AudioKit: can't restart AudioKit sampling of frequency after calling 'AudioKit.stop()' - swift

I'm using AudioKit 4.10.
I use this simple code to sample frequency and amplitude from a microphone:
import AudioKit
protocol MicAnalyzerDelegate {
/**
* The MicAnalyzer calls this delegate function.
*/
func micAnalyzerInfos(infos: (frequency : Double, amplitude : Double)?)
}
class MicAnalyzer: NSObject {
// MARK: - Properties
private static var micAnalyzer: MicAnalyzer = MicAnalyzer()
var delegate: MicAnalyzerDelegate?
fileprivate var mic: AKMicrophone!
fileprivate var tracker: AKFrequencyTracker!
fileprivate var silence: AKBooster!
fileprivate var timer: Timer?
// MARK: - Initializations
private override init() {
super.init()
AKSettings.audioInputEnabled = true
self.initMicTracker()
}
private func initMicTracker(){
/* Add the built-in microphone. */
mic = AKMicrophone()
/* Add a traker */
tracker = AKFrequencyTracker(mic)
silence = AKBooster(tracker, gain: 0)
}
// MARK: - Accessors
class func shared() -> MicAnalyzer {
return micAnalyzer
}
func startMonitoring() {
/* Start the microphone and analyzer. */
AudioKit.output = silence
do {
try AudioKit.start()
} catch {
AKLog("AudioKit did not start!")
}
/* Initialize and schedule a new run loop timer. */
timer = Timer.scheduledTimer(timeInterval: 0.1,
target: self,
selector: #selector(MicAnalyzer.tick),
userInfo: nil,
repeats: true)
}
// Stopped as described here: https://github.com/AudioKit/AudioKit/issues/1716
func stopMonitoring() {
do {
AudioKit.disconnectAllInputs()
try AudioKit.stop()
try AudioKit.shutdown()
} catch {
print("AudioKit did not stop")
}
AudioKit.output = nil
// Interrupts polling on tick infos
timer?.invalidate()
timer = nil
}
var infos: (frequency : Double, amplitude : Double)? {
if(!tracker.isStopped){
let frequency = tracker.frequency
let amplitude = tracker.amplitude
return (frequency: frequency, amplitude: amplitude)
} else {
return nil
}
}
/* Call the delegate. */
#objc func tick() {
self.delegate?.micAnalyzerInfos(infos: infos)
}
}
Calling in order the following code I have that situation:
MicAnalyzer.shared().startMonitoring() // --> Everything works good
MicAnalyzer.shared().stopMonitoring() // --> I think it is stopped correctly
MicAnalyzer.shared().startMonitoring() // --> From now on the delegate is called but I get always 0 as frequency and amplitude
Why after recalling the AudioKit.start() (inside the MicAnalyzer.shared().startMonitoring()) I can't sample frequency and amplitude anymore? How should I restart the whole thing?
If I reinitiate each time the variables mic, tracker and silence the memory grows as they are not really deallocated.
This is a second version of the same code idea:
import AudioKit
protocol MicAnalyzerDelegate : class {
/**
* The tuner calls this delegate function
*/
func micAnalyzerInfos(infos: (frequency : Double, amplitude : Double)?)
}
// https://audiokit.io/examples/MicrophoneAnalysis/
class MicAnalyzer: NSObject {
// MARK: - Properties
private weak var delegate: MicAnalyzerDelegate?
fileprivate var mic: AKMicrophone!
fileprivate var tracker: AKFrequencyTracker!
fileprivate var silence: AKBooster!
fileprivate var timer: Timer?
// MARK: - Initializations
init(delegate: MicAnalyzerDelegate) {
print("Init called!!!")
self.delegate = delegate
super.init()
}
deinit {
print("Deinit called!!!")
}
// MARK: - Accessors
func startMonitoring() {
AKSettings.audioInputEnabled = true
/* Add the built-in microphone. */
mic = AKMicrophone()
/* Add a traker */
tracker = AKFrequencyTracker(mic)
silence = AKBooster(tracker, gain: 0)
/* Start the microphone and analyzer. */
AudioKit.output = silence
do {
try AudioKit.start()
} catch {
AKLog("AudioKit did not start!")
}
/* Initialize and schedule a new run loop timer. */
timer = Timer.scheduledTimer(timeInterval: 1,
target: self,
selector: #selector(MicAnalyzer.tick),
userInfo: nil,
repeats: true)
}
func stopMonitoring() {
do {
AudioKit.disconnectAllInputs()
try AudioKit.stop()
try AudioKit.shutdown()
} catch {
print("AudioKit did not stop")
}
AudioKit.output = nil
// Interrupts polling on tick infos
timer?.invalidate()
timer = nil
silence.stop()
silence = nil
tracker.stop()
tracker = nil
mic.stop()
mic = nil
}
var infos: (frequency : Double, amplitude : Double)? {
if(!tracker.isStopped){
let frequency = tracker.frequency
let amplitude = tracker.amplitude
return (frequency: frequency, amplitude: amplitude)
} else {
return nil
}
}
/* Call the delegate. */
#objc func tick() {
print(infos?.frequency ?? "0.0")
//self.delegate.micAnalyzerInfos(infos: infos)
}
}
And then I could call that 'second code test' like this in order:
override func viewDidAppear() {
super.viewDidAppear()
print("viewDidAppear!!!")
tuner = Tuner(delegate: self)
tuner?.startMonitoring()
}
override func viewDidDisappear() {
super.viewDidDisappear()
print("viewDidDisappear!!!")
tuner?.stopMonitoring()
tuner = nil
}

