I have tried to use a window.setTimeout but I get an error at runtime:
Error on line 182: TypeError: window.setTimeout is not a function. (In
window.setTimeout(function(){
}, 3000);
,window.setTimeout is undefined) (-2700)
Can someone help me ?
There is a global delay(seconds) function you can call.
...
delay(0.2);
...
See: https://github.com/dtinth/JXA-Cookbook/wiki/System-Events#example-of-sending-copy-command
First, JXA does not have window as the global object because it is not a browser.
You can access the global object via the top level this or, more simply, omit the global object to access the global variables and functions directly.
this.Math.sin(1)
// or
Math.sin(1)
Second, JXA has no support for setTimeout currently.
This is the essential reason why you got the error that setTimeout is undefined.
However, you can emulate setTimeout with its Objective-C bridge.
This is an example implementation of setTimeout with NSTimer.
Note that working with NSTimer in JXA requires to start NSRunLoop manually.
function timer (repeats, func, delay) {
var args = Array.prototype.slice.call(arguments, 2, -1)
args.unshift(this)
var boundFunc = func.bind.apply(func, args)
var operation = $.NSBlockOperation.blockOperationWithBlock(boundFunc)
var timer = $.NSTimer.timerWithTimeIntervalTargetSelectorUserInfoRepeats(
delay / 1000, operation, 'main', null, repeats
)
$.NSRunLoop.currentRunLoop.addTimerForMode(timer, "timer")
return timer
}
function invalidate(timeoutID) {
timeoutID.invalidate
}
var setTimeout = timer.bind(undefined, false)
var setInterval = timer.bind(undefined, true)
var clearTimeout = invalidate
var clearInterval = invalidate
setTimeout(function() {
console.log(123)
}, 1000)
$.NSRunLoop.currentRunLoop.runModeBeforeDate("timer", $.NSDate.distantFuture)
There is nothing asynchronous in JXA. You can use delay(3), but nothing else executes.
You can fire off another task with $.system("yourCommand &"), it runs asynchronously. Here is a little demo that speaks asynchronously. It could be another script that does whatever you need
ObjC.import("stdlib")
var app = Application.currentApplication()
app.includeStandardAdditions = true
$.system("(sleep 2;say hurry up!)&") // see the difference when you remove the &
prompt("are you ready?", "yes")
function prompt(text, defaultAnswer) {
var options = { defaultAnswer: defaultAnswer || "" }
try {
return app.displayDialog(text, options).textReturned
} catch (e) {
return null
}
}
Related
I am using an already defined function and now want to add a pollServer function to it so that this functions runs over and over. I keep getting errors when I try to wrap the existing function in another. Is there a better way to do this?
function callD(id) {
jQuery('document').ready(function pollServer(){
window.setTimeout(function () {
var ab = document.getElementById('a')
console.log(ab);
var bod = document.getElementById(+id)
if (ab == null) {
bod.style.background='green'
} else {
bod.style.background='blue'
}
}, 1200);
})
}
callD();
pollServer();
pollServer isn't defined where you're calling it. Also id isn't being passed to callD, and you also have a +id which doesn't make sense in a document.getElementByid, since if there's any non-number in the ID, that would be NaN. You're also not polling a server, you're setting a timeout once and doing some work that doesn't involve a server. You would want setInterval for regular polling, or to call the function again on some condition like a failure.
$(document).ready(function () {
var intervalId;
function callD(id) {
function pollServer() {
intervalId = window.setInterval(function () {
var ab = document.getElementById('a')
console.log(ab);
var bod = document.getElementById(id)
if (ab == null) {
bod.style.background='green'
} else {
bod.style.background='blue'
}
}, 1200);
}
pollServer();
}
callD('some-id');
// on some condtion eventually:
clearInterval(intervalId);
})
Yeah, jQuery can make things pretty gnarly with all the nested callbacks. To make the code cleaner and easier to understand, I like to split my functions up and define them all at the top-most level of the script, then compose them together like so:
/**
* this function will check for the existing elements
* and update styles
*/
function setBodyStyle(id) {
var ab = document.getElementById('a');
console.log(ab);
var bod = document.getElementById(+id);
if (ab == null) {
bod.style.background='green';
} else {
bod.style.background='blue';
}
}
/**
* this function will create a timeout or interval
* which will in turn run setBodyStyle()
*/
function pollServer() {
// I think you want setInterval here if you're polling?
