This tutorial looks at the traditional methods JavaScript has available for running code asynchronously after a set time period has elapsed, or at a regular interval (e.g. a set number of times per second), discusses what they are useful for, and considers their inherent issues.
| Prerequisites: | Basic computer literacy, a reasonable understanding of JavaScript fundamentals. |
|---|---|
| Objective: | To understand asynchronous loops and intervals and what they are useful for. |
For a long time, the web platform has offered JavaScript programmers a number of functions that allow them to asynchronously execute code after a certain time interval has elapsed, and to repeatedly execute a block of code asynchronously until you tell it to stop.
These functions are:
setTimeout()
Execute a specified block of code once after a specified time has elapsed.
setInterval()
Execute a specified block of code repeatedly with a fixed time delay between each call.
requestAnimationFrame()
The modern version of
setInterval()
. Executes a specified block of code before the browser next repaints the display, allowing an animation to be run at a suitable framerate regardless of the environment it is being run in.
The asynchronous code set up by these functions runs on the main thread (after their specified timer has elapsed).
It's important to know that you can (and often will) run other code before a
setTimeout()
call executes, or between iterations of
setInterval()
. Depending on how processor-intensive these operations are, they can delay your async code even further, as any async code will execute only
after
the main thread is available. (In other words, when the stack is empty.) You will learn more on this matter as you progress through this article.
In any case, these functions are used for running constant animations and other background processing on a web site or application. In the following sections we will show you how they can be used.
As we said before,
setTimeout()
executes a particular block of code once after a specified time has elapsed. It takes the following parameters:
0
(or omit the value), the function will run as soon as possible. (See the note below on why it runs "as soon as possible" and not "immediately".) More on why you might want to do this later.
注意: The specified amount of time (or the delay) is not the guaranteed time to execution, but rather the minimum time to execution. The callbacks you pass to these functions cannot run until the stack on the main thread is empty.
As a consequence, code like
setTimeout(fn, 0)
will execute as soon as the stack is empty,
not
immediately. If you execute code like
setTimeout(fn, 0)
but then immediately after run a loop that counts from 1 to 10 billion, your callback will be executed after a few seconds.
In the following example, the browser will wait two seconds before executing the anonymous function, then will display the alert message ( see it running live ,和 see the source code ):
let myGreeting = setTimeout(() => {
alert('Hello, Mr. Universe!');
}, 2000);
The functions you specify don't have to be anonymous. You can give your function a name, and even define it somewhere else and pass a function reference to the
setTimeout()
. The following two versions of the code snippet are equivalent to the first one:
// With a named function
let myGreeting = setTimeout(function sayHi() {
alert('Hello, Mr. Universe!');
}, 2000);
// With a function defined separately
function sayHi() {
alert('Hello Mr. Universe!');
}
let myGreeting = setTimeout(sayHi, 2000);
That can be useful if you have a function that needs to be called both from a timeout and in response to an event, for example. But it can also just help keep your code tidy, especially if the timeout callback is more than a few lines of code.
setTimeout()
returns an identifier value that can be used to refer to the timeout later, such as when you want to stop it. See
Clearing timeouts
(below) to learn how to do that.
Any parameters that you want to pass to the function being run inside the
setTimeout()
must be passed to it as additional parameters at the end of the list.
For example, you could refactor the previous function so that it will say hi to whatever person's name is passed to it:
function sayHi(who) {
alert(`Hello ${who}!`);
}
Now, you can pass the name of the person into the
setTimeout()
call as a third parameter:
let myGreeting = setTimeout(sayHi, 2000, 'Mr. Universe');
Finally, if a timeout has been created, you can cancel it before the specified time has elapsed by calling
clearTimeout()
, passing it the identifier of the
setTimeout()
call as a parameter. So to cancel our above timeout, you'd do this:
clearTimeout(myGreeting);
注意:
见
greeter-app.html
for a slightly more involved demo that allows you to set the name of the person to say hello to in a form, and cancel the greeting using a separate button (
see the source code also
).
setTimeout()
works perfectly when you need to run code once after a set period of time. But what happens when you need to run the code over and over again—for example, in the case of an animation?
