I am trying to have my button doing two things.
init a timer to call a function
call the same function
I have something like the following
test.prototype.setupEvent= function(){
var instance = this;
$('#btn').on('click', function(){
clearInterval(instance.timer);
this.showStuff()
instance.timer=setInterval(function(){
instance.showStuff()
},10000);
})
}
test.prototype.showStuff= function(btnID){
//jump to another page
}
My problem is that I want the user be able to see some contents after 10 second when they first click it, however, if they click the button again before 10 second is up, they can see the contents too. I am not sure how to distinguish the two different states with one click event. Can anyone help me out? Thanks!
Try
test.prototype.setupEvent = function () {
var instance = this;
$('#btn').on('click', function () {
//if there is a timer running then clear the timer, show the content and delete the timer reference
if (instance.timer) {
clearInterval(instance.timer);
instance.showStuff();
delete instance.timer
return;
}
//also you may want to use setTimeout() not setInverval()
instance.timer = setInterval(function () {
instance.showStuff();
delete instance.timer
}, 10000);
})
}
test.prototype.showStuff = function (btnID) {
//jump to another page
}
Related
I have a following code:
btn.onclick = function() {
toast.classList.add('showToast')
setTimeout(function() {
toast.classList.remove('showToast')
}, 3100)
}
Assume at 0s I click a lot of times on button, so maybe at 3.1s I receive a lot of remove handle on toast, this is not what I expect because maybe at 3.2s I click on button one more time toast disappear immediately instead action in 3.1s. I want users could click on button as many time they want, equivalent to addClass() be handled a lot of time but removeClass() only be handled one time corresponding to the last addClass() and the last clicking. How can I do that, or maybe could you give me another way to handle this, thanks
It sounds like you want to cancel any still-active timeout when the button is clicked again. In that case, you need to store the timer ID in a variable outside the function, and then call clearTimeout on that before setting the new timeout.
let timerId;
btn.onclick = function() {
toast.classList.add('showToast')
clearTimeout(timerId);
timerId = setTimeout(function() {
toast.classList.remove('showToast')
}, 3100)
}
Note that as shown above timerId is a global variable, but this is not ideal. Ideally this code is inside some function which would mean timerId does not pollute the global scope. But that depends on information about how your code is architected that you do not show us.
create counter using setInterval()
var counterHandle;
var counter = 0;
btn.onclick = function() {
counter = 0;
clearInterval(counterHandle);
toast.classList.add('showToast');
counterHandle = setInterval(()=>{
counter +=1;
console.log(counter);
if(counter === 3){
toast.classList.remove('showToast');
clearInterval(counterHandle);
}
}, 1000);
}
when the button is pressed many times the counter will always be 0 and when the counter has a value of 3 the command will be executed
I'm writing a script, and there are two boolean statements that are very similar but giving different results, and I don't see why they conflict with one another.
My function looks like this:
SCRIPT:
(function() {
window.onload = function() {
let stopped = true;
let button = document.getElementById("start-stop");
if (stopped) {
setInterval(function() {
console.log("The timer is working.");
}, 1000);
}
button.addEventListener('click', function(){
if (stopped) {
stopped = false;
console.log(stopped);
} else {
stopped = true;
console.log(stopped);
}
});
}
}
}).call(this);
The basic idea is that when I push the button the setInterval function stops, however it keeps on going even when the if/else function switches stopped to false.
For example, my console.log looks like this:
I.e. stopped = false, but setInterval doesn't terminate.
Why is this not evaluating correctly?
The problem with your code is that you are trying to work on a piece of code that has already started to operate. In simpler words, the setInterval method will be called every 1000ms, no matter what the value of stopped variable is. If you wish to really stop the log, you can do any of these:
clearInterval()
to completely remove the interval or
setInterval(function() {
if (stopped) {
console.log("The timer is working.");
}
}, 1000);
to check if the value of stopped variable has changed or not (after the click) and act accordingly. Choose either of these for your purpose..
you are calling setinterval even before button is clicked .As the event is already triggered you cannot stop just by setting the variable to false ,you need to clear the interval using clearinterval
check the following snippet
var intervalId;
window.onload = function() {
let stopped = true;
let button = document.getElementById("start-stop");
var Interval_id;
button.addEventListener('click', function() {
if (stopped) {
Interval_id = callTimeout();
stopped = false;
} else {
clearInterval(Interval_id);
stopped = true;
}
});
}
function callTimeout() {
intervalId = setInterval(function() {
console.log("The timer is working.");
}, 1000);
return intervalId;
}
<input type="button" id="start-stop" value="click it">
Hope it helps
Put the if(stopped) statement inside the setInterval function because if you used this function once it will keep going..
Another way to stop setInterval function is by using clearInterval, like this
var intervalId = setInterval(function() { /* code here */}, 1000)
// And whenever you want to stop it
clearInterval(intervalId);
When you click the button stopped variable becomes false but the setInterval will not stop because the setInterval code is already executed.. it will not execute again on button click. And if you reload the page what will happen is that stopped variable will be again set to true as you have written at first line and setInterval will execute again ..
Now What you can do is store setInterval in a variable like this
var timer = setInterval(function,1000);
and then when you click the button use this method to clear interval
clearInterval(timer);
this should do the trick .. Hope it helps ..
I have a function that contain setTimeout() Method.
I have a button that calls that function, so you could hit this button multiple times and call this function as many times as you want.
