Will this code cause a stack overflow? Javascript setTimeout() - javascript

I have the following code, and I was wondering if this will cause a stack overflow. I am not familiar with the way the setTimeout function is handled and its consequences.
function func1() {
// some logic for the dynamicTimeout
setTimeout("func2()", dynamicTimeout);
}
function func2() {
// do something
func1();
}

setTimeout schedules a function to be executed after a delay, and the "scheduler" function's stack isn't preserved, so a stack overflow will not occur directly due to the setTimeout.
In general, many browsers enforce a minimum timeout for functions scheduled this way (so even if you pass 0 as the timeout, or don't pass one at all, the function won't be scheduled immediately). Even if this isn't the case, the function gets added to a queue of waiting operations, and will be delayed if something else if executing.
As a side note, there's no need to pass a string to setTimeout. It gets eval'd, which is sometimes insecure and generally slow. Better to just pass a function reference: setTimeout(func2, dynamicTimeout).

Related

Clarification on how asynchronous functions queue with each other [duplicate]

I was in an awkward situation,
I am working with pure JavaScript for almost 3 years, and I know that JavaScript is single-threaded language,
and that you can simulate asynchronous execution using setInterval and setTimeout functions,
but when I thought about how they can work I couldn't clearly understand it.
So how these functions affect execution context?
I suppose that in specific time runs only one part of the code and after it switches to
another part. If so, then would a lot of setInterval or setTimeout
calls affect performance?
Javascript is singled-threaded but the browser is not. The browser has at least three threads: Javascript engine thread, UI thread, and timing thread, where the timing of setTimeout and setInterval are done by the timing thread.
When calling setTimeout or setInterval, a timer thread in the browser starts counting down and when time up puts the callback function in javascript thread's execution stack. The callback function is not executed before other functions above it in the stack finishes. So if there are other time-consuming functions being executed when time up, the callback of setTimeout will not finish in time.
How setTimeout / setInterval work's in JavaScript
Browser has API for Timer function just like API for event ex.
'click'
'scroll'
Assume that you have following code in your application
function listener(){
...
}
setTimeout(listener, 300)
function foo(){
for(var i = 0; i < 10000; i++){
console.log(i)
}
}
foo()
![See How Function Execution work's in javascript ][1]
[1]: https://i.stack.imgur.com/j6M6b.png
At this point as per our code we wrote above our call stack will look like
Call Stack -> foo
And let's assume that foo will take 1s to complete it's execution, as we already defined 1 timeout in our code and we are running it before "foo" complete's it's execution i.e at 300ms
What will happen then ?
Does javascript stop executing foo and start executing setTimeout ?
No
As we already know javascript is single threaded so it has to complete execution of foo before moving ahead, but how does browser ensure that after execution of foo the "setTimeout" will execute ?
Here javascript magic comes into picture
When 300ms is expired, the browser's "Timer API" kicks in and put the timeout handler into "Message Queue".
At this point "Message Queue" in above image will look like
Message Queue -> setTimout:listner
And
Call Stack -> foo
And when "Call Stack" becomes empty i.e foo completes it's execution the "Event Loop" as shown in the image will take the message from message queue and push it into stack
The only job of "Event Loop" is when "Call Stack" becomes empty and "Message Queue" has entry in it then dequeue the message form "Message Queue" and push it into "Call Stack"
At this point Message Queue in above image will look like
Message Queue ->
And
Call Stack -> listener
And that's how setTimeout and setInterval works, even though we specify 300 ms in the setTimeout it will execute after "foo" completes it's execution in this case i.e after 1s.
And that's why timer specified in setTimeout/setInterval indicates "Minimum Time" delay for execution of function.
Javascript is single threaded but browser is not.
There is 1 stack where function and statements get executed.
there is 1 queue where function are queued to be executed.
there are web APIs which can hold the function for particular time, defined in setTimeout and setInterval in event table.
when javascript engine execute js file line by line, if it finds a line as statement or function call it load it on stack and execute but if it is setTimeout or setInterval call,
then function handler associated with setTimeout or setInterval is taken out by TIME API (one of web API of browser)and hold it for that time.
Once this time is over, Time Api put that function at end of execution queue.
Now Execution of that function depends on other functions calls which are ahead of in queue.
Note: this function call is called upon window object.
setTimeout(function () {console.log(this)}, 300)
Window {postMessage: ƒ, blur: ƒ, focus: ƒ, close: ƒ, frames: Window, …}
JavaScript is a single-threaded scripting language, so it can execute one piece of code at a time (due to its single-threaded nature) each of these blocks of code is “blocking” the progress of other asynchronous events. This means that when an asynchronous event occurs (like a mouse click, a timer firing, or an XMLHttpRequest completing) it gets queued up to be executed later.
setTimeout()
when you use setTimeout() it will execute only when its turn comes in a queue, if an earlier event (of setTimeout) blocks due to some reason setTimeout can be delayed than the specified time in setTimeout() function. during the execution of setTimeout callback function, if any event occurs(e.g click event),it gets queued up to be executed later.
setTimeout(function(){
/* Some long block of code... */
setTimeout(arguments.callee, 10);
}, 10);
setInterval(function(){
/* Some long block of code... */
}, 10);
setInterval()
Similar to setTimeout but continually calls the function (with a
delay every time) until it is canceled.
setTimeout code will always have at least a 10ms delay after the
previous callback execution (it may end up being more, but never
less) whereas the setInterval will attempt to execute a callback
every 10ms regardless of when the last callback was executed.
If a timer is blocked from immediately executing it will be delayed
until the next possible point of execution (which will be longer than
the desired delay). Intervals may execute back-to-back with no delay
if they take long enough to execute (longer than the specified
delay).
Just a note in regards to my experience, If you are going to use setTimeout(), the function will always be delayed (and I mean executed later) or executed after further code which is not 'timeouted'. This may happen even with functions which have delay = 0 and is caused by Event Loop.
See example below:
setTimeout(function() {
console.log('Second');
}, 0)
console.log('First');

