Smoothly increase interval time with JS - javascript

How can i play a sound at an interval (for example once every second) and gradually decrease the time between the intervals?
At the moment, i use two intervals with setInterval, the first one plays the sound each second, the second setInterval speeds up the first interval every 20 seconds. This works, but it leaves a nasty "pause" between the intervals.
Is there a better way?
Example code (just to clarify, not necessary to read):
var audio = new Audio('track.wav');
var baseSpeed = 1000;
var myInt;
var changeInt;
//Starts a Run
function beatInterval() {
audio.play();
};
//Speeds up the other interval
function speedUpInterval() {
baseSpeed = baseSpeed - 20
clearInterval(myInt);
myInt = setInterval(beatInterval, baseSpeed);
console.log(baseSpeed);
myInt = setInterval(beatInterval, baseSpeed);
changeInt = setInterval(speedUpInterval, 20000);

You can delay adjustment of speed, until interval function is actually executed:
var speedChanged = false;
function beatInterval() {
if(speedChanged) {
speedChanged = false;
clearInterval(myInt);
myInt = setInterval(beatInterval, baseSpeed);
}
audio.play();
};
function speedUpInterval() {
baseSpeed = baseSpeed - 20
speedChanged = true;
console.log(baseSpeed);
}

Related

React setInterval Timer Lags When on Separate Browser Tab [duplicate]

