javascript alert showing code insted of string - javascript

first and foremost i'm new to javascript and coding. second, i'm coding a book store project with javascript with an alert message that shows each customer's total factor. but the alert message shows the code of my function "printFactor" insted of the string that is made by this function. this is my code:
function Book(name, writer, date, price)
{
this.name = name;
this.writer = writer;
this.date = date;
this.price = price;
}
function Customer(name, gender, turn)
{
this.name = name;
this.gender = gender;
this.turn = turn;
this.numberOfBooks = 0;
this.totalSum = 0;
this.bookList = [new Book("-", "-", "-", 0)];
//Functions.
this.addBook = function (newBook) {
this.numberOfBooks++;
this.bookList.push(newBook);
};
this.printFactor = function () {
var message = "";
if (this.numberOfBooks === 0) {
message = "No Books Has Been Added to Book List!";
return (message);
}
else {
message = this.name + " " + this.gender + " Number of Books: " + this.numberOfBooks + " Customer's Turn: " + this.turn + "\nBooks:\n";
var i;
var newMessage;
for (i = bookList.length - 1; i > 0; i--) {
newMessage = bookList[i].name + " " + bookList[i].writer + " " + bookList[i].date + " " + bookList[i].price.toString() +"\n" ;
message += newMessage;
this.totalSum += bookList[i].price;
this.bookList.pop();
}
newMessage = "Total Sum: " + this.totalSum;
message += newMessage;
return (message);
}
};
}
var book = new Book("Faramarz Bio", "Faramarz Falsafi Nejad", "1377/04/29", 13000);
var faramarz = new Customer("faramarz", "Male", 3);
faramarz.addBook(book);
faramarz.addBook(book);
faramarz.addBook(book);
faramarz.addBook(book);
var m = faramarz.printFactor;
window.alert(m);

You need to invoke the function:
var m = faramarz.printFactor();

As is your variable m contains a reference to the function, but you need to call it to get the result.
var m = faramarz.printFactor();
window.alert(m);

You simply don't call your function, this should work.
var m = faramarz.printFactor()
Beside you reference an unexisting variable 'booklist', that should be "this.booklist"
for (i = this.bookList.length - 1; i > 0; i--) {
newMessage = this.bookList[i].name + " " + this.bookList[i].writer + " " + this.bookList[i].date + " " + this.bookList[i].price.toString() +"\n" ;

You need to actually call the function by adding () to the end, like this:
var m = faramarz.printFactor()

Related

Javascript object set to another object is undefined

For my chrome extension, I have a function called storeGroup that returns an object. However, in function storeTabsInfo, when I call storeGroup and set it equal to another object, the parts inside the object are undefined. The object is being populated correctly in storeGroup, so I'm not sure why it's undefined?
function storeTabsInfo(promptUser, group)
{
var tabGroup = {};
chrome.windows.getCurrent(function(currentWindow)
{
chrome.tabs.getAllInWindow(currentWindow.id, function(tabs)
{
/* gets each tab's name and url from an array of tabs and stores them into arrays*/
var tabName = [];
var tabUrl = [];
var tabCount = 0;
for (; tabCount < tabs.length; tabCount++)
{
tabName[tabCount] = tabs[tabCount].title;
tabUrl[tabCount] = tabs[tabCount].url;
}
tabGroup = storeGroup(promptUser, group, tabName, tabUrl, tabCount); // tabGroup does not store object correctly
console.log("tabGroup: " + tabGroup.tabName); // UNDEFINED
chrome.storage.local.set(tabGroup);
})
})
}
function storeGroup(promptUser, group, name, url, count)
{
var groupObject = {};
// current count of group
var groupCountValue = group.groupCount;
var groupName = "groupName" + groupCountValue;
groupObject[groupName] = promptUser;
var tabName = "tabName" + groupCountValue;
groupObject[tabName] = name;
var tabUrl = "tabUrl" + groupCountValue;
groupObject[tabUrl] = url;
var tabCount = "tabCount" + groupCountValue;
groupObject[tabCount] = count;
var groupCount = "groupCount" + groupCountValue;
groupObject[groupCount] = groupCountValue + 1;
// successfully shows parts of groupObject
console.log("Final group: " + groupObject[groupName] + " " + groupObject[tabName] + " " + groupObject[tabUrl] + " " + groupObject[tabCount] + " " + groupObject[groupCount]);
return groupObject;
}
As i said in the comment above you created the groupObject dict keys with the group count so you should use it again to access them or remove it, if you want to use it again although i think this isnt necessary so use:-
... ,tabGroup[tabName + group.groupCount]...
But if you want to get it easily as you wrote just write this code instead of your code:-
function storeGroup(promptUser, group, name, url, count)
{
var groupObject = {};
// current count of group
groupObject['groupName'] = promptUser;
groupObject['tabName'] = name;
groupObject['tabUrl'] = url;
groupObject['tabCount'] = count;
groupObject['groupCount'] = group.groupCount + 1;
// successfully shows parts of groupObject
console.log("Final group: " + groupObject['groupName'] +
" " + groupObject['tabName'] + " " + groupObject['tabUrl'] +
" " + groupObject['tabCount'] + " " +
groupObject['groupCount']);
return groupObject;
}

