Putting getLocation() function and showPosition() illegal constructor - javascript

I am attempting to just put my getLocation() function and showPosition() function in a different file called location.js. But whenever I try to call the file from main.js it just says it's an illegal constructor
Stopwatch.js:
function Stopwatch(elem) {
var time = 0;
var offset;
var interval;
function update() {
if (this.isOn) {
time += delta();
}
elem.textContent = timeFormatter(time);
}
function delta() {
var now = Date.now();
var timePassed = now - offset;
offset = now;
return timePassed;
}
function timeFormatter(time) {
time = new Date(time);
var minutes = time.getMinutes().toString();
var seconds = time.getSeconds().toString();
var milliseconds = time.getMilliseconds().toString();
if (minutes.length < 2) {
minutes = '0' + minutes;
}
if (seconds.length < 2) {
seconds = '0' + seconds;
}
while (milliseconds.length < 3) {
milliseconds = '0' + milliseconds;
}
return minutes + ' : ' + seconds + ' . ' + milliseconds;
}
this.start = function() {
interval = setInterval(update.bind(this), 10);
offset = Date.now();
this.isOn = true;
};
this.stop = function() {
clearInterval(interval);
interval = null;
this.isOn = false;
};
this.reset = function() {
time = 0;
update();
};
this.getLocation = function() {
if (navigator.geolocation) {
navigator.geolocation.getCurrentPosition(showPosition);
} else {
console.log("Not supported by this browser.");
}
};
function showPosition(position) {
console.log("Latitude: " + position.coords.latitude);
console.log("Longitude: " + position.coords.longitude);
};
this.isOn = false;
}
Main.js:
var timer = document.getElementById('timer');
var toggleBtn = document.getElementById('toggle');
var resetBtn = document.getElementById('reset');
var loc = new Location(); //ILLEGAL CONSTRUCTOR?!
var watch = new Stopwatch(timer);
function start() {
toggleBtn.textContent = 'Stop';
watch.getLocation();
watch.start();
}
function stop() {
toggleBtn.textContent = 'Start';
watch.stop();
}
toggleBtn.addEventListener('click', function() {
watch.isOn ? stop() : start();
});
resetBtn.addEventListener('click', function() {
watch.reset();
});
location.js: this is where I want the getLocation to go from stopwatch
function Location(){
this.getLocation = function() {
if (navigator.geolocation) {
navigator.geolocation.getCurrentPosition(showPosition);
} else {
console.log("Not supported by this browser.");
}
};
function showPosition(position) {
console.log("Latitude: " + position.coords.latitude);
console.log("Longitude: " + position.coords.longitude);
};
}

Related

Have to call alert for rest JS to run on Iphone (safari)

I'm having trouble with JS code not executing on iPhone if I don't call alert before if statement. This is my code:
submitHandler = (e) => {
e.preventDefault();
var dataFromForm = $("#send").serialize();
alert(); // Without this the code below wont execute on iphne
if (window.localStorage) {
if (localStorage.getItem("timeout")) {
const timePrev = localStorage.getItem("timeout");
const timeNow = Math.round(new Date().getTime() / 1000);
if (timeNow - timePrev >= 300) {
var available = true;
} else {
var available = false;
document.getElementById("message").innerHTML =
'<span class="fail"> Spam protection</span>';
}
} else {
var available = true;
}
} else {
var available = true;
}
if (available) {
$.post("mail.php", dataFromForm, function (data) {
document.getElementById("message").innerHTML = "";
console.log(data);
data = JSON.parse(data);
console.log(data);
if (data.statusBool === true) {
document.getElementById("message").innerHTML =
'<span class="success">' + data.status + "</span>";
document.getElementById("name").value = "";
document.getElementById("email").value = "";
document.getElementById("msg").value = "";
var timenow = Math.round(new Date().getTime() / 1000);
localStorage.setItem("timeout", timenow);
} else {
document.getElementById("message").innerHTML =
'<span class="fail">' + data.status + "</span>";
}
});
}
setTimeout(function () {
document.getElementById("message").innerHTML = "";
}, 3000);
};
code below alert doesn't execute if I don't put alert before that statement.
