setTimeout in jquery's each loop - javascript

This is what i have. My problem is, each loop doesn't wait setTimeout to complete its job. I have 2 console.log('elmDuration = ')... before slider.goToNextSlide executed. Which is wrong. I would use generator functions and yield if this is a server side code, but not.
$('li').each(function(index, elm){
var image = $(elm).find('img')[0];
var video = $(elm).find('video')[0];
var media = image || video;
var elmDuration = $(media).attr('data-duration');
console.log("elmDuration = ", elmDuration);
(function(){
setTimeout(slider.goToNextSlide, elmDuration * 1000);
})();
});
I am stuck with this. Thanks.

If you want to advance to the next element when the timeout finished, you have to do that manually:
var $lis = $('li');
var index = 0;
function next(index) {
var elem = $lis[index];
var image = $(elm).find('img')[0];
var video = $(elm).find('video')[0];
var media = image || video;
// if there is always going to be either an img **or** a video element,
// you can directly do
// var elmDuration = $(elem).find('img, video').attr('data-duration');
var elmDuration = $(media).attr('data-duration');
console.log("elmDuration = ", elmDuration);
setTimeout(function() {
slider.goToNextSlide();
if (index < ($lis.length - 1)) {
next(++index);
}
}, elmDuration * 1000);
}
next(index);

each loop is not going to wait for setTimeout. It will execute for all elements in $('li') before setTimeouts start firing. The purpose of setTimeout is to let the code that calls it proceed without interruption and execute the first parameter when timeout occurs.

You have to take the code out of the setTimeout if you want it to execute inside the loop. SetTimeout is a way to execute code in x milliseconds, but it won't execute until the single javascript thread is available. The loop will keep the thread busy, so all the seTimeouts will have to wait until the end.

Related

Only execute a function once in a given amount of time

I have an api request that is called multiple times in a given amount of time. More specifically this request is for refreshing the user token, so it's called on every request, which adds up pretty quickly. I would like to create a function that tells the function not to run for a given amount of seconds. I have tried using lodash debounce but I can't get it to work.
let debounceRefresh;
debounceRefresh = debounce(() => {
api.request(){
});
}, 1000);
debounceRefresh();
Am I executing this wrong? Is it possible to do?
Yes, you definitely need throttle for the job.
// in this example we invoke a fn for a period of 10 sec, invoking it 2 times a second, but we can perceive that the original function is only invoked at most once per 2 seconds according to the parameter below:
var TOTAL_TIME_TO_RUN = 10000; // 10 sec
var THROTTLE_INTERVAL = 2000; // <= adjust this number to see throttling in action
var INVOCATION_INTERVAL = 500; // 0.5 sec
// regular fn
var punchClock = function punchClock() {
console.log(new Date().toISOString() + ' - call api');
};
// wrap it and supply interval representing minimum delay between invocations
var throttledPunchClock = _.throttle(punchClock, THROTTLE_INTERVAL);
// set up looping
var intervalId = setInterval(function() {
console.log("attempting call api");
throttledPunchClock()
}, INVOCATION_INTERVAL);
// run the demo
setTimeout(() => clearInterval(intervalId), 10000)
<script src="https://cdn.jsdelivr.net/npm/lodash#4.17.21/lodash.min.js"></script>
<pre>
var TOTAL_TIME_TO_RUN = 10000; // 10 sec
var THROTTLE_INTERVAL = 2000; // < = adjust this number to see throttling in action
var INVOCATION_INTERVAL = 500; // 0.5 sec
</pre>
Snippet from github
Have you tried with a timeout?
const myTimeout = setTimeout(debounceRefresh, 1000);
If the function is called again, you can clear the timeout and reset it
clearTimeout(myTimeout);
Why don't you use a different listener? Perhaps when data is received?

