JavaScript has uncaught Typeerror - javascript

I can execute JavaScript on a only this code in a test.php
<script type="text/javascript" src="http://loveslgirls.com/Flash Mp3 Player/project/deploy/js/swfobject.js"></script>
<script type="text/javascript">
// JAVASCRIPT VARS
// the path to the SWF file
var swfPath = "http://loveslgirls.com/Flash Mp3 Player/project/deploy/preview.swf";
//swfPath += "?t=" + Date.parse(new Date()); // uncomment this line to activate cache buster
// stage dimensions
var stageW = 560;//560//"100%"; // minimum is 450
var stageH = 300;//400;//"100%"; // minimum is 260
// ATTRIBUTES
var attributes = {};
attributes.id = 'FlashComponent';
attributes.name = attributes.id;
// PARAMS
var params = {};
params.bgcolor = "#333333";
params.allowfullscreen = "true";
params.allowScriptAccess = "always";
//params.wmode = "transparent";
/* FLASH VARS */
var flashvars = {};
/// if commented / delete these lines, the component will take the stage dimensions defined
/// above in "JAVASCRIPT SECTIONS" section or those defined in the settings xml
flashvars.componentWidth = stageW;
flashvars.componentHeight = stageH;
/// path to the content folder(where the xml files, images or video are nested)
/// if you want to use absolute paths(like "http://example.com/images/....") then leave it empty("")
// Also, if you want the embed code to work correctly you'll need to set the an absolute path for pathToFiles, like this: http://www.yourwebsite.dom/.../mp3gallery/
flashvars.pathToFiles = "http://loveslgirls.com/Flash Mp3 Player/";
flashvars.xmlPath = "project/deploy/mp3gallery/xml/settings.xml";
flashvars.contentXMLPath = "project/deploy/mp3gallery/xml/mp3gallery.xml";
/** EMBED THE SWF**/
swfobject.embedSWF(swfPath, attributes.id, stageW, stageH, "9.0.124", "http://loveslgirls.com/Flash Mp3 Player/project/deploy/js/expressInstall.swf", flashvars, params, attributes);
</script>
<table width="100%" height="100%" cellpadding="0" cellspacing="0">
<td align="center">
<!-- this div will be overwritten by SWF object -->
<div id="FlashComponent">
<p>In order to view this object you need Flash Player 9+ support!</p>
<a href="http://www.adobe.com/go/getflashplayer">
<img src="http://www.adobe.com/images/shared/download_buttons/get_flash_player.gif" alt="Get Adobe Flash player"/>
</a>
</div>
</td>
</table>
but when I add this to inside a more complex php file its not executing. It says:
Uncaught ReferenceError: ST is not defined Uncaught TypeError: Object [object DOMWindow] has no method 'addEvent'
How add this player to my complex page ?

Looks like you are calling the script before the element is on the page. Does the method you are calling handle the onload? If not you should either add the script after the element you are referencing, call it on document.ready, or add the script onload.

Related

How do I dynamically render FB page plugin if the HTML is created after the FB JS-SDK already loaded?

