I've a question/problem with an whileloop
I need to wait until something changes outside the while loop.
Let's say i have this while loop:
window.changeMe = true;
while(window.changeMe){
}
now i have these two options:
Change the changeMe variable via the Console/JavaScript Execution
Change the changeMe variable via an WebSocket Event
but neither is working, if i change the Variable directly, it is not changed.
If i trigger an WebSocket Event its not getting called.
Maybe its BLOCKED.. so is there any other way to change the variable?
I known i can use await and its already working that way, but the problem is that these functions with while are called via an Addon
and using many await's looks kinda ugly for the addon creator :(
an system with setTimeout & Callbacks are also working but also looks kinda ugly..
Yes, you are correct. Having a infinite while loop will prevent executing any other code from javascript event loop which occupies the main thread.
In order to imitate the same behavior you can implement your own while loop that is friendly to asynchronous events and external code execution. You have to use:
tail recursion in order to minimize the memory footprint,
setTimeout as a mechanism to allow other parts of your code to run asynchronously.
EXAMPLE:
window.changeMe = true;
let stop = setTimeout(() => { console.log("External change stop"); window.changeMe = false; }, 4000)
var whileLoop = () => {
console.log("Inside: ", window.changeMe)
return window.changeMe
? setTimeout(() => { whileLoop(); }, 0)
: false
}
whileLoop()
console.log("Outside: ", window.changeMe)
Here is a fiddle:
https://jsfiddle.net/qwmosfrd/
Here is a setInterval fiddle:
https://jsfiddle.net/2s6pa1jo/
Promise return value example fiddle:
https://jsfiddle.net/0qum6gnf/
JavaScript is single-threaded. If you have while (true) {}, then nothing else outside the while loop can change the state of your program. You need to change your approach. You probably want to set up event listeners instead or put this inside an async function so you can use await to release execution, or some other asynchronous API. But plain vanilla while () {} is synchronous and cannot be affected by other things while it is running.
You can't use a while loop in that way in nodejs.
Nodejs runs your Javascript in a single thread and the overall architecture of the environment is event driven. What your while loop is doing is a spin loop so while that loop is running, no other events can ever run. You have to return control back to the event loop before any other events can run. That means that timers, network events, etc... cannot run while your spin loop is running. So, in nodejs, this is never the right way to write code. It will not work.
The one exception could be if there was an await inside the loop which would pause the loop and allow other events to run.
So, while this is running:
while(window.changeMe){
}
No other events can run and thus nothing else gets a chance to change the changeMe property. Thus, this is just an infinite loop that can never complete and nothing else gets a chance to run.
Instead, you want to change your architecture to be event driven so that whatever changes the changeMe property emits some sort of event that other code can listen to so it will get notified when a change has occurred. This can be done by having the specific code that changes the property also notify listeners or it can be done by making the property be a setter method so that method can see that the property is being changed and can fire an event to notify any interested listeners that the value has changed.
Related
The following example is given in a Node.js book:
var open = false;
setTimeout(function() {
open = true
}, 1000)
while (!open) {
console.log('wait');
}
console.log('open sesame');
Explaining why the while loop blocks execution, the author says:
Node will never execute the timeout callback because the event loop is
stuck on this while loop started on line 7, never giving it a chance
to process the timeout event!
However, the author doesn't explain why this happens in the context of the event loop or what is really going on under the hood.
Can someone elaborate on this? Why does node get stuck? And how would one change the above code, whilst retaining the while control structure so that the event loop is not blocked and the code will behave as one might reasonably expect; wait
will be logged for only 1 second before the setTimeout fires and the process then exits after logging 'open sesame'.
Generic explanations such as the answers to this question about IO and event loops and callbacks do not really help me rationalise this. I'm hoping an answer which directly references the above code will help.
It's fairly simple really. Internally, node.js consists of this type of loop:
Get something from the event queue
Run whatever task is indicated and run it until it returns
When the above task is done, get the next item from the event queue
Run whatever task is indicated and run it until it returns
Rinse, lather, repeat - over and over
If at some point, there is nothing in the event queue, then go to sleep until something is placed in the event queue or until it's time for a timer to fire.
