calling setinterval with object reference - javascript

I have a banner rotator and I wanted to use objects instead of functions so I could make the code more efficient. Anyway I can't seem to get setInterval to work. I think it's got something to do with the object reference. Can anybody explain this? Here's what I've got so far:
window.addEvent('domready', function() {
function set_banner(divid, array)
{
var banner = $(divid);
banner.set('html', '<img src="" alt=""/>');
var banner_link = $(divid).getElement('a');
var banner_image = $(divid).getElement('img');
var delay = 0;
for (var keys in banner1array) {
var callback = (function(key) { return function() {
banner.setStyle('opacity', 0);
var object = array[key];
for (var property in object) {
if (property == 'href') {
var href = object[property];
}
if (property == 'src') {
var src = object[property];
}
}
if (!banner.getStyle('opacity')) {
banner.set('tween', {duration:1000});
banner_link.setProperty('href', href);
banner_image.setProperty('src', src);
banner.tween('opacity', 1);
}
}; })(keys);
setTimeout(callback, delay);
delay += 21000;
}
}
var banner1 = set_banner('banner1', banner1array);
setInterval(function() {set_banner('banner1', banner1array);}, 84000);
var banner2 = set_banner('banner2', banner2array);
setInterval(function() {set_banner('banner2', banner2array);}, 84000);
});

A couple of simple mistake:
var banner1 = new set_banner('banner1');
^ ---------- creates a new object and uses set_banner as the constructor
your code already gets called here
and you get a new object back, which in this case has NO use
....
setInterval(banner1(), 42000);
^----------------- The parenthesis EXECUTE the function
the RETURN VALUE is then passed to setInterval
BUT... banner1() is NOT a function, so this fails
What you want to do in case that you want to call set_banner after 42 seconds AND pass a parameter is to use an anonymous function which then calls set_banner.
setInterval(function() { // pass an anonymous function, this gets executed after 42 seconds...
set_banner('banner1'); // ...and then calls set_banner from within itself
}, 42000);

Something else to consider: http://zetafleet.com/blog/why-i-consider-setinterval-harmful.
(tl:dr Instead of setInterval, use setTimeout.) While I'm not sure that his arguments apply here, it seems like a good thing to get in the habit of avoiding.
function defer_banner(div, bannerArray, delay) {
setTimeout(function() {
setBanner(div, bannerArray);
defer_banner(div, bannerArray, delay);
}, delay);
});

Related

How can I end a requestanimationFrame with a function? [duplicate]

I'm trying to cancel a requestAnimationFrame loop, but I can't do it because each time requestAnimationFrame is called, a new timer ID is returned, but I only have access to the return value of the first call to requestAnimationFrame.
Specifically, my code is like this, which I don't think is entirely uncommon:
function animate(elem) {
var step = function (timestamp) {
//Do some stuff here.
if (progressedTime < totalTime) {
return requestAnimationFrame(step); //This return value seems useless.
}
};
return requestAnimationFrame(step);
}
//Elsewhere in the code, not in the global namespace.
var timerId = animate(elem);
//A second or two later, before the animation is over.
cancelAnimationFrame(timerId); //Doesn't work!
Because all subsequent calls to requestAnimationFrame are within the step function, I don't have access to the returned timer ID in the event that I want to call cancelAnimationFrame.
Looking at the way Mozilla (and apparently others do it), it looks like they declare a global variable in their code (myReq in the Mozilla code), and then assign the return value of each call to requestAnimationFrame to that variable so that it can be used any time for cancelAnimationFrame.
Is there any way to do this without declaring a global variable?
Thank you.
It doesn't need to be a global variable; it just needs to have scope such that both animate and cancel can access it. I.e. you can encapsulate it. For example, something like this:
var Animation = function(elem) {
var timerID;
var step = function() {
// ...
timerID = requestAnimationFrame(step);
};
return {
start: function() {
timerID = requestAnimationFrame(step);
}
cancel: function() {
cancelAnimationFrame(timerID);
}
};
})();
var animation = new Animation(elem);
animation.start();
animation.cancel();
timerID; // error, not global.
EDIT: You don't need to code it every time - that's why we are doing programming, after all, to abstract stuff that repeats so we don't need to do it ourselves. :)
var Animation = function(step) {
var timerID;
var innerStep = function(timestamp) {
step(timestamp);
timerID = requestAnimationFrame(innerStep);
};
return {
start: function() {
timerID = requestAnimationFrame(innerStep);
}
cancel: function() {
cancelAnimationFrame(timerID);
}
};
})();
var animation1 = new Animation(function(timestamp) {
// do something with elem1
});
var animation2 = new Animation(function(timestamp) {
// do something with elem2
});

why is javascript parameter undefined?

