Search Results

Search found 284 results on 12 pages for 'setinterval'.

Page 4/12 | < Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >

  • calling and killing a parent function with onmouseover and onmouseout events

    - by Zoolu
    I want to call the function upon the onmouseover="ParentFunction();" then kill it onmouseout="killParent();". Note: in my code the parent function is called initiate(); and the killer function is called reset(); which lies outside the parent function at the bottom of the script. I don't know how to kill the intitiate() function my first guess was: var reset = function(){ return initiate(); }; here's my source code: any suggestions and help appreciated. <!doctype html> <html> <head> <title> function/event prototype </title> <link rel="stylesheet" type="text/css" href="styling.css" /> </head> <body> <h2> <em>Fantastical place<br/>prototype</em> </h2> <div id="button-container"> <div id="button-box"> <button id="activate" onmouseover="initiate()" onmouseout="reset();" width="50px" height="50px" title="Activate"> </button> </div> <div id="text-box"> </div> </div> <div id="container"> <canvas id="playground" width="200px" height="250px"> </canvas> <canvas id="face" width="400px" height="200px"> </canvas> <!-- <div id="clear"> </div> --> </div> <script> alert("Welcome, there are x entries as of" +""+new Date().getHours()); //global scope var i=0; var c1 = []; //c is short for collect var c2 = []; var c3 = []; var c4 = []; var c5 = []; var c6 = []; var initiate = function(){ //the button that triggers the program var timer = setInterval(function(){clock()},90); //copy this block for ref. function clock(){ i+=1; var a = Math.round(Math.random()*200); var b = Math.round(Math.random()*250); var c = Math.round(Math.random()*200); var d = Math.round(Math.random()*250); var e = Math.round(Math.random()*200); var f = Math.round(Math.random()*250); c1.push(a); c2.push(b); c3.push(c); c4.push(d); c5.push(e); c6.push(f); // document.write(i); var c = document.getElementById("playground"); var ctx = c.getContext("2d"); ctx.beginPath(); ctx.moveTo(c3[i-2], c4[i-2]); ctx.bezierCurveTo(c1[i-2],c2[i-2],c5[i-2],c6[i-2],c3[i-1], c4[i-1]); // ctx.lineTo(c3[i-1], c4[i-1]); if(a<200){ ctx.strokeStyle="#FF33CC"; } else if(a<400){ ctx.strokeStyle="#FF33aa"; } else{ ctx.strokeStyle="#FF3388"; } ctx.stroke(); document.getElementById("text-box").innerHTML=i+"<p>Thoughts.</p>"; if(i===20){ //alert("15 reached"); clearInterval(timer);//to clearInterval must be using a global scoped variable. return; } }; //end of clock //setInterval(clock,150); var targetFace = document.getElementById("face"); var face = targetFace.getContext("2d"); var faceTimer = setInterval(function(){faceAnim()},80); //copy this block for ref. global scoped. function faceAnim(){ face.beginPath(); face.strokeStyle="#FF33CC"; face.moveTo(100,104); //eye line face.bezierCurveTo(150,125,250,125,300,104); face.moveTo(200,1); //centre line face.lineTo(200,400); face.moveTo(125,111);//left eye lid face.bezierCurveTo(160,135,170,130,185,120); face.moveTo(150,116);//left eye face.bezierCurveTo(155,125,165,125,170,118); face.moveTo(275,111);//right eye lid face.bezierCurveTo(240,135,230,130,215,120); face.moveTo(250,116);//right eye face.bezierCurveTo(245,125,235,125,230,118); face.moveTo(195, 118); //left nose face.lineTo(190, 160); face.lineTo(200,170); face.moveTo(190,160); //left nostroll face.lineTo(180,160); face.lineTo(191,154); face.moveTo(180,160); //left lower nostrol face.lineTo(200,170); face.moveTo(205, 118); //right nose face.lineTo(210, 160); face.lineTo(200,170); face.moveTo(210,160); //right nostroll face.lineTo(220,160); face.lineTo(209,154); face.moveTo(220,160); //right lower nostrol face.lineTo(200,170); face.moveTo(200,140); //outer triad face.lineTo(170, 100); face.lineTo(230, 100); face.lineTo(200, 140); face.moveTo(200,145); //outer triad drop shadow face.lineTo(170, 100); face.lineTo(230, 100); face.lineTo(200, 145); face.moveTo(200,130); //inner triad face.lineTo(180, 105); face.lineTo(220, 105); face.lineTo(200, 130); //face.lineWidth =0.6; face.moveTo(280,111);//outer right eye lid face.bezierCurveTo(240,140,230,135,210,120); face.moveTo(120,111);//outer left eye lid face.bezierCurveTo(160,140,170,135,190,120); face.moveTo(162,174); //upper mouth line face.bezierCurveTo(170,180,230,180,238,174); face.moveTo(165,175); //mouth line bottom face.bezierCurveTo(190,Math.floor(Math.random()*25+180),210,Math.floor(Math.random()*25+180),235,175); face.moveTo(232,204); //head shape face.lineTo(340, 20); face.moveTo(168,204); //head shape face.lineTo(60, 20); face.stroke(); //exicute all co-ords. }; //end of face anim var clearFace = function(){ document.getElementById('face').getContext('2d').clearRect(0, 0, 700, 750); }; setInterval(clearFace,90); }; //end of parent function var reset = function(){ document.getElementById('playground').getContext('2d').clearRect(0, 0, 700, 750); //clearInterval(faceTimer); //delete initiate(); }; </script> </body> </html>

