Should Objective-C Custom Timer Class be in Model or Controller - ios

I've created a custom Timer Class with public API allowing access to a property timeLeft, and allowing the calling class to start and pause the timer, as well as a Boolean isTimerPaused.
I need the Timer to be initialized and started, and paused inside of my game loop for various situations. So I've gone ahead with initializing my timer in my game (model) as such:
#define timerDuration 10
self.timer =[[Timer alloc] initWithTimerDurationInSeconds:timerDuration];
Here is a look at my Timer API:
#interface Timer : NSObject
-(id)initWithTimerDurationInSeconds:(NSTimeInterval)duration;
-(void)startTimer;
-(void)pauseTimer;
#property (nonatomic, getter = isTimerPaused)BOOL timerPaused;
#property (nonatomic)NSTimeInterval timeLeft;
#end
and my Timer implementation
#import "Timer.h"
#interface Timer ()
#property (nonatomic)NSTimeInterval timeRemaining;
#property (nonatomic)NSTimeInterval duration;
#property (strong, nonatomic) NSTimer *timer;
#property (strong, nonatomic)NSDate *targetTime;
#end
#implementation Timer
-(id)initWithTimerDurationInSeconds:(NSTimeInterval)duration
{
self = [super init];
if (self)
{
if (duration) _duration = duration;
else NSLog(#"Must Initialize Timer With Duration");
}
return self;
}
-(void)startTimer
{
self.targetTime = [NSDate dateWithTimeIntervalSinceNow:self.duration];
self.timer = [NSTimer scheduledTimerWithTimeInterval:.05 target:self selector:#selector(updateTimerLabel) userInfo:nil repeats:YES];
self.timerPaused = NO;
}
-(void)pauseTimer
{
self.timerPaused = !self.isTimerPaused;
if (self.isTimerPaused)
{
self.timeRemaining = [self.targetTime timeIntervalSinceNow];
[self.timer invalidate];
self.timer = nil;
}
else
{
self.targetTime = [NSDate dateWithTimeIntervalSinceNow:self.timeRemaining];
self.timer = [NSTimer scheduledTimerWithTimeInterval:.05 target:self selector:#selector(updateTimerLabel) userInfo:nil repeats:YES];
}
}
-(void)updateTimeLeft
{
self.timeLeft = [self.targetTime timeIntervalSinceNow];
if (self.timeLeft <=0)
{
[self.timer invalidate];
ago", -timeLeft];
}
}
#end
This all in theory will work great as I can start and stop my timer as needed inside of my game loop, and i can access time left to update my timer UILabel from my Controller.
My issue is this, If the timer were in my controller, I could simply update the label inside of the updateTimeLeft method. With the timer in the model how do I go about refreshing UI Elements continuously. My thought was to have some sort of continuous timer in my controller that would update the UILabel with the timeLeft property from the timer, but that seems inefficient and prone to being slightly inaccurate.
Thanks!

With the timer in the model how do I go about refreshing UI Elements continuously?
Move the timer out of your model. Seriously.
Every graphic representation of MVC you will come across has a nice solid line between the View layer and the Model layer, and there's a reason for that. If the model knows too much about the view, then your application becomes overly data-driven and bloated. The same goes for the opposite. Plug the timer into your controller, and route updates to the model from the controller to prevent any leakage of responsibilities into the wrong parts of your application.

Related

How to make a if statement over after a certain thing has been hidden for a certain time

I am making a game and I need to know if you can make a if statement that makes it like this:
if object.hidden = YES for 5 seconds{
do these things
}
Could someone please tell me if this is possible, and if so how this would work?
Put a timestamp on your object at the time it was hidden. Then convert your test into a "how long has this object been hidden". Pseudocode (since I don't actually have experience with objective C):
if hidden and elapsed time since hidden > 5 seconds:
do stuff
You can use CACurrentMediaTime(), for an accurate time interval.
sample:
CFTimeInterval start = CACurrentMediaTime();
for(int i=0; i<=10000; i++) {
NSLog(#"%i", i);
}
CFTimeInterval elapsed = CACurrentMediaTime() - start;
NSLog(#"elapsedTime : %f", elapsed);
Make sure you've added QuartzCore framework in your traget's settings
You could subclass Object and build that functionality in. Something like:
#interface ObjectSubclass : Object
#property (nonatomic, strong) NSTimer *timer;
#end
#implementation ObjectSubclass
-(void)setHidden:(BOOL)hidden{
[super setHidden:hidden];
if (hidden){
if (self.timer) {
[self.timer invalidate];
}
self.timer = [NSTimer timerWithTimeInterval:5
target:self
selector:#selector(doStuff:)
userInfo:nil
repeats:NO];
[[NSRunLoop currentRunLoop] addTimer:self.timer
forMode:NSDefaultRunLoopMode];
} else {
[self.timer invalidate];
self.timer = nil;
}
}

