Is there a performance difference between 'let' and 'var' in JavaScript - javascript

The difference between these two keywords in terms of scoping has already been thoroughly discussed here, but I was wondering if there is any kind of performance difference between the two, and if so, is it negligible, or at what point would it become significant?

After testing this on http://jsperf.com, I got the following results: jsperf has been down for a while; see the replacing code below.
To check this, I'll use the following performance test based on this answer, which led me to write this function:
/**
* Finds the performance for a given function
* function fn the function to be executed
* int n the amount of times to repeat
* return array [time for n iterations, average execution frequency (executions per second)]
*/
function getPerf(fn, n) {
var t0, t1;
t0 = performance.now();
for (var i = 0; i < n; i++) {
fn(i)
}
t1 = performance.now();
return [parseFloat((t1 - t0).toFixed(3)), parseFloat((repeat * 1000 / (t1 - t0)).toFixed(3))];
}
var repeat = 100000000;
var msg = '';
//-------inside a scope------------
var letperf1 = getPerf(function(i) {
if (true) {
let a = i;
}
}, repeat);
msg += '<code>let</code> inside an if() takes ' + letperf1[0] + ' ms for ' + repeat + ' iterations (' + letperf1[1] + ' per sec).<br>'
var varperf1 = getPerf(function(i) {
if (true) {
var a = i;
}
}, repeat);
msg += '<code>var</code> inside an if() takes ' + varperf1[0] + ' ms for ' + repeat + ' iterations (' + varperf1[1] + ' per sec).<br>'
//-------outside a scope-----------
var letperf2 = getPerf(function(i) {
if (true) {}
let a = i;
}, repeat);
msg += '<code>let</code> outside an if() takes ' + letperf2[0] + ' ms for ' + repeat + ' iterations (' + letperf2[1] + ' per sec).<br>'
var varperf2 = getPerf(function(i) {
if (true) {}
var a = i;
}, repeat);
msg += '<code>var</code> outside an if() takes ' + varperf1[0] + ' ms for ' + repeat + ' iterations (' + varperf1[1] + ' per sec).<br>'
document.getElementById('out').innerHTML = msg
<output id="out" style="font-family: monospace;white-space: pre-wrap;"></output>
After testing this in Chrome and Firefox, this shows that let is faster than var, but only when inside a different scope than the main scope of a function. In the main scope, var and let are roughly identical in performance. In IE11 and MS Edge, let and var are roughly equal in performance in both cases.
Press the big blue button to see for yourself in your favourite browser.
Currently let has support from only newer browsers, but older browsers are still being used relatively much, which would be a reason to generally not use it yet. If you want to use it somewhere where older browsers wouldn't function otherwise, there should be no problem with it.
Edit: revamped answer since jsperf is not working (see revision history for old version).

FYI; After Chrome v60, no further regressions have cropped up. var and let are neck and neck, with var only ever winning by less than 1%. Real world scenarios sometimes give var an advantage due to hoisting and re-use, but at that point you're comparing apples to oranges, as let is intended to allow you to avoid that behavior because the semantics are different.
Benchmark. Firefox, IE and Edge like let just fine.

Inside loops let is significantly slower see:
https://jsperf.com/let-vs-var-loop
838,602
±0.77%
61% slower
(function() {
"use strict";
var a=0;
for(let i=0;i<100;i++) {
a+=i;
}
})();
vs.
2,136,387
±1.09%
fastest
(function() {
"use strict";
var a=0;
for(var i=0;i<100;i++) {
a+=i;
}
})();
This is because when using let, for every loop iteration the variable is scoped. example:
for (let i = 0; i < 10 ; i++) {
setTimeout(function() { console.log(i); }, 100 * i);
}
yields to
0,1,2,3,4,5,6,7,8,9
using var yields to
10,10,10,10,10,10,10,10,10,10
If you want to have the same result, but using var you have to use an IIFE:
for (var i = 0; i < 10; i++) {
// capture the current state of 'i'
// by invoking a function with its current value
(function(i) {
setTimeout(function() { console.log(i); }, 100 * i);
})(i);
}
which on the other hand is significantly slower than using let.

