iOS UISwitch keep sending message every 4 second - ios

I have a chatting app that has a uiswitch. If the Switch button is on, I want the app to send "hi" continuously every 3 seconds even the app is in background mode. I know that I can use NSTimer, but I don't really know how to implement that in this code(This is my first time to develop iOS app). Please help me with this.
My code is :
// Allocate, initialize, and add the automatic button.
_AutomaticSend = [[UISwitch alloc] initWithFrame:CGRectMake([self width] - 50.0, textAreaY + Center(160.0, textAreaHeight), 50.0, 50.0)];
[_AutomaticSend addTarget:self action:#selector(changeSwitch:) forControlEvents:UIControlEventValueChanged];
and
// Switch action
//NSUInteger counter = 0;
- (void)changeSwitch:(id)sender{
if([sender isOn]){
for (int a=1; a<=300; a++)
{
//[self performSelector:#selector(changeSwitch:) withObject:_textField afterDelay:70.0];
[sender setOn:YES animated:YES];
[_textField setText:#"hi"];
NSString * text = [_textField text];
// Update status.
[[TSNAppContext singleton] updateStatus:text];
// Add the status to the bubble.
[self appendLocalPeerTableViewCellWithMessage:text];
}
// NSLog(#"Switch is ON");
} else{
NSLog(#"Switch is OFF");
}
}
Now, the app is showing all "hi" after all 300 "hi" is ready to show. But I want it to send it one by one continuously.

Define a NSTimer instance and a counter in your view controller:
#property (nonatomic, strong) NSTimer *timer;
#property (nonatomic, assign) NSInteger counter;
Implement the method when timer is fired:
- (void)timerAction:(id)sender {
[_textField setText:#"hi"];
NSString * text = [_textField text];
// Update status.
[[TSNAppContext singleton] updateStatus:text];
// Add the status to the bubble.
[self appendLocalPeerTableViewCellWithMessage:text];
// stop the timer after sending for 300 times
self.counter += 1;
if (self.counter >= 300) {
[self.timer invalidate];
self.timer = nil;
}
}
Starts the timer when switch is on:
- (void)changeSwitch:(id)sender{
if ([sender isOn]) {
self.counter = 0;
self.timer = [NSTimer scheduledTimerWithTimeInterval:3 target:self selector:#selector(timerAction:) userInfo:nil repeats:YES];
} else {
// kill the timer when switch is off
[self.timer invalidate];
self.timer = nil;
}
}
However, you can't make the timer to continue working indefinitely after your app is entering background (with some exceptions: VoIP, GPS applications, etc.). Please refer to the official document Background Execution.

//Nstimer *timer in .h
In your UISwitch Method Write like this
- (void)changeSwitch:(id)sender{
if([sender isOn]){
timer=[NSTimer scheduledTimerWithTimeInterval:2.0
target:self
selector:#selector(targetMethod)
userInfo:nil
repeats:NO];
}
else
{
[timer invalidate];
}
}
targetMethod Like this
-(void)targetMethod
{
[sender setOn:YES animated:YES];
[_textField setText:#"hi"];
NSString * text = [_textField text];
// Update status.
[[TSNAppContext singleton] updateStatus:text];
// Add the status to the bubble.
[self appendLocalPeerTableViewCellWithMessage:text];
}

Use NSTimer: Documentation of NSTimer
Declare property of NSTimer in .h file:
#property (retain,nonatomic) NSTimer *myTimer;
- (void)changeSwitch:(id)sender
{
if([sender isOn]){
myTimer = [NSTimer scheduledTimerWithTimeInterval: 4 target: self
selector: #selector(AddMessage:) userInfo: nil repeats: YES];
} else{
[self.timer invalidate];
}
}
After each 4 second, timer will call the below function:
-(void) AddMessage:(NSTimer*) timer
{
//Add Message
}

Related

How to have two buttons change title and do two different functions?

