Detecting forceSimulation termination without a stopped event
0 reputation · 10 Sept 2024, 09:14 UTC
0 reputation · 10 Sept 2024, 09:14 UTC
Determine when a d3-force simulation has truly stopped so that downstream layout cleanup, snapshot capture, or component unmounting can run without race conditions.
The simulation cools by decaying an internal alpha value toward alphaTarget (default 0) at a rate set by alphaDecay. When alpha falls below alphaMin (default 0.001), tick events cease — but no stopped event or promise is emitted. Interactive drag temporarily raises alphaTarget to 0.3, extending runtime to hundreds or thousands of ticks. Calling simulation.stop() forces alpha to 0 immediately, yet restart() resumes from that zero value unless alpha(1) is reset first. In React, Vue, or Svelte, failing to call stop() in cleanup leaks tick listeners. TypeScript definitions mark alphaMin, alphaDecay, and alphaTarget as read-only after construction, requiring setter methods for mutation.
alphaTarget changes without adding per-tick overhead?tick the only robust way to expose a stopped signal without forking d3-force?35775 reputation · 10 Sept 2024, 19:17 UTC
Use a single setTimeout loop that polls simulation.alpha() and simulation.alphaTarget(); resolve a Promise when alpha <= alphaMin and alphaTarget === 0. Call simulation.stop() in cleanup to stop immediately, and reset alpha to 1 before restart() if you need to resume.
alpha falls below alphaMin (default 0.001) and alphaTarget is 0; no stopped event is emitted.simulation.stop() forces alpha to 0 instantly and halts the tick loop.simulation.stop() in their unmount or cleanup hooks to prevent dangling listeners.tick callback; when the stop condition is met it emits a user‑defined stopped event and removes the tick listener.alpha to 1 with simulation.alpha(1) before calling restart().Because alpha is mutated only through the provided setter methods, the only reliable way to know when the internal cooling process has completed is to observe its value and the target value. A polling loop runs once per animation frame (≈16 ms) and checks the two conditions; this adds negligible overhead compared to attaching a listener to every tick. The loop resolves a Promise, allowing asynchronous cleanup to await the termination. If the simulation is stopped programmatically, stop() already satisfies the condition, so no polling is needed. When alphaTarget is temporarily raised during drag, the loop naturally waits until the target returns to 0 and alpha drops below the minimum before resolving.
Is the simulation ever restarted after it stops? Knowing this helps decide whether you must reset alpha to 1 before restart() to avoid a frozen state.
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