You need to make sure the AKFrequencyTracker is part of the signal chain, as that's an AVAudioEngine engine requirement.
Which means that if you do:
do {
AudioKit.disconnectAllInputs()
try AudioKit.stop()
try AudioKit.shutdown()
} catch {
// error handler
}
AudioKit.output = nil
You have to call initMicTracker to have the AKFrequencyTracker back in the signal chain. So, to restart you'd do:
initMicTracker
startMonitoring
Because your stopMonitoring did:
AudioKit.disconnectAllInputs(), which means (stop)MicTracker
You know that you already created instances for AKMicrophone, AKFrequencyTracker and AKBooster free it from memory
func stopMonitoring() {
...
self.mic = nil
self.tracker = nil
self.silence = nil
}

Related

AudioKit 4.9.5 Microphone doesn't work, all 0 readings

I've been trying to use the microhpone with AudioKit.
The code compiles and runs it also request permission to access to microphone but all the frequency and amplitude readings are all 0.
Here is the class I wrote to dispatch Microphone readings as events.
I've seen other questions which could have been relavant and tried them all like I've tried to change input but no luck.
My guess is either i'm not understanding the AudioKit lifecycle correctly or #objc tags changes the behaviour.
This code used to work on older ios versions but on the 13.3 seems like there are changes. (reason for #objc is that I need to use this with react native bridge)
I thought this could be related to info.plist but I have configured the info.plist for microphone privacy with a string but still no luck.
Am I missing something?
Thanks
please check the code here:
import Foundation
import AudioKit
#objc(AudioKitWrapper)
class AudioKitWrapper: NSObject {
#objc var mic: AKMicrophone!
#objc var timer: Timer!
#objc var tracker: AKFrequencyTracker!
override init(){
super.init()
do {
try AKSettings.setSession(category: .playAndRecord)
} catch {
AKLog("Could not set session category.")
}
AKSettings.defaultToSpeaker = true
if let inputs = AudioKit.inputDevices {
do {
print(inputs)
try AudioKit.setInputDevice(inputs[0])
AKSettings.audioInputEnabled = true
mic = AKMicrophone()
try mic?.setDevice(inputs[0])
}
catch {
print("microphone not supported")
}
}
try? AudioKit.start()
mic?.stop()
self.tracker = AKFrequencyTracker.init(mic, hopSize: 4_096, peakCount: 20)
timer = Timer.scheduledTimer(timeInterval: 0.1, target: self, selector: #selector(self.loop), userInfo: nil, repeats: true)
}
#objc func start() {
if (mic?.isStarted == true) {
print("stop")
mic?.stop()
try! AudioKit.stop()
}
else {
print("start")
mic?.start()
// try! AudioKit.start()
var silence = AKBooster(tracker, gain: 0)
AudioKit.output = silence
}
}
#objc static func requiresMainQueueSetup() -> Bool {
return false
}
#objc func loop() {
if (mic?.isStarted == true){
print(self.tracker.amplitude, self.tracker.frequency)
EventEmitter.sharedInstance.dispatch(name: "onChange",
body: ["amplitude": tracker.amplitude, "frequency":tracker.frequency])
}
}
}
I watched the videos to go from sandbox to production and changed few things.
I realised the main issue with my code was not using AKBooster. change the variable declarations to what the videos mentioned and it started to work.
Here is swift code that works:
import Foundation
import AudioKit
#objc(AudioKitWrapper)
class AudioKitWrapper: NSObject {
#objc var mic: AKMicrophone!
#objc var timer: Timer!
#objc var tracker: AKFrequencyTracker!
#objc var silence: AKBooster!
#objc var micCopy1: AKBooster!
#objc override init(){
super.init()
mic = AKMicrophone()
micCopy1 = AKBooster(mic)
do {
try AKSettings.setSession(category: .playAndRecord)
AKSettings.defaultToSpeaker = true
} catch {
print("Could not set session category.")
return
}
if let inputs = AudioKit.inputDevices {
do {
try AudioKit.setInputDevice(inputs[0])
try mic.setDevice(inputs[0])
}
catch {
print("microphone not supported")
return
}
}
do {
tracker = AKFrequencyTracker.init(micCopy1, hopSize: 4_096, peakCount: 20)
silence = AKBooster(tracker, gain: 0)
AudioKit.output = silence
try AudioKit.start()
mic.stop()
}
catch {
print("AudioKit did not start")
}
timer = Timer.scheduledTimer(timeInterval: 0.1, target: self, selector: #selector(loop), userInfo: nil, repeats: true)
}
#objc func start() {
print("started?", mic?.isStarted == true)
if (mic?.isStarted == true) {
print("stop")
mic?.stop()
}
else {
print("start")
mic.start()
}
}
#objc static func requiresMainQueueSetup() -> Bool {
return true
}
#objc func loop() {
if (mic.isStarted == true){
print("dispatch", tracker.frequency, tracker.amplitude)
EventEmitter.sharedInstance.dispatch(name: "onChange",
body: ["amplitude": self.tracker.amplitude, "frequency": self.tracker.frequency])
}
}
}
Also for those interested to make AudioKit work on React Native, here are the objectiveC code:
AudioKitBridge.m
#import <Foundation/Foundation.h>
#import "React/RCTBridgeModule.h"
#interface RCT_EXTERN_MODULE(AudioKitWrapper, NSObject)
RCT_EXTERN_METHOD(start)
#end
AudioKitBridge.h
#ifndef AudioKitBridge_h
#define AudioKitBridge_h
#import <React/RCTBridgeModule.h>
#interface AudioKitBridge: NSObject
#end

