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Escolastico Hall

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Aug 3, 2024, 5:39:39 PM8/3/24
to greceaxmmelel

I've recently run into a rather nasty bug, wherein the code was loading a dynamically via JavaScript. This dynamically loaded had a pre-selected value. In IE6, we already had code to fix the selected , because sometimes the 's selectedIndex value would be out of sync with the selected 's index attribute, as below:

However, this code wasn't working. Even though the field's selectedIndex was being set correctly, the wrong index would end up being selected. However, if I stuck an alert() statement in at the right time, the correct option would be selected. Thinking this might be some sort of timing issue, I tried something random that I'd seen in code before:

I've got a solution for my problem, but I'm uneasy that I don't know exactly why this fixes my problem. Does anyone have an official explanation? What browser issue am I avoiding by calling my function "later" using setTimeout()?

Invoking setTimeout with a callback, and zero as the second argument will schedule the callback to be run asynchronously, after the shortest possible delay - which will be around 10ms when the tab has focus and the JavaScript thread of execution is not busy.

As such, I am posting a detailed walk-through of what the browser does and how using setTimeout() helps. It looks longish but is actually very simple and straightforward - I just made it very detailed.

Now, your users start testing this, click "do something" button, and the page sits there doing seemingly nothing for 3 minutes, they get restless, click the button again, wait 1 min, nothing happens, click button again...

The browser places all its "TODO" tasks (both UI tasks and JavaScript commands) resulting from events into a single queue. And unfortunately, re-drawing the "Status" DIV with the new "Calculating..." value is a separate TODO which goes to the end of the queue!

So, the underlying problem is that the re-draw event for "Status" DIV is placed on the queue at the end, AFTER the "execute line 2" event which takes 3 minutes, so the actual re-draw doesn't happen until AFTER the calculation is done.

To the rescue comes the setTimeout(). How does it help? Because by calling long-executing code via setTimeout, you actually create 2 events: setTimeout execution itself, and (due to 0 timeout), separate queue entry for the code being executed.

"And here is why: it is not possible to have setTimeout with a time delay of 0 milliseconds. The Minimum value is determined by the browser and it is not 0 milliseconds. Historically browsers sets this minimum to 10 milliseconds, but the HTML5 specs and modern browsers have it set at 4 milliseconds."

The 4ms minimum timeout is irrelevant to what is happening. What really happens is that setTimeout pushes the callback function to the end of the execution queue. If after setTimeout(callback, 0) you have blocking code which takes several seconds to run, the callback will not be executed for several seconds, until the blocking code has finished. Try this code:

Browsers have a process called "main thread", that is responsible for executing some JavaScript tasks, UI updates e.g.: painting, redraw, reflow, etc.JavaScript tasks are queued to a message queue and then are dispatched to the browser's main thread to be executed.When UI updates are generated while the main thread is busy, tasks are added into the message queue.

Both of these two top-rated answers are wrong. Check out the MDN description on the concurrency model and the event loop, and it should become clear what's going on (that MDN resource is a real gem). And simply using setTimeout can be adding unexpected problems in your code in addition to "solving" this little problem.

What's actually going on here is not that "the browser might not be quite ready yet because concurrency," or something based on "each line is an event that gets added to the back of the queue".

Then, when you actually click the button, a message is created referencing the event handler function, which gets added to the message queue. When the event loop reaches this message, it creates a frame on the stack, with the function call to the click event handler in the jsfiddle.

And this is where it gets interesting. We're so used to thinking of Javascript as being asynchronous that we're prone to overlook this tiny fact: Any frame has to be executed, in full, before the next frame can be executed. No concurrency, people.

What does this mean? It means that whenever a function is invoked from the message queue, it blocks the queue until the stack it generates has been emptied. Or, in more general terms, it blocks until the function has returned. And it blocks everything, including DOM rendering operations, scrolling, and whatnot. If you want confirmation, just try to increase the duration of the long running operation in the fiddle (e.g. run the outer loop 10 more times), and you'll notice that while it runs, you cannot scroll the page. If it runs long enough, your browser will ask you if you want to kill the process, because it's making the page unresponsive. The frame is being executed, and the event loop and message queue are stuck until it finishes.

