node.js for loop doesen't loop with the continue command - node.js

The goal of the code is repeat the loop till the array index shows something greater than -1. But for some reason the loop stops after one run. And prints -1.
var Darray = ["Dienstag, 19.3.2019:","Donnerstag, 21.3.2019:", "Montag, 18.3.2019:", "Mittwoch, 20.3.2019:", "Montag, 25.3.2019:"];
var x = 1;
var y = 1;
var z = 2019;
loop: for (x = 1; x < 32; x++) {
var suchen = Darray.indexOf(`Montag, ${x}.${y}.${z}:`);
var suchen = Darray.indexOf(`Dienstag, ${x}.${y}.${z}:`);
var suchen = Darray.indexOf(`Mittwoch, ${x}.${y}.${z}:`);
var suchen = Darray.indexOf(`Donnerstag, ${x}.${y}.${z}:`);
var suchen = Darray.indexOf(`Freitag, ${x}.${y}.${z}:`);
if (x == 30) {
y++
}
if (y == 12) {
z++
}
if(suchen == -1) {
continue loop;
}
};
console.log(suchen)

I got my code working, thanks for comment about the var suchen, was a little bit sleepy yesterday. New working code:
loop: for (x = 1; x < 32; x++) {
var date = `${x}.${y}.${z}`
console.log(date)
var mon = Darray.indexOf(`Montag, ${x}.${y}.${z}:`);
var die = Darray.indexOf(`Dienstag, ${x}.${y}.${z}:`);
var mit = Darray.indexOf(`Mittwoch, ${x}.${y}.${z}:`);
var don = Darray.indexOf(`Donnerstag, ${x}.${y}.${z}:`);
var fre = Darray.indexOf(`Freitag, ${x}.${y}.${z}:`);
if (mon != -1 || die != -1 || mit != -1 || don != -1 || fre != -1) {
break;
}
else if (mon == -1 || die == -1 || mit == -1 || don == -1 || fre == -1) {
if (x == 31) {
y++
var x = 0;
}
if (y == 12) {
z++
var y = 1;
}
continue loop;
}
}
console.log(mon, die, mit, don, fre)
Any way to write if condition better looking?

Related

handling a view frustum when not facing the object

i have made a view frustum from scratch in javascript. i have been having trouble with objects that the camera is place within and also facing away from.
an example of the problem is below
ive been stuck on this for months with little help, chatgpt recommended that i switch to a right handed corodinate system, so i did, but it didnt seem to fix the problem.
my proccess for putting pixels on the screen is described below
step 1 = cross product with camera matrix
step 2 = cross product with projection matrix
step 3 = divide co-ordinates by their own w co-ord (normalize w to 1)
step 3.5 = im currently skipping culling. culling would go here, but since my object is made of multiple vertices i cant cull a vertex just because its offscreen as it forms part of a whole object, and that would deform the rest of the object
step 4 = cross product with projection to screen matrix
below shows how the co-ordinates of 1 vertex changes with each step
co-ordinates of vertex before projection
[5.00,9.00,10.00,1.00]
good projection (tile is good)
step 1 = [5, 9, -4.799999999999979, 10]
step 2 = [-8.660254038143698, 15.588457268658656, 15.353535353535376, 4.799999999999979]
step 3 = [-1.8042195912799448, 3.2475952643039006, 3.198653198653217, 1]
step 4 = [-120.63293869199174, 637.1392896455851, 3.198653198653217, 1]
pixels = -120.63293869199174,637.1392896455851
#############################
bad projection from within the object (tile is deformed)
step 1 = [5, 9, 0.6000000000000014, 10]
step 2 = [-8.660254038143698, 15.588457268658656, 20.808080808080813, -0.6000000000000014]
step 3 = [14.433756730239462, -25.980762114431034, -34.68013468013461, 1]
step 4 = [2315.0635095359194, -3747.114317164655, -34.68013468013461, 1]
pixels = 2315.0635095359194,-3747.114317164655
###############################
bad projection from behind (tile appears on the ceiling, when A it should be on the floor and B it shouldn't be visible)
step 1 = [5, 9, 16.800000000000004, 10]
step 2 = [-8.660254038143698, 15.588457268658656, 37.17171717171718, -16.800000000000004]
step 3 = [0.5154913117942677, -0.9278843612296817, -2.2126022126022122, 1]
step 4 = [227.32369676914016, 10.817345815547753, -2.2126022126022122, 1]
pixels = 227.32369676914016, 10.817345815547753
does anyone know which step could be wrong or need changing in situation 2 and 3? and why?
below is a minimal (i know its 500 lines... but its about as minimal as i can get it) just open it in a browser and use wasd to control it.
