I can't seem to figure out why this isn't working. I just have two simple functions: one that loads the image into an img node, and one that pluses an i variable. The second function fires after a timer event, + the count, and then fires the image() function again. Except it's not working.
if (xmlhttp.readyState == 4 && xmlhttp.status == 200) {
//XML Loaded, create the slideshow
alert(xmlhttp.responseText);
var slideShow = document.getElementById('slideShow');
var items = [];
var nl = xmlhttp.responseXML.getElementsByTagName('image');
var i = 0;
var t;
function image() {
var slideShowImg = document.getElementById('slideShowImg');
var nli = nl.item(i);
var src = nli.getAttribute('src').toString();
var width = parseInt(nli.getAttribute('width').toString());
var height = parseInt(nli.getAttribute('height').toString());
var imgNode = document.createElement('img');
imgNode.setAttribute('src', src);
imgNode.setAttribute('height', height);
imgNode.setAttribute('width', width);
slideShowImg.appendChild(imgNode);
t = setTimeout("nextImage()", 5000);
}
function nextImage() {
i++;
image();
}
image();
}
This line looks very suspicious:
t = setTimeout("nextImage()", 5000);
Try this instead:
t = setTimeout(nextImage, 5000);
Move the function definitions out of the if statement.
Related
I have the following code below, which successfully preloads images into the browser cache when the PreloadAllImages function is called. Does anyone know how to send a simple alert, e.g. "All images have been preloaded into the browser cache." when the last image (or all images) is loaded. I have 300 images, so setTimeOut won't work for latency/download lag reasons. I've tried callbacks, placing alert commands in different places, etc... but have not been successful.
This code is based on JavaScript Only Method #1 found here. https://perishablepress.com/3-ways-preload-images-css-javascript-ajax/
function PreLoadAllImages() {
var images = new Array();
function preload() {
for (i = 0; i < preload.arguments.length; i++) {
images[i] = new Image();
images[i].src = preload.arguments[i];
}
}
preload('Images/Image1.jpg', 'Images/Image2.jpg', ... , 'Images/Image300.jpg');
}
With some help, this is how the problem was solved in case anyone else needs it. Loaded images into an invisible div on the html page, then ran script to ensure everything was loaded. A button calls PreLoadAllImages() and then CheckImages().
var imagefiles = [
"Images/Image1.jpg",
"Images/Image2.jpg",
.....
"Images/Image300.jpg"];
function PreLoadAllImages () {
imagefiles.forEach(function(image){
var img = document.createElement('img');
img.src = image;
document.body.appendChild(img);});
$('img').hide();
}
var all_loaded;
function CheckImages() {
$('img').each(function(){ // selecting all image element on the page
var img = new Image($(this)); // creating image element
img.src = $(this).attr('src'); // pass src to image object
if(img.complete==false) {
all_loaded=false;
return false;
}
all_loaded=true;
return true;});
}
function CheckLoadingImages() {
var result;
var Checking=setInterval(function(){
result=CheckImages();
if(all_loaded==true) {
clearInterval(Checking);
MsgAfterLoading();
}
}, 2000);
}
function MsgAfterLoading() {
alert('All Images Loaded');
}
You could check if i is equals to the length of the array, so it will look like:
for (i = 0; i < preload.arguments.length; i++) {
images[i] = new Image()
images[i].src = preload.arguments[i]
//the code
if (i == preload.arguments.length){
alert("Last image loaded");
}
//the code
}
Let me know if you have any questions.
Could you try looping through all the image elements and check the naturalWidth property, if they are all greater than 0 and its the last image then alert.
This link: Preloading Images in JavaScript (Need an Alert When Completed) should help
A promise might resolve your problem.
https://developer.mozilla.org/fr/docs/Web/JavaScript/Reference/Objets_globaux/Promise
var myPromise = new Promise( function(resolve, reject) {
// preload code
resolve(true);
};
myPromise.then(function() {
// your alert
};
You can use the onload event.
function PreLoadAllImages() {
var images = new Array();
var numberofimages = 0, loadedimages = 0;
function preload() {
numberofimages = preload.arguments.length;
for (i = 0; i < preload.arguments.length; i++) {
images[i] = new Image();
images[i].src = preload.arguments[i];
images[i].onload = () => {
loadedimages++;
if(loadedimages == numberofimages){
alert("All images are loaded");
}
}
}
}
preload('Images/Image1.jpg', 'Images/Image2.jpg', ... , 'Images/Image300.jpg');
}
I'm currently learning JavaScript at my university, so I apologize if my code is terrible. I'm new to it.
