I'm trying to build a simple Tween class in javascript. The code reads something like:
function Tween(object, parameters) { // constructor-class def.
this.object = object;
this.parameters = parameters;
this.isRunning = true;
this.frameRate = some value;
this.timeElapsed = some value;
this.duration = some value;
}
Tween.prototype.drawFrame = function () {
var self = this;
this.nextFrame();
if (this.isRunning)
setTimeout( function () { self.drawFrame() } , 1000 / frameRate);
}
Tween.prototype.nextFrame = function () {
if (this.timeElapsed < this.duration) {
// calculate and update the parameters of the object
} else
this.isRunning = false;
}
Tween.prototype.start = function () {
this.isRunning = true;
this.drawFrame();
}
This is then called by another script, say main.js :
window.onload = init;
init = function() {
var tweenDiv = document.createElement('div');
tweenDiv.id = 'someDiv';
document.body.appendChild(tweenDiv);
var myTween = new Tween(document.getElementById('someDiv').style, 'left', parameters);
myTween.start();
}
Unfortunately, this doesnt work. If I examine my site with Google Chrome developer tools, someDiv has its left-style-attribute set to the number of pixels set in the parameters. But it doesn't move on the screen.
Anybody know what I'm doing wrong? Why isn't someDiv being redrawn?
Much Obliged
You have to set the position style to absolute, fixed or relative for the left style to have any effect.
Related
I have a JavaScript function defined. Inside this function, I define variables of type jQuery elements. So, the variables refer to divs on the HTML. This function returns an object that has a single function init().
In the $(document).ready function, I call init() function.
The problem is when the script loads, the DOM is not ready and hence the variables referring to jQuery items are being set to undefined.
Later, I call the init() function inside Angular ngOnInit() to make sure things are well initialized, so nothing is happening as the variables above are undefined and they are not being re-calculated again.
Seems, when a function in JavaScript is defined, its body runs, and hence the variables are run and set to undefined as the HTML elements were not in the DOM yet.
How can I re-calculate the variables when init() runs? I cannot get my mind on this thing.
Thanks
var mQuickSidebar = function() {
var topbarAside = $('#m_quick_sidebar');
console.log('Function: ', Date.now());
var topbarAsideTabs = $('#m_quick_sidebar_tabs');
var topbarAsideClose = $('#m_quick_sidebar_close');
var topbarAsideToggle = $('#m_quick_sidebar_toggle');
var topbarAsideContent = topbarAside.find('.m-quick-sidebar__content');
var initMessages = function() {
var messenger = $('#m_quick_sidebar_tabs_messenger');
if (messenger.length === 0) {
return;
}
var messengerMessages = messenger.find('.m-messenger__messages');
var init = function() {
var height = topbarAside.outerHeight(true) -
topbarAsideTabs.outerHeight(true) -
messenger.find('.m-messenger__form').outerHeight(true) - 120;
// init messages scrollable content
messengerMessages.css('height', height);
mApp.initScroller(messengerMessages, {});
}
init();
// reinit on window resize
mUtil.addResizeHandler(init);
}
var initSettings = function() {
var settings = $('#m_quick_sidebar_tabs_settings');
if (settings.length === 0) {
return;
}
// init dropdown tabbable content
var init = function() {
var height = mUtil.getViewPort().height - topbarAsideTabs.outerHeight(true) - 60;
// init settings scrollable content
settings.css('height', height);
mApp.initScroller(settings, {});
}
init();
// reinit on window resize
mUtil.addResizeHandler(init);
}
var initLogs = function() {
// init dropdown tabbable content
var logs = $('#m_quick_sidebar_tabs_logs');
if (logs.length === 0) {
return;
}
var init = function() {
var height = mUtil.getViewPort().height - topbarAsideTabs.outerHeight(true) - 60;
// init settings scrollable content
logs.css('height', height);
mApp.initScroller(logs, {});
}
init();
// reinit on window resize
mUtil.addResizeHandler(init);
}
var initOffcanvasTabs = function() {
initMessages();
initSettings();
initLogs();
}
var initOffcanvas = function() {
topbarAside.mOffcanvas({
class: 'm-quick-sidebar',
overlay: true,
close: topbarAsideClose,
toggle: topbarAsideToggle
});
// run once on first time dropdown shown
topbarAside.mOffcanvas().one('afterShow', function() {
mApp.block(topbarAside);
setTimeout(function() {
mApp.unblock(topbarAside);
topbarAsideContent.removeClass('m--hide');
initOffcanvasTabs();
}, 1000);
});
}
return {
init: function() {
console.log('Inside Init(): ', Date.now());
console.log($('#m_quick_sidebar')); // topbarAside is undefined here!
