Sorry for my bad English.
Okay, let's go: when I try to validate my form using jQuery, it works just the else option.
I'm considering a spacing in between names, for identify the name input, for as fullname. But in doing so, nothing appears in my console.
Someone help me please.
$('form#form1').submit(function() {
var fname = $('input[name=fullname]').val()
var pho = $('input[name=phone]').val()
var mai = $('input[name=email]').val()
var amount = fname.split(' ').lenght
var splitStr = fname.split(' ')
if(amount >= 2) {
console.log('It worked!')
for(var i = 0; i < amount; i++ ) {
console.log(splitStr[1])
}
} else {
console.log("Wrong!")
return false;
}
return false;
}
It supposes to be fname.split(' ').length.
Writing fname.split(' ').lenght will result in amount == undefined and thus (undefined >= 2) will always be false.
From the https://gist.github.com/oshliaer/d468759b3587cfb424348fa722765187 , It is possible to select a particular word from the findText, I want to implement the same for bold words only
I have a function to find bold. How do I modify the above gist?
var startFlag = x;
var flag = false;
for (var i = x; i < y; i++) {
if (text.isBold(i) && !flag) {
startFlag = i;
flag = true;
} else if (!text.isBold(i) && flag) {
flag = false;
rangeBuilder.addElement(text, startFlag, i - 1);
doc.setSelection(rangeBuilder.build());
return;
}
}
if (flag) {
rangeBuilder.addElement(text, startFlag, i - 1);
doc.setSelection(rangeBuilder.build());
return;
}
Let's assume another algorithm
/*
* #param {(DocumentApp.ElementType.LIST_ITEM | DocumentApp.ElementType.PARAGRAPH)} element
*/
function hasBold(element, start) {
var text = element.editAsText();
var length = element.asText().getText().length;
var first = -1;
var end = -1;
while (start < length) {
if (first < 0 && text.isBold(start)) {
first = start;
}
if (first > -1 && !text.isBold(start)) {
end = start - 1;
return {
s: first,
e: end
}
}
start++;
}
if (first > -1) {
return {
s: first,
e: length - 1
}
}
return false;
}
It's not clean but I've tested it and it works fine.
hasBold lets us finding bolds in the current element.
Finally, we have to loop this feature within document.getBody().
You could to get the full code here find next bold text in google document.
Also you could try it on a copy
A new idea
The Direct searcing
The best way is to use a callback while it is checked
var assay = function (re) {
var text = re.getElement()
.asText();
for (var offset = re.getStartOffset(); offset <= re.getEndOffsetInclusive(); offset++) {
if (!text.isBold(offset)) return false;
}
return true;
}
function findNextBold() {
var sp = 'E.';
Docer.setDocument(DocumentApp.getActiveDocument());
var rangeElement = Docer.findText(sp, Docer.getActiveRangeElement(), assay);
rangeElement ? Docer.selectRangeElement(rangeElement) : Docer.setCursorBegin();
}
The Approx searching
var assay = function(re) {
var text = re.getElement().asText();
var startOffset = re.getStartOffset();
var endOffset = re.getEndOffsetInclusive() + 1;
for (var offset = startOffset; offset < endOffset; offset++) {
if (!text.isBold(offset)) return false;
}
return this.test(text.getText().slice(startOffset, endOffset));
}
function findNextBold() {
var searchPattern = '[^ ]+#[^ ]+';
var testPattern = new RegExp('^[A-Z0-9._%+-]+#[A-Z0-9.-]+\.[A-Z]{2,4}$');
Docer.setDocument(DocumentApp.getActiveDocument());
var rangeElement = Docer.findText(searchPattern, Docer.getActiveRangeElement(), assay.bind(testPattern));
rangeElement ? Docer.selectRangeElement(rangeElement) : Docer.setCursorBegin();
}
Docer
Yes. it is possible to find bold text. You need to use findText(searchPattern) to search the contents of the element for the specific text pattern using regular expressions. The provided regular expression pattern is independently matched against each text block contained in the current element. Then, use isBold() to retrieve the bold setting. It is a Boolean which returns whether the text is bold or null.
From this tutorial i've got a good result printing , and this tutorial on how to print multiple pages from html, i'm trying to do the same with a Datagrid.
my problem is when the number of rows exceed the height of Datagrid so i tried to break it down to several pages, this is my code:
protected function button3_clickHandler(event:MouseEvent):void
{
var success:Boolean = printJob.start2(disablePageRange.selected ? this.printUIOptions : null, false);
var pjo:PrintJobOptions = new PrintJobOptions;
if (methodBitmap.selected){
pjo.printMethod = PrintMethod.BITMAP;
}
else if (methodVector.selected){
pjo.printMethod = PrintMethod.VECTOR;
}
else{
pjo.printMethod = PrintMethod.AUTO;
}
if (printJob.maxPixelsPerInch > 600){
pjo.pixelsPerInch = 600;
}
updateForm();
updateThePage();
updateTheWindow();
//--------------------------------------
var b:int = 0;
var H:int = myDataGrid.rowHeight *2;
for each (var item:Object in meme as ArrayCollection ){
if (H > myDataGrid.height){
myDataGrid.dataProvider = arlst;
printJob.addPage(thePrintableArea, null, pjo);
arlst.removeAll();
H = myDataGrid.rowHeight *2;
b++;
//Alert.show(b.toString());
}else{
arlst.addItem(item);
H += myDataGrid.rowHeight;
}
}
printJob.send();
}
The result: i get the first page but the rest are just blank Datagrid:
This answers: http://help.adobe.com/en_US/flex/using/WS2db454920e96a9e51e63e3d11c0bf69084-7c7e.html
Summary:
create external Itemrenderer and populate the data to it.
