Closed. This question needs debugging details. It is not currently accepting answers.
Edit the question to include desired behavior, a specific problem or error, and the shortest code necessary to reproduce the problem. This will help others answer the question.
Closed 8 years ago.
Improve this question
I'm trying to build just a simple clock using javascript, but I'm at a loss at to why it isn't working.
$(document).ready(function() {
function updateTime() {
var now = newDate();
var hours = now.getHours();
var minutes = now.getMinutes();
var seconds = now.getSeconds();
var currenTime = hours + ':' + minutes ':' + seconds;
var counter = document.getElementById('counter');
counter.innerHTML = currentTime;
}
updateTime();
});
First you need to fix bugs in your code:
space between new and Date (new Date).
typo in var currenTime -> var currentTime
missing +after minutes in var currentTime
Later, in case you want to make a real time clock, you need to use setInterval to call updateTime every second.
setInterval(updateTime, 1000);
Like this.
And of course define <div id="counter"></div> in your html.
$(document).ready(function() {
function updateTime() {
var now = new Date();
var hours = now.getHours();
var minutes = now.getMinutes();
var seconds = now.getSeconds();
var currentTime = hours + ':' + minutes + ':' + seconds;
var counter = document.getElementById('counter');
counter.innerHTML = currentTime;
}
updateTime();
setInterval(updateTime, 1000);
});
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div id="counter"></div>
newDate()// wrong
should be new Date();
counter.innerHTML = currenTime;
should be counter.innerHTML = currentTime;
use a setInterval
http://jsfiddle.net/rkv0deqc/
$(document).ready(function() {
var counter = document.getElementById('counter');
window.setInterval(function() {
console.log(1);
var now = new Date();
var hours = now.getHours();
var minutes = now.getMinutes();
var seconds = now.getSeconds();
var currentTime = hours + ':' + minutes +':' + seconds;
counter.innerHTML = currentTime;
}
,'1000');
});
You missed the white space between new and Date(). You really should take a look at devtools before this.
Your function is executed at DOM ready, and it's done. What you want is to update every second. You need a setInterval, or recusive setTimeout.
function countdown(id, timer){
timer--;
daysRemain = Math.floor(timer / 86400);
amount = timer%86400;
hrsRemain = Math.floor(amount / 3600);
amount = timer%3600;
minsRemain = Math.floor(amount/60);
amount = timer%60;
secsRemain =Math.floor(amount);
// Pad the string with leading 0 if less than 2 chars long
if (secsRemain.length < 2) {
secsRemain = '0' + secsRemain;
}
// String format the remaining time
clock = daysRemain + ":" + hrsRemain + ":" + minsRemain + ":" + secsRemain;
document.getElementById(id).innerHTML = clock;
if ( timer > 0 ) {
// Time still remains, call this function again in 1 sec
setTimeout("countdown('" + id + "'," + timer + ")", 1000);
} else {
// Time is out! Hide the countdown
document.getElementById(id).innerHTML = 'Time Expired';
}
}
this is another way using javascript to create the timer clock
Related
I (a javascript newbie) want to have mutiple clocks with different time values in one page.
I managed to get the clock running, but if i add a second clock only one clock is getting displayed. In the console both ids with the correct (different) time are printed.
(function($, undefined) {
$.fn.clock = function(currentTime) {
return this.each(function() {
var localTime = +Date.now();
var timeDiff = currentTime - localTime;
updateClock = function (self, diff) {
var realtime = +Date.now() + diff;
var date = new Date(realtime);
var hours = date.getHours();
if(hours < 10) hours = "0"+hours;
var minutes = date.getMinutes();
if(minutes < 10) minutes = "0"+minutes;
var seconds = date.getSeconds();
if(seconds < 10) seconds = "0"+seconds;
var day = date.getDate();
var month = date.getMonth()+1;
var year = 1900 + date.getYear();
if(day < 10) day = "0"+day;
if(month < 10) month = "0"+month;
var formattedTime = day + '.' + month + '.' + year + ' ' + hours + ':' + minutes + ':' + seconds;
self.text(formattedTime);
console.log(self.attr("id")+":"+formattedTime);
setTimeout(function() {updateClock(self, diff)}, 1000);
};
updateClock($(this), timeDiff);
});
};
return this;
})(jQuery);
Call (takes time in ms as parameter):
<script type="text/javascript">
$(document).ready(function() {
$("#clock").clock(123456789);
$("#clock2").clock(1234567899);
});
</script>
clock and clock2 are empty divs.
