How to add DispatchQueue delay in swift while loop? - swift

I'm trying to create a delay inside a while loop. I'm fairly new to this and it's currently just not working. It never fires even once with the dispatch delay, but if I remove the delay it fires repeatedly.
Basically what I'm doing is checking if the velocity of nodes in a SKScene is still moving, if they're still moving, don't end the game. But once they've slowed down, end the game.
func RemainingNodeCheck (complete:() -> Void) {
CountVelocites()
if (IdleVelocity.max()!.isLess(than: 1.0)) {
complete()
} else {
print("Velocity too high, begin wait...")
while !(IdleVelocity.max()?.isLess(than: 1.0))! {
DispatchQueue.main.asyncAfter(deadline: DispatchTime.now() + .seconds(1)) {
print("Second passed")
self.CountVelocites()
}
if (IdleVelocity.max()!.isLess(than: 1.0)) {
break
}
}
print("Velocity Calmed down")
complete()
}
}
I believe this might be something to do with threads? Or it's actually just telling the delay to begin waiting for one second so many times that it never gets to call?
UPDATE: I would use a timer, but the RemaingNodeCheck is being called from another part and it's waiting for RemainingNodeCheck to send back complete()

You never want to "wait". But you can set up a repeating timer that checks for some condition, and if so, calls the complete closure (invalidating the timer, if you want). E.g.
class ViewController: UIViewController {
var idleVelocity: ...
weak var timer: Timer?
deinit {
timer?.invalidate()
}
func startCheckingVelocity(complete: #escaping () -> Void) {
timer = Timer.scheduledTimer(withTimeInterval: 1, repeats: true) { [weak self] timer in
guard let self = self, let maxVelocity = self.idleVelocity.max() else { return }
if maxVelocity < 1 {
timer.invalidate()
complete()
return
}
print("velocity too high...")
}
}
}

Related

Async data loading swift

I got a function such as scrollViewDidScroll that can trigger many times. And I need to call function loadMoreDataFromRemoteServerIfNeed only single time. How could I do this more elegantly without using any "flag" variables. Maybe I should use DispathGroup|DispatchWorkItem?
func scrollViewDidScroll(_ scrollView: UIScrollView) {
let yOffset = scrollView.contentOffset.y
if yOffset > offset {
loadMoreDataFromRemoteServerIfNeed()
}
}
func loadMoreDataFromRemoteServerIfNeed() {
DispatchQueue.global(qos: .background).async {
sleep(2)
DispatchQueue.main.async {
// <Insert New Data>
}
}
}
The thing that you are trying to describe — "Do this, but only if you are not told to do it again any time in the next 2 seconds" — has a name. It's called debouncing. This is a well-solved problem in iOS programming, so now that you know its name, you can do a search and find some of the solutions.
While I'm here telling you about this, here's a solution you might not know about. Debouncing is now built in to iOS functionality! Starting in iOS 13, it's part of the Combine framework. I'm now using Combine all over the place: instead of notifications, instead of GCD, instead of Timer objects, etc. It's great!
Here's a Combine-based solution to this type of problem. Instead of a scroll view, suppose we have a button hooked up to an action handler, and we don't want the action handler to do its task unless 2 seconds has elapsed since the last time the user tapped the button:
var pipeline : AnyCancellable?
let pipelineStart = PassthroughSubject<Void,Never>()
#IBAction func doButton(_ sender: Any) {
if self.pipeline == nil {
self.pipeline = pipelineStart
.debounce(for: .seconds(2), scheduler: DispatchQueue.main)
.sink { [weak self] _ in self?.doSomething() }
}
self.pipelineStart.send()
}
func doSomething() {
print("I did it!")
}
I'm sure you can readily see how to adapt that to your own use case:
var pipeline : AnyCancellable?
let pipelineStart = PassthroughSubject<Void,Never>()
func scrollViewDidScroll(_ scrollView: UIScrollView) {
let yOffset = scrollView.contentOffset.y
if yOffset > offset {
if self.pipeline == nil {
self.pipeline = pipelineStart
.debounce(for: .seconds(2), scheduler: DispatchQueue.main)
.sink { [weak self] _ in self?.loadMoreDataFromRemoteServerIfNeed()
}
self.pipelineStart.send()
}
}
func loadMoreDataFromRemoteServerIfNeed() {
// <Insert New Data>
}
You can create a flag from DispatchWorkItem to observe loading state e.g.:
var item: DispatchWorkItem?
func loadMoreDataFromRemoteServerIfNeed() {
assert(Thread.isMainThread)
guard item == nil else { return }
item = DispatchWorkItem {
print("loading items")
Thread.sleep(forTimeInterval: 2)
DispatchQueue.main.async {
item = nil
print("insert items")
}
}
DispatchQueue.global().async(execute: item!)
}
NOTE: to synchronise item var you must change its value on the same thread for instance the main thread.
Yes, you could use DispatchWorkItem, keep a reference to the old one, and cancel prior one if necessary. If you were going to do that, I might consider Operation, too, as that handles cancelation even more gracefully and has other advantages.
But that having been said, given that the work that you are dispatching is immediately sleeping for two seconds, this might suggest a completely different pattern, namely a Timer. You can schedule your timer, invalidating previously scheduled timers, if any:
weak var timer: Timer?
func loadMoreDataFromRemoteServerIfNeed() {
// cancel old timer if any
timer?.invalidate()
// schedule what you want to do in 2 seconds
timer = Timer.scheduledTimer(withTimeInterval: 2, repeats: false) { _ in
// <Insert New Data>
}
}
FWIW, if you ever find yourself sleeping, you should general consider either timers or asyncAfter. This avoids tying up the global queue’s worker thread. Sleeping is an inefficient pattern.
In this case, keeping a weak reference to the prior timer (if any) is probably the best pattern.

