Createjs collision issue localToLocal not a function error - javascript

Im trying to check collision between My (Loc) and CandyLocation. Im getting this error Uncaught TypeError: loc.localToLocal is not a function.
Any idea what I'm doing wrong or how i can fix it?
var loc;
function checkIfeatingFood() {
loc = locations[locations.length - 1];
// for (var j = 0; j < candyLocations.length; j++) {
for (var j = 0; j < answersContainer.children.length; j++) {
var candyLocation = answersContainer.children[j];
candyLocation.alpha = .2;
var pt = loc.localToLocal(100, 0, candyLocation);
console.log(candyLocation.x, candyLocation.y); // the position local to objB
if (candyLocation.hitTest(pt.x, pt.y)) { candyLocation.alpha = 1; }
}
//return false;
}

Are you sure loc is a DisplayObject?

Related

Forward to different users depending on labels - Gmail Apps Script

I am trying to create an Apps Script for Gmail, so that all messages labelled product-related and product-a are forwarded to the producta#gmail.com address, and all messages labelled "product-related" and product-b are forwarded to the productb#gmail.com address.
The script will be launched via a card, so there is no need for more automation.
Here's the code I did:
function testforward1() {
var label = "product-related";
//var interval = 2000;
//var date = new Date();
//var timeFrom = Math.floor(date.valueOf()/1000) - 60 * interval;
var threads = GmailApp.search('label:' + label);
for (var i = 0; i < threads.length; i++) {
if (label == "product-a" && "product-related") {
var recipient = 'producta#gmail.com';
var messages = threads[i].getMessages();
//var attachment = messages[i].getAttachments();
for (var j = 0; j < messages.length; j++) {
var body = messages[j].getBody();
messages[j].forward(recipient, {
htmlBody: body
});
}
}
if (label == "product-b" && "product-related") {
var recipient1 = 'productb#gmail.com';
var messages1 = threads[i].getMessages();
//var attachment1 = messages1[i].getAttachments();
for (var j = 0; j < messages1.length; j++) {
var body1 = messages1[j].getBody();
messages1[j].forward(recipient1, {
htmlBody: body1
});
}
}
}
}
I guess I did something wrong with the variables, but I'm a total beginner with Google Apps Scripts, and I already spent more than 10 hours on this, with no success.
I got no email transferred with this, but the execution gives no error. And I was wondering if the var label = "product-related"; should be replaced with something else?
I will be grateful if you could give me some help on this!
I made it work (I think)! :)
function testforward1() {
var threadsa = GmailApp.search('label: product-related label: product-a');
for (var i = 0; i < threadsa.length; i++) {
var recipient = 'producta#gmail.com';
var messages = threadsa[i].getMessages();
for (var j = 0; j < messages.length; j++) {
var body = messages[j].getBody();
messages[j].forward(recipient,{htmlBody: body});
}
}
var threadsb = GmailApp.search('label: product-related label: product-b');
for (var i = 0; i < threadsb.length; i++) {
var recipient = 'productb#gmail.com';
var messages = threadsb[i].getMessages();
for (var j = 0; j < messages.length; j++) {
var body = messages[j].getBody();
messages[j].forward(recipient,{htmlBody: body});
}
}
}
Now I still have a few more functions to implement, but the basic forwarding function works, and it's the most important.

Uncaught TypeError: Cannot read property 'show' of undefined at draw (sketch.js:49)