// setInterval will run _every_ 1200ms,
// setTimeout only runs once after 1200ms
window.setInterval(function() {
// not sure where you're getting id from,
// but you'll want to pass it here
setBodyStyle();
}, 1200);
}
// when the document is ready, run pollServer()
jQuery(document).ready(pollServer);
Having small functions that do one thing is just best-practice for the reasons I mentioned above. This will help your script be more understandable, which will help you find bugs.
For example, two things I don't understand about your code above:
where does the id variable come from? I don't see you passing it to your function from anywhere
how does your script poll the server? I don't see the code for that anywhere either.
Seemed you mean run the function pollServer every 1.2 sec. If so, you'd need to do two things
Use setInterval rather than setTimeout
Delete the last line for the pollServer function, because it is not accessible from outside the ready function block.
I have this following piece of code:
var stats = {
....,
checkExistance :
function(url){
var newUrl = url.substring(0, url.lastIndexOf("/")) + "/asyncCheckChartExistance";
var xhrObj = stats.getXhr();
var poolInterval = setInterval("poll()", 100);
function poll(){
xhrObj.open("GET", newUrl, true);
xhrObj.send(null);
xhrObj.onreadystatechange = function(){
if(xhrObj.readyState === 4 && xhrObj.status === 200){
if (xhrObj.responseText.length === true){
console.log("Exists!");
clearInterval(poolInterval);
} else {
console.log("Not Yet!");
}
}
}
}
},
}
I created the stats namespace. In this namespace I'm trying to create a function which polls the server every second. I should access this function this way: stats.checkExistance(myUrl).
However it seems that the setInterval function is not able to see the poll() function. I know that this is normal behavior taking in consideration that these are nested inside another function.
If I were to write this in the Global namespace there would be no problem but I'm interested to make this work in this kind of namespace. Any ideas? Thanks!
when you pass a string to setInterval, it runs in the global scope, by default, where poll would not be defined since it only exists in the scope of the checkExistance function.
To fix the issue, pass an anonymous function to setInterval instead:
var poolInterval = setInterval(function () {
poll();
}, 100);
Passing an anonymous function is usually the best idea as it allows you to write any javascript expressions/statements for the interval instead of just calling one function.
When you pass a string to setInterval, that string is interpreted as global code, and since poll is not a global function, a reference error is thrown.
However, you can pass a function reference instead of a string, and since the poll function is available in the scope in which the setInterval invocation is made, you can just write this:
var poolInterval = setInterval( poll, 100 );
var stat = {
say: function(name){
function doit(){
console.log(name);
}
setInterval(doit, 1000);
}
};
stat.say("hi");
A simple demo to show how. You will see "hi" every second.
99 times out of 100, this works perfectly:
function a(){
setInterval("b()",1000);
updateText("still working");
}
function b(){
timer++;
updateText(timer);
}
Occasionally the first loop waits for 20 seconds to 2 minutes. Thereafter it runs perfectly. I know the timer can pause on Android phones (when the soft keyboard is shown). Are there other conditions that might delay setInterval?
Firstly, it is strongly advised you provide a callback(function) as the first argument and not a string, because that string is evaluated in the global scope and we all know that bad things happen when we use eval in js (related eval post : When is JavaScript's eval() not evil?).
So, your
setInterval("b()", 1000);
should be rewritten as :
setInterval(b, 1000);
or:
setInterval(function() { b(); }, 1000);
I also recommend you use setTimeout to simulate a setInterval.
The main downfall of the setInterval function is that it executes a block of code every n milliseconds, regardless of the execution of the previous block of code.
So if for some reason a setInterval callback takes longer to execute than the delay provided, it will cause some stack overflows.
Let's take the following code for example :
function foo() {
// this takes about 2 seconds to execute
// .. code here
}
setInterval(foo, 1000);
This will actually freeze the browser because it will execute foo for an (almost) infinite number of times but it will never finish it.
The solution in this kind of case is to emulate the setInterval with setTimeout, in order to ensure that the callback has finished to execute before calling it again:
function foo() {
// this takes about 2 seconds to execute
// .. code here
}
function newSetInterval(callback, duration, callbackArguments) {
callback.apply(this, callbackArguments);
var args = arguments,
scope = this;
setTimeout(function() {
newSetInterval.apply(scope, args);
}, duration);
}
newSetInterval(foo, 1000);
Now, foo is called again only after the previous instance has finished the code execution.
