How can I start over a offset(); function repeatedly - javascript

so I've spent a lot of time making this code, it works, but the only bug that I can't fix is to make it circling repeatedly. Could anyone give some suggestion about the problem and it's solution?
<h1 id="heading">Hello</h1>
var offsetLeft = 0;
var offsetTop = 0;
var offsetLeftReverse = 200;
var offsetTopReverse = 200;
var moveHeading = function () {
$("#heading").offset({ left: offsetLeft, top: offsetTop});
if(offsetLeft < 200){
offsetLeft++;
} else if (offsetTop < 200){
offsetTop++;
}
};
var moveHeadingReverse = function () {
$("#heading").offset({ left: offsetLeftReverse, top: offsetTopReverse});
if(offsetLeftReverse > 0 ){
offsetLeftReverse--;
} else if (offsetTopReverse > 0){
offsetTopReverse--;
}
};
var engine = function () {
if ( (offsetTop === 0 && offsetLeft <= 200) || (offsetTop < 200 && offsetLeft === 200) ){
moveHeading();
}
else if ( (offsetTopReverse === 200 && offsetLeftReverse <= 200) || (offsetTopReverse <= 200 && offsetLeftReverse === 0) &&
( offsetTopReverse != 0 || offsetLeftReverse != 0 ) ){
moveHeadingReverse();
console.log("reverse");
console.log(offsetTopReverse,offsetLeftReverse);
}
}
var start = setInterval(engine, 5);

try this: You have to handle the case where the offsets are 0 , then reset your variables to start state and then call engine again (that did the intervall for you):
var engine = function () {
if ( (offsetTop === 0 && offsetLeft <= 200) || (offsetTop < 200 && offsetLeft === 200) ){
moveHeading();
}
else if ( (offsetTopReverse === 200 && offsetLeftReverse <= 200) || (offsetTopReverse <= 200 && offsetLeftReverse === 0) &&
( offsetTopReverse != 0 || offsetLeftReverse != 0 ) ){
moveHeadingReverse();
console.log("reverse");
console.log(offsetTopReverse,offsetLeftReverse);
} else if ( offsetTopReverse === 0 && offsetLeftReverse === 0) {
offsetLeft = 0;
offsetTop = 0;
offsetLeftReverse = 200;
offsetTopReverse = 200;
}
}
check out the fiddle: https://jsfiddle.net/yfp9f70g/

Related

Sqrt and Cbrt aren't accurate when squared or cubed

Building a calculator and I'm implementing cube roots and square roots, but when reversed by squaring them or cubing them respectively, it is off by a very small, but it is noticeable and ugly in the calculator when there are several zeros and a 1 after it. Any way to prevent this, but still make the calculator accurate.
function click22() {
if (vi === 0) {
reactant = Math.sqrt(reactant);
} else if (vi !== 0 && tn === 0) {
reactant2 = Math.sqrt(reactant2);
} else if (vi !== 0 && tn !== 0) {
reactantspec = Math.sqrt(reactantspec);
}
}
function click23() {
if (vi === 0) {
reactant = Math.cbrt(reactant);
} else if (vi !== 0 && tn === 0) {
reactant2 = Math.cbrt(reactant2);
} else if (vi !== 0 && tn !== 0) {
reactantspec = Math.cbrt(reactantspec);
}
}
if (vi === 0 && reactant != "0"){
document.getElementById('result').innerHTML = reactant;
} else if (vi > 1 && reactant2 != "" && tx === 0) {
document.getElementById('result').innerHTML = reactant2;
} else if (vi > 1 && tx > 0) {
document.getElementById('result').innerHTML = reactantspec;
}
}

