Keep running NSTimer switching Background and Foreground - ios

I am trying to create a NSTimer which is started manually by the user in foreground, and as expected works perfectly:
timer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: Selector("updateCounter"), userInfo: nil, repeats: true)
where updateCounter() simply updates a UILabel in the UI.
Now what I want to achieve is to get it running also when the user leaves the application. I googled something and found this code (which I translated in Swift):
func applicationDidEnterBackground(application: UIApplication) {
var bgTask = UIBackgroundTaskIdentifier()
bgTask = UIApplication.sharedApplication().beginBackgroundTaskWithExpirationHandler { () -> Void in
UIApplication.sharedApplication().endBackgroundTask(bgTask)
}
// Start the long-running task and return immediately.
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), { () -> Void in
var vc = TimerViewController()
// Fire some methods
UIApplication.sharedApplication().endBackgroundTask(bgTask)
bgTask = UIBackgroundTaskInvalid
});
}
Basically from what I can understand here is that when app reaches background I can fire some methods from a new instance of my TimerViewController(), which is supposed to handle the NSTimer for the background phase.
Now does this imply that I need to use a method from this vc, or another, which starts another NSTimer starting from the exact time in which the foreground-one was stopped (because app entered background)?
If yes, to resume my first NSTimer when the user opens the app again (meaning foreground again :D) how should I behave? Stop the second NSTimer and resume the first with updated counter?
Actually even a sketch of the solution is appreciated, I'm just trying to figure out how to handle the situation.
further question: If what it's written above turn out to be correct how can I manage the instances of the viewcontroller to get the timer_value(token for something like secondsLeft) when a switch from background to foreground or vice-versa happens?

Instead of trying to maintain an NSTimer in the background (which is impossible beyond about 10 minutes), what you want to do is record when your timer started and save that in NSUserDefaults. You can still update your timer every second, but just recalculate the label based on the start time (remember, NSTimer doesn't promise that it will run on time; it could be late for many reasons and you'll drift).
Now there is no reason to run in the background. When your view controller comes onscreen (viewDidAppear:), just update the label again, based on the start time saved in NSUserDefaults.
There is no way in iOS to run indefinitely in the background. That's by design. But there's also no reason for you to be wasting system resources trying to update your UI when you're not onscreen. Just update it when you are.

Related

Why timer invoke its block so quickly sometimes

I create a timer and invoke its block every 5 second. Then I make application to enter background and enter foreground after a while. But it could invoke the block quickly sometimes.
let _ = Timer.scheduledTimer(withTimeInterval: 5.0, repeats: true) { (timer) in
print("--------")
}
When I enter foreground the interval of first printing and second printing may less than a second sometimes. Is time interval invalid in this case?
To understand the behavior, you need to understand how NSTimer and RunLoop works. In simple terms, a RunLoop would check if the Timer should fire, if yes it would notify the Timer to fire the selector, else it won't. Now, since you are on the background, your RunLoop is not checking for events so it won't be able to notify the Timer. But once it goes to foreground, it would see that it would need to notify the Timer even if it passed the fireDate.
TimeLine Diagram:
Let A(5th second) and B(10th second) be timer fire events. Scheduled on a timer Timer.scheduledTimer(withTimeInterval: 5.0, repeats: true)
C is entered background (0 seconds)
D be coming back to foreground (9th second, between A and B).
-----> A ------> B
C--------->D
Explanation:
On C, the RunLoop would be paused. Therefore Event A is not able to be processed until the RunLoop has resumed processing, which is on Event D. Upon Event D, it will see that Event A should fire so it would notify the Timer. After a second, the RunLoop would see that Event B has happened so it would notify the Timer again. This scenario explains why your events are printing in a second's interval. It is just the delayed event handling that makes it seem that it fired earlier, when in reality it was processed late.
Apple Doc:
A timer is not a real-time mechanism. If a timer’s firing time occurs
during a long run loop callout or while the run loop is in a mode that
isn't monitoring the timer, the timer doesn't fire until the next time
the run loop checks the timer. Therefore, the actual time at which a
timer fires can be significantly later.
resources: What is an NSTimer's behavior when the app is backgrounded?, NSRunLoop and Timer Docs
Suggestions:
Stop your timer once app goes background, but store the fireDate. Once coming back to foreground, check if fireDate is past Date(). Then create a new Timer to handle events while on foreground.
When application entered background, the app would be suspended soon, program stopped running. When app switched back to foreground, the buffered/delayed timer event would be fired, then you saw many prints quickly.

