Calculate current time from next minitue then NSTimer should not work - ios

hi i am kind of new to iOS.Now i have confused with this concept..the concept is that i want to get current time(HH:MM:SS)when i click the button.Inside the button i have done something repeating task by using NSTimer.once i get the current time after one minitue the NSTimer sholud invalidate(the nstimer is call each(0.05f)).Here i need to calculate pressing time with next one minitue.thanks in advance.sorry dont mistake me i am stupid in english.
here is the code i am still now..
- (void) scanButtonTouchUpInside {
if (check) {
position=CGPointMake(14.0f, 7.0f);
position1=CGPointMake(7.0f, 14.0f);
check=NO;
timer= [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:#selector(onTimer) userInfo:nil repeats:YES];
}
else
{
//animation stop code here.................
if ([timer isValid]) {
[timer invalidate];
}
check=YES;
NSLog(#"stopppppppp.....................");
// overlayGraphicView.frame = CGRectMake(30, 100, 32, 32);
// overlayGraphicView1.frame = CGRectMake(30, 152, 32, 32);
}
}
-(void)onTimer
{
overlayGraphicView.center = CGPointMake(overlayGraphicView.center.x+position.x,overlayGraphicView.center.y+position.y);
if(overlayGraphicView.center.x > 320 || overlayGraphicView.center.x < 0)
position.x = -position.x;
if(overlayGraphicView.center.y > 480 || overlayGraphicView.center.y < 0)
position.y = -position.y;
overlayGraphicView1.center = CGPointMake(overlayGraphicView1.center.x+position1.x,overlayGraphicView1.center.y+position1.y);
if(overlayGraphicView1.center.x > 320 || overlayGraphicView1.center.x < 0)
position1.x = -position1.x;
if(overlayGraphicView1.center.y > 480 || overlayGraphicView1.center.y < 0)
position1.y = -position1.y;
}

First scanButtonTouchUpInside will run once because you start the timer there
timer= [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:#selector(onTimer) userInfo:nil repeats:YES];
And when the method onTimer run, nothing call scanButtonTouchUpInside again, so you need add [self scanButtonTouchUpInside]; at the end.
Second, to calculate the you need to do this
-(NSInteger)calculateMinutesFromLastDate:(NSDate *)lastDate toNow:(NSDate *)nowDate
NSDateComponents *nowDateComponents = [[NSCalendar currentCalendar] components:NSMinuteCalendarUnit fromDate:nowDate];
NSInteger nowCurrentMinute = [nowDateComponents minute];
NSDateComponents *lastDateComponents = [[NSCalendar currentCalendar] components:NSMinuteCalendarUnit fromDate:lastDate];
NSInteger lastMinute = [lastDateComponents minute];
NSInteger differenceMinutes = nowCurrentMinute - lastMinute;
return differenceMinutes
}
Hope it help you.

i have done this simple way...
-(void)onTimer
{
overlayGraphicView.center = CGPointMake(overlayGraphicView.center.x+position.x,overlayGraphicView.center.y+position.y);
if(overlayGraphicView.center.x > 320 || overlayGraphicView.center.x < 0)
position.x = -position.x;
if(overlayGraphicView.center.y > 480 || overlayGraphicView.center.y < 0)
position.y = -position.y;
overlayGraphicView1.center = CGPointMake(overlayGraphicView1.center.x+position1.x,overlayGraphicView1.center.y+position1.y);
if(overlayGraphicView1.center.x > 320 || overlayGraphicView1.center.x < 0)
position1.x = -position1.x;
if(overlayGraphicView1.center.y > 480 || overlayGraphicView1.center.y < 0)
position1.y = -position1.y;
}
- (void) scanButtonTouchUpInside {
[self performSelector:#selector(timerInvalidate) withObject:nil afterDelay:60.0];
if (check) {
position=CGPointMake(14.0f, 7.0f);
position1=CGPointMake(7.0f, 14.0f);
timer= [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:#selector(onTimer) userInfo:nil repeats:YES];
}
}
-(void)timerInvalidate
{
if ([timer isValid]) {
[timer invalidate];
}
}
The overlay source taken from https://github.com/jj0b/OverlayViewTester

