Multiple Timers with setTimeInterval - javascript

I am facing a problem with setInterval being used in a loop.
I have a function subscribeFeed( ) which takes an array of urls as input.
It loops through the url array and subscribes each url to getFeedAutomatically() using a setInterval function.
so if three URL's are there in the array, then 3 setInterval's will be called.
The problem is
1)how to distinguish which setInterval is called for which URL.
2)it is causing Runtime exception in setInterval( i guess because of closure problem in javascript)
//constructor
function myfeed(){
this.feedArray = [];
}
myfeed.prototype.constructor= myfeed;
myfeed.prototype.subscribeFeed =function(feedUrl){
var i=0;
var url;
var count = 0;
var _this = this;
var feedInfo = {
url : [],
status : ""
};
var urlinfo = [];
feedUrl = (feedUrl instanceof Array) ? feedUrl : [feedUrl];
//notifyInterval = (notifyInterval instanceof Array) ? notifyInterval: [notifyInterval];
for (i = 0; i < feedUrl.length; i++) {
urlinfo[i] = {
url:'',
notifyInterval:5000,// Default Notify/Refresh interval for the feed
isenable:true, // true allows the feed to be fetched from the URL
timerID: null, //default ID is null
called : false,
position : 0,
getFeedAutomatically : function(url){
_this.getFeedUpdate(url);
},
};
urlinfo[i].url = feedUrl[i].URL;
//overide the default notify interval
if(feedUrl[i].NotifyInterval /*&& (feedUrl[i] !=undefined)*/){
urlinfo[i].notifyInterval = feedUrl[i].NotifyInterval;
}
// Trigger the Feed registered event with the info about URL and status
feedInfo.url[i] = feedUrl[i].URL;
//Set the interval to get the feed.
urlinfo[i].timerID = setInterval(function(){
urlinfo[i].getFeedAutomatically(urlinfo[i].url);
}, urlinfo[i].notifyInterval);
this.feedArray.push(urlinfo[i]);
}
}
// The getFeedUpate function will make an Ajax request and coninue
myfeed.prototype.getFeedUpdate = function( ){
}
I am posting the same on jsfiddle
http://jsfiddle.net/visibleinvisibly/S37Rj/
Thanking you in advance

After some prototyping i found a answer ,which has the answer,move the closure outside
function myclass(){
}
myclass.prototype.funone= function(){
var counter =0;
var timerID;
timerID = setInterval( function(){
alert(counter++);
},1000);
}
myclass.prototype.funtwo= function(){
var timerID2;
var counter2 =50;
timerID2 = setInterval( function(){
alert(counter2++);
},2000);
}
myclass.prototype.funthree = function( ){
var urlArray =["google.com","yahoo.com"];
var timeArray =[15000,6000];
var timerID ;
for(var i=0;i<2; i++){
var url = urlArray[i];
var timerinterval = timeArray[i];
timerID = this.register( url,timerinterval);
}
}
myclass.prototype.register = function(url,timerInterval){
var myUrl =url;
var myTimer = timerInterval;
var timerID = setInterval( function(){
alert(myUrl+"with"+ myTimer);
},myTimer);
}
var m = new myclass( );
m.funthree( );
http://jsfiddle.net/visibleinvisibly/Q4SBG/13/
The move the index binding from the setInterval and pass the url and time interval.
It works perfectly

