Block not really executing? - swift

I'm trying to use a subclass of NSThread to run some commands. Before you recommend NSOperation or GCD, YES I need to use threads.
Below is my code and my output. The block is being created and added to the array and supposedly is being dequeued and run by the thread, but I don't see any output resulting from the running of my block. Why not?
import UIKit
class ViewController: UIViewController {
private let _queue = dispatch_queue_create("com.AaronLBratcher.ALBQueue", nil)
private let _thread = TestThread()
private let _lock = NSCondition()
override func viewDidLoad() {
super.viewDidLoad()
_thread.start()
var openSuccessful = false
dispatch_sync(_queue) {[unowned self] () -> Void in
self._lock.lock()
self._thread.openFile("file path here", completion: { (successful) -> Void in
print("completion block running...")
openSuccessful = successful
self._lock.signal()
self._lock.unlock()
})
self._lock.wait()
}
print("open operation complete")
print(openSuccessful)
}
final class TestThread:NSThread {
var _iterations = 0
var _lock = NSCondition()
var _blocks = [Any]()
func openFile(FilePath:String, completion:(successful:Bool) -> Void) {
print("queueing openFile...")
let block = {[unowned self] in
self._iterations = self._iterations + 1
print("opening file...")
completion(successful: true)
}
addBlock(block)
}
func addBlock(block:Any) {
_lock.lock()
_blocks.append(block)
_lock.signal()
_lock.unlock()
}
override func main() {
_lock.lock()
while true {
while _blocks.count == 0 {
print("waiting...")
_lock.wait()
}
print("extracting block...")
if let block = _blocks.first {
_blocks.removeFirst()
_lock.unlock()
print("running block...")
block;
}
_lock.lock()
}
}
}
}
Output:
queueing openFile...
waiting...
extracting block...
running block...
waiting...

The block isn't running because you just have block. You need block(), e.g.:
if let block = _blocks.first as? ()->() {
_blocks.removeFirst()
_lock.unlock()
print("running block...")
block()
}

Related

How to showing line one by one in async code?

I want to do for-loop code with async. For simulating the async, I added some delays.
import Cocoa
class ViewController: NSViewController {
private let semaphore = DispatchSemaphore(value: 0)
private let concurrentQueue = DispatchQueue.global()
override func viewDidLoad() {
super.viewDidLoad()
for i in 1...10 {
if run(i) {
break
}
}
}
func run(_ i:Int) -> Bool{
let seed = arc4random()
let isSuccess = seed % 5 == 1
let delayInSeconds = Int(seed % 3)
concurrentQueue.asyncAfter(wallDeadline: .now() + .seconds(delayInSeconds)) {
DispatchQueue.main.async {
self.textView.string += "\(i)\t\(seed)\n"
}
self.semaphore.signal()
}
semaphore.wait()
return isSuccess
}
override var representedObject: Any? {
didSet {
// Update the view, if already loaded.
}
}
#IBOutlet var textView: NSTextView!
}
The problem is, when the code runs, all lines were added at once. I want it added one by one. Any idea?
The problem is solved. The reason that update UI part doesn't work is because that func run() is running on main thread, which is blocked by semaphore.wait() always. So to solve the problem, just added it to another thread.
override func viewDidLoad() {
super.viewDidLoad()
concurrentQueue.async {
for i in 1...10 {
if self.run(i) {
break
}
}
}
}

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.

