Stop an unknown function from running after 5 seconds - javascript

Let's say I have a function someFunction() that i don't any control of what inside of it.
I wish to run this function for no more than 5 seconds.
I've tried using a setTimeout or setInterval like this:
try {
const timeoutId = setTimeout(() => {
throw new Error("Time over");
}, 5000);
someFunction();
clearTimeout(timeoutId);
} catch (e) {
...
}
The problem in this is that if there is an infinite loop in someFunction() then the timeout will never get called.
what's the simplest way to solve this? I thought about using a worker thread but passing arguments to another thread is problematic in my case.
Thanks a lot!

what's the simplest way to solve this?
You can't, within the same execution environment. If you don't control what's inside the function, there's no way for you to stop it from your code. Once you've made the call to someFunction, your code doesn't get control back until that function has run to completion.¹ If it loops infinitely, it loops infinitely.
You could spawn a worker thread or child process that runs the function in a separate environment, which you can then terminate (1, 2) after a period of time. But within your main environment, you can't do it.
¹ Note that in the case of an async function, "run(s) to completion" means "reaches the point where it returns its promise" (the first await, return [implicit or explicit], or uncaught error). So in theory if you had an async function that started something then didn't go into the finite loop until after the first await (say), your code would get an opportunity to run, but if you have no control over the function's code there's nothing you can do from keeping it from continuing again (other than run an infinite loop of your own, which of course you wouldn't want to do).

Related

Is node.js setTimeout() working?

I'm new to Node.js. Is there something I need to do to get setTimeout() to work?
Here's a code snippet.
async code that sets appMsg.doneLoadTables = true when done
do {
console.log('waiting ... ' + appMsg.doneLoadTables);
setTimeout(function() { console.log('waiting ...'); }, 1000);
} while (!appMsg.doneLoadTables);
Symptoms:
(While the two calls to console.log are similar, only the first prints the value of appMsg.doneLoadTables.) Every result includes that value.
The spacing between calls to console.log is much closer than 1000 msec. (I suspect the spacing is as fast as the computer can process the loop shown here.)
While I would hope the async routines could continue to process during the delays I intended here, I've never seen this loop finish; it's as if the loop takes all processing resources and prevents the async routines from finishing their work and from setting the variable that'll end this loop.
I had this experience with Node 4.2.1; I continue to have this experience after installing Node 5.0.0.
I've seen that similar questions about setTimeout() have been asked here many times before. I hope my use of a IIFE inside setTimeout() makes this question distinct from all of those.
Thanks in advance for any help offered ...
JavaScript is single-threaded. setTimeout is not a form of sleep which pauses code at that line. It works by "scheduling" your callback for later, and execute it when the stack exhausts (the engine doing nothing) and is at least n milliseconds later, where n is the delay you placed in milliseconds.
Now your code doesn't work because it never exits the loop. The code doesn't get the chance to execute other code (the code you hope to run and change appMsg.doneLoadTables's value). All it does keep logging "waiting... [something]".
Essentially you are polling. What you could use instead is setInterval. When appMsg.doneLoadTables is true, you stop the polling by using clearInterval.
I am not 100% sure what is your goal ... however maybe this snippet takes you where you want to go (I opted for setTimeout instead of setInterval):
var appMsg = {doneLoadTables: false};
var stillLoading = function() {
if(false === appMsg.doneLoadTables) {
console.log('waiting ... ' + appMsg.doneLoadTables);
setTimeout(stillLoading, 50);
}
else {
console.log('Loading complete.');
process.exit();
}
}
stillLoading();
setTimeout(function(){
console.log('Setting appMsg.doneLoadTables = true');
appMsg.doneLoadTables = true;
}, 1000);
The script polls status every 50ms and marks "done" exactly after 1 second.
The output looks like this
waiting ... false
waiting ... false
waiting ... false
waiting ... false
...
Setting appMsg.doneLoadTables = true
Loading complete.
(While the two calls to console.log are similar, only the first prints the value of appMsg.doneLoadTables.) Every result includes that value.
That is the correct behavior since you never exit the while loop. You stay in the same event frame that keeps looping forever.
The spacing between calls to console.log is much closer than 1000 msec. (I suspect the spacing is as fast as the computer can process the loop shown here.)
That is the correct behavior again because you callbacks that you passed to setTimeout will never execute unless you exit the do-while loop, which you never do. So you just keep calling first console.log statement then you add a callback to event loop to execute in 1000 ms without ever giving it (the callback that you pass) the chance to execute.
While I would hope the async routines could continue to process during the delays I intended here, I've never seen this loop finish; it's as if the loop takes all processing resources and prevents the async routines from finishing their work and from setting the variable that'll end this loop.
The loop never finish because it doesn't have logic implemented that finishes it. "Async routines" can't continue because that would require exiting the current event frame (that runs infinite loop) and starting the next one that has you callback that you passed to setTimeout.
Hope my explanations will help you to understand how asynchronous JavaScript works.

