I'm trying to write a simple loop sound Alerts every five seconds
How can i add it please
tweak for cydia
Tweak.xm template
if (lowenabled) {
if ([batString isEqualToString:lowbatPercent_String]) {
if (lowplayer) {
return;
}
if (lowsound == 0)
soundFilePath = [NSString stringWithFormat:#"%#/Super Mario.mp3", bundlePrefix];
else if (lowsound == 1)
soundFilePath = [NSString stringWithFormat:#"%#/Super Mario 1.mp3", bundlePrefix];
soundFileURL = [NSURL fileURLWithPath:soundFilePath];
lowplayer = [[AVAudioPlayer alloc] initWithContentsOfURL:soundFileURL error:nil];
lowplayer.numberOfLoops = 3;
[lowplayer play];
} else {
if (lowplayer) {
lowplayer = nil;
}
}
}
}
%end
Include to fire timer:
NSTimer *timer = [NSTimer scheduledTimerWithTimeInterval:5.0 target:self selector:#selector(playSound:) userInfo:nil repeats:YES];
[timer fire];
Put method in the same class:
- (void)playSound {
// the code you included here that plays the sound
}
Docs for NSTimer's fire method
I'm trying to display a set of numbers on a UILabel sequentially.
For example: I have an array with 5 numbers and each time I want one number from the array to be displayed for 2 seconds on the screen then disappear and then the next number…
This is what i have done so far, but it is not quite what I want. The code below just displays the last number in the array for 2 seconds and then disappears.
- (void)viewDidLoad
{
[super viewDidLoad];
NSMutableArray* myArray = [NSMutableArray array];
for (int i=0; i<5; i++) {
NSNumber *temp;
temp = [myArray objectAtIndex:i];
[self displayNumber:temp];
[myLabel setHidden:NO];
}
}
-(void) displayNumber: (NSNumber *) myNumber{
myLabel.text = [NSString stringWithFormat:#"%#", myNumber];
NSTimer *myTimer;
myTimer = [NSTimer scheduledTimerWithTimeInterval:2 target:self selector:#selector(hideLabel) userInfo:Nil repeats:NO];
}
-(void) hideLabel{
[myLabel setHidden:YES];
}
I thought about having 5 functions and each gets called sequentially after 2 seconds, but that is very inefficient.
Are there any other ways I can do this?
Change this method
Hope it will works for you what you want
1) Define
NSMutableArray* myArray , int repeatCount; and NSTimer *myTimer in .h file and set its property;
2)
-(void)viewDidLoad
{
[super viewDidLoad];
//This will initialize your timer
myTimer = [NSTimer scheduledTimerWithTimeInterval:2 target:self selector:#selector(showLabel) userInfo:Nil repeats:NO];
//This will trigger your timer
[myTimer fire];
//Your timer will run in a loop
[[NSRunLoop currentRunLoop] addTimer:myTimer forMode:NSDefaultRunLoopMode];
myArray = [NSMutableArray array];
}
-(void) displayNumber: (NSNumber *) myNumber{
myLabel.text = [NSString stringWithFormat:#"%#", myNumber];
}
-(void) showLabel{
if(repeatCount >= [myArray count])
{
repeatCount = 0;
}
NSNumber *temp = [myArray objectAtIndex:repeatCount];
repeatCount ++;
[self displayNumber:temp];
[myLabel setHidden:NO];
}
I think, that you can use timer with counter.
Create 3 properties:
#property (nonatomic, assign) int counter;
#property (nonatomic, strong) NSArray *array;
#property (nonatomic, strong) NSTimer *timer;
Set them in viewDidLoad: and start timer(with repetition):
- (void)viewDidLoad {
[super viewDidLoad];
_counter = 0;
_array = #[#0, #1, #2, #3, #4, #5];
_timer = [NSTimer scheduledTimerWithTimeInterval:2 target:self selector:#selector(nextLabel) userInfo:Nil repeats:YES];
}
Update label:
- (void)nextLabel{
if (_counter == [_array count]) {
//stop in the end of array
[_timer invalidate];
return;
}
[_label setText:[NSString stringWithFormat:#"%#", _array[_counter]]];
_counter++;
}
Pass the array with NSNumber instances to the below method
- (void)updateLabelWithArray:(NSMutableArray *)array
{
if ([array count] != 0)
{
myLabel.text = [NSString stringWithFormat:#"%#", [array firstObject]];
[array removeObjectAtIndex:0];
[self performSelector:#selector(updateLabelWithArray:)
withObject:array
afterDelay:2.0f];
}
}
This should do.
