this file
http://www.iguanademos.com/Jare/docs/html5/Lessons/Lesson2/js/GameLoopManager.js
taken from this site
Here is the code:
// ----------------------------------------
// GameLoopManager
// By Javier Arevalo
var GameLoopManager = new function() {
this.lastTime = 0;
this.gameTick = null;
this.prevElapsed = 0;
this.prevElapsed2 = 0;
I understand the declaration of variables,
and they are used to record the time between frames.
this.run = function(gameTick) {
var prevTick = this.gameTick;
this.gameTick = gameTick;
if (this.lastTime == 0)
{
// Once started, the loop never stops.
// But this function is called to change tick functions.
// Avoid requesting multiple frames per frame.
var bindThis = this;
requestAnimationFrame(function() { bindThis.tick(); } );
this.lastTime = 0;
}
}
I don't understand why he uses var bindThis = this
this.stop = function() {
this.run(null);
}
This function set's gameTick to null, breaking the loop in this.tick function.
this.tick = function () {
if (this.gameTick != null)
{
var bindThis = this;
requestAnimationFrame(function() { bindThis.tick(); } );
}
else
{
this.lastTime = 0;
return;
}
var timeNow = Date.now();
var elapsed = timeNow - this.lastTime;
if (elapsed > 0)
{
if (this.lastTime != 0)
{
if (elapsed > 1000) // Cap max elapsed time to 1 second to avoid death spiral
elapsed = 1000;
// Hackish fps smoothing
var smoothElapsed = (elapsed + this.prevElapsed + this.prevElapsed2)/3;
this.gameTick(0.001*smoothElapsed);
this.prevElapsed2 = this.prevElapsed;
this.prevElapsed = elapsed;
}
this.lastTime = timeNow;
}
}
}
Most of this code is what I don't understand, I can see he is recording the time elapsed between frames, but the rest of the code is lost to me.
On the website he uses the term singleton, which is used to prevent the program trying to update the same frame twice?
I have a bit of experience with the javascript syntax, but the concepts of singleton, and the general goal/function of this file is lost to me.
Why is the above code needed instead of just calling
requestAnimationFrame(function() {} );
The reason he uses bindThis is that he is passing a method into an anonymous function on the next line. If he merely used this.tick(), this would be defined as the context of requestAnimationFrame. He could achieve the same thing by using call or apply.
Singletons are classes that are only instantiated once. This is a matter of practice, and not a matter of syntax - javascript doesn't know what a singleton is. By calling it a "Singleton", he is merely communicating that this is a class that is instantiated only once, and everything that needs it will reference the same instance.
Related
I am writing a simulation for bunny survival in a meadow and have to detect the minimal plant growth rate for the bunny to survive. I decided to go with OOP. Hence, tried to design my "classes" in js. I haven't done much OOP in JS, so I am stuck. I don't understand why I keep getting "this.checkElementExists" is not a function.
I tried to follow OOP that was shown in Mozilla MDN for JS and here I am stuck. I updated to ES6 classes.
class Meadow{
constructor(){
this.grid = this.makeGrid();
//console.log(this.grid);
}
makeGrid(){
let grid = new Array(30);
for(var i=0; i < 30; i++){
grid[i] = new Array(30).fill(null);
}
return grid;
}
checkElementExists(coordinates){
if(this.grid[coordinates[0]][coordinates[1]] != null){
return true;
}else{
return false;
}
}
growAPlant(timeRate){
if(timeRate == null){
clearInterval(this.growAPlant);
}
let plant = new Plant();
let coord = plant.generateCoordinateInMeadow();
//console.log(coord);
// add a plant to the 2d array, but check if the that spot is free
// otherwise use the generateCOordinate in the meadow function
//console.log(this.grid[coord[0]][coord[1]]);
//var that = this;
var ans = checkElementExists(coord).bind(this);
console.log(ans);
while(!checkElementExists(coord)){
coord = plant.generateCoordinateInMeadow();
}
//console.log(coord);
//console.log(this.grid[coord[0]] == undefined);
this.grid[coord[0]][coord[1]] = plant;
//console.log(this.grid);
}
}
class Simulation{
constructor(){
