I am wanting to have a stopwatch in my app that runs completely off the device's time. I have my code below which takes the time in which the start button is pressed, and then every second updates the secondsElapsed to be the difference between the startTime and current. I am getting stuck on implementing a pause function. If I just invalidate the update timer, then the timer will restart having pretty much carried on from where it left off. Any ideas on how this could be done?
class StopWatchManager: ObservableObject{
#Published var secondsElapsed = 0
var startTime: Date = Date()
var timer = Timer()
func startWatch(){
timer = Timer.scheduledTimer(withTimeInterval: 1, repeats: true){ timer in
let current = Date()
let diffComponents = Calendar.current.dateComponents([.second], from: self.startTime, to: current)
let seconds = (diffComponents.second ?? 0)
self.secondsElapsed = seconds
}
}
func pauseWatch(){
timer.invalidate()
}
}
I display the stopwatch using this code below:
struct ContentView: View {
#ObservedObject var stopWatchManager = StopWatchManager()
var body: some View{
HStack{
Button("Start"){
stopWatchManager.startWatch()
}
Text("\(stopWatchManager.secondsElapsed)")
Button("Pause"){
stopWatchManager.pauseWatch()
}
}
}
}
Yes. Here is how to do it:
When pause is pressed, note the current time and compute the elapsed time for the timer. Invalidate the update timer.
When the timer is resumed, take the current time and subtract the elapsed time. Make that the startTime and restart the update timer.
Here's the updated code:
class StopWatchManager: ObservableObject{
#Published var secondsElapsed = 0
var startTime: Date = Date()
var elapsedTime = 0.0
var paused = false
var running = false
var timer = Timer()
func startWatch(){
guard !running else { return }
if paused {
startTime = Date().addingTimeInterval(-elapsedTime)
} else {
startTime = Date()
}
paused = false
running = true
timer = Timer.scheduledTimer(withTimeInterval: 0.1, repeats: true){ timer in
let current = Date()
let diffComponents = Calendar.current.dateComponents([.second], from: self.startTime, to: current)
let seconds = (diffComponents.second ?? 0)
self.secondsElapsed = seconds
}
}
func pauseWatch(){
guard !paused else { return }
timer.invalidate()
elapsedTime = Date().timeIntervalSince(startTime)
paused = true
running = false
}
}
Things to note:
I changed the timer interval to 0.1 from 1 to avoid missing updates.
I added paused and running state variables to keep the buttons from being pressed more than once in a row.
Related
I want to animate a number. The animation I want to achieve is going from 0 increasing all the way up to the current number (at high speed). In this project, the number is the number of steps a user has taken. Is there a way this can be achieved?
LazyVStack{
ForEach(steps, id: \.id) { step in
//Here is the number I want to be animated
Text("\(step.count)")
.font(.custom(customFont, size: 50))
Text("Steps")
.font(.custom(customFont, size: 25))
.multilineTextAlignment(.center)
}
}
I believe I have a function along the right lines, I just need to apply it! Here is the function:
func addNumberWithRollingAnimation() {
withAnimation {
// Decide on the number of animation tasks
let animationDuration = 1000 // milliseconds
let tasks = min(abs(self.enteredNumber), 100)
let taskDuration = (animationDuration / tasks)
// add the remainder of our entered num from the steps
total += self.enteredNumber % tasks
// For each task
(0..<tasks).forEach { task in
// create the period of time when we want to update the number
// I chose to run the animation over a second
let updateTimeInterval = DispatchTimeInterval.milliseconds(task * taskDuration)
let deadline = DispatchTime.now() + updateTimeInterval
// tell dispatch queue to run task after the deadline
DispatchQueue.main.asyncAfter(deadline: deadline) {
// Add piece of the entire entered number to our total
self.total += Int(self.enteredNumber / tasks)
}
}
}
}
Here is a utility function called Timer.animateNumber() which takes a Binding<Int> to animate, a Binding<Bool> busy which indicates if the value is currently animating, and Int start value, an Int end value, and a Double duration in seconds.
To use it, you need to define an #State private var number: Int to animate, and #State private var busy: Bool to keep track of the animation's state. This can also be used to terminate the animation early by just setting busy to false. Pass in your start value, end value, and duration in seconds.
