JavaScript Noob here.
I want to show the dynamically changing image effect like this:
http://dotsignals.org/google_popup.php?cid=202
(if this webpage cannot show changing image, click on any camera at http://dotsignals.org)
I have examined the code, and have some questions:
1.The website uses setImage and refreshSetImage to initialize and refresh the image for a dynamically changing effect. What is the use of Math.random in here? I understand it is a way to differentiate images from different time at the same cam. But how does it works? How would the backend respond?
2.Related to the first question. What is the mechanism of the refreshSetImage? I didn't see any sign of requesting data from the server. Does it send a "GET"? How does it refresh the image?
function setImage(imageID){
var currentImage = imageID;
document.getElementById(currentImage).src ='http://207.251.86.238/cctv9.jpg'+'?math=';
refreshSetImage();
}
function refreshSetImage() {
document.images["myCam"].src = 'http://207.251.86.238/cctv9.jpg'+'?math='+Math.random();
setTimeout('refreshSetImage()',1000);
}
function ScaleSize(imageID) {
var elem = document.getElementById(imageID);
elem.style.width = 500;
elem.style.height = 300;
}
3.How is the backend designed?
4.Now I want to use these two functions in my own project. I want to add a parameter of camID in the setImage and refreshSetImage functions, so the src of the image will change to something like: 'http://..../'+camID+'.jpg'+'?math'. camID is a String that identifies different cameras. I changed it to:
function refreshSetImage(camID) {
document.images["myCam"].src = 'http://207.251.86.238/'+camID+'.jpg'+'?math='+Math.random();
setTimeout('refreshSetImage(camID)',1000);
}
function setImage(imageID,camID){
var currentImage = imageID;
document.getElementById(currentImage).src = 'http://207.251.86.238/'+camID+'.jpg'+'?math=';
refreshSetImage(camID);
}
and got an error :Uncaught ReferenceError: camID is not defined VM132:1. The image is not changing as well. I don't know what is the problem. What is VM132:1 ?
Thanks
check
function refreshSetImage(imageID,camID) {
currentImage = imageID;
url = 'http://207.251.86.238/'+camID+'.jpg'+'?math='+Math.random();
//document.getElementById(currentImage).src= url;
console.log(url);
}
$(document).ready(function(){
imageID = "imageID";
camID = "camID";
setInterval(function() {
refreshSetImage("imageID","camID");
}, 3000);
});
https://jsfiddle.net/Cuchu/vr1ftwg1/
Related
So I'm fiddling with a fun idea for an offline website I'm currently trying to develop.
It'll be offline as it's meant to be practice for later study assignments and such.
My problem is the following: I have a javascript function that replaces a PNG with a GIF and after the animation it should redirect the person to another html I've made.
The source for the JS animation is mainly acquired from here already, but I cannot seem to make it work in the ways I originally intended.
The way it currently works is that I click the png and it'll turn into a gif (no problem there) but what I want is that it runs my js script and then redirect to another .html file (url).
The following is my HTML:
<object id="syringe">
<img src="img/syringe.png" height="750" alt="img/syringe.gif" class="center">
<h2>Click the syringe to inject yourself with a daily dose of puns and jokes</h2>
</object>
The following is the JS:
(function($) {
var getGif = function() {
var gif = [];
$('img').each(function() {
var data = $(this).data('alt');
gif.push(data);
});
return gif;
}
var gif = getGif();
var image = [];
$.each(gif, function(index) {
image[index] = new Image();
image[index].src = gif[index];
});
$('#syringe').on('click', function() {
var $this = $(this),
$index = $this.index(),
$img = $this.children('img'),
$imgSrc = $img.attr('src'),
$imgAlt = $img.attr('data-alt'),
$imgExt = $imgAlt.split('.');
if($imgExt[1] === 'gif') {
$img.attr('src', $img.data('alt')).attr('data-alt', $imgSrc);
} else {
$img.attr('src', $imgAlt).attr('data-alt', $img.data('alt'));
}
$this.toggleClass('play');
});
})(jQuery);
It is to my understanding that I can add a delay and then another function to something in the js - such as the following, which is what I intend to do, however cannot accomplish.
