I have an object called TruckModel which is defined earlier in my JavaScript file called milktruck.js
I'm trying to create an array of these TruckModel objects because I don't know at any given time how many TruckModel objects will be needed as players of my multiplayer game enter and exit.
I know that my current code isn't working because the model won't display when I use the teleportToThat function below.
I was able to get the model to display by declaring only one TruckModel() object in my index.html file and then using the teleportToThat
Here's my code for this, do you see any errors in how I'm doing it?
Non-working version:
var opponentTrucks = [];
for (var i = 0; i < markers.length; i++) {
opponentTrucks[i] = new TruckModel();
opponentTrucks[i].teleportToThat( lat, lng, heading );
}
Working version: (Difference being that I'm trying to have a varying amount of TruckModel objects)
Declared in index.html file:
var model;
Declared in JavaScript file:
model.teleportToThat( lat, lng, heading );
Here's the entire JavaScript file:
http://thehobbit2movie.com/milktruck.js
If you want to be able to find the objects by numeric index, you want an array, not a plain object:
var opponentTrucks = [];
What you've got will work, kind-of, but there's no reason not to use a real array if you're going to treat it like one anyway.
edit — it's still not really clear exactly what the problem is. This line here:
opponentTrucks[i].teleportToThat( lat, lng, heading );
What is that supposed to do? Where is it called from? What's the value of "i"? If you simply have that statement following the loop, then it's not going to work. If you want to have that "teleportToThat()" function called for each one in the array, then you should put the function call inside the "for" loop.
If you're only using numeric keys, you want an array, rather than an object:
var opponentTrucks = [];
for (var i = 0; i < markers.length; i++) {
opponentTrucks.push(new TruckModel());
}
This probably wouldn't stop your code actually working, but it would almost certainly be an improvement.
If there are still errors, perhaps you could say what they are :-)
Related
This question relates directly to Highcharts, but is really more pertinent to general JavaScript and loops.
My code is as follows:
load:function(){
var series0 = this.series[0];
var series1 = this.series[1];
setTimeout(function(){
series0.addPoint(myjson.list[0].value);
series1.addPoint(myjson.list[1].value);
}, 1000);
}
I wanted to first show an example of code that works. With Highcharts, this code gathers the designated indexes from my JSON lists and appends them to my existing chart.
When attempting a for loop to perform the same action however I end up bungling it.
My for loop attempt:
var update = [];
for (i = 0; i < myjson.list.length; i++){
update[i] = this.series[i];
update.addPoint(myjson.list[i].Printvalue);
}
There is clearly something wrong with my loop logic, and yet I am unable to figure out exactly what. When running this loop code I get an error of:
update.addPoint is not a function
My biggest guess is it has to do with the way I am handling the this instance.
In your example, update is a normal array because you declare it with var update = []. The normal JavaScript array does not have a function called addPoint.
I'm not sure what it should be, but it definitely doesn't have anything to do with your use of this.
If the items in this.series include addPoint, you might want to use this:
update[i].addPoint(myjson.list[i].Printvalue);
Note the [i] after update.
I am trying to find a better solution for adding objects to an array. The box objects are from a separate file and are pushed to the array one line at a time in a different file, as such:
function loadCols(){
collisionPoints.push(box1);
collisionPoints.push(box2);
collisionPoints.push(box3);
collisionPoints.push(box4);
collisionPoints.push(box5);
collisionPoints.push(box6);
collisionPoints.push(box7);
collisionPoints.push(box8);
collisionPoints.push(box9);
collisionPoints.push(box10);
};
I have tried using a for loop and concatenating the string "box" + i but this didn't work.
I also tried adding them to an array in the file where the objects are created but I was not able to find a way of passing the array to the main file. Although this works I'm hoping there is a cleaner solution. Any help would be appreciated, cheers.
