I want to loop through an array (palettesDIVArray) that contains arrays ( paletteOne,paletteTwo & paletteThree) and apply colors values contained in the arrays to divs (palettesDIV) that are created dynamically.
The number of palettesDIV created should be based on the number of arrays in palettesDIVArray.
Each palettesDIV should then be filled with colors from one array, for this purpouse a number of divs (palettesDIVparts) are created depdning on the number of colors contained in each palette array.
As you can see in the jsfiddle, it all works fine as long as I just target a specific div and pick specific array to apply.
Any idea of how I can modify my code so that it creates 3 divs and applies the colors from the arrays that contain colors in a more dynamic way?
https://jsfiddle.net/ccxtbpzz/6/
javascript:
var
divPalette,
palettePage,
contentSection,
paletteOne,
paletteTwo,
paletteThree,
paletteArray,
palettePart,
widthOfdivPalette,
palettesDIV,
palettesDIVArray,
palettesDIVparts,
divOffSetWidth,
nrOfDivParts,
widthInPixels;
//Initializing varibles and attatching functions
palettePage = document.getElementById("palettePage");
paletteOne = ["hsla(300,21%,85%,0.92)", "hsla(100,91%,85%,0.92)", "hsla(19,71%,85%,0.92)"];
paletteTwo = ["hsla(176,51%,85%,0.92)", "hsla(216,11%,85%,0.92)", "hsla(350,91%,85%,0.92)", "hsla(240,31%,85%,0.92)", "hsla(111,11%,25%,0.92)"];
paletteThree = ["hsla(276,51%,15%,0.92)", "hsla(116,20%,85%,0.32)", "hsla(150,91%,85%,0.92)", "hsla(240,31%,85%,0.92)", "hsla(111,11%,25%,0.92)"];
paletteArray = [paletteOne, paletteTwo, paletteThree];
palettesDIVArray = [];
function createPalettesDivs() {
for (var i = 0; i < paletteArray.length; i++) {
palettesDIV = document.createElement("div");
palettesDIVArray.push(palettesDIV);
palettesDIV.className = "palettesDIV";
palettePage.appendChild(palettesDIV);
}
}
createPalettesDivs();
function createpalettesDIVparts() {
for (var i = 0; i < paletteArray[1].length; i++) {
palettesDIVparts = document.createElement("div");
palettesDIVArray[0].appendChild(palettesDIVparts);
palettesDIVparts.className = "palettesDIVparts";
palettesDIVparts.style.backgroundColor = paletteArray[2][i];
//Setting width of each palettesDIVparts
divOffSetWidth = palettesDIV.offsetWidth;
nrOfDivParts = paletteArray[1].length;
widthInPixels = divOffSetWidth / nrOfDivParts;
palettesDIVparts.style.width = widthInPixels / divOffSetWidth * 100 + "%";
}
}
createpalettesDIVparts();
html:
<div id="palettePage"></div>
css:
#palettePage {
height: 100%;
width: 100%;
position: absolute;
left: 0;
bottom:0;
}
.palettesDIV {
width: 20%;
height: 20%;
float: left;
margin: 2.5%;
border: 1px solid black;
}
.palettesDIVparts {
height: 100%;
float: left;
}
This will get you closer although I think the whole thing is a bit overcomplicated.
function createpalettesDIVparts() {
palettesDIVArray.forEach(function(div, divIdx){
// define pallet being used to make it easier to read throughout function
var pallet = paletteArray[divIdx]
for (i = 0; i < pallet.length; i++) {
var palettesDIVparts = document.createElement("div");
div.appendChild(palettesDIVparts);
palettesDIVparts.className = "palettesDIVparts";
palettesDIVparts.style.backgroundColor = pallet[i];
//Setting width of palettesDIVparts
divOffSetWidth = palettesDIV.offsetWidth;
nrOfDivParts = pallet.length;
widthInPixels = divOffSetWidth / nrOfDivParts;
palettesDIVparts.style.width = widthInPixels / divOffSetWidth * 100 + "%";
}
});
}
DEMO
I updated the jsfiddle to apply the color pallets across all three divs
https://jsfiddle.net/ccxtbpzz/8/
I simply added a second loop to your function createpalettesDIVparts() and used its index as a reference like so:
function createpalettesDIVparts() {
for (x = 0; x < paletteArray.length; x++) {
for (i = 0; i < paletteArray[x].length; i++) {
palettesDIVparts = document.createElement("div");
palettesDIVArray[x].appendChild(palettesDIVparts);
palettesDIVparts.className = "palettesDIVparts";
palettesDIVparts.style.backgroundColor = paletteArray[x][i];
//Setting width of palettesDIVparts
divOffSetWidth = palettesDIV.offsetWidth;
nrOfDivParts = paletteArray[x].length;
widthInPixels = divOffSetWidth / nrOfDivParts;
palettesDIVparts.style.width = widthInPixels / divOffSetWidth * 100 + "%";
}
}
}
Hope this helps.
