Throttle / Debounce number of calls per second - javascript

I'm working with an API that only allows you to make 200 calls per second (1000ms) using a promise request library like request-promise or axios how can you debounce / throttle the requests that are made to a URL / server using rx.js? I noticed a throttle method in the rx documentation, but it won't calculate calls per second.
This is a function that wraps a promise and will queue them to account for a API-rate limit. I'm looking for similar functionality with Rx.
var Promise = require("bluebird")
// http://stackoverflow.com/questions/28459812/way-to-provide-this-to-the-global-scope#28459875
// http://stackoverflow.com/questions/27561158/timed-promise-queue-throttle
module.exports = promiseDebounce
function promiseDebounce(fn, delay, count) {
var working = 0, queue = [];
function work() {
if ((queue.length === 0) || (working === count)) return;
working++;
Promise.delay(delay).tap(function () { working--; }).then(work);
var next = queue.shift();
next[2](fn.apply(next[0], next[1]));
}
return function debounced() {
var args = arguments;
return new Promise(function(resolve){
queue.push([this, args, resolve]);
if (working < count) work();
}.bind(this));
}
}

So I had a similar issue the other day for rate limiting access to a resource. I came across this repo bahmutov/node-rx-cycle. Here is the example in a Plunker Demo I put together to demonstrate this. It takes input from a text input field and prepends it to a <ul>. Each <li> is only prepended every 1000ms, and any others are queued.
// Impure
const textInput = document.querySelector('.example-input');
const prependToOutput = function(item) {
const ul = document.querySelector('.example-output');
const li = document.createElement('li');
li.appendChild(document.createTextNode(item));
ul.insertBefore(li, ul.firstChild);
};
// Pure
const eventTargetValue = function(ele) { return ele.target.value; };
const textInputKeyUpStream = Rx.Observable
.fromEvent(textInput, 'keyup')
.map(eventTargetValue);
// Stream
rateLimit(textInputKeyUpStream, 1000)
.timeInterval()
.map(function(ti) { return ti.value + ' (' + ti.interval + 'ms)'; })
.subscribe(prependToOutput);
Hope this helps.

Related

Javascript: Infinite loop in webworker [duplicate]

I want to sort an array, using Web Workers. But this array might receive new values over time, while the worker is still performing the sort function.
So my question is, how can I "stop" the sorting computation on the worker after receiving the new item, so it can perform the sort on the array with that item, while still keeping the sorting that was already made?
Example:
let worker = new Worker('worker.js');
let list = [10,1,5,2,14,3];
worker.postMessage({ list });
setInterval(() => worker.postMessage({ num: SOME_RANDOM_NUM, list }), 100);
worker.onmessage = event => {
list = event.data.list;
}
So lets say that, I've passed 50, the worker made some progress in the sorting before that and now I have something like this:
[1, 2, 3, 10, 5, 14, 50]. Which means the sorting stopped at index 3. So I pass this new array back to the worker, so it can continue the sorting from position 3.
How can I accomplish that, since there is no way to pause/resume a web worker?
Even though the Worker works on an other thread than the one of your main page, and can thus run continuously without blocking the UI, it still runs on a single thread.
This means that until your sort algorithm has finished, the Worker will delay the execution of the message event handler; it is as blocked as would be the main thread.
Even if you made use of an other Worker from inside this worker, the problem would be the same.
The only solution would be to use a kind of generator function as the sorter, and to yield it every now and then so that the events can get executed.
But doing this will drastically slow down your sorting algorithm.
To make it better, you could try to hook to each Event Loop, thanks to a MessageChannel object: you talk in one port and receive the message in the next Event loop. If you talk again to the other port, then you have your own hook to each Event loop.
