So I am creating a piano through web audio and am having trouble implementing a volume control. Whenever a key is clicked, the volume control should dictate at what volume it is played through. I have used the code from html5rocks and modified it to my own uses. Basically instead of a VolumeSample array I have all of my soundclips loaded into a BUFFERS array. Whenever I try to manipulate the slider and change the gain of the clip, I get an 'cannot read property 'gain' of null. I am testing it through the debugger and everything runs fine up until the this.gainNode.gain.value = fraction * fraction; portion of my code. Just take a look at my code and hopefully you can see what I am missing. I'd like to call attention to the playSounds(buffer) method, which is where create and connect the gain node, and the method changeVolume at the bottom, which is where the actualy change in gain node happens:
var context;
var bufferLoader;
var BUFFERS = {};
var VolumeMain = {};
var LowPFilter = {FREQ_MUL: 7000,
QUAL_MUL: 30};
var BUFFERS_TO_LOAD = {
Down1: 'mp3/0C.mp3',
Down2: 'mp3/0CS.mp3',
Down3: 'mp3/0D.mp3',
Down4: 'mp3/0DS.mp3',
Down5: 'mp3/0E.mp3',
Down6: 'mp3/0F.mp3',
Down7: 'mp3/0FS.mp3',
Down8: 'mp3/0G.mp3',
Down9: 'mp3/0GS.mp3',
Down10: 'mp3/0A.mp3',
Down11: 'mp3/0AS.mp3',
Down12: 'mp3/0B.mp3',
Up13: 'mp3/1C.mp3',
Up14: 'mp3/1CS.mp3',
Up15: 'mp3/1D.mp3',
Up16: 'mp3/1DS.mp3',
Up17: 'mp3/1E.mp3',
Up18: 'mp3/1F.mp3',
Up19: 'mp3/1FS.mp3',
Up20: 'mp3/1G.mp3',
Up21: 'mp3/1GS.mp3',
Up22: 'mp3/1A.mp3',
Up23: 'mp3/1AS.mp3',
Up24: 'mp3/1B.mp3',
Beat1: 'mp3/beat1.mp3',
Beat2: 'mp3/beat2.mp3'
};
function loadBuffers() {
var names = [];
var paths = [];
for (var name in BUFFERS_TO_LOAD) {
var path = BUFFERS_TO_LOAD[name];
names.push(name);
paths.push(path);
}
bufferLoader = new BufferLoader(context, paths, function(bufferList) {
for (var i = 0; i < bufferList.length; i++) {
var buffer = bufferList[i];
var name = names[i];
BUFFERS[name] = buffer;
}
});
bufferLoader.load();
}
document.addEventListener('DOMContentLoaded', function() {
try {
// Fix up prefixing
window.AudioContext = window.AudioContext || window.webkitAudioContext;
context = new AudioContext();
}
catch(e) {
alert("Web Audio API is not supported in this browser");
}
loadBuffers();
});
function playSound(buffer) {
var source = context.createBufferSource();
source.buffer = buffer;
var filter1 = context.createBiquadFilter();
filter1.type = 0;
filter1.frequency.value = 5000;
var gainNode = context.createGain();
source.connect(gainNode);
source.connect(filter1);
gainNode.connect(context.destination);
filter1.connect(context.destination);
source.start(0);
}
//volume control
VolumeMain.gainNode = null;
VolumeMain.changeVolume = function(element) {
var volume = element.value;
var fraction = parseInt(element.value) / parseInt(element.max);
this.gainNode.gain.value = fraction * fraction; //error occurs here
};
// Start off by initializing a new context.
context = new (window.AudioContext || window.webkitAudioContext)();
if (!context.createGain)
context.createGain = context.createGainNode;
if (!context.createDelay)
context.createDelay = context.createDelayNode;
if (!context.createScriptProcessor)
context.createScriptProcessor = context.createJavaScriptNode;
// shim layer with setTimeout fallback
window.requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function( callback ){
window.setTimeout(callback, 1000 / 60);
};
})();
function BufferLoader(context, urlList, callback) {
this.context = context;
this.urlList = urlList;
this.onload = callback;
this.bufferList = new Array();
this.loadCount = 0;
}
BufferLoader.prototype.loadBuffer = function(url, index) {
// Load buffer asynchronously
var request = new XMLHttpRequest();
request.open("GET", url, true);
request.responseType = "arraybuffer";
var loader = this;
request.onload = function() {
// Asynchronously decode the audio file data in request.response
loader.context.decodeAudioData(
request.response,
function(buffer) {
if (!buffer) {
alert('error decoding file data: ' + url);
return;
}
loader.bufferList[index] = buffer;
if (++loader.loadCount == loader.urlList.length)
loader.onload(loader.bufferList);
},
function(error) {
console.error('decodeAudioData error', error);
}
);
}
request.onerror = function() {
alert('BufferLoader: XHR error');
}
request.send();
};
BufferLoader.prototype.load = function() {
for (var i = 0; i < this.urlList.length; ++i)
this.loadBuffer(this.urlList[i], i);
}
LowPFilter.changeFrequency = function(element) {
// Clamp the frequency between the minimum value (40 Hz) and half of the
// sampling rate.
var minValue = 40;
var maxValue = context.sampleRate / 2;
// Logarithm (base 2) to compute how many octaves fall in the range.
var numberOfOctaves = Math.log(maxValue / minValue) / Math.LN2;
// Compute a multiplier from 0 to 1 based on an exponential scale.
var multiplier = Math.pow(2, numberOfOctaves * (element.value - 1.0));
// Get back to the frequency value between min and max.
this.filter1.frequency.value = maxValue * multiplier;
};
LowPFilter.changeQuality = function(element) {
this.filter1.Q.value = element.value * this.QUAL_MUL;
};
LowPFilter.toggleFilter = function(element) {
this.source.disconnect(0);
this.filter1.disconnect(0);
// Check if we want to enable the filter.
if (element.checked) {
// Connect through the filter.
this.source.connect(this.filter1);
this.filter1.connect(context.destination);
} else {
// Otherwise, connect directly.
this.source.connect(context.destination);
}
};
function Beat1() {
this.isPlaying = false;
};
Beat1.prototype.play = function() {
this.gainNode = context.createGain();
this.source = context.createBufferSource();
this.source.buffer = BUFFERS.Beat1;
// Connect source to a gain node
this.source.connect(this.gainNode);
// Connect gain node to destination
this.gainNode.connect(context.destination);
// Start playback in a loop
this.source.loop = true;
this.source[this.source.start ? 'start' : 'noteOn'](0);
};
Beat1.prototype.changeVolume = function(element) {
var volume = element.value;
var fraction = parseInt(element.value) / parseInt(element.max);
// Let's use an x*x curve (x-squared) since simple linear (x) does not
// sound as good.
this.gainNode.gain.value = fraction * fraction;
};
Beat1.prototype.stop = function() {
this.source[this.source.stop ? 'stop' : 'noteOff'](0);
};
Beat1.prototype.toggle = function() {
this.isPlaying ? this.stop() : this.play();
this.isPlaying = !this.isPlaying;
};
function Beat2() {
this.isPlaying = false;
};
Beat2.prototype.play = function() {
this.gainNode = context.createGain();
this.source = context.createBufferSource();
this.source.buffer = BUFFERS.Beat2;
// Connect source to a gain node
this.source.connect(this.gainNode);
// Connect gain node to destination
this.gainNode.connect(context.destination);
// Start playback in a loop
this.source.loop = true;
this.source[this.source.start ? 'start' : 'noteOn'](0);
};
Beat2.prototype.changeVolume = function(element) {
var volume = element.value;
var fraction = parseInt(element.value) / parseInt(element.max);
// Let's use an x*x curve (x-squared) since simple linear (x) does not
// sound as good.
