Unable to delay execution of funcRemove












0















I'm having an issue with delaying the execution of funcRemove till after the alert fires.



I tried using setTimeout but then I keep getting an error stating that the remove property doesn't exist. How do I accomplish delaying the execution of funcRemove till after the alert fires?



const listAddCard = document.querySelectorAll('.card');
const moveElem = document.querySelector('.moves');



let turnCheck = 0;
let cardChecker = '';
let prevCard = '';
let moves = 3;

let matchCheck = function(evtObj){
funcShow(evtObj);
console.log(turnCheck);
if(turnCheck===1){
setTimeout(function(){}, 1000);
if(evtObj.target.innerHTML===cardChecker){
evtObj.target.classList.add('match');
prevCard.classList.add('match');
}
else{

alert('No match');
}
funcRemove(prevCard, evtObj);
turnCheck = 0;
cardChecker = '';
prevCard = '';
moves++;
moveElem.innerHTML = moves;
return;
}
prevCard = evtObj.target;
cardChecker = evtObj.target.innerHTML;
turnCheck++;
}

let funcShow = function(e){
e.target.classList.add('open', 'show');
console.log('funcShow');
}

const cardDeck = document.querySelectorAll('.card');
for(var i=0;i<cardDeck.length;i++){
cardDeck[i].addEventListener('click', matchCheck);
}

let funcRemove = function (p1,p2){

setTimeout(function(){}, 1000);
p1.classList.remove('open', 'show');
p2.target.classList.remove('open', 'show');
}









share|improve this question



























    0















    I'm having an issue with delaying the execution of funcRemove till after the alert fires.



    I tried using setTimeout but then I keep getting an error stating that the remove property doesn't exist. How do I accomplish delaying the execution of funcRemove till after the alert fires?



    const listAddCard = document.querySelectorAll('.card');
    const moveElem = document.querySelector('.moves');



    let turnCheck = 0;
    let cardChecker = '';
    let prevCard = '';
    let moves = 3;

    let matchCheck = function(evtObj){
    funcShow(evtObj);
    console.log(turnCheck);
    if(turnCheck===1){
    setTimeout(function(){}, 1000);
    if(evtObj.target.innerHTML===cardChecker){
    evtObj.target.classList.add('match');
    prevCard.classList.add('match');
    }
    else{

    alert('No match');
    }
    funcRemove(prevCard, evtObj);
    turnCheck = 0;
    cardChecker = '';
    prevCard = '';
    moves++;
    moveElem.innerHTML = moves;
    return;
    }
    prevCard = evtObj.target;
    cardChecker = evtObj.target.innerHTML;
    turnCheck++;
    }

    let funcShow = function(e){
    e.target.classList.add('open', 'show');
    console.log('funcShow');
    }

    const cardDeck = document.querySelectorAll('.card');
    for(var i=0;i<cardDeck.length;i++){
    cardDeck[i].addEventListener('click', matchCheck);
    }

    let funcRemove = function (p1,p2){

    setTimeout(function(){}, 1000);
    p1.classList.remove('open', 'show');
    p2.target.classList.remove('open', 'show');
    }









    share|improve this question

























      0












      0








      0








      I'm having an issue with delaying the execution of funcRemove till after the alert fires.



      I tried using setTimeout but then I keep getting an error stating that the remove property doesn't exist. How do I accomplish delaying the execution of funcRemove till after the alert fires?



      const listAddCard = document.querySelectorAll('.card');
      const moveElem = document.querySelector('.moves');



      let turnCheck = 0;
      let cardChecker = '';
      let prevCard = '';
      let moves = 3;

      let matchCheck = function(evtObj){
      funcShow(evtObj);
      console.log(turnCheck);
      if(turnCheck===1){
      setTimeout(function(){}, 1000);
      if(evtObj.target.innerHTML===cardChecker){
      evtObj.target.classList.add('match');
      prevCard.classList.add('match');
      }
      else{

      alert('No match');
      }
      funcRemove(prevCard, evtObj);
      turnCheck = 0;
      cardChecker = '';
      prevCard = '';
      moves++;
      moveElem.innerHTML = moves;
      return;
      }
      prevCard = evtObj.target;
      cardChecker = evtObj.target.innerHTML;
      turnCheck++;
      }

      let funcShow = function(e){
      e.target.classList.add('open', 'show');
      console.log('funcShow');
      }

      const cardDeck = document.querySelectorAll('.card');
      for(var i=0;i<cardDeck.length;i++){
      cardDeck[i].addEventListener('click', matchCheck);
      }

      let funcRemove = function (p1,p2){

      setTimeout(function(){}, 1000);
      p1.classList.remove('open', 'show');
      p2.target.classList.remove('open', 'show');
      }









      share|improve this question














      I'm having an issue with delaying the execution of funcRemove till after the alert fires.



