Miss-understanding or Miss-use of JavaScript's SetTimeout function - javascript

I was trying to make a function execute 4 times a second, however I know this won't be 100% precise, because it doesn't take the execution time of the function into consideration, however I managed to have a completely different result than expected.
CODE:
var ClassObject = {
myInteger: 0,
running: false,
paint: function() {
this.myInteger++;
console.log(this.myInteger);
if(this.running) {
setTimeout(this.paint(), 250); // 250ms wait
}
},
start: function() {
this.running = true;
this.paint();
},
stop: function() {
this.running = false;
}
}
ClassObject.start();
However, the result was something rediculous, the loop was running so fast my computer nearly crashed, and so much garbage was being created I couldn't escape hard-killing the process once it reached 80% CPU usage and almost 6GB of RAM. Over about 2 seconds of execution the console was printing values of over 13k. Shouldn't that be sitting around 8?
Not exactly sure what I did wrong.
Here's a JSFiddle: http://jsfiddle.net/3Lq9t1by/ (Warning: May freeze your browser!)

You're invoking paint with the () instead of passing a reference to it into the setTimeout. You'll probably also need to bind it or something as you're using this, which will be lost when the setTimeout invokes it
function () {
this.myInteger++;
console.log(this.myInteger);
if(this.running) {
setTimeout(this.paint.bind(this), 250); // 250ms wait
}
}
Please note however that this will create a new instance of the function each time, it may be more efficient to define another function inside paint which actually does the loop as you can bind it just the once
function () {
var looper = function () {
this.myInteger++;
console.log(this.myInteger);
if(this.running) {
setTimeout(looper, 250);
}
}.bind(this);
looper();
}

Related

Run JavaScript immediately but wait x seconds before it can be run again?

Im listening for an event and I need to run a function (in this example console log for demoing my code) when it happens.
This is working however the event happens multiple times in quick succession and I only want the function to run once. How can I run the function straight away but then wait a second before its able to be triggered again?
$(document).on('someEvent', function(event, data) {
if (var === 'something') {
console.log('Run');
}
});
Update: To be clear, I need to wait for the event 'someEvent' to occur before my console function runs.
Some like that?
var is_blocked = false;
var block = function( time_to_wait ) {
is_blocked = true;
setTimeout( function() {
is_blocked = false;
}, time_to_wait );
};
$(document).on('someEvent', function(event, data) {
if ( is_blocked === false ) {
block( 1000 );
console.log('Run');
}
});
If you don't mind using an external library, use lodash's debounce method. Note that the sample in the docs is pretty similar to the case you described. The options (leading/trailing) can be used to customize the behavior.
There's a tiny library called underscore.js that has a ton of useful functions. Among these there is _.debounce:
debounce_.debounce(function, wait, [immediate])
Creates and returns a new debounced version of the passed function
which will postpone its execution until after wait milliseconds have
elapsed since the last time it was invoked. Useful for implementing
behavior that should only happen after the input has stopped arriving.
For example: rendering a preview of a Markdown comment, recalculating
a layout after the window has stopped being resized, and so on.
Pass true for the immediate argument to cause debounce to trigger the
function on the leading instead of the trailing edge of the wait
interval. Useful in circumstances like preventing accidental
double-clicks on a "submit" button from firing a second time.
In your case it's a matter of wrapping the handler function like this (I used 100ms for the timeout):
$(document).on('someEvent', _.debounce(function(event, data) {
if (var === 'something') {
console.log('Run');
}
}, 100));
Function "functionToBeCalled()" will be executed immediately, and every 0.4 seconds. If you want to call again that function after 0.4s and not every time replace setInterval with setTimeout.
var variable = "something";
$("#button").on('click', function(event, data) {
if ( variable === 'something') {
console.log('Run');
setTimeout(function(){
$("#button").trigger("click");
}, 1000)
}
});
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div id="button">Button</div>
You could use the current time:
var waitUntil = Date.now();
$(document).on('someEvent', function(event, data) {
if (Date.now() >= waitUntil) {
waitUntil = Date.now() + 5000 // 5 seconds wait from now
console.log('Run');
}
});
Here is a fiddle which uses a button click as the event, and gives feed-back on-screen about whether the event is treated or not.
Here's a neat little function that might help:
function debounce(func, wait, immediate) {
var timeout;
return function() {
var context = this, args = arguments;
clearTimeout(timeout);
timeout = setTimeout(function() {
timeout = null;
if (!immediate) func.apply(context, args);
}, wait);
if (immediate && !timeout) func.apply(context, args);
};
}

