I want to make a "downloading" uilabel whose label text will change dynamically when I call the method "updating":
self.checkingArray = [NSArray arrayWithObjects:#"download", #"download.", #"download..", #"download...",
nil];
- (void) updating
{
NSTimer *timer = [NSTimer scheduledTimerWithTimeInterval:0.5 target:self selector:#selector(changeText) userInfo:nil repeats:YES];
}
- (void) changeText
{
checkLabel.text = [self.checkingArray objectAtIndex:curCheckingState];
self.curCheckingState++;
if (self.curCheckingState >= 4) {
self.curCheckingState = 0;
}
But the label text stay with the text "download...", I want to know how to achieve my purpose?
Implement this:
- (void) updating
{
NSTimer *timer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(changeText) userInfo:nil repeats:YES];
}
- (void) changeText
{
static unsigned char state = 0;
checkLabel.text = [self.checkingArray objectAtIndex:state];
if(state < 3) state++;
else state = 0;
}
Do this:
self.checkingArray = [NSArray arrayWithObjects:#"download", #"download.", #"download..", #"download...",
nil];
self.curCheckingState = 0;
- (void) updating
{
//change timer time interval if needed
NSTimer *timer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(changeText) userInfo:nil repeats:YES];
}
- (void) changeText
{
checkLabel.text = [self.checkingArray objectAtIndex:self.curCheckingState];
if (self.curCheckingState == 3) //depending on [array count]-1
{
self.curCheckingState = 0;
}
else
{
self.curCheckingState++;
}
}
Related
I have the following problem: I have an NSArray that contains 5 objects. I want to display each item for 2 seconds using NSTimer, and release the timer after displaying the last item in the array.
Country = [NSArray arrayWithObjects:#"Aus",#"India",#"Pak",#"China",#"Japan", nil];
cntcount = [Country count];
NSLog(#"concount=%i", cntcount);
[NSTimer scheduledTimerWithTimeInterval:2.0 target:self selector:#selector(startTime) userInfo:nil repeats:YES];
But I'm not getting another step. What should I do in the starttime() function? Please help!
//
// AppViewController.m
// NSTimerExample
//
#import "AppViewController.h"
#interface AppViewController ()
#end
#implementation AppViewController
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
Country = [NSArray arrayWithObjects:
#"Aus", #"India", #"Pak", #"China", #"Japan", nil];
tempValue = 0;
NSTimer *popupTimer = [NSTimer scheduledTimerWithTimeInterval:2.0
target:self
selector:#selector(startTime:)
userInfo:nil
repeats:YES];
NSRunLoop *runner = [NSRunLoop currentRunLoop];
[runner addTimer:popupTimer forMode:NSDefaultRunLoopMode];
}
- (void)startTime:(NSTimer *)theTimer {
int cntcount = [Country count];
if(tempValue < cntcount) {
NSString *objectName = [Country objectAtIndex:tempValue];
NSLog(#"objectName=%#", objectName);
tempValue++;
} else {
[theTimer invalidate];
theTimer = nil;
// or you can reset tempValue to 0.
}
}
After displaying the last item I want to release timer as it is no longer needed, but I'm getting and EXC_BAD_ACCESS exception.
Do like this,
In .h
int tempValue;
In .m
tempValue=0;
NSTimer *popupTimer = [NSTimer scheduledTimerWithTimeInterval:2.0 target:self selector:#selector(startTime:) userInfo:nil repeats:YES];;
NSRunLoop *runner = [NSRunLoop currentRunLoop];
[runner addTimer:popupTimer forMode: NSDefaultRunLoopMode];
In timer action method:
-(void)startTime:(NSTimer*)theTimer {
if(tempValue< Country.count) {
// Display array object eg: label.text=[Country objectAtIndex:tempValue];
tempValue++;
} else {
[theTimer invalidate];
theTimer=nil;
// or you can reset the tempValue into 0.