This is where
setInterval()
comes in. This works in a very similar way to
setTimeout()
, except that the function you pass as the first parameter is executed repeatedly at no less than the number of milliseconds given by the second parameter apart, rather than once. You can also pass any parameters required by the function being executed as subsequent parameters of the
setInterval()
调用。
Let's look at an example. The following function creates a new
Date()
object, extracts a time string out of it using
toLocaleTimeString()
, and then displays it in the UI. It then runs the function once per second using
setInterval()
, creating the effect of a digital clock that updates once per second (
see this live
, and also
see the source
):
function displayTime() {
let date = new Date();
let time = date.toLocaleTimeString();
document.getElementById('demo').textContent = time;
}
const createClock = setInterval(displayTime, 1000);
就像
setTimeout()
,
setInterval()
returns an identifying value you can use later when you need to clear the interval.
setInterval()
keeps running a task forever, unless you do something about it. You'll probably want a way to stop such tasks, otherwise you may end up getting errors when the browser can't complete any further versions of the task, or if the animation being handled by the task has finished. You can do this the same way you stop timeouts — by passing the identifier returned by the
setInterval()
调用到
clearInterval()
函数:
const myInterval = setInterval(myFunction, 2000);
clearInterval(myInterval);
With this all said, we've got a challenge for you. Take a copy of our
setInterval-clock.html
example, and modify it to create your own simple stopwatch.
You need to display a time as before, but in this example, you need:
0
.
Here's a few hints for you:
0
, then increments by one every second using a constant loop.
Date()
object, like we've done in our version, but less accurate — you can't guarantee that the callback will fire after exactly
1000
ms. A more accurate way would be to run
startTime = Date.now()
to get a timestamp of exactly when the user clicked the start button, and then do
Date.now() - startTime
to get the number of milliseconds after the start button was clicked.
3600
.
60
.
10
, so it looks more like a traditional clock/watch.
0
, clear the interval, and then immediately update the display.
setInterval()
s to the clock, leading to wrong behavior.
注意: If you get stuck, you can find our version here (见 源代码 also).
There are a few things to keep in mind when working with
setTimeout()
and
setInterval()
. Let's review these now.
There is another way to use
setTimeout()
: you can call it recursively to run the same code repeatedly, instead of using
setInterval()
.
The below example uses a recursive
setTimeout()
to run the passed function every
100
milliseconds:
let i = 1;
setTimeout(function run() {
console.log(i);
i++;
setTimeout(run, 100);
}, 100);
Compare the above example to the following one — this uses
setInterval()
to accomplish the same effect:
let i = 1;
setInterval(function run() {
console.log(i);
i++;
}, 100);
setTimeout()
and
setInterval()
differ?
The difference between the two versions of the above code is a subtle one.
setTimeout()
guarantees the given delay between the code execution completion and the next call. The delay for the next execution will start counting only after the code has finished running, therefore
excluding
the time taken to run the code. In this example, the
100
milliseconds will be the delay between the
run
code finishing, and the next
run
调用。
setInterval()
does things somewhat differently. The interval you chose
包括
the time taken to execute the code you want to run in. Let's say that the code takes
40
milliseconds to run — the interval then ends up being only
60
毫秒。
setTimeout()
recursively, each iteration can calculate a different delay before running the next iteration. In other words, the value of the second parameter can specify a different time in milliseconds to wait before running the code again.
When your code has the potential to take longer to run than the time interval you’ve assigned, it’s better to use recursive
setTimeout()
— this will keep the time interval constant between executions regardless of how long the code takes to execute, and you won't get errors.
使用
0
as the value for
setTimeout()
schedules the execution of the specified callback function as soon as possible but only after the main code thread has been run.
For instance, the code below (
see it live
) outputs an alert containing
"Hello"
, then an alert containing
"World"
as soon as you click OK on the first alert.
setTimeout(function() {
alert('World');
}, 0);
alert('Hello');
This can be useful in cases where you want to set a block of code to run as soon as all of the main thread has finished running — put it on the async event loop, so it will run straight afterwards.
clearTimeout()
and
clearInterval()
both use the same list of entries to clear from. Interestingly enough, this means that you can use either method to clear a
setTimeout()
or
setInterval()
.
For consistency, you should use
clearTimeout()
to clear
setTimeout()
entries and
clearInterval()
to clear
setInterval()
entries. This will help to avoid confusion.
requestAnimationFrame()
is a specialized enqueueing function created for running animations efficiently in the browser. It runs a specified block of code before the browser next repaints the display, allowing the execution to be paired with the device's display frame rate.
It was created in response to perceived problems with previous async functions like
setInterval()
, which for example doesn't run at a frame rate optimized for the device, dropping frames in some cases. They also lacked some optimizations suited for animations, like stopping the execution if the tab isn't active or the animation is scrolled off the page, among other things.
