I have this function which loops through a list of strings every 5 seconds. I would like it to stay on the last string after finishing the loop.
What do I need to change here?
window.specialWorkBoxStyleOverride = function(workBox) {
var statusTextBox = $("<div class = 'status-description-box'></div>");
$(workBox).append(statusTextBox);
var statusTexts = ["Checking", "Updating", "Processing", "Saving"];
var idx = 0;
var updateStatus = function() {
statusTextBox.text(statusTexts[idx]);
idx = (idx + 1) % statusTexts.length;
setTimeout(updateStatus, 5000);
};
updateStatus();
};
Thanks a lot.
Right now your code always calls setTimeout, so it will loop forever. Checking whether you've reached the end of your list should be sufficient to stop this (and means you don't need the modular arithmetic any more):
var updateStatus = function() {
statusTextBox.text(statusTexts[idx]);
idx++;
if (idx < statusTexts.length) {
setTimeout(updateStatus, 5000);
}
};
Related
function randomNumber(){
var value;
var flag = false;
var tds = document.querySelectorAll('td');
do{
value = Math.round(Math.random() * (26 - 1) + 1);
for(var t = 0; t < tds.length; t++){
if(tds[t].innerHTML == value)
flag = true;
}
if(!flag){
return value;
}
}while(flag == true)
}
This function returns a random number for innerHTML of a new td. In case there are other tds with the same number as this code generates, the loop starts once again. If the generated number is unique, I add it to the innerHTML of a new td. But I can't even load the page since I run into an infinite loop, but no matter how hard I tried, I couldn't notice the problem in logic of this code.
As soon as your loop find the case where tds[t].innerHTML == value it sets flag to true - at this point you can never end the loop because nowhere do you check for a case where you can set flag to false, so your loop condition will always be true.
Here's a similar example that illustrated this with an array. You can see that sometimes it adds numbers to the array (in the case where it finds a new value) but other times the loop hits 5000 iterations an exits (because it never finds a new value), in which case it adds undefined to the array, since the function hasn't returned anything.
const arr = []
function randomNumber(){
var value;
var flag = false;
var tds = arr
var iterations = 0
do {
value = Math.round(Math.random() * (26 - 1) + 1);
for(var t = 0; t < tds.length; t++){
if(tds.includes(value))
flag = true;
}
if(!flag){
return value;
}
iterations += 1
console.log(iterations)
} while(flag == true && iterations < 5000)
}
for (let i = 0;i<20;i+=1) {
arr.push(randomNumber())
}
console.log(arr)
The moment your function at least once set the flag to true, its over - it never sets it to false again. To fix it i added one line of code.
function randomNumber(){
var value;
var flag = false;
var tds = document.querySelectorAll('td');
do {
flag = false; // this line i added
value = Math.round(Math.random() * (26 - 1) + 1);
for(var t = 0; t < tds.length; t++){
if(tds[t].innerHTML == value)
flag = true;
}
if(!flag){
return value;
}
}while(flag == true)
}
I will also write a bit more efficient code for you
function randomNumber(){
var value;
var found = false;
var tds = document.querySelectorAll('td');
var existingIds = [];
tds.forEach(td => existingIds.push(td.innerHHML)); // fill up the ids
do {
value = Math.round(Math.random() * (26 - 1) + 1); // this line would make problems (comment below)
if (existingIds.indexOf(value) === -1) found = true; // check if value can be found in existing ids and if found - set dount to true (you can also return from here, but i would rather user break (if there was more code after this line, than use retur in the middle of any loop;
} while(found === false)
return value;
}
Comment for line with random:
random() returns number from 0 to 1
as you wrote it - that value would be random number between 1 and 26 (only this values).
if all of the values are already used then our loop will be not ending (we could never find value between 1 and 26 that is not used, when all values from 1 to 26 are already used.
What can be done
You can add some counter (as #Ben did) and exit the loop in that case.
Or you can raise the number 26 to much higher
You can use consecutive numbers (get all, take the max one, add 1 and return this as new number)
You can of course find some other ways to counter that
I am attempting to step through the array and every 3 seconds change the innerHTML of some items in the DOM. This code currently goes straight from 0(mixed media artist) to 2(descriptor) and doesn't display 1(art educator) at all. And the console.log outputs 0 1 2 for each setinterval loop.
