Trying to learn Objects in JS and having a bit of trouble trying to get this to work. Its just a simple Object Constructor but seems to be the bane of my life today. Unfortunately I dont have anyone at hand to turn to that can help me out. Also if anyone knows of good tutorials with real life working examples instead of the just how functions, loops etc work then Id really appreciate it.
function car(model, doors, color, speed){
this.model = model;
this.doors = doors;
this.color = color;
this.speed = speed;
}
var powerCar = new car ("M3", "4 door", "phoenix", "220pmh");
console.log("This " + powerCar.model + "has " + powerCar.doors + "has a top speed of " powerCar.speed);
Fixed it.
The problem is here:
console.log("This " + powerCar.model + "has " + powerCar.doors + "has a top speed of " powerCar.speed);
You need to add a + sign between "speed of" and powerCar.speed.
you can also traverse all the properties by for loop like below:
for (var prop in powerCar) {
console.log(prop + ': '+powerCar[prop])
}
Related
I would like to display a different madlib each time a user clicks the submit button. Only needs to be clicked 3 times. I am using the functions below, but it doesn't seem all that random. I also have a snippet of the dogLib function that creates three madlibs and then calls the function above it to generate a random madlib string.
//Class: madlibGenerator.js
//----- Private Helper Functions -----
//Get Random: word strings for randam madlib
//Get Random: madlib string to display
function getRandomString(array) {
for(var i = array.length - 1; i>0; i--){
var j = Math.floor(Math.random() * (i+1));
var temp = array[i];
array[i] = array[j];
array[j] = temp;
}
return this.word = array.pop();
}
//Set: set user input word string arrays into the getRandomString(array)
//Get: a final array of words to add to the madLib display strings
function getFinalWordArray(){
var prpN = getRandomString(this.properNouns);
var adjt = getRandomString(this.adjectives);
var noun = getRandomString(this.nouns);
var vrb = getRandomString(this.verbs);
return finalWordArray = [prpN, adjt, noun, vrb];
}
//Get Random Dog Lib
function getDogLib() {
//Get Random Dog Words
var dogWordsArray = getFinalWordArray();
//DogLibs
var dogLibOne =
"What is that " + dogWordsArray[1] +
" sound!" +
" Hey! " + dogWordsArray[0] +
"! You come " + dogWordsArray[3] +
" you crazy " + dogWordsArray[2] +
"!";
var dogLibTwo =
dogWordsArray[0] + "!! " +
dogWordsArray[0] + "!! " +
"Come " + dogWordsArray[3] +
" and lay on my clean " + dogWordsArray[2] +
" while your treat is still " + dogWordsArray[1] + "!";
var dogLibThree =
"My human comes home and takes me for a " + dogWordsArray[3] +
" where I sit on a " + dogWordsArray[2] +
" and get my " + dogWordsArray[1] +
" belly rubbed!";
//Make array of DogLibs
var dogLibArray = [dogLibOne, dogLibTwo, dogLibThree];
//Pick random dogLib string to display
finalDogLib = getRandomString(dogLibArray);
}
//Display: Random MadLib to console for now
function displayMadlib(pDisplayIDValue) {
if(pDisplayIDValue == "dogLib"){
//display
getDogLib();
console.log(finalDogLib);
}else if(pDisplayIDValue == "loveLib"){
//display
getLoveLib();
console.log(finalLoveLib);
}else if(pDisplayIDValue == "funnyLib"){
//display
getFunnyLib();
console.log(finalFunnyLib);
}
}
The code above isn't broken, it just doesn't produce a true random.
//Preferred Result: the program displays a different madlib each time the user clicks the submit button. The user only needs to click the button 3 times to get different madlibs, the fourth click clears the form and starts the program fresh.
Thank you!
I am open to any idea to make this a truly random madlibGenerator. Maybe counting number of clicks from a submit button?
So true randomness is going to be tough to achieve. Math.Random() from the javascript library isn't truly random as you've guessed, it's pseudo-random, meaning there is a pattern to it over a large number of inputs. Computers inherently can't really do true randomness, because they are always going to have to take some number, perform some sort of algorithm on it (these are usually "Mersenne Twisters" - fun wikipedia read), and spit out the result.
