hello, i’m new to programming in i’m trying to solve this exercise in C, basically it’s the amount of passed hours between the start of a game and it’s end, if the game started at 16 and ended at 2 the result is a game with 10 hours(in different days) i know i can to it more manually, but i wanted to somehow use the <time.h> to learn how to use a header etc, can someone help me?, thank you all
The thing is to take 2 time stamps: one at the beginning and one at the end of the game. Then you subtract the beginning value from the end to get the elapsed time.
In terms of
<time.h>
, you probably want to callclock()
to get these time stamps.clock_t beginTime = clock();
And later:
clock_t endTime = clock(); double elapsed = (double)(endTime - beginTime) / CLOCKS_PER_SEC;
That would give you the time in seconds, which you could make into hours by dividing it further by 3600.
(Note: It’s been a long time since I’ve programmed straight C so I may be off on something here? In C++, you would want to use
std::chrono::steady_clock::now()
to get your time stamps, even thoughclock()
still exists.)This is correct, however it is important to note that the C standard allows arbitrary values at the beginning of the program. The manpage does a better job explaining it.
Doing a bit of research, it looks like the POSIX
time_t time(time_t *dest)
function (man) is available on Windows (see here). So I would recommend that overclock_t clock(void)
as it will operate more consistently across platforms.The arbitrary values at the beginning of the program is the reason you want to measure a difference rather than an absolute time. Like you don’t want to simply go
(double)clock() / CLOCKS_PER_SEC
at the end of the program. That would only work if you knew for certain that the clock started at 0 on program launch. Some operating systems may ensure this. Others may only zero it when the CPU is booted, for example. So it’s just not safe to work with absolute times, but differences between time stamps should still behave consistently across platforms.Now, the problem with
time()
and friends is they represent the kind of time displayed by your computer. In most cases, this should work fine, but occasionally, the OS may adjust this time for a number of reasons. It may be jumping ahead or back due to daylight savings, for example, or adding/losing some seconds as it syncs the computer clock to an NTP server someplace. What you want to use to avoid such shenanigans in measuring time elapsed is a steady clock which ticks along regardless of what the OS decides to do. I thinkclock()
is your best bet for that in plain C? (It also may have a higher resolution thantime()
, though that’s not super important if you’re only worried about counting hours.)
Take 10 minutes to watch this video, then follow his advice. get a library that handles time and date and use it.
Leap days, leap seconds, time zones, daylight savings, and half a dozen other weird things make dining this way too hard. Use a library and hope the black magic keeps working
Without even clicking the link and only knowing the subject I strongly thought this link was going to be Tom Scott time rant.
You save the unix timestamp at the beginning of the game and the end of the game (or use the current one). With this timestamps you can use functions to calculate length etc. For example https://cplusplus.com/reference/ctime/difftime/ You then can convert those into a better format. More info here https://cplusplus.com/reference/ctime/
Also chatgpt could help in those cases, if you don’t want to wait for a answer on here :P