$ node --version
v6.0.0
$ node
> timeit = (times, func) => {
let start = (new Date()).getTime();
for (let i = 0; i < times; i++) {
func();
};
return (new Date()).getTime() - start;
};
[Function]
> timeit(1000000, () => {
let sum = 0; // <-- here's LET
for (let i = 0; i < 1000; i++) {
sum += i;
if (sum > 1000000) { sum = 0; }
}
return sum;
})
12144
> timeit(1000000, () => {
var sum = 0; // <-- here's VAR
for (let i = 0; i < 1000; i++) {
sum += i;
if (sum > 1000000) { sum = 0; }
}
return sum;
})
2459
Same scope (function), same code, 5 times difference. Similar results in chrome 49.0.2623.75.

I remade dchekmarev's functions, here are my results.
Tested on Windows 10 x64 (version 1909), XAMPP, Firefox 84.0.2
Time in miliseconds:
var: let:
1622 1614
1628 1653
1872 1859
1594 1631
1614 1733
1661 1918
1606 1584
1698 1644
1648 1903
1602 1743
The results are ambiguous, but in most cases var seems a little bit faster
function varTime(times)
{
var start = (new Date()).getTime();
var sum = 0;
for (var i = 0; i < times; i++) {
for (var j = 0; j < 1000; j++) {
sum += j;
if (sum > 1000000) { sum = 0; }
}
};
console.log('var:', (new Date()).getTime() - start, ' ms');
return sum;
}
function letTime(times)
{
let start = (new Date()).getTime();
let sum = 0;
for (let i = 0; i < times; i++) {
for (let j = 0; j < 1000; j++) {
sum += j;
if (sum > 1000000) { sum = 0; }
}
};
console.log('let:', (new Date()).getTime() - start, ' ms');
return sum;
}
const times = 1000000;
const bla1 = letTime(times);
const bla2 = varTime(times);

var: Declare a variable, value initialization optional. Let is faster in outside scope.
let: Declare a local variable with block scope. Let is a little bit slow in inside loop.
Ex:
var a;
a = 1;
a = 2; //re-intilize possibe
var a = 3; //re-declare
console.log(a); //3
let b;
b = 5;
b = 6; //re-intilize possibe
// let b = 7; //re-declare not possible
console.log(b);

Related

Javascript Fib series test case fails

I am trying to complete this assignment for the Javascript Fibonacci series. The logic works for input 5 and 6. But the test case for 8 fails.
function fibonacciSequence(input) {
//Type your code here.
var i = 0;
var fib = [];
fib[0] = 0;
fib[1] = 1;
var out ="0"+ "" +"1";
for (i = 2; i <=input; i++) {
fib[i] = fib[i-2] + fib[i-1];
out = out+ ""+ fib[i];
console.log("i is" + i + " out is" + out);
}
return out;
}
I cannot figure out what is going wrong..
It seems like things are just getting messed up with how you are adding the items to the string. Since there is no space between out + "" + fib[i], I think that would be messing with the formatting. Once i had spaces it seems to work fine, a double digit number wouldnt mess with a string like that.
function fibonacciSequence(input) {
var fib = [];
fib[0] = 0;
fib[1] = 1;
let out = ""
out+= ` ${0} `
out+= `${1}`
for (let i=2; i <=input; i++) {
fib[i] = fib[i-2] + fib[i-1];
out+= ` ${fib[i]}`
}
return out;
}
You are comparing the input (which it seems like this is maybe the number you want to stop at) to i which (plus or minus a bit) is the number of numbers in the list. You probably want to be comparing fib[i], or something like it to input to decide whether to terminate the loop.
Edit: If that's wrong and you do want input to be the number of numbers in the list, then you could just join fib at the end:
function fibonacciSequence(input) {
//Type your code here.
var i = 0;
var fib = [];
fib[0] = 0;
fib[1] = 1;
//var out ="0"+ "" +"1";
for (i = 2; i <=input; i++) {
fib[i] = fib[i-2] + fib[i-1];
//out = out+ ""+ fib[i];
//console.log("i is" + i + " out is" + out);
}
return fib.join(' ');
}
for(let j = 0; j < 9; j++)
console.log('input: ' + j + ' :: ', fibonacciSequence(j));
Unless ... I've got the wrong end of the stick and #Grant Herman's answer already does what you want?

