I want to change the opacity of table with setInterval:
window.setInterval(function () {
if (document.getElementById("goalkeepers").style.opacity != 1)
document.getElementById("goalkeepers").style.opacity = document.getElementById("goalkeepers").style.opacity + 0.001;
}, 1);
When I run this code it do it only once, the opacity of the table is only 0.001.
What is the problem?
There are several things wrong with the code itself:
DRY, you are calling getElementById to get the same element a LOT.
You are assuming that 0.001 + 0.001 + 0.001 + ... a thousand times will add up to exactly 1. This is not true in computers, because of how floating point numbers work. You should use < 1 instead of != 1
Retrieving a style is always a string. Therefore the result is trying to be 0.0010.001, ie. concatenation.
You are using an interval of 1ms. Intervals should generally not be less than about 20.
Try:
var tbl = document.getElementById('goalkeepers');
tbl.style.opacity = 0;
tbl.style.transition = "opacity 1s linear";
setTimeout(function() {
// delay the actual opacity setting so it will be transitioned
tbl.style.opacity = 1;
},10);
These guys beat me to it while I was making a fiddle, But I will post anyway.
var gk = document.getElementById("goalkeepers"),
animation = window.setInterval(function () {
if (gk.style.opacity < 1) {
gk.style.opacity = Number(gk.style.opacity) + 0.001;
}
else {
clearInterval(animation);
}
}, 1);
They both are correct about using < istead of != for the float type comparison, the string value of style.xxx and only calling document.getElementById once.
You should consider excepting one of their answers.
Try this
var t= window.setInterval(function () {
if (parseInt(document.getElementById("goalkeepers").style.opacity) != 1)
{
document.getElementById("goalkeepers").style.opacity = Number(document.getElementById("goalkeepers").style.opacity) + 0.001;
}
else
{
clearInterval(t);
}
}, 1);
You opacity is not incrementing, so used Number() also you have clear the interval once opacity reached 1 else it will keep calling might slow down your browser after some time.
Related
I am trying to reduce opacity with JavaScript. But the problem is that 'if' condition is always false therefor the opacity is getting 0. Please can anyone explain why this is happening and the correct solution.
var opacity = 1;
var decrement = 0.01;
var id = setInterval(frame, 10);
function frame(){
if (opacity == 0.4) //It is always false..
{
clearInterval(id);//Not able to clear Interval
}
else
{
opacity = opacity-decrement;
document.getElementsByClassName('menu_bar')[0].style.backgroundColor='rgba(66,64,61,'+opacity+')';
}
}
if(Math.abs(opacity - 0.4) < 0.01) {
Floating point math is "broken", therefore you have to be fault tolerant.
Instead of using opacity == 0.4 in your code, try using opacity < 0.5 or opacity <= 0.4 as fractions are not very reliable in javascript.
Try running 1-0.1-0.1-0.1-0.1-0.1-0.1 (The math that happens before your == 0.4 check should return true) in your console to see what I mean.
As mentioned, the floating point math is broke.
A simple fix is to use integers and divide the end result with 100.
That will also avoid any extra Math.abs, or calc, at every interval.
Stack snippet
var opacity = 100;
var decrement = 1;
var id = setInterval(frame, 10);
function frame() {
if (opacity == 40)
{
clearInterval(id);
} else {
opacity = opacity - decrement;
//document.getElementsByClassName('menu_bar')[0].style.backgroundColor='rgba(66,64,61,'+opacity/100+')';
document.body.style.backgroundColor='rgba(66,64,61,'+opacity/100+')';
}
}
You can use opacity.toFixed(2) to restrict the decimal digits to 2, this will sole the issue
var opacity = 1;
var decrement = 0.01;
var id = setInterval(frame, 10);
function frame(){
if (opacity.toFixed(2) == 0.40) //It is always false..
{
console.log("Cleared");
clearInterval(id);//Not able to clear Interval
}
else
{
opacity = opacity-decrement;
// document.getElementsByClassName('menu_bar')[0].style.backgroundColor='rgba(66,64,61,'+opacity+')';
}
}
I've got the following variable JS:
http://jsfiddle.net/c8u8wLsL/13/
$(document).ready(function () {
var total = 15.5,
value = 0,
elem = $('div');
var interval = setInterval(function () {
elem.text(value.toFixed(1) + '$');
if (value >= total) {
clearInterval(interval);
}
value = value + 0.1;
}, 5);
});
Two questions:
The resulting number is 15.6 why?
