Sorry for that short and meaningless title, but it really is the only one that really describes my problem.
I want (or have to) script a slideshow which (if a checkbox is checked and a time is given) automatically switches the focus on another image.
I already have everything but the automation and am currently working on it.
I thought that comparing the current time with a target time (currentTime + user-input seconds (in Integer)) every 1000 millisecs would be the best way to do it.
However, I don't get why, but it's not working. The calculated target time seems to be correct, since I get a correct difference of the pre-calculated date.getTime() and the calculated one.
I would be very thankful if you could help me.
Here's the JS:
var checkbox_checked;
function timerfn() {
if (checkbox_checked === null || checkbox_checked === false) {
checkbox_checked = true;
var targetTime = new Date();
alert(targetTime.getTime());
var target_sec = targetTime.getSeconds() + dauerSwitch;
targetTime.setSeconds(target_sec);
alert(targetTime.getTime());
// update currentTime every 1 Seconds (1000 Milliseconds)
setInterval(function () {
var current_time = Date.now();
if (targetTime.getTime() == current_time) {
gallery("zur");
}
}, 1000);
} else {
checkbox_checked = false;
}
}
And here's the HTML:
<form>
<input type="checkbox" id="timer" name="timer" onClick="timerfn()">
<input type="text" id="textbox" name="timerParam"
placeholder="Seconds between slides" value=""
onBlur="boxConv()"> //boxConv just converts the String to an Integer. It also checks if it's only numbers
</form>
Thats how i would do it with a little help of jquery ($). I moved the inline code into JS event listener and used the user input as parameter for the interval to make it work.
$(function () {
var intervalTime = 1000,
counter = 1,
interval;
$("#textbox").on("blur", function () {
var inputValue = $(this).val();
try {
//parses the user input into a integer
intervalTime = parseInt(inputValue, 10) * 1000;
} catch (e) {
//could not parse input
}
});
$("#timer").on("click", function () {
if ($(this).is(":checked")) {
interval = setInterval(function () {
//gallery("zur");
//fills the test output
$("#testOutput").val(counter);
counter++;
}, intervalTime); //intervall time is given in milliseconds
} else {
clearInterval(interval);
}
});
});
And here the link to a working example:
http://jsfiddle.net/9Yeuh/2/
Related
I am using Qualtrics to make a survey, and I need to do a bit of JS to make a timer. Unfortunately, I'm constantly running into "cannot set innerHTML property of null" for element "s5".
I've read the other thread about this issue (albeit the OP doesn't seem to be using qualtrics), and thought that perhaps changing "Qualtrics.SurveyEngine.addOnload" to "Qualtrics.SurveyEngine.addReady" might do the trick, but it doesn't, and I've already tried changing the id's quite a few times to no avail. Could someone help me find where my error is?
I got marked previously for the same question (as something that's already been answered), but that thread didn't help me at all. I've tried ready() as shown in the commented out section in the first code snippet, but that only gave me a "startThinkingTimer is not defined" error. When I tried it the second way in the second code snippet, I didn't get any errors, but my timer wasn't visible/working at all either. I can't move script or use defer b/c Qualtrics does not have all the HTML/CSS/JS in one file, but has different sections for them and honestly I'm not sure how they connect the different files. Regarding using .on(), I'm not sure which event to use here, and would really like some help.
I've tried replacing all the document.getElementById for element "s5" with something like this:
$("s5").innerHTML="10";
but this doesn't work, either.
(Should I try to move the html code inside the JS portion (esp. the div timeShower part)? I'm not too sure how to do that though, so if someone could help me do that, that'd be awesome.)
