while (counterInc < counter) {
window.setTimeout(function () {
$('#results').text(counterInc);
}, 3000);
counterInc++;
}
This code should increment the tag with ID results every 3000 milliseconds instead the while loop is running and returning the final result. For example instead of changing the text to 1, 2, 3, 4, 5,..n, it is changing the text to n. How would one have the loop update the text field every 1000 milliseconds with each increment instead of only the final result?
Try this
var counterInc = 0;
var counterMax = 10;
var timeoutId = window.setInterval(function() {
$('#results').text(counterInc++);
if (counterInc >= counterMax) {
window.clearInterval(timeoutId);
}
}, 500);
http://jsfiddle.net/GufCs/4/
What was happening was you timeout updated the cell every three seconds, however, your loop can run through a ridiculous amount of numbers in 3 seconds, so it's long since complete by the time the function in setTimeout had run.
This will trigger the function every 500ms (change to 3000ms for your purposes) and only then will it increment the counterInc. Add it clears the Interval when it reaches counterMax.
The problem is that setTimeout() acts as an "independent thread". You set it and it executes once after the specified amount of time. In the mean time the "main thread" keeps running: so your counter will get increased in the meantime.
To understand the problem you need to understand what a closure is.
Here you want each time to pass a certain value not the one computed at the end of the loop scope.
So compute the value at the moment you declare the setTimout rather than when it is call you can do as follow: http://jsfiddle.net/lechevalierd3on/jhYm3/
var counter = 10;
var counterInc= 0;
while (counterInc < counter) {
window.setTimeout(function () {
var inc = counterInc;
return function(){
$('#results').text(inc);
}
}(counterInc), 1000 * counterInc);
counterInc++;
}
while (counterInc < counter) {
window.setTimeout(function () {
$('#results').text(counterInc);
}, 3000 * counterInc++);
}
Related
I have a class test whose background-color I want to flip between lime and green faster and faster.
For that, I'm using a for loop variable and passing it to a function containing a setTimeout(), but it's not working.
(This is not a duplicate question. The said "original" is about a simple setTimeout() whereas this question is about a setTimeout() within a for loop. I understand that the answers on that question might indirectly answer mine, but the questions themselves aren't the same)
$(document).ready(function() {
for (var i = 0; i < 20; i++) {
delay(i);
$(".test").css('background-color', 'lime');
}
});
function delay(i) {
setTimeout(function() {
$(".test").css('background-color', 'green');
}, 1000 - 50 * i);
}
.test {
width: 300px;
height: 300px
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div class="test"></div>
Try this way:
for(var i=0;i<20;i++)
{
delay(i);
}
function delay(i) {
setTimeout(function() {
if (i%2 == 0) {
$(".test").css('background-color', 'green');
} else {
$(".test").css('background-color', 'lime');
}
}, 1000 - 50 * i);
}
The problem is the loop executes faster than the timeout. setTimeout function basically says execute the given function after a certain time. The for loop you created there will continue without waiting for the code inside the setTimeout function to be executed, In other words your code producing 20 functions that will be executed in the future.
There are many way to produce the functionality you need.
To keep it simple and solve it you should create two functions instead:
$(document).ready(function() {
for (var i = 0; i < 20; i++) {
delay_lime(i);
delay_green(i+1);
}
});
function delay_green(i) {
setTimeout(function() {
$(".test").css('background-color', 'green');
}, 1000 - 50 * i);
}
function delay_lime(i) {
setTimeout(function() {
$(".test").css('background-color', 'lime');
}, 1000 - 50 * i);
}
try this: here is a example example
$(document).ready(function() {
delay();
var start = 0;
delay(start);
function delay(start) {
setTimeout(function() {
if(start == 0 ){
$(".test").css('background-color', 'green');
start = 1;
}else{
$(".test").css('background-color', 'red');
start = 0;
}
delay(start);
}, 100);
}
});
If you want to use a for loop, you should turn its containing function into an async function and await promises that resolve at the desired time:
const delay = (i) => new Promise(resolve => {
setTimeout(resolve, 1000 - 50 * i);
});
function changeToGreen() {
$(".test").css('background-color', 'green');
}
function changeToLime() {
$(".test").css('background-color', 'lime');
}
(async () => {
for (var i = 0; i < 20; i++) {
await delay(i);
changeToLime();
await delay(i);
changeToGreen();
}
})();
Your loop doesn't wait for any of the timeouts to occur, it runs through and queues up the events which will fire at the relevant intervals.
However, whilst doing so it sets the background color to lime a number of times.
After the loop has finished, the queued intervals start firing, and they set the background color to green a number of times.
But the colours do not alternate as the code execution is not in the order you expect.
Also, the multiple calls to setInterval queue the events to be fired after the specified delay. The code does not wait for the allotted time and then fire the next one. So your could of 1000 - 50 * i actually queues the latest event first, and so on until it queues the event that will actually fire first. Does that make sense? It will be more intuitive for you to set these in the order that they will fire. You could achieve the reducing delay by incrementing the timeout by a variable which reduces, e.g.
time = 1000;
delay = 1000;
setTimeout (blah, time);
time += delay;
delay -= 50;
setTimeout (blah, time);
// etc.