This is because we are actually waiting for code to finish running. We haven't said "someone fetch this and then call this function with the results, thanks, and now I'm done so imma return, do whatever now," like we usually do with our event-based asynchronous Javascript. We enter a click event handler function, we update a DOM element, we call another function, the other function works for a long time and then returns, we then update the same DOM element, and then we return from the initial function, effectively emptying the stack. And then the browser can get to the next message in the queue, which might very well be a message generated by us by triggering some internal "on-DOM-mutation" type event.

Why does the setTimeout thing work then? It does so, because it effectively removes the call to the long-running function from its own frame, scheduling it to be executed later in the window context, so that it itself can return immediately and allow the message queue to process other messages. And the idea is that the UI "on update" message that has been triggered by us in Javascript when changing the text in the DOM is now ahead of the message queued for the long-running function, so that the UI update happens before we block for a long time.

A colleague, in a mis-informed understanding on the event loop, tried to "thread" Javascript by having some template rendering code use setTimeout 0 for its rendering. He's no longer here to ask, but I can presume that perhaps he inserted timers to gauge the rendering speed (which would be the return immediacy of functions) and found that using this approach would make for blisteringly fast responses from that function.

The "fix" when writing a new event handler that depended on its logic was to also use setTimeout 0. But, that's not a fix, it is hard to understand, and it is no fun to debug errors that are caused by code like this. Sometimes there's no problem ever, other times it concistently fails, and then again, sometimes it works and breaks sporadically, depending on the current performance of the platform and whatever else happens to going on at the time. This is why I personally would advise against using this hack (it is a hack, and we should all know that it is), unless you really know what you're doing and what the consequences are.

But what can we do instead? Well, as the referenced MDN article suggests, either split the work into multiple messages (if you can) so that other messages that are queued up may be interleaved with your work and executed while it runs, or use a web worker, which can run in tandem with your page and return results when done with its calculations.

Oh, and if you're thinking, "Well, couldn't I just put a callback in the long-running function to make it asynchronous?," then no. The callback doesn't make it asynchronous, it'll still have to run the long-running code before explicitly calling your callback.

Instead of a 0 delay, let's assume another delay first, e.g., 5000 milliseconds: setTimeout(fn, 5000);. It's important to note that this is still a "function call", so it has to be put on the main space, and removed from it when it's done, but wait!, we don't like a whole lengthy and boring 5 seconds delay. That would block the main space and will not allow JavaScript to run ANYTHING else in the meantime.

Thankfully this is not how the browser designers designed them to work. Instead, this call(setTimeout(fn, 5000);) is done instantly. This is very important: Even with the 5000 milliseconds delay, this function call is complete in an instant! What will happen next? It gets removed from the main space. Where will it be put on? (because we don't want to lose it). You might have guessed right: The browser hears this call and puts it on the second space.

The browser keeps track of the 5 seconds delay and once it's passed, it looks at the main space, and "WHEN IT'S EMPTY", puts the fn(); call back on it. That is how the setTimeout works.

So, back to the setTimeout(fn, 0), even though the delay is zero, this is still a call to the browser, and the browser hears it instantly and picks it up, and puts it on the second space and puts it back on the main space only when the main space is empty again, and not really 0 milliseconds later.

One reason to do that is to defer the execution of code to a separate, subsequent event loop. When responding to a browser event of some kind (mouse click, for example), sometimes it's necessary to perform operations only after the current event is processed. The setTimeout() facility is the simplest way to do it.

That's not always appropriate, but it is sometimes. Personally I think that designing around subtle differences in the way timers interact is a pretty fragile thing to do. You might have to in some weird situations, but I'd say pick one you like and stick to it.

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