Related
I have a couple of user interfaces where different asynchronous processes can be running simultaneously. When some of them finish, they need to do things like refresh some or all of the UI. To avoid the need to run the refresh multiple times, I use a setTimeout function to run the refresh so it runs only once even if 'triggered' from multiple simultaneous processes. e.g.:
var runCleanupTimeout;
function runCleanupOnce() {
if (runCleanupTimeout) clearTimeout(runCleanupTimeout);
runCleanupTimeout = setTimeout(function () {
refreshUI();
}, 250);
}
I know I can pass a callback into this also as well as pass the actual timeout as a variable to the function, but I'm starting to work with using Promises in functions that finish at some later time and I'm wondering how to implement such a thing as an abstract promise.
Currently I'm using a single timer (thus the static values and function calls - I seldom need more than one of these in a single UI, but when I do, I create a second variable and a second function with a fixed timeout)
I'd like to be able to write a generic utility-function as a promise so any time I want to do a run-only-once, I just call something like:
utilities.runOnce('someTimerId',250).then(
function() {
refreshUI();
}
);
I know I could instead use an array/associative array where I specify the id for the 'timer' and use a custom callback type structure. But I'm not entirely sure how this would work in a promise.then() structure. I saw one example using a .bind property but can't find a good reference on what bind() is doing in that case.
Any help to figure this out is appreciated.
Promises turned out to not be a good solution as a run-once type process only has one discreet resolve
Web dev novice here. I'm using Firebase as my backend, and I have a situation where I need to query the DB for one value and use that returned value to match in another query to the same DB.
Here is my code:
function dataLoad() {
var valueThatINeedToUseElsewhere
userReference.on('value',function(users){
var currentUser = firebase.auth().currentUser.uid
users.forEach(function(user){
if(user.key === currentUser) {
valueThatINeedToUseElsewhere = user.val().userName
console.log(valueThatINeedToUseElsewhere)
}
})
})
console.log(valueThatINeedToUseElsewhere)
}
The console.log inside the IF condition logs the correct value. However, the last console.log above does not log anything, despite the variable name being declared outside the 'on' function. Why is this happening? And how can I actually use the data outside the 'on' function? I need to use it to perform a similar IF condition in another data retrieval operation.
Thanks!
You're likely trying to do something like this now:
var valueThatINeedToUseElsewhere;
dataLoad();
doSomethingWith(valueThatINeedToUseElsewhere);
Unfortunately this doesn't work, since (as Doug says) the data is loaded from Firebase asynchronously. By the time you're trying to use valueThatINeedToUseElsewhere, the value hasn't been loaded yet.
Why this doesn't work, the one-three-two test
It's easiest to see this if you place a few log statements like this:
console.log("Before starting to load value")
userReference.on('value',function(users){
console.log("Loaded value")
})
console.log("After starting to load value")
When you run this code, it prints:
Before starting to load value
After starting to load value
Loaded value
That is probably not the order that you expected. But it perfectly explains why you can't use valueThatINeedToUseElsewhere when you try: it hasn't been loaded yet.
Reframing the problem
The best way I've found for dealing with this situation is to reframe the problem. Your current code is written with the logic of "first we load the value, then we do something with the value". For asynchronous loading it's better to frame it as "first start loading the data. once the data has started loading, do something with it".
In code that look like:
function dataLoad() {
userReference.once('value',function(users){
var currentUser = firebase.auth().currentUser.uid
users.forEach(function(user){
if(user.key === currentUser) {
var valueThatINeedToUseElsewhere = user.val().userName
doSomethingWith(valueThatINeedToUseElsewhere)
}
})
})
}
As you'll see, we've moved the code that needs the data into the callback that fires when the data is available. That way you can be guaranteed the data is available when you call doSomethingWith. I also changed the code to use once, which (as Doug said) is better for your use-case.
There are two more steps to take, both to improve the flexibility and performance of your code.
