JavaScript image array in NetBeans - javascript

I am a very new coder and even newer to Stack so please help me out if my question is bad or not understandable!
I have been following a number of tutorials on this site and others on creating a JavaScript slideshow gallery for a website project I am making for school. I have the html written up, the first image will appear as it is loaded through html, but the debug console keeps saying that it is receiving empty responses when I try to run the webpage through the Chrome Connector. All that appears on the site is an empty image holder.
I reckon it's either something to do with NetBeans and my file structure within the project that it can't find the files or my code, but I've tried every method I've seen to load the images to the array. I even wiped and loaded a whole new set of images! No joy. I just can't figure out what is going on, every tutorial makes it look so easy! My file tree in netbeans is basic and the HTML and css files find the images no problem! I tried loading a screenshot of the file tree but i'm not allowed. Basically my photos are in a folder called images in the Site Root folder.
var bigPictureArray = [];
bigPictureArray[0]= new Image();
bigPictureArray[0].src='images/cup1.jpe)';
bigPictureArray[1]= new Image();
bigPictureArray[1].src='images/cf1.jpeg';
bigPictureArray[2]= new Image();
bigPictureArray[2].src='images/cf2.JPG';
bigPictureArray[3]= new Image();
bigPictureArray[3].src='images/cf3.jpg';
bigPictureArray[4]= new Image();
bigPictureArray[4].src='images/cf4.jpeg';
bigPictureArray[5]= new Image();
bigPictureArray[5].src='images/cf5.jpeg';
bigPictureArray[6]= new Image();
bigPictureArray[6].src='images/cf6.jpeg';
bigPictureArray[7]= new Image();
bigPictureArray[7].src='images/cf7.jpeg';
bigPictureArray[8]= new Image();
bigPictureArray[8].src='images/cf8.jpeg';
bigPictureArray[9]= new Image();
bigPictureArray[9].src='images/cf9.jpeg';
bigPictureArray[10]= new Image();
bigPictureArray[10].src='images/cf10.jpeg';
//function to display image slideshow
// found on youtube # https://www.youtube.com/watch?v=-MifpF7p1P0
var bpa_k = 0;
var bpa_elem;
function bpaNext(){
bpa_k++;
bpa_elem.style.opacity = 0;
if(bpa_k > (bigPictureArray.length -1)){
bpa_k = 0;
}
setTimeout("bpaSlide()", 1500);
}
function bpaSlide(){
bpa_elem.innerHTML=bigPictureArray[bpa_k];
bpa_elem.style.opacity = 1;
setTimeout("bpaNext()", 2000);
}
////the tutorial i used added this to the html files to load the slideshow in script tags
<img src="cup1.jpe" id="bpa" alt="slideshow">
<script>
bpa_elem = document.getElementById("bpa");
bpaSlide();
</script>
again sorry if my question is a mess or the problem is ridiculous. I've been looking at this so long I am almost blind to it! I'm probably missing a really basic thing!

Related

How to reference the data URL of an (already) uploaded image file and pass it to another function upon button click?

I used File Reader to generate img tags when there are changes to file input and render thumbnails by passing in the data URLs to the img src. However, when I try to access these img tags later (during another Submit button click), they are always undefined.
After looking up many answers to similar questions, I realise that it's because of the asynchronous nature of the readAsDataURL(file) function. So now, instead of trying to reference the data URLs from the img src, I'm running File Reader again in my submitForm(), hoping to get the callback and process the dataURLs in submitForm(). I can't immediately run the submit after loading my image files either because there are other form details that need to be filled in.
This seems a bit silly to me, not to mention it isn't working :( (probably because of the .onloadend, given that the files are already loaded!). Is there a better way to (1) retrieve the data URLs from my previously loaded img src? or (2) perhaps a totally different approach?
I'm quite new to javascript callbacks and am reading and learning as much as I can from online tutorials and examples and I beg your pardon if my question sounds dumb.
var fileReaderURL = function(callback){
const files = document.getElementById("file-input").files;
var dataURL;
for(var i=0; i<files.length; i++) {
var reader = new FileReader();
if(files[i]){
reader.readAsDataURL(files[i]);
dataURL[i] = reader.result;
}
reader.onloadend = function() {
dataURL[i] = reader.result;
};
}
callback(dataURL);
console.log(dataURL);
};
This is embarrassing, I just managed to retrieve the img data URLs from the loaded files using simple document.getElementsByClassName('thumbnail'). Probably something else I did wrong the previous time round caused the undefined error. Apologies for the question!

