How to trap signals in long-running synchronous loop using Node.js - node.js

I have a simple scenario of:
process.on("SIGINT", s => {
console.log('trapped sigint:', s);
signals.INT = true;
});
let i = 0;
while(true){
if(signals.INT){
console.log('got the SIGINT'); break;
}
console.log('process.pid:',process.pid, 'next val:', i++);
}
console.log('exited loop, done');
process.exit(0);
the problem is that once we are in the synchronous loop, we can't seem to handle any i/o events, even signals. Is there any way around this?
The only solution I can think of, while maintaining a synchronous loop, is to actually go into the guts of node and look for i/o events ourselves from the synchronous loop, but I severely doubt that this is exposed to users of the runtime.
Obviously, one way around this is to create an async loop, like so:
process.on("SIGINT", s => {
console.log('trapped sigint:', s);
signals.INT = true;
});
let i = 0;
(async () => {
while(true){
if(signals.INT){
console.log('got the SIGINT'); break;
}
await console.log('process.pid:',process.pid, 'next val:', i++);
}
})()
console.log('exited loop, done');
process.exit(0);
that makes the loop a lot slower but allows us to capture i/o events. Is there any middle ground? I would love to be able to keep synchronous loop but still listen for i/o events somehow. I thought signals might be able to solve it, but I understand why even signals are not an exception in Node.js / JavaScript.

Why don t you create an async loop externaly of your main loop that set a value to a variable that is global to both loop.
So when the loop run for one more loop it set the variable to the correct value?

Related

Node.js for loop, event loop, asynchronous resolution

Recently I came across code that makes me wonder about how Node.js engine works. Specifically in regards to event loop, for loop, and asynchronous processing. For example:
const x = 100000000; // or some stupendously large number
for (let i = 0; i < x; i++) {
asyncCall(callback);
}
const callback = () => {
console.log("done one");
}
Let's say asyncCall takes anywhere from 1ms to 100ms. Is there a possibility that console.log("done one") will be called before the for loop finishes?
To try to find my own answer, I've read this article: https://blog.sessionstack.com/how-javascript-works-event-loop-and-the-rise-of-async-programming-5-ways-to-better-coding-with-2f077c4438b5. But I'm not sure if there is a case where the call stack will be empty in the middle of the for loop so that the event loop puts the callback in between asyncCall calls?

Will enclosing the caller function and the called function inside process.nextTick make them asynchronous?

Do I need to call start function from process.nextTick when start function is already inside process.nextTick? I want to make both the accept and start function asynchronous? What should be the desired way to achieve this?
function accept() { // ACCEPT FUNCTION
process.nextTick(() => {
start(); // START CALL
});
}
function start() { // START FUNCTION
process.nextTick(() => {
startPolling();
});
}
No. If the startPolling() function is blocking, then putting it in nextTick() callback won't help. It will block the entire thread on the next tick of the event loop - but it will block it nonetheless.
Example:
Without nextTick:
function x() {
fs.readFileSync('file');
}
x(); // <-- it blocks here
console.log('...');
With nextTick:
function x() {
pricess.nextTick(() => fs.readFileSync('file'));
}
x();
console.log('...');
// <-- it blocks here
// (end of file)
It doesn't actually block on the last line of the file but it is more or less what would happen - your code will keep going and as soon as there is no more code to run and the next tick of the event loop can be started, your process will block on the function and nothing will be able to happen before the fs.readFileSync() returns.
process.nextTick() is never a solution for a blocking code. It can be helpful for non-blocking code in some situations where you want to keep the execution order consistent for example, but the solution to blocking code is not using nextTick but rather avoiding the blocking functions (like the "Sync" functions from fs) altogether.
In fact, the only place where you should ever use a blocking functions (like readFileSync() or require()) is on the first tick of the event loop - and using nextTick() guarantees that you're not running them on the first tick.

Can I write a real async callback in Nodejs?

