JavaScript stopwatch being slower than expected - javascript

In my quest to become a JavaScript developer and as an F1 fan, I had to make a stopwatch, to track reaction time. The problem I stumbled upon, and it seems to be the case in many tutorials I've seen, is that you can't really be millisecond exact.
What I mean is, when I try to set an Interval for every 10 milliseconds, it works perfectly, but if I try to set an Interval for 1 millisecond, 1 second on my page is like 5 seconds in real life.
let clock = document.querySelector('.timer')
let interval = null;
let milliseconds = 0;
let seconds =0;
window.addEventListener('click', () => {
interval = setInterval(startClock,10)
})
document.addEventListener('keyup', event => {
if (event.code === 'Space') {
clearInterval(interval);
setTimeout(()=>{
alert(`${seconds}:${milliseconds}`);
},50)
}
})
function startClock(){
milliseconds += 10;
if(milliseconds==1000){
milliseconds = 0;
seconds++;
}
let sec = seconds.toString();
let ms = milliseconds.toString();
if(seconds<10){
sec = `0${seconds}`;
}
if(milliseconds<100){
ms = `0${milliseconds}`;
}
clock.innerHTML =`${sec}:${ms}`;
}
p{
color: rgb(25, 25, 25);
font-size: 170px;
height: 120px;
font-weight: bold;
}
<p class="timer">00:000</p>

for every 10 milliseconds, it works perfect
Even then it's not reliable. It can drift over time, it can be delayed by anything blocking the UI even for the briefest of moments, etc.
Taking a step back... Do you really need your UI clock to display every individual millisecond? Are you observing the results 1,000 times per second? Motion pictures update a couple dozen times per second and we perceive them as fluid continuous motion. What human needs to see 1,000 distinct numbers per second?
Instead, have your clock update the UI at regular intervals (if every 10ms is working for you then that's reasonable, every 50ms would probably be reasonable too) to show the current time. You don't need to create a stopwatch to measure time, the computer is already measuring time and you can query that measurement whenever you like, as often as you like.
All your "stopwatch" needs to do is know when it started and it can always calculate the elapsed milliseconds since then.
You can perhaps try to mimic the more random look and feel of a quickly-ticking millisecond timer by making the intervals an odd number, like 27ms or 41ms.
For example:
let clock = document.querySelector('.timer')
let interval = null;
let startTime = null;
window.addEventListener('click', () => {
startTime = new Date();
interval = setInterval(clockTick, 42)
})
function clockTick(){
let diff = new Date().getTime() - startTime.getTime();
clock.innerHTML =`${Math.floor(diff / 1000)}:${`${diff % 1000}`.padStart(3, "0")}`;
}
p{
color: rgb(25, 25, 25);
font-size: 170px;
height: 120px;
font-weight: bold;
}
<p class="timer">00:000</p>

Since you can't guarantee how long the code inside the interval will take to run, it's better to use the Date api. Instead of relying on the interval, you could run a loop that constantly calculates the ms between now and the start.
Here's an example of this concept:
// assume this runs when the stopwatch starts
let startTime = new Date().getTime()
// this should stop when the user stops the timer, but I'm using a for loop
// for the example
for(let i = 0; i < 100; i++) {
let now = new Date().getTime()
console.log("ms elapsed: " + (now - startTime))
}
Now it doesn't matter how fast the code is; it should always be accurate.

Javascript is single-threaded, which means it can only run one task at a time, blocking everything else.
That's why the browser stops working if you do while(true) {}. You can't scroll, click, and all animations stop while the loop runs.
Instead, I would suggest to use requestForAnimationFrame, so the timer only updates when the screen does a repaint (60, 120, 144 or whatever Hz your monitor has).
My timer stops when you click a second time.
const timerEl = document.getElementById('timer');
var startTime = 0, animationId = 0;
const toggleTimer = () => {
if (startTime == 0) {
startTime = new Date().getTime();
startTimer();
} else {
stopTimer();
updateTimerElement(new Date().getTime());
startTime = 0;
}
}
const startTimer = () => {
updateTimerElement(new Date().getTime());
animationId = requestAnimationFrame(startTimer);
}
const stopTimer = () => {
cancelAnimationFrame(animationId);
}
const updateTimerElement = (currentTime) => {
let passedTime = currentTime - startTime;
const MINUTE = 1000 * 60;
const SECOND = 1000;
let min = Math.floor(passedTime / MINUTE);
passedTime = passedTime - min * MINUTE;
let sec = Math.floor(passedTime / SECOND);
let ms = passedTime - sec * SECOND;
timerEl.innerText = `${addPadding(min)}:${addPadding(sec)}:${addPadding(ms, 3)}`;
}
const addPadding = (number, pad = 2) => {
return String(number).padStart(pad, '0');
}
document.addEventListener('mouseup', () => { toggleTimer() })
body {
display: flex;
justify-content: center;
align-items: center;
min-height: 100vh;
padding: 0;
}
#timer {
font-size: 40vh;
font-weight: bold;
}
<div id="timer">00:00:000</div>

Related

SetInterval not completly accurate [duplicate]

