Decrements time in javascript - javascript

(second.innerHTML) -1 that worked but (num.innerHTML) -1 that not working why?
function doDcrements() {
var hidden = document.getElementById('hidden');
var second = document.getElementById('second'); // the second is 20.
var loopTimer = 0;
if (second.innerHTML != "0") {
second.innerHTML = (second.innerHTML) -1;
second.style.color = "blue";
loopTimer = setTimeout('doDecrements()',1000);
}else {
second.style.color = "grey";
hidden.style.display = "block";
}
}
.....................................................................................................................................................................
function doDcrements() {
var hidden = document.getElementById('hidden');
var second = document.getElementById('second'); // the second is 20.
var loopTimer = 0;
var num = document.getElementById('num'); // the number is 20.
if (second.innerHTML != "0") {
second.innerHTML = (num.innerHTML) -1;
second.style.color = "blue";
loopTimer = setTimeout('doDecrements()',1000);
}else {
second.style.color = "grey";
hidden.style.display = "block";
}
}
when I create it by for loop it not happens :
function doDcrements() {
var hidden = document.getElementById('hidden');
var second = document.getElementById('second');
for (i=20; i<=0; i--) {
if (second.innerHTML != "0") {
second.innerHTML = i;
second.style.color = "blue";
loopTimer = setTimeout('doDecrements()',1000);
}else {
second.style.color = "grey";
hidden.style.display = "block";
}
}
}
html code:
<div id="hidden">started</div>
<p id="second">20</p>
<div onClick="doDcrements();">Download</div>

Please look at your for loop:
for (i=20; i<=0; i--)
i=20 and i<=0. It will never run.

(second.innerHTML) -1 that worked but (num.innerHTML) -1 that not working why?
Without seeing your code, the only guess is that num.innerHTML is not giving you a string that is convertible to number. Examples:
'20' - 1 = 20
'<input name="xyz" val="20"/>' - 1 = NaN
Your HTML does't have any element with id="num". If this is the case, num will be null.
Changes
setTimeout(doDecrements,1000);
for (i=20; i >=0; i--)

Related

Odds/Evens Javascript Value not updating between turns

all the code was given by the teacher and you just had to place it in the right spot. even working with the teacher we couldn't get it to update the "value" attribute in between turns. it updates at the finish of the game but not during? what are we not seeing? any help appreciated.. if you need to see html i can add as comment
"use strict";
var $ = function(id) { return document.getElementById(id); };
var getRandomNumber = function(max) {
var random;
if (!isNaN(max)) {
random = Math.random(); //value >= 0.0 and < 1.0
random = Math.floor(random * max); //value is an integer between 0 and max - 1
random = random + 1; //value is an integer between 1 and max
}
return random;
};
var playGame = function() {
var odd = 0;
var even = 0;
var player, computer, total;
resetFields(); // clear any previous entries
while (odd < 50 && even < 50) {
//get computers fingers
computer = getRandomNumber(5);
// get player's fingers
player = parseInt(prompt("Enter a number between 1 and 5, or 999 to quit", 999));
if (!isNaN(player) && player <= 5) {
// show current round
$("player").value = player;
$("computer").value = computer;
// update totals
total = player + computer;
if (total % 2 === 0) {
even = even + total;
$("even").value = even;
} else {
odd = odd + total;
$("odd").value = odd;
}
}
//if loop for player quitting
if (player === 999) {
resetFields();
break;
}
}
//after loop ends, determine winner
if (odd >= 50) { $("message").firstChild.nodeValue = "You WIN!"; }
else if (even >= 50) { $("message").firstChild.nodeValue = "You lose :("; }
else { $("message").firstChild.nodeValue = "You quit"; }
// set focus on button so you can play again
$("play").focus();
};
var resetFields = function() {
$("player").value = "0";
$("computer").value = "0";
$("odd").value = "0";
$("even").value = "0";
$("message").firstChild.nodeValue = "";
};
window.onload = function() {
$("play").onclick = playGame;
$("play").focus();
};

