countdown timer stops at zero i want it to reset - javascript

I am trying to figure out a way to make my countdown timer restart at 25 all over again when it reaches 0. I dont know what I am getting wrong but it wont work.
Javascript
window.onload = function() {
startCountDown(25, 1000, myFunction);
}
function startCountDown(i, p, f) {
var pause = p;
var fn = f;
var countDownObj = document.getElementById("countDown");
countDownObj.count = function(i) {
//write out count
countDownObj.innerHTML = i;
if (i == 0) {
//execute function
fn();
//stop
return;
}
setTimeout(function() {
// repeat
countDownObj.count(i - 1);
},
pause
);
}
//set it going
countDownObj.count(i);
}
function myFunction(){};
</script>
HTML
<div id="countDown"></div>

try this, timer restarts after 0
http://jsfiddle.net/GdkAH/1/
Full code:
window.onload = function() {
startCountDown(25, 1000, myFunction);
}
function startCountDown(i, p, f) {
var pause = p;
var fn = f;
var countDownObj = document.getElementById("countDown");
countDownObj.count = function(i) {
// write out count
countDownObj.innerHTML = i;
if (i == 0) {
// execute function
fn();
startCountDown(25, 1000, myFunction);
// stop
return;
}
setTimeout(function() {
// repeat
countDownObj.count(i - 1);
}, pause);
}
// set it going
countDownObj.count(i);
}
function myFunction(){};
​

I don't see you resetting the counter. When your counter goes down to 0, it executes the function and return. Instead, you want to execute the function -> reset the counter -> return
You can do this by simply adding i = 25 under fn() :
function startCountDown(i, p, f) {
var pause = p;
var fn = f;
var countDownObj = document.getElementById("countDown");
countDownObj.count = function(i) {
// write out count
countDownObj.innerHTML = i;
if (i == 0) {
// execute function
fn();
i = 25;
// stop
return;
}
setTimeout(function() {
// repeat
countDownObj.count(i - 1);
},
pause
);
}
// set it going

in #Muthu Kumaran code is not showing zero after countdown 1 . you can update to this:
if (i < 0) {
// execute function
fn();
startCountDown(10, 1000, myFunction);
// stop
return;
}

The main reason for using setInterval for a timer that runs continuously is to adjust the interval so that it updates as closely as possible to increments of the system clock, usually 1 second but maybe longer. In this case, that doesn't seem to be necessary, so just use setInterval.
Below is a function that doesn't add non–standard properties to the element, it could be called using a function expression from window.onload, so avoid global variables altogether (not that there is much point in that, but some like to minimise them).
var runTimer = (function() {
var element, count = 0;
return function(i, p, f) {
element = document.getElementById('countDown');
setInterval(function() {
element.innerHTML = i - (count % i);
if (count && !(count % i)) {
f();
}
count++;
}, p);
}
}());
function foo() {
console.log('foo');
}
window.onload = function() {
runTimer(25, 1000, foo);
}

Related

clearInterval and set it again after x seconds

I want to do simple interval with with if, It is checking a variable's value and doing a function again().
again function contains clearInterval, i++ and setTimeout to call interval again after x seconds
var speed = 1000;
var wait = 0;
var i = 0;
function init() {
setInterval(function() {
if (i >= 6) i = 0;
if (i == 4) {
wait = 5000;
again(wait);
} else {
document.body.innerHTML = i;
i++;
}
}, speed);
}
function again(time) {
clearInterval(init());
i++;
setTimeout(function() {
setInterval(init(), speed);
}, time);
}
init();
I expect output like this:
1, 2, 3, Waiting x sec's , 5, 1, 2, ...
but code is doing some thing crazy, Its going faster and faster. I don't know why.
Here's a codepen with example (can crash your browser!)
Can you fix it and explain? Thanks
You are not clearing interval but use function inside clearInterval method. Method init which is used has no return statement so clearInterval gets undefined in attribute, so it is not clearing nothing.
Fixed code:
var speed = 1000;
var wait = 0;
var i = 0;
var interval=null;
function init() {
interval = setInterval(function() {
if (i >= 6) i = 0;
if (i == 4) {
wait = 5000;
again(wait);
} else {
document.body.innerHTML = i;
i++;
}
}, speed);
}
function again(time) {
clearInterval(interval);
i++;
setTimeout(function() {
init()
}, time);
}
init();
Function setInterval returns interval id and function clearInterval in attribute should get id of interval which we want to stop, so I created interval variable to save id. I am using this variable in clearInterval.
This is a small example how changing the delay of a setInterval call.
(function iife() {
var timer = null,
counter = 0;
function task() {
counter += 1;
console.log(counter);
// condition: every four reps
if (counter % 4 === 0) {
console.log("changed speed to 4 seconds");
return start(4000);
}
// condition: every seven reps
if (counter % 7 === 0) {
console.log("changed speed to 2 seconds");
return start(2000);
}
}
function start(delay) {
clearInterval(timer);
console.log("runs every " + delay + " miliseconds");
timer = setInterval(task, delay);
}
start(1000);
}());