I need to create a simple but accurate timer.
This is my code:
var seconds = 0;
setInterval(function() {
timer.innerHTML = seconds++;
}, 1000);
After exactly 3600 seconds, it prints about 3500 seconds.
Why is it not accurate?
How can I create an accurate timer?
Why is it not accurate?
Because you are using setTimeout() or setInterval(). They cannot be trusted, there are no accuracy guarantees for them. They are allowed to lag arbitrarily, and they do not keep a constant pace but tend to drift (as you have observed).
How can I create an accurate timer?
Use the Date object instead to get the (millisecond-)accurate, current time. Then base your logic on the current time value, instead of counting how often your callback has been executed.
For a simple timer or clock, keep track of the time difference explicitly:
var start = Date.now();
setInterval(function() {
var delta = Date.now() - start; // milliseconds elapsed since start
…
output(Math.floor(delta / 1000)); // in seconds
// alternatively just show wall clock time:
output(new Date().toUTCString());
}, 1000); // update about every second
Now, that has the problem of possibly jumping values. When the interval lags a bit and executes your callback after 990, 1993, 2996, 3999, 5002 milliseconds, you will see the second count 0, 1, 2, 3, 5 (!). So it would be advisable to update more often, like about every 100ms, to avoid such jumps.
However, sometimes you really need a steady interval executing your callbacks without drifting. This requires a bit more advanced strategy (and code), though it pays out well (and registers less timeouts). Those are known as self-adjusting timers. Here the exact delay for each of the repeated timeouts is adapted to the actually elapsed time, compared to the expected intervals:
var interval = 1000; // ms
var expected = Date.now() + interval;
setTimeout(step, interval);
function step() {
var dt = Date.now() - expected; // the drift (positive for overshooting)
if (dt > interval) {
// something really bad happened. Maybe the browser (tab) was inactive?
// possibly special handling to avoid futile "catch up" run
}
… // do what is to be done
expected += interval;
setTimeout(step, Math.max(0, interval - dt)); // take into account drift
}
I'ma just build on Bergi's answer (specifically the second part) a little bit because I really liked the way it was done, but I want the option to stop the timer once it starts (like clearInterval() almost). Sooo... I've wrapped it up into a constructor function so we can do 'objecty' things with it.
1. Constructor
Alright, so you copy/paste that...
/**
* Self-adjusting interval to account for drifting
*
* #param {function} workFunc Callback containing the work to be done
* for each interval
* #param {int} interval Interval speed (in milliseconds)
* #param {function} errorFunc (Optional) Callback to run if the drift
* exceeds interval
*/
function AdjustingInterval(workFunc, interval, errorFunc) {
var that = this;
var expected, timeout;
this.interval = interval;
this.start = function() {
expected = Date.now() + this.interval;
timeout = setTimeout(step, this.interval);
}
this.stop = function() {
clearTimeout(timeout);
}
function step() {
var drift = Date.now() - expected;
if (drift > that.interval) {
// You could have some default stuff here too...
if (errorFunc) errorFunc();
}
workFunc();
expected += that.interval;
timeout = setTimeout(step, Math.max(0, that.interval-drift));
}
}
2. Instantiate
Tell it what to do and all that...
// For testing purposes, we'll just increment
// this and send it out to the console.
var justSomeNumber = 0;
// Define the work to be done
var doWork = function() {
console.log(++justSomeNumber);
};
// Define what to do if something goes wrong
var doError = function() {
console.warn('The drift exceeded the interval.');
};
// (The third argument is optional)
var ticker = new AdjustingInterval(doWork, 1000, doError);
3. Then do... stuff
// You can start or stop your timer at will
ticker.start();
ticker.stop();
// You can also change the interval while it's in progress
ticker.interval = 99;
I mean, it works for me anyway. If there's a better way, lemme know.
Bergi's answer pinpoints exactly why the timer from the question is not accurate. Here's my take on a simple JS timer with start, stop, reset and getTime methods:
class Timer {
constructor () {
this.isRunning = false;
this.startTime = 0;
this.overallTime = 0;
}
_getTimeElapsedSinceLastStart () {
if (!this.startTime) {
return 0;
}
return Date.now() - this.startTime;
}
start () {
if (this.isRunning) {
return console.error('Timer is already running');
}
this.isRunning = true;
this.startTime = Date.now();
}
stop () {
if (!this.isRunning) {
return console.error('Timer is already stopped');
}
this.isRunning = false;
this.overallTime = this.overallTime + this._getTimeElapsedSinceLastStart();
}
reset () {
this.overallTime = 0;
if (this.isRunning) {
this.startTime = Date.now();
return;
}
this.startTime = 0;
}
getTime () {
if (!this.startTime) {
return 0;
}
if (this.isRunning) {
return this.overallTime + this._getTimeElapsedSinceLastStart();
}
return this.overallTime;
}
}
const timer = new Timer();
timer.start();
setInterval(() => {
const timeInSeconds = Math.round(timer.getTime() / 1000);
document.getElementById('time').innerText = timeInSeconds;
}, 100)
<p>Elapsed time: <span id="time">0</span>s</p>
The snippet also includes a solution for your problem. So instead of incrementing seconds variable every 1000ms interval, we just start the timer and then every 100ms* we just read elapsed time from the timer and update the view accordingly.
* - makes it more accurate than 1000ms
To make your timer more accurate, you would have to round
Most of the timers in the answers here will linger behind the expected time because they set the "expected" value to the ideal and only account for the delay that the browser introduced before that point. This is fine if you just need accurate intervals, but if you are timing relative to other events then you will (nearly) always have this delay.
To correct it, you can keep track of the drift history and use it to predict future drift. By adding a secondary adjustment with this preemptive correction, the variance in the drift centers around the target time. For example, if you're always getting a drift of 20 to 40ms, this adjustment would shift it to -10 to +10ms around the target time.
Building on Bergi's answer, I've used a rolling median for my prediction algorithm. Taking just 10 samples with this method makes a reasonable difference.
var interval = 200; // ms
var expected = Date.now() + interval;
var drift_history = [];
var drift_history_samples = 10;
var drift_correction = 0;
function calc_drift(arr){
// Calculate drift correction.
/*
In this example I've used a simple median.
You can use other methods, but it's important not to use an average.
If the user switches tabs and back, an average would put far too much
weight on the outlier.
*/
var values = arr.concat(); // copy array so it isn't mutated
values.sort(function(a,b){
return a-b;
});
if(values.length ===0) return 0;
var half = Math.floor(values.length / 2);
if (values.length % 2) return values[half];
var median = (values[half - 1] + values[half]) / 2.0;
return median;
}
setTimeout(step, interval);
function step() {
var dt = Date.now() - expected; // the drift (positive for overshooting)
if (dt > interval) {
// something really bad happened. Maybe the browser (tab) was inactive?
// possibly special handling to avoid futile "catch up" run
}
// do what is to be done
// don't update the history for exceptionally large values
if (dt <= interval) {
// sample drift amount to history after removing current correction
// (add to remove because the correction is applied by subtraction)
drift_history.push(dt + drift_correction);
// predict new drift correction
drift_correction = calc_drift(drift_history);
// cap and refresh samples
if (drift_history.length >= drift_history_samples) {
drift_history.shift();
}
}
expected += interval;
// take into account drift with prediction
setTimeout(step, Math.max(0, interval - dt - drift_correction));
}
I agree with Bergi on using Date, but his solution was a bit of overkill for my use. I simply wanted my animated clock (digital and analog SVGs) to update on the second and not overrun or under run creating obvious jumps in the clock updates. Here is the snippet of code I put in my clock update functions:
var milliseconds = now.getMilliseconds();
var newTimeout = 1000 - milliseconds;
this.timeoutVariable = setTimeout((function(thisObj) { return function() { thisObj.update(); } })(this), newTimeout);
It simply calculates the delta time to the next even second, and sets the timeout to that delta. This syncs all of my clock objects to the second. Hope this is helpful.
Here's a solution that pauses when the window is hidden, and can be cancelled with an abort controller.
function animationInterval(ms, signal, callback) {
const start = document.timeline.currentTime;
function frame(time) {
if (signal.aborted) return;
callback(time);
scheduleFrame(time);
}
function scheduleFrame(time) {
const elapsed = time - start;
const roundedElapsed = Math.round(elapsed / ms) * ms;
const targetNext = start + roundedElapsed + ms;
const delay = targetNext - performance.now();
setTimeout(() => requestAnimationFrame(frame), delay);
}
scheduleFrame(start);
}
Usage:
const controller = new AbortController();
// Create an animation callback every second:
animationInterval(1000, controller.signal, time => {
console.log('tick!', time);
});
// And stop it sometime later:
controller.abort();
Modern, Fully Programmable Timer
This timer takes a frequency in Hertz, and a callback that can take up to four arguments, the current frame index, the current time, the time that the current frame would have ideally occurred at, and a reference to the timer instance (so the caller and callback can both access its methods).
Note: All times are based on performance.now, and are relative to the moment that the page loaded.
Timer instances have three API methods:
stop: Takes no args. Kills the timer immediately (and permanently).
Returns the frame index for the next frame (the cancelled frame).
adapt: Takes a frequency in Hertz and adapts the timer to it, beginning
from the next frame. Returns the implied interval in milliseconds.
redefine: Takes a new callback function. Swaps it with the current
callback. Effects the next frame. Returns undefined.
Note: The tick method passes this around explicitly (as self) to work around the problem of this referencing window when the tick method is invoked via setTimeout.
class ProgrammableTimer {
constructor(hertz, callback) {
this.target = performance.now(); // target time for the next frame
this.interval = 1 / hertz * 1000; // the milliseconds between ticks
this.callback = callback;
this.stopped = false;
this.frame = 0;
this.tick(this);
}
tick(self) {
if (self.stopped) return;
const currentTime = performance.now();
const currentTarget = self.target;
const currentInterval = (self.target += self.interval) - currentTime;
setTimeout(self.tick, currentInterval, self);
self.callback(self.frame++, currentTime, currentTarget, self);
}
stop() { this.stopped = true; return this.frame }
adapt(hertz) { return this.interval = 1 / hertz * 1000 }
redefine(replacement) { this.callback = replacement }
}
Doesn't get much more accurate than this.
var seconds = new Date().getTime(), last = seconds,
intrvl = setInterval(function() {
var now = new Date().getTime();
if(now - last > 5){
if(confirm("Delay registered, terminate?")){
clearInterval(intrvl);
return;
}
}
last = now;
timer.innerHTML = now - seconds;
}, 333);
As to why it is not accurate, I would guess that the machine is busy doing other things, slowing down a little on each iteration adds up, as you see.
This is an old question but figured I'd share some code I use sometimes:
function Timer(func, delay, repeat, runAtStart)
{
this.func = func;
this.delay = delay;
this.repeat = repeat || 0;
this.runAtStart = runAtStart;
this.count = 0;
this.startTime = performance.now();
if (this.runAtStart)
this.tick();
else
{
var _this = this;
this.timeout = window.setTimeout( function(){ _this.tick(); }, this.delay);
}
}
Timer.prototype.tick = function()
{
this.func();
this.count++;
if (this.repeat === -1 || (this.repeat > 0 && this.count < this.repeat) )
{
var adjustedDelay = Math.max( 1, this.startTime + ( (this.count+(this.runAtStart ? 2 : 1)) * this.delay ) - performance.now() );
var _this = this;
this.timeout = window.setTimeout( function(){ _this.tick(); }, adjustedDelay);
}
}
Timer.prototype.stop = function()
{
window.clearTimeout(this.timeout);
}
Example:
time = 0;
this.gameTimer = new Timer( function() { time++; }, 1000, -1);
Self-corrects the setTimeout, can run it X number of times (-1 for infinite), can start running instantaneously, and has a counter if you ever need to see how many times the func() has been run. Comes in handy.
Edit: Note, this doesn't do any input checking (like if delay and repeat are the correct type. And you'd probably want to add some kind of get/set function if you wanted to get the count or change the repeat value.
One of my simplest implementations is down below. It can even survive page reloads. :-
Code pen: https://codepen.io/shivabhusal/pen/abvmgaV
$(function() {
var TTimer = {
startedTime: new Date(),
restoredFromSession: false,
started: false,
minutes: 0,
seconds: 0,
tick: function tick() {
// Since setInterval is not reliable in inactive windows/tabs we are using date diff.
var diffInSeconds = Math.floor((new Date() - this.startedTime) / 1000);
this.minutes = Math.floor(diffInSeconds / 60);
this.seconds = diffInSeconds - this.minutes * 60;
this.render();
this.updateSession();
},
utilities: {
pad: function pad(number) {
return number < 10 ? '0' + number : number;
}
},
container: function container() {
return $(document);
},
render: function render() {
this.container().find('#timer-minutes').text(this.utilities.pad(this.minutes));
this.container().find('#timer-seconds').text(this.utilities.pad(this.seconds));
},
updateSession: function updateSession() {
sessionStorage.setItem('timerStartedTime', this.startedTime);
},
clearSession: function clearSession() {
sessionStorage.removeItem('timerStartedTime');
},
restoreFromSession: function restoreFromSession() {
// Using sessionsStorage to make the timer persistent
if (typeof Storage == "undefined") {
console.log('No sessionStorage Support');
return;
}
if (sessionStorage.getItem('timerStartedTime') !== null) {
this.restoredFromSession = true;
this.startedTime = new Date(sessionStorage.getItem('timerStartedTime'));
}
},
start: function start() {
this.restoreFromSession();
this.stop();
this.started = true;
this.tick();
this.timerId = setInterval(this.tick.bind(this), 1000);
},
stop: function stop() {
this.started = false;
clearInterval(this.timerId);
this.render();
}
};
TTimer.start();
});
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/1.12.4/jquery.min.js"></script>
<h1>
<span id="timer-minutes">00</span> :
<span id="timer-seconds">00</span>
</h1>
Inspired by Bergi's answer I created the following complete non drifting timer. What I wanted was a way to set a timer, stop it, and do this simply.
var perfectTimer = { // Set of functions designed to create nearly perfect timers that do not drift
timers: {}, // An object of timers by ID
nextID: 0, // Next available timer reference ID
set: (callback, interval) => { // Set a timer
var expected = Date.now() + interval; // Expected currect time when timeout fires
var ID = perfectTimer.nextID++; // Create reference to timer
function step() { // Adjusts the timeout to account for any drift since last timeout
callback(); // Call the callback
var dt = Date.now() - expected; // The drift (ms) (positive for overshooting) comparing the expected time to the current time
expected += interval; // Set the next expected currect time when timeout fires
perfectTimer.timers[ID] = setTimeout(step, Math.max(0, interval - dt)); // Take into account drift
}
perfectTimer.timers[ID] = setTimeout(step, interval); // Return reference to timer
return ID;
},
clear: (ID) => { // Clear & delete a timer by ID reference
if (perfectTimer.timers[ID] != undefined) { // Preventing errors when trying to clear a timer that no longer exists
console.log('clear timer:', ID);
console.log('timers before:', perfectTimer.timers);
clearTimeout(perfectTimer.timers[ID]); // Clear timer
delete perfectTimer.timers[ID]; // Delete timer reference
console.log('timers after:', perfectTimer.timers);
}
}
}
// Below are some tests
var timerOne = perfectTimer.set(() => {
console.log(new Date().toString(), Date.now(), 'timerOne', timerOne);
}, 1000);
console.log(timerOne);
setTimeout(() => {
perfectTimer.clear(timerOne);
}, 5000)
var timerTwo = perfectTimer.set(() => {
console.log(new Date().toString(), Date.now(), 'timerTwo', timerTwo);
}, 1000);
console.log(timerTwo);
setTimeout(() => {
perfectTimer.clear(timerTwo);
}, 8000)
driftless is a drop-in replacement for setInterval that mitigates drift. Makes life easy, import the npm package, then use it like setInterval / setTimeout:
setDriftlessInterval(() => {
this.counter--;
}, 1000);
setDriftlessInterval(() => {
this.refreshBounds();
}, 20000);
you can use a function called setTimeout that we can use to set the countdown.
Firstly, create a javascript snippet and add it to your page as follows;
var remainingTime = 30;
var elem = document.getElementById('countdown_div');
var timer = setInterval(countdown, 1000); //set the countdown to every second
function countdown() {
if (remainingTime == -1) {
clearTimeout(timer);
doSomething();
} else {
elem.innerHTML = remainingTime + ' left';
remainingTime--; //we subtract the second each iteration
}
}
Source + more details -> https://www.growthsnippets.com/30-second-countdown-timer-javascript/
Many of these answers here are great, but they typically their code examples are pages and pages of code (the good ones even have instructions on the best way to copy/paste it all). I just wanted to understand this problem with a very simple example.
Working Demo
var lastpause = 0;
var totaltime = 0;
function goFunction(e) {
if(this.innerText == 'Off - Timer Not Going') {
this.innerText = 'On - Timer Going';
} else {
totaltime += Date.now() - lastpause;
this.innerText = 'Off - Timer Not Going';
}
lastpause = Date.now();
document.getElementById('count').innerText = totaltime + ' milliseconds.';
}
document.getElementById('button').addEventListener('click', goFunction);
<button id="button">Off - Timer Not Going</button> <br>
Seconds: <span id="count">0 milliseconds.</span>
Explanation of Demo
totaltime — This is the total time calculated.
lastpause — This is the only real temporary variable we have. Whenever someone hits pause, we set lastpause to Date.now(). When someone unpauses, and re-pauses again, we calculate the time diff of Date.now() subtracted from the last pause.
We only need those two variables: Our total and the last time we stopped the timer. The other answers seem to use this approach, but I wanted a compact explanation.
I gave up building my own and ended up using this neat library.