Can anyone see what I am doing wrong to get this to work properly?
var heroItems = ['galleries', 'workshops', 'exhibitions'];
var heroBtns = ['view', 'sign UP', 'VIEW'];
var heroURLs = ['#', '#', '#'];
var descriptions = ['mixed media artist', 'art educator', 'descriptor'];
setInterval(function() {
for (var i = 0; i < descriptions.length; i++){
console.log(i)
changeDescription(i);
}
}, 3000);
function changeDescription(i) {
var descriptor = document.getElementById('descriptor').innerHTML = descriptions[i];
var hero = document.getElementById('hero').innerHTML = heroItems[i];
var heroRef = document.getElementById('heroref').setAttribute('href', heroURLs[i]);
var heroBtn = document.getElementById('herobtn').innerHTML = heroBtns[i];
}
The problem is, you don't wait after each loop iteration. You only wait once, after changing the description 3 times.
In your case, you could also totally skip the loop.
var i = 0;
var timer = window.setInterval(function() {
changeDescription(i);
if (++i == descriptions.length) {
window.clearInterval(timer);
}
}, 3000);
I have the following function that can pull out a random index from an array without repeating the index and keeps pulling them out until all have been used and then resets itself and starts re-using them. It also tries to make sure that the last one that was pulled out isn't the same as the next one pulled out on the reset so that you don't ever have the same index come out in a row.
var listIndexes = [];
var lastIndex;
function getRandomIndex(indexes)
{
if (!listIndexes.length) {
for (var i = 0; i < indexes; i++) {
listIndexes.push(i);
}
}
var randomIndex = Math.floor(Math.random() * listIndexes.length);
var uniqueIndex = listIndexes[randomIndex];
listIndexes.splice(randomIndex, 1);
if(lastIndex && uniqueIndex == lastIndex)
{
listIndexes = [];
getRandomIndex(indexes);
return;
}
lastIndex = uniqueIndex;
return uniqueIndex;
}
var index = getRandomIndex(5);
console.log(index);
However when it hits the code: if(lastIndex && uniqueIndex == lastIndex) it causes it to return undefined for the index. So the way I'm trying to exit the function and re-call the function to try again isn't working as planned.
How can I exit the current function call and re-call the function to get a new random index that isn't the same as the lastIndex. Note that the lastIndex is kept intact until the new index isn't the same regardless of how many times the function is called.
Try this:
if(lastIndex && uniqueIndex == lastIndex)
{
listIndexes = [];
return getRandomIndex(indexes);
}
just change your empty return to run the function again:
return getRandomIndex(indexes);
The approach of rethrowing the die when you don't get the result you want is not optimal and when the random number isn't so random (tends to repeat the same number), then you're cycling unnecessarily.
Try this:
function RandEleGenerator(list) {
var lastChosen;
var currentList = list.slice();
function randomIndex() {
return Math.floor(Math.random() * currentList.length);
}
return function() {
// Choose element
var index = randomIndex();
var obj = currentList[index];
// Remove it from current list
currentList.splice(index, 1);
if(currentList.length == 0) {
// If empty, restore list
currentList = list.slice();
// But not without removing last chosen element
index = currentList.indexOf(obj);
currentList.splice(index, 1);
}
return obj;
};
}
Usage:
var reg = new RandEleGenerator([1,2,3]);
reg(); // 3
reg(); // 2
reg(); // 1
reg(); // 2
reg(); // 3
reg(); // 2
reg(); // 1
The chosen element is removed from the list so it cannot be rechosen. In order to guarantee that a value isn't repeated when the list ends, the list is recreated and the last element chosen is removed from the list immediately. The process then continues randomly choosing elements to remove from the list.
Edit:
In order to say, generate an array to pass to RandEleGenerator, the following code is sufficient:
var arrToPass = [];
for (var i = 0; i < 3; i++) {
arrToPass.push(i);
}
var reg = new RandEleGenerator(arrToPass);
I have a bunch of testimonials for my site which are currently on a page and am trying to get a div to display each 1 at an interval of 5 seconds, if the array reaches the last value it should start back to beginning of the array again.
Here is what I have so far...
var testimonial = new Array();
testimonial[1] = "Rugby";
testimonial[2] = "Baseball";
testimonial[3] = "Cricket";
var length = testimonial.length
var i = 1;
setInterval(function() {
while (i <= length) {
$('#testimonials p').html(testimonial[i]);
++i;
if (i == length) {
i == 1;
}
}
}, 5000);
Any help would be great, thanks.