I am specifying the function show() inside the function Spot() but still I am getting this error of Uncaught TypeError and its saying its undefined at draw().
This is the Javascript code and I am using p5.js as library.
var cols = 5;
rows = 5;
var grid = new Array(cols);
var w,h;
function Spot(i,j){
this.x = i;
this.y = j;
this.f = 0;
this.g = 0;
this.h = 0;
this.show = function(){
fill(255);
stroke(0);
rect(this.x*w,this.y*h,w-1,h-1);
}
}
function setup(){
createCanvas(400,400);
console.log('A*');
w = width/cols;
h = height/rows;
for(var i = 0; i < cols;i++){
grid[i] = new Array(rows);
}
console.log(grid);
for(var i = 0; i < cols;i++)
{
for(var j = 0; i < rows;i++)
{
grid[i][j] = new Spot(i,j);
}
}
}
function draw(){
background(0);
for(var i = 0; i < cols-1;i++)
{
for(var j = 0; j < rows-1; j++)
{
grid[i][j].show();
}
}
}
body {
padding: 0;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/sketch.js/1.1/sketch.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.1.9/p5.min.js"></script>
I am getting this error in chrome console and i am running the html as a web server on my local pc.(localhost:8000)
This is the attached image for the error in google chrome console
I have just started with java script and not able to resolve this error despite extensive searching about it.
It would be helpful if someone knows about it.
Thanks in advance
Have a look in your setup loop.
In the nested loop, you are increasing the i value, instead of the j value.
And your also counting the rows/columns indexes different in the setup and draw.
This might be what you want, just thought I would point it out.
( rows/cols-1 vs cols/rows)
var cols = 5;
var rows = 5;
var grid = new Array(cols);
var w,h;
function Spot(i,j){
this.x = i;
this.y = j;
this.f = 0;
this.g = 0;
this.h = 0;
this.show = function(){
fill(255);
stroke(0);
rect(this.x*w,this.y*h,w-1,h-1);
}
}
function setup(){
createCanvas(400,400);
console.log('A*');
w = width/cols;
h = height/rows;
for(var i = 0; i < cols;i++){
grid[i] = new Array(rows);
}
console.log('grid: ', grid);
for(var i = 0; i < cols-1;i++)
{
for(var j = 0; j < rows-1;j++)
{
grid[i][j] = new Spot(i,j);
}
}
}
function draw(){
background(0);
for(var i = 0; i < cols-1;i++)
{
for(var j = 0; j < rows-1; j++)
{
grid[i][j].show();
}
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/sketch.js/1.1/sketch.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.1.9/p5.min.js"></script>

Why is theMethod on Object returns undefined

I'm trying to call a method walkDown(y,id){} on my object game and it returns undefined. The similar method walkUp(y,id){} works as intended. Here is the code:
class Game {
constructor(row,col,players) {
this.players = players;
this.row = row;
this.col = col;
this.gameBoard=[];
for (let i=0; i<row; i++){
this.gameBoard[i] =[];
for (let y =0; y<col; y++){
this.gameBoard[i][y] = 0;
}
}
}
placing(id){
var place = true;
while(place){
var y = Math.floor(Math.random()*10);
var x = Math.floor(Math.random()*10);
if (this.gameBoard[y][x] === 0){
this.gameBoard[y][x] = this.players[id];
place = false;
} //if finish
} // while finish
}// function placing finish
walkDown(y,id){
for(var k = 0; k < this.gameBoard.length; k++){
for(var m = 0; m < this.gameBoard[k].length; m++){
if(this.gameBoard[k][m]===this.players[id]){
this.gameBoard[k][m] = 0;
this.gameBoard[k+y][m]= this.players[id];
}
}
}
}
walkUp(y,id){
for(var k = 0; k < this.gameBoard.length; k++){
for(var m = 0; m < this.gameBoard[k].length; m++){
if(this.gameBoard[k][m]===this.players[id]){
this.gameBoard[k][m] = 0;
this.gameBoard[k-y][m]= this.players[id];
}
}
}
}
}// Class Game finish
class Player{
constructor(id){
this.id = id;
}
}
const game = new Game(10,10,[new Player(0), new Player(1)]);
game.placing(0);
game.placing(1);
// game.walkUp(1,0); will work
// game.walkDown(1,0); throws an error
The undefined comes from this line of code this.gameBoard[k+y][m]= this.players[id]. However as mentioned above the method walkUp(y,id){} with the similar line of code this.gameBoard[k-y][m]= this.players[id] presents the required result.
What am I doing wrong here? Link to the code
https://jsbin.com/kizateh/edit?js,console

