Hi I am trying to track the time spent by user on a webpage. So I have written the following javascript to do so.
The script starts tracking the time when the window becomes focused and then pauses if the user moves to some other tab or minimises the window.
here is the fiddle:
following is the code:
$(function(){
var count = 0;
var interval;
var ispaused=false;
function setPause(){
ispaused=true;
}
function unpause(){
ispaused=false;
}
$(window).on("blur focus", function(e) {
var prevType = $(this).data("prevType");
if (prevType != e.type) { // reduce double fire issues
switch (e.type) {
case "blur":
setPause();
clearInterval(interval);
break;
case "focus":
unpause();
var interval = setInterval(
function(){
if(!ispaused) {
$('#timer').text(count += 1);
}
},1000
);
break;
}
}
$(this).data("prevType", e.type);
});
});
The timer starts when you focus the area and pauses when you blur out, but the timer becomes faster after every cycle of focus and blur. No idea why that is happening. Please help !
I checked the fiddle you provided and found out that you are storing the interval variable on a local variable i had tried to fix the problem to see if it is working and had updated the fiddle here:
http://jsfiddle.net/9fzd1dap/1/
This is the updated Script
$(function () {
var count = 0;
var interval; //This is the global interval variable
var ispaused = false;
function setPause() {
ispaused = true;
}
function unpause() {
ispaused = false;
}
$(window).on("blur focus", function (e) {
var prevType = $(this).data("prevType");
if (prevType != e.type) { // reduce double fire issues
switch (e.type) {
case "blur":
setPause();
break;
case "focus":
unpause();
clearInterval(interval);
//I removed the var keyword from the line below to prevent dual declarations.
interval = setInterval(
function () {
if (!ispaused) {
$('#timer').text(count += 1);
}
}, 1000
);
break;
}
}
$(this).data("prevType", e.type);
});
});
What happened is that the global interval variable is not being populated and the local interval (inside the function) variable is the one that gets populated. I've already tested it on the updated fiddle and seems to work fine ;)
Related
I have an input which controls the state of an element changing very rapidly. This causes that element to flicker as parts of it change.
I am trying to store these state changes and then providing nothing has changed for a set amount of time (an arbitrary 500ms) change the state.
I have tried to solve this using timeouts as demonstrated in the code below (the same code as in the fiddle.):
var changingToHappy = false;
// Original no attempts to fix functions.
//var ifHappy = function () {
// $("#face").text(':)');
//};
//
//var ifNotHappy = function () {
// $("#face").text(':(');
//};
var ifHappy = function () {
changingToHappy = true;
setTimeout(function () {
if (changingToHappy) {
$("#face").text(':)');
}
}, 500);
};
var ifNotHappy = function () {
changingToHappy = false;
setTimeout(function () {
if (!changingToHappy) {
$("#face").text(':(');
}
}, 500);
};
$("#textBox").keypress(
function (event) {
if (event.which == 49) {
ifHappy();
$("#flickerFace").text(':)');
}
if (event.which == 50) {
ifNotHappy();
$("#flickerFace").text(':(');
}
}
);
If you rapidly press 1, 2, 1, 2 and so on in the fiddle the face will remain not flickery for a moment and then the timeouts will catchup and it will begin to change state.
This fiddle http://jsfiddle.net/9w70wxgz/4/ simulates the problem.
To clarify I only want the face to change if nothing has tried to change its state for a set amount of time.
What you're looking for is called a debounced function, here is an example with a piece of your code (you're almost there):
//storage for timer
var notHappyTimer;
var ifNotHappy = function () {
changingToHappy = false;
//removes timer if event fires in less than 500ms
clearTimeout(notHappyTimer);
//resets it to attempt again in 500ms
notHappyTimer = setTimeout(function () {
if (!changingToHappy) {
$("#face").text(':(');
}
}, 500);
};
As you can see, you just assign the timeout to a variable that clears itself every time the function is fired, then starts the timer again. This ensures that the text change only happens if the function hasn't been fired in 500ms.
The game is quite simple you click on the start button to begin then move your mouse along the track until you reach the end then the timer stops and shows you the score. If you go out of the track you get a score of zero.
Why don't my mouseOver functions work?