if (topbarAside.length === 0) {
return;
}
initOffcanvas();
}
}; }();
$(document).ready(function() {
console.log('document.ready: ', Date.now());
mQuickSidebar.init();
});
The problem is that you immediately invoke your function mQuickSidebar not
Seems, when a function in JavaScript is defined, its body runs
var mQuickSidebar = function() {
var topbarAside = $('#m_quick_sidebar');
console.log('Function: ', Date.now());
var topbarAsideTabs = $('#m_quick_sidebar_tabs');
var topbarAsideClose = $('#m_quick_sidebar_close');
var topbarAsideToggle = $('#m_quick_sidebar_toggle');
var topbarAsideContent = topbarAside.find('.m-quick-sidebar__content');
...
}(); // <---- this runs the function immediately
So those var declarations are run and since the DOM is not ready those selectors don't find anything. I'm actually surprised that it does not throw a $ undefined error of some sort
This looks like a broken implementation of The Module Pattern
I re-wrote your code in the Module Pattern. The changes are small. Keep in mind that everything declared inside the IIFE as a var are private and cannot be accessed through mQuickSidebar. Only the init function of mQuickSidebar is public. I did not know what you needed to be public or private. If you need further clarity just ask.
As a Module
var mQuickSidebar = (function(mUtil, mApp, $) {
console.log('Function: ', Date.now());
var topbarAside;
var topbarAsideTabs;
var topbarAsideClose;
var topbarAsideToggle;
var topbarAsideContent;
var initMessages = function() {
var messenger = $('#m_quick_sidebar_tabs_messenger');
if (messenger.length === 0) {
return;
}
var messengerMessages = messenger.find('.m-messenger__messages');
var init = function() {
var height = topbarAside.outerHeight(true) -
topbarAsideTabs.outerHeight(true) -
messenger.find('.m-messenger__form').outerHeight(true) - 120;
// init messages scrollable content
messengerMessages.css('height', height);
mApp.initScroller(messengerMessages, {});
};
init();
// reinit on window resize
mUtil.addResizeHandler(init);
};
var initSettings = function() {
var settings = $('#m_quick_sidebar_tabs_settings');
if (settings.length === 0) {
return;
}
// init dropdown tabbable content
var init = function() {
var height = mUtil.getViewPort().height - topbarAsideTabs.outerHeight(true) - 60;
// init settings scrollable content
settings.css('height', height);
mApp.initScroller(settings, {});
};
init();
// reinit on window resize
mUtil.addResizeHandler(init);
};
var initLogs = function() {
// init dropdown tabbable content
var logs = $('#m_quick_sidebar_tabs_logs');
if (logs.length === 0) {
return;
}
var init = function() {
var height = mUtil.getViewPort().height - topbarAsideTabs.outerHeight(true) - 60;
// init settings scrollable content
logs.css('height', height);
mApp.initScroller(logs, {});
};
init();
// reinit on window resize
mUtil.addResizeHandler(init);
};
var initOffcanvasTabs = function() {
initMessages();
initSettings();
initLogs();
};
var initOffcanvas = function() {
topbarAside.mOffcanvas({
class: 'm-quick-sidebar',
overlay: true,
close: topbarAsideClose,
toggle: topbarAsideToggle
});
// run once on first time dropdown shown
topbarAside.mOffcanvas().one('afterShow', function() {
mApp.block(topbarAside);
setTimeout(function() {
mApp.unblock(topbarAside);
topbarAsideContent.removeClass('m--hide');
initOffcanvasTabs();
}, 1000);
});
};
return {
init: function() {
console.log('Inside Init(): ', Date.now());
console.log($('#m_quick_sidebar')); // topbarAside is undefined here!
