Since I started this new webshop for a friend to launch, which still in progress,
I'm using the so called "jQuery fixedScroll"..
Project online: http://www.merkversterkers.com/klanten/fragma/index.php?p=shop
Everything is fine until this..
When I'm using the scrollplugin, it defines the height of the page, which a good thing..
After pressing the "filter" button the height must be predefined causing a div that will expand, and I'm unable to do that, because the document defines the height when it's loaded..
like the "$(document).ready" function
scrollfunction
$('#scart').scrollToFixed({
marginTop: $('.topbar').outerHeight() + 30,
limit: get_limit(),
zIndex: 999
});
get_limit functon
function get_limit(){
var products_row = 4;
var topbar = $(".topbar").height() + 30
var filterbar = $(".filterbar").height();
var products = products_row * 206;
if( $(".filterexpanded").css('display') == "block" ){
var expanded = $(".filterexpanded").height();
} else {
var expanded = 0;
}
var cartheight = $("#scart").height();
var limit = topbar + filterbar + expanded + products + 130 - cartheight;
return limit;
}
Can someone give me throw of some code I could try?
I would really appreciate all the help..
Without reading the question you should change this:
limit: get_limit(),
To this:
limit: get_limit,
When you are trying to set a function as a value in an object you should not use the parentheses. When you do, you are basically evaluating the function and it's value will be returned instead of the actual function.
var myObject = {
myFunction: funkyFunk()
};
function funkyFunc(){
var funkierFunction(){
// You COULD do this
};
return funkierFunction;
}
But this is what you need...
var myObject = {
myFunction: funkyFunk
};
function funkyFunc(){
// You probably want this though
}
An (untested) idea after looking at the plugin's source:
var scrollToFixedObj = $('#scart').data("ScrollToFixed");
scrollToFixedObj.options.marginTop = get_limit();
Related
I have been working all day trying to pass the value of "returnData.salary" inside the "readData" function to
the object inside the "calculateTax" function which is suppose to take the salary value and calculate state and federal taxes. I am stumped, I can't find anything on the internet which provides a good example for me to work with. The examples are either way to simple or super complex. Any help would be appreciated.
I apologize in advance if I did not submit this question in the correct format. This is my first time asking for help on stackoverflow.
function readForm() {
var returnData = {};
returnData.name = $("#name").val();
returnData.lastName = $("#lastName").val();
returnData.age = $("#age").val();
returnData.gender = $("[name=gender]:checked").val();
returnData.salary = $("#salary").val();
returnData.isManager = $("#isManager").val();
returnData.myTextArea = $("#myTextArea").val();
$("#name2").text(returnData.name);
$("#lastName2").text(returnData.lastName);
$("#age2").text(returnData.age);
$("#gender2").text(returnData.gender);
$("#salary2").text(returnData.salary);
$("#myTextArea2").text(returnData.myTextArea);
if ($(isManager).is(':checked')) {
$("#isManager2").text("Yes");
}
else {
$("#isManager2").text("No");
}
//$("#employeeForm")[0].reset();
} //end of readForm function
function calculateTax() {
console.log("Button Works");
var calculateTax = {
state: function(num) {
num *= 0.09;
return num;
}
, federal: function(num) {
if (num > 10000) {
num *= 0.2;
return num;
}
else {
num * 0.1;
return num;
}
}
, exempt: true
};
}
//Invoke readForm function when the submit button is clicked.
$(document).ready(function () {
$("#btnSubmit").on("click", readForm);
$("#btnCalculate").on("click", calculateTax);
})
</script>
Well, simply put; you can't. Not like this anyway. Or, at least not pass the value to the function directly.
You are using global functions right now, which are not inside a class. If it was inside a class, you could instantiate the class and save it to this (which would be the class' instance). However, I'm assuming classes are a bit over complicated in this case. What you could do, is set variables globally so all functions can use them, like this;
//declare the global variable so it exists for every function
var returnData = {};
function readForm() {
//We do NOT redeclare the "var" again. It's global now.
returnData = {}; //Reset the global variable when this function is called
returnData.name = $("#name").val();
returnData.lastName = $("#lastName").val();
returnData.age = $("#age").val();
returnData.gender = $("[name=gender]:checked").val();
returnData.salary = $("#salary").val();
returnData.isManager = $("#isManager").val();
returnData.myTextArea = $("#myTextArea").val();
//Rest of your function
}
function calculateTax(){
console.log(returnData) //works here
}
Note that you do overwrite global variables, so it's best to reset them on every function call. You might get old data stuck in there, otherwise.
