I'm writing a program in JS for checking equal angles in GeoGebra.
This is my first JS code, I used c# formerly for game programming.
The code is:
var names = ggbApplet.getAllObjectNames();
var lines = new Set();
var angles = new Set();
var groups = new Set();
for(var i=0; i<names.length; i++)
{
if(getObjectType(names[i].e)==="line")
{
lines.add(names[i]);
}
}
for(var i=0;i<lines.size;i++)
{
for(var j=0;j<i;j++)
{
var angle = new Angle(i,j);
angles.add(angle);
}
}
for(var i=0;i<angles.size;i++)
{
var thisVal = angles.get(i).value;
var placed = false;
for(var j=0;j<groups.size;j++)
{
if(groups.get(j).get(0).value===thisVal)
{
groups.get(j).add(angles.get(i));
placed = true;
}
}
if(!placed)
{
var newGroup = new Set();
newGroup.add(angles.get(i));
groups.add(newGroup);
}
}
for(var i=0;i<groups.size;i++)
{
var list="";
for(var j=0;j<groups.get(i).size;j++)
{
list = list+groups.get(i).get(j).name;
if(j != groups.get(i).size-1)
{
list = list+",";
}
}
var comm1 = "Checkbox[angle_{"+groups.get(i).get(0).value+"},{"+list+"}]";
ggbApplet.evalCommand(comm1);
var comm2 = "SetValue[angle_{"+groups.get(i).get(0).value+"}+,0]";
ggbApplet.evalCommand(comm2);
}
(function Angle (i, j)
{
this.lineA = lines.get(i);
this.lineB = lines.get(j);
this.name = "angleA_"+i+"B_"+j;
var comm3 = "angleA_"+i+"B_"+j+" = Angle["+this.lineA+","+this.lineB+"]";
ggbApplet.evalCommand(comm3);
var val = ggbApplet.getValue(this.name);
if(val>180)
{val = val-180}
this.value = val;
ggbApplet.setVisible(name,false)
});
function Set {
var elm;
this.elements=elm;
this.size=0;
}
Set.prototype.get = new function(index)
{
return this.elements[index];
}
Set.prototype.add = new function(object)
{
this.elements[this.size]=object;
this.size = this.size+1;
}
It turned out that GeoGebra does not recognize Sets so I tried to make a Set function.
Basically it collects all lines into a set, calculates the angles between them, groups them and makes checkboxes to trigger visuals.
the GeoGebra functions can be called via ggbApplet and the original Workspace commands via ggbApplet.evalCommand(String) and the Workspace commands I used are the basic Checkbox, SetValue and Angle commands.
The syntax for GeoGebra commands are:
Checkbox[ <Caption>, <List> ]
SetValue[ <Boolean|Checkbox>, <0|1> ]
Angle[ <Line>, <Line> ]
Thank you for your help!
In short, the syntax error you're running to is because of these lines of code:
function Set {
and after fixing this, new function(index) / new function(object) will also cause problems.
This isn't valid JS, you're likely looking for this:
function Set() {
this.elements = [];
this.size = 0;
}
Set.prototype.get = function(index) {
return this.elements[index];
};
Set.prototype.add = function(object) {
this.elements[this.size] = object;
this.size = this.size + 1;
};
Notice no new before each function as well.
I'm not sure what you're trying to accomplish by creating this Set object though - it looks like a wrapper for holding an array and its size, similar to how something might be implemented in C. In JavaScript, arrays can be mutated freely without worrying about memory.
