Where does JQuery call setInterval for .fadeIn and .fadeOut()? - javascript

Here is a source viewer for fadeIn() but it does not link out to custom() for some reason.
Also, as a second question, how does one conceptualize all this code...there are so many function calls that I can't even guess as to how much code actually runs when you call .fadeIn() or .fadeOut().
For example:
fadeIn() calls animate() which calls speed() which calls extend()...
As a third question: is this object oriented programming ?
Thanks.

It doesn't use setTimeout(), it uses setInterval(), which is in custom(), which is called at the bottom of the animate() method.
Here's a good tutorial: http://www.schillmania.com/content/projects/javascript-animation-1/
As explained in the tutorial, setTimeout() schedules an event to occur a certain amount of time after the setTimeout() function is called. The problem it's going to take time for the scheduled function to run, and thus the next timeout is going to be scheduled after the first timeout's delay AND the time it took to execute the code.
If you want:
100ms : function x called
200ms : function x called
300ms : function x called
400ms : function x called
and you do:
function x(){
setTimeout( x , 100);
}
setTimeout( x , 100);
What's going to happen is:
100ms : function x called
first calls execution time + 200ms : function x called
second calls execution time + first calls execution time + 300ms : function x called
third calls execution time + second calls execution time + first calls execution time + 400ms : function x called
So you do:
function x(){
}
setInterval( x , 100);

Make no mistake, this object oriented programming. Functional programming is completely different (usually looks very different too, search for python or haskell). I think you meant "imperative programming" (like C), which isn't functional programming but doesn't have objects either.
jQuery also supports inheritance which is similar to JavaScripts native prototypical inheritance.

setInterval is often a bad option to use . This is because once an interval is set up it will attempt to execute it every N milliseconds regardless of how existing threads are going - so if your browser is choking on some heavy problem already then setInterval is going to add to that. You have to think long and hard about using setInterval especially with older, less thread-aware browsers. more information here: https://stackoverflow.com/a/5479821/1238884
setTimeout is often better since you only queue the next timeout when your process is done - something like this is sometimes better:
function foo(params) {
// do stuff here that might block or take time
setTimeout(function() {
foo(params);
}, 1234);
}

Related

a function that only calls input function f every 50 milliseconds

I am new to js.
I am trying to make a function that only calls input function f every 50 milliseconds.
wrote the code in the fiddle using setTimeout.
but isn't doing exactly what I wanted it to do
can you tell me how to fix it.
providing code below
https://jsfiddle.net/1pqznbgt/
function callSeconds(f){
setTimeout(function(){
alert("testing");
}, 500)
}
You are looking for setInterval instead of setTimeout (setTimeout will execute once, setInterval will execute at an interval)
The 500 in your sample means 500ms rather than 50ms
You will want to call f rather than your anonymous function, so:
What you are looking for is something like:
function callSeconds(f){
setInterval(f, 50);
}
The problem I see is that every time you call an alert() you are stopping execution of JavaScript and each browser can implement the alert differently . setTimeout() only executes once so if you call the function it will wait 500ms and issue an alert if you want a piece of code to operate continually you must use the setInterval() function but you still have the problem of how the browser chooses to handle the alert() function, normally an alert pauses execution of the current code, what effect that has on a timed execution function I do not know. I would try execution on something that does not pause or stop execution of the script. I also notice that in the code segment you have not invoked the parent function that would call the setTimeout function.
You can do one of 2 things here.
First, don't use setTimeout.
Instead use setInterval (f,50).
Or recursively call the function as so:
function foo (f){
f();
setTimeout (foo,50);
}

