This question already has answers here:
'console' is undefined error for Internet Explorer
(21 answers)
Closed 8 years ago.
Hi i found the problem in other stackoverflow questions , the problem is i have tried all solutions that should work, but i think im not understanding where and how to implement that fixes..
My problem is console.log in internet explorer throws an error as undefined. I search and found
Console undefined issue in IE8
Internet Explorer: "console is not defined" Error
I try to wrap the code inside the function using a condition like 'if(window.console) '
this dosent work i even try most of the recommended contitions no one work, try to insert the snnipet in the code so it worked, but it dont..
Im obviously not understanding how and where to put does fixes. Sorry for my ignorance. but im in a hurry, need to someone points at my stupidity
Thanks
var jcount = 0;
var scroll_count = 0;
var playflag=1;
var ajxcallimiter=0;
var hp_totalcount=parseInt($("#hp_totalcount").val());
if(hp_totalcount<5)
hp_totalcount=5;
function hlist_slider()
{
if($(".items img").eq(jcount).length != 0 && playflag==1){
firedstyle();
console.log(jcount);
$(".items img").eq(jcount).trigger("mouseover");
if(jcount % 5 === 0 && jcount!=0)
{
console.log('scroll');
api.next();
scroll_count++;
}
jcount++; // add to the counter
if(jcount>hp_totalcount)
{
if(playflag==1)
{
jcount = 0; //reset counter
while(scroll_count--)
{
api.prev();
}scroll_count=1;
}
}
}
else if(jcount<hp_totalcount && playflag==1)
{
playflag=0;homepagelist_nextclick();playflag=1;
}
else
{
if(playflag==1)
{
jcount = 0; //reset counter
while(scroll_count--)
{
api.prev();
}
scroll_count=1;
}
}
}
$(function() {
var root = $(".scrollable").scrollable({circular: false}).autoscroll({ autoplay: true });
hlist_slider();
setInterval(hlist_slider,10000);
// provide scrollable API for the action buttons
window.api = root.data("scrollable");
});
function firedstyle()
{
$(".items img").on("hover",function() {
// see if same thumb is being clicked
if ($(this).hasClass("active")) { return; }
// calclulate large image's URL based on the thumbnail URL (flickr specific)
var url = $(this).attr("src").replace("t_", "");
var tbtit = $(this).siblings('.tbtit').text();
var tbdesc = $(this).siblings('.tbdescp').text();
var tbtitgoto = $(this).attr("data");
// get handle to element that wraps the image and make it semi-transparent
var wrap = $("#image_wrap").stop(true, true).fadeTo("medium", 0.5);
// the large image from www.flickr.com
var img = new Image();
// call this function after it's loaded
img.onload = function() {
// make wrapper fully visible
wrap.fadeTo("fast", 1);
// change the image
wrap.find("img").attr("src", url);
wrap.find(".img-info h4").text(tbtit);
wrap.find(".img-info p").text( tbdesc);
wrap.find("a").attr("href", tbtitgoto);
};
// begin loading the image from www.flickr.com
img.src = url;
// activate item
$(".items img").removeClass("active");
$(this).addClass("active");
// when page loads simulate a "click" on the first image
}).filter(":first").trigger("mouseover");
}
function toggle(el){
if(el.className!="play")
{
playflag=0;
el.className="play";
el.src='images/play.png';
//api.pause();
}
else if(el.className=="play")
{
playflag=1;
el.className="pause";
el.src='images/pause.png';
// api.play();
}
return false;
}
function hp_nxtclick()
{
homepagelist_nextclick();
console.log('scroll');
if(api.next()){
scroll_count++;}
}
function homepagelist_nextclick()
{
var hp_totalcount=parseInt($("#hp_totalcount").val());
var hp_count=parseInt($("#hp_count").val());
if(hp_totalcount==0 || hp_count >=hp_totalcount)
return ;
if(ajxcallimiter==1)
return;
else
ajxcallimiter=1;
$.ajax(
{
type: "GET",
url: "<?php echo $makeurl."index/homepageslide/";?>"+hp_count,
success: function(msg)
{
hp_count=parseInt($("#hp_count").val())+parseInt(5);
$("#hp_count").val(hp_count);
$("#hp_list").append(msg);ajxcallimiter=0;
}
});
}
The problem is that the console (developer tool panel) needs to be active on page-load*.
