JavaScript: setTimeout (setInterval) not working - javascript

Ok, so basically i'm creating an Interval class to handle repeating actions.
I have something like this:
function Interval(fn, speed) {
this.fn = fn;
this.speed = speed;
this.nt = setInterval(fn, speed);
}
And then i have 3 methods:
this.pause = function() {
clearInterval(this.nt);
}
this.start = function() {
this.nt = setInterval(this.fn, this.speed);
return this.nt;
}
this.wait = function(time) {
this.pause();
setTimeout(function() {
this.start();
}, time);
}
The problem appears in the third method. this.pause(); and this.start(); works as expected. But when I nest this.start into a setTimeout function it stops working. I don't understand why. Here's an example:
var i = 0:
var nt = new Interval(function() {
alert('Itineration: '+ i );
if(i>5);
nt.pause();
setTimeout(nt.start, 2000);
// nt.wait(2000);
}, 500);
Neither nt.wait(2000); nor nt.pause(); setTimeout(nt.start, 2000); is working.

this inside the timeout handler is not the Interval object, it is referring to the window object(not strict mode) so this.start() will not work
One solution is to pass a custom context using Function.bind()
this.wait = function (time) {
this.pause();
setTimeout(function () {
this.start();
}.bind(this), time);
// setTimeout(this.start.bind(this), time) as #elclanrs suggested
}

You are running into a context issue with your code. When the setTimeout function executes your callback the definition of "this" is no longer your Interval object. You need to modify your code so that you maintain a proper reference to the Interval object.
this.wait = function(time) {
var interval = this;
interval.pause();
setTimeout(function() {
interval.start();
}, time);
}
Edit
I just saw the other answer using .bind which is a much cleaner solution from a readability standpoint. One important note about .bind is that behind the scenes it basically generates another function to call your original function using the .call or .apply methods to set the correct value of this
In most cases the readability gained from using .bind is worth it. However, if this is going to be a core component to a larger system, it is a good idea to squeeze every ounce of performance you can out of it. Which would be an argument for avoiding .bind in this specific situation.

Working example based on the other answers.
function Interval(fn, speed) {
this.fn = fn;
this.speed = speed;
this.nt = setInterval(fn, speed);
this.pause = function () {
clearInterval(this.nt);
}
this.start = function () {
this.nt = setInterval(this.fn, this.speed);
return this.nt;
}
this.wait = function (time) {
this.pause();
setTimeout(function () {
this.start();
}.bind(this), time);
}
}
var i = 0;
var nt = new Interval(function () {
document.write('<pre>Itineration: ' + i + '</pre>');
i++;
nt.wait(2000);
}, 500);

Related

Calling class methods inside javascript class

This is a Vue class. The method signOut() should fire when the timer ticks. The timer works, except the call signOut().
The problem is with accessing the class method. I'm confused with this, self and access modifiers.
I tried with this.signOut() but it does not work.
How can I call the method signOut?
"use strict";
(async (globals, config, loader, application) => {
const storageLocal = await loader.services.storage.local.getAsync();
class HeaderComponent {
#foo = a;
constructor(tag) {
this.tag = tag;
this.timer();
}
signOut() {
storageLocal.delete('account');
window.location = '/signin.html';
}
timer() {
//document.getElementById("timer"),
var counter = -1;
var timeout;
var startTimer = function timer() {
counter++;
console.log(counter);
signOut(); //<- error can't call class method
timeout = setTimeout(timer, 10000);
};
function resetTimer() {
// here you reset the timer...
clearTimeout(timeout);
counter = -1;
startTimer();
//... and also you could start again some other action
}
document.addEventListener("mousemove", resetTimer);
document.addEventListener("keypress", resetTimer);
startTimer();
}
data() {
return { account: storageLocal.account };
}
}
const component = new HeaderComponent('component-header')
loader.components.set(component.tag, component);
})(window, window.config, window.loader, window.application);
Please note:
signOut() {
storageLocal.delete('account');
window.location = '/signin.html';
}
timer() {
//document.getElementById("timer"),
var counter = -1;
var timeout;
var startTimer = function timer() {
as you can see 'signOut()' is 2 levels below active functions. The logic says it would work like this.parent.signOut() but it DOES NOT !
EDIT3: this.signOut(); will produce
Uncaught TypeError: Cannot read property 'signOut' of undefined
at timer (header.js:30)
at HTMLDocument.resetTimer
The function creates a new context. You need to switch to arrow function and use this.signOut(). Simplified example:
timer() {
var counter = -1;
var timeout;
var startTimer = () => {
counter++;
console.log(counter);
this.signOut();
timeout = setTimeout(startTimer, 1000);
};
setTimeout(startTimer, 1000);
}
Moreover, you have two signOut() methods defined in one class.
You need this and call it like this.signOut()
The startTimer-function does not run in the context of the HeaderComponent's instance.
this in startTimer will point to window when it's executed as a handler in setTimeout.
In order to access the the instance of HeaderComponent, either use an arrow function (as pointed out in an earlier answer. See also Arrow function expressions) which will point this to the outer context (which is HeaderComponent's instance) or define an identifier in timer which points to the instance (eg. const self = this;) and use self instead of this in startTimer.
To apply this to your example (for the sake of consistency, I used var instead of const):
timer() {
var counter = -1;
var timeout;
var self = this;
var startTimer = function() { // Don't use a named function here, it only leads to more confusion
counter++;
console.log(counter);
self.signOut(); // Use `this` of the outer context
timeout = setTimeout(startTimer, 10000); // Use the declared identifier
};
// Rest of the method
}
this is Javascript may be a bit confusing to those who come from different programming languages. If you want to get into more detail, I recommend reading into the MDN reference for this and into Closures

How to disable a function when time passed?

