I'm kind of at a wall of what to do, the program runs, but the timer.invalidate() does not work? Any tips are welcome.
I worked with this program in the past and worked through it and the timer.invalidate() worked flawlessly. I do not believe that it has to do with the fact that I put it into a function because before it wasn't working when I was just typing "timer.invalidate()" instead of "stop()"
Whenever I click the button Cancel on the iOS simulator it just resets it back to 0, but keeps counting.
Thanks in advance.
import UIKit
class ViewController: UIViewController {
var timer = NSTimer()
var count = 0
#IBOutlet weak var timeDisplay: UILabel!
#IBAction func playButton(sender: AnyObject) {
//play button
var timer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: Selector("result"), userInfo: nil, repeats: true)
}
#IBAction func resetTimer(sender: AnyObject) {
//cancel button
stop()
count = 0
timeDisplay.text = "0"
}
#IBAction func pauseButton(sender: AnyObject) {
stop()
}
func result() {
count++
timeDisplay.text = String(count)
}
func stop () {
timer.invalidate()
}
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
In playButton() you are defining another timer, that can't be invalidated from outside this function - so by calling timer.invalidate() you invalidate just var timer = NSTimer() which doesn't carry any set timer in it.
So replace
var timer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: Selector("result"), userInfo: nil, repeats: true)
with
timer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: Selector("result"), userInfo: nil, repeats: true)
Related
I'm not sure where I did wrong. I don't see any error, but the count isn't increasing.
#IBOutlet weak var myTimerLabel: UILabel!
let myTimer = Timer()
#objc func myTestFunc() {
var count = 0
count+=1
myTimerLabel.text = String(count)
}
override func viewDidLoad() {
Timer.scheduledTimer(timeInterval: 1.0, target: self, selector: #selector
(myTestFunc), userInfo: nil, repeats: true)
}
Its not increasing because each time myTestFunc() called, it reinitialize the count variable with zero. So, declare count variable outside myTestFunc().
You have to make structure in right way
check this:
#IBOutlet weak var myTimerLabel: UILabel!
let myTimer = Timer()
var count = 0
//MARK: - view did load
override func viewDidLoad() {
Timer.scheduledTimer(timeInterval: 1.0, target: self, selector: #selector (myTestFunc), userInfo: nil, repeats: true)
}
//TODO:- here implement your funtion
#objc func myTestFunc() {
count+=1
myTimerLabel.text = String(count)
// if you want to stop your timer
myTimer.invalidate()
}
Good luck
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var imageView: UIImageView!
var timer = Timer.scheduledTimer(timeInterval: 2, target: self, selector: #selector(ViewController.runTimedCode), userInfo: nil, repeats: true)
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#objc func runTimedCode() {
imageView.image = UIImage(named: "card10")
}
}
This code gives me the message "unrecognized selector sent to instance" but i do not know what the problem is. Can someone please help me? :)
Try this instead:
class ViewController: UIViewController {
#IBOutlet weak var imageView: UIImageView!
var timer: Timer? = nil
override func viewDidLoad() {
super.viewDidLoad()
timer = Timer.scheduledTimer(timeInterval: 2, target: self, selector: #selector(ViewController.runTimedCode), userInfo: nil, repeats: true)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#objc func runTimedCode() {
imageView.image = UIImage(named: "card10")
}
}
you have to call the function like bellow.
var timer:Timer?
override func viewDidLoad(){
super.viewDidLoad()
timer = Timer.scheduledTimer(timeInterval: 1.0, target: self, selector: #selector(self.runTimedCode), userInfo: nil, repeats: true)
}
#objc func runTimedCode(){
print("timer is calling")
}
So the timer works once but after the first time it doesnt work anymore... What's the problem and how can it be fixed? Thanks!
