IE8 tinyMCE .NET insert image - javascript

Solution: The problem below was caused by a Divx javascript that overwrote a core javascript function. Thanks to aeno for discovering this and shame on the Divx coder who did that!
Problem: Clicking the insert image button in the tinymce toolbar does nothing in IE8.
Description: Bear with me here. I don't think the issue is with tinymce and it's probably the fault of IE8, but I need help from someone wiser than me in solving the final piece of the puzzle to figure out who is responsible for this...
So basically I'm using tinyMCE with Visual Studio 2010 and I get the problem as described above. So I switch to the tinyMCE source code to debug this. The problem seems to happen in this piece of the code in the inlinepopups/editor_plugin_src.js, line 358:
_addAll : function(te, ne) {
var i, n, t = this, dom = tinymce.DOM;
if (is(ne, 'string'))
te.appendChild(dom.doc.createTextNode(ne));
else if (ne.length) {
te = te.appendChild(dom.create(ne[0], ne[1]));
for (i=2; i<ne.length; i++)
t._addAll(te, ne[i]);
}
},
the exact line of code being,
te = te.appendChild(dom.create(ne[0], ne[1]));
In IE8 te becomes null because te.appendChild returns nothing.
To give some background on the the code, te is a DOM.doc.body object and ne seems to be a json object containing the structure of the inline popup object that needs to be created.
So back to the code.. this works with all other browsers no problem. So I step into the function appendChild and I'm brought to some "JScript - script block [dynamic]" file that does the unthinkable. It overrides the doc.body.appendChild function... You can see it below,
code cut out
...
var appendChildOriginal = doc.body.appendChild;
doc.body.appendChild = function(element)
{
appendChildOriginal(element);
var tag = element.tagName.toLowerCase();
if ("video" == tag)
{
ProcessVideoElement(element);
}
}
...
code cut out
Here we can obviously see what went wrong. Of course te.appendChild returns nothing... it has NO RETURN STATEMENT!
So the final piece to this puzzle is wtf is this dynamic script block? I can't for the love of god figure out where this script block is coming from (VS2010 is not helping). My deepest suspicions are that this is IE8 in built? Can anyone shed some light on this? Below I'm providing a little bit more of this mysterious script block in case anyone can figure out where it's from. I can promise you something right now, it doesn't belong to any of the scripts in our project since we've done a search and we turn up with nothing.
var doc;
var objectTag = "embed";
// detect browser type here
var isInternetExplorer = (-1 != navigator.userAgent.indexOf("MSIE"));
var isMozillaFirefox = (-1 != navigator.userAgent.indexOf("Firefox"));
var isGoogleChrome = (-1 != navigator.userAgent.indexOf("Chrome"));
var isAppleSafari = (-1 != navigator.userAgent.indexOf("Safari"));
// universal cross-browser loader
if (isInternetExplorer)
{
// use <object> tag for Internet Explorer
objectTag = "object";
// just execute script
ReplaceVideoElements();
}
else if (isMozillaFirefox)
{
// listen for the 'DOMContentLoaded' event and then execute script
function OnDOMContentLoadedHandled(e)
{
ReplaceVideoElements();
}
window.addEventListener("DOMContentLoaded", OnDOMContentLoadedHandled, false);
}
else if (isGoogleChrome)
{
// just execute script
ReplaceVideoElements();
}
else if (isAppleSafari)
{
// listen for the 'DOMContentLoaded' event and then execute script
function OnDOMContentLoadedHandled(e)
{
ReplaceVideoElements();
}
window.addEventListener("DOMContentLoaded", OnDOMContentLoadedHandled, false);
}
function MessageHandler(event)
{
//window.addEventListener("load", OnLoad, false);
}
// replacing script
function ReplaceVideoElements()
{
if (isMozillaFirefox)
{
doc = window.content.document;
}
else
{
doc = document;
}
// set up DOM events for Google Chrome & Mozilla Firefox
if (isMozillaFirefox || isGoogleChrome || isAppleSafari)
{
doc.addEventListener("DOMNodeInserted", onDOMNodeInserted, false);
doc.addEventListener("DOMNodeInsertedIntoDocument", onDOMNodeInsertedIntoDocument, false);
}
// HACK : override appendChild, replaceChild, insertBefore for IE, since it doesn't support DOM events
if (isInternetExplorer)
{
var appendChildOriginal = doc.body.appendChild;
doc.body.appendChild = function(element)
{
appendChildOriginal(element);
var tag = element.tagName.toLowerCase();
if ("video" == tag)
{
ProcessVideoElement(element);
}
}
var replaceChildOriginal = doc.body.replaceChild;
doc.body.replaceChild = function(element, reference)
{
replaceChildOriginal(element, reference);
var tag = element.tagName.toLowerCase();
if ("video" == tag)
{
ProcessVideoElement(element);
}
}
var insertBeforeOriginal = doc.body.insertBefore;
doc.body.insertBefore = function(element, reference)
{
insertBeforeOriginal(element, reference);
var tag = element.tagName.toLowerCase();
if ("video" == tag)
{
ProcessVideoElement(element);
}
}
}
...
