NSTimer to to 4 digit label update - ios

I just made a stopwatch with a tutorial but what I would like to do is to update my 00:00 label as 1 second increasing such as 00:01, 00:02: 00:03 and to do the same for minutes. Is there anyway of doing that? Thanks in advance!

Then you have to get the date which will start the counting from which is the current date when a particular event occurs, let's say we will start the timer when the view appears, so implement viewWillAppear as follows:
var currentDate = NSDate()
override func viewWillAppear(animated: Bool) {
currentDate = NSDate()
var timer: NSTimer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: "updateLabel", userInfo: nil, repeats: true)
timer.fire()
}
and implement the updateLabel function:
func updateLabel() {
dispatch_async(dispatch_get_main_queue(), { () -> Void in
var elapsedSeconds: NSTimeInterval = -self.currentDate.timeIntervalSinceNow
let minutes: Int = Int(elapsedSeconds)/60
let seconds: Int = Int(elapsedSeconds) - (minutes*60)
self.timeLabel.text = String(format: "%02d:%02d", minutes, seconds)
})
}

When formatting time elapsed, NSDateComponentsFormatter is another option:
var start: CFAbsoluteTime!
override func viewDidLoad() {
super.viewDidLoad()
start = CFAbsoluteTimeGetCurrent()
NSTimer.scheduledTimerWithTimeInterval(0.1, target: self, selector: "handleTimer:", userInfo: nil, repeats: true)
}
lazy var formatter: NSDateComponentsFormatter = {
let _formatter = NSDateComponentsFormatter()
_formatter.allowedUnits = .CalendarUnitMinute | .CalendarUnitSecond
_formatter.zeroFormattingBehavior = .Pad
return _formatter
}()
func handleTimer(timer: NSTimer) {
let elapsed = CFAbsoluteTimeGetCurrent() - start
label.text = formatter.stringFromTimeInterval(elapsed)
}
Admittedly, that will give you the time elapsed in 0:00 format, not 00:00 format.

This is Objective-C, but you'll get the idea:
-(void) updateTotalTime
{
int forHours = timeInSeconds / 3600,
remainder = timeInSeconds % 3600,
forMinutes = remainder / 60,
forSeconds = remainder % 60;
[elapsedTime setString:[NSString stringWithFormat:NSLocalizedString(#"elapsedTime", nil)
,forHours
,forMinutes
,forSeconds]];
}
and in my Localizable.strings:
"elapsedTime" = "Time: %02d:%02d:%02d";

Related

Swift - Re-add time back into Timer

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
}

The best way of adding countdown label with timer in UICollectionViewCell which works fine even after cell is being reused

