JavaScript - problems with multiindexing arrays and resetting arrays to draw disjoint curves
I'm trying to write JavaScript code to draw curves on a canvas. With some help I was able to get the code to draw curves (see Event handlers not responding) but I've been having problems with my attempts to generate disjoint curves.
My first attempt was to use multi-indexed arrays, with each subarray containing the points that make up each individual curve. Because I couldn't figure out what was going wrong, I switched to simply resetting the array.
In the code below, deleting
// Reset xin and yin since I was having a bear of a time trying to use multi-indexed arrays
xin = ;
yin = ;
in the function mouseupfx allows my to draw as I should be able to. Why does that piece of code cause it to malfunction?
<script src="https://d3js.org/d3.v5.min.js"></script>
<script>
document.body.style.backgroundColor = "black";
canvw = 500;
canvh = 500;
border = 6;
clickDown = 0;
pointIndex = 0;
xin = ;
yin = ;
canvas = d3.select("body")
.append("svg") //Add an SVG to the body
.attr("width",canvw+2*border)
.attr("height",canvh+2*border)
canvbg = canvas.append("rect")
.attr("x",border)
.attr("y",border)
.attr("width",canvw)
.attr("height",canvh)
.attr("fill","white")
.attr("stroke","rgb(200,200,200)")
.attr("stroke-width",5)
mydiv = d3.select("body")
.append("div")
.attr("id","outputdiv")
.style("color","orange") //This is actually how I change the text color
canvas.on("mousedown", mousedownfx);
canvas.on("mouseup", mouseupfx);
canvas.on("mousemove",mousemovefx);
canvas.on("mouseout",mouseoutfx);
function mousedownfx() {
clickDown = 1;
/* Add an element ot xin and yin so I don't have to check every time the mouse moves
whether or not there's a previous entry in xin and yin so I can draw a line from it */
xin.push(d3.mouse(this)[0]);
yin.push(d3.mouse(this)[1]);
}
function mouseupfx() {
clickDown = 0;
// Reset xin and yin since I was having a bear of a time trying to use multi-indexed arrays
xin = ;
yin = ;
}
function mouseoutfx() {
clickDown = 0;
}
function mousemovefx() {
if (clickDown == 1) {
// Add new point to curve data
pointIndex = pointIndex + 1;
xin.push(d3.mouse(this)[0]);
yin.push(d3.mouse(this)[1]);
// Draw new line segment
canvas.append("line")
.attr("x1",xin[pointIndex-1])
.attr("x2",xin[pointIndex])
.attr("y1",yin[pointIndex-1])
.attr("y2",yin[pointIndex])
.style("stroke","black")
.style("stroke-width",3);
}
}
</script>
javascript arrays
add a comment |
I'm trying to write JavaScript code to draw curves on a canvas. With some help I was able to get the code to draw curves (see Event handlers not responding) but I've been having problems with my attempts to generate disjoint curves.
My first attempt was to use multi-indexed arrays, with each subarray containing the points that make up each individual curve. Because I couldn't figure out what was going wrong, I switched to simply resetting the array.
In the code below, deleting
// Reset xin and yin since I was having a bear of a time trying to use multi-indexed arrays
xin = ;
yin = ;
in the function mouseupfx allows my to draw as I should be able to. Why does that piece of code cause it to malfunction?