topbarAside = $('#m_quick_sidebar');
topbarAsideTabs = $('#m_quick_sidebar_tabs');
topbarAsideClose = $('#m_quick_sidebar_close');
topbarAsideToggle = $('#m_quick_sidebar_toggle');
topbarAsideContent = topbarAside.find('.m-quick-sidebar__content');
if (topbarAside.length === 0) {
return;
}
initOffcanvas();
}
};
})(mUtil, mApp, $);
$(document).ready(function() {
console.log('document.ready: ', Date.now());
mQuickSidebar.init();
});
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.
Im trying to make a stopwatch in a JqueryMobile app. I've been following the guide from a previous post How to create a stopwatch using JavaScript?
This works but the function to create the button, essential just makes 3 links, where as I want them as buttons. So at present it will generate the html of:
start
where as I need it to be
start
I've played around with the function to try to get it to work, and even just added my own buttons into the HTML with hrefs of #start, #stop, #reset but cant get them to work
The function is:
function createButton(action, handler) {
var a = document.createElement("a");
a.href = "#" + action;
a.innerHTML = action;
a.addEventListener("click", function(event) {
handler();
event.preventDefault();
});
return a;
}
Add the classes ui-btn ui-btn-inline to the links in createButton. As you are using jQuery anyway, I hvae also updated the stopwatch to use jQuery for DOM manipulation:
(function($) {
var Stopwatch = function (elem, options) {
var timer = createTimer(),
startButton = createButton("start", start),
stopButton = createButton("stop", stop),
resetButton = createButton("reset", reset),
offset,
clock,
interval;
// default options
options = options || {};
options.delay = options.delay || 1;
var $elem = $(elem);
// append elements
$elem.empty()
.append(timer)
.append(startButton)
.append(stopButton)
.append(resetButton);
// initialize
reset();
// private functions
function createTimer() {
return $('<span class="swTime"></span>');
}
function createButton(action, handler) {
var a = $('<a class="' + action + ' ui-btn ui-btn-inline">' + action + '</a>');
a.on("click",function (event) {
handler();
event.preventDefault();
});
return a;
}
function start() {
if (!interval) {
offset = Date.now();
interval = setInterval(update, options.delay);
}
}
function stop() {
if (interval) {
clearInterval(interval);
interval = null;
}
}
function reset() {
clock = 0;
render();
}
function update() {
clock += delta();
render();
}
function render() {
timer.text(clock / 1000);
}
function delta() {
var now = Date.now(),
d = now - offset;
offset = now;
return d;
}
// public API
this.start = start;
this.stop = stop;
this.reset = reset;
};
$.fn.stopwatch = function(options) {
return this.each(function(idx, elem) {
new Stopwatch(elem, options);
});
};
})(jQuery);
$(document).on("pagecreate","#page1", function(){
$(".stopwatch").stopwatch();
});
DEMO
I'm trying to create a timer in Javascript and I have a specific issue with how I'm implementing it.
