how to clear all javascript Timeouts? - javascript

i have a loop function that in first 5 seconds it runs social1() and in second 5 seconds it runs social2() then loop ...
i have 2 hover functions too
i need clear all active timeouts because when i hover on images (.social1 & .social2), i can see that multiple timeouts are running
how to fix this?
function social1() {
$('.social1').fadeTo(500, 1);
$('.social2').fadeTo(500, 0.5);
timeout = setTimeout(function() {
social2();
}, 5000);
}
function social2() {
$('.social1').fadeTo(500, 0.5);
$('.social2').fadeTo(500, 1);
timeout = setTimeout(function() {
social1();
}, 5000);
}
$(document).ready(function ()
{
social1();
$('.social1').hover(
function () {
window.clearTimeout(timeout);
social1();
},
function () {
timeout = setTimeout(function() {
social2();
}, 5000);
}
);
$('.social2').hover(
function () {
window.clearTimeout(timeout);
social2();
},
function () {
timeout = setTimeout(function() {
social1();
}, 5000);
}
);

__EDIT__
To manage a collection of timeouts (and intervals), you could use following snippet.
This will allow to clear any timeouts or intervals set anywhere in code, although, you have to set this snippet before setting any timeout or interval. Basically, before processing any javascript code or external script which uses timeout/interval.
JS:
;(function () {
window.timeouts = {},
window.intervals = {},
window.osetTimeout = window.setTimeout,
window.osetInterval = window.setInterval,
window.oclearTimeout = window.clearTimeout,
window.oclearInterval = window.clearInterval,
window.setTimeout = function () {
var args = _parseArgs('timeouts', arguments),
timeout = window.osetTimeout.apply(this, args.args);
window.timeouts[args.ns].push(timeout);
return timeout;
},
window.setInterval = function () {
var args = _parseArgs('intervals', arguments),
interval = window.osetInterval.apply(this, args.args);
window.intervals[args.ns].push(interval);
return interval;
},
window.clearTimeout = function () {
_removeTimer('timeouts', arguments);
},
window.clearInterval = function () {
_removeTimer('intervals', arguments);
},
window.clearAllTimeout = function () {
_clearAllTimer('timeouts', arguments[0]);
},
window.clearAllInterval = function () {
_clearAllTimer('intervals', arguments[0]);
};
function _parseArgs(type, args) {
var ns = typeof args[0] === "function" ? "no_ns" : args[0];
if (ns !== "no_ns")[].splice.call(args, 0, 1);
if (!window[type][ns]) window[type][ns] = [];
return {
ns: ns,
args: args
};
}
function _removeTimer(type, args) {
var fnToCall = type === "timeouts" ? "oclearTimeout" : "oclearInterval",
timerId = args[0];
window[fnToCall].apply(this, args);
for (var k in window[type]) {
for (var i = 0, z = window[type][k].length; i < z; i++) {
if (window[type][k][i] === timerId) {
window[type][k].splice(i, 1);
if (!window[type][k].length) delete window[type][k];
return;
}
}
}
}
function _clearAllTimer(type, ns) {
var timersToClear = ns ? window[type][ns] : (function () {
var timers = [];
for (var k in window[type]) {
timers = timers.concat(window[type][k]);
}
return timers;
}());
for (var i = 0, z = timersToClear.length; i < z; i++) {
_removeTimer(type, [timersToClear[i]]);
}
}
}());
How to use it:
Set timeout(s)/interval(s) as usual:
var test1 = setTimeout(function(){/**/, 1000);
var test2 = setTimeout(function(){/**/, 1000);
Then you could use to clear both:
clearAllTimeout(); // clearAllInterval(); for intervals
This will clear both timeouts (test1 & test2)
You can use some namespaces to clear only specific timers, e.g:
// first (optional) parameter for setTimeout/setInterval is namespace
var test1 = setTimeout('myNamespace', function(){/**/, 1000); // 'myNamespace' is current namespace used for test1 timeout
var test2 = setTimeout(function(){/**/, 1000); // no namespace used for test2 timeout
Again, clearAllTimeout(); will clear both timeouts. To clear only namespaced one, you can use:
clearAllTimeout('myNamespace'); // clearAllInterval('myNamespace'); for namespaced intervals
This will clear only test1 timeout
You could for some reason wish to delete non namespaced timeouts only. You could then use:
clearAllTimeout('no_ns'); // clearAllInterval('no_ns'); for non namespaced intervals only
This will clear only test2 timeout in this example
See jsFiddle DEMO
__END of EDIT__
Old post specific to opening question here:
You could try that:
var timeouts = [];
timeouts.push(setTimeout(function() {
social2();
}, 5000));
timeouts.push(setTimeout(function() {
social1();
}, 5000));
//etc...
function clearAllTimeouts(){
for(var i = 0, z = timeouts.length; i < z; i++)
clearTimeout(timeouts[i]);
timeouts = [];
}
UPDATED following David Thomas comment
var timeouts = {'social' : [], 'antisocial' : []};
//a social timeout
timeouts.social.push(setTimeout(function() {
social1();
}, 5000));
//an anti-social timeout
timeouts.antisocial.push(setTimeout(function() {
antisocial1();
}, 5000));
function clearTimeouts(namespace){
for(var i = 0, z = timeouts[namespace].length; i < z; i++)
clearTimeout(timeouts[namespace][i]);
timeouts[namespace] = [];
}
//usage e.g
clearTimeouts("social");

