How can I update the DOM while running intense Javascript? - javascript

I'm writing Javascript which is counting up to a certain number for a project. The number could be around 100,000 and It will take roughly 10-15 seconds to complete processing.
I want the script to run as soon as the user calls the page and when the script completes it does a redirect.
Is it possible to pause for even 10ms to update the DOM while it is running to give feedback such as "Still working"?
I would like to avoid the use of jQuery and web-workers are not an option in this situation.
I realise this isn't a real world application!
EDIT: Added some of the code as a sample:
In the head
function myCounter (target) {
var t = target;
var count = 0;
while (t != count){
if (t == count) {
window.location.replace("http://example.com"); // redirect
}
count++;
}
}
In the body
<script>myCounter(100000);</script>

In most browsers JavaScript and the UI run in the same thread. You can give the thread back to the browser by using setTimeout (or setInterval).
var myNumber = 0;
updateNumber();
function updateNumber(){
// do heavy work for great good, ideally divided into smaller chunks
document.getElementById('updateDiv').innerHTML = 'still working, up to ' + myNumber;
if(myNumber < limit) {
setTimeout(updateNumber, 20);
}
}
For a lot more details on the general process, this answer is worth a read: https://stackoverflow.com/a/4575011/194940

Related

Loop not stopping or not starting

I am making a small userscript for a survey site. Whenever I click the survey and it is indicated that I did not receive it the script is supposed to refresh a certain amount of times trying to claim the survey until it gives up.
(If you do not know what a userscript is, think of it as something that stays running all the time on a specific website, so you can control things using javascript selectors and stuff)
This is my script so far (the javascript portion as that is what the problem is in):
var elementExists = document.getElementsByClassName("message warning")[0];
if(elementExists)
{
var attempts = 0;
while(attempts<5)
{
attempts += 1;
location.reload();
if(elementExists)
{
//nothing
}
else
{
window.stop();
}
}
window.stop();
}
This is actually my first time using Javascript so I assumed that would be the reason for errors, but after 45 minutes of debugging I am completely baffled. If I remove that last "window.stop();" the code refreshes the webpage infinitely. If that stays there then the code doesn't even start. It seems almost as if the while loop is being skipped if the "window.stop();" is present. Is this something that Javascript does, or is the problem elsewhere?
If someone could lead me in the right direction or help me fix this I would be very grateful!
(Also I checked the selector to see if that is the issue, but I have done that correctly)
UPDATE: Turns out location.reload(); stops the script and thus forces a reload. Since I am creating a userscript I realized that I could use the Greasemonkey APIs (or more like stumbled upon). By using GM_setValue and GM_getValue I was able to work around this problem and the script successfully reloaded a certain amount of times (depending on the variable tries) and stopped when it finished. But after messing around a bit, then reverting to the older version the script, the script doesn't doesn't execute at all anymore; "counter < tries" seems to be false for some reason... could anyone figure out why? Also if documentation is needed:
https://wiki.greasespot.net/GM_getValue
https://wiki.greasespot.net/GM_setValue
var tries = 5;
var elementExists = document.getElementsByClassName("message warning")[0];
var counter = GM_getValue('counter', 0);
if(elementExists && counter < tries)
{
GM_setValue('counter', ++counter);
location.reload();
}
(Both counter and tries seem to be integer values.. so there should be in problem in comparing them...)
Also as suggested by #yuriy636 I attempted to reset the variables and created something like this
var tries = 5;
var elementExists = document.getElementsByClassName("message warning")[0];
var counter1 = GM_getValue('counter1', 0);
if(elementExists && counter1 < tries)
{
GM_setValue('counter1', ++counter1);
location.reload();
}
if(elementExists && counter1 == tries)
{
GM_deleteValue('counter1');
window.close();
}
if(!!elementExists)
{
GM_deleteValue('counter1');
return;
alert("stops script while hidden");
}
But again I am hit with the infinite loop.. RIP
Update 2: Not so RIP afterall... solution:
var tries = 50;
var elementExists = document.getElementsByClassName("message warning")[0];
var counter = GM_getValue('counter', 0);
if(elementExists && counter < tries)
{
GM_setValue("counter", counter + 1);
location.reload();
}
else
{
GM_deleteValue("counter");
}
if(elementExists && counter >= tries)
{
window.close();
}
100% Working, after indicated amount of tries, if error still exists the page is closed
The most likely problem is that you have location.reload() in your while loop. This causes the page to refresh before anything interesting happens in your loop. In this particular code I would expect the page to refresh seemingly infinitely because every time the page refreshes, it will refresh again.
Normally this would look more like:
var elements = document.getElementsByClassName("message warning");
for (var i = 0; i < elements.length; i++) {
console.log (elements[i]);
}
.getElementsByClassName returns an array of elements with the class message and/or warning which you are capturing only the 1st one [0]. Hope that helps.

