Phantomjs not clicking element properly - javascript

I want to scrape this web page with phantomjs:
http://www1.macys.com/shop/product/john-ashford-shirt-long-sleeve-solid-rugby-polo?ID=875571&CategoryID=20640&LinkType=PDPZ1
and, for each color, get the available sizes. I think this requires .select()ing each color, waiting for a bit, and checking which sizes have class=disabledOption. Right now I have something that looks like this:
get_colors_for_size = (index, color_elem, item_id) ->
$(color_elem).select()
setTimeout(->
size_selector = "#sizeList"+item_id+" > li"
$(size_selector).each (index, size_elem) ->
size_name = size_elem.title
if not $(size_elem).hasClass("disabledOption")
console.log($(color_elem).title + " " + size_name)
#sizes_for_color.push(size_name)
, 500)
$(color_selector).each (index, color_elem) ->
color_name = color_elem.title
console.log(color_name)
interval = 1000*index
console.log(interval)
setTimeout(->
get_colors_for_size(index, color_elem, item_id)
, interval)
, item_id, get_colors_for_size
However, there's two problems:
1) I don't think the color elements are being selected properly (I've also tried click() on them and all their children), since I'm getting the same size options returned for each color
2) This is really ugly and might suffer from race conditions.
Is there another way to execute a blocking workflow, e.g. pause this js execution to wait for other js to execute?

this bug might help? I encountered a similar issue that I was unable to click a link by executing jquery.
https://github.com/detro/ghostdriver/issues/355#

Related

Detecting net::ERR_FILE_NOT_FOUND with only JS

I have recreated a blueprint, which has 60+ rooms, as an inline SVG.
There are functions that display information, such as pictures, when you select or hover a room. I'm using one div container to display the pictures by setting its background property to url('path-of-image.ext'), as can be seen below.
var cla = document.getElementsByClassName('cla');
for (i = 0; i < cla.length; i++) {
cla[i].addEventListener('mouseenter', fun);
}
function fun(){
var str = 'url("media/' + this.id.slice(4) + '.jpg")';
pictureFrame.style.background = str;
pictureFrame.style.backgroundSize = 'cover';
pictureFrame.style.backgroundPosition = 'center'
}
The reason I'm not using the background property's shorthand is because I plan on animating the background-position property with a transition.
However, not all rooms have pictures. Hence console throws the following error, GET ... net::ERR_FILE_NOT_FOUND, when you select or hover said rooms. The error doesn't cause the script to break, but I would prefer not to run that code every single time a room is hovered, even when a given room doesn't have pictures.
Even though I know this can be done imperatively with if/else statements, I'm trying to do this programmatically since there are so many individual rooms.
I've tried using try/catch, but this doesn't seem to detect this sort of error.
Any ideas?
Is it even possible to detect this kind of error?
You could attempt to read it using FileReader and catch/handle NotFoundError error.
If it were to error, you could assign it to an object or array which you would first check upon hover. If the file was in that array, you could avoid attempting to read it again and just handle however you like.
Here is a good article by Nicholas Zakas on using FileReader
First off I would see if there is a way of checking if the file exists before the document even loads so that you don't make unnecessary requests. If you have a database on the backend which can manage this that would serve you very well in the long term
Since you make it sound like the way you only know a file exists is by requesting it, here's a method that will allow you to try this:
function UrlExists(url)
{
var http = new XMLHttpRequest();
http.open('HEAD', url, false);
http.send();
return http.status!=404;
}
This won't request the image twice because of browser caching. As you can see that method is itself being depricated and overall the best way you can remedy this problem is checking before the page even loads; if you have a database or datastructure of any sort, add a class or property to the element if the image exists or not. Then, in your existing method, you can call something like document.getElementsByClassName('cla-with-image') to get only records that you've determined has an image (much more efficient than trying to load images that don't exist).
If you end up using that UrlExists method, then you can just modify your existing method to be
function fun(){
var url = "media/' + this.id.slice(4) + '.jpg";
if (UrlExists(url)) {
var str = 'url(' + url + ')';
pictureFrame.style.background = str;
pictureFrame.style.backgroundSize = 'cover';
pictureFrame.style.backgroundPosition = 'center'
}
}