( Read more about this on CreativeJS )。
注意:
You can find examples of using
requestAnimationFrame()
elsewhere in the course — see for example
Drawing graphics
,和
Object building practice
.
The method takes as an argument a callback to be invoked before the repaint. This is the general pattern you'll see it used in:
function draw() {
// Drawing code goes here
requestAnimationFrame(draw);
}
draw();
The idea is to define a function in which your animation is updated (e.g. your sprites are moved, score is updated, data is refreshed, or whatever). Then, you call it to start the process off. At the end of the function block you call
requestAnimationFrame()
with the function reference passed as the parameter, and this instructs the browser to call the function again on the next display repaint. This is then run continuously, as the code is calling
requestAnimationFrame()
recursively.
注意: If you want to perform some kind of simple constant DOM animation, CSS 动画 are probably faster. They are calculated directly by the browser's internal code, rather than JavaScript.
If, however, you are doing something more complex and involving objects that are not directly accessible inside the DOM (such as
2D Canvas API
or
WebGL
objects),
requestAnimationFrame()
is the better option in most cases.
The smoothness of your animation is directly dependent on your animation's frame rate and it is measured in frames per second (fps). The higher this number is, the smoother your animation will look, to a point.
Since most screens have a refresh rate of 60Hz, the fastest frame rate you can aim for is 60 frames per second (FPS) when working with web browsers. However, more frames means more processing, which can often cause stuttering and skipping — also known as dropping frames ,或 jank .
If you have a monitor with a 60Hz refresh rate and you want to achieve 60 FPS you have about 16.7 milliseconds (
1000 / 60
) to execute your animation code to render each frame. This is a reminder that you'll need to be mindful of the amount of code that you try to run during each pass through the animation loop.
requestAnimationFrame()
always tries to get as close to this magic 60 FPS value as possible. Sometimes, it isn't possible — if you have a really complex animation and you are running it on a slow computer, your frame rate will be less. In all cases,
requestAnimationFrame()
will always do the best it can with what it has available.
Let's talk a little bit more about how the
requestAnimationFrame()
method differs from the other methods used earlier. Looking at our code from above:
function draw() {
// Drawing code goes here
requestAnimationFrame(draw);
}
draw();
Let's now see how to do the same thing using
setInterval()
:
function draw() {
// Drawing code goes here
}
setInterval(draw, 17);
As we covered earlier, you don't specify a time interval for
requestAnimationFrame()
. It just runs it as quickly and smoothly as possible in the current conditions. The browser also doesn't waste time running it if the animation is offscreen for some reason, etc.
setInterval()
, on the other hand
requires
an interval to be specified. We arrived at our final value of 17 via the formula
1000 milliseconds / 60Hz
, and then rounded it up. Rounding up is a good idea; if you rounded down, the browser might try to run the animation faster than 60 FPS, and it wouldn't make any difference to the animation's smoothness, anyway. As we said before, 60Hz is the standard refresh rate.
The actual callback passed to the
requestAnimationFrame()
function can be given a parameter, too: a
timestamp
value, that represents the time since the
requestAnimationFrame()
started running.
This is useful as it allows you to run things at specific times and at a constant pace, regardless of how fast or slow your device might be. The general pattern you'd use looks something like this:
let startTime = null;
function draw(timestamp) {
if (!startTime) {
startTime = timestamp;
}
currentTime = timestamp - startTime;
// Do something based on current time
requestAnimationFrame(draw);
}
draw();
requestAnimationFrame()
is supported in more recent browsers than
setInterval()
/
setTimeout()
. Interestingly, it is available in Internet Explorer 10 and above.
So, unless you need to support older versions of IE, there is little reason to not use
requestAnimationFrame()
.
Enough with the theory! Let's build your own personal
requestAnimationFrame()
example. You're going to create a simple "spinner animation"—the kind you might see displayed in an app when it is busy connecting to the server, etc.
注意:
In a real world example, you should probably use CSS animations to run this kind of simple animation. However, this kind of example is very useful to demonstrate
requestAnimationFrame()
usage, and you'd be more likely to use this kind of technique when doing something more complex such as updating the display of a game on each frame.
<div>
element inside the
<body>
, then add a ↻ character inside it. This circular arrow character will act as our spinner for this example.