Cross-window synchronization (critical sections) in the browser

I'm trying to achieve the following in a web page:
Users can open multiple tabs/windows of the page.
Every few seconds, I need exactly one of those tabs/windows to execute a specific section of code (critical region).
I don't care which one of the tabs/windows executes the code, i.e. no need to worry about the fairness or starvation properties of the solution.
Since the user opened the tabs/windows him/herself, the different instances of the page have no knowledge about or direct references to each other (i.e. no window.parent, etc.)
I don't want to require Flash or Silverlight or other plugins and everything needs to run client-side, so the ways in which the tabs/windows can communicate are very limited (LocalStorage is the only one I found so far, but there might be others).
Any of the tabs/windows can crash or be closed or refreshed at any time and more tabs/windows can be opened at any time also, and the remaining windows must "react" such that I still get exactly one execution of the critical region every few seconds.
This needs to run reliably in as many browsers as possible, including mobile (caniuse-rating of over %90).
My first attempt at a solution was to use a simple mutual exclusion algorithm that uses LocalStorage as the shared memory. For various reasons, I chose the mutual exclusion algorithm by Burns and Lynch from their paper "Mutual Exclusion Using Indivisible Reads and Writes" (page 4 (836)).
I built a jsfiddle (see code below) to try the idea out and it works beautifully in Firefox. If you'd like to try it, open the link to the fiddle in several (up to 20) windows of Firefox and watch exactly one of them blink orange every second. If you see more than one blink at the same time, let me know! :) (Note: the way I assign the IDs in the fiddle is a little cheesy (simply looping over 0..19) and things will only work if every window was assigned a different ID. If two windows show the same ID, simply reload one.).
Unfortunately, in Chrome and especially in Internet Explorer things don't work as planned (multiple windows blink). I think this is due to a delay in the propagation of the data I write to LocalStorage from one tab/window to the other (see my question about this here).
So, basically, I need to find either a different mutex algorithm that can handle delayed data (sounds difficult/impossible) or I need to find an entirely different approach. Maybe StorageEvents can help? Or maybe there is a different mechanism that doesn't use LocalStorage?
For completeness, here is the code of the fiddle:
// Global constants
var LOCK_TIMEOUT = 300; // Locks time out after 300ms
var INTERVAL = 1000; // Critical section should run every second
//==================================================================================
// Assign process ID
var myID;
id = window.localStorage.getItem("id");
if (id==null) id = 0;
id = Number(id);
myID = id;
id = (id+1) % 20;
window.localStorage.setItem("id", id);
document.documentElement.innerHTML = "ID: "+myID;
//==================================================================================
// Method to indicate critical section
var lastBlink = 0;
function blink() {
col = Math.round(Math.min((new Date().getTime() - lastBlink)*2/3, 255));
document.body.style.backgroundColor = "rgb(255, "+((col >> 1)+128)+", "+col+")";
}
//==================================================================================
// Helper methods to implement expiring flags
function flagUp() {
window.localStorage.setItem("F"+myID, new Date().getTime());
}
function flagDown() {
window.localStorage.setItem("F"+myID, 0);
}
// Try to refresh flag timeout and return whether we're sure that it never expired
function refreshFlag() {
content = window.localStorage.getItem("F"+myID);
if (content==null) return false;
content = Number(content);
if ((content==NaN) || (Math.abs(new Date().getTime() - content)>=timeout))
return false;
window.localStorage.setItem("F"+myID, new Date().getTime());
return Math.abs(new Date().getTime() - content) < timeout;
}
function setFlag(key) {
window.localStorage.setItem(key, new Date().getTime());
}
function checkFlag(key, timeout) {
content = window.localStorage.getItem(key);
if (content==null) return false;
content = Number(content);
if (content==NaN) return false;
return Math.abs(new Date().getTime() - content) < timeout;
}
//==================================================================================
// Burns-Lynch mutual exclusion algorithm
var atLine7 = false;
function enterCriticalRegion() {
// Refresh flag timeout and restart algorithm if flag may have expired
if (atLine7) atLine7 &= refreshFlag();
// Check if run is due
if (checkFlag("LastRun", INTERVAL)) return false;
if (!atLine7) {
// 3: F[i] down
flagDown();
// 4: for j:=1 to i-1 do if F[j] = up goto 3
for (j=0; j<myID; j++)
if (checkFlag("F"+j, LOCK_TIMEOUT)) return false;
// 5: F[i] up
flagUp();
// 6: for j:=1 to i-1 do if F[j] = up goto 3
for (j=0; j<myID; j++)
if (checkFlag("F"+j, LOCK_TIMEOUT)) return false;
atLine7 = true;
}
// 7: for j:=i+1 to N do if F[j] = up goto 7
for (j=myID+1; j<20; j++)
if (checkFlag("F"+j, LOCK_TIMEOUT)) return false;
// Check again if run is due
return !checkFlag("LastRun", INTERVAL);
}
function leaveCriticalRegion() {
// Remember time of last succesful run
setFlag("LastRun");
// Release lock on critical region
atLine7 = false;
window.localStorage.setItem("F"+myID, 0);
}
//==================================================================================
// Keep trying to enter critical region and blink on success
function run() {
if (enterCriticalRegion()) {
lastBlink = new Date().getTime();
leaveCriticalRegion();
}
}
// Go!
window.setInterval(run, 10);
window.setInterval(blink, 10);

