I'm working on a timer that needs to do some calculations and run some functions at a certain interval. I'm trying to keep the interval as big as possible, but I need it to be kind of fine grained.
Here is the periodic timer with some of the stuff that needs to happen.
So as you can see, every second (the milliseconds passed % 1000 == 0) it will do some stuff if some conditions are met. But also every 10 milliseconds I need to check some stuff.
It seems this is a bit too much, and after running the timer for 2 minutes it already drags 1 second behind. I guess I'm approaching this the wrong way. Could/should I somehow put all that logic in a function that just runs async so the timer can just keep going.
It's not the end of the world if the timer display drags for a few milliseconds every now and then, if it catches up later. But now the whole timer just drags.
_timer = Timer.periodic(Duration(milliseconds: 10), (timer) {
passedMilliseconds = passedMilliseconds + 10;
// METRONOME BEEP AND BLINK
if (passedMilliseconds % currentTimerSettingsObject.milliSecondDivider == 0) {
_playMetronomeBeep();
_startMetronomeBlink();
}
// ONE SECOND
if (passedMilliseconds % 1000 == 0) {
secondsDuration--;
// COUNTDOWN
if (secondsDuration < currentTimerSettingsObject.countDown + 1) {
_player.play('sounds/beep.mp3');
}
// SET COUNTDOWN START VALUES
if (secondsDuration == currentTimerSettingsObject.countDown) {
isCountdown = true;
}
notifyListeners();
}
// TIME IS UP
if (secondsDuration < 0) {
switchToNextTimer();
notifyListeners();
}
});
}
You cannot rely on a timer to deliver events exactly on time. You need to use a more exact method than simply incrementing a counter by 10 on every tick. One example would be to start a Stopwatch before the timer and then (knowing that your ticks will only be on approximately 10ms intervals) read stopwatch.elapsedMilliseconds and base your decisions on that.
You will need to change your logic a bit. For example, you want to know when you pass a 1 second boundary. Previously, with your exact increments of 10 you knew you would eventually reach a round 1000. Now, you might see 995 followed by 1006, and need to deduce that you've crossed a second boundary to run your per second logic.
Related
I have a program with 2 timer functions like this (p_maj_input and p_maj_output_motion are equal so the period of both timer is the same):
maj_input = timer('ExecutionMode','fixedRate','Period',p_maj_input,'TasksToExecute', ...
floor(Tmeasurement/p_maj_input)-1,'TimerFcn',{#time_append,p_maj_input,HR_all,freq_HR, ...
BVP_all,freq_BVP,TEMP_all,freq_TEMP,ACC_x_all,ACC_y_all,ACC_z_all,freq_ACC,EDA_all,freq_EDA, ...
folder_all,all_dir,num_dir}); start(maj_input);
maj_output_motion=timer('ExecutionMode','fixedRate','Period',p_maj_output_motion,'TasksToExecute', ...
floor(Tmeasurement/p_maj_output_motion)-1,'TimerFcn',{#output_motion_append, ...
freq_MOTION,freq_mvt_score,freq_walk,p_maj_output_motion,p_maj_output_walk,folder_all,all_dir,num_dir});%,'StartDelay',min(5,p_maj_output_motion)); %startDelay must be min 5 for walk detection start(maj_output_motion);
In each timer callback function there is a loop over subfolders contained in a folder that is selected at the beginning of the program.
output_motion_append(obj,event,freq_MOTION,freq_mvt_score,freq_walk,p_maj_output_motion,p_maj_output_walk,folder_all,all_dir,num_dir)
fprintf('motion %d\n',obj.TasksExecuted)
toc
for folder_index=1:num_dir
[folder_original,folder_fictive] = subfolderFunction(all_dir, folder_all, folder_index);
fileName=strcat(folder_fictive,'\ACC.csv');
[ACC_time, ACC_x, ACC_y, ACC_z] = loadValuesE4_acc(fileName);
% Motion Amount
[agitation,agitation_ts] = identifyAgitation(ACC_x,ACC_y,ACC_z,ACC_time);
agitation=agitation';
len1=length(agitation);
if len1<=freq_MOTION*p_maj_output_motion
i_init1=1;
elseif len1>freq_MOTION*p_maj_output_motion
i_init1=len1-freq_MOTION*p_maj_output_motion+1;
end
writematrix([agitation(i_init1:len1)],strcat(folder_fictive,'\MOTION_output.csv'),'WriteMode','Append');
writematrix([mvt_score(i_init2:len2)],strcat(folder_fictive,'\neurologicScore_output.csv'),'WriteMode','Append');
end
end
Everything works fine if the number of subfolders is lower than 4 : the good values appear in the files on which is carried out the writematrix function. And the timer callback function are are called one after the other, so both timer work simultaneously.
