I have a vibrate function that I want to execute every 3 seconds or so until a button is clicked
My way of trying to do this is by having a loop that executes until a condition is false, when the button is clicked, the condition gets set to false. I could use sleep inside my while loop, followed by a call to vibrate, except that I would like to break as soon as the button is clicked, and not have to wait 3 seconds or so.
I am trying to set a timeOut if the device is still vibrating, but I don't want to continually set timeouts, I only want one timeout set at a time, so that a timeout is only set if one is not set already
this.vibrate()
while(this.state.isVibrating){
if (timeout has not been set){
setTimeout(this.vibrate(), 3000)
}
}
clearTimeout()
It sounds like setInterval is a better option here.
let interval;
this.vibrate();
interval = setInterval(this.vibrate.bind(this), 3000);
Then you can have a function execute when the button is clicked that can clear the interval:
function buttonClicked() {
clearInterval(interval);
}
Just make sure the interval var is in the scope of the buttonClicked function.
Related
I'm a newbie in this department, so I was wondering, can I make a type of if statement with a time delay? Example: if a certain action (maybe a click event) is done within a time period, the time is reset, and if it is not, a function is called.
You can't do this with an if statement, but you can with setTimeout and clearTimeout.
Here's an example of how you can make a function (a console.log statement) run every 2 seconds as long as you don't click the button. Clicking the button resets the timer so that another 2 seconds will need to pass before it begins logging again. You can adapt this to fit whatever actual work you need to happen.
var currentTimeoutId;
function resetTimeout() {
clearTimeout(currentTimeoutId);
currentTimeoutId = setTimeout(function() {
console.log('Too Late!');
resetTimeout();
}, 2000);
}
resetTimeout();
document.getElementById('demo').onclick = function() {
resetTimeout();
};
<button id="demo">Click Me Or Else I'll Log Something!</button>
I have an ongoing while loop. In the while loop, there is a setTimeout(). I want to reset the timer AFTER the timer expires. In other words, when timer expires, it should do some specified actions, and then freshly start the timer again.
For example, in the following code, %%--Hi--%% should be printed only ONCE in 5 seconds. However, after 5 seconds, %%--Hi--%% is printed continuously. I tried clearTimeout but it looks like that clearTimeout can stop timer only before timer expires.
while(){
var timeoutHandle = setTimeout(function() {
console.log("%%--Hi--%%");
clearTimeout(timeoutHandle);
},
5000); //5 sec
}
Help please! Thanks!
It's not the timeout that's tripping you up, it's the infinite while loop. You're effectively creating thousands of timeouts every second. Moving the timeout outside of the infinite loop should solve your problem.
function timedAction() {
// your timed actions to be invoked every 5 seconds
setTimeout(timedAction, 5000); // start the next timeout
}
setTimeout(timedAction, 5000); // start the first timeout
while() {
// your continuously executing actions
}
There is no need to clear a timeout after it expires.
Alternatively you could also use setInterval, simplifying your code as follows:
function timedAction() {
// your timed actions to be invoked every 5 seconds
}
setInterval(timedAction, 5000); // start the interval
while() {
// your continuously executing actions
}
try this code:
logFun();
function logFun() {
console.log("%%--Hi--%%");
setTimeout(logFun, 5000);
}
or, you can try setInterval:
setInterval(function () {
console.log("%%--Hi--%%");
}, 5000);
The setTimeout method does not act like a sleep statement. Your while loop will continue to iterate continuously regardless of what time interval you set in the setTimeout method.
You should remove the while and simply use setInterval(). (Mentioned in yibuyisheng's answer. +1)
var myInterval = setInterval(function () {
console.log("%%--Hi--%%");
}, 5000);
If you want to stop the interval, run the following:
clearInterval(myInterval);
Your problem is that setTimeout is an asynchronous function, so your code doesn't wait for it to finish before looping again. To get around this you have to create your new timer inside the previous timer.
Likewise you have to call any actions you want to execute from inside the timer and can't just call them from in the while loop, because they won't wait for the timer to finish.
function logFun() {
console.log("%%--Hi--%%");
// execute actions
setTimeout(logFun, 5000);
}
This is what yibuyisheng has done with his answer that just showed up. (Still posting because the answer was not explained.)
Alternatively, if you must create the setTimeout() from the while loop, you could have a boolean (true/false) lock it. This is not as clean as yibuyisheng's answer, but it also allows you to add as much logic as you'd like to control enabling and disabling the timeout.