You might want to have a look at this answer (under "The this variable" at the bottom) about what the this value means.
The error in your code may have something to do with using a counter in a loop and creating closures depending on the counter. The simplest way to create such closures is.
for(i=0;i<len;i++){
object.myCallback = (function(counter){
return function(){
doSomethingWith(counter);
}
}(i));
}
When creating closures on the fly like that you should be careful not dragging large or large amounts of variables into the closure scope. The link above and code below shows how to do this safely.
I've changed some of the code to make it simpler and not copy stuff that doesn't need to be copied, the setInterval is setTimeout so it only does it once but it's the same idea.
//constructor
function MyFeed(){
this.feedArray = [];
}
MyFeed.prototype.subscribeFeed =function(feedUrl){
var i=0,urlInfo=[];
feedUrl = (feedUrl instanceof Array) ? feedUrl : [feedUrl];
for (i = 0; i < feedUrl.length; i++) {
feedUrl[i].isEnable=true;
feedUrl[i].called=false;
feedUrl[i].position=0;//not sure what this is supposed to do
//Set the interval to get the feed.
feedUrl[i].timerID = setTimeout(this.closures//changed this to timeout
.getFeedUpdate(this)
,feedUrl[i].notifyInterval||100//changed default value
);
this.feedArray.push(feedUrl[i]);
}
};
// The getFeedUpate function will make an Ajax request and coninue
MyFeed.prototype.getFeedUpdate = function( index ){
console.log("in getFeedUpdate, this is now:",this);
console.log("my feed url object:",this.feedArray[index].url);
};
//limit closure scope, define closure creators here
MyFeed.prototype.closures={
//this.closures.getFeedUpdate(this)
// will return a closure that calls this.getFeedUpdate
// with correct parameters
getFeedUpdate:function(me){
var index = me.feedArray.length;
return function(){
me.getFeedUpdate(index);
};
}
};
//code to test adding single feed
var mf = new MyFeed();
mf.subscribeFeed({
url:"I am last",
notifyInterval:1000
});
//add another single feed
mf.subscribeFeed({
url:"first.com"
});
//and another
mf.subscribeFeed({
url:"second.com"
});
//and add some more feeds in an array of feeds
mf.subscribeFeed([
{
url:"third"
},
{
url:"fifth"
},
{
url:"no, I am last",
notifyInterval:1500
}
]);
Try FireFox with the FireBug plugin or Chrome and press F12 to see the console, when the log statements log something you can click on it to see the details of the logged item. Very helpful to log objects like this or simple values like index

Related

Passing values from an object inside a function

I have been working all day trying to pass the value of "returnData.salary" inside the "readData" function to
the object inside the "calculateTax" function which is suppose to take the salary value and calculate state and federal taxes. I am stumped, I can't find anything on the internet which provides a good example for me to work with. The examples are either way to simple or super complex. Any help would be appreciated.
I apologize in advance if I did not submit this question in the correct format. This is my first time asking for help on stackoverflow.
function readForm() {
var returnData = {};
returnData.name = $("#name").val();
returnData.lastName = $("#lastName").val();
returnData.age = $("#age").val();
returnData.gender = $("[name=gender]:checked").val();
returnData.salary = $("#salary").val();
returnData.isManager = $("#isManager").val();
returnData.myTextArea = $("#myTextArea").val();
$("#name2").text(returnData.name);
$("#lastName2").text(returnData.lastName);
$("#age2").text(returnData.age);
$("#gender2").text(returnData.gender);
$("#salary2").text(returnData.salary);
$("#myTextArea2").text(returnData.myTextArea);
if ($(isManager).is(':checked')) {
$("#isManager2").text("Yes");
}
else {
$("#isManager2").text("No");
}
//$("#employeeForm")[0].reset();
} //end of readForm function
function calculateTax() {
console.log("Button Works");
var calculateTax = {
state: function(num) {
num *= 0.09;
return num;
}
, federal: function(num) {
if (num > 10000) {
num *= 0.2;
return num;
}
else {
num * 0.1;
return num;
}
}
, exempt: true
};
}
//Invoke readForm function when the submit button is clicked.
$(document).ready(function () {
$("#btnSubmit").on("click", readForm);
$("#btnCalculate").on("click", calculateTax);
})
</script>
Well, simply put; you can't. Not like this anyway. Or, at least not pass the value to the function directly.
You are using global functions right now, which are not inside a class. If it was inside a class, you could instantiate the class and save it to this (which would be the class' instance). However, I'm assuming classes are a bit over complicated in this case. What you could do, is set variables globally so all functions can use them, like this;
//declare the global variable so it exists for every function
var returnData = {};
function readForm() {
//We do NOT redeclare the "var" again. It's global now.
returnData = {}; //Reset the global variable when this function is called
returnData.name = $("#name").val();
returnData.lastName = $("#lastName").val();
returnData.age = $("#age").val();
returnData.gender = $("[name=gender]:checked").val();
returnData.salary = $("#salary").val();
returnData.isManager = $("#isManager").val();
returnData.myTextArea = $("#myTextArea").val();
//Rest of your function
}
function calculateTax(){
console.log(returnData) //works here
}
Note that you do overwrite global variables, so it's best to reset them on every function call. You might get old data stuck in there, otherwise.