This demo shows two animated numbers. The first counts up from 1 to 10000 in 1 second. The second counts down from 20 to 0 in 20 seconds. The Stop All button can be used to stop both animations.
extension Timer {
static func animateNumber(number: Binding<Int>, busy: Binding<Bool>, start: Int, end: Int, duration: Double = 1.0) {
busy.wrappedValue = true
let startTime = Date()
Timer.scheduledTimer(withTimeInterval: 1/120, repeats: true) { timer in
let now = Date()
let interval = now.timeIntervalSince(startTime)
if !busy.wrappedValue {
timer.invalidate()
}
if interval >= duration {
number.wrappedValue = end
timer.invalidate()
busy.wrappedValue = false
} else {
number.wrappedValue = start + Int(Double(end - start)*(interval/duration))
}
}
}
}
struct ContentView: View {
#State private var number: Int = 0
#State private var number2: Int = 0
#State private var busy: Bool = false
#State private var busy2: Bool = false
var body: some View {
VStack(spacing: 20) {
Text(String(number))
Button("Go") {
if !busy {
Timer.animateNumber(number: $number, busy: $busy, start: 1, end: 10000, duration: 1)
}
}
Text(String(number2))
Button("Go") {
if !busy2 {
Timer.animateNumber(number: $number2, busy: $busy2, start: 20, end: 0, duration: 20)
}
}
Button("Stop All") {
busy = false
busy2 = false
}
}
}
}
I have a countdown Timer that shows seconds and milliseconds. The user can start/stop recording multiple times until the timer hits zero. The user can also delete a previous recording at which point I have to re-add that deleted time back into the initial 20 secs. There are 2 issues.
The first issue is when the timer is stopped, the remaining time that shows on the timer label doesn't match the time culmination of the recordings. From my understanding this might be a RunLoop issue and I don't think there is anything that I can do about the inaccuracies.
let initialTime = 20.0
var cumulativeTimeForAllAssests = 0.0
for asset in arrOfAssets {
let assetDuration = CMTimeGetSeconds(asset.duration)
print("assetDuration: ", assetDuration)
cumulativeTimeForAllAssests += assetDuration
}
print("\ncumulativeTimeForAllAssests: ", cumulativeTimeForAllAssests)
After starting/stopping 5 times, the remaining time on the timer label says 16.5 but the culmination of the assets time is 4.196666.... The timer label should say 15.8, it's 0.7 milli off. The more I start/stop the recording, the more inaccurate/further off the culmination time - the initial time and the timer label time is.
assetDuration: 0.7666666666666667
assetDuration: 0.9666666666666667
assetDuration: 0.7983333333333333
assetDuration: 0.7333333333333333
assetDuration: 0.9316666666666666
cumulativeTimeForAllAssests: 4.196666666666667
The second issue is because I'm using seconds and milliseconds in my timerLabel, when I add re-add the subtracted time back in via deleteAssetAndUpdateTimer(...), I use the parts of modf() to update the seconds and milliseconds. I couldn't think of another way to update the timer. I know there has to be a more accurate way to do it.
Timer code:
weak var timer: Timer?
var seconds = 20
var milliseconds = 0
let initialTime = 20.0
func startTimer() {
invalidateTimer()
if seconds == Int(initalTime) && milliseconds == 0 {
timerIsRunning()
}
timer = Timer.scheduledTimer(withTimeInterval: 0.1, repeats: true, block: { [weak self] _ in
self?.timerIsRunning()
})
}
func timerIsRunning() {
updateTimerLabel()
if milliseconds == 0 {
seconds -= 1
}
milliseconds -= 1
if milliseconds < 0 {
milliseconds = 9
}
if seconds == 0 && milliseconds == 0 {
invalidateTimer()
updateTimerLabel()
}
}
func invalidateTimer() {
timer?.invalidate()
timer = nil
}
func updateTimerLabel() {
let milisecStr = "\(milliseconds)"
let secondsStr = seconds > 9 ? "\(seconds)" : "0\(seconds)"
timerLabel.text = "\(secondsStr).\(milisecStr)"
}
Delete asset and update timer code:
// the timer is stopped when this is called
func deleteAssetAndUpdateTimer(_ assetToDelete: AVURLAsset) {
var cumulativeTimeForAllAssests = 0.0
for asset in arrOfAssets {
let assetDuration = CMTimeGetSeconds(asset.duration)
cumulativeTimeForAllAssests += assetDuration
}
let timeFromAssetToDelete = CMTimeGetSeconds(assetToDelete.duration)
let remainingTime = self.initialTime - cumulativeTimeForAllAssests
let updatedTime = remainingTime + timeFromAssetToDelete
let mod = modf(updatedTime)
self.seconds = Int(mod.0)
self.milliseconds = Int(mod.1 * 10)
updateTimerLabel()
// remove assetToDelete from array
}
The big issue here was I was using a Timer to countdown which was incorrect. Following #LeoDabus' comments, I instead used CACurrentMediaTime():
let timerLabel = UILabel()
let maxRecordingTime = 30.0
lazy var elapsedTime = maxRecordingTime
var startTime: CFTimeInterval?
