Javascript - Run functions in order (not at same time) - javascript

I have a webpage the currently types text# (automated with code below) into a text box ta#.
Problem #1) When I run the function, I can only figure out how to make it type into all textboxes at the same time. -- I want it to type naturally (1 by 1, with a slight delay between each) into each textbox. How can I accomplish this?
Problem #2) What is the proper way to shut off/clear this automated typing once the user clicks/selects a text box?
var text1 = "Type this into textbox usr";
var text2 = "Type this into textbox usr2";
var ta1 = document.getElementById("usr");
var ta2 = document.getElementById("usr2");
function type(string,element){
(function writer(i){
if(string.length <= i++){
element.value = string;
return;
}
element.value = string.substring(0,i);
if( element.value[element.value.length-1] != " " )element.focus();
var rand = Math.floor(Math.random() * (100)) + 140;
setTimeout(function(){writer(i);},rand);
})(0)
}
type(text1,ta1);
type(text2,ta2); // This doesnt work right.

setTimeout makes this inherently asynchronous so the Promise object is your friend. Note that the following code will work in all modern browsers. And that excludes Internet Explorer :).
Here we make type return a Promise that will be resolved when the typing has completed. I've modified your code slightly such that writer returns false when the typing is complete, and if it has, then the code will resolve the Promise, and stop running the timeout. There are a few ways of doing this, but this is what I had time for...
I've also added quick-and-dirty code that will stop the typing when you click into a textbox. However, note that it stops all typing for both textboxes. You can play around with the code to get it to keep going to the second textbox if that's what you want.
var text1 = "Type this into textbox usr";
var text2 = "Type this into textbox usr2";
var ta1 = document.getElementById("usr");
var ta2 = document.getElementById("usr2");
function type(string, element) {
var timeout;
element.addEventListener('click', function() {
if (timeout) {
clearTimeout(timeout);
}
});
var completePromise = new Promise(function(resolve, reject) {
(function writer(i) {
if (string.length <= i++) {
element.value = string;
return false;
}
element.value = string.substring(0, i);
if (element.value[element.value.length - 1] != " ") {
element.focus();
}
var rand = Math.floor(Math.random() * (100)) + 140;
timeout = setTimeout(function() {
if (!writer(i)) {
resolve();
clearTimeout(timeout);
}
}, rand);
return true;
})(0);
});
return completePromise;
}
type(text1, ta1).then(function() {
type(text2, ta2);
});
<input id="usr" type="text" />
<input id="usr2" type="text" />

Related

JavaScript URL looper

I am trying create a page that will run some given URLs, in time this will be a database populated list of URLs loaded into an array. I have it working using some code I have altered, however I don't want it to keep looping, I just want it to stop once the list is complete.
So basically loads first URL, waits .5 of a second after the pages loads, then moves onto the next until the list of URLS is finished.
However, my code keeps looping. How do I prevent this?
var urls1 =
[
'http://localhost:8500/SupportTools/t1.cfm',
'http://localhost:8500/SupportTools/t2.cfm',
'http://localhost:8500/SupportTools/t3.cfm',
'http://localhost:8500/SupportTools/t4.cfm',
'http://localhost:8500/SupportTools/t5.cfm'
];
function showUrl1(idx)
{
var f1 = document.getElementById("f1");
f1.onload = function()
{
var next = ++idx % urls1.length;
setTimeout(function()
{
showUrl1(next);
}, 500);
}
f1.src = urls1[idx];
}
function start()
{
showUrl1(0);
}
<iframe class="show1" id="f1" src="about:blank"></iframe>
The reason it's looping is because you're using the remainder operator %. Just check the to see if next is greater than or equal to the length and then don't call setTimeout(). I've changed the snippet so that you can see it output in the console but you should get the idea.
var urls1 = [
'http://localhost:8500/SupportTools/t1.cfm',
'http://localhost:8500/SupportTools/t2.cfm',
'http://localhost:8500/SupportTools/t3.cfm',
'http://localhost:8500/SupportTools/t4.cfm',
'http://localhost:8500/SupportTools/t5.cfm'
];
function showUrl1(idx) {
if (idx >= urls1.length) {
return;
}
console.log(urls1[idx]);
var next = ++idx;
setTimeout(function() {
showUrl1(next);
}, 500);
}
function start() {
showUrl1(0);
}
start();
Dont showUrl when the list ends
function showUrl1(idx)
{
var f1 = document.getElementById("f1");
f1.onload = function()
{
var next = idx === urls1.length? null: ++idx ;
setTimeout(function()
{ if(next != null){
showUrl1(next);
}
}, 500);
}
f1.src = urls1[idx];
}