I have 3 "dice" objects created from this custom constructor:
function Dice() {
this.value = 0;
this.keep = false;
this.roll = function() {
this.value = Math.floor(Math.random()*6)+1;
};
}
Then, inside function rollOnce(), I have 3 HTML buttons inside a document.getElementById("paragraph1").innerHTML command that will display each dice's value as follows:
function rollOnce() {
(...)
document.getElementById("paragraph1").innerHTML =
'<button id="diceOne" class="unkept" onclick="keepDice(this.id)">'+dice1.value+'</button> ' +
'<button id="diceTwo" class="unkept" onclick="keepDice(this.id)">'+dice2.value+'</button> ' +
'<button id="diceThree" class="unkept" onclick="keepDice(this.id)">'+dice3.value+'</button> ';
}
Now, function keepDice(diceId) will set attribute class="kept" for each dice/button that has been clicked.
The next thing I want to do is to know which dice variable (dice1, dice2, dice3) has been clicked (in order to keep their value by doing diceN.keep = true;. Because after that there will be another round of the game in which only those dice which are "unkept" will get another diceN.roll() call. But my knowledge is still very limited and I only know how to access (HTML only) elements by using document.getElementsBy(...) (this is the HTML DOM, right? I'm currently learning this at W3Schools).
I have not yet learned about jQuery, AngularJS and all the other cool webdev stuff. So if it is possible to answer using only Javascript it would be much appreciated (even if other libs would make it easier! It's a bonus if there are alternative solutions and I would be happy to learn too!). Is this possible at all?
Thanks in advance,
Maybe something like class="kept-'+dice1.keet+'" onclick="keepDice(1)"
then
function keepDice(index){
dices[index].keep = true;
turns--;
if (turns > 0) {
rollOnce()
}
}
Try this:
function keepDice(id) {
var whichDice;
switch(id) {
case 'diceOne':
whichDice = dice1;
break;
case 'diceTwo':
whichDice = dice2;
break;
case 'diceThree':
whichDice = dice3;
break;
}
whichDice.keep = true;
}
If you stored your dice in an associative array like this:
dice['diceOne'] = new Dice();
dice['diceTwo'] = new Dice();
dice['diceThree'] = new Dice();
you would create the buttons almost the same way
<button id="diceOne" class="unkept" onclick="keepDice(this.id)">dice["diceOne"].value</button>
you could then write your dice function like this
function keepDice(id)
{
dice[id].keep = true;
document.GetElementById(id).setAttribute("class","kept");
//...
}
I came back to this again and realised there's a better way. It's quite a different approach than what you've got so far, but let me explain...
I know your question title is "How to get Javascript object from HTML element" but my answer better serves the question "How to get HTML element from Javascript object" and also better solves the problem you're facing.
First, I set the stage by creating a container element #paragraph1 and a "Roll Once" button which runs the rollOnce() function
<p id="paragraph1"></p>
<button onclick="rollOnce()">Roll Once</button>
Then I create the Dice() Object which takes a parameter - this parameter is the id of the element we wish to use as a container. We must wait for the HTML to load before we can find that container because until then, it simply doesn't exist yet. That's why I have bound a function to the document.onreadystatechange event.
So when the HTML has loaded and the document is ready, I initialise the Object, storing it in a var and the Object has all the required functions built-in for managing it's button.
function Dice(container) {
this.button = document.createElement("button");
this.button.innerHTML = 0;
document.getElementById(container).appendChild(this.button);
this.button.addEventListener('click', function() {
this.className = 'kept';
});
this.roll = function() {
if(this.button.className != 'kept') {
this.button.innerHTML = Math.floor(Math.random()*6)+1;
}
}
}
var dice1;
var dice2;
var dice3;
document.onreadystatechange = function () {
if(document.readyState == "complete") {
dice1 = new Dice("paragraph1");
dice2 = new Dice("paragraph1");
dice3 = new Dice("paragraph1");
rollOnce();
}
}
function rollOnce() {
dice1.roll();
dice2.roll();
dice3.roll();
}
Fully working demonstration is here: http://codepen.io/anon/pen/groEmg
Edit: If you want to get the values of the dice later, you can access the Objects' properties like so: dice1.button.innerHTML
You need to keep track of what has been kept and what has not been kept. It would be useful to hold all the dice functionality inside the dice class. every time you run rollOnce() you must also represent the kept/unkept state in the className.
