Create countdown in rowview (Titanium) - javascript

I am a beginner in Appcelerator Titanium APP development. From the inspiration of this link I am trying to create a countdown timer to be work in TableRowView as each row have its own time set. And I customize this class to show Hours with minutes and seconds.
I created the following code in each TableRowView to execute countdown in list on the fly.
Code 1
my_timer[timer_index] = new countDown(parseInt(timer_index), parseInt(15), parseInt(50),
function() {
remainingTime.text = ''+my_timer[timer_index].time.h + " : " + my_timer[timer_index].time.m + " : " + my_timer [timer_index].time.s;
}, function() {
//alert("The time is up!");
}
);
my_timer[timer_index++].start();
my_time used to push all the instances of countdown timer for each row.
The data is coming from XHR, therefore I created an array literal to hold all instances like in the snippet of code.
Problem: when I try to run my app with this code, it shows me an exception saying something like "time.h is undefined". However, I defined time.h as you can see in code.
Furthermore, I can use this class for multiple countdowns by using single array
for example:
my_timer[0] = new countDown(2,5,5,function(){
somelabel1.text = my_timer[0].time.h+":"+my_timer[0].time.m+":"+my_timer[0].time.s;
})
my_timer[1] = new countDown(2,5,5,function(){
somelabel1.text = my_timer[1].time.h+":"+my_timer[1].time.m+":"+my_timer[1].time.s;
})
the above code works perfectly and it has no error. But if I try to use this class in loop and pass index number rather than hard-coded values like in Code 1, it shows exception as I stated above.
Any help will be highly appreciable.
Thank you in advance.

Well, if I had to guess, which I do have to guess because you didn't give us a complete example or even a description of your problem...
Gut instinct is you're looping through to create the rows, referencing a mutable variable (remainingTime) as you do so in a nested function. But when you move on to the next item in the loop, remainingTime changes. So when the nested function references it, it's not the same as what you originally specified, so only the last timer is updating.
This is demonstrated by the following code, which alerts "3" three times.
for (var i = 0; i < 3; i++) {
setTimeout(function() {
alert(i);
}, 100);
}
If you don't know why, or how to fix it, then I suggest you spend some more time cuddled up by a fire with a cup of joe and a good book on JavaScript.

THank you for your time and answers. I just solved this problem by customizing CountDown Class
var countDown = function(h, m, s, _instance_index, fn_tick, fn_end) {
return {
total_sec : h * 60 * 60 + m * 60 + s,
timer : this.timer,
instance_index : _instance_index,
set : function(h, m, s) {
this.total_sec = parseInt(heart) * 60 * 60 + parseInt(e) * 60 + parseInt(s);
this.time = {
h : h,
m : m,
s : s
};
return this;
},
start : function() {
var self = this;
this.timer = setInterval(function() {
///alert('running');
if (self.total_sec) {
self.total_sec--;
var hour = parseInt(self.total_sec / (60 * 60));
var min = (self.total_sec - (parseInt(hour * (60 * 60))) - (self.total_sec % 60)) / 60;
self.time = {
h : parseInt(self.total_sec / (60 * 60)),
m : parseInt(min),
s : (self.total_sec % 60)
};
fn_tick(self.time.h + ":" + self.time.m + ":" + self.time.s, self.instance_index);
} else {
self.stop();
fn_end();
}
}, 1000);
return this;
},
stop : function() {
clearInterval(this.timer);
this.time = {
h : 0,
m : 0,
s : 0
};
this.total_sec = 0;
return this;
}
};
};
And call this class by using the following code:
my_timer[items_json.Record.NEW[i].ASSIGN_QUEST_ID] = new countDown(parseInt(n[0]), parseInt(n[1]), parseInt(n[2]), items_json.Record.NEW[i].ASSIGN_QUEST_ID, function(curr_time, instance_index) {
questTime[instance_index].text = 'TIME LEFT ' + curr_time;
}, function() {
//alert("The time is up!");
});
my_timer[items_json.Record.NEW[i].ASSIGN_QUEST_ID].start();