<head>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.6.0/jquery.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/mathjs/11.3.3/math.js"></script>
<script async src="https://unpkg.com/es-module-shims#1.3.6/dist/es-module-shims.js"></script>
</head>
<body>
<div id="canvas div" style = "position: relative; left: 0px; float:left; top: 0px;" >
<h1> first person below </h1>
<canvas id="mi_canvas" width="300" height="300" style="border-style: solid;"></canvas> <br>
<h1> radar below </h1>
<canvas id="radar_canvas" width="300" height="300" style="border-style: solid;"></canvas>
</div>
<div id="big info div" style = "position: relative; left: 310px; float:left; float:top; top: 0px; width:400px;" >
<div id = "info_1111"> </div><br>
</div>
<script>
var floor_y_pos = 9
canvas = document.getElementById("mi_canvas");
ctx = canvas.getContext("2d");
radar = document.getElementById("radar_canvas");
radar_ctx = radar.getContext("2d");
render_distance = 1000;
fov = math.pi / 2
class Projection{
constructor(){
var NEAR = player.near_plane
var FAR = player.far_plane
var RIGHT = Math.tan(player.h_fov/2)
var LEFT = - RIGHT
var TOP = Math.tan(player.v_fov /2)
var BOTTOM = -TOP
var m00 = 2*NEAR / (RIGHT - LEFT)
var m02 = (RIGHT + LEFT)/(RIGHT - LEFT)
var m11 = 2*NEAR / (TOP - BOTTOM)
var m12 = (TOP + BOTTOM) /(TOP - BOTTOM)
var m22 = (FAR * NEAR) / (FAR - NEAR)
var m23 = -2 * NEAR * FAR / (FAR-NEAR)
this.projection_matrix = [
[-m00,0,m02,0],
[0,m11,0,0],
[m02,m12,-m22,-1],
[0,0,m23,0]
]
var HW=player.H_WIDTH
var HH = player.H_HEIGHT
this.to_screen_matrix = [
[HW,0,0,0],
[0,HH,0,0],
[0,0,1,0],
[HW,HH,0,1]
]
}
}
function multiply(a, b) {
var aNumRows = a.length, aNumCols = a[0].length,
bNumRows = b.length, bNumCols = b[0].length,
m = new Array(aNumRows); // initialize array of rows
for (var r = 0; r < aNumRows; ++r) {
m[r] = new Array(bNumCols); // initialize the current row
for (var c = 0; c < bNumCols; ++c) {
m[r][c] = 0; // initialize the current cell
for (var i = 0; i < aNumCols; ++i) {
m[r][c] += a[r][i] * b[i][c];
}
}
}
return m;
}
function mi_position_matrix_multiplier(A, B)
{
var new_matrix = []
for (var new_num_ind = 0; new_num_ind < A.length; ++new_num_ind)
{
this_num = 0;
for (var a_ind = 0; a_ind < A.length; ++a_ind)
{
this_num += (A[a_ind] * B[a_ind][new_num_ind])
}
// console.log("just added this num to my new matrix = "+this_num.toString())
new_matrix.push(this_num)
}
return new_matrix;
}
function pythagoras(thing1, thing2)
{
dist = (((thing1[0]-thing2[0])**2)+((thing1[1]-thing2[1])**2))**0.5
return dist
}
class vertex{
constructor(x, y,z , id){
this.id = id
this.position = [x,y,z,1]
this.min_dist = 1.5 // minimum possible distance between player and object
}
is_this_object_behind_player(){
var arrow_length = 0.0001;
var pointing_position = [player.position[0]+(player.forward[0]*arrow_length) , player.position[2]-(player.forward[2]*arrow_length)]
var dist1 = pythagoras([this.position[0],this.position[2]], pointing_position)
var dist2 = pythagoras([this.position[0],this.position[2]], [player.position[0],player.position[2]])
if (dist1 < dist2){
return true;}
else if (dist1 > dist2){
return false;}
else{console.log(" else ");}
}
screen_projection(){
var position = mi_position_matrix_multiplier(this.position , player.camera_matrix())
console.log(position+" = position , which is a cross product of this.position"+this.position+" & "+ player.camera_matrix()+ " = player.camera_matrix()")
update_matrix_info_debug("camera_matrix",player.camera_matrix())
update_matrix_info_debug("position", position)
position = mi_position_matrix_multiplier(position , projection.projection_matrix) // does this just convert the position to cameras reference frame.
