DOM Manipulation not executing instantly - javascript

I've experienced the issue that DOM Manipulations only take effect when the browser ran through all iterations, i.e. while, for, -loops.
Example:
var text = document.getElementById("text");
for (var i = 0; i < 100000000; i++) {
if (i % 1000000 == 0) {
setTimeout(function() {
text.innerHTML += "|";
}, 0);
}
}
<p id="text"></p>
I'd like to see a progressbar-ish behavior, instead the DOM is manipulated only when he ran through the for-loop.
I tried an asynchronous approach with setTimeout with no success.
Is there a good way to achieve this?

Instead of using loops and setTimeout, use the similar Javascript tool setInterval. This will run a function repeatedly every N milliseconds. You can use a counter variable to keep track of when to add progress bars and when to stop! http://jsfiddle.net/4odd386e/
var text = document.getElementById("text");
var i = 0;
function addOne() {
i += 1;
if (i % 10 === 0) {
text.innerHTML += "|";
}
if (i === 1000) {
// Progress complete
clearInterval(initProgress);
}
}
var initProgress = setInterval(addOne, 0);
Also, the high numbers you initially used were causing very slow progress, so I used 10 and 1000 as examples. This code will work with higher numbers, but it will take a long time to show results.

Change the timeout from 0 to 500, and you will see it progress:
var text = document.getElementById("text");
for (var i = 0; i < 100000000; i++) {
if (i % 1000000 == 0) {
setTimeout(function() {
text.innerHTML += "|";
}, 500);
}
}
<p id="text"></p>
However, the program has to finish counting to 100 million before it goes into an idle state to handle the first timer.
Here's an alternative method, which won't take up so many computer resources:
var text = document.getElementById("text");
for (var i = 0; i < 100; i++) {
setTimeout(function() {
text.innerHTML += "|";
}, 10*i);
}
<p id="text"></p>

Since Javascript runs in a single thread and therefore everything is blocked until it is finished processing the calculations.
In order to have a non-blocking calculation, you can use webworkers and update the dom when the worker dispatches the postMessage event.
Example:
Main code:
var text = document.getElementById("text");
var myWorker = new Worker("js/forloop.js");
myWorker.postMessage(2000);
myWorker.onmessage = function(e) {
//e.data is an object which is passed from the worker
if (e.data === true)
text.innerHTML += "|";
}
WebWorker code:
onmessage = function(e) {
for (var i = 0; i < e.data; i++) {
postMessage(true);
}
}
Further reading: Webworkers

Related

Count down and change variable as it happens [duplicate]

This question already has answers here:
Javascript wait() function [closed]
(2 answers)
Closed 3 years ago.
I am running a for loop with a break of 1 second between each iteration:
<html>
<body>
<script>
var text = "";
var i;
// Wait function
function wait(ms){
var start = new Date().getTime();
var end = start;
while(end < start + ms) {
end = new Date().getTime();
}
}
for (i = 0; i < 5; i++) {
text += "The number is " + i + "<br>";
wait(100)
}
</script>
<script>document.write(text)</script>
</body>
Currently, when I open the file in a web browser, the browser window is loading until the for loop has finished and then the results are displayed (five output lines). Is there a way to display the out put "as it happens". With this I mean, I open the page and every second a new line is printed.
Thank you!
You should learn about timeout and interval concepts in Javascript.
Here is code that will do the work. Examine it.
<html>
<body>
<script>
function waitAndWrite(num) {
setTimeout(() => {
let text = "The number is " + num + "<br>";
document.write(text)
}, num * 1000)
}
for (let i = 0; i < 5; i++) {
waitAndWrite(i)
}
</script>
</body>
Instead of using your own "wait" function, you could use setInterval(fn, timeout) src instead.
var i = 0;
var interval = setInterval(() => {
i = i + 1;
if(i === 5) {
clearInterval(interval);
}
document.write("Your text " + i);
}, 1000);
What you are trying to achieve manually, you can achieve the same with WindowOrWorkerGlobalScope.setTimeout():
The setTimeout() method of the WindowOrWorkerGlobalScope mixin (and successor to Window.setTimeout()) sets a timer which executes a function or specified piece of code once the timer expires.
for (let i = 0; i < 5; i++) {
setTimeout(() => document.write("The number is " + i + "<br>"), 1000 * i); // multiply the delay with i in each iteration
}

