I try to make a page to go to the startpage after eg. 10sec of inactivity (user not clicking anywhere). I use jQuery for the rest but the set/clear in my test function are pure javascript.
In my frustation I ended up with something like this function that I hoped I could call on any click on the page. The timer starts fine, but is not reset on a click. If the function is called 5 times within the first 10 seconds, then 5 alerts will apear... no clearTimeout...
function endAndStartTimer() {
window.clearTimeout(timer);
var timer;
//var millisecBeforeRedirect = 10000;
timer = window.setTimeout(function(){alert('Hello!');},10000);
}
Any one got some lines of code that will do the trick?
- on any click stop, reset and start the timer.
- When timer hits eg. 10sec do something.
You need to declare timer outside the function. Otherwise, you get a brand new variable on each function invocation.
var timer;
function endAndStartTimer() {
window.clearTimeout(timer);
//var millisecBeforeRedirect = 10000;
timer = window.setTimeout(function(){alert('Hello!');},10000);
}
The problem is that the timer variable is local, and its value is lost after each function call.
You need to persist it, you can put it outside the function, or if you don't want to expose the variable as global, you can store it in a closure, e.g.:
var endAndStartTimer = (function () {
var timer; // variable persisted here
return function () {
window.clearTimeout(timer);
//var millisecBeforeRedirect = 10000;
timer = window.setTimeout(function(){alert('Hello!');},10000);
};
})();
That's because timer is a local variable to your function.
Try creating it outside of the function.
A way to use this in react:
class Timeout extends Component {
constructor(props){
super(props)
this.state = {
timeout: null
}
}
userTimeout(){
const { timeout } = this.state;
clearTimeout(timeout);
this.setState({
timeout: setTimeout(() => {this.callAPI()}, 250)
})
}
}
Helpful if you'd like to only call an API after the user has stopped typing for instance. The userTimeout function could be bound via onKeyUp to an input.
Not sure if this violates some good practice coding rule but I usually come out with this one:
if(typeof __t == 'undefined')
__t = 0;
clearTimeout(__t);
__t = setTimeout(callback, 1000);
This prevent the need to declare the timer out of the function.
EDIT: this also don't declare a new variable at each invocation, but always recycle the same.
Hope this helps.
Practical example Using Jquery for a dropdown menu !
On mouse over on #IconLoggedinUxExternal shows div#ExternalMenuLogin and set time out to hide the div#ExternalMenuLogin
On mouse over on div#ExternalMenuLogin it cancels the timeout.
On mouse out on div#ExternalMenuLogin it sets the timeout.
The point here is always to invoke clearTimeout before set the timeout, as so, avoiding double calls
var ExternalMenuLoginTO;
$('#IconLoggedinUxExternal').on('mouseover mouseenter', function () {
clearTimeout( ExternalMenuLoginTO )
$("#ExternalMenuLogin").show()
});
$('#IconLoggedinUxExternal').on('mouseleave mouseout', function () {
clearTimeout( ExternalMenuLoginTO )
ExternalMenuLoginTO = setTimeout(
function () {
$("#ExternalMenuLogin").hide()
}
,1000
);
$("#ExternalMenuLogin").show()
});
$('#ExternalMenuLogin').on('mouseover mouseenter', function () {
clearTimeout( ExternalMenuLoginTO )
});
$('#ExternalMenuLogin').on('mouseleave mouseout', function () {
clearTimeout( ExternalMenuLoginTO )
ExternalMenuLoginTO = setTimeout(
function () {
$("#ExternalMenuLogin").hide()
}
,500
);
});
This works well. It's a manager I've made to handle hold events. Has events for hold, and for when you let go.
