Reference code:
function sleep( sleepDuration ){
var now = new Date().getTime();
while(new Date().getTime() < now + sleepDuration){ /* do nothing */ }
}
function submit_answer(label) {
let image = get_node('img.to_label')
let size = Math.floor(Math.random() * 500)
image.src = `http://via.placeholder.com/${size}x${size}`
setTimeout(sleep.call(this, 1000), 0)
}
submit_answer is called from a click handler.
Desired function: the image is rendered, and the user is forced to wait 1 second before interacting with the page in any way.
Actual function: the user waits 1 second, and the image loads.
I thought setTimeout would put sleep on a queue - I was hoping that the image would be rendered before they were made to wait. How can I force the image to render, and then force the user to wait?
setTimeout() and setInterval() take a function reference or code as a string (but, don't do that) as their first argument. Your code:
setTimeout(sleep.call(this, 1000), 0)
passes an actual function invocation of sleep and that's why you get sleep first (it's being called immediately) and the image load second. The return value from the function invocation is what winds up getting used as the function reference, but sleep doesn't return a value, so undefined winds up being passed to the timer and so nothing happens when the timer expires. The line would need to be:
setTimeout(function(){ sleep.call(this, 1000) }, 0)
so that a function reference would correctly be the first argument and the call to sleep wouldn't happen immediately.
From the docs:
Syntax:
var timeoutID = scope.setTimeout(function[, delay, param1, param2, ...]);
var timeoutID = scope.setTimeout(function[, delay]);
var timeoutID = scope.setTimeout(code[, delay]);
NOTE: code
An alternative syntax that allows you to include a string instead of a function, which is compiled and executed when the timer expires. This syntax is not recommended for the same reasons that make using eval() a security risk.
Also, setting a timer delay of 0 will never happen. The JavaScript runtime is synchronous and will only run the callback function specified in the timer when it has nothing else to do. As a result, you can never really know for absolute certain what the delay will wind up being. Think of the delay as the minimum amount of time you can expect to wait for your function to run. Having said that, I read somewhere that there was an absolute minimum of 16ms due to the latency between the JavaScript runtime and the browser's WebAPI.
Now, you are going to need to be able to trap the moment that the image actually gets rendered and that can be accomplished with .requestAnimationFrame().
Then, what you need to do is much simpler. You set your timer to start as soon as the image has finished loading and that is done by setting up a callback on the image's load event.
But, your code does nothing to prevent the user from interacting with the page, so you'll need to add a "mask" over the page that prevents interaction.
I've made the timer 3 seconds and given the mask a grey color in the snippet below to show the effect better.
var mask = document.getElementById("mask");
function startRender() {
// Rendering started, run callback when next render occurs
requestAnimationFrame(rendered);
}
function rendered() {
sleep(3000); // Render complete
}
// Nothing happens until the image fires off its load event...
document.querySelector("img").addEventListener("load", function(){
// Run callback when next render occurs
requestAnimationFrame(startRender);
});
function preventKeystrokes(evt){
preventDefault();
}
function sleep(duration){
mask.classList.remove("hidden"); // Show mask to prevent interactions
window.addEventListener("keydown", preventKeystrokes); // prevent keystrokes
// Count to three
setTimeout(function(){
mask.classList.add("hidden"); // Remove mask
window.removeEventListener("keydown", preventKeystrokes); // Enable keyboard
}, duration);
}
#mask { position:fixed; top:0; left:0; z-index:99; background-color:rgba(0,0,0,.6); width:100%; height:100%; }
.hidden { display:none; }
<button>Try to click me!</button>
<img src="http://imgsrc.hubblesite.org/hvi/uploads/image_file/image_attachment/30466/STSCI-H-p1801a-m-2000x1692.png" alt="big image">
<div id="mask" class="hidden"></div>
Related
I am creating tests for a page and HAVE to use jQuery to change elements on the control version of the page for each different experience.
I'm using jquery to load an element from an external page and replace a div. However, on the external page, it uses an ajax call to an api to populate the div, so I copied over the function with the ajax call.
I think it is attempting to make the ajax call before the new div is actually loaded on the page.
I've tried moving the function, wrapping the load function within the ajax call, but it still doesnt work.
