QRTEngine - Hiding Init and Exit questions - javascript

I am using QRTEngine in qualtrics. I have a problem with hiding the Init and the Exit part, here is what I have tried to do so far:
Init:
QRTE.Init({
// should correspond with Embedded Data field names
blockData: ‘${e://Field/QRTE_blockData}’,
idData: ‘${e://Field/QRTE_idData}’,
columnData: ‘${e://Field/QRTE_columns}’,
exitQuestions: ‘${e://Field/QRTE_exitQuestions}’,
exitItemTag: ‘ExitQ’, // DO NOT FORGET TO CHANGE FOR NEW BLOCKS
blockId: ‘Deafult Question Block’, // DO NOT FORGET TO CHANGE FOR NEW BLOCKS
onLoadFn: function() {
// set trial configuration for the screens
QRTE.setConfig(‘Smiley’, ‘duration’, 2000);
QRTE.setConfig(‘StroopItem’, ‘duration’, 6000);
QRTE.setConfig(‘StroopItem’, ‘allowable’, ‘xm’);
QRTE.setConfig(‘StroopItem’, ‘EndAction’, ‘TERMINATE’);
// save trial configurations for later analysis
QRTE.setTrialData(‘StimulusSimely’, ‘${lm://Field/1}’);
QRTE.setTrialData(‘Piconright’, ‘${lm://Field/2}’);
QRTE.setTrialData(‘Piconleft’, ‘${lm://Field/3}’);
this.questionContainer.style.display = ‘none';
},
interTrialDelay: [1000] // set interTrialDelay
});
onLoadFn: (function()
{
this.questionContainer.style.display = ‘none';
});
Exit:
QRTE.Exit();
Qualtrics.SurveyEngine.addOnload(function()
{
this.questionContainer.style.display = ‘none';
});
My goal would be to prevent the engine from displaying these questions.
I have tried to set the intertrialdelay to 0, but in that case the whole experiment became a mess.

Related

IntersectionObserver Lazy Loading not Working

This is my first time attempting Lazy Loading, and I wanted to use IntersectionObserver. Got started by following along with this website. I honestly just want the content of the page to wait to load until it is less than 50% of the viewport's width below the viewport. I'm not sure how to observe all content, so I just selected the classes for the widgets that are being displayed, as they are the main content. Unfortunately my code doesn't seem to be doing much. I added a console.log at the beginning to make sure the file was linked correctly, and I tried to add more console.logs to log when the widget moves in and out of the capture area. The first console.log works, but nothing else happens.
Here is what I have:
console.log('file loaded');
const widgets = document.querySelectorAll('.widget');
const config = {
root: null,
rootMargin: '-50px 0px -55% 0px',
threshold: .5
};
let isLeaving = false;
let observer = new IntersectionObserver(function(entries, self) {
entries.forEach(entry => {
if (entry.isIntersecting) {
// we are ENTERING the "capturing frame". Set the flag.
isLeaving = true;
// Do something with entering entry
console.log("Widget loaded.");
self.unobserve(entry.target);
} else if (isLeaving) {
// we are EXITING the "capturing frame"
isLeaving = false;
// Do something with exiting entry
console.log("Widget is exiting.")
}
});
}, config);
widgets.forEach(widget => {
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});
This code is in it's own js file. Where should I be linking it in the HTML file?
I'd appreciate any help I can get! Let me know if I need to provide more information.

