How to call api again after clearing interval - javascript

I am trying to create a stack area graph from the values I get from api's.
My first api gives me a range of dates. Eg: June 1 - June 7.
My second api gives me values need for the graph. The data looks like this
My idea is to call the api and push the count values to function every time to a function. But somehow I could not make that possible so I am calling api once for every 100 ms and grabbing all the data and triggering the graph. Now when I want to call the second api after one iteration is complete the call interrupts the graph. Please help me fix this.
d3.json('/service/dates', function(error, dates) {
var dran = dates;
if (dates != null) {
sDt = new Date(dates.st);
eDt = new Date(dates.et);
var i = 0;
var start = function() {
if (sDt > eDt) {
clearInterval(interval);
$('.wrapper').trigger('newPoint');
return;
}
var sDate = sDt.toISOString();
var eDate = new Date(sDt.setMinutes(sDt.getMinutes() + 30)).toISOString();
//Calling the api for graph values
d3.json("/service/dat?s=" + sDate + "&e=" + eDate, function(error, results) {
if (results != null) {
numbers = numbers.push(results.numbers);
values = values.push(results.values);
}
});
i++;
}
var interval = setInterval(start, 100);
}
});
}

Put the entire API call inside a named function. Then call that from the start() function to restart everything.
function doAPILoop() {
d3.json('/service/dates', function(error, dates) {
var dran = dates;
if (dates != null) {
sDt = new Date(dates.st);
eDt = new Date(dates.et);
var i = 0;
var start = function() {
if (sDt > eDt) {
clearInterval(interval);
$('.wrapper').trigger('newPoint');
doAPILoop();
return;
}
var sDate = sDt.toISOString();
var eDate = new Date(sDt.setMinutes(sDt.getMinutes() + 30)).toISOString();
//Calling the api for graph values
d3.json("/service/dat?s=" + sDate + "&e=" + eDate, function(error, results) {
if (results != null) {
numbers = numbers.concat(results.numbers);
values[values.length] = results.values;
}
});
i++;
}
var interval = setInterval(start, 10);
}
});
}
doAPILoop();

Related

Google Sheets Script "Exceeded maximum execution time"