Max Value with decimal 99.999 HTML block input

I'm trying to make the input takes only the value 99.999. I don't want to use MaxLength because it would not calculate the length of the decimal digits. I don't want to use any other functions that erase when it doesn't match a specific regex. I want it to stop it in the input.
function IsCurrencyNoMinus1 (e, thisobj, min, max) {
var keyCode = e.keyCode == 0 ? e.charCode : e.keyCode;
var ret = ((keyCode >= 48 && keyCode <= 57) || (keyCode == 44) || (keyCode == 46) || (specialKeys.indexOf(e.keyCode) != -1 && e.charCode != e.keyCode))
var inStr = $(thisobj).val();
if (ret && (keyCode == 45) && ((thisobj.selectionStart != 0) || (inStr.indexOf('-') != -1)))
ret = false;
if (ret && (keyCode == 46) && (inStr != '' && inStr.indexOf('.') != -1) && !(Math.abs(thisobj.selectionStart - thisobj.selectionEnd) == inStr.length)) {
ret = false;
}
var dotPos = (inStr.indexOf('.') != -1) ? inStr.indexOf('.') : inStr.length;
inStr = inStr.replace(/\,/g, '');
var parts = inStr.split('.');
var maxParts = max.toString().split('.');
if (ret && (inStr != '' && (keyCode >= 48 && keyCode <= 57))) {
if ((parts[0].length >= maxParts[0].length) && ((thisobj.selectionStart - thisobj.selectionEnd) == 0)
&& (thisobj.selectionStart <= dotPos)) {
ret = false;
}
if (ret && (parts[1] != undefined && parts[1].length >= 2) && ((thisobj.selectionStart - thisobj.selectionEnd) == 0)
&& (thisobj.selectionStart > dotPos) && (thisobj.selectionStart <= dotPos + 3))
ret = false;
var firstPos = thisobj.selectionStart < thisobj.selectionEnd ? thisobj.selectionStart : thisobj.selectionEnd;
if (ret && (parts[0].length >= maxParts[0].length) && (parts[1] != undefined && parts[1].length >= 1)
&& ((dotPos - firstPos == 0 && Math.abs(thisobj.selectionStart - thisobj.selectionEnd) < 4)
|| (dotPos - firstPos == 1 && (Math.abs(thisobj.selectionStart - thisobj.selectionEnd) >= 2 && Math.abs(thisobj.selectionStart - thisobj.selectionEnd) < 4))))
ret = false;
}
if (Number(inStr) > max) {
thisobj.value = '';
ret = true;
}
if (Number(inStr) < min) {
thisobj.value = '';
ret = true;
}
// var re = new RegExp(/^\(?-?[0-9]{0,12}(\.[0-9]{0,2})?\)?$/)
// if (!re.test(inStr)) {
// thisobj.value = ""
// }
return ret
}
I found the solution! Please check the code below in case someone needs it.
function Format3DigitDecimal(e, thisobj, min, max)
{
var keyCode = e.keyCode == 0 ? e.charCode : e.keyCode
var ret = ((keyCode >= 48 && keyCode <= 57) || (keyCode == 44) || (specialKeys.indexOf(e.keyCode) != -1 && e.charCode != e.keyCode))
var inStr = $(thisobj).val()
inStr = inStr.replace(/\,/g, '')
if (ret && (inStr != '' && (keyCode >= 48 && keyCode <= 57)))
{
if ((inStr.length >= max.toString().length) && ((thisobj.selectionStart - thisobj.selectionEnd) == 0))
{
ret = false
}
}
if (ret && (inStr != '' && (keyCode >= 48 && keyCode <= 57)))
{
if ((inStr.length == 2) && ((thisobj.selectionStart - thisobj.selectionEnd) == 0))
{
ret = false
}
}
return ret
}

