Jquery Mobile stopwatch - javascript

Im trying to make a stopwatch in a JqueryMobile app. I've been following the guide from a previous post How to create a stopwatch using JavaScript?
This works but the function to create the button, essential just makes 3 links, where as I want them as buttons. So at present it will generate the html of:
start
where as I need it to be
start
I've played around with the function to try to get it to work, and even just added my own buttons into the HTML with hrefs of #start, #stop, #reset but cant get them to work
The function is:
function createButton(action, handler) {
var a = document.createElement("a");
a.href = "#" + action;
a.innerHTML = action;
a.addEventListener("click", function(event) {
handler();
event.preventDefault();
});
return a;
}

Add the classes ui-btn ui-btn-inline to the links in createButton. As you are using jQuery anyway, I hvae also updated the stopwatch to use jQuery for DOM manipulation:
(function($) {
var Stopwatch = function (elem, options) {
var timer = createTimer(),
startButton = createButton("start", start),
stopButton = createButton("stop", stop),
resetButton = createButton("reset", reset),
offset,
clock,
interval;
// default options
options = options || {};
options.delay = options.delay || 1;
var $elem = $(elem);
// append elements
$elem.empty()
.append(timer)
.append(startButton)
.append(stopButton)
.append(resetButton);
// initialize
reset();
// private functions
function createTimer() {
return $('<span class="swTime"></span>');
}
function createButton(action, handler) {
var a = $('<a class="' + action + ' ui-btn ui-btn-inline">' + action + '</a>');
a.on("click",function (event) {
handler();
event.preventDefault();
});
return a;
}
function start() {
if (!interval) {
offset = Date.now();
interval = setInterval(update, options.delay);
}
}
function stop() {
if (interval) {
clearInterval(interval);
interval = null;
}
}
function reset() {
clock = 0;
render();
}
function update() {
clock += delta();
render();
}
function render() {
timer.text(clock / 1000);
}
function delta() {
var now = Date.now(),
d = now - offset;
offset = now;
return d;
}
// public API
this.start = start;
this.stop = stop;
this.reset = reset;
};
$.fn.stopwatch = function(options) {
return this.each(function(idx, elem) {
new Stopwatch(elem, options);
});
};
})(jQuery);
$(document).on("pagecreate","#page1", function(){
$(".stopwatch").stopwatch();
});
DEMO

Related

How to decrement given time

I am getting an output of 00:20:00 which is correct but my problem now is its not decrementing even when I have subtracted it am i missing something?
$duration=0;
$startime=date('Y-m-d H:i:s');
$end_time=$end_time=date('Y-m-d H:i:s',
strtotime('+'.$duration.'minutes',strtotime($startime)));
$timefirst=strtotime($startime);
$timesecond=strtotime($end_time);
$differenceinseconds=$timesecond-$timefirst;
echo gmdate("H:i:s", $differenceinseconds);
my script
<div id='response'></div>
<script type="text/javascript">
setInterval(function(){
var xmlhttp=new XMLHttpRequest();
xmlhttp.open("GET",'responseTime.php',false);
xmlhttp.send(null);
document.getElementById('response').innerHTML=xmlhttp.responseText;
},1000);
</script>
As RiggsFolly mentioned why waste servers time running a timer.
Here is what you can do in javascript,
<div id="stopwatch"></div>
<script>
var Stopwatch = function (elem, target, options) {
var timer = createTimer(),
offset,
clock,
interval;
// default options
options = options || {};
options.delay = options.delay || 1;
// append elements
elem.appendChild(timer);
// initialize
reset();
// private functions
function createTimer() {
var interval = 20 ; // 20 seconds
var element = document.createElement("progress");
element.setAttribute("max",interval);
return element;
}
function start() {
if (!interval) {
offset = Date.now();
interval = setInterval(update, options.delay);
}
}
function stop() {
if (interval) {
clearInterval(interval);
interval = null;
}
}
function reset() {
clock = 0;
render();
}
function update() {
clock += delta();
render();
}
function render() {
timer.value = parseInt(clock / 1000);
if(timer.value==interval){
// This is the point where timer ends, put your further code in here.
}
}
function delta() {
var now = Date.now(),
d = now - offset;
offset = now;
return d;
}
// public API
this.start = start;
this.stop = stop;
this.reset = reset;
};
var elem = document.getElementById("stopwatch");
var timer = new Stopwatch(elem, {delay: 10});
timer.start();
</script>

