Synchronous delay in code execution - javascript

I have a code which needs to be executed after some delay say 5000 ms.Currently I am using setTimeout but it is asynchronous and i want the execution to wait for its return. I have tried using the following:
function pauseComp(ms)
{
var curr = new Date().getTime();
ms += curr;
while (curr < ms) {
curr = new Date().getTime();
}
}
But the code i want to delay is drawing some objects using raphaeljs and the display is not at all smooth. I am trying to use doTimeout plugin. I need to have a delay only once as the delay and code to be delayed are both in a loop. I have no requirement for a id so I am not using it.
For example:
for(i; i<5; i++){ $.doTimeout(5000,function(){
alert('hi'); return false;}, true);}
This waits for 5 sec befor giving first Hi and then successive loop iterations show alert immediately after the first. What I want it to do is wait 5 sec give alert again wait and then give alert and so on.
Any hints/ suggestions are appreciated!

Variation on the accepted answer which is just as good as this one.
Also, I agree with the caveats of preferring setTimeout and asynchronous function calling but sometimes e.g., when building tests, you just need a synchronous wait command...
function wait(ms) {
var start = Date.now(),
now = start;
while (now - start < ms) {
now = Date.now();
}
}
if you want it in seconds, divide start ms by 1000 on the while check...
=== EDIT ===
I noticed that my answer has bubbled to the top but it really shouldn't be the top answer. That was written as an alternative in case you cannot use async / await in your code or you're waiting for a trivial amount of time (like a second or two for testing).
The top answer should note that the async/await pattern is a much better way of doing this and will significantly use less energy and CPU cycles.
See #michaelolof 's answer below for example....
const wait = (msec) => new Promise((resolve, _) => {
setTimeout(resolve, msec));
});
(async () => {
console.log("Start...")
await wait(5000);
console.log("...End")
})();

If you'd like to take advantage of the new async/await syntax, You can convert set timeout to a promise and then await it.
function wait(ms) {
return new Promise((resolve, reject) => {
setTimeout(() => {
console.log("Done waiting");
resolve(ms)
}, ms )
})
}
(async function Main() {
console.log("Starting...")
await wait(5000);
console.log("Ended!")
})();

Synchronous wait (only for testing!):
const syncWait = ms => {
const end = Date.now() + ms
while (Date.now() < end) continue
}
Usage:
console.log('one')
syncWait(5000)
console.log('two')
Asynchronous wait:
const asyncWait = ms => new Promise(resolve => setTimeout(resolve, ms))
Usage:
(async () => {
console.log('one')
await asyncWait(5000)
console.log('two')
})()
Alternative (asynchronous):
const delayedCall = (array, ms) =>
array.forEach((func, index) => setTimeout(func, index * ms))
Usage:
delayedCall([
() => console.log('one'),
() => console.log('two'),
() => console.log('three'),
], 5000)

Using the new Atomics API, you can start synchronous delays without performance spikes:
const sleep = milliseconds => Atomics.wait(new Int32Array(new SharedArrayBuffer(4)), 0, 0, milliseconds)
sleep(5000) // Sleep for 5 seconds
console.log("Executed after 5 seconds!")

JavaScript is a single-threaded language. You cannot combine setTimeout and synchronous processing. What will happen is, the timer will lapse, but then the JS engine will wait to process the results until the current script completes.
If you want synchronous methods, just call the method directly!
If you want to process something after the setTimeout, include it or call it from the timeout function.

Non-timeout loops (that check the time or count to 1000000 or whatever) just lock up the browser. setTimeout (or the $.doTimeout plugin) is the best way to do it.
Creating timeouts within a loop won't work because the loop doesn't wait for the previous timeout to occur before continuing, as you've discovered. Try something more like this:
// Generic function to execute a callback a given number
// of times with a given delay between each execution
function timeoutLoop(fn, reps, delay) {
if (reps > 0)
setTimeout(function() {
fn();
timeoutLoop(fn, reps-1, delay);
}, delay);
}
// pass your function as callback
timeoutLoop(function() { alert("Hi"); },
5,
5000);
(I just cobbled this together quickly, so although I'm confident that it works it could be improved in several ways, e.g., within the "loop" it could pass an index value into the callback function so that your own code knows which iteration it is up to. But hopefully it will get you started.)

