Wait multiple observable requests to finish using RXSwift - swift

I have a list of observables that are requests for google distance and duration info from an specific point. I'm trying to load my screen only when all this information is fetched, but my subscribe on next for those observables are never called (the line "observer.onNext(viewModel)" is called and has the information already fetched, only the subscribe(onNext) is not being called). How can I wait til those observables complete?
func stationInfoObservable(userLocation: CLLocationCoordinate2D, stations: [Station]) -> [Observable<GasStationTableCellViewModel>] {
var observables: [Observable<GasStationTableCellViewModel>] = []
for station in stations {
observables.append(Observable.create({ observer in
guard let toCoordinate = station.coordinate() else { return Disposables.create() }
self.mapDirections.routes(from: userLocation.asPlace(), to: toCoordinate.asPlace()) { routes, error in
if let error = error {
logger.error(error)
} else {
guard let leg = routes.first?.legs?.first else {
return
}
guard let distance = leg.distance?.text, let duration = leg.duration?.text else { return }
station.distanceInKMFromUserLocation = distance
station.distanceInMinutesFromUserLocation = duration
let viewModel = GasStationTableCellViewModel(station: station)
observer.onNext(viewModel)
observer.onCompleted()
}
}
return Disposables.create()
}))
}
return observables
}
I'm trying to subscribe this way (EDIT: I'm now trying to use zip, but the the drive / subscribe continues not being called):
Observable.zip(observables)
.asDriver(onErrorJustReturn: [])
.drive(onNext: { test in
print(test)
}, onCompleted: {
print("aa")
}).disposed(by: DisposeBag())

Based on your subscription code, it looks like you're not retaining the DisposeBag. You must retain this object because when it gets deallocated, all disposables it owns get immediately disposed. Try making it a property and use the property:
class MyClass {
let disposeBag = DisposeBag()
func setupSubscription() {
Observable.zip(observables)
.asDriver(onErrorJustReturn: [])
.drive(onNext: { test in
print(test)
}, onCompleted: {
print("aa")
}).disposed(by: disposeBag)
}
}

Related

Outlined consume of object crash in Combine receive func

Crashlytics states that there is a crash when updating the object var.The error is outlined consume of ObjectValue, from the add listeners func.
ObjectValue is a struct.
object is also updated from two other places. Is it possible that the updating in the combine call is unsafe (one places is accessing the memory while another place is changing its value)? How can I fix that?
var object: ObjectValue? = nil {
didSet {
guard oldValue != self.object else {
self.isLoading = false
return
}
self.prepareData()
}
}
override func addListeners() {
self.manager.objectValue.$value
.receive(on: RunLoop.main)
.sink { [weak self] objectValue in
guard self?.isDetailView == false else { return }
self?.object = objectValue
}
.store(in: &cancellables)
}

Update UI after async await call

I load books from API, show activity indicator while loading, update label after server response.
activityView.isHidden = false
let task = detach {
do {
let books = try await self.bookService.fetchBooks()
DispatchQueue.main.async {
self.show(books: books)
}
} catch {
DispatchQueue.main.async {
self.resultLabel.text = error.localizedDescription
}
}
DispatchQueue.main.async {
self.activityView.isHidden = true
}
}
//...
My question is what is better approach to update UI on the main queue? DispatchQueue.main.async look ugly and I guess there is a better approach to do the same.
I must use it, because all UI updates should be on the main thread and I get compiler errors without DispatchQueue.main.async something like
Property 'text' isolated to global actor 'MainActor' can not be mutated from a non-isolated context
or
Property 'isHidden' isolated to global actor 'MainActor' can not be mutated from a non-isolated context
P.S. Use Xcode 13.0b2
Use #MainActor like this -
self.updateAcitivityIndicator(isHidden: false)
let task = detach {
do {
let books = try await self.bookService.fetchBooks()
self.showBooks(books)
} catch {
self.showError(error)
}
self.updateAcitivityIndicator(isHidden: true)
}
#MainActor
private func showBooks(_ books: [Book]) {
}
#MainActor
private func showError(_ error: Error) {
self.resultLabel.text = error.localizedDescription
}
#MainActor
private func updateAcitivityIndicator(isHidden: Bool) {
self.activityView.isHidden = isHidden
}