I'm trying to disable 2 functions when a certain time period is reached and enable the other 2 after that time period. So the second 2 functions would have to be disabled to begin with.
I was thinking of using the following code to wrap around the functions:
Code:
var startTime = new Date().getTime();
var interval = setInterval(function(){
if(new Date().getTime() - startTime > 5000){
clearInterval(interval);
return;
}
function 1() {}
$(function 2() {});
}, 1000);
function 3() {}
$(function 4() {});
Can you help?
If you want to control whether functions do something or not, based on how much time has elapsed, it would probably be easier to set a flag after the interval you need, and then have your functions check that flag to decide if they are going to do something:
var timedOut = false;
setTimeout(function () {
timedOut = true;
}, 5000);
function one() {
if (!timedOut) {
// do something
}
}
function two() {
if (!timedOut) {
// do something
}
}
function three() {
if (timedOut) {
// do something
}
}
function four() {
if (timedOut) {
// do something
}
}
This should get you started; I've simply redefined the original func1/func2 functions after a set time (5 seconds, as your example uses). This could do any number of things (such as remove the function definition altogether).
(function(document,window,undefined){
// Used simply to show output to the window.
var db = document.getElementById('db');
// Here we define the initial state of our two functions.
// Nothing magical here, just outputting a description.
window.func1 = function(){
db.innerHTML += 'Hello from original func1\r\n';
}
window.func2 = function(){
db.innerHTML += 'Hello from original func2\r\n';
}
// Here we keep the same format you used (using the Date to
// define when one's been deprecated over the other).
var startTime = new Date().getTime(),
interval = setInterval(function(){
var currentTime = new Date().getTime(),
delta = currentTime - startTime;
if (delta > 5000){
// In here, now that the specified amount of time has
// elapsed, we redefine the meaning of the two original
// functions. We could also simply remove them.
window.func1 = function(){
db.innerHTML += 'Hello from NEW func1\r\n';
}
window.func2 = function(){
db.innerHTML += 'Hello from NEW func2\r\n';
}
clearInterval(interval);
}
}, 1000);
})(document,window);
// This is here just to show you how one definition is changed
// in place of another.
setInterval(function(){
func1();
func2();
}, 1000);
<pre id="db"></pre>
If you mean 'disabling' the functions after certain amount of seconds then this should do the trick.
var secondsLimit = 10,
a = 0,
b = setInterval(function () { a += 1; }, 1000 });
function A() {
if (a > secondsLimit) {
return;
}
// do stuff
}
You can change the functions if you call them e.g. by a global variable scope.
In the following example based on your code, the functions switch after 4 seconds.
var function1 = function() {
console.log("function 1 active");
};
var function2 = function() {
console.log("function 2 active")
}
var startTime = new Date().getTime();
setTimeout(function() {
function1 = function() {
console.log("now function 3 is active instead of function 1");
}
function2 = function() {
console.log("now function 4 is active instead of function 2");
}
}, 4000);
//the following code is just for testing reasons
var interval = setInterval(function() {
function1();
function2();
}, 1000)

Javascript binding using call with setInterval

How can I use "call" with "setInterval" to get an object literal to invoke one of its own methods?
Here's an example.
This works, and I understand why it works.
The timer object calls its own tick method once each second
var timer =
{
start: function()
{
var self = this;
setInterval(function(){self.tick();}, 1000);
},
tick: function()
{
console.log("tick!");
}
};
timer.start();
I tried to simplify this code by using "call".
This next example is the best that I came up with.
But it doesn't work: the tick method is called only once, and then I get a type error.
var timer =
{
start: function()
{
setTimeout.call(this, this.tick(), 1000);
},
tick: function()
{
console.log("tick!");
}
};
timer.start();
I think I don't really understand how call works.
Can anyone explain what I'm doing wrong?
You are .calling .setInterval not your callback function which the browser calls:
setInterval( this.tick.bind(this), 1000 );
Should work. See .bind
This is what I ended up with:
var timer = {
time: 0,
start: function() {
var timerTick = this.tick.bind(this);
window.setInterval(function() {
timerTick();
}, 1000);
},
tick: function() {
this.time += 1;
console.log(this.time);
}
};
timer.start();

Add a timeout to "setInterval()"?