Hit F12, reload your page, and you should get what you're looking for.
*Just to clarify: The developer panel needs to be open prior to window.console being called/tested. I'm assuming your code is being run on-load.
This should work:
if(!window.console || !window.console.log) window.console = {log: function(){}};
This way you will be able to use console.log without producing errors.
In my code, I put this snippet at the top - before any other javascript that might try to use the console loads:
if (window.console == null) {
window.console = {
log: function() {},
warn: function() {},
info: function() {},
error: function() {}
};
}
Or in coffeescript:
if not window.console?
window.console = {
log: () ->
warn: () ->
info: () ->
error: () ->
}
This provides a dummy console for browsers that don't include one.
Related
I am trying to get the file input preview working.
I have a jquery script which works fine when I call the function normally.
$('#images').on("change", previewImages);
This works.
But when I put the call to the same function differently like following
$('#images').on("change", function(){
previewImages();
});
This doesn't work.
I need to write an if else statement to call a different function on else.
Valid question
Reason: this happens because of this which refers to file element when you are using first approach but in case of second approach this is referring to window element in which it is called. So pass this to function and your question is solved.
$('#images').on("change", function(e) {
/* issue is with this */
previewImages(e, this);
});
var count = 0;
function previewImages(evt, cur) {
var $fileUpload = $("input#images[type='file']");
count = count + parseInt($fileUpload.get(0).files.length);
if (parseInt($fileUpload.get(0).files.length) > 7 || count > 6) {
alert("You can only upload a maximum of 6 files");
count = count - parseInt($fileUpload.get(0).files.length);
evt.preventDefault();
evt.stopPropagation();
return false;
}
$("#taskbar").css("height", "auto");
var $preview = $('#preview').empty();
if (cur.files) $.each(cur.files, readAndPreview);
function readAndPreview(i, file) {
// if (!/\.(jpe?g|png|gif|mp4)$/i.test(file.name)){
// return alert(file.name +" is not an image");
// }
var reader = new FileReader();
$('#preview img').addClass('img-responsive');
$(reader).on("load", function() {
$preview.append($("<img/>", {
src: this.result,
height: 100
}));
});
reader.readAsDataURL(file);
}
}
Create a prePreviewImages function, and use that in your first approach. Inside that function, use the if-statement and call previewImages() or your other function.
The following should do..
$('#images').change(function(e) {
if(e == "some condition"){ // if else goes here
previewImages();
}else {
SomeOtherFun();
}
});
Both ways seem to work for me on the JSFiddle. Are you sure it is not a
browser compatibility issue?
If not are you getting errors logged in the console under developer tools?
I am trying to create a function that will recursively try to reload an image until it either is successful, or a maximum amount of attempts is reached. I have created this function, but it doesn't work (is it due to the fact that the reference to the image has changed?):
function reload (image, URL, maxAttempts)
{
image.onerror = image.onabort = null;
if (maxAttempts > 0)
{
var newImg = new Image ();
newImg.src = URL;
newImg.onerror = image.onabort = reload (image, URL, maxAttempts - 1);
newImg.onload = function () {
newImg.onerror = newImg.onabort = null;
image = newImg;
}
}
else
{
alert ("Error loading image " + URL); /* DEBUG */
}
}
Which is used in the following manner:
var globalTestImage = new Image ();
reload (globalTestImage, "testIMG.jpg", 4);
Rather than it attempting to load "testIMG.jpg" four times, and waiting in between attempts, it instead tries to load it twice, and regardless of whether it was successful the second time around it will display the error message.
What am I doing there? More precisely, why is it acting the way it is, rather than retrying to load the image 4 times?
(function ($) {
var retries = 5; //<--retries
$( document).ready(function(){
$('img').one('error', function() {
var $image = $(this);
$image.attr('alt', 'Still didn\'t load');
if (typeof $image !== 'undefined') {
if (typeof $image.attr('src') !== 'undefined') {
$image.attr('src', retryToLoadImage($image));
}
}
});
});
function retryToLoadImage($img) {
var $newImg = $('<img>');
var $src = ($img.attr('src')) || '';
$newImg.attr('src', $src);
$newImg.one('error', function() {
window.setTimeout(function(){
if (retries > 0) {
retries--;
retryToLoadImage($newImg);
}
}, 1000); //<-retry interval
});
$newImg.one('load', function() {
return $newImg.attr('src');
});
}
})(jQuery);
Some code I wrote for the same case a while ago. Hope it helps you!
