",$1").slice(!z[0].length);return x.join(".")}
Explanation:
seperate_num_by_comma = function(number){//12345678.9
var str = String(t);
var withoutDot = str.split("."); //["12345678", "9"]
var chunksOfThree = withoutDot[0].replace(/((\d{3})*?)(\.|$)/,"|$1");//"12|345678"
chunksOfThree = chunksOfThree.split("|");//["12", "345678"]
chunksOfThree[1] = chunksOfThree[1].replace(/(.{3})/g,",$1") //",345,678"
if(chunksOfThree[0].length==0){
chunksOfThree[1] = chunksOfThree[1].slice(1); //Fix for specific cases
}
withoutDot[0] = chunksOfThree[0] /*"12"*/ + chunksOfThree[1] /*",345,678"*/
return withoutDot.join(".") //"12,345,678.9"
}

Error code JS with my function Game Over

I am making a game and I encounter a problem.
When I click on the hammer, the game must show a "Game Over".
However, when a hammer appear, that I don't click on the case where it was and later I click again on this same case, "Game Over" is still displayed.
var temps = 50;
var compte = temps;
var pointCounter=0;
//ONLY SELECTOR FOR DOM
var $contener = document.querySelector(".contener");
var $bestscore = document.querySelector("#bestscore");
var $compt = document.querySelector("#compt");
var $score = document.querySelector("#score");
var $button = document.querySelector('.resetBouton');
for( var i = 0; i <= 8; i++){
$contener.innerHTML += "<div class='case case" + i + "'></div>";
}
if(localStorage.getItem('score')){
$bestscore.textContent = 'Score : ' + localStorage.getItem('score');
}
else{
localStorage.setItem('score', 0);
$bestscore.textContent = 'Score : 0';
}
function decompte(){
if(compte <= 1) {
pluriel = "";
} else {
pluriel = "s";
}
$compt.innerHTML = compte + " seconde" + pluriel;
if(!compte || compte < 0) {
reset();
if(pointCounter > localStorage.getItem('score')){
localStorage.setItem('score', pointCounter);
$bestscore.textContent = 'Score : ' + pointCounter;
}
}
//decrease 1 point
compte--;
}
let timer = setInterval(decompte,1000);
let taupe = setInterval(randomPosition,1000);
//RANDOM POSITION
function randomPosition() {
var $cases = document.querySelectorAll('.case');
// cannot click 2 times
for (var i =0; i< $cases.length; i++){
$cases[i].removeEventListener('click', losePoints);
$cases[i].removeEventListener('click', earnPoints);
$cases[i].innerHTML = '';
}
var x = Math.floor(Math.random() * 9);
var min = 1;
var max = 7;
var nbrRandom = min + Math.floor(Math.random() * max);
if (nbrRandom === 2) {
$cases[x].innerHTML = '<div id="darktaupe"><img src="images/darkTaupiqueur.png" alt="darktopiqueur"/></div>';
$cases[x].addEventListener('click', losePoints);
} else if(nbrRandom ===6) {
$cases[x].innerHTML = '<div id="darktaupe"><img src="images/Marteau_TFH.png" alt="marteau"/></div>';
$cases[x].addEventListener('click', gameOver);
}
else
{
$cases[x].innerHTML = '<div id="taupe"><img src="images/Taupiqueur.png" alt="t opiqueur"/></div>';
$cases[x].addEventListener('click', earnPoints);
}
}
function losePoints(event){
/* JouerSon(); */
pointCounter -=10;
if(pointCounter <0){
pointCounter =0
}
$score.textContent = pointCounter;
event.currentTarget.removeEventListener('click', losePoints);
}
function earnPoints(event){
/* JouerSon(); */
pointCounter ++;
$score.textContent = pointCounter;
event.currentTarget.removeEventListener('click', earnPoints);
}
/*function JouerSon() {
var sound = document.getElementById("beep");
sound.play();
} */
// RESET BUTTON
function reset(){
$button.classList.remove("reset");
$button.addEventListener('click', resetGame);
clearInterval(timer);
clearInterval(taupe);
}
function resetGame(){
pointCounter = 0;
compte = temps;
$score.textContent = pointCounter;
timer = setInterval(decompte,1000);
taupe = setInterval(randomPosition,1000);
$button.removeEventListener('click', resetGame);
$button.classList.add('reset');
}
function gameOver(event){
event.currentTarget.removeEventListener('click', gameOver);
alert("GAME OVER");
reset();
}
<!DOCTYPE HTML>
<html>
<head>
<link rel="stylesheet" type="text/css" href="styles/style.css">
<meta charset="utf-8"/>
</head>
<body>
<span id="compt"></span>
<span id="score">Score : </span> <span id="bestscore"></span>
<div class="contener"></div>
<button class="resetBouton reset"> reset </button>
<button class="resetBouton jouer"> Jouer </button>
<audio id="beep" src="test1.wav">
<script type='text/javascript' src="script/main.js"></script>
</body>
</html>
From a quick examination of your game, it looks like you are calling randomPosition every second, selecting a random element and then attaching one of three event handlers to it.
It looks like you are removing your losePoints and earnPoints handlers on each call to randomPosition, but never removing gameOver.