Passing in a function that is called once the data is loaded
First off: with this last update, the call to doSomethingWith is hard-coded, which means that dataLoad() and doSomethingWith are closely tied together. It's often better to keep them more separate. To do that, we can pass in a so-called callback function into dataLoad that it then calls when it has loaded the data. This is very similar to what once() does already. Let's see that in practice:
function dataLoad(callback) {
userReference.once('value',function(users){
var currentUser = firebase.auth().currentUser.uid
users.forEach(function(user){
if(user.key === currentUser) {
var valueThatINeedToUseElsewhere = user.val().userName
callback(valueThatINeedToUseElsewhere)
}
})
})
}
Not too different. But now you can invoke dataLoad like this:
dataLoad(doSomethingWith);
And with that doSomethingWith will be called with the data, once the data has been loaded.
Loading the data by its key
The final change is an optimization. Your current code is loading all users, while you only need one and know their key. It's much more efficient to only load that specific user, with:
function dataLoad(callback) {
var currentUser = firebase.auth().currentUser.uid
userReference.child(currentUser).once('value',function(users){
var valueThatINeedToUseElsewhere = user.val().userName
callback(valueThatINeedToUseElsewhere)
})
}
on() is asychronous and returns immediately, which means your console log is going to show an undefined value. The callback you pass to on() is only going to run when results are available, and there's no guarantee how quickly that will happen. You should only use a value from an asynchronous call after it finishes - don't try to make your code block until some async call is finished.
Also consider using once() instead of on() if you only need the value at a location a single time. You can use its returned promise to chain some additional work after it loads the data you want. It is also asynchronous (as is all other methods that return a promise).
To learn more about why Firebase APIs are asynchronous, and what that means for your app, read this blog.
For the past two days I have been working with chrome asynchronous storage. It works "fine" if you have a function. (Like Below):
chrome.storage.sync.get({"disableautoplay": true}, function(e){
console.log(e.disableautoplay);
});
My problem is that I can't use a function with what I'm doing. I want to just return it, like LocalStorage can. Something like:
var a = chrome.storage.sync.get({"disableautoplay": true});
or
var a = chrome.storage.sync.get({"disableautoplay": true}, function(e){
return e.disableautoplay;
});
I've tried a million combinations, even setting a public variable and setting that:
var a;
window.onload = function(){
chrome.storage.sync.get({"disableautoplay": true}, function(e){
a = e.disableautoplay;
});
}
Nothing works. It all returns undefined unless the code referencing it is inside the function of the get, and that's useless to me. I just want to be able to return a value as a variable.
Is this even possible?
EDIT: This question is not a duplicate, please allow me to explain why:
1: There are no other posts asking this specifically (I spent two days looking first, just in case).
2: My question is still not answered. Yes, Chrome Storage is asynchronous, and yes, it does not return a value. That's the problem. I'll elaborate below...
I need to be able to get a stored value outside of the chrome.storage.sync.get function. I -cannot- use localStorage, as it is url specific, and the same values cannot be accessed from both the browser_action page of the chrome extension, and the background.js. I cannot store a value with one script and access it with another. They're treated separately.
So my only solution is to use Chrome Storage. There must be some way to get the value of a stored item and reference it outside the get function. I need to check it in an if statement.
Just like how localStorage can do
if(localStorage.getItem("disableautoplay") == true);
There has to be some way to do something along the lines of
if(chrome.storage.sync.get("disableautoplay") == true);
I realize it's not going to be THAT simple, but that's the best way I can explain it.
Every post I see says to do it this way:
chrome.storage.sync.get({"disableautoplay": true, function(i){
console.log(i.disableautoplay);
//But the info is worthless to me inside this function.
});
//I need it outside this function.
Here's a tailored answer to your question. It will still be 90% long explanation why you can't get around async, but bear with me — it will help you in general. I promise there is something pertinent to chrome.storage in the end.
Before we even begin, I will reiterate canonical links for this:
After calling chrome.tabs.query, the results are not available
(Chrome specific, excellent answer by RobW, probably easiest to understand)
Why is my variable unaltered after I modify it inside of a function? - Asynchronous code reference (General canonical reference on what you're asking for)
How do I return the response from an asynchronous call?
(an older but no less respected canonical question on asynchronous JS)
You Don't Know JS: Async & Performance (ebook on JS asynchronicity)
So, let's discuss JS asynchonicity.
Section 1: What is it?