I have add a page widget (the formerly "likebox") on my page.
It's something like:
<div class="fb-page"
data-href="https://www.facebook.com/imdb"
data-width="340"
data-hide-cover="false"
data-show-facepile="true"></div>
On the page. Everything works fine now.
However, I want to dynamically add extra widgets on my page after the page is loaded (including the FB js-sdk and the first widget). For example. I want to add a new Page-widget after I click a button:
$('button').click(function(){
$('body').append(`
<div class="fb-page"
data-href="https://www.facebook.com/imdb"
data-width="340"
data-hide-cover="false"
data-show-facepile="true"></div>
`);
})
But after doing so, the div wouldn't turn into the box.
I tried many ways like reloading the js file or removing the FB object. But all failed.
Is there any function like:
FB.refillFBHTMLElements() so that I can turn dynamically-created elements into Facebook widgets?
Try using FB.XFBML.parse(). I just tried it with this example, and it successfully parsed a dynamically created widget:
HTML:
<div id="fb-root"></div>
<script async defer crossorigin="anonymous"
src="https://connect.facebook.net/en_US/sdk.js#xfbml=1&version=v6.0&appId=2730175443872266&autoLogAppEvents=1"></script>
<h4>Dynamically Load Facebook Widget</h4>
<button onclick="loadWidget()" class="mb-2">Load Widget</button>
<div id="widget"></div>
JavaScript:
function loadWidget() {
const fbPage = document.createElement('div');
fbPage.className = "fb-page";
fbPage.dataset.href = "https://www.facebook.com/facebook";
fbPage.dataset.tabs = "timeline";
fbPage.dataset.width = "";
fbPage.dataset.height = "";
fbPage.dataset.smallHeader = "false";
fbPage.dataset.adaptContainerWidth = "true";
fbPage.dataset.showFacepile = "true";
const bq = document.createElement('blockquote');
bq.cite = "https://www.facebook.com/facebook";
bq.className = "fb-xfbml-parse-ignore";
const anchor = document.createElement('a');
anchor.href = "https://www.facebook.com/facebook";
anchor.innerHTML = 'Facebook';
bq.appendChild(anchor);
fbPage.appendChild(bq);
const widget = document.getElementById('widget');
widget.appendChild(fbPage);
// parse the widget
FB.XFBML.parse(widget);
}
Reference:
FB.XFBML.parse()

jquery update the object data value dynamically?

url
http://localhost/news-events/news.html?file=hosted_service.pdf
Js code
parseURL : function() {
var _path = window.location.pathname;
console.log(_path);
var _locationSearch = location.search;
var _locationParse = _locationSearch.replace('?file=','');
console.log(_locationParse);
var filePath = "/pdffiles/"+_locationParse ; // /pdffiles/hosted_service.pdf
$('.divEmbed object').data(filePath); **How to set the data of object? this is wrong**
console.log(filePath);
}
Html
<div class="divEmbed">
<object data="" type="application/pdf">
alt : It appears you don't have a PDF plugin for this browser.
Click here to Download the file.
</object>
</div>
What would the syntax be if i want to add the data of the object = filepath
You're setting jQuery's data object, when in fact what you want is to change an ordinary attribute. Use this instead:
$('.divEmbed object').attr('data', filePath);

TypeError: document.getElementById(...) is null

I am trying to build a template builder using http://ejohn.org/blog/javascript-micro-templating
