I'm using NSTimer in my project:
var clickTimer: Timer?
override func mouseDown(with event: NSEvent) {
clickTimer = Timer.scheduledTimer(timeInterval: 2.0, target: self, selector: #selector(close(timer:)), userInfo: nil, repeats: false)
}
and later I invalidate it in
override func mouseUp(with event: NSEvent) {
if let timer = self.clickTimer {
timer.invalidate()
}
}
the code inside of mouseUp is running but the close method of the timer is still running in 2 seconds. Why invalidation does not work?
I see now., You dont want to redeclare your clickTimer so what you want to do is
if (self.clickTimer == nil) {
self.clickTimer = Timer.scheduledTimer(timeInterval: 2.0, target: self, selector: #selector(close(timer:)), userInfo: nil, repeats: false)
}
Just a thought though, you are reinitializing the clicktimer multiple times, the previous was successfully invalidated but you accidentally redeclaring a new timer.. hmm..
I also suggest you add self.clickTimer = nil after timer.invalidate() just to be safe
Try this code, invalidate it first and than remove the reference.
override func mouseUp(with event: NSEvent) {
self.clickTimer?.invalidate()
self.clickTimer = nil
}
you are invalidate an instance of self.clickTimer , you should invalidate self.clickTimer
override func mouseUp(with event: NSEvent) {
if let timer = self.clickTimer {
self.clickTimer.invalidate()
}
}
Update
i see , you didnt fire the clickTimer ! first if you want to do like this you must fire this variable -> clickTimer.fire()
then when you wanted you should invalidate ,
'Timer.scheduledTimer(timeInterval: 2.0, target: self, selector: #selector(close(timer:)), userInfo: nil, repeats: false)
automatic runs when you want to declare clickTimer but its not what you want to invalidate !!!
The problem arises when mouseDown(with:) is called multiple times, your original timer will be replaced which therefore means you have no reference to invalidate it.
var clickTimer: Timer?
override func mouseDown(with event: NSEvent) {
clickTimer?.invalidate()
clickTimer = Timer.scheduledTimer(timeInterval: 2.0, target: self, selector: #selector(close(timer:)), userInfo: nil, repeats: false)
}
override func mouseUp(with event: NSEvent) {
clickTimer?.invalidate()
}
Try this
private var clickTimer: NSTimer?
func functionname() {
guard clickTimer == nil else { return }
clickTimer = NSTimer.scheduledTimerWithTimeInterval(15, target: self, selector: "fetchWallPosts", userInfo: nil, repeats: true)
}
or
self. clickTimer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: (#selector(yourmethod)), userInfo: nil, repeats: true)
try this -
if (self.clickTimer == nil) {
self.clickTimer = Timer.scheduledTimer(timeInterval: 2.0, target: self, selector: #selector(close(timer:)), userInfo: nil, repeats: false)
}
Related
Could someone explain to me why this isn't working
class MyClass{
#objc func doSomething(){
print("I did something");
}
}
let timer = Timer.scheduledTimer(timeInterval: 1.0, target: MyClass, selector: #selector(doSomething), userInfo: nil, repeats: true)
----EDIT--------
Found out that this works instead
let timer = Timer.scheduledTimer(timeInterval: 1.0, target: MyClass(), selector: #selector(MyClass.doSomething), userInfo: nil, repeats: false)
Could someone explain why target needs to be MyClass() and not MyClass and why it needs to be MyClass.doSomething and not doSomething. Cos I thought the target becomes the scope for the selector
Correct Code
var timer : Timer?