Related
I'm making a sorting algorithm visualizer project and I'm in the process of implementing a shuffle button. The visualization involves bars of different heights getting moved around. I would like the shuffle button to modify the bar array one step at a time, showcasing each swap at a high speed. I've tried tweaking many different things (some of which do move bars around in a strange manner), but I can't seem to get the desired functionality to work. Here's some of the relevant code:
// Swap does not modify the original array, but the implementation details don't really affect the result.
// It basically swaps two elements in the bar array, and then returns the updated array.
const swapBars = (bars, bar1, bar2) => {
if (!bars || !bar1 || !bar2) {
return;
}
const _bars = bars;
let _bar1 = bar1;
let _bar2 = bar2;
const tempLeft = _bar1.left;
_bar1.left = _bar2.left;
_bar2.left = tempLeft;
const temp = _bar1;
_bar1 = _bar2;
_bar2 = temp;
return _bars;
};
// Init bars is basically synchronous shuffle. It takes the array that is created and shuffles it
// because the array should begin in a shuffled state. This is working properly.
const initBars = (bars) => {
let currentIndex = bars.length - 1;
while (currentIndex > 0) {
// randomIndex will always be different from currentIndex, so each bar will always shuffle
const randomIndex = Math.floor(Math.random() * currentIndex);
swapBars(bars, bars[currentIndex], bars[randomIndex]);
currentIndex--;
}
setBarsToRender(bars);
};
// createBarArray is what is used to actually populate an empty array with bars depending on a number passed
// through by a slider. This is also working properly.
const createBarArray = (quantity) => {
let bars = [];
const width = calcWidthPercentage(quantity);
for (let i = 0; i < quantity; i++) {
const height = calcHeightPercentage(quantity, i + 1);
const left = calcLeftPosPercentage(quantity, i + 1);
bars.push({ correctPos: i, height: height, width: width, left: left });
}
return initBars(bars);
};
// shuffleBars seems to be broken. I've tried many different things, and this is just the latest snapshot of it.
// It is being called when the shuffle button is being clicked using `shuffleBars(barsToRender)` where barsToRender is the stateful value that is being rendered.
const shuffleBars = (bars) => {
let currentIndex = bars.length - 1;
while (currentIndex > 0) {
const randomIndex = Math.floor(Math.random() * currentIndex);
setTimeout(() => {
setBarsToRender((prev) => {
return swapBars(prev, prev[currentIndex], prev[randomIndex]);
});
}, 50 * (bars.length - currentIndex));
currentIndex--;
}
};
If I do something like moving the swapBars call inside setBarsToRender outside of it and then
do setBarsToRender[...bars], I can see some of the bars moving, but not with the intended behavior (the smallest bar is the only one that keeps swapping). I'm not sure if I'm misunderstanding how state updates work inside setTimeout, or if it's something else, so I'd greatly appreciate some help.
I removed the setTimeout and used a transition delay to create the staggered effect.