javascript check if function parameter meets a condition

I'm trying to write a basic "quest" function and have run into a few issues.
This is what I've done so far
JS
var clicks = 0;
var coins = 10;
var Quests = function(type, required, reward, message) {
this.type = type;
this.required = required;
this.reward = reward;
this.message = message;
this.quest = function() {
if (this.type >= this.required) {
coins += this.reward;
return this.message;
} else {
alert('You don\'t have enough ' + required);
}
};
};
quest1 = new Quests(clicks, 10, 50, 'You completed this quest!');
quest2 = new Quests(clicks, 5, 50, 'You completed this quest!');
theQuests = [quest1, quest2];
$(document).ready(function() {
$('#click').click(function() {
clicks += 1;
$('#queststuff').text(clicks);
});
$('#quest').click(function() {
$('#queststuff').html(Quests[Math.floor(Math.random() * 2)].quest());
});
});
HTML
<button id="quest">quest</button>
<button id="click">click me!</button>
<div id="queststuff">
</div>
Eventually I'll be using something other than clicks, but for now I wanted to just get the basic function working. I'm fairly new to functions, but at the moment when clicking 'quest' nothing happens, while I'm wanting the alert to display. I've obviously gone wrong somewhere in my code. Is anyone able to point me in the right direction?
You are assigning clicks, an immutable Number, to this.type. Its value is 0 initially, and this.type thus stays 0 after the assignment. You should compare clicks to this.required within the quest method.
Here's a jsFiddle fork version using data-attributes
Your code has several issues.
When you create a new object quest1 with new Objects you pass clicks into it. At the time you pass clicks it equals to 0. And inside that object method quest1.quest(), you check if clicks (this.type) is greater/equal to required clicks (this.required). this.type equals to 0. It will never return true. Since you're creating multiple quests, clicks should be specific to these quests (objects). It shouldn't be global.
Another one is in this line:
$('#queststuff').html(Quests[Math.floor(Math.random() * 2)].quest());
I believe you wanted to address to your theQuests array. Quests[Math.floor(Math.random() * 2)].quest() simply won't work. Even if you change your code to theQuests[0].quest() or quest1.quest() it still won't work. See above, and since there are multiple quests, first you need to check which one is active.
You should review your code. Here's something to get you started. Of course, it needs further improvement and styling. FIDDLE
var Quest = function (requiredClicks, reward, message) {
this.clicks = 0;
this.coins = 0;
this.requiredClicks = requiredClicks;
this.reward = reward;
this.message = message;
this.check = function () {
if (this.clicks >= this.requiredClicks) {
this.coins += this.reward;
return this.message;
} else {
alert('You don\'t have enough clicks: ' + this.clicks + "/" + this.requiredClicks);
}
};
this.click = function() {
this.clicks++;
};
};
var quest1 = new Quest(10, 50, 'You completed this quest!');
$('#click').click(function () {
quest1.click();
$('#queststuff').text(quest1.clicks);
});
$('#quest').click(function () {
$('#queststuff').html(quest1.check());
});

