● Xcode nstimer userinfo This worked good for me. 01 seconds runTimer = [NSTimer scheduledTimerWithTimeInterval: . 0, target: self, selector: Selector("Hide:"), userInfo: nil, repeats: false) Button2. if I initialize Timer() You should never initialize Timer by saying Timer(). This is using xcode 7. The method is pretty straightforward : Start a debug session with instruments, and go to your viewController with the NSTimer property. paused = true code then gives me a shorter gap. They are used like this: -(id) I want to change the timer every millisecond but it doesnt work as expected. 670 4 4 silver badges 16 16 bronze badges. I am currently trying to develop a workout timer. You can then use an isPaused bool to keep track of the state if you have the same button to pause and resume the timer:. However, every time the reset button is hit, the timer goes faster each time. -(void)StartGame{ Countdown = [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:@selector(TimeDecrease) userInfo:nil repeats:YES]; I want to put an alert view on a 15 minute timer with a YES or NO button. This works fine if the user stays on that view. 0f target:self selector:@selector(updateCounter:) userInfo:nil repeats:YES]; } - (void)updateCounter:(NSTimer *)theTimer { NSTimeInterval I'm trying to perform a segue after a timer has completed but I can't get the segue to perform. invalidate() intCounter += 1. Modified 6 years, @selector(startTimer:) userInfo: @(rowIndex) @property (strong) NSTimer *timer3; And then added a synthesize statement in the . When you start the watch save the current date in an NSDate instance and start an NSTimer with a 1 sec interval (or more if you want to display milliseconds). This is the code: timer = NSTimer. 0/30. 0001 seconds instead. I know that I've to put NSTimer in a NSRunLoop to make it work, since NSTimer is inaccurate. Or you may be able to use NSTimer like so [NSTimer scheduledTimerWithTimeInterval:2. m. See Toll-Free Bridging for more information. 1, target: self, selector: Selector("somAction"), 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 -(IBAction)Start { mainInt = minutes; Timer = [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:@selector(countDown) userInfo:nil repeats:YES]; } I have declared 'minutes' as a UITextField so that show represent the number entered by the user yes? or no? I have also @synthesised *minutes in the . Simultaneous Xcode 7 and Xcode 8 To do this, you must add the Key called "Required Background Modes" on Xcode 4, then as a value, select "App registers for location updates" I have a timer declared like so in my . scheduledTimerWithInterval(1. I have an NSTimer that I initialize with scheduledTimerWithTimeInterval: with a very short interval (. 0 target:self selector:@selector(fireMethod) userInfo:nil repeats:NO]; And in your class you would have a method defined as -(void)fireMethod { //Do stuff }. I didn't found ant property to add timer over UIToolBar. 0 target:self selector:@selector(updateCounterLabel) userInfo:nil repeats:YES]; } @ZairaZafar See Swift 2 and Swift 3 renditions in revised answer above. If you need your countdown method to be run in the background thread, you can use dispatch timers. Comparing Repeating and Nonrepeating Timers. valid { 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 = I want to run certain background tasks. Ask Question Asked 8 years, 9 months ago. Just below your outlet declarations add this. Normal) NSTimer. -(void)runTimer { // This starts the timer which fires the displayCount method every 0. The banner runs fine on all screens. 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. Viewed 102 times *4 var metronomeTimer = NSTimer. 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:). It that i need a timer which will show the time in seconds. presentViewController(playerViewController, animated: true){ self. play() self. However, even after you do this things will still not 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. I am just experimenting with disabling a button with various methods on XCode MacOS (not iOS) Cocoa Objective-C. Is MyTimer declared in a function, or as a property on a class, or what? If MyTimer is just declared in You can't. What symptoms are you seeing? NSTimer. m file In my project I have 1 main view controller that I need values changed on, such as UILabels, and variables. Initial Answer: Replace your update() function to this, if you want the format to be M:S:. @interface Game : UIViewController{ IBOutlet UIImageView *image1; NSTimer *myTimer; } @property (weak, nonatomic) IBOutlet UIImageView I searched all threads but not one answer was really clear to me. I have a method A in which I want to call another method B to do a series of calculations every x seconds. You must call the class method scheduledTimer(timeInterval:target:selector:userInfo:repeats:). [NSTimer scheduledTimerWithTimeInterval:1. Note