Set Timeout Example

I want to update a single every x seconds in a component. Are there any examples of this I can look at? Right now this is my approach, but it is not working. I can't seem to find any examples anywhere.
import { render } from "solid-js/web";
import { createSignal, onMount } from "solid-js";

function Counter() {
const [count, setCount] = createSignal(1);
const increment = () => {
setCount(count() + 1);
console.log('Incrementing')

window.setTimeout(() => {
increment();
}, 1000);
}

onMount(() => increment());

return (
count()
);
}

render(() => <Counter />, document.getElementById("app")!);
import { render } from "solid-js/web";
import { createSignal, onMount } from "solid-js";

function Counter() {
const [count, setCount] = createSignal(1);
const increment = () => {
setCount(count() + 1);
console.log('Incrementing')

window.setTimeout(() => {
increment();
}, 1000);
}

onMount(() => increment());

return (
count()
);
}

render(() => <Counter />, document.getElementById("app")!);
6 Replies
thetarnav
thetarnav2y ago
sth like this?
onMount(() => {
const timeoutId = setInterval(() => setCount(p => ++p), 1000)
onCleanup(() => clearInterval(timeoutId))
})
onMount(() => {
const timeoutId = setInterval(() => setCount(p => ++p), 1000)
onCleanup(() => clearInterval(timeoutId))
})
also return count like this
return count
return count
or
return <>{count()}</>
return <>{count()}</>
count() executes the signal and return the value, but if noone is listening, nothing will update when it changes
FutureLights
FutureLightsOP2y ago
Yes, ty. In my app web I try that I get this message dev.js:736 computations created outside a 'createRoot' or 'render' will never be disposed. Any ideas on why? I have a similar structure to my example above. The exact code for that is
const [activeImageIndex, setActiveImageIndex] = createSignal(0);

const transition = () => {
setActiveImageIndex(prev => ++prev % props.images.length);

setTimeout(() => {
transition();
}, random(4000, 7000));
}

onMount(() => {
setTimeout(() => transition(), random(4000, 7000));
});
const [activeImageIndex, setActiveImageIndex] = createSignal(0);

const transition = () => {
setActiveImageIndex(prev => ++prev % props.images.length);

setTimeout(() => {
transition();
}, random(4000, 7000));
}

onMount(() => {
setTimeout(() => transition(), random(4000, 7000));
});
thetarnav
thetarnav2y ago
is the onMount top-level? that's the only computation in the picture
is the onMount top-level
or differently, is it declared in a component or not
FutureLights
FutureLightsOP2y ago
It is declared in a component. Sorry I should have specified.
export const SmallProject: Component<{
...
}> = (props) => {

const [activeImageIndex, setActiveImageIndex] = createSignal(0);

const transition = () => {
setActiveImageIndex(prev => ++prev % props.images.length);

setTimeout(() => {
transition();
}, random(4000, 7000));
}

onMount(() => {
setTimeout(() => transition(), random(4000, 7000));
});

return <div
class={style.SmallProject}
>
<div class={style.Images}>
<For each={props.images}>
{(image, i) => <div
class={css(style.Image, activeImageIndex() === i() && style.Active)}
>{image}</div> }
</For>
</div>
</div>
}
export const SmallProject: Component<{
...
}> = (props) => {

const [activeImageIndex, setActiveImageIndex] = createSignal(0);

const transition = () => {
setActiveImageIndex(prev => ++prev % props.images.length);

setTimeout(() => {
transition();
}, random(4000, 7000));
}

onMount(() => {
setTimeout(() => transition(), random(4000, 7000));
});

return <div
class={style.SmallProject}
>
<div class={style.Images}>
<For each={props.images}>
{(image, i) => <div
class={css(style.Image, activeImageIndex() === i() && style.Active)}
>{image}</div> }
</For>
</div>
</div>
}
thetarnav
thetarnav2y ago
I don't see any issues here if you comment out the onMount, does the warning go away? also you probably can follow the stack trace of the warning
FutureLights
FutureLightsOP2y ago
Uncommenting didn't fix it. My error is probably somewhere else then. The trace goes there first and the error appears every time the interval fires. It might have something to do with my images. Thanks for your help. Ok, so I figured it out, and you were right. The issue isn't in the code above. I was wrapping each of my images with a component. When I cut that out and just used an img the warning went away, Not really for sure why, but it is officially gone. Thanks for your help!
Want results from more Discord servers?
Add your server