this.gainNode.gain.value = fraction * fraction;
};
Beat2.prototype.stop = function() {
this.source[this.source.stop ? 'stop' : 'noteOff'](0);
};
Beat2.prototype.toggle = function() {
this.isPlaying ? this.stop() : this.play();
this.isPlaying = !this.isPlaying;
};
This is where I create the piano and check which key was clicked and play the appropriate sound (seperate JS file):
// keyboard creation function
window.onload = function () {
// Keyboard Height
var keyboard_height = 120;
// Keyboard Width
var keyboard_width = 980;
// White Key Color
var white_color = 'white';
// Black Key Color
var black_color = 'black';
// Number of octaves
var octaves = 2;
// ID of containing Div
var div_id = 'keyboard';
//------------------------------------------------------------
var paper = Raphael(div_id, keyboard_width, keyboard_height);
// Define white key specs
var white_width = keyboard_width / 14;
// Define black key specs
var black_width = white_width/2;
var black_height = keyboard_height/1.6;
var repeat = 0;
var keyboard_keys = [];
//define white and black key names
var wkn = ['C', 'D', 'E', 'F', 'G', 'A', 'B'];
var bkn = ['Csharp', 'Dsharp', 'Fsharp', 'Gsharp', 'Asharp'];
//create octave groups
for (i=0;i<octaves;i++) {
//create white keys first
for (var w=0; w <= 6 ; w++) {
keyboard_keys[wkn[w]+i] = paper.rect(white_width*(repeat + w), 0, white_width, keyboard_height).attr("fill", white_color);
};
//set multiplier for black key placement
var bw_multiplier = 1.5;
//then black keys on top
for (var b=0; b <= 4 ; b++) {
keyboard_keys[bkn[b]+i] = paper.rect((white_width*repeat) + (black_width*bw_multiplier), 0, black_width, black_height).attr("fill", black_color);
bw_multiplier = (b == 1) ? bw_multiplier + 4 : bw_multiplier + 2;
};
repeat = repeat + 7;
}
for (var i in keyboard_keys) {
(function (st) {
st.node.onclick = function(event) {
var newColor = '#'+(0x1000000+(Math.random())*0xffffff).toString(16).substr(1,6);
st.animate({fill:newColor}, 100);
var testKey = st.paper.getElementByPoint(event.pageX, event.pageY);
var indexOfKey = testKey.id;
if (indexOfKey == 0)
{
playSound(BUFFERS.Down1);
}
else if (indexOfKey == 1)
{
playSound(BUFFERS.Down3);
}
else if (indexOfKey == 2)
{
playSound(BUFFERS.Down5);
}
else if (indexOfKey == 3)
{
playSound(BUFFERS.Down6);
}
else if (indexOfKey == 4)
{
playSound(BUFFERS.Down8);
}
else if (indexOfKey == 5)
{
playSound(BUFFERS.Down10);
}
else if (indexOfKey == 6)
{
playSound(BUFFERS.Down12);
}
else if (indexOfKey == 7)
{
playSound(BUFFERS.Down2);
}
else if (indexOfKey == 8)
{
playSound(BUFFERS.Down4);
}
else if (indexOfKey == 9)
{
playSound(BUFFERS.Down7);
}
else if (indexOfKey == 10)
{
playSound(BUFFERS.Down9);
}
else if (indexOfKey == 11)
{
playSound(BUFFERS.Down11);
}
else if (indexOfKey == 12)
{
playSound(BUFFERS.Up13);
}
else if (indexOfKey == 13)
{
playSound(BUFFERS.Up15);
}
else if (indexOfKey == 14)
{
playSound(BUFFERS.Up17);
}
else if (indexOfKey == 15)
{
playSound(BUFFERS.Up18);
}
else if (indexOfKey == 16)
{
playSound(BUFFERS.Up20);
}
else if (indexOfKey == 17)
{
playSound(BUFFERS.Up22);
}
else if (indexOfKey == 18)
{
playSound(BUFFERS.Up24);
}
else if (indexOfKey == 19)
{
playSound(BUFFERS.Up14);
}
else if (indexOfKey == 20)
{
playSound(BUFFERS.Up16)
}
else if (indexOfKey == 21)
{
playSound(BUFFERS.Up19);
}
else if (indexOfKey == 22)
{
playSound(BUFFERS.Up21);
}
else
{
playSound(BUFFERS.Up23);
}
};
})(keyboard_keys[i]);
}
};
Here's where I define the range slider for the volume control in my HTML (don't worry it is formatted correctly on in my code):
<div id="keyboard">
<script>
loadBuffers();
var beat1 = new Beat1();
var beat2 = new Beat2();
</script>
</div>
<div>Volume: <input type="range" min="0" max="100" value="100" oninput="VolumeMain.changeVolume(this);" /></div>
<div>Low Pass Filter on: <input type="checkbox" checked="false" oninput="LowPFilter.toggleFilter(this);" />
Frequency: <input type="range" min="0" max="1" step="0.01" value="1" oninput="LowPFilter.changeFrequency(this);" />
Quality: <input type="range" min="0" max="1" step="0.01" value="0" oninput="LowPFilter.changeQuality(this);" /></div>
<div>Beat 1: <input type="button" onclick="beat1.toggle();" value="Play/Pause"/>
Volume: <input type="range" min="0" max="100" value="100" onchange="beat1.changeVolume(this);"></div>
<div>Beat 2: <input type="button" onclick="beat2.toggle();" value="Play/Pause"/>
Volume: <input type="range" min="0" max="100" value="100" onchange="beat2.changeVolume(this);"></div>
</div>
This issue seems to be that the Volume control being used for the keyboard itself is somehow not being able to detect which sound buffer to use and modify. The code you supplied is good when you know exactly which source you are going to be adjusting the volume for, like in the case of my Beat1 and Beat 2 (those volume controls both work fine). I need the code to be able to modify the volume of any source in the buffer array. I'm using the Raphael package to create the keyboard, if that helps (it probably doesn't). I would call attention to the playSound(buffer) method and the VolumeMain.changeVolume functions. None of the LowPFilter methods work either but once we figure out how to adjust the volume for any given source that method's problem will also be fixed.
Edit (update). This removes the error and allows you to access the gainNode value
var gainNode = context.createGain();
function playSound(buffer) {
var source = context.createBufferSource();
source.buffer = buffer;
var filter1 = context.createBiquadFilter();
filter1.type = 0;
filter1.frequency.value = 5000;
source.connect(gainNode);
source.connect(filter1);
gainNode.connect(context.destination);
filter1.connect(context.destination);
source.start(audioContext.currentTime);
}
//volume control
VolumeMain.changeVolume = function(element) {
var volume = element.value;
var fraction = parseInt(element.value) / parseInt(element.max);
gainNode.gain.value = fraction * fraction;
console.log(gainNode.gain.value); // Console log of gain value when slider is moved
};
Previous reply
I don't really understand the problem but if you just want a piece of code as an example of setting up a gain node with an HTML range slider here's an example with an oscillator. You might want to do a little spike test and see if something like this works in your code with an oscillator and then try and apply it to your audio buffer code.
http://jsfiddle.net/vqb9dmrL/
<input id="gainSlider" type="range" min="0" max="1" step="0.05" value="0.5"/>
var audioContext = new webkitAudioContext();
var osc = audioContext.createOscillator();
osc.start(audioContext.cueentTime);
var gainChan1 = audioContext.createGain();
osc.connect(gainChan1);
gainChan1.connect(audioContext.destination);
var gainSlider = document.getElementById("gainSlider");
gainSlider.addEventListener('change', function() {
gainChan1.gain.value = this.value;
});
Related
I'm trying to manage to apply an generated image of an audio graph for every div that a music url is found with a Google Chrome Extension.