I would apply the same thing to your code, in order to let the browser decide when it can execute the code, and not to force it to execute the block of code weather it's busy at that moment or not:
function a() {
newSetInterval(b, 1000);
updateText("still working");
}
function b() {
timer++;
updateText(timer);
}
function newSetInterval(callback, duration, callbackArguments) {
callback.apply(this, callbackArguments);
var args = arguments,
scope=this;
setTimeout(function() {
newSetInterval.apply(scope, args);
}, duration);
}
If you're interested, I've rewritten the setInterval and clearInterval functions in order to use them anywhere, without taking care of stack overflows :
function setInterval(f, time) {
setInterval.ids = setInterval.ids || {};
setInterval.idCount = setInterval.idCount || 0;
var that = this,
id = setInterval.idCount++,
// to prevent firefox bug that adds an extra element to the arguments
l = arguments.length - 2;
(function theFn() {
// to prevent firefox bug that adds an extra element to the arguments
var args = [].slice.call(arguments, 0, l);
f.apply(this, args);
setInterval.ids[id] = setTimeout.apply(this, [theFn, time].concat(args));
}).apply(that, [].slice.call(arguments, 2, arguments.length));
return id;
}
function clearInterval(id) {
if(!setInterval.ids || !setInterval.ids[id]) {
return false;
}
clearTimeout(setInterval.ids[id]);
return true;
}
try this,
setInterval(b, 1000);
or
setInterval(function(){
timer++;
updateText(timer);
}, 1000);
It's there a way to configure the setInterval method of javascript to execute the method immediately and then executes with the timer
It's simplest to just call the function yourself directly the first time:
foo();
setInterval(foo, delay);
However there are good reasons to avoid setInterval - in particular in some circumstances a whole load of setInterval events can arrive immediately after each other without any delay. Another reason is that if you want to stop the loop you have to explicitly call clearInterval which means you have to remember the handle returned from the original setInterval call.
So an alternative method is to have foo trigger itself for subsequent calls using setTimeout instead:
function foo() {
// do stuff
// ...
// and schedule a repeat
setTimeout(foo, delay);
}
// start the cycle
foo();
This guarantees that there is at least an interval of delay between calls. It also makes it easier to cancel the loop if required - you just don't call setTimeout when your loop termination condition is reached.
Better yet, you can wrap that all up in an immediately invoked function expression which creates the function, which then calls itself again as above, and automatically starts the loop:
(function foo() {
...
setTimeout(foo, delay);
})();
which defines the function and starts the cycle all in one go.
I'm not sure if I'm understanding you correctly, but you could easily do something like this:
setInterval(function hello() {
console.log('world');
return hello;
}(), 5000);
There's obviously any number of ways of doing this, but that's the most concise way I can think of.
I stumbled upon this question due to the same problem but none of the answers helps if you need to behave exactly like setInterval() but with the only difference that the function is called immediately at the beginning.
Here is my solution to this problem:
function setIntervalImmediately(func, interval) {
func();
return setInterval(func, interval);
}
The advantage of this solution:
existing code using setInterval can easily be adapted by substitution
works in strict mode
it works with existing named functions and closures
you can still use the return value and pass it to clearInterval() later
Example:
// create 1 second interval with immediate execution
var myInterval = setIntervalImmediately( _ => {
console.log('hello');
}, 1000);
// clear interval after 4.5 seconds
setTimeout( _ => {
clearInterval(myInterval);
}, 4500);
To be cheeky, if you really need to use setInterval then you could also replace the original setInterval. Hence, no change of code required when adding this before your existing code:
var setIntervalOrig = setInterval;
setInterval = function(func, interval) {
func();
return setIntervalOrig(func, interval);
}
Still, all advantages as listed above apply here but no substitution is necessary.
You could wrap setInterval() in a function that provides that behavior:
function instantGratification( fn, delay ) {
fn();
setInterval( fn, delay );
}
...then use it like this:
instantGratification( function() {
console.log( 'invoked' );
}, 3000);
Here's a wrapper to pretty-fy it if you need it:
(function() {
var originalSetInterval = window.setInterval;
window.setInterval = function(fn, delay, runImmediately) {
if(runImmediately) fn();
return originalSetInterval(fn, delay);
};
})();
Set the third argument of setInterval to true and it'll run for the first time immediately after calling setInterval:
setInterval(function() { console.log("hello world"); }, 5000, true);
Or omit the third argument and it will retain its original behaviour:
setInterval(function() { console.log("hello world"); }, 5000);
Some browsers support additional arguments for setInterval which this wrapper doesn't take into account; I think these are rarely used, but keep that in mind if you do need them.
Here's a simple version for novices without all the messing around. It just declares the function, calls it, then starts the interval. That's it.
//Declare your function here
function My_Function(){
console.log("foo");
}
//Call the function first
My_Function();
//Set the interval
var interval = window.setInterval( My_Function, 500 );
There's a convenient npm package called firstInterval (full disclosure, it's mine).
