Recently i have used code in project that is still working it it http://kreditka.testovi-site.pw. But when i tried to reuse javascript the default rules js got broken and i got an error in console explaining that varibale cannot be found. Is it somehow related that sme o the code is not resusable and each line should be rewritten one by one for defferent projects?
(function () {
console.log("()");
"use strict";
var polosa = document.querySelector("#polosa");
alert(polosa);
var x = document.querySelectorAll("#slide1");
var o;
for (o = 0; o < x.length; o++) {
x[o].style.left = o*300+"px";
}
var x = document.querySelectorAll("#slide");
var a;
for (a = 0; a < x.length; a++) {
x[a].style.left = a*300+"px";
}
var doc = document.querySelectorAll('.btn-click');
for (var i = 0; i < doc.length; i++) {
doc[i].addEventListener("click", highlightThis, true);
}
var doc1 = document.querySelectorAll('.btn1-click');
for (var j = 0; j < doc.length; j++) {
doc1[j].addEventListener("click", highlightThis1, true);
}
var polosa = document.querySelector('#polosa');
polosa.style.left = '0px';
var left = 0;
var sliderItem = document.querySelector('#slide');
function highlightThis(event) {
console.log("highlightThis");
var currentActiveButton = document.querySelector(".btn-click.btn-slide-active");
currentActiveButton.classList.toggle("btn-slide-active");
event.target.classList.toggle("btn-slide-active");
console.log(event.target.dataset.value);
shiftSlide({
prev: currentActiveButton.dataset.value,
next: event.target.dataset.value
});
}
function highlightThis1(event) {
console.log("highlightThis1");
var currentActiveButton1 = document.querySelector(".btn1-click.btn-slide-active");
currentActiveButton1.classList.toggle("btn-slide-active");
event.target.classList.toggle("btn-slide-active");
console.log(event.target.dataset.value);
shiftSlide1({
prev: currentActiveButton1.dataset.value,
next: event.target.dataset.value
});
}
function shiftSlide(obj) {
var polosa = document.querySelector('#polosa');
console.log("shiftSlide");
var currentSliderPosition = parseInt(polosa.style.left);
if (obj.prev === obj.next) {
return
} else {
var left = (obj.prev - obj.next) * 300;
polosa.style.left = currentSliderPosition + left + "px";
}
}
function shiftSlide1(obj) {
var polosa = document.querySelector('#polosa1');
console.log("shiftSlide");
var currentSliderPosition = parseInt(polosa1.style.left);
if (obj.prev === obj.next) {
return
} else {
var left = (obj.prev - obj.next) * 300;
polosa1.style.left = currentSliderPosition + left + "px";
}
}
})();
Related
Can you please help me with how to use this function in Postman test script section?
() => {
var sleep = (sleepDuration) => {
var startTime = new Date().getTime();
while (new Date().getTime() - startTime < sleepDuration) {}
}
var sleepByAsyncDelayTime = () => {
var sleepDuration = postman.getEnvironmentVariable('asyncDelayTime') || 0;
sleep(sleepDuration);
}
var retryOnFailure = (predicate, numberOfRetrys, sleepDuration, reRouteRequestName, postmanAssertions) => {
var retryCountPerReq_key = request.name + '_retry_count';
var retryCountPerReq = pm.environment.get(retryCountPerReq_key) || 0;
var reflowCountPerReq_key = request.name + '_reflow_count';
var reflowCountPerReq = pm.environment.get(reflowCountPerReq_key) || 0;
var totalReflowCount_key = 'totalReflowCount';
var totalReflowCount = pm.environment.get(totalReflowCount_key) || 0;
var maxReflowCounter = postman.getEnvironmentVariable('maxReflowCounter') || 0;
var maxReflowCounterPerReq = postman.getEnvironmentVariable('maxReflowCounterPerReq') || 0;
function clearAndExit() {
pm.environment.unset(retryCountPerReq_key);
pm.environment.unset(reflowCountPerReq_key);
postmanAssertions();
}
function retry() {
sleep(sleepDuration);
pm.environment.set(retryCountPerReq_key, ++retryCountPerReq);
postman.setNextRequest(request.name);
}
function reFlow() {
if (totalReflowCount < maxReflowCounter && reflowCountPerReq < maxReflowCounterPerReq) {
pm.environment.unset(retryCountPerReq_key);
pm.environment.set(totalReflowCount_key, ++totalReflowCount);
pm.environment.set(reflowCountPerReq_key, ++reflowCountPerReq);
postman.setNextRequest(reRouteRequestName);
} else clearAndExit();
}
if (predicate()) clearAndExit();
else if (retryCountPerReq < numberOfRetrys) retry();
else if (reRouteRequestName != '') reFlow();
else clearAndExit();
}
return {
common: {
sleepByAsyncDelayTime,
sleep,
retryOnFailure
}
};
}
I have followed this and still unable to make assertion with retries.