func timerstarter(){
timer = Timer.scheduledTimer(timeInterval: 1.0, target: self, selector: #selector(doSomething), userInfo: nil, repeats: true)
}
#objc func doSomething(){
print("I did something");
}
I tried
var timer = NSTimer()
timer(timeInterval: 0.01, target: self, selector: update, userInfo: nil, repeats: false)
But, I got an error saying
'(timeInterval: $T1, target: ViewController, selector: () -> (), userInfo: NilType, repeats: Bool) -> $T6' is not identical to 'NSTimer'
This will work:
override func viewDidLoad() {
super.viewDidLoad()
// Swift block syntax (iOS 10+)
let timer = Timer(timeInterval: 0.4, repeats: true) { _ in print("Done!") }
// Swift >=3 selector syntax
let timer = Timer.scheduledTimer(timeInterval: 0.4, target: self, selector: #selector(self.update), userInfo: nil, repeats: true)
// Swift 2.2 selector syntax
let timer = NSTimer.scheduledTimerWithTimeInterval(0.4, target: self, selector: #selector(MyClass.update), userInfo: nil, repeats: true)
// Swift <2.2 selector syntax
let timer = NSTimer.scheduledTimerWithTimeInterval(0.4, target: self, selector: "update", userInfo: nil, repeats: true)
}
// must be internal or public.
#objc func update() {
// Something cool
}
For Swift 4, the method of which you want to get the selector must be exposed to Objective-C, thus #objc attribute must be added to the method declaration.
Repeated event
You can use a timer to do an action multiple times, as seen in the following example. The timer calls a method to update a label every half second.
Here is the code for that:
import UIKit
class ViewController: UIViewController {
var counter = 0
var timer = Timer()
#IBOutlet weak var label: UILabel!
// start timer
#IBAction func startTimerButtonTapped(sender: UIButton) {
timer.invalidate() // just in case this button is tapped multiple times
// start the timer
timer = Timer.scheduledTimer(timeInterval: 0.5, target: self, selector: #selector(timerAction), userInfo: nil, repeats: true)
}
// stop timer
#IBAction func cancelTimerButtonTapped(sender: UIButton) {
timer.invalidate()
}
// called every time interval from the timer
func timerAction() {
counter += 1
label.text = "\(counter)"
}
}
Delayed event
You can also use a timer to schedule a one time event for some time in the future. The main difference from the above example is that you use repeats: false instead of true.
timer = Timer.scheduledTimer(timeInterval: 2.0, target: self, selector: #selector(delayedAction), userInfo: nil, repeats: false)
The above example calls a method named delayedAction two seconds after the timer is set. It is not repeated, but you can still call timer.invalidate() if you need to cancel the event before it ever happens.
Notes
If there is any chance of starting your timer instance multiple times, be sure that you invalidate the old timer instance first. Otherwise you lose the reference to the timer and you can't stop it anymore. (see this Q&A)
Don't use timers when they aren't needed. See the timers section of the Energy Efficiency Guide for iOS Apps.
Related
How to work with dates and time in Swift
Updated to Swift 4, leveraging userInfo:
class TimerSample {
var timer: Timer?
func startTimer() {
timer = Timer.scheduledTimer(timeInterval: 5.0,
target: self,
selector: #selector(eventWith(timer:)),
userInfo: [ "foo" : "bar" ],
repeats: true)
}
// Timer expects #objc selector
#objc func eventWith(timer: Timer!) {
let info = timer.userInfo as Any
print(info)
}
}
As of iOS 10 there is also a new block based Timer factory method which is cleaner than using the selector:
_ = Timer.scheduledTimer(withTimeInterval: 5, repeats: false) { timer in
label.isHidden = true
}
Swift 5
I personally prefer the Timer with the block closure:
Timer.scheduledTimer(withTimeInterval: 1, repeats: false) { (_) in
// TODO: - whatever you want
}
Swift 3, pre iOS 10
func schedule() {
DispatchQueue.main.async {
self.timer = Timer.scheduledTimer(timeInterval: 20, target: self,
selector: #selector(self.timerDidFire(timer:)), userInfo: nil, repeats: false)
}
}
#objc private func timerDidFire(timer: Timer) {
print(timer)
}
Swift 3, iOS 10+
DispatchQueue.main.async {
self.timer = Timer.scheduledTimer(withTimeInterval: 20, repeats: false) { timer in
print(timer)
}
}
Notes
It needs to be on the main queue
Callback function can be public, private, ...
