Tutorial: How to add preloader with loading image in a gallery using jQuery

In my previous article on understanding preloading for components, we talk about a lot about preloading. If you are seeking for other methods you may want to visit that article. In this article, i will demonstrate how to perform a preload with those loading in progress image in a gallery using jQuery.

Requirement

The gallery used will be the one at How to create your own continuously slide effect plugin with jQuery. But if you have your own gallery, this can safely be skipped.

Concept

The concept of preloading images with a loading image is pretty easy. The important thing we need to know is onload and onerror functionality in JavaScript. onload is here to tell us whether the picture is ready and onerror is here to tell us whether the picture cannot be loaded due to various reason. With some additional checking and animation to make it look nice.

The Code

HTML

I have added one additional div block, 'loading' into the gallery and added the image link in the picture instead of image tag.

<div id="frame">
	<div id="container">
		<div class="box" id="box1">images/1.jpg</div>
		<div class="box" id="box2">images/2.jpg</div>
		<div class="box" id="box3">images/3.jpg</div>
		<div class="box" id="box4">images/4.jpg</div>
		<div class="box" id="box5">images/5.jpg</div>
		<div class="box" id="box6">images/whatever/6.jpg</div>
	</div>
<div id="prev"></div>
<div id="next"></div>
<div id="loading"></div>
</div>

The sole purpose of doing this is to load the page faster and enable any window.onload function. This way, user will not have to wait a few second for the overall page to load. Take note that i purposely write a wrong URL for box id 'box6' so that it won't load.

CSS

Since i have added a new div block, i will have to declare its CSS rule.

#loading
{
	display: none;
	position: absolute;
	height: 234px;
	width: 234px;
	margin-top: -117px;
	margin-left: -117px;
	left: 50%;
	top: 50%;
	background: transparent url('../images/loading.gif') no-repeat 100% 100%;
}

Basically i have align the loading image at the center of the gallery and hide it for the time being.

jQuery

I i have just added the following one line after the animation has completed,

			$("div#container").animate({marginLeft: i*op.containerW+"px"},op.duration, function(){
			var imgObj = getImg(pathObj[0-i]);
			});

once the animation is over, we can start preload the images out to show our users. And the two resuable and cross browser methods i have made for myself in case of future gallery are getImg() and loadImg(). Let's first talk about getImg.

	function getImg(obj)
	{
		url = $(obj).css({"display":"block", "visibility":"visible"}).html();			//get the image url from the div block
		loaded = false;										//check whether image has been loaded
		if(url.search(/<.*/) != -1)							//search for opening tag, doing /'<img.*/>'/ doesn't work in IE7 and Opera somehow.
		{
			loaded=true;									//found opening tag, assume its loaded
			tmp = $(obj).children();						//get the img tag obj
			url = $(tmp[0]).attr("src");						//retrieve the url
			if(tmp[1] != undefined)							//check whether there is a second block in the children of the div block (this is added in loadImg when it fail)
				loaded = false;								//there is an error message, we try to load again
		}
		if(!loaded)
			loadImg(url,obj, "#loading", "there seems to be an issue, try again later");
	}

In getImg, it takes in one parameter, obj which is the current div block we are looking at. Basically, what the above method do is to retrieve the image link provided in the div block, check whether this block image has been loaded and determine whether it needs to be loaded. This method also provides a second chance for user to reload the image again which depend on loadImg(). Comment are written in the code.

loadImg is the preloading that takes place,

	function loadImg(url, obj, loading, msg)
	{
		$(loading).css({"display":"block"}).animate({opacity:1},1000);					//display the loading in progress image
		$(obj).html("<img src='"+url+"' width='500px' height='350px'/>").css({opacity: 0});	//throw in the image into the div block
		var tmp = $(obj).children();													//gets the image obj we just thrown in
			tmp[0].onload = function(){													//when the image has complete loaded
				$(obj).animate({opacity:1},1000);										//display the image
				$(loading).animate({opacity:0},1000).css({"display":"none"});				//hide the loading in progress image
			}
			tmp[0].onerror = function(){												//when the image fail to load for various reason
				$(this).css({"display":"none"});											//we hide the image that fail
				$(obj).html($(obj).html()+"<div>"+msg+"</div>").animate({opacity:1},1000);//provides a message to the user instead
				$(loading).animate({opacity:0},1000).css({"display":"none"});				//hide the loading in progress image
			}
	}

