Avoid UI freeze during a computationally heavy call - javascript

I have the following event listener
button.addEventListener('click', function(){
this.classList.add('disabled');
aFunctionThatTakesLongToExecute();
});
The problem is that the repaint on the screen associated with the newly added class for the button takes place on when the execution of aFunctionThatTakesLongToExecute is completed and that creates a stutter-y user experience.
Is there a way to force a repaint even while the javascript function is executing?

I don't really understand the behavior you're describing, but you can wrap your function call like this :
setTimeout(aFunctionThatTakesLongToExecute);
Basically, it calls your method asynchronously and immediatly, as setTimeout second parameter is not set (usually it is the time before execution in milliseconds).
Keep in mind that this syntax works if aFunctionThatTakesLongToExecute does not take any parameters. Else, you have to wrap the function call in another (anonymous) function and give that new function to the setTimeout instruction like this :
setTimeout(() => {
aFunctionThatTakesLongToExecute(yourParameter);
});
Here's a link to the doc : https://developer.mozilla.org/en-US/docs/Web/API/WindowOrWorkerGlobalScope/setTimeout

Related

How to put a sleep after clicking a button

I would like to put a delay after a button is pressed in order for the button to load the data from the cache before executing the next line of code. Would putting a sleep be the best way to do this?
Something like this or is there an alternative approach to best solve this problem?
setInterval(document.getElementById("generateButton"), 1000);
Don't use setInterval to do this. It doesn't have the functionality you seem to desire (it repeats). Instead, use jQuery and do something like this:
$("#generateButton").click(function(event){
setTimeout(function(){
//Do what the button normally does
}, 1000);
});
Or (without JQuery):
var generateButton = document.getElementById("generateButton");
generateButton.addEventListener("click", function(){
setTimeout(function(){
//Do what the button normally does
}, 1000);
});
Using setTimeout over setInterval is preferred in your case because setTimeout runs only once while setInterval runs multiple times.
I assume you have, in your html, <button id='generateButton' onclick='someFunction()'>Button Text</button>. Remove the onclick='someFunction() and put your someFunction() where I said (in the examples) "Do what the button normally does."
You can also add in the code that loads the cache a method that calls another method once the cache has been loaded (when the someFunction() from the button is called, it loads the cache, and at the end of the function (set this up using callbacks), once the cache has been loaded, it calls another method onCacheLoaded() that can be run once the cache has been loaded.
You should use callbacks, so the moment you loaded data from cache you can call it and continue executing the rest of the script.
You cannot use interval since you cannot be sure how much time is needed for the data to load. Though keep in mind the asynchronous nature of javascript and don't block the part of the script that does not depend on the data that's being loaded.
Try setTimeout:
myButton.addEventListener('click', function() {
setTimeout(delayed, 1e3); // Delay code
}, false);
function delayed() {
// Do whatever
}
Note setInterval runs a function periodically, setTimeout only once.
Also note that the delayed code must be a function (or a string which will be evaluated, but better avoid that). However, document.getElementById("generateButton") returns an html element (or null).

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.

Javascript: how to make changes to the document before function finishes running?

I want to create a function that when called would display a "Loading..." message, and display the results as soon as it finishes. when I do it like this:
function load() {
$('#status').html("loading...");
/* do something */
...
$('#status').html("done");
$('results').html(result);
}
The "loading" message never appears, after a while what a user sees is just the "done" message and the results. How can I make the "loading" text appear just the moment I want it to?
If "do something" is synchronous, the browser never gets a chance to update the UI between the two content changes.
To have the changes appear you need to do something like:
$('#status').html('loading...');
setTimeout(function() {
// do something
$('#status').html('done');
}, 0);
The setTimeout call gives the UI a chance to update the display before jumping into your "something".
Note that if possible you should try to ensure that "something" doesn't tie up your browser for a long time. Try to break the task up into multiple chunks, where each chunk is also dispatched using setTimeout().
Hard to tell without seeing the "stuff" part, but I hope this helps a little;
function load() {
$('#status').html("loading...");
function onLoaded(result) {
$('#status').html("done");
$('results').html(result);
}
// do your stuff here
// Not being able to see the "stuff", I guess you do some AJAX or something
// else which is asynchronous? if you do, at the end of your callback, add
// onLoaded(result)
}
The key is in the "do something". It depends on what you want to do but I would expect that you want to use jQuery's load() function.
Many jQuery functions accept 'callback functions' which are executed after the task is complete. The callback function section of the load() documentation should explain everything.

Run js function once when fired more than once

I have a Div that uses jQuery to load a file/contents with a javascript function..
function DoWork() {
// Do Stuff
}
Let's say the user can reload the Div and pull the same file/contents with the same js function DoWork(). The problem is, when the file is reloaded, the previous loaded function DoWork() is still running. How can I kill the previous fired DoWork() and restart it?
Javascript is single-threaded, which means only one thing can be executing at a given moment. If DoWork is already "running" it's either a) blocking all other JS code, and you have no choice but to let it finish since you have no way to execute any interruption code until it finishes on its own, or b) DoWork is scheduled to fire off on an interval via setTimeout() or setInterval().
If it's the latter case, setTimeout() and setInterval() return an ID. Store that ID somewhere and call clearTimeout(doWork_timeout_id) or clearInterval(doWork_interval_id) according to how you started it.
You can build a simple function that use: setTimeout and then each call to DoWork will call first to: clearTimeout. I don't really like this solution because you will waste CPU on setTimeout.
So another option will be to use web worker in DoWork (It will do lots of other good things for you in case you are working with big data as it's running in another thread) - then you get an option to send 'stop' message each time you start the work of DoWork().
Are you using ajax to load the div's contents? if so, the better way is as follows:
var doWorkAjax=null;
function DoWork(){
if (doWorkAjax) doWorkAjax.abort();
doWorkAjax = $.ajax(url, data, function(result){
....
doWorkAjax=null;
});
}

Is looping events in JavaScript using document.dispatchEvent possible?

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.

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