var endTime: CFTimeInterval?
weak var timer: Timer?
override func viewDidLoad() {
super.viewDidLoad()
updateTimerLabel(with: Int(maxRecordingTime))
}
#IBAction func recordButtonPressed(_ sender: UIButton) {
if startTime == nil {
startTimer()
} else {
stopTimer(updateElapsed: true)
}
}
func startTimer() {
if elapsedTime == 0 { return }
stopTimer()
startTime = CACurrentMediaTime()
endTime = startTime! + elapsedTime
print("startTime: \(startTime!) | endTime: \(endTime!)")
timer = Timer.scheduledTimer(withTimeInterval: 0.01, repeats: true) { [weak self] _ in
self?.timerIsRunning()
}
}
func timerIsRunning() {
guard let startTime = startTime, let endTime = endTime else { return }
let currentTime = CACurrentMediaTime()
let remainingTime = currentTime - startTime
print("%2d %.3lf", elapsedTime, remainingTime)
if currentTime >= endTime {
print("stopped at - currentTime: \(currentTime) | endTime: \(endTime)")
stopTimer(updateElapsed: true, currentTime: currentTime)
return
}
let countDownTime: Double = elapsedTime - remainingTime
let seconds = Int(countDownTime)
updateTimerLabel(with: seconds)
}
func updateTimerLabel(with seconds: Int) {
let secondsStr = seconds > 9 ? "\(seconds)" : "0\(seconds)"
timerLabel.text = secondsStr
}
func stopTimer(updateElapsed: Bool = false, currentTime: Double? = nil) {
timer?.invalidate()
timer = nil
if updateElapsed {
updateElapsedTime(using: currentTime)
}
startTime = nil
endTime = nil
}
func updateElapsedTime(using currentTime: Double? = nil) {
guard let startTime = startTime else { return }
var timeNow = CACurrentMediaTime()
if let currentTime = currentTime {
timeNow = currentTime
}
var updatedTime = elapsedTime - (timeNow - startTime)
if updatedTime < 0 {
updatedTime = 0
}
elapsedTime = updatedTime
}
func resetElapsedTime() { // This is for a resetButton not shown here
elapsedTime = maxRecordingTime
}
I've done a simple timer in Swift. All is well apart from when the seconds reach 59 seconds. Instead of going back to zero they just carry on going. Would someone would be able to point out where I'm going wrong and why this is happening?
#IBAction func startButtonDidTouch(_ sender: Any) {
if !timerIsRunning{
timer = Timer.scheduledTimer(timeInterval: 0.01, target: self, selector: #selector(self.updateTimer), userInfo: nil, repeats: true)
timerIsRunning = true
}
}
#objc func updateTimer() {
totalSeconds += 0.01
let totalSecondsTimes100: Int = Int(totalSeconds*100)
let minutes = Int(totalSeconds/60)
let timerChoice = Double(minutes)
let minStr = (minutes == 0) ? "00" : "0\(minutes)"
let secStr = (totalSeconds < 9) ? "0\(Float(totalSecondsTimes100)/100)" : "\(Float(totalSecondsTimes100)/100)"
switch Int(timerChoice) {
case Int(timerCountdownLabel.text!)!:
timerLabel.text = "\(minStr):\(secStr)"
audioPlayer.play()
timer.invalidate()
timerIsRunning = false
default:
timerLabel.text = "\(minStr):\(secStr)"
}
}
You should calculate the seconds as:
let seconds = totalSeconds % 60
and then use seconds in your calculation of secStr instead of using totalSeconds.
There are better ways to write your code:
#objc func updateTimer() {
totalSeconds += 0.01
let minutes = Int(totalSeconds) / 60
let seconds = totalSeconds.remainder(dividingBy: 60)
let timeStr = String(format: "%02d:%06.3f", minutes, seconds)
timerLabel.text = timeStr
if Int(timerCountdonwLabel.text!)! == minutes {
audioPlayer.play()
timer.invalidate()
timerIsRunning = false
}
}
And you really shouldn't keep track of time simply by adding 0.01 to totalSeconds. A Timer is not accurate. Your clock will drift over time. It's best to save a timestamp (Date()) when you start the timer and get the current timestamp (Date()) inside updateTimer and get the difference between the two.
