for ( i = 0; i < 100; i++) {
browser.manage().logs().get('browser').then(function(browserLog) {
console.log(i);
});
}
I am trying to run this using protractor, but i get hundred times 100 printed in console. I have some functionality which am trying to implement using looping.How can i do looping in protractor?
This is because the functions you're passing to then all close over the variable i, not the value that variable has when you create the functions. So later, when the functions are called, they all see the value of i as it is then, after the loop is complete (100).
If you want to capture the value of i as it is when you create the function, you can use ES5's Function#bind:
for ( i = 0; i < 100; i++) {
browser.manage().logs().get('browser').then(function(index, browserLog) {
console.log(index);
}.bind(null, i));
}
bind returns a new function that, when called, will call the original function with a given this value (in this case I'm using null) and any arguments you follow that with, followed by arguments given to the function bind returned.
Another approach is a builder function:
for ( i = 0; i < 100; i++) {
browser.manage().logs().get('browser').then(buildHandler(i));
}
function buildHandler(index) {
return function(browserLog) {
console.log(index);
};
}
That has the advantage of allowing the caller to control this.
Related
I was trying to create a function to expand the brackets in a linear equation. Unfortunately, I couldn't get the function to function, and I have been getting errors. Below is the code I wrote:
List openBracket(List<String> equationComponents) {
List eqtComponents = [];
for (int i = 0; i < equationComponents.length; i++) {
if (containsBracket(equationComponents.get(i))) {
eqtComponents.addAll((equationComponents.get(i)));
} else {
eqtComponents.add(equationComponents.get(i));
}
}
return eqtComponents;
}
This is the error that I am facing:
"The method 'get' isn't defined for the type 'List'.
Try correcting the name to the name of an existing method, or defining a method named 'get'."
I can't seem to solve the problem.
I have searched on YouTube and Google but found no solutions to the problem. I Have been trying to find alternatives to the ".get" method but to no avail.
You can use myList.elementAt(x) or just myList[x] for list.
equationComponents.elementAt(x)
List openBracket(List<String> equationComponents) {
List eqtComponents = [];
for (int i = 0; i < equationComponents.length; i++) {
if (containsBracket(equationComponents.elementAt(i))) {
eqtComponents.addAll([equationComponents[i]]); // add all need list
} else {
eqtComponents.add(equationComponents.elementAt(i));
}
}
return eqtComponents;
}
More about List
I’m a newbie in programming language and I’m learning Javascript. I’m trying to understand the concept of callback function. I realized that callback is intended a function passed as parameter, but when does it call?
In the below examples I used a classic approach to write functions and then I tried to use the arrow function. The callback is done() function, in the first example it is called after the parent function, in the second one after.
What is the reason? Can you give me an explanation? Thank you so much for the feedback
Example no. 1
function done(){
console.log("Done");
}
function increment(num, callBack){
for(var i = 0; i <= num; i++){
console.log(i);
}
return callBack();
}
increment(10, done);
Example no. 2
const done = () => {
console.log("Done");
}
const increment = (num, done) => {
for (var i = 0; i <= num; i++) {
console.log(i);
}
}
increment(10, done());
To use callback you need to specify that there'll be a callback function as a argument, and you need to call that somewhere in the parent function like this, and that's when it will be called:
function someFunction(callback){
//Do something if needed...
callback() //callback(someParameter) if you want to pass some parameter to the callback func
//Do something if needed...
}
In your 2nd example, it's actually not a proper way of using callback function because you did not call the callback function inside parent function. You can modify it to to make it work as 1st example like this:
const increment = (num, done) => {
for (var i = 0; i <= num; i++) {
console.log(i);
}
done(); //call the callback function
}
increment(10, done); //just pass the name of callback func, not call it like you did "done()"
In programming, there are multiple ways of doing the same problem. The following problem is in regards to palindrome. Though I feel that I am on the right track, I am not able to completely solve the problem to get to requested solution.
What is a palindrome? A word written forward or backward is the same and returns true. Example, "racecar". Hence, I designed the following code in Javascript...
function palindrome(string) {
string = string.toLowerCase();
lowString = string.toLowerCase().split("").reverse().join("");
for (var i=0; i<string.length; i++) {
if (string[i] !== lowString[i]) {
return false;
}
}
}
return true;
}
The above code returns true if Palindrome exists and returns false if not.
