I have the following JSFiddle: http://jsfiddle.net/uX8ZQ/
Basically I am trying to achieve a continuing for loop until a variable gets to a certain number, loading 5 at a time. This is what I have so far:
HTML:
<button onclick="go()">Load</button>
<p id="demo"></p>
JavaScript:
var max=16;
var y=5;
function go(){
var x="";
for (var i=1;i<=y;i++){
if(i>max){
return;
}
x=x + "The count is " + i + "<br>";
}
document.getElementById("demo").innerHTML=x;
y=y+5;
}
The result I get is the loop stops at 15 and won't load 16
I am new to JavaScript and trying to learn my way through loops but this one I cannot seem to get.
By the way, in the JSFiddle I have used window.go = function(){ as JSFiddle will not work by simply defining the function. I am using the above code in my document.
Use break instead of return as return will exit the function before it gets to update the HTML.
function go(){
var x="";
for (var i=1;i<=y;i++){
if(i>max){
break;
}
x=x + "The count is " + i + "<br>";
}
document.getElementById("demo").innerHTML=x;
y=y+5;
}
Related
Hi I'm just new to Javascript and I am trying to assign a value to a variable coming from the input box then access that variable in a loop. I have tried using document.getElementbyID('inputboxID').value; and document.getElementbyName('inputboxName').value; but it didn't work.
Here's my code:
<script>
var count = 0;
$(function(){
$('p#add_field').click(function() {
var num = document.getElementById('enfonum').value;
while (count < num) {
count +=1;
$('#container').append(
'<strong>Enforcer #'+count+'</strong><br/>'
+'<input id="field_ '+count+'"name="field[]'+'"type="text"/><br/>');
}
});
});
}
</script>
Here's the code for the input box:
<input type="text" id="enfonum" name="enfotxt"/>
and here's the code for the link that will trigger the script to be executed:
<p id="add_field">< a href="#"><span>» Add Enforcer</span></a></p>
You have to get value of enfonum input at run-time, not storing it at num var during initial page loading.
Here is the working sample with correct code:
var count = 0;
var num = document.getElementById('enfonum');
$('p#add_field').click(function () {
while (count < num.value) {
count += 1;
$('#container').append('<p><strong>Enforcer #' + count + '</strong><br/>'
+ '<input id="field_' + count + '" name="field[]' + ' "type="text"/><br/></p>');
}
});
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<p><input type="text" id="enfonum" name="enfotxt" /></p>
<p id="add_field"><span>» Add Enforcer</span></p>
<div id="container"></div>
The reason your code is not working, is simply that document.GetElementById does not exists, the correct syntax is document.getElementById.
Here's a jsfiddle with an example.
Good luck and good continuation,
Cheers !
Remove the extra } in the code, it will give you syntax error.
Tried it afterwards,the code works.
Syntax errors can break your javascript, it is wise to use plugins like firebug for firefox to fish out javascript errors.
Let me know if it works.
This is a pure JavaScript question no jQuery please.
Trying to make a JavaScript Dartboard score keeper. Running into an issue of printing an incremental list. When you click a part of the dartboard would like to calculate throws 1, 2, and 3. The problem is I would like to print off those throws in incremental list format.
HTML:
<button class="score-section" data-value="20" data-multiplier="1">20</button>
<ul id="dartTotals">
<li>Throw 1: {total}</li>
<li>Throw 2: {total}</li>
<li>Throw 3: {total}</li>
</ul>
JavaScript
document.body.onclick = function(e){
e = e.target;
if (e.className && e.className.indexOf('score-section') != -1) {
var i = 0;
(function increment(){
document.getElementById('dartTotals').innerHTML += "<li> Throw " + ++i + ": " + " total </li>";
}());
}
}
The only thing I've been able to do is add 1 to i and just keep printing that off with out incrementing i. Or run a for loop and print off the list but it does it 3 at a time. Could someone assist in helping to show how I can go about making this incremental list with each click? Thanks in advance.
JSFIDDLE
Update:
Updated Fiddle
On body click the function was getting reset. Moved var i, now called dartThrow out of the function scope and is working as expected.
var dartThrow = 0;
document.body.onclick = function(e) {
e = e.target;
if (e.className && e.className.indexOf('score-section') != -1) {
(function increment() {
document.getElementById('dartTotals').innerHTML += "<li> Throw " + ++dartThrow + ": " + " total </li>";
}());
}
}
You're setting $i to 0 on every click and then increment that value. Just do a variable outside your functions scope and then it should increment properly everytime with the code you already do have. You'll just need a reset when $i reaches your total throw count that you want.
I have written a script that creates a number of fields based on a number the user inputs (k).
I originally wrote a script that would create the correct number of fields. However I wanted to arrange them like vectors on the screen, so I adapted my script.
I wanted the following script to create the correct number of fields and place them in DIVS, so I could lay them out as I wish on the page.