Related

How to set progress bar With timer after view controller loaded

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];
}

Cant get my NSTimer to end when the value <= 0

i cant seem to get my NSTimer to stop when it reaches 0 i've looked around for an answer and i tryed everything please help.
-(void)count {
mainint -= 1;
seconds.text = [NSString stringWithFormat:#"%i", mainint];
}
-(IBAction)start:(id)sender {
play.hidden = YES;
mainint = 60;
timer1 = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(count) userInfo:nil repeats:YES];
if (timer1 == 0) {
[timer1 invalidate];
timer1 = nil;
}
}
put your if condition in count() function
-(void)count {
mainint -= 1;
seconds.text = [NSString stringWithFormat:#"%i", mainint];
if (mainint == 0) {
[timer1 invalidate];
}
}
The issue is that your timer will never be nil (0) unless you set it yourself to nil. I think what you're trying to achieve is something like this :
-(void)count {
mainint -= 1;
seconds.text = [NSString stringWithFormat:#"%i", mainint];
if (mainint <= 0) {
[timer1 invalidate];
timer1 = nil;
}
}

NSTimer Milliseconds countdown

I would like to make a simple countdown with seconds and millisecond: SS:MM.
However, i would like to stop the timer or do something when the timer reach 0:00.
Currently the timer works, but it doesnt stop at 0:00. I can make the seconds stop, but not the milliseconds. What is wrong?
-(void) setTimer {
MySingletonCenter *tmp = [MySingletonCenter sharedSingleton];
tmp.milisecondsCount = 99;
tmp.secondsCount = 2;
tmp.countdownTimerGame = [NSTimer scheduledTimerWithTimeInterval:.01 target:self selector:#selector(timerRun) userInfo:nil repeats:YES];
}
-(void) timerRun {
MySingletonCenter *tmp = [MySingletonCenter sharedSingleton];
tmp.milisecondsCount = tmp.milisecondsCount - 1;
if(tmp.milisecondsCount == 0){
tmp.secondsCount -= 1;
if (tmp.secondsCount == 0){
//Stuff for when the timer reaches 0
//Also, are you sure you want to do [self setTimer] again
//before checking if there are any lives left?
[tmp.countdownTimerGame invalidate];
tmp.countdownTimerGame = nil;
tmp.lives = tmp.lives - 1;
NSString *newLivesOutput = [NSString stringWithFormat:#"%d", tmp.lives];
livesLabel.text = newLivesOutput;
if (tmp.lives == 0) {
[self performSelector:#selector(stopped) withObject:nil];
}
else {[self setTimer]; }
}
else
tmp.milisecondsCount = 99;
}
NSString *timerOutput = [NSString stringWithFormat:#"%2d:%2d", tmp.secondsCount, tmp.milisecondsCount];
timeLabel.text = timerOutput;
}
-(void) stopped {
NSLog(#"Stopped game");
timeLabel.text = #"0:00";
}
Well. You do
tmp.milisecondsCount = tmp.milisecondsCount - 1;
if(tmp.milisecondsCount == 0){
tmp.milisecondsCount = 100;
tmp.secondsCount -= 1;
}
And right after that
if ((tmp.secondsCount == 0) && tmp.milisecondsCount == 0) {
//stuff
}
How could it ever happen that they're both 0 if, as soon as milisecond reaches 0, you reset it to 100?
EDIT: Do instead something like:
if(tmp.milisecondsCount < 0){
tmp.secondsCount -= 1;
if (tmp.secondsCount == 0){
//Stuff for when the timer reaches 0
//Also, are you sure you want to do [self setTimer] again
//before checking if there are any lives left?
}
else
tmp.milisecondsCount = 99;
}
In your code, a first condition is met
if(tmp.milisecondsCount == 0){
tmp.milisecondsCount = 100;
so that the next conditional statment
&& tmp.milisecondsCount == 0
will never be true.

