I have a code that's working:
if (typeof Checkout === 'object') {
if (typeof Checkout.$ === 'function') {
(function(src) {
var tagName = 'script',
script = document.createElement(tagName);
script.src = src;
var head = document.getElementsByTagName('head')[0];
head.insertBefore(script, head.childNodes[0]);
})('https://www.conversionpirate.com/pirate-countdown.js');
}
}
But I don't want to have reference to conversionpirate site since it's plain js that I can directly paste there. The problem is I don't know how to do it - I tried to put pirate-countdown.js code inside that method but failed. I'm sure it's quite easy, but required knowledge about it. Could someone help me with this one?
Work normally just by adding html element with main__header class and time id as beleow :
<script src="https://www.conversionpirate.com/pirate-countdown.js"></script>
<div class="main__header">
</div>
<div id="time">
</div>
Also if your still facing probleme make directly their code into your js file or just create new js file and refernce it loccally :
see below snipet :
function create(htmlStr) {
var frag = document.createDocumentFragment(),
temp = document.createElement('div');
temp.innerHTML = htmlStr;
while (temp.firstChild) {
frag.appendChild(temp.firstChild);
}
return frag;
}
function startTimer(duration, display) {
var start = Date.now(),
diff,
minutes,
seconds;
function timer() {
diff = duration - (((Date.now() - start) / 1000) | 0);
minutes = (diff / 60) | 0;
seconds = (diff % 60) | 0;
minutes = minutes < 10 ? "0" + minutes : minutes;
seconds = seconds < 10 ? "0" + seconds : seconds;
display.textContent = minutes + ":" + seconds;
if (diff <= 0) {
start = Date.now() + 1000;
}
};
timer();
setInterval(timer, 1000);
}
window.onload = function () {
var fragment3 = create('<div style="background:#fff5d2;padding:10px 20px;border:1px solid #e3df74; font-size:14px; color:#2c2c2c; font-weight:bold;-webkit-border-radius: 5px; -moz-border-radius: 5px; border-radius: 5px; margin:10px 0px 20px 0px">Your order is reserved for <span id="time"></span> minutes!</div>');
document.getElementsByClassName('main__header')[0].appendChild(fragment3);
var ten = 60 * 10,
display = document.querySelector('#time');
startTimer(ten, display);
};
<div class="main__header">
</div>
<div id="time">
</div>
Related
i've tried to make simple countdown timer, but i don't know how to make something when the timer ends and i don't know how to make timer with hours HH. I can make only minutes MM and second SS.
So, i have this HTML code:
<div class="tadc-time-display">
<span class="tadc-time-display-hours_minutes">00:00</span>
<span class="tadc-time-display-seconds">00</span>
</div>
The JS code i used to have is useless(
You can use Native JavaScript or jQuery, if you want)
function startTimer(duration, display) {
var start = Date.now(),
diff,
minutes,
seconds;
function timer() {
// get the number of seconds that have elapsed since
// startTimer() was called
diff = duration - (((Date.now() - start) / 1000) | 0);
// does the same job as parseInt truncates the float
minutes = (diff / 60) | 0;
seconds = (diff % 60) | 0;
minutes = minutes < 10 ? "0" + minutes : minutes;
seconds = seconds < 10 ? "0" + seconds : seconds;
display.textContent = minutes + ":" + seconds;
if (diff <= 0) {
// add one second so that the count down starts at the full duration
// example 05:00 not 04:59
start = Date.now() + 1000;
}
};
// we don't want to wait a full second before the timer starts
timer();
setInterval(timer, 1000);
}
window.onload = function () {
var fiveMinutes = 60 * 0.1,
display = document.querySelector('#time');
startTimer(fiveMinutes, display);
};
It should also start, stop and reset, but i dont know how to do it( Thanks a lot!
