d3-timer
This module provides an efficient queue capable of managing thousands of concurrent animations, while guaranteeing consistent, synchronized timing with concurrent or staged animations. Internally, it uses
requestAnimationFrame for fluid animation (if available), switching to
setTimeout for delays longer than 24ms.
Installing
If you use NPM,
npm install d3-timer. Otherwise, download the
latest release. You can also load directly from
d3js.org, either as a
standalone library or as part of
D3 4.0. AMD, CommonJS, and vanilla environments are supported. In vanilla, a
d3 global is exported:
``
html
`
Try d3-timer in your browser.
API Reference
# d3.now() <>
Returns the current time as defined by performance.now if available, and Date.now if not. The current time is updated at the start of a frame; it is thus consistent during the frame, and any timers scheduled during the same frame will be synchronized. If this method is called outside of a frame, such as in response to a user event, the current time is calculated and then fixed until the next frame, again ensuring consistent timing during event handling.
# d3.timer(callback[, delay[, time]]) <>
Schedules a new timer, invoking the specified callback repeatedly until the timer is stopped. An optional numeric delay in milliseconds may be specified to invoke the given callback after a delay; if delay is not specified, it defaults to zero. The delay is relative to the specified time in milliseconds; if time is not specified, it defaults to now.
The callback is passed the (apparent) elapsed time since the timer became active. For example:
`
js
var t = d3.timer(function(elapsed) {
console.log(elapsed);
if (elapsed > 200) t.stop();
}, 150);
`
This produces roughly the following console output:
`
3
25
48
65
85
106
125
146
167
189
209
``
(The exact values may vary depending on your JavaScript runtime and what else your computer is doing.) Note that the first
elapsed time is 3ms: this is the elapsed time since the timer started, not since the timer was scheduled. Here the timer started 150ms after it was scheduled due to the specified delay. The apparent
elapsed time may be less than the true
elapsed time if the page is backgrounded and
requestAnimationFrame is paused; in the background, apparent time is frozen.
If
timer is called within the callback of another timer, the new timer callback (if eligible as determined by the specified
delay and
time) will be invoked immediately at the end of the current frame, rather than waiting until the next frame. Within a frame, timer callbacks are guaranteed to be invoked in the order they were scheduled, regardless of their start time.
# timer.
restart(
callback[,
delay[,
time]])
<>
Restart a timer with the specified
callback and optional
delay and
time. This is equivalent to stopping this timer and creating a new timer with the specified arguments, although this timer retains the original invocation priority.
# timer.
stop()
<>
Stops this timer, preventing subsequent callbacks. This method has no effect if the timer has already stopped.
# d3.
timerFlush()
<>
Immediately invoke any eligible timer callbacks. Note that zero-delay timers are normally first executed after one frame (~17ms). This can cause a brief flicker because the browser renders the page twice: once at the end of the first event loop, then again immediately on the first timer callback. By flushing the timer queue at the end of the first event loop, you can run any zero-delay timers immediately and avoid the flicker.
# d3.
timeout(
callback[,
delay[,
time]])
<>
Like
timer, except the timer automatically
stops on its first callback. A suitable replacement for
setTimeout that is guaranteed to not run in the background. The
callback is passed the elapsed time.
# d3.
interval(
callback[,
delay[,
time]])
<>
Like
timer, except the
callback is invoked only every
delay milliseconds; if
delay is not specified, this is equivalent to
timer. A suitable replacement for
setInterval that is guaranteed to not run in the background. The
callback is passed the elapsed time.