Changing the interval of SetInterval while it's running - javascript

I have written a javascript function that uses setInterval to manipulate a string every tenth of a second for a certain number of iterations.
function timer() {
var section = document.getElementById('txt').value;
var len = section.length;
var rands = new Array();
for (i=0; i<len; i++) {
rands.push(Math.floor(Math.random()*len));
};
var counter = 0
var interval = setInterval(function() {
var letters = section.split('');
for (j=0; j < len; j++) {
if (counter < rands[j]) {
letters[j] = Math.floor(Math.random()*9);
};
};
document.getElementById('txt').value = letters.join('');
counter++
if (counter > rands.max()) {
clearInterval(interval);
}
}, 100);
};
Instead of having the interval set at a specific number, I would like to update it every time it runs, based on a counter. So instead of:
var interval = setInterval(function() { ... }, 100);
It would be something like:
var interval = setInterval(function() { ... }, 10*counter);
Unfortunately, that did not work. It seemed like "10*counter" equals 0.
So, how can I adjust the interval every time the anonymous function runs?

You could use an anonymous function:
var counter = 10;
var myFunction = function(){
clearInterval(interval);
counter *= 10;
interval = setInterval(myFunction, counter);
}
var interval = setInterval(myFunction, counter);
UPDATE: As suggested by A. Wolff, use setTimeout to avoid the need for clearInterval.
var counter = 10;
var myFunction = function() {
counter *= 10;
setTimeout(myFunction, counter);
}
setTimeout(myFunction, counter);

Use setTimeout() instead. The callback would then be responsible for firing the next timeout, at which point you can increase or otherwise manipulate the timing.
EDIT
Here's a generic function you can use to apply a "decelerating" timeout for ANY function call.
function setDeceleratingTimeout(callback, factor, times)
{
var internalCallback = function(tick, counter) {
return function() {
if (--tick >= 0) {
window.setTimeout(internalCallback, ++counter * factor);
callback();
}
}
}(times, 0);
window.setTimeout(internalCallback, factor);
};
// console.log() requires firebug
setDeceleratingTimeout(function(){ console.log('hi'); }, 10, 10);
setDeceleratingTimeout(function(){ console.log('bye'); }, 100, 10);

I like this question - inspired a little timer object in me:
window.setVariableInterval = function(callbackFunc, timing) {
var variableInterval = {
interval: timing,
callback: callbackFunc,
stopped: false,
runLoop: function() {
if (variableInterval.stopped) return;
var result = variableInterval.callback.call(variableInterval);
if (typeof result == 'number')
{
if (result === 0) return;
variableInterval.interval = result;
}
variableInterval.loop();
},
stop: function() {
this.stopped = true;
window.clearTimeout(this.timeout);
},
start: function() {
this.stopped = false;
return this.loop();
},
loop: function() {
this.timeout = window.setTimeout(this.runLoop, this.interval);
return this;
}
};
return variableInterval.start();
};
Example use
var vi = setVariableInterval(function() {
// this is the variableInterval - so we can change/get the interval here:
var interval = this.interval;
// print it for the hell of it
console.log(interval);
// we can stop ourselves.
if (interval>4000) this.stop();
// we could return a new interval after doing something
return interval + 100;
}, 100);
// we can change the interval down here too
setTimeout(function() {
vi.interval = 3500;
}, 1000);
// or tell it to start back up in a minute
setTimeout(function() {
vi.interval = 100;
vi.start();
}, 60000);

I had the same question as the original poster, did this as a solution. Not sure how efficient this is ....
let interval = 5000; // initial condition
let run = setInterval(request, interval); // start setInterval as "run"
function request() {
console.log(interval); // firebug or chrome log
clearInterval(run); // stop the setInterval()
// dynamically change the run interval
if (interval > 200) {
interval = interval * .8;
} else {
interval = interval * 1.2;
}
run = setInterval(request, interval); // start the setInterval()
}

This is my way of doing this, i use setTimeout:
var timer = {
running: false,
iv: 5000,
timeout: false,
cb : function(){},
start : function(cb,iv){
var elm = this;
clearInterval(this.timeout);
this.running = true;
if(cb) this.cb = cb;
if(iv) this.iv = iv;
this.timeout = setTimeout(function(){elm.execute(elm)}, this.iv);
},
execute : function(e){
if(!e.running) return false;
e.cb();
e.start();
},
stop : function(){
this.running = false;
},
set_interval : function(iv){
clearInterval(this.timeout);
this.start(false, iv);
}
};
Usage:
timer.start(function(){
console.debug('go');
}, 2000);
timer.set_interval(500);
timer.stop();

