(Javascript) SlideShow Not Working - javascript

Hello fellow stackoverflow members,
I've been trying to make a Slideshow. I've referenced from many other sites including this one but the pictures aren't showing up in the container element nor are the "prev" and "next" buttons functioning properly. I'd appreciate it if I got help! :)
my code:
var photos = newArray ();
photos[0] = "img/image(2).jpg";
photos[1] = "img/image(4).jpg";
photos[2] = "img/image(6).jpg";
photos[3] = "img/image(8).jpg";
photos[4] = "img/image(10).jpg";
photos[5] = "img/image(12).jpg";
photos[6] = "img/image(14).jpg";
photos[7] = "img/image(16).jpg";
photos[8] = "img/image(18).jpg";
photos[9] = "img/image(20).jpg";
photos[10] = "img/image(22).jpg";
photos[11] = "img/image(24).jpg"
//END OF PHOTOS ARRAY//
var i = 0;
var k = photos.length-1;
function next.onclick() {
var img= document.getElementById("image-container");
img.src = photos[i];
if (i < k ) {
i++;
}else {
i = 0; }
}
function prev.onclick() {
var img= document.getElementById("image-container");
img.src=photos[i];
if)i > 0) {i--;}
else {i = k; }
}
getImageArray = function(containerId) {
var containerElement = document.getElementById(container);
if (containerElement) {
var imageArray = containerElement.getElementById("container");
return photos[i];
} else {
return null;
}
}
this is what my slideshow looks like (it's broken)
http://prntscr.com/5dcfzq
The share button isn't important, I can make that work at least.
The main problem is that the pictures aren't showing and the back and foward buttons are messed up :'(
p.s ( I'm not sure if part of the reason is how I'm linking to the "next" or "back" functions with the div tag, because i'm this is how i'm doing it :
<div id = "back" onclick = "prev()"></div>

OK ... to summarize ...
1. var photos = newArray ();
There needs to be a space between new and Array, so ...
var photos = new Array();
2. function prev.onclick() { needs to be just function prev() {
3. Same with next.onclick() based on usage in HTML.
4. In prev() ... if)i > 0) {i--;} should be ...
if (i > 0) { i--; }
5. WRONG: Also in prev()' ... else should bei = k-1;`
6. DO NOT NEED Not sure why you have the getImageArray function at all.
7. This assumes there is an '' tag in the HTML.
UPDATE:
Here's the code that works ... this all goes in the body:
These are my assumptions in the body ...
<img id="image-container" />
<div id="back" onclick="prev()">Previous</div>
<div id="next" onclick="mext()">Next</div>
The script code MUST be at the end of the body ...
<script>
var photos = new Array ();
photos[0] = "img/image(2).jpg";
photos[1] = "img/image(4).jpg";
photos[2] = "img/image(6).jpg";
photos[3] = "img/image(8).jpg";
photos[4] = "img/image(10).jpg";
photos[5] = "img/image(12).jpg";
photos[6] = "img/image(14).jpg";
photos[7] = "img/image(16).jpg";
photos[8] = "img/image(18).jpg";
photos[9] = "img/image(20).jpg";
photos[10] = "img/image(22).jpg";
photos[11] = "img/image(24).jpg"
//END OF PHOTOS ARRAY//
// Here, I set the img variable so that it can be re-used.
// I also loaded the first image ...
var i = 0;
var k = photos.length-1;
var img = document.getElementById("image-container");
img.src = photos[i];
function next() {
img.src = photos[i];
if (i<k) {
i++;
} else {
i = 0;
}
}
function prev() {
img.src=photos[i];
if (i>0) {
i--;
} else {
i = k;
}
}
</script>

Related

Is there possible to add a moreLink to display all events in a popup regardless the space available in the dayCell?

