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More information: https://www.jsdelivr.com/using-sri-with-dynamic-files\n */\n","// https://d3js.org/d3-timer/ v3.0.2 Copyright 2010-2026 Mike Bostock\nvar frame = 0, // is an animation frame pending?\n    timeout$1 = 0, // is a timeout pending?\n    interval$1 = 0, // are any timers active?\n    pokeDelay = 1000, // how frequently we check for clock skew\n    taskHead,\n    taskTail,\n    clockLast = 0,\n    clockNow = 0,\n    clockSkew = 0,\n    clock = typeof performance === \"object\" && performance.now ? performance : Date,\n    setFrame = typeof window === \"object\" && window.requestAnimationFrame ? window.requestAnimationFrame.bind(window) : function(f) { setTimeout(f, 17); };\n\nfunction now() {\n  return clockNow || (setFrame(clearNow), clockNow = clock.now() + clockSkew);\n}\n\nfunction clearNow() {\n  clockNow = 0;\n}\n\nfunction Timer() {\n  this._call =\n  this._time =\n  this._next = null;\n}\n\nTimer.prototype = timer.prototype = {\n  constructor: Timer,\n  restart: function(callback, delay, time) {\n    if (typeof callback !== \"function\") throw new TypeError(\"callback is not a function\");\n    time = (time == null ? now() : +time) + (delay == null ? 0 : +delay);\n    if (!this._next && taskTail !== this) {\n      if (taskTail) taskTail._next = this;\n      else taskHead = this;\n      taskTail = this;\n    }\n    this._call = callback;\n    this._time = time;\n    sleep();\n  },\n  stop: function() {\n    if (this._call) {\n      this._call = null;\n      this._time = Infinity;\n      sleep();\n    }\n  }\n};\n\nfunction timer(callback, delay, time) {\n  var t = new Timer;\n  t.restart(callback, delay, time);\n  return t;\n}\n\nfunction timerFlush() {\n  now(); // Get the current time, if not already set.\n  ++frame; // Pretend we’ve set an alarm, if we haven’t already.\n  var t = taskHead, e;\n  while (t) {\n    if ((e = clockNow - t._time) >= 0) t._call.call(undefined, e);\n    t = t._next;\n  }\n  --frame;\n}\n\nfunction wake() {\n  clockNow = (clockLast = clock.now()) + clockSkew;\n  frame = timeout$1 = 0;\n  try {\n    timerFlush();\n  } finally {\n    frame = 0;\n    nap();\n    clockNow = 0;\n  }\n}\n\nfunction poke() {\n  var now = clock.now(), delay = now - clockLast;\n  if (delay > pokeDelay) clockSkew -= delay, clockLast = now;\n}\n\nfunction nap() {\n  var t0, t1 = taskHead, t2, time = Infinity;\n  while (t1) {\n    if (t1._call) {\n      if (time > t1._time) time = t1._time;\n      t0 = t1, t1 = t1._next;\n    } else {\n      t2 = t1._next, t1._next = null;\n      t1 = t0 ? t0._next = t2 : taskHead = t2;\n    }\n  }\n  taskTail = t0;\n  sleep(time);\n}\n\nfunction sleep(time) {\n  if (frame) return; // Soonest alarm already set, or will be.\n  if (timeout$1) timeout$1 = clearTimeout(timeout$1);\n  var delay = time - clockNow; // Strictly less than if we recomputed clockNow.\n  if (delay > 24) {\n    if (time < Infinity) timeout$1 = setTimeout(wake, Math.ceil(time - clock.now() - clockSkew) + 1);\n    if (interval$1) interval$1 = clearInterval(interval$1);\n  } else {\n    if (!interval$1) clockLast = clock.now(), interval$1 = setInterval(poke, pokeDelay);\n    frame = 1, setFrame(wake);\n  }\n}\n\nfunction timeout(callback, delay, time) {\n  var t = new Timer;\n  delay = delay == null ? 0 : +delay;\n  t.restart(elapsed => {\n    t.stop();\n    callback(elapsed + delay);\n  }, delay, time);\n  return t;\n}\n\nfunction interval(callback, delay, time) {\n  var t = new Timer, total = delay;\n  if (delay == null) return t.restart(callback, delay, time), t;\n  t._restart = t.restart;\n  t.restart = function(callback, delay, time) {\n    delay = +delay, time = time == null ? now() : +time;\n    t._restart(function tick(elapsed) {\n      elapsed += total;\n      t._restart(tick, total += delay, time);\n      callback(elapsed);\n    }, delay, time);\n  };\n  t.restart(callback, delay, time);\n  return t;\n}\n\nexport { interval, now, timeout, timer, timerFlush };\n"]}