Betfair like Odds increment and decrement

Please help me it is very irritating. Don't know why my logic is failed every time.
I am trying to make Betfair like odds increment in my web project. Betfair have it's own price group which can be found here
LINK: https://api.developer.betfair.com/services/webapps/docs/display/1smk3cen4v3lu3yomq5qye0ni/Betfair+Price+Increments
Here is explanation:
if odds is 1.01 and some body want to increase that odds via html5 number spinner the increment will be 0.01 and if odds is 2 the increment will be 0.02. whole increment list is available in that link.
working example can be found in betfair's betslip.
here is my Javascript:
function getIncremantal(fval) {
var val = parseFloat(fval);
var step;
if (val <= 1.99) {
step = 0.01;
} else if (val > 2 && val < 3) {
step = 0.02;
} else if (val > 3 && val < 4) {
step = 0.05;
} else if (val > 4 && val < 6) {
step = 0.1;
} else if (val > 6 && val < 10) {
step = 0.2;
} else if (val > 10 && val < 19.5) {
step = 0.5;
} else if (val >= 20 && val < 30) {
step = 1;
} else if (val >= 30 && val < 50) {
step = 2;
} else if (val >= 50 && val < 100) {
step = 5;
} else if (val >= 100 && val < 1000) {
step = 10;
} else if (val > 1000) {
step = null;
}
return step;
}
Update: jsFiddle
http://jsfiddle.net/71fs0a67/1/
I tried the following which is not using number stepping, but if you use the buttons it does work. It is an alternate solution, sorry if its not what you are looking for.
HTML:
<input type="number" min="1.01" max="1000" id="num"/>
<button class="increment">+</button>
<button class="decrement">-</button>
Javascript:
$('.increment').on('click', function() {
var elem = $('#num');
var value = parseFloat(elem.val());
var result = +(value + getIncremantal(value)).toFixed(2);
elem.val(result);
});
$('.decrement').on('click', function() {
var elem = $('#num');
var value = parseFloat(elem.val());
var result = +(value - getDecremantal(value)).toFixed(2);
elem.val(result);
});
function getIncremantal(val) {
var step;
if (val < 2) {
step = 0.01;
} else if (val >= 2 && val < 3) {
step = 0.02;
} else if (val >= 3 && val < 4) {
step = 0.05;
} else if (val >= 4 && val < 6) {
step = 0.1;
} else if (val >= 6 && val < 10) {
step = 0.2;
} else if (val >= 10 && val < 20) {
step = 0.5;
} else if (val >= 20 && val < 30) {
step = 1;
} else if (val >= 30 && val < 50) {
step = 2;
} else if (val >= 50 && val < 100) {
step = 5;
} else if (val >= 100 && val < 1000) {
step = 10;
} else if (val > 1000) {
step = null;
}
return step;
}
function getDecremantal(val) {
var step;
if (val <= 2) {
step = 0.01;
} else if (val > 2 && val <= 3) {
step = 0.02;
} else if (val > 3 && val <= 4) {
step = 0.05;
} else if (val > 4 && val <= 6) {
step = 0.1;
} else if (val > 6 && val <= 10) {
step = 0.2;
} else if (val > 10 && val <= 20) {
step = 0.5;
} else if (val > 20 && val <= 30) {
step = 1;
} else if (val > 30 && val <= 50) {
step = 2;
} else if (val > 50 && val <= 100) {
step = 5;
} else if (val > 100 && val <= 1000) {
step = 10;
} else if (val > 1000) {
step = null;
}
return step;
}
http://jsfiddle.net/71fs0a67/7/
With jquery ui spinner, you can do something like this:
$( "#spinner" ).spinner({
min: 1.01,
max: 1000,
step: 0.01,
spin: function( event, ui ) {
event.preventDefault();
event.stopPropagation();
var value = this.value || ui.value;
value = parseFloat(value);
var step;
if ($(event.currentTarget).hasClass('ui-spinner-up')) {
step = getIncremantal(value);
value = +(value + step).toFixed(2);
$( "#spinner" ).spinner('value', value);
} else {
step = getDecremantal(value);
value = +(value - step).toFixed(2);
$( "#spinner" ).spinner('value', value);
}
}
});
http://jsfiddle.net/71fs0a67/9/
Your code will return undefined for whole numbers.
Change all instances of val > number to val >= number
Try this:
function getIncremantal(fval) {
var val = parseFloat(fval);
var step;
if (val < 2) {
step = 0.01;
} else if (val >= 2 && val < 3) {
step = 0.02;
} else if (val >= 3 && val < 4) {
step = 0.05;
} else if (val >= 4 && val < 6) {
step = 0.1;
} else if (val >= 6 && val < 10) {
step = 0.2;
} else if (val >= 10 && val < 20) {
step = 0.5;
} else if (val >= 20 && val < 30) {
step = 1;
} else if (val >= 30 && val < 50) {
step = 2;
} else if (val >= 50 && val < 100) {
step = 5;
} else if (val >= 100 && val < 1000) {
step = 10;
} else if (val > 1000) {
step = null;
}
return step;
}
function getDecremantal(fval) {
var val = parseFloat(fval);
var step;
if (val <= 2) {
step = 0.01;
} else if (val > 2 && val <= 3) {
step = 0.02;
} else if (val > 3 && val <= 4) {
step = 0.05;
} else if (val > 4 && val <= 6) {
step = 0.1;
} else if (val > 6 && val <= 10) {
step = 0.2;
} else if (val > 10 && val <= 20) {
step = 0.5;
} else if (val > 20 && val <= 30) {
step = 1;
} else if (val > 30 && val <= 50) {
step = 2;
} else if (val > 50 && val <= 100) {
step = 5;
} else if (val > 100 && val <= 1000) {
step = 10;
} else if (val > 1000) {
step = null;
}
return step;
}

