I have tried set interval, so that the function computercardArrange() should be called called only one time after 2 second. But it is calling the function computercardArrange() countiniously after 2 sec. How can i stop so that the function computercardArrange() is called only one time after 2 sec. Below is the code.
function timer() {
setInterval(function(){
computercardArrange(); // This function should be called only one time after 2 second.
}, 2000);
}
Just use setTimeout instead
function timer() {
setTimeout(function(){
computercardArrange(); // This function should be called only one time after 2 second.
}, 2000);
}
What if i want to call that function 10 times and the stop the
interval?
var callCount = 0 ;
function timer() {
var intervalIdentifier = setInterval(function(){
computercardArrange();
if (++ callCount == 10) {
clearInterval(intervalIdentifier);
}
}, 2000);
}
Related
The normal behavior of setInterval(function() {...}, intervalInMilliseconds) in Javascript is such that it is called for the first time after intervalInMilliseconds milliseconds, and after that continues to run again and again without any delay or wait.
I need my code to be executed after every, say, 10 seconds. The following will execute the function for the first time after 10 seconds and then continue to execute it again and again (until clearInterval() is called) without any delay/wait.
setInterval(function() {
//code, e.g. some AJAX request
}, 10000);
I need each iteration to be executed after a 10 seconds delay. How can I do that?
So, as I understand it, you want the "loop" to execute 10 seconds after your code has completed? If so, you could do something like this...
Execute your synchronous long running code
Execute another loop, 10 seconds later (I've used 1 second in the example)
Synchronous example...
var loop = () => {
setTimeout(() => {
doSyncWork()
loop()
}, 1000)
}
loop()
Or asynchronously (e.g. ajax)...
var loop = () => {
setTimeout(() => {
doAsyncWithCallback(loop)
}, 1000)
}
loop()
Or with a Promise...
var loop = () => {
setTimeout(() => {
doAsyncWithPromise().then(loop)
}, 1000)
}
loop()
The normal behavior of setInterval(function() {...},
intervalInMilliseconds) in Javascript is such that it is called for
the first time after intervalInMilliseconds milliseconds, and after
that continues to run again and again without any delay or wait.
thats not true.
mormal behavior of setInterval is to execute callback every n milliseconds.
every callback call will occur after previous callback invocation over n milliseconds.
take a look
let counts = 0;
let interval = setInterval(() => {
console.log(counts % 2 == 0 ? 'tick' : 'tack');
counts++;
if (counts == 5)
clearInterval(interval);
},1000);
I need each iteration to be executed after a 10 seconds delay. How can
I do that?
like this:
setInterval(callback, 10000);
every callback will be called each ten seconds
I have three function: the first is a clock with setTimeout within, the second is a function called when the clock reach zero with a setInterval within and the third is a function called when the setInterval of the second is cleared and set another interval that when is cleared call the clock again. The chain of functions work but accelerate the clock a lot and I don't know why.
var secs=8;
function clock(){
secs--;
var timer=setTimeout(clock,1000);
document.getElementById('clock').innerHTML = 'Clock: ' + secs;
if(secs==0){
clearTimeout(timer);
noEvent();
}
}
function noEvent(){
var count=10;
var timer1=setInterval(function(){
// do something
count--;
if(count==0){
clearInterval(timer1);
repetition();
}
},200)
}
function repetition(){
var count=3;
var timer2=setInterval(function(){
// do something
count--;
if(count==0){
clearInterval(timer2);
secs=8;
clock();
}
},1000)
}
var index=0;
$("myId").click(function(){
var rand=this.id;
var check=(arrComputer[index]==rand); // arrComputer is an array
// generated by the computer
// by other function
if(check==true) {
// do something
clock();
}
}
The functions and the calls work but the clock that is set to 1 second (setTimeout(clock,1000)) go to one second in the first call, but in successives go much faster, so the variable secs go 8,7,6,5,...,0 but to a bigger speed: between 8 and 7 there is not 1000ms but may be 200ms.
I am trying to get a function to run 10 times with a pause inbetween each run, yet when I try to it repeats the function infinite times then after 10 times it pauses, and so on. Right now this is the code with the problem:
for(i=0;i<10;i++) {
console.log(i);
interval = setInterval(function() {console.log("Function ran");}, 1000);
}
window.clearInterval(interval);
Console:0123456789Function ran["Function ran" is repeated infinite times after "9"]
interval = setInterval(function() {console.log("Function ran");}, 1000);
This line creates a new interval-instance each time, which means you have created 10 intervals. At the end of the loop interval holds the id of the last interval that was created. Hence that's the only one you're clearing, and the other ones are still running.
To cancel the interval, you need to keep track of how many times the function has been invoked. One way you can do that is as follows:
function pauseAndRepeat(delay, iterations, func) {
var i = 0;
var interval = setInterval(function() {
func();
if(++i === iterations) {
clearInterval(interval);
}
}, delay);
}
Here we have a function that defines a counter (i) in its local scope. Then it creates an interval using a function that checks the counter to see if it should call your function (func) or clear the interval when it is done. interval will have been set when the interval-handler is actually called. In this case the handler is basically a closure since it is bound to the local scope of pauseAndRepeat.
