Following are some code for explaining
$("#upperBound").on('input',function(){
console.log("1");
loadAndViewImagethresholding(imageId);
console.log("4");
});
function loadAndViewImagethresholding(imageId) {
_("thresholdingdicomImage").style.opacity = "0.3";
var elementthresh = $('#thresholdingdicomImage').get(0);
cornerstone.enable(elementthresh);
var imageIdpro="wadouri:"+"http://localhost:8888/dicomread/temp/"+loadfileName;
cornerstone.loadImage(imageId).then(function(image) {
cornerstone.loadImage(imageIdpro).then(function(imagepro) {
upper=_("upperBound").value;
lower=_("lowerBound").value;
for (var i = 0;i<image.getPixelData().length;i++) {
if(imagepro.getPixelData()[i]<lower||imagepro.getPixelData()[i]>upper)
{
imagepro.getPixelData()[i]=image.minPixelValue;
// console.log("imageproCopyaftercompare:"+imagepro.getPixelData()[436512]);
}
else{imagepro.getPixelData()[i]=image.maxPixelValue;
//console.log("imageproCopyaftercompare:"+imagepro.getPixelData()[436512]);
}
}
console.log("imageproCopyaftercompare:"+imagepro.getPixelData()[436512]);
var viewportthresh = cornerstone.getDefaultViewportForImage(elementthresh, imagepro);
console.log("2");
cornerstone.displayImage(elementthresh, imagepro);
});
});
}
So the basic idea is to use slideupperBound to change upper (lower) value to threshold image, but it seems nothing changed after I change slider. I make a console.log for 436512th pixel, It seems after give slider input that imagepro(which is a raw data array) has been changed, but next displayImage is not implemented.
Then I make a console.log("1 to 4") to see how that slider event implement, the result is 1,4,2,3 rather than 1,2,3,4 as I expect.
So my question is how does this slider implement? Will it implements 1,4 first then calling the function(loadAndViewImagethresholding(imageId);) inside?
If possible, give me some idea to fix that problem, any help appreciated.
BTW, cornerstone is the js I used.
Related
I am working on homework that involves working with javascript. Part of my homework assignment is to use the event handlers onmouseout and onmouseouver. What is supposed to happen when the user hovers over a specific div element, the font size grows by 25%, and when the user mouses out of the div element, the font size goes back to normal. My question is, is it possible to incorporate both an onmouseover function and an onmouseout function into one function? Somehow that is what my teacher wants us to do. I have this started so far.
function FontSize(x)
{
x.style.fonstSize = large;
}
I'm also thinking this isnt the correct code to make the font 25% larger, but I'm not sure how to really incorporate an onmouseout in this function.
As a teacher myself, I am 99% sure that by "one function" the instructor means one general-purpose function to change the font size, not one function which uses conditional statements to work backwards and figure out whether it should be doing onmouseout or onmouseover.
Your script should contain:
function resize(elem, percent) { elem.style.fontSize = percent; }
Your HTML should contain:
<div onmouseover="resize(this, '125%')" onmouseout="resize(this, '100%')"
Text within div..
</div>
Note: Situations such as here, are exactly why JavaScript has the keyword "this"--to save us from needing to use complicated document.getElementById() statements.
You can use "%" property for controlling font-size as described here with the following code.
document.getElementById("div1").onmouseover = function() {
document.getElementById("div1").style.fontSize = "125%"
};
document.getElementById("div1").onmouseout = function() {
document.getElementById("div1").style.fontSize = "100%";
};
Here is the working jsfiddle : http://jsfiddle.net/LxhdU/
Yes you can. Call the same function on both events, and pass a parameter to indicate whether the fontsize should increase or decrease.
ChangeFontSize = function(element, shouldIncreaseFontsize)
{
var small=14;
var large = small * 1.25;
if(shouldIncreaseFontsize) {
element.style.fontSize = large + "px";
}
else {
element.style.fontSize = small + "px";
}
}
http://jsfiddle.net/TMHbW/1/
I'd do something simple like the following. The large and small values can be whatever you need them to be for the font size to work or they can be variables you've defined in prior code.
Demo: http://jsfiddle.net/lucuma/EAbYn/
function doHover(e) {
if (e.type=='mouseover') {
this.style.fontSize = "large";
} else {
this.style.fontSize = "small";
}
}
var el = document.getElementById('myelement')
el.onmouseout =doHover;
el.onmouseover=doHover;
It is possible you do not need to call both the events on the element explicitly instead extension you create will do that.Extend the Element's prototype. Jquery also does similar to this.