Related

HTML 5 Audio Player remaining time show delay

I have a problem with an audio player, when users press play the start-time timer is showing instantly, but remaining-time timer shows with a delay. I'm relatively new to JS, so I can not identify the problem on my own.
Can someone can help me with synching timers (start and remaining) show on play event?
CodePen
var isSeeking = false;
var seek = document.getElementById("seekObj");
var player = document.getElementById("player");
SetSeekColor();
function calculateTotalValue(length) {
var minutes = Math.floor(length / 60),
seconds_int = length - minutes * 60,
seconds_str = seconds_int.toString(),
seconds = seconds_str.split(".")[0],
temp_min = minutes.toString().length === 1 ? "0" + minutes : minutes,
temp_sec = seconds.toString().length === 1 ? "0" + seconds : seconds;
return temp_min + ":" + temp_sec;
}
function calculateCurrentValue(_seconds) {
function padTime(t) {
return t < 10 ? "0" + t : t;
}
if (typeof _seconds !== "number") return "";
if (_seconds < 0) {
_seconds = Math.abs(_seconds);
//console.log(_seconds);
}
var hours = Math.floor(_seconds / 3600),
minutes = Math.floor((_seconds % 3600) / 60),
seconds = Math.floor(_seconds % 60);
var hour = hours > 0 ? padTime(hours) + ":" : "";
return hour + padTime(minutes) + ":" + padTime(seconds);
}
function setupSeek() {
seek.max = player.duration;
}
function seekAudio() {
isSeeking = true;
player.currentTime = seek.value;
isSeeking = false;
}
var prevcurrentime = 0;
function initProgressBar() {
if (!isSeeking) {
seek.value = player.currentTime;
}
var length = player.duration;
var current_time = player.currentTime;
// calculate total length of value
var totalLength = calculateTotalValue(length);
// calculate current value time
var currentTime = calculateCurrentValue(current_time);
if (player.readyState === 4) {
jQuery(".end-time").html(totalLength);
jQuery(".start-time").html(currentTime);
}
//checking if the current time is bigger than the previous or else there will be sync different between remaining and current
if (currentTime > prevcurrentime) {
//calculate the remaining time
var rem_time = length - current_time;
jQuery(".rem-time").html(calculateCurrentValue(rem_time));
}
//setting the previouscurrent time to this current time
prevcurrentime = currentTime;
if (player.currentTime == player.duration) {
$("#play-btn").removeClass("pause");
}
}
function initPlayers(num) {
// pass num in if there are multiple audio players e.g 'player' + i
for (var i = 0; i < num; i++) {
(function() {
// Variables
// ----------------------------------------------------------
// audio embed object
var playerContainer = document.getElementById("player-container"),
player = document.getElementById("player"),
isPlaying = false,
playBtn = document.getElementById("play-btn");
// Controls Listeners
// ----------------------------------------------------------
if (playBtn != null) {
playBtn.addEventListener("click", function() {
togglePlay();
});
}
// Controls & Sounds Methods
// ----------------------------------------------------------
function togglePlay() {
if (player.paused === false) {
player.pause();
isPlaying = false;
$("#play-btn").removeClass("pause");
} else {
$(".start-time").html("");
player.play();
$("#play-btn").addClass("pause");
isPlaying = true;
}
}
})();
}
}
looking good, this is an error in the html. In this piece of code just replace the class rem-time by end-time.
<small style="float: right; position: relative; right: 21px;" class="end-time" onclick="showhideRemaining(this)"></small>
I think the root of your problem lies within the performance of your code. I can't see a big time difference between the two counters, but here are some suggested improvements:
You have the padTime function, so use it (see point 2)!
function padTime(t) {
return t < 10 ? "0" + t : t;
}
no unnecessary or early conversion to strings:
function calculateTotalValue(length) {
var minutes = Math.floor(length / 60);
var seconds = Math.floor(length - minutes * 60);
// use the padTime function here with numbers
return padTime(minutes) + ":" + padTime(seconds);
}
do not query the elements over and over again:
if (player.readyState === 4) {
jQuery(".end-time").html(totalLength);
jQuery(".start-time").html(currentTime);
}
Here, instead of querying the elements (jQuery(".end-time")) every time in your ontimeupdate callback, save the references in variables outside of the callback function.
limit color updates.
setInterval(function() {
SetSeekColor();
}, 34);
Updating the color every millisecond is just overkill. 34 milliseconds should equal something around 30fps.
I noticed you have are planning to have multiple players on one page (initPlayers(num)). Here a few thoughts:
When you initialise the players, save each single player with its UI elements in an Object
initPlayers(jQuery("#player-container").length);: IDs are (must be) unique in an entire HTML Document. This wont work, change it to a class.

