How can I use Timer (formerly NSTimer) in Swift?

IosNstimerNstimeintervalSwift

Ios Problem Overview


I tried

var timer = NSTimer()
timer(timeInterval: 0.01, target: self, selector: update, userInfo: nil, repeats: false)

But, I got an error saying

'(timeInterval: $T1, target: ViewController, selector: () -> (), userInfo: NilType, repeats: Bool) -> $T6' is not identical to 'NSTimer'

Ios Solutions


Solution 1 - Ios

This will work:

override func viewDidLoad() {
    super.viewDidLoad()
    // Swift block syntax (iOS 10+)
    let timer = Timer(timeInterval: 0.4, repeats: true) { _ in print("Done!") }
    // Swift >=3 selector syntax
    let timer = Timer.scheduledTimer(timeInterval: 0.4, target: self, selector: #selector(self.update), userInfo: nil, repeats: true)
    // Swift 2.2 selector syntax
    let timer = NSTimer.scheduledTimerWithTimeInterval(0.4, target: self, selector: #selector(MyClass.update), userInfo: nil, repeats: true)
    // Swift <2.2 selector syntax
    let timer = NSTimer.scheduledTimerWithTimeInterval(0.4, target: self, selector: "update", userInfo: nil, repeats: true)
}

// must be internal or public. 
@objc func update() {
    // Something cool
}

For Swift 4, the method of which you want to get the selector must be exposed to Objective-C, thus @objc attribute must be added to the method declaration.

Solution 2 - Ios

#Repeated event

You can use a timer to do an action multiple times, as seen in the following example. The timer calls a method to update a label every half second.

enter image description here

Here is the code for that:

import UIKit

class ViewController: UIViewController {

    var counter = 0
    var timer = Timer()
    
    @IBOutlet weak var label: UILabel!
    
    // start timer
    @IBAction func startTimerButtonTapped(sender: UIButton) {
        timer.invalidate() // just in case this button is tapped multiple times
        
        // start the timer
        timer = Timer.scheduledTimer(timeInterval: 0.5, target: self, selector: #selector(timerAction), userInfo: nil, repeats: true)
    }
    
    // stop timer
    @IBAction func cancelTimerButtonTapped(sender: UIButton) {
        timer.invalidate()
    }
    
    // called every time interval from the timer
    func timerAction() {
        counter += 1
        label.text = "\(counter)"
    }
}

#Delayed event

You can also use a timer to schedule a one time event for some time in the future. The main difference from the above example is that you use repeats: false instead of true.

timer = Timer.scheduledTimer(timeInterval: 2.0, target: self, selector: #selector(delayedAction), userInfo: nil, repeats: false)

The above example calls a method named delayedAction two seconds after the timer is set. It is not repeated, but you can still call timer.invalidate() if you need to cancel the event before it ever happens.

#Notes

  • If there is any chance of starting your timer instance multiple times, be sure that you invalidate the old timer instance first. Otherwise you lose the reference to the timer and you can't stop it anymore. (see this Q&A)
  • Don't use timers when they aren't needed. See the timers section of the Energy Efficiency Guide for iOS Apps.

#Related

Solution 3 - Ios

Updated to Swift 4, leveraging userInfo:

class TimerSample {

    var timer: Timer?

    func startTimer() {
        timer = Timer.scheduledTimer(timeInterval: 5.0,
                                     target: self,
                                     selector: #selector(eventWith(timer:)),
                                     userInfo: [ "foo" : "bar" ],
                                     repeats: true)
    }

    // Timer expects @objc selector
    @objc func eventWith(timer: Timer!) {
        let info = timer.userInfo as Any
        print(info)
    }

}

Solution 4 - Ios

As of iOS 10 there is also a new block based Timer factory method which is cleaner than using the selector:

    _ = Timer.scheduledTimer(withTimeInterval: 5, repeats: false) { timer in
        label.isHidden = true
    }

Solution 5 - Ios

Swift 3, pre iOS 10

func schedule() {
    DispatchQueue.main.async {
      self.timer = Timer.scheduledTimer(timeInterval: 20, target: self,
                                   selector: #selector(self.timerDidFire(timer:)), userInfo: nil, repeats: false)
    }
  }

  @objc private func timerDidFire(timer: Timer) {
    print(timer)
  }

Swift 3, iOS 10+

DispatchQueue.main.async {
      self.timer = Timer.scheduledTimer(withTimeInterval: 20, repeats: false) { timer in
        print(timer)
      }
    }

Notes

  • It needs to be on the main queue
  • Callback function can be public, private, ...
  • Callback function needs to be @objc

Solution 6 - Ios

Swift 5

I personally prefer the Timer with the block closure:

    Timer.scheduledTimer(withTimeInterval: 1, repeats: false) { (_) in
       // TODO: - whatever you want
    }

Solution 7 - Ios

Check with:

Swift 2

var timer = NSTimer.scheduledTimerWithTimeInterval(0.01, target: self, selector: Selector("update"), userInfo: nil, repeats: true)

Swift 3, 4, 5

var timer = Timer.scheduledTimer(timeInterval: 0.01, target: self, selector: #selector(self.update), userInfo: nil, repeats: true)

Solution 8 - Ios

You will need to use Timer instead of NSTimer in Swift 3.

