UIDatePicker, time, and 1970 - iphone

I've come across a small issue that I've been chewing on for a day or two now.
Using the Apple example project called DateCell I lifted its UIDatePicker and set it to time. I used this particular code as it did the animated slide on/off the screen.
My workflow is to set four values, start time, lunch time out, lunch time in, and stop time. I set these values by using [NSDate date].
I then use NSCalander:component calls to do some math such as "add 30 minutes to start time to get lunch time out," and "start time - lunch time out - 8 hours to get stop time."
The initial setup goes just fine. Clicking on the start time cell brings up the picker, and selecting a time change the other three times following my simple math formula's.
If the second row is selected, the lunch time out, the wheel comes up again to pick your lunch time out time. However this is where my problems start. It seems that my UIDatePickerModeTime wheel returns a date portion for January 1, 1970. And its this date portion that messes up my math formulas.
My question is, what can I do to fix this?
I've tried setting an initial, minimum time, in the XIB for the picker. This sort of works but when you pick a time on the wheel, the wheel spins itself to the time set in the XIB. This method doesn't have a clean feel to it.
I've tried settings the initWithTimeInterval class methods, but these block out times and isn't what I'm looking for I think.
I've also tried the NSDateFormatter:stringFromDate|dateFromString calls, and these had no affect.
What I have not done yet:
Custom defined date/time string.
Rebuilding UIDatePicker:Time from scratch
Am I over looking anything?
Thanks.

I've solved my problem, and here is how I addressed it.
Before I get to my answer I'm still really new to Objective-C and object oriented programming so my vocabulary doesn't know how to describe some of the things I've tried explaining. So take this into account when reading this.
Using UIDatePicker in time mode, i.e. you go into your NIB/XIB file and set your UIDatePicker object to 'time', will only return time. This is where I went wrong.
Using the NSDateComponent or any of the NSCalendar methods will bring out the date component of the picker. Thus you'll see January 1st, 1970 in the NSLog returns for example.
I had to find a new way of doing my math and manipulation of the times I was getting from the picker.
What I ended up using is NSTimeInterval, dateByAddingTimeInterval, and timeIntervalSinceDate. Research showed that NSTimeInterval is also a float type, so I used float to do some math as well.
Here an example -
if (indexPath.row == [labelArray indexOfObjectIdenticalTo:#"Clock Out"])
{
NSTimeInterval diffClockInOutToLunch = [outToLunch timeIntervalSinceDate:clockIn];
float remainingInTheDay = 28800 - diffClockInOutToLunch;
self.clockOut = [inFromLunch dateByAddingTimeInterval:remainingInTheDay];
cell.detailTextLabel.text = [self.dateFormatter stringFromDate:clockOut];
self.clockOutIndex = indexPath;
return cell;
}
I'm using a TableView to display my fields. When this 'if' statement is tripped it will populate the detailTextLabel of the line displaying "Clock Out." Visually the phrase "Clock Out" will be on the left side of the row, the time will be on the right side.
diffClockInOutToLunch is defined as a NSTimeInterval type. The operation being performed is timeIntervalSinceDate which essentially subtracts the value of outToLunch from the value of clockIn. Imagine outToLunch as being 11:00pm and clockIn as being 6:00am. This difference is 5 hours. NSTimeInterval stores values as seconds only so this difference of 5 hours is 18000 seconds.
I then perform a normal math operation using float. In this case I want to find out how many hours remain in the work day. This assumes the hours worked in a day is 8 hours. Because NSTimeInterval returns seconds, I converted 8 hours into seconds (28,800 seconds) and then subtract diffClockInOutToLunch from 28800. Now remainingInTheDay is equal to to 10800, or 3 hours.
The next operation I perform is set clockOut to the time our work day is finished. To do this I use the dateByAddingTimeInterval operation, which also is a NSDate method, so whatever it returns will be in a date/time format. In this operation we add remainingInTheDay (10,800 seconds) to inFromLunch (11:30am for example). Our clockOut time is now 2:30pm which is then sent through my DateFormatter and returned as a string to the cell of the TableView and also stored for later use.
Here's another example, from further down in my code -
- (void)clockInChanged
{
// Set clockIn value
self.clockIn = self.pickerView.date;
// Change the outToLunch time
self.outToLunch = [self.pickerView.date dateByAddingTimeInterval:5*60*60];
UITableViewCell *outToLunchCell = [self.tableView cellForRowAtIndexPath:outToLunchIndex];
outToLunchCell.detailTextLabel.text = [self.dateFormatter stringFromDate:outToLunch];
// Change the inFromLunch time
self.inFromLunch = [outToLunch dateByAddingTimeInterval:30*60];
UITableViewCell *inFromLunchCell = [self.tableView cellForRowAtIndexPath:inFromLunchIndex];
inFromLunchCell.detailTextLabel.text = [self.dateFormatter stringFromDate:inFromLunch];
// Change the clockOut time
NSTimeInterval diffClockInOutToLunch = [outToLunch timeIntervalSinceDate:clockIn];
float remainingInTheDay = 28800 - diffClockInOutToLunch;
self.clockOut = [inFromLunch dateByAddingTimeInterval:remainingInTheDay];
UITableViewCell *clockOutCell = [self.tableView cellForRowAtIndexPath:clockOutIndex];
clockOutCell.detailTextLabel.text = [self.dateFormatter stringFromDate:clockOut];
}
In this example, we've previously determined that the row pertaining to "Clock In" time was selected ("Touch Up Inside" if you will) and we drop to this method.
What happens in this method is whenever clockIn is changed using the picker, the times displayed in outToLunch, inFromLunch, and clockOut automatically update and are displayed.
This example shows that we capture the value on the picker (self.pickerView.date) as clockIn. We then use clockIn to seed our mess of dateByAddingTimeInterval's and so forth.
So. This is how I managed my times using UIDatePicker (which is set to time mode).
The short answer would be I was using the wrong methods to work with what my picker was turning.
I hope this helps you and hopefully it'll be here if I need it again too ;)

