I have three javascript functions:
function updateTest() {
if (totalmin == "0") {
coolvar = "start";
} else {
coolvar = "stop";
}
}
setInterval(updateTest, 1000)
var audvar = setInterval(function () {
cooltrigger()
}, 60000);
function cooltrigger() {
updateaudio(coolvar);
}
I need to design another function that checks the state of coolvar for the same interval, but updates html code the once upon coolvar=start. It then should hold and not update this variable for 60 seconds and then returns to the previous state.
function updateaudio(coolvar) {
var a_str;
if (coolvar == "start") {
a_str = '<audio autoplay source src="audio/coolsound.mp3" type="audio/mpeg"></audio>';
}
if (coolvar == "stop") {
a_str = '<!--Coolsound will only go off at 0:00 timer -->';
}
document.getElementById('audio_span').innerHTML = a_str;
}
//setTimeout(updateaudio, 6000);
At the moment using the current code, coolvar will be checked once every 60 seconds then update a_str. I wanted to check coolvar every second but update a_str only once upon first triggering updateaudio.
What am I doing wrong? Is there another way to achieve this?
Related
I'm trying to prevent users in Dynamics 365 / CRM from quickly clicking on the same button, thus initiating a synchronous, window-blocking event.
We were able to fix this in IE, but Chrome seems to "remember" the button clicks - and then initiate the same event, again and again, synchronously (as is expected).
I had thought about creating a background timer, that will be initiated on the first button click, which will turn a variable as 'True' until the timer finishes, then turning the variable as 'False'.
During those X seconds in which the variable is set to true, subsequent button clicks will fire the event, but not proceed any further than a few lines where the function will check if the variable is set to true or false.
This is my (not working) code so far:
function startTimer(duration) {
isTimerOn = true;
var timer = duration, seconds;
setInterval (function () {
seconds = parseInt(timer % 60, 10);
seconds = seconds < 10 ? 0 + seconds : seconds;
if (--timer < 0) {
timer = duration;
}
}, 500);
isTimerOn = false;
};
var isTimerOn = false;
function createWordSummary() {
if (isTimerOn) {
return;
}
try {
startTimer(3);
// Logic here
Would love some help, thanks in advance!
You can try something like this:
let disabled = false;
function startTimer(s) {
disabled = true;
setTimeout(function() {
disabled = false;
}, s * 1000);
}
function createWordSummary() {
if ( disabled ) return;
startTimer(3);
console.log('check');
}
<button onclick="createWordSummary()">Check</button>
Hope it helps!
I'm trying the make a chrome extension in javascript. So far, my popup.js looks like this:
let bg;
let clock;
document.addEventListener('DOMContentLoaded', function() {
document.getElementById('button1').addEventListener('click', butClicked);
bg = chrome.extension.getBackgroundPage();
//clock = document.getElementById("label1");
});
let timeStamp;
let isClockRunning = false;
function butClicked() {
let test = bg.getURL();
document.getElementById('test').innerHTML = test;
timeStamp = new Date();
isClockRunning = !isClockRunning;
runCheckTimer();
}
function runCheckTimer() {
var handle;
if(isClockRunning == true) {
handle = setInterval(updateClock, 1000);
}
else if(isClockRunning == false) {
clearInterval(handle);
handle = 0;
}
}
function updateClock() {
let seconds = bg.returnTimeSince(timeStamp);
document.getElementById("label1").innerHTML = "Seconds: " + seconds;
}
The program works just fine when I click the button once; it starts the timer. But when I click the button the second time, timeStamp gets set to 0, but the updateClock keeps running at the same interval; the interval doesn't get cleared even though I'm toggling the isClockRunning boolean. It's almost as if javascript is forgetting to run the else if part in runCheckTimer(). How can I fix this?
EDIT: On a sidenote, am I doing the timer thing the right way? Or is there a better way to do it? I basically want a timer to keep ticking every second since you've pressed the button, and then when you click it again it'll stop and reset to 0.
You have scoped handle to runCheckTimer. When runCheckTimer starts, it will create a new handle every time.
Move handle outside of the function.
var handle;
function runCheckTimer() {
if(isClockRunning == true) {
handle = setInterval(updateClock, 1000);
}
else if(isClockRunning == false) {
clearInterval(handle);
handle = 0;
}
}
I have been trying to write code for a simple countdown timer that I am making for a website (take a look here: sbtimescore.github.io). Unfortunately, I've run into a logical error my limited knowledge can't solve (I'm a newbie). When one presses the start/pause repeatedly, the timer starts to speed up. I have posted the code for which is run onclick() below:
function spGameClock() {
if (gameClockRunning == false) {
gameClockRunning = true;
} else {
gameClockRunning = false;
return;
}
function timer() {
if (gameCounter == 0) {
clearInterval(interval);
$("#GameClockText").html(secondsToText(gameCounter));
blinkIt("GameClockBox");
} else if (gameCounter > 0 && gameClockRunning == true) {
$("#GameClockText").html(secondsToText(gameCounter));
gameCounter = gameCounter - 1;
} else if (gameCounter > 0 && gameClockRunning == false) {
clearInterval(interval);
} else {}
}
var interval = setInterval(timer, 1000);
}
I know that the interval is being called too many times, but I'm not sure how to fix it. If anyone has a solution, I would be grateful.
