remove class only one time when add class many times - javascript

I have a following code:
btn.onclick = function() {
toast.classList.add('showToast')
setTimeout(function() {
toast.classList.remove('showToast')
}, 3100)
}
Assume at 0s I click a lot of times on button, so maybe at 3.1s I receive a lot of remove handle on toast, this is not what I expect because maybe at 3.2s I click on button one more time toast disappear immediately instead action in 3.1s. I want users could click on button as many time they want, equivalent to addClass() be handled a lot of time but removeClass() only be handled one time corresponding to the last addClass() and the last clicking. How can I do that, or maybe could you give me another way to handle this, thanks

It sounds like you want to cancel any still-active timeout when the button is clicked again. In that case, you need to store the timer ID in a variable outside the function, and then call clearTimeout on that before setting the new timeout.
let timerId;
btn.onclick = function() {
toast.classList.add('showToast')
clearTimeout(timerId);
timerId = setTimeout(function() {
toast.classList.remove('showToast')
}, 3100)
}
Note that as shown above timerId is a global variable, but this is not ideal. Ideally this code is inside some function which would mean timerId does not pollute the global scope. But that depends on information about how your code is architected that you do not show us.

create counter using setInterval()
var counterHandle;
var counter = 0;
btn.onclick = function() {
counter = 0;
clearInterval(counterHandle);
toast.classList.add('showToast');
counterHandle = setInterval(()=>{
counter +=1;
console.log(counter);
if(counter === 3){
toast.classList.remove('showToast');
clearInterval(counterHandle);
}
}, 1000);
}
when the button is pressed many times the counter will always be 0 and when the counter has a value of 3 the command will be executed

Related

Boolean statement not evaluating in javascript

I'm writing a script, and there are two boolean statements that are very similar but giving different results, and I don't see why they conflict with one another.
My function looks like this:
SCRIPT:
(function() {
window.onload = function() {
let stopped = true;
let button = document.getElementById("start-stop");
if (stopped) {
setInterval(function() {
console.log("The timer is working.");
}, 1000);
}
button.addEventListener('click', function(){
if (stopped) {
stopped = false;
console.log(stopped);
} else {
stopped = true;
console.log(stopped);
}
});
}
}
}).call(this);
The basic idea is that when I push the button the setInterval function stops, however it keeps on going even when the if/else function switches stopped to false.
For example, my console.log looks like this:
I.e. stopped = false, but setInterval doesn't terminate.
Why is this not evaluating correctly?
The problem with your code is that you are trying to work on a piece of code that has already started to operate. In simpler words, the setInterval method will be called every 1000ms, no matter what the value of stopped variable is. If you wish to really stop the log, you can do any of these:
clearInterval()
to completely remove the interval or
setInterval(function() {
if (stopped) {
console.log("The timer is working.");
}
}, 1000);
to check if the value of stopped variable has changed or not (after the click) and act accordingly. Choose either of these for your purpose..
you are calling setinterval even before button is clicked .As the event is already triggered you cannot stop just by setting the variable to false ,you need to clear the interval using clearinterval
check the following snippet
var intervalId;
window.onload = function() {
let stopped = true;
let button = document.getElementById("start-stop");
var Interval_id;
button.addEventListener('click', function() {
if (stopped) {
Interval_id = callTimeout();
stopped = false;
} else {
clearInterval(Interval_id);
stopped = true;
}
});
}
function callTimeout() {
intervalId = setInterval(function() {
console.log("The timer is working.");
}, 1000);
return intervalId;
}
<input type="button" id="start-stop" value="click it">
Hope it helps
Put the if(stopped) statement inside the setInterval function because if you used this function once it will keep going..
Another way to stop setInterval function is by using clearInterval, like this
var intervalId = setInterval(function() { /* code here */}, 1000)
// And whenever you want to stop it
clearInterval(intervalId);
When you click the button stopped variable becomes false but the setInterval will not stop because the setInterval code is already executed.. it will not execute again on button click. And if you reload the page what will happen is that stopped variable will be again set to true as you have written at first line and setInterval will execute again ..
Now What you can do is store setInterval in a variable like this
var timer = setInterval(function,1000);
and then when you click the button use this method to clear interval
clearInterval(timer);
this should do the trick .. Hope it helps ..

Execute Multiple Clicks

I am trying to click a button multiple times. Each time the button is clicked, it loads for 1 second, reappears and is able to be clicked again. I want to click this button 5 times.
for(i=0;i<5;i++)
$('.class').click();
The above code only executes one click.
Even this code, execute only one click.
for(i=0;i<5;i++)
setTimeout(() => $('.class').click(),2000);
If I do the step manually , that is if I enter $('.class').click() to the console five times, it works. Any idea as to why ?
Multiply the delay with the i since for loop does not wait for executing the setTimeout callback.
for(i = 1;i <= 5; i++)
setTimeout(() => $('.class').click(),i * 2000);
Another way is to use setInterval method along with clearInterval.
// variable for count
var i = 0;
// reference for clearing interval
var inter = setInterval(()=>{
// trigger click event
$('.class').click();
// increment and check value reached to `5`
// if `5` then clear the interval
if(++i == 5) clearInterval(inter);
},2000);
If you log the click event on button, it is clicked 5 times, even with your first example
$('.button').on('click', function () {
console.log('clicked')
})
for(i=0;i<5;i++)
$('.button').click();
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<button class="button"></button>

How to create timer in my case?

I am trying to have my button doing two things.
init a timer to call a function
call the same function
I have something like the following
test.prototype.setupEvent= function(){
var instance = this;
$('#btn').on('click', function(){
clearInterval(instance.timer);
this.showStuff()
instance.timer=setInterval(function(){
instance.showStuff()
},10000);
})
}
test.prototype.showStuff= function(btnID){
//jump to another page
}
My problem is that I want the user be able to see some contents after 10 second when they first click it, however, if they click the button again before 10 second is up, they can see the contents too. I am not sure how to distinguish the two different states with one click event. Can anyone help me out? Thanks!
Try
test.prototype.setupEvent = function () {
var instance = this;
$('#btn').on('click', function () {
//if there is a timer running then clear the timer, show the content and delete the timer reference
if (instance.timer) {
clearInterval(instance.timer);
instance.showStuff();
delete instance.timer
return;
}
//also you may want to use setTimeout() not setInverval()
instance.timer = setInterval(function () {
instance.showStuff();
delete instance.timer
}, 10000);
})
}
test.prototype.showStuff = function (btnID) {
//jump to another page
}

how can I rearrange this code so my setInterval stops looping infinitely?

I'm trying to make a simple flip-card/memory match (like from super mario brothers 3) game in HTML/Javascript and am having a slight issue with the setInterval command.
Here is a link to the full code: http://jsfiddle.net/msfZj/
Here is the main issue/main logic of it:
if(click == 2) //denotes two cards being clicked
{
if(flippedArray[1].src === flippedArray[0].src) // if click 1 == click 2 then refer to function 'delayMatch' which sets click 1 and 2 cards to not be displayed
{
window.setInterval(function() { delayMatch() }, 500);
console.log("EQUAL");
}
else
{
window.setInterval(function() { delayNoMatch() }, 500); // if click 1 != click 2 then display card.png
console.log("NOT EQUAL");
}
function delayMatch() //function for matching pairs
{
flippedArray[0].style = "display:none;";
flippedArray[1].style = "display:none;";
}
function delayNoMatch() //function for non-matching pairs
{
flippedArray[0].src = "card.png";
flippedArray[1].src = "card.png";
}
click = 0; // when clicked two cards set click back to zero
}
The first two cards I click on always work: but from that point onward the setInterval keeps running the function over and over again in an endless loop every 500ms.
I'd be extremely appreciative if anybody can point my in the right direction on how I can do this properly.
Thank you very much for your time.
It looks like you need setTimeout, which only runs once?
window.setTimeout(function() { delayMatch() }, 500);
Otherwise, you need to clear the interval with clearInterval(i), but first set "i" using the return value of setInterval:
var i = window.setInterval(function() { delayMatch() }, 500);
Here's a demo (I JQuerified it a bit for JSFiddle).
You're going to want to go with setTimeout() instead of setInterval()
A handy function when you use setTimeout is clearTimeout. Say you want to set a timer, but maybe want a button to cancel
var timer = setTimeout(fn,1000);
//later maybe
clearTimeout(timer);

function is looped according to setinterval but with different parameters

i have a simple question, there is a function with parameter emp_id that opens up a form for a chat with different attributes, i want it to be refreshed automatically each 10 sec, now it works a bit wrongly, since there is a parameter emp_id that is can be changed, and once i change it, the chat with messages and form are refreshed double time or triple times :) depend on how many times u change the emp_id, i hope i was clear )) anyway here is the javascript function:
function load_chat(emp_id) {
var url = "#request.self#?fuseaction=objects2.popup_list_chatform"
url = url + "&employee_id=" + emp_id;
document.getElementById('form_div').style.display = 'block'; AjaxPageLoad(url,'form_div',1,'Yükleniyor');
setInterval( function() {
load_chat(emp_id);
},10000);
}
there a list of names, once i click on one of them, this form is opened by this function, but if i click another user, i mean if i change the emp_id, it refreshes, the previous and present form. how do i change it so that it will refresh only the last emp_id, but not all of id's which i've changed
thank you all for the help, i really appreciate it!
This would nicely encapsulate what you're doing. The timer id (tid) is kept inside the closure, so when you call load_chat it will stop the interval if there was one running.
Once the new url is set up, it will start the interval timer again.
var ChatModule = (function() {
var tid,
url;
function refresh()
{
AjaxPageLoad(url, 'form_div', 1, 'Yükleniyor');
}
return {
load_chat: function(emp_id) {
if (tid) {
clearInterval(tid);
}
// setup url
url = "#request.self#?fuseaction=objects2.popup_list_chatform"
url = url + "&employee_id=" + emp_id;
document.getElementById('form_div').style.display = 'block';
// load ajax
refresh();
// set timer
tid = setInterval(refresh, 10000);
}
}
}());
ChatModule.load_chat(123);
Use setTimeout instead. Each time your function is executed, it will set up the next execution (you could also make it conditional):
function load_chat(emp_id) {
... // do something
if (condition_still_met)
setTimeout(function() {
load_chat(emp_id); // with same id
}, 10000);
}
load_chat("x"); // to start
Or you will have to use setInterval outside the load_chat function. You can clear the interval when necessary.
function get_chat_loader(emp_id) {
return function() {
... // do something
};
}
var id = setInterval(get_chat_loader("x"), 10000); // start
// then, somewhen later:
clearInterval(id);

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