I have a setInterval function like below on a Divbox so if I leave a divbox, this setInterval is triggered:
setInterval("playthis()", 1000);
What I want it to do: If I leave the divbox and lets say within the next 2 second rehover it, the setInterval should not triggered.
Is this possible?
You can use cousins setTimeout and clearTimeout to set a function callback that invokes your setInterval only after 2 uninterrupted seconds:
var handle = null;
function yourDivboxLeaveHandler() {
handle = setTimeout(startPlay, 2000);
}
function yourDivboxHoverHandler() {
if (handle !== null) {
clearTimeout(handle);
handle = null;
}
}
function startPlay() {
setInterval(playthis, 1000); // use function references please, not eval
handle = null;
}
You will want much better variable/function names than this though.
Yes. Just make some creative use of clearInterval().
In other words, no, such a feature doesn't come out-of-the-box, but you can build it yourself by calling clearInterval() if the mouse re-enters the divbox before the interval is triggered.
For example:
var divBox = document.getElementById('MyDivBox');
var TimeoutHandle = null;
divBox.onmouseover = function()
{
if ( TimeoutHandle != null )
{
clearTimeout(TimeoutHandle);
}
}
divBox.onmouseout = function()
{
TimeoutHandle = setTimeout(function()
{
TimeoutHandle = null;
setInterval(playthis, 1000);
}, 2000);
}
First of all is a bad practice to have the code evalued in a setInterval so you should avid double quotes. Then you can clear the interval like this:
var int = setInterval(playthis, 1000);
clearInterval(int)

Best way to have event occur n times?

I use the following code to create countdowns in Javascript. n is the number of times to repeat, freq is the number of milliseconds to wait before executing, funN is a function to call on each iteration (typically a function that updates part of the DOM) and funDone is the function to call when the countdown is complete.
function timer(n, freq, funN, funDone)
{
if(n == 0){
funDone();
}else{
setTimeout(function(){funN(n-1); timer(n-1, freq, funN, funDone);}, freq);
}
}
It can be called like so:
timer(10,
1000, /* 1 second */
function(n){console.log("(A) Counting: "+n);},
function() {console.log("(A) Done!");}
);
timer(10,
500,
function(n){console.log("(B) Counting: "+n);},
function() {console.log("(B) Done!");}
);
The advantage of this is that I can call timer() as many times as I want without worrying about global variables etc. Is there a better way to do this? Is there a clean way to make setInterval stop after a certain number of calls (without using global variables)? This code also creates a new lambda function with each call to setTimeout which seems like it could be problematic for large countdowns (I'm not sure how javascript's garbage collector handles this).
Is there a better way to do this? Thanks.
This is basically the same idea as #balabaster, but it is tested, uses prototype, and has a little more flexible interface.
var CountDownTimer = function(callback,n,interval) {
this.initialize(callback,n,interval);
}
CountDownTimer.prototype = {
_times : 0,
_interval: 1000,
_callback: null,
constructor: CountDownTimer,
initialize: function(callback,n,interval) {
this._callback = callback;
this.setTimes(n);
this.setInterval(interval);
},
setTimes: function(n) {
if (n)
this._times = n
else
this._times = 0;
},
setInterval: function(interval) {
if (interval)
this._interval = interval
else
this._interval = 1000;
},
start: function() {
this._handleExpiration(this,this._times);
},
_handleExpiration: function(timer,counter) {
if (counter > 0) {
if (timer._callback) timer._callback(counter);
setTimeout( function() {
timer._handleExpiration(timer,counter-1);
},
timer._interval
);
}
}
};
var timer = new CountDownTimer(function(i) { alert(i); },10);
...
<input type='button' value='Start Timer' onclick='timer.start();' />
I'd create an object that receives a counter and receives a function pointer to execute, something akin to the following pseudo code:
TimedIteration = function(interval, iterations, methodToRun, completedMethod){
var counter = iterations;
var timerElapsed = methodToRun; //Link to timedMethod() method
var completed = callbackMethod;
onTimerElapsed = function(){
if (timerElapsed != null)
timerElapsed();
}
onComplete = function(){
if (completed != null)
completed();
}
timedMethod = function(){
if (counter != null)
if (counter > 0) {
setTimeOut(interval, onTimerElapsed);
counter--;
}
else
onComplete();
this = null;
}
}
if ((counter != null)&&(counter > 0)){
//Trip the initial iteration...
setTimeOut(interval, timedMethod);
counter--;
}
}
obviously this is pseudo code, I've not tested it in an IDE and syntactically I'm not sure if it'll work as is [I'd be astonished if it does], but basically what you're doing is you're creating a wrapper object that receives a time interval, a number of iterations and a method to run upon the timer elapsed.
You'd then call this on your method to run like so:
function myMethod(){
doSomething();
}
function doWhenComplete(){
doSomethingElse();
}
new TimedIteration(1000, 10, myMethod, doWhenComplete);
I like your original solution better than the proposed alternatives, so I just changed it to not create a new function for every iteration (and the argument of fun() is now the value before decrement - change if needed...)
function timer(n, delay, fun, callback) {
setTimeout(
function() {
fun(n);
if(n-- > 0) setTimeout(arguments.callee, delay);
else if(callback) callback();
},
delay);
}

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