Swift 3 Timer not firing [duplicate] - ios

This question already has answers here:
Why would a `scheduledTimer` fire properly when setup outside a block, but not within a block?
(3 answers)
Closed 6 years ago.
I've been trying to utilize Timer in Swift and I've simplified it town to the following:
func startTimer () {
timer = Timer.scheduledTimer(timeInterval: 0.1, target: self, selector: #selector(ViewController.test), userInfo: nil, repeats: true)
}
func test () {
print("FIRED")
}
I would like to call this from another function and have verified the startTimer function works, but the timer doesn't fire. Does this have something to do with the RunLoop? I'm fairly new to coding so any explanation would be appreciated.

Good Practice: In startTimer() check that the timer has not already been created and make the assignment. In stopTimer() check that the timer exists before calling invalidate, and set the timer back to nil.
Also, for your selector make sure you have the #objc prefix. You should be able to get a working timer with the code provided. Happy coding!
class SomeClass {
var timer: Timer?
func startTimer() {
guard timer == nil else { return }
timer = Timer.scheduledTimer(timeInterval: 0.1, target: self, selector: #selector(test), userInfo: nil, repeats: true)
}
func stopTimer() {
guard timer != nil else { return }
timer?.invalidate()
timer = nil
}
#objc func test() {
}
}

Related

How to make sure only single instance of timer running in a class? [closed]

Closed. This question needs debugging details. It is not currently accepting answers.
Edit the question to include desired behavior, a specific problem or error, and the shortest code necessary to reproduce the problem. This will help others answer the question.
Closed 2 years ago.
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I am starting timer inside ParentView class. On some button click I stop timer and if needed start that again. This works fine. However, if perform those button clicks quickly I see there will be couple of timer instances which keeps firing target scheduledTask method.
class MyTimer {
weak var delegate: ParentViewDelegate?
private var timer: Timer?
func start() {
timer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(scheduledTask), userInfo: nil, repeats: true)
timer?.fire()
}
#objc private func scheduledTask() {
print("timer call this per seconds")
}
func stop() {
timer?.invalidate()
timer = nil
}
final class VideoPlayerContainer: UIView {
// MARK: - Properties
private var mytimer: Mytimer? = Mytimer()
}
How should I make sure there will be always only once instance of timer and stop actions kills that timer present in parentView?
Simply check if there is already a timer before you start a new one;
func start() {
guard timer == nil else {
return
}
timer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(scheduledTask), userInfo: nil, repeats: true)
timer?.fire()
}
Alternatively, invalidate any existing timer before you start the new one;
func start() {
timer?.invalidate()
timer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(scheduledTask), userInfo: nil, repeats: true)
timer?.fire()
}

How do I create a loop using a timer in swift? [duplicate]

This question already has answers here:
How can I use Timer (formerly NSTimer) in Swift?
(16 answers)
Closed 4 years ago.
I am quite new to Swift and would love to know how to create a loop that runs some code every 30 seconds? I feel as though it is a basic question but I can't really find what I'm looking for.
You can make Use of Timer
Timer.scheduledTimerWithTimeInterval(0.30, target: self, selector: #selector(timerFired), userInfo: userInfo, repeats: true)
timerFired: is the method that gets called after interval
#objc func timerFired() {
print("Timer Called with interval 30seconds")
}
You need to use scheduled timer. In viewDidLoad()
Timer.scheduledTimer(timeInterval: 30, target: self, selector: #selector(YourFuncName), userInfo: nil, repeats: true)
and func for selector
#objc func YourFuncName() {
print("every 30seconds")
}
func startTimer() {
timer = Timer.scheduledTimer(timeInterval: 30, target: self, selector: #selector(UpdateTimer), userInfo: nil, repeats: true)
}
#objc func UpdateTimer() {
counter += 1
}
to start
startTimer();
and to stop
timer.invalidate()

Do something every minute in Swift 4? [duplicate]