window.thinkingTimer_;
window.typingTimer_;
Qualtrics.SurveyEngine.addOnload(function(){
that = this;
var thinkingTimeLimit = 15;
var typingTimeLimit = 10;
jQuery(".InputText").hide();
$('NextButton').hide();
document.getElementById("instructions5").innerHTML = "You have 15 seconds to think about the prompt and come up with your two most favourite fruits, either from the list or from your previous choices. Textboxes will appear when the time is up.";
function startTypingTimer() {
that.enableNextButton();
typingTimer_ = setInterval( function(){
if (typingTimeLimit > 0) {
document.getElementById("s5").innerHTML=pad(--typingTimeLimit%60);
document.getElementById("minutes5").innerHTML=pad(parseInt(typingTimeLimit/60,10));
}
if (typingTimeLimit == 0) {
clearInterval(typingTimer_);
jQuery("#NextButton").click();
}
}, 1000);
}
/*
$(function startThinkingTimer() {
that.disableNextButton();
thinkingTimer_ = setInterval( function(){
if (thinkingTimeLimit >0) {
document.getElementById("s5").innerHTML=pad(--thinkingTimeLimit%60);
document.getElementById("minutes5").innerHTML=pad(parseInt(thinkingTimeLimit/60,10));
}
if (thinkingTimeLimit == 0) {
clearInterval(thinkingTimer_);
document.getElementById("s5").innerHTML="10";
document.getElementById("minutes5").innerHTML="00";
jQuery(".InputText").show();
document.getElementById("instructions5").innerHTML = "You now have 10 seconds to type in the two fruits. The page will automatically move on to the next page once time is up.";
startTypingTimer();
}
}, 1000);
});
*/
function startThinkingTimer() {
that.disableNextButton();
thinkingTimer_ = setInterval( function(){
if (thinkingTimeLimit >0) {
document.getElementById("s5").innerHTML=pad(--thinkingTimeLimit%60);
document.getElementById("minutes5").innerHTML=pad(parseInt(thinkingTimeLimit/60,10));
}
if (thinkingTimeLimit == 0) {
clearInterval(thinkingTimer_);
document.getElementById("s5").innerHTML="10";
document.getElementById("minutes5").innerHTML="00";
jQuery(".InputText").show();
document.getElementById("instructions5").innerHTML = "You now have 10 seconds to type in the two fruits. The page will automatically move on to the next page once time is up.";
startTypingTimer();
}
}, 1000);
}
function pad (val) {
return val > 9 ? val : "0" + val;
}
startThinkingTimer();
});
<div id="instructions5"> </div>
<div id="timeShower1">time: <span id="minutes5">00</span>:<span id="s5">15</span></div>
window.thinkingTimer_;
window.typingTimer_;
Qualtrics.SurveyEngine.addOnload(function(){
that = this;
var thinkingTimeLimit = 15;
var typingTimeLimit = 10;
jQuery(".InputText").hide();
$('NextButton').hide();
document.getElementById("instructions5").innerHTML = "You have 15 seconds to think about the prompt and come up with your two most favourite fruits, either from the list or from your previous choices. Textboxes will appear when the time is up.";
function startTypingTimer() {
that.enableNextButton();
typingTimer_ = setInterval( function(){
if (typingTimeLimit > 0) {
document.getElementById("s5").innerHTML=pad(--typingTimeLimit%60);
document.getElementById("minutes5").innerHTML=pad(parseInt(typingTimeLimit/60,10));
}
if (typingTimeLimit == 0) {
clearInterval(typingTimer_);
jQuery("#NextButton").click();
}
}, 1000);
}
$(function () {
that.disableNextButton();
thinkingTimer_ = setInterval( function(){
if (thinkingTimeLimit >0) {
document.getElementById("s5").innerHTML=pad(--thinkingTimeLimit%60);
document.getElementById("minutes5").innerHTML=pad(parseInt(thinkingTimeLimit/60,10));
}
if (thinkingTimeLimit == 0) {
clearInterval(thinkingTimer_);
document.getElementById("s5").innerHTML="10";
document.getElementById("minutes5").innerHTML="00";
jQuery(".InputText").show();
document.getElementById("instructions5").innerHTML = "You now have 10 seconds to type in the two fruits. The page will automatically move on to the next page once time is up.";
startTypingTimer();
}
}, 1000);
});
/*
function startThinkingTimer() {
that.disableNextButton();
thinkingTimer_ = setInterval( function(){
if (thinkingTimeLimit >0) {
document.getElementById("s5").innerHTML=pad(--thinkingTimeLimit%60);
document.getElementById("minutes5").innerHTML=pad(parseInt(thinkingTimeLimit/60,10));
}
if (thinkingTimeLimit == 0) {
clearInterval(thinkingTimer_);
document.getElementById("s5").innerHTML="10";
document.getElementById("minutes5").innerHTML="00";
jQuery(".InputText").show();
document.getElementById("instructions5").innerHTML = "You now have 10 seconds to type in the two fruits. The page will automatically move on to the next page once time is up.";
startTypingTimer();
}
}, 1000);
}*/
function pad (val) {
return val > 9 ? val : "0" + val;
}
//startThinkingTimer();
});
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'm totally a beginner with JavaScript and I'm trying to make a Javascript Countdown that loads an
I'm using this code for the countdown
<script language="Javascript">
var countdown;
var countdown_number;
function countdown_init() {
countdown_number = 11;
countdown_trigger();
}
function countdown_trigger() {
if(countdown_number > 0) {
countdown_number--;
document.getElementById('countdown_text').innerHTML = countdown_number;
if(countdown_number > 0) {
countdown = setTimeout('countdown_trigger()', 1000);
}
}
}
function countdown_clear() {
clearTimeout(countdown);
}
</script>
I want to load exactly this after the count reaches 0... I am totally lost... what should I do?