That said, I don't know exactly how to improve on what you've put into place here. With PRNG, a really large number of possible inputs can help a lot. If you want absolutely true randomness, the easiest way would probably be to hook into random.org's API (https://api.random.org/dashboard - developer license is free, limited to 1000 requests per day). Hooking into an API might be more work than you were planning on, but random.org uses (if I remember right) atmospheric noise and barometric pressure from the Earth to create their random numbers, so it's about as close to true randomness as you can possibly get.
I hope this helps!
I'm a new self-learner and have recently taken on javascript. I have an assignment (from an online code camp) that I just cant seem to make pass. I feel like I understand the basics of it, but I can't write it in a functional way. Can anyone help me here?
The question is in the attached image.
My code looks a little something like:
function ageCalculator(name, yearOfBirth, currentYear) {
var age = currentYear - yearOfBirth;
return (name + "is" + age + "years old.");
console.log(ageCalculator("Miranda", 1983, 2015));
}
I would appreciate any help! Thank you!
You're calling the function ageCalculator just after the return statement. Anything just after the return statement won't be called.
Just pull that call outside.
function ageCalculator(name, yearOfBirth, currentYear) {
var age = currentYear - yearOfBirth;
return (name + " is " + age + " years old.");
}
console.log(ageCalculator("Miranda", 1983, 2015));
Call the function outside the function declaration.
function ageCalculator(name, yearOfBirth, currentYear) {
var age = currentYear - yearOfBirth;
return (name + " is " + age + " years old.");
}
console.log(ageCalculator("Miranda", 1983, 2015));
Whenever you return, the function stops immediately: it'll never get to your console.log the way it is now. Call console.log and the function itself outside your function, you don't want an infinite recursive loop.
Also make sure to add proper spacing:
function ageCalculator(name, yearOfBirth, currentYear) {
var age = currentYear - yearOfBirth;
return (name + " is " + age + " years old.");
}
console.log(ageCalculator("Miranda", 1983, 2015));
I'm sure this is the simplest question ever, but my friend and I are pair coding in p5.js and cannot figure out why the below code is throwing the error: Uncaught ReferenceError: RiLexicon is not defined
We've done a similar project with all code in basically the exact same place, and it works. Maybe we've been staring at this too long and are going insane? Please help! Thank you!
var mermaid = ("Fishes, both large and small, glide between the branches, as birds fly among the trees here upon land. In the deepest spot of all, stands the castle of the Sea King. Its walls are built of coral, and the long, gothic windows are of the clearest amber. The roof is formed of shells, that open and close as the water flows over them. Their appearance is very beautiful, for in each lies a glittering pearl, which would be fit for the diadem of a queen.");
var story = [];
var lexicon;
function setup() {
createCanvas(650,400);
lexicon = new RiLexicon();
story = RiTa.tokenize(mermaid);
//partsOfSpeech = RiTa.getPosTags(story);
textSize(15);
fill(255, 100, 100);
function draw(){
// background(255);
var wordPosX = 10;
var wordPosY = width/8;
for(var i=0; i < story.length; i++){
text(story[i], wordPosX, wordPosY)
textWidth(story[i]+5,30);
//we check whether each parts of speech exists
//in our array
//if(partsOfSpeech[i] != null){
// text(partsOfSpeech[i], wordPosX, wordPosY+20, textWidth(story[i]), 20);
// fill(100,175,175);
wordPosX += textWidth(story[i])+ 3;
//if wordPosX goes beyond our width,
//move the text down to a new line
if(wordPosX +30 > width){
wordPosX = 10;
wordPosY += 50;
}
}
}
function mousePressed(){
changingWords();
textSize(15);
function changingWords (){
var story = "Fishes," +
lexicon.randomWord("nn") + "" +
lexicon.randomWord("jj") +
"and" + lexicon.randomWord("jj") +
", glide between the branches, as birds fly among the trees here upon" +
lexicon.randomWord("nn") +
". In the deepest" + lexicon.randomWord("nn") +
"of all, stands the" + lexicon.randomWord("nn") +
"of the Sea King. Its walls are built of" +
lexicon.randomWord("jj") +
", and the" + lexicon.randomWord("jj") +
"," + lexicon.randomWord("jj") +
"windows are of the clearest" +
lexicon.randomWord("jj") +
". The" + lexicon.randomWord("nn") +
"is formed of shells, that" +
lexicon.randomWord("jj") +
"and close as the" +
lexicon.randomWord("nn") +
"flows over them. Their" +
lexicon.randomWord("nn") +
"is very" + lexicon.randomWord("jj") +
", for in each lies a glittering" +
lexicon.randomWord("nn") +
", which would be fit for the" +
lexicon.randomWord("nn") +
"of a queen."