<body>
height to
100%
的
<html>
height, and centers the
<div>
在
<body>
, horizontally and vertically.
html {
background-color: white;
height: 100%;
}
body {
height: inherit;
background-color: red;
margin: 0;
display: flex;
justify-content: center;
align-items: center;
}
div {
display: inline-block;
font-size: 10rem;
}
<script>
element just above the closing
</body>
标签。
<script>
element. Here, you're storing a reference to the
<div>
inside a constant, setting a
rotateCount
变量到
0
, setting an uninitialized variable that will later be used to contain a reference to the
requestAnimationFrame()
call, and setting a
startTime
变量到
null
, which will later be used to store the start time of the
requestAnimationFrame()
.
const spinner = document.querySelector('div');
let rotateCount = 0;
let startTime = null;
let rAF;
draw()
function that will be used to contain our animation code, which includes the
timestamp
parameter:
function draw(timestamp) {
}
draw()
, add the following lines. They will define the start time if it is not defined already (this will only happen on the first loop iteration), and set the
rotateCount
to a value to rotate the spinner by (the current timestamp, take the starting timestamp, divided by three so it doesn't go too fast):
if (!startTime) {
startTime = timestamp;
}
rotateCount = (timestamp - startTime) / 3;
draw()
, add the following block — this ensures that the value of
rotateCount
is between
0
and
359
, by setting the value to its modulo of
360
(i.e. the remainder left over when the value is divided by
360
) — so the circle animation can continue uninterrupted, at a sensible, low value. Note that this isn't strictly necessary, but it is easier to work with values of
0
–
359
degrees than values like
"128000 degrees"
.
rotateCount %= 360;
spinner.style.transform = `rotate(${rotateCount}deg)`;
draw()
function, insert the following line. This is the key to the whole operation — you are setting the variable defined earlier to an active
requestAnimation()
call, which takes the
draw()
function as its parameter. This starts the animation off, constantly running the
draw()
function at a rate as near 60 FPS as possible.
rAF = requestAnimationFrame(draw);
draw()
function definition, add a call to the
draw()
function to start the animation.
draw();
注意: You can find the finished example live on GitHub . (You can see the 源代码 , also.)
Clearing a
requestAnimationFrame()
call can be done by calling the corresponding
cancelAnimationFrame()
method. (Note that the function name starts with "cancel", not "clear" as with the "set..." methods.)
Just pass it the value returned by the
requestAnimationFrame()
call to cancel, which you stored in the variable
rAF
:
cancelAnimationFrame(rAF);
In this exercise, we'd like you to test out the
cancelAnimationFrame()
method by taking our previous example and updating it, adding an event listener to start and stop the spinner when the mouse is clicked anywhere on the page.
Some hints:
click
event handler can be added to most elements, including the document
<body>
. It makes more sense to put it on the
<body>
element if you want to maximize the clickable area — the event bubbles up to its child elements.
注意: Try this yourself first; if you get really stuck, check out of our live example and 源代码 .
One limitation of
requestAnimationFrame()
is that you can't choose your frame rate. This isn't a problem most of the time, as generally you want your animation to run as smoothly as possible. But what about when you want to create an old school, 8-bit-style animation?
This was a problem, for example, in the Monkey Island-inspired walking animation from our Drawing Graphics article:
In this example, you have to animate both the position of the character on the screen, and the sprite being shown. There are only 6 frames in the sprite's animation. If you showed a different sprite frame for every frame displayed on the screen by
requestAnimationFrame()
, Guybrush would move his limbs too fast and the animation would look ridiculous. This example therefore throttles the rate at which the sprite cycles its frames using the following code:
if (posX % 13 === 0) {
if (sprite === 5) {
sprite = 0;
} else {
sprite++;
}
}
So the code only cycles the sprite once every 13 animation frames.
...Actually, it's about every 6.5 frames, as we update
posX
(character's position on the screen) by two each frame:
if (posX > width/2) {
newStartPos = -( (width/2) + 102 );
posX = Math.ceil(newStartPos / 13) * 13;
console.log(posX);
} else {
posX += 2;
}
This is the code that calculates how to update the position in each animation frame.
The method you use to throttle your animation will depend on your particular code. For instance, in the earlier spinner example, you could make it appear to move slower by only increasing
rotateCount
by one on each frame, instead of two.
For the final section of this article, you'll create a 2-player reaction game. The game will have two players, one of whom controls the game using the A key, and the other with the L key.
当
开始
button is pressed, a spinner like the one we saw earlier is displayed for a random amount of time between 5 and 10 seconds. After that time, a message will appear saying
"PLAYERS GO!!"
