setInterval in a promise, only executes once in React - reactjs

I'm trying to create a countdown timer with one second ticking away each second. The interval works only one time and does not execute. The problem is that I do not have this.state.timetill until a server call is made, then I can begin the timer. Therefore, the setInterval function has to be tucked away in a promise, where it executes only one. The timetill variable however can be a constant, once retrieved it does not change.
componentDidMount = async () => {
const that = this;
*do stuff*
this.someFunction().finally(() => {
/*This right here, below is not working */
setInterval(that.createTimer(), 1000);
});
}
My JSX is such
{this.state.setTimer}
function in question, the time has to be divided by 1000 since javascript uses miliseconds
createTimer = async timerNow => {
var timerNow = (await new Date().getTime()) / 1000;
// Find the distance between now and the count down date
var distance = this.state.timeTill - timerNow;
// Time calculations for days, hours, minutes and seconds
var days = Math.floor(distance / (1000 * 60 * 60 * 24));
var hours = Math.floor((distance % (1000 * 60 * 60 * 24)) / (1000 * 60 * 60));
var minutes = Math.floor((distance % (1000 * 60 * 60)) / (1000 * 60));
var seconds = Math.floor((distance % (1000 * 60)) / 1000);
//the variable displayed
var setTimer = days + "d " + hours + "h " + minutes + "m " + seconds + "s ";
this.setState({setTimer});
};

You pass the returned value of createTimer to setInterval, instead pass the function but don't invoke it
setInterval(this.createTimer, 1000)

There's a few things you should do:
1. Have a method that will actually call setState
2. Change setInterval to call a method reference
3. Cleanup any pending request on unmounting:
4. [optional] you can drop that
private createTimer = { ... }
private setTimer = () => {
this.setState({ timer: this.createTimer() });
}
private _mounted: boolean = false;
private _intervalHandler: number | null = null;
componentDidMount = async () => {
this._mounted = true;
this.someFunction().finally(() => {
if (!this._mounted) { return; }
this._intervalHandler = setInterval(this.setTimer, 1000);
});
}
componentWillUnmoun = () => {
this._mounted = false;
if (this._intervalHandler !== null) {
clearInterval(this._intervalHandler);
}
}
This will ensure you are not performing state changes after the component was unmounted.

Related

React Class Component - This.Set.State

I'm trying to complete this countdown timer using a class component in REACT. I believe I'm just missing "this.Setstate" adding . Can you please review and let me know where that would be added in this component? Thanks in advance! (I've edited the code by adding "this.Setstate", however, I'm receiving an error message that it's not a function). Just to add more detail, I'm trying to have the countdown timer start when the screen loads. It's not triggered by a button or anything.
import React,{Component} from "react";
class Countdown extends Component{
constructor(props){
super(props);
this.state={
days:30,
hours:720,
minutes:59,
seconds:59
}
}
componentDidMount(){
let countDownDate = new Date("Jul 30, 2022 11:00:00").getTime();
/*Function myFunc runs every second*/
let myfunc = setInterval(function() {
let now = new Date().getTime();
let timeleft = countDownDate - now;
this.setState({
days: Math.floor(timeleft / (1000 * 60 * 60 * 24)),
hours : Math.floor((timeleft % (1000 * 60 * 60 * 24)) / (1000 * 60 * 60)),
minutes: Math.floor((timeleft % (1000 * 60 * 60)) / (1000 * 60)),
seconds: Math.floor((timeleft % (1000 * 60)) / 1000),
})
} , 1000);
}
render(){
return (
<>
<div>
<p>{this.days}</p>
<p>{this.hours}</p>
<p>{this.minutes}</p>
<p>{this.seconds}</p>
</div>
</>
)
}
}
export default Countdown;
To save the values in the state, as you mentioned, you effectively need to add the this.setState method.
You are currently storing the date values into global values like this.days. This works but it doesn't re-render the component on change.
So what you need to do is replace the this.<DATE_VALUE> with something like this:
/*Breakdown the calculation*/
this.setState({
days: YOUR_DAYS_VALUES,
hours: YOUR_HOURS_VALUES,
minutes: YOUR_MINUTES_VALUES,
seconds: YOUR_SECONDS_VALUES,
})
Edit:
As #madQuestions commented, as this.setState is inside a setInterval function we need to bound it to the current class (this is not necessary with arrow functions). This happens because inside the setInterval scope we don't have a clue of the class values. That is why we need the binding.
You can check this comment post to understand better what is happening.
So your interval would look something like this:
let myfunc = setInterval(
function () {
let now = new Date().getTime();
let timeleft = countDownDate - now;
this.setState({
days: Math.floor(timeleft / (1000 * 60 * 60 * 24)),
hours: Math.floor(
(timeleft % (1000 * 60 * 60 * 24)) / (1000 * 60 * 60)
),
minutes: Math.floor((timeleft % (1000 * 60 * 60)) / (1000 * 60)),
seconds: Math.floor((timeleft % (1000 * 60)) / 1000)
});
}.bind(this), // we added the binding here
1000
);
Additionally I was able to see in your code that you are still returning the this.<DATE_VALUE> in your JSX code. You have to change that to this.state.<DATE_VALUE> to get the state values.

