How to update variable based on an external event in Swift? - ios

I am using a Particle Core to get the temperature from my room. The temperature is accessed through the cloud, which is being constantly updated in a variable. This is how I access the variable and display it:
func updateTemp(){
let seconds = 3.0
let delay = seconds * Double(NSEC_PER_SEC) // nanoseconds per seconds
let dispatchTime = dispatch_time(DISPATCH_TIME_NOW, Int64(delay))
dispatch_after(dispatchTime, dispatch_get_main_queue(), {
self.myPhoton?.getVariable("tempF", completion: { (result:AnyObject!, error:NSError!) -> Void in
if let _ = error {
print("Failed reading temperature from device")
}
else {
if let larry = result as? Int {
self.temp.text="\(larry)˚"
self.truth++ //Once a value has been found, update the count.
}
}
})
})
}
override func viewDidLoad() {
sparkStart()
}
override func viewDidLayoutSubviews() {
updateTemp()
NSTimer.scheduledTimerWithTimeInterval(100.0, target: self, selector: "updateTemp", userInfo: nil, repeats: true) //Gaurantees that the app is updated every 100 seconds. That way we have a fresh temperature often.
//Stop the spinning once a value has been found
if truth == 1{
activity.stopAnimating()
activity.removeFromSuperview()
}
}
Since this is my Particle Core detecting the temperature from environment, the temperature variable is constantly changing. However, when I use NSTimer, the code does not get updated in the time specified. Instead, it begins by updating based on the specified time, but then the time starts decreases exponentially and the variable is updated every 0.001 seconds or so. Any thoughts?

Im assuming what we see is not the full code. In your viewDidLayoutSubviews function, you call updateTemp twice. Once explicitly and once via timer callback.
Your updateTemp function schedules the network call in the main run loop, that's where the timer is also running. The dispatch_after function queues the execution of the readout updates one after the other. I am now assuming, that something in your display code causes repeated triggers of viewDidLayoutSubviews, each of which schedules two new updates etc. Even if the assumption is false (there are a couple of other possibilities due to network code being slow and the timer also running in the main run loop), I am guessing if you drop the explicit call to updateTemp you'll lose the "exponential" and should be fine.
In general, as the web call is largely asynchronous, you could just use the timer and call your sensor directly or if you feel GCD has an important performance advantage switch to dispatch_async and apply for the next available queue with each call via calling dispatch_get_global_queue

Related

How to call API only once in 30min in swift5?

I am calling one API, but that data is not changing frequently and I am storing data in core data. I want that API should call only once in 30 min. is there any better approach of calling API only if it exceed 30 min from last API call. I can think of Timer based, but like to know if there is any other better way to do same?
If you are calling the api randomly then holding a variable in memory for the last successful call might be good enough. If you want the API to be called automatically you'll best approach would be to set up a timer.
If you want your app to prohibit to make a new call in 30 min, then this would be a quick example:
(wrote this for a playground)
var lastCheck: Date?
let minimumMinutes = 60.0
func makeNetworkCall() {
if let lastCheckDate = lastCheck, lastCheckDate.timeIntervalSinceNow < (30 * minimumMinutes) {
debugPrint("Not making call, Didn't go 30 min yet")
return
}
lastCheck = Date()
debugPrint("Making network call!")
// ... make call
}
makeNetworkCall() // Should make call
makeNetworkCall() // Should not make call
makeNetworkCall() // Should not make call
I haven't tested the code above, but it should work.
To just limit service calling for a specific time (ex 30 minutes), you can store last service called date and use it to decide to do a call or not. You can store the date in memory or persistent storage depend on you need.
UserDefaults can be an option to store last date for persistance. There is a sample implementation below;
func saveLastServiceCalledDate() {
UserDefaults.standard.set(Date(), forKey: "lastServiceCallDate")
}
func isCalledInLast30Min() -> Bool {
guard let lastDate = UserDefaults.standard.value(forKey: "lastServiceCallDate") as? Date else { return false }
let timeElapsed: Int = Int(Date().timeIntervalSince(lastDate))
return timeElapsed < 30 * 60 // 30 minutes
}
func serviceCall() {
// ignore if called in last 30 minutes
if isCalledInLast30Min() { return }
// save current date
saveLastServiceCalledDate()
// do service call
}
My suggestion is to use DispatchSourceTimer because it can be restarted at any time.
Call startTimer() in viewDidLoad and in applicationWillBecomeActive to get the most recent data when the application becomes active
var timer : DispatchSourceTimer!
func startTimer()
{
if timer == nil {
timer = DispatchSource.makeTimerSource(queue: DispatchQueue.global())
timer.schedule(deadline: .now(), repeating: 30.0)
timer.setEventHandler {
self.callAPI()
}
timer.activate()
} else {
timer.schedule(deadline:.now(, repeating: 30.0)
}
}
There is no way but timer
1- Create a Timer with 1 minute schedule
2- Timer function checks current timeStamp against a stored 1 say in defaults
3- If stored value is nil or exceeded 30 minutes gap between the current call the api
4- When you call the api update the stored value with the current 1
The reason behind making it a stored value not global is freguently opening and closing the app won't cause non-new api calls
let current = Date().timeIntervalSince1970
let stored = UserDefaults.standard.double(forKey:"stored")
if stored == 0 || current - stored >= 30.0 {
// call the api && update stored value
}
You haven't mentioned whether this should happen in background or foreground? Because based on that only we need to go for the solution. In case if u are wondering about update the data in the background, you should check apples BGTaskBackground. But the problem with this is, you can't decide the time to trigger. You can only give minimumFetchingInterval, which is not guaranteed but will be decided by the system/is.
Incase if you are looking to update in the foreground, just go with the timer approach you are talking about. Use any background queues to do that job. Queues will help you out in dispatching specific task at specific time with delay method.