Now, the best would be to run a good batch in every of these Event loop, but for demo, I'll call only one instance of our generator function (that I borrowed from this Q/A)
const worker = new Worker(getWorkerURL());
worker.onmessage = draw;
onclick = e => worker.postMessage(0x0000FF/0xFFFFFF); // add a red pixel
// every frame we request the current state from Worker
function requestFrame() {
worker.postMessage('gimme a frame');
requestAnimationFrame(requestFrame);
}
requestFrame();
// drawing part
const ctx = canvas.getContext('2d');
const img = ctx.createImageData(50, 50);
const data = new Uint32Array(img.data.buffer);
ctx.imageSmoothingEnabled = false;
function draw(evt) {
// converts 0&1 to black and white pixels
const list = evt.data;
list.forEach((bool, i) =>
data[i] = (bool * 0xFFFFFF) + 0xFF000000
);
ctx.setTransform(1,0,0,1,0,0);
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.putImageData(img,0,0);
// draw bigger
ctx.scale(5,5);
ctx.drawImage(canvas, 0,0);
}
function getWorkerURL() {
const script = document.querySelector('[type="worker-script"]');
const blob = new Blob([script.textContent]);
return URL.createObjectURL(blob);
}
body{
background: ivory;
}
<script type="worker-script">
// our list
const list = Array.from({length: 2500}).map(_=>+(Math.random()>.5));
// our sorter generator
let sorter = bubbleSort(list);
let done = false;
/* inner messaging channel */
const msg_channel = new MessageChannel();
// Hook to every Event loop
msg_channel.port2.onmessage = e => {
// procede next step in sorting algo
// could be a few thousands in a loop
const state = sorter.next();
// while running
if(!state.done) {
msg_channel.port1.postMessage('');
done = false;
}
else {
done = true;
}
}
msg_channel.port1.postMessage("");
/* outer messaging channel (from main) */
self.onmessage = e => {
if(e.data === "gimme a frame") {
self.postMessage(list);
}
else {
list.push(e.data);
if(done) { // restart the sorter
sorter = bubbleSort(list);
msg_channel.port1.postMessage('');
}
}
};
function* bubbleSort(a) { // * is magic
var swapped;
do {
swapped = false;
for (var i = 0; i < a.length - 1; i++) {
if (a[i] > a[i + 1]) {
var temp = a[i];
a[i] = a[i + 1];
a[i + 1] = temp;
swapped = true;
yield swapped; // pause here
}
}
} while (swapped);
}
</script>
<pre> click to add red pixels</pre>
<canvas id="canvas" width="250" height="250"></canvas>
Note that the same can be achieved with an async function, which may be more practical in some cases:
const worker = new Worker(getWorkerURL());
worker.onmessage = draw;
onclick = e => worker.postMessage(0x0000FF/0xFFFFFF); // add a red pixel
// every frame we request the current state from Worker
function requestFrame() {
worker.postMessage('gimme a frame');
requestAnimationFrame(requestFrame);
}
requestFrame();
// drawing part
const ctx = canvas.getContext('2d');
const img = ctx.createImageData(50, 50);
const data = new Uint32Array(img.data.buffer);
ctx.imageSmoothingEnabled = false;
function draw(evt) {
// converts 0&1 to black and white pixels
const list = evt.data;
list.forEach((bool, i) =>
data[i] = (bool * 0xFFFFFF) + 0xFF000000
);
ctx.setTransform(1,0,0,1,0,0);
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.putImageData(img,0,0);
// draw bigger
ctx.scale(5,5);
ctx.drawImage(canvas, 0,0);
}
function getWorkerURL() {
const script = document.querySelector('[type="worker-script"]');
const blob = new Blob([script.textContent]);
return URL.createObjectURL(blob);
}
body{
background: ivory;
}
<script type="worker-script">
// our list
const list = Array.from({length: 2500}).map(_=>+(Math.random()>.5));
// our sorter generator
let done = false;
/* outer messaging channel (from main) */
self.onmessage = e => {
if(e.data === "gimme a frame") {
self.postMessage(list);
}
else {
list.push(e.data);
if(done) { // restart the sorter
bubbleSort(list);
}
}
};
async function bubbleSort(a) { // async is magic
var swapped;
do {
swapped = false;
for (var i = 0; i < a.length - 1; i++) {
if (a[i] > a[i + 1]) {
const temp = a[i];
a[i] = a[i + 1];
a[i + 1] = temp;
swapped = true;
}
if( i % 50 === 0 ) { // by batches of 50?
await waitNextTask(); // pause here
}
}
} while (swapped);
done = true;
}
function waitNextTask() {
return new Promise( (resolve) => {
const channel = waitNextTask.channel ||= new MessageChannel();
channel.port1.addEventListener("message", (evt) => resolve(), { once: true });
channel.port2.postMessage("");
channel.port1.start();
});
}
bubbleSort(list);
</script>
<pre> click to add red pixels</pre>
<canvas id="canvas" width="250" height="250"></canvas>
There are two decent options.
