I need to show a popup every time when i open the app after 20 sec.
code: with this code i can show popup only when i open the app first time after 20 sec.. but i need to show the same when i close the app and open again.. how to do that? please guide me.
var timer = Timer()
override func viewDidLoad() {
timer = Timer.scheduledTimer(timeInterval: 20.0, target: self, selector: #selector(displayAlert), userInfo: nil, repeats: false)
}
#objc func displayAlert()
{
print("after 20 sec")
showPopup()
}
You want to register for notification when your app becomes active...
For example:
override func viewDidLoad() {
super.viewDidLoad()
// all your normal stuff...
// register to receive notification when App becomes active
NotificationCenter.default.addObserver(self, selector: #selector(startAlertTimer), name: UIApplication.didBecomeActiveNotification, object: nil)
}
#objc func startAlertTimer()
{
print("start 20 sec timer")
Timer.scheduledTimer(timeInterval: 20.0, target: self, selector: #selector(showPopup), userInfo: nil, repeats: false)
}
#objc func showPopup() {
print("after 20 seconds, popup")
}
And if you use a DispatchQueue:
DispatchQueue.main.asyncAfter(deadline: .now() + 20) {
// Do something here..
}
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
}
}
This question already has answers here:
Do something every x minutes in Swift
(8 answers)
Closed 6 years ago.
I need to execute a function every 10 seconds, using swift. But i dont know how to proceed. I know I have to use a timer, but didnt find useful tutorial for this.
Thank you
Do read this.
override func viewDidLoad() {
super.viewDidLoad()
//Swift 3 selector syntax
var timer = Timer.scheduledTimer(timeInterval: 0.4, target: self, selector: #selector(self.update), userInfo: nil, repeats: true);
//Swift 2.2 selector syntax
var timer = NSTimer.scheduledTimerWithTimeInterval(0.4, target: self, selector: #selector(MyClass.update), userInfo: nil, repeats: true)
//Swift <2.2 selector syntax
var timer = NSTimer.scheduledTimerWithTimeInterval(0.4, target: self, selector: "update", userInfo: nil, repeats: true)
}
// must be internal or public.
func update() {
// Something cool
}
You can do it using a NSTimer and a RunLoop:
func startTimer(){
let timer = Timer.scheduledTimer(timeInterval: 10, target: self, selector: #selector(yourFunction), userInfo: nil, repeats: true)
RunLoop.current.add(timer, forMode: RunLoopMode.commonModes)
}
func yourFunction(){
//doStuff
}
I tried
var timer = NSTimer()
timer(timeInterval: 0.01, target: self, selector: update, userInfo: nil, repeats: false)
But, I got an error saying
'(timeInterval: $T1, target: ViewController, selector: () -> (), userInfo: NilType, repeats: Bool) -> $T6' is not identical to 'NSTimer'
This will work:
override func viewDidLoad() {
super.viewDidLoad()
// Swift block syntax (iOS 10+)
let timer = Timer(timeInterval: 0.4, repeats: true) { _ in print("Done!") }
// Swift >=3 selector syntax
let timer = Timer.scheduledTimer(timeInterval: 0.4, target: self, selector: #selector(self.update), userInfo: nil, repeats: true)
// Swift 2.2 selector syntax
let timer = NSTimer.scheduledTimerWithTimeInterval(0.4, target: self, selector: #selector(MyClass.update), userInfo: nil, repeats: true)
// Swift <2.2 selector syntax
let timer = NSTimer.scheduledTimerWithTimeInterval(0.4, target: self, selector: "update", userInfo: nil, repeats: true)
}
// must be internal or public.
#objc func update() {
// Something cool
}
For Swift 4, the method of which you want to get the selector must be exposed to Objective-C, thus #objc attribute must be added to the method declaration.
Repeated event
You can use a timer to do an action multiple times, as seen in the following example. The timer calls a method to update a label every half second.
Here is the code for that:
import UIKit
class ViewController: UIViewController {
var counter = 0
var timer = Timer()
#IBOutlet weak var label: UILabel!