TamperMonkey JS UserScript bypassing a waiting time

Trying to write a userscript for TamperMonkey to be running in browser for bypassing a waiting time as a training.
Here is the script used in that page:
var timeout;
$(document).ready(function() {
$('#countdown').each(function(i, e) {
if (timeout) return;
timeout = setTimeout(tick, 1000);
function tick() {
console.log('Tick');
var remaining = parseInt($(e).find(".seconds").text()) - 1;
if (remaining <= 0) {
$(e).css('visibility', 'hidden');
} else {
$(e).find(".seconds").text(remaining.toString());
setTimeout(tick, 1000);
}
}
});
});
JQuery is enabled in my script and is working, I was able to disable/enable some web elements, here the question is just about the 'waiting time'.
Is it possible to bypass it?
Do I/you need any extra information regarding it?
I tried some pieces of code, still with no success:
for example:
// Tried the below variables with a hope to override them in therms they exists.
// wasn't sure if even the usage or approach be totally correct.
let seconds = 0;
let remaining = 0;
let tick = 1;
let timeout = 60;
$(document).ready(function () {
// altered some elements.
seconds = 0;
remaining = 0;
tick = 1;
timeout = 60;
});
The variables you declare in your userscript are not referenced at all in the page's script, so I don't know what you're expecting the userscript to affect.
Since the page's script retrieves the seconds remaining from a .seconds element, you can modify that element to remove the timeout:
document.querySelector('.seconds').textContent = '1';
and that's it. This way you won't have to wait for it to count down, it'll finish immediately.

Playing a data set using angularjs

I'm using angularjs as front-end framework. I get a data set via a rest get call.
That contains coordinates in an array. What needs to be done is that array with coordinates should be iterated and should be shown in a map.
Once the user hits play in the map those coordinates should be displayed one ofter another having at least 1 second of interval.
And when user hits play button, the button it self converts to a pause button it should do what the name intend to do. pause the process. I couldn't achive this kind of behavior using angularjs. Following is the closest that I could come.
var getReplayData = function () {
return $http.get('http://localhost:4000/replay/asiri/vin/' + from + '/' + to);
};
$scope.play = function () {
from = rangeProperties.getFrom() * 1000;
to = rangeProperties.getTo() * 1000;
getReplayData().success(function (data) {
console.log(data);
var waitingTime = 0;
var gap = 0;
for (var i = 0; i < data.length; i++) {
(function (i) {
var element = data[i];
var coordinates = new Object();
coordinates.latitude = element.LATITUDE;
coordinates.longitude = element.LONGITUDE;
setTimeout(function () {
broadcastData(coordinates);
}, waitingTime);
if (i + 1 < data.length) {
gap = data[i + 1].TIMESTAMP - element.TIMESTAMP;
console.log(gap);
} else {
gap = 0;
}
waitingTime = waitingTime + gap;
})(i);
}
});
$scope.play refers to the play action of the button. I can't figure out how to pause this process. Seems like I might have to keep the references to all timeouts and cancel them. Any idea how to implement this kinda of scenario? I don't exactly need a code segment just an idea how to approach to solve this kinda of problem would be really nice.
Seems like I might have to keep the references to all timeouts and cancel them.
That would be a good first step.
I don't exactly need a code segment just an idea how to approach to solve this kinda of problem would be really nice
I would do the following:
cache the response data as a variable, if possible.
separate the play and pause functionality, tying them into a cancelable callback that you get from using the $interval service.
during playback, treat your coordinates data as a FIFO (queue), dequeuing the item which gets passed to the $interval's promise
during pause, you simply cancel the $interval promise
playing again doesn't require any fancy work on the queue as you'll resume the same logic on the first item in the queue when you resume.

How to know when browser finish to process an image after loading it?