How to avoid too much recursive error when it seems there is no way to avoid

I have to reduce my wall of text which means that I cannot explain what the code is about. Yet the problem is:
this code generate fractions which meet some requirements and specifications.
this requirements lead to a huge number of calls of the function CommonFactor, like 3000000 or more. I'm using this javascript code inside of max msp, and I can generate the fraction but I cant avoid the Error message about to many recursive calls.
So what Can I do about it?!
var unit = 0;
var maxSubdivision = 0;
var minSubdivision = 0;
var fractionN = 0;
var fractionD = 0;
function CommonFactor(numerator, denominator) {
return denominator == 0 ? numerator: CommonFactor(denominator, numerator % denominator);
}
function length( minutes, bpm) {
unit = 60*minutes*Math.round(bpm/60);
minSubdivision = 2
maxSubdivision = unit*10;
}
function genrandSub(){
var random = Math.floor(Math.random() *(maxSubdivision-(minSubdivision-1))+(minSubdivision));
var unitD = unit;
var factor = CommonFactor(random, unitD);
if(factor != 1 && random != unit) {
random = random/factor;
unitD = unitD/factor;
if(random <= 16 && unitD <= 32) {
fractionN = random;
fractionD = unitD;
}
else{
genrandSub();
}
}
else{
genrandSub();
}
}
function findConvergence(nA,dA, nB, dB){
var whenB = nB * dA;
var whenA = dB * nA;
var length = dA * whenA;
factor = CommonFactor(nA, length);
nA = nA/factor;
length = length/factor;
if(nA == 1 && length == unit){
return true;
}
else{
return false;
}
}
function genPattern (hwMany) {
var subdivisionN = new Array();
var lengthD = new Array();
for(var i = 0; i < hwMany; i ++){
if(i == 0) {
genrandSub();
subdivisionN[i] = fractionN;
lengthD[i] = fractionD;
}
else {
var index = 0;
rand = genrandSub();
if(findConvergence (fractionN, fractionD,subdivisionN[i-1], lengthD[i-1]) != true){
var state = false;
while(state == false){
rand = genrandSub();
state = findConvergence (fractionN, fractionD,subdivisionN[i-1], lengthD[i-1]);
index += 1;
if(index == 6){
state = true;
}
}
if(index == 6){
genPattern(hwMany);
}
else{
subdivisionN[i] = fractionN;
lengthD[i] = fractionD;
}
}
else{
subdivisionN[i] = fractionN;
lengthD[i] = fractionD;
}
}
}
for( var k = 0 k < subdivisionN.length; k++){
console.log(subdivisionN[k]);
console.log(lengthD[k]);
}
}
length(60,60);
genPattern(4);
Hello everyone I solved the problem but I can not explain the reason. The way I solved the problem seems to me to be logical, but I would like someone to comment and explain me better. I want to learn more.
So my previous code I had:
function genPattern (hwMany) {
var subdivisionN = new Array();
var lengthD = new Array();
for(var i = 0; i < hwMany; i ++){
if(i == 0) {
genrandSub();
subdivisionN[i] = fractionN;
lengthD[i] = fractionD;
}
else {
var index = 0;
rand = genrandSub();
if(findConvergence (fractionN, fractionD,subdivisionN[i-1], lengthD[i-1]) != true){
var state = false;
while(state == false){
rand = genrandSub();
state = findConvergence (fractionN, fractionD,subdivisionN[i-1], lengthD[i-1]);
index += 1;
if(index == 6){
state = true;
}
}
if(index == 6){
genPattern(hwMany);"here is the problem"
}
else{
subdivisionN[i] = fractionN;
lengthD[i] = fractionD;
}
}
else{
subdivisionN[i] = fractionN;
lengthD[i] = fractionD;
}
}
}
}
So I realized that in this function, the way I coded it, can be called recursively even before the end of the "for loop". so I've changed to this:
function genPattern (hwMany) {
var subdivisionN = new Array();
var lengthD = new Array();
for(var i = 0; i < hwMany; i ++){
if(i == 0) {
genrandSub();
subdivisionN[i] = fractionN;
lengthD[i] = fractionD;
}
else {
var index = 0;
genrandSub();
if(findConvergence (fractionN, fractionD,subdivisionN[i-1], lengthD[i-1]) != true){
var state = false;
while(state == false){
genrandSub();
state = findConvergence (fractionN, fractionD,subdivisionN[i-1], lengthD[i-1]);
index += 1;
if(index == 100){
post("MANY");
post();
break;
}
}
subdivisionN[i] = fractionN;
lengthD[i] = fractionD;
}
else{
subdivisionN[i] = fractionN;
lengthD[i] = fractionD;
}
}
}
if(index == 100){
genPattern(hwMany);"now is in the rigth place"
}
}
Now I can understand that the previous code was wrong, but I cannot understand Why I could run the code anyway! Somebody could comment please?

