JS setTimeout Not Delaying - javascript

Alright guys, I'm trying to add numbers on my page every 1/4 second or so. So the change is visible to the user. I'm using setTimeout and all my calculations are occurring correctly but without any delay. Here's the code:
for(var i = 0; i < 10; i++)
{
setTimeout(addNum(i),250);
}
I've also tried capturing the return value:
for(var i = 0; i < 10; i++)
{
var t = setTimeout(addNum(i),250);
}
I've also tried using function syntax as part of the setTimeout params:
for(var i = 0; i < 10; i++)
{
var t = setTimeout(function(){array[j].innerHTML + 1},250);
}
I've also tried putting code in a string & the function call in a string. I can't ever get it to delay. Help Please!

How about:
var i=0;
function adder() {
if(i>=10) {return;}
addNum(i++);
setTimeout(adder,250);
}
adder();
When you did setTimeout(addNum(i),250); you executed the function straight away (function name followed by () will execute it right away and pass the return value to the timeout to be executed 1/4 second later). So in a loop that would just execute all 10 immediately. Which is what you saw.
Capturing the return value var t = setTimeout(...); is helpful, but not in your use case; the value is the timer id number, used for cancelling the timeout.
Not sure what your last attempt is, although presumably it's the function body of your addNum routine, so the same logic applies as above.

Perhaps instead, since you're running the same method multiple times, you should use the setInterval method instead? Here's an example of how you might do that.

Try setTimeout("addNum(" + i + ")", 250); the reason its not working is because its evaluating the parameter and executing it and changing it to something like setTimeout(result of addNum(i), 250);

Related

javascript is there a way to increment a for loop with a variable

I have a function -- let's call it test(arg1,arg2), called from program1, which does a number of things and is working correctly. Within test there is a loop:
for(j=1;j<=top;j++) {
stuff happens based on j
}
I would like to call test(arg1,arg2) from a different program, say program2. Everything about test is the same for these two programs except the for loop. For program2 I need that loop to be
for(j=2;j<=top;j+=2) {
stuff happens based on j
}
Otherwise everything else is exactly the same.
The second argument, arg2 tells us whether the script was called from program1 or program2. But I can't figure out how to write a variable "for" statement. I tried an if statement based on arg2
var jstart = 1 or 2
var jincr = '++' or '+=2'
and then wrote the loop as
for(j=jstart;j<=top;j jincr) {
This did not work, although it is an approach that works in other languages.
Can someone suggest I way I can do this without writing an entirely separate script for the two cases?
As simple as that
jstart = 1 // or 2
jincr = 1 // or 2;
for(j=jstart;j<=top;j += jincr) {
The most reusable way would be to put your loop in a function that accepts increment as an argument:
function doStuff (inc) {
for(var j = inc; j <= top; j += inc) {
// stuff happens based on j
}
}
// Program 1
doStuff(1)
// Program 2
doStuff(2)

Making a delay in Javascript [duplicate]

