Similar to my earlier problems with finding a textFrame on a page based on its geometricBounds or by part of its name, I now am running into the problem of finding textFrames if they are inside groups. If I use an array of all textFrames, such as:
var textFramesArray = document.textFrames.everyItem().getElements();
it will not find any textFrames that are inside of a group. How can I figure out how to reference a textFrame if it's inside a group? Even if the group has to be un-grouped, that's fine, but I cannot even figure out how to find groups on the page!
Groups on a page are page.groups ... but you don't need this anyway. Fabian's answer is good, but it doesn't take groups-in-groups into account -- nor clipping masks, nor text frames inside tables and footnotes (etc.).
Here is an alternative approach: allPageItems is pretty much guaranteed to return all page items, of all kinds and persuasion, inside groups or other frames or whatnot. You can inspect, then process, each of them in turn, or build an array of text frames to work with at leisure:
allframes = app.activeDocument.allPageItems;
textframes = [];
for (i=0; i<allframes.length; i++)
{
if (allframes[i] instanceof TextFrame)
textframes.push(allframes[i]);
}
alert (textframes.length);
Try this:
// this script needs:
// - a document with one page
// - some groups with textframes in it on the first page
var pg = app.activeDocument.pages[0];
var groups = pg.groups;
var tf_ingroup_counter = 0;
for(var g = 0; g < groups.length;g++){
var grp = groups[g];
for(var t = 0; t < grp.textFrames.length;t++){
var tf = grp.textFrames[t];
if(tf instanceof TextFrame){
tf_ingroup_counter++;
}
}
}
alert("I found on page " + pg.name +"\n" + pg.textFrames.length
+" textframes\nOh and there are also "
+tf_ingroup_counter+ " hidden in groups");
Your task to get all the text frames in the layer or the document. Whether those text frames are in a group or not. This is done through the property of allPageItems. For instance use this:-
var items=app.activeDocument.allPageItems;
this will give you all the text frames in the item and within group also. Now you can do any manupulations. You can check the items on the debug console which will give all the types of the objects.And then you can check for the textframe
items[i].constructor.name =='TextFrame'
and now you can store each object in type array.
Related
I'm trying to clear all local storage when the user either completes the game loop or starts a new game, but also keep some values.
I can do this already with my sound values for volume:
// inside a conditional statement that fires when the user chooses to start a new game.
if (newGameBool === '1') {
var tst = myAu;
//myAu is the stored value that the user sets as sound using a range type input
localStorage.clear();
localStorage.setItem("Au", tst);//A newly cleared localStorage just got a new value, and it's the same as it was before.
UI.myLoad();//reload the function that uses LS to do things.
}
How do I do this for key's that have an iterating number attached to them?
Here is how I save them:
var i = +v + +1;
localStorage.setItem("v", i);
var vv = localStorage.getItem("v");
localStorage.setItem("LdrBrd_" + vv, JSON.stringify(LdrBrd));//saves all data with the iterating key name.
Calling them the way i did the sound function:
var gv = v + 1;//v calls the value from LS and adjusted for off-by-one error. gv is a local variable.
if (newGameBool === '1') {
var ldd, vg;
for (var ii = 0; ii < gv; ii++) {
var ld = localStorage.getItem("LdrBrd_" + ii);
if (ld != null) {
//these are the values that i want to pass beyond the clear point
ldd = JSON.parse(ld);//JSON string of data saved
vg = ii;//how many of them.
}
}
localStorage.clear();
for (var xx = 0; xx < vg; xx++) {
var nld = localStorage.getItem("LdrBrd_" + xx);
if (nld != null) {
localStorage.setItem("LdrBrd_" + ii, JSON.stringify(ldd));
}
}
localStorage.setItem("v", vg);
UI.myLoad();
}
I have been using console.log() in various spots to see what is going on. I comment-out the clear function just to see if the values were wrong and they don't save all all. I tried to make a fiddle, but the local storage wasn't working at all there. In visual studio, it works fine but the script to this file is almost 2000 lines long, so i tried to dress it up the best i knew how.
Thanks in advance for any help or guidance.
