I have an HTML page featuring a div with right-to-left scrolling text; the following JavaScript is located between the HEAD tags of the document.
function scroll(oid, iid) {
this.oCont = document.getElementById(oid);
this.ele = document.getElementById(iid);
this.width = this.ele.clientWidth;
this.n = this.oCont.clientWidth;
this.move = function() {
this.ele.style.left=this.n + "px"
this.n--
if(this.n<(-this.width)){this.n=this.oCont.clientWidth}
}
}
var vScroll
function setup() {
vScroll = new scroll("oScroll", "scroll");
setInterval("vScroll.move()", 20);
}
onload = function(){
setup()
}
$("scroll").hover(function() {
$("scroll").stop(true, false)
}, function(){
scroll();
});
scroll();
The scrolling text works fine; however I wanted the scrolling to stop on mouse hover. Although the text does stop scrolling when the mouse cursor passes over the div, I get a javascript error "Object expected".
I'm new to javascript and have no idea where I'm going wrong.
Any help would be greatly appreciated.
Your problem is with your setInterval. You are passing it a string! This makes it use eval! That means the code is ran in global scope, so vScroll does not exist.
Instead, pass a function to setInterval:
setInterval(function(){
vScroll.move();
}, 20);
The function passed to setInterval is called with the "context" (this value) set to null, so you cannot pass vScroll.move directly to setTimeout. You can, however. do:
setInterval(vScroll.move.bind(vScroll), 20);
but this doesn't work in all browsers.
P.S. Passing a string to setInterval is bad practice, you should always be passing a function.
Related
I need to call a function every 100ms, which is easy enough, but what if I need that function to accept a parameter?
The problem is that I create an object, and periodically need to update it. I have tried setting the object reference to a global, that didn't work. I tried setting it to a function variable, still no luck. Apparently I need to pass in the object, which I cant't figure out how to do using setInterval. There has to be a trick to this?
The code below works on forst call, but after that it fails at:
setCounterText.segment.DisplayText("AAABBB");
And complains that setCounterText.segment.DisplayText() is not a function...
Thanks...
window.onload = function ()
{
setInterval(setCounterText, 1000);
}
function setCounterText()
{
//"use strict";
var num;
if(!setCounterText.isInit)
{
num = 0;
setCounterText.isInit=true;
var canvas = document.getElementById('c');
var container = document.getElementById('container');
canvas.width = container.clientWidth;
canvas.height = container.clientHeight;
// Create a new sixteen segment display
setCounterText.segment = new SixteenSegment(1, canvas);
update(setCounterText.segment);
setCounterText.segment.DispayText("T-000:00:00.0");
}
num++;
setCounterText.segment.DisplayText("AAABBB");
}
You can create another function to act as a clojure for the setCounterText function and pass that as a parameter to setInterval.
setInterval(function() {
setCounterText(anotherParameter);
}, 1000);
That will capture your parameter and call the setCounterText function whenever the interval triggers.
Regarding the error you are getting, it's impossible to say without knowing the code in the SixteenSegment function but it should have a property set on it called DisplayText.
I am trying to create the fadeIn() function using Javascript. I am having trouble, when I click the fadeIn button, it does not perform a fadeIn animation, instead I have to click it several times to fadeIn. Would anyone know how I can fix this issue?
jsFiddle
// Created a jQuery like reference
function $(selector) {
if (!(this instanceof $)) return new $(selector); // if new object is not defined, return new object
this.selector = selector; // setting selector attribute
this.node = document.querySelector(this.selector); // finds single element from the DOM
};
var fInFrom = 0, fOutFrom = 10;
$.prototype.fadeIn = function() {
var target = this.node,
newSetting = fInFrom / 10;
// Set Default styles for opacity
target.style.display = 'block';
target.style.opacity = newSetting;
// fadeInFrom will increment by 1
fInFrom++;
var loopTimer = setTimeout('this.fadeIn', 50);
if (fInFrom === 10) {
target.style.opacity = 1;
clearTimeout(loopTimer);
fInFrom = 0;
return false;
}
return this;
}
$('#fadeIn').node.addEventListener('click', function() {
$('#box').fadeIn();
});
This line is your problem:
setTimeout('this.fadeIn', 50)
That will set a timeout to evaluate the expression this.fadeIn in the global scope in approximately 50 milliseconds from the current time. There's two problems with that:
It's in the global scope; this is window, not an instance of $, so this.fadeIn is undefined.