// start timer
#IBAction func startTimerButtonTapped(sender: UIButton) {
timer.invalidate() // just in case this button is tapped multiple times
// start the timer
timer = Timer.scheduledTimer(timeInterval: 0.5, target: self, selector: #selector(timerAction), userInfo: nil, repeats: true)
}
// stop timer
#IBAction func cancelTimerButtonTapped(sender: UIButton) {
timer.invalidate()
}
// called every time interval from the timer
func timerAction() {
counter += 1
label.text = "\(counter)"
}
}
Delayed event
You can also use a timer to schedule a one time event for some time in the future. The main difference from the above example is that you use repeats: false instead of true.
timer = Timer.scheduledTimer(timeInterval: 2.0, target: self, selector: #selector(delayedAction), userInfo: nil, repeats: false)
The above example calls a method named delayedAction two seconds after the timer is set. It is not repeated, but you can still call timer.invalidate() if you need to cancel the event before it ever happens.
Notes
If there is any chance of starting your timer instance multiple times, be sure that you invalidate the old timer instance first. Otherwise you lose the reference to the timer and you can't stop it anymore. (see this Q&A)
Don't use timers when they aren't needed. See the timers section of the Energy Efficiency Guide for iOS Apps.
Related
How to work with dates and time in Swift
Updated to Swift 4, leveraging userInfo:
class TimerSample {
var timer: Timer?
func startTimer() {
timer = Timer.scheduledTimer(timeInterval: 5.0,
target: self,
selector: #selector(eventWith(timer:)),
userInfo: [ "foo" : "bar" ],
repeats: true)
}
// Timer expects #objc selector
#objc func eventWith(timer: Timer!) {
let info = timer.userInfo as Any
print(info)
}
}
As of iOS 10 there is also a new block based Timer factory method which is cleaner than using the selector:
_ = Timer.scheduledTimer(withTimeInterval: 5, repeats: false) { timer in
label.isHidden = true
}
Swift 5
I personally prefer the Timer with the block closure:
Timer.scheduledTimer(withTimeInterval: 1, repeats: false) { (_) in
// TODO: - whatever you want
}
Swift 3, pre iOS 10
func schedule() {
DispatchQueue.main.async {
self.timer = Timer.scheduledTimer(timeInterval: 20, target: self,
selector: #selector(self.timerDidFire(timer:)), userInfo: nil, repeats: false)
}
}
#objc private func timerDidFire(timer: Timer) {
print(timer)
}
Swift 3, iOS 10+
DispatchQueue.main.async {
self.timer = Timer.scheduledTimer(withTimeInterval: 20, repeats: false) { timer in
print(timer)
}
}
Notes
It needs to be on the main queue
Callback function can be public, private, ...
Callback function needs to be #objc
Check with:
Swift 2
var timer = NSTimer.scheduledTimerWithTimeInterval(0.01, target: self, selector: Selector("update"), userInfo: nil, repeats: true)
Swift 3, 4, 5
var timer = Timer.scheduledTimer(timeInterval: 0.01, target: self, selector: #selector(self.update), userInfo: nil, repeats: true)
You will need to use Timer instead of NSTimer in Swift 3.
Here is an example:
Timer.scheduledTimer(timeInterval: 1,
target: self,
selector: #selector(YourController.update),
userInfo: nil,
repeats: true)
// #objc selector expected for Timer
#objc func update() {
// do what should happen when timer triggers an event
}
First declare your timer
var timer: Timer?
Then add line in viewDidLoad() or in any function you want to start the timer
timer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(action), userInfo: nil, repeats: false)
This is the func you will callback it to do something it must be #objc
#objc func action () {
print("done")
}
for swift 3 and Xcode 8.2
(nice to have blocks, but if You compile for iOS9 AND want userInfo):
...
self.timer = Timer(fireAt: fire,
interval: deltaT,
target: self,
selector: #selector(timerCallBack(timer:)),
userInfo: ["custom":"data"],
repeats: true)
RunLoop.main.add(self.timer!, forMode: RunLoopMode.commonModes)
self.timer!.fire()
}
func timerCallBack(timer: Timer!){
let info = timer.userInfo
print(info)
}
SimpleTimer (Swift 3.1)
Why?