How to programmatically implement an increase ina a NSTimer interval

I and many others have a issue mathematically causing a function to be called more and more often. My goal is to call the code inside the if statement more and more often. The function is called every .01 seconds. I would like the first time it runs is at 1 second, then faster and faster until it holds off at about .3. I need to know what to put in the SOMETHING.
The Function is called every .01 seconds by a NSTimer.
The code is:
-(IBAction)redmaker:(id)sender{
refreshrate = refreshrate+1;
if(SOMETHING){
int rand =arc4random() %65;
UIButton *button = (UIButton *)[self.view viewWithTag:rand];
button.backgroundColor = [UIColor colorWithRed:255 green:0 blue:0 alpha:1];
button.enabled = YES;
deathtimes[rand] = 10;
rate = rate+1;
refreshrate = 0;
}
You should use an NSTimer to call your method. Define an NSTimer in your header file.
Class.h
NSTimer *timer;
double interval;
Class.m
//put the following two lines in viewDidLoad, or some other method
interval = 1.0
timer = [NSTimer scheduledTimerWithTimeInterval:interval target:self selector:#selector(redmarker:) userInfo:nil repeats:NO];
-----
//put this at the bottom of your if statement
if (interval > 0.3)
{
[timer invalidate];
//change this value to something greater to call the method faster
interval -= 0.05;
timer = [NSTimer scheduledTimerWithTimeInterval:interval target:self selector:#selector(redmarker:) userInfo:nil repeats:NO];
}
You may experience an issue that causes your game to slow down. If that occurs, then it is possible that the main thread is unable to handle the timer, the buttons, and other actions all at the same time. You will want to look into using Grand Central Dispatch.
Repeating timers always use the same time interval. You can't change it.
If you want a timer on a decreasing interval, create a non-repating timer that triggers a new timer with the same selector each time it fires. Use an instance variable to hold the interval, and subtract some amount from the interval value each time it fires.
As for your "if (SOMETHING)", nobody else can tell you the conditions in your code that would decide what to do.
Can't you use Grand Central Dispatch with a recursive method like this:
#import "ViewController.h"
#interface ViewController ()
{
CGFloat fireTime;
}
#end
#implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
fireTime = 1.0;
// initial call to method
[self foo];
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
-(void)foo
{
NSLog(#"Hello at, timer fired off after %lf", fireTime);
if (fireTime > 0.3)
{
// decrement timer
fireTime -= 0.1;
}
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(fireTime * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
[self foo];
});
}
#end

Incremenent NSnumber every 5 seconds - Cocos2d

I am trying to increment a NSNumber every 5 seconds by 1 in Cocos2d but for some reason it isn't working (probably obvious mistake). I am using the update method but I think this may be the wrong place. Currently it is only adding +1 once. I need it to do this every 5 seconds constantly:
-(void) update: (CCTime) delta
{
// Save a string:
NSNumber *anInt = [NSNumber numberWithInt:500];
NSNumber *bNumber = [NSNumber numberWithInt:[anInt intValue] + 1];
NSLog(#"Update Number%#",bNumber);
}
An easy way to run something every 5 seconds would be to:
Create a property storing your number and a timer:
#property (nonatomic, assign) int bNumber;
#property (nonatomic, strong) NSTimer* timer;
Then initialize the number to 500 (I assume based on your example you want it to start at 500) and create the timer:
- (instanceType)init
{
self = [super init];
if (self)
{
self.bNumber = 500;
self.timer = [NSTimer scheduledTimerWithTimeInterval:5.0f
target:self
selector:#selector(incrementScore:)
userInfo:nil
repeats:YES];
}
}
Then create a method that does the increment:
- (void)incrementScore:(NSTimer *)timer
{
self.bNumber++;
NSLog(#"Number = %d", self.bNumber);
}
Don't forget to invalidate the timer when you are done:
- (void)dealloc
{
// If not using arc don't forget super dealloc
[super dealloc];
[self.timer invalidate];
self.timer = nil;
}
That is one way. If you want to use the update method in cocos2d then you need to be keeping track of the accumulated delta. Once that value has reached or exceeded the total number of milliseconds in 5 seconds, then you add 1 to the number. Delta is the number of milliseconds that have passed since the last update. So for example the properties will be:
#property (nonatomic, assign) int bNumber;
#property (nonatomic, assign) CCTime totalDelta;
Then in update you would do the following (there are 1000 milliseconds in a second):
- (void)update:(CCTime)delta
{
const CCTime FiveSeconds = 5000.0f;
self.totalDelta += delta;
if (self.totalDelta >= FiveSeconds)
{
self.totalDelta = 0;
self.bNumber++;
NSLog(#"Number = %d", self.bNumber);
}
}
I hope this helped. What you are trying to do is pretty simply so I recommend brushing up on Obj-C programming before jumping into making games.
I think method [self schedule:#selector(methodName) interval:intervalValue]; is your choice.
Code sample:
```
static CGFloat playTime = 0.0;
#implementation GameScene {
}
-(void)onEnter
{
CCLOG(#"on enter");
[self schedule:#selector(runTimer) interval:5.0];
[super onEnter];
}
-(void) runTimer {
playTime += 1;
}
```