function onUserHold(element, func, hold, clearfunc) {
//var holdTime = 0;
var holdTimeout;
element.addEventListener('mousedown', function(e) {
holdTimeout = setTimeout(function() {
func();
clearTimeout(holdTimeout);
holdTime = 0;
}, hold);
//alert('UU');
});
element.addEventListener('mouseup', clearTime);
element.addEventListener('mouseout', clearTime);
function clearTime() {
clearTimeout(holdTimeout);
holdTime = 0;
if(clearfunc) {
clearfunc();
}
}
}
The element parameter is the one which you hold. The func parameter fires when it holds for a number of milliseconds specified by the parameter hold. The clearfunc param is optional and if it is given, it will get fired if the user lets go or leaves the element. You can also do some work-arounds to get the features you want. Enjoy! :)
<!DOCTYPE html>
<html>
<body>
<h2>EJEMPLO CONOMETRO CANCELABLE</h2>
<button onclick="inicioStart()">INICIO</button>
<input type="text" id="demostracion">
<button onclick="finStop()">FIN</button>
<script>
let cuenta = 0;
let temporalTiempo;
let statusTime = false;
function cronometro() {
document.getElementById("demostracion").value = cuenta;
cuenta++;
temporalTiempo = setTimeout(cronometro, 500);
}
function inicioStart() {
if (!Boolean(statusTime)) {
statusTime = true;
cronometro();
}
}
function finStop() {
clearTimeout(temporalTiempo);
statusTime = false;
}
</script>
</body>
</html>
Related
Thank you for the previous (deleted by moderator) explanation and the simple implementation but it does not work out for me. The 'holdit' function works but it is not is not steady probably because there is an 'onmouseup' in the 'holdit' function too, Even if I disable the onmouseup at the HTML button it's not very steady. Maybe it's better to use an addEventListener- onmousedown-interval function but again I don't know how to implement it in the simplest possible way. Here's the complete function that shows a pressed button and increases the timeSeconds var by one. For safety the var. number is within a limit.
Please help.
HTML:
<img id="but4" class="button" src= "//:0" onmousedown="timesecPlus();"onmouseup="timesecPlsUp();"/>
JAVASCRIPT:
function timesecPlus() {
var pmknop = document.getElementById('but5');
pmknop.src = secminBtndwn; //inline Base64 data: button image down (pressed)
timeSeconds = ((timeSeconds>wedstrijdperiode.seconden-6)?(timeSeconds):(++timeSeconds)); //You can ++ chase-back the timeseconds until 5 sec's from period start-time
displayTime( timeSeconds );
};
function timesecPlsUp() {
var pmknop = document.getElementById('but5');
pmknop.src = secminBtn; //inline Base64 data: button image up (normal)
};
// Things I tried:
//holdit(pmknop, function () { ++timeSeconds ; displayTime( timeSeconds );}, 2000, 2);
//pmknop = pmknop.addEventListener('mousedown', function() { interval = setInterval(timesecPlus (), 2000); });
function holdit(btn, action, start, speedup) {
var t;
var repeat = function () {
action();
t = setTimeout(repeat, start);
start = start / speedup;
}
btn.onmousedown = function() {
repeat();
}
btn.onmouseup = function () {
clearTimeout(t);
}
};
The holdit function is taking four variables. The first: btn, is the button id. This is used to determine the action performed whenever the mouse is clicked.
The second variable is a reference to a function. Its called a callback function, since you will be passing a function that will be Caaalleed whenever you call holdit.
The last two variables simply determine when and how long to delay the execution of the repetition and and by how much each repetition will speed up by.
var repeat = function () {
action();
t = setTimeout(repeat, start);
start = start / speedup;
}
Repeat is a recursive function that will be called after 'start' number of milliseconds and be repeated more frequently after each iteration.
Simple implementation:
var btn = document.getElementsByClassName('button')[0];
holdit(btn, function () { timeSeconds++ ; displayTime( timeSeconds );}, 1000, 2);
Implementation without holdit:
var btn = document.getElementsByClassName('button')[0];
var couterFunc, couter=0;
btn.addEventListener('mousedown',function(){couterFunc = setInterval(update,1000); update()})
btn.addEventListener('mouseup',function(){clearInterval(couterFunc)})
/* function that will fire when button press*/
function update(){console.log(++couter)};
I have a setInterval on a function X that runs every 500ms. In this function X, I call another function Y that essentially binds an event on some divs. However, I would like to unbind these events the next time the function X is called (to start "fresh"). My code doesn't seem to work:
setInterval(this.board.updateBoard, 500); //called from another constructor
This then initiates the functions below:
Board.prototype.updateBoard = function() {
//I attempt to unbind ALL my divs
var divs = this.$el.find("div");
for(var i = 0; i < divs.length; i++) {
$(divs[i]).unbind(); //Apparently this doesn't work?
