Execute a js function if html class == '600px' - javascript

I'm trying to execute a function in js through an html style property, but cannot get it to work.
I have a js function (jscode in example), which works with a shortcut. I want to circumvent this, by trying to get the code to execute itself when an html class on the webpage has 600px (the loading bar has 600px, when it finishes, the code should run with a delay of 1ms)
function test() {
setTimeout(function () { jscode(); }, 1);
}
var htmltest = document.getElementsByClassName("loadingbar");
var htmlteststyle = htmltest[0].style;
if (htmlteststyle.width == '600px') {
console.log("success");
test();
}
It's not working at all, the console message does not appear and the js file executes itself only until this snippet comes up.
I'm just starting to play around with js and html and don't know where I went wrong, maybe it's a completely wrong approach?
any advice appreciated.

Yeah, your approach is completely backwards. It's really bad to try to listen for changes to the style, regardless of whether you use polling (which is what you're currently doing), or through a mutation observer. The reason is because it's more complicated than it needs to be, and it can hurt your DOM performance.
Instead, you want to tie into the code that's updating the progress bar. It should have a progress variable, so just run your code when it hits 100%.
Example code:
// Inside the code that updates the bar
if (progress === 100 && !hasCompleted){
hasCompleted = true;
console.log('success!');
}

I've rewritten your function, from what I've understood from your question.
The function checks the width of the element and if the width is 600px it will console.log success, then set a delay for the jsCode function. If the width is not 600px, the function will set a timeout to run itself after one second.
function checkWidth(){
var htmltest = document.getElementsByClassName("loadingbar");
var htmlteststyle = htmltest[0].style;
if(htmlteststyle.width == '600px'){
console.log("success");
setTimeout(function(){ jscode(); }, 1);
} else {
setTimeout(checkWidth, 1000);
}
}

try using MutationObserver so you can listen to the style change event. See
https://stackoverflow.com/a/20683311/11537733

You could use Mutation Observer to automatically detect the width change.I am performing the width change here ,using the button click here.
function test() {
setTimeout(function() {
jscode();
}, 1);
}
function jscode() {
console.log("will run after 1 second")
}
var target = document.getElementsByClassName('loadingbar')[0];
// create an observer instance
var observer = new MutationObserver(function(mutations) {
mutations.forEach(function(mutation) {
let width = mutation.target.style.width
if (width == "600px") {
console.log("hii")
test();
// execute your function here
}
});
});
// configuration of the observer:
var config = {
attributes: true,
childList: true,
characterData: true
};
// pass in the target node, as well as the observer options
observer.observe(target, config);
// chnaging width to 600px;
function changewidth()
{
document.getElementById("a").style.width = "600px";
}
.loadingbar {
border: 1px solid black;
width: 100px
}
<html>
<div class="loadingbar" id="a">HI</div>
<button onclick="changewidth()">Change width</button>
</html>

Related

Make Javascript wait for an HTML element to exist [duplicate]