When an image object is created, can know when is fully loaded using the "complete" property, or the "onload" method, then, this image has processed ( resizing for example ) using some time, that can be some seconds in big files.
How to know when browser finish to process an image after loading it?
EDIT: In examples can see a lag between "complete" message and the appearance of the image, I want avoid this.
Example ussing "onload" method:
var BIGimage;
putBIGimage();
function putBIGimage(){
BIGimage=document.createElement("IMG");
BIGimage.height=200;
BIGimage.src="http://orig09.deviantart.net/5e53/f/2013/347/f/d/i_don_t_want_to_ever_leave_the_lake_district_by_martinkantauskas-d6xrdch.jpg";
BIGimage.onload=function(){waitBIGimage();};
}
function waitBIGimage(){
console.log("Complete.");
document.body.appendChild(BIGimage);
}
Example using "complete" property:
var BIGimage;
putBIGimage();
function putBIGimage(){
BIGimage=document.createElement("IMG");
BIGimage.height=200;
BIGimage.src="http://orig09.deviantart.net/5e53/f/2013/347/f/d/i_don_t_want_to_ever_leave_the_lake_district_by_martinkantauskas-d6xrdch.jpg";
waitBIGimage();
}
function waitBIGimage(){
if (!BIGimage.complete){
console.log("Loading...");
setTimeout(function(){
waitBIGimage();
},16);
} else {
console.log("Complete.");
document.body.appendChild(BIGimage);
}
}
EDIT: Thanks the #Kaiido's response I made this sollution for wait the images process.
var imagesList=["https://omastewitkowski.files.wordpress.com/2013/07/howard-prairie-lake-oregon-omaste-witkowski-owfotografik-com-2-2.jpg",
"http://orig03.deviantart.net/7b8d/f/2015/289/0/f/0ffd635880709fb39c2b69f782de9663-d9d9w6l.jpg",
"http://www.livandiz.com/dpr/Crater%20Lake%20Pano%2016799x5507.JPG"];
var BIGimages=loadImages(imagesList);
onLoadImages(BIGimages,showImages);
function loadImages(listImages){
var image;
var list=[];
for (var i=0;i<listImages.length;i++){
image=document.createElement("IMG");
image.height=200;
image.src=listImages[i]+"?"+Math.random();
list.push(image);
}
return list;
}
function showImages(){
loading.style.display="none";
for (var i=0; i<BIGimages.length;i++){
document.body.appendChild(BIGimages[i]);
}
};
function onLoadImages(images,callBack,n) {
if (images==undefined) return null;
if (callBack==undefined) callBack=function(){};
else if (typeof callBack!="function") return null;
var list=[];
if (!Array.isArray(images)){
if (typeof images =="string") images=document.getElementById(images);
if (!images || images.tagName!="IMG") return null;
list.push(images);
} else list=images;
if (n==undefined || n<0 || n>=list.length) n=0;
for (var i=n; i<list.length; i++){
if (!list[i].complete){
setTimeout(function(){onLoadImages(images,callBack,i);},16);
return false;
}
var ctx = document.createElement('canvas').getContext('2d');
ctx.drawImage(list[i], 0, 0);
}
callBack();
return true;
}
<DIV id="loading">Loading some big images...</DIV>
The HTMLImageElement interface has a decode() method, which does allow us to wait until the image is ready to be drawn, just like you want.