console.log(position+" = position , which is a cross product of position"+position+" & "+ projection.projection_matrix+ " = projection.projection_matrix")
update_matrix_info_debug("projection_matrix",projection.projection_matrix)
update_matrix_info_debug("position after being multiplied by proj matrix", position)
// if so then i image to screen matrix is insufficient
for (let i = 0; i < position.length; i++) {
position[i] = position[i]/position[3]
}
console.log(position+" = position after being normaslized")
for (let i = 0; i < position.length; i++) {
if (i != 9787781){
console.log(i+" =-= "+position[i])
if (this.is_this_object_behind_player()){for (let ii = 0; ii < position.length; ii++) {position[ii] = -999999999;} console.log("culling1")}
if (position[i] > 2){for (let ii = 0; ii < position.length; ii++) {position[ii] = -9999;} console.log("culling2")}
if (position[i] < -2){for (let ii = 0; ii < position.length; ii++) {position[ii] = -9999;} console.log("culling3")}
}
} // also all examples say set position = 0 if culling
console.log(position+" = position after being culled")
position = mi_position_matrix_multiplier(position , projection.to_screen_matrix)
console.log(position+" = position after being multiplied by "+projection.to_screen_matrix+ " = projection.to_screen_matrix")
update_matrix_info_debug("projection.to_screen_matrix",projection.to_screen_matrix)
update_matrix_info_debug("position after being multiplied by projection.to_screen_matrix", position)
ctx.beginPath();
var scale_multiplier = (render_distance / pythagoras([this.position[0],this.position[2]] , [player.position[0],player.position[2]]))*1.5
var arrow_size = 0.02 * scale_multiplier;
ctx.moveTo(position[0]-arrow_size ,position[1]+arrow_size);
ctx.lineTo(position[0]+arrow_size ,position[1]-arrow_size);
ctx.moveTo(position[0]+arrow_size ,position[1]+arrow_size);
ctx.lineTo(position[0]-arrow_size, position[1]-arrow_size);
ctx.stroke();
}
return_screen_projection(dont_cull = false){
var position = mi_position_matrix_multiplier(this.position , player.camera_matrix())
position = mi_position_matrix_multiplier(position , projection.projection_matrix) // does this just convert the position to cameras reference frame.
for (let i = 0; i < position.length; i++) {
position[i] = position[i]/position[3]
}
position = mi_position_matrix_multiplier(position , projection.to_screen_matrix)
return [position[0],position[1]]
}
}
class player{
constructor(){
this.position =[0,0,0,1.0]
this.forward = [0,0,1,1]
this.up = [0,1,0,1]
this.right =[1,0,0,1]
this.h_fov = 3.1415926535/3
this.v_fov = this.h_fov * (canvas.height / canvas.width)
this.near_plane = 1
this.far_plane = 100
this.moving_speed = 0.2
this.rotation_speed = 0.1
this.H_WIDTH = canvas.width/2
this.H_HEIGHT = canvas.height/2
this.anglePitch = 0
this.angleYaw = 0
}
set_camera_angle(){
var rotate = multiply(rotate_x(this.anglePitch) , rotate_y(this.angleYaw))
this.forward = [0, 0, 1, 1]
this.up = [0, 1, 0, 1]
this.right = [1, 0, 0, 1]
this.forward = mi_position_matrix_multiplier(this.forward , rotate)
this.right = mi_position_matrix_multiplier(this.right , rotate)
this.up = mi_position_matrix_multiplier(this.up , rotate)
}
camera_yaw(angle){
this.angleYaw += angle}
translate_matrix(self){
var x = this.position[0];
var y = this.position[1];
var z = this.position[2];
var w = this.position[3];
return [
[1,0,0,0],
[0,1,0,1],
[0,0,1,0],
[-x,-y,z, 1]
]}
rotate_matrix(){