A much simpler way would be to have an if statement in the refreshed function and a control to execute your command at regular time intervals . In the following example, I run an alert every 2 seconds and the interval (intrv) can be changed dynamically...
var i=1;
var intrv=2; // << control this variable
var refreshId = setInterval(function() {
if(!(i%intrv)) {
alert('run!');
}
i++;
}, 1000);

This can be initiated however you want. timeout is the method i used to keep it on the top of the hour.
I had the need for every hour to begin a code block on the hour. So this would start at server startup and run the interval hourly. Basicaly the initial run is to begin the interval within the same minute. So in a second from init, run immediately then on every 5 seconds.
var interval = 1000;
var timing =function(){
var timer = setInterval(function(){
console.log(interval);
if(interval == 1000){ /*interval you dont want anymore or increment/decrement */
interval = 3600000; /* Increment you do want for timer */
clearInterval(timer);
timing();
}
},interval);
}
timing();
Alternately if you wanted to just have something happen at start and then forever at a specific interval you could just call it at the same time as the setInterval. For example:
var this = function(){
//do
}
setInterval(function(){
this()
},3600000)
this()
Here we have this run the first time and then every hour.

I couldn't synchronize and change the speed my setIntervals too and I was about to post a question. But I think I've found a way. It should certainly be improved because I'm a beginner. So, I'd gladly read your comments/remarks about this.
<body onload="foo()">
<div id="count1">0</div>
<div id="count2">2nd counter is stopped</div>
<button onclick="speed0()">pause</button>
<button onclick="speedx(1)">normal speed</button>
<button onclick="speedx(2)">speed x2</button>
<button onclick="speedx(4)">speed x4</button>
<button onclick="startTimer2()">Start second timer</button>
</body>
<script>
var count1 = 0,
count2 = 0,
greenlight = new Boolean(0), //blocks 2nd counter
speed = 1000, //1second
countingSpeed;
function foo(){
countingSpeed = setInterval(function(){
counter1();
counter2();
},speed);
}
function counter1(){
count1++;
document.getElementById("count1").innerHTML=count1;
}
function counter2(){
if (greenlight != false) {
count2++;
document.getElementById("count2").innerHTML=count2;
}
}
function startTimer2(){
//while the button hasn't been clicked, greenlight boolean is false
//thus, the 2nd timer is blocked
greenlight = true;
counter2();
//counter2() is greenlighted
}
//these functions modify the speed of the counters
function speed0(){
clearInterval(countingSpeed);
}
function speedx(a){
clearInterval(countingSpeed);
speed=1000/a;
foo();
}
</script>
If you want the counters to begin to increase once the page is loaded, put counter1() and counter2() in foo() before countingSpeed is called. Otherwise, it takes speed milliseconds before execution.
EDIT : Shorter answer.

(function variableInterval() {
//whatever needs to be done
interval *= 2; //deal with your interval
setTimeout(variableInterval, interval);
//whatever needs to be done
})();
can't get any shorter

Here is yet another way to create a decelerating/accelerating interval timer. The interval gets multiplied by a factor until a total time is exceeded.
function setChangingInterval(callback, startInterval, factor, totalTime) {
let remainingTime = totalTime;
let interval = startInterval;
const internalTimer = () => {
remainingTime -= interval ;
interval *= factor;
if (remainingTime >= 0) {
setTimeout(internalTimer, interval);
callback();
}
};
internalTimer();
}

Make new function:
// set Time interval
$("3000,18000").Multitimeout();
jQuery.fn.extend({
Multitimeout: function () {
var res = this.selector.split(",");
$.each(res, function (index, val) { setTimeout(function () {
//...Call function
temp();
}, val); });
return true;
}
});
function temp()
{
alert();
}