var BIGimage;
putBIGimage();
function putBIGimage() {
BIGimage = document.createElement("IMG");
BIGimage.height = 200;
BIGimage.src = "https://upload.wikimedia.org/wikipedia/commons/c/cf/Black_hole_-_Messier_87.jpg?r=" + Math.random();
BIGimage.onload = e => console.log('load event', performance.now());
BIGimage.decode().then(waitBIGimage);
BIGimage.onerror = console.error;
}
function waitBIGimage() {
// uses the synchronous testing method to check it works fine
var start = performance.now();
// only to see if it worked fine
var ctx = document.createElement('canvas').getContext('2d');
ctx.drawImage(BIGimage, 0, 0);
ctx.drawImage(ctx.canvas, 0, 0);
var end = performance.now();
console.log(`it took ${end - start}ms to draw`)
// do your stuff
document.body.appendChild(BIGimage);
}
Another way, is to use the fact that the CanvasContext2D drawImage method can be synchronous. Some browsers may try to delay the actual painting for the next painting frame, but by drawing the canvas onto itself we can force most of the current UAs to render our image synchronously.
So you can use it as a waiting method in your waitBIGimage method.
var BIGimage;
putBIGimage();
function putBIGimage() {
BIGimage = document.createElement("IMG");
BIGimage.height = 200;
BIGimage.src = "https://upload.wikimedia.org/wikipedia/commons/c/cf/Black_hole_-_Messier_87.jpg?r=" + Math.random();
BIGimage.onload = waitBIGimage;
BIGimage.onerror = console.error;
}
function waitBIGimage() {
// only for demo
// we've got to also log the time since even the console.log method will be blocked during processing
var start = performance.now();
console.log('waiting', start);
// this is all needed
var ctx = document.createElement('canvas').getContext('2d');
ctx.drawImage(BIGimage, 0, 0);
// on some system the drawing of the image may be delayed to the next painting frame
// we can try force the synchronous rendering by drawing the canvas over itself
ctx.drawImage(ctx.canvas, 0, 0);
// demo only
var end = performance.now();
console.log("Complete.", end);
console.log(`it took ${end - start}ms`)
// do your stuff
document.body.appendChild(BIGimage);
}
On my Firefox it takes about 1 second to process the image, while on my Chrome, it's a bit faster.
But one big issue with method is that it is synchronous, and thus will block your scripts during all the time the Image is processed.
Yet another way, is to use the createImageBitmap() method, which should allocate the image bitmap in the GPU, ready to be painted.
There is no reliable way to know - your browser can continue to execute arbitrary javascript or perform built in functions (i.e., resizing of the browser window) which can directly or indirectly affect the image and cause it to be either redrawn, or appear to not finish drawing for a while.
You can hook in to particular events in the lifetime of an image, but, strictly speaking, "finish" only happens when the browser window is closed.

