Javascript: Array not shifting, multiple setTimeout functions (JSON) - javascript

I'm really stuck on this javascript question!
So I'm making a web page that will be completely animated (so it can be used for display for example in a television). That animation will be configurable by the user (stored in a database).
Right now, I've already made the code to store the configuration and to get the configuration (I do an AJAX call and save the configuration in an array of json objects) and everything is as it should be.
The problem is in the animation in which I go through the array and use setTimeout function to create animations. To iterate through the array I rotate it
(I use array.push(array.shift()) according to the answer here).
The first time the intervalmaster function is used, everything goes according to plan, but when the function is called again I need to rotate the array once more (because of the last animation) and the array just doesn't rotate!
Bellow I've left a portion of the code that I'm using that reproduces the problem I'm getting. I've also added the array jsonanima with some possible values (In reality the array is probably much bigger and with higher values).
I really don't understand what is happening, I've also considered that this could be a problem of the multiple setTimeout functions because I've read somewhere (couldn't find the link, sorry!) that is not really advised to use multiple setTimeout.
If that's the case is there any other way to do this?
Thank you in advance!
EDIT: Thanks to the comment from mplungjan I've realized that if change the console.log(jsonanimate) to console.log(JSON.stringfy(jsonanima)) it outputs the correct values (the json array rotated). This got me even more confused! Why do I need to JSON.stringfy to get the array in the correct order?!
Anyway, can't test this with the full code now as I'm not in the office, tomorrow I'll give more feedback. Thank you mplungjan.
EDIT2: Finally solved my problem! So the thing was the call to the function recursivegroup (recursivegroup(0);), this call was made before I rotated the array, so when restarting the animation the array would still have the incorrect values and every sub-sequential value was wrong.
A special thanks to mplungjan and trincot for the comments that helped me debug this problem.
Bellow I leave the code corrected so anybody with the same problem can check it out.
jsonanima=[{"VD":5,"A":10,"diff":0.25},{"L":7,"IE":8,"diff":0.25}];
function intervalmaster(flag){
function recursivegroup(index)
{
if(index==0)
{
//animateeach(jsonanima,0);
}
setTimeout(function(){
//HERE IT WORKS
jsonanima.push(jsonanima.shift());
console.log(JSON.stringify(jsonanima));
//animateeach(jsonanima,0);
//removed the if statement, since it was irrelevant as mplungjan noted
recursivegroup(index+1);
},(jsonanima[0]['diff'])*60*1000);
}
//Changed this
//recursivegroup(0);
var mastertime=0;
for(var key in jsonanima)
{
mastertime+=(jsonanima[key]['diff']);
}
console.log(mastertime,flag);
console.log(JSON.stringify(jsonanima));
if(flag==true)
{
jsonanima.push(jsonanima.shift());
console.log(JSON.stringify(jsonanima));
}
//changed to here
recursivegroup(0);
masterinterval=setTimeout(function(){intervalmaster(true)},mastertime*60*1000);
}
intervalmaster(false);

Related

JavaScript Variable calls function, but stays undefined

I'm extremely new to JavaScript and am attempting to make a very simple game of 'Rock, Paper, Scissors' that is played through the console.
Here is a jsfiddle.net link to the full thing.
The main issue so far is that, every single round, the game will result in a Tie (another one is that incorrect inputs in humanTurn() lead to an error further down the line, but that's not relevant to this topic which I feel is more pressing).
Both humanTurn() and computerTurn() seem to work fine when called individually, however when called within gameRound(), the two console.log()'s (lines 36 and 38) don't seem to be returning a value of any kind, and in the console these show up as ƒ toLocaleUpperCase() { [native code] }. I tried searching for what this could mean, and the only conclusion I've been able to come up with so far is that no value is actually being stored inside of the two variables, AIChoice and HUChoice, and I cannot fathom a reason for why this would be happening.
Any and all help is greatly appreciated!
computerTurn().toLocaleUpperCase and userTurn().toLocaleUpperCase are both functions and since they are on the String prototype, they are both the same function. If you compare them, they will always be equal.
You need to actually call the function in order to get the values you want:
let AIChoice = computerTurn().toLocaleUpperCase();
console.log(AIChoice);
let HUChoice = humanTurn().toLocaleUpperCase();
console.log(HUChoice);

"in" operator showing functions in javascript

in my code I was always doing
for(i in vector)...
and it always worked, but the problem is that it somehow changed and now my for shows all the values but also the properties, like "remove" that is a function, and it is breaking my whole code.
I don't know why it suddenly changed, because I didn't do anything and I'm getting crazy with this already.
Do you guys know what is happening with my application?
Another thing is that the code only get this problem on my computer.
If I clone my repository again and try it works for while but then starts the problem again.
Thank you.
The in operator has always had this behaviour. Just check that the property exists directly on the object instead of on the prototype:
for (var i in vector) {
if (vector.hasOwnProperty(i)) {
// Property exists on object
}
}
That should solve your issues.
Tom

