I have written a simple Javascript function (curteousy of codecall.net) that creates a count down timer.
It works fine when I run it, but I want to have more than one timer on the page.
When I place the function inside another div I get the numbers on the screen but only one of the last function actually counts down.
I have placed a link to the code here in JsFiddle which for one reason or another doesn't want to run it but it works. I just need multiple instances of it.
Any help is much appreciated, thanks in advance
The way you built it, all in the global namespace, makes it very difficult to incorporate two timers. Instead, you should just use a reusable object constructor. Demo here.
function Countdown(element, time) {
this.element = element;
this.time = time;
}
Countdown.time = function() {
return new Date().getTime() / 1000;
};
Countdown.formatRemaining = function(timeRemaining) {
function fillZero(n) {
return n < 10 ? '0' + n : n.toString();
}
var days = timeRemaining / 60 / 60 / 24 | 0;
var hours = timeRemaining / 60 / 60 | 0;
var minutes = timeRemaining / 60 | 0;
var seconds = timeRemaining | 0;
hours %= 24;
minutes %= 60;
seconds %= 60;
return days + ' day' + (days === 1 ? '' : 's') + ' ' + fillZero(hours) + ':' + fillZero(minutes) + ':' + fillZero(seconds);
};
Countdown.prototype.update = function() {
var timeRemaining = this.time + this.start - Countdown.time();
if(timeRemaining > 0) {
this.element.innerHTML = Countdown.formatRemaining(timeRemaining);
} else {
this.element.innerHTML = "Time's up!";
if(this.timer) {
clearInterval(this.timer);
this.timer = null;
}
}
};
Countdown.prototype.start = function() {
var countdown = this;
this.start = Countdown.time();
this.timer = setInterval(function() {
countdown.update();
}, 1000);
this.update();
};
Related
I have a minute timer which counts from 15 to 0. I don't want to reset (= restart) the timer on page reload. but I can't figure out how to prevent the timer from resetting on a page reload. I'm using javascript with php. I have tried to add the timer time on load to php session but that didn't work for me. any suggestions? thank you :)
function startTimer() {
setTimeout('timer()', 60);
}
var continueMins = localStorage.getItem("continueMins");
var continueSecs = localStorage.getItem("continueSecs");
if (continueMins == 'true') {
mins = continueMins;
} else {
mins = 15;
}
if (continueSecs == 'true') {
secs = continueSecs;
} else {
secs = mins * 60;
}
function timer() {
if (document.getElementById) {
minutes = document.getElementById("minutes");
seconds = document.getElementById("seconds");
progressBar = document.getElementById("progressBar");
timerContainer = document.getElementById("timer-container");
expired = document.getElementById("expired");
btcAmount = document.getElementById("btcAmount");
btcAddress = document.getElementById("btcAddress");
window.onbeforeunload = function() {
localStorage.setItem("continueMins", getMinutes());
localStorage.setItem("continueSecs", getSeconds());
}
var totalSeconds = 15 * 60, remainingSeconds = getMinutes() * 60 + getSeconds();
progressBar.style.width = (remainingSeconds * 100 / totalSeconds) + "%";
minutes.innerHTML = getMinutes() < 10 ? "0" + getMinutes() : getMinutes();
seconds.innerHTML = getSeconds() < 10 ? "0" + getSeconds() : getSeconds();
if (mins < 1) {
minutes.classList.add("text-danger");
seconds.classList.add("text-danger");
}
if (mins < 0) {
expired.style.display = 'block';
timerContainer.style.display = 'none';
btcAmount.text = 'Expired';
btcAddress.text = 'Payment Window Expired';
localStorage.removeItem("continueMins");
localStorage.removeItem("continueSecs");
} else {
secs--;
setTimeout('timer()', 1000);
}
}
}
function getMinutes() {
mins = Math.floor(secs / 60);
return mins;
}
function getSeconds() {
return secs - Math.round(mins * 60);
}
startTimer();
<p class="font-18 font-500"><span id="minutes"></span> : <span id="seconds"></span></p>
You could use the localStorage (sessionStorage is also an option but more prone to restart your timer if the user e.g. reconnects in a new tab or restarts the browser)
How to do it to be on the save side (crashes, unexpected bahaviour e.g.you should update the elapsed time in your local storage from time to time. The "normal" situations are handled by checking for the respective event:
var aTimer, bool;
window.onbeforeunload = function (e) {
if (bool) return;
aTimer = setTimeout(function () {
bool = true;
localStorage.setItem("resetTimer", "false");
localStorage.setItem("currentTimer", MY_TIMER_VAR);
localStorage.setItem("sessionDate", MY_NEW_SESSION_VAR);
}, 500);
return ;
};
EDIT If you want that an elapsed timer is valid for lets say 24 hours you have also to place MY_NEW_SESSION_VAR which is a Date.now() converted in hours when reloading you check against TODAY_DATETIME_IN_HOURS which is a Date.now() converted in hours (This was my use case, if you do not need it just leave it out)
The keys and the values are always strings (note that, as with objects, integer keys will be automatically converted to strings).
