问题
How can I run a function every minute?
In JavaScript I can do something like setInterval
, does something similar exist in Swift?
Wanted output:
Hello World once a minute...
回答1:
var helloWorldTimer = NSTimer.scheduledTimerWithTimeInterval(60.0, target: self, selector: Selector("sayHello"), userInfo: nil, repeats: true)
func sayHello()
{
NSLog("hello World")
}
Remember to import Foundation.
Swift 4:
var helloWorldTimer = Timer.scheduledTimer(timeInterval: 60.0, target: self, selector: #selector(ViewController.sayHello), userInfo: nil, repeats: true)
@objc func sayHello()
{
NSLog("hello World")
}
回答2:
In Swift 3, you can create a Timer
. And if targeting iOS version 10 and greater, you can use the block-based rendition, which simplifies the potential strong reference cycles, e.g.:
weak var timer: Timer?
func startTimer() {
timer?.invalidate() // just in case you had existing `Timer`, `invalidate` it before we lose our reference to it
timer = Timer.scheduledTimer(withTimeInterval: 60.0, repeats: true) { [weak self] _ in
// do something here
}
}
func stopTimer() {
timer?.invalidate()
}
// if appropriate, make sure to stop your timer in `deinit`
deinit {
stopTimer()
}
In Swift 2, you create a NSTimer
. And if you're using Swift 2, you may well be using iOS version prior to 10.0, in which case you have to use the older target
/selector
pattern:
weak var timer: NSTimer?
func startTimer() {
timer?.invalidate() // just in case you had existing `NSTimer`, `invalidate` it before we lose our reference to it
timer = NSTimer.scheduledTimerWithTimeInterval(60.0, target: self, selector: #selector(handleTimer(_:)), userInfo: nil, repeats: true)
}
func handleTimer(timer: NSTimer) {
// do something here
}
func stopTimer() {
timer?.invalidate()
}
// because this old target/selector approach will keep a strong reference
// to the `target`, if you want the timer to stop when the view controller
// is dismissed, you can't stop the timer in `deinit`, but rather have to
// detect the dismissing of the view controller using other mechanisms. Commonly,
// we used to detect the view disappearing, like below:
override func viewDidDisappear(animated: Bool) {
super.viewDidDisappear(animated)
stopTimer()
}
While NSTimer
is generally best, for the sake of completeness, I should note that you can also use dispatch timer, which is useful for scheduling timers on background threads. With dispatch timers, since they're block-based, it avoids some of the strong reference cycle challenges with the old target
/selector
pattern of NSTimer
, as long as you use weak
references.
So, in Swift 3:
var timer: DispatchSourceTimer?
func startTimer() {
let queue = DispatchQueue(label: "com.domain.app.timer") // you can also use `DispatchQueue.main`, if you want
timer = DispatchSource.makeTimerSource(queue: queue)
timer!.scheduleRepeating(deadline: .now(), interval: .seconds(60))
timer!.setEventHandler { [weak self] in
// do whatever you want here
}
timer!.resume()
}
func stopTimer() {
timer?.cancel()
timer = nil
}
deinit {
self.stopTimer()
}
In Swift 2:
var timer: dispatch_source_t?
func startTimer() {
let queue = dispatch_queue_create("com.domain.app.timer", nil) // again, you can use `dispatch_get_main_queue()` if you want to use the main queue
timer = dispatch_source_create(DISPATCH_SOURCE_TYPE_TIMER, 0, 0, queue)
dispatch_source_set_timer(timer!, DISPATCH_TIME_NOW, 60 * NSEC_PER_SEC, 1 * NSEC_PER_SEC) // every 60 seconds, with leeway of 1 second
dispatch_source_set_event_handler(timer!) { [weak self] in
// do whatever you want here
}
dispatch_resume(timer!)
}
func stopTimer() {
if let timer = timer {
dispatch_source_cancel(timer)
self.timer = nil
}
}
deinit {
self.stopTimer()
}
For more information, see the the Creating a Timer section of Dispatch Source Examples in the Dispatch Sources section of the Concurrency Programming Guide.
回答3:
Here's an update to the NSTimer
answer, for Swift 3 (in which NSTimer
was renamed to Timer
) using a closure rather than a named function:
var timer = Timer.scheduledTimer(withTimeInterval: 60, repeats: true) {
(_) in
print("Hello world")
}
回答4:
If you can allow for some time drift here's a simple solution executing some code every minute:
private func executeRepeatedly() {
// put your code here
DispatchQueue.main.asyncAfter(deadline: .now() + 60.0) { [weak self] in
self?.executeRepeatedly()
}
}
Just run executeRepeatedly()
once and it'll be executed every minute. The execution stops when the owning object (self
) is released. You also can use a flag to indicate that the execution must stop.
回答5:
You can use Timer
(swift 3)
var timer = Timer.scheduledTimerWithTimeInterval(60, target: self, selector: Selector("function"), userInfo: nil, repeats: true)
In selector() you put in your function name
回答6:
In swift 3.0 the GCD got refactored:
let timer : DispatchSourceTimer = DispatchSource.makeTimerSource(flags: [], queue: DispatchQueue.main)
timer.scheduleRepeating(deadline: .now(), interval: .seconds(60))
timer.setEventHandler
{
NSLog("Hello World")
}
timer.resume()
This is specially useful for when you need to dispatch on a particular Queue. Also, if you're planning on using this for user interface updating, I suggest looking into CADisplayLink
as it's synchronized with the GPU refresh rate.
来源:https://stackoverflow.com/questions/25951980/do-something-every-x-minutes-in-swift