order of execution of node JS timer APIs

I am very new to node.js. Am trying to understand what exactly is meant by 'asynchronous' in terms of node js.
In the above context I have the below code:-
function foo()
{
setImmediate(function two()
{
console.log(1);
});
setTimeout(function one()
{
console.log(3);
},0);
process.nextTick(function three()
{
console.log(2);
});
console.log(4);
}
foo();
can some one please explain me, in depth, as to what exactly would be the order of execution for all of the above timer APIs and WHY will it be so? Any explanations/references regarding the call back stack etc. will also be helpful.
First of all, 4 gets logged first because all other calls to setImmediate, setTimeout or nextTick delay the execution of a function to somewhere after the currently executing code. But they all do it differently:
setTimeout
This function allows you to do something after a specific amout of milliseconds. If the milliseconds you pass to this function are less that 1ms, it will always wait 1ms before calling your function.
setImmediate
This function allows you to do something after node has processed all i/o events. Node processes i/o events in every cycle of the event queue. So setTimeout will always execute your function in the next cycle of the event queue. This allows the queue spin unblocked.
process.nextTick
This function allows you to do something immediately after the currently running code finishes. You can imagine it like you would be able to modify the currently executing code and add some lines after it, so that it does something more before it's finished. Calling this function again and again does block the event loop because it cannot go on to the next task in the queue, since it's still busy with the current one. This means, node does not process the i/o events until the last function you passed to nextTick got executed. Therefore you should never call this function recursively or use it too much, because it can stop the event loop from spinning. Node will display a warning if this happens, though.
So.. to explain the output of 4 2 1 3:
4 is the first log that's not getting delayed and thus is the first output.
2 is getting logged immediately after foo() finishes and thus is the second
3 is faster than 1 because a usual event loop cycle is much faster than 1 millisecond, and so.. 3 is the third log
setTimeout delays by at least 1ms which is the longest delay of all the delay functions. It's clearly the last.

How to break while loop outside it

this is not a common condition, but what's the misuse of it?
var t = true;
setTimeout(function(){
t=false;
},1000);
while(t){
//loop...
//if t==false, break loop.
}
another condition, it causes endless loop too:
button.onlcick = function(){
t = false;
}
JavaScript is single-threaded; setTimeout callback won't be called when you're blocking the main event loop with that while (while (t) { ... }).
If you're running your code in browser, you can't really do anything about it but writing your code in other way;
Instead of blocking the main event loop, you can use Promises Pattern.
If you're running your code in something like node you can use native modules, making you able to create threads (like threads_a_gogo.)
Because the while loop never exits, your other code is never run when something is done synchronously. My best offer for you would be not to use a while loop and instead have a recurring event such as setTimeout and make the timeout run itself when complete.
This way you're not creating a closed environment.
It won't work because javascript is not multithreaded - until your current thread of execution ends (and it won't as long as you're running your while loop), no other code is executed (no timeout call) and the UI is frozen (button clicks will not respond).
There might be a way to do something like that with the new Web Workers feature in html5, but as of now i'm not able to tell with certainty.
you can use labels with break condition like
outer:while()
{
//code
if()
break outer;
}

Why are some JavaScript developers using setTimeout for one millisecond? [duplicate]

