I am trying to find out if user does not click or scroll or any other type of events in the application for 3 min; or in other words user is not interactive in the application, then the application will sign him out. similar bank application.
I could able to add GestureRecognizer as follows, but I want to catch up all the activities on the UI, is there a way to handle anything like that?
Set up a tap recognizer on collectionView:
In the viewDidLoad add the following:
let collectionViewTap = UITapGestureRecognizer(target: self, action: #selector(collectionViewTap))
collectionView.addGestureRecognizer(collectionViewTap)
Declare this function which will be called when the collectionView is tapped:
func collectionViewTap() {
print("collectionViewTap")
}
I could able to implement the time difference as follows to see timeDifference as well.
func isUserRequiredToLogin(){
let lastActivityDateAndTime = UserDefaults.standard.object(forKey: "lastActivityDateAndTime") as! Date
let currentDate = Date()
let minutes = currentDate.minutes(from: lastActivityDateAndTime)
print(minutes)
}
var timer: Timer?
func resetTimer() {
timer?.invalidate()
timer = Timer.scheduledTimer(timeInterval: 10.0, target: self, selector: #selector(timeIsOur), userInfo: nil, repeats: false)
}
#objc func timeIsOur() {
//logout
//log something
//alerts
}
you can add a Timer to your code and reset it in any event you want. If timer won't be reset - than timeIsOur will be executed and you do whatever you want - (logout or log something)
try to use this https://www.zerotoappstore.com/how-to-detect-user-inactivity-swift.html It works in my production app.
I´m assembling an application with regular web updates. Every update leaves an unix time stamp. Now i try to create an editor, which shows the elapsed time since last update. I´m convering the unix time stamp with this code:
import Cocoa
struct UnixConverter {
static func converUnix(_ timestamp: Int) -> NSDate? {
let date = NSDate(timeIntervalSince1970: TimeInterval(timestamp))
return date
}
}
Now I´m getting a time in this format: "2017-06-16 17:47:45 +0000"
The following function gives me a reals time push update inside a NSTextFieldCell:
import Cocoa
class ViewController: NSViewController {
var timer = Timer()
override func viewDidLoad() {
super.viewDidLoad()
// This function pushes the time NSTextFieldCell
timer = Timer.scheduledTimer(timeInterval: 1.0,
target: self, s
elector: #selector(tick),
userInfo: nil,
repeats: true)
}
// This is the NSTextFieldCell formatter/ receiving container
#objc func tick() {
timerTextField.stringValue = DateFormatter.localizedString(from: NSDate() as Date, dateStyle: .medium, timeStyle: .medium)
}
}
Now "all" I would have to do, is to make a subtraction to get the difference. At this point I must confess I don´t have any idea how to do this. After that the time difference has to be pushed inside the NSTextFieldCell.
I would be very glad if someone could give me a hint how to do it.
I have tried hard to find a solution but I'm stuck. have a custom table view with timer in each cell. when the timer expires the cell should get deleted even if the cell is Offscreen it should get deleted and should not be displayed.
func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let cell = self.tableView.dequeueReusableCellWithIdentifier("cell", forIndexPath: indexPath) as! iDealCell
// cell.SponsorLogo.image = UIImage(named: "back.png")!