this.passRateArray = []; // this array will be used to plot the data
this.failureRateArray = []; // array that will hold failure growth rates
this.timeToEnergyData = []; // an example would be [{0: 1000, 1: 999, 2: 998, ....., 10000: 0}]
this.rateToEnergyTimeData = {};
this.timeCounter = 100; // 10000
this.growthTimeRate = 1000; // 1 second
this.gap = 0.05;
this.meadow = new Meadow();
this.bunny = new Bunny();
}
timeToEnergyDataPopulator(currTime, energy){
var relation = {currTime : energy};
this.timeToEnergyData.push(relation);
}
simulation(){
// HERE I MAKE A CALL TO MEADOW.GROWAPLANT
setInterval(this.meadow.growAPlant.bind(this.meadow), this.growthTimeRate);
//meadow.growAPlant(this.growthTimeRate);
let bunnyMove = this.bunny.move();
// not enough energy, bunny did not survive
if(bunnyMove == false){
this.timeToEnergyDataPopulator(this.timeCounter, bunny.getBunnyEnergy());
let rate = this.growthTimeRate / 1000;
this.rateToEnergyTimeData = {rate : this.timeToEnergyData};
// add the failure rate to the failureRateArray
this.failureRateArray.push(this.growthTimeRate);
// increase the rate of plant growth
if(this.passRateArray.length < 1){
this.growthTimeRate = this.growthTimeRate + this.growthTimeRate * 0.5;
}else{
let lastSurvivalRate = this.passRateArray[this.passRateArray.length - 1];
this.growthTimeRate = lastSurvivalRate - ((lastSurvivalRate - this.growthTimeRate)*0.5);
}
// stop the meadow from growing a plant
meadow.growAPlant(null);
// stop the simulation
clearInterval(this.simulation);
}
while(!this.meadow.checkValidBunnyMove(bunnyMove).bind(this.meadow)){
bunnyMove = bunny.move();
}
if(meadow.checkIfBunnyEats(bunnyMove)){
// since bunny made still a move, -1 energy
bunny.decreaseEnergyByOne();
// and since the meadow at that coordinate had food, we add +10 to energy via eatPlant method
bunny.eatPlant();
// track the time to energy data
this.timeToEnergyDataPopulator(this.timeCounter, bunny.getBunnyEnergy);
}else{
// no food, -1 energy
bunny.decreaseEnergyByOne();
// track the time to energy data
this.timeToEnergyDataPopulator(this.timeCounter, bunny.getBunnyEnergy);
}
// decrement the timeCounter
this.timeCounter -= 1;
if(this.timeCounter <= 0){
this.timeToEnergyDataPopulator(this.timeCounter, bunny.getBunnyEnergy());
let rate = this.growthTimeRate / 1000;
this.rateToEnergyTimeData = {rate : this.timeToEnergyData};
this.passRateArray.push(this.growthTimeRate);
// bunny survived, adjust the growth rate
if(this.failureRateArray.length < 1){
this.growthTimeRate = this.growthTimeRate - (this.growthTimeRate * 0.5);
}else{
let lastFailureRate = this.failureRateArray[this.failureRateArray.length - 1];
this.growthTimeRate = this.growthTimeRate - ((this.growthTimeRate - lastFailureRate) * 0.5);
}
clearInterval(this.simulation);
}
}
runner(){
while(this.passRateArray[this.passRateArray.length - 1] - this.failureRateArray[this.failureRateArray.length - 1] > this.gap || this.passRateArray.length == 0 || this.failureRateArray.length == 0){
setInterval(this.simulation(), 1000);
}
console.log("The minimum plant regeneration rate required to sustain the bunny for 10000 units of time is " +
this.growthTimeRate + " regenerations/unit time");
}
}
Errors that I get:
1) simulation.js:62 Uncaught TypeError: this.meadow.checkValidBunnyMove is not a function
at Simulation.simulation (simulation.js:62)
at Simulation.runner (simulation.js:101)
at (index):24
2) meadow.js:1 Uncaught SyntaxError: Identifier 'Meadow' has already been declared
at VM16689 meadow.js:1
3) VM16689 meadow.js:37 Uncaught ReferenceError: checkElementExists is not defined
at Meadow.growAPlant (VM16689 meadow.js:37)
My question is why the number 1 and 3 errors persist?
clearInterval(this.growAPlant);
This clearInterval isn’t correct, because you need pass the return value of setInterval to it, not a function. It does helpfully imply that you have a setInterval(someMeadow.growAPlant, …) somewhere, though, and that’s where the issue is. When you reference a function without calling it – like when you pass it to setInterval – the object it belonged to doesn’t come with it. Then, when the timer fires, it calls the function without a this value.