Calculate elapsed time in Javascript

I want to make the code bellow to calculate the time it takes to run the loop, but somehow none of the things I have tried worked!
I have tried using date, but it provides really inaccurate timing.
I have tried using another interval to check if an element already exists, and some similar solutions, etc, but the result is always the same, Javascript always checks things before the loop finishes!
var t = 0;
function myStartFunction() {
myVar = setInterval(function() {
t++;
document.getElementById("tempo").innerHTML = "Elapsed time: " + t + " segundos";
}, 1000);
}
myStartFunction();
function myStopFunction() {
clearInterval(myVar);
}
var n = "";
var i = 0;
while (i < 100000) {
n += "<br>" + i;
i++;
if (i == 100000) {
///////////////////clearInterval(myVar);
}
}
document.getElementById("range").innerHTML = n;
<!DOCTYPE html>
<html>
<body>
<h2 style="font-family:arial">TIME TO RUN LOOP</h2>
<hr> <br>
<button onclick="myStopFunction()">STOP</button> <br>
<p id="tempo" style='font-family:arial'>Elapsed time: 0 segundos</p>
<p id="range" style='font-family:arial'></p>
</body>
</html>
The best answer would be one that would provide an elapsed time in the following format: 00:00:00:0000
... without the need of a button!
And with a working clearInterval(myVar); where currently there is a Javascript comment.
use performance (see MDN). Or check this jsFiddle
let t = 0;
let start = performance.now();
let padZero = (v, n = 2) => `${v}`.padStart(n, "0");
let toTime = v =>
`elapsed (hh:mm:ss:ms) ${
padZero(Math.floor(v/(60*60000)))}:${
padZero(Math.floor(v/60000))}:${
padZero(Math.floor(v/1000))}:${
padZero(Math.floor(v%1000), 3)}`;
myStartFunction();
function myStartFunction() {
if (performance.now() > 10000) {
return console.log(`${toTime(performance.now() - start)} END`);
}
console.log(toTime(performance.now() - start));
setTimeout(myStartFunction, 1000);
}
.as-console-wrapper { top: 0; max-height: 100% !important; }
Updated: I made this in the correct format with KooiInc code and changed out Date.Time for performance.now().
I changed your code a bit, this should calculate the time correctly for your while loop. Comment out the rest of your JavaScript code and put this code in your script.
I don't understand what you need for the ClearIntervalFunction exactly, but I can help you create that function if you give me more details on what you need.
function loop() {
let n = "";
let i = 0;
while (i < 100000)
{
n += "<br>" + i;
i++;
}
return n;
}
function segundoFormatter(segundo) {
let zeros = 8;
let segundoArray = segundo.toString().split(".");
let number2Add = zeros - segundoArray[0].length;
let STR = "";
for(let i = 0; i < number2Add; i++){
STR += "0";
if(i == 1 || i == 3 || i == 5){
STR += ":";
}
}
let finalStr = STR + segundoArray[0] + segundoArray[1];
return finalStr.toString().substring(0,13);
}
window.onload = function(){
let startTime = performance.now()
let n = loop();
let endTime = performance.now()
let timeLoopTakes = (endTime - startTime);//00:00:00:0000
// segundoFormatter(timeLoopTakes);
document.getElementById("tempo").innerHTML = "Elapsed time: " +
segundoFormatter(timeLoopTakes) + " segundos";
//You can uncomment this line belowand get like 10000 things in your dom
//document.getElementById("range").innerHTML = n;
}
You can use the getTime() function of the Date object to get the UNIX timestamp associated with the current time.
let initialTime = new Date().getTime();
for(let i = 0; i < 100000000; i ++) {
// do something
}
let finalTime = new Date().getTime();
console.log ('this took : ' + (finalTime - initialTime) + ' milliseconds' );

Are there any performance advantages to using "const" instead of "let" or "var" in JavaScript? [duplicate]

