I'm trying to loop through a table with the id mytab1 and all the td's with myfindclass2.
The values are being populated by another API so it could take up to a few seconds for the values to be available.
I'm using the setinterval but it doesn't seem to work in a for loop.
When ran it will not wait till the element is populated it just finds the only one populated then continuously runs the nextstep() function as if the clearInterval never worked. And just skips over the elements that are null/''
Is there way to write the setinterval/ check if the element is populated as a function outside of the for loop?
**I'm trying to use the most basic of JS as this will be used in all browsers.
function refreshGauge() {
var table = document.getElementById("mytab1");
var targetTDs = table.querySelectorAll(".myfindclass2");
for (var i = 0; i < targetTDs.length; i++) {
var td = targetTDs[i];
var fvals = td.querySelectorAll("[id*='calcValue']");
var fval = fvals[0].innerText.replace('%', '');
var checkElem = "#" + fvals[0].getAttribute('id');
console.log(checkElem + '-' + $(checkElem).length)
var checkExist = setInterval(function() {
if (fval === '') {
console.log("Doesn't Exist Yet!");
//Update variables to see if updated
fvals = td.querySelectorAll("[id*='calcValue']");
fval = fvals[0].innerText.replace('%', '');
} else {
//stop interval
clearInterval(checkExist);
//perform next function : creates gauge
nextstep(td);
}
}, 100); // check every 100ms
}
console.log('done')
};
my work around is :
function refreshGauge() {
var table = document.getElementById("mytab1");
var targetTDs = table.querySelectorAll(".myfindclass2");
for (var i = 0; i < targetTDs.length; i++) {
var td = targetTDs[i];
var fvals = td.querySelectorAll("[id*='calcValue']");
var fval = fvals[0].innerText.replace('%','');
var checkElem = "#" + fvals[0].getAttribute('id');
console.log(checkElem + '-' + $(checkElem).length)
nextstep(td)
}
console.log('done')
} ;
var timesRun = 0;
var interval = setInterval(function(){
timesRun += 1;
if(timesRun === 10){
clearInterval(interval);
}
refreshGauge()
}, 2000);
but would like to check when the values populated so I don't have to re-run the function 10+ times
Related
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.
i have called a counter function in loop. there are 4 items per page.
i have passed $i in loop and written 4 functions
but if i changed pagination limit to 5 or 10 ,it is not a good solution
anybody can help me to solve it?
here is my div in foreach loop where l called function
<div class="tick"
data-value="'.$start.'"
data-did-init="handleTickInit'.$i.'">
<div data-layout="horizontal center"
data-repeat="true"
">
<div data-view="swap"
></div>
</div>
handleTickInit'.$i is function
function handleTickInit2(tick) {
var value = tick.value;
var target = 0;
var timer = Tick.helper.interval(function() {
// have we reached the donation target yet?
if (value>=target) {
// no, keep going
var realprice=$("#realprice-2").val();
var startdate=$("#startdate-2").val();
var currenttime = Math.round((new Date()).getTime()/1000);
var stepsec=$("#stepsec-2").val();
// alert(stepsec);
var diffsec=currenttime-startdate;
var loss=diffsec*stepsec;
var start=realprice-loss;
tick.value = start.toFixed(4);
$("#saveval-2").val(start);
// value= tick.value ;
}
else {
// yes, stop the timer
timer.stop();
}
}, 1000);
}
please give some solution to make it dynamic
Try this
var handleTickInit = {};
var num = 5;
var handleFunc = function() {
return function (tick) {
var value = tick.value;
var target = 0;
var timer = Tick.helper.interval(function() {
// have we reached the donation target yet?
if (value>=target) {
// no, keep going
var realprice=$("#realprice-2").val();
var startdate=$("#startdate-2").val();
var currenttime = Math.round((new Date()).getTime()/1000);
var stepsec=$("#stepsec-2").val();
// alert(stepsec);
var diffsec=currenttime-startdate;
var loss=diffsec*stepsec;
var start=realprice-loss;
tick.value = start.toFixed(4);
$("#saveval-2").val(start);
// value= tick.value ;
}
else {
// yes, stop the timer
timer.stop();
}
}, 1000);
}
}
for(var i = 0; i< num; i++){
handleTickInit[i] = handleFunc();
}
console.log(handleTickInit);
All your handle tick functions are in handleTickInit;
Building a dice game and you get 3 rolls. Once you finish your turn i'm trying to have a "reset" button that will reset the values back to the original spot so the "next person" can play. The values reset as I expected but when I "roll" none of the functions are taking place and i'm pretty new in js so i'm not sure what the problem is.
