JavaScript while loop error: Unexpected token - javascript

So I have made a code for some coursework, the code is suppose to start a function on page load which will then run the function of changing the traffic light image on screen. It is suppose to keep on changing forever however the program crashes or fails to load when I try to run. Before you suggest the problem is that the variable used in the condition isnt changed, I have tried to change it in the following code. when I ran it in the chrome debugger this is the thing that came up; 'Uncaught SyntaxError: Unexpected token <'.
<DOCTYPE html>
<html>
<body onload="infinity()">
<p></p>
<h1>Traffic Light Sequence</h1>
<img id ="trafficlight" src="r.jpg">
<script>
var images = [
"r.jpg",
"randy.jpg",
"g.jpg",
"y.jpg"
];
var counter = 0;
function start() {
counter = counter + 1;
if(counter == images.length) counter=0;
var image = document.getElementById("trafficlight");
image.src=images[counter];
}
var a = 100;
function infinity() {
while (200>a) {
setTimeout(start(), 3000);
}
a = a - 25;
}
</script>
</body>
</html>

Instead of setting while loop and setTimeout, use setInterval. The below code will work I think. It will change the image 100 times
var url="http://www.hdwallpapers.in/thumbs/2017/";
var a=0,Handler;
var images = ["yosemite_national_park_winter_4k-t1.jpg","namib_coastal_desert_4k-t1.jpg","beach_dock-t1.jpg"];
var counter = 0;
function start() {
counter = counter + 1;
a++;
if(a>=100 && Handler)
clearInterval(Handler);
if(counter == images.length) counter=0;
var image = document.getElementById("trafficlight");
image.src=url+images[counter];
return;
}
function infinity() {
Handler=setInterval(start, 3000);
}
<DOCTYPE html>
<html>
<body onload="infinity()">
<p></p>
<h1>Traffic Light Sequence</h1>
<img id ="trafficlight" src="http://www.hdwallpapers.in/thumbs/2017/yosemite_national_park_winter_4k-t1.jpg">
<script>
</script>
</body>
</html>

I know that this question already has an answer, but i just figured that the following code might be a better and a relatively simpler way of doing it.
<DOCTYPE html>
<html>
<body onload="infinity()">
<p></p>
<h1>Traffic Light Sequence</h1>
<img id ="trafficlight" src="r.jpg">
<script>
var images = [
"red.JPG",
"green.jpg",
"randy.jpg",
"yellow.JPG"
];
function infinity() {
var counter = 0,
image = document.getElementById("trafficlight"),
a = 5,
timeoutInterval = 3000;
setInterval(function() {
counter++;
if(counter == images.length) counter=0;
if (a>=0) {
image.src=images[counter];
a--;
}else{
// this else case is in the event that the timeout
// variable is 1, which is essentially 1ms, which
// is bad as it would make your cpu usage go to a
// 100%
if (timeoutInterval <= Number.MAX_SAFE_INTEGER - 2) {
// the above if condition is to stop timeoutInterval
// from ever reaching 2^53 which would cause an
// overflow
timeoutInterval *= 2;
Math.pow(timeoutInterval, 20);
}
}
}, timeoutInterval);
}
</script>
</body>
</html>
Thanks!
P.S. my laptop is still hot from running your infinite loop code of an example