You could achieve an alternating effect by setting alternate intervals to be green and lime. For that a simple toggle variable would help.
color = 1;
color = 1 - color; // toggles between 0 and 1
useColor = ["lime", "green"][color];
I shan't rewrite your entire program for you, but I can assist more if you have specific questions. The best way to learn is to do.
There is a slight misunderstanding about the way timeouts work in the example code. Timeouts are asynchronous, meaning that they execute out of the normal order of execution. As a result, the lime green is shown immediately, and then at various times later the background is repeatedly changed to green; although, the only time the change is noticed is the first time as changing from green to green has no effect.
setTimeout creates a task, JavaScript in a browser is single threaded and will execute tasks through a task scheduler.
Using 1000 - 50 * i from 0 to 19 in the approach shown in the question will result in timeouts being scheduled for execution. First at 1000, then at 950, etc. However, they are all scheduled at the exact same time. So there is no difference scheduling them in forward or reverse order as the only relevant metric used is the time. Essentially the result is that every 50 milliseconds, the background color is set to green in this example.
Unfortunately, tasks that get executed in the browser are not executed exactly on time, and using this will aim at 50 milliseconds per call, but due to Operating System scheduling and depending on the system in use the result could be wildly different.
This could have been done with an interval just as easily, where the interval used was 50 milliseconds (although it would still suffer from the aforementioned OS issue). That said, there is no acceleration being used there. A better approach here, since we are dealing with animation (the colors flashing) would be to instead use requestAnimationFrame MDN.
requestAnimationFrame will attempt to run your code at 60 frames per second, or roughly 16.6 milliseconds per frame (1000 milliseconds / 60 frames).
Given that the goal was acceleration, a rate could be put in place to ramp the flashing.
// Cache the constructed jQuery object for element with class "test"
var testCache = $('.test');
// Create a set of colors to use in the flashing
var colors = ['lime','green'];
// Use a variable for a switch between the two colors
var colorSwitch = 0;
// Keep track of how many times the color has flashed
var i = 0;
// Used for tracking the start of an animation sequence
var start;
// In order to facilitate acceleration, use a function for
// determining the time between flashes,
// used an offset x^2 line at (20,16) with a 2x width
// y = 1/2(x-19)^2 - 19x + 16
var ft = t => 0.5*(t-19)*(t-19) - (t-19) + 16;
// This function will be called every 16.6 milliseconds
// by requestAnimationFrame, the timestamp is automatically injected
(function flashAccel(timestamp){
// Loop control to ensure only 20 flashes occur
if(i >= 20) return;
// Track the start of the timing for the animation sequence
start = start || timestamp;
// This is the milliseconds since the last sequence was updated
var elapsed = timestamp - start;
// Check to see if enough time has elapsed based on the acceleration
// function's value and the current value, if it has then update the view
if( elapsed > ft(i) ){
// Swaps between 0 and 1
colorSwitch = 1 - colorSwitch;
// Selects 0 or 1 indexed color
var color = colors[colorSwitch];
testCache.css('background-color',color);
// Update metrics
i++;
start = timestamp;
}
// Request the function to be called again in roughly 16.6 milliseconds
window.requestAnimationFrame(flashAccel);
})()
.test {
width: 300px;
height: 300px
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div class="test"></div>
This question already has answers here:
Is there a better way of writing v = (v == 0 ? 1 : 0); [closed]
(31 answers)
Closed 5 years ago.
I want a variable's value regularly changing between 0 and 1. If I have a variable whose value is 0 (counter = 0), how can I increase it by 1 (counter = 1) after a few seconds, then decrease it back to 0 ( counter = 0) after another few seconds? An endless loop basically is what I want.
I'm assuming this will require setTimeout or setInterval, but I've absolutely no idea how I'd go about this. I'm very unfamiliar with the syntax; I'm very much a newbie. Does anyone have any pointers?
Thanks!
You can create an endless, timed loop by having a function that calls itself at the end via setTimeout. See below.
var count = 0;
function flip() {
count = Number(!count);
console.log(count);
setTimeout(flip, 1000);
}
flip();
A more generic approach:
// possible addition: allow user to stop the timer
const rotate = (time, vals) => {
// TODO: handle incorrect vals (non-empty array) or time (positive number)
let idx = 0;
setInterval(() => idx = (idx + 1) % vals.length, time);
return {
get val() {return vals[idx];}
}
}
const toggle = rotate(1000, [0, 1])
toggle.val //=> depends on when you call it, changes every 1000 ms
// but always either 0 or 1.
One advantage of this is that it doesn't keep the value in global scope where someone else can mess with it, but encapsulates it in a closure.