This question already has answers here:
Why is setTimeout(fn, 0) sometimes useful?
(19 answers)
Closed 9 years ago.
I have problem when using jQuery plugin tablesorter and I can't call trigger twice.
For example this won't work:
this._$table.trigger('update');
this._$table.trigger('sorton', [[[1,1]]]);
But this works:
this._$table.trigger('update');
setTimeout($.proxy(function() {
this._$table.trigger('sorton', [[[1,1]]]);
}, this), 1);
And then I see that problem was in trigger 'update', it call method with body:
function () {
var me = this;
setTimeout(function () {
// rebuild parsers.
me.config.parsers = buildParserCache(
me, $headers);
// rebuild the cache map
cache = buildCache(me);
}, 1);
}
Why did the tablesorter developer use setTimeout with one millisecond?
Short asnwer: Function execution queueing
This is the short answer to your question. setTimeout with either 0 or 1 millisecond is used for function execution queueing. Read on to find out why and how.
Javascript has single threaded execution
Javascript engine is a single threaded process. So whenever developers wanted to defer some function execution to get executed right after the current one that's just being executed, a setTimeout is being used to actually queue the next function... It doesn't have anything to do directly with events although functions may be event handlers. The only event in this equation is the timeout event that setTimeout creates.
This is an example of two functions where the first function during its execution queues a second function to be executed right after it.
function first()
{
// does whatever it needs to
// something else needs to be executed right afterwards
setTimeout(second, 1);
// do some final processing and exit
return;
}
function second()
{
// whatever needs to be done
}
So to javascript engine thread the execution queue looks like this:
first()
second()
Mind that this has nothing to do with function call stack.
Why 1ms?
1ms is a very short amount of time, which (almost) assures that your second function will get executed right after your first function returns. You may see sometimes even 0ms which actually executes it right after first function returns.
If one would on the other hand use longer time i.e. 100ms this could result in a different function getting executed in the meantime and that could have an undesired effect on the whole UI process.
Why function queueing in the first place?
Browsers nowadays prevent client side functionality to hang current browser session by observing long running functions. If a particular function runs long enough, browser Javascript execution engine will pause it and ask the user whether they want to terminate it (kill it) or wait for it to complete.
This is usually undesired effect when you actually do have a long running function. For instance imagine you have a function that has to loop through a large number of items processing each one during the process. You definitely don't want the user to terminate the process because the loop needs to execute.
What's the solution in this case? In such case instead of having a single function with loop and executing it, you'd rather have the loop (queueing) function that would then queue function calls for processing each item. This is just an outer skeleton of such functionality.
function queueItems(items) {
for(var i = 0; i < items.length, i++)
{
setTimeout((function(item) {
return function() {
processItem(item);
};
})(items[i]), 0);
}
}
function processItem(item) {
// process individual item
}
This way you'd prevent your functions to run too long and after each executed function control would get back to Javascript engine resetting its function-hang timer. But be aware that while your functions are being executed your UI will likely be unresponsive or at most unpredictable. It may be better to queue your function with some time space in between so UI stays responsive if that's desired.
It's an old hack. If an event needs to be triggered after another event you can use setTimeout with 1ms to make sure the event is triggered after the other event.
I think that since trigger('update') internally has a setTimeout, only by setting another setTimeout you can achieve the desired order of statement execution. If you don't call 'sorton' through setTimeout it will be executed before 'update'.
On the other hand I guess 'update' uses setTimeout for preventing 'update' from being a blocking function when it may take a long time to be executed.

Why there is no sleep functionality in javascript when there is setTimeout and setInterval?

