Google Maps iFrame not loading when using javascript variables on "src" - javascript

I have an html file with javascript used to get the exif data out of an image, more specifically GPS latitude and longitude.
That data is the converted to a format readable by a Google Maps iFrame to then show where that photo was taken...
The problem I'm having at the moment is on the use of JavaScript variables that contain the values of the latitude and longitude on the "src" of the iFrame.
If I use the specific values on the source, the iFrame loads correctly on that specific location... but if I replace them with the variables that DO have the same exact values, nothing loads... the iFrame stays blank.
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>EXIF</title>
<style>
img{
width: 500px;
max-height: auto;
}
</style>
</head>
<body>
<img src="https://c1.staticflickr.com/5/4867/30883801817_bf122bc498_o.jpg" id="img1" />
<iframe id="mapa_google" src="" width="640" height="480"></iframe>
<h1>Latitude Exif</h1>
<p id="local_lat"></p>
<h1>Longitude Exif</h1>
<p id="local_lon"></p>
<h1>Latitude Final</h1>
<p id="local_lat_final"></p>
<h1>Longitude Final</h1>
<p id="local_lon_final"></p>
<script src="exif.js"></script>
<script>
var toDecimal = function (number) {
var d = Math.floor(number[0]);
var m = Math.floor(number[1]);
var s = ((number[1]%1)*60);
var dms= d+(m/60)+(s/3600);
return dms
};
window.onload=getExif;
function getExif() {
img1 = document.getElementById("img1");
EXIF.getData(img1, function() {
latitude = EXIF.getTag(this, "GPSLatitude");
longitude = EXIF.getTag(this, "GPSLongitude");
local_lat = document.getElementById("local_lat");
local_lon = document.getElementById("local_lon");
local_lat.innerHTML = `${latitude}`;
local_lon.innerHTML = `${longitude}`;
latitude_final = toDecimal(latitude);
local_lat_final = document.getElementById("local_lat_final");
local_lat_final.innerHTML = `${latitude_final}`;
longitude_final = toDecimal(longitude);
local_lon_final = document.getElementById("local_lon_final");
local_lon_final.innerHTML = `${longitude_final}`;
});
}
getExif();
document.getElementById("mapa_google").src = "https://www.google.com/maps/embed/v1/place?key=AIzaSyDQSbRMCIv1gDsT2qRsY8HvLyZP11hte_Y&q="+latitude_final+"+"+longitude_final;
/* IF I USE THE CODE BELOW WITH THE SPECIFIC LATITUDE AND LONGITUDE, THE iFrame works perfectly but id I use the one above, with the variables that contain those same values, nothing loads on that iFrame... it stays blank*/
document.getElementById("mapa_google").src = "https://www.google.com/maps/embed/v1/place?key=AIzaSyDQSbRMCIv1gDsT2qRsY8HvLyZP11hte_Y&q=41.38448666666667+2.1066883333333335";
</script>
</body>
</html>