This question already has answers here:
JavaScript closure inside loops – simple practical example
(44 answers)
Closed 7 years ago.
I am working on a WordPress plugin. One of its features involves hiding and revealing segments of text by class using <span>.
This functionality works, but I have been hoping to enhance it by having the segments of text reveal one letter at a time (quickly of course) as though they were being typed out very quickly, rather than all at once in large chunks.
I know there are animations out there for this kind of thing ... and perhaps that would be a better solution, but I've been trying to keep it. But the functionality is not really graphic or "animation" oriented; my intent is more just to make a text-based feature look prettier.
I've gotten the portion of the code that builds each segment of text character by character, but I'm trying to insert a very short (5-10ms) delay between each character so that the effect is actually visible. I simply cannot get the setTimeout function to work; can anyone please give me some suggestions?
For simplicity I'm just including the segment of the text that does this; let me know if more context is needed. The following is the FOR loop that goes through every element of an array called cols[] and reveals each element in the array by character. This code works but the delay is never observed.
numberofSnippets = the size of the array cols[]
for (c = 0; c < numberofSnippets; c++)
{
h=0;
currentshown = '';
snippet = cols[c].textContent;
sniplength = snippet.length;
(function addNextCharacter()
{
onecharacter = snippet.charAt(h);
currentshown = currentshown.concat(onecharacter);
cols[c].textContent = currentshown;
h=h+1;
if (h < sniplength) {window.setTimeout(addNextCharacter, 200); }
})();*/
}
}
}
There were a few oddities in your code that was preventing the setTimeout from performing as expected, mostly due to the closure reusing variables within the loop due to the fact that the loop isn't going to wait for the IIFE to finish recursively executing with a setTimeout. I solved that by moving those variables to parameters passed to addNextCharacter.
var cols = document.getElementsByClassName('foo');
var numberofSnippets = cols.length;
for (var c = 0; c < numberofSnippets; c++) {
(function addNextCharacter(h, c, snippet, sniplength, currentshown) {
var onecharacter = snippet.charAt(h);
currentshown = currentshown.concat(onecharacter);
cols[c].textContent = currentshown;
h = h + 1;
if (h < sniplength) {
setTimeout(function () {
addNextCharacter(h, c, snippet, sniplength, currentshown);
}, 10);
}
})(0, c, cols[c].textContent, cols[c].textContent.length, '');
}
<div class="foo">Apple</div>
<div class="foo">Banana</div>
<div class="foo">Orange</div>
<p class="foo">There were a few oddities in your code that was preventing the setTimeout from performing as expected, mostly due to the closure reusing variables within the loop due to the fact that the loop isn't going to wait for the IIFE to finish recursively executing with a setTimeout. I solved that by moving those variables to parameters passed to addNextCharacter.</p>
And here's the obligatory .forEach version which avoids needing to pass the variables around as parameters.
var cols = document.getElementsByClassName('foo');
var numberofSnippets = cols.length;
[].forEach.call(cols, function(el) {
var snippet = el.textContent;
var sniplength = snippet.length;
var currentshown = '';
(function addNextCharacter(h) {
var onecharacter = snippet.charAt(h);
currentshown = currentshown.concat(onecharacter);
el.textContent = currentshown;
h = h + 1;
if (h < sniplength) {
setTimeout(function() {
addNextCharacter(h);
}, 1000);
}
})(0);
});
Well, one issue is that you're setting your timeout to 0, which means, effectively 'next tick'. If you want a 5 second delay, for example, you need to put 5000 in there as the second param.

Recursive function to print numbers in JavaScript

I'm trying to make a recursive function to print 1 to 10 in JavaScript, my current code is:
function rec10(x)
{
if (x < 10)
{
$('#text').val(x+1);
x = x+1;
rec10(x);
}
}
The problem is, everytime I activate this function, the text box only shows "10" directly, i want the code to move from 0 to 1, to 2... until 10. Showing each one of them in the text box.
I tried to use setInterval and setTimeout but I didn't figure it out how to work with that. Thank you very much
instead of:
rec10(x);
call
setTimeout(function() { rec10(x); }, 1000);
With setInterval you can using code below:
function rec10(x) {
var interval = setInterval(function() {
if (x >= 10) clearInterval(interval);
$('#text').val(x++);
}, 1000);
}
JavaScript is single threaded, which means while your code runs, the changes you make to the DOM won't be seen on the browser until your code finish.
You need to give control to the browser for couple of seconds, it can be done with setTimeout:
function rec10(x){
if (x < 10){
$('#text').val(++x);
setTimeout(function(){
rec10(x);
},20);
}
}
Did you resort to setInterval/setTimeout only because you can't make a working recursive function?
If that's the case, how about this recursive function below without using setInterval/setTimeout:
function rec10(x) {
if (x <= 10) {
if (x <= 0) x = 1;
//append?
$('#text').val(x);
rec10(x + 1);
}
}
rec10(1);
But the problem with the code above is it will happen so fast you won't notice the printing of numbers 1 up to 9.
If you want to see the those numbers then I suggest you just append the value to your placeholder $('#text').
But if you really wanna see the numbers being printed and then being replaced by the next number, then you can refer to the answers posted by other users which uses setInterval/setTimeout.

Javascript: How to modify global variables within functions?