Trying to get timer to start once arrived on the page

I made the following fiddle of what I have right now..
https://jsfiddle.net/r5yj99bs/1/
I'm trying to start right when I get onto a page, but allowing the option to leave the pause/resume option. Then is there anyway to display the remaining time as '5 minutes' instead of '300 seconds' and then count down that way rather than only seconds.
<button class="start-pause">Start</button>
<h2 class="time-left"></h2>
var times = [];
var counter_interval;
var $time_left = $('.time-left');
var $button = $('.start-pause');
// timer length in seconds
var timer_length = 300;
$('body').on('click', '.start-pause', function() {
// are we starting or stopping?
var starting = times.length % 2 == 0;
times.push(Date.now());
if (starting) {
$button.html('Pause');
counter_interval = setInterval(function() {
var time_left = Math.floor(timer_length - sum_elapsed());
if (time_left < 1) {
clearInterval(counter_interval);
return finished();
}
$time_left.html(time_left);
}, 100);
} else {
$button.html('Resume');
clearInterval(counter_interval);
}
});
var sum_elapsed = function() {
sum = 0;
for (var i=0; i<times.length; i++) {
if (i % 2 == 1) {
sum += (times[i] - times[i-1]);
}
if (i == (times.length - 1)) {
sum += (Date.now() - times[i]);
}
}
// convert milliseconds to seconds
return sum / 1000;
};
var finished = function() {
$button.attr('disabled','disabled').html('Finished');
$time_left.html("Time's Up");
};
There is a good time module called moment. You can get it through npm or from moments.com
That can format relative time to human readable strings.
If you want to do it yourself, take the seconds modulus 60 to get the minutes. Using modulus you can extract all info about hours and so on.
You may change the following line:
$time_left.html(time_left);
to:
$time_left.html(secToMinTxt(time_left));
and add the following functions:
function pad(num) {
var str = "" + num;
var pad = "00";
return pad.substring(0, pad.length - str.length) + str;
}
function secToMinTxt(seconds) {
var min = Math.floor(seconds / 60);
var sec = seconds % 60;
return pad(min) + ":" + pad(sec);
}
JSFiddle reference : https://jsfiddle.net/r5yj99bs/2/
If interpret Question correctly, try using Math.round with argument existing time_left variable divided by 60
var time_left = Math.round(Math.floor(timer_length - sum_elapsed()) / 60);
jsfiddle https://jsfiddle.net/r5yj99bs/3/

Howto run function every few seconds that has return values?

How can I run this every few second , without blocking the rest of the pagefrom loading.
function Create() {
var SomeArray = [];
for ( var i=0; i<=1 ; i ++) {
SomeArray[i] = (Math.random() * 10) + 1;
//alert(arr[0]);
}
return SomeArray;
}
var x = Create();
alert(x[0] + x[1]);
I was trying this var timer = setInterval(Create, 5000); it prevent loading rest of the page.
i want to get new values every few seconds
A basic example would be:
var counter = 0;
var timerRef;
var increment = function() {
counter += 1;
console.log(counter);
timerRef = setTimeout(increment, 1000);
}
setTimeout(increment, 1000);
// clearTimeout(timerRef);
Please avoid document.write refer the screencast for further details.
setInterval() can be configured to repeatedly call any function you designate at whatever time interval you request. But, you can't retrieve a return value from that function. Instead, you need to process the results from within the callback that you pass to setInterval() or call some other function and pass the results you generate inside the callback. This is how asynchronous functions work in JavaScript. I've provided several examples below of your options:
If you just want to generate two random decimal values between 1 and 10 (inclusive) every 5 seconds, you can do that like this:
var interval = setInterval(function() {
var rand1 = (Math.random() * 10) + 1;
var rand2 = (Math.random() * 10) + 1;
// now insert code here to do something with the two random numbers
}, 5000);
If you wanted the random values to be integers (which is more common), then you would do this:
var interval = setInterval(function() {
var rand1 = Math.floor(Math.random() * 10) + 1;
var rand2 = Math.floor(Math.random() * 10) + 1;
// now insert code here to do something with the two random numbers
}, 5000);
If you want to call a function and pass it those two random numbers, you can do this:
function processRandoms(r1, r2) {
// code here to do something with the two random numbers
}
var interval = setInterval(function() {
var rand1 = Math.floor(Math.random() * 10) + 1;
var rand2 = Math.floor(Math.random() * 10) + 1;
processRandoms(rand1, rand2);
}, 5000);
You can then stop the recurring interval at any time with this:
clearInterval(interval);

