This question already has answers here:
JavaScript closure inside loops – simple practical example
(44 answers)
Closed 6 years ago.
I have a problem with calling a function with a parameter inside a setTimeout function. Basically I'm trying to make a small online game, where I create a queue of commands and then execute them one at a time (each takes some time to show a visualization).
Unfortunately it seems that I cannot pass any variable as a parameter inside the setTimeout(). Although the variable does exist when I call the function it does not exist later when it is executed. The function doesn't keep track of the passed value.
Is there any solution to this? Thanks a lot for any help. Here is a code I use:
function executeCommands() {
var commands = document.getElementsByClassName("cmdplace");
var timeout = 0;
for (i = 0; i < commands.length; i++) {
console.log(commands[i].childNodes[0]); //variable exists
setTimeout(function() {go(commands[i].childNodes[0]);}, timeout+=400); //Uncaught TypeError: Cannot read property 'childNodes' of undefined
console.log(commands[i].childNodes[0]); //variable still exists
}
}
function go(command) {
//do somethig based on the passed command
}
When your functions are invoked, i is equal to commands.length and commands[i] is undefined.
They are capturing the variable i, not its value.
When they execute, they get out of i the actual value, but so far it has reached commands.length (that is the condition used to break your loop).
You can do something like this to work around it:
setTimeout(function(j) {
go(commands[j].childNodes[0]);
}.bind(null, i), timeout+=400);
Or this:
setTimeout((function(j) {
return function() {
go(commands[j].childNodes[0]);
};
})(i), timeout+=400);
Note also that, as you defined it, i is a global variable.
As mentioned in the comments by #PMV, there's a much easier way in modern JavaScript (if that's an option for you).
Just use a let statement as it follows:
for (let i = 0; i < commands.length; i++) {
// do whatever you want here with i
}
This will ensure that each iteration gets a new variable named i and you can capture it as in the original code.
You need to make a distinct copy of each item. By the time the setTimeout runs the loop has already finished.
var timeout = 0;
function executeCommands() {
var commands = document.getElementsByClassName("cmdplace");
for (i = 0; i < commands.length; i++) {
go(commands[i]);
}
}
function go(command) {
setTimeout(function() {
console.log(command);
}, timeout += 400);
}
executeCommands();
<ul>
<li class="cmdplace">A</li>
<li class="cmdplace">B</li>
<li class="cmdplace">C</li>
<li class="cmdplace">D</li>
</ul>
Related
This question has been flagged as already answered with a link provided above. However, I already read that answer and it only answered how to use setInterval in a for loop. There were no functions being called with parameters passed to them in that solution, and that is my situation, so I couldn't use it to fix my situation.
I'm fairly new to programming, so I'll try to describe as best as I can. In setInterval, I am passing a parameter to the function toggleClusters which setInterval calls. The debugger shows the parameter as being correct. It is a reference to an array position that holds an object literal that contains map marker objects. I seem to be misunderstanding something about what values stay around and what do not when using setInterval, because the debugger shows the correct object literal being passed as an arg, but when the function is called, the debugger shows the obj that is supposed to be passed as undefined. Is it that this passed value no longer exists when the function is called?
function setClusterAnimations() {
for (var i = 0; i < clusters.length; i++) {
//intervalNames stores handle references for stopping any setInterval instances created
intervalNames.push(setInterval(function () {
//clusters[i] will hold an object literal containing marker objects
toggleClusters(clusters[i]);
}, 1000));
}
}
//cObj is coming back as undefined in debugger and bombing
function toggleClusters(cObj) {
var propCount = Object.keys(cObj).length;
for (var prop in cObj){
if (prop.getZIndex() < 200 || prop.getZIndex() == 200 + propCount) {
prop.setZIndex(200);
}
else {
prop.setZindex(prop.getZIndex() + 1)
}
}
}
This is typically the issue with such asynchronous calls as with setInterval(). You can solve this in different ways, one of which is using bind():
for (var i = 0; i < clusters.length; i++) {
//intervalNames stores handle references for stopping any setInterval instances created
intervalNames.push(setInterval(function (i) {
//clusters[i] will hold an object literal containing marker objects
toggleClusters(clusters[i]);
}.bind(null, i), 1000));
}
The toggleClusters(clusters[i]) statement will only be executed when your loop has finished, at which time i will be beyond the correct range (it will be clusters.length). With bind(), and mostly with the function parameter i, you create a separate variable in the scope of the call back function, which gets its value defined at the moment you execute bind(). That i is independent from the original i, and retains the value you have given it via bind().
that is because your "i" variable is not captured in the function passed as an argument to setInverval.
