Making a delay in Javascript [duplicate] - javascript

This question already has answers here:
JavaScript closure inside loops – simple practical example
(44 answers)
Closed 7 years ago.
I am working on a WordPress plugin. One of its features involves hiding and revealing segments of text by class using <span>.
This functionality works, but I have been hoping to enhance it by having the segments of text reveal one letter at a time (quickly of course) as though they were being typed out very quickly, rather than all at once in large chunks.
I know there are animations out there for this kind of thing ... and perhaps that would be a better solution, but I've been trying to keep it. But the functionality is not really graphic or "animation" oriented; my intent is more just to make a text-based feature look prettier.
I've gotten the portion of the code that builds each segment of text character by character, but I'm trying to insert a very short (5-10ms) delay between each character so that the effect is actually visible. I simply cannot get the setTimeout function to work; can anyone please give me some suggestions?
For simplicity I'm just including the segment of the text that does this; let me know if more context is needed. The following is the FOR loop that goes through every element of an array called cols[] and reveals each element in the array by character. This code works but the delay is never observed.
numberofSnippets = the size of the array cols[]
for (c = 0; c < numberofSnippets; c++)
{
h=0;
currentshown = '';
snippet = cols[c].textContent;
sniplength = snippet.length;
(function addNextCharacter()
{
onecharacter = snippet.charAt(h);
currentshown = currentshown.concat(onecharacter);
cols[c].textContent = currentshown;
h=h+1;
if (h < sniplength) {window.setTimeout(addNextCharacter, 200); }
})();*/
}
}
}

There were a few oddities in your code that was preventing the setTimeout from performing as expected, mostly due to the closure reusing variables within the loop due to the fact that the loop isn't going to wait for the IIFE to finish recursively executing with a setTimeout. I solved that by moving those variables to parameters passed to addNextCharacter.
var cols = document.getElementsByClassName('foo');
var numberofSnippets = cols.length;
for (var c = 0; c < numberofSnippets; c++) {
(function addNextCharacter(h, c, snippet, sniplength, currentshown) {
var onecharacter = snippet.charAt(h);
currentshown = currentshown.concat(onecharacter);
cols[c].textContent = currentshown;
h = h + 1;
if (h < sniplength) {
setTimeout(function () {
addNextCharacter(h, c, snippet, sniplength, currentshown);
}, 10);
}
})(0, c, cols[c].textContent, cols[c].textContent.length, '');
}
<div class="foo">Apple</div>
<div class="foo">Banana</div>
<div class="foo">Orange</div>
<p class="foo">There were a few oddities in your code that was preventing the setTimeout from performing as expected, mostly due to the closure reusing variables within the loop due to the fact that the loop isn't going to wait for the IIFE to finish recursively executing with a setTimeout. I solved that by moving those variables to parameters passed to addNextCharacter.</p>
And here's the obligatory .forEach version which avoids needing to pass the variables around as parameters.
var cols = document.getElementsByClassName('foo');
var numberofSnippets = cols.length;
[].forEach.call(cols, function(el) {
var snippet = el.textContent;
var sniplength = snippet.length;
var currentshown = '';
(function addNextCharacter(h) {
var onecharacter = snippet.charAt(h);
currentshown = currentshown.concat(onecharacter);
el.textContent = currentshown;
h = h + 1;
if (h < sniplength) {
setTimeout(function() {
addNextCharacter(h);
}, 1000);
}
})(0);
});

Well, one issue is that you're setting your timeout to 0, which means, effectively 'next tick'. If you want a 5 second delay, for example, you need to put 5000 in there as the second param.