My html has this script tag
<script type="text/html" id="item_tmpl">
<div>
<div class="grid_1 alpha right">
</div>
<div class="grid_6 omega contents">
<p><b><%=AdTitle%>:</b> <%=AdTitle%></p>
</div>
</div>
</script>
<script src="${URLUtils.staticURL('/js/shoptheAd.js')}"type="text/javascript"></script>
The Script contains the following code
(function(app){
if (app) {
var cache = {};
this.tmpl = function tmpl(str, data){
// Figure out if we're getting a template, or if we need to
// load the template - and be sure to cache the result.
var fn = !/\W/.test(str) ?
cache[str] = cache[str] ||
tmpl(document.getElementById(str).innerHTML) :
// Generate a reusable function that will serve as a template
// generator (and which will be cached).
new Function("obj",
"var p=[],print=function(){p.push.apply(p,arguments);};" +
// Introduce the data as local variables using with(){}
"with(obj){p.push('" +
// Convert the template into pure JavaScript
str
.replace(/[\r\t\n]/g, " ")
.split("<%").join("\t")
.replace(/((^|%>)[^\t]*)'/g, "$1\r")
.replace(/\t=(.*?)%>/g, "',$1,'")
.split("\t").join("');")
.split("%>").join("p.push('")
.split("\r").join("\\'")
+ "');}return p.join('');");
// Provide some basic currying to the user
return data ? fn( data ) : fn;
};
var sitecoresuggestions = {
"suggestions": [
{
"AdTitle": "CheckAd",
"AdDescription": "",
"AdImageUrl": "http://demo-kiehls.loreal.photoninfotech.com/~/media/Advertisement Images/emma-watson-3.ashx",
"Count": 2,
"Hit": 0
},
{
"AdTitle": "CheckAd",
"AdDescription": "",
"AdImageUrl": "http://demo-kiehls.loreal.photoninfotech.com/~/media/Advertisement Images/kate2.ashx",
"Count": 2,
"Hit": 0
}
]
} ;
var show_user = tmpl("item_tmpl"), html = "";
for ( var i = 0; i < sitecoresuggestions.suggestions.length; i++ ) {
html += show_user( sitecoresuggestions.suggestions[i] );
}
console.log(html);
} else {
// namespace has not been defined yet
alert("app namespace is not loaded yet!");
}
})(app);
When the show_user = tmpl("item_tmpl") is executed
i get the error TypeError: document.getElementById(...) is null
on debugging i have figured out that due to some reason
<script type="text/html" id="item_tmpl">
<div>
<div class="grid_1 alpha right">
</div>
<div class="grid_6 omega contents">
<p><b><%=AdTitle%>:</b> <%=AdTitle%></p>
</div>
</div>
</script>
does not get loaded in the browser any ideas why it is not getting loaded even though it is included inside the head tag or any other pointers for the cause of the error
Per the post:
Quick tip: Embedding scripts in your page that have a unknown content-type (such is the case here - >the browser doesn't know how to execute a text/html script) are simply ignored by the browser - and >by search engines and screenreaders. It's a perfect cloaking device for sneaking templates into >your page. I like to use this technique for quick-and-dirty cases where I just need a little >template or two on the page and want something light and fast.
So the page doesn't actually render the HTML, and I would assume you would only have reference to it in the page so that you can extract and apply to other objects or items. And as the blogger states you would use it like:
var results = document.getElementById("results");
results.innerHTML = tmpl("item_tmpl", dataObject);