You should define interval as a variable outside of the spGameClock function. A good place would be within the jQuery ready callback. You could then also use that variable itself to determine whether the clock is ticking or not.
Here is an implementation using countdownjs:
$(function () {
var interval = null, // define outside of spGameClock scope
gameCounter = 10; // Some initial value
function spGameClock() {
// Use interval as detection:
if (interval == null) {
interval = setInterval(timer, 1000);
$("#GameClockText").text(secondsToText(gameCounter));
} else {
clearInterval(interval);
interval = null; // Always set to null after clearing
$("#GameClockText").text(secondsToText(gameCounter) + " (paused)");
}
function timer() {
gameCounter--;
$("#GameClockText").text(secondsToText(gameCounter));
// No need to test interval for null here, since it certainly is not.
if (gameCounter <= 0) {
clearInterval(interval);
interval = null;
blinkIt("GameClockBox");
}
}
}
// Attach event handler here instead of using onclick attribute
$("#toggle").click(spGameClock);
// Start clock now
spGameClock();
// Utility functions:
function secondsToText(sec) { // Uses countdown library:
return countdown(new Date().getTime() + 1000*sec).toString() || "Game Over!";
}
function blinkIt(id) {
(function loop(times) {
if (times) $('#' + id).fadeToggle(400, loop.bind(null, times-1));
})(6);
}
});
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/countdown/2.6.0/countdown.min.js"></script>
<button type="button" id="toggle">Pause/Continue</button>
<div id="GameClockBox">
<div id="GameClockText"></div>
</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 have already this function I'm trying to add a timer like this: when value >= 1 and user doesn't move mouse for 1 minute or 60 seconds timer starts and redirect user to a new page but if user moves mouse before 60 seconds end the timer resets again.
function pagar(){
var textarea = document.getElementById ("textarea");
/*if (event.propertyName.toLowerCase () == "value") {
alert ("NUEVO VALOR EN EL CAMPO TOTAL: " + event.srcElement.value);
}*/
if (event.srcElement.value>=1)
{
var bottomMenu = $("#main_footer").bottomMenu([
{name:"backward","class":"red", text:getStr("menu_backward")},
{name:"menu","class":"green", text:getStr("menu_menu"), func:function(){parent.location = "./index.html";}, enabled:false},
{name:"forward","class":"green", text:getStr("menu_pay"), func:forward, enabled:true}
]);
}
else
{
var bottomMenu = $("#main_footer").bottomMenu([
{name:"backward","class":"red", text:getStr("menu_backward")},
{name:"menu","class":"green", text:getStr("menu_menu"), func:function() {parent.location = "./index.html";}, enabled:true},
{name:"forward","class":"green", text:getStr("menu_pay"), func:forward, enabled:false}
]);
}
}
I want to add a timer after this:
if (event.srcElement.value>=1)
{
You'll want to attach a mousemove event listener to the window which clears and resets a timer upon movement.
function MouseMoveTimeout() {
// Whatever you want the timeout to do
}
var TimerID;
function InstallMouseMoveTimeout(Install) {
var Timeout = 60000;
var MouseMoveDetector = function(e) {
clearTimeout(TimerID);
TimerID = setTimeout(MouseMoveTimeout, Timeout);
}
if(Install && TimerID == undefined) {
TimerID = setTimeout(MouseMoveTimeout, Timeout);
window.addEventListener('mousemove', MouseMoveDetector, true);
} else {
clearTimeout(TimerID);
window.removeEventListener('mousemove', MouseMoveDetector, true);
TimerID = undefined;
}
}
To use this in your code you would:
if (event.srcElement.value>=1) {
InstallMouseMoveTimeout(true); // Install mouse move timeout
...
} else {
InstallMouseMoveTimeout(false); // Cancel mouse move timeout
...
}
var idleTimer = null; // do this in the global scope
// do the following at the location where you want to reset the timer:
if(idleTimer) window.clearTimeout(idleTimer);
idleTimer = window.setTimeout(function() {
location.href = 'other-site';
}, 60000);
So whenever the second block of code is called the old timer is reset and a new one is started. However, since mousemove events trigger very often, this might screw up performance. In this case create an interval (setInterval()) which triggers e.g. every 10 seconds and only set the current date in your mousemove handler. Then you can simply check in your timer callback if enough time since the last mousemove has exceeded and in this case execute an action.
Sounds like a crazy UI idea! But if you want to do that, you need to declare this somewhere:
var timer;
When you want to start the timer running, do this:
timer = setTimeout(function() { timer = -1; doStuff(); }, seconds * 1000);
That will call doStuff after seconds has elapsed.
If you want to cancel the timer:
if (timer != -1) {
clearTimeout(timer);
timer = -1;
}
By combining these appropriately, you can solve your problem.