The getExif() function is asynchronous. You need to use the results of the asynchronous load of the <img> inside the callback function, once the image has loaded.
function getExif() {
img1 = document.getElementById("img1");
EXIF.getData(img1, function() {
latitude = EXIF.getTag(this, "GPSLatitude");
longitude = EXIF.getTag(this, "GPSLongitude");
local_lat = document.getElementById("local_lat");
local_lon = document.getElementById("local_lon");
local_lat.innerHTML = `${latitude}`;
local_lon.innerHTML = `${longitude}`;
latitude_final = toDecimal(latitude);
local_lat_final = document.getElementById("local_lat_final");
local_lat_final.innerHTML = `${latitude_final}`;
longitude_final = toDecimal(longitude);
local_lon_final = document.getElementById("local_lon_final");
local_lon_final.innerHTML = `${longitude_final}`;
document.getElementById("mapa_google").src = "https://www.google.com/maps/embed/v1/place?key=AIzaSyDQSbRMCIv1gDsT2qRsY8HvLyZP11hte_Y&q=" + latitude_final + "+" + longitude_final;
});
proof of concept fiddle
code snippet:
img {
width: 500px;
max-height: auto;
}
<script src="https://cdn.jsdelivr.net/gh/exif-js/exif-js#2.3.0/exif.js"></script>
<img src="https://c1.staticflickr.com/5/4867/30883801817_bf122bc498_o.jpg" id="img1" onload="getExif();" />
<iframe id="mapa_google" src="" width="640" height="480"></iframe>
<h1>Latitude Exif</h1>
<p id="local_lat"></p>
<h1>Longitude Exif</h1>
<p id="local_lon"></p>
<h1>Latitude Final</h1>
<p id="local_lat_final"></p>
<h1>Longitude Final</h1>
<p id="local_lon_final"></p>
<script>
var toDecimal = function(number) {
var d = Math.floor(number[0]);
var m = Math.floor(number[1]);
var s = ((number[1] % 1) * 60);
var dms = d + (m / 60) + (s / 3600);
return dms
};
// window.onload = getExif;
function getExif() {
img1 = document.getElementById("img1");
EXIF.getData(img1, function() {
latitude = EXIF.getTag(this, "GPSLatitude");
longitude = EXIF.getTag(this, "GPSLongitude");
local_lat = document.getElementById("local_lat");
local_lon = document.getElementById("local_lon");
local_lat.innerHTML = `${latitude}`;
local_lon.innerHTML = `${longitude}`;
latitude_final = toDecimal(latitude);
local_lat_final = document.getElementById("local_lat_final");
local_lat_final.innerHTML = `${latitude_final}`;
longitude_final = toDecimal(longitude);
local_lon_final = document.getElementById("local_lon_final");
local_lon_final.innerHTML = `${longitude_final}`;
document.getElementById("mapa_google").src = "https://www.google.com/maps/embed/v1/place?key=AIzaSyDQSbRMCIv1gDsT2qRsY8HvLyZP11hte_Y&q=" + latitude_final + "+" + longitude_final;
});
}
// getExif();
</script>

Related

Changing the SpeechSynthesis voice not working

I have tried all the variations I can find on stackoverflow, but I can still not get the voice to change on SpeechSynthesis
Below is the standalone code that fills a dropdown with all the available voices and allows me to select which voice I want.
Unfortunately this code does not change the voice. Also, before changing the voice. msg.voice is null, even though it has been used to list all the available voices.
Can anyone tell me what is wrong with the code? (console.log(msg.voice); gives a null before being set)
<!doctype html>
<html>
<head>
<SCRIPT>
var msg = new SpeechSynthesisUtterance();
voices = window.speechSynthesis.getVoices();
var numberOfVoices=0;
function Main(){
voiceSelect=document.getElementById("voiceSelect");
setTimeout(getVoicesFunction,2000);
}
function getVoicesFunction(){
msg = new SpeechSynthesisUtterance("hello");
numberOfVoices=0;
speechSynthesis.getVoices().forEach(function(voice) {
var option = document.createElement('option');
option.text = option.value = voice.voiceURI;