Option 1: Worker.terminate()
The first is just to kill your existing web worker and start a new one. For that you can use Worker.terminate().
The terminate() method of the Worker interface immediately terminates the Worker. This does not offer the worker an opportunity to finish its operations; it is simply stopped at once.
The only downsides of this approach are:
You lose all worker state. If you had to copy a load of data into it for the request you have to do it all again.
It involves thread creation and destruction, which isn't as slow as most people think but if you terminate web workers a lot it might cause issues.
If neither of those are an issue it is probably the easiest option.
In my case I have lots of state. My worker is rendering part of an image, and when the user pans to a different area I want it to stop what it is doing and start rendering the new area. But the data needed to render the image is pretty huge.
In your case you have the state of your (presumably huge) list that you don't want to use.
Option 2: Yielding
The second option is basically to do cooperative multitasking. You run your computation as normal, but every now and then you pause (yield) and say "should I stop?", like this (this is for some nonsense calculation, not sorting).
let requestId = 0;
onmessage = event => {
++requestId;
sortAndSendData(requestId, event.data);
}
function sortAndSendData(thisRequestId, data) {
let isSorted = false;
let total = 0;
while (data !== 0) {
// Do a little bit of computation.
total += data;
--data;
// Check if we are still the current request ID.
if (thisRequestId !== requestId) {
// Data was changed. Cancel this sort.
return;
}
}
postMessage(total);
}
This won't work though because sortAndSendData() runs to completion and blocks the web worker's event loop. We need some way to yield just before thisRequestId !== requestId. Unfortunately Javascript doesn't quite have a yield method. It does have async/await so we might try this:
let requestId = 0;
onmessage = event => {
console.log("Got event", event);
++requestId;
sortAndSendData(requestId, event.data);
}
async function sortAndSendData(thisRequestId, data) {
let isSorted = false;
let total = 0;
while (data !== 0) {
// Do a little bit of computation.
total += data;
--data;
await Promise.resolve();
// Check if we are still the current request ID.
if (thisRequestId !== requestId) {
console.log("Cancelled!");
// Data was changed. Cancel this sort.
return;
}
}
postMessage(total);
}
Unfortunately it doesn't work. I think it's because async/await executes things eagerly using "microtasks", which get executed before pending "macrotasks" (our web worker message) if possible.
We need to force our await to become a macrotask, which you can do using setTimeout(0):
let requestId = 0;
onmessage = event => {
console.log("Got event", event);
++requestId;
sortAndSendData(requestId, event.data);
}
function yieldToMacrotasks() {
return new Promise((resolve) => setTimeout(resolve));
}
async function sortAndSendData(thisRequestId, data) {
let isSorted = false;
let total = 0;
while (data !== 0) {
// Do a little bit of computation.
total += data;
--data;
await yieldToMacrotasks();
// Check if we are still the current request ID.
if (thisRequestId !== requestId) {
console.log("Cancelled!");
// Data was changed. Cancel this sort.
return;
}
}
postMessage(total);
}
This works! However it is extremely slow. await yieldToMacrotasks() takes approximately 4 ms on my machine with Chrome! This is because browsers set a minimum timeout on setTimeout(0) of something like 1 or 4 ms (the actual minimum seems to be complicated).
Fortunately another user pointed me to a quicker way. Basically sending a message on another MessageChannel also yields to the event loop, but isn't subject to the minimum delay like setTimeout(0) is. This code works and each loop only takes ~0.04 ms which should be fine.
let currentTask = {
cancelled: false,
}
onmessage = event => {
currentTask.cancelled = true;
currentTask = {
cancelled: false,
};
performComputation(currentTask, event.data);
}
async function performComputation(task, data) {
let total = 0;
let promiseResolver;
const channel = new MessageChannel();
channel.port2.onmessage = event => {
promiseResolver();
};
while (data !== 0) {
// Do a little bit of computation.
total += data;
--data;
// Yield to the event loop.
const promise = new Promise(resolve => {
promiseResolver = resolve;
});
channel.port1.postMessage(null);
await promise;
// Check if this task has been superceded by another one.
if (task.cancelled) {
return;
}
}
// Return the result.
postMessage(total);
}
I'm not totally happy about it - it relies on postMessage() events being processed in FIFO order, which I doubt is guaranteed. I suspect you could rewrite the code to make it work even if that isn't true.