This piece of code below accelerates (acceleration > 1) or decelerates (acceleration <1) a setInterval function :
function accelerate(yourfunction, timer, refresh, acceleration) {
var new_timer = timer / acceleration;
var refresh_init = refresh;//save this user defined value
if (refresh < new_timer ){//avoid reseting the interval before it has produced anything.
refresh = new_timer + 1 ;
};
var lastInter = setInterval(yourfunction, new_timer);
console.log("timer:", new_timer);
function stopLastInter() {
clearInterval(lastInter);
accelerate(yourfunction, new_timer, refresh_init, acceleration);
console.log("refresh:", refresh);
};
setTimeout(stopLastInter, refresh);
}
With :
timer: the setInterval initial value in ms (increasing or decreasing)
refresh: the time before a new value of timer is calculated. This is the step lenght
acceleration: the gap between the old and the next timer value. This is the step height

Inspired by the internal callback above, i made a function to fire a callback at fractions of minutes. If timeout is set to intervals like 6 000, 15 000, 30 000, 60 000 it will continuously adapt the intervals in sync to the exact transition to the next minute of your system clock.
//Interval timer to trigger on even minute intervals
function setIntervalSynced(callback, intervalMs) {
//Calculate time to next modulus timer event
var betterInterval = function () {
var d = new Date();
var millis = (d.getMinutes() * 60 + d.getSeconds()) * 1000 + d.getMilliseconds();
return intervalMs - millis % intervalMs;
};
//Internal callback
var internalCallback = function () {
return function () {
setTimeout(internalCallback, betterInterval());
callback();
}
}();
//Initial call to start internal callback
setTimeout(internalCallback, betterInterval());
};

This is my idea for times when you do not want loops like setInterval to overlap.
You also want to be able to set the loop execution delay and start and stop the loop, instansly on the fly.
I am using a loop_flag variable and a setTimeout function.
I set the main function to async so that you can call other functions in the body by calling await. When the main body of your code is running, the main loop waits and does not repeat itself. (which is not the case with setInterval)
An example of a simple code is:
//#NabiKAZ
document.getElementById("btn_start").addEventListener("click", function() {
console.log("Starting...");
loop_flag = true;
loop_func();
});
document.getElementById("btn_stop").addEventListener("click", function() {
console.log("Stoping...");
loop_flag = false;
});
var n = 0;
var loop_flag = false;
var loop_func = async function() {
if (!loop_flag) {
console.log("STOP.");
return;
}
//body main function inhere
n++;
console.log(n);
////
if (loop_flag) {
setTimeout(loop_func, document.getElementById("inp_delay").value);
} else {
console.log("STOP.");
}
}
<input id="inp_delay" value="1000">
<button id="btn_start">START</button>
<button id="btn_stop">STOP</button>
For a more complete code with a fetch request inside the loop, see here:
https://jsfiddle.net/NabiKAZ/a5hdw2bo/

You can use a variable and change the variable instead.
setInterval(() => function, variable)

You can do this by clearing the interval every iteration, changing the timer value and setting the interval again. Hope it helps ;)
For exemple:
const DOMCounter = document.querySelector(".counter")
let timer = 1000
const changeCounter = () => {
clearInterval(interval)
DOMCounter.innerHTML = timer
timer += 1000
timer == 5000 && timer == 1000
interval = setInterval(changeCounter, timer)
}
let interval = setInterval(changeCounter, timer)
<div class="container">
<p class="counter"></p>
</div>

var counter = 15;
var interval = function() {
setTimeout(function(){
// Write your code here and remove console.log, remember that you need declare yourDynamicValue and give it a value
console.log((new Date()).getTime())
window.counter = yourDynamicValue;
window.interval();
}, counter);
}
// It needs to run just once as init
interval();

Related

Can't use variable as setInterval delay? [duplicate]

