Delay Actions in Swift
dispatch_after()
is the standard way of delaying actions.
indicator.startAnimating()let delay = 4.5 * Double(NSEC_PER_SEC)let time = dispatch_time(DISPATCH_TIME_NOW, Int64(delay))dispatch_after(time, dispatch_get_main_queue()) { indicator.stopAnimating()}
See: dispatch_after - GCD in swift?
Update for Swift 3.0
indicator.startAnimating()let delay = Int(4.5 * Double(1000))DispatchQueue.main.after(when: .now() + .milliseconds(delay)) { indicator.stopAnimating()}
However, in the spirit of Swift 3.0, I think extending DispatchQueue
would be a better solution.
extension DispatchQueue { func delay(_ timeInterval: TimeInterval, execute work: () -> Void) { let milliseconds = Int(timeInterval * Double(1000)) after(when: .now() + .milliseconds(milliseconds), execute: work) }}
This leaves us with a very nice
indicator.startAnimating()DispatchQueue.main.delay(4.5) { indicator.stopAnimating()}
Update 2
Digging into the Xcode 8.0 beta, I found public func +(time: DispatchTime, seconds: Double) -> DispatchTime
. So, I guess this is valid…
indicator.startAnimating()DispatchQueue.main.after(when: .now() + 4.5) { indicator.stopAnimating()}
I don't think there is a need to extend DispatchQueue
for something this clean already.
--
Update for Swift 3.1
There is new syntax for Swift 3.1. They just likes to change things don't they.
indicator.startAnimating()DispatchQueue.main.asyncAfter(deadline: .now() + 4.5) { indicator.stopAnimating()}
Here is a cleaner and more expressive code to do this using Swift 3.1 and Grand Central Dispatch:
Swift 3.1:
indicator.startAnimating()// Runs after 1 second on the main queue.DispatchQueue.main.asyncAfter(deadline: .now() + .seconds(1) ) { indicator.stopAnimating()}
Also .seconds(Int)
, .microseconds(Int)
and .nanoseconds(Int)
may be used for the time.