As my homework I have to prepare an asp webpage for database frontpage. To gain some extra points we can add a javascript. I deceided to add a clock I've found somewhere in script tutorials and modified it a little, but my skills are not enough to place it correctly
I want to place it in my MasterPage, but whole page dissapears only the clock lefts if I add it like this:
<div id="Zawartosc" onload="showTheTime();">
<%-- clock --%>
<script src="Script.js"></script>
</div>
and here is the clock script:
function showTheTime() {
var now = new Date();
var hours = now.getHours();
var minutes = now.getMinutes();
var seconds = now.getSeconds();
var ampm = "am";
var colon = '<IMG SRC="clock/colon.gif">';
if (hours < 10) hours = "0" + hours;
else hours = hours + '';
if (minutes < 10) minutes = "0" + minutes;
else minutes = minutes + '';
if (seconds < 10) seconds = "0" + seconds;
else seconds = seconds + '';
document.write('<IMG SRC="clock/' + hours.charAt(0) + '.gif">');
document.write('<IMG SRC="clock/' + hours.charAt(1) + '.gif">');
document.write(colon);
document.write('<IMG SRC="clock/' + minutes.charAt(0) + '.gif">');
document.write('<IMG SRC="clock/' + minutes.charAt(1) + '.gif">');
document.write(colon);
document.write('<IMG SRC="clock/' + seconds.charAt(0) + '.gif">');
document.write('<IMG SRC="clock/' + seconds.charAt(1) + '.gif">');
}
setTimeout("showTheTime()", 1000);
showTheTime();
could you please lead or help me to correct code and make the clock appear correctly with my page?
From w3schools.com
The write() method is mostly used for testing: If it is used after an
HTML document is fully loaded, it will delete all existing HTML.
Give this a try:
<div id="Zawartosc" onload="showTheTime();">
<script src="Script.js"></script>
</div>
function createElementImg(source) {
var img = document.createElement('img');
img.src = source;
return img;
}
function showTheTime() {
var clockEle = document.getElementById("Zawartosc");
while (clockEle.hasChildNodes()) {
clockEle.removeChild(clockEle.lastChild);
}
var now = new Date();
var hours = now.getHours();
var minutes = now.getMinutes();
var seconds = now.getSeconds();
var ampm = "am";
var colon = "clock/colon.gif";
if (hours < 10) hours = "0" + hours;
else hours = hours + '';
if (minutes < 10) minutes = "0" + minutes;
else minutes = minutes + '';
if (seconds < 10) seconds = "0" + seconds;
else seconds = seconds + '';
clockEle.appendChild(createElementImg("clock/' + hours.charAt(0) + '.gif"));
clockEle.appendChild(createElementImg("clock/' + hours.charAt(1) + '.gif"));
clockEle.appendChild(createElementImg(colon));
clockEle.appendChild(createElementImg("clock/' + minutes.charAt(0) + '.gif"));
clockEle.appendChild(createElementImg("clock/' + minutes.charAt(1) + '.gif"));
clockEle.appendChild(createElementImg(colon));
clockEle.appendChild(createElementImg("clock/' + seconds.charAt(0) + '.gif"));
clockEle.appendChild(createElementImg("clock/' + seconds.charAt(1) + '.gif"));
}
setTimeout("showTheTime()", 1000);
showTheTime();
Related
I'm trying to make an updating JavaScript clock on my webpage. The problem I'm having is that, while the value itself updates (I use alert(timeNow) to show the value and make sure it's updating), the clock on the website doesn't. I was just wondering if there was something I was missing, or if I've just happened to come across something that I can't quite do. I'd prefer if there was a way to do it using jQuery, as I understand that a little better than normal JavaScript.
