# The efficiency and options of my PNG sequence JS class

I have built a JavaScript PNG sequence engine that allows for playing, pausing and stopping and a time change event. I am asking for genuine opinions if the code is actually good. Its ONLY for the iDevice range (not for desktop browsers or anything) and here is the code and a link to the gist if you wanted to edit it for examples.

Hope its as good as I think it is!

/**
* @param slides ~ Array (ARRAY) of image locations
* @param duration ~ Number - in milliseconds how long to run for
* @param element ~ jQuery object - The <img> tag to change the src of.
* @returns void
*
* @example
*  <img src="#" id="sequence" data-loop="true" data-autoplay="true" />
*  <script>var vid = new PNGSequence(tiffanyCrystal, 4, $('#sequence'));</script> */ var PNGSequence = function (slides, duration, element) { this.slides = slides; this.NSlides = slides.length; this.duration = duration; this.interval = (this.duration * 1000) / this.NSlides; this.element = element; this.index = 0; this.loop = this.element.data('loop') == true; this.autoplay = this.element.data('autoplay') == true; var inter; this.interGo = function () { var self = this; return setTimeout(function () { // Update the image element.attr({ "src": slides[self.index] }); // Increase the index self.index++; // Call the onTimeChange event if (self.hasOwnProperty('onTimeChange')) { if (self.onTimeChange) { self.onTimeChange.call(self, self.index, self.NSlides); } } // Check if its the end of the animation if (self.index > self.NSlides) { // If we're not looping, clear the interval if (!self.loop) { clearTimout(inter); } else { // If we're looping then start the loop from the beginning self.index = 0; self.play(); } return; } //Fire the timeout again self.interGo(); }, this.interval); }; /** * Pauses the sequence */ this.pause = function () { clearTimout(inter); return this.index; }; /** * Plays the sequence from last known point */ this.play = function () { return inter = this.interGo(); }; /** * Stops the sequence and sets the pointer * at the beginning again */ this.stop = function () { clearTimout(inter); this.index = 0; return 0; }; this.onTimeChange = function () { return this; }; if (this.autoplay) { inter = this.interGo(); } return this; }; And here is the link to the gist https://gist.github.com/3360011 • As per the FAQ, you should include the code in the question. If the gist is changed or deleted the answers no longer match the question they were answering... – ANeves Aug 15 '12 at 15:21 ## 2 Answers I would suggest a few minor changes: 1. Use setTimeout instead of setInterval to ensure that callbacks don't stack up if they can't be serviced on time. This implies re-invoking this.interGo at the end of the callback to re-trigger the timer. 2. Only declare and use self in the functions that need it, to avoid traversing the scope chain unnecessarily. 3. Remove over-reliance on the Number constructor. • Thanks man! Only took 30 minutes to build, hadn't noticed I was using self. instead of this. in the functions IN scope lol. I've updated the gist :) gist.github.com/3360011 – Dave Mackintosh Aug 15 '12 at 14:04 • In your new code I'd move the var self = this just inside the interGo function. It'll stop the interpreter from trying to build the closure around the whole function instead of just the inner function. Also, move your end-of-loop test to the end of the function, where you can merge together the question of resetting the index or firing again. – Alnitak Aug 15 '12 at 14:10 • I've updated the gist again, I didn't quite understand what you meant by "merge together the question of resetting the index or firing again" – Dave Mackintosh Aug 15 '12 at 14:42 • I mean that the last block just needs to say if (self.looping && self.index > self.NSlides) { index = 0; } and then just call self.interGo. There's no need for a clearTimeout. See jsfiddle.net/alnitak/mVF75 – Alnitak Aug 15 '12 at 14:48 • oops, that's not quite right. – Alnitak Aug 15 '12 at 16:19 Do you expect this to be called multiple times per page? If so, I would consider attaching your functions to the prototype, that way they're not instantiated every time a your object is new'd up. If this is primarily for use with jQuery, why not bundle it into a plugin? You can still keep your object as it is, just follow the kind of pattern used by twitter in the bootstrap plugins. Off the top of my head, something like this perhaps?$.fn.pngSequence = function(options) {
return this.each(function() {
var $this =$(this),
sequence = new PNGSequence(options.slides, options.duration, $this); //i like storuing the instance in the data collection //so consumer can interact with it later$this.data("pngSequence", sequence);

});
};

Which could then be utilised as so. Note that it's hooked in declaratively using a data-* attribute :)

\$("img[data-provider='pngSequence']").pngSequence({
slides : tiffanyCrystal,
duration : 4
});
• Actually it turned out, no amount of optimisation ran smoothly on all the iPads, they all seemed to fall over or lag depending on different optimisations so this was ditched. Be ok for web use though, I like your idea of using it in a jQuery plugin and storing it in data. – Dave Mackintosh Sep 14 '12 at 13:17