How can I run a function every minute?
In JavaScript I can do something like setInterval, does something similar exist in Swift?
Wanted output:
Hello World once a minute...
var helloWorldTimer = NSTimer.scheduledTimerWithTimeInterval(60.0, target: self, selector: Selector("sayHello"), userInfo: nil, repeats: true)
func sayHello()
{
NSLog("hello World")
}
Remember to import Foundation.
Swift 4:
var helloWorldTimer = Timer.scheduledTimer(timeInterval: 60.0, target: self, selector: #selector(ViewController.sayHello), userInfo: nil, repeats: true)
#objc func sayHello()
{
NSLog("hello World")
}
If targeting iOS version 10 and greater, you can use the block-based rendition of Timer, which simplifies the potential strong reference cycles, e.g.:
weak var timer: Timer?
func startTimer() {
timer?.invalidate() // just in case you had existing `Timer`, `invalidate` it before we lose our reference to it
timer = Timer.scheduledTimer(withTimeInterval: 60.0, repeats: true) { [weak self] _ in
// do something here
}
}
func stopTimer() {
timer?.invalidate()
}
// if appropriate, make sure to stop your timer in `deinit`
deinit {
stopTimer()
}
While Timer is generally best, for the sake of completeness, I should note that you can also use dispatch timer, which is useful for scheduling timers on background threads. With dispatch timers, since they're block-based, it avoids some of the strong reference cycle challenges with the old target/selector pattern of Timer, as long as you use weak references.
So:
var timer: DispatchSourceTimer?
func startTimer() {
let queue = DispatchQueue(label: "com.domain.app.timer") // you can also use `DispatchQueue.main`, if you want
timer = DispatchSource.makeTimerSource(queue: queue)
timer!.schedule(deadline: .now(), repeating: .seconds(60))
timer!.setEventHandler { [weak self] in
// do whatever you want here
}
timer!.resume()
}
func stopTimer() {
timer = nil
}
For more information, see the the Creating a Timer section of Dispatch Source Examples in the Dispatch Sources section of the Concurrency Programming Guide.
For Swift 2, see previous revision of this answer.
If you can allow for some time drift here's a simple solution executing some code every minute:
private func executeRepeatedly() {
// put your code here
DispatchQueue.main.asyncAfter(deadline: .now() + 60.0) { [weak self] in
self?.executeRepeatedly()
}
}
Just run executeRepeatedly() once and it'll be executed every minute. The execution stops when the owning object (self) is released. You also can use a flag to indicate that the execution must stop.
Here's an update to the NSTimer answer, for Swift 3 (in which NSTimer was renamed to Timer) using a closure rather than a named function:
var timer = Timer.scheduledTimer(withTimeInterval: 60, repeats: true) {
(_) in
print("Hello world")
}
You can use Timer (swift 3)
var timer = Timer.scheduledTimerWithTimeInterval(60, target: self, selector: Selector("function"), userInfo: nil, repeats: true)
In selector() you put in your function name
In swift 3.0 the GCD got refactored:
let timer : DispatchSourceTimer = DispatchSource.makeTimerSource(flags: [], queue: DispatchQueue.main)
timer.scheduleRepeating(deadline: .now(), interval: .seconds(60))
timer.setEventHandler
{
NSLog("Hello World")
}
timer.resume()
This is specially useful for when you need to dispatch on a particular Queue. Also, if you're planning on using this for user interface updating, I suggest looking into CADisplayLink as it's synchronized with the GPU refresh rate.
Here is another version algrid's answer with an easy way to stop it
#objc func executeRepeatedly() {
print("--Do something on repeat--")
perform(#selector(executeRepeatedly), with: nil, afterDelay: 60.0)
}
Here's an example of how to start it and stop it:
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
executeRepeatedly() // start it
}
override func viewWillDisappear(_ animated: Bool) {
super.viewWillDisappear(animated)
NSObject.cancelPreviousPerformRequests(withTarget: self) // stop it
}
timer = Timer.scheduledTimer(withTimeInterval: 60, repeats: true, block: myMethod)
func myMethod(_:Timer) {
...
}
or
timer = Timer.scheduledTimer(withTimeInterval: 60, repeats: true) { _ in
...
}
make sure to invalid the timer at some point like your time is no longer visible, or you object is deist