How to pass unspecified number of parameters to setInterval

I need to create an interval wrapper to track if it has been cleared.
The number of parameters to pass to the interval callback should be variable. So this is the code (not working) I implemented to test it:
function MyInterval() {
var id = setInterval.apply(this, arguments); // NOT VALID!!
this.cleared = false;
this.clear = function() {
this.cleared = true;
clearInterval(id);
};
}
var x = 2;
var y = 3;
var fn = function() {
x = x + y;
console.log(x);
};
var interval = new MyInterval(fn, 5000, x, y);
Within the call to setInterval, this must refer to the global object, so instead of this, you want window in your constructor:
var id = setInterval.apply(window, arguments);
// here -------------------^
(or in loose mode you could use undefined or null.)
Then it works, at least on browsers where setInterval is a real JavaScript function and therefore has apply:
function MyInterval() {
var id = setInterval.apply(window, arguments);
this.cleared = false;
this.clear = function() {
this.cleared = true;
clearInterval(id);
};
}
var x = 2;
var y = 3;
var fn = function() {
x = x + y;
log(x);
};
var interval = new MyInterval(fn, 500, x, y);
setTimeout(function() {
interval.clear();
}, 3000);
function log(msg) {
var p = document.createElement('p');
p.appendChild(document.createTextNode(msg));
document.body.appendChild(p);
}
Note, though, that host-provided functions are only required to be callable, they are not required to inherit from Function.prototype and so they're not required/guaranteed to have apply. Modern browsers ensure they do, but earlier ones (IE8, for instance) did not. I can't speak to how well-supported apply is on setInterval.
If you need to support browsers that may not have it, just to use your own function:
function MyInterval(handler, interval) {
var args = Array.prototype.slice.call(arguments, 2);
var tick = function() {
handler.apply(undefined, args);
};
var id = setInterval(tick, interval);
this.cleared = false;
this.clear = function() {
this.cleared = true;
clearInterval(id);
};
}
This also has the advantage that it works even on browsers that don't support additional args on setInterval (fairly old ones).
Example:
function MyInterval(handler, interval) {
var args = Array.prototype.slice.call(arguments, 2);
var tick = function() {
handler.apply(undefined, args);
};
var id = setInterval(tick, interval);
this.cleared = false;
this.clear = function() {
this.cleared = true;
clearInterval(id);
};
}
var x = 2;
var y = 3;
var fn = function() {
x = x + y;
log(x);
};
var interval = new MyInterval(fn, 500, x, y);
setTimeout(function() {
interval.clear();
}, 3000);
function log(msg) {
var p = document.createElement('p');
p.appendChild(document.createTextNode(msg));
document.body.appendChild(p);
}
You might be tempted to use the new ES2015 spread operator:
var id = setInterval(...arguments);
...but note that if you transpile (and right now you'd have to), it ends up being an apply call, and so you have the issue of whether apply is supported.
I suggest that you pass an "options" parameter to your timeout.
var MyInterval = (function(window) {
return function(callbackFn, timeout, options) {
var id = setInterval.apply(window, arguments);
this.cleared = false;
this.clear = function() {
this.cleared = true;
clearInterval(id);
};
}
}(window));
var fn = function(opts) {
opts.x += opts.y;
console.log('x = ', opts.x);
};
var opts = {
x: 2,
y: 3
};
var ms = 5000;
var interval = new MyInterval(fn, ms, opts);
// Bootstrap a custom logger. :)
console.log = function() {
var logger = document.getElementById('logger');
var el = document.createElement('LI');
el.innerHTML = [].join.call(arguments, ' ');
logger.appendChild(el);
logger.scrollTop = logger.scrollHeight;
}
body{background:#7F7F7F;}h1{background:#D7D7D7;margin-bottom:0;padding:0.15em;border-bottom:thin solid #AAA;color:#444}#logger{height:120px;margin-top:0;margin-left:0;padding-left:0;overflow:scroll;max-width:100%!important;overflow-x:hidden!important;font-family:monospace;background:#CCC}#logger li{list-style:none;counter-increment:step-counter;padding:.1em;border-bottom:thin solid #E7E7E7;background:#FFF}#logger li:nth-child(odd){background:#F7F7F7}#logger li::before{content:counter(step-counter);display:inline-block;width:1.4em;margin-right:.5em;padding:.25em .75em;font-size:1em;text-align:right;background-color:#E7E7E7;color:#6A6A6A;font-weight:700}
<h1>Custom HTML Logger</h1><ol id="logger"></ol>
I created a utility function rather than a constructor to solve your issue.
function Wrapper(delay) {
var isCleared,
intervalId,
intervalDelay = delay || 5e3; // default delay of 5 sec
function clear() {
if (!isCleared) {
console.log('clearing interval');
isCleared = true;
clearInterval(intervalId);
}
}
function setUpInterval(callback){
var params = [].slice.call(arguments, 1);
if (!callback) {
throw new Error('Callback for interval expected');
}
params.unshift(intervalDelay);
params.unshift(callback);
intervalId = setInterval.apply(null, params);
}
return {
setUp : setUpInterval,
clear : clear
}
}
function intervalCallback() {
console.log([].slice.call(arguments).join(','));
}
var wrapper = Wrapper(1e3); // create wrapper with delay for interval
console.log('test case 1');
wrapper.setUp(intervalCallback, 'params', 'to', 'callback');
// call clear interval after 10sec
setTimeout(function() {
wrapper.clear();
}, 10e3);
Hope this helps.