Javascript timers in which order

See the below code
vat t = setTimeout(x, 1000);
vat t1 = setTimeout(y, 1100);
var t2 = setTimoue(z, 4000);
The order of execution is t, t1 and t2. So, t is executed after 1s. Till here is fine. Then is t1 executed after 100ms(1100 - 1000) or is it executed 1100ms after t is executed?
t1 will be executed 100ms after t was executed.
But actually, if the page is busy, setTimeout may be fired later so that it can less or greater than 100ms.
Above is the correct answer, although I would encourage you, going forward, when possible, to go open up the JavaScript console in your browser and figure it out yourself. console.log(Date.now()) in your code and test it. When I first got into coding, I would always turn to pros for simple questions (out of habit), but in my experience, being successful in coding often means knowing HOW to get the answer, as opposed to just knowing WHAT the answer is.
Additionally, I would argue you're much more likely to remember the answer if you identified it yourself instead of someone just telling you.
Good luck!
If you want to control the order of execution I really think you should sequence the timeouts.
var t = setTimeout(x, 1000);
function x(){
setTimeout(y, 100);
}
function y(){
setTimeout(z, 2900);
}
In any case I'm not sure you should be doing any of this in the first place.
If you want to call one function after another just use the .call or .apply.
take a look at: https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/call
JavaScript is single-threaded. If some block of code uses execution thread, no other code can be executed. This means your setTimeout() call must wait until main execution finishes.
[from here]setTimeout behaviour with blocking code

js fade in onLoad with for-loop, styles, and setInterval not working?

Why when calling fadeIn() onLoad does the browser run through the loop immediately. In other words there is an issue with either the setInterval or the Opacityto().
function Opacityto(elem,v){
elem.style.opacity = v/100;
elem.style.MozOpacity = v/100;
elem.style.KhtmlOpacity = v/100;
elem.style.filter=" alpha(opacity ="+v+")";}
function fadeIn(){
elem=document.getElementById('nav');
for (i=0;i==100;i++){
setInterval(Opacityto(elem,i),100);}
}
I think someone will tell me this can be done easiest with jQuery but I'm interested in doing it with javascript.
Thanks!HelP!
You've got several problems with your fadeIn() function:
A. Your for loop condition is i==100, which is not true on the first iteration and thus the body of the for loop will never be executed (the i++ won't ever happen). Perhaps you meant i<=100 or i<100 (depending on whether you want the loop to run 101 or 100 times)?
B. Your setInterval code has a syntax error EDIT: since you've updated your question to remove the quotes - setInterval expects either a string or a function reference/expression. So you need to either pass it the name of a function without parentheses and parameters, or a function expression like the anonymous function expression you can see in my code down below. in the way you try to build the string you are passing it. You've got this:
"Opacityto("+elem,i+")"
but you need this:
"Opacityto(elem," + i + ")"
The latter produces a string that, depending on i, looks like "Opacityto(elem,0)", i.e., it produces a valid piece of JavaScript that will call the Opacityto() function.
C. You probably want setTimeout() rather than setInterval(), because setInterval() will run your Opacityto() function every 100ms forever, while setTimeout() will run Opacityto() exactly once after the 100ms delay. Given that you are calling it in a loop I'm sure you don't really want to call setInterval() 100 times to cause your function Opacityto() to be run 100 times every 100ms forever.
D. Even fixing all of the above, your basic structure will not do what you want. When you call setInterval() or setTimeout() it does not pause execution of the current block of code. So the entire for loop will run and create all of your intervals/timeouts at once, and then when the 100ms is up they'll all be triggered more or less at once. If your intention is to gradually change the opacity with each change happening every 100ms then you need the following code (or some variation thereon):
function fadeIn(i){
// if called with no i parameter value initialise i
if (typeof i === "undefined") {
i = -1;
}
if (++i <= 100) {
Opacityto(document.getElementById('nav'), i);
setTimeout(function() { fadeIn(i); }, 100);
}
}
// kick it off:
fadeIn();
What the above does is defines fadeIn() and then calls it passing no parameter. The function checks if i is undefined and if so sets it to -1 (which is what happens if you call it without passing a parameter). Then it increments i and checks if the result is less than or equal to 100 and if so calls Opacityto() passing a reference to the element and i. Then it uses setTimeout() to call itself in 100ms time, passing the current i through. Because the setTimeout() is inside the if test, once i gets big enough the function stops setting timeouts and the whole process ends.
There are several other ways you could implement this, but that's just the first that happened as I started typing...
My guess is that there is a nasty comma inside the setInterval, messing the argument list:
"Opacityto("+elem,i+")"
^^^
here
You could try quoting the comma
+ "," +
but eval is evil so don't do that. The good way is to pass a real callback function:
function make_opacity_setter(elem, i){
return function(){
OpacityTo(elem, i);
};
}
...
setTimeout( make_opacity_setter(elem, i), 1000);
Do note that the intermediate function-making-function is needed to avoid the nasty interaction between closures and for-loops.
BTW, when you do
setInterval(func(), 1000)
you call func once yourself and then pass its return value to setInterval. since setInterval receives a junk value instead of a callback it won't work as you want to.