How can I make the incrementation spend the same amount of time from 0 to the target value? (from 0 to 25 spends the same time as from 0 to 250)
You forget to exit from function. Also you should probably update node's text after checking total.
if (value >= total) {
return clearInterval(interval);
}
elem.text(value.toFixed(1) + '$');
fiddle http://jsfiddle.net/Lqxsh39q/
To solve second problem you can pre-calculate duration of each interval before it setup. And use it like second argument in setInterval. Something like duration = 1000 / (total * 10); or any formula that you want.
fiddle: http://jsfiddle.net/Lqxsh39q/1/
#Glen Swift's answer is correct but I have to point out regarding your original code:
You get the resulting number as 15.6 because:
When you think you are getting 15.5 as the result, you are actually getting 15.4999999, which is smaller than 15.5 and hence the if condition is false even if you think it is true. So it gets incremented once again, giving the final result as 15.6.
As far as the second part is concerned, to get the same time, you need to have the same number of steps for each addition rather than the fixed 0.1. Let's say you want to reach the target in 100 steps everytime, you can divide the total interval by 100 and then replace it in the code where you are writing 0.1 currently.
The final code should look something like:
$(document).ready(function () {
var total = 15.5,
value = 0,
ment=(total-value)/100,
elem = $('div');
var interval = setInterval(function () {
if (value >= total) {
return clearInterval(interval);
}
elem.text(value.toFixed(1) + '$');
value = value + ment;
}, 5);
});
See the fiddle here
Your existing code:
var interval = setInterval(function () {
elem.text(value.toFixed(1) + '$');
if (value >= total) {
clearInterval(interval);
}
value = value + 0.1;
}, 5);
It should check for the >= total condition first. if condition fails then exit the function.
But you are modifying the text element before the check. thus your error.
This would do.
var interval = setInterval(function () {
value = value + 0.1;
if (value <= total) {
elem.text(value.toFixed(1) + '$');
} else {
clearInterval(interval);
}
}, 5);
I'm struggling to get my head around such simple Math, well at least it seems it should be simple.
I'm basically trying to mirror what jQuery's .animate does, but to no luck.
Here's a simplified version of what I have so far:
var args = {
speed: 1000, // 1 second.
left: 65 // distance.
}, rot, step;
// Terrible math.
rot = step = (((args.left / args.speed) * 10) - 0.10);
var t = setInterval(function() {
if(elem.style.left >= args.left) {
clearInterval(t);
return;
}
rot += step;
elem.style.left = rot;
}, 10);
Please excuse any illogical code (or math), I've been messing around for a good few hours and totally lost my sanity.
Edit:
Here's the way I would do it.
var start_time = Date.now();
// Get the starting time in milliseconds
var t = setInterval(function() {
var delta_time = Date.now() - start_time;
// Get time that has elapsed since starting
if (delta_time >= 1000) {
// if it's been a second
clearInterval(t);
// Stop the timer
elem.style.left = args.left + 'px';
// Set the element to exactly the value it should be (avoids having it set to a float value)
return;
}
elem.style.left = delta_time * args.left / args.speed + 'px';
// Move the element according to how much time has elapsed
}, 10);
This method has a few advantages. For example, you can adjust the interval to make it more or less smooth, and it won't mess up the animation.
The reason why your solution was taking longer than one second is because of how you used setInterval. setInterval doesn't account for the time your code takes to run, so the total time is always increased by a bit. You can fix this by using delta timing (like in my example).
Try using useing sin and cos to calculate rotation Some what like this
newx = distance * Math.cos(direction) + x
newy = distance * Math.sin(direction) + y
Not sure , this will solve your problem I guess you want to to do a smooth rotation
Try making it as a function it will work , I am not seeing any problem in your math ,
like this
function move(elem) {
var left = 0
function frame() {
left++ // update parameters
elem.style.left = left // show frame
if (left == 100) // check finish condition
clearInterval(id)
}
var id = setInterval(frame, 10) // draw every 10ms
}
Well for one it should be
var args = { ... }
assuming you have the elem set up correctly, you're going to need a inline styling of the attribute you want to animate. Also, you're going to need to parse the style since it has the 'px' attached to it, but you can always add that after you do the math within the interval function.
I set up something here so you can mess around with the settings and whatnot.
edit:
http://jsfiddle.net/mb4JA/2/
edit2:
this should be one second
http://jsfiddle.net/mb4JA/4/
final answer ;) http://jsfiddle.net/mb4JA/10/
You should be able to put any speed in there, and have it animate for that amount of seconds.
My aim is to create identify a piece of code that increments a number by 1, every 1 second:
We shall call our base number indexVariable, I then want to: indexVariable = indexVariable + 1 every 1 second; until my indexVariable has reached 360 - then I wish it to reset to 1 and carry out the loop again.
