My code atm looks like this:
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>Oppgave 2</title>
<style type="text/css">
div{
width: 100px;
height: 100px;
background-color: rgb(100, 100, 100);
margin: 5px;
float: left;
}
</style>
</head>
<body>
<label>
<ul>
<li>Antall <input id="numberFigInput" type="text"></li>
</ul>
</label>
<input id="genFigBtn" type="button" value="Generate">
<input id="removeFigBtn" type="button" value="Remove All">
<section id="myFigures"></section>
<script>
var numberFig, genFigBtn, myFigures;
function init(){
numberFigInput = document.getElementById("numberFigInput");
myFigures = document.getElementById("myFigures");
genFigBtn = document.getElementById("genFigBtn");
removeFigBtn = document.getElementById("removeFigBtn");
genFigBtn.onclick = genFigures;
removeFigBtn.onclick = removeFigures;
}
function genFigures(){
var numberFig = numberFigInput.value;
if (numberFig > 0, numberFig < 1001){
for(var amount = 0; amount < numberFig; amount++){
myFigures.innerHTML += "<div></div>"
}
}else{
alert("You have to input an integer over 0, but not over 1000!");
}
}
function removeFigures(){
}
init();
</script>
</body>
</html>
So what I want, is for the remove-button to remove the divs that im creating. Ive been googling around and have tried alot of different codes, cant seem to get it to work..
In your specific situation, you have two basic choices:
Just set innerHTML on the element to "":
myFigures.innerHTML = "";
It's slower than some alternatives, but you're not doing this in a tight loop, and it's easy.
Use a loop with removeChild:
while (myFigures.firstChild) {
myFigures.removeChild(myFigures.firstChild);
}
See this other SO answer for information comparing the two techniques.
Here's that first option in context:
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>Oppgave 2</title>
<style type="text/css">
div{
width: 100px;
height: 100px;
background-color: rgb(100, 100, 100);
margin: 5px;
float: left;
}
</style>
</head>
<body>
<label>
<ul>
<li>Antall <input id="numberFigInput" type="text"></li>
</ul>
</label>
<input id="genFigBtn" type="button" value="Generate">
<input id="removeFigBtn" type="button" value="Remove All">
<section id="myFigures"></section>
<script>
var numberFig, genFigBtn, myFigures;
function init(){
numberFigInput = document.getElementById("numberFigInput");
myFigures = document.getElementById("myFigures");
genFigBtn = document.getElementById("genFigBtn");
removeFigBtn = document.getElementById("removeFigBtn");
genFigBtn.onclick = genFigures;
removeFigBtn.onclick = removeFigures;
}
function genFigures(){
var numberFig = numberFigInput.value;
if (numberFig > 0, numberFig < 1001){
for(var amount = 0; amount < numberFig; amount++){
myFigures.innerHTML += "<div></div>"
}
}else{
alert("You have to input an integer over 0, but not over 1000!");
}
}
function removeFigures(){
myFigures.innerHTML = "";
}
init();
</script>
</body>
</html>
Like T.J. Crowder said,
myFigures.innerHTML = "";
would work. However, that assumes that myFigures is empty when your DOM is initially loaded. If that is NOT the case, you need to add a class to the div when you create it.
AddDiv function:
function genFigures(){
var numberFig = numberFigInput.value;
if (numberFig > 0, numberFig < 1001){
for(var amount = 0; amount < numberFig; amount++){
myFigures.innerHTML += "<div class='AddedDiv'></div>"
}
}else{
alert("You have to input an integer over 0, but not over 1000!");
}
}
To remove them:
$(".AddedDiv").each(function(){
$(this).parentNode.removeChild($(this));
});
Related
Ok so it does add, but not right
So my vars think that they are text but I want just the nums, so I can add them together.
How do I do this?
a fiddle to see whats so wrong
<html>
<head>
<title>Nose Clicker</title>
<style>
body{
background-image:url("https://i.pinimg.com/originals/66/27/70/6627703d20110ad2e8877fab5fc102b9.jpg");
}
#root-SuperGloabalVar1{
color: red;
font-size: 150px;
padding: 0px;
}
#var-wrapper{
opacity: 0%;
}
</style>
</head>
<body>
<div id = 'var-wrapper'>
<h1 class = 'vars' id = 'perclick'>
<---here is the first addend--->
1
</h1>
</div>
<---here the second one--->
<h1 id = 'root-SuperGloabalVar1'>0</h1>
<img onclick = '
<---get number 1--->
var v = getElementById("root-SuperGloabalVar1");
<---get number 2--->
var a = getElementById("perclick");
<---adding--->
var w = v.innerHTML+=a.innerHTML;
<---replacing and then it shows "01"--->
v.innerHTML(parrseint(a.innerHTML + v));
'
src = 'https://www.pngitem.com/pimgs/m/155-1559954_cartoon-nose-images-cartoon-nose- image-png-transparent.png'>
</body>
</html>
I didn't completely understand your question can you explain it a bit more and detailed but if you want to parse text into number then use
var x = a.innerHTML;
Number(x)
Edit:
And a proper way to use number increment and display it is like this:
(you don't need to save your integer in an element you can use a javascript variable)
let clicks = 0;
function countClicks() {
clicks++;
const display = document.getElementById("display");
display.innerHTML = clicks;
}
<!DOCTYPE html>
<html lang="en">
<body>
<div style="background: red; width: 100px; height: 100px;" onclick="countClicks();">
</div>
<div style="font-size: 30px;" id="display">0</div>
</body>
</html>
Example to use in onclick callback:
<body>
<script>var clicks = 0;</script>
<div style="background: red; width: 100px; height: 100px;"
onclick=
"
clicks++;
const display = document.getElementById('display');
display.innerHTML = clicks;
">
</div>
<div style="font-size: 30px;" id="display">0</div>
</body>
Hi there fellow programmers!