Right now it's like this
function CountUpTimer(seconds,name,targetId,submitButtonId){
this.time = seconds;
this.currentTime = 0;
this.minutes = Math.floor(seconds/60);
this.submitButtonId = submitButtonId;
this.seconds = seconds - this.minutes*60;
this.currentSeconds = 0;
this.currentMinutes = 0;
this.targetId = targetId;
this.name = name;
this.isPaused = false;
this.init = function(){
setInterval(this.name + ".tick()",1000);
}
this.pause = function(){
this.isPaused = true;
}
this.unpause = function(){
this.isPaused = false;
}
this.tick = function(){
if(this.isPaused == false){
if(this.currentTime <= this.time){
if(this.currentSeconds == 59){
this.currentSeconds = 0;
this.currentMinutes++;
}
this.updateTimer();
this.currentTime++;
this.currentSeconds++;
} else{
this.endTiming();
}
}
}
Now, the problem with this is that I can't dynamically create CountUpTimer objects, because I need to know the name of the variable that I am assigning to that object. Is there some way I can work around this - so let's say something like
setInterval(this.tick(),1000);
?
When using callback, you lose the context at execution.
You should use bind to keep the context.
setInterval(this.tick.bind(this),1000);
More details here
this.init = function(){
var self = this;
setInterval(self.tick(),1000);
}
Keep the reference to original object, because using this in setInterval will be in the wrong object context (document).
You can do:
var self = this;
setInterval(function() {
self.tick()
}, 1000);
Or use Function.bind if you are fine with non-legacy support.
So I'm writing a game, and I've got a module that returns the keys currently being pressed via jQuery. No problems there. The problem comes when I attempt to access the keys pressed:
var Keys = require('./lib/keys')
Player.prototype.update = function () {
Keys(function (err, keydown) {
console.log(keydown, keydown['w']);
/* // To move a player up, for example:
if (keydown['w']) {
this.y += this.speed;
}
*/
});
};
And the console shows that what keys are pressed, but attempting to access one gives me an undefined instead of true.
Object undefined
s: true
w: true
x: true
__proto__: Object
Anyone have any thoughts?
Update: key module
var $ = require('./jquery')
var Keys = function (callback) {
var keydown = {};
function keyName(event) {
return String.fromCharCode(event.which).toLowerCase();
}
$(document).bind('keydown', function (event) {
keydown[keyName(event)] = true;
return false;
});
$(document).bind('keyup', function (event) {
return false;
});
callback(null, keydown);
}
module.exports = Keys;
/*************
* UPDATE *
*************/
This is the final fix:
./lib/keys.js
var $ = require('./jquery')
var Keys = function () {
this.keydown = {};
var keyName = function (event) {
return String.fromCharCode(event.which).toLowerCase();
}
var self = this;
$(document).bind('keydown', function (event) {
self.keydown[keyName(event)] = true;
return false;
});
$(document).bind('keyup', function (event) {
self.keydown[keyName(event)] = false;
return false;
});
};
Keys.prototype.getKeys = function (callback) {
callback(null, this.keydown);
}
module.exports = new Keys;
./lib/player.js
var Keys = require('./keys')
var Player = function (game, keys) {
// stuff
}
Player.prototype.update = function() {
var self = this;
Keys.getKeys(function(err, keys) {
if (keys['w']) {
self.y -= self.speed;
}
if (keys['a']) {
self.x -= self.speed;
}
if (keys['s']) {
self.y += self.speed;
}
if (keys['d']) {
self.x += self.speed;
}
});
That happens because of Keys has asynchronous processes in it.
It's just a known chrome issue that shows the object value by reference. So you see the object value a moment after you call console.log
To see it more clear open chrome webdev tools and put debugger; instead of console.log and see what's actually in keydown object. And I bet it will be just an empty object.
And I'll just leave it here: http://felix-kling.de/blog/2011/08/18/inspecting-variables-in-javascript-consoles/
That will teach me to scan code too fast. The comments are right and this code isn't pointing to the current problem.
The variable this gets reset every time you enter a new function.
Player.prototype.update = function () {
var self = this;
Keys(function (err, keydown) {
console.log(keydown, keydown['w']);
/* // To move a player up, for example:
if (keydown['w']) {
self.y += self.speed;
}
*/
});
};
I don't see any jQuery here. You need to supply more code, such as Keys source code. But I guess that you need to use http://api.jquery.com/event.which/ , for example, keydown.which === 'w'