Having technical issues with this line of code.
I want it to first calculate the BMI than determine if weight is over 25 tell patient that
they are overweight. If under 18.5 they are underweight.
Cant Seem To get the function right.
var calculate
var test;
calculate = document.getElementById("answer");
calculate.innerHTML = (weight/(height*height))* 703;
if(calculate > 25)
{
calculate = document.getElementById("answer06");
calculate.innerHTML = "you are fat";
}
else if(calculate < 18.5)
{
calculate = document.getElementById("answer06");
calculate.innerHTML = "you are to skinny";
}
var bmi = (weight/(height*height))* 703;
calculate.innerHTML = bmi;
if(bmi > 25)
Update:
var bmi = (weight/(height*height))* 703;
document.getElementById("answer").innerHTML = bmi;
if (bmi > 25)
{
document.getElementById("answer06").innerHTML = "you are fat";
}
else if (bmi < 18.5)
{
document.getElementById("answer06").innerHTML = "you are too skinny";
}
Related
sorry i am newbie here
i need some help,
this case like notice a time.
when real time passes input value, then span with id alertLabel will change.
the problem is, if input value plus with input with id Duration will exceed real minutes or hours.
this is my code example.
javascript.js
var alertLabel = document.getElementById("alertLabel");
var less = document.getElementById("lessThan").value.replace(":", "");
var late = document.getElementById("timeIn").value.replace(":", "");
var duration = parseInt(document.getElementById("Duration").value);
var outs = document.getElementById("timesOut").value.replace(":", "");
var lessInt = parseInt(less);
var lateInt = parseInt(late);
var outsInt = parseInt(outs);
var durationOut = outsInt + duration; // this will be exceed
var durationIn = lateInt + duration; // this will be exceed
function getAlert() {
let times = new Date();
let sh = times.getHours() + "";
let sm = times.getMinutes() + "";
let ss = times.getSeconds() + "";
let shLong = sh.length == 1 ? "0" + sh : sh;
let smLong = sm.length == 1 ? "0" + sm : sm;
let ssLong = ss.length == 1 ? "0" + ss : ss;
let shSm = shLong + smLong;
document.getElementById("clock").innerHTML = shLong + ":" + smLong + ":" + ssLong;
if (shSm >= outsInt && shSm < durationOut) {
alertLabel.innerHTML = "OUT!!";
} else if (shSm >= lessInt && shSm < lateInt) {
alertLabel.innerHTML = "hurry up, don't be late!!";
} else if (shSm >= lateInt && shSm < durationIn) {
alertLabel.innerHTML = "LATE!!";
} else {
if (shLong >= 21 || shLong <= 4) {
alertLabel.innerHTML = "good dream tonight !!";
} else if (shLong >= 5 && shLong <= 11) {
alertLabel.innerHTML = "spirit Morning !!";
} else if (shLong >= 12 && shLong <= 17) {
alertLabel.innerHTML = "happy Noon !!";
} else if (shLong >= 18 && shLong <= 20) {
alertLabel.innerHTML = "nice evening !!";
}
}
}
<!doctype html>
<html>
<head>
<title></title>
</head>
<body onload="getAlert();setInterval('getAlert()',1000)">
<span id="clock"></span>
<span id="alertLabel"></span>
<div></div>
<input class="" type="text" id="lessThan" value="13:45" name="lessThan"> <!-- when time to in is near -->
<input class="" type="text" id="timeIn" value="13:48" name="timeIn"> <!-- time in and get alert Late -->
<input type="text" id="timesOut" value="13:55" name="timesOut"> <!-- value time to out and get alert Out -->
<input type="text" name="Duration" id="Duration" value="5"> <!-- duration alert for id timeIn and timesOut if more than 100 is the problem, this input as minute -->
</body>
</html>
this is my last try, example in input id timeIn
var a = document.getElementById("timeIn").value.split(":");
for (var i = 0; i < duration; i++){
var b = parseInt(a[0]); // this for hours
var c = parseInt(a[1]); // this for minutes
var x = c + i;
if (x >= 60){
var n = b + 1;
x = x-60;
}
console.log(x);
}
in my last try, in log var x return to zero just once
and the question is, if input value with id duration more than 100, how looping, if each var x reach value (60) his return to zero and var c plus 1 each var x reach 60.
maybe anyone have an easier one to solve this case.
sorry if the explanation is unclear.