You can do it with some trick – with the help of setTimeout function interrupting. For example it is not possible without an addition thread to execute 2 functions parallel, but with setTimeout function interrupting trick we can do it like follows:
Example of parallel execution of functions
var count_0 = 0,
count_1 = 0;
function func_0()
{
if(count_0 < 3)
setTimeout(func_0, 0);//the same: setTimeout(func_0);
console.log('count_0 = '+count_0);
count_0++
}
function func_1()
{
if(count_1 < 3)
setTimeout(func_1, 0);
console.log('count_1 = '+count_1)
count_1++
}
func_0();
func_1();
You will get this output:
count_0 = 0
count_1 = 0
count_0 = 1
count_1 = 1
count_0 = 2
count_1 = 2
count_0 = 3
count_1 = 3
Why is it possible? Because the setTimeout function needs some time to be executed. And this time is even enought for the execution of some part from your following code.
Solution for you
For this case you have to write your own array sort function (or you can also use the following function from me) because we can not interrupt the native sort function. And in this your own function you have to use this setTimeout function interrupting trick. And you can receive your message event notification.
In the following example I have the interrupting in the half length of my array, and you can change it if you want.
Example with custom sort function interrupting
var numbers = [4, 2, 1, 3, 5];
// this is my bubble sort function with interruption
/**
* Sorting an array. You will get the same, but sorted array.
* #param {array[]} arr – array to sort
* #param {number} dir – if dir = -1 you will get an array like [5,4,3,2,1]
* and if dir = 1 in opposite direction like [1,2,3,4,5]
* #param {number} passCount – it is used only for setTimeout interrupting trick.
*/
function sortNumbersWithInterruption(arr, dir, passCount)
{
var passes = passCount || arr.length,
halfOfArrayLength = (arr.length / 2) | 0; // for ex. 2.5 | 0 = 2
// Why we need while loop: some values are on
// the end of array and we have to change their
// positions until they move to the first place of array.
while(passes--)
{
if(!passCount && passes == halfOfArrayLength)
{
// if you want you can also not write the following line for full break of sorting
setTimeout(function(){sortNumbersWithInterruption(arr, dir, passes)}, 0);
/*
You can do here all what you want. Place 1
*/
break
}
for(var i = 0; i < arr.length - 1; i++)
{
var a = arr[i],
b = arr[i+1];
if((a - b) * dir > 0)
{
arr[i] = b;
arr[i+1] = a;
}
}
console.log('array is: ' + arr.join());
}
if(passCount)
console.log('END sring is: ' + arr.join());
}
sortNumbersWithInterruption(numbers, -1); //without passCount parameter
/*
You can do here all what you want. Place 2
*/
console.log('The execution is here now!');
You will get this output:
array is: 4,2,3,5,1
array is: 4,3,5,2,1
The execution is here now!
array is: 4,5,3,2,1
array is: 5,4,3,2,1
END sring is: 5,4,3,2,1
You can do it with insertion sort (kind of).
Here is the idea:
Start your worker with an internal empty array (empty array is sorted obviously)
Your worker receives only elements not the entire array
Your worker insert any received element right in correct position into the array
Every n seconds, the worker raises a message with the current array if it has changed after the last event. (If you prefer, you can send the array on every insertion, but is more efficient to buffer somehow)
Eventually, you get the entire array, if any item is added, you will receive the updated array to.
NOTE: Because your array is always sorted, you can insert in correct position using binary search. This is very efficient.
I think the case comes down to careful management of postMessage calls and amount of data passed to be processed at a time. Was dealing with problem of this kind - think about not sending all new data into the function at once but rather creating your own queue and when small enough portion of the task has been acomplished by webworker thread send a message back to the main thread and decide to send the next portion, wait or quit.
