Ive added an NSTimer to make my rate button appear by setting the action to Hidden NO
NSMethodSignature *sgn = [self methodSignatureForSelector:#selector(onTick:)];
NSInvocation *inv = [NSInvocation invocationWithMethodSignature: sgn];
[inv setTarget: self];
[inv setSelector:#selector(onTick:)];
NSTimer *t = [NSTimer timerWithTimeInterval: 10.0
invocation:inv
repeats:YES];
NSRunLoop *runner = [NSRunLoop currentRunLoop];
[runner addTimer: t forMode: NSDefaultRunLoopMode];
Then
-(void)onTick:(NSTimer *)timer {
_Rateapp1.hidden = NO;
_ratebomb.hidden = NO;
_ratelab1.hidden = NO;
}
BUT how do I make the button re-Appear with YES?
Assuming your goal is to toggle the display of the buttons each time the timer goes off, you simply do:
- (void)onTick:(NSTimer *)timer {
_Rateapp1.hidden = !_Rateapp1.hidden;
_ratebomb.hidden = !_ratebomb.hidden;
_ratelab1.hidden = !_ratelab1.hidden;
}
And you can replace all of your timer creation code with:
NSTimer *t = [NSTimer scheduledTimerWithTimeInterval:10.0 target:self selector:#selector(onTick:) userInfo:nil repeats:YES];
No need for the invocation or runloop code. I also suggest you keep a reference to the timer so you can invalidate (stop) the timer when needed.
Related
This question already has answers here:
How can I programmatically pause an NSTimer?
(16 answers)
Closed 8 years ago.
I have one timer firing to go to a void statement. Which has another timer in it. I want to pause the one thats firing or going off then resume it.
movement3 = [NSTimer scheduledTimerWithTimeInterval:0.2 target:self selector:#selector(jone) userInfo:nil repeats:NO];
- (void)jone{
[jumperguy setImage:[UIImage imageNamed:#"jumperguy_a_a3.png"]];
movement4 = [NSTimer scheduledTimerWithTimeInterval:0.2 target:self selector:#selector(jtwo) userInfo:nil repeats:NO];
}
You can only invalidate an NSTimer object to stop it. You can have two methods such as:
-(void) pauseTimer:(NSTimer *) timer {
[timer invalidate];
timer = nil;
}
-(void) resumeTimer:(NSTimer *) timer {
timer = [NSTimer scheduledTimerWithTimeInterval:0.2 target:self selector:#selector(jone) userInfo:nil repeats:NO];
}
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.
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.
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;
I'm implementing a countdown with its value displayed on a UILabel, but have run into a problem. Here's the simplified code:
self.countdownTimer = [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:#selector(countdown) userInfo:nil repeats:YES];
- (void)countdown {
self.countdownLabel.text = [NSString stringWithFormat:#"%i",[self.countdownLabel.text intValue]-1];
// Handle time out
if ([self.countdownLabel.text intValue] == 0) {
[self.countdownTimer invalidate];
self.countdownTimer = nil;
}
}
It works fine, but if I do other UI operations in the viewcontroller, like scroll a scrollview, the timer hangs as the scrollview scrolls and then boosts up to make up for the idle moments.
I tried dispatching the updating of the label to a background queue which of course didn't work.
dispatch_queue_t bgQ = dispatch_queue_create("bgQ", 0);
dispatch_async(bgQ, ^{
self.countdownLabel.text = [NSString stringWithFormat:#"%i",[self.countdownLabel.text intValue]-1];
});
What would be the solution here?
self.countdownTimer = [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:#selector(countdown) userInfo:nil repeats:YES];
[[NSRunLoop mainRunLoop] addTimer:self.countdownTimer forMode:NSRunLoopCommonModes];
Remember that in your countdown method you need an escape to invalidate your countdownTimer.
The timer will start without fire instruction when the
[[NSRunLoop mainRunLoop] addTimer:self.countdownTimer forMode:NSRunLoopCommonModes];
line is executed.
ABSOLUTELY no dispatch async for UI changes.
Hope this helps.
Swift 3.0 syntax
var timer = Timer.scheduledTimer(timeInterval: 0.01, target: self, selector: #selector(ViewController.updateTimer), userInfo: nil, repeats: true);
RunLoop.current.add(timer, forMode: RunLoopMode.commonModes)