Javascript order of execution: how to detect object creation - javascript

I want to instantiate a new MediaElementPlayer object. When it's successfully created, I want to pass the whole object on to another function (my_object.attachEvents). My code is as follows:
var options = {
success: function () {
//point 2
console.log("passing player object", local_player_instance);
my_main_object.attachEvents(local_player_instance);
}
}
//point 1
console.log('player inited', local_player_instance);
local_player_instance.video = new MediaElementPlayer('#video_player', options);
my_main_object.attachEvents = function(local_player_instance) {
local_player_instance.video.play()
}
In Firefox, the assignment at point one is executed before the line at point 2 calls the attach events method.
Im Chrome, point 2 is evaluate first, and as a result when the play method in the attach events function is called it doesn't exist.
My question is, how do I pass successfully pass the MediaElementPlayer to another function when it is created?

The best way to handle this in a cross browser way is
// here's where you'll store a global reference to the player
var globalMediaElement = null;
var options = {
success: function (domNode, mediaElement) {
globalMediaElement = mediaElement;
doStuff();
// you can also get the the player via jQuery here
$('#video_player').player
}
}
// create MediaElement
new MediaElementPlayer('#video_player', options);
function doStuff() {
globalMediaElement.play();
}

Related

How to use Callback functions in Class with JavaScript/jQuery

I have a class I am using for creating CRUD Objects for my site.
It stores the form and table paths for adding, listing, editing and deleting the data, as well as reloading your view with ajax after each edit.
Here is my class definitions:
class CRUDObj{
constructor(containerSel, links) {
this.links = links;
this.containerSel = containerSel;
this.formCallBack = function(){};
}
setActive(obj_id){
$.post(this.links.editURL+'?'+obj_id, {status:"active"}, this.reload);
}
reload(returnData){
this.formCallBack(returnData);
this.formCallBack = function(){};
if($(this.containerSel).length > 0){
ajaxLoad(this.links.listURL, $(this.containerSel));
}
}
}
A basic instance of initializing it:
var contactObj = new CRUDObj('#contacts', {
editURL: '/contact.edit.php',
listURL: '/contacts.list.php',
});
contactObj.formCallBack = function(){
console.log('Custom Reload Callback');
};
The problem appeared when I tried to add the callback, so that I could run a custom function during the refresh.
Running contactObj.setActive(); works properly, and my refresh function is called after the form submits, but when it hits my callback I get:
Uncaught TypeError: this.formCallBack is not a function
Calling it manually contactObj.refresh(); works smoothly.
How can I pass this callback function through better?
The problem is that you're passing method as function, so you loose this context. this will be window object or undefined (if using strict mode):
You need this:
var self = this;
lightboxForm(this.links.editURL+'?'+obj_id, function(x) { self.reload(x) });
or using ES6
lightboxForm(this.links.editURL+'?'+obj_id, x => this.reload(x));
or using bind to return function with given context:
lightboxForm(this.links.editURL+'?'+obj_id, this.reload.bind(this));