Convert script for working with multiple instances

Lets see this script, that it's a simple carrousel
$script = {
init: function(){
this.heros(3000);
},
heros: function (time) {
var t;
var $hero = $('.hero');
var $images = $('.hero > div');
$hero.data('current', 0);
var $bullets = $('<div>').addClass('bullets');
for ( var i = 0; i<$images.length; i++ ) {
var $item = $('<span>');
$item.on('click', function () {
clearTimeout(t);
play( $(this).index() );
});
if(i==0) { $item.addClass('active') }
$bullets.append( $item );
}
var play = function (current) {
if(current==undefined) {
current = $hero.data('current');
}
var nextMargin;
if ( (current+1) == $images.length ) {
nextMargin = 0 ;
$hero.data('current',0);
} else {
nextMargin = (current + 1 )*100;
$hero.data('current', (current + 1));
}
$images.eq(0).css('marginLeft', -nextMargin + '%');
$bullets.find('span').eq($hero.data('current')).addClass('active').siblings().removeClass('active');
clearTimeout(t);
t = setTimeout(play, time);
}
$hero.append($bullets);
t = setTimeout(play, time);
},
}
The thing is that it works great, but only if there's just one .hero element.. if there are multiple the bullets mix up and it doesn't respect the .length
I know that option one should be rewrite it again, but Does anyone of you sees a quick fix that would make it reusable?
A single fiddle: https://jsfiddle.net/6z8n5pnq/
A multiple fiddle: https://jsfiddle.net/6z8n5pnq/1/
-EDIT-
I tried:
Defining a previous function, that is called on init
preheros: function(time) {
var self = this;
$('.heros').each(function(){
self.heros($(this), time);
});
},
And editing The begining of heros:
heros: function ($hero, time) {
var t;
/*var $hero = $('.hero');*/
var $images = $hero.find('>div');
but no success...
any idea?
-EDIT-
GOD, it's $('.hero').each not $('.heros').each it was working!
The easiest way to do this is to isolate context for each .hero component by using $(selector).each function. Slightly corrected your fiddle https://jsfiddle.net/6z8n5pnq/2/
function apply($hero, time){
var t;
var $images = $hero.children('div');
//all your logic here...
}
$script = {
init: function () {
this.heros(3000);
},
heros: function (time) {
$('.hero').each(function(){
apply($(this), time);
});
},
}

Stopping a Javascript setInterval that is delayed by a setTimeout

I'm having issue with this jsfiddle snippet:
http://jsfiddle.net/y45jN/7/
var mainFunction = function() {
this.text;
this.repeater;
}
var repeatEvery = function(func, interval) {
var now = new Date();
var delay = interval - now % interval;
function start() {
var intervalID = setInterval(func, interval);
func(intervalID);
}
setTimeout(start, delay);
};
mainFunction.prototype.start = function(printText) {
this.text = printText;
var self = this;
var func = function(intervalID) {
if(intervalID){
this.repeater = intervalID;
}
document.getElementById('test').innerHTML += this.text + '<br/>';
};
repeatEvery(_.bind(func, this),1000);
}
mainFunction.prototype.stop = function() {
clearInterval(this.repeater);
}
var test = new mainFunction();
test.start('hello');
setTimeout(test.stop,10000);
My goal is to call the stop function and stop the Interval that has been set by the start function.
You need to do
setTimeout(function(){ test.stop()}, 10000)
or
setTimeout(test.stop.bind(test), 10000); //Bind method is not available in IE8 though
instead of
setTimeout(test.stop, 10000);
The reason for this is that Javascript loses track of the "this" when you pass a callback to a function.