I want to set this as a function and run test cases on the collection runner.
Postman / Newman retry in case of failure
You could also do it like this:
var expectedHttpStatus = 200;
var maxNumberOfTries = 3;
var sleepBetweenTries = 5000;
if (!pm.environment.get("collection_tries")) {
pm.environment.set("collection_tries", 1);
}
if ((pm.response.code != expectedHttpStatus) && (pm.environment.get("collection_tries") < maxNumberOfTries)) {
var tries = parseInt(pm.environment.get("collection_tries"), 10);
pm.environment.set("collection_tries", tries + 1);
setTimeout(function() {}, sleepBetweenTries);
postman.setNextRequest(request.name);
} else {
pm.environment.unset("collection_tries");
pm.test("Status code is " + expectedHttpStatus, function () {
pm.response.to.have.status(expectedHttpStatus);
});
// more tests here...
}
How can I change this javascript code, that when I click on "Green" I want the content from all tabs to be displayed? https://codepen.io/wangel13/pen/OXBrRp
'use strict';
function Tabs() {
var bindAll = function() {
var menuElements = document.querySelectorAll('[data-tab]');
for(var i = 0; i < menuElements.length ; i++) {
menuElements[i].addEventListener('click', change, false);
}
}
var clear = function() {
var menuElements = document.querySelectorAll('[data-tab]');
for(var i = 0; i < menuElements.length ; i++) {
menuElements[i].classList.remove('active');
var id = menuElements[i].getAttribute('data-tab');
document.getElementById(id).classList.remove('active');
}
}
var change = function(e) {
clear();
e.target.classList.add('active');
var id = e.currentTarget.getAttribute('data-tab');
document.getElementById(id).classList.add('active');
}
bindAll();
}
var connectTabs = new Tabs();
Take a look at this:
'use strict';
function Tabs() {
var bindAll = function() {
var menuElements = document.querySelectorAll('[data-tab]');
for(var i = 0; i < menuElements.length ; i++) {
menuElements[i].addEventListener('click', change, false);
}
}
var clear = function() {
var menuElements = document.querySelectorAll('[data-tab]');
for(var i = 0; i < menuElements.length ; i++) {
menuElements[i].classList.remove('active');
var id = menuElements[i].getAttribute('data-tab');
document.getElementById(id).classList.remove('active');
}
}
function makeAllActive() {
var tabs = document.querySelectorAll('.b-tab');
Array.from(tabs).map(item => {
item.classList.add('active');
});
}
var change = function(e) {
clear();
e.target.classList.add('active');
var id = e.currentTarget.getAttribute('data-tab');
if(id === "green") {
makeAllActive();
return;
}
document.getElementById(id).classList.add('active');
}
bindAll();
}
var connectTabs = new Tabs();
I'm attempting to make a genetic algorithm simulation in JavaScript using the P5.JS library, but i'm experiencing some issues. Here's what i have so far:
//var popS = 2;
var popu;
//var balls = [];
var target;
function setup() {
createCanvas(800, 300);
popu = new Population();
target = createVector(width - 15, height / 2);
}
function draw() {
background(50);
popu.run();
var ballsC = 0;
for (var a = 0; a < popu.balls.length; a++) {
if (popu.balls[a].done == true){
ballsC ++;
}
}
if (ballsC >= popu.popS) {
//popu = new Population();
popu.evaluate();
//popu.selection();
}
fill(255, 0, 30);
noStroke();
ellipse(target.x, target.y, 20, 20);
}
function DNA() {
this.genes = [];
this.changes = 7;//random(2, 50);
for (var a = 0; a < this.changes; a++) {
this.genes[a] = random(0, 15);
}
this.crossover = function (pB) {
var newdna = new DNA();
var mid = floor(random(0, this.genes.length));
for (var a = 0; a < this.genes.length; a++) {
if (a < mid) {
newdna.genes[a] = this.genes[a];
}else {
newdna.genes[a] = pB.genes[a];
}
}
return newdna;
}
}
function Population() {
this.balls = [];
this.popS = 50;
this.maxfit = 0;
this.matingpool = [];
for (var a = 0; a < this.popS; a++) {
this.balls[a] = new Ball();
}
this.evaluate = function() {
for (var a = 0; a < this.balls.length; a++) {
this.balls[a].calcF();