Creating multiple NSTimers countdowns

I'm trying to create a simple countdown timer app for myself. So far I've figured out how to create the countdown timers with a stop/reset action on them for a single button I've got attached to the timer.
However, I would like to add multiple timers to the same page and I'm not really sure how to do about making extra calls for the timers. Each of the timers would have it's own number to count down from (7 minutes for one, 3 minutes for the other, etc). These are set intervals that the user is not able to change. Google hasn't really worked out for me on how to do this so I'm hoping someone can at least guide me in the right direction. Below is my code snippets:
ViewController.h
#interface ViewController : UIViewController {
IBOutlet UILabel *firstCountdownLabel;
NSTimer *firstCountdownTimer;
bool timerActive;
int secondsCount;
}
- (IBAction)start:(id)sender;
- (void)timerRun;
#end
ViewController.m
#interface ViewController ()
#end
#implementation ViewController
- (void) timerRun {
secondsCount = secondsCount - 1;
int minutes = secondsCount / 60;
int seconds = secondsCount - (minutes * 60);
NSString *timerOutput = [NSString stringWithFormat:#"%2d:%.2d", minutes, seconds];
firstCountdownLabel.text = timerOutput;
if (secondsCount == 0) {
[firstCountdownTimer invalidate];
firstCountdownTimer = nil;
}
}
//- (void) setTimer {
- (IBAction)start:(id)sender {
secondsCount = 420;
if (timerActive == NO) {
timerActive = YES;
self->firstCountdownTimer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(timerRun) userInfo:nil repeats:YES];
}
else {
timerActive=NO;
[self->firstCountdownTimer invalidate];
self->firstCountdownTimer = nil;
}
}
- (void)viewDidLoad
{
[super viewDidLoad];
// [self setTimer];
// Do any additional setup after loading the view, typically from a nib.
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
#end
Google doesn't help in showing you how to implement original application ideas.
If you want multiple timers, define multiple timer instance variables:
#interface ViewController : UIViewController
{
IBOutlet UILabel *timer1Label;
IBOutlet UILabel *timer2Label;
IBOutlet UILabel *timer3Label;
NSTimer *timer1;
NSTimer *timer2;
NSTimer *timer3;
int timer1Count;
int timer2Count;
int timer3Count;
bool timer1Active;
bool timer2Active;
bool timer3Active;
}
Then create a separate IBAction for each button that starts each of the timers:
- (IBAction)startTimer1:(id)sender
{
timer1Count = 420;
if (timer1Active == NO)
{
timer1Active = YES;
timer1 = [NSTimer scheduledTimerWithTimeInterval:1.0
target:self
selector:#selector(timer1Run:)
userInfo:nil
repeats:YES];
}
else
{
timer1Active=NO;
[timer1 invalidate];
timer1 = nil;
}
}
- (void) timer1Run: (NSTimer*) timer
{
timer1Count -= 1;
int minutes = timer1Count / 60;
int seconds = timer1Count - (minutes * 60);
NSString *timerOutput = [NSString stringWithFormat:#"%2d:%.2d", minutes, seconds];
timer1Label = timerOutput;
if (timer1Count == 0) {
[timer2 invalidate];
timer2 = nil;
}
}
Duplicate the above code for each timer, using "timer2" and "timer3" in place of "timer1". Change the time counts for each one to the desired values. (I changed the names from "firstTimer" to "timer1" because it's easier to edit the code to support multiple timers that way.
I did not write 3 versions of each method for you because you need to figure this out rather than copy & pasting in code that you don't understand.
It would be possible, and require less code, to use the same IBAction method for all your start timer buttons, and have the code check the tag on the button to decide which timer to start.
The code might look like this:
- (IBAction)startTimer1:(id)sender
{
int tag = [sender tag];
switch (tag)
{
case 1: //timer 1
//Put code to start timer 1 here
break;
case 2: //timer 2
//put code to start timer 2 here
break;
}
}
But that might be a bit over your head at the moment.
By the way, forget you ever saw the "self->variable" syntax. it is slower and more error-prone than just referring to the instance variable directly. using object->variable syntax also allows you to access the instance variables of other objects, which is bad practice. You should always use properties to access the instance variables of objects other than yourself.
Also, the timer method should take a single parameter, a timer. I corrected the timer method in the above code.
Create a class as YourTimer with few properties like
NSString *timerLabel;
NSTimer *timer;
NSInteger timerCounter;
Now create an array of YourTimer objects. Then you can access it easily.
This will be modular, maintainable and reusable code, as may be later on you need one more identifier to be with all timers, hence wrap them in one class and use it.

