iOS 5 Safari JavaScript execution exceeded timeout - javascript

I am working on a mobile web app that is primarily self-contained and communicated with the server only when necessary. Currently, the libraries being used are:
jQuery 1.6.4
jQuery UI 1.8.3
Modified/patched version of jQTouch
Up until the release of iOS 5 we were also using touchscroll.js but it is no longer needed since Safari now supports position: fixed and native scrolling.
Since the release of iOS 5, seemingly at random, this exception is raised:
JavaScript: Error undefined JavaScript execution exceeded timeout
Once it is raised, no JS code that runs for more than a very short period of time (say 1ms) will be executed by Safari. Refreshing the page, going to a new page, or going to a new domain has no effect. Any and all JS code, even something as simple as
for(var i = 0; i < 30; i++) ;
will not be executed by the browser without the exception being raised. The only way around this is to force kill Safari and restart it. I suppose it is also possible to wrap any remotely "heavy duty" code in the application in a window.setTimeout(..., 1) or take advantage of Web Workers for everything but UI updates but that doesn't seem like a very good solution as the application is fairly large and it would require a substantial rewrite.
Has anyone encountered this issue before? How would you go about debugging something like this as it isn't any single piece of code that seems to put Safari into this broken state and it can happen seemingly at random?
I tried to figure out what the timeout of the JS engine is in mobile Safari by doing the following:
var start, end;
start = new Date();
try {
while(true);
} catch (ex) {
alert('test');
}
end = new Date();
console.log(Number(end) - Number(start) + 'ms');
Unfortunately it seems this timeout exception isn't a JS exception so it cannot be caught in a try/catch block; however, it appears the max timeout period is in the realm of several seconds. None of the code in our app locks the browser/JS engine for that long (as it would provide a terrible UX) and most if not all of it probably has a sub 300ms execution time (including anything that's "heavy duty").

Are you using watchPosition? see this answer if so: JavaScript execution exceeded timeout
I've been ripping my hair out over this issue ever since iOS 5 was released - I feel your pain!

Related

About iOS10 JavaScript & UIWebview interface

This morning, suddenly found that our users are saying app crashes after we had breakpoints found iOS 10 of the iphone, JavaScript & UIWebview interface problem occurs in the injected JSContext object, the proxy method can not be performed, and direct crash to the stack area, cause I can not modify on the line.
EDIT: The following original comment is not helpful. My use of window.webkit.messagehandlers in UIWebView is an unsupported hack (to match the API of WKWebView), so no surprise that broke, and the overflow crash when attaching Safari is reportedly not happening to other devs who are on Safari 10 (I haven't updated yet)
-- Original Comment --
Seeing the same bug on iOS 10, filing to Apple now. Problem #1, adding callbacks to window.webkit.messagehandlers: this object now only allows for a single callback function added, it used to allow multiple, i.e. messagehandlers.doOneThing, messagehandlers.doAnother.
Problem #2, seeing crashes: first an EXC_BREAKPOINT on WTF::CrashOnOverflow::overflowed() then a crash
* thread #10: tid = 0x81c29d, 0x0dfb3d1d JavaScriptCore`JSC::DFG::SpeculativeJIT::speculate(JSC::DFG::Node*, JSC::DFG::Edge) + 1197, name = 'WebThread', stop reason = EXC_BREAKPOINT (code=EXC_I386_BPT, subcode=0x0)
* frame #0: 0x0dfb3d1d JavaScriptCore`JSC::DFG::SpeculativeJIT::speculate(JSC::DFG::Node*, JSC::DFG::Edge) + 1197

Game Screeps. Error during simulation. CPU limit reached

I'm going throw Screeps (http://screeps.com/) simulation. I've stick on stage when I need to send worker to harvest resources. So I put code from the tip to the script tab, code is:
var creep = Game.creeps.Worker1;
var sources = creep.room.find(Game.SOURCES);
creep.moveTo(sources[0]);
creep.harvest(sources[0]);
My creep had started move to source, but then it froze and I got error (light red text) in console:
CPU limit reached
What I need to do to finish this step and why I'm getting this error?
It's a limitation of the Simulation Room mode. Commit the scripts, refresh the page and start simulating again and it should work.
From the documentation:
Please remember that the exact duration of the execution of your
script is limited by the CPU time available in your service plan. In
case of exceeding the limit, the script execution will be stopped.
The exception is the Simulation Room where the script execution is always limited by 5 seconds.
So it seems that your creep can't find anything to harvest within five seconds
This appears to be a bug in Internet Explorer 11 (and probably older versions too but I don't have older versions installed). I would create a creep and everything would be fine and dandy until sometime between moving to and starting to collect from a source at which point the entire thing would freeze. I think this is just lazy programming because I was able to get everything working by switching to Chrome 39.blah.blah.blah. If you're not using Chrome I would suggest using it for this game.