}
//...some code here...
//find appropriate $div's (multiple of them), and then calls this.beginWalking() below on each of those
//loop here
this.beginWalking($div, direction + "0", direction + "1");
//end of loop
}
//alternate between classes to give appearance of walking
Board.prototype.beginWalking = function ($div, dir0, dir1) {
return setInterval(function () {
if ($div.hasClass(dir0)) {
$div.removeClass(dir0);
$div.addClass(dir1);
} else {
$div.removeClass(dir1);
$div.addClass(dir0);
}
}.bind(this), 80);
};
Basically, updateBoard is called every 500ms. Each time it's called, beginWalking is called to set another interval on a div. The purpose of this other interval, which functions correctly, is to add and remove a class every 80ms. I just can't seem to unbind everything before the next updateBoard is called.
Any suggestions appreciated!
use clearInterval()
edit: $(selector).toggleClass(dir0) might also be helpful
// In other file, use a global (no var) if you need to read it from another file:
updaterGlobal = setInterval(this.board.updateBoard, 500);
// store interval references for clearing:
var updaterLocals = [];
Board.prototype.updateBoard = function() {
//I attempt to unbind ALL my divs
var divs = this.$el.find("div");
// Stop existing div timers:
while(updaterLocals.length > 0){
clearInterval(updaterLocals[0]);
updaterLocals.shift(); // remove the first timer
}
//...some code here...
//loop here to call the below on several $div's
this.beginWalking($div, direction + "0", direction + "1");
//end of loop
}
//alternate between classes to give appearance of walking
Board.prototype.beginWalking = function ($div, dir0, dir1) {
var interval = setInterval(function () {
if ($div.hasClass(dir0)) {
$div.removeClass(dir0);
$div.addClass(dir1);
} else {
$div.removeClass(dir1);
$div.addClass(dir0);
}
}.bind(this), 80);
// Save the timer:
updaterLocals.push(interval);
return;
};
I have a text input and a textarea and I'm passing the value from the input to the textarea. I am trying to do, when you type something in the input and you stop, after 2 seconds show the values to the textarea.
In this example the textarea gets the input's value instantly:
http://jsfiddle.net/DXMG6/
So i want, when you type and stop, after 2 seconds give the value.
How can I achieve this? I tried to use setTimeout but when the 2 seconds pass, then it keeps getting the value instantly. So basically it works for the first 2 seconds.
You have to reset the timer everytime the user presses the key again:
jQuery(function($){
function changeFn(){
alert('Changed');
}
var timer;
$("#string").bind("keyup", function(){
clearTimeout(timer);
timer = setTimeout(changeFn, 2000)
});
});
Once i made this plugin called bindDelay for jQuery:
$.fn.bindDelay = function( eventType, eventData, handler, timer ) {
if ( $.isFunction(eventData) ) {
timer = handler;
handler = eventData;
}
timer = (typeof timer === "number") ? timer : 300;
var timeouts;
$(this).bind(eventType, function(event) {
var that = this;
clearTimeout(timeouts);
timeouts = setTimeout(function() {
handler.call(that, event);
}, timer);
});
};
Used like a normal bind method but the last argument is the delay before firing the handler (in mil sec):
$("input").bindDelay('keyup', function() {
$("textarea").text( $(this).val() );
}, 2000);
See fiddle: http://jsfiddle.net/c82Ye/2/
And you unbind and trigger it like normal:
$("input").unbind("keyup");
$("input").trigger("keyup");
setTimeout returns an ID of the "job". what you have to do is to clearTimeout(id) every type and setTimeout again:
var tID = null;
onclick() {
if (tID !== null) clearTimeout(tID);
tID = setTimeout(function() { /*Do domething*/ }, 2000);
}
What you need to do is set a timeout, and save the resulting timeout id. Then you need to check if the timeout id has been saved at each keypress. If the timeout is set, clear the timeout and reset it. Something like this:
var timeoutId = null;
var myFunc = function() {
timeoutId = null;
// Do stuff
};
var myEventHandler = function() {
if (timeoutId) {
window.clearTimeout(timeoutId);
}
timeoutId = window.setTimeout(myFunc, 2000);
};
...or check the updated fiddle:
http://jsfiddle.net/DXMG6/5/
I've updated your fiddle
This will update the textarea value 2 seconds after you end editing the text.
