How do you handle multiple instances of setTimeout()? - javascript

What is the most recommended/best way to stop multiple instances of a setTimeout function from being created (in javascript)?
An example (psuedo code):
function mouseClick()
{
moveDiv("div_0001", mouseX, mouseY);
}
function moveDiv(objID, destX, destY)
{
//some code that moves the div closer to destination
...
...
...
setTimeout("moveDiv(objID, destX, destY)", 1000);
...
...
...
}
My issue is that if the user clicks the mouse multiple times, I have multiple instances of moveDiv() getting called.
The option I have seen is to create a flag, that only allows the timeout to be called if no other instance is available...is that the best way to go?
I hope that makes it clear....

when you call settimeout, it returns you a variable "handle" (a number, I think)
if you call settimeout a second time, you should first
clearTimeout( handle )
then:
handle = setTimeout( ... )
to help automate this, you might use a wrapper that associates timeout calls with a string (i.e. the div's id, or anything you want), so that if there's a previous settimeout with the same "string", it clears it for you automatically before setting it again,
You would use an array (i.e. dictionary/hashmap) to associate strings with handles.
var timeout_handles = []
function set_time_out( id, code, time ) /// wrapper
{
if( id in timeout_handles )
{
clearTimeout( timeout_handles[id] )
}
timeout_handles[id] = setTimeout( code, time )
}
There are of course other ways to do this ..

I would do it this way:
// declare an array for all the timeOuts
var timeOuts = new Array();
// then instead of a normal timeOut call do this
timeOuts["uniqueId"] = setTimeout('whateverYouDo("fooValue")', 1000);
// to clear them all, just call this
function clearTimeouts() {
for (key in timeOuts) {
clearTimeout(timeOuts[key]);
}
}
// clear just one of the timeOuts this way
clearTimeout(timeOuts["uniqueId"]);

var timeout1 = window.setTimeout('doSomething();', 1000);
var timeout2 = window.setTimeout('doSomething();', 1000);
var timeout3 = window.setTimeout('doSomething();', 1000);
// to cancel:
window.clearTimeout(timeout1);
window.clearTimeout(timeout2);
window.clearTimeout(timeout3);

I haven't tested any of this, and just cut this up in the editor here. Might work, might not, hopefully will be food for thought though.
var Timeout = {
_timeouts: {},
set: function(name, func, time){
this.clear(name);
this._timeouts[name] = {pending: true, func: func};
var tobj = this._timeouts[name];
tobj.timeout = setTimeout(function()
{
/* setTimeout normally passes an accuracy report on some browsers, this just forwards that. */
tobj.func.call(arguments);
tobj.pending = false;
}, time);
},
hasRun: function(name)
{
if( this._timeouts[name] )
{
return !this._timeouts[name].pending;
}
return -1; /* Whut? */
},
runNow: function(name)
{
if( this._timeouts[name] && this.hasRun(name)===false )
{
this._timeouts[name].func(-1); /* fake time. *shrug* */
this.clear(name);
}
}
clear: function(name)
{
if( this._timeouts[name] && this._timeouts[name].pending )
{
clearTimeout(this._timeouts[name].timeout);
this._timeouts[name].pending = false;
}
}
};
Timeout.set("doom1", function(){
if( Timeout.hasRun("doom2") === true )
{
alert("OMG, it has teh run");
}
}, 2000 );
Timeout.set("doom2", function(){
/* NooP! */
}, 1000 );
Successive calls with the same identifier will cancel the previous call.

You could store multiple flags in a lookup-table (hash) using objID as a key.
var moving = {};
function mouseClick()
{
var objID = "div_0001";
if (!moving[objID])
{
moving[objID] = true;
moveDiv("div_0001", mouseX, mouseY);
}
}

You can avoid a global or lesser variable by using a property within the function. This works well if the function is only used for this specific context.
function set_time_out( id, code, time ) /// wrapper
{
if(typeof this.timeout_handles == 'undefined') this.timeout_handles = [];
if( id in this.timeout_handles )
{
clearTimeout( this.timeout_handles[id] )
}
this.timeout_handles[id] = setTimeout( code, time )
}

you can always overwrite the buttons onclick to return false. example:
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="UTF-8">
<head>
<title>Javascript example</title>
<script type="text/javascript">
var count = 0;
function annoy() {
document.getElementById('testa').onclick = function() { return false; };
setTimeout(function() {
alert('isn\'t this annoying? ' + count++);
document.getElementById('testa').onclick = window.annoy;
}, 1000);
}
</script>
</head>
<body>
<h2>Javascript example</h2>
Should Only Fire Once<br />
</body>
</html>

You can set a global flag somewhere (like var mouseMoveActive = false;) that tells you whether you are already in a call and if so not start the next one. You set the flag just before you enter the setTimeout call, after checking whether it's already set. Then at the end of the routine called in setTimeout() you can reset the flag.

