Adding a Pause Button [closed] - javascript

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Closed 9 years ago.
I have the following code to create the stopwatch functionality. The only thing I would like to have is to create the startandstop button be startandpause. But I have been wracking my brain ang the internet trying to find out how to do this. Any help would be greatly appreciated. Thanks!
<script type="text/javascript">
<!-- Stopwatch
var stopwatch;
var runningstate = 0; // 1 means the timecounter is running 0 means counter stopped
var stoptime = 0;
var lapcounter = 0;
var currenttime;
var lapdate = '';
function timecounter(starttime)
{
currentdate = new Date();
stopwatch = document.getElementById('stopwatch');
var timediff = currentdate.getTime() - starttime;
if(runningstate == 0)
{
timediff = timediff + stoptime
}
if(runningstate == 1)
{
stopwatch.value = formattedtime(timediff);
refresh = setTimeout('timecounter(' + starttime + ');',10);
}
else
{
window.clearTimeout(refresh);
stoptime = timediff;
}
}
function marklapH()
{
if(runningstate == 1)
{
if(lapdate != '')
{
var lapold = lapdate.split(':');
var lapnow = stopwatch.value.split(':');
var lapcount = new Array();
var x = 0
for(x; x < lapold.length; x++)
{
lapcount[x] = new Array();
lapcount[x][0] = lapold[x]*1;
lapcount[x][1] = lapnow[x]*1;
}
if(lapcount[1][1] < lapcount[1][0])
{
lapcount[1][1] += 60;
lapcount[0][1] -= 1;
}
if(lapcount[2][1] < lapcount[2][0])
{
lapcount[2][1] += 10;
lapcount[1][1] -= 1;
}
}
lapdate = stopwatch.value;
Hlapdetails.value += (++lapcounter) + '. ' + stopwatch.value + '\n';
}
}
function startandstop()
{
var startandstop = document.getElementById('startandstopbutton');
var startdate = new Date();
var starttime = startdate.getTime();
if(runningstate==0)
{
startandstop.value = 'Stop';
runningstate = 1;
timecounter(starttime);
}
else
{
startandstop.value = 'Start';
runningstate = 0;
lapdate = '';
}
}
function resetstopwatch()
{
lapcounter = 0;
stoptime = 0;
lapdate = '';
window.clearTimeout(refresh);
if(runningstate == 1)
{
var resetdate = new Date();
var resettime = resetdate.getTime();
timecounter(resettime);
}
else
{
stopwatch.value = "0:0:0";
}
}
function formattedtime(unformattedtime)
{
var decisec = Math.floor(unformattedtime/100) + '';
var second = Math.floor(unformattedtime/1000);
var minute = Math.floor(unformattedtime/60000);
decisec = decisec.charAt(decisec.length - 1);
second = second - 60 * minute + '';
return minute + ':' + second + ':' + decisec;
}
</script>

Try this code,
<!DOCTYPE html>
<html>
<head>
</head>
<body>
<div id="show"></div>
<input type="button" id="start" value="start" onclick="countup()" />
<input type="button" id="pause" value="pause" />
<script src="http://code.jquery.com/jquery-1.9.1.min.js"></script>
<script src="http://code.jquery.com/jquery-migrate-1.1.1.min.js"></script>
<script type="text/javascript">
var h = 0;
var m = 0;
var s = 0;
var ml = 0;
document.getElementById("show").innerHTML = "0:0:0:0";
function countup() {
ml++;
if (ml > 99 ) {
s++;
ml = 0;
}
if (s >59) {
s = 0;
m++;
}
if (m >59) {
m = 0;
h++;
}
var t = h + ":" + m + ":" + s + ":" + ml;
document.getElementById("show").innerHTML = t;
}
var timer;
$("#pause").click(function () {
clearInterval(timer);
});
$("#start").click(function () {
timer = setInterval(countup, 10)
});
</script>
</body>
</html>