if (this.balls[a].fitness > this.maxfit) {
this.maxfit = this.balls[a].fitness;
}
}
this.matingpool = [];
for (var b = 0; b < this.balls.length; b++) {
var n = this.balls[b].fitness * 100;
for (var c = 0; c < n; c++) {
this.matingpool.push(this.balls[c]);
}
}
this.selection();
}
this.selection = function () {
var newBalls = [];
for (var a = 0; a < this.balls.length; a++) {
var parentA = this.matingpool[floor(random(0, this.matingpool.length))];
var parentB = this.matingpool[floor(random(0, this.matingpool.length))];
var child = parentA.dna.crossover(parentB.dna);
newBalls[a] = new Ball(child);
}
this.balls = newBalls;
}
this.run = function() {
for (var a = 0; a < this.balls.length; a++) {
this.balls[a].update();
this.balls[a].checkCol();
this.balls[a].show();
}
}
}
function Ball(dna) {
this.pos = createVector(10, height / 2);
this.speed = createVector(2, 2.5);
this.mul = -1;
this.time = 0;
this.a = 0;
if (dna) {
this.dna = dna;
} else {
this.dna = new DNA();
}
this.done = false;
this.fitness = 0;
this.reached;
this.update = function() {
if (this.done == false) {
if (this.time >= this.dna.genes[this.a]) {
this.a++;
this.time = 0;
this.mul *= -1;
}
this.speed.set(2, 2.5 * this.mul);
this.pos.add(this.speed);
}
}
this.show = function() {
this.time += 0.1;
fill(255, 70);
noStroke();
ellipse(this.pos.x, this.pos.y, 10, 10);
}
this.checkCol = function() {
if (this.pos.y > height || this.pos.y < 0 || this.pos.x > width) {
//print("col");
this.done = true;
}
if (dist(this.pos.x, this.pos.y, target.x, target.y) <= (10 / 2) + (20 / 2)) {
//print("done!");
this.done = true;
this.reached = true;
}
}
this.calcF = function() {
var a = dist(this.pos.x, this.pos.y, target.x, target.y);
var b = this.dna.genes.length;
var c = 0;
if (this.reached){
c = 1;
}
this.fitness = map(map(a, 0, width, 1, 0) + map(b, 2, 50, 1, 0) + c, 0, 3, 0, 1);
}
}
This is the most essential part of the code:
var popu;
function setup() {
createCanvas(800, 300);
popu = new Population();
}
function draw() {
background(50);
//popu = new Population();
popu.evaluate();
//popu.selection();
}
function DNA() {
this.genes = [];
this.changes = 7; //random(2, 50);
for (var a = 0; a < this.changes; a++) {
this.genes[a] = random(0, 15);
}
this.crossover = function(pB) {
var newdna = new DNA();
var mid = floor(random(0, this.genes.length));
for (var a = 0; a < this.genes.length; a++) {
if (a < mid) {
newdna.genes[a] = this.genes[a];
} else {
newdna.genes[a] = pB.genes[a];
}
}
return newdna;
}
}
function Population() {
this.balls = [];
this.popS = 50;
this.maxfit = 0;
this.matingpool = [];
for (var a = 0; a < this.popS; a++) {
this.balls[a] = new Ball();
}
this.evaluate = function() {
this.matingpool = [];
for (var b = 0; b < this.balls.length; b++) {
var n = this.balls[b].fitness * 100;
for (var c = 0; c < n; c++) {
this.matingpool.push(this.balls[c]);
}
}
this.selection();
}
this.selection = function() {
var newBalls = [];
for (var a = 0; a < this.balls.length; a++) {
var parentA = this.matingpool[floor(random(0, this.matingpool.length))];
var parentB = this.matingpool[floor(random(0, this.matingpool.length))];
var child = parentA.dna.crossover(parentB.dna);
newBalls[a] = new Ball(child);
}
this.balls = newBalls;
}
}
function Ball(dna) {
this.pos = createVector(10, height / 2);
this.speed = createVector(2, 2.5);
this.mul = -1;
this.time = 0;
this.a = 0;
if (dna) {
this.dna = dna;
} else {
this.dna = new DNA();
}
this.done = false;
this.fitness = 0;
this.reached;
}
So whenever it gets to here:
this.selection = function () {
var newBalls = [];
for (var a = 0; a < this.balls.length; a++) {
var parentA = random(this.matingpool);
var parentB = random(this.matingpool);
var child = parentA.dna.crossover(parentB.dna);
newBalls[a] = new Ball(child);
}
this.balls = newBalls;
}
i get the error: "Cannot read property 'dna' of undefined", why on earth is this happening?? When i use the debugger in chrome i can clearly see that matingpool has 2000 elements but when i try to get a random one it returns "undefined".
