Flickering mousenter mouseleave with delay, button list - javascript

I have made a list(<p>) with buttons. When I move my mouse over them it's a 1,2 sec delay before my textbox are marked with yellow to show where I can write. When I move my mouse away they turn normal(white).
My problem is when I quickly hover my mouse over the buttons back and forth a lot of the textboxes gets marked.
I had hoped the 1,2 sec delay would have worked then but it doesn't. But it works if I move my mouse slowly in and out of the button.
Here is a fiddle to it: http://jsfiddle.net/Pota/Fj6E6/
Here is my JavaScript code
$(function () {
$("p.pRespRoleId").mouseenter(function () {
var timeOut = 1200;
$this = $(this);
$this.data("delay", setTimeout(function () {
mouseInRespRoleId();
}, timeOut)
);
})
.mouseleave(function () {
$this = $(this);
if ($this.next(mouseOutRespRoleId()).is(":visible")) {
clearTimeout($this.data("delay"));
mouseOutRespRoleId();
}
else {
$this.next("p.pRespRoleId").show();
}
});
});
and
function mouseInRespRole()
{
var txtInRespRole = document.getElementById("<%=txtRespRoleName.ClientID %>");
txtInRespRole.style.background = "#FFFF00";
if (document.getElementById('txtRespRoleName').value == '')
{
document.getElementById('txtRespRoleName').innerHTML = txtInRespRole;
return false;
}
}
function mouseOutRespRole()
{
var txtOutRespRole = document.getElementById("<%=txtRespRoleName.ClientID %>");
txtOutRespRole.style.background = "white";
if (document.getElementById('txtRespRoleName').value == '')
{
document.getElementById('txtRespRoleName').innerHTML = txtOutRespRole;
return true;
}
}

Your jsFiddle is surely confusing to me (I am not sure what you are trying to achieve - there is a tangible possibility that you are overcomplicating things). I hope I got your requirement right...
Anyway, I believe your logic was right, but there were some flaws in the implementation. So, here is a modified (and partially corrected) version of your jsFiddle, which does what (I believe) you were trying to achieve.
Your use of '$this.next(mouseOutRespRoleId()).is(":visible")' was sure the most confusing, so I removed it completely. (In case it was fulfilling some other, not obvious purpose, you'll have to provide a more detailed description.)
The main problem was that $this.next(mouseOutRespRoleId()).is(":visible") was never evaluating to true, thus never clearing the timer that called mouseInRespRoleId().
EDIT:
I updated my jsFiddle illustration so that it takes care of IE9's strange behaviour (a.k.a. bug (?)). It should work without flickering now.
Short explanation of the problem:
Aparantly, in IE9 the mouse-events generation has some "timing issues", so that when entering (mouseOver) and leaving (mouseOut) a component multiple times rapidly, sometimes the mouse-events order gets messed up. E.g.:
The following event sequence (i.e. actual events):
mouseOver -> mouseOut -> mouseOver
May produce the following (obviously wrong) javascript-event sequence (i.e. events triggered by JS-engine in IE9):
mouseOver -> mouseOver(!) -> mouseOut(!)
So, I added an extra clearTimeout($this.data("delay")) in the "mouseentered" handler-function, in order to clear any pending scheduled executions of "mouseInRespRoleId".
It does not work perfectly on IE9 (and probably previous versions of IE - not tested), but it is as good as it can get (afaik).
(NOTE: It still works as intended on other (non-buggy) browsers.)

Related

How can I trigger jquery event at random time intervals?

I created a header using jquery.flip.js, found at https://github.com/nnattawat/flip. The plugin allows several ways to trigger the flip, the two relevant ones are 'click' and 'hover'. I was hoping to have the div's flip at random intervals automatically. I did find a similar question on stackoverflow that Heretic Monkey suggested using a recursive approach (Trigger mouse click and random intervals)...
var clickHand = function() {
$("[id^='hand_'].handIcon").trigger('click');
setTimeout(clickHand, (Math.random() * 3000) + 32000);
}
clickHand();
EDIT: sorry for not being clear. In the jquery code, the following method (?) handles the flip on click, however what I would like to do is have the divs flip automatically (if possible) without a hover or click to trigger. I tried using a setTimeout inside attachEvents, but it seemed to cause an issue with the styling.
attachEvents: function() {
var self = this;
if (self.setting.trigger === "click") {
self.element.on($.fn.tap ? "tap.flip" : "click.flip", $.proxy(self.clickHandler, self));
} else if (self.setting.trigger === "hover") {
self.element.on('mouseenter.flip', $.proxy(self.hoverHandler, self));
self.element.on('mouseleave.flip', $.proxy(self.unflip, self));
}
},
I am pretty new to javascript and am having a difficult time with this and any help would be appreciated.
I created a simple codepen, demonstrating the 3D flip, https://codepen.io/coeyflyer/pen/eYZGymG.
Thank you for any suggestions,
C