I need to create a simple but accurate timer.
This is my code:
var seconds = 0;
setInterval(function() {
timer.innerHTML = seconds++;
}, 1000);
After exactly 3600 seconds, it prints about 3500 seconds.
Why is it not accurate?
How can I create an accurate timer?
Why is it not accurate?
Because you are using setTimeout() or setInterval(). They cannot be trusted, there are no accuracy guarantees for them. They are allowed to lag arbitrarily, and they do not keep a constant pace but tend to drift (as you have observed).
How can I create an accurate timer?
Use the Date object instead to get the (millisecond-)accurate, current time. Then base your logic on the current time value, instead of counting how often your callback has been executed.
For a simple timer or clock, keep track of the time difference explicitly:
var start = Date.now();
setInterval(function() {
var delta = Date.now() - start; // milliseconds elapsed since start
…
output(Math.floor(delta / 1000)); // in seconds
// alternatively just show wall clock time:
output(new Date().toUTCString());
}, 1000); // update about every second
Now, that has the problem of possibly jumping values. When the interval lags a bit and executes your callback after 990, 1993, 2996, 3999, 5002 milliseconds, you will see the second count 0, 1, 2, 3, 5 (!). So it would be advisable to update more often, like about every 100ms, to avoid such jumps.
However, sometimes you really need a steady interval executing your callbacks without drifting. This requires a bit more advanced strategy (and code), though it pays out well (and registers less timeouts). Those are known as self-adjusting timers. Here the exact delay for each of the repeated timeouts is adapted to the actually elapsed time, compared to the expected intervals:
var interval = 1000; // ms
var expected = Date.now() + interval;
setTimeout(step, interval);
function step() {
var dt = Date.now() - expected; // the drift (positive for overshooting)
if (dt > interval) {
// something really bad happened. Maybe the browser (tab) was inactive?
// possibly special handling to avoid futile "catch up" run
}
… // do what is to be done
expected += interval;
setTimeout(step, Math.max(0, interval - dt)); // take into account drift
}
I'ma just build on Bergi's answer (specifically the second part) a little bit because I really liked the way it was done, but I want the option to stop the timer once it starts (like clearInterval() almost). Sooo... I've wrapped it up into a constructor function so we can do 'objecty' things with it.
1. Constructor
Alright, so you copy/paste that...
/**
* Self-adjusting interval to account for drifting
*
* #param {function} workFunc Callback containing the work to be done
* for each interval
* #param {int} interval Interval speed (in milliseconds)
* #param {function} errorFunc (Optional) Callback to run if the drift
* exceeds interval
*/
function AdjustingInterval(workFunc, interval, errorFunc) {
var that = this;
var expected, timeout;
this.interval = interval;
this.start = function() {
expected = Date.now() + this.interval;
timeout = setTimeout(step, this.interval);
}
this.stop = function() {
clearTimeout(timeout);
}
function step() {
var drift = Date.now() - expected;
if (drift > that.interval) {
// You could have some default stuff here too...
if (errorFunc) errorFunc();
}
workFunc();
expected += that.interval;
timeout = setTimeout(step, Math.max(0, that.interval-drift));
}
}
2. Instantiate
Tell it what to do and all that...
// For testing purposes, we'll just increment
// this and send it out to the console.
var justSomeNumber = 0;
// Define the work to be done
var doWork = function() {
console.log(++justSomeNumber);
};
// Define what to do if something goes wrong
var doError = function() {
console.warn('The drift exceeded the interval.');
};
// (The third argument is optional)
var ticker = new AdjustingInterval(doWork, 1000, doError);
3. Then do... stuff
// You can start or stop your timer at will
ticker.start();
ticker.stop();
// You can also change the interval while it's in progress
ticker.interval = 99;
I mean, it works for me anyway. If there's a better way, lemme know.
Bergi's answer pinpoints exactly why the timer from the question is not accurate. Here's my take on a simple JS timer with start, stop, reset and getTime methods:
class Timer {
constructor () {
this.isRunning = false;
this.startTime = 0;
this.overallTime = 0;
}
_getTimeElapsedSinceLastStart () {
if (!this.startTime) {
return 0;
}
return Date.now() - this.startTime;
}
start () {
if (this.isRunning) {
return console.error('Timer is already running');
}
this.isRunning = true;
this.startTime = Date.now();
}
stop () {
if (!this.isRunning) {
return console.error('Timer is already stopped');
}
this.isRunning = false;
this.overallTime = this.overallTime + this._getTimeElapsedSinceLastStart();
}
reset () {
this.overallTime = 0;
if (this.isRunning) {
this.startTime = Date.now();
return;
}
this.startTime = 0;
}
getTime () {
if (!this.startTime) {
return 0;
}
if (this.isRunning) {
return this.overallTime + this._getTimeElapsedSinceLastStart();
}
return this.overallTime;
}
}
const timer = new Timer();
timer.start();
setInterval(() => {
const timeInSeconds = Math.round(timer.getTime() / 1000);
document.getElementById('time').innerText = timeInSeconds;
}, 100)
<p>Elapsed time: <span id="time">0</span>s</p>
The snippet also includes a solution for your problem. So instead of incrementing seconds variable every 1000ms interval, we just start the timer and then every 100ms* we just read elapsed time from the timer and update the view accordingly.
* - makes it more accurate than 1000ms
To make your timer more accurate, you would have to round
Most of the timers in the answers here will linger behind the expected time because they set the "expected" value to the ideal and only account for the delay that the browser introduced before that point. This is fine if you just need accurate intervals, but if you are timing relative to other events then you will (nearly) always have this delay.
To correct it, you can keep track of the drift history and use it to predict future drift. By adding a secondary adjustment with this preemptive correction, the variance in the drift centers around the target time. For example, if you're always getting a drift of 20 to 40ms, this adjustment would shift it to -10 to +10ms around the target time.