I'm having issues trying to deal with the "Exceeded maximum execution time" error I get when running my script in Google sheets. I've found a few solutions on here that I couldn't get working with my script. Any help would be greatly appreciated, here is the script I am trying to modify:
function getGeocodingRegion() {
return PropertiesService.getDocumentProperties().getProperty('GEOCODING_REGION') || 'au';
}
function addressToPosition() {
// Select a cell with an address and two blank spaces after it
var sheet = SpreadsheetApp.getActiveSheet();
var cells = sheet.getActiveRange();
var addressColumn = 1;
var addressRow;
var latColumn = addressColumn + 1;
var lngColumn = addressColumn + 2;
var API_KEY = "xxx";
var options = {
muteHttpExceptions: true,
contentType: "application/json",
};
for (addressRow = 1; addressRow <= cells.getNumRows(); ++addressRow) {
var address = cells.getCell(addressRow, addressColumn).getValue();
var serviceUrl = "https://maps.googleapis.com/maps/api/geocode/json?address=" + address + "&key=" + API_KEY;
// Logger.log(address);
// Logger.log(serviceUrl);
var response = UrlFetchApp.fetch(serviceUrl, options);
if (response.getResponseCode() == 200) {
var location = JSON.parse(response.getContentText());
// Logger.log(response.getContentText());
if (location["status"] == "OK") {
//return coordinates;
var lat = location["results"][0]["geometry"]["location"]["lat"];
var lng = location["results"][0]["geometry"]["location"]["lng"];
cells.getCell(addressRow, latColumn).setValue(lat);
cells.getCell(addressRow, lngColumn).setValue(lng);
}
}
}
};
function positionToAddress() {
var sheet = SpreadsheetApp.getActiveSheet();
var cells = sheet.getActiveRange();
// Must have selected 3 columns (Address, Lat, Lng).
// Must have selected at least 1 row.
if (cells.getNumColumns() != 3) {
Logger.log("Must select at least 3 columns: Address, Lat, Lng columns.");
return;
}
var addressColumn = 1;
var addressRow;
var latColumn = addressColumn + 1;
var lngColumn = addressColumn + 2;
//Maps.setAuthentication("acqa-test1", "AIzaSyBzNCaW2AQCCfpfJzkYZiQR8NHbHnRGDRg");
var geocoder = Maps.newGeocoder().setRegion(getGeocodingRegion());
var location;
for (addressRow = 1; addressRow <= cells.getNumRows(); ++addressRow) {
var lat = cells.getCell(addressRow, latColumn).getValue();
var lng = cells.getCell(addressRow, lngColumn).getValue();
// Geocode the lat, lng pair to an address.
location = geocoder.reverseGeocode(lat, lng);
// Only change cells if geocoder seems to have gotten a
// valid response.
Logger.log(location.status);
if (location.status == 'OK') {
var address = location["results"][0]["formatted_address"];
cells.getCell(addressRow, addressColumn).setValue(address);
}
}
};
function generateMenu() {
var entries = [{
name: "Geocode Selected Cells (Address to Lat, Long)",
functionName: "addressToPosition"
}, {
name: "Geocode Selected Cells (Address from Lat, Long)",
functionName: "positionToAddress"
}];
return entries;
}
function updateMenu() {
SpreadsheetApp.getActiveSpreadsheet().updateMenu('Geocode', generateMenu())
};
/**
* Adds a custom menu to the active spreadsheet, containing a single menu item
* for invoking the readRows() function specified above.
* The onOpen() function, when defined, is automatically invoked whenever the
* spreadsheet is opened.
*
* For more information on using the Spreadsheet API, see
* https://developers.google.com/apps-script/service_spreadsheet
*/
function onOpen() {
SpreadsheetApp.getActiveSpreadsheet().addMenu('Geocode', generateMenu());
};
Or, any other script you may know of that does geocode in Google sheets and already properly handles max execution time that would be OK too, I'm not tied to this specific script, just getting the outcome I need!
This error's cause is due to script running more than 6 minutes.
A possible solution is to limit the time-consuming part of your script (which is the for loop) to only 5 minutes. Then create a trigger and continue the loop into another instance if it still isn't done.
Script:
function addressToPosition() {
// Select a cell with an address and two blank spaces after it
var sheet = SpreadsheetApp.getActiveSheet();
...
var options = {
muteHttpExceptions: true,
contentType: "application/json",
};
// if lastRow is set, get value, else 0
var continueRow = ScriptProperties.getProperty("lastRow") || 0;
var startTime = Date.now();
var resume = true;
for (addressRow = ++continueRow; addressRow <= cells.getNumRows(); ++addressRow) {
var address = cells.getCell(addressRow, addressColumn).getValue();
...
// if 5 minutes is done
if ((Date.now() - startTime) >= 300000) {
// save what's the last row you processed then exit loop
ScriptProperties.setProperty("lastRow", addressRow)
break;
}
// if you reached last row, assign flag as false to prevent triggering the next run
else if (addressRow == cells.getNumRows())
resume = false;
}
// if addressRow is less than getNumRows()
if (resume) {
// after execution of loop, prepare the trigger for the same function
var next = ScriptApp.newTrigger("addressToPosition").timeBased();
// run script after 1 second to continue where you left off (on another instance)
next.after(1000).create();
}
}
Do the same thing with your other functions.

Why Won't This Firebase Callable Function Return A Value?