I have written a javascript function that uses setInterval to manipulate a string every tenth of a second for a certain number of iterations.
function timer() {
var section = document.getElementById('txt').value;
var len = section.length;
var rands = new Array();
for (i=0; i<len; i++) {
rands.push(Math.floor(Math.random()*len));
};
var counter = 0
var interval = setInterval(function() {
var letters = section.split('');
for (j=0; j < len; j++) {
if (counter < rands[j]) {
letters[j] = Math.floor(Math.random()*9);
};
};
document.getElementById('txt').value = letters.join('');
counter++
if (counter > rands.max()) {
clearInterval(interval);
}
}, 100);
};
Instead of having the interval set at a specific number, I would like to update it every time it runs, based on a counter. So instead of:
var interval = setInterval(function() { ... }, 100);
It would be something like:
var interval = setInterval(function() { ... }, 10*counter);
Unfortunately, that did not work. It seemed like "10*counter" equals 0.
So, how can I adjust the interval every time the anonymous function runs?
You could use an anonymous function:
var counter = 10;
var myFunction = function(){
clearInterval(interval);
counter *= 10;
interval = setInterval(myFunction, counter);
}
var interval = setInterval(myFunction, counter);
UPDATE: As suggested by A. Wolff, use setTimeout to avoid the need for clearInterval.
var counter = 10;
var myFunction = function() {
counter *= 10;
setTimeout(myFunction, counter);
}
setTimeout(myFunction, counter);
Use setTimeout() instead. The callback would then be responsible for firing the next timeout, at which point you can increase or otherwise manipulate the timing.
EDIT
Here's a generic function you can use to apply a "decelerating" timeout for ANY function call.
function setDeceleratingTimeout(callback, factor, times)
{
var internalCallback = function(tick, counter) {
return function() {
if (--tick >= 0) {
window.setTimeout(internalCallback, ++counter * factor);
callback();
}
}
}(times, 0);
window.setTimeout(internalCallback, factor);
};
// console.log() requires firebug
setDeceleratingTimeout(function(){ console.log('hi'); }, 10, 10);
setDeceleratingTimeout(function(){ console.log('bye'); }, 100, 10);
I like this question - inspired a little timer object in me:
window.setVariableInterval = function(callbackFunc, timing) {
var variableInterval = {
interval: timing,
callback: callbackFunc,
stopped: false,
runLoop: function() {
if (variableInterval.stopped) return;
var result = variableInterval.callback.call(variableInterval);
if (typeof result == 'number')
{
if (result === 0) return;
variableInterval.interval = result;
}
variableInterval.loop();
},
stop: function() {
this.stopped = true;
window.clearTimeout(this.timeout);
},
start: function() {
this.stopped = false;
return this.loop();
},
loop: function() {
this.timeout = window.setTimeout(this.runLoop, this.interval);
return this;
}
};
return variableInterval.start();
};
Example use
var vi = setVariableInterval(function() {
// this is the variableInterval - so we can change/get the interval here:
var interval = this.interval;
// print it for the hell of it
console.log(interval);
// we can stop ourselves.
if (interval>4000) this.stop();
// we could return a new interval after doing something
return interval + 100;
}, 100);
// we can change the interval down here too
setTimeout(function() {
vi.interval = 3500;
}, 1000);
// or tell it to start back up in a minute
setTimeout(function() {
vi.interval = 100;
vi.start();
}, 60000);
I had the same question as the original poster, did this as a solution. Not sure how efficient this is ....
let interval = 5000; // initial condition
let run = setInterval(request, interval); // start setInterval as "run"
function request() {
console.log(interval); // firebug or chrome log
clearInterval(run); // stop the setInterval()
// dynamically change the run interval
if (interval > 200) {
interval = interval * .8;
} else {
interval = interval * 1.2;
}
run = setInterval(request, interval); // start the setInterval()
}
This is my way of doing this, i use setTimeout:
var timer = {
running: false,
iv: 5000,
timeout: false,
cb : function(){},
start : function(cb,iv){
var elm = this;
clearInterval(this.timeout);
this.running = true;
if(cb) this.cb = cb;
if(iv) this.iv = iv;
this.timeout = setTimeout(function(){elm.execute(elm)}, this.iv);
},
execute : function(e){
if(!e.running) return false;
e.cb();
e.start();
},
stop : function(){
this.running = false;
},
set_interval : function(iv){
clearInterval(this.timeout);
this.start(false, iv);
}
};
Usage:
timer.start(function(){
console.debug('go');
}, 2000);
timer.set_interval(500);
timer.stop();
A much simpler way would be to have an if statement in the refreshed function and a control to execute your command at regular time intervals . In the following example, I run an alert every 2 seconds and the interval (intrv) can be changed dynamically...
var i=1;
var intrv=2; // << control this variable
var refreshId = setInterval(function() {
if(!(i%intrv)) {
alert('run!');
}
i++;
}, 1000);
This can be initiated however you want. timeout is the method i used to keep it on the top of the hour.
I had the need for every hour to begin a code block on the hour. So this would start at server startup and run the interval hourly. Basicaly the initial run is to begin the interval within the same minute. So in a second from init, run immediately then on every 5 seconds.
var interval = 1000;
var timing =function(){
var timer = setInterval(function(){
console.log(interval);
if(interval == 1000){ /*interval you dont want anymore or increment/decrement */
interval = 3600000; /* Increment you do want for timer */
clearInterval(timer);
timing();
}
},interval);
}
timing();
Alternately if you wanted to just have something happen at start and then forever at a specific interval you could just call it at the same time as the setInterval. For example:
var this = function(){
//do
}
setInterval(function(){
this()
},3600000)
this()
Here we have this run the first time and then every hour.
I couldn't synchronize and change the speed my setIntervals too and I was about to post a question. But I think I've found a way. It should certainly be improved because I'm a beginner. So, I'd gladly read your comments/remarks about this.
