So I have some code to trigger a jquery event and what this code does is every time a user swipes left/right over an area it triggers the event and adds a log to the console.
This has been working fine on my ipad and iphone but today i have come to test it on two seperate android devices and have had little joy.
I have to swipe 20/30 times before it actually logs a swipe.
I wondered if I have an error in my code?
var maxTime = 1000,
// allow movement if < 1000 ms (1 sec)
maxDistance = 50,
// swipe movement of 50 pixels triggers the swipe
target = jQuery('.pageSize'),
startX = 0,
startTime = 0,
touch = "ontouchend" in document,
startEvent = (touch) ? 'touchstart' : 'mousedown',
moveEvent = (touch) ? 'touchmove' : 'mousemove',
endEvent = (touch) ? 'touchend' : 'mouseup';
target.bind(startEvent, function(e) {
// prevent image drag (Firefox)
// e.preventDefault();
startTime = e.timeStamp;
startX = e.originalEvent.touches ? e.originalEvent.touches[0].pageX : e.pageX;
}).bind(endEvent, function(e) {
startTime = 0;
startX = 0;
}).bind(moveEvent, function(e) {
// e.preventDefault();
var currentX = e.originalEvent.touches ? e.originalEvent.touches[0].pageX : e.pageX,
currentDistance = (startX === 0) ? 0 : Math.abs(currentX - startX),
// allow if movement < 1 sec
currentTime = e.timeStamp;
if (startTime !== 0 && currentTime - startTime < maxTime && currentDistance > maxDistance) {
if (currentX < startX) {
// swipe left code here
//slideMobile("forward", pageSize);
console.log("swipeForward");
jQuery(window).trigger('swipeForward');
}
if (currentX > startX) {
// swipe right code here
//slideMobile("back", pageSize);
console.log("swipeBackward");
jQuery(window).trigger('swipeBackward');
}
startTime = 0;
startX = 0;
}
});
Thanks
Related
I'm trying to use left/right arrows to navigate horizontally across my webpage.
Because of Firefox/Chrome handling a default arrow movement differently I had to disable the default movement (Firefox would move it 20px too far right).
<script>
window.addEventListener("keydown", function(e) {
// space and arrow keys
if([32, 37, 38, 39, 40].indexOf(e.keyCode) > -1) {
e.preventDefault();
}
}, false);
</script>
I've then got a Keydown function to move 1980px left/right on keypress. (I coudln't get keypress to work because of blocking the default move)
<script>
$(window).keydown(function (e) {
var currentx = 0;
var viewport = 1920;
var btnright = (+currentx) + (+viewport);
var btnleft = (+currentx) - (-viewport);
if ( e.which == 37 ) {
window.scrollTo(btnleft, 0);
currentx = (+currentx) - (-viewport);
} else if ( e.which == 39 ) {
window.scrollTo(btnright, 0);
currentx = (+currentx) + (+viewport);
}
});
</script>
I want it to be recurring (the page is 6000px wide) but I want to move 1 panel (1980px) at a time (Update $Current after each move). Eventually so I can navigate the whole page via arrows.
My issue is I can't get the event to trigger more than once, I can only navigate from 0 to 1980. It won't go any further. Is there a fix for this?
Thanks
As #CBroe stated, your currentx variable is being set to 0 each time that the event is triggered. Try moving the currentx variable declaration out of the event handler like following:
<script>
var currentx = 0,
viewport = 1920;
$(window).keydown(function (e) {
var btnright = (+currentx) + (+viewport),
btnleft = (+currentx) - (-viewport);
if ( e.which == 37 ) {
window.scrollTo(btnleft, 0);
currentx = (+currentx) - (-viewport);
} else if ( e.which == 39 ) {
window.scrollTo(btnright, 0);
currentx = (+currentx) + (+viewport);
}
});
</script>
How can I make a repeated scrollBy call smoother like when animating with jQuery's animate scrollTop?
Currently it is jumpy, the page jumps to and from the different scroll positions. How can I make it smoother?