    Read the article

  • Metro: Promises

    - by Stephen.Walther
    The goal of this blog entry is to describe the Promise class in the WinJS library. You can use promises whenever you need to perform an asynchronous operation such as retrieving data from a remote website or a file from the file system. Promises are used extensively in the WinJS library. Asynchronous Programming Some code executes immediately, some code requires time to complete or might never complete at all. For example, retrieving the value of a local variable is an immediate operation. Retrieving data from a remote website takes longer or might not complete at all. When an operation might take a long time to complete, you should write your code so that it executes asynchronously. Instead of waiting for an operation to complete, you should start the operation and then do something else until you receive a signal that the operation is complete. An analogy. Some telephone customer service lines require you to wait on hold – listening to really bad music – until a customer service representative is available. This is synchronous programming and very wasteful of your time. Some newer customer service lines enable you to enter your telephone number so the customer service representative can call you back when a customer representative becomes available. This approach is much less wasteful of your time because you can do useful things while waiting for the callback. There are several patterns that you can use to write code which executes asynchronously. The most popular pattern in JavaScript is the callback pattern. When you call a function which might take a long time to return a result, you pass a callback function to the function. For example, the following code (which uses jQuery) includes a function named getFlickrPhotos which returns photos from the Flickr website which match a set of tags (such as “dog” and “funny”): function getFlickrPhotos(tags, callback) { $.getJSON( "http://api.flickr.com/services/feeds/photos_public.gne?jsoncallback=?", { tags: tags, tagmode: "all", format: "json" }, function (data) { if (callback) { callback(data.items); } } ); } getFlickrPhotos("funny, dogs", function(data) { $.each(data, function(index, item) { console.log(item); }); }); The getFlickr() function includes a callback parameter. When you call the getFlickr() function, you pass a function to the callback parameter which gets executed when the getFlicker() function finishes retrieving the list of photos from the Flickr web service. In the code above, the callback function simply iterates through the results and writes each result to the console. Using callbacks is a natural way to perform asynchronous programming with JavaScript. Instead of waiting for an operation to complete, sitting there and listening to really bad music, you can get a callback when the operation is complete. Using Promises The CommonJS website defines a promise like this (http://wiki.commonjs.org/wiki/Promises): “Promises provide a well-defined interface for interacting with an object that represents the result of an action that is performed asynchronously, and may or may not be finished at any given point in time. By utilizing a standard interface, different components can return promises for asynchronous actions and consumers can utilize the promises in a predictable manner.” A promise provides a standard pattern for specifying callbacks. In the WinJS library, when you create a promise, you can specify three callbacks: a complete callback, a failure callback, and a progress callback. Promises are used extensively in the WinJS library. The methods in the animation library, the control library, and the binding library all use promises. For example, the xhr() method included in the WinJS base library returns a promise. The xhr() method wraps calls to the standard XmlHttpRequest object in a promise. The following code illustrates how you can use the xhr() method to perform an Ajax request which retrieves a file named Photos.txt: var options = { url: "/data/photos.txt" }; WinJS.xhr(options).then( function (xmlHttpRequest) { console.log("success"); var data = JSON.parse(xmlHttpRequest.responseText); console.log(data); }, function(xmlHttpRequest) { console.log("fail"); }, function(xmlHttpRequest) { console.log("progress"); } ) The WinJS.xhr() method returns a promise. The Promise class includes a then() method which accepts three callback functions: a complete callback, an error callback, and a progress callback: Promise.then(completeCallback, errorCallback, progressCallback) In the code above, three anonymous functions are passed to the then() method. The three callbacks simply write a message to the JavaScript Console. The complete callback also dumps all of the data retrieved from the photos.txt file. Creating Promises You can create your own promises by creating a new instance of the Promise class. The constructor for the Promise class requires a function which accepts three parameters: a complete, error, and progress function parameter. For example, the code below illustrates how you can create a method named wait10Seconds() which returns a promise. The progress function is called every second and the complete function is not called until 10 seconds have passed: (function () { "use strict"; var app = WinJS.Application; function wait10Seconds() { return new WinJS.Promise(function (complete, error, progress) { var seconds = 0; var intervalId = window.setInterval(function () { seconds++; progress(seconds); if (seconds > 9) { window.clearInterval(intervalId); complete(); } }, 1000); }); } app.onactivated = function (eventObject) { if (eventObject.detail.kind === Windows.ApplicationModel.Activation.ActivationKind.launch) { wait10Seconds().then( function () { console.log("complete") }, function () { console.log("error") }, function (seconds) { console.log("progress:" + seconds) } ); } } app.start(); })(); All of the work happens in the constructor function for the promise. The window.setInterval() method is used to execute code every second. Every second, the progress() callback method is called. If more than 10 seconds have passed then the complete() callback method is called and the clearInterval() method is called. When you execute the code above, you can see the output in the Visual Studio JavaScript Console. Creating a Timeout Promise In the previous section, we created a custom Promise which uses the window.setInterval() method to complete the promise after 10 seconds. We really did not need to create a custom promise because the Promise class already includes a static method for returning promises which complete after a certain interval. The code below illustrates how you can use the timeout() method. The timeout() method returns a promise which completes after a certain number of milliseconds. WinJS.Promise.timeout(3000).then( function(){console.log("complete")}, function(){console.log("error")}, function(){console.log("progress")} ); In the code above, the Promise completes after 3 seconds (3000 milliseconds). The Promise returned by the timeout() method does not support progress events. Therefore, the only message written to the console is the message “complete” after 10 seconds. Canceling Promises Some promises, but not all, support cancellation. When you cancel a promise, the promise’s error callback is executed. For example, the following code uses the WinJS.xhr() method to perform an Ajax request. However, immediately after the Ajax request is made, the request is cancelled. // Specify Ajax request options var options = { url: "/data/photos.txt" }; // Make the Ajax request var request = WinJS.xhr(options).then( function (xmlHttpRequest) { console.log("success"); }, function (xmlHttpRequest) { console.log("fail"); }, function (xmlHttpRequest) { console.log("progress"); } ); // Cancel the Ajax request request.cancel(); When you run the code above, the message “fail” is written to the Visual Studio JavaScript Console. Composing Promises You can build promises out of other promises. In other words, you can compose promises. There are two static methods of the Promise class which you can use to compose promises: the join() method and the any() method. When you join promises, a promise is complete when all of the joined promises are complete. When you use the any() method, a promise is complete when any of the promises complete. The following code illustrates how to use the join() method. A new promise is created out of two timeout promises. The new promise does not complete until both of the timeout promises complete: WinJS.Promise.join([WinJS.Promise.timeout(1000), WinJS.Promise.timeout(5000)]) .then(function () { console.log("complete"); }); The message “complete” will not be written to the JavaScript Console until both promises passed to the join() method completes. The message won’t be written for 5 seconds (5,000 milliseconds). The any() method completes when any promise passed to the any() method completes: WinJS.Promise.any([WinJS.Promise.timeout(1000), WinJS.Promise.timeout(5000)]) .then(function () { console.log("complete"); }); The code above writes the message “complete” to the JavaScript Console after 1 second (1,000 milliseconds). The message is written to the JavaScript console immediately after the first promise completes and before the second promise completes. Summary The goal of this blog entry was to describe WinJS promises. First, we discussed how promises enable you to easily write code which performs asynchronous actions. You learned how to use a promise when performing an Ajax request. Next, we discussed how you can create your own promises. You learned how to create a new promise by creating a constructor function with complete, error, and progress parameters. Finally, you learned about several advanced methods of promises. You learned how to use the timeout() method to create promises which complete after an interval of time. You also learned how to cancel promises and compose promises from other promises.