I have made a simple synchronous timeout function. It works in two different ways, callback and non-callback.
function:
function wait(ms, cb) {
var waitDateOne = new Date();
while ((new Date()) - waitDateOne <= ms) {
//Nothing
}
if (cb) {
eval(cb);
}
}
callback example:
wait(5000,"doSomething();");
non-callback example:
console.log("Instant!");
wait(5000);
console.log("5 second delay");

JavaScript is single-threaded
It is impossible to make a synchronous delay in javascript, simply because JavaScript is a single-threaded language. The browser (most common JS runtime environment) has what's called the event loop. So everything that the browser does happens in this very loop. And when you execute a script in the browser, what happens is:
The event loop calls your script
Executes it line by line
Once the script has finished*, the event loop continues running
Notice that all of this is happening during a single frame of the event loop! And that means that no other operation (like rendering, checking for user input, etc.) can happen before the script has exited. (*) The exception is async JavaScript, like setTimeout/Interval() or requestAnimationFrame() which are not run on the main thread. So from event loops prespective, the script has finished running.
This implies that if there were a synchronous delay in JavaScript, the whole browser would have to wait for the delay to finish, and meanwhile it's unable to do anything. So there is no, and there won't be any synchronous delay in JS.
Alternative - Maybe?
The alternative depends on the actual thing you want to do. In my case, I have a requestAnimationFrame() loop. So all I needed to do was to store the time, and check between the old time and new time in the loop.
let timer =
{
startTime: 0,
time: 1000, // time for the counter in milliseconds
restart: true // at the beginning, in order to set startTime
};
loop();
function loop()
{
if(timer.restart === true)
{
timer.startTime = Date.now();
timer.restart = false;
}
if((Date.now() - timer.startTime) >= timer.time)
{
timer.restart = true;
console.log('Message is shown every second');
// here put your logic
}
requestAnimationFrame(loop);
}

Here's how you can use the JQuery doTimeout plugin
jQuery('selector').doTimeout( [ id, ] delay, callback [, arg ... ] );
From the docs: "If the callback returns true, the doTimeout loop will execute again, after the delay, creating a polling loop until the callback returns a non-true value."
var start = Date.now();
console.log("start: ", Date.now() - start);
var i = 0;
$.doTimeout('myLoop', 5000, function() {
console.log(i+1, Date.now() - start);
++i;
return i == 5 ? false : true;
});
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery-dotimeout/1.0/jquery.ba-dotimeout.min.js"></script>

Node solution
Use fs.existsSync() to delay
const fs = require('fs');
const uuidv4 = require('uuid/v4');
/**
* Tie up execution for at-least the given number of millis. This is not efficient.
* #param millis Min number of millis to wait
*/
function sleepSync(millis) {
if (millis <= 0) return;
const proceedAt = Date.now() + millis;
while (Date.now() < proceedAt) fs.existsSync(uuidv4());
}
fs.existsSync(uuidv4()) is intended to do a few things:
Occupy the thread by generating a uuid and looking for a non-existent file
New uuid each time defeats the file system cache
Looking for a file is likely an optimised operation that should allow other activity to continue (i.e. not pin the CPU)

Inspired by #andrew65952 but more modern-like and faster
function wait(ms) {
const now = Date.now()
while (Date.now() - now <= ms) { /* do nothing */}
}

Solution using function generators. To show that it can be done. Not recommended.
function wait(miliseconds){
const gen = function * (){
const end = Date.now() + miliseconds;
while(Date.now() < end){yield};
return;
}
const iter = gen();
while(iter.next().done === false);
}
console.log("done 0");
wait(1000);
console.log("done 1");
wait(2000);
console.log("done 2");