This question already has answers here:
How can I be notified when an element is added to the page?
(8 answers)
Closed 6 years ago.
I am trying to make a bot that sends virtual currency over to another user. I have the bot search through a database for users. Before searching, the inner html of a division has no elements at all. After searching, it is then filled with several user links.
Because it takes a short while for results to appear, I need Javascript to wait for at least one anchor tag to exist. How can I do this?
There are many, many better ways to do this, all of which stem from actually checking when the AJAX data populates the element itself, but the following will work:
var t = setInterval(function () {
if ($("element").children().length > 0) {
clearInterval(t);
// do stuff
}
}, 50);
Using setTimeout() to delay the code a few seconds is risky, since on older browser/machines it may take longer than expected.
Use promise() instead, You can find documentation https://api.jquery.com/promise/ .
Using onload event, You can use onload with tag a.
EX: http://www.w3schools.com/jsref/tryit.asp?filename=tryjsref_img_onload
I'm guessing this is an AJAX call.
You could use AJAX callback to check if you got any results from the server.
Something like this:
var tags_available = false;
$.ajax({
... the ajax stuff;
}).done(function(data){ // The callback
if(data || $('#tags_element').lenght != 0){
tags_available = true;
}else{
tags_available = false;
}
})
Then:
if(tags_available){
console.log("Tags available")
}
If I've understood you correctly you need to check if dom element have been updated/populated with new elements. There are a few ways you can achieve that:
1.) Using window.setTimeout function
function checkForChanges() {
var observeThis = document.getElementById('observethis');
if (observeThis.hasChildNodes()) {
alert('yes');
return;
/*this is gonna execute only once */
}
window.setTimeout(function() {
checkForChanges();
}, 25);
}
checkForChanges();
/* this part is only relevant for demonstration.
It shows what happens when dom element gets new child */
(function() {
var observeThis = document.getElementById('observethis');
var button = document.getElementById('button-append');
button.addEventListener('click', function() {
var anchorElement = document.createElement('a');
anchorElement.href = "http://example.com";
anchorElement.target = "_blank";
anchorElement.innerHTML = "Link";
observeThis.appendChild(anchorElement);
}, false);
})();
<div id="observethis"></div>
<button id="button-append">append anchor</button>
2.) MutationObserver class
this is modern approach (I would also say recommended one).
function checkForChanges() {
var observeThis = document.getElementById('observethis');
// create an observer instance
var observer = new MutationObserver(function(mutations) {
mutations.forEach(function(mutation) {
if (mutation.type === 'childList') {
alert("insert your own code");
}
});
});
var config = {
attributes: true,
childList: true,
characterData: true
};
observer.observe(observeThis, config);
//observer.disconnect();
//use observer.disconnect to end observations
}
checkForChanges();
/* this part is only relevant for demonstration.
It shows what happens when dom element gets new child */
(function() {
var observeThis = document.getElementById('observethis');
var button = document.getElementById('button-append');
button.addEventListener('click', function() {
var anchorElement = document.createElement('a');
anchorElement.href = "http://example.com";
anchorElement.target = "_blank";
anchorElement.innerHTML = "Link";
observeThis.appendChild(anchorElement);
}, false);
})();
<div id="observethis"></div>
<button id="button-append">Append Child</button>
Read more about MutationObserver here
3.) If you are just waiting to get a response from ajax callback and don't actually need to observe changes in dom then just use XMLHttpRequest. Or even better. Use new javascript fetch API (you are gonna need polyfill to ensure it works in most browsers)