Call a method after a callback and an event

I have a module with four functions that call one after the other. I am trying to follow the Revealing Module Pattern. One of the functions is public, the remaining are private. It goes like this:
publicMethod is called from another module
queryNames is called from publicMethod
execute(parameters, callback?, errback?) is called from queryNames
addNamesList is called as the callback? argument of execute
Several dijit/form/CheckBox's are created and the method querySegments is triggered onChange
querySegments needs to call a method of an object created in publicMethod.
The problem is in step 6, I can't reach the object created in step 1.
I have tried to use dojo hitch to define the callback? argument in step 3, but I can't get it to work. I tried putting this in its first argument, but even then I can't reach the required scope to call addNamesList.
Here is some code to demonstrate this issue.
define([
'dojo/dom',
'dijit/form/CheckBox',
'esri/layers/ArcGISDynamicMapServiceLayer',
'esri/tasks/query',
'esri/tasks/QueryTask',
'dojo/_base/lang'
],
function (
dom,
CheckBox,
ArcGISDynamicMapServiceLayer,
Query, QueryTask,
lang
) {
// ***************
// private methods
// ***************
// fetch names and call addNamesList to put the list in place
var queryNames = function (map, mapLayer) {
// new QueryTask(url, options?)
var queryTask = new QueryTask("url")
var query = new Query()
// execute(parameters, callback?, errback?)
// this callback passes an argument called featureSet
queryTask.execute(query, lang.hitch(map, "addNamesList", mapLayer), function(error) {console.log(error)})
}
// callback function of queryNames
var addNamesList = function (mapLayer, featureSet) {
console.log('addOplist')
var namesCount = featureSet.features.length
for (var i = 0; i <namesCount; i++) {
// work
var cbox = new CheckBox({
id: "cbox_" + i,
value: featureSet.features[i].attributes["someID"],
checked: false,
onChange: function (evt) {
querySegments(this.value, mapLayer)
}
})
cbox.placeAt("someDiv" + i, "first")
}
}
// triggered by the checkbox event
var querySegments = function (name, mapLayer) {
// build the query
var queryStatement = "someID = " + name
var layerDefinitions = [queryStatement]
// call a method of mapLayer
mapLayer.setLayerDefinitions(layerDefinitions)
}
// **************
// public methods
// **************
var publicMethod = function (map) {
var mapLayer = new ArcGISDynamicMapServiceLayer('restURL')
map.addLayer(mapServiceLayer)
queryNames(map, mapLayer)
return mapLayer
}
return {
publicMethod: publicMethod
}
}
)
You can see a more detailed explanation and a working example on this other (and more broad) question that I have put on Code Review.
I am new to JavaScript and I guess I still have a lot of issues with scoping, closures and callbacks.
I will deeply appreciate any input, including how to improve this question.
Edit
With this current implementation (with dojo hitch), no error is thrown. The method addNamesList is not called (nor errback, which I also don't understand why). I think this is because addNamesList is not on map's (hitch first argument) namespace. I tried to put this instead, but it makes no difference.
Before I decided to use hitch, the code looked like this:
var queryNames = function (map, mapLayer) {
...
queryTask.execute(query, addNamesList)
}
var addNamesList = function (featureSet) {
...
...
...
querySegments(this.value, mapLayer)
}
but then I couldn't reach mapLayer inside the method triggered by the check box event. It would throw Uncaught ReferenceError: mapLayer is not defined. That is why I tried to use hitch.
Javascript is asynchronous, so pretty much data coming from db, http requests or whatever is returned via callbacks. Here's what happens in your code:
public method calls queryNames
queryNames call addNamesList of map asynchronously and returns nothing
public method takes back control, meanwhile some stuff is going on with the addNamesList
mapLayer is returned untouched while some stuff is still going on in the background
So, to avoid this, you should return data from public method via callback, so you pass callback as the second parameter to the public method, then to the querySegments. Then, in the success callback of query, when you finally get the result ready, you do:
callback(mapLayer);
So, everything you should do is to pass this callback as deep as needed to the place where you have your mapLayer ready (so you've done with it everything you wanted), and then do a callback(mapLayer);.
This and this would probably explain better.
Best regards, Alexander

Playing audio files from object array in js/jquery

I'm working on making an object to wrap controls around instances of html5 audio elements. For testing, I've made an object like this (simplified for readability)..
function AudioObject(audio) {
var innerAudio = audio;
this.Play = function () {
innerAudio.play()
}
}
And I have an array holding instances of this AudioObject.
var AudioObjects = [];
Then, when creating new AudioObjects, I add them to the array. I have a function that plays the AudioObjects with delays so they play in sequence. Something like this:
var audioObj = new AudioObject(audio);
AudioObjects.push(audioObj);
....
....
var delay = 0;
$.each(AudioObjects, function(iterator, obj) {
setTimeout(obj.Play, delay);
delay = delay + 3000;
}
When there is just one audio file, it plays correctly, but once I add more AudioObjects, each one in the array has their innerAudio variable set to the latest created Audio element. I can play each one individually from the html. I've debugged on creation and I can see it's setting the right audio, but after being pushed to the array, the objects in the array all get switched to the latest innerAudio.
Am I not instantiating my objects correctly? I've made this jsfiddle to experiment with alerting text, and it doesn't seem to have the issues I'm experiencing.
Update: I think I found my issue. This is how I thought you write a "public" and a "private" function inside of an object.
function Thing(test) {
var thingTest = test;
// Public function
this.PublicTest = function () {
setTimeout(Test, 1000);
}
// Private function
PrivateTest = function () {
alert(thingTest);
}
}
This is essentially how my code was structured, but the "private" function has a different scope than the public one. I double-checked my array, and it was actually saving the right audioObject with the correct audio source, but when running the function that calls the "private" function, it calls the wrong audio file.
I've updated the jsfiddle to show what's happening. I thought it would alert "test1" then "test2" but it alerts "test2" twice.
Update 2: For the record, changing the private function to this fixed the problem:
function Play() { // <<< That's all I had to change!
innerAudio.play()
}
Do you create unique aduio object for each audio wrapper?
var audio = new Audio();
audio.src = 'src';
var audioObj = new AudioObject(audio);
AudioObjects.push(audioObj);