Why there no such function in javascript that sets a timeout for its continuation, saves the necessary state (the scope object and the execution point), terminates the script and gives the control back to the browser? After the timeout expires the browser would load back the execution context and continues the script, and we would have a real non browser blocking sleep functionality that would work even if the JS engine is single threaded.
Why there is still no such functionality in javascript? Why do we have to still slice our code into functions and set the timeouts to the next step to achieve the sleep effect?
I think 'sleep'ing is something you do not want in your browser.
First of all it might be not clear what has to happen and how a browser should behave when you actually sleep.
Is the complete Script runtime sleeping? Normally it should because you only have one thread running your code. So what happens if other events oocur during sleep? they would block, and as soon execution continues all blocked events would fire. That will cause an odd behaviour as you might imagine (for instance mouse click events which are fired some time, maybe seconds, after the actual click). Or these events had to be ignored, which will lead to a loss of information.
What will happen to your browser? Shall it wait for sleep if the user clicks a (e.g. close window) button? I think not, but this might actually call javascript code again (unload) which will not be able to be called since program execution is sleeping.
On a second thought sleep is a sign of poor program design. Actually a program/function/you name it has a certain task, which shall be completed as soon as possible. Sometimes you have to wait for a result (for instance you wait for an XHR to complete) and you want to continue program execution meanwhile. In this case you can and should use asynchronous calls. This results in two advantages:
The speed of all scripts is enhanced (no blocking of other scripts due to sleep)
The code is executed exactly when it should and not before or after a certain event (which might lead to other problems like deadlocks if two functions check for the same condition ...)
... which leads to another problem: Imagine two or more pieces of code would call sleep. They would hinder themselves if they try to sleep at the same, maybe unnecessarily. This would cause a lot of trouble when you like to debug, maybe you even have difficulties in ensuring which function sleeps first, because you might control this behavior somehow.
Well I think that it is one of the good parts of Javascript, that sleep does not exist. However it might be interesting how multithreaded javascripts could perform in a browser ;)
javascript is desgined for single process single thread runtime, and browser also puts UI rendering in this thread, so if you sleep the thread, UI rendering such as gif animation and element's event will also be blocked, the browser will be in "not responding" state.
Maybe a combination of setTimeout and yield would work for your needs?
What's the yield keyword in JavaScript?
You could keep local function scope while letting the browser keep going about its work.
Of course that is only in Mozilla at the moment?
Because "sleep()" in JavaScript would make for a potentially horrible user experience, by freezing the web browser and make it unresponsive.
What you want is a combination of yield and Deferreds (from jquery for example).
It's called sometimes pseudoThreads, Light Threading or Green Threads. And you can do exactly what you want with them in javascript > 1.7 . And here is how:
You'll need first to include this code:
$$ = function (generator) {
var d = $.Deferred();
var iter;
var recall = function() {
try {var def = iter.send.apply(iter, arguments);} catch(e) {
if (e instanceof StopIteration) {d.resolve(); return;}
if (e instanceof ReturnValueException) {
d.resolve(e.retval); return
};
throw e;
};
$.when(def).then(recall); // close the loop !
};
return function(arguments) {
iter = generator.apply(generator, arguments);
var def = iter.next(); // init iterator
$.when(def).then(recall); // loop in all yields
return d.promise(); // return a deferred
}
}
ReturnValueException = function (r) {this.retval = r; return this; };
Return = function (retval) {throw new ReturnValueException(retval);};
And of course call jquery code to get the $ JQuery acces (for Deferreds).
Then you'll be able to define once for all a Sleep function:
function Sleep(time) {
var def = $.Deferred();
setTimeout(function() {def.resolve();}, time);
return def.promise();
}
And use it (along with other function that could take sometime):
// Sample function that take 3 seconds to execute
fakeAjaxCall = $$(function () {
yield (Sleep(3000));
Return("AJAX OK");
});
And there's a fully featured demo function:
function log(msg) {$('<div>'+msg+'</div>').appendTo($("#log")); }
demoFunction = $$(function (arg1, arg2) {
var args = [].splice.call(arguments,0);
log("Launched, arguments: " + args.join(", "));
log("before sleep for 3secs...");
yield (Sleep(3000));
log("after sleep for 3secs.");
log("before call of fake AjaxCall...");
ajaxAnswer = yield (fakeAjaxCall());
log("after call of fake AjaxCall, answer:" + ajaxAnswer);
// You cannot use return, You'll have to use this special return
// function to return a value
log("returning 'OK'.");
Return("OK");
log("should not see this.");
});
As you can see, syntax is a little bit different:
Remember:
any function that should have these features should be wrapped in $$(myFunc)
$$ will catch any yielded value from your function and resume it only when
the yielded value has finished to be calculted. If it's not a defered, it'll work
also.
Use 'Return' to return a value.
This will work only with Javascript 1.7 (which is supported in newer firefox version)
It sounds like what you're looking for here is a way to write asynchronous code in a way that looks synchronous. Well, by using Promises and asynchronous functions in the new ECMAscript 7 standard (an upcoming version of JavaScript), you actually can do that:
// First we define our "sleep" function...
function sleep(milliseconds) {
// Immediately return a promise that resolves after the
// specified number of milliseconds.
return new Promise(function(resolve, _) {
setTimeout(resolve, milliseconds);
});
}
// Now, we can use sleep inside functions declared as asynchronous
// in a way that looks like a synchronous sleep.
async function helloAfter(seconds) {
console.log("Sleeping " + seconds + " seconds.");
await sleep(seconds * 1000); // Note the use of await
console.log("Hello, world!");
}
helloAfter(1);
console.log("Script finished executing.");
Output:
Sleeping 1 seconds.
Script finished executing.
Hello, world!
(Try in Babel)
As you may have noticed from the output, this doesn't work quite the same way that sleep does in most languages. Rather than block execution until the sleep time expires, our sleep function immediately returns a Promise object which resolves after the specified number of seconds.
Our helloAfter function is also declared as async, which causes it to behave similarly. Rather than block until its body finishes executing, helloAfter returns a Promise immediately when it is called. This is why "Script finished executing." gets printed before "Hello, world!".
Declaring helloAfter as async also allows the use of the await syntax inside of it. This is where things get interesting. await sleep(seconds * 1000); causes the helloAfter function to wait for the Promise returned by sleep to be resolved before continuing. This is effectively what you were looking for: a seemingly synchronous sleep within the context of the asynchronous helloAfter function. Once the sleep resolves, helloAfter continues executing, printing "Hello, world!" and then resolving its own Promise.
For more information on async/await, check out the draft of the async functions standard for ES7.

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