Javascript - Need to use clearInterval outside setInterval function - javascript

Basically, what I have is a setInterval inside a function. What I want to do is, control it's behavior from outside.
Here's what I have -
function wheee() {
var i = 1;
slideee = setInterval(function() {
sliderContent.style.marginLeft = margin(i);
if(i < imagesNoOneLess) {
i++;
} else {
i = 0;
}
}, 5000); }
Now, I want to clear the interval from outside the wheee() function. How can I do that?
I also want to run the interval again, from outside. How?

Global variables are not dangerous, but a pretty way of coding it if you only have one slider is to use an object literal to simulate a singleton object.
var Slider= {
slider: null,
Start: function(i) {
this.slider = setInterval(function() {
// Slider code
console.log('running: ' + i);
i++;
}, 1000);
},
Stop: function() {
window.clearTimeout(this.slider);
}
};
Slider.Start(1); // Start the slider
Slider.Stop(); // Stop the slider

Well the way you've got the code now, it'll probably just work, because you didn't declare "slideee" with var.
As long as you somehow export the return value from setInterval() you're OK. You can either make that variable explicitly global (better than having it be implicit), or else have your "wheee" function return the value to its caller.

Set the scope of slideee to be out of wheee.
Use objects in order to keep the global scope clean.

Related

How to make private or local variables?

So I checked a thread on here about global and local variables but didn't really find a solution to my problem. I just want a private or local variable to increment so that a function only fires once. I'll paste what I'm trying to achieve here any help would be much appreciate also please go easy on me I'm brand new to JavaScript. This code works but the variable I seems to be shared between functions.
function phonefun(){
i++;
console.log(i);
wage = wage - phone;
console.log(wage);
display();
document.getElementById('phone').style.backgroundColor = "darkgrey";
}
function waterfun(){
i++;
console.log(i);
wage = wage - water;
console.log(wage);
display();
document.getElementById('water-aid').style.backgroundColor = "darkgrey";
}
...the function is called on the click of a button, I want it so you
can only press the button
I think what you want to do is have your event handler unbind from the button after if fires. Thas is much better solution than counting how many times it's been clicked. Check out this link for how to bind and unbind event handlers using "vanilla" JS: https://plainjs.com/javascript/events/binding-and-unbinding-of-event-handlers-12/
In reference to your earlier questions...
A variable created inside of a function is said to be "scoped" to that function, which means that nothing outside of that function can access the variable. However, by initializing your variable without using the var or let keyword (the latter is ES6 syntax), you created an implicit global. This means that you inadvertently made it a global variable when you wanted it to be function-scoped.
Declaring a variable does not automatically assign a value of zero. If you do not assign a value, the value will be undefined.
If you had declared / assigned the variable thusly,var i = 0; or let i = 0; you would have had a properly scoped variable with an initial value of 0. The problem is, each time that function executed, the value would be reset to zero. To get the value to "stick" you would have to create state. You could do that by creating an object with getter and setter methods or by using a closure. However, the unbind solution seems to be the best way to go for what you want to do here.
I hope this helps.
To do what you want, you need a variable with a higher scope than the function so that the value can persist between function calls. A local variable will be garbage collected as the function returns and so, your counter would be lost.
var counter = 0; // This variable exists in a higher scope than the function
function loanfun(){
counter++;
if (counter == 1) {
console.log("function has run " + counter + " times.");
}
}
loanfun(); // Will run
loanfun(); // Won't run
you can make a class
function myStuff(){
this.i = 0,
this.loanfun = function(){
this.i++;
if (this.i == 1) {
wage = wage - loan;
console.log(wage);
display();
document.getElementById('loan').style.backgroundColor = "darkgrey";
}
}
}
var s = new myStuff();
s.loanfun();
s.loanfun();
You could try namespacing within an object:
var PageModule = {
count: 0,
loadfun: function (wage, loan) {
PageModule.count += 1;
if (PageModule.count === 1) {
console.log('execute!');
wage = wage - loan;
console.log(wage);
display();
document.getElementById('loan').style.backgroundColor = "darkgrey";
}
}
};
PageModule.loadfun();
PageModule.loadfun();
PageModule.loadfun();
// if you want to attach the method to a button
document.getElementById('my-btn-id').addEventListener('click', PageModule.loadfun);
Alternatively, you could use the following approach:
function myclickhandler () {
// do whatever you want here ...
//remove handler from button, so that the next button clicks will not do anything
document.getElementById('my-btn-id').removeEventListener('click', myclickhandler);
}
// attach the method to a button
document.getElementById('my-btn-id').addEventListener('click', myclickhandler);
Hope that this is what you want to do.But if you want simply to call(invoke) you function once just call and it will be executed only one time.
wage = 10;
loan = 5;
i=0; //this is the global variable
function loanfun(){
let j = i +1; //j is local variable
if (j === 1) {
wage = wage - loan;
console.log(wage);
//display();
document.getElementById('loan').style.backgroundColor = "darkgrey";
}
}
loanfun(); //invoke the function here
<div id="loan">
hi I am here working as expected
</div>