Here is the scrollBy code:
window.scrollBy(0, -10*(scrollCount ? scrollCount<0 ? -1 : 1 : 0)) , 600*x); })(i);
And here is the for loop that contains it:
for(var i = 0; i < Math.abs(scrollCount); i++){
(function(x){
setTimeout(
window.scrollBy(0, -10*(scrollCount ? scrollCount<0 ? -1 : 1 : 0))
, 600*x); })(i);
}
}
Usage
First add this to your page.
scrollByAnimated = function(scrollY, duration){
var startTime = new Date().getTime();
var startY = window.scrollY;
var endY = startY + scrollY;
var currentY = startY;
var directionY = scrollY > 0 ? 'down' : 'up';
var animationComplete;
var count = 0;
var animationId;
if(duration === undefined){
duration = 250;//ms
}
//grab scroll events from the browser
var mousewheelevt=(/Firefox/i.test(navigator.userAgent))? "DOMMouseScroll" : "mousewheel" //FF doesn't recognize mousewheel as of FF3.x
//stop the current animation if its still going on an input from the user
var cancelAnimation = function () {
if(animationId!==undefined){
window.cancelAnimationFrame(animationId)
animationId=undefined;
}
}
if (document.attachEvent) {
//if IE (and Opera depending on user setting)
document.attachEvent("on"+mousewheelevt, cancelAnimation)
} else if (document.addEventListener) {
//WC3 browsers
document.addEventListener(mousewheelevt, cancelAnimation, false)
}
var step = function (a,b,c) {
var now = new Date().getTime();
var completeness = (now - startTime) / duration;
window.scrollTo(0, Math.round(startY + completeness * scrollY));
currentY = window.scrollY;
if(directionY === 'up') {
if (currentY === 0){
animationComplete = true;
}else{
animationComplete = currentY<=endY;
}
}
if(directionY === 'down') {
/*limitY is cross browser, we want the largest of these values*/
var limitY = Math.max( document.body.scrollHeight, document.body.offsetHeight, document.documentElement.clientHeight, document.documentElement.scrollHeight, document.documentElement.offsetHeight );
if(currentY + window.innerHeight === limitY){
animationComplete = true;
}else{
animationComplete = currentY>=endY;
}
}
if(animationComplete===true){
/*Stop animation*/
return;
}else{
/*repeat animation*/
if(count > 500){
return;
}else{
count++;
animationId = window.requestAnimationFrame(step);
}
}
};
/*start animation*/
step();
};
Then use it;
scrollByAnimated(100, 250);// change in scroll Y, duration in ms
Explanation
Here's a more robust version than your original code suggested you needed. Additional features include stop scrolling at the top and bottom of the page, uses requestAnimationFrame().
It also only supports scrolling up and down because thats all I need at this time. You'd be a cool, cool person if you added left and right to it.
It has only been tested in Chrome, so your milage may vary.
This code leverages requestAnimationFrame(). First scrollByAnimated() sets variables, then runs step() which loops until the duration has been reached.
At each frame it calculates the animation's completeness as a number from 0 to 1. This is the difference between the startTime and now, divided by duration.
This completeness value is then multiplied by the requested scrollY. This gives us our amount to scroll for each frame. Then we add the startY position to achieve a value that we can use window.scrollTo() to set the frame's position, rather than increment the current position.
try to use animate like this
$('html,body').animate({scrollTop: currentoffset},400);
I have an application made in AngularJS which has arrow key navigation to switch views.
I want to implement this navigation using swipe for touch devices. I tried jGestures library but it doesn't go well with swipe.
I have been recommended NOT to use jquery mobile.
Is there any other way to implement swipe?
EDIT:
It does not detect swipe cleanly. I tested it on multiple devices, including iPad and it takes multiple swipes to do an action(routing in my case).
I made this function for my needs.
Feel free to use it. Works great on mobile devices.
