After solving a problem about how to display data of an array each XXX seconds with setIterval funcion with the code:
var iterations = 0,
data = ['a','bbbbbbbb','c'],
interval = setInterval(foo, 4000);
function foo() {
console.log(data[iterations]);
iterations++;
if (iterations >= 4){
clearInterval(interval);
}else if(iterations == 1){
//we want to make time longer in this iteration.
clearInterval(interval);
interval = setInterval(foo, 8000);
}
}
I want to clean things and capsulate all this into a function. Problem is, when I insert global vars into a function, foo says all vars are unknown so I've to pass them as attrs. Also, I've changed interval to this in order to detect it, but now it does not work. Displays all data at the same time, seems to ignore setIterval
runTest();
function runTest(){
var iterations = 0,
data = [1,2,3,4,5],
maxIterations = 5,
interval = setInterval(foo(iterations,data,maxIterations),4000);
}
function foo(iterations,data,maxIterations){
var sentence = data[iterations];
var div = d3.select('div').append('p').text(sentence);
iterations++;
if (iterations >= maxIterations){
clearInterval(this);
}else{
clearInterval(this);
interval = setInterval(foo(iterations,data,maxIterations),4000);
}
}
If I set a breakpoint on Chrome debugger flow app seems to be right.
Do you know where the problem is? Thanks!
setInterval needs function as parameter (or a function reference). However, you are passing the result of the function call to foo.
You probably want something like
var iterations = 0,
data = [1,2,3,4,5],
maxIterations = 5,
interval = setInterval(function() { foo(iterations,data,maxIterations); }, 4000);
Here you are passing a function which in turn calls foo with all necessary parameters.
The problem is that you declare the variable 'interval' for the first time inside a function. The variable is not global but localized to that function.
it will work if you first declare all the variables you want to have global, outside any functions.
var iterations, maxIterations, data, interval;
runTest();
function runTest(){
iterations = 0,
data = [1,2,3,4,5],
maxIterations = 5,
interval = setInterval(foo(iterations,data,maxIterations),4000);
}
Be aware that the function foo(), might not change the values of the global variables since you choose the same names for the local variables.
Related
I'm not sure if what i am trying to do is possible, or if there's an easier way to do what I'm trying to do.
I have the following code:
<script>
function TitleSwitch() {
var counter = 0,
fn = function () {
var array = ['Value1','Value2','Value3'];
$(document).prop('title', array[counter]);
counter++;
counter %= array.length;
};
fn();
return fn;
}
setInterval(TitleSwitch(), 5000);
</script>
It rotates the page title between the three variables, Value1, Value2, and Value3 every 5 seconds. This is working fine.
However, on the same page there is some ajax script that is polling for other information related to the app.
What I am trying to do is use some of the data returned from the polling script to change the values in the title switching function.
So, as an example, the poll data may return Value4, Value5, and Value6 instead.
So in the code above, is there any way to replace the values in
var array = ['Value1','Value2','Value3'];
from another function, outside of the title switching function?
So, say I have a function called pollingDone() that is called each time the polling data is returned, how can I change the values of "array" in TitleSwitch() from within pollingDone() after TitleSwitch() is already running using setInterval?
basically, what I was trying to do is keep TitleSwitch running, but just replace the values used.
The reason I was trying to do it this way is because the titles are switched between the three values every 5 seconds, however the polling script runs every 10 seconds. So if I started the TitleSwitch() function over each time the polling script completes, the third value would never be shown in the title. The first two would show, the polling script would run, and then the titles would start over. So I was hoping to keep the TitleSwitch() function running as-is, and just replace the values it is using.
You can do that by exposing the array in the fn function to the outside context.
Here is an example:
function TitleSwitch() {
var counter = 0;
this.array = ['Value1','Value2','Value3'];
var self = this;
this.fn = function () {
$(document).prop('title', self.array[counter]);
console.log(self.array[counter]);
counter++;
counter %= self.array.length;
};
this.fn();
}
var switcher = new TitleSwitch()
setInterval(switcher.fn, 500);
function asyncFn(){
switcher.array[0] = "changed title1";
}
setTimeout(asyncFn, 1000)
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
Pass it in the constructor so you can control the access level from outside.
In the example:
myArray is defined outside the closure that TitleSwitch creates.
When editing its values, the next iteration will use the updated contents.