Running into "Maximum call stack" errors on a recursive function

I'm making a height map editor. Basically its a grid of numbers where you can change any location by +/- 1. The editor then makes sure that there can only be a difference of 1 between any of the touching 8 tiles.
I'm doing this with a recursive function. Basically its looking at it's 8 neighbors and adjusting them as needed. If any where adjusted, call the function on all 8 neighbors.
I get Uncaught RangeError: Maximum call stack size exceeded errors after messing around for awhile and I can't see where they are coming from. I'm doing checks to make sure I don't try to access non-exsiting grid locations...
The function is this:
var moveDown = function (x, y) {
var updated = false;
if (x-1 >= 0 && Math.abs(grid[x][y] - grid[x-1][y]) > 1) {
grid[x-1][y] -= 1;
updated = true;
}
if (x-1 < size && Math.abs(grid[x][y] - grid[x+1][y]) > 1) {
grid[x+1][y] -= 1;
updated = true;
}
if (y-1 >= 0 && Math.abs(grid[x][y] - grid[x][y-1]) > 1) {
grid[x][y-1] -= 1;
updated = true;
}
if (y+1 < size && Math.abs(grid[x][y] - grid[x][y+1]) > 1) {
grid[x][y+1] -= 1;
updated = true;
}
if (x-1 >= 0 && y-1 >= 0 && Math.abs(grid[x][y] - grid[x-1][y-1]) > 1) {
grid[x-1][y-1] -= 1;
updated = true;
}
if (x-1 >= 0 && y+1 < size && Math.abs(grid[x][y] - grid[x-1][y+1]) > 1) {
grid[x-1][y+1] -= 1;
updated = true;
}
if (x+1 < size && y-1 >= 0 && Math.abs(grid[x][y] - grid[x+1][y-1]) > 1) {
grid[x+1][y-1] -= 1;
updated = true;
}
if (x+1 < size && y+1 < size && Math.abs(grid[x][y] - grid[x+1][y+1]) > 1) {
grid[x+1][y+1] -= 1;
updated = true;
}
if (updated) {
if (x-1 >= 0) { moveDown(x-1, y); }
if (x+1 < size) { moveDown(x+1, y); }
if (y-1 >= 0) { moveDown(x, y-1); }
if (y+1 < size) { moveDown(x, y+1); }
if (x-1 >= 0 && y-1 >= 0) { moveDown(x-1, y-1); }
if (x-1 >= 0 && y+1 < size) { moveDown(x-1, y+1); }
if (x+1 < size && y-1 >= 0) { moveDown(x+1, y-1); }
if (x+1 < size && y+1 < size) { moveDown(x+1, y+1); }
}
}
I have a fiddle here. And it looks like I can just inline it, so I did that too.
var size = 15
var grid;
var active = {x: -1, y: -1};
var moveDown = function (x, y) {
var updated = false;
if (x-1 >= 0 && Math.abs(grid[x][y] - grid[x-1][y]) > 1) {
grid[x-1][y] -= 1;
updated = true;
}
if (x-1 < size && Math.abs(grid[x][y] - grid[x+1][y]) > 1) {
grid[x+1][y] -= 1;
updated = true;
}
if (y-1 >= 0 && Math.abs(grid[x][y] - grid[x][y-1]) > 1) {
grid[x][y-1] -= 1;
updated = true;
}
if (y+1 < size && Math.abs(grid[x][y] - grid[x][y+1]) > 1) {
grid[x][y+1] -= 1;
updated = true;
}
if (x-1 >= 0 && y-1 >= 0 && Math.abs(grid[x][y] - grid[x-1][y-1]) > 1) {
grid[x-1][y-1] -= 1;
updated = true;
}
if (x-1 >= 0 && y+1 < size && Math.abs(grid[x][y] - grid[x-1][y+1]) > 1) {
grid[x-1][y+1] -= 1;
updated = true;
}
if (x+1 < size && y-1 >= 0 && Math.abs(grid[x][y] - grid[x+1][y-1]) > 1) {
grid[x+1][y-1] -= 1;
updated = true;
}
if (x+1 < size && y+1 < size && Math.abs(grid[x][y] - grid[x+1][y+1]) > 1) {
grid[x+1][y+1] -= 1;
updated = true;
}
if (updated) {
if (x-1 >= 0) { moveDown(x-1, y); }
if (x+1 < size) { moveDown(x+1, y); }
if (y-1 >= 0) { moveDown(x, y-1); }
if (y+1 < size) { moveDown(x, y+1); }
if (x-1 >= 0 && y-1 >= 0) { moveDown(x-1, y-1); }
if (x-1 >= 0 && y+1 < size) { moveDown(x-1, y+1); }
if (x+1 < size && y-1 >= 0) { moveDown(x+1, y-1); }
if (x+1 < size && y+1 < size) { moveDown(x+1, y+1); }
}
}
var moveUp = function (x, y) {
var updated = false;
if (x-1 >= 0 && Math.abs(grid[x][y] - grid[x-1][y]) > 1) {