function detectswipe(el,func) {
swipe_det = new Object();
swipe_det.sX = 0; swipe_det.sY = 0; swipe_det.eX = 0; swipe_det.eY = 0;
var min_x = 30; //min x swipe for horizontal swipe
var max_x = 30; //max x difference for vertical swipe
var min_y = 50; //min y swipe for vertical swipe
var max_y = 60; //max y difference for horizontal swipe
var direc = "";
ele = document.getElementById(el);
ele.addEventListener('touchstart',function(e){
var t = e.touches[0];
swipe_det.sX = t.screenX;
swipe_det.sY = t.screenY;
},false);
ele.addEventListener('touchmove',function(e){
e.preventDefault();
var t = e.touches[0];
swipe_det.eX = t.screenX;
swipe_det.eY = t.screenY;
},false);
ele.addEventListener('touchend',function(e){
//horizontal detection
if ((((swipe_det.eX - min_x > swipe_det.sX) || (swipe_det.eX + min_x < swipe_det.sX)) && ((swipe_det.eY < swipe_det.sY + max_y) && (swipe_det.sY > swipe_det.eY - max_y) && (swipe_det.eX > 0)))) {
if(swipe_det.eX > swipe_det.sX) direc = "r";
else direc = "l";
}
//vertical detection
else if ((((swipe_det.eY - min_y > swipe_det.sY) || (swipe_det.eY + min_y < swipe_det.sY)) && ((swipe_det.eX < swipe_det.sX + max_x) && (swipe_det.sX > swipe_det.eX - max_x) && (swipe_det.eY > 0)))) {
if(swipe_det.eY > swipe_det.sY) direc = "d";
else direc = "u";
}
if (direc != "") {
if(typeof func == 'function') func(el,direc);
}
direc = "";
swipe_det.sX = 0; swipe_det.sY = 0; swipe_det.eX = 0; swipe_det.eY = 0;
},false);
}
function myfunction(el,d) {
alert("you swiped on element with id '"+el+"' to "+d+" direction");
}
To use the function just use it like
detectswipe('an_element_id',myfunction);
detectswipe('an_other_element_id',my_other_function);
If a swipe is detected the function "myfunction" is called with parameter element-id and "l,r,u,d" (left,right,up,down).
Example: http://jsfiddle.net/rvuayqeo/1/
I (UlysseBN) made a new version of this script based on this one which use more modern JavaScript, it looks like it behaves better on some cases. If you think it should rather be an edit of this answer let me know, if you are the original author and you end up editing, I'll delete my answer.
Have you tried Hammerjs? It supports swipe gestures by using the velocity of the touch.
http://eightmedia.github.com/hammer.js/
There is also an AngularJS module called angular-gestures which is based on hammer.js:
https://github.com/wzr1337/angular-gestures
Shameless plug I know, but you might want to consider a jQuery plugin that I wrote:
https://github.com/benmajor/jQuery-Mobile-Events
It does not require jQuery Mobile, only jQuery.
NOTE: Greatly inspired by EscapeNetscape's answer, I've made an edit of his script using modern javascript in a comment. I made an answer of this due to user interest and a massive 4h jsfiddle.net downtime. I chose not to edit the original answer since it would change everything...
Here is a detectSwipe function, working pretty well (used on one of my websites). I'd suggest you read it before you use it. Feel free to review it/edit the answer.
// usage example
detectSwipe('swipeme', (el, dir) => alert(`you swiped on element with id ${el.id} to ${dir} direction`))
// source code
// Tune deltaMin according to your needs. Near 0 it will almost
// always trigger, with a big value it can never trigger.
function detectSwipe(id, func, deltaMin = 90) {
const swipe_det = {
sX: 0,
sY: 0,
eX: 0,
eY: 0
}
// Directions enumeration
const directions = Object.freeze({
UP: 'up',
DOWN: 'down',
RIGHT: 'right',
LEFT: 'left'
})
let direction = null
const el = document.getElementById(id)
el.addEventListener('touchstart', function(e) {
const t = e.touches[0]
swipe_det.sX = t.screenX
swipe_det.sY = t.screenY
}, false)
el.addEventListener('touchmove', function(e) {
// Prevent default will stop user from scrolling, use with care
// e.preventDefault();
const t = e.touches[0]
swipe_det.eX = t.screenX
swipe_det.eY = t.screenY
}, false)
el.addEventListener('touchend', function(e) {
const deltaX = swipe_det.eX - swipe_det.sX
const deltaY = swipe_det.eY - swipe_det.sY
// Min swipe distance, you could use absolute value rather
// than square. It just felt better for personnal use
if (deltaX ** 2 + deltaY ** 2 < deltaMin ** 2) return
// horizontal
if (deltaY === 0 || Math.abs(deltaX / deltaY) > 1)
direction = deltaX > 0 ? directions.RIGHT : directions.LEFT
else // vertical
direction = deltaY > 0 ? directions.UP : directions.DOWN
if (direction && typeof func === 'function') func(el, direction)
direction = null
}, false)
}
#swipeme {
width: 100%;
height: 100%;
background-color: orange;
color: black;
text-align: center;
padding-top: 20%;
padding-bottom: 20%;
}
<div id='swipeme'>
swipe me
</div>
Hammer time!
