What does DispatchWallTime do on iOS? - ios

I thought the difference between DispatchTime and DispatchWallTime had to do with whether the app was suspended or the device screen was locked or something: DispatchTime should pause, whereas DispatchWallTime should keep going because clocks in the real world keep going.
So I wrote a little test app:
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
// Override point for customization after application launch.
return true
}
func applicationDidEnterBackground(_ application: UIApplication) {
print("backgrounding the app, starting timers for 60 seconds", Date())
DispatchQueue.main.asyncAfter(deadline: .now() + 60) {
print("deadline 60 seconds ended", Date())
}
DispatchQueue.main.asyncAfter(wallDeadline: .now() + 60) {
print("wallDeadline 60 seconds ended", Date())
}
}
func applicationWillEnterForeground(_ application: UIApplication) {
print("app coming to front", Date())
}
}
I ran the app on my device. I backgrounded the app, waited for a while, then brought the app to the foreground. Sometimes "waited for a while" included switching off the screen. I got results like this:
backgrounding the app, starting timers for 60 seconds 2018-08-15 17:41:18 +0000
app coming to front 2018-08-15 17:41:58 +0000
wallDeadline 60 seconds ended 2018-08-15 17:42:24 +0000
deadline 60 seconds ended 2018-08-15 17:42:24 +0000
backgrounding the app, starting timers for 60 seconds 2018-08-15 17:42:49 +0000
app coming to front 2018-08-15 17:43:21 +0000
wallDeadline 60 seconds ended 2018-08-15 17:43:55 +0000
deadline 60 seconds ended 2018-08-15 17:43:55 +0000
The delay before the deadline timer fires is not as long as I expected: it's 6 seconds over the 60 second deadline, even though I "slept" the app for considerably longer than that. But even more surprising, both timers fire at the same instant.
So what does wallDeadline do on iOS that's different from what deadline does?