Why isn't my throttled requestAnimationFrame running 60FPS on my 144hz monitor? [duplicate]

This question already has an answer here:
Canvas is drawing with inconsistent speed (requestAnimationFrame)
(1 answer)
Closed 11 months ago.
I want to make my requestAnimationFrame run 60FPS regardless of monitors refresh rate so the game would run at the same speed on every monitor.
Although it seems to work, when I try using chrome DevTools performance tab I can see the FPS being like -> 48, 72, 48, 72....
Here is my throttled version of rAF
let start;
let elapsed;
function startAnimating(timestamp) {
const fpsInterval = 1000 / 60;
if (start === undefined) {
start = timestamp
}
elapsed = timestamp - start;
if (elapsed >= fpsInterval) {
start = timestamp - (elapsed % fpsInterval);
move();
}
requestAnimationFrame(startAnimating);
}
The TL;DR is, requestAnimationFrame() runs whenever it feels like. You can't really throttle it. If you want to try to do that, you should use setTimeout() or setInternal() instead. They'll be called closer to your throttled rate, usually +/- 4ms.
Or you can do what you're doing, which is throttle when you take action, if you want. You'll see in DevTools whatever requestAnimationFrame() is being called at, but your function would only do the move() at 60FPS, or whatever rate best lines up with it. Though, this can create some clunkiness, since you may end up with much slower effective FPSthan what you want, if the intervals between each call by requestAnimationFrame() don't line up well with your target FPS.
Usually a better approach is instead scale all of your changes, such as movement, by the delta of your time since the last call:
let lastTime = Date.now();
function startAnimating() {
const now = Date.now();
const delta = now - lastTime;
lastTime = now;
move(delta); // delta is the ms since the last call
requestAnimationFrame(delta);
}
function move(delta) {
character.moveBy(speedInPxPerSecond * (delta / 1000));
}
startAnimating();
So, if you want your character to move 100px a second, if you multiply that 100 by delta / 1000, you end up with a character that moves exactly (or very, very nearly exactly) 100px a second, regardless if your FPS is 10, 30, 60, or 1000.
...so the game would run at the same speed on every monitor.
With respect, that's not the best way to do that. (It's not just you, people make this mistake all the time. :-) ) Your game should run at the same speed regardless of whether your rAF callbacks are done at 30Hz, 60Hz, 144Hz, or whatever. The way animation and time-based game logic should be written is to look at the current time as of the callback and figure out what to render at that moment. The rAF callbacks should not be what drives the clock of the game. That should be based on an actual clock (for instance, Date.now() or performance.now()).
For example, here's a simple animation done incorrectly (based on calls to rAF). Aside from the fact that it will run at the wrong speed if your refresh rate is not 60Hz, the browser gets busy for a minute and can't update the screen:
// Make the block go left to right in five seconds
// 5sec = 5,000ms. 5sec at 60Hz is 300 callbacks
// 100% / 300 = 0.333333334% per callback.
const block = document.getElementById("block");
let start = Date.now();
updateBlock();
let timerHandle = 0;
busyBrowser();
function busyBrowser() {
timerHandle = setTimeout(() => {
const stop = Date.now() + 100;
while (Date.now() < stop); // NEVER DO THIS FOR REAL
busyBrowser();
}, 230);
}
function updateBlock() {
let left = parseFloat(block.style.left || "0");
left = Math.min(100, left + 0.333333334);
block.style.left = left + "%";
if (left === 100) {
console.log(`Done after ${(Date.now() - start) / 1000} seconds`);
clearInterval(timerHandle);
} else {
requestAnimationFrame(updateBlock);
}
}
#channel {
position: relative;
height: 1rem;
}
#block {
position: absolute;
left: 0;
top: 0;
height: 1rem;
}
Should take five seconds to go left to right.
<div id="channel">
<div id="block">X</div>
</div>
On my system with a 100Hz refresh rate, that takes four seconds, because it's wrong in two ways:
My refresh rate is 100Hz, not 60Hz, but the code assumes it's 60Hz.
There were times when the browser was busy doing "other things" (my busy loop) and couldn't call rAF.
The only reason it's four seconds is the delays (#2); without them, it's three seconds.
Instead, the code in rAF should look at what the time is, and render based on where things should be at that time:
// Make the block go left to right in five seconds
// 5sec = 5,000ms. 5sec at 60Hz is 300 callbacks
// 100% / 300 = 0.333333334% per callback.
const block = document.getElementById("block");
let start = Date.now();
let stop = start + 5000;
updateBlock();
let timerHandle = 0;
busyBrowser();
function busyBrowser() {
timerHandle = setTimeout(() => {
const stop = Date.now() + 100;
while (Date.now() < stop); // NEVER DO THIS FOR REAL
busyBrowser();
}, 230);
}
function updateBlock() {
const elapsed = Date.now() - start;
let left = Math.min(
100,
elapsed * 0.02 // 100 / 5000 = 0.2% per ms
);
block.style.left = left + "%";
if (left === 100) {
console.log(`Done after ${elapsed / 1000} seconds`);
clearInterval(timerHandle);
} else {
requestAnimationFrame(updateBlock);
}
}
#channel {
position: relative;
height: 1rem;
}
#block {
position: absolute;
left: 0;
top: 0;
height: 1rem;
}
Should take five seconds to go left to right.
<div id="channel">
<div id="block">X</div>
</div>
That finishes in five seconds on my machine, despite my faster refresh rate and the browser being intermittently busy.