Using THIS inside a click event managed by addEventListener

I am trying this very simple code to realize a TicTacToe in plain Javascript:
function inizializza()
{
var x = document.querySelectorAll(".riga div");
var i;
for (i = 0; i < x.length; i++) {
document.querySelectorAll(".riga div")[i].addEventListener("click",
cambia);
}
}
var segno = "X";
function cambia()
{
if (this.innerHTML != "")
{
alert("ERRORE!")
}
else
{
this.innerHTML = segno;
if (segno == "X")
segno = "O";
else
segno = "X";
}
}
Function inizializza() is called on body load.
When you click on a .riga div (a cell in my game table), the event click should change the text displayed in the cell: X or O. But this is not working, because I can't use "this" kewyword to retrieve clicked object properties.
How can I do it?
Thanks a lot!
Giancarlo
you can use closures here
check the following snippet
window.onload = function() {
inizializza();
}
function inizializza() {
var x = document.querySelectorAll(".riga div");
var i;
for (i = 0; i < x.length; i++) {
document.querySelectorAll(".riga div")[i].addEventListener("click",function(event){
cambia(this);
});
}
}
var segno = "X";
function cambia(obj) {
if (obj.innerHTML == "") {
alert("ERRORE!")
} else {
obj.innerHTML = segno;
if (segno == "X")
segno = "O";
else
segno = "X";
}
}
<div class="riga">
<div>1</div>
<div>2</div>
<div>3</div>
<div>X</div>
</div>
Hope it helps
You can use the event object passed as the first argument of the click event.
event.target will work for most of the browser and event.srcElement works with few old microsoft browsers.
function inizializza()
{
var x = document.querySelectorAll(".riga div");
console.log(x);
var i;
for (i = 0; i < x.length; i++) {
document.querySelectorAll(".riga div")[i].addEventListener("click",
cambia);
}
}
var segno = "X";
function cambia(event)
{
var element = event.target || event.srcElement;
if (target.innerHTML !== "")
{
alert("ERRORE!")
}
else
{
this.innerHTML = segno;
if (segno == "X")
segno = "O";
else
segno = "X";
}
}
Working example : https://plnkr.co/edit/NaTwU7XmmU9sLgNiFrjO?p=preview

