Can someone help me understand how this code snippet is going to work?
In geeks from greeks they have following code snippet
<html>
<body>
<button id="debounce">
Debounce
</button>
<script>
var button = document.getElementById("debounce");
const debounce = (func, delay) => {
let debounceTimer
return function() {
const context = this
const args = arguments
clearTimeout(debounceTimer)
debounceTimer
= setTimeout(() => func.apply(context, args), delay)
}
}
button.addEventListener('click', debounce(function() {
alert("Hello\nNo matter how many times you" +
"click the debounce button, I get " +
"executed once every 3 seconds!!")
}, 3000));
</script>
</body>
</html>
From the following Difference Between throttling and debouncing a function, it says, emit only if there is no pending action (and after specific second) Answer
Here I can't see any if condition to check if there is a pending action.
From the article they say
> If the debounce button is clicked only once, the debounce function
> gets called after the delay. However, if the debounce button is
> clicked once, and again clicked prior to the end of the delay, the
> initial delay is cleared and a fresh delay timer is started. The
> clearTimeout function is being used to achieve it.
So everytime the button is clicked, the timer is cleared and a new timer is started (and probably the new action is also triggered), which probably doesn't sound anything like what I read from SFO answer
Also, Can someone please also explain how func.apply(context, args), delay) is used or code-line by line?
Here I can't see any if condition to check if there is a pending action.
There is no explicit checking done instead the 3 second is the max window that will be used to decide anything.
From the quoted answer at https://stackoverflow.com/a/57524083
Debounce (1 sec): Hi, I am that ^^ robot's cousin. As long as you keep pinging me, I am going to remain silent because I like to reply only after 1 second is passed since last time you pinged me. I don't know, if it is because I have an attitude problem or because I just don't like to interrupt people. In other words, if you keeping asking me for replies before 1 second is elapsed since your last invocation, you will never get a reply. Yeah yeah...go ahead! call me rude.
So if there was a click action and 3s has elapsed you run the event handler function, in short it is sort of "piggybacking". Pools in all your demands then gives it a go at once when it is sure that you won't be asking anymore
Regarding the 2nd part func.apply(context, args), delay) - this is used because of the nature of scoping in javascript. In your example they haven't used anything related to the concept of this keyword but just add this line this.innerText = 'hello' after the alert, you would expect the text of button to change to "hello" and indeed it would work. But now replace func.apply(context, args) with func(args) and it wouldn't work...
Why? Because of the nature of this keyword, it is inferred based on the place where the function is called from and NOT from the place where it is in inside the source code
So when after 3s setTimeout calls this function () => func( args), this points to setinterval and you know this.innerText = 'hello' doesn't make any sense on setInterval object(Yes everything is an object in javascript even functions too!)
What apply does is it allows you to manipulate the this context that will be "resolved" inside a given function upon its invocation; doesn't matter where your desired function lies whether inside a class, an object or simply in global scope, as long as it's reachable you can pass it your arguments and an object that it will assume as its this
function fullName(greeting) {
alert(greeting + ', ' + this.firstName + " " + this.lastName);
}
var person1 = {
firstName: "John",
lastName: "Doe"
}
var person2 = {
firstName: "Santiago",
lastName: "Adan"
}
fullName.call(person1, "hello");
fullName.call(person2, "hola");
Related
I have an angular 6 strange problem.
I am using setTimeout and clearTimeout functions to start/cancel the timeout.
However this sometimes works, and sometimes doesn't.
Even if the user triggers an (click) event and the clearTimeout is run, sometimes it forces player to draw two cards.
Here is the code
//an event that says we must call uno
this._hubService.mustCallUno.subscribe(() => {
this.mustCallUno = true;
this._interval = window.setInterval(() => {
this.countdown -= 100;
}, 100);
this._timer = window.setTimeout(() => {
if (this.mustCallUno) {
this.drawCard(2);
this.callUno();
}
}, 2000);
});
// a function player calls from UI to call uno and not draw 2 cards
callUno() {
this.mustCallUno = false;
window.clearTimeout(this._timer);
window.clearInterval(this._interval);
this.countdown = 2000;
}
So even if the player calls callUno() function, the setTimeout is executed. Even worse, the code goes through the first if check inside the setTimeout if( this.mustCallUno) which by all means should be false since we just set it to false when we called callUno() function this.mustCallUno = false;.