I have a callable function that should return a value, but the only thing ever returned is null. Below is the current version of the function. I have also tried having a return on the first promise (the original once call), and at the end in another then returning the GUID. It actually returned data in that case, but it returned immediately and the GUID was empty.
How can I accomplish my goal and still return the GUID? I don't know when the function is called if I will use a new GUID that I generate, or one that already exists in the database.
There is a similar question here: Receiving returned data from firebase callable functions , but in that case it was because he never returned a promise from the function. I am returning a promise on all code paths. Unless I have to return the initial promise from the once call? In which case, how can I return the GUID when I don't know it yet?
I am also trying to throw an error in a couple of places and the error shows up in the logs for the function, but is never sent to the client that called the function.
I am going off of the examples here: https://firebase.google.com/docs/functions/callable
Sorry for the code bomb.
Calling the function:
var newGame = firebase.functions().httpsCallable('findCreateGame');
newGame({}).then(function(result) {
// Read result of the Cloud Function.
//var sGameID = result.data.guid;
console.log(result);
}).catch(function(error) {
console.log(error);
});
Function:
exports.findCreateGame = functions.https.onCall((data, context) => {
console.log("findCurrentGame Called.")
/**
* WHAT NEEDS DONE
*
*
* Pull in user's information
* Determine their win/loss ratio and search for a game using transactions in either low medium or high queue
* If there are no open games in their bracket, search the one above, then below
* If no open games anywhere, create a new game in their bracket
* If an open game is found, write the UID to the game and add the game's ID to the user's profile
*
*/
var uid = context.auth.uid;
var section = "";
var sUsername = "";
var sProfilePic = "";
var currentGames = null;
var sGUID = "";
//Get the user's info
var userref = admin.database().ref('users/' + uid);
userref.once("value", function(data) {
var ratio = 0;
var wins = parseInt(data.val().wins);
var losses = parseInt(data.val().losses);
var lives = parseInt(data.val().lives);
if (lives < 1){
//This user is out of lives, should not have been able to get here
//Throw an exception so that we can see why it failed
throw new functions.https.HttpsError('permission-denied', 'You do not have enough lives to start a new game.');
}
sUsername = data.val().username;
sProfilePic = data.val().profilepicture;
//Handle if they have no losses
if (losses == 0){
ratio = 100;
} else {
ratio = (wins / losses) * 100;
}
//If they have played less than 5 games, put them in noob tier
if (wins + losses < 5){
ratio = 0;
}
if (ratio <= 33){
section = "noob";
} else if (ratio > 33 && ratio <= 66){
section = "average";
} else {
section = "expert";
}
}).then(() => {
//Get all of the games this user is currently in
admin.database().ref('games').orderByChild(uid).once('value', function(data) {
currentGames = data.val();
}).then(() => {
//Generate a new GUID in case we need to set up a new game
sGUID = 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function(c) {
var r = Math.random() * 16 | 0, v = c == 'x' ? r : (r & 0x3 | 0x8);
return v.toString(16);
});
var queueref = admin.database().ref('gamequeue/' + section);
queueref.transaction(function(currentGUID) {
if (currentGUID == null){
//Write our GUID in the queue
return sGUID;
} else {
//Get the id of the game we just got
sGUID = currentGUID
return null;
}
}).then((res) => {
if (res.snapshot.val() != null){
//This means we are creating the game lobby
//Generate a new answer
var newAnswer = "";
while (newAnswer.length < 4){
var temp = Math.floor(Math.random() * 9) + 1;
temp = temp.toString();
if (!newAnswer.includes(temp)){
newAnswer += temp;
}
}
var obj = {username: sUsername, score: 0, profilepicture: sProfilePic};
return admin.database().ref('games/' + sGUID).set({id: sGUID, requestor: uid, [uid]: obj, answer: newAnswer, turn: uid, status: 'pending'}).then(() => {
return {guid: sGUID};
});
} else {
//We found a game to join
//If we are in a duplicate request situation, make sure the GUID is a string
if (typeof(sGUID) != 'string'){
sGUID = Object.keys(sGUID)[0];
}
//Make sure we didn't find our own game request
if (currentGames[sGUID] != null){
//Add this GUID back to the queue, we shouldn't have removed it
return admin.database().ref('gamequeue/' + section + '/' + sGUID).set('');
//Throw an exception that says you can only have one open game at a time
throw new functions.https.HttpsError('already-exists', 'We are still finding a match for your last request. You are only allowed one open request at a time.');
} else {
//Get the current game info
admin.database().ref('games/' + sGUID).once('value', function(data) {
var sRequestor = data.val().requestor;
var sOpponentUsername = data.val()[sRequestor].username;
var sOpponentProfilePic = data.val()[sRequestor].profilepicture;
//Write all of our info to the game
return admin.database().ref('games/' + sGUID).update({[sRequestor]: {opponentusername: sUsername, opponentprofilepicture: sProfilePic}, [uid]: {username: sUsername, score: 0, opponentusername: sOpponentUsername, opponentprofilepicture: sOpponentProfilePic}, status: 'active'}).then(() => {
return {guid: sGUID};
});
});
}
}
});
});
})
});
The documentation for callable functions explains:
To return data after an asynchronous operation, return a promise. The
data returned by the promise is sent back to the client.
You have many asynchronous operations that must be chained together. A return needs to be added to each of these statements (as shown):
return userref.once("value", function(data) {...
return admin.database().ref('games').orderByChild(uid).once('value', function(data) {...
return queueref.transaction(function(currentGUID) {...
return admin.database().ref('games/' + sGUID).once('value', function(data) {...