also that Selector() takes a literal string as 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. var timerHasFinishedRunning: Bool = false func update() { if count == 0{ if timerIndex == 0{ count = 200 // or the desired value for the second timer } else if timerIndex == 1{ count = 40 // or the desired value for the third timer } else { timer. In notifyPause1:, you retrieve everything: NSDictionary *dict = [timer userInfo]; SystemSoundID sound = [[dict objectForKey:@"sound"] intValue]; id target = [dict Initializes a timer using the specified object and selector. m xcode found 3 problems with my code it says Assigning to 'CGPoint' (aka 'struct CGPoint') from in compatable 'int' twice and it says use of undeclared game loop. 0, target: self, selector: Selector("gameOverTimer"), userInfo: nil, repeats: false) } I think it may have something to do with NSRunloops? I'm not sure. Using Swift 2. 3, my repeating NSTimer has stopped repeating. Creates a timer and schedules it on the current run loop in the default mode. And don't forget to disable this timer in, for example, viewDidDisappear. In order to have an NSTimer for each individual bird, I made a UIImageView subclass (called "BirdUIImageView"). 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. Here is the code: In my . If interval is less than or equal to 0. The problem is that after the set 5. Currently, then, the timer sends the You should try the heap shot analysis method to have further information about this possible leak. During the clock running down I call stopTimer and the clock should stop. As a consequence, timer has to be defined as an optional or implicitly unwrapped optional. 03 target:self selector:@selector(moveObject) userInfo:nil repeats:YES]; You put - instead of = Change the above code to : I have declared the NSTimer variable, but XCode thinks it's unused. The application takes photos and saves them to the roll. So I created a singleton. enabled = NO; // 60 milliseconds is . 1 and working on an app for the iPhone. 0 target:self selector:@selector(NEWTIMER) userInfo:nil repeats:YES]; Write this code there do you want stop timer. If its In your first chunk of code you write the variable as MyTimer and in the second you have it as myTimer (lower case). NSTimer is the way to go. NSTimer. Timers work in conjunction with run loops. userInfo can be any object, maybe a data container, a NSValue, or any other thing. +Your if statement in the start function looked like this: I am using a NSTimer and then invalidate it when I have paused the game. Not only do you need an event loop, but you've created a timer, and you haven't scheduled it in said run loop. I am developing an iPhone game and I have an NSTimer that animates all of the objects on the screen: EverythingTimer = [NSTimer scheduledTimerWithTimeInterval:1. Button2 shows up great when Button1 is pressed, until the NSTimer kicks in and crashes the keyboard. Hi I have a problem with NSTimer when I pass an param to scrollToItemAtIndexPath that it has alway be terminated. You can't invalidate it in deinit because the repeating 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:. Follow asked Apr 25, 2013 at 3:14. 4, target: self, selector: #selector(rotate), userInfo: nil, repeats: true) timer. Upon opening the app it takes the pictures perfectly and saves them just the way it should. I also have an NSTimer that calls the function repeatedly flashing a different bu The message to send to target when the timer fires. scheduledTimerWithTimeInterval(1. fire() Selector fires once, then won't fire again until after window closes or is minimized. That happens because position is a static variable and you are always raising it but never lowering it. ATTENTION!! I have edited and responded to Jacob to see further problem solving. Try that, and if you have problems, update your question with the code you're trying and tell us what happens with it. I'm creating a program where an image of a bird continuously falls from the top of the screen (like "raining" birds). But the issue is when I implemented timer using [NSTimer timerWithTimeInterval: target: selector: userInfo: repeats: ];, it is not working. scheduledTimerWithTimeInterval(8. The timer passes itself as the argument, thus the method would adopt the following pattern: But with this new swift and Xcode 9. Here's what your code should be, with updateCounter outside of viewdidload. text = lblFirst. 05 sec in a function called moving. 