Link to my full code: http://www.codecademy.com/TictacTactic/codebits/AQBK4L/edit
Thank you in advance!
var score = 1000;
var timer = setInterval(countDown(), 1000);
$(document).ready(function() {
$('#start').click(function() {
$('#game').mouseover(function() {
stopTimer();
score = 0
$('#points').html(score)
});
$('#end').mouseover(function() {
stopTimer()
$('#points').html(score)
});
});
});
function countDown() {
score = score - 1;
}
function stopTimer() {
clearInterval(timer);
}
Most events are in lowercase, like mouseover, mouseout etc. There are also others that have capitals, like DOMContentLoaded. Most (if not all) programming languages are case-sensitive, watch out for these.
Try this
var clicked = false;
$('#start').click(function() {
if(!clicked){
clicked = true;
}
});
$("#game").hover(function(){
if(clicked){
stopTimer();
score = 0;
$("#points").html(score);
}
});
$("#end").hover(function(){
if(clicked){
stopTimer();
$("#points").html(score);
}
});
Then later if you don't want the hover event to work just set clicked to false I.E : clicked = false;
I made a control (numeric spinner up and down), to work in a table:
JSFIDDLE: http://jsfiddle.net/Leandro1981/wn8vd/1/
and I want simulate the "mousedown, increment while mouse button is helding" but I can't do it. I tried to mix it with the following and functional script:
JSFIDDLE: http://jsfiddle.net/Leandro1981/kKW85/
but I couldn't make it.
My last attempt here:
http://jsfiddle.net/Leandro1981/S8Zt9/1/
Maybe the wrong is the
timeout = setInterval(function () {
But I couldn't figure out. I'm using bootstrap 3, so I can't use some JQuery UI plugins...
Any help will be preciated!
Please comment below if you have any question, comment or anything to improve this question, and sorry for my english :)
Please be free to use my code/control in any way.
Thanks and kind regards
Write a factory to set up each control so you get a closure over the variables, now it's just a matter of being able to make it work given the relevant elements. For this, you'll need to
Listen for mousedown on the up and down nodes to set off the changes
Start a timeout loop to keep doing your change
Listen for mouseup on window to ensure you cancel the timeout loop (you may also want to listen for mouseout/loss of focus)
So all together,
function spinFactory(node, up, down) { // I wrote this vanilla :D
var spinning, delta;
window.addEventListener('mouseup', stopSpin);
function spin() {
node.value = +node.value + delta;
spinning = setTimeout(spin, 500);
}
function stopSpin() { // maybe also invoke this on mouseout/loss of focus
window.clearTimeout(spinning);
delta = 0;
}
up.addEventListener('mousedown', function spinUp() {
delta = 1;
spin();
});
down.addEventListener('mousedown', function spinDown() {
delta = -1;
spin();
});
}
// apply to your control, used a bit of jQuery to make life easier
$('.PNET-spinner').each(function () {
spinFactory(
this.getElementsByTagName('input')[0],
$(this).find('.btn:first-of-type')[0],
$(this).find('.btn:last-of-type')[0]
);
});
DEMO
I have updated the Fiddle here ... Please check this and it might helps you..
Script
$('.PNET-spinner .btn:first-of-type').on('mousedown', function (e) {
var timer, proxy = this;
timer = setInterval(function () {
increment(proxy);
}, 200);
$(document).one("mouseup", function () {
increment(proxy);
if (timer) clearInterval(timer);
});
});
$('.PNET-spinner .btn:last-of-type').on('mousedown', function () {
var timer, proxy = this;
timer = setInterval(function () {
decrement(proxy);
}, 200);
$(document).one("mouseup", function () {
decrement(proxy);
if (timer) clearInterval(timer);
});
});
function increment(proxy) {
var numupdown = $('.PNET-spinner input', $(proxy).closest("tr"));
var inputValue = parseInt($(numupdown).val(), 10);
inputValue++;
$(numupdown).val(inputValue);
}
function decrement(proxy) {
var numupdown = $('.PNET-spinner input', $(proxy).closest("tr"));
var inputValue = parseInt($(numupdown).val(), 10);
if (inputValue > 1) {
inputValue--;
$(numupdown).val(inputValue);
}
}
You simply need to take care of two things. First, your function to increment and decrement the value in the textbox should be called again and again till user do mouseout or mouseup. Second, make surethis has the right value in var numupdown = $('.PNET-spinner input', $(this).closest("tr"));
Following code shows how to do it for the increment button. Similar thing, you can implement for decrement button.
var timeout;
var inc = function () {
var myThis = this;
var numupdown = $('.PNET-spinner input', $(this).closest("tr"));
var inputValue = parseInt($(numupdown).val(), 10);
inputValue++;
console.log(inputValue);
$(numupdown).val(inputValue);
clearTimeout(timeout);
timeout = setTimeout(function(){
//http://stackoverflow.com/questions/3630054/how-do-i-pass-the-this-context-to-a-function
inc.apply(myThis, arguments);
}, 1000);
};
var incStop = function(){
clearTimeout(timeout);
}
$('.PNET-spinner .btn:first-of-type').on('mousedown', inc);
$('.PNET-spinner .btn:first-of-type').on('mouseup', incStop);
$('.PNET-spinner .btn:first-of-type').on('mouseout', incStop);
Check this DEMO here.
