- From: Maciej Stachowiak <mjs@apple.com>
- Date: Thu, 02 Oct 2008 20:43:55 -0700
- To: "public-webapps@w3.org Group WG" <public-webapps@w3.org>
Hello Web Apps WG, A number of WebKit developers (including from the Chrome team and the Safari team) have been discussing ideas for a new and improved timer API. We would like to serve the following use cases which we feel are not well served by the de facto standard (and now HTML5 standard) interfaces of setTimeout and setInterval: 1) True zero-delay timers, to be used to break up long-running computations so they can return to the event loop before they continue, with minimal additional delay. In most browsers, setTimeout and setInterval have an implied minimum timeout of 10ms or 15.6ms, meaning they introduce significant delay when used for such purposes. 2) High-resolution timers to be used to precisely drive animations, with an easy way to account for timer jitter; a high-resolution timer would try to achieve a 60fps frame rate by firing more than 60 times a second and drawing the next frame on the cycle closest to the desired paint time. Again, more precision than 10-15.6ms is needed here. 3) Long-lasting timers that may need to have their pending duration changed before they fire. We studied the SVGTimer API from SVG Tiny 1.2, and we believe that interface is not suitable either, because it makes the simple code for case 1 be three lines instead of one, without adding meaningful extra benefit in exchange. Here is a rough outline of our proposal: // should be implemented by Window objects interface WindowTimer { Timer startTimer(in double delayInSeconds, in boolean repeating, in TimerHandler handler); } // starts a timer that will fire in "delayInSeconds" seconds; "delayInSeconds" may be fractional, and resolution down to at least milliseconds should be provided, but user agents may provide even smaller resolution. If delayInSeconds is 0, then the timer should be considered ready to fire immediately on the next return to the event loop. If repeating is true, the timer will fire indefinitely every "delayInSeconds" seconds, until stopped. When the timer fires, handler's "handleTimer" method is called with the timer object as an argument. interface Timer { void stop(); // stops the timer, if it still has not fired or if it is repeating; maybe this should be called "cancel()" readonly attribute double timeElapsed; // time in seconds since the timer was started or since the last time it fired if repeating and it has already fired at least once void restart([Variadic] in double newDelay); // if the timer is running it is stopped; then it is restarted with newDelay as its delay, or the existing delay if newDelay is omitted; the repeating status // and callback will remain the same. } [NativeObject] interface TimerHandler { void handleTimer(in Timer timer); } I think we should put this design or something much like it in a new standalone spec, possibly also taking on the legacy setTimeout/ setInterval interfaces. Possible variations discussed: - Perhaps the delay should be in possibly-fractional milliseconds rather than possibly-fractional seconds. But expressing microseconds as fractional milliseconds seems quite weird. - Perhaps the argument order should be (handler, delay, repeating) instead, to be more like setTimeout / setInterval - Perhaps the "repeating" or even the "delayInSeconds" arguments should be optional, defaulting to false and 0 respectively, and possibly in combination with the above suggestion. - Perhaps there should be separate startTimer and startRepeatingTimer functions. I will also note that this interface does not attempt to be fully general; there's no provision for inspecting a timer's callback function, for making the first delay be different than the repeat delay, for making the timer repeat but only a finite number of times, or anything like that. These did not seem like common enough cases to warrant bloating the API. Regards, Maciej
Received on Friday, 3 October 2008 03:44:36 UTC