Loop the code in #implementation section - objective-c

I have written the program, which chooses a random element from the array.
Once I press the button "Start", how do I loop that code?
I would like, that once a button "Start" is pressed, a new element from the array is chosen and written in the text field every 5 seconds.... Thanks for the answer.
#implementation MARandom
- (IBAction)Start:(id)sender {
NSArray *tones;
tones = [NSArray arrayWithObjects: #"F#0", #"Gb0", #"G0", #"G#0",#"Ab0",#"A0",#"A#0",#"Bb0",#"B0",
#"C1",#"C#1",#"Db1",#"D1",#"D#1",#"Eb1",#"E1",#"F1",#"F#1",#"Gb1",#"G1",#"G#1",#"Ab1",#"A1",#"A#1",#"Bb1",#"B1",
#"C2",#"C#2",#"Db2",#"D2",#"D#2",#"Eb2",#"E2",#"F2",#"F#2",#"Gb2",#"G2",#"G#2",#"Ab2",#"A2",#"A#2",#"Bb2",#"B2",
#"C3",#"C#3",#"Db3",#"D3",#"D#3",#"Eb3",nil];
i= (arc4random() % 48);
NSString *Tone;
Tone = [tones objectAtIndex: i];
[TextField setStringValue:(NSString *)Tone];
}

Please try this:
- (IBAction)Start:(id)sender {
[NSTimer scheduledTimerWithTimeInterval:5.0
target:self
selector:#selector(updateTextFieldWithRandomNumber)
userInfo:nil
repeats:YES];
}
-(void)updateTextFieldWithRandomNumber{
NSArray *tones;
tones = [NSArray arrayWithObjects: #"F#0", #"Gb0", #"G0", #"G#0",#"Ab0",#"A0",#"A#0",#"Bb0",#"B0",
#"C1",#"C#1",#"Db1",#"D1",#"D#1",#"Eb1",#"E1",#"F1",#"F#1",#"Gb1",#"G1",#"G#1",#"Ab1",#"A1",#"A#1",#"Bb1",#"B1",
#"C2",#"C#2",#"Db2",#"D2",#"D#2",#"Eb2",#"E2",#"F2",#"F#2",#"Gb2",#"G2",#"G#2",#"Ab2",#"A2",#"A#2",#"Bb2",#"B2",
#"C3",#"C#3",#"Db3",#"D3",#"D#3",#"Eb3",nil];
i= (arc4random() % 48);
NSString *Tone;
Tone = [tones objectAtIndex: i];
[TextField setStringValue:(NSString *)Tone];
}
and also consider preparing the array at one place rather than the code that will be repeatedly called, perhaps at viewDidLoad.
Note: untested code, but should work.

Related

Changing UIImage randomly after 2 seconds in iOS 7

I have an array of images. And I am trying to change the images randomly after 2 seconds.
-(void)loadImage
{
for(int i =0;i<=[imageArray count];i++)
{
imageView.image=[imageArray objecyAtIndex:i];
}
}
-(void)viewDidload
{
imageTimer = [NSTimer scheduledTimerWithTimeInterval: 2.0 target:self selector:#selector(loadImage) userInfo:nil repeats: YES];
}
But it is not working for me . It will be great appreciable if any one help to do this. Thanks .
modify your code in following way ..
-(void)viewDidload
{
index = 0; //index should be instance variable
imageTimer = [NSTimer scheduledTimerWithTimeInterval: 2.0 target:self selector:#selector(loadImage) userInfo:nil repeats: YES];
}
-(void)loadImage
{
if(index != imageArray.count-1)
{
imageView.image=[imageArray objecyAtIndex:index];
index++;
}
else
{
[imageTimer invalidate];
}
}
You have to make some changes in your loadImage method. You have to generate random number and set a range of the random numbers. I tried like this and it worked for me.
-(void)loadImage
{
NSString *max=#"3";
NSString *min=#"0";
int randNum = rand() % ([max intValue] - [min intValue]) + [min intValue];
_changeableImageView.image=[UIImage imageNamed:[imageArray objectAtIndex:randNum]];
}
- (void)viewDidLoad
{
[super viewDidLoad];
_changeableImageView.image=[UIImage imageNamed:#"program.jpg"];
imageArray=[[NSMutableArray alloc]initWithObjects:#"corporate.jpg",#"district.jpg",#"program.jpg", nil];
imageTimer = [NSTimer scheduledTimerWithTimeInterval: 2.0 target:self selector:#selector(loadImage) userInfo:nil repeats: YES];
}
I hope it will for for you.
-(void)loadImage
{
NSUInteger randomIndex = arc4random() % [imageArray count];
imageView.image = imageArray[randomIndex];
[self performSelector:#selector(loadImage) withObject:nil afterDelay:2.0];
}
-(void)viewDidload
{
[self performSelector:#selector(loadImage) withObject:nil afterDelay:2.0];
}
Your loadImage method does not select a random image from the array. What it actually does is iterate through every single member in the array and assign them to the image view one by one every time it is run.
To set a random image each time the method is called, your method should look like this:
-(void)loadImage
{
NSUInteger randomIndex = arc4random() % [imageArray count];
imageView.image = imageArray[randomIndex];
}
The problem with your code is that whenever the timer fires, the whole loop in loadImage is executed, so that your image is always the last image of the array.
You have to define a property that holds e.g. the index of the currently displayed image. In loadImage, you had to increment then this index (modulo the array size), and assign the next image to your imageView.
It's not working because every time loadImage is called you loop through and set every image in the array and therefore always end up with the last image in the array. Try something more like this:
-(void)loadImage{
int randNum = arc4random() % imageArray.count;
imageView.image=[imageArray objecyAtIndex:randNum-1];
}//end method