Reset timeout on event with RxJS

I'm experimenting with RxJS (with the JQuery extension) and I'm trying to solve the following use case:
Given that I have two buttons (A & B) I'd like to print a message if a certain "secret combination" is clicked within a given timeframe. For example the "secret combination" could be to click "ABBABA" within 5 seconds. If the combination is not entered within 5 seconds a timeout message should be displayed. This is what I currently have:
var secretCombination = "ABBABA";
var buttonA = $("#button-a").clickAsObservable().map(function () { return "A"; });
var buttonB = $("#button-b").clickAsObservable().map(function () { return "B"; });
var bothButtons = Rx.Observable.merge(buttonA, buttonB);
var outputDiv = $("#output");
bothButtons.do(function (buttonName) {
outputDiv.append(buttonName);
}).bufferWithTimeOrCount(5000, 6).map(function (combination) {
return combination.reduce(function (combination, buttonName) {
return combination + buttonName;
}, "");
}).map(function (combination) {
return combination === secretCombination;
}).subscribe(function (successfulCombination) {
if (successfulCombination) {
outputDiv.html("Combination unlocked!");
} else {
outputDiv.html("You're not fast enough, try again!");
}
});
While this works fairly well it's not exactly what I want. I need the bufferWithTimeOrCount to be reset when button A is pressed for the first time in a new timeframe. What I'm looking for is that as soon as the secret combination is pressed (ABBABA) I'd like "Combination unlocked!" to be shown (I don't want to wait for the time window to be expired).
Throttle is the typical operator for the delaying with reactive resetting effect you want.
Here's how you can use throttle in combination with scan to gather the combination inputted before the 5 seconds of silence:
var evaluationStream = bothButtons
.merge(bothButtons.throttle(5000).map(function(){return "reset";})) // (2) and (3)
.scan(function(acc, x) { // (1)
if (x === "reset") return "";
var newAcc = acc + x;
if (newAcc.length > secretCombination.length) {
return newAcc.substr(newAcc.length - secretCombination.length);
}
else {
return newAcc;
}
})
.map(function(combination) {
return combination === secretCombination;
});
var wrongStream = evaluationStream
.throttle(5000)
.filter(function(result) { return result === false; });
var correctStream = evaluationStream
.filter(function(result) { return result === true; });
wrongStream.subscribe(function() {
outputDiv.html("Too slow or wrong!");
});
correctStream.subscribe(function() {
outputDiv.html("Combination unlocked!");
});
(1) We scan to concatenate the input characters. (2) Throttle waits for 5 seconds of event silence and emits the last event before that silence. In other words, it's similar to delay, except it resets the inner timer when a new event is seen on the source Observable. We need to reset the scan's concatenation (1), so we just map the same throttled Observable to "reset" flags (3), which the scan will interpret as clearing the accumulator (acc).
And here's a JSFiddle.

retrieving data after right-click paste

I am trying to evaluate some data entered into a textarea after a paste has occurred. When I use onkeyup it detects if fine and does the evaluation okay when the user uses Cntl-V to paste. It does nothing when they right-click and select paste. I changed to onkeyup to onpaste which detects both the Cntl-V and Right-click paste but the data is not there. I know that the onpaste is triggered before the actual paste is performed so I tried to delay the evaluation with a setTimeout(), but even with a 5 second delay it never gets the data until after function function completes. No matter what I do I can't seem to get a count of the number of items that were entered. Here is my code:
function delayStart() {
alert("delayStart() function");
var inData = " ";
setTimeout(function()
{inData = document.getElementById("loanNumberPaste").value},
5000);
var iData = inData.value;
alert("iData = " + iData);
setTimeout(fnUpdCt(iData),5000);
}
function fnUpdCt(vId) {
var strVId = vId.value;
alert("fnUpdCt() function \n" +
"vId = " + strVId);
var i;
var iVal = vId.value;
var vCt = 0;
iVal = iVal.replace(/\s/g,' ');
iVal = iVal.split(' ');
for (i=0; i < iVal.length; i++) {
if (iVal[i].length > 0) {vCt++;}
}
document.getElementById("loanNumberCount").value = vCt;
}
<textarea id="loanNumberPaste" rows=17 cols=37 tabindex="1"
onpaste="delayStart();";onkeyup="fnUpdCt(this);"></textarea>
Any advise you can provide will be greatly appreciated.
The timeout isn't working because instead of passing the function by reference you're calling it immediately and trying to return its value.
Just wrap fnUpdCt in an anonymous function and it should be fine.
setTimeout(function(){fnUpdCt(iData)},5000);
Also, you don't need to wait 5 seconds - its not the fact that its waiting x amount of time, its the fact that its asynchronous.