This method takes in four parameter which can join together with the first method and become one but i prefer them to be seperated. What it does are commented above and the parameter are listed below,

  • url: the image url. eg, 'http://hungred.com/hello.jpg' or images/hello.jpg
  • obj: the current div block with the image url on it.
  • loading: the loading in progress image block id. eg, '#loading'
  • msg: the image or message when the url image fail to load. eg, 'fail to load image, try again later'

As we can see the first image doesn't load yet as getImg() only gets fire up whenever the user clicked the next or previous button. What we do is to provide the first element div block to getImg() as shown below,

getImg(pathObj[0]);

where pathObj is the list of div blocks with the class 'box' as shown on the HTML section.

Additional preloading

if you want to preload further, you can try to add the code mention in preload all images in jQueryafter document.ready() to preload in advance all images and stored it to their cache. In this way, user might not even need to wait a millisecond for an image to load up.

The Demo

The demo and files are provided below,

Conclusion

Well, the purpose of this article is to share with you how i make a preloader in a gallery with jQuery and also provide my code snippet for you to integret this small method into your gallery to make your page with gallery more responsive.

Preload with jQuery

Recently i wrote an article on understanding preloading and right after completed writing that article, I'm on my journey to create a jQuery gallery for a project. At that time, i found an interested method written by Matt on preload with jQuery. And i think this should be adopt by many programmers out there. But basically, he creates a preload function for jQuery as shown below

jQuery.preloadImages = function()
{
  for(var i = 0; i<arguments.length; i++)
  {
    jQuery("<img>").attr("src", arguments[i]);
  }
}

So, once your jQuery is ready, we will fire up preload function as shown below,

$.preloadImages("image1.gif", "/path/to/image2.png","some/image3.jpg");

Pretty neat right? But for me to add these path one by one into the preload function is not my kind of meat. So i will prefer the following code which also takes in array into consideration

jQuery.preloadImages = function() {
var a = (typeof arguments[0] == 'object')? arguments[0] : arguments;
for(var i = a.length -1; i > 0; i--) 
{
	jQuery("<img>").attr("src", a[i]);
}

And i will use it like this,

var images = [];
$('.box').each(function(){
	images.push($(this).html());
});
$.preloadImages(images);

basically it retrieves all the images with class .box and placed into an array to be preloaded. Why do i want it to take in an array instead? Because i don't use image tag such as

<img src="image1.gif"/>
<img src="image2.png"/>
<img src="image3.png"/>

instead i usually gallery it like this,

<div>image1.gif</div>
<div>image2.png</div>
<div>image3.png</div>

The reason is it loads up faster. And all bandwidth will be dedicated to load up the page instead of distributing some to the images that might not be showing out yet. There are also many advantages and disadvantages of doing this but let's keep it this way. Furthermore, the images are usually populated by server which resist in HTML. It is always good to have alternative!

Understanding Preloading For Web Components

We heard preloading almost every time! But do you really understand what is preloading and how does preloading actually work? In this article, we will talk about preloading and how it should and can be use.

What is Preloading

Most of us will know but there are many that are unclear. Preloading is an action that will load components which are not visible available to the users. This means that any component that are already in the HTML document will be loaded and preloading doesn't help speeding up these components. What we would like to preload are those components that do not resist within the document and components for future pages.

Why Preload component

Why do we want to preload a component if it doesn't help speeding up the existing components on the HTML document?! Simple, let's say we have a gallery which has the following code in our document

<img src='example.jpg'/>

compare to document that has these codes

<img src='example.jpg'/>
<img src='example1.jpg'/>
<img src='example2.jpg'/>
<img src='example3.jpg'/>
<img src='example4.jpg'/>
<img src='example5.jpg'/>
<img src='example6.jpg'/>

Assuming each image in these example are 800kb in size (If you have a script that wait for an onload event to occurs, i wonder when will the script start running). It will be obvious which one will finish first (the first example). So your user gets to see the result like less than 1 minute. The sub sequence images will be preload into the document while the user is still viewing the first one. Thus, clicking the next button will show a loading in progress or immediately displayed the second image depending on how you construct your script to accomplish this.