Getting a lag in updating UI controls when some processing done in DispatchQueue.main.async

Trying to update UI controls from the DispatchQueue.main.async closure that does some processing and takes a few hundred milli seconds or more, there is a lag in the update of the UI labels of a few to several seconds. If there is no delay or the delay is short, the update of the labels in the UI occurs as the code is run and appears to be instantaneous.
I have this small example to illustrate the issue where I've added a 'wait in millisecs' func to simulate processing time taken and show the UI update lag occurring.
In the example, the waitForMilliSecs is set to 300 or less, the labels are updated instantaneously. Any number greater than 300, the delay in updating the labels of a few to many seconds occurs. The log messages are there to indicate that the code has run and ideally the UI should be updated as they are printed out.
class ViewController: UIViewController {
#IBOutlet weak var label1: UILabel!
#IBOutlet weak var label2: UILabel!
override func viewDidLoad() {
super.viewDidLoad()
DispatchQueue.main.async {
os_log("before")
self.label1.text = "updated label 1 1111"
self.label2.text = "updated label 2 2222"
self.waitForMilliSecs(MilliSecs: 300)
os_log("after")
}
}
func waitForMilliSecs(MilliSecs millisecs: Int) -> Void {
var date = NSDate()
let firstTime = Int64(date.timeIntervalSince1970 * 1000)
var currentTime = firstTime
while currentTime - firstTime < millisecs {
date = NSDate()
currentTime = Int64(date.timeIntervalSince1970 * 1000)
}
}
The real use case is that I'm scraping an HTML page for data and then updating the UI with some of the contents of the page. The completion handler is called from the URLSession.shared.dataTask on a background thread so the DispatchQueue.main.async closure is being used to update the UI on the main thread.
Is there a better way to do update the UI? Is there a way to force the update of events on the Main thread?
There isn't better way to update UI than on main thread.
But what you do is not exactly correct. You do processing on main thread as well (function waitForMilliSecs). This is perhaps not what you want.
You need to do processing on background thread, and when that processing is done, update UI on main thread.
override func viewDidLoad() {
super.viewDidLoad()
DispatchQueue.global().async {
print("before")
//this function is doing some real work and produces some results.
self.waitForMilliSecs(MilliSecs: 3000)
print("after")
DispatchQueue.main.async {
self.label1.text = "updated label 1 1111"
self.label2.text = "updated label 2 2222"
}
}
}
github repo showing whole example:
https://github.com/jurajantas/TestOfBackgroundProcessing.git
Main Thread is synchronous. In you example you are loading main thread with loop, blocking UI to update.
As for your real use case - all UI had to be updated in Main Thread (otherwise some unpredictable artefacts can happened including partial updates and unexpected colour changes). GCD (DispatchAsyn) is most natural way to do it, however lot of 3rd parties available to simplify asynchronous operations. Like https://cocoapods.org/pods/ResultPromises
When you use a value of 300 in the waitForMilliSecs function, it appears instantaneous but it is not. It's just a small enough time that you aren't noticing that the UI has locked up while your code is spinning on the main thread.
The reason why the text does not update immediately after calling self.label1.text = "updated label 1 1111" is because UI changes don't take place immediately. The UI updates at a particular rate (60hz or 120hz). Every change you make will become visible on the screen in the next render cycle.
Checkout the CPU usage during the 300ms slice when it was waiting. You'd see it spike close to 100% which is a really bad thing to do.
What are you ultimately trying to do?
Did you try CADisplayLink? It calls a screen refresh every 60 secs by default (this solved some of my problems): https://developer.apple.com/documentation/quartzcore/cadisplaylink
let displayLink = CADisplayLink(target: self, selector: #selector(updateUI))
displayLink.add(to: .current, forMode: .common)
And then:
#objc func updateUI() {
print("Updating UI!")
}

Why is decreasing interval not speeding up iOS timer execution?