keyup function performing weird

So I got a little codepen. Everything works so far except a little thing. I got a <h1> and an <input>. When I type something in the text input, its value should get passed to the <h1> in realtime.
I tried to do that with a keyup function:
$('input[name=titleInput]').keyup(function(){
$('#title').text(this.value);
});
Something happens, but not what I want.When I type something in the text input, then delete it (with backspace) and re-enter something, only the first character gets passed to the title.Try it out on my codepen. Maybe it's just a stupid mistake of mine, but to me this behaviour is pretty weird.Thanks for your help in advance!EDIT:I am using text-fill-color, which may causes the problem.EDIT 2:A friend of mine tested it. It worked for her. She's using Chrome and the same version as me (58.0.3029.110 (official build) (64-Bit)).
Chrome does not update the content correctly. Such kind of bugs can always happen if you use vendor prefixed css properties, so you should avoid those.
You could hide the container before update, and then show it again with a timeout. This will trigger an update, but would also result in flickering.
$('input[name=titleInput]').keyup(function(){
$('.clipped').hide()
$('#title').text(this.value);
setTimeout(function() {
$('.clipped').show();
})
});
EDIT An alternative might be to use background-clip on the text and provide the inverted image yourself, but I right now don't have time to test that.
EDIT2 Based on the test of #TobiasGlaus the following code does solve the problem without flickering:
$('input[name=titleInput]').keyup(function(){
$('.clipped').hide().show(0)
$('#title').text(this.value);
});
This seems to be different to $('.clipped').hide().show() most likely it starts an animation with duration 0 and uses requestAnimationFrame which also triggers a redraw. To not relay on this jQuery behaviour, the code should be written as:
$('input[name=titleInput]').keyup(function(){
if( window.requestAnimationFrame ) {
$('.clipped').hide();
}
$('#title').text(this.value);
if( window.requestAnimationFrame ) {
window.requestAnimationFrame(function() {
$('.clipped').show();
})
}
});
i'd use the following lines:
$('input[name=titleInput]').bind('keypress paste', function() {
setTimeout(function() {
var value = $('input[name=titleInput]').val();
$('#title').text(value);
}, 0)
});
This will listen to the paste / keypress events, and will update the value on change.

Limiting click detection on the page [javascript]

I'm trying to limit the user's ability to click on an object to a certain time limit. I looked around and found that apparently, setTimeout() is the correct function to use for this type of thing. I've applied the function to my code, but its not working. I'm thinking/know now that the problem is that the setTimeout in my code isn't limiting the actual click event, which I need to do. Here is a snippet of my click code:
function clickRun(event) {
var $objectVersion = correspondingObject(event.target.id);
if (isAnyVisible() == false) { // none open
$objectVersion.makeVisible();
} else if (isAnyVisible() && $objectVersion.isVisible()) { //click already open div
$objectVersion.makeInvisible();
} else if (isAnyVisible() && $objectVersion.isVisible()==false) { //different div open
searchAndDestroy();
$objectVersion.delay(600).makeVisible();
};
};
$('.ChartLink').click(function(event) {
setTimeout(clickRun(event),5000);
});
I've also created a JSFiddle to represent what I'm talking about: http://jsfiddle.net/FHC7s/
Is there a way to achieve limiting the actual click detection on the page?
I think the easiest way to do it is to keep track of the time of the previous click and if the current click is too soon after that, then don't do anything:
onClick = function(){
if(new Date().getTime() - lastCheck < MIN_CLICK_SPACING) return;
}
Have a look at this JSFiddle, I've set it up so you can have the button disable itself for time duration after detecting a click. Just make sure to remember how your closures are operating with your setTimeouts.
Your code contains an error... your line should be
setTimeout(function(){clickRun(event)},5000);
but even then I don't think that's exactly what you're looking for; that code will "delay" the click by 5 seconds, not actually prevent more clicks. If your true intent is to ignore all clicks after a certain amount of time, then I would go with mowwalker's answer; there's no way to stop the clicks, but you can check to see if you should honor them or not.

