Thursday, October 20, 2011

JavaScript: Drawing and appending an Image object

Let's have some fun with images tonight!

The <img/> tag is part of HTML, as you've already known from your previous studies in web technologies. :) You can create one programmatically with the Image object in JavaScript. See below:

var img = new Image();

Try to log it to the console. Right know, it's empty. To load an image, use the src tag:

var img = new Image();

// of course, don't forget to replace this url ;)
img.src = 'http://www.testsite.com/images/myimage.jpg';

The image is loaded, but you can't see it yet, because it isn't appended to the DOM. Let's use jQuery to do what is needed to do!

jQuery('#myDiv').html(img);

The image is visible right know. This JavaScript object has another property called onload. It fires when the image is loaded. Append these few lines after your code and refresh your page:

img.onload = function() {
    alert('image loaded');
}

In Internet Explorer, the onload function won't run, unless you place it before the definition of src attribute:

var img = new Image();

img.onload = function() {
    alert('image loaded');
}

img.src = 'http://www.mysite.com/images/an_image.jpg';

Go and have some fun with the onerror attribute! It runs when an error occurs while loading an image.

var img = new Image();

img.onerror = function() {
    alert('failed to load image :( ');
}

img.src = 'http://www.fakelink.com/images/non_existing_image.png';


Canvas element and Javascript drawImage function

Another way to use the image object is to draw it with the help of the canvas element. First, have one in your example html page:

<canvas id="myCanvas" width="400" height="300"></canvas>

Then, get the canvas and a context and use drawImage function.

var canvas = $("#myCanvas");

/* For browser compatibility issues, put error handling code here. I won't.. */
var ctx = canvas[0].getContext('2d');

var img = new Image();
img.src = 'http://static.yoursite.com/images/something.png';

ctx.drawImage(img, 0, 0);

The first parameter of the drawing function is the image object itself. The second and third parameters are for placing the image along the x and y coordinates. Note that the (0, 0) coordinate is the top left corner. Also note that canvas element is not supported yet in Internet Explorer.

That's all for today of the JavaScript Image object and its usage. I will tell more about the drawImage function in another post where I will talk about sprites, animation and a bit more JavaScript tricks. I hope you learned a little new today.

Tuesday, October 18, 2011

JavaScript: Types and values

Working on other's codes is like walking in a huge cellar with a bunch of old boxes: you always find some interesting things. I write about types today.

Let's work with the following variables:

var point = function() {
    this.x = 4;
    this.y = 6;
}

// var v0; Note: I commented it out with purpose to make it undefined.   
var v1;
var v2 = null;
var v3 = false;
var v4 = 'some text';
var v5 = 68;
var v6 = {};
var v7 = new point();
var v8 = new Array();
var v9 = function() {};

How can you determine the type of each variable? Use the typeof operand. It returns a string representation of the operand's type. Let's see the types of the variables above:

typeof v0; // undefined
typeof v1; // undefined
typeof v2; // object
typeof v3; // boolean
typeof v4; // string
typeof v5; // number
typeof v6; // object
typeof v7; // object
typeof v8; // object
typeof v9; // function

Look at the result of v0 and v1. Why do they have the same undefined type? v0 is not declared, it's obvious why it is undefined. But v1? Because it is not defined (just like the type tells to us)! We stated that there is a variable called v1 but we didn't give it a value.

Did you notice that v2 with null assigned to it is an object type? Yes, you see it well. As I know, the reason for this is that the null type is a special object in JavaScript.

Common mistake with types


Typeof

I see the following comparison many times in codes I meet:
if(typeof v0 === undefined) {
    alert('not executed! hah!');
}

The alert function call won't run because the comparison in the if statement is wrong. As said before, typeof returns a string, but right now it is matched against an undefined value. It won't even work with the 'equal to' operator. Let's correct it:
if(typeof v0 === 'undefined') {
    alert('executed! hah!');
}

So now, the return value of typeof is compared to a string.