This is a simple timer class in swift that enables you to:
Local scoped timer
Chainable
One liners
Use regular callbacks
Usage:
SimpleTimer(interval: 3,repeats: true){print("tick")}.start()//Ticks every 3 secs
Code:
class SimpleTimer {/*<--was named Timer, but since swift 3, NSTimer is now Timer*/
typealias Tick = ()->Void
var timer:Timer?
var interval:TimeInterval /*in seconds*/
var repeats:Bool
var tick:Tick
init( interval:TimeInterval, repeats:Bool = false, onTick:#escaping Tick){
self.interval = interval
self.repeats = repeats
self.tick = onTick
}
func start(){
timer = Timer.scheduledTimer(timeInterval: interval, target: self, selector: #selector(update), userInfo: nil, repeats: true)//swift 3 upgrade
}
func stop(){
if(timer != nil){timer!.invalidate()}
}
/**
* This method must be in the public or scope
*/
#objc func update() {
tick()
}
}
timer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(createEnemy), userInfo: nil, repeats: true)
And Create Fun By The Name createEnemy
fund createEnemy ()
{
do anything ////
}
In Swift 3 something like this with #objc:
func startTimerForResendingCode() {
let timerIntervalForResendingCode = TimeInterval(60)
Timer.scheduledTimer(timeInterval: timerIntervalForResendingCode,
target: self,
selector: #selector(timerEndedUp),
userInfo: nil,
repeats: false)
}
#objc func timerEndedUp() {
output?.timerHasFinishedAndCodeMayBeResended()
}
If you init method of timer
let timer = Timer(timeInterval: 3, target: self, selector: #selector(update(_:)), userInfo: [key : value], repeats: false)
func update(_ timer : Timer) {
}
then add it to loop using method other selector will not be called
RunLoop.main.add(timer!, forMode: .defaultRunLoopMode)
NOTE : If you are want this to repeat make repeats true and keep the reference of timer otherwise update method will not be called.
If you are using this method.
Timer.scheduledTimer(timeInterval: seconds, target: self, selector: #selector(update(_:)), userInfo: nil, repeats: true)
keep a reference for later use if repeats is true.
I tried to do in a NSObject Class and this worked for me:
DispatchQueue.main.asyncAfter(deadline: .now() + .milliseconds(300)) {
print("Bang!") }
NSTimer has been renamed to Timer in Swift 4.2.
this syntax will work in 4.2:
let timer = Timer.scheduledTimer(timeInterval: 1.0, target: self, selector: #selector(UIMenuController.update), userInfo: nil, repeats: true)
I tried this but nothing happened. Is there something wrong with the selector?
func timer() {
var timer = NSTimer(timeInterval: 2.0, target: self, selector:Selector("function"), userInfo: nil, repeats: false)
}
func function() {
println("it worked")
}
You're just creating the timer, but not adding it to the run loop. You'll either need to use the equivalent scheduledTimerWithTimeInterval:target:selector:userInfo:repeats: class method or schedule it on the run loop with addTimer:forMode:.
You can use this code for your NSTimer:
Swift 2
func timer() {
var timer = NSTimer.scheduledTimerWithTimeInterval(2.0, target: self, selector: "timerFunc", userInfo: nil, repeats: false)
}
func timerFunc() {
println("it worked")
}
Swift 3, 4, 5
func timer() {
var timer = Timer.scheduledTimer(timeInterval: 2.0, target: self, selector: #selector(timerFunc), userInfo: nil, repeats: false)
}
#objc func timerFunc() {
print("it worked")
}
You have to use the scheduledTimerWithTimeInterval:target:selector:userInfo:repeats: class method to run your timer.
Hope this can help you.
you create the Selector like below.
let #Selector : Selector = "timerFireMethod:"
and then create the timer
var timer = NSTimer.scheduledTimerWithTimeInterval(1.0,
target: self,
selector: #Selector,
userInfo: userInfo,
repeats: true)