I am trying to add a moreLink in full calendar on each day i have events and in the more link i want to force displaying all the events on that day!
this is the solutin i choose because the title of the events are very long and do not fit in a tablet or phone screen!
so far i am unsuccesfull on the days i have one single event because the function computeRowLevelLimit returns false!
i am open to any crazy idea that helps me but keep in mind that i am a java dev with minimal kowledge of js and add some extra info if possible
since i was under presure i took the matter in my own hands so here is the resolve
here i added the last else in order to be able to execute 2 methods when levelLimit is false
limitRows: function (levelLimit) {
var rowStructs = this.eventRenderer.rowStructs || [];
var row; // row #
var rowLevelLimit;
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this.unlimitRow(row);
if (!levelLimit) {
rowLevelLimit = false;
}
else if (typeof levelLimit === 'number') {
rowLevelLimit = levelLimit;
}
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rowLevelLimit = this.computeRowLevelLimit(row);
}
if (rowLevelLimit !== false) {
this.limitRow(row, rowLevelLimit);
} else {
this.unlimitRow2(row);
this.addMoreLink(row);
}
}
},
The added metod are:
- one for clearing the existing links
- second for adding new links - remember this is for days with only one event
the methods are the following:
unlimitRow2: function (row) {
var rowStruct = this.eventRenderer.rowStructs[row];
var cellMatrix;
var oneDayCell;
cellMatrix = rowStruct.cellMatrix;
var _this = this;
for (i = 0; i < cellMatrix.length; i++) {
// console.log("celmatrix ", cellMatrix[i]);
oneDayCell = cellMatrix[i];
console.log("outati", oneDayCell)
if (oneDayCell.moreEls) {
oneDayCell.moreEls.remove();
oneDayCell.moreEls = null;
}
if (oneDayCell.limitedEls) {
oneDayCell.limitedEls.removeClass('fc-limited');
oneDayCell.limitedEls = null;
}
}
},
and,
addMoreLink: function (row) {
// console.log("inside addMoreMethod", row);
var rowStruct = this.eventRenderer.rowStructs[row];
var cellMatrix;
var oneDayCell;
var coloana;
var nrCol;
var td, moreWrap, moreLink;
var moreNodes = [];
var segsBelow;
// console.log ("structura randului", rowStruct);
cellMatrix = rowStruct.cellMatrix;
var _this = this;
for (i = 0; i < cellMatrix.length; i++) {
// console.log("celmatrix ", cellMatrix[i]);
oneDayCell = cellMatrix[i];
for (j = 0; j < oneDayCell.length; j++) {
coloana = oneDayCell[j];
nrCol = j;
segsBelow = _this.getCellSegs(row, nrCol);
console.log($(coloana));
moreLink = _this.renderMoreLink(row, nrCol, segsBelow);
moreWrap = $('<div/>').append(moreLink);
coloana.append(moreWrap);
moreNodes.push(moreWrap[0]);
// rowStruct.limitedEls = $(limitedNodes);
}
rowStruct.moreEls = $(moreNodes); // for easy undoing later
}
},
and for the rest i manipulated a litle bit limitRow: function (row, levelLimit)
also i had to hide the text and i choose a nasty method, not proud of it but ...
in getMoreLinkText(num) i added a last else if
else if (num === 0 ){
return '';
}