I am new to using google Firebase. I have manage to add real time saving data function, but I wanted to save the data that i have. Please could someone direct me to the right path?
Here is the code in .JS file:
var btn = document.getElementById(btn);
var weight, height, measure, bmi, error ;
function calculate() {
var firebaseRef = firebase.database().ref();
firebaseRef.child("BMI").set("BMI Values");
weight = document.getElementById("weight").value;
height = document.getElementById("height").value;
error = "Please enter some values";
height /= 100;
height *= height;
bmi = weight/height;
bmi = bmi.toFixed(1);
if (bmi <= 18.4) {
measure = "Your BMI is " + bmi + " which means " + "you are Underweight";
} else if (bmi >= 18.5 && bmi <= 24.9) {
measure = "Your BMI is " + bmi + " which means " + "You are Normal";
} else if (bmi >= 25 && bmi <= 29.9) {
measure = "Your BMI is " + bmi + " which means " + "You are Overweight";
} else if (bmi >= 30) {
measure = "Your BMI is " + bmi + " which means " + "You are Obese";
}
if (weight === 0 ) {
document.getElementById("results").innerHTML = error;
} else if (height === 0){
document.getElementById("results").innerHTML = error;
}
else {
document.getElementById("results").innerHTML = measure;
}
if (weight < 0) {
document.getElementById("results").innerHTML = "Negative Values not Allowed";
}
}
To add the BMI data to the database, you do something like this:
weight = document.getElementById("weight").value;
height = document.getElementById("height").value;
error = "Please enter some values";
height /= 100;
height *= height;
bmi = weight/height;
bmi = bmi.toFixed(1);
firebaseRef.child("BMI").push({
weight: weight,
height: height,
bmi: bmi
});
Aside from (obviously) passing in the values you got from the HTML, this code calls push(), which generates a new unique location in the JSON every time it's called. That way the values you enter won't overwrite what's already there.
Note that HTML elements typically return value as a string. So you might still have to convert the weight and height to numbers after getting from the HTML element:
weight = parseFloat(document.getElementById("weight").value);
height = parseFloat(document.getElementById("height").value);
Finally: saving data to Firebase is pretty well covered in the Firebase documentation and in the Firebase codelab for web developers. I highly recommend you check those out. A few hours spent there, saves many questions down the line.
Basically, I'm making a simple javascript/html webpage game where you guess a number and you have three chances to guess correctly. I'm having a problem displaying the number of attempts a player has left (It gets stuck at three). The color change that is supposed to occur also doesn't happen.
It also doesn't reset the page's display after a refresh (it takes 5 playthroughs of the game to get it to reset).
Maybe my for loop/if statement is screwy?
Here's my code.
var guesses = 3;
var random = Math.floor((Math.random() * 10) + 1);
//start the guessing
handleGuess(prompt("Pick a number to win the game!"));
function handleGuess(choice) {
guesses--; //subtract one guess
if (guesses > 0) {
if (choice != random) {
document.body.style.backgroundColor = "#CC0000";
var x = "";
x = x + "You have " + guesses + " chances left" + "<br>";
document.getElementById("demo").innerHTML = x;
} else {
var x = "";
x = x + "You win!" + "<br>";
document.getElementById("demo").innerHTML = x;
document.body.style.backgroundColor = "#009000";
//return false;
}
} else {
//running out of turns
var x = "";
x = x + "Game Over!" + "<br>";
document.getElementById("demo").innerHTML = x;
document.body.style.backgroundColor = "#FF0000";
//return false;
}
}
The prompt is a blocking event, so you don't see the page update until after the prompts... try the example below, where setTimeout is used to allow a delay...