code cut out

HI,
I'm dealing with the exact same problem occuring when opening a prettyPhoto gallery...
I have no idea where this "script block" is coming from, but it definitely causes the error.
So, does anyone know anything on this suspicious script block?
Thanks,
aeno
edit:
A little more googling shed some light onto it: The mentioned script block comes from the DivX plugin that's installed in InternetExplorer. Deactivating the DivX plugin suddenly solved the problem and prettyPhoto opens quite smooth :)
Now I have to figure out whether the DivX developers have bug tracker...

Related

Correct access of dynamic iFrame in IE

Plain JS - please no jQuery suggestions - it is for a bookmarklet that needs to use as plain JS as possible.
I hope someone KNOWS the answer since I cannot reliable create a fiddle.
This code will run in the scope of the page it is inserted in - it works perfectly in Fx6-9, safari and latest Chromes on Windows XP and OSX - Only IE gives me undefined when I try to access the iFrame
var zContainer = document.getElementById('zContainer');
if (zContainer==null) {
zContainer = document.createElement("div");
zContainer.id="zContainer";
document.body.appendChild(zContainer);
}
var zStuff = {}; // minimise window var footprint
zStuff.html = '<body>Hello</body>';
if (!zFrame) { // did we already have one?
zFrame = document.createElement("iframe");
zFrame.id="zIframeId"; zFrame.name="zIframeName"; zFrame.frameBorder="0";
zIFS = zFrame.style; zIFS.border="0"; zIFS.width="500px"; zIFS.height="500px"; zIFS.backgroundColor="white"; zIFS.display="block";
zContainer.appendChild(zFrame); // append to div
zFrame = window.frames["zIframeName"]; // undefined in IE8 !!!!!
// zFrame = document.getElementById("zIframeId"); // undefined in IE8 !!!!!
zFrame.src="javascript:'<body></body>'"; // initialise body
zFrame.document.write(zStuff.html); // or zFrame.contentDocument.write
zFrame.document.close();
// zFrame.document.body.innerHTML=zStuff.html; // also does not work
// zFrame.src="javascript:'"+zStuff.html+"'"; // alternative method - either one works in Fx/Chrome
}
Thanks for any hints and for not voting this down. I hope the SO community will be as
helpful to me as I have been to it over the last year and a half...
Update - since the code I posted had some remnants of desperation, I changed it to
if (!zFrame) { // did we already have one?
zFrame = document.createElement("iframe");
zFrame.id="zIframeId"; zFrame.name="zIframeName"; zFrame.frameBorder="0";
zIFS = zFrame.style; zIFS.border="0"; zIFS.width="500px"; zIFS.height="500px"; zIFS.backgroundColor="white"; zIFS.display="block";
zContainer.appendChild(zFrame); // append to div
zFrame.src="javascript:'<body></body>'"; // initialise body
zFrame.document.write(zStuff.html); // or zFrame.contentDocument.write
zFrame.document.close();
}
the above now replaces the page I am on with the code in the zStuff.html
instead of replacing only the iFrame content - it also broke in Fx
Now I have to do this in Fx which IE also does not mind but still replaces the window and not the iFrame
if (!zFrame) {
zFrame = document.createElement("iframe");
zFrame.scrolling="no"; zFrame.id="zIframeId"; zFrame.name="zIframeName"; zFrame.frameBorder="0";
zIFS = zFrame.style; zIFS.border="0px none"; zIFS.width="549px"; zIFS.height="510px"; zIFS.backgroundColor="white"; zIFS.display="block";
zDRContainer.appendChild(zFrame);
zFrame.src="javascript:'<body></body>'";
setTimeout(function() {
var zFrame = window.frames["zIframeName"]; // this is needed for the document.write
zFrame.document.write(zStuff.html);
zFrame.document.close();
},100);
}
The hack I suggested in chat:
var a = setInterval( function(){
try{
zFrame.contentWindow.document.write(zStuff.html);
zFrame.contentWindow.document.close();
clearInterval(a);
}
catch(e){}
}, 10 );
Since it is not known when IE allows accessing contentWindow properties, this will keep trying until it is allowed.

