Is it possible to add a minimum time my script will run for? It's a preloader, and sometimes the script runs longer than other times. I don't want to set a delay because if the site takes 20 minutes to load, adding an extra 10 seconds to it is just way too much loading time. Can I set this script so it has to run for a minimum of say 5 seconds?
var rafId = null,
delay = 200,
lTime = 0;
function scroll() {
var e = $(window).scrollTop(),
a = $(window).height(),
n = e + a;
$(".reveal").each(function () {
var a = $(this);
if (!a.hasClass("reveal_visible")) {
var l = a.offset().top;
l <= n && (l + a.height() < e ? a.removeClass("reveal_pending").addClass("reveal_visible") : (a.addClass("reveal_pending"), rafId || requestAnimationFrame(reveal)))
$( "#someID" ).addClass( "someAnimationClass" );
}
})
}
function reveal() {
rafId = null;
var e = performance.now();
if (e - lTime > delay) {
lTime = e;
var a = $(".reveal_pending");
$(a.get(0)).removeClass("reveal_pending").addClass("reveal_visible")
}
$(".reveal_pending").length >= 1 && (rafId = requestAnimationFrame(reveal))
}
$(window).load(function () {
$(".se-pre-con").delay(0).fadeOut("slow", function () {
scroll(), $(window).scroll(scroll)
})
});
Related
I have a timer going that adds 1 every second to the variable MenuTimer.
What I want is when the next button is pressed TillOpen The MenuTimer will stop having 1 added to it after that and a new variable to have 1 added instead PackTime
window.onload = function () {
var StopwatchSeconds= 00;
var StopwatchMinutes = 00;
var ShowSeconds = document.getElementById("seconds");
var ShowMinutes = document.getElementById("minutes");
var StartButton = document.getElementById("ButtonStart");
var Interval;
var menuTime;
var serviceTime;
var orders;
var menuAvg;
var serviceAvg;
StartButton.onclick= function(){
clearInterval(Interval);
Interval = setInterval(startTimer, 1000);
}
function startTimer () {
StopwatchSeconds++;
if(StopwatchSeconds > 59) {
ShowSeconds.innerHTML = "0" + StopwatchSeconds;
StopwatchSeconds = 0;
ShowMinutes.innerHTML = StopwatchMinutes;
StopwatchMinutes++;
}
if(StopwatchSeconds < 59) {
ShowSeconds.innerHTML = StopwatchSeconds;
}
}
}
Here's all of it. It half works but hopefully you get a better Idea of what i'm trying to go for.
var Interval;
var PackInterval;
var StopwatchSeconds= 00;
var StopwatchMinutes = 00;
var ShowSeconds = document.getElementById("seconds");
var ShowMinutes = document.getElementById("minutes");
var StartButton = document.getElementById("ButtonStart");
var TillOpenButton = document.getElementById("TillOpen");
var FinishButton = document.getElementById("Finish");
var ShowMenuTime = document.getElementById("MenuTime");
var ShowPackTime = document.getElementById("PackTime");
var ShowPackAvgSeconds = document.getElementById("PackerSeconds");
var ShowPackAvgMinutes = document.getElementById("PackerMinutes");
var ShowMenuAvgSeconds = document.getElementById("MenuMinutes");
var ShowMenuAvgMinutes = document.getElementById("MenuSeconds");
var DivisionSeconds = 60;
var TotalTime = 0;
var MenuTime = 0;
var PackTime = 0;
var AllMenuTimes = 0;
var AllPackTimes = 0;
var TotalMenuOrders = 0;
var TotalPackOrders = 0;
var MenuOrdersTotalSeconds = 0;
var PackOrdersTotalSeconds = 0;
var MenuAvgMinutes = 0;
var MenuAvgSeconds = 0;
var PackAvgSeconds = 0;
var PackAvgMinutes = 0;
StartButton.onclick = function(){
TotalMenuOrders + 1;
MenuTime = 0;
ShowMenuTime.innerHTML = MenuTime;
clearInterval(Interval);
Interval = setInterval(startTimer, 1000);
window.alert ("I work");
}
//This starts the timer. Inverval is a variable that holds the timer number.
function startTimer () {
StopwatchSeconds++;
TotalTime++;
MenuTime++;
AllMenuTime++;
if(StopwatchSeconds > 59) {
ShowSeconds.innerHTML = "0" + StopwatchSeconds;
StopwatchSeconds = 0;
StopwatchMinutes++;
ShowMinutes.innerHTML = StopwatchMinutes; // Makes this a string in html
}
if(StopwatchSeconds < 59) {
ShowSeconds.innerHTML = StopwatchSeconds;
}
}
// When the start button is pressed this function starts. it adds 1 to
Stopwatch, total and Menu every 1000 increments that Interval hits.