Timed for loop in Javascript

I don't even know how to get started with this: I need a for loop that executes a function (say a simple console.log()) with a timed delay between each execution. I've been trying to do it with setTimeout() and it never works. If I call the function that has the loop from setTimeout, it won't work. Ideally I'd want my for loop to print something x times, with a couple of seconds delay between each printing. Any ideas how that might work? I've tried something like this:
function printStuff(){
for(var i=0;i<5;i++){
console.log(i);
}
};
setTimeout(printStuff(),1000);
For me you should execute setInterval and inside this you should increase counter. When counter reach the limit you simply clear interval.
var counter = 0;
var limit = 10;
var myVar = setInterval(function(){
if (counter > limit)
{
clearInterval(myVar);
}
counter++;
console.log("test");
}, 1000);
init();
function init() {
setTimeout(init, 2*1000); // wait 2 sec then call init again
console.log(Date());
}
Or use setInterval:
// Call init after 2 sec and repeat calling it every 2. sec
setInterval(init, 2*1000);
function init() {
console.log(Date());
}
You could use the async module.
var count = 0;
async.whilst(
function () { return count < 5; },
function (callback) {
count++;
console.log(count);
setTimeout(callback, 1000);
},
function (err) {
// 5 seconds have passed
}
);
This way the count will be printed every second
var i = 0;
function timeout(){
setTimeout(log, 1000);
}
function log(){
console.log(i++);
timeout();
}
log();
http://jsfiddle.net/sq4v0kbf/
Use setInterval() instead of setTimeout(). Parameters are just the same:
setInterval(function () {
// your utility code goes here
}, 2000);
Here is one more way to do it. Use a wrapper function.
var time = 2000;
for (var i = 0; i < 10; i++) {
(function (i) {
setTimeout(function () {
console.log(i);
}, time);
})(i);
time+=2000;
}
You can create a sort of delayed loop function with the number of iterations/times you want to run. Something like this:
var delayedLoop = function (n, milliseconds) {
var iteration = function (n) {
if (n > 0) {
n--;
console.log(n);
setTimeout(function () {
iteration(n)
}, milliseconds);
}
};
iteration(n);
}
delayedLoop(4, 1000);
You could even expand the idea and even passing a function to be executed each time.
See demo.
Here's what I think is simpler (and doesn't have the fallbacks of) than a setInterval
var limit = 10,
counter = 0,
delay = 1000;
function doIt() {
document.body.innerHTML += 'Hit counter: ' + (counter++) + '<br />';
if (counter < limit) {
setTimeout(doIt, delay);
}
}
doIt();
And you can generalize it
function runTimedLoop(delay, howMany, callback) {
var index = 0;
function iteration() {
callback(index++);
if (index < howMany) {
setTimeout(iteration, delay);
}
}
iteration();
}
runTimedLoop(1000, 10, function(index) {
document.body.innerHTML += 'Hit counter: ' + (index++) + '<br />';
});

Stop countdown on click

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);

how to clear all javascript Timeouts?