Related

Can not make a timer with while loop

I am trying to create a timer with while loops and setTimeout but everytime i give an input the code crashes. İ thought doing it this way would work but seems like it doesnt. What is the problem here? And how do i achieve what i want with while loop and setTimeout?
function countdown(durationInput) {
while (durationInput > 0) {
setTimeout(() => {
console.log(durationInput)
durationInput = durationInput - 1
console.log(durationInput)
}, 1000)
}
}
Well look at this image. What you see is the basics of how javascript works.
JS is single threaded. That means 1 core do the work. Thats the event loop.
The event loop grabs the event from the callback queue and put its on the call stack and executes it.
If you run setTimeout you put it into the callback que
The problem: When the event loop is blocked by an synchronouse task like your while loop, that means the event loop cannot grab the events to the stack, because its blocked.
What happens is: The while loop runs and runs and adds more and more setTimeout events to the callback que until the programm crashes.
1 possible solution could be to use promises:
async function sleep(ms) {
return new Promise(res => {
setTimeout(res, ms)
})
}
async function sleep(ms) {
return new Promise(res => {
setTimeout(res, ms)
})
}
async function main() {
console.log("waiting 5 seconds without blocking the main thread")
await sleep(5000)
console.log("done")
}
main()
The problem is that you are generating an infinite loop, as the durationInput doesn't update until the setTimeout executes. And you are filling the execution stack with a huge cue.
For fixing it, you need to create a variable that will store the initial value of the durationInput and subtract from duration in the while loop.
function countdown(duration, intervalInSeconds = 1) {
let count = duration;
while (duration > 0) {
setTimeout(() => {
console.log(count--);
}, intervalInSeconds * 1000);
duration--;
}
}
countdown(10);

Creating a "delay" function in JS?

I've been reading about setTimeout and other such timers. But I'm wondering if it's possible to work up a custom function so that all you would need to do is something like this:
//code
delay(time);
//more code
Is this possible?
UPDATE: Ok, I kind of get it. So if that isn't reasonably possible, how would you go about delaying a loop AFTER the first time. I want it to run immediately upon execution but they delay on each iteration afterward.
New UPDATE: I figure since my initial thought fell through, it might just be easier to show you the code I have.
function autoFarm (clickEvent){
var farmTargets = [
"6_300_1",
"6_300_3",
"6_300_4",
"6_300_5",
"6_300_7"];
setTimeout(function() {
$.each (farmTargets, function(index, target){
var extraData = '{"end_pos":"' + target + '","purpose":0,"upshift":1,"bring_res":{"0":0,"2":0,"1":0},"bring_ship":{"1":25,"11":0},"rate":100,"start_pos":"6_300_2"}';
var finalData = baseDataDora + extraData + "&type=1";
setTimeout(function(){
for (i = 0; i < farmTargets.length; i++){
postRequest(sendFleetURL + getSign(extraData). finalData, function(json){
});
}
}, 15000);
});//End each loop
}, 1320000);
}//End autoFarm
Basically, it should execute immediately and run the for loop 5 times on the first array element 15 seconds apart. Then 22 minutes later move to the next set and repeat for the entire array.
You can achieve something along those lines with generators. The idea is that continuation passing style (callback hell) can be flattened. The generator uses the yield keyword to pause the function, until the callback resumes it by calling its next method:
var async = function(gen) {
var g = gen()
function next(x) {
var cur = g.next(x)
if (cur.done) {
return cur.value
}
cur.value(next)
}
next()
}
var delay = function(time) {
return function(f) {
setTimeout(f, time)
}
}
async(function* () {
console.log('before')
yield delay(1000) // waits one second
console.log('middle')
yield delay(1000) // waits one second
console.log('after')
})
In CPS it would read something like:
console.log('before')
setTimeout(function() {
console.log('middle')
setTimeout(function() {
console.log('after')
}, 1000)
}, 1000)
This works in Chrome, Firefox and iojs today.
This isn't possible because of the way single-threaded event loops work. If this function were to exist, it would cause the entire UI thread to freeze until the delay was satisfied. setTimeout(cb, delay) is the nearest facility which schedules a function to be executed no earlier than the delay and at the end of the current event loop tick.
Update: Before somebody calls me on it, yes, you can theoretically engineer a delay function that freezes everything in place for a set amount of time. However, there is no reasonable excuse to do it this way.
To your second question:
function hello() {
console.log('hello');
}
// execute immediately
hello();
// then every 5 seconds
setInterval(hello, 5000);
As-written, no that's not possible.
If, instead you were to use a queue, delays in that manner are trivial.
jQuery's .queue() and .delay() functions are a good example of how this works, so I will use them as an example, however the general point stands for any queueing library.
Instead of:
//code
delay(time)
//more code
With a queue, you'd write:
$('...') //some selector to act on for jQuery
.queue(function (next) {
//code
//Indicate that the queued call is finished.
next();
//This allows async code to be executed in the queue,
//such as ajax and animations
})
.delay(time)
.queue(function (next) {
//more code
next();
});
Now, even if you ignore the lines used for comments, you can tell that there's a bit more boilerplate to achieve the desired behavior. I don't feel that it's excessive, because I find it relatively easy to read:
queue something to happen
wait for some number of milliseconds
queue something else to happen
Using a Promise, calling it inside an asynchronous function.
const delay = (ms) => new Promise(resolve => setTimeout(resolve, ms));
const any_function = async() => {
await delay(2000);
console.log('this log has been delayed 2 secs')
}