Building on Bergi's answer, I've used a rolling median for my prediction algorithm. Taking just 10 samples with this method makes a reasonable difference.
var interval = 200; // ms
var expected = Date.now() + interval;
var drift_history = [];
var drift_history_samples = 10;
var drift_correction = 0;
function calc_drift(arr){
// Calculate drift correction.
/*
In this example I've used a simple median.
You can use other methods, but it's important not to use an average.
If the user switches tabs and back, an average would put far too much
weight on the outlier.
*/
var values = arr.concat(); // copy array so it isn't mutated
values.sort(function(a,b){
return a-b;
});
if(values.length ===0) return 0;
var half = Math.floor(values.length / 2);
if (values.length % 2) return values[half];
var median = (values[half - 1] + values[half]) / 2.0;
return median;
}
setTimeout(step, interval);
function step() {
var dt = Date.now() - expected; // the drift (positive for overshooting)
if (dt > interval) {
// something really bad happened. Maybe the browser (tab) was inactive?
// possibly special handling to avoid futile "catch up" run
}
// do what is to be done
// don't update the history for exceptionally large values
if (dt <= interval) {
// sample drift amount to history after removing current correction
// (add to remove because the correction is applied by subtraction)
drift_history.push(dt + drift_correction);
// predict new drift correction
drift_correction = calc_drift(drift_history);
// cap and refresh samples
if (drift_history.length >= drift_history_samples) {
drift_history.shift();
}
}
expected += interval;
// take into account drift with prediction
setTimeout(step, Math.max(0, interval - dt - drift_correction));
}
I agree with Bergi on using Date, but his solution was a bit of overkill for my use. I simply wanted my animated clock (digital and analog SVGs) to update on the second and not overrun or under run creating obvious jumps in the clock updates. Here is the snippet of code I put in my clock update functions:
var milliseconds = now.getMilliseconds();
var newTimeout = 1000 - milliseconds;
this.timeoutVariable = setTimeout((function(thisObj) { return function() { thisObj.update(); } })(this), newTimeout);
It simply calculates the delta time to the next even second, and sets the timeout to that delta. This syncs all of my clock objects to the second. Hope this is helpful.
Here's a solution that pauses when the window is hidden, and can be cancelled with an abort controller.
function animationInterval(ms, signal, callback) {
const start = document.timeline.currentTime;
function frame(time) {
if (signal.aborted) return;
callback(time);
scheduleFrame(time);
}
function scheduleFrame(time) {
const elapsed = time - start;
const roundedElapsed = Math.round(elapsed / ms) * ms;
const targetNext = start + roundedElapsed + ms;
const delay = targetNext - performance.now();
setTimeout(() => requestAnimationFrame(frame), delay);
}
scheduleFrame(start);
}
Usage:
const controller = new AbortController();
// Create an animation callback every second:
animationInterval(1000, controller.signal, time => {
console.log('tick!', time);
});
// And stop it sometime later:
controller.abort();
Modern, Fully Programmable Timer
This timer takes a frequency in Hertz, and a callback that can take up to four arguments, the current frame index, the current time, the time that the current frame would have ideally occurred at, and a reference to the timer instance (so the caller and callback can both access its methods).
Note: All times are based on performance.now, and are relative to the moment that the page loaded.
Timer instances have three API methods:
stop: Takes no args. Kills the timer immediately (and permanently).
Returns the frame index for the next frame (the cancelled frame).
adapt: Takes a frequency in Hertz and adapts the timer to it, beginning
from the next frame. Returns the implied interval in milliseconds.
redefine: Takes a new callback function. Swaps it with the current
callback. Effects the next frame. Returns undefined.
Note: The tick method passes this around explicitly (as self) to work around the problem of this referencing window when the tick method is invoked via setTimeout.
class ProgrammableTimer {
constructor(hertz, callback) {
this.target = performance.now(); // target time for the next frame
this.interval = 1 / hertz * 1000; // the milliseconds between ticks
this.callback = callback;
this.stopped = false;
this.frame = 0;
this.tick(this);
}
tick(self) {
if (self.stopped) return;
const currentTime = performance.now();
const currentTarget = self.target;
const currentInterval = (self.target += self.interval) - currentTime;
setTimeout(self.tick, currentInterval, self);
self.callback(self.frame++, currentTime, currentTarget, self);
}
stop() { this.stopped = true; return this.frame }
adapt(hertz) { return this.interval = 1 / hertz * 1000 }
redefine(replacement) { this.callback = replacement }
}
Doesn't get much more accurate than this.
var seconds = new Date().getTime(), last = seconds,
intrvl = setInterval(function() {
var now = new Date().getTime();
if(now - last > 5){
if(confirm("Delay registered, terminate?")){
clearInterval(intrvl);
return;
}
}
last = now;
timer.innerHTML = now - seconds;
}, 333);
As to why it is not accurate, I would guess that the machine is busy doing other things, slowing down a little on each iteration adds up, as you see.
This is an old question but figured I'd share some code I use sometimes:
function Timer(func, delay, repeat, runAtStart)
{
this.func = func;
this.delay = delay;
this.repeat = repeat || 0;
this.runAtStart = runAtStart;
this.count = 0;
this.startTime = performance.now();
if (this.runAtStart)
this.tick();
else
{
var _this = this;
this.timeout = window.setTimeout( function(){ _this.tick(); }, this.delay);
}
}
Timer.prototype.tick = function()
{
this.func();
this.count++;
if (this.repeat === -1 || (this.repeat > 0 && this.count < this.repeat) )
{
var adjustedDelay = Math.max( 1, this.startTime + ( (this.count+(this.runAtStart ? 2 : 1)) * this.delay ) - performance.now() );
var _this = this;
this.timeout = window.setTimeout( function(){ _this.tick(); }, adjustedDelay);
}
}
Timer.prototype.stop = function()
{
window.clearTimeout(this.timeout);
}
Example:
time = 0;
this.gameTimer = new Timer( function() { time++; }, 1000, -1);
