I want to update the counter when the application is thrown into the background and reopened.
First, I added two observers in viewWillAppear like this
NotificationCenter.default.addObserver(self, selector: #selector(pauseApp1), name: UIApplication.didEnterBackgroundNotification, object: nil)
NotificationCenter.default.addObserver(self, selector: #selector(startApp1), name: UIApplication.didBecomeActiveNotification, object: nil)
but the countdown timer immediately counts as -1, -2 when the application is first opened. Besides that, I can't update the label the way I want.
#IBOutlet weak var timeDurationLabel: UILabel!
var timer = Timer()
var audioPlayer = AVAudioPlayer()
var remainder: Int = 0
var timeDuration: Int = 0
var countdownInterval: TimeInterval = 0.0
var currentBackgroundDate = Date()
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
NotificationCenter.default.addObserver(self, selector: #selector(pauseApp1), name: UIApplication.didEnterBackgroundNotification, object: nil)
NotificationCenter.default.addObserver(self, selector: #selector(startApp1), name: UIApplication.didBecomeActiveNotification, object: nil)
}
#objc func pauseApp1() {
timer.invalidate()
currentBackgroundDate = Date()
}
#objc func startApp1() {
let difference = self.currentBackgroundDate.timeIntervalSince(Date())
timeDuration = timeDuration + Int(difference)
self.timer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(updateCountdown), userInfo: nil, repeats: true)
}
#IBAction func startButtonTapped(_ sender: UIButton) {
self.timer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(updateCountdown), userInfo: nil, repeats: true)
self.timeDuration = Int(self.countdownInterval) - (self.remainder % 60)
self.startButton.initActionBtn(colorType: .gray, title: "START")
self.coundownPickerButton.isEnabled = false
self.circularProgress.animate(fromAngle: 0, toAngle: 360, duration: TimeInterval(timeDuration)) {
completed in
if completed {
print("animation stopped, completed")
}
else {
print("animation stopped, was interrupted")
}
}
}
#objc func updateCountdown() {
self.timeDuration -= 1
self.timeDurationLabel.text = timeFormatted(timeDuration)
if timeDuration == 0 {
timer.invalidate()
self.audioPlayer.play()
self.startButton.initActionBtn(colorType: .green, title: "START")
}
}
When you say:
let difference = self.currentBackgroundDate.timeIntervalSince(Date())
This is going to produce a negative value, since you're asking for the time interval from now to when you set the current background date. If you want a positive number you should use:
let difference = Date().timeIntervalSince(self.currentBackgroundDate)
Related
I want to make my label change text every 5 seconds from rLabel.text = "\(update) free trial" wait for another 5 second then change it rLabel.text = "upgrade now!" ~ on repeat.
rLabel.text = "\(update) free trial"
if daysLeft <= 5 {
let timer = Timer.scheduledTimer(timeInterval: 5, target: self, selector: #selector(self.update), userInfo: nil, repeats: true)
timer.fire()
}
} else {
rLabel.text = "\(update) free trial"
}
#objc func update() {
rLabel.text = "upgrade now!"
}
You can simply use a boolean to switch the text every 5 sec
override func viewDidLoad() {
let timer = Timer.scheduledTimer(timeInterval: 5, target: self, selector: #selector(self.update), userInfo: nil, repeats: true)
}
var isShowingText1 = false
#objc func updateText(){
rLabel.text = isShowingText1 ? "Text 2" : "Text 1"
isShowingText1 = !isShowingText1
}
You can keep track of current text by having index property. Also you can use Timer with block closure and you can avoid having Obj-C-ish #selector
var index = 0 {
didSet {
if index > 1 { index = 0 }
}
}
var text: String {
return ["\(update) free trial", "upgrade now!"][index]
}
func foo() {
rLabel.text = text
Timer.scheduledTimer(withTimeInterval: 5, repeats: true) { _ in
self.index += 1
self.rLabel.text = self.text
}
}
In my app I should use multiple timers but I don't want to add separate timers for every function, how can I create one function that simplifies creating multiple timers, I tried this code below, it works but I can't invalidate timers.
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var first: UILabel!