Javascript sleep/delay/wait function

Sorry if this question has already been asked here before, I could not find a suitable answer.
I am wanting to create a JavaScript sleep/delay/wait function that I can call anywhere in the script, like jQuery's .delay()
I am not able to use setTimeout, as I have a script that is generated by php, and so am not able to put it into two different functions, with the timeout in the middle. I need to create a function that allows me to do
alert("time started");
sleep(4000);
alert("time up");
I really do not want to use jQuery.
Here's a solution using the new async/await syntax.
async function testWait() {
alert('going to wait for 5 second');
await wait(5000);
alert('finally wait is over');
}
function wait(time) {
return new Promise(resolve => {
setTimeout(resolve, time);
});
}
Note: You can call function wait only in async functions
You cannot just put in a function to pause Javascript unfortunately.
You have to use setTimeout()
Example:
function startTimer () {
timer.start();
setTimeout(stopTimer,5000);
}
function stopTimer () {
timer.stop();
}
EDIT:
For your user generated countdown, it is just as simple.
HTML:
<input type="number" id="delay" min="1" max="5">
JS:
var delayInSeconds = parseInt(delay.value);
var delayInMilliseconds = delayInSeconds*1000;
function startTimer () {
timer.start();
setTimeout(stopTimer,delayInMilliseconds);
}
function stopTimer () {
timer.stop;
}
Now you simply need to add a trigger for startTimer(), such as onchange.
You will have to use a setTimeout so I see your issue as
I have a script that is generated by PHP, and so am not able to put it into two different functions
What prevents you from generating two functions in your script?
function fizz() {
var a;
a = 'buzz';
// sleep x desired
a = 'complete';
}
Could be rewritten as
function foo() {
var a; // variable raised so shared across functions below
function bar() { // consider this to be start of fizz
a = 'buzz';
setTimeout(baz, x); // start wait
} // code split here for timeout break
function baz() { // after wait
a = 'complete';
} // end of fizz
bar(); // start it
}
You'll notice that a inside baz starts as buzz when it is invoked and at the end of invocation, a inside foo will be "complete".
Basically, wrap everything in a function, move all variables up into that wrapping function such that the contained functions inherit them. Then, every time you encounter wait NUMBER seconds you echo a setTimeout, end the function and start a new function to pick up where you left off.
The behavior exact to the one specified by you is impossible in JS as implemented in current browsers. Sorry.
Well, you could in theory make a function with a loop where loop's end condition would be based on time, but this would hog your CPU, make browser unresponsive and would be extremely poor design. I refuse to even write an example for this ;)
Update: My answer got -1'd (unfairly), but I guess I could mention that in ES6 (which is not implemented in browsers yet, nor is it enabled in Node.js by default), it will be possible to write a asynchronous code in a synchronous fashion. You would need promises and generators for that.
You can use it today, for instance in Node.js with harmony flags, using Q.spawn(), see this blog post for example (last example there).
You can use this -
function sleep(milliseconds) {
var start = new Date().getTime();
for (var i = 0; i < 1e7; i++) {
if ((new Date().getTime() - start) > milliseconds){
break;
}
}
}
You could use the following code, it does a recursive call into the function in order to properly wait for the desired time.
function exportar(page,miliseconds,totalpages)
{
if (page <= totalpages)
{
nextpage = page + 1;
console.log('fnExcelReport('+ page +'); nextpage = '+ nextpage + '; miliseconds = '+ miliseconds + '; totalpages = '+ totalpages );
fnExcelReport(page);
setTimeout(function(){
exportar(nextpage,miliseconds,totalpages);
},miliseconds);
};
}

