RxSwift Countdown time up to 0.1 seconds - ios

I get the topic but it still countdown the time to second. I want to count down timer up to 0.1s How can i solve that?
The code i follow:
countdown timer by `RxSwift`
Thanks every one

Use .milliseconds(100) instead of .seconds(1)

Related

Get remaining time of Timer in Dart

How to get the remaining time in seconds of Timer from 'dart:async' in Dart?
I have a countdown timer and at some point I want to get the remaining time in seconds. How do I do this in dart?
_endTimer = Timer(Duration(seconds: totalRemainingTimeInSeconds), () {
_end();
});
You cannot get that from a Timer.
What you can do is to start a Stopwatch at the same time as the timer.
If you need to do things along the way, they can check the stopwatch to see the duration so far. To update a countdown timer, I'd probably use a combination of Stopwatch to count time and Timer.periodic to update the UI occasionally, and either have the periodic timer check whether the countdown is over, or have a single Timer to react on timeout.

How to check if timer is less than some value then to run function?

I wrote this line:
NSTimer.scheduledTimerWithTimeInterval(0.5, target: self, selector: "showGallery:", userInfo: nil, repeats: false)
So, it runs when my 0.5 seconds are expired. But I want to run those function if there are difference between seconds is less than 0.5.
For example: I touch the screen and do not release it 1 second. Then it do not need to run my func, but if I touched and released quickly, then it must run.
How can I modify my function?
Measure the elapsed time when the press is released and execute the function if the interval is too short. As is, you're going about it wrong with a timer
As #Feldur said, you have to change your approach with the timer. Try to implement something like stopwatch from this question.
Start timer with 1/10 of sec as interval when touch begins. In fire method count how many times timer did fire. If it fired too many times - invalidate timer. When touch ends invalidate timer and check how many times it fired. If it didn't fire enough times - run method you wanted.

Pause CFTimeInterval Timer?

In my game I have a timer in my update loop that updates a label based upon the interval returned in this line:
elapsedTime = 90 - (CFAbsoluteTimeGetCurrent() - startTime);
Now 90 is the time we tick down from. I set startTime like so:
startTime = CFAbsoluteTimeGetCurrent();
Now what I am aiming to do is "pause" this timer when I go to my pause menu. However I just cannot wrap my head around the logistics of it.
When I pause should I set startTime to 0? If so, what would I do during the resume method?
Basically if the user pauses the game with 85 seconds to go, I want the user to come back from the pause screen with 85 seconds to go still. How would I achieve this?
I got my answer. I just did what I was doing now but I included another timer for the paused screen and I just add it up continually when paused and then I incorporate that timer into my game timer and it worked out.
You could store the amount of time, that passed since the timer started.
With NSDate you can store the startTime of the timer and than use -timeIntervalSinceNow to retrieve the time that passed.

NSTimer start delay

I have an UIButton that triggers a NSTimer with 1 sec interval, it calls a selector a countdown, this countdown is shown in the screen. We have detected that the NSTimer does not start immediately, it costs one second aprox. to begin. Is there anyway to force NSTimer to start immediately?
Thanks!
NSTimer has a fire method. call it after initialization.
check the documentation here https://developer.apple.com/library/mac/documentation/cocoa/reference/foundation/classes/NSTimer_Class/Reference/NSTimer.html#//apple_ref/occ/instm/NSTimer/fire

How to Make and automatic timer reset in Delphi 7?

Could someone tell me how to make a timer Reset after a given time ? Like i'm trying to make a clock , and i would like it to reset , and start over (like after 60 min , and start over from 0).
Have your OnTimer event update the timer's Tag property, or a separate variable, with how much time has elapsed, and then reset the timer when that value reaches your threshold.
Or you could simply run a separate timer that triggers one time after your desired interval elapses, and then reset both timers together.

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