# Task 4: Timer
This is the fourth of The 7 Tasks from 7GUIs (opens new window):
Challenges: concurrency, competing user/signal interactions, responsiveness.
The task is to build a frame containing a gauge G for the elapsed time e, a label which shows the elapsed time as a numerical value, a slider S by which the duration d of the timer can be adjusted while the timer is running and a reset button R. Adjusting S must immediately reflect on d and not only when S is released. It follows that while moving S the filled amount of G will (usually) change immediately. When e ≥ d is true then the timer stops (and G will be full). If, thereafter, d is increased such that d > e will be true then the timer restarts to tick until e ≥ d is true again. Clicking R will reset e to zero.
Timer deals with concurrency in the sense that a timer process that updates the elapsed time runs concurrently to the user’s interactions with the GUI application. This also means that the solution to competing user and signal interactions is tested. The fact that slider adjustments must be reflected immediately moreover tests the responsiveness of the solution. A good solution will make it clear that the signal is a timer tick and, as always, has not much scaffolding.
Timer is directly inspired by the timer example in the paper Crossing State Lines: Adapting Object-Oriented Frameworks to Functional Reactive Languages (opens new window).
# Modeling
The key point in modeling this timer is in the description itself:
A good solution will make it clear that the signal is a timer tick
Indeed, we can model timer ticks as a signal (event) that updates the context of some parent timer machine. The timer can be in either the paused
state or the running
state, and these timer ticks should ideally only be active when the machine is in the running
state. This gives us a good basis for how we can model the other requirements:
- When in the
running
state, someelapsed
variable is incremented by someinterval
on everyTICK
event. - Always check that
elapsed
does not exceedduration
(guarded transition) in therunning
state (transient transition)- If
elapsed
exceedsduration
, transition to thepaused
state.
- If
- Always check that
duration
does not exceedelapsed
(guarded transition) in thepaused
state.- If
duration
exceedselapsed
, transition to therunning
state.
- If
- The
duration
can always be updated via someDURATION.UPDATE
event. - A
RESET
event resetselapsed
to0
.
In the running
state, we can invoke a service that calls setInterval(...)
to send a TICK
event on the desired interval
.
By modeling everything as a "signal" (event), such as DURATION.UPDATE
, TICK
, RESET
, etc., the interface is fully reactive and concurrent. It also simplifies the implementation.
States:
"running"
- the state where the timer is running, receivingTICK
events from some invoked interval service, and updatingcontext.elapsed
."paused"
- the state where the timer is not running and no longer receivingTICK
events.
Context:
interface TimerContext {
// The elapsed time (in seconds)
elapsed: number;
// The maximum time (in seconds)
duration: number;
// The interval to send TICK events (in seconds)
interval: number;
}
Events:
type TimerEvent =
| {
// The TICK event sent by the spawned interval service
type: 'TICK';
}
| {
// User intent to update the duration
type: 'DURATION.UPDATE';
value: number;
}
| {
// User intent to reset the elapsed time to 0
type: 'RESET';
};
# Coding
export const timerMachine = createMachine({
initial: 'running',
context: {
elapsed: 0,
duration: 5,
interval: 0.1
},
states: {
running: {
invoke: {
src: (context) => (cb) => {
const interval = setInterval(() => {
cb('TICK');
}, 1000 * context.interval);
return () => {
clearInterval(interval);
};
}
},
on: {
'': {
target: 'paused',
cond: (context) => {
return context.elapsed >= context.duration;
}
},
TICK: {
actions: assign({
elapsed: (context) =>
+(context.elapsed + context.interval).toFixed(2)
})
}
}
},
paused: {
on: {
'': {
target: 'running',
cond: (context) => context.elapsed < context.duration
}
}
}
},
on: {
'DURATION.UPDATE': {
actions: assign({
duration: (_, event) => event.value
})
},
RESET: {
actions: assign({
elapsed: 0
})
}
}
});