Javascript recursion on mouseOver not working? - javascript

The following code is supposed to gently vary the color of a tab, which i pass into the function. However, the gradient only increases every new time that i enter the tab, instead of increasing the one time i put the mouse over...
<script type = "text/javascript">
hex=255;
function fadetext(element){
if(hex>0) {
hex-=11;
element.style.backgroundColor="rgb("+hex+","+hex+","+hex+")";
setTimeout("fadetext(element)",50);
}
else
hex=255;
}
</script>
<div id="tabs">
<ul>
<li>Personal details</li>
</ul>
</div>

For the timeout, element is undefined when using it as text. You should use an anoymous function:
var elem=element;//I find that this is needed in some browsers
setTimeout(function(){fadetext(elem);},50);

For what it's worth, you are missing a closing bracket } at the end of fadetext.

You're missing the curly brace to end the function:
<script type = "text/javascript">
hex=255;
function fadetext(element){
if(hex>0) {
hex-=11;
element.style.backgroundColor="rgb("+hex+","+hex+","+hex+")";
setTimeout("fadetext(element)",50);
}
else
hex=255;
}
} // You're missing this one here
</script>

Try replacing the setTimeout() call with:
setTimeout(function(){fadetext(element);},50);

A more robust approach, with smooth animation. Usage: fadeText("elementid", 1000);
Also, you can reuse this for any kind of animation. Just change the values between you interpolate, and the style setting part.
function interpolate( start, end, pos ) {
return start + ( pos * (end - start) );
}
function fadeText( dom, interval, delay ) {
interval = interval || 1000;
delay = delay || 10;
var start = Number(new Date());
if ( typeof dom === "string" ) {
dom = document.getElementById( dom );
}
function step() {
var now = Number(new Date()),
elapsed = now - start,
pos = elapsed / interval,
value = ~~interpolate( 255, 0, pos );
dom.style.backgroundColor =
"rgb("+value+","+value+","+value+")";
if ( elapsed < interval )
setTimeout( step, delay );
}
setTimeout( step, delay );
}

Related

Javascript: Countdown by animation.width()

I am currently trying to make a visual countdown for my user for when the animation is finished. My current attempt looks somewhat like this:
function setClassAndFire(){
timer = setInterval(function () {
t--;
$(this).attr('class', 'timerAnimation');
countdownTimer();
if (t === 0) {
clearInterval(timer);
timer = undefined;
funcForCall();
}
}, 1000);
}
function countdownTimer(){
var timerCurrentWidth = $('.timerAnimation').width(),
timerMaxWidth = $("#awardQueueText").width(),
pxPerSecond = timerMaxWidth / 60,
currentCountdown = timerCurrentWidth / pxPerSecond;
currentCountdown = Math.round(currentCountdown);
document.getElementById("timer").innerHTML = "<span style='white-space : nowrap;'>Animation ends in:</br></span>"+
"<span style='white-space : nowrap;'>" + currentCountdown + " sec.</span>";
}
Important to know is that the animation only displays the time until we may be able to send an API call. So the animation will be re-engaged if we have something in queue.
So as you can see my current attempt works, but is some-what cluncky:
The countdown sometimes fails to subtract a second and "fixes"
that with a 2 seconds subtract in the next attempt.
This is probably caused by the Math.round() for currentCountdown, but is there a work around for that? I mean I have the max possible width of the animation object and can seperate it from the current width.
Is there a way to bring it to work? We need to relate the timer to the animation to achive desired behavior. So when the animation count hits 25, I want that the displayed number is 25 as well!
You got this problem because you got the number from the width andh the width can't have decimals (or better, they can be but they are gonna be truncated sometimes).
So my suggestion is to use a differente variable for the number you will show and the width of the DOM element.
It seems to me that the variable t is what I am talking about, so just try to use it.
function setClassAndFire(){
timer = setInterval(function () {
t--; //What is t?
$(this).attr('class', 'timerAnimation');
countdownTimer(t);
if (t === 0) {
clearInterval(timer);
timer = undefined;
funcForCall();
}
}, 1000);
}
function countdownTimer(t){
document.getElementById("timer").innerHTML = "<span style='white-space : nowrap;'>Animation ends in:</br></span>"+
"<span style='white-space : nowrap;'>" + t+ " sec.</span>";
}

