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animation - Javascript: How to implement a queue of async functions (without libraries) - Stack Overflow

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I have been searching Google and SO, but I am having a hard time wrapping my brain around this for some reason. Just to emphasize, I do NOT want to load a library like JQuery, since I don't need the majority of it. And while I could use an animation library, I've already built the few functions I need myself (some of them aren't even standard animations you would find in a library), so I'm not sure those would even be helpful. In fact, I could just as easily title this question "How to - Async function queue", since it isn't specific to animation.

In my searching, I have run across the idea of Promises, but that seems like a bit more than I need for this.

I get the general principle - you have an async function that uses setInterval / setTimeout, and given the right condition, you clear the interval (if applicable) and run a callback:

function callback() {
    alert('It was just a sales call... Now where were we?');
}
function anim() {
    var i = 0,
        interval = setInterval( function() {
            // do something with the current value of i
            if (i === 100) {
                clearInterval( interval );
                callback();
            }
            i++;
        }, 50);
}

Of course, this is better if you make it reusable, by making 'callback' an argument of anim(). However, what I truly want to be able to do is the following:

var populateDialog = new Queue([
    {fn: anim, args: ['height','300px',1500]},
    {fn: type, args: [input.value, outputDiv]},
    {fn: highlight}
]);
populateDialog.start();

The first function would be called, and when it's plete, the next item in the queue's array would be called. The problem is, while the queue itself could easily call the functions in order, it needs to know when the current function's status is 'plete' before proceeding.

How do I need to design any function I want to add to the queue so that it either a) publishes its state (and how do I have the queue detect that?) or b) can accept the callback from the queue? I'm guessing the former would involve some sort of custom event system, and that the latter would be easier, and look something like:

function name(callback, param1, param2, ... paramX) {
    // setTimeout or setInterval some stuff, then call the callback argument
}

where the callback is always the first parameter, so that any number of other parameters could be tacked on. But like I said, I am having real trouble wrapping my brain around all of this, so a thorough explanation / any alternatives would be greatly appreciated!

EDIT

The queue that I came up with can be found at my follow-up question.

I have been searching Google and SO, but I am having a hard time wrapping my brain around this for some reason. Just to emphasize, I do NOT want to load a library like JQuery, since I don't need the majority of it. And while I could use an animation library, I've already built the few functions I need myself (some of them aren't even standard animations you would find in a library), so I'm not sure those would even be helpful. In fact, I could just as easily title this question "How to - Async function queue", since it isn't specific to animation.

In my searching, I have run across the idea of Promises, but that seems like a bit more than I need for this.

I get the general principle - you have an async function that uses setInterval / setTimeout, and given the right condition, you clear the interval (if applicable) and run a callback:

function callback() {
    alert('It was just a sales call... Now where were we?');
}
function anim() {
    var i = 0,
        interval = setInterval( function() {
            // do something with the current value of i
            if (i === 100) {
                clearInterval( interval );
                callback();
            }
            i++;
        }, 50);
}

Of course, this is better if you make it reusable, by making 'callback' an argument of anim(). However, what I truly want to be able to do is the following:

var populateDialog = new Queue([
    {fn: anim, args: ['height','300px',1500]},
    {fn: type, args: [input.value, outputDiv]},
    {fn: highlight}
]);
populateDialog.start();

The first function would be called, and when it's plete, the next item in the queue's array would be called. The problem is, while the queue itself could easily call the functions in order, it needs to know when the current function's status is 'plete' before proceeding.

How do I need to design any function I want to add to the queue so that it either a) publishes its state (and how do I have the queue detect that?) or b) can accept the callback from the queue? I'm guessing the former would involve some sort of custom event system, and that the latter would be easier, and look something like:

function name(callback, param1, param2, ... paramX) {
    // setTimeout or setInterval some stuff, then call the callback argument
}

where the callback is always the first parameter, so that any number of other parameters could be tacked on. But like I said, I am having real trouble wrapping my brain around all of this, so a thorough explanation / any alternatives would be greatly appreciated!

EDIT

The queue that I came up with can be found at my follow-up question.

Share Improve this question edited May 23, 2017 at 12:07 CommunityBot 11 silver badge asked Aug 22, 2013 at 17:48 Marcus HughesMarcus Hughes 1,2172 gold badges15 silver badges21 bronze badges
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How do I need to design any function I want to add to the queue so that it either a) publishes its state (and how do I have the queue detect that?) I'm guessing it would involve some sort of custom event system

Exactly.

That would be the concept of Promises - your animation function returns an object on which the queue can attach the "done" listener. If you don't want to use one of the many many libraries, you can also implement your own system (a simple pub-once/sub-often pattern). Have a look at How is a promise/defer library implemented? (especially the first two revisions of my answer) for some inspiration…

The queue would then work like

var promise = queue[i].fn.apply(null, queue[i].args);
promise.then(function() {
    i++;
    // … "recurse"
});

b) can accept the callback from the queue? That would be easier, and look something like: function name(callback, param1, param2, ... paramX) {…} where the callback is always the first parameter, so that any number of other parameters could be tacked on.

Exactly. Or the last parameter, which is more mon. Have a look at the apply Function method for calling functions with a dynamic number of arguments.

The queue would be something like

function step(i) {
    function callback() {
        step(i+1); // "recurse"
    }
    if (i < queue.length)
        queue[i].fn.apply(null, queue[i].args.concat(callback));
    // else: all done
}

But like I said, I am having real trouble wrapping my brain around all of this, so a thorough explanation / any alternatives would be greatly appreciated!

Well, you've nailed it already - there are no other alternatives than the two methods you outlined. The promise approach is more sound and works better for variadic parameters of the animation functions, while the callback approach is the simpler one.

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