Below is the code I'm working on. I'm wondering why, when I change the variable ttt in the function, the changes do not stay outside of the function? I've declared it as var ttt = new Array; at the very top.
Also, why can't I use the variable i in the function?
code:
client.on('connection', function()
{
var sss;
var aaa;
console.log('Connected');
for (i = 0 ; i < 120 ; i++)
ttt[i] = 0;
for (i = 0 ; i < 9 ; i++)
{
client.getMatchHistory(434582, function(err, result)
{
sss = JSON.stringify(result);
var myObject = eval('(' + sss + ')');
console.log (myObject.object.data[i].object.value);
ttt[myObject.object.data[i].object.value]++;
});
}
for (i = 0 ; i < 120 ; i++)
console.log ("Record" + i + " Successes: " + ttt[i]);
});
As you pointed out, there are two separate problems with your code, and they're both somewhat related. First, ttt is being modified globally. The problem is that you're checking for the modifications before they happen. I suspect that client.getMatchHistory() is making an asynchronous call. There's no guarantee that all the asynchronous operations in the second for loop will be done executing by the time you execute the third for loop, where you read the array.
The second problem is one of scope, but it's not global scope that's your problem. Since client.getMatchHistory() is asynchronous, the callbacks will be called once the loop is done executing. Once the loop's done executing i will have a value of 10. Likely this is not what you intended. You need to create a callback generating function, that takes the value of i, and returns a function that can be used as a callback. Like this:
function make_callback(i) {
return function(err, result) {
// The body of your callback in here
};
}
And then you should use it like this in the body of the loop:
client.getMatchHistory(434582, make_callback(i))
This will capture the value of i in the current iteration and the generated callback will use that value when executed. That should fix your problem with i.
First of all, all globals variables are effectively 'window' object fields, so you can use window.ttt to be sure you are using global variables instead of local. This code should work, so did you try it in developer tool? what does debugger say about presence of such variable?
As for variable i: sure, you can use it, but it better to use it locally, defining 'var i;' on the top of the function to not spoil global namespace.
The client.getMatchHistory probably asynchronous request, you expect that after loop, you will have filled ttt array, to acheive this you have to make a handler which run after last loop step:
var afterloop=function() {
for (var i = 0 ; i < 120 ; i++)
console.log ("Record" + i + " Successes: " + ttt[i]);
}
for (var i = 0 ; i < 120 ; i++)
ttt[i] = 0;
var i_final=0;
for (var i = 0 ; i < 9 ; i++)
{
var i=i; //localise i
client.getMatchHistory(434582, function(err, result)
{
i_final++;
sss = JSON.stringify(result);
var myObject = eval('(' + sss + ')');
console.log (myObject.object.data[i].object.value);
ttt[myObject.object.data[i].object.value]++;
if (i_final>8) {afterloop();}
});
}
in the sample, i_final counts done requests, they can be done in random order, due to async, so you can't refer to i when deciding to run afterloop() , when i_final count to more than last executed request, you run function that should be executed after last request is done.
Note: please use global vars as less as possible, in your code you used global i without any reason

Javascript pause in WinRT for animation

I want to pause execution in javascript so that I can animate the appearance of text on the screen. My code is currently this:
function AnimateWord(word) {
for (var i = 0; i <= word.length; i++) {
myTest.textContent += word.charAt(i);
// need to pause here and then continue
}
}
I've done some research and the preferred method to do this in javascript seems to be setTimeout, although I can't really see how that would work in this case without creating a recursive loop (which just doesn't seem like the right solution to me).
Is there a way around this, or am I stuck with setTimeout and a recursive loop?
EDIT:
Based on some additional tests, I've tried using the Promise.timeout:
for (var i = 0; i <= word.length; i++) {
WinJS.Promise.timeout(1000).then(TypeLetter(word.charAt(i)));
}
function TypeLetter(letter) {
myTest.textContent += letter;
}
But this doesn't seem to actually pause. In fact, it seems to completely ignore the timeout. I've also tried:
setTimeout(TypeLetter(word.charAt(i)), 1000);
With basically the same results. this page seems to imply that it should wait and then execute the task. I'm quite new to WinJS, but am equating a promise to an await keyword in C#.
setTimeout/setIngerval/requestAnimationFrame are pretty much your only choices. I wouldn't call them recursive perse - while you do call your same function over & over. The calls tack is completely independent.
What kind of animation are you really trying to create? It may be better to create a span for each character, have them hidden, and then fade/translate the, in using CSS animations.
var i = 0;
var str = "plz send teh codez";
var intervalId = setInterval(function(){
myTest.textContent += str.charAt(i);
if (++i >= str.length)
clearInterval(intervalId);
}, 1000);
demo http://jsfiddle.net/qxfVu/1/
Does this do what you are looking for:
var array1 = [];
function AnimateWord(word) {
var test = $('#test');
for (var i = 0; i <= word.length; i++) {
array1.push(word.charAt(i));
test.delay(100).queue(function() {
this.innerHTML += array1[0];
array1.splice(0, 1);
$(this).dequeue();
});
}
}
please see fiddle link as well: http://jsfiddle.net/7Ea9u/

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