Callback function needs to be #objc
Check with:
Swift 2
var timer = NSTimer.scheduledTimerWithTimeInterval(0.01, target: self, selector: Selector("update"), userInfo: nil, repeats: true)
Swift 3, 4, 5
var timer = Timer.scheduledTimer(timeInterval: 0.01, target: self, selector: #selector(self.update), userInfo: nil, repeats: true)
You will need to use Timer instead of NSTimer in Swift 3.
Here is an example:
Timer.scheduledTimer(timeInterval: 1,
target: self,
selector: #selector(YourController.update),
userInfo: nil,
repeats: true)
// #objc selector expected for Timer
#objc func update() {
// do what should happen when timer triggers an event
}
First declare your timer
var timer: Timer?
Then add line in viewDidLoad() or in any function you want to start the timer
timer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(action), userInfo: nil, repeats: false)
This is the func you will callback it to do something it must be #objc
#objc func action () {
print("done")
}
for swift 3 and Xcode 8.2
(nice to have blocks, but if You compile for iOS9 AND want userInfo):
...
self.timer = Timer(fireAt: fire,
interval: deltaT,
target: self,
selector: #selector(timerCallBack(timer:)),
userInfo: ["custom":"data"],
repeats: true)
RunLoop.main.add(self.timer!, forMode: RunLoopMode.commonModes)
self.timer!.fire()
}
func timerCallBack(timer: Timer!){
let info = timer.userInfo
print(info)
}
SimpleTimer (Swift 3.1)
Why?
This is a simple timer class in swift that enables you to:
Local scoped timer
Chainable
One liners
Use regular callbacks
Usage:
SimpleTimer(interval: 3,repeats: true){print("tick")}.start()//Ticks every 3 secs
Code:
class SimpleTimer {/*<--was named Timer, but since swift 3, NSTimer is now Timer*/
typealias Tick = ()->Void
var timer:Timer?
var interval:TimeInterval /*in seconds*/
var repeats:Bool
var tick:Tick
init( interval:TimeInterval, repeats:Bool = false, onTick:#escaping Tick){
self.interval = interval
self.repeats = repeats
self.tick = onTick
}
func start(){
timer = Timer.scheduledTimer(timeInterval: interval, target: self, selector: #selector(update), userInfo: nil, repeats: true)//swift 3 upgrade
}
func stop(){
if(timer != nil){timer!.invalidate()}
}
/**
* This method must be in the public or scope
*/
#objc func update() {
tick()
}
}
timer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(createEnemy), userInfo: nil, repeats: true)
And Create Fun By The Name createEnemy
fund createEnemy ()
{
do anything ////
}
In Swift 3 something like this with #objc:
func startTimerForResendingCode() {
let timerIntervalForResendingCode = TimeInterval(60)
Timer.scheduledTimer(timeInterval: timerIntervalForResendingCode,
target: self,
selector: #selector(timerEndedUp),
userInfo: nil,
repeats: false)
}
#objc func timerEndedUp() {
output?.timerHasFinishedAndCodeMayBeResended()
}
If you init method of timer
let timer = Timer(timeInterval: 3, target: self, selector: #selector(update(_:)), userInfo: [key : value], repeats: false)
func update(_ timer : Timer) {
}
then add it to loop using method other selector will not be called
RunLoop.main.add(timer!, forMode: .defaultRunLoopMode)
NOTE : If you are want this to repeat make repeats true and keep the reference of timer otherwise update method will not be called.
If you are using this method.
Timer.scheduledTimer(timeInterval: seconds, target: self, selector: #selector(update(_:)), userInfo: nil, repeats: true)
keep a reference for later use if repeats is true.
