Difference between revisions of "Useful functions"
From SoundDB
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| Line 43: | Line 43: | ||
</pre> | </pre> | ||
| − | |||
<pre> | <pre> | ||
| Line 65: | Line 64: | ||
//start the calculation | //start the calculation | ||
pump(); | pump(); | ||
| + | </pre> | ||
| + | |||
| + | <pre> | ||
| + | arr.sort(function(e1,e2) { | ||
| + | return e1>e2 ? 1:(e1<e2 ? -1:0) | ||
| + | }) | ||
| + | |||
| + | arr.sort(function(e1,e2) { | ||
| + | return e1>e2 ? -1:(e1<e2 ? 1:0) | ||
| + | }) | ||
| + | </pre> | ||
| + | |||
| + | <pre> | ||
| + | <!DOCTYPE HTML> | ||
| + | <html> | ||
| + | <head> | ||
| + | <meta http-equiv="Content-type" content="text/html;charset=UTF-8"> | ||
| + | <title>Show File Data</title> | ||
| + | <style type='text/css'> | ||
| + | body { | ||
| + | font-family: sans-serif; | ||
| + | } | ||
| + | </style> | ||
| + | <script type='text/javascript'> | ||
| + | |||
| + | function loadFile() { | ||
| + | var input, file, fr; | ||
| + | |||
| + | if (typeof window.FileReader !== 'function') { | ||
| + | bodyAppend("p", "The file API isn't supported on this browser yet."); | ||
| + | return; | ||
| + | } | ||
| + | |||
| + | input = document.getElementById('fileinput'); | ||
| + | if (!input) { | ||
| + | bodyAppend("p", "Um, couldn't find the fileinput element."); | ||
| + | } | ||
| + | else if (!input.files) { | ||
| + | bodyAppend("p", "This browser doesn't seem to support the `files` property of file inputs."); | ||
| + | } | ||
| + | else if (!input.files[0]) { | ||
| + | bodyAppend("p", "Please select a file before clicking 'Load'"); | ||
| + | } | ||
| + | else { | ||
| + | file = input.files[0]; | ||
| + | fr = new FileReader(); | ||
| + | fr.onload = receivedText; | ||
| + | fr.readAsText(file); | ||
| + | } | ||
| + | |||
| + | function receivedText() { | ||
| + | showResult(fr, "Text"); | ||
| + | |||
| + | fr = new FileReader(); | ||
| + | fr.onload = receivedBinary; | ||
| + | fr.readAsBinaryString(file); | ||
| + | } | ||
| + | |||
| + | function receivedBinary() { | ||
| + | showResult(fr, "Binary"); | ||
| + | } | ||
| + | } | ||
| + | |||
| + | function showResult(fr, label) { | ||
| + | var markup, result, n, aByte, byteStr; | ||
| + | |||
| + | markup = []; | ||
| + | result = fr.result; | ||
| + | for (n = 0; n < result.length; ++n) { | ||
| + | aByte = result.charCodeAt(n); | ||
| + | byteStr = aByte.toString(16); | ||
| + | if (byteStr.length < 2) { | ||
| + | byteStr = "0" + byteStr; | ||
| + | } | ||
| + | markup.push(byteStr); | ||
| + | } | ||
| + | bodyAppend("p", label + " (" + result.length + "):"); | ||
| + | bodyAppend("pre", markup.join(" ")); | ||
| + | } | ||
| + | |||
| + | function bodyAppend(tagName, innerHTML) { | ||
| + | var elm; | ||
| + | |||
| + | elm = document.createElement(tagName); | ||
| + | elm.innerHTML = innerHTML; | ||
| + | document.body.appendChild(elm); | ||
| + | } | ||
| + | |||
| + | </script> | ||
| + | </head> | ||
| + | <body> | ||
| + | <form action='#' onsubmit="return false;"> | ||
| + | <input type='file' id='fileinput'> | ||
| + | <input type='button' id='btnLoad' value='Load' onclick='loadFile();'> | ||
| + | </form> | ||
| + | </body> | ||
| + | </html> | ||
| + | |||
</pre> | </pre> | ||
Latest revision as of 12:50, 25 May 2011
setTimeout with a shorter delay
Wednesday, 2010-03-09, 13:45 -0800
On Sunday, somebody with the nickname {g} was on irc.mozilla.org asking about the behavior of setTimeout. In particular, he wanted to divide up work into a bunch of pieces in a way that allowed the user to interact with the page while the work was happening, and was doing this by doing a piece of the work, and then making a setTimeout call to continue the work. (In some cases, this could also be done using workers.) Unfortunately for him, setTimeout in most browsers doesn't allow a delay less than about 10 milliseconds (it forces any smaller delays to be longer), so the work wasn't finishing as fast as it could. (Chrome has changed this to 2 milliseconds, though, and apparently had some problems with it.)
