Xcode nstimer userinfo. Try this: - (IBAction)startTimer { responseBox.

Xcode nstimer userinfo Commented Apr 10, 2011 at 19:24. Thanks . 0025, target: self, selector: "result", userInfo: nil, @IBOutlet weak var timeTextbox: UITextField! @IBOutlet weak var startButton: UIButton! @IBOutlet weak var stopButton: UIButton! var myCounter = 0 var myTimer : NSTimer = NSTimer() override func viewDidLoad() { super. This is Objective-C syntax, and NSTimer is an Objective-C object. 01 seconds runTimer = [NSTimer scheduledTimerWithTimeInterval: . But the issue is when I implemented timer using [NSTimer timerWithTimeInterval: target: selector: userInfo: repeats: ];, it is not working. The receiver's userInfo object. h (subclass of UIViewcontroller) Initializes a timer using the specified object and selector. There is no pause/resume functionality built into NSTimer, so you have to implement something along the lines of: //THIS IS PSEUDOCODE //use timer to update the ui only, store start date (NSDate) and time interval elapsed (NSTimeInterval) //this is called when the timer is not running, nor paused - a sort of 'first run' function - onTimerStart: { //zero the time -(void)runTimer { // This starts the timer which fires the displayCount method every 0. The compiler is case sensitive so these are not the same variable. Comparing Repeating and Nonrepeating Timers. If its So I am fooling around with some apps and I am trying to get a game timer to be in milliseconds instead of just the normal 1,2,3. Circle is my custom class. 05 This worked good for me. Inside moving I want a number to count up and show it into a label and at the same time make an object move. I am developing an iPhone game and I have an NSTimer that animates all of the objects on the screen: EverythingTimer = [NSTimer scheduledTimerWithTimeInterval:1. let timer = NSTimer. 0 target:self selector:@selector(doSomething) userInfo:nil repeats:NO]; Setting the repeats parameter to false/NO indicates that we want the rotationTimer = [NSTimer scheduledTimerWithTimeInterval:0. ; Use the Xcode 7. In addition to this, the timer does not respond to the . Perhaps you can use subviews or Modal View Controllers (I think that may work) in order to not have the stopwatch released when the view is. Also I'm not sure why you created outlets to the buttons if you're just using the IBActions. - ( I want to run certain background tasks. To do this, you need to implement methods which will be called by the timer to change the buttons. 001, target: self, selector: Selector("advanceTimer:"), userInfo: nil, repeats I have created a NSTimer In Xcode 4. And i want to make a game application. Therefore you have to move the assigment timer = NSTimer(interval, ) into a method of the class, e. Or even 1. hidden = false In your first chunk of code you write the variable as MyTimer and in the second you have it as myTimer (lower case). Just below your outlet declarations add this. scheduledTimerWithInterval(1. 0 target:self selector:@selector(tick:) userInfo:nil repeats:YES]; This can pause during certain animations. placeholder = @"Message Here"; timer = [NSTimer scheduledTimerWithTimeInterval:5. fire() Selector fires once, then won't fire again until after window closes or is minimized. Viewed 102 times *4 var metronomeTimer = NSTimer. Skip to main content { timer1 = [[NSTimer scheduledTimerWithTimeInterval: 1. Here is my code, Interface: @interface uialertViewController : UIViewController { NSTimer *timer; } -(void)displayAlert; -(void)hideandview; @end Implementation: Speed up an NSTimer in Xcode. The method is pretty straightforward : Start a debug session with instruments, and go to your viewController with the NSTimer property. I made the NSTimer to fire a method that calculates every 1 second if the counter reached the future end time and displays it accordingly on the Counter. Just assign it to a different variable when you create it and all will be fine. 2 and Xcode 7. The selector should have the following signature: timerFireMethod: (including a colon to indicate that the method takes an argument). text For creating mainloop in my opengl app for Mac I'm using NSTimer: [NSTimer scheduledTimerWithTimeInterval:. This is using xcode 7. view!. if I initialize Timer() You should never initialize Timer by saying Timer(). 3 target:self selector:@selector(loadWelcomeView) Using Swift 2. 