iOS Label Text Based On Timed Function - ios

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");
}

Related

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;
}
}

Stopwatch counting in powers of 2

I am making a stopwatch in Objective-C:
- (void)stopwatch
{
NSInteger hourInt = [hourLabel.text intValue];
NSInteger minuteInt = [minuteLabel.text intValue];
NSInteger secondInt = [secondLabel.text intValue];
if (secondInt == 59) {
secondInt = 0;
if (minuteInt == 59) {
minuteInt = 0;
if (hourInt == 23) {
hourInt = 0;
} else {
hourInt += 1;
}
} else {
minuteInt += 1;
}
} else {
secondInt += 1;
}
NSString *hourString = [NSString stringWithFormat:#"%d", hourInt];
NSString *minuteString = [NSString stringWithFormat:#"%d", minuteInt];
NSString *secondString = [NSString stringWithFormat:#"%d", secondInt];
hourLabel.text = hourString;
minuteLabel.text = minuteString;
secondLabel.text = secondString;
[NSTimer scheduledTimerWithTimeInterval:1.0f target:self selector:#selector(stopwatch) userInfo:nil repeats:YES];
}
The stopwatch has three separate labels, if you were wondering, for hours, minutes and seconds. However, instead on counting by 1, it counts like 2, 4, 8, 16, etc.
Also, another issue with the code (quite a minor one) is that it doesn't display all numbers as two digits. For example it's shows the time as 0:0:1, not 00:00:01.
Any help is really appreciated! I should add that I am really new to Objective-C so keep it as simple as possible, thank you!!
Don't use repeats:YES if you schedule the timer at every iteration.
You're spawning one timer at every iteration and the timer is already repeating, resulting in an exponential growth of timers (and consequently of method calls to stopwatch).
Change the timer instantiation to:
[NSTimer scheduledTimerWithTimeInterval:1.0f
target:self
selector:#selector(stopwatch)
userInfo:nil
repeats:NO];
or start it outside the stopwatch method
For the second issue simply use a proper format string.
NSString *hourString = [NSString stringWithFormat:#"%02d", hourInt];
NSString *minuteString = [NSString stringWithFormat:#"%02d", minuteInt];
NSString *secondString = [NSString stringWithFormat:#"%02d", secondInt];
%02d will print a decimal number padding it with 0s up to length 2, which is precisely what you want.
(source)
For the first issue, instead of creating a timer instance for every call.Remove the line
[NSTimer scheduledTimerWithTimeInterval:1.0f target:self selector:#selector(stopwatch) userInfo:nil repeats:YES];
from the function stopwatch.
Replace your call to function stopwatch with the line above. i.e replace
[self stopwatch]
with
[NSTimer scheduledTimerWithTimeInterval:1.0f target:self selector:#selector(stopwatch) userInfo:nil repeats:YES];

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;
}

How to automatic call function every x time [duplicate]

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.
}
}

iOS NSTimer firing twice

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

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