      I tried using setTimeout but then I keep getting an error stating that the remove property doesn't exist. How do I accomplish delaying the execution of funcRemove till after the alert fires?



      const listAddCard = document.querySelectorAll('.card');
      const moveElem = document.querySelector('.moves');



      let turnCheck = 0;
      let cardChecker = '';
      let prevCard = '';
      let moves = 3;

      let matchCheck = function(evtObj){
      funcShow(evtObj);
      console.log(turnCheck);
      if(turnCheck===1){
      setTimeout(function(){}, 1000);
      if(evtObj.target.innerHTML===cardChecker){
      evtObj.target.classList.add('match');
      prevCard.classList.add('match');
      }
      else{

      alert('No match');
      }
      funcRemove(prevCard, evtObj);
      turnCheck = 0;
      cardChecker = '';
      prevCard = '';
      moves++;
      moveElem.innerHTML = moves;
      return;
      }
      prevCard = evtObj.target;
      cardChecker = evtObj.target.innerHTML;
      turnCheck++;
      }

      let funcShow = function(e){
      e.target.classList.add('open', 'show');
      console.log('funcShow');
      }

      const cardDeck = document.querySelectorAll('.card');
      for(var i=0;i<cardDeck.length;i++){
      cardDeck[i].addEventListener('click', matchCheck);
      }

      let funcRemove = function (p1,p2){

      setTimeout(function(){}, 1000);
      p1.classList.remove('open', 'show');
      p2.target.classList.remove('open', 'show');
      }






      javascript event-handling alert






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked Nov 20 '18 at 23:36









      Aditya GortiAditya Gorti

      287




      287
























          1 Answer
          1






          active

          oldest

          votes


















          0














          setTimeout is an asynchronous function which means that it is executed in parallel. You need to put the code that you want to run after the 1000ms delay inside of the function in setTimeout. For example:



          console.log("Print #1");
          setTimeout(function() {
          console.log("Print me after 1000ms");
          }, 1000);
          console.log("Print #2");


          "Print 2" will print right after "Print 1" while the "Print me after 1000ms" will be printed later.



          Furthermore, you can't simply return inside of setTimeout. Whatever you put inside of setTimeout is part of a callback function: https://developer.mozilla.org/en-US/docs/Glossary/Callback_function.



          To make use of callbacks and setTimeout correctly in your case, here's what you want to do:



          let funcRemove = function (p1,p2, callback){
          p1.classList.remove('open', 'show');
          p2.target.classList.remove('open', 'show');
          setTimeout(callback, 1000);
          }


          In matchCheck:



          let matchCheck = function(evtObj){
          funcShow(evtObj);
          console.log(turnCheck);
          if(turnCheck===1){
          setTimeout(function(){}, 1000);
          if(evtObj.target.innerHTML===cardChecker){
          evtObj.target.classList.add('match');
          prevCard.classList.add('match');
          }
          else{
          alert('No match');
          }
          funcRemove(prevCard, evtObj, function() {
          // this part is executed 1000ms later
          turnCheck = 0;
          cardChecker = '';
          prevCard = '';
          moves++;
          moveElem.innerHTML = moves;
          })

          return;
          }
          prevCard = evtObj.target;
          cardChecker = evtObj.target.innerHTML;
          turnCheck++;
          }





          share|improve this answer
























          • What I'm trying to delay is the execution of funcRemove itself, specifically 'p1.classList.remove('open', 'show'); p2.target.classList.remove('open', 'show');' I want these classes to be removed after the alert fires and the alert dialog box is closed. Does that make sense?