    Read the article

  • jquery slider control issue

    - by Geetha
    Hi All, I am using slider control to create a progress bar for media player. Problem: the max value and slider size is not matching. The video get complete before it reaches the end of the slider. Code: <script type="text/javascript" src="js/jquery.ui.core.js"></script> <script type="text/javascript" src="js/jquery.ui.slider.js"></script> <link type="text/css" href="CSS/demos.css" rel="stylesheet" /> <link type="text/css" href="CSS/jquery-ui.css" rel="stylesheet" /> $('#slider-constraints').slider("value", 0); $('#slider-constraints').slider("constraints", [0, 0]); $("#slider-constraints").slider({ max: document.mediaPlayer.SelectionEnd, animate: true, range: $R(0, document.mediaPlayer.SelectionEnd), values:(0,document.mediaPlayer.SelectionEnd), value: val, enforceConstraints: false, slide: function(event, ui) { document.mediaPlayer.currentPosition = ui.value; $('#slider-constraints').slider("constraints", [0, ui.value]); $('#slider-constraints').slider("value", ui.value); }, start: function(event, index) { document.mediaPlayer.currentPosition = index.value; $('#slider-constraints').slider("constraints", [0, index.value]); $('#slider-constraints').slider("value", index.value); } }); } // Haldler position window.setInterval(function() { if (document.mediaPlayer.PlayState != 2 && document.mediaPlayer.PlayState == 0) { $('#slider-constraints').slider("constraints", [0, 0]); $('#slider-constraints').slider("value", 0); } else { $('#slider-constraints').slider("constraints", [0, document.mediaPlayer.currentPosition]); } }, 3000); // Progressbar position window.setInterval(function() { if (document.mediaPlayer.PlayState != 2 && document.mediaPlayer.PlayState == 0) { $('#slider-constraints').slider("constraints", [0, 0]); $('#slider-constraints').slider("value", 0); } else { $('#slider-constraints').slider("value", document.mediaPlayer.currentPosition); } }, 3000); } <div id="slider-constraints" >&nbsp;</div>