Regardless of functional differences, does using the new keywords 'let' and 'const' have any generalized or specific impact on performance relative to 'var'?
After running the program:
function timeit(f, N, S) {
var start, timeTaken;
var stats = {min: 1e50, max: 0, N: 0, sum: 0, sqsum: 0};
var i;
for (i = 0; i < S; ++i) {
start = Date.now();
f(N);
timeTaken = Date.now() - start;
stats.min = Math.min(timeTaken, stats.min);
stats.max = Math.max(timeTaken, stats.max);
stats.sum += timeTaken;
stats.sqsum += timeTaken * timeTaken;
stats.N++
}
var mean = stats.sum / stats.N;
var sqmean = stats.sqsum / stats.N;
return {min: stats.min, max: stats.max, mean: mean, spread: Math.sqrt(sqmean - mean * mean)};
}
var variable1 = 10;
var variable2 = 10;
var variable3 = 10;
var variable4 = 10;
var variable5 = 10;
var variable6 = 10;
var variable7 = 10;
var variable8 = 10;
var variable9 = 10;
var variable10 = 10;
function varAccess(N) {
var i, sum;
for (i = 0; i < N; ++i) {
sum += variable1;
sum += variable2;
sum += variable3;
sum += variable4;
sum += variable5;
sum += variable6;
sum += variable7;
sum += variable8;
sum += variable9;
sum += variable10;
}
return sum;
}
const constant1 = 10;
const constant2 = 10;
const constant3 = 10;
const constant4 = 10;
const constant5 = 10;
const constant6 = 10;
const constant7 = 10;
const constant8 = 10;
const constant9 = 10;
const constant10 = 10;
function constAccess(N) {
var i, sum;
for (i = 0; i < N; ++i) {
sum += constant1;
sum += constant2;
sum += constant3;
sum += constant4;
sum += constant5;
sum += constant6;
sum += constant7;
sum += constant8;
sum += constant9;
sum += constant10;
}
return sum;
}
function control(N) {
var i, sum;
for (i = 0; i < N; ++i) {
sum += 10;
sum += 10;
sum += 10;
sum += 10;
sum += 10;
sum += 10;
sum += 10;
sum += 10;
sum += 10;
sum += 10;
}
return sum;
}
console.log("ctl = " + JSON.stringify(timeit(control, 10000000, 50)));
console.log("con = " + JSON.stringify(timeit(constAccess, 10000000, 50)));
console.log("var = " + JSON.stringify(timeit(varAccess, 10000000, 50)));
.. My results were the following:
ctl = {"min":101,"max":117,"mean":108.34,"spread":4.145407097016924}
con = {"min":107,"max":572,"mean":435.7,"spread":169.4998820058587}
var = {"min":103,"max":608,"mean":439.82,"spread":176.44417700791374}
However discussion as noted here seems to indicate a real potential for performance differences under certain scenarios: https://esdiscuss.org/topic/performance-concern-with-let-const
TL;DR
In theory, an unoptimized version of this loop:
for (let i = 0; i < 500; ++i) {
doSomethingWith(i);
}
might be slower than an unoptimized version of the same loop with var:
for (var i = 0; i < 500; ++i) {
doSomethingWith(i);
}
because a different i variable is created for each loop iteration with let, whereas there's only one i with var.
Arguing against that is the fact the var is hoisted so it's declared outside the loop whereas the let is only declared within the loop, which may offer an optimization advantage.
In practice, here in 2018, modern JavaScript engines do enough introspection of the loop to know when it can optimize that difference away. (Even before then, odds are your loop was doing enough work that the additional let-related overhead was washed out anyway. But now you don't even have to worry about it.)
Beware synthetic benchmarks as they are extremely easy to get wrong, and trigger JavaScript engine optimizers in ways that real code doesn't (both good and bad ways). However, if you want a synthetic benchmark, here's one:
const now = typeof performance === "object" && performance.now
? performance.now.bind(performance)
: Date.now.bind(Date);
const btn = document.getElementById("btn");
btn.addEventListener("click", function() {
btn.disabled = true;
runTest();
});
const maxTests = 100;
const loopLimit = 50000000;
const expectedX = 1249999975000000;
function runTest(index = 1, results = {usingVar: 0, usingLet: 0}) {
console.log(`Running Test #${index} of ${maxTests}`);
setTimeout(() => {
const varTime = usingVar();
const letTime = usingLet();
results.usingVar += varTime;
results.usingLet += letTime;