wpf webbrowser javascript callback

if have javascript:
function calculateValues(callback)
{
window.external.getHistoryRange(0,1,"",function(res){
var hist = eval(res);
histCount = hist.historyCount;
hist = hist.historyContent;
if (histCount == 0)
{
return;
}
$("#history_table").show();
var $row = addAlertHistoryRow(hist[0]);
var rowHeight = $row.height();
pageItemsCount = Math.floor(contentHeight / rowHeight);
curPageNum = 0;
$row.remove();
if (callback) callback();
});
}
in function calculateValues(callback) callback parameter is:
function(){statItempos = 0; gethistoryandshow(pageNum,startItemsPos,callback);}
and c# code, that works with that script (ObjectForScripting):
public string getHistoryRange(string strVar0 = "", string strVar1 = "", string strVar2 = "", string strVar3 = "")
{
string res = "";
using (DeskAlertsDbContext db = new DeskAlertsDbContext())
{
var alerts = db.HistoryAlerts.OrderBy(a => a.ReciveTime)
.Include(b => b.alert.WINDOW)
.ToList();
foreach (var alert in alerts)
{
res += ("{\"id\":" + System.Web.HttpUtility.JavaScriptStringEncode(alert.alert.Alert_id) +
",\"date\":\"" +
System.Web.HttpUtility.JavaScriptStringEncode(
alert.ReciveTime.ToString(CultureInfo.InvariantCulture)) + "\",\"alert\":\"" +
System.Web.HttpUtility.JavaScriptStringEncode(alert.alerttext) + "\",\"title\":\"" +
System.Web.HttpUtility.JavaScriptStringEncode(alert.alert.Title) + "\",\"acknow\":\"" +
System.Web.HttpUtility.JavaScriptStringEncode(alert.alert.Acknown) + "\",\"create\":\"" +
System.Web.HttpUtility.JavaScriptStringEncode(alert.alert.Create_date) + "\",\"class\":\"" +
"1" + "\",\"urgent\":\"" + System.Web.HttpUtility.JavaScriptStringEncode(alert.alert.Urgent) +
"\",\"unread\":\"" + Convert.ToInt32(alert.isclosed).ToString() + "\",\"position\":\"" +
System.Web.HttpUtility.JavaScriptStringEncode(alert.alert.Position) + "\",\"ticker\":\"" +
alert.alert.Ticker + "\",\"to_date\":\"" +
System.Web.HttpUtility.JavaScriptStringEncode(alert.alert.To_date) + "\"},");
}
res = res.TrimEnd(','); //trim right ","
res = "({\"historyCount\":" + alerts.Count.ToString() + ",\"historyContent\":[" + res + "]});";
Browserwindow.Wb.InvokeScript("eval", new object[] { strVar3 });
Browserwindow.Wb.InvokeScript("CallbackFunction", new object[] { res });
return res;
}
}
On string: "Browserwindow.Wb.InvokeScript("eval", new object[] { strVar3 });"
I try to call anonymous function from javascript and have an error.
Question is: how to make this logic. How to perform the JS function of the parameters a different function. And then continue JS. If i tryed to give name to function, and invoke it, function works, but global context(if (callback) callback();) becomes unavailible
Your callback function name is not correct.
Replace
Browserwindow.Wb.InvokeScript("CallbackFunction", new object[] { res });
With
Browserwindow.Wb.InvokeScript("calculateValues", new object[] { res });
Hmmm... Just maked my variable dynamic (not string), and all worked
public string getHistoryRange(string strVar0 = "", string strVar1 = "", string strVar2 = "", dynamic strVar3 = null)
{
string res = "";
using (DeskAlertsDbContext db = new DeskAlertsDbContext())
{
var alerts = db.HistoryAlerts.OrderBy(a => a.ReciveTime)
.Include(b => b.alert.WINDOW)
.ToList();
foreach (var alert in alerts)
{
res += ("{\"id\":" + System.Web.HttpUtility.JavaScriptStringEncode(alert.alert.Alert_id) +
",\"date\":\"" +
System.Web.HttpUtility.JavaScriptStringEncode(
alert.ReciveTime.ToString(CultureInfo.InvariantCulture)) + "\",\"alert\":\"" +
System.Web.HttpUtility.JavaScriptStringEncode(alert.alerttext) + "\",\"title\":\"" +
System.Web.HttpUtility.JavaScriptStringEncode(alert.alert.Title) + "\",\"acknow\":\"" +
System.Web.HttpUtility.JavaScriptStringEncode(alert.alert.Acknown) + "\",\"create\":\"" +
System.Web.HttpUtility.JavaScriptStringEncode(alert.alert.Create_date) + "\",\"class\":\"" +
"1" + "\",\"urgent\":\"" + System.Web.HttpUtility.JavaScriptStringEncode(alert.alert.Urgent) +
"\",\"unread\":\"" + Convert.ToInt32(alert.isclosed).ToString() + "\",\"position\":\"" +
System.Web.HttpUtility.JavaScriptStringEncode(alert.alert.Position) + "\",\"ticker\":\"" +
alert.alert.Ticker + "\",\"to_date\":\"" +
System.Web.HttpUtility.JavaScriptStringEncode(alert.alert.To_date) + "\"},");
}
res = res.TrimEnd(','); //trim right ","
res = "({\"historyCount\":" + alerts.Count.ToString() + ",\"historyContent\":[" + res + "]});";
dynamic variable = Browserwindow.Wb.InvokeScript("eval", new object[] { strVar3 });
variable(res);
return res;
}
}

