Computer Guess Game JavaScript - javascript

I am trying to create a simple "guess the number game" in a web page where a user is the one thinking of the number and the computer is to guess the number that the user is thinking (no user input required). I need to create three buttons for user to respond to the computer's guess: Guess Higher, Guess Lower, Correct. I am not sure how to make the GuessHigher() and GuessLower() function work. Here is the java script code:
function getFieldValue(target) {
var elm = document.getElementById(target);
var val = parseInt(elm.value);
return val;
}
function getCompGuess() {
var upper = getFieldValue("UPPER");
var lower = getFieldValue("LOWER");
return (parseInt((upper + lower) / 2))
}
/* User starts game. */
function play() {
var remaining = getFieldValue("REMAINING");
var compGuess = getCompGuess()
var compElm = document.getElementById("COMP_GUESS")
compElm.innerHTML = compGuess
}
function GuessHigher() {
}
function GuessLower() {
}
function correct() {
alert ("YAY! Thank you for playing");
}
Here is the HTML code:
<html>
<head>
<meta charset="UTF-8">
<script src="lab1a.js"></script>
</head>
<body>
Guess a number game: <br/> <br/>
Upper Bound: <input id="UPPER" type="text"></input> <br/>
Lower Bound: <input id="LOWER" type="text"></input> <br/>
Guesses Remaining: <input id="REMAINING" type="text"></input> <br/>
<button onclick="play()">Play!</button> <br/>
Computer's Guess: <span id="COMP_GUESS"></span> <br/>
<button onclick="GuessHigher()">Guess Higher</button>
<button onclick="GuessHigher()">Guess Lower</button>
<button onclick="correct()">Correct!!!</button>
</body>
</html>

GUESS HIGHER:
It might not be elegant, but you could try to take the number last guessed and ADD to it any number within difference of UPPER BOUND-LAST GUESS. For example, lets say we have a number line with UPPER=10 and LOWER=0
0|----------|10
and we guess 5 as the computer. Now, if we want to guess higher we're going to need a place holder for our OLD Guess (5), and were going to need to decrease the guessing range so we don't go over our Upper boundry.
0|----<5>----|10, Imagine zooming in on only the top half 5>---10:
5>----|10.
This new range I called availableGuessingRange which is equal to 10-5 or 5.
We're only going to let the computer pick a new number between 1 and 5 now using Math.random.
Let's say it picks 3. Now we can bring that number back to our old guess by adding it (ie. 5+3=8), now 8 is the computers NEW GUESS.
I think it could be something like this:
var lastGuess=document.getElementById("COMP_GUESS").value
var avaliableGuessingRange = upper-lastGuess;
return Math.floor(Math.random()*avaliableGuessingRange)+lastGuess
for GUESS LOWER: I think it would be a similar set up except it uses lastGuess-lower to create the new range and you'll be subtracting the new guess from the last guess to move DOWN the number line.
The way I've written the code currently won't work because of variable scopes, but I think the logic should work.

I made fiddle out of this, and refactor the code tini little bit, inline listeners are considered bad practice. You should consider using some linter as there was some syntax error, mainly you were not terminating your statements; <--- See, this was typo actually, I terminated the sentence accidently with ; instead of .
(function() {
//getting references to buttons
var high = document.getElementById('high');
var lower = document.getElementById('lower');
var btn_correct = document.getElementById('correct');
//setting listeners
high.addEventListener('click', GuessHigher);
lower.addEventListener('click', GuessLower);
btn_correct.addEventListener("click", correct);
function getFieldValue(target) {
var elm = document.getElementById(target);
return parseInt(elm.value);
}
function getCompGuess() {
var upper = getFieldValue("UPPER");
var lower = getFieldValue("LOWER");
return (parseInt((upper + lower) / 2));
}
/* User starts game. */
function play() {
var remaining = getFieldValue("REMAINING");
var compGuess = getCompGuess();
var compElm = document.getElementById("COMP_GUESS");
compElm.innerHTML = compGuess;
}
function GuessHigher() {
console.log('higher');
}
function GuessLower() {
console.log('lower');
}
function correct() {
console.log("YAY! Thank you for playing");
}
}());
<body>
Guess a number game:
<br/>
<br/>Upper Bound:
<input id="UPPER" type="text">
<br/>Lower Bound:
<input id="LOWER" type="text">
<br/>Guesses Remaining:
<input id="REMAINING" type="text">
<br/>
<button id='play'>Play!</button>
<br/>Computer's Guess: <span id="COMP_GUESS"></span>
<br/>
<button id='high'>Guess Higher</button>
<button id='lower'>Guess Lower</button>
<button id='correct'>Correct!!!</button>
</body>

