script no longer updating the page - javascript

I have the following html page which displays a picture at a random location and updates it every 10 seconds :
<!DOCTYPE html>
<html>
<head>
<title>Domoos | Screen saver screen</title>
<meta http-equiv="refresh" content="10">
<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, user-scalable=0"/>
<meta http-equiv="pragma" content="no-cache">
<link rel="stylesheet" type="text/css" href="css/mystyle_saver.css" />
<script type="text/javascript" src="scripts/date_time.js"></script>
<script type="text/javascript">
function init() {
var xmin = 0;
var xmax = 890;
var ymin = 0;
var ymax = 430;
var xCoord = Math.floor((Math.random()*xmax)+xmin);
var yCoord = Math.floor((Math.random()*ymax)+ymin);
var xCoordStr = xCoord.toString() + "px";
var yCoordStr = yCoord.toString() + "px";
document.getElementById("randomPlacement").style.left = xCoordStr;
document.getElementById("randomPlacement").style.top = yCoordStr;
}
</script>
</head>
<body onload="init();">
<div style="position:absolute" id="randomPlacement">
<p><img src="assets/pictures/texte_sortie_veille.png" alt ="" style="width:60px;height:60px;"></p>
</div>
</body>
</html>
It works very well. Now, I would like to add two 'div' tags so I could display the date and the time. So, I updated the body tag as follows (the rest of the page remains unchanged) :
<body onload="init();">
<div style="position:absolute" id="randomPlacement">
<p><img src="assets/pictures/texte_sortie_veille.png" alt ="" style="width:60px;height:60px;"></p>
</div>
<div id="date">
<script type="text/javascript">window.onload = getDate('date');</script>
</div>
<div id="time">
<script type="text/javascript">window.onload = getTime('time');</script>
</div>
</body>
The problem by doing so is that the image is never displayed at a random location. What am I missing and hopefully how can I solve the issue? I have added an extract of the console in Chrome.
Thanks a lot for your help.

replace
<div id="date">
<script type="text/javascript">window.onload = getDate('date');</script>
</div>
<div id="time">
<script type="text/javascript">window.onload = getTime('time');</script>
</div>
with
<div id="time">
</div>
then in init()
function init() {
var xmin = 0;
var xmax = 890;
var ymin = 0;
var ymax = 430;
var xCoord = Math.floor((Math.random()*xmax)+xmin);
var yCoord = Math.floor((Math.random()*ymax)+ymin);
var xCoordStr = xCoord.toString() + "px";
var yCoordStr = yCoord.toString() + "px";
document.getElementById("randomPlacement").style.left = xCoordStr;
document.getElementById("randomPlacement").style.top = yCoordStr;
document.getElementById("date").innerhtml=getDate('date');
document.getElementById("time").innerhtml=gettime('time');
}

Related

Shrink img using javascript

I'm trying to shrink an image based off of what I learned on the mobile app SoloLearn. Please help.
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" type="text/css" href="xyz.css"/>
</head>
<body>
<img id="image" src="myImage.jpg"/>
<button id="shrink">Shrink</button>
<script>
var x = document.getElementById('shrink');
var img = document.getElementById('image');
x.addEventListener("click", shrnk);
function shrnk() {
img.style.width = 50;
img.syle.height = 25;
};
</script>
</body>
</html>
Rather then using img.style just set the width and height values of the image.
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" type="text/css" href="xyz.css" />
</head>
<body>
<img id="image" src="http://www.placehold.it/150" />
<button id="shrink">Shrink</button>
<script>
var x = document.getElementById('shrink');
var img = document.getElementById('image');
x.addEventListener("click", shrnk);
function shrnk() {
img.width = 50;
img.height = 25;
};
</script>
</body>
</html>
The width and height styles aren't numbers, they need units as well, like px for pixels. So
function shrnk() {
img.style.width = '50px';
img.style.height = '25px';
}
The only time you can omit the units is when you're setting them to 0, since that's the same regardless of the units.
If you'd like to use the style property you need to set the unit of the number you're talking about (ie. "px").
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" type="text/css" href="xyz.css" />
</head>
<body>
<img id="image" src="http://lorempixel.com/200/200" />
<button id="shrink">Shrink</button>
<script>
var x = document.getElementById('shrink');
var img = document.getElementById('image');
x.addEventListener("click", shrnk);
function shrnk() {
img.style.width = "50px";
img.style.height = "25px";
};
</script>
</body>
</html>