Return address of image or error if it doesn't exist

I know my problem is the fact that I can't check if the image is good until it has time to load. I'm trying to check width and return after it or the src changes (using onerror to set an src.) I'm always getting stuck with a race condition though, and it errors out long before the height and width or src change. When I reload, the image is cached and it works fine. I don't know how to avoid this. Here is my current code (also not working, it loops until Firefox complains.) I'm setting the return of this function to a variable. There are some writes in there I'm using to see how far it gets, and it stops in the while loop. I tried using getTimeout('tstit = chkload("thisisatest",tinypth);',250);, but that didn't work either. I wish I could force this to load in order...
function buildimg(tehname,myc,pth1,pth2,tinypth)
{
var myimg = pth1+tehname+"/"+tehname+"-"+myc+".jpg";
buildtest("thisisatest",myimg,tinypth);
var testimg = document.getElementById("thisisatest");
var tstit = chkload("thisisatest",tinypth);
while(tstit == false) {
document.write(tstit);
tstit = chkload("thisisatest",tinypth);
}
alert(testimg.src+'-'+testimg.width+'-'+testimg.height);
if((testimage.width > 20) && (testimage.height > 20)) {
return myimg;
}
else if(typeof pth2 == "undefined") {
myimg = "error";
return myimg;
}
else {
myimg = buildimg(tehname,myc,pth2);
return myimg;
}
document.write('No return error in buildimg.');
return "error";
}
/*Builds a hidden img tag for testing images*/
function buildtest(itsid,itssrc,tinypath) {
if(document.getElementById(itsid)) {
var imgobj = document.getElementById(itsid);
imgobj.remove();
}
document.write('<img id="'+itsid+'" style="display: none;" src="'+itssrc+'" onerror="swaponerr(\''+itsid+'\',\''+tinypath+'\')" />');
}
/*Swaps the image to a small picture, so we can detect if it worked*/
function swaponerr(tagid, tinypath) {
var theimg = document.getElementById(tagid);
theimg.onerror = '';
theimg.src = tinypath;
}
/*Recurses to return when the image is loaded*/
function chkload(loadid,tinychk) {
var tehobj = document.getElementById(loadid);
document.write(tehobj.width+'x'+tehobj.height+'x'+tehobj.src);
if((tehobj.naturalWidth > 20) && (tehobj.naturalHeight > 20)) {
return true;
}
if(tehobj.src == tinychk) {
return true;
}
return false;
}
I need to test for an image, and return error if it is non-existent. The code below works fine on my server:
/*Checks if the image at /tehname/tehname-c.jpg exists in either of the paths
outputs it's address if it does, and "error" if not.*/
function buildimg(tehname,index,pth1,pth2)
{
var myimg = pth1+tehname+"/"+tehname+"-"+index+".jpg";
$.ajax({
url:myimg,
type:'HEAD',
error: function()
{
myimg=pth2+tehname+"/"+tehname+"-"+index+".jpg";
$.ajax({
url:myimg,
type:'HEAD',
error: function()
{
myimg="error";
return;
},
});
return;
},
});
return myimg;
}
Unfortunately, I'm trying to do this on a messed up system my work uses. We do have jquery, but the system stores user files on a separate server from code, so ajax won't work. This will eventually be in a .js file, I hope.
Now I've got code starting with:
function buildimg(tehname,myc,pth1,pth2)
{
var myimg = pth1+tehname+"/"+tehname+"-"+myc+".jpg";
var tehimage = new Image();
tehimg.src = myimg;
I tried to have the function load the image, and check its width, but I always get 0, since I can't pre-load the images without knowing how many they are (and I don't want to have some outrageously high number of requests with most being errors.) For some reason (at least on Firefox 4, as that's what my goal is to get working first) tehimage.complete always returns false. I've tried using onerror and onload by a global variable, and a few other methods. I must admit though, I'm not very versed in Javascript, so my callbacks may not have worked.
Please help, I'm getting desperate!
Do you hold the 'power to execute php code' on that user files server? If so, check them in php and output to images.js in that server, than in your html, first load images.js, then your usual javascript.
