JavaScript - Dynamically Creating An Array In A For Loop
ok so I am trying to create a function that creates an array comprised of filenames based on a given range. I.E if 2-8 is selected and a foldername of UMCP/ and a common name of college is also given, the function should return and array such as [UMCP/college2.jpg,UMCP/college3.jpg.....UMCP/college8.jpg]. Here is what I've got but the alert that should tell me the filename of the first image says it is undefined, how can i fix this?
Code: function getArrayPhotosNames (total,count,first,last) { /*window.alert("get Array Photo Names");*/ var folderName = document.getElementById("photofold").value; var Alias = document.getElementById("commonName").value; for (var i=0; i>=total; i+=1) { var imageNum = i+first; var filename = folderName + Alias + imageNum + ".jpg"; window.alert("image will be stored as"+filename); photosArrayGlobal[i]= filename; } window.alert("the first photo is" +photosArrayGlobal[0]); var countnum = count.value; if (count === 0) { window.alert("randomize time") var randomArray = photosArrayGlobal.sort( randomize() ); var randomPhoto= document.getElementById("myImage"); randomPhoto.setAttribute("src", randomArray[photoIndexGlobal]); } else { var firstPhoto=document.getElementById("myImage"); firstPhoto.setAttribute("src", photosArrayGlobal[photoIndexGlobal]) } } Similar TutorialsI need to loop the alphabet and numbers 0-9 to initialize a few thousand arrays. This is for my site and is truly needed. http://www.thefreemenu.com I currently have every array written out and it takes up to much space in my .js file. The majority of my variables are empty but necessary and need to be there (including empty) for my site to work properly. Question is the last part Here's where I'm at. Code: var NewVarLetterOrNum = "a"; eval("_oneofseveralnames_" + NewVarLetterOrNum + "='this part works';"); alert(_oneofseveralnames_a); This creates the variable _oneofseveralnames_a='this part works' Code: var newArrayLetterOrNum = "a"; eval("_oneofseveralnames_" + newArrayLetterOrNum + "= new Array();"); alert(_oneofseveralnames_a) This creates the Array _oneofseveralnames_a=new Array(); and all the values in the array are null, but, now a variable like _nl_a[1]='something' can be used elsewhere because the array exists. This is all that is necessary for now because I can probably set all the variables to be blank with something like Code: i=1 while(i<=20){ _oneofseveralnames_a[i]="1-20"; i++ } alert(_oneofseveralnames_[20]); So now you have what I came to understand in the first few hours. Now to the hard part : ( I can't make multiple array's dynamically. I dont' know if its because I don't understand loops or arrays or what and its very fustrating. As for any answer you might be so kind as to provide, if you could dumb it down that would be greatly appreciated. Code: var newArray =new Array('a','b','c','d','e','f','g','h','i','j','k','l','m','n','o','p','q','r','s','t','u','v','w','x','y','z') i=1 while(i<=26){ eval("_nl_" + newArray[i] + "= new Array();"); i++ } alert(newArray[1]) // Is b, but alert(_nl_b) //I can't get _nl_b to exist, I tried everything including taking away the quotes around the letters in every test */ var _nl_a =new Array() var _img_a =new Array() var _h_a =new Array() var _r_a =new Array() var _m_a =new Array() var _yt_a =new Array() var _i_a =new Array() The above arrays are all the array _name_ parts I need but for example, a has 10 parts, a,p2_a,p3_a,.. p10_a. I need 10 pages for each letter of the alphabet and numbers 0-9 and a special all1, p2_all1 ... p10_all1. Overall 2200 arrays that need to be declared. Currently they are all written out. /* Evening all. Here's a snippet: Code: canvases[i] = document.createElement('canvas'); canvases[i].style.width = '3px'; canvases[i].style.height = '100%'; canvases[i].getContext("2D"); canvases[i].fillRect(1,0,1,table_height); I'm trying to dynamically create a canvas element. Later in the script it gets attached to the DOM, and this works fine if the last two lines are missing. I end up with a canvas element that is 3px wide and 100% of the containing div tall. However, the last two lines make it crash, with the error report 'canvases[i].fillRect is not a function'. If I change the last two lines to Code: var drawing = canvases[i].getContext("2D"); drawing.fillRect(1,0,1,table_height); it says 'drawing is null'. Something seems to be going wrong with the getContext bit, because setting the height and width work fine. Any ideas? It behaves the same if I append the canvas element to the DOM before trying to do the drawing as well. This is in FF4.0.1 with a xhtml1-strict.dtd doctype and valid html. Thanks, Chris im trying to create a script for greasemonkey (tried getting help from their discussion forums, but no one ever answers), but its still written in javascript. so here is what im trying to do. Ive got a dynamically created division that aligns to the right of the browser window. Now im trying to put links inside it as you normally would with like a document.write statement or other methods. The only problem is, any method i try wont work for me. heres my code, maybe someone could give me some things i could try. Code: function QuickLinks() { var body = document.body; var div2 = document.createElement("div"); div2.setAttribute('class','QL'); div2.setAttribute('style','background-color: #692510;width: 200px;height: 500px;top: 2cm;position: absolute;right: 5px;z-index: 4;'); var links = document.createTextNode("where i want my links"); //now with that statement it just writes text, ive tried document.write and many other methods and nothing seems to work. div2.appendChild(links); //this just inserts the links into the div. body.appendChild(document.createElement('br')); body.appendChild(div2); } QuickLinks(); Forgive me, I come from a ColdFusion background and DOM manipulation is not one of my strongest assets. I am trying to dynamically create (and also delete) a row inside a table, which contains three cells that each have three form elements (a input box, a select drop-down box that is populated by a query to a database, and a textarea). Now all the JavaScript/jQuery examples I've seen for dynamically creating elements are very basic, nothing this complex. Could I get some help?! This is what I'm trying to dynamically create so that the user can add more options but also delete them. Would the jQuery clone() function be a good choice for this? Code: <tr> <td> <input type="text" id="rejectName" /> </td> <td> <select id="divSelectReason"> <option value="" selected="true">Enter Rejection Reason</option> <cfoutput query="queryReasonReturn"> <option>#codeAndReason#</option> </cfoutput> </select> </td> <td> <textarea id="editReason" cols="30"></textarea> </td> </tr> Now when a row is dynamically created I also have to access those values as well, so I would assume using a variable that counts each row created, and appends that iteration to the name of that particular element. Hello! Im having problem generating the labels for content created by the following function: Code: function setOutput(){ if(httpObject.readyState == 4){ var answer = httpObject.resultsponseText.split(","); var results = document.getElementById("resultsultadosScan1"); var article = document.createElement("div"); var weight = document.createElement("div"); var price = document.createElement("div"); article.className = "article"; weight.className = "weight"; price.className = "price"; document.getElementById('outputText0').value = httpObject.innerHTML= answer[0]; document.getElementById('outputText1').value = httpObject.innerHTML= answer[1]; document.getElementById('outputText2').value = httpObject.innerHTML= answer[2]; article.innerHTML = httpObject.innerHTML= answer[0]; weight.innerHTML = httpObject.innerHTML= answer[1]; price.innerHTML = httpObject.innerHTML= answer[2]; results.appendChild(article); results.appendChild(weight); results.appendChild(price); } } A friend wrote this sample script to achieve generation of labels on my script, but I have been trying for hours with no luck, can someone take a look and tell me the correct usage of this script: Code: function createLabel() { var target = document.getElementById("target"); var label = document.createElement("label"); var text = document.createTextNode("Article"); label.appendChild(text); target.appendChild(label); } Can you help me with the correct "combination" using my script above, a "real life" example? Thanks a lot! I have here a code that will automatically generate two text fields (Title & Price) when "Add another article" is pressed. I got this from the web, but I want instead of using a text field, I want it to create a drop down menu based on a mysql table, then update the price automatically (also based on the mysql table) on the other text field once a selection has been made on the drop down menu. Code: <link rel="stylesheet" type="text/css" media="screen" /> <style type="text/css"></style> <script type="text/javascript"> var elCount = 2; function add() { var parent = document.getElementById('parent'); var article = document.createElement('DIV'); article.id = 'article_' + elCount; article.name = 'article_' + elCount; // NEW LINE var article_title_label = document.createElement('LABEL'); article_title_label.appendChild(document.createTextNode('Title ' + elCount + ': ')); var article_title_text = document.createElement('INPUT'); article_title_text.id = 'article_' + elCount + '_title'; article_title_text.name = 'article_' + elCount + '_title'; // NEW LINE var article_textarea_label = document.createElement('LABEL'); article_textarea_label.appendChild(document.createTextNode('Price ' + elCount + ': ')); var article_textarea = document.createElement('INPUT'); article_textarea.id = 'article_' + elCount + '_price'; article_textarea.name = 'article_' + elCount + '_price'; // NEW LINE article.appendChild(article_title_label); article.appendChild(article_title_text); article.appendChild(article_textarea_label); article.appendChild(article_textarea); parent.appendChild(article); elCount++; } </script> <body> <div id="parent"> <div id="article_1"> <label for="article_1_title">Title 1: </label><input type="text" name="article_1_title" id="article_1_title" /> <label for="article_1_price">Price: </label><input type="text" name="article_1_price" id="article_1_price" /> </div> </div> any ideas? Thanks Beginner JavaScripter here. I'm wanting to run a piece of code (add rows) a specified amount of times based upon the number selected. Also, rows can be added after initial number has been specified. Example: User1 selects 2 -> 2 rows are added User1 goes back and selects 3 -> 1 row is added, making 3 rows total I've tried the following, but it seems to not take into account the number of rows already added. Any help is appreciated. Code: if (numSelected > 0) { var counter = 0; while (rowsAdded < numSelected ) { function.addRow(); counter++; } } Below is the code. My function: Code: function swap_content(id1,id2) { var tmp = document.getElementById(id1).name; var theval = document.getElementsByName('primary_propertyp_id')[0].value; document.getElementById(id1).name = document.getElementsByName('primary_propertyp_id')[0].name; document.getElementsByName('primary_propertyp_id')[0].name = tmp; document.getElementById(id2).id = document.getElementById('primary').id; document.getElementById('primary').id = 'addressid_'+theval+'_div'; } Applicable Code for primary info: Code: <div id="primary"> <label>primary to secondary:</label><input name="primary_propertyp_id" type="text" id="addressid_<? echo $row['primary_property_id']; ?>" value="<? echo $row['primary_property_id']; ?>"/> </div> Applicable Code for secondary info/link to change: Code: echo "<div id=\"addressid_" . $properties_row['id'] . "_div\">"; echo "<a href=\"#\" onclick=\"swap_content('addressid_" . $properties_row['id'] . "','addressid_" . $properties_row['id'] . "_div'); return false\">Make Primary</a>"; echo "<input id=\"addressid_" . $properties_row['id'] . "\" name=\"addressids[]\" value=\"" . $properties_row['id'] . "\" type=\"text\">"; echo "</div>"; This is running through a PHP loop so it's making multiple divs and links for the secondaries. I am wanting to be able to swap out any of them to make them 'primary'....this works for the first click, but after the first click it makes every div id and input name the same as the first that was clicked. It's also not working AT all if i click on the bottom link first, then a link above it. Top-down works, bottom-up doesn't...Please help Thanks in advance, Jeremy Hello All, I have a code which works fine for what is does but I want to add in dynamically a new list to the Array...... from an input field. The relevent part of the code reads as this for example........ var step_x_list=new Array("ca1sb2en1pg1itm1","ca1sb2en1pg1itm2","ca1sb2en1pg1itm3") but I need a way to dynamically replace the existing.... "ca1sb2en1pg1itm1","ca1sb2en1pg1itm2","ca1sb2en1pg1itm3" seen above with a new list from an input field which holds the following say....... ca2sb2en2pg1itm1","ca2sb2en2pg1itm2","ca2sb2en2pg1itm3 I have tried various ideas but none seem to be able to inject the new values in the space between the brackets. Any thoughts. Martin. For those just wondering what the code is and want to try it, it is a one piece code which can fire many different functions without requiring lots of individual bits of code to do same. The action usually happens in micro-seconds but I slowed it to a one second count between changes so you can see what is actually happening. Below is a revised code if you want to see it working and also to give an idea about the Array part in which I want to add a different number set. Copy the code and save in notepad as test.html It can be opened as a web page. Remember to change the code tags to the correct script tags Code: var i_x_list=0 function fireFunctionList_x_list() { if (document.getElementById("locate_load_x_list").value == "end" || document.getElementById("locate_load_x_list").value == "undefined"){i_x_list=0;document.getElementById("locate_load_x_list").value=""}else{fireFunctionList_x_list_do()} } function fireFunctionList_x_list_do() { document.getElementById("addto").value="place_"; var step_x_list=new