Sleeping in action script 2 using getTimer() method - linux

How can I correctly perform something like sleep function using getTimer()? I need to do an action every 15 seconds. The code below doesn't work. I compile it with mtasc compiler on Linux.
class Tuto
{
static var lastMsg = 0;
static var msgInt = 15000;
static function main(mc)
{
if(getTimer() > lastMsg + msgInt)
{
trace("something");
lastMsg = getTimer();
}
}
}

The main instruction will be executed just once. You have to build some kind of loop or rely on the tick events sent by the player to execute your code continuously.
The basic options are:
while (true) { doSomething() }
this will execute forever, but remember that the flashplayer is single threaded so while that runs everything else will be frozen, UI and user inputs included. this is only "good" if you are building some heavy-processing tool that has no need of interacting with the user.
setInterval(doSomething, 15000)
this creates an interval that will call your function every X milliseconds. This is the simplest option and probably what you're looking for.
addEventListener(Event.ENTER_FRAME, doSomething)
this registers a listener for the ENTER_FRAME event of the Flash Player, which will be dispatched 30 times per second (by default). Inside that function you can check the current time with getTimer() and decide if it's time to execute your logic.

Related

CAPL code, putting delay in the code

I have a CAPL test code that controls the start of CAN signal sending. My goal is to delay the start of the sending process.
My idea to do this is via a setTimer() function in combination with isTimerActive().
In general my code looks the following:
main() {
CANstart();
function_2();
function_3();
}
CANstart() {
SetTimer(Delay, 5000); //Timer initialization, set to be 5000ms
while (isTimerActive()==1) {
// this while loop avoids that the code is proceding while the settimer exception is being called and executed
}
StartCANTransmitting(); // After this function, jump back to main and proceed with function_2
}
on timer Delay {
// Do nothing, just wait
}
The program code above lead to being stuck at that point, CANoe does not response and the only way I can end the simulation is via taskmanager.
Further examination from my side lead to the conclusion that the timer need more time to process and is not executed at all.
Without the isTimerActive() function, the program code does not wait for the timer to finish and there is no delay at all. Seems like the code runs through without waiting for the exception.
Seems like CAPL handles loops very bad.
I check out stackoverflow and the following forum posts talk about very similar issues that I have without offering any working solutions:
CAPL Programming usage of Timer as a delay
Are timers running, while loops are active?
Delay function in CAPL apart from testwaitfortimeout()
I see a great deal of issues with your code. It actually does not feel like code at all, but more like pseudo-code. Does it compile on your CAPL browser?
main() {
CANstart();
function_2();
function_3();
}
If this is a function declaration, then it is missing both a type and a return value. In addition, when are you expecting main() to be executed?
The same applies to:
CANstart()
Let us make a step back. You need to delay the beginning of can transmitting. If you need to do so because you have code outside CANalyzer/CANoe running, then I suggest you call the application via command line (refer to the guide for more help).
If you need, however, to have blocks running in your setup configuration, like a Replay block, a Loggin block or whatever, I suggest you to do the following:
variables {
/* define your variables here. You need to define all messages you want to send and respective signal values if not defaulted */
message 0x12345678 msg1; // refer to CAPL guide on how to define message type variables
msTimer delay;
msTimer msgClock1;
}
on start {
/* when you hit the start measurements button (default F9) */
setTimer(delay, 5000); // also note your syntax is wrong in the example
}
on timer delay {
/* when timer expires, start sending messages */
output(msg1); // send your message
setTimer(msgClock1,250); // set timer for cyclic message sending
}
on timer msgClock1 {
/* this mimicks the behaviour of a IG block */
setTimer(msgClock1,250); // keep sending message
output(msg1)
}
Does this achieve your goal? Please feel free to ask for more details.
It appears that you have a problem with the while (isTimerActive()==1) { statement.
CAPL function int isTimerActive requires the parameters timer or mstimer variable and return values
1, if the timer is active otherwise 0.
You can check if the timer is active and the time to elapse in the following way.
timer t;
write("Active? %d", isTimerActive(t)); // writes 0
setTimer(t, 5);
write("Active? %d", isTimerActive(t)); // writes 1
write("Time to elapse: %d",timeToElapse(t)); // Writes 5
try adding the parameter timer at while (isTimerActive(Delay)==1) {
I would not suggest using the while statement instead you can use the timer directly to call the function StartCANTransmitting() and your Main() should be MainTest()
void MainTest()
{
TestModuleTitle("Sample Tests");
TestModuleDescription("This test module calls some test cases to demonstrate ");
CANstart();
if (TestGetVerdictLastTestCase() == 1)
Write("CANstart failed.");
else
Write("CANstart passed.");
}
testcase CANstart() {
// add info block to test case in report
TestReportAddMiscInfoBlock("Used Test Parameters");
TestReportAddMiscInfo("Max. voltage", "19.5 V");
TestReportAddMiscInfo("Max. current", "560 mA");
TestReportAddMiscInfo("StartCANTransmitting");
SetTimer(Delay, 5000); //Timer initialization, set to be 5000ms
}
on timer Delay {
StartCANTransmitting();
}