Try using code below
Math.floor(Math.random()*1000) // return a number between 0 and 1000
to generate random numbers
And use if else statements for
High, low , correct

Related

The code i have written doesnt show results on input percentage

Hi im trying to calculate the percentage of 2 inputs but its not showing results can anyone tell me whats the problem
var Shots = document.getElementById("shots").value;
var Makes = document.getElementById("makes").value;
var results = (Makes / Shots) * 100;
function perqindja() {
document.getElementById("answer").innerHTML = results;
};
<h2>Calculate your shots</h2>
<p>Type the number of shots taken:</p>
<input type="number" name="Shots" id="shots">
<p>Type the number of shots made:</p>
<input type="number" name="Makes" id="makes">
<button onclick="Calculate()">Calculate</button>
<p>The shot percentage:<span id="answer"></span></p>
You should define the variable inside the function so that it could store the input value after user click the button. Also, you doesn't define the Calculate(). I remove the perqindja() since I don't find it user in the code.
function Calculate() {
var Shots = document.getElementById("shots").value;
var Makes = document.getElementById("makes").value;
var results = (Makes / Shots) * 100;
document.getElementById("answer").innerHTML = results;
};
<p>Type the number of shots taken:</p>
<input type="number" name="Shots" id="shots">
<p>Type the number of shots made:</p>
<input type="number" name="Makes" id="makes">
<button onclick="Calculate()">Calculate</button>
<p>The shot percentage:<span id="answer"></span></p>
The first problem is that the function Calculate is not defined.
By the way, in javascript it is a good practice to give function lower case names.
Second, you need to pass values to the calculate function.
Everything should work once you fix these 2 issues.
Your functions name is ‘perqindja()’ but you try to call ‘ Calculate()’ function on click in your html

Javascript: Average of 2 user input values

I apologize for the basic question but I have been trying to make this work for a long time and I just can't seem to get this code to return a value.
I am embarrassed to admit how long I have been attempting to make it work, and how many StackOverflow questions that were related that I have looked at, however, none were as simple as my code, and when I attempted to make something closer to how mine looked, it just wouldn't alert anything.
The idea is the following:
User inputs 2 numbers,
clicks the button,
and is alerted the average of the numbers they input.
My alert has been NaN no matter how many iterations I have made. I could really use some advice. Thanks in advance!
<html>
<head>
<title> Javascript </title>
<body>
<p> Enter two number for an average below </p>
<p> Number 1<input type="text" id="userInput1"></input></p>
<p> Number 2<input type="text" id="userInput2"></input></p>
<button id="averageButton"> Calculate</button>
<script type="text/javascript">
function average(a, b) {
return ((a + b) /2);
}
document.getElementById("averageButton").onclick = function (){
var a = document.getElementById("userInput1").value;
var b = document.getElementById("userInput2").value;
alert(average());
}
</script>
</body>
</html>
You failed to pass the numbers a,b to your function - a simple mistake.
But since the inputs are seen as strings you also need to convert them to numbers a*1
See commented code
<html>
<head>
<title> Javascript </title>
<body>
<p> Enter two number for an average below </p>
<p> Number 1<input type="text" id="userInput1"></input></p>
<p> Number 2<input type="text" id="userInput2"></input></p>
<button id="averageButton"> Calculate</button>
<script type="text/javascript">
function average(a, b) {
// force the input as numbers *1
return ((a*1 + b*1) /2);
}
document.getElementById("averageButton").onclick = function (){
var a = document.getElementById("userInput1").value;
var b = document.getElementById("userInput2").value;
// pass the numbers to the average function!
alert(average(a,b));
}
</script>
</body>
</html>
At first glance you might need to convert your input values from strings to floats and actually pass them to the average function.
You may want to change the inputs to
<input type="number"> to prevent users from adding non-numeric values.
Secondly parse your inputs as document....value returns string,
var a = parseFloat(document.getElementById("userInput1").value);
var b = parseFloat(document.getElementById("userInput2").value);
If you do just this you wouldn't have to deal into the funny business of doing a*1.
// force the input as numbers *1
return ((a*1 + b*1) /2);
This block isn't required since multiplying a string with a number returns a NaN value.
function average(a, b) {
return ((a + b) / 2);
}
document.getElementById("averageButton").onclick = function() {
var a = document.getElementById("userInput1").value;
var b = document.getElementById("userInput2").value;
alert(average());
}
<p> Enter two number for an average below </p>
<p> Number 1<input type="text" id="userInput1"></input>
</p>
<p> Number 2<input type="text" id="userInput2"></input>
</p>
<button id="averageButton"> Calculate</button>