Issue with image load recursive chain on slow network/mobile

So basically I have a page with a few sections. Each sections contains 5-30 image icons that are fairly small in size but large enough that I want to manipulate the load order of them.
I'm using a library called collagePlus which allows me to give it a list of elements which it will collage into a nice image grid. The idea here is to start at the first section of images, load the images, display the grid, then move on to the next section of images all the way to the end. Once we reach the end I pass a callback which initializes a gallery library I am using called fancybox which simply makes all the images interactive when clicked(but does not modify the icons state/styles).
var fancyCollage = new function() { /* A mixed usage of fancybox.js and collagePlus.js */
var collageOpts = {
'targetHeight': 200,
'fadeSpeed': 2000,
'allowPartialLastRow': true
};
// This is just for the case that the browser window is resized
var resizeTimer = null;
$(window).bind('resize', function() {
resetCollage(); // resize all collages
});
// Here we apply the actual CollagePlus plugin
var collage = function(elems) {
if (!elems)
elems = $('.Collage');
elems.removeWhitespace().collagePlus(collageOpts);
};
var resetCollage = function(elems) {
// hide all the images until we resize them
$('.Collage .Image_Wrapper').css("opacity", 0);
// set a timer to re-apply the plugin
if (resizeTimer) clearTimeout(resizeTimer);
resizeTimer = setTimeout(function() {
collage(elems);
}, 200);
};
var setFancyBox = function() {
$(".covers").fancybox({/*options*/});
};
this.init = function(opts) {
if (opts != null) {
if (opts.height) {
collageOpts.targetHeight = opts.height;
}
}
$(document).ready(function() {
// some recursive functional funk
// basically goes through each section then each image in each section and loads the image and recurses onto the next image or section
function loadImage(images, imgIndex, sections, sectIndex, callback) {
if (sectIndex == sections.length) {
return callback();
}
if (imgIndex == images.length) {
var c = sections.eq(sectIndex);
collage(c);
images = sections.eq(sectIndex + 1).find("img.preload");
return loadImage(images, 0, sections, sectIndex + 1, callback);
}
var src = images.eq(imgIndex).data("src");
var img = new Image();
img.onload = img.onerror = function() {
images[imgIndex].src = src; // once the image is loaded set the UI element's source
loadImage(images, imgIndex + 1, sections, sectIndex, callback)
};
img.src = src; // load the image in the background
}
var firstImgList = $(".Collage").eq(0).find("img.preload");
loadImage(firstImgList, 0, $(".Collage"), 0, setFancyBox);
});
}
}
From my galleries I then call the init function.
It seems like my recursive chain being triggered by img.onload or img.onerror is not working properly if the images take a while to load(on slow networks or mobile). I'm not sure what I'm missing here so if anyone can chip in that would be great!
If it isn't clear what is going wrong from the code I posted you can see a live example here: https://www.yuvalboss.com/albums/olympic-traverse-august-2017
It works quite well on my desktop, but on my Nexus 5x it does not work and seems like the finally few collage calls are not happening. I've spent too long on this now so opening this up to see if I can get some help. Thanks everyone!
Whooooo I figured it out!
Was getting this issue which I'm still unsure about what it means
[Violation] Forced reflow while executing JavaScript took 43ms
Moved this into the callback that happens only once all images are loaded
$(window).bind('resize', function() {
resetCollage(); // resize all collages
});
For some reason it was getting called early even if the browser never resized causing collage to get called when no elements existed yet.
If anyone has any informative input as to why I was getting this js violation would be great to know so I can make a better fix but for now this works :):):)