Self-corrects the setTimeout, can run it X number of times (-1 for infinite), can start running instantaneously, and has a counter if you ever need to see how many times the func() has been run. Comes in handy.
Edit: Note, this doesn't do any input checking (like if delay and repeat are the correct type. And you'd probably want to add some kind of get/set function if you wanted to get the count or change the repeat value.
One of my simplest implementations is down below. It can even survive page reloads. :-
Code pen: https://codepen.io/shivabhusal/pen/abvmgaV
$(function() {
var TTimer = {
startedTime: new Date(),
restoredFromSession: false,
started: false,
minutes: 0,
seconds: 0,
tick: function tick() {
// Since setInterval is not reliable in inactive windows/tabs we are using date diff.
var diffInSeconds = Math.floor((new Date() - this.startedTime) / 1000);
this.minutes = Math.floor(diffInSeconds / 60);
this.seconds = diffInSeconds - this.minutes * 60;
this.render();
this.updateSession();
},
utilities: {
pad: function pad(number) {
return number < 10 ? '0' + number : number;
}
},
container: function container() {
return $(document);
},
render: function render() {
this.container().find('#timer-minutes').text(this.utilities.pad(this.minutes));
this.container().find('#timer-seconds').text(this.utilities.pad(this.seconds));
},
updateSession: function updateSession() {
sessionStorage.setItem('timerStartedTime', this.startedTime);
},
clearSession: function clearSession() {
sessionStorage.removeItem('timerStartedTime');
},
restoreFromSession: function restoreFromSession() {
// Using sessionsStorage to make the timer persistent
if (typeof Storage == "undefined") {
console.log('No sessionStorage Support');
return;
}
if (sessionStorage.getItem('timerStartedTime') !== null) {
this.restoredFromSession = true;
this.startedTime = new Date(sessionStorage.getItem('timerStartedTime'));
}
},
start: function start() {
this.restoreFromSession();
this.stop();
this.started = true;
this.tick();
this.timerId = setInterval(this.tick.bind(this), 1000);
},
stop: function stop() {
this.started = false;
clearInterval(this.timerId);
this.render();
}
};
TTimer.start();
});
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/1.12.4/jquery.min.js"></script>
<h1>
<span id="timer-minutes">00</span> :
<span id="timer-seconds">00</span>
</h1>
Inspired by Bergi's answer I created the following complete non drifting timer. What I wanted was a way to set a timer, stop it, and do this simply.
var perfectTimer = { // Set of functions designed to create nearly perfect timers that do not drift
timers: {}, // An object of timers by ID
nextID: 0, // Next available timer reference ID
set: (callback, interval) => { // Set a timer
var expected = Date.now() + interval; // Expected currect time when timeout fires
var ID = perfectTimer.nextID++; // Create reference to timer
function step() { // Adjusts the timeout to account for any drift since last timeout
callback(); // Call the callback
var dt = Date.now() - expected; // The drift (ms) (positive for overshooting) comparing the expected time to the current time
expected += interval; // Set the next expected currect time when timeout fires
perfectTimer.timers[ID] = setTimeout(step, Math.max(0, interval - dt)); // Take into account drift
}
perfectTimer.timers[ID] = setTimeout(step, interval); // Return reference to timer
return ID;
},
clear: (ID) => { // Clear & delete a timer by ID reference
if (perfectTimer.timers[ID] != undefined) { // Preventing errors when trying to clear a timer that no longer exists
console.log('clear timer:', ID);
console.log('timers before:', perfectTimer.timers);
clearTimeout(perfectTimer.timers[ID]); // Clear timer
delete perfectTimer.timers[ID]; // Delete timer reference
console.log('timers after:', perfectTimer.timers);
}
}
}
// Below are some tests
var timerOne = perfectTimer.set(() => {
console.log(new Date().toString(), Date.now(), 'timerOne', timerOne);
}, 1000);
console.log(timerOne);
setTimeout(() => {
perfectTimer.clear(timerOne);
}, 5000)
var timerTwo = perfectTimer.set(() => {
console.log(new Date().toString(), Date.now(), 'timerTwo', timerTwo);
}, 1000);
console.log(timerTwo);
setTimeout(() => {
perfectTimer.clear(timerTwo);
}, 8000)
driftless is a drop-in replacement for setInterval that mitigates drift. Makes life easy, import the npm package, then use it like setInterval / setTimeout:
setDriftlessInterval(() => {
this.counter--;
}, 1000);
setDriftlessInterval(() => {
this.refreshBounds();
}, 20000);
you can use a function called setTimeout that we can use to set the countdown.
Firstly, create a javascript snippet and add it to your page as follows;
var remainingTime = 30;
var elem = document.getElementById('countdown_div');
var timer = setInterval(countdown, 1000); //set the countdown to every second
function countdown() {
if (remainingTime == -1) {
clearTimeout(timer);
doSomething();
} else {
elem.innerHTML = remainingTime + ' left';
remainingTime--; //we subtract the second each iteration
}
}
Source + more details -> https://www.growthsnippets.com/30-second-countdown-timer-javascript/
Many of these answers here are great, but they typically their code examples are pages and pages of code (the good ones even have instructions on the best way to copy/paste it all). I just wanted to understand this problem with a very simple example.
Working Demo
var lastpause = 0;
var totaltime = 0;
function goFunction(e) {
if(this.innerText == 'Off - Timer Not Going') {
this.innerText = 'On - Timer Going';
} else {
totaltime += Date.now() - lastpause;
this.innerText = 'Off - Timer Not Going';
}
lastpause = Date.now();
document.getElementById('count').innerText = totaltime + ' milliseconds.';
}
document.getElementById('button').addEventListener('click', goFunction);
<button id="button">Off - Timer Not Going</button> <br>
Seconds: <span id="count">0 milliseconds.</span>
Explanation of Demo
totaltime — This is the total time calculated.
lastpause — This is the only real temporary variable we have. Whenever someone hits pause, we set lastpause to Date.now(). When someone unpauses, and re-pauses again, we calculate the time diff of Date.now() subtracted from the last pause.
We only need those two variables: Our total and the last time we stopped the timer. The other answers seem to use this approach, but I wanted a compact explanation.
I gave up building my own and ended up using this neat library.