Related

Ajax Request Not Always Consistent

I have been developing a site that will provide schedules created by people. I'm using Alienware to develop it and the ajax code works perfectly on the laptop all of the time. I am using IE. However, if I access my site on my Samsung Smart TV or my HTC U11 phone, Ajax isn't consistent. It displays the data I am requesting, however, when I sum up a total of hours for the week, it sometimes displays the correct hours, or sometimes shows 0 hours, when the user is scheduled for the week. Why is it inconsistent between devices? I know that Ajax is recommended for IE. As I said, though, it sometimes will display the correct total weekly hours, and other times it will just show zero. This issue isn't occurring on my Alienware.
I've already tried using onload instead of onreadystatechange. I've set the request to asynchronous and synchronous. Whether it's set to true or false, on my other devices, it fails to be consistent. I've tried it as a post and get method, and both also are inconsistent. What is wrong with my code?
function getThisWeek(str5) {
lastDate = new Date(str5);
// getting dates for this week to be displayed...
this.math = dayInput.length - 1;
this.math0 = 0 - new Date(str5).getDay();
// getting week total hour length, to determine how many times this code executes...
weekSum = 0;
totals = [];
for (this.i = 0; this.i < weekTotalHours.length; this.i++) {
str3 = this.i;
this.date = new Date(str5);
for (this.ii = (this.i * (7)) - new Date().getDay(); this.ii < (7 * (this.i + 1)) - new Date().getDay(); this.ii++) {
totalHours = 0;
this.date = new Date(str5);
this.date = new Date(this.date.setDate(this.date.getDate() + (this.ii)));
// which element position the total daily hours belongs to when displaying them...
this.pos = this.ii + new Date().getDay();
thisDayChart[this.pos].innerHTML = "";
// displaying the date
dayInput[this.pos].innerHTML = this.date.getDate();
// highlighting today's date...
if (this.date.getDate() == new Date(str5).getDate() && this.date.getMonth() == new Date().getMonth()) {
dayInput[this.pos].style.color = "white";
dayInput[this.pos].style.backgroundColor = "silver";
dayInput[this.pos].style.borderRadius = "0px";
thisDay[this.pos].style.border = "2px double lightblue";
} else {
dayInput[this.pos].style.color = "";
dayInput[this.pos].style.backgroundColor = "";
dayInput[this.pos].style.borderRadius = "";
thisDay[this.pos].style.border = "";
}
// getting schedule from database...
this.xmlhttp = new XMLHttpRequest();
this.xmlhttp.pos = this.pos;
this.xmlhttp.ipos = this.i;
this.xmlhttp.d = months[this.date.getMonth()] + " " + this.date.getDate() + ", " + this.date.getFullYear();
this.xmlhttp.onreadystatechange = function() {
if (this.readyState == 4 && this.status == 200) {
//alert(this.responseText);
dayInput[this.pos].m = months[new Date(this.d).getMonth()];
dayInput[this.pos].weekDay = days[new Date(this.d).getDay()];
// how many weeks in the year is user...
this.islpyr = new Date(this.d);
this.islpyr = this.islpyr.setMonth(1);
this.islpyr = new Date(new Date(this.islpyr).setDate(29));
if (this.islpyr.getMonth() == 2) {
mlens[1] = 28;
} else {
mlens[1] = 29;
}
// getting total amount of days for the year...
this.yrlen = 0;
for (this.iii = 0; this.iii < mlens.length; this.iii++) {
this.yrlen += mlens[this.iii];
}
// getting total weeks
this.wklen = this.yrlen / 7;
this.wklen = Math.round(this.wklen);
this.week = 0;
for (this.iii = 0; this.iii < new Date(this.d).getMonth(); this.iii++) {
this.week += mlens[this.iii];
}
this.week += new Date(this.d).getDate();