Changing All Icons Rotating Down to One

I currently have a giant table of "auditpoints", some of those points are "automated". If they are automated they receive a gear icon in their row. The gear icon is not the only icon each row receives. Each row, no matter if it's automated or not receives two other icons, a pencil and a toggle button. When an automated point "runs" the gear icon rotates until it is finished "running". I've have implemented some code to ran all of these points at once but I have a small problem. When you click my button to run all these points all three of the icons I have mentioned rotate and this is not the result I am looking for. The line commented out in my code snippet (and it's matching bracket) will prevent the code from running all of the automated points. Commenting out the line is what causes all the icons to rotate. I know this line is required to get the automated points to run properly as it used in the single execution of automated points I just don't know what to change it to. It obviously shouldn't be click because you are no longer clicking the gear icon to get a point to run I just don't know what to change it to but the classes in that click function are related to the gear icon.
Hopefully this is a very easy question to solve and doesn't waste anyone's time. Thank you!
private updateAuto() {
var self = this;
$(".auditPointRow").each(function () {
//self.el.on("click", ".update, .edit", function () {
var row = $(this).closest(".auditPointRow");
var id = row.data("id");
var automated = (<string>row.data("automated")).toLowerCase() == "true";
var running = true;
if (automated && $(this).closest(".edit").length == 0) {
var gear = $(this).find(".fa");
var maxTurns = 120;
gear.css("transition", "transform linear " + maxTurns * 2 + "s");
gear.css("transform", "rotate(" + (maxTurns * 360) + "deg)");
var request = $.ajax(self.root + "api/sites/" + self.site.ID + "/auditpoints/" + id, {
"type": "PATCH", data: JSON.stringify([
{
Op: "Replace"
, Path: "/score"
, Value: "run"
}
])
});
request.done(function () {
gear.css("transition", "").css("transform", "rotate(0deg)");
row.prev().find("td").css("background-color", "");
if (row.prev().qtip("api")) {
row.prev().qtip("api").destroy(true);
}
});
}
//}
});
}
I think I found a solution to my problem. I used .each again to go through all of the "gears" and only rotate them.
private updateAuto() {
var self = this;
//$(".auditPointRow").each(function () {
$(".update, .edit").each(function () {
//Left out the rest of the code so this answer isn't too
//long, none of it changed if that matters.
});
//});
}
For some reason the result runs very slowly (but it runs!) and I'm not sure why so if anyone has any better suggestion/optimizations please feel free to leave those here.
Edit: I realized I didn't to go through .each twice, that's what was slowing to down so I removed that first each that went over auditPoints and just did the ones with gears instead.

Chrome App - webview.cleardata, reload and periodic refresh

I'm working on a kiosk app with a webview to display a Google Slides presentation. Basic mechanics are all working fine, but I need for the webview to refresh periodically to reflect changes made to the Slides.
Watched Chromium bug 406437 to clear webview cache (yay!), and am attempting to implement the webview.cleardata and webview.reload, but doesn't seem to work. Console log shows "Cannot read property 'reload' of null"
Am I on the right track? Is there something simple I'm overlooking, or is there a design flaw in my logic?
Contents of my browser.js (at least the first part)...
// NOTE: Refresh timing is on line 26 - in milliseconds
// 5 min: 5 x 60 (sec) x 1000 (ms)
window.onresize = doLayout;
var isLoading = false;
// Define the function
function refreshWebView() {
var webview = document.querySelector('webview');
// https://github.com/GoogleChrome/chrome-app-samples/blob/master/samples/webview-samples/browser/browser.js
// Set up the clear data variable
var clearDataType = {
appcache: true,
cookies: true,
fileSystems: true,
indexedDB: true,
localStorage: true,
webSQL: true,
cache: true
}
webview.clearData({since: 0}, clearDataType, function() { webview.reload(true); });
webview.reload(true);
setTimeout(function() { refreshWebView(); }, 60*1000);
}
// Kick off the refresh (with the delay defined above)
console.log('starting refreshWebView...');
refreshWebView();
onload = function() {
var webview = document.querySelector('webview');
doLayout();
document.querySelector('#back').onclick = function() {
webview.back();
};
... remaining code removed for brevity...

What does rootmodifers do in famo.us?

I am new to Famo.us, can anybody explain me what does rootmodifers do in famo.us, here is its example
function SlideshowView () {
Views.apply(this, arguments);
this.rootModifier = new StateModifier({
size:this.options.size
});
this.mainNode = this.add(this.rootModifier);
_createLightBox.call(this);
_createSlides.call(this);
}
this.rootMidifier just allows you to have a way to control the entire slideShow's position, opacity, origin, or alignment later in the applications. More importantly this.rootModifier is added to the render node like this this.mainNode = this.add(this.rootModifier); This code places the modifier at the top of the render tree for the slideshow branch and exposes access to the modifier for later use in the all. For example later in the app you could have a function that changes the opacity.
SlideShow.prototype.hide = function() {
this.rootModifier.setOpacity(0, {duration: 3000});
}

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