It is basically a countdown that stops a music player after reaching 0. I would like to set up several countdowns with 10 mins, 15 mins, and 30 mins.
var countdown;
var countdown_number;
function countdown_init(time) {
countdown_number = time;
countdown_trigger();
}
function countdown_trigger() {
if (countdown_number > 0) {
countdown_number--;
document.getElementById('countdown_text').innerHTML = countdown_number;
setTimeout('countdown_trigger()', 1000)
} else { // when reach 0sec
stop_music()
}
}
function stop_music(){
window.location.href = "bgplayer-stop://"; //will redirect you automatically
}
Here is a simple example using mostly what you had above. This will need to be expanded a bit in order to have multiple countdowns but the general idea is here.
Fiddle: http://jsfiddle.net/zp6nfc9b/5/
HTML:
<a id="link_to_click" href="bgplayer-stop://">link</a>
<span id="countdown_text"></span>
JS:
var countdown_number;
var countdown_text = document.getElementById('countdown_text');
var link_to_click = document.getElementById('link_to_click');
function countdown_init() {
countdown_number = 11;
countdown_trigger();
}
function countdown_trigger() {
countdown_number--;
countdown_text.innerHTML = countdown_number;
if (countdown_number > 0) {
setTimeout(
function () {
countdown_trigger();
}, 1000
);
}
else {
link_to_click.click();
}
}
link_to_click.addEventListener('click',
function () {
countdown_text.innerHTML = 'link was clicked after countdown';
}
);
countdown_init();
To explain some portions a little I think overall you had the correct idea.
I only added the eventListener so you could see the link was actually being clicked and displays a message in the countdown_text for you.
You didn't need to check countdown_number more than once so I removed that if block.
Also you don't really need to clear the timeout either. It clears itself once it executes. You only really need to clear a timeout if you want to stop it before it completes but since we rely on the timeout completing in order to do the next step its not necessary.
I currently have a timer , that counts down from 2 minutes.
what I would like to happen is when the button is clicked, it is hidden until the timer runs out and when the timer runs out it is visible/clickable again. I would also like the timer to be hidden until the button is clicked, to be visible when the button is clicked and then to be hidden once the timer runs out.
here is my code
js
function startTimer() {
userInput = 120;
if(userInput.length == 0){
alert("Please enter a value");
} else {
var numericExpression = /^[0-9]+$/;
function display( notifier, str ) {
document.getElementById(notifier).innerHTML = str;
}
function toMinuteAndSecond( x ) {
return Math.floor(x/60) + ":" + x%60;
}
function setTimer( remain, actions ) {
(function countdown() {
display("countdown", toMinuteAndSecond(remain));
actions[remain] && actions[remain]();
(remain -= 1) >= 0 && setTimeout(countdown, 1000);
})();
}
setTimer(userInput, {
0: function () { alert( "Time Is Up. Please Sumbit Vote."); }
});
}
}
html
<div id="countdown"></div>
<input type="button" onclick="startTimer()" value="Start Timer">
fiddle
http://jsfiddle.net/grahamwalsh/qur9r3d8/
You can hide and unhide the button using JS
JSFiddle
Add an ID to your button
<input id="btn" type="button" onclick="startTimer()" value="Start Timer"/>
JScode
function startTimer() {
//hide button
document.getElementById("btn").style.display = "none";
//un-hide timer
document.getElementById("countdown").style.display = "inline";
userInput = 10;
if (userInput.length == 0) {
alert("Please enter a value");
} else {
var numericExpression = /^[0-9]+$/;
function display(notifier, str) {
document.getElementById(notifier).innerHTML = str;
}
function toMinuteAndSecond(x) {
return Math.floor(x / 60) + ":" + x % 60;
}
function setTimer(remain, actions) {
(function countdown() {
display("countdown", toMinuteAndSecond(remain));
actions[remain] && actions[remain]();
(remain -= 1) >= 0 && setTimeout(countdown, 1000);
})();
}
setTimer(userInput, {
0: function () {
alert("Time Is Up. Please Sumbit Vote.");
//un-hide button
document.getElementById("btn").style.display = "inline";
//hide timer
document.getElementById("countdown").style.display = "none";
}
});
}
}
Here is a fiddle with the solution:
Use the display property:
document.getElementById("button1").style.display="none";
and to show:
document.getElementById("button1").style.display="block";
fiddle
Make sure to add button1 as an id to your button:
<input id="button1" type="button" onclick="startTimer()"
The fiddle shows where you should put this code...