I could be missing something obvious, but here's that part of my code:
$('.replace-div').load('external.html #replace-div');
function waitForLoad() {
if ($('#replace-div')) {
var object;
$.ajax({
url: "https://api.com",
async: false,
success: function(result) {
object = result;
var variable1 = object["blah"][0].value,
var variable2 = object["blah"][0].value,
var variable3 = object["blah"][0].value,
var variable4 = object["blah"][0].value,
$('newElement').attr('href', variable1);
$('newElement2').attr('src', variable2);
$('newElement3').attr('href', variable3);
$('newElement4').text("text" + variable4 + "more text");
}
});
} else {
setTimeout(waitForLoad, 15);
}
}
waitForLoad();
I don't get any errors in the console, and when I paste the above waitForLoad function into the console, it populates totally fine. obviously this is after the page loads the new div, so i just need to know how to make the ajax call wait for the load.
I've tried .ajaxComplete(), but it doesnt help.
$(function() {}); also does not work
.load() has a callback argument where you supply a function to run after the data is loaded.
$('replace-div').load('external.html #replace-div', function() {
$.ajax(...);
});
So, what happens is that, once waitForLoad is called for the first time, it doesn't see the div loaded, the code goes to the else block and executes again with a 15ms timeout. 15ms is not enough for the div to load, most likely.
You can try three things (ordered from worse to better):
Try increasing the timeout to a bigger number. Start with 1000 (1000ms - 1 second) and see if it works or you need to increase it. It's more likely you'll have to decrease it
Try using setInterval instead of setTimeout, which will repeat itself. Of course, once it loads, you'll need to clear the interval so it stops. Also, better use bigger timeouts/intervals, like 50 or 100ms b/c the fast firing timers can slow down a page a lot
E.g.
$('.replace-div').load('external.html #replace-div');
function waitForLoad() {
if ($('#replace-div')) {
clearInterval(window.waiter);
...
} else {
window.timer = setInterval(waitForLoad, 50);
}
}
waitForLoad();
Same as 2, but using more idiomatic callback function after load call.
// the window.waiter is the interval handle, and it will run every 100ms. It calls .load every time, and if the #replace-div is found, unsets the interval handle.
window.waiter = setInterval(function() {
$(".replace-div").load("external.html #replace-div", function() {
if ($(".replace-div #replace-div").length) {
// found the DIV
// code...
clearInterval(window.waiter); // bye interval handle, thanks
}
});
}, 100);
I'm trying to add sound and animation to this "ping-pong" (fizz-buzz) program. What I want to happen is for each item in the array (number/ping/pong/pingpong) the text fades in on the list while the sound and animation play.
What I'm getting is - the whole list fades in all at once, the sounds all play one at a time (and if the number entered is large it goes on forever) but the animation happens only once (apparently for just the last animation).
The whole project is at: https://github.com/karenfreemansmith/Epic-AdvancedJSwk1-PingPongCalculator, along with a link to a page with what is currently working. (Slightly earlier than the code below, which has only broken it in new ways.)
I've been trying to use setInterval and setTimeout to sync them all by calling a function that will show one element at a time with it's sound and animation:
var play=setInterval(function() {
var i=1;
output.forEach(item => {
showNext(item);
if(i>=output.length) {
clearInterval(play);
}
i++;
});
}, 1000);
And the function looks like this:
function showNext(item) {
acorn.style.animation= "";
acorn.style.webkitAnimation="";
if(item==="ping") {
window.setTimeout(playPing(), 1000);
} else if(item==="pong") {
window.setTimeout(playPong(), 1000);
} else if(item==="ping-pong") {
window.setTimeout(playVolley(), 1000);
} else {
window.setTimeout(playMiss(), 1000);
$("#pingpong").append("<p class='"+item+"'>" + item + "</p>");
}
}
and the play functions are all basically the same, but with different sounds:
function playPing() {
acorn.style.animation= "ping 1s linear";
acorn.style.webkitAnimation="ping 1s linear";
sndSlam1.currentTime = 0;
sndSlam1.play();
$("#pingpong").append("<p class='ping'>ping</p>");
}
I think I must be misunderstanding how the setTimeout is working. Why does the animation only play once? And why is there no pause between the elements being added to the list?
The problem here is because, yes, you do slightly misunderstand how setTimeout works.