Working demo below:
const swapBars = (bars, bar1, bar2) => {
if (!bars || !bar1 || !bar2) {
return;
}
const _bars = bars;
let _bar1 = bar1;
let _bar2 = bar2;
const tempLeft = _bar1.left;
_bar1.left = _bar2.left;
_bar2.left = tempLeft;
const temp = _bar1;
_bar1 = _bar2;
_bar2 = temp;
return _bars;
};
const initBars = (bars) => {
let currentIndex = bars.length - 1;
while (currentIndex > 0) {
const randomIndex = Math.floor(Math.random() * currentIndex);
swapBars(bars, bars[currentIndex], bars[randomIndex]);
currentIndex--;
}
return bars;
};
const createBarArray = (quantity) => {
let bars = [];
const width = 100 / quantity;
for (let i = 0; i < quantity; i++) {
const height = width * (i + 1);
const left = width * i;
bars.push({ correctPos: i, height: height, width: width, left: left });
}
return initBars(bars);
};
function Bars({ quantity = 10 }) {
const [barsToRender, setBarsToRender] = React.useState([]);
React.useEffect(() => {
const bars = createBarArray(quantity);
setBarsToRender(bars);
}, [quantity]);
const shuffleBars = () => {
const bars = [...barsToRender];
setBarsToRender(initBars(bars));
};
return (
<div>
<ul
style={{
height: "50vh",
display: "flex",
position: "relative"
}}
>
{barsToRender.map((bar, i) => (
<Bar key={bar.correctPos} bar={bar} index={i} />
))}
</ul>
<button onClick={shuffleBars}>Shuffle</button>
</div>
);
}
function Bar({ bar, index: i }) {
return (
<li
style={{
background: "blue",
height: `${bar.height}%`,
width: `${bar.width}%`,
left: `${bar.left}%`,
position: "absolute",
bottom: 0,
transitionProperty: "left",
transitionTimingFunction: "ease-in-out",
transitionDuration: ".25s",
transitionDelay: `${i*50}ms`
}}
>
<p>{bar.correctPos}</p>
</li>
);
}
ReactDOM.createRoot(document.getElementById("root")).render(<Bars />)
p {
font-family: sans-serif;
font-weight: 700;
height: 1.5rem;
width: 1.5rem;
display: grid;
place-content: center;
background: white;
border-radius: 50%;
border: 1px solid;
}
ul {
padding: 0;
list-style-type: none;
}
li {
display: grid;
align-content: end;
justify-items: center;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/react/18.2.0/umd/react.development.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/react-dom/18.2.0/umd/react-dom.development.js"></script>
<div id="root"></div>
hi i'm working on a task which will display random images. The code that i have shows random images but actually i want to display random images without duplicates. How to get this done. Help me. Thanks in advance.
var images = ['https://cdn.paperindex.com/banner/advertisement/1.jpeg', 'https://cdn.paperindex.com/banner/advertisement/2.jpeg', 'https://cdn.paperindex.com/banner/advertisement/3.jpeg', 'https://cdn.paperindex.com/banner/advertisement/4.jpeg'];
var imagesused = [];
$('.advertisement div').each(function() {
var rand = Math.floor(Math.random() * images.length);
$(this).append('<img src="' + images[rand] + '"/>');
if (imagesused.indexOf(images[rand]) != -1) images.splice(rand, 1);
else imagesused.push(images[rand]);
});
.advertisement div img {
width: 100px;
height: 100px;
margin-right: 10px;
float: left;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<div class="advertisement">
<div></div>
<div></div>
<div></div>
<div></div>
</div>
Make a copy of original array. And after adding the random image remove it from copy of array.You don't need to create imagesUsed as you removing it from the array.
var images = ['https://cdn.paperindex.com/banner/advertisement/1.jpeg', 'https://cdn.paperindex.com/banner/advertisement/2.jpeg', 'https://cdn.paperindex.com/banner/advertisement/3.jpeg', 'https://cdn.paperindex.com/banner/advertisement/4.jpeg'];
//making copy of original array.
var tempImgs = images.slice(0)
$('.advertisement div').each(function() {
var rand = Math.floor(Math.random() * tempImgs.length);
$(this).append('<img src="' + tempImgs[rand] + '"/>');
tempImgs.splice(rand, 1);
});
.advertisement div img {
width: 100px;
height: 100px;
margin-right: 10px;
float: left;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<div class="advertisement">
<div></div>
<div></div>
<div></div>
<div></div>
</div>
My approach would be like this, this way is can randomize them no matter how small or big your array is
first create a method which shuffle them
function shuffle(a) {
var j, x, i;
for (i = a.length - 1; i > 0; i--) {
j = Math.floor(Math.random() * (i + 1));
x = a[i];
a[i] = a[j];
a[j] = x;
}
return a;
}
and then you use it before looping your array
images = shuffle(images);
var images = ['https://cdn.paperindex.com/banner/advertisement/1.jpeg', 'https://cdn.paperindex.com/banner/advertisement/2.jpeg', 'https://cdn.paperindex.com/banner/advertisement/3.jpeg', 'https://cdn.paperindex.com/banner/advertisement/4.jpeg'];
function shuffle(a) {
var j, x, i;
for (i = a.length - 1; i > 0; i--) {
j = Math.floor(Math.random() * (i + 1));
x = a[i];
a[i] = a[j];
a[j] = x;
}
return a;
}
images = shuffle(images);
var imagesused = [];
$('.advertisement div').each(function(x) {
$(this).append('<img src="' + images[x] + '"/>');
});
.advertisement div img {
width: 100px;
height: 100px;
margin-right: 10px;
float: left;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<div class="advertisement">
<div></div>
<div></div>
<div></div>
<div></div>
</div>
I've been trying to make this work for a while and for some reason the colors aren't updating. If I had to guess, it has to do with my returning an invalid string, but I'm not sure. The intended result is it converts the hours, minutes, and seconds into hexadecimal values respectively, but for some reason it is not working. If anyone can help it would be greatly appreciated. Thanks!