Which is better to execute window.setTimeout

Which option is better to execute window.setTimeout and why?
Option A:
window.setTimeout(somefunc,0);
Option B:
window.setTimeout(somefunc,n); //n may be any number >0
Thanks.
The thing about a timeout or an interval, they always wait for the current thread to run out before they execute their own function- even if you put it in the first line.
var color='white';
setTimeout(function(){alert(color+' from timeout')}, 0);
for(var i=0;i<100001;++i){
if(i=100000)alert(color='green');
}
alert(color='red')
Option A will simply call somefunc with the additional overhead of needlessly calling setTimeout (since your second parameter means 0 milliseconds of delay). Option B is for if you intend to have a delay prior to the execution of somefunc. Could you elaborate a bit please, or does this answer your question?
It depends on what you want to do.
setTimeout(somefunc,0) is not so different with just calling somefunc
(but I guess .setTimeout(somefunc,0) will finish current block first and then called somefunc)
If you need to wait browser rendering, and run somefunc after that, use window.onload or jQuery's $(document).ready
window.setTimeout(somefunc,0);
will run somefunc right away (but won't wait for a return value before continuing)
window.setTimeout(somefunc,n);
will wait n milliseconds before running somefunc (but won't wait for it to start or return before continuing)
or if you call somefunc() without the timeout it will run somefunc but wait for it to finish before continuing.
consider setTimeout to be like "starting" a new thread.
I recall having some browser issues when using setTimeout (func, 0) so now I do setTimeout (func, 1) whenever I want to have the shortest delay. Note that for most (all?) browsers the real shortest delay is some number n > 1 (definately n > 0 and probably n < 50).
Which browser I was having issues with I don't remember.
Note setTimeout(fn,0) doesn't necessarily ensure that the function fn will be called right after the current callstack unrolls - might not be a very important distinction.
It IS possible for the browser to have put something on the event before your code hit
setTimeout(fn, 0) [maybe the code preceding the setTimeout involved some CPU intensive calculations]. See example here
function clickHandler () {
spinWait(1000);
setTimeout(relayFunc, 0);
//the jsFiddle link shows that relayFunc
//will not be called after the clickHandler
//if another event was queued during spinWait()
}
For a usage of setTimeout other than the common 'let dom elements render first', see my blog here

How does jQuery accomplish its asynchronous animations?

...or more specifically, how are they able to create animations via javascript, which is synchronous, without holding up the next javascript statement.
It's just a curiosity. Are they using a chain of setTimeout()? If so, are they set early, each one with a slightly longer duration than the previous, and running parallel? Or are they being created through a recursive function call, therefore running in series?
Or is it something completely different?
There is an alternative to setTimeout() called setInterval() which will call the function you pass as argument at regular intervals. Calling setInterval will return a value which can be passed to clearInterval to stop the function from being called.
With jQuery 1.4.2 on lines 5534 - 5536:
if ( t() && jQuery.timers.push(t) && !timerId ) {
timerId = setInterval(jQuery.fx.tick, 13);
}
Notice the setInterval for jQuery's tick method that triggers a step in an animation.
Chained calls to setTimeout aren't really "recursive". If one setTimeout function, when called, sets up another timeout with itself as the handler, the original invocation will be long gone by the time the new timeout occurs.
Using setTimeout instead of setInterval is (to me) often more flexible because it lets the timed code adapt (and possibly cancel) itself. The general pattern is to set up a closure around the setTimout call so that the data needed by the timed process (the animation, if that's what you're doing) is available and isolated from the rest of the app. Then the timeout is launched on its initial run.
Inside the timeout handler, "arguments.callee" can be used for it to refer to itself and reset the timeout for subsequent "frames."

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