You can get a variable from it's string name, by using the window object.
function loadCols(){
for (var i=1; i<=numberOfBoxVars; i++) {
collisionPoints.push(window["box" + i]);
}
}
Alternatively, if your variable are defined within a closure and your loadCols function is defined within the same closure, you can use the "this" keyword in place of the window object.
(function() {
var box1 = "1";
var box2 = "2";
...
function loadCols(){
for (var i=1; i<=numberOfBoxVars; i++) {
collisionPoints.push(this["box" + i]);
}
}
});
If I understand you correctly you are looking for a way to use dynamic variables in a for-loop. If box1 and so on are global variables you can get them dynamically by accessing them as property of window:
window['box'+i]
See here: Use dynamic variable names in JavaScript
If you send all the objects in a JSON array you could just do this:
var array = JSON.parse(boxesarray);
for(var i = 0;i< array.length; i++) {
collisionPoints.push(array[i]);
}
But it would require you sending all the boxes in an array, if this is not possible please post code as to why it isn't and i will adapt my anwser.
In an application I am working on I need to get a list of the names of all applicationScope variable then I need to cycle through them and filter out the ones starting with a know string say $xyx. I thought that the applicationScope.keySet().
I'm using this code for starter:
var col = applicationScope.keySet();
var itr:java.util.Iterator = col.iterator();
if (itr.hasNext()){
var str:String = itr.next();
dBar.info(str,"Value = ");
}
if I put the variable col in a viewScope it shows a list of all the keys. but when I run the script the values displayed in the dBar info are not the keys but some other information that I'm not sure where it comes from.
I should just be able to iterat through the list of keys, am I missing something?
This code is in the before page loads event
After some poking around and experimenting I got this to work:
var col = applicationScope.keySet();
var itr:java.util.Iterator = col.iterator();
while (itr.hasNext()){
var str:Map.Entry = itr.next();
if (str.substring(0,9) == "$wfsLock_"){
//do stuff
}
}
so I'm now a happy camper.
Although your code works in SSJS, it is not correct (and that's why I don't like SSJS...).
The applicationScope is an implementation of the java.util.Map interface and the keySet() method returns a Set containing the keys in that Map. Every entry is (probably) a String (other data types like integers are actually also valid). The line
var str:Map.Entry = itr.next();
doesn't cast it to a Map.Entry: it doesn't really do anything: str remains a string.
The Map interface also has an entrySet() method that returns the entries (Map.Entry). You can use that to retrieve the key as well as the value:
var it = applicationScope.entrySet().iterator();
while (it.hasNext()) {
var entry = it.next();
print( entry.getKey() + " = " + entry.getValue() );
}
(in this code the print() line will use the toString() method of the key as well as the value to send information to the console)
I see from your code that you've installed my XPages Debug Toolbar. You can also use that to quickly check what's in the scopes and what the actual datatype is.
First question ever, new to programming. I'll try to be as concise as possible.
What I want to do is to create a bunch of children inside a selected div and give each of them specific html content (from a predefined array) and a different id to each child.
I created this loop for the effect:
Game.showOptions = function() {
var i = 0;
Game.choiceElement.html("");
for (i=0; i<Game.event[Game.state].options.length; i++) {
Game.choiceElement.append(Game.event[Game.state].options[i].response);
Game.choiceElement.children()[i].attr("id","choice1");
}
};
Using the predefined values of an array:
Game.event[0] = { text: "Hello, welcome.",
options: [{response: "<a><p>1. Um, hello...</p></a>"},
{response: "<a><p>2. How are you?</p></a>"}]
};
This method does not seem to be working, because the loop stops running after only one iteration. I sincerely have no idea why. If there is a completely different way of getting what I need, I'm all ears.
If I define the id attribute of each individual p inside the array, it works, but I want to avoid that.
The idea is creating a fully functional algorithm for dialogue choices (text-based rpg style) that would work with a predefined array.
Thanks in advance.
The problem with your loop as I see it could be in a couple different places. Here are three things you should check for, and that I am assuming you have but just didn't show us...
