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Home/ Questions/Q 696709
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Editorial Team
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Editorial Team
Asked: May 14, 20262026-05-14T03:05:29+00:00 2026-05-14T03:05:29+00:00

I’m making a general timer that has functionality to count up from 0 or

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I’m making a general timer that has functionality to count up from 0 or count down from a certain number. I also want it to allow the user to add and subtract time. Everything is simple to implement except for the case in which the timer is counting down from some number, and the user adds or subtracts time from it.

For example: (m_clock is an instance of SFML’s Clock)

float Timer::GetElapsedTime() {
  if ( m_forward ) {
    m_elapsedTime += m_clock.GetElapsedTime() - m_elapsedTime;
  } else {
    m_elapsedTime -= 
      m_elapsedTime - m_startingTime + m_clock.GetElapsedTime();
  }
  return m_elapsedTime;
}

To be a bit more clear, imagine that the timer starts at 100 counting down. After 10 seconds, the above function would look like 100 -= 100 - 100 + 10 which equals 90. If it was called after 20 more seconds it would look like 90 -= 90 - 100 + 30 which equals 70.

This works for normal counting, but if the user calls AddTime() ( just m_elapsedTime += arg ) then the algorithm for backwards counting fails miserably.

I know that I can do this using more members and keeping track of previous times, etc. but I’m wondering whether I’m missing some implementation that is extremely obvious. I’d prefer to keep it as simple as possible in that single operation.

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-14T03:05:29+00:00Added an answer on May 14, 2026 at 3:05 am

    Your code is unnecessarily complex. The following is equivalent:

    float Timer::GetElapsedTime() {
      if ( m_forward ) {
        m_elapsedTime = m_clock.GetElapsedTime();
      } else {
        m_elapsedTime = m_startingTime - m_clock.GetElapsedTime();
      }
      return m_elapsedTime;
    }
    

    and hopefully illustrates why AddTime() doesn’t work: m_elapsedTime is being replaced on every call to GetElapsedTime(). The simplest solution is track added/subtracted time separately and rework GetElapsedTime() thus:

    float Timer::GetElapsedTime() {
      float elapsedTime = m_forward
                          ? m_clock.GetElapsedTime()
                          : m_startingTime - m_clock.GetElapsedTime();
      return elapsedTime + m_addedTime;
    }
    
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