Does anyone know how to solve this, or have an idea of what could I use instead of alert, so it's not visible for the user?
Answer by #Chris G
jsfiddle.net/rqht1kzo
localStorage.setItem('timeout', new Date().getTime() / 1000 - 400);
var available = false;
const timePrev = window.localStorage && window.localStorage.getItem('timeout');
if (timePrev) {
const timeNow = Math.round(new Date().getTime() / 1000);
if (timeNow - timePrev >= 300) available = true;
}
if (available) {
console.log("it's available")
} else {
document.getElementById('message').innerHTML = '<span class="fail"> fail message</span>';
}

How to get my function to increase variable "_time"

// videogame.js
// don't forget to validate at jslint.com
/*jslint devel: true, browser: true */
/*global $*/
$(function () {
"use strict";
// global functions
function boundaryCheck(element_selector) {
var element = $(element_selector);
var universe = $("#universe");
var p = element.position();
if (p.left < 0) {
element.css("left", "0px");
}
if (p.top < 0) {
element.css("top", "0px");
}
if (p.left + element.width() > universe.width()) {
element.css("left", (universe.width() - element.width()) + "px");
}
if (p.top + element.height() > universe.height()) {
element.css("top", (universe.height() - element.height()) + "px");
}
}
function getRandomInt(min, max) {
min = Math.ceil(min);
max = Math.floor(max);
return Math.floor(Math.random() * (max - min)) + min;
}
// Constructor for Player Ship object
function PlayerShip() {
var my = {};
$("#universe").append($("<div>").attr("id", "player"));
my.navigate = function (keys) {
var RIGHTARROW_KEYCODE = 39;
var LEFTARROW_KEYCODE = 37;
var UPARROW_KEYCODE = 38;
var DOWNARROW_KEYCODE = 40;
if (keys === RIGHTARROW_KEYCODE) {
$("#player").css("left", "+=10px");
}
if (keys === LEFTARROW_KEYCODE) {
$("#player").css("left", "-=10px");
}
if (keys === UPARROW_KEYCODE) {
$("#player").css("top", "-=10px");
}
if (keys === DOWNARROW_KEYCODE) {
$("#player").css("top", "+=10px");
}
boundaryCheck("#player");
};
return my;
}
// Constructor for Enemy Ship object
function EnemyShip() {
var my = {};
$("#universe").append($("<div>").attr("id", "enemy"));
my.move = function (paused) {
if (!paused) {
var left = Boolean(getRandomInt(0, 2));
var top = Boolean(getRandomInt(0, 2));
if (left) {
$("#enemy").css("left", "-=" + getRandomInt(1, 10) + "px");
} else {
$("#enemy").css("left", "+=" + getRandomInt(1, 10) + "px");
}
if (top) {
$("#enemy").css("top", "-=" + getRandomInt(1, 10) + "px");
} else {
$("#enemy").css("top", "+=" + getRandomInt(1, 10) + "px");
}
boundaryCheck("#enemy");
}
};
return my;
}
// this might make an asteroid happen, maybe. I don't know if it will work.
function Asteroid() {
var my = {};
$("#universe").append($("<div>").attr("id", "asteroid"));
my.move = function (paused) {
if (!paused) {
var left = Boolean(getRandomInt(0, 2));
var top = Boolean(getRandomInt(0, 2));
if (left) {
$("#asteroid").css("left", "-=" + getRandomInt(1, 10) + "px");
} else {
$("#asteroid").css("left", "+=" + getRandomInt(1, 10) + "px");
}
if (top) {
$("#asteroid").css("top", "-=" + getRandomInt(1, 10) + "px");
} else {
$("#asteroid").css("top", "+=" + getRandomInt(1, 10) + "px");
}
boundaryCheck("#asteroid");
}
};
return my;
}
// Constructor for Game object
function Game() {
// total points
var _health = 1000;
var _time = 0;
// is the game paused?
