I am creating an image slider for a WordPress site. It works only partialy, it presents the "show" and "hide" behaviour as expected but it does not switch the "background-image" CSS property of a div.
Links to images are in an array, a variable counter switches between all indexes of that array. Using "alert()" I was able to determine that it works perfectly well (all actions are performed correctly), but appears to bee working much too fast and causing an overflow. I am not sure if it performs actions in a correct order every time it runs though. Could you help me please?
That is the error I got from the console:
Uncaught RangeError: Maximum call stack size exceeded
And this is my code for the slider:
jQuery( document ).ready(function($) {
var imgArray = [];
imgArray.push("url(/projekty/sklep/wp-content/themes/maxshop/images/rotate/drugi.jpg)");
imgArray.push("url(/projekty/sklep/wp-content/themes/maxshop/images/rotate/trzeci.jpg)");
imgArray.push("url(/projekty/sklep/wp-content/themes/maxshop/images/rotate/czwarty.jpg)");
imgArray.push("url(/projekty/sklep/wp-content/themes/maxshop/images/rotate/piaty.jpg)");
var i = 0;
myWay(imgArray, i);
function myWay(theArray, number) {
$('#left-title-bar').show(500).delay(7000);
$('#left-title-bar').css("background",""+ theArray[number] + "");
$('#left-title-bar').hide(500);
if (number==3) {
number = 0;
} else {
number = number+1;
}
myWay(theArray, number);
}
});
your problem is that you use recursion without a condition to terminate ,
in your case you shouldn't be using recursion at all try using setInterval(functionName, milliseconds) instead.
setInterval will call functionName once every milliseconds
function myWay() { // make n and theArray in the outer scope of the function
$('#left-title-bar').hide(500,function (){
$('#left-title-bar').css("background",""+ theArray[number] + "");
$('#left-title-bar').show(500);
if (number==3) {
number = 0;
} else {
number = number+1;
}
}); //delay will not pause the code
}
setInterval(myway,2000) //will run myway once each 2 seconds
Edit : wait for the picture to change before changing it
Related
I have this simple slideshow set up and it all works fine if I remove the parameters and add the class and speed manually.
If I use parameters to set the class and speed, it fails. With the first image getting the current class applied and then the dom seems to go crazy.
‘undefined’ pops up a lot although there are no errors in console.
Any help would be appreciated. Thanks
let pos = 0;
window.addEventListener("load", function(event) {
testIt('current', 5000);
});
function testIt(_class, _speed) {
const testPara = document.querySelectorAll('.bg_imgs');
let i;
for(i = 0; i < testPara.length; i++) {
testPara[i].classList.remove(_class);
}
pos++;
if(pos > testPara.length) {pos = 1;}
testPara[pos-1].classList.add(_class);
setTimeout(_class, _speed); }
It looks like you're sending the wrong parameters to setTimeout. It should take the form setTimeout(function, time), but instead, you're passing it what I assume is a string.
setTimeout(function() { testIt(_class, _speed); }, _speed);
should work
SetTimeout takes a function as its first param. If you are trying to delay the recursion try:
setTimeout(() => testIt(_class, _speed), _speed)
Thought window.requestAnimationFrame would be a better solution. More info on animation frame
I've got a jQuery code which is supposed to change images after some amount of time and it works well, but it obviously stops as soon as the code ends. How can I make it run over and over again? I tried using javascript "if" loop but it didn't do anything.. or maybe I did it wrong?
(w4s and w5s are img's IDs)
Also I'm quite new to jQuery so if you have any comments about any errors I've made, I'd be glad to hear them!
Here's the code
$(function () {
$("#w4s").hide();
$("#w5s").hide();
$(document).ready(function () {
$(function () {
$("#w3s").delay("4000").fadeOut("slow", function () {
$("#w4s").fadeIn("slow",function () {
$(this).delay("4000").fadeOut("slow",function () {
$("#w5s").fadeIn("slow");
});
});
});
});
});
});
I guess you need something like this
window.setInterval(function() {
alert('I happen every 8 seconds');
}, 8000);
First of all:
$(document).ready(function() {...
is equivalent to
$(function() {...
so keep the latter and drop the usage of the former.
Second, understand what this invocation actually does: it tells jQuery to fire the callback (function() {...) once the DOM's ready. Therefore, you generally only need a single invocation of this pattern for all your code (unless you want different scopes, that is).
So, start your code like this in the outer most scope:
<script type="text/javascript">
$(function() {
// Your code goes here !!!
});
</script>
Now, since we've covered the basics, let's take care of your problem.
$(function(){
var looplength = 8000;
// You can combine selectors!!!