Like so:
function TitleSwitch(array) {
var counter = -1,
fn = function () {
counter++;
counter %= array.length;
// Move to bottom to prevent errors when using a shorter array
console.log(array[counter]);
};
fn();
return fn;
}
var myArray = ['Value1','Value2','Value3'];
setInterval(TitleSwitch(myArray), 1000);
myArray[1] = "TEST";
myArray[2] = "TEST2";
I think you will have to get your variable out of your function scope, something like this:
var titles = ['Value1', 'Value2', 'Value3'];
function TitleSwitch() {
var counter = 0,
fn = function () {
$(document).prop('title', titles[counter]);
counter++;
counter %= titles.length;
};
fn();
return fn;
}
setInterval(TitleSwitch(), 5000);
// Here, you can modify your titles in an ajax call
There is no way to replace array that is defined as a local variable inside fn. If you pull it out to outside of TitleSwitch, you can just give it a new value. Alternately, you can use a property on fn, or construct a more complex object, to avoid polluting the environment.
You also want to raise the modulo line to the start of fn: e.g. if you have a 5-element list with counter being 4 and you replace array with a 2-element list, your code would break.
var array = ['Value1','Value2','Value3'];
function TitleSwitch() {
var counter = 0,
fn = function () {
$(document).prop('title', array[counter]);
console.log(array[counter]);
counter++;
counter %= array.length;
};
fn();
return fn;
}
setInterval(TitleSwitch(), 5000);
function pollingDoneCallback(data){
if(data){
array=[];
for(var i=0;i<data.length;i++)
array.push(data[i]);
}
}
pollingDoneCallback(['val5','val6']);
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
Look at the following code:
var timer=setTimeout(function(){increase();}, 8);
This setTimeout function will be executed immediately, but I want
it to execute later. Why?
Example:
function increase(i)
{
i++; if(i==100) return;
var timer=setTimeout(function(){increase(i);}, 8);
}
Now, I need to stop and exit this function within another function when certain thing happen:
if (a==b) clearTimeout(timer);
The thing that bothers me is that variable timer is getting assigned, whenever
function increase runs, but it does not need to, and I believe it is bad practice. That is why I need to assign to it only once, before function run and execute it later when need arrives.
I hope you understood, and btw, those are just examples, not my code.
You can declare a variable outside of function the calls setTimeout, define the variable as setTimeout when the function is called; call clearTimeout() from another function with variable referencing setTimeout as parameter.
var timer = null, // declare `timer` variable
n = 0, // reference for `i` inside of `increase`
i = 0,
a = 50,
b = 50,
// pass `increase` to `t`, call `increase` at `setTimeout`
t = function(fn, i) {
// define timer
timer = setTimeout(function() {
fn(i)
}, 8)
};
function increase(i) {
console.log(i);
// set `n` to current value of `i` to access `i`:`n`
// to access `i` value outside of `t`, `increase` functions
n = i++;
if (i == 100) return;
t(increase, i); // call `t`
}
increase(i);
// do stuff outside of `t`, `increase`
setTimeout(function() {
// clear `timer` after `200ms` if `a == b`
if (a == b) {clearTimeout(timer)};
alert(n)
}, 200)
If you want the operation of one function to change the conditions of another, just declare a boolean variable within the scope of both functions and change it's value depending on a terminator function.
For example, take a look at this code:
var exit = false;
function increase(i) {
if(i==100 || exit) return;
setTimeout(function(){ increase(++i) }, 1000);
}
function terminator(a, b){
exit = (a==b);
}
increase(0);
Here, if terminator is ever called with a pair of equal arguments like:
setTimeout(function(){ terminator(true, 1) }, 5000) // timeout of 5 seconds means increase will run 5 times
the recursive call of setTimeout within the increase function will not be reached (after 5 seconds), as the function will return before reaching that line of code.
If terminator is never called, or called with unequal arguments like:
setTimeout(function(){ terminator(true, false) }, 5000) // using setTimeout here is just arbitrary, for consistency's sake
increase will only time out once it's completed 100 recursions (in other words, after 100 seconds have elapsed)
Hope this helps!
Because the delay in setTimeout takes millisecond as time unit, so in your code, you set your function to be executed after 8ms, which feels like immediately.
function increase(i, boolean) {
i++;
if (i == 100) return;
if (boolean) {
var timer = setTimeout(function() {
increase(i, true);
console.log(i);
}, 8);
}
}
increase(1,true);
What about you put in some extra argument
to the function?
I'm learning Javascript, I read about scope and variables but can't get information about how to send variables between the functions.
Please can someone to explain how to be with this situation and it would be great to recommend something to read about it.
I want to draw a picture 30 times with 30 different parameters, and get the last parameter for checking function:
function loadImg{
.....
img.onload = function() { // Loading first picture at the start
........
boo.onclick = function() { // the function which by click start all process
var i = 0;
var num; // the variable which I'm going to use for random numbers.
setInterval(function() {
// here I'm generating random numbers
num = Math.floor(Math.random() * imgs.length);
// and then start draw() function, which is going to get the 'num' parameter and draw a pictures with time interval ONLY 30 times
if(i < 30){
draw(num);
i++; }, 2000);
check(num); // after all, I want to run "check()" function which is going to get THE LAST from that 30 generated 'num' parameter and check some information. But is undefined, because it's outside the setInterval function and I don't wont to put it in, because it will starts again and again.