Many of the examples here don't include parameter handling, and changing default behaviors of setInterval in any large project is evil. From the docs:
This pattern
setInterval(callback, 1000, p1, p2);
callback(p1, p2);
is identical to
firstInterval(callback, 1000, p1, p2);
If you're old school in the browser and don't want the dependency, it's an easy cut-and-paste from the code.
I will suggest calling the functions in the following sequence
var _timer = setInterval(foo, delay, params);
foo(params)
You can also pass the _timer to the foo, if you want to clearInterval(_timer) on a certain condition
var _timer = setInterval(function() { foo(_timer, params) }, delay);
foo(_timer, params);
For someone needs to bring the outer this inside as if it's an arrow function.
(function f() {
this.emit("...");
setTimeout(f.bind(this), 1000);
}).bind(this)();
If the above producing garbage bothers you, you can make a closure instead.
(that => {
(function f() {
that.emit("...");
setTimeout(f, 1000);
})();
})(this);
Or maybe consider using the #autobind decorator depending on your code.
You can set a very small initial delay-time (e.g. 100) and set it to your desired delay-time within the function:
var delay = 100;
function foo() {
console.log("Change initial delay-time to what you want.");
delay = 12000;
setTimeout(foo, delay);
}
To solve this problem , I run the function a first time after the page has loaded.
function foo(){ ... }
window.onload = function() {
foo();
};
window.setInterval(function()
{
foo();
}, 5000);
This example builds on #Alnitak's answer, but uses await Promise for finer granularity of control within the loop cycle.
Compare examples:
let stillGoing = true;
(function foo() {
console.log('The quick brown fox did its thing');
if (stillGoing) setTimeout(foo, 5000);
})();
foo();
In the above example we call foo() and then it calls itself every 5 seconds.
But if, at some point in the future, we set stillGoing to false in order to stop the loop, we'll still get an extra log line even after we've issued the stop order. This is because at any given time, before we set stillGoing to false the current iteration will have already created a timeout to call the next iteration.
If we instead use await Promise as the delay mechanism then we have an opportunity to stop the loop before calling the next iteration:
let stillGoing = true;
(async function foo() {
console.log('The quick brown fox did its thing');
await new Promise(resolve => setTimeout(resolve, 5000));
if (stillGoing) foo();
})();
foo();
In the second example we start by setting a 5000ms delay, after which we check the stillGoing value and decide whether calling another recursion is appropriate.
So if we set stillGoing to false at any point, there won't be that one extra log line printed after we set the value.
The caveat is this requires the function to be async, which may or may not be an option for a given use.
For Those using React, here is how I solve this problem:
const intervalRef = useRef(0);
useEffect(() => {
if (condition is true){
if (intervalRef.current === 0) {
callMyFunction();
}
const interval = setInterval(() => {
callMyFunction();
}, 5_000);
intervalRef.current = interval;
} else {
clearInterval(intervalRef.current);
}
}, [deps]);
// YCombinator
function anonymous(fnc) {
return function() {
fnc.apply(fnc, arguments);
return fnc;
}
}
// Invoking the first time:
setInterval(anonymous(function() {
console.log("bar");
})(), 4000);
// Not invoking the first time:
setInterval(anonymous(function() {
console.log("foo");
}), 4000);
// Or simple:
setInterval(function() {
console.log("baz");
}, 4000);
Ok this is so complex, so, let me put it more simple:
function hello(status ) {
console.log('world', ++status.count);
return status;
}
setInterval(hello, 5 * 1000, hello({ count: 0 }));
If you can use RxJS, there is something called timer():
import { Subscription, timer } from 'rxjs';
const INITIAL_DELAY = 1;
const INTERVAL_DELAY = 10000;
const timerSubscription = timer(INITIAL_DELAY, INTERVAL_DELAY)
.subscribe(() => {
this.updateSomething();
});
// when destroying
timerSubscription.unsubscribe();
With ES2017, it may be preferable to avoid setInterval altogether.
The following solution has a much cleaner execution flow, prevents issues if the function takes longer than the desired time to complete, and allows for asynchronous operations.
const timeout = (delayMs) => new Promise((res, _rej) => setTimeout(res, delayMs));
const DELAY = 1_000;
(async () => {
while (true) {
let start_time = Date.now();
// insert code here...
let end_time = Date.now();
await timeout(DELAY - (end_time - start_time));
}
})();
There's a problem with immediate asynchronous call of your function, because standard setTimeout/setInterval has a minimal timeout about several milliseconds even if you directly set it to 0. It caused by a browser specific work.