JavaScript - Console-like output for API calls

I'm trying to implement something that looks like a console window, but on a webpage. I'd like it to just write a new line pinging an API every second or so. I have:
for (i = 0; i < 5; i++) {
text = httpGet('APICALL' );
document.write(text + '<br>');
sleep(1000);
}
This however, runs ALL the calls first and then writes. How can I change this?
EDIT:
function sleep(milliseconds) {
var start = new Date().getTime();
for (var i = 0; i < 1e7; i++) {
if ((new Date().getTime() - start) > milliseconds){
break;
}
}
}
You should use something like setTimeout, which is a standard way of doing it:
var sleepTime = 1000;
var i = 0;
setTimeout(function readNextMessage() {
if (i < 5) {
text = httpGet('https://turbine-farm.run.aws-usw02-pr.ice.predix.io/api/turbines/1/heartbeat' );
document.body.innerHTML += text + '<br>';
}
i += 1;
setTimeout(readNextMessage, sleepTime);
}, sleepTime);
You cant sleep a webpage. Your sleep function is doing this:
Enters into a loop of 1e7 steps.
Each step does a difference and compares it to a number.
It breaks if comparison is true.
Those 3 steeps, in a modern computer, are done in less than a second.

How define a couple of setIntervals and clear them with delay

I need to randomly change characters of a text and after some delay fix them.
There is my code:
<h1 id="text" style="margin-top:100px;">SOME TEXT</h1>
<script>
var text = document.getElementById("text").innerHTML.split("");
var myArr = text;
for (i = 0; i < myArr.length; ++i) {
var handle = setInterval(function () { xyz(i) }, 100);
setTimeout(function (handle) {
myArr[i] = text[i];
clearInterval(handle);
}, (i) * 1000);
}
function xyz(index) {
myArr[index] = String.fromCharCode(Math.random() * 26 + 65);
document.getElementById("text").innerHTML = myArr;
}
</script>
It seems i have no a good understanding of how setInterval work! :(
EDIT:
With my code only text[text.length+1] character has change that mean passed parameter to xyx() function is last value of loop counter variable (after loop over). Now my question is how trigger setInterval() function with i = 0 ,1 ... , text.length.
Can someone guide me?
basicly setInterval execute a function with a iteration in time. and setInterval gives you a promise to cancel it any time you want.
var myPromise = setInterval(function(){
//some code here
},delayMiliseconds);
to cancel this code
clearInterval(myPromise);
Related to this question problem was wrong way to passing arguments to setInterval().the callback function i passed to setInterval() maintains a reference to "i" rather than the snapshot value of "i" as it existed during each particular iteration...
<h1 id="text" style="margin-top:100px;">SOME TEXT</h1>
<script>
var text = document.getElementById("text").innerHTML.split("");
var myArr = document.getElementById("text").innerHTML.split("");
for (i = 0; i < text.length; i++) {
var handle = setInterval(function (k) { xyz(k) }, 100,i);
setTimeout(function (handle, i) {
console.log(i);
console.log(text[i]);
myArr[i] = text[i];
clearInterval(handle);
}, (i) * 1000,handle,i);
}
function xyz(index) {
myArr[index] = String.fromCharCode(Math.random() * 26 + 65);
document.getElementById("text").innerHTML = myArr.toString();
}
</script>