[FUNCTION HERE],1000,
function(){
window.location.href=myredirectionuri;
});
And that is my problem.
It looks like you want to have the gif display for a second or two and then redirect, right? If $this.toggleClass('play'); is the end, then just insert this right after it:
setTimeout(() => window.location.href = myredirectionuri, 1000);
That'll wait for 1000ms and then redirect to the new page.
In the animation script, after it changes to a gif, insert
setTimeout(function() {
/* redirect code */
}, /* length of gif in milliseconds */ )
I have a div
<div id='cards'>
Which I want to fill with images based on some logic. But only when images are first loaded into memory. Otherwise, through onerror I wanna fill in some text..
function pasteCard(card, to){
if (typeof(card) == 'string')
card = [card];
var image = [];
for (var i = 0; i < card.length; i++) {
image[i] = new Image();
image[i].src = '/sprites/open/' + card[i] + '.png';
image[i].onload = function() {
pasteImage(to, image[i]);
}
image[i].onerror = function() {
pasteText(to, card[i]);
}
// alert(card[i]) #1
}
function pasteImage(to, image) {
to.append(image);
}
function pasteText(to, text) {
// alert(card[i]) #2
to.append(text);
}
}
pasteCard(['ABC123', 'DEF456', 'GHI789'], $('#cards'));
But this isn't working.
Problem/weirdness: If only #2 alert is active it returns nothing. But strangely if #1 alert is also active it does kinda work... (but still doesn't load my images, and mostly fails too when other code is involved)
Question: Why is it not working without #1 alert (at least in that jsfiddle)
suggestions?: what should I do?
Onload and onerror events are fired (executed) outside the scope of your function so your variables will be undefined. In the event method you have access to this which is the image object. You can set a data attribute to each image and access that in your error event.
Here is an example:
http://jsfiddle.net/7CfEu/4/
The callbacks are not in the same scope as your image array is - therefor you need to declare a variable then will "connect the scopes" and use it inside the callbacks
also the i variable probably changes until the callback is fired - so by using it inside the callback you will get undefined behavior
for (var i = 0; i < card.length; i++) {
var current_card = card[i];
var current_image = new Image();
current_image.onload = function() {
pasteImage(to, current_image);
}
current_image.onerror = function() {
pasteText(to, current_card);
}
current_image.src = '/sprites/open/' + current_card + '.png';
image[i] = current_image;
}
Fiddle: http://jsfiddle.net/7CfEu/6/
(Also - closing the div tag is never a bad idea)
Just in case anyone ends up here for same reason I did.
Was going crazy because onload and onerror were not firing in the page I was building. Tried copy pasting
var myimage = new Image();
myimage.onload = function() { alert("Success"); };
myimage.onerror = function() { alert("Fail"); };
myimage.src = "mog.gif" //Doesn't exist.
Which was working within codepen and random otherwise blank pages.
Turns out the problem I was having was that I was doing AJAX requests earlier in the page. This involved authorization which in turn involved a call to
setRequestHeader();
This was resulting in a net::ERR_FILE_NOT_FOUND error instead of the expected GET mog.gif 404 (Not Found)
This seemed to prevent proper triggering of events.
Revert with
xhr.setRequestHeader("Authorization", "");
I have a background image folder that there is some picture that i want to use them for background.
how i can get their names and put them on array whit javascript?if i cant they do with javascript,how can i do that?
i want to read name of files and use javacsript and link for change background image whit css.
<script>
function nextbg(){
$('#bg').css('background-image','url(Images/bg2.jpg)');
}
</script>
This solution is created according to the fact that browser dont have access to folders/filesystem.
Javascript can not access the filesystem. This has to be done by a server script and then be feed to the javascript.
I had the simliar problem when building my game engine when I was loading all my diffrent tiles. I ended up doing it like this.
This solution do pose two a problems when implementing it.
You will have to define the amout of images in the "NrofTiles" array
The images must be named like tile1, tile2 ... tile9 so you can
increment the path to them.
