HTML5 Progress Element Scripting - html

I'm trying to display a HTML5 progress element to show the download progress of a large image file.
I've checked a few answers to similar questions already posted on this forum but they don't seem to directly answer the question (or more likely it's just my ignorance) or they get very technical and therefore way beyond me.
I've downloaded a HTML5 / JavaScript example file that shows the basic method (see code below) but I can't figure out how to link this script to my image download.
Any advice would be greatly appreciated.
<!DOCTYPE html>
<html>
<head>
<title>Developer Drive | Displaying the Progress of Tasks with HTML5 | Demo</title>
<script type="text/javascript">
var currProgress = 0;
var done = false;
var total = 100;
function startProgress() {
var prBar = document.getElementById("prog");
var startButt = document.getElementById("startBtn");
var val = document.getElementById("numValue");
startButt.disabled=true;
prBar.value = currProgress;
val.innerHTML = Math.round((currProgress/total)*100)+"%";
currProgress++;
if(currProgress>100) done=true;
if(!done)
setTimeout("startProgress()", 100);
else
{
document.getElementById("startBtn").disabled = false;
done = false;
currProgress = 0;
}
}
</script>
</head>
<body>
<p>Task progress:</p>
<progress id="prog" value="0" max="100"></progress>
<input id="startBtn" type="button" value="start" onclick="startProgress()"/>
<div id="numValue">0%</div>
</body>
</html>

If you are looking to track the progress of an XMLHttpRequest (which could be loading an image, or anything else), Adobe has a great example there. Ctrl+U is your friend :)
Basically, you'll want to do that:
var xhr = new XMLHttpRequest();
xhr.onprogress = function(e){
// This tests whether the server gave you the total number of bytes that were
// about to be sent; some servers don't (this is config-dependend), and
// without that information you can't know how far along you are
if (e.lengthComputable)
{
// e.loaded contains how much was loaded, while e.total contains
// the total size of the file, so you'll want to get the quotient:
progressBar.value = e.loaded / e.total * 100;
}
else
{
// You can't know the progress in term of percents, but you could still
// do something with `e.loaded`
}
};
Mozilla's Developer site has some more details, if you want to see what can be done.
Hope that's enough for you :)
PS: Now that I think about it, I see no reason not to use the e.total as progressBar.max, and simply push e.loaded into progressBar.value

Related

jQuery function preventing nested <body> elements from being read

My assignment is to create a Twitter clone with HTML, CSS, and jQuery. I have been provided a jQuery function that generates 10 tweets, but when I call it in <scripts>, I am only able to get it to run in the <body> tag, and all of my changes to HTML and CSS are canceled out. Basically it just spits out 10 tweets on top of my singular background.
<script>
$(document).ready(function(){
var $body = $('body');
$body.html('Twitter-Clone');
var $tweets = $("tweets-container");
var index = streams.home.length - 1;
while(index >= 0){
var tweet = streams.home[index];
var $tweet = $('<div></div>');
$tweet.text('#' + tweet.user + ': ' + tweet.message);
$tweet.appendTo($body);
index -= 1;
}
});
</script>
And if I write something like
$tweet.appendTo($tweets) <!--or-->
$tweet.appentTo("#tweets-container");
Tweets do not show up at all, AND my page ignores all the HTML and CSS I've written aside from what's at the top of <body>
I really want to know, how can I apply this function to my <div>"tweets-container", and why does the code seem to skip over all of my elements nested in <body> after execution?
I think once I figure this out, it'll be a huge step in the right direction. Any help is very much appreciated! Can supply additional code if needed.

How to (hack and) maximize Google Doc's Drawing Window to full screen?