Understanding better Javascript OOP architecture [duplicate]

This question already has answers here:
JavaScript: Class.method vs. Class.prototype.method
(5 answers)
Closed 9 years ago.
As i read through some examples of Angularjs' UI add-on, i've stumbled over some code that showed me that my knowdledge of Javascript is quite improvable:
The following is a class inside of an Angular provider:
function Dialog(opts) {
var self = this, options = this.options = angular.extend({}, defaults, globalOptions, opts);
this._open = false;
this.backdropEl = createElement(options.backdropClass);
if(options.backdropFade){
// ...
}
this.handleLocationChange = function() {
self.close();
};
// more functions
}
Pretty straightforward. But outside of that class, there are prototype functions, e.g the above invoked close()
Dialog.prototype.open = function(templateUrl, controller){
var self = this, options = this.options;
// .. some code
};
Now i do not understand why that function is declared as a prototype, but handleLocationChange inside the class itself.
How do i decide which method to choose?
The full gist can be found here
Consider these 2 cases:
Dialog.prototype.open = function...
Dialog.open = function....
First case - every object created by calling new Dialog() will have this open function
Second case has nothing to do with dialog objects, consider it as static function.
EDIT
found a great answer here : javascript-class-method-vs-class-prototype-method
function open will be shared by all objects create using new Dialog().. and handleLocationChange will be different for different objects.
I think handleLocationChange is called from event triggering object that registers listeners but doesn't register the this context so when it's triggered you can't use this as it refers to handleLocationChange. To overcome this they have chosen to set a closure reference to this (=the self variable) and call other instance functions using self. Basically it's storing a value known at creation but not known when handleLocationChange is executing.
Here is some code showing the problem:
var eventSystem={
events:{},
add:function(eventname,fnCallback){
if(!this.events[eventname]){
this.events[eventname]=[];
}
this.events[eventname].push(fnCallback);
},
trigger:function(eventname){
if(!this.events[eventname]){
return;
}
var i=0;
for(i=0;i<this.events[eventname].length;i++){
this.events[eventname][i]();
}
}
};
var person=function(name){
this.name=name;
};
person.prototype.sayName=function(){
console.log("this is now:",this.toString());
// logs this is now: function (){ console.log("this is now:...
// so this is now the sayName function not the person instance
console.log(this.name);//undefined: sayName doesn't have a name property
}
var jon=new person("jon");
eventSystem.add("sayname",jon.sayName);//add event and listener function
eventSystem.trigger("sayname");//trigger the event
Here is how it's solved setting a closure reference
var eventSystem={
events:{},
add:function(eventname,fnCallback){
if(!this.events[eventname]){
this.events[eventname]=[];
}
this.events[eventname].push(fnCallback);
},
trigger:function(eventname){
if(!this.events[eventname]){
return;
}
var i=0;
for(i=0;i<this.events[eventname].length;i++){
this.events[eventname][i]();
}
}
};
var person=function(name){
var self=this;// set closure ref to this
this.name=name;
this.sayName=function(){
console.log(self.name);//use closure ref to get this
// logs jon
}
};
var jon=new person("jon");
eventSystem.add("sayname",jon.sayName);//add event and listener function
eventSystem.trigger("sayname");//trigger the event
Here is a fix to the event system to take care of the this context:
var eventSystem={
events:{},
add:function(eventname,fnCallback,thisRef){
if(!this.events[eventname]){
this.events[eventname]=[];
}
this.events[eventname].push({
"callback":fnCallback,//store the event handler
"thisRef":thisRef//store the this context
});
},
trigger:function(eventname){
if(!this.events[eventname]){
return;
}
var i=0;
for(i=0;i<this.events[eventname].length;i++){
this.events[eventname][i].callback.call(
this.events[eventname][i].thisRef);
}
}
};
var person=function(name){
this.name=name;
};
person.prototype.sayName=function(){
console.log("this is now:",this);//referring to person instance
// with the name jon
console.log(this.name);//logs jon
console.log(this instanceof person);//true
}
var jon=new person("jon");
eventSystem.add("sayname",jon.sayName,jon);//add extra parameter for this ref
eventSystem.trigger("sayname");//trigger the event
The pattern used above is not an event system (think it's pulisher subscriber) as an event usually get triggered on or invoked from an object (button, input, dialog) but in case of a more event system like implementation it would be easy to get the correct this context since you trigger the event on or from an instance (like myButton or myDialog).
See following code for event system like implementation:
var eventSystem={
add:function(eventname,fnCallback){
if(!this.events[eventname]){
this.events[eventname]=[];
}
this.events[eventname].push(fnCallback);
},
//change in trigger as it's passing the event object now
trigger:function(event){
if(!this.events[event.type]){
return;
}
var i=0;
for(i=0;i<this.events[event.type].length;i++){
this.events[event.type][i](event);
}
},
initES:function(){//set the instance variables needed
this.events=this.events||{};
}
};
function addProtos(o,protos){
for(item in protos){
o.prototype[item]=protos[item];
}
}
var person=function(name){
this.name=name;
this.initES();//needed to initialeze eventsystem
};
// make person capable of storing event handlers
// and triggering them
addProtos(person,eventSystem);
person.prototype.askQuestion=function(){
//asking a question will trigger an "answer" event
this.trigger({type:"answer",target:this});
}
// handler for when jon will fire an answer event
function answerHandler(event){
console.log("answer from:",event.target);
console.log("name of the person:",event.target.name);
}
var jon=new person("jon");
jon.add("answer",answerHandler);//add event listener
jon.askQuestion();//triggers the answer event from within jon
jon.trigger({type:"answer",target:jon});//trigger the event externally
Not sure why Angular choose to "break" prototype by using closures as the examples show there are other alternatives. Maybe someone can explain that who is more familiar with Angular.