There's nothing wrong with The Dreams Wind's answer, but I wanted to understand these APIs more precisely. Here's my analysis.
DispatchTime
Here's the comment above DispatchTime.init:
/// Creates a `DispatchTime` relative to the system clock that
/// ticks since boot.
///
/// - Parameters:
/// - uptimeNanoseconds: The number of nanoseconds since boot, excluding
/// time the system spent asleep
/// - Returns: A new `DispatchTime`
/// - Discussion: This clock is the same as the value returned by
/// `mach_absolute_time` when converted into nanoseconds.
/// On some platforms, the nanosecond value is rounded up to a
/// multiple of the Mach timebase, using the conversion factors
/// returned by `mach_timebase_info()`. The nanosecond equivalent
/// of the rounded result can be obtained by reading the
/// `uptimeNanoseconds` property.
/// Note that `DispatchTime(uptimeNanoseconds: 0)` is
/// equivalent to `DispatchTime.now()`, that is, its value
/// represents the number of nanoseconds since boot (excluding
/// system sleep time), not zero nanoseconds since boot.
So DispatchTime is based on mach_absolute_time. But what is mach_absolute_time? It's defined in mach_absolute_time.s. There is a separate definition for each CPU type, but the key is that it uses rdtsc on x86-like CPUs and reads the CNTPCT_EL0 register on ARMs. In both cases, it's getting a value that increases monotonically, and only increases while the processor is not in a sufficiently deep sleep state.
Note that the CPU is not necessarily sleeping deeply enough even if the device appears to be asleep.
DispatchWallTime
There's no similarly helpful comment in the DispatchWallTime definition, but we can look at the definition of its now method:
public static func now() -> DispatchWallTime {
return DispatchWallTime(rawValue: CDispatch.dispatch_walltime(nil, 0))
}
and then we can consult the definition of dispatch_walltime:
dispatch_time_t
dispatch_walltime(const struct timespec *inval, int64_t delta)
{
int64_t nsec;
if (inval) {
nsec = (int64_t)_dispatch_timespec_to_nano(*inval);
} else {
nsec = (int64_t)_dispatch_get_nanoseconds();
}
nsec += delta;
if (nsec <= 1) {
// -1 is special == DISPATCH_TIME_FOREVER == forever
return delta >= 0 ? DISPATCH_TIME_FOREVER : (dispatch_time_t)-2ll;
}
return (dispatch_time_t)-nsec;
}
When inval is nil, it calls _dispatch_get_nanoseconds, so let's check that out:
static inline uint64_t
_dispatch_get_nanoseconds(void)
{
dispatch_static_assert(sizeof(NSEC_PER_SEC) == 8);
dispatch_static_assert(sizeof(USEC_PER_SEC) == 8);
#if TARGET_OS_MAC
return clock_gettime_nsec_np(CLOCK_REALTIME);
#elif HAVE_DECL_CLOCK_REALTIME
struct timespec ts;
dispatch_assume_zero(clock_gettime(CLOCK_REALTIME, &ts));
return _dispatch_timespec_to_nano(ts);
#elif defined(_WIN32)
static const uint64_t kNTToUNIXBiasAdjustment = 11644473600 * NSEC_PER_SEC;
// FILETIME is 100-nanosecond intervals since January 1, 1601 (UTC).
FILETIME ft;
ULARGE_INTEGER li;
GetSystemTimePreciseAsFileTime(&ft);
li.LowPart = ft.dwLowDateTime;
li.HighPart = ft.dwHighDateTime;
return li.QuadPart * 100ull - kNTToUNIXBiasAdjustment;
#else
struct timeval tv;
dispatch_assert_zero(gettimeofday(&tv, NULL));
return _dispatch_timeval_to_nano(tv);
#endif
}
It consults the POSIX CLOCK_REALTIME clock. So it is based on the common idea of time and will change if you change your device's time in Settings (or System Preferences on a Mac).
The Mysterious Six Seconds
You said your timer fired
6 seconds over the 60 second deadline
so let's see where that came from.
Both asyncAfter(deadline:execute:) and asyncAfter(wallDeadline:execute:) call the same C API, dispatch_after. The kind of deadline (or “clock”) is encoded into a dispatch_time_t along with the time value. The dispatch_after function calls the internal GCD function _dispatch_after, which I quote in part here:
static inline void
_dispatch_after(dispatch_time_t when, dispatch_queue_t dq,
void *ctxt, void *handler, bool block)
{
dispatch_timer_source_refs_t dt;
dispatch_source_t ds;
uint64_t leeway, delta;
snip
delta = _dispatch_timeout(when);
if (delta == 0) {
if (block) {
return dispatch_async(dq, handler);
}
return dispatch_async_f(dq, ctxt, handler);
}
leeway = delta / 10; // <rdar://problem/13447496>
if (leeway < NSEC_PER_MSEC) leeway = NSEC_PER_MSEC;
if (leeway > 60 * NSEC_PER_SEC) leeway = 60 * NSEC_PER_SEC;
snip
dispatch_clock_t clock;
uint64_t target;
_dispatch_time_to_clock_and_value(when, &clock, &target);
if (clock != DISPATCH_CLOCK_WALL) {
leeway = _dispatch_time_nano2mach(leeway);
}
dt->du_timer_flags |= _dispatch_timer_flags_from_clock(clock);
dt->dt_timer.target = target;
dt->dt_timer.interval = UINT64_MAX;
dt->dt_timer.deadline = target + leeway;
dispatch_activate(ds);
}
The _dispatch_timeout function can be found in time.c. Suffice to say it returns the number of nanoseconds between the current time and the time passed to it. It determines the “current time” based on the clock of the time passed to it.
So _dispatch_after gets the number of nanoseconds to wait before executing your block. Then it computes leeway as one tenth of that duration. When it sets the timer's deadline, it adds leeway to the deadline you passed in.
In your case, delta is about 60 seconds (= 60 * 109 nanoseconds), so leeway is about 6 seconds. Hence your block is executed about 66 seconds after you call asyncAfter.

This question has been here for quite a while without any answers, so I'd like to give it a try and point out subtle difference I noticed in practice.
DispatchTime should pause, whereas DispatchWallTime should keep going
because clocks in the real world keep going
You are correct here, at least they are supposed to act this way. However it tends to be really tricky to check, that DispatchTime works as expected. When iOS app is running under Xcode session, it has unlimited background time and isn't getting suspended. I also couldn't achieve that by running application without Xcode connected, so it's still a big question if DispatchTime is paused under whatever conditions. However the main thing to note is that DispatchTime doesn't depend on the system clock.
DispatchWallTime works pretty much the same (it's not being suspended), apart from that it depends on the system clock. In order to see the difference, you can try out a little longer timer, say, 5 minutes. After that go to the system settings and set time 1 hour forward. If you now open the application you can notice, that WallTimer immediately expires whereas DispatchTime will keep waiting its time.