This is a normal example to read a file:
var fs = require('fs');
fs.readFile('./gparted-live-0.18.0-2-i486.iso', function (err, data) {
console.log(data.length);
});
console.log('All done.');
the code above outputs:
All done.
187695104
whereas this is my own version of a callback, I hope it could be async like the file reading code above, but it is not:
var f = function(cb) {
cb();
};
f(function() {
var i = 0;
// Do some very long job.
while(++i < (1<<30)) {}
console.log('Cb comes back.')
});
console.log('All done.');
the code above outputs:
Cb comes back.
All done.
Up till now, it's clear that in the first version of the file reading code, All done. is always printed before the file is read. However, in the second my home brewed version of code, All done. is always waiting until the very long job is done.
So what on earth is the magic that makes fs.readFile's callback an async call back while mine is not?
var f = function(cb) {
cb();
};
Is not async because it invokes cb immediately.
I think you want
var f = function(cb) {
setImmediate(function(){ cb(); });
};
In your example the while-loop is occupying the event-loop therefore the function call to console.log('All done.') is queued on the stack. When the event-loop becomes unblocked the subsequent function calls will be called in sequence.
In Mastering Node.js by Sandro Pasquali - Chapter 2, he discusses deferred execution and the event-loop in order to avoid the issue of the event-loop taking hold and blocking execution. I recommend reading that chapter in order to better understand this non-intuitive way of working in Node.js.
From Mastering Node.js...
Node processes JavaScript instructions using a single thread. Within
your JavaScript program no two operations will ever execute at exactly
the same moment, as might happen in a multithreaded environment.
Understanding this fact is essential to understanding how a Node
program, or process, is designed and runs.
The use of setImmediate() can remedy this issue.
You can use setImmediate() to defer the execution of code until the next cycle of the event loop, which I think accomplishes what you want:
var f = function(cb) {
cb();
};
f(function() {
setImmediate(function() {
var i = 0;
// Do some very long job.
while(++i < (1<<30)) {}
console.log('Cb comes back.')
});
});
console.log('All done.');
The documentation for setImmediate explains the difference between process.nextTick and setImmediate thusly:
Immediates are queued in the order created, and are popped off the queue once per loop iteration. This is different from process.nextTick which will execute process.maxTickDepth queued callbacks per iteration. setImmediate will yield to the event loop after firing a queued callback to make sure I/O is not being starved. While order is preserved for execution, other I/O events may fire between any two scheduled immediate callbacks.
Edit: Update answer based on #generalhenry's comment.

Node.js function with callback dos't run async

I am trying to run a function in a async way, but I always recive the result in the order that i call them instead of receive the quickest function.
This is an example. The expected result is to print first 100 even it is called last.
function f1(callback){
i = 0;
for (i;i< 100;i++){
}
if (i == 100){
return callback(i);
}
}
function f2(callback){
i = 0;
for (i;i< 99999999999;i++){
}
if (i == 99999999999){
return callback(i);
}
}
f2(function(i){
console.log(i);
})
f1(function(i){
console.log(i);
});
In node (and in javascript in general), functions are not asynchronous by default.
In your code above, at no point are you yielding control to the javascript's event loop. As you call each function, it runs through its for loop until finished and then calls back which is why you are seeing the output the way you are.
The asynchronous nature of node kicks in when you start doing IO or purposely yield control to the VM and give it a chance to process other events off the event loop.
To see the code above run in an asynchronous fashion for the purposes of your test:
function f1(callback){
setTimeout(callback('f1'), 100);
}
function f2(callback){
setTimeout(callback('f2'), 500);
}
f2(function(i){
console.log(i);
})
f1(function(i){
console.log(i);
});
The setTimeout call basically just says: call back to the provided function as close to n milliseconds as you can (but not before). Basically acting as a sleep statement here and yielding control back to the currently executing code.

