function SlideShow(area)
{
var SlideImg = new Array('img1', 'img2');
var SlideArea = document.getElementById(area);
for(i=0;i<SlideImg.length;i++)
{
var html = '<img src="images/room/' + SlideImg[i] + '.jpg" id="' + SlideImg[i] + '" class="not-active" />';
SlideArea.innerHTML += html;
}
var a = 0;
function RunSlide()
{
document.getElementById(SlideImg[a]).className = 'active';
a++;
}
var run = setTimeout('RunSlide()', 5000);
}
This function not working after I add the setTimeout() method there. Can anybody help me?
Just change it to:
var run = setTimeout(RunSlide, 5000);
The reason is: when you pass a string to setTimeout() it is evaluated in global context - where RunSlide is not visible, because it is local.
Passing a string to setTimeout() is never a good idea, here you have one reason.
Related
I have a setTimout loop being called repeatedly but the loop seems to catch up with itself and causes sticking on my page ect. I added a alert to see what was happening and i had the timer set to call every 10seconds, but the alert was being displayed oppressively faster until it was continuous
can anybody see why this is by my code below.
Many thanks
$(function(){
var running = setTimeout(function (){
var varLISTID = document.getElementById('datacatch').getAttribute("data-variable-LISTID");
var varUSERACCOUNTNAME = document.getElementById('datacatch').getAttribute("data-variable-USERACCOUNTNAME");
var varITEMACCOUNTNAME = document.getElementById('datacatch').getAttribute("data-variable-ITEMACCOUNTNAME");
var varSELECTEDUSER= document.getElementById('datacatchuser').getAttribute("data-variable-SELECTEDUSER");
var mylink = "loadmessages.php?listID=" + varLISTID + "&useraccountname=" + varUSERACCOUNTNAME + "&itemaccountname=" + varITEMACCOUNTNAME + "&selecteduser=" + varSELECTEDUSER;
$('#infobox1').load(mylink);
var myotherlink = "contactselect.php?listID=" + varLISTID + "&useraccountname=" + varUSERACCOUNTNAME + "&itemaccountname=" + varITEMACCOUNTNAME + "&selecteduser=" + varSELECTEDUSER;
$('#containercontact').load(myotherlink);
},10000);//10s
$(document).keypress(function() {
clearInterval(running);
})
});
I'm working on this automated, non-endless slideshow, with dynamically loaded content. Each image has to be acompanied by sound. So far I got dynamic loading of both images and sounds down. But it all happens at once, which it shouldn't. I figured, that setTimeout can come in handy here, to set the interval between each pair, but all I got is either last image multiplied by the iteration count or script not working at all. delay also didn't prove to be of any help.
Here's whot I got so far:
function displayImages(data){
var count = data;
var pixBox = $('#picture-box');
var imgPre = 'resources/exhibit-';
var imgExt = '.png';
var sndExt = '.wav';
for(i = 1; i < count; i++) {
var imgSrc = '<img src="' + imgPre + i + imgExt + '">';
var sndSrc = new Audio(imgPre + i + sndExt);
sndSrc.play();
pixBox.append(imgSrc);
}
}
My question is: how to set the setTimeout (or whatever function is the best here), for it to iterate over time. Say, to set the change of img/sound pairs every 2 seconds?
You can use setTimeout like this:
function displayImages(cur, total){
var pixBox = $('#picture-box');
var imgPre = 'resources/exhibit-';
var imgExt = '.png';
var sndExt = '.wav';
var imgSrc = '<img src="' + imgPre + cur + imgExt + '">';
var sndSrc = new Audio(imgPre + cur + sndExt);
sndSrc.play();
pixBox.append(imgSrc);
return setTimeout( 'displayImages(' + ((cur+1)%total) + ',' + total + ')', 2000 );
}
And start it off like this: displayImages(0,total) where total corresponds to your data variable.
The reason I like to use setTimeout and not setInterval in these situations is that setTimeout is only called after the previous function has completed. setInterval can get back-logged and freeze up your page.
Note that the function returns a handle for the timeout. If you should want to stop the animation, you can do this:
var animation = displayImages(0,total);
...some code...
clearTimeout(animation);
and the animation will stop.
You can use a setInterval, this does the same code at every interval.
var myInterval = window.setInterval(displayImages, 2000);
This will make sure your function gets called every 2000 milliseconds.
