I want to stop this timer and then restart it from where I stopped it.
secondsTimer = Timer.scheduledTimer(timeInterval: 1.0, target: self, selector: #selector(addSeconds), userInfo: nil, repeats: true)
Below, it was suggested I shouldn't increment a timer in my timer handler. Why not?
For example, using GCD timer:
func countSeconds() {
secondsTimer = DispatchSource.makeTimerSource(queue: .main)
secondsTimer?.schedule(deadline: .now(), repeating: 1.0)
secondsTimer?.setEventHandler { [weak self] in
self?.addSeconds()
}
}
@objc func addSeconds() {
seconds += 1
}
func startGame() {
secondsTimer?.resume()
}
We don't pause/resume Timer
instances. We stop them with invalidate()
. And when you want to restart it, just create new timer.
Please refer to the Timer
documentation, also available right in Xcode.
Note that you can suspend
and resume
GCD timers, DispatchSourceTimer
.
var timer: DispatchSourceTimer? // note, unlike `Timer`, we have to maintain strong reference to GCD timer sources
func createTimer() {
timer = DispatchSource.makeTimerSource(queue: .main)
timer?.schedule(deadline: .now(), repeating: 1.0)
timer?.setEventHandler { [weak self] in // assuming you're referencing `self` in here, use `weak` to avoid strong reference cycles
// do something
}
// note, timer is not yet started; you have to call `timer?.resume()`
}
func startTimer() {
timer?.resume()
}
func pauseTiemr() {
timer?.suspend()
}
func stopTimer() {
timer?.cancel()
timer = nil
}
Please note, I am not suggesting that if you want suspend
and resume
that you should use GCD DispatchSourceTimer
. Calling invalidate
and recreating Timer
as needed is simple enough, so just do that. I only provide this GCD information for the sake of completeness.
By the way, as a general principle, never "increment" some counter in your timer handler. That's a common mistake. Timers are not guaranteed to fire every time or with exact precision. Always save some reference time at the start, and then in your event handler, calculate differences between the current time and the start time. For example, extending my GCD timer example:
func createTimer() {
timer = DispatchSource.makeTimerSource(queue: .main)
timer?.schedule(deadline: .now(), repeating: 0.1)
let formatter = DateComponentsFormatter()
formatter.unitsStyle = .positional
formatter.allowedUnits = [.hour, .minute, .second, .nanosecond]
formatter.zeroFormattingBehavior = .pad
timer?.setEventHandler { [weak self] in
guard let start = self?.start else { return }
let elapsed = (self?.totalElapsed ?? 0) + CACurrentMediaTime() - start
self?.label.text = formatter.string(from: elapsed)
}
}
var start: CFTimeInterval? // if nil, timer not running
var totalElapsed: CFTimeInterval?
@objc func didTapButton(_ button: UIButton) {
if start == nil {
startTimer()
} else {
pauseTimer()
}
}
private func startTimer() {
start = CACurrentMediaTime()
timer?.resume()
}
private func pauseTimer() {
timer?.suspend()
totalElapsed = (totalElapsed ?? 0) + (CACurrentMediaTime() - start!)
start = nil
}
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With