How would this be possible in Javascript? - if it makes a difference I am using the Raphael framework.
I have carried out research of JavaScript timing events and the Raphael delay function - but these do not seem to be the answer - can anyone assist?
You can use setInterval() for that reason.
var i = 1;
var interval = setInterval( increment, 1000);
function increment(){
i = i % 360 + 1;
}
edit: the code for your your followup-question:
var interval = setInterval( rotate, 1000);
function rotate(){
percentArrow.rotate(1,150,150);
}
I'm not entirely sure, how your rotate works, but you may have to store the degrees in a var and increment those var too like in the example above.
var indexVariable = 0;
setInterval(function () {
indexVariable = ++indexVariable % 360 + 1; // SET { 1-360 }
}, 1000);
Try:
var indexVariable = 0;
setInterval(
function () {
indexVariable = (indexVariable + 1) % 361;
}, 1000}
I have a couple of fairly simple javascript functions which animate the transition of a number, going up and down based on user actions. There are a number of sliders on the page which within their callback they call recalculateDiscount() which animates the number up or down based on their selection.
var animationTimeout;
// Recalculate discount
function recalculateDiscount() {
// Get the previous total from global variable
var previousDiscount = totalDiscount;
// Calculate new total
totalDiscount = calculateDiscount().toFixed(0);
// Calculate difference
var difference = previousDiscount - totalDiscount;
// If difference is negative, count up to new total
if (difference < 0) {
updateDiscount(true, totalDiscount);
}
// If difference is positive, count down to new total
else if (difference > 0) {
updateDiscount(false, totalDiscount);
}
}
function updateDiscount(countUp, newValue) {
// Clear previous timeouts
clearTimeout(animationTimeout);
// Get value of current count
var currentValue = parseInt($(".totalSavingsHeader").html().replace("$", ""));
// If we've reached desired value, end
if (currentValue === newValue) { return; }
// If counting up, increase value by one and recursively call with slight delay
if (countUp) {
$(".totalSavingsHeader").html("$" + (currentValue + 1));
animationTimeout = setTimeout("updateDiscount(" + countUp + "," + totalDiscount + ")", 1);
}
// Otherwise assume we're counting down, decrease value by one and recursively call with slight delay
else {
$(".totalSavingsHeader").html("$" + (currentValue - 1));
animationTimeout = setTimeout("updateDiscount(" + countUp + "," + totalDiscount + ")", 1);
}
}
The script works really well for the most part however there are a couple of problems. Firstly, older browsers animate more slowly (IE6 & 7) and get confused if the user moves the slider again whilst it is still within the animation.
Newer browsers work great EXCEPT for on some occasions, if the user moves the slider mid-animation, it seems that it starts progressing in the wrong direction. So for updateDiscount() gets called with a new value and a directive to count up instead of down. As a result the animation goes the wrong direction on an infinite loop as it will never reach the correct value when it's counting in the wrong direction.
I'm stumped as to why this happens, my setTimeout() experience is quite low which may be the problem. If I haven't provided enough info, just let me know.
Thank you :)
Here is how you use setTimeout efficiently
animationTimeout = setTimeout(function {
updateDiscount(countUp,totalDiscount);
},20);
passing an anonymous function help you avoid using eval.
Also: using 1 millisecond, which is too fast and will freeze older browsers sometimes. So using a higher which will not even be noticed by the user can work better.
Let me know if this works out for you
OK think it's fixed...
Refactored code a little bit, here's final product which looks to have resolved bug:
var animationTimeout;
function recalculateDiscount() {
var previousDiscount = parseInt(totalDiscount);
totalDiscount = parseInt(calculateDiscount());
if (($.browser.msie && parseFloat($.browser.version) < 9) || $.browser.opera) {
$(".totalSavingsHeader").html("$" + totalDiscount);
}
else {
if (previousDiscount != totalDiscount) {
clearTimeout(animationTimeout);
updateDiscount(totalDiscount);
}
}
}
function updateDiscount(newValue) {
var currentValue = parseInt($(".totalSavingsHeader").html().replace("$", ""));
if (parseInt(currentValue) === parseInt(newValue)) {
clearTimeout(animationTimeout);
return;
}
var direction = (currentValue < newValue) ? "up" : "down";
var htmlValue = direction === "up" ? (currentValue + 1) : (currentValue - 1);
$(".totalSavingsHeader").html("$" + htmlValue);
animationTimeout = setTimeout(function () { updateDiscount(newValue); }, 5);
}
Will give points to both Ibu & prodigitalson, thank you for your help :)