The problem
I'm trying to simplify a long javascript code and i have a problem with identifying callbacks.
I have a large array with elements to animate on page
[selector, activate interval, hide after]:
things_to_move = [
['.ufo, .chefoven, .sushi', 9900, 2000],
['.hotdog,.pizzaman,.boyballon', 12090, 3600],
(...)
]
Basically, the aim is to to activate each of the selectors every x seconds, and hide them x seconds later, as per the example above.
Current code
After many tries, I ended up with this:
// Activate the element, and set timeout to hide it
var showFun = function(index1) {
$(things_to_move[index1][0]).addClass('move');
setTimeout( function(){hideFun(index1)},things_to_move[index1][2]);
}
// Hide the element
var hideFun = function(index2) {
$(things_to_move[index2][0]).removeClass('move');
}
// Loop through all items and set the interval for each one
for(_A=0; _A < things_to_move.length; _A++) {
setInterval(function(){showFun(_A)}, things_to_move[_A][1]);
}
But of course this doesn't work. Every time the showFun function is called, it takes the value of _A after the loop finished and not the value at which setInterval was set.
Question
So the question is, how can i pass a unique index into the setInterval callback, so the callback knows which array item to use?
Final solution
If anyone is interested, the final solution: Fiddle
The most direct way to solve it is using closures.
Try something like this:
for(_A=0; _A < things_to_move.length; _A++) {
setInterval((function(_innerA){
return function(){ showFun(_innerA); };
})(_A), things_to_move[_A][1]);
}
Related
A friend of mine brought to my attention a piece of JavaScript code that gives you unrealistic time scores on the flashcard website Quizlet's match game. It somehow stops the game's timer at the user specified time.
document.getElementsByClassName("UIButton UIButton--hero")[0].click();
setTimeout(function(){for(var F = setTimeout(";"), i = 0; i < F; i++) clearTimeout(i)}, 5100); //Change 5100
Using it is simple, you get on the match game (for example https://quizlet.com/187478162/match) and you simply enter this code in the console in the inspect menu. You then need to complete the game but it doesn't matter how long you take.
I don't know JavaScript (I am very knowledgeable with Python) but I have figured out so far that the first line clicks the start button and the first setTimeout function waits until the specified time to execute the function inside of it. It is the function inside that confuses me. It seems to just create and clear a bunch of Timeouts. I have no Idea how this stops the game timer though.
If someone could explain how it works that would be very much appreciated
Ah, that's a very interesting piece of code, very clever. Here's what's happening.
The inner function basically has the following (expanded for readability):
var F = setTimeout(";")
for(i = 0; i < F; i++) clearTimeout(i)
setTimeout can accept functions or strings that get evaluated after a timeout. They're just passing in the no-op ';', and they're not even passing in a delay. What they care about is the timer-id "F". If you go to the dev-tools (on a non-busy page), and put setTimeout(';') in the console, you'll see that it'll first return the id 0, then 1, then 2, and so on. The ids counts up.
So, you can imagine this timeline:
Random background stuff happens
The webpage starts a timeout with setTimeout, that has, lets say, id 7.
More background stuff
This script executes. It creates a timeout, and gets back an id that's going to be bigger than any timeouts made in the past. Lets say that id is 9.
Now the script goes through all ids from 0 to 9, stopping any active timeouts by passing in the id to clearTimeout. This includes clearing the timeout for id 7.
Before I get to the answer part, you should know a couple of things about setTimeout( ):
The setTimeout( ) function, can accept a callback function as it's first parameter, or, it can also accept code in a 'string'.
Whenever the setTimeout( ) function is called, it returns a timeout id which can be used in order to pass into the clearTimeout( ) function when you want to clear a particular timeout.
Now, please run the below code snippet and see what happens:
a) In the very first setTimeout call, I'm passing a callback function, storing the returned id in the const variable 'id1'.
b) In the second setTimeout call, I'm passing a code string, storing the returned id in a const variable 'id2'.
const id1 = setTimeout(() => console.log('setTimeout with callback fn'), 1000, '_');
const id2 = setTimeout('console.log("setTimeout with code string")', 2000);
console.log('id from 1st setTimeout( ) is :', id1);
console.log('id from 2nd setTimeout( ) is :', id2);
Both the setTimeout calls work without an issue, but the more interesting thing is when you look at the 'id' values for both function, for the first call the id is '1', for the second call the id is '2'.