var playerScore = document.getElementById('firstPlayerScore');
var rollButton = document.getElementById('roll_button');
var dice1 = new dice(1);
var dice2 = new dice(2);
var dice3 = new dice(3);
var dice4 = new dice(4);
var dice5 = new dice(5);
var diceArray = [dice1, dice2, dice3, dice4, dice5];
var cargo = 0;
var numOfRolls = 0;
var cargoButton = document.getElementById('cargo');
var canHaveCargo = false;
function restart(){
dice1 = new dice(1);
dice2 = new dice(2);
dice3 = new dice(3);
dice4 = new dice(4);
dice5 = new dice(5);
diceArray = [dice1, dice2, dice3, dice4, dice5];
cargo = 0;
numOfRolls = 0;
canHaveCargo = false;
addGlow();
updateDiceImageUrl();
document.getElementById("dice1").classList.remove('glowing');
document.getElementById("dice2").classList.remove('glowing');
document.getElementById("dice3").classList.remove('glowing');
document.getElementById("dice4").classList.remove('glowing');
document.getElementById("dice5").classList.remove('glowing');
}
//dice object
function dice(id){
this.id = id;
this.currentRoll = 1;
this.previousRoll = 1;
this.isSelected = false;
this.diceImageUrl = "img/dice/dice1.png";
this.roll = function(){
this.previousRoll = this.currentRoll;
this.currentRoll = getRandomRoll(1, 6);
}
}
//returns an array of all dice that are not currently selected so they can be rolled.
function getRollableDiceList(){
var tempDiceList = [];
for(var i = 0; i < diceArray.length; i++){
if(!diceArray[i].isSelected){
tempDiceList.push(diceArray[i]);
}
}
return tempDiceList;
}
// gets a random number between min and max (including min and max)
function getRandomRoll(min,max){
return Math.floor(Math.random() * (max-min + 1) + min);
}
// calls the roll function on each dice
function rollDice(rollableDiceList){
for(var i = 0; i < rollableDiceList.length; i++){
rollableDiceList[i].roll();
}
}
// updates each dice with the new url for the image that corresponds to what their current roll is
function updateDiceImageUrl(){
for(var i = 0; i < diceArray.length; i++){
var currentDice = diceArray[i];
currentDice.diceImageUrl = "http://boomersplayground.com/img/dice/dice" + currentDice.currentRoll + ".png";
//update div image with img that cooresponds to their current roll
updateDiceDivImage(currentDice);
}
}
//Displays the image that matches the roll on each dice
function updateDiceDivImage(currentDice) {
document.getElementById("dice"+currentDice.id).style.backgroundImage = "url('" + currentDice.diceImageUrl +"')";
}
// returns an array of all
function getNonSelectedDice(){
var tempArray = [];
for(var i = 0; i < diceArray.length; i++){
if(!diceArray[i].isSelected){
tempArray.push(diceArray[i]);
}
tempArray.sort(function(a, b){
return b.currentRoll - a.currentRoll;
});
}
return tempArray;
}
function getSelectedDice(){
var selectedDice = [];
for(var i = 0; i < diceArray.length; i++){
if(diceArray[i].isSelected){
selectedDice.push(diceArray[i]);
}
}
return selectedDice;
}
//boolean variables
var shipExist = false;
var captExist = false;
var crewExist = false;
//checks each dice for ship captain and crew. Auto select the first 6, 5 , 4.
function checkForShipCaptCrew(){
//array of dice that are not marked selected
var nonSelectedDice = getNonSelectedDice();
for(var i = 0; i < nonSelectedDice.length; i++){
//temp variable that represents the current dice in the list
currentDice = nonSelectedDice[i];
if (!shipExist) {
if (currentDice.currentRoll == 6) {
shipExist = true;
currentDice.isSelected = true;
}
}
if (shipExist && !captExist) {
if (currentDice.currentRoll == 5) {
captExist = true;
currentDice.isSelected = true;
}
}
if (shipExist && captExist && !crewExist) {
if (currentDice.currentRoll == 4) {
crewExist = true;
currentDice.isSelected = true;
canHaveCargo = true;
}
}
}
}
function addGlow(){
var selectedDice = getSelectedDice();
for (var i = 0; i < selectedDice.length; i++){
var addGlowDice = selectedDice[i];
var element = document.getElementById('dice' + addGlowDice.id);
element.className = element.className + " glowing";
}
}
function getCargo(){
var cargo = 0;
var moreDice = getNonSelectedDice();
if (canHaveCargo){
for(var i=0; i < moreDice.length; i++){
cargo += moreDice[i].currentRoll;
playerScore.innerHTML = 'You have got ' + cargo + ' in ' + numOfRolls + ' rolls!';
}
} else {
alert("You don't have Ship Captain and the Crew yet!");
}
}
rollButton.addEventListener('click', function(){
//generate rollable dice list
if (numOfRolls < 3) {
var rollableDiceList = getRollableDiceList();
//roll each dice
rollDice(rollableDiceList);
//update dice images
updateDiceImageUrl();
getNonSelectedDice();
// //auto select first 6, 5, 4 (in that order)
checkForShipCaptCrew();
addGlow();
// //adds a red glow to each dice that is selected
numOfRolls++;
}
});
cargoButton.addEventListener('click', getCargo);
var startButton = document.getElementById('restart');
startButton.addEventListener('click', restart);
http://boomer1204.github.io/shipCaptainCrew/
Here is a link to the live game since it's the only way I can describe the problem since I don't know what's not working. If you roll the dice a couple times the dice will get a blue border and be "saved" according to the rules. Now after you hit th restart button that doesn't happen anymore.