    Read the article

  • Using cellUpdateEvent with YUI DataTable and JSON DataSource

    - by Rob Hruska
    I'm working with a UI that has a (YUI2) JSON DataSource that's being used to populate a DataTable. What I would like to do is, when a value in the table gets updated, perform a simple animation on the cell whose value changed. Here are some relevant snippets of code: var columns = [ {key: 'foo'}, {key: 'bar'}, {key: 'baz'} ]; var dataSource = new YAHOO.util.DataSource('/someUrl'); dataSource.responseType = YAHOO.util.DataSource.TYPE_JSON; dataSource.connXhrMode = 'queueRequests'; dataSource.responseSchema = { resultsList: 'results', fields: [ {key: 'foo'}, {key: 'bar'}, {key: 'baz'} ] }; var dataTable = new YAHOO.widget.DataTable('container', columns, dataSource); var callback = function() { success: dataTable.onDataReturnReplaceRows, failure: function() { // error handling code }, scope: dataTable }; dataSource.setInterval(1000, null, callback); And here's what I'd like to do with it: dataTable.subscribe('cellUpdateEvent', function(record, column, oldData) { var td = dataTable.getTdEl({record: record, column: column}); YAHOO.util.Dom.setStyle(td, 'backgroundColor', '#ffff00'); var animation = new YAHOO.util.ColorAnim(td, { backgroundColor: { to: '#ffffff'; } }); animation.animate(); }; However, it doesn't seem like using cellUpdateEvent works. Does a cell that's updated as a result of the setInterval callback even fire a cellUpdateEvent? It may be that I don't fully understand what's going on under the hood with DataTable. Perhaps the whole table is being redrawn every time the data is queried, so it doesn't know or care about changes to individual cells?. Is the solution to write my own specific function to replace onDataReturnReplaceRows? Could someone enlighten me on how I might go about accomplishing this? Edit: After digging through datatable-debug.js, it looks like onDataReturnReplaceRows won't fire the cellUpdateEvent. It calls reset() on the RecordSet that's backing the DataTable, which deletes all of the rows; it then re-populates the table with fresh data. I tried changing it to use onDataReturnUpdateRows, but that doesn't seem to work either.

    Read the article

  • JavaScript: Achieving precise animation end values?

    - by bobthabuilda
    I'm currently trying to write my own JavaScript library. I'm in the middle of writing an animation callback, but I'm having trouble getting precise end values, especially when animation duration times are smaller. Right now, I'm only targeting positional animation (left, top, right, bottom). When my animations complete, they end up having an error margin of 5px~ on faster animations, and 0.5px~ on animations 1000+ ms or greater. Here's the bulk of the callback, with notes following. var current = parseFloat( this[0].style[prop] || 0 ) // If our target value is greater than the current , gt = !!( value > current ) , delta = ( Math.abs(current - value) / (duration / 13) ) * (gt ? 1 : -1) , elem = this[0] , anim = setInterval( function(){ elem.style[prop] = ( current + delta ) + 'px'; current = parseFloat( elem.style[prop] ); if ( gt && current >= value || !gt && current <= value ) clearInterval( anim ); }, 13 ); this[0] and elem both reference the target DOM element. prop references the property to animate, left, top, bottom, right, etc. current is the current value of the DOM element's property. value is the desired value to animate to. duration is the specified duration (in ms) that the animation should last. 13 is the setInterval delay (which should roughly be the absolute minimal for all browsers). gt is a var that is true if value exceeds the initial current, else it is false. How can I resolve the error margin?

    Read the article

  • Console Errors - Not a Jquery Guru Yet

    - by user2528902
    I am hoping that someone can help me to correct some issues that I am having with a custom script. I took over the management of a site and there seems to be an issue with the following code: /* jQUERY CUSTOM FUNCTION ------------------------------ */ jQuery(document).ready(function($) { $('.ngg-gallery-thumbnail-box').mouseenter(function(){ var elmID = "#"+this.id+" img"; $(elmID).fadeOut(300); }); $('.ngg-gallery-thumbnail-box').mouseleave(function(){ var elmID = "#"+this.id+" img"; $(elmID).fadeIn(300); }); var numbers = $('.ngg-gallery-thumbnail-box').size(); function A(i){ setInterval(function(){autoSlide(i)}, 7000); } A(0); function autoSlide(i) { var numbers = $('.ngg-gallery-thumbnail-box').size(); var elmCls = $("#ref").attr("class"); $(elmCls).fadeIn(300); var randNum = Math.floor((Math.random()*numbers)+1); var elmClass = ".elm"+randNum+" img"; $("#ref").attr("class", elmClass); $(elmClass).fadeOut(300); setInterval(function(){arguments.callee.caller(randNum)}, 7000); } }); The error that I am seeing in the console on Firebug is "TypeError: arguments.callee.caller is not a function. I am just getting started with jQuery and have no idea how to fix this issue. Any assistance with altering the code so that it still works but doesn't throw up all of these errors (if I load the site and let it sit in my browser for 10 minutes I have over 10000 errors in the console) would be greatly appreciated!