I'm getting the error that "txtname" is undefined.
let i = 0;
let txtOne = 'Hi';
let txtTwo = 'My name is Sarah';
let txtThree = "and I'm learning web development";
let speed = 200;
let firstdiv = document.querySelector(".firstOne");
let nextdiv = document.querySelector(".nextOne");
let lastdiv = document.querySelector(".lastOne");
function typeWriter(txtname, divname) {
if (i < txtname.length) {
divname.innerHTML += txtname.charAt(i);
i++;
setTimeout(typeWriter, speed);
}
}
window.onload = typeWriter(txtOne, firstdiv);
firstdiv.addEventListener("animationend", typeWriter(txtTwo, nextdiv));
nextdiv.addEventListener("animationend", typeWriter(txtThree, lastdiv));
Why is txtname coming up as undefined? Shouldn't it get replaced by whatever I pass as an argument in my typeWriter function?
Why isn't the typeWriter function looking at txtOne.length or txtTwo.length etc?
I'm still in the process of learning javascript so please excuse me if this is a basic error.
setTimeout(typeWriter, speed) means that in 200 ms, typeWriter will be invoked with no arguments. The arguments from the previous invocation are not carried forward automatically to the next invocation, you need to supply them. You can do so with an anonymous function:
setTimeout(function () { typeWriter(txtname, divname) }, speed)
While you're fixing this, you should probably also move state like i into the function, rather than depending on global state. You can do so by accepting i as an argument, but giving it a default value of 0:
function typeWriter(txtname, divname, i) {
i || (i = 0);
if (i < txtname.length) {
divname.innerHTML += txtname.charAt(i);
setTimeout(function () { typeWriter(txtname, divname, i + 1) }, speed);
}
}
This is a common pattern with recursive functions.
Another issue is the way you are setting the event handlers. You are actually setting the returned value of the typeWriter function as the event handler instead of the function itself. You should remove the invocation operator, i.e. window.onload = typeWriter, but since you want to call the function with specific parameters, you need to wrap the code with another function:
window.onload = function() { typeWriter(txtOne, firstdiv) };
firstdiv.addEventListener("animationend", function() { typeWriter(txtTwo, nextdiv) });
nextdiv.addEventListener("animationend", function() { typeWriter(txtThree, lastdiv) });

Replace JavaScript variable from outside of function

I'm not sure if what i am trying to do is possible, or if there's an easier way to do what I'm trying to do.
I have the following code:
<script>
function TitleSwitch() {
var counter = 0,
fn = function () {
var array = ['Value1','Value2','Value3'];
$(document).prop('title', array[counter]);
counter++;
counter %= array.length;
};
fn();
return fn;
}
setInterval(TitleSwitch(), 5000);
</script>
It rotates the page title between the three variables, Value1, Value2, and Value3 every 5 seconds. This is working fine.
However, on the same page there is some ajax script that is polling for other information related to the app.
What I am trying to do is use some of the data returned from the polling script to change the values in the title switching function.
So, as an example, the poll data may return Value4, Value5, and Value6 instead.
So in the code above, is there any way to replace the values in
var array = ['Value1','Value2','Value3'];
from another function, outside of the title switching function?
So, say I have a function called pollingDone() that is called each time the polling data is returned, how can I change the values of "array" in TitleSwitch() from within pollingDone() after TitleSwitch() is already running using setInterval?
basically, what I was trying to do is keep TitleSwitch running, but just replace the values used.
The reason I was trying to do it this way is because the titles are switched between the three values every 5 seconds, however the polling script runs every 10 seconds. So if I started the TitleSwitch() function over each time the polling script completes, the third value would never be shown in the title. The first two would show, the polling script would run, and then the titles would start over. So I was hoping to keep the TitleSwitch() function running as-is, and just replace the values it is using.
You can do that by exposing the array in the fn function to the outside context.
Here is an example:
function TitleSwitch() {
var counter = 0;
this.array = ['Value1','Value2','Value3'];
var self = this;
this.fn = function () {
$(document).prop('title', self.array[counter]);
console.log(self.array[counter]);
counter++;
counter %= self.array.length;
};
this.fn();
}
var switcher = new TitleSwitch()
setInterval(switcher.fn, 500);
function asyncFn(){
switcher.array[0] = "changed title1";
}
setTimeout(asyncFn, 1000)
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
Pass it in the constructor so you can control the access level from outside.
In the example:
myArray is defined outside the closure that TitleSwitch creates.
When editing its values, the next iteration will use the updated contents.
Like so:
function TitleSwitch(array) {
var counter = -1,
fn = function () {
counter++;
counter %= array.length;
// Move to bottom to prevent errors when using a shorter array
console.log(array[counter]);
};
fn();
return fn;
}
var myArray = ['Value1','Value2','Value3'];
setInterval(TitleSwitch(myArray), 1000);
myArray[1] = "TEST";
myArray[2] = "TEST2";
I think you will have to get your variable out of your function scope, something like this:
var titles = ['Value1', 'Value2', 'Value3'];
function TitleSwitch() {
var counter = 0,
fn = function () {
$(document).prop('title', titles[counter]);
counter++;
counter %= titles.length;
};
fn();
return fn;
}
setInterval(TitleSwitch(), 5000);
// Here, you can modify your titles in an ajax call
There is no way to replace array that is defined as a local variable inside fn. If you pull it out to outside of TitleSwitch, you can just give it a new value. Alternately, you can use a property on fn, or construct a more complex object, to avoid polluting the environment.
You also want to raise the modulo line to the start of fn: e.g. if you have a 5-element list with counter being 4 and you replace array with a 2-element list, your code would break.
var array = ['Value1','Value2','Value3'];
function TitleSwitch() {
var counter = 0,
fn = function () {
$(document).prop('title', array[counter]);
console.log(array[counter]);
counter++;
counter %= array.length;
};
fn();
return fn;
}
setInterval(TitleSwitch(), 5000);
function pollingDoneCallback(data){
if(data){
array=[];
for(var i=0;i<data.length;i++)
array.push(data[i]);
}
}
pollingDoneCallback(['val5','val6']);
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>

Is there a way to cancel requestAnimationFrame without a global variable?

