This question already has answers here:
What is the JavaScript version of sleep()?
(91 answers)
Closed 7 years ago.
My code:
<!DOCTYPE html>
<html>
<body>
<button id="start" onClick="myFunction()">Start</button>
<div id="output"></div>
<script>
function myFunction() {
for(i=3; i>0; i--) {
console.log(i);
document.getElementById('output').innerHTML = i;
pause(5000);
}
}
function pause(milliseconds) {
var dt = new Date();
while ((new Date()) - dt <= milliseconds) { /* Do nothing */ }
}
</script>
</body>
</html>
Numbers 3, 2 and 1 appear in console at intervals of 5 seconds, but in div appear number 1 (actually all numbers) after 15 seconds. Why console is not synchronized with display? Exist other method to stop rime between instructions?
The reason your function fails to work is, basically, that DOM changes arent processed and displayed until everything finishes running for a second. The easiest way to make it work would probably be a call to setTimeout which waits a specific amount of time then calls the supplied function. For example you could use the following function to make your code work.
This function recursively calls itself via a setTimeout call to make sure the DOM is udpated.
function myFunction(i) {
(function doStuff() {
console.log(i);
document.getElementById('output').innerHTML = i;
i -= 1;
if (i >= 0) {
setTimeout(doStuff, 5000);
}
}());
}
myFunction(3);
<div>
Counter: <span id="output">X</span>
</div>
Related
I'm starter in JavaScript and I try to make simple code to print numbers (0-100) , but with pause in printing, for every next number(for exp. 3 seconds pause).
Code doesn't work properly... It waits 3 seconds and print the last number (100 in my case). Can you help me, where is my mistake?
This is the code:
<html>
<head>
<script type="text/javascript">
function funkcija_polnac()
{
var i = 0;
while (i <= 100) {
setTimeout(function(){ document.write(i + '%');}, 3000);
i++;
}
}</script>
</head>
<body>
<div style="margin: 0px auto;" onclick="funkcija_polnac()">Start</div>
</body>
</html>
What your code does is schedule 101 function callbacks, all of which will happen one right after another about three seconds after the code runs, and all of which will use the i variable, not its value as of when the function was created. So after three seconds you get 101 iterations of the value 101. This is because the functions you're creating are "closures over" the i variable (more accurately, the context in which the variable was created), and so they have an enduring reference to the variable and see its value as of when they use it, not as of when they were created. More about closures on my blog: Closures are not complicated
Or at least, that's what you'd see if it weren't that document.write, when used after initial parsing, blows away the page entirely. Basically: Don't use document.write. :-)
To fix it, you would schedule a single call to a function that, once it's run, schedules the next call. And you'd use the DOM or similar rather than document.write to see the output.
Example:
// NOTE: I used 30ms rather than 3000ms so it runs faster
var i = 0;
showOne();
function showOne() {
display(i);
++i;
if (i <= 100) {
setTimeout(showOne, 30); // You'd really want 3000
}
}
// Displays the given message by adding a paragraph element to the page
function display(msg) {
var p = document.createElement('p');
p.innerHTML = msg;
document.body.appendChild(p);
}
p {
padding: 0;
margin: 0;
font-family: sans-serif;
}
Well, you are running your while before the timeout happens. Try this
<html>
<head>
<script type="text/javascript">
function funkcija_polnac(i)
{
document.getElementById("output").innerHTML = i + "%";
if (--i > -1) {
setTimeout(function () { funkcija_polnac(i); }, 3000);
}
}
</script>
</head>
<body>
<div style="margin: 0px auto;" onclick="funkcija_polnac(5)">Start</div>
<div id="output"></div>
</body>
</html>
Hello I am trying to have my clock and my countdown timer on the same page so people/users can see when I am done with my game and for them to have the correct time with the countdown timer also. Here is the code. They both work separately but when the are both put on a .php page only the bottom one (countdown timer) works and if I do JQuery.noconflict to the timer the clock works but the countdown doesn't.
