Generating random number printed in random intervals with JavaScript - javascript

I am trying to generate random numbers using Math.random() that are logged / or written in random intervals...
I wrote the following:
function ranNum () {
setInterval( function () {
var myNum = Math.round(Math.random()*100000);
document.write(myNum+' ');
return myNum;
}, ranNum)
}
ranNum();
but the intervals are not random, in fact they seem to be null or zero, as there are endless numbers printed... I guess it's not possible to call a new instance of the ranNum function so the second parameter of setInterval is either 0 or always the same..
I was told recursion would be the solution here but fail to implement it.

As monkeyinsight points it, use setTimeout:
function ranNum () {
setTimeout( function () {
var myNum = Math.round(Math.random()*100000);
document.write(myNum+' ');
ranNum(); //This makes the function call `recursive` (in a broad sense)
return myNum;
}, Math.round(Math.random()*10000) // The function in the setTimeout will be called in 0-10000ms
);
}
ranNum();

If you want a random interval, use repeated setTimeout. setInterval just repeats on the same interval.
function ranNum () {
schedule();
function schedule() {
setTimeout(go, Math.random() * 10000);
}
function go() {
var myNum = Math.round(Math.random()*100000);
document.write(myNum+' ');
schedule();
// No return, it doesn't make any sense to return something from a timer function
}
}
Side note: You don't want document.write for this. Your document will be replaced by the document.write after the first timer function calls. Instead, use modern DOM techniques like appendChild or insertAdjacentHTML.
var counter = 20;
function ranNum () {
schedule();
function schedule() {
setTimeout(go, Math.random() * 10000);
}
function go() {
var myNum = Math.round(Math.random()*100000);
display(myNum+' ');
if (--counter > 0) { // For the snippet, stop after 20
schedule();
}
// No return, it doesn't make any sense to return something from a timer function
}
}
function display(msg) {
document.body.insertAdjacentHTML("beforeend", msg);
}
ranNum();

Related

JS function with limited number of console.log() repeats

Learning some basic concepts in JavaScript "asynchronicity" from Frontendmasters course JavaScript: The Hard Parts, v2
I am given the exercise (Challenge 5):
Create a function limitedRepeat that console logs "hi for now" every second, but only for 5 seconds. Research how to use clearInterval() if you are not sure how to do this.
And following placeholder was given for this function:
function limitedRepeat() {
//CODE HERE
}
I was able to solve it as following (2 versions):
Version 1
function limitedRepeat() {
var totalLogs = 0;
var logFunc = setInterval(myTimer, 1000)
function myTimer() {
if(totalLogs < 5){
console.log("hi for now");
totalLogs++;
} else {
clearInterval(logFunc);
}
}
}
limitedRepeat(); // should log (every second, for 5 seconds): hi for now
Version 2
function limitedRepeat(totalLogs) {
console.log("hi for now");
var timery = setTimeout(timerable,1000);
function timerable() {
totalLogs++;
if(totalLogs >= 5){
clearTimeout(timery);
} else {
limitedRepeat(totalLogs);
}
}
}
limitedRepeat(0); // should log (every second, for 5 seconds): hi for now
Obviously, I have changed the signature of function in Version 2, so I am curious if there is solution that leverages setTimeout() and clearTimeout() and possibly recursion, that doesn't require signature of function to be changed - in other words for that recursive call set by timeout to somehow memorize how many times was the log printed to console?
With recursion;
function limitedRepeat(count = 0) {
if(count >= 5) return;
console.log('hi')
setTimeout(() => limitedRepeat(++count), 1000)
}
limitedRepeat()
Just make sure you increment before recalling the function.
This is my approach:
var count = 1,
timer = setInterval(limitedRepeat,1000)
function limitedRepeat() {
console.log('Hi for now');
count++;
if(count > 5) clearInterval(timer)
}
Using an inner named IIFE with recursion.
EDIT: We don't even need the closure to memoize the times executed if we pass the parameter to the inner function.
function limitedRepeat() {
const maxTimes = 5;
return (function _limitedRepeat(current) {
console.log("hi for now");
var timery = setTimeout(timerable, 1000);
function timerable() {
current++;
if (current >= maxTimes) {
return
}
_limitedRepeat(current);
}
})(0);
}
limitedRepeat();

