CountdownLabel | Simple countdown UILabel with morphing animation | iOS library
kandi X-RAY | CountdownLabel Summary
kandi X-RAY | CountdownLabel Summary
Simple countdown UILabel with morphing animation, and some useful function.
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QUESTION
I’m making an appllication quiz in which i want to implement the value of the dictionary to be the intial value of the countdown timer so if the "soft" key is targeted the count down timer starts from 300 instead of 60
...ANSWER
Answered 2021-Jul-17 at 13:51 let hardness=sender.currentTitle!
count = eggTimes[hardness]!
startCountDown()
QUESTION
I am working on a Pomodoro application with Tkinter. I want to send the work/rest time to a function to countdown the time sent. These work/rest time should loop within the conditioned number of sessions.
My try was to send the values to the function and return after they are done with the time counter. the counter code worked for me when I separated from the code. but the problem I have is with how to return after It's done.
...ANSWER
Answered 2020-Nov-16 at 00:21No, you can't.
GUI's work with "event-driven programming", which is very different from the procedural programming that most people learn at first. When you use a function like self.after
you are scheduling an event to happen later, but allowing other events to happen in the meantime. Important things like responding to clicks and updating the display, but also the little things like moving the window or changing the button color slightly when you hover over it.
To do what you want you'll need to set up some kind of variables to keep track of where you are in the series and use those. I think you know this because you already have those instance variables. All that's left is to trigger the right one in your if self.remaining <= 0:
clause.
QUESTION
Full Disclosure: I am extremely new to everything swift/UIKit-related so I hope you can excuse my assured ignorance.
So the basic action I am trying to preform is having a Timer immediately begin a countdown the moment any character is entered into a UITextField
(NOT triggered just by being focused).
Everything looks and functions 90% as I am intending except for an interaction where every time a character is entered into text field, the timer recursively initiates it's timeInterval
.
After 7+ characters are typed, my 60-Second timer is far past 0 in less than a few seconds.
Using editingDidBegin
"fixes" the issue but, in this parameter, the timer starts when the text field is tapped and focused and that isn't ideal for what I am trying to do.
My ViewController Code:
...ANSWER
Answered 2020-Oct-24 at 21:33First change your timer declaration to optional. Then you can simply check if it is nil, if true schedule your timer. Second you should never rely on a timer to measure elapsed time. Just create an end date adding the desired time interval from now. This way you can simply check if now is greater or equal than the endDate when invalidating your timer. Use the timer only to update the UI and you can simply check the time interval since now when updating your label. The code below was written in the browser so it might have some mistakes but you can have an idea what to do to accomplish your goal.
QUESTION
I'm sandboxing a little timer app. I'm using this cocoapod
This is my code so far:
...ANSWER
Answered 2020-Sep-22 at 07:11This code is not tested, I'm just following the document you posted. Seems like you don't need to check if countdownLabel.isFinished()
, because there is a delegate method for that which will be called as soon as it is finished.
Set up the delegate in func setupCountdown()
:
QUESTION
I am currently learning to code swift apps and am trying to do some projects on my own. My current personal challenge is to do a countdown timer app. The concept is simple: the user enters a date, from a UIDatePicker, and the app shows the time remaining until his list of various events (uses user default values to keep the events in memory). All the said events are shown in a collection view (see below for screen shots).
I ran into something too complicated for my actual skillset and I thought you guys probably would have the answer, or at least a few suggestions! Here is my issue: I'd like for the time remaining between today and the event to decrease every second, and to be shown through a label inside a collectionViewCell. I found a very simple way to do so, with a timer, but implementing the said solution with a collectionViewCell is giving me quite the headache.
Here are the code excerpts I'd like to share, and hopefully it's enough:
...ANSWER
Answered 2020-Aug-15 at 04:12Add this method UpdateTimeLabel
method into the EventCollectionViewCell
and modify method like this
QUESTION
ANSWER
Answered 2020-Jul-02 at 10:23Try wrapping clockImage
in a view with constraint. For example:
QUESTION
I'm trying to perform a segue when my timer reaches zero and currently having issues. I've removed all code as I'm been trying to give a clearer view before the implementation of the segue. Below I'll post the code of just the time counting down. Any help to get it to segue when done would be appreciated. Thank You in advance
...ANSWER
Answered 2020-Jun-16 at 01:08Essentially all you need to do is compare your futureDate
with the current date and perform the segue if futureDate
is in the past.
I have taken the liberty of removing some code to make my answer clearer (The animations in viewDidLoad
won't achieve anything, for example). I also moved the runCountdown
function out of viewDidLoad
(I suspect that was just a bracket balancing mistake?).
QUESTION
So I'm doing a simple game on swift 5 and I basically have a 3..2..1.. go timer to start the game and then a 3..2..1..stop timer to stop the game. And finally a function that displays the score. I need a way for each function call to wait for the timer to be done before the next one begins, any suggestions? Here's my code so far. (Also if you have any other suggestions on the app let me know as well, the end goal is to register how many taps of a button you can do in 3 seconds)
...ANSWER
Answered 2020-May-22 at 01:02The approach shouldn't be that the function calls wait for the timer to get finished, rather the timers should call the functions when they finish.
So, you need to move below function calls out of viewDidLoad
and put them inside the Timer
blocks.
QUESTION
I have created a Timer object to repeatedly execute some code for every second in one of the view controllers in my App. My question is will the system automatically invalidate the timer when I pop the view controller off the navigation stack? Somehow my intuition tells me that it doesn't because the timer object itself is not directly tied to the view controller object.
Edit Note: Below is the code for the VC swift file where the timer is created. Please don't bash me for my amateur code. So basically a VC of this type is created and gets pushed onto the navigation stack. Assuming a scenario where the user didn't press the pause button (in which case the timer is invalidated) before going back to the root view by pressing the back button on the navigation bar, will the timer object gets destroyed?
...ANSWER
Answered 2020-May-08 at 02:27The system won't automatically invalidate the timer. The view controller has no relation to the timer itself since the timer gets referenced (strongly) by the RunLoop object.
Apple's documentation also explicitly says that the only way to invalidate a timer is to actually call the method:
https://developer.apple.com/documentation/foundation/timer/1415405-invalidate
This method is the only way to remove a timer from an RunLoop object. The RunLoop object removes its strong reference to the timer, either just before the invalidate() method returns or at some later point.
If it was configured with target and user info objects, the receiver removes its strong references to those objects as well.
QUESTION
I have a countdown implemented but currently the label assigned to display the value isn't showing the value at all. I've tried print(countdownLabel) to see if it is recording in which the label's properties are returned and not the countdown. Thanks in advance!
...ANSWER
Answered 2020-Apr-18 at 15:19The problem in your code is, you declared function runCountdown()
inside another function viewDidLoad()
but, you didn't call runCountdown()
afterwards.
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