Friends of the Internets,
Google Docs's Intert Drawing tool works, except for the fact that it wastes half of all 16:9 screens, since it opens a forced-square window that is UNRESIZABLE, cripling all drawings that are intended for LANDSCAPE and/or PORTRAIT format! Think of all the standard formats like A4, A3, 16:9 monitors.
I've been asking this quetsion to super users, to no avail. NOBODY seems to know the answer! I'm resorting to skilled programmers to hack our way into this and am planning on opening a bounty worth 500 as soon as this this becomes available for this question! This is an essential yet overlooked potential portion of Google Docs that has been overlooked.
Any and all solutions that make this work in Google's own browser Chrome will be:
Awarded 500 bounty points
Accepted as answer
I think the simplest way is make a Chrome Extension Plugin for solve this problem. I made an example of how you should work, of course, a rudimentary but for the purpose is ok. Check it on github (Download the zip, unpack, go to chrome extensions and => "Load unpacked", enjoy :D). For more complex solutions you need to use google document api.
Example of code
document.addEventListener('DOMContentLoaded', function () {
let fullScreenBtn = document.getElementById('fullScreenBtn');
fullScreenBtn.onclick = function (element) {
function modifyDOM() {
function setToFullScreen(iteration, drawer) {
drawer.style.left = '0';
drawer.style.top = '0';
drawer.style.borderRadius = '0';
drawer.style.width = '100%';
drawer.style.height = '100vh';
document.getElementsByClassName('modal-dialog-content')[iteration].style.height = '100vh';
var iframe = drawer.getElementsByTagName("IFRAME")[0]
iframe.width = '100%';
iframe.height = '100%';
var canvas = iframe.contentWindow.document.getElementById('canvas-container');
canvas.style.borderLeft = 'solid 2px red';
canvas.style.borderRight = 'solid 2px red';
}
var drawers = document.getElementsByClassName('modal-dialog');
let drawerCount = drawers.length;
if (drawerCount) {
for (let i = 0; i < drawerCount; i++) {
setToFullScreen(i, drawers[i]);
}
} else {
alert('First off all open the drawer!')
}
return document.body.innerHTML;
}
chrome.tabs.query({ active: true }, function (tabs) {
var tab = tabs[0];
chrome.tabs.executeScript(tab.id, {
code: '(' + modifyDOM + ')();'
}, (results) => {
// console.log(results[0]);
});
});
};
If you want, you can resize the drawing canvas also, but if you do, it make some bugs (like #Anthony Cregan said) ...
You can do with changing the code in this section
var canvas = iframe.contentWindow.document.getElementById('canvas-container');
canvas.style.left = '0';
//canvas.style.position = ''; // works but in resizing elemnts bug
canvas.style.minWidth = '100%';
In action
I acheived this by opening in chrome, pressing F11 (fullscreen), F12 (console). I then navigated the dom in the Elements tab to:
#canvas-container
then set the element styles manually
left: 41px
width: 1787px
EDIT: unfortunately subsequent edits seem to reset the styles you enter manually, there may be a way to enforce these after subsequent draw actions but for now this solution is only good for displaying the end result, not drawing full-screen.
EDIT EDIT: you can enforce these by adding them to the element in the styles sidebar and maintain them with !important but this causes the draw functions to lose their co-ordinates (pen tool draws away from the pointer along the x-axis for instance).
Boom! As you said it's a hack. But this works:
F12->Console->Paste->Enter
let modal = document.getElementsByClassName("sketchy-dialog")[0];
modal.style.width="100%";
modal.style.height="100%";
modal.style.left="0px";
modal.style.top="0px";
let content = document.getElementsByClassName("modal-dialog-content")[0];
content.style.height="100%";
let iframe;
let iframes = document.getElementsByTagName("iframe");
for(let x=0;x<iframes.length;x++)
{
let elem = iframes[x];
if(elem.src.startsWith("https://docs.google.com/drawings"))
{
iframe = elem;
}
}
iframe.style.width="100%";
iframe.style.height="100%";
I use this simple “hack” from console. Just open the drawing modal > press F12 > Click Console > and paste this following js.
modal = document.getElementsByClassName('modal-dialog');
frame = modal[0].getElementsByTagName('iframe');
modal[0].style.width = window.innerWidth+"px";
modal[0].style.height = window.innerHeight+"px";
modal[0].style.top = 0;
modal[0].style.left = 0;
frame[0].width = window.innerWidth;
frame[0].height = window.innerHeight;