I'm using this to force a garbage collection on all obsolete timeout references which really un-lagged my script preformance:
var TopObjList = new Array();
function ColorCycle( theId, theIndex, RefPoint ) {
...
...
...
TopObjList.push(setTimeout( function() { ColorCycle( theId, theIndex ,CCr ); },CC_speed));
TO_l = TopObjList.length;
if (TO_l > 8888) {
for (CCl=4777; CCl<TO_l; CCl++) {
clearTimeout(TopObjList.shift());
}
}
}
My original sloppy code was generating a massive array 100,000+ deep over a very short time but this really did the trick!

Related

How can I end a requestanimationFrame with a function? [duplicate]

I'm trying to cancel a requestAnimationFrame loop, but I can't do it because each time requestAnimationFrame is called, a new timer ID is returned, but I only have access to the return value of the first call to requestAnimationFrame.
Specifically, my code is like this, which I don't think is entirely uncommon:
function animate(elem) {
var step = function (timestamp) {
//Do some stuff here.
if (progressedTime < totalTime) {
return requestAnimationFrame(step); //This return value seems useless.
}
};
return requestAnimationFrame(step);
}
//Elsewhere in the code, not in the global namespace.
var timerId = animate(elem);
//A second or two later, before the animation is over.
cancelAnimationFrame(timerId); //Doesn't work!
Because all subsequent calls to requestAnimationFrame are within the step function, I don't have access to the returned timer ID in the event that I want to call cancelAnimationFrame.
Looking at the way Mozilla (and apparently others do it), it looks like they declare a global variable in their code (myReq in the Mozilla code), and then assign the return value of each call to requestAnimationFrame to that variable so that it can be used any time for cancelAnimationFrame.
Is there any way to do this without declaring a global variable?
Thank you.
It doesn't need to be a global variable; it just needs to have scope such that both animate and cancel can access it. I.e. you can encapsulate it. For example, something like this:
var Animation = function(elem) {
var timerID;
var step = function() {
// ...
timerID = requestAnimationFrame(step);
};
return {
start: function() {
timerID = requestAnimationFrame(step);
}
cancel: function() {
cancelAnimationFrame(timerID);
}
};
})();
var animation = new Animation(elem);
animation.start();
animation.cancel();
timerID; // error, not global.
EDIT: You don't need to code it every time - that's why we are doing programming, after all, to abstract stuff that repeats so we don't need to do it ourselves. :)
var Animation = function(step) {
var timerID;
var innerStep = function(timestamp) {
step(timestamp);
timerID = requestAnimationFrame(innerStep);
};
return {
start: function() {
timerID = requestAnimationFrame(innerStep);
}
cancel: function() {
cancelAnimationFrame(timerID);
}
};
})();
var animation1 = new Animation(function(timestamp) {
// do something with elem1
});
var animation2 = new Animation(function(timestamp) {
// do something with elem2
});

Is there a way to cancel requestAnimationFrame without a global variable?

I'm trying to cancel a requestAnimationFrame loop, but I can't do it because each time requestAnimationFrame is called, a new timer ID is returned, but I only have access to the return value of the first call to requestAnimationFrame.
Specifically, my code is like this, which I don't think is entirely uncommon:
function animate(elem) {
var step = function (timestamp) {
//Do some stuff here.
if (progressedTime < totalTime) {
return requestAnimationFrame(step); //This return value seems useless.
}
};
return requestAnimationFrame(step);
}
//Elsewhere in the code, not in the global namespace.
var timerId = animate(elem);
//A second or two later, before the animation is over.
cancelAnimationFrame(timerId); //Doesn't work!
Because all subsequent calls to requestAnimationFrame are within the step function, I don't have access to the returned timer ID in the event that I want to call cancelAnimationFrame.
Looking at the way Mozilla (and apparently others do it), it looks like they declare a global variable in their code (myReq in the Mozilla code), and then assign the return value of each call to requestAnimationFrame to that variable so that it can be used any time for cancelAnimationFrame.
Is there any way to do this without declaring a global variable?
Thank you.
It doesn't need to be a global variable; it just needs to have scope such that both animate and cancel can access it. I.e. you can encapsulate it. For example, something like this:
var Animation = function(elem) {
var timerID;
var step = function() {
// ...
timerID = requestAnimationFrame(step);
};
return {
start: function() {
timerID = requestAnimationFrame(step);
}
cancel: function() {
cancelAnimationFrame(timerID);
}
};
})();
var animation = new Animation(elem);
animation.start();
animation.cancel();
timerID; // error, not global.
EDIT: You don't need to code it every time - that's why we are doing programming, after all, to abstract stuff that repeats so we don't need to do it ourselves. :)
var Animation = function(step) {
var timerID;
var innerStep = function(timestamp) {
step(timestamp);
timerID = requestAnimationFrame(innerStep);
};
return {
start: function() {
timerID = requestAnimationFrame(innerStep);
}
cancel: function() {
cancelAnimationFrame(timerID);
}
};
})();
var animation1 = new Animation(function(timestamp) {
// do something with elem1
});
var animation2 = new Animation(function(timestamp) {
// do something with elem2
});