I used setTimeout (returns NodeJS.Timer) before window.setTimeout and the result was the same.
You're using angular6+, so I suggest you to use reactive programming library such as rxjs
I made you a small example here.
Check for the possibility where function in this._hubService.mustCallUno.subscribe is run twice or multiple times, usually initially which you might not be expecting. Put a logger in function passed to mustCallUno.subscribe and callUno.
In this case what might be happening is this._timer and this._interval will have a different reference while the old references they hold, were not cleared because callUno is not called or is called less number of times than the callback in subscribe.
This is more of a suggestion asking kind of question! I have a searchbox that user can type stuff in and the get a list of suggestion to choose from. I am using react, axios for data fetching and redux-saga for state managing.It is basically look like this:
handleChange(stringValue){
this.setState({
inputValue : stringValue
});
callServer(stringValue);
}
Now, everything works fine but the problem is that sending all those requests and handling the incoming response and changing state seems unnecessary because user doesn't stop to look at the suggestions in every char he types. I am looking for a way to only ask for suggestions when i know user is done fast typing. What i am thinking of doing looks like this :
handleChange(stringValue){
clearTimeOut(this.callerTimer);
this.callerTimer = null;
this.callerTimer = setTimeOut(function(){
this.callServer(stringValue);
this.callerTimer = null;
}.bind(this),300)
//i consider 300ms as the average time it takes people to stop typing and think
}
This works but i don't have a good feeling about it. So do you guys know any other clean and less timerly way to do what i want? is there any way to handle this in my saga effect or maybe an inbuilt time threshold thing in inputs that i am not aware of?
You want debounce functionality.
Basically it limits the rate at which a function can fire. So it waits a few ms before firing the event kind of like the user stopping the writing process.
Check this snippet
// Returns a function, that, as long as it continues to be invoked, will not
// be triggered. The function will be called after it stops being called for
// N milliseconds. If `immediate` is passed, trigger the function on the
// leading edge, instead of the trailing.
function debounce(func, wait, immediate) {
var timeout;
return function() {
var context = this, args = arguments;
var later = function() {
timeout = null;
if (!immediate) func.apply(context, args);
};
var callNow = immediate && !timeout;
clearTimeout(timeout);
timeout = setTimeout(later, wait);
if (callNow) func.apply(context, args);
};
};
// This will apply the debounce effect on the keyup event
// And it only fires 500ms or half a second after the user stopped typing
$('#testInput').on('keyup', debounce(function () {
alert('typing occurred');
$('.content').text($(this).val());
}, 500));
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<input type="text" id="testInput" />
<p class="content"></p>
Check this codesandbox for React solution
https://codesandbox.io/embed/green-meadow-16r3p?fontsize=14
Basically now it's up to you. Set your own time in ms and you're good to go. There is no need to install any additional dependencies to your project.
Lodash has a debounce function but you don't want to install all of lodash just for one function.
I highly recommend using debounce from lodash: https://lodash.com/docs/4.17.11#debounce
From the docs:
Creates a debounced function that delays invoking func until after wait milliseconds have elapsed since the last time the debounced function was invoked.
Therefore you pass your request function to debounce, so you limit the number of requests to your server.
When somebody clicks my checkboxes, from a long list of checkboxes, I want to show the number of selected checkboxes in a little popup element. My problem is, the little popup element should disappear 5 seconds after the last click, which is OK for one checkbox being clicked, but if I quickly check 5 boxes, the timer is still set on the first box, resulting in the popup element disappearing too quickly.
As you can see in my function, I've tried using the clearTimeout(timeoutName) function but have experienced some troubles applying it. The console log states that the clearTimeout(timeoutName) is undefined, which I can understand: the setTimeout hasn't even started yet.