0 target:self selector:@selector(timerFunction:) userInfo:nil repeats: YES] retain]; } Also be sure to release timer1 and set it to nil when Can anyone provide and example of how to use the NSTImer to move a UIImageView on Swift? I realize using animations ins the preferred method, but I can't get it to move smoothly and in the right coordinates. playerTimer = NSTimer. 2 (latest) and Swift 4 and it worked. It is throwing an exception. @synthesize yourTimer, repeatingTimer; in viewDidLoad timer = NSTimer. scheduledTimerWithTimeInterval(0. After updating to Swift 2. 0 and trying to implement Swift NSTimer in Custom Keyboard. Use valid to test whether the timer is valid. scheduledTimerWithTimeInterval is called in several methods all within the same implementtion file but only 2 of them were flagged by the Analyzer. However, when it resumes it gives a larger gap. This is bad because I'll need my code to continuously refresh in order to update the buses' positions. Update It's probably worth pointing out, too, that the Selector() 'function' is redundant - the string name of the function - "updateTimeLabel" in this case - works equally well. To simply display time, NSTimer does it. 0/30. I have a method A in which I want to call another method B to do a series of calculations every x seconds. 0 target:self selector:@selector(moveEverything) userInfo:nil repeats:YES]; Most of the time it runs very smoothly, but sometimes I see things move slower or choppy. The timer passes itself as the argument, thus the method would adopt the following pattern: It was the first time I'm using timer. NSTimer. You will need to change the logic within the timer function a little - maybe like this; Remove the static variable position from your source (int position = 0;) - (NSInteger)positionFromPlaybackTime:(NSTimeInterval)playbackTime { NSInteger position = @Eonil whoops never read the NSTimer docs, although there are posts all over stackoverflow without the timer argument, I stand corrected :) – TheAmateurProgrammer Commented Jul 13, 2014 at 7:14 [NSTimer scheduledTimerWithTimeInterval:5. [NSTimer scheduledTimerWithTimeInterval:1. This is the code: timer = NSTimer. They are used like this: -(id) Ok i want to create MULTIPLE timers that all start at a different time (25, 50,1 min, 1min 30s) but i dont know how to make it stop when it reaches 0 and when it does reach zero, bring the "Player" to another view. Timer is not starting when the button is pressed. You must call the class method scheduledTimer(timeInterval:target:selector:userInfo:repeats:). It that i need a timer which will show the time in seconds. You should start with the "Command Line Tool" Template, and specify "Foundation" in the pop-up menu. If I comment out the invalidate and just use the scene!. There are two ways most people use it: for a single event or for repeated events. I am trying to implement method that affect UILabel text each every 1 seconds , It is going to be a reminder text like " You can skip ad in 5,4,3,2,1 skip now >>" My method works fine except in 2 There are two things you can do to respond to a applicationSignificantTimeChange: (1) Just implement applicationSignificantTimeChange: in your app delegate if you In this lesson, we’ll look at NSTimer, and what we can do with the timer. 4, target: self, selector: #selector(rotate), userInfo: nil, repeats: true) timer. Or, easier, just schedule the timer on the Several things are wrong with your code: You are passing a wrong parameter for the time interval - negative numbers are interpreted as the 0. Scenario: I would like a button to activate a thread or timer, and then have the thread/timer to start repeating every second returning a NSRunInformationalAlertPanel to the user with data. If objective C is a computer language living in the Xcode system nurtured by physical machinery things, then what is time inside of it? I'm making a game and would like to use a timer to countdown an event, just like what's seen on Bejeweled. Also, if you want to increment mainInt correctly, use mainInt++;. To submit feedback on documentation, visit Feedback Assistant. All rights reserved. 03 target:self selector:@selector(moveObject) userInfo:nil repeats:YES]; You put - instead of = Change the above code to : I am using a NSTimer and then invalidate it when I have paused the game. I'm seeing in the log console the –resetTimer: will called if I tap a button within 7 secs, it resets the timer properly and creates a new 7 secs timer. You can't call that in iOS 9 and The message to send to target when the timer fires. m class. Use this in a new project in xCode (singleViewApplication) and put the code into the standard viewController: I have a NSTimer running every 0. Instead of: [NSTimer timerWithTimeInterval:0. 