Check if on correct dispatch queue in Swift 3

I have a few unit tests in which I'd like to test if a callback is called on the correct dispatch queue.
In Swift 2, I compared the label of the current queue to my test queue. However in Swift 3 the DISPATCH_CURRENT_QUEUE_LABEL constant no longer exists.
I did find the dispatch_assert_queue function. Which seems to be what I need, but I'm not sure how to call it.
My Swift 2 code:
let testQueueLabel = "com.example.my-test-queue"
let testQueue = dispatch_queue_create(testQueueLabel, nil)
let currentQueueLabel = String(UTF8String: dispatch_queue_get_label(DISPATCH_CURRENT_QUEUE_LABEL))!
XCTAssertEqual(currentQueueLabel, testQueueLabel, "callback should be called on specified queue")
Update:
I got confused by the lack of autocomplete, but it is possible to use __dispatch_assert_queue:
if #available(iOS 10.0, *) {
__dispatch_assert_queue(test1Queue)
}
While this does work for unit tests, it annoyingly stops the whole process with a EXC_BAD_INSTRUCTION instead of only failing a test.
Use dispatchPrecondition(.onQueue(expectedQueue)), the Swift 3 API replacement for the dispatch_assert_queue() C API.
This was covered in the WWDC 2016 GCD session (21:00, Slide 128):
https://developer.apple.com/videos/play/wwdc2016/720/
Answering my own question:
Based on KFDoom's comments, I'm now using setSpecific and getSpecific.
This creates a key, sets it on the test queue, and later on, gets it again:
let testQueueLabel = "com.example.my-test-queue"
let testQueue = DispatchQueue(label: testQueueLabel, attributes: [])
let testQueueKey = DispatchSpecificKey<Void>()
testQueue.setSpecific(key: testQueueKey, value: ())
// ... later on, to test:
XCTAssertNotNil(DispatchQueue.getSpecific(key: testQueueKey), "callback should be called on specified queue")
Note that there's no value associated with the key (its type is Void), I'm only interested in the existence of the specific, not in it's value.
Important!
Make sure to keep a reference to the key, or cleanup after you're done using it. Otherwise a newly created key could use the same memory address, leading to weird behaviour. See: http://tom.lokhorst.eu/2018/02/leaky-abstractions-in-swift-with-dispatchqueue
Tests based on KFDoom's answer:
import XCTest
import Dispatch
class TestQueue: XCTestCase {
func testWithSpecificKey() {
let queue = DispatchQueue(label: "label")
let key = DispatchSpecificKey<Void>()
queue.setSpecific(key:key, value:())
let expectation1 = expectation(withDescription: "main")
let expectation2 = expectation(withDescription: "queue")
DispatchQueue.main.async {
if (DispatchQueue.getSpecific(key: key) == nil) {
expectation1.fulfill()
}
}
queue.async {
if (DispatchQueue.getSpecific(key: key) != nil) {
expectation2.fulfill()
}
}
waitForExpectations(withTimeout: 1, handler: nil)
}
func testWithPrecondition() {
let queue = DispatchQueue(label: "label")
let expectation1 = expectation(withDescription: "main")
let expectation2 = expectation(withDescription: "queue")
DispatchQueue.main.async {
dispatchPrecondition(condition: .notOnQueue(queue))
expectation1.fulfill()
}
queue.async {
dispatchPrecondition(condition: .onQueue(queue))
expectation2.fulfill()
}