I tried to do in a NSObject Class and this worked for me:
DispatchQueue.main.asyncAfter(deadline: .now() + .milliseconds(300)) {
print("Bang!") }
NSTimer has been renamed to Timer in Swift 4.2.
this syntax will work in 4.2:
let timer = Timer.scheduledTimer(timeInterval: 1.0, target: self, selector: #selector(UIMenuController.update), userInfo: nil, repeats: true)
I have several timers in my app. I want the "main" timer to start, whenever I start another timer. So no matter what Timer I start the "main" timer also starts. The problem is just when I then press the other timers, it multiplies the "main" timer so it goes a lot faster. Can anyone help, please :-)
The startbutton is the "main" timer
#IBAction func hasStartButtonPressed(_ sender: Any) {
startButton.isHidden = true
pauseButton.isHidden = false
stopButton.isEnabled = true
stopWatchTimer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: (#selector(gameViewController.updateTime)), userInfo: nil, repeats: true)
}
#IBAction func hasHomeButtonPressed(_ sender: Any) {
homePossesion = Timer.scheduledTimer(timeInterval: 1, target: self, selector: (#selector(gameViewController.homeupdateTime)), userInfo: nil, repeats: true)
stopWatchTimer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: (#selector(gameViewController.updateTime)), userInfo: nil, repeats: true)
}
#IBAction func hasAwayButtonPressed(_ sender: Any) {
awayPossesion = Timer.scheduledTimer(timeInterval: 1, target: self, selector: (#selector(gameViewController.awayupdateTime)), userInfo: nil, repeats: true)
stopWatchTimer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: (#selector(gameViewController.updateTime)), userInfo: nil, repeats: true)
}
#IBAction func hasNeutralButtonPressed(_ sender: Any) {
neutralPossesion = Timer.scheduledTimer(timeInterval: 1, target: self, selector: (#selector(gameViewController.neutralupdateTime)), userInfo: nil, repeats: true)
stopWatchTimer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: (#selector(gameViewController.updateTime)), userInfo: nil, repeats: true)
}
private var stopWatchTimer: Timer? = nil {
willSet {
stopWatchTimer?.invalidate()
}
}
private func startStopWatch() {
if stopWatchTimer == nil {
stopWatchTimer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: (#selector(gameViewController.updateTime)), userInfo: nil, repeats: true)
} // else already running
}
private func stopStopWatch() {
stopWatchTimer = nil
}
#IBAction func hasStartButtonPressed(_ sender: Any) {
startButton.isHidden = true
pauseButton.isHidden = false
stopButton.isEnabled = true
startStopWatch()
}
I have a function that need to be called every x second. At the begining x = 5 but everytime it calls this function x need to decrement by a certain number. I know how to do it if x is constant:
override func didMoveToView(view: SKView) {
NSTimer.scheduledTimerWithTimeInterval(5, target: self, selector: Selector("function"), userInfo: nil, repeats: true)
}
func function(){
println("TEST")
}
How could I decrement the delay between each function calls each time it gets called?
I would change your code like this:
var timeDuration: NSTimeInterval = 5
override func didMoveToView(view: SKView) {
NSTimer.scheduledTimerWithTimeInterval(timeDuration, target: self, selector: Selector("function"), userInfo: nil, repeats: false)
}
func function(){
println("TEST")
timeDuration -= 1
if timeDuration > 0{
NSTimer.scheduledTimerWithTimeInterval(timeDuration, target: self, selector: Selector("function"), userInfo: nil, repeats: false)
}
}
This should work, have not tested it.