Why does timer continue to execute after invalidation?

If you run the code below, even after I invalidate the timer, the remaining code of the timer executes without any disruption. Why?
Is it because the closure has a strong reference to itself and is retained until it completely finishes itself? Or something else?
Does this mean invalidating a timer during its moment of execution does nothing?
class ViewController: UIViewController {
var timer : Timer?
let serialQueue = DispatchQueue(label: "com.createTimer.serial")
override func viewDidLoad() {
super.viewDidLoad()
serialQueue.sync { [weak self] in
self?.timer = Timer.scheduledTimer(withTimeInterval: 3, repeats: false, block: { [weak self] _ in
self?.someDummyFunc()
print("yyy")
print("\(self?.timer?.isValid)")
})
}
}
func someDummyFunc(){
print("\(timer?.isValid)")
print("xxx")
timer?.invalidate()
}
}
The prints that I get from running this code is:
Optional(true)
xxx
yyy
Optional(false) // timer.isValid is false !!!
Yet what I initially thought I would get is:
Optional(true)
xxx
The scheduledTimer(withTimeInterval:repeats:block:) method:
After interval seconds have elapsed, the timer fires, executing block.
The invalidate() method:
Stops the timer from ever firing again
You are correct in your discovery that invalidating a timer will not interrupt a currently executing block, but will only prevent future executions of that block.
Timer or not, any enqueued block will have to finish. Once it's enqueued there's no stopping it.
Suppose you had the following code inside a viewController's:
override func viewDidLoad() {
super.viewDidLoad()
let x = 10
DispatchQueue.main.async { [weak self] in
print(x)
self?.someTaskWhichTakes3seconds()
print(self?.view.backgroundColor)
print(x + 2)
}
}
and after viewDidLoad was called you immediately popped the viewController off the navigation stack (or had it deallocated somehow), in that case, still print(x+2) would happen. Why? Because the block is enqueued and it has to finish.

Wait itself within endless loop, but user can cancel every time

In Swift 3 I have a loop which can be canceled by user pressing a button. Within the loop some checks are made. After the check, the task can sleep for a minute. But when calling the task with
let delayQueue = DispatchQueue(label: "com.myApp.queue3", qos: .utility)
let additionalTime: DispatchTimeInterval = .seconds(3)
repeat {
delayQueue.asyncAfter(deadline: .now() + additionalTime) { self.update() }
} while !self.stop
the loop itself needs to run all the time waiting for the user
"stop", indicates, that user clicked on stop button.
Is that waste of CPU power? How could I avoid this loop to be done all the time?
You should use Timer instead.
var timer: Timer?
let timeInterval: TimeInterval = 3
func didPressCancelButton() {
timer?.invalidate()
}
func beginUpdates() {
timer = Timer.scheduledTimer(
timeInterval: timeInterval,
target: self,
selector: #selector(self.update),
userInfo: nil,
repeats: true
);
}
func update() {
print("Updated")
}
Instead of delaying execution in thread with an outer loop you can put your loop in thread instead and make it to sleep.
import Foundation
class YourUpdatingClass {
private let updateQueue: OperationQueue
init() {
updateQueue = OperationQueue()
updateQueue.name = "com.myApp.queue3"
updateQueue.qualityOfService = .utility
}
private var updateOperation: BlockOperation?
#IBAction func startUpdating() {
guard updateOperation == nil else {
// In case if updating already started
return
}
updateOperation = BlockOperation { [weak self] in
while true {
Thread.sleep(forTimeInterval: 3)
self?.update()
}
}
updateQueue.addOperation(updateOperation!) // we just created updateOperation, so we can use `!`, but use it with caution
}
#IBAction func stopUpdating() {
updateOperation?.cancel()
updateOperation = nil
}
private func update() {
print("update") // Whatever your update does
}
}
You updating is contained in eternal while loop which takes a nap every 3 seconds.
Stopping is managed by cancelling operation, instead of checking some var in the loop.

