Clearinterval scoped issue in javascript - javascript

Having issues of removing an interval within the same function.
The code I have set up is as follow:
let $start = document.querySelector('#start');
let $stop = document.querySelector('#stop');
function myFn() {
let t = event.target.id;
let logsetInterval = setInterval(() => {
console.log('interval running');
}, 2000);
if (t === "stop") {
clearInterval(logsetInterval);
}
}
$stop.addEventListener('click', function() {
myFn()
});
$start.addEventListener('click', function() {
myFn()
});
<button id="start">start</button>
<button id="stop">stop</button>
I need it to be within the same function...
What am I doing wrong here.

Your problem sounds like coming from the scope of your function and the global mechanics around it
Every time you call your function myFn a new interval is created, either it's a start or a stop. And it only clear when it's a stop one.
You should probably set your interval as a global variable and only then modify it.
let $start = document.querySelector('#start');
let $stop = document.querySelector('#stop');
let logsetInterval;
function myFn() {
let t = event.target.id;
if (logsetInterval) clearInterval(logsetInterval); // if interval already exists, clean it
logsetInterval = setInterval(() => {
console.log('interval running');
}, 2000);
if (t === "stop") {
clearInterval(logsetInterval);
}
}
$stop.addEventListener('click', function() {
myFn()
});
$start.addEventListener('click', function() {
myFn()
});
Hope I understood your problem right

Related

function not working when i click button?

when i click my button, a timer is supposed to display a countdown timer. But the button does not work.
let timerCounter = document.getElementById("timer-counter");
let timer;
let timerCount;
function startTimer() {
timer = setInterval(function() {
timerCount--;
timerElement.textContent = "Time; " + timerCount;
if (timerCount === 0) {
clearInterval(timer);
}
});
}
startButton.addEventListener("click", startTimer);
This is what I found so far:
You are decrementing the timerCount, need to specify the initial value for it to work.
You're using timerElement instead of timerCounter that you've declared.
You must pass the second args to the setInterval which is delay.
const timerCounter = document.getElementById('timer-counter');
const startButton = document.getElementById('start-button');
let timer;
let timerCount = 30;
startButton.addEventListener('click', startTimer);
function startTimer() {
timer = setInterval(function () {
timerCount--;
timerCounter.textContent = 'Time; ' + timerCount;
if (timerCount === 0) {
clearInterval(timer);
}
}, 1000);
}
<div id="timer-counter"></div>
<button id="start-button">Start</button>
Here's a slightly different approach that avoids some of the problems with global variables. The function the listener calls initialises the count, and then returns a new function (a closure) that is called when the button is clicked. It also uses setTimeout which I find more easy to understand.
// Cache your elements
const counter = document.querySelector('#counter');
const startButton = document.querySelector('button');
// Initialise your count variable
function startTimer(count = 30) {
// Return a function that is called from
// the listener
return function loop () {
// Disabled the button once it's been clicked
if(!startButton.disabled) startButton.disabled = true;
counter.textContent = `Time: ${count}`;
if (count > 0) {
setTimeout(loop, 500, --count);
}
}
loop();
}
// Call startTimer to initialise the count, and return
// a new function that is used as the listener
startButton.addEventListener('click', startTimer(), false);
<div id="counter"></div>
<button>Start</button>
I'm sure this could be improved.
In this example we don't go below 0.
We don't allow timeout collisions ( timeouts don't stack causing weird counting speeds ).
We can reset to the original number when on 0.
const c = document.getElementById('timer-counter')
const b = document.getElementById('start-button')
let timer = false
let timerCount = 30
b.addEventListener('click', start)
function decrement() {
if(timerCount < 0) {
timerCount = 30
timer = false
return
}
c.innerText = `Count: ${timerCount}`
timerCount--
timer = setTimeout(decrement, 200)
}
function start() {
if(timer) return
decrement()
}
<div id="timer-counter"></div>
<button id="start-button">Start</button>

How to kill and restart the recursive function in javascript

I am working on knockout js.
In that i have a recursive function which executes a function every minute. for that am using a timer every 60 sec it will execute also same will be reflecting in the UI also.
In my case, if i try to assign or initialize a timer value(observable) which is inside a loop, it doesn't reflecting instead of reflecting it is added to the pipeline and that much time loop is running simultaneously.
In that case i want to kill the loop and again want to restart every time i am changing the timer value.
timerInSec=60;
var loop = function () {
if (this.timer() < 1) {
myFunction()
this.timer(this.timerInSec - 1);
setTimeout(loop, 1000);
} else {
this.timer(this.timer() - 1);
setTimeout(loop, 1000);
}
};
loop();
Here is my solution. Please check.
timerInSec = 60;
const Loop = (function () {
let timer = 0;
let timerId = -1;
const myFunction = function () {
console.log('finished');
}
const fnLog = function (tm) {
console.log('current time = ', tm);
}
const fnProc = function () {
timerId = setTimeout(myFunction, 1000 * timer);
}
return {
start: function (tm = 60) {
this.stop();
timer = tm;
fnProc();
},
stop: function () {
if (timerId !== -1) {
clearTimeout(timerId);
timerId = -1;
}
}
}
})();
Loop.start(timerInSec);
setTimeout(() => {
Loop.start(timerInSec);
}, 500);

How to implement the lodash _.throttle in vanilla javascript? [duplicate]

I am looking for a simple throttle in JavaScript. I know libraries like lodash and underscore have it, but only for one function it will be overkill to include any of those libraries.
I was also checking if jQuery has a similar function - could not find.
I have found one working throttle, and here is the code:
function throttle(fn, threshhold, scope) {
threshhold || (threshhold = 250);
var last,
deferTimer;
return function () {
var context = scope || this;
var now = +new Date,
args = arguments;
if (last && now < last + threshhold) {
// hold on to it
clearTimeout(deferTimer);
deferTimer = setTimeout(function () {
last = now;
fn.apply(context, args);
}, threshhold);
} else {
last = now;
fn.apply(context, args);
}
};
}
The problem with this is: it fires the function once more after the throttle time is complete. So let's assume I made a throttle that fires every 10 seconds on keypress - if I do keypress 2 times, it will still fire the second keypress when 10 seconds are completed. I do not want this behavior.
I would use the underscore.js or lodash source code to find a well tested version of this function.
Here is the slightly modified version of the underscore code to remove all references to underscore.js itself:
// Returns a function, that, when invoked, will only be triggered at most once
// during a given window of time. Normally, the throttled function will run
// as much as it can, without ever going more than once per `wait` duration;
// but if you'd like to disable the execution on the leading edge, pass
// `{leading: false}`. To disable execution on the trailing edge, ditto.
function throttle(func, wait, options) {
var context, args, result;
var timeout = null;
var previous = 0;
if (!options) options = {};
var later = function() {
previous = options.leading === false ? 0 : Date.now();
timeout = null;
result = func.apply(context, args);
if (!timeout) context = args = null;
};
return function() {
var now = Date.now();
if (!previous && options.leading === false) previous = now;
var remaining = wait - (now - previous);
context = this;
args = arguments;
if (remaining <= 0 || remaining > wait) {
if (timeout) {
clearTimeout(timeout);
timeout = null;
}
previous = now;
result = func.apply(context, args);
if (!timeout) context = args = null;
} else if (!timeout && options.trailing !== false) {
timeout = setTimeout(later, remaining);
}
return result;
};
};
Please note that this code can be simplified if you don't need all the options that underscore support.
Please find below a very simple and non-configurable version of this function:
function throttle (callback, limit) {
var waiting = false; // Initially, we're not waiting
return function () { // We return a throttled function
if (!waiting) { // If we're not waiting
callback.apply(this, arguments); // Execute users function
waiting = true; // Prevent future invocations
setTimeout(function () { // After a period of time
waiting = false; // And allow future invocations
}, limit);
}
}
}
Edit 1: Removed another reference to underscore, thx to #Zettam 's comment
Edit 2: Added suggestion about lodash and possible code simplification, thx to #lolzery #wowzery 's comment
Edit 3: Due to popular requests, I added a very simple, non-configurable version of the function, adapted from #vsync 's comment
What about this?
function throttle(func, timeFrame) {
var lastTime = 0;
return function () {
var now = Date.now();
if (now - lastTime >= timeFrame) {
func();
lastTime = now;
}
};
}
Simple.
You may be interested in having a look at the source.
callback: takes the function that should be called
limit: number of times that function should be called within the time limit
time: time span to reset the limit count
functionality and usage: Suppose you have an API that allows user to call it 10 times in 1 minute
function throttling(callback, limit, time) {
/// monitor the count
var calledCount = 0;
/// refresh the `calledCount` varialbe after the `time` has been passed
setInterval(function(){ calledCount = 0 }, time);
/// creating a closure that will be called
return function(){
/// checking the limit (if limit is exceeded then do not call the passed function
if (limit > calledCount) {
/// increase the count
calledCount++;
callback(); /// call the function
}
else console.log('not calling because the limit has exceeded');
};
}
////////////////////////////////////////////////////////////
// how to use
/// creating a function to pass in the throttling function
function cb(){
console.log("called");
}
/// calling the closure function in every 100 milliseconds
setInterval(throttling(cb, 3, 1000), 100);
Adding to the discussion here (and for more recent visitors), if the reason for not using the almost de facto throttle from lodash is to have a smaller sized package or bundle, then it's possible to include only throttle in your bundle instead of the entire lodash library. For example in ES6, it would be something like:
import throttle from 'lodash/throttle';
Also, there is a throttle only package from lodash called lodash.throttle which can be used with a simple import in ES6 or require in ES5.
I've just needed a throttle/debounce function for window resize event, and being curious, I also wanted to know what these are and how they work.
I've read multiple blog posts and QAs on SO, but they all seem to overcomplicate this, suggest libraries, or just provide descriptions and not simple plain JS implementations.
I won't provide a description since it's plentiful. So here's my implementation:
function throttle(callback, delay) {
var timeoutHandler = null;
return function () {
if (timeoutHandler == null) {
timeoutHandler = setTimeout(function () {
callback();
timeoutHandler = null;
}, delay);
}
}
}
function debounce(callback, delay) {
var timeoutHandler = null;
return function () {
clearTimeout(timeoutHandler);
timeoutHandler = setTimeout(function () {
callback();
}, delay);
}
}
These might need tweaks (e.g., initially the callback isn't called immediately).
See the difference in action (try resizing the window):
function throttle(callback, delay) {
var timeoutHandler = null;
return function () {
if (timeoutHandler == null) {
timeoutHandler = setTimeout(function () {
callback();
timeoutHandler = null;
}, delay);
}
}
}
function debounce(callback, delay) {
var timeoutHandler = null;
return function () {
clearTimeout(timeoutHandler);
timeoutHandler = setTimeout(function () {
callback();
}, delay);
}
}
var cellDefault = document.querySelector("#cellDefault div");
var cellThrottle = document.querySelector("#cellThrottle div");
var cellDebounce = document.querySelector("#cellDebounce div");
window.addEventListener("resize", function () {
var span = document.createElement("span");
span.innerText = window.innerWidth;
cellDefault.appendChild(span);
cellDefault.scrollTop = cellDefault.scrollHeight;
});
window.addEventListener("resize", throttle(function () {
var span = document.createElement("span");
span.innerText = window.innerWidth;
cellThrottle.appendChild(span);
cellThrottle.scrollTop = cellThrottle.scrollHeight;
}, 500));
window.addEventListener("resize", debounce(function () {
var span = document.createElement("span");
span.innerText = window.innerWidth;
cellDebounce.appendChild(span);
cellDebounce.scrollTop = cellDebounce.scrollHeight;
}, 500));
table {
border-collapse: collapse;
margin: 10px;
}
table td {
border: 1px solid silver;
padding: 5px;
}
table tr:last-child td div {
width: 60px;
height: 200px;
overflow: auto;
}
table tr:last-child td span {
display: block;
}
<table>
<tr>
<td>default</td>
<td>throttle</td>
<td>debounce</td>
</tr>
<tr>
<td id="cellDefault">
<div></div>
</td>
<td id="cellThrottle">
<div></div>
</td>
<td id="cellDebounce">
<div></div>
</td>
</tr>
</table>
JSFiddle
Here's how I implemented throttle function in ES6 in 9LOC, hope it helps
function throttle(func, delay) {
let timeout = null
return function(...args) {
if (!timeout) {
timeout = setTimeout(() => {
func.call(this, ...args)
timeout = null
}, delay)
}
}
}
Click on this link to see how it works.
I've seen a lot of answers here that are way too complex for "a simple throttle in js".
Almost all of the simpler answers just ignore calls made "in throttle" instead of delaying execution to the next interval.
Here's a simple implementation that also handles calls "in throttle":
const throttle = (func, limit) => {
let lastFunc;
let lastRan = Date.now() - (limit + 1); //enforces a negative value on first run
return function(...args) {
const context = this;
clearTimeout(lastFunc);
lastFunc = setTimeout(() => {
func.apply(context, args);
lastRan = Date.now();
}, limit - (Date.now() - lastRan)); //negative values execute immediately
}
}
This is almost the exact same implementation for a simple debounce. It just adds a calculation for the timeout delay which requires tracking when the function was last ran. See below:
const debounce = (func, limit) => {
let lastFunc;
return function(...args) {
const context = this;
clearTimeout(lastFunc);
lastFunc = setTimeout(() => {
func.apply(context, args)
}, limit); //no calc here, just use limit
}
}
Simple solution in ES6. Codepen Demo
const handleOnClick = () => {
console.log("hello")
}
const throttle = (func, delay) => {
let timeout = null;
return function (...args) {
if (timeout === null) {
func.apply(this, args);
timeout = setTimeout(() => {
timeout = null;
}, delay)
}
}
}
document.querySelector("#button").addEventListener("click", throttle(handleOnClick, 500))
<button type="button" id="button">Click me</button>
Here's my own version of Vikas post:
throttle: function (callback, limit, time) {
var calledCount = 0;
var timeout = null;
return function () {
if (limit > calledCount) {
calledCount++;
callback();
}
if (!timeout) {
timeout = setTimeout(function () {
calledCount = 0
timeout = null;
}, time);
}
};
}
I find that using setInterval is not a good idea.
With leading and trailing invocations:
const throttle = (fn, ms) => {
let locked = false
return function () {
if (!locked) {
locked = true
fn.apply(this, arguments)
setTimeout(() => {
fn.apply(this, arguments)
locked = false
}, ms)
}
}
}
Test case:
function log({ gender, address }) {
console.log({
name: this.name,
gender,
address,
})
}
const jack = {
name: 'Jack',
log: throttle(log, 3000),
}
Array.from({ length: 5 }, () => jack.log({ gender: 'Male', address: 'LA' }))
I made a npm package with some throttling functions:
npm install function-throttler
throttleAndQueue
Returns a version of your function that can be called at most every W milliseconds, where W is wait. Calls to your func that happen more often than W get queued up to be called every W ms
throttledUpdate
Returns a version of your function that can be called at most every W milliseconds, where W is wait. for calls that happen more often than W the last call will be the one called (last takes precedence)
throttle
limits your function to be called at most every W milliseconds, where W is wait. Calls over W get dropped
There is a library suited for this purpose, it's Backburner.js from Ember.
https://github.com/BackburnerJS/
You'd use it so.
var backburner = new Backburner(["task"]); //You need a name for your tasks
function saySomething(words) {
backburner.throttle("task", console.log.bind(console, words)
}, 1000);
}
function mainTask() {
"This will be said with a throttle of 1 second per word!".split(' ').map(saySomething);
}
backburner.run(mainTask)
This throttle function is build on ES6. Callback functions takes arguments (args), and still it works wrapped with throttle function. Be free to customize delay time according to your app needs. 1 time per 100ms is used for development mode, event "oninput" is just an example for frequent case of its use:
const callback = (...args) => {
console.count('callback throttled with arguments:', args);
};
throttle = (callback, limit) => {
let timeoutHandler = 'null'
return (...args) => {
if (timeoutHandler === 'null') {
timeoutHandler = setTimeout(() => {
callback(...args)
timeoutHandler = 'null'
}, limit)
}
}
}
window.addEventListener('oninput', throttle(callback, 100));
P.S. As #Anshul explained: throttling enforces a maximum number of times a function can be called over time. As in "execute this function at most once every 100 milliseconds."
In below example, try clicking the button multiple times, but the myFunc function would be executed only once in 3 sec.
The function throttle is passed with the function to be executed and the delay.It returns a closure, which is stored in obj.throttleFunc.
Now since obj.throttleFunc stores a closure, the value of isRunning is maintained inside it.
function throttle(func, delay) {
let isRunning;
return function(...args) {
let context = this; // store the context of the object that owns this function
if(!isRunning) {
isRunning = true;
func.apply(context,args) // execute the function with the context of the object that owns it
setTimeout(function() {
isRunning = false;
}, delay);
}
}
}
function myFunc(param) {
console.log(`Called ${this.name} at ${param}th second`);
}
let obj = {
name: "THROTTLED FUNCTION ",
throttleFunc: throttle(myFunc, 3000)
}
function handleClick() {
obj.throttleFunc(new Date().getSeconds());
}
button {
width: 100px;
height: 50px;
font-size: 20px;
}
<button onclick="handleClick()">Click me</button>
If we don't want the context or arguments to be passed, then a simpler
version of this would be as following:
function throttle(func, delay) {
let isRunning;
return function() {
if(!isRunning) {
isRunning = true;
func()
setTimeout(function() {
isRunning = false;
}, delay);
}
}
}
function myFunc() {
console.log('Called');
}
let throttleFunc = throttle(myFunc, 3000);
function handleClick() {
throttleFunc();
}
button {
width: 100px;
height: 50px;
font-size: 20px;
}
<button onclick="handleClick()">Click me</button>
I also want to suggest a simple solution for when there is only 1 function you know you will call (for example: Search)
here is what i did in my project
let throttle;
function search() {
if (throttle) {
clearTimeout(throttle);
}
throttle = setTimeout(() => {
sendSearchReq(str)
}, 500);
}
Search is called on input change event
function throttle(targetFunc, delay){
let lastFunc;
let lastTime;
return function(){
const _this = this;
const args = arguments;
if(!lastTime){
targetFunc.apply(_this, args);
lastTime = Date.now();
} else {
clearTimeout(lastFunc);
lastFunc = setTimeout(function(){
targetFunc.apply(_this, args);
lastTime = Date.now();
}, delay - (Date.now() - lastTime));
}
}
}
Try it :
window.addEventListener('resize', throttle(function() {
console.log('resize!!');
}, 200));
CodeSandbox
const { now } = Date;
export default function throttle(func, frameDuration) {
let timeout = null;
let latest;
const epoch = now();
function getDurationToNextFrame() {
const elapsed = now() - epoch;
const durationSinceLastFrame = elapsed % frameDuration;
return frameDuration - durationSinceLastFrame;
}
function throttled(...args) {
latest = () => {
func.apply(this, args);
};
if (!timeout) {
timeout = setTimeout(() => {
latest();
timeout = null;
}, getDurationToNextFrame());
}
}
return throttled;
}
Simple throttle function -
Note- Keep on clicking on the button , You'll see console log at first on click and then only after every 5 seconds until you're keep clicking.
HTML -
<button id='myid'>Click me</button>
Javascript -
const throttle = (fn, delay) => {
let lastTime = 0;
return (...args) => {
const currentTime = new Date().getTime();
if((currentTime - lastTime) < delay) {
return;
};
lastTime = currentTime;
return fn(...args);
}
};
document.getElementById('myid').addEventListener('click', throttle((e) => {
console.log('I am clicked');
}, 5000));
We can also implement using a flag-
var expensive = function(){
console.log("expensive functionnns");
}
window.addEventListener("resize", throttle(expensive, 500))
function throttle(expensiveFun, limit){
let flag = true;
return function(){
let context = this;
let args = arguments;
if(flag){
expensiveFun.apply(context, args);
flag = false;
setTimeout(function(){
flag = true;
}, limit);
}
}
}
Here is a bit modernized and simplified version of #clément-prévost answer
function throttle(func, wait, options = {}) {
let timeout = null;
let previous = 0;
const later = (...args) => {
previous = options.leading === false ? 0 : Date.now();
func(...args);
};
return (...args) => {
const now = Date.now();
if (!previous && options.leading === false) {
previous = now;
}
const remaining = wait - (now - previous);
if (remaining <= 0 || remaining > wait) {
if (timeout) {
clearTimeout(timeout);
timeout = null;
}
previous = now;
func(...args);
} else if (options.trailing !== false) {
clearTimeout(timeout);
timeout = setTimeout(() => later(...args), remaining);
}
};
}
function myFunc(a) {
console.log(`Log: ${a} ${this.val}`);
}
const myFuncThrottled = throttle(myFunc.bind({val: 42}), 1234, {leading: true, trailing: true})
myFuncThrottled(1)
myFuncThrottled(2)
myFuncThrottled(3)
function throttle(CB,ms=300,Id='Identifier for the callback(CB)'){
Id = Id || ""+CB
var N = throttle.N = throttle.N || {}; // Static variable N to store all callbacks ids and their status
if( N[Id] ) return; // already in the queue to run
N[Id] = 1; // add it the queue
setTimeout(()=>{
N[Id] = 0; // remove it from the queue
CB(); // finally call the function
}, ms);
}
for(var i=0;i<100;i++){
throttle(e=>console.log("Hi1"),1e3,'F1');
}
// will only output : Hi1
// this function guarantee the callback to run at least once
Some great solutions here already, but I was looking for a modern version with trailing (and optionally leading) executions, with the last passed arguments provided to each function call:
const throttle = (fn, wait=500, leading=true) => {
let prev, timeout, lastargs;
return (...args) => {
lastargs = args;
if (timeout) return;
timeout = setTimeout(() => {
timeout = null;
prev = Date.now();
// let's do this ... we'll release the stored args as we pass them through
fn.apply(this, lastargs.splice(0, lastargs.length));
// some fancy timing logic to allow leading / sub-offset waiting periods
}, leading ? prev && Math.max(0, wait - Date.now() + prev) || 0 : wait);
};
}
Usage:
x = throttle((...args) => console.log(...args));
let n = 0;
x(++n, 'boom');
x(++n, 'boom');
x(++n, 'boom');
if there will be more than one function defining them one by one would not be maintainable so i would suggest use a helper class to keep values for each
class slowDown {
constructor(cb,timeGap){
this.last = 0
this.run = function(){
let current = Date.now(),
shouldRun = (current - this.last) >= timeGap
if(shouldRun){
cb(current - this.last)
this.last = current
}
}
}
}
// example use
const press = new slowDown(timeElapsed => {
// define function here which you wanted to slow down
console.log("pressed after " + timeElapsed + " ms")
},750)
window.addEventListener("keydown",()=>{
press.run()
})
Below is the simplest throttle I could think of, in 13 LOC. It creates a timeout each time the function is called and cancels the old one. The original function is called with the proper context and arguments, as expected.
function throttle(fn, delay) {
var timeout = null;
return function throttledFn() {
window.clearTimeout(timeout);
var ctx = this;
var args = Array.prototype.slice.call(arguments);
timeout = window.setTimeout(function callThrottledFn() {
fn.apply(ctx, args);
}, delay);
}
}
// try it out!
window.addEventListener('resize', throttle(function() {
console.log('resize!!');
}, 200));

clearTimeout not working when called in if statement

This code should run for 10 seconds before ending, however if you are running the function again before the 10 seconds are finished, it should clear theTimeout and start the 10 seconds over again
function start() {
let counter = 0;
let timeUp = true;
let hello;
setInterval(()=> {
counter++
console.log(counter)
},1000);
if (timeUp == false) {
clearTimeout(hello)
timeUp = true
console.log('should run again with new clock')
start()
} else {
console.log('new clock started')
timeUp = false;
hello = setTimeout(() => {
timeUp = true
console.log('end clock')
}, 10000);
};
};
When you call start() again, this new function has no reference to hello or timeUp
Try it like this:
let hello
let timeUp = true
function start() {
let counter = 0;
//let timeUp = true;
//let hello;
setInterval(()=> {
counter++
console.log(counter)
},1000);
if (timeUp == false) {
clearTimeout(hello)
timeUp = true
console.log('should run again with new clock')
start()
} else {
console.log('new clock started')
timeUp = false;
hello = setTimeout(() => {
timeUp = true
console.log('end clock')
}, 10000);
};
};
window.start = start
Inside your function start, timeUp is always set to true, and thus clearTimeout will never be called. The way you're doing things, you should make timeUp a global variable so the function has "memory" of if the time has been reached or not.
But why do you need to set two intervals? You're already keeping track of the number of seconds that have passed, so we can make use of that interval to determine when 10 seconds have passed. This simplifies things quite a bit, and allows us to get rid of the timeUp variable as well:
let interval;
function start() {
let counter = 0;
clearInterval(interval); // clear the previous interval
interval = setInterval(() => { // set a new interval
counter++;
if (counter == 10) {
console.log('end of clock');
clearInterval(interval);
}
console.log(counter);
}, 1000);
}
This achieves exactly what you want. Whenever start is called, it cancels the previous interval and creates a new one. Once 10 seconds have passed, it clears the interval.
Your approach is kind of misleading. I think a better approach would be to have a Timer Object that you can start:
function Timer() {
var self = {
// Declare a function to start it for a certain duration
start: function(duration){
self.counter = 0;
self.duration = duration;
clearTimeout(self.timeout); // Reset previous timeout if there is one
console.log("New counter starting.");
self.count();
},
// A function to count 1 by 1
count: function(){
console.log(self.counter);
self.counter++;
if(self.counter > self.duration){
console.log('Time is up.');
} else {
self.timeout = setTimeout(self.count, 1000); // not over yet
}
}
// and other functions like stop, pause, etc if needed
};
return self;
}
// Declare your Timer
var myTimer = new Timer();
// Start it on click
document.getElementById('start-btn').addEventListener('click', function(){
myTimer.start(10);
}, true);
<button id="start-btn">Start the timer</button>

Clear interval from within a closure

I'm trying to clear an interval when the user hovers over an element and then start it up again when they hover off an element. I think this is a closure but I'm not sure, hopefully my code will make sense what I'm trying to do.
var rotatorInterval = function(elem){
var interval = setInterval(function(){
var active = elem.find('.dot.active');
if(active.is('.dot:last-of-type',elem)){
elem.find('.dot').first().click();
}else{
active.next().click();
}
},6000);
interval;
return interval;
};
if($('.rotator').length){
$('.rotator').each(function(){
var self = $(this);
rotatorInterval(self);
self.find('.slide, .dot').on('mouseenter',function(){
console.log('hovered');
clearInterval(interval);
});
});
}
I tried returning the interval from that closure but when I hovered it said interval (the name of the variable I returned) is not defined, so it's like it didn't return it or something.
You just have to actually return the interval reference somewhere
var rotatorInterval = function (elem) {
var interval = setInterval(function () {
var active = elem.find('.dot.active');
if (active.is('.dot:last-of-type', elem)) {
elem.find('.dot').first().click();
} else {
active.next().click();
}
}, 6000);
return interval;
};
if ($('.rotator').length) {
$('.rotator').each(function () {
var self = $(this);
var return_interval = rotatorInterval(self);
self.find('.slide, .dot').on('mouseenter', function () {
clearInterval(return_interval);
});
});
}

Categories