When starting your program (loading js) you should check for the vars with:
var resetTimer = localStorage.getItem("resetTimer");
var sessionDate = localStorage.getItem("sessionDate");
if (resetTimer == "true" || sessionDate > (TODAY_DATETIME_IN_HOURS - 24) ){ // start timer }
To delete a single item
localStorage.removeItem("sessionDate");
If you want to use sessionStorage just replace localStorage with sessionStorage
EDIT full code for the OP tested and working as asked
var countDownTarget;
if (document.readyState!="loading") docReady();
/* Modern browsers */
else document.addEventListener("DOMContentLoaded", docReady);
function docReady() {
countDownTarget = parseInt(localStorage.getItem("countDownTarget"));
console.debug("Initvalue: " + countDownTarget);
if (isNaN(countDownTarget) == true || countDownTarget == "" || countDownTarget <= 0){ // If not defined
countDownTarget = new Date().getTime() + 15 * 60 * 1000;
console.debug("is NaN sInitvalue: " + countDownTarget);
//Update the count down every 1 second
setInterval(countDown, 1000);
} else {
console.debug("else Initvalue: " + countDownTarget);
setInterval(countDown, 1000);
}
}
window.onbeforeunload = function() {
localStorage.setItem("countDownTarget", countDownTarget);
};
// Functions you call
function countDown(){
var now = new Date().getTime();
//console.debug("now " + now);
var distance = countDownTarget - now;
console.debug("distance " + distance);
var mins = distance < 0 ? 0 : Math.floor((distance % (1000 * 60 * 60)) / (1000 * 60));
var secs = distance < 0 ? 0 : Math.floor((distance % (1000 * 60)) / 1000);
/** Add a zero in front of numbers<10 */
mins = prependZero(mins);
secs = prependZero(secs);
// Output the results
document.getElementById("minutes").innerHTML = mins;
document.getElementById("seconds").innerHTML = secs;
if (distance <= 0) {
// clearInterval(x);
localStorage.removeItem("countDownTarget");
clearInterval(countDown);
}
}
function prependZero(i){
if (i < 10) {
i = "0" + i;
}
return i;
}
Copy between your script tags or load as *.js file
I want to create a countdown timer which looks like an fps counter for webpage...
after hours of time spent i m not able to find out what is wrong.....help
<script>
var myvar = setInterval(function () { startTimer() }, 1000);
function startTimer() {
var presentTime = 17 + ":" + 00;
var timeArray = presentTime.split(/[:]+/);
var m = timeArray[0];
var s = checkSecond((timeArray[1] - 1));
if (s == 59) {
m = m - 1
}
//if(m<0){alert('timer completed')}
var button2 = document.createElement("Button2");
var interval = m + s;
button2.innerHTML = Math.round(interval);
button2.style = "top:0; left:0rem; height:10% ;color: black; background-color: #ffffff;position:fixed;padding:20px;font-size:large;font-weight: bold;";
setTimeout(startTimer, 1000);
document.body.appendChild(button2);
}
function checkSecond(sec) {
if (sec < 10 && sec >= 0) {
sec = "0" + sec
}; // add zero in front of numbers < 10
if (sec < 0) {
sec = "59"
};
return sec;
}
</script>
I can find three errors that hinder your code from performing correctly.
Multiple timers
First off since you invoke both a setInterval in outer scope, and then a setTimeout after each performed iteration, you will end up getting many unwanted timer instances that will do some crazy counting for you.
I recommend you to scrap either one of these and stick with just one of them.
For my example i happend to stick with the setInterval since you're executing the very same method over and over any way.
The initialization
Since the presentTime is declared inside the startTimer-function it will be constantly overwritten with 17 + ":" + 00 (resulting in "17:0" btw).
This is solved by declaring it in the outer scope instead.