    Read the article

  • Javascript Recursion

    - by rpophessagr
    I have an ajax call and would like to recall it once I finish parsing and animating the result into the page. And that's where I'm getting stuck. I was able to recall the function, but it seems to not take into account the delays in the animation. i.e. The console keeps outputting the values at a wild pace. I thought setInterval might help with the interval being the sum of the length of my delays, but I can't get that to work... function loadEm(){ var result=new Array(); $.getJSON("jsonCall.php",function(results){ $.each(results, function(i, res){ rand = (Math.floor(Math.random()*11)*1000)+2000; fullRand += rand; console.log(fullRand); $("tr:first").delay(rand).queue(function(next) { doStuff(res); next(); }); }); var int=self.setInterval("loadEm()",fullRand); }); } });

    Read the article

  • Issue creating side-by-side slideshows with jQuery

    - by JShweky
    I'm trying to create a site with 2 slideshows. I've tweaked and re-tweaked the JS and Jquery numerous times. Sometimes one slideshow works perfectly and the other cycles between one picture, other times both work but are out of sync, or the fadeIn doesn't seem to be applied to the second slideshow, or in some variations one slideshow stays frozen on the initial image and just remains static. Anyway, I created a JS Fiddle (link at bottom) and apparently my code is at least free of typos. JS is below, the rest is on the JS Fiddle. Any help would be greatly appreciated. $(document).ready(function () { $(".slider #1").fadeIn(1000); $(".slider #1").delay(2000).fadeOut(1000); var sc = $(".slider img").size(); var count = 2; setInterval(function () { $(".slider #" + count).fadeIn(1000); $(".slider #" + count).delay(2000).fadeOut(1000); if (count === sc) { count = 1; } else { count++; } }, 3500); $(".sliderTwo #7").fadeIn(1000); $(".sliderTwo #7").delay(2000).fadeOut(1000); var sc2 = 12; var count2 = 7; setInterval(function () { $(".sliderTwo #" + count2).fadeIn(1000); $(".sliderTwo #" + count2).delay(2000).fadeOut(1000); if (count2 === sc2) { count2 = 7; } else { count2++; } }, 3500); }); http://jsfiddle.net/gg4PL/

    Read the article

  • How do I filter certain javascripts from running and not block them all on Drudge Report?

    - by jay
    How do I block this particular "auto refresh" script on Drudge Report from running in my Firefox browser? I have NoScript and AdblockPlus plugins installed, but neither of them explain how to filter out a particular script and keep it from running and leave the rest alone. I don't want to stop all javascripts from running just the one listed below. Any help would be appreciated. "var timer = setInterval("autoRefresh()", 1000 * 60 * 3); function autoRefresh(){self.location.reload(true);}"

    Read the article

  • Preventing sleep in Titanium for iPhone

    - by Morten J
    I'm trying to read the accelerometer for a longer period of time (between one and two hours). However, when the iPhone goes to sleep and locks, the reading of the accelerometer readout is paused. My setInterval timer seems to be running fine though. I can also play sounds. I see two solutions a) Find a way to read the accelerometer while locked b) Find a way to prevent the lock I'm using Titanium with JavaScript.

    Read the article

  • equivalent of jQuery's "load" in prototype

    - by Goro
    Hello, I am trying to find an equivalent for the following jQuery javascript: var x1 = setInterval(function() { $('#status').load("processor.php", {value:'name'} );}, 5000 ); I need to use Prototype for other applications on the page, and when I throw both jQuery and Prototype libraries in there they will not cooperate. Thank you,

    Read the article

  • How to make Flash 'play well with others'?

    - by Sensei James
    What up fam. So this isn't a question asking about memory management schemes; for those of you who may not know, the Flash Virtual Machine relies on garbage collection by using reference counting and mark and sweep (for good coverage of these topics, check out Grant Skinner's article and presentation). And yes, Flash also provides the "delete" operator, which can (unfortunately only) be used to remove the properties of dynamic objects. What I want to know is how to make it so that Flash programs don't continue to consume CPU and memory while running in the background (save loading content or communicating remotely, for example). The motivation for this question comes in part from Apple's ban on cross compiled applications (in its SDK 4) on the grounds that they do not behave as predicted with the multitasking feature central to iPhone OS 4. My intention is not only to make Flash programs that will 'pass muster' as far as multitasking in iPhone OS 4, but also to simply make better (behaving) Flash programs. Put another way, how might a Flash application mimic the multitasking feature of iPhone OS 4? Does the Flash API provide the means for a developer to put their applications to 'sleep' while other programs run, and then to 'awaken' them just as quickly? In our own program, we might do something as crude as detecting when the user has been idle (no mouse motion or key press) for (say) four seconds: var idle_id:uint = setInterval(4000, pause_program); var current_movie_clip:MovieClip; var current_frame:uint; ... // on Mouse move or key press... clearInterval(idle_id); idle_id = setInterval(4000, pause_program); ... function pause_program():void { current_movie_clip = event.target as MovieClip; current_frame = current_movie_clip.currentFrame; MovieClip(root).gotoAndStop("program_pause_screen"); } (on the program pause screen) resume_button.addEventListener(MouseEvent.CLICK, resume_program); function resume_program(event:MouseEvent) { current_movie_clip.gotoAndPlay(current_frame); } If that's the right idea, what's the best way to detect that an application should be shelved? And, more importantly, is it possible for Flash Player to detect that some of its running programs are idle, and to similarly shelve them until the user performs an action to resume them? (Please feel free to answer as much or as little of the many questions I've posed.)

    Read the article

  • How to tell when an HTML textarea has been changed by Javascript

    - by at
    A widget I'm using modifies an HTML textarea element. I need to know when that element has been modified and preferably I'd like to actually hide that element as well. I'm using jQuery, so I naturally tried the $('#textarea_id').change() event. But it's never triggered because I guess the textarea never loses focus. What's the best way to monitor that textarea, preferably hidden (css has display:none)? Please don't tell me setInterval...