this.week /= 7;
this.week = Math.round(this.week) + 1;
// rounding and displaying current week number...
if (new Date(this.d).getDay() == 0) {
myDayWrapper[this.ipos].weekLabel = "Week " + this.week + " of " + this.wklen;
}
if (this.pos == 0) {
weekDisplay[0].innerHTML = myDayWrapper[0].weekLabel;
}
// which day of the year it is... how many days in the year is the user...
this.yrpos = 0;
for (this.iv = 0; this.iv < new Date(this.d).getMonth(); this.iv++) {
this.yrpos += mlens[this.iv];
}
this.yrpos += new Date(this.d).getDate();
thisDayTitle[this.pos].innerHTML = "Day " + this.yrpos + " of " + this.yrlen;
totalHours = 0;
this.schedule = "" + this.responseText;
// if user is unscheduled, do this first... 'undefined' literally means there isn't a schedule for that specific day.
if (this.schedule.search("Undefined") >= 0) {
this.elem = document.createElement("div");
this.elem.setAttribute("class","not_scheduled");
this.elem.innerHTML = "Unscheduled";
thisDayChart[this.pos].appendChild(this.elem);
this.elem = document.createElement("div");
this.elem.setAttribute("class","pick_up_shift_btn");
this.elem.innerHTML = "Claim Shifts";
this.elem.i = this.pos;
this.elem.ipos = this.ipos;
this.elem.onclick = function() {
popUpWrap[1].style.display = "block";
this.datesd = [];
for (this.i = this.ipos * 7; this.i < 7 * (this.ipos + 1); this.i++) {
this.datesd.push(dayInput[this.i].innerHTML);
}
for (this.i = 0; this.i < 7; this.i++) {
shiftClaimDate[this.i].innerHTML = this.datesd[this.i];
popUpShiftDay[this.i].innerHTML = dayInput[this.i].weekDay;
this.strrr = "" + dayInput[this.i].m;
this.strrr = this.strrr.substring(0,3);
shiftClaimMonth[this.i].innerHTML = this.strrr;
}
}
thisDayChart[this.pos].appendChild(this.elem);
if (totals.length - 1 == this.pos) {
} else {
totals.push(0);
}
} else {
// getting daily total...
this.schedule = this.schedule.split(",");
for (this.iii = 0; this.iii < this.schedule.length; this.iii++) {
this.str = "" + this.schedule[this.iii];
this.str = this.str.split("=");
this.dateString = "December 22, 1991";
switch (this.str[0]) {
case "shift_start":
this.start = new Date(this.dateString + " " + this.str[1]);
this.end = this.schedule[this.schedule.length - 1] + "";
this.end = this.end.split("=");
this.end = new Date(this.dateString + " " + this.end[1]);
this.hours = (this.end.getHours() - this.start.getHours()) * 60;
this.hours = this.hours - (this.start.getMinutes() + this.end.getMinutes());
this.hours /= 60;
totalHours += this.hours;
weekSum += totalHours;
break;
case "break_start":
this.start = new Date(this.dateString + " " + this.str[1]);
this.end = this.schedule[this.iii + 1] + "";
this.end = this.end.split("=");
this.end = new Date(this.dateString + " " + this.end[1]);
this.hours = (this.end.getHours() - this.start.getHours()) * 60;
this.hours = this.hours - (this.start.getMinutes() + this.end.getMinutes());
this.hours /= 60;
weekSum -= this.hours;
totalHours -= this.hours;
this.s = "s";
if (totalHours == 1) {
this.s = "";
}
thisDayChart[this.pos].innerHTML = totalHours + " hour" + this.s;
break;
}
}
}
weekTotalHours[this.ipos].innerHTML = "Week Total: " + weekSum;
//alert(weekSum);
// displaying hour totals...
if (new Date(this.d).getDay() == 6) {
weekSum = 0;
}
totalHours = 0;
}
}
this.xmlhttp.open("GET","/js/data/schedule.html?date="+ months[this.date.getMonth()] + " " + this.date.getDate() + ", " + this.date.getFullYear(),false);
this.xmlhttp.send();
}
}
}
I expect every device to be consistent with the hour total it should be displaying, on every device that Ajax should work on.