var div = document.getElementById("full");
function getclockColor() {
var h = toString(today.getHours());
var m = toString(today.getMinutes());
var s = toString(today.getSeconds());
color = '#' + h + m + s;
}
return color;
}
function changeColor() {
div.style.backgroundColor = getclockColor();
}
setInterval(changeColor, 1000);
body {
overflow: hidden;
margin: 0;
padding: 0;
}
#full {
position: absolute;
height: 100%;
width: 100%;
}
<link rel="stylesheet" type="text/css" href="/Users/zanolon/Desktop/Color Clock/Clock.css">
<div id="full"></div>
You have multiple errors:
You are invoking return outside your getclockColor function (and you have an extra }).
There is no today object. From your code I assume you want a Date object newly generated (with the current date). You can create a Date object like this: new Date().
This is not an error, but just so you know, you don't need to convert the numbers to string. It will automatically cast the values to string when concatenating to a string with the + operator.
Consider adding a zero when the number only contains one digit, because otherwise you will find many cases where the string generated will have less than 6 digits (plus the #).
The idea doesn't make that much sense, because you are combining three "random" numbers into a string. In many cases this won't result in a valid hex color string. You could try using the hsl format instead, which looks like this: hsl(120, 100%, 50%). You can achieve this easily with string templates: ` hsl(${h}, ${m}%, ${s}%) `
var div = document.getElementById("full");
function getclockColor() {
const today = new Date()
var h = today.getHours();
var m = today.getMinutes();
var s = today.getSeconds();
color = '#' + h + m + s;
return color;
}
function changeColor() {
div.style.backgroundColor = getclockColor();
}
setInterval(changeColor, 1000);
body {
overflow: hidden;
margin: 0;
padding: 0;
}
#full {
position: absolute;
height: 100%;
width: 100%;
}
<link rel="stylesheet" type="text/css" href="/Users/zanolon/Desktop/Color Clock/Clock.css">
<div id="full"></div>
Several issues:
You have an extra dangling } there (Which is why you're getting the illegal return statement). You cannot return when not in a function.
Also, today is not set anywhere.
There is no function called toString(). toString() is a method on number, so you can call it like so: today.getHours().toString()
You might want to consider 0 padding your h, m, and s if they're < 10, as you may be getting invalid hex codes (4 characters long), which may not be what you're looking for.
See this (Be aware, the color is changing, but because it's using the hex code :
var div = document.getElementById("full");
function getclockColor() {
var today = new Date();
var h = today.getHours().toString();
var m = today.getMinutes().toString();
var s = today.getSeconds().toString();
var color='#'+h+m+s;
return color;
}
function changeColor() {
console.log(getclockColor());
div.style.backgroundColor = getclockColor();
}
setInterval(changeColor, 1000);
body {
overflow: hidden;
margin: 0;
padding: 0;
}
#full {
position: absolute;
height: 100%;
width: 100%;
}
<div id="full"></div>
To fix the potential 0 padding issue, see below (Grabbed pad from this question):
var div = document.getElementById("full");
function pad(n, width, z) {
z = z || '0';
n = n + '';
return n.length >= width ? n : new Array(width - n.length + 1).join(z) + n;
}
function getclockColor() {
var today = new Date();
var h = today.getHours().toString();
var m = today.getMinutes().toString();
var s = today.getSeconds().toString();
var color='#'+pad(h,2)+pad(m,2)+pad(s,2);
return color;
}
function changeColor() {
console.log(getclockColor());
div.style.backgroundColor = getclockColor();
}
setInterval(changeColor, 1000);
body {
overflow: hidden;
margin: 0;
padding: 0;
}
#full {
position: absolute;
height: 100%;
width: 100%;
}
<div id="full"></div>
This is my situation:
I have a image gallery with 10 images visible on the main page and a pagination bar. The images came from a for loop iteration over a json file. That's no problem, they are just there ;-)
Something like:
for i=0; i <10; i++
create div with styles and images[i].image;
My question is:
I want to display the next 10 images on page 2, so when you click on page 2, it counts from 11 to 20.