Queue up javascript code in a single process

Lets say I have a bunch of tasks in an object, each with a date object. I was wondering if it's even possible to have tasks within the object be run within a single process and trigger when the date is called.
Here's an example:
var tasks = [
"when": "1501121620",
"what": function(){
console.log("hello world");
},
"when": "1501121625",
"what": function(){
console.log("hello world x2");
},
]
I'm fine with having these stored within a database and the what script being evaled from a string. I need a point in the right direction. I've never seen anything like this in the node world.
I'm thinking about using hotload and using the file system so I don't need to deal with databases.
Should I just look into setInterval or is there something out there that is more sophisticated? I know things like cron exist, the thing is I need all of these tasks to occur within an already existing running process. I need to be able to add a new task to the queue without ending the process.
To add a little context I need some way of queuing up socket.io .emit() functions.
Do not reinvent the wheel. Use cron package from npm. He is written pure on js (using second variant from bellow). So all of these tasks will occur within an already existing running process. For example your can create CronJob like this:
var CronJob = require('cron').CronJob;
var job = new CronJob(1421110908157);
job.addCallback(function() { /* some stuff to do */ });
In pure javascript you can do it only through setTimeout and setInterval methods. There are two variants:
1) Set interval callback, which will check your task queue and execute callbacks in appropriate time:
setInterval(function() {
for (var i = 0; ii = tasks.length; ++i) {
var task = tasks[i];
if (task.when*1000 < Date.now()) {
task.what();
tasks.splice(i,1);
--i;
}
};
}, 1000);
As you see accuracy of callback calling time will be dependent on interval time. Less interval time => more accuracy, but also more CPU usage.
2) Create wrapper around your tasks. So when you want to add new task you're calling some method addTask, that will be calling setTimeout with your task callback. Beware that maximum time for setTimeout is 2147483647ms (around 25 days). So if your time exceeds max time, you must set timeout on the maximum time with callback which will be set new timeout with remaining time. For example:
var MAX_TIME = 2147483647;
function addTask(task) {
if (task.when*1000 < MAX_TIME) {
setTimeout(task.what, task.when);
}
else {
task.when -= MAX_TIME/1000;
setTimeout(addTask.bind(null, task), MAX_TIME);
}
}

How to forcibly keep a Node.js process from terminating?