var hours = 0, // obtain these values somewhere else
minutes = 1,
seconds = 20,
target = new Date(),
timerDiv = document.getElementById("timer"),
handler;
function init() {
// set the target date time with the counter values
// counters more then 24h should have a date setup or it wont work
target.setHours(hours);
target.setMinutes(minutes);
target.setSeconds(seconds);
target.setMilliseconds(0); // make sure that miliseconds is 0
timerDiv.innerHTML = target.toTimeString().split(" ")[0]; // print the value
}
function updateTimer() {
var time = target.getTime();
target.setTime(time - 1000); // subtract 1 second with every thick
timerDiv.innerHTML = target.toTimeString().split(" ")[0];
if (
target.getHours() === 0 &&
target.getMinutes() === 0 &&
target.getSeconds() === 0
) { // counter should stop
clearInterval(handler);
}
}
handler = setInterval(updateTimer, 1000);
document.getElementById("stop-button").addEventListener("click", function() {
clearInterval(handler);
});
document.getElementById("start-button").addEventListener("click", function() {
clearInterval(handler);
handler = setInterval(updateTimer, 1000);
});
document.getElementById("reset-button").addEventListener("click", function() {
init();
clearInterval(handler);
});
init();
<div id="timer"></div>
<div>
<button id="start-button">Start</button>
<button id="stop-button">Stop</button>
<button id="reset-button">Reset</button>
</div>
Here is working sample with comments.
try this :
<html lang="en"><head>
<style>
#import "//fonts.googleapis.com/css?family=Bangers";
body {
margin: 0;
}
.wrap {
display: flex;
align-items: center;
justify-content: center;
background:#111;
}
.time-to {
text-align: center;
font-family: Bangers;
color: white;
font-size: 50px;
}
.underline {
text-decoration: underline;
}
.time-to span {
display: block;
font-size: 70px;
}
</style>
<script>
window.console = window.console || function(t) {};
</script>
<script>
if (document.location.search.match(/type=embed/gi)) {
window.parent.postMessage("resize", "*");
}
</script>
</head>
<body translate="no">
<div class="wrap ng-scope" ng-app="app">
<div class="time-to">
prochain event dans :
<span countdown="" date="november 17, 2019 15:15:50" class="ng-isolate-scope underline"></span>
<br>
event : minecraft , ip: 144.76.116.78:40020
</div>
</div>
<script src="https://ajax.googleapis.com/ajax/libs/angularjs/1.3.2/angular.min.js"></script>
<script id="rendered-js">
(function () {
angular.module('app', []).directive('countdown', [
'Util',
'$interval',
function (Util,
$interval) {
return {
restrict: 'A',
scope: {
date: '#' },
link: function (scope,
element) {
var future;
future = new Date(scope.date);
$interval(function () {
var diff;
diff = Math.floor((future.getTime() - new Date().getTime()) / 1000);
return element.text(Util.dhms(diff));
},
1000);
} };
}]).