I tried
var timer = NSTimer()
timer(timeInterval: 0.01, target: self, selector: update, userInfo: nil, repeats: false)
But, I got an error saying
'(timeInterval: $T1, target: ViewController, selector: () -> (), userInfo: NilType, repeats: Bool) -> $T6' is not identical to 'NSTimer'
This will work:
override func viewDidLoad() {
super.viewDidLoad()
// Swift block syntax (iOS 10+)
let timer = Timer(timeInterval: 0.4, repeats: true) { _ in print("Done!") }
// Swift >=3 selector syntax
let timer = Timer.scheduledTimer(timeInterval: 0.4, target: self, selector: #selector(self.update), userInfo: nil, repeats: true)
// Swift 2.2 selector syntax
let timer = NSTimer.scheduledTimerWithTimeInterval(0.4, target: self, selector: #selector(MyClass.update), userInfo: nil, repeats: true)
// Swift <2.2 selector syntax
let timer = NSTimer.scheduledTimerWithTimeInterval(0.4, target: self, selector: "update", userInfo: nil, repeats: true)
}
// must be internal or public.
#objc func update() {
// Something cool
}
For Swift 4, the method of which you want to get the selector must be exposed to Objective-C, thus #objc attribute must be added to the method declaration.
Repeated event
You can use a timer to do an action multiple times, as seen in the following example. The timer calls a method to update a label every half second.
Here is the code for that:
import UIKit
class ViewController: UIViewController {
var counter = 0
var timer = Timer()
#IBOutlet weak var label: UILabel!
// start timer
#IBAction func startTimerButtonTapped(sender: UIButton) {
timer.invalidate() // just in case this button is tapped multiple times
// start the timer
timer = Timer.scheduledTimer(timeInterval: 0.5, target: self, selector: #selector(timerAction), userInfo: nil, repeats: true)
}
// stop timer
#IBAction func cancelTimerButtonTapped(sender: UIButton) {
timer.invalidate()
}
// called every time interval from the timer
func timerAction() {
counter += 1
label.text = "\(counter)"
}
}
Delayed event
You can also use a timer to schedule a one time event for some time in the future. The main difference from the above example is that you use repeats: false instead of true.
timer = Timer.scheduledTimer(timeInterval: 2.0, target: self, selector: #selector(delayedAction), userInfo: nil, repeats: false)
The above example calls a method named delayedAction two seconds after the timer is set. It is not repeated, but you can still call timer.invalidate() if you need to cancel the event before it ever happens.
Notes
If there is any chance of starting your timer instance multiple times, be sure that you invalidate the old timer instance first. Otherwise you lose the reference to the timer and you can't stop it anymore. (see this Q&A)
Don't use timers when they aren't needed. See the timers section of the Energy Efficiency Guide for iOS Apps.
Related
How to work with dates and time in Swift
Updated to Swift 4, leveraging userInfo:
class TimerSample {
var timer: Timer?
func startTimer() {
timer = Timer.scheduledTimer(timeInterval: 5.0,
target: self,
selector: #selector(eventWith(timer:)),
userInfo: [ "foo" : "bar" ],
repeats: true)
}
// Timer expects #objc selector
#objc func eventWith(timer: Timer!) {
let info = timer.userInfo as Any
print(info)
}
}
As of iOS 10 there is also a new block based Timer factory method which is cleaner than using the selector:
_ = Timer.scheduledTimer(withTimeInterval: 5, repeats: false) { timer in
label.isHidden = true
}
Swift 5
I personally prefer the Timer with the block closure:
Timer.scheduledTimer(withTimeInterval: 1, repeats: false) { (_) in
// TODO: - whatever you want
}
Swift 3, pre iOS 10
func schedule() {
DispatchQueue.main.async {
self.timer = Timer.scheduledTimer(timeInterval: 20, target: self,
selector: #selector(self.timerDidFire(timer:)), userInfo: nil, repeats: false)
}
}
#objc private func timerDidFire(timer: Timer) {
print(timer)
}
Swift 3, iOS 10+
DispatchQueue.main.async {
self.timer = Timer.scheduledTimer(withTimeInterval: 20, repeats: false) { timer in
print(timer)
}
}
Notes
It needs to be on the main queue
Callback function can be public, private, ...