"this" doesn't work when binding functions to events inside a Javascript class

First off, I know I can copy "this" on instantiation, but that doesn't work here.
Basically I'm writing something to track people interacting with Youtube videos.
I got this working fine for one video at a time. But I want it to work on pages with multiple Youtube videos as well, so I converted the code to a class so I can create a new instance of it for each video on the page.
The problem is when trying to bind to the Youtube event listener for state changes. For "non-class" code, it looks like this:
var o = document.getElementById( id );
o.addEventListener("onStateChange", "onPlayerStateChange" );
(onPlayerStateChange being the function I wrote to track state changes in the video)
(I'm also aware that addEventListener won't work with MSIE but I'm not worrying about that yet)
But when I'm inside a class, I have to use "this" to refer to another function in that class. Here's what the code looks like:
this.o = document.getElementById( id );
this.o.addEventListener("onStateChange", "this.onPlayerStateChange" );
When it's written like this, this.onPlayerStateChange is never called. I've tried copying "this" into another variable, e.g. "me", but that doesn't work either. The onPlayerStateChange function is defined within the "this" scope before I do this:
var me = this;
this.o = document.getElementById( id );
this.o.addEventListener("onStateChange", "me.onPlayerStateChange" );
Any insights?
Looking through other similar questions here, all of them are using jQuery, and I think doing it that way might work if I did it that way. But I don't want to use jQuery, because this is going to be deployed on random third party sites. I love jQuery but I don't want it to be a requirement to use this.
You need a global way to access the onPlayerStateChange method of your object. When you assign me as var me = this;, the variable me is only valid inside the object method where it is created. However, the Youtube player API requires a function that is accessible globally, since the actual call is coming from Flash and it has no direct reference to your JavaScript function.
I found a very helpful blog post by James Coglan in which he discussed a nice way to communicate with the Youtube's JavaScript API and manage events for multiple videos.
I have released a JavaScript wrapper library using his ideas at http://github.com/AnuragMishra/YoutubePlayer. Feel free to checkout the code. The underlying idea is simple - store all instances of the player object on the constructor. For example:
function Player(id) {
// id of the placeholder div that gets replaced
// the <object> element in which the flash video resides will
// replace the placeholder div and take over its id
this.id = id;
Player.instances.push(this);
}
Player.instances = [];
When passing a string as a callback, use a string of the form:
"Player.dispatchEvent('playerId')"
When the flash player evals this string, it should return a function. That function is the callback that will ultimately receive the playback event id.
Player.dispatchEvent = function(id) {
var player = ..; // search player object using id in "instances"
return function(eventId) { // this is the callback that Flash talks to
player.notify(eventId);
};
};
When the flash player has loaded the video, the global onYoutubePlayerReady function is called. Inside that method, setup the event handlers for listening to playback events.
function onYouTubePlayerReady(id) {
var player = ..; // find player in "instances"
// replace <id> with player.id
var callback = "YoutubePlayer.dispatchEvent({id})";
callback = callback.replace("{id}", player.id);
player.addEventListener('onStateChange', callback);
}
See a working example here..
You can use a technique called currying to achieve this. For that you need a currying function. Here's one I wrote some time back
/**
* Changes the scope of function "fn" to the "scope" parameter specified or
* if not, defaults to window scope. The scope of the function determines what
* "this" inside "fn" evaluates to, inside the function "fn". Any additional arguments
* specified in this are passed to the underlying "curried" function. If the underlying
* function is already passed some arguments, the optional arguments are appended
* to the argument array of the underlying function. To explain this lets take
* the example below:
*