Ref Prototype
See Fiddle:- http://jsfiddle.net/4fs7V/
Element.prototype.hover= function( fnOver, fnOut ) {
this.onmouseover=fnOver;
this.onmouseout=fnOut || fnOver;
return this;
};
document.getElementById('test').hover(function(){
//do your mouseover stuff
},
function(){
//do your mouseout stuff
});
Update
Same can be achieved with just one function too:-
Hover me
.largeFont {
font-size:125%;
}
Element.prototype.hover = function (fnOver, fnOut) {
this.onmouseover = fnOver;
this.onmouseout = fnOut || fnOver;
return this;
};
document.getElementById('test').hover(changeMe);
function changeMe()
{
if(this.hasAttribute('class'))
{
this.removeAttribute('class');
}
else
{
this.setAttribute('class', 'largeFont');
}
}
I have 30 images whose file names are the same, but ending with a number in a range of 1 to 30. Each image has a z-index from the same range, placing them on top of each other in the same div. Now, I want the image on top to go to the bottom, while I increment the other images' z-index by 1, consecutively, until the image with the id="image30" reaches a certain position, for the loop to stop. When I execute this code in Firefox I get a pop-up window requesting me to stop the script, but when I check the console for errors there are none.
function placeImage(x) {
var div = document.getElementById("div_picture_right");
div.innerHTML = ""; // clear images
for (counter=1;counter<=x;counter++) {
var image=document.createElement("img");
image.src="borboleta/Borboleta"+counter+".png";
image.width="195";
image.height="390";
image.alt="borboleta"+counter;
image.id="imagem"+counter;
image.style.position="absolute";
image.style.zIndex=counter;
div.appendChild(image);
}
};
var animaRight = function(x) {
var imageArray = [];
for (counter=0;counter<x-1;counter++) {
imageArray[counter] = document.getElementById("imagem"+counter+1);
}
setTimeout(function() {
for (var number in imageArray) {
if (imageArray[number].style.zIndex==number+1) {
imageArray[number].style.zIndex=imageArray.length-counter;
}
}
}, 1000/x);
};
window.onload = function() {
placeImage(30);
document.getElementById("div_picture_right").onclick=function() {animaRight(30)}
};
If you need more code to help analyze my problem, I'll gladly edit this. I'd appreciate examples where I can peek at the code for analysis, more than a solution I can copy paste. Directions are most welcome! Thanks in advance!
Your loop is checking on ultimateImagem. Maybe instead you mean to check on image? For example:
while (image.style.zIndex != x-1) {
...
}
Your while loop doesn't modify ultimaImagem, so checking on ultimaImagem.style.zIndex creates an infinite loop.
Also, as I said in the comments, you could just move the top image, no need to re-index the others. For example give imagem1 a z-index of 1001, imagem2 a z-index of 1002, etc. Then your code just becomes:
var ultimaImagem = document.getElementById("imagem"+x);
ultimateImagem.style.zIndex -= x;
I have been looking around and I cannot seem to figure out how to do this, although it seems like it would be very simple.(mobile development)
What I am trying to do is display a message (kind of like an alert, but not an alert, more like a dialog) while a calculation is being made. Simply like a Loading please wait. I want the message to appear and stay there while the calculation is being done and then be removed. I just cannot seem to find a proper way of doing this.
The submit button is pressed and first checks to make sure all the forms are filled out then it should show the message, it does the calculation, then hides the message.
Here is the Calculation function.