Variable doesn't change with if statement

I'm facing an issue with Java Script.
I have a piece of code that creates rain inside a div and I need this rain to turn off and on according to my if statements.
Here is that JS code that makes rain work.
var nbDrop = 120;
// function to generate a random number range.
function randRange( minNum, maxNum) {
return (Math.floor(Math.random() * (maxNum - minNum + 1)) + minNum);
}
// function to generate drops
function createRain() {
for( i=1;i<nbDrop;i++) {
var dropLeft = randRange(0,1280);
var dropTop = randRange(-500,590);
$('.rain').append('<div class="drop" id="drop'+i+'"></div>');
$('#drop'+i).css('left',dropLeft);
$('#drop'+i).css('top',dropTop);
}
}
createRain();
So further I have a series of if statements and I want to change nbDrop variable which controls a number of drops. I want only one condition to result in raining, while others should set it to 0 value.
function displayAnswer(answer) {
var fortuneText = document.getElementById('answer');
if (chosenAnswer == 0){
nbDrop = 0;
}
else if (chosenAnswer == 1){
nbDrop = 0;
}
else if (chosenAnswer == 2){
nbDrop = 0;
}
else if (chosenAnswer == 3){
nbDrop = 0;
}
else if (chosenAnswer == 4){
nbDrop = 0;
}
else if (chosenAnswer == 5){
var nbDrop = 120;
// function to generate a random number range.
function randRange( minNum, maxNum) {
return (Math.floor(Math.random() * (maxNum - minNum + 1)) + minNum);
}
// function to generate drops
function createRain() {
for( i=1;i<nbDrop;i++) {
var dropLeft = randRange(0,1280);
var dropTop = randRange(-500,590);
$('.rain').append('<div class="drop" id="drop'+i+'"></div>');
$('#drop'+i).css('left',dropLeft);
$('#drop'+i).css('top',dropTop);
}
}
createRain();
}
}
A problem is that it only works once when the last if statement is true. But when other conditions are true, rain keeps going, so that variable doesn't change to 0 for some reason. It stays at 120.
Even though the button I use to click to change if statements condition has an even listener on it:
<button id="button1" onclick="displayAnswer();"></button>
Is there any way to make that nbDrop variable change to zero for all other if conditions, except one which should have it set to 120?
1: You should remove the "var" in condition == 5, as it is already declared.
else if (chosenAnswer == 5){
// var nbDrop = 120;
nbDrop = 120;
2: The commented method will not run when the nbDrop is 0 as i start on 1 and 1 can never be smaller than 0
function createRain() {
// for( i=1;i<nbDrop;i++) {
for( i=0;i<=nbDrop;i++) { // need to be like this
3: You have the } sign in a wrong place. Change it like this (see the "added" and "remove" comments in the code) or the "createRain" only gets called when condition == 5 is met. If you indent your code like below you will easier see within which code block things is.
Update Added an exit part in the "createRain" function
function displayAnswer(answer) {
var fortuneText = document.getElementById('answer');
if (chosenAnswer == 0){
nbDrop = 0;
}
else if (chosenAnswer == 1){
nbDrop = 0;
}
else if (chosenAnswer == 2){
nbDrop = 0;
}
else if (chosenAnswer == 3){
nbDrop = 0;
}
else if (chosenAnswer == 4){
nbDrop = 0;
}
else if (chosenAnswer == 5){
nbDrop = 120;
} // added
// function to generate a random number range.
function randRange( minNum, maxNum) {
return (Math.floor(Math.random() * (maxNum - minNum + 1)) + minNum);
}
// function to generate drops
function createRain() {
if (nbDrop == 0) {
// remove the drop element(s)
$('.rain').children().remove();
// exit the function
return;
}
for( i=0;i<=nbDrop;i++) {
var dropLeft = randRange(0,1280);
var dropTop = randRange(-500,590);
$('.rain').append('<div class="drop" id="drop'+i+'"></div>');
$('#drop'+i).css('left',dropLeft);
$('#drop'+i).css('top',dropTop);
}
}
createRain();
//} removed
}
And, as requested, here is the fully working web page
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>Magic 8 Ball</title>
<link rel="stylesheet" type="text/css" href="index.css" />
<script src="http://code.jquery.com/jquery-1.9.0.js"></script>
</head>
<body>
<div id="topmask"></div>
<div id="mainframe">
<div id="mainframe2">
<section class="rain"></section>
<div id="rocketdear"></div><div id="smokedear"></div><div id="launchsmokedear"></div>
</div>
<div id="bubble"></div>
<div id="bubbleHugecat"></div><div id="bubbleHugecatrays"></div>
<div class="sign">
<p id="question"></p>
<p id="answer"></p>
</div>
<div id="eight-ball">
<button id="button1" onclick="javascript:shake();"></button>
</div>
</div>
<div id="bottommask"></div>
<script>
var nbDrop;
function shake() {
var answersArrayed = ["Yes. So nothing happens", "No. Enjoy your consequences", "Ok, but that's something different", "My answer won't help you, deal with it!", "Your questions don't matter anymore", "Your questions make it rain again"];
// The question we asked
var question = prompt("Ask you question...");
var questionText = document.getElementById('question');
questionText.innerHTML = question;
// Number of possible answers
var numberOfAnswers = answersArrayed.length;
// Answers the 8 Ball can return
// Answer returned by our 8 Ball
var chosenAnswer = getAnswerNumber(numberOfAnswers);
displayAnswer(chosenAnswer);
// Returns a number based on the number of sides
function getAnswerNumber(answerCount) {
var number = getRandomInt(0, numberOfAnswers);
return number;
}
// Returns a random integer between two numbers
function getRandomInt(min, max) {
return Math.floor(Math.random() * (max - min)) + min;
}
// Show our answer in the document
function displayAnswer(answer) {
}
// Access the DOM element we want to to change
var fortuneText = document.getElementById('answer');
if (chosenAnswer == 0) {
document.getElementById("bubble").className = "bubbleStill";
fortuneText.innerHTML = answersArrayed[0];
document.getElementById("smokedear").style.webkitAnimation = 'none';