Understanding JavaScript setTimeout and setInterval

I need a bit of help understanding and learning how to control these functions to do what I intend for them to do
So basically I'm coming from a Java background and diving into JavaScript with a "Pong game" project. I have managed to get the game running with setInteval calling my main game loop every 20ms, so that's all ok. However I'm trying to implement a "countdown-to-begin-round" type of feature that basically makes a hidden div visible between rounds, sets it's innerHTML = "3" // then "2" then "1" then "GO!".
I initially attempted to do this by putting setTimeout in a 4-iteration for-loop (3,2,1,go) but always only displayed the last iteration. I tried tinkering for a bit but I keep coming back to the feeling that I'm missing a fundamental concept about how the control flows.
I'll post the relevant code from my program, and my question would be basically how is it that I'm writing my code wrong, and what do I need to know about setTimeout and setInterval to be able to fix it up to execute the way I intend it to. I'm interested in learning how to understand and master these calls, so although code examples would be awesome to help me understand and are obviously not unwelcome, but I just want to make it clear that I'm NOT looking for you to just "fix my code". Also, please no jQuery.
The whole program would be a big wall of code, so I'll try to keep it trimmed and relevant:
//this function is called from the html via onclick="initGame();"
function initGame(){
usrScore = 0;
compScore = 0;
isInPlay = true;
//in code not shown here, these objects all have tracking variables
//(xPos, yPos, upperBound, etc) to update the CSS
board = new Board("board");
ball = new Ball("ball");
lPaddle = new LPaddle("lPaddle");
rPaddle = new RPaddle("rPaddle");
renderRate = setInterval(function(){play();}, 20);
}
.
function initNewRound(){
/*
* a bunch of code to reset the pieces and their tracking variables(xPos, etc)
*/
//make my hidden div pop into visibility to display countdown (in center of board)
count = document.getElementById("countdown");
count.style.visibility = "visible";
//*****!!!! Here's my issue !!!!*****//
//somehow i ends up as -1 and that's what is displayed on screen
//nothing else gets displayed except -1
for(var i = 3; i >= 0; i--){
setInterval(function(){transition(i);}, 1000);
}
}
.
//takes initNewRound() for-loop var i and is intended to display 3, 2, 1, GO!
function transition(i){
count.innerHTML = (i === 0) ? "Go" : i;
}
.
//and lastly my main game loop "play()" just for context
function play(){
if(usrScore < 5 && compScore < 5){
isInPlay = true;
checkCollision();
moveBall();
moveRPaddle();
if(goalScored()){
isInPlay = false;
initNewRound();
}
}
}
Thanks a bunch for your advise, I'm pretty new to JavaScript so I really appreciate it.
Expanding on cookie monster's comment, when you use setInterval in a loop, you are queueing up method executions that will run after the base code flow has completed. Rather than queue up multiple setInterval executions, you can queue up a single execution and use a variable closure or global counter to track the current count. In the example below, I used a global variable:
var i = 3 // global counter;
var counterInterval = null; // this will be the id of the interval so we can stop it
function initNewRound() {
// do reset stuff
counterInterval = setInterval(function () { transition() }, 1000); // set interval returns a ID number
}
// we don't need to worry about passing i, because it is global
function transition() {
if (i > 0) {
count.innerHTML = i;
}
else if (i === 0) {
count.innerHTML = "Go!";
}
else {
i = 4; // set it to 4, so we can do i-- as one line
clearInterval(counterInterval); // this stops execution of the interval; we have to specify the id, so you don't kill the main game loop
}
i--;
}
Here is a Fiddle Demo
The problem is in this code:
for(var i = 3; i >= 0; i--){
setInterval(function(){transition(i);}, 1000);
}
When the code runs, it creates a new function 3 times, once for each loop, and then passes that function to setInterval. Each of these new functions refers to the variable i.
When the first new function runs it first looks for a local variable (in it's own scope) called i. When it does not find it, it looks in the enclosing scope, and finds i has the value -1.
In Javascript, variables are lexically scoped; an inner function may access the variables defined in the scope enclosing it. This concept is also known as "closure". This is probably the most confusing aspect of the language to learn, but is incredibly powerful once you understand it.
There is no need to resort to global variables, as you can keep i safely inside the enclosing scope:
function initNewRound(){
var i = 3;
var count = document.getElementById("countdown");
count.style.visibility = "visible";
var interval = setInterval(function(){
//this function can see variables declared by the function that created it
count.innerHTML = i || "Go"; //another good trick
i-=1;
i || clearInterval(interval); //stop the interval when i is 0
},1000);
}
Each call to this function will create a new i, count and interval.