React Intl with relativeTime formatting

I'm working on a kind of dynamic timestamp for messages using Intl.
I want the timestamps to be dynamic in the way that it automatically transitions from ".. seconds ago" to "... minutes ago" to "... hours ago" to "today", after which it'll just return the date it's been posted. I know there's the <RelativeFormat> component, but I want to use the API instead.
The API has a method called intl.relativeFormat, but can't seem to figure out how to use it...
I'm a junior programmer so it's all still a bit new to me 😅😅
I appreciate your time :)
If you need more info, please let me know. I'll try to provide you with more.
Thanks!
Documentation for the RelativeFormat function can be found here - https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Intl/RelativeTimeFormat.
The idea is that you create an instance of relative time format function, with some pre-defined settings that you want the output to follow. For example, you can set your relative time format function to return English strings in a shortened format.
const rtf = new Intl.RelativeTimeFormat('en', { style: 'narrow' });
console.log(rtf.format(3, 'quarters'));
//expected output: "in 3 qtrs."
You also need to pass negative values in order to get labels intended for the past.
const rtf = new Intl.RelativeTimeFormat('en', { style: 'narrow' });
console.log(rtf.format(-3, 'quarters'));
//expected output: "3 qtrs. ago"
The next part leverages an answer given by #fearofawhackplanet here on StackOverflow
//The 'timestamp' function parameter is your timestamp passed in milliseconds.
function timeDifference(timestamp, locale) {
const msPerMinute = 60 * 1000;
const msPerHour = msPerMinute * 60;
const msPerDay = msPerHour * 24;
const msPerMonth = msPerDay * 30;
const msPerYear = msPerDay * 365;
const current = Date.now();
const elapsed = current - timestamp;
const rtf = new Intl.RelativeTimeFormat(locale, { numeric: "auto" });
if (elapsed < msPerMinute) {
return rtf.format(-Math.floor(elapsed/1000), 'seconds');
}
else if (elapsed < msPerHour) {
return rtf.format(-Math.floor(elapsed/msPerMinute), 'minutes');
}
else if (elapsed < msPerDay) {
return rtf.format(-Math.floor(elapsed/msPerHour), 'hours');
}
else {
return new Date(timestamp).toLocaleDateString(locale);
}
}
//
// code to test the above function
//
const fifteenSecondsAgo = new Date();
const tenMinutesAgo = new Date();
const twoHoursAgo = new Date();
fifteenSecondsAgo.setSeconds(fifteenSecondsAgo.getSeconds() - 15);
tenMinutesAgo.setMinutes(tenMinutesAgo.getMinutes() - 10);
twoHoursAgo.setHours(twoHoursAgo.getHours() - 2);
console.log(timeDifference(fifteenSecondsAgo.getTime(), 'en'));
console.log(timeDifference(fifteenSecondsAgo.getTime(), 'es'));
console.log(timeDifference(tenMinutesAgo.getTime(), 'en'));
console.log(timeDifference(tenMinutesAgo.getTime(), 'es'));
console.log(timeDifference(twoHoursAgo.getTime(), 'en'));
console.log(timeDifference(twoHoursAgo.getTime(), 'es'));
Here is a JSFiddle link to see the code running - https://jsfiddle.net/mhzya237/1/
Here is a similar idea, it also deals with future/present/past times.
function getRelativeTime(time) {
const now = new Date();
const diff = Math.abs(time - now);
const mark = (time - now) >> -1 || 1;
if (diff === 0) return new Intl.RelativeTimeFormat('en').format(0,"second");
const times = [
{ type: 'second', seconds: 1000 },
{ type: 'minute', seconds: 60 * 1000 },
{ type: 'hour', seconds: 60 * 60 * 1000 },
{ type: 'day', seconds: 24 * 60 * 60 * 1000 },
{ type: 'week', seconds: 7 * 24 * 60 * 60 * 1000 },
{ type: 'month', seconds: 30 * 24 * 60 * 60 * 1000 },
{ type: 'year', seconds: 12 * 30 * 24 * 60 * 60 * 1000 },
];
let params = [];
for (let t of times) {
const segment = Math.round(diff / t.seconds);
if (segment >= 0 && segment < 10) {
params = [(segment * mark) | 0, t.type];
break;
}
}
return new Intl.RelativeTimeFormat('en').format(...params);
}
const time = getRelativeTime(new Date(new Date().getTime() - 2 * 1000));
console.info('relative time is', time);
The function takes a time param, finds the seconds difference relative to now, uses the array map to calculate which type yields the closest match and uses it as a param for Intl.RelativeTimeFormat
You can improve getRelativeTime(time) function by either returning the params array and call Intl.RelativeTimeFormat from outside the function or also pass the locale (and options) to the function.
I'm sure there are smarter ways to get rid of the times array, perhaps by creating a wrapping closure but it will force you to "initialize" this utility function first