I'm using Objective-C to make a stopwatch. I already have a basic stop watch with 3 buttons: Start, Stop and reset. Here is my code for viewcontroller.m:
#import "ViewController.h"
#interface ViewController ()
#end
#implementation ViewController
-(IBAction)Start:(id)start
{
Timer = [NSTimer scheduledTimerWithTimeInterval:0.01 target:self selector:#selector(addingthetime) userInfo:nil repeats:YES];
}
-(IBAction)Stop:(id)sender
{
[Timer invalidate];
}
-(IBAction)Restart:(id)sender
{
[Timer invalidate];
addingtheTime = 0;
Label.text = [NSString stringWithFormat:#"0.00"];
}
-(void)addingthetime
{
addingtheTime = addingtheTime + 0.01;
Label.text = [NSString stringWithFormat:#"%.2f", addingtheTime];
}
#end
And here is my code for viewcontroller.h:
#import <UIKit/UIKit.h>
float addingtheTime;
#interface ViewController : UIViewController
{
IBOutlet UILabel *Label;
NSTimer *Timer;
}
#end
So my question is how do I make the Start button do the following once clicked:
Start the timer
Change the title to stop
(Click the same button again)
Stop the timer
Change the title to start
So the aim is to have only one button which starts and stops the timer but please I want the title to change as well.
Don't worry about the reset button as I want that to remain by itself.
PS. Please explain things clearly because I find it really hard to understand some things and I am a beginner so try and keep it fairly simple thanks, and sorry if the question isn't clear.
You can use button.tag property to achieve this. By Default the button.tag property have 0. So assume that 0 is a state when timer is Not started and 1 is the state when timer is started. You can manipulate .tag property according to your custom logic.
-(IBAction)Start:(id)start
{
UIButton *button = (UIButton *)start;
if (button.tag == 0){
button.tag = 1;
[button setTitle:#"Stop" forControlState:UIControlStateNormal];
Timer = [NSTimer scheduledTimerWithTimeInterval:0.01 target:self selector:#selector(addingthetime) userInfo:nil repeats:YES];
}else {
button.tag = 0;
[button setTitle:#"Stop" forControlState:UIControlStateNormal];
//Invoke your method to stop Timer.
}
}
In the ViewController.h:
#import <UIKit/UIKit.h>
float addingtheTime;
#interface ViewController : UIViewController
{
IBOutlet UILabel *Label;
NSTimer *Timer;
}
#end
In the ViewController.m:
#import "ViewController.h"
#interface ViewController ()
#end
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
}
-(void)addingthetime
{
addingtheTime = addingtheTime + 0.01;
Label.text = [NSString stringWithFormat:#"%.2f", addingtheTime];
}
- (IBAction)startOrStopAction:(UIButton *)sender {
// stop
if ([sender.titleLabel.text isEqualToString:#"stop"]) {
[Timer setFireDate:[NSDate distantFuture]];
[sender setTitle:#"start" forState:UIControlStateNormal];
}
// start
else {
if (!Timer) {
Timer = [NSTimer scheduledTimerWithTimeInterval:0.01 target:self selector:#selector(addingthetime) userInfo:nil repeats:YES];
}else {
[Timer setFireDate:[NSDate date]];
}
[sender setTitle:#"stop" forState:UIControlStateNormal];
}
}
#end
The result:
In iPhone:
In iPad:

iOS How to start and pause timer

I develop One Application. In my application, there are Two UIButtons , StartBtn and StopBtn, And also I use NSTimer.
Now, i want to start NSTimer when user click on StartBtn and also stop when your click on StopBtn.
I want to set NSTimer for 1 minute and if i stop timer in 30 sec. then remaining 30 sec. will again start when i click on StartBtn again and after complete 1 minute it should display alertMessage.
I know that NSTimer is stopped by [MyTimerName invalidate]; method but I don't know how to pause it and again starts with last stoped time?
There is no event called pause in NSTimer
To achieve pause and resume function below is what you can do.
When you click start, notice the current time.
When you click pause, notice the current time.
When you click start again, you will create NSTimer with time remaining from Step 2 time - Step 1 time.
Hope you got idea on what needs to be done...
- (IBAction)btn_start:(id)sender
{
if ([startpause.titleLabel.text isEqualToString:#"Start"])
{
[startpause setTitle:#"Pause" forState:UIControlStateNormal];
[startpause setTitleColor:[UIColor redColor] forState:UIControlStateNormal];
if (!_myTimer)
{
_myTimer = [self createTimer];
}
[self.viewww setHidden:NO];
[self.shuffle_out setUserInteractionEnabled:YES];
[self.viewww setUserInteractionEnabled:YES];
}
else if ([startpause.titleLabel.text isEqualToString:#"Pause"])
{
[startpause setTitle:#"Start" forState:UIControlStateNormal];
[startpause setTitleColor:[UIColor blueColor] forState:UIControlStateNormal];
if (!_currentTimeInSeconds)
{
_currentTimeInSeconds = 0 ;
}
[_myTimer invalidate];
[self.shuffle_out setUserInteractionEnabled:NO];
[self.viewww setHidden:YES];
[self.viewww setUserInteractionEnabled:NO];
}
}
- (NSTimer *)createTimer
{
return [NSTimer scheduledTimerWithTimeInterval:1.0
target:self
selector:#selector(timerTicked:)
userInfo:nil
repeats:YES];
}
- (NSString *)formattedTime:(int)totalSeconds
{
int seconds = totalSeconds % 60;
int minutes = (totalSeconds / 60) % 60;
return [NSString stringWithFormat:#"%02d:%02d", minutes, seconds];
}
- (void)timerTicked:(NSTimer *)timer
{
_currentTimeInSeconds++;
self.lbl_timer.text = [self formattedTime:_currentTimeInSeconds];
if ([lbl_timer.text isEqualToString:#"01:00"])
{
[_myTimer invalidate];
//lbl_timer.text=#"00:00";
[startpause setTitle:#"Start" forState:UIControlStateNormal];
[startpause setTitleColor:[UIColor blueColor] forState:UIControlStateNormal];
UIAlertView *alrt=[[UIAlertView alloc]initWithTitle:nil message:#"⏰...Game Over...⌛️" delegate:self cancelButtonTitle:nil otherButtonTitles:#"Ok", nil];
[alrt show];
}
}
This is working like charm for me...
Create Object Like..
NSTimer *timer;
To Stop Timer
if (timer)
{
[timer invalidate];
timer = nil;
}
To Start Timer
timer=[NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(percentageUpdate) userInfo:nil repeats:YES];
other way you can also cancel in viewDidDisappear Method
- (void) viewDidDisappear:(BOOL)animated
{
[super viewDidDisappear:animated];
if (timer)
{
[timer invalidate];
timer = nil;
}
}
The only way to invalidate and re create NSTimer object
There is no direct way of doing this. You can materialise this in below fashion:
Step 1 : Create properties to hold your timer, a count timer and a counter to count the time elapsed
#property (nonatomic, assign) NSInteger timerCount;
#property (nonatomic, strong) NSTimer *myCountTimer;
#property (nonatomic, strong) NSTimer *myTimer;
Step 2 : Start your timer, count timer and implement the timer handlers:
- (void)startTimer {
self.myCountTimer = [NSTimer scheduledTimerWithTimeInterval:1.0f target:self selector:#selector(countTimer:) userInfo:nil repeats:NO];
self.myTimer = [NSTimer scheduledTimerWithTimeInterval:60.0f target:self selector:#selector(fireTimer:) userInfo:nil repeats:NO];
}
- (void)countTimer:(NSTimer *)inTimer {
self.timerCount += 1;
}
- (void)fireTimer:(NSTimer *)inTimer {
// Timer is fired.
}
Step 3 : Implement play/pause timers:
- (void)pauseTimer {
[self.myTimer invalidate];
self.myTimer = nil;
}
- (void)resumeTimer {
if(self.myTimer) {
[self.myTimer invalidate];
self.myTimer = nil;
}
NSInteger remainingTime = 60 - self.timerCount;
self.myTimer = [NSTimer scheduledTimerWithTimeInterval:remainingTime target:self selector:#selector(fireTimer:) userInfo:nil repeats:YES];
}
In Objective-C
Declare two global var as
int time;
NSTimer *timer;
- (IBAction)start:(id)sender
{
timer=[NSTimer scheduledTimerWithTimeInterval:1 target:self selector:#selector(increaseTimer) userInfo:nil repeats:YES];
}
- (IBAction)pause:(id)sender
{
[timer invalidate];
}
- (IBAction)reset:(id)sender {
[timer invalidate];
time = 0;
_lbl_tmer.text=#"0";
}
-(void)increaseTimer {
time++;
NSString *str=[NSString stringWithFormat:#"%d",time];
_lbl_tmer.text = str;
}
In Swift
Declare two global var
var timer = NSTimer()
var time = 0
Thenceforth manipulate them accordingly
#IBOutlet var timerLabel: UILabel!
func increaseTimer() {
time++
timerLabel.text = "\(time)"
}
#IBAction func play(sender: AnyObject) {
timer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: Selector("increaseTimer"), userInfo: nil, repeats: true)
}
#IBAction func pause(sender: AnyObject) {
timer.invalidate()
}
#IBAction func reset(sender: AnyObject) {
timer.invalidate()
time = 0
timerLabel.text = "0"
}
Happy Coding.. :)

