<SCRIPT LANGUAGE="JavaScript" TYPE="text/javascript">
<!--
// JavaScript to interpolate random images into a page.
var ic = 5; // Number of alternative images
var i = new Array(ic); // Array to hold filenames
// Set up the images. These are GIFs, but they don't have to be.
// You could also save space in your file by including the
// unchanging part of the image filename (i.e. 'inline/imageSample'
// and '.gif') in the 'writeln' statement below, and just storing
// the part of the image name that actually changes. Used this way
// you could reference a very large number of different images while
// keeping the file size small.
i[0] = "inline/imageSample01.gif";
i[1] = "inline/imageSample02.gif";
i[2] = "inline/imageSample03.gif";
i[3] = "inline/imageSample04.gif";
i[4] = "inline/imageSample05.gif";
// pickRandom - Return a random number in a given range. If we're running
// on an older browser that doesn't support 'Math.random()', we can fake
// it by using the current time. This isn't ideal for mission-critical
// security applications, but it's fine here. Note that we divide the
// current time by 1000 to get rid of the milliseconds which Navigator
// doesn't seem to take into account.
function pickRandom(range) {
if (Math.random)
return Math.round(Math.random() * (range-1));
else {
var now = new Date();
return (now.getTime() / 1000) % range;
}
}
// Write out an IMG tag, using a randomly-chosen image name.
var choice = pickRandom(ic);
document.writeln('<TABLE WIDTH=470 ALIGN=CENTER><TR><TD><P ALIGN=CENTER>' +
'<IMG SRC="' + i[choice] +
'" HEIGHT=120 WIDTH=160 HSPACE=5 VSPACE=5 BORDER=0><' +
"/P><" + "/TD><" + "/TR><" + "/TABLE>");
// -->
</SCRIPT>
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