Then you can invoke the function as follows:
pauseAndRepeat(1000, 10, function() {
console.log("Function ran");
});
This will print out Function ran ten times, pausing for a second each time.
setInterval is expected to run forever, on an interval. Every time you call setInterval here, you have a new infinite loop running your function every 10s, and as others have noted you only are canceling the last one.
You may do better with chained setTimeout calls:
var counter = 0;
function next() {
if (counter < 10) {
counter++;
setTimeout(function() {
console.log("Function ran");
next();
}, 1000);
}
}
next();
This chains delayed functions, setting a timeout for the next one after each runs. You can do something similar with setInterval and cancellation:
var counter = 0;
var intervalId = setInterval(function() {
console.log("Function ran");
if (++counter >= 10) {
clearInterval(intervalId);
}
}, 1000);
In both these cases the key issue is that you trigger the next run or cancel the interval within the callback function, not in synchronous code.
I've got this Problem here, that this function is not working and I cant figure out why..
This function should count to 10 (in 10 seconds). For this purpose I'm using a for loop with setTimeout function - duration set to 1000ms.
It should go on and on for what i took the setInterval function.
function timer() {
var time=10;
for(i=0; i<time; i++){
setTimeout(console.log(i+1), 1000);
}
}
setInterval(timer, 10000);
The Problem is, that it isnt working and I dont understand why ... I have found another working solution but would like to know the issue of this one. :)
The reason that nothing appears to happen is the way that you use setTimeout. Instead of providing an event handler you are calling console.log and try to use the return value from that call as event handler.
The closest thing that would at least do something would be to make a function that calls console.log:
setTimeout(function(){ console.log(i+1) }, 1000);
However, you will notice that it will just log the value 11 ten times at once, every ten seconds, indefinitely.
Eventhough the loop counts from 0 to 9, you start a timeout in each iteration that will be triggered one second from when it was created. As all ten timeouts are created at the same time, they will be triggered at the same time. There isn't a separate variable i for each handler, so they will all show the value in the variable at the time that they are triggered, and as the loop has completed before any of them can be called they will all show the final value 10 + 1.
You are using both an interval and timeouts, you should use one or the other.
You can start timeouts in a loop, but then you should only do it once, not in an interval, and you should specify the time from start to when you want it to be triggered:
var time = 10;
for (var i = 1; i <= time; i++){
setTimeout(function() { console.log('tick'); }, 1000 * i);
}
If you want to use the variable in the event handler, then you need to create a copy of the variable for each iteration:
var time = 10;
for (var i = 1; i <= time; i++){
(function(copy){
setTimeout(function() { console.log(copy); }, 1000 * i);
})(i);
}
You can use an interval, but then you don't have a loop, it's the interval that is the loop. Use clearInterval to stop it when you reach the end of the loop:
var i = 1, time = 10, handle;
function timer() {
console.log(i);
i++;
if (i > time) clearInterval(handle);
}
handle = setInterval(timer, 1000);
First, it's not working because setTimeout call is wrong. Even if your setTimeout call worked, there's another issue here. Your code will actually print 11 every 10 seconds.
function timer() {
var time = 10;
for (i = 0; i < time; i++) {
setTimeout(function() {
console.log(i + 1)
}, 1000);
}
}
setInterval(timer, 10000);
Because, you have sequential setTimeout calls to be effected every second and you are forming a closure on the variable i.
You need to take care of the closure and calls must be done after the second has been printed.
function timer() {
var p = Promise.resolve();
for (var i = 0; i < 10; i++) {
p = p.then(closure(i));
}
}
function closure(i) {
return (function () {
return new Promise(function (resolve) {
setTimeout(function () {
document.getElementById('results').innerHTML = (i + 1) + '\n';
resolve();
}, 1000);
})
});
}
timer();
setInterval(timer, 10000);
<pre id="results"></pre>
When I run your code in the Firebug debugger, I see:
TypeError: can't convert console.log(...) to string
I added a comment to your code about that error:
function timer() {
var time=10;
for(i=0; i<time; i++){
// The source of error is the line below
// Type error: setTimeout needs a function as first argument!
setTimeout(console.log(i+1), 1000);
}
}
setInterval(timer, 10000);
A corrected version might be
function timer() {
var time=10;
for(i=0; i<time; i++){
setTimeout(function() { console.log(i+1); }, 1000);
}
}
setInterval(timer, 10000);
However, the above change fixes the type error but not the logic.
You probably wanted to do this:
var counter = 0;
var count = function() {
console.log(++counter);
if (counter >= 10) {
clearInterval(timer);
}
};
var timer = setInterval(count, 1000);
Once the callback function count notices the counter passed the value 10 it will stop the periodic timer whose ID was saved in the variable timer when setting it up.