Callback function needs to be #objc
Check with:
Swift 2
var timer = NSTimer.scheduledTimerWithTimeInterval(0.01, target: self, selector: Selector("update"), userInfo: nil, repeats: true)
Swift 3, 4, 5
var timer = Timer.scheduledTimer(timeInterval: 0.01, target: self, selector: #selector(self.update), userInfo: nil, repeats: true)
You will need to use Timer instead of NSTimer in Swift 3.
Here is an example:
Timer.scheduledTimer(timeInterval: 1,
target: self,
selector: #selector(YourController.update),
userInfo: nil,
repeats: true)
// #objc selector expected for Timer
#objc func update() {
// do what should happen when timer triggers an event
}
First declare your timer
var timer: Timer?
Then add line in viewDidLoad() or in any function you want to start the timer
timer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(action), userInfo: nil, repeats: false)
This is the func you will callback it to do something it must be #objc
#objc func action () {
print("done")
}
for swift 3 and Xcode 8.2
(nice to have blocks, but if You compile for iOS9 AND want userInfo):
...
self.timer = Timer(fireAt: fire,
interval: deltaT,
target: self,
selector: #selector(timerCallBack(timer:)),
userInfo: ["custom":"data"],
repeats: true)
RunLoop.main.add(self.timer!, forMode: RunLoopMode.commonModes)
self.timer!.fire()
}
func timerCallBack(timer: Timer!){
let info = timer.userInfo
print(info)
}
SimpleTimer (Swift 3.1)
Why?
This is a simple timer class in swift that enables you to:
Local scoped timer
Chainable
One liners
Use regular callbacks
Usage:
SimpleTimer(interval: 3,repeats: true){print("tick")}.start()//Ticks every 3 secs
Code:
class SimpleTimer {/*<--was named Timer, but since swift 3, NSTimer is now Timer*/
typealias Tick = ()->Void
var timer:Timer?
var interval:TimeInterval /*in seconds*/
var repeats:Bool
var tick:Tick
init( interval:TimeInterval, repeats:Bool = false, onTick:#escaping Tick){
self.interval = interval
self.repeats = repeats
self.tick = onTick
}
func start(){
timer = Timer.scheduledTimer(timeInterval: interval, target: self, selector: #selector(update), userInfo: nil, repeats: true)//swift 3 upgrade
}
func stop(){
if(timer != nil){timer!.invalidate()}
}
/**
* This method must be in the public or scope
*/
#objc func update() {
tick()
}
}
timer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(createEnemy), userInfo: nil, repeats: true)
And Create Fun By The Name createEnemy
fund createEnemy ()
{
do anything ////
}
In Swift 3 something like this with #objc:
func startTimerForResendingCode() {
let timerIntervalForResendingCode = TimeInterval(60)
Timer.scheduledTimer(timeInterval: timerIntervalForResendingCode,
target: self,
selector: #selector(timerEndedUp),
userInfo: nil,
repeats: false)
}
#objc func timerEndedUp() {
output?.timerHasFinishedAndCodeMayBeResended()
}
If you init method of timer
let timer = Timer(timeInterval: 3, target: self, selector: #selector(update(_:)), userInfo: [key : value], repeats: false)
func update(_ timer : Timer) {
}
then add it to loop using method other selector will not be called
RunLoop.main.add(timer!, forMode: .defaultRunLoopMode)
NOTE : If you are want this to repeat make repeats true and keep the reference of timer otherwise update method will not be called.
If you are using this method.
Timer.scheduledTimer(timeInterval: seconds, target: self, selector: #selector(update(_:)), userInfo: nil, repeats: true)
keep a reference for later use if repeats is true.
I tried to do in a NSObject Class and this worked for me:
DispatchQueue.main.asyncAfter(deadline: .now() + .milliseconds(300)) {
print("Bang!") }
NSTimer has been renamed to Timer in Swift 4.2.
this syntax will work in 4.2:
let timer = Timer.scheduledTimer(timeInterval: 1.0, target: self, selector: #selector(UIMenuController.update), userInfo: nil, repeats: true)