NSTimer Pause timer [duplicate]

This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
How to Pause/Play NSTimer?
I have three buttons start stop and pause..My start and stop button is working fine with the below code..but when press Pause it pause the timer..but when again i Press start.IT continues from the new added time ...not from the pause time....
supoose i pause at 5 second of start and wait for 5 sec then press start...it should display 5 ...but displaying 10..
because I have not mentioned (timer:) in timer!=nill of start...
how it will be add..
I have problems:
Pause not working.
-(void)start:(NSTimer *)timer
{
if(_timer==nil)
{
startDate =[NSDate date];
_timer=[NSTimer scheduledTimerWithTimeInterval:0.25 target:self selector:#selector(timer:) userInfo:nil repeats:YES];
}
if(_timer!=nil)
{
float pauseTime = -1*[pauseStart timeIntervalSinceNow];
[_timer setFireDate:[previousFireDate initWithTimeInterval:pauseTime sinceDate:previousFireDate]];
}
}
-(void)timer:(NSTimer *)timer
{
NSInteger secondsSinceStart = (NSInteger)[[NSDate date] timeIntervalSinceDate:startDate];
NSInteger seconds = secondsSinceStart % 60;
NSInteger minutes = (secondsSinceStart / 60) % 60;
NSInteger hours = secondsSinceStart / (60 * 60);
NSString *result = nil;
if (hours > 0)
{
result = [NSString stringWithFormat:#"%02d:%02d:%02d", hours, minutes, seconds];
}
else
{
result = [NSString stringWithFormat:#"%02d:%02d", minutes, seconds];
}
label.text=result;
NSLog(#"time interval -> %#",result);
}
-(void)stop
{
if(_timer!=nil)
{
startDate=nil;
[_timer invalidate];
_timer = nil;
}
}
-(void)pause:(NSTimer *)timer
{
pauseStart = [NSDate dateWithTimeIntervalSinceNow:0];
previousFireDate = [_timer fireDate];
[_timer setFireDate:[NSDate distantFuture]];
}
-(void)pause:(NSTimer *)timer
{
pauseStart = [NSDate dateWithTimeIntervalSinceNow:0];
previousFireDate = [_timer fireDate];
//[timer setFireDate:[NSDate distantFuture]];
[_timer setFireDate:[NSDate distantFuture]];
}
Here is the code that I used for a timer:
I store all the components for the time, in my (singleton) class, the hour, minute, seconds value.
And, I simply "invalidate" the timer in the "pause" method, AND I store the values.
See, if this helps.
-(void) startTimer
{
NSLog(#"Values for timer: %d H, %d M, %d S", self.hours, self.minutes, self.seconds);
_timer = [NSTimer scheduledTimerWithTimeInterval:1.0f target:self selector:#selector(updateTimer) userInfo:nil repeats:YES];
}
-(void) pauseTimer
{
if(_timer)
{
[_timer invalidate];
}
_timer = nil;
self.hour = hourValue;
self.minute = minuteValue;
self.second = secondsValue;
}

iOS Label Text Based On Timed Function

I've been trying to create a script that sets a timer and reduces a value by 33 each time it runs. In theory the timer should stop itself after 6 runs, but it keeps going and reaches negative values. Is there a reason for this?
-(void)checkValue:(NSTimer *)myTimer{
if(pplint > 0){
pplint = pplint-33;
NSString *ppllefttext = [NSString stringWithFormat:#"%d", pplint];
peopleleft.text = ppllefttext;
NSLog(#"Reduced Timer");
}
if(pplint < 0){
NSLog(#"Stop Timer");
[myTimer invalidate];
}
}
- (IBAction)gotocongrats{
pplint = 198;
NSString *ppllefttext = [NSString stringWithFormat:#"%d", pplint];
peopleleft.text = ppllefttext;
NSTimer * myTimer = [NSTimer scheduledTimerWithTimeInterval:1
target:self
selector:#selector(checkValue:)
userInfo:nil
repeats:YES];
NSLog(#"Started Timer");
}
I took you code and edited it a bit and it works just fine for me.
-(void)checkValue:(NSTimer *)myTimer{
if(pplint > 0){
pplint = pplint-33;
NSLog(#"%i",pplint);
NSLog(#"Reduced Timer");
}
if(pplint <= 0){
NSLog(#"Stop Timer");
[myTimer invalidate];
}
}
- (IBAction)gotocongrats{
pplint = 198;
NSTimer * myTimer = [NSTimer scheduledTimerWithTimeInterval:1
target:self
selector:#selector(checkValue:)
userInfo:nil
repeats:YES];
NSLog(#"Started Timer");
}

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