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Home/ Questions/Q 6998805
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Editorial Team
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Editorial Team
Asked: May 27, 20262026-05-27T20:27:31+00:00 2026-05-27T20:27:31+00:00

i’m running 2 methods in the viewDidLoad and between them im running NSRunLoop for

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i’m running 2 methods in the viewDidLoad and between them im running NSRunLoop for 10 sec

-(void)nextImage{ //charging a random image in the image view

    index = [[NSArray alloc]initWithObjects:@"1.jpg",@"2.jpg",@"3.jpg",@"4.jpg",@"5.jpg",nil];
    NSUInteger randomIndex = arc4random() % [index count];
    NSString *imageName = [index objectAtIndex:randomIndex];
    NSLog(@"%@",imageName);
    self.banner=[UIImage imageNamed:imageName];
    self.imageView.image=banner;
    [imageName release];
}

-(void)horror{

    self.banner=[UIImage imageNamed:@"Flo.jpg"];
    self.imageView.image=banner;
    NSString *path = [NSString stringWithFormat:@"%@%@",[[NSBundle mainBundle] resourcePath],@"/scream.wav"];
    SystemSoundID soundID;
    NSURL *filePath = [NSURL fileURLWithPath:path isDirectory:NO];
    AudioServicesCreateSystemSoundID((CFURLRef)filePath, &soundID);
    AudioServicesPlaySystemSound(soundID);

}

- (void)viewDidLoad
{

    [self nextImage];

    [[NSRunLoop currentRunLoop] runUntilDate:[NSDate dateWithTimeIntervalSinceNow:10.0]];

    [self horror];

    [super viewDidLoad];
}

here the image don’t change,black screen and after 10 sec i see only the result of [horror]. On the other side when i keep only [nextImage] in the viewDidLoad the image change, i think that something going wrong with my NSRunLoop

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  1. Editorial Team
    Editorial Team
    2026-05-27T20:27:31+00:00Added an answer on May 27, 2026 at 8:27 pm

    You should not work with the run-loop directly most of the time. The method runUntilDate: does not, what you think it does. For your use case, you should set-up a timer:

    - (void)viewDidLoad
    {
        [self nextImage];
        [NSTimer scheduledTimerWithTimeInterval: 10.0 target: self selector: @selector(horror) userInfo: nil repeats: NO];
        [super viewDidLoad];
    }
    

    The timer will fire after 10 seconds (timeInterval: 10.0) and then make the target object (your view controller in this case due to target: self) perform the method horror (due to selector: @selector(horror)).

    If there is any chance, that your view controller could become inactive before the time is elapsed, safe the timer instance in an ivar, and cancel it:

    ...
    NSTimer* timer = [NSTimer scheduledTimerWithTimeInterval: 10.0 target: self selector: @selector(horror) userInfo: nil repeats: NO];
    self.myTimerProperty = timer;
    ...
    

    and when you need to cancel it:

    ...
    if (self.myTimerProperty)
    {
        // Ok. Since we have a timer here, we must assume, that we have set it
        // up but it did not fire until now. So, cancel it 
        [self.myTimerProperty invalidate];
        self.myTimerProperty = nil;
    }
    ...
    

    BTW, if you are doing this, it would probably a good idea to clear the timer property from
    within the callback method:

    - (void) horror
    {
        self.myTimerProperty = nil;
        ... other horrible stuff ...
    }
    
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