The relevant part is this: we keep a reference to a timeout, when the keyup event is fired we clear the previous timeout and we start a new timeout, that will fire in 2 seconds.
var timeout = null;
$("#string").on("keyup keypress paste mouseup", function () {
clearTimeout(timeout);
timeout = setTimeout(function() {
// ... your code here
}, 2000);
});
Try something like this. Use setTimeout, but each time a key is pressed, reset the timer and start over...
http://jsfiddle.net/DXMG6/10/
var textTimer=null;
$("#string").on("keyup keypress paste mouseup", function () {
if (textTimer) clearTimeout(textTimer);
textTimer = setTimeout(function(){
var a = $('#string').val();
$('#rdonly').html(a);
}, 2000);
});
$('.btn').click(function() {
$('#rdonly').text('');
$('#string').val('');
});
You just need to modify your code as follows:
var timeoutId = 0;
$("#string").on("keyup keypress paste mouseup", function () {
var a = $('#string').val();
// Cancel existing timeout, if applicable
if (timeoutId > 0) {
window.clearTimeout(timeoutId);
}
// Start a timeout for 2 seconds- this will be cancelled above
// if user continues typing
timeoutId = window.setTimeout(function () {
$('#rdonly').html(a);
}, 2000);
});
I have a website which I would like to auto refresh ONLY if user is not using it for a specific time (ie.180 sec).Is there a way to auto refresh HTML only if there has been no activity on a page?
Thank you!
Two approaches:
1. Use a once-a-second timer and a "timeout" value.
You probably want to wrap this up in an object:
var activityHandler = (function() {
var timerHandle = 0,
timeout;
flagActivity();
function start() {
stop();
flagActivity();
timerHandle = setInterval(tick, 1000);
}
function stop() {
if (timerHandle != 0) {
clearInterval(timerHandle);
timerHandle = 0;
}
}
function flagActivity() {
timeout = new Date() + 180000;
}
function tick() {
if (new Date() > timeout) {
stop();
location.reload();
}
}
return {
start: start,
stop: stop,
flagActivity: flagActivity
};
})();
Then start it on page load:
activityHandler.start();
And ping it every time you see "activity":
activityHandler.flagActivity();
So for instance, you might do this:
if (document.addEventListener) {
document.addEventListener('mousemove', activityHandler.flagActivity, false);
}
else if (document.attachEvent) {
document.attachEvent('onmousemove', activityHandler.flagActivity);
}
else {
document.onmousemove = activityHandler.flagActivity;
}
2. Use a timer you reset every time there's "activity".
This is less ongoing work (we don't have something happening every second), but more work when you flag that activity has happened.
Set up a timer to do the refresh:
var handle = setTimeout(function() {
location.reload();
}, 180000);
...and then cancel and reschedule any time you see whatever you consider to be "activity":
clearTimeout(handle);
handle = setTimeout(...);
You can wrap this up in a function:
var inactivityTimerReset = (function() {
var handle = 0;
function reset() {
if (handle != 0) {
clearTimeout(handle);
}
handle = setTimeout(tick, 180000);
}
function tick() {
location.reload();
}
return reset;
})();
// Kick start
inactivityTimerReset();
// ...and anywhere you see what you consider to be activity, call it
// again
inactivityTimerReset();
Then, again, ping it on every activity. But this is a lot more work than I'd put in a mousemove handler, hence solution #1 above.
var docTimeOut;
function bodyTimeOut()
{
docTimeOut=setTimeout(function(){location.reload();},18000);
}
function resetTimeOut()
{
clearTimeout(docTimeOut);
bodyTimeOut();
}
document.onload = bodyTimeOut;
document.body.onmouseover= resetTimeOut;
you could declare a variable pageActive or something, set it to false, and whenever user does something set it to true.
Then, set a function to execute periodically as frequently as you want with setinterval() that checks this variable, if it's true set it to false to start again, if is false then refresh page.