Run NodeJS event loop / wait for child process to finish

I first tried a general description of the problem, then some more detail why the usual approaches don't work. If you would like to read these abstracted explanations go on. In the end I explain the greater problem and the specific application, so if you would rather read that, jump to "Actual application".
I am using a node.js child-process to do some computationally intensive work. The parent process does it's work but at some point in the execution it reaches a point where it must have the information from the child process before continuing. Therefore, I am looking for a way to wait for the child-process to finish.
My current setup looks somewhat like this:
importantDataCalculator = fork("./runtime");
importantDataCalculator.on("message", function (msg) {
if (msg.type === "result") {
importantData = msg.data;
} else if (msg.type === "error") {
importantData = null;
} else {
throw new Error("Unknown message from dataGenerator!");
}
});
and somewhere else
function getImportantData() {
while (importantData === undefined) {
// wait for the importantDataGenerator to finish
}
if (importantData === null) {
throw new Error("Data could not be generated.");
} else {
// we should have a proper data now
return importantData;
}
}
So when the parent process starts, it executes the first bit of code, spawning a child process to calculate the data and goes on doing it's own bit of work. When the time comes that it needs the result from the child process to continue it calls getImportantData(). So the idea is that getImportantData() blocks until the data is calculated.
However, the way I used doesn't work. I think this is due to me preventing the event loop from executing by using the while-loop. And since the Event-Loop does not execute no message from the child-process can be received and thus the condition of the while-loop can not change, making it an infinite loop.
Of course, I don't really want to use this kind of while-loop. What I would rather do is tell node.js "execute one iteration of the event loop, then get back to me". I would do this repeatedly, until the data I need was received and then continue the execution where I left of by returning from the getter.
I realize that his poses the danger of reentering the same function several times, but the module I want to use this in does almost nothing on the event loop except for waiting for this message from the child process and sending out other messages reporting it's progress, so that shouldn't be a problem.
Is there way to execute just one iteration of the event loop in Node.js? Or is there another way to achieve something similar? Or is there a completely different approach to achieve what I'm trying to do here?
The only solution I could think of so far is to change the calculation in such a way that I introduce yet another process. In this scenario, there would be the process calculating the important data, a process calculating the bits of data for which the important data is not needed and a parent process for these two, which just waits for data from the two child-processes and combines the pieces when they arrive. Since it does not have to do any computationally intensive work itself, it can just wait for events from the event loop (=messages) and react to them, forwarding the combined data as necessary and storing pieces of data that cannot be combined yet.
However this introduces yet another process and even more inter-process communication, which introduces more overhead, which I would like to avoid.
Edit
I see that more detail is needed.
The parent process (let's call it process 1) is itself a process spawned by another process (process 0) to do some computationally intensive work. Actually, it just executes some code over which I don't have control, so I cannot make it work asynchronously. What I can do (and have done) is make the code that is executed regularly call a function to report it's progress and provided partial results. This progress report is then send back to the original process via IPC.
But in rare cases the partial results are not correct, so they have to be modified. To do so I need some data I can calculate independently from the normal calculation. However, this calculation could take several seconds; thus, I start another process (process 2) to do this calculation and provide the result to process 1, via an IPC message. Now process 1 and 2 are happily calculating there stuff, and hopefully the corrective data calculated by process 2 is finished before process 1 needs it. But sometimes one of the early results of process 1 needs to be corrected and in that case I have to wait for process 2 to finish its calculation. Blocking the event loop of process 1 is theoretically not a problem, since the main process (process 0) would not be be affected by it. The only problem is, that by preventing the further execution of code in process 1 I am also blocking the event loop, which prevents it from ever receiving the result from process 2.
So I need to somehow pause the further execution of code in process 1 without blocking the event loop. I was hoping that there was a call like process.runEventLoopIteration that executes an iteration of the event loop and then returns.
I would then change the code like this:
function getImportantData() {
while (importantData === undefined) {
process.runEventLoopIteration();
}
if (importantData === null) {
throw new Error("Data could not be generated.");
} else {
// we should have a proper data now
return importantData;
}
}
thus executing the event loop until I have received the necessary data but NOT continuing the execution of the code that called getImportantData().
