I want to be able to do a cross fade transition on large images whose width is set to 100% of the screen. I have a working example of what I want to accomplish. However, when I test it out on various browsers and various computers I don't get a buttery-smooth transition everywhere.
See demo on jsFiddle: http://jsfiddle.net/vrD2C/
See on Amazon S3: http://imagefader.s3.amazonaws.com/index.htm
I want to know how to improve the performance. Here's the function that actually does the image swap:
function swapImage(oldImg, newImg) {
newImg.css({
"display": "block",
"z-index": 2,
"opacity": 0
})
.removeClass("shadow")
.animate({ "opacity": 1 }, 500, function () {
if (oldImg) {
oldImg.hide();
}
newImg.addClass("shadow").css("z-index", 1);
});
}
Is using jQuery animate() to change the opacity a bad way to go?
You might want to look into CSS3 Transitions, as the browser might be able to optimize that better than Javascript directly setting the attributes in a loop. This seems to be a pretty good start for it:
http://robertnyman.com/2010/04/27/using-css3-transitions-to-create-rich-effects/
I'm not sure if this will help optimize your performance as I am currently using IE9 on an amped up machine and even if I put the browser into IE7 or 8 document mode, the JavaScript doesn't falter with your current code. However, you might consider making the following optimizations to the code.
Unclutter the contents of the main photo stage by placing all your photos in a hidden container you could give an id of "queue" or something similar, making the DOM do the work of storing and ordering the images you are not currently displaying for you. This will also leave the browser only working with two visible images at any given time, giving it less to consider as far as stacking context, positioning, and so on.
Rewrite the code to use an event trigger and bind the fade-in handling to the event, calling the first image in the queue's event once the current transition is complete. I find this method is more well-behaved for cycling animation than some timeout-managed scripts. An example of how to do this follows:
// Bind a custom event to each image called "transition"
$("#queue img").bind("transition", function() {
$(this)
// Hide the image
.hide()
// Move it to the visible stage
.appendTo("#photos")
// Delay the upcoming animation by the desired value
.delay(2500)
// Slowly fade the image in
.fadeIn("slow", function() {
// Animation callback
$(this)
// Add a shadow class to this image
.addClass("shadow")
// Select the replaced image
.siblings("img")
// Remove its shadow class
.removeClass("shadow")
// Move it to the back of the image queue container
.appendTo("#queue");
// Trigger the transition event on the next image in the queue
$("#queue img:first").trigger("transition");
});
}).first().addClass("shadow").trigger("transition"); // Fire the initial event
Try this working demo in your problem browsers and let me know if the performance is still poor.
I had the same problem too. I just preloaded my images and the transitions became smooth again.
The point is that IE is not W3C compliant, but +1 with ctcherry as using css is the most efficient way for smooth transitions.
Then there are the javascript coded solutions, either using js straight (but need some efforts are needed to comply with W3C Vs browsers), or using libs like JQuery or Mootools.
Here is a good javascript coded example (See demo online) compliant to your needs :
var Fondu = function(classe_img){
this.classe_img = classe_img;
this.courant = 0;
this.coeff = 100;
this.collection = this.getImages();
this.collection[0].style.zIndex = 100;
this.total = this.collection.length - 1;
this.encours = false;
}
Fondu.prototype.getImages = function(){
var tmp = [];
if(document.getElementsByClassName){
tmp = document.getElementsByClassName(this.classe_img);
}
else{
var i=0;
while(document.getElementsByTagName('*')[i]){
if(document.getElementsByTagName('*')[i].className.indexOf(this.classe_img) > -1){
tmp.push(document.getElementsByTagName('*')[i]);
}
i++;
}
}
var j=tmp.length;
while(j--){
if(tmp[j].filters){
tmp[j].style.width = tmp[j].style.width || tmp[j].offsetWidth+'px';
tmp[j].style.filter = 'alpha(opacity=100)';
tmp[j].opaque = tmp[j].filters[0];
this.coeff = 1;
}
else{
tmp[j].opaque = tmp[j].style;
}
}
return tmp;
}
Fondu.prototype.change = function(sens){
if(this.encours){
return false;
}
var prevObj = this.collection[this.courant];
this.encours = true;
if(sens){
this.courant++;
if(this.courant>this.total){
this.courant = 0;
}
}
else{
this.courant--;
if(this.courant<0){
this.courant = this.total;
}
}
var nextObj = this.collection[this.courant];
nextObj.style.zIndex = 50;
var tmpOp = 100;
var that = this;
var timer = setInterval(function(){
if(tmpOp<0){
clearInterval(timer);
timer = null;
prevObj.opaque.opacity = 0;
nextObj.style.zIndex = 100;
prevObj.style.zIndex = 0;
prevObj.opaque.opacity = 100 / that.coeff;
that.encours = false;
}
else{
prevObj.opaque.opacity = tmpOp / that.coeff;
tmpOp -= 5;
}
}, 25);
}
Related
I've got a GIF animation that I use thoughout my site as a saving/loading icon:
Because of edges on different background colors, I'd like to change it to a PNG animation.