var rx = this.right[0]
var ry = this.right[1]
var rz = this.right[2]
var w = this.right[3]
var fx = this.forward[0]
var fy = this.forward[1]
var fz = this.forward[2]
var w = this.forward[3]
var ux = this.up[0]
var uy = this.up[1]
var uz = this.up[2]
var w = this.up[3]
return [
[rx,ux,fx,0],
[ry,uy,fy,0],
[rz,uz,fz,0],
[0,0,0,1]
]
}
camera_matrix(){
return multiply(this.translate_matrix(), this.rotate_matrix());
}
check_min_distance_isnt_overcome_by_this_move(dx, dy){
var can_move = true;
console.log(" zzzzzzzzzzzzz ")
for (let i = 0; i < objects.length; i++) {
var dist=Math.abs(pythagoras([objects[i].position[0], objects[i].position[2]] , [this.position[0], this.position[2]]))
var dist2=Math.abs(pythagoras([objects[i].position[0], objects[i].position[2]] , [this.position[0]+dx, this.position[2]+dy]))
console.log(dist +" ########################### " +dist2)
if ((dist2 < objects[i].min_dist)&(dist > dist2))
{can_move = false; console.log(objects[i].min_dist +" yyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy")}
else{console.log(objects[i].min_dist+" can move this is bloody min dist xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx "+dist2);}
}
return can_move;
}
move(event)
{
var key_code = parseInt(event.keyCode)
if (key_code == 37 || key_code == 39 || key_code == 83 || key_code == 87 || key_code == 119|| key_code == 115)
{
var dx = Math.cos(this.angleYaw)*this.moving_speed
var dy = Math.sin(this.angleYaw)*this.moving_speed
console.log("that were moving = dx , dy = "+dx.toString()+" , "+dy.toString())
if ( key_code == 37 || key_code == 87 || key_code == 119) {
if (this.check_min_distance_isnt_overcome_by_this_move(dx, -dy)){
this.position[0] += -dy
this.position[2] += dx
}
}
if (key_code == 39 || key_code == 83 || key_code == 115) {
for (let i = 0; i < this.position.length; i++) {
if (this.check_min_distance_isnt_overcome_by_this_move(dx, dy)){
this.position[0] += dy
this.position[2] += -dx
}
}
}
}
else {
if ( key_code == 38 || key_code == 65 || key_code == 97) {
this.camera_yaw(-this.rotation_speed)
}
if (key_code == 40 || key_code == 68 || key_code == 100) {
this.camera_yaw(this.rotation_speed)
}
this.set_camera_angle()
}
}
}
function translate(pos){
tx,ty,tz=pos
return np.array([
[1,0,0,0],
[0,1,0,0],
[0,0,1,0],
[tx,ty,tz,1]
])}
function rotate_x(angle){
return [
[1,0,0,0],
[0,Math.cos(angle),Math.sin(angle),0],
[0,-Math.sin(angle),Math.cos(angle),0],
[0,0,0,1]
]
}
function rotate_y(a){
return [
[math.cos(a),0, -math.sin(a),0],
[0,1,0,0],
[math.sin(a), 0 , math.cos(a),0],
[0,0,0,1]
]
}
function update_radar(){
var arrow_length = 4;
var object_size = 6.5;
radar_ctx.beginPath();
var mid_screen = [radar.width/2,radar.height/2];
pointing_position = [mid_screen[0]+(player.forward[0]*arrow_length) , mid_screen[1]-(player.forward[2]*arrow_length)]
radar_ctx.moveTo(mid_screen[0], mid_screen[1]); // start of player pos on radar
radar_ctx.lineTo(pointing_position[0], pointing_position[1]);
radar_ctx.lineTo(pointing_position[0]-2, pointing_position[1]-2);
radar_ctx.lineTo(pointing_position[0]+2, pointing_position[1]+2);
radar_ctx.lineTo(pointing_position[0]-2, pointing_position[1]+2);
radar_ctx.moveTo(mid_screen[0], mid_screen[1]);
for (let i = 0; i < objects.length; i++) {
var dx = (player.position[0]-objects[i].position[0])
var dz = player.position[2]+objects[i].position[2]
var x = (dx*2) + mid_screen[0]
var z = (dz*2) + mid_screen[1]
x = x +(object_size/2)