$("#w4s, #w5s").hide();
// Let's drop all these nested `domready` callbacks and
// in their stead set up an interval
window.setInterval(function() {
$("#w3s").delay("4000").fadeOut("slow", function(){
$("#w4s").fadeIn("slow",function(){
$(this).delay("4000").fadeOut("slow",function(){
$("#w5s").fadeIn("slow");
});
});
});
}, looplength);
});
I would use a timeout for this - its probably just a personal preference, but I find them much more efficient than intervals, and it gives me more control over the continuation of the loop.
Something like this would do it:
//store the timer in your outer scope
var timer = null;
//create an empty elements var in your outer scope for use later
var elements;
//create a loop function do do most of your work for you
function loop(duration, index){
//set the defaults if none are passed in
duration = typeof duration == "number" ? duration : 8000;
index = typeof index == "number" ? index : 0;
//your function made a bit more generic
//by selecting from the store elements list
$(elements[index]).fadeOut("slow", function(){
//Increase the index by 1 to select the next element,
//or reset to 0 if it is greater than the number of elements you have
index = index + 1 < elements.length ? index + 1 : 0;
$(elements[index]).fadeIn("slow");
});
//clear the timeout in case it hasn't been called already
clearTimeout(timer);
//set the timeout function to call this function again
// passing it back the index and duration
timer = setTimeout(function() {
loop(duration, index)
}, duration);
};
//Instantiate the loop function for the first time on document.ready
//It should continue on its own after that
$(document).ready(function() {
//set the elements after the DOM is loaded
elements = $("#w3s, #w4s, #w5s");
loop(4000);
});
Hope this helps. It a fairly robust approach, so you could reuse this function elsewhere as well. If you need to cancel the loop at any point, you have it stored as timer so you can just call clearTimeout('timer') so long as you are in the same scope.
Fiddle available here - https://jsfiddle.net/heuw8dt0/2/
EDIT:
Moved element selection inside the DOM ready function
I'm trying to run a while loop that contains an animation. What I'd like to happen is for the while loop to pause, let the animation finish, then resume.
This is not my actual code, but it gets to the issue, I believe:
var counter = 0;
while (counter < 2) {
$(".one").animate({"left":"+=50px"}, "slow", function() {
counter++;
});
};
This crashes my browser because it doesn't wait for the animation to finish (and consequently it doesn't wait for the counter to increase) before it continues through the while loop. Thanks in advance!
https://jsfiddle.net/uhmctey6/
EDIT
Thanks everyone for explaining why this is impossible. I'm still unsure how to do what I need, however, and since I didn't use my actual code for the example, I'm not sure if the suggested solutions could help.
Here is what I'm actually trying to do: I'm making a turing machine with a reader and a array of cells that it reads. Upon running this function, I'd like to search through a list of turing code lines to see if one matches the readers current state and the content of the current cell that the reader is scanning. If there's a match, I'd like for the reader to make a series of changes specified by the relevant turing code line, then visually move over to the next cell, and only after this animation has completed start the process over again by searching through the list of turing code lines to see if there is a match for the reader's new state, etc.
I understand that this can't be achieved as I have it, using a while loop, but is there a way to do something like this another way? Thanks a lot!
var run_program = function() {
while (true) {
for (var j=0; j< program.length; j++) { //loops through the different lines of turingcode
if (reader.state === program[j].state && reader.scanning === program[j].scanning) { //if there is a line of turingcode for the readers current state and scanning values.
cellArray[reader.location].content = program[j].print; //change the content of the current cell to the new value
reader.location += 1; //increase the value of the reader's location
$(".reader").animate({"left":"+=50px"}, "slow"); //move the div to the right so it appears to be under the next cell
reader.scanning = cellArray[reader.location].content; //update the readers scanning value to be the value of the new cell
reader.state = program[j].next_state; // update the state of the reader to that specified by the line of turingcode
break;
}
else if (j === $scope.program.length-1) { //if there is no line of turingcode for the readers current state and scanning values, and j has looped through the entire list of turingcode lines
return; //halt the function
}
}
}
}
A for-loop/while-loop can run, skip and jump - but not stand still.
In other words, you cannot run asynchronous code affectively inside a synchronous loop. See this question/answer for more on that.
In the meantime, it looks like you want to run an animation a couple of times in sequence. I believe that jQuery can queue effects like animate, so it could be as simple as chaining the two calls to animate:
$(".one")
.animate({"left":"+=50px"}, "slow")
.animate({"left":"+=50px"}, "slow"); /* animate twice */
.one {
position: absolute;
width: 50px;
height: 50px;
background-color: green;
left: 0;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.11.0/jquery.min.js"></script>
<div class="one"></div>
Update
In response to your edit, it seems like what you want to do is turn a heavily synchronous piece of code into one that can accommodate some occasionally asynchronous behaviours.
