SetInterval Of Function - Called From Function - Display And Update
Jan 28, 2011
I'm trying to make a time script for an app I'm making (this is not an HTML document; it's a .js file to be used with Titanium) however I'm having trouble getting the function to display and update.
function updateClock()
{
setInterval ( 'kiTime()', 1000 );
}
function kiTime ()
{
//Get current date and time
[Code]...
If I use kiTime() under the text field I will get the current time (or at least the time the app was opened), however if I call updateClock() it's blank.
I want to pass the object to a function that is called with a setInterval, like so: Code: function Test(obj) { divTest.innerText = obj.id; } function ClickMe(obj) { itv = setInterval( 'Test(' + obj + ')' , 10 ); } So when I click a link I want to execute every 10 msec a test. This off course does not work.
I am trying to get a variable to increment in a function called by setInterval. It does one then stops... All I want is for the slider function to loop through the array over and over again, but it seems to like stopping after the first one. Here is the code:
<script type='text/javascript'> var i = 0; function slider(varToSlide) {
I'm using the Google AJAX APIs, but some reason google.load works when run through normal javascript, but if I call the method from my jquery ready function it doesn't work. Code and output is below
window.loadFirebugConsole is not a function If I comment out line 3 in code.js, the console debug runs okay, so the ready function is running okay. Even though there's a reference to Firebug, the same error occurs in Safari too. Nothing on the page loads.
I have some javascript the works in conjunction with a flash video player. When a user selects a video in the Flash video list and new video is called and begins to play. Also, when that video is selected a function called "doOnMediaLoad()" is called and inside of that function I have put a call to another function that I wrote in the same script.function that is called when user selects flash player video list.
function doOnMediaLoad(e) { vcomments_changed(e.id); //call to my function }
I have some javascript the works in conjunction with a flash video player. When a user selects a video in the Flash video list and new video is called and begins to play. Also, when that video is selected a function called "doOnMediaLoad()" is called and inside of that function I have put a call to another function that I wrote in the same script.
I stumbled over a strange behaviour of Mozilla. When I want to access the caller property of a function that was not called from within another function, Mozilla seems to abort the script. No error message, no hang, just stopping script execution at that point. Why? And what is the remedy?
I am making a small gallery script. When a user clicks an image, I would like for a function to be called that tells the browser where that image is located in an object. For example:
[Code]...
It works, I just don't like it because it is messy and it seems sensible that some workaround exists.
I am new in web development. I think this problem is related to javascript, I have write script which will change images after 2sec, through setInterval function. Script is as follows.
<script> var images = new Array ("img/1.jpg", "img/2.jpg", "img/3.jpg"); var currentIndex = 0; function Start(){ setInterval("ChangeImage()", 2000); }function ChangeImage(){ currentIndex++; if(currentIndex == images.length){ currentIndex = 0; } document.images[0].src = images[currentIndex]; } </script>
But when I place in img tag which is in third row div and reload page, these series of images show in first row div. It does not show where I have specified area for it in css.
First row div: <div id="menu"> <img src="header/menu.png" name="menuImg"/> </div> My series of images show in this div when I load page.
In my mouseClick function I have a setInterval which call cursor function. Unfortunately it's not working. Below is my code:
var canvas; var ctx; var cursor_width = 1; var cursor_height = 16; var wait_time = 500; var repeat_time = 1000; var height = 22; var textbox = new Array(); var repeat; .....
I tried the following code as well but I received a message telling me it's not a function repeat = setInterval("this.cursor()", repeat_time);
I have got two div's for javascript, dyn1 and dyn2. Dyn1 on mouse over sets a interval and on mouse out clears the interval.
When the page loads it calls a function called 'first' and this displays a table in dyn1.
Then the user can click a link and this calls another function 'second' which deleted the table in dyn1 and creates a table in dyn2 and is suposed to clear the setInterval.
The problem is after a second of clearing dyn1 and creating the table in dyn2 the setinterval is still running and deletes dyn2 and re creates the table in dyn1.
Is it possible to stop a interval when the user clicks a link? At the moment the second function is calling the stoptimer() function to try and stop it.
I have an image sitting in a <td> tag, and I want the image to change every 5 seconds. I have a total of 3 images that I need to cycle, and I need it to go back to image1 after displaying image3 for 5 seconds.
I want to call the changeAd() function from the setInterval method within the startAdPAge() function because I am going to be adding more statements to the startAdPage() function, so the body onload event will call the startAdPage() function, which will in turn, call all the other functions.
I was using an if/else statement in the changeAd(), but that only changed between image1 and image2, so i am trying this array, but now it is not changing at all.
I have small problem and I am stuck with it for days without any solution. So I have a function that has an array,
function arrjoin( ) { var a = new Array (1,1,1,1,1,1,0,0,0,0); var c = a.join("~"); return (c); }
I have another function that call the arrjoin(). But before doing so, I get a value from an input field based on which i need to update the array in arrjoin() and save that as the new array(I mean same array but with the update value).
[Code]....
This is my current function. In this before I call joinarr( ) I need to update the array a in joinarr( ) with the value=index, that I am fetching here and save the array. (Haven't implemented yet) This process keeps on occurring every time a index value is generated. Thus in the next iteration the array a in arrjoin( ) show not be array show here but the array with the updates values. I am eventually transferring the array to server side to do some processing based on current value of the array.
I'm new to Javascript, and having an issue with getInterval. For my programming languages class we have to create a simulation of waves breaking on a shore from above. I've decided to use a canvas object and Javascript for this animation, but am getting stuck on refreshing the frames.
Here is the code I have so far: var shoreline = new Array(); var waves = new Array(); var canWidth = 600; var canHeight = 400; var waveNum = 0; var count = 0; .....
As you can see, the idea is that each 5-pixel wide node of the shore and wave are stored in arrays so that the position of each node can differ. The wave() function initializes all the required data, and then calls setInterval on update(). The function update() draws the water, shore, and wave, and then updates the wave position node-by-node. Ideally, setInterval would cause this to happen repeatedly, so that the wave would appear to move closer to the shore every 1000ms.
However, this is not the case. It appears as though setInterval is working for one pass of update(), but fails after the first pass. You can tell that this is happening because the wave appears at its starting position, but does not continue to move. I read somewhere that setInterval can be broken by one-time functions, but I'm not sure. If you'd like to see what it's currently doing in a browser, I've hosted it here [URL]. Once I've got this animating properly I can continue my project, but I've hit a roadblock.
calling a php page through AJAX. and it works Aok. I wanted the ajax backend php file to call a function in the front end page. even a simple alert from the backend php file wont work.
My code to call the alert and parent's javascript functions are below.
Simple alert
echo "<script language='javascript'>alert('Please Help Me');</script>";
I have a function that sends some data to a PHP file for processing, and call a page refresh after that, but it's not working. This is what I have so far:
function Reload() {location.reload() ;} function del(v,m,f){ $.post("system/reject.php", {id: v}) ; javascript:parent.mainFrame.document.location.reload(); }
The function Reload is something else I tried while trying to get it to work but everything I have done so far doesn't work. :(
I want to run a function only if it has been called from lets say another function, is there an event handler for that? I dont want to call the function on document.ready since it will load without being called?
for example, the below function is run when page loads, how do I just run it only when I call it directly, say from another function..