* You can pass any number of arguments that are passed to the underlying (curried)
* function
* #param {Function} fn The function to curry
* #param {Object} scope The scope to be set inside the curried function, if
* not specified, defaults to window
* #param arguments {...} Any other optional arguments ot be passed to the curried function
*
*/
var curry = function(fn, scope /*, arguments */) {
scope = scope || window;
var actualArgs = arguments;
return function() {
var args = [];
for(var j = 0; j < arguments.length; j++) {
args.push(arguments[j]);
}
for(var i = 2; i < actualArgs.length; i++) {
args.push(actualArgs[i]);
}
return fn.apply(scope, args);
};
};
You can use it to curry other functions and maintain the 'this' scope inside the functions.
Check out this article on currying
this.o.addEventListener("onStateChange", curry(onPlayerStateChange, this));
Edit:
var curriedFunc = curry(onPlayerStateChange, this);
this.o.addEventListener("onStateChange", "curriedFunc");
Edit:
Okay lets say this is your custom class you create:
function MyCustomClass() {
var privateVar = "x"; // some variables;
this.onPlayerStateChange = function() { //instance method on your custom class
// do something important
}
}
On a global level you create an instance of MyCustomClass
var myCustom = new MyCustomClass(); // create a new instance of your custom class
var curriedFunc = curry(myCustom.onplayerStageChange, myCustom); // curry its onplayerstateChange
// now add it to your event handler
o.addEventListener("onStateChange", "curriedFunc");
You should be using the following to attach an event:
this.o.addEventListener("statechange", this.onPlayerStateChange);
For addEventListener, you don't need to add the on prefix.
What I posted above is correct for standard javascript, but because this passes it to the YT flash object, it's expecting onStateChange which is correct.
HTH
EDIT: Try the method in this post to help.
TheCloudlessSky was partly right and Sean was partly right. You can continue to use "onStateChange" as the event name, but don't put this.onPlayerStateChange in quotations - doing so removes the special meaning of this and javascript will look for a function named "this.onPlayerStateChange" rather than looking for a function "onPlayerStateChange" within this object.
this.o.addEventListener("onStateChange", this.onPlayerStateChange);
After looking at the Youtube Api, it looks like the addEventListener only accepts a String for the event handler function. That means there's no clean way to register a unique event handler for each object.
An alternative is to register a global handler for all youtube state changes, and then let that handler pass the state change onto all your objects. Assuming you have an array of "tracker" objects:
function globalOnPlayerStateChange() {
for (tracker in myTrackerObjects) {
tracker.playerStateChange();
}
}
Each tracker object can then figure out by itself whether or not a state change actually occured (using the API's getPlayerState function):
function MyYoutubeTracker() {
this.currentState = ...
// Determine if state changed happened or not
this.playerStateChange = function() {
var newState = this.o.getPlayerState();
if (newState != this.currentState) {
// State has changed
this.currentState = newState;
}
}
// Register global event handler for this youtube object
this.o.addEventListener("onStateChange", "globalOnPlayerStateChange");
}
Ok, I got this all working. It's a bit of an ugly hack but it works. Basically I'm storing each new instance of the class in an array, and I'm passing the array key (1, 2, etc) into the class, so it can refer to itself externally as needed in a few key places.
The places I need the class to refer to itself externally are the string I pass to addEventListener, and within a few setTimeout functions, where "this" apparently loses its context (as far as I can tell anyways, because the only way I could them working was changing "this" to use external references instead.
Here's the full code.
On the page that has Youtube videos, they are injected using swfobject. The _ytmeta object stores the titles for each video. It's optional, but it's the only way to log the title of a video, because Youtube's API does not give it to you. This means you have to know the title up front, but the point is simply that if you want the title to show up in our reports, you have to create this object:
<div id='yt1'></div>