How can I check that the timer exists before I clear it? Or is this really not the best method? When a checkbox is checked (this function runs) there could be a timer running but sometimes there could not be.
$('.name_boxes').live('click', function() {
var checked_count = $('.name_boxes:checked').length;
// other stuff
clearTimeout(hide_checked_count_timer); // if exists????????
$(".checked_count").hide();
$(".checked_count").text(checked_count+" names selected");
$(".checked_count").show();
hide_checked_count_timer = setTimeout(function() {
$(".checked_count").hide();
},5000);
});
Any help gratefully received...
Just declare the timer variable outside the click handler:
var hide_checked_count_timer;
$('.name_boxes').live('click', function() {
var checked_count = $('.name_boxes:checked').length;
// other stuff
clearTimeout(hide_checked_count_timer); // if exists????????
$(".checked_count").hide();
$(".checked_count").text(checked_count+" names selected");
$(".checked_count").show();
hide_checked_count_timer = setTimeout(function() {
$(".checked_count").hide();
},5000);
});
http://jsfiddle.net/kkhRE/
Considering .live has been deprecated, you should be delegating the event with .on instead:
// Bind to an ancestor. Here I'm using document because it an
// ancestor of everything, but a more specific ancestor
// would be preferred.
$(document).on('click', '.name_boxes', function() {
// ...
});
Q. The console log states that the clearTimeout(timeoutName) is undefined, which I can understand: the setTimeout hasn't even started yet.
A. The clearTimeout() function's return value is undefined regardless of whether there was a timeout to be cleared. It doesn't have a concept of "success" that can be tested. If there is a queued timeout associated with the id you pass then it will be cleared, otherwise nothing happens.
Q. How can I check that the timer exists before I clear it?
You can't, at least not in the sense of there being some registry of outstanding timeouts that you can query. As you already know, the .setTimeout() function returns an id for the timeout just queued, and you can use that id to clear it before it runs, but there is no way to test whether it has already been run. The id is just a number so the variable that you saved it in will continue to hold that number even after the timeout has either run or been cleared.
It does no harm at all to call clearTimeout() with an id for a timeout that already ran - basically if the timeout for that id is in the queue it will be cleared otherwise nothing will happen.
The easiest way to test "Is there an outstanding timeout that hasn't run yet" is to set the variable holding the timerid to null when the timeout runs, i.e., within the function you queued:
var timerid = setTimout(function() {
timerid = null;
// other operations here as needed
}, 5000);
// in some other code somewhere
if (timerid != null) {
// timer hasn't run yet
} else {
// timer has run
}
The variable you save the timerid in needs to be in a scope that can be accessed both where you set it and where you test it, i.e., don't declare it as a local variable within an event handler.
You can use the power of short-circuit operators
hide_checked_count_timer && clearTimeout(hide_checked_count_timer);
The right-hand statement will only run if the left-hand variable is not undefined.
to check if it exists use;
if (typeof timerid == 'undefined')
{
//timer has not been set so create it
timerid = setTimeout(function(){ var something = true;}, 5000);
}
I need help with the use of "setTimeout" in the methods of the objects of the same type. I use this code to initiate my objects:
function myObject(param){
this.content = document.createElement('div');
this.content.style.opacity = 0;
this.content.innerHTML = param;
document.body.appendChild(this.content);
this.show = function(){
if(this.content.style.opacity < 1){
this.content.style.opacity = (parseFloat(this.content.style.opacity) + 0.1).toFixed(1);
that = this;
setTimeout(function(){that.show();},100);
}
}
this.hide = function(){
if(this.content.style.opacity > 0){
this.content.style.opacity = (parseFloat(this.content.style.opacity) - 0.1).toFixed(1);
that = this;
setTimeout(function(){that.hide();},100);
}
}
}
Somewhere I have 2 objects:
obj1 = new myObject('Something here');
obj2 = new myObject('Something else here');
Somewhere in the HTML code I use them:
<button onclick="obj1.show()">Something here</button>
<button onclick="obj2.show()">Something else here</button>
When the user presses one button, everything goes OK, but if the user presses one button and after a short time interval he presses the other one, the action triggered by the first button stops and only the action of the second button is executed.
