I'm trying to code a button - each time you click it, it disables for 3 seconds...but for some reason, it waits a second then disables it. How would you make it so that it disables automatically? This is some of my code so far:
function countdown() {
setTimeout(function () {
document.getElementById('btnOne').disabled = null;
}, 4000);
var countdownNum = 4
incTimer();
function incTimer() {
setTimeout(function () {
if (countdownNum != 1) {
countdownNum--;
document.getElementById('timeLeft').innerHTML = 'Click again in ' + countdownNum;
incTimer();
document.getElementById('btnOne').disabled = true;
} else {
document.getElementById('timeLeft').innerHTML = '';
document.getElementById('btnOne').disabled = false;
}
}, 1000);
}
}
This works for me
<span id="timeLeft"></span>
<input type="submit" id="btnOne" onClick="countdown()">
function countdown() {
document.getElementById('btnOne').disabled = true;
var countdownNum = 3
document.getElementById('timeLeft').innerHTML = 'Click again in ' + countdownNum;
incTimer();
function incTimer() {
setTimeout(function () {
if (countdownNum != 1) {
countdownNum--;
document.getElementById('timeLeft').innerHTML = 'Click again in ' + countdownNum;
incTimer();
document.getElementById('btnOne').disabled = true;
} else {
document.getElementById('timeLeft').innerHTML = '';
document.getElementById('btnOne').disabled = false;
}
}, 1000);
}
}
I believe this code does the things you need.
<script type="text/javascript">
function fclick(){
document.getElementById('myButton').disabled = true;
setTimeout('countDown(3);', 1000);
}
function countDown(i){
if (i >= 0)
{
document.getElementById('myButton').value = 'Click again in ' + i + ' secs';
i--;
setTimeout('countDown('+i+');', 1000);
}
else
{
document.getElementById('myButton').value = 'Click me';
document.getElementById('myButton').disabled = false;
}
}
</script>
<input type="button" value="Click me" id="myButton" onclick="fclick()">
You are setting a timeout that says "after 1 second, do X".
Your current timeout is actually pretty hard to follow, but it broadly does this in a very tangled way:
Make counter = 4
Wait 1 second.
If counter != 1, subtract 1 from the counter, disable button, and go back to 2. Continue otherwise.
Enable button.
As you can see, you are disabling the button AFTER waiting 1 second, not immediately.
I would suggest changing your countdown() method as follows:
Disable button.
Make counter = 3
If counter > 0, Print "Click again in counter seconds", Subtract 1 from counter, Wait 1 second and go back to 2. Continue Otherwise.
Enable button.
That could look like this: (using your code)
--- Working Example Here!!! ---
function countdown() {
document.getElementById('btnOne').disabled = true;
//3 is more understandable than 4 for your example.
var countdownNum = 3;
incTimer();
function incTimer() {
if (countdownNum > 0) {
// Order of statements IS important.
// Note the differences in this IF block.
document.getElementById('timeLeft').innerHTML = 'Click again in ' + countdownNum;
countdownNum--;
setTimeout(function(){
// Note that the whole timeout was moved inside,
// Imagine this is recursive function, with a delay.
incTimer();
}, 1000);
} else {
document.getElementById('timeLeft').innerHTML = '';
document.getElementById('btnOne').disabled = false;
}
}
}
There are better ways to express your code, but I tried to stick as much as possible to your code style.
Related
I have a submit function on a textbox with JavaScript. When the script fires, it checks a Kendo grid for a certain article and adds +1 to its quantity as well as opening the corresponding cell in editing mode. What I want to achieve is that on every submit the timer that starts grid.editCell() will reset its timer.
Currently, the event fires properly. However, the timer doesn't get reset, although the clearTimeout() does work if I just simply start the timer and then clear it right afterwards.
