JavaScript - Help Creating Copy2clipboard Array?
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> Similar TutorialsHey 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! 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 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]) } } I 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. /* I am working on a page where the user will select a location from a dynamically generated dropdown list. I was able to create the php multidimensional array (tested and working) from a MySql database using the users information at login, but I'm having problems converting it to a javascript multidimensional array. I need to be able to access variables that I can pass to a number of text fields within an html form. For instance, if a user belongs to a company with multiple addresses, I need to be able to let them select the address they need to prepopulate specific text fields. php array creation: Code: if ($row_locations) { while ($row_locations = mysql_fetch_assoc($locations)) { $mail[$row_locations['comp_id']]=array('mailto'=>$row_locations['mailto'], 'madd'=>$row_locations['madd'], 'madd2'=>$row_locations['madd2'], 'mcity'=>$row_locations['mcity'], 'mstate'=>$row_locations['mstate'], 'mzip'=>$row_locations['mzip'], 'billto'=>$row_locations['billto'], 'badd'=>$row_locations['badd'], 'badd2'=>$row_locations['badd2'], 'bcity'=>$row_locations['bcity'], 'bstate'=>$row_locations['bstate'], 'bzip'=>$row_locations['bzip']); } } javascript function - this should create the array and send variables to text fields. Code: function updateAddress() { var mail = $.parseJSON(<?php print json_encode(json_encode($mail)); ?>); { if (comp_id in mail) { document.getElementById('mailto').value=mail.comp_id.mailto.value; document.getElementById('madd').value=mail.comp_id.madd.value; document.getElementById('madd2').value=mail.comp_id.madd2.value; document.getElementById('mcity').value=mail.comp_id.mcity.value; document.getElementById('mstate').value=mail.comp_id.mstate.value; document.getElementById('mzip').value=mail.comp_id.mzip.value; } else { document.getElementById('mailto').value=''; document.getElementById('madd').value=''; document.getElementById('madd2').value=''; document.getElementById('mcity').value=''; document.getElementById('mstate').value=''; document.getElementById('mzip').value=''; } } } Where is this breaking? Thanks in advance. I can't seem to figure out how to accomplish this. In my website, I would like the user to input text into a single or multiple textbox(es) and then have the contents of the textbox(es) stored to either a variable or an array. Then I would like to have that variable/array compared to other arrays. Basically, the user is searching for items in a database. The user can search for as many or as little items as they want. Then the item(s) will be compared to multiple arrays to find out if what the user wants is in the database. So for example, let's say the user is searching for recipes that have all or part of these ingredients: chicken, broccoli, lemon, honey. So, there would have been a total of 4 textboxes...one for each ingredient. These ingredients are stored to an array..lets call it ingredient(). In the database of recipes, each recipe has its own array which includes the ingredients needed to make the recipe, we'll call them tag1(), tag2(), and tag3(). Now, I want the array, ingredient(), to be compared to each of the "tag" arrays to see if any of the "tag" arrays include exactly match the ingredient() tag in part or in whole. Is this possible? Hey guys, I'm hoping this is possible or that there is an easier way to do this. I'm having an issue with displaying data from one array that contains information about users in a table that is controlled by a different array. Is it possible to do this or is this use of arrays to display the data the wrong approach? The table is located on one webpage, I simply want to extract one piece of information that I have placed in the initial array as part of the login script that contains user information (for validation for login etc) and display it in a table on the new webpage that is opened as a result of successful validation of the user details. I'm completely stumped and after many attempts I just can't seem to get it to work. I have the following array that contain the people who are on off on certain time: Code: var all = [ ["1234", "Jim", "2011-10-23 00:00:00", "2011-10-25 