// This also says if StopwatchSeconds goes above 59 itll reset to 0 and if
its below itll keep counting.
TillOpenButton.onclick = function () {
PackTime = 0;
ShowPackTime.innerHTML = PackTime;
ShowMenuTime.innerHTML = MenuTime;
PackInterval = setInterval(startPackerTimer, 1000);
Interval+PackInterval;
clearInterval(Interval);
/* if (TotalMenuOrders < 1) {
AllMenuTimes / TotalMenuOrders = MenuOrdersTotalSeconds;
MenuOrderTotalSeconds % 60 = MenuAvgSeconds;
MenuAvgMinutes = Math.floor(MenuOrderTotalSeconds/60);
ShowMenuAvgMinutes.innerHTML = MenuAvgMinutes;
ShowMenuAvgSeconds.innerHTML = MenuAvgSeconds;
}
*/
}
// When this button is pressed it stops the first timer and the menu timer.
It then starts a new timer and function which add to the variable that will
show the total time.
// It does clear the variable Interval though
FinishButton.onclick = function (){
clearInterval(Interval);
ShowPackTime.innerHTML = PackTime;
clearInterval(PackInterval);
StopwatchSeconds = 0;
StopwatchMinutes = 0;
ShowSeconds.innerHTMl = 0 + StopwatchSeconds;
ShowMinutes.innerHTML = 0 + StopwatchMinutes;
AllPackTimes += PackTime;
TotalPackOrders++;
/*AllPackTimes/TotalPackOrders = PackOrderTotalSeconds;
PackOrderTotalSeconds % DivisionSeconds = PackAvgSeconds;
PackAvgMinutes = Math.floor(PackOrderTotalSeconds/60);
ShowPackAvgMinutes.innerHTML = PackAvgMinutes;
ShowPackAvgSeconds.innerHTML = PackAvgSeconds;*/
}
// When the Finish Button is pressed it clears everything. Resets
everything. except Menu Time, Total Time and PackTime. I need 3 new
variables to hold these to get the average.
function startPackerTimer () {
StopwatchSeconds++;
TotalTime++;
PackTime++;
if(StopwatchSeconds > 59) {
ShowSeconds.innerHTML = "0" + StopwatchSeconds;
StopwatchSeconds = 0;
StopwatchMinutes++;
ShowMinutes.innerHTML = StopwatchMinutes;
}
if(StopwatchSeconds < 59) {
ShowSeconds.innerHTML = StopwatchSeconds;
}
// Same deal but with the Till open button. Still adds onto
STopwatchSeconds so the variable doesn't change.
}
New solution, wich allows to create different timers and keep track of them:
//a method to setup a new timer
function Timer(Name){
this.timeElement=document.createElement("div");
(this.stopButton=document.createElement("button")).innerHTML="STOP";
(this.startButton=document.createElement("button")).innerHTML="START";
(this.Name=document.createElement("h1")).innerHTML=Name;
[this.Name,this.timeElement,this.startButton,this.stopButton].forEach(el=>document.body.appendChild(el));
this.stopButton.addEventListener("click",this.stop.bind(this));
this.startButton.addEventListener("click",this.start.bind(this));
this.seconds=0;
this.minutes=0;
}
Timer.prototype={
update:function() {
this.seconds++;
if(this.seconds > 59) {
this.seconds=0;
this.minutes++;
}
var secTemp="00"+this.seconds, minTemp="00"+this.minutes;
this.timeElement.innerHTML=minTemp.slice(minTemp.length-2)+":"+secTemp.slice(secTemp.length-2);
},
stop:function(){
if(this.interval) clearInterval(this.interval);
this.running=false;
if(this.onstop) this.onstop(this);
}
start:function(){
if(this.interval) clearInterval(this.interval);
this.interval = setInterval(this.update.bind(this), 1000);
this.running=true;
if(this.onstart) this.onstart(this);
}
};
This implements a Timer with OOP. So you can create multiple timers, and they wont influence each other.
