I am facing a slight dilemma as a JavaScript newbie. Let me explain the script:
I have implemented a JavaScript function rss() which pulls from an internet RSS news feed and saves the news headlines into an array newsArray[].
The function headlinesInsert() should push every item in the array to the HTML ID #headlineInsert, similarly to how it is shown here.
However, the linked example's textlist variable (which should be replaced with my local newsArray[]) does not seem to be 'compatible' for some reason as when replacing nothing shows on the HTML side.
The idea is that the rss() function updates the global newsArray[] with new headlines every 10 minutes while the headlinesInsert() pushes this data to the HTML ID constantly (as per the linked example).
With my limited knowledge of JavaScript, I am hoping someone could help me set the following code right and put the idea into action.
// Push RSS Headlines into HTML ID
var newsArray = [];
var listTicker = function headlinesInsert(options) {
var defaults = {
list: [],
startIndex:0,
interval: 8 * 1000,
}
var options = $.extend(defaults, options);
var listTickerInner = function headlinesInsert(index) {
if (options.list.length == 0) return;
if (!index || index < 0 || index > options.list.length) index = 0;
var value = options.list[index];
options.trickerPanel.fadeOut(function headlinesInsert() {
$(this).html(value).fadeIn();
});
var nextIndex = (index + 1) % options.list.length;
setTimeout(function headlinesInsert() {
listTickerInner(nextIndex);
}, options.interval);
};
listTickerInner(options.startIndex);
}
// The following line should hold the values of newsArray[]
var textlist = new Array("News Headline 1", "News Headline 2", "News Headline 3", "News Headline 4");
$(function headlinesInsert() {
listTicker({
list: textlist ,
startIndex:0,
trickerPanel: $('#headlineInsert'),
interval: 8 * 1000,
});
});
$(function slow(){
// Parse News Headlines into array
function rss() {
$.getJSON("https://api.rss2json.com/v1/api.json?rss_url=https%3A%2F%2Fwww.stuff.co.nz%2Frss", function(data) {
newsArray = [];
for (var i = 0; i < data.items.length; i++){
newsArray[i] = (data.items[i].title);
}
console.log(newsArray);
})}
// Refresh functions ever 10 minutes
rss()
setInterval(function slow() {
rss();
}, 600000); // 10 Minute refresh time
});
Check following code. You need to initialise listTicker once rss feed is loaded.
<script src='https://code.jquery.com/jquery-3.2.1.min.js'></script>
<script>
var listTicker = function(options) {
var defaults = {
list: [],
startIndex: 0,
interval: 3 * 1000,
}
var options = $.extend(defaults, options);
var listTickerInner = function(index) {
if (options.list.length == 0) return;
if (!index || index < 0 || index > options.list.length) index = 0;
var value = options.list[index];
options.trickerPanel.fadeOut(function() {
$(this).html(value).fadeIn();
});
var nextIndex = (index + 1) % options.list.length;
setTimeout(function() {
listTickerInner(nextIndex);
}, options.interval);
};
listTickerInner(options.startIndex);
}
var textlist = new Array("news1", "news2", "news3");
$(function() {
function rss() {
$.getJSON("https://api.rss2json.com/v1/api.json?rss_url=https%3A%2F%2Fwww.stuff.co.nz%2Frss", function(data) {
newsArray = [];
for (var i = 0; i < data.items.length; i++) {
newsArray[i] = (data.items[i].title);
}
console.log(newsArray);
listTicker({
list: newsArray,
startIndex: 0,
trickerPanel: $('#newsPanel'),
interval: 3 * 1000,
});
})
}
rss();
});
</script>
<div id='newsPanel' />
Related
I'm doing a project for school. A memory game that uses the pokéAPI to get images.
I have three buttons depending on the game level (easy, medium, hard) and it generates the amount of cards.
When I click a button it generates the pictures but when I click it again it append the new data into the same selector.
I have tried with: $('#output').html(''), $('#output').append(''), $('#output').remove(), $('#output').empty()
// Settings for game level. Each integer represents number of cards * 2.
let easy = 4;
let medium = 6;
let hard = 8;
// Arrays for PokemonImgUrl.
let originalPokemonImgUrl = [];
let duplicateAllPokemonImgUrl = [];
let allPokemonImgUrl = [];
// PokéAPI URL.
const pokemonDataUrl = 'https://pokeapi.co/api/v2/pokemon/';
// This function creates a random number depending on the settings below.
function randomNumber() {
// Settings for max randomnumbers starting from index 1.
let randomNumberMax = 500;
let fromIndex = 1;
// Math random function with values from randomnumbers.
return Math.floor(Math.random() * randomNumberMax) + fromIndex;
}
// Function for getting data from PokéAPI.
function getData() {
$.ajax ({
type: 'GET',
url: pokemonDataUrl + randomNumber(), // Calling randomnnumber to get a random pokémon.
success: function(pokemonData) {
var pokemonImgUrl = pokemonData.sprites.front_default; // Store and extract pokemon images.
originalPokemonImgUrl.push(pokemonImgUrl); // store ImagesURL to a global array called allPokemonImgUrl.