voiceSelect.add(option, 0);
numberOfVoices=numberOfVoices+1;
});
voiceSelect.onchange = voiceChange;
}
function voiceChange(){
textToSpeech("this is the old voice");
var selectedOption = this[this.selectedIndex];
selectedVoice = selectedOption.text;
msg = new SpeechSynthesisUtterance();
voices = window.speechSynthesis.getVoices();
msg = new SpeechSynthesisUtterance();
console.log("before change msg.voice");
console.log(msg.voice);
for(i = 0; i < numberOfVoices ; i++) {
if(voices[i].voiceURI === selectedVoice) {
var temp="changing the voice number to "+i;
setTimeout(textToSpeech,2000,temp);
msg.voice = voices[i];
console.log(msg.voice);
var tempVoiceNumber=i;
};
}
setTimeout(textToSpeech,4000,"this is the new voice");
}
function textToSpeech(tspeech){
msg = new SpeechSynthesisUtterance();
msg.text = tspeech;
speechSynthesis.speak(msg);
console.log("speech "+tspeech);
}
</SCRIPT>
</head>
<body onload= "Main()" id= "mainb">
<div id="container">
<select name="Combobox1" size="1" id="voiceSelect">
</select>
</div>
</body>
</html>
IanR, I copied the code and it works for me. I cut out the pitch and rate controls and made the html simpler, but it's basically the same.
If it doesn't work for you are you getting any console errors?
var synth = window.speechSynthesis;
var inputForm = document.querySelector('form');
var inputTxt = document.querySelector('.txt');
var voiceSelect = document.querySelector('select');
/*var pitch = document.querySelector('#pitch');
var pitchValue = document.querySelector('.pitch-value');
var rate = document.querySelector('#rate');
var rateValue = document.querySelector('.rate-value');*/
var voices = [];
function populateVoiceList() {
voices = synth.getVoices();
for (i = 0; i < voices.length; i++) {
var option = document.createElement('option');
option.textContent = voices[i].name + ' (' + voices[i].lang + ')';
if (voices[i].default) {
option.textContent += ' -- DEFAULT';
}
option.setAttribute('data-lang', voices[i].lang);
option.setAttribute('data-name', voices[i].name);
voiceSelect.appendChild(option);
}
}
populateVoiceList();
if (speechSynthesis.onvoiceschanged !== undefined) {
speechSynthesis.onvoiceschanged = populateVoiceList;
}
inputForm.onsubmit = function(event) {
event.preventDefault();
var utterThis = new SpeechSynthesisUtterance(inputTxt.value);
var selectedOption = voiceSelect.selectedOptions[0].getAttribute('data-name');
for (i = 0; i < voices.length; i++) {
if (voices[i].name === selectedOption) {
utterThis.voice = voices[i];
}
}
//utterThis.pitch = pitch.value;
//utterThis.rate = rate.value;
synth.speak(utterThis);
inputTxt.blur();
}
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>61016951</title>
<script src="61016951.js" defer></script>
</head>
<body>
<div id="div">
<form>
<input type="text" class="txt">
<select></select>
<button type="submit">Play</button>
</form>
</div>
</body>
</html>
Stripping out all the extra bits in your code, here's how you'll need to handle the asynchronous loading on speechSynthesis.getVoices();
if (voiceLoaded()) {
speak();
} else {
speechSynthesis.addEventListener('voiceschanged', speak);
}
function speak() {
const utterance = new SpeechSynthesisUtterance('text');
utterance.voice = getFemaleVoice();
speechSynthesis.speak(utterance);
}
function getFemaleVoice() {
const voiceIndex = 4;
return speechSynthesis.getVoices()[voiceIndex];
}
function voiceLoaded() {
return speechSynthesis.getVoices().length;
}
If the voices array has loaded already then it'll speak the utterance, otherwise this code will add the event listener on the voiceschanged event which will fire once the browser loads the array of voices and then your callback to speak will run.

