I am trying to increase a counter each time a button get clicked.
Everything is working, except the increment (keep having "odd" as an alert).
gwd.auto_Unfold_tapareaAction = function(event) {
var clickarea = document.getElementById('unfold_taparea');
var elementClicked = 0;
function handleIncrement() {
elementClicked++;
};
clickarea.addEventListener('click', handleIncrement, true);
if (elementClicked % 2 == 0) {
alert("odd");
} else {
alert("even");
};
};
If anyone knows how to do it, I'll be very grateful.
Thank you,
Loudvich.
Try placing the alert block inside the handleIncrement function at the end.
My best guess is the alert block is not running after the counter is incremented.
Edit: it looks like this function is running every time some other element is clicked.
Your issue is that you are creating the new click listener every time the gwd.auto_Unfold_tapareaAction runs.
Since it's newly created every time, it increments once, then alerts.
Try running this whole block on load or something that only runs one time.
Related
I have this simple "pagination" counter which is fetching the next page from an API. It works fine but the problem is that whenever I change category (movies or series) the counter obviously doesn't reset so instead of fetching the first page of the new category it continues from the number it left off.
I tried numerous conditional combinations but nothing really worked so far. I'm sure it's not that hard to solve I just can't think of the right logic to use.
let page = 1;
document.getElementById('load-more').addEventListener('click', () => {
page++;
const movies = document.getElementById('movies');
const series = document.getElementById('series');
if(movies.classList.contains('active-link')) {
getMovies(page);
} else if (series.classList.contains('active-link')) {
getSeries(page);
}
})
Reseting the let counter inside the if..else doesn't really work because every time I click the load more button it resets it back to page 1.
Use separate variables for the current movies page and the current series page. Also note that you can simplify your logic by using a single querySelector instead of selections followed by classList.contains:
let moviesPage = 1;
let seriesPage = 1;
document.getElementById('load-more').addEventListener('click', () => {
if (document.querySelector('#movies.active-link')) {
moviesPage++;
getMovies(moviesPage);
} else if (document.querySelector('#series.active-link')) {
seriesPage++;
getSeries(seriesPage);
}
});
Set another event listener for the click on your #movies and #series link,
and set the page variable to 1 at this place.
That would be the usual behavior when switching lists, one usually see a reset of paging.
I am new to javascript, and I am coding a game.
I would like to break out of the setInterval loop when a condition is met to display a game over screen. My code :
var timer = 0;
var i =0;
fond.onload= function()
{
timer = setInterval(boucle,50);
console.log("break");
}
function boucle()
{
i++;
if(i===4)
{
clearInterval(timer);
}
}
I never reach the break log because just after the clearInterval, the screen is stuck.
Thank you!
I am not sure what fond.onload represents in your code, but if you want the code to run when the page is loaded you should use window.onload or document.onload.
onload is a global event handler bound to all objects that gets executed when that object is loaded. I presume that in your case fond is never loaded as the rest of the code is fine, just never runs. It will run fine if you bind the function to window.onload.
You can read up more on that here
So I'm attempting to make a Pomodoro Timer without using an API (I know, stupid choice) but I feel as if I'm over-complicating this issue.
I forked my CodePen so I could post the current code here without confusing anyone. My Code Pen
To see my issue: Just set Timer to .1 and Break to .1 - You'll see the Start to Resume works fine, but the Resume to start has issues.
I built in consoleLogs to track it and I see the Work Timer TRIES to start but then breakTimer over-runs it, and duplicates on every pass.
Why isn't my clearInterval working?
Things I've tried:
Adjusting names of clearInterval,
Setting it so it goes back to startTimer instead of start
force quitting it (instead of looping it back to startInterval.
The function is virtually identical to my startFunction yet fails to work properly. Would appreciate any input (I'm new to clearInterval but I believe I am using it right.)
function breakTimer() {
$('.jumbotron').css('visibility', 'visible');
setInterval(function() {
console.log("Break Timer...");
breakTime--;
if (breakTime < 0) {
clearInterval(timer);
working = false;
start();
} else {
showTime(breakTime);
}
}, 1000);
}
Edit:
To answer the reply:
function start() {
if (working == true){ //This keeps it from being spammable
return;
} //Else
workTime = $('#work').val()*60;
breakTime = $('#break').val()*60;
working = true;
checkStatus();
timer = startTimer();
}
Unsure if I should post every Function here
As per definition, the value returned by setInterval(...) is the ID of the created timer. As such, with your code you can only stop the last created timer because the ID in the timer variable gets overwritten, causing it to lose control over the previously created (and still running) timers.
The ID is what you pass on to clearInterval(...) to stop a timer. You will have to do this in a different way. You may ask for a different way in https://codereview.stackexchange.com/
I have a div displaying some horizontally scrollable images with white-space:nowrap; overflow-x:scroll and i'm trying to make the function below work:
var mouseIsInDiv = false;
function autoScroll() {
var i = 1;
while (mouseIsInDiv = false) {
setTimeout(function(){
document.getElementById("theDiv").scrollLeft = i;
i++;
},50);
}
}
It is supposed to loop through (while the mouse is not within this scrollable div) incrementing the scroll position by 1px every 50 miliseconds. In other words it's supposed to scroll through the images automatically when this function is called. I'm not getting any syntactic errors but whenever i press a button that calls this function on a webpage, the browser crashes completely - I'm using the latest versions of Chrome, Safari and Firefox. Any ideas would be really helpful, I've been tearing my hair out over this!