So, if a piece of Javascript is sitting in a while() loop, then that task is not finishing and per the above sequence, nothing new will be picked out of the event queue until that prior task is completely done. So, a very long or forever running while() loop just gums up the works. Because Javascript only runs one task at a time (single threaded for JS execution), if that one task is spinning in a while loop, then nothing else can ever execute.
Here's a simple example that might help explain it:
var done = false;
// set a timer for 1 second from now to set done to true
setTimeout(function() {
done = true;
}, 1000);
// spin wait for the done value to change
while (!done) { /* do nothing */}
console.log("finally, the done value changed!");
Some might logically think that the while loop will spin until the timer fires and then the timer will change the value of done to true and then the while loop will finish and the console.log() at the end will execute. That is NOT what will happen. This will actually be an infinite loop and the console.log() statement will never be executed.
The issue is that once you go into the spin wait in the while() loop, NO other Javascript can execute. So, the timer that wants to change the value of the done variable cannot execute. Thus, the while loop condition can never change and thus it is an infinite loop.
Here's what happens internally inside the JS engine:
done variable initialized to false
setTimeout() schedules a timer event for 1 second from now
The while loop starts spinning
1 second into the while loop spinning, the timer is ready to fire, but it won't be able to actually do anything until the interpreter gets back to the event loop
The while loop keeps spinning because the done variable never changes. Because it continues to spin, the JS engine never finishes this thread of execution and never gets to pull the next item from the event queue or run the pending timer.
node.js is an event driven environment. To solve this problem in a real world application, the done flag would get changed on some future event. So, rather than a spinning while loop, you would register an event handler for some relevant event in the future and do your work there. In the absolute worst case, you could set a recurring timer and "poll" to check the flag ever so often, but in nearly every single case, you can register an event handler for the actual event that will cause the done flag to change and do your work in that. Properly designed code that knows other code wants to know when something has changed may even offer its own event listener and its own notification events that one can register an interest in or even just a simple callback.
This is a great question but I found a fix!
var sleep = require('system-sleep')
var done = false
setTimeout(function() {
done = true
}, 1000)
while (!done) {
sleep(100)
console.log('sleeping')
}
console.log('finally, the done value changed!')
I think it works because system-sleep is not a spin wait.
There is another solution. You can get access to event loop almost every cycle.
let done = false;
setTimeout(() => {
done = true
}, 5);
const eventLoopQueue = () => {
return new Promise(resolve =>
setImmediate(() => {
console.log('event loop');
resolve();
})
);
}
const run = async () => {
while (!done) {
console.log('loop');
await eventLoopQueue();
}
}
run().then(() => console.log('Done'));
Node is a single serial task. There is no parallelism, and its concurrency is IO bound. Think of it like this: Everything is running on a single thread, when you make an IO call that is blocking/synchronous your process halts until the data is returned; however say we have a single thread that instead of waiting on IO(reading disk, grabbing a url, etc) your task continues on to the next task, and after that task is complete it checks that IO. This is basically what node does, its an "event-loop" its polling IO for completion(or progress) on a loop. So when a task does not complete(your loop) the event loop does not progress. To put it simply.
because timer needs to comeback and is waiting loop to finish to add to the queue, so although the timeout is in a separate thread, and may indeed finsihed the timer, but the "task" to set done = true is waiting on that infinite loop to finish
var open = false;
const EventEmitter = require("events");
const eventEmitter = new EventEmitter();
setTimeout(function () {
open = true;
eventEmitter.emit("open_var_changed");
}, 1000);
let wait_interval = setInterval(() => {
console.log("waiting");
}, 100);
eventEmitter.on("open_var_changed", () => {
clearInterval(wait_interval);
console.log("open var changed to ", open);
});
this exemple works and you can do setInterval and check if the open value changed inside it and it will work
I have a set of asynchronous Firebase listeners which listen to my db, and update local variables as changes to their remote counterparts are witnessed.