Why requestAniamtionFrame doesn't cause stack overflow error?

I am trying to understand what happens under the hood of the browser when requestAnimationFrame() is called recursively.
I have ran code like this in my browser console:
function foo(){
requestAnimationFrame(foo);
console.log("foo");
}
foo()
The result: "foo" is being printend out non-stop.
My problem: I cannot figure out how I am not exceeding allowed stack size.
What I think is happening:
function callAsynchronously(callback){
setTimeout(callback, 1);
}
function foobar(){
callAsynchronously(foobar); // replacement for requestAnimationFrame
console.log("hi");
}
foobar() // result is the same as before, non-stop printing
Above code is how I am visualizing requestAnimationFrame:
foobar() is put on the stack
callAsynchronously(foobar) is put on stack
callAsynchronously(foobar) popped from the stack
console.log("hi") is put on stack / browser apis put foobar callback into some queue after setTimeout is finished
console.log("hi") is popped from the stack
browser sees empty stack and puts callback from the queue on the stack
Repeat
I assume that requestAnimationFrame does something similar to not exceed allowed stack size but I am not sure if that's all there is to it. Also does it mean that I can bombard browser apis with async callbacks without getting any errors as long as I keep my stack size within acceptable range?
requestAnimationFrame doesn't run until all synchronous execution has completed. It schedules the given callback. It acts very much like setTimeout. Its not truly recursive, it just seems that way. Thats the nature of the event loop.
requestAnimationFrame is called according to the refresh rate of the device screen. For example if you are viewing on 60hz screen the foo function will be called 60 times.

Javascript Asynchronous with setTimeout(..., 0)

I wanted to have a better understanding of how the event loop and asynchronous code works in Javascript. There is a ton of resources online but I could not find an answer to my question
Everyday I mostly use callbacks, promises, async/awaits, but at the end I am simply relying on already asynchronous methods.
Therefore I wanted to know how it works, creating an async function from scratch, and deal with blocking code (or should I say slow code, that is not an HttpRequest or anything that is already provided to us).
For example taking while loop with a very high condition to stop it, should take a second to finish. And this is what I decided to implement for my tests.
After my research, I could read that one way of making my code asynchronous, would be to use setTimeout with a 0ms delay (placing a message in the event queue, that will be executed after the next tick)
function longOperation(cb) {
setTimeout(function() {
var i = 0;
while (i != 1000000000) { i++; }
cb();
}, 0);
}
longOperation(() => {
console.log('callback finished');
})
console.log('start');
My question is:
When my code is finally going to be executed, why isn't it blocking anymore ? What is the difference between executing it normally, and placing a message that the event loop will pick to push it to the call stack ?
The following video shows how the event loop handles a setTimeout with 0 delay.
JavaScript Event loop with setTimeout 0
However, the code executed is a simple console log. In my example, this is a "long" operation...
The outer code executes to completion.
The setTimeout 0 timer expires immediately, so its callback runs right away and executes to completion (the long-running while loop and its callback).
During both of these code execution phases, no other JavaScript user code will run.