0 seconds, it does not call the function timeEnded(). [NSTimer scheduledTimerWithTimeInterval:900 target:self selector:@selector(CallGetCounts) userInfo:nil repeats:YES]; that means i want to repeat my timer for every 5 mins but my timer is not repeating, not able to find the reason. You can do this by passing in the button through the userInfo parameter of scheduledTimer. The Xcode 6. Any help is great You need to invalidate it and recreate it. Speed up an NSTimer in Xcode. The second problem is that you need to update the UI control when the Currently I have an NSTimer firing repeatedly every 1 sec. The selector should have the following signature: timer Fire Method: (including a colon to indicate that the method takes an argument). Anyone else? Any suggestions? I have two NSTimers in my iPhone app. 001 target:view selector:@selector(render:) userInfo:nil repeats:YES]; But if I try enable v-sync: import UIKit class ViewController: UIViewController { var timercount = 0 var timerRunning = false var timer = NSTimer() var myVaribale: Int = 0 override func viewDidLoad() { timer = NSTimer. timer3 = [[[NSTimer timerWithTimeInterval:5. By clicking on the warning, Xcode offers a quick fix to the code by adding "Selector", but then I still get the same warning: I am creating a work queue to perform tasks in the background. 75, target: self, selector: Selector("drawInTime"), userInfo: nil, repeats: false) it works fine but if I want to use a variable (inste 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. Ask Question Asked 10 years, 3 months ago. You need to make sure that the NSTimer is not linked to any view. player?. scheduledTimerWithTimeInterval(interval, target: self, selector: "metronomeFunc:", userInfo: nil, repeats: true) } func metronomeFunc(timer:NSTimer) { CountLabel. This has worked 100% on the iPhone however on the iPad it will sometimes fail to stop the timer. scheduledTimerWithTimeInterval(userBPM, target: self, selector: Selector("rhythmCounter"), userInfo: nil, repeats: true) tmrTimer = NSTimer. scheduledTimerWithTimeInterval(randomInterval, target: self, lblFirst. 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 I have a function that flashes a button. invalidate() countDownLabel. This is Objective-C syntax, and NSTimer is an Objective-C object. mainInt is only incremented when you press the startTimer button, so that does you no good in timerStop. [timer invalidate]; timer = nil; [timer release]; 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 NSDate is a model class. You can control the interval and repeat mode (whether the function need to be called per every delay intervals or not) also. 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 func resetTimer(){ timer = NSTimer. delayTimer = [NSTimer scheduledTimerWithTimeInterval:1. 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. scheduledTimerWithTimeInterval(4 When I use timer = NSTimer. 0 seconds and calls targetMethod: on self with one argument, which is a pointer to the NSTimer instance. The issue I'm having is that after 6 or 7 runs of viewDidLoad() the code crashes. 0 target:self selector:@selector(targetMethod:) userInfo:nil repeats:NO]; This will create a timer that is fired after 2. scheduledTimerWithTimeInterval(1, target: self, selector: Selector("update"), userInfo: nil, repeats: true) } func update() { // fired once a second So far I have only been able make this work if when setting the display of the time I refer to a specific instance of a UIButton rather than a somehow passing a UIButton argument. Now the problem is that it can only do one of those things at the same time. Timer is not starting when the button is pressed. Before the user presses the "Start" button, he/she sets the number of seconds and minutes with a stepper. You have both the NSTimer and the function (updateCounter) in viewdidload. Make sure you Overview. timer=[NSTimer scheduledTimerWithTimeInterval:1. view!. 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. The let userBPM:Int = 60 / 60 timer = NSTimer. Individual UIEvent and UITouch objects have a lifetime at least as long as an 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). Xcode warns that it is an unused variable, and I was curious if there was a sensible way to get rid of the warning (The yellow upsets my eyeballs!) You want to use arc4random_uniform() to create a random number, and then scheduledTimerWithTimeInterval:target:selector:userInfo:repeats: to fire your timer at a random time in the future. @IBAction func startButton(sender: AnyObject) { let myTimer = NSTimer. To prevent the SIGABRT crash, you must take the updateCounter function out of viewdidload. I am using Objective-C, Xcode 4. let timer = NSTimer. Viewed 1k [NSTimer scheduledTimerWithTimeInterval:myValue target:self selector:@selector(addScoreVoid) userInfo:nil repeats:NO] Am I correct? – Frederik Witte. 01, target: sender, selector: "updateTime", userInfo: nil, repeats:true) startTime = NSDate. [NSTimer scheduledTimerWithTimeInterval: 1. You should start with the "Command Line Tool" Template, and specify "Foundation" in the pop-up menu. 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. im making a simple game on Xcode and i decided to use a nstimer in my . m file, I declared it like so: NSTimer. scheduledTimer no longer exist ans I can't find any documentation on how you make a timer in this new version of Xcode. I want it to be in a format similar to this 1. can any one please tell me the answer. 