Javascript: scope effect despite order of execution - javascript

Please note: This is not a question about scope, per se. I understand that in order to make the code work, I should make a deep copy of the variable board rather than assigning var tboard = board. However, I am not clear why making a shallow copy has the effect I describe below.
I am experiencing something I find baffling. Basically, a global variable (board) gets altered and I have no clue how. board is initialized in the function NewGame() (which is called from select()) as an empty array. After it is initialized, nothing else is called until the user clicks a square on the board (assuming the user has selected Xs for simplicity). When that happens, the function playerMove() is called. The baffling thing is that console.log(board) at the top of playerMove() prints out an array that has an x is the clicked position and os everywhere else (ie not empty). This is bizarre because the board is empty at the end of select() (which called NewGame()) and nothing else should happen in between. To demonstrate this, I print out the function name at the top of each function and I print out the board variable in the select() function and playerMove() function to show that it changes despite nothing else being called. Please note that to get this behavior, refresh the page (otherwise the board variable starts out full of os). I think this must be somewhat an issue of scope (because I am not making a deep copy of board) but it's strange because I have no clue what is being called that is changing the variable before it gets printed out at the top of playerMove().
Here is the link to my pen and the code: http://codepen.io/joshlevy89/pen/MKjxop?editors=101
$(document).ready(function() {
var pSym; // player's symbol
var cSym; // computer's symbol
var board;
var whosMove; // can be "player" or "computer" or "neither"
var gameOver;
setup();
$("#newgame").on('click', '#X', select);
$("#newgame").on('click', '#O', select);
$("#restart").on('click', setup);
$("table").on('click', 'td', playerMove);
function playerMove()
{
console.log('playerMove');
console.log(board);
if (whosMove === "player")
{
var val = $(this).data('value');
$('#g' + val).text(pSym);
var arr = PositionToCoords(val);
board[arr[0]][arr[1]] = pSym;
var tboard = board;
var gc = gameCheck(tboard);
if (gc>=0)
{
endGame(gc);
setTimeout(function(){setup();}, 1000);
return;
}
whosMove = "computer";
computerMove();
}
}
function computerMove() {
console.log('computerMove');
//var p1 = Math.floor(Math.random() * 3);
//var p2 = Math.floor(Math.random() * 3);
var tboard = board;
var pos = chooseMove(tboard);
var arr = PositionToCoords(pos);
board[arr[0]][arr[1]] = cSym;
DrawPosition(arr[0], arr[1], cSym);
var tboard = board;
var gc = gameCheck(tboard);
if (gc>=0) {
endGame(gc);
setTimeout(function(){setup();}, 1000);
return;
}
whosMove = "player";
}
function chooseMove(inboard) {
console.log('chooseMove');
// get the possible moves
var moves=[];
var scores = [];
for (var i=1;i<10;i++) {
var arr = PositionToCoords(i);
if (inboard[arr[0]][arr[1]] === undefined) {
moves.push(i);
var tboard = inboard;
tboard[arr[0]][arr[1]] = cSym;
var gc = gameCheck(tboard);
scores.push(gc);
}
}
//console.log(moves);
//console.log(scores);
return moves[0]; // TEMPORARY
}
function endGame(gc) {
console.log('endGame');
var str;
if (gc===1) { // somebody won
if (whosMove==="player"){
str = "You Won!"
}
else {
str = "You Lost :(";
}
}
else if (gc === 0){//draw
str = "It's a draw."