Here's an example including what I gather is your current initialisation - define var dice then define rollOnce() then run rollOnce()
function Dice() {
this.value = 0;
this.kept = false;
this.roll = function() {
if(!this.kept) this.value = Math.floor(Math.random()*6)+1;
};
this.keep = function(id) {
this.kept = true;
document.getElementById(id).className = 'kept';
}
}
var dice1 = new Dice();
var dice2 = new Dice();
var dice3 = new Dice();
function rollOnce() {
dice1.roll();
dice2.roll();
dice3.roll();
document.getElementById("paragraph1").innerHTML =
'<button id="diceOne" class="'+(dice1.kept?'kept':'keep')+'" onclick="dice1.keep(\'diceOne\')">'+dice1.value+'</button> ' +
'<button id="diceTwo" class="'+(dice2.kept?'kept':'keep')+'" onclick="dice2.keep(\'diceTwo\')">'+dice2.value+'</button> ' +
'<button id="diceThree" class="'+(dice3.kept?'kept':'keep')+'" onclick="dice3.keep(\'diceThree\')">'+dice3.value+'</button> ';
}
rollOnce();
I've made it pass an ID to Dice.keep(id) just to have a live update of the DOM element which represents this Object variable.
Some clarification on the classnames since you're a beginner: I used ternary logic operators to quickly perform an IF THEN ELSE
So the part that says dice1.kept?'kept':'keep'
Actually means IF dice1.kept THEN 'kept' ELSE 'keep'
You can put a blank '' instead of 'keep' if you like since I don't think it's being used (but you might use it for CSS). Of course, there is plenty of room for improvement all over this code, but I wanted to keep it as similar to your sample code as possible. In fact, the first thing I would do is probably change the onclick to this: onclick="dice1.keep(this)" and then change your object like:
this.keep = function(button) {
this.kept = true;
button.className = 'kept';
}
http://codepen.io/anon/pen/MyrxyX
Edit: here's a slightly modified version where the Dice() object is agnostic to the DOM but still provides all the relevant data: http://codepen.io/anon/pen/MyrxbB
Alright, here's a puzzler. I've got a jQuery function to display a PHP generated list of announcements for a website via .fadeIn/.fadeOut; the very first thing loaded on the page is jQuery 1.11.xx from a CDN. I'm running Bootstrap, fullCalendar, SmartMenus, etc., and jQuery is most definitely loading.
Except within the setInterval() to update the announcement. This is rough-code, some functionality isn't present, but to my mind it should be doing an animation.
var announcementArray = [];
var announcementSource = "../announcements.php";
var totalAnnc;
$.getJSON(announcementSource, function(data) {
announcementArray = data.concat();
totalAnnc = announcementArray.length;
});
var count = 0;
var fadeAnnc = function() {
$('#announcementArea').text(announcementArray[count].announceText);
$('#announcementArea').fadeIn('slow',function() {
$('#announcementArea').css('display','block');
}).delay(2000).fadeOut('slow',function() {
count = (count + 1) % totalAnnc;
});
};
setInterval(function() {
fadeAnnc();
}, 3000);
Instead, when I run the page, I get a "function not defined" error for any jQuery function that's called within the setInterval(). If I call using document.getElementById('announcementArea').innerHTML = etc., it works, but doing the fade in/out via DOM manipulation seems to be more work than is needed when jQuery is available and working everywhere else on the page.