In Your case, e.g. one time You get 9000 new items, next 100k - maybe create a queue/buffer that adds next 10k new elements each time webworker is done processing last data change.
const someWorker = new Worker('abc.js');
var processingLock = false;
var queue = [];
function newDataAction(arr = null) {
if (arr != null) {
queue = queue.concat(arr);
}
if (!processingLock) {
processingLock = true;
var data = [];
for (let i = 0; i < 10000 && queue.length > 0; i++) {
data.push(queue.pop());
}
worker.postMessage(data);
}
}
someWorker.addEventListener('message', function(e) {
if (e.data == 'finished-last-task') {
processingLock = false;
if (queue.length > 0) {
newDataAction();
}
}
});
Worked through many sorting algorithms and I don't see how sending new data into an sorting algorithm with partially sorted array makes much difference in terms of compuation time from sorting them both sequentially and performing a merge.

Firebase Cloud Function Cron Update

i have function i am using to do updates to my databased based on Cron Job. It looks like this ( worth saying i had a lot of help here )
exports.minute_job =
functions.pubsub.topic('minute-tick').onPublish((event) => {
var ref = admin.database().ref("comments")
ref.once("value").then((snapshot) => {
var updates = {};
snapshot.forEach(commentSnapshot => {
var comment = commentSnapshot.val();
var currentRating = comment.rating - comment.lastRating;
var newScore = ((Math.abs(comment.internalScore) * 0.95) + currentRating) * -1;
if(newScore < 0.000001) { newScore = 0.000001}
updates[commentSnapshot.key + "/lastRating"] = comment.rating;
updates[commentSnapshot.key + "/internalScore"] = newScore;
});
ref.update(updates);
})
});
Its all working perfectly, except i am getting this warning from Firebase logs:
"Function returned undefined, expected Promise or value"
Thanks for any help
Since your Cloud Function doesn't return a value, the Google Cloud Functions engine contain doesn't know when the code is finished. In many cases this means that GCF will simply terminate the contain of your function right after the closing }) has executed. But at that point, your code is likely still loading data from the database, and it definitely hasn't update the database yet.
The solution is to return a promise, which is just an object that will signal when you're done with the database. The good news is that both once() and update() already return promises, so you can just return those:
exports.minute_job =
functions.pubsub.topic('minute-tick').onPublish((event) => {
var ref = admin.database().ref("comments")
return ref.once("value").then((snapshot) => {
var updates = {};
snapshot.forEach(commentSnapshot => {
var comment = commentSnapshot.val();
var currentRating = comment.rating - comment.lastRating;
var newScore = ((Math.abs(comment.internalScore) * 0.95) + currentRating) * -1;
if(newScore < 0.000001) { newScore = 0.000001}
updates[commentSnapshot.key + "/lastRating"] = comment.rating;
updates[commentSnapshot.key + "/internalScore"] = newScore;
});
return ref.update(updates);
})
});
Now Google Cloud Functions know that your code is still working after the }), because you returned a promise. And then when your update() is done, it resolves the promise it return and Google Cloud Functions can close the container (or at the very least: stop charging you for its usage).

Limit number of records in firebase

Every minute I have a script that push a new record in my firebase database.
What i want is delete the last records when length of the list reach a fixed value.
I have been through the doc and other post and the thing I have found so far is something like that :
// Max number of lines of the chat history.
const MAX_ARDUINO = 10;
exports.arduinoResponseLength = functions.database.ref('/arduinoResponse/{res}').onWrite(event => {
const parentRef = event.data.ref.parent;
return parentRef.once('value').then(snapshot => {
if (snapshot.numChildren() >= MAX_ARDUINO) {
let childCount = 0;
let updates = {};
snapshot.forEach(function(child) {
if (++childCount <= snapshot.numChildren() - MAX_ARDUINO) {
updates[child.key] = null;
}
});
// Update the parent. This effectively removes the extra children.
return parentRef.update(updates);
}
});
});
The problem is : onWrite seems to download all the related data every time it is triggered.
