This may be a simple problem but I can't seem to embed a variable parameter in a function for future execution. "alert" is the function I'd like to delay execution, with the parameter 0, 1, 2 etc
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<head>
<script language="JavaScript">
var init = function init() {
for (var i = 0, max = 3; i < max; i++) {
var then;
then = (function(jj) {
return jj;
}(i));
var pp = function(jj) {
return alert(then);
};
setTimeout(function() {
pp();
}, then * 1000);
}
};
</script>
</head>
<body onload="init();">
<button onclick="init();"></button>
</body>
</html>
You didn't really ask a question so I'll assume any implementation that produces the results you were expecting is what you want.
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<head>
<script language="JavaScript">
function createfunc(i) {
return function() { alert(i); };
}
var init = function init() {
for (var i = 0, max = 3; i < max; i++) {
var func = createfunc(i);
setTimeout(func, i * 1000);
}
};
</script>
</head>
<body onload="init();">
<button onclick="init();"></button>
</body>
</html>
This will alert a number, then wait a second and alert another number. Until 3 is reached:
var init = function() {
var counter = 0, //Start
max = 3 //End
var count = function() {
alert(counter) //Alert
if ( counter < max ) { //If we havent reached 3 then queue this function to be called again
window.setTimeout(function() {
count()
}, 1000)
}
counter++
}
count() //Start the counter
}
Here is a fiddle: http://jsfiddle.net/EXwH2/1/
You enclosed the first function in a closure but not the second, so you essentially set your pp var to the last iteration before setTimeout is called for the first time. What's your intent with the then variable? If you want to stagger the calls, each with their own value, you might want to put the call to setTimeout itself within its own closure:
var init = function init() {
for (var i = 0, max = 3; i < max; i++) {
(function (jj) {
setTimeout(function() {
alert(jj);
}, jj * 1000);
})(i);
}
};
Related
What I am looking for would essentially be a "++" to a "++" command using native java script. The program simply runs an animation for a given number in which the idea of the animatio is that it adds 1 after one second, two after two seconds and keeps going in the same fashion until the animation is stopped.
var counter = 10;
var animationOn = false;
var counterAnimation;
var plusOne;
function updateCounter() {
//update the counter value
var plusOne = counter++;
for (var i = 1; i = < 100000000;) {
}
//show the counter
var counterSpan = document.getElementById("counterHolder");
counterSpan.innerHTML = plusOne;
}
function startCounterAnimation() {
if (animationOn == false) {
animationOn == true;
counterAnimation = setInterval(updateCounter, 1000);
}
}
function stopCounterAnimation() {
if (animationOn == true) {
animationOn == false;
}
}
<!DOCTYPE html>
<html>
<head>
</head>
<body>
<button onclick="startCounterAnimation();">
Start counter animation
</button>
<button onclick="stopCounterAnimation();">
Stop counter animation
</button>
<span id="counterHolder">6931418</span>
</body>
</html>
You don't need the for loop.
You should assign to the global plusOne variable, not declare a local variable in the function.
You should add counter++ to it, not assign that directly.
Initialize plusOne from the number already in the output span.
Since your time intervals change between each update, you can't use setInterval(). Use setTimeout() to make a different timeout each time.
Use =, not ==, to assign to the animationOn variable.
var counter;
var animationOn = false;
var counterAnimation;
var plusOne = parseInt(document.getElementById("counterHolder").innerHTML);
function updateCounter() {
//update the counter value
plusOne += counter++;
//show the counter
var counterSpan = document.getElementById("counterHolder");
counterSpan.innerHTML = plusOne;
counterAnimation = setTimeout(updateCounter, counter * 1000);
}
function startCounterAnimation() {
if (!animationOn) {
animationOn = true;
counter = 1;
counterAnimation = setTimeout(updateCounter, 1000 * counter);
}
}
function stopCounterAnimation() {
if (animationOn) {
animationOn = false;
clearTimeout(counterAnimation);
}
}
<!DOCTYPE html>
<html>
<head>
</head>
<body>
<button onclick="startCounterAnimation();">
Start counter animation
</button>
<button onclick="stopCounterAnimation();">
Stop counter animation
</button>
<span id="counterHolder">6931418</span>
</body>
</html>
You canĀ“t define var onePlus in two places, instead define it once and assign a value, var is wide scoped
Also add whatever logic you need in the for loop and put the onePlus ++ and counter as parts of the for loop
As it is now you are expecting to use the counter both outside the for loop and as the for loop middle part, which seems reduntant
Try something like(leaving the variable names as are):
var counter = 1000
for (var plusOne = 1; plusOne < counter; plusOne++) {
//Your logic in here
await sleep(1000);
}
function sleep(ms) {
return new Promise(resolve => setTimeout(resolve, ms));
}
<html>
<body>
Click Here
<body>
</html>
I am using the following code to check the href attribute of the anchor tag and if it is blank I want to show alert for now. But when I write the code of javaScript in web browser console my complete system ends up unresponsive for quite some time. I might be doing something wrong. Can someone explain me what?