cell.SponsorName.text = iDeals[indexPath.row].SponsorName;
cell.Distance.text = iDeals[indexPath.row].Distance;
cell.Type.text = iDeals[indexPath.row].Type;
cell.iDealTimer.font = UIFont(name: "DBLCDTempBlack", size: 18.0)
onHourFromNow = NSDate(timeInterval: 10, sinceDate: timeNow)
let TimeDiffInSec = NSCalendar.currentCalendar().components(.Second, fromDate: timeNow, toDate: onHourFromNow, options: []).second
cell.TimeDiffInSec = TimeDiffInSec
cell.kickOffCountdown()
cell.backgroundColor = UIColor.clearColor()
cell.delegate = self
return cell
}
in cell class, three functions to initialise and run the timer
func kickOffCountdown(){
self.setCountDown()
Timer.invalidate()
Timer = NSTimer.scheduledTimerWithTimeInterval(1.0, target: self, selector: #selector(iDealCell.setCountDown), userInfo: nil, repeats: true)
}
func secondsToHoursMinutesSeconds (seconds : Int) -> (String, String, String) {
let hours = seconds / 3600
let minutes = (seconds % 3600) / 60
let seconds = (seconds % 3600) % 60
let hoursString = hours < 10 ? "0\(hours)" : "\(hours)"
let minutesString = minutes < 10 ? "0\(minutes)" : "\(minutes)"
let secondsString = seconds < 10 ? "0\(seconds)" : "\(seconds)"
return (hoursString, minutesString, secondsString)
}
func setCountDown() {
if(TimeDiffInSec > 0) {
let (h,m,s) = secondsToHoursMinutesSeconds(TimeDiffInSec)
self.iDealTimer.text = "\(h):\(m):\(s)"
TimeDiffInSec = TimeDiffInSec - 1
}
else{
self.iDealTimer.text = "EXPIRED"
if let delegate = self.delegate {
delegate.DeleteiDealID(1)
}
Timer.invalidate()
}
}
Any help will be greatly appreaciated
You can do simple thing whenever your time have been expire you can remove those values from your array of dictionary whatever you used for row count.
Simple thing here is your all table cell depends on your row count remover particular cell with by removing particular array object.
example :
if timerExpire == true {
array.removeAtIndex(5)
self.table.reloadData()
}
This is a tricky problem, because you want:
Table rows to be deleted even if they are offscreen at the time the timer pops.
New rows can be added while the old rows are "ticking".
The first point means that you do not want the timer to be kept in the cell. It is the wrong place anyway, because cells get reused and you'd have a nightmare invalidating and restarting timers.
The second point means that the row number you want to delete at the time the timer is started could be different than the row number you delete when the timer pops. You may start your timer for row 5 to be deleted in 5 seconds, but in the meantime row 4 gets deleted, making the former row 5 now row 4. When the former row 5's timer pops, row 4 needs to be deleted from the table.
Here is the approach I suggest:
Give each row in your table a unique ID. This will just be a simple count that is maintained by your UITableViewController class.
var nextID = 0
Maintain a list of active ID's that correspond to the rows that are currently in your table. Add this property to your UITableViewController:
var activeIDs = [Int]()
Add a dictionary to your table that maps a NSTimer to an ID. Add this to your UITableViewController:
var timerIDmap: [NSTimer: Int]()
When you create a new row in your table:
let newID = nextID
activeIDs.append(newID)
nextID += 1
In cellForRowAtIndexPath, be sure to store the ID in a property of the cell.
cell.cellID = activeIDs[indexPath.row]
When you create a timer, you need to store the timer and its corresponding cell ID in the timerIDmap. Since you'll do this in the custom cell, the cell needs to have a weak reference to the tableViewController that holds it:
// add this property to your cell
weak var myTableVC: UITableViewController?
and assign that property in cellForRowAtIndexPath:
cell.myTableVC = self
so that when you create the timer:
let timer = NSTimer.scheduledTimerWithTimerInterval(...
myTableVC?.timerIDmap[timer] = cellID
When your timer ticks, you need to decrement the time left on that timer. That means the time left should also be kept in your model. Add this dictionary to your UITableViewController:
var timeLeft = [Int: Int]() // maps CellID to time left
that means that when you create the timer in the first place, you will store timeLeft in this dictionary
myTableVC?.timeLeft[cellID] = 50 // some appropriate value
OK, so now in your handleCountdown routine which should be implemented in your UITableViewController:
func handleCountdown(timer: NSTimer) {
let cellID = timerIDMap[timer]
// find the current row corresponding to the cellID
let row = activeIDs.indexOf(cellID)
// decrement time left
let timeRemaining = timeLeft[cellID] - 1
timeLeft[cellID] = timeRemaining
if timeRemaining == 0 {
timer.invalidate
timerIDmap[timer] = nil
activeIDs.removeAtIndex(row)
tableView.deleteRowsAtIndexPaths(NSIndexPath(row: row, section: 0), withRowAnimation: ...
} else {
tableView.reloadRowsAtIndexPaths(NSIndexPath(row: row, section: 0), withRowAnimation: ...