An example of code with a REAL zero delay wich works in Chrome, Safari, Opera
function setZeroTimeout(callback) {
var channel = new MessageChannel();
channel.port1.onmessage = callback;
channel.port2.postMessage('');
}
You can find more information here
And after the first manual call you can create an interval with your function.
actually the quickest is to do
interval = setInterval(myFunction(),45000)
this will call myfunction, and then will do it agaian every 45 seconds which is different than doing
interval = setInterval(myfunction, 45000)
which won't call it, but schedule it only
I have a JavaScript function which actually ends up making a server-side call. I want to limit the rate at which this function can be called.
What is an easy way I can limit how fast my javascript function will get called by say 200-500 milliseconds or so? Should I use a javascript timer control?
Libraries like bottleneck and node-rate-limiter pretty much cover all use cases.
If your problem involves too much work being created, use a queue:
const work_queue = [];
function queue(message) {
work_queue.push(message)
}
function run() {
const work = work_queue.shift();
if (work !== undefined) {
scan_one(work);
}
}
setInterval(run, 15);
If you problem involves a function being called too often:
let last = +new Date();
function run() {
const now = +new Date();
if (now - last > 5000) { // 5 seconds
last = now;
run_once();
}
}
First you need to establish if you want to rate limit in that you disregard all function calls that are made during the period when you are waiting, or whether you want to simply queue up requests so that you ensure you never make more than X requests per second.
If you want the former solution (disregard new functional calls), then you should look at http://documentcloud.github.com/underscore/#throttle
If you want to rate limit so that you never call your function more than X times per second, but don't lose those function calls altogether, then you need a wholly different solution.
I have written an underscore extension at https://gist.github.com/1084831
You can see a working example at http://jsbin.com/upadif/8/edit#preview
This will not allow the function to run if less than 500 milliseconds have passed since the last call.
(function(window, undefined){
var canCall = true;
window.funcName = function(){
if (!canCall)
return;
//Your function
canCall = false;
setTimeout(function(){
canCall = true;
}, 500);
}
})(window);
You can create a flag that is raised when the function is called and start a timer and if this flag is raised then you can not call the function, then after a certain time, the timer is called and he turns off the flag, allowing you to call the function again.
The flag can be anything, like a bool or something.
It kind of depends what functionality you want. Here is a link to a page that has 2 great functions: https://remysharp.com/2010/07/21/throttling-function-calls
throttle: process first call, then throttle next calls based on a threshhold (first and last call will be processed, but only a couple calls in between)
debounce: don't process any calls until function hasn't been called for a delay (only 1 will be called after a call and quite period)
It depends on what you want to do with subsequent calls, where you wanna run it etc.
Wait on subsequent calls: throttle-wait
Discard subsequent calls lodash.throttle sugar.throttle...
More advance like throttle on multiple server or more configs
bottleneck
Also serverside throttler like ratelimiter (async-ratelimiter), node-rate-limiter
You can also use the SugarJS function "throttle":
http://sugarjs.com/api/Function/throttle
I would suggest Pat Migliaccio solution found here
function limiter(fn, wait){
let isCalled = false,
calls = [];
let caller = function(){
if (calls.length && !isCalled){
isCalled = true;
calls.shift().call();
setTimeout(function(){
isCalled = false;
caller();
}, wait);
}
};
return function(){
calls.push(fn.bind(this, ...arguments));
caller();
};
}
You can easily test it by creating a loop:
const logMessageLimited = limiter(msg => { console.log(msg); }, 1000);
for (let i = 0; i < 10; i++){
logMessageLimited(`[Message Log] Action (${i}) rate limited.`);
}
You can use debounce function
function debounce(func, wait, immediate) {
var timeout;
return function() {
var context = this,
args = arguments;
var later = function() {
timeout = null;
if (!immediate) func.apply(context, args);
};
var callNow = immediate && !timeout;
clearTimeout(timeout);
timeout = setTimeout(later, wait);
if (callNow) func.apply(context, args);
};
};
var logging = debounce(function(){
alert("Heavy task");
}, 5000);
setTimeout(logging, 100);//callback executed after 5 seconds
More information on how debounce function works here http://qnimate.com/javascript-limit-function-call-rate/
try setinterval( "function()", 500)
fooCanBeCalled = true;
function foo(){
if(!fooCanBeCalled) return;
//Whatever you want to do
fooCanBeCalled = false;
setTimeout(function(){
{
fooCanBecalled = true;
}
, delayInMilliseconds);
}