Webcam Image Update in Javascript

I am having major brain ache on this one. I have a webcam that i snap an image from every 5 seconds. I have read all of the comments and I can successfully display an image from the webcam but cannot get the image to update. I have read the similar posts and tried everything.
Am i missing something?
This is what I have:
<!doctype html>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=windows-1252">
<title>Webcam</title>
<script type="text/javascript">
var x = 0;
function init() {
window.onmessage = (event) => {
if (event.data) {
var ImageURL = document.getElementById("webcam1");
ImageURL.src = event.data;
Clear();
function Clear() {
document.getElementById("Load").style.display = "None";
document.getElementById("Test").innerHTML = "Clearing";
setInterval(UpdateImage, 20000);
function UpdateImage() {
x = x + 1;
var temp = ImageURL.src;
UpdatedImageURL.src = temp + "?=t" + new Date().getTime();
var UpdatedImageURL = document.getElementById("webcam1");
document.getElementById("Test").innerHTML =
"Updating .... " + x;
}
}
}
}
}
</script>
</head>
<body onload="init();">
<p id="Load">Loading ....</p>
<p id="Test">Starting ....</p>
<img id="webcam1" alt=" " width="700" height="450" />
</body>
</html>

How do I add an image to an if statement in Javascript?

I'm new at JavaScript to be patient with me. I'm trying to get this little "game" to work where you drag cards in the drop box, and when you drop the joker card in it says "victory", otherwise it says "betrayal" for the other cards. Everything works great except the part where it says "victory" when you drop the joker. I feel like I have tried everything. The joker card is $(#black_joker)
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Drag and Drop</title>
<link rel="stylesheet" href="dragdrop.css">
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.4.1/jquery.min.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jqueryui/1.12.1/jquery-ui.min.js"></script>
</head>
<body>
<h1>Find the Joker and eliminate him!</h1>
<br>
<input type="button" value="Deal!" id="dealDeck">
<br>
<br>
<br>
<br>
<br>
<div id='dropZone' class='dropZone'> <center>Find the joker card and drop it here to get rid of him once and for all! </center></div>
<script src="dragdrop.js"></script>
</body>
</html>
// JAVASCRIPT
$(document).ready(function () {
$(init);
function init() {
$('.dropZone').droppable({
drop: handleDropEvent
});
}
for (var a=0, all = 53; a < all; a++){
$('#dealDeck').click(function () {
dealCard(randomCard());
});
}
var cardsInDeck = new Array();
var numberOfCardsInDeck = 53;
cardsInDeck[0] = "C1";
cardsInDeck[1] = "C2";
cardsInDeck[2] = "C3";
cardsInDeck[3] = "C4";
cardsInDeck[4] = "C5";
cardsInDeck[5] = "C6";
cardsInDeck[6] = "C7";
cardsInDeck[7] = "C8";
cardsInDeck[8] = "C9";
cardsInDeck[9] = "C10";
cardsInDeck[10] = "C11";
cardsInDeck[11] = "C12";
cardsInDeck[12] = "C13";
cardsInDeck[13] = "D1";
cardsInDeck[14] = "D2";
cardsInDeck[15] = "D3";
cardsInDeck[16] = "D4";
cardsInDeck[17] = "D5";
cardsInDeck[18] = "D6";
cardsInDeck[19] = "D7";
cardsInDeck[20] = "D8";
cardsInDeck[21] = "D9";
cardsInDeck[22] = "D10";
cardsInDeck[23] = "D11";
cardsInDeck[24] = "D12";
cardsInDeck[25] = "D13";
cardsInDeck[26] = "H1";
cardsInDeck[27] = "H2";
cardsInDeck[28] = "H3";
cardsInDeck[29] = "H4";
cardsInDeck[30] = "H5";
cardsInDeck[31] = "H6";
cardsInDeck[32] = "H7";
cardsInDeck[33] = "H8";
cardsInDeck[34] = "H9";
cardsInDeck[35] = "H10";
cardsInDeck[36] = "H11";
cardsInDeck[37] = "H12";
cardsInDeck[38] = "H13";
cardsInDeck[39] = "S1";
cardsInDeck[40] = "S2";
cardsInDeck[41] = "S3";
cardsInDeck[42] = "S4";
cardsInDeck[43] = "S5";
cardsInDeck[44] = "S6";
cardsInDeck[45] = "S7";
cardsInDeck[46] = "S8";
cardsInDeck[47] = "S9";
cardsInDeck[48] = "S10";
cardsInDeck[49] = "S11";
cardsInDeck[50] = "S12";
cardsInDeck[51] = "S13";
cardsInDeck[52] = "black_joker";
function dealCard(i) {
if (numberOfCardsInDeck == 0) return false;
var img = document.createElement("img");
img.src = "http://deetito.com/images/" + cardsInDeck[i] + ".png";
img.id = cardsInDeck[i];
img.width = 100;
img.height = 125;
document.body.appendChild(img);
$('#C1').draggable();
$('#C2').draggable();
$('#C3').draggable();
$('#C4').draggable();
$('#C5').draggable();
$('#C6').draggable();
$('#C7').draggable();
$('#C8').draggable();
$('#C9').draggable();
$('#C10').draggable();
$('#C11').draggable();
$('#C12').draggable();
$('#C13').draggable();
$('#D1').draggable();
$('#D2').draggable();
$('#D3').draggable();
$('#D4').draggable();
$('#D5').draggable();
$('#D6').draggable();
$('#D7').draggable();
$('#D8').draggable();
$('#D9').draggable();
$('#D10').draggable();
$('#D11').draggable();
$('#D12').draggable();
$('#D13').draggable();
$('#H1').draggable();
$('#H2').draggable();
$('#H3').draggable();
$('#H4').draggable();
$('#H5').draggable();
$('#H6').draggable();
$('#H7').draggable();
$('#H8').draggable();
$('#H9').draggable();
$('#H10').draggable();
$('#H11').draggable();
$('#H12').draggable();
$('#H13').draggable();
$('#S1').draggable();
$('#S2').draggable();
$('#S3').draggable();
$('#S4').draggable();
$('#S5').draggable();
$('#S6').draggable();
$('#S7').draggable();
$('#S8').draggable();
$('#S9').draggable();
$('#S10').draggable();
$('#S11').draggable();
$('#S12').draggable();
$('#S13').draggable();
$('#black_joker').draggable();
removeCard(i);
}
function randomCard() {
return Math.floor(Math.random() * numberOfCardsInDeck);
}
function handleDropEvent(event, ui) {
var card = ui.draggable;
if (card == 'black_joker') {
$('#dropZone').html('victory!');}
else {
$('#dropZone').html('betrayal!');}
/*$('#dropZone').droppable({
drop: function(event, ui) {
ui.draggable.remove();
}
});*/
$("#dropZone").on('mouseover', function() {
//alert('bye draggable!');
//ui.draggable.draggable('disable');
//$(this).droppable('disable');
ui.draggable.remove();
})
}
function removeCard(c) {
// simply make every higher numbered card move down 1
for (j = c; j <= numberOfCardsInDeck - 2; j++) {
cardsInDeck[j] = cardsInDeck[j + 1];
}
numberOfCardsInDeck--;
}
});
I believe you are comparing object with string.
ui.draggable should be jQuery object
let card = ui.draggable.attr("id");
compare it with your id or other attribute you wanted to use should work