waitForExpectations(withTimeout: 1, handler: nil)
}
}
One option is to set a precondition to test directly for the queue or set "specific" on it and retrieve it later. Further, one could use setSpecific and getSpecific. Alternatively, you can use a precondition check if you're on a queue so that should fulfill the "get current" need. src: https://github.com/duemunk/Async/blob/feature/Swift_3.0/AsyncTest/AsyncTests.swift
and
https://github.com/apple/swift/blob/master/stdlib/public/SDK/Dispatch/Dispatch.swift
One related option is to set a Main Queue / UI Queue precondition:
dispatchPrecondition(condition: .onQueue(DispatchQueue.main))
/*
Dispatch queue and NSOperations in Swift 3 Xcode 8
*/
protocol Container {
associatedtype ItemType
var count: Int { get }
mutating func pop()
mutating func push(item: ItemType)
mutating func append(item: ItemType)
subscript(i: Int) -> ItemType { get }
}
//Generic Function
struct GenericStack<Element> : Container {
mutating internal func push(item: Element) {
items.append(item)
}
mutating internal func pop() {
items.removeLast()
}
var items = [ItemType]()
internal subscript(i: Int) -> Element {
return items[i]
}
mutating internal func append(item: Element) {
self.push(item: item)
}
internal var count: Int { return items.count }
typealias ItemType = Element
}
var myGenericStack = GenericStack<String>()
myGenericStack.append(item: "Narendra")
myGenericStack.append(item: "Bade")
myGenericStack.count
myGenericStack.pop()
myGenericStack.count
//Some NSOperation
class ExploreOperationAndThread {
func performOperation() {
//Create queue
let queue = OperationQueue()
let operation1 = BlockOperation {
var count = myGenericStack.count
while count > 0 {
myGenericStack.pop()
count -= 1
}
}
operation1.completionBlock = {
print("Operation 1")
}
let operation2 = BlockOperation {
var count = 0
while count == 10 {
myGenericStack.append(item: "ItemAdded")
count += 1
}
}
operation2.completionBlock = {
print("Operation 2")
print(myGenericStack.items)
}
//Suppose operation 3 is related to UI
let operation3 = BlockOperation {
//run on main thread
DispatchQueue.main.async {
print(myGenericStack.items.count)
}
}
operation3.completionBlock = {
print("Operation 3")
print(myGenericStack.items.count)
}
//add operation into queue
queue.addOperation(operation3)
queue.addOperation(operation1)
queue.addOperation(operation2)
//Limit number of concurrent operation in queue
queue.maxConcurrentOperationCount = 1
//add dependancies
operation1.addDependency(operation2)
operation2.addDependency(operation3)
if myGenericStack.items.count == 0 {
//remove dependency
operation1.removeDependency(operation2)
}
}
}
//Other ways of using queues
DispatchQueue.global(qos: .userInitiated).async {
ExploreOperationAndThread().performOperation()
}
DispatchQueue.main.async {
print("I am performing operation on main theread asynchronously")
}
OperationQueue.main.addOperation {
var count = 0
while count == 10 {
myGenericStack.append(item: "Narendra")
count += 1
}
}
DispatchQueue.main.asyncAfter(deadline: .now() + 1.5 , execute: {
ExploreOperationAndThread().performOperation()
})
let queue2 = DispatchQueue(label: "queue2") //Default is serial queue
queue2.async {
print("asynchronously")
}