Reset Interval breaks my continuos flow of the graph

I am trying to create flowing stacked area chart using d3.js. I have the graph working with a specific range. I am hitting the service every 10ms and getting all data and then triggering an event to start the graph. However my graph works only works for 30mins after that I am trying to reset the interval. When I am trying to do that it there is a jerk in the graph and somehow it breaks. I am not sure if I am doing it the right way. Here is code to look at.
var numbers = [];
var values = [];
var flag = false;
var fd;
var td;
//Calling the dates service
d3.json('/api/dates', function(error,data) {
var dates = data;
if(data != null){
fd = new Date(data.start);
td = new Date(data.end);
var cnt = 0;
var startGraph = function(){
if (fd > td) {
console.log(" start Date is greater than end Date");
clearInterval(interval);
flag = true;
$('.wrapper').trigger('newPoint');
return;
}
var fdt = fd.toISOString();
var tdt = new Date(fd.setMinutes(fd.getMinutes() + 30)).toISOString();
//Calling service to get the values for stacked area chart
d3.json("/api/service?start=" +fdt+ "&end=" +tdt, function(error,result) {
if(result != null){
numbers = numbers.concat(flightInfo.numbers);
values[values.length] = flightInfo.values;
}
});
cnt++;
}
function pushPoint(){
var cnt=0;
var interval = setInterval(function(){
if(cnt!=values.length)
{
tick(values[cnt]);
cnt++;}
else
clearInterval(interval);
},400);
}
//Calling the Processing Dates API to pull the data for area chart
var interval = setInterval(startGraph,10);
}
});
$(document).ready(function () {
stackGraph(); // this is another js file
var cnt=0;
//Pushing new point
$('.wrapper').on('newPoint', function(){
if(flag){
if(cnt!=values.length){
tick(values[cnt]);
cnt++;
}
}
});
});
Is there actually a line break on the line with your return statement here?
$('.background').trigger('newPoint');
return //is there actually a line break here?
setTimeout(startGraph,10);
If so, you aren't going to execute the next line.
Why doesn't a Javascript return statement work when the return value is on a new line?

Force Meteor To Refresh / Re-render Templates?