}
html = '<div id="closer">' + str + '</div>';
$('#endgame').html(html);
}
function gameCheck(tboard) {
console.log('gameCheck');
// get symbol to check for
var sym;
if (whosMove === "player") {
sym = pSym;
} else {
sym = cSym;
}
// check if in a row
var hrow;
var vrow;
// check for horizonal row
for (var i = 0; i < 3; i++) {
hrow = true;
vrow = true;
for (var j = 0; j < 3; j++) {
if (tboard[i][j] !== sym) {
hrow = false;
}
if (tboard[j][i] !== sym) {
vrow = false;
}
}
if ((hrow) || (vrow)) {
return 1;
}
}
var fdrow = true;
var bdrow = true;
for (var i = 0; i < 3; i++) {
if (tboard[i][i] !== sym) {
fdrow = false;
}
if (tboard[i][2 - i] !== sym) {
bdrow = false;
}
}
if ((fdrow) || (bdrow)) {
return 1;
}
// otherwise, check if board is full
var full = true;
for (var i = 1; i < 10; i++) {
var arr = PositionToCoords(i);
if (tboard[arr[0]][arr[1]] === undefined) {
full = false;
break;
}
}
if (full === true) {
return 0;
}
// if neither 0 (tie) or win (1), return -1 (game not over)
return -1;
}
function select() {
console.log('select');
pSym = $(this).data('value');
$('#newgame').html('');
NewGame();
console.log(board);
}
function setup() {
console.log('select');
$('#endgame').html('');
html = '<div id="opener">Xs or Os? <div id="buttons">';
html += '<div id="X" data-value="X" class="btn btn-default">Xs</div>';
html += '<div id="O" data-value="O" class="btn btn-default">Os</div>';
html += '</div></div>';
$('#newgame').html(html);
}
function NewGame() {
console.log('NewGame');
$('td').empty();
board = new Array(3);
for (i = 0; i < 3; i++) {
board[i] = new Array(3)
};
if (pSym === "X") {
cSym = "O";
whosMove = "player";
} else {
cSym = "X";
whosMove = "computer";
computerMove();
}
}
function DrawPosition(p1, p2, sym) {
console.log('DrawPosition');
var pos = p1 * 3 + (p2 + 1);
$("#g" + pos).text(sym)
}
function PositionToCoords(pos) {
console.log('PositionToCoords');
var p1 = Math.ceil(pos / 3) - 1;
var p2 = ((pos - 1) % 3);
var arr = [p1, p2];
return arr;
}
});
Thanks in advance.

Simply add the break in the for loop fixes the problem. Am I missing anything?
function chooseMove(inboard) {
console.log('chooseMove');
// get the possible moves
var moves = [];
var scores = [];
for (var i = 1; i < 10; i++) {
var arr = PositionToCoords(i);
if (inboard[arr[0]][arr[1]] === undefined) {
moves.push(i);
var tboard = inboard;
tboard[arr[0]][arr[1]] = cSym;
var gc = gameCheck(tboard);
scores.push(gc);
break; // <<<<<<<<<<<< This break guarantees that the computer only makes one move
}
}
//console.log(moves);
//console.log(scores);
return moves[0]; // TEMPORARY
}

Related

Why are my functions executing out of order at the end of this Connect Four game? It works in some browsers

I'm having two timing issues here, both involving the process in this game once the winning move has been made: https://codepen.io/acchang/pen/XWePpWB
Ideally, I should (1) pick the winning space (2) see the winning space filled (3) have the alert proclaim the winner.
What I see and do not like is:
*checkForWinners() runs
winDeclared() runs and the alert "winner" pop up first
Then after the alert is cleared, drawboard() runs, adding the winning piece to the gameboard.
This does not happen as badly in Firefox. The piece is added at the same time the alert pops up.
Then, in winDeclared(), I also change the display in the top right to also indicate the winner. But swapTurns() seems to execute before winDeclared().
Is that because winDeclared() is two functions deep into checkForWinners()? Is there a way to delay it?
Thanks!
let gameboard = [
[1,2,3,4,5,6,7],
[8,9,10,11,12,13,14],
[15,16,17,18,19,20,21],
[22,23,24,25,26,27,28],
[29,30,31,32,33,34,35],
[36,37,38,39,40,41,42]
];
let playerOne
let playerTwo
let indexPick
let availableSpots
let gameType
let playerOneTurn = true
document.getElementsByName("announcements")[0].innerHTML = "Current Player: " + whosPlaying() + " "
let itsAOnePlayerGame = true
let isThereAWinner = false
let mainDiv = document.createElement("div");
mainDiv.setAttribute('class', 'mainDiv')
document.body.append(mainDiv);
let selectorHolder = document.createElement("div")
selectorHolder.setAttribute('class', 'selectorHolder')
selectorHolder.setAttribute('id', 'selectorHolder')
mainDiv.append(selectorHolder)
let selectorTable = document.createElement("table")
selectorTable.setAttribute('class', 'selectorTable')