var _game_paused = false;
// speed of background animation in ms (larger = slower)
var _background_speed = 100;
// player ship
var _player_ship = new PlayerShip();
// enemy ship
var _enemy_ship = new EnemyShip();
var _asteroid = new Asteroid(); //make this an actual thing
var my = {
health: _health,
time: _time,
game_paused: _game_paused,
background_speed: _background_speed,
player_ship: _player_ship,
enemy_ship: _enemy_ship,
asteroid: _asteroid
};
$("#universe").append($("<div>").attr("id", "results"));
$("#results").append($("<h1>"));
$("#universe").append($("<div>").attr("id", "results2"));
$("#results2").append($("<h1>"));
my.health = function (value) {
if (value === undefined) {
return _health;
}
_health = value;
return my;
};
my.time = function (value) {
if (value === undefined) {
return _time;
}
_time = value;
return my;
};
my.game_paused = function (value) {
if (value === undefined) {
return _game_paused;
}
_game_paused = value;
return my;
};
my.background_speed = function (value) {
if (value === undefined) {
return _background_speed;
}
_background_speed = value;
return my;
};
my.player_ship = function (value) {
if (value === undefined) {
return _player_ship;
}
_player_ship = value;
return my;
};
function runtimer() {
_time++;
};
my.enemy_ship = function (value) {
if (value === undefined) {
return _enemy_ship;
}
_enemy_ship = value;
return my;
};
my.asteroid = function (value) {
if (value === undefined) {
return _asteroid;
}
_asteroid = value;
return my;
};
// METHODS
// display total points
my.displayHealth = function () {
$("#results h1").html("Health: " + _health);
};
my.increaseTime = function () {
setInterval(function(){ runTimer() }, 1000)
}
my.displayTimer = function () {
$("#results2 h1").html("Time: "+ _time);
};
my.moveBackground = function () {
if (!_game_paused) {
var background_position = $("#universe")
.css("backgroundPosition")
.split(" ");
var current_x = parseInt(background_position[0], 10);
var current_y = parseInt(background_position[1], 10);
var new_x = current_x - 1;
var new_y = current_y;
$("#universe").css({
"background-position": new_x + "px " + new_y + "px"
});
}
};
my.checkKeys = function () {
var ESCAPE_KEYCODE = 27;
$(document).keydown(function (key_event) {
if (key_event.which === ESCAPE_KEYCODE) {
if (_game_paused) {
_game_paused = false;
$("#pause").remove();
} else {
_game_paused = true;
var pause = $("<div>", {id: "pause"});
$("body").prepend(pause);
}
} else {
_player_ship.navigate(key_event.which);
}
});
};
my.checkCollisions = function (paused) {
var p = $("#player");
var e = $("#enemy");
var ppos = p.position();
var epos = e.position();
if (!paused) {
if (
(
(ppos.left + p.width() < epos.left) ||
(ppos.left > epos.left + e.width())
) ||
(
(ppos.top + p.height() < epos.top) ||
(ppos.top > epos.top + e.height())
)
) {
return false;
} else {
return true;
}
}
};
my.checkAsteroid = function (paused) {
var p = $("#player");
var a = $("#asteroid");
var ppos = p.position();
var apos = a.position();
if (!paused) {
if (
(
(ppos.left + p.width() < apos.left) ||
(ppos.left > apos.left + a.width())
) ||
(
(ppos.top + p.height() < apos.top) ||
(ppos.top > apos.top + a.height())
)
) {
return false;
} else {
return true;
}
}
};
my.play = function () {
_enemy_ship.move(_game_paused);
_asteroid.move(_game_paused);
if (my.checkCollisions(_game_paused)) {
_health --;
my.displayHealth();
} else if (
my.checkAsteroid(_game_paused)) {
_health --;
my.displayHealth();
}
};
return my;
}
var game = new Game();
game.checkKeys();
game.displayHealth();
game.displayTimer();
game.increaseTime();
setInterval(game.moveBackground, game.background_speed);
setInterval(game.play, game.background_speed);
});
I'm relatively new to programming. I took a class in high school, which was very mediocre. I'm now taking some starter courses in college, and my assignment is to improve a generic space game (which I have already started doing). I have a div for the timer, but for some reason, I can't get any functions to increase the _time variable. It's almost as though they're not allowed to access it. I have a function called "runTimer", which is supposed to increase "_time" by one every time it is run. I have another function called "increaseTime", which is supposed to run "runTimer" every 1000 milliseconds. The variable never seems to increase though. This hasn't been my first spaghetti code implementation of a timer, since I've tried various things over the past few hours. I just can't understand why the variable won't increase.