Changing status of <td> on click with javascript

I am making a conways game of life in javascript and having trouble getting my onclick implementation to work. It is supposed to change the life status of the cell when the td is clicked, but instead I am getting an error at my console that says : TypeError: World.tds is undefined.
TLDR: Can't figure out why onclick won't work. World.tds[] is undefined for some reason.
Onclick implementation:
if (table !== null) {
for (var i = 0; i < 20; i++) {
for (var j = 0; j < 20; j++)
World.tds[i][j].onclick = function() {
if (World.tds[i][j].cells.alive) {
World.tds[i][j].cells.alive = false;
} else {
World.tds[i][j].cells.alive = true;
}
};
}
}
Constructor and tds[] filling
var World = function() {
this.h = maxH;
this.w = maxW;
this.tds = [];
};
//generate the world in which the cells move
World.prototype.init = function() {
var row, cell;
for (var r = 0; r < this.h; r++) {
this.tds[r] = [];
row = document.createElement('tr');
for (var c = 0; c < this.w; c++) {
cell = document.createElement('td');
this.tds[r][c] = cell;
row.appendChild(cell);
}
table.appendChild(row);
}
};
Problem Statement - When you trigger the click handler, by that time values of i and j have updated to 20 each and World.tds[20][20] is undefined.
Update your code inside for loop to
(function(i,j) {
World.tds[i][j].onclick = function() {
if (World.tds[i][j].cells.alive) {
World.tds[i][j].cells.alive = false;
} else {
World.tds[i][j].cells.alive = true;
}
};
})(i,j);