Related

Pausing a custom iframe video with Javascript

So I am embedding a video into a custom iframe, and I'm not using youtube, vimeo or any of those so I can't use their APIs. I am making an idle-timer for it, so when the user hasnt acted in X amount of time, it will bring up a confirm window asking if they want to keep watching or restart. However, while this window is up, I want the video to pause, which is proving surprisingly difficult. It also pretty much needs to be cross-domain as I will be serving the videos with an s3 bucket.
I have seen many threads saying this is basically not possible, but I find that hard to believe. Is it true?
Here's my code (the main part I need help with is pauseVideo() near the bottom):
<!DOCTYPE html>
<html lang="en" dir="ltr">
<head>
<meta charset="utf-8">
<title>HRMSC</title>
</head>
<body>
<iframe class="iframe" id="primaryVideo" src="amazon-s3-video-link.mp4"
width="1000"
height="562.5">
<p> Your browser does not support iframes. </p>
</iframe>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.3.1/jquery.min.js">
</script>
<script type="text/javascript" src="./IdleScript.js">
</script>
</body>
</html>
IdleScript.js :
var idleTime = 0;
var clickIframe = window.setInterval(checkFocus, 100);
var idleInterval = setInterval(timerIncrement, 600); // 1 second
var i = 0;
function checkFocus() {
if(document.activeElement == document.getElementById("primaryVideo")) {
idleTime = 0;
console.log("clicked "+(i++));
$('#primaryVideo').blur();
}
}
function timerIncrement() {
idleTime = idleTime + 1;
if (idleTime > 5) { // seconds
console.log("restart?");
if (this.resetInterstitial()){
idleTime = 0;
window.location.reload();
}
else{
idleTime = 0;
console.log("keep watching");
}
}
}
var pauseVideo = function ( element ) {
// WHAT CAN I DO HERE?
console.log("pause!");
// WHAT CAN I DO HERE?
};
function resetInterstitial(){
pauseVideo(primaryVideo);
return confirm("You haven't tapped anything in a while. Do you want to keep watching or start from the beginning?");
}
Use a <video>-tag: https://www.w3schools.com/tags/tag_video.asp
and use the build-in javascript functions https://www.w3schools.com/tags/av_met_pause.asp

Manual traffic light conversion into automatic via Javascript

I am trying to do a traffic light sequence which runs on a timed basis automatically without user input . I have now got the code working but it only runs through once and then stops so how can I change this so it keeps going? Here is my code:
<!DOCTYPE html>
<html>
<head>
<script>
var images = new Array()
images[0] = "image2.jpg";
images[1] = "image3.jpg";
images[2] = "image4.jpg";
setInterval("changeImage()", 3000);
var x=0;
function changeImage()
{
document.getElementById("img").src=images[x]
x++;
}
</script>
</head>
<body>
<img id="img" src="image1.jpg">
</body>
</html>
To make this automatic, you can either put it in a loop, or you can use the setInterval function.
var interval = setInterval(nextLightClick, 1500);
This will loop indefinitely, running the function every 1500 milliseconds (1.5 seconds). If you want to stop it, you can simply say:
clearInterval(interval);
Here's an example -- note that I am changing the innerHTML, rather than the src, and I am using a div instead of image, but the logic will be exactly the same.
var tlight = new Array("1green.jpg","2yellow.jpg","3red.jpg");
var index = 0;
var tlightLen = tlight.length;
var image = document.getElementById('firstlight');
image.innerHTML = tlight[index];
var interval;
function startInterval() {
interval = setInterval(nextLightClick, 1500);
}
function stopInterval() {
clearInterval(interval);
}
function nextLightClick() {
index++;
if (index == tlightLen)
index = 0;
image.innerHTML = tlight[index];
}
<span id="firstlight"></span></br>
<button onclick="startInterval()">Start</button>
<button onclick="stopInterval()">Stop</button>