factory('Util', [
function () {
return {
dhms: function (t) {
var days,
hours,
minutes,
seconds;
if(t < 0) {
t = 0
}
if(t === 0) {
t = 0
}
days = Math.floor(t / 86400);
t -= days * 86400;
hours = Math.floor(t / 3600) % 24;
t -= hours * 3600;
minutes = Math.floor(t / 60) % 60;
t -= minutes * 60;
seconds = t % 60;
if(t < 0) {
t = 0
}
if(t === 0) {
t = 0
}
return [days + 'd',
hours + 'h',
minutes + 'm',
seconds + 's'].join(' ');
} };
}]);
}).call(this);
</script>
</body></html>
I am building a pomodoro clock/countdown, but have an issue with formatting selected time to minutes/hours/seconds. I have tried to multiply the secs variable with 60 (secs*=60), but it makes a mess and I can't figure out how to fix it. So, I would like it to "know" that it needs to count down from 25 minutes - in 25:00 format, or more/less(hh:mm:ss) if the user chooses so with + and - buttons. All help very appreciated
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
</head>
<body>
<h1 id="num">25 min</h1>
<div id="status"></div>
<button onclick='countDown(secs, "status")'>Start countdown</button>
<button onclick='increaseNumber()'>+</button>
<button onclick='decreaseNumber()'>-</button>
<script src="script.js"></script>
</body>
</html>
and here is javascript:
var num = document.getElementById('num').innerHTML;
var secs = parseInt(num);
function countDown(secs, elem) {
var element = document.getElementById(elem);
secs--;
var timer = setTimeout(function() {
countDown(secs, elem);
}, 1000);
//secs *= 60;
if(secs%60 >= 10){ //10 - if it's not a single digit number
document.getElementById('num').innerHTML = (Math.floor(secs/60) + ":" + secs%60);
}
else{
document.getElementById('num').innerHTML = (Math.floor(secs/60) + ":" + "0" + secs%60);
}
element.innerHTML = "Please wait for "+secs+" minutes";
//if timer goes into negative numbers
if(secs < 1){
clearTimeout(timer);
element.innerHTML = '<h2>Countdown complete!</h2>';
element.innerHTML += 'Click here now';
}
}
function increaseNumber() {
secs += 5;
document.getElementById('num').innerHTML = secs + ' min';
}
function decreaseNumber() {
if(secs >= 10) {
secs -= 5;
document.getElementById('num').innerHTML = secs + ' min';
}
}
Is there a reason you're doing it by hand ?
If you don't mind using a library, moment.js does a very good job at time manipulations. It's lightweight and very easy to use.
If you have to do it by hand because of some limitations, what are they ?
For reference:
//Creates a moment. Its value is the time of creation
var timer = moment();
//add 60 seconds to the timer
timer.add(60, 's');
//Removes 1 minutes from the timer
timer.subtract(1, 'm');
Sources :
Add
Substract
Try this countDown function:
function countDown(secs, elem) {
var element = document.getElementById(elem);
element.innerHTML = "Please wait for "+secs+" minutes";
var second = 0;
var timer = setInterval(function(){
var extraZero = second < 10 ? '0' : '';
document.getElementById('num').innerHTML = secs + ":" + extraZero + second;
if (second-- === 0) {
second = 59;
if (secs-- === 0){
clearInterval(timer);
element.innerHTML = '<h2>Countdown complete!</h2>';
element.innerHTML += 'Click here now';
}
}
}, 1000);
}
Since you are counting down the seconds, it is making more sense to use setInterval instead of setTimeout.
I've got a timer function as follows (which I've just grabbed off a jsfiddle):
function countdown( elementName, minutes, seconds )
{
var element, endTime, hours, mins, msLeft, time;
function returnDate(){
return Number(new Date);
}
function twoDigits( n )
{
return (n <= 9 ? "0" + n : n);
}
function updateTimer()
{
msLeft = endTime - (returnDate());
if ( msLeft < 1000 ) {
element.innerHTML = "0:00";
} else {
time = new Date( msLeft );
hours = time.getUTCHours();
mins = time.getUTCMinutes();
element.innerHTML = (hours ? hours + ':' + twoDigits( mins ) : mins) + ':' + twoDigits( time.getUTCSeconds() );
setTimeout( updateTimer, time.getUTCMilliseconds() + 500 );
}
}
element = document.getElementById( elementName );
endTime = (+new Date) + 1000 * (60*minutes + seconds) + 500;
updateTimer();
}
I call the function and set it to countdown to 2 minutes like so:
$(".btn-start").click(function(){
countdown("countdown-2-minutes",2,0);
});
I have another element with id countdown-8-minutes that I want to start immediately when the timer on countdown-2-minutes reaches 0. How should I do this? I suppose an okay way would be to monitor when the html on the first element reads "0:00" but I don't exactly know how to implement that.