Need to delay javascript execution, but setTimeout is proving problematic

Thank you for taking the time to help me.
I am writing a game where an animated train icon moves along a given path to a destination, pausing at waypoints along the way. This is intended to give the impression of animation.
The game is coded in Facebook Javascript. I need to find a way to make the train icon pause for 1 second before moving on to the next waypoint. I hoped to find a function that would allow me to pause script execution for one second, but nothing like that seems to exist in JS. So I tried setTimeout, but my primary problem with this is twofold:
I need to pass an array into the callback function as an argument, and I can't figure out how to make setTimeout do this.
I finally succeeded in using setTimeout to execute my train animation code for 5 waypoints (I overcame the issue in 1 by using global variables). Unfortunately, it appears that all five calls to setTimeout got queued almost simultaneously, which resulted in waiting one second for the first setTimeout to fire, thenn they all fired at once ruining the illusion of train animation.
I've been battling this problem for six hours straight. It would be wonderful if someone could help me find a solution. Thanks!
Here's the code:
function myEventMoveTrainManual(evt, performErrorCheck) {
if(mutexMoveTrainManual == 'CONTINUE') {
var ajax = new Ajax();
var param = {};
if(evt) {
var cityId = evt.target.getParentNode().getId();
var param = { "city_id": cityId };
}
ajax.responseType = Ajax.JSON;
ajax.ondone = function(data) {
var actionPrompt = document.getElementById('action-prompt');
actionPrompt.setInnerXHTML('<span><div id="action-text">'+
'Train en route to final destination...</div></span>');
for(var i = 0; i < data.length; i++) {
statusFinalDest = data[i]['status_final_dest'];
//pause(1000);
gData = data[i];
setTimeout(function(){drawTrackTimeout()},1000);
if(data[i]['code'] == 'UNLOAD_CARGO' && statusFinalDest == 'ARRIVED') {
unloadCargo();
} else if (data[i]['code'] == 'MOVE_TRAIN_AUTO' || data[i]['code'] == 'TURN_END') {
//moveTrainAuto();
} else {
// handle error
}
mutexMoveTrainManual = 'CONTINUE';
}
}
ajax.post(baseURL + '/turn/move-train-final-dest', param);
}
}
function drawTrackTimeout() {
var trains = [];
trains[0] = gData['train'];
removeTrain(trains);
drawTrack(gData['y1'], gData['x1'], gData['y2'], gData['x2'], '#FF0', trains);
gData = null;
}
Typically this would be done by creating an object (say called myTrain) that has all its own data and methods, then call a myTrain.run mehod that looks to see where the train is. If it's between two stations, it calls itself with setTimeout and say a 50ms delay. When it reaches a station, it calls itself in 1000ms, creating a 1 second pause at the station.
If you queue the setTimeouts all at once, you run the risk of them all being delayed by some other process, then all running at once.
Hey, bit of fun (careful of wrapping). Needed a bit of practice with good 'ole prototype inheritance:
<!-- All the style stuff should be in a rule -->
<div style="position: relative; border: 1px solid blue;">
<div id="redTrain"
style="width:10px;height:10px;background-color:red; position:absolute;top:0px;left:0px;"></div>
</div>
<script type="text/javascript">
// Train constructor
function Train(id) {
this.element = document.getElementById(id);
this.timerId;
}
// Methods
// Trivial getPos function
Train.prototype.getPos = function() {
return this.element.style.left;
}
// Trivial setPos function