Here is an example:

Timer.scheduledTimer(timeInterval: 1, 
    target: self, 
    selector: #selector(YourController.update), 
    userInfo: nil, 
    repeats: true)

// @objc selector expected for Timer
@objc func update() {
    // do what should happen when timer triggers an event
}

Solution 9 - Ios

First declare your timer

var timer: Timer?

Then add line in viewDidLoad() or in any function you want to start the timer

timer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(action), userInfo: nil, repeats: false)

This is the func you will callback it to do something it must be @objc

@objc func action () {
print("done")
}

Solution 10 - Ios

for swift 3 and Xcode 8.2 (nice to have blocks, but if You compile for iOS9 AND want userInfo):

...

		self.timer = Timer(fireAt: fire,
		                   interval: deltaT,
		                   target: self,
		                   selector: #selector(timerCallBack(timer:)),
		                   userInfo: ["custom":"data"],
		                   repeats: true)
		
		RunLoop.main.add(self.timer!, forMode: RunLoopMode.commonModes)
		self.timer!.fire()
}

func timerCallBack(timer: Timer!){
		let info = timer.userInfo
		print(info)
	}

Solution 11 - Ios

SimpleTimer (Swift 3.1)

Why?

This is a simple timer class in swift that enables you to:

  • Local scoped timer
  • Chainable
  • One liners
  • Use regular callbacks
Usage:
SimpleTimer(interval: 3,repeats: true){print("tick")}.start()//Ticks every 3 secs
Code:
class SimpleTimer {/*<--was named Timer, but since swift 3, NSTimer is now Timer*/
    typealias Tick = ()->Void
    var timer:Timer?
    var interval:TimeInterval /*in seconds*/
    var repeats:Bool
    var tick:Tick
    
    init( interval:TimeInterval, repeats:Bool = false, onTick:@escaping Tick){
        self.interval = interval
        self.repeats = repeats
        self.tick = onTick
    }
    func start(){
        timer = Timer.scheduledTimer(timeInterval: interval, target: self, selector: #selector(update), userInfo: nil, repeats: true)//swift 3 upgrade
    }
    func stop(){
        if(timer != nil){timer!.invalidate()}
    }
    /**
     * This method must be in the public or scope
     */
    @objc func update() {
        tick()
    }
}

Solution 12 - Ios

timer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(createEnemy), userInfo: nil, repeats: true)

And Create Fun By The Name createEnemy

fund createEnemy ()
{
do anything ////
}

Solution 13 - Ios

In Swift 3 something like this with @objc:

func startTimerForResendingCode() {
    let timerIntervalForResendingCode = TimeInterval(60)
    Timer.scheduledTimer(timeInterval: timerIntervalForResendingCode,
                         target: self,
                         selector: #selector(timerEndedUp),
                         userInfo: nil,
                         repeats: false)
}




@objc func timerEndedUp() {
    output?.timerHasFinishedAndCodeMayBeResended()
}

Solution 14 - Ios

If you init method of timer

let timer = Timer(timeInterval: 3, target: self, selector: #selector(update(_:)), userInfo: [key : value], repeats: false)

func update(_ timer : Timer) {

}

then add it to loop using method other selector will not be called

RunLoop.main.add(timer!, forMode: .defaultRunLoopMode)

NOTE : If you are want this to repeat make repeats true and keep the reference of timer otherwise update method will not be called.

If you are using this method.

Timer.scheduledTimer(timeInterval: seconds, target: self, selector: #selector(update(_:)), userInfo: nil, repeats: true)

keep a reference for later use if repeats is true.

Solution 15 - Ios

I tried to do in a NSObject Class and this worked for me:

DispatchQueue.main.asyncAfter(deadline: .now() + .milliseconds(300)) {  
print("Bang!") }

Solution 16 - Ios

NSTimer has been renamed to Timer in Swift 4.2. this syntax will work in 4.2:

let timer = Timer.scheduledTimer(timeInterval: 1.0, target: self, selector: #selector(UIMenuController.update), userInfo: nil, repeats: true)

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