Stop dispatch_after

I use an animation for specify a tip to help the interaction with delay using these:
let delay = 1.8 * Double(NSEC_PER_SEC)
let time = dispatch_time(DISPATCH_TIME_NOW, Int64(delay))
dispatch_after(time, dispatch_get_main_queue()) {
//call the method which have the steps after delay.
self.rain.alpha = 0
UIView.animateWithDuration(5, animations: {
self.rain.alpha = 1
})
self.tip.startAnimating()
}
But, I need to stop this delay process if, before animation start, user touch the screen.
iOS 8 and OS X Yosemite introduced dispatch_block_cancel that allow you to cancel them before they start executing
You declare one variable in class as follows:
var block: dispatch_block_t?
Init block variable and provide it in dispatch_after:
block = dispatch_block_create(DISPATCH_BLOCK_INHERIT_QOS_CLASS) {
print("I executed")
}
let time: dispatch_time_t = dispatch_time(DISPATCH_TIME_NOW, Int64(5 * NSEC_PER_SEC))
dispatch_after(time, dispatch_get_main_queue(), block!)
After that you can cancel it as follows:
dispatch_block_cancel(block!)
Swift 3.0 Example DispatchQueue cancel or stop
var dispatchQueue: DispatchQueue?
var dispatchWorkItem: DispatchWorkItem?
func someOnClickButtonStart() {
self.dispatchQueue = DispatchQueue.global(qos: .background) // create queue
self.dispatchWorkItem = DispatchWorkItem { // create work item
// async code goes here
}
if self.dispatchWorkItem != nil {
self.dispatchQueue?.asyncAfter(
deadline: .now() + .seconds(1),
execute: self.dispatchWorkItem!
) // schedule work item
}
}
func someOnClickButtonCancel() {
if let dispatchWorkItem = self.dispatchWorkItem {
dispatchWorkItem.cancel() // cancel work item
}
}
Here's a general solution I wrote to cancel a dispatch_after in Swift:
typealias cancellable_closure = (() -> ())?
func dispatch_after(#seconds:Double, queue: dispatch_queue_t = dispatch_get_main_queue(), closure:()->()) -> cancellable_closure {
var cancelled = false
let cancel_closure: cancellable_closure = {
cancelled = true
}
dispatch_after(
dispatch_time(DISPATCH_TIME_NOW, Int64(seconds * Double(NSEC_PER_SEC))), queue, {
if !cancelled {
closure()
}
}
)
return cancel_closure
}
func cancel_dispatch_after(cancel_closure: cancellable_closure) {
cancel_closure?()
}
Usage:
let doSomethingLater = dispatch_after(seconds: 3.0) {
something()
}
....
if shouldCancelForSomeReason {
cancel_dispatch_after(doSomethingLater)
}
By default it runs on the main queue, but you can pass in a parameter for it to run on another queue:
let doSomethingLater = dispatch_after(seconds: 3.0, queue: dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_HIGH, 0)) {
something()
}
Just sharing, in Swift 4.x, I do this:
var block: DispatchWorkItem?
self.block = DispatchWorkItem { self.go(self) }
// execute task in 2 seconds
DispatchQueue.main.asyncAfter(deadline: .now() + .seconds(3), execute: self.block!)
and then to cancel the block, self.block?.cancel()
Try this sample project:
import UIKit
class ViewController: UIViewController {
var block: DispatchWorkItem?
#IBAction func go(_ sender: Any) {
self.block?.cancel()
let vc2 = VC2()
self.navigationController?.pushViewController(vc2, animated: true)
}
override func viewDidLoad() {
super.viewDidLoad()
self.view.backgroundColor = .white
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
self.block = DispatchWorkItem { self.go(self) }
// execute task in 2 seconds
DispatchQueue.main.asyncAfter(deadline: .now() + .seconds(3), execute: self.block!)
}
}
class VC2: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
self.view.backgroundColor = .green
}
}
You can create a boolean variable shouldCancelAnimation and test it inside the dispatch_after block to prevent the execution of your animation.
var shouldCancelAnimation = false // property of class
func runAnimation()
{
let delay = 1.8 * Double(NSEC_PER_SEC)
let time = dispatch_time(DISPATCH_TIME_NOW, Int64(delay))
dispatch_after(time, dispatch_get_main_queue()) {
if !self.shouldCancelAnimation
{
self.rain.alpha = 0
UIView.animateWithDuration(5, animations: {
self.rain.alpha = 1
})
self.tip.startAnimating()
}
self.shouldCancelAnimation = false
}
}
func viewWasTouched() // This could be touches began or taprecognizer event
{
shouldCancelAnimation = true
}

Are there anything similar to Java's "Future" in Swift?