In JavaScript, the value of this inside a non-arrow function is determined entirely by how the function is called, not where it’s declared. You can read about how this works in various other questions and pieces of documentation. Fixing the problem involves giving growAPlant the correct this somehow, either by:
placing a reference to it in a containing scope (i.e. moving your var that = this out one level and using that instead of this throughout)
wrapping the function in one that’ll preserve the correct value, as in
setInterval(someMeadow.growAPlant.bind(someMeadow), …);
(Function.prototype.bind) or
setInterval(function () {
someMeadow.growAPlant();
}, …);
(the someMeadow.growAPlant reference is now part of a call, so someMeadow becomes the this value for the call)
changing it into an arrow function, which doesn’t have its own this and uses the one from the containing scope
Only (2) will work when you convert to the simplest form of an ES6 class, so it’s the approach I recommend.
Explanation
First, this always refers to the first parent function. In your case it is:
this.growAPlant = function(timeRate){
//content
var that = this; // this is growAPlant
}
And
this.checkElementExists = function(coordinates){ }
Is accessible with Meadow object. However, your var that is referring to this.growAPlant = function(timeRate) not Meadow.
Solution
Create that in the beginning
function Meadow(){
var that = this;
that.growAPlant = function(timeRate){
}
that.checkElementExists = function(coordinates){
if(this.grid[coordinates[0]][coordinates[1]] != null){
return true;
}else{
return false;
}
};
return that;
}
I have a class that takes some coordinate and duration data. I want to use it to animate an svg. In more explicit terms, I want to use that data to change svg attributes over a time frame.
I'm using a step function and requestAnimationFrame outside the class:
function step(timestamp) {
if (!start) start = timestamp
var progress = timestamp - start;
var currentX = parseInt(document.querySelector('#start').getAttribute('cx'));
var moveX = distancePerFrame(circleMove.totalFrames(), circleMove.xLine);
document.querySelector('#start').setAttribute('cx', currentX + moveX);
if (progress < circleMove.duration) {
window.requestAnimationFrame(step);
}
}
var circleMove = new SingleLineAnimation(3000, startXY, endXY)
var start = null
function runProgram() {
window.requestAnimationFrame(step);
}
I can make it a method, replacing the circleLine with this. That works fine for the first run through, but when it calls the this.step callback a second time, well, we're in a callback black hole and the reference to this is broken. Doing the old self = this won't work either, once we jump into the callback this is undefined(I'm not sure why). Here it is as a method:
step(timestamp) {
var self = this;
if (!start) start = timestamp
var progress = timestamp - start;
var currentX = parseInt(document.querySelector('#start').getAttribute('cx'));
var moveX = distancePerFrame(self.totalFrames(), self.xLine);
document.querySelector('#start').setAttribute('cx', currentX + moveX);
if (progress < self.duration) {
window.requestAnimationFrame(self.step);
}
}
Any ideas on how to keep the "wiring" inside the Object?
Here's the code that more or less works with the step function defined outside the class.
class SingleLineAnimation {
constructor(duration, startXY, endXY) {
this.duration = duration;
this.xLine = [ startXY[0], endXY[0] ];
this.yLine = [ startXY[1], endXY[1] ];
}
totalFrames(framerate = 60) { // Default to 60htz ie, 60 frames per second
return Math.floor(this.duration * framerate / 1000);
}
frame(progress) {
return this.totalFrames() - Math.floor((this.duration - progress) / 17 );
}
}
This will also be inserted into the Class, for now it's just a helper function:
function distancePerFrame(totalFrames, startEndPoints) {
return totalFrames > 0 ? Math.floor(Math.abs(startEndPoints[0] - startEndPoints[1]) / totalFrames) : 0;
}
And click a button to...
function runProgram() {
window.requestAnimationFrame(step);
}
You need to bind the requestAnimationFrame callback function to a context. The canonical way of doing this is like this:
window.requestAnimationFrame(this.step.bind(this))
but it's not ideal because you're repeatedly calling .bind and creating a new function reference over and over, once per frame.
If you had a locally scoped variable set to this.step.bind(this) you could pass that and avoid that continual rebinding.
