Maintain counter of a global variable across function - javascript

I have a counter which is local to the scope of a parent function and being passed across multiple child functions and is incremented across multiple instances. I am having trouble maintaining the count
I have tried the following
var maxLimit = 150;
async function incrementCounter(counter) {
counter++;
console.log(counter);
return counter;
}
async function processRights() {
var counter = 0,
end = false;
var queryInput = [0, 1, 1, 0, 1];
for (var i = 0; i < queryInput.length; i++) {
var element = queryInput[i];
var thOutput = await processTitle(counter, element, 'th');
if (!thOutput) {
end = true;
return;
}
var nthOutput = await processTitle(counter, element, 'nth');
if (!nthOutput) {
end = true;
return;
};
}
if (!queryInput || !queryInput.length) {
end = true;
}
return;
}
async function processTitle(counter, element, type) {
var output = await callFunc(counter, element, type);
if (!output) {
return false;
}
return output;
}
async function callFunc(counter, element) {
var responses = [];
var counterValue1 = await incrementCounter(counter);
if (counterValue1 >= maxLimit) {
return false;
}
await callAnotherFunc();
if (1) {
var qryArr = [0, 1, 1, 0, 1];
for (let i = 0; i < qryArr.length; i++) {
var counterValue2 = await incrementCounter(counterValue1);
console.log("counterValue2 -- " + counterValue2);
if (counterValue2 >= maxLimit) {
return false;
}
await callAnotherFunc();
}
return responses;
}
}
async callAnotherFunc(){
return true;
}
processRights();
I would like the increment the counter and check against the maximum limit each time the callAnotherFunc function is called. I am a novice to JS. Pl help!

If the counter can be really a global variable, you can declare it side by side with the maxLimit variable, something like this:
var overallCounter = 0;
var maxLimit = 150;
...
async callAnotherFunc(){
return overallCounter++ <= maxLimit;
}
From the question and the code I think this is what you want to achieve, right?

Related

JavaScript Need help writing shouldQuarantine prototype

Need this to determine if any of the passengers are isHealthy =false then quarantine the wagon. I may have an issue on the join prototype as well. The isHealthy is only triggered if they eat and have no food. So it is possible for them to eat, and then have no food but not trigger isHealthy.
I am very new to this please be patient.
const Traveler = function (travelerName) {
this.name = travelerName;
this.food = 1;
this.isHealthy = true;
};
Traveler.prototype.hunt = function () {
this.food += 2;
console.log(this.food);
};
Traveler.prototype.eat = function () {
this.food -= 1;
if (this.food === 1) {
} else {
this.food === 0;
this.isHealthy = false;
}
console.log(this.food);
};
console.log(new Traveler("John"));
function Wagon(capacity) {
this.capacity = capacity;
this.passengers = [];
}
console.log(new Wagon(4));
Wagon.prototype.getAvailableSeatCount = function () {
let seatingCapacity = this.capacity - this.passengers.length;
console.log(seatingCapacity);
return seatingCapacity;
};
Wagon.prototype.join = function (traveler) {
console.log(this.capacity);
let currentCapacity = this.capacity;
if (currentCapacity <= this.passengers.length) {
this.currentCapacity = 0;
} else if (this.getAvailableSeatCount != 0) {
this.passengers.push(traveler);
}
console.log(this.passengers);
};
Wagon.prototype.shouldQuarantine = function () {
for (let i = 0; i < this.passengers.length; i++) {
if (this.passengers[i].isHealthy) {
return false;
}
}
};
Wagon.prototype.totalFood = function () {
let totalFood = "";
this.passengers.forEach(this.food);
console.log(this.food);
};
In you eat method of the Traveler class, first check if there is any food. If there is, then subtract one and check if the food is now empty. If it is then set isHealthy to false.
Traveler.prototype.eat = function () {
if (this.food > 0) {
this.food -= 1;
if (this.food === 0) {
this.isHealthy = false;
}
}
};
Subsequently you should also modify your hunt method to make your traveler healthy again after hunting.
