I have next code:
var timer = setInterval(function() {}, 1000)
When I try to output timer, it contains "2" (number).
Plunker: http://plnkr.co/edit/x0Iwc0ZjTI1HDFv9oxyc?p=preview
Please, explain me this behavior.
That's the interval ID. That's a number generated by the browser that you can reference later.
The reason for this is so you can use clearInterval to stop looping.
var timer = setInterval(function() {
// Will only run once
clearInterval(timer);
}, 1000);
Related
My code should change the class of the item in every second and repeat it forever.
function myFunction() {
setInterval(function() {
$("#item").addClass("class-one").removeClass("class-two");
setTimeout(function(){
$("#item").addClass("class-two").removeClass("class-one");
}, 1000);
},1000);
}
myFunction();
First time the code works well, but after the loop starts again, it starts switching very fast. Can anybody tell me why?
The interval starts
1 second later the interval resolves:
classes are switched over
the timeout is triggered
1 second later:
The timeout resolves
classes are switched over
The interval resolves
classes are switched over
the timeout is triggered
You probably want the timeout time to be half the interval time, not the same as it.
A better approach entirely would be to use one class and use jQuery().toggle to toggle it on and off every second (using one interval and no timeouts).
correct way :
var i = 0;
function myFunction() {
setInterval(function() {
if(i % 2 == 0) {
$("#item").addClass("class-one").removeClass("class-two");
} else {
$("#item").addClass("class-two").removeClass("class-one");
}
i++;
},1000);
}
myFunction();
or with your solution : ( increase 1 second of setInterval time )
function myFunction() {
setInterval(function() {
$("#item").addClass("class-one").removeClass("class-two");
setTimeout(function(){
$("#item").addClass("class-two").removeClass("class-one");
}, 1000);
},2000);
}
myFunction();
My setTimeout() function works, but my clearTimeout() is not working. Even though I have an 'if' statement that's supposed to run the clearTimeout function once my variable 'secs' is less than 0, the timer keeps counting down into negative numbers. When I type my variable name, 'secs' into the console, I get undefined, even though it's defined as a parameter in the function called by my setTimeout. I don't know what I'm doing wrong. Can anyone help, please?
My full code is at https://codepen.io/Rburrage/pen/qBEjXmx;
Here's the JavaScript snippet:
function startTimer(secs, elem) {
t = $(elem);
t.innerHTML = "00:" + secs;
if(secs<0) {
clearTimeout(countDown);
}
secs--;
//recurring function
countDown = setTimeout('startTimer('+secs+',"'+elem+'")', 1000);
}
Add a condition to call recursive function like below.
if (secs < 0) {
secs = secsInput;
}
//recurring function
countDown = setTimeout('startTimer('+secs+',"'+elem+'")', 1000);
For a countdown timer, I would recommend using setInterval and clearInterval instead. setInterval will repeatedly run the callback function for you. It might look like this:
let countdown;
function startTimer(secs, elem) {
countdown = setInterval(function(){
t = $(elem);
t.innerHTML = "00:" + secs;
secs--
if (secs < 0) {
clearInterval(countdown);
}
}, 1000);
}
By the time you call clearTimeout(countDown), countDown refers to the previous timeout, that already timed out. It will not stop the one yet to start. You could just not re set the timeout, like
if(!/*finished*/) setTimeout(startTimer, 1000, secs, elem);
In your case, it's more convenient to use setInterval and clearInterval.
To keep the setTimeout and clearTimeout functions, you should add return in the if statement.
function startTimer(secs, elem) {
t = $(elem);
t.innerHTML = "00:" + secs;
if(secs<0) {
clearTimeout(countDown);
return;
}
secs--;
//recurring function
countDown = setTimeout('startTimer('+secs+',"'+elem+'")', 1000);
}
So there are 4 events in my opinion that will have to be addressed by the timer:
The quiz starts
The quiz ends
The timer runs out
The player answers a question
This can be solved by a function returning an object with some options.
The createTimer can be used to set the parameters for the timer.
Point 1. would be timer.start() --> will start a timer with the parameters
Point 3. can be addressed with the callback that will be called if the timer runs out --> createTimer(5,'display', ()=>{ // your code goes here })
Point 2. can be achieved with --> timer.stop()
Point 4. is needed when the timer needs to be reset without running out timer.reset()
Further on the interval is not in the global scope so you could have multiple timers with different settings and they wouldn't interfere with each other
// function for creating the timer
function createTimer(seconds, cssSelector, callbackOnTimeout) {
// interval the timer is running
let interval;
// the html node where innerText will be set
const display = document.getElementById(cssSelector)
// original seconds passt to createTimer needed for restart
const initSec = seconds
// starting or continuing the interval
function start() {
// setting interval to the active interval
interval = setInterval(() => {
display.innerText = `00:${seconds}`;
--seconds;
if (seconds < 0) {
// calling restart and callback to restart
callbackOnTimeout()
restart()
}
}, 1000);
}
// just stopping but not resetting so calling start will continue the timer
// player takes a break
function stop(){
clearInterval(interval)
}
// opted for a restart and not only a reset since it seemed more appropriate for your problem
function restart(){
clearInterval(interval)
seconds = initSec
start()
}
// returning the object with the functions
return {
start: start,
stop: stop,
restart: restart
}
}
// example for creating a timer
const timer1 = createTimer(5,'display',()=>{
console.log(`you where to slow ohhh...`)
})
// calling the timer
timer1.start()
So basically I want to call a interval in a function while the function is being runned by another interval. This gives me the result I wasn't expecting. The console log should only be runned every third second but It's not.