selectorTable.setAttribute('id', 'selectorTable')
selectorHolder.append(selectorTable)
function drawSelector() {
let selectorRow = document.createElement("tr")
selectorRow.setAttribute('class', 'selectorRow')
selectorTable.append(selectorRow)
for (i=0; i<7; i++){
let selectorCell = document.createElement("td")
selectorCell.setAttribute('class', 'selectorCell')
let innerSelectorCell = document.createElement("div")
innerSelectorCell.setAttribute('class', 'innerSelectorCell')
innerSelectorCell.setAttribute('id', [i])
selectorCell.append(innerSelectorCell)
innerSelectorCell.addEventListener("mouseover", function(event) {
if (playerOneTurn == true) {
innerSelectorCell.classList.add('yellowBG')}
else {innerSelectorCell.classList.add('redBG')
}
})
innerSelectorCell.addEventListener("mouseout", function(event) {
if (playerOneTurn == true) {
innerSelectorCell.classList.remove('yellowBG')}
else {innerSelectorCell.classList.remove('redBG')
}
})
innerSelectorCell.onclick = function(){
if (isThereAWinner == true){return}
else {
indexPick = parseInt(this.id)
console.log(indexPick)
claimSpot()
}
}
selectorRow.append(selectorCell)
}
};
drawSelector()
// Draw Main Gameboard
let mainTable = document.createElement("table");
mainTable.setAttribute('class', 'mainTable')
mainDiv.append(mainTable)
function drawBoard() {
for (i=0; i<gameboard.length; i++){
let row = document.createElement("tr")
mainTable.append(row)
for (j=0; j<gameboard[i].length; j++){
let outerCell = document.createElement('td')
outerCell.setAttribute('class', 'outerCell')
row.append(outerCell)
let innerCell = document.createElement('div')
innerCell.setAttribute('class', 'innerCell')
innerCell.classList.add(gameboard[i][j])
innerCell.setAttribute('innerHTML', gameboard[i][j])
outerCell.append(innerCell)
}
}
};
drawBoard()
function validateRadio() {
let ele = document.getElementsByName('gameType');
for(i = 0; i < ele.length; i++) {
if(ele[i].checked){
gameType = (ele[i].value)
beginGame()
}
}
};
function beginGame() {
if (gameType == "1PEasy"){
itsAOnePlayerGame = true
resetBoard()
onePlayerPickSides()
play1PGame()
}
else if (gameType == "1PHard"){
itsAOnePlayerGame = true
resetBoard()
onePlayerPickSides()
play1PGame()
}
else if (gameType == "2P"){
itsAOnePlayerGame = false
resetBoard()
twoPlayerPickSides()
play2PGame()
}
};
function resetBoard() {
playerOneTurn = true
isThereAWinner = false
gameboard = [
[1,2,3,4,5,6,7],
[8,9,10,11,12,13,14],
[15,16,17,18,19,20,21],
[22,23,24,25,26,27,28],
[29,30,31,32,33,34,35],
[36,37,38,39,40,41,42]
];
}
function swapTurns() {
selectorTable.innerHTML = ""
drawSelector()
playerOneTurn = !playerOneTurn
document.getElementsByName("announcements")[0].innerHTML = "Current Player: " + whosPlaying() + " "
};
// GAMEPLAY
function playerSelects2P() {
findAvailableSpots()
// put an eventListener here?
columnPick = prompt(whosPlaying() + ', choose which column 1-7')
if (availableSpots.includes(parseInt(columnPick)))
{console.log(columnPick)}
else {
alert("not available")
playerSelects2P()}
};
function playerSelects1P() {
if (whosPlaying() == playerTwo) {
findAvailableSpots()
columnPick = availableSpots[Math.floor(Math.random() * availableSpots.length)]
return
}
else {playerSelects2P()}
};
function whosPlaying() {
if (playerOneTurn) {
return "Yellow"
} else {
return "Red"
}
};
// starts from the bottom row and claims spot when there it is a number (unoccupied)
function claimSpot(){
findAvailableSpots()
if (availableSpots.includes(indexPick+1)) {
let i;
for (i = 5; i > -1; i--)
{if (Number.isInteger(gameboard[i][indexPick])) {
gameboard[i].splice((indexPick), 1, whosPlaying())
mainTable.innerHTML = ""
drawBoard()
checkForWinners()
// do I need to put some sort of delay here for it not to go to swap turns right away?
swapTurns()
return
}
}
}
else {
console.log(availableSpots)
alert("Forbidden")
}
};
// if there is a string in row[0], that column is no longer available.
// the cells are numbered from 1 to 7, not per index so you need to add one to indexPick to identify
function findAvailableSpots() {
availableSpots = gameboard[0].filter(x => Number.isInteger(x) == true)
};
function checkForWinners() {
horizontalCheck()
verticalCheck()
downrightCheck()
uprightCheck()
}
// WIN CHECKERS
// a forloop evaluates a section of the matrix, moving through it and seeing if the 3 ahead match.