Example:
window.isTimeoutLocked = false;
while(true) {
if (!window.isTimeoutLocked) {
var myFunction = function () {
console.log("%%--Hi--%%");
//The timeout has fired. Unlock it for the next one.
window.isTimeoutLocked = false;
}
window.setTimeout(myFunction, 5000);
//Timeout is queued. Lock this code until the timeout fires.
window.isTimeoutLocked = true;
}
}
Also, I doubt that an infinite while loop is best for your upstream code. There is probably a callback that you can hook into, like requestAnimationFrame or some relevant event.
I'm fairly new to JavaScript/jQuery, but have made a script to change the background picture.
First Script
The first script version works fine and does the following:
creates a setInterval timer that calls function backgroundChange() to run every 7 seconds
decides the next picture URL
sets the background picture
This works great, but the problem is when the website is live, on a slow connection the background picture doesn't load in time for the next timer change.
New Script
So the new version:
creates a setTimeout timer that calls function backgroundChange() to run after 7 seconds
var theTimer = setTimeout(backgroundChange, 7000);
clearsTimeout (surely I shouldn't have to run this?)
window.clearTimeout(theTimer);
decides the next picture URL
waits until the picture is loaded:
then sets the background picture
then adds a new setTimeout timer
$('#testImage').attr('src', imageText).load(function()
{
$('#backgroundTop').fadeIn(timeIn,function()
{
theTimer = setTimeout(backgroundTimer, 7000);
});
});
The problem is that the timer now seems to be called double the amount of times whenever the timer runs and exists in the .load function.
I havent purposely not posted my code yet, as I want to make sure my understanding is correct first, rather than someone just fixing my code.
Ta very much.
Instead of unbinding, you could use a JavaScript closure for the timer function. This will maintain a single timer that is reset every time it is called.
var slideTimer = (function(){
var timer = 0;
// Because the inner function is bound to the slideTimer variable,
// it will remain in score and will allow the timer variable to be manipulated.
return function(callback, ms){
clearTimeout (timer);
timer = setTimeout(callback, ms);
};
})();
Then in your code:
$('#testImage').attr('src', imageText).load(function() {
$('#backgroundTop').fadeIn(timeIn,function()
{
slideTimer(backgroundTimer, 7000);
});
});
There should be no need to clear or set the timer anywhere else in your code.
You need to unbind the load handler before you add the next one, since they keep piling up as your code stands. With every iteration, you add an extra handler that does the exact same thing. Use unbind to remove the old handler before you reattach:
$('#testImage').unbind('load');
This question already has answers here:
Closed 11 years ago.
Possible Duplicate:
How to pause a setTimeout call ?
I have a function that gets called on page load which starts off a repeating function:
setTimeout(function () {
repeat();
}, 8000)
This function calls repeat() every 8 seconds, inside this function I have a bit of ajax which updates a counter on the page. Clicking on the counter gives the user a drop down menu with a number of messages. The counter value equals the number of messages the user has. Kind of like Facebook notifications.
When clicking the drop down menu Im using jQuery to hide and show it:
$('#messages').click(function () {
$('#messagesDropDown').slideDown();
})
.mouseleave(function () {
$('#messagesDropDown').slideUp();
});
When the #messagesDropDown is visible I want to stop the repeat() function, to prevent the list of messages from updating while Im viewing the current ones.
On .mouseleave I want to start the repeat() function again.
Anyone have any ideas how I can 'STOP' a repeating function In the .click function and start it again on .mouseleave ?
setTimeout returns a ID of the timeout. You can store that value, and then use clearTimeout to stop the timeout when you want.
var timeout;
$('#messages').click(function () {
$('#messagesDropDown').slideDown(function () {
clearTimeout(timeout); // Cancel the timeout when the slideDown has completed.
});
})
.mouseleave(function () {
$('#messagesDropDown').slideUp();
clearTimeout(timeout); // Cancel incase it's still running (you can also set `timeout` to undefined when you cancel with clearTimeout, and apply some logic here (`if (timeout == undefined)` so you can leave it running rather than restarting it)
timeout = setTimeout(repeat, 8000); // Store the ID of the timeout
});
setTimeout will not set a recurring event; it will only fire once (like a delayed event). Look at setInterval (and clearInterval) instead.
You said that this code starts a repeating function:
setTimeout(function () {
repeat();
}, 8000)
Since setTimeout doesn't repeat, I assume that the repeat function itself fires off another setTimeout to call itself again after it runs (chained setTimeout calls).
If so, you have two options:
Have a control variable telling repeat whether to do its work or not. A simple boolean will do. Set the boolean when you want repeat to skip its work, and have repeat check it. This is the dead simple answer.