By the way, jQuery had memory leaks in ajax for ears, don't know about 1.6, but 1.5 definately had those. if you wan't to use ajax to get data from server to javascript - use plain javascript: http://www.w3schools.com/ajax/ajax_xmlhttprequest_send.asp
Edit: Definately worth checking out: http://fettig.net/weblog/2005/11/28/how-to-make-xmlhttprequest-connections-to-another-server-in-your-domain/
Since I'm getting no answers, I'm closing the question. What I ended up doing was a modification to make the image change class in the onload, have the image onerror delete it, and have the rest of the code run in the window onload. Unfortunately, this means the 404s aren't caught before it tries to load more images, so I'm forced to limit the max number of images that can be used (changeable in the function call,) and the images that aren't there just waste a little time.
See the final result here.

Disappearing Menu Commands After User Input in Tampermonkey

Tampermonkey is an extension for Google Chrome that attempts to emulate the functionality of Greasemonkey. To be clear, I got my script to work in Chrome and the default JavaScript changes to show up. I wanted to test the menu commands, however, and entered a 6-digit hex color code after clicking on the command in the Tampermonkey menu. I reloaded the page, and the commands disappeared from the menu! My script was still there (and the checkbox was ticked).
No matter what I did or what code I changed, I could never emulate this initial functionality after that user-defined input was set. This leads me to believe that there's some persistent data that I can't delete that's causing my script to fail prematurely. NOTE: This exact script works perfectly and without errors in Firefox.
This is obviously not a Tampermonkey forum, but people here seem very knowledgeable about cross-platform compatility. I didn't hear a single peep from the Chrome console after all of the changes below, and I'm really just out of ideas at this point. Here are some things I've tried (with no success). Any console errors are listed:
Changing jQuery version from 1.5.1 to 1.3.2
Calling localStorage.getItem('prevoColor') from console after page load (both values null)
Changing client-side storage from localStorage to get/setValue
Calling GM_getValue from the console = ReferenceError: GM_getValue is not defined
Deleting localStorage entries for veekun.com in Chrome options
Refreshing, Re-installing the script, and restarting the browser more times than I can count
Repeating all of the above commands using Firebug Lite (bookmarklet)
Here's the code I was using:
// ==UserScript==
// #name Veekun Comparison Highlighter
// #namespace tag://veekun
// #description Highlights moves exclusive to pre-evolutions on veekun.com's family comparison pages (user-defined colors available)
// #include http://veekun.com/dex/gadgets/*
// #author Matthew Ammann
// #version 1.0.3
// #date 3/11/11
// #require http://sizzlemctwizzle.com/updater.php?id=98824
// #require http://ajax.googleapis.com/ajax/libs/jquery/1.3.2/jquery.min.js
// ==/UserScript==
/*
Goal: Change checkmark color & move name to user-specified color on family comparison pages if
[DONE] Baby poke has a LEVEL-UP move unlearned by any evolutions
[DONE] a) Make sure move is not a TM or tutor move
[DONE] Any other mid-evolution has a move unlearnable by a final evo (Caterpie, Weedle families)
[DONE] a) Make sure move is not a TM or tutor move
[DONE] Any pre-evo has a TUTOR move unlearned by any evo (Murkrow in HG/SS)
[] Implement auto-update after uploading to userscripts.org
Credits: Brock Adams, for helping with Chrome compatibility
Metalkid, for the jQuery consult
*/
var isLevelupMove = false;
var isTutorMove = false;
var isTM = false;
var TMhead = $('#moves\\:machine');
var hasSecondEvo = false;
var hasFinalEvo1 = false;
var hasFinalEvo2 = false;
var header = $('.header-row').eq(1);
var TMmoves = new Array();
//This section deals with the user-defined colors
GM_registerMenuCommand("Color for pre-evolutionary-only moves", prevoColorPrompt)
GM_registerMenuCommand("Color for first evolution-only moves", evoColorPrompt)
var prevoColor = GM_getValue('prevoColor', '#FF0000');
var evoColor = GM_getValue('evoColor', '#339900');
function prevoColorPrompt()
{
var input = prompt("Please enter a desired 6-digit hex color-code for pre-evolutionary pokemon:")
GM_setValue('prevoColor', '#'+input);
}
function evoColorPrompt()
{
var input = prompt("Please enter the desired 6-digit hex color-code for first-evolution pokemon:")
GM_setValue('evoColor', '#'+input);
}
//This loop tests each 'th' element in a sample header row, determining how many Evos are currently present in the chart.
