createElement and loops [duplicate] - javascript

In JavaScript I am creating a grid (the type of grid you see in Photoshop) with HTML tables. The grid size is going to be variable, i.e., changeable by the user, so the size of each grid square must be calculated and divided by the number of pixels available to get an exact size grid.
I've done all this, but I have a problem adding in the necessary table elements to create the grid. My code is in full working order, except when I use the appendChild() function inside a for loop it only ever appends a single child, when it should be appending up to a couple of hundred.
My code:
grid.show = function(event)
{
var e = event;
if(grid.show_grid == false)
{
grid.show_grid = true;
parent.document.getElementById("grid_table").style.display = "block";
// Get grid (table) and create some elements.
grid.get_grid = parent.document.getElementById("grid_table");
grid.tr = parent.document.createElement("tr");
grid.td = parent.document.createElement("td");
// Clear the grid of all squares so we don't have to worry about subtracting anything.
grid.get_grid.innerHTML = "";
// Calculate the number of horizontal and vertical squares.
var horizontal = Math.ceil(grid.total_width / grid.size);
var vertical = Math.ceil(grid.total_height / grid.size);
// This was a nested loop, removed for demonstration.
// Attempting to add 10 "<tr><td></td></tr>" to the table.
for(var j = 0; j < 10; j++)
{
grid.tr.appendChild(grid.td);
}
//console.log(grid.tr);
// Add the elements to the table.
grid.get_grid.appendChild(grid.tr);
}
else
{
grid.show_grid = false;
parent.document.getElementById("grid_table").style.display = "none";
}
}
This only ever returns a single table row with single table data inside, like so:
<tr>
<td></td>
</tr>
I've already looked at this page and this page, and they sound promising but I just can't figure out how to make this work.
EDIT: Code now working, solution:
grid.show = function(event)
{
var e = event;
if(grid.show_grid == false)
{
grid.show_grid = true;
parent.document.getElementById("grid_table").style.display = "block";
grid.get_grid = parent.document.getElementById("grid_table");
grid.tr = null;
grid.td = null;
grid.get_grid.innerHTML = "";
var horizontal = Math.ceil(grid.total_width / grid.size);
var vertical = Math.ceil(grid.total_height / grid.size);
for(var i = 0; i < vertical; i++)
{
grid.tr = parent.document.createElement("tr");
for(var j = 0; j < horizontal; j++)
{
grid.td = parent.document.createElement("td");
grid.td.width = grid.size;
grid.td.height = grid.size;
grid.tr.appendChild(grid.td);
}
grid.get_grid.appendChild(grid.tr);
}
}
else
{
grid.show_grid = false;
parent.document.getElementById("grid_table").style.display = "none";
}
}

You are appending the same element over and over. You need to call document.createElement each time you wish to have a new element.
EDIT: If the element setup is really complicated and potentially includes children then you can also use Node.cloneNode

If you want to make one copy of the element, you will need to clone it. Use cloneNode()
So change
grid.tr.appendChild(grid.td);
to
grid.tr.appendChild(grid.td.cloneNode(true));

for(var j = 0; j < 10; j++)
{
grid.tr.appendChild(grid.td);
}
should be
for(var j = 0; j < 10; j++) {
var newTd = parent.document.createElement('td');
grid.tds.push(newTd); // if you need it, not sure why though
grid.tr.appendChild(newTd);
}

Related

Hide/Show div p5.js

I am using the p5.js library, and I am working on a speech recognition - text to speech project. Kind of a chatbot.
Input is voice input which becomes a string.
I am outputting the result from a txt file, using a markov chain. Output is a string contained in a div.
My question is:
Is there a way to hide/show the div containing my input/output (.myMessage and .robotMessage) in intervals?
I want the whole screen first showing only the input when I am talking, then input disappears and only output showing, then when the computer voice finishes speaking my input is shown in the screen and so on...
Here some parts of the code, let me know if it is clear enough.
//bot
function setup() {
noCanvas();
//reads and checks into the text file
for (var j = 0; j < names.length; j++) {
var txt = names[j];
for (var i = 0; i <= txt.length - order; i++) {
var gram = txt.substring(i, i + order);
if (i == 0) {
beginnings.push(gram);
}
if (!ngrams[gram]) {
ngrams[gram] = [];
}
ngrams[gram].push(txt.charAt(i + order));
}
}
//voice recognition
let lang = 'en-US';
let speechRec = new p5.SpeechRec(lang, gotSpeech);
let continuous = true;
let interim = false;
speechRec.start(continuous, interim);
//text-to-speach
speech = new p5.Speech();
speech.onLoad = voiceReady;
function voiceReady() {
console.log('voice ready');
}
//input-ouput
function gotSpeech() {
if (speechRec.resultValue) {
var p = createP(speechRec.resultString);
p.class('myMessage');
}
markovIt();
chooseVoice();
speech.speak(answer);
}
}
and
function markovIt() {
var currentGram = random(beginnings);
var result = currentGram;
for (var i = 0; i < 100; i++) {
var possibilities = ngrams[currentGram];
if (!possibilities) {
break;
}
var next = random(possibilities);
result += next;
var len = result.length;
currentGram = result.substring(len - order, len);
}
var answer = result;
window.answer = answer;
var p2 = createP(answer);
p2.class('robotMessage');
}
how the HTML looks
<div class="container">
<div class="myMessage"></div>
<div class="robotMessage"></div>
</div>
Use select() to get a document element by its id, class, or tag name. e.g:
let my_div = select("myMessage");
Change the style of an element by style().
e.g hide:
my_div.style("display", "none");
e.g. show:
my_div.style("display", "block");
See also Toggle Hide and Show