How to update view from custom Timer object

I'm building an app with a timer in it, and I've created a custom class, Timer, which is a wrapper around the NSTimer class. It has a property called remainingTime which is periodically updated as the timer is running.
My view controller, TimerVC, instantiates a Timer object, and needs to update its view based on timer.remainingTime. How do I achieve this?
I believe I should be using a delegate here, but I don't know how it would work. Which class should implement the delegate method?
Or maybe my approach is all wrong?
Edit: The reason I'm not using NSTimer inside of TimerVC is because I want to abstract it for re-use, and also decouple it from the view.
Here is my code for my Timer class:
#import "Timer.h"
#define SECONDS_INTERVAL 1
#interface Timer()
#property (strong, nonatomic) NSTimer *timer;
#property NSInteger seconds;
#property NSInteger secondsRemaining;
#end
#implementation Timer
- (Timer *)initWithSeconds:(NSInteger)seconds {
self = [super init];
if (self) {
self.seconds = seconds;
self.secondsRemaining = self.seconds;
}
return self;
}
- (void)start {
self.timer = [NSTimer timerWithTimeInterval:SECONDS_INTERVAL target:self selector:#selector(updateSecondsRemaining) userInfo:nil repeats:YES];
}
- (void)pause {
}
- (void)stop {
[self.timer invalidate];
self.timer = nil;
}
- (void)reset {
[self stop];
self.secondsRemaining = self.seconds;
}
- (void)updateSecondsRemaining {
self.secondsRemaining = self.secondsRemaining - SECONDS_INTERVAL;
if (self.secondsRemaining == 0) {
[self timerFinished];
}
}
- (void)timerFinished {
[self reset];
}
Typically your view's view controller would implment that delegate.
Define the protocol in a .h file. Let's say its name is CustomTimerDelegate. Add an id <CustomTimerDelegate> timerDelegate; property to your custom timer. Set the delegate when the custom timer was created. The protocol contains one method at least that is invoked by the timer every time when the view controller should update its view. The view conroller implements the protocol. In its .h file you add <CustomTimerDelegate> to the #interface statement. In its .m file you implement the method that is called though the protocol.
Does that answer your question?
I don't see why you would need to write a custom timer for that.
In your TimerVC use this to create a new timer:
[NSTimer scheduledTimerWithTimeInterval:1.0
target:self
selector:#selector(timerCallback:)
userInfo:nil
repeats:YES];
This will call the timerCallback: method every second. In this method you can update your remaining time property and you can also update your view.
Just completing Hermann Klecker answer.. please don't forget that on your timer class the property should be
#property(nonatomic, weak) id <CustomTimerDelegate> delegate
This is.. a weak property to avoid memory leaks when having your VC holding the timer strongly and your timer holding the delegate (in this case the VC) strongly... they would be retained in memory even if VC gets dumped (because timer would have a strong pointer to it) causing VC to not deallocate, thus not making the Timer deallocate thus not making the VC deallocate... and so forth...
with weak you avoid this...

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