JavaScript:
$('#txtBarcode').submit(function (e) {
var grid = $("#PickListDetailGrid").data("kendoGrid");
var dataSource = $("#PickListDetailGrid").data("kendoGrid").dataSource;
var allData = grid.dataSource.data();
var code = this.value;
var notification = $("#notification").data("kendoNotification");
var timer = null;
clearTimeout(timer);
$.each(allData, function (index, item) {
if (item.ArticleID == code) {
clearTimeout(timer);
timer = null;
if (item.Quantity > item.PickedQuantity && item.PickedQuantity.toString().length < 4) {
var edit = function () {
if (item.PickedQuantity != item.Quantity && timer != null) {
grid.select("tr:eq(" + (index) + ")");
grid.editCell("tr:eq(" + (index + 1) + ") td:eq(" + (5) + ")");
} else {
//do nothing
}
}
item.PickedQuantity++;
item.dirty = true;
dataSource.sync();
if (item.PickedQuantity != item.Quantity) {
console.log("tik tok");
if (timer) {
clearTimeout(timer); //cancel the previous timer.
timer = null;
}
timer = setTimeout(edit, 3000);
} else {
clearTimeout(timer);
timer = null;
}
document.getElementById("txtBarcode").value = "";
} else {
if (item.PickedQuantity.toString().length > 4) {
notification.hide();
notification.show({
message: "Added item"
}, "upload-success");
} else {
notification.hide();
notification.show({
title: "Quantity Error",
message: "You already picked this item to the maximum"
}, "error");
document.getElementById("txtBarcode").value = "";
grid.select("tr:eq(" + (index) + ")");
grid.editCell("tr:eq(" + (index + 1) + ") td:eq(" + (5) + ")");
$('.focus :input').focus();
}
}
}
})
})
You can try delay function like this. The delay function should be outside of the each function.
var delay = (function() {
var timer = 0;
return function(callback, ms) {
clearTimeout(timer);
timer = setTimeout(callback, ms);
};
})();
delay(function() {
//do something
}, 3000);
The problem was that var timer = null; had to be outside of the submit function to be properly cleared and set to null before assigning a new setTimeout() to it.
I have 3 sequential divs to display on a page, the page loads showing div 1, by going onto the 2nd it starts a timer, when that timer runs out it goes back to the first div. Navigating through to the next div should start the timer again. The timer function works OK on the first page but on the second page when it is called it is already running from the previous div and therefore ticks the time down twice as fast, and on the last div 3 times.
How can I get it to stop the currently running function then restart it?
Thanks,
$scope.timeLeft = 0;
var timeoutRunner = function (timerLength) {
$scope.timeLeft = timerLength;
var run = function () {
if ($scope.timeLeft >= 1) {
console.log($scope.timeLeft);
$scope.timeLeft--
$timeout(run, 1000);
} else if ($scope.timeLeft == 0){
$scope.endTransaction();
}
}
run();
}
timeoutRunner(5);
You need to add some logic that calls $timeout.cancel(timeoutRunner);.
Not sure where you want to cancel your timeout exactly (view change? when you end the transaction?) But here is how you would do it:
$scope.timeLeft = 0;
var timeoutPromise = false;
var timeoutRunner = function (timerLength) {
$scope.timeLeft = timerLength;
var run = function () {
if ($scope.timeLeft >= 1) {
console.log($scope.timeLeft);
$scope.timeLeft--
timeoutPromise = $timeout(run, 1000);
} else if ($scope.timeLeft == 0){
$scope.endTransaction();
$timeout.cancel(timeoutPromise);
}
}
run();
}
timeoutRunner(5);
Each time I called the function it created a new instance of it and I was unable to stop it on demand so I found a way to say which instance I want running:
$scope.timeLeft = 0;
var instanceRunning = 0;
var timeoutRunner = function (timerLength, instance) {
$scope.timeLeft = timerLength;
instanceRunning = instance;
var run = function () {
if (instanceRunning == instance){
if ($scope.timeLeft < 7 && $scope.timeLeft > 0){
$('#timer-container').show();
} else {
$('#timer-container').hide();
}
if ($scope.timeLeft >= 1) {
console.log($scope.timeLeft);
$scope.timeLeft--
$timeout(run, 1000);
} else if ($scope.timeLeft == 0){
$scope.endTransaction();
}
}
}
run();
}
timeoutRunner(20, 1);
timeoutRunner(20, 2);
timeoutRunner(20, 3);
I want to make this counter starts working within 5 seconds of being on the page, but I can not link the setTimeout with setInterval , you would know how could I?
Try to wrap your interval with the setTimeout function:
// interval variable
var cycle = 10;
// variable for the interval since we are invoking it within a function, the callMeEverySecond function can't reach it
var t;
var callMeEverySecond = function() {
cycle--;
// Logs the Date to the console
console.log(new Date());
if(cycle === 0) {
console.log("stop this");
clearInterval(t);
// do something further.