When using requestAnimationFrame, how to make part of animation update faster

I am using requestAnimationFrame to make a game (game like a snake), and the frame update speed of the game is initially updated each second one time
It needs to update the "requestAnimationFrame" of this snake from a second each time to 0.5 second each time. Because of many snakes’ design and while a snake touches any item, it will get a speed-up situation for 10 seconds.
My question is how to maintain the main "requestAnimationFrame" (updated every second), and there is still another "requestAnimationFrame" (updated every 0.5 second)?
main requestAnimationFrame code
let speed = 1;
let lastRenderTime = 0;
const doAnimation = function (currentTime) {
window.requestAnimationFrame(doAnimation);
const secondRender = (currentTime - lastRenderTime) / 1000; // secondRender is used to control the update per second
if (secondRender < 1 / speed) {
return;
}
lastRenderTime = currentTime
}
window.requestAnimationFrame(doAnimation);
requestAnimationFrame fire rate is usually around 60Hz. That is 60 calls per second, giving you a maximum theoretical precision of ~16ms (0.016s).
This means that inside you loop you can make things update at any rate above that. But why would you like to truncate precision?
The whole point of requestAnimationFrame is to know exactly when a repaint will happen and to pass information about your animation at the right time. As an example: if your snake has to move 1000px every second, why would you notify the browser about the update every second? Ideally you should update your view on every frame. So in this example, a 16px variation every 16ms.
Please see the following snippet and note that there are no conditionals, anywhere. But just continuous update.
Obviously final implementation would depend on your use case, but this is only the working principle.
const boxA = document.getElementById('boxA'); // DEMO
const boxB = document.getElementById('boxB'); // DEMO
let xA = 0; // DEMO
let xB = 0; // DEMO
const speedA = 80; // [px/s]
const speedB = 160; // [px/s]
let then = 0;
const animate = function (now) {
window.requestAnimationFrame(animate);
const delta = (now - then) / 1000;
// A
const a = speedA * delta;
boxA.style.transform = `translateX(${xA += a}px)`; // DEMO
// B
const b = speedB * delta;
boxB.style.transform = `translateX(${xB += b}px)`; // DEMO
then = now
}
window.requestAnimationFrame(animate);
.container {
display: flex;
flex-direction: column;
}
#boxA,
#boxB {
display: inline-block;
height: 50px;
width: 50px;
transform: translateX(0);
}
#boxA {
background-color: #ff0000;
}
#boxB {
background-color: #0000ff;
}
<div class='container'>
<span id='boxA'></span>
<span id='boxB'></span>
</div>
let then, then2;
(function loop(delta) {
then = then || delta;
then2 = then2 || delta;
let time = delta - then;
let time2 = delta - then2;
if (time > 1000) {
then = delta;
// in here every second
}
if (time2 > 500) {
then2 = delta;
// in here every 0.5 seconds
}
document.body.innerHTML = time.toFixed(2) + '<br>' + time2.toFixed(2);
requestAnimationFrame(loop);
})();

setInterval goes to negative

I'm buidling this pomodoro app.
https://jsfiddle.net/yvrs1e35/
I got few problems with the timer.
startBtn.addEventListener('click', function(){
minutes.innerHTML = sessionTime.innerHTML - 1
seconds.innerHTML = 59
var timer = setInterval(()=>{
if(Number(minutes.innerHTML) != 0 && Number(seconds.innerHTML) != 0){
seconds.innerHTML--
if(Number(seconds.innerHTML) == 0){
seconds.innerHTML = 59;
minutes.innerHTML--
}
}else if (Number(minutes.innerHTML) == 0 && Number(seconds.innerHTML) == 0){
clearInterval(timer)
}
},1000)
resetBtn.addEventListener('click', function(e){
e.preventDefault();
breakTime.innerHTML = 5
sessionTime.innerHTML = 25
minutes.innerHTML = "00"
seconds.innerHTML = "00"
clearInterval(timer)
})
pauseBtn.addEventListener('click', function(e){
e.preventDefault();
})
})
It works if the timer if there is more than 1 minute left on the interval.
If it goes under 1 minute, even though i have this if in the interval
else if (Number(minutes.innerHTML) == 0 && Number(seconds.innerHTML) == 0){
clearInterval(timer)
}
seconds and minutes go on negative ( after 0:0, timer shows -1:59)
I though that else if statement would stop the interval when both minutes and seconds reach 0, but it doesnt for some reason.
#also if i press startbtn multiple times, the timer starts multiple times, and the seconds go 2x 3x 4x faster, how can I stop the startbtn until the timer reaches 0:0?
Can i get any help?
.innerHTML is an expensive operation. Storing data inside the DOM like this is an antipattern; extracting it and manipulating it stringifies and de-stringifies numbers for no reason. Store state in your JS script and update the DOM content only when a rendering change is necessary. In other words, consider it write-only.
The interval runs multiple times; you'll need a flag to prevent re-triggers (or clearInterval before resetting it). Setting interval to undefined is a good way to indicate that the clock isn't running.
Lastly, setInterval with a cooldown of 1000 is a poor choice for timekeeping. It will drift quite a bit depending on scheduling interruptions and other random factors; the 1000 means "wait at least 1000 milliseconds before firing the callback". Instead, use Date for accuracy.
I'd work entirely in milliseconds and convert to minutes and seconds only for the formatted output. This follows the principle described in the first paragraph about separating presentation from logic.
Here's a proof of concept to illustrate the above points. Of course, if you're doing the pomodoro for fun, sticking to setInterval(() => ..., 1000) does make the code simpler, but I think it's instructive to see it from a couple angles if nothing else.
const padTime = t => (Math.floor(t) + "").padStart(2, 0);
const timeFmt = t => `${padTime(t / 60000)}:${
padTime(t / 1000 % 60)}`;
const run = () => {
interval = setInterval(() => {
if (interval) {
display.textContent = timeFmt(end - Date.now());
}
if (Date.now() >= end) {
clearInterval(interval);
interval = undefined;
}
}, 100);
};
let interval;
let pause;
const initialMinutes = 2;
const duration = initialMinutes * 60000;
const time = Date.now();
let end = time + duration;
const display = document.querySelector("h1");
display.textContent = timeFmt(end - time);
const [startBtn, pauseBtn, resetBtn] =
document.querySelectorAll("button");
startBtn.addEventListener("click", e => {
clearInterval(interval);
if (!interval) {
if (pause) {
end += Date.now() - pause;
pause = undefined;
}
else {
end = Date.now() + duration;
}
}
run();
});
resetBtn.addEventListener("click", e => {
clearInterval(interval);
interval = undefined;
const time = Date.now();
end = time + duration;
display.textContent = timeFmt(end - time);
});
pauseBtn.addEventListener("click", e => {
if (interval) {
pause = Date.now();
clearInterval(interval);
interval = undefined;
}
});
<h1></h1>
<div>
<button>start</button>
<button>pause</button>
<button>reset</button>
</div>
if(Number(minutes.innerHTML) != 0 && Number(seconds.innerHTML) != 0)
Changing the "&&" to "||" should fix one problem (which is that it is stuck at 0:59). If you add another condition to
if(Number(seconds.innerHTML) == 0){
where the if condition is only true, if seconds == 0 AND minutes > 0, then all problems should be solved.
Your negative time comes from starting at 0 and because of this:
minutes.innerHTML = sessionTime.innerHTML - 1
seconds.innerHTML = 59
It changes minutes to negative value and sets seconds to 59. You should add some validation before this and don't start clock.
setInterval doesn't guarantee that your function will execute in the precise interval, just that it wouldn't execute earlier. This way, on a slow/loaded computer, the function could be called after the interval is already elapsed.
In other words, you probably wish to check if the timer has already elapsed, not if it's just about to do so.
(Number(minutes.innerHTML) <= 0 && Number(seconds.innerHTML) <= 0)