First concept to cover is runtime environment. JavaScript is, in a way, embedded in another program that controls its execution flow - in this case, Chrome. All events that happen (timers, clicks, etc.) come from the runtime environment. JavaScript code registers handlers for events, which are remembered by the runtime and are called as appropriate.
Second, it's important to understand that JavaScript is single-threaded. There is a single event loop maintained by the runtime environment; if there is some other code executing when an event happens, that event is put into a queue to be processed when the current code terminates.
Take a look at this code:
var clicks = 0;
someCode();
element.addEventListener("click", function(e) {
console.log("Oh hey, I'm clicked!");
clicks += 1;
});
someMoreCode();
So, what is happening here? As this code executes, when the execution reaches .addEventListener, the following happens: the runtime environment is notified that when the event happens (element is clicked), it should call the handler function.
It's important to understand (though in this particular case it's fairly obvious) that the function is not run at this point. It will only run later, when that event happens. The execution continues as soon as the runtime acknowledges 'I will run (or "call back", hence the name "callback") this when that happens.' If someMoreCode() tries to access clicks, it will be 0, not 1.
This is what called asynchronicity, as this is something that will happen outside the current execution flow.
Section 2: Why is it needed, or why synchronous APIs are dying out?
Now, an important consideration. Suppose that someMoreCode() is actually a very long-running piece of code. What will happen if a click event happened while it's still running?
JavaScript has no concept of interrupts. Runtime will see that there is code executing, and will put the event handler call into the queue. The handler will not execute before someMoreCode() finishes completely.
While a click event handler is extreme in the sense that the click is not guaranteed to occur, this explains why you cannot wait for the result of an asynchronous operation. Here's an example that won't work:
element.addEventListener("click", function(e) {
console.log("Oh hey, I'm clicked!");
clicks += 1;
});
while(1) {
if(clicks > 0) {
console.log("Oh, hey, we clicked indeed!");
break;
}
}
You can click to your heart's content, but the code that would increment clicks is patiently waiting for the (non-terminating) loop to terminate. Oops.
Note that this piece of code doesn't only freeze this piece of code: every single event is no longer handled while we wait, because there is only one event queue / thread. There is only one way in JavaScript to let other handlers do their job: terminate current code, and let the runtime know what to call when something we want occurs.
This is why asynchronous treatment is applied to another class of calls that:
require the runtime, and not JS, to do something (disk/network access for example)
are guaranteed to terminate (whether in success or failure)
Let's go with a classic example: AJAX calls. Suppose we want to load a file from a URL.
Let's say that on our current connection, the runtime can request, download, and process the file in the form that can be used in JS in 100ms.
On another connection, that's kinda worse, it would take 500ms.
And sometimes the connection is really bad, so runtime will wait for 1000ms and give up with a timeout.
If we were to wait until this completes, we would have a variable, unpredictable, and relatively long delay. Because of how JS waiting works, all other handlers (e.g. UI) would not do their job for this delay, leading to a frozen page.
Sounds familiar? Yes, that's exactly how synchronous XMLHttpRequest works. Instead of a while(1) loop in JS code, it essentially happens in the runtime code - since JavaScript cannot let other code execute while it's waiting.
Yes, this allows for a familiar form of code:
var file = get("http://example.com/cat_video.mp4");
But at a terrible, terrible cost of everything freezing. A cost so terrible that, in fact, the modern browsers consider this deprecated. Here's a discussion on the topic on MDN.
Now let's look at localStorage. It matches the description of "terminating call to the runtime", and yet it is synchronous. Why?
To put it simply: historical reasons (it's a very old specification).
While it's certainly more predictable than a network request, localStorage still needs the following chain:
JS code <-> Runtime <-> Storage DB <-> Cache <-> File storage on disk
It's a complex chain of events, and the whole JS engine needs to be paused for it. This leads to what is considered unacceptable performance.
Now, Chrome APIs are, from ground up, designed for performance. You can still see some synchronous calls in older APIs like chrome.extension, and there are calls that are handled in JS (and therefore make sense as synchronous) but chrome.storage is (relatively) new.
As such, it embraces the paradigm "I acknowledge your call and will be back with results, now do something useful meanwhile" if there's a delay involved with doing something with runtime. There are no synchronous versions of those calls, unlike XMLHttpRequest.