I went ahead and built it from scratch using JQuery as your friend suggested. I think all the answers here using your setTimeout are taking the wrong approach. This is more of a job for setInterval which will provide slightly less performance overhead and much cleaner code.
Working Example: http://codepen.io/Chevex/pen/RNomGG
First, some simple HTML to work with.
<div id="timerDisplay"></div>
<button id="startTimer">Start Timer</button>
Next, a simple timer script.
// Passing a function to $() is the same as $(document).on('ready', function () { ... });
// It waits for the entire page to be loaded before running the function, which is usually what you want.
$(function () {
// Get reference to our HTML elements and store them as variables.
// I prepend them with dollar signs to signify they represent HTML elements.
var $startTimer = $('#startTimer');
var $timerDisplay = $('#timerDisplay');
// The initial time of the timer.
var time = 120;
// Hide the timer display for now, until the button is clicked.
$timerDisplay.hide();
// Set up a click handler on our $startTimer button.
$startTimer.click(function () {
// When the button is clicked, do the following:
// Set the disabled property to true for our button.
// Effectively the same as <button id="startTimer" disabled>Start Timer</button>
$startTimer.prop('disabled', true);
// Fade in our timer display DIV element.
$timerDisplay.fadeIn();
// Set a timeRemaining variable to the value of the initial time.
var timeRemaining = time;
// Declare an interval function that runs every second.
// Also get reference to the intervalId that it returns so we can kill it later.
var intervalId = setInterval(function () {
// Every time the interval runs (every second), do the following:
// Create a formatted countdown timestamp using the timeRemaining.
var timeStamp = Math.floor(timeRemaining/60) + ':' + timeRemaining%60;
// Set the text of our timer display DIV element to our formatted timestamp.
$timerDisplay.text(timeStamp);
// If the timeRemaining is zero, clean up.
if (timeRemaining === 0) {
// Kill the interval function so it doesn't run again.
clearInterval(intervalId);
// Fade out our timer display DIV element.
$timerDisplay.fadeOut();
// Show the alert informing the user the timer is up.
alert('Time is up, please submit a vote :)');
// Re-enable the startTimer button.
$startTimer.prop('disabled', false);
}
// Otherwise subtract one second from the timeRemaining and allow the interval to continue.
else {
timeRemaining--;
}
}, 1000);
});
});
I'm using the onChange attribute to flip a global variable to true. The page will then refresh if the global variable unfinished is false. If it's true, it should just show an alert. This works 90% of the time. On a few cases where the interval is at less than a minute, the unfinished variable will be ignored and the page will refresh anyway.
Is there a better and less hack-job way of achieving a way to block page refreshes? Basically it looks to me like onChange isn't firing if my interval is at less than 1 minute.
HTML
<textarea name="comment" id="thecommentbox" style="width: 100%;" onChange="blockRefresh();" class="thecommentbox form-control" style="height: 70px;" placeholder="Comment."></textarea>
JS
var unfinished = false;
function blockRefresh() {
unfinished = true;
document.getElementById('refreshBlocked').style.display = 'inline';
console.log('Refresh blocked.');
}
setTimeout(function(){
if(unfinished) {
alert("unfinished comment");
}
else {
window.location = window.location.pathname;
}
}, 600000); //ten minutes is 600,000
var timeRemaining = 600000;
var timer = setInterval('countdown()',60000);
function countdown() {
timeRemaining -= 60000;
document.getElementById('refreshTimer').innerHTML = "<strong>" + timeRemaining/60000 + "</strong>";
}
After some reading of this Textarea onchange detection and testing of the answers I think the best answer is to use a combination of the input and onpropertychange events.
In addition the user could press a key that doesn't actually change anything in the field you will need to get the value of the text field when the page first loads. When a change occurs compare the current value against that value.
(See code below)
var unfinished = false;
var textString = document.getElementById("thecommentbox").value;
function blockRefresh() {
if (textString != this.value) {
window.unfinished = true;
console.log('Refresh blocked.');
}
}
var txtBox = document.getElementById('thecommentbox');
if (txtBox.addEventListener) {
txtBox.addEventListener('input', blockRefresh, false);
} else if (txtBox.attachEvent) {
txtBox.attachEvent('onpropertychange', blockRefresh);
}
This will detect pasting from the context menu and work in IE in addition to most other browsers.
The onchange event isn't fired if your textarea field holds the focus. Use onkeyup instead to execute the blockRefresh function immidiately.
var unfinished = false;
var timer = setTimeout(function(){
if(window.unfinished) {
alert("unfinished comment");
}
else {
window.location = window.location.pathname;
}
}, 6000);
function blockRefresh() {
window.unfinished = true;
console.log('Refresh blocked.');
}