Related

UIDatePicker count Down timer mode doesn't return the correct time in Xcode 10.3

I'm working on a project in which the user can select a time interval (HH:mm) from a UIDatePicker in count down mode and, with that time interval, I want to trigger a notification.
I created the UIDatePicker in the Storyboard and set the Mode to Count Down Timer in the Attributes Inspector.
The problem is that when I get the current value of the datePicker, the value is never correct.
For example, if the user selects 1 minute, I get random values between 70 an 110 but never 60!
How is this possibile?
(The problem occurs with every selection)
This is how I get the current value:
timePicker.countDownDuration
and for testing purpose, I print it with
timePicker.countDownDuration.description
Maybe there is a bug or something that I don't know? (of course there is)
I tried to convert the value represented on the UIDatePicker in string a then, reconvert it in TimeInterval but if there is a better method it would be great.
Ok problem solved, maybe it's a bug of XCode.
The problem occurs when you build the datepicker from storyboard and set it's mode paramether to Count Down Timer.
To solve this problem, simply don't set the mode of the datepicker on count down timer from the storyboard but you need to set the mode programmatically with
timepicker.datePickerMode = .countDownTimer
Doing this, the problem is solved

Strange date picker behaviour Xcode, swift 3

My current project is a timer which uses a date picker to set the amount of time the user wants before the timer goes off (say 1 minute, 6 hours and two minutes etc.). The problem lies in the amount of time that the date picker believes it has been set for. Below is the code which I am using to set the time.
#IBOutlet weak var datePicker: UIDatePicker!
var timeAmount:Double = 0
#IBAction func startButton() {
timeAmount = Double(datePicker.countDownDuration)
let trigger = UNTimeIntervalNotificationTrigger(timeInterval: timeAmount, repeats: false)
}
Here it can be seen that the function startButton, sets the value of timeAmount to be the amount of time that the date picker is set for. This timeAmount value is then used in a local notification as the time.
The issue is that the datePicker.countDownDuration is never correct. If it is set for one minute, then timeAmount may return a value of 99 seconds, 62 seconds, 67 seconds etc. It is just completely random.
Maybe I do not entirely understand how the .countDownDuration feature works, however from everything I have read, this should return a value of 60 seconds.
Any thoughts and suggestions on the matter will be very much appreciated, thank you.
By default, the UIDatePicker will take the current second value for the calculation.
timeAmount = (number of minutes selected in picker * 60) + current time second value.
For example:
If the current time is 13:40:25 (1 PM 40 minutes 25 seconds) and you have selected one minute in the date picker, the value of timeAmount in this case is 85.
timeAmount = (1*60) + 25
This will solve your problem.
Go to your Storyboard and select UIDatapicker. Navigate to Date option in Attributes inspector.
Click the Dropdown and change it to Custom from Current Date.
You will see a new text field with the current time as the custom date.
Just change the second field to 00.
Run the App now. Now it will take 0 as the value for the second and you will able to see seconds value correctly based on the time you are choosing in the date picker.
Hope this will solve your problem.