z = z +(object_size/2)
radar_ctx.moveTo(x-object_size,z-object_size);
radar_ctx.lineTo(x+object_size,z+object_size);
radar_ctx.moveTo(x+object_size,z-object_size);
radar_ctx.lineTo(x-object_size,z+object_size);
}
radar_ctx.stroke();
}
function update_matrix_info_debug(matrix_name, matrix){
if (matrix[0].length > 1)
{
for (let x = 1; x < matrix.length+1; x++) {
for (let y = 1; y < matrix.length+1; y++) {
// console.log(matrix_name.toString()+"_"+x.toString()+y.toString());
document.getElementById(matrix_name.toString()+"_"+x.toString()+y.toString()).innerHTML = matrix[x-1][y-1]
}
}
}
else {
for (let x = 1; x < matrix.length+1; x++) {document.getElementById(matrix_name.toString()+"_"+"1"+x.toString()).innerHTML = matrix[x-1]}
}
}
class box{
constructor(x,z,size){
var low_y = 0.5
var high_y = low_y - size
this.position = [x+(size/2),0,z+(size/2)]
this.vertices = [new vertex(x,low_y,z,0),new vertex(x+size,low_y,z,1),new vertex(x,low_y,z+size,2),new vertex(x+size,low_y,z+size,3),
new vertex(x,high_y,z,4),new vertex(x+size,high_y,z,5),new vertex(x,high_y,z+size,6),new vertex(x+size,high_y,z+size,7)
]
this.faces=[ [0,1,3,2,0], [0,1,5,4,0] , [1,3,7,5,1] , [4,5,7,6,4] , [2,6,7,3,2] , [0,4,6,2,0]]
// this.faces=[ [0,4,6,2,0]]
}
draw_all_vertices(){
for (let i = 0; i < this.vertices.length; i++) {
this.vertices[i].screen_projection()
}
}
draw_all_faces(){
var each_point = []
for (let i = 0; i < this.vertices.length; i++) {
each_point.push(this.vertices[i].return_screen_projection())
}
var skip_drawing = if_most_of_these_numbers_are_off_screen(each_point)
if (skip_drawing){console.log(" skipp drawing any faces init ");return;}
ctx.fillStyle = '#f00';
var moved_to_first_yet = false
for (let face = 0; face < this.faces.length; face++) {
ctx.beginPath();
console.log("%%%%%%%%%%%%%%%%%%%%%%%%%");
console.log(this.faces);
console.log(this.faces[face]);
for (let vertex = 0; vertex < this.faces[face].length; vertex++)
{
console.log(vertex+" vertex bef dddddddddddddddddddddddddddddd")
var vertex2 = this.faces[face][vertex]
console.log(vertex2+" vertex aft ddddddddd ")
if (moved_to_first_yet == false)
{
moved_to_first_yet = true
ctx.moveTo( each_point[this.vertices[vertex2].id][0],each_point[this.vertices[vertex2].id][1]);
}
else{ctx.lineTo( each_point[this.vertices[vertex2].id][0],each_point[this.vertices[vertex2].id][1]);}
}
ctx.closePath();
ctx.fill();
}
}
}
class two_d_surdace {
constructor(verex1,verex2,verex3,verex4 , colour){
this.vertices = [verex1,verex2,verex3,verex4]
this.colour = colour
}
draw_all_faces(){
var each_point = []
for (let i = 0; i < this.vertices.length; i++) {
each_point.push(this.vertices[i].return_screen_projection(true))
}
ctx.fillStyle = this.colour;
var moved_to_first_yet = false
for (let vertex = 0; vertex < this.vertices.length; vertex++)
{
console.log(each_point[vertex][0]+" , "+each_point[vertex][1]+ " actual x y points on screen for this vertex of corner of floor ")
if (moved_to_first_yet == false)
{
moved_to_first_yet = true
ctx.moveTo( each_point[vertex][0],each_point[vertex][1]);
}
else{ctx.lineTo( each_point[vertex][0],each_point[vertex][1]);}
}
ctx.closePath();
ctx.fill();
}
}
function if_off_screen(x, y)
{
if (x> canvas.width || x < 0){console.log(x +" x = off screen "); return true;}
if (y > canvas.height || y < 0){console.log(y +" y = off screen "); return true;}
console.log(x +" , "+y + " =x,y = not off screen ");
return false;
}