How can I set an interval inside the custom filter

I created a custom date filter, but I want to set an interval for every second to make it run like a clock ecvery second. Thank you in advance
This is my code.
app.filter('DateGap', function() {
// In the return function, we must pass in a single parameter which will be the data we will work on.
// We have the ability to support multiple other parameters that can be passed into the filter optionally
return function update(input, optional1, optional2) {
var t1 = new Date(input + 'Z');
var t2 = new Date();
var dif = t1.getTime() - t2.getTime();
var Seconds_from_T1_to_T2 = dif / 1000;
var Seconds_Between_Dates = Math.abs(Seconds_from_T1_to_T2);
var sec_num = Math.floor(Seconds_Between_Dates); // don't forget the second param
var hours = Math.floor(sec_num / 3600);
var minutes = Math.floor((sec_num - (hours * 3600)) / 60);
var seconds = sec_num - (hours * 3600) - (minutes * 60);
if (typeof PenddingHours != "undefined")
return hours >= PenddingHours ? true : false;
if (hours < 10) { hours = "0" + hours; }
if (minutes < 10) { minutes = "0" + minutes; }
if (seconds < 10) { seconds = "0" + seconds; }
var time = hours + ':' + minutes + ':' + seconds;
return time;
}
});
The following will run the filter every second. I am unable to get the filter to work as is, but it logs the updated date in the console so that you can at least see that it is being called each second.
This is just one way to do it. You could also apply the filter to the myDate variable within the controller and skip putting the filter in the markup.
angular.module('intervalExample', [])
.controller('ExampleController', ['$scope', '$interval',
function($scope, $interval) {
$scope.myDate = new Date();
var stop;
$scope.startTimer = function() {
stop = $interval(function() {
$scope.myDate = new Date();
}, 1000);
};
$scope.stopTimer = function() {
if (angular.isDefined(stop)) {
$interval.cancel(stop);
stop = undefined;
}
};
$scope.$on('$destroy', function() {
// Make sure that the interval is destroyed too
$scope.stopTimer();
});
$scope.startTimer();
}
])
.filter('DateGap', function() {
// In the return function, we must pass in a single parameter which will be the data we will work on.
// We have the ability to support multiple other parameters that can be passed into the filter optionally
return function update(input, optional1, optional2) {
console.log(input);
var t1 = new Date(input); // + 'Z');
var t2 = new Date();
var dif = t1.getTime() - t2.getTime();
var Seconds_from_T1_to_T2 = dif / 1000;
var Seconds_Between_Dates = Math.abs(Seconds_from_T1_to_T2);
var sec_num = Math.floor(Seconds_Between_Dates); // don't forget the second param
var hours = Math.floor(sec_num / 3600);
var minutes = Math.floor((sec_num - (hours * 3600)) / 60);
var seconds = sec_num - (hours * 3600) - (minutes * 60);
if (typeof PenddingHours != "undefined")
return hours >= PenddingHours ? true : false;
if (hours < 10) {
hours = "0" + hours;
}
if (minutes < 10) {
minutes = "0" + minutes;
}
if (seconds < 10) {
seconds = "0" + seconds;
}
var time = hours + ':' + minutes + ':' + seconds;
return time;
}
});
<script src="https://ajax.googleapis.com/ajax/libs/angularjs/1.2.23/angular.js"></script>
<div ng-app="intervalExample">
<div ng-controller="ExampleController">
Current time is: <span my-current-time="format"></span> {{ myDate | DateGap }}
</div>
</div>
You can't asynchronously change the output of a filter in angular 1.x. Filters are pure functions, the output depends only on the input which is a constant date in your case. Use a controller to handle the timing:
angular.module('intervalExample', [])
.controller('ExampleController', ['$scope', '$interval',
function($scope, $interval) {
$scope.myTime = 0;
var startTime = Date.now();
var timer = $interval(function() {
$scope.myTime = Date.now() - startTime;
}, 1000);
$scope.$on('$destroy', function() {
$interval.cancel(timer);
});
}
])
.filter('TimeSpan', function() {
// In the return function, we must pass in a single parameter which will be the data we will work on.
// We have the ability to support multiple other parameters that can be passed into the filter optionally
return function update(input, optional1, optional2) {
var dif = input;
var Seconds_from_T1_to_T2 = dif / 1000;
var Seconds_Between_Dates = Math.abs(Seconds_from_T1_to_T2);
var sec_num = Math.floor(Seconds_Between_Dates); // don't forget the second param
var hours = Math.floor(sec_num / 3600);
var minutes = Math.floor((sec_num - (hours * 3600)) / 60);
var seconds = sec_num - (hours * 3600) - (minutes * 60);
if (typeof PenddingHours != "undefined")
return hours >= PenddingHours ? true : false;
if (hours < 10) {
hours = "0" + hours;
}
if (minutes < 10) {
minutes = "0" + minutes;
}
if (seconds < 10) {
seconds = "0" + seconds;
}
var time = hours + ':' + minutes + ':' + seconds;
return time;
}
});
<script src="https://ajax.googleapis.com/ajax/libs/angularjs/1.2.23/angular.js"></script>
<div ng-app="intervalExample">
<div ng-controller="ExampleController">
Current time is: <span my-current-time="format"></span> {{ myTime | TimeSpan }}
</div>
</div>