05, target: self, selector: "moving", userInfo: nil, I want to change the timer every millisecond but it doesnt work as expected. If you need your countdown method to be run in the background thread, you can use dispatch timers. moveObjectTimer - [NSTimer scheduledTimerWithTimeInterval:0. Should be something like this. valid { timer = NSTimer. scheduledTimerWithTimeInterval(interval, target: self, selector: "metronomeFunc:", userInfo: nil, repeats: true) } func metronomeFunc(timer:NSTimer) { CountLabel. 5f target:self selector:@selector(tick:) userInfo:nil repeats:YES]; I am using Objective-C, Xcode 4. You might consider using a broader The timer is an NSTimer. timer = [NSTimer scheduledTimerWithTimeInterval:1. var circle = Circle() var timer = NSTimer. @property(nonatomic, retain) NSTimer *yourTimer; @property(weak) NSTimer *repeatingTimer; in . Timer is NSTimer. ATTENTION!! I have edited and responded to Jacob to see further problem solving. Beyond that, it's not clear what the scope of MyTimer in the first snippet is. selector:@selector(timerTicked:) -- added after questioner comment I am new to ios. Here's my code var timer = NSTimer() @IBOutlet weak var imageView: UIImageView! func buttonCo Your missing a trailing colon on your selector name. 0 target:self selector:@selector(doSomething) userInfo:nil repeats:NO]; Setting the repeats parameter to false/NO indicates that we want the timer to fire only once. enabled = NO; // 60 milliseconds is . Viewed 1k [NSTimer scheduledTimerWithTimeInterval:myValue target:self selector:@selector(addScoreVoid) userInfo:nil repeats:NO] Am I correct? – Frederik Witte. Try this: - (IBAction)startTimer { responseBox. What symptoms are you seeing? NSTimer. I didn't found ant property to add timer over UIToolBar. presentViewController(playerViewController, animated: true){ self. In a detail view in UISplitView, I want to add a subview to its UINavigationController's child view. You shouldn't create ivars anymore, you can just create a proper for the NSTimer and the UIImageView. You can't invalidate it in deinit because the repeating 4 year old post, I know but maybe I can save the NEXT guy from wasting time trying invalidate a NSTimer. UIControlState. NSTimer for the newbies. when i press start it starts and when i press stop it stops and when its stopped it will reset but when it starts and i press reset when it is going nothing happens it don't reset when started basically you have to stop then reset is the ways and this or do i I'm new in xcode and objective-c and trying to developing an app. I wanted to call a funciton in a helper class, that i needed to pass in the UIViewController, rather than passing it with the userinfo which would not allow me to call the function manually elsewhere i created another function which the timer first part /getautodisplaydelay/ get delay for NSTimer how often will take place a request getnewmessagescount wich return number of new messages if it not null must be shown NSLocalnotification – Ruslan As Andrea said, you should instantiate the timer in viewDidLoad. I had to use Timer instead of NSTimer and add @objc to the timer update function, but it worked. viewDidLoad() // Do any additional setup after loading the view, typically from a nib. then dies. playerViewController. 0 target:self selector:@selector(displayTime) userInfo:nil repeats:YES]; and in displayTime method I will go for timing calculation. Below is a way to write a generic score display which can be used over and over in the same app by passing the view through NSTimer userInfo. 0 target:self selector:@selector(timerTicked:) userInfo:nil repeats:YES]; Simply countdown the timer for as many seconds as you want: Hello I am trying to make an advanced quiz game that counts down ex. Apples documentation explains it and it works for me. 0, target: self, selector: animate, userInfo: circle, repeats: true) Below is the method that is being called self. timer=[NSTimer scheduledTimerWithTimeInterval:1. @implementation Timer-(void)myTimerMethod { NSLog(@"myTimerMethod is Called"); [NSTimer scheduledTimerWithTimeInterval: 1. It is not new in iOS 10. Ask Question Asked 13 years, 5 months ago. This code perfectly working, check it out, just copy and paste the code. 0, target: self, selector:Selector("updateTimeLabel"), userInfo: NSDate(), repeats: true) works fine in Playground. Created 2 UIButtons ('startButton' & 'resetButton'), a UILabel to display time ('timeLabel'), NSTimeInterval ('pauseTimeInterval'), NSTimer Creating a standard tool in C [emphasis mine]. . userInfo is of type AnyObject so you need to cast it to your target object: public func cont_read_USB(timer Thanks for contributing an answer to Stack Overflow! Please be sure to answer the question. You can control the interval and repeat mode (whether the function need to be called per every delay intervals or not) also. . timeIntervalSinceReferenceDate() } } // calculates the alarm = NSTimer. 