ExtJS 4 grid and some problems with mask

I have a not too big grid (30x20) with numbers in cells. I have to display all, calculate them in different ways (by columns, rows, some cells, etc.) and write values to some cells. This data is also written and read from db table fields. Everything is working, excluding simple (theoretically) mask tools.
In time of e.g. writing data to the field in the table I try to start mask and close it on finish. I used such a “masks” very often but only in this situation I have a problem and can’t solve it.
I prepare this mask the following way:
msk = new Ext.LoadMask(Ext.getBody(), { msg: "data loading ..." });
msk.show();
[writing data loops]
msk.hide();
msk.destroy();
I also tried to use grid obiect in place of Ext.getBody(), but without result.
I found also that the program behaves in a special way – loops which I use to write data to the table field are "omitted" by this mask, and it looks like loops are working in the background (asynchronously).
Would you be so kind as to suggest something?
No, no, no, sorry guys but my description isn’t very precise. It isn’t problem of loading or writing data to the database. Let’s say stores are in the memory but my problem is to calculate something and write into the grid. Just to see this values on the screen. Let me use my example once again:
msk = new Ext.LoadMask(Ext.getBody(), { msg: "data loading ..." });
msk.show();
Ext.each(dataX.getRange(), function (X) {
Ext.each(dataY.getRange(), function (Y) {
…
X.set('aaa', 10);
…
}
msk.hide();
msk.destroy();
And in such a situation this mask isn’t visible or is too fast to see it.
In the mean time I find (I think) a good description of my problem but still can’t find a solution for me. When I use e.g. alert() function I see this mask, when I use delay anyway, mask is too fast. Explanation is the following:
The reason for that is quite simple - JS is single threaded. If you modify DOM (for example by turning mask on) the actual change is made immediately after current execution path is finished. Because you turn mask on in beginning of some time-consuming task, browser waits with DOM changes until it finishes. Because you turn mask off at the end of method, it might not show at all. Solution is simple - invoke store rebuild after some delay.*
I have no idea how is your code looks in general but this is some tip that you could actually use.
First of all loading operations are asynchronously so you need to make that mask show and then somehow destroy when data are loaded.
First of all check if in your store configuration you have autoLoad: false
If yes then we can make next step:
Since Extjs is strongly about MVC design pattern you should have your controller somewhere in your project.
I suppose you are loading your data on afterrender or on button click event so we can make this:
In function for example loadImportantData
loadImportantData: function(){
var controller = this;
var store = controller.getStore('YourStore'); //or Ext.getStore('YourStore'); depends on your configuration in controller
var myMask = new Ext.LoadMask(Ext.getBody(), {msg:"Please wait..."});
myMask.show();
store.load({
callback: function (records, operation, success) {
//this callback is fired when your store load all data.
//then hide mask.
myMask.hide();
}
});
}
When data is loaded your mask will disappear.
If you have a reference to the grid, you can simply call grid.setLoading(true) to display a loading mask over the grid at any time.

onClick replace /segment/ of img src path with one of number of values

No idea what I'm doing or why it isn't working. Clearly not using the right method and probably won't use the right language to explain the problem..
Photogallery... Trying to have a single html page... it has links to images... buttons on the page 'aim to' modify the path to the images by finding the name currently in the path and replacing it with the name of the gallery corresponding to the button the user clicked on...
example:
GALLERY2go : function(e) {
if(GalleryID!="landscapes")
{
var find = ''+ findGalleryID()+'';
var repl = "landscapes";
var page = document.body.innerHTML;
while (page.indexOf(find) >= 0) {
var i = page.indexOf(find);
var j = find.length;
page = page.substr(0,i) + repl + page.substr(i+j);
document.body.innerHTML = page;
var GalleryID = "landscapes";
}
}
},
There's a function higher up the page to get var find to take the value of var GalleryID:
var GalleryID = "portfolio";
function findGalleryID() {
return GalleryID
}
Clearly the first varGalleryID is global (t'was there to set a default value should I have been able to find a way of referring to it onLoad) and the one inside the function is cleared at the end of the function (I've read that much). But I don't know what any of this means.
The code, given its frailties or otherwise ridiculousness, actually does change all of the image links (and absolutely everything else called "portfolio") in the html page - hence "portfolio" becomes "landscapes"... the path to the images changes and they all update... As a JavaScript beginner I was pretty chuffed to see it worked. But you can't click on another gallery button because it's stuck in a loop of some sort. In fact, after you click the button you can't click on anything else and all of the rest of the JavaScript functionality is buggered. Perhaps I've introduced some kind of loop it never exits. If you click on portfolio when you're in portfolio you crash the browser! Anyway I'm well aware that 'my cobbled together solution' is not how it would be done by someone with any experience in writing code. They'd probably use something else with a different name that takes another lifetime to learn. I don't think I can use getElement by and refer to the class/id name and parse the filename [using lots of words I don't at all understand] because of the implications on the other parts of the script. I've tried using a div wrapper and code to launch a child html doc and that come in without disposing of the existing content or talking to the stylesheet. I'm bloody lost and don't even know where to start looking next.
The point is... And here's a plea... If any of you do reply, I fear you will reply without the making the assumption that you're talking to someone who really hasn't got a clue what AJAX and JQuery and PHP are... I have searched forums; I don't understand them. Please bear that in mind.
I'll take a stab at updating your function a bit. I recognize that a critique of the code as it stands probably won't help you solve your problem.
var currentGallery = 'landscape';
function ChangeGallery(name) {
var imgs = document.getElementsByTagName("img") // get all the img tags on the page
for (var i = 0; i < imgs.length; i++) { // loop through them
if (imgs[i].src.indexOf(currentGallery) >= 0) { // if this img tag's src contains the current gallery
imgs[i].src = imgs[i].src.replace(currentGallery, name);
}
}
currentGallery = name;
}
As to why I've done what I've done - you're correct in that the scope of the variables - whether the whole page, or only the given function, knows about it, is mixed in your given code. However, another potential problem is that if you replace everything in the html that says 'landscape' with 'portfolio', it could potentially change non-images. This code only finds images, and then replaces the src only if it contains the given keyword.

