Can you please take a look at following code and let me know how I can avoid the delay on only FIRST time of this counting down process?
As you can see the counter works fine but there is a delay on first time starting.
var sec = 20; var timer = setInterval(function() { $('#box').text(sec--); if (sec == -1) { $('#box').css('color','blue'); clearInterval(timer); } }, 1000);
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script> <div id="box">20</div>
Use --sec
instead of sec--
, so that the changed value will be set.
The reason why this is working is well described here: ++someVariable Vs. someVariable++ in Javascript
So your code should look like this:
var sec = 20; var timer = setInterval(function() { $('#box').text(--sec); if (sec == -1) { $('#box').css('color','blue'); clearInterval(timer); } }, 1000);
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script> <div id="box">20</div>
Another option - move piece of code to separate function
var sec = 20;
var execution = function() {
$('#box').text(sec--);
if (sec == -1) {
$('#box').css('color','blue');
clearInterval(timer);
}
}
execution(); // Run first time without delay
var timer = setInterval(function() {
execution(); // every next run should be done with delay
}, 1000);
将回调放在单独的函数中,并根据需要在setInterval();
之后/之前立即调用它setInterval();
To answer your question: Instead of an anonymous function, use a function expression . This will allow you to call that function anywhere in your code.
To dig a bit deeper: Instead of setInterval, consider setTimeout . Intervals can queue up when the going gets tough (leading to some interesting results), timeouts won't. See John Resig's post on timers for more info.
A timeout setup (see a comparison in the snippet below):
var secs = 20,
onTimeout = function() { // a function expression
console.log(secs);
if (secs--) {
// do things before complete here (~1x per sec)
timeout = setTimeout(onTimeout, 1000);
} else {
// do things after complete here
}
}, timeout;
onTimeout();
If you're after accuracy in a modern browser, use requestAnimationFrame .
/** OK: INTERVAL **/ var secs_i = 20, onInterval = function() { console.log(secs_i, 'Interval'); if (secs_i--) { // do things before complete here (~1x per sec, may queue and run in fast succession) } else { return clearInterval(interval); // do things after complete here } }, interval = setInterval(onInterval, 1000); onInterval(); /** BETTER: TIMEOUT **/ var secs_t = 20, onTimeout = function() { console.log(secs_t, 'Timeout'); if (secs_t--) { // do things before complete here (~1x per sec) timeout = setTimeout(onTimeout, 1000); } else { // do things after complete here } }, timeout; onTimeout(); /** BEST: ANIMATION FRAME (IE9+ everything else) **/ var secs_a = 20, onAnimationFrame = function() { time = secs_a - (window.performance.now() - init)/1000; console.log(time.toFixed(2), 'Animation Frame'); if (time > 0) { // do things before complete here (~60x per second) af = window.requestAnimationFrame(onAnimationFrame); } else { // do things after complete here } }, af, init = window.performance.now(), time; onAnimationFrame();
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script><script>console.log=function(log,id){$('h1[data-id="'+id+'"]').text(log);};</script><h1 data-id="Interval"></h1><h1 data-id="Timeout"></h1><h1 data-id="Animation Frame"></h1><style>h1:before{content:attr(data-id)": ";}</style>
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