I have seen multiple questions similar to this; however, none of them resolved my problem. My timer is simply going too slowly. I am only using an interval of 0.01
seconds. Here is my code:
@IBOutlet var timerLabel: UILabel!
var miliseconds = 0
var seconds = 0
func updateLabel() {
if miliseconds == 0 {
timerLabel.text = "\(seconds).00"
} else if miliseconds < 10 {
timerLabel.text = "\(seconds).0\(miliseconds)"
} else {
timerLabel.text = "\(seconds).\(miliseconds)"
}
}
var timer = NSTimer()
func updateTime() {
miliseconds++
if miliseconds == 100 {
miliseconds = 0
seconds++
}
updateLabel()
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
if timerState == 1 {
timer = NSTimer.scheduledTimerWithTimeInterval(0.01, target: self, selector: "updateTime", userInfo: nil, repeats: true)
NSRunLoop.mainRunLoop().addTimer(timer, forMode: NSRunLoopCommonModes)
timerLabel.textColor = UIColor.blackColor()
timerState = 2
}
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
if timerState == 0 {
miliseconds = 0
seconds = 0
updateLabel()
timerLabel.textColor = UIColor.greenColor()
timerState = 1
} else if timerState == 2 {
timerState = 0
timer.invalidate()
}
}
var timerState = 0
//timerState of 0 = Has not started
//timerState of 1 = About to start
//timerState of 2 = Timing
I have also tried using delays:
func delay(delay:Double, closure:()->()) {
dispatch_after(
dispatch_time( DISPATCH_TIME_NOW, Int64(delay * Double(NSEC_PER_SEC))), dispatch_get_main_queue(), closure)
}
I called updateTime
in viewDidLoad
, and at the end of updateTime
, I added:
delay(0.01) { () -> () in
self.updateTime()
}
However, it still went at the same speed as before.
How can I fix this issue? If I missed a question while researching, please let me know. Thanks!