}
}
#import "AppViewController.h"
#interface AppViewController ()
#end
#implementation AppViewController
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
Country=[[NSArray alloc]initWithObjects:#"Aus",#"India",#"Pak",#"China",#"Japan", nil];
tempValue=0;
NSTimer *popupTimer = [NSTimer scheduledTimerWithTimeInterval:2.0 target:self selector:#selector(startTime:) userInfo:nil repeats:YES];;
NSRunLoop *runner = [NSRunLoop currentRunLoop];
[runner addTimer:popupTimer forMode: NSDefaultRunLoopMode];
}
- (void)startTime:(NSTimer*)theTimer {
if(tempValue< Country.count) {
NSString *objectname=[Country objectAtIndex:tempValue];
NSLog(#"objectname is %#",objectname);
tempValue++;
} else {
[theTimer invalidate];
theTimer=nil;
// or you can reset the tempValue into 0.
}
}
- (void)viewDidUnload {
[super viewDidUnload];
// Release any retained subviews of the main view.
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown);
}
#end
thanks to Tony and this code is working properly
I want to set time count down like start with 60sec then elapsed 59,58,57 etc... this elapsed time show in bottom of the screen, How to set this?
Please help me
Thanks in Advance
You can use like:
Declare a NSTimer object on the #interface like NSTimer *aTimer;
-(void)viewDidLoad
{
aTimer = [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:#selector(elapsedTime) userInfo:nil repeats:YES];
}
-(void)elapsedTime
{
static int i = 60;
label.text = [NSString stringWithFormat:#"%d",i];
i--;
if(i<0)
{
[aTimer invalidate];
aTimer = nil;
}
}
Here label is a IBOutlet UILabel, that is set to interface.
You can do this with NSTimer see my example -
Declared
NSTimer *timer;
int count;
Globally in your ViewController.h class
Then you can start your count down in viewDidLoad: method.
- (void)viewDidLoad
{
//label is your **UILabel**
label.text = #"60";
count = 59;
timer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(countDown) userInfo:nil repeats:YES];
}
-(void)countDown
{
if(count > 0)
{
label.text = [[NSNumber numberWithInt:count] stringValue];
count --;
}
else
{
[timer invalidate];
}
}
This is my code
- (void)updateCounterImage:(NSTimer *)theTimer
{
static int count = 0;
count += 1;
int crb = 6 - count;
UIImage *image = [UIImage imageNamed:[NSString stringWithFormat:#"ipad_game_timer_digit-%d.png", crb]];
if ( count == 6)
[timer release];
[countTime setImage:image];
}
// Implement viewDidLoad to do additional setup after loading the view, typically from a nib.
- (void)viewDidLoad
{
[super viewDidLoad];
correctLevel.hidden = YES;
incorrectLevel.hidden = YES;
incorrectAnswer.hidden = YES;
correctAnswer.hidden = YES;
timer = [NSTimer scheduledTimerWithTimeInterval:1.0f
target:self
selector:#selector(updateCounterImage:)
userInfo:nil
repeats:NO];
}
#import <UIKit/UIKit.h>
#interface GameController : UIViewController
{
IBOutlet UIImageView *countTime;
NSTimer *timer;
}
#end
The problem is my imageView is not changing its image for countime.
You have set repeats to NO in the scheduledTimerWithTimeInterval which means the timer will only tick once.
You should write
timer = [NSTimer scheduledTimerWithTimeInterval:1.0f
target:self
selector:#selector(updateCounterImage:)
userInfo:nil
repeats:YES];
I have this code in LongTapGestureRecognizer for autoscrolling a view:
-(void) longPressDetectedgesture:
(UILongPressGestureRecognizer*)recognizer
{
_btnautoscrollstop.hidden = NO;
_btnautoscroll.hidden = YES;
// if (autoscrollTimer == nil) {
autoscrollTimer = [NSTimer
scheduledTimerWithTimeInterval:(55.0/1000.0)
target:self
selector:#selector(autoscrollTimerFired:)
userInfo:nil
repeats:YES];
}
- (void)autoscrollTimerFired:(NSTimer*)timer {
CGPoint scrollPoint = self.table.contentOffset;
scrollPoint = CGPointMake(scrollPoint.x, scrollPoint.y + 1);
[self.table setContentOffset:scrollPoint animated:NO];
}
It works perfect for me, but my need is, the autoscrooling must stop when the user taps the screen for Longgesture for the second time and vise versa. How to stop this, when the user taps for a second time.
