Hello I have a timer that executes via php/html like this
// timer
print "<script>countdown();</script>";
However I have a jquery warning dialog that looks like this, I would like for the javascript function to restart after they click the close button
// Create timeout warning dialog
$('body').append('<div title="Timeout"</div>');
$('#sessionTimeout-dialog').dialog({
autoOpen: false,
width: 600,
modal: true,
closeOnEscape: false,
open: function(event, ui) { $(".dialog").hide(); },
buttons: {
// Button two - closes dialog and makes call to keep-alive URL
"Continue Session": function() {
$(this).dialog('close');
clearTime();
$.ajax({
type: 'POST',
url: o.keepAliveUrl
});
countdown(); //I call the javascript function in hopes of making it go again
}
}
});
However I cant seem to make the timer actually restart once the button is click to continue. here is my timer code, what I'am I doing wrong? I call the javascript function after the button is closed but nothing happens it just goes to a negative number
// set minutes
var mins = 2;
// calculate the seconds (don't change this! unless time progresses at a different speed for you...)
var secs = mins * 60;
function countdown() {
setTimeout('Decrement()',1000);
}
function Decrement() {
if (document.getElementById) {
minutes = document.getElementById("minutes");
seconds = document.getElementById("seconds");
// if less than a minute remaining
if (seconds < 59) {
seconds.value = secs;
} else {
minutes.value = getminutes();
seconds.value = getseconds();
}
secs--;
setTimeout('Decrement()',1000);
}
}
function getminutes() {
// minutes is seconds divided by 60, rounded down
mins = Math.floor(secs / 60);
return mins;
}
function getseconds() {
// take mins remaining (as seconds) away from total seconds remaining
return secs-Math.round(mins *60);
}
It looks like your countdown function doesn't reset the timer, but only starts the decrement loop.
Add something like
function resetCountdown()
{
secs = mins * 2;
}
and call this function when the dialog is closed to reset the countdown. Do NOT call countdown() again as this will create another timer in addition to the already running one.
Also there is an error in your code:
if (seconds < 59) {
seconds.value = secs;
} else {
minutes.value = getminutes();
seconds.value = getseconds();
}
should be
if (secs < 59) {
minutes.value = 0;
seconds.value = secs;
} else {
minutes.value = getminutes();
seconds.value = getseconds();
}
I'm not completely sure this is what you want, but:
I like to restart certain timers when the window regains focus(from the dialog). Below is an example:
<html>
<head>
<script>
g = {};
g.timer = false;
g.count = false;
g.waittime = 3; //seconds for timer.
g.timeleft = (g.waittime * 100) - 10;
checktimer = function(){
if(g.timer === false){
g.timer = setTimeout(function(){
g.timer = false;
g.timeleft = g.waittime * 100;
alert("Hi!");
},g.waittime * 1000);
}
if(g.count === false){
g.count = setInterval(function(){
g.timeleft-=10;
document.getElementById("disp").innerText =(g.timeleft/100).toString().match(/^\d+(?:\.\d{0,2})?/);
},100);
}
}
window.onfocus = function() {
checktimer();
};
</script>
</head>
<body onload="checktimer();">
<div>Time Left: <span id="disp">0</span> Seconds.</div>
</body>
</html>
Related
I have a timer program that counts down from 25:00 on "start" button click and is supposed to reset and clearInterval() on "reset" button click. When the timer reaches 0:00 the if statements all pass and resetTimer() is called which executes the clearInterval() which works in this instance. So in short: clearInterval() works when the if statements pass but not when I click the "reset" button. Can someone please explain to me why this is happening and offer a solution? Thank you!