How to fix setInterval issue when the clamped minimum is slower than the one second for inactive tab? [duplicate]

I need to create a simple but accurate timer.
This is my code:
var seconds = 0;
setInterval(function() {
timer.innerHTML = seconds++;
}, 1000);
After exactly 3600 seconds, it prints about 3500 seconds.
Why is it not accurate?
How can I create an accurate timer?
Why is it not accurate?
Because you are using setTimeout() or setInterval(). They cannot be trusted, there are no accuracy guarantees for them. They are allowed to lag arbitrarily, and they do not keep a constant pace but tend to drift (as you have observed).
How can I create an accurate timer?
Use the Date object instead to get the (millisecond-)accurate, current time. Then base your logic on the current time value, instead of counting how often your callback has been executed.
For a simple timer or clock, keep track of the time difference explicitly:
var start = Date.now();
setInterval(function() {
var delta = Date.now() - start; // milliseconds elapsed since start
…
output(Math.floor(delta / 1000)); // in seconds
// alternatively just show wall clock time:
output(new Date().toUTCString());
}, 1000); // update about every second
Now, that has the problem of possibly jumping values. When the interval lags a bit and executes your callback after 990, 1993, 2996, 3999, 5002 milliseconds, you will see the second count 0, 1, 2, 3, 5 (!). So it would be advisable to update more often, like about every 100ms, to avoid such jumps.
However, sometimes you really need a steady interval executing your callbacks without drifting. This requires a bit more advanced strategy (and code), though it pays out well (and registers less timeouts). Those are known as self-adjusting timers. Here the exact delay for each of the repeated timeouts is adapted to the actually elapsed time, compared to the expected intervals:
var interval = 1000; // ms
var expected = Date.now() + interval;
setTimeout(step, interval);
function step() {
var dt = Date.now() - expected; // the drift (positive for overshooting)
if (dt > interval) {
// something really bad happened. Maybe the browser (tab) was inactive?
// possibly special handling to avoid futile "catch up" run
}
… // do what is to be done
expected += interval;
setTimeout(step, Math.max(0, interval - dt)); // take into account drift
}
I'ma just build on Bergi's answer (specifically the second part) a little bit because I really liked the way it was done, but I want the option to stop the timer once it starts (like clearInterval() almost). Sooo... I've wrapped it up into a constructor function so we can do 'objecty' things with it.
1. Constructor
Alright, so you copy/paste that...
/**
* Self-adjusting interval to account for drifting
*
* #param {function} workFunc Callback containing the work to be done
* for each interval
* #param {int} interval Interval speed (in milliseconds)
* #param {function} errorFunc (Optional) Callback to run if the drift
* exceeds interval
*/
function AdjustingInterval(workFunc, interval, errorFunc) {
var that = this;
var expected, timeout;
this.interval = interval;
this.start = function() {
expected = Date.now() + this.interval;
timeout = setTimeout(step, this.interval);
}
this.stop = function() {
clearTimeout(timeout);
}
function step() {
var drift = Date.now() - expected;
if (drift > that.interval) {
// You could have some default stuff here too...
if (errorFunc) errorFunc();
}
workFunc();
expected += that.interval;
timeout = setTimeout(step, Math.max(0, that.interval-drift));
}
}
2. Instantiate
Tell it what to do and all that...
// For testing purposes, we'll just increment
// this and send it out to the console.
var justSomeNumber = 0;
// Define the work to be done
var doWork = function() {
console.log(++justSomeNumber);
};
// Define what to do if something goes wrong
var doError = function() {
console.warn('The drift exceeded the interval.');
};
// (The third argument is optional)
var ticker = new AdjustingInterval(doWork, 1000, doError);
3. Then do... stuff
// You can start or stop your timer at will
ticker.start();
ticker.stop();
// You can also change the interval while it's in progress
ticker.interval = 99;
I mean, it works for me anyway. If there's a better way, lemme know.
Bergi's answer pinpoints exactly why the timer from the question is not accurate. Here's my take on a simple JS timer with start, stop, reset and getTime methods:
class Timer {
constructor () {
this.isRunning = false;
this.startTime = 0;
this.overallTime = 0;
}
_getTimeElapsedSinceLastStart () {
if (!this.startTime) {
return 0;
}
return Date.now() - this.startTime;
}
start () {
if (this.isRunning) {
return console.error('Timer is already running');
}
this.isRunning = true;
this.startTime = Date.now();
}
stop () {
if (!this.isRunning) {
return console.error('Timer is already stopped');
}
this.isRunning = false;
this.overallTime = this.overallTime + this._getTimeElapsedSinceLastStart();
}
reset () {
this.overallTime = 0;
if (this.isRunning) {
this.startTime = Date.now();
return;
}
this.startTime = 0;
}
getTime () {
if (!this.startTime) {
return 0;
}
if (this.isRunning) {
return this.overallTime + this._getTimeElapsedSinceLastStart();
}
return this.overallTime;
}
}
const timer = new Timer();
timer.start();
setInterval(() => {
const timeInSeconds = Math.round(timer.getTime() / 1000);
document.getElementById('time').innerText = timeInSeconds;
}, 100)
<p>Elapsed time: <span id="time">0</span>s</p>
The snippet also includes a solution for your problem. So instead of incrementing seconds variable every 1000ms interval, we just start the timer and then every 100ms* we just read elapsed time from the timer and update the view accordingly.
* - makes it more accurate than 1000ms
To make your timer more accurate, you would have to round
Most of the timers in the answers here will linger behind the expected time because they set the "expected" value to the ideal and only account for the delay that the browser introduced before that point. This is fine if you just need accurate intervals, but if you are timing relative to other events then you will (nearly) always have this delay.
To correct it, you can keep track of the drift history and use it to predict future drift. By adding a secondary adjustment with this preemptive correction, the variance in the drift centers around the target time. For example, if you're always getting a drift of 20 to 40ms, this adjustment would shift it to -10 to +10ms around the target time.
