I have the following method to update a label which show a simple time up
-(void)updateTimeLabel:(NSTimer *)timer{
NSInteger secondsSinceStart = (NSInteger)[[NSDate date] timeIntervalSinceDate:_startTime];
NSInteger seconds = secondsSinceStart % 60;
NSInteger minutes = (secondsSinceStart / 60) % 60;
NSInteger hours = secondsSinceStart / (60 * 60);
NSString *result = nil;
if (hours > 0) {
result = [NSString stringWithFormat:#"%02d:%02d:%02d", hours, minutes, seconds];
}
else {
result = [NSString stringWithFormat:#"%02d:%02d", minutes, seconds];
}
_totalTime = result;
_totalTimeLabel.text = result;
}
I then call this as the action to a button:
-(IBAction) startTimer{
_startTime = [NSDate date];
_walkRouteTimer = [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:#selector(updateTimeLabel:) userInfo:nil repeats:YES];
[_walkRouteTimer fire];
}
But when I run the app I get a bad access error and the app crashes, can anyone help me with this?
Thanks in advance
Are you using ARC? If not, _startTime = [NSDate date]; this line will cause your problem. [NSDate date] returned an autorelease object and _startTime will not hold it if you are not using ARC(or using ARC but declared _startTime as weak).
If so, try to add a retain to it
-(IBAction) startTimer{
//_startTime = [NSDate date]
_startTime = [[NSDate date] retain];
_walkRouteTimer = [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:#selector(updateTimeLabel:) userInfo:nil repeats:YES];
[_walkRouteTimer fire];
}
And when you finished your timer, after calling of [_walkRouteTimer invalidate], call [_startTime release].
Or even simpler, if you use property for startTime and declared it as retain. Just use dot notation:
-(IBAction) startTimer{
//_startTime = [NSDate date]
self.startTime = [NSDate date];
_walkRouteTimer = [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:#selector(updateTimeLabel:) userInfo:nil repeats:YES];
[_walkRouteTimer fire];
}
...
//After [_walkRouteTimer invalidate]
self.startTime = nil;
Try adding an exception breakpoint to see which line is crashing:
1) Click on the breakpoint tab (second from the right)... kinda looks like a right pointing arrow or "next" button
2) Click on the "+" in the bottom left corner of the tab menu
3) Select "Add Exception Breakpoint"
4) (Optional) Select "Exception" drop down and change to "Objective-C"
5) Select "Done"
6) Run your code again and try to generate the crash... when you do, it will hopefully be caught by this breakpoint, and you'll see which line is crashing and be able to fix it
Good luck
Related
I have no idea what is happening. I am trying to make a timer that works by comparing dates. When I start the timer, sometimes it works and then randomly stops, and sometimes it just returns the value of the timeInterval. It seems to only work correctly when the time interval is negative. This is my method:
-(IBAction)startTimer:(id)sender{
if (timer == nil) {
[startButton setTitle:#"Start" forState:UIControlStateNormal];
timer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(timerAction:) userInfo:nil repeats:YES];
date = [NSDate dateWithTimeIntervalSinceNow:testTask.timeInterval]; //instance variable
} else {
[startButton setTitle:#"Stop" forState:UIControlStateNormal];
[timer invalidate];
timer = nil;
}
}
-(void)timerAction:(NSTimer *)t
{
NSDate *currentDate = [NSDate date];
NSTimeInterval updatedTimeInterval = [date timeIntervalSinceDate:currentDate];
if (updatedTimeInterval > 0){
if (self.timer)
{
[self timerExpired];
[self.timer invalidate];
self.timer = nil;
}
}
else
{
testTask.timeInterval = updatedTimeInterval;
NSLog(#"%.2f", testTask.timeInterval);
NSError *error;
if (![self.context save:&error]) {
NSLog(#"couldn't save: %#", [error localizedDescription]);
}
}
NSUInteger seconds = (NSUInteger)round(testTask.timeInterval);
NSString *string = [NSString stringWithFormat:#"%02u:%02u:%02u",
seconds / 3600, (seconds / 60) % 60, seconds % 60];
timerLabel.text = string;
NSLog(#"%f", testTask.timeInterval);
}
You're subtracting the later date, currentDate, from the earlier date. I told you to do it the other way around: [[NSDate date] timeIntervalSinceDate:date]
There's a reason timeIntervalSinceNow is not called timeIntervalUntilNow...