Session Timeout - results in minutes [duplicate]

This question already has answers here:
Javascript seconds to minutes and seconds
(30 answers)
Closed 5 years ago.
var IDLE_TIMEOUT = 2700; //seconds 45min
var _idleSecondsCounter = 0;
document.onclick = function() {
_idleSecondsCounter = 0;
};
document.onmousemove = function() {
_idleSecondsCounter = 0;
};
document.onkeypress = function() {
_idleSecondsCounter = 0;
};
window.setInterval(CheckIdleTime, 1000);
function CheckIdleTime() {
_idleSecondsCounter++;
var oPanel = document.getElementById("SecondsUntilExpire");
if (oPanel)
oPanel.innerHTML = (IDLE_TIMEOUT - _idleSecondsCounter) + "";
if (_idleSecondsCounter >= IDLE_TIMEOUT) {
//alert("Your Session Time expired. Please Login.");
document.location.href = "logoff.php";
}
}
<div id='SecondsUntilExpire'></div>
So from above i am getting output as 2699 ( its in seconds = 45min ) and if no event happen its decrements ( 2698..2697..and so on ) and if any event (mouse up..etc ) happen its back to 2699
But i need in minutes thats : 44:59, 44:58 ..and so on
Use parseInt((IDLE_TIMEOUT - _idleSecondsCounter)/60) + ":" + (IDLE_TIMEOUT - _idleSecondsCounter)%60; to get achieve hh:mm effect
var IDLE_TIMEOUT = 2700; //seconds 45min
var _idleSecondsCounter = 0;
document.onclick = function() {
_idleSecondsCounter = 0;
};
document.onmousemove = function() {
_idleSecondsCounter = 0;
};
document.onkeypress = function() {
_idleSecondsCounter = 0;
};
window.setInterval(CheckIdleTime, 1000);
function CheckIdleTime() {
_idleSecondsCounter++;
var oPanel = document.getElementById("SecondsUntilExpire");
if (oPanel)
oPanel.innerHTML = parseInt((IDLE_TIMEOUT - _idleSecondsCounter)/60) + ":";
oPanel.innerHTML += (IDLE_TIMEOUT - _idleSecondsCounter)%60<10?"0"+(IDLE_TIMEOUT - _idleSecondsCounter)%60:(IDLE_TIMEOUT - _idleSecondsCounter)%60;
if (_idleSecondsCounter >= IDLE_TIMEOUT) {
alert("Your Session Time expired. Please Login.");
//document.location.href = "logoff.php";
}
}
<div id='SecondsUntilExpire'></div>
Here's how I'd code it to be readable
function CheckIdleTime() {
_idleSecondsCounter++;
var oPanel = document.getElementById("SecondsUntilExpire");
var remain = IDLE_TIMEOUT - _idleSecondsCounter;
var remainMinutes = Math.floor(remain / 60);
var remainSeconds = ('0' + (remain % 60)).substr(-2);
if (oPanel)
oPanel.innerHTML = remainMinutes + ':' + remainSeconds;
if (_idleSecondsCounter >= IDLE_TIMEOUT) {
//alert("Your Session Time expired. Please Login.");
document.location.href = "logoff.php";
}
}
uses
var remainSeconds = ('0' + (remain % 60)).substr(-2);
so that seconds are always two digits
Do you need this function
var IDLE_TIMEOUT = 2700;
alert(getMinutes(IDLE_TIMEOUT));
function getMinutes(time){
minutes = time/60;
seconds = time%60;
return ("00" + minutes).substr(-2)+":"+("00" + seconds).substr(-2);
}
Demo : https://jsfiddle.net/ttqtfwp5/1/

Could anyone tell how the code made to work properly? [closed]