You can use onblur and onfocus on body element to see if there is a kind of activity on your page.
I have the following:
window.setTimeout(function() {
window.location.href = 'file.php';
}, 115000);
How can I, via a .click function, reset the counter midway through the countdown?
You can store a reference to that timeout, and then call clearTimeout on that reference.
// in the example above, assign the result
var timeoutHandle = window.setTimeout(...);
// in your click function, call clearTimeout
window.clearTimeout(timeoutHandle);
// then call setTimeout again to reset the timer
timeoutHandle = window.setTimeout(...);
clearTimeout() and feed the reference of the setTimeout, which will be a number. Then re-invoke it:
var initial;
function invocation() {
alert('invoked')
initial = window.setTimeout(
function() {
document.body.style.backgroundColor = 'black'
}, 5000);
}
invocation();
document.body.onclick = function() {
alert('stopped')
clearTimeout( initial )
// re-invoke invocation()
}
In this example, if you don't click on the body element in 5 seconds the background color will be black.
Reference:
https://developer.mozilla.org/en/DOM/window.clearTimeout
https://developer.mozilla.org/En/Window.setTimeout
Note: setTimeout and clearTimeout are not ECMAScript native methods, but Javascript methods of the global window namespace.
You will have to remember the timeout "Timer", cancel it, then restart it:
g_timer = null;
$(document).ready(function() {
startTimer();
});
function startTimer() {
g_timer = window.setTimeout(function() {
window.location.href = 'file.php';
}, 115000);
}
function onClick() {
clearTimeout(g_timer);
startTimer();
}
var myTimer = setTimeout(..., 115000);
something.click(function () {
clearTimeout(myTimer);
myTimer = setTimeout(..., 115000);
});
Something along those lines!
For NodeJS it's super simple:
const timeout = setTimeout(...);
timeout.refresh();
From the docs:
timeout.refresh()
Sets the timer's start time to the current time, and reschedules the timer to call its callback at the previously specified duration adjusted to the current time. This is useful for refreshing a timer without allocating a new JavaScript object.
But it won't work in JavaScript because in browser setTimeout() returns a number, not an object.
This timer will fire a "Hello" alertbox after 30 seconds. However, everytime you click the reset timer button it clears the timerHandle then re-sets it again. Once it's fired, the game ends.
<script type="text/javascript">
var timerHandle = setTimeout("alert('Hello')",3000);
function resetTimer() {
window.clearTimeout(timerHandle);
timerHandle = setTimeout("alert('Hello')",3000);
}
</script>
<body>
<button onclick="resetTimer()">Reset Timer</button>
</body>
var redirectionDelay;
function startRedirectionDelay(){
redirectionDelay = setTimeout(redirect, 115000);
}
function resetRedirectionDelay(){
clearTimeout(redirectionDelay);
}
function redirect(){
location.href = 'file.php';
}
// in your click >> fire those
resetRedirectionDelay();
startRedirectionDelay();
here is an elaborated example for what's really going on http://jsfiddle.net/ppjrnd2L/
i know this is an old thread but i came up with this today
var timer = []; //creates a empty array called timer to store timer instances
var afterTimer = function(timerName, interval, callback){
window.clearTimeout(timer[timerName]); //clear the named timer if exists
timer[timerName] = window.setTimeout(function(){ //creates a new named timer
callback(); //executes your callback code after timer finished
},interval); //sets the timer timer
}
and you invoke using
afterTimer('<timername>string', <interval in milliseconds>int, function(){
your code here
});
$(function() {
(function(){
var pthis = this;
this.mseg = 115000;
this.href = 'file.php'
this.setTimer = function() {
return (window.setTimeout( function() {window.location.href = this.href;}, this.mseg));
};
this.timer = pthis.setTimer();
this.clear = function(ref) { clearTimeout(ref.timer); ref.setTimer(); };
$(window.document).click( function(){pthis.clear.apply(pthis, [pthis])} );
})();
});
To reset the timer, you would need to set and clear out the timer variable
$time_out_handle = 0;
window.clearTimeout($time_out_handle);
$time_out_handle = window.setTimeout( function(){---}, 60000 );