NSTimer automatically increases when I change view controller

In my viewController I inserted a timer for a calculation of numbers taken directly from my database of Parse.com.
The timer is working correctly, were inserted in viewDidAppear and in ViewDidDisappear in such a way as to lock the sequence when changing view controller.
The problem I have is that when I change the view controller with the Push the timer does not stop you give an example:
I open the application and the calculation is done correctly with the animation of NSTimer.
Change View, and then I go back with the back button to view where the timer at this point I see that the numbers contiunano to increase every time I change view and go back ...
Can you explain where I'm wrong?
-(void)viewDidAppear:(BOOL)animated {
[[UIApplication sharedApplication] setStatusBarHidden:NO withAnimation:UIStatusBarAnimationSlide];
[self.navigationController.navigationBar setBackgroundImage:[UIImage new]forBarMetrics:UIBarMetricsDefault];
self.navigationController.navigationBar.shadowImage = [UIImage new];
[self.navigationController.navigationBar setBackgroundColor:[UIColor clearColor]];
self.title = NSLocalizedString(#"", nil);
[self animatelayertopoint:0];
[self AnimationMenuView:600];
[self QueryForViewPrincipal];
[self QueryForCollectionView];
[self ShowBadgeNumber];
[self Timer];
[collectionView reloadData];
}
-(void)Timer{
timer = [NSTimer scheduledTimerWithTimeInterval:0.012 target:self selector:#selector(CalcoloMediadiLaurea) userInfo:nil repeats:YES];
}
-(void) CalcoloMediadiLaurea{
PFUser *CurrentUser = [PFUser currentUser];
NSNumber *NumeroUndici = [NSNumber numberWithInt:11];
NSNumber *NumeroTre = [NSNumber numberWithInt:3];
NSNumber *ValoreMediaPonderata = [CurrentUser objectForKey:FF_USER_MEDIA_PONDERATA];
int FFValoreTre = [NumeroTre intValue];
int FFValoreUndici = [NumeroUndici intValue];
double MediaPonderata = [ValoreMediaPonderata doubleValue];
double RisultatoMoltiplicazioneValoriPonderataUndici;
RisultatoMoltiplicazioneValoriPonderataUndici = MediaPonderata * FFValoreUndici;
double RisultatoMediaLaurea;
RisultatoMediaLaurea = RisultatoMoltiplicazioneValoriPonderataUndici / FFValoreTre;
CalcoloMediaLaureaLabel.text = [NSString stringWithFormat:#"%.1f", FFTickValoreMediaLaurea ];
FFTickValoreMediaLaurea++;
if(FFTickValoreMediaLaurea > RisultatoMediaLaurea){
[timer invalidate];
timer = nil;
}
}
-(void)viewDidDisappear:(BOOL)animated {
[self animatelayertopoint:0];
[self AnimationMenuView:600];
[self CalcoloMediadiLaurea];
}
The timer get rescheduled again on view did appear without getting invalidated to the previous one.You should make instance of timer in .h and then hold the reference of timer in it .And on view did appear when you are scheduling the timer just invalidate it and then schedule it again.
if([self.timer isValid])
{
[self.timer invalidate];
self.timer=nil;
self.timer=[NSTimer scheduledTimerWithTimeInterval:0.01 target:self selector:#selector(CalcoloMediadiLaurea:) userInfo:nil repeats:YES];
}
This worked for me which is along the lines of the above answer but a little more explicitly stated.
- (void)viewWillAppear:(BOOL)animated
{
NSTimeInterval secondsBetween = [endDate timeIntervalSinceDate:currentTime];
secondsLeft = secondsBetween;
[self countdownTimer];
}
- (void)viewDidDisappear:(BOOL)animated
{
[self.timer invalidate];
self.timer = nil;
}
//Initiates timer
- (void)countdownTimer
{
[self.timer invalidate];
self.timer = nil;
self.timer = [NSTimer scheduledTimerWithTimeInterval:1.0f target:self selector:#selector(updateCounter:) userInfo:nil repeats:YES];
}
It's because you are creating new timers without invalidating old ones. The timers don't get invalidated automatically, you have to do it yourself. So if U go on second view and return before your invalidate condition is true you will create new timer and have two of them :)... And so on.

NSTimer Failing to Stop?