Related

Vanilla JavaScript each function user controlled

So I've written a few each functions like jQuery has, and to be honest they are nice but I got to thinking, what if the user at hand does not want to start at 0, or wants to manipulate the iterator. I've tried many ways of doing this and it seems to either crash or cause an infinite loop. Here are some examples.
//a being an array of elements
_$(a).each(function(i){
console.log(i);
i++;
});
//backend js
each:function(fn){
var i = fn[0]; // equals the first argument in the callback
for(i=0;i<this.length;)
fn.call(this[i],i);
return this;
},
Next Example
//a being an array of elements
var inta = 6;
_$(a).each(function(i){
console.log(i);
},inta++);
//backend js
each:function(fn,iterator){
var len = this.length;
var ct = iterator;
while(ct < len)
fn.call(this[ct],ct);
return this;
},
There are a few more examples and they don't work either. So question is how do I manipulate the iterator inside the function like the first example above. If not possible that is fine just curious as to this curious possibility.
So what I've read above from map, filter, reduce, some, every, they just won't work with what I need since I am writing a small minimal library. So I need to know exactly what to iterate over, which in my case is this but only this[INT]. So I created an optional parameter after the function to add to the iterator by.
each:function(fn,add){
/*
First check if add is assigned
If it is not assign it to be 1 + 1 (i++)
If it is, make sure it is not 0 (causing an infinite loop)
And that will result in ( i + add)
*/
add = 0 !== add && add || 1;
for(var i=0;i<this.length;i = i + add)
fn.call(this[i],i);
return this;
}
So the use case would be.
var domElements = document.querySelectorAll('*'); //10 items per se
_$(domElements).each(function(i){
console.log(i);
},2);
//logs
//0 2 4 6 8
This is just a very basic iterator for now, and like I've said for a small convenient library not boogered by lots of "bull".

Simplifying a javascript function with repeated similar lines (with a loop?)

Okay, I hope you don't all facepalm when you see this - I'm still finding my way around javascript.
I am putting together an RSVP form for a wedding website.
I want the guests to be able to add their names to the RSVP form, but only have as many fields showing as required. To this end, after each name field, there is a link to click, which will, when clicked, show a name field for the next guest.
The code below works... but I am sure it can be tidier.
I have tried to insert a for() loop into the code in several different ways, I can see that the for() loop increments correctly to the last value - but when it does so, it leaves only the last addEventListener in place. I can only assume, that I should be using a different kind of loop - or a different approach entirely.
How should I tidy up the following?
<script>
function showNextGuest(i) {
document.getElementsByTagName(\'fieldset\')[i].style.display = \'block\';
}
function initiateShowNextGuest() {
document.getElementsByTagName('fieldset')[0].getElementsByTagName('a')[0].addEventListener('click',function(){showNextGuest(1);},false);
document.getElementsByTagName('fieldset')[1].getElementsByTagName('a')[0].addEventListener('click',function(){showNextGuest(2);},false);
document.getElementsByTagName('fieldset')[2].getElementsByTagName('a')[0].addEventListener('click',function(){showNextGuest(3);},false);
document.getElementsByTagName('fieldset')[3].getElementsByTagName('a')[0].addEventListener('click',function(){showNextGuest(4);},false);
document.getElementsByTagName('fieldset')[4].getElementsByTagName('a')[0].addEventListener('click',function(){showNextGuest(5);},false);
}
window.onload = initiateShowNextGuest();
</script>
Your intuition is right - a for loop could indeed simplify it and so could a query selector:
var fieldsSet = document.querySelectorAll("fieldset"); // get all the field sets
var fieldss = [].slice.call(asSet); // convert the html selection to a JS array.
fields.map(function(field){
return field.querySelector("a"); // get the first link for the field
}).forEach(function(link, i){
// bind the event with the right index.
link.addEventListener("click", showNextGuest.bind(null, i+1), false);
});
This can be shortened to:
var links = document.querySelectorAll("fieldset a:first-of-type");
[].forEach.call(links, function(link, i){
link.addEventListener("click", showNextGuest.bind(null, i+1), false);
});
function nextGuest () {
for(var i = 0; i < 5; i++){
document.getElementsByTagName('fieldset')[i]
.getElementsByTagName('a')[0]
.addEventListener('click',function(){
showNextGuest(parseInt(i + 1));
}, false);
}
}
Benjamin's answer above is the best given, so I have accepted it.
Nevertheless, for the sake of completeness, I wanted to show the (simpler, if less elegant) solution I used in the end, so that future readers can compare and contrast between the code in the question and the code below:
<script>
var initiateShowNextGuest = [];
function showNextGuest(j) {
document.getElementsByTagName('fieldset')[j].style.display = 'block';
}
function initiateShowNextGuestFunction(i) {
return function() {
var j = i + 1;
document.getElementsByTagName('fieldset')[i].getElementsByTagName('a')[0].addEventListener('click',function(){showNextGuest(j);},false);
};
}
function initiateShowNextGuests() {
for (var i = 0; i < 5; i++) {
initiateShowNextGuest[i] = initiateShowNextGuestFunction(i);
initiateShowNextGuest[i]();
}
}
window.onload = initiateShowNextGuests();
</script>
In summary, the function initiateShowNextGuests() loops through (and then executes) initiateShowNextGuestFunction(i) 5 times, setting up the 5 anonymous functions which are manually written out in the code in the original question, while avoiding the closure-loop problem.