When I want to show a loader at this moment I only have to make sure the following span is visible:
<span class="loader"></span>
There are several ways how this span be inserted in the document: through knockout visible binding, through JS, only by stylesheets etc.
Problem
I don't want my animation code to be aware of how this span ended up visible on the document, I just want him to animate it.
Of course scanning the whole document every frame (16 fps) for potential new spans with the 'loader' class, just to know which position properties need to be animated is not quite performant.
So what would be a good performant way to do a document wide png animation?
Note that I do need to support IE8 :(
Using a sprite in combination with CSS background-position comes immediately to mind:
(yes I know it's a pretty shitty one, but it'll do the job).
You mentioned Knockout, and as its aim is to separate logic from presentation, I'll use that. However, there's no way to completely separate it that I know of that doesn't come with a performance cost (cf your comment). Typically in Knockout bindingHandlers are used to do DOM manip independently of your viewModel.
Haven't tested, but should normally work on IE8. Run the snippet below for a demo
ko.bindingHandlers.loadIndicator = {
update: function(element, valueAccessor) {
var val = ko.unwrap(valueAccessor());
if (val == true) {
var intv = setInterval(function() {
var bgX = parseInt(element.style.backgroundPosition.split(' ')[0].replace('px',''));
if (bgX > -48) // 4 frames of 14px
element.style.backgroundPosition = (bgX - 14) + 'px';
else
element.style.backgroundPosition = '0px';
}, 150);
element.style.display = 'block';
} else {
element.style.display = 'none';
clearInterval(intv);
}
}
};
var app = { loading: ko.observable(true) };
ko.applyBindings(app);
// simulate 'loaded' after 3 secs
setTimeout(function() { app.loading(false); }, 3000);
.loader {
display: block;
width: 14px;
height: 14px;
background-image: url(http://i.imgur.com/1OZACw8.png);
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/knockout/3.2.0/knockout-min.js"></script>
<span class="loader" data-bind="loadIndicator: loading"></span>
If you think a custom binding is not worth it, you can use the visible binding in combination with a transparent animated GIF (yes, it is possible). See for example: http://blog.ciuly.com/general/internet/making-animated-gif-transparent-with-gimp/.
Any way you choose, you'll have to keep track of whether something has finished loading/ saving, for example in a KO observable property.
Prefer not using Knockout? You could do the same in vanilla JS/ jQuery. However, because you have to track the status from somewhere, you have to either interval-check DOM attributes (which achieves the same as Knockout does automatically on observables) or choose a variant of the approach below where you call an init/ stop function to hide/display the loader.
function loader(container) {
var elem = document.createElement('span');
elem.className = 'loader';
container.appendChild(elem);
var intv = setInterval(function() {
var bgX = parseInt(elem.style.backgroundPosition.split(' ')[0].replace('px',''));
if (bgX > -48) // 4 frames of 14px
elem.style.backgroundPosition = (bgX - 14) + 'px';
else
elem.style.backgroundPosition = '0px';
}, 150);
this.stop = function() {
clearInterval(intv);
container.removeChild(elem);
};
}
var x = new loader(document.body);
setTimeout(function() { x.stop() }, 10000);
Performance-wise I believe the animated transparent GIF with visible binding and the vanilla init/stop method are the 2 best candidates.
I want the javascript code to show a div in slow motion.
function showDiv(divID)
{
if(document.getElementById(divID).style.display=='none')
{
document.getElementById(divID).style.display='block';
}
}
Here div appears, but not in slow motion. Can anyone help ??
Thanks in advance
Dev..