Here's an untested refactor that removes the use of Set in favour of native JavaScript capabilities (mostly mutable arrays):
var names = ggbApplet.getAllObjectNames();
var lines = [];
var angles = [];
var groups = [];
for (var i = 0; i < names.length; i++) {
if (getObjectType(names[i].e) === "line") {
lines.push(names[i]);
}
}
for (var i = 0; i < lines.length; i++) {
for (var j = 0; j < i; j++) {
angles.push(new Angle(i, j));
}
}
for (var i = 0; i < angles.length; i++) {
var thisVal = angles[i].value;
var placed = false;
for (var j = 0; j < groups.length; j++) {
if (groups[j][0].value === thisVal) {
groups[j].push(angles[i]);
placed = true;
}
}
if (!placed) {
groups.push([angles[i]]);
}
}
for (var i = 0; i < groups.length; i++) {
var list = "";
for (var j = 0; j < groups[i].length; j++) {
list += groups[i][j].name;
if (j != groups[i].length - 1) {
list += ",";
}
}
var comm1 = "Checkbox[angle_{" + groups[i][0].value + "},{" + list + "}]";
ggbApplet.evalCommand(comm1);
var comm2 = "SetValue[angle_{" + groups[i][0].value + "}+,0]";
ggbApplet.evalCommand(comm2);
}
function Angle(i, j) {
this.name = "angleA_" + i + "B_" + j;
var comm3 = "angleA_" + i + "B_" + j + " = Angle[" + lines[i] + "," + lines[j] + "]";
ggbApplet.evalCommand(comm3);
var val = ggbApplet.getValue(this.name);
if (val > 180) {
val -= 180;
}
this.value = val;
ggbApplet.setVisible(name, false);
}
Hopefully this helps!
Your function definition is missing the parameter list after the function name.
Also, you're initializing the elements property to an undefined value. You need to initialize it to an empty array, so that the add method can set elements of it.
function Set() {
this.elements=[];
this.size=0;
}
Related
I am trying to add values in a multidimensional array in JavaScript, but it doesn't seem to work. I get "variable not defined" error in snippet but can't see any variable which is not defined.
Does anyone have any idea what's going wrong here?
Many Thanks,
Hassam
var abc = "11:00, 11:10, 12:20,12:30";
var split = abc.split(",")
var limits = new Array();
var alltimes = [[],[]];
//var split = ["11:00", "11:10", "12:20","12:30"];
var x = 0;
for (var i = 0; i < split.length -1 ; i++) {
limits.push(split[i]);
// alert(split.length );
if(i%2 === 1) // If odd value
{
alert(limits);
for (var j = 0;j<2; j++)
{
// alert(limits[j]);
alltimes[x][j] = limits[j];
}
limits.length = 0;
x++;
}
// alert(split.length + 2);
//
}
alert(alltimes);
// console.log(abc)
This is my JavaScript code
$(document).ready(function(){
$('.timepicker').click(function(){
var ajaxurl = 'Ajax.php',
data = {'action': 'Hassam'};
$.post(ajaxurl, data, function (response) {
// $('#timepicker').timepicker('option', 'disableTimeRanges', [abc]);
var split = response.split(",");
var x = 0;
for (var i = 0; i < split.length -1 ; i++) {
limits.push(split[i]);
alert(split.length );
if(i%2 === 1) // If odd value
{
for (var j = 0;j<2; j++)
{
// alert(limits[j]);
alltimes[x][j] = limits[j];
}
limits.length = 0;
x++;
}
alert(split.length + 2);
//
}
alert(alltimes);
// console.log(abc)
});
There is very simple solution to achieve what you want.
var split = ["11:00", "11:10", "12:20", "12:30"];
var alltimes = [];
while (split.length) {
alltimes.push(split.splice(0, 2));
}
console.log(alltimes);
my for-loop in the "setEase" function won't increase "i"
function storeKeyframes(){
var properties = app.project.activeItem.selectedProperties;
var activeProperty = null;
var keySelection = null;
var curKey = null;
var curKeyTime = null;
var curKeyIndex = null;
var theEase = new KeyframeEase(0 , slider_1_slider.value);
for (var i = 0; i < properties.length; i++){
activeProperty = properties[i];
setEase();
}
function setEase(){
for (var i = 0; i < activeProperty.selectedKeys.length ; i++){
keySelection = activeProperty.selectedKeys;
curKey = keySelection[i];
curKeyTime = activeProperty.keyTime(curKey);
curKeyIndex = activeProperty.nearestKeyIndex(curKeyTime);
activeProperty.setInterpolationTypeAtKey(curKeyIndex, KeyframeInterpolationType.BEZIER, KeyframeInterpolationType.BEZIER);
activeProperty.setTemporalEaseAtKey(curKeyIndex,theEase, theEase);
}
}
}
I just can't figure out why. Am I missing something?