Quoting the docs:
It's [chrome.storage] asynchronous with bulk read and write operations, and therefore faster than the blocking and serial localStorage API.
Section 3: How to embrace asynchronicity?
The classic way to deal with asynchronicity are callback chains.
Suppose you have the following synchronous code:
var result = doSomething();
doSomethingElse(result);
Suppose that, now, doSomething is asynchronous. Then this becomes:
doSomething(function(result) {
doSomethingElse(result);
});
But what if it's even more complex? Say it was:
function doABunchOfThings() {
var intermediate = doSomething();
return doSomethingElse(intermediate);
}
if (doABunchOfThings() == 42) {
andNowForSomethingCompletelyDifferent()
}
Well.. In this case you need to move all this in the callback. return must become a call instead.
function doABunchOfThings(callback) {
doSomething(function(intermediate) {
callback(doSomethingElse(intermediate));
});
}
doABunchOfThings(function(result) {
if (result == 42) {
andNowForSomethingCompletelyDifferent();
}
});
Here you have a chain of callbacks: doABunchOfThings calls doSomething immediately, which terminates, but sometime later calls doSomethingElse, the result of which is fed to if through another callback.
Obviously, the layering of this can get messy. Well, nobody said that JavaScript is a good language.. Welcome to Callback Hell.
There are tools to make it more manageable, for example Promises and async/await. I will not discuss them here (running out of space), but they do not change the fundamental "this code will only run later" part.
Section TL;DR: I absolutely must have the storage synchronous, halp!
Sometimes there are legitimate reasons to have a synchronous storage. For instance, webRequest API blocking calls can't wait. Or Callback Hell is going to cost you dearly.
What you can do is have a synchronous cache of the asynchronous chrome.storage. It comes with some costs, but it's not impossible.
Consider:
var storageCache = {};
chrome.storage.sync.get(null, function(data) {
storageCache = data;
// Now you have a synchronous snapshot!
});
// Not HERE, though, not until "inner" code runs
If you can put ALL your initialization code in one function init(), then you have this:
var storageCache = {};
chrome.storage.sync.get(null, function(data) {
storageCache = data;
init(); // All your code is contained here, or executes later that this
});
By the time code in init() executes, and afterwards when any event that was assigned handlers in init() happens, storageCache will be populated. You have reduced the asynchronicity to ONE callback.
Of course, this is only a snapshot of what storage looks at the time of executing get(). If you want to maintain coherency with storage, you need to set up updates to storageCache via chrome.storage.onChanged events. Because of the single-event-loop nature of JS, this means the cache will only be updated while your code doesn't run, but in many cases that's acceptable.
Similarly, if you want to propagate changes to storageCache to the real storage, just setting storageCache['key'] is not enough. You would need to write a set(key, value) shim that BOTH writes to storageCache and schedules an (asynchronous) chrome.storage.sync.set.
Implementing those is left as an exercise.
Make the main function "async" and make a "Promise" in it :)
async function mainFuction() {
var p = new Promise(function(resolve, reject){
chrome.storage.sync.get({"disableautoplay": true}, function(options){
resolve(options.disableautoplay);
})
});
const configOut = await p;
console.log(configOut);
}
Yes, you can achieve that using promise:
let getFromStorage = keys => new Promise((resolve, reject) =>
chrome.storage.sync.get(...keys, result => resolve(result)));
chrome.storage.sync.get has no returned values, which explains why you would get undefined when calling something like
var a = chrome.storage.sync.get({"disableautoplay": true});
chrome.storage.sync.get is also an asynchronous method, which explains why in the following code a would be undefined unless you access it inside the callback function.
var a;
window.onload = function(){
chrome.storage.sync.get({"disableautoplay": true}, function(e){
// #2
a = e.disableautoplay; // true or false
});
// #1
a; // undefined
}
If you could manage to work this out you will have made a source of strange bugs. Messages are executed asynchronously which means that when you send a message the rest of your code can execute before the asychronous function returns. There is not guarantee for that since chrome is multi-threaded and the get function may delay, i.e. hdd is busy.