The listeners are attached on startup, and work fine independently. The callbacks fire whenever an update is witnessed.
However, I'm trying to write a loop which runs indefinitely (after all the listeners are attached etc) and performs operations each cycle using the variables which are maintained by the Firebase listeners.
I learnt from my initial attempt (a basic while loop) that node is single threaded, and hence a normal while loop is blocking, and prevents Node's event loop from firing.
I had a look round for some non-blocking alternatives and found:
self.processingLoop = function()
{
//do stuff
process.nextTick(self.processingLoop);
}
This should apparently implement a loop, whilst also not blocking the node Event Loop (and hence not blocking the Firebase listeners?), as the loop function is put in a callback queue to eventually be executed, as well as all other callbacks (which I am assuming encompases the firebase event callbacks).
The loop works fine, however my Firebase callbacks are still not being fired on updates to the db.
Here's an example of a callback which is no longer firing whilst the loop is running:
self.attachMovementKeyListenerToCharacter = function(characterRefName, character, movingCharacters)
{
console.log("CharacterDao: Attaching MovementKeyListener to character: " + characterRefName);
var characterMovementKeyStateRef = self.charactersRef.child(characterRefName + "/state/keyState/movementKeyState");
//When a movementKey event fires, add or remove the player from the movingCharactersList
characterMovementKeyStateRef.on('child_changed', function(snapshot)
{
var keyThatWasPressed = snapshot.key;
var newKeyValue = snapshot.val().value;
var timestamp = snapshot.val().lastUpdated;
console.log("Key event: " + keyThatWasPressed + " detected for character: " + characterRefName);
//DO STUFF...
Does anyone know why my Firebase listeners are still blocked (I assume?) using this approach?
Any help greatly appreciated
I fixed this by replacing
process.nextTick(self.processingLoop);
with
setTimeout(self.processingLoop, 0);
I read that process.nextTick was simply an optimized version of setTimeout, but they seem to both exhibit differing behaviours (process.nextTick is blocking to Firebase listeners, whereas setTimeout is not).
This is no longer urgent, but does anyone have any theories as to why this is the case?
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;
}
Suppose I load some Flash movie that I know at some point in the future will call window.flashReady and will set window.flashReadyTriggered = true.
Now I have a block of code that I want to have executed when the Flash is ready. I want it to execute it immediately if window.flashReady has already been called and I want to put it as the callback in window.flashReady if it has not yet been called. The naive approach is this:
if(window.flashReadyTriggered) {
block();
} else {
window.flashReady = block;
}
So the concern I have based on this is that the expression in the if condition is evaluated to false, but then before block() can be executed, window.flashReady is triggered by the external Flash. Consequently, block is never called.
Is there a better design pattern to accomplish the higher level goal I'm going for (e.g., manually calling the flashReady callback)? If not, am I safe, or are there other things I should do?
All Javascript event handler scripts are handled from one master event queue system. This means that event handlers run one at a time and one runs until completion before the next one that's ready to go starts running. As such, there are none of the typical race conditions in Javascript that one would see in a multithreaded language where multiple threads of the language can be running at once (or time sliced) and create real-time conflict for access to variables.
Any individual thread of execution in javascript will run to completion before the next one starts. That's how Javascript works. An event is pulled from the event queue and then code starts running to handle that event. That code runs by itself until it returns control to the system where the system will then pull the next event from the event queue and run that code until it returns control back to the system.
Thus the typical race conditions that are caused by two threads of execution going at the same time do not happen in Javascript.
This includes all forms of Javascript events including: user events (mouse, keys, etc..), timer events, network events (ajax callbacks), etc...
The only place you can actually do multi-threading in Javascript is with the HTML5 Web Workers or Worker Threads (in node.js), but they are very isolated from regular javascript (they can only communicate with regular javascript via message passing) and cannot manipulate the DOM at all and must have their own scripts and namespace, etc...