<!-- Clock Part 1 - Holder for Display of Clock -->
<span id="tP"> </span>
<!-- Clock Part 1 - Ends Here -->
<!-- Clock Part 2 - Put Anywhere AFTER Part 1 -->
<script type="text/javascript">
// Clock Script Generated By Maxx Blade's Clock v2.0d
// http://www.maxxblade.co.uk/clock
function tS(){ x=new Date(); x.setTime(x.getTime()); return x; }
function lZ(x){ return (x>9)?x:'0'+x; }
function tH(x){ if(x==0){ x=12; } return (x>12)?x-=12:x; }
function dE(x){ if(x==1||x==21||x==31){ return 'st'; } if(x==2||x==22){ return 'nd'; } if(x==3||x==23){ return 'rd'; } return 'th'; }
function y2(x){ x=(x<500)?x+1900:x; return String(x).substring(2,4) }
function dT(){ window.status=''+eval(oT)+''; document.title=''+eval(oT)+''; document.getElementById('tP').innerHTML=eval(oT); setTimeout('dT()',1000); }
function aP(x){ return (x>11)?'pm':'am'; }
var dN=new Array('Sun','Mon','Tue','Wed','Thu','Fri','Sat'),mN=new Array('Jan','Feb','Mar','Apr','May','Jun','Jul','Aug','Sep','Oct','Nov','Dec'),oT="dN[tS().getDay()]+' '+tS().getDate()+dE(tS().getDate())+' '+mN[tS().getMonth()]+' '+y2(tS().getYear())+' '+':'+':'+' '+tH(tS().getHours())+':'+lZ(tS().getMinutes())+':'+lZ(tS().getSeconds())+aP(tS().getHours())";
if(!document.all){ window.onload=dT; }else{ dT(); }
</script>
<!-- Clock Part 2 - Ends Here -->
<script type="text/javascript">
//###################################################################
// Author: ricocheting.com
// Version: v3.0
// Date: 2014-09-05
// Description: displays the amount of time until the "dateFuture" entered below.
var CDown = function() {
this.state=0;// if initialized
this.counts=[];// array holding countdown date objects and id to print to {d:new Date(2013,11,18,18,54,36), id:"countbox1"}
this.interval=null;// setInterval object
}
CDown.prototype = {
init: function(){
this.state=1;
var self=this;
this.interval=window.setInterval(function(){self.tick();}, 1000);
},
add: function(date,id){
this.counts.push({d:date,id:id});
this.tick();
if(this.state==0) this.init();
},
expire: function(idxs){
for(var x in idxs) {
this.display(this.counts[idxs[x]], "Sorry, hopfully we are open in a couple minutes");
this.counts.splice(idxs[x], 1);
}
},
format: function(r){
var out="";
if(r.d != 0){out += r.d +" "+((r.d==1)?"Day":"Days")+", ";}
if(r.h != 0){out += r.h +" "+((r.h==1)?"Hour":"Hours")+", ";}
out += r.m +" "+((r.m==1)?"Min":"Mins")+", ";
out += r.s +" "+((r.s==1)?"Sec":"Secs")+", ";
return out.substr(0,out.length-2);
},
math: function(work){
var y=w=d=h=m=s=ms=0;
ms=(""+((work%1000)+1000)).substr(1,3);
work=Math.floor(work/1000);//kill the "milliseconds" so just secs
y=Math.floor(work/31536000);//years (no leapyear support)
w=Math.floor(work/604800);//weeks
d=Math.floor(work/86400);//days
work=work%86400;
h=Math.floor(work/3600);//hours
work=work%3600;
m=Math.floor(work/60);//minutes
work=work%60;
s=Math.floor(work);//seconds
return {y:y,w:w,d:d,h:h,m:m,s:s,ms:ms};
},
tick: function(){
var now=(new Date()).getTime(),
expired=[],cnt=0,amount=0;
if(this.counts)
for(var idx=0,n=this.counts.length; idx<n; ++idx){
cnt=this.counts[idx];
amount=cnt.d.getTime()-now;//calc milliseconds between dates
// if time is already past
if(amount<0){
expired.push(idx);
}
// date is still good
else{
this.display(cnt, this.format(this.math(amount)));
}
}
// deal with any expired
if(expired.length>0) this.expire(expired);
// if no active counts, stop updating
if(this.counts.length==0) window.clearTimeout(this.interval);
},
display: function(cnt,msg){
document.getElementById(cnt.id).innerHTML=msg;
}
};
window.onload=function(){
var cdown = new CDown();
//Year,Month,Day,Hour,Min,Sec\\ (Jan - 0 Fed - 1 ++ Dec - 11, 12 is replaced with 0 for Jan)
cdown.add(new Date(2014,9,29,12,18,0), "countbox1");
};
</script>
<h2> Time until ^^<<>> opens!</h2>
<div id="countbox1"></div>
Fixed the problem
Thanks to #Scronide , #James Thorpe , and #Ultimater. I put all of your methods into place and kept them separate and used #Scronide final method. Thanks again.