An alternative is this:
function animate() {
var start = performance.now();
el = document.querySelector('#start');
// use var self = this if you need to refer to `this` inside `frame()`
function frame(timestamp) {
var progress = timestamp - start;
var currentX = parseInt(el.getAttribute('cx'));
var moveX = distancePerFrame(circleMove.totalFrames(), circleMove.xLine);
el.setAttribute('cx', currentX + moveX);
if (progress < circleMove.duration) {
window.requestAnimationFrame(frame);
}
}
window.requestAnimationFrame(frame);
}
i.e. you're setting up the initial state, and then doing the animation within a purely locally scoped function that's called pseudo-recursively by requestAnimationFrame.
NB: either version of the code will interact badly if you inadvertently call another function that initiates an animation at the same time.
Hi I'm making a pomodoro clock. I want to allow the timer to increase or decrease every 100 milliseconds when the user holds down the button. The running conditions for mousedown and clickUpdate are very similar.
The entire code of clickUpdate relies on using this keyword to achieve that goal. But how can I let setInterval inherit or have access to this keyword? This referring to the button object that mousedown is a method of.
https://codepen.io/jenlky/pen/ypQjPa?editors=0010
var timer;
const session = document.getElementById("session");
const breaktime = document.getElementById("break");
const mins = document.getElementById("mins");
const secs = document.getElementById("secs");
function clickUpdate () {
// if data-action = increase and its under session-input, increase session.value else increase breaktime.value
if (this.dataset.action === "increase") {
if (this.parentElement.className === "session-input") {
// if session.value is 60 mins, this increase click changes it to 1 min
if (session.value === "60") {
session.value = 1;
} else {
session.value = Number(session.value) + 1;
}
mins.innerText = session.value;
// if breaktime.value is 60 mins, this increase click changes it to 1 min
} else {
if (breaktime.value === "60") {
breaktime.value = 1;
} else {
breaktime.value = Number(breaktime.value) + 1;
}
}
}
// if data-action = decrease and its under session-input, decrease session.value else decrease breaktime.value
if (this.dataset.action === "decrease") {
if (this.parentElement.className === "session-input") {
// if session.value is 1 min, this decrease click changes it to 60 mins
if (session.value === "1") {
session.value = 60;
} else {
session.value = Number(session.value) - 1;
}
mins.innerText = session.value;
// if breaktime.value is 1 min, this decrease click changes it to 60 mins
} else {
if (breaktime.value === "1") {
breaktime.value = 60;
} else {
breaktime.value = Number(breaktime.value) - 1;
}
}
}
console.log(this);
}
// Problem is how can I let clickUpdate or setInterval(function(){},100) inherit this
// setInterval's function doesn't seem to inherit or have any parameters
// I'm not sure how forEach thisArg parameter works, or how to use bind, or how to use addEventListener last parameter
function mousedown() {
var obj = this;
timer = setInterval(clickUpdate, 100);
}
function mouseup() {
if (timer) {
clearInterval(timer);
}
}
const buttons = Array.from(document.getElementsByClassName("symbol"));
mins.innerText = session.value;
//buttons.forEach(button => button.addEventListener("click", clickUpdate));
buttons.forEach(button => button.addEventListener("mousedown", mousedown));
buttons.forEach(button => button.addEventListener("mouseup", mouseup));
console.log(session);
The this value within functions defined using function () ... is usually dependent on how the function is called. If you call a.myFunction() then this within the function will be a reference to a. If you call myFunction(), then this will either be undefined or the global object depending on whether you are using strict or sloppy mode.
Usually the most straightforward way to get a callback function to use a particular this value is to use .bind(n). This basically creates a wrapped version of the original function, with the this value locked in as n
setInterval(clickUpdate.bind(this), 100);
Then again, my preference would be to not use this at all. It's confusing and has wacky behavior that often requires all sorts of contrived workarounds (as you have experienced). You could just as easily pass in the value as a parameter here:
function mousedown(e) {
timer = setInterval(clickUpdate, 100, e.target);
}
One trick is to create a separate reference (either global or at least on a common ancestor scope) holding the reference to the "this" reference from the level you want.
Once you do that, you can refer to it within the setInterval function.
Example:
var scope = this;
this.name = 'test';
setInterval(function() {
console.log(scope.name); // should print 'test' every 1 second
},1000);
I am working on a countdown timer written in Javascript. Fairly basic really. Just uses setInterval for the timing aspect. I wrote it using the prototype method of storing functions and variables so I can create a "class".