i have a loop function that in first 5 seconds it runs social1() and in second 5 seconds it runs social2() then loop ...
i have 2 hover functions too
i need clear all active timeouts because when i hover on images (.social1 & .social2), i can see that multiple timeouts are running
how to fix this?
function social1() {
$('.social1').fadeTo(500, 1);
$('.social2').fadeTo(500, 0.5);
timeout = setTimeout(function() {
social2();
}, 5000);
}
function social2() {
$('.social1').fadeTo(500, 0.5);
$('.social2').fadeTo(500, 1);
timeout = setTimeout(function() {
social1();
}, 5000);
}
$(document).ready(function ()
{
social1();
$('.social1').hover(
function () {
window.clearTimeout(timeout);
social1();
},
function () {
timeout = setTimeout(function() {
social2();
}, 5000);
}
);
$('.social2').hover(
function () {
window.clearTimeout(timeout);
social2();
},
function () {
timeout = setTimeout(function() {
social1();
}, 5000);
}
);
__EDIT__
To manage a collection of timeouts (and intervals), you could use following snippet.
This will allow to clear any timeouts or intervals set anywhere in code, although, you have to set this snippet before setting any timeout or interval. Basically, before processing any javascript code or external script which uses timeout/interval.
JS:
;(function () {
window.timeouts = {},
window.intervals = {},
window.osetTimeout = window.setTimeout,
window.osetInterval = window.setInterval,
window.oclearTimeout = window.clearTimeout,
window.oclearInterval = window.clearInterval,
window.setTimeout = function () {
var args = _parseArgs('timeouts', arguments),
timeout = window.osetTimeout.apply(this, args.args);
window.timeouts[args.ns].push(timeout);
return timeout;
},
window.setInterval = function () {
var args = _parseArgs('intervals', arguments),
interval = window.osetInterval.apply(this, args.args);
window.intervals[args.ns].push(interval);
return interval;
},
window.clearTimeout = function () {
_removeTimer('timeouts', arguments);
},
window.clearInterval = function () {
_removeTimer('intervals', arguments);
},
window.clearAllTimeout = function () {
_clearAllTimer('timeouts', arguments[0]);
},
window.clearAllInterval = function () {
_clearAllTimer('intervals', arguments[0]);
};
function _parseArgs(type, args) {
var ns = typeof args[0] === "function" ? "no_ns" : args[0];
if (ns !== "no_ns")[].splice.call(args, 0, 1);
if (!window[type][ns]) window[type][ns] = [];
return {
ns: ns,
args: args
};
}
function _removeTimer(type, args) {
var fnToCall = type === "timeouts" ? "oclearTimeout" : "oclearInterval",
timerId = args[0];
window[fnToCall].apply(this, args);
for (var k in window[type]) {
for (var i = 0, z = window[type][k].length; i < z; i++) {
if (window[type][k][i] === timerId) {
window[type][k].splice(i, 1);
if (!window[type][k].length) delete window[type][k];
return;
}
}
}
}
function _clearAllTimer(type, ns) {
var timersToClear = ns ? window[type][ns] : (function () {
var timers = [];
for (var k in window[type]) {
timers = timers.concat(window[type][k]);
}
return timers;
}());
for (var i = 0, z = timersToClear.length; i < z; i++) {
_removeTimer(type, [timersToClear[i]]);
}
}
}());
How to use it:
Set timeout(s)/interval(s) as usual:
var test1 = setTimeout(function(){/**/, 1000);
var test2 = setTimeout(function(){/**/, 1000);
Then you could use to clear both:
clearAllTimeout(); // clearAllInterval(); for intervals
This will clear both timeouts (test1 & test2)
You can use some namespaces to clear only specific timers, e.g:
// first (optional) parameter for setTimeout/setInterval is namespace
var test1 = setTimeout('myNamespace', function(){/**/, 1000); // 'myNamespace' is current namespace used for test1 timeout
var test2 = setTimeout(function(){/**/, 1000); // no namespace used for test2 timeout
Again, clearAllTimeout(); will clear both timeouts. To clear only namespaced one, you can use:
clearAllTimeout('myNamespace'); // clearAllInterval('myNamespace'); for namespaced intervals
This will clear only test1 timeout
You could for some reason wish to delete non namespaced timeouts only. You could then use:
clearAllTimeout('no_ns'); // clearAllInterval('no_ns'); for non namespaced intervals only
This will clear only test2 timeout in this example
See jsFiddle DEMO
__END of EDIT__
Old post specific to opening question here:
You could try that:
var timeouts = [];
timeouts.push(setTimeout(function() {
social2();
}, 5000));
timeouts.push(setTimeout(function() {
social1();
}, 5000));
//etc...
function clearAllTimeouts(){
for(var i = 0, z = timeouts.length; i < z; i++)
clearTimeout(timeouts[i]);
timeouts = [];
}
UPDATED following David Thomas comment
var timeouts = {'social' : [], 'antisocial' : []};
//a social timeout
timeouts.social.push(setTimeout(function() {
social1();
}, 5000));
//an anti-social timeout
timeouts.antisocial.push(setTimeout(function() {
antisocial1();
}, 5000));
function clearTimeouts(namespace){
for(var i = 0, z = timeouts[namespace].length; i < z; i++)
clearTimeout(timeouts[namespace][i]);
timeouts[namespace] = [];
}
//usage e.g
clearTimeouts("social");
//Incase if you are looking for full fledged code
var dict = {};
function checkForIntervals(id){
var index = index;
var result = findOrAddProperty(id);
if(result.length != 0){
clearTimeoutsFor(id);
}
dict[id].push(setTimeout(function(){alertFunc(id,index);}, 60000));
};
// to clear specific area timeout
function clearTimeoutsFor(namespace){
for(var i = 0, z = dict[namespace].length; i < z; i++)
clearTimeout(dict[namespace][i]);
dict[namespace] = [];
}
to clear all timeouts
function clearAllTimeOuts(){
for (key in dict) {
for(var i = 0, z = dict[key].length; i < z; i++)
clearTimeout(dict[key][i]);
dict[key] =[];
}
};
function findOrAddProperty(str){
var temp = [];
for (key in dict) {
if(key == str){
if (dict.hasOwnProperty(key)) {
temp = dict[key];
break;
}
}
}
if(temp.length == 0){
dict[str] = [];
}
return temp;
};
function alertFunc(id,index) {
jQuery(document).ready(function($) {
do the ajax call here after 1 min
});
};