0 seconds and calls targetMethod: on self with one argument, which is a pointer to the NSTimer instance. 01 target: self selector: @selector(displayCount) userInfo: nil repeats: YES]; } //This formats the timer using the current date and sets text on UILabels - (void)displayCount; { NSDateFormatter Here are some fixes: +I changed the timer variable initially to nil - it will be saved in the start function. here is my project in the simulator . mainInt is only incremented when you press the startTimer button, so that does you no good in timerStop. scheduledTimerWithTimeInterval(userBPM, target: self, selector: Selector("rhythmCounter"), userInfo: nil, repeats: true) NSTimer can be used to call functions with a scheduled delay. NSTimer is the way to go. Xcode complains we have not defined interval or timer. @IBAction func startButton(sender: AnyObject) { let myTimer = NSTimer. The The timer continues to fire when I switch from the app to Xcode or any other app. Normal) NSTimer. All it does is on button press - counts from 60 to 0 seconds. g. 001 target:view selector:@selector(render:) userInfo:nil repeats:YES]; But if I try enable v-sync: NSTimer is toll-free bridged with its Core Foundation counterpart, CFRun Loop Timer Ref. into viewDidLoad. 1 ms; You are calling the wrong overload - you are expected to pass an invocation object, yet you are passing a NULL; You put the code that you want executed on timer together with timer initialization - the code that Possible Duplicate: NSTimer doesn't stop I am having a hard time stopping my timer, witch pings to my server. 2 and it works but i get this one problem. So using it to do anything at 1 ms intervals is bound to fail. Here is the simple approach that gives brief idea about how you can pass the data to triggered If you want to use a timer to trigger a method that takes parameters, use -scheduledTimerWithTimeInterval:invocation:repeats: with an appropriate instance of NSInvocation in place of one of the methods that take selectors. +Your if statement in the start function looked like this: Hi I have a timer that should count from 12:00 minutes to 0:00 in an iphone app! But when it starts it counts like this; 11:58 11:56 11:54 11:52 it is counting 2 seconds on every tick. This is how I'm doing it. Button2 shows up great when Button1 is pressed, until the NSTimer kicks in and crashes the keyboard. For the invalidate() method, Apple’s documentation says : “You must send this message from [NSTimer scheduledTimerWithTimeInterval:5. 2 and NSTimer throws uncaught exception. I am trying to create an app that whenever a button is pressed the timer starts and at a certain point the timer stops and then picks up where I left off. Creates a timer and schedules it on the current run loop in the default mode. Stack Overflow for Teams Where developers & technologists share private knowledge with coworkers; Advertising & Talent Reach devs & technologists worldwide about your product, service or employer brand; OverflowAI GenAI features for Teams; OverflowAPI Train & fine-tune LLMs; Labs The future of collective knowledge sharing; About the company I'm trying to perform a segue after a timer has completed but I can't get the segue to perform. While there are other NSTimer class methods we could use to execute the motion of time passing, but this is the preferred option because it starts timer = NSTimer. scheduledTimerWithTimeInterval(4 A couple of issues: NSTimer needs a run loop, cannot be scheduled from a background global worker thread (unless you schedule it on mainRunLoop, or manually create a run loop on some background thread). scheduledTimerWithTimeInterval(count, target:self, selector: Selector("update1"), userInfo:nil, repeats:false) for example I want to change count to 1 xcode This is a bit of code, that demonstrates how to call a function (delayed) with AND without a parameter. secondTimer = NSTimer. 