Array("ca1sb2en1pg1itm1","ca1sb2en1pg1itm2","ca1sb2en1pg1itm3","ca1sb2en1pg1itm4","ca1sb2en1pg1itm5","ca1sb2en1pg1itm6","ca1sb2en1pg1itm7", "ca1sb2en1pg1itm8","ca1sb2en1pg1itm9","ca1sb2en1pg1itm10","ca1sb2en1pg1itm11","ca1sb2en1pg1itm12","ca1sb2en1pg1itm13","ca1sb2en1pg1itm14","end") document.getElementById('locate_load_x_list').value=step_x_list[i_x_list] i_x_list=i_x_list+1 document.getElementById("addto").value+=document.getElementById("locate_load_x_list").value; document.getElementById("final_locate_load_x_list").value=document.getElementById("addto").value; document.getElementById("final_locate_load_x_list").value+=document.getElementById("addto2").value; var x_list = document.getElementById("final_locate_load_x_list").value; setTimeout("fireFunctionList_x_list()",1000) var f_x_list = new Function(x_list); f_x_list(); } <BR><BR> <button onclick="fireFunctionList_x_list()">run the function list rotation</button> <BR><BR> <input id="addto" type="text" size=25 value="place_"><BR> <input id="addto2" type="text" size=4 value="()"><BR> <input id="locate_load_x_list" type="text" size=20 value=""><BR> the code fires this function if there<input id="final_locate_load_x_list" type="text" size=25 value=""><BR> Code: function place_ca1sb2en1pg1itm4(){alert("ca1 number4 function dummy run as alert");} Code: function place_ca1sb2en1pg1itm9(){alert("ca1 number9 function dummy run as alert");} Code: function place_ca2sb2en1pg1itm6(){alert("ca2 number6 function dummy run as alert");} Code: function place_ca2sb2en1pg1itm12(){alert("ca2 number12 function dummy run as alert");} Hi all, I'm wondering if what I'm trying to do here is even possible but I'd appreciate your thoughts on it. Code: <script type="text/javascript"> function test() { var arrays = { one: ['1', '2', '3'], two: ['a', 'b', 'c'] } var foo = 'one'; alert(arrays.(foo)); } test(); </script> I've tried numerous variations of the alert line with evals, brackets and jQuery syntax but always seem to get the error: Code: XML filter is applied to non-XML value ({one:["1", "2", "3"], two:["a", "b", "c"]}) Which makes me think I'm either attempting something stupid or only missing my target slightly. The code will be running within a jQuery project up if that helps in any way. I am trying to create a simple HTML table with the squares of numbers and for some reason the loop is not triggering. Code: Code: <table border="1"> <tr><td><h2>Table of Squares</h2></td></tr> <tr><td> Number </td> <td> Square </td></tr> <tr> <script language="JavaScript"> for(i = 1, fact = 1; i < 10; i++, fact = i*i) { document.write("<td>" + i + " </td><td> " + fact + "</td>); document.write("</tr><tr>"); } document.write("</tr></table>"); </script> When I run the page all that comes up is the start of the table that is written before the script executes. Also is there any way I could use a debugger to catch this on my own? I tried the firefox debugger but it didn't catch anything when I ran it through, maybe I was just doing it wrong. Any help is appreciated thanks! I'm building a t-shirt shop whose interface includes a gallery of designs in an IFrame. When the user clicks on a design, a dedicated page is loaded into the IFrame which shows all the available products associated with the design the user clicked. I've put each design's image and associated page as the first and second elements of a nested array, and am using a for loop to then load all the images into the page that's shown in the IFrame when the web-site loads. It's looking beautiful, but here's the rub I've been stuck on for two days now with no solution in sight... The array, "designImages", has 37 elements (ie. designImages[0]... designImages[36]). When I click on a design image on the page, any design image, the browser (all browsers, so I can't blame Microsoft for this one ), loads the page for design #36. I've tried all sorts of things, but still cannot tell if the issue is because the dynamically generated divs are being reassigned the value [36] after the for loop's executed, or if the div id's are okay but somehow the code is rooting for [36], the last element of the array anyway. I need someone's help in enabling a click on #4 to load the page for #4, etc, etc. Here's the code below. Thanks. Code: /* designImages[x][0] = the image source on the page; * designImages[x][1] = the destination url on clicking the image; */ var designImages = new Array(); designImages[0] = new Array ( "Assets/DesignImages/Img00 - CosmicCircle.png" , "ProductGalleries/Img00.html" , "Cosmic Circles" , "Mark Lavin"); designImages[1] = new Array ( "Assets/DesignImages/Img01 - Flora.png" , "ProductGalleries/Img01.html" ); designImages[2] = new Array ( "Assets/DesignImages/Img02 - JBuddha.png" , "ProductGalleries/Img02.html" ); designImages[3] = new Array ( "Assets/DesignImages/Img03 - Ohm+Sun.png" , "ProductGalleries/Img03.html" ); designImages[4] = new Array ( "Assets/DesignImages/Img04 - Ohm+Burst.png" , "ProductGalleries/Img04.html" ); designImages[5] = new Array ( "Assets/DesignImages/Img05 - Space+Invader.png" , "ProductGalleries/Img05.html" ); designImages[6] = new Array ( "Assets/DesignImages/Img06 - Fire.png" , "ProductGalleries/Img06.html" ); designImages[7] = new Array ( "Assets/DesignImages/Img07 - Live.png" , "ProductGalleries/Img07.html" ); designImages[8] = new Array ( "Assets/DesignImages/Img08 - Being.png" , "ProductGalleries/Img08.html" ); designImages[9] = new Array ( "Assets/DesignImages/Img09 - Water.png" , "ProductGalleries/Img09.html" ); designImages[10] = new Array ( "Assets/DesignImages/Img10 - Abundance.png" , "ProductGalleries/Img10.html" ); designImages[11] = new Array ( "Assets/DesignImages/Img11 - Adventure.png" , "ProductGalleries/Img11.html" ); designImages[12] = new Array ( "Assets/DesignImages/Img12 - Air.png" , "ProductGalleries/Img12.html" ); designImages[13] = new Array ( "Assets/DesignImages/Img13 - Chance.png" , "ProductGalleries/Img13.html" ); designImages[14] = new Array ( "Assets/DesignImages/Img14 - Dangerous.png" , "ProductGalleries/Img14.html" ); designImages[15] = new Array ( "Assets/DesignImages/Img15 - Destiny.png" , "ProductGalleries/Img15.html" ); designImages[16] = new Array ( "Assets/DesignImages/Img16 - Dream.png" , "ProductGalleries/Img16.html" ); designImages[17] = new Array ( "Assets/DesignImages/Img17 - Earth.png" , "ProductGalleries/Img17.html" ); designImages[18] = new Array ( "Assets/DesignImages/Img18 - Ecstasy.png" , "ProductGalleries/Img18.html" ); designImages[19] = new Array ( "Assets/DesignImages/Img19 - Freedom.png" , "ProductGalleries/Img19.html" ); designImages[20] = new Array ( "Assets/DesignImages/Img20 - Friendship.png" , "ProductGalleries/Img20.html" ); designImages[21] = new Array ( "Assets/DesignImages/Img21 - Fulfillment.png" , "ProductGalleries/Img21.html" ); designImages[22] = new Array ( "Assets/DesignImages/Img22 - Generosity.png" , "ProductGalleries/Img22.html" ); designImages[23] = new Array ( "Assets/DesignImages/Img23 - Gift.png" , "ProductGalleries/Img23.html" ); designImages[24] = new Array ( "Assets/DesignImages/Img24 - Imagine.png" , "ProductGalleries/Img24.html" ); designImages[25] = new Array ( "Assets/DesignImages/Img25 - Joy.png" , "ProductGalleries/Img25.html" ); designImages[26] = new Array ( "Assets/DesignImages/Img26 - Kinky.png" , "ProductGalleries/Img26.html" ); designImages[27] = new