function scpdResults(form) {
//call all of the "choice" functions here
//otherwise, when the page is refreshed, the pulldown might not match the variable
//this shouldn't be a problem, but this is the defensive way to code it
choiceVoltage(form);
choiceMotorRatingVal(form);
getMotorRatingType();
getProduct();
getConnection();
getDisconnect();
getDisclaimer();
getMotorType();
//restore these fields to their default values every time submit is clicked
//this puts the results table into a known state
//it is also used in error checking in the populateResults function
document.getElementById('results').innerHTML = "Results:";
document.getElementById('fuse_cb_sel').innerHTML = "Fuse/CB 1:";
document.getElementById('fuse_cb_sel_2').innerHTML = "Fuse/CB 2:";
document.getElementById('fuse_cb_result').innerHTML = "(result1)";
document.getElementById('fuse_cb_res_2').innerHTML = "(result2)";
document.getElementById('sccr_2').innerHTML = "<b>Fault Rating:</b>";
document.getElementById('sccr_result').innerHTML = "(result)";
document.getElementById('sccr_result_2').innerHTML = "(result)";
document.getElementById('contactor_result').innerHTML = "(result)";
document.getElementById('controller_result').innerHTML = "(result)";
//Make sure something has been selected for each variable
if (product === "Choose an Option." || product === "") {
alert("You must select a value for every field. Select a Value for Product");
**************BLAH************
} else {
//valid entries, so jump to results table
document.location.href = '#results_a';
******This is where the message should start being displayed***********
document.getElementById('motor_result').innerHTML = motorRatingVal + " " + motorRatingType;
document.getElementById('voltage_res_2').innerHTML = voltage + " V";
document.getElementById('product_res_2').innerHTML = product;
document.getElementById('connection_res_2').innerHTML = connection;
document.getElementById('disconnect_res_2').innerHTML = disconnect;
if (BLAH) {
}
else {
}
populateResults();
document.getElementById('CalculatedResults').style.display = "block";
} //end massive else statement that ensures all fields have values
*****Close out of the Loading message********
} //scpd results
Thank you all for your time, it is greatly appreciated
It is a good idea to separate your display code from the calculation code. It should roughly look like this
displayDialog();
makeCalculation();
closeDialog();
If you are having trouble with any of those steps, please add it to your question.
Computers are fast. Really fast. Most modern computers can do several billion instructions per second. Therefore, I'm fairly certain you can rely on a a setTimeout function to fire around 1000ms to be sufficient to show a loading message.
if (product === "Choose an Option." || product === "") {
/* ... */
} else {
/* ... */
var loader = document.getElementById('loader');
loader.style.display = 'block';
window.setTimeout(function() {
loader.style.display = 'none';
document.getElementById('CalculatedResults').style.display = "block";
}, 1000);
}
<div id="loader" style="display: none;">Please wait while we calculate.</div>
You need to give the UI main thread a chance to render your message before starting your calculation.
This is often done like this:
showMessage();
setTimeout(function() {
doCalculation();
cleanUp()
}, 0);
Using the timer allows the code to fall through into the event loop, update the UI, and then start up the calculation.
You're already using a section to pop up a "results" page -- why not pop up a "calculating" page?
Really, there are 4,000,000 different ways of tackling this problem, but why not try writing a "displayCalculatingMessage" function and a "removeCalculatingMessage" function, if you don't want to get all object-oriented on such a simple thing.
function displayCalculatingMessage () {
var submit_button = getSubmitButton();
submit_button.disabled = true;
// optionally get all inputs and disable those, as well
// now, you can either do something like pop up another hidden div,
// that has the loading message in it...
// or you could do something like:
var loading_span = document.createElement("span");
loading_span.id = "loading-message";
loading_span.innerText = "working...";
submit_button.parentElement.replaceChild(loading_span, submit_button);
}
function removeCalculatingMessage () {
var submit_button = getSubmitButton(),
loading_span = document.getElementById("loading-message");
submit_button.disabled = false;
loading_span.parentElement.replaceChild(submit_button, loading_span);
// and then reenable any other disabled elements, et cetera.
// then bring up your results div...
// ...or bring up your results div and do this after
}
There are a billion ways of accomplishing this, it all comes down to how you want it to appear to the user -- WHAT you want to have happen.
I have been building my own carasol over the past few days.
My Jquery is based on tutorials on the web and also from help and advice from SO.
I am not a Jquery guru just an enthusiast and think my code is a little sloppy, hence the post.
here is a link to the working code: http://jsfiddle.net/JHqBA/2/ (updated link)
basically what happens is:
if someone hits the page with a # values in the url it will show the appropriate slide and example would be www.hello.com#two, this would slide to slide two
if someone clicks the numbers it will show the appropriate slide
next and prev also slide through the slides.
The question is, is there anything i could have wrote better as i know there is alot of duplicate code.
I understand its a big ask but it would help me learn a little more (i think my code is a little old school)
if anyone has any questions please feel free to ask and ill answer what it does or is supposed to do.
Sluap
--- Edit ----
I have made only one aniamtion function now which has got rid of alot of duplicate code.