javascript webservice call and settimeout

i'm currently developing an application that relies on webservice calls in order to create a tree-like "menu", everything works as intended but i realized not all the target audience has a fast internet connection like i have right now on the development environment. my goal is to show a loading "screen" while the javascript function creates and then adds the elements to the DOM, the flowchart is as follows:
user click on the "expand" image of a node
user sees a div loading gif
user is presented with the childnodes
i'm not sure where i should put the timeout
my code:
...
elemento_tema_imagem_esconde_mostra.addEventListener("click", Get_Feat);
...
function Get_Feat(event) {
Tema_Expandido = event.target.parentNode;
if (typeof (Tema_Expandido.getElementsByTagName("ul")[0]) === "undefined") {
sMNID = event.target.parentNode.getElementsByTagName("a")[0].getAttribute("mnid");
var service = new WebJSON;
service.GetFeat(sMNID, SuccessCallback_Get_Feat, OnfailureCallback_Get_Feat);
} else {
//debugger;
var elemento = Tema_Expandido.getElementsByTagName("ul")[0];
var imagem_esconder_mostar = elemento.parentNode.childNodes[0];
var style = window.getComputedStyle(elemento, null);
if (style.display == "block") {
elemento.style.display = "none";
imagem_esconder_mostar.src = "Content/Images/img_abrir_22_22.png";
} else if (style.display == "none") {
elemento.style.display = "block";
imagem_esconder_mostar.src = "Content/Images/img_fechar_22_22.png";
}
}
};
function SuccessCallback_Get_Feat(Resultado_Get_Feat) {
var colleccao_Feat = JSON.parse(Resultado_Get_Feat);
var lista_feat = document.createElement("ul");
lista_feat.setAttribute("class", "lista-sem-bullets");
for (var i = 0; i < colleccao_Feat.length; i++) {
var elemento_feat = document.createElement("li");
var elemento_feat_imagem_esconde_mostra = document.createElement("img");
var elemento_feat_imagem_no = document.createElement("img");
var elemento_feat_link = document.createElement("a");
if (colleccao_Feat[i].FILHOS > 0) {
elemento_feat_imagem_esconde_mostra.src = "Content/Images/img_abrir_22_22.png";
elemento_feat_imagem_esconde_mostra.addEventListener("click", Get_Compo);
} else if (colleccao_Feat[i].FILHOS = 0) {
elemento_feat_imagem_esconde_mostra.src = "Content/Images/seta_dir_26_20.png";
}
//elemento_feat_imagem_esconde_mostra.addEventListener("click", Get_Feat);
//elemento_feat_imagem_no.src = "Content/Images/feat.png"
elemento_feat_link.setAttribute("FNID", colleccao_Feat[i].FNID);
elemento_feat_link.innerText = colleccao_Feat[i].NAMEDESC;
elemento_feat.appendChild(elemento_feat_imagem_esconde_mostra);
elemento_feat.appendChild(elemento_feat_imagem_no);
elemento_feat.appendChild(elemento_feat_link);
lista_feat.appendChild(elemento_feat);
};
document.getElementById("myModal_Loading").style.display = "none";
Tema_Expandido.appendChild(lista_feat);
Tema_Expandido.childNodes[0].src = "Content/Images/img_fechar_22_22.png";
};
function OnfailureCallback_Get_Feat(error) {
//displaying error on alert box
alert(error);
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any help will be much appreciated

My Greasemonkey script starts a sequence of images loading. How do I stop it when desired?

I use ImgLikeOpera and Squid Caching Proxy to manage my bandwidth while on dialup. But, I can't set it to load one image at a time, so I had the bright idea to write a script that will open each image on a page one at a time in a new tab and then close them so that they'll be saved in my cache.
Script works great, added a start button so that I could control when it started... but can't figure out how to make a stop button that will interrupt the process. I tried a bunch of stuff and nothing works...
It seems like when it's in the loop it can't hear what's going on outside the loop...
I have a feeling that there is a very simple way to do this, but I'm getting frustrated. Isn't this what break or return is supposed to be for?
Here's the relevant parts of my script:
var box = document.createElement ('div');
box.id = 'mySelectBox';
document.body.appendChild (box);
box.innerHTML = 'click>';
var searchButton = document.createElement ('div');
searchButton.className = 'mySearchButton';
searchButton.textContent = 'Search and open';
box.insertBefore (searchButton, box.nextSibling);
var stopButton = document.createElement ('div');
stopButton.className = 'myStopButton';
stopButton.textContent = 'Stop';
box.insertBefore (stopButton, box.nextSibling);
var mytable = document.getElementById ('lair-sort-pets').getElementsByTagName ('img');
var linksToOpen = [];
var mywin2 = null;
function openpics () {
for (var J = 0, L = mytable.length; J < L; J++) {
linksToOpen.push (mytable[J].src); //-- Add URL to list
}
openLinksInSequence ();
};
function openLinksInSequence () {
if (mywin2) {
mywin2.close ();
mywin2 = null;
}
if (linksToOpen.length) {
var link = linksToOpen.shift ();
mywin2 = window.open (link, "my_win2");
mywin2.addEventListener ('load', openLinksInSequence, false);
}
}
searchButton.addEventListener ('click', openpics, true);
//stopButton.addEventListener ('click', , true);
How do I make the stop button actually stop any more links from loading?
Use a global state variable. Like so:
var okayToOpenLinks = true;
searchButton.addEventListener ('click', openpics);
stopButton.addEventListener ('click', stopLinkSequence);
function openpics () {
okayToOpenLinks = true;
if (linksToOpen.length === 0) {
for (var J = 0, L = mytable.length; J < L; J++) {
linksToOpen.push (mytable[J].src); //-- Add URL to list
}
}
openLinksInSequence ();
};
function stopLinkSequence () {
okayToOpenLinks = false;
}
function openLinksInSequence () {
if (mywin2) {
mywin2.close ();
mywin2 = null;
}
if (okayToOpenLinks && linksToOpen.length) {
var link = linksToOpen.shift ();
mywin2 = window.open (link, "my_win2");
mywin2.addEventListener ('load', openLinksInSequence, false);
}
}

How do I empty global arrays used in a pop up slideshow?