grid[x-1][y] += 1;
updated = true;
}
if (x-1 < size && Math.abs(grid[x][y] - grid[x+1][y]) > 1) {
grid[x+1][y] += 1;
updated = true;
}
if (y-1 >= 0 && Math.abs(grid[x][y] - grid[x][y-1]) > 1) {
grid[x][y-1] += 1;
updated = true;
}
if (y+1 < size && Math.abs(grid[x][y] - grid[x][y+1]) > 1) {
grid[x][y+1] += 1;
updated = true;
}
if (x-1 >= 0 && y-1 >= 0 && Math.abs(grid[x][y] - grid[x-1][y-1]) > 1) {
grid[x-1][y-1] += 1;
updated = true;
}
if (x-1 >= 0 && y+1 < size && Math.abs(grid[x][y] - grid[x-1][y+1]) > 1) {
grid[x-1][y+1] += 1;
updated = true;
}
if (x+1 < size && y-1 >= 0 && Math.abs(grid[x][y] - grid[x+1][y-1]) > 1) {
grid[x+1][y-1] += 1;
updated = true;
}
if (x+1 < size && y+1 < size && Math.abs(grid[x][y] - grid[x+1][y+1]) > 1) {
grid[x+1][y+1] += 1;
updated = true;
}
if (updated) {
if (x-1 >= 0) { moveUp(x-1, y); }
if (x+1 < size) { moveUp(x+1, y); }
if (y-1 >= 0) { moveUp(x, y-1); }
if (y+1 < size) { moveUp(x, y+1); }
if (x-1 >= 0 && y-1 >= 0) { moveUp(x-1, y-1); }
if (x-1 >= 0 && y+1 < size) { moveUp(x-1, y+1); }
if (x+1 < size && y-1 >= 0) { moveUp(x+1, y-1); }
if (x+1 < size && y+1 < size) { moveUp(x+1, y+1); }
}
}
var init = function () {
$('#board').mouseleave(function () {
active.x = -1;
active.y = -1;
})
.mousemove(function () {
active.x = -1;
active.y = -1;
});
$('#reset').click(function () {
for(var x=0; x<size; x++) {
for(var y=0; y<size; y++) {
grid[x][y] = 1;
}
}
});
$(window).keydown(function (e) {
if (e.keyCode === 119 || e.keyCode === 87) {
// W
grid[active.x][active.y] += 1;
moveUp(active.x, active.y);
}
if (e.keyCode === 115 || e.keyCode === 83) {
// S
grid[active.x][active.y] -= 1;
moveDown(active.x, active.y);
}
});
grid = [];
for(var x=0; x<size; x++) {
grid[x] = [];
var row = $('<div class="row">');
for(var y=0; y<size; y++) {
grid[x][y] = 1;
var cell = $('<div id="C' + x + '_' + y + '" class="cell">');
cell.data('x', x).data('y', y);
cell.mousemove(function (e) {
var $this = $(this);
active.x = $this.data('x');
active.y = $this.data('y');
e.stopPropagation();
});
row.append(cell)
}
$('#board').append(row);
}
setInterval(function () {
for(var x=0; x<size; x++) {
for(var y=0; y<size; y++) {
$('#C' + x + '_' + y).text(grid[x][y]);
}
}
$('#info').text('x: ' + active.x + ' y: ' + active.y);
}, 100);
};
init();
#board {
padding: 20px;
z-index: -1;
}
.row {
height: 25px;
}
.cell {
position: relative;
display: inline-block;
width: 25px;
height: 25px;
border: 1px solid black;
text-align: center;
line-height: 25px;
cursor: default;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div id="board"></div>
<div id="info"></div>
<p>
Click on the board once to set focus. This lets the keyboard work. Press <strong>S</strong> to make a tile go down, press <strong>W</strong> to make a tile go up.
</p>
<button id="reset">Reset</button>
Uncaught RangeError: Maximum call stack size exceeded This error occurs when there is no breakpoint for recursion function. When you call any function from that function or such like that. Then the execution goes then caller function goes into stack and callee function gets into memory for execution. If there is no return statement or condition before recursion, then processor stack gets full and throws this error message.
In your case, you are calling moveDown from moveDown but there one condition which is always true and which is responsible for calling moveDown again, or same with moveUp.
Just debug with breakpoints, you will get where it is wrong.