var parentA = random(this.matingpool);
var parentB = random(this.matingpool);
The weird thing is that parentB works, but parentA dosn't.
Any help is much appreciated. Entire code running here: http://codepen.io/felipe_mare/pen/bgOYMN
If it helps, i sometimes get the error: "Cannot read property '0' of undefined" instead, at line 138
this.update = function() {
if (this.done == false) {
//line 138
if (this.time >= this.dna.genes[this.a]) {
//line 138
this.a++;
this.time = 0;
this.mul *= -1;
}
this.speed.set(2, 2.5 * this.mul);
this.pos.add(this.speed);
}
}
In the future, please please please try to narrow your questions down to an MCVE. I understand that this was a complicated problem to debug, but you'll have much better luck if you try to narrow your problem down to a minimal (under 20 lines) example. Most of the time, you'll end up finding your error in the process of creating the MCVE.
But your problem is actually when you create the matingpool array, here:
this.matingpool = [];
for (var b = 0; b < this.balls.length; b++) {
var n = this.balls[b].fitness * 100;
for (var c = 0; c < n; c++) {
this.matingpool.push(this.balls[c]);
}
}
If I add a print statement inside the inner for loop, like this:
this.matingpool = [];
for (var b = 0; b < this.balls.length; b++) {
var n = this.balls[b].fitness * 100;
for (var c = 0; c < n; c++) {
console.log("pushing: " + this.balls[c]);
this.matingpool.push(this.balls[c]);
}
}
Then I see that you're pushing undefined into the array a bunch of times:
(1178) pushing: [object Object]
(3) pushing: undefined
(482) pushing: [object Object]
(3) pushing: undefined
(216) pushing: [object Object]
Then you choose randomly from this array, which is why your error shows up in random places in your code.
You're going to have to debug this further to figure out why that's happening- it seems weird that you're looping based on a fitness instead of an array length, but I don't really understand the code well enough to be sure. In any case, hopefully this gets you on the right track.
Map.prototype.updateMap = function (vehicles) {
nextVehicle:
for (var i = 0; i < vehicles.length; i++) {
for (var j = 0; j < this.oldVehicles.length; j++) {
var vehicle = vehicles[i];
var oldVehicle = this.oldVehicles[j];
if (vehicle.registration == oldVehicle.registration) {
oldVehicle.getPosition(function(latLng) {
if (vehicle.latitude != oldVehicle.lat) {
var newPos = new plugin.google.maps.LatLng(vehicle.latitude, vehicle.longitude);
oldVehicle.setPosition(newPos);
}
continue nextVehicle;
});
}
}
}
};
The code above does not work. I have a feeling this is to do with scope, I can't reach the nextVehicle label from inside the oldVehicle.getPosition method. How can I get around this?
Separate the matching logic from the update logic.