console.log(`Test ${index}: var = ${varTime}ms, let = ${letTime}ms`);
++index;
if (index <= maxTests) {
setTimeout(() => runTest(index, results), 0);
} else {
console.log(`Average time with var: ${(results.usingVar / maxTests).toFixed(2)}ms`);
console.log(`Average time with let: ${(results.usingLet / maxTests).toFixed(2)}ms`);
btn.disabled = false;
}
}, 0);
}
function usingVar() {
const start = now();
let x = 0;
for (var i = 0; i < loopLimit; i++) {
x += i;
}
if (x !== expectedX) {
throw new Error("Error in test");
}
return now() - start;
}
function usingLet() {
const start = now();
let x = 0;
for (let i = 0; i < loopLimit; i++) {
x += i;
}
if (x !== expectedX) {
throw new Error("Error in test");
}
return now() - start;
}
<input id="btn" type="button" value="Start">
It says that there's no significant difference in that synthetic test on either V8/Chrome or SpiderMonkey/Firefox. (Repeated tests in both browsers have one winning, or the other winning, and in both cases within a margin of error.) But again, it's a synthetic benchmark, not your code. Worry about the performance of your code when and if your code has a performance problem.
As a style matter, I prefer let for the scoping benefit and the closure-in-loops benefit if I use the loop variable in a closure.
Details
The important difference between var and let in a for loop is that a different i is created for each iteration; it addresses the classic "closures in loop" problem:
function usingVar() {
for (var i = 0; i < 3; ++i) {
setTimeout(function() {
console.log("var's i: " + i);
}, 0);
}
}
function usingLet() {
for (let i = 0; i < 3; ++i) {
setTimeout(function() {
console.log("let's i: " + i);
}, 0);
}
}
usingVar();
setTimeout(usingLet, 20);
Creating the new EnvironmentRecord for each loop body (spec link) is work, and work takes time, which is why in theory the let version is slower than the var version.
But the difference only matters if you create a function (closure) within the loop that uses i, as I did in that runnable snippet example above. Otherwise, the distinction can't be observed and can be optimized away.
Here in 2018, it looks like V8 (and SpiderMonkey in Firefox) is doing sufficient introspection that there's no performance cost in a loop that doesn't make use of let's variable-per-iteration semantics. See this test.
In some cases, const may well provide an opportunity for optimization that var wouldn't, especially for global variables.
The problem with a global variable is that it's, well, global; any code anywhere could access it. So if you declare a variable with var that you never intend to change (and never do change in your code), the engine can't assume it's never going to change as the result of code loaded later or similar.
With const, though, you're explicitly telling the engine that the value cannot change¹. So it's free to do any optimization it wants, including emitting a literal instead of a variable reference to code using it, knowing that the values cannot be changed.
¹ Remember that with objects, the value is a reference to the object, not the object itself. So with const o = {}, you could change the state of the object (o.answer = 42), but you can't make o point to a new object (because that would require changing the object reference it contains).
When using let or const in other var-like situations, they're not likely to have different performance. This function should have exactly the same performance whether you use var or let, for instance:
function foo() {
var i = 0;
while (Math.random() < 0.5) {
++i;
}
return i;
}
It's all, of course, unlikely to matter and something to worry about only if and when there's a real problem to solve.
"LET" IS BETTER IN LOOP DECLARATIONS
With a simple test (5 times) in navigator like that:
// WITH VAR
console.time("var-time")
for(var i = 0; i < 500000; i++){}
console.timeEnd("var-time")
The mean time to execute is more than 2.5ms
// WITH LET
console.time("let-time")
for(let i = 0; i < 500000; i++){}
console.timeEnd("let-time")
The mean time to execute is more than 1.5ms
I found that loop time with let is better.
T.J. Crowder's answer is so excellent.
