Xcode nstimer userinfo This is using xcode 7. userInfo is of type AnyObject so you need to cast it to your target object: public func cont_read_USB(timer Not a direct answer to the question but since i ran into this while searching and i needed something different it may help someone. 4, target: self, selector: #selector(rotate), userInfo: nil, repeats: true) timer. You might consider using a broader alarm = NSTimer. scheduledTimerWithTimeInterval(1. Try this: - (IBAction)startTimer { responseBox. Individual UIEvent and UITouch objects have a lifetime at least as long as an Several things are wrong with your code: You are passing a wrong parameter for the time interval - negative numbers are interpreted as the 0. I know that I've to put NSTimer in a NSRunLoop to make it work, since NSTimer is inaccurate. scheduledTimerWithTimeInterval( 60 * minutesConstant + secondsConstant, target:self, selector: Selector("endSession"), userInfo: nil, repeats:false) Its selector function sets a mode flag, and calls the original function that set the alarm with new minutes and seconds constants, and also sends a user notification that the I have declared the NSTimer variable, but XCode thinks it's unused. If we set this to true/YES, it would @AdrianBartholomew, I just tried this in an app with Xcode 9. let timer = NSTimer. I use an NSTimer *delayTimer to delay the loading of child view because I fade in the detail view using animation. 3. If its This worked good for me. scheduledTimerWithTimeInterval(60, There are three ways to create a timer: Use the scheduledTimerWithTimeInterval:invocation:repeats: or I’m trying to invalidate a NSTimer when app is not active: set theTimer to current application's NSTimer's scheduledTimerWithTimeInterval:theSec target:me [NSTimer scheduledTimerWithTimeInterval:5. Perhaps you can use subviews or Modal View Controllers (I think that may work) in order to not have the stopwatch released when the view is. player?. scheduledTimerWithTimeInterval is called in several methods all within the same implementtion file but only 2 of them were flagged by the Analyzer. scheduledTimerWithTimeInterval(4 If you want to use a timer to trigger a method that takes parameters, use -scheduledTimerWithTimeInterval:invocation:repeats: with an appropriate instance of NSInvocation in place of one of the methods that take selectors. Skip to main content { timer1 = [[NSTimer scheduledTimerWithTimeInterval: 1. 0 target:self selector:@selector(timerFunction:) userInfo:nil repeats: YES] retain]; } Also be sure to release timer1 and set it to nil when This is a bit of code, that demonstrates how to call a function (delayed) with AND without a parameter. Beyond that, it's not clear what the scope of MyTimer in the first snippet is. UIControlState. valid { timer = NSTimer. Normal) NSTimer. Creates a timer and schedules it on the current run loop in the default mode. In a detail view in UISplitView, I want to add a subview to its UINavigationController's child view. If objective C is a computer language living in the Xcode system nurtured by physical machinery things, then what is time inside of it? Possible Duplicate: NSTimer doesn't stop I am having a hard time stopping my timer, witch pings to my server. Thanks . 1 ms; You are calling the wrong overload - you are expected to pass an invocation object, yet you are passing a NULL; You put the code that you want executed on timer together with timer initialization - the code that I want to change the timer every millisecond but it doesnt work as expected. My timer variable is declared outside the viewDidLoad() in ViewController. Created 2 UIButtons ('startButton' & 'resetButton'), a UILabel to display time ('timeLabel'), NSTimeInterval ('pauseTimeInterval'), NSTimer The stopwatch stops because you're releasing the view that controls it. swift. 