Waiting for a call function to finish before iterating forward

I am in a bit of a bind here regarding a code I have to write.
At the moment I am trying to iterate through an array of strings. After a certain text is found, if a value is true, the value is bound to a temporaryObject.img. After that a call has to be made to the server in order for some information to be retrieved and to be bound to the same temporaryObject as a second property (temporaryObject.url). Unfortunately, the call is resolved probably after the iteration is done because it does not add this add the url from the call to the server in the Object. The libraries I am using are angularjs and jquery.
Here is a part of the code I wrote.
$scope.Data = [];
var strArray = ["img1", "link", "img2", "link2", "img3", "link3"];
var re1 = /<img/;
for(var i = 0 ; i < strArray.length ; i++) {
var tempObject = {};
var test = re1.test(strArray[i]);
if (test){
tempObject.img = strArray[i + 1];
myAngularService.getServerInformation().then(function(result){
tempObject.url = result;
$scope.Data.push(tempObject);
}
}
Unfortunately, the information from the server does not arrive in the same time as the iteration is done or something goes wrong since $scope.Data will not contain the url requested from the server. Any suggestions as how to use maybe a promise for this kind of code would be appreciated. I tried searching every possible solution but with no avail.
Javascript is function-scoped. In other words:
if (true) {
var testing = 5;
}
console.log(testing); // Logs 5
Applying this to your example, tempObject in your .then callback function are all referencing the same variable!
One solution is to use an Immediately-Invoked Function Expression (IIFE) inside your for statement to create a new scope:
for(var i = 0 ; i < strArray.length ; i++) {
(function() {
var tempObject = {}; // Is now declared within the new function
/* ... code here ... */
})();
}
Another solution is to simply use $.each (or angular.forEach):
$.each(strArray, function(index, value) {
var tempObject = {}; // Is now declared within the new function
/* ... code here ... */
});
Regarding waiting for all your calls to finish, one solution is to store your promises in an array use angular's $q service:
$scope.Data = [];
var promises = [];
var strArray = ["img1", "link", "img2", "link2", "img3", "link3"];
var re1 = /img/;
$.each(strArray, function (index, value) {
var tempObject = {};
var test = re1.test(value);
if (test) {
tempObject.img = strArray[index + 1];
var myPromise = myAngularService.getServerInformation();
myPromise.then(function (result) {
tempObject.url = result;
$scope.Data.push(tempObject);
}
promises.push(myPromise);
}
})
$q.all(promises).then(function() {
// All calls will have finished
console.log($scope.Data);
}, function() {
// At least 1 call failed!
console.log("an error occurred!");
});