Check is class exist longer than X in javascript

I wrote simple monitor which check few things on my networks and display status - I am fetching statuses using ajax.
When something is wrong I am adding class error to div which is displaying current status.
Later I add player with error sound when class error is present it plays music. I set 3 second interval and thats all.
But not always error mean error, sometimes I recive false warning.
Now I am looking for way to play sound when class error exists longer than XX seconds.
I suppose I have to wrote function with interval 1s, add every hit 1 to temp variable and check is variable bigger than else clean temp variable, but maybe is there more elegant way.
i guess it should work
$('.error').each(function(){
var e = $(this)
setTimeout(function(){
if (e.attr('class') == 'error'){
e.attr('class','error-with-sound');
}
},2000);
});
You should take two vars store the current time at their respective events.
var oldTime, newTime;
// Now when you are adding the class
$(something).addClass("someclass");
oldTime = new Date().getTime(); // Store the timestamp.
//And when you are removing the class
$(something).removeClass("someclass");
newTime = new Date().getTime(); // Store the timestamp.
// Now you check whether class was added for more then XX Seconds
var _diff = (newTime - oldTime)/1000; // Diference is in seconds.
There is no direct way for that, you can add timestamps in your class with separator something like error_1448953716457 and later you can split that and can compare with current timestamps
$('#na').click(function () {
var t = new Date().getTime();
$('h1').addClass("error_" + t);
});
$('#nr').click(function () {
var t = new Date().getTime();
$("[class^=error]").each(function (e) {
$("span").html("Diff. Seconds : " + ((t - ($(this).attr('class').split(' ').pop().split('_')[1])) / 1000).toString());
});
});
input {
width:100px;
}
.error {
color: blue;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.0.0/jquery.min.js"></script>
<h1>.addClass()</h1>
<input id="na" value="Add Class1" type="button" />
<br/>
<input id="nr" value="Calculate Diff" type="button" />
<span></span>
If you want to track .error elements on the page, set an independent interval that looks for those elements and tracks the ones it has seen before by setting an attribute or data value in jquery.
Remember to clearInterval(interval) if you no longer need to check for .error elements.
(function ($) {
// set constants in milliseconds as desired
var INTERVAL_LENGTH = 100, // how often to check DOM for error elements
NOTIFY_AFTER = 3000; // handle error after this length
// check for .error elements and handle those that have been around for a while
var interval = setInterval(function () {
var now = Date.now();
$(".error").each(function () {
var t = $(this).data('error-time');
if(t) {
if(now - t > NOTIFY_AFTER) {
handleErrorElement(this);
}
}
else {
$(this).data('error-time', now);
}
});
}, INTERVAL_LENGTH);
function handleErrorElement(elem) {
// do what you need for error elements visible past a threshold
console.log("handling error element: ", elem);
}
})(jQuery);

How can I make my two JavaScripts work together?

