1.最直接的方法performSelector:withObject:afterDelay:
这种方法的缺点:每次要为延时写一个方法
2.使用类别,用BOLCK执行
[代码]c#/cpp/oc代码:01
@implementation NSObject (PerformBlockAfterDelay)
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- (void)performBlock:(void (^)(void))block
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afterDelay:(NSTimeInterval)delay
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{
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block = [[block copy] autorelease];
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[self performSelector:@selector(fireBlockAfterDelay:)
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withObject:block
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afterDelay:delay];
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}
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- (void)fireBlockAfterDelay:(void (^)(void))block {
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block();
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}
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@end
3.使用GCD
[代码]c#/cpp/oc代码:1
void RunBlockAfterDelay(NSTimeInterval delay, void (^block)(void))
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{
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dispatch_after(dispatch_time(DISPATCH_TIME_NOW, NSEC_PER_SEC*delay),
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dispatch_get_current_queue(), block);
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}
poolo:注意 图中的dispatch_getcurrent_queue() 方法在ios6已经被kill了
现在用dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_HIGH,0)
第一个参数是优先级有,第二个参数为0或nil
如果要要对界面操作则使用dispatch_get_main_queue();
参考: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参数
[代码]c#/cpp/oc代码:1
[UIView animateWithDuration:0.0 delay:5.0 options:UIViewAnimationOptionAllowUserInteraction animations:^{
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} completion:^(BOOL finished) {
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//do stuff here
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}];
5.使用NSOperationQueue,在应用程序的下一个主循环执行:
[代码]c#/cpp/oc代码:1
[[NSOperationQueue mainQueue] addOperationWithBlock:aBlock];
这个和调用performSelector: with afterDelay of 0.0f等价