I have yet to look into on function but will do soon.
I would like to know more about the create a new function, outside of the jQuery ready block as i cant get this working or quite understand how i can get it to work sorry
any more tips would be great ill carry on working on this project till i am happy with it.
also is there a better way to write:
if ($slideNumber == 1) {
$('#prev').attr("class", "not_active")
$('#next').attr("class", "active")
}
else if ($slideNumber == divSum) {
$('#next').attr("class", "not_active");
$('#prev').attr("class", "active");
}
else {
$('#prev').attr("class", "active")
$('#next').attr("class", "active")
};
Jquery full:
$(document).ready(function () {
//////////////////////////// INITAL SET UP /////////////////////////////////////////////
//Get size of images, how many there are, then determin the size of the image reel.
var divWidth = $(".window").width();
var divSum = $(".slide").size();
var divReelWidth = divWidth * divSum;
//Adjust the image reel to its new size
$(".image_reel").css({ 'width': divReelWidth });
//set the initial not active state
$('#prev').attr("class", "not_active");
//////////////////////////// SLIDER /////////////////////////////////////////////
//Paging + Slider Function
rotate = function () {
var triggerID = $slideNumber - 1; //Get number of times to slide
var image_reelPosition = triggerID * divWidth; //Determines the distance the image reel needs to slide
//sets the active on the next and prev
if ($slideNumber == 1) {
$('#prev').attr("class", "not_active")
$('#next').attr("class", "active")
}
else if ($slideNumber == divSum) {
$('#next').attr("class", "not_active");
$('#prev').attr("class", "active");
}
else {
$('#prev').attr("class", "active")
$('#next').attr("class", "active")
};
//Slider Animation
$(".image_reel").animate({
left: -image_reelPosition
}, 500);
};
//////////////////////////// SLIDER CALLS /////////////////////////////////////////////
//click on numbers
$(".paging a").click(function () {
$active = $(this); //Activate the clicked paging
$slideNumber = $active.attr("rel");
rotate(); //Trigger rotation immediately
return false; //Prevent browser jump to link anchor
});
//click on next button
$('#next').click(function () {
if (!$(".image_reel").is(':animated')) { //prevent clicking if animating
var left_indent = parseInt($('.image_reel').css('left')) - divWidth;
var slideNumberOn = (left_indent / divWidth);
var slideNumber = ((slideNumberOn * -1) + 1);
$slideNumber = slideNumber;
if ($slideNumber <= divSum) { //do not animate if on last slide
rotate(); //Trigger rotation immediately
};
return false; //Prevent browser jump to link anchor
}
});
//click on prev button
$('#prev').click(function () {
if (!$(".image_reel").is(':animated')) { //prevent clicking if animating
var left_indent = parseInt($('.image_reel').css('left')) - divWidth;
var slideNumberOn = (left_indent / divWidth);
var slideNumber = ((slideNumberOn * -1) - 1);
$slideNumber = slideNumber;
if ($slideNumber >= 1) { //do not animate if on first slide
rotate(); //Trigger rotation immediately
};
}
return false; //Prevent browser jump to link anchor
});
//URL eg:www.hello.com#one
var hash = window.location.hash;
var map = {
one: 1,
two: 2,
three: 3,
four: 4
};
var hashValue = map[hash.substring(1)];
//animate if hashValue is not null
if (hashValue != null) {
$slideNumber = hashValue;
rotate(); //Trigger rotation immediately
return false; //Prevent browser jump to link anchor
};
});
Question and answer has been moved over to https://codereview.stackexchange.com/questions/8634/jquery-carasol-build-finished-and-would-like-advice-on-best-practice-neateni/8635#8635
1) Separation of Concerns
Start by refactorring your code in to more granular functions.
You can read more about SoF at http://en.wikipedia.org/wiki/Separation_of_concerns
Update:
E.g. Instead of having your reel resizing code inline, put it in it's own function, like this:
function setImageReelWidth () {
//Get size of images, how many there are, then determin the size of the image reel.
var divWidth = $(".window").width();
var divSum = $(".slide").size();
var divReelWidth = divWidth * divSum;
//Adjust the image reel to its new size
$(".image_reel").css({ 'width': divReelWidth });
}
This achieves 2 things:
a. First, it groups a block of code that is logically cohesive, removing it from the main code which results in a much cleaner code habitat.
b. It effectively gives a label to the code block via the function name that is descriptive of what it does, and therefore makes understanding of the code much simpler.