Problem: Only clock2 (the last initialized clock) is displaying the time.
EDIT:
DIVs:
<div id="clock"/>
<div id="clock2"/>
EDIT2:
It's working now. The divs need an end-tag.
updateClock is a implicitly global variable. Add a var, or make it
function updateClock(self, diff) {
to scope the function correctly.
Div's must have end tag
Tag omission None, both the starting and ending tag are mandatory.
https://developer.mozilla.org/en-US/docs/Web/HTML/Element/div
<div id="clock"></div>
<div id="clock2"></div>
I found a JSFiddle with a timer that counts up every second.
Except i want this to work with just the minutes and seconds. No hours.
Any ideas?
DATE_OBJ.getSeconds() to get seconds of Date object.
DATE_OBJ. getMinutes() to get minutes of Date object.
setInterval to invoke handler function after every second(1000ms).
var handler = function() {
var date = new Date();
var sec = date.getSeconds();
var min = date.getMinutes();
document.getElementById("time").textContent = (min < 10 ? "0" + min : min) + ":" + (sec < 10 ? "0" + sec : sec);
};
setInterval(handler, 1000);
handler();
<h1 id="time" style="text-align: center"></h1>
Here's a very hackish approach - http://jsfiddle.net/gPrwW/1/
HTML -
<div id="worked">31:14</div>
JS :
$(document).ready(function (e) {
var $worked = $("#worked");
function update() {
var myTime = $worked.html();
var ss = myTime.split(":");
var dt = new Date();
dt.setHours(0);
dt.setMinutes(ss[0]);
dt.setSeconds(ss[1]);
var dt2 = new Date(dt.valueOf() + 1000);
var temp = dt2.toTimeString().split(" ");
var ts = temp[0].split(":");
$worked.html(ts[1]+":"+ts[2]);
setTimeout(update, 1000);
}
setTimeout(update, 1000);
});
The precise way of handling this is the following:
store the time of the start of the script
in a function that gets called repeatedly get the time elapsed
convert the elapsed time in whatever format you want and show it
Sample code:
var initialTime = Date.now();
function checkTime(){
var timeDifference = Date.now() - initialTime;
var formatted = convertTime(timeDifference);
document.getElementById('time').innerHTML = '' + formatted;
}
function convertTime(miliseconds) {
var totalSeconds = Math.floor(miliseconds/1000);
var minutes = Math.floor(totalSeconds/60);
var seconds = totalSeconds - minutes * 60;
return minutes + ':' + seconds;
}
window.setInterval(checkTime, 100);
You can easily change the granularity of checking the time (currently set at 0.1 seconds). This timer has the advantage that it will never be out of sync when it updates.
You can make a function that increments a counter every time it's called, shows the value as:
counter/60 minutes, counter%60 seconds
Then you can use the setInterval function to make JavaScript call your code every second. It's not extremely precise, but it's good enough for simple timers.
var initialTime = Date.now();
function checkTime(){
var timeDifference = Date.now() - initialTime;
var formatted = convertTime(timeDifference);
document.getElementById('time').innerHTML = '' + formatted;
}
function convertTime(miliseconds) {
var totalSeconds = Math.floor(miliseconds/1000);
var minutes = Math.floor(totalSeconds/60);
var seconds = totalSeconds - minutes * 60;
return minutes + ':' + seconds;
}
window.setInterval(checkTime, 100);
This might be something?
