It's true that JavaScript is (now) specified to have only a single active thread per realm (roughly: a global environment and its contents).¹ But I wouldn't call it "single-threaded;" you can have multiple threads via workers. They do not share a common global environment, which makes it dramatically easier to reason about code and not worry about the values of variables changing out from under you unexpectedly, but they can communicate via messaging and even access shared memory (with all the complications that brings, including the values of shared memory slots changing out from under you unexpectedly).
But running on a single thread and having asynchronous callbacks are not at all in conflict. A JavaScript thread works on the basis of a job queue that jobs get added to. A job is a unit of code that runs to completion (no other code in the realm can run until it does). When that unit of code is done running to completion, the thread picks up the next job from the queue and runs that. One job cannot interrupt another job. Jobs running on the main thread (the UI thread in browsers) cannot be suspended in the middle (mostly²), though jobs on worker threads can be (via Atomics.wait
). If a job is suspended, no other job in the realm will run until that job is resumed and completed.
So for instance, consider:
console.log("one");
setTimeout(function() {
console.log("three");
}, 10);
console.log("two");
When you run that, you see
one
two
three
in the console. Here's what happened:
- A job for the main script execution was added to the job queue
- The main JavaScript thread for the browser picked up that job
- It ran the first
console.log
, setTimeout
, and last console.log
- The job terminated
- The main JavaScript thread idled for a bit
- The browser's timer mechanism determined that it was time for that
setTimeout
callback to run and added a job to the job queue to run it
- The main JavaScript thread picked up that job and ran that final
console.log
If the main JavaScript thread were tied up (for instance, while (true);
), jobs would just pile up in the queue and never get processed, because that job never completes.
¹ The JavaScript specification was silent on the topic of threading until fairly recently. Browsers and Node.js used a single-active-thread-per-realm model (mostly), but some much less common environments didn't. I vaguely recall an early fork of V8 (the JavaScript engine in Chromium-based browsers and Node.js) that added multiple threading, but it never went anywhere. The Java virtual machine can run JavaScript code via its scripting support, and that code is multi-threaded (or at least it was with the Rhino engine; I have no ideal whether Narwhal changes that), but again that's quite niche.
² "A job is a unit of code that runs to completion." and "Jobs running on th emain thread...cannot be suspended in the middle..." Two caveats here:
alert
, confirm
, and prompt
— those 90's synchronous user interactions — suspend a job on the main UI thread while waiting on the user. This is antiquated behavior that's grandfathered in (and is being at least partially phased out).
Naturally, the host process — browser, etc. — can terminate the entire environment a job is running in while the job is running. For instance, when a web page becomes "unresponsive," the browser can kill it. But that's not just the job, it's the entire environment the job was running in.