Track the total time the HTMLAudio was playing

How could I track for how long was the HTMLAudio playing in total?
What I tried to do is to run the following function each time an audio started to play or paused:
let totalTimeInSeconds = 0;
let intervalId = null;
const startedToPlay = function() {
intervalId = setInterval(function() { ++totalTimeInSeconds; }, 1000);
};
const pausedPlaying = function() {
clearInterval(intervalId);
};
But I am getting a little bit of a difference. The difference is +-20 seconds.
So, what is a better way to do this?
In order to avoid the x-y problem: I need this to trigger my own events once the audio played for more than a specified amount of time in total (that means that we can rewind the audio back and forth, but still we are only interested in total time listened and not the length of the audio listened).
Thank you.
The way I would approach this is to simply set a timeout when they start playing, and clear the timeout when they pause, and update the total time left only on pause.
Something like:
const SECOND = 1000;
let timeLeft = 5 * SECOND;
let startTime = null;
let timeout = null;
let div = document.getElementById('timer')
let toggle = document.getElementById('toggle');
let playing = false;
toggle.addEventListener('click', () => {
if (playing) {
pausedPlaying();
} else {
startedToPlay();
}
playing = !playing;
});
const startedToPlay = function() {
startTime = (new Date()).getTime();
timeout = setTimeout(() => alert(), timeLeft);
};
const pausedPlaying = function() {
clearTimeout(timeout);
timeLeft -= (new Date()).getTime() - startTime;
startTime = null;
};
setInterval(() => div.textContent = startTime ? (timeLeft - ((new Date()).getTime() - startTime)) : timeLeft);
<div id="timer">5</div>
<button id="toggle">Start/Stop</button>
Note the interval at the bottom is only for updating the displayed time left.