However if there are 5 subfolders or more, it is not the good values and using the debugging I noticed that the first callback function is triggered the number of 'TasksToExecute', and then only the second callback function seems to be called. That is to say the 2 timers don't work simultaneously.
I have tried to increase p_maj_input and p_maj_output_motion to see if the problem is that matlab can't finish to run before another timer callback function is called but still for 5 subfolders I get the same problem.
Does anyone know where my problem is coming from?
This behavior occurs because one timer hasn't finished executing by the time it triggers again, so the second timer never has a chance to execute until the first timer is finished. If you change the ExecutionMode from 'fixedRate' to 'fixedSpacing', then you'll guarantee that there's time for the second timer to execute.
function duelingTimers()
disp('With ExecutionMode = fixedRate')
t1 = timer('ExecutionMode','fixedRate','Period',0.1,'TasksToExecute',5,'TimerFcn',#timerFcn1);
t2 = timer('ExecutionMode','fixedRate','Period',0.1,'TasksToExecute',5,'TimerFcn',#timerFcn2);
cleanup = onCleanup(#()delete([t1,t2]));
function timerFcn1(~,~)
pause(0.2)
disp('Timer 1');
end
function timerFcn2(~,~)
pause(0.2)
disp('Timer 2');
end
start(t1),start(t2)
wait(t1)
wait(t2)
disp(newline)
disp('With ExecutionMode = fixedSpacing')
t1.ExecutionMode = 'fixedSpacing';
t2.ExecutionMode = 'fixedSpacing';
start(t1),start(t2)
wait(t1)
wait(t2)
end
Hey guys so just as a disclaimer I'm relatively new to programming so if I'm making some super obvious mistake please go easy on me
So I'm trying to create a higher customizable Countdown timer for my game, and I want it to be able to be accurate to 0.01 Seconds. I decided I would use the Coroutine method for creating my timer instead of the delta-time one I have seen a couple of times, thinking that this would be a more efficient approach. My game is not very intensive and thus easily runs on hundreds of frames per second, so I thought that using Waitforseconds(0.01) is going to work better because it only needs to be called 100 times every second rather than multiple hundreds. however, I have come into a major issue with my timer. It is EXTREMELY slow. I ran the countdown timer on google and mine side by side starting at 25 seconds and it beat mine out by ten seconds. I even tried adding a artifical delay thinking the waitforseconds function was overshooting, so I would have the time tick down 0.01 seconds when a bit less then that had passed, but my results ended up being sort of inconsistent. Here is my code
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class TimerScript : MonoBehaviour
{
public Text textDisplay;
private double secondsLeft = 30;
public bool takingAway = false;
private string Texttodisplay;
public int Milisecondsdigits = 2;
void Start()
{
textDisplay = GetComponent<Text>();
Texttodisplay = "00:" + secondsLeft;
if(Milisecondsdigits == 0)
{
Milisecondsdigits = -1;
}
}
void Update()
{
if (takingAway == false && secondsLeft > 0)
{
StopAllCoroutines();
StartCoroutine(TimerTake());
}
if(Texttodisplay.Length > 8 - (Mathf.Abs(Milisecondsdigits -2)))
{
Texttodisplay = Texttodisplay.Substring(0,8- (Mathf.Abs(Milisecondsdigits -2)));
}
textDisplay.text = Texttodisplay;
}
IEnumerator TimerTake()
{
takingAway = true;
yield return new WaitForSeconds(0.01f);
secondsLeft -= 0.01;
if(secondsLeft < 10)
{
Texttodisplay = "00:0" + secondsLeft;
}
else
{
Texttodisplay = "00:" + secondsLeft;
}
takingAway = false;
}
}
could somebody please let me know how I could cause this to become more accurate or why it's acting extremely inaccurate currently :/
Coroutine events like WaitForSeconds trigger at a defined point in Unity's event cycle, which takes place after Update() is processed (see
https://docs.unity3d.com/Manual/ExecutionOrder.html). This defined execution point might not line up exactly with the timer delay. This means it may wait longer than you want it to.
In your example, you tell it to wait for 0.01 seconds. Let's say that you are running a game at 30 frames per second. The frame time for 30 frames per second is 1/30 seconds, or approximately 0.0333 seconds. WaitForSeconds will then wait for the next frame, and 0.0333 seconds passes until the next frame. Then the next WaitForSeconds event cycle, it sees that the delay has passed and triggers, but you actually waited over 3 times as long as you wanted to because of the delay between event cycles. Since your code assumes that WaitForSeconds had only waited for 0.01 seconds, you will end up waiting longer than you intended to. This normally doesn't matter in a lot of applications, but when accumulating with frequent short delays it certainly does.
To solve this, you have two choices:
Accumulate time manually using Time.deltaTime in Update().