My code:
// Define variable test
var test = 1;
// Setting function check on a 1000 ms interval
setInterval(function(){
check();
}, 1000)
// If our variable test is == 1, set another interval on 3000ms on next function
function check() {
if (test == 1) {
setInterval(function(){
execute();
}, 3000)
}
}
// Execute function
function execute() {
console.log("Called every 3rd second!");
}
How can I fix this, spent hours trying to find solution and I'm really exhausted and have no idea how to continue.
If you want to post a answer I really appreciate it! But try not to destroy the structure in the code.
Edit: If you have Chrome, you can run this script in the console. You have to wait a few seconds before it runs.
In case you need to run the function execute after every 3 seconds then you need to replace the first function setInterval with setTimeout. I am not sure why you need setInterval for the calling the check function.
Try out this code:
var test = 1;
// Setting function check on a 1000 ms interval
setTimeout(check, 1000)
// If our variable test is == 1, set another interval on 3000ms on next function
function check() {
if (test == 1) {
setInterval(execute, 3000)
}
}
// Execute function
function execute() {
console.log("Called every 3rd second!");
}
I want a counter which reset in specific interval of time. I wrote this code. When I refresh the page it is executing perfectly. But as time passes the timer goes really fast, skipping seconds. Any idea why this is happening.
function countdown_new() {
window.setInterval(function () {
var timeCounter = $("b[id=show-time]").html();
var updateTime = eval(timeCounter) - eval(1);
$("b[id=show-time]").html(updateTime);
if (updateTime == 0) {
//window.location = ("ajax_chart.php");
$("b[id=show-time]").html(5);
clearInterval(countdown_new());
// countdown_new();
//my_ajax();
}
}, 1000);
}
window.setInterval(function () {
countdown_new();
}, 5000)
HTML
Coundown in 5 seconds
The issue is because you are not clearing the previous timer before starting a new one, so you start a new one for each iteration. To clear the timer you should save a reference to it, and pass that to clearInterval, not a function reference.
Also, note that your pattern of using multiple intervals for different operations can lead to overlap (where two intervals are acting at the same time and cause odd behaviour). Instead, use setTimeout for the initial 5 second delay and then chain further calls to stop this overlap.
Try this:
var timer;
function countdown_new() {
timer = setInterval(function () {
var $showTime = $("#show-time")
var updateTime = parseInt($showTime.text(), 10) - 1;
$showTime.html(updateTime);
if (updateTime == 0) {
$showTime.html('5');
clearInterval(timer);
setTimeout(countdown_new, 5000);
}
}, 1000);
}
setTimeout(countdown_new, 5000);
Example fiddle
Note that you should use the # selector to select an element by its id attribute, and you should never use eval - especially not for type coercion. To convert a value to an integer use parseInt().
You are calling window.setInterval(), which schedules a function call to countdown_new() ever 5 seconds without stop.
Compounding the problem, you are calling countdown_new() again inside your clear interval.
You need to call setInterval just once to continuously execute a function every 5 seconds.
If you want to cancel an interval timer, you need do to this:
var intervalObj = setInterval(function() { ... }, 5000);
clearInterval(intervalObj);
Yes clearinterval does the trick.
function countdown_new(){
t = window.setInterval(function() {
var timeCounter = $("b[id=show-time]").html();
var updateTime = eval(timeCounter)- eval(1);
$("b[id=show-time]").html(updateTime);
if(updateTime == 0){
//window.location = ("ajax_chart.php");
$("b[id=show-time]").html(5);
clearInterval(t);
// countdown_new();
my_ajax();
}
}, 1000);
}
I have this function:
function timedFunction(functionString,timeoutPeriod) {
setTimeout(functionString+"timedFunction(\""+functionString+"\","+timeoutPeriod+");",timeoutPeriod);}
This function me call:
timedFunction("startStopky();",1000);
startStopky(); is a function that I want in a specified time interval repeatedly run. Everything works excellently, but if I want stop this interval, I have to stop as follows:
for (var i = 1; i < 99999; i++) {
window.clearInterval(i);
}
Unfortunately this will stop all intervals, and I want to stop just one particular. How can I do it?
Instead of doing recursive calls to timedFunction just do:
var intervalId = setInterval(startStopky, 1000);
and to clear it just do:
clearInterval(intervalId);
The setTimeout function returns a timeout ID that you use with clearTimeout to remove that timeout. The same goes for intervals but in that case it's a setInterval and clearInterval combo.
E.g.:
var t = setTimeout(yourFunction, 1000);
clearTimeout(t);
var i = setInterval(yourFunction2, 500);
clearInterval(i);
You have a Timeout, but you are clearing an Interval. clearInterval clears intervals, not timeouts.
You want window.clearTimeout(timeoutId)
If you want to stop a single one, you use the processId of that interval.
window.clearTimeout("13");
You really shouldn't be using strings to do this:
function timedFunction(fn, interval) {
var timerHandle;
function runIt() {
fn();
timerHandle.id = setTimeout(runIt, interval);
}
return timerHandle = { id: setTimeout(runIt, interval) };
}
Then you can call it like this:
var handle = timedFunction(startStopky, 1000);
To stop the process:
clearTimeout(handle.id);