Javascript:
function updateClock() {
var thisDate = new Date();
if (thisDate.getHours() > 11 && thisDate.getHours() != 0) {
var Hours = Math.abs(thisDate.getHours() - 12);
var AmPm = "PM"
} else {
var Hours = thisDate.getHours()
var AmPm = "AM"
}
if (thisDate.getMinutes() < 10) {
var Mins = "0" + thisDate.getMinutes();
} else {
var Mins = thisDate.getMinutes();
};
var timeNow = thisDate.getDate() + "/" + (thisDate.getMonth() + 1) + "/" + thisDate.getFullYear() + " " + Hours + ":" + Mins + " " + AmPm;
return timeNow;
};
setInterval(updateClock, 1000);
$("span#time").append(updateClock());
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<span id="time"></span>
You are not consuming the return value of updateClock function, thus the updated time is not reflecting.
You should update the text of time span
Use
setInterval(function(){
$("span#time").text(updateClock());
}, 1000);
You are returning the time in the function updateClock(). What you actually want to do is to set it into the DOM at the end of updateClock(). Here is an updated example:
function updateClock() {
var thisDate = new Date();
if (thisDate.getHours() > 11 && thisDate.getHours() != 0) {
var Hours = Math.abs(thisDate.getHours() - 12);
var AmPm = "PM"
} else {
var Hours = thisDate.getHours()
var AmPm = "AM"
}
if (thisDate.getMinutes() < 10) {
var Mins = "0" + thisDate.getMinutes();
} else {
var Mins = thisDate.getMinutes();
};
var timeNow = thisDate.getDate() + "/" + (thisDate.getMonth()+1) + "/" + thisDate.getFullYear() + " " + Hours + ":" + Mins + " " + AmPm;
$("span#time").text(timeNow);
}
setInterval(updateClock, 1000);
You could of course also just use the returned value of updateClock() to update the DOM. In this way, you would separate the DOM manipulation and the JavaScript time calculation. #Satpal described this way.
Try This...
$(document).ready(function()
{
goforit();
});
var dayarray=new Array ("Sunday","Monday","Tuesday","Wednesday",
"Thursday","Friday","Saturday")
var montharray=new Array("January","February","March","April","May","June",
"July","August","September","October","November","December")
function getthedate() {
d = new Date();
d.setUTCFullYear(2004);
d.setUTCMonth(1);
d.setUTCDate(29);
d.setUTCHours(2);
d.setUTCMinutes(45);
d.setUTCSeconds(26);
var mydate=new Date()
var year=mydate.getYear()
if (year < 1000)
year+=1900
var day=mydate.getDay()
var month=mydate.getMonth()
var daym=mydate.getDate()
if (daym<10)
daym="0"+daym
var hours=mydate.getHours()
var minutes=mydate.getMinutes()
var seconds=mydate.getSeconds()
var dn=""
if (hours>=12)
dn=""
if (hours>12){
hours=hours-12
}
if (hours==0)
hours=12
if (minutes<=9)
minutes="0"+minutes
if (seconds<=9)
seconds="0"+seconds
//Hire change font size
var cdate=""
+ mydate.toLocaleString()
+""
if (document.all)
document.all.clock.innerHTML=cdate
else if (document.getElementById)
document.getElementById("clock").innerHTML=cdate
else
document.write(cdate)
}
if (!document.all&&!document.getElementById)
getthedate()
function goforit()
{
if (document.all||document.getElementById)
setInterval("getthedate()",1000)
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.7.1/jquery.min.js"></script>
<SPAN id=clock style="display:block"></SPAN>
setInterval(function() {
$("span#time").text(moment(new Date()).format('DD/M/YYYY LTS'));
}, 1000);
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<script src="https://momentjs.com/downloads/moment.js"></script>
<span id="time"></span>
htmlTable.Append("<script> var seconds = " + ttime + "; function secondPassed() { var minutes = Math.round((seconds - 30) / 60); var remainingSeconds = seconds % 60; if (remainingSeconds < 10) { remainingSeconds = '0' + remainingSeconds; } document.getElementById('countdown').innerHTML = 'Time Left :- ' + minutes + ':' + remainingSeconds; if (seconds == 0) { clearInterval(countdownTimer);document.getElementById('Button1').click(); } else { seconds--; } } var countdownTimer = setInterval('secondPassed()', 1000);</script>");
PlaceHolder1.Controls.Add(new Literal { Text = htmlTable.ToString() });
The above code is used to create a timer in .aspx.cs file. It's an online exam application.