When I run this timer code for 60 seconds duration/1 sec interval or 6 seconds/.1 sec interval it works as expected (completing 10X faster). However, decreasing the values to 0.6 seconds/.01 seconds doesn't speed up the overall operation as expected (having it complete another 10X faster).
When I set this value to less than 0.1 it doesn't work as expected:
// The interval to use
let interval: NSTimeInterval = 0.01 // 1.0 and 0.1 work fine, 0.01 does not
The rest of the relevant code (full playground here: donut builder gist):
// Extend NSTimeInterval to provide the conversion functions.
extension NSTimeInterval {
var nSecMultiplier: Double {
return Double(NSEC_PER_SEC)
}
public func nSecs() -> Int64 {
return Int64(self * nSecMultiplier)
}
public func nSecs() -> UInt64 {
return UInt64(self * nSecMultiplier)
}
public func dispatchTime() -> dispatch_time_t {
// Since the last parameter takes an Int64, the version that returns an Int64 is used.
return dispatch_time(DISPATCH_TIME_NOW, self.nSecs())
}
}
// Define a simple function for getting a timer dispatch source.
func repeatingTimerWithInterval(interval: NSTimeInterval, leeway: NSTimeInterval, action: dispatch_block_t) -> dispatch_source_t {
let timer = dispatch_source_create(DISPATCH_SOURCE_TYPE_TIMER, 0, 0, dispatch_get_main_queue())
guard timer != nil else { fatalError() }
dispatch_source_set_event_handler(timer, action)
// This function takes the UInt64 for the last two parameters
dispatch_source_set_timer(timer, DISPATCH_TIME_NOW, interval.nSecs(), leeway.nSecs())
dispatch_resume(timer)
return timer
}
// Create the timer
let timer = repeatingTimerWithInterval(interval, leeway: 0.0) { () -> Void in
drawDonut()
}
// Turn off the timer after a few seconds
dispatch_after((interval * 60).dispatchTime(), dispatch_get_main_queue()) { () -> Void in
dispatch_source_cancel(timer)
XCPlaygroundPage.currentPage.finishExecution()
}
The interval you set for a timer is not guaranteed. It is simply a target. The system periodically checks active timers and compares their target fire time to the current time and if the fire time has passed, it fires the timer. But there is no guarantee as to how rapidly the system is checking the timer. So the shorter the target interval and the more other work a thread is doing, the less accuracy a timer will have. From Apple's documentation:
A timer is not a real-time mechanism; it fires only when one of the
run loop modes to which the timer has been added is running and able
to check if the timer’s firing time has passed. Because of the various
input sources a typical run loop manages, the effective resolution of
the time interval for a timer is limited to on the order of 50-100
milliseconds. If a timer’s firing time occurs during a long callout or
while the run loop is in a mode that is not monitoring the timer, the
timer does not fire until the next time the run loop checks the timer.
Therefore, the actual time at which the timer fires potentially can be
a significant period of time after the scheduled firing time.
This does indeed appear to be a playground limitation. I'm able to achieve an interval of 0.01 seconds when testing on an actual iOS device.
Although I was wrong in my initial answer about the limitation of the run loop speed – GCD is apparently able to work some magic behind the scenes in order to allow multiple dispatch sources to be fired per run loop iteration.
However, that being said, you should still consider that the fastest an iOS device's screen can refresh is 60 times a second, or once every 0.0167 seconds.
Therefore it simply makes no sense to be doing drawing updates any faster than that. You should consider using a CADisplayLink in order to synchronise drawing with the screen refresh rate – and adjusting your drawing progress instead of timer frequency in order to control the speed of progress.
A fairly rudimentary setup could look like this:
var displayLink:CADisplayLink?
var deltaTime:CFTimeInterval = 0
let timerDuration:CFTimeInterval = 5
func startDrawing() {
displayLink?.invalidate()
deltaTime = 0
displayLink = CADisplayLink(target: self, selector: #selector(doDrawingUpdate))
displayLink?.addToRunLoop(NSRunLoop.mainRunLoop(), forMode: NSRunLoopCommonModes)
}
func doDrawingUpdate() {
if deltaTime >= timerDuration {
deltaTime = timerDuration
displayLink?.invalidate()
displayLink = nil
}
draw(CGFloat(deltaTime/timerDuration))
deltaTime += displayLink?.duration ?? 0
}
func draw(progress:CGFloat) {
// do drawing
}
That way you can ensure that you're drawing at the maximum frame-rate available, and your drawing progress won't be affected if the device is under strain and the run loop is therefore running slower.