You can create a timer like this:
var timer= new Timer("The Name");
You can also change events, set/read the times and check if running:
timer.start();//start the timer ( can also be done with the ui button)
timer.stop();
timer.onstart=()=>alert("Started!");
timer.onstop=()=>alert("Stopped!");
console.log(timer.running,timer.minutes,timer.seconds);
If you want to wait for multiple timers and to calculate the average if all of them stopped:
var timers=["Timer 1", "Timer 2"].map(name=>new Timer(name));//create two timers and store in array
timers.forEach(function(timer){
timer.running=true;
timer.onstop=function(){
if(timers.some(t=>t.running)) return;//if theres a running timer dont procceed
var seconds=timers.reduce((seconds,timer)=>seconds+=(timer.seconds+timer.minutes*60),0);
var average=seconds/timers.length;
alert("Average: "+average+"s");
};
});
http://jsbin.com/coduvohewu/edit?output
The old solution, adding a timer if the new button is pressed, and stops the old one then:
So you want to stop the current timer, and create a new one below that? Maybe you could refactor the code a bit, doing sth like this:
window.onload = function () {
var seconds= 0,minutes = 0;
var times=[];
var Interval;
var timeElement;
//a method to setup a new timer
function createTimer(dontsave){
if(times.length>3) return alert(times.map(el=>el.join(":")).join());
timeElement=document.createElement("div");
document.body.appendChild(timeElement);
if(!dontsave) times.push([minutes,seconds]);
}
createTimer(true);
//a method to let the timer run
function startTimer () {
seconds++;
if(seconds > 59) {
seconds=0;
minutes++;
}
var secTemp="00"+seconds,minTemp="00"+minutes;
timeElement.innerHTML=minTemp.slice(minTemp.length-2)+":"+secTemp.slice(secTemp.length-2);
}
//assign to buttons:
document.getElementById("ButtonStart").onclick= function(){
clearInterval(Interval);
Interval = setInterval(startTimer, 1000);
}
document.getElementById("ButtonNew").onclick=createTimer;
};
http://jsbin.com/mujisaweyo/edit?output
This simply creates a new div in the DOM if you press a button with the id ButtonNew . So the current time stays as a text in the old Element, and it keeps counting in the new one. Ive also added a zero filling...
I want to make a page that runs a jQuery script when user gets in the page and the query runs even if user leaves the page or closes the browser. Is this possible?
if(localStorage.getItem("counter")){
if((localStorage.getItem("counter") >= 300) || (localStorage.getItem("counter") <= 0)){
var value = 300;
}else{
var value = localStorage.getItem("counter");
}
}else{
var value = 300;
}
document.getElementById('divCounter').innerHTML = value;
var counter = function (){
if(value <= 0){
localStorage.setItem("counter", 0);
value = 0;
$( ".exit" ).trigger( "click" );
}else{
value = parseInt(value)-1;
localStorage.setItem("counter", value);
}
document.getElementById('divCounter').innerHTML = value;
};
var interval = setInterval(function (){counter();}, 1000);
This is my script. For more detail, this is a countdown from 300 that when user gets in the page it starts and I want to make it like it runs even if user has left the page till it gets 0.