//My Programs Code:
//Timer Widget
function timerStartReset(event) {
var minutes;
var seconds;
//decrease minutes html every minute
const minutesInterval = setInterval(() => {
minutes -= 1;
timerMinute.innerHTML = minutes;
}, 60000);
//decrease seconds html every second
const secondsInterval = setInterval(() => {
seconds -= 1;
timerSeconds.innerHTML = seconds < 10 ? `0${seconds}` : seconds;
//check if timer reaches 00:00
if (seconds <= 0) {
if (minutes <= 0) {
//stop and reset timer
//**HERE resetTimer() is called and clearInterval works**
resetTimer();
//return start button functionality
timerStartBtn.disabled = false;
//add a star
const addStar = `<i class="fas fa-star h2 mx-2"></i>`;
timerStarContainer.insertAdjacentHTML("beforeend", addStar);
localStorage.setItem("timer stars", timerStarContainer.innerHTML);
setTimeout(breakAlert, 1000);
}
seconds = 60;
}
}, 1000);
//start button function
if (event.target.id === "timer-start") {
startTimer();
event.target.disabled = true;
}
//reset button function
else {
//**HERE resetTimer() is called but clearInterval doesn't work**
resetTimer();
timerStartBtn.disabled = false;
}
//Reset timer
function resetTimer() {
//Reset to starting template
timerMinute.innerHTML = 25;
timerSeconds.innerHTML = "00";
//Clear minute/second timeout function
clearInterval(minutesInterval);
clearInterval(secondsInterval);
}
//start timer
function startTimer() {
//Change starting time and add them to page
minutes = 0;
seconds = 1;
timerMinute.innerHTML = minutes;
timerSeconds.innerHTML = seconds;
//start countdown
minutesInterval;
secondsInterval;
}
//Alert for breaks
function breakAlert() {
//If 4 star divs are added dynamically
if (timerStarContainer.childElementCount >= 4) {
swal(
"Great Job! You Did It!",
"Go ahead and take a 15-30 minute break!",
"success"
);
//remove all stars from DOM
timerStarContainer.innerHTML = "";
} else {
swal("Awesome!", "Please take a 5 minute break!", "success");
}
}
}
//End Timer Widget
const timerMinute = document.querySelector("#minute");
const timerSeconds = document.querySelector("#seconds");
const timerStartBtn = document.querySelector("#timer-start");
document.querySelector("#timer-btns").addEventListener("click", timerStartReset);
//Timer Widget
function timerStartReset(event) {
var minutes;
var seconds;
//decrease minutes html every minute
const minutesInterval = setInterval(() => {
minutes -= 1;
timerMinute.innerHTML = minutes;
}, 60000);
//decrease seconds html every second
const secondsInterval = setInterval(() => {
seconds -= 1;
timerSeconds.innerHTML = seconds < 10 ? `0${seconds}` : seconds;
//check if timer reaches 00:00
if (seconds <= 0) {
if (minutes <= 0) {
//stop and reset timer
resetTimer();
//return start button functionality
timerStartBtn.disabled = false;
}
seconds = 60;
}
}, 1000);
//start button function
if (event.target.id === "timer-start") {
startTimer();
event.target.disabled = true;
}
//reset button function
else {
resetTimer();
timerStartBtn.disabled = false;
}
//Reset timer
function resetTimer() {
//Reset to starting template
timerMinute.innerHTML = 0;
timerSeconds.innerHTML = 11;
//Clear minute/second timeout function
clearInterval(minutesInterval);
clearInterval(secondsInterval);
console.log("reset");
}
//start timer
function startTimer() {
//Change starting time and add them to page
minutes = 0;
seconds = 10;
timerMinute.innerHTML = minutes;
timerSeconds.innerHTML = seconds;
//start countdown
minutesInterval;
secondsInterval;
}
}
//End Timer Widget
<!-- Timer -->
<div>
<span id="minute">0</span>
<span>:</span>
<span id="seconds">11</span>
</div>
<div id="timer-btns">
<button id="timer-start">Start</button>
<button id="timer-reset">Reset</button>
</div>
<!-- End Timer -->
The variables minutesInterval and secondsInterval are local to this function. So every time you call the function, it starts new timers and creates new variables. When the code calls resetTimer(), it's only resetting the timer started by that invocation of timerStartReset, not the previous ones.
It works when the timer runs out, because the countdown code is in the same scope. But when you click the Reset button, that function is a new scope and can't access the variables from when the Start button was clicked.
