I'm have a timer that polls a server for data every 10 seconds. However, everytime a user switches to another controller, the timer should get destroyed. For some reason it's not happening with my code below. The timer keeps polling the server regardless if I change controllers.
controller.js
$scope.init = function() {
//timer and timer stoper
$scope.counter= 0;
var mytimeout = $timeout($scope.onTimeout, 10000);
$scope.$on('$locationChangeStart', function() {
$timeout.cancel(mytimeout);
});
};
$scope.onTimeout = function() {
//polling server function
$scope.counter++;
var mytimeout = $timeout($scope.onTimeout, 10000);
var increase = 0;
inboxServ.check_newusers().then(function(data) {
if (data == "true") {
$scope.retrieveusers(increase);
}
});
};
It seems like you have a scope issue. You have $scope.init() which creates a timeout (held by mytimeout) and also wires up logic to cancel it if you start to change location. However, the function executed (onTimeout) starts another timeout, but assigns it to a different locally scoped mytimeout.
I would expect it, as is, to cancel the first timeout if you change location within the first 10 seconds, and fail to do so any time after that because the variables are different.
It might be as simple as changing it to something like this:
$scope.init = function() {
//timer and timer stoper
$scope.counter= 0;
$scope.mytimeout = $timeout($scope.onTimeout, 10000);
$scope.$on('$locationChangeStart', function() {
$timeout.cancel($scope.mytimeout);
});
};
$scope.onTimeout = function() {
//polling server function
$scope.counter++;
$scope.mytimeout = $timeout($scope.onTimeout, 10000);
var increase = 0;
inboxServ.check_newusers().then(function(data) {
if (data == "true") {
$scope.retrieveusers(increase);
}
});
};
Related
I'm working in an MVC app and I'm having an issue with a global javascript timer that will send the user to the login page if their session expires. Setting the timer and having it execute the logoff function works fine, but I've tried to set that a click function should reset the timer (to try and prevent the timer from closing a user's session prematurely) I'm not sure what I've done incorrectly.
Code in _Layout.csthml
<script>
//session end
var sessionTimer = 0;
var sessionTimeoutWarning = #Session.Timeout- 1;
var sTimeout = parseInt(sessionTimeoutWarning) * 60 * 1000;
function SessionEnd() {
document.getElementById('logoutForm').submit();
}
function SetTimer() {
ClearTimer();
sessionTimer = setInterval('SessionEnd()', sTimeout);
};
function ClearTimer() {
clearInterval(sessionTimer);
};
$('body').on('click', function () {
ClearTimer();
});
$(document).ready(function () {
SetTimer();
});
Relevant Code in Web.config:
<sessionState timeout="2"></sessionState>
EDIT: I realize right now it shows that I'm just clearing the timer on button click. I just wanted to see if it would actually clear it before I try resetting it each time.
Looks like the issue was having this in _Layout and using $('document').ready for triggering the SetTimer. Code is in _Index_Layout and is as follows:
<script>
//session end
if (sessionTimer === undefined)
var sessionTimer = 0;
var sessionTimeoutWarning = #Session.Timeout- 1;
var sTimeout = parseInt(sessionTimeoutWarning) * 60 * 1000;
SetTimer();
function SessionEnd() {
document.getElementById('logoutForm').submit();
}
function SetTimer() {
ClearTimer();
sessionTimer = setTimeout('SessionEnd()', sTimeout);
};
function ClearTimer() {
clearTimeout(sessionTimer);
};
$('body').on('click', function () {
ClearTimer();
});
</script>
I have this function that gets the input value every second but only when user has stopped typing.
var timeout;
jQuery('#icName').keypress(function () {
if (timeout) {
clearTimeout(timeout);
timeout = null;
}
timeout = setTimeout(makeSearch, 500);
});
var makeSearch = function () {
console.log("value", document.getElementById('icName').value)
}
How to get the value once every second even if user is still typing?