Run JavaScript When New Images are Loaded

I did some research about this problem, but my situation is strange. I wrote a function to use ajax to get some image resource and stored it in a variable in js. window.onload() is working fine at the first time, which load all image to variable before displaying, but after that I clicked a link to load more pictures to that variable using ajax again, I do not know how to display those new ones ONLY when they are fully stored in that variable. Please help me with that.
Thanks, Dai.
The loading of individual images can be tracked with img.onload. So, if you're loading a bunch of images and want to know when they are all loaded, you have to put onload handlers on all of them and accumulate a count for when they are all loaded.
var loadCnt = 0;
function cntLoads() {
++loadCnt;
if (loadCnt > 20) {
// all images loaded now, do whatever you want to do here
}
}
var img1 = new Image();
img1.onload = cntLoads;
img1.src "xxxx";
var img2 = new Image();
img2.onload = cntLoads;
img2.src "yyyyy";
....

Onload issue for Progress bar for preloaded images

I would like to try and set up a progress bar for several images while their loading and haven't been able to get it to work. I have several images that are preloaded like:
var Image1 = new Image();
var Image2 = new Image();
var Image3 = new Image();
Image1.onload = moveProgressBar();
Image2.onload = moveProgressBar();
Image3.onload = moveProgressBar();
Image1.src = url;
Image2.src = url;
Image3.src = url;
Something weird is happening since they're immediately running the moveProgressBar() function even though the images aren't entirely loaded yet. This happens even when approaching the page with no cache and with cache. Am I missing something? Any help would be appreciated.
The js onload event on images is a big messy mess. Different browsers handle it differently, and different versions (mostly IE) handle it differently. Plus, most browsers have iffy bugs.
Here is a short checklist:
set your onload BEFORE you set your src. (Wait for it, it will get quirkier...)
Handle onerror as well.
Handle images that already was cached. Sometimes they will not fire onload, while other times they will fire and do so imediately.
Use a generic belt-and-suspenders setTimeout()-function that polls to see if the image has gotten a width or height in the DOM. This is done differently in different browsers/versions, which means you'll have to use feature detection, starting with naturalWidth, then move on to getAttribute(width) before image.width.
And then you will still probably have some bugs... but you will only know if you test all browser/versions you intend to support.
For reference, the error was that Noah was calling each function and assigning the result to the onload. It should have been:
Image1.onload = moveProgressBar; // note the lack of ()

Load and display multiple animated gifs at the same time (synchronised) with Javascript