Call function .oninput

JSFIDDLE
HTML:
<input type="number" id="strScore" class="attribScore" min=8 max=15>
<input type="number" id="strMod" class="attribMod" readonly="readonly">
Javascript:
/****************************************************************
document.getElementById("strScore").oninput = function update(e) {
var result = document.getElementById("strMod");
var attribScore = $('#strScore').val();
result.value = (Math.floor((attribScore / 2) -5));
}
******************************************************************/
var strScore = $('#strScore').val();
var strMod = $('#strMod').val();
var update = function(score, mod) {
attribMod = (Math.floor(score / 2) - 5);
mod.value = attribMod;
};
update(strScore,strMod);
When the left input is updated with an ability score, the right input should reflect the ability modifier.
The commented section of javascript is perfectly functional, but I would really rather not have a separate function for every input that needs to be updated like this - one function is far easier to isolate and troubleshoot in the future. What I'd like to do is have one function to which I can pass the score and modifier input values as arguments (strScore and strMod in this case) and have it update the modifier field via the .oninput event. My attempt at this is below the commented section of javascript. I feel like I'm just not connecting the dots on how to call the function appropriately or correctly update the Modifier input passed to the function.
Phew. Got pulled away from the desk. Here is a solution for you. You just need to make sure that the strscore is set with an id number. This way you can relate to what strmod you want to change.
Ex. strScore1 = strMod1 and strScore2 = strMod2
This will setup a scenario where you don't have to touch anymore JavaScript to do this same function in the future. Allowing you to add as many score and mod couplets as you want in the HTML part.
We are binding the 'input' event on the class of .attributeScore which allows us to set the function. There is no need to pass in values because they are already included by default. As long as the score input has a class of .attributeScore, then it will fire that function.
We can use this.value to grab the score value, and then sub-string out the identity of the score aka 1 for strScore1 from the this.id attribute of the input field.
If we concatenate that sub-string with #strMod we can update the value of the corresponding strMod attribute with inline math.
Here is the jsfiddle: http://jsfiddle.net/hrofz8rg/
<!DOCTYPE html>
<html>
<head>
<title>Some JavaScript Example</title>
</head>
<body>
<input type="number" id="strScore1" class="attribScore" min=8 max=15>
<input type="number" id="strMod1" class="attribMod" readonly="readonly">
<br>
<br>
<input type="number" id="strScore2" class="attribScore" min=8 max=15>
<input type="number" id="strMod2" class="attribMod" readonly="readonly">
<!-- JavaScript -->
<script src="https://code.jquery.com/jquery-2.1.4.min.js"></script>
<script>
$(".attribScore").bind({
'input':function(){
var attrib_num = this.id.substring(8,this.length);
$('#strMod' + attrib_num).val((Math.floor(this.value / 2) - 5));
}
});
</script>
</body>
</html>
Hope that helps! Enjoy!
Modifying your function to accept to dom nodes rather than two values would allow you to reuse the function in separate events that use different dom nodes relatively easily.
/****************************************************************
document.getElementById("strScore").oninput = function update(e) {
var result = document.getElementById("strMod");
var attribScore = $('#strScore').val();
result.value = (Math.floor((attribScore / 2) -5));
}
******************************************************************/
var update = function($score, $mod) {
var attribMod = (Math.floor($score.val() / 2) - 5);
$mod.val(attribMod);
};
document.getElementById("strScore").oninput = function update(e) {
var $score = $('#strScore');
var $mod = $('#strMod');
update($score, $mod);
};
Even better though would be able to dynamically figure out which mod element you should target based on which score element the event was triggered on, then you wouldn't need a separate function to do the calculation/update while keeping the code dry.