The timer variables should be global variables that can be accessed from any invocation. And then there's no reason to use the same function for both buttons.
var minutesInterval;
var secondsInterval;
timerStartBtn.addEventListener('click', timerStart);
timerResetBtn.addEventListener('click', resetTimer);
function timerStart() {
resetTimer();
var minutes;
var seconds;
//decrease minutes html every minute
minutesInterval = setInterval(() => {
minutes -= 1;
timerMinute.innerHTML = minutes;
}, 60000);
//decrease seconds html every second
secondsInterval = setInterval(() => {
seconds -= 1;
timerSeconds.innerHTML = seconds < 10 ? `0${seconds}` : seconds;
//check if timer reaches 00:00
if (seconds <= 0) {
if (minutes <= 0) {
resetTimer();
//return start button functionality
timerStartBtn.disabled = false;
//add a star
const addStar = `<i class="fas fa-star h2 mx-2"></i>`;
timerStarContainer.insertAdjacentHTML("beforeend", addStar);
localStorage.setItem("timer stars", timerStarContainer.innerHTML);
setTimeout(breakAlert, 1000);
}
seconds = 60;
}
}, 1000);
startTimer();
//start timer
function startTimer() {
//Change starting time and add them to page
minutes = 0;
seconds = 1;
timerMinute.innerHTML = minutes;
timerSeconds.innerHTML = seconds;
//start countdown
minutesInterval;
secondsInterval;
}
//Alert for breaks
function breakAlert() {
//If 4 star divs are added dynamically
if (timerStarContainer.childElementCount >= 4) {
swal(
"Great Job! You Did It!",
"Go ahead and take a 15-30 minute break!",
"success"
);
//remove all stars from DOM
timerStarContainer.innerHTML = "";
} else {
swal("Awesome!", "Please take a 5 minute break!", "success");
}
}
}
//Reset timer
function resetTimer() {
//Reset to starting template
timerMinute.innerHTML = 25;
timerSeconds.innerHTML = "00";
//Clear minute/second timeout function
clearInterval(minutesInterval);
clearInterval(secondsInterval);
}
//End Timer Widget
I am trying to make my pause and play button function on javascript, but I don't exactly know the logic behind all of it
I have tried putting the clearInterval() method in my pauseTimer function
var startButton = document.getElementById("start");
var startSound = document.getElementById("audio");
var timerSound = document.getElementById("timer");
var counter = document.getElementById("counter");
var middlebuttons = document.getElementsByClassName("middlebuttons");
var pauseButton = document.getElementById("pause");
var playButton = document.getElementById('play');
function pauseTimer(){
clearInterval();
alert("Pause button");
}
function playTimer(){
alert("Play button");
}
function countDown(minutes){
var seconds = 60;
var mins = minutes;
function tick(){
var current_minutes = mins - 1;
seconds --;
counter.innerHTML = current_minutes.toString() + ":" + (seconds < 10 ? "0" : "") + String(seconds);
if(seconds > 0){
setTimeout(tick, 10);
} else {
if(mins > 1){
countDown(mins - 1);
}
else if (mins && seconds === 0 ){
timerSound.play();
buttons();
}
}
}
tick();
}
pauseButton.addEventListener('click', pauseTimer, playAudio );
playButton.addEventListener('click', playTimer, playAudio );
Here's a thoroughly commented suggested solution. It uses a totalSeconds variable as the counter's source of truth.
The reason the timer variable is needed is because clearInterval wants to be told which interval to clear.
There's no "stop" button in this demo. If you want to reset the timer while it's running, just refresh the page.
(And it doesn't include any functions to play sounds, but you could add those at the appropriate points in the code.)
