I am creating a stopwatch and the start and stop functionality is not coordinated. When the timer stops, it doesn't start where it left of.
The code looks like this:
self.endDate = [NSDate dateWithTimeIntervalSinceNow:12.0f*60.0f];
-(void)startPressed:(id)sender{
if(!_running){
_running = TRUE;
[sender setTitle:#"Stop" forState:UIControlStateNormal];
if (_stopTimer == nil) {
_stopTimer = [NSTimer scheduledTimerWithTimeInterval:1.0/10.0
target:self
selector:#selector(changeTimer:)
userInfo:nil
repeats:YES];
}
}else{
_running = FALSE;
[sender setTitle:#"Start" forState:UIControlStateNormal];
[_stopTimer invalidate];
_stopTimer = nil;
}
}
- (void)changeTimer:(NSTimer*)timer {
_timeInterval = [self.endDate timeIntervalSinceNow];
self.timerControl1.minutesOrSeconds = ((NSInteger)_timeInterval)%60;
self.timerControl2.minutesOrSeconds = (NSInteger)(_timeInterval/60.0f);
self.timerControl3.minutesOrSeconds = ((NSInteger)_timeInterval)%60;
}
I know it is because of timeIntervalSinceNow. But, how to change this? Need some guidance on this.
The problem:
When you stop the stopwatch and start it again after 3s for example, it shld still start back from the same timing. but both my code, the start and stop timing are different, they are starting from a different timing. Need help to solve this.
don't use the endDate in changeTimer but use the endDate only to init the timer
#import "RimsViewController.h"
#interface RimsViewController ()
#property(weak) IBOutlet UILabel *label;
#property(strong) NSDate *endDate;
#end
#implementation RimsViewController {
BOOL _running;
NSTimeInterval _timeInterval;
NSTimer *_stopTimer;
}
- (void)viewDidLoad
{
[super viewDidLoad];
self.endDate = [NSDate dateWithTimeIntervalSinceNow:10*60];
_timeInterval = [self.endDate timeIntervalSinceNow];
}
-(IBAction)startPressed:(id)sender{
if(!_running){
_running = TRUE;
[sender setTitle:#"Stop" forState:UIControlStateNormal];
if (_stopTimer == nil) {
_stopTimer = [NSTimer scheduledTimerWithTimeInterval:1.0
target:self
selector:#selector(changeTimer:)
userInfo:nil
repeats:YES];
}
}else{
_running = FALSE;
[sender setTitle:#"Start" forState:UIControlStateNormal];
[_stopTimer invalidate];
_stopTimer = nil;
}
}
- (void)changeTimer:(NSTimer*)timer {
_timeInterval -= 1;// [self.endDate timeIntervalSinceNow];
NSUInteger secs = _timeInterval;
int h = (NSUInteger)secs/3600;
secs-=h*3600;
int m = (NSUInteger)secs/60;
secs-=m*60;
int s = secs;
self.label.text = [NSString stringWithFormat:#"%d / %d / %d", h, m, s];
}
#end
Related
I am creating a game application in which I need to set timer of 2 minutes throughout the app screens in objective c.
I am creating it in viewDidLoad but it is creating a new instance every-time the view loads.
Here is the code which I am using :
#interface SomeViewController ()
{
int timerCounter;
NSTimer *timer;
}
#property (strong, nonatomic) IBOutlet UILabel *timerLbl;
#end
#implementation SomeViewController
- (void)viewDidLoad {
[super viewDidLoad];
[self startCountdown];
}
- (void)startCountdown
{
timer = [NSTimer scheduledTimerWithTimeInterval:1
target:self
selector:#selector(countdownTimer:)
userInfo:nil
repeats:YES];
}
- (void)countdownTimer:(NSTimer *)timer
{
timerCounter--;
int minutes = timerCounter / 60;
int seconds = timerCounter % 60;
NSString *string = [NSString stringWithFormat:#"%02d", minutes];
NSString *string2 = [NSString stringWithFormat:#"%02d", seconds];
NSString *timeTotal = [string stringByAppendingString:#":"];
NSString *timeTotal2 = [timeTotal stringByAppendingString:string2];
_timerLbl.text = timeTotal2;
if (timerCounter <= 0) {
[timer invalidate];
}
}
You need to invalidate it whenever the VC deallocates
- (void)dealloc {
[timer invalidate];
}
//
The second VC may look like this
#import "ggViewController.h"
NSInteger timerCounter = 120; // declared global to hold the value
#interface ggViewController ()
{
NSTimer*timer;
}
#end
#implementation ggViewController
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view.