Timer.scheduledTimer does not work in Swift 3

I want to call the method func adjustmentBestSongBpmHeartRate() every 1.1 second. I used Timer, but it doesn't work. I have read the document and found a lot of sample code, it still does work! Is there anything I missed?
timer = Timer.scheduledTimer(timeInterval: 1.1, target: self, selector: #selector(self.adjustmentBestSongBpmHeartRate), userInfo: nil, repeats: false)
timer.fire()
func adjustmentBestSongBpmHeartRate() {
print("frr")
}
I found that creating the timer in an OperationQueue Operation did not work. I assume this is because there is no runloop.
Therefore, the following code fixed my problem:
DispatchQueue.main.async {
// timer needs a runloop?
self.timeoutTimer = Timer.scheduledTimer(timeInterval: self.timeout, target: self, selector: #selector(self.onTimeout(_:)), userInfo: nil, repeats: false)
}
Timer methods with a selector are supposed to have one parameter: The timer itself. Thus your code should really look like this: 1
Timer.scheduledTimer(timeInterval: 1.1,
target: self,
selector: #selector(self.adjustmentBestSongBpmHeartRate(_:),
userInfo: nil,
repeats: false)
#objc func adjustmentBestSongBpmHeartRate(_ timer: Timer) {
print("frr")
}
Note that if your app only runs on iOS >= 10, you can use the new method that takes a block to invoke rather than a target/selector. Much cleaner and more type-safe:
class func scheduledTimer(withTimeInterval interval: TimeInterval,
repeats: Bool,
block: #escaping (Timer) -> Void) -> Timer
That code would look like this:
timer = Timer.scheduledTimer(withTimeInterval: 1.1,
repeats: false) {
timer in
//Put the code that be called by the timer here.
print("frr")
}
Note that if your timer block/closure needs access to instance variables from your class you have to take special care with self. Here's a good pattern for that sort of code:
timer = Timer.scheduledTimer(withTimeInterval: 1.1,
repeats: false) {
//"[weak self]" creates a "capture group" for timer
[weak self] timer in
//Add a guard statement to bail out of the timer code
//if the object has been freed.
guard let strongSelf = self else {
return
}
//Put the code that be called by the timer here.
print(strongSelf.someProperty)
strongSelf.someOtherProperty = someValue
}
Edit (updated 15 December)
1: I should add that the method you use in the selector has to use Objective-C dynamic dispatch. In Swift 4 and later, the individual methods you reference must be tagged with the #objc tag. In previous versions of Swift you could also declare the entire class that defines the selector with the #objc qualifier, or you could make the class that defined the selector a subclass of NSObject or any class that inherits from NSOBject. (It's quite common to define the method the timer calls inside a UIViewController, which is a subclass of NSObject, so it used to "just work".
Swift 3
In my case it worked after I added to my method the #obj prefix
Class TestClass {
private var timer: Timer?
func start() {
guard timer == nil else { return }
timer = Timer.scheduledTimer(timeInterval: 60, target: self, selector: #selector(handleMyFunction), userInfo: nil, repeats: false)
}
func stop() {
guard timer != nil else { return }
timer?.invalidate()
