rem: for(var i = 0; i < levels.length; i++) { 
add: for(var i = 0; i != levels.length; i++) { 
context:   initDifficultyLevel: function() {    // clear the 'Difficulty' menu on the toolbar    // (menu being empty is used to indicate game does not have multiple difficulty levels)    var menu = gDifficultyLevelPopup;    while(menu.hasChildNodes()) menu.removeChild(menu.lastChild);    // get levels.  if none then return (updateUI will ensure menu disabled)    var levels = this.difficultyLevels;    if(!levels) return;    enableDifficultyMenu();    // read current level from prefs.  default to numLevls/2, which should generally end up being Medium    var currentLevel;    try {      currentLevel = gPrefs.getIntPref(this.id+".difficulty-level");    } catch(e) {      currentLevel = Math.ceil(levels.length / 2);    }    this.difficultyLevel = currentLevel;    // add appropriate menu items    for(var i = 0; i < levels.length; i++) {      var mi = document.createElement("menuitem");      mi.setAttribute("label",gStrings["difficulty."+levels[i]]);      mi.setAttribute("value",i+1); // number from 1, to avoid js 0==false thing      mi.setAttribute("type","radio");      if(i+1==currentLevel) mi.setAttribute("checked","true");      menu.appendChild(mi);    }  },
meta: 3385	/local1/tlutelli/issta_data/temp/all_js/javascript/2006_temp/2006/3385/15f3df693ddf02fb9ee6a2662189220868368b23/cardgame.js/buggy/cardgame.js