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 -- ;
}
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've got a setInterval script that repeats logging "Hello world" 10 times.
I would like to make it stop for 1 second after repeating 10 times, then starting again and doing the process for ever.
here is what I have:
var i = 0;
var x = setInterval(function(){
console.log("Hello world");
i++;
if(i >= 10){
i = 0;
stopInterval()
}
},1000);
var stopInterval = function(){
clearInterval(x);
setTimeout(function(){
//restart the interval, but how do I do???
},1000);
};
However, it says stopInterval is not defined and I thought it was
So you need to use clearInterval and use the id that is returned from setInterval to clear it.
function myTimer() {
var i = 0,
interval = setInterval(function(){
console.log("Hello world");
i++;
if(i >=10){
clearInterval(interval);
window.setTimeout(myTimer, 1000);
}
},100);
}
https://developer.mozilla.org/en-US/Add-ons/Code_snippets/Timers
just with setTimeout and Recursion DEMO
var i = 1;
var delay = 500;
function callMe() {
console.log("Hello World"+i);
document.getElementById("pri").innerHTML = "Hello World " + i;
if (i == 11) {
i = 1;
delay = 1000;
console.log("......Restart");
document.getElementById("pri").innerHTML = "......Restart";
} else {
delay = 300;
}
setTimeout(callMe, delay);
++i;
}
window.onload = callMe;
<div id="pri"></div>
I want to build a button that when I click it, the function in JavaScript associated with it initiates (so a loop inside it start doing something).
If I click it again before the loop inside the function finishes, the loop will terminates.
If I click it again after the loop inside the function has already finished, the loop will just start as usual.
How do I do this with the following code?
Thanks in advance.
HTML:
<button id="startstop" class="btn btn-primary" onclick="count()">
JavaScript:
function count() {
var val = 0;
var loop = setInterval(function(){
val++;
if (val > 1000} {
clearInterval(loop);
}
}, 100);
}
try this code
var loop;
function count() {
var val = 0;
if (loop) {
clearInterval(loop);
loop = null;
}
else{
loop = setInterval(function(){
val++;
console.log(val);
if (val > 1000) {
clearInterval(loop);
loop = null;
}
}, 100);
}
}
I'm not a big fan of doing work for people, but on this occasion I'll succumb...
You need to store the internal ID outside of the function, and base your process on that. If the ID is not set, start the interval, if it is set stop the interval.
Note, that I've massively reduced the length of interval, and the number of times it fires for this example...
var _intervalId = -1;
function count() {
if (_intervalId == -1) {
var val = 0;
_intervalId = setInterval(function(){
val++;
if (val > 200) {
clearInterval(_intervalId);
_intervalId = -1
document.getElementById("output").innerHTML = "stopped automatically";
}
}, 10);
document.getElementById("output").innerHTML = "started";
} else {
clearInterval(_intervalId);
_intervalId = -1;
document.getElementById("output").innerHTML = "stopped manually";
}
}
<button onclick="count();return false">Click Here</button>
<div id="output"></div>
Place loop variable in global scope and everytime the user clicked stop previous loop if it's already started if not start it.
Hope this helps.
var loop=null;
count = function () {
var val = 0;
//Stop previous loop if it's already started
if(loop!=null){
clearInterval(loop);
loop=null;
}else{
loop = setInterval(function(){
val++;
console.log(val);
$('span').text(val);
if (val >= 20) {
clearInterval(loop);
}
}, 100);
}
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<button id="startstop" class="btn btn-primary" onclick="count()">Count</button>
<span>0</span>
I had fun building a small class for this. Feel free to use.
// Counter class
function Counter(callback, speed, max, init){
var loop = null;
this.callback = callback;
this.value = init || 0;
this.max = max;
function count(){
if (this.max && this.value >= this.max) {
clearInterval(loop);
loop = null;
} else {
this.value++;
}
this.callback(this.value);
}
this.start = function(){
if(!this.isStarted){
loop = setInterval(count.bind(this), speed);
}
};
this.stop = function(){
if(this.isStarted){
clearInterval(loop);
loop = null;
}
}
Object.defineProperty(this, "isStarted", { get: function(){
return !!loop;
}});
}
// Usage example.
var result = document.getElementById("counter");
var button = document.getElementById("startstop");
// Create the counter and the callback.
var counter = new Counter(function(val){
result.innerHTML = val;
}, 100, 1000);
// Init the result value.
result.innerHTML = counter.value;
// Listen for click events on the button.
button.addEventListener("click", function(){
if(counter.isStarted){
counter.stop();
} else {
counter.start();
}
});
<div id="counter"></div>
<button id="startstop">Toggle</button>
How can I stop my javascript function when countdown = 0?
JS:
var settimmer = 0;
$(function(){
window.setInterval(function() {
var timeCounter = $("b[id=show-time]").html();
var updateTime = eval(timeCounter)- eval(1);
$("b[id=show-time]").html(updateTime);
}, 1000);
});
HTML:
<b id="show-time">20</b>
For one thing remove those evals. They don't do anything.
Then all you have to do is clear the timer when it reaches zero.
$(function(){
var timer = setInterval(function() {
var timeCounter = parseInt($("b[id=show-time]").text());
$("b[id=show-time]").text(--timeCounter); // remove one
if(!timeCounter) clearInterval(timer);
}, 1000);
});
It is easy! When you call setInterval it return an ID, so you can destroy the interval later. To destroy it you must use clearInterval(id), and voilà!
It works like this:
// Activate timer
var iv = window.setInterval(...);
// Deactive timer
window.clearInterval(iv);
Also you should use parseInt() instead of eval():
$(function() {
// Read the start value once and store it in a variable
var timeCounter = parseInt( $("b[id=show-time]").text() );
// Active the counter
var iv = window.setInterval(function() {
// Decrement by one and write back into the document
$("b[id=show-time]").text(--timeCounter);
// Check if counter == 0 -> stop counting
if (0 == timeCounter) {
window.clearInterval(iv);
// ...do whatever else needs to be done when counter == 0 ..
}
}, 1000);
});
Example:
var i = 0,
pid = setInterval(function() {
if (++i > 10)
clearInterval(pid);
}, 1000);
Based on what you wanted for your code ...
$(function() {
var el = document.getElementById('show-time'),
pid = setInterval(function() {
// (s - i) coerces s to Number
var t = el.innerHTML - 1;
el.innerHTML = t;
if (t < 1)
clearInterval(pid);
}, 1000);
});
Keep in mind that JS won't be 100% accurate with its timing.
Pasted code below or see the fiddle: http://jsfiddle.net/raHrm/
<script type="text/javascript">
$(function(){
var settimmer = 0,
timeCounter = $("#show-time").html(),
updateTime = timeCounter;
(function countDown() {
timeCounter = $("#show-time").html();
updateTime = parseInt(timeCounter)-1;
$("#show-time").html(updateTime);
if ( updateTime ) {
setTimeout(countDown, 1000);
}
})();
});
</script>
Set the timer to a variable, then use clearInterval in-order to stop the loop. As for catching the end, use a simple conditional:
$(function(){
var elem=$('strong[id="show-time"]'),settimmer=0,updateTime,t;
t=window.setInterval(function() {
updateTime=parseFloat(elem.html(),10)-1;
if(updateTime==0) {
window.clearInterval(t);
elem.html('Done!');
} else {
elem.html(updateTime);
}
},1000);
});
Then in the HTML:
<strong id="show-time">20</strong>
The <b> tag is depreciated, try to avoid using it. Also, there is no reason to eval() the HTML you are getting from the element; a simple parseFloat() works just fine.
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;
}