When i run this code : `
for (var start = 1; start < 10; start++) {
setTimeout(function () {
alert('hello');
}, 3000 * start);
}
alert('Finish');
why the for loop has not finished ,but the code 'alert('Finish')' still run .how to make alert('Finish') run after finishing for loop .Thanks .
Technically that's what its already doing.
The loop runs (setting the timeouts) and then the "finish" alert fires. What I'm guessing you want is the "finish" to fire after all the timeouts have fired off. Easied way to do that would probably be add the finish to its own timeout (so it runs after that amount of time).
Somthing like:
for (var start = 1; start < 10; start++){
setTimeout(function () { console.log('hello'); }
, 10 * start);};
// use final "start" time to set last timeout to fire off its event, after all other timeouts have run
setTimeout(function () {
console.log('Finish');
}, 10 * (start+1));
note: I changed the timings & used console logs so it runs quicker for testing.
You can try this code:
var counter = 1;
for(var i = counter; i < 10; i++){
setTimeout(function(){
counter++;
if(counter == 10){
alert("Finish");
}
else
alert("In process");
}, 10 * i);
}
And see this demo
I would like to propose a different alternative, using setInterval, which imho is better suited for reapeating tasks:
var start = 1;
var interval = setInterval(function(){
console.log('hello ' + start);
if (++start === 10) {
console.log('all done');
clearInterval(interval);
}
}, 3000);
This has the advantage of immediately logging 'all done' after the last iteration.
Related
I want to set timer-based for loop in JavaScript.
for (var i = 0; i < 20; i++) {
console.log(i)
}
How I can I repeat this loop every second and show the value of i (the counter)?
if you want to control your loops wait time you can combine settimeout with recursion
var i = 0;
function callMe() {
var timetowait = 100;
// some condition and more login
i++;
if(i < 20) {
setTimeout(callMe, timetowait);
}
}
callMe();
I think this is what you are looking for:
var counter = 0;
setInterval( function(){
console.log(counter);
counter++;
},1000);
You can try this approach too:
function loop(start, end, delay, fn) {
if (start > end) return;
function step(){
// callback fn with current iteration and
// recursively calls loop
fn(start);
loop(start + 1, end, delay, fn);
}
setTimeout(step, delay);
}
usage :
loop(1, 20, 1000, console.log)
var i = 0;
function myFunc() {
console.log(i);
i++;
if(i == 20) {
clearInterval(interval);
}
}
var interval = setInterval(myFunc, 1000);
The setInterval() method calls a function or evaluates an expression at -
specified intervals (in milliseconds).
The setInterval() method will continue calling the function until clearInterval() is called, or the window is closed.
I'm building a simon game. And after each round the player should see the moves he must play in the next round. So i created a function showMoves which flashes the square he has to play. The problem is that the function is not showing anything. Can anyone tell me what did i miss?
// the effect
function flasher(index) {
$(moves[index]).fadeIn(50).fadeOut(50).fadeIn(50).fadeOut(50).fadeIn(100);
}
var interval2;
// show the moves that supposed to be played
function showMoves() {
for (var i = 0; i < moves; i++) {
if (i === 0) {
interval2 = setTimeout(flasher(i), 1000);
} else {
interval2 = setTimeout(flasher(i), (i+1) * 1000);
}
}
}
setTimeout accepts a function as a first parameter. I assume that by calling flasher you tried to avoid this situation. In you case, this should be done like this:
function showMoves() {
for (var i = 0; i < moves; i++) {
if (i === 0) {
interval2 = setTimeout(function(i) {return function() {flasher(i)}}(i), 1000);
} else {
interval2 = setTimeout(function(i) {return function() {flasher(i)}}(i), (i+1) * 1000);
}
}
}
The setTimeout and setInterval are a little diffrent than we think about them.
They are save some event on specified times that will be fired in its times. Because of this they has a problem with loops:
for(i=0;i<3;i++)
{
setTimeout(function(){alert(i)}, i*1000);
}
after ending the loop the browser has 3 jobs to do:
alert(i) after 1 second
alert(i) after 2 seconds
alert(i) after 3 seconds
But what is the value of 'i'. If you are in c# programming after ending the loop 'i' will be disposed and we have not that.