Although we didn't speed up the image loading time but we manage to speed up the overall waiting time for the whole page to be display completely. Thus, preloading allows us to practice 'load only when needed' concept. This means that those that are not going to display first should be loaded last and allow the page to be fully loaded before their turn is up to run.

If you have very big file size page, it will serve as a notification to the users that the site is loading. On the other hand, preloading allows you to cache them onto the user browser for better responsiveness. (although there are disadvantages of doing this too) This way, sub sequence pages will have better 'speed'.

What component can be preloaded?

Basically you will want these components to be preloaded first since they usually take up the most loading time.

  • Images files
  • Flash files
  • Sound files

There are not much reason to preload other type of document unless they are very big in size. Most document are small enough to load within a few seconds but the one mention above are usually the one we are concern with during web development.

What are the methods for preloading

This depend on which components are you trying to preload. There are all sort of ways to preload certain components such as JavaScript, ActionScript, CSS, Ajax or HTML tag. So depend on which one are you trying to preload and what are you trying to accomplish. Flash files will most likely be ActionScript. For Images, people tend to use CSS, JavaScript for caching and Ajax for preloading with loading image. While sound files will be using embed tag.

How Preloading work

In a way, preloading can be describe as work behind the scene. Basically, the user will not be able to notice. But different way of preloading work differently,

CSS

In CSS, the objective is to hide those component you want to preload. And you might want it to be placed at the last row in your HTML document (means it will load only all relevant component has loaded). Methods used are usually,

  1. Visibility: hidden
  2. display: none
  3. width:0px;height:0px;
  4. top: -99999px; or left: -999999px

The objective is to hide it so that it will store in the cache.

JavaScript

In JavaScript, we used the image object. (this method can also be used to preload flash files into the cache)

var obj = new Image();
obj.src = 'test.jpg';

This way it will preload the images for sub sequence pages as the images are cached. This method can also be used to produce loading image before applying the following code

document.getElementById('container').innerHTML = '<img src='test.jpg/>';

Ajax

Ajax let the server script to load the image page, cached and send it back to the document for display.

function preload(url) {
  // display loading image
  // send the url to be open on the server side. hence, cached.
  document.getElementById('loading').style.visibility = 'visible';
  document.getElementById('container').innerHTML = '';
  var obj =  new XMLHttpRequest();
  obj.open('GET', url, true);

  obj.onreadystatechange = function() {		
    if (obj.readyState == 4 && obj.status == 200) {
      // once cached, we hide the loading image and display the content
      if (obj.responseText) {
        document.getElementById('container').innerHTML = '<img src=''+url+''/>';
        document.getElementById('loading').style.visibility = 'hidden';
      }
    }
  };
  obj.send(null);
}

During the request, we can display a loading in progress image until the new image has loaded. However, this doesn't seems to work on IE 7. (this is shown later on demo section)

HTML tag

This is usually used for sound files.

<EMBED NAME='mySound' SRC='mySound.mid' 
LOOP=FALSE AUTOSTART=FALSE HIDDEN=TRUE MASTERSOUND>

Action Script

If you are interested, here is a video.

The Demonstration

i will demonstrate using Ajax which the code has been written above. Please click the image to see the loading. Here are the files and demo

Tutorial: Cross browser Multiple Uploader With SWFUpload And JavaScript

Most of us will know that performing multiple upload with JavaScript alone that are both dynamic and powerful is complicated and confusing. Let alone having cross browser capability. Furthermore, all browsers will only allow one file to be chosen per dialog box at any one time. This makes multiple upload a tedious job for our users. Moreover, most methods are having a hard time populating the bytes uploaded to the system (progress bar). Therefore, there is a need for a more powerful and easier solution for multiple uploader that can both upload asynchronously and allows users to select multiple files at one go.

Solution

We can use JavaScript, iFrame and PHP library to perform the above task. However, this is more complicated and required to configure the server so that it contains the PHP library. If you are working on Open Source application, requesting users to configure their PHP server in order to use a certain function is not desirable. However, this can be done as follow

  • Using JavaScript to eliminate the need for multiple upload file
  • Using iFrame to store each upload bar to be prepared to upload
  • PHP itself is capable to receive multiple files
  • However, PHP is unable to show the process bar of each upload. This will required < a href="http://pecl.php.net/package/APC" rel="nofollow">Perl library(php_apc.dll) that was built for PHP which is currently unavailable in PHP 5.2 but will be placed into PHP in version 6. (that's is why i didn't write this tutorial)

I personally did the above 2 years ago when i was still working for an Australia based company (which i might write it out in this site later). The other method is to use a flash uploader such as SWFUpload.