I have used Hammer JS and it work with gesture. Read details from here: https://hammerjs.github.io/
Good thing that it is much more light weight and fast then jQuery mobile. You can test it on their website as well.
I like your solution and implemented it on my site - however, with some little improvements. Just wanted to share my code:
function detectSwipe(id, f) {
var detect = {
startX: 0,
startY: 0,
endX: 0,
endY: 0,
minX: 30, // min X swipe for horizontal swipe
maxX: 30, // max X difference for vertical swipe
minY: 50, // min Y swipe for vertial swipe
maxY: 60 // max Y difference for horizontal swipe
},
direction = null,
element = document.getElementById(id);
element.addEventListener('touchstart', function (event) {
var touch = event.touches[0];
detect.startX = touch.screenX;
detect.startY = touch.screenY;
});
element.addEventListener('touchmove', function (event) {
event.preventDefault();
var touch = event.touches[0];
detect.endX = touch.screenX;
detect.endY = touch.screenY;
});
element.addEventListener('touchend', function (event) {
if (
// Horizontal move.
(Math.abs(detect.endX - detect.startX) > detect.minX)
&& (Math.abs(detect.endY - detect.startY) < detect.maxY)
) {
direction = (detect.endX > detect.startX) ? 'right' : 'left';
} else if (
// Vertical move.
(Math.abs(detect.endY - detect.startY) > detect.minY)
&& (Math.abs(detect.endX - detect.startX) < detect.maxX)
) {
direction = (detect.endY > detect.startY) ? 'down' : 'up';
}
if ((direction !== null) && (typeof f === 'function')) {
f(element, direction);
}
});
}
Use it like:
detectSwipe('an_element_id', myfunction);
Or
detectSwipe('another_element_id', my_other_function);
If a swipe is detected the function myfunction is called with parameter element-id and 'left', 'right', 'up' oder 'down'.
I looked at several solutions but all failed with scroll and select text being the biggest confusion. Instead of scrolling right I was closing boxes and such.
I just finished my implementation that does it all for me.
https://github.com/webdevelopers-eu/jquery-dna-gestures
It is MIT so do what you want - and yes, it is really simple - 800 bytes minified. You can check it out on my (under-development) site https://cyrex.tech - swiperight on touch-devices should dismiss popup windows.
I am having a few issues with some events I am making.
On my document.ready I have:
jQuery(document).ready(function () {
//deal with clicks
jQuery(".touchslider-prev").click( function() {
jQuery(window).trigger('swipeForward');
});
jQuery(".touchslider-next").click( function() {
jQuery(window).trigger('swipeBackward');
});
//deal with swipe
var maxTime = 1000,
// allow movement if < 1000 ms (1 sec)
maxDistance = 50,
// swipe movement of 50 pixels triggers the swipe
target = jQuery('.pageSize'),
startX = 0,
startTime = 0,
touch = "ontouchend" in document,
startEvent = (touch) ? 'touchstart' : 'mousedown',
moveEvent = (touch) ? 'touchmove' : 'mousemove',
endEvent = (touch) ? 'touchend' : 'mouseup';
target.bind(startEvent, function(e) {
// prevent image drag (Firefox)
// e.preventDefault();
startTime = e.timeStamp;
startX = e.originalEvent.touches ? e.originalEvent.touches[0].pageX : e.pageX;
}).bind(endEvent, function(e) {
startTime = 0;
startX = 0;
}).bind(moveEvent, function(e) {
// e.preventDefault();
var currentX = e.originalEvent.touches ? e.originalEvent.touches[0].pageX : e.pageX,
currentDistance = (startX === 0) ? 0 : Math.abs(currentX - startX),
// allow if movement < 1 sec
currentTime = e.timeStamp;
if (startTime !== 0 && currentTime - startTime < maxTime && currentDistance > maxDistance) {
if (currentX < startX) {
// swipe left code here
console.log("page forward trigger");
jQuery(window).trigger('swipeForward');
}
if (currentX > startX) {
// swipe right code here
console.log("page back trigger");
//slide("back", pageSize);
jQuery(window).trigger('swipeBackward');
}
startTime = 0;
startX = 0;
}
});
//handle triggers from click and slide
jQuery(window).on('swipeForward', clickHandlerNext );
jQuery(window).on('swipeBackward', clickHandlerPrev );
});
If I then click forward or swipe forward this should trigger swipeForward which brings this bit of code into play jQuery(window).on('swipeForward', clickHandlerNext );
so the function clickHandlerNext should be run
function clickHandlerPrev(event) {
if(event.handled !== true) {
// Kill event handler, preventing any more clicks
jQuery(window).off("click", clickHandlerPrev);
jQuery(window).off("click", clickHandlerNext);
console.log("switch off handlers");
// Do your stuff here
slide("back");
// Mark event as handled
event.handled = true;
}
return false;
}
function clickHandlerNext(event) {
// If event isn't already marked as handled, handle it
if(event.handled !== true) {
// Kill event handler, preventing any more clicks
jQuery(window).off("click", clickHandlerPrev);
jQuery(window).off("click", clickHandlerNext);
console.log("switch off handlers");
// Do your stuff here
slide("forward");
// Mark event as handled
event.handled = true;
}
return false;
}
this should switch off the handler and then run the slide function.