How do I run an asynchronous thread that only runs as long as the view that uses it is presented?

How do I run an asynchronous thread that only runs as long as the view that uses it is presented?
I want the view to run this asynchronous thread. However, as soon as the view disappears, I want that thread to stop running. What's the best way to do this? I'm not sure where to start and might be thinking about this the wrong way. Nevertheless, what I described is how I want it to behave to the user.
You can use NSOperation to achieve what you want, NSOperation and NSOperationQueue are built on top of GCD. As a very general rule, Apple recommends using the highest-level abstraction, and then dropping down to lower levels when measurements show they are needed.
For example, You want to download images asynchronously when the view is loaded and cancel the task when the view is disappeared. First create a ImageDownloader object subclass to NSOperation. Notice that we check if the operation is cancelled twice, this is because the NSOperation has 3 states: isReady -> isExecuting -> isFinish and when the operation starts executing, it won't be cancelled automatically, we need to do it ourself.
class ImageDownloader: NSOperation {
//1
var photoRecord: NSURL = NSURL(string: "fortest")!
//2
init(photoRecord: NSURL) {
self.photoRecord = photoRecord
}
//3
override func main() {
//4
if self.cancelled {
return
}
//5
let imageData = NSData(contentsOfURL:self.photoRecord)
//6
if self.cancelled {
return
}
}
}
Then you can use it like: downloader.cancel(), downloader.start(). Notice that we need to check if the operation is cancelled in the completion block.
import UIKit
class ViewController: UIViewController {
let downloder = ImageDownloader(photoRecord: NSURL(string: "test")!)
override func viewDidLoad() {
super.viewDidLoad()
downloder.completionBlock = {
if self.downloder.cancelled {
return
}
print("image downloaded")
}
//Start the task when the view is loaded
downloder.start()
}
override func viewWillDisappear(animated: Bool) {
//Cancel the task when the view will disappear
downloder.cancel()
}
}
Once DetailViewController is presented, the asyncOperation method will be executed asynchronously.
Note: currently the asyncOperation method is executed every second so if you want the method to be called only once, you must change the repeats property to false.
class DetailViewController: UIViewController {
// timer that will execute
// asynchronously an operation
var timer: NSTimer!
// counter used in the async operation.
var counter = 0
// when view is about to appear
override func viewWillAppear(animated: Bool) {
super.viewWillAppear(animated)
// setting up the timer
timer = NSTimer.scheduledTimerWithTimeInterval(
1.0,
target: self,
selector: #selector(asyncOperation),
userInfo: nil,
repeats: true //set up false if you don't want the operation repeats its execution.
)
}
// when view is about to disappear
override func viewWillDisappear(animated: Bool) {
super.viewWillDisappear(animated)
// stopping the timer
timer.invalidate()
}
// async operation that will
// be executed
func asyncOperation() {
counter += 1
print("counter: \(counter)")
}
}
Source: https://developer.apple.com/library/mac/documentation/Cocoa/Reference/Foundation/Classes/NSTimer_Class/
Result:

How to delete the action inside closure after using dispatch_after function? [duplicate]