I tried your code and indeed "i" is not increasing, but for me the reason was that there was an error.
The main reason for error is that the 2nd and 3rd arguments to setTemporalEaseAtKey() should be arrays of KeyframeEase, not just KeyframeEase (see the scripting guide).
Another reason is that activeProperty needs not be an actual Property, hence querying activeProperty.selectedKeys.length will throw an error.
On a side note, what you call curKeyIndex is actually the same as curKey, so you dont need the nearestKeyIndex stuff. The following code works for me:
function storeKeyframes(){
var comp = app.project.activeItem;
if (!comp || comp.typeName !== "Composition") return;
var properties = comp.selectedProperties;
var i, I=properties.length;
var ease1 = new KeyframeEase(0,100);
for (i=0; i<I; i++){
if (properties[i] instanceof Property) setEase(properties[i], ease1);
};
};
function setEase(property, ease1){
var ease = property.propertyValueType===PropertyValueType.Two_D ? [ease1, ease1] : (property.propertyValueType===PropertyValueType.Three_D ? [ease1, ease1, ease1] : [ease1]);
var keySelection = property.selectedKeys;
var i, I=keySelection.length;
for (i=0; i<I; i++){
property.setInterpolationTypeAtKey(keySelection[i], KeyframeInterpolationType.BEZIER, KeyframeInterpolationType.BEZIER);
property.setTemporalEaseAtKey(keySelection[i], ease, ease);
};
};
storeKeyframes();
This works for me. Take a look into the console of the ESTK. I would suggest passing your activeProperty to your setEase function. So you keep your scopes clean.
Also it is better to not use the same iterator.
function main() {
storeKeyframes();
}
function storeKeyframes() {
var properties = app.project.activeItem.selectedProperties;
for (var i = 0; i < properties.length; i++) {
activeProperty = properties[i];
$.writeln(i + " in storeKeyframes");
setEase(activeProperty);
}
function setEase(ap) {
for (var j = 0; j < ap.selectedKeys.length; j++) {
$.writeln(j + " in setEase");
}
}
}
main();
I'm attempting to build a poker game. The method in question is very simple, and it works when it runs the first time.
This part isn't perfect convention because I'm just using it to test my methods:
var $ = function (id) { return document.getElementById(id); };
var test = function() {
var deck = new POKER.Deck();
var hand = new POKER.Hand();
for (var i = 0; i < 7; i++){
hand.addCard(deck.dealCard());
}
hand.sortByRank();
for (var j = 0; j < 7; j++){
var img = document.createElement("img");
var card = hand.getCardAtIndex(j); //** <------- WORKS HERE**
img.src = card.getImage();
$("images").appendChild(img);
}
var testHand = new POKER.Hand();
testHand = hand.removePairs();
for (var k = 0; k < testHand.length; k++) {
var img2 = document.createElement("img");
var card2 = testHand.getCardAtIndex(k); // **<------FAILS HERE**
img2.src = card2.getImage();
$("handImg").appendChild(img2);
}
};
window.onload = function() {
test();
};
The first and second loop work, and the hand is displayed and everything. When it gets to the last loop, the debugger tells me "TypeError: testHand.getCardAtIndex is not a function"
I was attempting to test the removePairs method (to test for straights more easily), and when watching the variables in the debugger, testHand clearly gets populated correctly. The method seems to work just fine.