000. If we set this to true/YES, it would First, according to the NSTimer docs, that class has an effective resolution of about 50-100 ms. this is th timer = NSTimer. In your viewDidLoad you are redeclaring imagesx and adding it as a subview so when you use the ivar in the timer call, you're actually looking at Not only do you need an event loop, but you've created a timer, and you haven't scheduled it in said run loop. scheduledTimerWithTimeInterval(1, target: self, selector: Selector("update"), userInfo: nil, repeats: true) } There is more to my code, but this the the basic NSTimer setup that fires at "update" which does the y value increasing. paused = true code then gives me a shorter gap. The issue I'm having is that after 6 or 7 runs of viewDidLoad() the code crashes. I don't I'm not sure which one of your other methods can be called beside the –resetIdleTimer in your workflow when you touch the screen, but that solution works to me as you have described to like getting it worked:. 5. Note also that Selector() takes a literal string as Your code is very hard to follow. Currently, then, the timer sends the I have a timer class set up that is basically handling all of count down timer logic. You specify whether a timer is repeating or nonrepeating at creation time. See Toll-Free Bridging for more information. Copyright © 2024 Apple Inc. 0, target: self, selector: Selector("gameOverTimer"), userInfo: nil, repeats: false) } I think it may have something to do with NSRunloops? I'm not sure. Stack Overflow for Teams Where developers & technologists share private knowledge with coworkers; Advertising & Talent Reach devs & technologists worldwide about your product, service or employer brand; OverflowAI GenAI features for Teams; OverflowAPI Train & fine-tune LLMs; Labs The future of collective knowledge sharing; About the company Not a direct answer to the question but since i ran into this while searching and i needed something different it may help someone. The C compiler doesn't know what to do with it. DecreaseTimer works fine, but TimerCountSeconds crashes when I call [timerCountSeconds isValid] or [timerCountSeconds invalidate]. 75, target: self, selector: Selector("drawInTime"), userInfo: nil, repeats: false) it works fine but if I want to use a variable (inste I'm trying to pass an argument to a method that is called by NSTimer in my code. 5 secs for every questions to answer and assings an apropriate amount of score like 10 if answered in 5 secs ,5 in 3 secs, and 1 if in 1 sec but my main problem is the counter works and a method i call to remove a live and start the wrong answer method all works but suddenly some times it NSTimer* timer; } @property (nonatomic,retain) NSTimer* timer; and code for this timer in TimerController. Modified 8 years, 9 months ago. I would like to set up a timer in some of pages for calculating how much time user spend in that page. scheduledTimerWithTimeInterval(1. The stopwatch stops because you're releasing the view that controls it. 0f target:self selector:@selector(updateCounter:) userInfo:nil repeats:YES]; } - (void)updateCounter:(NSTimer *)theTimer { NSTimeInterval . 01, target: sender, selector: "updateTime", userInfo: nil, repeats:true) startTime = NSDate. As a consequence, timer has to be defined as an optional or implicitly unwrapped optional. I have the following code in a Timer. var timer = NSTimer() //make a timer variable, but don't do anything yet I have two NSTimers in my iPhone app. Is MyTimer declared in a function, or as a property on a class, or what? If MyTimer is just declared in I want a button "getcoins" to set off a timer then trigger an if statement so that if the value of "_currentField" //text field is greater than or equal to 1000 run the lines of code I wrote. player?. h. Am I using NSTimer() correctly? You have 3 options in creating timer, as Apple states in the doc: Use the scheduledTimerWithTimeInterval:invocation:repeats: or scheduledTimerWithTimeInterval:target:selector:userInfo:repeats: class method to create the timer and schedule it on the current run loop in the default mode. A countdown would not be very hard to integrate, just use an NSTimer: NSTimer *countdown = [NSTimer timerWithTimeInterval:1. Now the problem is that it can only do one of those things at the same time. scheduledTimerWithTimeInterval( 60 * minutesConstant + secondsConstant, target:self, selector: Selector("endSession"), userInfo: nil, repeats:false) Its selector function sets a mode flag, and calls the original function that set the alarm with new minutes and seconds constants, and also sends a user notification that the @AdrianBartholomew, I just tried this in an app with Xcode 9. The timer's action method should take one argument: - (void)myMethod: (NSTimer *)tim { // Do things } The name of this method is myMethod:, including the colon. Individual UIEvent and UITouch objects have a lifetime at least as long as an sleep doesn't work because the display can only be updated after your main thread returns to the system. 