Traveler.prototype.hunt = function () {
this.food += 2;
this.isHealthy = true;
};
In the shouldQuarantine method of the Wagon class, instead of checking if all passengers are healthy, check if anyone of them is not healthy and return true if that is the case.
If everyone is healthy, the loop will finish. Return false after the loop.
Wagon.prototype.shouldQuarantine = function () {
for (let i = 0; i < this.passengers.length; i++) {
if (!this.passengers[i].isHealthy) {
return true;
}
}
return false;
};
Alternatively you could use the some method on the this.passengers array to check if any of the passenger isn't healthy.
Wagon.prototype.shouldQuarantine = function () {
return this.passengers.some(
passenger => passenger.isHealthy === false
);
};
The join method can be simplyfied. You only need the result from this.getAvailableSeatCount() to see if there is any room. Add the traveler if the result is not 0.
Wagon.prototype.join = function (traveler) {
const availableSeats = this.getAvailableSeatCount();
if (availableSeats !== 0) {
this.passengers.push(traveler);
}
};
I also noticed that the totalFood method doesn't work as expected, but I'll let this one up to you. Hint: totalFood should be a number. Loop over every passenger and add the amount of food to the totalFood value.

iframe element returns undefined after onload event?

EDIT: Is there no one who can shed some light on this issue? Anything would be appreciated. :)
I have a script that is supposed to check to see if an elements html contains a given string..
When these elements do exist, my code throws this error: Uncaught TypeError: Cannot read property 'outerHTML' of null
This is the line: let check = document.querySelector("#iframe_${globalI}").contentWindow.document.querySelector(".Row"+inc).outerHTML
I then check to see if the string includes a check string.. IE: check.includes("Pre Trip")
If I run this line directly in the console it works and returns true... So what is going on here..?? How can I get this check to pass..?
I have this check executing after a setTimeout of 20 seconds, then wrapped again in another setTimeout for 500ms as I was trying to figure this out..
Also, I need to note that there are no XSS / CORS issues.
Here is my code..
function checkRowCount(x){
console.log("Row count called on "+x);
let rowCount = 0;
for(let i = 0; i < 30; i++){
if(typeof(document.querySelector(`#iframe_${x}`).contentWindow.document.querySelector('.Row'+i)) != 'undefined' && document.querySelector(`#iframe_${x}`).contentWindow.document.querySelector('.Row'+i) != null){
rowCount++;
}
}
console.log(rowCount);
return rowCount;
}
let globalCompiler = []; //globalCompiler[globalI] = {unit: unitNumber[globalI], data: ["X", " ", "NO POST TRIP]}
let unitNumber = [1031,1743,1744,1986,3239,3256,3257,4024,4062,4063,4064,4065,4247,4309,4315,4326,4327,4334,4335,4337,4350,4382,4385,7166,7380,7381,8765,8823,8945,8950,8988,10720,17045,17163,40014,40069,40122,40380,80129,80188,80700,80701,80702,80728,80831,80852,80875,"80876","81027","81038","401288","401306","402409","60099T","CH889","CH890","SR31077","T19","U5509","U6660","U6667","U6675","U8854","US1025T"];
let url = "http://winweb.cleanharbors.com/Vehicle/VehicleTDSearch.aspx?SearchType=DVIR";
function iframeLoaded(selector, unit, setDate, callback){
document.querySelector(`#iframe_${selector}`).contentWindow.document.querySelector("#txtStartDate").value = setDate;
document.querySelector(`#iframe_${selector}`).contentWindow.document.querySelector("#txtEndDate").value = setDate;
document.querySelector(`#iframe_${selector}`).contentWindow.document.querySelector("#txtVhcleNo").value = unit;
document.querySelector(`#iframe_${selector}`).contentWindow.document.querySelector("#btnRetrieve").click();
}
let loadFinished = {};