I dare to answer your question and nevertheless hope this will help you. There is no chance to run this js-code after this tab has been closed but you can remember the time an user left your site by setting a time_leave that is set on each interval-round and when an user leaves your site using onbeforeunload:
var value;
if (localStorage.getItem('counter')) {
if ((localStorage.getItem('counter') >= 300) || (localStorage.getItem('counter') <= 0)) {
value = 300;
} else {
value = getElaspedTime();
}
} else {
value = 300;
}
document.getElementById('divCounter').innerHTML = value;
var counter = function () {
if (value <= 0) {
localStorage.setItem('counter', 0);
value = 0;
//$('.exit').trigger('click');
} else {
value = parseInt(value) - 1;
localStorage.setItem('counter', value);
}
document.getElementById('divCounter').innerHTML = value;
// set "departure"-time
localStorage.setItem('time_leave', (new Date()).getTime());
};
function getElaspedTime() {
var now = new Date();
var timeLeft = + localStorage.getItem('time_leave');
timeLeft = new Date(timeLeft);
var passedSecs = (now.getTime() - timeLeft.getTime()) / 1000;
return parseInt(localStorage.getItem('counter')) - parseInt(passedSecs);
}
window.onbeforeunload = function(){
// set "departure"-time when user closes the tap
localStorage.setItem('time_leave', (new Date()).getTime());
};
var interval = setInterval(function () {
counter();
}, 1000);
I want to create a js function , that counts down to 0 from a parameter s.
and displays that at a <p> with the id = count , the function starts via onclick="countdown(60)" from a Button , but somehow it doesn t work.
Someone has a idea why ?
Thank you for your help.
var count ;
function countdown(s){
count = s ;
while (s > 0) {
document.getElementById("count").innerText = count ;
setTimeout(tick(), 1000) ;
}
document.getElementById("count").innerText = "ready" ;
}
function tick (){
count -- ;
}
Few points:
Your while loop will stack the setInterval calls immediately, and therefore they'll all fire after 1 second.
Calling setTimeout(tick().. will execute the tick function immediately
See the below as an alternative:
var countdown = function(s){
var c = document.getElementById("count");
var tick = function(){
c.innerText = s;
};
var ready = function(){
clearInterval(i);
c.innerText = "ready";
};
tick();
var i = setInterval(function(){
(s>0) ? function(){ s--;tick(); }() : ready();
}, 1000);
}
countdown(10);
<div id="count"></div>
Try this:
var count;
function countdown(s){
s = count; // reverse this line and it should work
while (s > 0) {
document.getElementById("count").innerText = count ;
setTimeout(tick(), 1000);
}
document.getElementById("count").innerText = "ready" ;
}
function tick (){
count -- ;
}
I´m trying a JS example that I´ve found in a book, and for some reason it doesn´t work. I´ve checked for typos also. I´m not using any particular library.
It´s a button that should shake and fade after clicking it. And it does none of those things.
(Here´s the JSFiddle link)
HTML
<button onclick="shake(this, fadeOut);">Shake and Fade</button>
JS
function shake(e, oncomplete, distance, time) {
if (typeof e === "string") e = document.getElementById(e);
if (!time) time = 500;
if (!distance) distance = 5;
var originalStyle = e.style.cssText;
e.style.position = "relative";
var start = (new Date()).getTime();
animate();
function animate() {
var now = (new Date()).getTime();
var elapsed = now - start;
var fraction = elapsed / time;
if (fraction < 1) {
var x = distance * Math.sin(fraction * 4 * Math.PI);
e.style.left = x + "px";
setTimeout(animate, Math.min(25, time - elapsed));
} else {
e.style.cssText = originalStyle;
if (oncomplete) oncomplete(e);
}
}
}
function fadeOut(e, oncomplete, time) {
if (typeof e === "string") e = document.getElementById(e);
if (!time) time = 500;
var ease = Math.sqrt;
var start = (net Date()).getTime();
animate();
function animate() {
var elapsed = (new Date()).getTime() - start;
var fraction = elapsed / time;
if (fraction < 1) {
var opacity = 1 - ease(fraction);
e.style.opacity = String(opacity);
setTimeout(animate,
Math.min(25, time - elapsed));
} else {
e.style.opacity = "0";
if (oncomplete) oncomplete(e);
}
}
}
Check the error console, your code has a syntax error.
var start = (net Date()).getTime();
Should be:
var start = (new Date()).getTime();
I want to do a count down and want to show like format as Minutes:Seconds:Milliseconds. I made a count down with jquery plug-in countdown but it shows just Minutes:Seconds format.
Is there any way to make it right?
Many Thanks!
