I have a timer set on my application using html 5 and jquery. Now when I move on to different tab or I minimize my window, the timer for that few seconds stops. I do not want this. And again as I open the window(tab or browser page, whatever u say)the timer starts. But it gets pause for those seconds. What should be the issue ? What code should I write for it ?
I want that even though I minimize my window or look at new tab, my timer should be on.
Code for getting the timer is:
Here the timer is set and it runs, but as soon as i move my focus to other page, the timer is paused. A function is just shown here.
function showTime()
{
if(ms>=100){
ms = 0;
s++;
}
// calculates seconds and hours also
var temp= $("#clock").text(checkTime(h)+":"+checkTime(m)+":"+checkTime(s)+"."+checkTime(ms));
if(windows_focus=true){
timer=setTimeout('showTime()', 10);}
else if(windows_focus=false){
timer=setTimeout('showTime()', 100);
}
}
checktime is a function which just add a zero in front of numbers<10.
I just added in windows_focus=false also, as I thought if I move away, then also it should work, but i am not getting.
I tried using setInterval also, when I use setInterval, then even though I minimize the window the timer is getting started. But the problem is that the time runs in a really weird manner. Runs very very fast.
Can anyone please help me out.
http://jsfiddle.net/JWxS6/44/ this might be useful to see my code.
I am really new, please help me out
Related
I can't find any answers to this. What I want is to set a 5 min time limit that begins when the level begins and ends when level ends. I also want it to kill the player if it runs out. This is for Unity2D and I want the timer to be seen at top left or right of screen. So basically I need a time limit like that of Super Mario. In C# code please.
Break up your problem into easier tasks. You will need some type of timer, and you will want to know how to 'kill' the player.
To create a timer, you can take advantage of how Update runs once per frame. Unity also comes with a Time class. In Time, there is a variable deltaTime which keeps track of the time in seconds to complete the last frame. Some other things you might want to add on to your class that acts as a timer is when to start and stop the timer.
To output the value from a timer to the game, you might want to use Unity's UI system and canvas. You might create a text object that is part of a canvas and anchor that text object to the top left corner.
To 'kill' a player, you can have some method that runs once the timer reaches the time in question and run the kill logic you want.
Helpful links:
MonoBehavior Update: https://docs.unity3d.com/ScriptReference/MonoBehaviour.Update.html
Time: https://docs.unity3d.com/ScriptReference/Time.html
UI: https://unity3d.com/learn/tutorials/topics/user-interface-ui
You can create a class that keeps track of the timer and to check if the requirements to fail are still there.
In this case you can have a float for the timer, and a bool for the condition whenever you completed the level or not.
It the timer reaches zero, check if the bool is still false, if it is, then you call something like KillPlayer(). If you complete the level by hitting a trigger or anything that will know if the level should be considered finished, you set the bool to true.
So your final check could look like this:
public float levelTimer = 300f;
public bool levelComplete = false;
void Start()
{
levelTimer = 300f;
levelComplete = false;
}
void Update()
{
levelTimer -= Time.deltaTime;
if(levelTimer <= 0 && !levelComplete)
{
KillPlayer();
//Something like a Game Over screen maybe
}
}
I hope this help you in the right direction.
I am building my first help file and so far all is working except one thing:
There is a Table of contents button in the help browser that is deactivated for my help (and so far all 3rd Party help I looked at).
However it's used in most Apple Apps. It allows you to hide reveal a navigation on the left side of the help page.
I found no documentation about this at all. So I wondered if anyone has figured out how to address this.
Thanks!
Taken from https://gist.github.com/mattshepherd/54c66d38be90c2b1acf0
// Disable TOC button
window.HelpViewer.showTOCButton(false);
// Enable TOC button
// If you call this on window load it will flash active for a brief second
// and then disable again. Call if after a delay of 250ms and is works fine
// Not sure what the second variable does yet, but passing false works fine
window.HelpViewer.showTOCButton( true, false, function() {
//do something to toggle TOC in your webpage
});
// Apple stores the status of the TOC using a window session variable,
// you can use this to keep the TOC open or closed when transitioning
// between pages.
window.sessionStorage.getItem("toc");
I implemented another version of this project with Java Swing, but because it could not support multi-touch functionality, I am rewriting it using JavaFX.
So I want the program to wait either for a user clicks a Button object or for a timeout, say 5 seconds - this means that the program would present a Button on the screen at one point and does not proceed to the next phase until either the Button is pressed or 5 seconds pass without it being pressed.
Clearly, detecting a click is elementary because adding ActionEvent would solve it. The tricky part is measuring the time. When implementing with Swing objects, I would have a while loop and have Thread.sleep(very_short_time_interval) inside to periodically check the elapsed time:
lastUpdate = System.currentTimeMillis();
while ((!pressed) && (System.currentTimeMillis() - lastUpdate <= timeout)) {
Thread.sleep(50);
}
The purpose of the Thread.sleep() in the pseudo-code above was to prevent the while loop from executing too often. Though it does not seem like the best practice, this trick apparently worked when used with Swing objects. But I realized after trying out the same thing with JavaFX Button objects, it turns the shape of the mouse pointer to a circulating ring, indicating the process is busy on Windows. What is worse is the button would not recognize mouse inputs during this busy phase. I am guessing JavaFX objects are heavier than Swing objects and is causing this problem as a result.