for(let dec = 0; dec < unitNumber.length; dec++){
loadFinished[unitNumber[dec]] = false;
}
console.log(loadFinished);
for(let globalI = 0; globalI < 3; globalI++){
globalCompiler[globalI] = {unit: unitNumber[globalI], data: []};
let iframeObj = document.createElement('iframe');
iframeObj.id = `iframe_${globalI}`;
iframeObj.hidden = false;
iframeObj.src = url;
iframeObj.onload = () => {
if (loadFinished[unitNumber[globalI]] == false) {
loadFinished[unitNumber[globalI]] = true;
let setDate = "11/01/2019";
iframeLoaded(globalI, unitNumber[globalI], setDate);
console.log("iframeloaded called on " + globalI);
setTimeout(() => {
setTimeout(() => {
let dateCheckObject = {}, rowCount = checkRowCount(globalI), trackingArr = [];
if (rowCount == 0) {
globalCompiler[globalI].data.push(" ");
} else {
for (let inc = 1; inc <= rowCount; inc++) {
//let check = $('#iframe_'+globalI).contents().find(`.Row` + inc).html().includes("Pre Trip");
let check = document.querySelector(`#iframe_${globalI}`).contentWindow.document.querySelector(".Row"+inc).outerHTML
if (check.includes("Pre Trip")) {
dateCheckObject.pre = true;
} else {
dateCheckObject.post = true;
}
}
if(dateCheckObject.pre && dateCheckObject.post) {
console.log("X");
globalCompiler[globalI].data.push("X");
dateCheckObject = {};
} else if (dateCheckObject.pre == 'undefined') {
console.log("NO PRE");
globalCompiler[globalI].data.push("NO PRE TRIP");
dateCheckObject = {};
} else {
console.log("NO POST");
globalCompiler[globalI].data.push("NO POST TRIP");
dateCheckObject = {};
}
}
},500);
}, 20000);
}
};
document.body.appendChild(iframeObj);
console.log("Global Loop called");
}
```
A for loop ran one count too far...
e.g.: for (let inc = 1; inc <= rowCount; inc++)
Should have been for (let inc = 1; inc < rowCount; inc++)

how can i return the count from a function

hi iam new to javascript, i am trying to return a count from the function my code is like below
my code
function moredbCount(contentMoreArray2, ArrHeading) {
var sampleArr = [];
for (var a = 0; a < contentMoreArray2.length; a++) {
if (ArrHeading !== 'More') {
var fullHeading = ArrHeading + '-' + contentMoreArray2[a].name;
} else {
fullHeading = contentMoreArray2[a].name;
}
sampleArr.push(fullHeading);
}
var sampleCount = sampleHeadingCount(sampleArr);
return sampleCount.then(function (resultantCount) {
return resultantCount; //Here iam getting some count like 10 and returning it to the function;
});
}
var contentCount;
var totalCount = moredbCount(contentMoreArray2, ArrHeading);
totalCount.then(function (resultantTotalCount) {
return contentCount = resultantTotalCount
});
// Here i want to use contentCount 10, But iam getting undefined
Thanks In advance
return contentCount = resultantTotalCount won't return the count, but rather the response of assignment. In contentCount = resultantTotalCount, you are basically assigning the value of resultantTotalCount to contentCount.
You should use
function moredbCount(contentMoreArray2, ArrHeading) {
var sampleArr = [];
for (var a = 0; a < contentMoreArray2.length; a++) {
if (ArrHeading !== 'More') {
var fullHeading = ArrHeading + '-' + contentMoreArray2[a].name;
} else {
fullHeading = contentMoreArray2[a].name;
}
sampleArr.push(fullHeading);
}
var sampleCount = sampleHeadingCount(sampleArr);
return sampleCount.then(function (resultantCount) {
return resultantCount; //Here iam getting some count like 10 and returning it to the function;
});
}
var contentCount;
var totalCount = moredbCount(contentMoreArray2, ArrHeading);
totalCount.then(function (resultantTotalCount) {
return resultantTotalCount
});

Is there a javascript library that does spreadsheet calculations without the UI

I am working on a project that needs an excel like calculation engine in the browser. But, it doesn't need the grid UI.