override func viewDidLoad() {
super.viewDidLoad()
let myTimer : Timer = Timer.scheduledTimer(timeInterval: 7, target: self, selector: (selector: "functionOne"), userInfo: nil, repeats: true)
}
}
func functionOne()
{
print("hello")
}
Try this code:
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
Timer.scheduledTimer(timeInterval: 7.0, target: self, selector: #selector(functionOne), userInfo: nil, repeats: true)
}
func functionOne () {
print("hello")
}
Output:
I am trying to create a stopwatch app, for some reason when I press the start button in the app, instead of it going, 1,2,3,4,5 etc. It shows this '<'. I have gone over the code but I can find nothing.
class ViewController: UIViewController {
var timer = NSTimer()
var time = 0
func result() {
time + 1
timeLabel.text = "\(timer)"
}
#IBOutlet var timeLabel: UILabel!
#IBAction func stop(sender: AnyObject) {
timer.invalidate()
time = 0
timeLabel.text = "0"
}
#IBAction func timeButton(sender: AnyObject) {
timer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: Selector("result"), userInfo: nil, repeats: true)
}
}
You have a typo: timeLabel.text = "\(timer)" should be timeLabel.text = "\(time)".
Also, time + 1 should be time += 1. With those changes, the following code works:
class ViewController: UIViewController {
var timer = NSTimer()
var time = 0
func result() {
time += 1
timeLabel.text = "\(time)"
}
#IBOutlet var timeLabel: UILabel!
#IBAction func stop(sender: AnyObject) {
timer.invalidate()
time = 0
timeLabel.text = "0"
}
#IBAction func timeButton(sender: AnyObject) {
timer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: #selector(result), userInfo: nil, repeats: true)
}
}
I am creating a timer inside my ViewController. After it fires once, the program ceases to respond to any further UI events.
I create the timer inside of ViewDidLoad() with:
NSTimer.scheduledTimerWithTimeInterval(1.0, target: self, selector: "initTimerFired", userInfo: nil, repeats: false)
with timer function (defined as method of ViewController):
func initTimerFired(){
println("Timer fired")
}
It successfully fires, but thereafter the program hangs and does not respond to UI events. If I set repeat = true then it runs a couple of times before quitting with EXC_BAD_ACCESS.
I have looked at many different answers and examples, and I can't see what I am doing wrong.
I am running this on an iOS simulator, using xcode 6.1.
Here is an update. Thanks to the suggestions and code provided in the first answer, I have something working. However, my code, which looks to me to be the same, does not work. In order to implement things within the context of a larger project, I want to know how to avoid the errors I am seeing. For instance, this works:
class ViewController: UIViewController {
#IBOutlet weak var strConsole: UILabel!
override func viewDidLoad() {
super.viewDidLoad()
initTaskManager()
}
func initTaskManager(){
let taskManager = NSTimer.scheduledTimerWithTimeInterval(1.0, target: self, selector: "updateTask", userInfo: nil, repeats: true)
}
func updateTask(){
self.strConsole.text = "\(strConsole.text!)Abc"
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
}
But this version does not. Only the function names have changed!:
class ViewController: UIViewController {
#IBOutlet weak var strConsole: UILabel!
override func viewDidLoad() {
super.viewDidLoad()
initTimer()
}
func initTimer(){
let timer1 = NSTimer.scheduledTimerWithTimeInterval(1.0, target: self, selector: "initTimerFired", userInfo: nil, repeats: true)
}
func initTimerFired(){
self.strConsole.text = "\(strConsole.text!)Abc"
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
}
Do not use: initTimerFired, change to something else like: handleTimer,
init as a prefix of the function name may confuse Xcode
See here:
https://developer.apple.com/library/ios/documentation/swift/conceptual/buildingcocoaapps/InteractingWithObjective-CAPIs.html
you have to do like this:
import UIKit
import AVFoundation
class ViewController: UIViewController {
#IBOutlet weak var strConsole: UILabel!
func startTaskManager(){
let taskManager = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: "updateTask", userInfo: nil, repeats: true)
}
func updateTask(){
self.strConsole.text = "\(strConsole.text!)Abc"
}
override func viewDidLoad() {
super.viewDidLoad()
startTaskManager()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
}