    Read the article

  • Multiple instances of this carousel on a single page - can't get it to work

    - by Andy
    This code comes from a tutorial so it's not originally my own work. What I am trying to do is implement this several times on a single page. I have tried and so far failed - by numbering the id "carousel" and so forth. Any help would be seriously appreciated. I'm tearing my hair out. http://jsfiddle.net/AndyMP/zcKDV/5/ For completeness.. this is the carousel JQuery as it stands. //rotation speed and timer var speed = 5000; var run = setInterval('rotate()', speed); //grab the width and calculate left value var item_width = $('#slides li').outerWidth(); var left_value = item_width * (-1); //move the last item before first item, just in case user click prev button $('#slides li:first').before($('#slides li:last')); //set the default item to the correct position $('#slides ul').css({'left' : left_value}); //if user clicked on prev button $('#prev').click(function() { //get the right position var left_indent = parseInt($('#slides ul').css('left')) + item_width; //slide the item $('#slides ul').animate({'left' : left_indent}, 200,function(){ //move the last item and put it as first item $('#slides li:first').before($('#slides li:last')); //set the default item to correct position $('#slides ul').css({'left' : left_value}); }); //cancel the link behavior return false; }); //if user clicked on next button $('#next').click(function() { //get the right position var left_indent = parseInt($('#slides ul').css('left')) - item_width; //slide the item $('#slides ul').animate({'left' : left_indent}, 200, function () { //move the first item and put it as last item $('#slides li:last').after($('#slides li:first')); //set the default item to correct position $('#slides ul').css({'left' : left_value}); }); //cancel the link behavior return false; }); //if mouse hover, pause the auto rotation, otherwise rotate it $('#slides').hover( function() { clearInterval(run); }, function() { run = setInterval('rotate()', speed); } ); //a simple function to click next link //a timer will call this function, and the rotation will begin :) function rotate() { $('#next').click(); }

    Read the article

  • Delay function with greasemonkey

    - by Riccardo
    I need a code that when CheckForZero happens for the first time, after 30 seconds happens again. var waitForZeroInterval = setInterval (CheckForZero, 0); function CheckForZero () { if ( (unsafeWindow.seconds == 0) && (unsafeWindow.milisec == 0) ) { clearInterval (waitForZeroInterval); var targButton = document.getElementById ('bottone1799'); var clickEvent = document.createEvent ('MouseEvents'); clickEvent.initEvent ('click', true, true); targButton.dispatchEvent (clickEvent); } };

    Read the article

  • Canvas Animation

    - by Aidia
    I'm making a graph script using canvas, i'm adding animation to a chart but i don't like the way that it's look, i use setInterval for X function adding height to a rectangle to make a bar chart for example, but i wanna an animation more fluid, is another way to do an animation?

    Read the article

  • Ajax progress with PHP session

    - by FFish
    I have an app that processes images and use jQuery to display progress to the user. I done this with writing to a textfile each time and image is processed and than read this status with a setInterval. Because no images are actually written in the processing (I do it in PHP's memory) I thought a log.txt would be a solution, but I am not sure about all the fopen and fread's. Is this prone to issues? I tried also with PHP sessions, but can't seem to get it to work, I don't get why.. HTML: <a class="download" href="#">request download</a> <p class="message"></p> JS: $('a.download').click(function() { var queryData = {images : ["001.jpg", "002.jpg", "003.jpg"]}; $("p.message").html("initializing..."); var progressCheck = function() { $.get("dynamic-session-progress.php", function(data) { $("p.message").html(data); } ); }; $.post('dynamic-session-process.php', queryData, function(intvalId) { return function(data) { $("p.message").html(data); clearInterval(intvalId); } } (setInterval(progressCheck, 1000)) ); return false; }); process.php: // session_start(); $arr = $_POST['images']; $arr_cnt = count($arr); $filename = "log.txt"; for ($i = 1; $i <= $arr_cnt; $i++) { $content = "processing $val ($i/$arr_cnt)"; $handle = fopen($filename, 'w'); fwrite($handle, $content); fclose($handle); // $_SESSION['counter'] = $content; sleep(3); // to mimic image processing } echo "<a href='#'>download zip</a>"; progress.php: // session_start(); $filename = "log.txt"; $handle = fopen($filename, "r"); $contents = fread($handle, filesize($filename)); fclose($handle); echo $contents; // echo $_SESSION['counter'];

    Read the article

  • posting php code using jquery .html()