Here's what I would suggest; First change your countdown() function to accept a callback parameter:
function countdown( elementName, minutes, seconds, callback )
{
var element, endTime, hours, mins, msLeft, time;
function returnDate(){
return Number(new Date);
}
function twoDigits( n )
{
return (n <= 9 ? "0" + n : n);
}
function updateTimer()
{
msLeft = endTime - (returnDate());
if ( msLeft < 1000 ) {
element.innerHTML = "0:00";
if (typeof callback === 'function') {
callback.call()
}
} else {
time = new Date( msLeft );
hours = time.getUTCHours();
mins = time.getUTCMinutes();
element.innerHTML = (hours ? hours + ':' + twoDigits( mins ) : mins) + ':' + twoDigits( time.getUTCSeconds() );
setTimeout( updateTimer, time.getUTCMilliseconds() + 500 );
}
}
element = document.getElementById( elementName );
endTime = (+new Date) + 1000 * (60*minutes + seconds) + 500;
updateTimer();
}
then pass that callback with your initial call:
$(".btn-start").click(function(){
countdown("countdown-2-minutes",2,0, function(){countdown("countdown-8-minutes",8,0);});
});
Just call countdown() with the proper parameters when you detect that the timer is finished. Try this:
if ( msLeft < 1000 ) {
element.innerHTML = "0:00";
countdown("countdown-8-minutes",8,0);
}
You don't need to watch the element's content to know when to start the next timer. In fact you're already reacting to that happening on the line you check if ( msLeft < 1000 ) { in which you can start your next timer.
Once your current timer hits zero you can just start the next one inside that if statement.
Alternatively you can separate your timer logic from your element logic using something like this:
// CountdownTimer object. Give it a length (ms) to count to, a period (ms)
// to loop updates to the callback, and a callback (function(done:bool)) that
// handles update ticks where done=false and the final tick where done=true.
function CountdownTimer(length, period, callback) {
this.length = length;
this.period = period;
this.callback = callback;
// Assert the callback to be a function to avoid messy error handling, and
// show we noticed in the console.
if (typeof this.callback !== 'function') {
console.warn('Callback was not a function.');
this.callback = function(){};
}
// Some publically visible variables for time keeping.
this.startTime = 0;
this.elapsed = 0;
this.remaining = length;
// The _loop scope's 'this' is itself. Give it a handle on the CountdownTimer's
// 'this' so we can reference the variables inside the loop.
var scope = this;
// Main loop of the countdown timer.
this._loop = function() {
// Get the number of milliseconds since the countdown started.
scope.elapsed = Date.now() - scope.startTime;
if (scope.elapsed < scope.length) {
// Keep looping if the countdown is not yet finished.
scope.remaining = scope.length - scope.elapsed;
scope.callback(false);
} else {
// Finished looping when the countdown hits or passes the target.
scope.elapsed = scope.length;
scope.remaining = 0;
scope.callback(true);
// Stop the interval timer from looping again.
clearInterval(scope._t);
}
};
}
// This function starts up the CountdownTimer
CountdownTimer.prototype.start = function() {
this.startTime = Date.now();
this._t = setInterval(this._loop, this.period);
}
// Our test elements.
var progress2 = document.getElementById('prog-2m');
var progress8 = document.getElementById('prog-8m');
var clockElement = document.getElementById('clock');
var startButton = document.getElementById('start');
// The 2-minute timer.
var m2 = new CountdownTimer(2 * 60 * 1000, 33, function(done) {
// Calculate the time to display.
var mins = Math.floor(m2.remaining / 60 / 1000);
var secs = Math.floor(m2.remaining / 1000) % 60;
if (secs < 10) secs = '0' + secs;
clockElement.textContent = mins + ':' + secs;
if (done) {
// If we're done, set the timer to show zero and start the next timer.
clockElement.textContent = '0:00';
m8.start();
}
// Progress bar display update.
progress2.style.width = (40 * (m2.elapsed / m2.length)) + 'px';
progress8.style.width = (160 * (m8.elapsed / m8.length)) + 'px';
});
// The 8-minute timer.
var m8 = new CountdownTimer(8 * 60 * 1000, 33, function(done) {
// Calculate the time to display.