Triggering event only on a change of variable output

I have created the following coin toss program which also triggers an audio file with each coin toss every second. I'd like to know how to change this so that the audio only triggers when the result changes from a heads to a tails or vice versa. Not every second as it is now. Any help is greatly appreciated.
import UIKit
import AVFoundation
class ViewController: UIViewController {
var times: Timer!
var timer: Timer!
var coinFlip : Int = 0
var coinResult : String = ""
var audioPlayer : AVAudioPlayer!
let soundArray = ["note1", "note7"]
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
times = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(fiftyFifty), userInfo: nil, repeats: true)
timer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(result), userInfo: nil, repeats: true)
result()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
func fiftyFifty() -> Int {
coinFlip = Int(arc4random_uniform(2))
return coinFlip
}
func result() -> String {
if coinFlip == 1 {
coinResult = "Heads"
print("Heads")
playSound(soundFileName: soundArray[0])
}
else {
coinResult = "Tails"
print("Tails")
playSound(soundFileName: soundArray[1])
}
}
func playSound(soundFileName : String) {
let soundURL = Bundle.main.url(forResource: soundFileName, withExtension: "wav")
do {
audioPlayer = try AVAudioPlayer(contentsOf: soundURL!)
}
catch {
print(error)
}
audioPlayer.play()
}
}
I've now changed it to add a new variable output from result(), coinResult. Not sure if this helps but hopefully might.
If I understood well, when the coin flips, you want to play a song, in this case you can simply change your coinFlip declaration to that:
var coinFlip : Int = 0 {
didSet {
result()
}
}
didSet is a property observer that observes and respond to changes in property's value.
didSet is called immediately after the new value is stored.
You can read more about property observers in Apple's documentation.
EDIT: Your code will be like this:
import UIKit
import AVFoundation
class ViewController: UIViewController {
var times: Timer!
var timer: Timer!
// Change this
var coinFlip : Int = 0 {
didSet {
result()
}
}
var audioPlayer : AVAudioPlayer!
let soundArray = ["note1", "note7"]
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
times = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(fiftyFifty), userInfo: nil, repeats: true)
timer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(result), userInfo: nil, repeats: true)
result()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
func fiftyFifty() -> Int {
coinFlip = Int(arc4random_uniform(2))
return coinFlip
}
func result() {
if coinFlip == 1 {
print("Heads")
playSound(soundFileName: soundArray[0])
}
else {
print("Tails")
playSound(soundFileName: soundArray[1])
}
}
func playSound(soundFileName : String) {
let soundURL = Bundle.main.url(forResource: soundFileName, withExtension: "wav")
do {
audioPlayer = try AVAudioPlayer(contentsOf: soundURL!)
}
catch {
print(error)
}
audioPlayer.play()
}
}

How Can I Unit Test Swift Timer Controller?