How to run one statement after another in a procedural manner in Javascript?

Lets say we have a simple scenario where I would like to repeatedly output "Hello" followed by "World" 1 second later. I have tried the following:
setInterval(
function() {
console.log("Hello");
setTimeout(
function() {
console.log("World");
},
1000
);
},
1000
);
But it doesn't work, at the second interation of setInterval the console.log outputs Hello World at the same time.
What did I do wrong?
The outer interval should be 2 seconds.
This is not a direct answer to your question but I think its useful in your situation,
I created a queue runner function that takes a list of functions to run after a period of time
Features:
You can add as many as you want functions to the queue
You can set if you want to run the queue once or to repeat the sequence
Using only the setInterval function and without the setTimeout
Definition:
var queue = function ( /* Array<function> */ fn, /* int */ timeout, /* boolean */ repeat) {
return function () {
var i = 0,
f = fn[i],
t = setInterval(function () {
f();
if (fn[i + 1] !== undefined) {
f = fn[++i];
} else {
if (repeat) {
i = 0;
f = fn[i];
} else {
clearInterval(t);
}
}
}, timeout);
}
}
And you call it like this :
var fn = [function(){console.log('A')}, function(){console.log('B')}];
queue(fn, 1000, true)();
JSFIDDLE:
you can check the jsfiddle
Hope this help ☺