I'm struggling to figure out how Date() works, I found this on the web and wanted to make a countdown that stops at 21:57 UTC Time. It currently displays the message at 21:00 and apears until 22:00.
I tried to add if(currenthours != 21 && currentminutes >= 57){ and always broke it and got the message. I want it to stop 3 minutes before 22:00 and display the message. After it gets to 22:00 restart the countdown for the next day at 21:57.
Any help will be greatly appreciated !
var date;
var display = document.getElementById('time');
setInterval(function(){
date = new Date( );
var currenthours = date.getUTCHours();
// alert(currenthours);
var currentminutes = date.getUTCMinutes();
// alert(currentminutes);
var hours;
var minutes;
var secondes;
if (currenthours != 21) {
if (currenthours < 21) {
hours = 20 - currenthours;
} else {
hours = 21 + (24 - currenthours);
}
minutes = 60 - date.getUTCMinutes();
secondes = 60 - date.getUTCSeconds();
display.innerHTML = ('00' + hours).slice(-2) + ' HOURS ' + '<p>' +
('00' + minutes).slice(-2) + ' MINUTES ' + '</p>' +
('00' + secondes).slice(-2) + ' SECONDS';
} else {
display.innerHTML = "IT'S 21:57";
}
},1000);
<div id='time'></div>
Made a fiddle
https://jsfiddle.net/5qrs0tcp/1/
This is what I ended up with :
/*
|================================|
| COUNTDOWN TIMER |
|================================|
*/
// Return the UTC time component of a date in h:mm:ss.sss format
if (!Date.prototype.toISOTime) {
Date.prototype.toISOTime = function() {
return this.getUTCHours() + ':' +
('0' + this.getUTCMinutes()).slice(-2) + ':' +
('0' + this.getUTCSeconds()).slice(-2);
}
}
// Return the difference in time between two dates
// in h:mm:ss.sss format
if (!Date.prototype.timeDiff) {
Date.prototype.timeDiff = function(date2) {
var diff = Math.abs(this - date2);
return timeobj = {
hours : (diff/3.6e6|0), // hours
minutes : ('0' + ((diff%3.6e6)/6e4|0)).slice(-2), // minutes
seconds : ('0' + ((diff%6e4)/1e3|0)).slice(-2) // seconds
}
}
}
function countDown() {
var now = new Date();
var limitHr = 19;
var limitMin = 55;
var limitDate = new Date(+now);
// Set limitDate to next limit time
limitDate.setUTCHours(limitHr, limitMin, 0, 0);
// var msg = ['Currently: ' + now.toISOTime() + '<br>' + 'Limit: ' + limitDate.toISOTime()];
var msg = [];
var diff;
// If outside limitHr:limitMin to (limitHr + 1):00
if (now.getUTCHours() == limitHr && now.getUTCMinutes() >= limitMin) {
msg.push('Countdown stopped');
setTimeout(function(){
msg = ['Wait for it'];
var jsonCounter = {
stats : msg
}
jsonfile.writeFileSync(DailyGamePath, jsonCounter, {spaces: 3});
},5000);
var jsonCounter = {
stats : msg
}
jsonfile.writeFileSync(DailyGamePath, jsonCounter, {spaces: 3});
} else {
if (now > limitDate) limitDate.setDate(limitDate.getDate() + 1);
var jsonCounter = {
hours : now.timeDiff(limitDate).hours,
minutes : now.timeDiff(limitDate).minutes,
seconds : now.timeDiff(limitDate).seconds,
validating : msg
}
jsonfile.writeFileSync(DailyGamePath, jsonCounter, {spaces: 3});
}
}
setInterval(countDown, 1000);
var daily_status;
setTimeout( function(){
setInterval( function() {
jsonfile.readFile(DailyGamePath, (err, obj) => {
daily_status={
hours: obj.hours,
minutes: obj.minutes,
seconds: obj.seconds,
stats: obj.stats,
validating: obj.validating
};
return daily_status;
});
}, 1000);
}, 3000);
setTimeout( function(){
io.sockets.on('connection', (socket) => {
setInterval( function() {
// var GameStatus=DailyGameStatus();
socket.broadcast.emit('stream', {hours:daily_status.hours, minutes:daily_status.minutes, seconds:daily_status.seconds, stats:daily_status.stats, validating:daily_status.validating});
}, 1000);
});
}, 3000);
Date objects are very simple, they're just a time value and some handy methods.