This isn't very hard; you just restructure the code so that the timer gets kicked off if there isn't already a timer, rather than destroying the old timer every keystroke. Here's your same code, revised to do it:
var timeout;
jQuery('#icName').keydown(function () {
if (!timeout) {
timeout = setTimeout(function() {
timeout = null;
makeSearch();
}, 500);
}
});
var makeSearch = function () {
console.log("value", document.getElementById('icName').value)
};
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.0.0/jquery.min.js"></script>
<input id="icName" />
This also uses keydown and not keypress, which will capture all keystrokes.
I can't figure out how to do it.
I have two separate scripts. The first one generates an interval (or a timeout) to run a specified function every x seconds, i.e. reload the page.
The other script contains actions for a button to control (pause/play) this interval.
The pitfall here is that both sides must be asyncronous (both run when the document is loaded).
How could I properly use the interval within the second script?
Here's the jsFiddle: http://jsfiddle.net/hm2d6d6L/4/
And here's the code for a quick view:
var interval;
// main script
(function($){
$(function(){
var reload = function() {
console.log('reloading...');
};
// Create interval here to run reload() every time
});
})(jQuery);
// Another script, available for specific users
(function($){
$(function(){
var $playerButton = $('body').find('button.player'),
$icon = $playerButton.children('i');
buttonAction = function(e){
e.preventDefault();
if ($(this).hasClass('playing')) {
// Pause/clear interval here
$(this).removeClass('playing').addClass('paused');
$icon.removeClass('glyphicon-pause').addClass('glyphicon-play');
}
else {
// Play/recreate interval here
$(this).removeClass('paused').addClass('playing');
$icon.removeClass('glyphicon-play').addClass('glyphicon-pause');
}
},
buttonInit = function() {
$playerButton.on('click', buttonAction);
};
buttonInit();
});
})(jQuery);
You could just create a simple event bus. This is pretty easy to create with jQuery, since you already have it in there:
// somewhere globally accessible (script 1 works fine)
var bus = $({});
// script 1
setInterval(function() {
reload();
bus.trigger('reload');
}, 1000);
// script 2
bus.on('reload', function() {
// there was a reload in script 1, yay!
});
I've found a solution. I'm sure it's not the best one, but it works.
As you pointed out, I eventually needed at least one global variable to act as a join between both scripts, and the use of a closure to overcome asyncronous issues. Note that I manipulate the button within reload, just to remark that sometimes it's not as easy as moving code outside in the global namespace:
Check it out here in jsFiddle: yay! this works!
And here's the code:
var intervalControl;
// main script
(function($){
$(function(){
var $playerButton = $('body').find('button.player'),
reload = function() {
console.log('reloading...');
$playerButton.css('top', parseInt($playerButton.css('top')) + 1);
};
var interval = function(callback) {
var timer,
playing = false;
this.play = function() {
if (! playing) {
timer = setInterval(callback, 2000);
playing = true;
}
};
this.pause = function() {
if (playing) {
clearInterval(timer);
playing = false;
}
};
this.play();
return this;
};
intervalControl = function() {
var timer = interval(reload);
return {
play: function() {
timer.play();
},
pause: function(){
timer.pause();
}
}
}
});
})(jQuery);
// Another script, available for specific users
(function($){
$(function(){
var $playerButton = $('body').find('button.player'),
$icon = $playerButton.children('i'),
interval;
buttonAction = function(e){
e.preventDefault();
if ($(this).hasClass('playing')) {
interval.pause();
$(this).removeClass('playing').addClass('paused');
$icon.removeClass('glyphicon-pause').addClass('glyphicon-play');
}
else {
interval.play();
$(this).removeClass('paused').addClass('playing');
$icon.removeClass('glyphicon-play').addClass('glyphicon-pause');
}
},
buttonInit = function() {
$playerButton.on('click', buttonAction);
interval = intervalControl();
};
buttonInit();
});
})(jQuery);
Any better suggestion is most welcome.