1f target:self selector:@selector(rotateSelectedItem:) userInfo:[NSNumber numberWithInt:mode] If you you want to pass some data with the timer trigger you can do it with the userInfoparameter. An example: - (void)button_circleBusy:(id)sender { firstButton. 1 and working on an app for the iPhone. I'm using NSTimer() to run viewDidLoad() every 10 seconds so that the position of the buses gets updated on the map. 3, my repeating NSTimer has stopped repeating. 0 target:self selector:@selector(targetMethod:) userInfo:nil repeats: YES]; } You should try the heap shot analysis method to have further information about this possible leak. When the user click on start button the timer should start and stop when he finish the 1st level and show the time as pop up in seconds. Anyone else? Any suggestions? I have declared the NSTimer variable, but XCode thinks it's unused. You need to make sure that the NSTimer is not linked to any view. Your current method's name is myMethod, without the colon, but you create your timer by passing a method name that has it: selector:@selector(myMethod:). var startTime = NSTimeInterval() var timer = NSTimer() //starts the timer func startTimer(sender: AnyObject) { if !timer. play() self. Asking for help, clarification, or responding to other answers. in . Modified 13 years, 5 months ago. The initial value of a property (in your case: timer) cannot depend on another property of the class (in your case: interval). 06 When I use timer = NSTimer. Provide details and share your research! But avoid . Also the documentation says:. 0 target:self selector:@selector(timerStop) userInfo:nil timer is a static variable defined at the top of the implentation file with "static NSTimer *timer;". delayTimer = [NSTimer scheduledTimerWithTimeInterval:1. I already searched for other answers here and on other places, but i can`t see [NSTimer scheduledTimerWithTimeInterval:2. And don't forget to disable this timer in, for example, viewDidDisappear. 0, target: self, selector: Selector("Hide:"), userInfo: nil, repeats: false) Button2. Ask Question Asked 8 years, 9 months ago. 0 target:self selector:@selector(targetMethod:) userInfo:nil repeats:NO]; This will create a timer that is fired after 2. That said, you're going to have to reconsider your approach. I know that I've to put NSTimer in a NSRunLoop to make it work, since NSTimer is inaccurate. I've made a game in Xcode 6, using several NSTimers for different things, like a scorer timer, countdown timer, and to move my objects around. Wait a little (more than 10 sec to have your timer finish at least once for example, or you can wait for more iterations if you know when the func resetTimer(){ timer = NSTimer. 000,2. m. Second, even if NSTimer could handle 1 ms intervals, you're not even asking it to do that: aTimer = [NSTimer scheduledTimerWithTimeInterval:. The selector should have the following signature: timer Fire Method: (including a colon to indicate that the method takes an argument). 05 sec in a function called moving. What is new in iOS 10 is the class method scheduledTimer(withTimeInterval:repeats:block:). I want it to be in a format similar to this 1. You could also try sending the stopwatch information to the next view through I'm creating a program where an image of a bird continuously falls from the top of the screen (like "raining" birds). [super viewDidLoad]; //timer timer = [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:@selector(handleTimer) userInfo:nil repeats:YES]; } -(void)handleTimer That happens because position is a static variable and you are always raising it but never lowering it. I use an NSTimer *delayTimer to delay the loading of child view because I fade in the detail view using animation. In order to have an NSTimer for each individual bird, I made a UIImageView subclass (called "BirdUIImageView"). uqozg rkgqdb itwqf fpooy qjh jyoi tdnf jmk fjkq ibnz