var mins = Math.floor(m8.remaining / 60 / 1000);
var secs = Math.floor(m8.remaining / 1000) % 60;
if (secs < 10) secs = '0' + secs;
clockElement.textContent = mins + ':' + secs;
if (done) {
// Once done, set the timer to zero and display "Done".
clockElement.textContent = '0:00 Done';
}
// Progress bar display update.
progress2.style.width = (40 * (m2.elapsed / m2.length)) + 'px';
progress8.style.width = (160 * (m8.elapsed / m8.length)) + 'px';
});
// Start the 2-minute timer when the button is clicked.
startButton.addEventListener('click', function() {
m2.start();
});
#progress {
width: 200px;
height: 20px;
border: 2px solid #fff;
box-shadow: 0 1px 2px rgba(0, 0, 0, 0.3);
border-radius: 2px;
position: relative;
margin: 8px 0;
}
#prog-2m {
width: 40px;
height: 20px;
background-color: #3c9;
position: absolute;
left: 0;
top: 0;
}
#prog-8m {
width: 160px;
height: 20px;
background-color: #c33;
position: absolute;
left: 40px;
top: 0;
}
<div id="progress">
<div id="prog-2m"></div>
<div id="prog-8m"></div>
</div>
<div id="clock">0:00</div>
<button id="start">Begin</button>
I found this stopwatch tutorial online, however when i tried implementing it, it kept saying "TypeError: start is null" and "TypeError: h1 is undefined" in the console when i inspect the element. What is bugging me even further is that when i insert the code in here it works and if i put it into notepad++ it does not work. Is there a jquery file that i might have missed during the implementation and some how snippet is making it work?
var h1 = document.getElementsByTagName('h1')[0],
start = document.getElementById('start'),
stop = document.getElementById('stop'),
clear = document.getElementById('clear'),
seconds = 0, minutes = 0, hours = 0,
t;
function add() {
seconds++;
if (seconds >= 60) {
seconds = 0;
minutes++;
if (minutes >= 60) {
minutes = 0;
hours++;
}
}
h1.textContent = (hours ? (hours > 9 ? hours : "0" + hours) : "00") + ":" + (minutes ? (minutes > 9 ? minutes : "0" + minutes) : "00") + ":" + (seconds > 9 ? seconds : "0" + seconds);
timer();
}
function timer() {
t = setTimeout(add, 1000);
}
timer();
/* Start button */
start.onclick = timer;
/* Stop button */
stop.onclick = function() {
clearTimeout(t);
}
/* Clear button */
clear.onclick = function() {
h1.textContent = "00:00:00";
seconds = 0; minutes = 0; hours = 0;
}
<h1><time>00:00:00</time></h1>
<button id="start" >start</button>
<button id="stop">stop</button>
<button id="clear">clear</button>
Wrap all your code, including functions, in a comon function that you could name initialize() { }.
Then, put on your <body> tag the function binded onload event like following :
<body onload="initialize()">
This will tell your code not to execute unless the whole DOM and element have been created, because you can't access your elements unless they are all fully loaded.
Likely, you have defined your Javascript BEFORE your HTML. Remember Javascript is a blocking language, so it will halt all operation (including loading the HTML) until the script is finished.
Move the script below your HTML or use some form of $(document)ready
I'm working on a stopwatch, and this is my code for it. It makes perfect sense for me, but doesn't want to update for some reason.
HTML:
<ul>
<li id="hour">0</li>
<li>:</li>
<li id="min">0</li>
<li>:</li>
<li id="sec">0</li>
</ul>
JS:
var sec = document.getElementById("sec").value,
min = document.getElementById("min").value,
hour = document.getElementById("hour").value;
function stopWatch(){
sec++;
if(sec > 59) {
sec = 0;
min++;
} else if(min > 59){
min = 0;
hour++;
}
window.setTimeout("stopWatch()", 1000);
}
stopWatch();
A list item has no .value property. Inputs or textareas have. It should be
var sec = parseInt(document.getElementById("sec").innerHTML, 10),
min = parseInt(document.getElementById("min").innerHTML, 10),
hour = parseInt(document.getElementById("hour").innerHTML, 10);
which is also parsing them into numbers.