//Incase if you are looking for full fledged code
var dict = {};
function checkForIntervals(id){
var index = index;
var result = findOrAddProperty(id);
if(result.length != 0){
clearTimeoutsFor(id);
}
dict[id].push(setTimeout(function(){alertFunc(id,index);}, 60000));
};
// to clear specific area timeout
function clearTimeoutsFor(namespace){
for(var i = 0, z = dict[namespace].length; i < z; i++)
clearTimeout(dict[namespace][i]);
dict[namespace] = [];
}
to clear all timeouts
function clearAllTimeOuts(){
for (key in dict) {
for(var i = 0, z = dict[key].length; i < z; i++)
clearTimeout(dict[key][i]);
dict[key] =[];
}
};
function findOrAddProperty(str){
var temp = [];
for (key in dict) {
if(key == str){
if (dict.hasOwnProperty(key)) {
temp = dict[key];
break;
}
}
}
if(temp.length == 0){
dict[str] = [];
}
return temp;
};
function alertFunc(id,index) {
jQuery(document).ready(function($) {
do the ajax call here after 1 min
});
};

Related

How to pass unspecified number of parameters to setInterval

I need to create an interval wrapper to track if it has been cleared.
The number of parameters to pass to the interval callback should be variable. So this is the code (not working) I implemented to test it:
function MyInterval() {
var id = setInterval.apply(this, arguments); // NOT VALID!!
this.cleared = false;
this.clear = function() {
this.cleared = true;
clearInterval(id);
};
}
var x = 2;
var y = 3;
var fn = function() {
x = x + y;
console.log(x);
};
var interval = new MyInterval(fn, 5000, x, y);
Within the call to setInterval, this must refer to the global object, so instead of this, you want window in your constructor:
var id = setInterval.apply(window, arguments);
// here -------------------^
(or in loose mode you could use undefined or null.)
Then it works, at least on browsers where setInterval is a real JavaScript function and therefore has apply:
function MyInterval() {
var id = setInterval.apply(window, arguments);
this.cleared = false;
this.clear = function() {
this.cleared = true;
clearInterval(id);
};
}
var x = 2;
var y = 3;
var fn = function() {
x = x + y;
log(x);
};
var interval = new MyInterval(fn, 500, x, y);
setTimeout(function() {
interval.clear();
}, 3000);
function log(msg) {
var p = document.createElement('p');
p.appendChild(document.createTextNode(msg));
document.body.appendChild(p);
}
Note, though, that host-provided functions are only required to be callable, they are not required to inherit from Function.prototype and so they're not required/guaranteed to have apply. Modern browsers ensure they do, but earlier ones (IE8, for instance) did not. I can't speak to how well-supported apply is on setInterval.
If you need to support browsers that may not have it, just to use your own function:
function MyInterval(handler, interval) {
var args = Array.prototype.slice.call(arguments, 2);
var tick = function() {
handler.apply(undefined, args);
};
var id = setInterval(tick, interval);
this.cleared = false;
this.clear = function() {
this.cleared = true;
clearInterval(id);
};
}
This also has the advantage that it works even on browsers that don't support additional args on setInterval (fairly old ones).
Example:
function MyInterval(handler, interval) {
var args = Array.prototype.slice.call(arguments, 2);
var tick = function() {
handler.apply(undefined, args);
};
var id = setInterval(tick, interval);
this.cleared = false;
this.clear = function() {
this.cleared = true;
clearInterval(id);
};
}
var x = 2;
var y = 3;
var fn = function() {
x = x + y;
log(x);
};
var interval = new MyInterval(fn, 500, x, y);
setTimeout(function() {
interval.clear();
}, 3000);
function log(msg) {
var p = document.createElement('p');
p.appendChild(document.createTextNode(msg));
document.body.appendChild(p);
}
You might be tempted to use the new ES2015 spread operator:
var id = setInterval(...arguments);
...but note that if you transpile (and right now you'd have to), it ends up being an apply call, and so you have the issue of whether apply is supported.
I suggest that you pass an "options" parameter to your timeout.
var MyInterval = (function(window) {
return function(callbackFn, timeout, options) {
var id = setInterval.apply(window, arguments);
this.cleared = false;
this.clear = function() {
this.cleared = true;
clearInterval(id);
};
}
}(window));
var fn = function(opts) {
opts.x += opts.y;
console.log('x = ', opts.x);
};
var opts = {
x: 2,
y: 3
};
var ms = 5000;
var interval = new MyInterval(fn, ms, opts);
// Bootstrap a custom logger. :)
console.log = function() {
var logger = document.getElementById('logger');
var el = document.createElement('LI');
el.innerHTML = [].join.call(arguments, ' ');
logger.appendChild(el);
logger.scrollTop = logger.scrollHeight;
}
body{background:#7F7F7F;}h1{background:#D7D7D7;margin-bottom:0;padding:0.15em;border-bottom:thin solid #AAA;color:#444}#logger{height:120px;margin-top:0;margin-left:0;padding-left:0;overflow:scroll;max-width:100%!important;overflow-x:hidden!important;font-family:monospace;background:#CCC}#logger li{list-style:none;counter-increment:step-counter;padding:.1em;border-bottom:thin solid #E7E7E7;background:#FFF}#logger li:nth-child(odd){background:#F7F7F7}#logger li::before{content:counter(step-counter);display:inline-block;width:1.4em;margin-right:.5em;padding:.25em .75em;font-size:1em;text-align:right;background-color:#E7E7E7;color:#6A6A6A;font-weight:700}
<h1>Custom HTML Logger</h1><ol id="logger"></ol>
I created a utility function rather than a constructor to solve your issue.
function Wrapper(delay) {
var isCleared,
intervalId,
intervalDelay = delay || 5e3; // default delay of 5 sec
function clear() {
if (!isCleared) {
console.log('clearing interval');
isCleared = true;
clearInterval(intervalId);
}
}
function setUpInterval(callback){
var params = [].slice.call(arguments, 1);
if (!callback) {
throw new Error('Callback for interval expected');
}
params.unshift(intervalDelay);
params.unshift(callback);
intervalId = setInterval.apply(null, params);
}
return {
setUp : setUpInterval,
clear : clear
}
}
function intervalCallback() {
console.log([].slice.call(arguments).join(','));
}
var wrapper = Wrapper(1e3); // create wrapper with delay for interval
console.log('test case 1');
wrapper.setUp(intervalCallback, 'params', 'to', 'callback');
// call clear interval after 10sec
setTimeout(function() {
wrapper.clear();
}, 10e3);
Hope this helps.