// Defines identifiers for accessing HTML elements
const minutesInput = document.getElementById("minutesInput"),
startButton = document.getElementById("startButton"),
pauseButton = document.getElementById("pauseButton"),
unpauseButton = document.getElementById("unpauseButton"),
counterDiv = document.getElementById("counterDisplay");
// Adds listeners and declares global variables
startButton.addEventListener('click', start);
pauseButton.addEventListener('click', pauseTimer);
unpauseButton.addEventListener('click', runTimer);
let totalSeconds; // global variable to count down total seconds
let timer; // global variable for setInterval and clearInterval
//Disables buttons that are not needed yet
disable(pauseButton);
disable(unpauseButton);
// Defines functions that get the minutes and seconds for display
function getMinutes(totalSeconds){
return Math.floor(totalSeconds / 60); // Gets quotient rounded down
}
function getSeconds(totalSeconds){
let seconds = totalSeconds % 60; // Gets remainder after division
return (seconds < 10 ? "0" + seconds : seconds) // Inserts "0" if needed
}
// Defines functions that manipulate the countdown
function start(){
totalSeconds = minutesInput.value * 60; // Sets initial value of totalSeconds based on user input
counterDiv.innerHTML = getMinutes(totalSeconds) + ":" + getSeconds(totalSeconds); // Initializes display
disable(minutesInput); disable(startButton); // Toggles buttons
runTimer();
}
function runTimer(){
// Is the main timer function, calls `tick` every 1000 milliseconds
timer = setInterval(tick, 1000);
disable(unpauseButton); enable(pauseButton); // Toggles buttons
}
function tick(){
if(totalSeconds > 0){
totalSeconds--; // Decreases total seconds by one
counterDiv.innerHTML = getMinutes(totalSeconds) + ":" + getSeconds(totalSeconds); // Updates display
}
else{
// The timer has reached zero. Let the user start again.
enable(minutesInput); enable(startButton);
disable(pauseButton); disable(unpauseButton);
}
}
function pauseTimer(){
// Stops calling `tick` and toggles buttons
clearInterval(timer);
disable(pauseButton); enable(unpauseButton);
}
// Defines functions to disable and re-enable HTML elements
function disable(element){ element.setAttribute("disabled",""); }
function enable(element){ element.removeAttribute("disabled"); }
counter{ height: 1em; width: 2em; margin: 0.4em; border: 1px solid grey }
<label>
How many minutes?:
<input type="number" id="minutesInput" value="1" />
</label>
<br />
<button id="startButton">Start</button>
<button id="pauseButton">Pause</button>
<button id="unpauseButton">Continue</button>
<div id="counterDisplay"></div>
I am creating an sample application, user signout time is 15 minutes.
Before 2 minute, users gets an pop with warning message with countdown.
There are two buttons.
Logout => for logout.
StayLogin => get additional 15 minutes time into the application.
For the first time , when user reaches 13 minutes, gets the popup.
So when click the proceed button, logout time gets added .
Problem :
The problem with the counter. If counter reaches 0 seconds 0 minutes it have redirect to login page.
In between the counter, user clicked, added another 15 minutes, but timer reaches 0 seconds and go to the login page.
function countdown(minutes) {
var seconds = 60;
var mins = minutes
function tick() {
var counter = document.getElementById("timer");
var current_minutes = mins - 1
seconds--;
counter.innerHTML =
current_minutes.toString() + ":" + (seconds < 10 ? "0" : "") + String(seconds);
if (seconds === 0) {
$state.go("root"); // problem
}
if (seconds > 0) {
setTimeout(tick, 1000);
} else {
if (mins > 1) {
alert('minutes');
// countdown(mins-1); never reach “00″ issue solved:Contributed by Victor Streithorst
setTimeout(function() {
countdown(mins - 1);
}, 1000);
}
}
}
tick();
}
countdown(1); * *
// staylogin
$rootScope.proceed = function() {
var lastDigestRun = Date.now();
var s = lastDigestRun + 3 * 60 * 1000;
var displaytime = now - lastDigestRun > 3 * 60 * 1000;
if (now - lastDigestRun > 2 * 60 * 1000) {
clearTimeout(tick);
load();
}
}
How to stop the counter when click the stayLogin button?
You need to use something like
$timeout.cancel(timer)
to cancel the timer and recreate a new one.
Have a look at how I would do it below.