why call flash function from javascript work but FileReference don't work in flash?

I need call flash function from javascript. I use flash.external and addCallback to do this. all things work well but when I use FileReference in my flash, function did not open my browser ...
please see below describtion:
I call my function in javascript with this code:
<input type="button" value="Browse" onclick="sendToFlash('Hello World! from HTML');" />
you can see all my HTML as below:
<html>
<head>
<title>Upload test</title>
</head>
<script>
function hello (size) {
alert ("size hast: " + size);
}
function sendToFlash(val){
var flash = getFlashObject();
flash.new_browser(val);
}
var flash_ID = "Movie2";
var flash_Obj = null;
function getFlashObject(){
if (flash_Obj == null){
var flashObj;
if (navigator.appName.indexOf( "Microsoft" ) != -1){
flashObj = window[flash_ID];
}
else{
flashObj = window.document[flash_ID];
}
flash_Obj = flashObj;
}
return flash_Obj;
}
</script>
<body>
<center>
<embed width="560" height="410" type="application/x-shockwave-flash"
flashvars="sampleVars=loading vars from HTML"
salign="" allowscriptaccess="sameDomain" allowfullscreen="false" menu="true" name="Movie2"
bgcolor="#ffffff" devicefont="false" wmode="window" scale="showall" loop="true" play="true"
pluginspage="http://www.adobe.com/shockwave/download/index.cgi?P1_Prod_Version=ShockwaveFlash"
quality="high" src="Movie2.swf">
</center>
<input type="button" value="Browse" onclick="sendToFlash('Hello World! from HTML');" />
</body>
</html>
when I click Browse in html page, javascript call sendToFlash function and SendToFlash function send my string (Hello World! from HTML) to flash.
in flash I get this string with below code:
resultsTxtField.text = "";
uploadButton.onPress = function () {
return browse_file("Hello World! from Flash");
}
import flash.external.*;
ExternalInterface.addCallback("new_browser", this, browse_file);
function browse_file (my_test_val) {
_root.resultsTxtField.text = "val: " + my_test_val;
import flash.net.FileReference;
var fileTypes:Array = new Array();
var imageTypes:Object = new Object();
imageTypes.description = "Images (*.jpg, *.jpeg, *.gif, *.png)";
imageTypes.extension = "*.jpg; *.jpeg; *.gif; *.png";
fileTypes.push(imageTypes);
var fileListener:Object = new Object();
var btnListener:Object = new Object();
var fileRef:FileReference = new FileReference();
fileRef.addListener(fileListener);
fileRef.browse(fileTypes);
fileListener.onCancel = function(file:FileReference):Void
{
_root.resultsTxtField.text += "File Upload Cancelled\n";
}
fileListener.onSelect = function(file:FileReference):Void
{
_root.resultsTxtField.text += "File Selected: " + file.name + " file size: "+ file.size + " file type: " + file.type;
getURL("javascript:hello("+file.size+");");
}
}
I have only one Scene and this code is on root of this Scene. and I have one movie clip named uploadButton and has only a rectangle that work as button in this sample.
when you click on rectangle browse_file("Hello World! from Flash"); called and a browser open that you can select a photo to upload.
when you click on browse in html same process must do but as you see variable send to function but browser to select a photo did not open any more.
I try several ways. for example I set new function to open only picture browser or set new Scene or use gotoAndPlay and more but there is another problem.
you can download my source from below link:
http://www.4shared.com/zip/YTB8uJKE/flash_uploader.html
note that javascript onclick="sendToFlash('Hello World! from HTML');" don't work in direct opening. you must open it in localhost.
I'll be so so happy for any clue.
thanks so much
Reza Amya
You can't programmatically call browse(), it has to be from a mouse click inside Flash: http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/net/FileReference.html#browse()
In Flash Player 10 and Flash Player 9 Update 5, you can only call
this method successfully in response to a user event (for example, in
an event handler for a mouse click or keypress event). Otherwise,
calling this method results in Flash Player throwing an Error
exception.
after a day reading I know that it is impossible for security reasons.
then you can't open file reference with addCallback javascript code any way. for more information read fileReference browse from js, simulate keypress in flash workaround
Thanks again
Reza Amya