clearInterval Not being set

I am trying to create a button that will toggle setInterval/clearInterval. The setInterval will function correctly, but when the button is clicked again, clearInterval is not done. Is this a variable scope issue or a problem with how the functions are setup?
http://jsfiddle.net/BxLps/1/
$(function () {
var int;
var onrepeat;
$('button[id^=temp]').click(function () {
window.id = $(this).attr("value");
var int = setInterval(doAjax, 3000);
if (onrepeat == false) {
$(this).find('i').addClass("fa-spin");
doAjax();
int;
onrepeat = true;
} else {
clearInterval(int);
$(this).find('i').addClass("fa-spin");
onrepeat = false;
}
});
});
function doAjax() {
$.ajax({
type: "GET",
url: "ajax.php",
data: "a=cur-temp&id=" + id,
success: function (msg) {
$("#cur-temp").html(msg);
}
})
};
Is this a variable scope issue?
Yes. You've used var int twice, with the second one introducing a local variable where you did want to access to outer one.
However, you still might get problems with having a single int variable for all the elements with that selector. I have now created an object which stores the interval ids per id of the element on an object, you might as well use an each loop to create an extra variable per element.
Also, your global variable id is horrible, better use a parameter for the doAjax function.
$(function () {
var ints = {};
$('button[id^=temp]').click(function () {
var id = $(this).attr("value");
if (id in ints) {
$(this).find('i').removeClass("fa-spin");
clearInterval(ints[id]);
delete ints[id];
} else {
$(this).find('i').addClass("fa-spin");
doAjax(id);
ints[id] = setInterval(function() {
doAjax(id);
}, 3000);
}
});
});
The real issue is it's creating new intervals each time. Think about it, every "click" is running that code (so it's doing a setInterval).
Solution is to declare int once (and only once) outside the click. Then move the setInterval inside the condition
var int;
var onrepeat;
$('button[id^=temp]').click(function () {
window.id = $(this).attr("value");
if (onrepeat == false) {
$(this).find('i').addClass("fa-spin");
doAjax();
int = setInterval(doAjax, 3000);
onrepeat = true;
} else {
clearInterval(int);
$(this).find('i').addClass("fa-spin");
onrepeat = false;
}
});
Just remove the second declaration of int.
$(function () {
var int;
$('button[id^=temp]').click(function () {
window.id = $(this).attr("value");
int = setInterval(doAjax, 3000); //remove var to prevent new declaration
if (onrepeat == false) {
$(this).find('i').addClass("fa-spin");
doAjax();
int;
onrepeat = true;
} else {
clearInterval(int);
$(this).find('i').addClass("fa-spin");
onrepeat = false;
}
});
});
JS Fiddle: http://jsfiddle.net/9tkU2/
Your problem is the scope of your variable int. You are declaring it inside the function and by the time you think are clearing the interval the original variable int has been destroyed.
so just remove the var from the var int =... you have inside the function
if the problem persists continue to read below.
Ok, I have suffered this same problem too many time and usually I just let it be,
But most times I realize that after clearing interval the interval continues to run, and this might affect the performance of the device (it's like having an infinite loop).
So I did a little bit of research and I found out what the problem was and I wrote a simple code to solve it.
Now when you start an interval (most likely triggered by an event) in most cases, more than one instance of that interval is declared (for whatever reason)...
So when you clear the interval later, you only clear the *top-level interval, and the next level interval sets in.
(top-level might not be the correct word)
So to truly clear the interval I used the method below:
Setting the interval:
if(!timer)
timer =setInterval(myFunction, 1000);
Clearing the interval:
clearInterval(timer);
timer=null;
while (timer!== null){
timer=null;
}
you might decide to clear the interval inside the while loop, but I found that this works for me and it's quite efficient than that.
Make sure you check the scope of the interval variable (i.e timer in the case above)