Hello I am trying to have my clock and my countdown timer on the same page so people/users can see when I am done with my game and for them to have the correct time with the countdown timer also. Here is the code. They both work separately but when the are both put on a .php page only the bottom one (countdown timer) works and if I do JQuery.noconflict to the timer the clock works but the countdown doesn't.
<!-- Clock Part 1 - Holder for Display of Clock -->
<span id="tP"> </span>
<!-- Clock Part 1 - Ends Here -->
<!-- Clock Part 2 - Put Anywhere AFTER Part 1 -->
<script type="text/javascript">
// Clock Script Generated By Maxx Blade's Clock v2.0d
// http://www.maxxblade.co.uk/clock
function tS(){ x=new Date(); x.setTime(x.getTime()); return x; }
function lZ(x){ return (x>9)?x:'0'+x; }
function tH(x){ if(x==0){ x=12; } return (x>12)?x-=12:x; }
function dE(x){ if(x==1||x==21||x==31){ return 'st'; } if(x==2||x==22){ return 'nd'; } if(x==3||x==23){ return 'rd'; } return 'th'; }
function y2(x){ x=(x<500)?x+1900:x; return String(x).substring(2,4) }
function dT(){ window.status=''+eval(oT)+''; document.title=''+eval(oT)+''; document.getElementById('tP').innerHTML=eval(oT); setTimeout('dT()',1000); }
function aP(x){ return (x>11)?'pm':'am'; }
var dN=new Array('Sun','Mon','Tue','Wed','Thu','Fri','Sat'),mN=new Array('Jan','Feb','Mar','Apr','May','Jun','Jul','Aug','Sep','Oct','Nov','Dec'),oT="dN[tS().getDay()]+' '+tS().getDate()+dE(tS().getDate())+' '+mN[tS().getMonth()]+' '+y2(tS().getYear())+' '+':'+':'+' '+tH(tS().getHours())+':'+lZ(tS().getMinutes())+':'+lZ(tS().getSeconds())+aP(tS().getHours())";
if(!document.all){ window.onload=dT; }else{ dT(); }
</script>
<!-- Clock Part 2 - Ends Here -->
<script type="text/javascript">
//###################################################################
// Author: ricocheting.com
// Version: v3.0
// Date: 2014-09-05
// Description: displays the amount of time until the "dateFuture" entered below.
var CDown = function() {
this.state=0;// if initialized
this.counts=[];// array holding countdown date objects and id to print to {d:new Date(2013,11,18,18,54,36), id:"countbox1"}
this.interval=null;// setInterval object
}
CDown.prototype = {
init: function(){
this.state=1;
var self=this;
this.interval=window.setInterval(function(){self.tick();}, 1000);
},
add: function(date,id){
this.counts.push({d:date,id:id});
this.tick();
if(this.state==0) this.init();
},
expire: function(idxs){
for(var x in idxs) {
this.display(this.counts[idxs[x]], "Sorry, hopfully we are open in a couple minutes");
this.counts.splice(idxs[x], 1);
}
},
format: function(r){
var out="";
if(r.d != 0){out += r.d +" "+((r.d==1)?"Day":"Days")+", ";}
if(r.h != 0){out += r.h +" "+((r.h==1)?"Hour":"Hours")+", ";}
out += r.m +" "+((r.m==1)?"Min":"Mins")+", ";
out += r.s +" "+((r.s==1)?"Sec":"Secs")+", ";
return out.substr(0,out.length-2);
},
math: function(work){
var y=w=d=h=m=s=ms=0;
ms=(""+((work%1000)+1000)).substr(1,3);
work=Math.floor(work/1000);//kill the "milliseconds" so just secs
y=Math.floor(work/31536000);//years (no leapyear support)
w=Math.floor(work/604800);//weeks
d=Math.floor(work/86400);//days
work=work%86400;
h=Math.floor(work/3600);//hours
work=work%3600;
m=Math.floor(work/60);//minutes
work=work%60;
s=Math.floor(work);//seconds
return {y:y,w:w,d:d,h:h,m:m,s:s,ms:ms};
},
tick: function(){
var now=(new Date()).getTime(),
expired=[],cnt=0,amount=0;
if(this.counts)
for(var idx=0,n=this.counts.length; idx<n; ++idx){
cnt=this.counts[idx];
amount=cnt.d.getTime()-now;//calc milliseconds between dates
// if time is already past
if(amount<0){
expired.push(idx);
}
// date is still good
else{
this.display(cnt, this.format(this.math(amount)));
}
}
// deal with any expired
if(expired.length>0) this.expire(expired);
// if no active counts, stop updating
if(this.counts.length==0) window.clearTimeout(this.interval);
},
display: function(cnt,msg){
document.getElementById(cnt.id).innerHTML=msg;
}
};
window.onload=function(){
var cdown = new CDown();
//Year,Month,Day,Hour,Min,Sec\\ (Jan - 0 Fed - 1 ++ Dec - 11, 12 is replaced with 0 for Jan)
cdown.add(new Date(2014,9,29,12,18,0), "countbox1");
};
</script>
<h2> Time until ^^<<>> opens!</h2>
<div id="countbox1"></div>
Fixed the problem
Thanks to #Scronide , #James Thorpe , and #Ultimater. I put all of your methods into place and kept them separate and used #Scronide final method. Thanks again.
They're both assigning to window.onload so the second is overwriting the function of the first.
If you are using jquery, instead of assigning to window.onload, you can instead use:
/* first component */
//initialisation for first component
$(function() {
dT();
});
/* second component */
//initialisation for second component
$(function() {
var cdown = new CDown();
//Year,Month,Day,Hour,Min,Sec\\ (Jan - 0 Fed - 1 ++ Dec - 11, 12 is replaced with 0 for Jan)
cdown.add(new Date(2014,9,29,12,18,0), "countbox1");
});
Both use window.onload. Simply join the two functions into one.
Neither of these scripts use any jQuery, so it isn't a jQuery conflict. The problem is that they are both setting a function to window.onload, so the last script will always override the one before it.
I suggest removing the if(!document.all){ window.onload=dT; }else{ dT(); } line from the end of the clock script and adding dT(); inside the window.onload assignment from the second script.
So you would have something like:
window.onload=function(){
dT();
var cdown = new CDown();
cdown.add(new Date(2014,9,29,12,18,0), "countbox1");
};