Here is an addition of: "When would I get the most bang for my buck on editing existing var declarations to const ?"
I've found that the most performance boost had to do with "exported" functions.
So if file A, B, R, and Z are calling on a "utility" function in file U that is commonly used through your app, then switching that utility function over to "const" and the parent file reference to a const can eak out some improved performance. It seemed for me that it wasn't measurably faster, but the overall memory consumption was reduced by about 1-3% for my grossly monolithic Frankenstein-ed app. Which if you're spending bags of cash on the cloud or your baremetal server, could be a good reason to spend 30 minutes to comb through and update some of those var declarations to const.
I realize that if you read into how const, var, and let work under the covers you probably already concluded the above... but in case you "glanced" over it :D.
From what I remember of the benchmarking on node v8.12.0 when I was making the update, my app went from idle consumption of ~240MB RAM to ~233MB RAM.
T.J. Crowder's answer is very good but :
'let' is made to make code more readable, not more powerful
by theory let will be slower than var
by practice the compiler can not solve completely (static analysis) an uncompleted program so sometime it will miss the optimization
in any-case using 'let' will require more CPU for introspection, the bench must be started when google v8 starts to parse
if introspection fails 'let' will push hard on the V8 garbage collector, it will require more iteration to free/reuse. it will also consume more RAM. the bench must take these points into account
Google Closure will transform let in var...
The effect of the performance gape between var and let can be seen in real-life complete program and not on a single basic loop.
Anyway, to use let where you don't have to, makes your code less readable.
Just did some more tests, Initially I concluded that there is a substantial difference in favor of var. My results initially showed that between Const / Let / Var there was a ratio from 4 / 4 / 1 to 3 / 3 / 1 in execution time.
After Edit in 29/01/2022 (according to jmrk's remark to remove global variables in let and const tests) now results seem similar 1 / 1 / 1.
I give the code used below. Just let me mention that I started from the code of AMN and did lots of tweaking, and editing.
I did the tests both in w3schools_tryit editor and in Google_scripts
My Notes:
In GoogleScripts there seems that the 1st test ALWAYS takes longer, no-matter which one, especially for reps<5.000.000 and before separating them in individual functions
For Reps < 5.000.000 JS engine optimizations are all that matters, results go up and down without safe conclusions
GoogleScripts constantly does ~1.5x time longer, I think it is expected
There was a BIG difference when all tests where separated in individual functions, execution speed was at-least doubled and 1st test's delay almost vanished!
Please don't judge the code, I did try but don't pretend to be any expert in JS.
I would be delighted to see your tests and opinions.
function mytests(){
var start = 0;
var tm1=" Const: ", tm2=" Let: ", tm3=" Var: ";
start = Date.now();
tstLet();
tm2 += Date.now() - start;
start = Date.now();
tstVar();
tm3 += Date.now() - start;
start = Date.now();
tstConst();
tm1 += (Date.now() - start);
var result = "TIMERS:" + tm1 + tm2 + tm3;
console.log(result);
return result;
}
// with VAR
function tstVar(){
var lmtUp = 50000000;
var i=0;
var item = 2;
var sum = 0;
for(i = 0; i < lmtUp; i++){sum += item;}
item = sum / 1000;
}
// with LET
function tstLet(){
let lmtUp = 50000000;
let j=0;
let item = 2;
let sum=0;
for( j = 0; j < lmtUp; j++){sum += item;}
item = sum/1000;
}
// with CONST
function tstConst(){
const lmtUp = 50000000;
var k=0;
const item = 2;
var sum=0;
for( k = 0; k < lmtUp; k++){sum += item;}
k = sum / 1000;
}
code with 'let' will be more optimized than 'var' as variables declared with var do not get cleared when the scope expires but variables declared with let does. so var uses more space as it makes different versions when used in a loop.