I Want to be able to type in to the boxes how much px i want my div to move. But it won't move and I cant see whats wrong with my code. Can someone with fresh eyes spot the problem?
Any help is much appreciated!
Here's the code so far:
<!DOCTYPE html>
<html lang="sv">
<head>
<meta charset="utf-8">
<title> javascript</title>
<style>
#changeme {
background-color: lightblue;
position: absolute;
}
</style>
<script>
var $Rob = {};
$Rob.moveUpp = 0;
$Rob.moveLeft = 0;
$Rob.elementid = "";
$Rob.move = function(elementid, movex, movey)
{
$Rob.moveUpp = movey;
$Rob.moveLeft = movex;
$Rob.elementid = elementid;
$Rob.movesoft();
}
$Rob.movesoft = function() {
var elem = document.getElementById($Rob.elementid);
if ($Rob.moveUpp > 0) {
elem.style.top = (parseInt(elem.style.top) + 1) +
"px";
$Rob.moveUpp--;
} else if ($Rob.moveUpp < 0) {
elem.style.top = (parseInt(elem.style.top) - 1) +
"px";
$Rob.moveUpp++;
}
if ($Rob.moveUpp != 0) {
setTimeout($Rob.movesoft, 100);
}
}
</script>
</head>
<body>
<h1> Dynamic changes </h1>
<form>
<p>Move right:</p> <input value="0" type="text" id="moveRight" />
<p>Move down: </p> <input value="0" type="text" id="moveDown" />
<input type="button" value="Move" onClick="$Rob.move(document.getElementById('changeme'),parseInt(document.getElementById('moveRight').value),parseInt(document.getElementById('moveDown').value));" />
</form>
<div id="changeme" style="top: 100px;left: 100px;"> Hello </div>
</body>
</html>
All the best
I love Stackoverflow and its members!
cheers
// Mcgayjver
You're doing:
$Rob.move(document.getElementById('changeme'), x, y).
When you should just be doing:
$Rob.move('changeme, x, y)
Because $Rob.move expects an elementID string as a first parameter, not an actual HTMLElement.
I’m making a game and a function that I defined says that it’s not defined.
I looked and it said that the other person with the same issue had an extra ) somewhere but I looked and I don’t have that problem.
I don’t have anything extra that is not needed.
<DOCTYPE html>
<html>
<head>
<title>Programing Clicker</title>
<style>
h1{
color:#333;
font-family:helvetica;
font-weight: bold;
font-size:2.5em;
}
h2{
font-size:2em;
position: relative;
left:250px;
display: block;
}
h3{
font-size:1.75em;
position: relative;
left: 250px;
display: block;
}
</style>
</head>
<body>
<center>
<h1>Programing Clicker</h1>
<hr>
</center>
<h2>Skill</h2>
<h3 id="skill_show"></h3>
<h2>Money</h2>
<h3 id = "moneyShow"></h3>
<h2>Language</h2>
<br>
<br>
<p id="timer"></p>
<button onClick = "scriptMake()">Make a script</button>
<script>
var money = 1;
var skill = 1;
var language = 1;
var scriptTime = 100/skill;
var scriptTime2 = scriptTime;
function scriptMake(){
for(var x = 100,x >= 0, x += skill){
document.getElementById("timer").innerHTML = x;
}
}
setInterval(
function showvars(){
document.getElementById("skill_show").innerHTML = skill;
document.getElementById("moneyShow").innerHTML = money;
},1
)
</script>
</body>
your problem is here
for(var x = 100,x >= 0, x += skill){
You need semicolons instead of commas like so
for(var x = 100;x >= 0; x += skill){
Depending on which browser you are using to view the game, look up how to open the console in the browser. It will help you debug these things in a second.
It looks good, but it's not returning any values.
Any ideas?