The typeOfTiles[typeCounter] is just there to give me access to different folders, in my case for my tiles, grass, houses, water and so on.
for(var i = 0; i <= nrofTiles.length; i++)
{
for(var x = 0; x <= nrofTiles[i]; x++)
{
console.log
("Fetching tile "+(x + 1 )+" of " + 14);
img = new Image();
//My path
img.src = 'Images/Cart/' + typeOfTiles[typeCounter] + '/' + (x + 1) + '.png';
imgArray.push(img);
var intervalFunctionen = function () {
alert("calls back here");
};
}//end for loop!
}end outer for loop!
When everything is loaded(the tiles), you do this to change the background picture.
This is an example of a changing body background. You could make a link with an ID lets say "iamthelink".
HTML
Change BG
JAVASCRIPT
var link = document.getElementsById('iamthelink');
link.onclick= function() {
var body = document.getElementsByTagName('body')[0];
body.style.backgroundImage = 'url(http://localhost/background.png)';
}
Is anyone able to determine, how to stop the jQuery caching the image that it grabs, and displaying the same image around and around again?
Basically the image is been re-uploaded every 5 seconds, as it acts as a webcam (if you check the time stamp on the bottom right of the image, you can tell if it's been updated or not)
http://colourednoise.co.uk/scripts/index.htm
Thank you
(sorry I forgot to hit paste for the code)
$(function(){
$(document).ready(function() {
var imgs = ['http://www.ramseycommunityradio.co.uk/images/webcam.jpg', 'http://www.ramseycommunityradio.co.uk/images/webcam.jpg']
$("#webcam").attr('src', imgs[1]);
var refreshId = setInterval(function() {
$("#webcam").fadeOut("slow", function() {
var $el = $(this);
$el.attr('src', $.inArray($el.attr('src'), imgs) === 0 ? imgs[1] : imgs[0]);
$el.fadeIn("slow");
});
}, 2000);
});
You could try appending a changing query string onto the URL, this should stop caching if that is indeed your problem. I've seen this done with a time stamp here: how to generate and append a random string using jquery
So each time you generate an image you do:
var qs = (new Date).getTime();
var url = 'http://www.example.com/images/myimage.jpg?' + qs;
$(el).attr('src',url);
your code:
var imgs = ['http://www.ramseycommunityradio.co.uk/images/webcam.jpg', 'http://www.ramseycommunityradio.co.uk/images/webcam.jpg']
$("#webcam").attr('src', imgs[1]);
var refreshId = setInterval(function() {
$("#webcam").fadeOut("slow", function() {
var $el = $(this);
$el.attr('src', $.inArray($el.attr('src'), imgs) === 0 ? imgs[1] : imgs[0]);
// this condition is redundant, it will ultimately give the same result always
// because imgs[0]==imgs[1]
$el.fadeIn("slow");
});
}, 2000);
as far a JQuery is concerned you are not changing the SRC attribute (JQuery knows nothing about the content of the image). Try using two different names in the server-side like webcam0.jpg and webcam1.jpg and alternating between them.
One trick is t append a random query string URL which causes the image to reload from the server. The code could be something like:
setInterval(function() {
var img = $("#img").get(0);
img.src = img.src.replace(/\?.*/, "") + "?" + Math.random();
}, 5000);
I know my problem is the fact that I can't check if the image is good until it has time to load. I'm trying to check width and return after it or the src changes (using onerror to set an src.) I'm always getting stuck with a race condition though, and it errors out long before the height and width or src change. When I reload, the image is cached and it works fine. I don't know how to avoid this. Here is my current code (also not working, it loops until Firefox complains.) I'm setting the return of this function to a variable. There are some writes in there I'm using to see how far it gets, and it stops in the while loop. I tried using getTimeout('tstit = chkload("thisisatest",tinypth);',250);, but that didn't work either. I wish I could force this to load in order...
