in this index page of index-customer.php
i put this javascript at the end of the head tag of index-customer.php but it does not seem to work. is it because i did not call the function of the javascript. please help me ! thank you !
<script type ="text/javascript">
var timer = 0;
function set_interval() {
timer = setInterval("auto_logout()", 2);
}
function reset_interval() {
if (timer != 0) {
clearInterval(timer);
timer = 0;
timer = setInterval("auto_logout()", 2);
}
}
function auto_logout() {
window.location = "Logout.php";
}
</script>
First argument of setInterval should be name of the function, not the function call itself. Use timer = setInterval(auto_logout, 2000) instead
And no Quotes around function name.
Related
Pretty much what the title says. When the countdown starts, it goes "3", "2", and then executes the function that's supposed to launch when the timer hits zero, skipping the display of the number "1".
The actual timer output is displayed in a separate div element, you'll see in my code below.
I've seen some answers on here about faulty countdown clocks but a lot of them use jQuery whereas I'm just using vanilla JavaScript and the use of libraries is still a bit confusing to me.
var count = 3;
function startTimer() {
var timer = setInterval(function() {startTimer(count);}, 1000);
if(count === 0){
clearInterval(timer);
ranCoord(); //function to run when timer hits zero.
} else {
document.getElementById("target").innerText = count;
count--;
}
}
<div class="start">
<img src="images/start-default.png" onclick="startTimer();" alt="Click Here"/>
</div>
<div id="target"></div>
I noticed that if I include the var count=3 variable inside the startTimer(); function, the countdown doesn't work either, it just stays at number 3. Does anyone know why this is?
Also, if I include the var timer = setInterval(function() {startTimer(count);}, 1000); outside the function then it runs automatically on page load, which is not what I want. I want the countdown to start on the click of a button, and found that this worked when placed inside the function.
Thanks in advance!
If the count variable is declared inside of the startTimer function, then each iteration of the timer will have its count value overwritten and so will not count down.
setInterval repeats its function indefinitely, so only needs to be called once outside of the loop, as opposed to setTimeout which only runs once and needs to be called each iteration.
An alternative approach using setTimeout would be:
function startTimer(count) {
if (count <= 0) {
ranCoord();
} else {
document.getElementById("target").innerText = count;
setTimeout(function() { startTimer(--count); }, 1000);
}
}
This version also avoids the use of a global variable, by passing the remaining count in as a parameter.
You dont need to call startTimer in the setInterval
var count = 3;
function startTimer() {
var timer = setInterval(function() {
if (count === 0) {
clearInterval(timer);
ranCoord(); //function to run when timer hits zero.
} else {
document.getElementById("target").innerText = count;
count--;
}
}, 1000);
}
function ranCoord() {
console.log("Timer hit 0")
}
img {
height: 100px;
width: 100px;
outline: 1px solid blue;
}
<div class="start">
<img src="images/start-default.png" onclick="startTimer();" />
</div>
<div id="target"></div>
I think you not need to add more code you just need to simplify it like that
var count = 3;
function startTimer() {
const timer = setInterval(function () {
document.getElementById("target").innerText = count;
count--;
if (count <= 0) {
clearInterval(timer);
ranCoord();
}
}, 1000)
}
I have a javascript code that shows some messages every 6 seconds using setInterval function as bellow:
$(function () {
count = 0;
wordsArray = ["<h1>Offer received</h1>", "<h1>Offer reviewed</h1>", "<h1>Decision pending</h1>", "Offer accepted.</h1>"];
setInterval(function () {
$(".lead").fadeOut(400, function () {
$(this).html(wordsArray[count % wordsArray.length]).fadeIn(400);
});
if(count === 3){
clearInterval(window.location.href = "www.mydomain.com");
}
count++;
}, 6000);
});
When the last message is displayed I want to redirect to a URL so I checked the counter and placed a clearInterval when the last message is displayed however it does not go to the url right after the last massage is displayed but geos back to the first one and then redirect, sounds like it continues to loop. How can I fix that please?
Thanks
An interval id is returned by setInterval , you need to use that to stop particular interval.
$(function() {
count = 0;
wordsArray = ["<h1>Offer received</h1>", "<h1>Offer reviewed</h1>", "<h1>Decision pending</h1>", "<h1>Offer accepted.</h1>"];
var intervalTimer = setInterval(function() {
$(".lead").fadeOut(400, function() {
$(this).html(wordsArray[count % wordsArray.length]).fadeIn(400);
});
if (count === 3) {
clearInterval(intervalTimer);
}
count++;
}, 6000);
});
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div class="lead"></div>
I have 31 images and I want to display them one after another as the background of a div. I only want it to change when the user hovers over the div. My problem right now is that it just flips through all the images really fast. I am attempting to use setTimeout, but it isn't working. How can I make the delay work?
The name of the div is About_Me_Block and the images are called frame1.gif,frame2.gif ...etc
Here is my code:
function changeImg(counter) {
$('#About_Me_Block').attr("style", "background-image: url(playGif/frame" + counter + ".gif);");
}
$(document).ready(function() {
var hoverAnimate = []
"use strict";
$('#About_Me_Block').mouseenter(function() {
hoverAnimate[0] = true;
var counter = 0;
while (hoverAnimate[0]) {
console.log(counter);
setTimeout(changeImg(counter), 1000);
counter++;
if (counter === 32)
hoverAnimate[0] = false;
}
});
$('#About_Me_Block').mouseleave(function() {
hoverAnimate[0] = false;
$(this).attr("style", "background-image: url(play.jpeg);");
});
});
setTimeout doesn't wait for the function to end, it works lile threading in other languages.