Since doing this, the script now produces duplicate DIVS as iff it runs through the loop twice, but I can't for life of me work out why...
function createFields(k)
{
k=k+1
for (var n=1; n<k; n++) {
var makeBox=document.createElement("div");
makeBox.id = "box" + n;
document.getElementById("top").appendChild(makeBox);
document.getElementById("box" + n).setAttribute('class',"box");
var addOpen=document.createElement("div");
addOpen.id = "open"+n;
document.getElementById("box" + n ).appendChild(addOpen);
document.getElementById("open" + n).setAttribute('class',"open");
var vectorBox=document.createElement("div");
vectorBox.id = "vector" + n;
document.getElementById("box" + n).appendChild(vectorBox);
document.getElementById("vector" + n).setAttribute('class',"vect");
var xVector=document.createElement("div");
xVector.id = "top" + n;
document.getElementById("vector" + n).appendChild(xVector);
document.getElementById("top" + n).setAttribute('class',"xVect");
var newx=document.createElement("input");
newx.id = "x" + n;
document.getElementById("top" + n).appendChild(newx);
document.getElementById("x" + n).setAttribute('name',"x" + n);
document.getElementById("x" + n).setAttribute('type',"text");
document.getElementById("x" + n).setAttribute('size',"4");
document.getElementById("x" + n).setAttribute('maxlength',"4");
var yVector=document.createElement("div");
yVector.id = "bottom" + n;
yVector.class = "yVect";
document.getElementById("vector" + n).appendChild(yVector);
document.getElementById("bottom" + n).setAttribute('class',"yVect");
var newy=document.createElement("input");
newy.id = "y" + n;
document.getElementById("bottom" + n).appendChild(newy);
document.getElementById("y" + n).setAttribute('name',"y" + n);
document.getElementById("y" + n).setAttribute('type',"text");
document.getElementById("y" + n).setAttribute('size',"4");
document.getElementById("y" + n).setAttribute('maxlength',"4");
var addClose=document.createElement("div");
addClose.id = "close"+n;
document.getElementById("box" + n ).appendChild(addClose);
document.getElementById("close" + n).setAttribute('class',"close");
}
}
Any clues?
UPDATED:
The Code is called via another function:
function getVectors()
{
v = document.getElementById("vectorN").value;
v=parseInt(v); //turn the text into an integer
document.getElementById("q1").innerHTML="Enter your Vectors below!";
createFields(v);
document.getElementById("enter").innerHTML="<input type=\"button\" id=\"button\" value=\"Submit Numbers\" onclick=\"canvas()\"/>";
}
Which is called by onchange in the html:
<p id="q1">How many Vectors will you need?
<input id="vectorN" name="vectorN" type="text" onChange="getVectors()" size="4" maxlength="4">
</p>
Further UPDATE
After checking the console.log,
the only place that calls createFields() is the getVectors() function. It does appear to be calling createFields twice (despite only doing so once in the script).
The ONLY place that calls getVectors() is the onChange event in the input field.
Is it possible that when I change the innerHTML and remove the input field that this is being registered as an onChange event and calling the function again?
Your function looks fine. aren't you just calling the function twice? Do a console.log right after function createFields(k) { to check if that's the case. Maybe 2 event listeners on the field where the user inputs k (onkeyup, change)?
If you're not sure where you call createFields from. Do a find in all files and look for createFields. Add a console.log('Calling createFields from here'); just before you call createFields.
This SO Question sheds some light on the problem. I'd been tabbing out of the text box, which only triggers the onChange event once. Pressing enter fires it twice, which is the problem you were getting.
There are a couple of ways to get around this. I've chosen to keep track of the number of fields entered. If this changes, generate the fields. If not do nothing.
var fields = 0;
function createFields(k) {
if (k != fields) {
fields = k;
console.log("Fields: " + k);
//Rest of the code the same;
}
}
Demo: http://jsfiddle.net/Ej8Ly/5/
You could also do something similar in the getVectors() function instead.
Rather than "creating" all the elements with the DOM why not build a "string" and then set a container objects .innerHTML = the_string value? This way it won't matter if the function gets called twice because it will simply overwrite itself the second time and produce the same output.
I am trying to change the input value of a hidden form to update the score of a game in my database.
I have this form code on a php page that displays and plays the game.