Therefore , when this function is invoked, i is always equal to clusters.length.
consider the differences between the two following pieces of code:
var arr = [1, 2, 3];
var broken = function() {
for(var i = 0; i < arr.length; ++i) {
setInterval(function() {
console.log("broken: " + arr[i]);
}, 1000);
// logs broken: undefined
}
};
var fixed = function() {
for(var i = 0; i < arr.length; ++i) {
setInterval((function(k) {
return function() {
console.log("fixed: " + arr[k]);
}
}(i)), 1000); // i is captured here
}
};
I'll get to the point: I have this loop:
for (var i = 1; i <= toSchedule; i++) {
when = trackWrapper.lastPlay +
(trackDuration +
(looper.timeInterval - trackDuration));
track.play(true, when);
trackWrapper.lastPlay = when;
}
The play method has this inside the body:
[...]
// Here when is a different value for each call (verified)
// Many calls of the play method are performed before the returned function below is run as a callback
function playingCallback(myWhen){
return function(buffers){
// Here myWhen will always be equal to the value of the last call occurred BEFORE the first callback execution
console.log("myWhen = "+myWhen);
[...]
};
};
var realCallback = playingCallback(when);
track.scheduled.push(when);
track.recorder.getBuffer(realCallback);
So, for example:
play(true, 1);
play(true, 2);
play(true, 3);
// Wait for it...
myWhen = 3;
myWhen = 3;
myWhen = 3;
Now: I've read about closures, I've read about the "infamous loop problem", I've read tens of answers here on StackOverflow but I couldn't figure this out. It's the second time I have this kind of problem with callbacks so, at this point, I guess I haven't completely understood what is going on.
Could you please explain to me what is supposed to be wrong with the code above? Thank you in advance.
Generally you should understand the following rule: A clousure will have access to its "surrounding scope", even after the scope has been exited. But it will be the state of the scope at execution time and not(!) at creation time of the closure
If you create a closure inside a loop, it will have access to the loop variable. But the loop will most likely already have ended. So the loop variable will hold the value of its last loop.
So if your closure is a callback you should create a copy of your relevant scope variable(s) at creation time and use this copy at execution time. You can do this (for example) by creating an inner closure from an immediately executing anonymous function
function myOuterScope(count) {
for(i=0; i<count; i++) {
setTimeout((function(local_i) {
// this function will be immediately executed. local_i is a copy of i at creation time
return function() {
// this is the function that will be called as a callback to setTimeout
// use local_i here, and it will be 0, 1, 2 instead of 3, 3, 3
}
})(i)
, 1000);
}
}
myOuterScope(3);
This code is supposed to pop up an alert with the number of the image when you click it:
for(var i=0; i<10; i++) {
$("#img" + i).click(
function () { alert(i); }
);
}
You can see it not working at http://jsfiddle.net/upFaJ/. I know that this is because all of the click-handler closures are referring to the same object i, so every single handler pops up "10" when it's triggered.
However, when I do this, it works fine:
for(var i=0; i<10; i++) {
(function (i2) {
$("#img" + i2).click(
function () { alert(i2); }
);
})(i);
}
You can see it working at http://jsfiddle.net/v4sSD/.
Why does it work? There's still only one i object in memory, right? Objects are always passed by reference, not copied, so the self-executing function call should make no difference. The output of the two code snippets should be identical. So why is the i object being copied 10 times? Why does it work?
I think it's interesting that this version doesn't work:
for(var i=0; i<10; i++) {
(function () {
$("#img" + i).click(
function () { alert(i); }
);
})();
}
It seems that the passing of the object as a function parameter makes all the difference.