Try this:
// Initialize the timer when you want to change the first number
[NSTimer scheduledTimerWithTimeInterval:0.0 target:self selector:#selector(changeNumber:) userInfo:#{#"currentNumber" : [NSNumber numberWithInt:0]} repeats:NO];
-(void)changeNumber:(NSTimer *)timer
{
NSDictionary * dictionary = [timer userInfo];
int number = [(NSNumber *)[dictionary objectForKey:#"currentNumber"] integerValue];
if (number < [numbersArray count])
{
myLabel.text = [NSString stringWithFormat:#"%#", [numbersArray objectAtIndex:number]];
[NSTimer scheduledTimerWithTimeInterval:2.0 target:self selector:#selector(changeNumber:) userInfo:#{#"currentNumber" : [NSNumber numberWithInt:number + 1]} repeats:NO];
}
}
try this hope this helps u .. :)
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
[super viewDidLoad];
myArray = [[NSMutableArray alloc]initWithObjects:[NSNumber numberWithInt:3],[NSNumber numberWithInt:5],[NSNumber numberWithInt:6],[NSNumber numberWithInt:7],[NSNumber numberWithInt:10], nil]; //your array contains any number you want
index = 0; //showing the numbers from 0th index to last indx
[self.myLabel setHidden:NO];
[NSTimer scheduledTimerWithTimeInterval:2 target:self selector:#selector(DisplayFortwoSec) userInfo:nil repeats:YES];//call the method reguraly for 2 sec
}
- (void)DisplayFortwoSec
{
[self.myLabel setHidden:YES];
if(index == ([myArray count] - 1))
index = 0;//other stuffs to come out of loop like invalidating the timer
[self.myLabel setHidden:NO];
NSNumber *num = [myArray objectAtIndex:index];
NSString *strNum = [num stringValue];
self.myLabel.text = strNum;
[self.myLabel setHidden:NO];
index ++;
}
I have an NSTimer in another function but I want to be able to wait for the NSTimer to become invalidated before continuing on with the code is there a way to do this?
- (IBAction)addLifePoints:(UIButton *)sender
{
[[ARCHDuelCalculator sharedARCHDuelCalculator] setLifePointDelta:[NSNumber numberWithInt: [self.hiddenTextField.text intValue]]];
[[ARCHDuelCalculator sharedARCHDuelCalculator] setAddOrSubstract: YES];
[[ARCHDuelCalculator sharedARCHDuelCalculator] applyingDeltaToLifePointsByDelta];
// This will animate the life points
animationTimer = [NSTimer scheduledTimerWithTimeInterval:.01 target:self selector:#selector(animateLifePoints) userInfo:nil repeats:YES];
// This is where we bring it back to the view controller
self.duelistOneLifePoints.text = [[ARCHDuelCalculator sharedARCHDuelCalculator].duelistOneLifePoints stringValue];
self.duelistTwoLifePoints.text = [[ARCHDuelCalculator sharedARCHDuelCalculator].duelistTwoLifePoints stringValue];
self.hiddenTextField.text = #"";
[self syncTextField: self.hiddenTextField];
[self.hiddenTextField resignFirstResponder];
}
- (void) animateLifePoints
{
NSNumber *sections = [[ARCHDuelCalculator sharedARCHDuelCalculator] getLifePointSections];
for(int timer = 0; timer < 100; ++timer)
{
self.duelistOneLifePoints.text = [[[ARCHUtilities sharedARCHUtilities] subtractTwoNSNumbersByDataType:#"int" firstNumber:[NSNumber numberWithInt: [self.duelistOneLifePoints.text intValue]] secondNumber:sections] stringValue];
if ((timer % 14) == 0)
{
[self playLifePointSound:#"mainLifePointSound" typeOfFile:#"mp3"];
}
}
[animationTimer invalidate];
}
hope this works:
-split addLifePoints into 2 methods.