javascript setInterval / onload

I'm referring to the accepted answer for Change image in HTML page every few seconds. In this code, the very first timer event/image change occurs 6 secs after loading (then every 3 secs as expected). Could anyone explain to a beginner like me why this is so?
Thanks.
EDIT: Sorry for that, my fault. Let me try to explain what I'd like to do in the first place. The code given shows first startpicture.jpg and then cycles through image1.jpg to image3.jpg. I just want it to cycle through image1.jpg to image3.jpg without a seperate start picture (or all 4 pictures, including startpicture.jpg). Therefore is replaced startpicture.jpg with image1.jpg which made me get the wrong impression that the first image change occurred after 6 secs.
Maybe someone can help me how to change this code to cycling through the pictures without a designated start picture.
As per your edit, you can simply remove the startpicture (or replace with image1), and initially call the displayNextImage function immediately, then start the interval:
<!DOCTYPE html>
<html>
<head>
<title>change picture</title>
<script type = "text/javascript">
function displayNextImage() {
x = (x === images.length - 1) ? 0 : x + 1;
document.getElementById("img").src = images[x];
}
function displayPreviousImage() {
x = (x <= 0) ? images.length - 1 : x - 1;
document.getElementById("img").src = images[x];
}
function startTimer() {
//call immediately
displayNextImage();
//then start interval
setInterval(displayNextImage, 3000);
}
var images = [], x = -1;
images[0] = "image1.jpg";
images[1] = "image2.jpg";
images[2] = "image3.jpg";
</script>
</head>
<body onload = "startTimer()">
<img id="img" src="image1.jpg">
<button onclick="displayPreviousImage()">Previous</button>
<button onclick="displayNextImage()">Next</button>
</body>
</html>
may be its time taken to load the images ,
you can load all the image first and then start changing,
var images= new Array();
for(var i=0;i<imagelocation.length;i++)
{
images[i]=new Image();
images[i].onload=function(){ if(i=imagelocation.length){changeImage();}}
images[i].src=imagelocation[i]; //image location is array containg link
}
function changeImage()
{
//what u had written earlier
}

Optimizing performance of a javascript image animation

I've got a question in regards to javascript and dynamically displaying images to
form an animation.
The pictures I have are around 1360x768 in size and quite big despite being .png pics.
I've come up with a code for switching out the pics dynamically, but even run on a local
webserver it is too slow (thus sometimes I see the pic being built).
So my question is: is there a better way to do this than dynamically switching out
the "src" part of the image tag, or is there something else that could be done in combination with that, to make sure that the user doesn't have any strange phenomenons
on the client?
<script>
var title_index = 0;
function display_title()
{
document.getElementById('picture').src=
"pics/title_" + title_index + '.png';
if (title_index < 100) {
title_index = title_index + 5;
setTimeout(display_title,3000);
}
}
</script>
<body onload="setTimeout(display_image,3000)">
<image id="picture" src="pic/title_0.png"/>
</body>
Thanks.
I've had this problem too, even when preloading the images into the cache,
Google's The Hobbit experiment does something interesting. They do low resolution while animating and switch it for a hiresolution if you "pause" (stop scolling in the case of The Hobbit experiment). They also use the HTML5 canvas tag to smooth out the animation.
Here's their blog post about their method:
http://www.html5rocks.com/en/tutorials/casestudies/hobbit-front-end/
Their end product:
http://middle-earth.thehobbit.com
Edit:
Pre loading example:
<!Doctype html>
<head>
<title>test</title>
</head>
<body>
<canvas id="myCanvas" width="1360" height="768"></canvas>
<script type="text/javascript">
var images = {};
var loadedImages = 0;
var numImages = 0;
var context = '';
function loadImages(sources, callback)
{
// get num of sources
for(var src in sources)
{
numImages++;
}
for(var src in sources)
{
images[src] = new Image();
images[src].onload = function()
{
if(++loadedImages >= numImages)
{
callback(images);
}
};
images[src].src = sources[src];
}
}
var canvas = document.getElementById('myCanvas');
context = canvas.getContext('2d');
var sources =
{
frame0: 'http://piggyandmoo.com/0001.png',
frame1: 'http://piggyandmoo.com/0002.png',
frame2: 'http://piggyandmoo.com/0003.png',
frame3: 'http://piggyandmoo.com/0004.png',
frame4: 'http://piggyandmoo.com/0005.png',
frame5: 'http://piggyandmoo.com/0006.png',
frame5: 'http://piggyandmoo.com/0007.png',
frame5: 'http://piggyandmoo.com/0008.png',
frame5: 'http://piggyandmoo.com/0009.png'
};
var width = 1360;
var height = 768;
var inter = '';
var i = 0;
function next_frame()
{
if(numImages > i)
{
context.drawImage(images['frame' + (i++)], 0, 0);
}
else
{
clearInterval(inter);
}
}
loadImages(sources, function(images)
{
//animate using set_timeout or some such...
inter = setInterval(function()
{
next_frame();
}, 1000);
});
</script>
</body>
Code modified from: www.html5canvastutorials.com/tutorials/html5-canvas-image-loader/
You could overcome this issue by preloading the images on page load. This means that the images would then be stored in memory and immediately available to you. Take a look at the following:
JavaScript Preloading Images
http://perishablepress.com/3-ways-preload-images-css-javascript-ajax/