Countdown timer, that continue running in background

I need to create timer, that will continue running in background state and will update UI after app will enter foreground state.
Most appropriative example for this is QuizClash app:
I have 2 ideas below:
beginbackgroundTaskWithExpirationHandler
Create first timer (30 sec interval, non-repeatable)
Create second timer (0.01 sec interval, repeatable)
First timer will fire [self timeExiped] method, which will show some UI updates
Second timer will fire update of ProgressBar on the picture above
Wrap it all in beginbackgroundTaskWithExpirationHandler method
Doubts: if main timer will expired in background state, UI updates won't be shown(?)
State restoring
Start the same timers
Use encode​Restorable​State​With​Coder:​​ to save current timestamp, when entering background
Use decode​Restorable​State​With​Coder:​​ to get difference between saved timestamp and now.
Invalidate main timer
Start new main timer with (remains_seconds - time_difference_seconds)
Doubts: is it even a viable option, since i have no experience with it and can't try it out for a moment?
If you have any other idea, or can point me out at 2 described above, i'll put a beer, if you ever in Moscow :)
What is the purpose of the Timer?
If it is to trigger UI changes, there is no point in trying to get it to "run in the background" because there's no UI to update.
With any approach, you will almost certainly want to use timestamps... when the app is returning to the foreground, get the elapsed time since the last timestamp, update your UI as needed, and restart a Timer for foreground activity / updates.
Add an observer for UIApplicationDidBecomeActive to the ViewController containing the ProgressBar in viewWillAppear:
NotificationCenter.default.addObserver(forName: NSNotification.Name.UIApplicationDidBecomeActive, object: nil, queue: nil, using: self.applicationBecameActive)
Put it in viewWillAppear because the applicationBecameActive function should only fire when the viewcontroller containing the progress bar is on the top of the stack when the application becomes active again.
Then in the applicationBecameActive method, determine what the current progress value of the ProgressBar should be, update accordingly, and restart the ProgressBar progressing.
func applicationBecameActive(notification: Notification){
//determine where the ProgressBar should be
//set the ProgressBar progress value
//restart the ProgressBar progress value updating
}
Don't forget to remove the observer on viewWillDissappear:
NotificationCenter.default.removeObserver(self, name: NSNotification.Name.UIApplicationDidBecomeActive, object: nil)

Keeping timers running when app enters background

I am making an app that relies on a timer that fires every minute to change a label from "x minutes left" to "(x-1) minutes left. Basically, it decrements the number every minute. I need the timer to function even when I close the app (not entirely, just press the home screen and leave it running in the background), so that when the user comes back to the app after leaving it in the background for 5 minutes, the label will say "(x-5) minutes left".
Right now, when I run it in the simulator it works perfectly, but when I run it on my phone it does not work. If I have the app open on my phone, it works, but if the app is running in the background, the label never decrements. Could this be due to differences in the way the simulator and actual iPhone handle multitasking? If so, how can I change my code so that the timer will still update the label every minute so that the correct number is displayed when the user reopens the app?
Here is my timer setup:
var individualTaskTimer = NSTimer()
func createTimerForTopTask(){
individualTaskTimer = NSTimer.scheduledTimerWithTimeInterval(tasks[0].minutes * 60, target: self, selector: "deleteTopTask", userInfo: nil, repeats: true)
}
As mentioned in Ewan Mellor's answer, you will not be able to rely on a timer while the app is in the background. So you will need to adjust as necessary when your app returns to the foreground.
Upon first reading the documentation, it might seem like viewWillAppear and viewWillDisappear (or viewDidDisappear) are the correct places to handle this. However, they do not get called when the app moves to/from the background.
Instead, you can make use of two notifications, UIApplicationWillResignActiveNotification and UIApplicationDidBecomeActiveNotification. The first notification will be sent to your app when it is about to go into the background. The second notification will be sent to your app when it is about to return to the foreground.
So in viewWillAppear you can register for the notifications as follows:
override func viewWillAppear(animated: Bool) {
// some other code
NSNotificationCenter.defaultCenter().addObserver(self, selector: "activeAgain", name: "UIApplicationDidBecomeActiveNotification", object: nil)
NSNotificationCenter.defaultCenter().addObserver(self, selector: "goingAway", name: "UIApplicationWillResignActiveNotification", object: nil)
}
where activeAgain and goingAway are two functions you've written to enable and disable the timer. So based on the code snippet in your question, they would look something like this:
func activeAgain() {
let newTime = // calculate how much time is left (in seconds)
individualTaskTimer = NSTimer.scheduledTimerWithTimeInterval(newTime, target: self, selector: "deleteTopTask", userInfo: nil, repeats: true)
}
func goingAway() {
individualTaskTimer.invalidate()
}
Note that you need to unregister for the notifications when you switch away from this view. Doing this in viewWillDisappear is probably a good spot.
You can't do this. iOS will suspend your app after a short while when it goes into the background. Just update your label with the correct time when the app comes back to the foreground.