TL;DR
What is the best way to forcibly keep a Node.js process running, i.e., keep its event loop from running empty and hence keeping the process from terminating? The best solution I could come up with was this:
const SOME_HUGE_INTERVAL = 1 << 30;
setInterval(() => {}, SOME_HUGE_INTERVAL);
Which will keep an interval running without causing too much disturbance if you keep the interval period long enough.
Is there a better way to do it?
Long version of the question
I have a Node.js script using Edge.js to register a callback function so that it can be called from inside a DLL in .NET. This function will be called 1 time per second, sending a simple sequence number that should be printed to the console.
The Edge.js part is fine, everything is working. My only problem is that my Node.js process executes its script and after that it runs out of events to process. With its event loop empty, it just terminates, ignoring the fact that it should've kept running to be able to receive callbacks from the DLL.
My Node.js script:
var
edge = require('edge');
var foo = edge.func({
assemblyFile: 'cs.dll',
typeName: 'cs.MyClass',
methodName: 'Foo'
});
// The callback function that will be called from C# code:
function callback(sequence) {
console.info('Sequence:', sequence);
}
// Register for a callback:
foo({ callback: callback }, true);
// My hack to keep the process alive:
setInterval(function() {}, 60000);
My C# code (the DLL):
public class MyClass
{
Func<object, Task<object>> Callback;
void Bar()
{
int sequence = 1;
while (true)
{
Callback(sequence++);
Thread.Sleep(1000);
}
}
public async Task<object> Foo(dynamic input)
{
// Receives the callback function that will be used:
Callback = (Func<object, Task<object>>)input.callback;
// Starts a new thread that will call back periodically:
(new Thread(Bar)).Start();
return new object { };
}
}
The only solution I could come up with was to register a timer with a long interval to call an empty function just to keep the scheduler busy and avoid getting the event loop empty so that the process keeps running forever.
Is there any way to do this better than I did? I.e., keep the process running without having to use this kind of "hack"?
The simplest, least intrusive solution
I honestly think my approach is the least intrusive one:
setInterval(() => {}, 1 << 30);
This will set a harmless interval that will fire approximately once every 12 days, effectively doing nothing, but keeping the process running.
Originally, my solution used Number.POSITIVE_INFINITY as the period, so the timer would actually never fire, but this behavior was recently changed by the API and now it doesn't accept anything greater than 2147483647 (i.e., 2 ** 31 - 1). See docs here and here.
Comments on other solutions
For reference, here are the other two answers given so far:
Joe's (deleted since then, but perfectly valid):
require('net').createServer().listen();
Will create a "bogus listener", as he called it. A minor downside is that we'd allocate a port just for that.
Jacob's:
process.stdin.resume();
Or the equivalent:
process.stdin.on("data", () => {});
Puts stdin into "old" mode, a deprecated feature that is still present in Node.js for compatibility with scripts written prior to Node.js v0.10 (reference).
I'd advise against it. Not only it's deprecated, it also unnecessarily messes with stdin.
Use "old" Streams mode to listen for a standard input that will never come:
// Start reading from stdin so we don't exit.
process.stdin.resume();
Here is IFFE based on the accepted answer:
(function keepProcessRunning() {
setTimeout(keepProcessRunning, 1 << 30);
})();
and here is conditional exit:
let flag = true;
(function keepProcessRunning() {
setTimeout(() => flag && keepProcessRunning(), 1000);
})();
You could use a setTimeout(function() {""},1000000000000000000); command to keep your script alive without overload.
spin up a nice repl, node would do the same if it didn't receive an exit code anyway:
import("repl").then(repl=>
repl.start({prompt:"\x1b[31m"+process.versions.node+": \x1b[0m"}));
I'll throw another hack into the mix. Here's how to do it with Promise:
new Promise(_ => null);
Throw that at the bottom of your .js file and it should run forever.

execute a function parallely, while completing execution of rest of the code

I have a code snippet in nodejs like this:
in every 2 sec, foo() will be called.
function foo()
{
while (count < 10)
{
doSometing()
count ++;``
}
}
doSomething()
{
...
}
The limitation is, foo() has no callback.
How to make while loop execute and foo() completes without waiting for dosomething() to complete (call dosomething() and proceed), and dosomething() executes parallely?
I think, what you want is:
function foo()
{
while (count < 10)
{
process.nextTick(doSometing);
count ++;
}
}
process.nextTick will schedule the execution of doSometing on the next tick of the event loop. So, instead of switching immediately to doSometing this code will just schedule the execution and complete foo first.
You may also try setTimeout(doSometing,0) and setImmediate(doSometing). They'll allow I/O calls to occur before doSometing will be executed.
Passing arguments to doSomething
If you want to pass some parameters to doSomething, then it's best to ensure they'll be encapsulated and won't change before doSomething will be executed:
setTimeout(doSometing.bind(null,foo,bar),0);
In this case doSometing will be called with correct arguments even if foo and bar will be changed or deleted. But this won't work in case if foo is an object and you changes one of its properties.
What the alternatives are?
If you want doSomething to be executed in parallel (not just asynchronous, but actually in parallel), then you may be interested in some job-processing solution. I recommend you to look at kickq:
var kickq = require('kickq');
kickq.process('some_job', function (jobItem, data, cb) {
doSomething(data);
cb();
});
// ...
function foo()
{
while (count < 10)
{
kickq.create('some_job', data);
count ++;
}
}
kickq.process will create a separate process for processing your jobs. So, kickq.create will just register the job to be processed.
kickq uses redis to queue jobs and it won't work without it.
Using node.js build-in modules
Another alternative is building your own job-processor using Child Process. The resulting code may look something like this:
var fork = require('child_process').fork,
child = fork(__dirname + '/do-something.js');
// ...
function foo()
{
while (count < 10)
{
child.send(data);
count ++;
}
}
do-something.js here is a separate .js file with doSomething logic:
process.on('message', doSomething);
The actual code may be more complicated.
Things you should be aware of
Node.js is single-threaded, so it executes only one function at a time. It also can't utilize more then one CPU.
Node.js is asynchronous, so it's capable of processing multiple functions at once by switching between them. It's really efficient when dealing with functions with lots of I/O calls, because it's newer blocks. So, when one function waits for the response from DB, another function is executed. But node.js is not a good choice for blocking tasks with heavy CPU utilization.
It's possible to do real parallel calculations in node.js using modules like child_process and cluster. child_process allows you to start a new node.js process. It also creates a communication channel between parent and child processes. Cluster allows you to run a cluster of identical processes. It's really handy when you're dealing with http requests, because cluster can distribute them randomly between workers. So, it's possible to create a cluster of workers processing your data in parallel, though generally node.js is single-threaded.