CSS Animations stall when running javascript function

Let's say I have this javascript function:
function pauseComp(ms) {
var date = new Date();
var curDate = null;
do { curDate = new Date(); }
while(curDate-date < ms);
}
and a css3 animation (for instance, <i class="icon-spinner icon-spin"></i> from the new font-awesome 3). When I run the javascript function above, it stops the spinner while the function is running. See what I'm talking about here. Basically, javascript stops css animations, and I'm wondering why, or if anyone else has noticed this/found a workaround. I've tried putting it in a setTimeout(fn,0), where fn is the long process, but then realized why that will also not work (js is not multithreaded). Anyone seen this happening?
Update: Interestingly, it looks like this isn't as much of a problem in Safari, although interaction with the browser interface is still being affected.
A browser page is single threaded. Updating the UI happens on the same thread as your javascript program. Which also means that any animation will not draw new frames while Javascript code is being executed. Typically, this is no big deal because most JS code is executed very quickly, faster than a single animation frame.
So the best advice is simply this: Don't do that. Don't lock up the JS engine for that long. Figure out a cleaner way to do it.
However, if you must, there is a way. You can get an additional thread via HTML5's Web Workers API. This isn't supported in older browsers, but it will allow you to run some long running CPU sucking code away from the main webpage and in it's own thread, and then have it post back some result to your page when it's done.

analyzing performance of javascript on mobile

Is there any possibility of analyzing performance of javascript on mobile. Like I have a situation where say a list is rendered quite slowly on mobile (like 3-4 minutes).
Initially i thought its because of the data model and kind of query i am using is causing the delay, but when i took database traces all the query execution is really fast.
I also got hold of n/w trace of attached device (which is simulator in my case) and could see all the data being buffered in under 3 secs. So the only culprit what i anticipate is the JS running behind to render all the data. But i dont know how to trace or do performance analysis of JS on mobile. Any idea??
I'm not sure if this is what you're looking for, (your question somewhat confuses me) but here's how to test how long a piece of code takes in JavaScript:
var start = new Date().getTime(); //milliseconds
// your section of code
// ...
var elapsed = new Date().getTime() - start;
You could do that to test specific sections of your code for execution length.
If you had <div id="timetaken"></div> somewhere in your HTML, you could add
document.getElementById('timetaken').innerHTML="Time taken: " + elapsed;
And then when your code completes it would display how long that bit of code took to complete in your HTML so that you can see it on a mobile device.

Javascript debugging

I have recently started to tinker with Project Euler problems and I try to solve them in Javascript. Doing this I tend to produce many endless loops, and now I'm wondering if there is any better way to terminate the script than killing the tab in Firefox or Chrome?
Also, is firebug still considered the "best" debugger (myself I can't see much difference between firebug and web dev tool in safari/chrome ).
Any how have a nice Sunday!
Firebug is still my personal tool of choice.
As for a way of killing your endless loops. Some browsers will prevent this from happening altogether. However, I still prefer just going ctrl + w, but this still closes the tab.
Some of the other alternatives you can look into:
Opera : Dragonfly
Safari / Chrome : Web Inspector
Although, Opera has a nice set of developer tools which I have found pretty useful. (Tools->Advanced->Developer Tools)
If you don't want to put in code to explicitly exit, try using a conditional breakpoint. If you open Firebug's script console and right-click in the gutter next to the code, it will insert a breakpoint and offer you an option to trigger the breakpoint meets some condition. For example, if your code were this:
var intMaxIterations = 10000;
var go = function() {
while(intMaxInterations > 0) {
/*DO SOMETHING*/
intMaxIterations--;
}
};
... you could either wait for all 10,000 iterations of the loop to finish, or you could put a conditional breakpoint somewhere inside the loop and specify the condition intMaxIterations < 9000. This will allow the code inside the loop to run 1000 times (well, actually 1001 times). At that point, if you wish, you can refresh the page.
But once the script goes into an endless loop (either by mistake or design), there's not a lot you can do that I know of to stop it from continuing if you haven't prepared for this. That's usually why when I'm doing anything heavily recursive, I'll place a limit to the number of times a specific block of code can be run. There are lots of ways to do this. If you consider the behaviour to be an actual error, consider throwing it. E.g.
var intMaxIterations = 10000;
var go = function() {
while(true) {
/*DO SOMETHING*/
intMaxIterations--;
if (intMaxIterations < 0) {
throw "Too many iterations. Halting";
}
}
};
Edit:
It just occurred to me that because you are the only person using this script, web workers are the ideal solution.
The basic problem you're seeing is that when JS goes into an endless loop, it blocks the browser, leaving it unresponsive to any events that you would normally use to stop the execution. Web workers are still just as fast, but they leave your browser unburdened and events fire normally. The idea is that you pass off your high-demand tasks (in this case, your Euler problem algorithm) to a web worker JS file, which executes in its own thread and consumes CPU resources only when they are not needed by the main browser. The net result is that your CPU still spikes like it does now, but your browser stays fast and responsive.
It is a bit of a pest setting up a web worker the first time, but in this case you only have to do it once. If your algorithm never returns, just hit a button and kill the worker thread. See Using Web Workers on MDC for more info.
While having Firebug or the webkit debuggers is nice, a browser otherwise seems like overhead for Project Euler stuff. Why not use a runtime like Rhino or V8?

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