I'm trying to cancel a requestAnimationFrame loop, but I can't do it because each time requestAnimationFrame is called, a new timer ID is returned, but I only have access to the return value of the first call to requestAnimationFrame.
Specifically, my code is like this, which I don't think is entirely uncommon:
function animate(elem) {
var step = function (timestamp) {
//Do some stuff here.
if (progressedTime < totalTime) {
return requestAnimationFrame(step); //This return value seems useless.
}
};
return requestAnimationFrame(step);
}
//Elsewhere in the code, not in the global namespace.
var timerId = animate(elem);
//A second or two later, before the animation is over.
cancelAnimationFrame(timerId); //Doesn't work!
Because all subsequent calls to requestAnimationFrame are within the step function, I don't have access to the returned timer ID in the event that I want to call cancelAnimationFrame.
Looking at the way Mozilla (and apparently others do it), it looks like they declare a global variable in their code (myReq in the Mozilla code), and then assign the return value of each call to requestAnimationFrame to that variable so that it can be used any time for cancelAnimationFrame.
Is there any way to do this without declaring a global variable?
Thank you.
It doesn't need to be a global variable; it just needs to have scope such that both animate and cancel can access it. I.e. you can encapsulate it. For example, something like this:
var Animation = function(elem) {
var timerID;
var step = function() {
// ...
timerID = requestAnimationFrame(step);
};
return {
start: function() {
timerID = requestAnimationFrame(step);
}
cancel: function() {
cancelAnimationFrame(timerID);
}
};
})();
var animation = new Animation(elem);
animation.start();
animation.cancel();
timerID; // error, not global.
EDIT: You don't need to code it every time - that's why we are doing programming, after all, to abstract stuff that repeats so we don't need to do it ourselves. :)
var Animation = function(step) {
var timerID;
var innerStep = function(timestamp) {
step(timestamp);
timerID = requestAnimationFrame(innerStep);
};
return {
start: function() {
timerID = requestAnimationFrame(innerStep);
}
cancel: function() {
cancelAnimationFrame(timerID);
}
};
})();
var animation1 = new Animation(function(timestamp) {
// do something with elem1
});
var animation2 = new Animation(function(timestamp) {
// do something with elem2
});

How to call the javascript function dynamically

I need to call the javascript function dynamically after some delay, The function display_1, 2, ... n will be dynamically constructed. My script looks like this, but the function never gets triggered if I use the following code, but if I hardcode the function it just seems to be fine.
function display_1() {
alert(1);
}
function display_2() {
alert(2);
}
function display() {
var prefix = 'display_';
for(var i = 1; i < 3; i++) {
setTimeout(prefix.concat(i), 1000);
}
window.onload = display();
Instead of going via a string, you may as well group the functions into an array:
function display_1() {...}
function display_2() { ... }
var functions = [ display_1, display_2 ];
function display() {
for( var i = 0; i != functions.length; ++i ) {
setTimeout( functions[i], 1000 );
}
}
If you want to go further, you may even leave out the explicit function names:
var functions = [
function() { /*the function_1 implementation*/
},
function() { /*the function_2 implementation*/
}
];
you have to add the parenthesis so that the function is called:
setTimeout(prefix.concat(i)+"()", 1000);
or simply:
setTimeout(prefix + i + "()", 1000);
Besides of that please note that both functions are called pratically at the same time, because the timers started with ´setTimeout()` start at the same time.
Depending on what you're trying to do you might have a look at setInterval() or start the second timeout at the end of the display_1() function.
It should be
function display_1() {
alert(1);
}
function display_2() {
alert(2);
}
function display() {
var prefix = 'display_';
for(var i = 1; i < 3; i++) {
setTimeout(prefix.concat(i)+'()', 1000);
}
}
window.onload = display;
the string passed to setTimeout should call the function
onload should be set to a function, not its return value
setInterval('load_testimonial()',5000);//first parameter is your function or what ever the code u want to execute, and second is time in millisecond..
this will help you to execute your function for every given time.
If you really want a 1000ms delay between executing the functions, you could do something like this:
window.onload = function() {
var n = 0;
var functions = [
function() {
alert(1);
setTimeout(functions[n++], 1000);
},
function() {
alert(2);
setTimeout(functions[n++], 1000);
},
function() {
alert(3);
}
];
setTimeout(functions[n++], 1000);
};
(rewrite it in a less-repetitive nature if needed)

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