Hi guys I have developed a code for my self use the following code
counter for 20 seconds
var _STOP =0;
var value=1999;
function settimer()
{
var svalue = value.toString();
if(svalue.length == 3)
svalue = '0'+svalue;
else if(svalue.length == 2)
svalue = '00'+svalue;
else if(svalue.length == 1)
svalue = '000'+svalue;
else if(value == 0)
svalue = '0000';
document.getElementById('cn1').innerHTML = svalue[0];
document.getElementById('cn2').innerHTML = svalue[1];
document.getElementById('cn3').innerHTML = svalue[2];
document.getElementById('cn4').innerHTML = svalue[3];
value--;
if (_STOP==0 && value>=0) setTimeout("settimer();", 10);
}
setTimeout("settimer()", 10);
Try this: http://jsfiddle.net/aamir/TaHtz/76/
HTML:
<div id="timer"></div>
JS:
var el = document.getElementById('timer');
var milliSecondsTime = 10000;
var timer;
el.innerHTML = milliSecondsTime/1000;
timer = setInterval(function(){
milliSecondsTime = milliSecondsTime - 1000;
if(milliSecondsTime/1000 == 0) {
clearTimeout(timer);
el.innerHTML = 'BOOOOM';
}
else {
el.innerHTML = milliSecondsTime/1000;
}
},1000);
If you want to make your own timer.
read this earlier question
How to create a JQuery Clock / Timer
Try setting the format parameter - http://keith-wood.name/countdownRef.html#format
On further reading, this plugin doesn't do milliseconds. At this point, you either have to edit the actual plugin code or find a new plugin.
I completely agree with #Matt Ball's comment.It may also cause the browser to crash.
Why don't you try this solution instead
jQuery 1 minute countdown with milliseconds and callback
I did it like this (generic counter from N to X (X > N)):
var dynamicCounterAddNewValue = 20;
var currentDynamicUpdater;
function dynamicCounterForValueForControlUpdater(_updaterData) {
_updaterData.from += dynamicCounterAddNewValue;
if (_updaterData.from > _updaterData.to) {
_updaterData.from = _updaterData.to;
}
_updaterData.c.html(_updaterData.from.toString());
if (_updaterData.from < _updaterData.to) {
currentDynamicUpdater = setTimeout(
dynamicCounterForValueForControlUpdater,
10,
{
c: _updaterData.c,
from: _updaterData.from,
to: _updaterData.to
}
);
}
else {
clearTimeout(currentDynamicUpdater);
}
return;
}
// _c -> jQuery object (div,span)
// _from -> starting number
// _to -> ending number
function dynamicCounterForValueForControl(_c, _from, _to) {
clearTimeout(currentDynamicUpdater);
dynamicCounterForValueForControlUpdater(
{
c: _c,
from: _from,
to: _to
}
);
return;
}
EDIT: Updated version (more flexible - for N elements one after another):
(input element is Array of elements for making them dynamic-counts)
var dynamicCounterTimeout = 10;
var currentDynamicUpdater;
function odcArray(_odca) {
this.odca = _odca;
return;
}
function odc(_c, _from, _to) {
this.c = _c; // $('#control_id')
this.from = _from; // e.g. N
this.to = _to; // e.g. M => (M >= N)
var di = parseInt(_to / 45, 10);
if (di < 1) {
di = 1;
}
this.dynamicInc = di;
return;
}
function dynamicCounterForValueForControlUpdater(_odca) {
if (
_odca.odca === null
||
!_odca.odca.length
) {
clearTimeout(currentDynamicUpdater);
return;
}
var o = _odca.odca[0];
o.from += o.dynamicInc;
if (o.from > o.to) {
o.from = o.to;
_odca.odca.shift(); // Remove first element
}
o.c.html(o.from.toString());
currentDynamicUpdater = setTimeout(
dynamicCounterForValueForControlUpdater,
dynamicCounterTimeout,
_odca
);
return;
}
function dynamicCounterForValueForControl(_odca) {
clearTimeout(currentDynamicUpdater);
// SETUP all counters to default
for (var i = 0; i < _odca.odca.length; i++) {
_odca.odca[i].c.html(_odca.odca[i].from.toString());
}
dynamicCounterForValueForControlUpdater(
_odca
);
return;
}