Nstimer - How to Delay in Swift

NSTimer - how to delay in Swift

Swift 3

With GCD:

let delayInSeconds = 4.0
DispatchQueue.main.asyncAfter(deadline: DispatchTime.now() + delayInSeconds) {

// here code perfomed with delay

}

or with a timer:

func myPerformeCode() {

// here code to perform
}
let myTimer : Timer = Timer.scheduledTimer(timeInterval: 4, target: self, selector: #selector(self.myPerformeCode), userInfo: nil, repeats: false)

Swift 2

With GCD:

let seconds = 4.0
let delay = seconds * Double(NSEC_PER_SEC) // nanoseconds per seconds
let dispatchTime = dispatch_time(DISPATCH_TIME_NOW, Int64(delay))

dispatch_after(dispatchTime, dispatch_get_main_queue(), {

// here code perfomed with delay

})

or with a timer:

func myPerformeCode(timer : NSTimer) {

// here code to perform
}
let myTimer : NSTimer = NSTimer.scheduledTimerWithTimeInterval(4, target: self, selector: Selector("myPerformeCode:"), userInfo: nil, repeats: false)

How to program a delay in Swift 3

After a lot of research, I finally figured this one out.

DispatchQueue.main.asyncAfter(deadline: .now() + 2.0) { // Change `2.0` to the desired number of seconds.
// Code you want to be delayed
}

This creates the desired "wait" effect in Swift 3 and Swift 4.

Inspired by a part of this answer.

Delay timer after first fire

First schedule the timer as you've done.

timer =  NSTimer.scheduledTimerWithTimeInterval(
10.0, target: self,
selector: "searchForDrivers:",
userInfo: nil,
repeats: true
)

Then, immediately afterwards, fire timer.

timer.fire()

According to the documentation,

You can use this method to fire a repeating timer without interrupting its regular firing schedule. If the timer is non-repeating, it is automatically invalidated after firing, even if its scheduled fire date has not arrived.

See the NSTimer Class Reference for more information.

How to create a delay in Swift?

Instead of a sleep, which will lock up your program if called from the UI thread, consider using NSTimer or a dispatch timer.

But, if you really need a delay in the current thread:

do {
sleep(4)
}

This uses the sleep function from UNIX.

How Do I Cancel and Restart a Timed Event in Swift?

Use a timer:

weak var clearTimer: Timer?

And:

override func viewDidLoad() {
super.viewDidLoad()
startClearTimer()
}

func startClearTimer() {
clearTimer = Timer.scheduledTimer(
timeInterval: 3.0,
target: self,
selector: #selector(clearLabel(_:)),
userInfo: nil,
repeats: false)
}

func clearLabel(_ timer: Timer) {
label.text = ""
}

func volumeSliderValueChange(sender: UISlider) {
clearTimer?.invalidate() //Kill the timer
//do whatever you need to do with the slider value
startClearTimer() //Start a new timer
}

Sleep or delay a Timer thread in Swift

NSTimer is not that accurate. Its maximum resolution is somewhere around 50 - 100ms. Anyhow, you can add a variable to control the firing of the timer:

var doNotUpdate = false

if distance <= respawnDistance * 0.1 {
doNotUpdate = true
DispatchQueue.main.asyncAfter(deadline: .now() + 1.0) {
doNotUpdate = false
}
}

func updatePosition() {
if doNotUpdate { return }

// update your position
}

NSTimer Without Initial Delay

You can't make a timer fire before its time interval has elapsed, but you can do this:

NSTimer *timer;
timer = [NSTimer scheduledTimerWithTimeInterval:5.0 target:self selector:@selector(updateTime) userInfo:nil repeats:YES];
[self updateTime];

Swift: NSTimer, delay hiding UIButton with each tap

Is the timer still valid while it calls the method in the selector?