More information on MDN setInterval
You can try something like this
$(function() {
var count = 100;
var i = 0;
var repeat = setInterval(function() {
if (i <= count) {
var imgSrc = '<img src="' + imgPre + i + imgExt + '">';
var sndSrc = new Audio(imgPre + i + sndExt);
sndSrc.play();
pixBox.append(imgSrc);
i++;
}
else{
i = 0; //reset count if reaches threshold.
}
}, 5000); //5 secs
});
With this, if you want to reset the interval on any event you can simple call
clearInterval(repeat);
See a setInterval example here: JSFiddle
var i = 0;
setInterval(fadeDivs, 3000);
function fadeDivs() {
i = i < images.length ? i : 0;
$('#my-img').fadeOut(200, function(){
$(this).attr('src', images[i]).fadeIn(200);
})
i++;
}
I've searched around and found no pure js solution to my issue that I can apply to my code.
It's a script that prints an array of images, but for now it only prints 1 array.
Pertinent code in html:
<div id="imgViewer"></div>
<script>
var imgViewerImages = ['img/imgViewer/1.png','img/imgViewer/2.png','img/imgViewer/3.png','img/imgViewer/4.png','img/imgViewer/5.png','img/imgViewer/6.png'];
</script>
<script src="services/imgViewer.js"></script>
And in JS:
function imgViewerPrinter(){
var imgViewerTarget = document.getElementById('imgViewer');
imgViewerImages.toString();
for (var i=0;i<imgViewerImages.length;i++){
imgViewerTarget.innerHTML = '<img src="' + imgViewerImages[i] + '">';
}
}
window.onload = imgViewerPrinter();
I'm still a noob is JS so I ask for your pacience.
Thanks in advance
try :
imgViewerTarget.innerHTML += "<img src="' + imgViewerImages[i] + '">";
If you want to print out an array of images shouldnt you have your HTML code in the loop making i the image number for example;
for (var i=0;i<imgViewerImages.length;i++){
var imgViewerImages = ['img/imgViewer/' + [i] + '.png'];
}
Try this optimized soln.
var imgViewerImages =['img/imgViewer/1.png','img/imgViewer/2.png','img/imgViewer/3.png','img/imgViewer/4.png','img/imgViewer/5.png','img/imgViewer/6.png'];
function imgViewerPrinter(){
var imgList=[];
for (var i=0;i<imgViewerImages.length;i++){
imgList.push('<img src="' + imgViewerImages[i] + '" />');
}
var imgViewerTarget = document.getElementById('imgViewer');
imgViewerTarget.innerHTML = imgList.join('');
}
window.onload = imgViewerPrinter();
try something like this,Because your code rewrite innerHTML again and again, so you get last iterated value.
Instead of manipulating DOM in every loop,Below code will manipulate your DOM one time only.
function imgViewerPrinter(){
var imgViewerTarget = document.getElementById('imgViewer');
var imgViewerImages_length = imgViewerImages.length;
var image = '';
for (var i=0;i<imgViewerImages_length;i++){
image += '<img src="' + imgViewerImages[i] + '">';
}
imgViewerTarget.innerHTML = image;
}
I have an object, X, and some code that creates a div and assigns id = X.ID. After the html is created, I assign the object to the div, like this:
document.getElementById(X.ID).XValue = X;
If I set a break after that statement, I can evaulate document.getElementById(X.ID).XValue and see all the properties of X.
While I was creating the html, I added onmouseup="MOUSE_UP(event)".
var aProp = {};
aProp.ThisValue = "This";
aProp.ThatValue = "That";
aProp.Id = 5;
var html = '<div id="' + aProp.Id + '"';
var func = 'MOUSE_UP';
html += ' onmouseup="' + func + '(event) ">';
html += '</div>';
document.getElementById("test").innerHTML += html;
document.getElementById(aProp.Id).XVALUE = aProp;
function MOUSE_UP(event) {
alert(event.currentTarget.XValue.ThisValue);
}
Now, when I set a break at MOUSE_UP, event.currentTarget is my div (event.currentTarget.id == X.ID), but event.currentTarget.XValue is undefined.
Why is XValue undefined here when it was defined earlier?
Looks like setting innerHTML of #test would wipe out all custom properties from its children. You can check this in the jsFiddle. When you'll run the fiddle as it is, you'll notice NewProp of #1 will become undefined after adding more content with test.innerHTML += ... If you log tabIndex instead of NewProp, you'll get the correct values.
This happens because += operator is just a shortcut for a statement like a = a + b, which can also be written a += b.