plain count up timer in javascript
It is based on the setInterval method
setInterval(setTime, 1000);
This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
Javascript to run the Clock (date and time) 4 times speeder
I'm trying to make a clock that starts at a time value (hh:mm:ss) that I've supplied, and runs at 4x speed (for the server time of an online game that runs 4x actual time). I've modified a free clock that I found online to do this, but it only works for every other minute (try the code below to see exactly what I mean if that doesn't make sense).
var customClock = (function () {
var timeDiff;
var timeout;
function addZ(n) {
return (n < 10 ? '0' : '') + n;
}
function formatTime(d) {
t1 = d.getHours();
t2 = d.getMinutes();
t3 = d.getSeconds() * 4;
if (t3 > 59) {
t3 = t3 - 60;
t2 = t2 + 1;
}
if (t2 > 59) {
t2 = t2 - 60;
t1 = t1 + 1;
}
if (t1 > 23) {
t1 = 0;
}
return addZ(t1) + ':' + addZ(t2) + ':' + addZ(t3);
}
return function (s) {
var now = new Date();
var then;
var lag = 1015 - now.getMilliseconds();
if (s) {
s = s.split(':');
then = new Date(now);
then.setHours(+s[0], +s[1], +s[2], 0);
timeDiff = now - then;
}
now = new Date(now - timeDiff);
document.getElementById('clock').innerHTML = formatTime(now);
timeout = setTimeout(customClock, lag);
}
}());
window.onload = function () {
customClock('00:00:00');
};
Any idea why this is happening? I'm pretty new to Javascript and this is definitely a little hack-ey. Thanks
i take the orginal time and substract it from the current then multiply it by 4 and add it to the orginal time. I think that should take care or the sync problem.
(function(){
var startTime = new Date(1987,08,13).valueOf() //save the date 13. august 1987
, interval = setInterval(function() {
var diff = Date.now() - startTime
//multiply the diff by 4 and add to original time
var time = new Date(startTime + (diff*4))
console.log(time.toLocaleTimeString())
}, 1000)
}())
How to use with a custom date (use the Date object)
Date(year, month, day, hours, minutes, seconds, milliseconds)
var lag = 1015 - now.getMilliseconds(); is attempting to "run this again a smidge (15 ms) after the next clock tick". Make this value smaller (divide by 4?), and this code will run more frequently.
Next up, get it to show 4x the current clock duration. Similar problem: multiply now's details by 4 either inside or outside formatTime()
I would first create a Clock constructor as follows:
function Clock(id) {
var clock = this;
var timeout;
var time;
this.hours = 0;
this.minutes = 0;
this.seconds = 0;
this.stop = stop;
this.start = start;
var element = document.getElementById(id);
function stop() {
clearTimeout(timeout);
}
function start() {
timeout = setTimeout(tick, 0);
time = Date.now();
}
function tick() {
time += 1000;
timeout = setTimeout(tick, time - Date.now());
display();
update();
}
function display() {
var hours = clock.hours;
var minutes = clock.minutes;
var seconds = clock.seconds;
hours = hours < 10 ? "0" + hours : "" + hours;
minutes = minutes < 10 ? "0" + minutes : "" + minutes;
seconds = seconds < 10 ? "0" + seconds : "" + seconds;
element.innerHTML = hours + ":" + minutes + ":" + seconds;
}
function update() {
var seconds = clock.seconds += 4;
if (seconds === 60) {
clock.seconds = 0;
var minutes = ++clock.minutes;
if (minutes === 60) {
clock.minutes = 0;
var hours = ++clock.hours;
if (hours === 24) clock.hours = 0;
}
}
}
}
Then you can create a clock and start it like this:
var clock = new Clock("clock");
clock.start();
Here's a demo: http://jsfiddle.net/Nt5XN/
On a download page, I would like to have it so that when the page loads, a 10 second timer automatically starts. On the page, I would like some text to say something like "You can begin your download in 10 seconds..." Then, after the time is up a download button appears for people to click on and start their download.
How can I do this, and what code do I use to include it into a page?