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. You specify whether a timer is repeating or nonrepeating at creation time. And everytime the timer fires, you After the end of our game the NSTimer does not stop. It doesn't fire or do anything except represent a certain date and time. The selector should have the following signature: timerFireMethod: (including a colon to indicate that the method takes an argument). 0 target:self selector:@selector(doSomething) userInfo:nil repeats:NO]; Setting the repeats parameter to false/NO indicates that we want the Initializes a timer using the specified object and selector. So using it to do anything at 1 ms intervals is bound to fail. playerViewController. You don't want a while loop. For creating mainloop in my opengl app for Mac I'm using NSTimer: [NSTimer scheduledTimerWithTimeInterval:. This app also works with NSTimer. Hello fellow programmers. You can change the fire time. Also the documentation says:. Write this line where do you want to call method. 001, target: self, selector: Selector("advanceTimer:"), userInfo: nil, repeats I have a NSTimer running every 0. 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. I also have declared "time" NSString that holds the current displayed value calculated by Hello I am trying to make an advanced quiz game that counts down ex. scheduledTimerWithTimeInterval( 1, target: self, selector: "Run:", userInfo: nil, repeats: true) The second problem is your Run method. You can't call that in iOS 9 and Your problem here is that you put your the function your NSTimer calls inside the same function it is in. ; Use the NSTimer is toll-free bridged with its Core Foundation counterpart, CFRun Loop Timer Ref. 2, NSTimer and Timer. text = "The timer nstimer not working in background even after enabling Voip in info. Am I using NSTimer() correctly? I’m trying to invalidate a NSTimer when app is not active: global theTimer on applicationWillBecomeActive:notif set theTimer to current application's NSTimer's scheduledTimerWithTimeInterval:theSec target:me selector:"timerDidFire:" userInfo:(missing value) repeats:true end applicationWillBecomeActive: on applicationWillResignActive:notif Timer is NSTimer. 000. Not a direct answer to the question but since i ran into this while searching and i needed something different it may help someone. Ask Question Asked 13 years, 5 months ago. However, when it resumes it gives a larger gap. It is not new in iOS 10. Your timer method needs to be changed like this: - (IBAction)startCountdown:(id)sender { //Set up a timer that calls the updateTime method every second to update the label NSTimer *timer; timer = [NSTimer scheduledTimerWithTimeInterval:1. 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 timing To navigate the symbols, press Up Arrow, Down Arrow, Left Arrow or Right Arrow NSTimer can be used to call functions with a scheduled delay. Store the current time and the elapsed time of the timer when you got the background. var timer = NSTimer() //make a timer variable, but don't do anything yet @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 timer = NSTimer. When you come back to the foreground, you set up a new timer, using those two pieces of information to setup any state or data that needs to reflect the total elapsed time. scheduledTimerWithTimeInterval(0. 05 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 It was the first time I'm using timer. I would like to set up a timer in some of pages for calculating how much time user spend in that page. Created 2 UIButtons ('startButton' & 'resetButton'), a UILabel to display time ('timeLabel'), NSTimeInterval ('pauseTimeInterval'), NSTimer 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. Commented Apr 10, 2011 at 19:24. Improve this question. 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 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. Modified 13 years, 5 months ago. 2 and NSTimer throws uncaught exception. ) when it's hit. h, like this:. I am new to ios. Take an object of NSTimer. 0 target:self selector:@selector(tick:) userInfo:nil repeats:YES]; This can pause during certain animations. First, declare baseDate variable in your FirstViewController. NSTimers don't run in the background. You will have to use both (NSTimer and NSDate) for you stopwatch. Here is my code, Interface: @interface uialertViewController : UIViewController { NSTimer *timer; } -(void)displayAlert; -(void)hideandview; @end Implementation: This code perfectly working, check it out, just copy and paste the code. timer = [NSTimer scheduledTimerWithTimeInterval:2. 