setTimeout in Node.js loop

I'm a bit confused as to how setTimeout works. I'm trying to have a setTimeout in a loop, so that the loop iterations are, say, 1s apart.
Each loop iteration makes an HTTP request and it seems like the server on the other end can't handle that many requests in such a short time span.
for (var i = 1; i<=2000 && ok; i++) {
var options = {
host:'www.host.com',
path:'/path/'+i
};
setTimeout(makeRequest(options, i), 1000);
};
Why does this not work and how can I achieve this?
Thank you
setTimeout is non blocking, it is asynchronous. You give it a callback and when the delay is over, your callback is called.
Here are some implementations:
Using recursion
You can use a recursive call in the setTimeout callback.
function waitAndDo(times) {
if(times < 1) {
return;
}
setTimeout(function() {
// Do something here
console.log('Doing a request');
waitAndDo(times-1);
}, 1000);
}
Here is how to use your function:
waitAndDo(2000); // Do it 2000 times
About stack overflow errors: setTimeout clear the call stack (see this question) so you don't have to worry about stack overflow on setTimeout recursive calls.
Using generators (io.js, ES6)
If you are already using io.js (the "next" Node.js that uses ES6) you can solve your problem without recursion with an elegant solution:
function* waitAndDo(times) {
for(var i=0; i<times; i++) {
// Sleep
yield function(callback) {
setTimeout(callback, 1000);
}
// Do something here
console.log('Doing a request');
}
}
Here is how to use your function (with co):
var co = require('co');
co(function* () {
yield waitAndDo(10);
});
BTW: This is really using a loop ;)
Generator functions documentation.
You need something like this
var counter = 5;
function makeRequst(options, i) {
// do your request here
}
function myFunction() {
alert(counter);
// create options object here
//var options = {
// host:'www.host.com',
// path:'/path/'+counter
//};
//makeRequest(options, counter);
counter--;
if (counter > 0) {
setTimeout(myFunction, 1000);
}
}
See also this fiddle
At the point of the alert(count); you can do your call to the server.
Note that the counter works opposite (counting down). I updated with some
comments where to do your thing.
Right now you're scheduling all of your requests to happen at the same time, just a second after the script runs. You'll need to do something like the following:
var numRequests = 2000,
cur = 1;
function scheduleRequest() {
if (cur > numRequests) return;
makeRequest({
host: 'www.host.com',
path: '/path/' + cur
}, cur);
cur++;
setTimeout(scheduleRequest, 1000)
}
Note that each subsequent request is only scheduled after the current one completes.
I might be late at the party but here is another (more readable) solution without the need to omit for loop.
What your code does is creating 2000 (actually 1999) setTimeout objects that will call the makeRequest function after 1 second from now. See, none of them knows about the existence of the other setTimeouts.
If you want them 1 sec apart from each other, you are responsible for creating them so.
This can be achieve by using your counter (in this case i) and the timeout delay.
for (var i = 1; i<=2000 && ok; i++) {
var options = {
host:'www.host.com',
path:'/path/'+i
};
setTimeout(makeRequest(options, i), i * 1000); //Note i * 1000
};
The first timeout object will be set for 1 second from now and the second one will be set for 2 seconds from now and so on; Meaning 1 second apart from each other.
I'm surprised that no one has mentioned this above, but it sounds like you need setInterval not setTimeout.
vat poller = setInterval(makeRequestFunc, 3000)
The code above will make a request every 3 seconds. Since you saved the object to the variable poller, you can stop polling by clearing the object like so:
cleanInterval(poller)
You're calling makeRequest() in your setTimeout call - you should be passing the function to setTimeout, not calling it, so something like
setTimeout(makeRequest, 1000);
without the ()
let i = 20;
let p = Promise.resolve(i)
while (i > 0) {
(i => {
p = p.then(() => {
return new Promise(function (resolve, reject) {
setTimeout(function () {
console.log(i);
resolve()
}, 2000)
})
})
})(i)
i--
}
p = p.then(data => console.log('execution ends'))
I'm very late on the subject (as usual ...;) but the only way I found to loop requests to a slow time response API and getting responses without HTTP 504 is using promises.
async function LoadDataFromAPI(myParametersArray) {
for(var i = 0; i < myParametersArray.length; i++) {
var x = await RunOneRequest(myParametersArray[i]);
console.log(x); // ok
}
}
The function called by the async function :
function RunOneRequest(parameter) {
return new Promise(resolve => {
setTimeout(() => {
request(parameter, (error, response, body) => {
// your request
});
resolve('ok);
}, 2000); // 2 secs
});
}

