Timer.fire() 在 Swift 中无效后无法正常工作
Timer.fire() not working after invalidating in Swift
使用后
@IBAction func pauseButton(sender: AnyObject) {
if isPaused == false {
timer.invalidate()
isPaused = true
displayLabel.text = "\(count)"
println("App is paused equals \(isPaused)")
} else if isPaused == true {
var isPaused = false
timer.fire()
// timer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: Selector("updateTime"), userInfo: nil, repeats: true)
}
}
要暂停应用程序,我想再次点击暂停,在这种情况下,计时器将从它停止的地方继续计数。
此外,当我按 pause/play 太多次时,会出现多个计时器实例,这将导致计时器每秒增加几次。
请帮忙!
//
// ViewController.swift
// Navigation Bars
//
// Created by Alex Ngounou on 8/27/15.
// Copyright (c) 2015 Alex Ngounou. All rights reserved.
//
import UIKit
class ViewController: UIViewController {
var timer = NSTimer()
var count = 0
var isPaused = false
func updateTime() {
switch count {
case 0, 1:
count++
println( "\(count) second.")
displayLabel.text = "\(count)"
case 2:
count++
println("\(count) seconds.")
displayLabel.text = "\(count)"
default:
count++
println("\(count) seconds.")
displayLabel.text = "\(count)"
}
}
**strong text**@IBAction func playButton(sender: AnyObject) {
var isPaused = false
timer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: Selector("updateTime"), userInfo: nil, repeats: true)
}
@IBAction func stopButton(sender: AnyObject) {
timer.invalidate()
count = 0
displayLabel.text = "0"
}
// if it's currently paused, pressing on the pause button again should restart the counter from where it originally left off.
@IBAction func pauseButton(sender: AnyObject) {
if isPaused == false {
timer.invalidate()
isPaused = true
displayLabel.text = "\(count)"
println("App is paused equals \(isPaused)")
} else if isPaused == true {
var isPaused = false
timer.fire()
// timer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: Selector("updateTime"), userInfo: nil, repeats: true)
}
}
@IBAction func resetButton(sender: AnyObject) {
timer.invalidate()
count = 0
displayLabel.text = ""
}
@IBOutlet weak var displayLabel: UILabel!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
timer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: Selector("updateTime"), userInfo: nil, repeats: true)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
Once invalidated, timer objects cannot be reused.
所以基本上 NSTimer
一旦失效就什么都不做。您的 timer
属性 必须在该点之后分配给新构造的 NSTimer
对象才能使其再次触发。如果你的失效记账是准确的,就不存在"buildup"多个定时器的问题。
不过,可能解决实际问题的最简单方法是逻辑过滤。也就是说,无限期地保持 NSTimer
对象并让它持续发射。当存储的属性isPaused
为true
时,忽略定时器事件(通过立即从处理函数返回),否则处理。
"lazier" 方法在其他方面可能有用:
class ViewController: UIViewController {
var timer: Timer?
override func viewDidLoad() {
super.viewDidLoad()
startTimer()
}
final func killTimer(){
self.timer?.invalidate()
self.timer = nil
}
final private func startTimer() {
// make it re-entrant:
// if timer is running, kill it and start from scratch
self.killTimer()
let fire = Date().addingTimeInterval(1)
let deltaT : TimeInterval = 1.0
self.timer = Timer(fire: fire, interval: deltaT, repeats: true, block: { (t: Timer) in
print("hello")
})
RunLoop.main.add(self.timer!, forMode: RunLoopMode.commonModes)
}
像这样将您的计时器声明为 'weak var':
weak var timer: Timer?
使用后
@IBAction func pauseButton(sender: AnyObject) {
if isPaused == false {
timer.invalidate()
isPaused = true
displayLabel.text = "\(count)"
println("App is paused equals \(isPaused)")
} else if isPaused == true {
var isPaused = false
timer.fire()
// timer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: Selector("updateTime"), userInfo: nil, repeats: true)
}
}
要暂停应用程序,我想再次点击暂停,在这种情况下,计时器将从它停止的地方继续计数。
此外,当我按 pause/play 太多次时,会出现多个计时器实例,这将导致计时器每秒增加几次。
请帮忙!
//
// ViewController.swift
// Navigation Bars
//
// Created by Alex Ngounou on 8/27/15.
// Copyright (c) 2015 Alex Ngounou. All rights reserved.
//
import UIKit
class ViewController: UIViewController {
var timer = NSTimer()
var count = 0
var isPaused = false
func updateTime() {
switch count {
case 0, 1:
count++
println( "\(count) second.")
displayLabel.text = "\(count)"
case 2:
count++
println("\(count) seconds.")
displayLabel.text = "\(count)"
default:
count++
println("\(count) seconds.")
displayLabel.text = "\(count)"
}
}
**strong text**@IBAction func playButton(sender: AnyObject) {
var isPaused = false
timer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: Selector("updateTime"), userInfo: nil, repeats: true)
}
@IBAction func stopButton(sender: AnyObject) {
timer.invalidate()
count = 0
displayLabel.text = "0"
}
// if it's currently paused, pressing on the pause button again should restart the counter from where it originally left off.
@IBAction func pauseButton(sender: AnyObject) {
if isPaused == false {
timer.invalidate()
isPaused = true
displayLabel.text = "\(count)"
println("App is paused equals \(isPaused)")
} else if isPaused == true {
var isPaused = false
timer.fire()
// timer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: Selector("updateTime"), userInfo: nil, repeats: true)
}
}
@IBAction func resetButton(sender: AnyObject) {
timer.invalidate()
count = 0
displayLabel.text = ""
}
@IBOutlet weak var displayLabel: UILabel!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
timer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: Selector("updateTime"), userInfo: nil, repeats: true)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
Once invalidated, timer objects cannot be reused.
所以基本上 NSTimer
一旦失效就什么都不做。您的 timer
属性 必须在该点之后分配给新构造的 NSTimer
对象才能使其再次触发。如果你的失效记账是准确的,就不存在"buildup"多个定时器的问题。
不过,可能解决实际问题的最简单方法是逻辑过滤。也就是说,无限期地保持 NSTimer
对象并让它持续发射。当存储的属性isPaused
为true
时,忽略定时器事件(通过立即从处理函数返回),否则处理。
"lazier" 方法在其他方面可能有用:
class ViewController: UIViewController {
var timer: Timer?
override func viewDidLoad() {
super.viewDidLoad()
startTimer()
}
final func killTimer(){
self.timer?.invalidate()
self.timer = nil
}
final private func startTimer() {
// make it re-entrant:
// if timer is running, kill it and start from scratch
self.killTimer()
let fire = Date().addingTimeInterval(1)
let deltaT : TimeInterval = 1.0
self.timer = Timer(fire: fire, interval: deltaT, repeats: true, block: { (t: Timer) in
print("hello")
})
RunLoop.main.add(self.timer!, forMode: RunLoopMode.commonModes)
}
像这样将您的计时器声明为 'weak var':
weak var timer: Timer?