Using your code as an example:
var a;
window.onload = function(){
chrome.storage.sync.get({"disableautoplay": true}, function(e){
a = e.disableautoplay;
});
}
if(a)
console.log("true!");
else
console.log("false! Maybe undefined as well. Strange if you know that a is true, right?");
So it will be better if you use something like this:
chrome.storage.sync.get({"disableautoplay": true}, function(e){
a = e.disableautoplay;
if(a)
console.log("true!");
else
console.log("false! But maybe undefined as well");
});
If you really want to return this value then use the javascript storage API. This stores only string values so you have to cast the value before storing and after getting it.
//Setting the value
localStorage.setItem('disableautoplay', JSON.stringify(true));
//Getting the value
var a = JSON.stringify(localStorage.getItem('disableautoplay'));
var a = await chrome.storage.sync.get({"disableautoplay": true});
This should be in an async function. e.g. if you need to run it at top level, wrap it:
(async () => {
var a = await chrome.storage.sync.get({"disableautoplay": true});
})();
I've been using selenium (with python bindings and through protractor mostly) for a rather long time and every time I needed to execute a javascript code, I've used execute_script() method. For example, for scrolling the page (python):
driver.execute_script("window.scrollTo(0, document.body.scrollHeight);")
Or, for infinite scrolling inside an another element (protractor):
var div = element(by.css('div.table-scroll'));
var lastRow = element(by.css('table#myid tr:last-of-type'));
browser.executeScript("return arguments[0].offsetTop;", lastRow.getWebElement()).then(function (offset) {
browser.executeScript('arguments[0].scrollTop = arguments[1];', div.getWebElement(), offset).then(function() {
// assertions
});
});
Or, for getting a dictionary of all element attributes (python):
driver.execute_script('var items = {}; for (index = 0; index < arguments[0].attributes.length; ++index) { items[arguments[0].attributes[index].name] = arguments[0].attributes[index].value }; return items;', element)
But, WebDriver API also has execute_async_script() which I haven't personally used.
What use cases does it cover? When should I use execute_async_script() instead of the regular execute_script()?
The question is selenium-specific, but language-agnostic.
When should I use execute_async_script() instead of the regular execute_script()?
When it comes to checking conditions on the browser side, all checks you can perform with execute_async_script can be performed with execute_script. Even if what you are checking is asynchronous. I know because once upon a time there was a bug with execute_async_script that made my tests fail if the script returned results too quickly. As far as I can tell, the bug is gone now so I've been using execute_async_script but for months beforehand, I used execute_script for tasks where execute_async_script would have been more natural. For instance, performing a check that requires loading a module with RequireJS to perform the check:
driver.execute_script("""
// Reset in case it's been used already.
window.__selenium_test_check = undefined;
require(["foo"], function (foo) {
window.__selenium_test_check = foo.computeSomething();
});
""")
result = driver.wait(lambda driver:
driver.execute_script("return window.__selenium_test_check;"))
The require call is asynchronous. The problem with this though, besides leaking a variable into the global space, is that it multiplies the network requests. Each execute_script call is a network request. The wait method works by polling: it runs the test until the returned value is true. This means one network request per check that wait performs (in the code above).
When you test locally it is not a big deal. If you have to go through the network because you are having the browsers provisioned by a service like Sauce Labs (which I use, so I'm talking from experience), each network request slows down your test suite. So using execute_async_script not only allows writing a test that looks more natural (call a callback, as we normally do with asynchronous code, rather than leak into the global space) but it also helps the performance of your tests.
result = driver.execute_async_script("""
var done = arguments[0];
require(["foo"], function (foo) {
done(foo.computeSomething());
});
""")
The way I see it now is that if a test is going to hook into asynchronous code on the browser side to get a result, I use execute_async_script. If it is going to do something for which there is no asynchronous method available, I use execute_script.
Here's the reference to the two APIs (well it's Javadoc, but the functions are the same), and here's an excerpt from it that highlights the difference
[executeAsyncScript] Execute an asynchronous piece of JavaScript in
the context of the currently selected frame or window. Unlike
executing synchronous JavaScript, scripts executed with this method
must explicitly signal they are finished by invoking the provided
callback. This callback is always injected into the executed function
as the last argument.
Basically, execSync blocks further actions being performed by the selenium browser, while execAsync does not block and calls on a callback when it's done.