I was stuck on this for a few days, but i think i found something that will work, so i'll answer my own question in case there is value in posterity.
locatStorage.clear();
/* ^LS clear() function is above all new setItem codes, some variables are declared globally and some are declared at the top of the functional scope or as param^ */
var itemClass = document.querySelectorAll(".itemClass");//the strings are here
if (itemClass) {//make sure some exist
for (var p = 0; p < itemClass.length; p++) {//count them
mdd = JSON.parse(itemClass[p].innerText);//parse the data for saving
localStorage.setItem("v", v);//this is the LS item that saves the amount of items i have, it's declared at the top of the functions timeline.
localStorage.setItem("LdrBrd_" + p, JSON.stringify(mdd));//this setItem function will repeat and increment with 'p' and assign the right string back to the key name it had before.
}
}
The key is to keep the strings physically attached to an element, then call the class name. The i ran a loop counting them. 'mdd' will spit back each item i want. So then all that is left to do is re-set the item back to it's original status.
This has allowed me to create a way for my users to collect trophies and keep them even after clearing the localStorage when the he/she decides to start a new game.
I use CSS to hide the text from the string.
color:transparent;
In my gameLoop, i have a function that will read the saved strings and show them as cards just below the hidden strings.
Since you want to keep some values I recommend one of two things:
Don't call localStorage.clear() and instead only wipe out the values that you want using localStorage.removeItem('itemName'). Since you said the item names have a numeric component, maybe you can do this in a loop to reduce code.
Pull item(s) that you want saved first and restore them after calling clear(). This option is best if there are way more items that you want removed rather than saved (see below)
function mostlyClear() {
var saveMe = {};
saveMe['value1'] = localStorage.getItem('value1');
saveMe['anotherValue'] = localStorage.getItem('anotherValue');
localStorage.clear();
for(var prop in saveMe) {
if(!saveMe.hasOwnProperty(prop)) continue;
localStorage.setItem(prop, saveMe[prop]);
}
}
I've modified a survey-multi-choice plugin from JsPsych, in order to get responses in the form of checkboxes, instead of radio-buttons, since I need to present an image to the user, followed by 4 alternatives, like this:
Where A, B, C and D are also images, with their respective checkbox below each one. This structure must be presented more than once, like this:
So in this example, the expected output would be:
{"Q0":["Option A","Option B"]} //this is the first "question" displayed
{"Q1":["Option B","Option C"]} //second one
{"Q2":["Option B","Option D"]} //third one
But instead I get the first answer replicated for the rest of the questions:
{"Q0":["Option A","Option B"]} //this is the first "question" displayed
{"Q1":["Option A","Option B"]} //second one
{"Q2":["Option A","Option B"]} //third one
My code is provided below:
$("div." + plugin_id_name + "-question").each(function(index) {
var id = "Q" + index;
var val = [];
var a = $(".jspsych-survey-multi-choicemrbeta-option");
$("input:checkbox:checked").each(function(){
val.push($(this).attr("value"));
});
var obje = {};
obje[id] = val;
$.extend(question_data, obje);
});
I've tried tracking down the values generated on each step by printing them on console, so I'm guessing the problem is how I'm implementing those nested loops, thus the name of this question.
I've tried different approaches when implementing this loop, without better results:
for (var j = 0; j < trial.options[index].length; j++) {
if ($('jspsych-survey-multi-choicemrbeta-response-' + j).is(':checked')) {
val.push($(this).attr("value"));
}
}
A working example of my full code can be found here, for you to test it (look for the jspsych-survey-multi-choicemrbeta.js file, from line #141). CSS isn't included so it'll look slightly different.
Please note that the output of this code is a CSV file, and the full set of responses is given on a single cell, since all those questions belongs to the same JsPsych "trial".
Thanks for your help.
The inner loop iterates over all checkboxes, not only the ones belonging to the question.
Assuming the checkboxes are descendants of the div for the associated question, you should change the inner loop from this:
$("input:checkbox:checked").each( ...
to this:
$(this).find("input:checkbox:checked").each( ...
I've imported some XML files inside InDesign (you can see the structure in the picture below) and I've also created a script to get some statistics concerning this hierarchy.
For example, to count the "free" elements:
var items = app.activeDocument.xmlElements.everyItem();
var items1 = items.xmlElements.itemByName("cars");
var cars = items1.xmlElements.everyItem();
var c_free = cars.xmlElements.itemByName("free");
var cars_free = c_free.xmlElements.count().length;
I also have apartments in my structure that's why I'm using itemByName.
The code above returns the correct number of free cars in my structure.
What I'm trying to do - without any luck so far - is to target those free items (inside cars) and either delete all of them or a specific number.