Yes, it is

The following is a complete runnable playground example demonstrating that:

import Foundation
import XCPlayground
XCPSetExecutionShouldContinueIndefinitely()

class Bla {
var timer : NSTimer?

init() {
timer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: "check", userInfo: nil, repeats: false)

NSTimer.scheduledTimerWithTimeInterval(1.1, target: self, selector: "checkAgain", userInfo: nil, repeats: false)
}

@objc func check(){
print(timer!.valid)
}

@objc func checkAgain(){
check()
}
}

let bla = Bla()

This will first output true and then output false. The timer is still valid when firing. As soon as you leave the fired method the timer gets invalidated.

That will render your if useless since the method will do nothing when fired by the timer because anything && !true evaluates to false.

What you can do to circumvent that issue is create a different method timerFired which sets some internal property of your class, e.g. var timerHasFired = false to true. Your `` then has to check that variable instead of the timer:

var timer = NSTimer()
var timerHasFired = false

func hideAndShrink(){
if !self.hidden && hideAndShrink {
self.hidden = true
}
}

func timerFired() {
timerHasFired = true
hideAndShrink()
}

func justTapped(){
timer.invalidate()
timer = NSTimer.scheduledTimerWithTimeInterval(2.0, target: self, selector: "timerFired", userInfo: nil, repeats: false)
}

NSTimer Too Slow

There is a whole mess of problems here. Let's clean this up.

class ViewController: UIViewController {

@IBOutlet var timerLabel: UILabel!

First of all, don't use a timer to update the label. Use a CADisplayLink. A display link synchronizes with the screen refresh interval, which is 1/60 of a second on most iOS devices (not 1/100), so you don't do extra work:

    private var displayLink: CADisplayLink?

Next, don't try to track the elapsed time by incrementing a counter when the timer (or link) fires, because the timer or link is not guaranteed to fire as often as you requested. Instead, store the time at which the timer was started, and the time at which it was stopped (if it was stopped):

    private var startTime: CFAbsoluteTime = 0
private var endTime: CFAbsoluteTime = 0 {
didSet {
updateLabel()
}
}

Track the state using an enum instead of mysterious hard-coded numbers. And since the label color depends only the state, add a property to the state that gives the label color for that state:

    private enum State {
case Stopped
case Pending
case Running

var labelColor: UIColor {
switch self {
case .Pending: return UIColor.greenColor()
case .Stopped, .Running: return UIColor.blackColor()
}
}
}

The elapsed time depends on the state, so add a method to compute it:

    private var elapsedTime: NSTimeInterval {
switch state {
case .Stopped: return endTime - startTime
case .Running: return CFAbsoluteTimeGetCurrent() - startTime
case .Pending: return 0
}
}

Use a format string to convert the elapsed time to a string when updating the label:

    private func updateLabel() {
timerLabel.text = String(format: "%.02f", elapsedTime)
}

Changing the timer state can change both the label color and the elapsed time, so update the label color and the label text when the state changes:

    private var state = State.Stopped {
didSet {
timerLabel.textColor = state.labelColor
updateLabel()
}
}

When a touch begins, create the display link if needed, then update the state. The state's didSet will handle updating the label as necessary:

    override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
createDisplayLinkIfNeeded()

switch state {
case .Stopped:
state = .Pending
case .Pending:
break
case .Running:
state = .Stopped
endTime = CFAbsoluteTimeGetCurrent()
displayLink?.paused = true
}
}

When a touch ends, start the timer if necessary:

    override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
if state == .Pending {
startTime = CFAbsoluteTimeGetCurrent()
displayLink?.paused = false
state = .Running
}
}

Here's how you create the display link:

    private func createDisplayLinkIfNeeded() {
guard self.displayLink == nil else { return }
let displayLink = CADisplayLink(target: self, selector: "displayLinkDidFire:")
displayLink.paused = true
displayLink.addToRunLoop(NSRunLoop.mainRunLoop(), forMode: NSRunLoopCommonModes)
self.displayLink = displayLink
}

And here's the method the display link will call:

    func displayLinkDidFire(_: CADisplayLink) {
updateLabel()
}

} // end of ViewController


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