However, the process of downloading the music from the url and processing the image, takes enough time that all of the images keep applying to the last div.
I'm trying to apply the images to each div as throughout the JQuery's each request. All the div's have the /renderload.gif gif playing, but only the last div flashes as the images finished processing one by one.
Example being that the src is being set to /renderload.gif for all 1,2,3,4,5
but once the sound blob was downloaded and image was generated, only 4-5 gets the images and it continues on loading the queue, repeating the issue.
Here's an example of what I'm trying to deal with.
Here's my latest attempts to add queueing to avoid lag by loading all the audios at once, but it seems the issue still persists.
// context.js
function Queue(){
var queue = [];
var offset = 0;
this.getLength = function(){
return (queue.length - offset);
}
this.isEmpty = function(){
return (queue.length == 0);
}
this.setEmpty = function(){
queue = [];
return true;
}
this.enqueue = function(item){
queue.push(item);
}
this.dequeue = function(){
if (queue.length == 0) return undefined;
var item = queue[offset];
if (++ offset * 2 >= queue.length){
queue = queue.slice(offset);
offset = 0;
}
return item;
}
this.peek = function(){
return (queue.length > 0 ? queue[offset] : undefined);
}
}
var audioqueue=new Queue();
var init=0;
var current=0;
var finished=0;
function RunGraphs(x) {
if (x==init) {
if (audioqueue.isEmpty()==false) {
current++;
var das=audioqueue.dequeue();
var divparent=das.find(".original-image");
var songurl=das.find(".Mpcs").find('span').attr("data-url");
console.log("is song url "+songurl);
console.log("is data here "+divparent.attr("title"));
divparent.css('width','110px');
divparent.attr('src','https://i.pinimg.com/originals/a4/f2/cb/a4f2cb80ff2ae2772e80bf30e9d78d4c.gif');
var blob = null;
var xhr = new XMLHttpRequest();
xhr.open("GET",songurl,true);
xhr.responseType = "blob";//force the HTTP response, response-type header to be blob
xhr.onload = function() {
blob = xhr.response;//xhr.response is now a blob object
console.log(blob);
SCWFRobloxAudioTool.generate(blob, {
canvas_width: 110,
canvas_height: 110,
bar_width: 1,
bar_gap : .2,
wave_color: "#ecb440",
download: false,
onComplete: function(png, pixels) {
if (init == x) {
divparent.attr('src',png);
finished++;
}
}
});
}
xhr.send();
OnHold(x);
}
}
}
function OnHold(x) {
if (x==init) {
if (current > finished+7) {
setTimeout(function(){
OnHold(x)
},150)
} else {
RunGraphs(x)
}
}
}
if (window.location.href.includes("/lib?Ct=DevOnly")){
functionlist=[];
current=0;
finished=0;
init++;
audioqueue.setEmpty();
$(".CATinner").each(function(index) {
(function(x){
audioqueue.enqueue(x);
}($(this)));
});
RunGraphs(init);
};
The SCWFAudioTool is from this github repository.
Soundcloud Waveform Generator
The Queue.js from a search request, slightly modified to have setEmpty support.Queue.js
Please read the edit part of the post
I mad a usable minimal example of your code in order to check your Queue and defer method. there seems to be no error that i can find (i don't have the html file and cant check for missing files. Please do that yourself by adding the if (this.status >= 200 && this.status < 400) check to the onload callback):
// context.js
function Queue(){
var queue = [];
var offset = 0;
this.getLength = function(){
return (queue.length - offset);
}
this.isEmpty = function(){
return (queue.length == 0);
}
this.setEmpty = function(){
queue = [];
return true;
}
this.enqueue = function(item){
queue.push(item);
}
this.dequeue = function(){
if (queue.length == 0) return undefined;
var item = queue[offset];
if (++ offset * 2 >= queue.length){
queue = queue.slice(offset);
offset = 0;
}
return item;
}
this.peek = function(){
return (queue.length > 0 ? queue[offset] : undefined);
}
}
var audioqueue=new Queue();
var init=0;
var current=0;
var finished=0;
function RunGraphs(x) {
if (x==init) {
if (audioqueue.isEmpty()==false) {
current++;
var songurl = audioqueue.dequeue();
console.log("is song url "+songurl);
var blob = null;
var xhr = new XMLHttpRequest();
xhr.open("GET",songurl,true);
xhr.responseType = "blob";//force the HTTP response, response-type header to be blob
xhr.onload = function() {
if (this.status >= 200 && this.status < 400) {
blob = xhr.response;//xhr.response is now a blob object
console.log('OK');
finished++;
} else {
console.log('FAIL');
}
}
xhr.send();
OnHold(x);
}
}
}
function OnHold(x) {
if (x==init) {
if (current > finished+7) {
setTimeout(function(){
OnHold(x)
},150)
} else {
RunGraphs(x)
}
}
}
var demoObject = new Blob(["0".repeat(1024*1024*2)]); // 2MB Blob
var demoObjectURL = URL.createObjectURL(demoObject);
if (true){
functionlist=[];
current=0;
finished=0;
init++;
audioqueue.setEmpty();
for(var i = 0; i < 20; i++)
audioqueue.enqueue(demoObjectURL);
RunGraphs(init);
};
Therefore if there are no errors left concerning missing files the only errors i can think off is related to the SCWFRobloxAudioTool.generate method.
Please check if the callback gets triggered correctly and that no errors accrue during conversion.
If you provide additional additional info, data or code i can look into this problem.
EDIT:
I looked into the 'SoundCloudWaveform' program and i think i see the problem:
The module is not made to handle multiple queries at once (there is only one global setting object. So every attempt to add another query to the api will override the callback of the previous one, and since the fileReader is a async call only the latest added callback will be executed.)