Starting Javascript intervals nonsynchronously and stop each after three runs

I have a function for letting blink a OpenLayer marker three times. The simplified version which only shows console messages:
function blink_three_times(layername){
var x = 0;
setTimeout(function() {
blink_in = setInterval(function() {
x = x+1;
if ( x === 3) {clearInterval(blink_in)};
console.log(layername + ' is visible');
}, 500);
}, 250);
blink_out = setInterval(function() {
if (x === 2) {clearInterval(blink_out)};
console.log(layername + ' is invisible');
}, 500);
};
It works fine, but if it is started multiple times before one has finished, the counter (x) exceeds 3 and the interval does not stop. How can I avoid that?
That is because you have funcions blink_in & blink_out in global scope. When you are calling it second time it overwrites the definitions of functions.
Define them using var to make them local.
var blink_in = setInterval(function() {..})
and
var blink_out = setInterval(function() {..})
DEMO
Your variables blink_in and blink_out are global ones so if you call the function multiple times they will override it and therefore cannot stop the interval properly.
Use them in your function scope by definining them with "var" in order to avoid the problem (see http://jsfiddle.net/cb0h8tst/)
function blink_three_times(layername){
var x = 0;
var blink_in, blink_out;
setTimeout(function() {
blink_in = setInterval(function() {
x = x+1;
if ( x === 3) {clearInterval(blink_in)};
console.log(layername + ' is visible');
}, 500);
}, 250);
blink_out = setInterval(function() {
if (x === 2) {clearInterval(blink_out)};
console.log(layername + ' is invisible');
}, 500);
};
Based on your last update question,
you could also make a more dynamic to keep track of the layers that are actually being blinked, a possible example
function Blinker(opt) {
var ts = {};
this.elementId = opt ? opt.elementId : undefined;
this.runs = (opt ? opt.runs : 3) || 3;
this.completed = (opt ? opt.completed : function() { }) || function() { };
this.start = function(arg) {
var timestamp = arg || this.elementId, that = this;
if (typeof ts[timestamp] !== 'undefined') {
console.log('Cannot run multiple times on same layer');
return;
}
ts[timestamp] = {
timestamp: timestamp,
count: 0,
element: document.getElementById(arg || this.elementId),
controller: this
};
setTimeout(function() {
ts[timestamp].showInterval = setInterval(that.setVisibility.bind(ts[timestamp], true), 500);
}, 250);
ts[timestamp].hideInterval = setInterval(this.setVisibility.bind(ts[timestamp], false), 500);
};
this.setVisibility = function(visible) {
this.element.style.visibility = visible ? 'visible' : 'hidden';
this.element.style.display = visible ? 'inherit' : 'none';
if (visible) {
this.count++;
}
if (!visible && this.count === 2)
{
clearInterval(this.hideInterval);
}
if (visible && this.count === 3)
{
clearInterval(this.showInterval);
this.controller.completed.apply(this.controller, [this.element.id]);
delete ts[this.timestamp];
}
};
}
var blinker = new Blinker({
elementId: 'blinker',
runs: 3,
completed: function(elementId) {
var log = document.getElementById('log');
log.innerHTML += '<p><strong>' + elementId + '</strong> has finished blinking</p>';
}
});
you could find the fiddle here: http://jsfiddle.net/q70w0kpx/