Calling function from array using setTimeout in Javascript

I am creating two function name call and call2 and putting this two functions in array x. In another function called timer i am trying to call this function every 2 seconds. But its giving error expected an assigment or function call instead show and expression.
And also i dont want this functions to run when i create an array.
this my code http://jsbin.com/IMiVadE/2/
function call(name)
{
console.log("Hello " + name);
}
function call2()
{
console.log("Hello world");
}
var x = [call("Nakib"), call2()];
var i = 0;
function timer(x, i)
{
x[i];
i++;
if(i<x.length)
window.setTimeout(timer(x, i), 2000);
}
timer(x, i);
You have some mistakes in your code:
call2() calls the function. Correct: call2 is the reference to the function.
x[i] accesses the value (the function reference). You need x[i]() to execute the function.
Here is your code working: http://jsbin.com/IMiVadE/6/edit
sayHello(name) is a function that generates new functions that output a specific "Hello ..." text.
function sayHello(name)
{
return function () {
console.log("Hello " + name);
}
}
function timer(x, i)
{
x[i]();
if (i < x.length - 1) {
setTimeout(function () {
timer(x, i + 1);
}, 2000);
}
}
var x = [sayHello("Nakib"), sayHello("world")];
setTimeout(function () {
timer(x, 0);
}, 2000);
setTimeout needs a function without parameter. So you can wrap the recursive call to timer in an anonymous function to fix that:
window.setTimeout(function(){timer(x, i)}, 2000);
Also, the first line in your timer function, consisting only of x[i];, is useless, although it probably isn't the cause of your problem.
The setTimeout function takes a function as a parameter, you are executing the timer function before it is passed and since timer doesn't return anything, undefined is being passed to the timeout;
window.setTimeout(timer(x, i), 2000); // is the same as...
window.setTimeout(undefined, 2000);
It should be;
window.setTimeout(function() { timer(x, i) }, 2000); // or...
window.setTimeout(timer.bind(this, x, i), 2000);
I'm not sure if this is intentional, but you are doing the same thing with your array;
var x = [call("Nakib"), call2()];
This will execute the functions and their results will be stored in the array. Is this what you want?

Add a pause/interval to every iteration in a FOR LOOP

I want to write a for loop which prints number 1 to 10 with intervals after every iteration "like this"
How can I achieve it? I tried sleep() setInterval() setTimeout(") and what not but can't seem to find any working solution. And if possible I would like to do this using pure Javascript only.
function abc(){
for(i=1;i<=10;i++){
document.write(i+"<br>");
sleep(1000);
}
}
To answer the question, to get something like a sleep function you could just write somehting like this as a helper function
function sleep(dur) {
var d = new Date().getTime() + dur;
while(new Date().getTime() <= d ) {
//Do nothing
}
}
console.log(new Date().getTime())
sleep(1000)
console.log(new Date().getTime())
Then you could call the sleep function after every iteration like
function abc(){
for(i=1;i<=10;i++){
document.write(i+"<br>");
sleep(1000);
}
}
But Note that sleep will freeze your browser in this time and
you don't really wan't this kind of behaviour when you just want to periodiccally do sth
window.setInterval would be what you want in such cases
function abcd(i){
document.write(i + "<br>")
}
function repeatedTimeout(func,times,duration) {
var args = Array.prototype.slice.call(arguments).splice(3);
var i = 0;
args.push(i)
var wrap = function () {
if(args[args.length - 1] >= times)
window.clearInterval(wrap)
else {
func.apply(this,args)
args[args.length - 1]++
}
}
window.setInterval(wrap,duration)
}
repeatedTimeout(abcd,10,1000)
Which would call it 10 times every 1000 milliseconds, whithout freezing the Browers
Heres the JSBin
Update
If it really has to be a for loop, you could do something like this,
regardless of the sense it makes to me
for (var i = 0; i <= 10 ; i++) {
window.setTimeout(
(function (i){
return function() {
document.write(i + "<br>")
}
})(i),i * 1000)
}
In this case heres another JSBin
This would call window.setTimeout in a for loop and a multiple of the timeout with i as the timeout,
this would work, but i'd rather suggest using setInterval like you already did in the Fiddle you posted in the comment
Due to the mostly asynchronous (and single threaded) nature of JavaScript in the browser, constructs such as sleep() aren't the way to go.
You can write a generic function using setTimeout() that will do the looping and then pass in the function that should be run at every interval of x milliseconds. At least you'd have a reusable container in which you can run your code.
function loopn(n, fn, delay)
{
if (n > 0) {
fn();
if (n > 1) {
setTimeout(function() {
loopn(n - 1, fn, delay);
}, delay);
}
}
}
loopn(10, function() {
console.log('hello there');
}, 1000);
You could deconstruct the loop into a recursive function and use setTimeout to implement the pause.
var i = 0;
var limit = 10;
function loop(){
console.log(i);
i++;
if(i < limit)
{
setTimeout(loop, 100);
}
}
loop();
​