I've tried a few scope adjustments and have been working on what should be simple code for the last 5 hours. So, where's my glaring error? ;)
Not sure what kind of scope issue you are having (looks like it's the result of unposted code, as everything in your question looks OK), but if you want a fairly foolproof way of passing along the jQuery object, you could always pass it as a parameter:
var fadeAnnc = function($) {
$('#announcementArea').text(announcementArray[count].announceText);
$('#announcementArea').fadeIn('slow',function() {
$('#announcementArea').css('display','block');
}).delay(2000).fadeOut('slow',function() {
count = (count + 1) % totalAnnc;
});
};
setInterval(function() {
fadeAnnc($);
}, 3000);
Based on your updated answer, here's another possible solution:
(function($){
var announcementArray = [];
var announcementSource = "../announcements.php";
var announcementSpace = "#announcementArea";
$.getJSON(announcementSource, function(data) {
announcementArray = data.concat();
if (announcementArray.length === 0) {
$('#anncRow').css('display','none');
}
});
var count = 0;
var masterCount = 0;
var totalAnnc = announcementArray.length;
var timer;
var fadeAnnc = function() {
if (announcementArray.length > 0) {
$(announcementSpace).html(announcementArray[count].announceText);
$(announcementSpace).fadeIn(750, function() {
$(announcementSpace).css('display','block');
}).delay(4500).fadeOut(750, function() {
$(announcementSpace).css('display','hidden');
});
}
count += 1;
if ((count % announcementArray.length) == 0) {count = 0}
};
setInterval(fadeAnnc, 6000);
}(jQuery));
$ is defined as a function parameter and thus overrides the globally scoped $ within the function body, protecting it's definition for your code. This is actually exactly what jQuery recommends when creating an extension.
My previous answer - scratch that:
The issue was more interesting - somewhere between the SmartMenu plugin and the LibraryThing book display widget there is a jQuery conflict created. This explains why - depending on the load order - different parts would break, but always the setInterval(), which always loaded after SmartMenu and LibraryThing.
So, my somewhat messy solution is to release the $ at the beginning of the script and reclaim it at the end so on other pages jQuery has access to it, like so:
jq = jQuery.noConflict();
var announcementArray = [];
var announcementSource = "../announcements.php";
var announcementSpace = "#announcementArea";
jq.getJSON(announcementSource, function(data) {
announcementArray = data.concat();
if (announcementArray.length === 0) {
jq('#anncRow').css('display','none');
}
});
var count = 0;
var masterCount = 0;
var totalAnnc = announcementArray.length;
var timer;
var fadeAnnc = function() {
if (announcementArray.length > 0) {
jq(announcementSpace).html(announcementArray[count].announceText);
jq(announcementSpace).fadeIn(750, function() {
jq(announcementSpace).css('display','block');
}).delay(4500).fadeOut(750, function() {
jq(announcementSpace).css('display','hidden');
});
}
count += 1;
if ((count % announcementArray.length) == 0) {count = 0}
};
setInterval(fadeAnnc, 6000);
$ = jQuery.noConflict();
Use closures (which is considered good practice anyways):
(function($) {
var your_function = function() {
$(...);
};
setTimeout(function() {
your_function();
});
}(jQuery));
Using closures creates a sort of 'sandbox' for your code, so you don't have to worry about overwriting any variables declared in a parent scope (such as the dollar-sign $ used by jQuery).
I'm trying to reuse an object I created to dynamically create more than one slider on a page.
My idea was to create an array and push my slider object there as often as needed, so I could access it by id. Unfortunatelly it doesn't work. Hope someone can point me in the right direction ...
So what I have is this;
var slider = {
"init":function(slide_it){
this.parent = $(slide_it);
/Count Elements and create a navigation depending on the count etc./
},
"otherstuff":{...}
}
In my (document).ready function I create an array and fill it up with different slider objects, add Ids to an accordion and call the init function:
var slide_array = [];
var accordion_sections = $('#accordion > div').length;
for(var i = 0; i < accordion_sections; i++){
slide_array.push(slider);
$('#accordion').children('div').eq(i).attr('id', 'slide_it_'+ i);
slide_array[i].init($('#slide_it_' + i).find('.slider'));
}
Then I have a button with class="next" and I call a function within the slider
$('.next').click(function(){
slide_array[0].otherstuff();
});
My plan is to get the parent of .next and its id so that I can use slide_array[parentID].otherstuff();
But ... it's not working propperly when I call the init function inside the for loop more then once.
More weird, some functions calls seem to work, other have no effect.
What am I doing wrong?