// instead of using selector use this inline callback
timer = [NSTimer scheduledTimerWithTimeInterval:1.0 repeats:true block:^(NSTimer * timer) {
timerCounter--;
int minutes = timerCounter / 60;
int seconds = timerCounter % 60;
NSString *string = [NSString stringWithFormat:#"%02d", minutes];
NSString *string2 = [NSString stringWithFormat:#"%02d", seconds];
NSString *timeTotal = [string stringByAppendingString:#":"];
NSString *timeTotal2 = [timeTotal stringByAppendingString:string2];
_timerLbl.text = timeTotal2;
if (timerCounter <= 0) {
[timer invalidate];
}
}];
}
-(void)viewDidDisappear:(BOOL)animated{
[super viewDidDisappear:animated];
[timer invalidate];
}
- (IBAction)gg:(id)sender {
[self dismissViewControllerAnimated:true completion:nil];
}
#end
I m using timer on circular progress bar and taken NSDate property in interface (tested also taking in viewWillAppear) but when viewController loads it show starting from 27 seconds remain, while i have set its value to 30 seconds.
My scenario is, a user has a question and optional answers and he/she has some time suppose 30 seconds when he/she click start button than another screen opens after this screen loads time start should be from 30 seconds.
#interface TestViewController ()
{
NSTimeInterval totalCountdownInterval;
NSDate* startDate;
}
}
-(void)viewWillAppear:(BOOL)animated{
[self startTimer];
totalCountdownInterval = 30.0;
startDate = [NSDate date];
}
-(void)startTimer {
if (!_timer) {
_timer = [NSTimer scheduledTimerWithTimeInterval:1.0f
target:self
selector:#selector(timerFired:)
userInfo:nil
repeats:YES];
}
}
-(void)stopTimer {
if ([_timer isValid]) {
[_timer invalidate];
}
_timer = nil;
}
-(void)timerFired:(NSTimer *)timer {
NSTimeInterval elapsedTime = [[NSDate date] timeIntervalSinceDate:startDate];
NSTimeInterval remainingTime = totalCountdownInterval - elapsedTime;
CGFloat timeRemain = remainingTime;
NSLog(#"%f", timeRemain);
if (remainingTime < 0.0) {
[_timer invalidate];
}
[_circleProgressBar setHintTextGenerationBlock:(^NSString *(CGFloat progress) {
if (!(timeRemain < 0.9)) {
progress = timeRemain - 1;
return [NSString stringWithFormat:#"%.0f", progress];
}else{
progress = 0;
return [NSString stringWithFormat:#"%.0f", progress];
}
})];
[_circleProgressBar setProgress:(_circleProgressBar.progress + 0.0333f) animated:YES];
}
-(void) viewWillDisappear:(BOOL)animated {
[self stopTimer];
}
Any help will be appreciated. Thanks.
The first timer event will be fired after 1 second is passed, so you should see 29 first. So you should display the number 30 manually somehow, outside the timer event.
And you subtract 1 in your code in setHintTextGenerationBlock :
progress = timeRemain - 1;
which will make you see 28 as initial.
And as final you should start timer in viewDidAppear instead of viewWillAppear where you lose another second and come to 27.