This means two things: One these IDs are unique and secondly, these IDs are in the same ID pool, think of it like an ID list or an array where for each setTimeout call, a new ID is created by incrementing over the last existing setTimeout ID from the ID Pool.
Now, let's look at the code in question:
In the first line of code, the getElementsByClassName returns a nodelist of all the elements with the class passed in, and with the click( ), you are just simulating a buttonclick for the 0th element from the nodelist that is returned. You can use other functions like querySelector('UIButton UIButton--hero') or querySelecorAll('UIButton UIButton--hero') in this case and it will not make a difference in the way this works.
document.getElementsByClassName("UIButton UIButton--hero")[0].click();
Now, when we look at the below setTimeout( ) function calls with the knowledge we have about how the setTimeout function and setTimeout IDs work, it will be way easier to understand how it stops the actual timer:
setTimeout(function () {
for (var F = setTimeout("console.log(';')"), i = 0; i < F; i++)
clearTimeout(i);
}, 5100); //Change 5100
We are making an outer setTimeout call which takes in a callback function, and the timer for this setTimeout is set to '5100' milliseconds, which is basically a 5 second timer.
Looking at the callback function itself:
function () {
for (var F = setTimeout("console.log(';')"), i = 0; i < F; i++)
clearTimeout(i);
}
This callback function, runs a for loop, in the initialization block of this for loop, two variables are initialized, 'F' and 'i', value of 'F' is the ID returned by the current setTimeout( ) function, 'i' is set to 0.
Now from what we know from the code snippet I posted above is that the ID pool for all the IDs is the same, which means the ID 'F' is definitely going to be greater the setTimeout ID of the original timer that is present on the webpage.
Answer & Conclusion:
Now the loop itself iterates basing on the value of 'i', as long as it is less than 'F', and it clears the interval using clearInterval(i) for each value of i from 0 to F, which means it stops all timers on the page from ID = 0 to ID = 'F'.
And that is the reason this code can be used in order to exploit the website and stop it's timer so users can cheat and complete the quiz. Please let me know if you have any further queries.
For one of my elements on my page, I want the text to change every ten seconds, and for the class to be changed. Text changing is easy, as is class changing, but I'm having trouble with my for loop, and I feel like I'm missing something.
I want to have the for loop choose a random faction in an array, and then apply that to the element. For my testing, I've been using console.log rather than DOM manipulation.
First, I set up my array:
var factions = ["Enforcers", "Reapers", "Ular Boys", "Roaches"];
Then, I want a variable that is a number chosen at random in reference to this array:
var x = factions[Math.floor(Math.random()*factions.length)];
From that, I want the ability to run the Math.floor and Math.random functions elsewhere.
function reDefine() {
x = factions[Math.floor(Math.random()*factions.length)];
console.log(x);
}
Finally, I want the for loop to run 200 times (I've chosen 200 times because it's far and beyond the time the user will be staying on the site), so I told it to count to 200 (i = 0; i < 200). After that, I wanted each time it iterated, to wait 10s, so I have a Timeout function with a delay of 10000 (milliseconds). Then, the code to reDefine and then, in the case of testing, console.log the new definition of the x variable.
function reChange() {
for (var i = 0; i < 200; i++) {
setTimeout(function() {
reDefine();
console.log("Chosen faction is now: " + x);
}, 10000);
}
}
Instead of counting to 1 (the first iteration), waiting 10000, and then redefining x, it redefines x two hundred times, then logs them all.
Is there something I'm specifically doing wrong here, perhaps with the Timeout function?
Is there something I'm specifically doing wrong here, perhaps with the Timeout function?
Yes! You're scheduling a bunch of deferred callbacks, but not actually waiting until one has finished to schedule the next.