Also known as: the time elapsed since now is negative if the date in question is earlier than the current date/time. It would be positive if the date was later in time than the current date. (Just a bit of logic and/or English semantics :))
Earlier date Current date
^ ^
+------------------+
since now: (earlier date) - (current date)... that's < 0
I am new to iOS programming. I am working on words matching game. In this game I need to implement time counter which shows minutes and seconds. I want when my game is started my timer to start with 3 minutes. Now I want to decrease this timer in reverse direction with seconds. my code just work for seconds..here is my code:
secondsLeft--;
int seconds = (secondsLeft %3600) % 60;
Timerlbl.text = [NSString stringWithFormat:#"%02d",seconds];
if (seconds==0)
{
UIAlertView *pAlert = [[UIAlertView alloc]initWithTitle:#"Sorry!!"
message:#"TimeOver" delegate:self cancelButtonTitle:#"OK"
otherButtonTitles:#"Cancel",nil];
[pAlert show];
[pAlert release];
}
}
In Viewdidload i call it through timer..
countDown=[NSTimer scheduledTimerWithTimeInterval:5.0 target:self
selector:#selector(TimeOver) userInfo:nil repeats:YES];
pleas any one guide me how can i do it in both minutes and seconds.
You can do it like this(ARC Enabled):-
#interface ViewController()
{
UILabel *progress;
NSTimer *timer;
int currMinute;
int currSeconds;
}
#end
#implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
progress=[[UILabel alloc] initWithFrame:CGRectMake(80, 15, 100, 50)];
progress.textColor=[UIColor redColor];
[progress setText:#"Time : 3:00"];
progress.backgroundColor=[UIColor clearColor];
[self.view addSubview:progress];
currMinute=3;
currSeconds=00;
// Do any additional setup after loading the view, typically from a nib.
}
-(void)start
{
timer=[NSTimer scheduledTimerWithTimeInterval:1 target:self selector:#selector(timerFired) userInfo:nil repeats:YES];
}
-(void)timerFired
{
if((currMinute>0 || currSeconds>=0) && currMinute>=0)
{
if(currSeconds==0)
{
currMinute-=1;
currSeconds=59;
}
else if(currSeconds>0)
{
currSeconds-=1;
}
if(currMinute>-1)
[progress setText:[NSString stringWithFormat:#"%#%d%#%02d",#"Time : ",currMinute,#":",currSeconds]];
}
else
{
[timer invalidate];
}
}
I know this is old question, but I want to share my way to achieve this. We have method (timeIntervalSinceDate:) to calculate the interval and have fixed amount of seconds to count down. In my case 300 s.
