I have researched a lot, mostly in SO, about setTimeout
being "not blocking", and so being not suitable to be used inside a for loop, since the loop keeps going on and one while the function calls keep building up.
I have an HTML file which documents an image processing algorithm, so I want to display the active pixels "walking" in a "human-readable" speed. The implementation I tried and does not work is the following:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
</head>
<body onload="run();">
<canvas id="Canvas" width=501 height=601></canvas>
<script>
function run() {
reevaluate();
};
var fixedcenteri;
var fixedcenterj;
function reevaluate() {
var altura_imagem = 50;
var largura_imagem = 40;
for (var i = 0; i < altura_imagem; i++) {
for (var j = 0; j < largura_imagem; j++) {
fixedcenteri = i;
fixedcenterj = j;
setTimeout(draw, 100);
// if I uncomment this I can see what I want, but...
// alert(i+j);
};
};
};
function draw () {
var elem = document.getElementById('Canvas');
var cx = elem.getContext('2d');
w = elem.width;
h = elem.height;
cx.fillStyle = "white";
cx.fillRect(0,0,w,h);
cx.fillStyle = 'blue';
cx.fillRect(fixedcenteri, fixedcenterj, 10, 10);
}
</script>
</body>
</html>