Try
var testimonial = ['Rugby', 'Baseball', 'Cricket'];
var numTestimonials = testimonial.length;
var index = 0;
setInterval(function() {
$('#testimonials p').text(testimonial[index]);
index = (index + 1) % numTestimonials;
}, 5000);
JavaScript arrays are 0-indexed and have handy array literal syntax. Using the modulus operator (%) is an idiomatic way of wrapping a counter back to 0 once it reaches a certain value.
You can try
setInterval(function() {
$('div').html(test[ (i = (i + 1) % length) ]) },
5000);
The function in setInterval is being called every 5 seconds. That means you display the 5 testimonials one after another really quick every 5 seconds instead of displaying them one after the other.
You should do something like:
var testimonial = new Array();
testimonial[1] = "Rugby";
testimonial[2] = "Baseball";
testimonial[3] = "Cricket";
var length = testimonial.length
var i = 0; // arrays start with 0
setInterval(function() {
$('#testimonials p').html(testimonial[i]);
i++;
if (i == length) i = 0;
}, 5000);
Many interesting answers, so one more won't hurt. :-)
You can bundle it all up in an immediately called function expression:
(function() {
var testimonials = ['Rugby', 'Baseball', 'Cricket'];
var i = 0;
setInterval(function() {
$('#testimonials p').text(testimonials[++i % testimonials.length]);
}, 5000);
}());
This question already has answers here:
setTimeout in for-loop does not print consecutive values [duplicate]
(10 answers)
Closed 7 years ago.
I want a string to appear character-for-character with the following code:
function initText()
{
var textScroller = document.getElementById('textScroller');
var text = 'Hello how are you?';
for(c = 0; c < text.length; c++)
{
setTimeout('textScroller.innerHTML += text[c]', 1000);
}
}
window.onload = initText;
It's not working.. what am I doing wrong?
Try something like this:
function initText()
{
var textScroller = document.getElementById('textScroller');
var text = 'Hello how are you?';
var c = 0;
var interval = setInterval(function() {
textScroller.innerHTML += text[c];
c++;
if(c >= text.length) clearInterval(interval);
}, 1000);
}
Note I added clearInterval to stop it when it's needed.
Currently, you are defining 18 timeouts and all will be executed ~ at once.
Second problem is, you pass instructions to execute as a String. In that case, the code won't have access to all variables defined in initText, because evaluated code will be executed in global scope.
IMO, this should do the job
function initText(){
var textScroller = document.getElementById('textScroller');
var text = 'Hello how are you?';
var c = 0;
(function(){
textScroller.innerHTML += text.charAt(c++);
if(text.length > c){
setTimeout(arguments.callee, 1000);
}
})();
}
Even more generic than answer by #yauhen-yakimovich:
Using Timeout:
var repeat = (function () {
return function repeat(cbWhileNotTrue, period) {
/// <summary>Continuously repeats callback after a period has passed, until the callback triggers a stop by returning true. Note each repetition only fires after the callback has completed. Identifier returned is an object, prematurely stop like `timer = repeat(...); clearTimeout(timer.t);`</summary>
var timer = {}, fn = function () {
if (true === cbWhileNotTrue()) {
return clearTimeout(timer.t); // no more repeat
}
timer.t = setTimeout(fn, period || 1000);
};
fn(); // engage
return timer; // and expose stopper object
};
})();
Using Interval:
var loop = (function () {
return function loop(cbWhileNotTrue, period) {
/// <summary>Continuously performs a callback once every period, until the callback triggers a stop by returning true. Note that regardless of how long the callback takes, it will be triggered once per period.</summary>
var timer = setInterval(function () {
if (true === cbWhileNotTrue()) clearInterval(timer);
}, period || 1000);
return timer; // expose stopper
};
})();
Slight difference between the two indicated in comments -- the repeat method only repeats after the callback performs, so if you have a "slow" callback it won't run every delay ms, but repeats after every delay between executions, whereas the loop method will fire the callback every delay ms. To prematurely stop, repeat uses an object as the returned identifier, so use clearTimeout(timer.t) instead.