This is a pretty good process when the list is not so long. But I have like 4000 records, and every month it seems that I screw up my firebase download quota with that.
Does anyone would know how to handle this kind of situation ?
Ok so at the end I came with 3 functions. One update the number of arduino records, one totally recount it if the counter is missing. The last one use the counter to make a query using the limitToFirst filter so it retrieve only the relevant data to remove.
It is actually a combination of those two example provided by Firebase :
https://github.com/firebase/functions-samples/tree/master/limit-children
https://github.com/firebase/functions-samples/tree/master/child-count
Here is my final result
const MAX_ARDUINO = 1500;
exports.deleteOldArduino = functions.database.ref('/arduinoResponse/{resId}/timestamp').onWrite(event => {
const collectionRef = event.data.ref.parent.parent;
const countRef = collectionRef.parent.child('arduinoResCount');
return countRef.once('value').then(snapCount => {
return collectionRef.limitToFirst(snapCount.val() - MAX_ARDUINO).transaction(snapshot => {
snapshot = null;
return snapshot;
})
});
});
exports.trackArduinoLength = functions.database.ref('/arduinoResponse/{resId}/timestamp').onWrite(event => {
const collectionRef = event.data.ref.parent.parent;
const countRef = collectionRef.parent.child('arduinoResCount');
// Return the promise from countRef.transaction() so our function
// waits for this async event to complete before it exits.
return countRef.transaction(current => {
if (event.data.exists() && !event.data.previous.exists()) {
return (current || 0) + 1;
} else if (!event.data.exists() && event.data.previous.exists()) {
return (current || 0) - 1;
}
}).then(() => {
console.log('Counter updated.');
});
});
exports.recountArduino = functions.database.ref('/arduinoResCount').onWrite(event => {
if (!event.data.exists()) {
const counterRef = event.data.ref;
const collectionRef = counterRef.parent.child('arduinoResponse');
// Return the promise from counterRef.set() so our function
// waits for this async event to complete before it exits.
return collectionRef.once('value')
.then(arduinoRes => counterRef.set(arduinoRes.numChildren()));
}
});
I have not tested it yet but soon I will post my result !
I also heard that one day Firebase will add a "size" query, that is definitely missing in my opinion.

Waiting for multiple async operations in Nightwatch.js

I am attempting to test multiple sites for section headers being in the correct order. Of course everything is asynchronous in Nightwatch, including getting text from an element. The following code leads to the timeout never being called.
client.url(`www.oneofmyrealestatesites.com`);
client.waitForElementPresent("body", 5000);
var _ = require("underscore");
// This is the order I expect things to be in
var expected = ["Homes For Sale", "New Homes", "Apartments & Rentals"];
client.elements("css selector", ".listings .module-title .label", function (data) {
var listings = [];
data.value.forEach(function (element) {
client.elementIdText(element.ELEMENT, function (result) {
listings.push(result.value);
})
})
setTimeout(function () {
// Some of the sites have extra sections
var diff = _.intersection(listings, expected);
client.assert.ok(listings == diff);
}, 5000);
});
It would appear that no matter how much delay I give, listings is ALWAYS empty. If I console.log listings as it's being pushed to, it is getting populated, so that's not the issue. client.pause is always ignored as well.
Is there a way to make sure that listings is populated before asserting the diff?
I'm using async library for such cases https://github.com/caolan/async
Docs: https://github.com/caolan/async/blob/v1.5.2/README.md
var async = require("async");
/*use each, eachSeries or eachLimit - check docs for differences */
async.eachSeries(data.value, function (element, cb) {
client.elementIdText(element.ELEMENT, function (result) {
listings.push(result.value);
// this job is done
cb();
});
}, function() {
// Some of the sites have extra sections
var diff = _.intersection(listings, expected);
client.assert.ok(listings == diff);
});
setTimeout can only be called from .execute or .executeAsync because its actual javascript. The function below was only working until I used .executeAsync
Hope this works for you.