Recursive setTimeout calls mysteriously stop running

I want to call a function in JavaScript continuously, for example each 5 seconds until a cancel event.
I tried to use setTimeout and call it in my function
function init()
{ setTimeout(init, 5000);
// do sthg
}
my problem is that the calls stops after like 2 min and my program is a little bit longer like 5 min.
How can i keep calling my function as long as i want to.
thanks in advance
The only conceivable explanations of the behavior you describe are that:
As another poster mentioned, init is somehow getting overwritten in the course of executing itself, in the // do sthg portion of your code
The page is being reloaded.
The //do sthg code is going into some kind of error state which makes it looks as if it not executing.
To guarantee that init is not modified, try passing the // do sthg part as a function which we will call callback:
function startLoop(callback, ms) {
(function loop() {
if (cancel) return;
setTimeout(loop, ms);
callback();
}());
}
Other posters have suggested using setInterval. That's fine, but there's
nothing fundamentally wrong with setting up repeating actions using setTimeout with the function itself issuing the next setTimeout as you are doing. it's a common, well-accepted alternative to setting up repeating actions. Among other advantages, it permits the subsequent timeouts to be tuned in terms of their behavior, especially the timeout interval, if that's an issue. If the code were to be rewritten using requestAnimationFrame, as it probably should be, then there is no alternative but to issue the next request within the callback, because requestAnimationFrame has no setInterval analog.
That function is called setInterval.
var interval = setInterval(init, 5000);
// to cancel
clearInterval(interval);

Can you use setInterval to call functions asynchronously?

The following code is taken from Project Silk (a Microsoft sample application)
The publish method below loops thru an an array of event callBacks and executes each one. Instead of using a for loop setInterval is used instead.
The documentation says this allows each subscriber callback to be invoked before the previous callback finishes. Is this correct? I thought the browser would not allow the execution of the function inside the interval to run until all prior executions of it had finished.
Is this really any different than doing a for loop?
that.publish = function (eventName, data)
{
var context, intervalId, idx = 0;
if (queue[eventName])
{
intervalId = setInterval(function ()
{
if (queue[eventName][idx])
{
context = queue[eventName][idx].context || this;
queue[eventName][idx].callback.call(context, data);
idx += 1;
}
else { clearInterval(intervalId); }
}, 0);
}
Using setInterval here does make the execution sort of "asynchronous", because it schedules the execution of the callback for the next time the main execution thread is available.
This means that the callback executions should not block the browser because any other synchronous processing will take place before the callbacks (because the callbacks are scheduled to run only when the main execution thread has a spare millisecond) - and that's what makes this construct "better" than a regular for loop - the fact that the callbacks won't block the browser and cause the dreaded "This page has a script that's taking too long" error.
The side effect of this scheduling pattern is that the timeout is only a "suggestion" - which is why they use 0 here.
See: http://ejohn.org/blog/how-javascript-timers-work/
setInterval(..., 0) can be used to yield control to the browser UI, to prevent it from freezing if your code takes a long time to run.
In this case, that.publish will exit almost immediately before any callback has been executed. Each callback will then run "in the background" - they will be placed in the event loop, and each one will yield to the browser to do it's thing before the next callback is executed.
This seems like a good idea in event processing, because you don't want event processing to freeze the browser even if there are a lot of them or some take a long time to finish.
About the documentation - as stated, it is incorrect. Javascript is single-threaded. But if you were to call publish() a few times in a row, it is true that those calls would all finish before any callbacks are executed, because of the setTimeout. Maybe this is what the documentation means?

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