Is it possible to repeat a loop every 10 minutes in Javascript?

I would like to have this loop ( a song) executed and then wait for 10 Minutes,before it will repeat itself.
for (i = 0; i < 3; i++) {
var audio = document.createElement("");
audio.src = "my_sound.mp3";
audio.play();
};
It would be great if someone could help me.
Try using this:
setInterval(function() {
for (i = 0; i < 3; i++) {
var audio = document.createElement("audio");
audio.src = "my_sound.mp3";
audio.play();
}
}, 600 * 1000);
It easily can be done like this:
function play () {
for (i = 0; i < 3; i++) {
var audio = document.createElement("audio");
audio.src = "my_sound.mp3";
audio.play();
};
}
setInterval(play, 600000);
//the function name. do not put () after it as you aren't executing it.
//600000 is the number of milliseconds in 10 minutes.
play(); //this will execute it immediately the first time if you want.
setInterval
You're looking to use setInterval() or setTimeout
http://www.w3schools.com/jsref/met_win_setinterval.asp
The first one, executes every X time, the second one executes after X time has passed, wich one to use depends on how infinite is your loop or if you want to exit it sometime, for wich you can evaluate in setTimeout before execution or use clearInterval() for the other one.
Create a function that calls itself after a timeout and call it once
function createAudioElement() {
for (i = 0; i < 3; i++) {
var audio = document.createElement("audio");
audio.src = "my_sound.mp3";
audio.play();
};
setTimeout(createAudioElement, 600000);
}
createAudioElement();
Make sure to specify what element to create in document.createElement()- in this case audio, otherwise it will throw an error.
You can using setTimeout() or setInterval(), but you cannot count on it being precisely 10 minutes because the function will get queued in the event loop and will only fire after its timeout time has been reached and the JavaScript runtime is idle.
setTimeout() takes a callback function as its first argument and a number (in milliseconds) to wait as its second. Think of the number as the "minimal amount of time to wait" until the timeout function is invoked.
function go(){
// Clear the previous timer
timer = null;
for (i = 0; i < 3; i++) {
var audio = document.createElement("audio");
audio.src = "my_sound.mp3";
audio.play();
}
// Re-run the timer
timer = setTimeout(go, 600000);
}
var timer = setTimeout(go, 600000);
Or, with setInterval():
var timer = setInterval(function(){
for (i = 0; i < 3; i++) {
var audio = document.createElement("audio");
audio.src = "my_sound.mp3";
audio.play();
}
}, 600000);