function if_most_of_these_numbers_are_off_screen(numbers){
var threshold = 1; //Math.floor(numbers.length*0.49)
var counter = 0
console.log(numbers + " xxxx numbers as they come in ")
for (let i = 0; i < numbers.length; i++) { if (if_off_screen(numbers[i][0], numbers[i][1])){console.log(numbers[i]+" , "+numbers[i+1]+ " = numbers[i] are off screen"); counter +=1} else{console.log(numbers[i]+" , "+numbers[i+1]+ " = numbers[i] not off screen")} }
console.log("quuin quoirs of raptor");
if (counter >= threshold){console.log(threshold+" < " + counter);return true}
console.log(threshold+" > " + counter);
return false;
}
player = new player();
projection = new Projection()
objects = [] //
floor = new two_d_surdace(new vertex(50,floor_y_pos,50) , new vertex(-50,floor_y_pos,50) , new vertex(-50,floor_y_pos,-50) , new vertex(50,floor_y_pos,-50) , '#F90' )
update_radar()
$(document).on("keypress", function (event) {
player.move(event)
ctx.beginPath();
radar_ctx.beginPath();
radar_ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.clearRect(0, 0, canvas.width, canvas.height);
for (let i = 0; i < objects.length; i++) {
objects[i].draw_all_faces()
objects[i].draw_all_vertices()
}
floor.draw_all_faces()
update_radar()
});
</script>
</body>

Get all date based on given requirement

My requirement.EX: date(2019-07-01) in that month 4th week i wanna particular dates based on like["1","6","7"] . ex Result like: [2019-07-28,2019-,2019-08-02,2019-08-03]
var data = {"2020-07-01",
"2020-07-02",
"2020-07-03",
"2020-07-04",
"2020-07-05",
"2020-07-06",
"2020-07-07",
"2020-07-08",
"2020-07-09",
"2020-07-10",
"2020-07-11",
"2020-07-12",
"2020-07-13",
"2020-07-14",
"2020-07-15",
"2020-07-16",
"2020-07-17",
"2020-07-18",
"2020-07-19",
"2020-07-20",
"2020-07-21",
"2020-07-22",
"2020-07-23",
"2020-07-24",
"2020-07-25",
"2020-07-26",
"2020-07-27",
"2020-07-28",
"2020-07-29",
"2020-07-30",
"2020-07-31",}
for(var n = 0; n < data.on.order.length; n++){
for(var m = 0; m < data.on.days.length; m++){
//****
if(data.on.order[n] === '1'){
firstdayMonth = moment(endOfMonth).date(0);
}else{
firstdayMonth = moment(endOfMonth).date(1);
}
// console.log('------------1',firstdayMonth)
var firstdayWeek = moment(firstdayMonth).isoWeekday(parseInt(data.on.days[m],10));
console.log('------------2 ',firstdayWeek)
// if(data.on.order[n] === "1"){
nWeeks = parseInt(data.on.order[n],10);
// }else{
// nWeeks = parseInt(data.on.order[n],10);
// }
var nextEvent = moment(firstdayWeek).add(nWeeks,'w');
// = moment(firstdayWeek).add(nWeeks,'w');
console.log('------------3',nextEvent,'---- ',nWeeks)
//****
if(nextEvent.isAfter(eventDate)){
eventDate = nextEvent;
// console.log("### eventDate: ", eventDate)
// console.log('Total dates in month ',eventDate.format("YYYY-MM-DD"))
meetings.push(eventDate.format("YYYY-MM-DD"));
}
}
}

hungarian BBAN validation

can anybody tell me how to validate Hungarian BBAN account numbres ?
on the internet i have only found that it is 24 numbers length
And in format
bbbs sssk cccc cccc cccc cccx
b = National bank code
s = Branch code
c = Account number
x = National check digit
but how to calculate x = National check digit ?
I have tried to remove last char and modulo rest by 97 but it does not work
(the result is not 1 for valid account numbers)
thanks in advance for any help
I just finished Hungarian account validation function. This is the first version of this function but it's work well.