A while ago, Jeff Walden suggested to me that Web pages could get the equivalent of setTimeout, with a real zero delay, using postMessage. This turns out to be relatively straightforward:
// Only add setZeroTimeout to the window object, and hide everything
// else in a closure.
(function() {
var timeouts = [];
var messageName = "zero-timeout-message";
// Like setTimeout, but only takes a function argument. There's
// no time argument (always zero) and no arguments (you have to
// use a closure).
function setZeroTimeout(fn) {
timeouts.push(fn);
window.postMessage(messageName, "*");
}
function handleMessage(event) {
if (event.source == window && event.data == messageName) {
event.stopPropagation();
if (timeouts.length > 0) {
var fn = timeouts.shift();
fn();
}
}
}
window.addEventListener("message", handleMessage, true);
// Add the one thing we want added to the window object.
window.setZeroTimeout = setZeroTimeout;
})();
I wrote a demo page that demonstrates that this is significantly faster than setTimeout(0). On a Firefox nightly 100 iterations of setZeroTimeout take about 10-20 milliseconds most of the time, but occasionally longer; on a WebKit build I have it takes about 4-6 milliseconds, but occasionally a bit longer. (We should probably investigate the performance difference here.) In comparison, in Firefox and on non-Chromium-based WebKit, the setTimeout version takes about a second (though perhaps even longer on Windows).
Update (2010-03-12): My numbers were on Linux. Boris tells me that on Mac, it's the opposite: Gecko is faster than Safari or Chrome.
function doCalculation()
{
//do your thing for a short time
//figure out how complete you are
var percent_complete=....
return percent_complete;
}
function pump()
{
var percent_complete=doCalculation();
//maybe update a progress meter here!
//carry on pumping?
if (percent_complete<100)
{
setTimeout(pump, 50);
}
}
//start the calculation
pump();
arr.sort(function(e1,e2) {
return e1>e2 ? 1:(e1<e2 ? -1:0)
})
arr.sort(function(e1,e2) {
return e1>e2 ? -1:(e1<e2 ? 1:0)
})
<!DOCTYPE HTML>
<html>
<head>
<meta http-equiv="Content-type" content="text/html;charset=UTF-8">
<title>Show File Data</title>
<style type='text/css'>
body {
font-family: sans-serif;
}
</style>
<script type='text/javascript'>
function loadFile() {
var input, file, fr;
if (typeof window.FileReader !== 'function') {
bodyAppend("p", "The file API isn't supported on this browser yet.");
return;
}
input = document.getElementById('fileinput');
if (!input) {
bodyAppend("p", "Um, couldn't find the fileinput element.");
}
else if (!input.files) {
bodyAppend("p", "This browser doesn't seem to support the `files` property of file inputs.");
}
else if (!input.files[0]) {
bodyAppend("p", "Please select a file before clicking 'Load'");
}
else {
file = input.files[0];
fr = new FileReader();
fr.onload = receivedText;
fr.readAsText(file);
}
function receivedText() {
showResult(fr, "Text");
fr = new FileReader();
fr.onload = receivedBinary;
fr.readAsBinaryString(file);
}
function receivedBinary() {
showResult(fr, "Binary");
}
}
function showResult(fr, label) {
var markup, result, n, aByte, byteStr;
markup = [];
result = fr.result;
for (n = 0; n < result.length; ++n) {
aByte = result.charCodeAt(n);
byteStr = aByte.toString(16);
if (byteStr.length < 2) {
byteStr = "0" + byteStr;
}
markup.push(byteStr);
}
bodyAppend("p", label + " (" + result.length + "):");
bodyAppend("pre", markup.join(" "));
}
function bodyAppend(tagName, innerHTML) {
var elm;
elm = document.createElement(tagName);
elm.innerHTML = innerHTML;
document.body.appendChild(elm);
}
</script>
</head>
<body>
<form action='#' onsubmit="return false;">
<input type='file' id='fileinput'>
<input type='button' id='btnLoad' value='Load' onclick='loadFile();'>
</form>
</body>
</html>