I am trying to build a reliable solid system to build a metronome in my app using SWIFT.
I Have built what seems to be a solid system using NSTimer so far.. The only
Thanks to the great work already done on this question by vigneshv & CakeGamesStudios, I was able to put together the following, which is an expanded version of the metronome timer discussed here. Some highlights:
Any feedback on how this can be improved further is welcome!
protocol BPMTimerDelegate: class {
func bpmTimerTicked()
}
class BPMTimer {
// MARK: - Properties
weak var delegate: BPMTimerDelegate? // The class's delegate, to handle the results of ticks
var bpm: Double { // The speed of the metronome ticks in BPM (Beats Per Minute)
didSet {
changeBPM() // Respond to any changes in BPM, so that the timer intervals change accordingly
}
}
var tickDuration: Double { // The amount of time that will elapse between ticks
return 60/bpm
}
var timeToNextTick: Double { // The amount of time until the next tick takes place
if paused {
return tickDuration
} else {
return abs(elapsedTime - tickDuration)
}
}
var percentageToNextTick: Double { // Percentage progress from the previous tick to the next
if paused {
return 0
} else {
return min(100, (timeToNextTick / tickDuration) * 100) // Return a percentage, and never more than 100%
}
}
// MARK: - Private Properties
private var timer: DispatchSourceTimer!
private lazy var timerQueue = DispatchQueue.global(qos: .utility) // The Grand Central Dispatch queue to be used for running the timer. Leverages a global queue with the Quality of Service 'Utility', which is for long-running tasks, typically with user-visible progress. See here for more info: https://www.raywenderlich.com/5370-grand-central-dispatch-tutorial-for-swift-4-part-1-2
private var paused: Bool
private var lastTickTimestamp: CFAbsoluteTime
private var tickCheckInterval: Double {
return tickDuration / 50 // Run checks many times within each tick duration, to ensure accuracy
}
private var timerTolerance: DispatchTimeInterval {
return DispatchTimeInterval.milliseconds(Int(tickCheckInterval / 10 * 1000)) // For a repeating timer, Apple recommends a tolerance of at least 10% of the interval. It must be multiplied by 1,000, so it can be expressed in milliseconds, as required by DispatchTimeInterval.
}
private var elapsedTime: Double {
return CFAbsoluteTimeGetCurrent() - lastTickTimestamp // Determine how long has passed since the last tick
}
// MARK: - Initialization
init(bpm: Double) {
self.bpm = bpm
self.paused = true
self.lastTickTimestamp = CFAbsoluteTimeGetCurrent()
self.timer = createNewTimer()
}
// MARK: - Methods
func start() {
if paused {
paused = false
lastTickTimestamp = CFAbsoluteTimeGetCurrent()
timer.resume() // A crash will occur if calling resume on an already resumed timer. The paused property is used to guard against this. See here for more info: https://medium.com/over-engineering/a-background-repeating-timer-in-swift-412cecfd2ef9
} else {
// Already running, so do nothing
}
}
func stop() {
if !paused {
paused = true
timer.suspend()
} else {
// Already paused, so do nothing
}
}
// MARK: - Private Methods
// Implements timer functionality using the DispatchSourceTimer in Grand Central Dispatch. See here for more info: http://danielemargutti.com/2018/02/22/the-secret-world-of-nstimer/
private func createNewTimer() -> DispatchSourceTimer {
let timer = DispatchSource.makeTimerSource(queue: timerQueue) // Create the timer on the correct queue
let deadline: DispatchTime = DispatchTime.now() + tickCheckInterval // Establish the next time to trigger
timer.schedule(deadline: deadline, repeating: tickCheckInterval, leeway: timerTolerance) // Set it on a repeating schedule, with the established tolerance
timer.setEventHandler { [weak self] in // Set the code to be executed when the timer fires, using a weak reference to 'self' to avoid retain cycles (memory leaks). See here for more info: https://learnappmaking.com/escaping-closures-swift/
self?.tickCheck()
}
timer.activate() // Dispatch Sources are returned initially in the inactive state, to begin processing, use the activate() method
// Determine whether to pause the timer
if paused {
timer.suspend()
}
return timer
}
private func cancelTimer() {
timer.setEventHandler(handler: nil)
timer.cancel()
if paused {
timer.resume() // If the timer is suspended, calling cancel without resuming triggers a crash. See here for more info: https://forums.developer.apple.com/thread/15902
}
}
private func replaceTimer() {
cancelTimer()
timer = createNewTimer()
}
private func changeBPM() {
replaceTimer() // Create a new timer, which will be configured for the new BPM
}
@objc private func tickCheck() {
if (elapsedTime > tickDuration) || (timeToNextTick < 0.003) { // If past or extremely close to correct duration, tick
tick()
}
}
private func tick() {
lastTickTimestamp = CFAbsoluteTimeGetCurrent()
DispatchQueue.main.sync { // Calls the delegate from the application's main thread, because it keeps the separate threading within this class, and otherwise, it can cause errors (e.g. 'Main Thread Checker: UI API called on a background thread', if the delegate tries to update the UI). See here for more info: https://stackoverflow.com/questions/45081731/uiapplication-delegate-must-be-called-from-main-thread-only
delegate?.bpmTimerTicked() // Have the delegate respond accordingly
}
}
// MARK: - Deinitialization
deinit {
cancelTimer() // Ensure that the timer's cancelled if this object is deallocated
}
}