Greetings,
This is my first post and I hope someone out there can help. I am an educator and I designed a quiz using Actionscript 3 (Adobe Flash) that is to determine all the different ways a family can have three children.
I have two buttons that enter either the letter B (for boy) or G (for girl) into an input text field named text_entry. I then have a submit button named enter_btn that checks to see if the entry into the input text is correct. If the input is correct, the timeline moves to the next problem (frame labeled checkmark); if it is incorrect the timeline moves to the end of the quiz (frame 62).
The following code works well for any particular correct single entry (ie: BGB). I need to write code in which all eight correct variations must be entered, but they can be entered in any order (permutation):
ie:
BBB,BBG,BGB,BGG,GBB,GBG,GGB,GGG; or
BGB,GGG,BBG,BBB,GGB,BGB,GGB,BGG; or
GGB,GGG,BBG,BBB,GGB,BGB,BGB,BGG; etc...
there are over 40,000 ways to enter these eight ways of having three children. Help!
baby_B.addEventListener(MouseEvent.CLICK, letterB);
function letterB(event:MouseEvent)
{
text_entry.appendText("B");
}
baby_G.addEventListener(MouseEvent.CLICK, letterG);
function letterG(event:MouseEvent)
{
text_entry.appendText("G");
}
enter_btn.addEventListener(MouseEvent.CLICK, check);
function check(event:MouseEvent):void {
var solution_S:Array=["BBB","BBG","BGB","BGG","GBB","GBG","GGB","GGG "];
if(solution_S.indexOf(text_entry.text)>=0)
{
gotoAndStop("checkmark");
}
else
{
gotoAndPlay(62);
}
}
If you know the correct code, please write it out for me. Thanks!
You will just need to keep a little bit of state to know what the user has entered so far. One possible way of doing that is to have a custom object/dictionary that you initialize outside all your functions, so that it is preserved during the transitions between frames/runs of the functions:
var solutionEntered:Object = {"BBB":false, "BBG":false, /*fill in rest */ };
Then in your function check you can perform an additional check, something like:
function check(event:MouseEvent):void {
var solution_S:Array=["BBB","BBG","BGB","BGG","GBB","GBG","GGB","GGG "];
if(solution_S.indexOf(text_entry.text)>=0) {
// We know the user entered a valid solution, let's check if
// then entered it before
if(solutionEntered[text_entry.text]) {
// yes they entered it before, do whatever you need to do
} else {
// no they haven't entered it, set the status as entered
solutionEntered[text_entry.text] = true;
}
// continue rest of your function
}
// continue the rest of your function
}
Note that this is not necessarily an optimal solution, but it keeps with the code style you already have.
Try this:
import flash.text.TextField;
import flash.events.MouseEvent;
import flash.display.Sprite;
var correctAnswers : Array = [ "BBB", "BBG", "BGB", "GBB", "BGG", "GGB", "GBG", "GGG" ];
var answersSoFar : Array;
var textField : TextField; //on stage
var submitButton : Sprite; //on stage
var correctAnswerCount : int;
//for testing
textField.text = "BBB,BBG,BGB,GBB,BGG,GGB,GBG,GGG";
//textField.text = "BGB,BBB,GGG,BBG,GBB,BGG,GGB,GBG,";
//textField.text = "BBB,BBG, BGB,GBB,BGG, GGB, GBG, GGG";
//textField.text = "BBB,BBG,BGB,GBB,BGG,GGB,GBG";
//textField.text = "BBB,BBG,BGB,GBB,BGG,GGB,GBG,GGG,BBG";
submitButton.addEventListener( MouseEvent.CLICK, onSubmit );
function onSubmit( event : MouseEvent ) : void
{
var answers : Array = getAnswersArray( textField.text );
answersSoFar = [];
correctAnswerCount = 0;
for each ( var answer : String in answers )
if ( answerIsCorrect( answer ) ) correctAnswerCount++;
if ( correctAnswerCount == correctAnswers.length ) trace( "correct" );
else trace( "incorrect" );
}
function getAnswersArray( string : String ) : Array
{
string = removeInvalidCharacters( string );
return string.split( "," );
}
function removeInvalidCharacters( string : String ) : String
{
var result : String = "";
for ( var i : int, len = string.length; i < len; i++ )
if ( string.charAt( i ) == "B" || string.charAt( i ) == "G" || string.charAt( i ) == "," )
result += string.charAt( i );
return result;
}
function answerIsCorrect( answer : String ) : Boolean
{
if ( answerIsADuplicate( answer ) ) return false;
else answersSoFar.push( answer );
if ( answerIsInListOfCorrectAnswers( answer ) ) return true;