I'm having an issue only changing one image onclick using appendChild. What I want to happen is that if the person clicks on the image whose rng is <= 0.89, then only that image is changed to a different image. Every thing I've tried has changed all of the images whose rng was <=0.89.
Example: I click the first image (img1) which has rolled a number greater than 0.9. If (img2) has rolled the same (greater than 0.9), then it also changes. I'd only want img1 to change. Here is only some of my code as the whole thing is about 150 lines and I think this bit gets my point across somewhat well:
function myFunction() {
var rng=Math.random();
var rng2=Math.random();
if (rng <= 0.89){
var img1=document.createElement('img');
img1.src='card2.gif';
img1.id="bad1";
img1.onclick = goodbye;
document.getElementById('card').appendChild(img1);
}
if (rng2 <= 0.89){
var img2=document.createElement('img');
img2.src='card2.gif';
img2.onclick= goodbye;
img2.id="bad2";
document.getElementById('card2').appendChild(img2);
}
if (rng >= 0.9) {
var img1=document.createElement('img');
img1.src='card3.gif';
img1.id="good1";
img1.onclick = hello;
document.getElementById('card').appendChild(img1);
}
if (rng2 >= 0.9){
var img2=document.createElement('img');
img2.src='card3.gif';
img2.onclick= hello;
img2.id="good2";
document.getElementById('card2').appendChild(img2);
}
}
Like I said, every thing I've tried to only change the image that was clicked has changed all images whose rng is <=0.89. The answer's probably really obvious, but I'm new to this, like I said.
Based on the comments, the only change that your code needs is to make .onclick set to a function instead of a string. This way we also pass this the element reference to your functions goodbye and hello. You can also use this to read the element properties if you wanted to. If this is not what your looking for let us know.
img1.onclick = function(){goodbye(this)};
Script
function goodbye(e) {
e.src = 'https://www.youtube.com/yt/brand/media/image/YouTube-logo-full_color.png'
}
function hello(e) {
e.src = 'https://pbs.twimg.com/profile_images/767879603977191425/29zfZY6I.jpg'
}
function myFunction() {
var rng = Math.random();
var rng2 = Math.random();
if (rng <= 0.89) {
var img1 = document.createElement('img');
img1.src = 'card2.gif';
img1.id = "bad1";
img1.onclick = function () {
goodbye(this)
};
document.getElementById('card').appendChild(img1);
}
if (rng2 <= 0.89) {
var img2 = document.createElement('img');
img2.src = 'card2.gif';
img2.onclick = function () {
goodbye(this)
};
img2.id = "bad2";
document.getElementById('card2').appendChild(img2);
}
if (rng >= 0.9) {
var img1 = document.createElement('img');
img1.src = 'card3.gif';
img1.id = "good1";
img1.onclick = function () {
hello(this)
};
document.getElementById('card').appendChild(img1);
}
if (rng2 >= 0.9) {
var img2 = document.createElement('img');
img2.src = 'card3.gif';
img2.onclick = function () {
hello(this)
};
img2.id = "good2";
document.getElementById('card2').appendChild(img2);
}
}
jsfiddle if required
I am currently working on SVG SMIL animation in which I am using some .png and .gif files for easing my animation in IE. For this animation I am trying to get Preloader before animation and its other contents get loaded.
Problem is I am not getting that Preloader working properly. My .html page is getting loaded first and then preloader is starting... In Preloader also, I have used several preloaders available on the web. But they are not helpful for me.