MKMapView on iOS 5 inhibits timers when user do drag and/or zoom

I wrote an application that use MKMapView. This application use a timer to update some information on screen. Actually, when user touch the map and start the drag, the timer isn't fired anymore until the user release the touch. I notice that with the new iOS 6, this problem disappears. However I need to support also iOS 5. I haven't figure out if only timers aren't fired or if no events are processed at all. Any idea?
Ok I found the solution here: UIScrollView pauses NSTimer until scrolling finishes
Basically you have to put the NSTimer in it's own run loop.
Hmm, that would suggest that the timers and the touch processing code are being handled by the same runloop, or possibly that the touches are blocking so when the timer completion code tries to run, it can't. Try using asynchronous blocks with completion handlers to run your timers.
- (void)startTimerInBackground {
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^(void) {
//Start timer here, set completion method to be called
NSTimer *t = [NSTimer scheduledTimerWithTimeInterval: 2.0
target: self
selector:#selector(timerCompletionMethod:)
userInfo: nil repeats:NO];
});
}
- (void)timerCompletionMethod:(NSTimer *)timer {
//Switch back to main thread here for completion code
dispatch_async(dispatch_get_main_queue(), ^(void) {
});
}
See if that helps, do note though that timers are not reliable, and if you need very accurate timing you should probably look at alternatives, there is some very good info here:
How do I use NSTimer?

How to monitor MPMoviePlayerController playback progress while not killing a battery?

I have a media player app that is playing music with MPMoviePlayerController. I need to update the UI based on the playback position. The best I can tell, there is no way to actively receive this info from the player with a callback or something, and I basically need to poll for it myself.
So I thought I would use a simple timer, run every second, for that. The code is such:
Somewhere in the setup code:
[NSTimer scheduledTimerWithTimeInterval:1 target:self selector:#selector(updatePlaybackProgressFromTimer:) userInfo:nil repeats:YES];
And then:
- (void) updatePlaybackProgressFromTimer:(NSTimer *)timer {
if (([UIApplication sharedApplication].applicationState == UIApplicationStateActive) && (player.playbackState == MPMoviePlaybackStatePlaying)) {
CGFloat progress = player.currentPlaybackTime / player.duration;
// do something useful with this info
}
}
The timer is run every second, even when the app is in the background. The method first sees if the app is active and the player is playing, and then does some UI updating.
Is there any battery life implication to running a timer every second in this fashion? Should I be more diligent and try to tear down the timer when entering the background and reactivating it when activating the app? I’m sure there’s some battery life effect, but realistically, how serious is it? Or is there any other recommended ways of doing this kind of thing?
I can't imagine using an NSTimer will significantly impact battery life - unless the work being done when it is triggered impacts battery life. The timer is simply being added to the current run loop:
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.
NSTimer Class Reference
According to the documentation, you should be pausing any timers when your application is about to resign its active status:
In response to this change, your app should do the following in its
applicationWillResignActive: method:
Stop timers and other periodic tasks.
Stop any running metadata queries.
Do not initiate any new tasks.
Pause movie playback (except when playing back over AirPlay).
Enter into a pause state if your app is a game.
Throttle back OpenGL ES frame rates.
Suspend any dispatch queues or operation queues executing non-critical code. (You can continue processing network requests and
other time-sensitive background tasks while inactive.)
When your app is moved back to the active state, its
applicationDidBecomeActive: method should reverse any of the steps
taken in the applicationWillResignActive: method. Thus, upon
reactivation, your app should restart timers, resume dispatch
queues, and throttle up OpenGL ES frame rates again. However, games
should not resume automatically; they should remain paused until the
user chooses to resume them.
iOS App Programming Guide

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