Currently, I am able to do it by hiding the 'div' element of Handsontable. But, it isn't elegant. It is also a bit slow.
Is there a client side spreadsheet calculation library in javascript that does something like this?
x = [ [1, 2, "=A1+B1"],
[2, "=SUM(A1,A2"),3] ];
y = CalculateJS(x);
##############
y: [[1, 2, 3],
[2,3,3]]
I'm not aware of any (although I haven't really looked), but if you wish to implement your own, you could do something along these lines (heavily unoptimized, no error checking):
functions = {
SUM: function(args) {
var result = 0;
for (var i = 0; i < args.length; i++) {
result += parseInt(args[i]);
}
return result;
}
};
function get_cell(position) {
// This function returns the value of a cell at `position`
}
function parse_cell(position) {
cell = get_cell(position);
if (cell.length < 1 || cell[0] !== '=')
return cell;
return parse_token(cell.slice(1));
}
function parse_token(tok) {
tok = tok.trim();
if (tok.indexOf("(") < 0)
return parse_cell(tok);
var name = tok.slice(0, tok.indexOf("("));
if (!(name in functions)) {
return 0; // something better than this?
}
var arguments_tok = tok.slice(tok.indexOf("(") + 1);
var arguments = [];
while (true) {
var arg_end = arguments_tok.indexOf(",");
if (arg_end < 0) {
arg_end = arguments_tok.lastIndexOf(")");
if (arg_end < 0)
break;
}
if (arguments_tok.indexOf("(") >= 0 && (arguments_tok.indexOf("(") < arg_end)) {
var paren_amt = 1;
arg_end = arguments_tok.indexOf("(") + 1;
var end_tok = arguments_tok.slice(arguments_tok.indexOf("(") + 1);
while (true) {
if (paren_amt < 1) {
var last_index = end_tok.indexOf(",");
if (last_index < 0)
last_index = end_tok.indexOf(")");
arg_end += last_index;
end_tok = end_tok.slice(last_index);
break;
}
if (end_tok.indexOf("(") > 0 && (end_tok.indexOf("(") < end_tok.indexOf(")"))) {
paren_amt++;
arg_end += end_tok.indexOf("(") + 1;
end_tok = end_tok.slice(end_tok.indexOf("(") + 1);
} else {
arg_end += end_tok.indexOf(")") + 1;
end_tok = end_tok.slice(end_tok.indexOf(")") + 1);
paren_amt--;
}
}
}
arguments.push(parse_token(arguments_tok.slice(0, arg_end)));
arguments_tok = arguments_tok.slice(arg_end + 1);
}
return functions[name](arguments);
}
Hopefully this will give you a starting point!
To test in your browser, set get_cell to function get_cell(x) {return x;}, and then run parse_cell("=SUM(5,SUM(1,7,SUM(8,111)),7,8)"). It should result in 147 :)
I managed to do this using bacon.js. It accounts for cell interdependencies. As of now, it calculates values for javascript formula instead of excel formula by using an eval function. To make it work for excel formulae, all one has to do is replace eval with Handsontable's ruleJS library. I couldn't find a URI for that library... hence eval.