Please consider using an oop attempt of this api:
window.AudioContext = window.AudioContext || window.webkitAudioContext;
Array.prototype.max = function() {
return Math.max.apply(null, this);
};
function SoundCloudWaveform (){
this.settings = {
canvas_width: 453,
canvas_height: 66,
bar_width: 3,
bar_gap : 0.2,
wave_color: "#666",
download: false,
onComplete: function(png, pixels) {}
}
this.generate = function(file, options) {
// preparing canvas
this.settings.canvas = document.createElement('canvas');
this.settings.context = this.settings.canvas.getContext('2d');
this.settings.canvas.width = (options.canvas_width !== undefined) ? parseInt(options.canvas_width) : this.settings.canvas_width;
this.settings.canvas.height = (options.canvas_height !== undefined) ? parseInt(options.canvas_height) : this.settings.canvas_height;
// setting fill color
this.settings.wave_color = (options.wave_color !== undefined) ? options.wave_color : this.settings.wave_color;
// setting bars width and gap
this.settings.bar_width = (options.bar_width !== undefined) ? parseInt(options.bar_width) : this.settings.bar_width;
this.settings.bar_gap = (options.bar_gap !== undefined) ? parseFloat(options.bar_gap) : this.settings.bar_gap;
this.settings.download = (options.download !== undefined) ? options.download : this.settings.download;
this.settings.onComplete = (options.onComplete !== undefined) ? options.onComplete : this.settings.onComplete;
// read file buffer
var reader = new FileReader();
var _this = this;
reader.onload = function(event) {
var audioContext = new AudioContext()
audioContext.decodeAudioData(event.target.result, function(buffer) {
audioContext.close();
_this.extractBuffer(buffer);
});
};
reader.readAsArrayBuffer(file);
}
this.extractBuffer = function(buffer) {
buffer = buffer.getChannelData(0);
var sections = this.settings.canvas.width;
var len = Math.floor(buffer.length / sections);
var maxHeight = this.settings.canvas.height;
var vals = [];
for (var i = 0; i < sections; i += this.settings.bar_width) {
vals.push(this.bufferMeasure(i * len, len, buffer) * 10000);
}
for (var j = 0; j < sections; j += this.settings.bar_width) {
var scale = maxHeight / vals.max();
var val = this.bufferMeasure(j * len, len, buffer) * 10000;
val *= scale;
val += 1;
this.drawBar(j, val);
}
if (this.settings.download) {
this.generateImage();
}
this.settings.onComplete(this.settings.canvas.toDataURL('image/png'), this.settings.context.getImageData(0, 0, this.settings.canvas.width, this.settings.canvas.height));
// clear canvas for redrawing
this.settings.context.clearRect(0, 0, this.settings.canvas.width, this.settings.canvas.height);
},
this.bufferMeasure = function(position, length, data) {
var sum = 0.0;
for (var i = position; i <= (position + length) - 1; i++) {
sum += Math.pow(data[i], 2);
}
return Math.sqrt(sum / data.length);
},
this.drawBar = function(i, h) {
this.settings.context.fillStyle = this.settings.wave_color;
var w = this.settings.bar_width;
if (this.settings.bar_gap !== 0) {
w *= Math.abs(1 - this.settings.bar_gap);
}
var x = i + (w / 2),
y = this.settings.canvas.height - h;
this.settings.context.fillRect(x, y, w, h);
},
this.generateImage = function() {
var image = this.settings.canvas.toDataURL('image/png');
var link = document.createElement('a');
link.href = image;
link.setAttribute('download', '');
link.click();
}
}
console.log(new SoundCloudWaveform());
Also consider simply using an array for the queue:
function Queue(){
var queue = [];
var offset = 0;
this.getLength = function(){
return (queue.length - offset);
}
this.isEmpty = function(){
return (queue.length == 0);
}
this.setEmpty = function(){
queue = [];
return true;
}
this.enqueue = function(item){
queue.push(item);
}
this.dequeue = function(){
if (queue.length == 0) return undefined;
var item = queue[offset];
if (++ offset * 2 >= queue.length){
queue = queue.slice(offset);
offset = 0;
}
return item;
}
this.peek = function(){
return (queue.length > 0 ? queue[offset] : undefined);
}
}
var q = new Queue();
q.enqueue(1)
q.enqueue(2)
q.enqueue(3)
console.log(q.dequeue());
console.log(q.dequeue());
console.log(q.dequeue());
console.log(q.dequeue());
var q2 = [];
q2.push(1)
q2.push(2)
q2.push(3)
console.log(q2.shift());
console.log(q2.shift());
console.log(q2.shift());
console.log(q2.shift());
It prevents confusion ant the speedup of it is minimal in your application.
On your open method on the xhr object, set the parameter to true, also... try using the onload() instead of onloadend(). Good Luck!
var xmlhttp = new XMLHttpRequest(),
method = 'GET',
url = 'https://developer.mozilla.org/';
xmlhttp.open(method, url, true);
xmlhttp.onload = function () {
// Do something with the retrieved data
};
xmlhttp.send();
I have a website that uses smooth scroll which works great.. But once I added the following code:
var $ = jQuery.noConflict();
$(document).ready(function() {
$(function() {
var $ticker = $('#news-ticker'),
$first = $('.news-ticket-class li:first-child', $ticker);
// put an empty space between each letter so we can
// use break word
$('.news-ticket-class li', $ticker).each(function() {
var $this = $(this),
text = $this.text();
$this.html(text.split('').join(''));
});
// begin the animation
function tick($el) {
$el.addClass('tick')
.one('webkitAnimationEnd oanimationend msAnimationEnd animationend', function() {
$el.removeClass('tick');
var $next = $el.next('li');
$next = $next.length > 0 ? $next : $first;
tick($next);
});
}
tick($first);
});
});
It breaks the smooth scroll. I have tried using the noconflict and that doesn't help as you can see.
The template I use is here that has the smooth scrolling option.
I am stuck with either the above code or my menus working. If you have any other suggestions that mimic someone typing, like this website, please send over my way.
EDIT: This is the smooth scroll script:
//
// SmoothScroll for websites v1.4.0 (Balazs Galambosi)
// http://www.smoothscroll.net/
//
// Licensed under the terms of the MIT license.
//
// You may use it in your theme if you credit me.
// It is also free to use on any individual website.
//
// Exception:
// The only restriction is to not publish any
// extension for browsers or native application
// without getting a written permission first.
//
(function () {
// Scroll Variables (tweakable)
var defaultOptions = {
// Scrolling Core
frameRate : 150, // [Hz]
animationTime : 500, // [ms]
stepSize : 100, // [px]
// Pulse (less tweakable)
// ratio of "tail" to "acceleration"
pulseAlgorithm : true,
pulseScale : 4,
pulseNormalize : 1,
// Acceleration
accelerationDelta : 50, // 50
accelerationMax : 3, // 3
// Keyboard Settings
keyboardSupport : true, // option
arrowScroll : 50, // [px]
// Other
touchpadSupport : false, // ignore touchpad by default
fixedBackground : true,
excluded : ''
};
var options = defaultOptions;
// Other Variables
var isExcluded = false;
var isFrame = false;
var direction = { x: 0, y: 0 };
var initDone = false;
var root = document.documentElement;
var activeElement;
var observer;
var refreshSize;
var deltaBuffer = [];
var isMac = /^Mac/.test(navigator.platform);
var key = { left: 37, up: 38, right: 39, down: 40, spacebar: 32,
pageup: 33, pagedown: 34, end: 35, home: 36 };
/***********************************************
* INITIALIZE
***********************************************/
/**
* Tests if smooth scrolling is allowed. Shuts down everything if not.
*/
function initTest() {
if (options.keyboardSupport) {
addEvent('keydown', keydown);
}
}
/**
* Sets up scrolls array, determines if frames are involved.
*/
function init() {
if (initDone || !document.body) return;
initDone = true;
var body = document.body;
var html = document.documentElement;
var windowHeight = window.innerHeight;
var scrollHeight = body.scrollHeight;
// check compat mode for root element
root = (document.compatMode.indexOf('CSS') >= 0) ? html : body;
activeElement = body;
initTest();
// Checks if this script is running in a frame
if (top != self) {
isFrame = true;
}
/**
* Please duplicate this radar for a Safari fix!