See: http://jsfiddle.net/rATW7/
It's backwards-compatible and not so secure, but 10 seconds isn't much to worry about anyways.
You can use setInterval() to do this.
Note that make sure the countdownElement has an existing text node, which can be any whitespace. If you can't guarantee that, just use innerHTML or innerText/textContent.
window.onload = function() {
var countdownElement = document.getElementById('countdown'),
downloadButton = document.getElementById('download'),
seconds = 10,
second = 0,
interval;
downloadButton.style.display = 'none';
interval = setInterval(function() {
countdownElement.firstChild.data = 'You can start your download in ' + (seconds - second) + ' seconds';
if (second >= seconds) {
downloadButton.style.display = 'block';
clearInterval(interval);
}
second++;
}, 1000);
}
jsFiddle.
Noone could ensure that your intervals are exact, especially if tab (or browser) is inactive (see e.g. this post), so it's better to rely on time difference instead of counter:
var sTime = new Date().getTime();
var countDown = 30;
function UpdateTime() {
var cTime = new Date().getTime();
var diff = cTime - sTime;
var seconds = countDown - Math.floor(diff / 1000);
//show seconds
}
UpdateTime();
var counter = setInterval(UpdateTime, 500);
The working fiddle
A modification of the Fiddle provided by Yuriy which does NOT use JQuery, and works with hours as well if the # of seconds are large enough.
<div id="countdowntimertxt" class="countdowntimer">00:00:00</div>
<script type="text/javascript">
var sTime = new Date().getTime();
var countDown = 3700; // Number of seconds to count down from.
function UpdateCountDownTime() {
var cTime = new Date().getTime();
var diff = cTime - sTime;
var timeStr = '';
var seconds = countDown - Math.floor(diff / 1000);
if (seconds >= 0) {
var hours = Math.floor(seconds / 3600);
var minutes = Math.floor( (seconds-(hours*3600)) / 60);
seconds -= (hours*3600) + (minutes*60);
if( hours < 10 ){
timeStr = "0" + hours;
}else{
timeStr = hours;
}
if( minutes < 10 ){
timeStr = timeStr + ":0" + minutes;
}else{
timeStr = timeStr + ":" + minutes;
}
if( seconds < 10){
timeStr = timeStr + ":0" + seconds;
}else{
timeStr = timeStr + ":" + seconds;
}
document.getElementById("countdowntimertxt").innerHTML = timeStr;
}else{
document.getElementById("countdowntimertxt").style.display="none";
clearInterval(counter);
}
}
UpdateCountDownTime();
var counter = setInterval(UpdateCountDownTime, 500);
</script>
I was writing a reply with code, but alex's reply is better than my quick & dirty solution.
Take into account that if you want to do something like what Rapidshare and others do, you will have to generate the link at the server side and retrieve it with AJAX, otherwise the only thing whoever wants to get the download immediately needs to do is to see the source code of your page ;-)
This is very simple, yes you can make it very easily. Here's the live link, where you can find the codding for making countdown timer , before download link appears : http://www.makingdifferent.com/make-countdown-timer-download-button-link-appears/
Cheers !!
You can use setTimeout function of javascript :
// make the button not visible
setTimeout(()=>{
// here make button visible and clickable
},10000)
// here 10000 -> 10 seconds timeout
This question already has answers here:
How to measure time taken by a function to execute
(30 answers)
Closed 9 years ago.
I am looking for some JavaScript simple samples to compute elapsed time. My scenario is, for a specific point of execution in JavaScript code, I want to record a start time. And at another specific point of execution in JavaScript code, I want to record an end time.
Then, I want to calculate the elapsed time in the form of: how many Days, Hours, Minutes and Seconds are elapsed between end time and start time, for example: 0 Days, 2 Hours, 3 Minutes and 10 Seconds are elapsed.
Any reference simple samples? :-)
Thanks in advance,
George
Try something like this (FIDDLE)
// record start time
var startTime = new Date();
...