Javascript performance array of objects preassignment vs direct use

I have a doubt about how can be affected to speed the use of object data arrays, that is, use it directly or preasign them to simple vars.
I have an array of elements, for example 1000 elements.
Every array item is an object with 10 properties (for example).
And finally I use some of this properties to do 10 calculations.
So I have APPROACH1
var nn = myarray.lenght;
var a1,a2,a3,a4 ... a10;
var cal1,cal2,.. cal10
for (var x=0;x<nn;x++)
{ // assignment
a1=my_array[x].data1;
..
a10 =my_array[x].data10;
// calculations
cal1 = a1*a10 +a2*Math.abs(a3);
...
cal10 = (a8-a7)*4 +Math.sqrt(a9);
}
And APPROACH2
var nn = myarray.lenght;
for (var x=0;x<nn;x++)
{
// calculations
cal1 = my_array[x].data1*my_array[x].data10 +my_array[x].data2*Math.abs(my_array[x].data3);
...
cal10 = (my_array[x].data8-my_array[x].data7)*4 +Math.sqrt(my_array[x].data9);
}
Assign a1 ... a10 values from my_array and then make calculations is faster than make the calculations using my_array[x].properties; or the right is the opposite ?????
I dont know how works the 'js compiler' ....
The kind of short answer is: it depends on your javascript engine, there is no right and wrong here, only "this has worked in the past" and "this don't seem to speed thing up no more".
<tl;dr> If i would not run a jsperf test, i would go with "Cached example" 1 example down: </tl;dr>
A general rule of thumb is(read: was) that if you are going to use an element in an array more then once, it could be faster to cache it in a local variable, and if you were gonna use a property on an object more then once it should also be cached.
Example:
You have this code:
// Data generation (not discussed here)
function GetLotsOfItems() {
var ret = [];
for (var i = 0; i < 1000; i++) {
ret[i] = { calc1: i * 4, calc2: i * 10, calc3: i / 5 };
}
return ret;
}
// Your calculation loop
var myArray = GetLotsOfItems();
for (var i = 0; i < myArray.length; i++) {
var someResult = myArray[i].calc1 + myArray[i].calc2 + myArray[i].calc3;
}
Depending on your browser (read:this REALLY depends on your browser/its javascript engine) you could make this faster in a number of different ways.
You could for example cache the element being used in the calculation loop
Cached example:
// Your cached calculation loop
var myArray = GetLotsOfItems();
var element;
var arrayLen = myArray.length;
for (var i = 0; i < arrayLen ; i++) {
element = myArray[i];
var someResult = element.calc1 + element.calc2 + element.calc3;
}
You could also take this a step further and run it like this:
var myArray = GetLotsOfItems();
var element;
for (var i = myArray.length; i--;) { // Start at last element, travel backwards to the start
element = myArray[i];
var someResult = element.calc1 + element.calc2 + element.calc3;
}
What you do here is you start at the last element, then you use the condition block to see if i > 0, then AFTER that you lower it by one (allowing the loop to run with i==0 (while --i would run from 1000 -> 1), however in modern code this is usually slower because you will read an array backwards, and reading an array in the correct order usually allow for either run-time or compile-time optimization (which is automatic, mind you, so you don't need to do anything for this work), but depending on your javascript engine this might not be applicable, and the backwards going loop could be faster..
However this will, by my experience, run slower in chrome then the second "kinda-optimized" version (i have not tested this in jsperf, but in an CSP solver i wrote 2 years ago i ended caching array elements, but not properties, and i ran my loops from 0 to length.
You should (in most cases) write your code in a way that makes it easy to read and maintain, caching array elements is in my opinion as easy to read (if not easier) then non-cached elements, and they might be faster (they are, at least, not slower), and they are quicker to write if you use an IDE with autocomplete for javascript :P