Unfortunately, your example is unworkable for me because it has no data and context. However, I've given it a stab. Below is, untested, how I would turn your code into something as you've described in the edit of your question. I hope it helps.
var run_program = function() {
next(0);
// read a particular iteration
function next (j) {
if (j < program.length) {
// if there is a match, stop iterating and run a method which calls next when it's finished
if (reader.state === program[j].state && reader.scanning === program[j].scanning) {
turing(j);
} else {
// if there is no turing code then next is called instantly
next(j + 1);
}
}
}
// process a line of turing code
function turing (j) {
cellArray[reader.location].content = program[j].print;
reader.location += 1;
reader.scanning = cellArray[reader.location].content;
reader.state = program[j].next_state;
// may as well run this last as it is asynchronous
$(".reader").animate({"left":"+=50px"}, "slow", function () {
// next is called when the animation is finished
next(j + 1);
});
}
}
This won't work for the reasons stated in the other answers. An alternative option is to use conditional recursion as such:
var counter = 0;
function myAnimation () {
$(".one").animate({"left":"+=50px"}, "slow", function () {
counter++;
if (counter < 2) {
myAnimation();
}
});
}
I need a bit of help understanding and learning how to control these functions to do what I intend for them to do
So basically I'm coming from a Java background and diving into JavaScript with a "Pong game" project. I have managed to get the game running with setInteval calling my main game loop every 20ms, so that's all ok. However I'm trying to implement a "countdown-to-begin-round" type of feature that basically makes a hidden div visible between rounds, sets it's innerHTML = "3" // then "2" then "1" then "GO!".
I initially attempted to do this by putting setTimeout in a 4-iteration for-loop (3,2,1,go) but always only displayed the last iteration. I tried tinkering for a bit but I keep coming back to the feeling that I'm missing a fundamental concept about how the control flows.
I'll post the relevant code from my program, and my question would be basically how is it that I'm writing my code wrong, and what do I need to know about setTimeout and setInterval to be able to fix it up to execute the way I intend it to. I'm interested in learning how to understand and master these calls, so although code examples would be awesome to help me understand and are obviously not unwelcome, but I just want to make it clear that I'm NOT looking for you to just "fix my code". Also, please no jQuery.
The whole program would be a big wall of code, so I'll try to keep it trimmed and relevant:
//this function is called from the html via onclick="initGame();"
function initGame(){
usrScore = 0;
compScore = 0;
isInPlay = true;
//in code not shown here, these objects all have tracking variables
//(xPos, yPos, upperBound, etc) to update the CSS
board = new Board("board");
ball = new Ball("ball");
lPaddle = new LPaddle("lPaddle");
rPaddle = new RPaddle("rPaddle");
renderRate = setInterval(function(){play();}, 20);
}
.
function initNewRound(){
/*
* a bunch of code to reset the pieces and their tracking variables(xPos, etc)
*/
//make my hidden div pop into visibility to display countdown (in center of board)
count = document.getElementById("countdown");
count.style.visibility = "visible";
//*****!!!! Here's my issue !!!!*****//
//somehow i ends up as -1 and that's what is displayed on screen
//nothing else gets displayed except -1
for(var i = 3; i >= 0; i--){
setInterval(function(){transition(i);}, 1000);
}
}
.
//takes initNewRound() for-loop var i and is intended to display 3, 2, 1, GO!
function transition(i){
count.innerHTML = (i === 0) ? "Go" : i;
}
.
//and lastly my main game loop "play()" just for context
function play(){
if(usrScore < 5 && compScore < 5){
isInPlay = true;
checkCollision();
moveBall();
moveRPaddle();
if(goalScored()){
isInPlay = false;
initNewRound();
}
}
}
Thanks a bunch for your advise, I'm pretty new to JavaScript so I really appreciate it.
Expanding on cookie monster's comment, when you use setInterval in a loop, you are queueing up method executions that will run after the base code flow has completed. Rather than queue up multiple setInterval executions, you can queue up a single execution and use a variable closure or global counter to track the current count. In the example below, I used a global variable:
var i = 3 // global counter;
var counterInterval = null; // this will be the id of the interval so we can stop it
function initNewRound() {
// do reset stuff
counterInterval = setInterval(function () { transition() }, 1000); // set interval returns a ID number
}
// we don't need to worry about passing i, because it is global
function transition() {
if (i > 0) {
count.innerHTML = i;
}
else if (i === 0) {
count.innerHTML = "Go!";
}
else {
i = 4; // set it to 4, so we can do i-- as one line
clearInterval(counterInterval); // this stops execution of the interval; we have to specify the id, so you don't kill the main game loop
}
i--;
}
Here is a Fiddle Demo
The problem is in this code:
for(var i = 3; i >= 0; i--){
setInterval(function(){transition(i);}, 1000);
}
When the code runs, it creates a new function 3 times, once for each loop, and then passes that function to setInterval. Each of these new functions refers to the variable i.