Creating shapes in an SVG

For my assignment, we create an SVG block and the user would input a number, and we add that number of squares to the svg block in random positions within the svg block. My code isn't working.
Here's my html:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<script src="http://cmpt165.csil.sfu.ca/js/jquery-3.1.0.js"></script>
<script src="http://cmpt165.csil.sfu.ca/js/raphael-2.1.4.js"></script>
<script src="logic.js"></script>
<link rel="stylesheet" href="style.css" />
<title>Exercise 10</title>
</head>
<body>
<h1>Exercise 10</h1>
<div id="svg1"></div>
<div class="form">Add how many?
<input type="text" id="howmany" />
<button id="more">Add More</button></div>
<div id="svg2"></div>
<div class="form">
<button id="another">Add Another</button>
</div>
</body>
</html>
Here's my Javascript:
var num_squares, x, y;
num_squares = $('#howmany').val()
add_more = function() {
for (count = 0;count < num_squares;count += 1)
{
x = Math.random() * 180
y = Math.random() * 180
r = paper.rect(x, y, 20, 20)
filled = {
'fill': '#ddf'
}
r.attr(filled)
}
}
setup = function() {
paper = Raphael('svg1', 200, 200)
add_more()
}
jQuery(document).ready(setup)
Here's my CSS:
#svg1 {
border: black;
}
You initialise num_squares outside the function i.e. on document load. This is before anyone's typed in a number so num_squares is always empty and therefore your loop doesn't do anything. You also aren't calling add_more when the button is pressed.
add_more = function() {
var num_squares, x, y;
num_squares = $('#howmany').val();
for (count = 0;count < num_squares;count += 1)
{
x = Math.random() * 180
y = Math.random() * 180
r = paper.rect(x, y, 20, 20)
filled = {
'fill': '#ddf'
}
r.attr(filled)
}
}
setup = function() {
paper = Raphael('svg1', 200, 200)
}
jQuery(document).ready(setup)
#svg1 {
border: black;
}
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<script src="http://cmpt165.csil.sfu.ca/js/jquery-3.1.0.js"></script>
<script src="http://cmpt165.csil.sfu.ca/js/raphael-2.1.4.js"></script>
<script src="logic.js"></script>
<link rel="stylesheet" href="style.css" />
<title>Exercise 10</title>
</head>
<body>
<h1>Exercise 10</h1>
<div id="svg1"></div>
<div class="form">Add how many?
<input type="text" id="howmany">
<button id="more" onclick="add_more()">Add More</button></div>
<div id="svg2"></div>
<div class="form">
<button id="another">Add Another</button>
</div>
</body>
</html>

Javascript problems with code, TypeError: comp1GameTitle is null

Welcome again,and again. I have a lot of errors,it's just joking with me.
The code is works here => https://jsfiddle.net/jh5tkfpp/ posted by a forum member (Sridhar). But in my local-webserver it's throwing TypeError: comp1GameTitle is null .
var cGamePic = new Array("https://c6.staticflickr.com/9/8804/28522899701_efbaa953a7_n.jpg", "https://c5.staticflickr.com/7/6003/6004770804_692aecf57c_b.jpg", "https://c5.staticflickr.com/7/6006/6004652276_87ba0278a9_b.jpg", "https://c7.staticflickr.com/7/6139/6007896022_c7ac652043_b.jpg");
var cGameName = new Array("beach", "cycle1", "cycle2", "cycle3");
var randomItemContainer1 = Math.floor(Math.random() * cGamePic.length); //container1
var randomItemContainer2 = Math.floor(Math.random() * cGamePic.length); //container2
var comp1GameTitle = document.querySelector("#container1 h1"); //Heading from main container
var comp1GameImage = document.querySelector("#container1 img"); //Image from main container
var comp2GameTitle = document.querySelector("#container2 h1"); //Heading from main container
var comp2GameImage = document.querySelector("#container2 img"); //Image from main container
comp1GameTitle.innerHTML = cGameName[randomItemContainer1];
comp1GameImage.src = cGamePic[randomItemContainer1]; //Random image
<!doctype html>
<html>
<head>
<meta content="text/html;charset=utf-8" http-equiv="Content-Type">
<meta content="utf-8" http-equiv="encoding">
<title>Random_page</title>
<script src="http://code.jquery.com/jquery-1.10.2.js"></script>
<script type="text/javascript" src="rnd.js"></script>
</head>
<body>
<div id="container1" style="float:left; width:40%; margin:10px;">
<h1>Title</h1>
<img src="" width='100%' height='100%' />
</div>
<div id="container2" style="float:left; width:40%; margin: 10px;">
<h1>Title</h1>
<img src="" width='100%' height='100%' />
</div>
</body>
</html>
It works in jsfiddle since they are executed onload. But you have put scripts in the head. So when they are executed DOM is not ready there is no element with id container1. So you can make changes as following snippet
<body>
//Rest of code
<script src="http://code.jquery.com/jquery-1.10.2.js"></script>
<script type="text/javascript" src="rnd.js"></script>
</body>
else you can still keep rnd.js inside header tag but put all code in rnd.js inside a window.onload function

How to Move an image from right to left by using style.left?