Remembering the changes
Finally you need to save the current state of presentTime after modifications. Just adding a presentTime = [m,s].join(":"); at the end of startTimer() solves this.
var presentTime = "17:00";
function startTimer() {
var timeArray = presentTime.split(/[:]+/);
var m = timeArray[0];
var s = checkSecond((timeArray[1] - 1));
if (s == 59) {
m = m - 1
}
var button2 = document.createElement("Button2");
var interval = s;
button2.innerHTML = m + ":" + s;
button2.style = "top:0; left:0rem; height:10% ;color: black; background-color: #ffffff;position:fixed;padding:20px;font-size:large;font-weight: bold;";
document.body.appendChild(button2);
presentTime = [m,s].join(":");
}
function checkSecond(sec) {
if (sec < 10 && sec >= 0) {
sec = "0" + sec
}; // add zero in front of numbers < 10
if (sec < 0) {
sec = "59"
};
return sec;
}
var interval = setInterval(startTimer, 1000);
I have a stopwatch timer built in JS that counts up from 0 using hours, minutes, seconds and milliseconds. Currently when the user hits the stop button the value from the timer is appended to a hidden input element for form submission. I need to convert whatever the time is to just hourly to where it is appended to that hidden input. So right now if my clock is stopped at 25 minutes and 00 seconds, the value in the input is 00:25:00, I would like it to convert the time to something like .25 (for hours)
For example, for 30 minutes the value appended to my hidden input would be .5, for 45 minutes it would be .75, so on and so fourth.
Here is the stopwatch script, the Stop function is where the value is appended to our hidden input, just need to make sure it is converted to hourly
<script type="text/javascript">
var clsStopwatch = function () {
var startAt = 0;
var lapTime = 0;
var now = function () {
return (new Date()).getTime();
};
this.start = function () {
startAt = startAt ? startAt : now();
};
this.stop = function () {
lapTime = startAt ? lapTime + now() - startAt : lapTime;
startAt = 0;
};
this.time = function () {
return lapTime + (startAt ? now() - startAt : 0);
};
};
var x = new clsStopwatch();
var $time;
var clocktimer;
function pad(num, size) {
var s = "0000" + num;
return s.substr(s.length - size);
}
function formatTime(time) {
var h = m = s = ms = 0;
var newTime = '';
h = Math.floor(time / (3600 * 1000));
time = time % (3600 * 1000);
m = Math.floor(time / (60 * 1000));
time = time % (60 * 1000);
s = Math.floor(time / 1000);
ms = time % 1000;
newTime = pad(h, 2) + ':' + pad(m, 2) + ':' + pad(s, 2);
//newTime = pad(h, 2) + ':' + pad(m, 2) + ':' + pad(s, 2) + ':' + pad(ms, 2);
return newTime;
}
function show() {
$time = document.getElementById('time');
update();
}
function update() {
$time.innerHTML = formatTime(x.time());
}
function start() {
clocktimer = setInterval("update()", 1);
x.start();
}
function stop() {
x.stop();
document.getElementById('counter').value = formatTime(x.time());
clearInterval(clocktimer);
}
</script>
If I correctly understand what you need, this is your solution:
function millisecondsToHours(amountMS) {
return amountMS / 3600000;
}
This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
Javascript to run the Clock (date and time) 4 times speeder
I'm trying to make a clock that starts at a time value (hh:mm:ss) that I've supplied, and runs at 4x speed (for the server time of an online game that runs 4x actual time). I've modified a free clock that I found online to do this, but it only works for every other minute (try the code below to see exactly what I mean if that doesn't make sense).
var customClock = (function () {
var timeDiff;
var timeout;
function addZ(n) {
return (n < 10 ? '0' : '') + n;
}
function formatTime(d) {
t1 = d.getHours();
t2 = d.getMinutes();
t3 = d.getSeconds() * 4;
if (t3 > 59) {
t3 = t3 - 60;
t2 = t2 + 1;
}
if (t2 > 59) {
t2 = t2 - 60;
t1 = t1 + 1;
}
if (t1 > 23) {
t1 = 0;
}
return addZ(t1) + ':' + addZ(t2) + ':' + addZ(t3);
}
return function (s) {
var now = new Date();
var then;
var lag = 1015 - now.getMilliseconds();
if (s) {
s = s.split(':');
then = new Date(now);
then.setHours(+s[0], +s[1], +s[2], 0);
timeDiff = now - then;
}
now = new Date(now - timeDiff);
document.getElementById('clock').innerHTML = formatTime(now);
timeout = setTimeout(customClock, lag);
}
}());
window.onload = function () {
customClock('00:00:00');
};
Any idea why this is happening? I'm pretty new to Javascript and this is definitely a little hack-ey. Thanks
i take the orginal time and substract it from the current then multiply it by 4 and add it to the orginal time. I think that should take care or the sync problem.