$('.header-row').eq(1).find('th').each(function(index)
{
if($(this).find('a').length != 0)
{
switch(index)
{
case 2:
hasSecondEvo = true;
break;
case 3:
hasFinalEvo1 = true;
break;
case 4:
hasFinalEvo2 = true;
break;
}
}
});
//All 'tr' siblings are TM moves, since it's the last section on the page
//This array puts only the names of the available TMs into the TMmoves array
TMhead.nextAll().each(function(index)
{
TMmoves.push($(this).children(":first").find('a').eq(0).html());
});
$('tr').each(function(index)
{
var moveName = $(this).children(":first").find('a').eq(0).html();
moveName = $.trim(moveName);
switch($(this).attr('id'))
{
case 'moves:level-up':
isLevelupMove = true;
break;
case 'moves:egg':
isLevelupMove = false;
break;
case 'moves:tutor':
isTutorMove = true;
case 'moves:machine':
isTM = true;
}
if(isLevelupMove || isTutorMove)
{
var babyMoveCell = $(this).find('td').eq(0);
babyMoveText = $.trim(babyMoveCell.html());
secondEvoCell = babyMoveCell.next();
secondEvoText = $.trim(secondEvoCell.html());
finalEvo1Cell = secondEvoCell.next();
finalEvo1Text = $.trim(finalEvo1Cell.html());
finalEvo2Cell = finalEvo1Cell.next();
finalEvo2Text = $.trim(finalEvo2Cell.html());
//This checks if evolutions have checkmarks
if(babyMoveText.length > 0)
{
if(hasSecondEvo && secondEvoText.length == 0 || hasFinalEvo1 && finalEvo1Text.length == 0 ||
hasFinalEvo2 && finalEvo2Text.length == 0)
{
//See if the move is a TM before proceeding
var tm = tmCheck(moveName);
if(!tm)
{
if(secondEvoText.length > 0)
{
babyMoveCell.css("color", evoColor);
secondEvoCell.css("color", evoColor);
babyMoveCell.prev().find('a').eq(0).css("color", evoColor); //highlights move name
}
else
{
babyMoveCell.css("color", prevoColor);
babyMoveCell.prev().find('a').eq(0).css("color", prevoColor);
}
}
}
}
else if(secondEvoText.length > 0)
{
if(hasFinalEvo1 && finalEvo1Text.length == 0 || hasFinalEvo2 && finalEvo2Text.length == 0)
{
var tm = tmCheck(moveName);
if(!tm)
{
secondEvoCell.css("color", evoColor);
babyMoveCell.prev().find('a').eq(0).css("color", evoColor);
}
}
}
}
});
function tmCheck(input)
{
var isTM = false;
//Iterate through TMmoves array to see if the input matches any entries
for(var i = 0; i < TMmoves.length; i++)
{
if(input == TMmoves[i])
{
isTM = true;
break;
}
}
if(isTM == true)
return true;
else
return false;
}
//alert("evoColor: " + localStorage.getItem('evoColor') + ". prevoColor: " + localStorage.getItem('prevoColor'));
Any ideas as to why this is happening?
EDIT: I messaged sizzlemctwizzle about this problem, and this was his reply: "Tampermonkey’s #require implementation is incorrect. It downloads my updater far too often so I have banned it from using my updater via browser sniffing. My server just can’t handle the traffic it brings. The script it is downloading from my server shouldn’t have any actual code in it. Since it is causing errors with in your script I would guess Tampermonkey isn’t passing the User Agent header when it does these requests. I’m never tested my updater in Chrome so I have no idea why it breaks. Perhaps you could try and install NinjaKit instead."
What URL are you testing this on? I tested on http://veekun.com/dex/gadgets/stat_calculator.
Anyway, the script behavior, vis à vis the menu commands did seem erratic with Tampermonkey. I couldn't really tell / didn't really check if the rest of the script was working as it should.
The culprit seems to be the sizzlemctwizzle.com update check. Removing its // #require made the menu stable. Putting that directive back, broke the script again.
I've never been a fan of that update checker, so I'm not going to dive into why it appears to be breaking the Tampermonkey instance of this script. (That would be another question -- and one probably best directed at the 2 responsible developers.)
For now, suggest you just delete it. Your users will check for updates as needed :) .

link element onload

Is there anyway to listen to the onload event for a <link> element?