public string sprawdzWegierskitempAccountNumber(string _accountNumberToCheck, bool _iban) //if iban is true then function result will be always IBAN (even if _accountNumberToCheck will be BBAN)
{
string _accountNumberCorrected = _accountNumberToCheck.Replace(" ", "");
_accountNumberCorrected = _accountNumberCorrected.Replace("-", "");
_accountNumberCorrected = _accountNumberCorrected.Replace("//", "");
_accountNumberCorrected = _accountNumberCorrected.Replace("\", "");
string _accountNumberCorrectedFirst = _accountNumberCorrected;
if (_accountNumberCorrected.Length == 16 || _accountNumberCorrected.Length == 24 || _accountNumberCorrected.Length == 28)
{
if (_accountNumberCorrected.Length == 28) //IBAN Account number
{
_accountNumberCorrected = _accountNumberCorrected.Substring(4, _accountNumberCorrected.Length - 4); //we don't need first four digits (HUxx)
}
string digitToMultiply = "9731";
int checkResult = 0;
//checking first part of account number
for (int i = 0; i <= 6; i++)
{
checkResult = checkResult + int.Parse(_accountNumberCorrected.ToCharArray()[i].ToString()) * int.Parse(digitToMultiply.ToCharArray()[i % 4].ToString());
}
checkResult = checkResult % 10;
checkResult = 10 - checkResult;
if (checkResult == 10)
{
checkResult = 0;
}
if (checkResult.ToString() != _accountNumberCorrected.ToCharArray()[7].ToString())
{
throw new Exception("Wrong account number");
}
else
{
//if first part it's ok then checking second part of account number
checkResult = 0;
for (int i = 8; i <= _accountNumberCorrected.Length-2; i++)
{
checkResult = checkResult + int.Parse(_accountNumberCorrected.ToCharArray()[i].ToString()) * int.Parse(digitToMultiply.ToCharArray()[i % 4].ToString());
}
checkResult = checkResult % 10;
checkResult = 10 - checkResult;
if (checkResult == 10)
{
checkResult = 0;
}
if (checkResult.ToString() != _accountNumberCorrected.ToCharArray()[_accountNumberCorrected.Length-1].ToString())
{
throw new Exception("Wrong account number");
}
}
string tempAccountNumber = _accountNumberCorrected + "173000";
var db = 0; var iban = 0;
var maradek = 0;
string resz = "", ibanstr = "", result = "";
while (true)
{
if (db == 0)
{
resz = tempAccountNumber.Substring(0, 9);
tempAccountNumber = tempAccountNumber.Substring(9, (tempAccountNumber.Length - 9));
}
else
{
resz = maradek.ToString();
resz = resz + tempAccountNumber.Substring(0, (9 - db));
tempAccountNumber = tempAccountNumber.Substring((9 - db), (tempAccountNumber.Length - 9 + db));
}
maradek = int.Parse(resz) % 97;
if (maradek == 0)
db = 0;
else
if (maradek < 10)
db = 1;
else
db = 2;
if ((tempAccountNumber.Length + db) <= 9)
break;
}
if (maradek != 0)
{
resz = maradek.ToString();
resz = resz + tempAccountNumber;
}
else
resz = tempAccountNumber;
maradek = int.Parse(resz) % 97; ;
iban = 98 - maradek;
if (iban < 10)
ibanstr = "0" + iban.ToString();
else ibanstr = iban.ToString();
if (_accountNumberCorrected.Length == 16)
{
_accountNumberCorrected = _accountNumberCorrected + "00000000";
_accountNumberCorrectedFirst = _accountNumberCorrectedFirst + "00000000";
}
if (_iban)
{
result = "HU" + ibanstr + _accountNumberCorrected;
}
else
{
result = _accountNumberCorrectedFirst;
}
return result;
}
else
{
throw new Exception("Wrong length of account number");
}
}

Node xlsx module get headers of the excel file

How to get the headers of the given Excel file in node xlsx (https://www.npmjs.com/package/xlsx) module?
Did the following in xlsx v0.16.9
const workbookHeaders = xlsx.readFile(filePath, { sheetRows: 1 });
const columnsArray = xlsx.utils.sheet_to_json(workbookHeaders.Sheets[sheetName], { header: 1 })[0];
As I could find, there's no exposed method to get headers of the Excel file from the module. So I copied few functions (With all respect to author. https://github.com/SheetJS/js-xlsx) from their source code and make that work with few changes.
