Showing posts with label Javascript. Show all posts
Showing posts with label Javascript. Show all posts

Thursday, February 21, 2008

Introducing JGrid 0.01: Simple inline Table Editing

Introducing Jgrid.

Basically i got fed up of the sheer amount of configuring that was required by most inline data grid editing systems. And because programmers are lazy, and big headed, i wrote my own.

Currently it's very rough around the edges, and i would imagine it's got a few bugs. Not to mention all the console/debuging code still in place. But i am releasing more for feedback purposes.

I'm always looking to improve my development practices, so please tell me what you think.

Jgrid was built on top of jquery, and is a jquery plugin. I've built it using jquery 1.2.3, which is included in the release package below. A Documentation document (PDF/ODF) is also included as well as a basic html page, which draws data from a database, [HINT: it will break when you run it on your machine!], i plan to update in version 0.02 when i have more than a single callback.

Enjoy.



Download

Sunday, January 27, 2008

The gift that just keeps on giving

After my 14 hour stint yesterday, i'm back on the trail.

Today i've cooked up a Javascript shopping cart. In true fashion it's all OO, and shiny. However very unlike me, it's JS library agnostic! Yes, thats right, i wrote by very own 'getElementById' staements!. I've only provided methods for adding, removing, and getting the price of all the objects. There is also a method for updating a ordered or unordered list, with the items stored in the object.

Javascript (No Library required!)

//Basket Object
//Library agnostic
var BasketObj = function(){
this.items = new Array();
this.bindToElementId = null

//Add an object to the basket
this.addItem = function( pObj ){
retVal = false;
if( pObj.name.length > 1 ){
this.items.push( pObj );
console.log('Object added to basket');
retVal = true;
}
else{
console.log('Not a valid object');
}

return retVal;
}
//Remove the first matching item from the basket and return it
this.removeItem = function( pItemName ){
var retVal = null;

for(i=0; i < this.items.length; i++){

if( this.items[i].name == pItemName ){

console.log('Object removed from basket')
// reference the obj
retVal = this.items[i];
//dereference it
this.items[i] = null;
//exit the loop
break;
}

}

return retVal;
}

//Calculate the total basket value
this.total = function(){
var retVal = 0.00;

for(i=0; i < this.items.length; i++){
retVal += this.items[i].price;
}

return retVal;
}

//Updates the gui display of the object
this.updateDisplay = function(){
if( this.bindToElementId != null ){
//Empty the element first
document.getElementById( this.bindToElementId ).innerHTML = '';

//Sort the array before we print
//this.items.sort();

//Now proceed to fill it
for(i=0; i < this.items.length; i++){
document.getElementById( this.bindToElementId ).innerHTML += '<li>' + this.items[i].name + '</li>';
}
}
}
}


To use it, you must first create the object,


x = new BasketObj();


Once thats done you can set it up, the only thing that you really need to set, is the id name of the object you wish to have the results shown in. This is store in a variable called bindToElementId.

x.bindToElementId = 'basketList';


Now you can add your objects to it. Your objects can be as complex as you want, however they must have the following properties,
name: This is the display name for the object, and the name that will be used for internal lookups
price: This is the value that will be added to create your total,

You use the addItem() to add items to the object, and the removeItem( nameOfObject ) to remove items.

To update your list with the current objects you call updateDisplay. And to get the total value of all the objects you can call total().

One other thing to mention, is that i use console.log statements, so be aware of those, and also i check for the name attribute before adding objects to the internal array, so don't try and add them, and prototype the method to your object later on.

Anyways, this object features in my DFTI coursework, which i've been streaming though over this past weekend, i've now implemented the Drag and drop shopping and it looks a little something like this...



I still have to do the admin page, and stock control logic, however imagine this could be done in a day or so.

Saturday, December 29, 2007

rounded corners anyone?

You may notice my new rounded corners.

Well in true fashion, they're CSS corners.

Instead of loading up one of the many css corner library, i decided to take the opportunity to write my own. The other plus is that as this is a blogger account, i have no real file storage, so linking against the jquery lib makes way more sense.


//Corner rounding function
roundCorners = function( pElement, pSize, pForeground, pBackground ){
//Logging
/*
console.log( 'Corner size ' + pSize);
console.log( 'Fore color ' + pForeground );
console.log( 'Back color ' + pBackground );
*/
if( pBackground.match('none') != null ){
pBackground = 'transparent';
//console.log('transparent background');
}

//constants
containerStr = '<div class="cornerContainer" style="margin:0px 0px;height:auto;background:'+ pBackground +'"></div>';
cornerAttributesStr = 'border:none;overflow:hidden;height:1px;background-color:'+ pForeground +';';


//Reset the parent element
$( pElement).parent().css('padding','none');

//Insert container Div and set background color
$(pElement).prepend( containerStr );
$(pElement).append( containerStr );

for(i=1;i < pSize; i++){
$('div.cornerContainer').eq(0).append('<div style="' + cornerAttributesStr + 'margin: 0 '+ Math.round(pSize/i) +'pt"></div>');
//console.log('Insert element ' + pSize/i);
}

for(i=pSize; i > 1; i--){
$('div.cornerContainer').eq(1).append('<div style="' + cornerAttributesStr + 'margin: 0 '+ Math.round(pSize/i) +'pt"></div>');
}

}


Currently it doesn't support chaining, however according to my understanding, you just have to encapsulated within a jquery.extend, and change the passed object references call and your good to go.