3 now gives a warning "No method declared with Objective-C selector". m file: @synthesize timer3; Then, in viewDidLoad:, you can maintain a reference to the timer you're creating via: self. 4 year old post, I know but maybe I can save the NEXT guy from wasting time trying invalidate a NSTimer. in . Note, if you have troubles when cutting and pasting code you find on Stack Overflow in the future, comment out the pasted code and try typing it yourself and rely on "code completion" to get the right syntax, labels, etc. You might consider using a broader Possible Duplicate: NSTimer doesn't stop I am having a hard time stopping my timer, witch pings to my server. This is how I'm doing it. The compiler is case sensitive so these are not the same variable. In Swift 1. So I have this app that has both an admob banner ad and an interstitial ad. The timer is an NSTimer. 1 ARC Enabled, for iOS 8. 0 target:self selector:@selector(targetMethod:) userInfo:nil repeats: YES]; } NSTimer* timer; } @property (nonatomic,retain) NSTimer* timer; and code for this timer in TimerController. So if you want to change the time interval after the first firing only, create the timer with that time interval, then change the firing time so that the timer is fired the first time at the time you want. I recently downloaded Xcode 7 and Swift 2. That will repeat 10 times in a tiny fraction of a second the first time the timer fires, then invalidate the timer. You could also try sending the stopwatch information to the next view through Well, if you know how to update a label by clicking a button, you have everything in place to connect everything else: If your view controller has an IBOutlet for the label and an IBAction that updates it, why not call the view-controller's action in your advanceTimer method?. 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. Asking for help, clarification, or responding to other answers. Use this in a new project in xCode (singleViewApplication) and put the code into the standard viewController: 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. 3 target:self selector:@selector(loadWelcomeView) 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. timeIntervalSinceReferenceDate() } } // calculates the [NSTimer scheduledTimerWithTimeInterval:2. text! + String(arrText[intCounter]) } else { tmrTimer?. var isPaused = true var timer = NSTimer() @IBAction func pauseResume(sender: AnyObject) { if isPaused{ timer = NSTimer. 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 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. 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. @implementation Timer-(void)myTimerMethod { NSLog(@"myTimerMethod is Called"); [NSTimer scheduledTimerWithTimeInterval: 1. 0 target:self selector:@selector(timerStop) userInfo:nil alarm = NSTimer. 3. (timeInterval: 5, target: self, selector: #selector(runTimedCode), userInfo: nil, repeats: true) In your case, you should set 'repeats' to true. scheduledTimerWithTimeInterval is called in several methods all within the same implementtion file but only 2 of them were flagged by the Analyzer. Ask Question Asked 6 years, 1 month ago. 0 and trying to implement Swift NSTimer in Custom Keyboard. 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. 05, target: self, selector: "moving", userInfo: nil, [NSTimer scheduledTimerWithTimeInterval:5. Modified 8 years, 9 months ago. Add a comment | 1 Answer Sorted by: Reset to default 1 i-) is not legal syntax. If we set this to true/YES, it would moveObjectTimer - [NSTimer scheduledTimerWithTimeInterval:0. h. Have anyone can help? Cannot make a slide image in objective-c of Xcode by UICollectionView and NSTimer. As use can see I use selectors with NSTimer. Therefore you have to move the assigment timer = NSTimer(interval, ) into a method of the class, e. UIControlState. 2 (latest) and Swift 4 and it worked. Xcode proposes to add @Objc in front of Today on my plate is NSTimer. If I comment out the invalidate and just use the scene!. var circle = Circle() var timer = NSTimer. I need help understanding a strange behavior that I encounter while trying to maintain a singleton shared timer in my application after it enters background. timer = NSTimer. [super viewDidLoad]; //timer timer = [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:@selector(handleTimer) userInfo:nil repeats:YES]; } -(void)handleTimer This is a bit of code, that demonstrates how to call a function (delayed) with AND without a parameter. Have a problem with an application using AVCam. 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 @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. I use an NSTimer *delayTimer to delay the loading of child view because I fade in the detail view using animation. How do I have the timer fire in a background thread (non UI-thread)? 