https://jsfiddle.net/sandeep_muthangi/3src81n3/56/
var mx = [[1, 2, "A1+A2"],
[2, "A2", "A3"]];
var output_reference_bus = {};
var re = /\$?[A-N]{1,2}\$?[1-9]{1,4}/ig
var alphabet = "ABCDEFGHIJKLMNOPQRSTUVWXYZ".split('');
function convertToCellRef(rows, cols) {
var alphabet_index = rows+1,
abet = "";
while (alphabet_index>0) {
abet = alphabet[alphabet_index%alphabet.length-1]+abet;
alphabet_index = Math.floor(alphabet_index/alphabet.length);
}
return abet+(cols+1).toString();
}
function getAllReferences(value) {
if (typeof value != "string")
return null;
var references = value.match(re)
if (references.length == 0)
return null;
return references;
}
function replaceReferences(equation, args) {
var index = 0;
return equation.replace(re, function(match, x, string) {
return args[index++];
});
}
//Assign an output bus to each cell
mx.forEach(function(row, row_index) {
row.forEach(function(cell, cell_index) {
output_reference_bus[convertToCellRef(row_index, cell_index)] = Bacon.Bus();
})
})
//assign input buses based on cell references... and calculate the result when there is a value on all input buses
mx.forEach(function(row, row_index) {
row.forEach(function(cell, cell_index) {
if ((all_refs = getAllReferences(cell)) != null) {
var result = Bacon.combineAsArray(output_reference_bus[all_refs[0]]);
for (i=1; i<all_refs.length; i++) {
result = Bacon.combineAsArray(result, output_reference_bus[all_refs[i]]);
}
result = result.map(function(data) {
return eval(replaceReferences(cell, data));
})
result.onValue(function(data) {
console.log(convertToCellRef(row_index, cell_index), data);
output_reference_bus[convertToCellRef(row_index, cell_index)].push(data);
});
}
else {
if (typeof cell != "string")
output_reference_bus[convertToCellRef(row_index, cell_index)].push(cell);
else
output_reference_bus[convertToCellRef(row_index, cell_index)].push(eval(cell));
}
})
})
output_reference_bus["A2"].push(20);
output_reference_bus["A1"].push(1);
output_reference_bus["A1"].push(50);

Javascript: scope effect despite order of execution

Please note: This is not a question about scope, per se. I understand that in order to make the code work, I should make a deep copy of the variable board rather than assigning var tboard = board. However, I am not clear why making a shallow copy has the effect I describe below.
I am experiencing something I find baffling. Basically, a global variable (board) gets altered and I have no clue how. board is initialized in the function NewGame() (which is called from select()) as an empty array. After it is initialized, nothing else is called until the user clicks a square on the board (assuming the user has selected Xs for simplicity). When that happens, the function playerMove() is called. The baffling thing is that console.log(board) at the top of playerMove() prints out an array that has an x is the clicked position and os everywhere else (ie not empty). This is bizarre because the board is empty at the end of select() (which called NewGame()) and nothing else should happen in between. To demonstrate this, I print out the function name at the top of each function and I print out the board variable in the select() function and playerMove() function to show that it changes despite nothing else being called. Please note that to get this behavior, refresh the page (otherwise the board variable starts out full of os). I think this must be somewhat an issue of scope (because I am not making a deep copy of board) but it's strange because I have no clue what is being called that is changing the variable before it gets printed out at the top of playerMove().
Here is the link to my pen and the code: http://codepen.io/joshlevy89/pen/MKjxop?editors=101
$(document).ready(function() {
var pSym; // player's symbol
var cSym; // computer's symbol
var board;
var whosMove; // can be "player" or "computer" or "neither"
var gameOver;
setup();
$("#newgame").on('click', '#X', select);
$("#newgame").on('click', '#O', select);
$("#restart").on('click', setup);
$("table").on('click', 'td', playerMove);
function playerMove()
{
console.log('playerMove');
console.log(board);
if (whosMove === "player")
{
var val = $(this).data('value');
$('#g' + val).text(pSym);
var arr = PositionToCoords(val);
board[arr[0]][arr[1]] = pSym;
var tboard = board;
var gc = gameCheck(tboard);
if (gc>=0)
{
endGame(gc);
setTimeout(function(){setup();}, 1000);
return;
}
whosMove = "computer";
computerMove();
}
}
function computerMove() {
console.log('computerMove');
//var p1 = Math.floor(Math.random() * 3);
//var p2 = Math.floor(Math.random() * 3);
var tboard = board;
var pos = chooseMove(tboard);
var arr = PositionToCoords(pos);
board[arr[0]][arr[1]] = cSym;
DrawPosition(arr[0], arr[1], cSym);
var tboard = board;
var gc = gameCheck(tboard);
if (gc>=0) {
endGame(gc);
setTimeout(function(){setup();}, 1000);
return;
}
whosMove = "player";
}
function chooseMove(inboard) {
console.log('chooseMove');
// get the possible moves
var moves=[];
var scores = [];
for (var i=1;i<10;i++) {
var arr = PositionToCoords(i);
if (inboard[arr[0]][arr[1]] === undefined) {
moves.push(i);
var tboard = inboard;
tboard[arr[0]][arr[1]] = cSym;
var gc = gameCheck(tboard);
scores.push(gc);
}
}
//console.log(moves);
//console.log(scores);
return moves[0]; // TEMPORARY
}
function endGame(gc) {
console.log('endGame');
var str;
if (gc===1) { // somebody won
if (whosMove==="player"){
str = "You Won!"