AngularJS Countdown within an ng-repeat

I have a small AngularJS app which searches and retrieves a listing of users and their next scheduled meeting (assuming one is scheduled in the next 8 hours) brought back from the server using JSON with the time format in UTC for ease of calculation to local times. Each user could have a different status (busy until x time, free until x time).
What I would like to accomplish is to be able to update the DOM with time remaining until the meeting scheduled has completed or time left until the meeting starts. I have some code working sort of, but because I am apparently not doing this correctly with only a few entries in the result set it brings the browser to a near standstill. Any suggestions would be appreciated!
My current code consists of the following snippets:
[Main Page]
<tr ng-repeat="item in pagedItems[currentPage-1] | orderBy:sortingOrder:reverse" ng-class="{success:item._freeBusy=='Free', error:item._freeBusy=='Busy'}">
<td>{{item._firstName}}</td>
<td>{{item._lastName}}</td>
<td>{{item._facilityName}}</td>
<td>{{item._extension}}</td>
<td>{{item._description}}</td>
<td><a ng-hide="!item._extension" ng-click="dial(item)">Dial</a></td>
<td><button class="btn btn-primary" ng-click="openDetails(item)">Details</button></td>
<td>{{item._freeBusy}} {{item._timeLeft}} {{calculateTime(item._freeBusyTime,$index)}}</td>
</tr>
[Controller]
$scope.timeUntil = function(s) {
function isoToObj(s) {
var b = s.split(/[-T+:]/i);
return new Date(Date.UTC(b[0], --b[1], b[2], b[3], b[4], b[5]));
}
// Utility to add leading zero
function z(n) {
return (n < 10 ? '0' : '') + n;
}
// Convert string to date object
var d = isoToObj(s);
var diff = d - new Date();
// Allow for previous times
var sign = diff < 0 ? '-' : '';
diff = Math.abs(diff);
// Get time components
var hours = diff / 3.6e6 | 0;
var mins = diff % 3.6e6 / 6e4 | 0;
var secs = Math.round(diff % 6e4 / 1e3);
// Return formatted string
return sign + z(hours) + ' Hours ' + z(mins) + ' Min' + ':' + z(secs);// + ':' + z(secs)
}
$scope.calculateTime = function(s, idx) {
timeoutID = $timeout(function() {
$scope.items[idx]._timeLeft = $scope.timeUntil(s);
$scope.calculateTime(s, idx);
}, 1000);
};
EDIT
I understand the issues as mentioned below, what I am struggling with is how to register this corretly. As it could be up to 15+ separate times updating to a single tick that's where I am getting lost.
You are registering way more timeouts than you think. Every time angular renders your view, you register new timeout handlers. Add a counter of your callback and watch the count go:
$scope.called = 0;
$scope.calculateTime = function(s, idx) {
timeoutID = $timeout(function() {
$scope.items[idx]._timeLeft = $scope.timeUntil(s);
$scope.calculateTime(s, idx);
console.log(++$scope.called);
}, 1000);
};
See this plunk where I reproduced the bug: http://plnkr.co/edit/qJ4zDl6gc5C7Edg0T0gB. Just run it and watch the counter.
Why do you want to update your _timeLeft in the rendering cycle? Why not do this:
$scope.called = 0;
setInterval(function() {
angular.forEach($scope.items, function function_name(item) {
item._timeLeft = $scope.timeUntil(item._freeBusyTime);
});
console.log(++$scope.called);
$scope.$apply();
}, 1000);
See new plunk: http://plnkr.co/edit/rVJ6p4VXDQvt7rjT6eka
You are calling $scope.calculateTime recursively! And you are modifying the list of items during the ng-repeat, which also causes and endless loop.
How about this: http://plnkr.co/edit/0JqK96irV4ETdWZYxO3P?p=preview
changed the html to refer to a separate array that doesn't affect ng-repeat:
<td>in {{_timeLeft[$index]}}</td>
which is updated as follows:
$scope._timeLeft = [];
var intervalID = window.setInterval(function() {
for (var i=0; i<$scope.items.length; i++) {
$scope._timeLeft[i] = $scope.timeUntil($scope.items[i]._freeBusyTime);
}
$scope.$apply();
}, 1000);
Note that $scope.$apply() is required to let Angular know that '_timeLeft' has been modified, which updates all references to it.
I do not think you should call $timeout every view update.
Instead, you can count down time within your controller and let view show the timer.
http://plnkr.co/edit/OUVdJyllzmVmPC0FhqYF?p=preview