Cheers, Rody
LoopQuestionsLogSymptom: function() {
this.waitForElementVisible('.next-button', constants.timeout.medium, false);
this.api.executeAsync(function() {
let checkQuestion = function() {
// GET THE ELEMENTS
let nextButton = document.querySelectorAll('.next-button');
let answers = document.getElementsByClassName('flex-row');
let blueButton = document.querySelector('.blue-inverse-button');
let doneButton = document.querySelector('#doneButton');
let monitor = document.querySelector('.monitor');
//CHECK THE TYPES OF QUESTIONS AND CLICK THE RIGHT BUTTONS
if (!blueButton) {
answers[0].click();
nextButton[0].click()
} else if(blueButton){
blueButton.click();
}
setTimeout(() => {
if(!doneButton) {
console.log('Answering another question!');
checkQuestion();
}
if(doneButton){
doneButton.click();
}
else if(monitor) {
console.log("Exiting?")
.assert(monitor);
return this;
}
}, 2000);
};
// Initiating the check question function
return checkQuestion();
},[], function(){
console.log('Done?')
});
this.waitForElementVisible('.monitor', constants.timeout.medium);
this.assert.elementPresent('.monitor');
this.assert.urlEquals('https://member-portal.env-dev4.vivantehealth.org/progress');
return this;
},

Need to delay javascript execution, but setTimeout is proving problematic

Thank you for taking the time to help me.
I am writing a game where an animated train icon moves along a given path to a destination, pausing at waypoints along the way. This is intended to give the impression of animation.
The game is coded in Facebook Javascript. I need to find a way to make the train icon pause for 1 second before moving on to the next waypoint. I hoped to find a function that would allow me to pause script execution for one second, but nothing like that seems to exist in JS. So I tried setTimeout, but my primary problem with this is twofold:
I need to pass an array into the callback function as an argument, and I can't figure out how to make setTimeout do this.
I finally succeeded in using setTimeout to execute my train animation code for 5 waypoints (I overcame the issue in 1 by using global variables). Unfortunately, it appears that all five calls to setTimeout got queued almost simultaneously, which resulted in waiting one second for the first setTimeout to fire, thenn they all fired at once ruining the illusion of train animation.
I've been battling this problem for six hours straight. It would be wonderful if someone could help me find a solution. Thanks!
Here's the code:
function myEventMoveTrainManual(evt, performErrorCheck) {
if(mutexMoveTrainManual == 'CONTINUE') {
var ajax = new Ajax();
var param = {};
if(evt) {
var cityId = evt.target.getParentNode().getId();
var param = { "city_id": cityId };
}
ajax.responseType = Ajax.JSON;
ajax.ondone = function(data) {
var actionPrompt = document.getElementById('action-prompt');
actionPrompt.setInnerXHTML('<span><div id="action-text">'+
'Train en route to final destination...</div></span>');
for(var i = 0; i < data.length; i++) {
statusFinalDest = data[i]['status_final_dest'];
//pause(1000);
gData = data[i];
setTimeout(function(){drawTrackTimeout()},1000);
if(data[i]['code'] == 'UNLOAD_CARGO' && statusFinalDest == 'ARRIVED') {
unloadCargo();
} else if (data[i]['code'] == 'MOVE_TRAIN_AUTO' || data[i]['code'] == 'TURN_END') {
//moveTrainAuto();
} else {
// handle error
}
mutexMoveTrainManual = 'CONTINUE';
}
}
ajax.post(baseURL + '/turn/move-train-final-dest', param);
}
}
function drawTrackTimeout() {
var trains = [];
trains[0] = gData['train'];
removeTrain(trains);
drawTrack(gData['y1'], gData['x1'], gData['y2'], gData['x2'], '#FF0', trains);
gData = null;
}
Typically this would be done by creating an object (say called myTrain) that has all its own data and methods, then call a myTrain.run mehod that looks to see where the train is. If it's between two stations, it calls itself with setTimeout and say a 50ms delay. When it reaches a station, it calls itself in 1000ms, creating a 1 second pause at the station.
If you queue the setTimeouts all at once, you run the risk of them all being delayed by some other process, then all running at once.