I want to run a block of code in 10 seconds from an event, but I want to be able to cancel it so that if something happens before those 10 seconds, the code won't run after 10 seconds have gone by.
I've been using this, but it's not cancellable:
static func delay(delay:Double, closure:()->()) {
dispatch_after(
dispatch_time(
DISPATCH_TIME_NOW,
Int64(delay * Double(NSEC_PER_SEC))
),
dispatch_get_main_queue(), closure
)
}
How can I accomplish this?
Swift 3 has DispatchWorkItem:
let task = DispatchWorkItem { print("do something") }
// execute task in 2 seconds
DispatchQueue.main.asyncAfter(deadline: DispatchTime.now() + 2, execute: task)
// optional: cancel task
task.cancel()
Update for Swift 3.0
Set Perform Selector
perform(#selector(foo), with: nil, afterDelay: 2)
foo method will call after 2 seconds
func foo()
{
//do something
}
To cancel pending method call
NSObject.cancelPreviousPerformRequests(withTarget: self)
Try this (Swift 2.x, see David's answer below for Swift 3):
typealias dispatch_cancelable_closure = (cancel : Bool) -> ()
func delay(time:NSTimeInterval, closure:()->()) -> dispatch_cancelable_closure? {
func dispatch_later(clsr:()->()) {
dispatch_after(
dispatch_time(
DISPATCH_TIME_NOW,
Int64(time * Double(NSEC_PER_SEC))
),
dispatch_get_main_queue(), clsr)
}
var closure:dispatch_block_t? = closure
var cancelableClosure:dispatch_cancelable_closure?
let delayedClosure:dispatch_cancelable_closure = { cancel in
if let clsr = closure {
if (cancel == false) {
dispatch_async(dispatch_get_main_queue(), clsr);
}
}
closure = nil
cancelableClosure = nil
}
cancelableClosure = delayedClosure
dispatch_later {
if let delayedClosure = cancelableClosure {
delayedClosure(cancel: false)
}
}
return cancelableClosure;
}
func cancel_delay(closure:dispatch_cancelable_closure?) {
if closure != nil {
closure!(cancel: true)
}
}
// usage
let retVal = delay(2.0) {
println("Later")
}
delay(1.0) {
cancel_delay(retVal)
}
From Waam's comment here: dispatch_after - GCD in swift?
You need to do this:
class WorkItem {
private var pendingRequestWorkItem: DispatchWorkItem?
func perform(after: TimeInterval, _ block: #escaping VoidBlock) {
// Cancel the current pending item
pendingRequestWorkItem?.cancel()
// Wrap the request in a work item
let requestWorkItem = DispatchWorkItem(block: block)
pendingRequestWorkItem = requestWorkItem
DispatchQueue.main.asyncAfter(deadline: .now() + after, execute:
requestWorkItem)
}
}
// Use
lazy var workItem = WorkItem()
private func onMapIdle() {
workItem.perform(after: 1.0) {
self.handlePOIListingSearch()
}
}
References
Link swiftbysundell
Link git
This should work:
var doIt = true
var timer = NSTimer.scheduledTimerWithTimeInterval(10, target: self, selector: Selector("doSomething"), userInfo: nil, repeats: false)
//you have now 10 seconds to change the doIt variable to false, to not run THE CODE
func doSomething()
{
if(doIt)
{
//THE CODE
}
timer.invalidate()
}
I use #sas 's method in some projects, somehow this doesn't work anymore, maybe something changed after Swift 2.1.1. value copy instead of pointer?
the easiest work around method for me is:
var canceled = false
delay(0.25) {
if !canceled {
doSomething()
}
}
For some reason, NSObject.cancelPreviousPerformRequests(withTarget: self) was not working for me. A work around I thought of was coming up with the max amount of loops I'd allow and then using that Int to control if the function even got called.
I then am able to set the currentLoop value from anywhere else in my code and it stops the loop.
//loopMax = 200
var currentLoop = 0
func loop() {
if currentLoop == 200 {
//do nothing.
} else {
//perform loop.
//keep track of current loop count.
self.currentLoop = self.currentLoop + 1
let deadline = DispatchTime.now() + .seconds(1)
DispatchQueue.main.asyncAfter(deadline: deadline) {
//enter custom loop parameters
print("i looped")
self.loop()
}
}
and then elsewhere in your code you can then
func stopLooping() {
currentLoop = 199
//setting it to 199 allows for one last loop to happen. You can adjust based on the amount of loops you want to be able to do before it just stops. For instance you can set currentLoop to 195 and then implement a fade animation while loop is still happening a bit.
}
It's really quite dynamic actually. For instance you can see if currentLoop == 123456789, and it will run infinitely (pretty much) until you set it to that value somewhere else in your code. Or you can set it to a String() or Bool() even, if your needs are not time based like mine were.