I have 2 flows. First flow updates every 50ms. I have the second flow which is equal to first flow but i want it to produce latest value from original flow every 300ms. I found debounce extension for flows but it doesn't work (note from docs):
Note that the resulting flow does not emit anything as long as the original flow emits items faster than every timeoutMillis milliseconds.
So when i'm trying to emit value each 300 ms with debounce it doesn't emit at all because original flow is faster than i need. So how can i make something like that:
delay 300ms
check original flow for latest value
emit this value
repeat
my flows right now:
// fast flow (50ms)
val orientationFlow = merge(_orientationFlow, locationFlow)
val cameraBearingFlow = orientationFlow.debounce(300ms)
P.S. this approach doesn't fit because we are delaying value so it's not fresh after 300ms. I need to get the freshest value after 300ms:
val cameraBearingFlow = azimuthFlow.onEach {
delay(ORIENTATION_UPDATE_DELAY)
it
}
You need sample instead of debounce
val f = fastFlow.sample(300)
As the title, is there any way to make an action if there's no user input in x time in Kotlin?
Im trying to achieve the following:
user input: hello
hello
and if nothing happens the program prints:
Are you there?
my code:
fun main() {
while (true){
var echo = readLine()
println(echo)
println("Are you there?") // if x time passes and the user has not given input
}
}
This resource gives lots of information about how to measure elapsed time in Kotlin. You can use one of those and check how much time has passed each time through the loop. If the total time taken is greater than the desired time, print the statement.
https://www.geeksforgeeks.org/find-days-between-two-dates-in-android/
I can't find the answer to an interesting moment.
in akka.net I have the scheduler. It will work in actor which are sort out a number.
here a simple implementation
_statusScheduler = Context.System.Scheduler.ScheduleTellRepeatedlyCancelable(
TimeSpan.FromSeconds(_shedulerInterval),
TimeSpan.FromSeconds(_shedulerInterval),
_reporterActor,
new ProgressReport(requestId, _testedQuantity),
Self);
where
_shedulerInterval - 5-second interval,
_testedQuantity - quantity of tested number all time updated.
and after 5 seconds it is sent 0; always, not a changed number. And here is a question: is it possible to send updated quantity?
I can't send the message to the updating quantity from Recieve<> methods, because my actor is handled the counting message and it is counted the quantity all the time and updated it(when it finished it will receive next message). But all five seconds I should generate a report by a scheduler. Is it possible to fix it?
I think now I need to send all logic because it works fine, and the stone of my problem is scheduler behavior.
The issue you have here is that the message you pass into the scheduler, new ProgressReport(requestId, _testedQuantity), is what is going to be sent each time. Since you're passing in those integer values by value, the object is going to have the original values for those fields at the time you created the message and therefore the message will never update.
If you want to be able to change the content that is sent in the recurring scheduler, do this instead:
var self = Self; // need a closure here, since ActorContext won't be available
_statusScheduler = Context.System.Scheduler.Advanced.ScheduleRepeatedlyCancelable(interval, interval, () => {
_reporterActor.Tell(new ProgressReport(requestId, _testedQuantity), self);
});
This usage of the scheduler will generate a new message each time when it invokes the lambda function and thus you'll be able to include the updated integer values inside your object.
Is this possible?
I have a file in which a movie clip is launched when the user roles over another element. To make the user experience more pleasant this happens after a 3 second delay using setInterval. Is there a way of stopping and resetting this time if the user rolls off the element before the 3 seconds is up?
var xTimer = setInterval(wait, 3000);
function wait(){
show('all');
play('all');
clearInterval(xTimer);
}
Above is the code I have used to set the delay, and below is the code I had assumed would interrupt and reset the timer.
invisBtn.onRollOut = function(){
rollover_mc.gotoAndStop(1);
stop();
clearInterval(xTimer());
trace('off');
}
Any help on this would be massively appreciated.
First, the setInterval & clearInterval functions use a Number variable to work.
setInterval() returns a Number variable, and clearInterval() takes that Number in parameter to remove the previous started interval. Here you seem to keep the interval ID inside a function variable instead of a Number one.
Thus, clearInterval(xTimer()); should in reality be clearInterval(xTimer); (without the parenthesis after xTimer).