I'm following a programming course, from coursera, on week 3 chapter 12 show us how to move a image with style.left, when I run the <script> nothing happened and the console don't show any error, I don't know what's wrong. This is the code:
<!DOCTYPE html>
<html lang="">
<head>
<meta charset="UTF-8">
<title>set time</title>
<meta name="Author" content=""/>
<link rel="stylesheet" type="text/css" href="style.css">
<script>
var the_timer, x_position = 0, the_image;
function do_timer(){
the_image = document.getElementById("stones_img");
x_position = x_position + 1;
the_image.style.left=x_position;
console.log(x_position);
}
</script>
</head>
<body onload="the_timer=setInterval(do_timer, 50)">
</br>
<button onclick="clearInterval(the_timer)">Clear</button>
</br> </br> </br>
<img id="stones_img" src="http://i47.photobucket.com/albums/f196/overcracker/Blog/thundercats.png" style="position:absolute; left:10000">
</body>
</html>
You need to add units to the left value:
the_image.style.left = x_position + "px";
P.S. I know this is a course project, but just be aware that this isn’t a great way to animate elements from a performance standpoint :) A better way is to use CSS animations or transitions, which won’t cause a relayout in the browser and can be hardware accelerated.
For reference:
http://www.paulirish.com/2012/why-moving-elements-with-translate-is-better-than-posabs-topleft/
http://www.sitepoint.com/introduction-to-hardware-acceleration-css-animations/
You should add "px" to the value, and the object should have the CSS attribute position set to relative or absolute.
In the case the position attribute be relative, its parent object should have the 'position' attribute set to relative too.
You've forgotten to add the pixels!
the_image.style.left=x_position + "px";
To make it work from right to left:
var the_timer, x_position = 1000, the_image;
function do_timer(){
the_image = document.getElementById("stones_img");
x_position = x_position - 1;
if (x_position < 0) clearInterval(the_timer); // stop once it gets to 0
the_image.style.left=x_position + "px";;
console.log(x_position);
}
and on the image update the style on the left property:
style="position:absolute;left:1000px;"
you need to specify the extent
<!DOCTYPE html>
<html lang="">
<head>
<meta charset="UTF-8">
<title>set time</title>
<meta name="Author" content=""/>
<link rel="stylesheet" type="text/css" href="style.css">
</head>
<body onload="the_timer=setInterval(do_timer, 50);the_timer2=setInterval(do_timer_translate, 50)">
</br>
<button onclick="CLEAR()">Clear</button>
</br> </br> </br>
<h3>USING POSITION LEFT</h3>
<img id="stones_img" src="http://icons.iconarchive.com/icons/iconshock/thundercats/256/the-eye-of-thundera-icon.png" style="position:absolute;" width="100">
<br />
<br />
<br />
<br />
<br />
<h3>USING CSS3 TRANSLATE</h3>
<img id="stones_img2" src="http://icons.iconarchive.com/icons/iconshock/thundercats/256/the-eye-of-thundera-icon.png" width="100">
<script>
//---------------------- USING LEFT;
var the_timer, x_position = 0, the_image;
function do_timer(){
the_image = document.getElementById("stones_img");
x_position = x_position + 1;
the_image.style.left=x_position+"px";
console.log(x_position);
}
//------------------------ USING Translate
function do_timer_translate(){
the_image = document.getElementById("stones_img2");
x_position = x_position + 1;
the_image.style['transfrom'] = "translateX("+x_position+"px)";
the_image.style['-webkit-transform'] = "translateX("+x_position+"px)";
the_image.style['-ms-transform'] = "translateX("+x_position+"px)";
the_image.style['-moz-transform'] = "translateX("+x_position+"px)";
the_image.style['-o-transform'] = "translateX("+x_position+"px)";
console.log(x_position);
}
//------------------------STOP
function CLEAR(){
clearInterval(the_timer);clearInterval(the_timer2)
};
</script>
</body>
</html>

RunningPuppy Animated Gif

I am stuck on my homework project. I am supposed to create a JavaScript program that shows an animated puppy running. I must use caching to start the animation as soon as the images finish loading and 1 of the following: getElementsByName(), getElementById(), or getElementsByTagName(). Here's what I have so far but when I run it in Firefox all I see is a flashing box that says "image of a puppy"
<!DOCTYPE HTML>
<html>
<head>
<title>Running Puppy</title>
<meta http-equiv="content-type" content="text/html;
charset=utf-8" />
<script type="text/javascript">
/* <![CDATA[ */
var puppy = new Array(6);
var curPuppy = 0
for (var imagesLoaded=0; imagesLoaded < 6;
++imagesLoaded) {
puppy[imagesLoaded] = new Image();
puppy[imagesLoaded].src
= "images/puppy" + imagesLoaded + ".gif";
}
function run(){
if (curPuppy == 5)
curPuppy = 0;
else
++curPuppy;
document.getElementById("puppyImage").src = puppy[curPuppy].src;
}
/*]]> */
</script>
</head>
<body onload="setInterval('run()', 150)">
<img src="images/puppy0.gif" id="puppyImage" width="263" height="175" alt="Image of a puppy." />
<script type="text/javascript">
/* <![CDATA[ */
document.write("<h1 id='mainHeading'></h1>");
document.getElementById("mainHeading").innerHTML = document.getElementsByTagName("title")[0].innerHTML;
/*]]> */
</script>
</body>
</html>

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