Execute script after specific delay using JavaScript

Is there any JavaScript method similar to the jQuery delay() or wait() (to delay the execution of a script for a specific amount of time)?
Just to add to what everyone else have said about setTimeout:
If you want to call a function with a parameter in the future, you need to set up some anonymous function calls.
You need to pass the function as an argument for it to be called later. In effect this means without brackets behind the name. The following will call the alert at once, and it will display 'Hello world':
var a = "world";
setTimeout(alert("Hello " + a), 2000);
To fix this you can either put the name of a function (as Flubba has done) or you can use an anonymous function. If you need to pass a parameter, then you have to use an anonymous function.
var a = "world";
setTimeout(function(){alert("Hello " + a)}, 2000);
a = "Stack Overflow";
But if you run that code you will notice that after 2 seconds the popup will say 'Hello Stack Overflow'. This is because the value of the variable a has changed in those two seconds. To get it to say 'Hello world' after two seconds, you need to use the following code snippet:
function callback(a){
return function(){
alert("Hello " + a);
}
}
var a = "world";
setTimeout(callback(a), 2000);
a = "Stack Overflow";
It will wait 2 seconds and then popup 'Hello world'.
There is the following:
setTimeout(function, milliseconds);
function which can be passed the time after which the function will be executed.
See: Window setTimeout() Method.
Just to expand a little... You can execute code directly in the setTimeout call, but as #patrick says, you normally assign a callback function, like this. The time is milliseconds
setTimeout(func, 4000);
function func() {
alert('Do stuff here');
}
If you really want to have a blocking (synchronous) delay function (for whatsoever), why not do something like this:
<script type="text/javascript">
function delay(ms) {
var cur_d = new Date();
var cur_ticks = cur_d.getTime();
var ms_passed = 0;
while(ms_passed < ms) {
var d = new Date(); // Possible memory leak?
var ticks = d.getTime();
ms_passed = ticks - cur_ticks;
// d = null; // Prevent memory leak?
}
}
alert("2 sec delay")
delay(2000);
alert("done ... 500 ms delay")
delay(500);
alert("done");
</script>
You need to use setTimeout and pass it a callback function. The reason you can't use sleep in javascript is because you'd block the entire page from doing anything in the meantime. Not a good plan. Use Javascript's event model and stay happy. Don't fight it!
You can also use window.setInterval() to run some code repeatedly at a regular interval.
To add on the earlier comments, I would like to say the following :
The setTimeout() function in JavaScript does not pause execution of the script per se, but merely tells the compiler to execute the code sometime in the future.
There isn't a function that can actually pause execution built into JavaScript. However, you can write your own function that does something like an unconditional loop till the time is reached by using the Date() function and adding the time interval you need.
If you only need to test a delay you can use this:
function delay(ms) {
ms += new Date().getTime();
while (new Date() < ms){}
}
And then if you want to delay for 2 second you do:
delay(2000);
Might not be the best for production though. More on that in the comments
why can't you put the code behind a promise? (typed in off the top of my head)
new Promise(function(resolve, reject) {
setTimeout(resolve, 2000);