<script src='youtube.js'></script>
<script src='swfobject.js'></script>
<script>
var _ytmeta = {}
_ytmeta.yt1 = { 'title': 'Moonwalking in Walmart' };
var params = { allowScriptAccess: "always" };
swfobject.embedSWF("http://www.youtube.com/v/gE1ZvCnwkYk?enablejsapi=1&playerapiid=yt1", "yt1", "425", "356", "8", null, null, params );
</script>
So we're including the swfobject javascript code, as well as the youtube.js file, which will be hosted on our server and included on the pages you want to track videos.
Here are the contents of youtube.js:
// we're storing each youtube object (video) in an array, and passing the array key into the class, so the class instance can refer to itself externally
// this is necessary for two reasons
// first, the event listener function we pass to Youtube has to be globally accessible, so passing "this.blah" doesn't work
// it has to be passed as a string also, so putting "this" in quotes makes it lose its special meaning
// second, when we create timeout functions, the meaning of "this" inside that function loses its scope, so we have to refer to the class externally from there too.
// _yt is the global youtube array that stores each youtube object. yti is the array key, incremented automatically for each new object created
var _yt = [], _yti = 0;
// this is the function the youtube player calls once it's loaded.
// each time it's called, it creates a new object in the global array, and passes the array key into the class so the class can refer to itself externally
function onYouTubePlayerReady( id ) {
_yti++;
_yt[ _yti ] = new _yta( id, _yti );
}
function _yta( id, i ) {
if( !id || !i ) return;
this.id = id;
this.mytime;
this.scrubTimer;
this.startTimer;
this.last = 'none';
this.scrubbing = false;
this.o = document.getElementById( this.id );
this.o.addEventListener("onStateChange", "_yt["+i+"].onPlayerStateChange" );
this.onPlayerStateChange = function( newState ) {
// some events rely on a timer to determine what action was performed, we clear it on every state change.
if( this.myTime != undefined ) clearTimeout( this.myTime );
// pause - happens when clicking pause, or seeking
// that's why a timeout is used, so if we're seeking, once it starts playing again, we log it as a seek and kill the timer that would have logged the pause
// we're only giving it 2 seconds to start playing again though. that should be enough for most users.
// if we happen to log a pause during the seek - so be it.
if( newState == '2' ) {
this.myTime = setTimeout( function() {
_yt[i].videoLog('pause');
_yt[i].last = 'pause';
_yt[i].scrubbing = false;
}, 2000 );
if( this.scrubbing == false ){
this.last = 'pre-scrub';
this.scrubbing = true;
}
}
// play
else if( newState == '1' ) {
switch( this.last ) {
case 'none':
this.killTimers();
this.startTimer = setInterval( this.startRun, 200 );
break;
case 'pause':
this.myTime = setTimeout( function() {
_yt[i].videoLog('play');
_yt[i].last = 'play';
}, 2000 );
break;
case 'pre-scrub':
this.killTimers();
this.scrubTimer = setInterval( this.scrubRun, 200 );
break;
}
}
// end
else if( newState == '0' ) {
this.last = 'none';
this.videoLog('end');
}
}
// have to use external calls here because these are set as timeouts, which makes "this" change context (apparently)
this.scrubRun = function() {
_yt[i].videoLog('seek');
_yt[i].killTimers();
_yt[i].last = 'scrub';
_yt[i].scrubbing = false;
}
this.startRun = function() {
_yt[i].videoLog('play');
_yt[i].killTimers();
_yt[i].last = 'start';
}
this.killTimers = function() {
if( this.startTimer ) {
clearInterval( this.startTimer );
this.startTimer = null;
}
if( this.scrubTimer ){
clearInterval( this.scrubTimer );
this.scrubTimer = null;
}
}
this.videoLog = function( action ) {
clicky.video( action, this.videoTime(), this.videoURL(), this.videoTitle());
}
this.videoTime = function() {
return Math.round( this.o.getCurrentTime() );
}
this.videoURL = function() {
return this.o.getVideoUrl().split('&')[0]; // remove any extra parameters - we just want the first one, which is the video ID.
}
this.videoTitle = function() {
// titles have to be defined in an external object
if( window['_ytmeta'] ) return window['_ytmeta'][ this.id ].title || '';
}
}
Hopefully, someone in the future will find this helpful, because it was a serious pain in the ass to get it working!
Thank you everyone who posted their ideas here. :)

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