Since you've worked with protractor, I'll use that as example.
Protractor uses executeAsyncScript in both get and waitForAngular
In waitForAngular, protractor needs to wait until angular announces that all events settled. You can't use executeScript because that needs to return a value at the end (although I guess you can implement a busy loop that polls angular constantly until it's done). The way it works is that protractor provides a callback, which Angular calls once all events settled, and that requires executeAsyncScript. Code here
In get, protractor needs to poll the page until the global window.angular is set by Angular. One way to do it is driver.wait(function() {driver.executeScript('return window.angular')}, 5000), but that way protractor would pound at the browser every few ms. Instead, we do this (simplified):
functions.testForAngular = function(attempts, callback) {
var check = function(n) {
if (window.angular) {
callback('good');
} else if (n < 1) {
callback('timedout');
} else {
setTimeout(function() {check(n - 1);}, 1000);
}
};
check(attempts);
};
Again, that requires executeAsyncScript because we don't have a return value immediately. Code here
All in all, use executeAsyncScript when you care about a return value in a calling script, but that return value won't be available immediately. This is especially necessary if you can't poll for the result, but must get the result using a callback or promise (which you must translate to callback yourself).
I've done an HTML form which has a lot of questions (coming from a database) in many different tabs. User then gives answers in those questions. Each time a user changes a tab my Javascript creates a save. The problem is that I have to loop through all questions each time the tab is changed and it freezes the form for about 5 seconds every time.
I've been searching for an answer how I can run my save function in the background. Apparently there is no real way to run something in the background and many recommend using setTimeout(); For example this one How to get a group of js function running in background
But none of these examples does explain or take into consideration that even if I use something like setTimeout(saveFunction, 2000); it doesn't solve my problem. It only postpones it by 2 seconds in this case.
Is there a way to solve this problem?
You can use web workers. Some of the older answers here say that they're not widely supported (which I guess they weren't when those answers were written), but today they're supported by all major browsers.
To run a web worker, you need to create an instance of the built-in Worker class. The constructor takes one argument which is the URI of the javascript file containing the code you want to run in the background. For example:
let worker = new Worker("/path/to/script.js");
Web workers are subject to the same origin policy so if you pass a path like this the target script must be on the same domain as the page calling it.
If you don't want to create an new Javascript file just for this, you can also use a data URI:
let worker = new Worker(
`data:text/javascript,
//Enter Javascript code here
`
);
Because of the same origin policy, you can't send an AJAX request from a data URI, so if you need to send an AJAX request in the web worker, you must use a separate Javascript file.
The code that you specify (either in a separate file or in a data URI) will be run as soon as you call the Worker constructor.
Unfortunately, web workers don't have access to neither outside Javascript variables, functions or classes, nor the DOM, but you can get around this by using the postMessage method and the onmessage event. In the outside code, these are members of the worker object (worker in the example above), and inside the worker, these are members of the global context (so they can be called either by using this or just like that with nothing in front).
postMessage and onmessage work both ways, so when worker.postMessage is called in the outside code, onmessage is fired in the worker, and when postMessage is called in the worker, worker.onmessage is fired in the outside code.
postMessage takes one argument, which is the variable you want to pass (but you can pass several variables by passing an array). Unfortunately, functions and DOM elements can't be passed, and when you try to pass an object, only its attributes will be passed, not its methods.
onmessage takes one argument, which is a MessageEvent object. The MessageEvent object has a data attribute, which contains the data sent using the first argument of postMessage.
Here is an example using web workers. In this example, we have a function, functionThatTakesLongTime, which takes one argument and returns a value depending on that argument, and we want to use web workers in order to find functionThatTakesLongTime(foo) without freezing the UI, where foo is some variable in the outside code.
let worker = new Worker(
`data:text/javascript,
function functionThatTakesLongTime(someArgument){
//There are obviously faster ways to do this, I made this function slow on purpose just for the example.
for(let i = 0; i < 1000000000; i++){
someArgument++;
}
return someArgument;
}
onmessage = function(event){ //This will be called when worker.postMessage is called in the outside code.
let foo = event.data; //Get the argument that was passed from the outside code, in this case foo.
let result = functionThatTakesLongTime(foo); //Find the result. This will take long time but it doesn't matter since it's called in the worker.
postMessage(result); //Send the result to the outside code.