What is SWFUpload?

SWFUpload is an open source flash uploader that WordPress is currently using. Although this is not a normal plug and play flash uploader, it is certainly updated and powerful. Moreover, it has cross browser capability and allow users to select multiple files at one time. However, implementing it and understanding it do takes time. But it worth it.

Let's get started

I did this on one of my WordPress plugin. But getting it to work really waste a lot of my time. Therefore, i decided to write them up for some of you out there who are just getting started with this. Enough of chit-chat. Let's get started. The fastest and easiest way is to download their sample files. The sample files will have most of the things you need. The sample files are similar to their demo page. This means that the sample files are the exact same thing as the demo given. Let's just start with the simplest first. Look at Simple Upload Demo and this is what we want to achieve at the end of this article. What you need are the following files in the simpledemo folder that you have downloaded to your local drive.

  • index.php
  • all files in js folder
  • all files in css folder
  • all files in swfupload folder located outside of simpledemo folder

Just in case you don't get it, here's a screenshot.
simpledemo
basically you will only need partial code from index.php which you can figure out them very quickly. The files that you would actually edit are the codes in index.php and handler.js only.

Important Part

Basically, if you throw the sampledemo into your server it should display exactly the same as what you see on their demo page. However, i do not think you want it to be exactly the same. You can try to read the documentation which is quite helpful in some way and in many way it does not. Unlike normal upload, SWFUpload work a little bit different which you will need to know(or suffer).

  • SWFUpload do not use MIME type, so don't try to validate whether it is image in PHP. This is a flash uploader!
  • SWFUpload will required the initialization of the object to work. Invalid of initialization will cause you a headache in just displaying the upload button (quite easy just don't be careless)
  • You need to ensure that your PHP files on the server side is working correctly before using SWFUpload. This means that you must check whether it is uploading correctly using normal file uploader
  • The above part will help u a bit in reducing debugging problem later. The other problem you might face greatly is debugging issues. How do we debug when we are using flash uploader? You will have to look up at the handler.js file with the method 'uploadSuccess' that will return you with the serverData. This 'serverData' variable contains what is happening on your server side. This is the only thing that can assist you in debugging
  • you can write methods to overwrite the handler default in the swfuploader.js by using the handler.js. No modification is needed in swfuploader.js.

The list can just go on, if you face any problem you can just send me an email. For the important initialization part,

		var swfu;

		window.onload = function() {
			var settings = {
				flash_url : "../swfupload/swfupload.swf",//the path of swfupload.swf.eg. http://hungred.com/swfupload.swf
				upload_url: "upload.php",//the path of your upload php file. eg. http://hungred.com/upload.php
				post_params: {"PHPSESSID" : "<?php echo session_id(); ?>"}, // this is additional information for your upload.php file. eg. in upload.php 'echo $_POST['PHPSESSID'];'
				file_size_limit : "100 MB", //the limit impose for your flash uploader which is different from the one in your upload.php (additional validation)
				file_types : "*.*", // allowed file type. eg. '*gif*png*jpg';
				file_types_description : "All Files", //the name of the dialog box
				file_upload_limit : 100,//the number of upload allowed. eg. max is 100 
				file_queue_limit : 0,// the maximum amount of queue upload allowed. eg. 0= unlimited
				custom_settings : {
					progressTarget : "fsUploadProgress",
					cancelButtonId : "btnCancel"
				},
				debug: false,//debugging mode that display all the information of the flash uploader. You can customize them in handler.js

				// Button settings
				button_image_url: "images/TestImageNoText_65x29.png",//button image populated by the flash uploader
				button_width: "65", //width of the button
				button_height: "29",//height of the button
				button_placeholder_id: "spanButtonPlaceHolder", //the id container of the button. eg. <div id="spanButtonPlaceHolder"></div>
				button_text: '<span class="theFont">Hello</span>',//the text in the button
				button_text_style: ".theFont { font-size: 16; }",//the style of the text
				button_text_left_padding: 12,//left padding
				button_text_top_padding: 3,//top padding
				