You can fix that with something as simple as:
function reChange(currentIndex) {
setTimeout(function() {
reDefine();
console.log("Chosen faction is now: " + factions[currentIndex]);
// If we haven't gotten to the end of the list, queue up another one
var nextIndex = ++currentIndex;
if (nextIndex < factions.length) {
// Enqueue the next faction
reChange(nextIndex);
}
}, 10000);
}
Make sure to note that the function without the timeout has closure over the value of currentIndex for each call of reChange. That is, the next invocation does not replace currentIndex in any previous timeout, since primitives (including numbers) are passed by value. Closure in JS can be a tricky thing.
The core problem is that your execution right now looks like:
for each item
wait
log
rather than:
for the current item
wait
log
repeat
Because JS is single-threaded (for most intents and purposes), setTimeout adds a callback to be executed later. It doesn't block until the timeout has expired, like a traditional sleep would do.
I have a function which does something async like saving to database. Want a mechanism that first inserts the row and the next insertion should occur only when the first insert operation has finished.
Here is what I have tried and it somewhat works.
var interval = true;
function insert() {
model.save(function () {
interval = true;
})
}
foreach(row, function (key, val) {
var interval1 = setInterval(function () {
if (interval) {
insert();
interval = false;
clearInterval(interval1);
}
}, 100)
})
Is it the correct approach of doing this? Please shed some light about my understanding of timers in javascript.
No, you should not be creating timers to poll for when something is done. That's probably the worst way you can do it. What you want to do is to explicitly start the next iteration each time the previous one finishes.
Here's the general idea for how you do this without polling. The idea is that you need to create a function that can be called successive times and each time it's called, it will perform the next iteration. You can then call that function from the completion handler of your async operation. Since you don't have a nice convenient foreach loop to control the iteration, you then have to figure out what state variables you need to keep track of to guide each iteration. If your data is an array, all you need is the index into the array.
function insertAll(rows) {
// I'm assuming rows is an array of row items
// index to keep track of where we are in the iteration
var rowIndex = 0;
function insert() {
// keep going as long as we have more rows to process
if (rowIndex < rows.length) {
// get rows[rowIndex] data and do whatever you need to do with it
// increment our rowIndex counter for the next iteration
++rowIndex;
// save and when done, call the next insert
model.save(insert)
}
}
// start the first iteration
insert();
}
If you don't have your data in an array that is easy to step through one at a time this way, then you can either fetch each next iteration of the data when needed (stopping when there is no more data) or you can collect all the data into an array before you start the operation and use the collected array.
No, this is absolutely not the right way to do this. Lets assume that row contains 10 values, then you are creating 10 independent timers which continuously run and check whether they can insert. And it's not even guaranteed that they are executed in the order they are created.
As jfriend00 already mentioned, you should omit the "loop" and make use of the completion callback of the save operation. Something like this:
var rows = [...];
function insert(rows, index) {
index = index || 0;
var current_element = rows[index];
model.save(function() {
if (index < rows.length - 1) {
insert(rows, index + 1);
}
});
}
insert(rows);
Notice how the function calls itself (somehow) after the save operation is complete, increasing the index so the next element in the array is "saved".
I would use a library that handles async stuff such as async.js
BTW it seems like your model.save methods takes a callback, which you can use directly to call the insert method. And if the insert function is one you have made by yourself, and not a part of some bigger framework, I will suggest to re-write it and make take a callback as parameter, and use that instead of using setInterval for checking when async work is done.
Basically I have a class counting system that displays the number of classes and displays them in a span element. Below is the code:
$.get('other.html', function(data) {
$('#total').html($('.doc', data).length);
});
This works perfectly, however I'd like a way to have the numbers increasing one by one since the span element contains 0 when the page loads. Here's an example (the numbers increasing on here).
For this I have tried setTimeout and despite this not working anyway, I released it would simply delay the function and then display the end number. I have heard of periodical or something similar being used but could not find this in the example source code.
I am really sorry for more poor phrasing. If you have no idea what I mean then just ask and I'll try rephrase or find a better example.