Script and .html files loading time can be counted by domContentLoaded but for images. I dont know how to do that. If someone can suggest me a way that would be great.
here is code of preloader.js, I found on web:
$(document).ready(function () {
"use strict"
//indexOf support for IE8 and below.
if (!Array.prototype.indexOf){
Array.prototype.indexOf = function(elt /*, from*/){
var len = this.length >>> 0;
var from = Number(arguments[1]) || 0;
from = (from < 0)
? Math.ceil(from)
: Math.floor(from);
if (from < 0)
from += len;
for (; from < len; from++){
if (from in this &&
this[from] === elt)
return from;
}
return -1;
};
}
//bgImg for holding background images in the page & img array for images present in the document(<img src="">).
var bgImg = [], img = [], count=0, percentage = 0;
//Creating loader holder.
$('<div id="loaderMask"><span>0%</span></div>').css({
position:"fixed",
top:0,
bottom:0,
left:0,
right:0,
background:'#fff'
}).appendTo('body');
//Using jQuery filter method we parse all elemnts in the page and adds background image url & images src into respective arrays.
$('*').filter(function() {
var val = $(this).css('background-image').replace(/url\(/g,'').replace(/\)/,'').replace(/"/g,'');
var imgVal = $(this).not('image').attr('xlink:href');
//Getting urls of background images.
if(val !== 'none' && !/linear-gradient/g.test(val) && bgImg.indexOf(val) === -1){
bgImg.push(val)
}
//Getting src of images in the document.
if(imgVal !== undefined && img.indexOf(imgVal) === -1){
img.push(imgVal)
}
});
//Merging both bg image array & img src array
var imgArray = bgImg.concat(img);
console.log(imgArray.length);
//Adding events for all the images in the array.
$.each(imgArray, function(i,val){
//Attaching load event
$("<image />").attr("xlink:href", val).bind("load", function () {
console.log('val'+val);
completeImageLoading();
});
//Attaching error event
$("<image />").attr("xlink:href", val).bind("error", function () {
imgError(this);
});
})
//After each successful image load we will create percentage.
function completeImageLoading(){
count++;
percentage = Math.floor(count / imgArray.length * 100);
console.log('percentage:'+percentage);
$('#loaderMask').html('<span>'+percentage + '%'+'</span>');
//When percentage is 100 we will remove loader and display page.
if(percentage == 100){
$('#loaderMask').html('<span>100%</span>')
$('#loaderMask').fadeOut(function(){
$('#loaderMask').remove()
})
}
}
//Error handling - When image fails to load we will remove the mask & shows the page.
function imgError (arg) {
$('#loaderMask').html("Image failed to load.. Loader quitting..").delay(3000).fadeOut(1000, function(){
$('#loaderMask').remove();
})
}
});
A little trick I do to ensure my or external data or images are loaded before I start executing my js code is, I create a div with display:none and fill it with all the tags that I need loaded.
<body>
<span id="loadingText">Loading...</span>
<div style="display:none">
<img src="pathtoimage1">
<img src="pathtoimage2">
<img src="pathtoimage3">
</div>
<script>
window.onload = function(){
//This gets called when all the items in that div has been loaded and cached.
document.getElementById("loadingText").style.display = "none";
}
</script>
</body>
I use this for preloading images for animations.
you can add and remove how many you load as needed.
<script language="javascript">function preloader() {
if (document.images) {
var img1 = new Image();
var img2 = new Image();
var img3 = new Image();
var img4 = new Image();
var img5 = new Image();
var img6 = new Image();
var img7 = new Image();
var img8 = new Image();
var img9 = new Image();
img1.src = "image link here";
img2.src = "image link here";
img3.src = "image link here";
img4.src = "image link here";
img5.src = "image link here";
img6.src = "image link here";
img7.src = "image link here";
img8.src = "image link here";
img9.src = "image link here";
}
}
function addLoadEvent(func) {
var oldonload = window.onload;
if (typeof window.onload != 'function') {
window.onload = func;
} else {
window.onload = function() {
if (oldonload) {
oldonload();
}
func();
}
}
}
addLoadEvent(preloader);</script>
I'm trying to get the width of two images based on their URLs (so, actual image size). I'm able to do that in such a way so as to pop up an alert based on the results, but anything outside of the actual function results in an undefined value for the widths of the two images.
var w1 = "";
var w2 = "";
var img1 = new Image();
img1.onload = function() { w1 = this.width;};
img1.src = "URL1";
var img2 = new Image();
img2.onload = function() { w2 = this.width;};
img2.src = "URL2";
alert (w1 + " and " + w2);
How do I use w1 and w2 outside of the functions that set them to this.width?