<script src="https://d3js.org/d3.v5.min.js"></script>
<script>
document.body.style.backgroundColor = "black";
canvw = 500;
canvh = 500;
border = 6;
clickDown = 0;
pointIndex = 0;
xin = ;
yin = ;
canvas = d3.select("body")
.append("svg") //Add an SVG to the body
.attr("width",canvw+2*border)
.attr("height",canvh+2*border)
canvbg = canvas.append("rect")
.attr("x",border)
.attr("y",border)
.attr("width",canvw)
.attr("height",canvh)
.attr("fill","white")
.attr("stroke","rgb(200,200,200)")
.attr("stroke-width",5)
mydiv = d3.select("body")
.append("div")
.attr("id","outputdiv")
.style("color","orange") //This is actually how I change the text color
canvas.on("mousedown", mousedownfx);
canvas.on("mouseup", mouseupfx);
canvas.on("mousemove",mousemovefx);
canvas.on("mouseout",mouseoutfx);
function mousedownfx() {
clickDown = 1;
/* Add an element ot xin and yin so I don't have to check every time the mouse moves
whether or not there's a previous entry in xin and yin so I can draw a line from it */
xin.push(d3.mouse(this)[0]);
yin.push(d3.mouse(this)[1]);
}
function mouseupfx() {
clickDown = 0;
// Reset xin and yin since I was having a bear of a time trying to use multi-indexed arrays
xin = ;
yin = ;
}
function mouseoutfx() {
clickDown = 0;
}
function mousemovefx() {
if (clickDown == 1) {
// Add new point to curve data
pointIndex = pointIndex + 1;
xin.push(d3.mouse(this)[0]);
yin.push(d3.mouse(this)[1]);
// Draw new line segment
canvas.append("line")
.attr("x1",xin[pointIndex-1])
.attr("x2",xin[pointIndex])
.attr("y1",yin[pointIndex-1])
.attr("y2",yin[pointIndex])
.style("stroke","black")
.style("stroke-width",3);
}
}
</script>
javascript arrays
cause it to malfunction? Perhaps because the canvas is re-drawn in it's entirety each time and making the arrays empty essentially causes "blank" to be drawn.
– radarbob
Nov 21 '18 at 0:20
add a comment |
I'm trying to write JavaScript code to draw curves on a canvas. With some help I was able to get the code to draw curves (see Event handlers not responding) but I've been having problems with my attempts to generate disjoint curves.
My first attempt was to use multi-indexed arrays, with each subarray containing the points that make up each individual curve. Because I couldn't figure out what was going wrong, I switched to simply resetting the array.
In the code below, deleting
// Reset xin and yin since I was having a bear of a time trying to use multi-indexed arrays
xin = ;
yin = ;
in the function mouseupfx allows my to draw as I should be able to. Why does that piece of code cause it to malfunction?
<script src="https://d3js.org/d3.v5.min.js"></script>
<script>
document.body.style.backgroundColor = "black";
canvw = 500;
canvh = 500;
border = 6;
clickDown = 0;
pointIndex = 0;
xin = ;
yin = ;
canvas = d3.select("body")
.append("svg") //Add an SVG to the body
.attr("width",canvw+2*border)
.attr("height",canvh+2*border)
canvbg = canvas.append("rect")
.attr("x",border)
.attr("y",border)
.attr("width",canvw)
.attr("height",canvh)
.attr("fill","white")
.attr("stroke","rgb(200,200,200)")
.attr("stroke-width",5)
mydiv = d3.select("body")
.append("div")
.attr("id","outputdiv")
.style("color","orange") //This is actually how I change the text color
canvas.on("mousedown", mousedownfx);
canvas.on("mouseup", mouseupfx);
canvas.on("mousemove",mousemovefx);
canvas.on("mouseout",mouseoutfx);
function mousedownfx() {
clickDown = 1;
/* Add an element ot xin and yin so I don't have to check every time the mouse moves
whether or not there's a previous entry in xin and yin so I can draw a line from it */
xin.push(d3.mouse(this)[0]);
yin.push(d3.mouse(this)[1]);
}
function mouseupfx() {
clickDown = 0;
// Reset xin and yin since I was having a bear of a time trying to use multi-indexed arrays
xin = ;
yin = ;
}
function mouseoutfx() {
clickDown = 0;
}
function mousemovefx() {
if (clickDown == 1) {
// Add new point to curve data
pointIndex = pointIndex + 1;
xin.push(d3.mouse(this)[0]);
yin.push(d3.mouse(this)[1]);
// Draw new line segment
canvas.append("line")
.attr("x1",xin[pointIndex-1])
.attr("x2",xin[pointIndex])
.attr("y1",yin[pointIndex-1])
.attr("y2",yin[pointIndex])
.style("stroke","black")
.style("stroke-width",3);
}
}
</script>
javascript arrays
I'm trying to write JavaScript code to draw curves on a canvas. With some help I was able to get the code to draw curves (see Event handlers not responding) but I've been having problems with my attempts to generate disjoint curves.