You can use Object.create.
var s1 = Object.create(slider),
s2 = Object.create(slider);
s1.init(...);
s2.init(...);
If you return this from init your will be able to chain like:
var s1 = Object.create(slider).init(...);
However at this point I would just ditch the object literal and use constructors, since this is what you need.
function Slider(slide_it) {
this.parent = $(slide_it);
}
Slider.prototype = {
constructor: Slider,
otherStuff: function () {}
};
var s1 = new Slider(...),
s2 = new Slider(...);
Write a function to return the object:
function slider() {
return {
"init":function(slide_it){
this.parent = $(slide_it);
/Count Elements and create a navigation depending on the count etc./
},
"otherstuff":{...}
};
}
Then:
slide_array.push( slider() );
That'll give you a separate object every time. In you're version, you're filling the array with references to the same single object.
Why not just turn that into a jQuery plugin ?
jQuery.fn.slider = function(options) {
return this.each(function() {
var sliderElem = $(this),
settings = $.extend({
speed : 3000,
something : 'other thing'
}, options);
otherStuff(sliderElem);
});
function otherStuff(elem) {
}
}
$('#accordion > div').slider();
No iteration or jumping through hoops, just call it on the collection and it creates a new slider for each element ?
I'm trying to translate a PHP class into JavaScript. The only thing I'm having trouble with is getting an item out of an array variable. I've created a simple jsfiddle here. I cannot figure out why it won't work.
(EDIT: I updated this code to better reflect what I'm doing. Sorry for the previous mistake.)
function tattooEightBall() {
this.subjects = ['a bear', 'a tiger', 'a sailor'];
this.prediction = make_prediction();
var that = this;
function array_random_pick(somearray) {
//return array[array_rand(array)];
var length = somearray.length;
var random = somearray[Math.floor(Math.random()*somearray.length)];
return random;
}
function make_prediction() {
var prediction = array_random_pick(this.subjects);
return prediction;
}
}
var test = tattooEightBall();
document.write(test.prediction);
Works fine here, you are simple not calling
classname();
After you define the function.
Update
When you make a call to *make_prediction* , this will not be in scope. You are right on the money creating a that variable, use it on *make_prediction* :
var that = this;
this.prediction = make_prediction();
function make_prediction() {
var prediction = ''; //initialize it
prediction = prediction + array_random_pick(that.subjects);
return prediction;
}
You can see a working version here: http://jsfiddle.net/zKcpC/
This is actually pretty complex and I believe someone with more experience in Javascript may be able to clarify the situation.
Edit2: Douglas Crockfords explains it with these words:
By convention, we make a private that variable. This is used to make
the object available to the private methods. This is a workaround for
an error in the ECMAScript Language Specification which causes this to
be set incorrectly for inner functions.
To see the complete article head to: http://javascript.crockford.com/private.html
You never call classname. Seems to be working fine.
Works for me:
(function classname() {
this.list = [];
this.list[0] = "tiger";
this.list[1] = "lion";
this.list[2] = "bear";
function pickone(somearray) {
var length = somearray.length;
var random = somearray[Math.floor(Math.random()*length)];
return random;
}
var random_item = pickone(this.list);
document.write(random_item);
}());
Were you actually calling the classname function? Note I wrapped your code block in:
([your_code]());
I'm not sure what you're trying to accomplish exactly with the class structure you were using so I made some guesses, but this code works by creating a classname object that has instance data and a pickone method:
function classname() {
this.list = [];
this.list[0] = "tiger";
this.list[1] = "lion";
this.list[2] = "bear";
this.pickone = function() {
var length = this.list.length;
var random = this.list[Math.floor(Math.random()*length)];
return random;
}
}
var cls = new classname();
var random = cls.pickone();
You can play with it interactively here: http://jsfiddle.net/jfriend00/ReL2h/.
It's working fine for me: http://jsfiddle.net/YznSE/6/ You just didn't call classname(). If you don't call it, nothing will happen ;)
Make it into a self-executing function like this:
(function classname() {
this.list = [];
this.list[0] = "tiger";
this.list[1] = "lion";
this.list[2] = "bear";
function pickone(somearray) {
var length = somearray.length; //<---WHY ISN'T THIS DEFINED??
var random = somearray[Math.floor(Math.random() * length)];
return random;
}
var random_item = pickone(this.list);
document.write(random_item);
})();
var test = tattooEightBall();
document.write(test.prediction);
Should be:
var test = new tattooEightBall(); //forgot new keyword to create object
document.write(test.prediction()); // forgot parens to fire method
and:
this.prediction = make_prediction();
Should be:
this.prediction = make_prediction;