While I would not technically call this a race condition, there are situations in Javascript because of some of its asynchronous operations where you may have two or more asynchronous operations in flight at the same time (not actually executing Javascript, but the underlying asynchronous operation is running native code at the same time) and it may be unpredictable when each operation will complete relative to the others. This creates an uncertainty of timing which (if the relative timing of the operations is important to your code) creates something you have to manually code for. You may need to sequence the operations so one runs and you literally wait for it to complete before starting the next one. Or, you may start all three operations and then have some code that collects all three results and when they are all ready, then your code proceeds.
In modern Javascript, promises are generally used to manage these types of asynchronous operations.
So, if you had three asynchronous operations that each return a promise (like reading from a database, fetching a request from another server, etc...), you could manually sequence then like this:
a().then(b).then(c).then(result => {
// result here
}).catch(err => {
// error here
});
Or, if you wanted them all to run together (all in flight at the same time) and just know when they were all done, you could do:
Promise.all([a(), b(), c()])..then(results => {
// results here
}).catch(err => {
// error here
});
While I would not call these race conditions, they are in the same general family of designing your code to control indeterminate sequencing.
There is one special case that can occur in some situations in the browser. It's not really a race condition, but if you're using lots of global variables with temporary state, it could be something to be aware of. When your own code causes another event to occur, the browser will sometimes call that event handler synchronously rather than waiting until the current thread of execution is done. An example of this is:
click
the click event handler changes focus to another field
that other field has an event handler for onfocus
browser calls the onfocus event handler immediately
onfocus event handler runs
the rest of the click event handler runs (after the .focus() call)
This isn't technically a race condition because it's 100% known when the onfocus event handler will execute (during the .focus() call). But, it can create a situation where one event handler runs while another is in the middle of execution.
JavaScript is single threaded. There are no race conditions.
When there is no more code to execute at your current "instruction pointer", the "thread" "passes the baton", and a queued window.setTimeout or event handler may execute its code.
You will get better understanding for Javascript's single-threading approach reading node.js's design ideas.
Further reading:
Why doesn't JavaScript support multithreading?
It is important to note that you may still experience race conditions if you eg. use multiple async XMLHttpRequest. Where the order of returned responses is not defined (that is responses may not come back in the same order they were send). Here the output depends on the sequence or timing of other uncontrollable events (server latency etc.). This is a race condition in a nutshell.
So even using a single event queue (like in JavaScript) does not prevent events coming in uncontrollable order and your code should take care of this.
Sure you need. It happens all the time:
<button onClick=function() {
const el = document.getElementById("view");
fetch('/some/api').then((data) => {
el.innerHTML = JSON.stringify(data);
})
}>Button 1</button>
<button onClick=function() {
const el = document.getElementById("view");
fetch('/some/other/api').then((data) => {
el.innerHTML = JSON.stringify(data);
})
}>Button 2</button>
Some people don't view it as a race condition.
But it really is.
Race condition is broadly defined as "the behavior of an electronic, software, or other system where the output is dependent on the sequence or timing of other uncontrollable events".
If user clicks these 2 buttons in a brief period, the output is not guaranteed to depend of the order of clicking. It depends on which api request will be resolved sooner. Moreover, the DOM element you're referencing can be removed by some other event (like changing route).
You can mitigate this race condition by disabling button or showing some spinner when loading operation in progress, but that's cheating. You should have some mutex/counter/semaphore at the code level to control your asynchronous flow.
To adapt it to your question, it depends on what "block()" is. If it's a synchronous function, you don't need to worry. But if it's asynchronous, you have to worry:
function block() {
window.blockInProgress = true;
// some asynchronous code
return new Promise(/* window.blockInProgress = false */);
}
if(!window.blockInProgress) {
block();
} else {
window.flashReady = block;
}
This code makes sense you want to prevent block from being called multiple times. But if you don't care, or the "block" is synchronous, you shouldn't worry. If you're worried about that a global variable value can change when you're checking it, you shouldn't be worried, it's guaranteed to not change unless you call some asynchronous function.