Need a random ID for a div to solve a caching issue in Wordpress

I'm hoping someone can help a javascript noob with a caching problem. I'm making a site in Wordpress and I've got a caching plugin installed. I need one div (that's on the sidebar of every page) NOT to be cached as it contains an image and text that is randomly generated on each page load. I've done a lot of reading and testing out of various online solutions, but I can't get one to work. I read that the best way to get around this is to give the div a random ID via Date.now(), but I can't get that to work either. So I found something close, yet it, too, doesn't work (posted below). The div doesn't show on screen, yet its contents show up fine in my source code.
Can anyone fix it for me or suggest something? I am a complete noob when it comes to javascript. Thank you for reading! :)
<script type='text/javascript'>
function randomString(length) {
var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXTZabcdefghiklmnopqrstuvwxyz'.split('');
if (! length) {
length = Math.floor(Math.random() * chars.length);
}
var str = '';
for (var i = 0; i < length; i++) {
str += chars[Math.floor(Math.random() * chars.length)];
}
return str;
}
var randomId = "x" + randomString(8);
document.write('<div id="' + randomId + '">[autonav display="images,title, page, excerpt" pics_only="0" postid="11" attachment="1" orderby="rand" count=1]</div>');
</script>

Chrome extension used to refresh pages

I was trying to develop a Chrome extension that can display me the last 3 news from a soccer news site (obviously the page is not open in any tab), by refreshing every 5 minutes. My ideea was to load the page inside an iframe and, once the page is loaded, access the page DOM and extract only the text nodes with the news. I've tried in many ways using ready and load functions, I tried to follow this solutions here but i always get warnings. My question is: is there a way I can do that without having troubles with cross-domain security? Are there any simple examples i can use?
Here's how you could do it using JQuery (please keep in mind I dont know JQuery, just saw this approach somewhere and thought it might work for you).
I put this in a popup and it worked....
<!DOCTYPE html>
<html>
<head>
<script src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.3/jquery.min.js"></script>
<script>
function renderNews(newsList){
$('#news').html('');
$(newsList).each(function(i,item){
var link = document.createElement('a');
$(link).attr('href',item.link);
$(link).html(item.description);
$(link).click(function(){
chrome.tabs.create({url:$(this).attr('href')});
});
var linksDate = document.createElement('span');
//$(linksDate).text(item.date);
$(linksDate).text(item.day + '-' + item.month + ' ' + item.hour + ':' + item.minute+' - ');
var listItem = document.createElement('li');
$(listItem).append(linksDate).append(link);
$("#news").append(listItem);
});
}
function getNews() {
$.get("http://www.milannews.it/?action=search&section=32", null, function(data, textStatus)
{
if(data) {
var news=$(data).find(".list").find('li').slice(0,3) ;
$("#status").text('');
var newsList=[];
$(news).each(function(i, item){
var newsItem={};
newsItem.description=$(item).find('a').html();
newsItem.link='http://www.milannews.it/'+$(item).find('a').attr('href');
newsItem.date=$(item).find('span').first().text();
newsItem.day=newsItem.date.split(' ')[0].split('.')[0];
newsItem.month=newsItem.date.split(' ')[0].split('.')[1];
newsItem.hour=newsItem.date.split(' ')[1].split(':')[0];
newsItem.minute=newsItem.date.split(' ')[1].split(':')[1];
newsList[i]=newsItem;
});
renderNews(newsList);
localStorage.setItem('oldNews',JSON.stringify(newsList));
}
});
}
function onPageLoad(){
if (localStorage["oldNews"]!=null) renderNews(JSON.parse(localStorage["oldNews"]));
getNews();
}
</script>
</head>
<body onload="onPageLoad();" style="width: 700px">
<ul id="news"></ul>
<div id="status">Checking for new news...</div>
</body>
</html>
And dont forget to put the urls your getting with the xhr stuff in the permissions part of your manifest....
http://code.google.com/chrome/extensions/xhr.html
Use xhr to load the page and use jQuery or a regex to parse the raw HTML for the data you are looking for.
Keep in mind that the destination site may not want to you access their site in such an automated fashion. Be respectful of their site and resources.