Even if it were resolved correctly, you're only evaluating this.fadeIn; you're not calling it. You would need to use this.fadeIn() for it to do anything. (If you do that with the current code, this will reveal your first problem.)
To solve this, pass not a string but a function that does what you want it to do. You might naïvely do this:
setTimeout(function() {
this.fadeIn();
}, 50);
Unfortunately, while we now have lexical scoping for variables, this in JavaScript is dynamic; we have to work around that. Since we do have lexical scoping for variables, we can utilize that: [try it]
var me = this; // store the current value of this in a variable
var loopTimer = setTimeout(function() {
me.fadeIn();
}, 50);
After that's solved, you might want to look into:
Not using global variables to hold the fade state. Even after that fix, running two fade animations at once on different elements won't work as expected. (Try it.)
Only setting the timeout if you need to; right now, you always set it and then clear it if you don't need it. You might want to only set it if you need it in the first place.
I would like to make this happen in JavaScript:
function changeAttributeValue(theAttribute, numberOfPixels)
{
theAttribute = numberOfPixels + "px";
}
changeAttributeValue(myImage.style.left, 50);
changeAttributeValue(myImage.style.top, 80);
changeAttributeValue(myCanvas.width, 600);
The first two calls should move an image and the third should adjust the width of a canvas.
Like this however, just the value of the passed variables were passed, so nothing happens.
Does anybody know how to solve this problem?
You could do something like this.
function changeAttributeValue(obj, propName, numberOfPixels) {
obj[propName] = numberOfPixels + "px";
}
changeAttributeValue(myImage.style, "left", 50);
changeAttributeValue(myImage.style, "top", 80);
changeAttributeValue(myCanvas, "width", 600);
Well, here is my "solution".
It is inspired by Jared Farrish's comment. That is, this creates a "wrapper" getter/setter function for attribute access that can be used. I do not recommend it here (as it is more complicated than what is needed), but it could be used for something awesome elsewhere.
function mkAccessor(obj, attribute) {
return function (value) {
if (arguments.length > 0) {
obj[attribute] = value
}
return obj[attribute]
}
}
function changeAttribute (accessor, value) {
accessor(value)
}
changeAttribute(mkAccessor(myImage.style, "top"), 50)
changeAttribute(mkAccessor(myImage.style, "left"), 80)
var canvasWidthAccessor = mkAccessor(myCanvas, "width")
// somewhere later on
changeAttribute(canvasWidthAccessor, 600)
// or just
canvasWidthAccessor(600)
Theory is sound, but code is untested. YMMV. :-)
It's probably useful if I actually post and comment what I provided in comments.
To wit:
function setDim(attr, modifier, pix) {
if (!modifier) {
this[attr] = pix + 'px';
} else {
this[attr][modifier] = pix + 'px';
}
}
Now, how does this work? The this references the scope. If you simply call it directly:
setDim('style', 'width', 50);
That will simply call the window or global scope. Really, this is built for passing the scope using el.call() or el.apply(), more or less the same, just depends on how you want the arguments passed into the function.
How you really want to call it:
// Gives you the scope of the element #test1
var test = document.getElementById('test1');
Which then can be "called" like:
setDim.call(test, 'style', 'width', 50);
Note, if it's just an attribute (plain and simple), pass null:
setDim.call(test, 'width', null, 50);
I use setTimeout() in this fiddle for effect, but it's not needed:
http://jsfiddle.net/userdude/tCz6j/2/
Take a look through the jQuery core source and see how much .apply() is used. These two methods are really useful, if you "get" them.
Background: I am trying to edit a zen cart horizontal pop out menu to make the popout open inline within the menu. The problem I am having is that I am struggling to get my head around the javascript/jquery that came with it.
Without posting the whole thing the structure of the code is something like this:
(declare some vars)
//some functions like this:
function funcname(obj) {
//do something
}
//then one big master function like this:
function bigfunc(arg1, arg2, arg3, arg4, arg5) {
//declare some vars based on this
this.varname1=varname1;
this.varname2=varname2;
//declare some functions inside the big function
this.innerfunc1= function() {
//do stuff
}
this.innerfunc2= function() {
//do stuff
}
}//end of big function
//then goes on to declare init function
function initfunc(){
//this creates new bigfunc(arg1 arg2 arg3...) for each main menu item
}
//finally calls init function with
window.onload = initfunc();
Now on to my confusion -
1) firstly for clarification, am I correct in thinking based on all the this's floating about in bigfunc() and the fact that it is called with new bigfunc() that this is creating an object?