This is a followup to this question, where I found out how to make code be repeated every x seconds. Is it possible to make an event that can change this? I.e. I have a checkbox which is meant to control whether this is repeated or not, so I figured I'd need something like this:
$(checkbox).bind("change", function() {
switch(whether if it is ticked or not) {
case [ticked]:
// Make the code repeat, while preserving the ability to stop it repeating
case [unticked]:
// Make the code stop repeating, while preserving the ability to start again
}
});
I have no idea what I could put in the cases.
You can do it by assigning your setInterval function to a variable.
var interval = setInterval(function() { }, 1000);
and then you can stop setInterval by
clearInterval(interval);
p.s.
to start your interval you need to call var interval = setInterval(function() { }, 1000); again
You can either stop and start the interval:
var timer;
function start() {
timer = window.setInterval(function(){
// do something
}, 1000);
}
function stop() {
window.clearInterval(timer);
}
start();
$(checkbox).bind("change", function() {
if ($(this).is(':checked')) {
start();
} else {
stop();
}
});
Or you can have a flag causing the interval to skip the code:
var enabled = true;
var timer = window.setInterval(function(){
if (!enabled) {
// do something
}
}, 1000);
$(checkbox).bind("change", function() {
enabled = $(this).is(':checked');
});
function fooFunc() {
$('#foo').text(+new Date());
}
var id;
var shouldBeStopped = false;
$('input').change(function() {
if (shouldBeStopped)
clearInterval(id);
else
id = setInterval(fooFunc, 200);
shouldBeStopped = !shouldBeStopped;
});
Live DEMO
I have this button which is not working correctly for hold button for a period (but it works like click only).
Where i was trying to do if the button is hold for greater/equal then 2 seconds then callfunction1, if the button was pressed less then 2 seconds then callfuntion2.
var clickDisabled = false;
function clickLocker() {
/* #Button: 2 seconds */
clickDisabled = true;
setTimeout(function(){clickDisabled = false;}, 2000);
}
function callfunction1() { // you have hold he button for greater then or equal 2 second }
function callfunction2() { // you have hold the button less then 2 second }
$('.button').live("click",function()
{
if (clickDisabled) {
alert("locked for 2 second");
return;
}
clickLocker();
});
I think this solution should work. I have not tested it but it should give you the right idea.
var startTime;
function callfunction1() { // you have hold he button for greater then or equal 2 second }
function callfunction2() { // you have hold the button less then 2 second }
function buttonDownEvent() {
var Time = new Date();
startTime = Time.getTime();
}
function buttonUpEvent() {
if(new Date().getTime() - startTime < 2000)
callfunction2()
else
callfunction1()
}
$('.button').live("mousedown",function()
{
buttonDownEvent();
});
$('.button').live("mouseup",function()
{
buttonUpEvent();
});
Listen for both events, mousedown and mouseup, measuring the time between both:
var timeDown;
var timeUp;
$('.button').live("mousedown",function(){
timeDown = event.timeStamp;
});
$('.button').live("mouseup",function(){
timeUp = event.timeStamp;
time = timeUp-timeDown;
if (time>2000){
function1();
}else{
function2();
}
});
please note that event.timeStamp wont work well in firefox. For firefox you can do (new Date).getTime();
You can do this using events to the mouseup and mousedown events and timing the difference between them. Also, you need to remember which element caused the click - if the user released the mouse on a different element then it should just do the "non 2-second hold" function. A JSFiddle showing this working is available here: http://jsfiddle.net/35rw3/6/.
That was a great suggestion from slash. This is how you can do this
var clickstart;
var clickstop;
$("a").on('mousedown', function(e) {
clickstart = e.timeStamp;
}).on('mouseup', function(e) {
clickstop = e.timeStamp- clickstart
if(clickstop >= 2000) two()
else one();
});
Demo
Updates:
It might be necessary to track the mouse movement like #MarkRhodes wrote in his comments. So for that, check this update