This is a big hunk of code. As RobG pointed out, try to work on paring back your question to the minimal, complete, and verifiable example you can.
That said, at a glance, it would appear that your timer probably is updating. At least _time is.
The problem is likely you are never re-drawing your div, so it isn't showing the updated value. You need to call game.displayTimer() every time _time updates.
Probably the easiest place to add it would be in your setInterval() in increaseTime():
my.increaseTime = function () {
setInterval(function(){
runTimer();
my.displayTime();
}, 1000)
}

Javascript not able to make common functions for a prototype

I am trying to make timer in javascript using a prototype. Each time a new timer is created, a object of prototype is created. There are methods to increase time and print each second. The whole code snippet is as follows:
function Timer(elem) {
this.interval = null;
this.currentTime = {
sec: 0,
min: 0,
hr: 0
};
this.elem = elem;
};
Timer.prototype.start = function() {
var self = this;
if (!self.interval) {
self.interval = setInterval(update, 1000);
}
function update() {
incrementTime();
render();
}
function render() {
self.elem.innerText = getPrintableTime();
}
function incrementTime() {
self.currentTime["min"] += Math.floor((++self.currentTime["sec"]) / 60);
self.currentTime["hr"] += Math.floor(self.currentTime["min"] / 60);
self.currentTime["sec"] = self.currentTime["sec"] % 60;
self.currentTime["min"] = self.currentTime["min"] % 60;
}
function getPrintableTime() {
var text = getTwoDigitNumber(self.currentTime["hr"]) + ":" + getTwoDigitNumber(self.currentTime["min"]) + ":" + getTwoDigitNumber(self.currentTime["sec"]);
return text;
}
function getTwoDigitNumber(number) {
if (number > 9) {
return "" + number;
} else {
return "0" + number;
}
}
};
module.exports = Timer;
I have all methods in start function. The problem is that for each new object of Timer, new space for each method will be used which is very inefficient. But when I try to put methods outside of start function, they lose access to self variable. You can see that there is setInterval function used which will be calling these methods per second. I cannot use this also as this will be instance of Window in subsequent calls.
How can I solve this situation by only keeping one instance of all the interior methods?
You don't need to have all methods in the start function. Yes, for each new Timer instance, new space for each function will be used, but that is necessary when you want to work with setInterval as you need a function which closes over the instance. However, you need only one such closure, the other methods can be standard prototype methods.