EDIT: OK, so the previous example can be explained by primitives (i) being passed by value to the function call. But what about this example, which uses real objects?
for(var i=0; i<5; i++) {
var toggler = $("<img/>", { "src": "http://www.famfamfam.com/lab/icons/silk/icons/cross.png" });
toggler.click(function () { toggler.attr("src", "http://www.famfamfam.com/lab/icons/silk/icons/tick.png"); });
$("#container").append(toggler);
}
Not working: http://jsfiddle.net/Zpwku/
for(var i=0; i<5; i++) {
var toggler = $("<img/>", { "src": "http://www.famfamfam.com/lab/icons/silk/icons/cross.png" });
(function (t) {
t.click(function () { t.attr("src", "http://www.famfamfam.com/lab/icons/silk/icons/tick.png"); });
$("#container").append(t);
})(toggler);
}
Working: http://jsfiddle.net/YLSn6/
Most of the answers are correct in that passing an object as a function parameter breaks a closure and thus allow us to assign things to functions from within a loop. But I'd like to point out why this is the case, and it's not just a special case for closures.
You see, the way javascript passes parameters to functions is a bit different form other languages. Firstly, it seems to have two ways of doing it depending on weather it's a primitive value or an object. For primitive values it seems to pass by value and for objects it seems to pass by reference.
How javascript passes function arguments
Actually, the real explanation of what javascript does explains both situations, as well as why it breaks closures, using just a single mechanism.
What javascript does is actually it passes parameters by copy of reference. That is to say, it creates another reference to the parameter and passes that new reference into the function.
Pass by value?
Assume that all variables in javascript are references. In other languages, when we say a variable is a reference, we expect it to behave like this:
var i = 1;
function increment (n) { n = n+1 };
increment(i); // we would expect i to be 2 if i is a reference
But in javascript, it's not the case:
console.log(i); // i is still 1
That's a classic pass by value isn't it?
Pass by reference?
But wait, for objects it's a different story:
var o = {a:1,b:2}
function foo (x) {
x.c = 3;
}
foo(o);
If parameters were passed by value we'd expect the o object to be unchanged but:
console.log(o); // outputs {a:1,b:2,c:3}
That's classic pass by reference there. So we have two behaviors depending on weather we're passing a primitive type or an object.
Wait, what?
But wait a second, check this out:
var o = {a:1,b:2,c:3}
function bar (x) {
x = {a:2,b:4,c:6}
}
bar(o);
Now see what happens:
console.log(o); // outputs {a:1,b:2,c:3}
What! That's not passing by reference! The values are unchanged!
Which is why I call it pass by copy of reference. If we think about it this way, everything makes sense. We don't need to think of primitives as having special behavior when passed into a function because objects behave the same way. If we try to modify the object the variable points to then it works like pass by reference but if we try to modify the reference itself then it works like pass by value.
This also explains why closures are broken by passing a variable as a function parameter. Because the function call will create another reference that is not bound by the closure like the original variable.
Epilogue: I lied
One more thing before we end this. I said before that this unifies the behavior of primitive types and objects. Actually no, primitive types are still different:
var i = 1;
function bat (n) { n.hello = 'world' };
bat(i);
console.log(i.hello); // undefined, i is unchanged
I give up. There's no making sense of this. It's just the way it is.
It's because you are calling a function, passing it a value.
for (var i = 0; i < 10; i++) {
alert(i);
}
You expect this to alert different values, right? Because you are passing the current value of i to alert.
function attachClick(val) {
$("#img" + val).click(
function () { alert(val); }
);
}
With this function, you'd expect it to alert whatever val was passed into it, right? That also works when calling it in a loop:
for (var i = 0; i < 10; i++) {
attachClick(i);
}
This:
for (var i = 0; i < 10; i++) {
(function (val) {
$("#img" + val).click(
function () { alert(val); }
);
})(i);
}
is just an inline declaration of the above. You are declaring an anonymous function with the same characteristics as attachClick above and you call it immediately. The act of passing a value through a function parameter breaks any references to the i variable.
upvoted deceze's answer, but thought I'd try a simpler explanation. The reason the closure works is that variables in javascript are function scoped. The closure creates a new scope, and by passing the value of i in as a parameter, you are defining a local variable i in the new scope. without the closure, all of the click handlers you define are in the same scope, using the same i. the reason that your last code snippet doesn't work is because there is no local i, so all click handlers are looking to the nearest parent context with i defined.