Basically what I'm doing in process 1 is this:
function callback(partialDataMessage) {
if (partialDataMessage.needsCorrection) {
getImportantData();
// use data to correct message
process.send(correctedMessage); // send corrected result to main process
} else {
process.send(partialDataMessage); // send unmodified result to main process
}
}
function executeCode(code) {
run(code, callback); // the callback will be called from time to time when the code produces new data
// this call is synchronous, run is blocking until the calculation is finished
// so if we reach this point we are done
// the only way to pause the execution of the code is to NOT return from the callback
}
Actual application/implementation/problem
I need this behaviour for the following application. If you have a better approach to achieve this feel free to propose it.
I want to execute arbitrary code and be notified about what variables it changes, what functions are called, what exceptions occur etc. I also need the location of these events in the code to be able to display the gathered information in the UI next to the original code.
To achieve this, I instrument the code and insert callbacks into it. I then execute the code, wrapping the execution in a try-catch block. Whenever the callback is called with some data about the execution (e.g. a variable change) I send a message to the main process telling it about the change. This way, the user is notified about the execution of the code, while it is running. The location information for the events generated by these callbacks is added to the callback call during the instrumentation, so that is not a problem.
The problem appears, when an exception occurs. I also want to notify the user about exceptions in the tested code. Therefore, I wrapped the execution of the code in a try-catch and any exceptions that get out of the execution are caught and send to the user interface. But the location of the errors is not correct. An Error object created by node.js has a complete call stack so it knows where it occurred. But this location if relative to the instrumented code, so I cannot use this location information as is, to display the error next to the original code. I need to transform this location in the instrumented code into a location in the original code. To do so, after instrumenting the code, I calculate a source map to map locations in the instrumented code to locations in the original code. However, this calculation might take several seconds. So, I figured, I would start a child process to calculate the source map, while the execution of the instrumented code is already started. Then, when an exception occurs, I check whether the source map has already been calculated, and if it hasn't I wait for the calculation to finish to be able to correct the location.
Since the code to be executed and watched can be completely arbitrary I cannot trivially rewrite it to be asynchronous. I only know that it calls the provided callback, because I instrumented the code to do so. I also cannot just store the message and return to continue the execution of the code, checking back during the next call whether the source map has been finished, because continuing the execution of the code would also block the event-loop, preventing the calculated source map from ever being received in the execution process. Or if it is received, then only after the code to execute has completely finished, which could be quite late or never (if the code to execute contains an infinite loop). But before I receive the sourceMap I cannot send further updates about the execution state. Combined, this means I would only be able to send the corrected progress messages after the code to execute has finished (which might be never) which completely defeats the purpose of the program (to enable the programmer to watch what the code does, while it executes).
Temporarily surrendering control to the event loop would solve this problem. However, that does not seem to be possible. The other idea I have is to introduce a third process which controls both the execution process and the sourceMapGeneration process. It receives progress messages from the execution process and if any of the messages needs correction it waits for the sourceMapGeneration process. Since the processes are independent, the controlling process can store the received messages and wait for the sourceMapGeneration process while the execution process continues executing, and as soon as it receives the source map, it corrects the messages and sends all of them off.
However, this would not only require yet another process (overhead) it also means I have to transfer the code once more between processes and since the code can have thousands of line that in itself can take some time, so I would like to move it around as little as possible.
I hope this explains, why I cannot and didn't use the usual "asynchronous callback" approach.
Adding a third ( :) ) solution to your problem after you clarified what behavior you seek I suggest using Fibers.
Fibers let you do co-routines in nodejs. Coroutines are functions that allow multiple entry/exit points. This means you will be able to yield control and resume it as you please.
Here is a sleep function from the official documentation that does exactly that, sleep for a given amount of time and perform actions.
function sleep(ms) {
var fiber = Fiber.current;
setTimeout(function() {
fiber.run();
}, ms);
Fiber.yield();
}
Fiber(function() {
console.log('wait... ' + new Date);
sleep(1000);
console.log('ok... ' + new Date);
}).run();
console.log('back in main');