But javascript does not dispose 'i' and we have it yet. So the browser set the current value for i that is 3. because when 'i' reaches to 3 loop goes end. Therefor Your browser do this:
alert(3) after 1 second
alert(3) after 2 seconds
alert(3) after 3 seconds
That is not what we want. But if change the above code to this:
for(i=0;i<3;i++){
(function (index)
{
setTimeout(function () { alert(index); }, i * 1000);
})(i);
}
We will have:
alert(0) after 1 second
alert(1) after 2 seconds
alert(2) after 3 seconds
So as Maximus said you mast make the browser to get value of i currently in loop. in this way:
setTimeout(function(i) {return function() {flasher(i)}}(i), (i+1) * 1000);
i does not leave out until end of loop and must be get value just now.
What I can derive from your code is that moves is an array, but you're using it as if it's an integer in the for loop. And that's why nothing happens at all.
Replace:
for (var i = 0; i < moves; i++) {
With:
for (var i = 0; i < moves.length; i++) {
And you should see things happening.
But you will notice flasher is called immediately, without timeout. And that's because the result of flasher is set to be called, instead of flasher itself.
Other answers here suggest using an wrapper function, but this requires workarounds to correctly pass the index to the function called by setTimeout.
So assuming that it doesn't have to run in IE8 and below, the following is the most concise solution:
setTimeout(flasher.bind(null, i), (i+1) * 1000)
Full working example:
var moves = [1, 2, 3, 4];
function flasher(index) {
console.log('move', moves[index]);
}
var interval2;
// show the moves that supposed to be played
function showMoves() {
for (var i = 0; i < moves.length; i++) {
interval2 = setTimeout(flasher.bind(null, i), (i+1) * 1000);
}
}
showMoves()
I'm trying to implement basic 60 sec counter(A p element with idcounter), that is triggered after a button(counter_start()) is pressed.But I want delay of 1 sec between this and make sure this updates in browser window in real-time
<script type="text/javascript">
function counter_start(){
x=0
for(i=0;i<60;i++){
x++;
document.getElementById("counter").innerHTML=x;
}
}
</script>
P.S: There might be other simple methods of implementing a timer.But it's not about timer...actually I'm a student and trying to figure out the architecture and mechanism of this.
EDIT: please post tested versions of the code, as some of em' posted below DO NOT update in real time
Try this Example
Hope it will work for u
JS
for(i = 1; i <= 3; i++)
{
(function(i){
setTimeout(function(){
alert(i);
}, 1000 * i);
}(i));
}
Javascript operates synchronously in the browser.
You need to use setTimeout or setInterval to schedule the for loop's body to be called every second. I'm using setTimeout in the below example for easier "garbage collection"; we will never reschedule the tick to happen after we don't need to update things anymore.
<script type="text/javascript">
var counter = 0;
function counter_tick() {
if(counter < 60) {
counter++;
document.getElementById("counter").innerHTML = counter;
setTimeout(counter_tick, 1000); // Schedule next tick.
}
}
function counter_start() {
counter_tick(); // First update, also schedules next tick to happen.
}
</script>
It sounds like you are looking for a way to pause the current thread, which isn't possible in JavaScript and would probably be a bad idea anyway (the user's browser would lock up while the thread was paused).
A timer is really the way to go with this, otherwise you are fighting the way the language is intended to work.
There is no sleep-function in JS. But you can use window.setTimeout to call a function in given intervals:
function counter_start(){
// get current value
var value = document.getElementById("counter").innerHTML*1;
// leave function if 60 is reached
if(value == 60) {
return;
}
// set the innerHTML to the last value + 1
document.getElementById("counter").innerHTML=value+1;
// call next iteration
window.setTimeout(function(){counter_start()}, 100);
}
counter_start();
JSFiddle-Demo
For-loops run to completion, so you wouldn't usually use one for this.
You just need a timer and a variable to increment:
var maketimer = function(){
var tick = 0,
interval_ms = 1000,
limit = 10,
id;
return {
start: function(){
var timer = this;
console.log('start');
id = setInterval(function(){
if(tick === limit){
timer.stop();
timer.reset();
return;
}
tick += 1;
console.log(tick);
}, interval_ms);
},
stop: function(){
console.log('stop');
clearInterval(id);
},
reset: function(){
console.log('reset');
tick = 0;
}
};
};
var t = maketimer();
t.start();
If you really need to use a for-loop, then you could use a generator function. They're part of the proposed ES6 spec., and you'll need Firefox 26+ to try this out. However the only point of doing this would be to learn about generator functions.