2)My current problem is with one of the functions inside bigfunc() which looks like this:
this.slideChildMenu = function() {
var divref = this.children[0].div;
var ulref = this.children[0].ul;
var maxwidth = this.children[0].width;
var nextWidth;
if (this.isMouseOnMe || this.isMouseOnChild()) {
nextWidth = divref.offsetWidth + slideSpeed_out;
if (nextWidth >= maxwidth) {
this.finishOpeningChild(divref, ulref, maxwidth);
} else {
ulref.style.left = nextWidth - maxwidth + "px";
divref.style.width = nextWidth + "px";
setTimeout("slideChildMenu('" + this.getId() + "')", slideTimeout_out);
}
}
Now my plan is to alter this to use jquery show to open the element so I tried this:
this.slideChildMenu = function() {
var divref = this.children[0].div;
var ulref = this.children[0].ul;
if (this.isMouseOnMe || this.isMouseOnChild()) {
$(divref).show(function(){
this.finishOpeningChild(divref, ulref);
});
}
}
But I am getting this-> TypeError: this.finishOpeningChild is not a function
Now, there is a lot of other stuff going on in this js so I wouldnt dream of asking someone on here to do my work for me, but I am hoping that if someone can explain to me why this function is not a function I may be able to work the rest out.
NOTE: I thought this was to do with the scope of "this" but the value of this appears to be exactly the same in both versions of the code.
I know this is a long one but your help is greatly appreciated.
The value of this in a function is called the "context" in which the function runs. In general, whenever you pass a callback function as an argument (as you do with $(divref).show(function() {...})), the function can run the callback in whatever context it wants. In this case, the jQuery show function chooses to run its callback in the context of the element being animated.
However, you want access to the value of this at the time the anonymous callback function is defined, rather than when it is run. The solution here is to store the outer value of this in a variable (traditionally called self) which is included in the scope of the newly-defined function:
this.slideChildMenu = function() {
//...
var self = this;
$(divref).show(function(){
self.finishOpeningChild(divref, ulref);
});
}
I am thinking that the jQuery selector has changed the scope of this.
In your example $(this); would refer to object being animated per jQuery api docs:
If supplied, the callback is fired once the animation is complete. This can be useful for stringing different animations together in sequence. The callback is not sent any arguments, but this is set to the DOM element being animated. If multiple elements are animated, it is important to note that the callback is executed once per matched element, not once for the animation as a whole.
If the object in question is instantiated you can call it with dot notation without using this like bigFunc.finishOpeningChild(divref, ulref);
You're probably a little confused about scope, it's not always easy keeping track, but doing something more like this:
var site = {
init: function(elm) {
self=site;
self.master.funcname2(self.varname1, elm); //call function in master
},
funcname: function(obj) {
//do something
},
varname1: 'some string',
varname2: 3+4,
master: function() {
this.varname3 = sin(30);
this.funcname2 = function(stuff, element) {
site.funcname(element); //call function in 'site'
var sinus = site.master.varname3; //get variable
}
}
}
window.onload = function() {
var elm = document.getElementById('elementID');
site.init(elm); //call init function
}
usually makes it a little easier to keep track.
First off, let me apologize if my question isn't worded correctly - I'm not a professional coder so my terminology might be weird. I hope my code isn't too embarrassing :(
I have a fade() method that fades an image in and out with a mouse rollover. I would like to use a wrapper object (I think this is the correct term), to hold the image element and a few required properties, but I don't know how to accomplish this. fade() is called from the HTML, and is designed to be dropped into a page without much additional setup (so that I can easily add new fading images to any HTML), just like this:
<div id="obj" onmouseover="fade('obj', 1);" onmouseout="fade('obj', 0);">
The fade(obj, flag) method starts a SetInterval that fades the image in, and when the pointer is moved away, the interval is cleared and a new SetInterval is created to fade the image out. In order to save the opacity state, I've added a few properties to the object: obj.opacity, obj.upTimer, and obj.dnTimer.
Everything works okay, but I don't like the idea of adding properties to HTML elements, because it might lead to a future situation where some other method overwrites those properties. Ideally, I think there should be a wrapper object involved, but I don't know how to accomplish this cleanly without adding code to create the object when the page loads. If anyone has any suggestions, I would greatly appreciate it!