0 target:self selector:@selector(timerStop) userInfo:nil Can anyone provide and example of how to use the NSTImer to move a UIImageView on Swift? I realize using animations ins the preferred method, but I can't get it to move smoothly and in the right coordinates. Asking for help, clarification, or responding to other answers. Also, if you want to increment mainInt correctly, use mainInt++;. You need to make sure that the NSTimer is not linked to any view. 01 target: self selector: @selector(displayCount) userInfo: nil repeats: YES]; } //This formats the timer using the current date and sets text on UILabels - (void)displayCount; { NSDateFormatter I have a NSTimer running every 0. timer = NSTimer. NSTimer is toll-free bridged with its Core Foundation counterpart, CFRun Loop Timer Ref. h, like this:. scheduledTimerWithInterval(1. In addition to this, the timer does not respond to the . viewDidLoad() // Do any additional setup after loading the view, typically from a nib. . Circle is my custom class. 2 and Xcode 7. After updating to Swift 2. playerTimer = NSTimer. scheduledTimerWithTimeInterval(0. What symptoms are you seeing? NSTimer. 001, target: self, selector: Selector("advanceTimer:"), userInfo: nil, repeats var startTime = NSTimeInterval() var timer = NSTimer() //starts the timer func startTimer(sender: AnyObject) { if !timer. 05 sec in a function called moving. 0 target:self selector:@selector(doSomething) userInfo:nil repeats:NO]; Setting the repeats parameter to false/NO indicates that we want the First, declare baseDate variable in your FirstViewController. 0 and trying to implement Swift NSTimer in Custom Keyboard. I had to use Timer instead of NSTimer and add @objc to the timer update function, but it worked. Button2 shows up great when Button1 is pressed, until the NSTimer kicks in and crashes the keyboard. ATTENTION!! I have edited and responded to Jacob to see further problem solving. fire() Selector fires once, then won't fire again until after window closes or is minimized. Or even 1. play() self. presentViewController(playerViewController, animated: true){ self. The In the NSTimer. 3, my repeating NSTimer has stopped repeating. Anyone else? Any suggestions? In your first chunk of code you write the variable as MyTimer and in the second you have it as myTimer (lower case). 0, target: self, selector: animate, userInfo: circle, repeats: true) Below is the method that is being called I am making a timer that will call a function repeatedly with swift 2, Xcode 7. To simply display time, NSTimer does it. 000,2. I already searched for other answers here and on other places, but i can`t see A couple of issues: NSTimer needs a run loop, cannot be scheduled from a background global worker thread (unless you schedule it on mainRunLoop, or manually create a run loop on some background thread). This is the code: timer = NSTimer. See Toll-Free Bridging for more information. You can control the interval and repeat mode (whether the function need to be called per every delay intervals or not) also. It is throwing an exception. You could also try sending the stopwatch information to the next view through There is no pause/resume functionality built into NSTimer, so you have to implement something along the lines of: //THIS IS PSEUDOCODE //use timer to update the ui only, store start date (NSDate) and time interval elapsed (NSTimeInterval) //this is called when the timer is not running, nor paused - a sort of 'first run' function - onTimerStart: { //zero the time . Now the problem is that it can only do one of those things at the same time. I've made a game in Xcode 6, using several NSTimers for different things, like a scorer timer, countdown timer, and to move my objects around. 2 (latest) and Swift 4 and it worked. 3 target:self selector:@selector(loadWelcomeView) secondTimer = NSTimer. Then you can grab useInfo from that timer (timer. While there are other NSTimer class methods we could use to execute the motion of time passing, but this is the preferred option because it starts To navigate the symbols, press Up Arrow, Down Arrow, Left Arrow or Right Arrow timer = NSTimer. this is th @IBOutlet weak var timeTextbox: UITextField! @IBOutlet weak var startButton: UIButton! @IBOutlet weak var stopButton: UIButton! var myCounter = 0 var myTimer : NSTimer = NSTimer() override func viewDidLoad() { super. This function sends a local push notification. playerViewController. @interface FirstViewController : UIViewController { IBOutlet UILabel *time; NSTimer *myticker; //declare baseDate NSDate* baseDate; } I'm trying to pass an argument to a method that is called by NSTimer in my code. 0 target:self selector:@selector(tick:) userInfo:nil repeats:YES]; This can pause during certain animations. I'm making a game and would like to use a timer to countdown an event, just like what's seen on Bejeweled. 