How to optimize tests validating asynchronous code?

We are developing a WPF application using TDD. As we're already working on this solution for almost two years, we've written a huge bunch of tests (almost 2000 Unittests right now).
There are some classes, that need to implement functionality multithreaded and asynchronously. For example a communication-component that can both send and receive messages and parse them. The dependencies are always mocked using RhinoMocks.
Our Test-Methods targeting these classes look very similar, as following:
[TestMethod]
public void Method_Description_ExpectedResult(){
// Arrange
var myStub = MockRepository.GenerateStub<IMyStub>();
var target = new MyAsynchronousClass(myStub);
// Act
var target.Send("Foo");
Thread.Sleep(200);
//Assert
myStub.AssertWasCalled(x => x.Bar("Foo"));
}
As you can see, this test runs at least for 200 ms due to the Thread.Sleep(). We optimized the test replacing the AssertWasCalled with a active polling method, s.th. like this:
public static bool True(Func<bool> condition, int times, int waitTime)
{
for (var i = 0; i < times; i++)
{
if (condition())
return true;
Thread.Sleep(waitTime);
}
return condition();
}
We can now use this WaitFor.True(...) Method by changing the AssertWasCalled to:
var fooTriggered = false;
myStub.Stub(x => x.Bar("Foo")).Do((Action)(() => fooTriggered = true)));
WaitFor.True(() => fooTriggered, 20, 20);
Assert.IsTrue(fooTriggered);
This construct will terminate earlier if the condition matches, but anyway - this takes too long for us. Running all of our 2000 Tests need about 5 Minutes (building and running them).
Is there any smart trick how we could optimize code like this?
You can use a monitor. I'm making this up so please excuse me if it isn't quite compiling, but it'll look something like:
[TestMethod]
public void Method_Description_ExpectedResult(){
// Arrange
var waitingRoom = new object();
var myStub = MockRepository.GenerateStub<IMyStub>();
myStub.Setup(x => x.Bar("Foo")).Callback(x =>
{
Monitor.Enter(waitingRoom);
Monitor.Pulse(waitingRoom);
Monitor.Exit(waitingRoom);
}
var target = new MyAsynchronousClass(myStub);
// Act
Monitor.Enter(waitingRoom);
target.Send("Foo");
Monitor.Wait(waitingRoom);
Monitor.Exit(waitingRoom);
//Assert
myStub.AssertWasCalled(x => x.Bar("Foo"));
}
Code written within the Monitor can't run until it's free. The test will cause the acting thread to wait until Monitor.Wait has been called. Then the callback can enter and pulse the Monitor. The test then "wakes up", and once the callback has exited the monitor, it gets control back and exits too, allowing you to Assert.
The only thing I haven't covered is that if Bar("Foo") doesn't get called it will hang, so you might want to have a timer pulse the thread too.
You can create a class which does the complex monitoring bits for you if you use it a lot. This is one I wrote to deal with asynchronous checks in UI automation; adapting it for what you're doing might help you.

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