}).then(function() {
console.log('do whatever you wanted to hold off on');
});
The simple reply is:
setTimeout(
function () {
x = 1;
}, 1000);
The function above waits for 1 second (1000 ms) then sets x to 1.
Obviously this is an example; you can do anything you want inside the anonymous function.
I really liked Maurius' explanation (highest upvoted response) with the three different methods for calling setTimeout.
In my code I want to automatically auto-navigate to the previous page upon completion of an AJAX save event. The completion of the save event has a slight animation in the CSS indicating the save was successful.
In my code I found a difference between the first two examples:
setTimeout(window.history.back(), 3000);
This one does not wait for the timeout--the back() is called almost immediately no matter what number I put in for the delay.
However, changing this to:
setTimeout(function() {window.history.back()}, 3000);
This does exactly what I was hoping.
This is not specific to the back() operation, the same happens with alert(). Basically with the alert() used in the first case, the delay time is ignored. When I dismiss the popup the animation for the CSS continues.
Thus, I would recommend the second or third method he describes even if you are using built in functions and not using arguments.
As other said, setTimeout is your safest bet
But sometimes you cannot separate the logic to a new function then you can use Date.now() to get milliseconds and do the delay yourself....
function delay(milisecondDelay) {
milisecondDelay += Date.now();
while(Date.now() < milisecondDelay){}
}
alert('Ill be back in 5 sec after you click OK....');
delay(5000);
alert('# Im back # date:' +new Date());
delay function:
/**
* delay or pause for some time
* #param {number} t - time (ms)
* #return {Promise<*>}
*/
const delay = async t => new Promise(resolve => setTimeout(resolve, t));
usage inside async function:
await delay(1000);
Or
delay(1000).then(() => {
// your code...
});
Or without a function
new Promise(r => setTimeout(r, 1000)).then(() => {
// your code ...
});
// or
await new Promise(r => setTimeout(r, 1000));
// your code...
I had some ajax commands I wanted to run with a delay in between. Here is a simple example of one way to do that. I am prepared to be ripped to shreds though for my unconventional approach. :)
// Show current seconds and milliseconds
// (I know there are other ways, I was aiming for minimal code
// and fixed width.)
function secs()
{
var s = Date.now() + ""; s = s.substr(s.length - 5);
return s.substr(0, 2) + "." + s.substr(2);
}
// Log we're loading
console.log("Loading: " + secs());
// Create a list of commands to execute
var cmds =
[
function() { console.log("A: " + secs()); },
function() { console.log("B: " + secs()); },
function() { console.log("C: " + secs()); },
function() { console.log("D: " + secs()); },
function() { console.log("E: " + secs()); },
function() { console.log("done: " + secs()); }
];
// Run each command with a second delay in between
var ms = 1000;
cmds.forEach(function(cmd, i)
{
setTimeout(cmd, ms * i);
});
// Log we've loaded (probably logged before first command)
console.log("Loaded: " + secs());
You can copy the code block and paste it into a console window and see something like:
Loading: 03.077
Loaded: 03.078
A: 03.079
B: 04.075
C: 05.075
D: 06.075
E: 07.076
done: 08.076
The simplest solution to call your function with delay is:
function executeWithDelay(anotherFunction) {
setTimeout(anotherFunction, delayInMilliseconds);
}

Categories

Resources