There is no need of jQuery in this atall , its just a basic I am using your function to explain how thats done.
function showDiv(divID)
{
if(document.getElementById(divID).style.display=='none')
{
document.getElementById(divID).style.display='block';
}
}
What your function is doing is basically removing the whole Element from BOX Model ( the toggle of block and none removes the element totally from the BOX Model so it doesnt occupies any space or anything , this but may / may not cause some layout issues );
Now to animate it in slow motion you need a timing function.
a timing function is a simple mathematical function which gives the value of the property ( opacity in your case ) for a given time or depending on other parameters .
Other then that you also need to use properties like opacity in order to fade it (Opacity is a CSS property that defines the transparency of an element and its childrens )
So let us begin with a very basic show / hide using setTimeout Function in JS.
function getValue(t,dir){
if( dir > 0){
return 0.5*t; /* Y = mx + c */
}else{
return 1-(0.5*t);
}
/*
Here the slope of line m = 0.5.
t is the time interval.
*/
}
function animator(divID){
if(!(this instanceof animator)) return new animator(divID); /* Ignore this */
var Node = document.getElementById(divID),
start = new Date.getTime(), // The initiation.
now = 0,
dir = 1,
visible = true;
function step( ){
now = new Date.getTime();
var val = getValue( now - start,dir)
Node.style.opacity = val;
if( dir > 0 && val > 1 || dir < 0 && val < 0 ){
visible = !(visible*1);
// Optionally here u can call the block & none
if( dir < 0 ) { /* Hiding and hidden*/
Node.style.display = 'none'; // So if were repositioning using position:relative; it will support after hide
}
/* Our animation is finished lets end the continous calls */
return;
}
setTimeout(step,100); // Each step is executated in 100seconds
}
this.animate = function(){
Node.style.display = 'block';
dir *= -1;
start = new Date.getTime();
setTimeout(step,100);
}
}
now you can simply call the function
var magician = new animator('divName');
then toggle its animation by
magician.animate();
Now playing with the timing function you can create whatever possibilities you want as in
return t^2 / ( 2 *3.23423 );
or even higher polynomial equations like
return t^3+6t^2-38t+12;
As you can see our function is very very basic but it explains the point of how to make animations using pure js . you can later on use CSS3 module for animation and trigger those classes with javascript :-)
Or perhaps write a cross browser polyfill using CSS3 where available ( it is faster ) , and JS if not :-) hope that helps
Crossbrowser solution (without jQuery) :
HTML :
<div id="toChange" ></div>
CSS :
#toChange
{
background-color:red;
width:200px;
height:200px;
opacity:0;//IE9, Firefox, Chrome, Opera, and Safari
filter:alpha(opacity=0);//IE8 and earlier
}
Javascript :
var elem=document.getElementById("toChange");
var x=0;
function moreVisible()
{
if(x==1)clearInterval(t);
x+=0.05;
elem.style.opacity=x;
elem.style.filter="alpha(opacity="+(x*100)+")";
}
var t=setInterval(moreVisible,25);
Fiddle demonstration : http://jsfiddle.net/JgxW6/1/
So you have a few jQuery answers but I wouldn't recommend jQuery if fading the div is all you want.
Certainly jQuery makes things easier but it is a lot of overhead for a single simple functionality.
Here is someone that did it with pure JS:
Fade in and fade out in pure javascript
And a CSS3 example:
How to trigger CSS3 fade-in effect using Javascript?
You can use jquery $.show('slow') for the same, if you want to do the same without using jquery then you might be required to code something to show the effect yourself, you may have a look at source of jquery's show function http://james.padolsey.com/jquery/#v=1.6.2&fn=show . alternatively , you can also use fadein() for fade in effect in jquery
Yes you can do it using Jquery. Here is my sample example
$('#divID').click(function() {
$('#book').show('slow', function() {
// Animation complete.
});
});
For details clik here
Thanks.
I'm using a js image gallery on a magento site. Because Magento uses prototype, I've used prototype for this gallery; it's a simple application and I thought it unnecessary to load jQuery library as well just for this one element.
If you have a look at http://web74.justhost.com/~persia28/ in IE8 or less, the transitions between gallery slides is so slow, to the point where the text from one slide remains visible for a short time when the next slide is in place.
I know IE is rubbish with js, but I thought the extent of the slowness here is extreme, even for IE.