D3 dispatch pass in arguments and calling context

I understand that in D3, dispatch can be used to fire events to multiple visualisations according to this example.
I also understand that if I want to call a dispatch from an object and pass in the context, I can use apply as shown here.
However, I'm having a hard time combining the arguments from a D3 dispatch and the context that I want.
// create my dispatcher
var probeDispatch = d3.dispatch("probeLoad");
var line_count = 0;
// load a file with a bunch of JSON and send one entry every 50 ms
var lines = [[0,1],[1,2],[2,0]];
var parse_timer = window.setInterval(
function () {
parse_dispatch();
}, 50
);
function parse_dispatch(){
// send two arguments with my dispatch
probeDispatch.probeLoad(lines[line_count][0], lines[line_count][1]);
line_count += 1;
if(line_count >= lines.length){
//line_count = 0
window.clearInterval(parse_timer);
}
}
// my chart object
var genChart = function(label){
this.label = label;
// assume I've drawn my chart somewhere here
probeDispatch.on(("probeLoad."+this.label), this.probeParse);
// this next line isn't working, since the
// console.log in probeLoad still returns undefined
probeDispatch.probeLoad.apply(this);
};
genChart.prototype = {
probeParse: function(probeData, simTime) {
// How do I get the context from the object that's calling probeParse
// into the probeParse scope?
var self = this;
console.log(self.label);
}
};
new genChart("pants");
new genChart("shirt");
<script src="https://cdnjs.cloudflare.com/ajax/libs/d3/3.4.11/d3.min.js"></script>
It does set the context properly when you see "pants" in the console.
But then there are 3 undefined's logged, because you also call
// send two arguments with my dispatch
probeDispatch.probeLoad(lines[line_count][0], lines[line_count][1]);
without supplying context.
You need
probeDispatch.probeLoad.apply(instanceOfGenChart, [lines[line_count][0], lines[line_count][1]]);
But enabling that also requires moveing parse_dispatch down the page.
// create my dispatcher
var probeDispatch = d3.dispatch("probeLoad");
var line_count = 0;
// load a file with a bunch of JSON and send one entry every 50 ms
var lines = [[0,1],[1,2],[2,0]];
var parse_timer = window.setInterval(
function () {
parse_dispatch();
}, 50
);
// my chart object
var genChart = function(label){
this.label = label;
// assume I've drawn my chart somewhere here
probeDispatch.on(("probeLoad."+this.label), this.probeParse);
// this next line isn't working, but I don't know what to do
probeDispatch.probeLoad.apply(this);
};
genChart.prototype = {
probeParse: function(probeData, simTime) {
// How do I get the context from the object that's calling probeParse
// into the probeParse scope?
var self = this;
console.log(self.label);
}
};
var instanceOfGenChart = new genChart("pants");
function parse_dispatch(){
// send two arguments with my dispatch
probeDispatch.probeLoad.apply(instanceOfGenChart, [lines[line_count][0], lines[line_count][1]]);
line_count += 1;
if(line_count >= lines.length){
//line_count = 0
window.clearInterval(parse_timer);
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/d3/3.4.11/d3.min.js"></script>
So it turns out to bring the context into the function, I have to bind() it for reasons I'm not too clear on.
// create my dispatcher
var probeDispatch = d3.dispatch("probeLoad");
var line_count = 0;
// load a file with a bunch of JSON and send one entry every 50 ms
var lines = [[0,1],[1,2],[2,0]];
var parse_timer = window.setInterval(
function () {
parse_dispatch();
}, 50
);
function parse_dispatch(){
// send two arguments with my dispatch
probeDispatch.probeLoad(lines[line_count][0], lines[line_count][1]);
line_count += 1;
if(line_count >= lines.length){
//line_count = 0
window.clearInterval(parse_timer);
}
}
// my chart object
var genChart = function(label){
this.label = label;
// assume I've drawn my chart somewhere here
probeDispatch.on(("probeLoad."+this.label), this.probeParse.bind(this));
};
genChart.prototype = {
probeParse: function(probeData, simTime) {
// How do I get the context from the object that's calling probeParse
// into the probeParse scope?
var self = this;
console.log(self.label);
}
};
new genChart("pants");
new genChart("shirt");
<script src="https://cdnjs.cloudflare.com/ajax/libs/d3/3.4.11/d3.min.js"></script>
Added by meetamit
Bind is the solution here, because it locks a scope to an "instance" of genChart.prototype. probeParse. This way parse_dispatch (the invoker) doesn't need to know anything about scope. It's equivalent to this:
// my chart object
var genChart = function(label){
this.label = label;
var self = this;
var probeParseBound = function() { self.probeParse(); };
probeDispatch.on(("probeLoad."+this.label), probeParseBound);
};

How to detect creation of new global variables?