Simple Guess my Number Game in Javascript

I'm working on a javascript program that is a simple guessing game. It comes up with a random number between 1 and 10 and provides an input field and a button for the user to make their guess. The program tells after each guess whether the user guessed too high or too low, and it keeps up with the number of guess it took the user to get the correct answer which it displays along with a "congratulations" message when they get it right.
I'm having some trouble getting it to work properly. The page displays properly, but when I enter a guess and click my submit button, nothing happens.
Here is my code:
<html>
<head>
<title>Guess My Number</title>
<script type="text/javascript">
var game = {
num : 0,
turns : 1,
reset : function() {
this.turns = 1;
this.newNum();
},
newNum() : function() {
this.num = parseInt(Math.random() * 10) +1;
},
checkNum() : function(guess) {
try {
guess = parseInt(guess);
}
catch(e) {
alert("Enter a guess!");
this.turns++;
return false;
}
if (guess == this.num) {
alert("Correct! It took you " + this.turns + "turns to guess my number.");
return true;
}
else if(guess > this.num) {
alert("Your guess is too high. Try again.");
this.turns++;
return false;
}
else (guess < this.num) {
alert("Your guess is too low. Try again.");
this.turns++;
return false;
}
}
};
function guessNumber() {
var guess = document.getElementById("guess").value;
game.checkGuess(guess);
}
function resetGame() {
game.reset();
}
resetGame();
</script>
</head>
<body>
<h1>Would You Like To Play A Game?</h1>
<h2>Thank you for checking out my game. Good luck!</h2>
<h3>Created by Beth Tanner</h3>
<h2>Directions:</h2>
<p>
The game is very simple. I am thinking of a number between 1
and 10. It is your job to guess that number. If you do not guess
correctly on your first attempt, don't worry, you can keep guessing
until you guess the correct number.
</p>
<p>
Your Guess: <input type="text" id="guess" size="10" />
<br />
<input type="button" value="Sumbit Guess" onclick="guessNumber()" />
<input type="button" value="Reset Game" onclick="resetGame()" />
</p>
</body>
</html>
I've never actually worked with Javascript before so I know this is probably a very basic thing that I'm overlooking. Any ideas as to why this isn't working correctly?
You variable guess is undefined.
Just initialize it with :
var guess = 0;
However be careful there's a possibility that num is initialize to 0. So, the user guessed immediatly without doing nothing.
var num = Math.random() *10 + 1;
BR
You should call your function in first place, one possible thing you can do is:
<input type = "button" value = "Submit Guess" onclick="guessNumber()">
now that your function is called you need to get the value entered by the user into your guess variable, which I don't see in your code, you can do it as:
Your guess:<input type = "text" name = "guess" size = "10" id="guess" /> <br />
and then in your java script initialize the variable guess as:
guess=document.getElementById("guess").value;
This should do the thing!
EDIT:
Also make sure that Math.random() returns an Integer,as others have suggested use Math.ceil() !
Several other answers have pointed out some issues in the test code:
type="submit" but no <form> tags.
Misspelled variable name tunrs instead of turns.
Use of the while loop
No event connections between the buttons and the JavaScript
This is a simple code example, and there are so, SO many ways to tackle it in JavaScript. Here is my method.
When creating a simple game board where the page does not need to be reloaded, I like to create a game object. In JavaScript you can create objects in a variety of ways. But one of the simplest is this:
var game = {};
This creates an empty object with no properties or methods. To create a couple of properties:
var game = {
num: 0,
turns: -1
};
Each of these properties can be referenced globally like var x = game.num;. To create the object with a function:
var game = {
num: 0,
turns: 0,
reset: function() {
this.turns = 0;
//get a random integer between 1 and 10
this.num = parseInt(Math.random() * 10) + 1;
//Note: "this" lets you refer to the current object context. "game" in this case.
//There are a couple of ways to force the value to an Int, I chose parseInt
}
};
Game now has a game.reset() function that will set game.turns back to 0 and get a new game.num. Here is the full javascript code for my example (slightly different than the above examples):
<script type="text/javascript">
//Create an object to hold the game info
var game = {
num : 0,
turns : 0,
reset : function() {
//function to reset
this.turns = 0;
this.newNum();
},
newNum : function() {
//get a random integer between 1 and 10