I think your logic just needs to be:
if (currenthours != 21 && currentminutes < 57) {
// set the out of hours message
} else {
// time is from 21:57 to 21:59 inclusive
}
The countdown doesn't quite work because you're counting to 00 not to 57, but otherwise there doesn't seem to be an issue.
var date;
var display = document.getElementById('time');
setInterval(function(){
date = new Date( );
var currenthours = date.getUTCHours();
var currentminutes = date.getUTCMinutes();
var hours;
var minutes;
var secondes;
var limitHr = 5; // Change these to required values
var limitMin = 02; // Using 5:12 for convenience
var message = 'Currently: ' + date.toISOString() + '<p>';
// Create new message if outside limitHr:limitMin to limitHr:59 inclusive
if (currenthours != limitHr || currentminutes < limitMin) {
if (currenthours <= limitHr) {
hours = limitHr - currenthours;
} else {
hours = limitHr + (24 - currenthours);
}
minutes = limitMin - date.getUTCMinutes();
minutes += minutes < 0? 60 : 0;
secondes = 60 - date.getUTCSeconds();
message += ('00' + hours).slice(-2) + ' HOURS ' + '<p>' +
('00' + minutes).slice(-2) + ' MINUTES ' + '</p>' +
('00' + secondes).slice(-2) + ' SECONDS';
} else {
message += 'It\'s on or after ' + limitHr + ':' +
('0'+limitMin).slice(-2) + ' GMT';
}
// Display the message
display.innerHTML = message;
},1000);
<div id="time"></div>
Yes, the timer has issues but that wasn't part of the question. For a counter, it's simpler to just work in time differences, so I've added some methods to Date.prototype for ISO time (to be consistent with ISO Date) and time difference, then use those functions.
The function builds a Date for the end time so that calculations can use Date methods.
// Return the UTC time component of a date in h:mm:ss.sss format
if (!Date.prototype.toISOTime) {
Date.prototype.toISOTime = function() {
return this.getUTCHours() + ':' +
('0' + this.getUTCMinutes()).slice(-2) + ':' +
('0' + this.getUTCSeconds()).slice(-2) + '.' +
('00' + this.getUTCMilliseconds()).slice(-3) + 'Z';
}
}
// Return the difference in time between two dates
// in h:mm:ss.sss format
if (!Date.prototype.timeDiff) {
Date.prototype.timeDiff = function(date2) {
var diff = Math.abs(this - date2);
var sign = this > date2? '+' : '-';
return sign + (diff/3.6e6|0) + ':' + // hours
('0' + ((diff%3.6e6)/6e4|0)).slice(-2) + ':' + // minutes
('0' + ((diff%6e4)/1e3|0)).slice(-2) + '.' + // seconds
('00' + (diff%1e3)).slice(-3); // milliseconds
}
}
function countDown() {
var now = new Date();
var limitHr = 1;
var limitMin = 10;
var limitDate = new Date(+now);
// Set limitDate to next limit time
limitDate.setUTCHours(limitHr, limitMin, 0, 0);
var msg = ['Currently: ' + now.toISOTime() + '<br>' + 'Limit: ' + limitDate.toISOTime()];
var diff;
// If outside limitHr:limitMin to (limitHr + 1):00
if (now.getUTCHours() != limitHr || now.getUTCMinutes() != limitMin) {
if (now > limitDate) limitDate.setDate(limitDate.getDate() + 1);
msg.push(now.timeDiff(limitDate));
} else {
msg.push('It\'s after ' + limitHr + ':' + ('0'+limitMin).slice(-2));
}
document.getElementById('msgDiv2').innerHTML = msg.join('<br>');
}
window.onload = function() {
setInterval(countDown, 1000);
}
<div id="msgDiv2"></div>>
I've left the milliseconds in, round to seconds if you wish.