I have an input which controls the state of an element changing very rapidly. This causes that element to flicker as parts of it change.
I am trying to store these state changes and then providing nothing has changed for a set amount of time (an arbitrary 500ms) change the state.
I have tried to solve this using timeouts as demonstrated in the code below (the same code as in the fiddle.):
var changingToHappy = false;
// Original no attempts to fix functions.
//var ifHappy = function () {
// $("#face").text(':)');
//};
//
//var ifNotHappy = function () {
// $("#face").text(':(');
//};
var ifHappy = function () {
changingToHappy = true;
setTimeout(function () {
if (changingToHappy) {
$("#face").text(':)');
}
}, 500);
};
var ifNotHappy = function () {
changingToHappy = false;
setTimeout(function () {
if (!changingToHappy) {
$("#face").text(':(');
}
}, 500);
};
$("#textBox").keypress(
function (event) {
if (event.which == 49) {
ifHappy();
$("#flickerFace").text(':)');
}
if (event.which == 50) {
ifNotHappy();
$("#flickerFace").text(':(');
}
}
);
If you rapidly press 1, 2, 1, 2 and so on in the fiddle the face will remain not flickery for a moment and then the timeouts will catchup and it will begin to change state.
This fiddle http://jsfiddle.net/9w70wxgz/4/ simulates the problem.
To clarify I only want the face to change if nothing has tried to change its state for a set amount of time.
What you're looking for is called a debounced function, here is an example with a piece of your code (you're almost there):
//storage for timer
var notHappyTimer;
var ifNotHappy = function () {
changingToHappy = false;
//removes timer if event fires in less than 500ms
clearTimeout(notHappyTimer);
//resets it to attempt again in 500ms
notHappyTimer = setTimeout(function () {
if (!changingToHappy) {
$("#face").text(':(');
}
}, 500);
};
As you can see, you just assign the timeout to a variable that clears itself every time the function is fired, then starts the timer again. This ensures that the text change only happens if the function hasn't been fired in 500ms.
Currently i am using angular js
I have one get method to get data from server side in default.html page
function bindActiveLoans() {
$http.get(rootUrlSingleEscaped + '/cooperativa/allunfundedloans/?authId=' + userInfo.UserId)
.success(function (response) {
if (response.Loans.length == 0) {
$scope.IsValues = false;
$scope.$apply();
return true;
}
$scope.IsValues = true;
$scope.unfundedLoans = response;
});
};
setInterval(function () {
$scope.$apply(bindActiveLoans());
}, 5000);
The above function helps to get the data from server side method in every 5 seconds.
Here, I have an issue.
Additionally I have some more pages, like
default2.html,default3.html,default4.html,default5.html.
The timer is still running while i navigation default.html page to default1.html page. I want to only that timer running in default.html page.If i go to another page,then the timer should stop. How can we achieve it?
From the angularjs example in the $interval API page.
var interval = $interval(function() {
console.log('say hello');
}, 1000);
$interval.cancel(interval);
With $interval.cancel(var) you can stop the interval and if you want to stop it when navigating to another page you should try something like this.
var interval = null;
module.controller('SomeController', '$interval', function($interval) {
interval = $interval(function() {
...
}, 2000);
}).run(['$rootScope', '$interval', function($rootScope, $interval) {
$rootScope.$on('$routeChangeStart', function() {
$interval.cancel(interval);
});
}]);
You can listen to the $routeChangeStart event and do the clearing of the interval depending on the route parameters,
$scope.$on('$routeChangeStart', function (scope, next, current) {
if(<next is not default.aspx>){
// clear interval here
}
});
call clearInterval function when navigating from default page
e.g.
var myVar = setInterval(function () {
$scope.$apply(bindActiveLoans());
}, 5000);
function myStopFunction()
{
clearInterval(myVar);
}
Call myStopFunction