setTimeout executes itself right away/on clear

I'm making a webpage where user events are logged in.
To test the feature I made a small, independant webpage with a teaxtarea and a text input. The events logged are those performed on the input element.
I want to prevent the same event text to be shown multiple times in a row, but I can't seem to prevent them from showing up!
I also want to add a line to separate event groups 0.5 seconds after no other event happened, but the line seems to appear on every event trigger, evenif I use clearTimeout with the timeout ID.
Basically: I don't want any line to be repeated. If the last line is a separator line, then it must not add another one. Yet it doesn't see to work.
JSFiddle Demo
Here is my code:
JavaScript
var timerID = 0;
function addSeparateLine()
{
document.getElementById('listeEvenements').value += "--------------------\n";
}
function show(newEventText)
{
var eventListField = document.getElementById('listeEvenements');
var eventList = [];
if (eventListField.value.length > 0)
{
eventList = eventListField.value.split("\n");
}
var eventCounter = eventList.length;
if (eventList[eventCounter - 2] == newEventText)
{
clearTimeout(timerID);
newEventText = "";
}
timerID = setTimeout(addSeparateLine, 500);
if (newEventText !== "")
{
eventListField.value += newEventText + "\n";
}
return true;
}
HTML
<fieldset id="conteneurLogEvenements">
<legend>Events called from HTML attribute</legend>
<textarea id="listeEvenements" rows="25"></textarea>
<input id="controleEcoute" type="text" onBlur="show('Blur');" onchange="show('Change');" onclick="show('Click');" onfocus="show('Focus');" onMousedown="show('MouseDown');" onMousemove="show('MouseMove');" onMouseover="show('MouseOver');" onkeydown="show('KeyDown');"
onkeypress="show('KeyPress');" onkeyup="show('KeyUp');" />
</fieldset>
http://jsfiddle.net/z6kb4/2/
It sounds like what you want is a line that prints after 500 milliseconds of inactivity, but what your code currently says to do is "print a line 500 milliseconds after any action, unless it gets canceled". You can get better results by structuring the code more closely to your intended goal.
Specifically, instead of scheduling a new timeout every time an event occurs, simply start a loop when the first event occurs that checks the time that has elapsed since the most recent event received and then prints a line when the elapsed time exceeds the desired threshold (500 milliseconds). Something like:
function addSeparateLine() {
var elapsed = new Date().getTime() - lastEventTime;
if (elapsed >= 500) {
document.getElementById('listeEvenements').value += "--------------------\n";
clearInterval(timerID);
timerID = -1;
}
}
...and then you schedule it like:
if(newEventText !== "") {
lastEventTime = new Date().getTime();
eventListField.value += newEventText+"\n";
if (timerID == -1) {
timerID = setInterval(addSeparateLine,100);
}
}
Working example here: http://jsfiddle.net/z6kb4/4/
Because you are not actually stopping the show function in any way. The clearTimeout only applies to the separator add. I have updated your fiddle. You need to wrap your function with
if (+new Date() - lastfire < 500) return;
and
lastfire = +new Date();
(before the last return--see the updated fiddle). Also, make sure to stick the global definition var lastfire = -1; somewhere up top.

