I have a button that when pressed generates random numbers triggered by NSTimer at a certain frequency, and when released I would like it to keep generating them, just more slower and slower until it stops.
- (void)buttonPressed {
_timer = [NSTimer scheduledTimerWithTimeInterval:0.2 target:self selector:#selector(generateNumber) userInfo:nil repeats:YES];
}
- (void)buttonReleased {
if ([_timer isValid]) {
[_timer invalidate];
}
_timer = nil;
for (float i=0.20; i<1; i += 0.1) {
_timer = [NSTimer scheduledTimerWithTimeInterval:i target:self selector:#selector(generateNumber) userInfo:nil repeats:NO];
}
}
It works fine while the button is pressed, but once I release it actually accelerate and then stops all in a sudden. Any idea why it wouldn't be working or any alternative way I can reach the wanted result?
Once your button is released, generation accelerates because at that moment you schedule 8 timers with intervals 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8 and 0.9 starting at the time of button release, which means each will execute 0.1s after the other, which is a smaller interval than your original timer (0.2s).
This is an alternative
#interface ViewController ()
#property (nonatomic, retain) NSTimer *timer;
#property (nonatomic) float curInterval;
#end
#implementation ViewController
- (IBAction)buttonDown {
self.curInterval = 0.1;
[self updatePressed];
}
- (void)updatePressed {
[self generateNumber];
self.timer = [NSTimer scheduledTimerWithTimeInterval:self.curInterval target:self selector:#selector(updatePressed) userInfo:nil repeats:NO];
}
- (IBAction)buttonUp {
[self.timer invalidate];
[self updateUp];
}
- (void)updateUp {
[self generateNumber];
self.curInterval += 0.1;
if (self.curInterval < 1.0f) {
self.timer = [NSTimer scheduledTimerWithTimeInterval:self.curInterval target:self selector:#selector(updateUp) userInfo:nil repeats:NO];
}
}
#end
In Button release method you are using for loop which keeps on executing untill it reaches interval of 1. What you need to do is take a global float value and initialize it to 0.20 at start. On button pressed pass that value. On button release increment the global variable and pass that value to NSTimer instead of for loop
float numTimer = 0.20f;
- (void)buttonPressed {
_timer = [NSTimer scheduledTimerWithTimeInterval:numTimer target:self selector:#selector(generateNumber) userInfo:nil repeats:YES];
}
- (void)buttonReleased {
if ([_timer isValid]) {
[_timer invalidate];
}
_timer = nil;
numTimer = numTimer + 0.1f;
_timer = [NSTimer scheduledTimerWithTimeInterval:numTimer target:self selector:#selector(reGenerateNumber) userInfo:nil repeats:NO]; }
}
-(void) reGenerateNumber {
[self generateNumber];
if ([_timer isValid]) {
[_timer invalidate];
}
_timer = nil;
numTimer = numTimer + 0.1f;
_timer = [NSTimer scheduledTimerWithTimeInterval:numTimer target:self selector:#selector(reGenerateNumber) userInfo:nil repeats:NO];
}
Related
I want to show user that the value initially is 0 than it increase to 1 than 2 than 3 sequence repeat after some seconds
Worked done by me
I write this code in viewdidload but it print 99 in label directly but i want to show user changing values from 0 to 99.
for(int i=0;i<100;i++){
_totalEffort.text=[NSString stringWithFormat:#"%d",i];
}
I think this will help you:
#interface ViewController (){
int i;
NSTimer *myTimer;
}
#end
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
myTimer = [NSTimer scheduledTimerWithTimeInterval:0.5
target:self
selector:#selector(setData)
userInfo:nil
repeats:YES];
i = 0;
}
-(void)setData{
_totalEffort.text=[NSString stringWithFormat:#"%d",i];
i = i + 1;
if(i == 100){
[myTimer invalidate];
myTimer = nil;
}
}
Based on your requirement you need to use NSTimer for update your label progress
Step 1: Create 2 variable in your #interface class
#interface BUViewController: UIViewController {
NSTimer *timerCount;
int progress;
}
Step 2: Start Timer in your viewDidLoad() with progress value 0.
progress = 0;
timerCount = [NSTimer timerWithTimeInterval:0.5 target:self selector:#selector(updateLabel) userInfo:nil repeats:YES];
Step 3: create method with timer update label text an check progress value in it and stop timer while its reach 100.