I think the other thing that might be confusing you is this comment
Objects are always passed by reference, not copied, so the self-executing function call should make no difference.
this is true for objects, but not primitive values (numbers, for example). This is why a new local i can be defined. To demonstrate, if you did something weird like wrapping the value of i in an array, the closure would not work, because arrays are passed by reference.
// doesn't work
for(var i=[0]; i[0]<10; i[0]++) {
(function (i2) {
$("#img" + i2[0]).click(
function () { alert(i2[0]); }
);
})(i);
}
In the first example, there is only one value of i and it's the one used in the for loop. This, all event handlers will show the value of i when the for loop ends, not the desired value.
In the second example, the value of i at the time the event handler is installed is copied to the i2 function argument and there is a separate copy of that for each invocation of the function and thus for each event handler.
So, this:
(function (i2) {
$("#img" + i2).click(
function () { alert(i2); }
);
})(i);
Creates a new variable i2 that has it's own value for each separate invocation of the function. Because of closures in javascript, each separate copy of i2 is preserved for each separate event handler - thus solving your problem.
In the third example, no new copy of i is made (they all refer to the same i from the for loop) so it works the same as the first example.
Code 1 and Code 3 didn't work because i is a variable and values are changed in each loop. At the end of loop 10 will be assigned to i.
For more clear, take a look at this example,
for(var i=0; i<10; i++) {
}
alert(i)
http://jsfiddle.net/muthkum/t4Ur5/
You can see I put a alert after the loop and it will show show alert box with value 10.
This is what happening to Code 1 and Code 3.
Run the next example:
for(var i=0; i<10; i++) {
$("#img" + i).click(
function () { alert(i); }
);
}
i++;
You'll see that now, 11 is being alerted.
Therefore, you need to avoid the reference to i, by sending it as a function parameter, by it's value. You have already found the solution.
One thing that the other answers didn't mention is why this example that I gave in the question doesn't work:
for(var i=0; i<5; i++) {
var toggler = $("<img/>", { "src": "http://www.famfamfam.com/lab/icons/silk/icons/cross.png" });
toggler.click(function () { toggler.attr("src", "http://www.famfamfam.com/lab/icons/silk/icons/tick.png"); });
$("#container").append(toggler);
}
Coming back to the question months later with a better understanding of JavaScript, the reason it doesn't work can be understood as follows:
The var toggler declaration is hoisted to the top of the function call. All references to toggler are to the same actual identifier.
The closure referenced in the anonymous function is the same (not a shallow copy) of the one containing toggler, which is being updated for each iteration of the loop.
#2 is quite surprising. This alerts "5" for example:
var o;
setTimeout(function () { o = {value: 5}; }, 100);
setTimeout(function () { alert(o.value) }, 1000);
My code:
for (var i = 0; i < mapInfos.length; i++) {
var x = function () { doStuff(i); };
google.maps.event.addListenerOnce(mapInfos[i].map, 'tilesloaded', x);
}
The doStuff method simply alerts the value of i. mapInfos has two entries, so you'd expect it to alert 0 and 1, but instead it alerts 2 and 2. I can appreciate vaguely why it is doing this (although var i should keep it local to the scope of the loop?) but how can I make it work as intended?
edit — note that when first posted, the original question included a link to a jsfiddle that seemed to be a relevant example of what the current question is trying to achieve, only it appears to work ...
The code in the jsfiddle works because there's only one "i" in that code. The "i" used in the second loop (where the functions are actually called) is the same "i" as used in the first loop. Thus, you get the right answer because that second loop is running "i" through all the values from zero through four again. If you added:
i = 100;
functions[0]();
you'd get 100 printed out.
