I am using the UIAccelerotmeterDelegate
method accelerometer:didAccelerate: but recently that method has been deprecated in iOS 5.0. So what is the alternative way
I am answering this for Swift 5.x.
@available(iOS, introduced: 2.0, deprecated: 13.0, message: "UIAcceleration has been replaced by the CoreMotion framework") public protocol UIAccelerometerDelegate : NSObjectProtocol { }
Don't conform to UIAccelerometerDelegate and add only CoreMotion framework.
import CoreMotion
If you want to show animation or create game , you can start with following code.
self.motionManager = CMMotionManager()
self.motionManager?.startAccelerometerUpdates()
if motionManager.isAccelerometerAvailable {
motionManager.startAccelerometerUpdates(to: .main) { (data, error) in
if let myData = data {
let x = String(format: "%.3f",myData.acceleration.x)
let y = String(format: "%.3f",myData.acceleration.y)
let z = String(format: "%.3f",myData.acceleration.z)
DispatchQueue.main.async {
var rect = self.anyObject.frame
let movetoX = rect.origin.x + CGFloat(myData.acceleration.x * stepMoveFactor)
let movetoY = rect.origin.y - CGFloat(myData.acceleration.y * stepMoveFactor)
if ( movetoX > 0 && movetoX < SCREEN_WIDTH ) {
rect.origin.x += CGFloat(myData.acceleration.x * stepMoveFactor)
}
if ( movetoY > 1 && movetoY < maxY ) {
rect.origin.y -= CGFloat(myData.acceleration.y * stepMoveFactor) }
}
}
}
}
use UIView.animate if you want. This method initiates a set of animations to perform on the view. The block object in the animations parameter contains the code for animating the properties of one or more views.
Here is a useful sample code I found for CoreMotion from this link.
@interface ViewController ()
@property (nonatomic, strong) CMMotionManager *motionManager;
@property (nonatomic, strong) IBOutlet UILabel *xAxis;
@property (nonatomic, strong) IBOutlet UILabel *yAxis;
@property (nonatomic, strong) IBOutlet UILabel *zAxis;
@end
@implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
self.motionManager = [[CMMotionManager alloc] init];
self.motionManager.accelerometerUpdateInterval = 1;
if ([self.motionManager isAccelerometerAvailable])
{
NSOperationQueue *queue = [[NSOperationQueue alloc] init];
[self.motionManager startAccelerometerUpdatesToQueue:queue withHandler:^(CMAccelerometerData *accelerometerData, NSError *error) {
dispatch_async(dispatch_get_main_queue(), ^{
self.xAxis.text = [NSString stringWithFormat:@"%.2f",accelerometerData.acceleration.x];
self.yAxis.text = [NSString stringWithFormat:@"%.2f",accelerometerData.acceleration.y];
self.zAxis.text = [NSString stringWithFormat:@"%.2f",accelerometerData.acceleration.z];
});
}];
} else
NSLog(@"not active");
}
@end
You should use the Core Motion framework (introduced in iOS 4.0) as a substitue. Create an instance of CMMotionManager
and tell it to startAccelerometerUpdatesToQueue:withHandler:
, passing it an NSOperationQueue
and a block that will be executed on the specified queue whenever new accelerometer data is available.
Its replaced by CoreMotion
. See Motion Events.
It seems that UIAccelerometer and UIAccelerometerDelegate were replaced by the CoreMotion framework.
You can find the answer here:
Why is accelerometer:didAccelerate: deprecated in IOS5?
I Hope it helps.
Add CoreMotion framework to the project first. Then:
#import <CoreMotion/CoreMotion.h>
@property (strong, nonatomic) CMMotionManager *motionManager;
- (void)viewDidLoad {
_motionManager = [CMMotionManager new];
_motionManager.accelerometerUpdateInterval = 0.01; // 0.01 = 1s/100 = 100Hz
if ([_motionManager isAccelerometerAvailable])
{
NSOperationQueue *queue = [NSOperationQueue new];
[_motionManager startAccelerometerUpdatesToQueue:queue withHandler:^(CMAccelerometerData *accelerometerData, NSError *error){
NSLog(@"X = %0.4f, Y = %.04f, Z = %.04f",
accelerometerData.acceleration.x,
accelerometerData.acceleration.y,
accelerometerData.acceleration.z);
}];
}
}