for university I have to create a javascript slideshow.
I use the function setTimeout( "other function", timeout).
My problem is that using this function recursive ( slideshow() ) works but when I try use it in a for loop ( altSlideshow() ) nothing happens.
// this one works
function slideShow() {
nextImg();
setTimeout(slideShow, timeOut); //Angabe Timeout in Millisekunden
}
// this one doesn't work
function altSlideshow(){
for(var x = 0; x <= 4; x++){
setTimeout(nextImg(), timeOut);
}
}
Thanks in advance!
Two problems here :
you pass nextImg() instead of the function nextImg
you schedule all the timeouts for the same instant (the delay you pass is computed from the time of execution of the loop)
Change
setTimeout(nextImg(), timeOut);
to
setTimeout(nextImg, timeOut*(x+1));
I think you want to pass a reference to the function, rather than using the returned value:
function altSlideshow(){
for(var x = 0; x <= 4; x++){
setTimeout(nextImg, timeOut);
}
}
Also, as dystroy mentions, you should make use of x to generate a unique timeout for each iteration.
Why console.log(1) gets executed here forever:
var interval = setInterval(function() {
if (true) {
clearInterval(interval);
console.log(1);
}
}, 100);
It depends on the scope within which you're executing this code.
If interval is unique within its scope — be it global or function scope — then this will work as expected.
If, however, you execute this code within a loop (for example), then you are overwriting interval with some new interval on each iteration, breaking your clearInterval call for all but the very last setInterval call:
for (var i = 0; i < 3; i++) {
var interval = setInterval(function() {
if (true) {
clearInterval(interval);
console.log(1);
}
}, 100);
}
// ^ will give you one single console log entry,
// and two more console log entries per second forever
It's seems that your variable interval is used somewhere again. If I run code you provided it works as expected. I guess user Lightness has given a great explaination of this, also he provided piece of code where "closure problem" is obvious (which caused you problem too). I just want to add extra information. If you want your code inside of loop + setInteval works aparat you can do the following:
for (var i = 0; i < 3; i++) {
var o = {
i: i,
interval: null,
timer: function() {
if (true) {
clearInterval(this.interval);
console.log(this.i);
}
}
};
o.interval = setInterval(o.timer.bind(o), 1000);
}
DEMO
I hope it will be useful for someone.
This question already has answers here:
How do I add a delay in a JavaScript loop?
(32 answers)
Closed 8 years ago.
I have a function set up like this
awesomeFirePenguin: function(){
// function does some stuff, not important
},
and I call it in a for loop like this
for (var i = 0; i < n; i++){
this.awesomeFirePenguin();
}
This works, the function is called n times, but the results of the function are shown immediately after each other. What I want is for the results to be shown after each other with a slight delay, like 100ms or so. Something klike this
for (var i = 0; i < n; i++){
this.awesomeFirePenguin();
// wait a while and then continue
}
I tried using
for (var i = 0; i < n; i++){
window.setTimeout(this.awesomeFirePenguin(), 100);
}
and window.setInterval(this.awesomeFirePenguin(), 100);, but both only execute the function once.
setTimeout and setInterval can take functions as arguments, but what you were doing is calling them. Thus, they were receiving not the function, but its return value as an argument.
If you want to delays to stack, you can just multiple the timeout delay by whatever loop index you're currently at.
for (var i = 0; i < n; i++){
window.setTimeout(this.awesomeFirePenguin.bind(this), 100 * i);
}
The answer by voithos is probably the simplest. You can also use an asynchronous execution library like Clumpy.js, where you could write your code as:
var clumpy = new Clumpy({delay: 100});
var i;
clumpy.for_loop(
function() { i = 0; },
function() { return i < n; },
function() { ++i; },
this.awesomeFirePenguin
);
It's also possible to do this using a closure and a self-invoking function, but it's ugly code that's hard to understand:
(function loop(i, f) {
setTimeout(function () {
f();
if (--i) loop(i, f);
}, 100)
}(n, this.awesomeFirePenguin));
It's possible to write something using setInterval instead of setTimeout, but it's not any easier to comprehend, although it probably eliminates the recursive calls.
function animateGraph() {
var graph;
for(i=0; i<10; i++)
{
var start = new Date();
while((new Date()) - start <= 500) {/*wait*/}
document.getElementById("timeMark").innerHTML = phoneX[i].epoch;
}
}
The loop works. The wait works. But the document.getElement is not showing up until the last item in the array...why?
