This keeps bugging me and although there's a lot of "Refresh DIV with jQuery" questions out there, none addresses (haven't found it, that is) this simple matter : how do I refresh (visual aspect) a DIV before doing some heavy lifting calculations? The idea is simple, I'm creating a big chart with D3 that takes a couple of seconds to generate and I want to be able to put an animated gif in overlay before computation and remove it after. Something like :
$("#test").empty();
$("#test").text("Should be seen while waiting");
for (var i=1;i<2000000000;i++) {
//Draw heavy SVG in #test that takes time
}
$("#test").empty();
$("#test").text("Ready");
$("#test").css("color", "red");
Simple, but I haven't been able to do it thus far : the "Should be seen while waiting" never appears :(
A simple Fiddle here demonstrates the behaviour : http://jsfiddle.net/StephMatte/q29Gy/
I tried using setTimeout and jQuery's .delay() in 3 different browsers, but to no avail.
Thanx for any input.
Try this-
box = $("<div>", {'id': 'box'});
$("#test").append(box);
$("#box").text("Should be seen while waiting");
for (var i=1;i<2000000000;i++) {
//Draw heavy SVG in #test that takes time
}
$("#box").remove();
$("#test").text("Ready");
$("#test").css("color", "red");`
It turns out I was simply using the wrong syntax with setTimeout().
This did the trick :
$("#test").text("Is seen while generating heavy SVG");
setTimeout(function(){build_chart();}, 100);
$("#test").empty();
10ms wasn't enough, but 100ms is enough for the DIV to show its new content before going into heay computation.
Related
I'm currently working on a HTML5 and Javascript project using Kinetic Js and canvas.
I need my lines (Kinetic.Line) to blink.
I've tried something consisting of an infinite loop with setTimeout function inside, but I can't use javascript then (such a drawback because then I can't select points!).
Does somebody have an idea that can help me?
while (1) {
setTimeout("stage.load(myjson[0])", 1000);
setTimeout("stage.load(myjson[1])", 1000);
}
(sorry for my poor english)
Here's one way of making a line blink using KineticJS. Rather than using setTimeout, I think it's better to use the KineticJS onFrame event which is built into the stage object. You can then use setAlpha to set the opacity of the line, and getAlpha to get the current opacity of the line. setAlpha('0') will make the line transparent, setAlpha('1') will make the line visible.
I've set up a fiddle here:
JSFiddle
Here's the relevant bit that actually flashes the line:
var flashTime = 0;
stage.onFrame(function(frame){
if(frame.time > (flashTime + 250)){;
flashTime = frame.time;
redLine.setAlpha(redLine.getAlpha() == 1 ? '0' : '1');
layer.draw();
};
});
I looked around internet and was always looking like from previous 6 months for a script that could load flash content/game while showing an actual loading screen But I always received a few answers:
It is not possible to show an actual loading with Javascript.
You can do it only by adding action script to the flash file maybe they are talking about FLA
Why Don't you show a fake loading screen that appears and show some
seconds and then disappears (the most annoying this of such screen
is that they first make user load 15 seconds then the flash starts
loading, if it starts loading those 15 seconds still it is worth
something it is good BUT making them wait double is really bad)
But at last I found something that I was looking forever. A Jquery based script that shows actual loading (shows ad too) and uses swf Object to talk to flash content too. It is really awesome as it doesn't require you to do changes to the FLA, it is just pure outer environment dealing. So now the question arises what's the issue then. Well the issue is that this script was made for pixels, it works if you are using width and height for flash in pixels, while I can't use pixels as I am using %ages (this way user have ability to go full screen optionally by pressing f11).
So as you can see I want that script to work with %ages that is my problem, but as I mentioned earlier I didn't came here right away I have been asking for help (Actually Begging) in over 14 forums from previous few months and of course some good people still exists some people helped me to reach a certain point (but it didn't solve the problem) So now I will provide some Markup:
Here is link to the script that I am talking about http://www.balloontowerdefense.net/jquery-preloader/jquery-preloader.html (It is the link to the creator of this script)
Here is a link to working example (flash based on Pixels) http://www.balloontowerdefense.net/jquery-preloader/example.html
Some one helped me here but it didn't work 1 month ago. The person told me that I should change the plugin Named as Preroll the changes preferred were these
Modify the plugin to use user-supplied units instead of pixels. To do this, you will need to modify two functions in the plugin, applygameiframe and showgame.