07:00:00"], ["1235", "Jack", "2011-10-21 00:00:00", "2011-10-21 08:00:00"], ["1236", "Jane", "2011-10-11 00:00:00", "2011-10-11 00:30:00"], ["1237", "June", "2011-10-20 00:00:00", "2011-10-20 12:00:00"], ["1238", "Jill", "2011-10-14 00:00:00", "2011-10-14 11:00:00"], ["1239", "John", "2011-10-16 00:00:00", "2011-10-16 10:30:00"], ["1240", "Jacab", "2011-10-19 00:00:00", "2011-10-20 08:30:00"] ]; The above array, I wish to use javascript to insert into the FullCalendar (http://arshaw.com/fullcalendar/). I notice that the only way seems to be using the FullCalendar array style (or structure) as follows: Code: $('#calendar').fullCalendar({ events: [ { title : 'event1', start : '2010-01-01' }, { title : 'event2', start : '2010-01-05', end : '2010-01-07' }, { title : 'event3', start : '2010-01-09 12:30:00', allDay : false // will make the time show } ] }); So, the question is: How do I insert my array to match with the FullCalendar array? cause FullCalendar array had a different array structure from my array - and I don't think so that I can write in this way: Code: $('#calendar').fullCalendar({ events:all }); Appreciate any help provided. Hi i am looking to create a js pop up to display an amazon widget which relates to an item on my page. so i've found this on the net http://blazonry.com/javascript/windows.php but im not very javascript minded and dont know where to start. so i have tried this Code: <img src="images/listen.png" border="0" alt="Preview Songs" title="Preview Songs" onclick="window.open("song_preview.php?id=<?php echo $row['ASIN']?>","Window1","menubar=no,width=430,height=360,toolbar=no");" /> but it loads a blank pop up at the same time the page loads up and not when an image is clicked? plus when i first loaded the page it said pop up blocked which sucks!! on the example i didnt get that, any reason why??? any help is appreciated thanks Luke i need to create a div as i click down and move while pressing the mouse button and the div will increase in size as i move the mouse while still pressing the mouse button. how can i accomplish this task Hi, In a nutshell,can anyone tell me how to copy a 2d (two dimensional ,2 dimensional) php array to 2d javascript array?I would be obliged if anyone can provide me a method of doing that OR I have written a code to copy a 2d php array to a 2d javascript array.It is working but there is one problem(please see the following).Can anyone tell me what I am doing wrong here? The 2d php array is $quest[100][6] and the 2d javascript array is questions[100][6] . I have written the javascript code inside the <?php....?> itself using echo "<script language="javascript" type="text/javascript">.......</script>; Now ,inside the javascript,when I try to copy the 2d php array to the 2d javascript array using the following method it works questions[0]= ["<?php echo join("\", \"", $quest[0]); ?>"]; questions[1]= ["<?php echo join("\", \"", $quest[1]); ?>"]; ... and so on However, if I try to do the same using the following method it does not work for (var i= 0; i <= 99; i++) { questions[i]= ["<?php echo join("\", \"", $quest[i]); ?>"]; } Why is that?What mistake am I making?Any help will be deeply appreciated.Thanks -----------------------------THE CODE------------------------------------ <?php Access database and store result of mysq_query in $result....... $result = mysql_query($query); for ( $count = 0; $count <= 99; $count++) { $quest[$count]=mysql_fetch_array($result,MYSQL_NUM);; } echo "<script language="javascript" type="text/javascript"> var questions = new Array(100); for (var i = 0; i <100; i++) { questions[i] = new Array(6); } /*The following method of copying 2d php array to 2d javascript array is not working for ( var i = 0; i <= 99; i++) { questions[i]= ["<?php echo join("\", \"", $quest[i]); ?>"]; } */ /*The following method ,however,is working*/ questions[0]= ["<?php echo join("\", \"", $quest[0]); ?>"]; questions[1] = ["<?php echo join("\", \"",$quest[1]); ?>"]; questions[2] = ["<?php echo join("\", \"",$quest[2]); ?>"]; ....and so on </script>"; mysql_close($db_server); ?> Hi, Here is a working code to copy 2d php array to 2d javascript array. Code: <html> <head> <?php for($i = 0; $i < 3; $i++) { for($j = 0; $j < 2; $j++) {$quest[$i][$j] = $i*10+$j;} } ?> <script type="text/javascript"> var questions = new Array(3); for (var i = 0; i < 3; i++) { questions[i] = new Array(2); } questions[0] = ["<?php echo join("\", \"", $quest[0]); ?>"]; questions[1] = ["<?php echo join("\", \"", $quest[1]); ?