* rdar://22376037
* https://openradar.appspot.com/radar?id=4965070979203072
*
* Only applies to Safari now, Chrome fixed it in v45:
* This fixes a bug where the areas left and right to
* the content does not trigger the onmousewheel event
* on some pages. e.g.: html, body { height: 100% }
*/
else if (scrollHeight > windowHeight &&
(body.offsetHeight <= windowHeight ||
html.offsetHeight <= windowHeight)) {
var fullPageElem = document.createElement('div');
fullPageElem.style.cssText = 'position:absolute; z-index:-10000; ' +
'top:0; left:0; right:0; height:' +
root.scrollHeight + 'px';
document.body.appendChild(fullPageElem);
// DOM changed (throttled) to fix height
var pendingRefresh;
refreshSize = function () {
if (pendingRefresh) return; // could also be: clearTimeout(pendingRefresh);
pendingRefresh = setTimeout(function () {
if (isExcluded) return; // could be running after cleanup
fullPageElem.style.height = '0';
fullPageElem.style.height = root.scrollHeight + 'px';
pendingRefresh = null;
}, 500); // act rarely to stay fast
};
setTimeout(refreshSize, 10);
addEvent('resize', refreshSize);
// TODO: attributeFilter?
var config = {
attributes: true,
childList: true,
characterData: false
// subtree: true
};
observer = new MutationObserver(refreshSize);
observer.observe(body, config);
if (root.offsetHeight <= windowHeight) {
var clearfix = document.createElement('div');
clearfix.style.clear = 'both';
body.appendChild(clearfix);
}
}
// disable fixed background
if (!options.fixedBackground && !isExcluded) {
body.style.backgroundAttachment = 'scroll';
html.style.backgroundAttachment = 'scroll';
}
}
/**
* Removes event listeners and other traces left on the page.
*/
function cleanup() {
observer && observer.disconnect();
removeEvent(wheelEvent, wheel);
removeEvent('mousedown', mousedown);
removeEvent('keydown', keydown);
removeEvent('resize', refreshSize);
removeEvent('load', init);
}
/************************************************
* SCROLLING
************************************************/
var que = [];
var pending = false;
var lastScroll = Date.now();
/**
* Pushes scroll actions to the scrolling queue.
*/
function scrollArray(elem, left, top) {
directionCheck(left, top);
if (options.accelerationMax != 1) {
var now = Date.now();
var elapsed = now - lastScroll;
if (elapsed < options.accelerationDelta) {
var factor = (1 + (50 / elapsed)) / 2;
if (factor > 1) {
factor = Math.min(factor, options.accelerationMax);
left *= factor;
top *= factor;
}
}
lastScroll = Date.now();
}
// push a scroll command
que.push({
x: left,
y: top,
lastX: (left < 0) ? 0.99 : -0.99,
lastY: (top < 0) ? 0.99 : -0.99,
start: Date.now()
});
// don't act if there's a pending queue
if (pending) {
return;
}
var scrollWindow = (elem === document.body);
var step = function (time) {
var now = Date.now();
var scrollX = 0;
var scrollY = 0;
for (var i = 0; i < que.length; i++) {
var item = que[i];
var elapsed = now - item.start;
var finished = (elapsed >= options.animationTime);
// scroll position: [0, 1]
var position = (finished) ? 1 : elapsed / options.animationTime;
// easing [optional]
if (options.pulseAlgorithm) {
position = pulse(position);
}
// only need the difference
var x = (item.x * position - item.lastX) >> 0;
var y = (item.y * position - item.lastY) >> 0;
// add this to the total scrolling
scrollX += x;
scrollY += y;
// update last values
item.lastX += x;
item.lastY += y;
// delete and step back if it's over
if (finished) {
que.splice(i, 1); i--;
}
}
// scroll left and top
if (scrollWindow) {
window.scrollBy(scrollX, scrollY);
}
else {
if (scrollX) elem.scrollLeft += scrollX;
if (scrollY) elem.scrollTop += scrollY;
}
// clean up if there's nothing left to do
if (!left && !top) {
que = [];
}
if (que.length) {
requestFrame(step, elem, (1000 / options.frameRate + 1));
} else {
pending = false;
}
};
// start a new queue of actions
requestFrame(step, elem, 0);
pending = true;
}
/***********************************************
* EVENTS
***********************************************/
/**
* Mouse wheel handler.
* #param {Object} event
*/
function wheel(event) {
if (!initDone) {
init();
}
var target = event.target;
var overflowing = overflowingAncestor(target);
// use default if there's no overflowing
// element or default action is prevented
// or it's a zooming event with CTRL
if (!overflowing || event.defaultPrevented || event.ctrlKey) {
return true;
}
// leave embedded content alone (flash & pdf)
if (isNodeName(activeElement, 'embed') ||
(isNodeName(target, 'embed') && /\.pdf/i.test(target.src)) ||
isNodeName(activeElement, 'object')) {
return true;
}
var deltaX = -event.wheelDeltaX || event.deltaX || 0;
var deltaY = -event.wheelDeltaY || event.deltaY || 0;
if (isMac) {
if (event.wheelDeltaX && isDivisible(event.wheelDeltaX, 120)) {
deltaX = -120 * (event.wheelDeltaX / Math.abs(event.wheelDeltaX));
}
if (event.wheelDeltaY && isDivisible(event.wheelDeltaY, 120)) {
deltaY = -120 * (event.wheelDeltaY / Math.abs(event.wheelDeltaY));
}
}
// use wheelDelta if deltaX/Y is not available
if (!deltaX && !deltaY) {
deltaY = -event.wheelDelta || 0;
}
// line based scrolling (Firefox mostly)
if (event.deltaMode === 1) {
deltaX *= 40;
deltaY *= 40;
}
// check if it's a touchpad scroll that should be ignored
if (!options.touchpadSupport && isTouchpad(deltaY)) {
return true;
}
// scale by step size
// delta is 120 most of the time
// synaptics seems to send 1 sometimes
if (Math.abs(deltaX) > 1.2) {
deltaX *= options.stepSize / 120;
}
if (Math.abs(deltaY) > 1.2) {
deltaY *= options.stepSize / 120;
}
scrollArray(overflowing, deltaX, deltaY);
event.preventDefault();
scheduleClearCache();
}
/**
* Keydown event handler.