applygameiframe should be changed to:
var applygameiframe = function() {
var gc = '#'+settings.gameframe;
var iframe = $('<iframe />').attr({
"id": settings.gameid,
"src": settings.swf,
"frameborder": 0,
"scrolling": "no",
"marginwidth": 0,
"marginheight": 0
}).css({
"height":'settings.height
"width": settings.width
});
$(gc).append(iframe);
return true;
};
showgame should be changed to:
var showgame = function() {
var ac = '#' + settings.adframe;
var game = '#' + settings.gameframe;
$(ac).hide();
$(game).css({
"width": settings.width,
"height": settings.height
});
};
Once those changes are made, the inline CSS should be set to whatever you supply as parameters (i.e., 100%, 50em, etc.).
I did the changes told to be done as described above to the Preroll plugin and after that this is what I get http://files.cryoffalcon.com/MyFootPrint/fullscreen.html
Now if you let the game load (as loading screen appears) all is well done except that in the end, the game doesn't appear, it loads but when it should skip and make the game appear at that time something goes wrong. (For reference you can see this link http://www.balloontowerdefense.net/jquery-preloader/example.html here when the loading finishes then game appears)
Can Someone Fix this problem?
Note: Sorry for not providing JsFiddle but as I live in Afghanistan with 5KBps speed it is not possible for me.
I didn't provided the HTML, CSS and JS that makes up the whole demo page as I thought it will make the question very long but still if you think I should provide Please let me know in comments.
I tried my best to make the question more relevant with Relevant Markups BUT still If I am missing something I would try my best by editing it and providing it you again.
Being an accountant, I tried my best to use programmers terms, coding is my passion but I am still in learning stage of JS
UPDATE: After solving the problem here you can see now everything is fine. http://files.cryoffalcon.com/MyFootPrint/newfullscreen.html
Credit: Goes to the one who answered this question.
This seems to be just a pure css problem. You're trying to set the width to 100% while the parent of div.gamewrapper has no width or height. That's why the size is 0 and it will not show up.
The trick you need to apply is add the following to your style:
html, body, .gamecontent {
height: 100%;
width: 100%;
}
Update:
Also, remove float: left; from .gamecontent .game, and add a width and height of 1px such that it becomes:
.gamecontent .game {
margin:0px auto 0px auto;
padding:0px;
overflow:hidden;
width : 1px;
height : 1px;
}
Well, after an hour and a half of playing Bloons on your link (my untouched work load can verify that), I feel it's safe to say that the full screen features work exactly as I'd expect them to. I'm using Chrome 18.0.x.
My experience was: Click link, game loads. The loader took about 2 seconds longer to finish then it took for the "Click Here to Show the Game" button appeared. After, an ad appeared for 10seconds and then I clicked "Play" and it went right to the game. Full screen worked correctly to my knowledge, although when I left full screen the game didn't resize back down - the bottom section was cut off.
I know that doesn't answer your question, but perhaps the issue is only in certain browsers?
i found that in FF the problem seems to be the height and width of 100%. I changed the script slightly to:
$(game).css({
"width": window.innerWidth,
"height": window.innerHeight
});
and now the game shows correctly in FF.
I was thinking about how to make some cool image effects in browser, and I know it may be a little late to be heading down this train of thought with HTML5/CSS3 up and coming, but I was wondering what the inherent limitations / problem points there would be with implementing a library that essentially created divs each to hold a pixel of an image using background offsets. It is clear that this will create many divs, but if you wanted to work with only rows or columns on a small image it doesn't seem like this would be that unreasonable. With browser caching images, a request wouldn't have to be made for every segment, and the only other potential problem I can see is the processing of the positioning, which I imagine won't be a problem. I don't really have anything at this point to stop from going forward playing with images like this (so I will!), but I'm curious if there is anything that I am overlooking here that would make the idea unfeasible, and especially anything tricky I should be aware of. Thanks :)
Edit: Tried this, and it seems like there is either an inherent problem or a problem in my code (sorry it sucks, was just playing around), use with any image and you will see the difference.
var lpath = "images/logo.png"
window.onload = function(){
console.log('test');
$('body').append("<img id='logo' style='display:none' src="+lpath+">");
console.log($('#logo').width());
console.log('hello');
var logod = $('<div></div>')
.addClass('i')
.width($('#logo').width())
.height($('#logo').height())
.css('background-image','url('+lpath+')')
$('body').append(logod);
for(var i = 1; i <= $('#logo').height(); i++){
var cons = $("<div></div>")
.height(1)
.width($('#logo').width())
.css('background','url('+$('#logo').attr('src')+') no-repeat 0 ' + (-i));
$('body').append(cons);
}
}
Image on the top is just an , image on the bottom is a series of 1px tall divs.
