-(void)setX:(int)x andY:(int)y andObject:(Sprite*)obj
{
[obj setPosition:CGPointMake(x,y)];
}
Now, I want to call above method, using following
As an alternative to NSTimer, on iOS 4.0+ and 10.6+, you could use Grand Central Dispatch and dispatch sources to do this using a block. Apple has the following code for this in their Concurrency Programming Guide:
dispatch_source_t CreateDispatchTimer(uint64_t interval, uint64_t leeway, dispatch_queue_t queue, dispatch_block_t block)
{
dispatch_source_t timer = dispatch_source_create(DISPATCH_SOURCE_TYPE_TIMER, 0, 0, queue);
if (timer)
{
dispatch_source_set_timer(timer, dispatch_walltime(NULL, 0), interval, leeway);
dispatch_source_set_event_handler(timer, block);
dispatch_resume(timer);
}
return timer;
}
You could then set up a one-second timer event using code like the following:
dispatch_source_t newTimer = CreateDispatchTimer(1ull * NSEC_PER_SEC, (1ull * NSEC_PER_SEC) / 10, dispatch_get_main_queue(), ^{
[self setX:someValue andY:otherValue andObject:obj];
});
as long as you store and release your timer when done. This can even let you trigger a timer to execute items on a background thread by using a concurrent queue instead of the main queue used above.
This can avoid the need for boxing and unboxing arguments.