These are the instructions:
"Have an image and two buttons, PREV and NEXT. Have 10 images in an array. When you click on NEXT, the next picture should display and when you click on PREV, the previous image should display."
This is what I wrote so far:
<html>
<head>
<title>Image Loop</title>
</head>
<body>
<img src="http://placekitten.com/500/200" id="image" style="height:150px; width:150px" />
<input type="button" value="Prev" name="previous_picture" onclick= nextImage();>
<input type="button" value="Next" name="next_picture"/>
<script>
function nextImage () {
var i = images.indexOf();
var imageSrc = document.getElementById("image").src=images[i];
for (i = weekdays.indexOf(day); i<weekdays.length; i++)
}
function prevImage () {
}
var images = new Array(
"http://placekitten.com/500/200",
"http://placekitten.com/499/200",
"http://placekitten.com/501/200",
"http://placekitten.com/500/199"
);
</script>
</body>
</html>
* the image should loop back around when it gets to the end of the array. I just don't know what I'm doing... :( *
Do some more investigations, this really shows too little effort.
I'll give you some pointers.
Javascript: Generic get next item in array
Javascript knows the modulus operation:
https://msdn.microsoft.com/nl-nl/library/9f59bza0(v=vs.94).aspx
prev = (index + length - 1 ) % length
next = (index + 1 ) % length
prev needs prevImage() and next needs nextImage() functions
etc.
Jsfiddle of a solution, using a small bit of jquery:
https://jsfiddle.net/cchhymtx/
Javascript:
var images = new Array(
"http://placekitten.com/500/200",
"http://placekitten.com/499/200",
"http://placekitten.com/501/200",
"http://placekitten.com/500/199");
function getCurrentImageIndex() {
return images.indexOf(document.getElementById("image").src);
}
function next() {
nextImage = (getCurrentImageIndex() + 1) % images.length;
document.getElementById("image").src = images[nextImage];
}
function prev() {
nextImage = (getCurrentImageIndex() - 1 + images.length) % images.length;
document.getElementById("image").src = images[nextImage];
}
You have a few things off here.
To start with, take a look at how Array.indexOf() works: http://www.w3schools.com/jsref/jsref_indexof_array.asp
What are you trying to attempt with:
for (i = weekdays.indexOf(day); i<weekdays.length; i++)
After you find the index of the picture that is current, if index+1 would be greater than or equal to the length of the images array, then set index to 0.
You can accomplish it by using the following code
<script language="JavaScript" type="text/JavaScript">
var imgArray = new Array(
"11011_1.jpg","11011_2.jpg","11011_3.jpg","11011_4.jpg","11011_5.jpg"
);
baseURL = "http://www.planet99.com/pix";
numImages = 5;
curImage = 1;
function f_slideshow( xflip ) {
curImage = curImage + xflip;
if (curImage > numImages)
{ curImage = 1 ; }
if (curImage == 0)
{ curImage = numImages ; }
document.images[2].src = baseURL + '/' + imgArray[curImage - 1];
}
</script>
Click on the buttons to flip through the photos - allow a few seconds for
each photo to load.
<input type="button" value="<< Prev" name="cb_prev"
onclick="f_slideshow(-1)">
<input type="button" value="Next >>" name="cb_next"
onclick="f_slideshow(1)">
<img src='http://www.planet99.com/pix/11011_1.jpg'>
Related
I am trying to create a slideshow. I have created two buttons because I want to do it in two ways. One way is when I press the next button to move to the next image(single image movement) and when I press the slideshow button to make it move along with not pressing a button. I didn't manage to fix it. Please help me if you can.