DOM refresh on long running function

I have a button which runs a long running function when it's clicked. Now, while the function is running, I want to change the button text, but I'm having problems in some browsers like Firefox, IE.
html:
<button id="mybutt" class="buttonEnabled" onclick="longrunningfunction();"><span id="myspan">do some work</span></button>
javascript:
function longrunningfunction() {
document.getElementById("myspan").innerHTML = "doing some work";
document.getElementById("mybutt").disabled = true;
document.getElementById("mybutt").className = "buttonDisabled";
//long running task here
document.getElementById("myspan").innerHTML = "done";
}
Now this has problems in firefox and IE, ( in chrome it works ok )
So I thought to put it into a settimeout:
function longrunningfunction() {
document.getElementById("myspan").innerHTML = "doing some work";
document.getElementById("mybutt").disabled = true;
document.getElementById("mybutt").className = "buttonDisabled";
setTimeout(function() {
//long running task here
document.getElementById("myspan").innerHTML = "done";
}, 0);
}
but this doesn't work either for firefox! the button gets disabled, changes colour ( due to the application of the new css ) but the text does not change.
I have to set the time to 50ms instead of just 0ms, in order to make it work ( change the button text ). Now I find this stupid at least. I can understand if it would work with just a 0ms delay, but what would happen in a slower computer? maybe firefox would need 100ms there in the settimeout? it sounds rather stupid. I tried many times, 1ms, 10ms, 20ms...no it won't refresh it. only with 50ms.
So I followed the advice in this topic:
Forcing a DOM refresh in Internet explorer after javascript dom manipulation
so I tried:
function longrunningfunction() {
document.getElementById("myspan").innerHTML = "doing some work";
var a = document.getElementById("mybutt").offsetTop; //force refresh
//long running task here
document.getElementById("myspan").innerHTML = "done";
}
but it doesn't work ( FIREFOX 21). Then i tried:
function longrunningfunction() {
document.getElementById("myspan").innerHTML = "doing some work";
document.getElementById("mybutt").disabled = true;
document.getElementById("mybutt").className = "buttonDisabled";
var a = document.getElementById("mybutt").offsetTop; //force refresh
var b = document.getElementById("myspan").offsetTop; //force refresh
var c = document.getElementById("mybutt").clientHeight; //force refresh
var d = document.getElementById("myspan").clientHeight; //force refresh
setTimeout(function() {
//long running task here
document.getElementById("myspan").innerHTML = "done";
}, 0);
}
I even tried clientHeight instead of offsetTop but nothing. the DOM does not get refreshed.
Can someone offer a reliable solution preferrably non-hacky ?
thanks in advance!
as suggested here i also tried
$('#parentOfElementToBeRedrawn').hide().show();
to no avail
Force DOM redraw/refresh on Chrome/Mac
TL;DR:
looking for a RELIABLE cross-browser method to have a forced DOM refresh WITHOUT the use of setTimeout (preferred solution due to different time intervals needed depending on the type of long running code, browser, computer speed and setTimeout requires anywhere from 50 to 100ms depending on situation)
jsfiddle: http://jsfiddle.net/WsmUh/5/
Webpages are updated based on a single thread controller, and half the browsers don't update the DOM or styling until your JS execution halts, giving computational control back to the browser. That means if you set some element.style.[...] = ... it won't kick in until your code finishes running (either completely, or because the browser sees you're doing something that lets it intercept processing for a few ms).
You have two problems: 1) your button has a <span> in it. Remove that, just set .innerHTML on the button itself. But this isn't the real problem of course. 2) you're running very long operations, and you should think very hard about why, and after answering the why, how:
If you're running a long computational job, cut it up into timeout callbacks (or, in 2019, await/async - see note at the end of this anser). Your examples don't show what your "long job" actually is (a spin loop doesn't count) but you have several options depending on the browsers you take, with one GIANT booknote: don't run long jobs in JavaScript, period. JavaScript is a single threaded environment by specification, so any operation you want to do should be able to complete in milliseconds. If it can't, you're literally doing something wrong.