Basicly you create a string from the inner HTML of #test, then add another string to it, and finally replace the original innerHTML of #test with this new string. All previous elements in #test are replaced with new ones, which don't have the custom properties set.
When setting id property for an element, also id attribute is added to the HTML, hence they are a part of innerHTML of #test, and are added to the newly created HTML too.
If you use proper DOM manipulation instead of setting innerHTML, you'll get the results you want. The code below uses createElement() and appendChild() methods instead of setting innerHTML.
function myMouseUp(e) {
alert("at MouseUp " + e.currentTarget.NewProp.ThisValue);
}
function buildOneDiv(aProp) {
var html = document.createElement('div');
aProp.ThisValue = 'This is ' + aProp.id;
aProp.ThatValue = 'That is ' + aProp.id;
html.id = aProp.id;
html.addEventListener('mouseup', myMouseUp, false);
html.innerHTML = 'Test ' + aProp.id;
return html;
}
function buildDivs(x) {
var html = buildOneDiv(x);
document.getElementById("test").appendChild(html);
document.getElementById(x.id).NewProp = x;
}
window.onload = function () {
var aProp, i;
for (i = 1; i < 4; i++) {
aProp = {};
aProp.id = i;
buildDivs(aProp);
}
};
A live demo at jsFiddle.
This is not so much an answer as it is a clarification and a work-around.
Given this html
<div id="test"></div>
and this code
function myMouseUp(e) {
alert("at MouseUp " + e.currentTarget.NewProp.ThisValue);
}
function buildOneDiv(aProp) {
aProp.ThisValue = "This";
aProp.ThatValue = "That";
var html = '<div id="' + aProp.id + '"';
var func = 'myMouseUp';
html += ' onmouseup="' + func + '(event) ">';
html += 'Test ' + aProp.id + '</div>';
return html;
}
function buildDivs(x) {
var html = buildOneDiv(x);
document.getElementById("test").innerHTML += html;
document.getElementById( x.id ).NewProp = x;
}
window.onload = function () {
for (var i = 1; i < 4; i++) {
var aProp = {};
aProp.id = i;
buildDivs(aProp);
}
};
The end result is that only the LAST div whose onmouseup is defined will have a legitimate value for NewProp at myMouseUp. For each other div, this property is undefined. This is why I got some comments indicating that "It does work." It works for ONE, which is all I had in my example. (This is the clarification.)
My workaround is to add a global object to be an associative array and change two statements:
var myDivs = {}; // global
Replace
document.getElementById( x.id ).NewProp = x;
in buildDivs with
myDivs[x.id] = x;
and replace
alert("at MouseUp " + e.currentTarget.NewProp.ThisValue);
in myMouseUp with
alert(myDivs[e.currentTarget.id].ThisValue );.
I'd still like to know why the original approach doesn't work.
So I have the following code which i basically just a JSON string I am using eval to convert to an object. Now, this object has an array of elements that gets displayed to the screen via a for loop:
function DisplayListing(str)
{
var obj = eval("(" + str + ")");
var div = document.getElementById('Response');
for(i=0; i<obj.files.length; i++)
{
div.innerHTML += '<span id="listing' + i + '" class="displayNone"><img src="' + obj.files[i].icon + '"/>' + obj.files[i].name + '</span><br />';
}
}
This works just fine. However, what I want it to do is wait a set interval of time before it continues to the next element. I want to it basically call a function with a timeout, so each element fades onto the screen individually. All attempts so far on cause the last element to execute a function. Any help would be greatly appreciated!
http://jsfiddle.net/SfKNc/
var obj = {files: [1, 2, 3]}; // sample object - use JSON.parse by the way
var div = document.getElementById('Response');
for(var i=0; i<obj.files.length; i++) { // use var!
setTimeout((function(i) {
return function() { // i changes, so create a new function in which i does not change
div.innerHTML +=
'<span id="listing' + i +
'" class="displayNone">' + i +
'</span><br />';
};
})(i), i * 1000); // set timeout to 1000 ms for first item, 2000 for second etc.
}
you have manually create a sleep function something like the below:
function sleep(milliseconds) {
var start = new Date().getTime();
for (var i = 0; i < 1e7; i++) {
if ((new Date().getTime() - start) > milliseconds){
break;
}
}
}
or you create an empty function and use the setTimeout on it
function sleep()
{
setTimeout(Func1, 3000);
}
Func1(){}
http://www.phpied.com/sleep-in-javascript/