* #param {Object} event
*/
function keydown(event) {
var target = event.target;
var modifier = event.ctrlKey || event.altKey || event.metaKey ||
(event.shiftKey && event.keyCode !== key.spacebar);
// our own tracked active element could've been removed from the DOM
if (!document.body.contains(activeElement)) {
activeElement = document.activeElement;
}
// do nothing if user is editing text
// or using a modifier key (except shift)
// or in a dropdown
// or inside interactive elements
var inputNodeNames = /^(textarea|select|embed|object)$/i;
var buttonTypes = /^(button|submit|radio|checkbox|file|color|image)$/i;
if ( inputNodeNames.test(target.nodeName) ||
isNodeName(target, 'input') && !buttonTypes.test(target.type) ||
isNodeName(activeElement, 'video') ||
isInsideYoutubeVideo(event) ||
target.isContentEditable ||
event.defaultPrevented ||
modifier ) {
return true;
}
// spacebar should trigger button press
if ((isNodeName(target, 'button') ||
isNodeName(target, 'input') && buttonTypes.test(target.type)) &&
event.keyCode === key.spacebar) {
return true;
}
var shift, x = 0, y = 0;
var elem = overflowingAncestor(activeElement);
var clientHeight = elem.clientHeight;
if (elem == document.body) {
clientHeight = window.innerHeight;
}
switch (event.keyCode) {
case key.up:
y = -options.arrowScroll;
break;
case key.down:
y = options.arrowScroll;
break;
case key.spacebar: // (+ shift)
shift = event.shiftKey ? 1 : -1;
y = -shift * clientHeight * 0.9;
break;
case key.pageup:
y = -clientHeight * 0.9;
break;
case key.pagedown:
y = clientHeight * 0.9;
break;
case key.home:
y = -elem.scrollTop;
break;
case key.end:
var damt = elem.scrollHeight - elem.scrollTop - clientHeight;
y = (damt > 0) ? damt+10 : 0;
break;
case key.left:
x = -options.arrowScroll;
break;
case key.right:
x = options.arrowScroll;
break;
default:
return true; // a key we don't care about
}
scrollArray(elem, x, y);
event.preventDefault();
scheduleClearCache();
}
/**
* Mousedown event only for updating activeElement
*/
function mousedown(event) {
activeElement = event.target;
}
/***********************************************
* OVERFLOW
***********************************************/
var uniqueID = (function () {
var i = 0;
return function (el) {
return el.uniqueID || (el.uniqueID = i++);
};
})();
var cache = {}; // cleared out after a scrolling session
var clearCacheTimer;
//setInterval(function () { cache = {}; }, 10 * 1000);
function scheduleClearCache() {
clearTimeout(clearCacheTimer);
clearCacheTimer = setInterval(function () { cache = {}; }, 1*1000);
}
function setCache(elems, overflowing) {
for (var i = elems.length; i--;)
cache[uniqueID(elems[i])] = overflowing;
return overflowing;
}
// (body) (root)
// | hidden | visible | scroll | auto |
// hidden | no | no | YES | YES |
// visible | no | YES | YES | YES |
// scroll | no | YES | YES | YES |
// auto | no | YES | YES | YES |
function overflowingAncestor(el) {
var elems = [];
var body = document.body;
var rootScrollHeight = root.scrollHeight;
do {
var cached = cache[uniqueID(el)];
if (cached) {
return setCache(elems, cached);
}
elems.push(el);
if (rootScrollHeight === el.scrollHeight) {
var topOverflowsNotHidden = overflowNotHidden(root) && overflowNotHidden(body);
var isOverflowCSS = topOverflowsNotHidden || overflowAutoOrScroll(root);
if (isFrame && isContentOverflowing(root) ||
!isFrame && isOverflowCSS) {
return setCache(elems, getScrollRoot());
}
} else if (isContentOverflowing(el) && overflowAutoOrScroll(el)) {
return setCache(elems, el);
}
} while (el = el.parentElement);
}
function isContentOverflowing(el) {
return (el.clientHeight + 10 < el.scrollHeight);
}
// typically for <body> and <html>
function overflowNotHidden(el) {
var overflow = getComputedStyle(el, '').getPropertyValue('overflow-y');
return (overflow !== 'hidden');
}
// for all other elements
function overflowAutoOrScroll(el) {
var overflow = getComputedStyle(el, '').getPropertyValue('overflow-y');
return (overflow === 'scroll' || overflow === 'auto');
}
/***********************************************
* HELPERS
***********************************************/
function addEvent(type, fn) {
window.addEventListener(type, fn, false);
}
function removeEvent(type, fn) {
window.removeEventListener(type, fn, false);
}
function isNodeName(el, tag) {
return (el.nodeName||'').toLowerCase() === tag.toLowerCase();
}
function directionCheck(x, y) {
x = (x > 0) ? 1 : -1;
y = (y > 0) ? 1 : -1;
if (direction.x !== x || direction.y !== y) {
direction.x = x;
direction.y = y;
que = [];
lastScroll = 0;
}
}
var deltaBufferTimer;
if (window.localStorage && localStorage.SS_deltaBuffer) {
deltaBuffer = localStorage.SS_deltaBuffer.split(',');
}
function isTouchpad(deltaY) {
if (!deltaY) return;
if (!deltaBuffer.length) {
deltaBuffer = [deltaY, deltaY, deltaY];
}
deltaY = Math.abs(deltaY)
deltaBuffer.push(deltaY);
deltaBuffer.shift();
clearTimeout(deltaBufferTimer);
deltaBufferTimer = setTimeout(function () {
if (window.localStorage) {
localStorage.SS_deltaBuffer = deltaBuffer.join(',');
}
}, 1000);
return !allDeltasDivisableBy(120) && !allDeltasDivisableBy(100);
}
function isDivisible(n, divisor) {
return (Math.floor(n / divisor) == n / divisor);
}
function allDeltasDivisableBy(divisor) {
return (isDivisible(deltaBuffer[0], divisor) &&
isDivisible(deltaBuffer[1], divisor) &&
isDivisible(deltaBuffer[2], divisor));
}
function isInsideYoutubeVideo(event) {
var elem = event.target;
var isControl = false;
if (document.URL.indexOf ('www.youtube.com/watch') != -1) {
do {
isControl = (elem.classList &&
elem.classList.contains('html5-video-controls'));
if (isControl) break;
} while (elem = elem.parentNode);
}
return isControl;
}
var requestFrame = (function () {
return (window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
function (callback, element, delay) {
window.setTimeout(callback, delay || (1000/60));
});
})();
var MutationObserver = (window.MutationObserver ||
window.WebKitMutationObserver ||
window.MozMutationObserver);
var getScrollRoot = (function() {
var SCROLL_ROOT;
return function() {
if (!SCROLL_ROOT) {
var dummy = document.createElement('div');
dummy.style.cssText = 'height:10000px;width:1px;';
document.body.appendChild(dummy);
var bodyScrollTop = document.body.scrollTop;
var docElScrollTop = document.documentElement.scrollTop;
window.scrollBy(0, 3);
if (document.body.scrollTop != bodyScrollTop)
(SCROLL_ROOT = document.body);
else
(SCROLL_ROOT = document.documentElement);
window.scrollBy(0, -3);
document.body.removeChild(dummy);
}
return SCROLL_ROOT;
};
})();
/***********************************************
* PULSE (by Michael Herf)
***********************************************/
/**
* Viscous fluid with a pulse for part and decay for the rest.
