I'm using jQuery and the cycle plugin to simply rotate some images.
On a mouse even I ask it to pause,
$('.content-main-imgholder', this).cycle('pause');
My question is how can now detect if the cycle is paused? i.e.
if( cycle = pause ) {
//do something
}
Thanks in advance for your help.
It adds a cyclePause property on the element (set to 1 when paused), so you can check like this:
if($('.content-main-imgholder', this)[0].cyclePause) {
//do something
}
This checks the first element, if you have many you could loop through and check each, just depends what you're trying to do if you do have multiple instances (or if you're pausing them all, like the question, checking the first may still suffice).
Related
I want to check that a piece of text either does not even exist in the DOM or that if it exists, it is invisible.
cy.contains(text).should("not.visible) handles the second case, cy.contains(text).should("not.exist") the first, but either of them fails in the case of the other.
Before trying a conditional solution, have a read through this paragraph
https://docs.cypress.io/guides/core-concepts/conditional-testing#Error-Recovery
This is a feature that they intentionally made not available
Enabling this would mean that for every single command, it would recover from errors, but only after each applicable command timeout was reached. Since timeouts start at 4 seconds (and exceed from there), this means that it would only fail after a long, long time.
every cy...should has a built-in timeout, so if you have multiple your wait time would stack.
TL;DR;
If you can get around having to use a conditional, try that approach first
Alternatively, you can use this trick (at your peril 😉).
cy.get("body").then(($body) => {
if ($body.find(":contains(texta)").length > 0) {
cy.contains("texta").should("not.be.visible");
} else {
cy.contains("texta").should("not.exist");
}
});
cy.get("body").then(($body) => { will get the copy of body(DOM) in the current state and make it available for synchronous querying using jQuery. With jQuery we can determine synchronously whether an element contains the text string with $body.find(":contains(text)")
using the result's length you can make a condition that will then fire off cypress' asynchronous assertions.
Is there a direct way to use Promise.in (or other sub/method/class) to achieve an indefinite amount of time? In other words the Promise is never resolved.
Currently I'm checking the $time when the promise is kept to see if an indefinite time was requested (indicated by negative or 0 value) and preventing the react block from exiting.
Is isn't a terrible solution, but is there are more idiomatic way of achieving this?
my $time=0;
react {
whenever Promise.in($time) {
#check if time is 0
done if $time > 0;
}
whenever signal(SIGINT) {
done;
}
#whenever Supply...{
#}
}
You can actually pass Inf to Promise.in, like this:
await Promise.in(Inf);
say "never happens";
whenever Promise.new {
pretty much gives you a promise that will never be kept, so the associated code will never fire. Not sure why you would do that, though.
If you want a promise that is never fulfilled, simply running Promise.new gives you one.
Somebody could still call .keep on that promise, unless you obtain a vow to prevent that.
I'm working on a program that receive an event every 200ms, and I want to play a sound depending on the last event received when the last sound playing is finished.
Unfortunately the isFinished() function doesn't work on windows for unlooped sounds.
So I'm trying to find a way to wait until a sound has finished playing before playing an other one from the last event (like a LIFO with only one element).
I manage to do that :
QSound *sound[5];
int select, lastSelect;
if(sound[lastSelect]->loopsRemaining() >=1)
sound[lastSelect]->stop();
else {
sound[select]->setLoops(2);
sound[select]->play();
lastSelect = select;
}
But it's queuing the sounds and that's not what I want.
Otherwise I can do it by setting the number of loop to 2 but it plays the sound twice before playing the next one.
Do you have any idea how to do it ?
I m developping a Winjs/HTML windows Store application .
I have to do some tests every period of time so let's me explain my need.
when i navigate to my specific page , I have to test (without a specific time in advance=loop)
So when my condition is verified it Will render a Flyout(Popup) and then exit from the Promise. (Set time out need a specific time but i need to verify periodically )
I read the msdn but i can't fullfill this goal .
If someone has an idea how to do it , i will be thankful.
Every help will be appreciated.
setInterval can be used.
var timerId = setInternal(function ()
{
// do you work.