Here is a timer function that outputs format minutes:seconds:milliseconds, compare with your code and you'll find what's wrong with your code.
private weak var timer: Timer?
private var startTime: Double = 0
private var elapsed: Double = 0
private var time: Double = 0
private func startTimer(){
startTime = Date().timeIntervalSinceReferenceDate - elapsed
timer = Timer.scheduledTimer(timeInterval: (0.01), target: self, selector: #selector(updateTimeLabel), userInfo: nil, repeats: true)
}
private func stopTimer(){
elapsed = Date().timeIntervalSinceReferenceDate - startTime
timer?.invalidate()
}
#objc func updateTimeLabel(){
time = Date().timeIntervalSinceReferenceDate - startTime
let minutes = UInt8(time / 60.0)
let timeNoMin = time - (TimeInterval(minutes) * 60)
let seconds = UInt8(timeNoMin)
let timeNoSec = timeNoMin - (TimeInterval(seconds))
let milliseconds = UInt16(timeNoSec * 100)
let strMinutes = String(minutes)
var strSeconds = ""
if strMinutes == "0" {
strSeconds = String(seconds)
}
else {
strSeconds = String(format: "%02d", seconds)
}
let strMilliseconds = String(format: "%02d"), milliseconds)
if strMinutes != "0" {
timerLabel.text = "\(strMinutes):\(strSeconds).\(strMilliseconds)"
}
else {
timerLabel.text = "\(strSeconds).\(strMilliseconds)"
}
}
To get minutes and seconds from a floating point total number of seconds elapsed, elapsed you can:
To get minutes, divide by 60.0 and truncate to the nearest integer:
let minutes = Int(elapsed / 60)
To get seconds, get the remainder, either via:
let seconds = elapsed - Double(minutes) * 60
Or
let seconds = elapsed.truncatingRemainder(dividingBy: 60)
A couple of other observations:
There's no point in running a timer every 0.01 seconds when the screen refresh rate is usually capped at 60 frames per second. If you want to update it with the greatest frequency, use a CADisplayLink which is timed not only for maximum screen refresh rate, but also fires optimally to allow the update to happen before the next frame is to be rendered.
You should not use timer to increment the elapsed time by 0.01 (or any fixed interval) because you have no assurances that it will actually fire with that frequency. If something, for example, momentarily blocks the main thread by 200 milliseconds, you don't want this to affect your calculation of the amount of time that has elapsed.
Instead, save the start time when the timer starts, and every time the timer fires recalculate the elapsed time and format the results accordingly.
To complicate this further, you should not even be comparing Date() instances (or CFAbsoluteTimeGetCurrent() values) because, as the documentation warns us:
Repeated calls to this function do not guarantee monotonically increasing results. The system time may decrease due to synchronization with external time references or due to an explicit user change of the clock.
Instead, you should use a mach_absolute_time based calculation (such as returned by CACurrentMediaTime()), for which repeated calls are assured to return accurately elapsed time calculations.
The only time you should use Date() or CFAbsoluteTimeGetCurrent() if your app is saving the start time in persistent storage, to be retrieved later when the app is restarted (possibly after a device reboot) to render the effect of the elapsed time between starts of an app. But this is a pretty narrow edge case.
Anyway, this yields:
var start: CFTimeInterval?
weak var displayLink: CADisplayLink?
func startTimer() {
self.displayLink?.invalidate() // just in case timer had already been started
start = CACurrentMediaTime()
let displayLink = CADisplayLink(target: self, selector: #selector(handleDisplayLink(_:)))
displayLink.preferredFramesPerSecond = 100 // in case you're using a device that can render more than 60 fps
displayLink.add(to: .main, forMode: .commonModes)
self.displayLink = displayLink
}
#objc func handleDisplayLink(_ displayLink: CADisplayLink) {
let elapsed = CACurrentMediaTime() - start!
let minutes = Int(elapsed / 60)
let seconds = elapsed - Double(minutes) * 60
let string = String(format: "%02d:%05.2f", minutes, seconds)
label.text = string
}
func stopTimer() {
displayLink?.invalidate()
}
I am quite new to Swift and already learned a lot using the questions here.