I want watch for the creation of new global variables in Javascript so that, anytime a global variable is created, an event is fired.
I've heard of the watch() function but that is only for watching for specific variable names. I want a catchall.
If you already know which names pollute your global namespace (see Intercepting global variable definition in javascript), you can use this trick to figure out when does it actually happen:
window.__defineSetter__('someGlobalVar', function() {
debugger;
});
Be sure to have your developer tools open when you run this.
Obviously works only if your browser supports __defineSetter__ but that's true for modern browsers. Also, don't forget to remove your debug code after you've finished.
Found here.
I don't know how to make this work "on demand" as soon as a var is created, but I can suggest a polling approach. In a browser window, all global become a member of the global "window" object. (Because technically, "window" is the "global object"). So you could do something like the following:
1) enumerate all the properties on a window
window.proplist = window.proplist || {};
for (propname in window) {
if (propname !== "proplist") {
window.proplist[propname] = true;
}
}
2) Set a timer to periodically "poll" window for new properties
setInterval(onTimer, 1000);
3) Wake up on the timer callback and look for new props
function onTimer() {
if (!window.proplist) {
return;
}
for (propname in window) {
if (!(window.proplist[propname])) {
window.proplist[propname] = true;
onGlobalVarCreated(propname);
}
}
}
Afaik, .watch() is only SpiderMonkey (Firefox).
I played around with a polling function, I finally came up with this:
var mywatch = (function() {
var last = {
count: 0,
elems: {}
};
return function _REP(cb) {
var curr = {
count: 0,
elems: {}
},
diff = {};
for(var prop in window) {
if( window.hasOwnProperty(prop) ) {
curr.elems[prop] = window[prop]; curr.count++;
}
}
if( curr.count > last.count ) {
for(var comp in curr.elems) {
if( !(comp in last.elems) ) {
diff[comp] = curr.elems[comp];
}
}
last.count = curr.count;
last.elems = curr.elems;
if(typeof cb === 'function')
cb.apply(null, [diff]);
}
setTimeout(function() {
_REP(cb);
}, 400);
};
}());
And then use it like:
mywatch(function(diff) {
console.log('NEW GLOBAL(s): ', diff);
});
Be aware that this only handles new globals. But you can easily extend this for the case last.count > curr.count. That would indicate that global variables were deleted.
You cant have an event fired when some script does var v = 10, but as selbie said, you can poll the window object... I meant to suggest the same, but he beat me to it. Here's my other example... you count how many window objects are there, and execute GlobalVarCreated() function:
var number_of_globals = 0; //last known globals count
var interval = window.setInterval(function(){
var new_globals_count = 0; //we count again
for(var i in window) new_globals_count++; //actual counting
if(number_of_globals == 0) number_of_globals = new_globals_count; //first time we initialize old value
else{
var number_of_new_globals = new_globals_count - number_of_globals; //new - old
if(number_of_new_globals > 0){ //if the number is higher then 0 then we have some vars
number_of_globals = new_globals_count;
for(var i = 0; i<number_of_new_globals; i++) GlobalVarCreated(); //if we have 2 new vars we call handler 2 times...
}
}
},300); //each 300ms check is run
//Other functions
function GlobalVarCreated(){}
function StopInterval(){window.clearInterval(interval);}
You can load up that code in Chrome or FF console only change: function GlobalVarCreated(){console.log("NEW VAR CREATED");} and test it:
var a = 10
b = 10
String NEW VAR CREATED is displayed 2 times.

How do I run an object's method onEvent in javascript?