F.ex:
var link = document.createElement('link');
link.rel = 'stylesheet';
link.href = 'styles.css';
link.onload = link.onreadystatechange = function(e) {
console.log(e);
};
This works for <script> elements, but not <link>. Is there another way?
I just need to know when the styles in the external stylesheet has applied to the DOM.
Update:
Would it be an idea to inject a hidden <iframe>, add the <link> to the head and listen for the window.onload event in the iframe? It should trigger when the css is loaded, but it might not guarantee that it's loaded in the top window...
Today, all modern browsers support the onload event on link tags. So I would guard hacks, such as creating an img element and setting the onerror:
if !('onload' in document.createElement('link')) {
imgTag = document.createElement(img);
imgTag.onerror = function() {};
imgTag.src = ...;
}
This should provide a workaround for FF-8 and earlier and old Safari & Chrome versions.
minor update:
As Michael pointed out, there are some browser exceptions for which we always want to apply the hack. In Coffeescript:
isSafari5: ->
!!navigator.userAgent.match(' Safari/') &&
!navigator.userAgent.match(' Chrom') &&
!!navigator.userAgent.match(' Version/5.')
# Webkit: 535.23 and above supports onload on link tags.
isWebkitNoOnloadSupport: ->
[supportedMajor, supportedMinor] = [535, 23]
if (match = navigator.userAgent.match(/\ AppleWebKit\/(\d+)\.(\d+)/))
match.shift()
[major, minor] = [+match[0], +match[1]]
major < supportedMajor || major == supportedMajor && minor < supportedMinor
This is kind of a hack, but if you can edit the CSS, you could add a special style (with no visible effect) that you can listen for using the technique in this post: http://www.west-wind.com/weblog/posts/478985.aspx
You would need an element in the page that has a class or an id that the CSS will affect. When your code detects that its style has changed, the CSS has been loaded.
A hack, as I said :)
The way I did it on Chrome (not tested on other browsers) is to load the CSS using an Image object and catching its onerror event. The thing is that browser does not know is this resource an image or not, so it will try fetching it anyway. However, since it is not an actual image it will trigger onerror handlers.
var css = new Image();
css.onerror = function() {
// method body
}
// Set the url of the CSS. In link case, link.href
// This will make the browser try to fetch the resource.
css.src = url_of_the_css;
Note that if the resource has already been fetched, this fetch request will hit the cache.
E.g. Android browser doesn't support "onload" / "onreadystatechange" events for element: http://pieisgood.org/test/script-link-events/
But it returns:
"onload" in link === true
So, my solution is to detect Android browser from userAgent and then wait for some special css rule in your stylesheet (e.g., reset for "body" margins).
If it's not Android browser and it supports "onload" event- we will use it:
var userAgent = navigator.userAgent,
iChromeBrowser = /CriOS|Chrome/.test(userAgent),
isAndroidBrowser = /Mozilla\/5.0/.test(userAgent) && /Android/.test(userAgent) && /AppleWebKit/.test(userAgent) && !iChromeBrowser;
addCssLink('PATH/NAME.css', function(){
console.log('css is loaded');
});
function addCssLink(href, onload) {
var css = document.createElement("link");
css.setAttribute("rel", "stylesheet");
css.setAttribute("type", "text/css");
css.setAttribute("href", href);
document.head.appendChild(css);
if (onload) {
if (isAndroidBrowser || !("onload" in css)) {
waitForCss({
success: onload
});
} else {
css.onload = onload;
}
}
}
// We will check for css reset for "body" element- if success-> than css is loaded
function waitForCss(params) {
var maxWaitTime = 1000,
stepTime = 50,
alreadyWaitedTime = 0;
function nextStep() {
var startTime = +new Date(),
endTime;
setTimeout(function () {
endTime = +new Date();
alreadyWaitedTime += (endTime - startTime);
if (alreadyWaitedTime >= maxWaitTime) {
params.fail && params.fail();
} else {
// check for style- if no- revoke timer
if (window.getComputedStyle(document.body).marginTop === '0px') {
params.success();
} else {
nextStep();
}
}
}, stepTime);
}
nextStep();
}
Demo: http://codepen.io/malyw/pen/AuCtH
Since you didn't like my hack :) I looked around for some other way and found one by brothercake.
Basically, what is suggested is to get the CSS using AJAX to make the browser cache it and then treat the link load as instantaneous, since the CSS is cached. This will probably not work every single time (since some browsers may have cache turned off, for example), but almost always.