function buildimg(tehname,myc,pth1,pth2,tinypth)
{
var myimg = pth1+tehname+"/"+tehname+"-"+myc+".jpg";
buildtest("thisisatest",myimg,tinypth);
var testimg = document.getElementById("thisisatest");
var tstit = chkload("thisisatest",tinypth);
while(tstit == false) {
document.write(tstit);
tstit = chkload("thisisatest",tinypth);
}
alert(testimg.src+'-'+testimg.width+'-'+testimg.height);
if((testimage.width > 20) && (testimage.height > 20)) {
return myimg;
}
else if(typeof pth2 == "undefined") {
myimg = "error";
return myimg;
}
else {
myimg = buildimg(tehname,myc,pth2);
return myimg;
}
document.write('No return error in buildimg.');
return "error";
}
/*Builds a hidden img tag for testing images*/
function buildtest(itsid,itssrc,tinypath) {
if(document.getElementById(itsid)) {
var imgobj = document.getElementById(itsid);
imgobj.remove();
}
document.write('<img id="'+itsid+'" style="display: none;" src="'+itssrc+'" onerror="swaponerr(\''+itsid+'\',\''+tinypath+'\')" />');
}
/*Swaps the image to a small picture, so we can detect if it worked*/
function swaponerr(tagid, tinypath) {
var theimg = document.getElementById(tagid);
theimg.onerror = '';
theimg.src = tinypath;
}
/*Recurses to return when the image is loaded*/
function chkload(loadid,tinychk) {
var tehobj = document.getElementById(loadid);
document.write(tehobj.width+'x'+tehobj.height+'x'+tehobj.src);
if((tehobj.naturalWidth > 20) && (tehobj.naturalHeight > 20)) {
return true;
}
if(tehobj.src == tinychk) {
return true;
}
return false;
}
I need to test for an image, and return error if it is non-existent. The code below works fine on my server:
/*Checks if the image at /tehname/tehname-c.jpg exists in either of the paths
outputs it's address if it does, and "error" if not.*/
function buildimg(tehname,index,pth1,pth2)
{
var myimg = pth1+tehname+"/"+tehname+"-"+index+".jpg";
$.ajax({
url:myimg,
type:'HEAD',
error: function()
{
myimg=pth2+tehname+"/"+tehname+"-"+index+".jpg";
$.ajax({
url:myimg,
type:'HEAD',
error: function()
{
myimg="error";
return;
},
});
return;
},
});
return myimg;
}
Unfortunately, I'm trying to do this on a messed up system my work uses. We do have jquery, but the system stores user files on a separate server from code, so ajax won't work. This will eventually be in a .js file, I hope.
Now I've got code starting with:
function buildimg(tehname,myc,pth1,pth2)
{
var myimg = pth1+tehname+"/"+tehname+"-"+myc+".jpg";
var tehimage = new Image();
tehimg.src = myimg;
I tried to have the function load the image, and check its width, but I always get 0, since I can't pre-load the images without knowing how many they are (and I don't want to have some outrageously high number of requests with most being errors.) For some reason (at least on Firefox 4, as that's what my goal is to get working first) tehimage.complete always returns false. I've tried using onerror and onload by a global variable, and a few other methods. I must admit though, I'm not very versed in Javascript, so my callbacks may not have worked.
Please help, I'm getting desperate!
Do you hold the 'power to execute php code' on that user files server? If so, check them in php and output to images.js in that server, than in your html, first load images.js, then your usual javascript.
By the way, jQuery had memory leaks in ajax for ears, don't know about 1.6, but 1.5 definately had those. if you wan't to use ajax to get data from server to javascript - use plain javascript: http://www.w3schools.com/ajax/ajax_xmlhttprequest_send.asp
Edit: Definately worth checking out: http://fettig.net/weblog/2005/11/28/how-to-make-xmlhttprequest-connections-to-another-server-in-your-domain/
Since I'm getting no answers, I'm closing the question. What I ended up doing was a modification to make the image change class in the onload, have the image onerror delete it, and have the rest of the code run in the window onload. Unfortunately, this means the 404s aren't caught before it tries to load more images, so I'm forced to limit the max number of images that can be used (changeable in the function call,) and the images that aren't there just waste a little time.
See the final result here.