Train.prototype.setPos = function(px) {
this.element.style.left = parseInt(px,10) + 'px';
}
// Move it px pixels to the right
Train.prototype.move = function(px) {
this.setPos(px + parseInt(this.getPos(),10));
}
// Recursive function using setTimeout for animation
// Probably should accept a parameter for lag, long lag
// should be a multiple of lag
Train.prototype.run = function() {
// If already running, stop it
// so can interrupt a pause with a start
this.stop();
// Move the train
this.move(5);
// Keep a reference to the train for setTimeout
var train = this;
// Default between each move is 50ms
var lag = 50;
// Pause for 1 second each 100px
if (!(parseInt(this.getPos(),10) % 100)) {
lag = 1000;
}
train.timerId = window.setTimeout( function(){train.run();}, lag);
}
// Start should do a lot more initialising
Train.prototype.start = function() {
this.run();
}
// Stops the train until started again
Train.prototype.stop = function() {
if (this.timerId) {
clearTimeout(this.timerId);
}
}
// Set back to zero
Train.prototype.reset = function() {
this.stop();
this.setPos(0);
}
// Initialise train here
var myTrain = new Train('redTrain');
</script>
<p> </p>
<button onclick="myTrain.start();">Start the train</button>
<button onclick="myTrain.stop();">Stop the train</button>
<button onclick="myTrain.reset();">Reset the train</button>
To pass arguments, this might help you:
setTimeout(function() {
(function(arg1, arg2) {
// you can use arg1 / arg2 here
})('something', 123);
}, 1000);
Or, if you use a defined function:
setTimeout(function() {
someFunction('something', 123);
}, 1000);
It basically starts a timeout; after one second the function is invoked with the specified arguments.
How about using OO principles to simplify the problem? Create an "object" Train which has the following methods:
//train obj
function Train(){
this.isOnWaypoint = function(){
return calculateIsWayPoint()
}
}
//main logic
var train = new Train()
var doneWaiting = false
var doneWaitingTimeout = undefined
var gameLoop = setInterval(1000,function(){
...
if(train.isOnWaypoint() && !doneWaiting){
if(doneWaitingTimeout == undefined){
setTimeOut(5000,function(){
doneWaiting = true
doneWaitingTimeout = undefined
})
}
}
...
})
Here's the solution I finally came up with:
function drawTrackTimeout() {
if(gData != null && gIndex < gData.length) {
var trains = [];
trains[0] = gData[gIndex]['train'];
removeTrain(trains);
drawTrack(gData[gIndex]['y1'], gData[gIndex]['x1'], gData[gIndex]['y2'], gData[gIndex]['x2'], '#FF0', trains);
statusFinalDest = gData[gIndex]['status_final_dest'];
if(statusFinalDest == 'ARRIVED') {
unloadCargo();
} else if (gData[gIndex]['code'] == 'MOVE_TRAIN_AUTO' || gData[gIndex]['code'] == 'TURN_END') {
//moveTrainAuto();
} else {
// handle error
}
gIndex++;
} else {
clearInterval(gIntid);
gIntid = null;
gData = null;
gIndex = 0;
}
}
function myEventMoveTrainManual(evt, performErrorCheck) {
//debugger;
if(mutexMoveTrainManual == 'CONTINUE') {
var ajax = new Ajax();
var param = {};
if(evt) {
var cityId = evt.target.getParentNode().getId();
var param = { "city_id": cityId };
}
ajax.responseType = Ajax.JSON;
ajax.ondone = function(data) {
var actionPrompt = document.getElementById('action-prompt');
actionPrompt.setInnerXHTML('<span><div id="action-text">'+
'Train en route to final destination...</div></span>');
gData = data;
gIndex = 0;
gIntid = setInterval(function(){drawTrackTimeout()},1000);
}
ajax.post(baseURL + '/turn/move-train-final-dest', param);
}
}

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