getCardAtIndex:
POKER.Hand.prototype.getCardAtIndex = function(index) {
return this.cards[index];
};
removePairs:
POKER.Hand.prototype.removePairs = function(){
var allCards = this.cards;
var tempCards = [];
var uniqueRanks = [];
var unique;
for(var i = 0; i < allCards.length; i++){
unique = true;
for(var j = 0; j < uniqueRanks.length; j++){
if(allCards[i].getRank() == uniqueRanks[j]){
unique = false;
break;
}
}
if(unique){
uniqueRanks.push(allCards[i].getRank());
tempCards.push(allCards[i]);
}
}
return tempCards;
};
I'm completely perplexed.
var testHand = new POKER.Hand();
testHand = hand.removePairs();
hand.removePairs() returns an Array, not a Hand object.
That's why you don't have access to the getCardAtIndex method.
If cards is a public property you could do:
testHand.cards = hand.removePairs();
Or you can have a setter method:
testHand.setCards(hand.removePairs);
I am storing some ID's to an array. The array is correctly populated, but I am not able to log it outside nor use it. I am slightly confused. Here is my code,
JavaScript
function storeTriangle() {
var triangle = [];
return function storePolygons() {
for (var i = 0; i < 31; i++) {
triangle[i] = s.select("#triangle36_" + (224 - i) + "_");
}
};
storePolygons();
};
var polygons = storeTriangle();
polygons();
function storeTriangle() {
var triangle = [];
return function() {
for (var i = 0; i < 31; i++) {
triangle[i] = s.select("#triangle36_" + (224 - i) + "_");
}
return triangle;
};
};
var polygons = storeTriangle();
var triangle=polygons();
console.info(triangle)
var select = [];
for (var i = 0; i < nameslots; i += 1) {
select[i] = this.value;
}
This is an extract of my code. I want to generate a list of variables (select1, select2, etc. depending on the length of nameslots in the for.
This doesn't seem to be working. How can I achieve this? If you require the full code I can post it.
EDIT: full code for this specific function.
//name and time slots
function gennametime() {
document.getElementById('slots').innerHTML = '';
var namelist = editnamebox.children, slotnameHtml = '', optionlist;
nameslots = document.getElementById('setpresentslots').value;
for (var f = 0; f < namelist.length; f += 1) {
slotnameHtml += '<option>'
+ namelist[f].children[0].value
+ '</option>';
};
var select = [];
for (var i = 0; i < nameslots; i += 1) {
var slotname = document.createElement('select'),
slottime = document.createElement('select'),
slotlist = document.createElement('li');
slotname.id = 'personname' + i;
slottime.id = 'persontime' + i;
slottime.className = 'persontime';
slotname.innerHTML = slotnameHtml;
slottime.innerHTML = '<optgroup><option value="1">00:01</option><option value="2">00:02</option><option value="3">00:03</option><option value="4">00:04</option><option value="5">00:05</option><option value="6">00:06</option><option value="7">00:07</option><option value="8">00:08</option><option value="9">00:09</option><option value="10">00:10</option><option value="15">00:15</option><option value="20">00:20</option><option value="25">00:25</option><option value="30">00:30</option><option value="35">00:35</option><option value="40">00:40</option><option value="45">00:45</option><option value="50">00:50</option><option value="55">00:55</option><option value="60">1:00</option><option value="75">1:15</option><option value="90">1:30</option><option value="105">1:45</option><option value="120">2:00</option></optgroup>';
slotlist.appendChild(slotname);
slotlist.appendChild(slottime);
document.getElementById('slots').appendChild(slotlist);
(function (slottime) {
slottime.addEventListener("change", function () {
select[i] = this.value;
});
})(slottime);
}
}
You'll have to close in the iterator as well in that IIFE
(function (slottime, j) {
slottime.addEventListener("change", function () {
select[j] = this.value;
});
})(slottime, i);
and it's only updated when the element actually change
The cool thing about JavaScript arrays is that you can add things to them after the fact.
var select = [];
for(var i = 0; i < nameSlots; i++) {
var newValue = this.value;
// Push appends the new value to the end of the array.
select.push(newValue);
}