            – Aditya Gorti
            Nov 24 '18 at 3:00













          • alert is synchronous. It will pause the rest of the code and wait until you press "ok" to execute the rest of your code. If that's what you need, you just need to move funcRemove inside the else statement so that it only runs after the alert.

            – Kevin Bai
            Nov 24 '18 at 13:44











          Your Answer






          StackExchange.ifUsing("editor", function () {
          StackExchange.using("externalEditor", function () {
          StackExchange.using("snippets", function () {
          StackExchange.snippets.init();
          });
          });
          }, "code-snippets");

          StackExchange.ready(function() {
          var channelOptions = {
          tags: "".split(" "),
          id: "1"
          };
          initTagRenderer("".split(" "), "".split(" "), channelOptions);

          StackExchange.using("externalEditor", function() {
          // Have to fire editor after snippets, if snippets enabled
          if (StackExchange.settings.snippets.snippetsEnabled) {
          StackExchange.using("snippets", function() {
          createEditor();
          });
          }
          else {
          createEditor();
          }
          });

          function createEditor() {
          StackExchange.prepareEditor({
          heartbeatType: 'answer',
          autoActivateHeartbeat: false,
          convertImagesToLinks: true,
          noModals: true,
          showLowRepImageUploadWarning: true,
          reputationToPostImages: 10,
          bindNavPrevention: true,
          postfix: "",
          imageUploader: {
          brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
          contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
          allowUrls: true
          },
          onDemand: true,
          discardSelector: ".discard-answer"
          ,immediatelyShowMarkdownHelp:true
          });


          }
          });














          draft saved

          draft discarded


















          StackExchange.ready(
          function () {
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53403226%2funable-to-delay-execution-of-funcremove%23new-answer', 'question_page');
          }
          );

          Post as a guest















          Required, but never shown

























          1 Answer
          1






          active

          oldest

          votes








          1 Answer
          1






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          0














          setTimeout is an asynchronous function which means that it is executed in parallel. You need to put the code that you want to run after the 1000ms delay inside of the function in setTimeout. For example:



          console.log("Print #1");
          setTimeout(function() {
          console.log("Print me after 1000ms");
          }, 1000);
          console.log("Print #2");


          "Print 2" will print right after "Print 1" while the "Print me after 1000ms" will be printed later.



          Furthermore, you can't simply return inside of setTimeout. Whatever you put inside of setTimeout is part of a callback function: https://developer.mozilla.org/en-US/docs/Glossary/Callback_function.



          To make use of callbacks and setTimeout correctly in your case, here's what you want to do:



          let funcRemove = function (p1,p2, callback){
          p1.classList.remove('open', 'show');
          p2.target.classList.remove('open', 'show');
          setTimeout(callback, 1000);
          }


          In matchCheck:



          let matchCheck = function(evtObj){
          funcShow(evtObj);
          console.log(turnCheck);
          if(turnCheck===1){
          setTimeout(function(){}, 1000);
          if(evtObj.target.innerHTML===cardChecker){
          evtObj.target.classList.add('match');
          prevCard.classList.add('match');
          }
          else{
          alert('No match');
          }
          funcRemove(prevCard, evtObj, function() {
          // this part is executed 1000ms later
          turnCheck = 0;
          cardChecker = '';
          prevCard = '';
          moves++;
          moveElem.innerHTML = moves;
          })

          return;
          }
          prevCard = evtObj.target;
          cardChecker = evtObj.target.innerHTML;
          turnCheck++;
          }





          share|improve this answer
























          • What I'm trying to delay is the execution of funcRemove itself, specifically 'p1.classList.remove('open', 'show'); p2.target.classList.remove('open', 'show');' I want these classes to be removed after the alert fires and the alert dialog box is closed. Does that make sense?

            – Aditya Gorti
            Nov 24 '18 at 3:00













          • alert is synchronous. It will pause the rest of the code and wait until you press "ok" to execute the rest of your code. If that's what you need, you just need to move funcRemove inside the else statement so that it only runs after the alert.

            – Kevin Bai
            Nov 24 '18 at 13:44
















          0














          setTimeout is an asynchronous function which means that it is executed in parallel. You need to put the code that you want to run after the 1000ms delay inside of the function in setTimeout. For example:



          console.log("Print #1");
          setTimeout(function() {
          console.log("Print me after 1000ms");
          }, 1000);
          console.log("Print #2");


          "Print 2" will print right after "Print 1" while the "Print me after 1000ms" will be printed later.