var maketimer = function(){
var interval_ms = 1000,
limit = 10,
id,
loop,
it;
loop = function*(){
var i;
for(i=1; i<=limit; i+=1){
yield i;
}
};
it = loop();
return {
start: function(){
var timer = this;
console.log('start');
id = setInterval(function(){
var tick = it.next();
console.log(tick.value);
if(tick.done){
timer.stop();
timer.reset();
return;
}
}, interval_ms);
},
stop: function(){
console.log('stop');
clearInterval(id);
},
reset: function(){
console.log('reset');
it = loop();
}
};
};
var t = maketimer();
t.start();
Try this::
var x=0;
var myVar;
function myTimer() {
x++;
document.getElementById("counter").innerHTML = x;
if(x==60)
clearInterval(myVar);
}
function counter_start(){
myVar=setInterval(function(){myTimer()},1000);
}
I want that my for loop should not be executed at once, but wait for timeout after each iteration. For eg :
for(var i=0; i<10; i++) {
console.log(i);
//wait for 1000
}
I found many solutions on stack-overflow like this one :
for (var i=0;i<=10;i++) {
(function(ind) {
setTimeout(function(){console.log(ind);}, 3000);
})(i);
}
But in all the implementations, the loop waits for 3000 milli-seconds initially and then executes the whole for loop at once. Is there a way that each iteration is called after waiting for 1000 milli-seconds.
You can work that out with simple math :
for (var i=0;i<=10;i++) {
(function(ind) {
setTimeout(function(){console.log(ind);}, 1000 + (3000 * ind));
})(i);
}
1000ms : 0
4000ms : 1
7000ms : 2
10000ms : 3
13000ms : 4
...
Following the comments
It seem that your request is a bit blurry. if you want to do something after the last timeout, you can set a limit and compare the current index :
var limit = 10
for (var i=0;i<=limit;i++) {
(function(ind) {
setTimeout(function(){
console.log(ind);
if(ind === limit){
console.log('It was the last one');
}
}, 1000 + (3000 * ind));
})(i);
}
Fiddle : http://jsfiddle.net/Tn4A7/
I think I know what you want...
and it is to simply do
for (var i=0;i<=10;i++) {
(function(ind) {
setTimeout(function(){console.log(ind);}, 1000 * ind);
})(i);
}
Don't make functions within loops, instead:
(function fiveSeconds (n) {
if (n < 5) setTimeout(function () {
fiveSeconds ( n ); // Redo if n < 5 (and pass n)
}, 1000);
console.log( n++ );
} (0)); // Initialize. n is 0
the above will log ten numbers from 0 - 5 at 1 seconds interval.
Modern browsers (and IE10+)
(function fiveSeconds (n) {
console.log( n++ );
if (n <= 5) setTimeout( fiveSeconds, 1000, n ); // Redo if n <= 5 (and pass n)
} (0)); // Initialize. n is 0
why not use something like this:
var i = 0
var id = window.setInterval(function(){
if(i >= 10) {
clearInterval(id);
return;
}
console.log(i);
i++;
}, 1000)
for (var i=0;i<=10;i++) {
(function(ind) {
setTimeout(function(){console.log((ind + 1)*1000, ':', ind);}, 1000 * (ind+1) );
})(i);
}
Output:
1000 : 0
2000 : 1
3000 : 2
4000 : 3
5000 : 4
6000 : 5
7000 : 6
8000 : 7
9000 : 8
10000 : 9
11000 : 10
WORKING DEMO
This works:
function initiateTimeOut(i) {
setTimeout(function() { doStuff(i) }, 30);
}
function doStuff(i) {
console.log(i);
i++;
if (i <= 10) {
initiateTimeOut(i);
}
}
initiateTimeOut(0);
this way you will only increment i when your function executes, which i believe is what your looking for.
Example in a fiddle: http://jsfiddle.net/My7Zg/
Or, even shorter (http://jsfiddle.net/My7Zg/1/):
function customLoop(i) {
console.log(i);
i++;
if (i<=10) {setTimeout(function(){customLoop(i);},1000);}
}
customLoop(0);
Here is an es6 solution. I really don't like wrapping the setTimeout in a function, when you can simply use a block scoped variable like this:
for (let i=0; i<=10; i++) {
setTimeout(() => {console.log(i);}, 1000 * i);
}
You can approach your situation in two ways.
You can immedately schedule a whole bunch of setTimeout() calls with varying times so they will execute at the desired times in the future (other answers here illustrate how to do that).
You can execute the first iteration, schedule the next iteration and have the execution of the next iteration schedule the one after that until you've finished the desired number of iterations. This is ultimately a bit more scalable than setting a lot of setTimeout() call and gives you more branching/logic freedom because you are in control of what happens next after each iteration.