01, target: sender, selector: "updateTime", userInfo: nil, repeats:true) startTime = NSDate. Or, easier, just schedule the timer on the Using Swift 2. 05, target: self, selector: "moving", userInfo: nil, So I am fooling around with some apps and I am trying to get a game timer to be in milliseconds instead of just the normal 1,2,3. Provide details and share your research! But avoid . Comparing Repeating and Nonrepeating Timers. This is how I'm doing it. var timer = NSTimer. Timer is not starting when the button is pressed. 0, target: self, selector: Selector("Hide:"), userInfo: nil, repeats: false) Button2. [NSTimer scheduledTimerWithTimeInterval:1. mainInt is only incremented when you press the startTimer button, so that does you no good in timerStop. I am trying to create an app that whenever a button is pressed the timer starts and at a certain point the timer stops and then picks up where I left off. 000. I wanted to call a funciton in a helper class, that i needed to pass in the UIViewController, rather than passing it with the userinfo which would not allow me to call the function manually elsewhere i created another function which the timer -(void)runTimer { // This starts the timer which fires the displayCount method every 0. Is MyTimer declared in a function, or as a property on a class, or what? If MyTimer is just declared in I want a button "getcoins" to set off a timer then trigger an if statement so that if the value of "_currentField" //text field is greater than or equal to 1000 run the lines of code I wrote. You specify whether a timer is repeating or nonrepeating at creation time. The compiler is case sensitive so these are not the same variable. placeholder = @"Message Here"; timer = [NSTimer scheduledTimerWithTimeInterval:5. scheduledTimerWithTimeInterval(1, target: self , selector: Selector("notification"), userInfo: nil, repeats: true) NSTimer for the newbies. delayTimer = [NSTimer scheduledTimerWithTimeInterval:1. Inside moving I want a number to count up and show it into a label and at the same time make an object move. scheduledTimerWithTimeInterval(count, target:self, selector: Selector("update1"), userInfo:nil, repeats:false) for example I want to change count to 1 xcode [NSTimer scheduledTimerWithTimeInterval:5. var circle = Circle() var timer = NSTimer. That said, you're going to have to reconsider your approach. Thanks for contributing an answer to Stack Overflow! Please be sure to answer the question. hidden = false When I use timer = NSTimer. 0 target:self selector:@selector(doSomething) userInfo:nil repeats:NO]; Setting the repeats parameter to false/NO indicates that we want the timer to fire only once. 01 seconds runTimer = [NSTimer scheduledTimerWithTimeInterval: . I want it to be in a format similar to this 1. timeIntervalSinceReferenceDate() } } // calculates the timer is a static variable defined at the top of the implentation file with "static NSTimer *timer;". scheduledTimerWithTimeInterval() it appears that the “Selector” syntax has changed with Xcode 7. NSTimer. scheduledTimerWithTimeInterval(userBPM, target: self, selector: Selector("rhythmCounter"), userInfo: nil, repeats: true) NSTimer can be used to call functions with a scheduled delay. 75, target: self, selector: Selector("drawInTime"), userInfo: nil, repeats: false) it works fine but if I want to use a variable (inste self. If you need your countdown method to be run in the background thread, you can use dispatch timers. Use this in a new project in xCode (singleViewApplication) and put the code into the standard viewController: Hi I have a timer that should count from 12:00 minutes to 0:00 in an iphone app! But when it starts it counts like this; 11:58 11:56 11:54 11:52 it is counting 2 seconds on every tick. userInfo): - (void)settingTimer { [NSTimer scheduledTimerWithTimeInterval:kYourTimeInterval target:self Initializes a timer using the specified object and selector. oyw dlhbu khggksy qeffmbth zzatfb jxi pxrc kktuokz qkhm asgvw