In one of my first projects I try to write a soccer playtime timer app. The first timer is counting up after the whistle button is pressed showing the minutes played and the second timer is counting down to zero showing the minutes left to play. This works so far.
Now both timers should stop automatically when the halftime is over, so that I can start a third overtime timer. So far the invalidate statement of the timer is not working - both timers keep running. There seems to be something wrong with my if-statements, but at the moment I have no clue what. So any help would be very appreciated.
var countUpClock: Timer?
var countDownClock: Timer?
private var formatter: DateComponentsFormatter = {
let formatter = DateComponentsFormatter()
formatter.unitsStyle = .positional
formatter.allowedUnits = [.minute, .second]
formatter.zeroFormattingBehavior = .pad
return formatter
}()
func runPlaytimeClocks() {
let startTime = Date()
let countTime = Date() + 2700 //45min of playtime
if startTime <= countTime {
countUpClock = Timer.scheduledTimer(withTimeInterval: 1.0, repeats: true) { [weak self] _ in
self?.timePlayed.text = self?.formatter.string(from: startTime, to: Date())
}
}
else {
countUpClock?.invalidate()
}
if startTime <= countTime {
countDownClock = Timer.scheduledTimer(withTimeInterval: -1.0, repeats: true) { [weak self] _ in
self?.timetoPlay.text = self?.formatter.string(from: Date(), to: countTime)
}
}
else {
countDownClock?.invalidate()
}
Thank you very much for the replies.
I found exactly what I was looking for here: http://ioscake.com/swift-nstimer-in-background.html
I adapted the solution to my for clocks (CountUpClock, CountDownClock, OvertimeClock, HalftimeClock).
Do you have any suggestions what would be the best solution to start the second halftime of the soccer game?
So far the CountUpClock starts again at 0:00 when I press the whistle button after the halftime break. But it should keep running from minute 45:00 to 90:00 - while the CountDownClock should counting down from 45:00 to 0:00 again.
What would be the best solution for such a behaviour?
import UIKit
import UserNotifications
private let stopTimeKey = "stopTimeKey"
class ViewController: UIViewController {
//Outlets
#IBOutlet weak var timePlayed: UILabel!
#IBOutlet weak var timeToPlay: UILabel!
#IBOutlet weak var overtime: UILabel!
#IBOutlet weak var halftime: UILabel!
#IBOutlet weak var halftimeButton: UIButton!
private var stopTime: Date?
override func viewDidLoad() {
super.viewDidLoad()
registerForLocalNotifications()
stopTime = UserDefaults.standard.object(forKey: stopTimeKey) as? Date
if let time = stopTime {
if time > Date() {
startTimers(time, includeNotification: false)
} else {
notifyTimerCompleted()
}
}
}
private func registerForLocalNotifications() {
if #available(iOS 10, *) {
UNUserNotificationCenter.current().requestAuthorization(options: [.alert, .sound]) { granted, error in
guard granted && error == nil else {
// display error
print("\(String(describing: error))")
return
}
}
} else {
let types: UIUserNotificationType = [.badge, .sound, .alert]
let settings = UIUserNotificationSettings(types: types, categories: nil)
UIApplication.shared.registerUserNotificationSettings(settings)
}
}
//Actions
#IBAction func whistleButtonTapped(_ sender: UIButton) {
overtimeClock?.invalidate()
overtimeClock = nil
halftimeClock?.invalidate()
halftimeClock = nil
overtime.text = "00:00"
halftime.text = "00:00"
halftimeButton.isHidden = true
//add 10 seconds per halftime to try out
let time = Date() + 10
if time > Date() {
startTimers(time)
} else {
timeToPlay.text = "error"
}
}
#IBAction func halftimeButton(_ sender: UIButton) {
halftimeButtoPressed()
}
// Code for different Timers
private var countDownClock: Timer?
private var countUpClock: Timer?
var overtimeClock: Timer?
var halftimeClock: Timer?