Coroutines likely check their completion status per frame in a
similar way in the yield WaitForSeconds event. If coroutines
check if they need to continue every frame, doing this manually with
Time.deltaTime might not be any less efficient at all than a
coroutine. You will have to benchmark to find out, because coroutines being more efficient isn't a safe assumption.
Use Time.time (or Time.realtimeSinceStartup if you want it unscaled) to measure the actual span of time that elapsed after the WaitForSeconds trigger, and use that as what you subtract from your remaining time.
There is also an additional consideration here that if you want your
text display to update at specific regular intervals, you will want
to dynamically adjust what value you pass into WaitForSeconds to
compensate for its drift.
Do you try to do it without Corroutine in a fixed update? Fixed update refresh every 0.02 seconds by default but you can settup to run in 0.01 seconds in Edit > Settings > Time > Fixed Timestep.
Replace the corroutine with a function in FixedUpdate
There is a link with better explation how works fixedupdate.
FixedUpdate Unity
I would like a counter. The starting number will be:
10,000,000
Every 6 seconds, it will add 1, so it will be: 10,000,001 and then 10,000,002 and so on...
I would like to able to style the number: font-family, color, font-size, etc.
Can some please help me?
jQuery includes a function called setTimeout(), which causes a function to be called after a set time-delay. Something like the following would do what you are asking. Ensure that your document includes a DOM element with the id counter. Then:
var counter = 10000000;
function incrementCounter() {
counter++;
$('#counter').html(counter);
setTimeout(incrementCounter, 6000);
}
setTimeout(incrementCounter, 6000);
What’s going on here? setTimeout takes two arguments: the function to be called and the time-delay in milliseconds. The final line sets the function incrementCounter(), which we defined, to run after a delay of six seconds. The function increments the counter variable, sets the DOM object’s text to the value of the counter variable, then sets the timeout again: this means that the function will run every six seconds until something stops it.
As for styling the counter, this can be done either using static CSS or with the jQuery style-manipulation functions.
You can make use of setInterval to initiate a function which would be invoked in every 6000 milliseconds.
var num = 10000000;
setInterval(function()
{
num++;
console.log(num);
$('div').text(num.toString().replace(/\B(?=(\d{3})+(?!\d))/g, ","));
},6000);
Here's an example : https://jsfiddle.net/DinoMyte/sac63azn/3/
Apologies if the question is poorly phrased, I'll do my best.
If I have a sequence of values with times as an Observable[(U,T)] where U is a value and T is a time-like type (or anything difference-able I suppose), how could I write an operator which is an auto-reset one-touch barrier, which is silent when abs(u_n - u_reset) < barrier, but spits out t_n - t_reset if the barrier is touched, at which point it also resets u_reset = u_n.
That is to say, the first value this operator receives becomes the baseline, and it emits nothing. Henceforth it monitors the values of the stream, and as soon as one of them is beyond the baseline value (above or below), it emits the elapsed time (measured by the timestamps of the events), and resets the baseline. These times then will be processed to form a high-frequency estimate of the volatility.
For reference, I am trying to write a volatility estimator outlined in http://www.amazon.com/Volatility-Trading-CD-ROM-Wiley/dp/0470181990 , where rather than measuring the standard deviation (deviations at regular homogeneous times), you repeatedly measure the time taken to breach a barrier for some fixed barrier amount.
Specifically, could this be written using existing operators? I'm a bit stuck on how the state would be reset, though maybe I need to make two nested operators, one which is one-shot and another which keeps creating that one-shot... I know it could be done by writing one by hand, but then I need to write my own publisher etc etc.
Thanks!
I don't fully understand the algorithm and your variables in the example, but you can use flatMap with some heap-state and return empty() or just() as needed:
int[] var1 = { 0 };
source.flatMap(v -> {
var1[0] += v;
if ((var1[0] & 1) == 0) {
return Observable.just(v);
}
return Observable.empty();
});
If you need a per-sequence state because of multiple consumers, you can defer the whole thing:
Observable.defer(() -> {
int[] var1 = { 0 };
return source.flatMap(v -> {
var1[0] += v;
if ((var1[0] & 1) == 0) {
return Observable.just(v);
}
return Observable.empty();
});
}).subscribe(...);
I am still new to cocos2d and was wondering if any of you guys can help me make a score timer. I seen some questions like this but looks like it is for a way older version of cocos2d. I want the timer to start at zero and go up in mins and seconds. Really appreciate any help or advice I get.
Start a NSTimer that runs every second and calls a method that updates the timer.
Define an integer called seconds and another called minutes in the header.
-(void)updateTheTime {
seconds++;
if (seconds == 60) {
seconds = 0;
minutes++;
}
label.text = [NSString stringWithFormat:#"%i:%i", minutes, seconds];
}