document.getElementById("launchsmokedear").style.webkitAnimation = 'none';
document.getElementById("rocketdear").style.webkitAnimation = 'none';
document.getElementById("bubble").style.webkitAnimation = 'none';
document.getElementById("bubble").style.opacity = "0";
document.getElementById("bubbleHugecat").style.opacity = "0";
document.getElementById("bubbleHugecatrays").style.opacity = "0";
document.getElementById("mainframe").style.backgroundImage = "url('desert23.svg')";
document.getElementById("smokedear").className = "smokestill";
document.getElementById("launchsmokedear").className = "launchsmokestill";
document.getElementById("rocketdear").className = "rocketstill";
nbDrop = 0;
}
else if (chosenAnswer == 1) {
fortuneText.innerHTML = answersArrayed[1];
document.getElementById("smokedear").style.webkitAnimation = 'none';
document.getElementById("launchsmokedear").style.webkitAnimation = 'none';
document.getElementById("rocketdear").style.webkitAnimation = 'none';
document.getElementById("bubble").className = "bubbleExploading";
document.getElementById("bubble").style.webkitAnimation = '';
document.getElementById("bubble").style.opacity = "1";
document.getElementById("bubbleHugecat").style.opacity = "0";
document.getElementById("bubbleHugecatrays").style.opacity = "0";
document.getElementById("mainframe").style.backgroundImage = "url('desert23.svg')";
document.getElementById("smokedear").className = "smokestill";
document.getElementById("launchsmokedear").className = "launchsmokestill";
document.getElementById("rocketdear").className = "rocketstill";
nbDrop = 0;
}
else if (chosenAnswer == 2) {
fortuneText.innerHTML = answersArrayed[2];
document.getElementById("smokedear").style.webkitAnimation = 'none';
document.getElementById("launchsmokedear").style.webkitAnimation = 'none';
document.getElementById("rocketdear").style.webkitAnimation = 'none';
document.getElementById("bubble").style.webkitAnimation = 'none';
document.getElementById("bubbleHugecatrays").style.opacity = "1";
document.getElementById("bubbleHugecat").style.opacity = "1";
document.getElementById("mainframe").style.backgroundImage = "url('desert23.svg')";
document.getElementById("bubble").className = "bubbleStill";
document.getElementById("bubble").style.opacity = "0";
document.getElementById("smokedear").className = "smokestill";
document.getElementById("launchsmokedear").className = "launchsmokestill";
document.getElementById("rocketdear").className = "rocketstill";
nbDrop = 0;
}
else if (chosenAnswer == 3) {
document.getElementById("smokedear").style.webkitAnimation = 'none';
document.getElementById("launchsmokedear").style.webkitAnimation = 'none';
document.getElementById("rocketdear").style.webkitAnimation = 'none';
document.getElementById("bubble").style.webkitAnimation = 'none';
fortuneText.innerHTML = answersArrayed[3];
document.getElementById("bubbleHugecat").style.opacity = "0";
document.getElementById("bubbleHugecatrays").style.opacity = "0";
document.getElementById("bubble").className = "bubbleStill";
document.getElementById("bubble").style.opacity = "0";
document.getElementById("mainframe").style.backgroundImage = "url('desert_night.svg')";
document.getElementById("smokedear").className = "smokestill";
document.getElementById("launchsmokedear").className = "launchsmokestill";
document.getElementById("rocketdear").className = "rocketstill";
nbDrop = 0;
}
else if (chosenAnswer == 4) {
fortuneText.innerHTML = answersArrayed[4];
document.getElementById("smokedear").style.opacity = "1";
document.getElementById("launchsmokedear").style.opacity = "1";
document.getElementById("rocketdear").style.opacity = "1";
document.getElementById("smokedear").className = "smoke";
document.getElementById("launchsmokedear").className = "launchsmoke";
document.getElementById("rocketdear").className = "rocket";
document.getElementById("smokedear").style.webkitAnimation = '';
document.getElementById("launchsmokedear").style.webkitAnimation = '';
document.getElementById("rocketdear").style.webkitAnimation = '';
document.getElementById("bubble").style.webkitAnimation = 'none';
document.getElementById("mainframe").style.backgroundImage = "url('desert23.svg')";
document.getElementById("bubbleHugecat").style.opacity = "0";
document.getElementById("bubbleHugecatrays").style.opacity = "0";
document.getElementById("bubble").className = "bubbleStill";
document.getElementById("bubble").style.opacity = "0";
nbDrop = 0;
}
else {
fortuneText.innerHTML = answersArrayed[5];
document.getElementById("smokedear").style.webkitAnimation = 'none';
document.getElementById("launchsmokedear").style.webkitAnimation = 'none';
document.getElementById("rocketdear").style.webkitAnimation = 'none';
document.getElementById("bubble").style.webkitAnimation = 'none';
document.getElementById("smokedear").className = "smokestill";
document.getElementById("launchsmokedear").className = "launchsmokestill";
document.getElementById("rocketdear").className = "rocketstill";
document.getElementById("mainframe").style.backgroundImage = "url('desert_rain.svg')";
document.getElementById("bubbleHugecat").style.opacity = "0";
document.getElementById("bubbleHugecatrays").style.opacity = "0";
document.getElementById("bubble").className = "bubbleStill";
document.getElementById("bubble").style.opacity = "0";
nbDrop = 120;
}
// function to generate a random number range.
function randRange(minNum, maxNum) {
return (Math.floor(Math.random() * (maxNum - minNum + 1)) + minNum);
}
// function to generate drops
function createRain() {
if (nbDrop == 0) {
// remove the drop element(s)
$('.rain').children().remove();
// exit the function
return;
}
for (i = 0; i <= nbDrop; i++) {
var dropLeft = randRange(0, 1280);
var dropTop = randRange(-500, 590);
$('.rain').append('<div class="drop" id="drop' + i + '"></div>');
$('#drop' + i).css('left', dropLeft);
$('#drop' + i).css('top', dropTop);
}
}
createRain();
}
</script>
</body>
</html>