My first attempt was to use multi-indexed arrays, with each subarray containing the points that make up each individual curve. Because I couldn't figure out what was going wrong, I switched to simply resetting the array.
In the code below, deleting
// Reset xin and yin since I was having a bear of a time trying to use multi-indexed arrays
xin = ;
yin = ;
in the function mouseupfx allows my to draw as I should be able to. Why does that piece of code cause it to malfunction?
<script src="https://d3js.org/d3.v5.min.js"></script>
<script>
document.body.style.backgroundColor = "black";
canvw = 500;
canvh = 500;
border = 6;
clickDown = 0;
pointIndex = 0;
xin = ;
yin = ;
canvas = d3.select("body")
.append("svg") //Add an SVG to the body
.attr("width",canvw+2*border)
.attr("height",canvh+2*border)
canvbg = canvas.append("rect")
.attr("x",border)
.attr("y",border)
.attr("width",canvw)
.attr("height",canvh)
.attr("fill","white")
.attr("stroke","rgb(200,200,200)")
.attr("stroke-width",5)
mydiv = d3.select("body")
.append("div")
.attr("id","outputdiv")
.style("color","orange") //This is actually how I change the text color
canvas.on("mousedown", mousedownfx);
canvas.on("mouseup", mouseupfx);
canvas.on("mousemove",mousemovefx);
canvas.on("mouseout",mouseoutfx);
function mousedownfx() {
clickDown = 1;
/* Add an element ot xin and yin so I don't have to check every time the mouse moves
whether or not there's a previous entry in xin and yin so I can draw a line from it */
xin.push(d3.mouse(this)[0]);
yin.push(d3.mouse(this)[1]);
}
function mouseupfx() {
clickDown = 0;
// Reset xin and yin since I was having a bear of a time trying to use multi-indexed arrays
xin = ;
yin = ;
}
function mouseoutfx() {
clickDown = 0;
}
function mousemovefx() {
if (clickDown == 1) {
// Add new point to curve data
pointIndex = pointIndex + 1;
xin.push(d3.mouse(this)[0]);
yin.push(d3.mouse(this)[1]);
// Draw new line segment
canvas.append("line")
.attr("x1",xin[pointIndex-1])
.attr("x2",xin[pointIndex])
.attr("y1",yin[pointIndex-1])
.attr("y2",yin[pointIndex])
.style("stroke","black")
.style("stroke-width",3);
}
}
</script>
javascript arrays
javascript arrays
asked Nov 20 '18 at 23:50
BGreenBGreen
1195
1195
cause it to malfunction? Perhaps because the canvas is re-drawn in it's entirety each time and making the arrays empty essentially causes "blank" to be drawn.
– radarbob
Nov 21 '18 at 0:20
add a comment |
cause it to malfunction? Perhaps because the canvas is re-drawn in it's entirety each time and making the arrays empty essentially causes "blank" to be drawn.
– radarbob
Nov 21 '18 at 0:20
cause it to malfunction? Perhaps because the canvas is re-drawn in it's entirety each time and making the arrays empty essentially causes "blank" to be drawn.
– radarbob
Nov 21 '18 at 0:20
cause it to malfunction? Perhaps because the canvas is re-drawn in it's entirety each time and making the arrays empty essentially causes "blank" to be drawn.
– radarbob
Nov 21 '18 at 0:20
add a comment |
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cause it to malfunction? Perhaps because the canvas is re-drawn in it's entirety each time and making the arrays empty essentially causes "blank" to be drawn.
– radarbob
Nov 21 '18 at 0:20