Countdown Timer Objects - Javascript

I would like to create a simple timer in Javascript that counts down from a given time until it hits 0. I found this tutorial which worked perfectly. My problem is that I need to place multiple timers on the same page. This tutorial obviously won't do that because it uses global variables (I'm new to JS/Programming so I might not be using the right terms). I tried to re-create the same thing only creating each timer as it's own Object so that they don't interfere with eachother. This is what I have.
function taskTimer(name, startTime) {
this.timer = name;
this.totalSeconds = startTime;
this.tick = function() {
if (this.totalSeconds <= 0) {
return;
}
this.totalSeconds -= 1;
this.updateTimer();
// window.setTimeout("this.tick()", 1000);
};
this.updateTimer = function(){
this.seconds = this.totalSeconds;
this.hours = Math.floor(this.seconds / 3600);
this.seconds -= this.hours * (3600);
this.minutes = Math.floor(this.seconds / 60);
this.seconds -= this.minutes * (60);
this.timeString = this.leadingZero(this.hours) + ":" + this.leadingZero(this.minutes) + ":" + this.leadingZero(this.seconds);
return this.timeString;
};
this.leadingZero = function(time){
return (time < 10) ? "0" + time : + time;
};
}
var testTimer = new taskTimer("timer", 30);
testTimer.tick();
I created one at the end there. Running
testTimer.updateTimer(); returns 00:00:30 which is correct, but running testTimer.tick(); returns no value. There is obviously something wrong with that part of the code I just can't figure it out.
You've got a few problems.
You're calling updateTimer() inside of your tick method, so it
won't ever reach outside of there unless you return it.
With your current setup, you'd have to call tick manually every time you wanted to update the clock, and if you don't do that precisely every one second the timer will be inaccurate.
To go with #2, you shouldn't decrement totalSeconds like you are because it isn't guaranteed that it will be exactly one second between triggers of your timeout. Use dates instead.
Here's what I would do: http://jsfiddle.net/R4hnE/3/
// I added optional callbacks. This could be setup better, but the details of that are negligible.
function TaskTimer(name, durationInSeconds, onEnd, onTick) {
var endTime,
self = this, // store a reference to this since the context of window.setTimeout is always window
running = false;
this.name = name;
this.totalSeconds = durationInSeconds;
var go = (function tick() {
var now = new Date().getTime();
if (now >= endTime) {
if (typeof onEnd === "function") onEnd.call(self);
return;
}
self.totalSeconds = Math.round((endTime - now) / 1000); // update totalSeconds placeholder
if (typeof onTick === "function") onTick.call(self);
window.setTimeout(tick, 1000 / 12); // you can increase the denominator for greater accuracy.
});
// this is an instance method to start the timer
this.start = function() {
if (running) return; // prevent multiple calls to start
running = true;
endTime = new Date().getTime() + durationInSeconds * 1000; // this is when the timer should be done (with current functionality. If you want the ability to pause the timer, the logic would need to be updated)
go();
};
}
// no reason to make this an instance method :)
TaskTimer.prototype.toTimeString = function() {
var hrs = Math.floor(this.totalSeconds / 60 / 60),
min = Math.floor(this.totalSeconds / 60 - hrs * 60),
sec = this.totalSeconds % 60;
return [hrs.padLeft("0", 2), min.padLeft("0", 2), sec.padLeft("0", 2)].join(" : ");
};
var task = new TaskTimer("task1", 30, function() {
document.body.innerHTML = this.toTimeString();
alert('done');
}, function() {
document.body.innerHTML = this.toTimeString();
});
I always have problems with this and in one instance, within the function, I had to redefine it:
this.tick = function() {
self=this;
if (self.totalSeconds <= 0) {
return;
}
self.totalSeconds -= 1;
self.updateTimer();
// window.setTimeout("self.tick()", 1000);
};
Here is another post about that: var self = this?
My version, you can see at:
http://fiddle.jshell.net/hmariod/N7haK/4/
var tmArray = new Array();
var timerRef, timerId=0;
function newTimer(){
try{
if(tmArray.length > 4) throw "Too much timers";
var countDown = parseInt(document.getElementById("tCountown").value,10);
if(isNaN(countDown)) throw "tCountown is NaN";
var tmName = document.getElementById("tName").value;
var nt = new taskTimer(++timerId, tmName, countDown);
createTmElement(timerId, tmName);
tmArray.push(nt);
if(!timerRef) timerRef = setInterval(timerFn, 1000);
showTimers();
}catch(er){
alert("newTimer:" + er);
}
}
function taskTimer(id, name, tCountown) {
this.id = id;
this.tName = name;
this.tCountown = tCountown;
}
function timerFn(){
try{
var i;
killTimer = true;
for(i = 0; i < tmArray.length; i++){
tmArray[i].tCountown--;
if(tmArray[i].tCountown < 0){
tmArray[i].tCountown = 0;
}else{
killTimer = false;
}
}
if(killTimer) clearInterval(timerRef);
showTimers();
}catch(er){
clearInterval(timerRef);
aler("timerFn: " + er);
}
}

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