<body onload="foo()">
<div id="count1">0</div>
<div id="count2">2nd counter is stopped</div>
<button onclick="speed0()">pause</button>
<button onclick="speedx(1)">normal speed</button>
<button onclick="speedx(2)">speed x2</button>
<button onclick="speedx(4)">speed x4</button>
<button onclick="startTimer2()">Start second timer</button>
</body>
<script>
var count1 = 0,
count2 = 0,
greenlight = new Boolean(0), //blocks 2nd counter
speed = 1000, //1second
countingSpeed;
function foo(){
countingSpeed = setInterval(function(){
counter1();
counter2();
},speed);
}
function counter1(){
count1++;
document.getElementById("count1").innerHTML=count1;
}
function counter2(){
if (greenlight != false) {
count2++;
document.getElementById("count2").innerHTML=count2;
}
}
function startTimer2(){
//while the button hasn't been clicked, greenlight boolean is false
//thus, the 2nd timer is blocked
greenlight = true;
counter2();
//counter2() is greenlighted
}
//these functions modify the speed of the counters
function speed0(){
clearInterval(countingSpeed);
}
function speedx(a){
clearInterval(countingSpeed);
speed=1000/a;
foo();
}
</script>
If you want the counters to begin to increase once the page is loaded, put counter1() and counter2() in foo() before countingSpeed is called. Otherwise, it takes speed milliseconds before execution.
EDIT : Shorter answer.
(function variableInterval() {
//whatever needs to be done
interval *= 2; //deal with your interval
setTimeout(variableInterval, interval);
//whatever needs to be done
})();
can't get any shorter
Here is yet another way to create a decelerating/accelerating interval timer. The interval gets multiplied by a factor until a total time is exceeded.
function setChangingInterval(callback, startInterval, factor, totalTime) {
let remainingTime = totalTime;
let interval = startInterval;
const internalTimer = () => {
remainingTime -= interval ;
interval *= factor;
if (remainingTime >= 0) {
setTimeout(internalTimer, interval);
callback();
}
};
internalTimer();
}
Make new function:
// set Time interval
$("3000,18000").Multitimeout();
jQuery.fn.extend({
Multitimeout: function () {
var res = this.selector.split(",");
$.each(res, function (index, val) { setTimeout(function () {
//...Call function
temp();
}, val); });
return true;
}
});
function temp()
{
alert();
}
This piece of code below accelerates (acceleration > 1) or decelerates (acceleration <1) a setInterval function :
function accelerate(yourfunction, timer, refresh, acceleration) {
var new_timer = timer / acceleration;
var refresh_init = refresh;//save this user defined value
if (refresh < new_timer ){//avoid reseting the interval before it has produced anything.
refresh = new_timer + 1 ;
};
var lastInter = setInterval(yourfunction, new_timer);
console.log("timer:", new_timer);
function stopLastInter() {
clearInterval(lastInter);
accelerate(yourfunction, new_timer, refresh_init, acceleration);
console.log("refresh:", refresh);
};
setTimeout(stopLastInter, refresh);
}
With :
timer: the setInterval initial value in ms (increasing or decreasing)
refresh: the time before a new value of timer is calculated. This is the step lenght
acceleration: the gap between the old and the next timer value. This is the step height
Inspired by the internal callback above, i made a function to fire a callback at fractions of minutes. If timeout is set to intervals like 6 000, 15 000, 30 000, 60 000 it will continuously adapt the intervals in sync to the exact transition to the next minute of your system clock.
//Interval timer to trigger on even minute intervals
function setIntervalSynced(callback, intervalMs) {
//Calculate time to next modulus timer event
var betterInterval = function () {
var d = new Date();
var millis = (d.getMinutes() * 60 + d.getSeconds()) * 1000 + d.getMilliseconds();
return intervalMs - millis % intervalMs;
};
//Internal callback
var internalCallback = function () {
return function () {
setTimeout(internalCallback, betterInterval());
callback();
}
}();
//Initial call to start internal callback
setTimeout(internalCallback, betterInterval());
};
This is my idea for times when you do not want loops like setInterval to overlap.
You also want to be able to set the loop execution delay and start and stop the loop, instansly on the fly.
I am using a loop_flag variable and a setTimeout function.
I set the main function to async so that you can call other functions in the body by calling await. When the main body of your code is running, the main loop waits and does not repeat itself. (which is not the case with setInterval)
An example of a simple code is:
//#NabiKAZ
document.getElementById("btn_start").addEventListener("click", function() {
console.log("Starting...");
loop_flag = true;
loop_func();
});
document.getElementById("btn_stop").addEventListener("click", function() {
console.log("Stoping...");
loop_flag = false;
});
var n = 0;
var loop_flag = false;
var loop_func = async function() {
if (!loop_flag) {
console.log("STOP.");
return;
}
//body main function inhere
n++;
console.log(n);
////
if (loop_flag) {
setTimeout(loop_func, document.getElementById("inp_delay").value);
} else {
console.log("STOP.");
}
}
<input id="inp_delay" value="1000">
<button id="btn_start">START</button>
<button id="btn_stop">STOP</button>
For a more complete code with a fetch request inside the loop, see here:
https://jsfiddle.net/NabiKAZ/a5hdw2bo/
You can use a variable and change the variable instead.
setInterval(() => function, variable)
You can do this by clearing the interval every iteration, changing the timer value and setting the interval again. Hope it helps ;)
For exemple:
const DOMCounter = document.querySelector(".counter")
let timer = 1000
const changeCounter = () => {
clearInterval(interval)
DOMCounter.innerHTML = timer
timer += 1000
timer == 5000 && timer == 1000
interval = setInterval(changeCounter, timer)
}
let interval = setInterval(changeCounter, timer)
<div class="container">
<p class="counter"></p>
</div>
var counter = 15;
var interval = function() {
setTimeout(function(){
// Write your code here and remove console.log, remember that you need declare yourDynamicValue and give it a value
console.log((new Date()).getTime())
window.counter = yourDynamicValue;
window.interval();
}, counter);
}
// It needs to run just once as init
interval();