var guesses = 3;
var random = Math.floor((Math.random() * 10) + 1);
//start the guessing
handleGuess(prompt("Pick a number to win the game!"));
function handleGuess(choice) {
guesses--; //subtract one guess
if (guesses > 0) {
if (choice != random) {
document.body.style.backgroundColor = "#CC0000";
var x = "";
x = x + "You have " + guesses + " chances left" + "<br>";
document.getElementById("demo").innerHTML = x;
setTimeout(function() {
handleGuess(prompt("Try again!"));
},1000);//wait 1 second
} else {
var x = "";
x = x + "You win!" + "<br>";
document.getElementById("demo").innerHTML = x;
document.body.style.backgroundColor = "#009000";
//return false;
}
} else {
//running out of turns
var x = "";
x = x + "Game Over!" + "<br>";
document.getElementById("demo").innerHTML = x;
document.body.style.backgroundColor = "#FF0000";
//return false;
}
}
<h1 id="demo">You have 3 chances to guess the correct number.</h1>
<br>
Attention. This is a fully workable example, and definitely an "overkill demo" for your "blocking" request.
I've removed the prompt calls with new inputs, and created 2 buttons for the game. One that calls the Start Game, and a second for the "in game try attemps".
I'm assuming you are still learning so this example might be helpful for you,by showing the advantages of separating your code into different elements, based on what they are doing, and also making it easier for you to "upgrade" the features of your game.
I could replace a lot more repeated code to make it look better, but that would not make it so familiar anymore to you.
/*function ChangeDif(Difficulty) {
var i = ""
if (Difficulty == 'easy'){
i = 10;
}
if (Difficulty == 'medium') {
i = 5;
}
if (Difficulty == 'hard') {
i = 3;
}
}
*/
var random = 0;
var start_chances = 3;
var start_attemps = 0;
var x = "";
function startgame() {
document.getElementById("start").hidden = true;
document.getElementById("number").hidden = false;
document.getElementById("again").hidden = false;
document.getElementById("demo").innerHTML = "Pick a number to win the game!";
random = Math.floor((Math.random() * 10) + 1);
//Cheat to see the random number, and make sure the game is working fine
//document.getElementById("cheater").innerHTML= random;
max_chances = start_chances;
step();
}
function lostAchance() {
max_chances--;
if (max_chances > 0) {
step();
} else {
loser();
}
}
function loser() {
//running out of turns
x = "Game Over!" + "<br>";
document.getElementById("demo").innerHTML = x;
document.body.style.backgroundColor = "#FF0000";
endGame();
}
function step() {
var choice = parseInt(document.getElementById("number").value);
if (choice !== random) {
document.body.style.backgroundColor = "#CC0000";
x = "You have " + max_chances + " chances left" + "<br>";
document.getElementById("demo").innerHTML = x;
document.getElementById("start").hidden = true;
} else {
//win
x = "You win! In " + (start_chances - max_chances) + " attemps <br>";
document.getElementById("demo").innerHTML = x;
document.body.style.backgroundColor = "#009000";
endGame();
}
}
function endGame(){
document.getElementById("start").hidden = false;
document.getElementById("again").hidden = true;
document.getElementById("number").hidden = true;
}
<!DOCTYPE html>
<html>
<body>
<input type="radio" name="difficulty" onclick="ChangeDif(this.Difficulty, 'easy')">Easy
<br>
<input type="radio" name="difficulty" onclick="ChangeDif(this.Difficulty, 'medium')">Medium
<br>
<input type="radio" name="difficulty" onclick="ChangeDif(this.Difficulty, 'hard')">Hard
<br>
<h1 id="demo">You have 3 chances to guess the correct number.</h1>
<input type="number" id="number" hidden />
<button type="submit" id="start" onclick="startgame()">Let's PLAY</button>
<button type="submit" id="again" hidden onclick="lostAchance()">Try Again</button>
<p id ="cheater"></p>
</body>
</html>
A user inputs an amount of water they need, I need to calculate which bottles to use, either 10l bottles or 20l bottles. So if they ask for 67l, the script pops up with 3x20l and 1x10l