Null values

Another confusion rises when comparing undefined but declared variables against null value.
var v1;

if(v1 == null) {
    // it will run
    alert('yep');
}

if(v1 === null) {
    // it won't run
    alert('nope');
}

With the 'equals to' operator, JavaScript does type casting and evaluates the v1 variable with null value. But in the second case, with the 'exactly equals to' operator, the undefined value is kept because the operator checks the value and the type too.

Infinity and NaN

Take into account that type of a variable with Infinity or NaN value is number:
var v10 = 1000 / 0; // Infinity
var v11 = 1000 / 'book'; // NaN

typeof v10; // number
typeof v11; // number


I hope you also found it interesting. :)

Sunday, October 16, 2011

Playing with Numbers in Javascript

Handling numbers is a very basic task for (web)developers, but how exactly is this working in Javascript?

Numbers are "double-precision 64-bit format IEEE 754 values". Let's see some examples how it can handle things:

console.log( 0.1 + 0.2 ); // 0.30000000000000004

// but:
console.log( (0.1*10 + 0.2*10) / 10 ); // 0.3

console.log( parseInt("123", 10) ); // 123
console.log( parseInt("010", 10) ); // 10

// The parseInt() and parseFloat() functions parse a string until 
// they reach a character that isn't valid for the specified number 
// format, then return the number parsed up to that point.
console.log( parseInt("test: 123", 10) ); // NaN
console.log( parseInt("test: 010", 10) ); // NaN
console.log( parseInt(1.23, 10) ); // 1
console.log( parseInt(1.99, 10) ); // 1
console.log( parseInt(-5.1) ); // -5
console.log( Math.floor(-5.1) ); // -6 (!!)
console.log( parseFloat("1.67") ); // 1.67 (Number)
console.log( parseInt("456test: 010", 10) ); // 456

// converting without parseInt() or parseFloat()
console.log( "456 test: 010" * 1 ); // NaN
console.log( 1 * "456 test: 010" ); // NaN
console.log( 1 * "    456     " ); // 456 (space characters are allowed)
console.log( 1 * "    .456     " ); // 0.456
console.log( 1 * "    . 456     " ); // NaN
console.log( 1 + "2" + 3 + 4 ); // 1234
console.log( 1 - "2" + 3 + 4 ); // 6 (-1 + 3 + 4)
console.log( 1 * "2" + 3 + 4 ); // 9 (2 + 3 + 4)
console.log( 1 / "2" + 3 + 4 ); // 7.5 (0.5 + 3 + 4)
console.log( 5 % "3" ); // 2
console.log( 5 % " 3 " ); // 2
console.log( 5 % " 3a " ); // NaN

console.log( parseInt("010") ); // 8 (!!)
console.log( parseFloat("010") ); // 10 (!!)
console.log( parseFloat("010.123") ); // 10.123
console.log( parseInt("11",2) ); // 3 (binary to integer)
console.log( parseFloat("11") ); // 11


// converting with unary operator
console.log( +"11" ); // 11
console.log( typeof +"11" ); // number
console.log( +"11a" ); // NaN
console.log( -"11" ); // -11
console.log( typeof -"11" ); // number

// other number types
console.log( parseInt("hello", 10) ); // NaN
console.log( typeof parseInt("hello", 10) ); // Number (!!)
console.log( parseInt("hello", 10) * 1 + 5 ); // NaN (NaN is toxic..)
console.log( isNaN(parseInt("hello", 10)) ); // true
console.log( isNaN(10) ); // false
console.log(1/0); // Infinity
console.log(-1/0); // -Infinity