Stopping current operation and proceed to another (new) operation

function windowResize() {
someFunction();
console.log("test3");
}
function someFunction(){
console.log("test");
longExecutingFunctionWithAsyncReq();
console.log("test2");
}
function longExecutingFunctionWithAsyncReq() {
// some codes here
}
whenever the window is resize(zoomed out/in), this function is called.
But if the user spams the zoom, someFunction() will not have the time to finish and will then cause the error.
I'm thinking of addressing this issue by stopping the current operation and then process the new operation. Also, I've tried reading about Deferred and Promise, but I can't grasp the simplicity of the topic and I'm not sure if it really solves my problem. Plus, I've also checked on callbacks and was very doubtful that this will not solve my problem either.
If my solution is not possible though, I thought of just queuing the operations, but the downside might be, the queue might overflow if not controlled. As for this solution, I've not looked any farther to this, except reading about it.
you could use a timeout and clear it before resetting it when the resize function is called:
var myTimeout;
function windowResize() {
clearTimeout(myTimeout);
myTimeout = setTimeout(someFunction, 500);
}
this way the function will be called when the user stops resizing and 500 miliseconds have passed.
if you just need to wait for operation to finish you can set up a flag.
var working = false;
function windowResize() {
if (!working){
working = true;
someFunction();
console.log("test3");
}
}
function someFunction(){
console.log("test");
longExecutingFunctionWithAsyncReq();
console.log("test2");
}
function longExecutingFunctionWithAsyncReq() {
// some codes here
// on finish set working to False
}
var isStillWorking = false;
function windowResize() {
if(isStillWorking) {
// Do nothing.
} else {
someFunction(function(){
isStillWorking = false;
});
console.log("test3");
}
}
function someFunction(callback){
isStillWorking = true;
console.log("test");
longExecutingFunctionWithAsyncReq();
console.log("test2");
}
function longExecutingFunctionWithAsyncReq() {
// some codes here
}
To clarify more of Anton's answer I manage to implement the same thing using a flag [global] variable and a callback. I use a callback in order to flag=false since I also need to wait for the asynchronous requests inside the function to finish before resetting the flag.