How to get clearInterval() to work in a loop in JavaScript

So I'm trying to get a function to run once every second, and then after four seconds I want it to stop using clearInterval()
function dotdotdot(){
var x = 0;
setInterval(function(){
if (x>=3){
torpWri = torpWri + ".";
document.getElementById("torpTxt").innerHTML = torpWri;
x++;
}
else{
x = 0;
clearInterval();
}
},1000);
}
This is my function and it should stop after four seconds and then reset x to 0 for when I call it again.
function loadButton(){
torpWri = "Torpedo Loading"
if(torpLoadAmount[arNum]<5){
torpLoadAmount[arNum]++;
torpAmount--;
document.getElementById("torpCnt").innerHTML = torpAmount;
document.getElementById("torpTxt").style.visibility = "visible";
document.getElementById("butunload").disabled=true;
document.getElementById("butfire").disabled=true;
document.getElementById("torpTxt").innerHTML = torpWri;
dotdotdot();
}
else{
document.getElementById("torpTxt").style.visibility = "visible";
document.getElementById("torpTxt").innerHTML = "Torpedo Bay Full";
}
timer3();
}
This is how I'm calling it.
I'm just needed to know why it isn't running the function dotdotdot(); every second and then stopping after four. Then when I call it again it should all just reset. But it's not running...
I've been searching for a while and haven't found anything, so I came here.
(Also, please don't comment on my other code, I know there are probably easier ways to do it, but this is what I'm working with right now.)
setInterval returns a timerID, which needs to be passed to clearInterval.
var ticks = 0;
var intervalID = setInterval(function() {
if (++ticks == 4) {
clearInterval(intervalID);
}
}, 1000);
You could also use setTimeout instead, and just not schedule a new tick when the condition is met.
setTimeout(function callback(ticks) {
if (ticks > limit) {
return;
}
setTimeout(callback, 0, ++ticks);
}, 1000, 0)
You need to store the handle / intervalId for the interval when it is set and then use it when you want to clear the interval:
function dotdotdot(){
var x = 0;
var intervalId = -1;
intervalId = setInterval(function(){
if (x>=3){
torpWri = torpWri + ".";
document.getElementById("torpTxt").innerHTML = torpWri;
x++;
} else {
x = 0;
clearInterval(intervalId);
}
},1000);
}
More info: https://developer.mozilla.org/en-US/Add-ons/Code_snippets/Timers
setInterval will return a timerid. So do like
var timer = setInterval(fun......)
Then
clearInterval(timer)