In the end I solve this issue in a simple (if inelegant) way:
try
{
canvas.getContext("2d").drawImage (testImage, 0, 0);
backgroundLoaded = true;
}
catch (err)
{
testImage = new Image ();
testImage.src = "placeholder.jpg";
}
The idea is that if an image failed to load, it will fail when rendering it on the canvas, producing an error. When such an error happens, we can create a new image and try again.
I am trying to click a 'next' button N number of times and grab the page source each time. I understand that I can run an arbitrary function on the remote website, so instead of click() I just use the remote function nextPage() How do I run the following, an arbitrary number of times:
var casper = require('casper').create();
casper.start('http://www.example.com', function() {
this.echo(this.getHTML());
this.echo('-------------------------');
var numTimes = 4, count = 2;
casper.repeat(numTimes, function() {
this.thenEvaluate(function() {
nextPage(++count);
});
this.then(function() {
this.echo(this.getHTML());
this.echo('-------------------------');
});
});
});
'i' here is an index I tried to use in a javascript for loop.
So tl;dr: I want lick 'next', print pages source, click 'next', print page source, click 'next'... continue that N number of times.
First, you can pass a value to the remote page context (i.e. to thenEvaluate function like this:
this.thenEvaluate(function(remoteCount) {
nextPage(remoteCount);
}, ++count);
However, Casper#repeat might not be a good function to use here as the loop would NOT wait for each page load and then capture the content.
You may rather devise a event based chaining.
The work-flow of the code would be:
Have a global variable (or at-least a variable accessible to the functions mentioned below) to store the count and the limit.
listen to the load.finished event and grab the HTML here and then call the next page.
A simplified code can be:
var casper = require('casper').create();
var limit = 5, count = 1;
casper.on('load.finished', function (status) {
if (status !== 'success') {
this.echo ("Failed to load page.");
}
else {
this.echo(this.getHTML());
this.echo('-------------------------');
}
if(++count > limit) {
this.echo ("Finished!");
}
else {
this.evaluate(function(remoteCount) {
nextPage(remoteCount);
// [Edit the line below was added later]
console.log(remoteCount);
return remoteCount;
}, count);
}
});
casper.start('http://www.example.com').run();
NOTE: If you pages with high load of JS processes etc. you may also want to add a wait before calling the nextPage :
this.wait(
1000, // in ms
function () {
this.evaluate(function(remoteCount) {
nextPage(remoteCount);
}, count);
}
);
[EDIT ADDED] The following event listeners will help you debug.
// help is tracing page's console.log
casper.on('remote.message', function(msg) {
console.log('[Remote Page] ' + msg);
});
// Print out all the error messages from the web page
casper.on("page.error", function(msg, trace) {
casper.echo("[Remote Page Error] " + msg, "ERROR");
casper.echo("[Remote Error trace] " + JSON.stringify(trace, undefined, 4));
});
You could try using Casper#repeat
This should do, for the most part, what you want:
var numTimes = 10, count = 1;
casper.repeat(numTimes, function() {
this.thenEvaluate(function(count) {
nextPage(count);
}, ++count);
this.then(function() {
this.echo(this.getHTML());
this.echo('-------------------------');
});
});
var global_page_links = [];
casper.then(function(){
for(var i=1; i<=5; i++){
// you just add all your links to array, and use it in casper.each()
global_page_links.push(YOUR_LINK);
}
this.each(global_page_links, function(self, link) {
if (link){
self.thenOpen(link, function() {
console.log("OPENED: "+this.getCurrentUrl());
// do here what you need, evaluate() etc.
});
}
});
});
This is answer to question, how to use for() in casperjs to launch several links
I have a simple throbber, that is automatically shown when an ajax request lasts longer than 3 seconds. This throbber consists mainly of an animated GIF-Image.
Now, I want to use the same throbber also for regular links, meaning that when I click a link and it takes the server more than 3 seconds to respond, the throbber is shown.