var a = document.getElementById("content2").getAttribute("href");
let i = 0;
while(a.trim().length < 1)
{
task(i);
}
function task(i) {
setTimeout(function() {
alert(i);
}, 1000 * 10);
}
Your timeout call seems to be within a while loop which gets called a ton of times. It should be
var a = document.getElementById("content2").getAttribute("href");
let i = 0;
if (a.trim().length < 1) {
task(i);
}
function task(i) {
setTimeout(function() {
alert(i);
if (a.trim().length < 1) {
task(++i);
}
}, 1000 * 10);
}
<html>
<body>
Click Here
</body>
</html>
This runs your loop after each attempt where a.trim().length < 1
You need change while loop to if condition, the while loop have never ended.
var a = document.getElementById("content2").getAttribute("href");
let i = 0;
if(a.trim().length < 1)
{
task(i);
}
function task(i) {
setTimeout(function() {
alert(i);
}, 1000 * 10);
}
<html>
<body>
Click Here
<body>
</html>
I have two questions about this counter example.
Why doesn't addVersionOne work? Why is it returning the actual code instead of a number?
How does addVersionTwo work? Isn't counter being reset back to 0 every time the function is run?
const addVersionOne = function() {
let counter = 0;
return function() {
counter += 1;
return counter;
}
}
var addVersionTwo = (function () {
let counter = 0;
return function() {
counter += 1;
return counter;
}
})();
function writeVersionOne(){
document.getElementById("addVersionOne").innerHTML = addVersionOne();
}
function writeVersionTwo(){
document.getElementById("addVersionTwo").innerHTML = addVersionTwo();
}
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<title>Page Title</title>
<meta name="viewport" content="width=device-width, initial-scale=1">
<button type="button" onclick="writeVersionOne()">addVersionOne</button>
<button type="button" onclick="writeVersionTwo()">addVersionTwo</button>
<p id="addVersionOne">0</p>
<p id="addVersionTwo">0</p>
<script src="main.js"></script>
</head>
<body>
</body>
</html>
When you execute this:
addVersionOne()
What is the result? Well, let's see what that function returns:
//...
return function() {
counter += 1;
return counter;
}
It returns a function. That function is never executed, it's just returned. The function itself is being set as the innerHTML for your target element.
But what does this return?:
addVersionTwo()
Notice how your second version wraps everything in parentheses and then adds another set of parentheses to invoke the returned function. So while the variable addVersionOne is a function which returns a function, the variable addVersionTwo is that returned function. And it returns a value:
//...
return counter;
Isn't counter being reset back to 0 every time the function is run?
Which "function" are you referring to? You have several. This function is being executed once when the page loads:
function () {
let counter = 0;
return function() {
counter += 1;
return counter;
}
}
It then returns a function which is stored in the addVersionTwo variable. That function is:
function() {
counter += 1;
return counter;
}
And no, that function does not reset counter to 0 each time it is executed.
Because the return value of the function addVersionOne is a function and it is obvious. But addVersionTwo function is actually the result of a function call which returns a function. So, addVersionTwo is actually the function below:
return function() {
counter += 1;
return counter;
}
you could define the function addVersionTwo as follows:
var counter = 0;
var addVersionTwo = function() {
counter += 1;
return counter;
};
So I have a button on which I want to display each element of my array for a few seconds. This is my html code:
<button class="btn" id="random">Start</button>
I have made an array with jQuery that I want to use to change the buttons text:
$(document).ready(function() {
$("#random").on("click", loop);
});
var array = ["el1","el2","el3"];
function loop() {
for (i = 0; i < array.length; i++) {
$("#random").html(array[i]);
}
var random = Math.floor(Math.random() * array.length) + 1;
$("#random").html(array[random]);
}
The for loop is supposed to do what I want but I can't find a way to delay the speed, it always just shows the last line of code. When I try setTimeout or something it just looks like it skips the for loop.
