Get A Variable To Increment In A Function Called By SetInterval?
May 12, 2010
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 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'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 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 a variable with a number value. I use variable++ to increase the value of the variable. How can I pass the new varible into a new window opened with window.open?
I am trying to use the variable "theObject" to pass a value to setInterval. But I keep getting the error that "theObject" is not defined. But I have tested it with an "alert" just before the "if" statement and I know that not only is it defined, but it has the correct value.
Why won't setInterval recognise the variable? Is there a way to get this to work?
I'm trying to write some jquery that when a link is clicked it adds a number into a div. Every time the link is clicked it adds another number(previous number + 1). i have this but it definitely doesn't work function addnumber(X)[code]As it is now, the first click does nothing. The second click spits out "2<br>2<br>". The third click spits out "2<br>2<br>2<br>". The fourth "2<br>2<br>2<br>2<br>" and so on.
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 am using formmail and JS to collect booking info calculates a total and sends to email. Formmail redirects to a thankyou page. Here I can send the total to paypal. I have looked and looked, but cant work out how to pass the total from the booking form to the thankyou page.
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.
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..
I've come across functions like the one below in many scripts.I just don't understand the purpose of the parameter! Nothing is being passed into the function when it's being called- so what's the point of specifying an argument???
function doSomething(e) { if (!e) var e = window.event; alert(e.type);[code].....
I'm trying to run this script on Firefox. I'm copying and pasting the whole thing in here just to be safe, but I'm mostly concerned with getting the findLegendary function to call catchPok(). The script executes fine, goes into the battle, but then...does nothing.It runs the catchPok function if I manually click and deselect the "Find Legendary" window option, so alternately, if somebody knows how to make the program automatically click the element at that point to stop repeating the function (maybe?) and it works, I'd be just as happy with that. My best guess is that the autoContinue function might be interfering somehow, since it runs that portion of the code with the manual findLegendary shutoff, but to be honest I'm pretty clueless.
What I want it to do is run the catch function through, catch the game pixel, and then go back to repeating. I don't care how this is accomplished as long as it can feasibly loop. The game rules allow botting, so this isn't against any site rules, either.