    - by Emmanuel Imwene
    simple query,but it's giving me a headache, i need a division to be updated with a changed session variable each time a user clicks on a name,i figured i'd use .html() using jquery to update the division, i don't know if you can do this, but here goes: $("#inner").html('<?php session_start(); if(file_exists($_SESSION['full'])||file_exists($_SESSION['str'])){ if(file_exists($_SESSION['full'])) { $full=$_SESSION['full']; $handlle = fopen($full, "r"); $contents = fread($handlle, filesize($full)); fclose($handlle); echo $contents; echo '<script type="text/javascript" src="jquery-1.8.0.min (1).js">'; echo '</script>'; echo '<script type="text/javascript">'; echo 'function loadLog(){ var oldscrollHeight = $("#inner").attr("scrollHeight") - 20; $.ajax({ url: \''.$_SESSION['full'].'\', cache: false, success: function(html){ $("#inner").html(html); //Insert chat log into the #chatbox div var newscrollHeight = $("#inner").attr("scrollHeight") - 20; if(newscrollHeight > oldscrollHeight){ $("#inner").animate({ scrollTop: newscrollHeight }, \'normal\'); //Autoscroll to bottom of div } }, }); } setInterval (loadLog, 2500);'; echo '</script>'; } else { $str=$_SESSION['str']; if(file_exists($str)) { $handle = fopen($str, 'r'); $contents = fread($handle, filesize($str)); fclose($handle); echo $contents; $full=$_SESSION['full']; $handlle = fopen($full, "r"); $contents = fread($handlle, filesize($full)); fclose($handlle); echo $contents; echo '<script type="text/javascript" src="jquery-1.8.0.min (1).js">'; echo '</script>'; echo '<script type="text/javascript">'; echo 'function loadLog(){ var oldscrollHeight = $("#inner").attr("scrollHeight") - 20; $.ajax({ url: \''.$_SESSION['str'].'\', cache: false, success: function(html){ $("#inner").html(html); //Insert chat log into the #chatbox div var newscrollHeight = $("#inner").attr("scrollHeight") - 20; if(newscrollHeight > oldscrollHeight){ $("#inner").animate({ scrollTop: newscrollHeight }, \'normal\'); //Autoscroll to bottom of div } }, }); } setInterval (loadLog, 2500);'; echo '</script>'; } } } ?>'); is that legal, if not, how would i accomplish this?

    Read the article

  • Can Prototype or JQuery return an HTTP status code on an AJAX request

    - by jotto
    url = "http://example.com" new Ajax.Request(url, { onComplete: function(transport) { alert(transport.status); } }); I'd like that to return a status of 200 if the site is working, or 500 if it is not working, etc.. But that code is returning 0 all the time. Ultimately, I want to have a setinterval function that regularly pings a website for uptime status.

    Read the article

  • fetching only new rows from mysql with jquery ajax

    - by testkhan
    i have a table named news with 3 fields i.e (id, news, time) and i have a setInterval after every 3mints to fetch news from google or any news site .... now i want to fetch only new rows inserted after every 5 minutes...with jquery $.ajax()...how can i do that... do i reload the whole table or there is a way to fetch only the new ones...

    Read the article

  • Smooth animation on a persistently refreshing canvas

    - by Neurofluxation
    Yo everyone! I have been working on an Isometric Tile Game Engine in HTML5/Canvas for a little while now and I have a complete working game. Earlier today I looked back over my code and thought: "hmm, let's try to get this animated smoothly..." And since then, that is all I have tried to do. The problem I would like the character to actually "slide" from tile to tile - but the canvas redrawing doesn't allow this - does anyone have any ideas....? Code and fiddle below... Fiddle with it! http://jsfiddle.net/neuroflux/n7VAu/ <html> <head> <title>tileEngine - Isometric</title> <style type="text/css"> * { margin: 0px; padding: 0px; font-family: arial, helvetica, sans-serif; font-size: 12px; cursor: default; } </style> <script type="text/javascript"> var map = Array( //land [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]] ); var tileDict = Array("http://www.wikiword.co.uk/release-candidate/canvas/tileEngine/land.png"); var charDict = Array("http://www.wikiword.co.uk/release-candidate/canvas/tileEngine/mario.png"); var objectDict = Array("http://www.wikiword.co.uk/release-candidate/canvas/tileEngine/rock.png"); //last is one more var objectImg = new Array(); var charImg = new Array(); var tileImg = new Array(); var loaded = 0; var loadTimer; var ymouse; var xmouse; var eventUpdate = 0; var playerX = 0; var playerY = 0; function loadImg(){ //preload images and calculate the total loading time for(var i=0;i<tileDict.length;i++){ tileImg[i] = new Image(); tileImg[i].src = tileDict[i]; tileImg[i].onload = function(){ loaded++; } } i = 0; for(var i=0;i<charDict.length;i++){ charImg[i] = new Image(); charImg[i].src = charDict[i]; charImg[i].onload = function(){ loaded++; } } i = 0; for(var i=0;i<objectDict.length;i++){ objectImg[i] = new Image(); objectImg[i].src = objectDict[i]; objectImg[i].onload = function(){ loaded++; } } } function checkKeycode(event) { //key pressed var keycode; if(event == null) { keyCode = window.event.keyCode; } else { keyCode = event.keyCode; } switch(keyCode) { case 38: //left if(!map[playerX-1][playerY][1] > 0){ playerX--; } break; case 40: //right if(!map[playerX+1][playerY][1] > 0){ playerX++; } break; case 39: //up if(!map[playerX][playerY-1][1] > 0){ playerY--; } break; case 37: //down if(!map[playerX][playerY+1][1] > 0){ playerY++; } break; default: break; } } function loadAll(){ //load the game if(loaded == tileDict.length + charDict.length + objectDict.length){ clearInterval(loadTimer); loadTimer = setInterval(gameUpdate,100); } } function drawMap(){ //draw the map (in intervals) var tileH = 25; var tileW = 50; mapX = 80; mapY = 10; for(i=0;i<map.length;i++){ for(j=0;j<map[i].length;j++){ var drawTile= map[i][j][0]; var xpos = (i-j)*tileH + mapX*4.5; var ypos = (i+j)*tileH/2+ mapY*3.0; ctx.drawImage(tileImg[drawTile],xpos,ypos); if(i == playerX && j == playerY){ you = ctx.drawImage(charImg[0],xpos,ypos-(charImg[0].height/2)); } } } } function init(){ //initialise the main functions and even handlers ctx = document.getElementById('main').getContext('2d'); loadImg(); loadTimer = setInterval(loadAll,10); document.onkeydown = checkKeycode; } function gameUpdate() { //update the game, clear canvas etc ctx.clearRect(0,0,904,460); ctx.fillStyle = "rgba(255, 255, 255, 1.0)"; //assign color drawMap(); } </script> </head> <body align="center" style="text-align: center;" onload="init()"> <canvas id="main" width="904" height="465"> <h1 style="color: white; font-size: 24px;">I'll be damned, there be no HTML5 &amp; canvas support on this 'ere electronic machine!<sub>This game, jus' plain ol' won't work!</sub></h1> </canvas> </body> </html>