You can place the code that does the waiting for the resource in a function, causing it to yield and then run again when the task is done.
For example, adapting your example from the question:
var pausedExecution, importantData;
function getImportantData() {
while (importantData === undefined) {
pausedExecution = Fiber.current;
Fiber.yield();
pausedExecution = undefined;
}
if (importantData === null) {
throw new Error("Data could not be generated.");
} else {
// we should have proper data now
return importantData;
}
}
function callback(partialDataMessage) {
if (partialDataMessage.needsCorrection) {
var theData = getImportantData();
// use data to correct message
process.send(correctedMessage); // send corrected result to main process
} else {
process.send(partialDataMessage); // send unmodified result to main process
}
}
function executeCode(code) {
// setup child process to calculate the data
importantDataCalculator = fork("./runtime");
importantDataCalculator.on("message", function (msg) {
if (msg.type === "result") {
importantData = msg.data;
} else if (msg.type === "error") {
importantData = null;
} else {
throw new Error("Unknown message from dataGenerator!");
}
if (pausedExecution) {
// execution is waiting for the data
pausedExecution.run();
}
});
// wrap the execution of the code in a Fiber, so it can be paused
Fiber(function () {
runCodeWithCallback(code, callback); // the callback will be called from time to time when the code produces new data
// this callback is synchronous and blocking,
// but it will yield control to the event loop if it has to wait for the child-process to finish
}).run();
}
Good luck! I always say it is better to solve one problem in 3 ways than solving 3 problems the same way. I'm glad we were able to work out something that worked for you. Admittingly, this was a pretty interesting question.
The rule of asynchronous programming is, once you've entered asynchronous code, you must continue to use asynchronous code. While you can continue to call the function over and over via setImmediate or something of the sort, you still have the issue that you're trying to return from an asynchronous process.
Without knowing more about your program, I can't tell you exactly how you should structure it, but by and large the way to "return" data from a process that involves asynchronous code is to pass in a callback; perhaps this will put you on the right track:
function getImportantData(callback) {
importantDataCalculator = fork("./runtime");
importantDataCalculator.on("message", function (msg) {
if (msg.type === "result") {
callback(null, msg.data);
} else if (msg.type === "error") {
callback(new Error("Data could not be generated."));
} else {
callback(new Error("Unknown message from sourceMapGenerator!"));
}
});
}
You would then use this function like this:
getImportantData(function(error, data) {
if (error) {
// handle the error somehow
} else {
// `data` is the data from the forked process
}
});
I talk about this in a bit more detail in one of my screencasts, Thinking Asynchronously.
What you are running into is a very common scenario that skilled programmers who are starting with nodejs often struggle with.
You're correct. You can't do this the way you are attempting (loop).
The main process in node.js is single threaded and you are blocking the event loop.
The simplest way to resolve this is something like:
function getImportantData() {
if(importantData === undefined){ // not set yet
setImmediate(getImportantData); // try again on the next event loop cycle
return; //stop this attempt
}
if (importantData === null) {
throw new Error("Data could not be generated.");
} else {
// we should have a proper data now
return importantData;
}
}
What we are doing, is that the function is re-attempting to process the data on the next iteration of the event loop using setImmediate.
This introduces a new problem though, your function returns a value. Since it will not be ready, the value you are returning is undefined. So you have to code reactively. You need to tell your code what to do when the data arrives.
This is typically done in node with a callback
function getImportantData(err,whenDone) {
if(importantData === undefined){ // not set yet
setImmediate(getImportantData.bind(null,whenDone)); // try again on the next event loop cycle
return; //stop this attempt
}
if (importantData === null) {
err("Data could not be generated.");
} else {
// we should have a proper data now
whenDone(importantData);
}
}
This can be used in the following way
getImportantData(function(err){
throw new Error(err); // error handling function callback
}, function(data){ //this is whenDone in our case
//perform actions on the important data
})
Your question (updated) is very interesting, it appears to be closely related to a problem I had with asynchronously catching exceptions. (Also Brandon and Ihad an interesting discussion with me about it! It's a small world)
See this question on how to catch exceptions asynchronously. The key concept is that you can use (assuming nodejs 0.8+) nodejs domains to constrain the scope of an exception.
This will allow you to easily get the location of the exception since you can surround asynchronous blocks with atry/catch. I think this should solve the bigger issue here.
You can find the relevant code in the linked question. The usage is something like:
atry(function() {
setTimeout(function(){
throw "something";
},1000);
}).catch(function(err){
console.log("caught "+err);
});
Since you have access to the scope of atry you can get the stack trace there which would let you skip the more complicated source-map usage.
Good luck!

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