What you do is call it like this:
window.setTimeout(playVolley(), 1000);
Which is equivalent to saying: "hey JS, immediately execute my function playVolley (since I use () to specify that I want it called), and THEN in 1000 seconds call whatever it has returned".
What, I strongly suspect, you really wanted to do, is:
window.setTimeout(playVolley, 1000);
Note how there are no "()" after playVolley. This is equivalent to saying: "hey JS, in 1000 seconds execute my cool func called playVolley".
If "passing function name without ()" doesn't make sense to you, that's okay, just read about "functions as first-class objects" (for example, here). The idea is just any function is really like a variable which holds a "function" in it, and you can pass it to anything takes "function as an input. Which, for example, setTimeout does - it needs a "function" and an "integer" to set a timeout.
But only fixing this won't help you. There's another problem here:
output.forEach(item => {
showNext(item);
...
}
See, here you effectively set output.length timeouts, all of them at once, to fire in 1000 seconds. Which they will do - in 1000 all of them will be executed simultaneously. So all you'll fix by the first fix is that all of your animations and sounds will play not immediately, but after a 1000ms delay.
What, I again strongly suspect, you wanted to do is to call every step of output array one by one, with 1000 delay between each other.
To achieve this you'll need to refactor the way you schedule your calls. Instead of scheduling them all at once, you'll need to chain them. A dirty, but simple example would be to have an index to current animation step, and when your playXXX finishes, it schedules next step to run, until all the steps are completed.
var currentAnimationStep = 0;
var output = ["ping", "pong", "ping", "pong"];
snowNext(output[currentAnimationStep]);
function showNext(item) {
+ if (item === undefined) {
+ return;
+ }
+
...
}
function playPing() {
acorn.style.animation= "ping 1s linear";
acorn.style.webkitAnimation="ping 1s linear";
sndSlam1.currentTime = 0;
sndSlam1.play();
$("#pingpong").append("<p class='ping'>ping</p>");
+ currentAnimationStep += 1;
+ showNext(output[currentAnimationStep]);
}
// All other playXXX functions will need the same call added
Again, this is a very dirty example (globals, eeeew), don't tell anybody I showed you this, but it can get you started, and when you'll get a hang of closures, you'll rewrite it to something more manageable.
Context
I've got about 10 complex graphs which take 5sec each to refresh. If I do a loop on these 10 graphs, it takes about 50 seconds to refresh. During these 50 seconds, the user can move a scrollbar. If the scrollbar is moved, the refresh must stop and when the scrollbar stops to move, the refresh occurs again.
I'm using the setTimeout function inside the loop to let the interface refresh.
the algorithm is :
render the first graph
setTimeout(render the second graph, 200)
when the second graph is rendered, render the third one in 200ms, and so on
The setTimeout allows us to catch the scrollbar event and to clearTimeout the next refresh to avoid to wait 50sec before moving the scrollbar...
The problem is that it does not run anytime.
Take the simple following code (you can try it in this fiddle : http://jsfiddle.net/BwNca/5/) :
HTML :
<div id="test" style="width: 300px;height:300px; background-color: red;">
</div>
<input type="text" id="value" />
<input type="text" id="value2" />
Javascript :
var i = 0;
var j = 0;
var timeout;
var clicked = false;
// simulate the scrollbar update : each time mouse move is equivalent to a scrollbar move
document.getElementById("test").onmousemove = function() {
// ignore first move (because onclick send a mousemove event)
if (clicked) {
clicked = false;
return;
}
document.getElementById("value").value = i++;
clearTimeout(timeout);
}
// a click simulates the drawing of the graphs
document.getElementById("test").onclick = function() {
// ignore multiple click
if (clicked) return;
complexAlgorithm(1000);
clicked = true;
}
// simulate a complexe algorithm which takes some time to execute (the graph drawing)
function complexAlgorithm(milliseconds) {
var start = new Date().getTime();
for (var i = 0; i < 1e7; i++) {
if ((new Date().getTime() - start) > milliseconds){
break;
}
}
document.getElementById("value2").value = j++;
// launch the next graph drawing
timeout = setTimeout(function() {complexAlgorithm(1000);}, 1);
}
The code does :
when you move your mouse into the red div, it updates a counter
when you click on the red div, it simulates a big processing of 1sec (so it freezes the interface due to javascript mono thread)
after the freezing, wait 1ms, and resimulate the processing and so on until the mouse move again
when the mouse move again, it breaks the timeout to avoid infinite loop.