Removing Firestore SnapshotListener

I am currently working on a valet app. I have two table views one for the Location of the worker, and then another that when you click on a location the cars that are under that location come up in the new tableview.
My current problem is that when I click on a new location the old snapshot listener is still on and if an update happens under that location the second table view changes back to the original location.
I tried to do what they say by removing listener but then it just doesn't work at all.
This is my code below
// func to select the individual row
func tableView(_ tableView: UITableView, didSelectRowAt indexPath: IndexPath) {
switch tableView {
case SelectLocationTableView:
do {
if (allowed == false){ // postin data in table already but not reloading the page yet
Authenticate(title: "hi", message: "hi")
Location = postData[indexPath.row]
oldLocation=Location
}
}
do {
if (allowed == true) {
allowed = false
Location = postData[indexPath.row]
CarsRequestedTableView.reloadData()
DisplayLocations()
}
}
case CarsRequestedTableView:
CarSelected = postCars[indexPath.row]
WorkWithCar()
default:
print(Error.self)
}
}
// function to pull the location based on the cell you click on
func DisplayLocations (){
let listener = db.collection("Requested").document(Location).collection("Requested").addSnapshotListener { querySnapshot, error in
guard (querySnapshot?.documents) != nil else {
print("Error fetching documents: \(error!)")
return
}
self.postCars.removeAll()
for document in querySnapshot!.documents {
let post = document.documentID
self.postCars.append(post)
self.CarsRequestedTableView.reloadData()
self.DisplayAlert(title: "NEW REQUEST!", message: "CHECK FOR NEW REQUEST!")
}
}
}
You need to keep the listener registration in a (private) instance variable in your table view controller, and call its remove() method when you're ready to stop listening. The Firebase iOS Quickstart repo has a couple of classes that show how to do this, here is an example I took from RestaurantsTableViewController:
class RestaurantsTableViewController: UIViewController, UITableViewDataSource, UITableViewDelegate {
// ...
// the data that's displayed in the table view
private var restaurants: [Restaurant] = []
private var documents: [DocumentSnapshot] = []
// this method removes any existing listener and sets up a new query
fileprivate var query: Query? {
didSet {
if let listener = listener {
listener.remove()
observeQuery()
}
}
}
// this is where you keep the listener registration
private var listener: ListenerRegistration?
// set up the new snapshot listener and map documents to data
fileprivate func observeQuery() {
guard let query = query else { return }
stopObserving()
// Display data from Firestore, part one
listener = query.addSnapshotListener { [unowned self] (snapshot, error) in
guard let snapshot = snapshot else {
print("Error fetching snapshot results: \(error!)")
return
}
let models = snapshot.documents.map { (document) -> Restaurant in
let maybeModel: Restaurant?
do {
maybeModel = try document.data(as: Restaurant.self)
} catch {
fatalError("Unable to initialize type \(Restaurant.self) with dictionary \(document.data()): \(error)")
}
if let model = maybeModel {
return model
} else {
// Don't use fatalError here in a real app.
fatalError("Missing document of type \(Restaurant.self) at \(document.reference.path)")
}
}
self.restaurants = models
self.documents = snapshot.documents
if self.documents.count > 0 {
self.tableView.backgroundView = nil
} else {
self.tableView.backgroundView = self.backgroundView
}
self.tableView.reloadData()
}
}
// this is where you stop the listener
fileprivate func stopObserving() {
listener?.remove()
}
/// ...
}

How do you aggregate data from DispatchQueue.concurrentPerform() using GCD?