I am working a project that will utilize Swift's Timer class. My TimerController class will control a Timer instance by starting, pausing, resuming, and resetting it.
TimerController consists of the following code:
internal final class TimerController {
// MARK: - Properties
private var timer = Timer()
private let timerIntervalInSeconds = TimeInterval(1)
internal private(set) var durationInSeconds: TimeInterval
// MARK: - Initialization
internal init(seconds: Double) {
durationInSeconds = TimeInterval(seconds)
}
// MARK: - Timer Control
// Starts and resumes the timer
internal func startTimer() {
timer = Timer.scheduledTimer(timeInterval: timerIntervalInSeconds, target: self, selector: #selector(handleTimerFire), userInfo: nil, repeats: true)
}
internal func pauseTimer() {
invalidateTimer()
}
internal func resetTimer() {
invalidateTimer()
durationInSeconds = 0
}
// MARK: - Helpers
#objc private func handleTimerFire() {
durationInSeconds += 1
}
private func invalidateTimer() {
timer.invalidate()
}
}
Currently, my TimerControllerTests contains the following code:
class TimerControllerTests: XCTestCase {
func test_TimerController_DurationInSeconds_IsSet() {
let expected: TimeInterval = 60
let controller = TimerController(seconds: 60)
XCTAssertEqual(controller.durationInSeconds, expected, "'durationInSeconds' is not set to correct value.")
}
}
I am able to test that the timer's expected duration is set correctly when initializing an instance of TimerController. However, I don't know where to start testing the rest of TimerController.
I want to ensure that the class successfully handles startTimer(), pauseTimer(), and resetTimer(). I want my unit tests to run as quickly as possible, but I think that I need to actually start, pause, and stop the timer to test that the durationInSeconds property is updated after the appropriate methods are called.
Is it appropriate to actually create the timer in TimerController and call the methods in my unit tests to verify that durationInSeconds has been updated correctly?
I realize that it will slow my unit tests down, but I don't know of another way to appropriately test this class and it's intended actions.
Update
I have been doing some research, and I have found, what I think to be, a solution that seems to get the job done as far as my testing goes. However, I am unsure whether this implementation is sufficient.
I have reimplemented my TimerController as follows:
internal final class TimerController {
// MARK: - Properties
private var timer = Timer()
private let timerIntervalInSeconds = TimeInterval(1)
internal private(set) var durationInSeconds: TimeInterval
internal var isTimerValid: Bool {
return timer.isValid
}
// MARK: - Initialization
internal init(seconds: Double) {
durationInSeconds = TimeInterval(seconds)
}
// MARK: - Timer Control
internal func startTimer(fireCompletion: (() -> Void)?) {
timer = Timer.scheduledTimer(withTimeInterval: timerIntervalInSeconds, repeats: true, block: { [unowned self] _ in
self.durationInSeconds -= 1
fireCompletion?()
})
}
internal func pauseTimer() {
invalidateTimer()
}
internal func resetTimer() {
invalidateTimer()
durationInSeconds = 0
}
// MARK: - Helpers
private func invalidateTimer() {
timer.invalidate()
}
}
Also, my test file has passing tests:
class TimerControllerTests: XCTestCase {
// MARK: - Properties
var timerController: TimerController!
// MARK: - Setup
override func setUp() {
timerController = TimerController(seconds: 1)
}
// MARK: - Teardown
override func tearDown() {
timerController.resetTimer()
super.tearDown()
}
// MARK: - Time
func test_TimerController_DurationInSeconds_IsSet() {
let expected: TimeInterval = 60