>"]; questions[2] = ["<?php echo join("\", \"", $quest[2]); ?>"]; document.write(questions[0][0] + "<br />"); document.write(questions[0][1] + "<br />"); document.write(questions[1][0] + "<br />"); document.write(questions[1][1] + "<br />"); document.write(questions[2][0] + "<br />"); document.write(questions[2][1] + "<br />"); </script> </head> </html> Now,here's the thing.Notice these lines in the code questions[0] = ["<?php echo join("\", \"", $quest[0]); ?>"]; questions[1] = ["<?php echo join("\", \"", $quest[1]); ?>"]; questions[2] = ["<?php echo join("\", \"", $quest[2]); ?>"]; I would like to put these lines in a loop,something like for (var i = 0; i < 3; i++) { questions[i] = ["<?php echo join("\", \"", $quest[i]); ?>"]; } But even after a lot of efforts I am unable to do so,what am I doing wrong?Thanks Hi, i can't find the mistake in my little script hope someone can help me. PHP Code: <?php /* -------------------- read thumbfolder -------------------- */ function isRdyPfD($filename){ if ($filename == '.' || $filename == '..') { // To-Top-Dir return false; } $ext = explode(".",$filename); $ext = $ext[sizeof($ext) - 1]; $allowedformats = array ( 'jpg', 'png', 'jpeg', 'gif' ); return in_array($ext,$allowedformats); } function getPicsfromDir($dir){ /* array with names of the pictures in $dir */ if (is_dir($dir)) { if ($dh = opendir($dir)) { $filearray = array(); while (($file = readdir($dh)) !== false) { if (isRdyPfD($file) === true) { $filearray[] = $file; } } closedir($dh); return $filearray; } } else { return false; } } // End Function $thumbs = getPicsfromDir("./images/thumbs/"); /* -------------------- thumbfolder -------------------- */ echo "<div id='thumbslider'>\n"; echo "<ul id='thumbs'>\n"; for($i = 0; $i < count($thumbs); $i++){ echo "<li><img src=\"./images/thumbs/$thumbs[$i]\" onclick=\"thumbClick($i)\" /></li>\n"; } echo "</ul>\n"; echo "</div>\n"; /* -------------------- big size images folder -------------------- */ $bigSizeImages = getPicsfromDir("./images/"); //print_r($bigSizeImages); $jsValue = ''; for ($j=0; $j < count($bigSizeImages); $j++){ $jsValue = $jsValue . $bigSizeImages[$j]; if ($j < (count($bigSizeImages)-1)) { $jsValue = $jsValue . ","; } } ?> <script type="text/javascript"> images = new Array(<?php echo $jsValue ?>); function thumbClick(pos){ //alert(pos); alert(images[pos]); } </script> I can't trace the images array values? thanks for a feedback!!! Hey All, I've currently working on making a calendar for my website. How do I go about creating a password for it? So that the admin can add events to it. Cheers Guys!!! Alright I have never really created a class before and I have to for a project. This is what I have so far and I will try to explain the requirements I am looking for thoroughly and what problems I am having. Code: <!doctype html public "-//w3c//dtd html 4.0 transitional//en"> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> </head> <script language="javascript" type="text/javascript"> function clock () { //Object Constructor this.setT = function() { //Method Set Time //Properties this.currentTime = new Date ( ); this.currentHours = this.currentTime.getHours ( ); this.currentMinutes = this.currentTime.getMinutes ( ); this.currentSeconds = this.currentTime.getSeconds ( ); } clock.prototype.displayTime = function () { clock.setT } } </script> <body> <form name="form1"> <p> <input type="text" rows=7 cols=60 name="currentTime"> <br> <input type="button" value="Set Time" onClick="clock.displayTime();"> <br> <input type="button" value="Display Time" onClick="currentTime.value= completeTime;"> <br> <input type="reset" value="Reset"> </p> </form> </body> </html> The clock class contains: Three Properties: Hours Minutes, Seconds Two Methods setTime (which uses date class to get current time) Must be defined in the constructor displayTime (returns a string displaying current time) Must be defined as a prototype property of constructor The below is a very rough outline, and probably not correct. I've been reading up on objects for the last few hours and can't be very sure of anything yet. Code: function clock() { this.currentTime = new Date ( ); var currentHours = currentTime.getHours ( ); var currentMinutes = currentTime.getMinutes ( ); var currentSeconds = currentTime.getSeconds ( ); this.setTime = function() { } } clock.prototype.displayTime = function ( ) { } I guess my biggest problem now is the outline. Any help would be