I have tried the following 2 solutions
var resinAm = rsize*1.1*2.5
var resTin = '';
if(resinAm<10){
resTin = 1;
} else {
resTin = resinAm/20;
resTin = Math.ceil(resTin);
}
and this
var resAm = resinAm;
var resAm10 = (resAm/10)+0.001;
var resAm20 = (resAm/20)*2;
if(resAm10>resAm20){
resTin10 = 1;
resTin20 = Math.floor(resAm/20);
} else {
resTin20 = Math.ceil(resAm/20);
}
I have also tried using modulo, but it always comes out with an extra 20l bottle, 70.5l came out as 5x20l and 1x10l
How do I fix this
Check the code at: https://jsfiddle.net/a4k2cyoy/2/
var resAm = 70.5;
var resAm20 = parseInt(resAm / 20);
var resAm10 = 0;
if(resAm % 20 > 10) {
resAm20++;
}
if(resAm % 20 <= 10 && resAm > 0) {
resAm10++;
}
alert(resAm + " will go into " + resAm20 + " x 20 bottles and " + resAm10 + " x 10 bottles");
As simple as this
var value = 67;
var tenLBottles = Math.ceil(value % 20 /10);
var twentyLBottles = (value - value%20)/20
You can do that, fill bottles array with what you want
var water = 67;
var bottles = [20, 10, 3]; // bottles in desc order
var currentBottleIndex = 0
while(water > 0 && currentBottleIndex < bottles.length) {
console.log(Math.floor(water / bottles[currentBottleIndex]) + ' bottles of ' + bottles[currentBottleIndex])
water = water % bottles[currentBottleIndex]
currentBottleIndex ++;
}
console.log('rest water', water)
This is a math quesion, put it simple,you can realize it this way:
var bottles=[20,10];
function choose_bottle(water) {
var bottle1_num,bottle2_num;
if(water<=10) {
return "1*"+bottles[1];
}
else if(water>10&&water<=20) {
return "1*"+bottles[0];
}
else {
bottle1_num = Math.floor(water/bottles[0]);
bottle2_num = Math.ceil((water -bottle1_num*bottles[0])/bottles[1]);
return bottle1_num+"*"+bottles[0]+" "+bottle2_num+"*"+bottles[1];
}
}
This should do the job:
var amount = 67;
var bottle20 = Math.floor(amount / 20);
var bottle10 = Math.ceil((amount - bottle20 * 20) / 10);
I've got an HTMl form to input student names and grades in which should use JavaScript to calculate a grade that is then printed on the screen. My HTMl works fine if I comment the meat of my JavaScript out, but not if I don't. The error is somewhere in the code that I commented out, but I just can't find it (or them).
The HTML form will submit, alert the user, and show my message correctly as long as it is fed a concrete grade and score instead of trying to fetch it through getGrade() and getScore(). This is why I know the bug is in the JavaScript.
I've run the page in the JavaScript console to look for bugs, but there are no red flag errors.
This is my first HTML/JavaScript program, and I not very good at it. Anyway, it's a day late and in less than two hours, it will be two days late, so if anyone could help, I'd appreciate it hugely. Here's the code, sorry if it's too much:
<!DOCTYPE html>
<html>
<head>
<title>Joe Peterson's Assignment 7</title>
<script>
function calculateGrade(){
document.getElementById("form1").style.display = "none";
document.getElementById("p1").style.display = "block";
var fname = document.getElementById("LastName").value;
var lname = document.getElementById("FirstName").value;
var valMidterm = document.getElementById("MidtermScore").value;
var valFinal = document.getElementById("FinalScore").value;
var lMidterm = document.getElementById("MidtermLetter").value;
var lFinal = document.getElementById("FinalLetter").value;
var homeworkArray = document.getElementById("HomeworkScores").value.split(',');
var classworkArray = document.getElementById("ActivityScores").value.split(',');
/*
var s1 = new Student(fname, lname);
for (var i = 0; i < classworkArray.length; i++)
s1.addGradedActivity(classworkArray[i]);
for (var i = 0; i < homeworkArray.length; i++)
s1.addGradedHomework(homeworkArray[i]);
s1.setMidterm(valMidterm, lMidterm);
s1.setFinal(valFinal, lFinal);
var grade = s1.getGrade();
var score = s1.getScore();
*/
document.getElementById("span1").innerHTML = (grade);