Javascript callback managment

I'm having trouble with designing a class which exposes its actions through callbacks. Yes my approach works for me but also seems too complex.
To illustrate the problem I've drawn the following picture. I hope it is useful for you to understand the class/model.
In my approach, I use some arrays holding user defined callback functions.
....
rocket.prototype.on = function(eventName, userFunction) {
this.callbacks[eventName].push(userFunction);
}
rocket.prototype.beforeLunch = function(){
userFunctions = this.callbacks['beforeLunch']
for(var i in userFunctions)
userFunctions[i](); // calling the user function
}
rocket.prototype.lunch = function() {
this.beforeLunch();
...
}
....
var myRocket = new Rocket();
myRocket.on('beforeLunch', function() {
// do some work
console.log('the newspaper guys are taking pictures of the rocket');
});
myRocket.on('beforeLunch', function() {
// do some work
console.log('some engineers are making last checks ');
});
I'm wondering what the most used approach is. I guess I could use promises or other libraries to make this implementation more understandable. In this slide using callbacks is considered evil. http://www.slideshare.net/TrevorBurnham/sane-async-patterns
So, should I use a library such as promise or continue and enhance my approach?
var Rocket = function () {
this.timer = null;
this.velocity = 200;
this.heightMoon = 5000;
this.goingToMoon = true;
this.rocketStatus = {
velocity: null,
height: 0,
status: null
};
this.listener = {
};
}
Rocket.prototype.report = function () {
for (var i in this.rocketStatus) {
console.log(this.rocketStatus[i]);
};
};
Rocket.prototype.on = function (name,cb) {
if (this.listener[name]){
this.listener[name].push(cb);
}else{
this.listener[name] = new Array(cb);
}
};
Rocket.prototype.initListener = function (name) {
if (this.listener[name]) {
for (var i = 0; i < this.listener[name].length; i++) {
this.listener[name][i]();
}
return true;
}else{
return false;
};
}
Rocket.prototype.launch = function () {
this.initListener("beforeLaunch");
this.rocketStatus.status = "Launching";
this.move();
this.initListener("afterLaunch");
}
Rocket.prototype.move = function () {
var that = this;
that.initListener("beforeMove");
if (that.goingToMoon) {
that.rocketStatus.height += that.velocity;
}else{
that.rocketStatus.height -= that.velocity;
};
that.rocketStatus.velocity = that.velocity;
if (that.velocity != 0) {
that.rocketStatus.status = "moving";
}else{
that.rocketStatus.status = "not moving";
};
if (that.velocity >= 600){
that.crash();
return;
}
if (that.rocketStatus.height == 2000 && that.goingToMoon)
that.leaveModules();
if (that.rocketStatus.height == that.heightMoon)
that.landToMoon();
if (that.rocketStatus.height == 0 && !that.goingToMoon){
that.landToEarth();
return;
}
that.report();
that.initListener("afterMove");
that.timer = setTimeout(function () {
that.move();
},1000)
}
Rocket.prototype.stop = function () {
clearTimeout(this.timer);
this.initListener("beforeStop");
this.velocity = 0;
this.rocketStatus.status = "Stopped";
console.log(this.rocketStatus.status)
this.initListener("afterStop");
return true;
}
Rocket.prototype.crash = function () {
this.initListener("beforeCrash");
this.rocketStatus.status = "Crashed!";
this.report();
this.stop();
this.initListener("afterCrash");
}
Rocket.prototype.leaveModules = function () {
this.initListener("beforeModules");
this.rocketStatus.status = "Leaving Modules";
this.initListener("afterModules");
}
Rocket.prototype.landToMoon = function () {
this.initListener("beforeLandToMoon");
this.rocketStatus.status = "Landing to Moon";
this.goingToMoon = false;
this.initListener("afterLandToMoon");
}
Rocket.prototype.landToEarth = function () {
this.initListener("beforeLandToEarth");
this.stop();
this.rocketStatus.status = "Landing to Earth";
this.initListener("afterLandToEarth");
}
Rocket.prototype.relaunch = function () {
this.initListener("beforeRelaunch");
this.timer = null;
this.velocity = 200;
this.heightMoon = 5000;
this.goingToMoon = true;
this.rocketStatus = {
velocity: 200,
height: 0,
status: "relaunch"
};
this.launch();
this.initListener("afterRelaunch");
}
init;
var rocket = new Rocket();
rocket.on("afterLaunch", function () {console.log("launch1")})
rocket.on("afterLandToMoon", function () {console.log("land1")})
rocket.on("beforeLandToEarth", function () {console.log("land2")})
rocket.on("afterMove", function () {console.log("move1")})
rocket.on("beforeLaunch", function () {console.log("launch2")})
rocket.launch();
You can add any function before or after any event.
This is my solution for this kinda problem. I am not using any special methods anything. I was just wonder is there any good practise for this like problems. I dig some promise,deferred but i just can't able to to this. Any ideas ?