The problem
When you click one time and move the mouse during the freeze, I was thinking that the next code that will be executed when a setTimeout will occurs is the code of the mousemove event (and so it will cancel the timeout and the freeze) BUT sometimes the counter of click gains 2 or more points instead of gaining only 1 point due to the mouvemove event...
Conclusion of this test : the setTimeout function does not always release resource to execute a code during a mousemove event but sometimes kept the thread and execute the code inside the settimeout callback before executing another code.
The impact of this is that in our real example, the user can wait 10 sec (2 graphs are rendered) instead of waiting 5 seconds before using the scrollbar. This is very annoying and we need to avoid this and to be sure that only one graph is rendered (and other canceled) when the scrollbar is moved during a render phase.
How to be sure to break the timeout when the mouse move ?
PS: in the simple example below, if you update the timeout with 200ms, all runs perfectly but it is not an acceptable solution (the real problem is more complex and the problem occurs with a 200ms timer and a complex interface). Please do not provide a solution as "optimize the render of the graphs", this is not the problem here.
EDIT : cernunnos has a better explanation of the problem :
Also, by "blocking" the process on your loop you are ensuring no event can be handled until that loop has finished, so any event will only be handled (and the timeout cleared) inbetween the execution of each loop (hence why you sometimes have to wait for 2 or more full executions before interrupting).
The problem is exactly contains in bold words : I want to be sure to interrupt the execution when I want and not to wait 2 or more full executions before interrupting
Second EDIT :
In summary : takes this jsfiddle : http://jsfiddle.net/BwNca/5/ (the code above).
Update this jsfiddle and provide a solution to :
Mouse move on the red div. Then click and continue moving : the right counter must raise only once. But sometimes it raises 2 or 3 times before the first counter can run again... this is the problem, it must raise only once !
The BIG problem here is setTimeout is unpredictable once it started, and especially when it is doing some heavy lifiting.
You can see the demo here:
http://jsfiddle.net/wao20/C9WBg/
var secTmr = setTimeout(function(){
$('#display').append('Timeout Cleared > ');
clearTimeout(secTmr);
// this will always shown
$('#display').append('I\'m still here! ');
}, 100);
There are two things you can do to minimize the impact on the browser performance.
Store all the intances of the setTimeoutID, and loop through it when you want to stop
var timers = []
// When start the worker thread
timers.push( setTimeout(function () { sleep(1000);}, 1) );
// When you try to clear
while (timers.length > 0) {
clearTimeout(timers.pop());
}
Set a flag when you try to stop process and check that flag inside your worker thread just in case clearTimeout failed to stop the timer
// Your flag
var STOPForTheLoveOfGod = false;
// When you try to stop
STOPForTheLoveOfGod = true;
while (timers.length > 0) {
clearTimeout(timers.pop());
}
// Inside the for loop in the sleep function
function sleep(milliseconds) {
var start = new Date().getTime();
for (var i = 0; i < 1e7; i++) {
if (STOPForTheLoveOfGod) {
break;
}
// ...
}
}
You can try out this new script.
http://jsfiddle.net/wao20/7PPpS/4/
I may have understood the problem but assuming you are trying to block the interface after a click for a minimum of 1 second and unblocking it by moving the mouse (after that 1 second minimum):
This is not a good implementation of sleep, as you are keeping the process running the whole time (doing nothing != sleeping), this results in a waste of resources.
Why not create an overlay (a semi/fully transparent div), put it on top of the rest of the interface (position fixed, full width and full height) and use it to prevent any interaction with the underlying interface. Then destroy it when the conditions are right (a second has passed and the user moved the mouse).
This behaves more like a sleep (has some initial processing time but then releases the processor for a given amount of time) and should help you achieve the behavior you need (assuming i understood it right).
It has the added bonus of allowing you to give the user some visual cue that some processing is being done.
Edit:
Also, by "blocking" the process on your loop you are ensuring no event can be handled until that loop has finished, so any event will only be handled (and the timeout cleared) inbetween the execution of each loop (hence why you sometimes have to wait for 2 or more full executions before interrupting).