Image not changing

Hi I am trying to get an image to blink using the code below by changing the image. Is there something wrong with my "setTimeout"? TIA
var Test = new Array();
Test.length = 2;
for (var i = 0; i < Test.length; i++) {
Test[i] = new Image();
Test[i].src = "images/Image2" + (i+1) + ".png";
}
function ChangeImage() {
for (var i = 0; i < Test.length; i++) {
document.getElementById('Test_Image').src = Test[i].src;
}
setTimeout("ChangeImage()", 1000);
}
ChangeImage();
First.. you complicated yourself with the new Image() part. You could just use Test[i] = "images/Image2" + (i+1) + ".png";
And for your code, firstly you change the images really fast once every 1 second.
It should be something like this:
function ChangeImage() {
for (var i = 0; i < Test.length; i++) {
setTimeout(function(){document.getElementById('Test_Image').src = Test[i];
}, (i+1) *1000);
}
if(play){
setTimeout("ChangeImage()", Test.length * 1000);
}
}
This will not halt the javascript code at any point.
After 1 sec it will put image21, after 2 seconds image21 and it will call itself again and it will start all over again;
I put the variable play so you could stop the animation if you wanted.
setTimeout() is not blocking. That means it only schedules an activity to happen some time in the future and the rest of your Javascript just keeps running. So, you were scheduling Test.length setTimeout() all for the exact same time 1 second from now. Instead, you need to schedule the next image change and then, when that timer fires, you schedule the one after that and so on.
If you just want to cycle through the various images one second apart, you can do this:
function ChangeImage() {
var cntr = 0;
function next() {
if (cntr < Test.length) {
document.getElementById('Test_Image').src = Test[cntr++].src;
// after changing src, schedule next change for 1 second from now
setTimeout(next, 1000);
}
}
// start first iteration
next();
}
ChangeImage();
You may also need to make sure that all your images are properly preloaded so they display immediately when you set their source. There are numerous ways to make sure the preload is done before starting the rotation such as these:
Image preloader javascript that supports events
How do you cache an image in Javascript
Try something like this.
Edit: Accidentally put setTimeout instead of setInterval. Thanks Santi for point that out.
var Test = new Array();
Test.length = 2;
for (var i = 0; i < Test.length; i++) {
Test[i] = new Image();
Test[i].src = "images/Image2" + (i+1) + ".png";
}
var count = 0;
function ChangeImage() {
if (count >= Test.length)
count = 0;
document.getElementById('Test_Image').src = Test[count].src;
count++;
}
setInterval(ChangeImage, 1000);
Your for loop switches the src once and immediately switches it back, so you can't see it change. Try this instead:
var Test = [];
for (var i = 0; i < 2; i++) {
Test.push("images/Image2" + (i+1) + ".png");
};
var x = 0;
document.getElementById('Test_Image').src = Test[x];
(function ChangeImage() {
if(++x >= Test.length) x = 0;
document.getElementById('Test_Image').src = Test[x];
setTimeout(ChangeImage, 1000);
})();
EDIT: As Santi pointed out, my original solution only supported two images, while OP requested to loop through an array.

setTimeout inside for loop [duplicate]