}
}
}
Like the comments said, you need to make sure you're loading the RiTa library.
It sounds like maybe your previous sketch already loaded the library, and then you copied some code from that sketch into a new one. The problem is, that's not enough to make your new sketch work. You have to load the library into your new sketch so that you can access it.
Here is a really great tutorial on how to load a library, but I'll try to copy the basics here:
Step 1: Download RiTa from here.
Step 2: Find a file named rita-full.min.js (you could also download it directly from here).
Step 3: Copy that file into your sketch directory. It should be accessible by your html file.
Step 4: Edit your html file to load the library by putting this line in the <head> section:
<script src="your/path/to/rita-full.min.js" type="text/javascript"></script>
Step 5: Now when you load your html page, the library will be loaded, and your code will be able to access it.
You can find more information on RiTaJS's GitHub page here, or in this RiTaJS tutorial.
I am not very good at JS and am having a hard time with an IF Else statement regarding the API of Dribbble. I want to render shots that are 800px widths differently then shots that are 400px widths. I can get the API to spit out all of my shots at the same size but I want an if image width = 800 render one way else render another.
Can someone school me in how to fix this mess below.
function larger(fileterLarge){
if(filter.shots[i].width = 800){
function render(filter){
for (var i = 0; i<filter.shots.length;i++){
inner = inner + innerP1 + filter.shots[i].url + innerP2 + filter.shots[i].image_url + innerP3 + filter.shots[i].likes_count + innerP4 + filter.shots[i].comments_count + innerP5 + filter.shots[i].title + innerp6;
}
};
$('.gallery').html(inner);
inner = "";
};
To determine the way you images will render you have to use equality "===" operator instead of assignment "=" operator in your if else statement. Hope this fiddle will help you
I have the following code:
$(function(){
var total_click = 0;
$("#mapKey a.showKey").click(function(){
total_click = total_click + 1;
$("#counter").text("I cheated " + total_click + " whole" + (total_click = 1 ? + ' time' + ((total_click > 1) ? 's ' : ' ') : ''));
return false;
});
});
I'm trying to have it output as such:
Clicked once: "I cheated 1 whole time."
Clicked more than once: "I cheated X whole times."
-- With an 's' at the end of "times".
The counter is working fine, it's just the last part making the "time" or "times" show up appropriately that I am having difficulty with.
Any ideas what I'm doing wrong?
Thanks!
Here is your problem: total_click = 1. Try changing it to total_click == 1. I don't see why you have that conditional in there however, as it won't work as you expect anyway. Try $("#counter").text("I cheated " + total_click + " whole time" + ((total_click == 1) ? ' ' : 's '));
You are not using the ternary operator correctly, and also assigning total_click to 1 instead of checking its value. I would suggest moving this to a function to simplify things.
function pluralize(singular, times) {
if (times == 1) return singular;
else return singular + 's';
}
Then change the string to
var text = "I cheated " + clicks + " whole " + pluralize("time", clicks);
Here's an example.
$(function(){
var total_click = 0;
$("#mapKey a.showKey").click(function(){
total_click = total_click + 1;
$("#counter").text("I cheated " + total_click + " whole " + (total_click == 1 ? "time" : "times");
return false;
});
});
It's okay to use suggested implementations for a trivial cases, however it will not scale for a bigger set of problems and will not work for multiple languages (or it will get ugly very fast).
With this in mind, I’ve created a very simple JavaScript library that can be used to pluralize words in almost any language. It transparently uses CLDR database for multiple locales. It’s API is very minimalistic and integration is extremely simple. It’s called Numerous.
I’ve also written a small introduction article to it: «How to pluralize any word in different languages using JavaScript?».
Feel free to use it in your project. I will also be glad for your feedback on it!