let timerController = TimerController(seconds: 60)
XCTAssertEqual(timerController.durationInSeconds, expected, "'durationInSeconds' is not set to correct value.")
}
func test_TimerController_DurationInSeconds_IsZeroAfterTimerIsFinished() {
let numberOfSeconds: TimeInterval = 1
let durationExpectation = expectation(description: "durationExpectation")
timerController = TimerController(seconds: numberOfSeconds)
timerController.startTimer(fireCompletion: nil)
DispatchQueue.main.asyncAfter(deadline: .now() + numberOfSeconds, execute: {
durationExpectation.fulfill()
XCTAssertEqual(0, self.timerController.durationInSeconds, "'durationInSeconds' is not set to correct value.")
})
waitForExpectations(timeout: numberOfSeconds + 1, handler: nil)
}
// MARK: - Timer State
func test_TimerController_TimerIsValidAfterTimerStarts() {
let timerValidityExpectation = expectation(description: "timerValidity")
timerController.startTimer {
timerValidityExpectation.fulfill()
XCTAssertTrue(self.timerController.isTimerValid, "Timer is invalid.")
}
waitForExpectations(timeout: 5, handler: nil)
}
func test_TimerController_TimerIsInvalidAfterTimerIsPaused() {
let timerValidityExpectation = expectation(description: "timerValidity")
timerController.startTimer {
self.timerController.pauseTimer()
timerValidityExpectation.fulfill()
XCTAssertFalse(self.timerController.isTimerValid, "Timer is valid")
}
waitForExpectations(timeout: 5, handler: nil)
}
func test_TimerController_TimerIsInvalidAfterTimerIsReset() {
let timerValidityExpectation = expectation(description: "timerValidity")
timerController.startTimer {
self.timerController.resetTimer()
timerValidityExpectation.fulfill()
XCTAssertFalse(self.timerController.isTimerValid, "Timer is valid")
}
waitForExpectations(timeout: 5, handler: nil)
}
}
The only thing that I can think of to make the tests faster is for me to mock the class and change let timerIntervalInSeconds = TimeInterval(1) to private let timerIntervalInSeconds = TimeInterval(0.1).
Is it overkill to mock the class so that I can use a smaller time interval for testing?
Rather than use a real timer (which would be slow), we can verify calls to a test double.
The challenge is that the code calls a factory method, Timer.scheduledTimer(…). This locks down a dependency. Testing would be easier if the test could provide a mock timer instead.
Usually, a good way to inject a factory is by supplying a closure. We can do this in the initializer, and provide a default value. Then the closure, by default, will make the actual call to the factory method.
In this case, it's a little complicated because the call to Timer.scheduledTimer(…) itself takes a closure:
internal init(seconds: Double,
makeRepeatingTimer: #escaping (TimeInterval, #escaping (TimerProtocol) -> Void) -> TimerProtocol = {
return Timer.scheduledTimer(withTimeInterval: $0, repeats: true, block: $1)
}) {
durationInSeconds = TimeInterval(seconds)
self.makeRepeatingTimer = makeRepeatingTimer
}
Note that I removed all references to Timer except inside the block. Everywhere else uses a newly-defined TimerProtocol.
self.makeRepeatingTimer is a closure property. Call it from startTimer(…).
Now test code can supply a different closure:
class TimerControllerTests: XCTestCase {
var makeRepeatingTimerCallCount = 0
var lastMockTimer: MockTimer?
func testSomething() {
let sut = TimerController(seconds: 12, makeRepeatingTimer: { [unowned self] interval, closure in
self.makeRepeatingTimerCallCount += 1
self.lastMockTimer = MockTimer(interval: interval, closure: closure)
return self.lastMockTimer!
})
// call something on sut
// verify against makeRepeatingTimerCallCount and lastMockTimer
}
}

