patternjavascriptMinor
Is there a more efficient way of implementing this clock in Raphael JS?
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Problem
Can someone let me know if this is a proper (and efficient) way of doing it? It works, but I wanted to understand if there's a way it be made better (I can use a for loop for the clones, but my browser gets stuck if I do it).
Here's the fiddle
Here's the fiddle
window.onload = function() {
rot();
}
var rot = function(){
var paper = new Raphael(document.getElementById('canvas_container'), 500, 500);
var c1 = paper.circle(250,250,150).attr({"stroke-width":2});
var c2 = paper.circle(250, 250, 5).attr({"fill":"black"});
var lMark = paper.path("M 250 250 m 0 -130 l 0 -20").attr({"stroke-wid th":2});
lMark.clone().attr({transform:"r90 250 250"});
lMark.clone().attr({transform:"r180 250 250"});
lMark.clone().attr({transform:"r270 250 250"});
lMark.clone().attr({transform:"r360 250 250"});
var d = new Date();
var hourAngle = (d.getHours() * 60 + d.getMinutes())/2, minAngle = (d.getMinutes() * 6), secAngle = (d.getSeconds() * 6);
var secHand = paper.path("M 250 250, l 0 -110, M 250 250, l 0 15").attr({"stroke":"red", "stroke-width":2});
var minHand = paper.path("M 250 250, l 0 -120").attr({'stroke-width':2}).transform("r" + minAngle + " 250 250");
var hourHand = paper.path("M 250 250, l 0 -80").attr({'stroke-width':3, 'stroke-linecap':'round'}).transform("r" + hourAngle + " 250 250");
var secAnim = Raphael.animation({transform: "r360 250 250"}, 60000).repeat(Infinity);
var minAnim = Raphael.animation({transform: "r360 250 250"}, 3600000).repeat(Infinity);
var hourAnim = Raphael.animation({transform: "r360 250 250"}, 43200000).repeat(Infinity);
secHand.animate(secAnim);
minHand.animate(minAnim);
hourHand.animate(hourAnim);
}Solution
I think not, this is how it is meant to be.
That being said, you
After some thought, it appears that the biggest problem with this code is that you count on the animation to take 0 (milli)seconds and the execution/scheduling of the animations is instantaneous. Have you tried keeping this clock up for an hour or more? I would expect there to be discrepancies between the real time and the animated clock.
That being said, you
- Have a few missing semicolons
- Capture
c1&c2for no good reason
- Calculate
secAnglefor no good reason
- Have a veritable legion of hard coded mystical constants
- Have a few weirdly named variables
After some thought, it appears that the biggest problem with this code is that you count on the animation to take 0 (milli)seconds and the execution/scheduling of the animations is instantaneous. Have you tried keeping this clock up for an hour or more? I would expect there to be discrepancies between the real time and the animated clock.
Context
StackExchange Code Review Q#55092, answer score: 3
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