Map.prototype.updateMap = function (vehicles) {
// Only need to look up array lengths once
var vehiclesLength = vehicles.length,
oldVehiclesLength = this.oldVehicles.length;
for (var i = 0; i < vehiclesLength; i++) {
var vehicle = vehicles[i];
var oldVehicle = null;
// Find oldVehicle
for (var j = 0; j < oldVehiclesLength; j++) {
if (vehicle.registration == oldVehicle[j].registration) {
oldVehicle = oldVehicles[j];
break;
}
}
// Check for update if found
if (oldVehicle){
// Create closure for async callbacks
(function(oldV, lat,lng){
oldV.getPosition(function(latLng) {
if (lat != oldV.lat) {
var newPos = new plugin.google.maps.LatLng(lat,lng);
oldV.setPosition(newPos);
}
});
})(oldVehicle, vehicle.latitude, vehicle.longitude);
}
}
};
Just move the continue nextVehicle; line from inside the callback to immediately following the call to oldVehicle.getPosition(...):
Map.prototype.updateMap = function (vehicles) {
nextVehicle:
for (var i = 0; i < vehicles.length; i++) {
for (var j = 0; j < this.oldVehicles.length; j++) {
var vehicle = vehicles[i];
var oldVehicle = this.oldVehicles[j];
if (vehicle.registration == oldVehicle.registration) {
oldVehicle.getPosition(function(latLng) {
if (vehicle.latitude != oldVehicle.lat) {
var newPos = new plugin.google.maps.LatLng(vehicle.latitude, vehicle.longitude);
oldVehicle.setPosition(newPos);
}
});
continue nextVehicle;
}
}
}
};
This assumes the call to getPosition is a synchronous operation.
Edit:
Now if getPosition is asynchronous, you will need to use an asynchronous loop:
Something along this line might do the trick:
Map.prototype.updateMap = function (vehicles) {
var i = 0, j = -1, self = this;
var updatePosition = function() {
j++;
if (j == self.oldVehicles.length) {
j = 0;
i++;
}
if (i === vehicles.length) {
return; // We're done
}
var vehicle = vehicles[i];
var oldVehicle = self.oldVehicles[j];
if (vehicle.registration !== oldVehicle.registration) {
updatePosition();
}
else {
oldVehicle.getPosition(function(latLng) {
if (vehicle.latitude != oldVehicle.lat) {
var newPos = new plugin.google.maps.LatLng(vehicle.latitude, vehicle.longitude);
oldVehicle.setPosition(newPos);
updatePosition();
}
});
}
};
updatePosition();
};
I have a for loop like this:
for(var i = 0; i < woord.length; i++) {
if(woord[i] === letter) {
goed = true;
woordContainer.innerHTML[i] = woord[i];
}
}
But the text in the woordContainer doesn't change on the page. I tried logging woord[i] to the console and it show the correct letter.
EDIT:
Let me share the complete code, so you can understand it better:
(it is a hangman game)
var store,
woord,
wrapper,
woordContainer,
letterInput,
gokButton,
pogingen,
pogingenText;
window.onload = function() {
store = new Persist.Store("galgje");
woord = store.get("woord");
pogingen = 10;
wrapper = document.getElementById("wrapper");
woordContainer = document.getElementById("woordContainer");
letterInput = document.getElementById("letterInput");
gokButton = document.getElementById("gokButton");
pogingenText = document.getElementById("pogingenText");
if (!woord) {
document.location.href = "./index.html";
}
for (var i = 0; i < woord.length; i++) {
woordContainer.innerHTML += ".";
}
wrapper.appendChild(woordContainer);
gokButton.onclick = function() {
var letter = letterInput.value.toLowerCase();
var goed = false;
if(letter) {
for(var i = 0; i < woord.length; i++) {
if(woord[i] === letter) {
goed = true;
woordContainer.innerHTML = woord[i];
}
}
if(!goed) {
pogingen--;
if(pogingen === 0) {
document.location.href = "./af.html";
}
pogingenText.innerHTML = "Pogingen: " + pogingen;
}
letterInput.value = "";
}
return false;
}
}
If you want to replace the character int woordContainer.innerHTML at index i, with the one in woord[i], you can do it like this:
if(woord[i] === letter) {
goed = true;
var temp = woordContainer.innerHTML
woordContainer.innerHTML = temp.substr(0, i) + woord[i] + temp.substr(i + woord[i].length);
}