Unfortunately, it seems that firefox is unable to play the animation, while it is "reloading" the webpage. The javascript is called and fades the throbber correctly in, but is it not spinning.
How can I make firefox play the GIF-Animation while it is loading?
This is the function:
// Throbber manager
function Throbber() { }
Throbber.prototype = {
image : null,
requests : 0,
requestOpened : function(event) {
if (this.requests == 0) {
this.image.src = 'throbber.gif';
}
this.requests++;
},
requestLoaded : function(event) {
this.requests--;
if (this.requests == 0) {
this.image.src = 'throbber_stopped.gif';
}
},
clicked : function() {
request_manager.abortAll();
},
// Called on window load
attach : function() {
this.image = document.getElementById('throbber');
if (this.image && request_manager) {
request_manager.addEventListener('open', [this, this.requestOpened]);
request_manager.addEventListener('load', [this, this.requestLoaded]);
request_manager.addEventListener('abort', [this, this.requestLoaded]);
this.image.onclick = function() { Throbber.prototype.clicked.apply(throbber, arguments); };
}
}
}
var throbber = new Throbber();
window.addEventListener('load', function() { Throbber.prototype.attach.apply(throbber, arguments); }, false);
function SimpleDemo() { }
SimpleDemo.prototype = {
// The AjaxRequest object
request : null,
// Setup and send the request
run : function() {
this.request = request_manager.createAjaxRequest();
this.request.get = {
one : 1,
two : 2
};
this.request.addEventListener('load', [this, this.ran]);
this.request.open('GET', 'xml.php');
var req = requests[this.request.id];
return setTimeout(function() { req.send(); }, 5000);
},
// Triggered when the response returns
ran : function(event) {
alert(event.request.xhr.responseText);
}
}
If you use jQuery:
$("#throbber").show();
/* Your AJAX calls */
$("#throbber").hide();
Check to see when the DOM is ready before calling all your Ajax stuff.
using Prototype:
document.observe("dom:loaded", function() {
//your code
});
using jQuery:
$(document).ready(function() {
//your code
});
Or Refer this: http://plugins.jquery.com/project/throbber
I just tried my old code and found out that this issue does not exist anymore in Firefox 10.0.2
I'm trying to build a Javascript listener for a small page that uses AJAX to load content based on the anchor in the URL. Looking online, I found and modified a script that uses setInterval() to do this and so far it works fine. However, I have other jQuery elements in the $(document).ready() for special effects for the menus and content. If I use setInterval() no other jQuery effects work. I finagled a way to get it work by including the jQuery effects in the loop for setInterval() like so:
$(document).ready(function() {
var pageScripts = function() {
pageEffects();
pageURL();
}
window.setInterval(pageScripts, 500);
});
var currentAnchor = null;
function pageEffects() {
// Popup Menus
$(".bannerMenu").hover(function() {
$(this).find("ul.bannerSubmenu").slideDown(300).show;
}, function() {
$(this).find("ul.bannerSubmenu").slideUp(400);
});
$(".panel").hover(function() {
$(this).find(".panelContent").fadeIn(200);
}, function() {
$(this).find(".panelContent").fadeOut(300);
});
// REL Links Control
$("a[rel='_blank']").click(function() {
this.target = "_blank";
});
$("a[rel='share']").click(function(event) {
var share_url = $(this).attr("href");
window.open(share_url, "Share", "width=768, height=450");
event.preventDefault();
});
}
function pageURL() {
if (currentAnchor != document.location.hash) {
currentAnchor = document.location.hash;
if (!currentAnchor) {
query = "section=home";
} else {
var splits = currentAnchor.substring(1).split("&");
var section = splits[0];
delete splits[0];
var params = splits.join("&");
var query = "section=" + section + params;
}
$.get("loader.php", query, function(data) {
$("#load").fadeIn("fast");
$("#content").fadeOut(100).html(data).fadeIn(500);
$("#load").fadeOut("fast");
});
}
}
This works fine for a while but after a few minutes of the page being loaded, it drags to a near stop in IE and Firefox. I checked the FF Error Console and it comes back with an error "Too many Recursions." Chrome seems to not care and the page continues to run more or less normally despite the amount of time it's been open.