Execute settimeout early

I am using debouncing to execute events after a timeout using settimeout. The problem I have, is that other javascript events expect those events to occur synchronously. Since they are now executing after a timeout, I'd like to be able to trigger them prematurely by other javascript events (so those events requiring them won't fail).
Anywhom, if I do something like:
timeout = setTimeout(function() { alert('hi'); }, 10000);
, and I want that to occur before 10 seconds passes, how can I do that?
The solution can involve jquery if necessary. Thanks!
Edit:
Is it possible to do this with just access to the timeout object?
So, if you make whatever you're delaying its own function:
function sayHi() {
alert('hi');
}
You can use a timeout and a regular function call:
var timeout = setTimeout(sayHi, 10000); // say hi after 10 seconds
Or to call it before the timeout expires, just call the function whenever you need to:
sayHi();
Am I on the right track here? If you need to cancel the timeout, call clearTimeout() on your timeout variable.
if (timeout)
clearTimeout(timeout);
You cannot track it with the standard setTimeout, but Javascript allows you to enhance features as you wish.
For example you could have your own enhanced setTimeout:
var _setTimeout = window.setTimeout;
var timeouts = [];
window.setTimeout = function(fn, ms) {
var id = _setTimeout(fn, ms);
timeouts[id] = fn;
return id;
};
window.premature = function(id) {
var fn = timeouts[id];
if (fn) {
clearTimeout(id);
if (fn instanceof String) {
eval(fn);
} else {
fn()
}
}
};
function printDate(str) {
$("body").append("<p>" + str + ". " + new Date() + "</p>");
}
$(function() {
var id1 = setTimeout(function() { printDate("id1"); }, 10000);
var id2 = setTimeout(function() { printDate("id2"); }, 10000);
printDate("first one");
// just to demonstrate that the string version works too
setTimeout("window.premature(" + id1 +")", 5000);
});
You can see it in action at jsFiddle
Do note, that this simple hack does not take into account clearing used ids when the timeouts do occur, but it is just to show that you can do this sort of thing in Javascript if you really need it.
polyfill solution
Here is some javascript that I've updated from a previous project, it is extended now with trigger and update methods; it is similar to Jan Wikholm's solution (+1) — but a bit more complete, taking into account clears, passing of arguments, and the prevention of eval if required:
(function(keep){
/// a few things to remember
keep.setTimeout = window.setTimeout;
keep.clearTimeout = window.clearTimeout;
keep.TO = function(){};
keep.list = {};
keep.settings = {
eval: false /// set this to true if you wish to support string timeouts
};
/**
* Quick check function to prevent eval
*/
keep.checkParam = function( param ){
if ( !keep.settings.eval && typeof param == 'string' ) {
throw new Error('setTimeout blocked evaluation of string, ' +
'use a function instead.');
return false;
}
else if ( param ) {
return true;
}
};
/**
* Simple function constructor to avoid trapping unwanted references
*/
keep.makeFunction = function(data){
return function(args){
/// copy our args array
args = data.args.slice();
/// do we allow eval?
if ( keep.settings.eval ) {
/// if so, reuse setTimeout for it's abilities
args[0] = data.param; /// use the original param
args[1] = 0; /// trigger immediately
keep.setTimeout.apply( window, args );
}
// more secure, assume dealing with function -- not string
else if ( keep.checkParam( data.param ) && data.param.apply ) {
data.param.apply( window, args.slice(2) );
}
else {
throw new Error('unsupported param for setTimeout' +
' i.e. non-function used.');
}
/// clear our storage of this tid
window.clearTimeout( data.tid );
};
};
/**
* Sets timeouts just like you would expect
*/
window.setTimeout = function( param, timeout ){
if ( keep.checkParam( param ) ) {
var tid, data;
/// support passing a timeout object as param