Surprising enough you have not figured out that, when you setTimeout(); you can input a check after that. A variable is true then trash the wait, or trash it. Now there is a method that you can check to scroll with a scroll bar. After you have checked it true inside a variabled using the means, then you will find this will repeat inifite times as they scroll the bar, making many executing times of 5 seconds. To fix this add a 1 second wait to make sure it doesn't over repeat. Your welcome :)
Any long-running function is going to tie up your browser window. Consider moving your complexAlgorithm() outside of your main javascript code using WebWorkers.
The answer is in your question
...the refresh must stop and when the scrollbar stops to move, the
refresh occurs again.
You should write complexAlgorithm in such way that you can almost instantly brake it in a middle (just when you know you will have to re run)
so main code should look something like
stopAllRefresh; //should instantly(or after completing small chunk) stop refresh
setTimeout(startRefresh, 100);
and render graph in small chunks (each runs < 1sec) in setTimeout
like
var curentGraph = 0;
var curentChunk = 0;
function renderGraphChunk(){
if (needToBreak) //check if break rendering
{exit};
// Render chunk here
render(curentGraph, curentChunk);
curentChunk +=1;
setTimeout(renderGraphChunk, 1);
}
this is just a idea sketch, real implementation can be completely different
What you want to do can not be done without web worker, that is only implemented in some latest browser specially Chrome.
Otherwise, you have to break your algorithm in queue. Just like jQuery UI puts every next animation calculation in queue. http://api.jquery.com/jQuery.queue/
It is a simple queue and next instruction set is queued with help of setTimeout.
for (i=0; i <1000; i++)
{
process (i) ;
}
Can be translated to
function queue(s,n, f)
{
this.i=s;
this.n=n;
this.f=f;
this.step = function(){
if ( this.i <this.n)
{
this.f(this.i);
this.i = this.i +1;
var t = this;
setTimeout( function ( ) { t.step(); } , 5);
}
}
this.step();
}
queue ( O, 1000, function(i){
process(i);
}) ;
This is just an example of how Synchronous for loop can be written to execute same logic asynchronously using smaller independent iteration.
Try and check out web workers. I think it will be useful in this situation.
http://en.wikipedia.org/wiki/Web_worker
http://www.html5rocks.com/en/tutorials/workers/basics/
I am trying to make a simple hidden object game using javascript. When the user finds and clicks an image, I want 3 things to happen in the following order; a sound plays, the image size increases, and the image goes invisible. The problem I am running into is getting the 3 events to happen sequentially, not concurrent. Right now, seems that all three events happen all at the same time.
I've tried using setTimeout(), and while that does create a delay, it still runs all functions at the same time, even if each function is nested in setTimeout.
Example: (all this does is waits 1.5 sec then plays the sound and makes the image invisible):
function FindIt(image, id){
var t = setTimeout('sound()',10);
var b = setTimeout('bigger(' + image + ')',30);
var h = setTimeout('hide(' + image + ')',1500);
}
Below are the functions I am currently using and the actual results are: click the image, nothing happens for 2 seconds, then the sound plays and the image goes invisible.
function FindIt(image, id){
sound();
bigger(image);
hide(image);
}
function sound(){
document.getElementById("sound_element").innerHTML= "<embed src='chime.wav' hidden=true autostart=true loop=false>";
}
function bigger(image){
var img = document.getElementById(image);
img.style.width = 112;
img.style.height = 112;
}
function hide(id){
var ms = 2000;
ms += new Date().getTime();
while (new Date() < ms){} //Create a 2 second delay
var img = document.getElementById(id);
img.style.visibility='hidden';
}
Any guidance would be greatly appreciated!
To trigger things sequentially, you need to execute the second item some amount of time after the first one completes, execute the third item some amount of time after the second one completes, etc...
Only your sound() function actually takes some time, so I'd suggest the following:
function FindIt(image, id){
sound();
// set timer to start next action a certain time after the sound starts
setTimeout(function() {
bigger(image);
// set timer to start next action a certain time after making the image bigger
setTimeout (function() {
hide(image);
}, 1000); // set this time for how long you want to wait after bigger, before hide
}, 1000); // set the time here for how long you want to wait after starting the sound before making it bigger
}
FYI, the animation capabilities in libraries like jQuery or YUI make this sort of thing a lot easier.