2 or more async requests in javascript to load image or do anything else

Single request and response model at one time do not utilizes full network/internet bandwidth, thus resulting in low performance. (benchmark is of half speed utilization)
how to make this code use 2 or 3 or more async requests instead of one.(ajax)
or do i need multi threading? and is it possible in javascript?
(this is for making a video out of an ip )
every time the image changes on request. and yes i need to be async with multiple fetch requests (not single as i explained above) or you recomend threads?
<html>
<head> <script language="JavaScript">
// Global vars
img = 'http://pastebin.com/i/t.gif';
timeout = 1000;
next = 0;
function onLoad( ) {
setTimeout( 'reloadImage( )', timeout );
}
// Reloader
function reloadImage( ) {
next = ( new Date( ) ).getTime( ) + timeout;
document.images.dv.src = img + "?" + next;
}
</script>
</head>
<body>
<img src="img" name="dv" onLoad="onLoad( )">
</body>
</html>
and
<html>
<head>
</head>
<body>
<div id="container"></div>
<script language="JavaScript">
var canLoad = true;
var container = document.getElementById("container");
var image = document.createElement("img");
image.onload = function() {
canLoad = true;
console.log("Image reloaded.");
}
var imageUrl = "http://url/snapshot.jpg";
var fps = 2;
container.appendChild(image);
function loadImage() {
if (canLoad) {
canLoad = false;
var str = new Date().getTime();
image.setAttribute("src", imageUrl + "?" + str);
console.log("Reloaded now.");
} else {
console.log("Can't reload now.");
}
}
setInterval(loadImage, fps); // 30 fps
</script>
</body>
</html>
Not actually tested, and I think it'll very likely to cause a "stack overflow" eventually (if you directly implement it), but you may still give it a look:
<!DOCTYPE html>
<html>
<head>
<script type="text/javascript">
(function(){
var img="/*url*/";
var interval=50;
var pointer=0;
function showImg(image,idx)
{
if(idx<=pointer) return;
document.body.replaceChild(image,document.getElementsByTagName("img")[0]);
pointer=idx;
preload();
}
function preload()
{
var cache=null,idx=0;;
for(var i=0;i<5;i++)
{
idx=Date.now()+interval*(i+1);
cache=new Image();
cache.onload=(function(ele,idx){return function(){showImg(ele,idx);};})(cache,idx);
cache.src=img+"?"+idx;
}
}
window.onload=function(){
document.getElementsByTagName("img")[0].onload=preload;
document.getElementsByTagName("img")[0].src="/*initial url*/";
};
})();
</script>
</head>
<body>
<img />
</body>
</html>
What it does:
When the initial image loads, preload() is called;
When preload() is called, it creates 5 image cache, and each attach its onload event to showImg();
When showImg() is called, it checks whether the current index is behind current pointer, and if it does, replace the current image with this new one, and call preload();
Back to 2.
If you really going to implement this, increase interval and decrease i<5. Also, a caching/queuing mechanic to check how many images in cache/queue before loading the next queue would be nice.
Also, notice that I didn't use getElementById to get the image, because there will be no stable ID.

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