I've created a program where you can choose a set of images by checking checkboxes. The image URL's and the alt-texts are stored in two arrays. When clicking av button on the HTML-page you open a new window that calls on the arrays with window.opener.
When closing the new window I would like to empty the arrays. Otherwise the pictures chosen in the first round are displayed in the slideshow when opening it the second time. I understand you can empty arrays by this method: array.length= 0;
But where do I add the code? I'm quite lost. I'm pasting the code, perhaps someone can give me a hand.
var imgUrlList = [], imgTextList = [], //These arrays need to be emptied
windVar = null;
function init() {
var tags, i, openWindow;
tags = document.getElementsByClassName("unmarkedImg");
openWindow = document.getElementById("slideShowBtn");
openWindow.onclick = savePicsForSlideshow;
for (i = 0; i < tags.length; i++) {
tags[i].parentNode.onmouseover = showLargePict;
tags[i].parentNode.onmouseout = hideLargePict;
}
}
window.onload = init;
function showLargePict() {
var largePictTagDiv = this.getElementsByClassName("innerBox")[0];
var largePictTagParentDiv = largePictTagDiv.parentNode;
var imgTag = largePictTagParentDiv.getElementsByTagName('img')[0];
var checkBoxlargePict = largePictTagDiv.getElementsByTagName('input')[0];
if (checkBoxlargePict.checked)
imgTag.className = "markedImg";
else imgTag.className = "unmarkedImg";
largePictTagDiv.style.visibility = "visible";
} // End showLargePict
function hideLargePict() {
var largePictTag;
largePictTag = this.getElementsByClassName("innerBox")[0];
largePictTag.style.visibility = "hidden";
}
function savePicsForSlideshow() {
var innerBoxes = document.getElementsByClassName("innerBox");
for (i = 0; i < innerBoxes.length; i++) {
checkBoxlargePict = innerBoxes[i].getElementsByTagName('input')[0];
if (checkBoxlargePict.checked) {
var imgTagSrc = innerBoxes[i].getElementsByTagName('img')[0].src;
imgUrlList.push(imgTagSrc);
var spanTagText = innerBoxes[i].getElementsByTagName('span')[0].innerHTML;
imgTextList.push(spanTagText);
}
}
if (imgTextList.length > 0) {
newWindow(500, 600, "slideshow.htm");
}
}
function newWindow(width, height, filename) {
var windowProperties;
windowProperties = "top=100,left=100,toolbar=no,location=no,status=no,menubar=no,scrollbars=no,resizable=no,width=" + width + ",height=" + height;
if (windVar != null) if (windVar.closed == false) windVar.close();
windVar = window.open(filename, "", windowProperties);
}
Please excuse my programming and English grammar shortcomings. I'm new to javascript.
//Henrik, Göteborg, Sweden.
At the beginning of the savePicsForSlideshow function, empty out each array.
imgUrlList.length = 0;
imgTextList.length = 0;
You can check if thw window is close with the property closed of the object window
if(window.closed)
{
array.length = 0;
}