}
})
}
// Shuffle code from css-tricks.com.
function Shuffle(cards) {
for(var j, x, i = cards.length; i; j = parseInt(Math.random() * i), x = cards[--i], cards[i] = cards[j], cards[j] = x);
return cards;
};
// function iterates through allPokemonImgUrl array and outputs it into the DOM.
function output() {
allPokemonImgUrl.forEach(function (i) {
$('#output').append('<img src="'+ [i] +'">');
}
)}
/* This function copies the array so that we always have two of the same cards.
Then concat into a new array and shuffles it. After that it outputs the result.*/
function startGame(){
setTimeout( function(){
duplicateAllPokemonImgUrl = originalPokemonImgUrl.slice();
}, 1000 );
setTimeout( function(){
allPokemonImgUrl = originalPokemonImgUrl.concat(duplicateAllPokemonImgUrl);
}, 1500 );
setTimeout( function(){
Shuffle(allPokemonImgUrl)
}, 2000 );
setTimeout( function(){
output();
}, 2500 );
}
/* Events for clicking on game levels. It iterates to check how many cards it needs
and calls the function getData accordingly. */
$(document).on('click', '#easy', function() {
for (var cards = 0; cards < easy; cards++) {
getData();
}
startGame();
})
$(document).on('click', '#medium', function() {
for (var cards = 0; cards < medium; cards++) {
getData();
}
startGame();
})
$(document).on('click', '#hard', function() {
for (var cards = 0; cards < hard; cards++) {
getData();
}
startGame();
})
When I click a button I get the images as expected.
But when I click it again it appends the new data after the old data. I want to remove the old ajax data first and then append the new data.
I found the solution:
Adding a clear function:
function clear() {
originalPokemonImgUrl = [];
duplicateAllPokemonImgUrl = [];
allPokemonImgUrl = [];
$('#output').empty();
}
Then just call it:
$(document).on('click', '#easy', function() {
for (var cards = 0; cards < easy; cards++) {
getData();
}
clear();
startGame();
})
Coming again with another question :)
This time I had a requirement to show some progress while Child rows are being loaded. Since there is an Api call which relatively takes little time to return data, I do want to show the some progress unless the user who clicks the parent row is totally unaware whether there is a call done to see its child rows.
What I have done:
I wrote a style sheet class which has a
loader-small.gif
image as this:
tr.loading td.details-control {
background: url('/Images/loader-small.gif') no-repeat center center;
}
and applied like this:
$('#accountManagerEarningsDataTable tbody').on('click', 'td.details-control', function () {
var tr = $(this).closest('tr');
var row = table.row(tr);
try {
if (row.child.isShown()) {
// This row is already open - close it
row.child.hide();
tr.removeClass('shown');
}
else {
//Calling the loading Class ------>
tr.addClass('loading');
// Open this row
var arrForTable1 = [];
var arrForTable2 = [];
totalBrokerage = 0;
totalRetailBrokerage = 0;
totalSelfServiceBrokerage = 0;
console.log('You selected: ' + row.data().AccountManagerID);
var settings = {
"columnDefs": [
{ targets: 1, align: "right", decimals: 0 },
{ targets: 2, align: "right", decimals: 0 },
{ targets: 3, align: "right", decimals: 0 },
{ targets: 4, align: "right", decimals: 2 },
{ targets: 5, align: "right", decimals: 2 }
]
};
//problems with asynchoronus call back
var response = organization_GetAccountManagerDetailEarningsAccountData(row.data(), purl2, pcontext);
if (response.success === "true") {
for (var i = 0; i < response.value.length; i++) {
for (var j = 0; j < response.value[i].Securities.length; j++) {
var itemRow2 = {};
itemRow2["Security ID"] = response.value[i].Securities[j].SecurityId;
itemRow2["Trades"] = response.value[i].Securities[j].Trades;
itemRow2["Buy Qty"] = response.value[i].Securities[j].BuyQuantity;
itemRow2["Sell Qty"] = response.value[i].Securities[j].SellQuantity;
itemRow2["Total Brkg"] = response.value[i].Securities[j].Effective_Brokerage;
itemRow2["Online Brkg"] = response.value[i].Securities[j].Online_Brokerage;
arrForTable2.push(itemRow2);
totalBrokerage = totalBrokerage + parseFloat(response.value[i].Securities[j].Effective_Brokerage);
totalSelfServiceBrokerage = totalSelfServiceBrokerage + parseFloat(response.value[i].Securities[j].Online_Brokerage);
}
totalBrokerage = Math.round(totalBrokerage * 100) / 100;
totalSelfServiceBrokerage = Math.round(totalSelfServiceBrokerage * 100) / 100;
totalRetailBrokerage = Math.round(totalRetailBrokerage * 100) / 100;
var itemRow1 = {};