UPDATE JULY, 2015 SWIFT
#IBAction func startTimer(sender: UIButton) {
sender.selected = !sender.selected;
//if selected fire timer, otherwise stop
if (sender.selected) {
self.timer = NSTimer.scheduledTimerWithTimeInterval(0.1, target: self, selector: Selector("updateTimer"), userInfo: nil, repeats: true);
self.startDate = NSDate();
} else {
self.stopTimer();
}
}
func stopTimer() {
self.timer.invalidate();
}
func updateTimer() {
// Create date from the elapsed time
var currentDate:NSDate = NSDate();
var timeInterval:NSTimeInterval = currentDate.timeIntervalSinceDate(self.startDate!);
//300 seconds count down
var timeIntervalCountDown = 300 - timeInterval;
var timerDate:NSDate = NSDate(timeIntervalSince1970: timeIntervalCountDown);
// Create a date formatter
var dateFormatter = NSDateFormatter();
dateFormatter.dateFormat = "mm:ss";
dateFormatter.timeZone = NSTimeZone(forSecondsFromGMT: 0);
// Format the elapsed time and set it to the label
var timeString = dateFormatter.stringFromDate(timerDate);
self.timerLabel?.text = timeString;
}
Working github swift sample project
Objective-C
- (void)updateTimer
{
// Create date from the elapsed time
NSDate *currentDate = [NSDate date];
NSTimeInterval timeInterval = [currentDate
timeIntervalSinceDate:self.startDate];
NSLog(#"time interval %f",timeInterval);
//300 seconds count down
NSTimeInterval timeIntervalCountDown = 300 - timeInterval;
NSDate *timerDate = [NSDate
dateWithTimeIntervalSince1970:timeIntervalCountDown];
// Create a date formatter
NSDateFormatter *dateFormatter = [[NSDateFormatter alloc] init];
[dateFormatter setDateFormat:#"mm:ss"];
[dateFormatter setTimeZone:[NSTimeZone timeZoneForSecondsFromGMT:0.0]];
// Format the elapsed time and set it to the label
NSString *timeString = [dateFormatter stringFromDate:timerDate];
self.stopWatch.text = timeString;
}
- (void)stopTimer
{
[self.stopWatchTimer invalidate];
self.stopWatchTimer = nil;
[self updateTimer];
}
- (void)startTimer
{
if (self.stopWatchTimer) {
[self.stopWatchTimer invalidate];
self.stopWatchTimer = nil;
}
self.startDate = [NSDate date];
// Create the stop watch timer that fires every 100 ms
self.stopWatchTimer = [NSTimer scheduledTimerWithTimeInterval:1.0/10.0
target:self
selector:#selector(updateTimer)
userInfo:nil
repeats:YES];
}
UPDATE:
it is extremely expensive to create a NSDateFormatter each time you pass through updateTimer. Far better to create the NSDateFormatter outside the loop and reuse it. Credits: #siburb
In .h file
IBOutlet UILabel* lblTimer;
NSTimer* gameTimer;
In .m file
-(void)viewDidLoad
{
[super viewDidLoad];
[self createTimer];
}
- (void)createTimer
{
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
NSRunLoop* runLoop = [NSRunLoop currentRunLoop];
gameTimer = [[NSTimer timerWithTimeInterval:1.00 target:self selector:#selector(timerFired:) userInfo:nil repeats:YES] retain];
[[NSRunLoop currentRunLoop] addTimer:gameTimer forMode:NSDefaultRunLoopMode];
timeCount = 20;
[runLoop run];
[pool release];
}
- (void)timerFired:(NSTimer *)timer
{
if(timeCount == 0)
{
[self timerExpired];
}
else
{
timeCount--;
if(timeCount == 0) {
[timer invalidate];
[self timerExpired];
}
}
lblTimer.text = [NSString stringWithFormat:#"%02d:%02d",timeCount/60, timeCount % 60];
self.title = lblTimer.text;
}
Bind the above Label Outlet with Label in View.
It is working correctly with Me
Simple and less code in Objective-C,
in .h file create objects for Timer and totalSeconds
NSTimer *timer;
int totalSeconds;
.m file
//you can call this method where you want
[self startTimer];
-(void)startOtpTimer {
totalSeconds = 120;//your time
timer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self
selector:#selector(updateCountDownTime) userInfo:nil repeats:YES];
}
-(void)updateCountDownTime {
[self populateLabelwithTime:totalSeconds];
if( totalSeconds != 0) {
totalSeconds -= 1;
} else {
[timer invalidate];//stop timer
self.timeLabel.text = #"";//after reach 0 you can set empty string
}
}
- (void)populateLabelwithTime:(int)seconds {
self.timeLabel.text = [NSString stringWithFormat:#"%02d", totalSeconds];
}
You can use NSTimer to achieve this.