// it stops before going out of bounds
function findFour(w,x,y,z) {
// Checks first cell against current player and all cells match that player
return ((w == whosPlaying()) && (w === x) && (w === y) && (w === z));
};
function winDeclared() {
isThereAWinner = true
alert("winner")
document.getElementsByName("announcements")[0].innerHTML = whosPlaying() + " wins! "
// this does not show, it snaps to swap places
};
function uprightCheck() {
for (r=5; r>2; r--) {
for (c=0; c<4; c++){
if (findFour(gameboard[r][c], gameboard[r-1][c+1], gameboard[r-2][c+2], gameboard[r-3][c+3])) {
winDeclared()
return
}
}
}
};
function downrightCheck() {
for (r=0; r<3; r++) {
for (c=0; c<4; c++){
if (findFour(gameboard[r][c], gameboard[r+1][c+1], gameboard[r+2][c+2], gameboard[r+3][c+3])) {
winDeclared()
return
}
}
}
};
function verticalCheck() {
for (r=5; r>2; r--) {
for (c=0; c<7; c++){
if (findFour(gameboard[r][c], gameboard[r-1][c], gameboard[r-2][c], gameboard[r-3][c])) {
winDeclared()
return
}
}
}
};
function horizontalCheck() {
for (r=0; r<6; r++) {
for (c=0; c<4; c++){
if (findFour(gameboard[r][c], gameboard[r][c+1], gameboard[r][c+2], gameboard[r][c+3])) {
winDeclared()
return
}
}
}
};
When you manipulate the DOM, the operation itself is syncrhonous but the browser decides when the user will actually see the changes. Sometimes, the broswer will not have time to redraw before the prompt appears. To get around this, you can wrap the alert in a setTimeout() to delay the alert.
setTimeout(
function() {
alert("winner")
}, 10)

Function not returning properly when set to a variable but is when console.logged

The problem is in this function:
function minimax(newBoard,player, depth = 0) {
const availableSpots = emptySquares();
// console.log(availableSpots)
// console.log((checkGameStatus(newBoard,player) ? 'true' : 'false'))
let score = {};
if (checkGameStatus(newBoard, computerSymbol)) {
console.log("Are we hitting here? 1")
// console.log((onCheckWin(newBoard) === false))
// console.log(newBoard,"o")
score = { "score": (-100 + depth)}
return score
} else if (checkGameStatus(newBoard, playerSymbol)) {
console.log("Are we hitting here? 2")
// console.log(checkGameStatus(newBoard))
// console.log(newBoard,"o")
score = { "score": (100 - depth)}
return score
} else if (availableSpots.length === 0) {
console.log("Are we hitting here? 3")
score = { "score": 0 }
return score
}
let moves = [];
for (let i=0; i<availableSpots.length; i++) {
let move = {};
move.index = newBoard[availableSpots[i]];
newBoard[availableSpots[i]] = player;
console.table(newBoard)
if (player === computerSymbol) {
let result = minimax(newBoard, playerSymbol , depth++);
console.log(newBoard,"first");
console.log(result)
move.score = result["score"];
} else {
let result = minimax(newBoard, computerSymbol, (depth + 1));
console.log(newBoard,"first");
move.score = result.score;
}
console.log(moves,move)
newBoard[availableSpots[i]] = move.index;
moves.push(move);
console.log(moves,move)
} // end of for look
let bestMove;
if (player === computerSymbol) {
let bestScore = -10000;
for (let i=0; i<moves.length; i++) {
if (moves[i].score > bestScore) {
bestScore = moves[i].score;
bestMove = i;
// console.log(bestMove)
}
// end of for loop
}
if (player === playerSymbol) {
let bestScore = 10000;
for (let i=0; i<moves.length; i++) {
if (moves[i].score < bestScore) {
bestScore = moves[i].score;
bestMove = i;
// console.log(bestMove)
}
}
}
}
return moves[bestMove];
}
When I console.log the function inside of it, it returns an object, but when I set that function call to "result" like here:
if (player === computerSymbol) {
let result = minimax(newBoard, playerSymbol , depth++);
console.log(newBoard,"first");
console.log(result)
move.score = result["score"];
I get undefined as the result and that I can't access property of undefined. Also, I seem to have a problem with my minimax algorithm where it's just constantly choosing the next open square. This might be because I am only using an empty board at the moment. I can add more code if need be, but it seems to me that the problem exists inside the function and not from one of my external or helper functions

Is there a javascript library that does spreadsheet calculations without the UI

I am working on a project that needs an excel like calculation engine in the browser. But, it doesn't need the grid UI.