Also, don't pass a string to setTimeout. Pass the function you want to be called:
window.setTimeout(stopWatch, 1000);
And nowhere in your code you are outputting the updated variables. They are no magic pointers to the DOM properties, but just hold numbers (or strings in your original script).
Last but not least there's a logic error in your code. You are checking whether the minutes exceed 59 only when the seconds didn't. Remove that else before the if.
1) List items LI don't have values, they have innerHTML.
var sec = document.getElementById("sec").innerHTML; (not .value)
2) Nowhere in your code do you set the contents of your LIs. JavaScript doesn't magically associate IDs with variables - you have to do that bit yourself.
Such as:
document.getElementById("hour").innerHTML = hour;
3) Never pass a timeout as a string. Use an anonymous function:
window.setTimeout(function() {stopWatch()}, 1000);
or, plainly:
window.setTimeout(stopWatch, 1000);
(function() {
var sec = document.getElementById("sec").value,
min = document.getElementById("min").value,
hour = document.getElementById("hour").value;
function stopWatch(){
sec++;
if(sec > 59) {
sec = 0;
min++;
} else if(min > 59){
min = 0;
hour++;
}
document.getElementById("sec").textContent = sec
document.getElementById("min").textContent = min
document.getElementById("hour").textContent = hour
window.setTimeout(stopWatch, 1000);
}
stopWatch();
})();
The invocation should only be
window.setInterval(stopWatch, 1000);
So to use the stopwatch, put the function inside:
var sec = 0, min = 0, hour = 0;
window.setInterval(function () {
"use strict";
sec++;
if (sec > 59) {
sec = 0;
min++;
} else if (min > 59) {
min = 0;
hour++;
}
document.getElementById("sec").innerHTML = sec;
document.getElementById("min").innerHTML = hour;
document.getElementById("hour").innerHTML = hour;
}, 1000);
Li elements has no value propertie, use innerHTML.
You could store the values for sec, min & hour in variables.
It is a nice idea to store the setTimeout() call to a variable in case you want to stop the clock later. Like "pause".
http://jsfiddle.net/chepe263/A3a9m/4/
<html>
<head>
<style type="text/css">
ul li{
float: left;
list-style-type: none !important;
}
</style>
<script type="text/javascript">//<![CDATA[
window.onload=function(){
var sec = min = hour = 0;
var clock = 0;
stopWatch = function(){
clearTimeout(clock);
sec++;
if (sec >=59){
sec = 0;
min++;
}
if (min>=59){
min=0;
hour++;
}
document.getElementById("sec").innerHTML = (sec < 10) ? "0" + sec : sec;
document.getElementById("min").innerHTML = (min < 10) ? "0" + min : min;
document.getElementById("hour").innerHTML = (hour < 10) ? "0" + hour : hour;
clock = setTimeout("stopWatch()",1000); }
stopWatch();
pause = function(){
clearTimeout(clock);
return false;
}
play = function(){
stopWatch();
return false;
}
reset = function(){
sec = min = hour = 0;
stopWatch();
return false;
}
}//]]>
</script>
</head>
<body>
<ul>
<li id="hour">00</li>
<li>:</li>
<li id="min">00</li>
<li>:</li>
<li id="sec">49</li>
</ul>
<hr />
Pause
Continue
Reset
</body>
</html>
This is my complete code, this may help you out:
<html>
<head>
<title>Stopwatch Application ( Using JAVASCRIPT + HTML + CSS )</title>
<script language="JavaScript" type="text/javascript">
var theResult = "";
window.onload=function() { document.getElementById('morefeature').style.display = 'none'; }
function stopwatch(text) {
var d = new Date(); var h = d.getHours(); var m = d.getMinutes(); var s = d.getSeconds(); var ms = d.getMilliseconds();