How efficient is a JavaScript "object" has a hash table?

I am caching longitude and latitude (plus a bit more info) for possibly 1000s of locations, currently using a JavaScript hash, a {}. e.g.
var cache = {};
cache['Boston, MA'] = { id: someid, latlon: [lat, long] };
cache['Someotherplace, TX'] = { id: someotherid, latlon: [itslat, itslong]};
Everytime a new location comes up I do a geocode and add the results to the cache. I don't think Boston's latitude will change anytime soon...
Will lookups be reasonably fast? I don't need blazing fast, I'm not running Amazon, but as this data grows to, say 2000 locations, will it bog down? If so, what might be a good alternative?
Much of the performance of the entire javascript engine is based on property lookups on objects so I'm quite sure that significant effort has been paid to the performance of that in the basic JS engine.
But, as with all things related to performance you should measure yourself. It would only take a few minutes to build a test harness in jsperf and either compare it to an alternative or just see if regular JS lookup appears fast enough for you.
Here's a [little test harness][1] that shows more than 20,000 key lookups per ms on my computer. I would think that's fast enough for you.
function log(args) {
var str = "";
for (var i = 0; i < arguments.length; i++) {
if (typeof arguments[i] === "object") {
str += JSON.stringify(arguments[i]);
} else {
str += arguments[i];
}
}
var div = document.createElement("div");
div.innerHTML = str;
document.body.appendChild(div);
}
function addCommas(str) {
var amount = str + "";
var parts = amount.split(".");
amount = parts[0].split("").reverse();
var output = "";
for (var i = 0; i < amount.length; i++) {
output = amount[i] + output;
if ((i+1) % 3 == 0 && (amount.length-1) !== i) {
output = ',' + output;
}
}
if (parts.length > 1) {
output += "." + parts[1];
}
return output;
}
function now() {
return new Date().getTime();
}
// now fill the cache with a random set of keys
// the keys will var in length between minKeyLen and maxKeyLen
function createRandomKeys(num, minKeyLen, maxKeyLen, obj) {
function rand(min, max) {
return Math.floor(Math.random() * (max - min)) + min;
}
var chars = "abcdefghijlkmnopqrstuvwzyz";
var len, key, numKeys = 0;
while (numKeys < num) {
// generate random key length
len = rand(minKeyLen, maxKeyLen);
key = "";
// now select len random chars and combine into a string
for (var j = 0; j < len; j++) {
key += chars.charAt(rand(0, chars.length))
}
// put this key into our object, only count it if it's not already there
if (!Object.prototype.hasOwnProperty.call(obj, key)) {
++numKeys;
obj[key] = true;
}
}
}
var cache = {};
// put all the keys into our object
createRandomKeys(200000, 3, 15, cache);
// now get the list of keys, just so we know what to fetch in our test
var keys = Object.keys(cache);
// now time getting every key
var total = 0;
var start = now();
for (var i = 0; i < keys.length; i++) {
if (cache[keys[i]]) {
++total;
}
}
var end = now();
var elapsed = end - start;
log("Elapsed time = " + elapsed + "ms for " + addCommas(keys.length) + " key lookups - found " + addCommas(total));
log(elapsed/keys.length + "ms per lookup");
log(addCommas((keys.length / elapsed).toFixed(2)) + " key lookups per ms");
// show some sample keys
log("<hr>Sample keys (first 100 keys):<br>");
log(keys.slice(0, 100).join(", "));