Java has Future or FutureTask that can run a task in a new thread. Then, return the execution result to the original thread. Are there any feature in Swift can achieve that?
You're looking into some kind of language construction called Futures and promises. You can find some examples, like:
https://bitbucket.org/al45tair/async (C#-like async/await primitives in Swift)
https://github.com/mxcl/PromiseKit (Promise kit http://promisekit.org/)
mentioned earlier https://github.com/Thomvis/BrightFutures
However the language itself misses such feature.
Not provided by the language (meaning the standard library), but you can surely roll your own or simply use a library such as https://github.com/Thomvis/BrightFutures
If Apple did implement Futures or Promises in Swift, would they say so? After all, they always avoid talking about Future products. ;)
Anyway, the original question seems to be generally about ways to do asynchronous work, not necessarily about specifically doing that with a Futures/Promises style model. So, while the third party libraries mentioned in other answers are great for that model, you can also do asynchronous work without that model using the same iOS & OS X built-in APIs that you can from ObjC: dispatch or NSOperation. For example:
NSOperationQueue().addOperationWithBlock {
// do background work
NSOperationQueue.mainQueue().addOperationWithBlock {
// back to main thread for follow up work
}
}
There is also now FutureKit
Similar to BrightFuture, but does composition more like BFTask
And I should mention Bolts BFTask, which while written in Objective-C is also a good candidate. (And is now used inside of Facebook iOS SDK)
I end up with the following solution (iOS SDK only, Swift 3) based on Operation and OperationQueue classes:
In short: Wrapping code into synchronous or asynchronous operation. Chaining operations using utility class. Adding operations into serial queue.
In case of error there is no need to cancel current operation, just skip actual code. Additionally asynchronous execution blocks must call finalize callback to inform operation queue about completion. Optionally DispatchQueue can be provided as parameter. Block of code will be asynchronously executed on that queue.
fileprivate func publishProductOnWebsite(listing: Listing) {
var resultSKU: String?
var resultError: Swift.Error?
let chain = OperationsChain{ isExecuting, finalize in
let task = ServerAPI.create(publishInfo: listing.publishInfo) { sku, error in
guard isExecuting() else {
return // We are canceled. Nothing to do.
}
if let error = error {
resultError = error
} else if let sku = sku {
resultSKU = sku // Arbitrary thread. But OK as this example for serial operation queue.
}
finalize() // This will finish asynchronous operation
}
task.resume()
}
chain.thenAsync(blockExecutionQueue: DispatchQueue.main) { _, finalize in
if let sku = resultSKU {
listing.sku = sku
DBStack.mainContext.saveIfHasChanges(savingParent: true) { error in
resultError = error
finalize()
}
} else {
finalize()
}
}
chain.thenSync(blockExecutionQueue: DispatchQueue.main) { [weak self] in
if let error = resultError {
self?.handleError(error) // Executed on Main thread.
} else {
self?.trackPublish()
self?.eventHandler?(.publishCompleted)
}
}
operationQueue.cancelAllOperations()
operationQueue.addOperations(chain.operations, waitUntilFinished: false)
}
OperationsChain class: Wraps block of code into Operation and saves operation into operations array maintaining dependencies.
public class OperationsChain {
public private(set) var operations = [Operation]()
public init(blockExecutionQueue: DispatchQueue? = nil,
executionBlock: #escaping AsynchronousBlockOperation.WorkItemBlock) {
let op = AsynchronousBlockOperation(blockExecutionQueue: blockExecutionQueue, executionBlock: executionBlock)
operations.append(op)
}
public init(blockExecutionQueue: DispatchQueue? = nil,
executionBlock: #escaping SynchronousBlockOperation.WorkItemBlock) {
let op = SynchronousBlockOperation(blockExecutionQueue: blockExecutionQueue, executionBlock: executionBlock)
operations.append(op)
}
#discardableResult
public func thenAsync(blockExecutionQueue: DispatchQueue? = nil,