My conclusion are:
  • If I'm working with floats I should round them to a limited precision.
  • The safest way to convert strings to numbers is to use parseInt() or parseFloat().
  • The parseInt() function has a second argument wich defines the base of the number system that the string has. I should always set this value, just to be clear and avoid some untrackable bugs..
  • Before I use parseInt() it's a good idea to clean the string from any letters (this is quite task dependent). I should care about this, because if a string made up of numbers it's fine. But it could have some toxic character value in it and that could kill the whole process. So be careful.
  • If I call parseInt on a float number, it will return always the integer part of the number. So it's not the same as Math.floor()
  • parseInt() on a string like (123a456) will only return the first few characters parsed as numbers.
  • Converting numbers with only " * 1" is not safe. Only if I can be absolutely sure that the string will only contain number characters or space.
  • parseFloat() uses always 10 as the base number system
  • I can convert strings into numbers with an unary operator (Wow..)
  • NaN is toxic. Very toxic.. avoid it at all cost (unless this is what I want)
  • There is an Infinity type number in Javascript but I don't quite know what is it good for. (Maybe just to indicate that the number is too big..do something with it because javascript can't handle it)

I have read the basic number handling tests on: developer.mozilla.org and I have made up some others on my own.

Friday, October 14, 2011

jQuery :contains with the exact same value

The task to do:
During my work I had to create a page scrolling effect with a dropdown menu and a (verticaly) very long content. So when someone clicks on a menu item the page has to scroll to the exact position where the content begins.

The idea of the solution:
As the menu-items' text and the title of the content parts are exactly the same, the idea is to find the title tag according to it's content. Then get the Y coordinate of it and scroll the body to this position.

The solution in jQuery:
My first (key) idea was to use jQuery's built-in ":contains" method:
jQuery("h2:contains('Some Value')")

But in this case this won't work perfectly, because there were menu items like "Product" and "Product 2.0". So I needed a ":contains" solution but with the exact values. This is what I came up with:
jQuery("#menu a")
  // disable links. We need only Javascript behavior
  .attr("href", "javascript:void(null)")
  // what shall happen if the link is clicked
  .click(function () {
   // get the text of the menu item
   var text = jQuery(this).text();
   // get the DOM object of the target title (The h2 element wich contains the exact same text of the menu item)
   var target = jQuery('h2').filter(function() {
        return jQuery(this).text() === text;
   });
   // get the position of the target element
   var pos = target.offset();
   // if the position is found...
   if (typeof pos.top != 'undefined') {
    // scroll the page there
    jQuery.scrollTo((pos.top-10) + "px", 700);
   }

  });



Note: I used Ariel Flesler's ScrollTo jQuery plugin. (Thanks Ariel by the way..)

Thursday, October 13, 2011

XHTML Strict and target _blank


This topic is quite a challange because on one side I want my websites "strict" valid. On the other hand, sometimes it's important (at least clients say so) to open links in a new window, so I did a little research (and there are a lot of informations out there to this problem)

What are the solutions for being valid and in the same time opening links in a new window?

1. I tried it with CSS: (I know, I know... CSS is for styling only, not for behavior.. I'm searching solutions right now)
Theoretically it can be done with CSS3. According to this page the code should look like this:

a {
    target-name: new;
    target-new: tab;
}

But none of the browsers responded to it so this solution is precluded.



2. Javascript:
Here we have quite interesting solutions.

Manually open a new window with "window.open(URL)":

Inline mode:
<a href="http://thinkrement.blogger.com" onclick="window.open(this.href); return false;">Read Thinkrement!</a>

This works, however it's not so elegant and it's better to keep the HTML and Javascript seperate.

So, let's improve it a bit:

HTML:
<a href="http://thinkrement.blogger.com" rel="popup">Read Thinkrement!</a>

Javascript:
window.onload = function() {
    var links = document.getElementsByTagName('a');
    for (var i=0;i < links.length;i++) {
        if (links[i].rel == 'popup') {
            links[i].onclick = function() {
                window.open(this.href);
                return false;
            };
        }
    }
};


or with jQuery:
$('a[rel="popup"]').click(function() {
    window.open(jQuery(this).attr("href"));
    return false;
});



The constrained method:

With Javascript it's similar to the previous "window.open" method with the difference, that instead of "window.open" we use:
window.onload = function() {
    var links = document.getElementsByTagName('a');
    for (var i=0;i < links.length;i++) {
        if (links[i].rel == 'popup') {
            links[i].target="_blank";
        }
    }
};

This is quite simple, however this solution is not supported by IE and Chrome.