Javascript dialog script feedback needed

I am writing a Javascript dialog script which is seen in a lot of typical Role Playing Games.alt text http://www.dailynintendo.com/wp-content/uploads/2008/12/luminous-arc-2-dialogue.jpg
At the moment I got an array with text strings which you can skip trough. I got at the point where you can make a decision and based on the input a different string will show.
However I don't think this is the right way to do it. These are the requirements for the script:
Support for multiple dialog scripts
multiple characters
user decision input ("Do you like me?" -yes -no)
This is my code at the moment:
// Intro script
var script_intro = [];
script_intro[0] = 'Hello how are you?';
script_intro[1] = 'So I heard..';
script_intro[2] = 'This is a cool game!';
script_intro[3] = [];
script_intro[3][0] = 'Do you like me?';
script_intro[3][1] = [];
script_intro[3][1][0] = 'Jah';
script_intro[3][1][1] = 4;
script_intro[3][2] = [];
script_intro[3][2][0] = 'Nah';
script_intro[3][2][1] = 5;
// Intro script: variation I
var script_intro_1 = [];
script_intro_1[0] = 'I love you too!';
// Intro script: variation II
var script_intro_2 = [];
script_intro_2[0] = 'Damn you...';
function initDialog()
{
// This is where the text will be shown
var dialog = document.getElementById('dialog');
var content = document.getElementById('content');
var nextButton = document.getElementById('nextButton');
var optionButton_1 = document.getElementById('optionButton_1');
var optionButton_2 = document.getElementById('optionButton_2');
// How fast the characters will appear after each other (milliseconds)
var scrollSpeed = 50;
}
// Scroll text per line, character
function scrollText(script, line)
{
var char = 0;
// If this line contains a question that requires user input
if(typeof(script[line]) == 'object')
{
var textScroller = setInterval(
function()
{
// Add the string char for char
content.innerHTML += script[line][0][char];
char ++;
if(char >= script[line][0].length)
{
clearInterval(textScroller);
// Show options
options(script, line);
}
}, scrollSpeed);
}
else
{
var textScroller = setInterval(
function()
{
content.innerHTML += script[line][char];
char++;
if(char >= script[line].length)
{
clearInterval(textScroller);
// Show next line
next(script, line);
};
}, scrollSpeed);
}
}
function next(script, line)
{
line = line + 1;
// Last line has been shown
if(script[line] == undefined)
{
//alert('End of dialog');
}
else
{
nextButton.style.visibility = 'visible';
nextButton.onclick = function()
{
nextButton.style.visibility = 'hidden';
content.innerHTML = '';
scrollText(script, line);
}
}
}
function options(script, line)
{
optionButton_1.innerHTML = script[line][1][0];
optionButton_2.innerHTML = script[line][2][0];
optionButton_1.style.visibility = 'visible';
optionButton_2.style.visibility = 'visible';
optionButton_1.onclick = function()
{
optionButton_1.style.visibility = 'hidden';
optionButton_2.style.visibility = 'hidden';
content.innerHTML = '';
scrollText('script_intro_1', 0);
}
optionButton_2.onclick = function()
{
optionButton_1.style.visibility = 'hidden';
optionButton_2.style.visibility = 'hidden';
content.innerHTML = '';
scrollText('script_intro_2', 0);
}
}
html
<body onload="scrollText(script_intro, 0)">
<h1>rpg</h1>
<a id="reset" href="#">Reset</a>
<div id="device">
<div id="dialog">
<strong>NPC:</strong>
<div id="content"></div>
<a id="nextButton" href="#">Next</a>
<a id="optionButton_1" href="#"></a>
<a id="optionButton_2" href="#"></a>
</div>
</div>
</body>
I could really use some feedback. What is the best way to write such script with the requirements above? Is using JSON or XML a better option than an Array for the dialog scripts?
I especially need some hints on how to implement multiple choices in the script.
Thank you!
If this is a script that has a scripted flow to it, I would use the state machine pattern.
http://www.eventhelix.com/RealtimeMantra/HierarchicalStateMachine.htm
There are tons of links, I just grabbed the first I searched from google. What I would do is have a state for each situation the user will presented with options. Each option would be a transition to another state. So for instance
function State(questionText){
this.transitionsOut = [];
this.questionText = questionText;
}
State.prototype = {
transitionsOut:null,
questionText:null,
}
function Transition(startState, endState, optionText){
startState.transitionsOut[startState.transitionsOut.length] = this;
this.start = startState;
this.end = endState;
}
Transition.prototype = {
start:null,
end:null,
optionText:null
}
Then what you can do, is make your state machine, and then for the current state, print out your State Message, then underneath list each option for that state.
var startState = new State('Where do you want to go');
var north = new State('North');
var south = new State('South');
var transition1 = new Transition(startState,north,'Lets go north');
var transition2 = new Transition(startState,south,'Lets go south');
The code to then display what is in the current state, and the options is trivial, as is the transition from one state to another based on what the user picks.

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