clearInterval after 10sec doesnt work

I created a little Game and that should create every 1sec a enemy till there are 10 enemy (10sec)
if i do it without clearInterval it creates the whole time enemys
so i want to stop when it reach 10
var initEnemy = function ()
{
//enemy div
for(var i = 0; i < 10; i++)
var timerid = null;
function IntervalFunction()
{
var randomX = Math.floor(Math.random() * 190);
var randomY = Math.floor(Math.random() * 50);
enemy.push(new Enemy(randomX, randomY).create());
}
IntervalFunction();
setInterval(IntervalFunction,1000);
clearInterval(IntervalFunction),10000);
}
clearInterval doesn't take second argument.
And setTimeout is easier to wrap head around... A simple approach is to count how many enemies you've created so far and not run setTimeout when the limit is reached:
var initEnemies = function () {
var numEnemiesCreated = 0;
function createAnotherEnemy() {
var randomX = Math.floor(Math.random() * 190);
var randomY = Math.floor(Math.random() * 50);
enemy.push(new Enemy(randomX, randomY).create());
numEnemiesCreated += 1;
if (numEnemiesCreated < 10)
setTimeout(createAnotherEnemy, 1000);
}
createAnotherEnemy();
}
And a version with for loop, it schedules function calls 0s, 1s, 2s, ... , 9s from now:
var initEnemies = function () {
function createEnemy() {
var randomX = Math.floor(Math.random() * 190);
var randomY = Math.floor(Math.random() * 50);
enemy.push(new Enemy(randomX, randomY).create());
}
for (var i=0; i < 10; i++)
setTimeout(createEnemy, i * 1000);
}
update
Here's a version with setInterval and clearInterval. You still have to count how many enemies you've created so far, and you have to use interval id in clearInterval call. Haven't tested this, sorry!
var initEnemies = function () {
var numEnemiesCreated = 0;
var intervalId;
function createEnemy() {
var randomX = Math.floor(Math.random() * 190);
var randomY = Math.floor(Math.random() * 50);
enemy.push(new Enemy(randomX, randomY).create());
// Unschedule ourselves after 10th run
numEnemiesCreated += 1;
if (numEnemiesCreated == 10)
clearInterval(intervalId);
}
intervalId = setInterval(createEnemy, 1000);
}