Related

Swift stopwatch running slower than expected [duplicate]

This question already has answers here:
NSTimer Too Slow
(2 answers)
Closed 4 years ago.
I am trying to implement a stopwatch into my app, but I've noticed that it actually runs slower than it should. Here is the code:
timer = Timer.scheduledTimer(timeInterval: 0.01, target: self, selector: #selector(display), userInfo: nil, repeats: true)
func stringFromTimeInterval(interval: TimeInterval) -> NSString {
let ti = Int(interval)
let minutes = ti / 6000
let seconds = ti / 100
let ms = ti % 100
return NSString(format: "%0.2d:%0.2d.%0.2d",minutes,seconds,ms)
}
#objc func display() {
interval += 1
lapInterval += 1
timeLabel.text = stringFromTimeInterval(interval: TimeInterval(interval)) as String
lapLabel.text = stringFromTimeInterval(interval: TimeInterval(lapInterval)) as String
}
Hopefully I've included enough information. Thanks in advance!
Don't try to run a timer that fires every hundredth of a second and then count the number of times it fires. Timers are not exact. Their resolution is more like 50-100 milliseconds (0.05 to 0.1 seconds), and since a timer fires on the main thread, it depends on your code servicing the event loop frequently. If you get into a time-consuming block of code and don't return, the timer doesn't fire.
Plus, the screen refresh on iOS is every 1/60th of a second. There's no point in running a timer more often than that, since you won't be able to display changes any faster.
Run a timer more like every 1/30 of a second, and calculate the elapsed time each time it fires as described below:
To calculate elapsed time, record the time (With Date() or Date().timeIntervalSinceReferenceDate) when you want to begin timing, and then every time you want to update, calculate 'new_date - old_date'. The result will be the number of seconds that have elapsed, and that will be exact and with Double precision.

Why is decreasing interval not speeding up iOS timer execution?

When I run this timer code for 60 seconds duration/1 sec interval or 6 seconds/.1 sec interval it works as expected (completing 10X faster). However, decreasing the values to 0.6 seconds/.01 seconds doesn't speed up the overall operation as expected (having it complete another 10X faster).
When I set this value to less than 0.1 it doesn't work as expected:
// The interval to use
let interval: NSTimeInterval = 0.01 // 1.0 and 0.1 work fine, 0.01 does not
The rest of the relevant code (full playground here: donut builder gist):
// Extend NSTimeInterval to provide the conversion functions.
extension NSTimeInterval {
var nSecMultiplier: Double {
return Double(NSEC_PER_SEC)
}
public func nSecs() -> Int64 {
return Int64(self * nSecMultiplier)
}
public func nSecs() -> UInt64 {
return UInt64(self * nSecMultiplier)
}
public func dispatchTime() -> dispatch_time_t {
// Since the last parameter takes an Int64, the version that returns an Int64 is used.
return dispatch_time(DISPATCH_TIME_NOW, self.nSecs())
}
}
// Define a simple function for getting a timer dispatch source.
func repeatingTimerWithInterval(interval: NSTimeInterval, leeway: NSTimeInterval, action: dispatch_block_t) -> dispatch_source_t {
let timer = dispatch_source_create(DISPATCH_SOURCE_TYPE_TIMER, 0, 0, dispatch_get_main_queue())
guard timer != nil else { fatalError() }
dispatch_source_set_event_handler(timer, action)
// This function takes the UInt64 for the last two parameters
dispatch_source_set_timer(timer, DISPATCH_TIME_NOW, interval.nSecs(), leeway.nSecs())
dispatch_resume(timer)
return timer
}
// Create the timer
let timer = repeatingTimerWithInterval(interval, leeway: 0.0) { () -> Void in
drawDonut()
}
// Turn off the timer after a few seconds
dispatch_after((interval * 60).dispatchTime(), dispatch_get_main_queue()) { () -> Void in
dispatch_source_cancel(timer)
XCPlaygroundPage.currentPage.finishExecution()
}
The interval you set for a timer is not guaranteed. It is simply a target. The system periodically checks active timers and compares their target fire time to the current time and if the fire time has passed, it fires the timer. But there is no guarantee as to how rapidly the system is checking the timer. So the shorter the target interval and the more other work a thread is doing, the less accuracy a timer will have. From Apple's documentation:
A timer is not a real-time mechanism; it fires only when one of the
run loop modes to which the timer has been added is running and able
to check if the timer’s firing time has passed. Because of the various
input sources a typical run loop manages, the effective resolution of
the time interval for a timer is limited to on the order of 50-100
milliseconds. If a timer’s firing time occurs during a long callout or
while the run loop is in a mode that is not monitoring the timer, the
timer does not fire until the next time the run loop checks the timer.
Therefore, the actual time at which the timer fires potentially can be
a significant period of time after the scheduled firing time.
This does indeed appear to be a playground limitation. I'm able to achieve an interval of 0.01 seconds when testing on an actual iOS device.
Although I was wrong in my initial answer about the limitation of the run loop speed – GCD is apparently able to work some magic behind the scenes in order to allow multiple dispatch sources to be fired per run loop iteration.
However, that being said, you should still consider that the fastest an iOS device's screen can refresh is 60 times a second, or once every 0.0167 seconds.
Therefore it simply makes no sense to be doing drawing updates any faster than that. You should consider using a CADisplayLink in order to synchronise drawing with the screen refresh rate – and adjusting your drawing progress instead of timer frequency in order to control the speed of progress.
A fairly rudimentary setup could look like this:
var displayLink:CADisplayLink?
var deltaTime:CFTimeInterval = 0
let timerDuration:CFTimeInterval = 5
func startDrawing() {
displayLink?.invalidate()
deltaTime = 0
displayLink = CADisplayLink(target: self, selector: #selector(doDrawingUpdate))
displayLink?.addToRunLoop(NSRunLoop.mainRunLoop(), forMode: NSRunLoopCommonModes)
}
func doDrawingUpdate() {
if deltaTime >= timerDuration {
deltaTime = timerDuration
displayLink?.invalidate()
displayLink = nil
}
draw(CGFloat(deltaTime/timerDuration))
deltaTime += displayLink?.duration ?? 0
}
func draw(progress:CGFloat) {
// do drawing
}
That way you can ensure that you're drawing at the maximum frame-rate available, and your drawing progress won't be affected if the device is under strain and the run loop is therefore running slower.

