Your problem can be simplified to:
/*1.*/ var fourmTabs = [];
/*2.*/ chrome.tabs.query({}, function(tabs) {
/*3.*/ fourmTabs[0] = tabs[0];
/*4.*/ });
/*5.*/ console.log(fourmTabs[0]);
You expect that the fourmTabs
array is updated (by line 3) when line 5 is reached.
That is wrong, because the chrome.tabs.query
method is asynchronous.
In an attempt to make you understand the significance of the asynchronous aspect, I show a code snippet with the same structure as your code and a story.
/*1.*/ var rope = null;
/*2.*/ requestRope(function(receivedRope) {
/*3.*/ rope = receivedRope;
/*4.*/ });
/*5.*/ grab(rope);
- At line 1, the presence of a rope is announced.
- At lines 2-4, a callback function is created, which ought to be called by the
requestRope
function.
- At line 5, you're going to grab the rope via the
grab
function.
When requestRope
is implemented synchronously, there's no problem:
You: "Hi, I want a rope. Please throw the rope"call the callback function" when you've got one."
She: "Sure." throws rope
You: Jumps and grabs rope - You manage to get at the other side, alive.
When requestRope
is implemented asynchronously, you may have a problem if you treat it as synchronous:
You: "Please throw a rope at me."
She: "Sure. Let's have a look..."
You: Jumps and attempts to grab rope Because there's no rope, you fall and die.
She: Throws rope Too late, of course.
Now you've seen the difference between an asynchronously and synchronously implemented function, let's solve your original question:
var fourmTabs = new Array();
chrome.tabs.query({}, function (tabs) {
for (var i = 0; i < tabs.length; i++) {
fourmTabs[i] = tabs[i];
}
// Moved code inside the callback handler
for (var i = 0; i < fourmTabs.length; i++) {
if (fourmTabs[i] != null)
window.console.log(fourmTabs[i].url);
else {
window.console.log("??" + i);
}
}
});
// <moved code inside callback function of chrome.tabs.query>
With breakpoints, your code works, because by the time that the second part of the code is reached, the callback has already been called.
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