I don't want to load jQuery library just for this one gallery, Magento is enough of a tank as it is; so if it came to that I might opt for just putting the text in the images, not in HTML.
Anyway, would be great to hear your wisdom.
Many thanks, and here is the js code for the gallery.
var i = 0;
// The array of div names which will hold the images.
var image_slide = new Array('image-1', 'image-2', 'image-3');
// The number of images in the array.
var NumOfImages = image_slide.length;
// The time to wait before moving to the next image. Set to 3 seconds by default.
var wait = 4000;
// The Fade Function
function SwapImage(x,y) {
$(image_slide[x]).appear({ duration: 1.5 });
$(image_slide[y]).fade({duration: 1.5});
}
// the onload event handler that starts the fading.
function StartSlideShow() {
play = setInterval('Play()',wait);
$('PlayButton').hide();
$('PauseButton').appear({ duration: 0});
}
function Play() {
var imageShow, imageHide;
imageShow = i+1;
imageHide = i;
if (imageShow == NumOfImages) {
SwapImage(0,imageHide);
i = 0;
} else {
SwapImage(imageShow,imageHide);
i++;
}
}
function Stop () {
clearInterval(play);
$('PlayButton').appear({ duration: 0});
$('PauseButton').hide();
}
function GoNext() {
clearInterval(play);
$('PlayButton').appear({ duration: 0});
$('PauseButton').hide();
var imageShow, imageHide;
imageShow = i+1;
imageHide = i;
if (imageShow == NumOfImages) {
SwapImage(0,imageHide);
i = 0;
} else {
SwapImage(imageShow,imageHide);
i++;
}
}
function GoPrevious() {
clearInterval(play);
$('PlayButton').appear({ duration: 0});
$('PauseButton').hide();
var imageShow, imageHide;
imageShow = i-1;
imageHide = i;
if (i == 0) {
SwapImage(NumOfImages-1,imageHide);
i = NumOfImages-1;
} else {
SwapImage(imageShow,imageHide);
i--;
}
}
I looked at the site and it doesn't seem slow, it takes the same time to run. It looks as though the text is not changing in opacity until the end of the animation then is just being hidden. When I look with IE7 it works normally which is a clue, IE8 has a different way of making transparencies.
Magento still ships with Prototype 1.6.0 when I know that Prototype 1.6.1 fixes several IE8 bugs and Prototype 1.7 fixes some IE9 bugs too. You could try upgrading Prototype and Scriptaculous in the js/prototype/ and js/scriptaculous/ directories. I don't know if that exact problem is included which is why you should make a backup before overwriting files, if this doesn't work you will have something to rollback to.
I want to display several images of the same size at the same position, one at a time, with a 5s interval between each change. To do so I've used jQuery.Timer, that uses setInterval() to call some show_next_image() function every 5s.
It actually does work with IE, Opera, Safara, Firefox and.. partly with Google Chrome. It's not working with Google Chrome if I open a new window and directly type my website URL: it'll show the second image and stop. And with any other situation (reload, from another link, not right after opening a new window) it'll badly work: one can see the back image before the front image is shown.
Thus I'm wondering whether I've done something wrong with my JavaScript source. What I do is I use a front and a back image. When I want to show the next image, the back img source is set to the new image, and the front image is faded out while the back one is faded in through jQuery. You can check it out at http://www.laurent-carbon.com/ (in French). The two img are identified with bg1 and bg2.
var images = ["/img/IMG_0435bg.jpg", "/img/IMG_0400bg.jpg", "/img/maisonnette 2.jpg", "/img/IMG_0383bg.jpg", "/img/IMG_0409bg.jpg", "/img/IMG_0384bg.jpg"];
var idx = 1;
var waitTime = 5000; // ms
$(document).ready(function() {
$("#bg2").hide();
$.timer(waitTime, load_next);
$.preLoadImages(images);
});
function load_next(timer) {
var toshow = images[idx];
idx++;
idx %= images.length;
back_image().attr('src', toshow);
swap_images();
}
function front_image() {
return (idx % 2 == 0) ? $("#bg1") : $("#bg2");
}
function back_image() {
return (idx % 2 == 0) ? $("#bg2") : $("#bg1");
}
function swap_images() {
back_image().fadeOut('slow');
front_image().fadeIn('slow');
}
Thanks,
Ceylo
Ok I've worked out a solution .... without the use of plugins.