Calling a function every 60 seconds

Using setTimeout() it is possible to launch a function at a specified time:
setTimeout(function, 60000);
But what if I would like to launch the function multiple times? Every time a time interval passes, I would like to execute the function (every 60 seconds, let's say).
If you don't care if the code within the timer may take longer than your interval, use setInterval():
setInterval(function, delay)
That fires the function passed in as first parameter over and over.
A better approach is, to use setTimeout along with a self-executing anonymous function:
(function(){
// do some stuff
setTimeout(arguments.callee, 60000);
})();
that guarantees, that the next call is not made before your code was executed. I used arguments.callee in this example as function reference. It's a better way to give the function a name and call that within setTimeout because arguments.callee is deprecated in ecmascript 5.
use the
setInterval(function, 60000);
EDIT : (In case if you want to stop the clock after it is started)
Script section
<script>
var int=self.setInterval(function, 60000);
</script>
and HTML Code
<!-- Stop Button -->
Stop
A better use of jAndy's answer to implement a polling function that polls every interval seconds, and ends after timeout seconds.
function pollFunc(fn, timeout, interval) {
var startTime = (new Date()).getTime();
interval = interval || 1000;
(function p() {
fn();
if (((new Date).getTime() - startTime ) <= timeout) {
setTimeout(p, interval);
}
})();
}
pollFunc(sendHeartBeat, 60000, 1000);
UPDATE
As per the comment, updating it for the ability of the passed function to stop the polling:
function pollFunc(fn, timeout, interval) {
var startTime = (new Date()).getTime();
interval = interval || 1000,
canPoll = true;
(function p() {
canPoll = ((new Date).getTime() - startTime ) <= timeout;
if (!fn() && canPoll) { // ensures the function exucutes
setTimeout(p, interval);
}
})();
}
pollFunc(sendHeartBeat, 60000, 1000);
function sendHeartBeat(params) {
...
...
if (receivedData) {
// no need to execute further
return true; // or false, change the IIFE inside condition accordingly.
}
}
In jQuery you can do like this.
function random_no(){
var ran=Math.random();
jQuery('#random_no_container').html(ran);
}
window.setInterval(function(){
/// call your function here
random_no();
}, 6000); // Change Interval here to test. For eg: 5000 for 5 sec
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div id="random_no_container">
Hello. Here you can see random numbers after every 6 sec
</div>
setInterval(fn,time)
is the method you're after.
You can simply call setTimeout at the end of the function. This will add it again to the event queue. You can use any kind of logic to vary the delay values. For example,
function multiStep() {
// do some work here
blah_blah_whatever();
var newtime = 60000;
if (!requestStop) {
setTimeout(multiStep, newtime);
}
}
Use window.setInterval(func, time).
A good example where to subscribe a setInterval(), and use a clearInterval() to stop the forever loop:
function myTimer() {
}
var timer = setInterval(myTimer, 5000);
call this line to stop the loop:
clearInterval(timer);
Call a Javascript function every 2 second continuously for 10 second.
var intervalPromise;
$scope.startTimer = function(fn, delay, timeoutTime) {
intervalPromise = $interval(function() {
fn();
var currentTime = new Date().getTime() - $scope.startTime;
if (currentTime > timeoutTime){
$interval.cancel(intervalPromise);
}
}, delay);
};
$scope.startTimer(hello, 2000, 10000);
hello(){
console.log("hello");
}
function random(number) {
return Math.floor(Math.random() * (number+1));
}
setInterval(() => {
const rndCol = 'rgb(' + random(255) + ',' + random(255) + ',' + random(255) + ')';//rgb value (0-255,0-255,0-255)
document.body.style.backgroundColor = rndCol;
}, 1000);
<script src="test.js"></script>
it changes background color in every 1 second (written as 1000 in JS)
// example:
// checkEach(1000, () => {
// if(!canIDoWorkNow()) {
// return true // try again after 1 second
// }
//
// doWork()
// })
export function checkEach(milliseconds, fn) {
const timer = setInterval(
() => {
try {
const retry = fn()
if (retry !== true) {
clearInterval(timer)
}
} catch (e) {
clearInterval(timer)
throw e
}
},
milliseconds
)
}
here we console natural number 0 to ......n (next number print in console every 60 sec.) , using setInterval()
var count = 0;
function abc(){
count ++;
console.log(count);
}
setInterval(abc,60*1000);
I see that it wasn't mentioned here if you need to pass a parameter to your function on repeat setTimeout(myFunc(myVal), 60000); will cause an error of calling function before the previous call is completed.
Therefore, you can pass the parameter like
setTimeout(function () {
myFunc(myVal);
}, 60000)
For more detailed information you can see the JavaScript garden.
Hope it helps somebody.
I favour calling a function that contains a loop function that calls a setTimeout on itself at regular intervals.
function timer(interval = 1000) {
function loop(count = 1) {
console.log(count);
setTimeout(loop, interval, ++count);
}
loop();
}
timer();
There are 2 ways to call-
setInterval(function (){ functionName();}, 60000);
setInterval(functionName, 60000);
above function will call on every 60 seconds.

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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