itemRow1["Account ID"] = response.value[i].AccountId;
itemRow1["Account Name"] = response.value[i].AccountName;
itemRow1["..."] = '<div class="alert alert-info" role="alert">' + buildHtmlTable(arrForTable2, 'table2x' + j, settings) + '<p>Total Brokerage ' + numberWithCommas(totalBrokerage) + '</p></div>';
arrForTable1.push(itemRow1);
arrForTable2 = [];
totalBrokerage = 0;
totalRetailBrokerage = 0;
totalSelfServiceBrokerage = 0;
}
tr.removeClass('loading');
htmlTable1 = buildHtmlTable(arrForTable1, 'table1x' + i);
row.child(htmlTable1).show();
tr.addClass('shown');
}
else {
row.child('<table><tr><td>' + response.value[0].AccountId + '</td></tr></table>').show();
tr.addClass('shown');
};
}
} catch (e) {
console.log(e.message);
}
});
The Problem:
Firefox nicely shows the Progress image after the user clicks it, but Edge and Chrome does not show. Both browsers crossed this piece of code when I was debugging from developer tools of the respective browser.
Its browser compatible problem? Is there a solution for it? Help me please.
In case of chrome there is such an issue while showing the loading bar while making a server call. Please make the following changes where you are making the service call. First add the class loading to the table
tr.addClass('loading');
After that make the service call by giving a timeout function
setTimeout(function(){
var response = organization_GetAccountManagerDetailEarningsAccountData(row.data(), purl2, pcontext);
......
//Your service calls and response call backs
},1);
On providing a timeout (say 1ms), Chrome will get the time to bind the loading bar to DOM, In other case the DOM Object is not available to show the spinner.
I'm a beginner php developer, and have a shockingly poor fluency in Javascript. An ezpublish website I'm working on has this slider in as a default piece of code, but it displays three items. How can I edit it to show only 1 item? The code is:
(function() {
YUI( YUI3_config ).use( 'node', 'event', 'io-ez', function(Y, result) {
Y.on('domready', function(e) {
var offset = 0;
var limit = 1;
var total = {$block.valid_nodes|count()};
var handleRequest = function(e) {
var className = e.target.get('className');
if ( className == 'carousel-next-button' ) {
offset += 1;
if ( offset > total )
offset = 0;
}
if ( className == 'carousel-prev-button' ) {
var diff = total - offset;
if( offset == 0 )
offset = 0;
else
offset -= 1;
}
var colContent = Y.Node.all('#block-3 .col-content');
colContent.each(function(n, e) {
n.addClass('loading');
var height = n.get('region').bottom - n.get('region').top;
n.setStyle('height', height + 'px');
n.set('innerHTML', '');
});
var data = 'http_accept=json&offset=' + offset;
data += '&limit=' + limit;
data += '&block_id={$block.id}';
Y.io.ez( 'ezflow::getvaliditems', { on: { success: _callBack
}, method: 'POST', data: data } );
};
var _callBack = function(id, o) {
if ( o.responseJSON !== undefined ) {
var response = o.responseJSON;
var colContent = Y.Node.all('#block-{$block.id} .col-content');
for(var i = 0; i < colContent.size(); i++) {
var colNode = colContent.item(i);
if ( response.content[i] !== undefined )
colNode.set('innerHTML', response.content[i] );
}
}
};
var prevButton = Y.one('#block-{$block.id} input.carousel-prev-button');
prevButton.on('click', handleRequest);
var nextButton = Y.one('#block-{$block.id} input.carousel-next-button');
nextButton.on('click', handleRequest);
});
});
})();
</script>
A hand with this would be great x
Looks to me like this code loads each item after the user clicks prevButton or nextButton. So the simplest way to force only a single item to display is probably to hide those buttons.
Without the markup it's hard to say what the optimal solution is, but I would try to find out what makes the particular markup you're working with into a carousel (I'd guess a class containing "carousel") and remove that so that it's just a single item without the carousel functionality.
For what it's worth, this question is not specific to eZ Publish or PHP so I'd consider removing those tags.
I understand that in order to remove an interval you need a stored reference to it, so I figured I'll store function returns in a global array.
But why when I click on a cell the intervals keep going and only one stops (I saw first and last cell to stop flashing)?
What I wanted it to do is append a continuous fadeTo on all cells of a table row (excluding first one), and a listener that on clicking any of these cells would stop animations on all of them.