Currently, I am able to do it by hiding the 'div' element of Handsontable. But, it isn't elegant. It is also a bit slow.
Is there a client side spreadsheet calculation library in javascript that does something like this?
x = [ [1, 2, "=A1+B1"],
[2, "=SUM(A1,A2"),3] ];
y = CalculateJS(x);
##############
y: [[1, 2, 3],
[2,3,3]]
I'm not aware of any (although I haven't really looked), but if you wish to implement your own, you could do something along these lines (heavily unoptimized, no error checking):
functions = {
SUM: function(args) {
var result = 0;
for (var i = 0; i < args.length; i++) {
result += parseInt(args[i]);
}
return result;
}
};
function get_cell(position) {
// This function returns the value of a cell at `position`
}
function parse_cell(position) {
cell = get_cell(position);
if (cell.length < 1 || cell[0] !== '=')
return cell;
return parse_token(cell.slice(1));
}
function parse_token(tok) {
tok = tok.trim();
if (tok.indexOf("(") < 0)
return parse_cell(tok);
var name = tok.slice(0, tok.indexOf("("));
if (!(name in functions)) {
return 0; // something better than this?
}
var arguments_tok = tok.slice(tok.indexOf("(") + 1);
var arguments = [];
while (true) {
var arg_end = arguments_tok.indexOf(",");
if (arg_end < 0) {
arg_end = arguments_tok.lastIndexOf(")");
if (arg_end < 0)
break;
}
if (arguments_tok.indexOf("(") >= 0 && (arguments_tok.indexOf("(") < arg_end)) {
var paren_amt = 1;
arg_end = arguments_tok.indexOf("(") + 1;
var end_tok = arguments_tok.slice(arguments_tok.indexOf("(") + 1);
while (true) {
if (paren_amt < 1) {
var last_index = end_tok.indexOf(",");
if (last_index < 0)
last_index = end_tok.indexOf(")");
arg_end += last_index;
end_tok = end_tok.slice(last_index);
break;
}
if (end_tok.indexOf("(") > 0 && (end_tok.indexOf("(") < end_tok.indexOf(")"))) {
paren_amt++;
arg_end += end_tok.indexOf("(") + 1;
end_tok = end_tok.slice(end_tok.indexOf("(") + 1);
} else {
arg_end += end_tok.indexOf(")") + 1;
end_tok = end_tok.slice(end_tok.indexOf(")") + 1);
paren_amt--;
}
}
}
arguments.push(parse_token(arguments_tok.slice(0, arg_end)));
arguments_tok = arguments_tok.slice(arg_end + 1);
}
return functions[name](arguments);
}
Hopefully this will give you a starting point!
To test in your browser, set get_cell to function get_cell(x) {return x;}, and then run parse_cell("=SUM(5,SUM(1,7,SUM(8,111)),7,8)"). It should result in 147 :)
I managed to do this using bacon.js. It accounts for cell interdependencies. As of now, it calculates values for javascript formula instead of excel formula by using an eval function. To make it work for excel formulae, all one has to do is replace eval with Handsontable's ruleJS library. I couldn't find a URI for that library... hence eval.