I found the jQuery 'Jpaginate'-plugin...
Can i accomplish that with this plugin?
Could someone explain me in the way i have to thing with Vars, Counts, Objects??
Thanks and kind regards,
Mike
I have made you an example on how you can approach this. I'm not saying it is bugproof, but it's the concept that matters. You might find some inspiration and maybe reach your goal.
var imgSrc = "https://s-media-cache-ak0.pinimg.com/236x/36/a5/7b/36a57b0f0ab16e885fcc230addb695c2.jpg";
var json = [];
for (var i = 0; i < 36; i++)
json.push({
Title: "Title " + (i + 1),
Source: imgSrc
});
/*
Just for ease, I'm creating an array with 36 objects (3x3 gallery)
so 9 images per page
*/
var pageLimit = 9;
var page = 1;
showImages();
$("#btnPrevious").click(function() {
if (pageLimit <= 9) {
pageLimit = 9;
page = 1;
} else {
page--;
pageLimit -= 9;
}
showImages();
});
$("#btnNext").click(function() {
if (pageLimit >= json.length) {
pageLimit = json.length;
} else {
page++;
pageLimit += 9;
}
showImages();
});
function showImages() {
$(".images").empty();
for (var i = pageLimit - 9; i < pageLimit; i++) {
var template = $("<div></div>").addClass("template");
var img = $("<img>");
img.attr("src", json[i].Source);
img.attr("alt", json[i].Title);
var br = $("<br/>");
var title = $("<span></span>").html(json[i].Title);
template.append(img).append(br).append(title);
$(".images").append(template);
}
$("#page").html("Page " + page);
}
.gallery {
width: 100%;
height: 500px;
border: 1px solid black;
background-color: lightgray;
text-align: center;
}
.images {
width: 90%;
margin: 0 auto;
height: 100%;
margin-bottom: 15px;
}
img {
height: auto;
width: 33%;
margin: 20px 5px;
}
.template {
float: left;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div class="gallery">
<div class="images"></div>
<button id="btnPrevious">
< Previous
</button>
<span id="page"></span>
<button id="btnNext">
> Next
</button>
</div>
Don't mind the CSS, because I suck at that (lol). It was based on the space I had on jsFiddle, but looking at it now (on full page or just the area the snippet provides) it looks awful. If a CSS guru could fix this .. Question in a question?
You can create your own pagination plugin.
You must store current page somewhere and modify your factory.
Something like: for i=current_page * count_per_page; i < count_per_page * (current_page + 1); i++ create div with styles and images[i].image;
I try to create input controls dynamically , works fine apart from the positioning, for some reason I cant put the elements under the previous one, because I'm unable to get "style.top" property.
What I'm doing wrong and how can I fix it?
the HTML code:
<div id='div_attach' class='scrollbox' style='top: 380px; height: 65px; left: 100px; right: 135px;'>
<a href='goes_nowhere' style='top: 5px; left: 5px;'>click_me_if_you_dare</a>
</div>
<button type='button' style='top: 380px; width: 120px; right: 10px; height: 20px;' onclick='createFileInput("div_attach");'>new input</button>
the JS code:
function createFileInput(parentID) {
var atop, index;
var parent = document.getElementById(parentID);
var control = document.createElement('input');
control.setAttribute('type', 'file');
elements = parent.getElementsByTagName('*');
// debug only ...
for (index = 0; index < elements.length; ++index) {
alert(elements[index].style.top);
alert(elements[index].style.height);
};
if (elements.length > 0)
atop = elements[elements.length - 1].style.top + elements[elements.length - 1].style.height + 5;
else
atop = 5;
control.setAttribute('name', 'FILE_' + elements.length);
control.className = 'flat';
control.style.left = 5 + 'px';
control.style.top = atop + 5 + 'px';
// control.style.top = (elements.length * 30) + 5 + 'px';
control.style.width = 500 + 'px';
parent.appendChild(control);
control.focus();
}
The code:
atop = elements[elements.length - 1].style.top + elements[elements.length - 1].style.height + 5;
will return something like "5px5" because it's a string to which you append 5.
Replace it with
atop = parseInt(elements[elements.length - 1].style.top, 10) + parseInt(elements[elements.length - 1].style.height, 10) + 5;
Make sure those element have a top and height value, or else parseInt() will return NaN.
edit: In the example, the <a> has no height.