//core/io.islandtime/roundedDownToNearest
roundedDownToNearest¶
common
fun Time.roundedDownToNearest(increment: Hours): Time
fun OffsetTime.roundedDownToNearest(increment: Hours): OffsetTime
Returns this time, rounded down to the nearest hour that satisfies the increment.
The increment must multiply evenly into a 24-hour day.
common
fun Time.roundedDownToNearest(increment: Minutes): Time
fun OffsetTime.roundedDownToNearest(increment: Minutes): OffsetTime
Returns this time, rounded down to the nearest minute that satisfies the increment.
The increment must multiply evenly into an hour.
common
fun Time.roundedDownToNearest(increment: Seconds): Time
fun OffsetTime.roundedDownToNearest(increment: Seconds): OffsetTime
Returns this time, rounded down to the nearest second that satisfies the increment.
The increment must multiply evenly into a minute.
common
fun Time.roundedDownToNearest(increment: Milliseconds): Time
fun OffsetTime.roundedDownToNearest(increment: Milliseconds): OffsetTime
Returns this time, rounded down to the nearest millisecond that satisfies the increment.
The increment must multiply evenly into a second.
common
fun Time.roundedDownToNearest(increment: Microseconds): Time
fun OffsetTime.roundedDownToNearest(increment: Microseconds): OffsetTime
Returns this time, rounded down to the nearest microsecond that satisfies the increment.
The increment must multiply evenly into a second.
common
fun Time.roundedDownToNearest(increment: Nanoseconds): Time
fun OffsetTime.roundedDownToNearest(increment: Nanoseconds): OffsetTime
Returns this time, rounded down to the nearest nanosecond that satisfies the increment.
The increment must multiply evenly into a second.
common
fun DateTime.roundedDownToNearest(increment: Hours): DateTime
fun OffsetDateTime.roundedDownToNearest(increment: Hours): OffsetDateTime
Returns this date-time, rounded down to the nearest hour that satisfies the increment.
The increment must multiply evenly into a 24-hour day.
common
fun DateTime.roundedDownToNearest(increment: Minutes): DateTime
fun OffsetDateTime.roundedDownToNearest(increment: Minutes): OffsetDateTime
Returns this date-time, rounded down to the nearest minute that satisfies the increment.
The increment must multiply evenly into an hour.
common
fun DateTime.roundedDownToNearest(increment: Seconds): DateTime
fun OffsetDateTime.roundedDownToNearest(increment: Seconds): OffsetDateTime
Returns this date-time, rounded down to the nearest second that satisfies the increment.
The increment must multiply evenly into a minute.
common
fun DateTime.roundedDownToNearest(increment: Milliseconds): DateTime
fun OffsetDateTime.roundedDownToNearest(increment: Milliseconds): OffsetDateTime
Returns this date-time, rounded down to the nearest millisecond that satisfies the increment.
The increment must multiply evenly into a second.
common
fun DateTime.roundedDownToNearest(increment: Microseconds): DateTime
fun OffsetDateTime.roundedDownToNearest(increment: Microseconds): OffsetDateTime
Returns this date-time, rounded down to the nearest microsecond that satisfies the increment.
The increment must multiply evenly into a second.
common
fun DateTime.roundedDownToNearest(increment: Nanoseconds): DateTime
fun OffsetDateTime.roundedDownToNearest(increment: Nanoseconds): OffsetDateTime
Returns this date-time, rounded down to the nearest nanosecond that satisfies the increment.
The increment must multiply evenly into a second.
common
fun ZonedDateTime.roundedDownToNearest(increment: Hours): ZonedDateTime
Returns this date-time, rounded down to the nearest hour that satisfies the increment.
The increment must multiply evenly into a 24-hour day.
Due to daylight savings time transitions, there a few complexities to be aware of. If the new local time falls within a gap (meaning it doesn't exist), it will be adjusted forward by the length of the gap. If it falls within an overlap (meaning the local time exists twice), the offset will be retained if possible. Otherwise, the earlier offset will be used.
common
fun ZonedDateTime.roundedDownToNearest(increment: Minutes): ZonedDateTime
Returns this date-time, rounded down to the nearest minute that satisfies the increment.
The increment must multiply evenly into an hour.
Due to daylight savings time transitions, there a few complexities to be aware of. If the new local time falls within a gap (meaning it doesn't exist), it will be adjusted forward by the length of the gap. If it falls within an overlap (meaning the local time exists twice), the offset will be retained if possible. Otherwise, the earlier offset will be used.
common
fun ZonedDateTime.roundedDownToNearest(increment: Seconds): ZonedDateTime
Returns this date-time, rounded down to the nearest second that satisfies the increment.
The increment must multiply evenly into a minute.
Due to daylight savings time transitions, there a few complexities to be aware of. If the new local time falls within a gap (meaning it doesn't exist), it will be adjusted forward by the length of the gap. If it falls within an overlap (meaning the local time exists twice), the offset will be retained if possible. Otherwise, the earlier offset will be used.
common
fun ZonedDateTime.roundedDownToNearest(increment: Milliseconds): ZonedDateTime
Returns this date-time, rounded down to the nearest millisecond that satisfies the increment.
The increment must multiply evenly into a second.
Due to daylight savings time transitions, there a few complexities to be aware of. If the new local time falls within a gap (meaning it doesn't exist), it will be adjusted forward by the length of the gap. If it falls within an overlap (meaning the local time exists twice), the offset will be retained if possible. Otherwise, the earlier offset will be used.
common
fun ZonedDateTime.roundedDownToNearest(increment: Microseconds): ZonedDateTime
Returns this date-time, rounded down to the nearest microsecond that satisfies the increment.
The increment must multiply evenly into a second.
Due to daylight savings time transitions, there a few complexities to be aware of. If the new local time falls within a gap (meaning it doesn't exist), it will be adjusted forward by the length of the gap. If it falls within an overlap (meaning the local time exists twice), the offset will be retained if possible. Otherwise, the earlier offset will be used.
common
fun ZonedDateTime.roundedDownToNearest(increment: Nanoseconds): ZonedDateTime
Returns this date-time, rounded down to the nearest nanosecond that satisfies the increment.
The increment must multiply evenly into a second.
Due to daylight savings time transitions, there a few complexities to be aware of. If the new local time falls within a gap (meaning it doesn't exist), it will be adjusted forward by the length of the gap. If it falls within an overlap (meaning the local time exists twice), the offset will be retained if possible. Otherwise, the earlier offset will be used.
common
fun Instant.roundedDownToNearest(increment: Hours): Instant
Returns this instant, rounded down to the nearest hour that satisfies the increment.
The increment must multiply evenly into a 24-hour day.
common
fun Instant.roundedDownToNearest(increment: Minutes): Instant
Returns this instant, rounded down to the nearest minute that satisfies the increment.
The increment must multiply evenly into an hour.
common
fun Instant.roundedDownToNearest(increment: Seconds): Instant
Returns this instant, rounded down to the nearest second that satisfies the increment.
The increment must multiply evenly into a minute.
common
fun Instant.roundedDownToNearest(increment: Milliseconds): Instant
Returns this instant, rounded down to the nearest millisecond that satisfies the increment.
The increment must multiply evenly into a second.
common
fun Instant.roundedDownToNearest(increment: Microseconds): Instant
Returns this instant, rounded down to the nearest microsecond that satisfies the increment.
The increment must multiply evenly into a second.
common
fun Instant.roundedDownToNearest(increment: Nanoseconds): Instant
Returns this instant, rounded down to the nearest nanosecond that satisfies the increment.
The increment must multiply evenly into a second.