Friday, April 06, 2007

Useful Email validation

Got some javascript, for the coders out there. Not my finest work but quite neat.

This validates a email field, combined with a simple input field as shown.

HTML



"<"input id="emailInput" class="halfSize" type="text" value="Place Replay to Email here" name="replyTo" onkeyup="validateEmail( this.value);" />


However it does it in a funky AJAX way, allowing the user to see where exactly they have put a foot wrong.

it checks the following

  • Address is longer than 6 characters

  • There is a @ symbol present

  • and there is a "." within the domain section of the email



The 6 character mimumim was calculated using the following logic,

1 = one character for username
2 = one character for the @ symbol
3 = one character for the domain
4 = one dot/decimal to seperate the domain from the TLD
6 = two characters for TLD and ccTLD.

First improvement, that one should make, is enable both the input field, and result field to be supplied as function arguements, however in my case (internet computing assignments), this is only getting used once.

Javascript



function validateEmail( pEmailObj ){

var pEmailString;
var retVal;
var returnObj = "emailValidStatus";
var whereIsSymbol;

//Setup
pEmailString = pEmailObj;
document.getElementById(returnObj).style.background = "#bf3a3a";
document.getElementById(returnObj).style.color = "#fff";
document.getElementById(returnObj).style.padding = "2px";

//Go Down a level after each check
if(pEmailString.length > 6){ //Check length

if( (whereIsSymbol =pEmailString.search(/@/)) > -1){ //Check for @ symbol

//Find the dot after the @ Symbol
var lastDot = pEmailString.indexOf( ".", whereIsSymbol)

if(lastDot != -1){ //Check for . after @ symbol
document.getElementById( returnObj ).style.background = "#71ba43";
retVal = "Valid!";
}
else{
retVal = "Invalid: Bad Domain";
}
}
else{
retVal = "Invalid: Missing @ symbol";
}
}
else{
retVal = "Invalid: Too short";
}

document.getElementById( returnObj ).innerHTML = retVal;
}


Last but not least it's Released under the GPL, so use it and abuse it.

Friday, March 30, 2007

I love to function

While working on my piece of piss Java assignment, i came up with a neat little random number generating function. It's a mirror of a function that is commonly used by Objective-C developers, and allows you to have random numbers but within a range. I've casted the result before i return to the calling routine, so you simply change or remove the cast to get the primitive of your choice, as it's all Floating point arithmetic.

Java



private int randomIntWithinRange(int pLow, int pHighest, boolean pDebug){
boolean acceptableValue = false;
double possibleValue;
double finalValue = - 0.1;
int attemptsTillSuccess = 0;

//If the value is not acceptable continue
while(!acceptableValue){
possibleValue = Math.random() * (pHighest * 10);

if(possibleValue >= pLow && possibleValue <= pHighest){
finalValue = possibleValue;
acceptableValue = true;
}
else{
attemptsTillSuccess++; //How many times
}

}

if(pDebug){
System.out.println("" + attemptsTillSuccess + " attempt(s) till success"); //debuging
}

return (int)finalValue;
}

It's even does a little debugging line, so you can see the number of attempts till it succeeds. Released under the GPL 2.0, For use in non-commercial products yada yada. When i can be asked i'll write a Javascript, and C version, and if i feel really nice a VB version.

Update: With me having banned myself from facebook for a while, i thought i would make myself more useful and covert the java to ECMA script, of Javascript for lesser clued up, wasn't hard just replaced primitive declarations with var ^_^.

Javascript



function randomIntWithinRange( pLowest, pHighest, pDebug ){
var acceptableValue = false;
var possibleValue;
var finalValue;
var attemptsTillSuccess;

while(!acceptableValue){
possibleValue = Math.random() * (pHighest * 10 );

if(possibleValue >= pLow && possibleValue <= pHighest){
finalValue = possibleValue;
acceptableValue = true;
}
else{
attemptsTillSuccess++; //How many times
}
}

if(pDebug){
Document.write(attemptsTillSuccess + " attempts till success"); //debuging
}

//Damn loosely typed language!!
return Math.round(finalValue);



PS. I didn't test the javascript version, so don't count on it to work straight off the bat.