Your loop creates many timeouts that happens in the same time (after 50 milisecs) you need to set the timeout recursivly, inside the set timeout function, and ask if mouseISInDiv inside the set timeout function as well.
The current code state, the loop will run many many times in a small amount of time, and page will crush(it's liek infinite) and after 50 millisecs there will be many set timeouts that ran.
I had a fun time working on this one, so I'll post my response despite the correct answer already having been accepted.
Basically, you need to restructure everything so that the whole scheme is asynchronous. That means event listeners respond to mouse movement, and there are no while loops.
Thus, I present this fiddle. Here is the javascript:
var mouseIsInDiv = false;
var theDiv = document.getElementById("theDiv");
theDiv.onmouseover = function() { mouseIsInDiv = true; };
theDiv.onmouseout = function() {
mouseIsInDiv = false;
scrollLeft1();
};
function scrollLeft1() {
if (mouseIsInDiv == false && theDiv.scrollLeft < theDiv.clientWidth) {
theDiv.scrollLeft += 1;
setTimeout(scrollLeft1, 50);
}
}
scrollLeft1();
As you can see, the function calls itself recursively and asynchronously, and the whole thing can be restarted after manually resetting the scroll. You could also add an event listener for the scroll completion.
When somebody clicks my checkboxes, from a long list of checkboxes, I want to show the number of selected checkboxes in a little popup element. My problem is, the little popup element should disappear 5 seconds after the last click, which is OK for one checkbox being clicked, but if I quickly check 5 boxes, the timer is still set on the first box, resulting in the popup element disappearing too quickly.
As you can see in my function, I've tried using the clearTimeout(timeoutName) function but have experienced some troubles applying it. The console log states that the clearTimeout(timeoutName) is undefined, which I can understand: the setTimeout hasn't even started yet.
How can I check that the timer exists before I clear it? Or is this really not the best method? When a checkbox is checked (this function runs) there could be a timer running but sometimes there could not be.
$('.name_boxes').live('click', function() {
var checked_count = $('.name_boxes:checked').length;
// other stuff
clearTimeout(hide_checked_count_timer); // if exists????????
$(".checked_count").hide();
$(".checked_count").text(checked_count+" names selected");
$(".checked_count").show();
hide_checked_count_timer = setTimeout(function() {
$(".checked_count").hide();
},5000);
});
Any help gratefully received...
Just declare the timer variable outside the click handler:
var hide_checked_count_timer;
$('.name_boxes').live('click', function() {
var checked_count = $('.name_boxes:checked').length;
// other stuff
clearTimeout(hide_checked_count_timer); // if exists????????
$(".checked_count").hide();
$(".checked_count").text(checked_count+" names selected");
$(".checked_count").show();
hide_checked_count_timer = setTimeout(function() {
$(".checked_count").hide();
},5000);
});
http://jsfiddle.net/kkhRE/
Considering .live has been deprecated, you should be delegating the event with .on instead:
// Bind to an ancestor. Here I'm using document because it an
// ancestor of everything, but a more specific ancestor
// would be preferred.
$(document).on('click', '.name_boxes', function() {
// ...
});
Q. The console log states that the clearTimeout(timeoutName) is undefined, which I can understand: the setTimeout hasn't even started yet.
A. The clearTimeout() function's return value is undefined regardless of whether there was a timeout to be cleared. It doesn't have a concept of "success" that can be tested. If there is a queued timeout associated with the id you pass then it will be cleared, otherwise nothing happens.
Q. How can I check that the timer exists before I clear it?
You can't, at least not in the sense of there being some registry of outstanding timeouts that you can query. As you already know, the .setTimeout() function returns an id for the timeout just queued, and you can use that id to clear it before it runs, but there is no way to test whether it has already been run. The id is just a number so the variable that you saved it in will continue to hold that number even after the timeout has either run or been cleared.
It does no harm at all to call clearTimeout() with an id for a timeout that already ran - basically if the timeout for that id is in the queue it will be cleared otherwise nothing will happen.
The easiest way to test "Is there an outstanding timeout that hasn't run yet" is to set the variable holding the timerid to null when the timeout runs, i.e., within the function you queued:
var timerid = setTimout(function() {
timerid = null;
// other operations here as needed
}, 5000);
// in some other code somewhere
if (timerid != null) {
// timer hasn't run yet
} else {
// timer has run
}
The variable you save the timerid in needs to be in a scope that can be accessed both where you set it and where you test it, i.e., don't declare it as a local variable within an event handler.
You can use the power of short-circuit operators
hide_checked_count_timer && clearTimeout(hide_checked_count_timer);
The right-hand statement will only run if the left-hand variable is not undefined.
to check if it exists use;
if (typeof timerid == 'undefined')
{
//timer has not been set so create it
timerid = setTimeout(function(){ var something = true;}, 5000);
}