if ( param instanceof keep.TO ) {
data = param;
data.args[1] = data.timeout;
}
else {
/// create an object to store the timeout info
data = new keep.TO();
data.func = keep.makeFunction(data);
data.param = param;
data.timeout = timeout;
data.args = Array.prototype.slice.call(arguments,0);
data.args[0] = data.func;
}
data.tid = keep.setTimeout.apply( window, data.args );
keep.list[data.tid] = data;
/// enhance the returned number to support .clear, .trigger and .update
tid = new Number(data.tid);
tid.clear = window.clearTimeout;
tid.trigger = window.triggerTimeout;
tid.update = window.updateTimeout;
return tid;
}
};
/**
* Clearing timeouts since 2013
*/
window.clearTimeout = function( tid ){
if ( this instanceof Number ) {
tid = 0 + this;
}
var obj;
if ( (obj = window.getTimeout(tid)) ) {
delete keep.list[tid];
keep.clearTimeout.call(window, tid);
}
};
/**
* Returns the internal timeout storage object
*/
window.getTimeout = function( tid ){
var obj;
if ( (obj = keep.list[tid]) ) {
return obj;
}
};
/**
* Clears and fires a timeout before it's outed time
*/
window.triggerTimeout = function( tid ){
if ( this instanceof Number ) {
tid = 0 + this;
}
var obj;
if ( (obj = window.getTimeout(tid)) ) {
window.clearTimeout(tid);
obj.func.call(window);
}
else {
throw new Error('No Timeout found to trigger for ID '+ tid);
}
};
/**
* Clears and recreates an existing timeout, returns a new timeout id.
*/
window.updateTimeout = function( tid, timeout ){
if ( this instanceof Number ) {
if ( arguments.length == 1 ) {
timeout = tid;
}
tid = 0 + this;
}
var obj;
if ( (obj = window.getTimeout(tid)) ) {
obj.timeout = timeout;
window.clearTimeout(tid);
return window.setTimeout(obj);
}
else {
throw new Error('No Timeout found to update for ID ' + tid);
}
};
/**
* Utility function to tidy up
*/
window.clearAllTimeouts = function(){
for ( var i in keep.list ) {
window.clearTimeout(i);
};
};
/// Tidy up
window.onunload = (function(previous){
return function(){
window.clearAllTimeouts();
keep.list = {};
previous && previous.call(window);
};
}(window.onunload));
})({});
include
Just put the above in a js file and include into your page using a normal script tag, the code does not need to be invoked in any way:
<script src="timeouts.js"></script>
usage
Obviously this should be used just like a normal setTimeout call, however you now have extra methods that should give more flexibility.
var tid = setTimeout( function(){ alert('OK Computer') }, 2000 );
For example you could cancel the original and force the timeout to trigger earlier:
setTimeout( function(){ triggerTimeout( tid ); }, 500 );
Or, you could update the timeout (make sure we remember the new returned tid):
setTimeout( function(){ tid = updateTimeout( tid, 5000 ); }, 500 );
You can also do the usual:
setTimeout( function(){ clearTimeout( tid ); }, 1000 );
Each of these methods are also accessible via the tid itself:
setTimeout( function(){ tid.trigger(); }, 1000 );
setTimeout( function(){ tid.update( 5000 ); }, 1000 );
setTimeout( function(){ tid.clear(); }, 1000 );
By default this code prevents the use of setTimeout with a string param, mainly because it is a far better coding style to pass functions rather than strings. To change this you can switch the following setting to true:
keep.settings = {
eval: true
};
This is not recommended however.
There is also an added benefit to leaving eval disabled, in the fact that the code will use normal function calling to trigger the timeout i.e. .apply(). This means that whatever browser you are using, you can pass arguments to the timeout function via setTimeout — which is not normally something you can rely on cross-browser. e.g:
setTimeout( function(a){ alert(a) }, 2000, 'Hello World' );
Just put the function out and give it a name:
function handler(){
alert('hi');
}
timeout = setTimeout(handler, 10000);
then you can call it in other places with handler();
Use clearTimeout and reschedule for an earlier time.

