I'm making a simple program which increases a number incrementally for every 0.5 second. When I click start it works perfectly. But when I click restart, the increments go fine, but they don't increment every 0.5 sec and go pretty fast, and this happens when I am calling the same function? JS fiddle link below.
function runFunc(){
declare a variable interval outside function
var myInterval = null;
check if an interval is already running if yes clear it in order to avoid multiple interval running the same function which makes the interval became looks faster than the first time it's called
if (myInterval != null) {
clearInterval(myInterval);
}
also this is not correct
clearInterval(varName);
the parameter should be an interval which is like this
clearInterval(myInterval);
so your javascript code would be like this
var myInterval = null;
function runFunc(){
$('#counter').val(zero);
var varName = function(){
var number = Number($('#number').val());
var counter = Number($('#counter').val());
if(counter < number) {
counter++;
console.log(counter);
$('#counter').val(counter);
} else {
clearInterval(myInterval);
}
};
//check if an interval is already running if yes clear it
if (myInterval != null) {
clearInterval(myInterval);
}
myInterval = setInterval(varName, 500);
};
show.click(runFunc);
reset.click(function(){
$('#number').val(zero);
$('#counter').val(zero);
});
restart.click(runFunc);
u have to Declare a Variable for setInterval like "setIntervalID"
so stop it clearInterval("setIntervalID");
JSFIDDLE
var initialNumber = 10;
var zero = 0;
$('#number').val(initialNumber);
$('#counter').val(zero);
var show = $('#show');
var reset = $('#reset');
var restart = $('#restart');
var setIntervalID;
// console.log('initial value of number is ' + number);
// console.log(typeof number);
// console.log('initial value of counter is ' + counter);
var varName = function(){
var number = Number($('#number').val());
var counter = Number($('#counter').val());
if(counter < number) {
counter++;
console.log(counter);
$('#counter').val(counter);
}
}
function runFunc(){
$('#counter').val(zero);
setIntervalID = setInterval(varName, 500);
};
function stopFunc(){
clearInterval(setIntervalID);
};
function restartGO(){
stopFunc();
runFunc();
}
show.click(runFunc);
restart.click(restartGO);
reset.click(function(){
$('#number').val(zero);
$('#counter').val(zero);
});
Related
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>
I have a simple javascript function that loads on document ready:
var start = 1;
var speed = 1000;
$(document).ready(function () {
go();
setInterval(function () {
go();
}, speed);
This is the function in details:
function go() {
$("#score").html(start.toLocaleString());
start += 1;
}
This is basically a counter which starts from number 1 to infinite, at 1000 milliseconds speed. Here is the thing , now: I have another function:
function modify() {
speed = 500;
}
which regulates the setIntval speed on the main function. The problem is it applies on page refresh only. How do I update it in real time without refreshing page?
You can't update the current one, you have to stop it and set a new timer, which does the same but with a different delay.
var speed = 1000;
var start = 1;
function go() {
$("#score").html(start.toLocaleString());
start += 1;
}
function startGoTimer(){
return = setInterval(function () {
go();
}, speed);
}
function modifyTimer( previousTimer, newDelay=500) {
clearInterval(previousTimer);
speed = newDelay;
startGoTimer();
}
var timer = startGoTimer();
// Some code
modifyTimer(timer, 500);
For fun I just tested what would hapopen if you just change the time:
var timing = 1000;
var interval = setInterval(function(){console.log("test")}, timing);
// Now we get a log every 1000ms, change the var after some time (via console):
timing = 10;
// still an interval of 1000ms.
A really simple solution is to make use of the setInterval's parameters,
var intervalID = scope.setInterval(func, delay[, param1, param2, ...]);
and also pass the speed as param1.
Then, at each interval, check if it changed, and if, clear the existing timer and fire up a new.
Stack snippet
var start = 1;
var speed = 1000;
var timer;
$(document).ready(function() {
go();
timer = setInterval(function(p) {
go(p);
}, speed, speed);
// for this demo
$("button").click(function(){ speed = speed/2});
})
function go(p) {
if(p && p != speed) {
clearInterval(timer);
timer = setInterval(function(p) {
go(p);
}, speed, speed);
}
$("#score").html(start.toLocaleString());
start += 1;
}
div {
display: inline-block;
width: 40px;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div id="score">0</div>
<button>Modify</button>
I was wondering why my program crashes after its made its first match....any ideas would be greatly appreciated. Below is the code snippet. Thanks for the input!