This question already has answers here:
setTimeout in for-loop does not print consecutive values [duplicate]
(10 answers)
Closed 7 years ago.
I want a string to appear character-for-character with the following code:
function initText()
{
var textScroller = document.getElementById('textScroller');
var text = 'Hello how are you?';
for(c = 0; c < text.length; c++)
{
setTimeout('textScroller.innerHTML += text[c]', 1000);
}
}
window.onload = initText;
It's not working.. what am I doing wrong?
Try something like this:
function initText()
{
var textScroller = document.getElementById('textScroller');
var text = 'Hello how are you?';
var c = 0;
var interval = setInterval(function() {
textScroller.innerHTML += text[c];
c++;
if(c >= text.length) clearInterval(interval);
}, 1000);
}
Note I added clearInterval to stop it when it's needed.
Currently, you are defining 18 timeouts and all will be executed ~ at once.
Second problem is, you pass instructions to execute as a String. In that case, the code won't have access to all variables defined in initText, because evaluated code will be executed in global scope.
IMO, this should do the job
function initText(){
var textScroller = document.getElementById('textScroller');
var text = 'Hello how are you?';
var c = 0;
(function(){
textScroller.innerHTML += text.charAt(c++);
if(text.length > c){
setTimeout(arguments.callee, 1000);
}
})();
}
Even more generic than answer by #yauhen-yakimovich:
Using Timeout:
var repeat = (function () {
return function repeat(cbWhileNotTrue, period) {
/// <summary>Continuously repeats callback after a period has passed, until the callback triggers a stop by returning true. Note each repetition only fires after the callback has completed. Identifier returned is an object, prematurely stop like `timer = repeat(...); clearTimeout(timer.t);`</summary>
var timer = {}, fn = function () {
if (true === cbWhileNotTrue()) {
return clearTimeout(timer.t); // no more repeat
}
timer.t = setTimeout(fn, period || 1000);
};
fn(); // engage
return timer; // and expose stopper object
};
})();
Using Interval:
var loop = (function () {
return function loop(cbWhileNotTrue, period) {
/// <summary>Continuously performs a callback once every period, until the callback triggers a stop by returning true. Note that regardless of how long the callback takes, it will be triggered once per period.</summary>
var timer = setInterval(function () {
if (true === cbWhileNotTrue()) clearInterval(timer);
}, period || 1000);
return timer; // expose stopper
};
})();
Slight difference between the two indicated in comments -- the repeat method only repeats after the callback performs, so if you have a "slow" callback it won't run every delay ms, but repeats after every delay between executions, whereas the loop method will fire the callback every delay ms. To prematurely stop, repeat uses an object as the returned identifier, so use clearTimeout(timer.t) instead.
Usage:
Just like answer by #soufiane-hassou:
var textScroller = document.getElementById('textScroller');
var text = 'Hello how are you?';
var c = 0;
var interval = repeat/* or loop */(function() {
textScroller.innerHTML += text[c];
c++;
return (c >= text.length);
}, 1000);
As mentioned, premature stopping would be:
/* if repeat */ clearTimeout(interval.t);
/* if loop */ clearInterval(interval);
Try this:
function initText()
{
var textScroller = document.getElementById('textScroller');
var text = 'Hello how are you?';
for(c = 0; c < text.length; c++)
{
setTimeout("textScroller.innerHTML += '" + text[c] + "'", 1000 + c*200);
}
}
window.onload = initText;
Try using a closure:
function init() {
var textScroller = document.getElementById('textScroller');
var text = 'Hello how are you?';
var c = 0;
function run() {
textScroller.innerHTML += text[c++];
if (c<text.length)
setTimeout(run, 1000);
}
setTimeout(run, 1000);
}
init()
The problem in your code is that the code you put in the string will run in the global context, where textScroller is not defined (it is defined inside your function).
I want to share a snippet (based on answer by Soufiane Hassou). It extends to the case when you literally replace a for-loop body to be iterated over some array in a fixed interval of time. Basically same synchronous loop but with "sleep" pausing (because javascript is not a synchronous programming language).
function loop(arr, take, period) {
period = period || 1000;
var i = 0;
var interval = setInterval(function() {
take(i, arr[i]);
if (++i >= arr.length) { clearInterval(interval);}
}, period);
}
Usage example:
loop([1, 2, 3, 4], function(index, elem){
console.log('arr[' + index + ']: ' + elem);
});
Tested in Node JS. Hope that helps someone.
edit>
the following update makes code usable together with libs doing heavy "prototyping" (like jQuery or prototype):
function loop(arr, take, period) {
period = period || 1000;
var scope = {
i: 0,
arr: arr,
take: take,
};
var iterate = (function iterate() {
if (this.i >= this.arr.length) { clearInterval(this.interval); return}
take(this.i, this.arr[this.i++]);
}).bind(scope);
scope.interval = setInterval(iterate, period);
}
Your for loop is setting a timeout for every character at once, so they will not appear in sequence, but all at once. Your setTimeout should include code to another setTimeout that will include the next character to display.
So something like this (didn't test this)
function initText()
{
var textScroller = document.getElementById('textScroller');
var text = 'Hello how are you?';
setTimeout('nextChar(text)', 1000);
}
function nextChar(text){
if(text.length > 0){
textScroller.innerHTML += text[0];
setTimeout('nextChar(text.substring(1))', 1000);
}
}
If you want to preserve setTimeOut (instead of setInterval) and use named function (instead of evaluating code block in setTimeOut call), then this could be helpful:
var b = {
textScroller: document.getElementById('textScroller'),
text: "Hello how are you?"
};
function initText() {
for(c = 0; c < b.text.length; c++) {
setTimeout("append("+c+")", 1000 + c*200);
}
}
function append(c) {
b.textScroller.innerHTML += b.text[c];
}
window.onload = initText;
With the above you can pass a parameter to append function.
To pass several parameters the next code does the trick:
var glo = [];
function initText()
{
var textScroller = document.getElementById('textScroller');
var text = "Hello how are you?";
var timeout_time;
for(c = 0; c < text.length; c++) {
glo[glo.length] = {text:text, c:c, textScroller:textScroller};
timeout_time = 1000 + c * 200;
setTimeout("append(" + (glo.length - 1) + ")", timeout_time);
}
}
function append(i)
{
var obj = glo[i];
obj.textScroller.innerHTML += obj.text[obj.c];
obj = null;
glo[i] = null;
}
window.onload = initText;
With the above you have only one global array glo. In loop you create new array members to glo and in append() function refer to these members using index which is passed as parameter.
CAUTION: the second code sample is not meant as best or most suitable solution to OP:s problem, but may benefit in other setTimeOut relative problems, eg. when someone wants to make a presentation or performance test where some functionalities are needed to call after some delay. The advantage of this code is to make use of for loops (many coders want to use for loops) and the possibility to use also inner loops and the ability to "send" local variables in their loop time state to timeOut functions.
May be better to loop in cascade. For exemple to fade a div :
div=document.createElement('div');
div.style.opacity=1;
setTimeout(function(){fade(1);},3000);
function fade(op){
op-=.05;
if(op>0) setTimeout(function(){div.style.opacity=op;fade(op);},30);
else document.body.removeChild(div);
}

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