document.stopwatchclock.stpwtch.value = + h + " : " + m + " : " + s + " : " + ms;
if (text == "Start") {
document.stopwatchclock.theButton.value = "Stop";
document.stopwatchclock.theButton.title = "The 'STOP' button will save the current stopwatch time in the stopwatch history, halt the stopwatch, and export the history as JSON object. A stopped stpwatch cannot be started again.";
document.getElementById('morefeature').style.display = 'block';
}
if (text == "Stop") {
var jsnResult = arrAdd();
var cnt = 0; var op= 'jeson output';
for (var i = 0; i < jsnResult.length; i++) {
if (arr[i] !== undefined) {
++cnt; /*json process*/
var j={ Record : cnt, Time : arr[i]};
var dq='"';
var json="{";
var last=Object.keys(j).length;
var count=0;
for(x in j){ json += dq+x+dq+":"+dq+j[x]+dq; count++;
if(count<last)json +=",";
}
json+="}<br>";
document.write(json);
}
}
}
if (document.stopwatchclock.theButton.value == "Start") { return true; }
SD=window.setTimeout("stopwatch();", 100);
theResult = document.stopwatchclock.stpwtch.value;
document.stopwatchclock.stpwtch.title = "Start with current time with the format (hours:mins:secs.milliseconds)" ;
}
function resetIt() {
if (document.stopwatchclock.theButton.value == "Stop") { document.stopwatchclock.theButton.value = "Start"; }
window.clearTimeout(SD);
}
function saveIt() {
var value = parseInt(document.getElementById('number').value, 10);
value = isNaN(value) ? 0 : value; value++;
document.getElementById('number').value = value;
var resultTitle = '';
if(value == '1'){ resultTitle = "<h3>History</h3><hr color='black'>"; }
var objTo = document.getElementById('stopwatchresult')
var spanTag = document.createElement("span");
spanTag.id = "span"+value;
spanTag.className ="stopWatchClass";
spanTag.title ="The stopwatch showing current stopwatch time and a history of saved times. Each saved time are shown as total duration (split time - stopwatch start time) and a lap duration (split time - previous split time). And durations are shown in this format: 'hours:mins:secs.milliseconds'";
spanTag.innerHTML = resultTitle +"<br/><b>Record " + value+" =</b> " + theResult + "";
objTo.appendChild(spanTag);
arrAdd(theResult);
return;
}
var arr = Array();
function arrAdd(value){ arr.push(value); return arr;}
</script>
<style>
center {
width: 50%;
margin-left: 25%;
}
.mainblock {
background-color: #07c1cc;
}
.stopWatchClass {
background-color: #07c1cc;
display: block;
}
#stopwatchclock input {
margin-bottom: 10px;
width: 120px;
}
</style>
</head>
<body>
<center>
<div class="mainblock">
<h1><b title="Stopwatch Application ( Using JAVASCRIPT + HTML + CSS )">Stopwatch Application</b></h1>
<form name="stopwatchclock" id="stopwatchclock">
<input type="text" size="16" class="" name="stpwtch" value=" 00 : 00 : 00 : 00" title="Initially blank" />
<input type="button" name="theButton" id="start" onClick="stopwatch(this.value);" value="Start" title="The 'START' button is start the stopwatch. An already started stopwatch cannot be started again." /><br />
<div id="morefeature">
<input type="button" value="Reset" id="resetme" onClick="resetIt();reset();" title="Once you will click on 'RESET' button will entirely reset the stopwatch so that it can be started again." />
<input type="button" name="saver" id="split" value="SPLIT" onClick="saveIt();" title="The 'SPLIT' button will save the current stopwatch time in the stopwatch history. The stopwatch will continue to progress after split." />
<div>
<input type="hidden" name="number" id="number" value="0" />
</form>
</div>
<div id="stopwatchresult"></div>
</center>
</body>