pdf 3d with JavaScript : simple example

I need to do a simple pdf with some 3D objects for an oral presentation. I made several views, each one with a camera viewpoint, an object and a display mode.
To avoid the need to manually switch between the different viewpoints with the context menu, I would like the viewpoints to switch automatically with a Timer (each viewpoint staying for a few seconds). And I would like to not have to touch the mouse at all (nor the keyboard), so I would like to have the playback started as soon as the page appears.
I found the javascript command runtime.setView(N,x) to switch to the x'th view among N, but I don't know where to put it (I don't want to define a function which will be called when I press a button, since I want everything to be automated). Also, I don't know how to pause for a few seconds.
Any help ? Thanks !
I believe you're looking for setInterval(fn, time) which will call a function periodically at a time interval that you set. I'm not familiar with the setView() method you mentioned, but here's some pseudo code that you would put in tags at the end of the document body.
function startSwitcher()
var viewNum = 0;
var maxViews = 5; // you set this to how many views there are
setInterval(function() {
++viewNum;
if (viewNum >= maxViews) {
viewNum = 0;
}
runtime.setView(N, viewNum); // you will have to figure out this line
}, 2000);
}
startSwitcher();
The 2000 is 2000 milliseconds and is the time interval between executing the function. You can put any number of milliseconds there.
The runtime.setView(N, viewNum) line is something you will have to figure out as I am not familiar with whatever library you're trying to use there. The operative part of this code is the viewNum variable which configures which view in rotation should be next.
I think the runtime.SetView(..) Methods works with the name of the view as a string instead of the viewnumber. I have this function in a Dokument-level script and it works for me:
// view is the name of the view for example "TopView"
function setView(view){
console.println("Navigating to view: "+view);
var pageIndex = this.pageNum;
var annotIndex = 0;
var c3d = this.getAnnots3D( pageIndex )[ annotIndex ].context3D;
c3d.runtime.setView(view, true);
}
Combine this with the setInterval(..) from jfriend00´s answer und you should get what you need.
Best regards

Trouble refreshing iframe with javascript

This used to work, but for some reason it doesn't anymore. I use a javascript to change the source of an iframe and then refresh it. The reason is I want to send a variable into the iframe before it is viewed.
I added som debug code, and it shows "debug 1" but not "debug 2".
What might be the issue?
$("#upload_iframe").attr("src", "/editor/upload/?dir=" + dir);
// ---------------------------------
// THESE LINES DON'T WORK - STOPS AFTER FIRST DEBUG IS RUN...
// ---------------------------------
alert('debug 1');
$("#upload_iframe").contentWindow.location.reload(true);
alert('debug 2');
// ---------------------------------
$("#upload_file").dialog('open');
As you want to access the dom and not the jquery object you should add [0] :
$("#upload_iframe") //is an array of matching dom objects
$("#upload_iframe")[0] //is the first matching dom object
You might also add a random string to prevent browser caching:
$("#upload_iframe")[0].contentWindow.location.href = "/editor/upload/?dir=" + dir + "&rid=" + Math.random();
Personally, I've not had much luck using the "reload()" method. Try this:
$("#upload_iframe").contentWindow.location.href = $("#upload_iframe").contentWindow.location.href;

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