setInterval for stopwatch

I'm trying to make a stopwatch. Here's the code:
var min = 0, sec = 0, censec = 0
$("#startBtn").on("click", function() { // when start button is clicked
$(this).hide(); // start is hidden
$("#stopBtn").show(); // stop is shown
setInterval(add, 10); // the censec will be increased every 10 millisecond.
$("#censec").text(censec);
})
function add() {
censec++;
if (censec == 100) {
censec = 0;
sec++;
if (sec == 60) {
sec = 0;
min++;
}
}
}
The problem is that setInterval() happens only at once. The censec only changes from 00 to 1. That's it.
P.S. I'm new to coding, so if there are other mistakes, please don't hesitate to tell me.
The setInterval calls to add will definitely repeat. But your code is only ever showing the value of censec once, when you start the timer.
If you want to update the display every hundredth of a second, put the code showing the value in add.
Separately, the code as it is in the question won't run at all, because it has a ReferenceError on the first line. Those ; should be ,.
Example (this also stores the timer's handle and clears the timer when you click the stop button):
var min = 0, sec = 0, censec = 0;
// Note ---^--------^
function add() {
censec++;
if (censec == 100) {
censec = 0;
sec++;
if (sec == 60) {
sec = 0;
min++;
}
}
$("#censec").text(censec);
}
var timer = 0;
$("#startBtn").on("click", function() { //when start button is clicked
$(this).hide(); //start is hidden
$("#stopBtn").show(); //stop is shown
timer = setInterval(add,10); //the censec will be increased every 10 millisecond.
});
$("#stopBtn").on("click", function() {
clearInterval(timer);
timer = 0;
$(this).hide();
$("#startBtn").show();
});
<input type="button" id="startBtn" value="Start">
<input type="button" id="stopBtn" value="Stop" style="display: none">
<div id="censec"></div>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
Note that although it may be mostly fine to use setInterval for displaying, using it to track the elapsed time is a bad idea; it frequently doesn't fire precisely.
Instead, record when you started
var start = Date.now();
...and then when the timer fires, figure out how long it's been since you started
var elapsed = Date.now() - start;
Then use the value (milliseconds) in elapsed to figure out your display.
Your variable declarations have ; instead of , .
Also checking numbers on equality should be done by using === but that is not the problem here.
Your also not updating the view in your timer. So updating of your html should also be in your function that is called by the timer.
If the goal is to use real seconds and milliseconds, I also suggest using the Date type because your timer will be late and not real-time. So still use the timer with the interval you like but in the add function you call the date object. You can replace the 3 vars for one datetime of type Date which will give you the granularity that you like.
var dateTimeStart = null, censecElement = null, timer = null;
$("#startBtn").on("click", function() {//when start button is clicked
$(this).hide(); // start is hidden
$("#stopBtn").show(); // stop is shown
if(timer === null) {
// timer was not started
dateTimeStart = new Date();
timer = setInterval(updateCensec, 10); //the censec will be increased every 10 millisecond.
console.log("Started timer");
}
});
$("#stopBtn").on("click", function() {//when stop button is clicked
$(this).hide(); // stop is hidden
$("#startBtn").show(); // start is shown
if(timer) {
// timer is started/running
clearInterval(timer);
console.log("Stopped timer");
}
timer = null;
});
function updateCensec() {
var sensec = 0, sec = 0, dateTimeNow = new Date(), diffMilliseconds = 0;
diffMilliseconds = dateTimeNow - dateTimeStart;
censec = parseInt((diffMilliseconds % 600 ) / 10); // convert milliseconds to centi seconds
sec = parseInt(diffMilliseconds / 600);
if(censecElement === null) {
censecElement = $("#censec");
}
censecElement.text(sec + ":" + censec);
}
I would like to suggest that you do not update your view every 10 milliseconds even if you want your stopwatch to show time in centiseconds.

Js Timeout Display

I am not sure if this possible using my current method, but I am wondering if it is possible to show the timeout as a counter on page.
I am creating a page to show data entering the database in 15 second intervals however the timeout can be changed.
var counter = 15 * 1000
var autoRefresh = function(){
clearInterval(interval);
interval = setInterval(autoRefresh, counter);
$.pjax.reload({container:"#content",async:false, timeout: 2000});
return false;
}
var interval = setInterval(autoRefresh, counter);
Ideally I need to show a countdown timer till the next refresh. Is it possible or is there an alternate route I can take to achieve this?
The only real way is to run your interval every second, display the countdown and, if 15 seconds have past, do what you want to do.
var counter = 15 * 1000;
var currentCycle = 0;
var autoRefresh = function(){
currentCycle++;
if (currentCycle >= (counter/1000)) {
currentCycle = 0;
$.pjax.reload({container:"#content",async:false, timeout: 2000});
} else {
console.log((counter/1000-currentCycle)+' seconds remaining');
}
return false;
}
var interval = setInterval(autoRefresh, 1000);

Categories