Trying to grab a innerhtml from within a innerhtml

So i've recently ran into issues with trying to move specific pieces of a <p> </p> called result. as such i thought hey! wouldn't be easier to break each part inside of result down into another <p>!? well it works lol however trying to grab that inner <p> that in this cause we'll call vault is being difficult. I've tried several methods but cant seem to grab it's value from outside in a document.getElementByID....here's the code below for the html.
document.getElementById("result").innerHTML = Monster + "<p id='vault'> || HP: " + HP + "</p> || Defense: " + Def + " || Attack: " + ATK + " || Can it Dodge/Block: " + DB + " || Can it retaliate: " + RET + " || Initative: " + INT + " || Exp: " + MEXP + " <input type='submit' class='new' onclick='Combat(" + loop + ")' value='FIGHT!'></input>" + "<br><br>" + A;
}
then the script that eventually calls it
function Combat(id){
document.getElementById("vault").innerHTML = id;
document.getElementById("C").value = id
}
So what i'm trying is change id "C" to ID"VAULT" inside of id ("result").
any ideas on why i can't grab vault?
What you want would be easier with Object-oriented JavaScript.
Usually when coding JavaScript you want to be as independent of the DOM (HTML) as possible.
Consider the following example:
/**
* Monster
*/
var Monster = (function() {
function Monster(HP, DEF, ATK, DB, RET, INT, MEXP) {
if (HP === void 0) {
HP = 100;
}
if (DEF === void 0) {
DEF = 10;
}
if (ATK === void 0) {
ATK = 100;
}
if (DB === void 0) {
DB = 10;
}
if (RET === void 0) {
RET = true;
}
if (INT === void 0) {
INT = 100;
}
if (MEXP === void 0) {
MEXP = 100;
}
this.HP = HP;
this.DEF = DEF;
this.ATK = ATK;
this.DB = DB;
this.RET = RET;
this.INT = INT;
this.MEXP = MEXP;
}
/**
* getHTML
*/
Monster.prototype.getHTML = function() {
return "HP: " + this.HP + " || Defense: " + this.DEF + " || Attack: " + this.ATK + " || Can it Dodge/Block: " + this.DB + " || Can it retaliate: " + this.RET + " || Initative: " + this.INT + " || Exp: " + this.MEXP;
};
/**
* attacked
*/
Monster.prototype.attacked = function(damage) {
if (damage === void 0) {
damage = 0;
}
//check defences
if (damage > this.DEF + this.DB) {
//take damage
this.HP -= (damage - this.DEF + this.DB);
}
if (this.HP < 0) {
//Return true if it slew the monster
return true;
} else {
//Return false if the monster survived
return false;
}
};
return Monster;
}());
/**
* Area
*/
var Area = (function() {
function Area(name) {
if (name === void 0) {
name = "Vault";
}
this.name = name;
this.monsters = [];
}