Animating long sequences in jQuery

I have to make a long animation with jQuery, full of fadeOuts,fadeIns,slideIns,...
The problem I am having is that my code looks ugly and it is full of callback. Also, if I want to stop animation for some time like: slideOut->wait 5 seconds->slideIn I have to use delay and I am not sure if that is the best practice.
Example:
/* Slides */
var slide1 = $('div#slide1'),
slide2 = $('div#slide2'),
slide3 = $('div#slide3');
$(document).ready(function(){
slide1.fadeIn(function(){
slide2.fadeIn(function(){
slide3.fadeIn().delay(3000).fadeOut(function(){
slide2.fadeOut(function(){
slide1.fadeOut();
});
});
});
});
});
JSFIddle: http://jsfiddle.net/ZPvrD/6/
Question: Is there any other way of building animations in jQuery, possibly even some great plugin to help me solve this problem?
Thanks!
Here's the plugin you were looking for :) Does the exact same thing, but is much more flexible than your existing code http://jsfiddle.net/ZPvrD/11/
(function($){
$.fn.fadeInOut = function(middleDelay) {
middleDelay = middleDelay || 0;
var index = 0,
direction = 1, // 1: fading in; -1: fading out
me = this,
size = me.size();
function nextAnimation() {
// Before the first element, we're done
if (index === -1 ) { return; }
var currentEl = $(me.get(index)),
goingForward = direction === 1,
isLastElement = index === (size - 1);
// Change direction for the next animation, don't update index
// since next frame will fade the same element out
if (isLastElement && goingForward) {
direction = -1;
} else {
index += direction;
}
// At the last element, before starting to fade out, add a delay
if ( isLastElement && !goingForward) {
currentEl.delay(middleDelay);
}
if (goingForward) {
currentEl.fadeIn(nextAnimation);
} else {
currentEl.fadeOut(nextAnimation);
}
}
nextAnimation();
return this;
}
})(jQuery);
And you call it like
$('div.slideWrapper>div.slide').fadeInOut(3000);
This process of traversing up and down a list of jQuery elements waiting for each animation to finish could be abstracted so that it could be used for other things besides fadeIn and fadeOut. I'll leave that for you to try out if you feel adventurous.
Try this:
/* Slides */
var slide = $('div[id*="slide"]');
$( function(){
slide.each( function( k ){
$( this ).delay( 500 * k ).fadeIn();
});
});
JQuery animations take two parameters (maximum), duration and complete, duration is the time in milliseconds for how long you want your animation to complete, or you can use "slow" or "fast", and the second params complete which is the callback function.
If don't want to use delay, you may make the previous animation slow.
e.g.
slide1.fadeIn(5000, function(){
slide2.fadeIn();
};

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