To correct code should be like:
#interface TestViewController ()
{
NSTimeInterval totalCountdownInterval;
NSDate* startDate;
}
}
-(void)viewDidLoad {
[_circleProgressBar setHintTextGenerationBlock:(^NSString *(CGFloat progress) {
return [NSString stringWithFormat:#"%.0f", progress * 30];
})];
[_circleProgressBar setProgress:1.0) animated:NO];
}
-(void)viewDidAppear:(BOOL)animated{
[self startTimer];
totalCountdownInterval = 30.0;
startDate = [NSDate date];
}
-(void)startTimer {
if (!_timer) {
_timer = [NSTimer scheduledTimerWithTimeInterval:1.0f
target:self
selector:#selector(timerFired:)
userInfo:nil
repeats:YES];
}
}
-(void)stopTimer {
if ([_timer isValid]) {
[_timer invalidate];
}
_timer = nil;
}
-(void)timerFired:(NSTimer *)timer {
NSTimeInterval elapsedTime = [[NSDate date] timeIntervalSinceDate:startDate];
NSTimeInterval remainingTime = totalCountdownInterval - elapsedTime;
CGFloat timeRemain = remainingTime;
NSLog(#"%f", timeRemain);
if (remainingTime < 0.0) {
[_timer invalidate];
}
[_circleProgressBar setProgress:(1.0 * timeRemain / 30.0) animated:YES];
}
-(void) viewWillDisappear:(BOOL)animated {
[self stopTimer];
}
You should set progress to 1.0 in the beginning and count down to 0.0 in 30 steps.
Set hint generation block to display something meaningful for 1.0 - 0.0 as 30 - 0.
use that timer code in void view did appear and try once.
- (void)viewDidAppear:(BOOL)animated
{
[self startTimer];
totalCountdownInterval = 30.0;
startDate = [NSDate date];
}
I have a small sample project i'm using to figure out how to implement this on my main project. This simple project has 2 VC's both with segues to each other.
On the initial VC is a button which leads to the TimerVC (both using the same class).
The TimerVC has a button and a label. When the button is pressed the label will increase by 1 every second.
If the timer is on and I segue back to the initial VC and then to the TimerVC the timer continues but the label stops updating.
How can I keep the label updating? The timer keeps going in the back-end but once the segue happens the label stops updating.
EDIT: Code provided below. The Timer is also more complex to represent a little of what I'm trying to do.
VC.H
NSTimer * timer;
NSTimer * updateTimer;
#property (weak, nonatomic) IBOutlet UIButton *idleOutler;
- (IBAction)idleAttack:(id)sender;
VC.M
int enemy001Hp = 100;
int deadEnemy = NO;
int noHealth = 0;
bool enemy001Active = NO;
- (void) enemy1 {
enemy001Active = YES;
self.enemyHpLabel.text = [NSString stringWithFormat:#"%i", enemy001Hp];
}
- (void) enemyDamageTimer {
if (enemy001Active == YES) {
enemy001Hp -= 50;
self.enemyHpLabel.text = [NSString stringWithFormat:#"%i",enemy001Hp];
}
}
- (void) updateLabelTimer {
if (enemy001Active == YES) {
self.enemyHpLabel.text = [NSString stringWithFormat:#"%i", enemy001Hp];
}
}
- (void) stopTimer {
[timer invalidate];
timer = nil;
self.enemyHpLabel.text = [NSString stringWithFormat:#"0"];
}
- (void)viewDidLoad {
[super viewDidLoad];
[self enemy1];
if (enemy001Active) {
self.enemyHpLabel.text = [NSString stringWithFormat:#"%i", enemy001Hp];
} else if (enemy002Active == YES) {
self.enemyHpLabel.text = [NSString stringWithFormat:#"%i", enemy002Hp];
}
}
- (IBAction)idleAttack:(id)sender {
idleOn = YES;
self.idleOutler.hidden = YES;
timer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(enemyDamageTimer) userInfo:nil repeats:YES];
updateTimer = [NSTimer scheduledTimerWithTimeInterval:0.5 target:self selector:#selector(updateLabelTimer) userInfo:nil repeats:YES];
if (enemy001Active == YES) {
if (enemy001Hp <= 0) {
[self enemy2];
enemy001Active = NO;
enemy002Active = YES;
}
} else if (enemy002Active == YES) {
if (enemy002Hp <= 0) {
self.enemyHpLabel.text = [NSString stringWithFormat:#"0"];
enemy002Hp = 0;
enemy002Active = NO;
[self stopTimer];
}
}
}
I'm trying to display the count of a timer in a UILabel. The timer works fine but I'm not able to update the label. The NSTimer is set up like this in Class1.