— once this happens, the first player to press their control button will win the game.
Let's work through this:
<script>
element on your page, start by adding the following lines of code that define some constants and variables you'll need in the rest of the code:
const spinner = document.querySelector('.spinner p');
const spinnerContainer = document.querySelector('.spinner');
let rotateCount = 0;
let startTime = null;
let rAF;
const btn = document.querySelector('button');
const result = document.querySelector('.result');
In order, these are:
<div>
element that contains the spinner, used for showing and hiding it.
requestAnimationFrame()
call that animates the spinner.
function random(min,max) {
var num = Math.floor(Math.random()*(max-min)) + min;
return num;
}
draw()
function, which animates the spinner. This is very similar to the version from the simple spinner example, earlier:
function draw(timestamp) {
if(!startTime) {
startTime = timestamp;
}
rotateCount = (timestamp - startTime) / 3;
rotateCount %= 360;
spinner.style.transform = 'rotate(' + rotateCount + 'deg)';
rAF = requestAnimationFrame(draw);
}
display: none;
.
result.style.display = 'none';
spinnerContainer.style.display = 'none';
reset()
function, which sets the app back to the original state required to start the game again after it has been played. Add the following at the bottom of your code:
function reset() {
btn.style.display = 'block';
result.textContent = '';
result.style.display = 'none';
}
start()
函数调用
draw()
to start the spinner spinning and display it in the UI, hides the
开始
button so you can't mess up the game by starting it multiple times concurrently, and runs a
setTimeout()
call that runs a
setEndgame()
function after a random interval between 5 and 10 seconds has passed. The following block also adds an event listener to your button to run the
start()
function when it is clicked.
btn.addEventListener('click', start);
function start() {
draw();
spinnerContainer.style.display = 'block';
btn.style.display = 'none';
setTimeout(setEndgame, random(5000,10000));
}
注意:
You'll see this example is calling
setTimeout()
without storing the return value. (So, not
let myTimeout = setTimeout(functionName, interval)
)。
This works just fine, as long as you don't need to clear your interval/timeout at any point. If you do, you'll need to save the returned identifier!
The net result of the previous code is that when the 开始 button is pressed, the spinner is shown and the players are made to wait a random amount of time before they are asked to press their button. This last part is handled by the
setEndgame()
function, which you'll define next.
function setEndgame() {
cancelAnimationFrame(rAF);
spinnerContainer.style.display = 'none';
result.style.display = 'block';
result.textContent = 'PLAYERS GO!!';
document.addEventListener('keydown', keyHandler);
function keyHandler(e) {
let isOver = false;
console.log(e.key);
if (e.key === "a") {
result.textContent = 'Player 1 won!!';
isOver = true;
} else if (e.key === "l") {
result.textContent = 'Player 2 won!!';
isOver = true;
}
if (isOver) {
document.removeEventListener('keydown', keyHandler);
setTimeout(reset, 5000);
}
};
}
Stepping through this:
cancelAnimationFrame()
(it is always good to clean up unneeded processes), and hide the spinner container.
keydown
event listener to the document. When any button is pressed down, the
keyHandler()
function is run.
keyHandler()
, the code includes the event object as a parameter (represented by
e
) — its
key
property contains the key that was just pressed, and you can use this to respond to specific key presses with specific actions.
isOver
to false, so we can track whether the correct keys were pressed for player 1 or 2 to win. We don't want the game ending when a wrong key was pressed.
e.key
to the console, which is a useful way of finding out the
key
value of different keys you are pressing.
e.key
is "a", display a message to say that Player 1 won, and when
e.key
is "l", display a message to say Player 2 won. (
注意:
This will only work with lowercase a and l — if an uppercase A or L is submitted (the key plus
Shift
), it is counted as a different key!) If one of these keys was pressed, set
isOver
to
true
.
isOver
is
true
, remove the
keydown
event listener using
removeEventListener()
so that once the winning press has happened, no more keyboard input is possible to mess up the final game result. You also use
setTimeout()
to call
reset()
after 5 seconds — as explained earlier, this function resets the game back to its original state so that a new game can be started.
That's it—you're all done!
注意: If you get stuck, check out our version of the reaction game (见 源代码 also).
So that's it — all the essentials of async loops and intervals covered in one article. You'll find these methods useful in a lot of situations, but take care not to overuse them! Because they still run on the main thread, heavy and intensive callbacks (especially those that manipulate the DOM) can really slow down a page if you're not careful.
最后修改: , 由 MDN 贡献者