Another way to do this is to check how many style sheets are loaded. For instance:
With "css_filename" the url or filename of the css file, and "callback" a callback function when the css is loaded:
var style_sheets_count=document.styleSheets.length;
var css = document.createElement('link');
css.setAttribute('rel', 'stylesheet');
css.setAttribute('type', 'text/css');
css.setAttribute('href', css_filename);
document.getElementsByTagName('head').item(0).appendChild(css);
include_javascript_wait_for_css(style_sheets_count, callback, new Date().getTime());
function include_javascript_wait_for_css(style_sheets_count, callback, starttime)
/* Wait some time for a style sheet to load. If the time expires or we succeed
* in loading it, call a callback function.
* Enter: style_sheet_count: the original number of style sheets in the
* document. If this changes, we think we finished
* loading the style sheet.
* callback: a function to call when we finish loading.
* starttime: epoch when we started. Used for a timeout. 12/7/11-DWM */
{
var timeout = 10000; // 10 seconds
if (document.styleSheets.length!=style_sheets_count || (new Date().getTime())-starttime>timeout)
callback();
else
window.setTimeout(function(){include_javascript_wait_for_css(style_sheets_count, callback, starttime)}, 50);
}
This trick is borrowed from the xLazyLoader jQuery plugin:
var count = 0;
(function(){
try {
link.sheet.cssRules;
} catch (e) {
if(count++ < 100)
cssTimeout = setTimeout(arguments.callee, 20);
else
console.log('load failed (FF)');
return;
};
if(link.sheet.cssRules && link.sheet.cssRules.length == 0) // fail in chrome?
console.log('load failed (Webkit)');
else
console.log('loaded');
})();
Tested and working locally in FF (3.6.3) and Chrome (linux - 6.0.408.1 dev)
Demo here (note that this won't work for cross-site css loading, as is done in the demo, under FF)
You either need a specific element which style you know, or if you control the CSS file, you can insert a dummy element for this purpose. This code will exactly make your callback run when the css file's content is applied to the DOM.
// dummy element in the html
<div id="cssloaded"></div>
// dummy element in the css
#cssloaded { height:1px; }
// event handler function
function cssOnload(id, callback) {
setTimeout(function listener(){
var el = document.getElementById(id),
comp = el.currentStyle || getComputedStyle(el, null);
if ( comp.height === "1px" )
callback();
else
setTimeout(listener, 50);
}, 50)
}
// attach an onload handler
cssOnload("cssloaded", function(){
alert("ok");
});
If you use this code in the bottom of the document, you can move the el and comp variables outside of the timer in order to get the element once. But if you want to attach the handler somewhere up in the document (like the head), you should leave the code as is.
Note: tested on FF 3+, IE 5.5+, Chrome
The xLazyLoader plugin fails since the cssRules properties are hidden for stylesheets that belong to other domains (breaks the same origin policy). So what you have to do is compare the ownerNode and owningElements.
Here is a thorough explanation of what todo:
http://yearofmoo.com/2011/03/cross-browser-stylesheet-preloading/
// this work in IE 10, 11 and Safari/Chrome/Firefox/Edge
// if you want to use Promise in an non-es6 browser, add an ES6 poly-fill (or rewrite to use a callback)
let fetchStyle = function(url) {
return new Promise((resolve, reject) => {
let link = document.createElement('link');
link.type = 'text/css';
link.rel = 'stylesheet';
link.onload = resolve;
link.href = url;
let headScript = document.querySelector('script');
headScript.parentNode.insertBefore(link, headScript);
});
};
This is a cross-browser solution
// Your css loader
var d = document,
css = d.head.appendChild(d.createElement('link'))
css.rel = 'stylesheet';
css.type = 'text/css';
css.href = "https://unpkg.com/tachyons#4.10.0/css/tachyons.css"
// Add this
if (typeof s.onload != 'undefined') s.onload = myFun;
} else {
var img = d.createElement("img");
img.onerror = function() {
myFun();
d.body.removeChild(img);
}
d.body.appendChild(img);
img.src = src;
}
function myFun() {
/* ..... PUT YOUR CODE HERE ..... */
}
The answer is based on this link that say:
What happens behind the scenes is that the browser tries to load the
CSS in the img element and, because a stylesheet is not a type of
image, the img element throws the onerror event and executes our
function. Thankfully, browsers load the entire CSS file before
determining its not an image and firing the onerror event.