I'm by no means any kind of coder or programmer, but I've been trying to load and display some gifs so that they all animate from the beginning at the same time. In other words, I need them to be synchronised.
I've done a lot of Googling and what I've come up with seems to work with Chrome/Safari and Firefox, but as usual, Internet Explorer refuses to cooperate.
My current code is this:
var images = ["thephoto1", "thephoto2", "thephoto3", "thephoto4", "thephoto5"];
function initImages() {
for (var i = 0; i < images.length; i++) {
imageId = images[i];
image = document.getElementById(imageId);
image.style.visibility = "visible";
}
}
function preloadImages(urls) {
var img = new Array();
for (var i = 0; i < urls.length; i++) {
img[img.length] = new Image();
img[img.length - 1].src = urls[i];
}
}
window.onload = function() {
var img = new Array(
"http://desmond.imageshack.us/Himg391/scaled.php?server=391&filename=countdown.gif&res=medium",
"http://icanhascheezburger.files.wordpress.com/2010/11/funny-pictures-gif-cat-love.gif",
"http://i52.photobucket.com/albums/g9/cpchick/Random%20Gifs/therock.gif",
"http://www.mobileapples.com/Assets/Content/Screensavers/dc_1owy86mw.gif",
"http://www.pptbackgrounds.fsnet.co.uk/images/powerpoint-countdown-u1.GIF"
);
preloadImages(img);
initImages();
}
With some added CSS:
.preload
{
visibility: hidden;
}
It's basically this and this script combined.
You can view a live example here: http://jsfiddle.net/AN9uB/
Some possible methods or potentially helpful posts:
Restart an animated GIF from JavaScript without reloading the image.
Javascript to only display animated gif when loaded.
However from reading the comments on those links, I'm not entirely sure they're possible.
The test gifs I'm using are just random images I found and a small forewarning, some of the images are fairly large since I needed to test a variety gifs ranging in size and duration. All of the gifs loop except for the first countdown image which only plays once.
On some occasions the first countdown image doesn't play at all (it's stuck on 10) when viewing the page with Firefox 3.6.18, but otherwise the rest of the gifs all load and display at the same time.
The main problem is that I cannot think of a way to make this work with Internet Explorer. I thought perhaps to preload the images and then refresh the page via javascript. It's an ugly solution, but I think it would work.
Flash is the obvious tool to be doing this kind of thing in, but the friend who I'm making this for only uses gifs.
Is there a more elegant solution that works across all major browsers? Also ideally, to only use Javascript, not JQuery.
Thanks for any help.
Well, you're not really preloading the images, because you're only calling the preloadImages function after the pages has loaded, i.e. after the actual IMG tags in the html have been read, and the browser's probably started downloading them. The last part may depend on the visibility:hidden style, but I'm not sure - at least I don't expect all browsers to agree on what to do in that case.
Also, you have the URLs defined both in the JavaScript, and in the HTML. That's both redundant and also harder to change later.
I must admit I have no idea if this will work right everywhere, but you might try
only having the image URLs in JavaScript - you can then add then
into the HTML, when they're ready
using the onload event handler
on the JS Image objects to assert that an image has been loaded.
Once they've all loaded, add them to the document (i.e. the page).
Now, I don't know when a given browser starts the animation-clock on a gif. If it starts the moment the gif has been loaded, there's not much you can do, since the gif's won't load at the same time. If, however, they first start animating when they're placed in the document (which seems probable, but never trust a browser), then there's a chance.
// This function will add an array of images to div#images
function showImages(images) {
var container = document.getElementById("images"); // get the #images div
for( var i = 0, l = images.length ; i < l ; i++ ) {
var img = document.createElement('IMG'); // create the IMG tag
img.src = images[i].src; // set the src - the image should be preloaded when this happens
container.appendChild(img); // add the IMG tag to the #images div
}
}
// This one will create JS Image objects from an array of URLs
function loadImages(urls) {
var remaining = urls.length; // the images still waiting to be fetched
var images = []; // empty array to hold the created Image objects
// this function will be called for Image object that is loaded
var onloadHandler = function() {
remaining--; // decrement the number of remaining images
if( remaining < 1 ) {
showImages(images); // if all images have loaded, add them to the page
}
};
// create an Image object for each URL
for( var i = 0, l = urls.length ; i < l ; i++ ) {
var img = new Image();
img.onload = onloadHandler; // set the onload-handler before setting the src
img.src = urls[i];
images.push(img); // add the Image object to the images array
}
}
window.onload = function() {
var urls = [
"http://desmond.imageshack.us/Himg391/scaled.php?server=391&filename=countdown.gif&res=medium",
"http://icanhascheezburger.files.wordpress.com/2010/11/funny-pictures-gif-cat-love.gif",
"http://i52.photobucket.com/albums/g9/cpchick/Random%20Gifs/therock.gif",
"http://www.mobileapples.com/Assets/Content/Screensavers/dc_1owy86mw.gif",
"http://www.pptbackgrounds.fsnet.co.uk/images/powerpoint-countdown-u1.GIF"
];
loadImages(urls);
};
Here's a jsfiddle of it all: http://jsfiddle.net/Frqys/2/
Again, I have no idea if this'll actually work in every browser. It seems ok in Safari, Chrome and Firefox (all on Mac OS), but it's impossible to be sure. I'd advise you to copy a gif file a number of times, and give each file a different name, so it'll have a unique URL. That should prevent it from caching, and keep its animation clock separate. Then try loading all those GIFs instead of a bunch of different ones, and see if they stay in sync.

JavaScript image loading in percents

Is there any way to show "percentage-load-bar" while loading an image in js?
In other words I want to use this:
var img = new Image();
img.onload = function() {
document.querySelector('#percents').innerHTML = 'all done';
};
img.onreadystatechange = function(e) {
document.querySelector('#percents').innerHTML = e.percentsLoaded;
};
img.src = 'http://example.com/image.png';
Javascript has no intermediate events for loading resources. You can however show a loading bar if you are loading more than one image but I'm guessing that's not the case.
If you do really want this I think the only solution is to use Flash, which can do a number of fancy things but .. well .. it's Flash :/
Look at some of the big album-image hosting sites and see if they have a solution.

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