https://jsfiddle.net/sandeep_muthangi/3src81n3/56/
var mx = [[1, 2, "A1+A2"],
[2, "A2", "A3"]];
var output_reference_bus = {};
var re = /\$?[A-N]{1,2}\$?[1-9]{1,4}/ig
var alphabet = "ABCDEFGHIJKLMNOPQRSTUVWXYZ".split('');
function convertToCellRef(rows, cols) {
var alphabet_index = rows+1,
abet = "";
while (alphabet_index>0) {
abet = alphabet[alphabet_index%alphabet.length-1]+abet;
alphabet_index = Math.floor(alphabet_index/alphabet.length);
}
return abet+(cols+1).toString();
}
function getAllReferences(value) {
if (typeof value != "string")
return null;
var references = value.match(re)
if (references.length == 0)
return null;
return references;
}
function replaceReferences(equation, args) {
var index = 0;
return equation.replace(re, function(match, x, string) {
return args[index++];
});
}
//Assign an output bus to each cell
mx.forEach(function(row, row_index) {
row.forEach(function(cell, cell_index) {
output_reference_bus[convertToCellRef(row_index, cell_index)] = Bacon.Bus();
})
})
//assign input buses based on cell references... and calculate the result when there is a value on all input buses
mx.forEach(function(row, row_index) {
row.forEach(function(cell, cell_index) {
if ((all_refs = getAllReferences(cell)) != null) {
var result = Bacon.combineAsArray(output_reference_bus[all_refs[0]]);
for (i=1; i<all_refs.length; i++) {
result = Bacon.combineAsArray(result, output_reference_bus[all_refs[i]]);
}
result = result.map(function(data) {
return eval(replaceReferences(cell, data));
})
result.onValue(function(data) {
console.log(convertToCellRef(row_index, cell_index), data);
output_reference_bus[convertToCellRef(row_index, cell_index)].push(data);
});
}
else {
if (typeof cell != "string")
output_reference_bus[convertToCellRef(row_index, cell_index)].push(cell);
else
output_reference_bus[convertToCellRef(row_index, cell_index)].push(eval(cell));
}
})
})
output_reference_bus["A2"].push(20);
output_reference_bus["A1"].push(1);
output_reference_bus["A1"].push(50);

creating a new array out of an object

I've created a JavaScript object to get the number of times a character repeats in a string:
function getFrequency(string) {
// var newValsArray =[];
var freq = {};
for (var i=0; i<string.length;i++) {
var character = string.charAt(i);
if (freq[character]) {
freq[character]++;
} else {
freq[character] = 1;
}
}
return freq;
}
Now, I'm trying to construct a new string composed of the keys & their properties (the letters) & numbers of times the letters repeat if the number (property) is more than one but I keep getting undefined and I don't know why:
function newString(freq){
var newValsArray = [];
for (var prop in freq) {
if (freq[prop]>1){
newValsArray.push(prop + freq[prop]);
}
else if (freq[prop] < 2){
newValsArray.push(prop);
}
}
return newValsArray;
}
I feel like my syntax is off or something... if anyone has any suggestions, I'd really appreciate it...
You aren't explicitly returning anything from newString(), so it will return undefined. It sounds like you want something like this:
return newValsArray.join('');
at the end of newString() to construct an actual string (instead of returning an array). With that change, newString(getFrequency("Hello there") will return 'He3l2o thr'.
function getFrequency(string) {
// var newValsArray =[];
var freq = {};
for (var i = 0; i < string.length; i++) {
var character = string.charAt(i);
if (freq[character]) {
freq[character] ++;
} else {
freq[character] = 1;
}
}
return freq;
}
function newString(freq) {
var newValsArray = [];
for (var prop in freq) {
if (freq[prop] > 1) {
newValsArray.push(prop + freq[prop]);
} else if (freq[prop] < 2) {
newValsArray.push(prop);
}
}
return newValsArray.join("");
}
var mystring = "Here are some letters to see if we have any freq matches and so on.";
var results = newString(getFrequency(mystring));
var elem = document.getElementById("results");
elem.innerHTML = results;
<div id="results"></div>
You are not returning anything from the newString function. Add return newString; as the last line of the newString function. Adding that line does result in something being returned, though I can't tell if it is what you expected.
var text = "asdfjhwqe fj asdj qwe hlsad f jasdfj asdf alhwe sajfdhsadfjhwejr";
var myFreq = getFrequency(text);
show(myFreq);
var myNewValsArray = newString(myFreq);
show(myNewValsArray);
function getFrequency(string) {
// var newValsArray =[];
var freq = {};
for (var i=0; i<string.length;i++) {
var character = string.charAt(i);
if (freq[character]) {
freq[character]++;
} else {
freq[character] = 1;
}
}
return freq;
}
function newString(freq){
var newValsArray = [];
for (var prop in freq) {
if (freq[prop]>1){
newValsArray.push(prop + freq[prop]);
}
else if (freq[prop] < 2){
newValsArray.push(prop);
}
}
return newValsArray; // ******** ADD THIS LINE
}
function show(msg) {
document.write("<pre>" + JSON.stringify(msg, null, 2) + "</pre>");
}

javascript - Failed to load source for: http://localhost/js/m.js

Why oh why oh why... I can't figure out why I keep getting this error. I think I might cry.