(function(){
var startTime = new Date(1987,08,13).valueOf() //save the date 13. august 1987
, interval = setInterval(function() {
var diff = Date.now() - startTime
//multiply the diff by 4 and add to original time
var time = new Date(startTime + (diff*4))
console.log(time.toLocaleTimeString())
}, 1000)
}())
How to use with a custom date (use the Date object)
Date(year, month, day, hours, minutes, seconds, milliseconds)
var lag = 1015 - now.getMilliseconds(); is attempting to "run this again a smidge (15 ms) after the next clock tick". Make this value smaller (divide by 4?), and this code will run more frequently.
Next up, get it to show 4x the current clock duration. Similar problem: multiply now's details by 4 either inside or outside formatTime()
I would first create a Clock constructor as follows:
function Clock(id) {
var clock = this;
var timeout;
var time;
this.hours = 0;
this.minutes = 0;
this.seconds = 0;
this.stop = stop;
this.start = start;
var element = document.getElementById(id);
function stop() {
clearTimeout(timeout);
}
function start() {
timeout = setTimeout(tick, 0);
time = Date.now();
}
function tick() {
time += 1000;
timeout = setTimeout(tick, time - Date.now());
display();
update();
}
function display() {
var hours = clock.hours;
var minutes = clock.minutes;
var seconds = clock.seconds;
hours = hours < 10 ? "0" + hours : "" + hours;
minutes = minutes < 10 ? "0" + minutes : "" + minutes;
seconds = seconds < 10 ? "0" + seconds : "" + seconds;
element.innerHTML = hours + ":" + minutes + ":" + seconds;
}
function update() {
var seconds = clock.seconds += 4;
if (seconds === 60) {
clock.seconds = 0;
var minutes = ++clock.minutes;
if (minutes === 60) {
clock.minutes = 0;
var hours = ++clock.hours;
if (hours === 24) clock.hours = 0;
}
}
}
}
Then you can create a clock and start it like this:
var clock = new Clock("clock");
clock.start();
Here's a demo: http://jsfiddle.net/Nt5XN/
I have a countdown like this one:
var countdown = {
startInterval: function() {
var count = 600
var countorig = 600;
var currentId = setInterval(function() {
var min = (count - (count % 60)) / 60;
var sec = count % 60;
if (sec < 10) {
$('#timer').html(min + ':0' + sec);
} else {
$('#timer').html(min + ':' + sec);
}
$('#time').val(countorig - count);
if (count == 0) {
$('#form').submit();
}--count;
}, 1000);
countdown.intervalId = currentId;
}
};
It works. But if I load the page, the countdown starts but it stutter it is not "round" like a clock is.
JSFiddle.
setInterval isn’t exact. You should use Dates instead, to get an accurate time, and then choose an interval of less than one second to get a smoother clock. Here’s a demo!
var countdown = {
startInterval: function() {
var count = 600;
var start = new Date(); // The current date!
var currentId = setInterval(function() {
var difference = Math.max(0, count - (new Date() - start) / 1000 | 0);
var min = difference / 60 | 0;
var sec = difference % 60;
$('#timer').text(min + ':' + (sec < 10 ? '0' : '') + sec);
$('#time').val(difference);
if(count === 0) {
$('#form').submit();
}
}, 200);
countdown.intervalId = currentId;
}
};
It's never a good idea to assume your timers are exact. Instead, use delta timing.
var startTime = new Date().getTime();
setInterval(function() {
var elapsed = new Date().getTime()-startTime;
console.log("Been running for "+Math.floor(elapsed/1000)+" seconds");
},25);
That is because setInterval is not meant to be a high resolution timer. It will NOT hit every 1000 milliseconds on the dot. You might have swings as much as 20 to 30 milliseconds in either direction, resulting in a clock that is off.
Using Date.now(), this is a quick example of a countdown function ( x is milliseconds )
function countdown(x){
var o = {future: Date.now()+x, last:-1, i:null}; // object so we can pass by-ref if req.
o.i = setInterval( function() { // use o.i so we can clear interval
var remain = o.future - Date.now(),
secs = Math.floor( remain / 1000 ),
mins = 0;
if( remain < 0 ){ // finished, do whatever
return clearInterval(o.i); // then clear & exit
}
if( secs === o.last ) return; // skip this iteration if it's not been a second
o.last = secs; // else update last time
// do whatever you want for this new second
if( secs > 59 ) mins = Math.floor( secs / 60 ), secs = secs % 60;
console.log(
(mins < 10 ? '0'+mins : mins) + ':' +
(secs < 10 ? '0'+secs : secs) + ' remain.'
);
}, 100);
}
If you know it wont be used in IE, consider adding o as an argument to the callback function in the interval and also as the last argument to setInterval (so it is passed to the callback as first arg), which means closure is independent => callback can be defined anywhere.