Closed. This question does not meet Stack Overflow guidelines. It is not currently accepting answers.
This question appears to be off-topic because it lacks sufficient information to diagnose the problem. Describe your problem in more detail or include a minimal example in the question itself.
Closed 9 years ago.
Improve this question
This is a code supposed to generate sine wave ? But while running the code I am getting the output in decimal form ,But I need the output as a sine wave .Here is my code
<!DOCTYPE html>
<html>
<head>
<title>Try Create Sine Wave</title>
</head>
<body>
<div id="wave"></div>
<button id="play" onClick="SweepFreq(100,100,500);initSweep(document.getElementById('wave'));"> Start</button>
<script type="text/javascript">
function SweepFreq(cyc,lo, hi) {
this.cyclesPerMinute = cyc;
this.cycle_length = 60.0/this.cyclesPerMinute;
this.lowFreq = lo;
this.highFreq = hi;
this.time = 0.0;
this.buffer = null;
alert("hai");
window.initSweep = function (element) {
var sampleRate = 10000.0;
var seconds = 1;
var length = sampleRate*seconds;
this.buffer = new Float32Array(length);
alert("hallo");
this.generateSineWave(this.buffer, sampleRate, seconds);
}
this.generateSineWave = function(buffer, sampleRate, seconds) {
var deltaTime = 1.0/(sampleRate);
var oldCyclePosition=0;
alert("happy");
for (var i = 0; i < sampleRate*seconds; i++) {
var frequencyFactor = this.getFrequencyFactor(deltaTime);
var frequency = ((this.highFreq-this.lowFreq)*frequencyFactor)+this.lowFreq;
var distanceMovedInThisSample = frequency / sampleRate;
var currentCyclePosition = distanceMovedInThisSample + oldCyclePosition;
var val = Math.sin(currentCyclePosition * 2.0 * Math.PI);
this.buffer[i] = val;
oldCyclePosition = currentCyclePosition;
document.write(val);
}
};
this.getFrequencyFactor = function(deltaTime) {
this.time += deltaTime;
if (this.time > this.cycle_length)
this.time -= this.cycle_length;
var progress = this.time/this.cycle_length;
if (progress < 0.5) {
return progress*2.0;
}
else {
return 1.0-((progress-0.5)*2.0);
}
};
}
</script>
</body>
</html>
And further more I was trying to generate a sound form from the sine wave , using the audio tag in html5.
Thanks in advance
The function initSweep is never called. Try this instead (the only difference is initSweep(document.getElementById('wave')); was added to the onclick of the button):
<!DOCTYPE html>
<html>
<head>
<title>Try Create Sine Wave</title>
</head>
<body>
<div id="wave"></div>
<button id="play" onClick="SweepFreq(100,100,500);initSweep(document.getElementById('wave'));"> Start</button>
<script type="text/javascript">
function SweepFreq(cyc,lo, hi) {
this.cyclesPerMinute = cyc;
this.cycle_length = 60.0/this.cyclesPerMinute;
this.lowFreq = lo;
this.highFreq = hi;
this.time = 0.0;
this.buffer = null;
window.initSweep = function (element) {
var sampleRate = 10000.0;
var seconds = 1;
var length = sampleRate*seconds;
this.buffer = new Float32Array(length);
this.generateSineWave(this.buffer, sampleRate, seconds);
}
this.generateSineWave = function(buffer, sampleRate, seconds) {
var deltaTime = 1.0/(sampleRate);
var oldCyclePosition=0;
for (var i = 0; i < sampleRate*seconds; i++) {
var frequencyFactor = this.getFrequencyFactor(deltaTime);
var frequency = ((this.highFreq-this.lowFreq)*frequencyFactor)+this.lowFreq;
var distanceMovedInThisSample = frequency / sampleRate;
var currentCyclePosition = distanceMovedInThisSample + oldCyclePosition;
var val = Math.sin(currentCyclePosition * 2.0 * Math.PI);
this.buffer[i] = val;
oldCyclePosition = currentCyclePosition;
console.log(val);
}
};
this.getFrequencyFactor = function(deltaTime) {
this.time += deltaTime;
if (this.time > this.cycle_length)
this.time -= this.cycle_length;
var progress = this.time/this.cycle_length;
if (progress < 0.5) {
return progress*2.0;
}
else {
return 1.0-((progress-0.5)*2.0);
}
};
}
</script>
</body>
</html>
window.initSweep is not called in your code
The following lines executed in your code,
this.cyclesPerMinute = cyc;
this.cycle_length = 60.0/this.cyclesPerMinute;
this.lowFreq = lo;
this.highFreq = hi;
this.time = 0.0;
this.buffer = null;
then you have functions declarations that never executed

Having issues with live calculations, calculating each key stroke

I have a table that calculates a total depending on the input the user types. My problem is that the jquery code is calculating each key stroke and not "grabbing" the entire number once you stop typing. Code is below, any help woud be greatly appreciated.
$(document).ready(function() {
$('input.refreshButton').bind('click', EstimateTotal);
$('input.seatNumber').bind('keypress', EstimateTotal);
$('input.seatNumber').bind('change', EstimateTotal);
});
//$('input[type=submit]').live('click', function() {
function EstimateTotal(event) {
var tierSelected = $(this).attr('data-year');
var numberSeats = Math.floor($('#numberSeats_' + tierSelected).val());
$('.alertbox_error_' + tierSelected).hide();
if (isNaN(numberSeats) || numberSeats == 0) {
$('.alertbox_error_' + tierSelected).show();
} else {
$('.alertbox_error_' + tierSelected).hide();
var seatHigh = 0;
var seatLow = 0;
var seatBase = 0;
var yearTotal = 0;
var totalsArray = [];
var currentYear = 0;
$('.tier_' + tierSelected).each(function() {
seatLow = $(this).attr('data-seat_low');
firstSeatLow = $(this).attr('data-first_seat_low');
seatHigh = $(this).attr('data-seat_high');
seatBase = $(this).attr('data-base_cost');
costPerSeat = $(this).attr('data-cost_per_seat');
years = $(this).attr('data-year');
seats = 0;
if (years != currentYear) {
if (currentYear > 0) {
totalsArray[currentYear] = yearTotal;
}
currentYear = years;
yearTotal = 0;
}
if (numberSeats >= seatHigh) {
seats = Math.floor(seatHigh - seatLow + 1);
} else if (numberSeats >= seatLow) {
seats = Math.floor(numberSeats - seatLow + 1);
}
if (seats < 0) {
seats = 0;
}
yearTotal += Math.floor(costPerSeat) * Math.floor(seats) * Math.floor(years) + Math.floor(seatBase);
});
totalsArray[currentYear] = yearTotal;
totalsArray.forEach(function(item, key) {
if (item > 1000000) {
$('.totalCost_' + tierSelected + '[data-year="' + key + '"]').append('Contact Us');
} else {
$('.totalCost_' + tierSelected + '[data-year="' + key + '"]').append('$' + item);
}
});
}
}
You'll need a setTimeout, and a way to kill/reset it on the keypress.
I'd personally do something like this:
var calc_delay;
$(document).ready(function() {
$('input.refreshButton').bind('click', runEstimateTotal);
$('input.seatNumber').bind('keypress', runEstimateTotal);
$('input.seatNumber').bind('change', runEstimateTotal);
});
function runEstimateTotal(){
clearTimeout(calc_delay);
calc_delay = setTimeout(function(){ EstimateTotal(); }, 100);
}
function EstimateTotal() {
....
What this does is prompt the system to calculate 100ms after every keypress - unless another event is detected (i.e. runEstimateTotal is called), in which case the delay countdown resets.