They're both assigning to window.onload so the second is overwriting the function of the first.
If you are using jquery, instead of assigning to window.onload, you can instead use:
/* first component */
//initialisation for first component
$(function() {
dT();
});
/* second component */
//initialisation for second component
$(function() {
var cdown = new CDown();
//Year,Month,Day,Hour,Min,Sec\\ (Jan - 0 Fed - 1 ++ Dec - 11, 12 is replaced with 0 for Jan)
cdown.add(new Date(2014,9,29,12,18,0), "countbox1");
});
Both use window.onload. Simply join the two functions into one.
Neither of these scripts use any jQuery, so it isn't a jQuery conflict. The problem is that they are both setting a function to window.onload, so the last script will always override the one before it.
I suggest removing the if(!document.all){ window.onload=dT; }else{ dT(); } line from the end of the clock script and adding dT(); inside the window.onload assignment from the second script.
So you would have something like:
window.onload=function(){
dT();
var cdown = new CDown();
cdown.add(new Date(2014,9,29,12,18,0), "countbox1");
};
I've a jsp page which sets 'timestamp' attribute to certain HTML elements. I use the value of these 'timestamp' to display time elapsed in the format - "updated 10 seconds ago" (as tooltips)
I've created a static HTML page for the demonstration of my issue.
This is my code:
<html>
<head>
<script type = "text/javascript">
function setTime() {
var currentDate = new Date();
var elem = document.getElementsByClassName('supermaxvision_timestamp');
if(elem) {
for (var i = 0; i < elem.length; i++) {
var timestamp = elem[i].getAttribute('timestamp');
if(timestamp) {
var startTimestamp = new Date();
startTimestamp.setTime(timestamp)
var difference = currentDate.getTime() -startTimestamp.getTime();
elem[i].innerHTML = difference + " milliseconds";
}
}
}
setInterval(setTime, 1000);
}
</script>
</head>
<body>
<div class='supermaxvision_timestamp' timestamp='1353389123456' ></div>
<div class='supermaxvision_timestamp' timestamp='1353389234567' ></div>
<div class='supermaxvision_timestamp' timestamp='1353389345678' ></div>
<div class='supermaxvision_timestamp' timestamp='1353389456789' ></div>
<div class='supermaxvision_timestamp' timestamp='1353389567890' ></div>
<button onclick="setTime()">start</button>
</body>
</html>
you can just copy paste this code into a text file and open it in a browser (click 'start' button only once).
The problem is that initially the values of my div will update once every second ( as the code - setInterval(setTime, 1000)). But slowly the update interval decreases and values gets updated instantaneously. And within a minute the browser stops responding.
I'm not calling setInterval from within the loop. What is possibly wrong here?
Also, this code doesn't work in IE.
setInterval(fn, ms) says run fn every ms milliseconds, from now until I clear this interval. But on each call, you set a new interval, identical to the last.
So simply change setInterval to setTimeout which does not repeat, and only calls the function provided once. setTimeout can emulate setInterval by calling a function that sets a new timeout recursively. If you do that with intervals, you schedule more and more intervals that never stop. And each time it calls itself, the number of scheduled intervals double. It gets out of hand quickly...
Alternatively, you can move the setInterval out of the setTime function and only call it once, which will keep it being called every second. Like say:
// button calls this.
function startTime() {
setInterval(setTime);
}
function setTime() {
// all that code, but minus the setInterval at the end
}
You're calling setInterval recursively. Every time a new interval is created, that interval creates a new interval. Eventually the browser cannot handle it.
Maybe you would rather something like this?