Is there a way to actually execute this function, only if there is no other instance of this function that has an active timer?
You would have to keep track of whether you had previously set this timer or not and whether it was still active by using some sort of variable that had a scope that persisted across multiple button presses.
There is no built-in function that will tell you whether the timer you started with this button is still running. You have to create your own. It could work something like this:
var buttonTimer;
function myButtonClick() {
if (!buttonTimer) {
buttonTimer = setTimeout(function() {
buttonTimer = null;
// put your timer code here
}, 2000);
}
}
This will ignore the button click as long as there is a currently active timer. When there is no timer running, it will set a new timer.
Because you're keeping track of the actual timer ID, you have the freedom to implement other behaviors too such as cancelling the previous timer (such as a stop button) or reset the timer to a new time interval by cancelling the previous timer and then setting a new one.
Try this:
var Timer = function() {
var self = this;
this.running = false;
this.run = function() {
if(!self.running) {
self.running = true;
console.log('starting run');
setTimeout(function() {
self.running = false;
console.log('done running!');
}, 5000);
} else {
console.log('i was running already!');
}
}
return this;
}
var aTimer = new Timer();
And add a button for testing purposes:
<button onclick="aTimer.run()">Run!</button>
Fiddle: http://jsfiddle.net/kukiwon/FCuNh/
i have a simple question, there is a function with parameter emp_id that opens up a form for a chat with different attributes, i want it to be refreshed automatically each 10 sec, now it works a bit wrongly, since there is a parameter emp_id that is can be changed, and once i change it, the chat with messages and form are refreshed double time or triple times :) depend on how many times u change the emp_id, i hope i was clear )) anyway here is the javascript function:
function load_chat(emp_id) {
var url = "#request.self#?fuseaction=objects2.popup_list_chatform"
url = url + "&employee_id=" + emp_id;
document.getElementById('form_div').style.display = 'block'; AjaxPageLoad(url,'form_div',1,'Yükleniyor');
setInterval( function() {
load_chat(emp_id);
},10000);
}
there a list of names, once i click on one of them, this form is opened by this function, but if i click another user, i mean if i change the emp_id, it refreshes, the previous and present form. how do i change it so that it will refresh only the last emp_id, but not all of id's which i've changed
thank you all for the help, i really appreciate it!
This would nicely encapsulate what you're doing. The timer id (tid) is kept inside the closure, so when you call load_chat it will stop the interval if there was one running.
Once the new url is set up, it will start the interval timer again.
var ChatModule = (function() {
var tid,
url;
function refresh()
{
AjaxPageLoad(url, 'form_div', 1, 'Yükleniyor');
}
return {
load_chat: function(emp_id) {
if (tid) {
clearInterval(tid);
}
// setup url
url = "#request.self#?fuseaction=objects2.popup_list_chatform"
url = url + "&employee_id=" + emp_id;
document.getElementById('form_div').style.display = 'block';
// load ajax
refresh();
// set timer
tid = setInterval(refresh, 10000);
}
}
}());
ChatModule.load_chat(123);
Use setTimeout instead. Each time your function is executed, it will set up the next execution (you could also make it conditional):
function load_chat(emp_id) {
... // do something
if (condition_still_met)
setTimeout(function() {
load_chat(emp_id); // with same id
}, 10000);
}
load_chat("x"); // to start
Or you will have to use setInterval outside the load_chat function. You can clear the interval when necessary.
function get_chat_loader(emp_id) {
return function() {
... // do something
};
}
var id = setInterval(get_chat_loader("x"), 10000); // start
// then, somewhen later:
clearInterval(id);
My problem here is i want to avoid calling a javascript function for a time period(say after 5 sec) after it has been called.
i created a link, which calls the javascript function.and if the user double clicks it is called twice i want to avoid that.
Thanks,
Devan
I think the most sensible way to handle that is to disable the link once it is clicked, and then reenable it when the function is done running. Assuming you have jQuery available, something like...
$('#button').click(function () {
$(this).attr("disabled", "true");
doTheFunction();
$(this).attr("disabled", "false");
});
If you really need to wait a set amount of time after the function is called, then you could use setTimeout to reenable the button.
$('#button').click(function () {
$(this).attr("disabled", "true");
doTheFunction();
var btn = $(this);
setTimeout(function () {
btn.attr("disabled", "false");
}, 5000); // reenable the button 5 seconds later
});
EDIT: (for the comment below)
For a link, I would simulate the above by adding and removing a class, since you're right, there's no disabled attribute.
$('#link').click(function () {
if ($(this).hasClass('disabled_link')) {
return;
}
$(this).addClass("disabled_link");
doTheFunction();
var link = $(this);
setTimeout(function () {
link.removeClass("disabled_link");
}, 5000); // reenable the button 5 seconds later
});
Since you are using a link, not a button, and not jQuery (apparently), here's how to stop a function doing anything for 5 seconds (or whatever delay you want) after it has been called and done something:
var someFn = (function() {
var lastCalled;
return function() {
var now = new Date();
var limit = 5000; // minimum milliseconds between calls
if (!lastCalled || (now - lastCalled) > limit) {
lastCalled = now;
// do stuff
alert('hey');
} else {
return;
}
}
}());
This sort of thing is generally handled at the server though, since client scripts aren't particularly reliable - you can't guarantee that the dealy will be implemented, no matter what strategy you use.