JavaScript syntax issue

I'm doing "fifteen puzzle" game. I'm only a beginner, so I chose this project to implement. My problem is shuffle algorithm :
function shuffle() {
$('td').empty();
var p = 0;
var f = 0;
do {
var arr = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15];
var rand = arr[Math.floor(Math.random() * arr.length)];
if ($('#' + rand).is(':empty')) {
p = p + 1;
document.getElementById(rand).textContent = p
var f = $('td').not(":empty").length;
} else {}
} while (f < 15)
That works cool, but I've heard that almost 50% of all random shuffle like mine is unsolvable. So I found math formula at wikipedia.org for this game, explaining how you can avoid that.
Here's modified algorithm that doesn't work either. The way I know it is alert stuff: it launches only 2 times instead of 31.
array = [];
function algorithm (){
// alert('works')
for (var c=16; c<17; c++){
document.getElementById(c).textContent = '100';
}
for (var i=1; i<16; i++){
var curId = document.getElementById(i).id;
var curIdNum = Math.floor(curId);
alert('works')
var curIn = document.getElementById(i).textContent;
var curInNum = Math.floor(curIn);
array.push(i);
array[i] = new Array();
for (var j=1; j<15; j++){
var nextId = curIdNum + j; //curIdNum NOT cerIdNum
var nextIn = document.getElementById(nextId).textContent;
//alert('works')
if (nextId < 16){
var nextInNum = Math.floor(nextIn);
if (curInNum > nextInNum){
array[i].push(j)
}
}
}
var sum = 0;
for (var a=0; a<15; a++){
var add = array[a].length;
sum = sum + add;
}
var end = sum + 4;
if (end % 2 == 0){
document.getElementById('16').textContent = "";
}
else {
shuffle();
}
}
}
The question is the same:
What's wrong? Two-dimensional array doesn't work.If you've got any questions - ask.
Just to make it clear: 2 for loops with i and j should make a 2-dimensional array like this [ this is " var i" -->[1,3,4,5,7], this is "var i" too-->[5,7,9,14,15]]. Inside each i there's j. The for loop with var a should count the number of js inside each i. if the number of js is even, the code is finished and shuffle's accomplished, otherwise shuffle should be made once again.
var nextId = cerIdNum + j;
in that fiddle, I don't see this cerIdNum declared & defined neither as local nor as global variable, I suppose that is curIdNum
Please use the below definition of algorithm and let us know if this works. Basically, the alert messages would come only twice, since there were usages of undefined variables. For the purpose of illustration, I have placed comments at where the problem points occured. Due to these problems, your script would stop executing abruptly thereby resulting in the behavior you described.
Oh and by the way - I did not have time to go through the Wiki link provided - hence you will have to verify your logic is correct. However, I have definitely resolved the errors causing the behavior you observed.
As an aside - consider using jQuery, your code will be a lot cleaner...
function algorithm (){
// alert('works')
for (var c=16; c<17; c++){
document.getElementById(c).textContent = '100';
}
for (var i=1; i<16; i++){
var curId = document.getElementById(i).id;
var curIdNum = Math.floor(curId);
alert('works')
var curIn = document.getElementById(i).textContent;
var curInNum = Math.floor(curIn);
array.push(i);
for (var j=1; j<15; j++){
var nextId = curIdNum + j; //curIdNum NOT cerIdNum
var nextIn = document.getElementById(nextId).textContent;
//alert('works')
if (nextId < 16){
var nextInNum = Math.floor(nextIn);
if (curInNum > nextInNum){
array.push(j) //array[i].push does not make sense
}
}
}
var sum = 0;
for (var a=0; a<15; a++){
var add = array.length; //array[1].length does not make sense
sum = sum + add;
}
var end = sum + 4;
if (end % 2 == 0){
document.getElementById('16').textContent = "";
}
else {
shuffle();
}
}
}
I found the solution by totally rewriting the code. Thank everyone for help!
Here's what do work:
function shuffle (){
press = 1;
$('td').empty().removeClass();
p=0;
var f;
do {
var arr=[1,2,3,4,5,6,7,8,9,10,11,12,13,14,15];
var rand=arr[Math.floor(Math.random()*arr.length)];
if ($('#'+ rand).is(':empty')){
p = p + 1;
document.getElementById(rand).textContent = p
var f = $('td').not(":empty").length;
}
else{}
}while(f < 15){
winChance();
}
}
function winChance (){
array = [];
for (i=1;i<16;i++){
array[i]= new Array();
var currentId = $('#' + i).attr('id');
var currentIn = $('#' + i).html()
var currentIdNum = parseInt(currentId, 10);
var currentInNum = parseInt(currentIn, 10);
for (j=1;j<16;j++){
var nextId = currentIdNum + j;
if (nextId < 16){
var nextIn = $('#' + nextId).html();
var nextInNum = parseInt(nextIn, 10);
if (currentInNum > nextInNum){
array[i].push(j);
}
}
}
}
checkSum();
}
function checkSum(){
var sum = 0;
for (var a=1; a<16; a++){
var add = array[a].length;
sum = sum + add;
}
var end = sum + 4;
if (end % 2 == 0){}
else {
shuffle();
}
}

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