javascript - bad algorithm firing concurrent loops

I created a relatively small dynamic banner rotation script with icons at the bottom for bringing a particular banner into focus. Firing a mouseenter over a banner pauses the show, but sometimes when I mouseout from my banner, the delay for certain banners gets shortened. I'd even understand if it just happened once, but the delay is then set for that shorter amount of time every time the banner comes back around in the rotation, and often the shortening happens in one other place in the list of banners, as well. Sometimes this can be corrected by an as yet undetermined set of actions. I'm starting to suspect that my logic is catching the loop in the middle somewhere and so the process branches out, runs two loops, which appear to speed up the calling of the showNextBanner function. Not sure how to solve this. I've put in tests to see if it's currently in play mode, to no avail.
I include what I think are the relevant parts of the code below.
var firstRun = true;
var play = true;
var current = 0;
var banners = $$( '.banner' );
banners.invoke( 'hide' );
var images = $$( '.image' );
var icons = $$( '.icon' );
//dynamically clones an initial icon to match the number of banners
initIcons();
banners.invoke( 'observe', 'mouseenter', function( field ) {
play = false;
});
banners.invoke( 'observe', 'mouseleave', function( field ) {
if( !play ) {
play = true;
showNextBanner().delay(3);
}
});
icons.invoke( 'observe', 'click', function( field ) {
play = false;
hideBanner( current );
showBanner( findObj( icons, field.findElement()));
});
showNextBanner().delay(3);
function hideBanner( which ) {
icons[ which ].src = blankIconSRC;
banners[ which ].hide();
}
function showBanner( which ) {
icons[ which ].src = selectedIconSRC;
banners[ which ].show();
current = which;
}
// loops the hiding and showing of icons
// (mouseenter sets play to false)
function showNextBanner() {
if( play ) {
if( !firstRun ) {
if( ++current == banners.length ) current = 0;
var previous = 0;
( current == 0 )? previous = banners.length - 1: previous = current - 1;
hideBanner( previous );
} else {
icons[0].src = selectedIconSRC;
firstRun = false;
}
showBanner( current );
showNextBanner.delay(3);
}
}
}());
After all that, the client wants a jQuery solution so he can have a slide-in effect not available via scriptaculous. So all that work is down the drain. The good news is that I can just use jCarousel, probably, and tweak the stylesheet. Thanks for the help!
I suspect what is happening is that you've got multiple .delay calls stacking up. So you've got one with less than 3 seconds remaining and showNextBanner is called again, setting another delay timer.
As I read the docs, it appears .delay is intended to put gaps in the jquery event pipeline, rather than actually delay function calls. You may benefit from switching to calling setTimeout instead of delay, so that you get a handle to the timeout, which you can then cancel before setting a new timeout (or cancel if play is set to false, then reset when play is true again) This is mentioned in the JQuery docs for .delay
My guess is that since you don't "cancel" the delay()'ed function, they hang around for too long, but they don't do anything when they fire, because play is false. But once play is true again, the all start having an effect again.
You can save the returned value for delay() and cancel the timer by using clearTimeout() with the value.
However, I'd also suggest that you use a single container for all the banners (and maybe put the the icons in there too), and set the mouseenter/mouseleave events on that, rather than on individual banners. Then there's just a single element that'll start/stop the banner rotation. If you also split everything up in specific functions that play and stop the rotation, and one to show a specific banner, you can possibly get a cleaner code structure.
Here's an example (it's just something I put together for fun rather than an edit of your code, so it's quite different. Sorry. But hopefully you can still use for something)

Can't see problem in JS

I want that when mouse is over an image, an event should be triggered ONCE, and it should be triggered again only after mouse is out of that image and back again, and also at least 2 seconds passed.
If I leave my mouse over the image,it gets called like every milisecond,and by the logic of my function once you hover on the variable 'canhover' becomes 0 until you move mouse out
This code seems to have a bug and I cant see it. I need a new pair of eyes, but the algorithm is kinda logical
Working code :
<script type="text/javascript">
var timeok = 1;
function redotimeok() {
timeok = 1;
}
//
function onmenter()
{
if (timeok == 1)
{
enter();
timeok = 0;
}
}
//
function onmleave()
{
setTimeout(redotimeok, 2000);
leave();
}
//
$('#cashrefresh').hover(onmenter,onmleave);
function enter(){
$("#showname").load('./includes/do_name.inc.php');
$("#cashrefresh").attr("src","images/reficonani.gif");
}
function leave(){
$("#cashrefresh").attr("src","images/reficon.png");
}
</script>
I don't know if this will solve your entire problem (since we don't have a detailed description of what it is), but instead of:
$('#cashrefresh').hover(onmenter(),onmleave());
try:
$('#cashrefresh').hover(onmenter,onmleave);
And the same thing here:
setTimeout(redotimeok, 2000); // just the function name
Also, I don't see where you ever set timeok to zero. Do you mean to set timeok = 0 in onmenter()?
There are two methods in jquery for your problem:
.mouseenter() and .mouseleave()
Check out the demos there.
EDIT:
I thought hover was for mouseover and mouseout, sorry for confusion.
I checked your code again. And it seems that you're changing the image when mouse gets over the image, which forces browser to load the new image and the old image disappears for a very little while till the new one appears and i think this must be triggering both handlers continuosly and you're getting this behaviour.
Try not to change the source of the image, comment out that line and instead console.log("some message") there and see if the message is repeated as much as .load() was fired before.
Hope this helps.
Try changing onmleave function as follows:
function onmleave()
{
setTimeout(redotimeok, 2000);
leave();
}

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