Array ( "Assets/DesignImages/Img27 - Mystery.png" , "ProductGalleries/Img27.html" ); designImages[28] = new Array ( "Assets/DesignImages/Img28 - Mastery.png" , "ProductGalleries/Img28.html" ); designImages[29] = new Array ( "Assets/DesignImages/Img29 - Peace.png" , "ProductGalleries/Img29.html" ); designImages[30] = new Array ( "Assets/DesignImages/Img30 - Sexy.png" , "ProductGalleries/Img30.html" ); designImages[31] = new Array ( "Assets/DesignImages/Img31 - iBurn.png" , "ProductGalleries/Img31.html" ); designImages[32] = new Array ( "Assets/DesignImages/Img32 - PlayaTrash.png" , "ProductGalleries/Img32.html" ); designImages[33] = new Array ( "Assets/DesignImages/Img33 - Ohm+Burst.png" , "ProductGalleries/Img33.html" ); designImages[34] = new Array ( "Assets/DesignImages/Img34 - BlackRockCity.png" , "ProductGalleries/Img34.html" ); designImages[35] = new Array ( "Assets/DesignImages/Img35 - BarCode.png" , "ProductGalleries/Img35.html" ); designImages[36] = new Array ( "Assets/DesignImages/Img36 - NumberedBarCode.png" , "ProductGalleries/Img36.html" ); window.onload = function() { creationCompleteHandler(); } function creationCompleteHandler() { calcNumDesigns(); setLinks(); } function calcNumDesigns() { var numDesignBoxes = designImages.length; var numGalleryRows = Math.ceil( numDesignBoxes / 3 ); for ( n = 0 ; n <= numGalleryRows - 1 ; n++ ) { var newGalleryBox = document.createElement('div'); var newGalleryBoxID = ("galleryRow" + n); newGalleryBox.setAttribute('id',newGalleryBoxID); newGalleryBox.setAttribute('class',"galleryBox"); document.getElementById('content').appendChild(newGalleryBox); squareOff(newGalleryBox); var rowBoxes; if ( ( numDesignBoxes - ( n * 3 ) ) < 3 ) { rowBoxes = ( numDesignBoxes - ( n * 3 ) - 1 ) } else rowBoxes = 2; for ( m = 0 ; m <= rowBoxes ; m++ ) { var boxNum = ( n * 3 ) + m; var newDesignBox = document.createElement('div'); var newDesignBoxID = "design" + boxNum; newGalleryBox.appendChild(newDesignBox); newDesignBox.setAttribute('id',newDesignBoxID); newDesignBox.setAttribute('class',"designBox"); var newDesignImg = document.createElement('img'); var newDesignImgID = "designImg" + boxNum; newDesignImg.setAttribute('id',newDesignImgID); newDesignImg.setAttribute('class',"designImage"); newDesignImg.src = designImages[boxNum][0]; newDesignBox.appendChild(newDesignImg); } } } function squareOff(frame) { document.getElementById(frame.id).style.height = ((document.getElementById(frame.id).offsetWidth) * .33) + 'px'; } function setLinks() { for (x in designImages) { document.getElementById("design"+x).onclick = function(){ sendToURL(x) } }; } function sendToURL(x) { var url = designImages[x][1] MM_goToURL('self',url); return document.MM_returnValue; } function MM_goToURL() { //v3.0 var i, args=MM_goToURL.arguments; document.MM_returnValue = false; for (i=0; i<(args.length-1); i+=2) eval(args[i]+".location='"+args[i+1]+"'"); } I am really new to scripting. I found a nice script that copy2clipboard. What I have is the need to create a function array (not sure if that is what it is called) so that i don't need to create a new function everytime i add something to be copied. Anyone have any thoughts on this or a reference i can review to try and figure this out. thanks in advance. Code: <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html lang="en"> <head> <script type="text/javascript"> function clipper() { var data = document.getElementById("Data").value; window.clipboardData.setData("Text", data); } function clipper1() { var data1 = document.getElementById("Data1").value; window.clipboardData.setData("Text", data1); } function clipper2() { var data2 = document.getElementById("Data2").value; window.clipboardData.setData("Text", data2); } </script> </head> <body> <span id="Data" value="This is the clipper function."></span><a href="javascript:clipper()">clipper function</a><br> <span id="Data1" value="This is the clipper1 function."></span><a href="javascript:clipper1()">clipper1 function</a><br> <span id="Data2" value="This is the clipper2 function."></span><a href="javascript:clipper2()">clipper2 function</a><br> </body> </html> I have a problem. I have created a rotating picture array. The problem I am having is when I view the web page only the right side of my array rotates through the pictures. I have tried several ways to fix this, but have ran out of ideas. Code: <script type="text/javascript"> <!--Hide from old browsers var rotatePicsLeft= Array("candle1.jpg","candle2.jpg","candle3.jpg","candle4.jpg","candle5.jpg","candle6.jpg") var rotatorCntr=5 function RotateIt() { rotatorCntr+=1 if (rotatorCntr==6) rotatorCntr=0 document.picture1.src = rotatePicsLeft[rotatorCntr] setTimeout("RotateIt()",2000) } var rotatePicsRight=new Array("flowers1.jpg","flowers2.jpg","flowers3.jpg","flowers4.jpg","flowers5.jpg","flowers6.jpg","flowers7.jpg","flowers8.jpg") var rotatorCntr=7 function RotateIt() { rotatorCntr+=1 if (rotatorCntr==8) rotatorCntr=0 document.picture2.src = rotatePicsRight[rotatorCntr] setTimeout("RotateIt()",2000) } //--> </script> Any ideas would be greatly appreciated. Thanks Hey all! So there I was newly hired and tasked with pouring through someone else's code to see what could be modified and brought up to date. After successfully finding the errors and correcting them and fulfilling the tasks my new supervisor assigned me, he slaps me on the back and says, "Well done! Now make it dynamic!" By which he meant the chapter buttons I spent hours creating from the existing code. Here's what he wants: the old code has an array, we'll call it someArray, that is assigned its values by the instructional developer as html pages are added to the course. So for example the code might look like this, Code: var someArray = new Array(4); someArray[0] = "video1/video1.html"; someArray[1] = "video2/video2.html"; someArray[2] = "video3/video3.html"; Now, each page has an associated chapter button. So video1/video1.html would have ch1Btn, video2/video2.html would have ch2Btn and so forth. Each button in turn calls a specific function which does only one thing - sets the currentPage variable to page associated with that button/array contents. For example, I have created the following functions to call each page: Code: function doCh1(){currentPage = 0; goToPage();} function doCh2(){currentPage = 1; goToPage();} function doCh3(){currentPage = 2; goToPage();} I should mention that all this is being done from within an html wrapper that calls each page into an iframe. The currentPage variable is assigned the url of one of the elements from the pageArray. My supervisor wants to be able to manually add pages to the pageArray and have the javascript code generate the associated buttons and function calls so when the learner clicks on one of the dynamically created buttons, s/he is taken to the correct page. Currently I'm using static images with the onclick calling the correct function to set my currentPage value and send the learner on his/her merry way. Is there a way to do all of this dynamically? If so, can you help me get my head around this by providing some examples? Sorry for the long post. Thank you, M Hi I need help with spawning in my game. I have this code: Code: function