If you need to calculate difficult things, offload it to the server with an AJAX operation (universal across browsers, often giving you a) faster processing for that operation and b) a good 30 seconds of time that you can asynchronously not-wait for the result to be returned) or use a webworker background thread (very much NOT universal).
If your calculation takes long but not absurdly so, refactor your code so that you perform parts, with timeout breathing space:
function doLongCalculation(callbackFunction) {
var partialResult = {};
// part of the work, filling partialResult
setTimeout(function(){ doSecondBit(partialResult, callbackFunction); }, 10);
}
function doSecondBit(partialResult, callbackFunction) {
// more 'part of the work', filling partialResult
setTimeout(function(){ finishUp(partialResult, callbackFunction); }, 10);
}
function finishUp(partialResult, callbackFunction) {
var result;
// do last bits, forming final result
callbackFunction(result);
}
A long calculation can almost always be refactored into several steps, either because you're performing several steps, or because you're running the same computation a million times, and can cut it up into batches. If you have (exaggerated) this:
var resuls = [];
for(var i=0; i<1000000; i++) {
// computation is performed here
if(...) results.push(...);
}
then you can trivially cut this up into a timeout-relaxed function with a callback
function runBatch(start, end, terminal, results, callback) {
var i;
for(var i=start; i<end; i++) {
// computation is performed here
if(...) results.push(...); }
if(i>=terminal) {
callback(results);
} else {
var inc = end-start;
setTimeout(function() {
runBatch(start+inc, end+inc, terminal, results, callback);
},10);
}
}
function dealWithResults(results) {
...
}
function doLongComputation() {
runBatch(0,1000,1000000,[],dealWithResults);
}
TL;DR: don't run long computations, but if you have to, make the server do the work for you and just use an asynchronous AJAX call. The server can do the work faster, and your page won't block.
The JS examples of how to deal with long computations in JS at the client are only here to explain how you might deal with this problem if you don't have the option to do AJAX calls, which 99.99% of the time will not be the case.
edit
also note that your bounty description is a classic case of The XY problem
2019 edit
In modern JS the await/async concept vastly improves upon timeout callbacks, so use those instead. Any await lets the browser know that it can safely run scheduled updates, so you write your code in a "structured as if it's synchronous" way, but you mark your functions as async, and then you await their output them whenever you call them:
async doLongCalculation() {
let firstbit = await doFirstBit();
let secondbit = await doSecondBit(firstbit);
let result = await finishUp(secondbit);
return result;
}
async doFirstBit() {
//...
}
async doSecondBit...
...
SOLVED IT!! No setTimeout()!!!
Tested in Chrome 27.0.1453, Firefox 21.0, Internet 9.0.8112
$("#btn").on("mousedown",function(){
$('#btn').html('working');}).on('mouseup', longFunc);
function longFunc(){
//Do your long running work here...
for (i = 1; i<1003332300; i++) {}
//And on finish....
$('#btn').html('done');
}
DEMO HERE!
As of 2019 one uses double requesAnimationFrame to skip a frame instead of creating a race condition using setTimeout.
function doRun() {
document.getElementById('app').innerHTML = 'Processing JS...';
requestAnimationFrame(() =>
requestAnimationFrame(function(){
//blocks render
confirm('Heavy load done')
document.getElementById('app').innerHTML = 'Processing JS... done';
}))
}
doRun()
<div id="app"></div>
As an usage example think of calculating pi using Monte Carlo in an endless loop:
using for loop to mock while(true) - as this breaks the page
function* piMonteCarlo(r = 5, yield_cycle = 10000){
let total = 0, hits = 0, x=0, y=0, rsqrd = Math.pow(r, 2);
while(true){
total++;
if(total === Number.MAX_SAFE_INTEGER){
break;
}
x = Math.random() * r * 2 - r;
y = Math.random() * r * 2 - r;
(Math.pow(x,2) + Math.pow(y,2) < rsqrd) && hits++;
if(total % yield_cycle === 0){
yield 4 * hits / total
}
}
}
let pi_gen = piMonteCarlo(5, 1000), pi = 3;
for(let i = 0; i < 1000; i++){
// mocks
// while(true){
// basically last value will be rendered only
pi = pi_gen.next().value
console.log(pi)
document.getElementById('app').innerHTML = "PI: " + pi
}
<div id="app"></div>
And now think about using requestAnimationFrame for updates in between ;)
function* piMonteCarlo(r = 5, yield_cycle = 10000){
let total = 0, hits = 0, x=0, y=0, rsqrd = Math.pow(r, 2);
while(true){
total++;
if(total === Number.MAX_SAFE_INTEGER){
break;
}
x = Math.random() * r * 2 - r;
y = Math.random() * r * 2 - r;