I understand that the global variable "that" becomes the refence of the second object, but I don't know how to create an automatic mechanism that wouldn't block the previously called methods.
Thank you in advance and sorry for my English if I made some mistakes :P
If you need something cancellable, use window.setInterval instead of setTimeout. setInterval returns a handle to the interval which can then be used to cancel the interval later:
var global_intervalHandler = window.setInterval(function() { ... }, millisecondsTotal);
// more code ...
// later, to cancel this guy:
window.clearInterval(global_intervalHandler);
So from here I'm sure you can use your engineering skills and creativity to make your own self expiring operations - if they execute and complete successfully (or even unsuccessfully) they cancel their own interval. If another process intervenes, it can cancel the interval first and hten fire its behavior.
There are several ways to handle something like this, here's just one off the top of my head.
First of all, I see you're writing anonymous functions to put inside the setTimeout. I find it more elegant to bind a method of my object to its scope and send that to setTimeout. There's lots of ways to do hitching, but soon bind() will become standard (you can write this into your own support libraries yourself for browser compatibility). Doing things this way would keep your variables in their own scope (no "that" variable in the global scope) and go a long way to avoiding bugs like this. For example:
function myObject(param){
// ... snip
this.show = function(){
if(this.content.style.opacity < 1){
this.content.style.opacity = (parseFloat(this.content.style.opacity) + 0.1).toFixed(1);
setTimeout(this.show.bind(this),100);
}
}
this.hide = function(){
if(this.content.style.opacity > 0){
this.content.style.opacity = (parseFloat(this.content.style.opacity) - 0.1).toFixed(1);
setTimeout(this.hide.bind(this),100);
}
}
}
Second, you probably want to add some animation-handling methods to your object. setTimeout returns handles you can use to cancel the scheduled callback. If you implement something like this.registerTimeout() and this.cancelTimeout() that can help you make sure only one thing is going on at a time and insulate your code's behavior from frenetic user clicking like what you describe.
Do you need that as global variable ? just change to var that = this; you will use variable inside of the function context.
I'm writing a script for a form-faces xforms product that is keyed off an event built into form faces. The event is called 'xforms-ready'. I have define 'startTime' as happening as soon as the document in 'ready'. What I want the script to do is warn the user that it is taking too long before the 'xforms-ready' happens, say if it's been 6 seconds since 'startTime'. I can easily do things when the 'xforms-ready' event happens using the code below:
new EventListener(document.documentElement,
"xforms-ready",
"default",
function() {
var endTime = (new Date()).getTime();
}
);
however the warning will want to happen before 'endTime' is defined. So I guess I want something that works like this:
If 6 seconds has passed since startTime and endTime is not yet defined do X
or possibly more efficiently:
If 6 seconds has passed since startTime and 'xforms-ready' has not yet happened do X
Can anyone suggest a way of doing this?
You can do this with setTimeout. (Complete example below.) In jQuery's ready handler, set a function to be called in six seconds via setTimeout, and in your xforms ready handler, cancel that via clearTimeout if it hasn't happened yet.
Edit Complete example (rather than my earlier fragmented code snippets), assumes it's okay if your xforms ready handler is within your jQuery ready handler:
jQuery.ready(function() {
var xformsReadyTimer;
xformsReadyTimer = setTimeout(function() {
// Too long, show the warning
xformsReadyTimer = undefined;
alert("XForms is taking too long!");
}, 6000);
new EventListener(document.documentElement,
"xforms-ready",
"default",
function() {
if (xformsReadyTimer) {
// Cancel the warning
clearTimeout(xformsReadyTimer);
xformsReadyTimer = undefined;
}
}
);
});
(You might consider making those named functions rather than anonymous ones, but I've used anonymous ones above for simplicity.)