spawnEnemy() { var shapes = [LeftBlock, RightBlock, middleRightBlock, middleLeftBlock, middleBlock]; var shape = shapes[Math.floor(Math.random() * shapes.length)]; var RandomBlock = new THREE.Object3D(); RandomBlock.add(shape); blocks.push(RandomBlock); for (var i = 0; i < blocks.length; i++) { RandomBlock = blocks[i]; scene.add(RandomBlock); hit = false; } } function startSpawningEnemies() { repeater = setInterval(function() { spawnEnemy(); newBlock = false; }, 1000); } Basically it chooses a random object in the array 'shapes' and it adds the shape to the scene every second. But the problem is that when I have, for example a 'Leftblock' on screen and it randomly gets called again, Leftblock will get reset to the starting position, so basically I cant have 2 of the same type of block on screen at once. So I want want every block in the array to be an entirely new instance of a block, rather than the same. Here is a code pen so you can see what is happening My Codepen Thanks in advance Reply With Quote 01-31-2015, 12:06 PM #2 Lesshardtofind View Profile View Forum Posts Visit Homepage New Coder Join Date Sep 2013 Location Houston Posts 20 Thanks 0 Thanked 4 Times in 4 Posts Hey I apologize in advance this will probably be a long post, but to get to the root of your problem it takes a bit of explaining to show how I fixed it. If you don't want to read about all the changes and why I did them if you scroll to the bottom of this post the last code snippet is the new working code. Firstly I'd like to make a few comments. 1. Try to avoid using so many globals that is what is confusing the whole thing. 2. Even though JavaScript isn't a classical language. Using some OOP approaches can simplify your code quite a bit. Now to what your actual problem was. You only had one instance of meshes for each type of block/paddle or whatever you call it. Even though you created new 3d objects you still were just passing it the values of the current existing Meshes. In order to get around this I simplified your code a lot. I removed around 200 lines of code and created a few objects to make things easier. I don't know that I can explain every single thing I did, but creating objects is very useful for instance instead of making a ton of variables for each box you can make an Object called Box and then create a new instance of it. Since your Box also needs a mesh you can create that inside of the box as well. Code: function Box(w, h, d, q, m){ var CoreInfo = { width: w, height: h, depth: d, quality: q, material: m }; var Mesh = GetNewMesh(CoreInfo); this.setMeshY = function(y){ Mesh.position.y = y; } this.setMeshX = function(x){ Mesh.position.x = x; } this.getCoreInfo = function(key){ return CoreInfo[key]; } this.setCoreInfo = function(key, val){ CoreInfo[key] = val; } this.getAllInfo = function(){ return CoreInfo; } this.getMesh = function(){ return Mesh; } this.setShadows = function(r, c){ Mesh.receiveShadow = r; Mesh.castShadow = c; } } // you will notice that it calls this to get a MESH instead of using 5+ serperate calls you can now wrap it into a function that takes an assoc array. function GetNewMesh(info){ var Q = info["qaulity"]; return new THREE.Mesh( new THREE.BoxGeometry( info["width"], info["height"], info["depth"], Q, Q, Q), info["material"]); } With this object you can create new instances of boxes just by passing all the variables it needs and save it into a new object. example use: Code: var BlockMat = new THREE.MeshLambertMaterial({color: 0x3c00ff}); var Abox = new Box(10, 160, 10, 1, BlockMat); As you can see the Box requires 5 arguments to construct. They are width, height, depth, quality, and material; You will also notice there are functions inside of the Box to call functionality they are setMeshY(y): This sets the Y position of the mesh as the y value passed to it; setMeshX(x): This sets the X position of the mesh as the x value passed to it; getCoreInfo(key): This gets some CoreInfo based on a string or "key" that you pass it. EX use Box.getCoreInfo("width"); setCoreInfo(key, value): This sets some CoreInfo based on a string or "key" that you pass it. EX use Box.setCoreInfo("width", 100); getAllInfo(): Returns ALL CoreInfo in an assoc array that is accessed by a "key." EX use var AllInfo = Box.getAllInfo(); AllInfo["width"]; getMesh: Returns The mesh object setShadows: Allows you to set shadows by passing true or false for the receive and cast arguments. Now some of your enemy boxes needed two boxes so I further created a object called Double Box; These are very much the same as a box. Just all methods need to be passed an index as well. These are identical to your original objects as Paddle1 is now at index 0, and Paddle2 is at index1 for each respective object. With those objects created we can Delete a TON of your global variables and clean some stuff up. As a matter of fact the more I looked at it you didn't even NEED globals for your set enemy paddle types at all. I was able to wrap them all up into a function that will return an object like you wanted by being passed a string. Code: function GetBlock(type){ if(type == "m"){ var temp = new DoubleBox(10, 75, 10, 1, BlockMat, 10, 75, 10, 1, BlockMat); var obj = new THREE.Object3D(); obj.add(temp.getMesh(0)); obj.add(temp.getMesh(1)) temp.setMeshX(0, fieldWidth/2); temp.setMeshY(0, -60); temp.setMeshX(1, fieldWidth/2); temp.setMeshY(1, 60); return obj; } else if(type == "mr"){ var temp = new DoubleBox(10, 30, 10, 1,BlockMat, 10, 110, 10, 1,BlockMat); var obj = new THREE.Object3D(); obj.add(temp.getMesh(0)); obj.add(temp.getMesh(1)); temp.setMeshX(0, fieldWidth/2); temp.setMeshY(0, -80); temp.setMeshX(1, fieldWidth/2); temp.setMeshY(1, 40); return obj; } else if(type == "ml"){ var temp = new DoubleBox(10, 30, 10, 1, BlockMat, 10, 110, 10, 1, BlockMat); var obj = new THREE.Object3D(); obj.add(temp.getMesh(0)); obj.add(temp.getMesh(1)); temp.setMeshX(0, fieldWidth/2); temp.setMeshY(0, 80); temp.setMeshX(1, fieldWidth/2); temp.setMeshY(1, -40); return obj; } else if(type == "l"){ var temp = new Box(10, 160, 10, 1, BlockMat); var obj = new THREE.Object3D(); obj.add(temp.getMesh()); temp.setMeshX(fieldWidth/2); temp.setMeshY(20); return obj; } else if(type == "r"){ var temp = new Box(10, 160, 10, 1, BlockMat); var obj = new THREE.Object3D(); obj.add(temp.getMesh()); temp.setMeshX(fieldWidth/2); temp.setMeshY(-20); return obj; } } While this could be cleaned up and do some extra error checking it now does EXACTLY what you need it to. You can call this function and pass it a string for each type of block you want. It will return a NEW instance of that type of block without sharing meshes as you had previously programmed it to. now you can call this function in the spawn enemy function Code: function spawnEnemy() //total enemies starts at 0 and every-time you add to array { var shapes = ["l", "r", "mr", "ml", "m"]; // these are the strings that pass to the GetBlock(type) function as type var shape = shapes[Math.floor(Math.random() * shapes.length)]; blocks.push(new THREE.Object3D().add(GetBlock(shape))); // now you just pass the function to the THREE.Object3d().add() accepting shape as a parameter. for (var i = 0; i < blocks.length; i++) { RandomBlock = blocks[i]; scene.add(RandomBlock); hit = false; } } I know I made a lot of changes and there are still plenty more that could reduce your code even further, but when I finally got to a point where it was working the way you wanted to I figured I'd hand it back over to you. HERE is the final code that works if you want to copy paste it over to test it. Code: //scene object variables var renderer, scene, camera, pointLight, spotLight; var hit; var newBlock = false; //field variables var fieldWidth = 500, fieldHeight = 200; function GetNewMesh(info){ var Q = info["qaulity"]; return new THREE.Mesh( new THREE.BoxGeometry( info["width"], info["height"], info["depth"], Q, Q, Q), info["material"]); } function Box(w, h, d, q, m){ var CoreInfo = { width: w, height: h, depth: d, quality: q, material: m }; var Mesh = GetNewMesh(CoreInfo); this.setMeshY = function(y){ Mesh.position.y = y; } this.setMeshX = function(x){ Mesh.position.x = x; } this.getCoreInfo = function(key){ return CoreInfo[key]; } this.setCoreInfo = function(key, val){ CoreInfo[key] = val; } this.getAllInfo = function(){ return CoreInfo; } this.getMesh = function(){ return Mesh; } this.setShadows = function(r, c){ Mesh.receiveShadow = r; Mesh.castShadow = c; } } function DoubleBox(B1w, B1h, B1d, B1q, B1m, B2w, B2h, B2d, B2q, B2m) { var Boxes = []; Boxes[0] = new Box(B1w, B1h, B1d, B1q, B1m); Boxes[1] = new Box(B2w, B2h, B2d, B2q, B2m); this.setMeshY = function (index, y) { Boxes[index].setMeshY(y); } this.setMeshX = function (index, x) { Boxes[index].setMeshX(x); } this.getCoreInfo = function (index, key) { return Boxes[index].getCoreInfo(key); } this.setCoreInfo = function (index, key, val) { Boxes[index].setCoreInfo(key, val); } this.getAllInfo = function (index) { return Boxes[index].getAllInfo(); } this.getMesh = function (index) { return Boxes[index].getMesh(); } this.setShadows = function (index, r, c) { Boxes[index].setShadows(r, c); } } var BlockMat = new THREE.MeshLambertMaterial({color: 0x3c00ff}); var Player = new Box(10, 30, 10, 1, new THREE.MeshLambertMaterial({color: 0x4AA02C})); function GetBlock(type){ if(type == "m"){ var temp = new DoubleBox(10, 75, 10, 1, BlockMat, 10, 75, 10, 1, BlockMat); var obj = new THREE.Object3D(); obj.add(temp.getMesh(0)); obj.add(temp.getMesh(1)) temp.setMeshX(0, fieldWidth/2); temp.setMeshY(0, -60); temp.setMeshX(1, fieldWidth/2); temp.setMeshY(1, 60); return obj; } else if(type == "mr"){ var temp = new DoubleBox(10, 30, 10, 1,BlockMat, 10, 110, 10, 1,BlockMat); var obj = new THREE.Object3D(); obj.add(temp.getMesh(0)); obj.add(temp.getMesh(1)); temp.setMeshX(0, fieldWidth/2); temp.setMeshY(0, -80); temp.setMeshX(1, fieldWidth/2); temp.setMeshY(1, 40); return obj; } else if(type == "ml"){ var temp = new DoubleBox(10, 30, 10, 1, BlockMat, 10, 110, 10, 1, BlockMat); var obj = new THREE.Object3D(); obj.add(temp.getMesh(0)); obj.add(temp.getMesh(1)); temp.setMeshX(0, fieldWidth/2); temp.setMeshY(0, 80); temp.setMeshX(1, fieldWidth/2); temp.setMeshY(1, -40); return obj; } else if(type == "l"){ var temp = new Box(10, 160, 10, 1, BlockMat); var obj = new THREE.Object3D(); obj.add(temp.getMesh()); temp.setMeshX(fieldWidth/2); temp.setMeshY(20); return obj; } else if(type == "r"){ var temp = new Box(10, 160, 10, 1, BlockMat); var obj = new THREE.Object3D(); obj.add(temp.getMesh()); temp.setMeshX(fieldWidth/2); temp.setMeshY(-20); return obj; } } //ball variables var reftBlock, lightBlock, middleRightBlock, middleLeftBlock, middleBlock, RandomBlock; //game-related variables var score = 0; var repeater; var blocks = []; var collidableMeshList = []; function setup() { // update the board to reflect the max score for match win document.getElementById("winnerBoard").innerHTML = "Move in the gaps!"; // set up all the 3D objects in the scene createScene(); // and let's get cracking! draw(); } function createScene() { // set the scene size var WIDTH = 640, HEIGHT = 360; // set some camera attributes var VIEW_ANGLE = 50, ASPECT = WIDTH / HEIGHT, NEAR = 0.1, FAR = 10000; var c = document.getElementById("gameCanvas"); // create a WebGL renderer, camera // and a scene renderer = new THREE.WebGLRenderer({antialias:true}); renderer.setClearColorHex(0xffffff); camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR); scene = new THREE.Scene(); // add the camera to the scene scene.add(camera); // set a default position for the camera // not doing this somehow messes up shadow rendering //camera.position.z = 320; // start the renderer renderer.setSize(WIDTH, HEIGHT); // attach the render-supplied DOM element c.appendChild(renderer.domElement); // set up the playing surface plane var planeWidth = fieldWidth, planeHeight = fieldHeight, planeQuality = 10; // create the plane's material var planeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff }); // create the table's material var tableMaterial = new THREE.MeshLambertMaterial( { color: 0x3c00ff }); // create the ground's material var groundMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff }); // create the playing surface plane var plane = new THREE.Mesh( new THREE.PlaneGeometry( planeWidth * 1.25, // 95% of table width, since we want to show where the ball goes out-of-bounds planeHeight, planeQuality, planeQuality), planeMaterial); scene.add(plane); plane.receiveShadow = true; var table = new THREE.Mesh( new THREE.BoxGeometry( planeWidth * 1.15, // this creates the feel of a billiards table, with a lining planeHeight * 1.04, 100, // an arbitrary depth, the camera can't see much of it anyway planeQuality, planeQuality, 1), tableMaterial); table.position.z = -51; // we sink the table into the ground by 50 units. The extra 1 is so the plane can be seen scene.add(table); table.receiveShadow = true; scene.add(Player.getMesh()); startSpawningEnemies(); Player.setShadows(true, true) /*collidableMeshList.push(MiddleBlock.getMesh(0), MiddleBlock.getMesh(1), MiddleLeftBlock.getMesh(0), MiddleLeftBlock.getMesh(1), MiddleRightBlock.getMesh(0), MiddleRightBlock.getMesh(1), RightBlock.getMesh(), LeftBlock.getMesh());*/ // set paddles on each side of the table Player.setMeshX(-fieldWidth/2 + Player.getCoreInfo("width")); //collidableMeshList.push(RandomBlock); // finally we finish by adding a ground plane // to show off pretty shadows var ground = new THREE.Mesh( new THREE.BoxGeometry( 1000, 1000, 3, 1, 1, 1 ), groundMaterial); // set ground to arbitrary z position to best show off shadowing ground.position.z = -132; ground.receiveShadow = true; scene.add(ground); // // create a point light pointLight = new THREE.PointLight(0xffffff); // set its position pointLight.position.x = -1000; pointLight.position.y = 0; pointLight.position.z = 1000; pointLight.intensity = 2.9; pointLight.distance = 10000; // add to the scene scene.add(pointLight); // add a spot light // this is important for casting shadows spotLight = new THREE.SpotLight(0xffffff); spotLight.position.set(0, 0, 460); spotLight.intensity = 1.5; spotLight.castShadow = true; scene.add(spotLight); // MAGIC SHADOW CREATOR DELUXE EDITION with Lights PackTM DLC renderer.shadowMapEnabled = true; } function draw() { // draw THREE.JS scene renderer.render(scene, camera); // loop draw function call