How to make a timer keep running even if game enters background in cocos2d-x c++ game in ios

I am using a timer in my cocos2d-x game (c++) ios. I am using cocos2d-x 2.2 version.
My function for time is as follows
in my init
this->schedule(schedule_selector(HelloWorld::UpdateTimer), 1);
I have defined the function as follows.
void HelloWorld::UpdateTimer(float dt)
{
if(seconds<=0)
{
CCLOG("clock stopped");
CCString *str=CCString::createWithFormat("%d",seconds);
timer->setString(str->getCString());
this->unschedule(schedule_selector(HelloWorld::UpdateTimer));
}
else
{
CCString *str=CCString::createWithFormat("%d",seconds);
timer->setString(str->getCString());
seconds--;
}
}
Everythings is working fine. But i have this timer to keep running even if the game enters background state. I have tried commenting the body of didEnter Background in appdelegate but not successfull. Any help will be appreciated
Thanks
If the app gets in the background, apart from some special background threads, no other thread gets executed.
Best way for you would be to save the unix timestamp in a variable during didEnterBackground, and when app resumes, fetch the current unix timestamp and compare the delta, to get the total time passed and update your timer accordingly.
In my AppDelegate.cpp I wrote the following code in applicationDidEnterBackground function. Here I took a value of time in seconds whenever the app goes background and store it in a CCUserdefault key. And when the app comes to foreground I again took the local system time and subtracted that from the time I stored in the key. Following is my code
void AppDelegate::applicationDidEnterBackground()
{
time_t rawtime;
struct tm * timeinfo;
time (&rawtime);
timeinfo = localtime (&rawtime);
CCLog("year------->%04d",timeinfo->tm_year+1900);
CCLog("month------->%02d",timeinfo->tm_mon+1);
CCLog("day------->%02d",timeinfo->tm_mday);
CCLog("hour------->%02d",timeinfo->tm_hour);
CCLog("minutes------->%02d",timeinfo->tm_min);
CCLog("seconds------->%02d",timeinfo->tm_sec);
int time_in_seconds=(timeinfo->tm_hour*60)+(timeinfo->tm_min*60)+timeinfo->tm_sec;
CCLOG("time in seconds is %d",time_in_seconds);
CCUserDefault *def=CCUserDefault::sharedUserDefault();
def->setIntegerForKey("time_from_background", time_in_seconds);
CCDirector::sharedDirector()->stopAnimation();
// if you use SimpleAudioEngine, it must be pause
// SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
}
void AppDelegate::applicationWillEnterForeground()
{
CCUserDefault *def=CCUserDefault::sharedUserDefault();
int time1=def->getIntegerForKey("time_from_background");
time_t rawtime;
struct tm * timeinfo;
time(&rawtime);
timeinfo = localtime (&rawtime);
CCLog("year------->%04d",timeinfo->tm_year+1900);
CCLog("month------->%02d",timeinfo->tm_mon+1);
CCLog("day------->%02d",timeinfo->tm_mday);
CCLog("hour------->%02d",timeinfo->tm_hour);
CCLog("mintus------->%02d",timeinfo->tm_min);
CCLog("seconds------->%02d",timeinfo->tm_sec);
int time_in_seconds=(timeinfo->tm_hour*60)+(timeinfo->tm_min*60)+timeinfo->tm_sec;
int resume_seconds= time_in_seconds-time1;
CCLOG("app after seconds == %d", resume_seconds);
CCDirector::sharedDirector()->startAnimation();
// if you use SimpleAudioEngine, it must resume here
// SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
}
You can see and calculate the time the app remained in background.