*For reference I'm using iron router.
Instead of a sign in page I have this global sign in form embedded in an nav (aka on every page).
Right now I'm doing a really hacky refresh to reload the page once a user logs in.
I would like to just reload to the template aka not refresh the whole page.
Basically just want the templates rendered function to rerun on login.
Here's my current login code:
'submit #login': function(event, template){
event.preventDefault();
var handle = template.find('#usernameLogin').value;
var secretKey = template.find('#passwordLogin').value;
Meteor.loginWithPassword(handle, secretKey, function(err){
if (err) {
alert(err);
}else{
$('#close').click();
/* replace this with reactive ajax or whatever when you can! */
Meteor._reload.reload();
}
});
},
My render function which I think may be the real issue now:
Template.tournament.rendered = function () {
thisCampaign = this.data;
var self = this;
if (this.data.tournament.live) {
/* if theres a registered user */
if (Meteor.userId()) {
/* Select a winner box */
var participants = $('.participant-id');
var currentParticipant;
var nextRound;
var thisMatch;
var nextMatch;
var bracket;
participants.map(function(index, value){
if ($(value).text() === Meteor.userId()) {
if ($(value).parent().find('.participant-status').text() === 'undetermined') {
nextRound = $(value).parent().find('.participant-round').text();
thisMatch = $(value).parent().find('.participant-match').text();
bracket = $(value).parent().parent().parent().find('.participant');
};
};
});
nextRound = parseInt(nextRound) + 1;
nextMatch = Math.round(parseInt(thisMatch)/2) - 1;
if (parseInt(thisMatch) % 2 != 0) {
currentParticipant = 0;
}else{
currentParticipant = 1;
}
var winnerOptions = '';
var winnerBox = $('<div class="select-winner">');
if (bracket) {
bracket.map(function(index, value) {
winnerOptions += '<span class="winner-option"> '+$(value).find('.participant-title').text()+' <div class="winner-info"> '+$(value).find('a').html()+' </div> </span>'
});
winnerBox.append(winnerOptions);
$($($('.round'+nextRound).find('li')[nextMatch]).find('.participant')[currentParticipant]).removeClass('loser').addClass('undetermined');
$($($('.round'+nextRound).find('li')[nextMatch]).find('.participant')[currentParticipant]).find('a').addClass('tooltip').html(winnerBox);
};
}else{
}
}else{
/* Tournament Start Time */
var tournamentStartTime = function(){
var d = new Date();
var n = d.getTime();
var currentTime = TimeSync.serverTime(n);
var startTime = self.data.card.startTime;
var difference = startTime - currentTime;
var hoursDifference = Math.floor(difference/1000/60/60);
difference -= hoursDifference*1000*60*60
var minutesDifference = Math.floor(difference/1000/60);
difference -= minutesDifference*1000*60
var secondsDifference = Math.floor(difference/1000);
/* if ends (make tournament live server side?) */
if (hoursDifference < 0 || minutesDifference < 0 || secondsDifference < 0) {
Meteor.clearInterval(tStartTime);
Session.set("tournamentStartTime", false);
}else{
if (hoursDifference < 10) {hoursDifference = "0"+hoursDifference;}
if (minutesDifference < 10) {minutesDifference = "0"+minutesDifference;}
if (secondsDifference < 10) {secondsDifference = "0"+secondsDifference;}
var formattedTime = hoursDifference + ':' + minutesDifference + ':' + secondsDifference;
Session.set("tournamentStartTime", formattedTime);
}
};
Session.set("tournamentStartTime", '00:00:00');
tournamentStartTime();
var tStartTime = Meteor.setInterval(tournamentStartTime, 1000);
/* Allow new user sign up */
var alreadySignedUp = false;
var usersSignedUp = $('.participant-id')
usersSignedUp.map(function (index, user) {
if ($(user).text().trim() === Meteor.userId()) {
alreadySignedUp = true;
}
});
if (this.data.card.host != Meteor.user().username && !(alreadySignedUp)) {
var openSlots = [];
var allSlots = $('.participant');
allSlots.map(function (index, participant) {
if ($(participant).find('.participant-title').text().trim() === '' && !($(participant).hasClass('loser'))) {
openSlots.push(participant);
}
});
openSlots.map(function (openSlot, index) {
$(openSlot).removeClass('winner').addClass('undetermined');
});
}
/* if theres a registered user */
if (Meteor.userId()) {
}else{
}
}
};
From what i can see there, your rendered function would not work as you expect as the template may render while the loggingIn state is still occuring...
My suggestion would be to use something along the lines of {{#if currentUser}} page here{{/if}} and then put the code you are trying to run in the rendered in a helper inside that currentUser block that way it would only display and be called if there is a logged in user, otherwise it would not show up and you would not need to re-render the page to perform any of that.
Basically once the user has logged in, any helper (other than rendered) that has the Meteor.userId() or Meteor.user() functions being called would re-run automatically, otherwise you could perform login actions inside a Tracker.autorun function if they are global to your app per client.