I have a list of items which are presenting to the user in UICollectionView. These items have a countdown label to show the remaining time that the item is available.
I used a Timer in UICollectionViewCell to show the remaining time like:
OperationQueue.main.addOperation {
var remaingTimeInterval = self.calculateRemainigTime(remainingTime: remainingTime)
if remaingTimeInterval > 0 {
self.timerLabel.isHidden = false
self.timer = Timer.scheduledTimer(withTimeInterval: 1, repeats: true, block: { [weak self] (_) in
let hours = Int(remaingTimeInterval) / 3600
let minutes = Int(remaingTimeInterval) / 60 % 60
let seconds = Int(remaingTimeInterval) % 60
self?.timerLabel?.text = String(format:"%02i:%02i:%02i", hours, minutes, seconds)
remaingTimeInterval -= 1
})
} else {
self.timer?.invalidate()
self.timerLabel.isHidden = true
}
}
and that's how I calculate the remaining time based on the given Date:
//Calculating remaining time based on the item endDate and currentDAte
func calculateRemainigTime(remainingTime: String) -> Int {
let prizeRemainingTime = Helper.stringToDate(remainingTime)
let prizeRemainingTimeInterval = Int(prizeRemainingTime.timeIntervalSince1970)
let currentTimeInterval = Int(Date().timeIntervalSince1970)
return prizeRemainingTimeInterval - currentTimeInterval
}
Everything works fine till the cell is being reused, after that the countdown numbers are not correct anymore.
Is this a correct way to show the countdown in UICollectionViewCell or there is a better solution.
Can anyone help me to find a way through this?
Move the timer logic to the data model.
Instead of target/action use the block-based API of Timer.
In cellForRow pass the timer callback block to the cell.
When the timer fires the code in the callback block can update the UI in the cell.
Coding from accepted answer guideline, hope you like it.
MyViewController
protocol MyViewControllerDelegate : class {
func updateTimer(_ timeString: String)
}
class MyViewController: UIViewController {
weak var timerDetegate: MyViewControllerDelegate?
var timer = Timer()
var time = 0
fun ViewDidLoad() {
timer = Timer.scheduledTimer(withTimeInterval: 1, repeats: true, block: { _ in
self.time += 1
self.timerDetegate?.updateTimer("time \(self.time)")
})
}
...
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell = tableViewdequeueReusableCell(withIdentifier: "MeCell")
vc.timerDetegate = cell
return cell
}
...
}
MyTableViewCell
class MyTableViewCell : UITableViewCell, MyViewControllerDelegate {
...
func updateTimer(_ timeString: String) {
lblTimeLeft.text = timeString
}
}
I had implemented this simpler way (without caring about the performance/latency)
in ..cellForItemAt.. method, I call
cell.localEndTime = yourEndTimeInterval
cell.startTimerProgress()
In collection view cell, I added a method which starts the progress:
var localEndTime: TimeInterval = 0 //set value from model
var timer:Timer?
func timerIsRunning(timer: Timer){
let diff = localEndTime - Date().timeIntervalSince1970
if diff > 0 {
self.showProgress()
return
}
self.stopProgress()
}
func showProgress(){
let endDate = Date(timeIntervalSince1970: localEndTime)
let nowDate = Date()
let components = Calendar.current.dateComponents(Set([.day, .hour, .minute, .second]), from: nowDate, to: endDate)
self?.timerLabel?.text = String(format:"%02i:%02i:%02i", components.hour!, components.minute!, components.second!)
}
func stopProgress(){
self?.timerLabel?.text = String(format:"%02i:%02i:%02i", 0, 0, 0)
self.timer?.invalidate()
self.timer = nil
}
func startTimerProgress() {
timer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(self.timerIsRunning(timer:)), userInfo: nil, repeats: true)
self.timer?.fire()
}

Count-Up and Count-Down Timer with Date() in Swift 4 should stop after a certain time period

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"
}
}

Adding and Subtracting times in Swift

I've written some of this in pseudo code because I don't know the syntax for it. I'd like to have the timeLeftLabel.text reflect how many hours, minutes, and seconds are left until the 6 hours are up. My biggest problem is that I don't know how to add and subtract times. Can anyone help me?
var timer = NSTimer()
func timerResults() {
let theDate = NSDate()
var endTime = theDate //+ 6 hours
let timeLeft = endTime //- theDate
timeLeftLabel.text = "\(timeLeft)"
}
#IBOutlet weak var timeLeftLabel: UILabel!
#IBAction func IBbtnUpdateTap(sender: UIButton){
timer = NSTimer.scheduledTimerWithTimeInterval(1.0, target: self, selector: Selector("timerResults"), userInfo: nil, repeats: true)
}
Assuming your deployment target is iOS 8.0 or later, you should use NSDateComponentsFormatter to format your string. You want something like this:
class MyViewController : UIViewController {
#IBOutlet weak var timeLeftLabel: UILabel!
var targetDate: NSDate?
var labelUpdateTimer: NSTimer?
var timeLeftFormatter: NSDateComponentsFormatter?
#IBAction func startTimerButtonWasTapped() {
targetDate = NSDate(timeIntervalSinceNow: 6 * 60 * 60)
labelUpdateTimer = NSTimer.scheduledTimerWithTimeInterval(1,
target: self, selector: "labelUpdateTimerDidFire:", userInfo: nil, repeats: true)
timeLeftFormatter = NSDateComponentsFormatter()
timeLeftFormatter?.unitsStyle = .Abbreviated // gives e.g. "1h 20m 34s"
// You might prefer .Positional, which gives e.g. "1:20:34"
timeLeftFormatter?.allowedUnits = [ .Hour, .Minute, .Second ]
labelUpdateTimerDidFire(labelUpdateTimer!)
}
#objc func labelUpdateTimerDidFire(timer: NSTimer) {
let now = NSDate()
timeLeftLabel.text = timeLeftFormatter!.stringFromDate(now,
toDate: targetDate!)
if now.compare(targetDate!) != NSComparisonResult.OrderedAscending {
print("times up!")
labelUpdateTimer?.invalidate()
}
}
}
This will add 6 hours:
let future = now.dateByAddingTimeInterval(3600*6) // 1 hour is 3600 seconds
This will find the difference:
let difference = future.timeIntervalSinceDate(now)