/**
* addMonster
*/
Area.prototype.addMonster = function(monster) {
this.monsters.push(monster);
return this;
};
/**
* attackVault
*/
Area.prototype.assault = function(damage) {
if (damage === void 0) {
damage = 0;
}
//If no monster
if (this.monsters.length < 1) {
alert("You have cleared this vault");
return true;
} else {
//If monsters exists, attack the first
var monsterKilled = this.monsters[0].attacked(damage);
//If the monster was killed
if (monsterKilled) {
//remove monster
this.monsters.splice(0, 1);
//Alert the player
alert("Well done hero!\nOnly " + (this.monsters.length) + " remaining!");
}
}
//Return maybe monsters left?
return this.monsters.length < 1;
};
return Area;
}());
////GRAP HTML ELEMENT
var output = document.getElementById("current-monster");
////RUNNING YOUR GAME
//Build and populate world
var vault = new Area();
vault
.addMonster(new Monster())
.addMonster(new Monster());
//INTERACTION
alert("Start");
//Hit the vault till it is empty
while (vault.assault(45) != true) {
output.innerHTML = vault.monsters[0].getHTML();
alert("Attack!");
}
output.innerHTML = "Victory!";
<h1 id="title">Monster Game!</h1>
<h2 id="current-monster"></h2>
See how i can easily access the data though JavaScript?
When coding a JavaScript game, it makes sense to keep important data and structures in your JavaScript.
Ok so i added the bit - ADyson suggested...
document.getElementById("result").innerHTML = Monster + "<p id='vault(" + loop + ")'> || HP: " + HP + "</p>" + " || Defense: " + Def + " || Attack: " + ATK + " || Can it Dodge/Block: " + DB + " || Can it retaliate: " + RET + " || Initative: " + INT + " || Exp: " + MEXP + " <input type='submit' class='new' onclick='Combat(" + loop + ")' value='FIGHT!'></input>" + "<br><br>" + A;
}
}
}
function Chest(id){
window.open('LootGen.html', '_blank');
}
function Combat(id){
var id = document.getElementById("vault" + id).innerHTML;
document.getElementById("C").value = id;
submit();
}
However now when i run it on the " ).innerHTML;" i'm getting a
MonsterGen.html:426 Uncaught TypeError: Cannot read property
'innerHTML' of nullCombat # MonsterGen.html:426onclick #
MonsterGen.html:1
Ok I found out exactly was was going wrong; it was the naming convention in the <P>.
Originally it was id='vault(" + loop + ")'... this would make it vault(1) etc.... however the getElement was getting it by this call ("vault" + id) so it would call vault1....thus two separate id's entirely....that's why it was returning null.
So I removed the () in the equation and now everything is working beautifully.

