Difference between revisions of "LlGetTime"

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(Floating Point Table formatting improvements)
(corrected the floating point thresholds mentioned in the paragraph before the table)
 
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**Script reset (user or [[llResetScript]] or [[llResetOtherScript]])
**Script reset (user or [[llResetScript]] or [[llResetOtherScript]])
**Call to either [[llResetTime]] or [[llGetAndResetTime]]
**Call to either [[llResetTime]] or [[llGetAndResetTime]]
* Due to (32 bit) floating point number limitations, the accuracy of this function is 1/32sec up to ~3 days, 1/16sec up to ~6 days, etc... doubling each time, e.g. it's only 1 second at ~194 days. Use [[llResetTime]] or [[llGetAndResetTime]] whenever practical to maintain the accuracy you require:
* Due to (32 bit) floating point number limitations, the accuracy of this function is 1</sup>/<sub>64</sub>sec up to ~3 days, 1</sup>/<sub>32</sub>sec up to ~6 days, etc... doubling each time, e.g. it's only 1 second at ~194 days. Use [[llResetTime]] or [[llGetAndResetTime]] whenever practical to maintain the accuracy you require:
{{{!}} class="wikitable" style="text-align:right"
{{{!}} class="wikitable" style="text-align:right"
{{!}}+ Floating Point Precision Thesholds
{{!}}+ Floating Point Precision Thesholds
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{{!}} style="text-align:left" {{!}} 0.016=2<sup>-6</sup> {{!}}{{!}}  262144=2<sup>18</sup> {{!}}{{!}}  72.82 {{!}}{{!}}  3.03
{{!}} style="text-align:left" {{!}} 0.016=2<sup>-6</sup> {{!}}{{!}}  262144=2<sup>18</sup> {{!}}{{!}}  72.82 {{!}}{{!}}  3.03
{{!}}-
{{!}}-
{{!}} style="text-align:left" {{!}} 0.022=<sup>1</sup>/<sub>45</sub> {{!}}{{!}} colspan="3" style="text-align:left" {{!}} 1 simulator physics frame
{{!}} style="text-align:left" {{!}} 0.022=<sup>1</sup>/<sub>45</sub> {{!}}{{!}} colspan="3" style="text-align:center" {{!}} 1 simulator frame
{{!}}-
{{!}}-
{{!}} style="text-align:left" {{!}} 0.031=2<sup>-5</sup> {{!}}{{!}}  524288=2<sup>19</sup> {{!}}{{!}}  145.63 {{!}}{{!}}  6.06
{{!}} style="text-align:left" {{!}} 0.031=2<sup>-5</sup> {{!}}{{!}}  524288=2<sup>19</sup> {{!}}{{!}}  145.63 {{!}}{{!}}  6.06
{{!}}-
{{!}} style="text-align:left" {{!}} 0.044=<sup>2</sup>/<sub>45</sub> {{!}}{{!}} colspan="3" style="text-align:left" {{!}} 1 simulator script frame
{{!}}-
{{!}}-
{{!}} style="text-align:left" {{!}} 0.063=2<sup>-4</sup> {{!}}{{!}}  1048576=2<sup>20</sup> {{!}}{{!}}  291.27 {{!}}{{!}}  12.13
{{!}} style="text-align:left" {{!}} 0.063=2<sup>-4</sup> {{!}}{{!}}  1048576=2<sup>20</sup> {{!}}{{!}}  291.27 {{!}}{{!}}  12.13

Latest revision as of 07:52, 8 March 2024

Summary

Function: float llGetTime( );
0.0 Forced Delay
10.0 Energy

Returns a float that is script time in seconds with subsecond precision since the script started, was last reset, or call to either llResetTime or llGetAndResetTime.

Specification

Script time matches normal time, it is unaffected by time dilation. For example, if you call llResetTime on two objects in separate simulators at the same time, and later call llGetTime on both at the same time, their values will be equal regardless of differences in dilation.

Caveats

  • Script time is the amount of real-world time that the script has been in a running state. It is unaffected by time dilation, but it does not count time while the script is suspended, the user is offline (when in an attachment), the object is in inventory rather than rezzed, etc.
  • Script time resets when...
  • Due to (32 bit) floating point number limitations, the accuracy of this function is 1/64sec up to ~3 days, 1/32sec up to ~6 days, etc... doubling each time, e.g. it's only 1 second at ~194 days. Use llResetTime or llGetAndResetTime whenever practical to maintain the accuracy you require:
Floating Point Precision Thesholds
Precision Up to Seconds Hours Days
0.016=2-6 262144=218 72.82 3.03
0.022=1/45 1 simulator frame
0.031=2-5 524288=219 145.63 6.06
0.063=2-4 1048576=220 291.27 12.13
0.125=2-3 2097152=221 582.54 24.27
0.250=2-2 4194304=222 1165.08 48.54
0.500=2-1 8388608=223 2330.16 97.09
1.000=2-0 16777216=224 4660.33 194.18

Examples

default {
    state_entry()
    {
        llResetTime();
    }
    touch_start(integer num_touch)
    {
        float time = llGetTime(); //Instead getting, and then resetting the time, we could use llGetAndResetTime() to accomplish the same thing.
        llResetTime();
        llSay(0,(string)time + " seconds have elapsed since the last touch." );
    }
}
// Distinguish between a single click and a double click

float gHoldTime;

default
{
    touch_start(integer total_number)
    {
        float now = llGetTime();
        if (now - gHoldTime < 0.3)
        {
            llSay(PUBLIC_CHANNEL,"Double clicked");
            // Trigger one sequence of actions
        }
        else
        {
            llSetTimerEvent(0.32);
        }
        gHoldTime = now;
    }
    
    timer()
    {
        llSetTimerEvent(0.0);
        if (llGetTime()-gHoldTime > 0.3)
        {
            llSay(PUBLIC_CHANNEL,"Single clicked.");
            // Trigger a different sequence of actions
        }
    }
}
//  To do time-dependant loops of whatever:
//  for example move 2 meters within 5.0 seconds

float time = 5.0;
float i;
llResetTime();
do
{
    i = llGetTime()/time;
    // move2meters*i
}
while (llGetTime() < time);

See Also

Deep Notes

Signature

function float llGetTime();