Here\'s the problem: I have some code that goes like this
otherWinController = [[NotificationWindowController alloc] init];
for (int i = 0; i < 10; i++)
I think that by calling sleep(1) you block the main thread, which must draw your changes. So the display is not updated. The task manager will not interrupt your function. You shouldn't use sleep in this case. Please take a look at NSTimer class. It has a static method scheduledTimerWithTimeInterval, which you should use.
static UIViewController *controller = nil;
.....
{
.....
otherWinController = [[NotificationWindowController alloc] init];
controller = otherWinController;
[NSTimer scheduledTimerWithTimeInterval:1.0f target:self selector:@selector(timerTick:) userInfo:nil repeats:YES]; //set timer with one second interval
.....
}
- (void) timerTick:(NSTimer*)theTimer {
static int i = 0;
[controller showMessage:[NSString stringWithFormat:@"%d", i]];
NSLog(@"%d", i);
if (++i == 10) {
[theTimer invalidate];
i = 0;
}
}
You can probably achieve the desired effect right inside your loop, if you explicitly give the run loop some time to run:
[[NSRunLoop currentRunLoop] runUntilDate:[NSDate dateWithTimeIntervalSinceNow: 0.1]];
The problem is that you’re blocking the main thread in your for
loop and user interface updates happen on the main thread. The main thread run loop will only spin (and consequently user interface updates will take place) after the method containing that for
loop finishes executing.
If you want to update that text field every second, you should use a timer. For instance, considering otherWinController
is an instance variable, declare a counter
property in your class and:
otherWinController = [[NotificationWindowController alloc] init];
self.counter = 0;
[otherWinController showMessage:[NSString stringWithFormat:@"%d", self.counter]];
[NSTimer scheduledTimerWithTimeInterval:1.0
target:self
selector:@selector(updateCounter:)
userInfo:nil
repeats:YES];
In the same class, implement the method that’s called whenever the time has been fired:
- (void)updateCounter:(NSTimer *)timer {
self.counter = self.counter + 1;
[otherWinController showMessage:[NSString stringWithFormat:@"%d", self.counter]];
if (self.counter == 9) {
[timer invalidate];
// if you want to reset the counter,
// self.counter = 0;
}
}
Views don't get updated until the end of the run loop; your for
loop doesn't let the run loop continue, so all the view updates you make are just done after your for loop exits.
You should either use an NSTimer
or performSelector:withObject:afterDelay: to change the display in a loop-like fashion.
[NSTimer scheduledTimerWithTimeInterval:1
target:self
selector:@selector(changeTextFieldsString:)
userInfo:nil
repeats:YES];
Then your timer's action will change the view's image:
- (void)changeTextFieldsString:(NSTimer *)tim {
// currStringIdx is an ivar keeping track of our position
if( currStringIdx >= maxStringIdx ){
[tim invalidate];
return;
}
[otherWinController showMessage:[NSString stringWithFormat:@"%d", currStringIdx]]
currStringIdx++;
}
You also generally don't want to use sleep
unless you're on a background thread, because it will lock up the rest of the UI; your user won't be able to do anything, and if you sleep long enough, you'll get the spinning beach ball.