/*** common functions */
function GE(id) { return document.getElementById(id); }
function changePage(newLoc) {
nextPage = newLoc.options[newLoc.selectedIndex].value
if (nextPage != "")
{
document.location.href = nextPage
}
}
function isHorizO(){
if (navigator.userAgent.indexOf('iPod')>-1)
return (window.orientation == 90 || window.orientation==-90)? 1 : 0;
else return 1;
}
function ShowHideE(el, act){
if (GE(el)) GE(el).style.display = act;
}
function KeepTop(){
window.scrollTo(0, 1);
}
/* end of common function */
var f = window.onload;
if (typeof f == 'function'){
window.onload = function() {
f();
init();
}
}else window.onload = init;
function init(){
if (GE('frontpage')) init_FP();
else {
if (GE('image')) init_Image();
setTimeout('window.scrollTo(0, 1)', 100);
}
AddExtLink();
}
function AddExtLink(){
var z = GE('extLink');
if (z){
z = z.getElementsByTagName('a');
if (z.length>0){
z = z[0];
var e_name = z.innerHTML;
var e_link = z.href;
var newOption, oSe;
if (GE('PSel')) oSe = new Array(GE('PSel'));
else
oSe = getObjectsByClassName('PSel', 'select')
for(i=0; i<oSe.length; i++){
newOption = new Option(e_name, e_link);
oSe[i].options[oSe[i].options.length] = newOption;
}
}
}
}
/* fp */
function FP_OrientChanged() {
init_FP();
}
function init_FP() {
// GE('orientMsg').style.visibility = (!isHorizO())? 'visible' : 'hidden';
}
/* gallery */
function GAL_OrientChanged(link){
if (!isHorizO()){
ShowHideE('vertCover', 'block');
GoG(link);
}
setTimeout('window.scrollTo(0, 1)', 500);
}
function init_Portfolio() {
// if (!isHorizO())
// ShowHideE('vertCover', 'block');
}
function ShowPortfolios(){
if (isHorizO()) ShowHideE('vertCover', 'none');
}
var CurPos_G = 1
function MoveG(dir) {
MoveItem('G',CurPos_G, dir);
}
/* image */
function init_Image(){
// check for alone vertical images
PlaceAloneVertImages();
}
function Img_OrtChanged(){
//CompareOrientation(arImgOrt[CurPos_I]);
//setTimeout('window.scrollTo(0, 1)', 500);
}
var CurPos_I = 1
function MoveI(dir) {
CompareOrientation(arImgOrt[CurPos_I+dir]);
MoveItem('I',CurPos_I, dir);
}
var arImgOrt = new Array(); // orientation: 1-horizontal, 0-vertical
var aModeName = new Array('Horizontal' , 'Vertical');
var arHs = new Array();
function getDims(obj, ind){
var arT = new Array(2);
arT[0] = obj.height;
arT[1] = obj.width;
//arWs[ind-1] = arT;
arHs[ind] = arT[0];
//**** (arT[0] > arT[1]) = (vertical image=0)
arImgOrt[ind] = (arT[0] > arT[1])? 0 : 1;
// todor debug
if(DebugMode) {
//alert("["+obj.width+","+obj.height+"] mode="+((arT[0] > arT[1])? 'verical' : 'hoziontal'))
writeLog("["+obj.width+","+obj.height+"] mode="+((arT[0] > arT[1])? 'verical' : 'hoziontal')+' src='+obj.src)
}
if (arImgOrt[ind]) {
GE('mi'+ind).className = 'mImageH';
}
}
function CompareOrientation(imgOrt){
var iPhoneOrt = aModeName[isHorizO()];
GE('omode').innerHTML = iPhoneOrt;
//alert(imgOrt == isHorizO())
var sSH = (imgOrt == isHorizO())? 'none' : 'block';
ShowHideE('vertCover', sSH);
var sL = imgOrt? 'H' : 'V';
if (GE('navig')) GE('navig').className = 'navig'+ sL ;
if (GE('mainimage')) GE('mainimage').className = 'mainimage'+sL;
var sPfL = imgOrt? 'Port-<br>folios' : 'Portfolios' ;
if (GE('PortLnk')) GE('PortLnk').innerHTML = sPfL;
}
function SetGetDim( iMInd){
var dv = GE('IImg'+iMInd);
if (dv) {
var arI = dv.getElementsByTagName('img');
if (arI.length>0){
var oImg = arI[0];
oImg.id = 'Img'+iMInd;
oImg.className = 'imageStyle';
//YAHOO.util.Event.removeListener('Img'+iMInd,'load');
YAHOO.util.Event.on('Img'+iMInd, 'load', function(){GetDims(oImg,iMInd);}, true, true);
//oImg.addEventListener('load',GetDims(oImg,iMInd),true);
}
}
}
var occ = new Array();
function PlaceAloneVertImages(){
var iBLim, iELim;
iBLim = 0;
iELim = arImgOrt.length;
occ[0] = true;
//occ[iELim]=true;
for (i=1; i<iELim; i++){