* - Applies a fixed force over an interval (a damped acceleration), and
* - Lets the exponential bleed away the velocity over a longer interval
* - Michael Herf, http://stereopsis.com/stopping/
*/
function pulse_(x) {
var val, start, expx;
// test
x = x * options.pulseScale;
if (x < 1) { // acceleartion
val = x - (1 - Math.exp(-x));
} else { // tail
// the previous animation ended here:
start = Math.exp(-1);
// simple viscous drag
x -= 1;
expx = 1 - Math.exp(-x);
val = start + (expx * (1 - start));
}
return val * options.pulseNormalize;
}
function pulse(x) {
if (x >= 1) return 1;
if (x <= 0) return 0;
if (options.pulseNormalize == 1) {
options.pulseNormalize /= pulse_(1);
}
return pulse_(x);
}
/***********************************************
* FIRST RUN
***********************************************/
var userAgent = window.navigator.userAgent;
var isEdge = /Edge/.test(userAgent); // thank you MS
var isChrome = /chrome/i.test(userAgent) && !isEdge;
var isSafari = /safari/i.test(userAgent) && !isEdge;
var isMobile = /mobile/i.test(userAgent);
var isIEWin7 = /Windows NT 6.1/i.test(userAgent) && /rv:11/i.test(userAgent);
var isEnabledForBrowser = (isChrome || isSafari || isIEWin7) && !isMobile;
var wheelEvent;
if ('onwheel' in document.createElement('div'))
wheelEvent = 'wheel';
else if ('onmousewheel' in document.createElement('div'))
wheelEvent = 'mousewheel';
if (wheelEvent && isEnabledForBrowser) {
addEvent(wheelEvent, wheel);
addEvent('mousedown', mousedown);
addEvent('load', init);
}
/***********************************************
* PUBLIC INTERFACE
***********************************************/
function SmoothScroll(optionsToSet) {
for (var key in optionsToSet)
if (defaultOptions.hasOwnProperty(key))
options[key] = optionsToSet[key];
}
SmoothScroll.destroy = cleanup;
if (window.SmoothScrollOptions) // async API
SmoothScroll(window.SmoothScrollOptions)
if (typeof define === 'function' && define.amd)
define(function() {
return SmoothScroll;
});
else if ('object' == typeof exports)
module.exports = SmoothScroll;
else
window.SmoothScroll = SmoothScroll;
})();
I believe the purpose of noConflict is to relinquish control of the $ global variable for external libraries, so doing var $ = jQuery.noConflict(); just sets the global $ to what noConflict returns, which is the jQuery object. In other words, it doesn't buy you anything - it's simply setting $ to what $ would be, even without the noConflict() method.
Change the $ to $j like the following:
var $j = jQuery.noConflict();
$j(document).ready(function() {
$j(function() {
var $ticker = $j('#news-ticker'),
$first = $j('.news-ticket-class li:first-child', $ticker);
// put an empty space between each letter so we can
// use break word
$j('.news-ticket-class li', $ticker).each(function() {
var $this = $j(this),
text = $this.text();
$this.html(text.split('').join(''));
});
// begin the animation
function tick($el) {
$el.addClass('tick')
.one('webkitAnimationEnd oanimationend msAnimationEnd animationend', function() {
$el.removeClass('tick');
var $next = $el.next('li');
$next = $next.length > 0 ? $next : $first;
tick($next);
});
}
tick($first);
});
});
i am trying to code the typed jquery functinality in javascript.I am almost there.HEre i need to add a delay after loading the word.like a few secons(lest say 4 sec) after each word loaded. How can i do it. In tried delay and set time out.It is not working for me or i am placing in wrong position. How can i set it.
var count = 0,
count2 = 0,
arr = ["SWOO", "EXCITE", "WOW", "AMAZE", "IMPRESS", "EDUICATE"],
dir = true;
setInterval(function() {
var interval = setInterval(function() {
document.getElementById('p1').innerHTML = arr[count].substring(0, count2);
if (dir) {
count2++;
if (count2 >= arr[count].length) {
dir = false;
}
} else {
count2--;
if (count2 < 0) {
dir = true;
clearInterval(interval);
}
}
}, 100);
count++;
if (count == 6) count = 0;
}, 2500);
<div style="width=100%">
<span id="p1" className="p2 hero-text-animate"></span> <span>them with video</span>
</div>
Your implementation will have problems if you add “A very long string” in to the array.
I’ve modified your code, hope it will help.
var count = 0,
count2 = 0,
arr = ["SWOO", "EXCITE", "WOW", "AMAZE", "IMPRESS", "EDUICATE"],
dir = true;
var p1 = document.getElementById("p1");
// Turning the intervals to on or off.
var onOff = function(bool, func, time) {
if (bool === true) {
interval = setInterval(func, time);
} else {
clearInterval(interval);
}
};
var eraseCharacters = function() {
// How long we want to wait before typing.
var wait = 1000;
// How fast we want to erase.
var erasingSpeed = 100;
var erase = function() {
p1.innerHTML = arr[count].substring(0, count2);
count2--;
if (count2 < 0) {
dir = true;
// Stop erasing.
onOff(false);
count++;
if (count === 6) {
count = 0;
}
// Start typing.
setTimeout(startTyping, wait);
}
};
// Start erasing.
onOff(true, erase, erasingSpeed);
};
var startTyping = function() {
// How long we want to wait before erasing.
var wait = 4000;
// How fast we want to type.
var typingSpeed = 100;
var type = function() {
p1.innerHTML = arr[count].substring(0, count2);
if (dir) {
count2++;
if (count2 > arr[count].length) {
dir = false;
// Stop typing.
onOff(false);
// Start erasing.
setTimeout(eraseCharacters, wait);
}
}
};
// Start typing.
onOff(true, type, typingSpeed);
};
// Start typing after 2 seconds.
setTimeout(startTyping, 2000);
<div style="width=100%">
<!-- Maybe it should be class. -->
<span id="p1" className="p2 hero-text-animate"></span> <span>them with video</span>
</div>
I'm new to Nativescript (used to be a Corona/Lua developer) and I need to create a function (similar to a RuntimeEventListener in Lua) that constantly gets user location and updates a dashboard with speed and altitude, for example.
My current code gets this info only when a button is pressed (which does not make sense for the kind of app I am trying to build). Question is, how to create and invoke such listener/function?
I am coding in Javascript and below it is my current code:
var Observable = require("data/observable").Observable;
var frames = require("ui/frame");
var orientation = require('nativescript-orientation');
orientation.enableRotation(); // The screen will rotate
console.log(orientation.getOrientation()); // Returns the enum DeviceOrientation value
var dialogs = require("ui/dialogs");
// Get geo coordinates
var geolocation = require("nativescript-geolocation");
if (!geolocation.isEnabled()) {
geolocation.enableLocationRequest();
}
/*
var watchID
watchId = geolocation.watchLocation(
function (loc) {
if (loc) {
console.log("(watchid) Received location: " + loc);
}
},
function(e){
console.log("(watchid) Error: " + e.message);
},
{desiredAccuracy: 3, updateDistance: 10, minimumUpdateTime : 1000 * 20}); // should update every 20 sec according to google documentation this is not so sure.
*/
//variables for the dashboard and the Origin
var originLoc //holds the lat,long of the starting point
var originHeading = "NNW"
var originTime = "0"
var originDistance = "0"
var mySpeed = "0"
var myDuration = "00:00"
var myDistance = "0"
var myAltitude = "0";
var myDirection;
var butAction = "START" //button action when it starts
var fbMeasurement = "imperial";
//Sets the right heading of the compass (if landscape, subtracts 90 degrees)
function headingCompass(args) {
var compassHead = "";
if (args>12 && args<=34) {
compassHead = "NNE";
} else if (args>34 && args<=57) {
compassHead = "NE";
} else if (args>57 && args<=80) {
compassHead = "ENE";
} else if (args>80 && args<=102) {
compassHead = "E";
} else if (args>102 && args<=124) {
compassHead = "ESE";
} else if (args>124 && args<=147) {
compassHead = "SE";
} else if (args>147 && args<=170) {
compassHead = "SSE";
} else if (args>170 && args<=192) {
compassHead = "S";
} else if (args>192 && args<=215) {
compassHead = "SSW";
} else if (args>215 && args<=237) {
compassHead = "SW";
} else if (args>237 && args<=260) {
compassHead = "WSW";
} else if (args>260 && args<=282) {
compassHead = "W";
} else if (args>282 && args<=305) {
compassHead = "WNW";
} else if (args>305 && args<=327) {
compassHead = "NW";
} else if (args>327 && args<=350) {
compassHead = "NNW";
} else {
compassHead = "N";
}
return compassHead;
}
//Gets current location when app starts
var geolocation = require("nativescript-geolocation");
if (!geolocation.isEnabled()) {
geolocation.enableLocationRequest();
}
var location = geolocation.getCurrentLocation({desiredAccuracy: 3, updateDistance: 10, maximumAge: 20000, timeout: 20000}).