Is Game defined as an object?
var Game = {};
Is event defined as an array?
Game.event = new Array();
Is Game.state returning a number, and the appropriate number at that? I imagine this would be a little more dynamic then I have written here, but hopefully you'll get the idea.
Game.state = 0;
Now assuming all of the above is working properly...
Use eq(i) instead of [i].
for (var i = 0; i<Game.event[Game.state].options.length; i++) {
Game.choiceElement.append(Game.event[Game.state].options[i].response);
Game.choiceElement.children().eq(i).attr("id","choice" + (i + 1));
}
Here is the JSFiddle.
This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
Javascript infamous Loop problem?
I am having a small issue, and it would be very nice if some of you could realize about what kind of logic is missing here, since I cannot seem to find it:
I have an array with the results of some previous operation. Let's say that the array is:
var results = [0, 1];
And then I have a bunch of code where I create some buttons, and inside a for loop I assign a different function to those buttons, depending on the position of the array. The problem is that for some reason, all the buttons created (two in this case) come out with the function assigned to the last value of the array (in this case, both would come out as one, instead of the first with 0 and the second with 1)
This is the code:
for (var i = 0; i < results.length; i++) {
var br2 = b.document.createElement("br");
var reslabel = b.document.createTextNode(Nom[results[i]].toString());
var card = document.createElement("input");
card.type = "button";
id = results[i]; // this is the problematic value.
card.onclick = newcard; // this function will use the above value.
card.value = "Show card";
divcontainer.appendChild(br2);
divcontainer.appendChild(reslabel);
divcontainer.appendChild(card);
}
As it is, this code produces as many buttons as elements in the array, each with its proper label (it retrieves labels from another array). Everything is totally fine. Then, I click the button. All the buttons should run the newcard function. That function needs the id variable, so in this case it should be:
First button: runs newcard using variable id with value 0
Second button: runs newcard using variable id with value 1
But both buttons run using id as 1... why is that?
It might be very simple, or maybe is just that in my timezone is pretty late already :-) Anyways, I would appreciate any comment. I am learning a lot around here...
Thanks!
Edit to add the definition of newcard:
function newcard() {
id = id;
var toerase = window.document.getElementById("oldcard");
toerase.innerHTML = "";
generate();
}
the function generate will generate some content using id. Nothing wrong with it, it generates the content fine, is just that id is always set to the last item in the array.
Your id is a global variable, and when the loop ends it is set to the last value on the array. When the event handler code runs and asks for the value of id, it will get that last value.
You need to create a closure to capture the current results[i] and pass it along (this is a very common pitfal, see Javascript infamous Loop problem?). Since newcard is very simple, and id is actually used in generate, you could modify generate to take the id as a parameter. Then you won't need newcard anymore, you can do this instead:
card.onclick = (function(id) {
return function() {
window.document.getElementById("oldcard").innerHTML = "";
generate(id);
};
}(results[i]));
What this does is define and immediately invoke a function that is passed the current results[i]. It returns another function, which will be your actual onclick handler. That function has access to the id parameter of the outer function (that's called a closure). On each iteration of the loop, a new closure will be created, trapping each separate id for its own use.
Before going on, a HUGE thank you to bfavaretto for explaining some scoping subtelties that totally escaped me. It seems that in addition to the problems you had, you were also suffering from scoping, which bit me while I was trying to craft an answer.
Anyway, here's an example that works. I'm using forEach, which may not be supported on some browsers. However it does get around some of the scoping nastiness that was giving you grief:
<html>
<body>
<script>
var results = [0,1];
results.forEach( function(result) {
var card = document.createElement("input");
card.type = "button";
card.onclick = function() {
newcard( result );
}
card.value = "Show card";
document.body.appendChild(card);
});
function newcard(x) {
alert(x);
}
</script>
</body>
</html>
If you decide to stick with a traditional loop, please see bfavaretto's answer.