jQuery. Why it shows extra elements? - javascript

This code creates elements when the video reaches a specified time(I'm using YouTube iFrame API). And it gets information from array of json objects that came from server. But when almost all objects passed during the time with showing and hiding elements it starts to add to normal element new elements in order from beginning. I don't know why these elements are added.
// when the player is ready, start checking the current time every 1000 ms.
function onPlayerReady() {
function updateTime() {
var oldTime = videotime;
if(player && player.getCurrentTime) {
videotime = +player.getCurrentTime().toFixed();
}
if(videotime !== oldTime) {
onProgress(videotime);
}
}
timeupdater = setInterval(updateTime, 1000);
}
// when the time changes, this will be called.
function onProgress(currentTime) {
var ci = array_of_json.length;
console.log(currentTime);
for(i = 0; i < ci; i++){
if(currentTime === array_of_json[i].time) {
$(document).ready(function(){
$( '#pos_wrapper' ).prepend( "<div class='emotion " + array_of_json[i].emotion
+ "' style='display: none'></div>" );
(function(){
var selector = 'div.'+array_of_json[i].emotion;
$(selector).show(1000);
$(selector).fadeOut(10000);
})();
});
}
}
}

i think that you need to add clearInterval(timeupdater); in this condition
if(videotime !== oldTime) {
onProgress(videotime);
}
or the loop will never stop calling your function onProgress so it you should try this
if(videotime !== oldTime) {
clearInterval(timeupdater);
onProgress(videotime);
}

I've already solved the problem. I added in fadeOut callback function that removes current element.

Related

Clearing setInterval() Issue

I have a setInterval on a function X that runs every 500ms. In this function X, I call another function Y that essentially binds an event on some divs. However, I would like to unbind these events the next time the function X is called (to start "fresh"). My code doesn't seem to work:
setInterval(this.board.updateBoard, 500); //called from another constructor
This then initiates the functions below:
Board.prototype.updateBoard = function() {
//I attempt to unbind ALL my divs
var divs = this.$el.find("div");
for(var i = 0; i < divs.length; i++) {
$(divs[i]).unbind(); //Apparently this doesn't work?
}
//...some code here...
//find appropriate $div's (multiple of them), and then calls this.beginWalking() below on each of those
//loop here
this.beginWalking($div, direction + "0", direction + "1");
//end of loop
}
//alternate between classes to give appearance of walking
Board.prototype.beginWalking = function ($div, dir0, dir1) {
return setInterval(function () {
if ($div.hasClass(dir0)) {
$div.removeClass(dir0);
$div.addClass(dir1);
} else {
$div.removeClass(dir1);
$div.addClass(dir0);
}
}.bind(this), 80);
};
Basically, updateBoard is called every 500ms. Each time it's called, beginWalking is called to set another interval on a div. The purpose of this other interval, which functions correctly, is to add and remove a class every 80ms. I just can't seem to unbind everything before the next updateBoard is called.
Any suggestions appreciated!
use clearInterval()
edit: $(selector).toggleClass(dir0) might also be helpful
// In other file, use a global (no var) if you need to read it from another file:
updaterGlobal = setInterval(this.board.updateBoard, 500);
// store interval references for clearing:
var updaterLocals = [];
Board.prototype.updateBoard = function() {
//I attempt to unbind ALL my divs
var divs = this.$el.find("div");
// Stop existing div timers:
while(updaterLocals.length > 0){
clearInterval(updaterLocals[0]);
updaterLocals.shift(); // remove the first timer
}
//...some code here...
//loop here to call the below on several $div's
this.beginWalking($div, direction + "0", direction + "1");
//end of loop
}
//alternate between classes to give appearance of walking
Board.prototype.beginWalking = function ($div, dir0, dir1) {
var interval = setInterval(function () {
if ($div.hasClass(dir0)) {
$div.removeClass(dir0);
$div.addClass(dir1);
} else {
$div.removeClass(dir1);
$div.addClass(dir0);
}
}.bind(this), 80);
// Save the timer:
updaterLocals.push(interval);
return;
};

Stop function after certain number of clicks on a certain element

OK so I am making a reaction tester, and I have a function that makes shapes appear on screen, So what I want is some sort of function were after 5 clicks on a certain element it will end a function. Is there a way of doing that? sorry if its a dumb question, its because I am new to the whole coding...
Here you go
var clickHandler = (function (e) {
var count = 0;
return function () {
count += 1;
if (count > 5) {
return;
}
// do other stuff here
}
}());
aDiv.addEventListener('click', clickHandler, false);
You Can use static variable to count how many times the object has been clicked.
and here is how you can create static variable in javascript.
You can unbind the click event once the counter reaches 5. See the example below
function test(sender) {
sender.dataset.clicked++;
console.log("I've been clicked", sender.dataset.clicked);
if (+sender.dataset.clicked === 5) {
// unbind the event
sender.onclick = null;
}
return;
}
<div onclick="test(this);" data-clicked="0">click me</div>
You may use global variable which may remain counting on click function
<script>
var globalvar = 0;
onclickfunct()
{
globalvar += 1;
if(globalvar == 5)
{
//do my work
}
else
{
//give alert
}
}
</script>

How to handle click event being called multiple times with jquery animation?