I call the code in this fashion.
function testTimer() {
var newTimer = new CDTimer($("#voteTimer"),30,"");
newTimer.start();
}
When the below code runs, console.log is printing out undefined or NaN.
function CDTimer (target, duration, callback) {
this.target = target;
this.duration = duration;
this.callback = callback;
}
CDTimer.prototype.start = function() {
this.start = new Date().getTime();
this.interval = setInterval(this.update, 1000);
}
CDTimer.prototype.update = function() {
console.log(this.duration, this.start);
this.elapsed = this.duration - (new Date().getTime() - this.start) / 1000
if (this.elapsed < 0) {
clearInterval(this.interval);
this.callback();
}
else {
console.log(this.elapsed);
$(this.target).text(this.elapsed);
}
}
CDTimer.prototype.stop = function() {
clearInterval(this.interval);
}
I must be missing something silly. What is happening to my variables and their values?
Thanks for the insight.
The function called from setInterval is provided a this which is the window, not the timer.
You may do this :
CDTimer.prototype.start = function() {
this.start = new Date().getTime();
var _this = this;
this.interval = setInterval(function(){_this.update()}, 1000);
}
Note that the MDN offers a detailed explanation.
EDIT following comment : if you don't want to create a new variable in the start function, you could do this :
CDTimer.prototype.start = function() {
this.start = new Date().getTime();
this.interval = setInterval(function(_this){_this.update()}, 1000, this);
}
But I'm not sure the readibility is improved by this move of the variable creation and it's not compatible with IE (if you don't patch it, see MDN's solution).
I want to use setInterval to animate a couple things. First I'd like to be able to specify a series of page elements, and have them set their background color, which will gradually fade out. Once the color returns to normal the timer is no longer necessary.
So I've got
function setFadeColor(nodes) {
var x = 256;
var itvlH = setInterval(function () {
for (i in nodes) {
nodes[i].style.background-color = "rgb(0,"+(--x)+",0);";
}
if (x <= 0) {
// would like to call
clearInterval(itvlH);
// but itvlH isn't in scope...?
}
},50);
}
Further complicating the situation is I'd want to be able to have multiple instances of this going on. I'm thinking maybe I'll push the live interval handlers into an array and clean them up as they "go dead" but how will I know when they do? Only inside the interval closure do I actually know when it has finished.
What would help is if there was a way to get the handle to the interval from within the closure.
Or I could do something like this?
function intRun() {
for (i in nodes) {
nodes[i].style.background-color = "rgb(0,"+(--x)+",0);";
}
if (x <= 0) {
// now I can access an array containing all handles to intervals
// but how do I know which one is ME?
clearInterval(itvlH);
}
}
var handlers = [];
function setFadeColor(nodes) {
var x = 256;
handlers.push(setInterval(intRun,50);
}
Your first example will work fine and dandy ^_^
function setFadeColor(nodes) {
var x = 256;
var itvlH = setInterval(function () {
for (i in nodes) {
nodes[i].style.background-color = "rgb(0,"+(--x)+",0);";
}
if (x <= 0) {
clearInterval(itvlH);
// itvlH IS in scope!
}
},50);
}
Did you test it at all?
I've used code like your first block, and it works fine. Also this jsFiddle works as well.
I think you could use a little trick to store the handler. Make an object first. Then set the handler as a property, and later access the object's property. Like so:
function setFadeColor(nodes) {
var x = 256;
var obj = {};
// store the handler as a property of the object which will be captured in the closure scope
obj.itvlH = setInterval(function () {
for (i in nodes) {
nodes[i].style.background-color = "rgb(0,"+(--x)+",0);";
}
if (x <= 0) {
// would like to call
clearInterval(obj.itvlH);
// but itvlH isn't in scope...?
}
},50);
}
You can write helper function like so:
function createDisposableTimerInterval(closure, delay) {
var cancelToken = {};
var handler = setInterval(function() {
if (cancelToken.cancelled) {
clearInterval(handler);
} else {
closure(cancelToken);
}
}, delay);
return handler;
}
// Example:
var i = 0;
createDisposableTimerInterval(function(token) {
if (i < 10) {
console.log(i++);
} else {
// Don't need that timer anymore
token.cancelled = true;
}
}, 2000);