<button onclick="setInterval(setTime, 1000)">start</button>
setInterval begins a repeating function - as it is right now setTime does it's loop and logic then calls setTimeout every second, each setTimeout call then starts another repeated call to itself every second. if you use setTimeout instead, it will be called once only, but my suggestion would be that instead you simply run setInterval outside your function declaration, like:
<html>
<head>
<script type = "text/javascript">
function GEBCN(cn){
if(document.getElementsByClassName) // Returns NodeList here
return document.getElementsByClassName(cn);
cn = cn.replace(/ *$/, '');
if(document.querySelectorAll) // Returns NodeList here
return document.querySelectorAll((' ' + cn).replace(/ +/g, '.'));
cn = cn.replace(/^ */, '');
var classes = cn.split(/ +/), clength = classes.length;
var els = document.getElementsByTagName('*'), elength = els.length;
var results = [];
var i, j, match;
for(i = 0; i < elength; i++){
match = true;
for(j = clength; j--;)
if(!RegExp(' ' + classes[j] + ' ').test(' ' + els[i].className + ' '))
match = false;
if(match)
results.push(els[i]);
}
// Returns Array here
return results;
}
function setTime() {
var currentDate = new Date();
var elem = GEBCN('supermaxvision_timestamp');
if(elem) {
for (var i = 0; i < elem.length; i++) {
var timestamp = elem[i].getAttribute('timestamp');
if(timestamp) {
var startTimestamp = new Date();
startTimestamp.setTime(timestamp)
var difference = currentDate.getTime() -startTimestamp.getTime();
elem[i].innerHTML = difference + " milliseconds";
}
}
}
}
</script>
</head>
<body>
<div class='supermaxvision_timestamp' timestamp='1353389123456' ></div>
<div class='supermaxvision_timestamp' timestamp='1353389234567' ></div>
<div class='supermaxvision_timestamp' timestamp='1353389345678' ></div>
<div class='supermaxvision_timestamp' timestamp='1353389456789' ></div>
<div class='supermaxvision_timestamp' timestamp='1353389567890' ></div>
<button onclick="setInterval(setTime, 1000)">start</button>
</body>
</html>
Also, the reason this is not working in IE is that it does not properly support the getElementsByClassName method of document. I found that out here: IE 8: Object doesn't support property or method 'getElementsByClassName' and Rob W also gives a good explanation there, but for a quick answer I have modified my code above to work in IE, using querySelectorAll
Derp, thats a jQuery method Chris, why would you just assume people use jQuery. getElementsByClassName & IE8: Object doesn't support this property or method includes an answer from ascii-lime which implements it's own version of getElementsByClassName. There no benefit to me copying all the code to here, but go have a look if you don't want to use jQuery.
OK, I just said there was no point, but I've copied all the code here anyway, above is a working, tested (on ie and ff) example of what you want
Really a newbie question but I can't seem to find the answer. I need to have this html file show a bunch of random numbers, separated by 1 second intervals. For some reason (maybe obvious) it is only showing me the last one unless I have 1 alert after each random number generated. How can I correct this?
<!DOCTYPE html>
<html>
<head>
<script type="text/javascript">
var randomnumber
var message
function placePossibleWinner()
{
randomnumber=Math.floor(Math.random()*11);
message="Teste ";
message=message.concat(randomnumber.toString());
document.getElementById("WINNER").innerHTML=message;
//alert(".")
}
</script>
</head>
<body>
<script type="text/javascript">
function runDraw()
{
var i=1
alert("start")
while (i<20)
{
setTimeout("placePossibleWinner()",1000)
i++
}
}
</script>
<h1>H Draw</h1>
<p id="WINNER">Draw</p>
<p></p>
<button onclick="runDraw()">Get me winner!</button>
</body>
</html>
Thanks in advance for any answers/comments.
The problem is all your setTimeouts are being triggered at the same time. Adding alerts pauses the JavaScript execution, so you see each number. Without that, after 1 second, all 19 setTimeouts run (one after another) and you just see one number (the screen is updated so fast, you just see one).
Try using setInterval instead.
function runDraw() {
var i = 1;
var interval = setInterval(function(){
if(i < 20){
placePossibleWinner();
i++;
}
else{
clearInterval(interval);
}
}, 1000);
}
This will run the function once every second, until i is 20, then it will clear the interval.
I believe you want setInterval instead. using setTimeout in a loop will just queue up 20 calls immediately and they will all fire at once 1 second later. Also, you are setting the innerHTML of the p which will overwrite any previous text.