Subsequent WKInterfaceTime / NSTimer events with array of NSTimeInterval values

I am trying to run subsequent Timer events with WKInterfaceTimer & NSTimer, the problem is that I cannot figure out a way to make more than two subsequent calls with one NSTimer object. Basically, I would like run timer to complete then fire up the next.
Here's some sample code that hopefully explains my idea a little better....
1) I am firing off the first timer in awakeWithContext:
func initalTimer() {
let timer1String = NSMutableAttributedString(string: "Lap1")
runStatusLabel.setAttributedText(timerString)
myTimer = NSTimer.scheduledTimerWithTimeInterval(duration, target: self, selector: Selector("timerDone"), userInfo: nil, repeats: false)
runTimer.setDate(NSDate(timeIntervalSinceNow: duration))
runTimer.start()
}
NOTE: Everything works great at this point, then the tiemrDone function is called where I then fire off another timed event.
2)
func timerDone() {
//print("Done")
elapsedTime = 0.0
myTimer!.invalidate()
startTime = NSDate()
timeRunning = false
// Call second timed event
timer2() // just another NSTimer / WKInterfaceTimer function
}
"Stacking" the functions with a completionHandler does not seem to help OR most likely I am doing something wrong...
func execute_Timers(timeInterval: NSTimeInterval, completionHandler: (success: Bool, error: String?) -> Void ) -> Int {
// Code below never gets executed
}
I haven't tested this, and it is just a guess: When your timerDone() method is called, you invalidate the timer. Therefore it doesn't "complete," so your completion routine isn't called. When your timer completes, it gets invalidated anyway, so the call should not be needed. Try removing:
myTimer!.invalidate()
and see what happens.
Thanks for the reply, and you are quite correct - I do not need to call myTimer!.invalidate(). The solution that worked for me was to have different timerDone methods and conditionaly call the next time method.
-Paul

Swift - slowing down "too fast" animation (UIImage updates) -- aka is NSTimer the only option here?