Then, the problem says - Given various palindrome in a string or array, please return the longest palindrome. So, I wrote the following:
function longestPalindrome(newstring) {
splitString = newString.split(" ");
for (var i=0; i < splitString; i++) {
if (splitString[i] == palindrome(splitString[i]) {
console.log(splitString[i]);
}
}
}
longestPalindrome("This is a racecar ada");'
But in the above code, I am not able to get the required outcome because I believe I am not calling the function correctly.
I would appreciate clear directions or even a solution built off of my track as well as the track you deem fittest.
I was wondering whether it's possible to wait for a callback before continuing a process.
I'm using a library that handles a future internally and then if it was successful, does a callback, otherwise handles the error internally with no callback.
Now I'm trying to use this library to create an instance, then fill it with random test data and then update that entity.
Map generateRandomizedInstance() {
lib.createEntity((result1){
result1["a"] = generateRandomA();
result1["b"] = generateRandomB();
result1["c"] = generateRandomC();
...
lib.updateEntity(result1, (result2){
// want to return this result2
return result2;
})
});
}
This would be fine if I'm only creating one entity and updating it once, but I want to create lots of random data:
ButtonElement b = querySelector("button.create")..onClick.listen((e){
for (int i = 0; i < 500; i++) {
generateRandomizedInstance();
}
});
It doesn't take long for this code to crash spectacularly as the callbacks aren't coming back fast enough.
I've tried changing the method signature to
generateRandomizedInstance() async {
and then doing:
for (int i = 0; i < 500; i++) {
print(await generateRandomizedInstance());
}
but that await syntax seems to be invalid and I'm not completely sure how to wrap that callback code in some kind of future that I can wait for the callback to come back before continuing to the next iteration of the loop.
I've tried a while loop at the end of generateRandomizedInstance that waits for a result variable to not be null, but that kills the browser and seeing as I'm not always getting a callback, in some cases it could cause an infinite loop.
Any ideas / suggestion on how to pause that for loop while waiting for the callback?
This should do what you want:
Future<Map> generateRandomizedInstance() {
Completer<Map> c = new Completer<Map>();
lib.createEntity((result1){
result1["a"] = generateRandomA();
result1["b"] = generateRandomB();
result1["c"] = generateRandomC();
...
lib.updateEntity(result1, (result2){
// want to return this result2
c.complete(result2);
})
});
return c.future;
}
ButtonElement b = querySelector("button.create")..onClick.listen((e) async {
for (int i = 0; i < 500; i++) {
await generateRandomizedInstance();
}
});
Here is some insight: I am working with UnityScript in Unity 4.6.3. I have one script called Pause.js and it contains this function:
function fadeMusicOut () {
while (audio.volume >= 0.005) {
yield WaitForSeconds(0.1);
Debug.Log("Loop Entered: " + audio.volume);
audio.volume = (audio.volume - 0.015);
}
Another script GameManager.js has this function:
static function Score (wallName : String) {
if (wallName == "rightWall") {
playerScore01 += 1;
}
else {
playerScore02 += 1;
}
if (playerScore01 == SettingsBack.scoreLimit || playerScore02 == SettingsBack.scoreLimit)
{
startParticles = 1;
SettingsBack.gameOver = 1;
BallControl.fadeSound = 1;
yield WaitForSeconds(4);
Camera.main.SendMessage("fadeOut");
Pause.fadeMusic = 1;
SettingsBack.soundVolume = 0;
yield WaitForSeconds(2);
playerScore01 = 0;
playerScore02 = 0;
SettingsBack.soundVolume = oldSoundVol;
Application.LoadLevel("_Menu");
}
}
So pretty much I want to call the fadeMusicOut() function from static function Score, but it will not let me because it says it needs an instance of that object.
The Pause.js script is not attached to any game objects, but it is attached to 2 buttons that call their specific functions. The GameManager.js script is attached to an object called GM. So how can I go about calling fadeMusicOut() from the Score function?
I have tried setting new vars that import the game object but still no luck. I tried making fadeMusicOut() a static function, but it creates many errors.
Any help at all is appreciated.