- (void)startTimer {
int timerCount = 5;
timer = [NSTimer scheduledTimerWithTimeInterval:4.0
target:self
selector:#selector(timerDecrement)
userInfo:nil
repeats:YES];
[timer fire];
}
- (void)timerDecrement {
Class2 *cls2 = [[Class2 alloc] init];
timerCount = timerCount-1;
[cls2 updateTimeLeftLabel];
}
+ (int)getTimerCount {
return timerCount;
}
In Class2:
- (void)viewDidLoad {
if (timeLeftLabel == nil) {
timeLeftLabel = [[UILabel alloc] initWithFrame:CGRectMake(200, 70, 120, 30)];
timeLeftLabel.text = #"Time left";
[self.view addSubview:timeLeftLabel];
}
- (void)updateTimeLeftLabel {
NSLog(#"%#", [NSString stringWithFormat:#"%i",
[Class1 getTimerCount]]);
timeLeftLabel.text = [NSString stringWithFormat:#"Time left: %i",
[Class1 getTimerCount]];
}
The correct timer value is logged but the UILabel isn't updated at all. What's wrong?
Try to make timerCount as a #property of your class or static.
You create a new instance of the Class2 and do not present it. You should store instance of Class2 somewhere and work with it.
I needed to update count on my UIButton so i have done like this
-(void)viewDidLoad {
self.myLeagueTimer = [NSTimer scheduledTimerWithTimeInterval:0.1 target:self selector:#selector(updateCountdown) userInfo:nil repeats: YES];
}
- (int)timeIndervalRemain {
NSDate *currentTime = [NSDate date];
return (TIME_INTERVAL - [currentTime timeIntervalSinceDate:self.startTime]);
}
-(void) updateCountdown {
if ([self timeIndervalRemain] > 0) {
self.title = [NSString stringWithFormat:#"%d", [self timeIndervalRemain]];
} else {
[self timeExpire];
}
}
-(void) timeExpire {
if (_myLeagueTimer) {
[_myLeagueTimer invalidate];
_myLeagueTimer = nil;
}
}
You can simply pass the time left to the method updating the UILabel as a parameter:
- (void)updateTimeLeftLabel:(NSInteger)timeLeft {
timeLeftLabel.text = [NSString stringWithFormat:#"Time left: %i",
timeLeft];
}
- (void)timerDecrement {
Class2 *cls2 = [[Class2 alloc] init];
timerCount = timerCount-1;
[cls2 updateTimeLeftLabel:timerCount];
}
Hi I'm trying to use NSTimer to create a countdown which and view this using a label. the problem is the label goes down in two's and i don't know why. any ideas?
heres my code
- (void)viewDidLoad
{
NSLog(#"%#", self.chosenTime);
[self startGame];
[super viewDidLoad];
NSString *timeString = self.chosenTime;
self.timer = [timeString intValue];
self.countdown.text = timeString;
// Do any additional setup after loading the view.
}
- (void)startGame
{
[self introCountdown];
[self performSelector:#selector(goAnimation) withObject:nil afterDelay:3.0];
NSString *timeString = self.chosenTime;
self.timer = [timeString intValue];
[self performSelector:#selector(startCountdown) withObject:nil afterDelay:4.0];
}
- (void)startCountdown
{
//self.countdownTimer = [NSTimer timerWithTimeInterval:1 target:self selector:#selector(decrementTimer:) userInfo:nil repeats:YES];
self.countdownTimer = [NSTimer scheduledTimerWithTimeInterval:1.00 target:self selector:#selector(decrementTimer:) userInfo:nil repeats:YES];
}
- (void)decrementTimer:(NSTimer *)timer
{
if(self.timer > 0)
{
self.timer = self.timer - 1;
self.countdown.text = [NSString stringWithFormat:#"%d", self.timer];
}
else
{
[self.countdownTimer invalidate];
self.countdownTimer = nil;
}
}
This code seems to be correct. May be you are changing label's text from somewhere else?
Sorry for the misinterpretation, the code is correct, it seems a UI problem or handling label from somewhere else, attach your source with xib's if possible