var app = angular.module('myApp', []);
app.controller('MainCtrl', function($scope, $timeout, $interval) {
$scope.name = 'MyConfusedUser';
$scope.firstLoad = true;
$scope.loggingOut = false;
$scope.loggOutIn = 5;
$scope.loggingOutIn = 10;
$scope.maxLoginTime = 10;
$scope.getTimer = function(seconds){
return $timeout(function(){
alert('you are logged out');
}, seconds * 1000);
}
$scope.resetTime = function(){
$timeout.cancel($scope.currentTimer);
$scope.currentTimer = $scope.getTimer($scope.maxLoginTime);
$scope.loggingOutIn = $scope.maxLoginTime;
$scope.loggingOut = false;
}
if($scope.firstLoad){
$scope.firstLoad = false;
$interval(function(){
$scope.loggingOutIn--;
if($scope.loggingOutIn < $scope.loggOutIn){
$scope.loggingOut = true;
}
}, 1000, 0);
$scope.timers = [];
$scope.currentTimer = $scope.getTimer($scope.maxLoginTime);
}
});
<script src="https://ajax.googleapis.com/ajax/libs/angularjs/1.2.23/angular.min.js"></script>
<body ng-app="myApp" ng-controller="MainCtrl">
<div ng-hide="loggingOut">
<p>Hello {{name}}!</p>
</div>
<div ng-show="loggingOut">
<p>{{name}}, you will be logged out very soon.</p>
</div>
<p>Logging out in {{loggingOutIn}} seconds</p>
<p ng-show="loggingOut"><button ng-click="resetTime()">Reset Time</button></p>
</body>
You need to pass clearTimeout a variable that references the setTimeout, rather than the callback function. e.g.
var to = setTimeout(function(){...});
clearTimeout(to);
Why not return the setTimeout form your tick function?
I am a beginner in javascript. There is a countdown timer in javascript, in which i wan to include a automatic form submit after duration ends. How can I do it? Please help me. The code is given bellow.
<script>
function countdown(minutes) {
var seconds = 60;
var mins = minutes;
function tick() {
var counter = document.getElementById("clockdiv");
var current_minutes = mins-1;
seconds--;
var minutesSpan = counter.querySelector('.minutes');
var secondsSpan = counter.querySelector('.seconds');
minutesSpan.innerHTML = current_minutes.toString();
secondsSpan.innerHTML = (seconds < 10 ? "0" : "") + String(seconds);
if( seconds > 0 ) {
setTimeout(tick, 1000);
} else {
if(mins > 1){
// countdown(mins-1); never reach “00″ issue solved:Contributed by Victor Streithorst
setTimeout(function () { countdown(mins - 1); }, 1000);
}
}
}
tick();
}
countdown(<?php echo $duration?>);
</script>
if(mins==0 && seconds==0){
form=document.getElementsByTagName("form")[0];
form.submit();
}
Add this into the countdown function.
If both minutes and seconds are 0 submit the first form found in your html.
As already shown on Stack Overflow:
How to set a timer using jQuery to sent HTTP post data of HTML form
You could use jQuery (include it in head tag):
setTimeout(function() { $('#form').submit(); }, 5000);
Where your form has id="form" and the delay is of 5s.
var sec = 10
var timer = setInterval(function() {
$('#timer span').text(sec--);
if (sec == -1) {
clearInterval(timer);
} }, 1000);
html
<div id="timer"><span>10</span> seconds</div>
Recount
What I want to do when I click recount is to recount back to 10 seconds the timer?
How can I possibly done it?
It is better to use setInterval() or setTimeout()?
Factor out your code into functions so you can call the same code on startup or when the link is clicked. You can see it working here: http://jsfiddle.net/jfriend00/x3S7j/. This even allows you to click the link during the countdown and it will start over.
$("#recount").click(function() {
initCounter(10);
});
var remainingTime;
var runningInterval = null;
function initCounter(duration) {
function stopCounter() {
if (runningInterval) {
clearInterval(runningInterval);
runningInterval = null;
}
}
stopCounter(); // stop previously running timer
remainingTime = duration; // init duration
$('#timer span').text(remainingTime); // set initial time remaining
runningInterval = setInterval(function() { // start new interval
$('#timer span').text(remainingTime--);
if (remainingTime < 0) {
stopCounter();
}
}, 1000);
}
initCounter(10);
You can just add a click handler and factor out your code in a separate method:
var sec = 10;
var timer;
function startCountdown() {
if (timer) clearInterval(timer);
sec = 10;
timer = setInterval(function() {
$('#timer span').text(sec--);
if (sec == -1) {
clearInterval(timer);
}
}, 1000);
}
$(function() {
startCountdown();
$("#recount").click(startCountdown);
});
Working JSFiddle
When you click recount, you should
sec = 10;
clearInterval(timer);
timer = setInterval(that_function, 1000);
Also, there's a difference between setInterval and setTimeout. setInterval schedules the function to be called every some milliseconds. setTimeout schedules the function to be called once, after some milliseconds.