function getTwoDigitNumber(number) {
return (number > 9 ? "" : "0") + number;
}
function Timer(elem) {
this.interval = null;
this.currentTime = {
sec: 0,
min: 0,
hr: 0
};
this.elem = elem;
};
Timer.prototype.start = function() {
var self = this;
if (!this.interval) {
this.interval = setInterval(function update() {
self.incrementTime();
self.render();
}, 1000);
}
};
Timer.prototype.render() {
this.elem.innerText = this.getPrintableTime();
};
Timer.prototype.incrementTime = function() {
this.currentTime.sec += 1;
this.currentTime.min += Math.floor(this.currentTime.sec / 60);
this.currentTime.hr += Math.floor(this.currentTime.min / 60);
this.currentTime.sec = this.currentTime.sec % 60;
this.currentTime.min = this.currentTime.min % 60;
};
Timer.prototype.getPrintableTime = function() {
var text = getTwoDigitNumber(this.currentTime.hr) + ":"
+ getTwoDigitNumber(this.currentTime.min) + ":"
+ getTwoDigitNumber(self.currentTime.sec);
return text;
};
module.exports = Timer;
Btw, regarding your incrementTime pattern, you should have a look at How to create an accurate timer in javascript?.
You can use apply to use functions defined outside of prototype with correct this context.
function Timer(elem) {
this.interval = null;
this.currentTime = {
sec: 0,
min: 0,
hr: 0
};
this.elem = elem;
};
function update() {
incrementTime.apply(this);
render.apply(this);
}
function render() {
this.elem.innerText = getPrintableTime.apply(this);
}
function incrementTime() {
this.currentTime["min"] += Math.floor((++this.currentTime["sec"]) / 60);
this.currentTime["hr"] += Math.floor(this.currentTime["min"] / 60);
this.currentTime["sec"] = this.currentTime["sec"] % 60;
this.currentTime["min"] = this.currentTime["min"] % 60;
}
function getPrintableTime() {
var text = getTwoDigitNumber(this.currentTime["hr"]) + ":" + getTwoDigitNumber(this.currentTime["min"]) + ":" + getTwoDigitNumber(this.currentTime["sec"]);
return text;
}
function getTwoDigitNumber(number) {
if (number > 9) {
return "" + number;
} else {
return "0" + number;
}
}
Timer.prototype.start = function() {
var self = this;
if (!self.interval) {
self.interval = setInterval(function() {
update.apply(self);
}, 1000);
}
};
document.addEventListener('DOMContentLoaded', function() {
var timer = new Timer(document.getElementById('timer'));
timer.start();
}, false);
<div id="timer"></div>
If I understand correctly, you're wanting to only create one interval.
One possible solution would be to create a static method and variable to manage the setInterval. I would note that while this may be more performance friendly, the timers will always start and run on the same count...not from the moment each timer is created. (See example)
Of course, you could capture the current timestamp and calculate the elapsed time from there. But, that's another thread ;)
function Timer(elem) {
this.interval = null;
this.currentTime = {
sec: 0,
min: 0,
hr: 0
};
this.elem = elem;
};
Timer.subscribe = function(timer) {
Timer.subscribers = Timer.subscribers || [];
if (Timer.subscribers.indexOf(timer) === -1) {
Timer.subscribers.push(timer);
timer.update.call(timer);
}
Timer.checkInterval();
};
Timer.unsubscribe = function(timer) {
Timer.subscribers = Timer.subscribers || [];
if (Timer.subscribers.indexOf(timer) !== -1) {
Timer.subscribers.splice(Timer.subscribers.indexOf(timer), 1);
}
Timer.checkInterval();
};
Timer.checkInterval = function() {
if (!Timer.interval && Timer.subscribers.length > 0) {
Timer.interval = setInterval(function() {
Timer.subscribers.forEach(function(item) {
item.update.call(item);
});
}, 1000);
} else if (Timer.interval && Timer.subscribers.length === 0) {
clearInterval(Timer.interval);
Timer.interval = null;
}
};
Timer.prototype = {
start: function() {
Timer.subscribe(this);
},
stop: function() {
Timer.unsubscribe(this);
},