Swift 3 CFRunLoopRun in Thread?

I just made a simple testing app to display keycode of keystrokes along with modifiers. It works fine for 3 keystrokes, then the app crashes. When it crashes, debug console just shows (LLDB) at the end. Any suggestion what might be causing this? Maybe something has to do with thread or pointer, but I'm not sure how I can fix this. I'm including the code below. I'd really appreciate any help! Thanks!
import Cocoa
import Foundation
class ViewController: NSViewController {
#IBOutlet weak var textField: NSTextFieldCell!
let speech:NSSpeechSynthesizer = NSSpeechSynthesizer()
func update(msg:String) {
textField.stringValue = msg
print(msg)
speech.startSpeaking(msg)
}
func bridgeRetained<T : AnyObject>(obj : T) -> UnsafeRawPointer {
return UnsafeRawPointer(Unmanaged.passRetained(obj).toOpaque())
}
override func viewDidLoad() {
super.viewDidLoad()
DispatchQueue.global().async {
func myCGEventCallback(proxy: CGEventTapProxy, type: CGEventType, event: CGEvent, refcon: UnsafeMutableRawPointer?) -> Unmanaged<CGEvent>? {
let parent:ViewController = Unmanaged<ViewController>.fromOpaque(refcon!).takeRetainedValue()
if [.keyDown].contains(type) {
let flags:CGEventFlags = event.flags
let pressed = Modifiers(rawValue:flags.rawValue)
var msg = ""
if pressed.contains(Modifiers(rawValue:CGEventFlags.maskAlphaShift.rawValue)) {
msg+="caps+"
}
if pressed.contains(Modifiers(rawValue:CGEventFlags.maskShift.rawValue)) {
msg+="shift+"
}
if pressed.contains(Modifiers(rawValue:CGEventFlags.maskControl.rawValue)) {
msg+="control+"
}
if pressed.contains(Modifiers(rawValue:CGEventFlags.maskAlternate.rawValue)) {
msg+="option+"
}
if pressed.contains(Modifiers(rawValue:CGEventFlags.maskCommand.rawValue)) {
msg += "command+"
}
if pressed.contains(Modifiers(rawValue:CGEventFlags.maskSecondaryFn.rawValue)) {
msg += "function+"
}
var keyCode = event.getIntegerValueField(.keyboardEventKeycode)
msg+="\(keyCode)"
DispatchQueue.main.async {
parent.update(msg:msg)
}
if keyCode == 0 {
keyCode = 6
} else if keyCode == 6 {
keyCode = 0
}
event.setIntegerValueField(.keyboardEventKeycode, value: keyCode)
}
return Unmanaged.passRetained(event)
}
let eventMask = (1 << CGEventType.keyDown.rawValue) | (1 << CGEventType.keyUp.rawValue)
guard let eventTap = CGEvent.tapCreate(tap: .cgSessionEventTap, place: .headInsertEventTap, options: .defaultTap, eventsOfInterest: CGEventMask(eventMask), callback: myCGEventCallback, userInfo: UnsafeMutableRawPointer(mutating: self.bridgeRetained(obj: self))) else {
print("failed to create event tap")
exit(1)
}
let runLoopSource = CFMachPortCreateRunLoopSource(kCFAllocatorDefault, eventTap, 0)
CFRunLoopAddSource(CFRunLoopGetCurrent(), runLoopSource, .commonModes)
CGEvent.tapEnable(tap: eventTap, enable: true)
CFRunLoopRun()
}
// Do any additional setup after loading the view.
}
override var representedObject: Any? {
didSet {
// Update the view, if already loaded.
}
}
}
The main problem is the reference counting: You create a retained
reference to the view controller when installing the event handler, this happens exactly once.
Then you consume a reference in the callback, this happens for every
tap event. Therefore the reference count drops to zero eventually and
the view controller is deallocated, causing a crash.
Better pass unretained references to the callback, and take care that
the event handler is uninstalled when the view controller is deallocated.
Also there is no need to create a separate runloop for an OS X application, or to asynchronously dispatch the handler creation.
Make the callback a global function, not a method. Use
takeUnretainedValue() to get the view controller reference:
func myCGEventCallback(proxy: CGEventTapProxy, type: CGEventType, event: CGEvent, refcon: UnsafeMutableRawPointer?) -> Unmanaged<CGEvent>? {
let viewController = Unmanaged<ViewController>.fromOpaque(refcon!).takeUnretainedValue()
if type == .keyDown {
var keyCode = event.getIntegerValueField(.keyboardEventKeycode)
let msg = "\(keyCode)"
DispatchQueue.main.async {
viewController.update(msg:msg)
}
if keyCode == 0 {
keyCode = 6
} else if keyCode == 6 {
keyCode = 0
}
event.setIntegerValueField(.keyboardEventKeycode, value: keyCode)
}
return Unmanaged.passRetained(event)
}
In the view controller, keep a reference to the run loop source
so that you can remove it in deinit, and use
passUnretained() to pass a pointer to the view controller to
the callback:
class ViewController: NSViewController {
var eventSource: CFRunLoopSource?
override func viewDidLoad() {
super.viewDidLoad()
let eventMask = (1 << CGEventType.keyDown.rawValue) | (1 << CGEventType.keyUp.rawValue)
let userInfo = UnsafeMutableRawPointer(Unmanaged.passUnretained(self).toOpaque())
if let eventTap = CGEvent.tapCreate(tap: .cgSessionEventTap, place: .headInsertEventTap,
options: .defaultTap, eventsOfInterest: CGEventMask(eventMask),
callback: myCGEventCallback, userInfo: userInfo) {
self.eventSource = CFMachPortCreateRunLoopSource(kCFAllocatorDefault, eventTap, 0)
CFRunLoopAddSource(CFRunLoopGetCurrent(), self.eventSource, .commonModes)
} else {
print("Could not create event tap")
}
}
deinit {
if let eventSource = self.eventSource {
CFRunLoopRemoveSource(CFRunLoopGetCurrent(), eventSource, .commonModes)
}
}
// ...
}
Another option would be to install/uninstall the event handler in
viewDidAppear and viewDidDisappear.