if ( arImgOrt[i]){//horizontal image
occ[i]=true;
continue;
}else { // current is vertical
if (!occ[i-1]){//previous is free-alone. this happens only the first time width i=1
occ[i] = true;
continue;
}else {
if (i+1 == iELim){//this is the last image, it is alone and vertical
GE('mi'+i).className = 'mImageV_a'; //***** expand the image container
}else {
if ( arImgOrt[i+1] ){
GE('mi'+i).className = 'mImageV_a';//*****expland image container
occ[i] = true;
occ[i+1] = true;
i++;
continue;
}else { // second vertical image
occ[i] = true;
occ[i+1] = true;
if (arHs[i]>arHs[i+1]) GE('mi'+(i+1)).style.height = arHs[i]+'px';
i++;
continue;
}
}
}
}
}
//arImgOrt
}
function AdjustWebSiteTitle(){
//if (GE('wstitle')) if (GE('wstitle').offsetWidth > GE('wsholder').offsetWidth) {
if (GE('wstitle')) if (GE('wstitle').offsetWidth > 325) {
ShowHideE('dots1','block');
ShowHideE('dots2','block');
}
}
function getObjectsByClassName(className, eLTag, parent){
var oParent;
var arr = new Array();
if (parent) oParent = GE(parent); else oParent=document;
var elems = oParent.getElementsByTagName(eLTag);
for(var i = 0; i < elems.length; i++)
{
var elem = elems[i];
var cls = elem.className
if(cls == className){
arr[arr.length] = elem;
}
}
return arr;
}
////////////////////////////////
///
// todor debug
var DebugMode = (getQueryVariable("debug")=="1")
function getQueryVariable(variable) {
var query = window.location.search.substring(1);
var vars = query.split("&");
var sRet = ""
for (var i=0;i<vars.length;i++) {
var pair = vars[i].split("=");
if (pair[0] == variable) {
sRet = pair[1];
}
}
return sRet
//alert('Query Variable ' + variable + ' not found');
}
var oLogDiv=''
function writeLog(sMes){
if(!oLogDiv) oLogDiv=document.getElementById('oLogDiv')
if(!oLogDiv) {
oLogDiv = document.createElement("div");
oLogDiv.style.border="1px solid red"
var o = document.getElementsByTagName("body")
if(o.length>0) {
o[0].appendChild(oLogDiv)
}
}
if(oLogDiv) {
oLogDiv.innerHTML = sMes+"<br>"+oLogDiv.innerHTML
}
}
First, Firebug is your friend, get used to it. Second, if you paste each function and some supporting lines, one by one, you will eventually get to the following.
var DebugMode = (getQueryVariable("debug")=="1")
function getQueryVariable(variable)
You can't execute getQueryVariable before it is defined, you can create a handle to a future reference though, there is a difference.
There are several other potential issues in your code, but putting the var DebugMode line after the close of the getQueryVariable method should work fine.
It would help if you gave more context. For example, is
Failed to load source for:
http://localhost/js/m.js
the literal text of an error message? Where and when do you see it?
Also, does that code represent the contents of http://localhost/js/m.js? It seems that way, but it's hard to tell.
In any case, the JavaScript that you've shown has quite a few statements that are missing their semicolons. There may be other syntax errors as well. If you can't find them on your own, you might find tools such as jslint to be helpful.
make sure the type attribute in tag is "text/javascript" not "script/javascript".
I know it is more than a year since this question was asked, but I faced this today. I had a
<script type="text/javascript" src="/test/test-script.js"/>
and I was getting the 'Failed to load source for: http://localhost/test/test-script.js' error in Firebug. Even chrome was no loading this script. Then I modified the above line as
<script type="text/javascript" src="/test/test-script.js"></script>
and it started working both in Firefox and chrome. Documenting this here hoping that this will help someone. Btw, I dont know why the later works where as the previous one didn't.

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