Create a random array to compare between the users array and flashes on a simon says game

i'm bulding a simon game as a student work project in school. i bulit the "card game "Dynamically by entering cell's to a table in pure js now i would want to make the "card game " to flash in a Random Sequence so i had created a random var and add a classList to evry random but here is the problem
1) i would want to creat a random array to compare between the users array when playing and it seems that i cant do a classLiss.add() to it
2)i would want to "flash" the "cards game" that evry time it will flash once and NOT at the same time (and also at the first turn it will flashh once and at the second turn it will flash Twice {not on the same time.exc}) i did use a setTimeout function to remove classList
Here is the code for "card display" and random function:
function cards(user) {
userchioce = parseInt(user.value);
if (userchioce == 4) {
var table = document.getElementById("mytable");
document.getElementById("mytable").innerHTML = "";
for (var i = 0; i < 2; i++) {
var row = table.insertRow(0);
for (var j = 0; j < 2; j++) {
var cell = row.insertCell(-1);
}
}
var t = document.getElementById("mytable");
var idnum = 0;
counter = 0;
for (var r = 0; r < t.rows.length; r++) { //luop at length of rows
for (var c = 0; c < t.rows[r].cells.length; c++) { //luop at length of rows and cells
t.rows[r].cells[c].style.backgroundColor = colorarry[counter];
t.rows[r].cells[c].innerHTML = colorarry1[counter];
t.rows[r].cells[c].setAttribute("class", "td1");
t.rows[r].cells[c].setAttribute("id", "tdd" + idnum++);
counter++;
}
}
}
counter = 0;//end of if 4
function getrandom(rnd) {
rnd = Math.floor(Math.random() * userchioce);
var id = "tdd";
var fullid = id + rnd;
var dispaly = document.getElementById(fullid);
dispaly.classList.add("flash");
{
setTimeout(function () {
dispaly.classList.remove("flash");
}, 850);
}
}
Alright, let's clean up a little first. You are creating looping to create the cells, then looping again to modify them, you should just modify them right away.
if (userchioce == 4) {
var table = document.getElementById("mytable");
document.getElementById("mytable").innerHTML = "";
var idnum = 0;
for (var i = 0; i < 2; i++) {
var row = table.insertRow(0);
for (var j = 0; j < 2; j++) {
var cell = row.insertCell(-1);
cell.style.backgroundColor = colorarry[idnum];
cell.innerHTML = colorarry1[idnum];
cell.setAttribute("class", "td1");
cell.setAttribute("id", "tdd" + idnum++);
}
}
}
I've also removed the counter variable in favour to the idnum variable. They were both defined at 0 at the same place, and also incremented at the same pace...
You do not get to display the lights one after the other because you only do it once. There should be a place where you keep track of the previous randoms.
var moves = [];
function newTurn() {
var rnd = Math.floor(Math.random() * userchioce);
// Add the new random to the moves history.
moves.push(rnd);
//create a copy, we'll be playing with it.
var movesToShow = moves.slice();
showMove();
}
function showMove(moveList){
//Remove first value of the list of moves and use it to show.
var move = moveList.shift();
var id = "tdd";
var fullid = id + move;
var display= document.getElementById(fullid);
display.classList.add("flash");
//Wait a little before removing the hightlight.
setTimeout(function () {
display.classList.remove("flash");
if(moveList.length>0){
//There are more moves, wait just a little
setTimeout(function(){
//Display a new move.
showMove(moveList);
},100);
}
}, 850);
}
// call this to start a new turn.
newTurn();
Also, I would like to urge you to correct all the typos in your script. "dispaly","userchioce" this will make things very hard for you to follow.