				// The event handler functions are defined in handlers.js
				file_queued_handler : fileQueued,
				file_queue_error_handler : fileQueueError,
				file_dialog_complete_handler : fileDialogComplete,
				upload_start_handler : uploadStart,
				upload_progress_handler : uploadProgress,
				upload_error_handler : uploadError,
				upload_success_handler : uploadSuccess,
				upload_complete_handler : uploadComplete,
				queue_complete_handler : queueComplete	// Queue plugin event
			};

			swfu = new SWFUpload(settings);
	     };

The code above are so long but there are no comment on it when you look at the demo files provided. I have comment above to explain what it does since it is criteria important you understand them during your development. Handler do not have comment as those are methods exist in handler.js which means you can change how it should be handler. Lastly, you can edit the display by changing their css file, default.css. If you need additional example, please look into your WordPress swfupload folder located in the wp-include folder.

The Demo

I can't really provide with you with the exact same demo given by SWFUpload. You can see the more advance part on WordPress, 'Add new' post section. Or you can view the screen shot that i did with my plugin below.
demo

The Summary

The reason for this article is to make aware some of the points in SWFUpload flash uploader. Although it is powerful, the community for such application is still quite small which might bring some difficulty for some of the people out there who are starting to use this application. Why this and not other alternative uploader? Updated, maintained, acknowledged, no additional configuration required, multiple selection, cross browser, small size, etc. the list can goes on. Enjoy!

Ways to debug your jQuery or JavaScript codes

Debugging your client code is rather a normal procedures for any web developers. Everyone will shout Firebug! yeah, me too. But Firebug is great for syntax detection but how about logic problem? In this article i will share with you some of the ways i used to debug my JavaScript or jQuery codes when I'm developing my web application. I will also share with you a trick that i used on my code to alert me that a bug occurs in a particular script since i don't get many helpful users nowadays.

Alert Them Out

The most simple and basic way of debugging is by using JavaScript alert function. This is old but is quite useful sometimes. Especially when you do not want to remember other debugging methods. It's pretty simple, alert the message you want to see. If the alert doesn't appear, this means that the error is before the alert statement. I usually do this when I'm debugging IE although there are tools available for IE.

alert("The Bug Is Somewhere Before ME!")

Log them up

Well, if you are using WebKit browsers for your development (FireFox, Chrome, Safari) you may want to try this.

if (window.console)
  window.console.log("The Bug is killing me");

What this does is to log the string 'The Bug is killing me' into the console such as Firebug. It's always better than using alert and see this infinity loop that keep popping out until you are force to shut down your browser!

Log them with jQuery

The above two methods work both in jQuery and JavaScript. But this only function well in jQuery. This is definitely not something i came up with but its from Dominic Mitchell

  jQuery.fn.log = function (msg) {
      console.log("%s: %o", msg, this);
      return this;
  };

The above creates a function, 'log'. This function will do exactly similar to the one above but the differences is that it format the string a little bit before displaying out to the console. This is good for debugging your long chaining with jQuery. Although the previous method also can be used to debug chaining but it will required an additional line instead of including it into the chaining process. So you can debug this way,

  $(root).find('li.source > input:checkbox').log("sources to uncheck").removeAttr("checked");

Try and catch

In JavaScript, you can try to catch the error in a particular scope. This way, it won't propagate to other section of the code.

try
  {
  //Run some code here
  }
catch(err)
  {
  //Handle errors here
  }

This is pretty good when you are trying to debug one of the many function in your JavaScript.

Catch them all

The last one i am going to show you is to catch any one of the error into a particular function instead of using multiple try and catch.

function handleError(e)
{
alert(’An error has occurred!\n’+e);
return true;
}
window.onerror = handleError;

This will handle any error occurs in your JavaScript code to the function 'handleError'. You will want to use this at the end of your script. Especially if you want to be informed whether a particular function or script has malfunction and the users are not reporting. Basically, what you can do is to gather all information and placed them into a String or JSON. Using ajax to delivery these information to your email or database. This way, your support team will have an idea which part are having problems and your system will be more reliable. (testing doesn't means 100% bug free) The information that you may want to know are usually located at Navigator Object in JavaScript.

Summary

These are the methods i usually look at when debugging my own client script. It might not be everything but i hope it can be useful to some of you out there. Hope you learn something!