Looping functions with timeout

I want to have two functions (an animation downwards and animation upwards) executing one after the other in a loop having a timeout of a few seconds between both animations. But I don't know how to say it in JS …
Here what I have so far:
Function 1
// Play the Peek animation - downwards
function peekTile() {
var peekAnimation = WinJS.UI.Animation.createPeekAnimation([tile1, tile2]);
// Reposition tiles to their desired post-animation position
tile1.style.top = "-150px";
tile2.style.top = "-150px";
peekAnimation.execute();
}
Function 2
// Play the Peek animation - upwards
function unpeekTile() {
var peekAnimation = WinJS.UI.Animation.createPeekAnimation([tile1, tile2]);
// Reposition tiles to their desired post-animation position
tile1.style.top = "0px";
tile2.style.top = "0px";
peekAnimation.execute();
}
And here's a sketch how both functions should be executed:
var page = WinJS.UI.Pages.define("/html/updateTile.html", {
ready: function (element, options) {
peekTile();
[timeOut]
unpeekTile();
[timeOut]
peekTile();
[timeOut]
unpeekTile();
[timeOut]
and so on …
}
});
You can do this using setTimeout or setInterval, so a simple function to do what you want is:
function cycleWithDelay() {
var delay = arguments[arguments.length - 1],
functions = Array.prototype.slice.call(arguments, 0, arguments.length - 1),
pos = 0;
return setInterval(function () {
functions[pos++]();
pos = pos % functions.length;
}, delay);
}
Usage would be like this for you:
var si = cycleWithDelay(peekTile, unpeekTile, 300);
and to stop it:
clearInterval(si);
This will just cycle through the functions calling the next one in the list every delay msec, repeating back at the beginning when the last one is called. This will result in your peekTile, wait, unpeekTile, wait, peekTile, etc.
If you prefer to start/stop at will, perhaps a more generic solution would suit you:
function Cycler(f) {
if (!(this instanceof Cycler)) {
// Force new
return new Cycler(arguments);
}
// Unbox args
if (f instanceof Function) {
this.fns = Array.prototype.slice.call(arguments);
} else if (f && f.length) {
this.fns = Array.prototype.slice.call(f);
} else {
throw new Error('Invalid arguments supplied to Cycler constructor.');
}
this.pos = 0;
}
Cycler.prototype.start = function (interval) {
var that = this;
interval = interval || 1000;
this.intervalId = setInterval(function () {
that.fns[that.pos++]();
that.pos %= that.fns.length;
}, interval);
}
Cycler.prototype.stop = function () {
if (null !== this.intervalId) {
clearInterval(this.intervalId);
this.intervalId = null;
}
}
Example usage:
var c = Cycler(peekTile, unpeekTile);
c.start();
// Future
c.stop();
You use setInterval() to call unpeekTile() every 1000 milliseconds and then you call setTimeOut() to run peekTile() after 1000 milliseconds at the end of the unpeekTile() function:
function peekTile() {
var peekAnimation = WinJS.UI.Animation.createPeekAnimation([tile1, tile2]);
// Reposition tiles to their desired post-animation position
tile1.style.top = "-150px";
tile2.style.top = "-150px";
peekAnimation.execute();
}
function unpeekTile() {
/* your code here */
setTimeout(peekTile, 1000);
}
setInterval(unpeekTile, 1000);
Check out the fiddle
var animation = (function () {
var peekInterval, unpeekInterval, delay;
return {
start: function (ip) {
delay = ip;
peekInterval = setTimeout(animation.peekTile, delay);
},
peekTile: function () {
//Your Code goes here
console.log('peek');
unpeekInterval = setTimeout(animation.unpeekTile, delay);
},
unpeekTile: function () {
//Your Code goes here
console.log('unpeek');
peekInterval = setTimeout(animation.peekTile, delay);
},
stop: function () {
clearTimeout(peekInterval);
clearTimeout(unpeekInterval);
}
}
})();
animation.start(1000);
// To stop
setTimeout(animation.stop, 3000);
​
I can't use this instead of animation.peekTile as setTimeout executes in global scope

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