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SpeedTimer Large Update!

CoderGuru

Member
Joined
Jun 5, 2021
Messages
168
Location
United Kingdom
Hi Cubers,

I have just posted a large update to SpeedTimer upgrading it to beta v0.1.0.

Check it out at speedtimer.xyz
For any suggestions please feel free to add them here or email [email protected].

Updates Include:

  • Added Full Mobile Support
  • Scramble Visualiser
  • Added All OLL Algorithms
  • Added All 2LPLL Algorithms
  • Added All 2LOLL Algorithms
  • Fixed Timer and Synced with Date for Accuracy(Made Faster)
  • More Settings
  • Wait Time on Space Bar
  • Added Export Option
  • Removed Minor Lag
  • Small UI Fixes for Bettter Overall Site Look

    Thanks!
 

xyzzy

Member
Joined
Dec 24, 2015
Messages
2,477
I was using this timer and instead of getting a 16.00 I got a 15.100 lol.
I didn't even see this post until after I tried out the timer and hit the exact same issue, lol.

The problematic piece of code:
JavaScript:
function increment(start) {
	advance = setInterval(function () {
		timer.style.color = "white";
		if (running == 1) {
			time = Date.now() - start;
			var mins = Math.floor(time / 1000 / 60);
			if (mins <= 9) {
				mins = "0" + mins;
			}
			var secs = Math.floor(time / 1000 % 60);
			if (secs <= 9) {
				secs = "0" + secs;
			}

			var hundredths = Math.round(time % 1000 / 10);
			if (hundredths <= 9) {
				hundredths = "0" + hundredths;
			}

			timer.innerHTML = mins + ":" + secs + "." + hundredths;
		} else clearInterval(advance);
	});
}

You cannot safely do round-to-nearest (Math.round) on individual components of the time; you have to round the time to centiseconds first, then compute the minutes/seconds/hundredths components from there. (It actually also "works" to replace the Math.round with Math.floor (round to minus infinity), but this causes a −0.005 bias. Then again, flooring also matches WCA regs on how to handle rounding, so pick your poison.)

Also also, use performance.now() instead of Date.now() when measuring elapsed time. Guaranteed monotonic clock (it doesn't care about system clock adjustments) and doesn't (shouldn't) break in the presence of leap seconds.

---

Also also also, bad scramble generation. :/

17 moves is much too few for random-move scrambles. Make the scrambles at least 25 moves long, or use a proper scramble generator. In fact, the scrambles are too short for all the n×n×ns.
 
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