Array sort build in function

I was wondering what's wrong with my program. Am i having a syntax error or am i missing something in my build in array sort?. I'm pretty sure the problem lies within the "for" loop but i cant seem to find it. Some suggestion or help would be great.
<HTML>
<!Foundation Page for building our Javascript programs>
<HEAD>
<TITLE>The Foundation Page </TITLE>
<SCRIPT LANGUAGE = "JavaScript">
function leaderboard()
{
var temp1;
var temp2;
var temp3;
var temp4;
var temp5;
temp1 = 10
temp2 = 20
temp3 = 30
temp4 = 40
temp5 = 50
var leader = new Array(5);
leader[0] = temp1;
leader[1] = temp2;
leader[2] = temp3;
leader[3] = temp4;
leader[4] = temp5;
leader.sort(function(a,b){return b-a});
var myContent = '';
for (var d=0;d<5;d++)
{
myContent += "score: " + leader[d] + "<BR>";
}
document.getElementById("leaderboard").innerHTML = myContent;
}
</SCRIPT>
<HEAD>
<BODY>
<BODY BGCOLOUR = "WHITE">
<H2>The Foundation Page </H2>
<HR>
<SCRIPT LANGUAGE = "Javascript"> leaderboard() </SCRIPT>
</BODY>
</HTML>
You are trying to write the o/p to an element with id leaderboard which is not present in the page. Which is giving an error Uncaught TypeError: Cannot set property 'innerHTML' of null - it is not a syntax error.
So just create an element with the id leaderboard as shown below
<HTML>
<!Foundation Page for building our Javascript programs>
<HEAD>
<TITLE>The Foundation Page </TITLE>
<SCRIPT LANGUAGE = "JavaScript">
function leaderboard()
{
var temp1;
var temp2;
var temp3;
var temp4;
var temp5;
temp1 = 10
temp2 = 20
temp3 = 30
temp4 = 40
temp5 = 50
var leader = new Array(5);
leader[0] = temp1;
leader[1] = temp2;
leader[2] = temp3;
leader[3] = temp4;
leader[4] = temp5;
leader.sort(function(a,b){return b-a});
var myContent = '';
for (var d=0;d<5;d++)
{
myContent += "score: " + leader[d] + "<BR>";
}
document.getElementById("leaderboard").innerHTML = myContent;
}
</SCRIPT>
<HEAD>
<BODY>
<BODY BGCOLOUR = "WHITE">
<H2>The Foundation Page </H2>
<HR>
<div id="leaderboard"></div>
<SCRIPT LANGUAGE = "Javascript"> leaderboard() </SCRIPT>
</BODY>
</HTML>
Demo: Fiddle