Add duration to JS setTimeout after the timer is running

I'm trying to figure out a way to emulate AS3's Timer class.
If you're not familiar, one of the cool things you can do is add duration to the timer even if it's already running. This functionality has a lot of very nice uses.
Anyone have any thoughts on doing this in js?
I'm not familiar with this class, but you can easily create something similar in JavaScript:
function Timer(callback, time) {
this.setTimeout(callback, time);
}
Timer.prototype.setTimeout = function(callback, time) {
var self = this;
if(this.timer) {
clearTimeout(this.timer);
}
this.finished = false;
this.callback = callback;
this.time = time;
this.timer = setTimeout(function() {
self.finished = true;
callback();
}, time);
this.start = Date.now();
}
Timer.prototype.add = function(time) {
if(!this.finished) {
// add time to time left
time = this.time - (Date.now() - this.start) + time;
this.setTimeout(this.callback, time);
}
}
Usage:
var timer = new Timer(function() { // init timer with 5 seconds
alert('foo');
}, 5000);
timer.add(2000); // add two seconds
Clear the timeout, then set a new timeout to the new desired end time.
Wrap the function with another one, and when the timer runs out, test to see if an extra time variable has been set. If it has, start again with the new time, otherwise execute the function.
A quickly hacked together script might look like:
function test() {
tim = new timer(function () { alert('hello'); }, 5000);
}
function extend() {
if (tim) { tim.addTime(5000); }
}
function timer(func, time) {
var self = this,
execute = function () {
self.execute()
};
this.func = func;
this.extraTime = 0;
setTimeout(execute, time);
};
timer.prototype.execute = function () {
var self = this,
execute = function () {
self.execute()
};
if (this.extraTime) {
setTimeout(execute, this.extraTime);
this.extraTime = 0;
} else {
this.func();
}
};
timer.prototype.addTime = function (time) {
this.extraTime += time;
}
<input type="button" value="Start" onclick="test()">
<input type="button" value="Extend" onclick="extend()">
There you go hope it helps :) just call setInterval with the time you want to have.
Edit: added stop and start in case you want to stop your loop :p
function Timer(defaultInterval, callback){
var interval = defaultInterval;
var running = true;
function loop(){
callback();
if(running){
setTimeout(function(){
loop();
}, interval);
}
}
loop();
return {
setInterval: function(newInterval){
interval = newInterval;
},
stop: function(){
running = false;
},
start: function(){
if(running===false){
running = true;
loop();
}
},
add: function(milliToAdd){
interval += milliToAdd*1;
}
}
}
var myTimer = Timer(250, function() { process code here });
myTimer.setInterval(1000); // sets interval to 1 second
myTimer.stop(); // stops the function
myTimer.start(); // re-starts the loop;
function Timer(func, delay) {
var done = false;
var callback = function() {
done = true;
return func();
};
var startTime = Date.now();
var timeout = setTimeout(callback, delay);
this.add = function(ms) {
if (!done) {
this.cancel();
delay = delay - (Date.now() - startTime) + ms;
timeout = setTimeout(callback, delay);
}
};
this.cancel = function() {
clearTimeout(timeout);
};
this.immediately = function() {
if (!done) {
this.cancel();
callback();
}
};
};
quick test in the console
start = Date.now();
t = new Timer(function() { console.log(Date.now() - start); }, 1000);
t.add(200);
start = Date.now();
t = new Timer(function() { console.log(Date.now() - start); }, 1000000);
t.immediately();
t.immediately();
you can add negative times too.
start = Date.now();
t = new Timer(function() { console.log(Date.now() - start); }, 1000);
t.add(-200);
Here's my shot. It keeps track of when the timer was set, and adds the difference to the specified time when you add time.
var Timer = {
set: function(p_function, p_time)
{
var d = new Date();
this.timeStarted = d.getTime();
this.func = p_function;
this.timeout = setTimeout(p_function, p_time);
console.log('timer started at ' + (this.timeStarted / 1000) + ' seconds');
},
add: function(p_time)
{
var d = new Date(),
diff = d.getTime() - this.timeStarted,
newTime = diff + p_time;
if (this.timeout)
{
clearTimeout(this.timeout);
}
this.timeout = setTimeout(this.func, newTime);
this.timeStarted = d.getTime();
}
};
var myTimer = Object.create(Timer);
myTimer.set(function() {
var d = new Date();
console.log('Timer fired at ' + (d.getTime() / 1000) + ' seconds');
}, 10000);
setTimeout(function () {
myTimer.add(5000);
}, 5000);
Here's a jsFiddle
Please note that due to overhead of calculation and function calls, this may be a couple milliseconds off.
I decided to throw my little rubber ducky into the pool.
var setTimeout2 = function(callback, delay) {
this.complete = false;
this.callback = callback;
this.delay = delay;
this.timeout = false;
this.dotimeout = function() {
this.timeout = setTimeout(function() {
this.complete = true;
this.callback.call();
}, this.delay);
};
this.start = Date.now();
this.add = function(delay) {
if (!this.complete) {
this.delay = this.delay - (Date.now() - this.start) + delay;
clearTimeout(this.timeout);
this.dotimeout.call();
}
};
return this;
};
usage
var start = Date.now();
var to = setTimeout2(function() {
document.write(Date.now() - start);
}, 3000);
to.add(3000);
similar to this approach but a little more compact / no proto

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