-(void)updateLable{
if (progress<100) {
lblProgress.text = [NSString stringWithFormat:#"%d",progress];
progress++;
}else{
[timerCount invalidate];
timerCount = nil;
}
}
Hope this will help you to achieve your expected output.
For this you can use NSTimer you need to update UILabel value in its selector method. You can use this code.
-(void)viewDidLoad{
[super viewDidLoad];
self.time = 0;
_labelTimer.text =#"0";
[self startTimer];
}
- (void)startTimer {
self.timer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(timerAction:) userInfo:nil repeats:YES];
[[NSRunLoop currentRunLoop] addTimer:self.timer forMode:NSDefaultRunLoopMode];
}
- (void)timerAction:(NSTimer *)timer {
self.time++;
if (self.time == 100)
{
[self stopTimer];
}
_labelTimer.text = [NSString stringWithFormat:#"%d",self.time];
}
-(void)stopTimer{
[self.timer invalidate];
self.timer = nil;
}
Here is code for your problem .hope it helps you.
- (void)viewDidLoad
{
[super viewDidLoad];
counter = 0;
t = [NSTimer scheduledTimerWithTimeInterval:2 target:self selector:#selector(updateLabel) userInfo:nil repeats:YES];
}
-(void)updateLabel
{
for (int i = counter; i<counter+1; i++)
{
_totalEffort.text=[NSString stringWithFormat:#"%d",i];
}
counter++;
if (counter ==101)
{
[t invalidate];
}
}
You are blocking run loop with your cycle. You just need resume it in each iteration.
for(int i=0;i<100;i++){
_totalEffort.text=#(i).stringValue;
[[NSRunLoop currentRunLoop] runUntilDate:[NSDate dateWithTimeIntervalSinceNow:1]];
}
I have implemented some code that allows a user to set a time limit to countdown from using UIDatePicker, the users then presses a "Start" button and the countdown is printed in to a UILabel.
I am trying to find a way to stop the timer. Here is the code I have so far that starts the timer:
#implementation P11DetailController
int afterRemainder;
int iRemainder;
NSTimeInterval countDownInterval;
- (void)updateCountDown{
afterRemainder --;
int hours = (int)(afterRemainder)/(60*60);
int mins = (int)(((int)afterRemainder/60) - (hours * 60));
int secs = (int)(((int)afterRemainder - (60 * mins) - ( 60*hours*60)));
NSString *displayText = [[NSString alloc] initWithFormat:#"%02u : %02u :
%02u", hours, mins, secs];
self.displayLabel.text = displayText;
}
then when the user user presses "start":
- (IBAction)startButton:(id)sender {
countDownInterval = (NSTimeInterval)_countdownTimer.countDownDuration;
iRemainder = countDownInterval;
afterRemainder = countDownInterval - iRemainder%60;
[NSTimer scheduledTimerWithTimeInterval:1 target:self
selector:#selector(updateCountDown) userInfo:nil repeats:YES];
}
and finally, when the users presses "Stop":
- (IBAction)stopButton:(id)sender {
//not sure what to add here
}
any ideas?
You need to keep a reference to NSTimer as an ivar:
#implementation P11DetailController
{
NSTimer *myTimer;
}
then:
myTimer = [NSTimer scheduledTimerWithTimeInterval:1 target:self
selector:#selector(updateCountDown) userInfo:nil repeats:YES];
Then a simple call to:
[myTimer invalidate];
Will stop the timer.
This is all in the documentation which you should consult first.
I use an NSTimer to move a UIImageView every 1 second, I want to decrease the time every 2 seconds from 1 to 0.5 as result the image will move faster inside the view. Any ideas will be very help full.
This is the timer that i use for moving the UIImageView
float obstaclesSpeed = 1.0;
movementTimer = [NSTimer scheduledTimerWithTimeInterval:obstaclesSpeed target:self selector:#selector(updateSpeed) userInfo:nil repeats:YES];
This is my code
-(void)updateSpeed {
obstaclesSpeed = obstaclesSpeed / 2;
[self startMoveObstacles];
}
I believe something I do wrong
Are you wanting to move the image every 2 seconds, or make it move increasingly faster? It won't move faster, if you only move it every 2 seconds.
You can read the docs for NSTimer, but to take some of the headache out of it, here's some examples of how to use NSTimer for this.
If you're wanting to move it every two seconds, you can do the following.