Having issues with live calculations, calculating each key stroke

I have a table that calculates a total depending on the input the user types. My problem is that the jquery code is calculating each key stroke and not "grabbing" the entire number once you stop typing. Code is below, any help woud be greatly appreciated.
$(document).ready(function() {
$('input.refreshButton').bind('click', EstimateTotal);
$('input.seatNumber').bind('keypress', EstimateTotal);
$('input.seatNumber').bind('change', EstimateTotal);
});
//$('input[type=submit]').live('click', function() {
function EstimateTotal(event) {
var tierSelected = $(this).attr('data-year');
var numberSeats = Math.floor($('#numberSeats_' + tierSelected).val());
$('.alertbox_error_' + tierSelected).hide();
if (isNaN(numberSeats) || numberSeats == 0) {
$('.alertbox_error_' + tierSelected).show();
} else {
$('.alertbox_error_' + tierSelected).hide();
var seatHigh = 0;
var seatLow = 0;
var seatBase = 0;
var yearTotal = 0;
var totalsArray = [];
var currentYear = 0;
$('.tier_' + tierSelected).each(function() {
seatLow = $(this).attr('data-seat_low');
firstSeatLow = $(this).attr('data-first_seat_low');
seatHigh = $(this).attr('data-seat_high');
seatBase = $(this).attr('data-base_cost');
costPerSeat = $(this).attr('data-cost_per_seat');
years = $(this).attr('data-year');
seats = 0;
if (years != currentYear) {
if (currentYear > 0) {
totalsArray[currentYear] = yearTotal;
}
currentYear = years;
yearTotal = 0;
}
if (numberSeats >= seatHigh) {
seats = Math.floor(seatHigh - seatLow + 1);
} else if (numberSeats >= seatLow) {
seats = Math.floor(numberSeats - seatLow + 1);
}
if (seats < 0) {
seats = 0;
}
yearTotal += Math.floor(costPerSeat) * Math.floor(seats) * Math.floor(years) + Math.floor(seatBase);
});
totalsArray[currentYear] = yearTotal;
totalsArray.forEach(function(item, key) {
if (item > 1000000) {
$('.totalCost_' + tierSelected + '[data-year="' + key + '"]').append('Contact Us');
} else {
$('.totalCost_' + tierSelected + '[data-year="' + key + '"]').append('$' + item);
}
});
}
}
You'll need a setTimeout, and a way to kill/reset it on the keypress.
I'd personally do something like this:
var calc_delay;
$(document).ready(function() {
$('input.refreshButton').bind('click', runEstimateTotal);
$('input.seatNumber').bind('keypress', runEstimateTotal);
$('input.seatNumber').bind('change', runEstimateTotal);
});
function runEstimateTotal(){
clearTimeout(calc_delay);
calc_delay = setTimeout(function(){ EstimateTotal(); }, 100);
}
function EstimateTotal() {
....
What this does is prompt the system to calculate 100ms after every keypress - unless another event is detected (i.e. runEstimateTotal is called), in which case the delay countdown resets.

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