Self-created fadeIn() function not working correctly

I am trying to create the fadeIn() function using Javascript. I am having trouble, when I click the fadeIn button, it does not perform a fadeIn animation, instead I have to click it several times to fadeIn. Would anyone know how I can fix this issue?
jsFiddle
// Created a jQuery like reference
function $(selector) {
if (!(this instanceof $)) return new $(selector); // if new object is not defined, return new object
this.selector = selector; // setting selector attribute
this.node = document.querySelector(this.selector); // finds single element from the DOM
};
var fInFrom = 0, fOutFrom = 10;
$.prototype.fadeIn = function() {
var target = this.node,
newSetting = fInFrom / 10;
// Set Default styles for opacity
target.style.display = 'block';
target.style.opacity = newSetting;
// fadeInFrom will increment by 1
fInFrom++;
var loopTimer = setTimeout('this.fadeIn', 50);
if (fInFrom === 10) {
target.style.opacity = 1;
clearTimeout(loopTimer);
fInFrom = 0;
return false;
}
return this;
}
$('#fadeIn').node.addEventListener('click', function() {
$('#box').fadeIn();
});
This line is your problem:
setTimeout('this.fadeIn', 50)
That will set a timeout to evaluate the expression this.fadeIn in the global scope in approximately 50 milliseconds from the current time. There's two problems with that:
It's in the global scope; this is window, not an instance of $, so this.fadeIn is undefined.
Even if it were resolved correctly, you're only evaluating this.fadeIn; you're not calling it. You would need to use this.fadeIn() for it to do anything. (If you do that with the current code, this will reveal your first problem.)
To solve this, pass not a string but a function that does what you want it to do. You might naïvely do this:
setTimeout(function() {
this.fadeIn();
}, 50);
Unfortunately, while we now have lexical scoping for variables, this in JavaScript is dynamic; we have to work around that. Since we do have lexical scoping for variables, we can utilize that: [try it]
var me = this; // store the current value of this in a variable
var loopTimer = setTimeout(function() {
me.fadeIn();
}, 50);
After that's solved, you might want to look into:
Not using global variables to hold the fade state. Even after that fix, running two fade animations at once on different elements won't work as expected. (Try it.)
Only setting the timeout if you need to; right now, you always set it and then clear it if you don't need it. You might want to only set it if you need it in the first place.

Javascript - getting return value for setTimeout in recursive function

I have a recursive function which contains some drawing code inside. I was advised to use setTimeout as my drawing was not being displayed until the end of exection. First I put just the drawing code inside setTimeout but this did not help, however when I put the main recursive loop inside setTimeout the drawing worked perfectly, as shown below.
However I need to use the return value of setTimeout (i.e. state as shown below). How can I get this return value when using setTimeout, or solve this problem in another way.
var doLearning = function(time, observedData, state, domain, sampleAction, selectModel, numSamples, depth, discount, stateQueries) {
if(stateQueries[0](time, state) === true) {
console.log("New Round");
var currentModel = selectModel(observedData, 10, stateQueries);
var bestAction = sparseSampleMcmc(depth, numSamples, discount, currentModel, state, sampleAction, stateQueries);
var newStateReward = domain.executeAction(bestAction, stateQueries);
observedData.push(bestAction, newStateReward[1], newStateReward[0]);
console.log(time);
setTimeout(doLearning, 100, time + 1, observedData, newStateReward[0], domain, sampleAction, selectModel, numSamples, depth, discount, stateQueries);
} else {
console.log("Game Over");
return state;
}
}
Make an object with all your vars, like:
var game = {
time: ... ,
observedData: ....,
state: .... etc
}
In doLearning get and modify this object's properties when necessary:
var doLearning = function(obj) {
if(obj.state == ....)
obj.currentModel = whatever...
obj.bestAction = whatever...
setTimeout(function() { doLearning(obj) }, 100)
else
game over
}
This gives me the willies to say, but what if you had a global variable where the return value would go? Set it at the end of doLearning, Then when you detect that the timeout/drawing is done, check the global.
Without all the code I'm having a hard time understanding, but perhaps it would be better to use setInterval here is a simple example.
function draw(){
var state=//whatever
var num = setInerval(doLearning,100)
function doLearning(){
//You have access and can modify state and do not need to return its value
if(){}
else{
clearInterval(num);
console.log('Game over');
}
}
}
By calling as follows, the current execution context (ie. the environment of the current instance of doLearning) forms a closure in which time, observedData etc. remain available to the anonymous function defined inside the setTimeout() statement.
Thus, the following should work:
setTimeout(function(){
doLearning(time + 1, observedData, newStateReward[0], domain, sampleAction, selectModel, numSamples, depth, discount, stateQueries);
}, 100);

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