Javascript 4-image slideshow w/ arrays & setTimeout

<script type=text/javascript>
var topLeftImages = ["op.jpg", "qa.jpg", "fl.jpg", "eatgr.jpg", "na.jpg", "ctcc.jpg", "na.jpg", "oacahu.jpg", "hc.jpg", "sup.jpg", "oa.jpg", "rffcc.jpg"];
var topRightImages = ["eatgr.jpg", "ulandscaping.jpg", "fp.jpg", "clf.jpg", "lss.jpg", "sup.jpg", "ulandlord.jpg", "lqbc.jpg", "lss.jpg", "lp.jpg", "ulandlord.jpg", "qa.jpg"];
var bottomLeftImages = ["poss.jpg", "un.jpg", "pocsik.jpg", "sep.jpg", "rms.jpg", "fp.jpg", "al.jpg", "un.jpg", "sep.jpg", "op.jpg", "al.jpg", "oacahu.jpg"];
var bottomRightImages = ["nup.jpg", "clf.jpg", "rffcc.jpg", "sla.jpg", "lqbc.jpg", "pocsik.jpg", "fp.jpg", "np.jpg", "lwtgr.jpg", "lqbc.jpg", "lcsik.jpg", "poss.jpg"];
for(var i = 0, l = topLeftImages.length; i < l; i++)
{
setTimeout(function()
{
document.getElementById('myimage1').src = "images\\" + "op.jpg";
document.getElementById('myimage2').src = "images\\" + topRightImages[i];
document.getElementById('myimage3').src = "images\\" + bottomLeftImages[i];
document.getElementById('myimage4').src = "images\\" + bottomRightImages[i];
}, 10000);
}
</script>
Associated HTML:
<img id="myimage1" src="http://www.hdwallpapers.in/walls/apple_sky_blue_aurora-wide.jpg" width="400" />
<img id="myimage2" src="http://www.hdwallpapers.in/walls/apple_sky_blue_aurora-wide.jpg" width="400" />
<img id="myimage3" src="http://www.hdwallpapers.in/walls/apple_sky_blue_aurora-wide.jpg" width="400" />
<img id="myimage4" src="http://www.hdwallpapers.in/walls/apple_sky_blue_aurora-wide.jpg" width="400" />
This code is meant to show four images, and every 10 seconds, switch all four images simultaneously, going through all of my images in my four arrays. The images are in the images/ directory above my HTML file that contains this code. For testing purposes, I changed myimage1 to change to op.jpg only. This works and correctly shows op.jpg. However, when querying the arrays, instead of the file names, I get undefined. That is problem number one.
Problem number two, when I change my for loop to a more normal looking one like:
for(var i = 0; i < l2; i++)
The script stops working entirely (doesn't show op.jpg and doesn't even try to change the images)... what the hell!
I'm using Firefox and Google Chrome for testing purposes.
I suggest something like that instead:
<script type=text/javascript>
$(document).ready(function () {
var topLeftImages = ["op.jpg", "qa.jpg", "fl.jpg", "eatgr.jpg", "na.jpg", "ctcc.jpg", "na.jpg", "oacahu.jpg", "hc.jpg", "sup.jpg", "oa.jpg", "rffcc.jpg"];
var topRightImages = ["eatgr.jpg", "ulandscaping.jpg", "fp.jpg", "clf.jpg", "lss.jpg", "sup.jpg", "ulandlord.jpg", "lqbc.jpg", "lss.jpg", "lp.jpg", "ulandlord.jpg", "qa.jpg"];
var bottomLeftImages = ["poss.jpg", "un.jpg", "pocsik.jpg", "sep.jpg", "rms.jpg", "fp.jpg", "al.jpg", "un.jpg", "sep.jpg", "op.jpg", "al.jpg", "oacahu.jpg"];
var bottomRightImages = ["nup.jpg", "clf.jpg", "rffcc.jpg", "sla.jpg", "lqbc.jpg", "pocsik.jpg", "fp.jpg", "np.jpg", "lwtgr.jpg", "lqbc.jpg", "lcsik.jpg", "poss.jpg"];
var i = 0;
var max = 12;
setInterval(function()
{
var index = i % max;
document.getElementById('myimage1').src = "images\\" + topLeftImages[index];
document.getElementById('myimage2').src = "images\\" + topRightImages[index];
document.getElementById('myimage3').src = "images\\" + bottomLeftImages[index];
document.getElementById('myimage4').src = "images\\" + bottomRightImages[index];
i++;
}, 10000);
});
</script>
jsFiddle with some example images http://jsfiddle.net/ApfJz/8/

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