Demo
http://jsfiddle.net/morrison/PvPXM/9/show
source
http://jsfiddle.net/morrison/PvPXM/9/
This approach is a lot cleaner and removes the problem I had while viewing your page in chrome: the animation getting out of sync and flashing.
The only thing you have to do in the HTML is wrap the two images in a <div id="fadeBox" style="position:relative"></div>
$(function() {
var images = [
"http://www.laurent-carbon.com/img/IMG_0435bg.jpg",
"http://www.laurent-carbon.com/img/IMG_0400bg.jpg",
"http://www.laurent-carbon.com/img/maisonnette 2.jpg",
"http://www.laurent-carbon.com/img/IMG_0383bg.jpg",
"http://www.laurent-carbon.com/img/IMG_0409bg.jpg",
"http://www.laurent-carbon.com/img/IMG_0384bg.jpg"
];
var idx = 1;
var max = images.length;
var easing = "swing";
var waitTime = 5000; // ms
var fadeTime = 2000; // ms
var fadeShow = function(fadeTime, fadeDelay) {
var $topImage = $("#fadeBox img:last");
$topImage.fadeTo(fadeDelay, 1, function() {
$topImage.fadeTo(fadeTime, 0, easing, function() {
$topImage
.fadeTo(0, 1)
.insertBefore("#fadeBox img:first")
.attr("src", images[++idx == max ? idx = 0 : idx]);
fadeShow(fadeTime, fadeDelay);
});
});
};
fadeShow(fadeTime, waitTime);
});
Hope this helps
PS thanks to Levi for cleaning the code up a bit.
Answer: http://jsfiddle.net/morrison/RxyZY/
Notes:
You are trying to reinvent the wheel. You are creating a simple slideshow. There are numerous plugins to do exactly this and much more. I used jQuery cycle in my example, which is extremely customizable.
You should wrap your stuff up in a function, creating an expression. In my example, the (function($){}(jQuery)) is what does the trick. It scopes your variables to the function, rather than the global namespace.
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.
My current function is called continuously (refreshcash) if I leave the mouse over my image
<img src="images/reficon.png" onmouseover="refreshcash()" onmouseout="normalimg()" id="cashrefresh"/>
function refreshcash() {
$("#showname").load('./includes/do_name.inc.php');
$("#cashrefresh").attr("src","images/reficonani.gif");
}
function normalimg() {
$("#cashrefresh").attr("src","images/reficon.png");
}
code update
This code seems to have a bug,but the algorithm is kinda logical
<script type="text/javascript">
var canhover = 1;
var timeok = 1;
function redotimeok() {
timeok = 1;
}
//
function onmenter()
{
if (canhover == 1 && timeok == 1)
{
enter();
canhover = 0;
}
}
//
function onmleave()
{
leave();
canhover = 1;
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>
Try the hover:
$('#cashrefresh').hover(function(){
$("#showname").load('./includes/do_name.inc.php');
$("#cashrefresh").attr("src","images/reficonani.gif");
}, function(){
$("#cashrefresh").attr("src","images/reficon.png");
});
And your image should look like:
<img src="images/reficon.png" id="cashrefresh"/>
Update:
Modify your code like this:
var e = null;
var l = null;
$('#cashrefresh').hover(function(){
e = setTimeout(enter, 2000)
}, function(){
l = setTimeout(leave, 2000)
});
function enter(){
$("#showname").load('./includes/do_name.inc.php');
$("#cashrefresh").attr("src","images/reficonani.gif");
clearTimeout(e);
}
function leave(){
$("#cashrefresh").attr("src","images/reficon.png");
clearTimeout(l);
}
Do you have the images cached in some way? If you replace them by their src attribute without specifying width/height elsewhere (best would be CSS) or having them readily available then the hovered box (img element) will collapse into a smaller (or no) box until the image has been loaded far enough for the browser to know the correct dimensions of the image to resize the box (which may affect other elements being adjusted to the image). The exact effect depends on the browser but you may lose the hover state causing the call of your mouseout function.
I assume that both images are the same size, so if you didn't already, you could try adding the dimensions to your CSS for #cashrefresh and see if that fixes the problem.
For the delay I would recommend using the jQuery timers plugin (or a similar one) which eases handling of timers compared to doing it on your own. You would probably want to give your timers names and try to stop older ones before you add the next one.