With jQuery it a bit easier (only 1 line):
$('a[rel="popup"]').attr("target", "_blank");




3. HTML:

- Use a Transitional Doctype
- Have some "target" errors on your site
- or put it out of your mind that you want to use the target attribute. It is said that for usability reasons it's better to let users decide whether they want a new window (tab) or not.

Wednesday, October 12, 2011

Javascript Canvas trumps all others

Recently I have made a little test. I would have like to make a little active-background effect on my project and I have faced a problem with the hardware resources. What you have to know about this project is, that it will be an information panel on my college where I graduated. So, the hardware, the browser and the resolution (and pretty much everything else) is fixed.

This is the DEMO (and a simplified result):
http://jsfiddle.net/FilipFlora/cLByF/10/embedded/result/

The task was:
Create an active-background animation when the tablet is idle. So when you walk by, it'll catch your attention..

The problem:
The hardware is rather energy-efficient and has only a basic graphics-card integrated. The images to move are huge (circa 2000x1600) and they have a 5% opacity on them. (Just as I wrote these lines, I thought that another solution could be to set the opacity value with css and use gifs instead?? But I don't think that this would be better than the solution below)

The attempts to solve the problem: (not in this order, but I was diligent to find the best looking solution :) )
1. attempt: Background-image (for this I used the background-position jQuery plugin)
I tried that..yes. I created 4 layers, I have set the background-image with CSS, and created the animation with jQuery.

HTML:
<div id="index_bg_1">&nbsp;</div>
<div id="index_bg_2">&nbsp;</div>
<div id="index_bg_3">&nbsp;</div>
<div id="index_bg_4">&nbsp;</div>

CSS:
#index_bg_1,
#index_bg_2,
#index_bg_3,
#index_bg_4 {
 background-image: url("../images/index-bg-1.png");
 background-repeat: no-repeat;
 background-position: 0px 0px;
 width: 1680px;
 height: 1050px;
 position: absolute;
 left: 0px;
 top: 0px;
}

#index_bg_2 {
 background-image: url("../images/index-bg-2.png");
 background-position: 0px 0px;
}

#index_bg_3 {
 background-image: url("../images/index-bg-3.png");
 background-position: 0px 0px;
}

#index_bg_4 {
 background-image: url("../images/index-bg-4.png");
 background-position: 0px 0px;
}

Javascript:
jQuery(document).ready(function() {

 // initiate all background-image animation
 for( var i = 1; i<5; i++) {
  animateBackgroundImage("#index_bg_"+i);
 }
 
});

function animateBackgroundImage(selector) {
 
 // new target x coodinate
 var pos_x = Math.rand(-1200, 1600);
 // current x coordinate 
 var bg_x = ((jQuery(selector).css("background-position")).replace("px 0px", ""))*1;
 // animation time
 var anim_time = Math.abs(pos_x-bg_x)/24*1000;
 
 // to do this, you need the backgroundPosition plugin for jQuery
 jQuery(selector).animate({
  backgroundPosition: "("+pos_x+"px 0px)" // to keep it simple, let's animate only the x value
 }, anim_time, "linear" );
 
 // after the animation is done, create another
 setTimeout("animateBackgroundImage('"+selector+"')", anim_time);
}
// this is just a helper function to create php like random number generator
Math.rand = function (min, max) {
 return(Math.round(Math.random() * (max-min)) + min);
}


As it turned out, this was too much for the little machine..


2. attempt: with simple images
I don't want to make this post too long so I summarize it briefly. It doesn't went well. It was a little bit faster, but I needed much more.

3. attempt: Javascript Canvas
This has rocked my world again. After I have read Zsolti's article about canvas animations (thank you my dear friend :) ) I was very excited to test it on the real thing (as I was developing on my laptop). Needless to say.. it went perfectly.