How to delay the .keyup() handler until the user stops typing?

I’ve got a search field. Right now it searches for every keyup. So if someone types “Windows”, it will make a search with AJAX for every keyup: “W”, “Wi”, “Win”, “Wind”, “Windo”, “Window”, “Windows”.
I want to have a delay, so it only searches when the user stops typing for 200 ms.
There is no option for this in the keyup function, and I have tried setTimeout, but it didn’t work.
How can I do that?
I use this small function for the same purpose, executing a function after the user has stopped typing for a specified amount of time or in events that fire at a high rate, like resize:
function delay(callback, ms) {
var timer = 0;
return function() {
var context = this, args = arguments;
clearTimeout(timer);
timer = setTimeout(function () {
callback.apply(context, args);
}, ms || 0);
};
}
// Example usage:
$('#input').keyup(delay(function (e) {
console.log('Time elapsed!', this.value);
}, 500));
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<label for="input">Try it:
<input id="input" type="text" placeholder="Type something here..."/>
</label>
How it works:
The delay function will return a wrapped function that internally handles an individual timer, in each execution the timer is restarted with the time delay provided, if multiple executions occur before this time passes, the timer will just reset and start again.
When the timer finally ends, the callback function is executed, passing the original context and arguments (in this example, the jQuery's event object, and the DOM element as this).
UPDATE 2019-05-16
I have re-implemented the function using ES5 and ES6 features for modern environments:
function delay(fn, ms) {
let timer = 0
return function(...args) {
clearTimeout(timer)
timer = setTimeout(fn.bind(this, ...args), ms || 0)
}
}
The implementation is covered with a set of tests.
For something more sophisticated, give a look to the jQuery Typewatch plugin.
If you want to search after the type is done use a global variable to hold the timeout returned from your setTimout call and cancel it with a clearTimeout if it hasn't yet happend so that it won't fire the timeout except on the last keyup event
var globalTimeout = null;
$('#id').keyup(function(){
if(globalTimeout != null) clearTimeout(globalTimeout);
globalTimeout =setTimeout(SearchFunc,200);
}
function SearchFunc(){
globalTimeout = null;
//ajax code
}
Or with an anonymous function :
var globalTimeout = null;
$('#id').keyup(function() {
if (globalTimeout != null) {
clearTimeout(globalTimeout);
}
globalTimeout = setTimeout(function() {
globalTimeout = null;
//ajax code
}, 200);
}
Another slight enhancement on CMS's answer. To easily allow for separate delays, you can use the following:
function makeDelay(ms) {
var timer = 0;
return function(callback){
clearTimeout (timer);
timer = setTimeout(callback, ms);
};
};
If you want to reuse the same delay, just do
var delay = makeDelay(250);
$(selector1).on('keyup', function() {delay(someCallback);});
$(selector2).on('keyup', function() {delay(someCallback);});
If you want separate delays, you can do
$(selector1).on('keyup', function() {makeDelay(250)(someCallback);});
$(selector2).on('keyup', function() {makeDelay(250)(someCallback);});
You could also look at underscore.js, which provides utility methods like debounce:
var lazyLayout = _.debounce(calculateLayout, 300);
$(window).resize(lazyLayout);
Explanation
Use a variable to store the timeout function. Then use clearTimeout() to clear this variable of any active timeout functions, and then use setTimeout() to set the active timeout function again. We run clearTimeout() first, because if a user is typing "hello", we want our function to run shortly after the user presses the "o" key (and not once for each letter).
Working Demo
Super simple approach, designed to run a function after a user has finished typing in a text field...
$(document).ready(function(e) {
var timeout;
var delay = 2000; // 2 seconds
$('.text-input').keyup(function(e) {
$('#status').html("User started typing!");
if(timeout) {
clearTimeout(timeout);
}
timeout = setTimeout(function() {
myFunction();
}, delay);
});
function myFunction() {
$('#status').html("Executing function for user!");
}
});
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
Status: <span id="status">Default Status</span><br>
<textarea name="text-input" class="text-input"></textarea>
Based on the answer of CMS, I made this :
Put the code below after include jQuery :
/*
* delayKeyup
* http://code.azerti.net/javascript/jquery/delaykeyup.htm
* Inspired by CMS in this post : http://stackoverflow.com/questions/1909441/jquery-keyup-delay
* Written by Gaten
* Exemple : $("#input").delayKeyup(function(){ alert("5 secondes passed from the last event keyup."); }, 5000);
*/
(function ($) {
$.fn.delayKeyup = function(callback, ms){
var timer = 0;
$(this).keyup(function(){
clearTimeout (timer);
timer = setTimeout(callback, ms);
});
return $(this);
};
})(jQuery);
And simply use like this :
$('#input').delayKeyup(function(){ alert("5 secondes passed from the last event keyup."); }, 5000);
Careful : the $(this) variable in the function passed as a parameter does not match input
jQuery:
var timeout = null;
$('#input').keyup(function() {
clearTimeout(timeout);
timeout = setTimeout(() => {
console.log($(this).val());
}, 1000);
});
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/2.2.4/jquery.min.js"></script>
<input type="text" id="input" placeholder="Type here..."/>
Pure Javascript:
let input = document.getElementById('input');
let timeout = null;
input.addEventListener('keyup', function (e) {
clearTimeout(timeout);
timeout = setTimeout(function () {
console.log('Value:', input.value);
}, 1000);
});
<input type="text" id="input" placeholder="Type here..."/>
Delay Multi Function Calls using Labels