printing just canvas element on a page

im a little stuck using the canvas element in html5, have scoured the net looking for a workable solution but to no avail!
the main issue is that I want to click a button and send just the canvas element on the page to the printer.
i have tried using toDataUrl() - but this just seems to be resulting in a blank white image which has none of the canvas content!
the other issue i am experiencing is that attempting to initiate any javascript functions using "onClick" attached to a form button seems to be being tempermental at best!
here is my current attempt - this works in the sense that it does open a new window and attempt to send it to printer and it does create a base64 string (tested this using the "dataUrl" output on the second lowest document.write line) but as previously mentioned the image appears to be completely blank! (the canvas itself is definitely filled, both with an imported image and some text)
function printCanv()
{
var dataUrl = document.getElementById('copy').toDataURL(); //attempt to save base64 string to server using this var
document.getElementById('testBox').value = dataUrl; //load data into textarea
//attempt open window and add canvas etc
win = window.open();
self.focus();
win.document.open();
win.document.write('<'+'html'+'><'+'head'+'><'+'style'+'>');
win.document.write('body, td { font-family: Verdana; font-size: 10pt;}');
win.document.write('<'+'/'+'style'+'><'+'/'+'head'+'><'+'body'+'>');
((image code is here but site will not let me post it for some reason?))
win.document.write(dataUrl);
win.document.write('<'+'/'+'body'+'><'+'/'+'html'+'>');
win.document.close();
win.print();
win.close();
}
note: the code from "win = window.open()" onwards is currently taken from a tutorial and not my own work!
it is currently being called using <body onload="printCanv";"> - for some reason I could not get this to work at all using a button (little chunk of code below is my attempt which seemed to fail)
<input type="button" id="test" value="click me" onClick="printCanv();"> </input>
apologies is this help request is all over the place! i haven't posted to a site like this before and it didn't like me posting some html/script!
thanks in advance for any help you may be able to offer :)
Edit: draw function:
function copydraw() { //function called "copydraw" (could be anything)
var testimage3 = document.getElementById('copy').getContext('2d'); //declare variable for canvas overall (inc paths)
var img3 = new Image(); //declare image variable called "img3"
var testVar = document.getElementById('userIn').value; //take value from userin box. only updating on browser refresh?
img3.onload = function(){ //when image has loaded (img.onload) run this function
testimage3.drawImage(img3,0,0); //draw "img" to testimage
testimage3.font = "30pt 'Arial'"; //font method varies font attrib (weight, size, face)
testimage3.fillStyle = "#000000"; //sets fill color
testimage3.fillText(testVar, 310, 360); //filltext method draws text (xup ydown)
}
img3.src = 'images/liecakeA4.jpg'; //source of image
}
This function works perfectly, it draws the object and adds text from the variable, but for some reason it seems to be preventing me from outputting it as an image. I'm really confused!
I'm not sure exactly what's wrong with your code, I suspect in your current version calling printCanv in the body load event will mean you're trying to print the canvas before it's drawn. Running it off the button should work better, I'm not sure why that wasn't working for you as there's no reason in principle why it shouldn't work.
To arrive at a working version I've modified your code slightly:
function printCanvas(el) {
var dataUrl = document.getElementById(el).toDataURL(); //attempt to save base64 string to server using this var
var windowContent = '<!DOCTYPE html>';
windowContent += '<html>'
windowContent += '<head><title>Print canvas</title></head>';
windowContent += '<body>'
windowContent += '<img src="' + dataUrl + '">';
windowContent += '</body>';
windowContent += '</html>';
var printWin = window.open('','','width=340,height=260');
printWin.document.open();
printWin.document.write(windowContent);
printWin.document.close();
printWin.focus();
printWin.print();
printWin.close();
}
This works for me in the Firefox 4.0 nightly.
One addition to the accepted-best-answer: It doesnt work here with Chrome 17.0.942.0 winvista, because the print-preview-dlg is shown within the website itself and printWin.close() will close the dlg too.
So printWin.close() must be delayed or initiated by the user, but those are no good solutions.
It would be best, if chrome printdlg could have a callback, sth. one knows, printing is done, and can close the window. If this is possible is another question.