How To set Custom repeat interval For Nslocal Notification.....?

i am New to iphone Development .I Am Trying To Use NslocalNotification In My Project I Need To Give Remeinder For Every 2Hours or For Every Two Days Or For Every Two Months Etc..Currently I am Using NslocalNotification Repeat Interval .But Its Working For Only Every Minute For Every Hour using Nscalender ....
NSString *InterVal=[freQuencyArr objectAtIndex:index-2];
NSString *InterValType=[freQuencyArr objectAtIndex:index-1];
if(![InterVal isEqualToString:#"Every"])
{
result=[InterVal intValue];
}else
result=1;
if([InterValType isEqualToString:#"Day"]){
notification.repeatInterval= NSDayCalendarUnit;
}else if([InterValType isEqualToString:#"Week"]){
notification.repeatInterval= NSWeekCalendarUnit;
}
else if([InterValType isEqualToString:#"Month"]){
notification.repeatInterval= NSMonthCalendarUnit;
}else if([InterValType isEqualToString:#"days"]){
notification.repeatInterval=result*24*60*60;
}
here If result is 2 depend Up on IntervalType I Need Notification
its Not Working With Me
if([InterValType isEqualToString:#"days"]){
notification.repeatInterval=result*24*60*60;
}
#Srinivas:
If you look at the link I have posted in this answer, You will come to know that I have tried every possible solution here to try and do what you want currently.
I had tried all this to implement it in my app, but this doesn't work.
I am afraid to say this but this is not possible. It only allows the unit NSCalendarUnit objects to be set as a repeat interval.
I invested almost 2 months (I asked the question in Dec 2010 and answered it myself in February 2011) to try and implement every possible solution available on internet through different articles and different forums but none did help.
Check out my link and lookout for all the answers if something is useful to you.
How to set Local Notification repeat interval to custom time interval?
Really Hope that this helps you.
The repeatInterval property of a UILocalNotification cannot be used to repeat less than every one calendar unit, i.e. every day, every week, every month, etc.
Instead, you will have to schedule multiple notifications to achieve the desired effect, setting the fireDate property accordingly.
As lemnar says you are unable to use repeatInterval to repeat in a frequency different from the calendar units Apple provided. So, the code below:
if([InterValType isEqualToString:#"days"]){
notification.repeatInterval=result*24*60*60;
}
Will not do anything. I am also using repeat notifications in an app that I have built and the way I've gotten around this is by creating multiple notifications each repeating to give the "desired" repeat frequency. As an example, if I want to repeat "every 2 days", I can't do this using repeatInterval. However, I have a "scheduling function" in my app that creates multiple individual notifications to achieve this. I do this going out an arbitrary length of time (in my case, one week). So in the example above, when the user specifies that he / she needs a notification every two days from today, I create 3 notifications (one each for day 3, 5, and 7).
For repeating at a frequency less than a calendar unit, things are a little easier. Say I need to repeat every 12 hours (at 6AM and 6PM). Then, I would create 2 notifications (one for 6AM and another for 6PM). I would then set the repeatInterval for each of these notifications to NSDayCalendarUnit. This way I have created a set of notifications that repeat every 12 hours.
When my app loads, I go out another 7 days and recreate notifications as needed. Not the most elegant solution, but this was the best way I could think of getting around the repeatInterval limitation.

how can I store different times from stopwatch

I am confused regarding to calculation of two different times. In my game, when game starts then timer gets started (like stop watch) and it stops when game gets finished. Now I have to store best low time among previous time list.
I am getting time in hh:mm:ss format. how can I store this time so that i can compare it with different time in list ? I tried to store this value in NSString, but the comparison fails.
EDITED :
Let me clarify the Question :
For example how can I store different times from stopwatch and how to sort it in ascending order ?
any suggestions?
Thanks...
Take two NSDates, one at the game start and one at game finish, then calculate the difference.
NSDate *startDate = [NSDate date]; // At game start
NSTimeInterval interval = [[NSDate date] timeIntervalSinceDate:startDate]; // At game finish
NSlog(#"interval: %.2f", interval);
You could use
long stamp = (long)[[NSDate date] timeIntervalSince1970];
for each of your time-relevant situation since the posted code is giving you a UNIX-timestamp. This timestamp can be used in arithmetic operations/comparisons which should be exact what you are looking for.

How can I create a count up timer with the format seconds:milliseconds?

I'm diving into iOS development and I'm trying to create a count up timer in one of my views. I have the NSTimer code figured out to call a selector once every 0.04 seconds that updates the UILabel. Where I'm having trouble is with the formatting of the current time (starting initially at 00:00). I figured the best way to do this was using the NSDate class, and related classes (NSDateFormatter, NSDateComponents, etc.), but the manipulating of the dates and formats is really confusing me and the code is getting unwieldy quickly. I was hoping there are some SO users that are comfortable using the NSDate class that could help me figure out a simple way to calculate the current time for a count up timer and convert it to an NString with the format 'seconds:milliseconds'.
I'd be happy to post my initial attempt at the NSDate code if requested, but I won't initially because it's really of no use and embarrassing :)
If you just want to display time elapsed since you started your timer you can store starting date somewhere (say, startDate variable) and calculate time interval using current date. Something like the following should work:
NSTimeInterval passed = [[NSDate date] timeIntervalSinceDate: startDate];
double intPart;
double fract = modf(passed, &intPart);
label.text = [NSString stringWithFormat:#"%d:%.2f", (int)intPart, fract];