}, 2000); // timer event every 2s
// invoke this when timer needs to be stopped or you move out of the page; that is unload() method
clearInternal(timerId);
Instead of polling at specific intervals, you should check if you can't adapt your code to use events or databinding instead.
In WinJS you can use databinding to bind input values to a view model and then check in its setter functions if your condition has been fulfilled.
Generally speaking, setInterval et al should be avoided for anything that's not really time-related domain logic (clocks, countdowns, timeouts or such). Of course there are situations when there's no other way (like polling remote services), so this may not apply to your situation at hand.
I'm writing a program that has an X11/Xlib interface, and my event processing loop looks like this:
while (XNextEvent(display, &ev) >= 0) {
switch (ev.type) {
// Process events
}
}
The problem is when the window is resized, I get a bunch of Expose events telling me which parts of the window to redraw. If I redraw them in direct response to the events, the redraw operation lags terribly because it is so slow (after resizing I get to see all the newly invalidated rectangles refresh one by one.)
What I would like to do is to record the updated window size as it changes, and only run one redraw operation on the entire window (or at least only two rectangles) when there are no more events left to process.
Unfortunately I can't see a way to do this. I tried this:
do {
XPeekEvent(display, &ev);
while (XCheckMaskEvent(display, ExposureMask | StructureNotifyMask, &ev)) {
switch (ev.type) {
// Process events, record but don't process redraw events
}
}
// No more events, do combined redraw here
}
Which does actually work, but it's a little inefficient, and if an event arrives that I am not interested in the XCheckMaskEvent call doesn't remove it from the queue, so it stays there stopping XPeekEvent from blocking, resulting in 100% CPU use.
I was just wondering whether there is a standard way to achieve the delayed/combined redraw that I am after? Many of the Xlib event processing functions seem to block, so they're not really suitable to use if you want to do some processing just before they block, but only if they would block!
EDIT: For the record, this is the solution I used. It's a simplified version of n.m.'s:
while (XNextEvent(display, &ev) >= 0) {
switch (ev.type) {
// Process events, remember any redraws needed later
}
if (!XPending(display)) {
// No more events, redraw if needed
}
}
FWIW a UI toolkit such as GTK+ does it this way:
for each window, maintains a "damage region" (union of all expose events)
when the damage region becomes non-empty, adds an "idle handler" which is a function the event loop will run when it doesn't have anything else to do
the idle handler will run when the event queue is empty AND the X socket has nothing to read (according to poll() on ConnectionNumber(dpy))
the idle handler of course repaints the damage region
In GTK+, they're changing this over to a more modern 3D-engine oriented way (clean up the damage region on vertical sync) in a future version, but it's worked in the fairly simple way above for many years.
When translated to raw Xlib, this looks about like n.m.'s answer: repaint when you have a damage region and !XPending(). So feel free to accept that answer I just figured I'd add a little extra info.
If you wanted things like timers and idles, you could consider something lke libev http://software.schmorp.de/pkg/libev.html it's designed to just drop a couple of source files in your app (it isn't set up to be an external dependency). You would add the display's file descriptor to the event loop.
For tracking damage regions, people often cut-and-paste the file "miregion.c" which is from the "machine independent" code in the X server. Just google for miregion.c or download the X server sources and look for it. A "region" here is simply a list of rectangles which supports operations such as union and intersect. To add damage, union it with the old region, to repair damage, subtract it, etc.
Try something like the following (not actually tested):
while (TRUE) {
if (XPending(display) || !pendingRedraws) {
// if an event is pending, fetch it and process it
// otherwise, we have neither events nor pending redraws, so we can
// safely block on the event queue
XNextEvent (display, &ev);
if (isExposeEvent(&ev)) {
pendingRedraws = TRUE;
}
else {
processEvent(&ev);
}
}
else {
// we must have a pending redraw
redraw();
pendingRedraws = FALSE;
}
}
It could be beneficial to wait for 10 ms or so before doing the redraw. Unfortunately the raw Xlib has no interface for timers. You need a higher-level toolkit for that (all toolkits including Xt have some kind of timer interface), or work directly with the underlying socket of the X11 connection.