#IBOutlet weak var second: UILabel!
var count = 0
var count2 = 0
var timer = Timer()
var timer2 = Timer()
override func viewDidLoad() {
super.viewDidLoad()
timerWithDifferentIntervals(myTimer: timer, interval: 1, target: self, selector: #selector(handle1), userInfo: nil, repeats: true)
timerWithDifferentIntervals(myTimer: timer2, interval: 1/6, target: self, selector: #selector(handle2), userInfo: nil, repeats: true)
}
func handle1() {
count += 1
first.text = "\(count)"
}
func handle2() {
count2 += 1
second.text = "\(count2)"
}
func timerWithDifferentIntervals(myTimer: Timer, interval: TimeInterval, target: Any, selector: Selector, userInfo: Any?, repeats: Bool) {
var timers = myTimer
timers = Timer.scheduledTimer(timeInterval: interval, target: target, selector: selector, userInfo: userInfo, repeats: repeats)
}
#IBAction func stop(_ sender: UIButton) {
timer.invalidate()
timer2.invalidate()
}
}
You never actually assign a new value to your variables. The timers you create are not saved anywhere, therefore you cannot invalidate them.
I would recommend the following changes:
var timer: Timer? {
didSet {
oldValue?.invalidate()
}
}
var timer2: Timer? {
didSet {
oldValue?.invalidate()
}
}
This will make sure the previous timer is always invalidated when assigning a new one. You can then invalidate using timer = nil or timer2 = nil.
Also, you should return the timer from your method:
func timerWithDifferentIntervals(interval: TimeInterval, target: Any, selector: Selector, userInfo: Any?, repeats: Bool) -> Timer {
return Timer.scheduledTimer(timeInterval: interval, target: target, selector: selector, userInfo: userInfo, repeats: repeats)
}
and use it in following way:
timer = timerWithDifferentIntervals(interval: 1, target: self, selector: #selector(handle1), userInfo: nil, repeats: true)
Although the method does basically nothing now, so there is no need for it
Add NStimers in an array, and each timer have a tag of its own.
Then whenever you want to invalidate a timer, reach it via the array and invalidate it.
Hope this helps!
I'm thinking you should use below code for timer create and invalidate
var timer : NSTimer?
func startTimer(_ timeInterval: Int, _ isRepeat: Bool)
{
if timer == nil {
timer = NSTimer.scheduledTimerWithTimeInterval(timeInterval, target: self, selector: "timerFired", userInfo: nil, repeats: isRepeat)
}
}
func stopTimer()
{
if timer != nil {
timer!.invalidate()
timer = nil
}
}
I'm trying to get output like so:
1 (then a one second delay)
Hello
2 (then a one second delay)
Hello
3 (then a one second delay)
Hello
But instead I get
1
2
3 (then a one second delay)
Hello
Hello
Hello
Here's my for loop invoking the NSTimer
var timer = NSTimer()
for i in 1...3 {
print("\(i)");
timer = NSTimer.scheduledTimerWithTimeInterval(1.0, target: self, selector: #selector(MainVPScreenViewController.printTest), userInfo: nil, repeats: false)
}
And here's the selector method:
func printTest() {
print("Hello")
}
Thanks in advance for any help you can provide
Try this solution without NSTimer:
var i = 1
func printHello() {
print(i)
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, Int64(1 * Double(NSEC_PER_SEC))), dispatch_get_main_queue()) {
print("Hello")
i +=1
if i <= 3 {
printHello()
}
}
}
override func viewDidLoad() {
super.viewDidLoad()
printHello()
}
I need 2 NSTimers to do this, this is my approach
class ViewController: UIViewController {
var i = 1
override func viewDidLoad() {
super.viewDidLoad()
beginPrinting()
}
func beginPrinting() {
var timer2 = NSTimer()
if(i <= 100)
{
timer2 = NSTimer.scheduledTimerWithTimeInterval(1.0, target: self, selector: #selector(self.printWithDelay), userInfo: nil, repeats: false)
}
}
func printWithDelay()
{
var timer = NSTimer()
print("\(i)");
i += 1
timer = NSTimer.scheduledTimerWithTimeInterval(1.0, target: self, selector: #selector(self.printTest), userInfo: nil, repeats: false)
}
func printTest() {
print("Hello")
beginPrinting()
}
}
Hope this helps you
Use timer with repeat to true. So in your view controller would be like this
var timer = NSTimer()
var counter = 0
var max = 10
let delay = 1 // in second