Building on Bergi's answer, I've used a rolling median for my prediction algorithm. Taking just 10 samples with this method makes a reasonable difference.
var interval = 200; // ms
var expected = Date.now() + interval;
var drift_history = [];
var drift_history_samples = 10;
var drift_correction = 0;
function calc_drift(arr){
// Calculate drift correction.
/*
In this example I've used a simple median.
You can use other methods, but it's important not to use an average.
If the user switches tabs and back, an average would put far too much
weight on the outlier.
*/
var values = arr.concat(); // copy array so it isn't mutated
values.sort(function(a,b){
return a-b;
});
if(values.length ===0) return 0;
var half = Math.floor(values.length / 2);
if (values.length % 2) return values[half];
var median = (values[half - 1] + values[half]) / 2.0;
return median;
}
setTimeout(step, interval);
function step() {
var dt = Date.now() - expected; // the drift (positive for overshooting)
if (dt > interval) {
// something really bad happened. Maybe the browser (tab) was inactive?
// possibly special handling to avoid futile "catch up" run
}
// do what is to be done
// don't update the history for exceptionally large values
if (dt <= interval) {
// sample drift amount to history after removing current correction
// (add to remove because the correction is applied by subtraction)
drift_history.push(dt + drift_correction);
// predict new drift correction
drift_correction = calc_drift(drift_history);
// cap and refresh samples
if (drift_history.length >= drift_history_samples) {
drift_history.shift();
}
}
expected += interval;
// take into account drift with prediction
setTimeout(step, Math.max(0, interval - dt - drift_correction));
}
I agree with Bergi on using Date, but his solution was a bit of overkill for my use. I simply wanted my animated clock (digital and analog SVGs) to update on the second and not overrun or under run creating obvious jumps in the clock updates. Here is the snippet of code I put in my clock update functions:
var milliseconds = now.getMilliseconds();
var newTimeout = 1000 - milliseconds;
this.timeoutVariable = setTimeout((function(thisObj) { return function() { thisObj.update(); } })(this), newTimeout);
It simply calculates the delta time to the next even second, and sets the timeout to that delta. This syncs all of my clock objects to the second. Hope this is helpful.
Here's a solution that pauses when the window is hidden, and can be cancelled with an abort controller.
function animationInterval(ms, signal, callback) {
const start = document.timeline.currentTime;
function frame(time) {
if (signal.aborted) return;
callback(time);
scheduleFrame(time);
}
function scheduleFrame(time) {
const elapsed = time - start;
const roundedElapsed = Math.round(elapsed / ms) * ms;
const targetNext = start + roundedElapsed + ms;
const delay = targetNext - performance.now();
setTimeout(() => requestAnimationFrame(frame), delay);
}
scheduleFrame(start);
}
Usage:
const controller = new AbortController();
// Create an animation callback every second:
animationInterval(1000, controller.signal, time => {
console.log('tick!', time);
});
// And stop it sometime later:
controller.abort();
Modern, Fully Programmable Timer
This timer takes a frequency in Hertz, and a callback that can take up to four arguments, the current frame index, the current time, the time that the current frame would have ideally occurred at, and a reference to the timer instance (so the caller and callback can both access its methods).
Note: All times are based on performance.now, and are relative to the moment that the page loaded.
Timer instances have three API methods:
stop: Takes no args. Kills the timer immediately (and permanently).
Returns the frame index for the next frame (the cancelled frame).
adapt: Takes a frequency in Hertz and adapts the timer to it, beginning
from the next frame. Returns the implied interval in milliseconds.
redefine: Takes a new callback function. Swaps it with the current
callback. Effects the next frame. Returns undefined.
Note: The tick method passes this around explicitly (as self) to work around the problem of this referencing window when the tick method is invoked via setTimeout.
class ProgrammableTimer {
constructor(hertz, callback) {
this.target = performance.now(); // target time for the next frame
this.interval = 1 / hertz * 1000; // the milliseconds between ticks
this.callback = callback;
this.stopped = false;
this.frame = 0;
this.tick(this);
}
tick(self) {
if (self.stopped) return;
const currentTime = performance.now();
const currentTarget = self.target;
const currentInterval = (self.target += self.interval) - currentTime;
setTimeout(self.tick, currentInterval, self);
self.callback(self.frame++, currentTime, currentTarget, self);
}
stop() { this.stopped = true; return this.frame }
adapt(hertz) { return this.interval = 1 / hertz * 1000 }
redefine(replacement) { this.callback = replacement }
}
Doesn't get much more accurate than this.
var seconds = new Date().getTime(), last = seconds,
intrvl = setInterval(function() {
var now = new Date().getTime();
if(now - last > 5){
if(confirm("Delay registered, terminate?")){
clearInterval(intrvl);
return;
}
}
last = now;
timer.innerHTML = now - seconds;
}, 333);
As to why it is not accurate, I would guess that the machine is busy doing other things, slowing down a little on each iteration adds up, as you see.
This is an old question but figured I'd share some code I use sometimes:
function Timer(func, delay, repeat, runAtStart)
{
this.func = func;
this.delay = delay;
this.repeat = repeat || 0;
this.runAtStart = runAtStart;
this.count = 0;
this.startTime = performance.now();
if (this.runAtStart)
this.tick();
else
{
var _this = this;
this.timeout = window.setTimeout( function(){ _this.tick(); }, this.delay);
}
}
Timer.prototype.tick = function()
{
this.func();
this.count++;
if (this.repeat === -1 || (this.repeat > 0 && this.count < this.repeat) )
{
var adjustedDelay = Math.max( 1, this.startTime + ( (this.count+(this.runAtStart ? 2 : 1)) * this.delay ) - performance.now() );
var _this = this;
this.timeout = window.setTimeout( function(){ _this.tick(); }, adjustedDelay);
}
}
Timer.prototype.stop = function()
{
window.clearTimeout(this.timeout);
}
Example:
time = 0;
this.gameTimer = new Timer( function() { time++; }, 1000, -1);