requestAnimationFrame(draw); cameraPhysics(); playerPaddleMovement(); enemyPaddleMovement(); collision(); //addScore(); } function addScore() { if (RandomBlock.position.x < Pad.getMesh().position.x*2 && newBlock == false) { console.log("pass"); newBlock = true; if (hit == false) { score++; } else { score-- } document.getElementById("scores").innerHTML = score; } } function enemyPaddleMovement() { if(score < 10) { for (var i = 0; i < blocks.length; i++) { blocks[i].position.x -= 3; } } if(score >= 10) { for (var i = 0; i < blocks.length; i++) { blocks[i].position.x -= 5; } } } function playerPaddleMovement() { if (Key.isDown(Key.D)) Player.setMeshY(80); else if (Key.isDown(Key.F)) Player.setMeshY(40); else if (Key.isDown(Key.H)) Player.setMeshY(0); else if (Key.isDown(Key.J)) Player.setMeshY(-40); else if (Key.isDown(Key.K)) Player.setMeshY(-80); } //Handles camera and lighting logic function cameraPhysics() { // move to behind the player's paddle camera.position.x = Player.getMesh().position.x - 100; camera.position.y += (Player.getMesh().position.y - camera.position.y) * 0.05; camera.position.z = Player.getMesh().position.z + 100 + 0.04 * (Player.getMesh().position.x); // rotate to face towards the opponent camera.rotation.y = -60 * Math.PI/180; camera.rotation.z = -90 * Math.PI/180; } //Handles paddle collision logic function collision() { var originPoint = Player.getMesh().position.clone(); for (var vertexIndex = 0; vertexIndex < Player.getMesh().geometry.vertices.length; vertexIndex++) { var ray = new THREE.Raycaster( originPoint, Player.getMesh().geometry.vertices[vertexIndex] ); var collisionResults = ray.intersectObjects( collidableMeshList ); if ( collisionResults.length > 0) { console.log("true"); hit = true; } } } function resetBall() { } //checks if either player or opponent has reached 7 points function matchScoreCheck() { } function spawnEnemy() //total enemies starts at 0 and every-time you add to array { var shapes = ["l", "r", "mr", "ml", "m"]; var shape = shapes[Math.floor(Math.random() * shapes.length)]; blocks.push(new THREE.Object3D().add(GetBlock(shape))); for (var i = 0; i < blocks.length; i++) { RandomBlock = blocks[i]; scene.add(RandomBlock); hit = false; } } function startSpawningEnemies() { repeater = setInterval(function() { spawnEnemy(); newBlock = false; }, 1000); //this calls spawnEnemy every spawnRate /////////spawn 'spawnAmount' enemies every 2 seconds } I also commented out your addScore() function because it references RandomBlock which is not defined in its scope and the error message was annoying for debugging. I also commented out the collision as you will need to think of a new method for doing that. Most likely just build a function that accepts an array and then just pass it your blocks array and let it loop through it. Overall cool game good luck to ya. Don't hesitate to reach out if you have any other questions. Reply With Quote Users who have thanked Lesshardtofind for this post: TeaAnyOne (01-31-2015) 01-31-2015, 02:31 PM #3 TeaAnyOne View Profile View Forum Posts New to the CF scene Join Date Jan 2015 Posts 4 Thanks 2 Thanked 0 Times in 0 Posts Wow! I didn't expect such a huge reply, it seems that my original code has changed a lot and I will have to give it a hard look through it to understand it. I will contact you if I have any questions, I have a lot of work ahead of me. Thanks a lot Reply With Quote 01-31-2015, 04:45 PM #4 TeaAnyOne View Profile View Forum Posts New to the CF scene Join Date Jan 2015 Posts 4 Thanks 2 Thanked 0 Times in 0 Posts I suppose I do have one more question. How do I get the position.x of the Randomblocks. I tried using a for loop like this: for (var i = 0; i < blocks.length; i++) { if (blocks[i].position.x === Player.getMesh().position.x*2 && newBlock === false) { console.log("pass"); newBlock = true; if (hit === false) { score++; } else { score--; } } document.getElementById("scores").innerHTML = score; } } it works but it seems kind of buggy as it stops counting to 10 when it changes speed. Is there another way to retrieve the position? Reply With Quote 01-31-2015, 07:43 PM #5 Lesshardtofind View Profile View Forum Posts Visit Homepage New Coder Join Date Sep 2013 Location Houston Posts 20 Thanks 0 Thanked 4 Times in 4 Posts That should work for getting the position since the Blocks are objects of type THREE.Object3d so any methods they have should work for you. You may be having problems because you never despawn enemies ultimately getting a huge number of 3d objects in your array blocks, or you may find your position requirement doesn't mathematically work with your speed up. Sometimes just using a few extra console.logs to track your numbers inside of functions that don't seem to be working can help you to get an idea of what values it is seeing for the numbers and when. It might make the problem super obvious. This more like shotgun debugging which is discouraged by many, but I found it to help a lot when I was first learning code. Ultimately you want to understand your logic in each function and how it can fail when you program it, and then use error checking to make sure no parameters get outside of your allowed variance. Reply With Quote Users who have thanked Lesshardtofind for this post: TeaAnyOne (01-31-2015) 01-31-2015, 08:27 PM #6 TeaAnyOne View Profile View Forum Posts New to the CF scene Join Date Jan 2015 Posts 4 Thanks 2 Thanked 0 Times in 0 Posts OK ill see if I can get it working. Thanks for all your help! It helped me a lot. Reply With Quote 01-31-2015, 08:31 PM #7 Old Pedant View Profile View Forum Posts Supreme Master coder! Join Date Feb 2009 Posts 28,310 Thanks 82 Thanked 4,754 Times in 4,716 Posts Originally Posted by Lesshardtofind Ultimately you want to understand your logic in each function and how it can fail when you program it, and then use error checking to make sure no parameters get outside of your allowed variance. Very well said! HI, I am new to JavaScript and need help with a code //names of couples stored in array var contestantNamesArray = ['Tom and Nazia', 'Pat and Dan', 'Sandra and Kofi', 'Ian and Adele', 'Paul and Costas']; //points awarded by judges and audience stored in arrays var judgesPointsArray = [2,1,5,4,3]; var audiencePointsArray = [4,5,2,3,1]; //Part (i)(a) //new array to store the combined points for each couple var combinedPointsArray = new Array (4); //Part (i)(b) //loop to add the judges and the audience points for each couple and to store them in the combined points array for (var score = 0; score < combinedPointsArray.length; score = score + 1) { combinedPointsArray[score] = judgesPointsArray[score] + audiencePointsArray[score]; } //Part(i)(c) //loop to find and write out the maximum number of points scored maxPointsScoredIndex = 0; for (var score = 1; score < combinedPointsArray.length; score = score + 1) { if (combinedPointsArray[score] > combinedPointsArray[maxPointsScoredIndex]) { maxPointsScoredIndex = score; } } document.write ('The maximum number of points was ' + combinedPointsArray[maxPointsScoredIndex] + '<BR>'); //Part (iii) //Add code that will // -- write out a heading for the list of couples scoring the maximum // -- write out the names of all the couples with the maximum number of combined points // keeping score of how many they are // -- at the end, write out whether a dance-off is required or not, depending on how many couples scored the maximum It's the third part that I'm struggling with. Could someone help me? Thank you! apparently this is supposed to be a loop... I got it off another topic here and it made NOOOO sense Code: //dandavis's ES5 Array methods: (function ArrayMethods(){var o=Array.prototype,it,i, e=eval('( {map:Z0,r=[];for(;i<m;i++){if(i in t){r[i]=a.call(b,t[i],i,t);}}return r;},filter:Z0,r=[],g=0;for(;i<m;i++){if(i in t&&a.call(b,t[i],i,t)){r[g++]=t[i];}}return r;},every:Z0;return m&&t.filter(a,b).length==m;},some:Z1;for(;m--;){if(m in t&&a.call(t,t[m],m,t)&&!