Here is the code:

HTML:
<canvas width="1680" height="1050" id="index_canvas"></canvas>

Javascript:
// animation object
var indexAnim = {
 images: [], // here are the image objects
 positions: [], // the actual positions of the images
 destPositions: [] // the target coordinates of the image
}

jQuery(document).ready(function() {
 
 // init
 for( var i = 1; i<=4; i++) {
  
  // create a new image to place on canvas
  var im = new Image();
  im.src = 'images/index-bg-'+i+'.png';  
  indexAnim.images[i-1] = im;
  // place it randomly on canvas
  indexAnim.positions[i-1] = Array(Math.rand(-500, 500), Math.rand(-500, 500)); 
  // set it's destination positions
  indexAnim.destPositions[i-1] = Array(Math.rand(-500, 500), Math.rand( -500, 500));
 
 }
 
 // just for a better performance
 var length = indexAnim.images.length;
 var canvas = document.getElementById('index_canvas').getContext('2d');
 
 // let the animation begin (... WHA-HA-HAAA)
 setInterval(function () {
  
  // clear the image
  canvas.clearRect(0,0,1680,1050);  
  
  // let's redraw all the images
  for( var i = 0; i<length; i++ ) {
   
   // if a new target position is needed (either x or y)
   if( Math.abs(indexAnim.positions[i][0] - indexAnim.destPositions[i][0]) < i+1 || Math.abs(indexAnim.positions[i][1] - indexAnim.destPositions[i][1]) < i+1 ) {
    indexAnim.destPositions[i] = Array(Math.rand(0, 1050), Math.rand( -500, 500));
   }
   
   // set the new position of the image. It's only 1 pixel closer to the destination coordinate (Just like in life...)
   indexAnim.positions[i][0] = indexAnim.positions[i][0] + (indexAnim.positions[i][0] < indexAnim.destPositions[i][0] ? 1: -1);
   indexAnim.positions[i][1] = indexAnim.positions[i][1] + (indexAnim.positions[i][1] < indexAnim.destPositions[i][1] ? 1: -1);
   
   // draw image on canvas
   canvas.drawImage(indexAnim.images[i], indexAnim.positions[i][0],indexAnim.positions[i][1]);  
  
  }
 
  
 }, 41); // 41ms = 1000/24. 24 Frames are needed at least to create a smooth flow..
 
});

Math.rand = function (min, max) {
 return(Math.round(Math.random() * (max-min)) + min);
}


Maybe the animation needs some fine-tuning, but It's quite good :)

4. possible attempt: Flash
But since I don't do Flash programming, this solution depends on my brother :)


I hope you like my little solution here, and if you have a better idea share it with us.

Monday, October 10, 2011

jQuery caching

It's really simple to select an element in jQuery:

$('#name');

But if we use this selection more than once in our code, we should cache it:

var name = $('#name');
name.val("Johnson");
name.addClass("inputField");
name.parent().append('<p>Some text here</p>');

Every time we select an element with jQuery, the framework goes through the entire DOM until it founds all the elements that match the selector. In the above example, I cached the jQuery object to a variable called name. Later on my code, I can use this variable to modify my element without searching for it again. So I've just quartered the time spent on selection which means I've given a boost to performance.

If I cache multiple elements (for example: form inputs) I usually use an object literal to group them together. So later on my code, I won't get confused which variable relates to which form.

/* Registration form */
var regForm = {
 'name'  : $('#name'),
 'email'  : $('#email'),
 'address' : $('#address'),
 'phone'  : $('#phone') 
};

var contactForm = {
 'name'  : $('#name'),
 'email'  : $('#email'),
 'subject' : $('#subject'),
 'message' : $('#message') 
};

// ... some other code here

if(regForm.name.val() == "") {
 // do something
}

// ... some other code here

if(contactForm.name.val() == "") {
 // do something
}