Using setTimeout will allow the code to run and not lock up the page. This will allow it to run the code and will not effect other elements on the page.
var cnt = 0;
(function animateGraph() {
document.getElementById("timeMark").innerHTML = phoneX[cnt].epoch;
cnt++;
if (cnt<10){
window.setTimeout(animateGraph,500);
}
})();
The while loop, waiting for a datetime, is not a good way to wait - it just blocks execution. It keeps the browser (including UI, and its updating) frozen until the script finishes. After that, the window is repainted according to the DOM.
Use window.setTimeout() instead:
function animateGraph(phoneX) {
var el = document.getElementById("timeMark")
var i = 0;
(function nextStep() {
if (i < phoneX.length )
el.innerHTML = phoneX[i].epoch;
i++;
if (i < phoneX.length )
window.setTimeout(nextStep, 500);
})();
}
Please note that this runs asynchronous, i.e. the function animateGraph will return before all phoneXes are shown.
Use setTimeout instead of a while loop.
https://developer.mozilla.org/en/DOM/window.setTimeout
Also try something like this.
Javascript setTimeout function
The following snippet uses a helper function to create the timers. This helper function accepts a loop counter argument i and calls itself at the end of the timer handler for the next iteration.
function animateGraph() {
var graph;
setTimeMarkDelayed(0);
function setTimeMarkDelayed(i) {
setTimeout(function() {
document.getElementById("timeMark").innerHTML = phoneX[i].epoch;
if (i < 10) {
setTimeMarkDelayed(++i);
}
}, 3000);
}
}
You actually need some sort of helper function, otherwise you'll end up overwriting the value of i in your for loop in every iteration and by the time your timers run out, i will already be 9 and all handlers will act on the last element in phoneX. By passing i as an argument to the helper function, the value is stored in the local scope of that function and won't get overwritten.
Or you could use setInterval like Radu suggested, both approaches will work.
This question already has answers here:
JavaScript closure inside loops – simple practical example
(44 answers)
Closed 7 years ago.
I have this script:
for (var i = 1; i <= 2; i++) {
setTimeout(function() { alert(i) }, 100);
}
But 3 is alerted both times, instead of 1 then 2.
Is there a way to pass i, without writing the function as a string?
You have to arrange for a distinct copy of "i" to be present for each of the timeout functions.
function doSetTimeout(i) {
setTimeout(function() {
alert(i);
}, 100);
}
for (var i = 1; i <= 2; ++i)
doSetTimeout(i);
If you don't do something like this (and there are other variations on this same idea), then each of the timer handler functions will share the same variable "i". When the loop is finished, what's the value of "i"? It's 3! By using an intermediating function, a copy of the value of the variable is made. Since the timeout handler is created in the context of that copy, it has its own private "i" to use.
Edit:
There have been a couple of comments over time in which some confusion was evident over the fact that setting up a few timeouts causes the handlers to all fire at the same time. It's important to understand that the process of setting up the timer — the calls to setTimeout() — take almost no time at all. That is, telling the system, "Please call this function after 1000 milliseconds" will return almost immediately, as the process of installing the timeout request in the timer queue is very fast.
Thus, if a succession of timeout requests is made, as is the case in the code in the OP and in my answer, and the time delay value is the same for each one, then once that amount of time has elapsed all the timer handlers will be called one after another in rapid succession.
If what you need is for the handlers to be called at intervals, you can either use setInterval(), which is called exactly like setTimeout() but which will fire more than once after repeated delays of the requested amount, or instead you can establish the timeouts and multiply the time value by your iteration counter. That is, to modify my example code:
function doScaledTimeout(i) {
setTimeout(function() {
alert(I);
}, i * 5000);
}
(With a 100 millisecond timeout, the effect won't be very obvious, so I bumped the number up to 5000.) The value of i is multiplied by the base delay value, so calling that 5 times in a loop will result in delays of 5 seconds, 10 seconds, 15 seconds, 20 seconds, and 25 seconds.