PS Has to do with browser zoom.
It could be very slow. If you are clever you can split only as much as necessary, so there are fewer divs for the browser to deal with. I'm sure you could do it though and it might be fun.
I have this crazy bug that only comes up sometimes. It was apparent when I was developing this site but then it disappeared for a week or so and now that the site is live it's back. I don't think it has anything to do with my hosting because it bugs out locally as well.
My problem is that I'm swapping the css value background-image on each click. It works perfectly 95% of the time, but sometimes for a span of like 15 minutes it just won't display about half the images, seemingly randomly. The strangest thing is that if you look in the inspector you can see that the script correctly changed the css value, but the image simply wasn't loaded. I have no idea why!
Here's the website: shouldivoteoliver.com It's on the "Propaganda" page.
Here's the Javascript:
$(document).ready(function() {
var n=0;
$(".button").click(function(){
if (n===5){
$('<video style="position:relative;left:250px;" src="http://dl.dropbox.com/u/1011105/6.ogg" controls="controls">your browser does not support the video tag</video>').appendTo($('#putin'));
n++;
$("#putin").css("background-image","none");
}
else{
$('video').remove();
$("#putin").css("background-image",function(){
if (n>13){
n=1;
return ('url(images/1.jpg)');
}
else{
n++;
return ('url(images/'+n+'.jpg)');
}
});
}
});
});
I would suggest using a background image as a sprite and changing the background position as
opposed to changing the background image property.
Here is a tutorial that I googled
http://www.noobcube.com/tutorials/html-css/css-background-image-sprites-a-beginners-guide-/
I tried going through all the slides on the propaganda twice but I didn't come across any problem. I don't know what is going on, but you can make your code a little cleaner and more readable by just making an array to store the contents of each "slide", and simply loop through it on mouse click. I guess you don't really need to set the background property of that div and you could just include an image.
Just an advice, not sure if it will help with your problem, but will make this thing more manageable and easier to add more stuff.
Here's a one-liner
swap value at index i1 with i2
arr.slice(0,i1).concat(ar[i2],ar.slice(i1+1,i2),ar[i1],.slice(i2+1))
Very basic question. I have a very simple web design utilizing a png with transparency, overlaying another base image. The idea here is that it cycles visibility continously, fading in quickly, displaying for a longer interval, fading out quickly, and remaining invisible for an equal longer interval, basically replicating the behavior of an animated GIF from back in the day. The png starts with display set to none.
My problem is jQuery doesn't seem to have a "pause" or "delay" event handler to help here. There are numerous plugins filling the gap, but I'd rather not include one if there's a simple way that I'm missing. That might require falling back on setInterval or setTimeOut, but I'm uncertain of the syntax to do that.
What I want schematically is something like:
--loop start--
$("#pngOverlay").fadeIn(1000);
(5000 delay) // using setTimeout or setInterval if jQuery method unavailable
$("#pngOverlay").fadeOut(1000);
(5000 delay)
--loop repeat--
The following does the behavior once, so I guess if this could be wrapped in a loop it might work, but it doesn't strike me as elegant or the right way.
setTimeout(function() {
$("#pngOverlay").fadeIn(1000);
}, 5000);
setTimeout(function() {
$("#pngOverlay").fadeOut(1000);
}, 10000);
Thanks for any suggestions. I would just use GIFs, but need the transparency for this. (In the old days, we used animated GIFs and we liked them...)
<script language="JavaScript" type="text/javascript">
function showimage(){
$("#pngOverlay").fadeIn(1000);
setTimeout('hideimage()',5000);
}
function hideimage(){
$("#pngOverlay").fadeOut(1000);
setTimeout('showimage()',5000);
}
$(document).ready(function() {
showimage();
});
</script>
Something like this?
setInterval(function()
{
var elm = $('#pngOverlay');
if (elm.is(':hidden'))
elm.fadeIn(1000);
else
elm.fadeOut(1000);
}, 5000);
How about using an animated PNG?
One trick I have seen is to have jQuery carry out an animation for 5000 milliseconds that has no visible effect.
$("#pngOverlay").animate({opacity:1}, 5000);
If the opacity of the item was 1 to start with then it does not have a visible effect but it does pause for 5 seconds.