Thanks for the help in advance guys
Just add this to your restart()
function restart(){
...
shipExist = false;
capExist = false;
crewExist = false;
...
}
It's hard to replicate without a fiddle, but it seems that you are adding and removing the 'glowing' class using separate processes. Have you tried adding the glowing class the same way you are removing it?
element.classList.add("glowing")
See an example within a fiddle: https://jsfiddle.net/5tstf2f8/
(Sorry for my bad english)
I know, this question has been posted so many times, but the threads that I read didn't fix my problem.
I have a grid, with a random black cell drawn for each time I refresh the page. When the time come to "00:01", the cell need to replicate with the neighbors cells, I tried to put a background-color with jQuery, I tried to use attr('id', 'replicant'), I tried addClass... Nothing seem to work :S
Here the code for the draw :
function drawReplicant(replicant, cellTab)
{
for (var i = 0; i < replicant.length; i++) {
if($.inArray(replicant[i], cellTab))
{
var concat = 'row'+replicant[i].x+'col'+replicant[i].y;
$(concat.toString()).addClass("replicant");
}
}
}
And here, the full code :
var lastClicked;
var cellTab = Array();
var replicant = Array();
var neightbors = Array();
var newReplicant = Array();
var randomRow = Math.floor((Math.random() * 10) + 1);
var randomCol = Math.floor((Math.random() * 10) + 1);
var rows = 10;
var cols = 10;
var grid = clickableGrid(rows, cols,randomRow,randomCol,cellTab, function(el,row,col,i){
console.log("You clicked on element:",el);
console.log("You clicked on row:",row);
console.log("You clicked on col:",col);
console.log("You clicked on item #:",i);
$(el).addClass('clicked');
lastClicked = el;
});
document.getElementById("game").appendChild(grid);
function clickableGrid( rows, cols, randomRow, randomCol, cellTab, callback ){
var i=0;
var grid = document.createElement('table');
grid.className = 'grid';
for (var r=0;r<rows;++r){
var tr = grid.appendChild(document.createElement('tr'));
for (var c=0;c<cols;++c){
var cell = tr.appendChild(document.createElement('td'));
$(cell).addClass('row'+r+'col'+c);
if(randomCol == c && randomRow == r)
{
storeCoordinate(r, c, replicant);
$(cell).css('background', '#000000');
}
storeCoordinate(r, c, cellTab);
cell.addEventListener('click',(function(el,r,c,i){
return function(){
callback(el,r,c,i);
}
})(cell,r,c,i),false);
}
}
return grid;
}
function storeCoordinate(xVal, yVal, array)
{
array.push({x: xVal, y: yVal});
}
function replicate(replicant)
{
for (var i = 0; i < replicant.length; i++) {
var supRowX = replicant[i].x-1;
var supRowY = replicant[i].y;
storeCoordinate(supRowX, supRowY, newReplicant);
var subRowX = replicant[i].x+1;
var subRowY = replicant[i].y;
storeCoordinate(subRowX, subRowY, newReplicant);
var supColsX = replicant[i].x;
var supColsY = replicant[i].y-1;
storeCoordinate(supColsX, supColsY, newReplicant);
var subColsX = replicant[i].x;
var subColsY = replicant[i].y+1;
storeCoordinate(subColsX, subColsY, newReplicant);
}
}
function drawReplicant(replicant, cellTab)
{
for (var i = 0; i < replicant.length; i++) {
if($.inArray(replicant[i], cellTab))
{
var concat = 'row'+replicant[i].x+'col'+replicant[i].y;
$(concat.toString()).addClass("replicant");
}
}
}
var w = null; // initialize variable
// function to start the timer
function startTimer()
{
// First check whether Web Workers are supported
if (typeof(Worker)!=="undefined"){
// Check whether Web Worker has been created. If not, create a new Web Worker based on the Javascript file simple-timer.js
if (w==null){
w = new Worker("w.countdown.js");
}
// Update timer div with output from Web Worker
w.onmessage = function (event) {
var bool = false;
document.getElementById("timer").innerHTML = event.data;
if(event.data == "00:01")
{
replicate(replicant);
replicant = newReplicant;
drawReplicant(replicant, cellTab);
}
};
} else {
// Web workers are not supported by your browser
document.getElementById("timer").innerHTML = "Sorry, your browser does not support Web Workers ...";
}
}
// function to stop the timer
function stopTimer()
{
w.terminate();
timerStart = true;
w = null;
}
startTimer();
The replication WORKS, I have my new replicants in my array. But when I loop in this array to draw them, it doesn't seem to work although I'm able to get the cell to draw with :
var concat = 'row'+replicant[i].x+'col'+replicant[i].y;
If my first black cell if at the row4col4 position, this line will return :
row3col4
row5col4
row4col3
row4col5
And then, when the timer will restart, those 5 black cells will replicate with their neighbors, etc.