How can i rerender Pinterest's Pin It button?

I'm trying to create and manipulate the Pin It button after page load. When i change the button properties with js, it should be rerendered to get the functionality of pinning dynamically loaded images. So, does Pinterest have any method like Facebook's B.XFBML.parse() function?
Thanks...
Just add data-pin-build attribute to the SCRIPT tag:
<script defer
src="//assets.pinterest.com/js/pinit.js"
data-pin-build="parsePinBtns"></script>
That causes pinit.js to expose its internal build function to the global window object as parsePinBtns function.
Then, you can use it to parse links in the implicit element or all of the links on the page:
// parse the whole page
window.parsePinBtns();
// parse links in #pin-it-buttons element only
window.parsePinBtns(document.getElementById('pin-it-buttons'));
Hint: to show zero count just add data-pin-zero="1" to SCRIPT tag.
The best way to do this:
Remove the iframe of the Pin It button you want to manipulate
Append the html for the new button manipulating it as you wish
Realod their script - i.e. using jQuery:
$.ajax({ url: 'http://assets.pinterest.com/js/pinit.js', dataType: 'script', cache:true});
To render a pin-it button after a page has loaded you can use:
<a href="..pin it link.." id="mybutton" class="pin-it-button" count-layout="none">
<img border="0" src="//assets.pinterest.com/images/PinExt.png" width="43" height="21" title="Pin It" />
</a>
<script>
var element = document.getElementById('mybutton');
(function(x){ for (var n in x) if (n.indexOf('PIN_')==0) return x[n]; return null; })(window).f.render.buttonPin(element);
</script>
Assuming of course the assets.pinterest.com/js/pinit.js is already loaded on the page. The render object has some other useful methods like buttonBookmark, buttonFollow, ebmedBoard, embedPin, embedUser.
I built on Derrek's solution (and fixed undeclared variable issue) to make it possible to dynamically load the pinterest button, so it can't possibly slow down load times. Only tangentially related to the original question but I thought I'd share anyway.
at end of document:
<script type="text/javascript">
addPinterestButton = function (url, media, description) {
var js, href, html, pinJs;
pinJs = '//assets.pinterest.com/js/pinit.js';
//url = escape(url);
url = encodeURIComponent(url);
media = encodeURIComponent(media);
description = encodeURIComponent(description);
href = 'http://pinterest.com/pin/create/button/?url=' + url + '&media=' + media + '&description=' + description;
html = '<img border="0" src="http://assets.pinterest.com/images/PinExt.png" title="Pin It" />';
$('#pinterestOption').html(html);
//add pinterest js
js = document.createElement('script');
js.src = pinJs;
js.type = 'text/javascript';
document.body.appendChild(js);
}
</script>
in document ready function:
addPinterestButton('pageURL', 'img', 'description');//replace with actual data
in your document where you want the pinterest button to appear, just add an element with the id pinterestOption, i.e.
<div id="pinterestOption"></div>
hope that helps someone!
Here's what I did.
First I looked at pinit.js, and determined that it replaces specially-marked anchor tags with IFRAMEs. I figured that I could write javascript logic to get the hostname used by the src attribute on the generated iframes.
So, I inserted markup according to the normal recommendations by pinterest, but I put the anchor tag into an invisible div.
<div id='dummy' style='display:none;'>
<a href="http://pinterest.com/pin/create/button/?
url=http%3A%2F%2Fpage%2Furl
&media=http%3A%2F%2Fimage%2Furl"
class="pin-it-button" count-layout="horizontal"></a>
</div>
<script type="text/javascript" src="//assets.pinterest.com/js/pinit.js">
</script>
Then, immediately after that, I inserted a script to slurp up the hostname for the pinterest CDN, from the injected iframe.
//
// pint-reverse.js
//
// logic to reverse-engineer pinterest buttons.
//
// The standard javascript module from pinterest replaces links to
// http://pinterest.com/create/button with links to some odd-looking
// url based at cloudfront.net. It also normalizes the URLs.
//
// Not sure why they went through all the trouble. It does not work for
// a dynamic page where new links get inserted. The pint.js code
// assumes a static page, and is designed to run "once" at page creation
// time.
//
// This module spelunks the changes made by that script and
// attempts to replicate it for dynamically-generated buttons.
//
pinterestOptions = {};
(function(obj){
function spelunkPinterestIframe() {
var iframes = document.getElementsByTagName('iframe'),
k = [], iframe, i, L1 = iframes.length, src, split, L2;
for (i=0; i<L1; i++) {
k.push(iframes[i]);
}
do {
iframe = k.pop();
src = iframe.attributes.getNamedItem('src');
if (src !== null) {
split = src.value.split('/');
L2 = split.length;
obj.host = split[L2 - 2];
obj.script = split[L2 - 1].split('?')[0];
//iframe.parentNode.removeChild(iframe);
}
} while (k.length>0);
}
spelunkPinterestIframe();
}(pinterestOptions));
Then,
function getPinMarkup(photoName, description) {
var loc = document.location,