How to structure my code to return a callback?

So I've been stuck on this for quite a while. I asked a similar question here: How exactly does done() work and how can I loop executions inside done()?
but I guess my problem has changed a bit.
So the thing is, I'm loading a lot of streams and it's taking a while to process them all. So to make up for that, I want to at least load the streams that have already been processed onto my webpage, and continue processing stream of tweets at the same time.
loadTweets: function(username) {
$.ajax({
url: '/api/1.0/tweetsForUsername.php?username=' + username
}).done(function (data) {
var json = jQuery.parseJSON(data);
var jsonTweets = json['tweets'];
$.Mustache.load('/mustaches.php', function() {
for (var i = 0; i < jsonTweets.length; i++) {
var tweet = jsonTweets[i];
var optional_id = '_user_tweets';
$('#all-user-tweets').mustache('tweets_tweet', { tweet: tweet, optional_id: optional_id });
configureTweetSentiment(tweet);
configureTweetView(tweet);
}
});
});
}};
}
This is pretty much the structure to my code right now. I guess the problem is the for loop, because nothing will display until the for loop is done. So I have two questions.
How can I get the stream of tweets to display on my website as they're processed?
How can I make sure the Mustache.load() is only executed once while doing this?
The problem is that the UI manipulation and JS operations all run in the same thread. So to solve this problem you should just use a setTimeout function so that the JS operations are queued at the end of all UI operations. You can also pass a parameter for the timeinterval (around 4 ms) so that browsers with a slower JS engine can also perform smoothly.
...
var i = 0;
var timer = setInterval(function() {
var tweet = jsonTweets[i++];
var optional_id = '_user_tweets';
$('#all-user-tweets').mustache('tweets_tweet', {
tweet: tweet,
optional_id: optional_id
});
configureTweetSentiment(tweet);
configureTweetView(tweet);
if(i === jsonTweets.length){
clearInterval(timer);
}
}, 4); //Interval between loading tweets
...
NOTE
The solution is based on the following assumptions -
You are manipulating the dom with the configureTweetSentiment and the configureTweetView methods.
Ideally the solution provided above would not be the best solution. Instead you should create all html elements first in javascript only and at the end append the final html string to a div. You would see a drastic change in performance (Seriously!)
You don't want to use web workers because they are not supported in old browsers. If that's not the case and you are not manipulating the dom with the configure methods then web workers are the way to go for data intensive operations.