          Furthermore, you can't simply return inside of setTimeout. Whatever you put inside of setTimeout is part of a callback function: https://developer.mozilla.org/en-US/docs/Glossary/Callback_function.



          To make use of callbacks and setTimeout correctly in your case, here's what you want to do:



          let funcRemove = function (p1,p2, callback){
          p1.classList.remove('open', 'show');
          p2.target.classList.remove('open', 'show');
          setTimeout(callback, 1000);
          }


          In matchCheck:



          let matchCheck = function(evtObj){
          funcShow(evtObj);
          console.log(turnCheck);
          if(turnCheck===1){
          setTimeout(function(){}, 1000);
          if(evtObj.target.innerHTML===cardChecker){
          evtObj.target.classList.add('match');
          prevCard.classList.add('match');
          }
          else{
          alert('No match');
          }
          funcRemove(prevCard, evtObj, function() {
          // this part is executed 1000ms later
          turnCheck = 0;
          cardChecker = '';
          prevCard = '';
          moves++;
          moveElem.innerHTML = moves;
          })

          return;
          }
          prevCard = evtObj.target;
          cardChecker = evtObj.target.innerHTML;
          turnCheck++;
          }





          share|improve this answer
























          • What I'm trying to delay is the execution of funcRemove itself, specifically 'p1.classList.remove('open', 'show'); p2.target.classList.remove('open', 'show');' I want these classes to be removed after the alert fires and the alert dialog box is closed. Does that make sense?

            – Aditya Gorti
            Nov 24 '18 at 3:00













          • alert is synchronous. It will pause the rest of the code and wait until you press "ok" to execute the rest of your code. If that's what you need, you just need to move funcRemove inside the else statement so that it only runs after the alert.

            – Kevin Bai
            Nov 24 '18 at 13:44














          0












          0








          0







          setTimeout is an asynchronous function which means that it is executed in parallel. You need to put the code that you want to run after the 1000ms delay inside of the function in setTimeout. For example:



          console.log("Print #1");
          setTimeout(function() {
          console.log("Print me after 1000ms");
          }, 1000);
          console.log("Print #2");


          "Print 2" will print right after "Print 1" while the "Print me after 1000ms" will be printed later.



          Furthermore, you can't simply return inside of setTimeout. Whatever you put inside of setTimeout is part of a callback function: https://developer.mozilla.org/en-US/docs/Glossary/Callback_function.



          To make use of callbacks and setTimeout correctly in your case, here's what you want to do:



          let funcRemove = function (p1,p2, callback){
          p1.classList.remove('open', 'show');
          p2.target.classList.remove('open', 'show');
          setTimeout(callback, 1000);
          }


          In matchCheck:



          let matchCheck = function(evtObj){
          funcShow(evtObj);
          console.log(turnCheck);
          if(turnCheck===1){
          setTimeout(function(){}, 1000);
          if(evtObj.target.innerHTML===cardChecker){
          evtObj.target.classList.add('match');
          prevCard.classList.add('match');
          }
          else{
          alert('No match');
          }
          funcRemove(prevCard, evtObj, function() {
          // this part is executed 1000ms later
          turnCheck = 0;
          cardChecker = '';
          prevCard = '';
          moves++;
          moveElem.innerHTML = moves;
          })

          return;
          }
          prevCard = evtObj.target;
          cardChecker = evtObj.target.innerHTML;
          turnCheck++;
          }





          share|improve this answer













          setTimeout is an asynchronous function which means that it is executed in parallel. You need to put the code that you want to run after the 1000ms delay inside of the function in setTimeout. For example:



          console.log("Print #1");
          setTimeout(function() {
          console.log("Print me after 1000ms");
          }, 1000);
          console.log("Print #2");


          "Print 2" will print right after "Print 1" while the "Print me after 1000ms" will be printed later.



          Furthermore, you can't simply return inside of setTimeout. Whatever you put inside of setTimeout is part of a callback function: https://developer.mozilla.org/en-US/docs/Glossary/Callback_function.