So my question is, would there be another way, possibly native function in JavaFX to make a Button expire without requiring a while loop? Or would there be some lighter weight objects than Button that works in a similar manner (listening to mouse clicks) that could work with the original while approach?
You can use a PauseTransition to wait for n-seconds. On its setOnFinished you can add an action to be performed. If the button has been pressed, you can cancel the transition on its action.
final PauseTransition pt = new PauseTransition(Duration.millis(5000));
pt.setOnFinished( ( ActionEvent event ) -> {
doSomething();
});
button.setOnAction( (ActionEvent event) -> {
doSomething();
pt.stop(); // If the button has been pressed, stop the Transition
});
pt.play();
I have a simple app that I am creating with a countdown timer that uses a DispatcherTimer for the time base. I have an event handler setup for On_Tick of the DispatcherTimer (set for 1 sec interval). I have three (3) pivot pages using three different instances of AdControl and all are "live" with a real ApplicationID and AdUnitID. This timer is setup on one of the pivot pages.
What I am seeing is that when I open my app and the AdControl starts, after 60 seconds, the adControl wants to refresh. My timer works fine for the first minute, then starts to lose a second every three seconds, like it is missing a tick event (coincidentally when the adcontrol "scrolls" to a new message every three seconds?). I've tried using a background worker for the dispatcherTimer but that did not seem to do anything for me. The code in the event handler is fairly short, with just a couple of "if-then" statements and a few textBlock updates.
Anyone else seen similar issues with the AdControl?
I would say the reason is that the ad control and the timer both want to do something on the UI thread. Thus when the ad control is busy the timer action is blocked during this time. To quote MSDN:
Timers are not guaranteed to execute exactly when the time interval
occurs, but they are guaranteed to not execute before the time
interval occurs. This is because DispatcherTimer operations are placed
on the Dispatcher queue like other operations. When the
DispatcherTimer operation executes is dependent on the other jobs in
the queue and their priorities.
It also explains why using a background worker does not help. As soon as you go back from another thread to the UI thread you have the same problem again. So this issue is basically by design.
Oh and it can also be the other way round. If you would be doing intensive work in the UI thread then the ad control would be blocked. As well as the rest of your UI. This is the reason why you should do as much work as possible in background threads. Maybe the ad control doesn't adhere to this advice.
So far this probably won't help you much. But perhaps it is possible to just use one AdControl and move this from Pivot to Pivot as the user pans around?
I've experienced the same problem with my own timer style app. In my case it only appears to happen when there is animation in the current advertisement.
According to the DispatcherTimer documentation, the delay is expected behaviour, so the solution it to use a different timer... eg System.Threading.Timer
...
//create the timer
var timer = new System.Threading.Timer(
new System.Threading.TimerCallback(TimerTick),
null,
//Set the due time to infinite so the timer wont start immediately
System.Threading.Timeout.Infinite,
0);
//start the timer
timer.Change(0, 1000);
//stop the timer
timer.Change(System.Threading.Timeout.Infinite, 0);
}
void TimerTick(object state)
{
//Dont forget to update the UI on the UI thread.
Dispatcher.BeginInvoke(() =>
{
MyTextBox.Text = "New Text";
});
}
Problem solved!
i'm still having a problem clicking a popup button on an auction site,that appears only if u won an auction. This popup seems tbe a problem. Ive managed to get help partially in Need to click a bid button with Grease monkey script, i'm able to get the bid buttons clicked, but the popu is stil a problem. The xpath for the popup is:
.//*[#id='ctl00_mainContentPlaceholder_Button3']
And the script i'm using currently is:
// ==UserScript==
// #name click popup try1.3
// #include http://www.trada.net/*
// ==/UserScript==
// ctl00_mainContentPlaceholder_Button3
function PopClick ()
{var PopBtn1=document.getElementById("ctl00_mainContentPlaceholder_Button3");
alert('try1');
PopBtn1.click (1);
alert('finished');
};
PopClick();
But the problem seems to be that the script doesnt stay active on the page waiting for the popup, I think if i can get it to "wait" for the popup to appear, it should work. I'm very new to GM, so excuse if there is simple errors. I had exelent help from people like Brock sofar, who is showing me the ropes. Slowly but surely I'm gettin the hang of it. Remove the alerts, i just used them to see if it executing.
The simplest solution would be to run this function, say every second, thus "waiting" for the popup to appear:
setInterval(PopClick, 1000);
It is also better to rewrite PopClick to check if the element is there, before calling click, like this:
function PopClick () {
var PopBtn1=document.getElementById("ctl00_mainContentPlaceholder_Button3");
if(PopBtn1) {
PopBtn1.click ();
// It is also makes sense to clear interval here. see docs for setInterval/clearInterval please :)
}
};
May be this will help you with the freezing issue.
The more proper way, however, would be to set up MutationEvent listener. Since you are using Firefox, it should work OK:
function click_if_popup(evt) {
if(evt.target.hasAttribute('id') && evt.target.getAttrubute('id') =="ctl00_mainContentPlaceholder_Button3")
evt.target.click();
}
document.addEventListener('DOMNodeInsertedIntoDocument', click_if_popup);
Sorry, I didn't test any of this code: I wanted just to give you the general idea of where to dig.