The key is the function which increases the number should set a setTimeout to call itself, before termination. This way it will always be called again. If you want the option to stop the incrementing, you can add a global variable, and the function will only set a new timeout when that variable is true.
Example:
var doIncrement = true;
var numberToIncrement = 0;
function increment {
numberToIncrement++;
$('#mySpan').text(numberToIncrement);
if (doIncrement) {
setTimeout(increment, 1000);
}
}
You could use the setInterval function that allows you to run code at some time intervals. clearInterval allows to stop the task.
http://jsfiddle.net/d52Pw/
var $totalEl = $('#total');
$.get('other.html', function(data) {
var len = $('.doc', data).length,
count = 0,
int = setInterval(function () {
if (++count === len) {
//when we reach len, we stop the task
clearInterval(int);
}
$totalEl.html(count);
}, 500); //run every 1/2 sec
});
I have a button in my page that's looping a series of DIVs and editing them (appending text mostly, nothing serious),
The thing is, the number of DIVs is changing by the user (The user can add or remove them freely),
I'm looping the DIVs via jQuery $.each function:
var DomToEdit = $('.divs_to_edit');
$.each(DomToEdit, function() { $(this).append('text'); ... });
the variable DomToEdit contains somewhat unlimited number of divs, and then I refer to them via the $.each function.
Sometimes while doing the $.each loop the user gets to wait for a couple of secons, and in worse cases the browser is crashing
Is there a way to prevent this? Maybe having the loop "sleep" after 50 DIVs?
Thanks
EDIT: I didn't use the same ID, sorry - it was a flaw in my explanation. I use the same class. :)
The first argument of the function in the .each handler is the index of the current element. you can simply add a check before it, and return false to stop the loop.
$.each(DomToEdit, function(i) { // or DomToEdit.each(function() {
if (i === 50) return false;
..
DomToEdit is a jQuery object, so $.each(DomToEdit, fn) and DomToEdit.each(fn) are equivalent.
A more effective method is to cut off the elements, using .slice(0, 50).
DomToEdit.slice(0, 50).each( function(i) {
..
Add a timer which will execute append 50 div's every 5 seconds and works thru the array of div until it finishes iterating all div.
Below code works on 50 div every 5 seconds.
var DomToEdit = $('#divs_to_edit');
var timer = setInterval( function () { //<-- Create a Timer
$.each(DomToEdit, function(index) { //<-- Iterate thru divs
if (index == 50) return; //<-- Return on 50 for later
$(this).append('text');
});
DomToEdit = DomToEdit.slice(0, 50); //<-- Slice the processed div's
// Clear timer when all elements are processed.
if (DomToEdit.length == 0) {
clearInterval(timer);
}
}, 5000); // <-- Do the steps on every 5 secs
Whenever I think that code can potentially cause a crash, I'll create a self-decementing breaker variable that breaks out of a loop after a certain number of loop cycles.
var breaker = 100;
while(true) {
breaker--;if(breaker<0){console.log("Oh snap batman");break;}
console.log("CRASH");
}
The method could execute alternative code that works around the crash as well. Usually, I just try to fix the code somehow ;)
You could setTimeout to 0 in order to queue the processing of each element into the execution stack (0 makes it just queue without delay):
$.each(DomToEdit, function() {
var elem = $(this);
setTimeout(function() { elem.append('text'); }, 0);
});
You could queue the tasks and then execute tasks
in batches of X every Y milliseconds:
var queue = [];
$.each(DomToEdit, function () {
queue.push( $.proxy( function () {
$(this).append('text');
}, this ));
});
window.setInterval( function(){
var l = 100;
while( queue.length && l-- ) { //Keep executing tasks until there
//is no more or maximum amount of tasks
//executed for this batch is executed
queue.shift()();
}
}, 50 );
The real fix is of course carefully review what you are doing and fix that. $('#divs_to_edit') always returns a single element max so .each doesn't make much sense here for example...
It's possible with an extremely large number of elements, that it would actually be less processor intensive to pull the entire container element as a string and run a Javascript .replace() on it and replace the entire container, than looping through hundreds of thousands of elements?