Using setTimeout() it is possible to launch a function at a specified time:
setTimeout(function, 60000);
But what if I would like to launch the function multiple times? Every time a time interval passes, I would like to execute the function (every 60 seconds, let's say).
If you don't care if the code within the timer may take longer than your interval, use setInterval():
setInterval(function, delay)
That fires the function passed in as first parameter over and over.
A better approach is, to use setTimeout along with a self-executing anonymous function:
(function(){
// do some stuff
setTimeout(arguments.callee, 60000);
})();
that guarantees, that the next call is not made before your code was executed. I used arguments.callee in this example as function reference. It's a better way to give the function a name and call that within setTimeout because arguments.callee is deprecated in ecmascript 5.
use the
setInterval(function, 60000);
EDIT : (In case if you want to stop the clock after it is started)
Script section
<script>
var int=self.setInterval(function, 60000);
</script>
and HTML Code
<!-- Stop Button -->
Stop
A better use of jAndy's answer to implement a polling function that polls every interval seconds, and ends after timeout seconds.
function pollFunc(fn, timeout, interval) {
var startTime = (new Date()).getTime();
interval = interval || 1000;
(function p() {
fn();
if (((new Date).getTime() - startTime ) <= timeout) {
setTimeout(p, interval);
}
})();
}
pollFunc(sendHeartBeat, 60000, 1000);
UPDATE
As per the comment, updating it for the ability of the passed function to stop the polling:
function pollFunc(fn, timeout, interval) {
var startTime = (new Date()).getTime();
interval = interval || 1000,
canPoll = true;
(function p() {
canPoll = ((new Date).getTime() - startTime ) <= timeout;
if (!fn() && canPoll) { // ensures the function exucutes
setTimeout(p, interval);
}
})();
}
pollFunc(sendHeartBeat, 60000, 1000);
function sendHeartBeat(params) {
...
...
if (receivedData) {
// no need to execute further
return true; // or false, change the IIFE inside condition accordingly.
}
}
In jQuery you can do like this.
function random_no(){
var ran=Math.random();
jQuery('#random_no_container').html(ran);
}
window.setInterval(function(){
/// call your function here
random_no();
}, 6000); // Change Interval here to test. For eg: 5000 for 5 sec
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div id="random_no_container">
Hello. Here you can see random numbers after every 6 sec
</div>
setInterval(fn,time)
is the method you're after.
You can simply call setTimeout at the end of the function. This will add it again to the event queue. You can use any kind of logic to vary the delay values. For example,
function multiStep() {
// do some work here
blah_blah_whatever();
var newtime = 60000;
if (!requestStop) {
setTimeout(multiStep, newtime);
}
}
Use window.setInterval(func, time).
A good example where to subscribe a setInterval(), and use a clearInterval() to stop the forever loop:
function myTimer() {
}
var timer = setInterval(myTimer, 5000);
call this line to stop the loop:
clearInterval(timer);
Call a Javascript function every 2 second continuously for 10 second.
var intervalPromise;
$scope.startTimer = function(fn, delay, timeoutTime) {
intervalPromise = $interval(function() {
fn();
var currentTime = new Date().getTime() - $scope.startTime;
if (currentTime > timeoutTime){
$interval.cancel(intervalPromise);
}
}, delay);
};
$scope.startTimer(hello, 2000, 10000);
hello(){
console.log("hello");
}
function random(number) {
return Math.floor(Math.random() * (number+1));
}
setInterval(() => {
const rndCol = 'rgb(' + random(255) + ',' + random(255) + ',' + random(255) + ')';//rgb value (0-255,0-255,0-255)
document.body.style.backgroundColor = rndCol;
}, 1000);
<script src="test.js"></script>
it changes background color in every 1 second (written as 1000 in JS)
// example:
// checkEach(1000, () => {
// if(!canIDoWorkNow()) {
// return true // try again after 1 second
// }
//
// doWork()
// })
export function checkEach(milliseconds, fn) {
const timer = setInterval(
() => {
try {
const retry = fn()
if (retry !== true) {
clearInterval(timer)
}
} catch (e) {
clearInterval(timer)
throw e
}
},
milliseconds
)
}
here we console natural number 0 to ......n (next number print in console every 60 sec.) , using setInterval()
var count = 0;
function abc(){
count ++;
console.log(count);
}
setInterval(abc,60*1000);
I see that it wasn't mentioned here if you need to pass a parameter to your function on repeat setTimeout(myFunc(myVal), 60000); will cause an error of calling function before the previous call is completed.
Therefore, you can pass the parameter like
setTimeout(function () {
myFunc(myVal);
}, 60000)
For more detailed information you can see the JavaScript garden.
Hope it helps somebody.
I favour calling a function that contains a loop function that calls a setTimeout on itself at regular intervals.
function timer(interval = 1000) {
function loop(count = 1) {
console.log(count);
setTimeout(loop, interval, ++count);
}
loop();
}
timer();
There are 2 ways to call-
setInterval(function (){ functionName();}, 60000);
setInterval(functionName, 60000);
above function will call on every 60 seconds.