Here's my fader method:
var DELTA = 0.05;
function fade(id, flag) {
var element = document.getElementById(id);
var setCmd = "newOpacity('" + id + "', " + flag + ")";
if (!element.upTimer) {
element.upTimer = "";
element.dnTimer = "";
}
if (flag) {
clearInterval(element.dnTimer);
element.upTimer = window.setInterval(setCmd, 10);
} else {
clearInterval(element.upTimer);
element.dnTimer = window.setInterval(setCmd, 10);
}
}
function newOpacity(id, flag) {
var element = document.getElementById(id);
if (!element.opacity) {
element.opacity = 0;
element.modifier = DELTA;
}
if (flag) {
clearInterval(element.dnTimer)
element.opacity += element.modifier;
element.modifier += DELTA; // element.modifier increases to speed up fade
if (element.opacity > 100) {
element.opacity = 100;
element.modifier = DELTA;
return;
}
element.opacity = Math.ceil(element.opacity);
} else {
clearInterval(element.upTimer)
element.opacity -= element.modifier;
element.modifier += DELTA; // element.modifier increases to speed up fade
if (element.opacity < 0) {
element.opacity = 0;
element.modifier = DELTA;
return;
}
element.opacity =
Math.floor(element.opacity);
}
setStyle(id);
}
function setStyle(id) {
var opacity = document.getElementById(id).opacity;
with (document.getElementById(id)) {
style.opacity = (opacity / 100);
style.MozOpacity = (opacity / 100);
style.KhtmlOpacity = (opacity / 100);
style.filter = "alpha(opacity=" + opacity + ")";
}
}
You are right, adding the handlers in your HTML is not good. You also loose the possible to have several handlers for event attached to one object.
Unfortunately Microsoft goes its own way regarding attaching event handlers. But you should be able to write a small wrapper function to take care of that.
For the details, I suggest you read quirksmode.org - Advanced event registration models.
An example for W3C compatible browsers (which IE is not): Instead of adding your event handler in the HTML, get a reference to the element and call addEventListener:
var obj = document.getElementById('obj');
obj.addEventListener('mouseover', function(event) {
fade(event.currentTarget, 1);
}, false);
obj.addEventListener('mouseout', function(event) {
fade(event.currentTarget, 0);
}, false);
As you can see I'm passing directly a reference to the object, so in you fade method you already have a reference to the object.
You could wrap this in a function that accepts an ID (or reference) and every time you want to attach an event handler to a certain element, you can just pass the ID (or reference) to this function.
If you want to make your code reusable, I suggest to put everything into an object, like this:
var Fader = (function() {
var DELTA = 0.05;
function newOpacity() {}
function setStyle() {}
return {
fade: function(...) {...},
init: function(element) {
var that = this;
element.addEventListener('mouseover', function(event) {
that.fade(event.currentTarget, 1);
}, false);
element.addEventListener('mouseout', function(event) {
that.fade(event.currentTarget, 0);
}, false);
}
};
}())
Using an object to hold your functions reduces pollution of the global namespace.
Then you could call it with:
Fader.init(document.getElementById('obj'));
Explanation of the above code:
We have an immediate function (function(){...}()) which means, the function gets defined and executed (()) in one go. This function returns an object (return {...};, {..} is the object literal notation) which has the properties init and fade. Both properties hold functions that have access to all the variables defined inside the immediate function (they are closures). That means they can access newOpacity and setStyle which are not accessible from the outside. The returned object is assigned to the Fader variable.
This doesn't directly answer your question but you could use the jQuery library. It's simple, all you have to do is add a script tag at the top:
<script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.4/jquery.min.js">
Then your div would look like:
<div id="obj" onmouseover="$('#obj').fadeIn()" onmouseout="$('#obj').fadeOut()">
jQuery will handle all the browser dependencies for you so you don't have to worry about things like differences between firefox and mozilla etc...
If you want to keep your HTML clean, you should consider using JQuery to set up the events.
Your HTML will look like this:-
<div id="obj">
Your JavaScript will look "something" like this:-
$(document).ready(function() {
$("#obj").mouseover(function() {
Page.fade(this, 1);
}).mouseout(function(){
Page.fade(this, 0);
});
});
var Page = new function () {
// private-scoped variable
var DELTA = 0.05;
// public-scoped function
this.fade = function(divObj, flag) {
...
};
// private-scoped function
var newOpacity = function (divObj, flag) {
...
};
// private-scoped function
var setStyle = function (divObj) {
...
};
};
I introduced some scoping concept in your Javascript to ensure you are not going to have function overriding problems.