Sorry this is a repeat question, but I have tried all the solutions I could find without success.
Anyway, here is my problem, specifically. I have the following code where I start a timer on a long press gesture, then stop it when that gesture is cancelled or when the action is complete.
-(void)photoLongPress:(UILongPressGestureRecognizer *)press
{
NSTimer *timer = nil;
if (press.state == UIGestureRecognizerStateBegan)
{
//Start timer
timer = [NSTimer scheduledTimerWithTimeInterval:0.1 target:self selector:#selector(photoLongPressTimer:) userInfo:nil repeats:YES];
}
if (press.state == UIGestureRecognizerStateEnded)
{
[timer invalidate];
timer = nil;
}
}
-(void)photoLongPressTimer:(NSTimer *)timer
{
DAProgressOverlayView *progress = (DAProgressOverlayView *)[self.view viewWithTag:kTagPhotoDeleteProgressIndicator];
progress.progress += 0.08;
if (progress.progress == 1)
{
[self deletePhotoSelection];
[timer invalidate];
timer = nil;
}
}
The timer stops when invalidated in the photoLongPressTimer method, but not if the gesture stops in the photoLongPress method. Why might this be? I'm stumped.
Thanks.
You need to store timer in an instance variable so that you can refer to it later. It works in photoLongPressTimer: because the timer is passed as a parameter but in photoLongPress: it is nil because you haven't just created it and it's a local reference.
Add a property:
#property (strong, nonatomic) NSTimer *timer;
Store the new timer into it:
self.timer = [NSTimer schedu...
Invalidate and nil the property:
[self.timer invalidate];
self.timer = nil;
NSTimer *timer = nil;
This line only creates a local variable.
You must make a property for the timer.
Put this in your .h file.
#property (strong) NSTimer *timer;
Then use the code here
-(void)photoLongPress:(UILongPressGestureRecognizer *)press
{
if (press.state == UIGestureRecognizerStateBegan)
{
//Start timer
self.timer = [NSTimer scheduledTimerWithTimeInterval:0.1 target:self selector:#selector(photoLongPressTimer:) userInfo:nil repeats:YES];
}
if (press.state == UIGestureRecognizerStateEnded)
{
[self.timer invalidate];
self.timer = nil;
}
}
-(void)photoLongPressTimer:(NSTimer *)timer
{
DAProgressOverlayView *progress = (DAProgressOverlayView *)[self.view viewWithTag:kTagPhotoDeleteProgressIndicator];
progress.progress += 0.08;
if (progress.progress == 1)
{
[self deletePhotoSelection];
[timer invalidate];
timer = nil;
}
}
Problem is with NSTimer *timer = nil;
in -(void)photoLongPress:(UILongPressGestureRecognizer *)press
method.
remove NSTimer *timer = nil; from this method and store instance of NSTimer.

Stopwatch glitches

I made a stopwatch application recently and it had a few glitches.
If I hit the stop button twice in a row, the entire app would crash.
If I hit the start button twice in a row, the timer would run twice as fast and the stop button would stop working.
How do I fix this problem?
Here is the code in my .h file:
IBOutlet UILabel *time;
IBOutlet UILabel *time1;
IBOutlet UILabel *time2;
NSTimer *myTicker;
NSTimer *myTicker2;
NSTimer *myTicker3;
}
- (IBAction)start;
- (IBAction)stop;
- (IBAction)reset;
- (void)showActivity;
- (void)showActivity1;
- (void)showActivity2;
#end
and here is my code in the .m file:
- (IBAction)start {
myTicker = [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:#selector(showActivity) userInfo:nil repeats:YES];
myTicker2 = [NSTimer scheduledTimerWithTimeInterval:.1 target:self selector:#selector(showActivity1) userInfo:nil repeats:YES];
myTicker3 = [NSTimer scheduledTimerWithTimeInterval:60 target:self selector:#selector(showActivity2) userInfo:nil repeats:YES];
}
- (IBAction)stop {
[myTicker invalidate];
[myTicker2 invalidate];
[myTicker3 invalidate];
}
- (IBAction)reset {
time.text = #"00";
time1.text = #"00";
time2.text = #"00";
}
- (void)showActivity {
int currentTime = [time.text intValue];
int newTime = currentTime + 1;
if (newTime == 60) {
newTime = 0;
}
time.text = [NSString stringWithFormat:#"%d", newTime];
}
- (void)showActivity1 {
int currentTime1 = [time1.text intValue];
int newTime1 = currentTime1 + 1;
if (newTime1 == 10) {
newTime1 = 0;
}
time1.text = [NSString stringWithFormat:#"%d", newTime1];
}
- (void)showActivity2 {
int currentTime2 = [time2.text intValue];
int newTime2 = currentTime2 + 1;
time2.text = [NSString stringWithFormat:#"%d", newTime2];
}
Set the stop button's userInterActionEnabled property to NO and the start button's to YES when the -stop method is fired. Then switch and set the stop button's userInterActionEnabled to YES and the start button's to NO when -start is fired.
You should create a private BOOL variable "isRunning", which is checked when clicked on Stop or Start like:
- (IBAction)stop {
if(!isRunning) return;
[myTicker invalidate];
[myTicker2 invalidate];
[myTicker3 invalidate];
self.isRunning = NO;
}
etc. Also ignoring user interactions is general a good idea (like CodaFi suggested), but only fights the symptoms ;-) You really should do both checks.

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