NSMutableDictionary with NSTimers

There are several recipes in my CoreData. Every recipe has attributes prepHour and prepMin. I would like by tapping to button Start Timer start countdown timer. But there can be several timers (for example for each recipe) which must work simultaneously
I selected this way (may be it's wrong):
For timers I used singleton Timers.
By tapping to my Start Timer I call method with parameters (name, prepHour, prepMin)
My startTimer method creates timer and puts it to NSMutableDictionary
Calling method:
[[Timers sharedTimers] startTimer:self.recipe.name startTimer:self.recipe.prepHour startTimer:self.recipe.prepMin];
In Timers singleton:
- (void)startTimer:(NSString *)timerName startTimer:(NSNumber *)hVal startTimer:(NSNumber *)mVal
{
NSTimer *timer = [NSTimer scheduledTimerWithTimeInterval:60.0f target:self selector:#selector(tick:) userInfo:nil repeats:YES];
if ([timer isValid]) {
NSArray *array = [NSArray arrayWithObjects: timer, hVal, mVal, nil];
if (_timerDict == NULL) {
_timerDict = [[NSMutableDictionary alloc] init];
}
[_timerDict setObject:array forKey:timerName];
NSLog(#"%#", _timerDict);
}
}
- (void)stopTimer:(NSString *)timerName
{
NSArray *array = [_timerDict objectForKey:timerName];
NSTimer *timer = [array objectAtIndex:0];
if ([timer isValid]) {
[timer invalidate];
[_timerDict removeObjectForKey:timerName];
}
}
- (void)tick:(NSString *)timerName
{
NSArray *array = [_timerDict objectForKey:timerName];
//NSTimer *timer = [array objectAtIndex:0];
NSInteger hVal = [[array objectAtIndex:1] integerValue];
NSInteger mVal = [[array objectAtIndex:2] integerValue];
NSInteger sVal = 0;
How should I use tick method for each timer? I would like each timer call this method with own parameters (timer, prepHour, prepMin)
This may be a matter of taste, but I don't use timers to remember an expiration time, I use them to pulse at a frequency. For your app, I'd use one timer at the lowest common denominator frequency, like one second. Instead of a singleton, I have a single timer, that the app delegate can invalidate and restart.
NSTimer *timer = [NSTimer scheduledTimerWithTimeInterval:1.0f target:self selector:#selector(tick:) userInfo:nil repeats:YES];
Then keep each expiration as one property on each recipe. For example:
- (IBAction)pressedStartButtonForRecipeA:(id)sender {
// this is a NSDate * property
self.recipeADone = [NSDate dateWithTimeIntervalSinceNow:90*60]; // ninety minutes
}
- (void)tick:(NSTimer *)timer {
NSDate *now = [NSDate date];
NSTimeInterval secondsUntilAIsDone = [self.recipeADone timeIntervalSinceDate:now];
if (secondsUntilAIsDone <= 0.0) {
// update UI to say that A is done
} else {
// update UI to reduce countdown
}
// and so on for all recipes
}
This sounds like a poor use of a singleton. I would have…well, one timer per timer if you want to go with this design. Alternatively, you could have one timer and just calculate the offset from each timer's start when it ticks. (Which approach makes sense depends on your particular app. I'd usually go with the second, but YMMV.)
Also, timers do not pass an NSString to their callback; they pass themselves. To allow the callback to get some information from the timer, you can set the info its the timer's userInfo dictionary.

Set up a temporary timer iOS [duplicate]

This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
How to make a periodic call to a method in objective c?
I am making an app where when the user touches the screen, the following method is called:
- (void)explode:(int)x
The user only has to touch the screen once, but I want the method to be called repeatedly every 0.1 seconds for 100 times, and then it should stop being called.
Is there a way of setting up a 'temporary' timer like this on a method where an integer is being passed?
You could pass a counter and the 'x' as into the timer's userInfo. Try this:
Create the timer in the method that's catching the touch event and pass a counter and the int 'x' into the userInfo:
NSMutableDictionary *userInfo = [[NSMutableDictionary alloc] initWithCapacity:2];
[userInfo setValue:[NSNumber numberWithInt:x] forKey:#"x"];
[userInfo setValue:[NSNumber numberWithInt:0] forKey:#"counter"];
[NSTimer timerWithTimeInterval:0.1
target:self
selector:#selector(timerMethod:)
userInfo:userInfo
repeats:YES];
Create the timer method, check the userInfo's number count, and invalidate the timer after 100 times:
- (void)timerMethod:(NSTimer *)timer
{
NSMutableDictionary *userInfo = timer.UserInfo;
int x = [[userInfo valueForKey:#"x"] intValue];
// your code here
int counter = [[userInfo valueForKey:#"counter"] intValue];
counter++;
if (counter >= 100)
{
[timer invalidate];
}
else
{
[userInfo setValue:[NSNumber numberWithInt:x] forKey:#"x"];
[userInfo setValue:[NSNumber numberWithInt:counter] forKey:#"counter"];
}
}
Please also see the Apple docs on NSTimer:
https://developer.apple.com/library/mac/#documentation/Cocoa/Reference/Foundation/Classes/nstimer_Class/Reference/NSTimer.html

How can I change the value of an NSString every N seconds using?