great hopefully once i get what goes where i can actually start writing the code. I already have the full code to write a basic clock just like this but it doesn't use classes or any of this. I am writing a function that alerts a user that they did not enter a password what change do I need to make to this code to correct my issue it isn't doing anything [CODE] <script language = Javascript> function validate(){ if(document.login.pw.value==""); alert("Your id and or password is incorrect"); return false; } else return true; } </script> [CODE] If anyone is planning on buying "ICAB4225B Automate Processes" in relation to a TAFE/College/School course, I suggest getting the teacher to actually READ the book before they use it. Tonight has been a HE-Double Hockeysticks (Not sure on language in this forum) of fixing mistakes the book has made. Double commars inplace of singles, singles inplace of doubles, single brackets, whole chunks of text that are wrong. In one place in the book it tells me to copy the text in blod and there is none. Anyway.... The code that the book has made me piece together over the last few questions has left me with: Code: <script type = "text/javascript"> { var counter = 0 var NoOfItems var ItemsNames = new Array() NoOfItems = prompt ("How many items do you want to hock?",""); for (NameCount=0; NameCount<NoOfItems; NameCount++) { ItemNames [NameCount] = prompt ("What are the names of your items?",""); } document.write ("<form name='myform'><br><table>"); while ( counter < NoOfItems) { document.write ("<tr><td><value>Enter the price of the " + ItemNames [count] + "</td><td><input type='text' name='" + ItemNames [count] + "'></td></tr>"); counter++ } document.write ("<tr><td><input type='submit' value='Submit Details' onClick='validateform'</td></tr></table></form>"); } </SCRIPT> The problem I am having it with the Array. I dont think that var = new Array is correct but thats what my text book is telling me. Any help? I have asked to create a chatbox, which acts just like a messenger which I type a text in the textbox and press send to show output to the messagebox. However, in my code, I have 2 bugs which is bothering me. The first one is whenever I press spacebar, a "+" sign appear. The second is the first text disappeared whenever I type the second text. Please help me. Code: <html> <head> <title>Untitled</title> <script language="JavaScript" type="text/javascript"> <!-- var isShift=null; var isNN = (navigator.appName.indexOf("Netscape")!=-1); var OP = (navigator.appName.indexOf("Opera")!=-1); if(OP)isNN=true; var key; function shift(event){ key = (isNN) ? event.which : event.keyCode; if (key==16)isShift=1; } function process(event){ key = (isNN) ? event.which : event.keyCode; if(document.layers&&event.modifiers==4){ isShift=1; } if (key==13&&isShift!=1){ document.myForm.submit(); } if (key!=16)isShift=null; } function retrieve(){ document.myForm.text1.focus(); if(location.search.length>0){ blubb=unescape(location.search.split('=')[1]); document.myForm2.text2.value=blubb; } } //--> </script> </head> <body onload="retrieve()"> <form name="myForm"> <textarea name="text1" onkeypress="process(event)" onkeydown="shift(event)" cols="50" rows="7"></textarea><input type="submit" accesskey="s" value="Send"> </form><br><br> This second textarea is just to show, that the line breaks "arrive":<br> <form name="myForm2"> <textarea name="text2" cols="50" rows="7"></textarea> </form> </body> </html> I have searched and scoured the web looking for a script like this. I have found different scripts that do certain aspects of what I am looking for, but not ONE that does it all. I am hoping you can help bring my search to an end! I need a script that when a user tries to leave a page, either by typing in a URL in the address bar or clicking an external link they get a Javascript (not pop up window) dialog box asking if they would like to complete a survey. If they click OK they are then redirected to the survey page. If they click cancel it allows them to go on their way to the external link. It needs to be able to decipher between internal and external links. The script needs to work with both IE and FF. This is a must. Safari would be a plus. I would like, BUT IS IN NO WAY A NECESSITY, for the script to also be cookie based in that the user doesn't see it if they've seen it within 7 or 14 days. I really hope you all can help me here as I am lost! If you need any other info from me please let me know! |