Usage:
Just like answer by #soufiane-hassou:
var textScroller = document.getElementById('textScroller');
var text = 'Hello how are you?';
var c = 0;
var interval = repeat/* or loop */(function() {
textScroller.innerHTML += text[c];
c++;
return (c >= text.length);
}, 1000);
As mentioned, premature stopping would be:
/* if repeat */ clearTimeout(interval.t);
/* if loop */ clearInterval(interval);
Try this:
function initText()
{
var textScroller = document.getElementById('textScroller');
var text = 'Hello how are you?';
for(c = 0; c < text.length; c++)
{
setTimeout("textScroller.innerHTML += '" + text[c] + "'", 1000 + c*200);
}
}
window.onload = initText;
Try using a closure:
function init() {
var textScroller = document.getElementById('textScroller');
var text = 'Hello how are you?';
var c = 0;
function run() {
textScroller.innerHTML += text[c++];
if (c<text.length)
setTimeout(run, 1000);
}
setTimeout(run, 1000);
}
init()
The problem in your code is that the code you put in the string will run in the global context, where textScroller is not defined (it is defined inside your function).
I want to share a snippet (based on answer by Soufiane Hassou). It extends to the case when you literally replace a for-loop body to be iterated over some array in a fixed interval of time. Basically same synchronous loop but with "sleep" pausing (because javascript is not a synchronous programming language).
function loop(arr, take, period) {
period = period || 1000;
var i = 0;
var interval = setInterval(function() {
take(i, arr[i]);
if (++i >= arr.length) { clearInterval(interval);}
}, period);
}
Usage example:
loop([1, 2, 3, 4], function(index, elem){
console.log('arr[' + index + ']: ' + elem);
});
Tested in Node JS. Hope that helps someone.
edit>
the following update makes code usable together with libs doing heavy "prototyping" (like jQuery or prototype):
function loop(arr, take, period) {
period = period || 1000;
var scope = {
i: 0,
arr: arr,
take: take,
};
var iterate = (function iterate() {
if (this.i >= this.arr.length) { clearInterval(this.interval); return}
take(this.i, this.arr[this.i++]);
}).bind(scope);
scope.interval = setInterval(iterate, period);
}
Your for loop is setting a timeout for every character at once, so they will not appear in sequence, but all at once. Your setTimeout should include code to another setTimeout that will include the next character to display.
So something like this (didn't test this)
function initText()
{
var textScroller = document.getElementById('textScroller');
var text = 'Hello how are you?';
setTimeout('nextChar(text)', 1000);
}
function nextChar(text){
if(text.length > 0){
textScroller.innerHTML += text[0];
setTimeout('nextChar(text.substring(1))', 1000);
}
}
If you want to preserve setTimeOut (instead of setInterval) and use named function (instead of evaluating code block in setTimeOut call), then this could be helpful:
var b = {
textScroller: document.getElementById('textScroller'),
text: "Hello how are you?"
};
function initText() {
for(c = 0; c < b.text.length; c++) {
setTimeout("append("+c+")", 1000 + c*200);
}
}
function append(c) {
b.textScroller.innerHTML += b.text[c];
}
window.onload = initText;
With the above you can pass a parameter to append function.
To pass several parameters the next code does the trick:
var glo = [];
function initText()
{
var textScroller = document.getElementById('textScroller');
var text = "Hello how are you?";
var timeout_time;
for(c = 0; c < text.length; c++) {
glo[glo.length] = {text:text, c:c, textScroller:textScroller};
timeout_time = 1000 + c * 200;
setTimeout("append(" + (glo.length - 1) + ")", timeout_time);
}
}
function append(i)
{
var obj = glo[i];
obj.textScroller.innerHTML += obj.text[obj.c];
obj = null;
glo[i] = null;
}
window.onload = initText;
With the above you have only one global array glo. In loop you create new array members to glo and in append() function refer to these members using index which is passed as parameter.
CAUTION: the second code sample is not meant as best or most suitable solution to OP:s problem, but may benefit in other setTimeOut relative problems, eg. when someone wants to make a presentation or performance test where some functionalities are needed to call after some delay. The advantage of this code is to make use of for loops (many coders want to use for loops) and the possibility to use also inner loops and the ability to "send" local variables in their loop time state to timeOut functions.
May be better to loop in cascade. For exemple to fade a div :
div=document.createElement('div');
div.style.opacity=1;
setTimeout(function(){fade(1);},3000);
function fade(op){
op-=.05;
if(op>0) setTimeout(function(){div.style.opacity=op;fade(op);},30);
else document.body.removeChild(div);
}