Empresas
Empleos
  • Sobre nosotros
  • Soluciones
    • Publicación de vacantes
      Publica tu vacante y recibe candidatos calificados en 48h.
    • Evaluación de candidatos
      500+ pruebas técnicas y psicológicas, más anti-fraude.
    • Headhunting
      Búsqueda ejecutiva a la medida de principio a fin.
    • Nómina + EOR
      Dispersión de nómina y EOR en más de 15 países de LATAM.
  • Precios
  • Empleos

0

178
Vistas
Making a clock that takes 2560ms to complete a revolution in JavaScript

I'm trying to make a clock for a Libet task - a cognitive task used by psychologists. By convention these clocks take 2560 ms to complete a revolution. Mine seems to be running quite a lot slower and I can figure out why.

I have made an example of the issue here: https://jsfiddle.net/Sumoza/re4v7Lcj/8/

On each iteration of a setInterval with a 1ms delay, I increase the angle of rotation of the hand by (Math.PI*2)/2560, i.e. 1/2560th of a circle in radians. So, incrementing one of these each ms should complete the circle in that number of ms. As you can see from the clock, this runs a fair bit slower. Can anyone shed any light as to why. Interestingly, *10 seems to look a lot closer to what I want - but that doesn't make much sense to me so I'm wary of the fix. Relevant JS from the fiddle below. Thanks for any help.

var time = 0;
var rad_tick = (Math.PI*2)/2560; //radians per tick: last number is ms per revolution

// Draw Clock
const clock = document.getElementById('clock')
const clock_ctx = clock.getContext('2d')
clock_ctx.translate(clock.width/2, clock.height/2);
radius = (clock.height/2) * 0.7;

function drawClock() {
    clock_ctx.clearRect(-clock.width/2, -clock.height/2, clock.width, clock.height);
    clock.style.backgroundColor = 'transparent'; 
    clock_ctx.beginPath();
    clock_ctx.arc(0, 0, radius, 0 , 2 * Math.PI);
    clock_ctx.stroke();
}

drawClock();

// Draw Hand
const hand = document.getElementById('hand')
const hand_ctx = hand.getContext('2d')
hand_ctx.translate(hand.width/2, hand.height/2);

function drawHand(time){
    hand_ctx.clearRect(-hand.width/2, -hand.height/2, hand.width, hand.height);
    hand_ctx.beginPath();
    hand_ctx.moveTo(0,0);
    hand_ctx.rotate(time);
    hand_ctx.lineTo(0, -radius*0.9);
    hand_ctx.stroke();
    hand_ctx.rotate(-time);
}

function drawTime(){
    time+=rad_tick;//*10
    drawHand(time)
}

var intervalId = setInterval(drawTime, 1);
about 4 years ago · Juan Pablo Isaza
3 Respuestas
Responde la pregunta

0

Try this

var starttime = new Date().getTime();

function drawTime() {
    var elapsed = new Date().getTime() - starttime;
    var time = elapsed % 2560;
    time = time * rad_tick;
    console.log(elapsed + "->" + time);
    drawHand(time)
}
about 4 years ago · Juan Pablo Isaza Denunciar

0

You ask setInterval to call your callback every 1ms, but does it actually call it every 1ms?

Try this code:

let cnt = 0;
setInterval(() => cnt++, 1);
setTimeout(() => { console.log(cnt); }, 1000);

For me, it prints something between 230 and 235. So looks like the actual (average) minimum interval for me is a bit over 4ms.

about 4 years ago · Juan Pablo Isaza Denunciar

0

Adding on to Stig, since javascript isn't super fast when it comes to these things, it won't be super accurate. Using something like getTime() will allow proper timing. How about you call getTime in your drawTime function, so that around every millisecond, it will check the actual time and use that value.

about 4 years ago · Juan Pablo Isaza Denunciar
Responde la pregunta
Encuentra empleos remotos

¡Descubre la nueva forma de encontrar empleo!

Top de empleos
Top categorías de empleo
Empresas
Publicar vacante Precios Comercial
Legal
Términos y condiciones Política de privacidad
© 2026 PeakU Inc. All Rights Reserved.
Andres GPT
Recomiéndame algunas ofertas
Necesito ayuda