Backbone.Marionette extending region stops onClose() function from calling

I've created a Backbone, Marionette and Require.js application and am now trying to add smooth transitioning between regions.
To do this easily* ive decided to extend the marionette code so it works across all my pages (theres a lot of pages so doing it manually would be too much)
Im extending the marionette.region open and close function. Problem is that it now doesnt call the onClose function inside each of my views.
If I add the code directly to the marionette file it works fine. So I'm probably merging the functions incorrectly, right?
Here is my code:
extendMarrionette: function () {
_.extend(Marionette.Region.prototype, {
open : function (view) {
var that = this;
// if this is the main content and should transition
if (this.$el.attr("id") === "wrapper" && document.wrapperIsHidden === true) {
this.$el.empty().append(view.el);
$(document).trigger("WrapperContentChanged")
} else if (this.$el.attr("id") === "wrapper" && document.wrapperIsHidden === false) {
$(document).on("WrapperIsHidden:open", function () {
//swap content
that.$el.empty().append(view.el);
//tell router to transition in
$(document).trigger("WrapperContentChanged");
//remove this event listener
$(document).off("WrapperIsHidden:open", that);
});
} else {
this.$el.empty().append(view.el);
}
},
//A new function Ive added - was originally inside the close function below. Now the close function calls this function.
kill : function (that) {
var view = this.currentView;
$(document).off("WrapperIsHidden:close", that)
if (!view || view.isClosed) {
return;
}
// call 'close' or 'remove', depending on which is found
if (view.close) {
view.close();
}
else if (view.remove) {
view.remove();
}
Marionette.triggerMethod.call(that, "close", view);
delete this.currentView;
},
// Close the current view, if there is one. If there is no
// current view, it does nothing and returns immediately.
close : function () {
var view = this.currentView;
var that = this;
if (!view || view.isClosed) {
return;
}
if (this.$el.attr("id") === "wrapper" && document.wrapperIsHidden === true) {
this.kill(this);
} else if (this.$el.attr("id") === "wrapper" && document.wrapperIsHidden === false) {
//Browser bug fix - needs set time out
setTimeout(function () {
$(document).on("WrapperIsHidden:close", that.kill(that));
}, 10)
} else {
this.kill(this);
}
}
});
}
Why don't you extend the Marionette.Region? That way you can choose between using your custom Region class, or the original one if you don't need the smooth transition in all cases. (And you can always extend it again if you need some specific behavior for some specific case).
https://github.com/marionettejs/backbone.marionette/blob/master/docs/marionette.region.md#region-class
var MyRegion = Marionette.Region.extend({
open: function() {
//Your open function
}
kill: function() {
//Your kill function
}
close: function() {
//Your close function
}
});
App.addRegions({
navigationRegion: MyRegion
});
Perhaps your issue is that you are not passing a function to your event listener, but instead calling the code directly in the code below.
setTimeout(function(){
$(document).on("WrapperIsHidden:close", that.kill(that));
}, 10)
It is likely that you want something like this:
setTimeout(function(){
$(document).on("WrapperIsHidden:close", function (){ that.kill(that); });
}, 10)
Another possible problem is that you are mixing up your references to this/that in your kill function. It seems like you probably want var view to either be assigned to that.view or to use this rather than that throughout the method.
Answer to your additional problems:
You should try passing the view variable from the close function directly into your kill function because the reference to currentView is already changed to the new view object when you actually want to old view object. The reason this is happening is that you are setting a timeout before executing the kill function. You can see this if you look at the show source code. It expects close, open and then currentView assignment to happen synchronously in order.