}
}
This leaves very little work for your custom cell. It should merely take the time left on the timer and format it for display. In cellForRowAtIndexPath, tell the cell how much time is left on the timer:
cell.timeLeft = timeLeft[activeIDs[indexPath.row]]
The number of items in your table is the same as the number of items in activeIDs, so in tableView:numberOfRowsInSection return
return activeIDs.count
I think, this will be better way:
Inside tableView:cellForRowAtIndexPath calculate (or fetch) time and add it's value to label in cell.
Remove timer from cell.
Add timer in main class (where tableView placed) in viewDidAppear (or inside block where you fetch data), that will every second call method, that check and remove expired objects (or you can apply filter) and fire tableView.reloadData() (or delete needed rows animated).
In viewDidDisappear invalidate timer.
I have been trying these solutions but I dont think they are viable towards the goal. Just wanted to let people know. If you have found something that works or have found the same can you please let us know
This is the solution I have come up with. Its not a perfect solution by any means however, it does solve the problem.
In the viewcontroller:
func handleDate(timer: Timer) {
DispatchQueue.main.async() {
if self.posts.count < 1 {
print("Empty")
timer.invalidate()
} else {
let calendar = Calendar.current
let date = Date()
let componentsCurrent = calendar.dateComponents([.year, .month, .day, .hour, .minute, .second], from: date)
var components = DateComponents()
components.hour = componentsCurrent.hour
components.minute = componentsCurrent.minute
components.second = componentsCurrent.second
components.year = componentsCurrent.year
components.month = componentsCurrent.month
components.day = componentsCurrent.day
let currentTime = calendar.date(from: components)!
for post in self.posts {
let cellID = post.postID
let row = self.postsInFeed.index(of: cellID)
let endDate = TimeInterval(post.time)
if currentTime.timeIntervalSince1970 >= endDate {
self.tableView.beginUpdates()
timer.invalidate()
print(post.postID)
print("Deleting tableview row")
self.postsInFeed.removeFirst()
self.posts.removeFirst()
let store: Dictionary<String, Any> = ["caption": post.caption, "mediaURL": post.imageUrl as Any, "likes": post.likes, "user_ID": FriendSystem.system.CURRENT_USER_ID, "time": post.time]
let firebasePost = FriendSystem().GROUP_REF.child(self.group.groupID).child("storage").child(post.postID)
firebasePost.setValue(store)
FriendSystem().GROUP_REF.child(self.group.groupID).child("posts").child(cellID).removeValue()
self.tableView.deleteRows(at: [IndexPath(row: row!, section: 0)] , with: UITableViewRowAnimation.fade)
self.tableView.endUpdates()
self.tableView.reloadData()
}
}
}
}
}
In the tableviewcell:
func tick(timer: Timer) {
guard let expiresAt = endDate else {
return
}
let calendar = NSCalendar(calendarIdentifier: NSCalendar.Identifier.gregorian)
if let components = calendar?.components([.hour, .minute, .second], from: NSDate() as Date, to: expiresAt, options: []) {
currentTime = formatDateComponents(components: components as NSDateComponents)
self.timerLbl.text = currentTime
if Date() >= endDate! {
timer.invalidate()
}
}
}
func formatDateComponents(components: NSDateComponents) -> String {
let hours = components.hour
let minutes = components.minute
let seconds = components.second
return "\(hours):\(minutes):\(seconds)"
}
I want to start a timer at a specific date and time, then use that start time as a game timer for the rest of the game. Using "timeIntervalSinceDate" will give me seconds but then trying to get the seconds to display on the gameTimerLabel won't work. I might be coming at this the wrong way. Any advice is welcome.
override func viewWillAppear(animated: Bool) {
let dateFormatter = NSDateFormatter()
dateFormatter.dateFormat = "EEE, dd MMM yyyy HH:mm:ss zzz"
let dateAsString1 = "Fri, 1 April 2016 11:30:00 MST"
let date1 = dateFormatter.dateFromString(dateAsString1)!
var currentTime = NSDate()
var counter = 0
gameTimerLabel.text = String(counter)
gameTimerLabel.text = counter //<- Error:Cannot assign value to type 'Int' to type 'String?'
counter = date1.timeIntervalSinceDate(currentTime) //<- Error:Cannot assign value of type 'NSTimeInterval' (aka 'Double') to type 'Int'
}
A couple of things here
First, when you declare counter, it's inferred to be of type Int
var counter = 0
You can declare it as a double by adding a .0 or specifying it's type:
var counter: NSTimeInternval = 0.0
Next, you can use string interoperability to display the count variable in a string, like this:
gameTimerLabel.text = "\(counter)"
Here's an example view controller using an NSTimer as a counter, it counts in seconds:
class ViewController: UIViewController {
// Setup a timer and a counter for use
var timer = NSTimer()
var counter : NSTimeInterval = 0
#IBOutlet weak var label: UILabel!