Newbie to IOS programming - learning through Swift. I'm writing a simple "slot machine / dice game".
I'm trying to show the user a flashing sequence of rolls before the "actual" roll appears.
func doFancyDiceRoll() {
for x in 1...100 {
Die1.image = PipsImg[RollOne()]
Die2.image = PipsImg[RollOne()]
Die3.image = PipsImg[RollOne()]
}
}
Die1, etc., are defined as generic UIImage views.
In any case, I'm not seeing the 100x iterations, just the images at the end of the loop. I'm assuming that either it redraws "too fast" or that IOS is trying to be smart, and only draws the last images so as to conserve resources.
I'll wildly guess that I need to either implement some kind of delay here, or, IOS needs to be told to explicitly draw out my images, and not try to outthink my intent.
For the delay, I've seen something about NSTimer, but nothing I saw seems to simply say something like "pause for .05" second, and the whole construct was unclear as they were ObjC examples/conversions.
(Note: I've simplified things here --- normally, I would store the value of RollOne() so I can use it later. I also would like to make an array (or collection?) like Die[1].image, but that is another question.)
========== Edit =======
OK, so I'm following up with more of my original code, merged in with that of #doctordoder so we can discuss a bit better. Hopefully that is kosher. (If this appended question is too long, please advise me on the best way to post a lengthy follow-up directly.)
import UIKit
class ViewController: UIViewController {
//( stripping out stuff unneeded for discussion )
// refers to same label below - works but kosher??
#IBOutlet var btnRoll_x: UIView
#IBAction func btnRoll(sender: AnyObject) {
triggerRoll()
}
var timer : NSTimer? = nil
var rolls : Int = 0
func triggerRoll() {
//hiding is bad UI, but until i know how to "disable & dim"
btnRoll_x.hidden = true
timer = NSTimer.scheduledTimerWithTimeInterval(0.10, target: self, selector: "doFancyDiceRoll", userInfo: nil, repeats: true);
}
func doFancyDiceRoll() {
Die1.image = PipsImg[randomInt(6)]
Die2.image = PipsImg[randomInt(6)]
Die3.image = PipsImg[randomInt(6)]
if (++rolls > 10)
{
timer?.invalidate()
timer = nil
rolls = 0 // DCB added this presumed missing line
btnRoll_x.hidden = false //again, need to do this better
}
}
}
Hopefully, my implementation of the code is what would have been intended. I made some minor adjustments for (hopeful) clarity.
Good news is I have working code. I have just enough understanding to get in place, but I'm fuzzy on some details.
Here is what I (think I) know...
We declare an NSTImer object, and a roll counter at the main level of the class. I note that in my original version, I had the roll counter scoped within the rolling function itself. Took me a while to understand why it could not live in the DiceRoll loop itself, but now I do. I'm going to express it poorly, but since the timer is going to call DiceRoll multiple instances, it needs to live outside the function.
The button btnRoll gets touched, and invokes triggerRoll().
To prevent the user from touching the button while we are in progress, which put us into a state where the roll counter never got to zero, I hide the button. (I'll figure how to properly put in in disabled state later.)
The timer is set. It fires every .1 second (within limits), and is set to repeat. (until .invalidate ). And it "calls" the function doFancyDiceRoll via the selector: attribute.
So, the big change as previously noted is that doFancy..Roll() no longer loops. It excites a single instance up updating the images. It checks the counter, and if we reach the limit, we kill the timer, which stops the timer (invalidate). (And I unhide the button, making it available again.)
So, a few things I am concerned/wondering about: I get the value of timers for other things that need to happen periodically (take health away every second, check a GPS position every 10 seconds, etc.). It's seems a odd construct to force a screen refresh.
Frankly, I would have expected to see see something like this:
func doFancyDiceRoll() {
for x in 1...100 {
Die1.image = PipsImg[RollOne()] // and 2 and 3 of course.....
VIewController.forceRedraw <<=== something like this, or maybe
ViewController.wait(.05) <<== this?? I dunno ;-)
}
}
instead we end up with about 20 extra lines or so. I'd be interested in knowing if there other approaches that could work keeping the loop intact.
Anyway, assuming this is the one true way to go, I guess my followup to this is how do I pass parameters, since this is not a "real" function call. Trying
selector: "doFancyDiceRoll(40)"
was not objected to by the IDE, but failed in execution.
I had exactly same problem back in days, entire loop is finished before the view is refreshed as #doctordoder mentioned. Solved with using NSTimer
var rollCount = 0
let arrayOfImages = ["image01", "image02", "image03"]
var timer = NSTimer.scheduledTimerWithTimeInterval(0.1, target: self, selector: Selector("doFancyDiceRoll"), userInfo: nil, repeats: true)
func doFancyDiceRoll() {
if rollCount == 100 {
timer.invalidate
rollCount = 0
{
else {
//get images from array arrayOfImages[rollCount]
rollCount++
}
}
there could be typos, since I have no Xcode right now.
I have basically the same answer as above :(, but I thought I'd post it anyway.
var timer : NSTimer? = nil
var rolls : Int = 0
func doFancyDiceRoll() {
timer = NSTimer.scheduledTimerWithTimeInterval(0.10, target: self, selector: "roll", userInfo: nil, repeats: true);
}
func roll() {
println("rolling")
Die1.image = PipsImg[RollOne()]
Die2.image = PipsImg[RollOne()]
Die3.image = PipsImg[RollOne()]
if (++rolls > 100)
{
timer?.invalidate()
timer = nil
}
}
Rather than NSTimer and invalidating, you can use dispatch_after to do the work for you.
func rollDice(howManyTimes: Int) {
die1.image = PipsImg[RollOne()]
die2.image = PipsImg[RollOne()]
die3.image = PipsImg[RollOne()]
if howManyTimes > 0 {
let delayTime = dispatch_time(DISPATCH_TIME_NOW, Int64(Double(NSEC_PER_SEC) / 10.0))
dispatch_after(delayTime, dispatch_get_main_queue()) {
self.rollDice(howManyTimes - 1)
}
}
}
This will run the code for the number of times specified, delaying each time by 0.1 seconds. It works like this: First it sets the images on each die, then, if there are more iterations, it does a dispatch_after to call itself with rollDice(howManyTimes - 1)
With this, you don't need to maintain a NSTimer and it is pretty self contained.

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