update: function() {
this.incrementTime();
this.render();
},
incrementTime: function() {
this.currentTime["min"] += Math.floor((++this.currentTime["sec"]) / 60);
this.currentTime["hr"] += Math.floor(this.currentTime["min"] / 60);
this.currentTime["sec"] = this.currentTime["sec"] % 60;
this.currentTime["min"] = this.currentTime["min"] % 60;
},
render: function() {
var self = this;
function getPrintableTime() {
var text = getTwoDigitNumber(self.currentTime["hr"]) + ":" + getTwoDigitNumber(self.currentTime["min"]) + ":" + getTwoDigitNumber(self.currentTime["sec"]);
return text;
}
function getTwoDigitNumber(number) {
if (number > 9) {
return "" + number;
} else {
return "0" + number;
}
}
this.elem.innerText = getPrintableTime();
}
};
/**
*
*/
var timers = document.getElementById('timers');
function addTimer() {
var el = document.createElement('div');
var tmr = document.createElement('span');
var btn = document.createElement('button');
var t = new Timer(tmr);
btn.innerText = 'Stop';
btn.onclick = function() {
t.stop();
};
el.appendChild(tmr);
el.appendChild(btn);
timers.appendChild(el);
t.start();
};
<div id="timers"></div>
<button onclick="addTimer()">Add Timer</button>

Combining two Javascript functions to one window.onload not working

I have two functions that I want to run on window.onload event but only the last function seems to work so far. One function is for an image slider and the other one retrieves data from a google spreadsheet cell.
function fun1() { //image slider
var ul;
var li_items;
var imageNumber;
var imageWidth;
var prev, next;
var currentPostion = 0;
var currentImage = 0;
function init() {
ul = document.getElementById('image_slider');
li_items = ul.children;
imageNumber = li_items.length;
imageWidth = li_items[0].children[0].clientWidth;
ul.style.width = parseInt(imageWidth * imageNumber) + 'px';
prev = document.getElementById("prev");
next = document.getElementById("next");
prev.onclick = function() {
onClickPrev();
};
next.onclick = function() {
onClickNext();
};
}
function animate(opts) {
var start = new Date;
var id = setInterval(function() {
var timePassed = new Date - start;
var progress = timePassed / opts.duration;
if (progress > 1) {
progress = 1;
}
var delta = opts.delta(progress);
opts.step(delta);
if (progress == 1) {
clearInterval(id);
opts.callback();
}
}, opts.delay || 17);
}
function slideTo(imageToGo) {
var direction;
var numOfImageToGo = Math.abs(imageToGo - currentImage);
direction = currentImage > imageToGo ? 1 : -1;
currentPostion = -1 * currentImage * imageWidth;
var opts = {
duration: 1000,
delta: function(p) {
return p;
},
step: function(delta) {
ul.style.left = parseInt(currentPostion + direction * delta * imageWidth * numOfImageToGo) + 'px';
},
callback: function() {
currentImage = imageToGo;
}
};
animate(opts);
}
function onClickPrev() {
if (currentImage == 0) {
slideTo(imageNumber - 1);
} else {
slideTo(currentImage - 1);
}
}
function onClickNext() {
if (currentImage == imageNumber - 1) {
slideTo(0);
} else {
slideTo(currentImage + 1);
}
}
}
function fun2() {
// Google spreadsheet js
google.load('visualization', '1', {
callback: function() {
var query = new google.visualization.Query('https://docs.google.com/spreadsheets/d/1sA7M5kG6Xo8YScD1Df38PIA_G0bvhGRdqoExXg0KJTs/gviz/tq?tqx=out:html&tq?gid=0&headers=0&range=A1:C');
query.send(displayData);
}
});
function displayData(response) {
numRows = response.getDataTable().getValue(0, 0);
document.getElementById('data').innerHTML = numRows;
}
}
var addFunctionOnWindowLoad = function(callback) {
if (window.addEventListener) {
window.addEventListener('load', callback, false);
} else {
window.attachEvent('onload', callback);
}
}
addFunctionOnWindowLoad(fun1);
addFunctionOnWindowLoad(fun2);
This is the answer I've tried link but I can't seem to figure out where I'm going wrong.