// Invalidest the timer, resets the counter and udpates the label
#IBAction func resetTimer(sender: AnyObject) {
// Invalidate the timer, reset the label.
self.timer.invalidate()
self.label.text = ""
self.counter = 0
}
// A button that when pressed starts and stops the timer
// There's no pause/resume, so it's invalidated & created again
// But the counter value reamins the same
#IBAction func timerBttnTouched(sender: AnyObject) {
if self.timer.valid {
self.timer.invalidate()
} else {
self.setupTimer()
}
}
// Does the actual counting everytime the timer calls this method
func timerFired() {
self.counter += 1
self.label.text = "\(self.counter)"
}
// Setups a timer, adds it to the run loop and specifies what method should fire when the timer fires
func setupTimer() {
// Setupt the timer, this will call the timerFired method every second
self.timer = NSTimer(
timeInterval: 1,
target: self,
selector: #selector(self.timerFired),
userInfo: nil,
repeats: true)
// Add the timer to the run loop
NSRunLoop.currentRunLoop().addTimer(
self.timer,
forMode: NSDefaultRunLoopMode)
}
}
An important thing to note when using timers is they may not always be called exactly when you need them to, this should be taken into account according to your desired precision when using a timer.
As discussed in comments, here's the solution using a timer to fire a method that compares two dates and uses a NSDateComponentsFormatter to generate a string for display. The initial date is generated in viewDidLoad but can be created anywhere:
class ViewController: UIViewController {
// Setup a timer and a counter for use
var timer = NSTimer()
var counter : NSTimeInterval = 0
var startDate: NSDate?
override func viewDidLoad() {
// Set the initial date
self.startDate = NSDate()
}
#IBOutlet weak var label: UILabel!
// Invalidest the timer, resets the counter and udpates the label
#IBAction func resetTimer(sender: AnyObject) {
// Invalidate the timer, reset the label.
self.timer.invalidate()
self.label.text = ""
self.counter = 0
}
// A button that when pressed starts and stops the timer
// There's no pause/resume, so it's invalidated & created again
// But the counter value reamins the same
#IBAction func timerBttnTouched(sender: AnyObject) {
if self.timer.valid {
self.timer.invalidate()
} else {
self.setupTimer()
}
}
// Does the actual counting everytime the timer calls this method
func timerFired() {
let now = NSDate()
let difference = now.timeIntervalSinceDate(self.startDate!)
// Format the difference for display
// For example, minutes & seconds
let dateComponentsFormatter = NSDateComponentsFormatter()
dateComponentsFormatter.stringFromTimeInterval(difference)
self.label.text = dateComponentsFormatter.stringFromTimeInterval(difference)
}
// Setups a timer, adds it to the run loop and specifies what method should fire when the timer fires
func setupTimer() {
// Setupt the timer, this will call the timerFired method every second
self.timer = NSTimer(
timeInterval: 1,
target: self,
selector: #selector(self.timerFired),
userInfo: nil,
repeats: true)
// Add the timer to the run loop
NSRunLoop.currentRunLoop().addTimer(
self.timer,
forMode: NSDefaultRunLoopMode)
}
}
when i try to use integer variable as a timer interval in NSTimer in swift i get " extra argument "selector in call"
this is the code :
var count = 3
var Timer = NSTimer()
#IBAction func playButtonPressed(sender: AnyObject) {
Timer = NSTimer.scheduledTimerWithTimeInterval(count, target: self, selector: Selector("result"),userInfo: nil, repeats: true)
}
if i put 3 instead of count it works perfectly
i want to be able to give the user the advantage to set the interval himself.
The NSTimer.scheduledTimerWithTimeInterval takes a Double for that first parameter. Try using:
var count: Double = 3.0