I use a web worker for the timer, here the code :
var timerStart = true;
function myTimer(d0)
{
// get current time
var d=(new Date()).valueOf();
// calculate time difference between now and initial time
var diff = d-d0;
// calculate number of minutes
var minutes = Math.floor(diff/1000/60);
// calculate number of seconds
var seconds = Math.floor(diff/1000)-minutes*60;
var myVar = null;
// if number of minutes less than 10, add a leading "0"
minutes = minutes.toString();
if (minutes.length == 1){
minutes = "0"+minutes;
}
// if number of seconds less than 10, add a leading "0"
seconds = seconds.toString();
if (seconds.length == 1){
seconds = "0"+seconds;
}
if(seconds >= 20)
{
seconds = "00";
}
// return output to Web Worker
postMessage(minutes+":"+seconds);
}
if (timerStart){
// get current time
var d0=(new Date()).valueOf();
// repeat myTimer(d0) every 100 ms
myVar=setInterval(function(){myTimer(d0)},1000);
// timer should not start anymore since it has been started
timerStart = false;
}
Thanks a lot :-)
I am adding a row to a table, and attached an ondblclick event to the cells. The function addrow is working fine, and the dblclick is taking me to seltogg, with the correct parameters. However, the var selbutton = document.getElementById in seltogg is returning a null. When I call seltogg with a dblclick on the original table in the document, it runs fine. All the parameters "selna" have alphabetic values, with no spaces, special characters, etc. Can someone tell me why seltogg is unable to correctly perform the document.getElementById when I pass the id from addrow; also how to fix the problem.
function addrow(jtop, sel4list, ron4list) {
var tablex = document.getElementById('thetable');
var initcount = document.getElementById('numrows').value;
var sel4arr = sel4list.split(",");
var idcount = parseInt(initcount) + 1;
var rowx = tablex.insertRow(1);
var jtop1 = jtop - 1;
for (j = 0; j <= jtop1; j++) {
var cellx = rowx.insertCell(j);
cellx.style.border = "1px solid blue";
var inputx = document.createElement("input");
inputx.type = "text";
inputx.ondblclick = (function() {
var curj = j;
var selna = sel4arr[curj + 2];
var cellj = parseInt(curj) + 3;
inputx.id = "cell_" + idcount + "_" + cellj;
var b = "cell_" + idcount + "_" + cellj;
return function() {
seltogg(selna, b);
}
})();
cellx.appendChild(inputx);
} //end j loop
var rowCount = tablex.rows.length;
document.getElementById('numrows').value = rowCount - 1; //dont count header
} //end function addrow
function seltogg(selna, cellid) {
if (selna == "none") {
return;
}
document.getElementById('x').value = cellid; //setting up for the next function
var selbutton = document.getElementById(selna); //*****this is returning null
if (selbutton.style.display != 'none') { //if it's on
selbutton.style.display = 'none';
} //turn it off
else { //if it's off
selbutton.style.display = '';
} //turn it on
} //end of function seltogg
You try, writing this sentence:
document.getElementById("numrows").value on document.getElementById('numrows').value
This is my part the my code:
contapara=(parseInt(contapara)+1);
document.getElementById("sorpara").innerHTML+="<li id=\"inputp"+contapara+"_id\" class=\"ui-state-default\"><span class=\"ui-icon ui-icon-arrowthick-2-n-s\"></span>"+$('#inputp'+contapara+'_id').val()+"</li>";
Look you have to use this " y not '.
TRY!!!!