It would seem to me that the pageEffects() call is causing the issue with the recursion, however, any attempts to move it out of the loop breaks them and they cease to work as soon as setInterval makes it first loop.
Any help on this would be greatly appreciated!
I am guessing that the pageEffects need added to the pageURL content.
At the very least this should be more efficient and prevent duplicate handlers
$(document).ready(function() {
pageEffects($('body'));
(function(){
pageURL();
window.setTimeout(arguments.callee, 500);
})();
});
var currentAnchor = null;
function pageEffects(parent) {
// Popup Menus
parent.find(".bannerMenu").each(function() {
$(this).unbind('mouseenter mouseleave');
var proxy = {
subMenu: $(this).find("ul.bannerSubmenu"),
handlerIn: function() {
this.subMenu.slideDown(300).show();
},
handlerOut: function() {
this.subMenu.slideUp(400).hide();
}
};
$(this).hover(proxy.handlerIn, proxy.handlerOut);
});
parent.find(".panel").each(function() {
$(this).unbind('mouseenter mouseleave');
var proxy = {
content: panel.find(".panelContent"),
handlerIn: function() {
this.content.fadeIn(200).show();
},
handlerOut: function() {
this.content.slideUp(400).hide();
}
};
$(this).hover(proxy.handlerIn, proxy.handlerOut);
});
// REL Links Control
parent.find("a[rel='_blank']").each(function() {
$(this).target = "_blank";
});
parent.find("a[rel='share']").click(function(event) {
var share_url = $(this).attr("href");
window.open(share_url, "Share", "width=768, height=450");
event.preventDefault();
});
}
function pageURL() {
if (currentAnchor != document.location.hash) {
currentAnchor = document.location.hash;
if (!currentAnchor) {
query = "section=home";
} else {
var splits = currentAnchor.substring(1).split("&");
var section = splits[0];
delete splits[0];
var params = splits.join("&");
var query = "section=" + section + params;
}
var content = $("#content");
$.get("loader.php", query, function(data) {
$("#load").fadeIn("fast");
content.fadeOut(100).html(data).fadeIn(500);
$("#load").fadeOut("fast");
});
pageEffects(content);
}
}
Thanks for the suggestions. I tried a few of them and they still did not lead to the desirable effects. After some cautious testing, I found out what was happening. With jQuery (and presumably Javascript as a whole), whenever an AJAX callback is made, the elements brought in through the callback are not binded to what was originally binded in the document, they must be rebinded. You can either do this by recalling all the jQuery events on a successful callback or by using the .live() event in jQuery's library. I opted for .live() and it works like a charm now and no more recursive errors :D.
$(document).ready(function() {
// Popup Menus
$(".bannerMenu").live("hover", function(event) {
if (event.type == "mouseover") {
$(this).find("ul.bannerSubmenu").slideDown(300);
} else {
$(this).find("ul.bannerSubmenu").slideUp(400);
}
});
// Rollover Content
$(".panel").live("hover", function(event) {
if (event.type == "mouseover") {
$(this).find(".panelContent").fadeIn(200);
} else {
$(this).find(".panelContent").fadeOut(300);
}
});
// HREF Events
$("a[rel='_blank']").live("click", function(event) {
var target = $(this).attr("href");
window.open(target, "_blank");
event.preventDefault();
});
$("a[rel='share']").live("click", function(event) {
var share_url = $(this).attr("href");
window.open(share_url, "Share", "width=768, height=450");
event.preventDefault();
});
setInterval("checkAnchor()", 500);
});
var currentAnchor = null;
function checkAnchor() {
if (currentAnchor != document.location.hash) {
currentAnchor = document.location.hash;
if (!currentAnchor) {
query = "section=home";
} else {
var splits = currentAnchor.substring(1).split("&");
var section = splits[0];
delete splits[0];
var params = splits.join("&");
var query = "section=" + section + params;
}
$.get("loader.php", query, function(data) {
$("#load").fadeIn(200);
$("#content").fadeOut(200).html(data).fadeIn(200);
$("#load").fadeOut(200);
});
}
}
Anywho, the page works as intended even in IE (which I rarely check for compatibility). Hopefully, some other newb will learn from my mistakes :p.