My proposal is to use IIFE and delay:
var array = ["el1","el2","el3", "Start"];
function loop(){
for (i = 0; i < array.length; i++){
(function(i) {
$("#random").delay(1000).queue(function () {
$(this).html(array[i]);
$(this).dequeue();
});
})(i);
}
}
$(function () {
$("#random").on("click", loop);
});
<script src="https://code.jquery.com/jquery-1.12.3.min.js"></script>
<button class="btn" id="random">Start</button>
Basically, a for loop will not help you. It runs with the max speed it can. And delaying it would do no good in js (you would just freeze the browser). Instead, you can just make a function that will execute itself with a delay. Kinda recursion, but not entirely. Below would make the trick.
https://jsfiddle.net/7dryshay/
$(document).ready(function() {
$("#random").on("click", function (event) {
// texts to cycle
var arr = ["el1","el2","el3"];
// get the button elem (we need it in this scope)
var $el = $(event.target);
// iteation function (kinda recursive)
var iter = function () {
// no more stuff to display
if (arr.length === 0) return;
// get top of the array and set it on button
$el.text(arr.shift());
// proceed to next iteration
setTimeout(iter, 500);
}
// start first iteration
iter();
});
});
Use setInterval() and clearInterval()
$(document).ready(
function() {
$("#random").on("click", loop);
}
);
var array = ["el1", "el2", "el3"];
var int;
function loop() {
var i = 0; // variable for array index
int && clearInterval(int); // clear any previous interval
int = setInterval(function() { //store interval reference for clearing
if (i == array.length) clearInterval(int); // clear interval if reached the last index
$("#random").text(i == array.length ? 'Start' : array[i++]); // update text with array element atlast set back to button text
}, 1000);
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.11.1/jquery.min.js"></script>
<button class="btn" id="random">Start</button>
UPDATE : If you need to implement it using for loop and setTimeout() then do something like this
var array = ["el1", "el2", "el3", "Start"];
function loop() {
for (i = 0; i < array.length; i++) {
(function(i) {
setTimeout(function() {
$("#random").html(array[i]);
}, i * 1000);
})(i);
}
}
$(function() {
$("#random").on("click", loop);
});
<script src="https://code.jquery.com/jquery-1.12.3.min.js"></script>
<button class="btn" id="random">Start</button>
<!DOCTYPE html>
<html>
<head>
<script>
function timer(x) {
if (x == 1) {
//reset timer
}
var i = 0;
var timer = setInterval(function() {
var x = document.getElementById("demo").innerHTML = i;
i = i + 1;
}, 500);
}
</script>
</head>
<body>
<p id="demo">hello</p>
<button type="button" onclick="timer(0)">change</button>
<button type="button" onclick="timer(1)">reset</button>
</body>
</html>
I want to reset timer onclick . e.g. if setIntervaltime is set to 5 sec and 3 seconds are elapsed ,after that if some on click on reset button it should start gain from 5 seconds.How to do this.
Keep the return value of setTimeout somewhere that you can get it again (currently you are storing it in a local variable, so it goes away when the function ends)
Call clearTimeout(timer);
Call setTimeout with whatever arguments you want again.
As already Quentin mentioned, use clearInterval to solve your problem.
Wrap it within an if.else.. statement like
if(x == 1) {
clearTimeout(timeout);
}
else {
timeout = setInterval..... // otherwise even after resetting
// it will continue to increment the value
}
Complete Code:
var timeout; // has to be a global variable
function timer(x) {
var i = 0;
if (x == 1) {
clearTimeout(timeout);
document.getElementById("demo").innerHTML = i;
} else {
timeout = setInterval(function () {
var x = document.getElementById("demo").innerHTML = i;
i = i + 1;
}, 1000);
}
}
JSFiddle