<!doctype html>
<html>
<head>
<meta charset="UTF-8">
<title>Untitled Document</title>
<style type="text/css">
.out {
height: 22px;
width: 100px;
border:solid 1px;
margin: 4px;
padding: 3px;
line-height: 22px;
}
form input {
display: block;
}
</style>
</head>
<body>
<form>Number 1
<input type="text" id="firstNumber">Number 2
<input type="text" id="secondNumber">Number 3
<input type="text" id="thirdNumber">
<input type="button" value="Add Total" onclick="addIt()">
<div class="out" id="Total"></div>
<input type="button" value="Multiply Total" onclick="multiply()">
<div class="out" id="multiplyresult"></div>
<input type="button" value="Ave Total" onclick="averesult()">
<div class="out" id="averesult"></div>
</form>
</body>
</html>
<script type="text/javascript">
var result = getId('Total'),
multiplyresult = getId('multiplyresult'),
n1, n2, n3;
function getValues() {
n1 = getId('firstNumber').value, n2 = getId('secondNumber').value, n3 = getId('thirdNumber').value;
}
console.log((n1) * (n2) * (n3));
window.addIt = function() {
getValues();
result.innerText = (+n1) + (+n2) + (+n3);
};
window.multiply = function() {
getValues();
multiplyresult.innerText = (n1) * (n2) * (n3);
};
window.average = function() {
getValues();
averesult.innerText = (n1) + (n2) + (n3) / 3;
};
function getId(x) {
return document.getElementById(x);
}
</script>
I also was trying to figure out how to return and average value of the three numbers.
But as I am a total novice, I do not know how to do this.
The add and multiply functions are now working, but not the average.
Thanks in advance.
The average has to be calculated like so:
window.average = function() {
getValues();
averesult.innerText = ((n1) + (n2) + (n3)) / 3; //Note brackets around n1->n3
};
And your call to averesult() needs to be changed to average()
The problem is that you ran the script as soon as the page loaded, before all the elements had loaded. Because of that, you were trying to access elements that did not exist yet, and would not exist until the page had finished loading. This can be solved in one of two ways. The first way is wrapping it in a window.onload, and the second way is just moving the <script></script> tags to the end of the <body>
I have created a basic slider that runs through images every 5 seconds while using javascript. My slider works just fine, but I'm not wanting to use it as an image slider anymore. I'm wanting to create a div with some more html design features and post that within my slider instead of my images. Going by this code below, what would I have to change and add to make it work?
<!doctype html>
<html>
<head>
<title>Ad Slider</title>
<style>
#slider
{
width: 800px;
height: 200px;
}
#sliderImages
{
width: 100%;
height: 100%;
border: 1px solid #06c;
border-radius: 10px;
}
</style>
<script type = "text/javascript">
var image1 = new Image();
image1.src = "sky.jpg";
var image2 = new Image();
image2.src = "chatImage.jpg";
var image3 = new Image();
image3.src = "orange.jpg";
</script>
</head>
<body>
<div id = "slider">
<img id = "sliderImages" src = "sky.jpg" name = "slide" />
<script type = "text/javascript">
var sliderAd = 1
function slideAds()
{
if (!document.images)
{
return;
}
document.images.slide.src = eval("image"+sliderAd+".src")
if (sliderAd < 3)
{
sliderAd++;
}
else
{
sliderAd = 1;
}
setTimeout("slideAds()",5000)
}
slideAds()
</script>
</div>
</body>
</html>
Now instead of adding those images, how can I add this type of content but working the same way like the images were?
<div>
<p>Some Content</p>
</div>
There are plenty of ways to write what you're looking for. Here's an augmented version of your code... You can toss whatever HTML you want into the innerHTML.
In the future, you're better of using Google to read up on the basics of Javascript...
<div id = "container">
</div>
<script type = "text/javascript">
MAXSLIDES = 2
slideText = 1
function slideAds() {
container = document.getElementById("container")
if(slideText == 1) {
container.innerHTML = "test1"
} else if (slideText == 2) {
container.innerHTML = "test2"
}
slideText += 1
if(slideText > MAXSLIDES) { slideText = 1 }
setTimeout("slideAds()",5000);
}
slideAds()
</script>
One of the easiest way is just to create an array of html you need, and than iterate through it inserting in each string as html in your holder div: here is an example from your question the only thing I used jQuery it is much easier that way.
<!doctype html>
<html>
<head>
<title>Ad Slider</title>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.0/jquery.min.js"></script>
<style>
#slider
{
width: 800px;
height: 200px;
}
#sliderImages
{
width: 100%;
height: 100%;
border: 1px solid #06c;
border-radius: 10px;
}
</style>
<script type = "text/javascript">
var arrayOfDiv = new Array();
arrayOfDiv[0] = "<div style='background-color:#FF0'>this is first div!</div>";
arrayOfDiv[1] = "<div style='background-color:#0ff'>this is second div!</div>";
arrayOfDiv[2] = "<div style='background-color:#f0f'>this is third div!</div>";
var sliderAd = 0;
function slideAds()
{
$("#sliderImages").html(arrayOfDiv[sliderAd]);
if (sliderAd < arrayOfDiv.length-1)
{
sliderAd++;
}
else
{
sliderAd = 0;
}
setTimeout("slideAds()",5000);
}
$(function(){
slideAds();
});
</script>
</head>
<body>
<div id = "slider">
<div id = "sliderImages" ></div>
</div>
</body>
</html>