Time function, find a better solution

I have made this time and date function with a bunch of if else statements. But is there a better way to do this? I think it uses a lot of processor power.
The function increments time. Each number is a var. So in seconds we have single seconds (sec) and tens of seconds (tensec).
check out the jsfiddle here: http://jsfiddle.net/MLgbs/1/
$seconds = $('.seconds .one');
$tenseconds = $('.seconds .ten');
$minutes = $('.minutes .one');
$tenminutes = $('.minutes .ten');
$hours = $('.hours .one');
$tenhours = $('.hours .ten');
$days = $('.days .one');
$tendays = $('.days .ten');
$months = $('.months .one');
$tenmonths = $('.months .ten');
$years = $('.years .one');
$tenyears = $('.years .ten');
$houndredyears = $('.years .houndred');
var sec = 0;
var tensec = 0;
var min = 0;
var tenmin = 0;
var hours = 0;
var tenhours = 0;
var days = 0;
var tendays = 0;
var months = 0;
var tenmonths = 0;
var years = 0;
var tenyears = 0;
var houndredyears = 0;
function clock(){
//Seconds
if(sec < 9){
sec++;
console.log($seconds, sec);
} else {
sec = 0;
console.log($seconds, sec);
//Tenseconds
if(tensec<5){
tensec++;
console.log($tenseconds, tensec);
} else {
tensec = 0;
console.log($tenseconds, tensec);
//minutes
if(min<9){
min++;
console.log($minutes, min);
} else {
min = 0;
console.log($minutes, min);
//tenminutes
if(tenmin<5){
tenmin++;
console.log($tenminutes, tenmin);
} else {
tenmin=0;
console.log($tenminutes, tenmin);
//hours
if(hours<9 && (tenhours*10+hours<23)){
hours++;
console.log($hours, hours);
} else {
hours=0;
console.log($hours, hours);
//tenhours
if(tenhours<2 && (tenhours*10+hours<23)){
tenhours++;
console.log($tenhours, tenhours);
} else {
tenhours=0;
console.log($tenhours, tenhours);
if(days < 9 && (tendays*10+days<30)){
days++;
console.log($days, days);
} else {
if(days !== 0){
days = 0;
console.log($days, days);
}
if(tendays<2){
tendays++;
console.log($tendays, tendays);
} else {
tendays = 0;
console.log($tendays, tendays);
if(months<9 && (tenmonths*10+months<11)){
months++;
console.log($months, months);
} else {
months = 0;
console.log($months, months);
if(tenmonths<0){
tenmonths++;
console.log($tenmonths, tenmonths);
} else {
tenmonths = 0;
console.log($tenmonths, tenmonths);
if(years < 9){
years++;
console.log($years, years);
} else {
years = 0;
console.log($years, years);
if(tenyears<9){
tenyears++;
console.log($tenyears, tenyears);
} else {
tenyears = 0;
console.log($tenyears, tenyears);
if(houndredyears<9){
houndredyears++;
console.log($houndredyears, houndredyears);
}
}
}
}
}
}
}
}
}
}
}
}
}
}
setInterval(function(){clock();},1000);
Why don't you just use the Date() object? Rather than all this calculation, simply pull the time from it at regular intervals (several per second, say), and display that - that way, it will be synced to the time on the client computer, rather than the inaccurate setInterval function, which will probably not give an accurate reflection of the time after very long (especially given all the legwork you're making it do with a dozen or so nested conditions!)
If you have multiple users who all require reference to a common clock, use PHP to get the date instead - this will return the server date/clock, instead of the client.

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