This is what I ended up doing, and now all the functions work.
var ul;
var li_items;
var imageNumber;
var imageWidth;
var prev, next;
var currentPostion = 0;
var currentImage = 0;
function init() {
ul = document.getElementById('image_slider');
li_items = ul.children;
imageNumber = li_items.length;
imageWidth = li_items[0].children[0].clientWidth;
ul.style.width = parseInt(imageWidth * imageNumber) + 'px';
prev = document.getElementById("prev");
next = document.getElementById("next");
prev.onclick = function() {
onClickPrev();
};
next.onclick = function() {
onClickNext();
};
}
function animate(opts) {
var start = (new Date());
var id = setInterval(function() {
var timePassed = (new Date()) - start;
var progress = timePassed / opts.duration;
if (progress > 1) {
progress = 1;
}
var delta = opts.delta(progress);
opts.step(delta);
if (progress == 1) {
clearInterval(id);
opts.callback();
}
}, opts.delay || 17);
//return id;
}
function slideTo(imageToGo) {
var direction;
var numOfImageToGo = Math.abs(imageToGo - currentImage);
// slide toward left
direction = currentImage > imageToGo ? 1 : -1;
currentPostion = -1 * currentImage * imageWidth;
var opts = {
duration: 1000,
delta: function(p) {
return p;
},
step: function(delta) {
ul.style.left = parseInt(currentPostion + direction * delta * imageWidth * numOfImageToGo) + 'px';
},
callback: function() {
currentImage = imageToGo;
}
};
animate(opts);
}
function onClickPrev() {
if (currentImage === 0) {
slideTo(imageNumber - 1);
} else {
slideTo(currentImage - 1);
}
}
function onClickNext() {
if (currentImage == imageNumber - 1) {
slideTo(0);
} else {
slideTo(currentImage + 1);
}
}
window.onload = init;
function addLoadEvent(func) {
var oldonload = window.onload;
if (typeof window.onload != 'function') {
window.onload = func;
} else {
window.onload = function() {
if (oldonload) {
oldonload();
}
func();
}
}
}
function fun2() {
// Google spreadsheet js
google.load('visualization', '1', {
callback: function() {
var query = new google.visualization.Query('https://docs.google.com/spreadsheets/d/1sA7M5kG6Xo8YScD1Df38PIA_G0bvhGRdqoExXg0KJTs/gviz/tq?tqx=out:html&tq?gid=0&headers=0&range=A1:C');
query.send(displayData);
}
});
function displayData(response) {
numRows = response.getDataTable().getValue(0, 0);
document.getElementById('data').innerHTML = numRows;
}
}
addLoadEvent(fun2);
addLoadEvent(function() {
});
I found this function a while ago and believe it or not, I still need to use it every so often. addEventLoad() Just call addEventLoad while passing the function to load.
"The way this works is relatively simple: if window.onload has not already been assigned a function, the function passed to addLoadEvent is simply assigned to window.onload. If window.onload has already been set, a brand new function is created which first calls the original onload handler, then calls the new handler afterwards."
