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).
There are two timer functions in JavaScript: setTimeout() and setInterval() . The following section will show you how to create timers to delay code execution as well as how to perform one or more actions repeatedly using these functions in JavaScript.
To create a simple 10 second countdown with JavaScript, we use the setInterval method. to add a progress element. let timeleft = 10; const downloadTimer = setInterval(() => { if (timeleft <= 0) { clearInterval(downloadTimer); } document.
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.
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));
}
}
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);
// 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.
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));
}
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
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();
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