When the first new function runs it first looks for a local variable (in it's own scope) called i. When it does not find it, it looks in the enclosing scope, and finds i has the value -1.
In Javascript, variables are lexically scoped; an inner function may access the variables defined in the scope enclosing it. This concept is also known as "closure". This is probably the most confusing aspect of the language to learn, but is incredibly powerful once you understand it.
There is no need to resort to global variables, as you can keep i safely inside the enclosing scope:
function initNewRound(){
var i = 3;
var count = document.getElementById("countdown");
count.style.visibility = "visible";
var interval = setInterval(function(){
//this function can see variables declared by the function that created it
count.innerHTML = i || "Go"; //another good trick
i-=1;
i || clearInterval(interval); //stop the interval when i is 0
},1000);
}
Each call to this function will create a new i, count and interval.
I decided to make a function that changes the body background image after every 10 seconds.
function Background()
{
var Background_Stage;
switch(Background_Stage)
{
case 0:
{
$('body').css.('background', '#000 url(../../Styles/Callum_Project1/Images/BACKGROUND_1_TEST.png) no-repeat');
Background_Stage++;
setInterval(function(){Background()},10000);
}
case 1:
{
$('body').css.('background', '#000 url(../../Styles/Callum_Project1/Images/BACKGROUND_2_TEST.png) no-repeat');
Background_Stage++;
setInterval(function(){Background()},10000);
}
case 2:
{
$('body').css.('background', '#000 url(../../Styles/Callum_Project1/Images/BACKGROUND_2_TEST.png) no-repeat');
Background_Stage = 0;//Reset
setInterval(function(){Background()},10000);
}
}
}
However hen I did something like this
<body onload="Background()"></body>
It doesn't seem to do anything, this might be a dumb thing to ask for help with but this is the first I did when I was learning JavaScript, I should say that I used jQuery for most of this.
There's a few problems with your code:
The value of Background_Stage won't persist between calls to Background, and in any case, you never assign a value to Background_Stage.
Use setTimeout rather than setInterval. setTimeout will call the function once at the end of the allotted time. setInterval will keep calling the same function again and again until explicitly cancelled. The way you have it, you'll end up with lots of concurrent setIntervals running.
You don't need the '.' between css and the following parenthesis.
Finally, try not to repeat yourself, meaning that if you find yourself typing out more or less the same statements over and over, then you can probably make the code cleaner. Something like:
(function()
{
var bgCounter = 0,
backgrounds = [
"../../Styles/Callum_Project1/Images/BACKGROUND_1_TEST.png",
"../../Styles/Callum_Project1/Images/BACKGROUND_2_TEST.png",
"../../Styles/Callum_Project1/Images/BACKGROUND_3_TEST.png"
];
function changeBackground()
{
bgCounter = (bgCounter+1) % backgrounds.length;
$('body').css('background', '#000 url('+backgrounds[bgCounter]+') no-repeat');
setTimeout(changeBackground, 10000);
}
changeBackground();
})();
Now changing the background URLs or adding more is a simple job of editing the backgrounds array.
You can also try this:
function Background(){
var imgs = [
"../../Styles/Callum_Project1/Images/BACKGROUND_1_TEST.png",
"../../Styles/Callum_Project1/Images/BACKGROUND_2_TEST.png",
"../../Styles/Callum_Project1/Images/BACKGROUND_3_TEST.png"
],
len = imgs.length,
idx = -1;
setInterval(function(){
idx = (idx+1)%len;
$("body").css("background", "#000 url("+imgs[idx]+")");
}, 10000);
}
Every time you call background, you instantiate a new local variable called Background_Stage with a value of undefined. This doesn't match any of your switch options.
You need to declare the variable outside of your function (so it persists between calls to the function) and give it a starting value.
Your Backgroud_Stage is not initialized
Your setInterval placement will cause very serious problems
There's also invalid syntax.
Overall, your code can be simpler like this:
var Stage = 0;
setInterval(function() {
var bg = '#000 url(../../Styles/Callum_Project1/Images/BACKGROUND_'+(Stage+1)+'_TEST.png) no-repeat';
document.body.style.background = bg;
Stage = ++Stage % 3;
}, 10000);