It's more generic because you can easily change the time between updates and you can choose whatever you want for values (for example, rotate(5000, ['foo', 'bar', 'baz').)
var counter = 0;
var changeCounter = function () {
counter = counter === 0 ? 1 : 0;
console.log('counter', counter);
setTimeout(changeCounter, 1000);
}
changeCounter();
This sounds like homework but try this:
var value = 0;
setInterval(
function() {
value = value===0 ? 1 : 0;
console.log('value =', value);
},
1000
);
setInterval will call the function over and over again without needing to call setTimeout over and over again.
setInterval is what you want, as documented in W3C, you should pass a function and a time interval in milliseconds on how often to execute the code.
var counter = 0;
setInterval(function(){
counter = 1 - counter;
//Do what you want with the result...
//alert(counter);
}, 1000);
https://codepen.io/paulodiogo/pen/xPPOKa?editors=1010
Not using global variable...
https://codepen.io/paulodiogo/pen/KyyMXZ
im having a problem with my code, i have to make a loop, that each it loops, have to change add a class/change the color of something for just a while. i tried with a for and it didnt work, then i tried something like a loop using setinterval and it works better but still have something that is not working, it just adds the class/or toggle in that case first 1 element, and then maybe 2, then 3,etc and not 1 by 1 thanks
function runp(patron){
var x = 0;
var intervalID = setInterval(function () {
$("#container"+patron[x]).toggle(1).delay(1000).toggle(1).delay(1000);
if (++x === 20) {
window.clearInterval(intervalID);
}
}, 2000);
}
this is what i have: https://jsfiddle.net/dt8kxebg/
and this is what im trying to replicate: https://jsfiddle.net/jf0opams/
I think your problem is that you execute the runp() several times, because it is inside of a for loop. You should rather invoke the function just once after the loop, when your patron[] array is filled with random numbers (1-4).
The problem happens, because the for loop is super fast (few millisecs) filling your array with 20 random numbers. So you have invoked the animation/toggling function 20 times. This on/off behaviour takes 2 seconds and happens 20 times almost at the same time. You can see in my code in the browser console what the console.log() output to understand the behaviour better.
function start(patron, patronl){
while (patron.length<20){
patron.push(rand(1,4));
console.log('start: '+patron.length);
//runp(patron, patron.length);//old place
//readp(patron,//
}
runp(patron);//new place
}
function runp(patron, iteration){
var x = 0;
var intervalID = setInterval(function () {
$("#container"+patron[x]).toggle(1).delay(1000).toggle(1).delay(1000);
//see how 20 outputs come at once, if runp() is inside for loop
console.log('togglewait: '+x, 'start: '+iteration);
if (++x === 20) {
window.clearInterval(intervalID);
}
}, 2000);
}
I am trying to make a progress bar with Javascript. I am using a for loop to run the code:
var prog = document.getElementById("progressbar").max;
var progg = document.getElementById("progressbar");
function runAnimation(){
for(var i=0; i < prog; i++){
var hit = progg.value;
hit++;
}
};
This should make the value of the progressbar increment each time the function runs, but it doesn't work. I am not getting any errors in the console. How can I make the progressbar's value rise incrementally?
For an "animated" effect, you can recursively call a setTimeout, based on the current value and max value of your progress bar. Something like:
var progg = document.getElementById("progressbar");
function runAnimation(){
setTimeout(function() {
if (progg.value <= progg.max) {
progg.value++;
runAnimation();
}
}, 10);
};
runAnimation();
Changing your timeout value (10 in the above example) will increase/decrease the progress bar.
Here's a fiddle: http://jsfiddle.net/cL7nygsr/
For a more interesting use of setTimeout (since the above is just basically setInterval), call it after an operation has completed before calling your next iteration. Here's an updated fiddle which includes a random update of the progress bar.
http://jsfiddle.net/cL7nygsr/2/
var b = document.getElementById('progress').max;
window.setInterval(a,1000);
function a() {
document.getElementById('progress').value++;
if (document.getElementById('progress').value >= b) {
window.clearInterval(a);
}
}
Here is code to increment progress bar value every 1 second, you can change to 2 second by replacing 1000 with 2000.
You're not doing anything with your hit variable once you increment it. You want to do this instead:
for (var i = 0; i < prog; i++) {
progg.value++;
}
if I had a code like this
count=0
count2=setInterval('count++',1000)
the count2 variable would always set as 2 not the actual value of count as it increases every second
my question is: can you even store the value of the seInterval() method
The return value of setInterval() is an ID number that can be passed to clearInterval() to stop the periodically executed function from running another time. Here's an example of that:
var id = setInterval(function() {
// Periodically check to see if the element is there
if(document.getElementById('foo')) {
clearInterval(id);
weAreReady();
}
}, 100);
In your example, if you want count2 to have the same value as count, you could use:
var count = 0, count2 = 0;
setInterval(function() {
// I wrote this on two lines for clarity.
++count;
count2 = count;
}, 1000);
setInterval returns an ID which you can later use to clearInterval(), that is to stop the scheduled action from being performed. It will not be related to the count values in any way.
var count=0;
function incrementCount(){
count++;
}
setTimeout("incrementCount()", 1000);