if i set up a runloop like that:
NSRunloop* loop = [NSRunloop currentRunLoop];
[runLoop addTimer:anyTimer forMode:NSDefaultRunLoopMode];
can i stop it again ? or is the only way to ignore the notification i use to trigger the further action ?
ok, i give an example for the problem:
-(void)blinkeffekt:(double)pollingTime{
NSRunLoop* runLoop = [NSRunLoop currentRunLoop];
if (pollingTime != 0) {
NSTimeInterval interval =(double)pollingTime / 1000;
NSTimer timer = [NSTimer scheduledTimerWithTimeInterval:interval target:self selector:@selector(polling) userInfo:nil repeats:YES];
[runLoop addTimer:timer forMode:NSDefaultRunLoopMode];
}
else {
[timer invalidate];
}
}
surely, here are several errors - no question. but i think, it shows my problem. and this is not really solvable with the answers until now.
i need to run a timer and stop it later. and ideally out of another function in the class. but then i cannot access "timer" anymore and runloop doesnt allow to figure out, if such a "message" is available. and it would be extremely ineffective, if i would register for each calling of the function a new timer.
You need to send a invalidate message to the timer to remove it from the RunLoop.
[anyTimer invalidate];