I have this code to change the number in the NSString every five seconds.
How will I keep the numbers running in a loop? It now runs from 1 to 19 ,and stops at the last one (19) with a SIGABRT on the line: label.text = ...
How can I start with the first number displayed (0), before the first timer fires?
Here is the code:
-(IBAction) rotate3
{
NSString *number = [self.dayArray description];
NSArray *array = [[NSArray alloc] initWithObjects: #"0", #"1", #"2",..., #"19",nil];
number = #"0" ;
numberCount++ ;
self.dayArray = array;
[array release];
label.text = [NSString stringWithFormat:#"Day: %# ", [dayArray objectAtIndex :numberCount ]];
}
//and the timer
- (void)viewDidLoad
{
timer=[NSTimer scheduledTimerWithTimeInterval:5.0 target:self selector:#selector(rotate3 )userInfo:nil repeats:YES];
}
Here is my answers:
1)I think, at the last one (19), the numberCount is 20 (numberCount++ ;).
2)Just set the value before scheduling the timer.
add this to your .h file, in your interface (that is, if it isn't already there)
{
NSInteger numberCount
}
Then in your viewDidLoad method, initialize numberCount and the label:
numberCount = 0;
label.text = #"0";
And in your time method, replace:
numberCount++
with
if(numberCount++ > 19)
numberCount = 0;
What is the "number" NSString used for, b.t.w.?
Why have dayArray?
why not something like
label.text = [NSString stringWithFormat:#"Day: %d", numberCount++];
if (numberCount>19) numberCount = 0;
I don't know what you have number count initialized to it should probably be -1 and also reinitialized to -1 . if you wish to iterate thru "Day: 0" ... "Day: 19"
It's not clear.
You could change the -(void)viewDidLoad timer to not repeat
timer=[NSTimer scheduledTimerWithTimeInterval:5.0 target:self selector:#selector(rotate3 )userInfo:nil repeats:NO];
then, conditionally set it up again in the rotate3 method if you still want to change the text 5 seconds later.
try this:
#pragma mark - timer callback
-(IBAction)rotate3
{
[label1 setText:[dayArray objectAtIndex:numberCount]];
numberCount++;
if (numberCount >= [dayArray count])
numberCount = 0;
}
#pragma mark - View lifecycle
- (void)viewDidLoad
{
[super viewDidLoad];
dayArray = [[NSArray alloc] initWithObjects:#"0",#"1",#"2",#"3", nil];
[label1 setText:[dayArray objectAtIndex:0]];
numberCount = 1;
timer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(rotate3) userInfo:nil repeats:YES];
// Do any additional setup after loading the view, typically from a nib.
}

malloc error and simulator crash

I constantly get malloc error : double freed....
The echoTime function is being called by a button. When I press the button again before the timer ends it gives me the malloc error. When I press the button after the timer finished to start it again, the simulator hangs.
Does anyone know what is wrong with the following piece of code:
-(IBAction)echoTime: (id) sender {
if (gameTimer != nil) {
[gameTimer invalidate];
[gameTimer release];
}
NSInteger secs = 1 * 60;
if (secs != 0) {
NSNumber *elapsedSeconds = [[NSNumber alloc] initWithInt:secs];
NSDictionary *myDict = [NSDictionary dictionaryWithObject:elapsedSeconds forKey:#"TotalSeconds"];
gameTimer = [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:#selector(echoIt:) userInfo:myDict repeats: YES];
}
}
-(void)echoIt: (NSTimer *) timer {
NSNumber *num = (NSNumber *) [[timer userInfo] valueForKey:#"TotalSeconds"];
seconds++;
NSInteger sec = [num integerValue] - seconds;
NSInteger minutes = sec / 60;
[gameTimeLabel setText:[NSString stringWithFormat:#"%02i:%02i", minutes, sec-(60*minutes)]];
if (sec == 0) {
[self playSound:#"Horn"];
[gameTimer invalidate];
}
}
NSNumber *elapsedSeconds = [[NSNumber alloc] initWithInt:secs];
In general dont alloc NSNumbers and a NSDictionary (and NSArray,NSSet) always retains the objects it is given (and releases them too when it should).
try...
NSNumber *elapsedSeconds = [NSNumber numberWithInt:secs];
It'll stop the retain cycle you've got and might stop the crash.
Also irrelevant but stylewise.
NSInteger secs = [[[timer userInfo] valueForKey:#"TotalSeconds"] intValue];
Is a little more efficient.