          To make use of callbacks and setTimeout correctly in your case, here's what you want to do:



          let funcRemove = function (p1,p2, callback){
          p1.classList.remove('open', 'show');
          p2.target.classList.remove('open', 'show');
          setTimeout(callback, 1000);
          }


          In matchCheck:



          let matchCheck = function(evtObj){
          funcShow(evtObj);
          console.log(turnCheck);
          if(turnCheck===1){
          setTimeout(function(){}, 1000);
          if(evtObj.target.innerHTML===cardChecker){
          evtObj.target.classList.add('match');
          prevCard.classList.add('match');
          }
          else{
          alert('No match');
          }
          funcRemove(prevCard, evtObj, function() {
          // this part is executed 1000ms later
          turnCheck = 0;
          cardChecker = '';
          prevCard = '';
          moves++;
          moveElem.innerHTML = moves;
          })

          return;
          }
          prevCard = evtObj.target;
          cardChecker = evtObj.target.innerHTML;
          turnCheck++;
          }






          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered Nov 21 '18 at 2:29









          Kevin BaiKevin Bai

          18817




          18817













          • What I'm trying to delay is the execution of funcRemove itself, specifically 'p1.classList.remove('open', 'show'); p2.target.classList.remove('open', 'show');' I want these classes to be removed after the alert fires and the alert dialog box is closed. Does that make sense?

            – Aditya Gorti
            Nov 24 '18 at 3:00













          • alert is synchronous. It will pause the rest of the code and wait until you press "ok" to execute the rest of your code. If that's what you need, you just need to move funcRemove inside the else statement so that it only runs after the alert.

            – Kevin Bai
            Nov 24 '18 at 13:44



















          • What I'm trying to delay is the execution of funcRemove itself, specifically 'p1.classList.remove('open', 'show'); p2.target.classList.remove('open', 'show');' I want these classes to be removed after the alert fires and the alert dialog box is closed. Does that make sense?

            – Aditya Gorti
            Nov 24 '18 at 3:00













          • alert is synchronous. It will pause the rest of the code and wait until you press "ok" to execute the rest of your code. If that's what you need, you just need to move funcRemove inside the else statement so that it only runs after the alert.

            – Kevin Bai
            Nov 24 '18 at 13:44

















          What I'm trying to delay is the execution of funcRemove itself, specifically 'p1.classList.remove('open', 'show'); p2.target.classList.remove('open', 'show');' I want these classes to be removed after the alert fires and the alert dialog box is closed. Does that make sense?

          – Aditya Gorti
          Nov 24 '18 at 3:00







          What I'm trying to delay is the execution of funcRemove itself, specifically 'p1.classList.remove('open', 'show'); p2.target.classList.remove('open', 'show');' I want these classes to be removed after the alert fires and the alert dialog box is closed. Does that make sense?

          – Aditya Gorti
          Nov 24 '18 at 3:00















          alert is synchronous. It will pause the rest of the code and wait until you press "ok" to execute the rest of your code. If that's what you need, you just need to move funcRemove inside the else statement so that it only runs after the alert.

          – Kevin Bai
          Nov 24 '18 at 13:44





          alert is synchronous. It will pause the rest of the code and wait until you press "ok" to execute the rest of your code. If that's what you need, you just need to move funcRemove inside the else statement so that it only runs after the alert.

          – Kevin Bai
          Nov 24 '18 at 13:44




















          draft saved

          draft discarded




















































          Thanks for contributing an answer to Stack Overflow!


          • Please be sure to answer the question. Provide details and share your research!

          But avoid



          • Asking for help, clarification, or responding to other answers.

          • Making statements based on opinion; back them up with references or personal experience.


          To learn more, see our tips on writing great answers.




          draft saved


          draft discarded














          StackExchange.ready(
          function () {
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53403226%2funable-to-delay-execution-of-funcremove%23new-answer', 'question_page');
          }
          );

          Post as a guest















          Required, but never shown





















































          Required, but never shown














          Required, but never shown












          Required, but never shown







          Required, but never shown

































          Required, but never shown














          Required, but never shown












          Required, but never shown







          Required, but never shown







          這個網誌中的熱門文章

          Xamarin.form Move up view when keyboard appear

          Post-Redirect-Get with Spring WebFlux and Thymeleaf

          Anylogic : not able to use stopDelay()