Edit a variable within an array

I'm attempting to create a Choose Your Own Adventure type of game, and I'm currently trying to write a 'battle' script. What I've got so far is:
var name = "Anon";
var health = 100;
var youAttack = [name + " hits the " + opp + " with his sword", name + " uses magic!", name + " is too scared to fight!"];
var youBattle = function() {
var youBattle = youAttack[Math.floor(Math.random() * 3)];
return youBattle;
};
var opp = "Orc";
var oppHealth = 100;
var oppAttack = ["The " + opp + " hits you with his hammer!", "The " + opp + " does nothing!", "The " + opp + " back hands you!"];
var oppBattle = function() {
var oppBattle = oppAttack[Math.floor(Math.random() * 3)];
return oppBattle;
};
oppBattle();
youBattle();
I've done it like this so the opponent and player names can easily be changed.
What I'm struggling to figure out is how I can add / remove health from both the opponent and the player depending what attack is used. Obviously no health would be removed if the opp / player does nothing.
Is there a way I can do this without a bunch of messy if / else statements?
I was hoping for something easy like name + " hits the " + opp + " with his sword" + health = health - 10; but obviously that didn't work.
Thanks in advance!
http://jsbin.com/qerud/3/edit
Hope this isn't too much code:
var Attack = function(hero,opp,damageReceived,damageGiven,message){
this.message = message;
this.damageGiven = damageGiven;
this.damageReceived = damageReceived;
this.opp = opp;
this.hero = hero;
this.attack = function(opp){
this.hero.health -= damageReceived;
this.opp.health -= damageGiven;
return this.message;
};
};
var Character = function(name,health){
this.name = name;
this.health = health;
};
hero = new Character('Anon',100);
orc = new Character('Orc',150);
attack1 = new Attack(hero,orc,5,0,"The " + orc.name + " back hands you!");
attack2 = new Attack(hero,orc,0,0,hero.name + " is too scared to fight!");
attack3 = new Attack(hero,orc,15,0,"The " + orc.name + " hits you with his hammer!");
attack4 = new Attack(hero,orc,0,25,hero.name + " uses magic!");
attacks = [attack1,attack2,attack3,attack4];
while(hero.health > 0 && orc.health > 0){
console.log(attacks[Math.floor(Math.random() * 4)].attack());
console.log('Hero Health: '+ hero.health);
console.log('Orc Health: '+ orc.health);
}
if(hero.health > 0 ){
console.log(hero.name + ' won');
} else {
console.log('The ' + orc.name + ' won');
}
I can tell you first hand that trying to write this type of code uses a lot of if/else and more statements, regardless of what language you're using. You can use an array to hold the values of your attack patterns:
var attackName = ["Punch", "Sword", "Magic"]
var attackDamage = [3, 5, 4]
function youAttack(ATK, PHit) {
if(playerHit) {
playerDamage = ATK + PHit;
oppHealth = oppHealth - playerDamage;
return oppHeath;
} else {
alert("You missed!");
}
}
But, without seeing exactly what you're doing I cannot say how you should do your attacks and damages. I can only assume. You will need a system of evaluating attacks, misses, etc. that does use IF/ELSE Statements at least somewhere.

access an object in a function using javascript

I am new to JS and have created this original problem from CodeAcademy which works. Now I wanted to put my flock of sheep into an object and access it using my sheepCounter function. I am new to accessing key/values from an object and am stuck on what I am doing wrong. Thanks in advance!
Original Code
var sheepCounter = function (numSheep, monthNumber, monthsToPrint) {
for (monthNumber = monthNumber; monthNumber <= monthsToPrint; monthNumber++) {
numSheep *= 4;
console.log("There will be " + numSheep + " sheep after " + monthNumber + " month(s)!");
}
return numSheep;
}
New Code:
var flock = {
sheep: 4,
month: 1,
totalMonths: 12
};
var sheepCounter = function (counter) {
for (counter[month] = counter[month]; counter[month] <= counter[totalMonths]; counter[month]++) {
numSheep *= 4;
console.log("There will be " + counter[sheep] + " sheep after " + counter[month] + " month(s)!");
}
return counter[sheep];
}
Found the error in your solution:
var sheepCounter = function (counter) {
for (counter['month'] = counter['month']; counter['month'] <= counter['totalMonths']; counter['month']++) {
counter['sheep'] *= 4;
console.log("There will be " + counter['sheep'] + " sheep after " + counter['month'] + " month(s)!");
}
return counter['sheep'];
}
You can access your Flock Object like so,
alert(flock.sheep); //4
If you have an array in an object, like
names: ['joe','tom','bob'];
You would access that like so,
alert(flock.names[0]); // joe
alert(flock.names[2]); // bob

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