I have a click event that has a Jquery animation in it.
How can i guarantee that the animation has finished when multiple click events are being fired.
$(this._ScrollBarTrack).click(function(e) {
if(e.target === this && _self._horizontalClickScrollingFlag === false){
_self._horizontalClickScrollingFlag = true;
if(_self._isVertical){
} else{ //horizontal
if(e.offsetX > (this.firstChild.offsetWidth + this.firstChild.offsetLeft)){ // Moving Towards Right
var scrollableAmountToMove = _self._arrayOfCellSizes[_self._scrollBarCurrentStep + 1]; // additional amount to move
var scrollableCurrentPosition = -($(_self._bodyScrollable).position().left);
var scrollBarCurrentPosition = $(_self._ScrollBarTrackPiece).position().left;
var scrollBarAmountToMove = _self.getScrollBarTrackPiecePositionBasedOnScrollablePosition(scrollableAmountToMove);
$(".event-scroll-horizontally").animate({left:-(scrollableCurrentPosition+ scrollableAmountToMove)});
$(_self._ScrollBarTrackPiece).animate({left: (scrollBarCurrentPosition + scrollBarAmountToMove)});
_self._scrollBarCurrentStep += 1;
} else{
var scrollableAmountToMove = _self._arrayOfCellSizes[_self._scrollBarCurrentStep - 1]; // additional amount to move
var scrollableCurrentPosition = -($(_self._bodyScrollable).position().left);
var scrollBarCurrentPosition = $(_self._ScrollBarTrackPiece).position().left;
var scrollBarAmountToMove = _self.getScrollBarTrackPiecePositionBasedOnScrollablePosition(scrollableAmountToMove);
$(".event-scroll-horizontally").animate({left:-(scrollableCurrentPosition - scrollableAmountToMove)});
$(_self._ScrollBarTrackPiece).animate({left: (scrollBarCurrentPosition - scrollBarAmountToMove)});
_self._scrollBarCurrentStep -= 1;
}
}
_self._horizontalClickScrollingFlag = false;
}
});
jQuery has a hidden (I'm not sure why it's not in the docs someplace) variable $.timers that you can test against.
I made this function a long time ago to handle situations like this. Mind you, this will test to make sure there are NO animations currently being executed.
function animationsTest (callback) {
var testAnimationInterval = setInterval(function () {
if ($.timers.length === 0) { // any page animations finished
clearInterval(testAnimationInterval);
callback(); // callback function
}
}, 25);
};
Useage: jsFiddle DEMO
animationsTest(function () {
/* your code here will run when no animations are occuring */
});
If you want to test against one individually you could do a class/data route.
$('#thing').addClass('animating').animate({ left: '+=100px' }, function () {
// your callback when the animation is finished
$(this).removeClass('animating');
});
You could declare a global boolean called isAnimating and set it to true right when you begin the animation. Then add a done or complete function to the animation that sets it back to false. Then set your click event to only begin the animation if isAnimating is false.

Javascript track when element became visible?

I have different controls on screen and hide and show them asynchronously. Is there any way to track when an element becomes actually visible on the screen? I actually want to get a callback when that happens and move the focus on that element!
try this
var trk = new Array("element1","element2","element3"); // add elements IDS whom you want to track
window.onload = function(){
track();
}
function track()
{
var ele;
for(var i=0;i<trk.length;i++)
{
ele= document.getElementById(trk[i]);
if(ele)
{
if(ele.style.display!="none")
{
// do something
}
}
}
setTimeout(function(){track();},1);
}
The only way that I can think of is to have a setInterval method which checks of the element.style.display!=="none", or whatever other method you used to hide and show the element.
Something like:
var myInterval = setInterval(function()
{
var element = document.getElementByID("SomeElement");
if( element.style.display!=="none" || element.style.visibility!=="hidden")
{
//exit the interval
clearInterval(myInterval);
doSomeFunction();
}
}, 20);

setInterval and clearInterval not working as expected

I have this function which acts as a loading box using setInterval to change the background images which creates a flashing effect.
function loading() {
clearInterval(start);
var i = 0;
function boxes() {
in_loading = ".in_loading:eq(" + i + ")";
$(".in_loading").css("background", "url(images/load_bar_green.png) no-repeat");
$(in_loading).css("background", "url(images/load_bar_blue.png) no-repeat");
if(i == 3) {
i = 0;
} else {
i++;
}
}
var start = setInterval(function() {
boxes();
}, 350);
}
But even with clearInterval if I click on it more than once the flashing goes out of order. I tried removing the boxes, hiding them but I can't seem to get the 'buffer' cleared? Any ideas?
The reason why it keeps flashing is because every time loading gets called it creates a new variable start, so clearInterval is actually doing nothing. You also shouldn't have the boxes function within loading because it is doing the same thing, creating a new boxes function every time loading is called. This will add a lot of lag the longer the script executes.
var i = 0;
var start;
function loading() {
clearInterval(start);
start = setInterval(function() {
boxes();
}, 350);
}
function boxes() {
var in_loading = ".in_loading:eq(" + i + ")";
$(".in_loading").css("background", "url(images/load_bar_green.png) no-repeat");
$(in_loading).css("background", "url(images/load_bar_blue.png) no-repeat");
if(i == 3) {
i = 0;
} else {
i++;
}
}
Function declarations get "hoisted" to the top of their scope, this is what is messing the execution order. Check this: http://javascriptweblog.wordpress.com/2010/07/06/function-declarations-vs-function-expressions/
The reason is every time you call loading it creates a new Interval or new var start. So if you click it twice, then you have two things manipulating the same data. So you need to have the var start outside of the function and the clearInterval inside. So every time you call loading it clears the interval and creates a new one.
var i = 0;
var start;
function loading() {
clearInterval(start);
start = setInterval(boxes, 350);
}
function boxes() {
in_loading = ".in_loading:eq(" + i + ")";
$(".in_loading").css("background", "url(images/load_bar_green.png) no-repeat");
$(in_loading).css("background", "url(images/load_bar_blue.png) no-repeat");
if(i == 3) {
i = 0;
} else {
i++;
}
}
maybe you should take a look at this Jquery Plugin , it seems to manage intervals very well .
Jquery Timers Plugin

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