var img = new Array();
img[0] = "https://images-na.ssl-images-amazon.com/images/I/5101NtSnx0L._AC_.jpg";
img[1] = "https://thumbor.forbes.com/thumbor/fit-in/1200x0/filters%3Aformat%28jpg%29/https%3A%2F%2Fspecials-images.forbesimg.com%2Fimageserve%2F5ecc17cdfd6d6700060f826c%2F0x0.jpg";
img[2] = "https://cdn.episode.ninja/file/episodeninja/4090819.jpg";
img[3] = "https://i.pinimg.com/564x/f0/e5/a9/f0e5a984f263b7ecb5c9cd26a493a115.jpg";
function Next() {
if (i < img.length - 1)
i++;
else
i = 0;
document.getElementById("img1").src = img[i];
}
startslideshow() {
id = window.setInterval("Next()", 1000);
var x = document.getElementById("txt").value;
id2 = window.clearTimeout("Cancel()", x * 1000)
}
<body>
<img id="img1" height="300" width="300" src="https://2.bp.blogspot.com/-ho7KT0UEARE/VPbiU-U_KSI/AAAAAAAALVM/iZdcRS6KHvQ/s1600/Acrobatty%2BBunny%2B-%2BRobert%2BMcKimson%2B(3).jpg" /> <br>
<button id="Next" onclick="Next()"> Next </button>
<button onclick="startslideshow()">startSlideShow</button>
</body>
here is the solution that we have came up with
<body>
<img id="img1" height="300" width="300" src="https://2.bp.blogspot.com/-ho7KT0UEARE/VPbiU-U_KSI/AAAAAAAALVM/iZdcRS6KHvQ/s1600/Acrobatty%2BBunny%2B-%2BRobert%2BMcKimson%2B(3).jpg" /> <br>
<button id="Next" onclick="Next()"> Next </button>
<button onclick="startslideshow()">startSlideShow</button>
<button onclick="stopslideshow()">stopSlideShow</button>
</body>
var img = new Array();
var cur = 0;
var timer = null;
img[0] = "https://images-na.ssl-images-amazon.com/images/I/5101NtSnx0L._AC_.jpg";
img[1] = "https://thumbor.forbes.com/thumbor/fit-in/1200x0/filters%3Aformat%28jpg%29/https%3A%2F%2Fspecials-images.forbesimg.com%2Fimageserve%2F5ecc17cdfd6d6700060f826c%2F0x0.jpg";
img[2] = "https://cdn.episode.ninja/file/episodeninja/4090819.jpg";
img[3] = "https://i.pinimg.com/564x/f0/e5/a9/f0e5a984f263b7ecb5c9cd26a493a115.jpg";
function Next() {
cur = (cur < img.length - 1) ? cur + 1 : 0;
document.getElementById("img1").src = img[cur];
}
function startslideshow() {
timer = setInterval(function() {
Next();
}, 500);
}
function stopslideshow() {
if (timer) {
clearInterval(timer);
timer = null;
}
}
I wanted to add a button to start the change between images, to avoid the start of the change on its own
You must press the button until the change starts
var imageSources = ["https://www.w3schools.com/css/img_fjords.jpg", "https://www.w3schools.com/howto/img_mountains.jpg"]
var index = 0;
setInterval(function(){
if (index === imageSources.length) {
index = 0;
}
document.getElementById("image").src = imageSources[index];
index++;
}, 2000);
<img id="image" src="https://www.w3schools.com/css/img_fjords.jpg" style="width:300px">
Hi Please have a look I hope it's helpful Thanks
https://jsfiddle.net/sanat/xc5w8ngy/7/
<button id="start">
start
</button>
<button id="stop">
stop
</button>
<br>
<br>
<img id="image" src="https://www.w3schools.com/css/img_fjords.jpg" style="width:300px">
var myVar = '';
$(function(){
$("#start").on('click',function(){
var imageSources = ["https://www.w3schools.com/css/img_fjords.jpg", "https://www.w3schools.com/howto/img_mountains.jpg"]
var index = 0;
myVar = setInterval(function(){
if (index === imageSources.length) {
index = 0;
}
document.getElementById("image").src = imageSources[index];
index++;
}, 2000);
});
$("#stop").on('click',function(){
clearInterval(myVar);
});
});
I have a function called start that is triggered when you push the start button. The start function calls another function called getRandomImage. I want getRandomImage to repeat every 5 seconds, but I just can't get the setInterval method to work for me. I've tried putting the interval on the start function, but that just causes it to fire off once, and doesn't repeat. I've tried putting the interval on the getRandomImages function, but then it doesn't do anything. Essentially I am trying to make a color blindness test that flashes a random image every 5 seconds until 30 images have passed or the user clicks a button. I've been banging my head against this for over 8 hours, and am really questioning my choice in programming languages right now, lol.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8"
<title></title>
<link rel="stylesheet" href="ColorPerceptionTest.css">
</head>
<body>
<section>
<img src="Default.png" id="defaultimage">
<form>