How to get the last parameter for check(num) function?
P.S. Sorry for my english I've been trying to describe as good a as I can.
You could call check(num) inside the setInterval() function with a condition:
if(i < 30){
draw(num);
i++;
}
else
{
check(num);
}
You should also then end your loop as this will keep running indefinitely.
To do this assign the interval to a variable:
var myInterval = setInterval(function() {
And then clear the interval before calling check():
if(i < 30){
draw(num);
i++;
}
else
{
clearInterval(myInterval);
check(num);
}
Since I need to pass an anonymous function to setInterval if I want parameters, I tried using the below code. Originally I had it calling this.countUp, but as that returned NaN I did some reading and found the .call(this) solution on SO. However, when I combined that with the anonymous function (which I admit I'm a bit foggy on), I'm now getting TypeError: this.countUp is undefined in Firebug.
I suppose I don't need to make count accessible, nor the playBeep method, but let's pretend I wanted to so that I can understand what I'm doing wrong with this code.
function workout() {
var beep = new Audio("beep1.wav");
this.timerWorkout; //three timers in object scope so I can clear later from a different method
this.timerCounter;
this.timerCoolDown;
this.count = 0;
this.startWorkout = function() {
alert(this.count);
this.timerWorkout = setTimeout(this.playBeep, 30 * 1000); //workout beep - 30 seconds
this.timerCounter = setInterval(function() {this.countUp.call(this)}, 1000); //on screen timer - every second
}
this.startCoolDown = function() {
this.timerCoolDown = setTimeout(this.playBeep, 10 * 1000); //cooldown beep - 10 seconds
}
this.playBeep = function() {
beep.play(); //plays beep WAV
}
this.countUp = function() {
this.count++;
document.getElementById("counter").innerHTML = this.count;
}
}
var workout1 = new workout()
Inside startWorkout use bind(this) :
this.timerCounter = setInterval(function() {this.countUp()}.bind(this), 1000);
What happens is setInterval is changing the value of this inside the function you provide for it to call. You need to store this in a separate variable to prevent it from getting overridden.
function workout() {
var self = this;
// ...
this.startWorkout = function() {
alert(this.count);
this.timerWorkout = setTimeout(self.playBeep, 30 * 1000); // this method works
this.timerCounter = setInterval(function() {self.countUp}, 1000); // so does this one
}
}
The reason that the variable scope in js is limited on function. So when you are trying to use this inside a nested function, you get a link to another object. Create a variable var that = this; into a higher-level function, and then use it in any nested function that would refer you to the correct context.
Can someone help me rectify the issue related to the setInterval? I'm fairly new to JavaScript, I'm not sure what's wrong here. I have this block in my page:
GlobalTicker.prototype.TickElements = function () {
this.timer = setInterval(this.initializeElement.apply(this) , 1000);
};
GlobalTicker.prototype.initializeElement = function () {
for (var i = 0; i < this.tickerElements.length; i++) {
var existingRun = this.tickerElements[i].secs;
var elementId = $('#' + this.tickerElements[i].id + ' .comment-editor').find('.ticker');
existingRun -= 1;
$(elementId).text(existingRun);
if (existingRun === 0) {
$(elementId).remove();
this.tickerElements.splice(i, 1);
if (this.tickerElements.length == 0) clearInterval(this.tickerElements.timer);
}
}
};
Then somewhere in the code, I have this call in a function
var objTicker = new GlobalTicker();
CommentManagement.prototype.createComment = function (domObject) {
objTicker.TickElements();
};
This function call actually invokes the setInterval function and runs the first iteration and jumps to the initialiseComment(); but once this block is executed, on the next interval, instead of executing the initialiseComment(); again, it jumps back to my function call CreateComment();. What am I doing wrong here?
setInterval() requires a function reference. You were calling the function itself and passing the return result from executing the function (which was undefined) to setInterval(). Since that return value is not a function, there was no callback function for setInterval() to call. Thus, your method was executed once when you first called it, but couldn't be called by the interval.
To fix it, you should change from this:
this.timer = setInterval(this.initializeElement.apply(this) , 1000);
to this:
var self = this;
this.timer = setInterval(function() {self.initializeElement()}, 1000);
Note, the value of this will also be different in the setInterval() callback than the value you want so the one you want is saved here in self so it can be referenced from that. There's also no need to use .apply() in this case because calling a method on an object will automatically set the this pointer as needed.