override func viewDidLoad() {
super.viewDidLoad()
timer = NSTimer.scheduledTimerWithTimeInterval(delay, target: self,
selector: #selector(self.printTest), userInfo: nil, repeats: true)
}
func printTest() {
counter += 1
print(counter)
print(hello)
if counter == maxNumber {
timer.invalidate()
}
}
This does it with repeat false, and is set up to be in a playground:
import XCPlayground
XCPlaygroundPage.currentPage.needsIndefiniteExecution = true
#objc class Foo: NSObject {
static var timer = NSTimer()
var i:Int
override init() {
Foo.timer = NSTimer()
i = 1
}
func schedule() {
print("\n\(i)");
i += 1
Foo.timer = NSTimer.scheduledTimerWithTimeInterval(1.0,
target: self,
selector: #selector(printTest),
userInfo: nil,
repeats: false)
}
#objc func printTest() {
print("Hello")
if i < 5 {
schedule()
}
}
}
let bar = Foo()
bar.schedule()
I make app on page-based.based. I have multiple different controllers. Every controller has NSTimer which turn on when the controller viewDidAppear(). I made that NSTimer turn off when controller is viewDidDisappear(). It works when I slowly slide between controllers but if I fast slide controller some timers don't turn off. I tried several different methods. The first method I post notification to the function which turn off timer but it also works when I slowly slide between controllers. The second method I created public class timer which I used for every controller it doesn't work for me. I don't know how can I make it. Please help me. I also have NSTimer in UIView which is located on UIViewController and I need that when UIViewController is disappear to turn off two timers. How can I make it?
My examples on ViewController
var timer: NSTimer!
override func viewDidAppear(animated: Bool) {
super.viewDidAppear(true)
notificationCenter.postNotificationName("turnOnMemoryArc", object: nil)
timer = NSTimer.scheduledTimerWithTimeInterval(1.0, target: self, selector: "showMemory", userInfo: nil, repeats: true)
}
override func viewDidDisappear(animated: Bool) {
super.viewDidDisappear(true)
if timer != nil {
timer.invalidate()
}
notificationCenter.postNotificationName("turnOffMemoryArc", object: nil)
}
This code in the view
override func drawRect(rect: CGRect) {
notificationCenter.addObserver(self, selector: "turnOnMemoryTimer", name: "turnOnMemoryArc", object: nil)
notificationCenter.addObserver(self, selector: "turnOffMemoryTimer", name: "turnOffMemoryArc", object: nil)
// timer = NSTimer.scheduledTimerWithTimeInterval(1.0, target: self, selector: "drawMemoryArc", userInfo: nil, repeats: true)
}
func turnOnMemoryTimer() {
print("memory timer is on")
timer = NSTimer.scheduledTimerWithTimeInterval(1.0, target: self, selector: "drawMemoryArc", userInfo: nil, repeats: true)
}
func turnOffMemoryTimer() {
if timer != nil {
timer.invalidate()
}
print("Memory timer turned")
}
The second method
import Foundation
public class GlobalTimer {
public init() { }
public var controllerTimer: NSTimer!
public var viewTimer: NSTimer!
}
ViewController
override func viewDidAppear(animated: Bool) {
super.viewDidAppear(true)
notificationCenter.postNotificationName("turnOnBatteryArc", object: nil)
if GlobalTimer().controllerTimer != nil {
GlobalTimer().controllerTimer.invalidate()
GlobalTimer().controllerTimer = NSTimer.scheduledTimerWithTimeInterval(1.0, target: self, selector: "batteryStateForLabel", userInfo: nil, repeats: true)
} else {
GlobalTimer().controllerTimer = NSTimer.scheduledTimerWithTimeInterval(1.0, target: self, selector: "batteryStateForLabel", userInfo: nil, repeats: true)
}
}
UIView
func turnOnBatteryTimer() {
print("turnOnBatteryTimer arc")
if GlobalTimer().viewTimer != nil {
GlobalTimer().viewTimer.invalidate()
GlobalTimer().viewTimer = NSTimer.scheduledTimerWithTimeInterval(1.0, target: self, selector: "drawBatteryArc", userInfo: nil, repeats: true)
} else {
GlobalTimer().viewTimer = NSTimer.scheduledTimerWithTimeInterval(1.0, target: self, selector: "drawBatteryArc", userInfo: nil, repeats: true)
}
}
The main problem in your code is GlobalTimer(). This creates new GlobalTimer instance every single time you do write GlobalTimer().