This is the solution i work with. It will delay the execution on ANY function you want. It can be the keydown search query, maybe the quick click on previous or next buttons ( that would otherwise send multiple request if quickly clicked continuously , and be not used after all). This uses a global object that stores each execution time, and compares it with the most current request.
So the result is that only that last click / action will actually be called, because those requests are stored in a queue, that after the X milliseconds is called if no other request with the same label exists in the queue!
function delay_method(label,callback,time){
if(typeof window.delayed_methods=="undefined"){window.delayed_methods={};}
delayed_methods[label]=Date.now();
var t=delayed_methods[label];
setTimeout(function(){ if(delayed_methods[label]!=t){return;}else{ delayed_methods[label]=""; callback();}}, time||500);
}
You can set your own delay time ( its optional, defaults to 500ms). And send your function arguments in a "closure fashion".
For example if you want to call the bellow function:
function send_ajax(id){console.log(id);}
To prevent multiple send_ajax requests, you delay them using:
delay_method( "check date", function(){ send_ajax(2); } ,600);
Every request that uses the label "check date" will only be triggered if no other request is made in the 600 miliseconds timeframe. This argument is optional
Label independency (calling the same target function) but run both:
delay_method("check date parallel", function(){send_ajax(2);});
delay_method("check date", function(){send_ajax(2);});
Results in calling the same function but delay them independently because of their labels being different
If someone like to delay the same function, and without external variable he can use the next script:
function MyFunction() {
//Delaying the function execute
if (this.timer) {
window.clearTimeout(this.timer);
}
this.timer = window.setTimeout(function() {
//Execute the function code here...
}, 500);
}
This function extends the function from Gaten's answer a bit in order to get the element back:
$.fn.delayKeyup = function(callback, ms){
var timer = 0;
var el = $(this);
$(this).keyup(function(){
clearTimeout (timer);
timer = setTimeout(function(){
callback(el)
}, ms);
});
return $(this);
};
$('#input').delayKeyup(function(el){
//alert(el.val());
// Here I need the input element (value for ajax call) for further process
},1000);
http://jsfiddle.net/Us9bu/2/
I'm surprised that nobody mention the problem with multiple input in CMS's very nice snipped.
Basically, you would have to define delay variable individually for each input. Otherwise if sb put text to first input and quickly jump to other input and start typing, callback for the first one WON'T be called!
See the code below I came with based on other answers:
(function($) {
/**
* KeyUp with delay event setup
*
* #link http://stackoverflow.com/questions/1909441/jquery-keyup-delay#answer-12581187
* #param function callback
* #param int ms
*/
$.fn.delayKeyup = function(callback, ms){
$(this).keyup(function( event ){
var srcEl = event.currentTarget;
if( srcEl.delayTimer )
clearTimeout (srcEl.delayTimer );
srcEl.delayTimer = setTimeout(function(){ callback( $(srcEl) ); }, ms);
});
return $(this);
};
})(jQuery);
This solution keeps setTimeout reference within input's delayTimer variable. It also passes reference of element to callback as fazzyx suggested.
Tested in IE6, 8(comp - 7), 8 and Opera 12.11.
This worked for me where I delay the search logic operation and make a check if the value is same as entered in text field. If value is same then I go ahead and perform the operation for the data related to search value.
$('#searchText').on('keyup',function () {
var searchValue = $(this).val();
setTimeout(function(){
if(searchValue == $('#searchText').val() && searchValue != null && searchValue != "") {
// logic to fetch data based on searchValue
}
else if(searchValue == ''){
// logic to load all the data
}
},300);
});
Delay function to call up on every keyup.
jQuery 1.7.1 or up required
jQuery.fn.keyupDelay = function( cb, delay ){
if(delay == null){
delay = 400;
}
var timer = 0;
return $(this).on('keyup',function(){
clearTimeout(timer);
timer = setTimeout( cb , delay );
});
}
Usage: $('#searchBox').keyupDelay( cb );
From ES6, one can use arrow function syntax as well.
In this example, the code delays keyup event for 400ms after users finish typeing before calling searchFunc make a query request.
const searchbar = document.getElementById('searchBar');
const searchFunc = // any function
// wait ms (milliseconds) after user stops typing to execute func
const delayKeyUp = (() => {
let timer = null;
const delay = (func, ms) => {
timer ? clearTimeout(timer): null
timer = setTimeout(func, ms)
}
return delay
})();
searchbar.addEventListener('keyup', (e) => {
const query = e.target.value;
delayKeyUp(() => {searchFunc(query)}, 400);
})
Updated Typescript version:
const delayKeyUp = (() => {
let timer: NodeJS.Timeout;
return (func: Function, ms: number) => {
timer ? clearTimeout(timer) : null;
timer = setTimeout(() => func(), ms);
};
})();
This is a solution along the lines of CMS's, but solves a few key issues for me:
Supports multiple inputs, delays can run concurrently.
Ignores key events that didn't changed the value (like Ctrl, Alt+Tab).
Solves a race condition (when the callback is executed and the value already changed).
var delay = (function() {
var timer = {}
, values = {}
return function(el) {
var id = el.form.id + '.' + el.name
return {
enqueue: function(ms, cb) {
if (values[id] == el.value) return
if (!el.value) return
var original = values[id] = el.value
clearTimeout(timer[id])
timer[id] = setTimeout(function() {
if (original != el.value) return // solves race condition
cb.apply(el)
}, ms)
}
}
}
}())
Usage:
signup.key.addEventListener('keyup', function() {
delay(this).enqueue(300, function() {
console.log(this.value)
})
})
The code is written in a style I enjoy, you may need to add a bunch of semicolons.