Javascript: Suppress "Stop running this script?", or how to use setTimeout?

I'm building a js library that reads binary files, including zip files.
Because there's no direct native support for arrays of binary data, when the zip files get large, there's a lot of copying that has to go on (See my other question for details).
This results in a "Stop Running this script?" alert. Now, I know this can happen if there's an infinite loop, but in my case, it's not an infinite loop. It's not a bug in the program. It just takes a loooooong time.
How can I suppress this?
This message is for security reason enabled, because otherwise you could simply block the users browser with a simple never ending loop. I think there no way to deactivate it.
Think about splitting you processing into serval parts, and schedule them via setTimeout, this should surpress the message, because the script is now not running all the time.
You could divide the process into increments, then use setTimeout to add a small delay.
In IE (and maybe Firefox too), the message is based on the number of statements executed, not the running time. If you can split some of the processing into a separate function, and defer it with setTimeout, I believe that it won't count toward the limit.
...answering my own question, so I could post the code I used.
The main issue was, I was reading the entire contents of a file, with a readToEnd() method, which actually reads one byte at a time. When reading a large file, it took a looooong time. The solution was to read asynchronously, and in batches.
This is the code I used:
readToEndAsync : function(callback) {
_state = "";
var slarge = "";
var s = "";
var txtrdr = this;
var readBatchAsync = function() {
var c = 0;
var ch = txtrdr.readChar();
while(ch != null)
{
s += ch;c++;
if(c > 1024)
{
slarge += s;
s = "";
break;
}
ch = txtrdr.readChar();
}
if (ch!=null){
setTimeout(readBatchAsync, 2);
}
else {
callback(slarge+s);
}
};
// kickoff
readBatchAsync();
return null;
},
And to call it:
textReader.readToEndAsync(function(out){
say("The callback is complete");
// the content is in "out"
});
I believe this feature is specific to Firefox and/or other browsers, and it has nothing to do with the javascript language itself.
As far as I know you (the programmer) have no way of stopping it in your visitors' browser.