<input type="button" id="Button1" value="" onClick="">
<input type="button" id="Button2" value="" onClick="">
<input type="button" id="Button3" value="" onClick="">
<br>
<input type="button" id="Start" value="Start" onClick="start()">
<input type="button" id="Help" value="Help" onClick="help()">
<br>
<p id="help"> </p>
</form>
</section>
<script>
var $ = function(id) {
return document.getElementById(id);
}
$("Button1").style.display = "none";
$("Button2").style.display = "none";
$("Button3").style.display = "none";
var imagesArray = ["3.gif", "05.gif", "5.gif", "6.gif", "7.gif",
"8.gif", "12.gif", "15.gif", "16.gif", "26.gif",
"29.gif", "42.gif", "45.gif", "73.gif",
"74.gif"];
var runTimer = setInterval(start, 5000);
function getRandomImage(imgAr, path) {
path = path || 'images/';
var num = Math.floor( Math.random() * imgAr.length );
var img = imgAr[ num ];
var imgStr = '<img src="' + path + img + '" alt = "">';
$("defaultimage").src = path + img;
$("Button1").style.display = "initial";
$("Button2").style.display = "initial";
$("Button3").style.display = "initial";
if(parseInt(img) < 8){
$("Button1").value = parseInt(img);
$("Button2").value = parseInt(img) - 2;
$("Button3").value = parseInt(img) + 1;
}else if(parseInt(img) > 7 && parseInt(img) < 29){
$("Button1").value = parseInt(img) - 2;
$("Button2").value = parseInt(img);
$("Button3").value = parseInt(img) + 1;
}else{
$("Button1").value = parseInt(img) - 5;
$("Button2").value = parseInt(img) - 9;
$("Button3").value = parseInt(img);
}
}
var start = function(){
$("help").innerHTML = "";
getRandomImage(imagesArray);
$("Start").style.display = "none";
$("Help").style.display = "none";
}
var help = function (){
$("help").innerHTML = "This is a test designed to help you determine" +
" if you have a problem with seeing colors. When you press start, a series of " +
"random images will be displayed. You have 5 seconds to read the number and " +
"select the correct button.";
}
</script>
</body>
Try moving the setInterval call to a point where start is defined...
Your code works fine in this fiddle.
var start = function(){
$("help").innerHTML = "";
getRandomImage(imagesArray);
$("Start").style.display = "none";
$("Help").style.display = "none";
}
var runTimer = setInterval(start, 5000);
Update: To make it more clear, had OP written function start() the posted code would have been properly hoisted. But, as he used a function expression, start is undefined when setInterval is called.
Another update: Here's a forked fiddle to correct the timer based on the button and the comments below.
I have this variable with images. I also have 3 div's in which I want to put the images.
var images = [
'dali.jpg',
'illusionisme.png',
'impresionisme.jpg',
'popart.jpg',
'abstracter.jpg',
'abstrat.jpg',
'concept.jpg',
'fingerpaint.jpg',
'flowers.jpg',
'graffiti.jpg',
'groovy.jpg',
'skelly.jpg',
'vangogh.jpg'
]
By using this code every div does get a random image, which is nice but not what I want. How can I use jQuery to put the first 3 images inside the 3 divs, then the second 3 images in the div?
$(".art").click(function(){
$(".art").each(function(){
$(this).find("img").remove();
$(this).prepend('<img src="assets/images/' + images[Math.floor(Math.random()*images.length)] + '">');
});
});
<div class="art">
<div class="art">
<div class="art">
Not sure what you mean, please elaborate if this is not what you are looking for..
http://jsfiddle.net/jFIT/c7U7q/1/
where the code is giving just text now, you can wrap that text in an <img src= /> to give you the images..
var images = [
'dali.jpg',
'illusionisme.png',
'impresionisme.jpg',
'popart.jpg',
'abstracter.jpg',
'abstrat.jpg',
'concept.jpg',
'fingerpaint.jpg',
'flowers.jpg',
'graffiti.jpg',
'groovy.jpg',
'skelly.jpg',
'vangogh.jpg'];
$(".art").click(function () {
$(this).html(getNext3()); //images[Math.floor(Math.random()*images.length)]);
});
$('#startLoop').click(function () {
loopImages();
});
function loopImages(){
var art = $('.art');
art.fadeOut(1000, function () {
art.html(getNext3()).fadeIn(1000, function() { loopImages(); });
});
}
var counter = 0;
function getNext3() {
var imgs = "";
//img src=...
for (i = 0; i < 3; i++) {
imgs += ' ' + images[counter];
counter++;
}
return imgs;
}
UPDATED
(load 3 into 3 divs at a time.)
http://jsfiddle.net/jFIT/c7U7q/7/
function setNext3() {
var imgs = "";
//img src=...