Javascript window.print() issue on newly appended HTML

The problem is that the new content will not print (a few more elements).
When the user clicks my print link then I add more html to the document before window.print() is called.
I use ajax to fetch more chapters for a book before printing.
Code:
Print initialized:
var afterPrint = function () {
var timer = setInterval(function () {
afterContentPrint(); // Cleanup html (restore to initial state)
clearInterval(timer);
}, 900);
}
//window.onbeforeprint = beforePrint;
window.onafterprint = afterPrint;
Event print click:
$("#print-test").click(function (e) {
e.preventDefault();
beforeContentPrint(); // ajax call for additional content, finishing by calling window.print()
});
In function beforeContentPrint():
var jqxhr = $.ajax({
type: "GET",
url: bookURL,
success: function(data) {
.....
.....
$(article).each(function () {
parent.append(article);
});
},
complete: function() {
var timer = setInterval(function () {
    window.print();
}, 900);
}
}
The new content is visibly added to the HTML document, so it should work. But only the initial content (before ajax call) is picked up for print.
This solution is for IE and Firefox (onbeforeprint and onafterprint).
Using window.matchMedia('print') seems to work fine in Chrome with this logic.
I don't know why this is happening but there is a working around in mozilla docs; printing a hidden iframe, then you open more chapters of the book with no need to shows up.
Here the link https://developer.mozilla.org/en-US/docs/Printing
Here the code:
<!doctype html>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8" />
<title>MDN Example</title>
<script type="text/javascript">
function closePrint () {
document.body.removeChild(this.__container__);
}
function setPrint () {
this.contentWindow.__container__ = this;
this.contentWindow.onbeforeunload = closePrint;
this.contentWindow.onafterprint = closePrint;
this.contentWindow.print();
}
function printPage (sURL) {
var oHiddFrame = document.createElement("iframe");
oHiddFrame.onload = setPrint;
oHiddFrame.style.visibility = "hidden";
oHiddFrame.style.position = "fixed";
oHiddFrame.style.right = "0";
oHiddFrame.style.bottom = "0";
oHiddFrame.src = sURL;
document.body.appendChild(oHiddFrame);
}
</script>
</head>
<body>
<p><span onclick="printPage('externalPage.html');" style="cursor:pointer;text-decoration:underline;color:#0000ff;">Print external page!</span></p>
</body>
</html>
1st Attempt : try putting asyn:false in the ajax request of beforeContentPrint, so that the elements will be added first then the print will be called.
var jqxhr = $.ajax({
type: "GET",
url: bookURL,
async:false,
success: function(data) {
.....
.....
$(article).each(function () {
parent.append(article);
});
},
complete: function() {
var timer = setInterval(function () {
window.print();
}, 900);
}
}
2ndAttempt: Take a look Here how to force execution of one function after another.
Hope this helps.
As the elements added aren't shown it can be a little hard to pinpoint the exact problem, but adding elements via appending/inserting into document doesn't always work that well for all browsers and in worst case you will need to add those elements manually by code (document.createElement(), appendChild() etc.).
In an attempt to create a work-around you can try to use MutationObservers to track changes for your article element which can hopefully help you trigger print when DOM is updated properly. The support is fairly good in new browsers (you may have to use prefix in some, f.ex. WebKitMutationObserver) and for older browsers you can provide a fallback - which of course then only get you so far.
This will monitor a target element for changes and fire a callback.
Generic example based on this article:
var article = document.querySelector('#articleID'),
doPrint = false, // must be available in global/parent scope
o,
useFallback = (typeof MutationObserver !== 'undefined');
if (!useFallback) {
o = new MutationObserver(function(mutations) {
mutations.forEach(function(mutation) {
// you can do additional filtering here
// using the mutation object (.name, .type, ...)
if (doPrint) {
doPrint = false;
window.print();
}
});
});
var cfg = { attributes: true, childList: true, characterData: true };
o.observe(article, cfg);
}
Now that the observer is running you can do this modification in your success callback:
var timer; // keep track of setTimeout so we can cancel it
success: function(data) {
...
...
$(article).each(function () {
parent.append(article);
});
// after last element is added, add a "dummy" element
doPrint = true;
if (useFallback) {
// fallback to setTimeout or other solution
}
else {
parent.append('<br />');
}
}
I made an online demo here which sets up the observer and adds some elements. Open console to see actions. The demo is probably too limited data-wise to simulate your situation but can be useful to see the process.
The mechanism used here for triggering print dialog itself can be discussed if is the best - I just provide one for sake of example.
But you can see the observer is triggered when something is added to article. This way you know the DOM has been updated and it should be available for printing. Only the last element added need to trigger the print, hence the doPrint flag.
If you still have no success you will need to consider adding the elements manually the code way or perhaps predefine some elements that you inject when needed (as said, without knowing the full scenario here it has to be with the guess).
It looks like the setInterval, clearInterval is what is messing you up. Change to a setTimeout and get rid of the clearInterval in your afterprint function. I made a fiddle that works in FF and IE9. Fiddle
complete: function() {
var timer = setTimeout(function () {
window.print();
}, 900);
}

How to stop a requestAnimationFrame recursion/loop?

