Update Once each in specific time [closed] - ios

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override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
parallax.update(currentTime)
}
How can i control the update to be done once over a specific period of time

Your code doesn't add much to your question, so I don't really know if this is what you are looking for, but here is some code to call a function every X time (swift 3):
// call MyMethod every 1 second :
Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(MyController.myMethod), userInfo: nil, repeats: true)
Please search before you post a question -> answer

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"'_' can only appear in a pattern or on the left side of an assignment"-Error when creating closure [closed]

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Closed 1 year ago.
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I'm creating a closure to call from a storyboard outside the framework I'm creating.
However, when trying to implement said closure through the guidance of this SO post, I'm getting the following errors:
1. '_' can only appear in a pattern or on the left side of an assignment
2. Consecutive statements on a line must be separated by ';'
3. Expected expression
Here is the current code inside my swift file:
//Here is where I'm getting the mentioned 3 errors
var sliderChangeforward: (UISlider) -> Void { _ in }
#IBAction func sliderDidChange(_ sender: UISlider){
...
sliderChangeforward(sender)
}
Any help is greatly appreciated.
You omitted the equals sign.
var sliderChangeforward: (UISlider) -> Void = { _ in }

How to limit download time in ios? [closed]

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How to limit download time in ios?
I need :
if download time from url to ImageView more than 2 second, download from another url.
Set the timeout to a shorter time, 2 seconds:
let request = NSMutableURLRequest()
request.timeoutInterval = 2.0
Timeout reference
If you download images asynchronously, you can use this method (together with if):
let delayTime = dispatch_time(DISPATCH_TIME_NOW, Int64(numberInSeconds * Double(NSEC_PER_SEC)))
dispatch_after(delayTime, dispatch_get_main_queue()) {
print("Delayed job")
}
So if numberInSeconds is 2, the code will execute after 2 seconds.

Run a method from another method [closed]

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Hi I am new to programming, but I can't seem to get this to work.
When I try to run the method from another method every thing stops
-(void)rotateMmovment {
}
-(void)stickMove {
[self rotateMmovment];
stick.center = CGPointMake(stick.center.x + x, stick.center.y);
}
First you should check either your method is running or not via using NSLog.its does't seems that you are facing problem due to calling method which have empty body
-(void)rotateMmovment {
NSLog(#"My method is running");
}
-(void)stickMove {
[self rotateMmovment];
stick.center = CGPointMake(stick.center.x + x, stick.center.y);
}

How do i keep the label updated as the time passes in ios [closed]

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How do i keep the UILabel updated as the time passes when a post is posted in ios ..like if >its posted just now it should say 0s and as time passes it changes to >1min,2min...1hr,2hr...1day and so in ios
I am new to the ios development
Thanks for any help!
You need to use NSTimer for this purpose if I understand your questions properly.
Doing something on a regular interval is pretty easy in iOS.
In your main code:
[NSTimer scheduledTimerWithTimeInterval: 1.0
target: self
selector: #selector(doSomething:)
userInfo: nil
repeats: YES];
Then add the doSomething method:
- (void)doSomething:(NSTimer *)timer {
NSLog(#"We did it!");
}
First of all you need to keep the date when user posted. You can easily do that by using:
NSDate* postedDate = [NSDate now];
Than if you want to find a seconds left from that time you can use:
NSTimeInterval timeDiff = [[NSDate date] timeIntervalSinceDate:postedDate];
This gives you seconds from posting date - you need to format output.
For keeping label updating itself you should use NSTimer:
[NSTimer scheduledTimerWithTimeInterval: 1.0f
target: self
selector: #selector(updateLabel:)
userInfo: nil
repeats: YES];
Where updateLabel will format "timeDiff" into something human readable like 1minute / day etc...

Continue Checking Method [closed]

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I have a method that starts my game (startGame). I call it in viewDidLoad ([self startGame];). The problem is, that the start game method checks to see if an object has moved before it starts the game. The setup I have right now only calls the method once and doesn't check it again which means my game never starts. Any ideas on how I can continue checking the method UNTIL the game starts, and then stop checking it?
Thanks. Happy 2012
there are a few things you can do.. one of the easiest would be to use a NSTimer. so in your viedDidLoad method you could do:
[NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(checkObjectMoved:) userInfo:NULL repeats:YES]; // check every 1 second
then you'd have:
- (void)checkObjectMoved:(NSTimer *)timer {
if object has NOT moved return;
[timer invalidate];
[self startGame];
}

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