Later, you can also encapsulate the whole thing in it's own "class" (function) and you can move it into it's own js file.
2) The jQuery "on" function
Use the "on" function to attach your click events, rather than the "click" function.
http://api.jquery.com/on/
This has the added advantage of also binding it to future elements matching your selector, even though they do not exist yet.
3) The ready function
// I like the more succinct:
$(handler)
// Instead of:
$(document).ready(handler)
But you might like the more obvious syntax.
Those are just a few things to start with.
-- Update 1 --
Ok, StackOverflow is not really suited to a refactoring work in progress, but we'll make do. I think you should keep your original code block in your question, so that future readers can see where it started and how it systematically improved.
I would like to know more about the create a new function, outside of
the jQuery ready block as i cant get this working or quite understand
how i can get it to work sorry
I am not familiar with jsfiddle.net, but it looks cool and helpful, but might also be a bit confusing if you don't know what is going on. I am not sure I do :), but I think that script editor window results in a .js file that is automatically referenced by the html file.
So here is an example of a function defined outside of the ready block, but referenced from within.
function testFunction () {
alert ('it works');
}
$(document).ready(function () {
testFunction();
// ... other code
});
This should pop up an alert box that says, "it works" when the page is loaded.
You can try it for yourself.
Then, once you got that working, you can refactor other logically cohesive blocks of code into their own functions. Later you can wrap them all up into their own javascript 'class'. But we'll get to that.
I want that when mouse is over an image, an event should be triggered ONCE, and it should be triggered again only after mouse is out of that image and back again, and also at least 2 seconds passed.
My current function is called continuously (refreshcash) if I leave the mouse over my image
<img src="images/reficon.png" onmouseover="refreshcash()" onmouseout="normalimg()" id="cashrefresh"/>
function refreshcash() {
$("#showname").load('./includes/do_name.inc.php');
$("#cashrefresh").attr("src","images/reficonani.gif");
}
function normalimg() {
$("#cashrefresh").attr("src","images/reficon.png");
}
code update
This code seems to have a bug,but the algorithm is kinda logical
<script type="text/javascript">
var canhover = 1;
var timeok = 1;
function redotimeok() {
timeok = 1;
}
//
function onmenter()
{
if (canhover == 1 && timeok == 1)
{
enter();
canhover = 0;
}
}
//
function onmleave()
{
leave();
canhover = 1;
setTimeout(redotimeok(), 2000);
leave();
}
//
$('#cashrefresh').hover(onmenter(),onmleave());
function enter(){
$("#showname").load('./includes/do_name.inc.php');
$("#cashrefresh").attr("src","images/reficonani.gif");
}
function leave(){
$("#cashrefresh").attr("src","images/reficon.png");
}
</script>
Try the hover:
$('#cashrefresh').hover(function(){
$("#showname").load('./includes/do_name.inc.php');
$("#cashrefresh").attr("src","images/reficonani.gif");
}, function(){
$("#cashrefresh").attr("src","images/reficon.png");
});
And your image should look like:
<img src="images/reficon.png" id="cashrefresh"/>
Update:
Modify your code like this:
var e = null;
var l = null;
$('#cashrefresh').hover(function(){
e = setTimeout(enter, 2000)
}, function(){
l = setTimeout(leave, 2000)
});
function enter(){
$("#showname").load('./includes/do_name.inc.php');
$("#cashrefresh").attr("src","images/reficonani.gif");
clearTimeout(e);
}
function leave(){
$("#cashrefresh").attr("src","images/reficon.png");
clearTimeout(l);
}
Do you have the images cached in some way? If you replace them by their src attribute without specifying width/height elsewhere (best would be CSS) or having them readily available then the hovered box (img element) will collapse into a smaller (or no) box until the image has been loaded far enough for the browser to know the correct dimensions of the image to resize the box (which may affect other elements being adjusted to the image). The exact effect depends on the browser but you may lose the hover state causing the call of your mouseout function.
I assume that both images are the same size, so if you didn't already, you could try adding the dimensions to your CSS for #cashrefresh and see if that fixes the problem.
For the delay I would recommend using the jQuery timers plugin (or a similar one) which eases handling of timers compared to doing it on your own. You would probably want to give your timers names and try to stop older ones before you add the next one.