PDF content logic manipulation

Pdf content should always have two div on one page. Only if the content of div is to long, then there can be one div per page, but on next page, it should again be two, again, if the content allows. But that is the rule, show two content, one if content is to long. So I started to work with the javascript, to check the elements height.
let attributeDivs = document.getElementsByClassName("attributeDiv");
for(var i = 0; i < attributeDivs.length; i++) {
var twoElementsOffsetHeight = attributeDivs[i].offsetHeight + attributeDivs[i + 1].offsetHeight;
if (twoElementsOffsetHeight > 550) {
attributeDivs[i].style.pageBreakAfter = "always";
}
}
What this does is check if the two contents are to long, then it will do the page break on the first content.
But the problem is that content can be so small, that 4 of them are smaller then 550. So this is not good. Then I tried to break every second content to see can I work something with that:
for(var i = 0; i < attributeDivs.length; i++) {
var twoElementsOffsetHeight = attributeDivs[i].offsetHeight + attributeDivs[i + 1].offsetHeight;
if (i % 2) {
attributeDivs[i].style.pageBreakAfter = "always";
}
}
But then is the problem if the first is to long, it will break the content on the second page, even if it is small one.
Also, I noticed now that javascript does not calculate the hole element if the content goes on the second page. Only the content on the one page get offsetHeight.
How to approach this task?
just use a counter like this:
let attributeDivs = document.getElementsByClassName("attributeDiv");
var counter = 0; // <--- this is new
for(var i = 0; i < attributeDivs.length; i++) {
var twoElementsOffsetHeight = attributeDivs[i].offsetHeight + attributeDivs[i + 1].offsetHeight;
counter += 1; // <--- this is new
if (twoElementsOffsetHeight > 550) {
attributeDivs[i].style.pageBreakAfter = "always";
counter = 0; // <--- this is new
}else if(counter == 2) // <--- this is new
{
attributeDivs[i].style.pageBreakAfter = "always";
counter = 0;
}
}

How to appendChild(element) many times. (The same element)

My question is:
Is that possible to add the same element without rewriting the same variable.
I am creating a slider, and i need to append a div with a class slide-el into block slider.
Here is a part of code
var body, html, sliderBody, btnLeft, btnRight, i, parts, vHeight, vWidth;
//Variable definitions
var i = 0,
parts = 3,
//Main html elements
body = document.body,
html = document.element,
//viewport Height and Width
vHeight = window.innerHeight,
vWidth = window.innerWidth,
sliderBody = _id("slider"),
btnLeft = _id("btn-left"),
btnRight = _id("btn-right"),
urls = ["http://www.wallpapereast.com/static/images/pier_1080.jpg",
"http://www.wallpapereast.com/static/images/pier_1080.jpg",
"http://www.wallpapereast.com/static/images/pier_1080.jpg",
"http://www.wallpapereast.com/static/images/pier_1080.jpg"];
slide = _createEl("div");
slide.className += "slide-el";
function _id(el){
return document.getElementById(""+ el +"");
}
function _createEl(el){
return document.createElement(""+ el +"");
}
window.onload = function(){
slideLayout();
}
function slideLayout(){
for(var i=0; i < urls.length; i++){
sliderBody.appendChild(slide);
}
}
The problem is that I can't append the same element that many times. It just creates one element instead of 4.
For you to understand better I made a fiddle:
https://jsfiddle.net/ud7dvn3z/
appendChild will remove the node from wherever it is before appending it to its new location, so you need to make copies of the node instead. You can use cloneNode for that. The true makes cloneNode perform a deep clone, i.e. with all its child nodes.
for(var i = 0; i < urls.length; i++){
sliderBody.appendChild(slide.cloneNode(true));
}
Okey guys! I found an answer. I have to put
slide = _createEl("div");
slide.className += "slide-el";
into for loop.
Now it looks like this:
for(var i=0; i < urls.length; i++){
slide = _createEl("div");
slide.className += "slide-el";
sliderBody.appendChild(slide);
}

How do I access DOM nodes from an array in javascript?

I am trying to build a drop-down menu that will show a row to the side of it when you hover over one of the cells with the mouse. I'm really new with using the DOM, and javascript as well.
The problem I'm running into is that the array I have created doesn't seem to access what I thought it should. Is it just my syntax, or do I need to approach this differently? Here is my code:
window.onload = function () {
var tableID = "strokerKitMenu";
var table = document.getElementById(tableID);
var tableRows = table.getElementsByTagName("tr");
var tableCell = [];
var counter = 0;
for (i = 0; i < tableRows.length; i++) {
tableCell[i] = new Array();
tableCell[i].push(tableRows[i].getElementsByTagName("td"));
}
for (i = 0; i < tableCell.length; i++) {
tableCell[0, i].style.display = "block"; //This doesn't compile
alert(tableCell[0, i].Text); //This comes back "undefined"
for (j = 1; j < tableCell[i].length; j++) //I haven't even tested this part yet
{
tableCell[i][j].onmouseover = function showCell() {
tableCell[i][j + 1].style.display = "block";
}
tableCell[i][j].onmouseout = function hideCell() {
this.style.display = "none";
}
} //end inner for loop
} //end outer for loop
}
tableCell[0, i].style.display="block"; //This doesn't compile
This syntax is invalid in JavaScript: you have specified two indices for tableCell but I guess you meant tableCell[0][i].style.display="block";
alert(tableCell[0, i].Text); //This comes back "undefined"
Once you fix the first error, you will want to change this to tableCell[0][i].textContent.
tableCell[i].push.apply(tableCell[i], tableRows[i].getElementsByTagName("td"));
You don't want to push the single array in. You want to push all the elements in. Otherwise you would have to access them as tableCell[i][0][j]

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