This second option using a more general purpose utility function would look like this:
// utility function to call a callback numTimes,
// separated by delay milliseconds
function runIteration(fn, numTimes, delay) {
var cnt = 0;
function next() {
// call the callback and stop iterating if it returns false
if (fn(cnt) === false) return;
++cnt;
// if not finished with desired number of iterations,
// schedule the next iteration
if (cnt < numTimes) {
setTimeout(next, delay);
}
}
// start first iteration
next();
}
So, to execute your console statement, you'd do this:
runIteration(function(i) {
console.log(i);
}, 10, 1000);
Working demo: http://jsfiddle.net/jfriend00/HqCZ3/
This could also be extended with a 2nd callback function that was called when the iteration was complete (useful in some circumstances) or it could return a promise that is resolved when the iterations are complete.
Here's what a version that returns a promise would look like: http://jsfiddle.net/jfriend00/XtJ69/
// utility function to call a callback numTimes,
// separated by delay milliseconds
function runIteration(fn, numTimes, delay) {
var d = $.Deferred();
var cnt = 0;
function end() {
d.resolve();
}
function next() {
// call the callback and stop iterating if
// it returns false
if (fn(cnt) === false) {
end();
return;
}
++cnt;
// if not finished with desired number of iterations,
// schedule the next iteration
if (cnt < numTimes) {
setTimeout(next, delay);
} else {
end();
}
}
// start first iteration
next();
return d.promise();
}
runIteration(function(i) {
log(i);
}, 10, 1000).done(function() {
log("done");
});
Another workaround is to use a generator function with setInterval:
const steps = function*() {
for (let i=0; i<10; i++) {
yield i;
}
}
const step = steps();
setInterval(function(){
console.log(step.next().value)
}, 1000);
This is a solution with a simple timeout... Maybe it does not match exactly with what you expect, but trying to make a "pause" with javascript is not a good approach in my advice. I suggest you to search an other way to do what you want. Fiddle
window.my_condition = true;
window.my_i = 0;
function interate() {
console.log(window.my_i);
// ... your code
if (window.my_condition!==false) {
window.my_i++;
setTimeout(interate,300);
}
}
interate();
most of the answers in here are completely wrong.
If you want to wait for each iteration to finish --- then you don't want to use a for loop --- simply the wrong strategy to begin with.
you need to use a counter and a counter limit otherwise it will loop endlessly.
here is the solution:
var optionLimit = 11;
var optionItem = 1;
function do_something_else() {
if (optionItem < optionLimit) {
console.log('doing stuff:' + optionItem)
optionItem++
dostuff();
} else {
console.log('no more stuff to do already reached:' + optionItem)
}
}
function dostuff(started) {
if (started) {
console.log('started doing something');
} else {
console.log('find something else to do');
}
setTimeout(function () {
do_something_else();
}, 3000);
}
dostuff('started doing something');
if you have a set of items that you need to index --- then you can use a loop to count through the number of items that need to be executed like so:
var thingstodo = [
thing1 = {
what: 'clean room',
time: 8000
},
thing2 = {
what: 'laundry',
time: 9000
},
thing3 = {
what: 'take out trash',
time: 6000
},
thing4 = {
what: 'wash dishes',
time: 10000
}
]
var optionLimit = 0;
// find how many things to do from things to do list
function get_things_todo(time) {
console.log('heres stuff i can do');
console.log('====================');
for (var i = 0; i < thingstodo.length; i++) {
val = thingstodo[i];
console.log(JSON.stringify(val.what));
optionLimit++
}
setTimeout(function () {
startdostuff(3000)
}, time);
}
var optionItem = 0;
// find the next thing to do on the list
function get_next_thing(time) {
setTimeout(function () {
console.log('================================');
console.log('let me find the next thing to do');
}, time);
setTimeout(function () {
if (optionItem < optionLimit) {
val = thingstodo[optionItem];
dostuff(3000, val);
optionItem++
} else {
console.log('=====================================================');
console.log('no more stuff to do i finished everything on the list')
}
}, time*1.5);
}
//do stuff with a 3000ms delay
function dostuff(ftime, val) {
setTimeout(function () {
console.log('================================');
console.log('im gonna ' + JSON.stringify(val.what));
console.log('will finish in: ' + JSON.stringify(val.time) + ' milliseconds');
setTimeout(function () {
console.log('========');
console.log('all done');
get_next_thing(3000);
}, val.time);
}, ftime);
}
//start doing stuff
function startdostuff(time) {
console.log('========================');
console.log('just started doing stuff');
setTimeout(function () {
get_next_thing(3000);
}, time);
}
/// get things to first
get_things_todo(3000);
My best way in work is to "forget normal loops" in this case and use this combination of "setInterval" includes "setTimeOut"s:
function iAsk(lvl){
var i=0;
var intr =setInterval(function(){ // start the loop
i++; // increment it
if(i>lvl){ // check if the end round reached.