To achieve a what you want, you need to call setTimeout from the changeImg function.
var counter = 0;
$(document).ready(function() {
var hoverAnimate = []
"use strict";
$('#About_Me_Block').mouseenter(function() {
hoverAnimate[0] = true;
counter = 0;
changeImg();
});
$('#About_Me_Block').mouseleave(function() {
hoverAnimate[0] = false;
$(this).attr("style", "background-image: url(play.jpeg);");
});
});
function changeImg() {
$('#About_Me_Block').attr("style", "background-image: url(playGif/frame" + counter + ".gif);");
counter++;
if (counter < 32 && hoverAnimate[0]) {
setTimeout(changeImg, 1000);
} else {
hoverAnimate[0] = false;
}
}
the reason they happen all at once is because while statement doesn't have delay, so all setTimeout will be set up at the same time, thus, calling changeImg all at once.
To solve this problem, you can replace setTimeout with setInterval. Instead of using while, you can just call setInterval like
var counter = 0;
var myTimer = setInterval(changeImg, 1000);
and update counter inside changeImg every time it gets called. After looping, don't forget to
clearInterval(myTimer)
It seems you need to read up on how setTimeout works. It essentially places a reminder to run a function after a given amount of milliseconds have passed. So, when you do setTimeout(changImg(counter), 1000) you are calling changImg(counter) which returns undefined. Therein producing this setTimeout(undefined, 1000) which is why it flips really fast.
So, you can use bind to allow the function to be called later with that parameter built in. Also, make sure you remove the reminders once done with clearTimeout.
function changeImg(counter) {
$('#About_Me_Block').attr("style", "background-image: url(playGif/frame" + counter + ".gif);");
}
$(document).ready(function() {
var hoverAnimate = false, id;
function loop(counter) {
if(hoverAnimate || counter < 32) {
changeImg(counter);
id = setTimeout(loop.bind(this, counter++), 1000);
}
}
$('#About_Me_Block').mouseenter(function() {
hoverAnimate = true;
id = setTimeout(loop.bind(this, 0), 1000);
});
$('#About_Me_Block').mouseleave(function() {
hoverAnimate = false;
// Don't want a reminder for a random counter to wake up.
clearTimeout(id);
$(this).attr("style", "background-image: url(play.jpeg);");
});
});
Two methods for timers - setTimeout and SetInterval (single / repeating)
// setInterval is also in milliseconds
var intervalHandle = setInterval(<yourFuncToChangeImage>,5000);
//this handle loop and make example loop stop
yourelement.yourEvent = function() {
clearInterval(intervalHandle);
};
I'm trying to have, on a registered.php page, a countdown that shows a timer that starts from 3 secs and goes down second by second, redirecting to another page in the end.
However, when I load the page in my browser i'm redirected to the other page in an instant. Can someone help me figure out why?
The registration was successful, you will be redirected in <span id="num"></span> seconds.
<script>
$(document).ready(function (){
for (var i = 3; i>0; i--) {
setTimeout(function () {
$("#num").html(i);
},1000);
}
window.location.replace("login.html");
});
</script>
Since this is a redirection page, you might not want to include the whole jQuery library for this bit of code:
var remaining = 3;
function countdown() {
document.getElementById('num').innerHTML = remaining;
if (!remaining--) {
window.location.replace("login.html");
}
setTimeout(countdown, 1000);
}
window.onload = countdown;
JS Fiddle Demo
Proper way:
$(document).ready(function () {
var i = 3;
$("#num").html(i);
setInterval(function () {
if(i==0){window.location.replace("login.html");}
i--;
$("#num").html(i > -1 ? i : 0);
}, 1000);
});
setInterval would execute every second the function, but with the code you had, you just set setTimeout to execute after a second, but it didn't stop you from looping further. So you immediately had three timeouts set and then redirected.
$(document).ready(function () {
var timer = 3;
var clearTime = setInterval(function(){
$("#num").html(timer--);
if(timer == 0){
window.clearInterval(clearTime);
window.location.replace("login.html");
}
},1000);
});
Hi here is my code i need to bind the values like,
output : test test test
here is my code but working,
<script type="text/javascript">
function delayMsg2() {
var timer = null;
if (timer == null)
{
timer = setInterval(rudy(), 1000);
}
else
{
clearInterval(timer);
timer = null;
}
}
function rudy()
{
document.getElementById("output2").innerHTML = document.getElementById("output2").innerHTML + " test";
}
</script>
<div>
<button onclick="delayMsg2();" >Click me!</button>
<span id="output2"></span>
</div>
what i need to change
Reference your function rudy directly:
timer = setInterval(rudy, 1000);
No need to write a closure around, like in the other answers.
Whats wrong with your code? You execute rudy() at the moment your delay2msg is executed and you pass the return value (which is void), to the setInterval() method. Not good :)
Changed your line
timer = setInterval(rudy(), 1000);
To
timer = setInterval(function(){rudy();}, 1000);
Updated Demo
You have to fix your setInterval declaration
timer = setInterval(function(){rudy()}, 1000);
Here is a fiddle.
change your code with this one and this will solve your problem of start/stop interval also.
var timer = null;
function delayMsg2() {
if (timer == null) {
timer = setInterval(rudy, 1000);
} else {
clearInterval(timer);
timer = null;
}
}
function rudy() {
document.getElementById("output2").innerHTML = document.getElementById("output2").innerHTML + " test";
}
DEMO