addEventListener onClick not working

I don't know what's wrong with my code, but when I use addEventListener() it doesn't do a thing.
Does anyone have another solution so that I can bind the #ibm button ID to compute() onClick event?
I plan to run this on Firfox OS, so setting an onClick attribute on the button itself is prohibited as stated on the CSP Violations.
function compute()
{
var w = parseInt(document.getElementById('weight').value);
var hf = parseInt(document.getElementById('height_ft').value);
var hi = parseInt(document.getElementById('height_in').value);
if (!checker(w))
{
showAndroidToast('Please input your weight');
return;
}
else if (!checker(hf))
{
showAndroidToast('Please input your height');
return;
}
if (!checker(hi))
{
var i = 0;
document.getElementById('height_in').value = i;
}
else
{
var i = parseInt(document.getElementById('height_in').value);
}
var comp_h = parseFloat((hf * 12) + (i * 1));
var tot_h = comp_h * comp_h;
comp = formula(w, tot_h);
document.getElementById('bmitot').value = comp;
if (comp > 30)
{
document.getElementById('res').value = 'Severe Level! Thats too much FAT! Go get some diet pills or something!';
document.getElementById("bmitot").style.backgroundColor = "red";
document.getElementById("zero").style.visibility = "hidden";
document.getElementById("one").style.visibility = "hidden";
document.getElementById("two").style.visibility = "hidden";
document.getElementById("three").style.visibility = "visible";
}
if (comp > 25 && comp <=29.9)
{
document.getElementById('res').value = 'Bad Level! You are too FAT!';
document.getElementById("bmitot").style.backgroundColor = "yellow";
document.getElementById("zero").style.visibility = "hidden";
document.getElementById("one").style.visibility = "hidden";
document.getElementById("two").style.visibility = "visible";
document.getElementById("three").style.visibility = "hidden";
}
if (comp > 18.5 && comp <=24.9)
{
document.getElementById('res').value = 'Nice! You are on the safe level!';
document.getElementById("bmitot").style.backgroundColor = "green";
document.getElementById("zero").style.visibility = "hidden";
document.getElementById("one").style.visibility = "visible";
document.getElementById("two").style.visibility = "hidden";
document.getElementById("three").style.visibility = "hidden";
}
if (comp < 18.5)
{
document.getElementById('res').value = 'Bad Level! Go get some nutrients!';
document.getElementById("bmitot").style.backgroundColor = "yellow";
document.getElementById("zero").style.visibility = "visible";
document.getElementById("one").style.visibility = "hidden";
document.getElementById("two").style.visibility = "hidden";
document.getElementById("three").style.visibility = "hidden";
}
}
function formula(w, h)
{
var bmi = w/h * 703;
var a_bmi = Math.floor(bmi);
var dif = bmi - a_bmi;
dif = dif * 10;
diff = Math.round(dif);
if (dif == 10)
{
a_bmi += 1;
dif = 0;
}
bmi = a_bmi + "." + diff;
return bmi;
}
function checker(type)
{
if (isNaN(parseInt(type)))
{
return false;
}
else if (type < 0)
{
return false;
}
else
{
return true;
}
}
function showAndroidToast(toast)
{
Android.showToast(toast);
}
document.getElementById('ibm').addEventListener('click', compute);
Your code is executing fine and compute function is triggering fine. There may be an issue with the code in execute function. Check this fiddle

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