Hey, bit of fun (careful of wrapping). Needed a bit of practice with good 'ole prototype inheritance:
<!-- All the style stuff should be in a rule -->
<div style="position: relative; border: 1px solid blue;">
<div id="redTrain"
style="width:10px;height:10px;background-color:red; position:absolute;top:0px;left:0px;"></div>
</div>
<script type="text/javascript">
// Train constructor
function Train(id) {
this.element = document.getElementById(id);
this.timerId;
}
// Methods
// Trivial getPos function
Train.prototype.getPos = function() {
return this.element.style.left;
}
// Trivial setPos function
Train.prototype.setPos = function(px) {
this.element.style.left = parseInt(px,10) + 'px';
}
// Move it px pixels to the right
Train.prototype.move = function(px) {
this.setPos(px + parseInt(this.getPos(),10));
}
// Recursive function using setTimeout for animation
// Probably should accept a parameter for lag, long lag
// should be a multiple of lag
Train.prototype.run = function() {
// If already running, stop it
// so can interrupt a pause with a start
this.stop();
// Move the train
this.move(5);
// Keep a reference to the train for setTimeout
var train = this;
// Default between each move is 50ms
var lag = 50;
// Pause for 1 second each 100px
if (!(parseInt(this.getPos(),10) % 100)) {
lag = 1000;
}
train.timerId = window.setTimeout( function(){train.run();}, lag);
}
// Start should do a lot more initialising
Train.prototype.start = function() {
this.run();
}
// Stops the train until started again
Train.prototype.stop = function() {
if (this.timerId) {
clearTimeout(this.timerId);
}
}
// Set back to zero
Train.prototype.reset = function() {
this.stop();
this.setPos(0);
}
// Initialise train here
var myTrain = new Train('redTrain');
</script>
<p> </p>
<button onclick="myTrain.start();">Start the train</button>
<button onclick="myTrain.stop();">Stop the train</button>
<button onclick="myTrain.reset();">Reset the train</button>
To pass arguments, this might help you:
setTimeout(function() {
(function(arg1, arg2) {
// you can use arg1 / arg2 here
})('something', 123);
}, 1000);
Or, if you use a defined function:
setTimeout(function() {
someFunction('something', 123);
}, 1000);
It basically starts a timeout; after one second the function is invoked with the specified arguments.
How about using OO principles to simplify the problem? Create an "object" Train which has the following methods:
//train obj
function Train(){
this.isOnWaypoint = function(){
return calculateIsWayPoint()
}
}
//main logic
var train = new Train()
var doneWaiting = false
var doneWaitingTimeout = undefined
var gameLoop = setInterval(1000,function(){
...
if(train.isOnWaypoint() && !doneWaiting){
if(doneWaitingTimeout == undefined){
setTimeOut(5000,function(){
doneWaiting = true
doneWaitingTimeout = undefined
})
}
}
...
})
Here's the solution I finally came up with:
function drawTrackTimeout() {
if(gData != null && gIndex < gData.length) {
var trains = [];
trains[0] = gData[gIndex]['train'];
removeTrain(trains);
drawTrack(gData[gIndex]['y1'], gData[gIndex]['x1'], gData[gIndex]['y2'], gData[gIndex]['x2'], '#FF0', trains);
statusFinalDest = gData[gIndex]['status_final_dest'];
if(statusFinalDest == 'ARRIVED') {
unloadCargo();
} else if (gData[gIndex]['code'] == 'MOVE_TRAIN_AUTO' || gData[gIndex]['code'] == 'TURN_END') {
//moveTrainAuto();
} else {
// handle error
}
gIndex++;
} else {
clearInterval(gIntid);
gIntid = null;
gData = null;
gIndex = 0;
}
}
function myEventMoveTrainManual(evt, performErrorCheck) {
//debugger;
if(mutexMoveTrainManual == 'CONTINUE') {
var ajax = new Ajax();
var param = {};
if(evt) {
var cityId = evt.target.getParentNode().getId();
var param = { "city_id": cityId };
}
ajax.responseType = Ajax.JSON;
ajax.ondone = function(data) {
var actionPrompt = document.getElementById('action-prompt');
actionPrompt.setInnerXHTML('<span><div id="action-text">'+
'Train en route to final destination...</div></span>');
gData = data;
gIndex = 0;
gIntid = setInterval(function(){drawTrackTimeout()},1000);
}
ajax.post(baseURL + '/turn/move-train-final-dest', param);
}
}

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