-put code after the nstimer in another method (newMethod)
-call newMethod right after the nstimer is invalidated.
- (IBAction)addLifePoints:(UIButton *)sender
{
[[ARCHDuelCalculator sharedARCHDuelCalculator] setLifePointDelta:[NSNumber numberWithInt: [self.hiddenTextField.text intValue]]];
[[ARCHDuelCalculator sharedARCHDuelCalculator] setAddOrSubstract: YES];
[[ARCHDuelCalculator sharedARCHDuelCalculator] applyingDeltaToLifePointsByDelta];
// This will animate the life points
animationTimer = [NSTimer scheduledTimerWithTimeInterval:.01 target:self selector:#selector(animateLifePoints) userInfo:nil repeats:YES];
}
- (void) animateLifePoints
{
NSNumber *sections = [[ARCHDuelCalculator sharedARCHDuelCalculator] getLifePointSections];
for(int timer = 0; timer < 100; ++timer)
{
self.duelistOneLifePoints.text = [[[ARCHUtilities sharedARCHUtilities] subtractTwoNSNumbersByDataType:#"int" firstNumber:[NSNumber numberWithInt: [self.duelistOneLifePoints.text intValue]] secondNumber:sections] stringValue];
if ((timer % 14) == 0)
{
[self playLifePointSound:#"mainLifePointSound" typeOfFile:#"mp3"];
}
}
[animationTimer invalidate];
[self newMethod]; //////////////////// ADD THIS LINE ALSO, continue code
}
-(void)newMethod{
//...so continue code...
// This is where we bring it back to the view controller
self.duelistOneLifePoints.text = [[ARCHDuelCalculator sharedARCHDuelCalculator].duelistOneLifePoints stringValue];
self.duelistTwoLifePoints.text = [[ARCHDuelCalculator sharedARCHDuelCalculator].duelistTwoLifePoints stringValue];
self.hiddenTextField.text = #"";
[self syncTextField: self.hiddenTextField];
[self.hiddenTextField resignFirstResponder];
}
This question already has an answer here:
Closed 10 years ago.
Possible Duplicate:
How to call function in every “X” minute?
How to periodically call a certain function?
- (void)viewDidLoad
{
[super viewDidLoad];
[self checkAlert];
}
-(void)checkAlert{
// Server output Alert Note
NSString *alert_note_hostStr = #"http://www.loxleyintranet.com/MobileApplication/xml/alert_note.php";
NSData *alert_note_dataURL = [NSData dataWithContentsOfURL:[NSURL URLWithString:alert_note_hostStr]];
NSString *alert_note_serverOutput = [[NSString alloc] initWithData:alert_note_dataURL encoding:NSASCIIStringEncoding];
if ([alert_note_serverOutput isEqualToString:#"0"]) {
alertImage.hidden = YES;
alertLabel.hidden = YES;
underMainBG.hidden = YES;
alertLabel.text = [NSString stringWithFormat:#"No Alert"];
}else{
alertLabel.text = [NSString stringWithFormat:#"You've Got Note (%#)" ,alert_note_serverOutput];
}
}
How can I call [self checkAlert]; every x minutes or seconds?
Use [NSTimer scheduledTimerWithTimeInterval:60.0 target:self
selector:#selector(checkAlert) userInfo:nil repeats:YES];.
[NSTimer scheduledTimerWithTimeInterval:1 target:self selector:#selector(myTimerTick:) userInfo:nil repeats:YES]; // the interval is in seconds...
...then your myTimerTick: method should look like this..
-(void)myTimerTick:(NSTimer *)timer
{
if(some_contiditon)
{
// Do stuff...
}
else
{
[timer invalidate]; //to stop and invalidate the timer.
}
}
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