}
}
// Start the timeout after 5 seconds
setTimeout(function() {
// call the function 'callMeEverySecond' each second
t = setInterval(callMeEverySecond, 1000);
}, 5000);
http://devdocs.io/dom/window.settimeout
And a small tutorial: http://javascript.info/tutorial/settimeout-setinterval
Is this ok
var tiempoInicial = 10;
function tiempo() {
document.getElementById('contador').innerHTML='Puedes continuar en ' + tiempoInicial + ' segundos.';
if(tiempoInicial==0) {
clearInterval(t);
document.getElementById("contador").innerHTML = "<p id=\"forumulario\" onclick=\"goToForm1()\">Continuar</p>";
}
}
function iniciar() {
var t = setInterval(tiempo,1000);
clearTimeout(ini);
}
var ini = setTimeout(iniciar, 5000);
Sorry, I tried out the code above and it didn't work so I changed it a bit.
This is the new code.
var tiempoInicial = 10;
function tiempo() {
document.getElementById('contador').innerHTML='Puedes continuar en ' + tiempoInicial + ' segundos.';
tiempoInicial--;
if(tiempoInicial < -1) {
clearInterval(t);
document.getElementById("contador").innerHTML = "<p id=\"forumulario\" onclick=\'goToForm1()\'>Continuar</p>";
}
}
function iniciar() {
t = setInterval(tiempo,1000);
clearTimeout(ini);
}
var ini = setTimeout(iniciar, 5000);
I want my countdown to stop on the click of a submit button, i searched in some pages,
but I didn't found anything.
Here is the code i want to stop on click
function countDown (count) {
if (count > 0) {
var d = document.getElementById("countDiv");
d.innerHTML = count;
setTimeout (function() { countDown(count-1); }, 1000);
document.getElementById('tiempo').value = count;
}
else
document.location = "timeover.php";
}
document.getElementById("palabra").focus();
countDown(5);
</script>
You have to save reference to timeout (actually return value of timeout will be number) and use it to cancel timeout.
var timeout = window.setTimeout(function () {
// do something
}, 1000);
// clear timeout
window.clearTimeout(timeout);
You probably got the idea. By the way, you should probably look at setInterval method since it would be better in this situation. Interval will "tick" as long until you cancel it.
Try something like this:
var stopped = false;
function countDown (count) {
if (count > 0) {
var d = document.getElementById("countDiv");
d.innerHTML = count;
document.getElementById('tiempo').value = count;
if (!stopped) {
setTimeout (function() { countDown(count-1); }, 1000);
}
}
else
document.location = "timeover.php";
}
document.getElementById("palabra").focus();
document.getElementById("mySubmitId").onclick = function () {
stopped = true;
};
countDown(5);
I want to be able to click a an element with an id of pause to start a count of the elements in a time object and if I re click the pause it will stop it and reclick start it exactly like the toggle feature in JQuery but with a setInteval function how would I go about doing this?
$("#pause").click(function(ffe) {
if(on == true) {
on = false
alert("on");
}
else {
on = true;
alert("off");
}
if(on == false) {
setInterval(function() {
$("#timet ul").append("<li>" + $("#time ul")
.children('li').length +"</li>");
}, 100);
}
else {
alert("Error");
}
});
A classic technique is to use a single master setInterval loop and simply use if..else logic to determine what needs to run. This is how a lot of javascript games work:
var on = true;
// Our master scheduler:
setInterval(function() {
if (on) {
$("#timet ul").append("<li>" + $("#time ul")
.children('li').length +"</li>");
}
}, 100);
// Code to handle the pause button
$("#pause").click(function(ffe) {
on = !on;
}
You can use the setTimeout function, if you want to run the function once, setInterval runs continuously, try the following:
var on = false;
$("#pause").click(function(ffe) {
if (on) {
on = false;
setTimeout(function() {
$("#timet ul").append("<li>" + $("#time ul")
.children('li').length +"</li>");
}, 100);
} else {
on = true;
}
});
You need to use .clearInterval() to stop the execution.
Here is the code: (THE WORKING DEMO)
$("#pause").click((function () {
var interId = null;
var $ul = $("#timet ul");
return function (e) {
if (interId) {
$(this).text("start");
clearInterval(interId);
interId = null;
} else {
$(this).text("pause");
interId = setInterval(function () {
$ul.append($('<li>').text($('li', $ul).length));
}, 100);
}
};
}()));