Swift: Create Class with NSTimer

I want to create a DirectoryWatcher class that detects whether a directory has changed its first level content and then calls a delegate. This will also run in another thread.
Here is my code:
protocol DirectoryWatcherDelegate {
func directoryDidChange(path: String)
}
class DirectoryWatcher {
private(set) var path = ""
private let timer: NSTimer
private let fm = NSFileManager.defaultManager()
private var previousContent: [String]
let delegate: DirectoryWatcherDelegate?
init(initPath: String) {
path = initPath
timer = NSTimer.scheduledTimerWithTimeInterval(10, target: self, selector: Selector("checkDir"), userInfo: nil, repeats: true)
}
func start() {
previousContent = getContentAtPath()
timer.fire()
}
func stop() {
timer.invalidate()
}
private func checkDir() {
if previousContent != getContentAtPath() {
dispatch_async(dispatch_get_main_queue(), { () -> Void in
if let delegate = self.delegate {
delegate.directoryDidChange(self.path)
} else {
print("No delegate has been assigned")
}
})
}
}
private func getContentAtPath() -> [String] {
var content: [String]
do {
content = try fm.contentsOfDirectoryAtPath(path)
} catch {
content = []
}
return content
}
}
My Problem ist in the init methode, where I initialize the NSTimer. Because this is the init methode I am not able to use self, bacause it is uninitialized.
How to fix this?
BTW: The error messages I am getting are:
The variable self.timer used before initialized
and
Return from initializer without initializing all stored properties