Worn out getting animation to sequence

This is originally from (Pause execution in while loop locks browser (updated with fiddles))
I have been at this all day and I can't figure out how to keep javascript from advancing to the next line and in essence executing all lines at once. I have tried every combination of delay / setTimeout I can think of to no avail.
I just want the elements in the array to flash once then pause, then do it again for another element in the array till all elements have been removed and the array is empty.
But because javascript is executing all lines at once I end up with the appearance of all elements flashing at the same time.
Here is the fiddle:
http://jsfiddle.net/ramjet/xgz52/7/
and the relevant code:
FlashElement: function () {
while (elementArray.length) {
alert('a ' + elementArray.length);
var $el = elementArray.eq(Math.floor(Math.random() * elementArray.length));
PageLoadAnimation.FlashBlast($el);
alert('delay complete');
elementArray = elementArray.not($el);
alert('array popped');
alert('z ' + elementArray.length);
}
},
ANSWER FOR THIS SITUATION. Hopefully it will help others.
As Zach Saucier points out the loop was really my problem...but not the only problem. I was the other problem(s).
Me first.
Fool that I am I was really causing my own complications with two things I was doing wrong.
First using jsfiddle my javascript would error due to syntax or some such thing but fiddle doesn't tell you that (to my knowledge) so my fiddle wouldn't run but I took it in pride as MY CODE IS FINE stupid javascript isn't working.
Second I was passing my function to setTimeout incorrectly. I was adding the function parens () and that is not correct either which would bring me back to issue one above.
WRONG: intervalTimer = setInterval(MyFunction(), 1500);
RIGHT: intervalTimer = setInterval(MyFunction, 1500);
As for the code. As Zach pointed out and I read here (http://javascript.info/tutorial/settimeout-setinterval) while he was responding setting a timeout in a loop is bad. The loop will iterate rapidly and with the timeout one of the steps in the loop we get into a circular firing squad.
Here is my implementation:
I created a couple variables but didn't want them polluting the global scope so I created them within the custom domain. One to hold the array of elements the other the handle to the setInterval object.
var PageLoadAnimation =
{
elementArray: null,
intervalTimer: null,
....
}
In my onReady function (the one the page calls to kick things off) I set my domain array variable and set the interval saving the handle for use later. Note that the interval timer is how long I want between images flashes.
onReady: function ()
{
elementArray = $('#PartialsContainer').children();
//black everything out just to be sure
PageLoadAnimation.BlackOutElements();
//flash & show
intervalTimer = setInterval(PageLoadAnimation.FlashElement, 1500);
},
Now instead of looping through the array I am executing a function at certain intervals and just tracking how many elements are left in the array to be flashed. Once there are zero elements in the array I kill the interval execution.
FlashElement: function ()
{
if(elementArray.length > 0) //check how many elements left to be flashed
{
var $el = PageLoadAnimation.GrabElement(); //get random element
PageLoadAnimation.FlashBlast($el); //flash it
PageLoadAnimation.RemoveElement($el); //remove that element
}
else
{
//done clear timer
clearInterval(intervalTimer);
intervalTimer = null;
}
},
So the whole thing is:
var PageLoadAnimation =
{
elementArray: null,
intervalTimer: null,
onReady: function () {
elementArray = $('#PartialsContainer').children();
//black everything out just to be sure
PageLoadAnimation.BlackOutElements();
//flash & show
intervalTimer = setInterval(PageLoadAnimation.FlashElement, 1500);
//NOT this PageLoadAnimation.FlashElement()
},
BlackOutElements: function () {
$('#PartialsContainer').children().hide();
},
FlashElement: function ()
{
if(elementArray.length > 0)
{
var $el = PageLoadAnimation.GrabElement();
PageLoadAnimation.FlashBlast($el);
PageLoadAnimation.RemoveElement($el);
}
else
{
//done clear timer
clearInterval(intervalTimer);
intervalTimer = null;
}
},
GrabElement: function()
{
return elementArray.eq(Math.floor(Math.random() * elementArray.length));
},
RemoveElement: function($el)
{ elementArray = elementArray.not($el); },
FlashBlast: function ($el) {
//flash background
$el.fadeIn(100, function () { $el.fadeOut(100) });
}
}
Hope that help others understand the way to go about pausing execution in javascript.
The reason why you were having trouble is because setTimeout function is non-blocking and will return immediately. Therefore the loop will iterate very quickly, initiating each of the timeouts within milliseconds of each other instead of including the previous one's delay
As a result, you need to create a custom function that will wait on the setInterval to finish before running again
FlashElement: function () { // Call it where you had the function originally
myLoop();
},
...
function myLoop() {
setTimeout(function () { // call a setTimeout when the loop is called
var $el = elementArray.eq(Math.floor(Math.random() * elementArray.length));
PageLoadAnimation.FlashBlast($el);
elementArray = elementArray.not($el);
if (0 < elementArray.length) { // if the counter < length, call the loop function
myLoop();
}
}, 1000)
}
Feel free to change the delay to whatever value you wish (3000ms to let each fade finish before the last at the moment). If you want to start the fade in of the next before the previous ends and keep them in their original positions you would have to animate the opacity using .css instead of using fadeIn and fadeOut
My answer is based on this answer from another SO question

setInterval (javaScript): are there known bugs?

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);

Execute the setInterval function without delay the first time

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

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