I'm using Three.js with the WebGL renderer to make a game which fullscreens when a play link is clicked. For animation, I use requestAnimationFrame.
I initiate it like this:
self.animate = function()
{
self.camera.lookAt(self.scene.position);
self.renderer.render(self.scene, self.camera);
if (self.willAnimate)
window.requestAnimationFrame(self.animate, self.renderer.domElement);
}
self.startAnimating = function()
{
self.willAnimate = true;
self.animate();
}
self.stopAnimating = function()
{
self.willAnimate = false;
}
When I want to, I call the startAnimating method, and yes, it does work as intended. But, when I call the stopAnimating function, things break! There are no reported errors, though...
The setup is basically like this:
There is a play link on the page
Once the user clicks the link, a renderer's domElement should fullscreen, and it does
The startAnimating method is called and the renderer starts rendering stuff
Once escape is clicked, I register an fullscreenchange event and execute the stopAnimating method
The page tries to exit fullscreen, it does, but the entire document is completely blank
I'm pretty sure my other code is OK, and that I'm somehow stopping requestAnimationFrame in a wrong way. My explanation probably sucked, so I uploaded the code to my website, you can see it happening here: http://banehq.com/Placeholdername/main.html.
Here is the version where I don't try to call the animation methods, and fullscreening in and out works: http://banehq.com/Correct/Placeholdername/main.html.
Once play is clicked the first time, the game initializes and it's start method is executed. Once the fullscreen exits, the game's stop method is executed. Every other time that play has been clicked, the game only executes it's start method, because there is no need for it to be initialized again.
Here's how it looks:
var playLinkHasBeenClicked = function()
{
if (!started)
{
started = true;
game = new Game(container); //"container" is an empty div
}
game.start();
}
And here's how the start and stop methods look like:
self.start = function()
{
self.container.appendChild(game.renderer.domElement); //Add the renderer's domElement to an empty div
THREEx.FullScreen.request(self.container); //Request fullscreen on the div
self.renderer.setSize(screen.width, screen.height); //Adjust screensize
self.startAnimating();
}
self.stop = function()
{
self.container.removeChild(game.renderer.domElement); //Remove the renderer from the div
self.renderer.setSize(0, 0); //I guess this isn't needed, but welp
self.stopAnimating();
}
The only difference between this and the working version is that startAnimating and stopAnimating method calls in start and stop methods are commented out.
One way to start/stop is like this
var requestId;
function loop(time) {
requestId = undefined;
...
// do stuff
...
start();
}
function start() {
if (!requestId) {
requestId = window.requestAnimationFrame(loop);
}
}
function stop() {
if (requestId) {
window.cancelAnimationFrame(requestId);
requestId = undefined;
}
}
Working example:
const timeElem = document.querySelector("#time");
var requestId;
function loop(time) {
requestId = undefined;
doStuff(time)
start();
}
function start() {
if (!requestId) {
requestId = window.requestAnimationFrame(loop);
}
}
function stop() {
if (requestId) {
window.cancelAnimationFrame(requestId);
requestId = undefined;
}
}
function doStuff(time) {
timeElem.textContent = (time * 0.001).toFixed(2);
}
document.querySelector("#start").addEventListener('click', function() {
start();
});
document.querySelector("#stop").addEventListener('click', function() {
stop();
});
<button id="start">start</button>
<button id="stop">stop</button>
<div id="time"></div>
Stopping is as simple as not calling requestAnimationFrame anymore, and restarting is to call it it again.
ex)
var pause = false;
function loop(){
//... your stuff;
if(pause) return;
window.requestionAnimationFrame(loop);
}
loop(); //to start it off
pause = true; //to stop it
loop(); //to restart it
var myAnim //your requestId
function anim()
{
//bla bla bla
//it's important to update the requestId each time you're calling reuestAnimationFrame
myAnim=requestAnimationFrame(anim)
}
Let's start it
myAnim=requestAnimationFrame(anim)
Let's stop it
//the cancelation uses the last requestId
cancelAnimationFrame(myAnim)
Reference
I played around with the tutorial of a 2D Breakout Game where they also used requestAnimationFrame and I stopped it with a simple return. The return statement ends function execution if the value of return is omitted.
if(!lives) {
alert("GAME OVER");
return;
}
// looping the draw()
requestAnimationFrame(draw);
I would suggest having a look at the requestAnimationFrame polyfill gibhub page. There are discussions about how this is implemented.
So, after doing some more testing, I've found out that it was, indeed, my other code that posed a problem, not the animation stopping (it was a simple recursion after all). The problem was in dynamically adding and removing the renderer's domElement from the page. After I've stopped doing that, for there was really no reason to do so, and included it once where the initialization was happening, everything started working fine.