clearInterval(intr);
return;
}
setTimeout(function(){
$(".imag").prop("src",pPng); // do first bla bla bla after 50 millisecond
},50);
setTimeout(function(){
// do another bla bla bla after 100 millisecond.
seq[i-1]=(Math.ceil(Math.random()*4)).toString();
$("#hh").after('<br>'+i + ' : rand= '+(Math.ceil(Math.random()*4)).toString()+' > '+seq[i-1]);
$("#d"+seq[i-1]).prop("src",pGif);
var d =document.getElementById('aud');
d.play();
},100);
setTimeout(function(){
// keep adding bla bla bla till you done :)
$("#d"+seq[i-1]).prop("src",pPng);
},900);
},1000); // loop waiting time must be >= 900 (biggest timeOut for inside actions)
}
PS: Understand that the real behavior of (setTimeOut): they all will start in same time "the three bla bla bla will start counting down in the same moment" so make a different timeout to arrange the execution.
PS 2: the example for timing loop, but for a reaction loops you can use events, promise async await ..
I share a simple solution to do this.
To solve this problem, you need to use closure: immediately invoke the function that will be called on each iteration with "i" as param and setTimeout inside this function. In this case, the parameter you passed will be stored in scope and could be used in the timeout callback:
for (var i=1; i<6; i++) (function(t) {
setTimeout(function() {
//do anything with t
}, t*1000)
}(i))
With this example you would see approximately what happens with the function:
for (var i=1; i<6; i++) (function(t) {
setTimeout(function() {
console.log(t);
}, t*1000)
}(i))
This is the answer!
Less code, easy to integrate.
for (let i = 1; i < 10 ; i++){
var time = i * 1000
setTimeout(function(){console.log("re" + i);}, time)
}
Since node 7.6, you can use a handy promisify method that makes sleeping a one liner.
CommonJS:
const sleep = require('util').promisify(setTimeout);
ESM:
import { promisify } from "util";
const sleep = promisify(setTimeout);
In your code:
;(async function() {
for(var i = 0; i < 10; i++) {
console.log(i);
await sleep(10000);
}
})();
This setTimeout function only runs once and then stops. I get no errors so I have no idea why it's happening.
count = 100;
counter = setTimeout('timer()', 100);
$('#reset').click(function() {
count = 100;
counter = setTimeout('timer()', 100);
})
function timer() {
if (count <= 0) {
clearTimeout(counter);
alert('done');
}
$('#counter').html(count);
count -= 1;
}
I tried a few different formulations of the setTimeout function, including setTimeout(timer(),100) and setTimeout(function() { timer() }, 100)
You should be using setInterval() which repeats a function call, not setTimeout(), which does it once. Also, don't use () in function name reference.
var count = 100;
var counter = setInterval('timer', 100);
$('#reset').click(function() {
count = 100;
counter = setInterval('timer', 100);
})
function timer() {
if (count <= 0) {
clearInterval(counter);
alert('done');
}
$('#counter').html(count);
count -= 1;
}
Yes, that's what setTimeout does. It runs the code once.
You want to use the setInterval method to run the code repeatedly.
setTimeout works correctly but it is not what you are looking for. try setInterval instead. setInteval(function, delay)
setTimeout() - executes a function, once, after waiting a specified number of milliseconds.
You probably would like to go for setInterval() which executes a function, over and over again, at specified time intervals.
Not sure what you're trying to achieve, and I don't understand the $('#reset').click (etc) constructs. Are these JQuery?
However, why not use setInterval()? And then clear the interval timer when your condition is met?
var count = 10;
function counter() {
if ( count > 0 )
{
--count;
var t2 = setTimeout( counter, 1000 );
document.querySelector("#demo").innerHTML = count;
}
else
{
clearTimeout(t2);
document.querySelector("#demo").innerHTML = "Done";
}
}
var countdown_timeout = counter();
<p>Count: <b><span id="demo"></span></b></p>