I am working on a very time-sensitive application that uses key presses for user input. As I am talking milliseconds here, I went ahead and tried a version like this:
function start() {
//stim.style.display = "block";
rt_start = new Date().getTime();
response_allowed = 1;
}
function end() {
var t = rt_end - rt_start;
//stim.style.display = "none";
log.innerHTML = t;
i++;
if (i < iterations) {
setTimeout('start();', 1000);
}
}
var rt_start;
var rt_end;
var iterations = 100;
var i = 0;
var response_allowed = 0;
var stim;
var log;
$(document).ready(function() {
document.onkeydown = function(e) {
if (response_allowed == 1) {
rt_end = new Date().getTime();
response_allowed = 0;
end();
}
};
stim = document.getElementById('stim');
log = document.getElementById('log');
start();
});
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.11.1/jquery.min.js"></script>
<div id="log"></div>
<img src="https://www.gravatar.com/avatar/cfefd93404e6b0eb3cde02b4b6df4e2b?s=128&d=identicon&r=PG&f=1" id="stim" />
And it works fine, usually sub-5ms timers (just holding down a key). But as soon as I modify the code to display the image (uncommenting the two lines), this slows down a lot to about 30ms.
Can someone point me into the direction why exactly this is the case and how to possibly avoid this additional delay?
Thanks
I would recommend using a DOMHighResTimeStamp where available (with a polyfill for browsers that don't provide it).
It's a high-resolution timestamp (designed with accurate measurement in mind) to be used (e.g.) with the Navigation Timing and Web Performance APIs (search for this in the Mozilla Developer Network, as I can't share more than two links within a single post).
The quick way to get a DOMHighResTimeStamp - much like you do with var ts = new Date().getTime(); to get a regular millisecond timestamp - is:
var ts = performance.now();
As I said above, take a look at the Web Performance API at MDN. It will be very helpful if your application is really time-sensitive.
EDIT:
About your snippet, it seems to me that if you hold a key down, you will be always limited to the resolution of the keydown event (which fires continuously, but not every milissecond). You can easily see this behavior if you press a character key down (continuously) with a text editor and check for how many times per second the character is written. This, I guess, is controlled via an OS setting.
You are also limited to the "drift" associated with setTimeout/setInterval. You see, setTimeout queues something for execution after a given delay, but it does not guarantee timely execution. It's a "best effort" scenario and, if the browser is busy doing something, it will drift significantly. Meaning: if you use a setTimeout to re-enable a response_allowed variable after 1 second, you can expect it to re-enable it after "about" (but not exactly) 1 second.
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