1, target: self, selector: #selector(timerMethod), userInfo: nil, repeats: true) //start runloop manually, otherwise timer won't fire //add timer before run, otherwise runloop find there's nothing to do and exit The number of seconds between firings of the timer. Instead of: [NSTimer timerWithTimeInterval:0. hidden = false I'm making a game and would like to use a timer to countdown an event, just like what's seen on Bejeweled. And i want to make a game application. Use this to pass extra information to your method which will extract it as follows: - (void)timerFireMethod:(NSTimer*)theTimer { id info = [theTimer userInfo]; /* give it I want to run a timer in the background. . @property(nonatomic, retain) NSTimer *yourTimer; @property(weak) NSTimer *repeatingTimer; in . The queue ( 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 Visit the blog For some strange reason the UIImageView that moves down through NSTimer seems to reset and continue moving every time I click on the IBAction that changes the different UIImageView image. Firstly make Timer an instance variable of the view controller as when you do this:-(void)setupGame{ // blah Timer *newTimer = [[Timer alloc]init]; // blah } The Timer object will be destroyed when this method returns, as the object goes out of scope. This is bad because I'll need my code to continuously refresh in order to update the buses' positions. 0, target: self, selector: animate, userInfo: circle, repeats: true) Below is the method that is being called sleep doesn't work because the display can only be updated after your main thread returns to the system. selector:@selector(timerTicked:) -- added after questioner comment You have a few problems here: What is causing the crash is that MarketButton requires you to pass in a UIButton as a parameters which the timer is not doing when triggered. Viewed 204 times Part of Mobile Development Collective 0 I am developing a voip app. But in my I've cobbled together a Timer class to use NSTimer with all my ViewControllers, the code is below import Foundation class Timer { var timer = NSTimer() var handler: (Int) -> () let According to the NSTimer documentation:. I already searched for other answers here and on other places, but i can`t see var startTime = NSTimeInterval() var timer = NSTimer() //starts the timer func startTimer(sender: AnyObject) { if !timer. There are two ways most people use it: for a single event or for repeated events. If you you want to pass some data with the timer trigger you can do it with the userInfo parameter. 0025, target: self, selector: "result", userInfo: nil, Your missing a trailing colon on your selector name. I'm new in xcode and objective-c and trying to developing an app. That said, you're going to have to reconsider your approach. This is the action that is called: func Start { } As you can see Xcode 7. Invalidate the timer, and create a new one with a different time interval. In addition to this, the timer does not respond to the . aasatt aasatt. timer = [NSTimer scheduledTimerWithTimeInterval:1. The C compiler doesn't know what to do with it. h file: NSTimer *silenceTimer; @property (nonatomic, retain) NSTimer *silenceTimer; Then on the . Yet easier, you could connect your timer class to the label. 0. Circle is my custom class. 0, target: self, selector: Selector("didTimeout"), userInfo: nil, repeats: false) I do not use the timer constant anywhere I just schedule a timer. 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 First, according to the NSTimer docs, that class has an effective resolution of about 50-100 ms. Run loops maintain strong references to their timers, so you don’t have to maintain your own strong reference to a timer after you have added it to a run loop. Modified 10 years, 3 months ago. I had to use Timer instead of NSTimer and add @objc to the timer update function, but it worked. Previously I did not care for this NSTimer as it was updated with user location in the background using background location services. So, i want to create an nstimer which will retrieve the integer from the user in minutes and starts the countdown with seconds. It is throwing an exception. 0 target:self selector:@selector(start) userInfo:nil repeats:YES]; xcode; nstimer; Share. g. Thanks . placeholder = @"Message Here"; timer = [NSTimer scheduledTimerWithTimeInterval:5. Inside moving I want a number to count up and show it into a label and at the same time make an object move. playerTimer = NSTimer. The function is inside a for i loop, which is in the viewDidLoad function. Or even 1. 2 and it works but i get this one problem. To simply display time, NSTimer does it. 5. Or, easier, just schedule the timer on the I'm trying to pass an argument to a method that is called by NSTimer in my code. Thanks for contributing an answer to Stack Overflow! Please be sure to answer the question. In this scenario I have a help button (m_btHelp) that is disabled when g_bEnableHelpButton = NO; but it is only being checked when the mouse moves. To do this, you need to implement methods which will be called by the timer to change the buttons. @AdrianBartholomew, I just tried this in an app with Xcode 9. Here is the simple approach that gives brief idea about how you can pass the data to triggered [NSTimer scheduledTimerWithTimeInterval:5. 