pthread: locking mutex with timeout

I try to implement following logic (a kind of pseudo-code) using pthread:
pthread_mutex_t mutex;
threadA()
{
lock(mutex);
// do work
timed_lock(mutex, current_abs_time + 1 minute);
}
threadB()
{
// do work in more than 1 minute
unlock(mutex);
}
I do expect threadA to do the work and wait untill threadB signals but not longer than 1 minute. I have done similar a lot of time in Win32 but stuck with pthreads: a timed_lock part returns imediately (not in 1 minute) with code ETIMEDOUT.
Is there a simple way to implement the logic above?
even following code returns ETIMEDOUT immediately
pthread_mutex_t m;
// Thread A
pthread_mutex_init(&m, 0);
pthread_mutex_lock(&m);
// Thread B
struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
struct timespec time = {now.tv_sec + 5, now.tv_nsec};
pthread_mutex_timedlock(&m, &time); // immediately return ETIMEDOUT
Does anyone know why? I have also tried with gettimeofday function
Thanks
I implemented my logic with conditional variables with respect to other rules (using wrapping mutex, bool flag etc.)
Thank you all for comments.
For the second piece of code: AFAIK pthread_mutex_timedlock only works with CLOCK_REALTIME.
CLOCK_REALTIME are seconds since 01/01/1970
CLOCK_MONOTONIC typically since boot
Under these premises, the timeout set is few seconds into 1970 and therefore in the past.
try something like this :
class CmyClass
{
boost::mutex mtxEventWait;
bool WaitForEvent(long milliseconds);
boost::condition cndSignalEvent;
};
bool CmyClass::WaitForEvent(long milliseconds)
{
boost::mutex::scoped_lock mtxWaitLock(mtxEventWait);
boost::posix_time::time_duration wait_duration = boost::posix_time::milliseconds(milliseconds);
boost::system_time const timeout=boost::get_system_time()+wait_duration;
return cndSignalEvent.timed_wait(mtxEventWait,timeout); // wait until signal Event
}
// so inorder to wait then call the WaitForEvent method
WaitForEvent(1000); // it will timeout after 1 second
// this is how an event could be signaled:
cndSignalEvent.notify_one();

"Precise" sample timing in cycles in ios

I'm periodically sending data to an RC helicopter, at the moment I am using NSTimer with a time interval of 30 ms to do this. Now due to the imprecision of NSTimer and the non-real timedness of ios I'm getting quite big discrepancies with the sample times. (5 packets of data in the first 30 ms then nothing for 4 cycles and such). Is there a more precise way to handle data sampling and timing of functions in ios?
You could do something like you usually do in games to finely tune fps (and also keep logic and painting separate to make it work fine in any fps). Something like this, and call it in a background thread:
- (void)updateLoop
{
NSTimeInterval last = CFAbsoluteTimeGetCurrent();
NSTimeInterval elapsed = 0;
while (self.running) {
NSTimeInterval now = CFAbsoluteTimeGetCurrent();
NSTimeInterval dt = now - last;
elapsed += dt;
if (elapsed >= YOUR_INTERVAL) {
//Do stuff
elapsed = 0;
}
last = now;
[NSThread sleepForTimeInterval:0.001]; //There is not NSThread yield
}
}

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