private func startTimers(_ stopTime: Date, includeNotification: Bool = true) {
// save `stopTime` in case app is terminated
UserDefaults.standard.set(stopTime, forKey: stopTimeKey)
self.stopTime = stopTime
// start Timer
countDownClock = Timer.scheduledTimer(timeInterval: 0.1, target: self, selector: #selector(handleCountDownTimer(_:)), userInfo: nil, repeats: true)
countUpClock = Timer.scheduledTimer(timeInterval: 0.1, target: self, selector: #selector(handleCountUpTimer(_:)), userInfo: nil, repeats: true)
guard includeNotification else { return }
// start local notification (so we're notified if timer expires while app is not running)
if #available(iOS 10, *) {
let content = UNMutableNotificationContent()
content.title = "Overtime is starting soon"
content.body = "In 5 seconds the overtime will start"
content.sound = UNNotificationSound.default()
//5 seconds warning before overtime starts
let trigger = UNTimeIntervalNotificationTrigger(timeInterval: stopTime.timeIntervalSinceNow - 5, repeats: false)
let notification = UNNotificationRequest(identifier: "timer", content: content, trigger: trigger)
UNUserNotificationCenter.current().add(notification)
} else {
let notification = UILocalNotification()
//5 seconds warning before overtime starts
notification.fireDate = stopTime - 5
notification.alertBody = "Overtime is starting soon"
UIApplication.shared.scheduleLocalNotification(notification)
}
}
private func stopTimer() {
countDownClock?.invalidate()
countDownClock = nil
countUpClock?.invalidate()
countUpClock = nil
}
private func halftimeButtoPressed() {
overtimeClock?.invalidate()
overtimeClock = nil
startHalftimeClock()
halftimeButton.isHidden = true
}
private let dateComponentsFormatter: DateComponentsFormatter = {
let _formatter = DateComponentsFormatter()
_formatter.allowedUnits = [.minute, .second]
_formatter.unitsStyle = .positional
_formatter.zeroFormattingBehavior = .pad
return _formatter
}()
#objc func handleCountDownTimer(_ timer: Timer) {
let now = Date()
if stopTime! > now {
timeToPlay.text = dateComponentsFormatter.string(from: now, to: stopTime!)
} else {
stopTimer()
notifyTimerCompleted()
startOvertimeClock()
halftimeButton.isHidden = false
}
}
#objc func handleCountUpTimer(_ timer: Timer) {
//add 10 seconds per halftime to try out
let now = Date() + 10
if now > stopTime! {
timePlayed.text = dateComponentsFormatter.string(from: stopTime!, to: now)
} else {
stopTimer()
notifyTimerCompleted()
}
}
//Overtime Clock
#objc func startOvertimeClock() {
let startOvertime = Date()
overtimeClock = Timer.scheduledTimer(withTimeInterval: 0.1, repeats: true) { [weak self] _ in
self?.overtime.text = self?.dateComponentsFormatter.string(from: startOvertime, to: Date())
}
}
//Halftime Clock
#objc func startHalftimeClock() {
let startHalftime = Date()
halftimeClock = Timer.scheduledTimer(withTimeInterval: 0.1, repeats: true) { [weak self] _ in
self?.halftime.text = self?.dateComponentsFormatter.string(from: startHalftime, to: Date())
}
}
private func notifyTimerCompleted() {
timeToPlay.text = "End"
timePlayed.text = "End"
}
}
The high score in my game is time based and I am having trouble setting comparing it with the current score. This is my code so far which doesn't work:
class GameScene: SKScene, SKPhysicsContactDelegate {
// initialise value for current time
var currentTime = NSDate()
var bestTime = NSDate()
override func didMoveToView(view: SKView) {
super.didMoveToView(view)
// set the current time to 0 seconds
var date0 = NSDate();
let timeInterval = floor(date0 .timeIntervalSinceReferenceDate / 60.0) * 60.0
date0 = NSDate(timeIntervalSinceReferenceDate: timeInterval)
currentTime = date0
// call to start timer
NSTimer.scheduledTimerWithTimeInterval(0.1, target: self, selector: "printDuration:", userInfo: NSDate(), repeats: true)
Then
func printDuration(timer: NSTimer) {
if self.view?.paused == false {
guard let userInfo = timer.userInfo else {
return
}
guard let startDate = userInfo as? NSDate else {
return
}
let duration = NSDate().timeIntervalSinceDate(startDate)
currentTime = NSDate(timeIntervalSinceReferenceDate: duration)
currentTimeValueLabel.text = "\(NSString(format:"%3.2f", duration))"
}
}
I want to be able to do something like below where I am able to compare the time in both variables and set the higher one accordingly:
if (currentTime > highScore) {
highScore = currentTime
highScoreLabel.text = "\(NSString(format:"%3.2f", highScore))"
}
You can set startDate = NSDate() in didMoveToView() at the beginning and then compare the two to see if duration is higher by typing
if duration > highScore {
highScore = duration
}