Stuck: Analog Clock in Swift iOS

I'm new to swift (and coding in general), and I've been working on an analog watch project. I've gotten to a place where I'm stuck. None of the println() commands are putting anything out to the console unless they arrive before the function "func setTime(){...} ". Not sure what's happening there. And I can't seem to get the hands to rotate with the math I found here. I'm trying to convert it from obj-c to swift. (I know the bottom section is very wrong at the moment) I keep messing with it (the bottom section) but I don't get any rotation.
Any help would be appreciated. I feel like I'm close.
var theTimer:NSTimer!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
println(viewDidLoad)
func setTime(){
println("set time")
self.theTimer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: "set time", userInfo: nil, repeats: false)
let date = NSDate()
let outputFormatter = NSDateFormatter()
outputFormatter.dateFormat = "hh:mm:ss"
let newDateString:NSString = outputFormatter.stringFromDate(date)
println(newDateString)
let calendar = NSCalendar.currentCalendar()
let components = calendar.components(.CalendarUnitHour | .CalendarUnitMinute | .CalendarUnitSecond, fromDate: date)
var hour = components.hour
var minute = components.minute
var second = components.second
println(hour)
println(minute)
println(second)
**var secAngle = (6 * second)
var minAngle = (6 * minute)
var hourAngle = (30 * hour + minute / 2)
self.secsImage.transform = CGAffineTransformMakeRotation( CGFloat(secAngle) )
self.minsImage.transform = CGAffineTransformMakeRotation( CGFloat(Double(minAngle)) )
self.hoursImage.transform = CGAffineTransformMakeRotation( CGFloat(Double(hourAngle)) )**
println(secAngle)
println(minAngle)
println(hourAngle)
}
}
You have declared your setTime function inside your viewDidLoad function, and you have never called it. Also, your the selector for your NSTimer is not correct - it needs to be the name of the function and it needs to be a Selector, not just a string.
You should move the setTime function declaration out of viewDidLoad and I would suggest setting it up in viewWillAppear -
var theTimer:NSTimer?
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
println(viewDidLoad)
}
override func viewWillAppear(animated: Bool) {
super.viewWillAppear(animated)
self.setTime()
self.theTimer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: Selector("setTime"), userInfo: nil, repeats: true)
}
func setTime(){
println("set time")
let date = NSDate()
let outputFormatter = NSDateFormatter()
outputFormatter.dateFormat = "hh:mm:ss"
let newDateString:NSString = outputFormatter.stringFromDate(date)
println(newDateString)
let calendar = NSCalendar.currentCalendar()
let components = calendar.components(.CalendarUnitHour | .CalendarUnitMinute | .CalendarUnitSecond, fromDate: date)
var hour = components.hour
var minute = components.minute
var second = components.second
println(hour)
println(minute)
println(second)
var secAngle = (6 * second)
var minAngle = (6 * minute)
var hourAngle = (30 * hour + minute / 2)
self.secsImage.transform = CGAffineTransformMakeRotation( CGFloat(secAngle) )
self.minsImage.transform = CGAffineTransformMakeRotation( CGFloat(Double(minAngle)) )
self.hoursImage.transform = CGAffineTransformMakeRotation( CGFloat(Double(hourAngle)) )**
println(secAngle)
println(minAngle)
println(hourAngle)
}
If you are new to programming, you may want to consider running through some basic coding tutorials on the web.

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