timer = nil
}
#objc func handleMyFunction() {
// Code here
}
}
Try this -
if #available(iOS 10.0, *) {
self.timer = Timer.scheduledTimer(withTimeInterval: 0.2, repeats: false, block: { _ in
self.update()
})
} else {
self.timer = Timer.scheduledTimer(timeInterval: 0.2, target: self, selector: #selector(self.update), userInfo: nil, repeats: false)
}
Mostly the problem must have been because of iOS version of mobile.
Swift 5, Swift 4 Simple way only call with Dispatch Queue Async
DispatchQueue.main.async
{
self.andicator.stopAnimating()
self.bgv.isHidden = true
Timer.scheduledTimer(withTimeInterval: 1.0, repeats: false, block: { _ in
obj.showAlert(title: "Successfully!", message: "Video save successfully to Library directory.", viewController: self)
})
}
I have solved the question asked by myself.
I'm using apple watch to control my iphone app.
I try to press a button on apple watch to present a new viewcontroller on iphone.
When I write Timer in override func viewDidLoad(), Timer doesn't work. I move Timer to override func viewWillAppear() it works.
I think maybe there's something wrong with controlling by apple watch
I found that if you try to initialize the timer directly at the class-level, it won't work if you're targeting a selector in that same class. When it fires, it can't find the selector.
To get around this, I only initialize the timer after the object containing the selector has been initialized. If it's in the same class, put the initialization code in the ViewDidLoad or similar. Just not in the initializer. Then it will work. No dispatch queue needed.
Also, you do not need to use a selector that accepts the timer as a parameter. You can, but contrary to the answer with a ton of votes, that's not actually true, or more specifically, it works fine for me without it, just as you have it without it.
By the way, I think the reason the dispatch queue worked is because you're forcing the timer to be created after the object was initializing, confirming my above statement.
let timer:Timer?
override func viewDidLoad(){
super.viewDidLoad()
timer = Timer.scheduledTimer(timeInterval: 1.1, target: self, selector: #selector(adjustmentBestSongBpmHeartRate), userInfo: nil, repeats: false)
timer.fire()
}
func adjustmentBestSongBpmHeartRate() {
print("frr")
}
Note: This is code typed from memory, not copied from Xcode so it may not compile, but hopefully you get the idea.
Swift3
var timer = Timer()
timer = Timer.scheduledTimer(timeInterval: 5, target: self, selector: #selector(self.compruebaConexion), userInfo: nil, repeats: true)
my two cents.
I read about "didLoad" and when invoking it.
so we can use a delay:
class ViewController: UIViewController {
var timer: Timer?
override func viewDidLoad() {
super.viewDidLoad()
startTimer()
}
final func killTimer(){
self.timer?.invalidate()
self.timer = nil
}
final private func startTimer() {
// make it re-entrant:
// if timer is running, kill it and start from scratch
self.killTimer()
let fire = Date().addingTimeInterval(1)
let deltaT : TimeInterval = 1.0
self.timer = Timer(fire: fire, interval: deltaT, repeats: true, block: { (t: Timer) in
print("hello")
})
RunLoop.main.add(self.timer!, forMode: RunLoopMode.commonModes)
}