(Math.pow(x,2) + Math.pow(y,2) < rsqrd) && hits++;
if(total % yield_cycle === 0){
yield 4 * hits / total
}
}
}
let pi_gen = piMonteCarlo(5, 1000), pi = 3;
function rAFLoop(calculate){
return new Promise(resolve => {
requestAnimationFrame( () => {
requestAnimationFrame(() => {
typeof calculate === "function" && calculate()
resolve()
})
})
})
}
let stopped = false
async function piDOM(){
while(stopped==false){
await rAFLoop(() => {
pi = pi_gen.next().value
console.log(pi)
document.getElementById('app').innerHTML = "PI: " + pi
})
}
}
function stop(){
stopped = true;
}
function start(){
if(stopped){
stopped = false
piDOM()
}
}
piDOM()
<div id="app"></div>
<button onclick="stop()">Stop</button>
<button onclick="start()">start</button>
As described in the "Script taking too long and heavy jobs" section of Events and timing in-depth (an interesting reading, by the way):
[...] split the job into parts which get scheduled after each other. [...] Then there is a “free time” for the browser to respond between parts. It is can render and react on other events. Both the visitor and the browser are happy.
I am sure that there are many times in which a task cannot be splitted into smaller tasks, or fragments. But I am sure that there will be many other times in which this is possible too! :-)
Some refactoring is needed in the example provided. You could create a function to do a piece of the work you have to do. It could begin like this:
function doHeavyWork(start) {
var total = 1000000000;
var fragment = 1000000;
var end = start + fragment;
// Do heavy work
for (var i = start; i < end; i++) {
//
}
Once the work is finished, function should determine if next work piece must be done, or if execution has finished:
if (end == total) {
// If we reached the end, stop and change status
document.getElementById("btn").innerHTML = "done!";
} else {
// Otherwise, process next fragment
setTimeout(function() {
doHeavyWork(end);
}, 0);
}
}
Your main dowork() function would be like this:
function dowork() {
// Set "working" status
document.getElementById("btn").innerHTML = "working";
// Start heavy process
doHeavyWork(0);
}
Full working code at http://jsfiddle.net/WsmUh/19/ (seems to behave gently on Firefox).
If you don't want to use setTimeout then you are left with WebWorker - this will require HTML5 enabled browsers however.
This is one way you can use them -
Define your HTML and an inline script (you don't have to use inline script, you can just as well give an url to an existing separate JS file):
<input id="start" type="button" value="Start" />
<div id="status">Preparing worker...</div>
<script type="javascript/worker">
postMessage('Worker is ready...');
onmessage = function(e) {
if (e.data === 'start') {
//simulate heavy work..
var max = 500000000;
for (var i = 0; i < max; i++) {
if ((i % 100000) === 0) postMessage('Progress: ' + (i / max * 100).toFixed(0) + '%');
}
postMessage('Done!');
}
};
</script>
For the inline script we mark it with type javascript/worker.
In the regular Javascript file -
The function that converts the inline script to a Blob-url that can be passed to a WebWorker. Note that this might note work in IE and you will have to use a regular file:
function getInlineJS() {
var js = document.querySelector('[type="javascript/worker"]').textContent;
var blob = new Blob([js], {
"type": "text\/plain"
});
return URL.createObjectURL(blob);
}
Setup worker:
var ww = new Worker(getInlineJS());
Receive messages (or commands) from the WebWorker:
ww.onmessage = function (e) {
var msg = e.data;
document.getElementById('status').innerHTML = msg;
if (msg === 'Done!') {
alert('Next');
}
};
We kick off with a button-click in this demo:
document.getElementById('start').addEventListener('click', start, false);
function start() {
ww.postMessage('start');
}
Working example here:
http://jsfiddle.net/AbdiasSoftware/Ls4XJ/
As you can see the user-interface is updated (with progress in this example) even if we're using a busy-loop on the worker. This was tested with an Atom based (slow) computer.
If you don't want or can't use WebWorker you have to use setTimeout.
This is because this is the only way (beside from setInterval) that allow you to queue up an event. As you noticed you will need to give it a few milliseconds as this will give the UI engine "room to breeth" so-to-speak. As JS is single-threaded you cannot queue up events other ways (requestAnimationFrame will not work well in this context).
Hope this helps.