How to _prevent_ divs from appearing in random order

Okay, so I'm learning front-end dev with javascript/jquery/bootstrap through FreeCodeCamp. This is not a core part of the project, but I don't understand it and it's distracting me too much. In this code pen here:
http://codepen.io/JDenman6/pen/zqeGwp/ --
I have an array of Twitch.tv usernames that I check through an API and build divs to display them based on the JSON object comes back from the API call.
The weird thing is that every time I refresh the page, I get the divs in a different (apparently random) order. I'm guessing that the API calls are going out asynchronously and the divs are appearing in the order that the API calls finish.
When I Googled for other people having problems with divs in random order I found many solutions for causing random display order, but nothing on preventing it. So then I went looking for a solution to sorting divs and found this post, Ordering DIVs based on class name using Javascript/Jquery, which led me to this bit of code:
$(function(){
var elem = $('#twitcherList').find('div').sort(sortMe);
$('#twitcherList').append(elem);
});
function sortMe(a, b) {
return a.className < b.className;
}
Only I haven't been able to get it to work. I forked off my original codepen to do some poking around here: http://codepen.io/JDenman6/pen/MeYOJP.
The list of divs in the twitcherList in the html tab is from inspecting the twitcherList after rendering the original code. I thought it might be easier to sort them if they're hard coded, rather than coming in from the API call. I also added a little test div and inserted some code into the sort function to 1) check that it was running and 2) double check that a.classname and b.classname were returning what I thought they were, which they are.
I feel like I'm missing something massive, fundamental, and possibly quite obvious. Any thoughts?
You need to return -1, 0 or 1 based on the condition for proper sorting.
function sortMe(a, b) {
return a.className.localeCompare(b.className);
}
For better browser support use,
function sortMe(a, b) {
return a.className < b.className ? 1 : -1;
}

How to change an attribute of a javascript prototype object

html base
<html>
<head>
</head>
<body>
<input type="text" class="abc"/>
</body>
</html>
So I have my prototype object
function AnArray(){
this.anArray=[];
}
AnArray.prototype.getAnArray=function(val){
return this.anArray[val];
}
AnArray.prototype.setData=function(index,val){
this.anArray[index].data=val;
}
var objAnArray=new AnArray();
the object ends up looking like this
id: 1, pid: "questions-worth-asking", num: 1, data: null
and I'm trying to change an attribute in it like so
objAnArray.setData(0,$(".abc").eq(0).val());
When I've rune console.log messages using getAnArray() before and after the above line, it returns the same value as it has not been changed.
My question is how do you change attributes of a prototype object?
edit: This link led me down the right path http://www.gpickin.com/index.cfm/blog/websql-when-is-a-javascript-object-not-a-javascript-object
You're missing a lot of information from your post that makes it difficult to debug.
From my understanding the problem is that:
You want your jQuery object's value property to be stored in an array that you wrapped in an object.
You want to store this property with the setData function you wrote.
You want to retrieve that object by using the getAnArray function you wrote.
I don't think this is an issue with prototypes, but with the lack of information given to us, it could be any number of things. I wouldn't be surprised if you came back and said "Oh, it was something else completely."
I've made a fiddle that successfully sets and gets data from the anArray objects that you can use as an example.
Here are some problems you want to look at that will help you debug:
You don't set the anArray[index] object in this snippet. So if we are to take this at face value, the setData function should throw a ReferenceError.
You haven't told us if you're calling the setData function inside an event or right when the page loads. If it's the latter, then according to the html you posted at the top, you won't have any data in the input field yet. You need to call the setData function only when there's data in the field.
You might be calling the jQuery object outside of the $(document).ready(function(){ ... }) call so the value you're obtaining with $(".abc") call is undefined.
Give those a try and hopefully those work.
To make your questions easier to debug going forward:
Write all your experimental code in an isolated environment so that all the confidential content content doesn't have to be removed before posting.
Run your code and make sure it runs as expected.
Show us all of that code so that we know where all the data comes from and how each element interacts with the other elements. For example, we currently don't know how the anArray array is populated so I've had to make assumptions. We also don't know how id, pid, or "questions-worth-asking" comes from so there might be side effects from how those are loaded in.
Write your code using some sort of style guide to make it easier to read. This will also help improve debug time for you and will help prevent errors from silly mistakes that you might make.
Edit:
I know you're calling console.log before and after the setData method. Consider putting console.log inside the setData method as well.
AnArray.prototype.setData = function (index, val) {
console.log("Entering setData with: ", index, val, this.anArray[index]);
this.anArray[index].data = val;
console.log("Exiting setData with: ", this.anArray[index]);
};
It seems to me that the problem isn't in your javascript. You're saying that you ran a console.log before and after your setData call on objAnArray. Perhaps it has something to do with your HTML input element not being updated, or the data not coming through in time.
Like Keane said, we need more info about your set up and logic flow.

Argument in recursive function changes itself somehow

So, I have to find all possible cycles in not directed graph, that starts (and ends) at chosen vertex.
I have written an algorithm for it in js: jsfiddle
But faced very, very weird problem: in my recursive function, argument changes itself somehow! But I dont even touch it! Pls help me, I am suffering with this bug for 16 hours already! :(
I thinkm that this arguments is changed by this code:
cycle.push(vertex);
But it should not! Becuase in his visibility area the global cycle variable must be overwritten by local one!
Here's the issue:
var newCycle = cycle;
You're not cloning it, you're just giving the same object a different name. Try:
var newCycle = cycle.slice(0);

Categories

Resources