function getHeaders(sheet){
var header=0, offset = 1;
var hdr=[];
var o = {};
if (sheet == null || sheet["!ref"] == null) return [];
var range = o.range !== undefined ? o.range : sheet["!ref"];
var r;
if (o.header === 1) header = 1;
else if (o.header === "A") header = 2;
else if (Array.isArray(o.header)) header = 3;
switch (typeof range) {
case 'string':
r = safe_decode_range(range);
break;
case 'number':
r = safe_decode_range(sheet["!ref"]);
r.s.r = range;
break;
default:
r = range;
}
if (header > 0) offset = 0;
var rr = XLSX.utils.encode_row(r.s.r);
var cols = new Array(r.e.c - r.s.c + 1);
for (var C = r.s.c; C <= r.e.c; ++C) {
cols[C] = XLSX.utils.encode_col(C);
var val = sheet[cols[C] + rr];
switch (header) {
case 1:
hdr.push(C);
break;
case 2:
hdr.push(cols[C]);
break;
case 3:
hdr.push(o.header[C - r.s.c]);
break;
default:
if (val === undefined) continue;
hdr.push(XLSX.utils.format_cell(val));
}
}
return hdr;
}
function safe_decode_range(range) {
var o = {s:{c:0,r:0},e:{c:0,r:0}};
var idx = 0, i = 0, cc = 0;
var len = range.length;
for(idx = 0; i < len; ++i) {
if((cc=range.charCodeAt(i)-64) < 1 || cc > 26) break;
idx = 26*idx + cc;
}
o.s.c = --idx;
for(idx = 0; i < len; ++i) {
if((cc=range.charCodeAt(i)-48) < 0 || cc > 9) break;
idx = 10*idx + cc;
}
o.s.r = --idx;
if(i === len || range.charCodeAt(++i) === 58) { o.e.c=o.s.c; o.e.r=o.s.r; return o; }
for(idx = 0; i != len; ++i) {
if((cc=range.charCodeAt(i)-64) < 1 || cc > 26) break;
idx = 26*idx + cc;
}
o.e.c = --idx;
for(idx = 0; i != len; ++i) {
if((cc=range.charCodeAt(i)-48) < 0 || cc > 9) break;
idx = 10*idx + cc;
}
o.e.r = --idx;
return o;
}
Call getHeaders function by passing the Work Sheet will return the headers array of the excel sheet.
Have a look here:
https://www.npmjs.com/package/xlsx if we go through the documentation. It says that we need to pass options By default, sheet_to_json scans the first row and uses the values as headers. With the header: 1 option, the function exports an array of arrays of values.
So the whole code goes like this:
const data = e.target.result;
const workbook = XLSX.read(data, { type: "array" });
console.log(workbook);
const firstSheetName = workbook.SheetNames[0];
const worksheet = workbook.Sheets[firstSheetName];
const options = { header: 1 };
const sheetData2 = XLSX.utils.sheet_to_json(worksheet, options);
const header = sheetData2.shift();
console.log(header); //you should get your header right here
Where e.target comes from your input.

Text version compare in FCKEditor

Am using Fck editor to write content. Am storing the text as versions in db. I want to highlight those changes in versions when loading the text in FCK Editor.
How to compare the text....
How to show any text that has been deleted in strike through mode.
Please help me/...
Try google's diff-patch algorithm http://code.google.com/p/google-diff-match-patch/
Take both previous and current version of the text and store it into two parameters. Pass the two parameters to the following function.
function diffString(o, n) {
o = o.replace(/<[^<|>]+?>| /gi, '');
n = n.replace(/<[^<|>]+?>| /gi, '');
var out = diff(o == "" ? [] : o.split(/\s+/), n == "" ? [] : n.split(/\s+/));
var str = "";
var oSpace = o.match(/\s+/g);
if (oSpace == null) {
oSpace = ["\n"];
} else {
oSpace.push("\n");
}
var nSpace = n.match(/\s+/g);
if (nSpace == null) {
nSpace = ["\n"];
} else {
nSpace.push("\n");
}
if (out.n.length == 0) {
for (var i = 0; i < out.o.length; i++) {
str += '<span style="background-color:#F00;"><del>' + escape(out.o[i]) + oSpace[i] + "</del></span>";
}
} else {
if (out.n[0].text == null) {
for (n = 0; n < out.o.length && out.o[n].text == null; n++) {
str += '<span style="background-color:#F00;"><del>' + escape(out.o[n]) + oSpace[n] + "</del></span>";
}
}
for (var i = 0; i < out.n.length; i++) {
if (out.n[i].text == null) {
str += '<span style="background-color:#0C0;"><ins>' + escape(out.n[i]) + nSpace[i] + "</ins></span>";
} else {
var pre = "";
for (n = out.n[i].row + 1; n < out.o.length && out.o[n].text == null; n++) {
pre += '<span style="background-color:#F00;"><del>' + escape(out.o[n]) + oSpace[n] + "</del></span>";
}
str += " " + out.n[i].text + nSpace[i] + pre;
}
}
}
return str;
}
this returns an html in which new text is marked green and deleted text as red + striked out.

Resources