swift invalidate timer doesn't work

I have this problem for a few days now and I don't get what I am doing wrong.
My application is basically just creating some timers. I need to stop them and create new ones. But at the moment stopping them doesn't work.
self.timer = NSTimer.scheduledTimerWithTimeInterval(timeInterval, target:self, selector: "timerDidEnd:", userInfo: "Notification fired", repeats: false)
That's my timer
func timerDidEnd(timer:NSTimer){
createUnrepeatedAlarmWithUpdateInterval()
}
Because my timer didn't want to stop I am currently using the unrepeated timer and start it myself after it stopped.
func stopAlarm() {
if self.timer != nil {
self.timer!.invalidate()
}
self.timer = nil
self.timer = NSTimer()
}
And that's how I stop my timer.
alarmManager.stopAlarm()
alarmManager.createUnrepeatedAlarmWithUpdateInterval()
I call the stopAlarm() function before creating a new timer.
I really don't know what I am doing wrong so I appreciate every answer :)
class AlarmManager: ViewController{
private var timer : NSTimer?
private var unrepeatedTimer : NSTimer?
private let notificationManager = NotificationManager()
private var current = NSThread()
private let settingsViewController = SettingsViewController()
func createRepeatedAlarmWithUpdateInterval(){
var timeInterval:NSTimeInterval = settingsViewController.getUpdateIntervalSettings()
if timer == nil{
timer = NSTimer.scheduledTimerWithTimeInterval(timeInterval,
target: self,
selector: "repeatedTimerDidEnd:",
userInfo: "Notification fired",
repeats: true)
}
}
func repeatedTimerDidEnd(repeatedTimer:NSTimer){
ConnectionManager.sharedInstance.loadTrainings(settingsViewController.getServerSettings())
createUnrepeatedAlarm(10)
}
func createUnrepeatedAlarm(timeInterval:Double){
unrepeatedTimer = NSTimer.scheduledTimerWithTimeInterval(timeInterval,
target: self,
selector: "unrepeatedTimerDidEnd:",
userInfo: "Notification fired",
repeats: false)
}
func unrepeatedTimerDidEnd(unrepeatedTimer:NSTimer){
notificationManager.createNotification(self, reminderType: NotificationManager.ITEMRATINGREMINDER)
notificationManager.createNotification(self, reminderType: NotificationManager.ITEMREMINDER)
print("UnrepeatedAlarm ended")
}
func stopAlarm(){
print("StopAlarm triggered")
if (timer != nil)
{
print("stoptimer executed")
timer!.invalidate()
timer = nil
}
if (unrepeatedTimer != nil)
{
unrepeatedTimer!.invalidate()
unrepeatedTimer = nil
}
}
}
Thats the whole code of this class. Maybe that helps :D
The usual way to start and stop a timer safely is
var timer : Timer?
func startTimer()
{
if timer == nil {
timer = Timer.scheduledTimer(timeInterval: timeInterval, target: self, selector: #selector(timerFired), userInfo: nil, repeats: true)
}
}
func stopTimer()
{
timer?.invalidate()
timer = nil
}
startTimer() starts the timer only if it's nil and stopTimer() stops it only if it's not nil.
You have only to take care of stopping the timer before creating/starting a new one.
Make sure you're calling invalidate on the same thread as the timer.
From the documentation:
Special Considerations
You must send this message from the thread on which the timer was installed. If you send this message from another thread, the input source associated with the timer may not be removed from its run loop, which could prevent the thread from exiting properly.
https://developer.apple.com/documentation/foundation/nstimer/1415405-invalidate?language=objc
Something that's not really covered by the previous answers is that you should be careful your timer isn't scheduled multiple times.
If you schedule a timer multiple times without first invalidating it, it'll end up scheduled on multiple run loops, and invalidating it then becomes nigh impossible.
For me, it happened when calling my scheduleTimer() function in separate functions in my view controller's life cycle (viewWillAppear, viewDidAppear, ...)
So in short, if you aren't sure (or you cannot guarantee) your Timer is only scheduled once, just always invalidate it first.
I have tried every possible solution found but not able to resolve that at the end I have set repeat "false" while initialising timer like below
self.timer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(viewcontroller.methodname), userInfo: nil, repeats: false)
And need to add above line in my selector method for whatever the condition for which I wanted to repeat the time.
For example:-
My requirement is I want to repeatedly call some method until one condition satisfied. So instead of adding repeats true I set it false as repeat true does not invalidate timer in my case.
I have added below in my viewdidload method
self.timer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(viewcontroller.method), userInfo: nil, repeats: false)
in selector function I added below code
#objc func method{
if condition not matched{
self.timer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(viewcontroller.method), userInfo: nil, repeats: false)
}
else{
// once you are here your timer invalidate automatically
}
}
Hope this will solve your problem
For Swift 5 Xcode 12.4 there is example to use timer:
class MyController: UIViewController {
private id: Float;
func setValue(_ value: Float, withAnimation: Bool) {
let step: Float = value / 200
var current: Float = withAnimation ? 0.0 : value
let _ = Timer.scheduledTimer(withTimeInterval: 0.01, repeats: withAnimation) { timer in
DispatchQueue.main.async {
self.id = current
current += step
if current > value || withAnimation == false {
self.id = current
timer.invalidate()
}
}
}
}
}

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