In modern browsers you can do css.onload and add that code as a fallback to cover old browsers back to 2011 when only Opera and Internet Explorer supported the onload event and onreadystatechange respectively.
Note: I have answered here too and it is my duplicate and deserves to be punished for my honesteness :P

Body onload in Javascript

I had written one JS in asp.net. I had called that from body onload, but the JS doesn't get called where I have put my debugger. What could be possible reasons for this? I'm developing website in dotnetnuke.
The JS I have written is syntactically and logically correct.
<script type="text/javascript">
var displayTime, speed, wait, banner1, banner2, link1, link2, bannerIndex, bannerLocations, bannerURLs;
function initVar() {
debugger;
displayTime = 10; // The amount of time each banner will be displayed in seconds.
speed = 5; // The speed at which the banners is moved (1 - 10, anything above 5 is not recommended).
wait = true;
banner1 = document.getElementById("banner1");
banner2 = document.getElementById("banner2");
//link1 = document.getElementById("link1");
//link2 = document.getElementById("link2");
//banner1 = document.getElementById("banner1");
//banner2 = document.getElementById("banner2");
banner1.style.left = 0;
banner2.style.left = 500;
bannerIndex = 1;
/* Important: In order for this script to work properly, please make sure that the banner graphic and the
URL associated with it have the same index in both, the bannerLocations and bannerURLs arrays.
Duplicate URLs are permitted. */
// Enter the location of the banner graphics in the array below.
//bannerLocations = new Array("internet-lg.gif","jupiterweb.gif","jupitermedia.gif");
bannerLocations = new Array("image00.jpg", "image01.jpg", "image02.jpg", "admin_ban.bmp");
// Enter the URL's to which the banners will link to in the array below.
bannerURLs = new Array("http://www.internet.com","http://www.jupiterweb.com","http://www.jupitermedia.com");
}
function moveBanner() {
//debugger;
if(!wait){
banner1.style.left = parseInt(banner1.style.left) - (speed * 5);
banner2.style.left = parseInt(banner2.style.left) - (speed * 5);
if(parseInt(banner1.style.left) <= -500){
banner1.style.left = 500;
bannerIndex = (bannerIndex < (bannerLocations.length - 1)) ? ++bannerIndex :0;
banner1.src = bannerLocations[bannerIndex];
//link1.href = bannerURLs[bannerIndex];
wait = true;
}
if(parseInt(banner2.style.left) <= -500){
banner2.style.left = 500;
bannerIndex = (bannerIndex < (bannerLocations.length - 1)) ? ++bannerIndex :0;
banner2.src = bannerLocations[bannerIndex];
//link2.href = bannerURLs[bannerIndex];
wait = true;
}
setTimeout("moveBanner()",100);
} else {
wait = false;
setTimeout("moveBanner()", displayTime * 1000);
}
}
</script>
REGISTRATION IN JS
<body onload="initVar(); moveBanner();">
</body>
I ran your code. Both methods executed without me having to make any modifications to the posted code. Is there possibly some other code that is overwriting the onload method?
The DotNetNuke best practice for binding to the "onload" property in JavaScript is to hook into JQuery's ready() method:
jQuery(document).ready( function() {
// put your code here
initVar();
moveBanner();
});
DotNetNuke 4.9.x and later ship with the jQuery JavaScript library included.
Have you edited DNN's Default.aspx? Otherwise, there isn't any way for you to have access to the body tag to add the onload attribute like you show.
How are you injecting this script? Are you using a Text/HTML module, are you using the Page Header Text setting for the page, are you adding it directly to the skin, have you written a custom module, or something else?
Instead of using the onload attribute on the body tag, I would suggest wiring up to that event in the script itself. If you're using any code to inject the script, you can ask DNN to register jQuery or a ScriptManager (for ASP.NET AJAX) so that you can use those libraries to wire the event up easily. If you can't guarantee that those are on the page, use the following:
function addLoadEvent(func) {
var oldonload = window.onload;
if (typeof window.onload != 'function') {
window.onload = func;
} else {
window.onload = function() {
if (oldonload) {
oldonload();
}
func();
}
}
}
addLoadEvent(function () {
initVar();
moveBanner();
});
I don't know much about asp.net but if you can put javascript code in your page, then you can try this alternative:
window.onload = function()
{
// any code here
}
This is the same as what you put in body tag.
The CSS left property takes a length, not an integer. You must have units for non-zero lengths. (Even when setting it using JavaScript!).

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