Also, please don't use this kind of construct in your JS:
while (new Date() < ms){}
That locks up the browser for that delay and is very unfriendly to the viewer. Use setTimeout to create a delay.
For reference, using the animation libraries in jQuery, the jQuery code to handle a click on the object and then animate it over a 2 second period to a larger size, delay for 1 second, then slideup to disappear is as follows:
$("#rect").click(function() {
$(this).animate({height: 200, width: 400}, 2000).delay(1000).slideUp();
});
jQuery manages an animation queue and handles setting all the timers and doing all the sequencing and animation for you. It's a lot, lot easier to program and gives a very nice result.
You can see it work and play with it here: http://jsfiddle.net/kC4Mz/.
why don't use "event" approach. like onTaskDone();
function task1(arg, onTask1Done){
console.log(arg);
if(onTask1Done)onTask1Done();
}
task1("working", function(){console.log("task2");});
The Frame.js library is designed to elegantly handle situations like this:
function FindIt(image, id){
Frame(10, function(next) { sound(); next(); });
Frame(30, function(next) { bigger(image); next(); });
Frame(1500, function(next) { hide(image); next(); });
Frame.start();
}
Frame.js offers many advantages over using standard timeouts, especially if you are doing a lot of this kind of thing, which for a game, you likely are.
https://github.com/bishopZ/Frame.js
I am not too familiar with the specifics of every javascript implementation on each browser. I do know however that using setTimeout, the method passed in gets called on a separate thread. So would using a setTimeout recursively inside of a method cause its stack to grow indefinitely until it causes a Stack Overflow? Or would it create a separate callstack and destroy the current frame once it goes out of focus? Here is the code that I'm wondering about.
function pollServer()
{
$.getJSON("poll.php", {}, function(data){
window.setTimeout(pollServer, 1000);
});
}
window.setTimeout(pollServer, 0);
I want to poll the server every second or so, but do not want to waste CPU cycles with a 'blocking loop' - also I do not want to set a timelimit on how long a user can access a page either before their browser dies.
EDIT
Using firebug, I set a few breakpoints and by viewing the "Script -> Stack" panel saw that the call stack is literally just "pollServer" and it doesn't grow per call. This is good - however, do any other implementations of JS act differently?
I am not sure if it would create a stack overflow, but I suggest you use setInterval if the period is constant.
This is how prototype implements its PeriodicalExecuter.
// Taken from Prototype (www.prototypejs.org)
var PeriodicalExecuter = Class.create({
initialize: function(callback, frequency) {
this.callback = callback;
this.frequency = frequency;
this.currentlyExecuting = false;
this.registerCallback();
},
registerCallback: function() {
this.timer = setInterval(this.onTimerEvent.bind(this), this.frequency * 1000);
},
execute: function() {
this.callback(this);
},
stop: function() {
if (!this.timer) return;
clearInterval(this.timer);
this.timer = null;
},
onTimerEvent: function() {
if (!this.currentlyExecuting) {
try {
this.currentlyExecuting = true;
this.execute();
} finally {
this.currentlyExecuting = false;
}
}
}
});
setTimeout executes sometime later in the future in the event pump loop. Functions passed to setTimeout are not continuations.
If you stop and think about it, what useful purpose or evidencec is there that the call stack is shared by the timeout function.
If they were shared what stack would be shared from the setter to the timeout function ?
Given the setter can do a few returns and pop some frames - what would be passed ?
Does the timeout function block the original thread ?
Does the statement after the setTimeout function execute after the timeout executes ?
Once you answer those questions it clearly becomes evident the answerr is NO.
setTimeout does not grow the callstack, because it returns immediately. As for whether your code will run indefinitely in any browser, I'm not sure, but it seems likely.
take a look at the jQuery "SmartUpdater" plugin.
http://plugins.jquery.com/project/smartupdater
Following features are available:
stop() - to stop updating.
restart() - to start updating after pause with resetting time interval to minTimeout.
continue() - to start updating after pause without resetting time interval.
status attribute - shows current status ( running | stopping | undefined )
updates only if new data is different from the old one.
multiplies time interval each time when data is not changed.
handle ajax failures by stopping to request data after "maxFailedRequests".