--i){return true;}}return false;},lastIndexOf:Zb||-1;for(;m>i;m--){if(m in t&&t[m]===a){return l;}}return-1;},indexOf:Zb||0;for(;i<m;i++){if(i in t&&t[i]===a){return i;}}return-1;},reduce:Z0,r=b||t[i++];for(;i<m;i++){r=a.call(null,r,t[i],i,t);}return r;},reduceRight:Zm-1,r=b||t[i--];for(;i>-1;i--){r=a.call(null,r,t[i],i,t);}return r;},forEach:function(a,b){this.concat().map(a,b);return this;}})'.replace(/Z/g,"function(a,b){var t=this.concat(),m=t.length,i="));for(it in e){i=o[it];o[it]=i||e[it];} }());//end ArrayMethods() someone want to explain it to me? here is some more Code: (function(){var o=Array.prototype,it,i,e={ map:function(a,b){var t=this.concat(),m=t.length,i=0,r=[];for(;i<m;i++){if(i in t)r[i]=a.call(b,t[i],i,t)}return r}, filter:function(a,b){var t=this.concat(),m=t.length,i=0,r=[],g=0;for(;i<m;i++){if(i in t&&a.call(b,t[i],i,t)){r[g++]=t[i]}};return r}, every:function(a,b){var t=this.concat(),m=t.length,i=0;return m&&t.filter(a,b).length==m}, some:function(a,b){var t=this.concat(),m=t.length,i=1;for(;m--;){if(m in t&&a.call(t,t[m],m,t)&&!--i){return!0}}return!1}, lastIndexOf:function(a,b){var t=this.concat(),m=t.length,i=b||-1;for(;m>i;m--){if(m in t&&t[m]===a){return l}}return-1}, indexOf:function(a,b){var t=this.concat(),m=t.length,i=b||0;for(;i<m;i++){if(i in t&&t[i]===a){return i}}return-1}, reduce:function(a,b){var t=this.concat(),m=t.length,i=0,r=b||t[i++];for(;i<m;i++){r=a.call(null,r,t[i],i,t)}return r}, reduceRight:function(a,b){var t=this.concat(),m=t.length,i=m-1,r=b||t[i--];for(;i>-1;i--){r=a.call(null,r,t[i],i,t)}return r}, forEach:function(a,b){this.concat().map(a,b)} };for(it in e){i=o[it];o[it]=i||e[it]}}()); //end Array.16 injection it has something to do with eval... whats eval? sigh I hate arrays this is so confusing to try and read >< Hello, I have a homework assignment to complete and I don't understand 2 particular parts. I need to design a game that does the following: Based on assignment 3, write a program that allows you and the computer to take turns and guess each other's secret number (between 1 and 100); Requirements: * You and your opponent (computer) take turns to guess. * You and your opponent gives simple hints like in assignment 3 for each round. * Show how many rounds have passed. * Keep guessing record and display it to assist the game play. The guessing of the numbers needs to be simultaneous, and the professor wants us to use a while loop and an array. It is based on a previous assignment, in which we designed a program that would ask the user to guess a number between 1-100 that the computer generated. The user is prompted by alerts that say "too high" or "too low" and then is told when they guess correctly. This I understand, but I am confused about how to modify it to fit the new assignment. Here is the code I have: Code: <html> <head> <title> Homework #3 </title> <script type="text/javascript"> var randomNumber = Math.floor (Math.random()*100)+1; { var compNumber; var compNumber = Math.floor (Math.random()*100)+1; } { var copyArray, index; copyArray = [] index = 0; while (index < strArray.length) { copyArray[index] = parseFloat(strArray[index]); index = index + 1; } return copyArray; } function compGuess () { document.getElementById("compGuessBox").value=compNumber; } function Check() // Assumes: guessBox containes a guess // Results: displays text saying if guess is too high, too low, or correct { var userNumber; userNumber = document.getElementById("guessBox").value; userNumber = parseFloat(userNumber); if (userNumber < randomNumber) { alert("Too Low!"); } if (userNumber > randomNumber) { alert("Too High!"); } if (userNumber == randomNumber) { alert ("Correct!"); } } </script> </head> <body style="background-color:Lavender"> <h1> <div style="text-align:center"> Guess the Number the Computer has Chosen! </h1> <p> <div style="text-align:center"> <input type= "text" id="compGuessBox" size="10" value="" /> <input type="button" value="Click for Guess" onclick="compGuess();" /> </p> <p> <div style="text-align:center"> <input type="button" value="Too Low!" onClick="FUNCTION TO MAKE IT GUESS AGAIN HIGHER" <input type="button" value="Too High!" onClick="FUNCTION TO MAKE IT GUESS AGAIN LOWER" <input type="button" value="Correct!" </p> <p> <div style="text-align:center"> The Computer is Thinking of a Number Between 1-100. Enter your Guess: <input type="text" id="guessBox" size="10" value="" /> </p> <p> <input type="button" value="Check your Answer" onclick="Check();" /> </p> </body> </html> Obviously it doesn't work. My questions a 1.) How can I use an array to display the guesses? 2.) How can I use a while loop to allow the computer and user to take turns guessing each other's numbers? I'm sorry if these are too broad--I genuinely do not know how to proceed from here. I'm going to (hopefully) see the professor to ask these questions as well, but I thought I'd ask here just in case our schedules can't match up. Thank you in advance! I have a checkbox with an id="chk" and a html table (myTable) loaded from a query where one of the columns is the record status (td id="RecStatus"). When I click the checkbox "on", I'm calling a function that I want to go through all records in the table and hide the ones with a RecStatus of "closed". Here's what I have thus far; I know I'm very close but I'm having issues building my array. Code: function killSomeRows(){ var cell=document.getElementById("RecStatus"); var tbl=document.getElementById("myTable"); var numRows=tbl.rows.length; var row=document.getElementById("displayRow"); var i=0 //myArray is set to the # of Rows in my table var myArray = new Array(numRows); //I start my for loop and this is where I am lost for (i=0; i<=numRows; i++){ //In here I want to go through each row in my table and if the "RecStatus" cell = 'Closed' and my checkbox.checked==true, I want to change the style.display = 'none'. //else I want those rows with a RecStatus of 'Closed' to be visible //using style.display = '' if (RecStatus == 'Closed' && chk.checked==true) document.getElementById(row where status is closed).style.display = 'none'; else document.getElementById(row where status is closed).style.display = ''; } } I can get it to hide the 1st record in the table if that record is closed when I click/unclick the checkbox but it appears I do not have the array set up and then the for loop is not going through each record in the array. I'm at a loss....I'm very new to javascript and have been looking at this all day. Any help is appreciated...thanks Cypress |