Update: I don't think in the long term that you can be sure of avoiding Firefox's aggressive avoidance of DOM updates without using a timeout. If you want to force a redraw / DOM update, there are tricks available, like adjusting the offset of elements, or doing hide() then show(), etc., but there is nothing very pretty available, and after a while when those tricks get abused and slow down user experience, then browsers get updated to ignore those tricks. See this article and the linked articles beside it for some examples: Force DOM redraw/refresh on Chrome/Mac
The other answers look like they have the basic elements needed, but I thought it would be worthwhile to mention that my practice is to wrap all interactive DOM-changing functions in a "dispatch" function which handles the necessary pauses needed to get around the fact that Firefox is extremely aggressive in avoiding DOM updates in order to score well on benchmarks (and to be responsive to users while browsing the internet).
I looked at your JSFiddle and customized a dispatch function the one that many of my programs rely on. I think it is self-explanatory, and you can just paste it into your existing JS Fiddle to see how it works:
$("#btn").on("click", function() { dispatch(this, dowork, 'working', 'done!'); });
function dispatch(me, work, working, done) {
/* work function, working message HTML string, done message HTML string */
/* only designed for a <button></button> element */
var pause = 50, old;
if (!me || me.tagName.toLowerCase() != 'button' || me.innerHTML == working) return;
old = me.innerHTML;
me.innerHTML = working;
setTimeout(function() {
work();
me.innerHTML = done;
setTimeout(function() { me.innerHTML = old; }, 1500);
}, pause);
}
function dowork() {
for (var i = 1; i<1000000000; i++) {
//
}
}
Note: the dispatching function also blocks calls from happening at the same time, because it can seriously confuse users if status updates from multiple clicks are happening together.
Fake an ajax request
function longrunningfunction() {
document.getElementById("myspan").innerHTML = "doing some work";
document.getElementById("mybutt").disabled = true;
document.getElementById("mybutt").className = "buttonDisabled";
$.ajax({
url: "/",
complete: function () {
//long running task here
document.getElementById("myspan").innerHTML = "done";
}
});}
Try this
function longRunningTask(){
// Do the task here
document.getElementById("mybutt").value = "done";
}
function longrunningfunction() {
document.getElementById("mybutt").value = "doing some work";
setTimeout(function() {
longRunningTask();
}, 1);
}
Some browsers don't handle onclick html attribute good. It's better to use that event on js object. Like this:
<button id="mybutt" class="buttonEnabled">
<span id="myspan">do some work</span>
</button>
<script type="text/javascript">
window.onload = function(){
butt = document.getElementById("mybutt");
span = document.getElementById("myspan");
butt.onclick = function () {
span.innerHTML = "doing some work";
butt.disabled = true;
butt.className = "buttonDisabled";
//long running task here
span.innerHTML = "done";
};
};
</script>
I made a fiddle with working example http://jsfiddle.net/BZWbH/2/
Have you tried adding listener to "onmousedown" to change the button text and click event for longrunning function.
Slightly modified your code at jsfiddle and:
$("#btn").on("click", dowork);
function dowork() {
document.getElementById("btn").innerHTML = "working";
setTimeout(function() {
for (var i = 1; i<1000000000; i++) {
//
}
document.getElementById("btn").innerHTML = "done!";
}, 100);
}
Timeout set to more reasonable value 100ms did the trick for me. Try it.
Try adjusting the latency to find the best value.
DOM buffer also exists in default browser on android,
long running javascript only flush DOM buffer once,
use setTimeout(..., 50) to solve it.
I have adapted Estradiaz's double animation frame method for async/await:
async function waitForDisplayUpdate() {
await waitForNextAnimationFrame();
await waitForNextAnimationFrame();
}
function waitForNextAnimationFrame() {
return new Promise((resolve) => {
window.requestAnimationFrame(() => resolve());
});
}
async function main() {
const startTime = performance.now();
for (let i = 1; i <= 5; i++) {
setStatus("Step " + i);
await waitForDisplayUpdate();
wasteCpuTime(1000);
}
const elapsedTime = Math.round(performance.now() - startTime);
setStatus(`Completed in ${elapsedTime} ms`);
}
function wasteCpuTime(ms) {
const startTime = performance.now();
while (performance.now() < startTime + ms) {
if (Math.random() == 0) {
console.log("A very rare event has happened.");
}
}
}
function setStatus(s) {
document.getElementById("status").textContent = s;
}
document.addEventListener("DOMContentLoaded", main);
Status: <span id="status">Start</span>

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