Here's my best effort so far (jsfiddle):
var intervals;
var target = $('#table');
var qty = target.find('td:contains(Price)');
var row = qty.closest('tr');
arr = new Array();
row.find('td').each( function() {
if ($(this).text() !== "Price" ) {
intervals = new Array();
addAnimation($(this));
}
});
function addAnimation(cell) {
var intv = setInterval(function() {
cell.fadeTo("slow", 0.3);
cell.fadeTo("slow", 1);
}, 1000);
intervals.push(intv);
cell.click(function() {
for (var i = 0; i < intervals.length; intervals++) {
window.clearInterval(intervals[i]);
}
});
}
You are instantiating the intervals array multiple times and incrementing the wrong parameter in the for loop:
var intervals = [],
target = $('#table'),
qty = target.find('td:contains(Price)'),
row = qty.closest('tr');
row.find('td').each( function() {
if ($(this).text() !== "Price" ) {
addAnimation($(this));
}
});
function addAnimation(cell) {
var intv = setInterval(function() {
cell.fadeTo("slow", 0.3);
cell.fadeTo("slow", 1);
}, 1000);
intervals.push(intv);
cell.click(function() {
for (var i = 0; i < intervals.length; i++) {
window.clearInterval(intervals[i]);
}
$(this).stop();
});
}
See: fiddle
Your other problem is here:
var intervals;
...
if ($(this).text() !== "Price" ) {
intervals = new Array();
addAnimation($(this));
That creates a new array each time. You should be initialising intervals when you declare it and delete the line creating a new array in the if block:
var intervals = [];
...
if ($(this).text() !== "Price" ) {
addAnimation($(this));
}
However, you may wish to run this more than once, so you should clear out the array when you clear the intervals, something like:
function addAnimation(cell) {
var intv = setInterval(function() {
cell.fadeTo("slow", 0.3);
cell.fadeTo("slow", 1);
}, 1000);
intervals.push(intv);
cell.click(function() {
for (var i = 0; i < intervals.length; intervals++) {
window.clearInterval(intervals[i]);
}
// reset the array
intervals = [];
});
}
or replace the for loop with something like:
while (intervals.length) {
window.clearInterval(intervals.pop());
}
which stops the intervals and clears the array in one go. :-)
I'm using this JS code to make a banner:
var images = ["../../images/g11.jpg","../../images/g9.jpg","../../images/g10.jpg"];
var titulos = ["title1","title2","title3"];
var resumos = ["ddd","aaa","bbb"];
var noticias = ["190","204","200"];
var total = 3;
var indice = 0;
function rotate() {
document.getElementById('imageb').src = images[indice];
document.getElementById('titulob').innerHTML = titulos[indice];
document.getElementById('resumob').innerHTML = resumos[indice];
document.getElementById('noticiab').value = noticias[indice];
indice++;
if (indice > total - 1) indice = 0;
}
function banner() {
rotate();
setTimeout(banner, 5000);
}
It works how expected, but after some loops it freezes the browser. Pretty sure I'm not using setTimeout properly. Any ideas?
Edit:
Working so far:
function rotate(indice) {
document.getElementById('imageb').src = images[indice];
document.getElementById('titulob').innerHTML = titulos[indice];
document.getElementById('resumob').innerHTML = resumos[indice];
document.getElementById('noticiab').value = noticias[indice];
}
function banner(indice) {
var f1 = function() { banner(indice); };
var total = 3;
rotate(indice);
indice++;
if (indice > total - 1) indice = 0;
setTimeout(f1, 5000);
}
I'm posting this as a CW because it's a total guess.
Completely FWIW, here's how I'd minimally change that code: Live Copy | Live Source
(function() {
var entries = [
{
img: "../../images/g11.jpg",
titulo: "title1",
resumo: "ddd",
noticia: "190"
},
{
img: "../../images/g9.jpg",
titulo: "title2",
resumo: "aaa",
noticia: "204"
},
{
img: "../../images/g10.jpg",
titulo: "title3",
resumo: "bbb",
noticia: "200"
}
];
var indice = 0;
function rotate() {
var entry = entries[indice];
document.getElementById('imageb').src = entry.img;
document.getElementById('titulob').innerHTML = entry.titulo;
document.getElementById('resumob').innerHTML = entry.resumo;
document.getElementById('noticiab').value = entry.noticia;
indice = (indice + 1) % data.length;
}
function banner() {
rotate();
setTimeout(banner, 5000);
}
banner();
})();
Changes:
Put everything in a scoping function to avoid creating global variables.
Use an array of objects rather than parallel arrays.
Use the array's length rather than a separate total variable.
Use the remainder trick for getting the wrap-around on the indice variable.
I added a call to banner(); at the end to get things started, but I assume you have that and just didn't show it.
But again, I don't see any reason your code shouldn't be working as is, other than the possibility of some weird global variable conflict.