Internet Explorer may run slowly: change of logic to be done

TableHandler.prototype.IsAlreadySelected = function(dataToCheck)
{
var _this = this;
if (_this.NewTemplateUsageSelected.length > 0)
{
var len = _this.NewTemplateUsageSelected.length;
for (var i = 0; i < len; i++)
{
var an = _this.NewTemplateUsageSelected[i];
var isTemplateUsageDataDuplicate=false;
var isNonApplicableCGDataDuplicate=false;
if ((an.CustomerName == dataToCheck.CustomerName) &&
(an.ProgramName == dataToCheck.ProgramName) &&
(an.WorkpackageName == dataToCheck.WorkpackageName) &&
(an.ActivityName == dataToCheck.ActivityName) &&
(an.SelectedWorkFlowType == dataToCheck.SelectedWorkFlowType) &&
(an.SelectedWorkFlowCategory == dataToCheck.SelectedWorkFlowCategory) &&
(an.ReWorkflow== dataToCheck.ReWorkflow) &&
(an.AllowCheckGroupSelection == dataToCheck.AllowCheckGroupSelection) &&
(an.InitiatorGroupSelection == dataToCheck.InitiatorGroupSelection) &&
(an.R1GroupSelection == dataToCheck.R1GroupSelection) &&
(an.R2GroupSelection == dataToCheck.R2GroupSelection) &&
(an.R3GroupSelection == dataToCheck.R3GroupSelection) &&
(an.R4GroupSelection == dataToCheck.R4GroupSelection) &&
(an.InitiatorMinReworkEffort == dataToCheck.InitiatorMinReworkEffort) &&
(an.R1MinReworkEffort == dataToCheck.R1MinReworkEffort) &&
(an.R2MinReworkEffort == dataToCheck.R2MinReworkEffort) &&
(an.R3MinReworkEffort == dataToCheck.R3MinReworkEffort) &&
(an.R4MinReworkEffort == dataToCheck.R4MinReworkEffort) &&
(an.AllowFileAttachment == dataToCheck.AllowFileAttachment) &&
(an.QualityReviewer== dataToCheck.QualityReviewer) &&
(an.AllowLiabiltySelection == dataToCheck.AllowLiabiltySelection)&&
(an.SetToInactive == dataToCheck.SetToInactive)&&
(an.NonApplicabilityCheckGroupAllowed == dataToCheck.NonApplicabilityCheckGroupAllowed))
{
istemplateusagedataduplicate=true;
}
var checkgroupslendataToCheck=dataToCheck.NonApplicableCheckGroupList.length;
var nalen=an.NonApplicableCheckGroupList.length;
if(checkgroupslendataToCheck == nalen )
{
for (var i = 0 ;i < checkgroupslendataToCheck ; i++)
{
var naDatatocheck= dataToCheck.NonApplicableCheckGroupList[i];
var naData=an.NonApplicableCheckGroupList[i];
if(
( naDatatocheck.INonApplicability == naData.INonApplicability )&&
( naDatatocheck.R1NonApplicability == naData.R1NonApplicability )&&
( naDatatocheck.R2NonApplicability == naData.R2NonApplicability) &&
( naDatatocheck.R3NonApplicability == naData.R3NonApplicability )&&
( naDatatocheck.R4NonApplicability == naData.R4NonApplicability))
isNonApplicableCGDataDuplicate=true;
else
{
isNonApplicableCGDataDuplicate=false;
break;
}
}
if(isNonApplicableCGDataDuplicate==true && istemplateusagedataduplicate==true)
return true;
}
}
}
};
The above code is causing error Internet may run slowly. When i seached for a solution i got solutions like change of registry and IE version, Move the code to cdebehind,usage of plugin etc.. Which are not feasible in our project. So I have to change the above logic.Any inbuilt function in javascript or jquery which i can use to campare a two nested list.
The inner loop needs to use a different variable as its counter or it will make the outer loop go on infinitely. Currently you are using i for both loops.

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