Javascript pause in WinRT for animation

I want to pause execution in javascript so that I can animate the appearance of text on the screen. My code is currently this:
function AnimateWord(word) {
for (var i = 0; i <= word.length; i++) {
myTest.textContent += word.charAt(i);
// need to pause here and then continue
}
}
I've done some research and the preferred method to do this in javascript seems to be setTimeout, although I can't really see how that would work in this case without creating a recursive loop (which just doesn't seem like the right solution to me).
Is there a way around this, or am I stuck with setTimeout and a recursive loop?
EDIT:
Based on some additional tests, I've tried using the Promise.timeout:
for (var i = 0; i <= word.length; i++) {
WinJS.Promise.timeout(1000).then(TypeLetter(word.charAt(i)));
}
function TypeLetter(letter) {
myTest.textContent += letter;
}
But this doesn't seem to actually pause. In fact, it seems to completely ignore the timeout. I've also tried:
setTimeout(TypeLetter(word.charAt(i)), 1000);
With basically the same results. this page seems to imply that it should wait and then execute the task. I'm quite new to WinJS, but am equating a promise to an await keyword in C#.
setTimeout/setIngerval/requestAnimationFrame are pretty much your only choices. I wouldn't call them recursive perse - while you do call your same function over & over. The calls tack is completely independent.
What kind of animation are you really trying to create? It may be better to create a span for each character, have them hidden, and then fade/translate the, in using CSS animations.
var i = 0;
var str = "plz send teh codez";
var intervalId = setInterval(function(){
myTest.textContent += str.charAt(i);
if (++i >= str.length)
clearInterval(intervalId);
}, 1000);
demo http://jsfiddle.net/qxfVu/1/
Does this do what you are looking for:
var array1 = [];
function AnimateWord(word) {
var test = $('#test');
for (var i = 0; i <= word.length; i++) {
array1.push(word.charAt(i));
test.delay(100).queue(function() {
this.innerHTML += array1[0];
array1.splice(0, 1);
$(this).dequeue();
});
}
}
please see fiddle link as well: http://jsfiddle.net/7Ea9u/

JS setTimeout Not Delaying

Alright guys, I'm trying to add numbers on my page every 1/4 second or so. So the change is visible to the user. I'm using setTimeout and all my calculations are occurring correctly but without any delay. Here's the code:
for(var i = 0; i < 10; i++)
{
setTimeout(addNum(i),250);
}
I've also tried capturing the return value:
for(var i = 0; i < 10; i++)
{
var t = setTimeout(addNum(i),250);
}
I've also tried using function syntax as part of the setTimeout params:
for(var i = 0; i < 10; i++)
{
var t = setTimeout(function(){array[j].innerHTML + 1},250);
}
I've also tried putting code in a string & the function call in a string. I can't ever get it to delay. Help Please!
How about:
var i=0;
function adder() {
if(i>=10) {return;}
addNum(i++);
setTimeout(adder,250);
}
adder();
When you did setTimeout(addNum(i),250); you executed the function straight away (function name followed by () will execute it right away and pass the return value to the timeout to be executed 1/4 second later). So in a loop that would just execute all 10 immediately. Which is what you saw.
Capturing the return value var t = setTimeout(...); is helpful, but not in your use case; the value is the timer id number, used for cancelling the timeout.
Not sure what your last attempt is, although presumably it's the function body of your addNum routine, so the same logic applies as above.
Perhaps instead, since you're running the same method multiple times, you should use the setInterval method instead? Here's an example of how you might do that.
Try setTimeout("addNum(" + i + ")", 250); the reason its not working is because its evaluating the parameter and executing it and changing it to something like setTimeout(result of addNum(i), 250);

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