How to stop intense Javascript loop from freezing the browser

I'm using Javascript to parse an XML file with about 3,500 elements. I'm using a jQuery "each" function, but I could use any form of loop.
The problem is that the browser freezes for a few seconds while the loop executes. What's the best way to stop freezing the browser without slowing the code down too much?
$(xmlDoc).find("Object").each(function() {
//Processing here
});
I would ditch the "each" function in favour of a for loop since it is faster. I would also add some waits using the "setTimeout" but only every so often and only if needed. You don't want to wait for 5ms each time because then processing 3500 records would take approx 17.5 seconds.
Below is an example using a for loop that processes 100 records (you can tweak that) at 5 ms intervals which gives a 175 ms overhead.
var xmlElements = $(xmlDoc).find('Object');
var length = xmlElements.length;
var index = 0;
var process = function() {
for (; index < length; index++) {
var toProcess = xmlElements[index];
// Perform xml processing
if (index + 1 < length && index % 100 == 0) {
setTimeout(process, 5);
}
}
};
process();
I would also benchmark the different parts of the xml processing to see if there is a bottleneck somewhere that may be fixed. You can benchmark in firefox using firebug's profiler and by writing out to the console like this:
// start benchmark
var t = new Date();
// some xml processing
console.log("Time to process: " + new Date() - t + "ms");
Hope this helps.
Set a timeOut between processing to prevent the loop cycle from eating up all the browser resources. In total it would only take a few seconds to process and loop through everything, not unreasonable for 3,500 elements.
var xmlElements = $(xmlDoc).find('Object');
var processing = function() {
var element = xmlElements.shift();
//process element;
if (xmlElements.length > 0) {
setTimeout(processing, 5);
}
}
processing();
I'd consider converting the 3500 elements from xml to JSON serverside or even better upload it to server converted, so that it's native to JS from the getgo.
This would minimize your load and prolly make the file size smaller too.
you can setTimeout() with duration of ZERO and it will yield as desired
Long loops without freezing the browser is possible with the Turboid framework. With it, you can write code like:
loop(function(){
// Do something...
}, number_of_iterations, number_of_milliseconds);
More details in this turboid.net article: Real loops in Javascript
Javascript is single-threaded, so aside from setTimeout, there's not much you can do. If using Google Gears is an option for your site, they provide the ability to run javascript in a true background thread.
You could use the HTML5 workers API, but that will only work on Firefox 3.1 and Safari 4 betas atm.
I had the same problem which was happening when user refreshed the page successively. The reason was two nested for loops which happened more than 52000 times. This problem was harsher in Firefox 24 than in Chrome 29 since Firefox would crash sooner (around 2000 ms sooner than Chrome). What I simply did and it worked was that I user "for" loops instead of each and then I refactored the code so that I divided the whole loop array to 4 separated calls and then merged the result into one. This solution has proven that it has worked.
Something like this:
var entittiesToLoop = ["..."]; // Mainly a big array
loopForSubset(0, firstInterval);
loopForSubset(firstInterval, secondInterval);
...
var loopForSubset = function (startIndex, endIndex) {
for (var i=startIndex; i < endIndex; i++) {
//Do your stuff as usual here
}
}
The other solution which also worked for me was the same solution implemented with Worker APIs from HTML5. Use the same concept in workers as they avoid your browser to be frozen because they run in the background of your main thread. If just applying this with Workers API did not work, place each of instances of loopForSubset in different workers and merge the result inside the main caller of Worker.
I mean this might not be perfect but this has worked. I can help with more real code chunks, if someone still thinks this might suite them.
You could try shortening the code by
$(xmlDoc).find("Object").each(function(arg1) {
(function(arg1_received) {
setTimeout(function(arg1_received_reached) {
//your stuff with the arg1_received_reached goes here
}(arg1_received), 0)
})(arg1)
}(this));
This won't harm you much ;)
As a modification of #tj111 answer the full usable code
//add pop and shift functions to jQuery library. put in somewhere in your code.
//pop function is now used here but you can use it in other parts of your code.
(function( $ ) {
$.fn.pop = function() {
var top = this.get(-1);
this.splice(this.length-1,1);
return top;
};
$.fn.shift = function() {
var bottom = this.get(0);
this.splice(0,1);
return bottom;
};
})( jQuery );
//the core of the code:
var $div = $('body').find('div');//.each();
var s= $div.length;
var mIndex = 0;
var process = function() {
var $div = $div.first();
//here your own code.
//progress bar:
mIndex++;
// e.g.: progressBar(mIndex/s*100.,$pb0);
//start new iteration.
$div.shift();
if($div.size()>0){
setTimeout(process, 5);
} else {
//when calculations are finished.
console.log('finished');
}
}
process();

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