Things to keep in mind:
A unique id is generated based on the form id and input name, so they must be defined and unique, or you could adjust it to your situation.
delay returns an object that's easy to extend for your own needs.
The original element used for delay is bound to the callback, so this works as expected (like in the example).
Empty value is ignored in the second validation.
Watch out for enqueue, it expects milliseconds first, I prefer that, but you may want to switch the parameters to match setTimeout.
The solution I use adds another level of complexity, allowing you to cancel execution, for example, but this is a good base to build on.
Combining CMS answer with Miguel's one yields a robust solution allowing concurrent delays.
var delay = (function(){
var timers = {};
return function (callback, ms, label) {
label = label || 'defaultTimer';
clearTimeout(timers[label] || 0);
timers[label] = setTimeout(callback, ms);
};
})();
When you need to delay different actions independently, use the third argument.
$('input.group1').keyup(function() {
delay(function(){
alert('Time elapsed!');
}, 1000, 'firstAction');
});
$('input.group2').keyup(function() {
delay(function(){
alert('Time elapsed!');
}, 1000, '2ndAction');
});
Building upon CMS's answer here's new delay method which preserves 'this' in its usage:
var delay = (function(){
var timer = 0;
return function(callback, ms, that){
clearTimeout (timer);
timer = setTimeout(callback.bind(that), ms);
};
})();
Usage:
$('input').keyup(function() {
delay(function(){
alert('Time elapsed!');
}, 1000, this);
});
If you want to do something after a period of time and reset that timer after a specific event like keyup, the best solution is made with clearTimeout and setTimeout methods:
// declare the timeout variable out of the event listener or in the global scope
var timeout = null;
$(".some-class-or-selector-to-bind-event").keyup(function() {
clearTimeout(timout); // this will clear the recursive unneccessary calls
timeout = setTimeout(() => {
// do something: send an ajax or call a function here
}, 2000);
// wait two seconds
});
Use
mytimeout = setTimeout( expression, timeout );
where expression is the script to run and timeout is the time to wait in milliseconds before it runs - this does NOT hault the script, but simply delays execution of that part until the timeout is done.
clearTimeout(mytimeout);
will reset/clear the timeout so it does not run the script in expression (like a cancel) as long as it has not yet been executed.
Based on the answer of CMS, it just ignores the key events that doesn't change value.
var delay = (function(){
var timer = 0;
return function(callback, ms){
clearTimeout (timer);
timer = setTimeout(callback, ms);
};
})();
var duplicateFilter=(function(){
var lastContent;
return function(content,callback){
content=$.trim(content);
if(content!=lastContent){
callback(content);
}
lastContent=content;
};
})();
$("#some-input").on("keyup",function(ev){
var self=this;
delay(function(){
duplicateFilter($(self).val(),function(c){
//do sth...
console.log(c);
});
}, 1000 );
})
User lodash javascript library and use _.debounce function
changeName: _.debounce(function (val) {
console.log(val)
}, 1000)
Use the bindWithDelay jQuery plugin:
element.bindWithDelay(eventType, [ eventData ], handler(eventObject), timeout, throttle)
var globalTimeout = null;
$('#search').keyup(function(){
if(globalTimeout != null) clearTimeout(globalTimeout);
globalTimeout =setTimeout(SearchFunc,200);
});
function SearchFunc(){
globalTimeout = null;
console.log('Search: '+$('#search').val());
//ajax code
};
Here is a suggestion I have written that takes care of multiple input in your form.
This function gets the Object of the input field, put in your code
function fieldKeyup(obj){
// what you want this to do
} // fieldKeyup
This is the actual delayCall function, takes care of multiple input fields
function delayCall(obj,ms,fn){
return $(obj).each(function(){
if ( typeof this.timer == 'undefined' ) {
// Define an array to keep track of all fields needed delays
// This is in order to make this a multiple delay handling
function
this.timer = new Array();
}
var obj = this;
if (this.timer[obj.id]){
clearTimeout(this.timer[obj.id]);
delete(this.timer[obj.id]);
}
this.timer[obj.id] = setTimeout(function(){
fn(obj);}, ms);
});
}; // delayCall
Usage:
$("#username").on("keyup",function(){
delayCall($(this),500,fieldKeyup);
});
Take a look at the autocomplete plugin. I know that it allows you to specify a delay or a minimum number of characters. Even if you don't end up using the plugin, looking through the code will give you some ideas on how to implement it yourself.
Well, i also made a piece of code for limit high frequency ajax request cause by Keyup / Keydown. Check this out:
https://github.com/raincious/jQueue
Do your query like this:
var q = new jQueue(function(type, name, callback) {
return $.post("/api/account/user_existed/", {Method: type, Value: name}).done(callback);
}, 'Flush', 1500); // Make sure use Flush mode.
And bind event like this:
$('#field-username').keyup(function() {
q.run('Username', this.val(), function() { /* calling back */ });
});
Saw this today a little late but just want to put this here in case someone else needed. just separate the function to make it reusable. the code below will wait 1/2 second after typing stop.
var timeOutVar
$(selector).on('keyup', function() {
clearTimeout(timeOutVar);
timeOutVar= setTimeout(function(){ console.log("Hello"); }, 500);
});
// Get an global variable isApiCallingInProgress
// check isApiCallingInProgress
if (!isApiCallingInProgress) {
// set it to isApiCallingInProgress true
isApiCallingInProgress = true;
// set timeout
setTimeout(() => {
// Api call will go here
// then set variable again as false
isApiCallingInProgress = false;
}, 1000);
}

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