Self-corrects the setTimeout, can run it X number of times (-1 for infinite), can start running instantaneously, and has a counter if you ever need to see how many times the func() has been run. Comes in handy.
Edit: Note, this doesn't do any input checking (like if delay and repeat are the correct type. And you'd probably want to add some kind of get/set function if you wanted to get the count or change the repeat value.
One of my simplest implementations is down below. It can even survive page reloads. :-
Code pen: https://codepen.io/shivabhusal/pen/abvmgaV
$(function() {
var TTimer = {
startedTime: new Date(),
restoredFromSession: false,
started: false,
minutes: 0,
seconds: 0,
tick: function tick() {
// Since setInterval is not reliable in inactive windows/tabs we are using date diff.
var diffInSeconds = Math.floor((new Date() - this.startedTime) / 1000);
this.minutes = Math.floor(diffInSeconds / 60);
this.seconds = diffInSeconds - this.minutes * 60;
this.render();
this.updateSession();
},
utilities: {
pad: function pad(number) {
return number < 10 ? '0' + number : number;
}
},
container: function container() {
return $(document);
},
render: function render() {
this.container().find('#timer-minutes').text(this.utilities.pad(this.minutes));
this.container().find('#timer-seconds').text(this.utilities.pad(this.seconds));
},
updateSession: function updateSession() {
sessionStorage.setItem('timerStartedTime', this.startedTime);
},
clearSession: function clearSession() {
sessionStorage.removeItem('timerStartedTime');
},
restoreFromSession: function restoreFromSession() {
// Using sessionsStorage to make the timer persistent
if (typeof Storage == "undefined") {
console.log('No sessionStorage Support');
return;
}
if (sessionStorage.getItem('timerStartedTime') !== null) {
this.restoredFromSession = true;
this.startedTime = new Date(sessionStorage.getItem('timerStartedTime'));
}
},
start: function start() {
this.restoreFromSession();
this.stop();
this.started = true;
this.tick();
this.timerId = setInterval(this.tick.bind(this), 1000);
},
stop: function stop() {
this.started = false;
clearInterval(this.timerId);
this.render();
}
};
TTimer.start();
});
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/1.12.4/jquery.min.js"></script>
<h1>
<span id="timer-minutes">00</span> :
<span id="timer-seconds">00</span>
</h1>
Inspired by Bergi's answer I created the following complete non drifting timer. What I wanted was a way to set a timer, stop it, and do this simply.
var perfectTimer = { // Set of functions designed to create nearly perfect timers that do not drift
timers: {}, // An object of timers by ID
nextID: 0, // Next available timer reference ID
set: (callback, interval) => { // Set a timer
var expected = Date.now() + interval; // Expected currect time when timeout fires
var ID = perfectTimer.nextID++; // Create reference to timer
function step() { // Adjusts the timeout to account for any drift since last timeout
callback(); // Call the callback
var dt = Date.now() - expected; // The drift (ms) (positive for overshooting) comparing the expected time to the current time
expected += interval; // Set the next expected currect time when timeout fires
perfectTimer.timers[ID] = setTimeout(step, Math.max(0, interval - dt)); // Take into account drift
}
perfectTimer.timers[ID] = setTimeout(step, interval); // Return reference to timer
return ID;
},
clear: (ID) => { // Clear & delete a timer by ID reference
if (perfectTimer.timers[ID] != undefined) { // Preventing errors when trying to clear a timer that no longer exists
console.log('clear timer:', ID);
console.log('timers before:', perfectTimer.timers);
clearTimeout(perfectTimer.timers[ID]); // Clear timer
delete perfectTimer.timers[ID]; // Delete timer reference
console.log('timers after:', perfectTimer.timers);
}
}
}
// Below are some tests
var timerOne = perfectTimer.set(() => {
console.log(new Date().toString(), Date.now(), 'timerOne', timerOne);
}, 1000);
console.log(timerOne);
setTimeout(() => {
perfectTimer.clear(timerOne);
}, 5000)
var timerTwo = perfectTimer.set(() => {
console.log(new Date().toString(), Date.now(), 'timerTwo', timerTwo);
}, 1000);
console.log(timerTwo);
setTimeout(() => {
perfectTimer.clear(timerTwo);
}, 8000)
driftless is a drop-in replacement for setInterval that mitigates drift. Makes life easy, import the npm package, then use it like setInterval / setTimeout:
setDriftlessInterval(() => {
this.counter--;
}, 1000);
setDriftlessInterval(() => {
this.refreshBounds();
}, 20000);
you can use a function called setTimeout that we can use to set the countdown.
Firstly, create a javascript snippet and add it to your page as follows;
var remainingTime = 30;
var elem = document.getElementById('countdown_div');
var timer = setInterval(countdown, 1000); //set the countdown to every second
function countdown() {
if (remainingTime == -1) {
clearTimeout(timer);
doSomething();
} else {
elem.innerHTML = remainingTime + ' left';
remainingTime--; //we subtract the second each iteration
}
}
Source + more details -> https://www.growthsnippets.com/30-second-countdown-timer-javascript/
Many of these answers here are great, but they typically their code examples are pages and pages of code (the good ones even have instructions on the best way to copy/paste it all). I just wanted to understand this problem with a very simple example.
Working Demo
var lastpause = 0;
var totaltime = 0;
function goFunction(e) {
if(this.innerText == 'Off - Timer Not Going') {
this.innerText = 'On - Timer Going';
} else {
totaltime += Date.now() - lastpause;
this.innerText = 'Off - Timer Not Going';
}
lastpause = Date.now();
document.getElementById('count').innerText = totaltime + ' milliseconds.';
}
document.getElementById('button').addEventListener('click', goFunction);
<button id="button">Off - Timer Not Going</button> <br>
Seconds: <span id="count">0 milliseconds.</span>
Explanation of Demo
totaltime — This is the total time calculated.
lastpause — This is the only real temporary variable we have. Whenever someone hits pause, we set lastpause to Date.now(). When someone unpauses, and re-pauses again, we calculate the time diff of Date.now() subtracted from the last pause.
We only need those two variables: Our total and the last time we stopped the timer. The other answers seem to use this approach, but I wanted a compact explanation.
I gave up building my own and ended up using this neat library.

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