Problem with function within $(window).resize - using jQuery

I want to use a simple function to hide/show content only on mobile devices.
The function itself is pretty straightforward. I use this code here for that:
$('.toggleMobile').click(function() {
var hideableContent = $(this).parent().find('.hideable');
hideableContent.slideToggle('medium');
});
So... nothing fancy, i know.
It gets more complicated as i try to detect the browser viewport.
I think I took care of that by using the following lines (you probably will find ways to improve it):
function whatMedia() {
var viewport = $(window).width();
var mediaType;
if ( viewport < 767 )
mediaType = 'mobile';
else if ( (viewport >= 767) && (viewport < 991) )
mediaType = 'tablet';
else
mediaType = 'desktop';
return mediaType;
}
Now i just need a function that gets triggered only when the viewport is mobile (maybe the problem is here?):
function toggleMobile(mediaType) {
if ( mediaType === 'mobile' ) {
$('.toggleMobile').click(function() {
var hideableContent = $(this).parent().find('.hideable');
hideableContent.slideToggle('medium');
});
}
}
I have no problem checking for the viewport the first time the page is loaded.
I just use this (very simple bit of code):
// Check media type and activate accordingly
var mT = whatMedia();
toggleMobile(mT);
So far so good. Now comes the fun part:
I want to be able to detect if a user resizes the browser window and activate/deactive the toggleMobile() function accordingly..
I could do this:
$(window).resize(function() {
var mT = whatMedia();
toggleMobile(mT);
}
As you perhaps already know, this $(window).resize thing makes Webkit and other browsers go a bit crazy, and repeat the function as long as the user resizes the window.
This is good or bad depending on your take on it.
I personally don't want this to happen, so i use this function i found on the forums:
var waitForFinalEvent = (function () {
var timers = {};
return function (callback, ms, uniqueId) {
if (!uniqueId) {
uniqueId = "Don't call this twice without a uniqueId";
}
if (timers[uniqueId]) {
clearTimeout (timers[uniqueId]);
}
timers[uniqueId] = setTimeout(callback, ms);
}
})();
My resize event looks like this:
$(window).resize(function() {
waitForFinalEvent(function() {
var mT = whatMedia();
toggleMobile(mT);
}, 500, '1');
}
This certainly does delay the calculation of the browser window on resize but i can't make the function inside it work.
I don't know what the problem is :(
Th function gets triggered two or more times, and even when the viewport is recognized as desktopor tablet.
In the togglemobile function, you just register the click event but nothing else, if you want to trigger it you could do
$('.toggleMobile').click(function() {
var hideableContent = $(this).parent().find('.hideable');
hideableContent.slideToggle('medium');
}).trigger('click');
this would trigger the click event and run the code, alternatively you could hide the element immediately instead.
EDIT: I'll revise my answer a bit.
First we register the click event for the element that while slideToggle the content:
$('.toggleMobile').click(function() {
if(whatMedia() === "mobile") {
var hideableContent = $(this).parent().find('.hideable');
hideableContent.slideToggle('medium');
}
});
then in the toggleMobile(mt); function we now hide the content if the size goes over to mobile media
function toggleMobile(mediaType) {
if ( mediaType === 'mobile' ) {
var hideableContent = $(".toggleMobile").parent().find('.hideable');
hideableContent.slideToggle('medium');
}
}
this is if i understand, what you want?
I see that this is probably what #sje397 meant.

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