How is one supposed to aggregate data when using Grand Central Dispatch's ConcurrentPerform()?
I am doing what is in the code below, but resultDictionary seems to lose all its data when the notify() block ends. Thus all I get is an empty dictionary that is returned from the function.
I am not sure why this is happening, because when I print or set a breakpoint I can see there is something in the resultDictionary before the block ends.
let getCVPDispatchQueue = DispatchQueue(label: "blarg",
qos: .userInitiated,
attributes: .concurrent)
let getCVPDispatchGroup = DispatchGroup()
var resultDictionary = dataIDToSRLParticleDictionary()
getCVPDispatchQueue.async { [weak self] in
guard let self = self else { return }
DispatchQueue.concurrentPerform(iterations: self.dataArray.count) { [weak self] (index) in
guard let self = self else { return }
let data = self.dataArray[index]
getCVPDispatchGroup.enter()
let theResult = data.runPartcleFilterForClosestParticleAndMaybeStopAudio()
switch theResult {
case .success(let CVParticle):
// If there was a CVP found, add it to the set.
if let theCVParticle = CVParticle {
self.dataIDsToCVPDictionary.addTodataIDToCVPDict(key: data.ID,
value: theCVParticle)
}
case .failure(let error):
os_log(.error, log: self.logger, "rundatasProcessing error: %s", error.localizedDescription)
self._isActive = false
}
getCVPDispatchGroup.leave()
}
getCVPDispatchGroup.notify(queue: .main) { [weak self] in
guard let self = self else { return }
print("DONE with \(self.dataIDsToCVPDictionary.getDictionary.count)")
resultDictionary = self.dataIDsToCVPDictionary.getDictionary
print("resultDictionary has \(self.dataIDsToCVPDictionary.getDictionary.count)")
}
}
print("Before Return with \(resultDictionary.count)")
return resultDictionary
}
Not sure if this will help, but this is simple class I made to made accessing the dictionary thread safe.
class DATASynchronizedIDToParticleDictionary {
var unsafeDictionary: DATAIDToDATAParticleDictionary = DATAIDToDATAParticleDictionary()
let accessQueue = DispatchQueue(label: "blarg2",
qos: .userInitiated,
attributes: .concurrent)
var getDictionary: DATAIDToDATAParticleDictionary {
get {
var dictionaryCopy: DATAIDToDATAParticleDictionary!
accessQueue.sync {
dictionaryCopy = unsafeDictionary
}
return dictionaryCopy
}
}
func addToDATAIDToCVPDict(key: String, value: DATAParticle) {
accessQueue.async(flags: .barrier) { [weak self] in
guard let self = self else { return }
self.unsafeDictionary[key] = value
}
}
func clearDictionary() {
accessQueue.async(flags: .barrier) { [weak self] in
guard let self = self else { return }
self.unsafeDictionary.removeAll()
}
}
}
You said:
I am doing what is in the code below, but resultDictionary seems to lose all its data when the notify() block ends. Thus all I get is an empty dictionary that is returned from the function.
The issue is that you’re trying to return a value that is calculated asynchronously. You likely want to shift to a completion block pattern.
As an aside, the dispatch group is not necessary. Somewhat ironically, the concurrentPerform is synchronous (i.e. it doesn’t proceed until the parallelized for loop is finished). So there’s no point in using notify if you know that you won’t get to the line after the concurrentPerform until all the iterations are done.
I’d also discourage having the concurrentPerform loop update properties. It exposes you to a variety of problems. E.g. what if the main thread was interacting with that object at the same time? Sure, you can synchronize your access, but it may be incomplete. It’s probably safer to have it update local variables only, and have the caller do the property update in its completion handler block. Obviously, you can go ahead and update properties (esp if you want to update your UI to reflect the in-flight progress), but it adds an additional wrinkle to the code that might not be necessary. Below, I’ve assumed it wasn’t necessary.
Also, while I appreciate the intent behind all of these [weak self] references, they’re really not needed, especially in your synchronization class DATASynchronizedIDToParticleDictionary. We often use weak references to avoid strong reference cycles. But if you don’t have strong references, they just add overhead unless you have some other compelling need.
OK, so let’s dive into the code.
First, I’d retire the specialized DATASynchronizedIDToParticleDictionary with a general-purpose generic:
class SynchronizedDictionary<Key: Hashable, Value> {
private var _dictionary: [Key: Value]
private let queue = DispatchQueue(label: Bundle.main.bundleIdentifier! + ".dictionary", qos: .userInitiated, attributes: .concurrent)
init(_ dictionary: [Key: Value] = [:]) {
_dictionary = dictionary
}
var dictionary: [Key: Value] {
queue.sync { _dictionary }
}
subscript(key: Key) -> Value? {
get { queue.sync { _dictionary[key] } }
set { queue.async(flags: .barrier) { self._dictionary[key] = newValue } }
}
func removeAll() {
queue.async(flags: .barrier) {
self._dictionary.removeAll()
}
}
}
Note, I’ve removed the unnecessary weak references. I’ve also renamed addToDATAIDToCVPDict and clearDictionary with a more natural subscript operator and a removeAll method that more closely mirrors the interface of the underlying Dictionary type. It results in more natural looking code. (And because this is a generic, we can use it for any dictionary that needs this sort of low level synchronization.)
Anyway, you can now declare a synchronized rendition of the dictionary like so:
let particles = SynchronizedDictionary(dataIDToSRLParticleDictionary())
And when I want to update the dictionary with some value, you can do:
particles[data.ID] = theCVParticle
And when I want retrieve actual underlying, wrapped dictionary, I can do:
let finalResult = particles.dictionary
While we’re at it, since we might want to keep track of an array of errors that needs to be synchronized, I might add an array equivalent type:
class SynchronizedArray<Value> {
private var _array: [Value]
private let queue = DispatchQueue(label: Bundle.main.bundleIdentifier! + ".array", qos: .userInitiated, attributes: .concurrent)
init(_ dictionary: [Value] = []) {
_array = dictionary
}
var array: [Value] {
queue.sync { _array }
}
subscript(index: Int) -> Value {
get { queue.sync { _array[index] } }
set { queue.async(flags: .barrier) { self._array[index] = newValue } }
}
func append(_ value: Value) {
queue.async(flags: .barrier) {
self._array.append(value)
}
}
func removeAll() {
queue.async(flags: .barrier) {
self._array.removeAll()
}
}
}
We can now turn our attention to the main routine. So rather than returning a value, we’ll instead give it an #escaping completion handler. And, as discussed above, we’d retire the unnecessary dispatch group:
func calculateAllClosestParticles(completion: #escaping ([String: CVParticle], [Error]) -> Void) {
let queue = DispatchQueue(label: "blarg", qos: .userInitiated, attributes: .concurrent)
let particles = SynchronizedDictionary(dataIDToSRLParticleDictionary())
let errors = SynchronizedArray<Error>()
queue.async {
DispatchQueue.concurrentPerform(iterations: self.dataArray.count) { index in
let data = self.dataArray[index]
let result = data.runPartcleFilterForClosestParticleAndMaybeStopAudio()
switch result {
case .success(let cvParticle):
// If there was a CVP found, add it to the set.
if let cvParticle = cvParticle {
particles[data.ID] = cvParticle
}
case .failure(let error):
errors.append(error)
}
}
DispatchQueue.main.async {
completion(particles.dictionary, errors.array)
}
}
}
Now, I don’t know what the right types were for the dictionary, so you might need to adjust the parameters of the completion. And you didn’t provide the rest of the routines, so I may have some details wrong here. But don’t get lost in the details, but just note the scrupulous avoidance of properties within the concurrentPerform and the passing of the results back in the completion handler.
You’d call it like so:
calculateAllClosestParticles { dictionary, errors in
guard errors.isEmpty else { return }
// you can access the dictionary and updating the model and UI here
self.someProperty = dictionary
self.tableView.reloadData()
}
// but don't try to access the dictionary here, because the asynchronous code hasn't finished yet
//
FWIW, while I used the reader-writer pattern you did in your example, in my experience, NSLock is actually more performant for quick synchronizations, especially when you are using concurrentPerform that might tie up all of the cores on your CPU, e.g.
class SynchronizedDictionary<Key: Hashable, Value> {
private var _dictionary: [Key: Value]
private let lock = NSLock()
init(_ dictionary: [Key: Value] = [:]) {
_dictionary = dictionary
}
var dictionary: [Key: Value] {
lock.synchronized { _dictionary }
}
subscript(key: Key) -> Value? {
get { lock.synchronized { _dictionary[key] } }
set { lock.synchronized { _dictionary[key] = newValue } }
}
func removeAll() {
lock.synchronized {
_dictionary.removeAll()
}
}
}
Where
extension NSLocking {
func synchronized<T>(_ closure: () throws -> T) rethrows -> T {
lock()
defer { unlock() }
return try closure()
}
}
Bottom line, you don’t want to force context switches for synchronization if you don’t have to.
When doing concurrent perform, if you have many dataPoints and if the time required by each call to runPartcleFilterForClosestParticleAndMaybeStopAudio is modest, you might want to consider “striding”, doing several datapoint in each iteration. It’s beyond the scope of this question, but just a FYI.
Not exactly sure what I did, but I moved the
resultDictionary = self.dataIDsToCVPDictionary.getDictionary
outside the first async block and that seem to allowed the data to be retained/remain for the function return.

Infinite blocking polling in Observable

I am using a library that allows me to poll for events (blocking), until there are no more events (in which case it returns nil).
I am tempted to implement the observable like so:
private func createObservable() -> Observable<MyEvents> {
return Observable.create { observer in
let myPollingObject = PollingObject()
while let event = try myPollingObject.poll() {
observer.onNext(event)
}
return Disposables.create()
}
}
Where the while loop finishes when there are no more events (and poll() returns nil).
However, the while loop means that I never return Disposables.create(), which is an issue.
Is there a more reactive way to implement that? I don't really feel like putting the while loop in a thread...
You have to wrap your loop in a dispatch queue. You should also handle errors properly and notify the subscriber when it's completed. Also some way to cancel would be nice...
func createObservable() -> Observable<MyEvents> {
return Observable.create { observer in
let myPollingObject = PollingObject()
var canceled = false
DispatchQueue.init(label: "poller").async {
do {
while let event = try myPollingObject.poll(), !canceled {
observer.onNext(event)
}
if !canceled {
observer.onCompleted()
}
}
catch {
observer.onError(error)
}
}
return Disposables.create { canceled = true }
}
}