// later record end time
var endTime = new Date();
// time difference in ms
var timeDiff = endTime - startTime;
// strip the ms
timeDiff /= 1000;
// get seconds (Original had 'round' which incorrectly counts 0:28, 0:29, 1:30 ... 1:59, 1:0)
var seconds = Math.round(timeDiff % 60);
// remove seconds from the date
timeDiff = Math.floor(timeDiff / 60);
// get minutes
var minutes = Math.round(timeDiff % 60);
// remove minutes from the date
timeDiff = Math.floor(timeDiff / 60);
// get hours
var hours = Math.round(timeDiff % 24);
// remove hours from the date
timeDiff = Math.floor(timeDiff / 24);
// the rest of timeDiff is number of days
var days = timeDiff ;
Try this...
function Test()
{
var s1 = new StopWatch();
s1.Start();
// Do something.
s1.Stop();
alert( s1.ElapsedMilliseconds );
}
// Create a stopwatch "class."
StopWatch = function()
{
this.StartMilliseconds = 0;
this.ElapsedMilliseconds = 0;
}
StopWatch.prototype.Start = function()
{
this.StartMilliseconds = new Date().getTime();
}
StopWatch.prototype.Stop = function()
{
this.ElapsedMilliseconds = new Date().getTime() - this.StartMilliseconds;
}
Hope this will help:
<!doctype html public "-//w3c//dtd html 3.2//en">
<html>
<head>
<title>compute elapsed time in JavaScript</title>
<script type="text/javascript">
function display_c (start) {
window.start = parseFloat(start);
var end = 0 // change this to stop the counter at a higher value
var refresh = 1000; // Refresh rate in milli seconds
if( window.start >= end ) {
mytime = setTimeout( 'display_ct()',refresh )
} else {
alert("Time Over ");
}
}
function display_ct () {
// Calculate the number of days left
var days = Math.floor(window.start / 86400);
// After deducting the days calculate the number of hours left
var hours = Math.floor((window.start - (days * 86400 ))/3600)
// After days and hours , how many minutes are left
var minutes = Math.floor((window.start - (days * 86400 ) - (hours *3600 ))/60)
// Finally how many seconds left after removing days, hours and minutes.
var secs = Math.floor((window.start - (days * 86400 ) - (hours *3600 ) - (minutes*60)))
var x = window.start + "(" + days + " Days " + hours + " Hours " + minutes + " Minutes and " + secs + " Secondes " + ")";
document.getElementById('ct').innerHTML = x;
window.start = window.start - 1;
tt = display_c(window.start);
}
function stop() {
clearTimeout(mytime);
}
</script>
</head>
<body>
<input type="button" value="Start Timer" onclick="display_c(86501);"/> | <input type="button" value="End Timer" onclick="stop();"/>
<span id='ct' style="background-color: #FFFF00"></span>
</body>
</html>
Something like a "Stopwatch" object comes to my mind:
Usage:
var st = new Stopwatch();
st.start(); //Start the stopwatch
// As a test, I use the setTimeout function to delay st.stop();
setTimeout(function (){
st.stop(); // Stop it 5 seconds later...