I have created a custom class which show time date formatter and I need a timer like method to update the seconds, so here is my code :
CustomClass.m
- (NSString *) showLocaleTime {
NSDateFormatter *timeFormater = [[NSDateFormatter alloc] init];
timeFormater = [setDateFormat:#"HH:mm:ss "];
NSString *currDay = [timeFormater stringFromDate:[NSDate date]];
currDay = [NSString stringWithFormat:#"%#",currDay];
[timeFormater release];
return timer;
}
- (void) updateLocaleTime {
[NSTimer scheduledTimerWithTimeInterval:0.5 target:self selector:#selector(showLocaleTime) userInfo:nil repeats:YES];
}
viewController.m :
CustomClass *time = [[CustomClass alloc]init];
label.text = [time showLocaleTime];
[time updateLocaleTime];
But the problem is the updateLocaleTime does not call to update seconds ! am I missing something ?
Thanks
Instead of calling updateLocaleTime in CustomClass, just start the timer in the view controller itself.
[NSTimer scheduledTimerWithTimeInterval:0.5 target:self selector:#selector(updateLocaleTime) userInfo:nil repeats:YES];
Add updateLocaleTime method to the viewController
- (void) updateLocaleTime {
CustomClass *time = [[CustomClass alloc]init];
label.text = [time showLocaleTime];
[time release];
}
But here we are allocating and releasing the CustomClass again and again for every 0.5 seconds. Instead you declare it as class member, in .h file and allocate that in viewDidLoad.
So no need to allocate in updateLocaleTime method. Also release that time in viewDidUnload method.
Where do you update the label text, after computing the new time? (You compute then new time but the it falls on the floor.)
Eg, add label.text = timer; to your showLocalTime method, and skip returning timer.
I have an array and every object of the array is with 2 objects:
double = time in miliseconds
nsstring = string to print
and i want that my app will scan the array and when it will come to the time of the miliseconds it will print the nsstring.
Alright, I assume the objects are called MyObject, and the array is called objectArray, so try this:
- (void)checkArrayForTimes; {
float epsilon = 0.1;
NSDate * currentTime = [NSDate date];
float milliseconds = [currentTime timeIntervalSinceDate:startTime];
milliseconds -= (int)milliseconds; // This mods out all of the seconds so you are only working with milliseconds.
for(MyObject * myObject in objectArray){
if(fabs(myObject.time - milliseconds) < epsilon){
NSLog(#"%#", myObject.string);
}
}
}
In your .h file, add the line:
NSDate * startDate;
Then, in your viewDidLoad: method, add the lines:
// Note, you can change the 0.05 to fit your needs.
startDate = [[NSDate date] retain];
[NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:#selector(checkArrayForTimes) userInfo:nil repeats:YES];
(Note:, you may need to use a NSDateFormatter to get an NSDate with 0 milliseconds.) Finally, in your dealloc method, add:
[startDate release];
Hope that Helps!
hello
I am developing small gameApp.
I need to pause the timer,when user goes to another view [say settings view].
when user comes back to that view , I need to resume the timer.
can anybody solve this issue ...
Thanks in Advance...
NSTimer does not give you the ability to pause it. However, with a few simple variables, you can create the effect yourself:
NSTimer *timer;
double timerInterval = 10.0;
double timerElapsed = 0.0;
NSDate *timerStarted;
-(void) startTimer {
timer = [NSTimer scheduledTimerWithTimeInterval:(timerInterval - timerElapsed) target:self selector:#selector(fired) userInfo:nil repeats:NO];
timerStarted = [NSDate date];
}
-(void) fired {
[timer invalidate];
timer = nil;
timerElapsed = 0.0;
[self startTimer];
// react to timer event here
}
-(void) pauseTimer {
[timer invalidate];
timer = nil;
timerElapsed = [[NSDate date] timeIntervalSinceDate:timerStarted];
}
This has been working out quite well for me.
You can't pause a timer. However, when the user goes to the settings view, you can save the fireDate of the timer and also the current date. After this you invalidate the timer and let the user do his/her stuff.