My last attempt was using:
var del1 = myInputGroup2.add ("button", undefined, "Delete All");
del1.onClick = function () {
cars.xmlElements.everyItem().remove();
}
inside a dialog I've created.
Any suggestions will be appreciated cause I'm really stuck here.
I would probably use XPath for this. You can use evaluateXPathExpression to create an array of the elements you want to target. Assuming your root element is cars and it contains elements called cars1, and you want to delete all free elements within a cars1 element, you could do something like:
var myDoc = app.activeDocument;
//xmlElements[0] is your root element, in this case "cars". The xPath expression is evaluated from cars.
//evaluateXPathExpression returns an array of all of the free elements that are children of cars.
var myFrees = myDoc.xmlElements[0].evaluateXPathExpression("cars1/free");
for (var i = myFrees.length - 1; i>=0; i--){
myFrees[i].remove();
}
Tweaking this would require some knowledge of xPath, but it's not terribly hard to learn the basics and it does seem like the simplest approach.
I think your main problem was that XMLElements hasn't a itemByName method. You can only reference XMLElements through their indeces or ids.
Secondly you assume that you got xmlElements from XPath expression but it's likely that you got nothing as your xpath seems uncorrect.
var myFrees = myDoc.xmlElements[0].evaluateXPathExpression("./cars1/free");
var n = myFrees.length;
if ( !n ) {
alert("Aucun élément trouvé");
}
else {
while (n--) myFrees[n].remove();
}
You need to start your expression by setting the origin of your xpath. Here a dot "./" is used to tell you want to look for cars1/free xml elements at the "root" of the xmlelement. Using "//" on the contrary would have returned any cars/free items unregardingly of their locations.
I have a series of arrays that contain words I want to use as text in various HTML divs (there are about 35 of these, I included only a few for brevity).
var bodyplan = ['Anguilliform', 'Compressiform', 'Depressiform', 'Filiform', 'Fusiform', 'Globiform', 'Sagittiform', 'Taeniform'];
var mouthposition = ["Inferior", "Jawless", "Subterminal", "Superior", "Terminal"];
var barbels = ['1', '2', '4 or more'];
var caudalshape = ['Continuous', 'Emarginate', 'Forked', 'Lunate', 'Rounded', 'Truncate'];
I have a switch function that is supposed to change the text based on user selections:
switch(n){
case 1:
changelabels(bodyplan, 8);
break;
case 2:
changelabels(mouthposition, 5);
break;
case 3:
changelabels(barbels, 3);
break;
case 4:
changelabels(caudalshape, 6);
break;
case 5:
changelabels(dorsalspines, 8);
break;
default:
alert("handquestsel error")}};
Finally, I have the function which I would like to make the changes (except it doesn't):
function changelabels(opt1,opt2){
var i = opt2;
var im = opt2 - 1;
var c = 1;
var index = 0;
while (i>=c){
var oldlbl = document.getElementById("rb" + c + "lbl");
var newlbla = opt1.slice(im,i);
var newlblb = opt1.toString();
oldlbl.innerHTML = newlblb;
c = c + 1
index = index + 1
}};
I know the code for my function is just plain wrong at this point, but I have altered it so many times that I'm not sure what's going on anymore. At one point I did have the function able to change the text, but it did so incorrectly (it parsed the name of the array, not extracted a value from the array as I wished). Please help. I know I am overlooking some fundamental concepts here, but am not sure which ones. I've lost count of the hours I've spent trying to figure this out. It's seems like it should be so simple, yet in all my chaotic attempts to make it work, I have yet to stumble on an answer.
EDIT: I want my switch statement to call the function and pass to the function, the appropriate array from which to pull the labels from. The purpose of the app is to help a user learn to identify fish. When the user makes selections on the page, a series of pictures will be shown for various character states with an accompanying label describing the state. For example, when the user selects Mouth Position a series of divs will show the different mouth positions that fish have and have a label below the picture to tell the user what that certain character state is called. I can get the pictures to change just fine, but I am having a hell of a time with the labels.
Why not just something along the lines of:
document.getElementById("bodyplan_label").innerHTML = bodyplan[bodyplan_index];
You seem trying to put everything in really abstract data structures, I see no reason to. Just keep it simple.
Also bodyplan has only 8 elements, so bodyplan[8] will give you an out of bounds exception because arrays start at 0 as is common in all modern programming languages.
If I'm reading your requirement and code correctly, in your switch statement you are passing both a reference to the appropriate array and that array's expected length - you don't need the second parameter because all JavaScript arrays have a .length property.