And secondly, so you can use it in the invisBtn.onRollOut function, just be sure that the xTimer variable is scoped correctly (not inside a function where the invisBtn.onRollOut isn't also), and not on different keyframes of the timeline (timeline keyframes in Flash tends to forget the code you've written on it as soon as the reading head passes onto a new keyframe of the layer which has the code on it).
Feel free to ask more details if you need !
I have a machine which uses an NTP client to sync up to internet time so it's system clock should be fairly accurate.
I've got an application which I'm developing which logs data in real time, processes it and then passes it on. What I'd like to do now is output that data every N milliseconds aligned with the system clock. So for example if I wanted to do 20ms intervals, my oututs ought to be something like this:
13:15:05:000
13:15:05:020
13:15:05:040
13:15:05:060
I've seen suggestions for using the stopwatch class, but that only measures time spans as opposed to looking for specific time stamps. The code to do this is running in it's own thread, so should be a problem if I need to do some relatively blocking calls.
Any suggestions on how to achieve this to a reasonable (close to or better than 1ms precision would be nice) would be very gratefully received.
Don't know how well it plays with C++/CLR but you probably want to look at multimedia timers,
Windows isn't really real-time but this is as close as it gets
You can get a pretty accurate time stamp out of timeGetTime() when you reduce the time period. You'll just need some work to get its return value converted to a clock time. This sample C# code shows the approach:
using System;
using System.Runtime.InteropServices;
class Program {
static void Main(string[] args) {
timeBeginPeriod(1);
uint tick0 = timeGetTime();
var startDate = DateTime.Now;
uint tick1 = tick0;
for (int ix = 0; ix < 20; ++ix) {
uint tick2 = 0;
do { // Burn 20 msec
tick2 = timeGetTime();
} while (tick2 - tick1 < 20);
var currDate = startDate.Add(new TimeSpan((tick2 - tick0) * 10000));
Console.WriteLine(currDate.ToString("HH:mm:ss:ffff"));
tick1 = tick2;
}
timeEndPeriod(1);
Console.ReadLine();
}
[DllImport("winmm.dll")]
private static extern int timeBeginPeriod(int period);
[DllImport("winmm.dll")]
private static extern int timeEndPeriod(int period);
[DllImport("winmm.dll")]
private static extern uint timeGetTime();
}
On second thought, this is just measurement. To get an action performed periodically, you'll have to use timeSetEvent(). As long as you use timeBeginPeriod(), you can get the callback period pretty close to 1 msec. One nicety is that it will automatically compensate when the previous callback was late for any reason.
Your best bet is using inline assembly and writing this chunk of code as a device driver.
That way:
You have control over instruction count
Your application will have execution priority
Ultimately you can't guarantee what you want because the operating system has to honour requests from other processes to run, meaning that something else can always be busy at exactly the moment that you want your process to be running. But you can improve matters using timeBeginPeriod to make it more likely that your process can be switched to in a timely manner, and perhaps being cunning with how you wait between iterations - eg. sleeping for most but not all of the time and then using a busy-loop for the remainder.
Try doing this in two threads. In one thread, use something like this to query a high-precision timer in a loop. When you detect a timestamp that aligns to (or is reasonably close to) a 20ms boundary, send a signal to your log output thread along with the timestamp to use. Your log output thread would simply wait for a signal, then grab the passed-in timestamp and output whatever is needed. Keeping the two in separate threads will make sure that your log output thread doesn't interfere with the timer (this is essentially emulating a hardware timer interrupt, which would be the way I would do it on an embedded platform).
CreateWaitableTimer/SetWaitableTimer and a high-priority thread should be accurate to about 1ms. I don't know why the millisecond field in your example output has four digits, the max value is 999 (since 1000 ms = 1 second).
Since as you said, this doesn't have to be perfect, there are some thing that can be done.
As far as I know, there doesn't exist a timer that syncs with a specific time. So you will have to compute your next time and schedule the timer for that specific time. If your timer only has delta support, then that is easily computed but adds more error since the you could easily be kicked off the CPU between the time you compute your delta and the time the timer is entered into the kernel.
As already pointed out, Windows is not a real time OS. So you must assume that even if you schedule a timer to got off at ":0010", your code might not even execute until well after that time (for example, ":0540"). As long as you properly handle those issues, things will be "ok".
20ms is approximately the length of a time slice on Windows. There is no way to hit 1ms kind of timings in windows reliably without some sort of RT add on like Intime. In windows proper I think your options are WaitForSingleObject, SleepEx, and a busy loop.