The only way to introduce a new scope in JavaScript is a function. One approach is to write a separate "function maker" function:
function makeCallback(param) {
return function() {
doStuff(param);
};
}
Then in your loop:
for (var i = 0; i < mapInfos.length; i++) {
var x = makeCallback(i);
google.maps.event.addListenerOnce(mapInfos[i].map, 'titlesloaded', x);
}
That'll work because the call to the "makeCallback" function isolates a copy of the value of "i" into a new, unique instance of "param" in the closure returned.
Create a new scope for it.
Functions create scope.
function doStuffFactory(i) {
return function () { doStuff(i); };
}
for (var i = 0; i < mapInfos.length; i++) {
var x = doStuffFactory(i);
google.maps.event.addListenerOnce(mapInfos[i].map, 'tilesloaded', x);
}
Change it to
var x = function (param) { doStuff(param); };
Obviously what is going on is that you are alerting a variable that is changing. With the above change it copies it so even if i changes it will still alert the right value.
Javascript doesn't have block scope, so you don't get an x that's local to the loop. Yea!
It has function scope, though.
Yep, weird isn't it!Pointy has an explanation
I have no idea why your first example worked (I wasn't expecting it to) Pointy has an explanation of why your first example worked - The reason why your second one doesn't is because i is scoped to the function containing the for loop, not to the scope defined by the for loop. In fact the only things that have scope in JavaScript are functions. This means that by the time your function gets executed i is 2.
What you need to do is create a scope, for example:
for (var i = 0; i < mapInfos.length; i++) {
var x = (function() {
return function () { doStuff(i); };
})(i);
google.maps.event.addListenerOnce(mapInfos[i].map, 'tilesloaded', x);
}
See JavaScript closures in for-loops for more.
This question already has answers here:
JavaScript closure inside loops – simple practical example
(44 answers)
Closed 8 years ago.
I'm having a problem with some JavaScript code.
Script
setTimeout(function() {
for (var i = 0; i < 5; i++) {
setTimeout(function() {
console.log(i);
}, i * 200);
}
}, 200);
Outputs
5, 5, 5, 5, 5 instead of 1, 2, 3, 4, 5
I can kind of understand why this doesn't work, but I was wondering if someone could explain to me what's happening and why it's not working!
Also, how can this scope problem be overcome?
The setTimeout callback functions are executed asynchronously, all the console.log calls you make refer to the same i variable, and at the time they are executed, the for loop has ended and i contains 4.
You could wrap your inner setTimeout call inside a function accepting a parameter in order to store a reference to all the i values that are being iterated, something like this:
setTimeout(function() {
for (var i = 0; i < 5; i++) {
(function (j) { // added a closure to store a reference to 'i' values
setTimeout(function() {
console.log(j);
}, j * 200);
})(i); // automatically call the function and pass the value
}
}, 200);
Check my answer to the following question for more details:
Variables in Anonymous Functions — Can someone explain the following?
Take a look at this question. It might help you understand the scope and closures better, very similar to your question.
You're trying to create a closure containing the variable "i". But closures are only created at the end of a function. So if your functions are created in a for loop, they will all have the values from the last iteration.
You can fix it with something like this:
var createFunction = function(index) {
return function() {
console.log(index);
}
};
for (var i = 0; i < 5; i++) {
setTimeout(createFunction(i), i * 200);
}
where you return the function from another function.
The variable i exists in the scope of the outer function.
It changes as the loop runs.
The inner function references it.
Try something like this:
var i_print_factory = function (value) {
return function () {
console.log(value);
};
};
var init_timers = function () {
for (var i = 0; i < 5; i++) {
setTimeout(i_print_factory(i), i * 200);
}
};
setTimeout(init_timers, 200);
Because you are accessing the same variable i in all the functions used in set timeout. The setTimeout function sets the function to fire the number of milliseconds in the future on the same thread as the i variable. The i value isn't copied in the function, the function is referencing the actual variable i when it is fired. Because you have looped through parent function until the i = 5 and this is done before anything else has a chance to fire, they all show up as 5.