Four different instance in the following piece of code - no shared state.
if GlobalTimer().viewTimer != nil {
GlobalTimer().viewTimer.invalidate()
GlobalTimer().viewTimer = NSTimer.scheduledTimerWithTimeInterval(1.0, target: self, selector: "drawBatteryArc", userInfo: nil, repeats: true)
} else {
GlobalTimer().viewTimer = NSTimer.scheduledTimerWithTimeInterval(1.0, target: self, selector: "drawBatteryArc", userInfo: nil, repeats: true)
}
You can fix it with singleton pattern ...
public class GlobalTimer {
public static let sharedInstance = GlobalTimer()
private init() { }
public var controllerTimer: NSTimer!
public var viewTimer: NSTimer!
}
... by replacing all GlobalTimer() occurences ...
if GlobalTimer().viewTimer != nil {
... with GlobalTimer.sharedInstace ...
if GlobalTimer.sharedInstance.viewTimer != nil {
Next step is ! removal, which is dangerous and can lead to crash if you don't know what you're doing.
public class GlobalTimer {
public static let sharedInstance = GlobalTimer()
private init() { } <-- avoid instantiation outside the file
public var controllerTimer: NSTimer? <-- was !
public var viewTimer: NSTimer? <-- was !
}
Remaining step is to replace your code using GlobalTimer ...
if GlobalTimer().viewTimer != nil {
GlobalTimer().viewTimer.invalidate()
GlobalTimer().viewTimer = NSTimer.scheduledTimerWithTimeInterval(1.0, target: self, selector: "drawBatteryArc", userInfo: nil, repeats: true)
} else {
GlobalTimer().viewTimer = NSTimer.scheduledTimerWithTimeInterval(1.0, target: self, selector: "drawBatteryArc", userInfo: nil, repeats: true)
}
... with ...
GlobalTimer.sharedInstance.viewTimer?.invalidate()
GlobalTimer.sharedInstance.viewTimer = NSTimer.scheduled...
First line says - call invalidate() function on viewTimer if viewTimer != nil otherwise nothing happens (similar to nil messaging in ObjC, ...). This allows you to remove the if condition, because it invalidates timer or does nothing.
Second line just assigns new timer.
Try putting timer.invalidate() in the view will disappear instead of the did disappear. You shouldn't need the notifications at all when doing this.
I need launch the timer few times in sequence (one after another). And of course I need update Label with timer results.
For example, I have two periods (50 sec and 10 sec) and I need to make a series of periods: 50-10-50-10-50-10.
How can I do it?
import UIKit
class StartTimerViewController: UIViewController {
let firstPeriodTime = 50
let secondPeriodTime = 10
var currentPeriodTime: Int!
let repetitionTime = 3
var timer: NSTimer!
var timeCount = 0
#IBOutlet weak var timerLabel: UILabel!
// MARK: - IBAction method implementation
#IBAction func start(sender: AnyObject) {
// I know it's wrong... This is my question!!!!!
var i = 1
while i <= repetitionTime {
currentPeriodTime = firstPeriodTime
startTimer()
currentPeriodTime = secondPeriodTime
startTimer()
i = i + 1
}
}
// MARK: - Timer method implementation
func startTimer() {
timer = NSTimer.scheduledTimerWithTimeInterval(1, target:self, selector: "updateCounter", userInfo: nil, repeats: true)
print("timer start")
}
func updateCounter() {
if timeCount < currentPeriodTime {
timeCount++
let currentTime = Double(currentPeriodTime - timeCount)
timerLabel.text = timeString(currentTime)
}
else {
timer.invalidate()
timeCount = 0
}
}
func timeString(time:NSTimeInterval) -> String {
let minutes = Int(time) / 60
let seconds = time - Double(minutes) * 60
return String(format:"%02i:%02i",minutes,Int(seconds))
}
override func viewDidLoad() {
super.viewDidLoad()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
Please use the code below
#IBOutlet weak var _lblTimer: UILabel!
var timer = NSTimer()
var intValue = 0
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
timer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: "update50:", userInfo: nil, repeats: true)
}
func update50(timer : NSTimer){
intValue += 1
_lblTimer.text = intValue.description
if(intValue == 50){
intValue = 0
timer.invalidate()
self.timer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: "update10:", userInfo: nil, repeats: true)
}
}
func update10(timer : NSTimer){
intValue += 1
_lblTimer.text = intValue.description
if(intValue == 10){
intValue = 0
timer.invalidate()
self.timer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: "update50:", userInfo: nil, repeats: true)
}
}