I have been searching how to put more than one function in onchange and I found how something like this for example: onchange = "function1(); function2();".
My problem here is I have followed what does the example like, but only function1 is working, function2 is not working. If I make it otherwise to onchange = "function2(); function1();", only function2 is working, function1 is not working, the same.
Any ideas guys?
Thanks.
The functions, I used Ajax:
function1(test)
{
var kode = test.value;
if (!kode) return;
xmlhttp.open('get', '../template/get_name-opr.php?kode='+kode, true);
xmlhttp.onreadystatechange = function() {
if ((xmlhttp.readyState == 4) && (xmlhttp.status == 200))
{
//alert(kode);
document.getElementById("code").innerHTML = xmlhttp.responseText;
}
return false;
}
xmlhttp.send(null);
}
function2(test)
{
var kode = test.value;
if (!kode) return;
xmlhttp**1**.open('get', '../template/get_name2-opr.php?kode='+kode, true);
xmlhttp**1**.onreadystatechange = function() {
if ((xmlhttp**1**.readyState == 4) && (xmlhttp**1**.status == 200))
{
//alert(kode);
document.getElementById("code2").innerHTML = xmlhttp**1**.responseText;
}
return false;
}
xmlhttp**1**.send(null);
}
To solve my problem, I created two xmlhttp different. (xmlhttp and xmlhttp1).
Go through the link I gave, it seems to be problem with the way you are managing the xmlhttprequest objects, manage their instances properly, in your case because you are using the same xmlhttprequest for two simultaneous AJAX requests, only one of them is getting served. Either wait for one of them to get served or create two instances of the xmlhttprequest.
The statement xmlhttp.readystate = function() {...} obviously replaces the readystate property of that xmlhttprequest object, so on your second function, that is being replaced( because you are using the xmlhttprequest for both of them ). This is why you are seeing the funny behaviour.
Call function2() at the end of function1().
onchange = "function1()"
function1(){
...
function1 body;
...
function2()
}
Wrap the two function calls in one and call that function!
function myFirstFunction() {
//body
}
function mySecondFunction() {
//body
}
//Call this guy.
function myWrappedFunction() {
myFirstFunction();
mySecondFunction();
}
Related
I'm using a variable to create a toggle-effect on a function. The only problem is that this code changes the variable globally, and not locally for each object using the function. I know what I have to do, just not how :)
Function:
var count;
function animateTarget($target, $rwFrame) {
this.count = false;
if(!count == true)
{
$target.gotoAndPlay(2);
count=true;
}
else
{
$target.gotoAndPlay($rwFrame); //playback from a different frame
count=false;
}
}
Call:
this.Foo_Btn.addEventListener("click", animateTarget.bind(this, this.Foo_target, 34));
Actually, I got the answer from a friend (here with some updated variable names). Since it's JS, it reads the "clicked" as false, even though this is not stated. And by binding it to the object targetit will check for each separate object that uses this function.
var clicked;
function animateTarget(target, rwFrame) {
if(!target.clicked)
{
target.gotoAndPlay(2);
target.clicked = true;
}
else
{
target.gotoAndPlay(rwFrame);
}
}
I'm getting to grips with beginner methods of GScript now but so far have only used one function. Could someone show me how to 'call' another function to check for something and then return a TRUE or FALSE. Here is my attempt (it will eventually check a lot of things but I'm just checking one thing to start..)
Function callAnotherFunctionAndGetResult () {
MyResult = call(CheckTrueFalse)
if(MyResult = True then.. do something)
};
function CheckTrueFalse() {
if(3 > 2) {
CheckTrueFalse = TRUE
Else
CheckTrueFalse = FALSE
};
So basically I just want to get the other function to check something (in this case is 3 bigger than 2?) if it is then return TRUE. From this I should have the knowledge to modify for the real purpose. I'm used to Visual Basic so I've written it more how that would look - I know that won't work. Could someone help me convert so will work with Google Script please?
A function with a return statement is what you're looking for. Assuming you need the called function to take some input from the main function:
function mainFunction() {
//...
var that = "some variable found above";
//call other function with input and store result
var result = otherFunction(that);
if (result) {
//if result is true, do stuff
}
else {
//if result is false, do other stuff
}
}
function otherFunction(that) {
var this = "Something"; //check variable
return (this == that);
//(this == that) can be any conditional that evaluates to either true or false,
//The result then gets returned to the first function
}
You could also skip assigning the result variable and just check the returned condition directly, i.e.:
if (otherFunction(that)) {
//do stuff
}
else {do other stuff}
Let me know if you need me to clarify any of the syntax or if you have any more questions.
Here's a basic sample that might help you:
function petType(myPet){
return myPet;
}
function mainFunctoin(){
var newPet = petType("dog");
if(newPet === "dog"){
Logger.log("true");
}else{
Logger.log("false");
}
}
Execute mainFunction().