countdown timer stops at zero i want it to reset

I am trying to figure out a way to make my countdown timer restart at 25 all over again when it reaches 0. I dont know what I am getting wrong but it wont work.
Javascript
window.onload = function() {
startCountDown(25, 1000, myFunction);
}
function startCountDown(i, p, f) {
var pause = p;
var fn = f;
var countDownObj = document.getElementById("countDown");
countDownObj.count = function(i) {
//write out count
countDownObj.innerHTML = i;
if (i == 0) {
//execute function
fn();
//stop
return;
}
setTimeout(function() {
// repeat
countDownObj.count(i - 1);
},
pause
);
}
//set it going
countDownObj.count(i);
}
function myFunction(){};
</script>
HTML
<div id="countDown"></div>
try this, timer restarts after 0
http://jsfiddle.net/GdkAH/1/
Full code:
window.onload = function() {
startCountDown(25, 1000, myFunction);
}
function startCountDown(i, p, f) {
var pause = p;
var fn = f;
var countDownObj = document.getElementById("countDown");
countDownObj.count = function(i) {
// write out count
countDownObj.innerHTML = i;
if (i == 0) {
// execute function
fn();
startCountDown(25, 1000, myFunction);
// stop
return;
}
setTimeout(function() {
// repeat
countDownObj.count(i - 1);
}, pause);
}
// set it going
countDownObj.count(i);
}
function myFunction(){};
​
I don't see you resetting the counter. When your counter goes down to 0, it executes the function and return. Instead, you want to execute the function -> reset the counter -> return
You can do this by simply adding i = 25 under fn() :
function startCountDown(i, p, f) {
var pause = p;
var fn = f;
var countDownObj = document.getElementById("countDown");
countDownObj.count = function(i) {
// write out count
countDownObj.innerHTML = i;
if (i == 0) {
// execute function
fn();
i = 25;
// stop
return;
}
setTimeout(function() {
// repeat
countDownObj.count(i - 1);
},
pause
);
}
// set it going
in #Muthu Kumaran code is not showing zero after countdown 1 . you can update to this:
if (i < 0) {
// execute function
fn();
startCountDown(10, 1000, myFunction);
// stop
return;
}
The main reason for using setInterval for a timer that runs continuously is to adjust the interval so that it updates as closely as possible to increments of the system clock, usually 1 second but maybe longer. In this case, that doesn't seem to be necessary, so just use setInterval.
Below is a function that doesn't add non–standard properties to the element, it could be called using a function expression from window.onload, so avoid global variables altogether (not that there is much point in that, but some like to minimise them).
var runTimer = (function() {
var element, count = 0;
return function(i, p, f) {
element = document.getElementById('countDown');
setInterval(function() {
element.innerHTML = i - (count % i);
if (count && !(count % i)) {
f();
}
count++;
}, p);
}
}());
function foo() {
console.log('foo');
}
window.onload = function() {
runTimer(25, 1000, foo);
}

Simple function call inside module, getting NaN, huh?