I've left the timer using setInterval, though I'd prefer to use setTimeout and manually calculate the time to just after the next full second so that it never skips. Most browsers using setTimeout will slowly drift so that they skip a second every now and then. Not really an issue unless you happen to see it, or compare it to the tick of the system clock.
I have created a countdown timer. However, it does not count down properly. Instead of counting down per second or minutes, it counts down by hundreths and does not update properly. I created another counting up timer using the same code but it works properly counting up per increment - it counts up minutes everytime 60 seconds have passed. I'm wondering how I can make this timer count down properly.
JSBin:
http://jsbin.com/funiveremi/6/edit
Updated* Adding in the 60 Seconds Counter:
http://jsbin.com/hohusuvube/2/edit
HTML
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>User Input Timer</title>
<script type="text/javascript" src="part2.js"></script>
</head>
<body>
<h1><div id="time">00:00:00</div></h1>
<div id="result"></div>
<button id="start" onclick ="startClock();" >Start</button>
<button id="stop" onclick="stopTimer();">Stop</button>
<button id="clear" onclick="resetTimer();">Reset</button>
</body>
</html>
JAVASCIPT
hundreths = 10;
seconds = 15;
minutes = 20;
document.getElementById("time").innerHTML = minutes + ":" + seconds + ":" + hundreths;
var currentTime = document.getElementById('time');
var t;
function startClock() {
function add() {
hundreths--;
if (hundreths < 0) {
hundreths = 0;
seconds--;
if (seconds < 0) {
seconds = 0;
minutes--;
}
if(minutes < 0) {
seconds= 0;
minutes= 0;
stopTimer();
}
}
if (hundreths > 9 && seconds < 9) {
currentTime.innerHTML = "0" + minutes + ":" + "0" + seconds + ":" + hundreths;
}
else if ((seconds > 9 ) && (hundreths < 9)) {
currentTime.innerHTML = "0" + minutes + ":" + seconds + ":" + "0" + hundreths;
}
else if((seconds > 9) && (hundreths > 9)) {
currentTime.innerHTML = "0" + minutes + ":" + seconds + ":" + hundreths;
}
else if ((minutes > 9) && (seconds < 9) && (hundreths < 9)) {
currentTime.innerHTML = minutes + ":" + "0" + seconds + ":" + "0" + hundreths;
}
else if ((minutes > 9) && (seconds > 9) && (hundreths < 9)) {
currentTime.innerHTML = minutes + ":" + seconds + ":" + "0" + hundreths;
}
else if ((minutes > 9) && (seconds > 9) && (hundreths < 9)) {
currentTime.innerHTML = minutes + ":" + seconds + ":" + hundreths;
}
else {
currentTime.innerHTML = "0" + minutes + ":" + "0" + seconds + ":" + "0" + hundreths;
}
timer();
} // end function add();
function timer() {
t = setTimeout(add, 100);
}
timer();
} // end function startClock();
function stopTimer() {
document.getElementById("result").innerHTML = "<p>" + ("Your time is: " + minutes + " minutes, " + seconds + " seconds, " + "and " + hundreths + " hundreths") + "</p>";
clearTimeout(t);
} // end function stopTimer();
function resetTimer() {
clearTimeout(t);
currentTime.innerHTML = "00:00:00";
} // end function resetTimer();
Just use the Jquery Countdown plugin.
http://hilios.github.io/jQuery.countdown/
The implementation will be easier. something like this.