document.getElementById("span2").innerHTML = (score);
document.getElementById("fname").innerHTML = (fname);
document.getElementById("lname").innerHTML = (lname);
alert(document.getElementById("FirstName").value);
return false;
}
/*
function Coursework(){
var sum = 0;
var num = 0;
this.addScore = function(score){
if (score < 0) {score = 0;}
if (score > 100) {score = 100;}
sum += score;
num++;
}
this.getAverage = function(){
return (sum/num);
}
}
function Exam(){
var score = 0;
var grade = "";
this.Exam = function(Score, Grade)
{
if (Score < 0) {Score = 0;}
if (Score > 100) {Score = 100;}
score = Score;
if (Grade != "A" && Grade != "B" && Grade !="C"
&& Grade !="D" && Grade != "F")
{
console.log("You have submitted a bad grade for an Exam, value of:G.");
Grade = "F";
}
grade = Grade;
}
this.getScore = function(){
return score;
}
this.getGrade = function(){
return grade;
}
}
function Student(){
var firstName;
var lastName;
var midterm;
var finalExam;
var homework = new Coursework();
var inclass = new Coursework();
this.Student = function(first, last){
firstName = first;
lastName = last;
}
this.setMidterm = function(score, grade){
midterm = new Exam(score, grade);
}
this.setFinal = function(score, grade){
finalExam = new Exam(score, grade);
}
this.addGradedHomework = function(score){
homework.addScore(score);
}
this.addGradedActivity = function(score){
inclass.addScore(score);
}
this.getFinalGrade = function(totalScore)
{
var grade = totalGrade(totalScore);
var grade2 = "F";
var midGrade = this.convertGrade(midterm.getGrade());
var finGrade = this.convertGrade(finalExam.getGrade());
if (midGrade < finGrade)
{
grade2 = midterm.getGrade();
}
else
{
grade2 = finalExam.getGrade();
}
if (convertGrade(grade) > convertGrade(grade2))
return(grade);
else
return(grade2);
}
this.totalGrade = function(totalScore)
{
var totalGrade = "F";
if (totalScore >= 90)
totalGrade = "A";
else if (totalScore >= 80)
totalGrade = "B";
else if (totalScore >= 70)
totalGrade = "C";
else if (totalScore >= 60)
totalGrade = "D";
else
totalGrade = "F";
return (totalGrade);
}
this.convertGrade = function(letter)
{
var num = 0;
if (letter === "A")
num = 4;
else if (letter === "B")
num = 3;
else if (letter === "C")
num = 2;
else if (letter === "D")
num = 1;
else
num = 0;
return(num);
}
this.getScore = function()
{
var totalScore = 0;
totalScore += inclass.getAverage() * .15;
totalScore += homework.getAverage() * .25;
totalScore += midterm.getScore() * .25;
totalScore += finalExam.getScore() * .35;
return totalScore;
}
this.getGrade = function()
{
var totalScore = 0;
totalScore += inclass.getAverage() * .15;
totalScore += homework.getAverage() * .25;
totalScore += midterm.getScore() * .25;
totalScore += finalExam.getScore() * .35;
var grade = getFinalGrade(totalScore);
return grade;
}
}
*/
</script>
</head>
<body>
<p><h1>Joe Peterson's Assignment 7</h1></p>
<form name="input" id="form1" onsubmit="return calculateGrade()" style="display:form">
First name: <input type="text" name="FirstName" id="FirstName" value="Joe"><br>
Last name: <input type="text" name="LastName" id="LastName" value="Peterson"><br>
Homework Scores (separate with commas): <input type="text" name="HomeworkScores" id="HomeworkScores" value="90, 80, 98"><br>
Activity Scores (separate with commas): <input type="text" name="ActivityScores" id="ActivityScores" value="71, 65, 96"><br>
Midterm Exam Percentage: <input type="text" name="MidtermScore" id="MidtermScore" value="91"><br>
Midterm Exam Letter Grade: <input type="text" name="MidtermLetter" id="MidtermLetter" value="A"><br>
Final Exam Percentage: <input type="text" name="FinalScore" id="FinalScore" value="75"><br>
Final Exam Letter Grade: <input type="text" name="FinalLetter" id="FinalLetter" value="C"><br>
<input type="submit" value="Submit">
</form>
<p id="p1" style="display:none">Final course grade for <span id="fname">Joe</span> <span id="lname">Peterson</span> is: <span id="span1">X</span> (<span id="span2">yy</span>%)</p>
</body>
</html>