then(function(loc) {
if (loc) {
console.log("Current location is: " + loc);
originLoc = loc;
if (fbMeasurement === "imperial") {
myAltitude = parseInt(loc.altitude * 3.28084);
mySpeed = (loc.speed * 2.23694).toFixed(1);
} else {
mySpeed = loc.speed.toFixed(1);
myAltitude = parseInt(loc.altitude);
}
myDirection = headingCompass(loc.direction)
}
}, function(e){
console.log("Error: " + e.message);
});
function createViewModel() {
var viewModel = new Observable();
viewModel.originHeading = originHeading;
viewModel.originTime = originTime;
viewModel.originDistance = originDistance;
viewModel.mySpeed = mySpeed;
viewModel.myDuration = myDuration;
viewModel.myDistance = myDistance;
viewModel.myAltitude = myAltitude;
viewModel.butAction = butAction;
//STARTs
var watchid;
viewModel.onTapStart = function(args) {
if (butAction==="START") {
//change button color to RED
var btn = args.object;
btn.backgroundColor = "#FF0000";
//change button text to "STOP"
this.set("butAction","STOP");
butAction = "STOP";
watchId = geolocation.watchLocation(
function (loc) {
if (loc) {
console.log("Received location: " + loc);
if (fbMeasurement === "imperial") {
myAltitude = parseInt(loc.altitude * 3.28084);
mySpeed = (loc.speed * 2.23694).toFixed(1);
} else {
mySpeed = loc.speed.toFixed(1);
myAltitude = parseInt(loc.altitude);
}
myDirection = headingCompass(loc.direction);
}
},
function(e){
console.log("Error: " + e.message);
},
{desiredAccuracy: 3, updateDistance: 10, minimumUpdateTime : 1000 * 1}); // should update every 20 sec according to google documentation this is not so sure.
} else {
//change button color to GREEN
var btn = args.object;
btn.backgroundColor = "#00FF00";
//change button text to "START"
this.set("butAction","START")
butAction = "START";
if (watchId) {
geolocation.clearWatch(watchId);
}
}
this.set("myAltitude",myAltitude);
this.set("mySpeed",mySpeed);
this.set("myDistance",myDirection);
}
return viewModel;
}
exports.createViewModel = createViewModel;
The watchlocation method is, in fact, a listener and will update your location when it is changed (based on this arguments). However, you will need to use some observable properties to update the info and reuse it where and when needed. Also, keep in mind that in Android the location is sometimes triggered after some distance (in my case approx. 100 steps gave the difference in the fourth sign after the dot).
If you are familiar with MVVM pattern this is the one used on regular basis in NativeScript applications.Here you can find the article for Data Binding in NativeScript.
So basically just execute your watch function (e.g. using loaded event for your Page) and then watch for changes in the Observable model (e.g. create Observable property latitude and use the updated info when and where needed)
e.g.
vm = new Observable();
vm.set("altitude", someDefaultValue);
vm.set("longitude", someDefaultValue);
geolocation.watchLocation(function(loc) {
vm.set("altitude", loc.altitude);
vm.set("longitude", loc.longitude);
console.log(vm.get("altitude")); // Observable model updated
console.log(vm.get("longitude"));
})
Hey I am using a Spawn function I found for a javascript game I am creating to randomy generate enemies to click on. But it is very slow and I would like it to be able to generate faster and faster.. is it possible to modify this code in that way? the spawn function is at the end of the code.
function Gem(Class, Value, MaxTTL) {
this.Class = Class;
this.Value = Value;
this.MaxTTL = MaxTTL;
};
var gems = new Array();
gems[0] = new Gem('green', 10, 0.5);
gems[1] = new Gem('blue', 20, 0.4);
gems[2] = new Gem('red', 50, 0.6);
function Click(event)
{
if(event.preventDefault) event.preventDefault();
if (event.stopPropagation) event.stopPropagation();
else event.cancelBubble = true;
var target = event.target || event.srcElement;
if(target.className.indexOf('gem') > -1){
var value = parseInt(target.getAttribute('data-value'));
var current = parseInt( score.innerHTML );
var audio = new Audio('music/blaster.mp3');
audio.play();
score.innerHTML = current + value;
target.parentNode.removeChild(target);
if (target.className.indexOf('red') > 0){
var audio = new Audio('music/scream.mp3');
audio.play();
endGame("You lose");
}
}
return false;
}
function Remove(id) {
var gem = game.querySelector("#" + id);
if(typeof(gem) != 'undefined')
gem.parentNode.removeChild(gem);
}
function Spawn() {
var index = Math.floor( ( Math.random() * 3 ) );
var gem = gems[index];
var id = Math.floor( ( Math.random() * 1000 ) + 1 );
var ttl = Math.floor( ( Math.random() * parseInt(gem.MaxTTL) * 1000 ) + 1000 ); //between 1s and MaxTTL
var x = Math.floor( ( Math.random() * ( game.offsetWidth - 40 ) ) );
var y = Math.floor( ( Math.random() * ( game.offsetHeight - 44 ) ) );
var fragment = document.createElement('span');
fragment.id = "gem-" + id;
fragment.setAttribute('class', "gem " + gem.Class);
fragment.setAttribute('data-value', gem.Value);
game.appendChild(fragment);
fragment.style.left = x + "px";
fragment.style.top = y + "px";
setTimeout( function(){
Remove(fragment.id);
}, ttl)
}
function Stop(interval) {
clearInterval(interval);
}
function endGame( msg ) {
count = 0;
Stop(interval);
Stop(counter);
var left = document.querySelectorAll("section#game .gem");
for (var i = 0; i < left.length; i++) {
if(left[i] && left[i].parentNode) {
left[i].parentNode.removeChild(left[i]);
}
}
time.innerHTML = msg || "Game Over!";
start.style.display = "block";
UpdateScore();
}
this.Start = function() {
score.innerHTML = "0";
start.style.display = "none";
interval = setInterval(Spawn, 750);
count = 4000;
counter = null;
function timer()
{
count = count-1;
if (count <= 0)
{
endGame();
return;
} else {
time.innerHTML = count + "s left";
}
}
counter = setInterval(timer, 1000);
setTimeout( function(){
Stop(interval);
}, count * 1000)
};
addEvent(game, 'click', Click);
addEvent(start, 'click', this.Start);
HighScores();
}
JS/HTML Performance tips:
1) var gems = new Array(); change to new Array(3);
2) cache all new Audio('...');
3) use getElementById it faster then querySelector('#')
4) prepare var fragment = document.createElement('span'); and cache it, use cloneNode to insert it.
5) fragment.style.left & top change to CSS3 transform: translate(). CSS3 transform use your video card GPU, style.left use CPU...
6) Use only single setInterval and run on all list of fragments.
7) You can make a pool of "fragments" and just show\hide, it will increase performance dramatically.
Basically it works slow due to many page redraws, every time you add new elements to page browser must to redraw whole screen, do not add elements, just show\hide them.