}
else {
str = "You Lost :(";
}
}
else if (gc === 0){//draw
str = "It's a draw."
}
html = '<div id="closer">' + str + '</div>';
$('#endgame').html(html);
}
function gameCheck(tboard) {
console.log('gameCheck');
// get symbol to check for
var sym;
if (whosMove === "player") {
sym = pSym;
} else {
sym = cSym;
}
// check if in a row
var hrow;
var vrow;
// check for horizonal row
for (var i = 0; i < 3; i++) {
hrow = true;
vrow = true;
for (var j = 0; j < 3; j++) {
if (tboard[i][j] !== sym) {
hrow = false;
}
if (tboard[j][i] !== sym) {
vrow = false;
}
}
if ((hrow) || (vrow)) {
return 1;
}
}
var fdrow = true;
var bdrow = true;
for (var i = 0; i < 3; i++) {
if (tboard[i][i] !== sym) {
fdrow = false;
}
if (tboard[i][2 - i] !== sym) {
bdrow = false;
}
}
if ((fdrow) || (bdrow)) {
return 1;
}
// otherwise, check if board is full
var full = true;
for (var i = 1; i < 10; i++) {
var arr = PositionToCoords(i);
if (tboard[arr[0]][arr[1]] === undefined) {
full = false;
break;
}
}
if (full === true) {
return 0;
}
// if neither 0 (tie) or win (1), return -1 (game not over)
return -1;
}
function select() {
console.log('select');
pSym = $(this).data('value');
$('#newgame').html('');
NewGame();
console.log(board);
}
function setup() {
console.log('select');
$('#endgame').html('');
html = '<div id="opener">Xs or Os? <div id="buttons">';
html += '<div id="X" data-value="X" class="btn btn-default">Xs</div>';
html += '<div id="O" data-value="O" class="btn btn-default">Os</div>';
html += '</div></div>';
$('#newgame').html(html);
}
function NewGame() {
console.log('NewGame');
$('td').empty();
board = new Array(3);
for (i = 0; i < 3; i++) {
board[i] = new Array(3)
};
if (pSym === "X") {
cSym = "O";
whosMove = "player";
} else {
cSym = "X";
whosMove = "computer";
computerMove();
}
}
function DrawPosition(p1, p2, sym) {
console.log('DrawPosition');
var pos = p1 * 3 + (p2 + 1);
$("#g" + pos).text(sym)
}
function PositionToCoords(pos) {
console.log('PositionToCoords');
var p1 = Math.ceil(pos / 3) - 1;
var p2 = ((pos - 1) % 3);
var arr = [p1, p2];
return arr;
}
});
Thanks in advance.
Simply add the break in the for loop fixes the problem. Am I missing anything?
function chooseMove(inboard) {
console.log('chooseMove');
// get the possible moves
var moves = [];
var scores = [];
for (var i = 1; i < 10; i++) {
var arr = PositionToCoords(i);
if (inboard[arr[0]][arr[1]] === undefined) {
moves.push(i);
var tboard = inboard;
tboard[arr[0]][arr[1]] = cSym;
var gc = gameCheck(tboard);
scores.push(gc);
break; // <<<<<<<<<<<< This break guarantees that the computer only makes one move
}
}
//console.log(moves);
//console.log(scores);
return moves[0]; // TEMPORARY
}

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