function slide(data) {
jQuery('#pageHolder').animate({
left: 950
}, 400, function() {
console.log("animation started");
console.log("switch on handles");
jQuery(window).on("click", clickHandlerPrev);
jQuery(window).on("click", clickHandlerNext);
console.log("animation complete");
});
}
This then turns back on the handler. If I however remove the line jQuery(window).on("click", clickHandlerPrev); the next time I press the button it still runs the handler - but it shouldn't as it should be set .off.
Can anyone help?
Is jQuery.one an option? It applies the handler just once.
I have a carousel that is working just fine for all browsers and all devices except for ipad/iphone. When I swipe the carousel, it will use jqueries easing and bounce several times before stopping. The only way to make it behave, as it does in all other browsers, is to have an alert message pop up after swiping, then it works perfectly.
[code]
$("#CarouselWrap").bind("touchmove", function(event){
if(navigator.userAgent.match(/iPhone/i) || navigator.userAgent.match(/iPad/i)) {
whichWayMovingX[1] = event.originalEvent.touches[0].pageX;
whichWayMovingY[1] = event.originalEvent.touches[0].pageY;
}else{
whichWayMovingX[1] = event.originalEvent.changedTouches[0].pageX;
whichWayMovingY[1] = event.originalEvent.changedTouches[0].pageY;
}
if(whichWayMovingX[0] > whichWayMovingX[1]){
if(navigator.userAgent.match(/iPhone/i) || navigator.userAgent.match(/iPad/i)){
alert("left");
moveLeft();
}else{
moveLeft();
}
}else{
if(navigator.userAgent.match(/iPhone/i) || navigator.userAgent.match(/iPad/i)){
alert("right");
moveRight();
}else{
moveRight();
}
}
});
[/code]
The moveLeft and moveRight functions are used with the arrows on the left and right of the carousel, so I know that these work, but only for onclick events.
[code]
switch(amountToMove) {
case -1011:
$("#CarouselFeed").animate({marginLeft: amountToMove},{duration: 'slow', easing: 'easeOutBack', wipe:'true'});
[/code]
Why would this code work so well for onclick, but not for touchmove?
I have tried to combine the binds of touchstart, touchend and touchmove - nada
I have tried to use touchmove mousemove - diddlesquat
I have tried to use a setTimeout thinking that I had to wait for the last event - nothing
Please help, this is driving me nuts.
Found the solution via some code for addressing the default behavior of a swipe.
