有時候,希望某段代碼,某個時間在一定時間後執行,這時候就要用到順延強制。
常見的方法有以下幾種:
1.最直接的方法performSelector:withObject:afterDelay:這種方法的缺點:每次要為延時寫一個方法
[self performSelector:@selector(scale_2) withObject:nil afterDelay:0.5f];
-(void)scale_2{ UIImageView *round_2 = [[UIImageView alloc]initWithFrame:CGRectMake(105, 210, 20, 20)]; round_2.image = [UIImage imageNamed:@"round_"]; [splashView addSubview:round_2]; [self setAnimation:round_2];}
2.使用類別,用BOLCK執行
@implementation NSObject (PerformBlockAfterDelay)- (void)performBlock:(void (^)(void))block afterDelay:(NSTimeInterval)delay{ block = [[block copy] autorelease]; [self performSelector:@selector(fireBlockAfterDelay:) withObject:block afterDelay:delay];}- (void)fireBlockAfterDelay:(void (^)(void))block { block();}@end
3.使用GCD[代碼]c#/cpp/oc代碼:
void RunBlockAfterDelay(NSTimeInterval delay, void (^block)(void)){ dispatch_after(dispatch_time(DISPATCH_TIME_NOW, NSEC_PER_SEC*delay), dispatch_get_current_queue(), block);}
poolo:注意 圖中的dispatch_getcurrent_queue() 方法在ios6已經被kill了現在用dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_HIGH,0)第一個參數是優先順序有,第二個參數為0或nil如果要要對介面操作則使用dispatch_get_main_queue();參考:http://www.cnblogs.com/guwandong/archive/2012/08/08/2626211.html 4.可能是不太好的方法,用animation的completion參數[代碼]c#/cpp/oc代碼:
[UIView animateWithDuration:0.0 delay:5.0 options:UIViewAnimationOptionAllowUserInteraction animations:^{} completion:^(BOOL finished) { //do stuff here}];
5.使用NSOperationQueue,在應用程式的下一個主迴圈執行:[代碼]c#/cpp/oc代碼:
1 |
[[NSOperationQueue mainQueue] addOperationWithBlock:aBlock]; |
這個和調用performSelector: with afterDelay of 0.0f等價
學習的路上,與君共勉。