alert(st.getSeconds());
}, 5000);
Implementation:
function Stopwatch(){
var startTime, endTime, instance = this;
this.start = function (){
startTime = new Date();
};
this.stop = function (){
endTime = new Date();
}
this.clear = function (){
startTime = null;
endTime = null;
}
this.getSeconds = function(){
if (!endTime){
return 0;
}
return Math.round((endTime.getTime() - startTime.getTime()) / 1000);
}
this.getMinutes = function(){
return instance.getSeconds() / 60;
}
this.getHours = function(){
return instance.getSeconds() / 60 / 60;
}
this.getDays = function(){
return instance.getHours() / 24;
}
}
var StopWatch = function (performance) {
this.startTime = 0;
this.stopTime = 0;
this.running = false;
this.performance = performance === false ? false : !!window.performance;
};
StopWatch.prototype.currentTime = function () {
return this.performance ? window.performance.now() : new Date().getTime();
};
StopWatch.prototype.start = function () {
this.startTime = this.currentTime();
this.running = true;
};
StopWatch.prototype.stop = function () {
this.stopTime = this.currentTime();
this.running = false;
};
StopWatch.prototype.getElapsedMilliseconds = function () {
if (this.running) {
this.stopTime = this.currentTime();
}
return this.stopTime - this.startTime;
};
StopWatch.prototype.getElapsedSeconds = function () {
return this.getElapsedMilliseconds() / 1000;
};
StopWatch.prototype.printElapsed = function (name) {
var currentName = name || 'Elapsed:';
console.log(currentName, '[' + this.getElapsedMilliseconds() + 'ms]', '[' + this.getElapsedSeconds() + 's]');
};
Benchmark
var stopwatch = new StopWatch();
stopwatch.start();
for (var index = 0; index < 100; index++) {
stopwatch.printElapsed('Instance[' + index + ']');
}
stopwatch.stop();
stopwatch.printElapsed();
Output
Instance[0] [0ms] [0s]
Instance[1] [2.999999967869371ms] [0.002999999967869371s]
Instance[2] [2.999999967869371ms] [0.002999999967869371s]
/* ... */
Instance[99] [10.999999998603016ms] [0.010999999998603016s]
Elapsed: [10.999999998603016ms] [0.010999999998603016s]
performance.now() is optional - just pass false into StopWatch constructor function.
This is what I am using:
Milliseconds to a pretty format time string:
function ms2Time(ms) {
var secs = ms / 1000;
ms = Math.floor(ms % 1000);
var minutes = secs / 60;
secs = Math.floor(secs % 60);
var hours = minutes / 60;
minutes = Math.floor(minutes % 60);
hours = Math.floor(hours % 24);
return hours + ":" + minutes + ":" + secs + "." + ms;
}
First, you can always grab the current time by
var currentTime = new Date();
Then you could check out this "pretty date" example at http://www.zachleat.com/Lib/jquery/humane.js
If that doesn't work for you, just google "javascript pretty date" and you'll find dozens of example scripts.
Good luck.
<script type="text/javascript">
<!-- Gracefully hide from old browsers
// Javascript to compute elapsed time between "Start" and "Finish" button clicks
function timestamp_class(this_current_time, this_start_time, this_end_time, this_time_difference) {
this.this_current_time = this_current_time;
this.this_start_time = this_start_time;
this.this_end_time = this_end_time;
this.this_time_difference = this_time_difference;
this.GetCurrentTime = GetCurrentTime;
this.StartTiming = StartTiming;
this.EndTiming = EndTiming;
}
//Get current time from date timestamp
function GetCurrentTime() {
var my_current_timestamp;
my_current_timestamp = new Date(); //stamp current date & time
return my_current_timestamp.getTime();
}
//Stamp current time as start time and reset display textbox
function StartTiming() {
this.this_start_time = GetCurrentTime(); //stamp current time
document.TimeDisplayForm.TimeDisplayBox.value = 0; //init textbox display to zero
}
//Stamp current time as stop time, compute elapsed time difference and display in textbox
function EndTiming() {
this.this_end_time = GetCurrentTime(); //stamp current time
this.this_time_difference = (this.this_end_time - this.this_start_time) / 1000; //compute elapsed time
document.TimeDisplayForm.TimeDisplayBox.value = this.this_time_difference; //set elapsed time in display box
}
var time_object = new timestamp_class(0, 0, 0, 0); //create new time object and initialize it
//-->
</script>
<form>
<input type="button" value="Start" onClick="time_object.StartTiming()"; name="StartButton">
</form>
<form>
<input type="button" value="Finish" onClick="time_object.EndTiming()"; name="EndButton">
</form>
<form name="TimeDisplayForm">
Elapsed time:
<input type="text" name="TimeDisplayBox" size="6">
seconds
</form>
write java program that enter elapsed time in seconds for any cycling event & the output format should be like (hour : minute : seconds ) for EX : elapsed time in 4150 seconds= 1:09:10