<form id ="recordForm" method="POST" action="updatePHP.php">
<input type='hidden' name="record" id='record' value='' />
</form>
And am trying to change the value of the hidden input field with this javascript. This is in the separate javascript file that is controlling the game.
function postPHP(newRecord){
alert("POST TO PHP"); //test to make sure I am calling this function
alert (newRecord); //alerts the correct value
var elem = document.getElementById('record');
elem.value = 12;
// document.getElementById('record').value = newRecord;
// document.getElementById('recordForm').submit();
};
There are a lot of topics on this subject but I am just not able to figure out what I am doing wrong. Any suggestions?
you should try
elem.value = newRecord;
Your JS function should work like this, i tested, more less what you already have. I remove the alerts since you don't need them anymore and leave what you have commented. This means your JS function isn't the problem.
function postPHP(newRecord)
{
document.getElementById('record').value = newRecord;
document.getElementById('recordForm').submit();
};
Don't forget to sent the parameter when calling the JS function, i did it with a button
<button onClick="postPHP('14')">Change</button>
since your JS function is in a separate file don't forget to include it in the File where you call the function
<head>
<script type="text/javascript" src="PATH/exampleName.js"></script>
</head>
Replace the src of the above tag to your needs
And last but not least check your updatePHP.php with a call to the method print_r
print_r($_POST);
All that should make the trick
Thank you for all your suggestions! This was my first question ever, I will look at all of them and see if I can get it working.
This is where I am calling postPHP:
function checkScore(score, record) {
alert('Score= ' + score);
alert ('Record= '+ record);
if(score < record || record === 0){
alert ("NEW RECORD"); //this alert is displayed when needed
postPHP(score);
}
};
and checkScore was called when the user moved a target crate back to the beginning spot and the following statement was executed
if (this.hasWon()) {
var finalScore = this.getScore();
var record = this.getRecord();
checkScore(finalScore, record);
return ret; //moving not allowed
}
there are some access methods used there.
//access methods
Board.prototype.hasWon = function() {
return state === 1;
};
Board.prototype.getScore = function() {
return score;
};
Board.prototype.getWt = function(r, c) {
return b[r][c];
};
Board.prototype.getData = function() {
return {"bobR": bobR, "bobC": bobC, "bobDir": bobDir,
"tgtR": tgtR, "tgtC": tgtC,
"startC": startC, "n": n};
};
Board.prototype.getRecord = function(){
var s = "" + window.location;
var ampIdx = "" + s.indexOf("&");
ampIdx = parseInt(ampIdx);
ampIdx = ampIdx + 7;
var record = "" + s.substring(ampIdx);
//alert("Puzzle Record= " + record);
record = parseInt(record);
return record;
}
;
I do have the javascript included. I do call it once in the body of the HTML, for some reason it doesn't display the game correctly when included in the head.
Again, thank you for the help! I will let you know what I get to work!
This is what I got to work.
function postPHP(newRecord, seed) {
alert("POST TO PHP");
var inner = "<input type='hidden' name='record' id='record' value=" + newRecord + " >"+
"<input type='hidden' name='seed' id='seed' value=" + seed + " >";
document.getElementById('recordForm').innerHTML = inner;
document.getElementById('recordForm').submit();
};
Thanks again for all the help, I just don't know why the first method wasn't working. This is my first attempts at PHP and javascript.
I have a small piece of code that is writing some values into a textarea inside a form. The write whenever I click a button. However if I click the button more than once they will write over and over. I need to be able to click the button multiple times (for example if the user changes a value) and have the values that I am writing simply refresh rather than repeat. Here is what I have...
var endwallPanelLengths = [totalHeightInches];
var i = 0;
while (endwallPanelLengths[i] > eaveInches)
{
endwallPanelLengths.push(endwallPanelLengths[i] - peakHeightDecrease);
document.getElementById("test83").value += "4 - " + endwallPanelLengths[i] + "\n";
i++;
}
When I click the button the first time the values are correct however they write again after everytome i click it?
In this line:
document.getElementById("test83").value += "4 - " + endwallPanelLengths[i] + "\n";
you're appending a value to test83. Presumably (since I can't see your html!!!) you just need to remove the + from the +=.
EDIT: in case you want to append all of the values in your loop, and nothing else, simply clear the value before you enter your loop and leave the +=
document.getElementById("test83").value = "";
var endwallPanelLengths = [totalHeightInches];
......
I think you want to do the whole iteration when the user change a value. Then you just need to reset the value of the textarea to empty before the loop. Something like this:
var endwallPanelLengths = [totalHeightInches];
var i = 0;
document.getElementById("test83").value = ''; //Reset the value
while (endwallPanelLengths[i] > eaveInches) {
endwallPanelLengths.push(endwallPanelLengths[i] - peakHeightDecrease);
document.getElementById("test83").value += "4 - " + endwallPanelLengths[i] + "\n";
i++;
}
I have worked out a demo page. Hope that is what you are after.
Try this:
var endwallPanelLengths = [totalHeightInches];
var i = 0;
document.getElementById("test83").value = '';
while (endwallPanelLengths[i] > eaveInches)
{
endwallPanelLengths.push(endwallPanelLengths[i] - peakHeightDecrease);
document.getElementById("test83").value += "4 - " + endwallPanelLengths[i] + "\n";
i++;
}
I'm assuming that all the code is executed eacht time you click the button, am I right ?
you need to implement a clickEventhandler that checks whether or not your texts exists.....