Neural network in Javascript not learning properly

I've tried to rewrite neural network found here to javascript. My javascript code looks like this.
function NeuralFactor(weight) {
var self = this;
this.weight = weight;
this.delta = 0;
}
function Sigmoid(value) {
return 1 / (1 + Math.exp(-value));
}
function Neuron(isInput) {
var self = this;
this.pulse = function() {
self.output = 0;
self.input.forEach(function(item) {
self.output += item.signal.output * item.factor.weight;
});
self.output += self.bias.weight;
self.output = Sigmoid(self.output);
};
this.bias = new NeuralFactor(isInput ? 0 : Math.random());
this.error = 0;
this.input = [];
this.output = 0;
this.findInput = function(signal) {
var input = self.input.filter(function(input) {
return signal == input.signal;
})[0];
return input;
};
}
function NeuralLayer() {
var self = this;
this.pulse = function() {
self.neurons.forEach(function(neuron) {
neuron.pulse();
});
};
this.neurons = [];
this.train = function(learningRate) {
self.neurons.forEach(function(neuron) {
neuron.bias.weight += neuron.bias.delta * learningRate;
neuron.bias.delta = 0;
neuron.input.forEach(function(input) {
input.factor.weight += input.factor.delta * learningRate;
input.factor.delta = 0;
})
})
}
}
function NeuralNet(inputCount, hiddenCount, outputCount) {
var self = this;
this.inputLayer = new NeuralLayer();
this.hiddenLayer = new NeuralLayer();
this.outputLayer = new NeuralLayer();
this.learningRate = 0.5;
for(var i = 0; i < inputCount; i++)
self.inputLayer.neurons.push(new Neuron(true));
for(var i = 0; i < hiddenCount; i++)
self.hiddenLayer.neurons.push(new Neuron());
for(var i = 0; i < outputCount; i++)
self.outputLayer.neurons.push(new Neuron());
for (var i = 0; i < hiddenCount; i++)
for (var j = 0; j < inputCount; j++)
self.hiddenLayer.neurons[i].input.push({
signal: self.inputLayer.neurons[j],
factor: new NeuralFactor(Math.random())
});
for (var i = 0; i < outputCount; i++)
for (var j = 0; j < hiddenCount; j++)
self.outputLayer.neurons[i].input.push({
signal: self.hiddenLayer.neurons[j],
factor: new NeuralFactor(Math.random())
});
this.pulse = function() {
self.hiddenLayer.pulse();
self.outputLayer.pulse();
};
this.backPropagation = function(desiredResults) {
for(var i = 0; i < self.outputLayer.neurons.length; i++) {
var outputNeuron = self.outputLayer.neurons[i];
var output = outputNeuron.output;
outputNeuron.error = (desiredResults[i] - output) * output * (1.0 - output);
}
for(var i = 0; i < self.hiddenLayer.neurons.length; i++) {
var hiddenNeuron = self.hiddenLayer.neurons[i];
var error = 0;
for(var j = 0; j < self.outputLayer.neurons.length; j++) {
var outputNeuron = self.outputLayer.neurons[j];
error += outputNeuron.error * outputNeuron.findInput(hiddenNeuron).factor.weight * hiddenNeuron.output * (1.0 - hiddenNeuron.output);
}
hiddenNeuron.error = error;
}
for(var j = 0; j < self.outputLayer.neurons.length; j++) {
var outputNeuron = self.outputLayer.neurons[j];
for(var i = 0; i < self.hiddenLayer.neurons.length; i++) {
var hiddenNeuron = self.hiddenLayer.neurons[i];
outputNeuron.findInput(hiddenNeuron).factor.delta += outputNeuron.error * hiddenNeuron.output;
}
outputNeuron.bias.delta += outputNeuron.error * outputNeuron.bias.weight;
}
for(var j = 0; j < self.hiddenLayer.neurons.length; j++) {
var hiddenNeuron = self.hiddenLayer.neurons[j];
for(var i = 0; i < self.inputLayer.neurons.length; i++) {
var inputNeuron = self.inputLayer.neurons[i];
hiddenNeuron.findInput(inputNeuron).factor.delta += hiddenNeuron.error * inputNeuron.output;
}
hiddenNeuron.bias.delta += hiddenNeuron.error * hiddenNeuron.bias.weight;
}
};
this.train = function(input, desiredResults) {
for(var i = 0; i < self.inputLayer.neurons.length; i++) {
var neuron = self.inputLayer.neurons[i];
neuron.output = input[i];
}
self.pulse();
self.backPropagation(desiredResults);
self.hiddenLayer.train(self.learningRate);
self.outputLayer.train(self.learningRate);
};
}
Now I'm trying to learn it how to resolve XOR problem. I'm teaching it like this:
var net = new NeuralNet(2,2,1);
var testInputs = [[0,0], [0,1], [1,0], [1,1]];
var testOutputs = [[1],[0],[0],[1]];
for (var i = 0; i < 1000; i++)
for(var j = 0; j < 4; j++)
net.train(testInputs[j], testOutputs[j]);
function UseNet(a, b) {
net.inputLayer.neurons[0].output = a;
net.inputLayer.neurons[1].output = b;
net.pulse();
return net.outputLayer.neurons[0].output;
}
The problem is that all results that I get is close to 0.5 and pretty random, no matter what arguments I use. For example:
UseNet(0,0) => 0.5107701166677714
UseNet(0,1) => 0.4801498747476413
UseNet(1,0) => 0.5142463167153447
UseNet(1,1) => 0.4881829364416052
What can be wrong with my code?
This network is big enough for the XOR problem and I can't see any obvious mistakes, so I suspect it's getting stuck in a local minimum.
Try going through the training set 10,000 times instead of 1000; this gives it a better chance of breaking out of any minima and converging. You can also increase convergence a lot by upping the number of hidden neurons, tweaking η (the learning rate) or adding momentum. To implement the latter, try using this as your training function:
this.train = function(learningRate) {
var momentum = 0 /* Some value, probably fairly small. */;
self.neurons.forEach(function(neuron) {
neuron.bias.weight += neuron.bias.delta * learningRate;
neuron.bias.delta = 0;
neuron.input.forEach(function(input) {
input.factor.weight += (input.factor.delta * learningRate) + (input.factor.weight * momentum);
input.factor.delta = 0;
})
})
}
I've had good results changing the learning rate to 1.5 (which is pretty high) and momentum to 0.000001 (which is pretty small).
(Incidentally, have you tried running the .NET implementation with a few different seeds? It can take quite a while to converge too!)
This system uses fuzzy logic. As it says in the article don't use integers instead use "close" real numbers as the article suggests -- try
UseNet(0.1,0.1) =>
UseNet(0.1,0.9) =>
UseNet(0.9,0.1) =>
UseNet(0.9,0.9) =>
For the results anything above 0.5 is a 1 and below is 0
Hmmmm
Try instead of:
var testInputs = [[0,0], [0,1], [1,0], [1,1]];
var testOutputs = [[1],[0],[0],[1]];
This:
var testInputs = [[0.05,0.05], [0.05,0.95], [0.95,0.05], [0.95,0.95]];
var testOutputs = [[1],[0],[0],[1]];
or
var testInputs = [[0,0], [0,1], [1,0], [1,1]];
var testOutputs = [[0.95],[0.05],[0.05],[0.95]];

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