You don't want to use .slice() to get the individual values out of the array, because that returns a new array copied out of the original - just use arrayVariable[index] to get the individual item at index.
So, putting that together try something like this (with your existing array definitions):
switch(n){
case 1:
changelabels(bodyplan);
break;
case 2:
changelabels(mouthposition);
// etc.
}
function changelabels(data) {
var i,
lbl;
for (i = 0; i < data.length; i++) {
lbl = document.getElementById("rb" + (i+1) + "lbl");
lbl.innerHTML = data[i];
}
}
Notice how much simpler that is than your code? I'm assuming here the elements you are updating have an id in the format "rb1lbl", "rb2lbl", etc, with numbering starting at 1: I'm getting those ids using (i+1) because JavaScript array indexes start at zero. Note also that you don't even need the lbl variable: you could just say document.getElementById("rb" + (i+1) + "lbl").innerHTML = data[i] - however I've left it in so that we have something to expand on below...
Within your function you seem to be changing the labels on a set of elements (radio button labels?), one per value in the array, but you stop when you run out of array items which means any leftover elements will still hold the values from the previous selection (e.g., if the previous selection was "bodyplan" with 8 options and you change to "mouthposition" with only 5 - you probably should hide the 3 leftover elements that would otherwise continue to display the last few "bodyplan" items. One way to do that is instead of setting your loop up based on the array length you could loop over the elements, and if the current element has an index beyond the end of the array hide it, something like this:
function changelabels(data) {
var i,
lbl,
elementCount = 20; // or whatever your element count is
for (i = 0; i < elementCount; i++) {
lbl = document.getElementById("rb" + (i+1) + "lbl");
if (i < data.length) {
lbl.innerHTML = data[i];
lbl.style.display = "";
} else {
lbl.innerHTML = "";
lbl.style.display = "none";
}
}
}
If these elements are labels for radio buttons (just a guess based on the ids) then you'd also want to hide or show the corresponding radio buttons, but I hope you can figure out how to add a couple of lines to the above to do that.
(As mentioned above, be careful about having element ids count up from 1 when the array indexes start at 0.)
If the above doesn't work please post (at least some of) the relevant HTML - obviously I've just had to guess at what it might be like.
SOLUTION: Changed the scope of the array variables to local by moving them into the function where they are used, instead of having them as global variables at the top of the page. I don't understand as I was following every rule of variable declaration. But for some unknown reason, global variables in javascript are abhorrent.
Solution Edit: Found an error in declaring my global variables. This may have been the source of my problem of why I could not access them. But it is a non-issue at this point since I corrected my code.
I don't understand what your trying to achieve exactly with your code. But to pass a variable (in this case an array) by reference you just have to add "&" before the variable.
function the_name(&$var_by_ref, $var_by_value) {
// Here if you modify $var_by_ref this will change the variable passed to the function.
}
More: http://php.net/manual/en/language.references.pass.php
Hope that helps.
Links to live examples # jsfiddle & jsbin.
So this function:
function symbolize(e){
var elements = e.childNodes; // text nodes are necessary!
console.log(elements);
for(var i=0; i < elements.length; i++){
t = elements[i];
var range = document.createRange(), offset = 0, length = t.nodeValue.length;
while(offset < length){
range.setStart(t, offset); range.setEnd(t, offset + 1);
range.surroundContents(document.createElement('symbol'));
offset++;
}
}
}
..should iterate over every letter and wrap it in a <symbol/> element. But it doesn't seem to be working.
So I added the console.log(); right after the *.childNodes have been fetched, but as you'll see in the example site above, the log contains 2 unexpected elements in front(!) of the array. And yeah, because of this, I have a feeling that surroundContents(); make the changes live(!). couldn't find any reference on this though
One of the elements is an empty Text node, the other is my <symbol/>. But yeah, this is totally unexpected result and messes up the rest of the function.
What could be wrong with it?
Thanks in advance!
Update
Oh, looks like the elements are added on Chrome, Firefox doesn't add the elements, but still halts the function.
Element.childNodes is indeed a live list , it could not be otherwise (that would mean an incorrect list of nodes). The easiest solution is to freeze (make a copy of) it before you mess with it (by surrounding existing ranges).
var elements = Array.prototype.slice.call(e.childNodes, 0);
https://developer.mozilla.org/en/childNodes it's of type NodeList
https://developer.mozilla.org/En/DOM/NodeList those are live lists