0 target:self selector:@selector(timerFunction:) userInfo:nil repeats: YES] retain]; } Also be sure to release timer1 and set it to nil when 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 Here are some fixes: +I changed the timer variable initially to nil - it will be saved in the start function. Try this: - (IBAction)startTimer { responseBox. Apples documentation explains it and it works for me. 5f target:self selector:@selector(tick:) userInfo:nil repeats:YES]; Xcode 7. 06 Several things are wrong with your code: You are passing a wrong parameter for the time interval - negative numbers are interpreted as the 0. into viewDidLoad. Here's my code var timer = NSTimer() @IBOutlet weak var imageView: UIImageView! func buttonCo I'm using NSTimer() to run viewDidLoad() every 10 seconds so that the position of the buses gets updated on the map. 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. However the UIAlertView uses a local variable for its title and in the delegate method. Provide details and share your research! But avoid . 1 seconds) with no repeat, and then never use it again as it invalidates itself and therefore releases its retain on the target. Skip to main content { timer1 = [[NSTimer scheduledTimerWithTimeInterval: 1. What is new in iOS 10 is the class method scheduledTimer(withTimeInterval:repeats:block:). text There are a couple of issues here. The problem is that selector called by the timer is called twice every period, by 2 different timers. 2 and Xcode 7. 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 I have created a NSTimer In Xcode 4. 2 I set a timer with the following code. 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 timer is a static variable defined at the top of the implentation file with "static NSTimer *timer;". viewDidLoad() // Do any additional setup after loading the view, typically from a nib. here is my project in the simulator . I have tried NSTimer with something like this, but it does not seem to work (m Ok, I'm trying to create a reset button that resets everything to the original state (ex: score, grade, etc. 000,2. then dies. This class has been a pet peeve of mine for a while. Also, if you want to increment mainInt correctly, use mainInt++;. Beyond that, it's not clear what the scope of MyTimer in the first snippet is. In a detail view in UISplitView, I want to add a subview to its UINavigationController's child view. Should be something like this. 0 target: self selector: @selector (foo:) userInfo: nil repeats: YES] Our first order of business will be to change the name of this method to something slightly less verbose. Just assign it to a different variable when you create it and all will be fine. Here is a stack overflow post on how to do that. @synthesize yourTimer, repeatingTimer; in viewDidLoad Creating a standard tool in C [emphasis mine]. 0 target:self selector:@selector(displayTime) userInfo:nil repeats:YES]; and in displayTime method I will go for timing calculation. I also need to have a timer constantly running as soon as the user first opens up the app. 0, this method chooses the nonnegative value of 0. userInfo is of type AnyObject so you need to cast it to your target object: public func cont_read_USB(timer After updating to Swift 2. plist in xcode 5. I don't The initial value of a property (in your case: timer) cannot depend on another property of the class (in your case: interval). An example: - (void)button_circleBusy:(id)sender { firstButton. 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. Xcode complains we have not defined interval or timer. this is th The stopwatch stops because you're releasing the view that controls it. The code is below. The interstitial ad is only supposed to load on one screen -- and it loads fine whe How can I do this using NSTimer? I understand blocks facilitate anonymous functions but can they be used within NSTimer and if so, how? [NSTimer scheduledTimerWithTimeInterval:gameInterval target:self selector:@selector(/* I simply want to update a label here */) userInfo:nil repeats:NO]; I have a repeating timer that runs down a clock. 0, target: self, selector:Selector("updateTimeLabel"), userInfo: NSDate(), repeats: true) works fine in Playground. Second, even if NSTimer could handle 1 ms intervals, you're not even asking it to do that: aTimer = [NSTimer scheduledTimerWithTimeInterval:. @interface FirstViewController : UIViewController { IBOutlet UILabel *time; NSTimer *myticker; //declare baseDate NSDate* baseDate; } self. DecreaseTimer works fine, but TimerCountSeconds crashes when I call [timerCountSeconds isValid] or [timerCountSeconds invalidate]. tbwkvetnjvrnofosqbsfierxtahnuojwgoypktpfnuap