Ideally I'd like to compare them and later on use the larger one. But I can't even get them to show with their correct values in the alert (above).
Thanks in advance!
Adendum:
var img1 = new Image();
var img2 = new Image();
var one, two;
img1.src = "img1.jpg";
img2.src = "img2.jpg";
img1.onload = function() {img2.onload = function() {compareWidth(img1.width, img2.width);}}
var finalchoice;
var compareWidth = function (width1 ,width2){
if(width1 > width2){
finalchoice = img1.src;
alert(finalchoice);
return finalchoice;
}
else{
finalchoice = img2.src;
alert(finalchoice);
return finalchoice;
}
}
Idea being then to use final choice later in the .js file.
The alert (w1 + " and " + w2);
statment is executed before the image is loaded that's why the result is displaying undefined.
To compare the width of two images you can use this code.
<!DOCTYPE html>
<html>
<head>
<body>
</body>
<script>
var img1 = new Image();
img1.src = "w3javascript.gif";
img1.onload = function() {
document.body.appendChild(img1); //this is optional you can remove it
compareWidth(this.width);
}
var img2 = new Image();
img2.src = "author.jpg";
img2.onload = function() {
document.body.appendChild(img2); //this is optional you can remove it
compareWidth(this.width);
}
var w1;
var compareWidth = function (width){
//here you can do operation with width and height
if(typeof w1 == 'undefined'){
w1 = width;
}else{
if(w1 < width){
alert('do one thing');
}else{
alert('do other thing');
}
}
}
</script>
</html>
i would recommend using jQuery...
Just load jQuery ... > like <script src="{jquery-lib-path}"></script>
and do something like
var imgWidth = img.width():
I'm building a navigation bar where the images should be swapped out on mouseover; normally I use CSS for this but this time I'm trying to figure out javascript. This is what I have right now:
HTML:
<li class="bio"><img src="images/nav/bio.jpg" name="bio" /></li>
Javascript:
if (document.images) {
var bio_up = new Image();
bio_up.src = "images/nav/bio.jpg";
var bio_over = new Image();
bio_over.src = "images/nav/bio-ov.jpg";
}
function over_bio() {
if (document.images) {
document["bio"].src = bio_over.src
}
}
function up_bio() {
if (document.images) {
document["bio"].src = bio_up.src
}
}
However, all of the images have names of the form "xyz.jpg" and "xyz-ov.jpg", so I would prefer to just have a generic function that works for every image in the navbar, rather than a separate function for each image.
A quick-fire solution which should be robust enough provided all your images are of the same type:
$("li.bio a").hover(function() {
var $img = $(this).find("img");
$img[0].src = $img[0].src.replace(".jpg", "") + "-ov.jpg";
}, function() {
var $img = $(this).find("img");
$img[0].src = $img[0].src.replace("-ov.jpg", "") + ".jpg";
});
This should work will all image formats as long as the extension is between 2 and 4 characters long IE. png, jpeg, jpg, gif etc.
var images = document.getElementById('navbar').getElementsByTagName('img'), i;
for(i = 0; i < images.length; i++){
images[i].onmouseover = function(){
this.src = this.src.replace(/^(.*)(\.\w{2,4})$/, '$1'+'-ov'+'$2');
}
images[i].onmouseout = function(){
this.src = this.src.replace(/^(.*)-ov(\.\w{2,4})$/, '$1'+'$2');
}
}
Here's an idea in plain javascript (no jQuery):
function onMouseOverSwap(e) {
e.src = e.src.replace(/\.jpg$/", "-ov.jpg"); // add -ov onto end
}
function onMouseOutSwap(e) {
e.src = e.src.replace(/(-ov)+\.jpg$/, ".jpg"); // remove -ov
}