First, set up the listeners:
if(document.getElementById("CarouselFeed")){
$("#CarouselFeed").bind("touchstart", function(event){
touchStart(event,"CarouselFeed")
});
$("#CarouselFeed").bind("touchend", function(event){
touchEnd(event);
});
$("#CarouselFeed").bind("touchmove", function(event){
touchMove(event);
});
}
I found the following code on a web site, that thanked two other web sites for their code and just as that web site changed the code a little to suit their needs, I have done the same:
// TOUCH-EVENTS SINGLE-FINGER SWIPE-SENSING JAVASCRIPT
// Courtesy of PADILICIOUS.COM and MACOSXAUTOMATION.COM
// redefined a few things to make this applicable to our needs
// this script can be used with one or more page elements to perform actions based on them being swiped with a single finger
var triggerElementID = null; // this variable is used to identity the triggering element
var fingerCount = 0;
var startX = 0;
var startY = 0;
var curX = 0;
var curY = 0;
var deltaX = 0;
var deltaY = 0;
var horzDiff = 0;
var vertDiff = 0;
var minLength = 72; // the shortest distance the user may swipe
var swipeLength = 0;
var swipeAngle = null;
var swipeDirection = null;
// The 4 Touch Event Handlers
// NOTE: the touchStart handler should also receive the ID of the triggering element
// make sure its ID is passed in the event call placed in the element declaration, like:
//
var touchStart = function(event,passedName){
// disable the standard ability to select the touched object
// event.preventDefault();
// get the total number of fingers touching the screen
fingerCount = event.originalEvent.touches.length;
// since we're looking for a swipe (single finger) and not a gesture (multiple fingers),
// check that only one finger was used
if(fingerCount == 1){
// get the coordinates of the touch
startX = event.originalEvent.touches[0].pageX;
startY = event.originalEvent.touches[0].pageY;
// store the triggering element ID
triggerElementID = passedName;
}else{
// more than one finger touched so cancel
touchCancel(event);
}
}
var touchMove = function(event){
event.preventDefault();
if ( fingerCount == 1 ){
curX = event.originalEvent.touches[0].pageX;
curY = event.originalEvent.touches[0].pageY;
}else{
touchCancel(event);
}
}
var touchEnd = function(event){
// event.preventDefault();
// check to see if more than one finger was used and that there is an ending coordinate
if (fingerCount == 1 && curX != 0){
// use the Distance Formula to determine the length of the swipe
swipeLength = Math.round(Math.sqrt(Math.pow(curX - startX,2) + Math.pow(curY - startY,2)));
// if the user swiped more than the minimum length, perform the appropriate action
if(swipeLength >= minLength){
caluculateAngle();
determineSwipeDirection();
processingRoutine();
touchCancel(event); // reset the variables
}else{
touchCancel(event);
}
}else{
touchCancel(event);
}
}
var touchCancel = function(event){
// reset the variables back to default values
fingerCount = 0;
startX = 0;
startY = 0;
curX = 0;
curY = 0;
deltaX = 0;
deltaY = 0;
horzDiff = 0;
vertDiff = 0;
swipeLength = 0;
swipeAngle = null;
swipeDirection = null;
triggerElementID = null;
}
var caluculateAngle = function(){
var X = startX-curX;
deltaX = X;
var Y = curY-startY;
var Z = Math.round(Math.sqrt(Math.pow(X,2)+Math.pow(Y,2))); //the distance - rounded - in pixels
var r = Math.atan2(Y,X); //angle in radians (Cartesian system)
swipeAngle = Math.round(r*180/Math.PI); //angle in degrees
if (swipeAngle < 0) {swipeAngle = 360 - Math.abs(swipeAngle);}
}
var determineSwipeDirection = function(){
if( (swipeAngle <= 45) && (swipeAngle >= 0) ){
swipeDirection = 'left';
}else if( (swipeAngle <= 360) && (swipeAngle >= 315) ){
swipeDirection = 'left';
}else if( (swipeAngle >= 135) && (swipeAngle <= 225) ){
swipeDirection = 'right';
}else if( (swipeAngle > 45) && (swipeAngle < 135) ){
swipeDirection = 'down';
}else{
swipeDirection = 'up';
}
}
var processingRoutine = function(){
var swipedElement = document.getElementById(triggerElementID);
if( swipeDirection == 'left' ){
moveLeft();
}else if( swipeDirection == 'right' ){
moveRight();
}else if( (swipeDirection == 'up') || (swipeDirection == 'left') ){
moveLeft();
}else if( (swipeDirection == 'up') || (swipeDirection == 'right') ){
moveRight();
}else if( (swipeDirection == 'down') || (swipeDirection == 'left') ){
moveLeft();
}else if( (swipeDirection == 'down') || (swipeDirection == 'right') ){
moveRight();
}
}
One note, I have this swipe working on a carousel that has banners. In order for the links for the banners to work, you have to comment out the event.preventDefault() within the touchStart and touchEnd functions.
And that is all it takes