};
`
);
worker.onmessage = function(event){ //Get the result from the worker. This code will be called when postMessage is called in the worker.
alert("The result is " + event.data);
}
worker.postMessage(foo); //Send foo to the worker (here foo is just some variable that was defined somewhere previously).
Apparently there is no real way to run something on background...
There is on most modern browsers (but not IE9 and earlier): Web Workers.
But I think you're trying to solve the problem at the wrong level: 1. It should be possible to loop through all of your controls in a lot less than five seconds, and 2. It shouldn't be necessary to loop through all controls when only one of them has changed.
I suggest looking to those problems before trying to offload that processing to the background.
For instance, you could have an object that contains the current value of each item, and then have the UI for each item update that object when the value changes. Then you'd have all the values in that object, without having to loop through all the controls again.
You could take a look at HTML5 web workers, they're not all that widely supported though.
This works in background:
setInterval(function(){ d=new Date();console.log(d.getTime()); }, 500);
If you can't use web workers because you need to access the DOM, you can also use async functions. The idea is to create an async refreshUI function that refreshes the UI, and then call that function regularly in your function that takes long time.
The refreshUI function would look like this:
async function refreshUI(){
await new Promise(r => setTimeout(r, 0));
}
In general, if you put await new Promise(r => setTimeout(r, ms)); in an async function, it will run all the code before that line, then wait for ms milliseconds without freezing the UI, then continues running the code after that line. See this answer for more information.
The refreshUI function above does the same thing except that it waits zero milliseconds without freezing the UI before continuing, which in practice means that it refreshes the UI and then continues.
If you use this function to refresh the UI often enough, the user won't notice the UI freezing.
Refreshing the UI takes time though (not enough time for you to notice if you just do it once, but enough time for you to notice if you do it at every iteration of a long for loop). So if you want the function to run as fast as possible while still not freezing the UI, you need to make sure not to refresh the UI too often. So you need to find a balance between refreshing the UI often enough for the UI not to freeze, but not so often that it makes your code significantly slower. In my use case I found that refreshing the UI every 20 milliseconds is a good balance.
You can rewrite the refreshUI function from above using performance.now() so that it only refreshes the UI once every 20 milliseconds (you can adjust that number in your own code if you want) no matter how often you call it:
let startTime = performance.now();
async function refreshUI(){
if(performance.now() > startTime + 20){ //You can change the 20 to how often you want to refresh the UI in milliseconds
startTime = performance.now();
await new Promise(r => setTimeout(r, 0));
}
}
If you do this, you don't need to worry about calling refreshUI to often (but you still need to make sure to call it often enough).
Since refreshUI is an async function, you need to call it using await refreshUI() and the function calling it must also be an async function.
Here is an example that does the same thing as the example at the end of my other answer, but using this method instead:
let startTime = performance.now();
async function refreshUI(){
if(performance.now() > startTime + 20){ //You can change the 20 to how often you want to refresh the UI in milliseconds
startTime = performance.now();
await new Promise(r => setTimeout(r, 0));
}
}
async function functionThatTakesLongTime(someArgument){
//There are obviously faster ways to do this, I made this function slow on purpose just for the example.
for(let i = 0; i < 1000000000; i++){
someArgument++;
await refreshUI(); //Refresh the UI if needed
}
return someArgument;
}
alert("The result is " + await functionThatTakesLongTime(3));
This library helped me out a lot for a very similar problem that you describe: https://github.com/kmalakoff/background
It basically a sequential background queue based on the WorkerQueue library.
Just create a hidden button. pass the function to its onclick event.
Whenever you want to call that function (in background), call the button's click event.
<html>
<body>
<button id="bgfoo" style="display:none;"></button>
<script>
function bgfoo()
{
var params = JSON.parse(event.target.innerHTML);
}
var params = {"params":"in JSON format"};
$("#bgfoo").html(JSON.stringify(params));
$("#bgfoo").click(bgfoo);
$("#bgfoo").click(bgfoo);
$("#bgfoo").click(bgfoo);
</script>
</body>
</html>