return false;
}
function answerIsInListOfCorrectAnswers( answer : String ) : Boolean
{
if ( correctAnswers.indexOf( answer ) == -1 ) return false;
return true;
}
function answerIsADuplicate( answer : String ) : Boolean
{
if ( answersSoFar.indexOf( answer ) == -1 ) return false;
return true;
}
note that in the original code you pasted, you have an extra space in the last element of your correct answer list - "GGG " should be "GGG"
this works
baby_B.addEventListener(MouseEvent.CLICK, letterB);
function letterB(event:MouseEvent) {
text_entry.appendText("B");
}
baby_G.addEventListener(MouseEvent.CLICK, letterG);
function letterG(event:MouseEvent) {
text_entry.appendText("G");
}
var valid:Array = ["BBB","BBG","BGB","BGG","GBB","GBG","GGB","GGG"];
enter_btn.addEventListener(MouseEvent.CLICK, check);
function check(event:MouseEvent):void {
var parts:Array = text_entry.text.split(/,\s*/g); // split the text into component parts
var dup:Array = valid.slice(); // copy the correct list
while(parts.length){ // run through each answer component
var part:String = parts.pop(); // grab the last one
part = part.replace(/(^\s+|\s+$)/g, ''); // strip leading/trailing white space
var pos:int = dup.indexOf(part); // is it in the list of correct answers?
if(pos != -1){ // if it is...
dup.splice(pos, 1); // then remove that answer from the list
}
}
if(dup.length == 0) { // if it's 0, they got all the correct answers
gotoAndStop("checkmark");
} else { // otherwise, they didn't get one or more correct answers
gotoAndPlay(62);
}
}
This is my grid of nodes:
I'm moving an object around on it using the A* pathfinding algorithm. It generally works OK, but it sometimes acts wrongly:
When moving from 3 to 1, it correctly goes via 2. When going from 1 to 3 however, it goes via 4.
When moving between 3 and 5, it goes via 4 in either direction instead of the shorter way via 6
What can be wrong? Here's my code (AS3):
public static function getPath(from:Point, to:Point, grid:NodeGrid):PointLine {
// get target node
var target:NodeGridNode = grid.getClosestNodeObj(to.x, to.y);
var backtrace:Map = new Map();
var openList:LinkedSet = new LinkedSet();
var closedList:LinkedSet = new LinkedSet();
// begin with first node
openList.add(grid.getClosestNodeObj(from.x, from.y));
// start A*
var curNode:NodeGridNode;
while (openList.size != 0) {
// pick a new current node
if (openList.size == 1) {
curNode = NodeGridNode(openList.first);
}
else {
// find cheapest node in open list
var minScore:Number = Number.MAX_VALUE;
var minNext:NodeGridNode;
openList.iterate(function(next:NodeGridNode, i:int):int {
var score:Number = curNode.distanceTo(next) + next.distanceTo(target);
if (score < minScore) {
minScore = score;
minNext = next;
return LinkedSet.BREAK;
}
return 0;
});
curNode = minNext;
}
// have not reached
if (curNode == target) break;
else {
// move to closed
openList.remove(curNode);
closedList.add(curNode);
// put connected nodes on open list
for each (var adjNode:NodeGridNode in curNode.connects) {
if (!openList.contains(adjNode) && !closedList.contains(adjNode)) {
openList.add(adjNode);
backtrace.put(adjNode, curNode);
}
}
}
}
// make path
var pathPoints:Vector.<Point> = new Vector.<Point>();
pathPoints.push(to);
while(curNode != null) {
pathPoints.unshift(curNode.location);
curNode = backtrace.read(curNode);
}
pathPoints.unshift(from);
return new PointLine(pathPoints);
}
NodeGridNode::distanceTo()
public function distanceTo(o:NodeGridNode):Number {
var dx:Number = location.x - o.location.x;
var dy:Number = location.y - o.location.y;
return Math.sqrt(dx*dx + dy*dy);
}
The problem I see here is the line
if (!openList.contains(adjNode) && !closedList.contains(adjNode))
It may be the case that an adjNode may be easier(shorter) to reach through the current node although it was reached from another node previously which means it is in the openList.
Found the bug:
openList.iterate(function(next:NodeGridNode, i:int):int {
var score:Number = curNode.distanceTo(next) + next.distanceTo(target);
if (score < minScore) {
minScore = score;
minNext = next;
return LinkedSet.BREAK;
}
return 0;
});
The return LinkedSet.BREAK (which acts like a break statement in a regular loop) should not be there. It causes the first node in the open list to be selected always, instead of the cheapest one.