Creating a continuous counter with Javascript?

function lemath()
{
var count;
count = 0;
stuff.innerHTML = "stuff" + count;
}
function begin()
{
lemath();
setTimeout(function() {
begin();
}, 1000);
}
I'm trying to create an infinite loop that will count each time it loops and display it, but when I do the code above it just gives back undefined?
Thank you very much with the help! :)
var count = 0; // declaring "count" here makes the variable globally available
function lemath()
{
count++;
var stuff = document.getElementById('stuff');
stuff.innerHTML = "stuff: " + count;
}
function begin()
{
lemath();
setTimeout(begin, 1000, window);
}
document.addEventListener('DOMContentLoaded', function () {
begin();
});
Demo: http://jsfiddle.net/pottersky/jj30s2Le/1/
you can use setInterval javascript method for increase your counter
// setInterval(fn, time);
// your counter state should be start from 0
let count = 0;
// Your function should be run each time (for example each second)
const increment = () => {
count++
// show count in console or in DOM
console.log(count)
element.innerHTML = count
}
setInterval(increment, 1000);
For Performance reason and for stop or reset timer you can use clearInterval method
const timer = setInterval(increment, 1000);
// stop counter
clearInterval(timer)

A timer that is pausable in NodeJS?

How would I go about creating a timer that I could pause using NodeJS?
I was thinking of using setInterval/setTimeout but was unsure if it will work as I want it to? (since there's no "pause")
Basically I want an re-occuring timer every 5 minutes (for example) but if I do a certain action, I want it to pause, and then on another action, unpause.
You don't pause a timer in node.js. Instead, you start and stop a timer.
If you want to start it again with the same amount of time remaining that it would have had left if it kept running, then you just have to keep track of that amount of time.
Here's an idea for a little object that lets you start and stop a timer:
var Timer = function(t, fn, go) {
var timer, tRemaining, tStarted;
if (!t || !fn) {
throw new Error("Must specify time and callback function");
}
tRemaining = t;
if (go) {
this.start();
}
this.start = function() {
if (!timer) {
tStarted = new Date().getTime();
timer = setTimeout(fn, tRemaining);
}
};
this.pause = function() {
if (timer) {
clearTimeout(timer);
timer = null;
var now = new Date().getTime();
tRemaining -= now - tStarted;
}
}
}
// usage
var t = new Timer(5000, function() {
// this will be called when the timer is done
});
t.start();
// some time later
t.pause();
// some time later
t.start();
I long time ago in a gist far far away I created a constructor for delta timing. The constructor called DeltaTimer can be started, stopped (paused) and restarted (resumed) whenever required.
Here's how it can be used:
var output = $("output"), start;
var timer = new DeltaTimer(function (now) {
output.innerHTML = (now - start) / 1000;
}, 1000);
$("start").addEventListener("click", function () {
start = timer.start();
});
$("stop").addEventListener("click", timer.stop);
function $(id) {
return document.getElementById(id);
}
<button id="start">Start</button>
<button id="stop">Stop</button>
<span id="output"></span>
<script>
function DeltaTimer(render, interval) {
var timeout;
var lastTime;
this.start = start;
this.stop = stop;
function start() {
timeout = setTimeout(loop, 0);
lastTime = Date.now();
return lastTime;
}
function stop() {
clearTimeout(timeout);
return lastTime;
}
function loop() {
var thisTime = Date.now();
var deltaTime = thisTime - lastTime;
var delay = Math.max(interval - deltaTime, 0);
timeout = setTimeout(loop, delay);
lastTime = thisTime + delay;
render(thisTime);
}
}
</script>
As you can see the timer corrects itself with a very small margin of error. In addition, it can be easily stopped and restarted.
Hope that helps.

setInterval recount?

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.

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