function placePossibleWinner() {
// add a var here, implicit global
var randomnumber=Math.floor(Math.random()*11);
// add a var here, implicit global
message="Teste " + randomnumber + '\n'; // new line
document.getElementById("WINNER").innerHTML += message; // concat, don't assign
}
function runDraw() {
var counter = 1;
var intervalID = setInterval(function () {
if (counter < 20) {
placePossibleWinner();
counter++;
} else {
clearInterval(intervalID);
}
}, 1000);
}
You are resetting your message in your functions and you are calling placePossibleWinner() the wrong way... you want to use setInterval. Below is a modification of your html/javascript
<!DOCTYPE html>
<html>
<head>
<script type="text/javascript">
var randomnumber;
var message = "Teste ";
var timesCalled = 0;
var funtionPointer;
function placePossibleWinner()
{
timesCalled++;
randomnumber=Math.floor(Math.random()*11);
message=message.concat(randomnumber.toString());
document.getElementById("WINNER").innerHTML=message;
if (timesCalled > 20)
{
clearInterval(functionPointer);
}
}
</script>
</head>
<body>
<script type="text/javascript">
function runDraw()
{
var i=1
alert("start")
functionPointer = setInterval(placePossibleWinner,1000)
}
</script>
<h1>H Draw</h1>
<p id="WINNER">Draw</p>
<p></p>
<button onclick="runDraw()">Get me winner!</button>
</body>
</html>
To start with,
setTimeout("placePossibleWinner()",1000)
should be
setTimeout(placePossibleWinner,1000)
The parameter to setTimeput should be a reference to a function. See JavaScript,setTimeout
I have multiple paragraphs in an html-file that should show a dynamic countdown.
So I made a Countdown function in javascript, that returns the remaining time every time it is called. Unfortunately, I don't know how to call this function every second in the html file. Can you please help me out?
This is how my html file looks like:
EDIT, I have many countdown-paragraphs in my html file!:
<p class="countdown"><script>document.write(CountdownAnzeigen('2012-07-16 12:20:00'));</script></p>
<p class="countdown"><script>document.write(CountdownAnzeigen('2012-08-10 10:10:00'));</script></p>
...
The javascript function looks like:
function CountdownAnzeigen(end_datetime){
var Now = new Date();
var Countdown = Date.parse(end_datetime);
var CountdownText = Countdown.getTime()-Now.getTime();
return CountdownText;
}
setInterval(function() {
CountdownAnzeigen('2012-07-16 12:20:00');
}, 1000);
The setInterval(foobar, x) function is used to run a function foobar every x milliseconds.
Note that foobar can either be a function to be run or a string which will be interpreted as a Javascript, but I believe its accepted that using the string methodology is bad practice.
See the MDN setInterval docs.
(See also setInterval's sister method setTimeout's documentation.)
Use data- attributes to associate a target time with each element:
<p class="countdown" data-target-time="2012-07-06 12:20:00"></p>
<p class="countdown" data-target-time="2012-08-10 10:10:00"></p>
Then use a single setInterval function to fill each countdown-classed element with the result of the countdown function for its related time data:
setTimeout(function() {
var countdowns = document.getElementsByClassName("countdown");
for(var i=0; i < countdowns.length; ++i) {
var cd = countdowns[i];
cd.innerHTML = CountdownAnzeigen(cd.getAttribute("data-target-time"));
}
}, 1000);
This creates completely valid HTML5 and still functions correctly in older browsers.
Besides all answers how to use setInterval(), nobody explained, how to get the result into the paragraph. :)
So again, call you function like this:
setInterval(function() { CountdownAnzeigen('2012-07-16 12:20:00'); }, 1000);
And update the function:
// remove return value
return CountdownText;
// and replace it with this
document.getElementById('countdown').innerHTML = CountdownText;
Finally change your HTML to this:
<p class="countdown" id="countdown"></p>
If you don't use any "onload"-handler, place all your JavaScript below the paragraph and call the function once manually, to have the start time immediately and not the first time after one second.
EDIT
If you have multiple paragraphs you could do it like this:
<p class="countdown" id="countdown_1"></p>
<p class="countdown" id="countdown_2"></p>
<script>
setInterval(function() { CountdownAnzeigen('countdown_1', '2012-07-16 12:20:00'); }, 1000)
setInterval(function() { CountdownAnzeigen('countdown_2', '2012-07-16 12:20:00'); }, 500)
</script>
And update the function to:
document.getElementById(id).innerHTML = a;
Where ìd is a new parameter from the function call.
You can call function periodically also via the setTimeout().
Example:
javascript
function CountdownAnzeigen(countdown){
document.getElementById('countdown').innerHTML = countdown--;
if (countdown>0) {
window.setTimeout(function(){CountdownAnzeigen(countdown);}, 1000);
} else { alert('The End');}
}
html
<input type="button" value="count down" onclick="CountdownAnzeigen(10)"/>
<div id="countdown"></div>