Update
Here in 2018, there is a simpler alternative. With the new ability to declare variables in scopes more narrow than functions, the original code would work if so modified:
for (let i = 1; i <= 2; i++) {
setTimeout(function() {
alert(i)
}, 100);
}
The let declaration, unlike var, will itself cause there to be a distinct i for each iteration of the loop.
You can use an immediately-invoked function expression (IIFE) to create a closure around setTimeout:
for (var i = 1; i <= 3; i++) {
(function(index) {
setTimeout(function() { alert(index); }, i * 1000);
})(i);
}
This's Because!
The timeout function
callbacks are all running well after the completion of the loop. In fact,
as timers go, even if it was setTimeout(.., 0) on each iteration, all
those function callbacks would still run strictly after the completion
of the loop, that's why 3 was reflected!
all two of those functions, though they are defined
separately in each loop iteration, are closed over the same shared global
scope, which has, in fact, only one i in it.
the Solution's declaring a single scope for each iteration by using a self-function executed(anonymous one or better IIFE) and having a copy of i in it, like this:
for (var i = 1; i <= 2; i++) {
(function(){
var j = i;
setTimeout(function() { console.log(j) }, 100);
})();
}
the cleaner one would be
for (var i = 1; i <= 2; i++) {
(function(i){
setTimeout(function() { console.log(i) }, 100);
})(i);
}
The use of an IIFE(self-executed function) inside each iteration created a new scope for each
iteration, which gave our timeout function callbacks the opportunity
to close over a new scope for each iteration, one which had a variable
with the right per-iteration value in it for us to access.
The function argument to setTimeout is closing over the loop variable. The loop finishes before the first timeout and displays the current value of i, which is 3.
Because JavaScript variables only have function scope, the solution is to pass the loop variable to a function that sets the timeout. You can declare and call such a function like this:
for (var i = 1; i <= 2; i++) {
(function (x) {
setTimeout(function () { alert(x); }, 100);
})(i);
}
You can use the extra arguments to setTimeout to pass parameters to the callback function.
for (var i = 1; i <= 2; i++) {
setTimeout(function(j) { alert(j) }, 100, i);
}
Note: This doesn't work on IE9 and below browsers.
ANSWER?
I'm using it for an animation for adding items to a cart - a cart icon floats to the cart area from the product "add" button, when clicked:
function addCartItem(opts) {
for (var i=0; i<opts.qty; i++) {
setTimeout(function() {
console.log('ADDED ONE!');
}, 1000*i);
}
};
NOTE the duration is in unit times n epocs.
So starting at the the click moment, the animations start epoc (of EACH animation) is the product of each one-second-unit multiplied by the number of items.
epoc: https://en.wikipedia.org/wiki/Epoch_(reference_date)
Hope this helps!
You could use bind method
for (var i = 1, j = 1; i <= 3; i++, j++) {
setTimeout(function() {
alert(this);
}.bind(i), j * 100);
}
Well, another working solution based on Cody's answer but a little more general can be something like this:
function timedAlert(msg, timing){
setTimeout(function(){
alert(msg);
}, timing);
}
function yourFunction(time, counter){
for (var i = 1; i <= counter; i++) {
var msg = i, timing = i * time * 1000; //this is in seconds
timedAlert (msg, timing);
};
}
yourFunction(timeInSeconds, counter); // well here are the values of your choice.
I had the same problem once this is how I solved it.
Suppose I want 12 delays with an interval of 2 secs
function animate(i){
myVar=setTimeout(function(){
alert(i);
if(i==12){
clearTimeout(myVar);
return;
}
animate(i+1)
},2000)
}
var i=1; //i is the start point 1 to 12 that is
animate(i); //1,2,3,4..12 will be alerted with 2 sec delay
the real solution is here, but you need to be familiar with PHP programing language.
you must mix PHP and JAVASCRIPT orders in order to reach to your purpose.
pay attention to this :
<?php
for($i=1;$i<=3;$i++){
echo "<script language='javascript' >
setTimeout(function(){alert('".$i."');},3000);
</script>";
}
?>
It exactly does what you want, but be careful about how to make ralation between
PHP variables and JAVASCRIPT ones.