Here is the module i am working on:
var FeatureRotator = (function($,global) {
var self = {},
currentFeature = 0,
images = [],
imagePrefix = "/public/images/features/",
timer = null,
totalImages = 0,
initialFeature,
interval,
blendSpeed,
element = null,
img1 = null,
img2 = null;
function setVisibleImage(iid) {
$("#img1").attr('src',images[iid].src).css('opacity',1);
$("#img2").css('opacity',0);
$(".active").removeClass("active");
$("#f"+iid).addClass("active");
}
function setCurrentImage(id) {
currentFeature = id;
setVisibleImage(id);
}
function doHoverIn(position) {
if (currentFeature === position) {
self.pause();
} else {
setCurrentImage(global.parseInt(position, 10));
self.pause();
}
}
function doHoverOut(position) {
self.unpause();
}
self.init = function(options,callback) {
var i = 0,
tempImg = null;
interval = options.interval || 5000;
blendSpeed = options.blendSpeed || 500;
element = options.element;
initialFeature = options.initialFeature || 0;
img1 = $("<img/>").attr('id','img1');
img2 = $("<img/>").attr('id','img2').css('opacity','0').css('margin-top',-options.height);
$(element).append(img1).append(img2);
totalImages = $(".feature").size();
for (i = 0;i < totalImages; i++) {
tempImg = new global.Image();
tempImg.src = imagePrefix +"feature_" + i + ".png";
images.push(tempImg);
$("#f"+i).css('background-image',
'url("'+imagePrefix+"feature_"+i+"_thumb.png"+'")')
.hover(doHoverIn($(this).attr('position'))
, doHoverOut($(this).attr('position'))
).attr('position',i);
}
setVisibleImage(initialFeature);
if (options.autoStart) {
self.start();
}
if (callback !== null) {
callback();
}
};
function updateImage() {
var active = $("#img1").css('opacity') === 1 ? "#img1" : "#img2";
var nextFeature = (currentFeature === totalImages-1 ? 0 : currentFeature+1);
if (active === "#img1") {
$("#img2").attr('src',images[nextFeature].src);
$("#img2").fadeTo(blendSpeed, 1);
$("#img1").fadeTo(blendSpeed, 0);
} else {
$("#img1").attr('src',images[nextFeature].src);
$("#img1").fadeTo(blendSpeed, 1);
$("#img2").fadeTo(blendSpeed, 0);
}
$("#f"+currentFeature).removeClass("active");
$("#f"+nextFeature).addClass("active");
currentFeature = nextFeature;
}
self.start = function() {
currentFeature = initialFeature;
setVisibleImage(currentFeature);
timer = global.setInterval(function(){
updateImage();
}, interval);
};
self.pause = function() {
global.clearTimeout(timer);
};
self.unpause = function() {
timer = global.setInterval(function(){
updateImage();
}, interval);
};
return self;
}(this.jQuery, this));
And here is how it is used on the page:
<script type="text/javascript">
// ...
$(function() {
FeatureRotator.init({
interval:5000,
element:'#intro',
autoStart:true,
height:177,
blendSpeed:1000,
initialFeature:0
});
});
</script>
The problem is, when setVisibleImage is called from the init method, the value of iid is NaN. I've stepped through the debugger and verified that 'initialFeature' is 0 when the setVisibleImage function is called, but alas, the value doesn't make it over there.
Can anyone help me determine what the problem is? I've run the code through JSLint, and it came back clean.
UPDATE
Ok here is my updated code, which works now except the fading doesnt work, the image just flips to the next one and doesn't fade smoothly anymore:
var FeatureRotator = (function($,global) {
var self = {},
currentFeature = 0,
images = [],
imagePrefix = "/public/images/features/",
timer = null,
totalImages = 0,
initialFeature = 0,
interval,
blendSpeed;
function setVisibleImage(iid) {
$("#img1").attr('src',images[iid].src).css('opacity',1);
$("#img2").css('opacity',0);
$(".active").removeClass("active");
$("#f"+iid).addClass("active");
}
function setCurrentImage(id) {
currentFeature = id;
setVisibleImage(id);
}
function doHoverIn(obj) {
var position = global.parseInt(obj.target.attributes["position"].value,10);
if (currentFeature === position) {
self.pause();
} else {
setCurrentImage(global.parseInt(position, 10));
self.pause();
}
}
function doHoverOut() {
self.unpause();
}
self.init = function(options,callback) {
var i = 0,
tempImg = null,
element = null,
img1 = null,
img2 = null;
interval = options.interval || 5000;
blendSpeed = options.blendSpeed || 500;
element = options.element;
initialFeature = options.initialFeature || 0;
img1 = $("<img/>").attr('id','img1');
img2 = $("<img/>").attr('id','img2').css('opacity','0').css('margin-top',-options.height);
$(element).append(img1).append(img2);
totalImages = $(".feature").size();
for (i = 0;i < totalImages; i++) {
tempImg = new global.Image();
tempImg.src = imagePrefix +"feature_" + i + ".png";
images.push(tempImg);
$("#f"+i).css('background-image','url("'+imagePrefix+"feature_"+i+"_thumb.png"+'")')
.hover(doHoverIn, doHoverOut)
.attr('position',i);
}
setVisibleImage(initialFeature);
if (options.autoStart) {
self.start();
}
if (typeof callback === "function") {
callback();
}
};
function updateImage() {
var active = $("#img1").css('opacity') === 1 ? "#img1" : "#img2";
var nextFeature = (currentFeature === totalImages-1 ? 0 : currentFeature+1);
if (active === "#img1") {
$("#img2").attr('src',images[nextFeature].src);
$("#img2").fadeTo(blendSpeed, 1);
$("#img1").fadeTo(blendSpeed, 0);
} else {
$("#img1").attr('src',images[nextFeature].src);
$("#img1").fadeTo(blendSpeed, 1);
$("#img2").fadeTo(blendSpeed, 0);
}
$("#f"+currentFeature).removeClass("active");
$("#f"+nextFeature).addClass("active");
currentFeature = nextFeature;
}
self.start = function() {
currentFeature = initialFeature;
setVisibleImage(currentFeature);
timer = global.setInterval(function(){
updateImage();
}, interval);
};
self.stop = function() {
global.clearTimeout(timer);
};
self.pause = function() {
global.clearTimeout(timer);
};
self.unpause = function() {
timer = global.setInterval(function(){
updateImage();
}, interval);
};
return self;
}(this.jQuery, this));
Since you're getting NaN, I'm guessing it is actually taking place from this line:
.hover(doHoverIn($(this).attr('position'))
...which calls this:
setCurrentImage(global.parseInt(position, 10)); // note the parseInt()
...which calls this:
setVisibleImage(id);
So the position being passed to parseInt is coming from $(this).attr('position'), which is likely an value that can't be parsed into a Number, so you get NaN.
Check out the value of that attribute in first line of the block for the for statement.
for (i = 0;i < totalImages; i++) {
console.log( $(this).attr('position') ); // verify the value of position
// ...

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