Once he/she switches back to the game, you create a new timer object and set the fire date to the old fire date plus the time the user was in the menu (oldTime + currentTime).
you can use this code to implement pause and resume functionality in NSTimer
//=========new timer update method=============
-(void) updateTimer {
NSDate *currentDate = [NSDate date];
NSTimeInterval timeInterval = [currentDate timeIntervalSinceDate:startDate];
NSDate *timerDate = [NSDate dateWithTimeIntervalSince1970:timeInterval];
NSDateFormatter *dateFormatter = [[NSDateFormatter alloc] init];
[dateFormatter setDateFormat:#"mm:ss.S"];
[dateFormatter setTimeZone:[NSTimeZone timeZoneForSecondsFromGMT:0.0]];
NSString *timeString = [dateFormatter stringFromDate:timerDate];
lblMessage.text = timeString;
pauseTimeInterval = timeInterval;
}
-(IBAction) startBtnPressed:(id)sender
{
//=============================new update with start pause==================
if(running == NO) {
running = YES;
startDate = [NSDate date] ;
startDate = [[startDate dateByAddingTimeInterval:((-1)*(pauseTimeInterval))] retain];
stopWatchTimer = [NSTimer scheduledTimerWithTimeInterval:1.0/10.0 target:self selector:#selector(updateTimer) userInfo:nil repeats:YES];
}
else {
running = NO;
[stopWatchTimer invalidate];
stopWatchTimer = nil;
[self updateTimer];
}
}
declare in .h file NSDate startDate;
NSTimeInterval pauseTimeinterval;
and in viewdidload pausetimeInterval=0.0; good luck
You can't pause an NSTimer. You can, however invalidate it and create a new one when needed.
on Start -
startNewCapture = [NSDate date];
on Pause -
captureSessionPauseDate = [NSDate date];
captureSessionTimeInterval = [captureSessionPauseDate timeIntervalSinceDate:startNewCapture];
on Resume -
NSDate *dateNow = [NSDate date];
startNewCapture = [NSDate dateWithTimeInterval:-captureSessionTimeInterval sinceDate:dateNow];
- (IBAction)pauseResumeTimer:(id)sender {
if (timerRunning == NO) {
timerRunning = YES;
[pauseTimerBtn setTitle:#"Resume" forState:UIControlStateNormal];
NSString *stringVal = [NSString stringWithFormat:#"%#",timeTxt.text];
stringVal = [stringVal stringByReplacingOccurrencesOfString:#":" withString:#"."];
float tempFloatVal = [stringVal floatValue];
int minuteValue = floorf(tempFloatVal);
float tempSecVal = [stringVal floatValue] - floorf(tempFloatVal);
int secondVal = tempSecVal*100;
minuteValue = minuteValue*60;
oldTimeValue = minuteValue + secondVal;
[timer invalidate];
timer = nil;
}
else
{
timerRunning = NO;
[pauseTimerBtn setTitle:#"Pause" forState:UIControlStateNormal];
startDate = [NSDate date];
timer = [NSTimer scheduledTimerWithTimeInterval:0.25 target:self selector:#selector(timer:) userInfo:nil repeats:YES];
}
}
- (void)runTimer:(NSTimer *)timer {
NSInteger secondsAtStart = (NSInteger)[[NSDate date] timeIntervalSinceDate:startDate];
secondsAtStart = secondsAtStart + oldTimeValue;
NSInteger seconds = secondsAtStart % 60;
NSInteger minutes = (secondsAtStart / 60) % 60;
NSInteger hours = secondsAtStart / (60 * 60);
NSString *result = nil;
result = [NSString stringWithFormat:#"%02ld:%02ld",(long)minutes,(long)seconds];
timeTxt.text = result;
}
Did you end up figuring it out? I saw that you said that you cannot invalidate your timer when you go into another view. Can you explain what you mean by that? NSTimers cannot be paused, and methods to simulate pausing them usually involve invalidating them. You can then simulate "unpausing" by creating a new timer that will then start up again. This will simulate a timer being paused and unpaused.
For people who would like a potentially more convenient method, I wrote a controller class that can conveniently handle pausing and unpausing timers. You can find it here: https://github.com/LianaChu/LCPausableTimer
You can use the controller class that I wrote to create new timers, and then you can pause and unpause the timers by call the methods "pauseTimer" and "unpauseTimer" on the controller class.
I would greatly appreciate any comments or feedback like how you used it, what changes you would like to see, or any features you would like me to add. Please don't hesitate to reply with your comments here, or post on the issues tab on the Github page.