for (i = 0; i < 3; i++) {
imgs = images[counter];
console.log(imgs);
console.log(i);
$("div.art:nth-child(" + (i + 1) + ")").html(imgs);
console.log($("div.art:nth-child(" + i + ")"));
counter++;
}
}
You can keep track of the current image index and then add the number to increase the index by each click
html
<div class="art">
<img data-imageindex="0" src="" />
</div>
<div class="art">
<img data-imageindex="1" src="" />
</div>
<div class="art">
<img data-imageindex="2" src="" />
</div>
js
var artLength = $(".art").length;
$(".art").click(function () {
$(".art").each(function () {
var $image = $(this).find("img");
var nextImageIndex = $image.data("imageindex") + artLength;
if (nextImageIndex >= images.length) {
nextImageIndex -= images.length;
}
$image.data("imageindex", nextImageIndex).attr("src",
"assets/images/" + images[nextImageIndex]);
});
});
http://jsfiddle.net/44zB4/
Hi I'm new to javascript and I would like you to help me figure out why I can't get the result of the random number generator to appear in the span tag after the user clicks a calculate button using the min and max number they entered. I believe there is nothing wrong with the random number function it's just when I want to use the random number function as an event handler for the onclick event for the button it doesn't work. well, what I did was, I made a function called answer to gather the users input and to use that input as a parameter for the the random number function that is being called inside the answer function.
Then I used the answer function as an event handler for the onclick thinking that it would have the result of the the random number generator and would apply that to the onclick. and I stored that in var called storage so I could place the result of the event in the span tag later.
Here is the js fiddle of the code. can you help me solve my problem by getting the result of the random_number function in to the span $("output") after the button $("calculate") click?
only pure javascript, no jquery please.
Thank you in advance for your help. and I'm sorry if I got terminology wrong and for bad spelling. http://jsfiddle.net/jack2ky/WDyMd/
<label for="min">Enter the min:</label>
<input type="text" id = "min" /> <br />
<label for="max">Enter the max:</label>
<input type="text" id = "max" /> <br />
<input type="button" id = "calculate" value = "calculate"/>
<span id ="output"> </span>
<script>
var $ = function(id){
return document.getElementById(id);
}
window.onload = function () {
var random_number = function(min, max, digits){
digits = isNaN(digits) ? 0 : parseInt(digits);
if(digits < 0){
digits = 0;
}else if (digits > 16){
digits = 16
}
if(digits == 0){
return Math.floor(Math.random() * (max - min +1)) +min;
}else {
var rand = Math.random() * (max - min) + min;
return parseFloat(rand.toFixed(digits));
}
}
var storage = $("calculate").onclick = answer;
var answer = function(){
var miny = $("min").value;
var maxy = $("max").value;
return random_number(miny, maxy);
}
$("output").firstChild.nodeValue = storage;
}
</script>
</body>
</html>
var storage = $("calculate").onclick = answer;
...
$("output").firstChild.nodeValue = storage;
These two statements are called on page load. What is happening is you are changing the value of variable storage but the statement var storage = $("calculate").onclick = answer;
is being called only once when the page loads. You need to update the answer when user clicks the button. So you can remove $("output").firstChild.nodeValue = storage; and update the answer function like:
var answer = function(){
var miny = parseInt( $("min").value );
var maxy = parseInt( $("max").value );
var ans = random_number(miny, maxy);
$("output").innerHTML = ans;
}
This should do it:
<!DOCTYPE html>
<html>
<head>
<script>
var $ = function(id){
return document.getElementById(id);
}
window.onload = function () {
var random_number = function(min, max, digits){
digits = isNaN(digits) ? 0 : parseInt(digits);
if(digits < 0){
digits = 0;
}else if (digits > 16){
digits = 16
}
if(digits == 0){
return Math.floor(Math.random() * (max - min +1)) +min;
}else {
var rand = Math.random() * (max - min) + min;
return parseFloat(rand.toFixed(digits));
}
}
$("calculate").onclick = function() {
var miny = $("min").value;
var maxy = $("max").value;
$("output").firstChild.nodeValue = random_number(miny, maxy);
}
}
</script>
</head>
<body>
<label for="min">Enter the min:</label>
<input type="text" id = "min" /> <br />
<label for="max">Enter the max:</label>
<input type="text" id = "max" /> <br />
<input type="button" id = "calculate" value = "calculate"/>
<span id ="output"> </span>
</body>
</html>
$("output").firstChild.nodeValue = storage;
This line seems to be the problem because your output-Element has no firstChild. So the value gets written nowhere.
Just use
> $("output").nodeValue = storage;
edit: Tested this in jsFiddle - this is not the solutions as mentioned below!
If You are able to get your value in the variable storage
then you can simply render this value in span as HTML
$("#output span").html = storage;