calling another method inside same view

I making a simple game that uses a two minute JavaScript timer. I can get the javascript timer to work without using backbone. The code is at the bottom for the working timer, and here's a fiddle of it http://jsfiddle.net/mjmitche/hDRjR/19/
However, once I try to the timer code into a few different methods inside a Backbone view, I'm getting an error depending on how a key method, displayTime, code is defined
Steps:
1) I create a new clockView and save it to a variable clock_view
var clock_view = new ClockView({ model: game});
Inside the initializer of clockview, I set up these variables that are used by the timer code
var totalWait = 120;
var secondsRemaining = totalWait;
var hasFocus = true;
var hasJustFailed = false;
The startClock method gets triggered from elsewhere
this.model.bind("gameStartedEvent", this.startClock, this);
startClock uses setInterval to call displayTime method every second. Depending on how displayTime is coded [a) displayTime(), b) this.displayTime(), c) clock_view.displayTime() ], displayTime triggers a different error.
startClock: function(){
console.log("start clock");
setInterval(function(){
this.secondsRemaining -= 1;
console.log("working");
displayTime(); //uncaught reference error: displayTime is not defined
this.displayTime(); //Uncaught TypeError: Object [object Window] has no method 'displayTime'
clock_view.displayTime();// `display time gets called but triggers NAN`
if(secondsRemaining == 0) $('#timer').fadeOut(1000);
}, 1000);
},
If displayTime is called from setInterval as displayTime() it says it's not defined. If I do this.displayTime(), I get a object window has no method. If I call it clock_view.displayTime(), it triggers a NAN error, which I think may be caused because the way the variables are defined in the initializer
displayTime is defined directly below startClock like this
displayTime: function () {
var minutes = Math.floor(secondsRemaining / 60);
var seconds = secondsRemaining - (minutes * 60);
if (seconds < 10) seconds = "0" + seconds;
var time = minutes + ":" + seconds;
$('#timer').html(time);
},
Update
This is a fiddle of the whole ClockView in a Backbone format, although it doesn't work because it's missing other parts of the program (such as the model that triggers the event). I'm including it only to make the question more readable
http://jsfiddle.net/mjmitche/RRXnK/85/
Original working clock code http://jsfiddle.net/mjmitche/hDRjR/19/
var displayTime = function () {
var minutes = Math.floor(secondsRemaining / 60);
var seconds = secondsRemaining - (minutes * 60);
if (seconds < 10) seconds = "0" + seconds;
var time = minutes + ":" + seconds;
$('#timer').html(time);
};
$('#timer').css('marginTop', 0);
setInterval(function(){
secondsRemaining -= 1;
displayTime();
if(secondsRemaining == 0) $('#timer').fadeOut(1000);
}, 1000);
This should work. The main points are, how variables are accessed inside the View.
HTML:
<div id="view">
<div id="timer">
<span class="time">2:00</span>
</div>
<div id="options">
<input type="button" class="action_button" value="New Game" id="new_game">
</div>
</div>
View:
var ClockView = Backbone.View.extend({
el: '#view',
initialize: function () {
/** Define your variables in this View */
this.totalWait = 120;
this.secondsRemaining = this.totalWait;
this.hasFocus = true;
this.hasJustFailed = false;
},
events: {
'click #new_game' : 'startClock' /** The button starts the clock */
},
startClock: function () {
console.log("start clock");
var self = this; /** Save 'this' to a local variable */
setInterval(function () {
self.secondsRemaining -= 1;
self.displayTime();
if (self.secondsRemaining == 0) self.$('#timer').fadeOut(1000);
}, 1000);
},
displayTime: function () {
var minutes = Math.floor(this.secondsRemaining / 60);
var seconds = this.secondsRemaining - (minutes * 60);
if (seconds < 10) seconds = "0" + seconds;
var time = minutes + ":" + seconds;
this.$('#timer').html(time);
},
});
var clock_view = new ClockView();

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