Correct order in for loop using Parse

I want to create a array containing objects, and I'm using Parse to query all the data.
However, the for loop which loops over the results doesn't does that in the correct order but randomly loops over the data. If I log i each iteration, the logs show different results every time.
Here is my code:
for (var i = 0; i < results.length; i++)
{
Parse.Cloud.useMasterKey();
// retrieve params
var objectid = results[i];
var self = request.params.userid;
// start query
var Payment = Parse.Object.extend("Payments");
var query = new Parse.Query(Payment);
query.get(objectid, {
success: function (payment) {
// get all the correct variables
var from_user_id = payment.get("from_user_id");
var to_user_id = payment.get("to_user_id");
var amount = payment.get("amount");
var createdAt = payment.updatedAt;
var note = payment.get("note");
var img = payment.get("photo");
var location = payment.get("location");
var status = payment.get("status");
var fromquery = new Parse.Query(Parse.User);
fromquery.get(from_user_id, {
success: function(userObject) {
var fromusername = userObject.get("name");
var currency = userObject.get("currency");
var toquery = new Parse.Query(Parse.User);
toquery.get(to_user_id, {
success: function(touser)
{
var tousername = touser.get("name");
if(tousername !== null || tousername !== "")
{
sendArray(tousername);
}
},
error: function(touser, error)
{
var tousername = to_user_id;
if(tousername !== null || tousername !== "")
{
sendArray(tousername);
}
}
});
function sendArray(tousername) {
var array = new Array();
// create the time and date
var day = createdAt.getDate();
var year = createdAt.getFullYear();
var month = createdAt.getMonth();
var hour = createdAt.getHours();
var minutes = createdAt.getMinutes();
// create the timestamp
var time = "" + hour + ":" + minutes;
var date = "" + day + " " + month + " " + year;
var associativeArray = {};
if(self == from_user_id)
{
fromusername = "self";
}
if(self == to_user_id)
{
tousername = "self";
}
associativeArray["from"] = fromusername;
associativeArray["to"] = tousername;
associativeArray["amount"] = amount;
associativeArray["currency"] = currency;
associativeArray["date"] = date;
associativeArray["time"] = time;
associativeArray["status"] = status;
if(note == "" || note == null)
{
associativeArray["note"] = null;
}
else
{
associativeArray["note"] = note;
}
if(img == "" || img == null)
{
associativeArray["img"] = null;
}
else
{
associativeArray["img"] = img;
}
if(location == "" || location == null)
{
associativeArray["location"] = null;
}
else
{
associativeArray["location"] = location;
}
array[i] = associativeArray;
if((i + 1) == results.length)
{
response.success(array);
}
},
error: function(userObject, error)
{
response.error(106);
}
});
},
error: function(payment, error) {
response.error(125);
}
});
}
But the i var is always set to seven, so the associative arrays are appended at array[7] instead of the correct i (like 1,2,3,4,5)
The reason that this is so important is because I want to order the payment chronologically (which I have done in the query providing the results).
What can I do to solve this issue?
Success is a callback that happens at a later point in time. So what happens is, the for loop runs 7 times and calls parse 7 times. Then after it has run each of parse success calls will be executed, they look at i which is now at 7.
A simple way to fix this is to wrap the whole thing in an immediate function and create a new closure for i. Something like this
for(var i = 0; i < results.length; i++){
function(iClosure) {
//rest of code goes here, replace i's with iClosure
}(i);
}
Now what will happen is that each success function will have access to it's own iClosure variable and they will be set to the value of i at the point they were created in the loop.

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