I just started using javascript and I'm missing something important in my knowledge. I was hoping you could help me fill in the gap.
So the script I'm trying to run is suppose to count the characters in a text field, and update a paragraph to tell the user how many characters they have typed. I have an object called charCounter. sourceId is the id of the text area to count characters in. statusId is the id of the paragraph to update everytime a key is pressed.
function charCounter(sourceId, statusId) {
this.sourceId = sourceId;
this.statusId = statusId;
this.count = 0;
}
There is one method called updateAll. It updates the count of characters and updates the paragraph.
charCounter.prototype.updateAll = function() {
//get the character count;
//change the paragraph;
}
I have a start function that is called when the window loads.
function start() {
//This is the problem
document.getElementbyId('mytextfield').onkeydown = myCounter.updateAll;
document.getElementbyId('mytextfield').onkeyup = myCounter.updateAll;
}
myCounter = new charCounter("mytextfield","charcount");
window.onload = start;
The above code is the problem. Why in the world can't I call the myCounter.updateAll method when the event is fired? This is really confusing to me. I understand that if you call a method likeThis() you'll get a value from the function. If you call it likeThis you are getting a pointer to a function. I'm pointing my event to a function. I've also tried calling the function straight up and it works just fine, but it will not work when the event is fired.
What am I missing?
Thanks for all the answers. Here's three different implementations.
Implementation 1
function CharCounter(sourceId, statusId) {
this.sourceId = sourceId;
this.statusId = statusId;
this.count = 0;
};
CharCounter.prototype.updateAll = function() {
this.count = document.getElementById(this.sourceId).value.length;
document.getElementById(this.statusId).innerHTML = "There are "+this.count+" charactors";
};
function start() {
myCharCounter.updateAll();
document.getElementById('mytextfield').onkeyup = function() { myCharCounter.updateAll(); };
document.getElementById('mytextfield').onkeydown = function() { myCharCounter.updateAll(); };
};
myCharCounter = new CharCounter('mytextfield','charcount');
window.onload = start;
Implementation 2
function CharCounter(sourceId, statusId) {
this.sourceId = sourceId;
this.statusId = statusId;
this.count = 0;
};
CharCounter.prototype.updateAll = function() {
this.count = document.getElementById(this.sourceId).value.length;
document.getElementById(this.statusId).innerHTML = "There are "+ this.count+" charactors";
};
CharCounter.prototype.start = function() {
var instance = this;
instance.updateAll();
document.getElementById(this.sourceId).onkeyup = function() {
instance.updateAll();
};
document.getElementById(this.sourceId).onkeydown = function() {
instance.updateAll();
};
};
window.onload = function() {
var myCounter = new CharCounter("mytextfield","charcount");
myCounter.start();
};
Implementation 3
function CharCounter(sourceId, statusId) {
this.sourceId = sourceId;
this.statusId = statusId;
this.count = 0;
};
CharCounter.prototype.updateAll = function() {
this.count = document.getElementById(this.sourceId).value.length;
document.getElementById(this.statusId).innerHTML = "There are "+this.count+" charactors";
};
function bind(funcToCall, desiredThisValue) {
return function() { funcToCall.apply(desiredThisValue); };
};
function start() {
myCharCounter.updateAll();
document.getElementById('mytextfield').onkeyup = bind(myCharCounter.updateAll, myCharCounter);
document.getElementById('mytextfield').onkeydown = bind(myCharCounter.updateAll, myCharCounter);
};
myCharCounter = new CharCounter('mytextfield','charcount');
window.onload = start;
I think you are having problems accessing your instance members on the updateAll function, since you are using it as an event handler, the context (the this keyword) is the DOM element that triggered the event, not your CharCounter object instance.
You could do something like this:
function CharCounter(sourceId, statusId) {
this.sourceId = sourceId;
this.statusId = statusId;
this.count = 0;
}
CharCounter.prototype.updateAll = function() {
var text = document.getElementById(this.sourceId).value;
document.getElementById(this.statusId).innerHTML = text.length;
};
CharCounter.prototype.start = function() {
// event binding
var instance = this; // store the current context
document.getElementById(this.sourceId).onkeyup = function () {
instance.updateAll(); // use 'instance' because in event handlers
// the 'this' keyword refers to the DOM element.
};
}
window.onload = function () {
var myCharCounter = new CharCounter('textarea1', 'status');
myCharCounter.start();
};
Check the above example running here.
The expression "myCounter.updateAll" merely returns a reference to the function object bound to "updateAll". There's nothing special about that reference - specifically, nothing "remembers" that the reference came from a property of your "myCounter" object.
You can write a function that takes a function as an argument and returns a new function that's built specifically to run your function with a specific object as the "this" pointer. Lots of libraries have a routine like this; see for example the "functional.js" library and its "bind" function. Here's a real simple version:
function bind(funcToCall, desiredThisValue) {
return function() { funcToCall.apply(desiredThisValue); };
}
Now you can write:
document.getElementById('myTextField').onkeydown = bind(myCounter.updateAll, myCounter);
You can:
function start() {
//This is the problem
document.getElementbyId('mytextfield').onkeydown = function() { myCounter.updateAll(); };
document.getElementbyId('mytextfield').onkeyup = function() { myCounter.updateAll(); };
}
In ASP.Net Ajax you can use
Function.createDelegate(myObject, myFunction);
I want to do something like this but simpler.
The idea is to have the user click on bolded text and have a text field appear where they can change all the values of a role-playing character. Then when the value is changed, have the text field disappear again replaced by the updated bolded text value.
I can do this already using an annoying text box alert. But I would rather have something similar to this below to replace all that.
I have searched for months and CMS is the closest to answering my question in the simplest way with a full html example. Nobody else on the net could.
So my question is, how do I do this?
I have multiple objects(characters) and need this.elementId to make this work.
I've modified this example but it breaks if I try to add to it.
html>
head>
title>Sandbox
/head>
body>
input id="textarea1" size=10 type=text>
script>
function CharCounter(sourceId, statusId)
{this.sourceId=sourceId;
this.statusId=statusId;
this.count=0;
}
CharCounter.prototype.updateAll=function()
{text=document.getElementById(this.sourceId).value
document.getElementById(this.statusId).innerHTML=text
}
CharCounter.prototype.start=function()
{instance=this
document.getElementById(this.sourceId).onkeyup=function ()
{instance.updateAll()}
}
window.onload=function ()
{myCharCounter=new CharCounter('textarea1', 'status')
myCharCounter.start()
}
/script>
/body>
/html>

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