<div id="getting-started"></div>
<script type="text/javascript">
$("#getting-started").countdown("2016/01/01", function(event) {
$(this).text(event.strftime('%D days %H:%M:%S'));
});
</script>
This will work, you had the logic about when to set seconds incorrect so it was constantly resetting itself. One of the best things to do in these kinds of cases if you're stuck is to simply try changing the if statements, remove some of them and play with different values. It can help teach you what's really happening in a system, and give you a clue as to what is wrong. Another tip is just to read the code aloud to yourself in normal English. As you read it aloud you will often realize you're mistakes by hearing yourself say the logic.
hundreths--;
if (hundreths < 0) {
hundreths = 10;
seconds--;
if (seconds < 0) {
seconds = 59;
minutes--;
}
if(minutes < 0) {
seconds= 0;
minutes= 0;
stopTimer();
}
}
Hello how can I replace digits in following javascript timer with respective images. ie 0 with dig1.png, 1 with dig2.png, 3 with dig3. png.....colon(:) with colo.png.
00:23:01 ==>>
var Timer;
var TotalSeconds;
function CreateTimer(TimerID, Time) {
Timer = document.getElementById(TimerID);
TotalSeconds = Time;
UpdateTimer()
window.setTimeout("Tick()", 1000);
}
function Tick() {
if (TotalSeconds <= 0) {
doSubmit();
document.getElementById("timeisup").innerHTML = "Time is up response.";
return;
}
TotalSeconds -= 1;
UpdateTimer()
window.setTimeout("Tick()", 1000);
}
function UpdateTimer() {
Timer.innerHTML = TotalSeconds;
}
function UpdateTimer() {
var Seconds = TotalSeconds;
var Days = Math.floor(Seconds / 86400);
Seconds -= Days * 86400;
var Hours = Math.floor(Seconds / 3600);
Seconds -= Hours * (3600);
var Minutes = Math.floor(Seconds / 60);
Seconds -= Minutes * (60);
var TimeStr = ((Days > 0) ? Days + " days " : "") + LeadingZero(Hours) + ":"
+ LeadingZero(Minutes) + ":" + LeadingZero(Seconds)
Timer.innerHTML = TimeStr;
}
function LeadingZero(Time) {
return (Time < 10) ? "0" + Time : + Time;
}
And here is the html markup that shows the timer...
<span id="timer"style="font-weight: bold;"></span><script
type="text/javascript">window.onload = CreateTimer("timer", 7200);</script>
Thanks
I think the best approach is to create the images first and leave them in place
<img id="d0" src="dig0.png">
<img id="d1" src="dig0.png">
<img src="col.png">
<img id="d2" src="dig0.png">
<img id="d3" src="dig0.png">
<img src="col.png">
<img id="d4" src="dig0.png">
<img id="d5" src="dig0.png">
and then just update image src from javascript:
var digits = [document.getElementById("d0"),
document.getElementById("d1"),
document.getElementById("d2"),
document.getElementById("d3"),
document.getElementById("d4"),
document.getElementById("d5")];
function setTime(hh, mm, ss) {
digits[0].src = "dig" + Math.floor(hh / 10) + ".png";
digits[1].src = "dig" + (hh % 10) + ".png";
digits[2].src = "dig" + Math.floor(mm / 10) + ".png";
digits[3].src = "dig" + (mm % 10) + ".png";
digits[4].src = "dig" + Math.floor(ss / 10) + ".png";
digits[5].src = "dig" + (ss % 10) + ".png";
}
Old fashion and not Optimal:
First, create the HTML DOM objects:
var image = document.createElement("img");
image.className = "style here";
//image.style can come here ...
image.src = "Path/to/image/here";
Or pre-populate image with
<image src="path/to/image" id="imageId like ie0">
And Append them to the div you want in your Tick function:
var parentDiv = document.getElementById("parent div ID");
parentDiv.appendChild(image);
Modern way of doing it:
Include CSS in your code. You can add pretty styles and no worries for the images as it will be slow and somewhat inconsistent. See a live example with open source code is here: Minimal Digital Clock with CSS