It looks like you're almost there. You probably want something like this:
if (recogniser.state == UIGestureRecognizerStateBegan) {
if (autoscrollTimer == nil) {
autoscrollTimer = [NSTimer scheduledTimerWithTimeInterval:(55.0/1000.0)
target:self
selector:#selector(autoscrollTimerFired:)
userInfo:nil
repeats:YES];
} else {
[autoscrollTimer invalidate];
autoscrollTimer = nil;
}
}
What i usually do is declare a global BOOL Alter; and initialize it Alter = NO; in viewDidLoad (or any other method) then
-(void) longPressDetectedgesture:(UILongPressGestureRecognizer*)recognizer
{
if(Alter)
{
Alter = NO;
[autoscrollTimer inValidate];
}
else
{
Alter = YES;
_btnautoscrollstop.hidden = NO;
_btnautoscroll.hidden = YES;
// if (autoscrollTimer == nil) {
autoscrollTimer = [NSTimer scheduledTimerWithTimeInterval:(55.0/1000.0)
target:self
selector:#selector(autoscrollTimerFired:)
userInfo:nil
repeats:YES];
}
}
create a BOOL called shouldFireTimer in viewDidLoad or similar and update it's value each time you detect a longpress
-(void) longPressDetectedgesture: (UILongPressGestureRecognizer*)recognizer {
_btnautoscrollstop.hidden = NO;
_btnautoscroll.hidden = YES;
if ( shouldFireTimer ) {
[autoscrollTimer invalidate];
autoscrollTimer = nil;
} else {
autoscrollTimer = [NSTimer
scheduledTimerWithTimeInterval:(55.0/1000.0)
target:self
selector:#selector(autoscrollTimerFired:)
userInfo:nil
repeats:YES];
}
shouldFireTimer = !shouldFireTimer;
}
- (void)autoscrollTimerFired:(NSTimer*)timer {
CGPoint scrollPoint = self.table.contentOffset;
scrollPoint = CGPointMake(scrollPoint.x, scrollPoint.y + 1);
[self.table setContentOffset:scrollPoint animated:NO];
}
or like Matt says above maybe just check nil status instead of using a BOOL. I suggest using a BOOL as you maybe firing autoscrollTimerFired in other circumstances too (from a button for example) i.e. it might not be nil when you want to call it.
Using NSTimer for my application in which I have to show countdown timer with initial timing equal to 100sec. It shows 99,then 98..96..94..92...86 and so on. But I want each sec to show up. Here is my code....
-(void)updateTimerLabel{
if (timeRemaining>0 ) {
timeRemaining=timeRemaining-1.0;
timerLabel.text=[NSString stringWithFormat:#"%.0f", timeRemaining];
countdownTimer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(updateTimerLabel) userInfo:nil repeats:YES];
}
}
Try following code
int i =100;
-(void)viewDidLoad
{
[super viewDidLoad];
[NSTimer scheduledTimerWithTimeInterval:1 target:self selector:#selector(theActionMethod) userInfo:nil repeats:YES];
}
-(void)theActionMethod
{
if(i > 0)
{
NSString *str = [NSString stringWithFormat:#"%d",i];
lbl.text = str;
}
i--;
}
You are actually re-creating the timer every time your method gets called.
You should try leaving that outside and retaining it until you're finished with it.
#interface SomeClass
NSTimer * aTimer;
#end
#implementation
- (void)createTimer {
aTimer = [[NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(updateTimerLabel) userInfo:nil repeats:YES] retain];
}
- (void)updateTimerLabel {
// do timer updates here
// call [aTimer release]
// and [aTimer invalidate]
// aTimer = nil;
// when you're done
}
#end
you have call updateTimerLabel outside the method.
ex:
-(void)viewDidLoad{timeRemaining=100.0;[self updateTimerLabel];countdownTimer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(updateTimerLabel) userInfo:nil repeats:YES];}
-(void)updateTimerLabel
{if (timeRemaining>0 )
{timeRemaining=timeRemaining-1.0;NSLog(#"%#",[NSString stringWithFormat:#"%.0f",timeRemaining]);}}