A more practical example. Consider we want to cache AJAX requests.
fetchCached(params) {
if(!dataInCache()) {
return fetch(params).then(data => putToCache(data));
} else {
return getFromCache();
}
}
So happens if we call this code multiple times? We don't know which data will return first, so we don't know which data will be cached. The first 2 times it will return fresh data, but the 3rd time we don't know the shape of response to be returned.
Yes, of course there are race conditions in Javascript. It is based on the event loop model and hence exhibits race conditions for async computations. The following program will either log 10 or 16 depending on whether incHead or sqrHead is completed first:
const rand = () => Math.round(Math.random() * 100);
const incHead = xs => new Promise((res, rej) =>
setTimeout(ys => {
ys[0] = ys[0] + 1;
res(ys);
}, rand(), xs));
const sqrHead = xs => new Promise((res, rej) =>
setTimeout(ys => {
ys[0] = ys[0] * ys[0];
res(ys);
}, rand(), xs))
const state = [3];
const foo = incHead(state);
const bar = sqrHead(state);
Promise.all([foo, bar])
.then(_ => console.log(state));
I'd like to create an event loop mechanism in JavaScript/DOM using only dispatchEvent calls.
For example:
document.addEventListener("LoopingEvent", loop, true);
var loop = function() {
doSomeWork();
updateUI();
document.dispatchEvent(loopEvent);
};
var loopEvent = document.createEvent('Events');
loopEvent.initEvent("LoopingEvent", true, true);
document.dispatchEvent(loopEvent);
When run, a call stack OutOfRange error is thrown. If I change the loop handler's dispatch call to use a window.setTimeout delay it loops without error.
Just wondering if there is a way to use dispatchEvent looping infinitely without resorting to setInterval or setTimeout? The advantage in a dispatchEvent looping pattern is that the calls occur when the work is done rather than at set time intervals.
Thanks in advance for any insights...
dispatchEvent sends the event synchronously to the target, so when you use dispatchEvent the event handler frames accumulate on the stack and eventually overflow.
If you want to simply "loop forever" you have a few choices. Which choice is correct depends on how you want your code to interact with other events. I notice that your code suggests that it will updateUI(). Well, your event handler needs to return to the browser's event loop periodically so that it can paint your updated UI. Using setTimeout(loop, 0); is a good way to achieve this:
function loop() {
doSomeWork();
updateUI();
setTimeout(loop, 0);
}
loop(); // get things started
The call to setTimeout will return before loop is invoked again; then the browser will invoke loop again. In between calls to loop the browser may run other code, such as painting the changes in the UI, or invoking other event handlers in response to clicks and other events.
If you want you can make your loop run more slowly by increasing the delay from 0 msec to something larger. This might be useful if your loop is doing animation.
If you want your loop to stop, then don't call setTimeout and it won't be called again.
Now here is an alternative technique:
If you are using a relatively recent version of Firefox, Chrome or Safari you can use a new feature called workers to run your loop. Workers have their own event loop, so it is OK to write code like this:
// worker code
while (true) {
doSomeWork();
// post messages to update the UI
}
Workers run separately from other scripts; to push results into the page itself you need to use a function called postMessage. Here is the relevant spec, however you might want to also search for tutorials or post a follow-up question because working off the spec can be difficult at first.
It looks like you're inducing an infinite loop that will continue to run indefinitely. A timer delay between execution is necessary to let other functions queue on the thread.
The advantage in a dispatchEvent looping pattern is that the calls occur when the work is done rather than at set time intervals.
setTimeout with a delay of 0ms would achieve that effect, although a looping setTimeout or setInterval would cause another infinite loop to be created, so at least some delay is necessary, as I pointed out above.
I can't comment about dispatchEvent() but what's wrong with this pattern:
function DoSomeWork()
{
// do work
if (moreWorkNeedsDoing)
{
setTimeout(DoSomeWork, 0);
}
}
The function will iterate 'immediately' as long as there is work to do.