- (void) startTimer {
[_myTimer invalidate];
_myTimer = nil;
_myTimer = [NSTimer timerWithTimeInterval:2. target:self selector:#selector(respondToTimer:) userInfo:nil repeats:YES];
[[NSRunLoop currentRunLoop] addTimer:_myTimer forMode:NSRunLoopCommonModes];
}
- (void)respondToTimer:(NSTimer*)timer {
//Code to move your UIImageView
}
If you're wanting to move it increasingly faster, you can do the following.
- (void) startTimer {
[_myTimer invalidate];
_myTimer = nil;
_myTimer = [NSTimer timerWithTimeInterval:_timeInterval target:self selector:#selector(respondToTimer:) userInfo:nil repeats:NO];
[[NSRunLoop currentRunLoop] addTimer:_myTimer forMode:NSRunLoopCommonModes];
}
- (void)respondToTimer:(NSTimer*)timer {
//Code to move your UIImageView
_numberOfMoves++;
if (_numberOfMoves < MAX_MOVES) {
_timeInterval /= 2;
[self startTimer];
}
}
This question already has answers here:
How can I programmatically pause an NSTimer?
(16 answers)
Closed 9 years ago.
I have a game which uses a timer. I want to make it so the user can select a button and it pauses that timer and when they click that button again, it will unpause that timer. I already have code to the timer, just need some help with the pausing the timer and the dual-action button.
Code to timer:
-(void)timerDelay {
mainInt = 36;
timer = [NSTimer scheduledTimerWithTimeInterval:1.0
target:self
selector:#selector(countDownDuration)
userInfo:nil
repeats:YES];
}
-(void)countDownDuration {
MainInt -= 1;
seconds.text = [NSString stringWithFormat:#"%i", MainInt];
if (MainInt <= 0) {
[timer invalidate];
[self delay];
}
}
That's very easy.
// Declare the following variables
BOOL ispaused;
NSTimer *timer;
int MainInt;
-(void)countUp {
if (ispaused == NO) {
MainInt +=1;
secondField.stringValue = [NSString stringWithFormat:#"%i",MainInt];
}
}
- (IBAction)start1Clicked:(id)sender {
MainInt=0;
timer=[NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(countUp) userInfo:Nil repeats:YES];
}
- (IBAction)pause1Clicked:(id)sender {
ispaused = YES;
}
- (IBAction)resume1Clicked:(id)sender {
ispaused = NO;
}
There is no pause and resume functionality in NSTimer. You can impliment it like below code.
- (void)startTimer
{
m_pTimerObject = [NSTimer scheduledTimerWithTimeInterval:1.0f target:self selector:#selector(fireTimer:) userInfo:nil repeats:YES];
}
- (void)fireTimer:(NSTimer *)inTimer
{
// Timer is fired.
}
- (void)resumeTimer
{
if(m_pTimerObject)
{
[m_pTimerObject invalidate];
m_pTimerObject = nil;
}
m_pTimerObject = [NSTimer scheduledTimerWithTimeInterval:1.0f target:self selector:#selector(fireTimer:) userInfo:nil repeats:YES];
}
- (void)pauseTimer
{
[m_pTimerObject invalidate];
m_pTimerObject = nil;
}
So, Here is the problem. I am trying to make a timer for my game however it doesnt seem to run.
I started by making a property for nstimer:
#property (nonatomic) NSTimer gameTimer;
and synthesizing it:
#synthesize gameTimer = _gameTimer;
then I use this method to set it:
-(NSTimer *) gameTimer{
if (_gameTimer == nil) _gameTimer = [[NSTimer alloc]init];
return _gameTimer;
}
however when i try to start the timer through a uibutton:
- (IBAction)play:(UIButton *)sender {
_levelNumber = 1;
_en1v = -1;
_en2v = 1;
_en3v = -1;
[self setPath];
_gameTimer = [NSTimer timerWithTimeInterval:1.0 target:self selector:#selector(onTimer:) userInfo:nil repeats:YES];
self.play.hidden = TRUE;
}
it doesn't work.
I put an nslog into the onTimer: method and found out that the timer just isn't firing some how?
Am I making an obvious mistake?
You have not started the timer at all.
Use:
_gameTimer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(onTimer:) userInfo:nil repeats:YES];
And while stopping, (may be in stop: method)
[_gameTimer invalidate];
_gameTimer = nil;