var clicks = 0; //counts how may picks have been made in each turn
var firstchoice; //stores index of first card selected
var secondchoice; //stores index of second card selected
var match = 0; //counts matches made
var backcard = "deck.jpg"; //shows back of card when turned over
var faces = []; //array to store card images
faces[0] = 'pic1.jpg';
faces[1] = 'pic2.jpg';
faces[2] = 'pic3.jpg';
faces[3] = 'pic3.jpg';
faces[4] = 'pic2.jpg';
faces[5] = 'pic1.jpg';
function choose(card) {
if (clicks === 2) {
return;
}
if (clicks === 0) {
firstchoice = card;
document.images[card].src = faces[card];
clicks = 1;
} else {
clicks = 2;
secondchoice = card;
document.images[card].src = faces[card];
timer = setInterval("check()", 1000);
}
}
/* Check to see if a match is made */
function check() {
clearInterval(timer); //stop timer
if (faces[secondchoice] === faces[firstchoice]) {
match++;
document.getElementById("matches").innerHTML = match;
} else {
document.images[firstchoice].src = backcard;
document.images[secondchoice].src = backcard;
clicks = 0;
return;
}
}
The first parameter of setInterval needs to be a function not a string pretending to be a function. So you would want this:
timer = setInterval(function() { check(); }, 1000);
Of course, you can simplify:
timer = setInterval(check, 1000);
Not sure why you're using setInterval() here. You could more easily just do:
timer = setTimeout(check, 1000);
The advantage is there is no interval to clear in the check() function.
The other issue is that you are not resetting your 'clicks' counter to 0 when there is a match.
You want this:
function check() {
clearInterval(timer); //stop timer
if (faces[secondchoice] === faces[firstchoice]) {
match++;
document.getElementById("matches").innerHTML = match;
} else {
document.images[firstchoice].src = backcard;
document.images[secondchoice].src = backcard;
}
clicks = 0;
}
I think you have to declare you timer function globally. Its only defined in the scope of the first function, so in the second when you try to clear it nothing happens:
var timer = ''; //Declare timer up here first!
function choose(card) { ... }
function check() { ... }
Is it possible that we could stop setInterval means next interval will call only when first event completed.
I want to load next image only when previous image loaded.This event should work only after mouse over.But if next image is large in size then next interval is calling in my case..i want to stop interval until last image not loaded.
This is my code:
jQuery('.product').on('mouseover', function(){
timer = setInterval(function() {
if (counter === product_images.length) {
counter = 0;
}
// selector.addClass('hidden');
loading_image.removeClass('hidden');
selector.attr('src', 'localhost/product/' + product_images[counter]);
var loadImage = new Image();
loadImage.src = selector.attr('src');
loadImage.onload = function() {console.log('after load');
loading_image.addClass('hidden');
// selector.removeClass('hidden');
selector.show();
};
counter = counter + 1;
}, 1000);
How we can stop setInterval or prevent it to go next interval even task of last interval is not completed.Not for clearInterval,It should be continue(setInterval) if first task completed.
Please help me.
try the below code. this may work,
var flag = 1;
jQuery('.product').on('mouseover', function(){
if(typeof timer != "undefined")
clearInterval(timer);
timer = setInterval(function() {
if(flag){
if (counter === product_images.length) {
counter = 0;
}
loading_image.removeClass('hidden');
selector.attr('src', 'localhost/product/' + product_images[counter]);
flag = 0;
var loadImage = new Image();
loadImage.src = selector.attr('src');
loadImage.onload = function() {
console.log('after load');
loading_image.addClass('hidden');
selector.show();
flag = 1;
};
counter = counter + 1;
}
}, 1000);
NOTE: I have not tested this code.
I'm trying to create a simple countdown timer. It counts down from the number entered.
However, I'm trying to clear the interval when the counter gets to 0. At the moment it seems to acknowledge the if statement, but not clearInterval().
http://jsfiddle.net/tmyie/cf3Hd/
$('.click').click(function () {
$('input').empty();
var rawAmount = $('input').val();
var cleanAmount = parseInt(rawAmount) + 1;
var timer = function () {
cleanAmount--;
if (cleanAmount == 0) {
clearInterval(timer);
}
$('p').text(cleanAmount);
};
setInterval(timer, 500);
})
You're not saving the return value of the call to setInterval, which is the value that needs to be passed to clearInterval. Passing the timer handler does no good.
var timer, timerHandler = function () {
cleanAmount--;
if (cleanAmount == 0) {
clearInterval(timer);
}
$('p').text(cleanAmount);
};
timer = setInterval(timerHandler, 500);