    Read the article

  • Send less Server Data with "AFK"

    - by Oliver Schöning
    I am working on a 2D (Realtime) MultiPlayer Game. With Construct2 and a Socket.IO JavaScript Server. Right now the code does not include the Array for each Player. var io = require("socket.io").listen(80); var x = 10; io.sockets.on("connection", function (socket) { socket.on("message", function(data) { x = x+1; }); }); setInterval(function() { io.sockets.emit("message", 'Pos,' + x); },100); I noticed a very annoying problem with my server today. It sends my X Coordinates every 100 milliseconds. The Problem was, that when I went into another Browser Tab, the Browser stopped the Game from running. And when I went back, I think the Game had to run through all the packages. Because my Offline Debugging Button still worked immediately and the Online Button only responded after some seconds. So then I changed my Code so that it would only send out an update when it received a player Input: var io = require("socket.io").listen(80); var x = 10; io.sockets.on("connection", function (socket) { socket.on("message", function(data) { x = x+1; io.sockets.emit("message", 'Pos,' + x); }); }); And it Updated Immediately, even when I had been inactive on the Browser Tab for a long time. Confirming my suspicion that it had to get through all the data. Confirm Please! It would be insane to only send information on Client Input in a Real Time Game. But how would I write a AFK function? I would think it is easier to run a AFK Boolean Loop on the Server. Here is what I need help for: playerArray[Me] if ( "Not Given any Input for X amount of Seconds" ) { "Don't send Data" } else { "Send Data" }

    Read the article

  • Simple Interactive Search with jQuery and ASP.Net MVC

    - by Doug Lampe
    Google now has a feature where the search updates as you type in the search box.  You can implement the same feature in your MVC site with a little jQuery and MVC Ajax.  Here's how: Create a javascript global variable to hold the previous value of your search box. Use setTimeout to check to see if the search box has changed after some interval.  (Note: Don't use setInterval since we don't want to have to turn the timer off while Ajax is processing.) Submit the form if the value is changed. Set the update target to display your results. Set the on success callback to "start" the timer again.  This, along with step 2 above will make sure that you don't sent multipe requests until the initial request has finished processing. Here is the code: <script type="text/javascript"> var searchValue = $('#Search').val(); $(function () {     setTimeout(checkSearchChanged, 0.1); }); function checkSearchChanged() {     var currentValue = $('#Search').val();     if ((currentValue) && currentValue != searchValue && currentValue != '') {         searchValue = $('#Search').val();         $('#submit').click();     }     else {         setTimeout(checkSearchChanged, 0.1);     } } </script> <h2>Search</h2> <% using (Ajax.BeginForm("SearchResults", new AjaxOptions { UpdateTargetId = "searchResults", OnSuccess = "checkSearchChanged" })) { %>     Search: <%   = Html.TextBox("Search", null, new { @class = "wide" })%><input id="submit" type="submit" value="Search" /> <% } %> <div id="searchResults"></div> That's it!

    Read the article

  • Which architecture should I choose for this project?

    - by Jichao
    I have a project. The server which based on a phone PCI-board is responsible for received phone calls from the customer and then redirect the phone calls to the operators. I have decided to code the server using c++ programming language and qt framework because the PCI-board SDK's interface is c/c++ originated and for the sake of portability. The server need to send the information of the the customer to the operator while ringing the operator and the ui interface of the operator client should be browser-based. Now the key problem is how could the server notify the operator that there is a phone call for he/she. One architecture I have considered is like this, The operator browser client use ajax pooling the web server to check whether there is call to the client; the web server pooling the database server to check whether there is call; the desktop server(c++) wait for the phone calls and set the information in the database. The other operations such as hang up the phone call from the client, retransfer the phone call to the other operator also use this architecture. Then, is there any way other than pooling the server(js code setInterval('getDail', 1000)) to decide whether there is a call to the operator? Is this architecture feasible or should I use some terrific techniques that I do know such as web services,xml-rpc, soap???

    Read the article

< Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >