I am using a slideshow and want to basically have an 'image loading' whilst all the images load before the slideshow. Is there a way to do this? So far I have figured the best way around this is to have a GIF as a background image that says the loading message, and then once the slideshow loads over the top its fine, however im guessing this is'nt the right way to do this. I am using this slideshow set to just loop:
[URL]
I am open to using other similar slideshows if there is one more suited.
The issue is the image's size is about 9Mb. So I want to display the waiting mess while loading. Which "event" that notify "complete loading" that I can use?
I'm trying to build a slideshow page in Javascript. It's dynamically built and all of that is working, but the Javascript timing is giving me trouble. First, a PHP script builds an array of Image objects to preloads. I have a 'Loading pictures....' message appear in the foreground of the page. This message should disappear after the final image has been preloaded.
I'm using Javascript's onLoad() event of the last image to change the message's CSS div display property to hidden, but it always executes immediately, even though the browser is obviously still working. Is there a way just to tell Javascript "do not proceed with the rest of the code until this task has finished"?
I have php script that uploads a file. once i click upload it should display a animated GIF image or "Loading please wait" message with the backround transparent screen covering the whole page so that the user is not able to click anything during file upload. How can i do this?
I have php script that uploads a file. once i click upload it should display a animated GIF image or "Loading please wait" message with the backround transparent screen covering the whole page so that the user is not able to click anything during file upload. How can i do this?
Is it possible to "Only" display a loading message and hide all page's elements and graphics until the page is fully loaded. then loading message disappear and the content fades in!?[code]...
I am using jQuery and BlockUI to display a "Loading..." message to theuser while the page is loading.The problem is that the "Loading..." message seems to show up AFTERthe page has loaded, not during load. Shouldn't the document.readyfire sooner than that?What am I doing wrong?
I created an image gallery which displays 63 images in a slideshow. The problem is that the show was slow because each image loaded one at a time during the show. No problem right? I just did a preload script. But then the user has to sit for 5 minutes waiting for 63 images to download! My images are about 640x480 and average 100kb. Is this too much for one page to load? Should I load my slideshow into differerent windows? If so, don't I have the same problem with my loading time?
I am having an issue with my slideshow images not always loading correctly and instead displaying just a thumbnail of the image. If I reload the page the image works correctly [code]...
I have this loading.gif image that is 750px, when it should be 32px. The reason it's huge now is because my original solution was displaying two images: one 750px version of the loading.gif image and one 32px version (in the center of the 750px) of the same image. Now I'm at least down to one image, even if it's the wrong version.Click any of the thumbnail images here, and then again on the thumbnail at the top of that popup product gallery to see what I mean: need that huge loading.gif to be 32px like it should be, and then expand to 750px once the image is loaded. I've tried a bunch of solutions, but nothing has solved the problem.This is the code I have at the moment, although I'm working on the issue now so it may change.
$('#inline .thumbGrid img').click(function(){ var strLargeImg = document.getElementById('OBOEsac'); $('.galleryPopup').attr('src','/site/scripts/colorbox/images/loading.gif');
I have created a party-events website. Which displays a lot of dates of events. As you might understand this page takes some time to load. Therefor I want some of loading image to be displayed while the page is loading. Anybody has an idea how to pull this of? I don't know how.
In detail: People come to my website. They click on "events" and a loading.gif pops up and and makes the background darker. After the page has completely loaded the loading image disappears and the website shows.
I have a fucntion that runs after page loads which is supposed to show an image with Loading Data in Progress. Please wait message while it is pulling data. It is working in Firefox but IE is not displaying the image and the message at all. see attached working image in Firefox. My image HTML is:
I have a fucntion that runs after page loads which is supposed to show an image with “Loading Data in Progress. Please wait” message while it is pulling data.t is working in Firefox but IE is not displaying the image and the message at allMy image HTML is:
How do I display a message applet is loading when a applet is getting loaded. Without using Mediatracker.I want the message to be provided as PARAM NAME.
My site gallery loads everything before it appears, and sometimes it can take a while. So I want to add a "loading..." message of some kind. I only want it to show once during the original load, not for each image. Here's a link to the gallery:
In one of my web page I want to show an image preloader. ie When I clicked on the small thumbnail in my web page then the main large image will load. My code looks something like this
$("#images li").click(function(){ var image=this.href; $("#mainImage").attr('src',image); });
I want to show the Loading sign until the main image loads completely.
If I click any of these, I get a "Loading" message and nothing more. The page seems to freeze. The button freezes in a blue color. Is there something wrong with my syntax?
This here is a script that I've used in a few different sites, namely art/graphic/image-related sites. It's designed to rotate through banner ads, images, text, or anything else. I've tried to make it as easy to use as possible, so let me know what you think. Efficiency and functionality improvement suggestions are always welcome. =)
Documentation is available (http://www.skyzyx.com/scripts/messagecenter.php), and you can download the script with a demo page at the bottom of this post.
One thing that I built-in is a user's ability to stop the content from rotating (assuming the web designer makes the function available on his/her website), which helps to conform to the Web Content Accessibility Guidelines about "no or uncontrollable screen flickering".
/************************************* MESSAGE CENTER 5.1 (c) 2002-03, Ryan Parman http://www.skyzyx.com Distributed according to SkyGPL 2.1, http://www.skyzyx.com/license/ *************************************/
/************************************* Updated September 2, 2003
v5.1 - Added Next() and Previous(). Also added "aliases" for many functions to help a coder's logical naming style. Changed Resume() into an alias for Start(). Streamlined and optimized code for efficiency.
v5.0 - Completely rewrote this script from the ground-up to be object- oriented in nature. Implemented Algorithm's OO Timeouts. Functions include addMessage(), start(), pause(), resume(), and clear(). *************************************/ function messageCenter(zSpanID, zDelayMS) { // INITIALIZATION var spanid=zSpanID; var delay=(zDelayMS) ? zDelayMS:4000; var messageArray=new Array(); var count=0; var tOut=new Timer(this); var tOutRef, tOutRev; var prevAcct=0; var nextAcct=0;
// ADD A MESSAGE // The parameter must be an HTML or text string. this.addMessage=function(zMessage) { messageArray[messageArray.length]=zMessage; }
// START MESSAGE CENTER // Usually this will be called on the onload of the BODY tag. this.start=function() { if (document.getElementById) { document.getElementById(spanid).innerHTML=messageArray[count]; count++; if (count > (messageArray.length-1)) count=0; } tOut.clearTimeout(tOutRev); tOutRef=tOut.setTimeout("start", delay); nextAcct=0; prevAcct=0; }
// PAUSE FUNCTION // This will pause the Message Center. Optionally, passing a String parameter will display that string while paused. this.pause=function(stopMessage) { this.stopMsg=(stopMessage) ? stopMessage:null; tOut.clearTimeout(tOutRef); if (this.stopMsg) document.getElementById(spanid).innerHTML=this.stopMsg; }
// CLEAR FUNCTION // This will stop the Message Center, and clear the element's contents. this.clear=function() { tOut.clearTimeout(tOutRef); document.getElementById(spanid).innerHTML='' count=0; nextAcct=0; prevAcct=0; }
// NEXT FUNCTION // This will skip to the next message, and pause the Message Center. this.next=function() { if (nextAcct == 0) { nextAcct=1; prevAcct=1 } else if (nextAcct != 0) count++; if (count > (messageArray.length-1)) count=0; if (count < 0) count=messageArray.length-1; tOut.clearTimeout(tOutRef); document.getElementById(spanid).innerHTML=messageArray[count]; }
// PREVIOUS FUNCTION // This will skip to the previous message, and pause the Message Center. this.previous=function() { if (prevAcct == 0) { prevAcct=1; count-=2; nextAcct=1; } else if (prevAcct != 0) count--; if (count > (messageArray.length-1)) count=0; if (count < 0) count=messageArray.length-1; tOut.clearTimeout(tOutRef); document.getElementById(spanid).innerHTML=messageArray[count]; }
/************************************* Utilizes Algorithm's Timer Class for Object-Oriented timeouts http://www.undefined.net *************************************/ function Timer() { this.obj = (arguments.length)?arguments[0]:window; return this; }
Timer.prototype.setInterval = function(func, msec) { var i = Timer.getNew(); var t = Timer.buildCall(this.obj, i, arguments); Timer.set[i].timer = window.setInterval(t,msec); return i; }
Timer.prototype.setTimeout = function(func, msec) { var i = Timer.getNew(); Timer.buildCall(this.obj, i, arguments); Timer.set[i].timer = window.setTimeout("Timer.callOnce("+i+");",msec); return i; }
I have a basic 3 image slideshow banner for a website, but it loops and I'd like it to stop on the last banner image instead of start over. Here is the code I have, but I don't know what to do to stop the slideshow once the last image is displayed:
I am trying to write a script to display pictures. I have the following code which works OK for displaying the next or prior picture. I know there are plenty of scripts out there for this, but I want to do it myself. So, I'll worry about the pause/play later. I dont know how to write the image using javascript. My problem that I currently want to fix is the first picture displayed is not initialized; that is, the variable I guess. I am passing the directory name, which is this first function. So, I have to click NEXT or BACK (my buttons) to display the first picture (actually the 2nd)... Code:
I'm hoping that someone can answer what is probably a really simple question. I've got the Random Image Slideshow script from javascript.com and have it placed in my site where I want it. Now how do I get it to read where I've got the images I want displaying? The folder I have is called homeimages with 10 photos currently inside it.
I've got a script at present which allows me to cycle through images stored in an array as a slide show on a timed basis per each one.What I would like to do is have a 2nd array which has .wav files and when the first image is shown the first sound clip in the 2nd array plays and when finished the 2nd image shows followed by the playing of the 2nd sound clip in the array.If It is not possible to move images when the sound finishes I will set the length but would like to play the sound clips with the image.My code is shown below :
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head>
I'm going to set up a fade-in/fade-out slideshow, probably with jquery, that will loop through a list of images. But I only want the very first image to be shown once and then not again, even if the screen is refreshed. I don't know much about how to do that but I'm guessing it has something to do with a session, or cookies?