this.num = parseInt(Math.random() * 10) + 1;
},
checkGuess : function(guess) {
//try to convert the guess into a integer
try {
guess = parseInt(guess);
} catch(e) {
alert("Enter a guess!");
this.turns++;
return false;
}
//perform strict check of equality
if (guess === this.num) {
alert("Correct! It took you " + this.turns + " turn(s) to guess my number");
return true;
} else if (guess > this.num) {
alert("Your guess is too high. Try again.");
this.turns++;
return false;
} else {
alert("Your guess is too low. Try again.");
this.turns++;
return false;
}
}
};
function guessNumber() {
var guess = document.getElementById("guess").value;
game.checkGuess(guess);
}
function resetGame() {
game.reset();
}
resetGame();
</script>
Note: I didn't do a window.onload event here because those are only needed when the code will be interacting with elements on the document, or DOM elements. If you try to execute JS code in the head of the document, it gets executed instantly before the rest of the document gets loaded. This is bad if your JS code is trying to get, set, or manipulate elements in the page because you're still in the head and the body hasn't been loaded yet.
So in the case where your code needs to get access to elements of the page, often a window.onload = someInitFunction(); will be used so that the JS code will be executed after the document has completed it's load.
Below is my HTML code. It is mostly similar to your code except that I change the name attribute to id on the "guess" input to make it easier to access with document.getElementById(). Using name is helpful when you are in a form and will be submitting values to a server. Only fields with the name attribute set get submitted in that case. Often on forms you will have something like <input type="text" id="textfield" name="textfield" />. The id is used in JavaScript for easy of access, and name is used when submitting the form back to the server.
I also added onclick attributes to the buttons, and changed the input type="submit" to input type="button".
<h1>Would You Like To Play A Game?</h2>
<h2>Thank you for checking out my game. Good luck!</h2>
<h3>Created by Beth Tanner</h3>
<h2>Instructions</h2>
<p>
The game is very simple, I am thinking of a non-decimal number between 1 and 10
and it is your job to guess what that number is. If you do not guess my number
correctly on your first attempt, that's ok, you can keep guessing until you are correct.
</p>
<p>
Your guess:<input type="text" id="guess" size = "10" />
<br />
<input type="button" value = "Submit Guess" onclick="guessNumber()" />
<input type="button" value = "Reset Game" onclick="resetGame()" />
</p>
Here is a JSFiddle example that operates, I believe, the way you want it to.
update
As I was saying there are so many ways to do this. Here is an alternate way to give number selections.
A few issues with your code:
Math.random()*10 will return something that looks like 8.523525235, so you'll have a hard time matching that to any guesses. Instead, use Math.ceil(Math.random()*10). This generates a random number and then rounds up to the nearest integer.
In your JavaScript code, you're calling guessNumber() on the last line, which will execute the function as soon as the browser gets to that line. This will mean the function being executed before the user puts in any guesses. Instead you need to attach an event listener to the button, so that when the button is clicked, guessNumber() is called. Something like:
document.getElementById('button').addEventListener('click', guessNumber).
Right now you're not setting the variable guess in any way. You need to grab the value of the text box and assign that to guess. Something like:
guess = document.getElementById('textbox').value
Using a while loop is not appropriate here, since the user is using the textbox and the button to submit guesses each time. There are ways of doing this with a while loop, but let's stick with your current setup.
You want something that resembles this:
HTML:
<p>Your guess:
<input type="text" id="textbox" />
<input type="button" id="button" value="Guess" />
</p>
JS:
var rand = Math.ceil(Math.random()*10);
var turns = 0;
var guess;
document.getElementById('button').addEventListener('click', guess);
function guess() {
guess = document.getElementById('textbox').value;
if (guess == rand) {
alert('Correct! It took you ' + turns + ' turns to guess the number!');
} else if (guess < rand) {
alert('Your guess is too low. Try again.');
turns++;
} else if (guess > rand) {
alert('Your guess is too high. Try again.');
turns++;
} else {
alert('You didn\'t enter a number. Try again.');
}
}
Here's a fiddle. I added some for the reset functionality.

How do I execute a JavaScript function from clicking an HTML button?

I am trying to write a short piece of html code that, given two initial amounts, attempts to find the number greater than or equal to the first that wholly divides the second given amount. The code tries to divide the numbers, and if it is unsuccessful, adds 1 to the first number and tries to divide again, etc...
I want the code to return the value that does wholly divide the second number AND the answer to the division (with some plain text appearing around it).
Added to this, or at least I'd like there to be, is that upon clicking one of 5 different buttons a multiplication operation is performed on the first given number, it is rounded up to the nearest whole number, and THEN the function attempts to divide this into the second given number.
It's difficult to explain exactly what I want without showing you the code I have so far, so here it is:
<html>
<head>
<b>Rounded Commodity Pricing:</b><br>
<script language="Javascript">
function finddivid(marketprice,tradevalue) {
var KWDex = 0.281955
var GBPex = 0.625907
var USDex = 1
var CADex = 0.998727
var EURex = 0.784594
if
(currency == "KWD")
var currencyMarketprice = Math.ceil(marketprice*KWDex)
else if
(currency == "GBP")
var currencyMarketprice = Math.ceil(marketprice*GBPex)
else if
(currency == "USD")
var currencyMarketprice = Math.ceil(marketprice*USDex)
else if
(currency == "CAD")
var currencyMarketprice = Math.ceil(marketprice*CADex)
else if
(currency == "EUR")
var currencyMarketprice = Math.ceil(marketprice*EURex)
if (tradevalue % currencyMarketprice == 0)
return ("tonnage = " + tradevalue / currencyMarketprice + " mt, and price = " + currencyMarketprice +" " +currency +" per mt");
else
{for (var counter = currencyMarketprice+1; counter<(currencyMarketprice*2); counter++) {
if (tradevalue % counter == 0)
return ("tonnage = " + tradevalue / counter + " mt, and price = " + counter +" " +currency +" per mt");}}};
</script>
</head>
<p>Select currency:
<input type="button" value="KWD" OnClick="var currency = KWD">
<input type="button" value="USD" OnClick="var currency = USD">
<input type="button" value="GBP" OnClick="var currency = GBP">
<input type="button" value="EUR" OnClick="var currency = EUR">
<input type="button" value="CAD" OnClick="var currency = CAD">
<P>Enter today's price of commodity in USD: <input name="mktprc" input type="number"><br><p>
<P>Enter value of trade: <input name="trdval" input type="number">
<input type="button" value="Calculate" OnClick="showMeArea.value=finddivid(mktprc,trdval);">
<p>
<br><br>
<input name="showMeArea" readonly="true" size="30">
</html>
If you run this html in your browser you should see what I am trying to achieve.
It is far from complete but here are the main problems/features that I need help with:
I would like to be able to click on one of the 'currency' buttons so that upon clicking, the variable 'currency' is assigned and then used in the function finddivid.
(2. This isn't as important right now, but eventually, once this is working, I'd like it so that upon clicking one of the currency buttons, it changes colour, or is highlighted or something so that the user knows which currency rate they are using.)
Upon entering the numbers into the two boxes I would like to click 'Calculate' and have it return what I've written in the function into the 'showMeArea' read-only box at the end of the code.
I know I'm probably missing loads of stuff and I might be miles away from success but I am very new to programming (started 4 days ago!) so would like any like of help that can be offered.
Thanks in advance of your comments.
The first request requires that you put the currency into the actual script, and I would recommend using a setter function:
<script language="Javascript">
var currency; // you might want to set this at a default just in case
function setCurrency(val) { currency = val; } // Setter function
function finddivid(marketprice,tradevalue) {
Then call it in your button click:
<input type="button" value="KWD" onClick="setCurrency('KWD');">
As for the second request, I'd say you have the concept down well enough, but you don't have the method exactly right. First your inputs will need an id attribute:
<input name="mktprc" id="mktprc" input type="number">
<input name="trdval" id="trdval" input type="number">
The name attribute is used for posting values, the id attribute is used by javascript to find elements within a page. Using jQuery would make retrieving these elements easy, but I'll show both the jQuery and the standard JavaScript method of doing this:
jQuery:
<input type="button" value="Calculate" OnClick="$('#showMeArea').val(finddivid($('#mktprc'),$(#'trdval')));">
The $('#id') selects an element. The method .val() sets the value.
Note for the jQuery purists: Yes, there are much better/sophisticated ways to accomplish this with jQuery, but this answer is targeted to my perception of OP's JavaScript capability.
Standard Javascript:
<input type="button" value="Calculate" OnClick="document.getElementById('showMeArea').value = finddivid(document.getElementById('mktprc'),document.getElementById('trdval'));">

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