pathParts = loc.pathname.split('/'),
pageUri = loc.protocol + '//' + loc.hostname + loc.pathname,
href = '/' + pathToImages + photoName,
basePath = (pathParts.length == 3)?'/'+pathParts[1]:'',
mediaUri = loc.protocol+'//'+loc.hostname+basePath+href,
pinMarkup;
description = description || null;
pinMarkup = '<iframe class="pin-it-button" ' + 'scrolling="no" ' +
'src="//' + pinterestOptions.host + '/' + pinterestOptions.script +
'?url=' + encodeURIComponent(pageUri) +
'&media=' + encodeURIComponent(mediaUri);
if (description === null) {
description = 'Insert standard description here';
}
else {
description = 'My site - ' + description;
}
pinMarkup += '&description=' + encodeURIComponent(description);
pinMarkup += '&title=' + encodeURIComponent("Pin this " + tagType);
pinMarkup += '&layout=horizontal&count=1">';
pinMarkup += '</iframe>';
return pinMarkup;
}
And then use it from jQuery like this:
var pinMarkup = getPinMarkup("snap1.jpg", "Something clever here");
$('#pagePin').empty(); // a div...
$('#pagePin').append(pinMarkup);
I rewrote the Pinterest button code to support the parsing of Pinterest tags after loading AJAX content, similar to FB.XFBML.parse() or gapi.plusone.go(). As a bonus, an alternate JavaScript file in the project supports an HTML5-valid syntax.
Check out the PinterestPlus project at GitHub.
The official way to do this is by setting the "data-pin-build" attribute when loading the script:
<script defer="defer" src="//assets.pinterest.com/js/pinit.js" data-pin-build="parsePins"></script>
Then you can render your buttons dynamically like so:
// render buttons inside a scoped DOM element
window.parsePins(buttonDomElement);
// render the whole page
window.parsePins();
There is also another method on this site which lets you render them in JavaScript without the script tag.
Here is what i did.. A slight modification on #Derrick Grigg to make it work on multiple pinterest buttons on the page after an AJAX reload.
refreshPinterestButton = function () {
var url, media, description, pinJs, href, html, newJS, js;
var pin_url;
var pin_buttons = $('div.pin-it a');
pin_buttons.each(function( index ) {
pin_url = index.attr('href');
url = escape(getUrlVars(pin_URL)["url"]);
media = escape(getUrlVars(pin_URL)["media"]);
description = escape(getUrlVars(pin_URL)["description"]);
href = 'http://pinterest.com/pin/create/button/?url=' + url + '&media=' + media + '&description=' + description;
html = '<img border="0" src="http://assets.pinterest.com/images/PinExt.png" title="Pin It" />';
index.parent().html(html);
});
//remove and add pinterest js
pinJs = '//assets.pinterest.com/js/pinit.js';
js = $('script[src*="assets.pinterest.com/js/pinit.js"]');
js.remove();
js = document.createElement('script');
js.src = pinJs;
js.type = 'text/javascript';
document.body.appendChild(js);
}
});
function getUrlVars(pin_URL)
{
var vars = [], hash;
var hashes = pin_URL.slice(pin_URL.indexOf('?') + 1).split('&');
for(var i = 0; i < hashes.length; i++)
{
hash = hashes[i].split('=');
vars.push(hash[0]);
vars[hash[0]] = hash[1];
}
return vars;
}
Try reading this post http://dgrigg.com/blog/2012/04/04/dynamic-pinterest-button/ it uses a little javascript to replace the pinterest iframe with a new button and then reloads the pinit.js file. Below is the javascript to do the trick
refreshPinterestButton = function (url, media, description) {
var js, href, html, pinJs;
url = escape(url);
media = escape(media);
description = escape(description);
href = 'http://pinterest.com/pin/create/button/?url=' + url + '&media=' + media + '&description=' + description;
html = '<img border="0" src="http://assets.pinterest.com/images/PinExt.png" title="Pin It" />';
$('div.pin-it').html(html);
//remove and add pinterest js
pinJs = $('script[src*="assets.pinterest.com/js/pinit.js"]');
pinJs.remove();
js = document.createElement('script');
js.src = pinJs.attr('src');
js.type = 'text/javascript';
document.body.appendChild(js);
}
Their pinit.js file, referenced in their "Pin it" button docs, doesn't expose any globals. It runs once and doesn't leave a trace other than the iframe it creates.
You could inject that file again to "parse" new buttons. Their JS looks at all anchor tags when it is run and replaces ones with class="pin-it-button" with their iframe'd button.
this works fine for me: http://www.mediadevelopment.no/projects/pinit/ It picks up all data on click event
I tried to adapt their code to work the same way (drop in, and forget about it), with the addition that you can make a call to Pinterest.init() to have any "new" buttons on the page (eg. ajax'd in, created dynamically, etc.) turned into the proper button.
Project: https://github.com/onassar/JS-Pinterest
Raw: https://raw.github.com/onassar/JS-Pinterest/master/Pinterest.js
As of June 2020, Pinterest updated the pin js code to v2. That's why data-pin-build might not work on
<script defer="defer" src="//assets.pinterest.com/js/pinit.js" data-pin-build="parsePins"></script>
Now it works on pinit_v2.js
<script async defer src="//assets.pinterest.com/js/pinit_v2.js" data-pin-build="parsePins"></script>

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