Have control functions for repeat, like so:
var repeatHandle = 0;
function startRepeat() {
if (!repeatHandle) {
repeatHandle = setTimeout(repeatTick, 8000);
}
}
function repeatTick() {
repeatHandle = 0;
repeat();
}
function stopRepeat() {
if (repeatHandle) {
clearTimeout(repeatHandle);
repeatHandle = 0;
}
}
...and then use them to control the repeats. Be sure to modify repeat to call startRepeat to schedule its next call rather than calling setTimeout directly.
I'm creating a content rotator in jQuery. 5 items total. Item 1 fades in, pauses 10 seconds, fades out, then item 2 fades in. Repeat.
Simple enough. Using setTimeout I can call a set of functions that create a loop and will repeat the process indefinitely.
I now want to add the ability to interrupt this rotator at any time by clicking on a navigation element to jump directly to one of the content items.
I originally started going down the path of pinging a variable constantly (say every half second) that would check to see if a navigation element was clicked and, if so, abandon the loop, then restart the loop based on the item that was clicked.
The challenge I ran into was how to actually ping a variable via a timer. The solution is to dive into JavaScript closures...which are a little over my head but definitely something I need to delve into more.
However, in the process of that, I came up with an alternative option that actually seems to be better performance-wise (theoretically, at least). I have a sample running here:
http://jsbin.com/uxupi/14
(It's using console.log so have fireBug running)
Sample script:
$(document).ready(function(){
var loopCount = 0;
$('p#hello').click(function(){
loopCount++;
doThatThing(loopCount);
})
function doThatOtherThing(currentLoopCount) {
console.log('doThatOtherThing-'+currentLoopCount);
if(currentLoopCount==loopCount){
setTimeout(function(){doThatThing(currentLoopCount)},5000)
}
}
function doThatThing(currentLoopCount) {
console.log('doThatThing-'+currentLoopCount);
if(currentLoopCount==loopCount){
setTimeout(function(){doThatOtherThing(currentLoopCount)},5000);
}
}
})
The logic being that every click of the trigger element will kick off the loop passing into itself a variable equal to the current value of the global variable. That variable gets passed back and forth between the functions in the loop.
Each click of the trigger also increments the global variable so that subsequent calls of the loop have a unique local variable.
Then, within the loop, before the next step of each loop is called, it checks to see if the variable it has still matches the global variable. If not, it knows that a new loop has already been activated so it just ends the existing loop.
Thoughts on this? Valid solution? Better options? Caveats? Dangers?
UPDATE:
I'm using John's suggestion below via the clearTimeout option.
However, I can't quite get it to work. The logic is as such:
var slideNumber = 0;
var timeout = null;
function startLoop(slideNumber) {
//... code is here to do stuff here to set up the slide based on slideNumber...
slideFadeIn()
}
function continueCheck() {
if (timeout != null) {
// cancel the scheduled task.
clearTimeout(timeout);
timeout = null;
return false;
} else {
return true;
}
};
function slideFadeIn() {
if (continueCheck){
// a new loop hasn't been called yet so proceed...
$mySlide.fadeIn(fade, function() {
timeout = setTimeout(slideFadeOut,display);
});
}
};
function slideFadeOut() {
if (continueCheck){
// a new loop hasn't been called yet so proceed...
slideNumber=slideNumber+1;
$mySlide.fadeOut(fade, function() {
//... code is here to check if I'm on the last slide and reset to #1...
timeout = setTimeout(function(){startLoop(slideNumber)},100);
});
}
};
startLoop(slideNumber);
The above kicks of the looping.
I then have navigation items that, when clicked, I want the above loop to stop, then restart with a new beginning slide:
$(myNav).click(function(){
clearTimeout(timeout);
timeout = null;
startLoop(thisItem);
})
If I comment out 'startLoop...' from the click event, it, indeed, stops the initial loop. However, if I leave that last line in, it doesn't actually stop the initial loop. Why? What happens is that both loops seem to run in parallel for a period.
So, when I click my navigation, clearTimeout is called, which clears it.
What you should do is save the handle returned by setTimeout and clear it with clearTimeout to interrupt the rotator.
var timeout = null;
function doThatThing() {
/* Do that thing. */
// Schedule next call.
timeout = setTimeout(doThatOtherThing, 5000);
}
function doThatOtherThing() {
/* Do that other thing. */
// Schedule next call.
timeout = setTimeout(doThatThing, 5000);
}
function interruptThings() {
if (timeout != null) {
// Never mind, cancel the scheduled task.
clearTimeout(timeout);
timeout = null;
}
}
When a navigation element is clicked simply call interruptThings(). The nice part is that it will take effect immediately and you don't need to do any polling or anything else complicated.