This snippet will load 3 functions on window.onload
Snippet
function addLoadEvent(func) {
var oldonload = window.onload;
if (typeof window.onload != 'function') {
window.onload = func;
} else {
window.onload = function() {
if (oldonload) {
oldonload();
}
func();
}
}
}
function alert1() {
alert("First Function Loaded");
}
function alert2() {
alert("Second Function Loaded");
}
function alert3(str) {
alert("Third Function Loaded; Msg: " + str);
}
addLoadEvent(alert1);
addLoadEvent(alert2);
addLoadEvent(function() {
alert3("This works");
});
<script src="http://gh-canon.github.io/stack-snippet-console/console.min.js"></script>

I want to make countdown then capatcha

Hi
I got countdown code
<script type="text/javascript">
window.onload = function() {
countDown('my_div1', '<form>1+1=<input name="d" type="text" /></form>', 10);
}
function countDown(elID, output, seconds) {
var elem = document.getElementById(elID),
start = new Date().getTime(), end = start+seconds*1000,
timer = setInterval(function() {
var now = new Date().getTime(), timeleft = end-now, timeparts;
if( timeleft < 0) {
elem.innerHTML = output;
clearInterval(timer);
}
else {
timeparts = [Math.floor(timeleft/60000),Math.floor(timeleft/1000)%60];
if( timeparts[1] < 10) timeparts[1] = "0"+timeparts[1];
elem.innerHTML = "Time left: "+timeparts[1];
}
},250);
}
</script>
I want when the countdown end appear CAPTCHA or question if this right, then continue to link
try to put the countdown function here
window.onload = function() {
countDown('my_div1', //here// , 10);
}
Assume that your countdown coding is working fine and you have a div in which captcha is stored say div id = "captchadiv",
<script type="text/javascript">
window.onload = function() {
//////////////////////////////////////////////////////
set the visibility of the captcha hidden here.
//////////////////////////////////////////////////////
countDown('my_div1', '<form>1+1=<input name="d" type="text" /></form>', 10);
}
function countDown(elID, output, seconds) {
var elem = document.getElementById(elID),
start = new Date().getTime(), end = start+seconds*1000,
timer = setInterval(function() {
var now = new Date().getTime(), timeleft = end-now, timeparts;
if( timeleft < 0) {
elem.innerHTML = output;
clearInterval(timer);
//////////////////////////////////////////////////////
set visibility of captchadiv to visibile.
//////////////////////////////////////////////////////
}
else {
timeparts = [Math.floor(timeleft/60000),Math.floor(timeleft/1000)%60];
if( timeparts[1] < 10) timeparts[1] = "0"+timeparts[1];
elem.innerHTML = "Time left: "+timeparts[1];
}
},250);
}
//////////////////////////////////////////////////////
add a function here to validate the captcha.
If validation succeeds, do success action.
If validation fails, set captcha visibility to hidden and again call the counttDown function.
//////////////////////////////////////////////////////
</script>
EDIT
Check this out. (Untested version)
<script type="text/javascript">
var mathenticate;
window.onload = function() {
countDown('my_div1', '<form>1+1=<input name="d" type="text" /></form>', 10);
}
function countDown(elID, output, seconds) {
var elem = document.getElementById(elID),
start = new Date().getTime(), end = start+seconds*1000,
timer = setInterval(function() {
var now = new Date().getTime(), timeleft = end-now, timeparts;
if( timeleft < 0) {
elem.innerHTML = output;
clearInterval(timer);
mathenticate = {
bounds: {
lower: 5,
upper: 50
},
first: 0,
second: 0,
generate: function()
{
this.first = Math.floor(Math.random() * this.bounds.lower) + 1;
this.second = Math.floor(Math.random() * this.bounds.upper) + 1;
},
show: function()
{
return this.first + ' + ' + this.second;
},
solve: function()
{
return this.first + this.second;
}
};
mathenticate.generate();
var $auth = $('<input type="text" name="auth" />');
$auth
.attr('placeholder', mathenticate.show())
.insertAfter('input[name="name"]');
}
else {
timeparts = [Math.floor(timeleft/60000),Math.floor(timeleft/1000)%60];
if( timeparts[1] < 10) timeparts[1] = "0"+timeparts[1];
elem.innerHTML = "Time left: "+timeparts[1];
}
},250);
}
$('#form').on('submit', function(e){
e.preventDefault();
if( $auth.val() != mathenticate.solve() )
{
alert('wrong answer!');
// If you want to generate a new captcha, then
mathenticate.generate();
}else {
document.location.href = 'http://www.overdir.com';
}
});
</script>

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