If you set petType to "cat", it will return false; but, if you set it to "dog", it will return true.
Let me know if it helped.
I am having trouble passing a kata. I believe I am on the right track, but do not fully understand how to retrieve the desired results.
The Instructions
Write a method that takes in a function and the arguments to the function and returns another function which when invoked, returns the result of the original function invoked with the supplied arguments.
Example Given
Given a function add
function add (a, b) {
return a + b;
}
One could make it lazy as:
var lazy_value = make_lazy(add, 2, 3);
The expression does not get evaluated at the moment, but only when you invoke lazy_value as:
lazy_value() => 5
Here is my half a day endeavor conclusion
var make_lazy = function () {
var innerFunction = null;
var array = [];
for (var i = 0; i < arguments.length; i++) {
if (typeof arguments[i] == 'function') {
innerFunction = arguments[i];
} else {
array.push(arguments[i]);
}
}
innerFunction.apply(innerFunction, array);
innerFunction();
};
I'm using arguments and apply() and think I am close? However I am getting TypeError: lazy_sum is not a function at Object.exports.runInThisContext within test results. Any help, especially understanding what is going on, is appreciated. Thanks
...
return function() {
return innerFunction.apply(this, array);
};
};
Thanks again all. Problem solved.
I have three functions that I have listed in an array. Now I need a random function of the three to be called when pressing a button. However, when I press the button it calls all three functions and I'm not quite sure where I've gone wrong. It looks like this right now:
function Arm1function1(){
this.parent.parent.parent.Armfront1.visible = true;
this.parent.parent.parent.Armback1.visible = false;
}
function Arm1function2(){
this.parent.parent.parent.Armfront1.visible = false;
this.parent.parent.parent.Armback1.visible = true;
}
function Arm1function3(){
this.parent.parent.parent.Armfront1.visible = false;
this.parent.parent.parent.Armback1.visible = false;
}
function getRandomElementOf(Armbuttonarray1:Array):Object {
var Armbuttonarray1:Array = [Arm1function1(), Arm1function2(), Arm1function3()];
var idx:int=Math.floor(Math.random() * Armbuttonarray1.length);
return Armbuttonarray1[idx];
}
Randombutton1part1.addEventListener(MouseEvent.CLICK, Randombutton1part1Click);
function Randombutton1part1Click(e:MouseEvent):void
{
getRandomElementOf(null);
}
Any clue of where I've gone wrong?
Your issue is this line:
var Armbuttonarray1:Array = [Arm1function1(), Arm1function2(), Arm1function3()];
When populating that array, you are actually populating it with the results of the functions.
Should be:
var Armbuttonarray1:Array = [Arm1function1, Arm1function2, Arm1function3];
Notice the lack of parenthesis ().
You want to actually execute the function on the click handler, so you'll need to tweak that a bit too:
getRandomElementOf(null)();
or
getRandomElementOf(null).call();
As an aside, your getRandomElementOf function should probably look more like this:
function getRandomElementOf(array:Array):Object {
return array[Math.floor(Math.random() * array.length)];
}
Then do:
getRandomElementOf([Arm1function1, Arm1function2, Arm1function3])();
Hi there i have this code snippet I need to get working with MooTools 1.3 :
this.fn = function (e, cal) {
var e = new Event(e);
var el = e.target;
var stop = false;
while (el != document.body && el.nodeType == 1) {
if (el == this.calendar) { stop = true; }
this.calendars.each(function (kal) {
if (kal.button == el || kal.els.contains(el)) { stop = true; }
});
if (stop) {
e.stop();
return false;
}
else { el = el.parentNode; }
}
this.toggle(cal);
}.create({
'arguments': cal,
'bind': this,
'event': true
}); <-- THIS CREATE METHOD DOES NOT WORK
Can someone help me whit this ?
After create function was deprecated, you need to "manually" recreate the usage.
In this case, you are creating a function that will be an event listener and binding it later in the code (this is Aeron Glemann's calendar).
So what you need to do, is put this function in addEvent you find directly below it, like this.
document.addEvent('mousedown', function(e, cal) {
[...]
}.bind(this));
Also, there's a removeEvent call at the begining of the function you're currently editing (the toggle function) that will no longer work since this function no longer has a name, replace it with removing all events on mousedown, worked for me.
document.removeEvents('mousedown');
as i said on the mootools user mailing list, i don't know about the "perfect" way, but in the meantime you can always (if you don't want to use the 1.2 compat version)
inspire yourself from the implementation of the function for 1.2 compat :
https://github.com/mootools/mootools-core/blob/025adc07dc7e9851f30b3911961d43d525d83847/Source/Types/Function.js#L74
I have to admit the doc for 1.3 only mention that this method is deprecated.