executionBlock: #escaping AsynchronousBlockOperation.WorkItemBlock) -> AsynchronousBlockOperation {
let op = AsynchronousBlockOperation(blockExecutionQueue: blockExecutionQueue, executionBlock: executionBlock)
if let lastOperation = operations.last {
op.addDependency(lastOperation)
} else {
assertionFailure()
}
operations.append(op)
return op
}
#discardableResult
public func thenSync(blockExecutionQueue: DispatchQueue? = nil,
executionBlock: #escaping SynchronousBlockOperation.WorkItemBlock) -> SynchronousBlockOperation {
let op = SynchronousBlockOperation(blockExecutionQueue: blockExecutionQueue, executionBlock: executionBlock)
if let lastOperation = operations.last {
op.addDependency(lastOperation)
} else {
assertionFailure()
}
operations.append(op)
return op
}
}
SynchronousBlockOperation and AsynchronousBlockOperation classes.
public final class SynchronousBlockOperation: Operation {
public typealias WorkItemBlock = (Void) -> Void
fileprivate var executionBlock: WorkItemBlock?
fileprivate var blockExecutionQueue: DispatchQueue?
public init(blockExecutionQueue: DispatchQueue? = nil, executionBlock: #escaping SynchronousBlockOperation.WorkItemBlock) {
self.blockExecutionQueue = blockExecutionQueue
self.executionBlock = executionBlock
super.init()
}
public override func main() {
if let queue = blockExecutionQueue {
queue.async { [weak self] in
self?.executionBlock?()
}
} else {
executionBlock?()
}
}
}
open class AsynchronousBlockOperation: AsynchronousOperation {
public typealias FinaliseBlock = (Void) -> Void
public typealias StatusBlock = (Void) -> Bool
public typealias WorkItemBlock = (#escaping StatusBlock, #escaping FinaliseBlock) -> Void
fileprivate var executionBlock: WorkItemBlock?
fileprivate var blockExecutionQueue: DispatchQueue?
public init(blockExecutionQueue: DispatchQueue? = nil, executionBlock: #escaping AsynchronousBlockOperation.WorkItemBlock) {
self.blockExecutionQueue = blockExecutionQueue
self.executionBlock = executionBlock
super.init()
}
open override func onStart() {
if let queue = blockExecutionQueue {
queue.async { [weak self] in
self?.executionBlock?({ return self?.isExecuting ?? false }) {
self?.finish()
}
}
} else {
executionBlock?({ [weak self] in return self?.isExecuting ?? false }) { [weak self] in
self?.finish()
}
}
}
}
AsynchronousOperation class: Reusable subclass of Operation.
open class AsynchronousOperation: Operation {
fileprivate var lockOfProperties = NonRecursiveLock.makeDefaultLock()
fileprivate var lockOfHandlers = NonRecursiveLock.makeDefaultLock()
fileprivate var mFinished = false
fileprivate var mExecuting = false
}
extension AsynchronousOperation {
public final override var isAsynchronous: Bool {
return true
}
public final override var isExecuting: Bool {
return lockOfProperties.synchronized { mExecuting }
}
public final override var isFinished: Bool {
return lockOfProperties.synchronized { mFinished }
}
}
extension AsynchronousOperation {
public final override func start() {
if isCancelled || isFinished || isExecuting {
return
}
willChangeValue(forKey: "isExecuting")
lockOfProperties.synchronized { mExecuting = true }
onStart()
didChangeValue(forKey: "isExecuting")
}
public final override func cancel() {
super.cancel()
if isExecuting {
onCancel()
finish()
} else {
onCancel()
lockOfProperties.synchronized {
mExecuting = false
mFinished = true
}
}
}
public final func finish() {
willChangeValue(forKey: "isExecuting")
willChangeValue(forKey: "isFinished")
lockOfProperties.synchronized {
mExecuting = false
mFinished = true
}
onFinish()
didChangeValue(forKey: "isExecuting")
didChangeValue(forKey: "isFinished")
}
}
extension AsynchronousOperation {
/// Subclasses must launch job here.
///
/// **Note** called between willChangeValueForKey and didChangeValueForKey calls, but after property mExecuting is set.
open func onStart() {
}
/// Subclasses must cancel job here.
///
/// **Note** called immediately after calling super.cancel().
open func onCancel() {
}
/// Subclasses must release job here.
///
/// **Note** called between willChangeValueForKey and didChangeValueForKey calls,
/// but after properties mExecuting and mFinished are set.
open func onFinish() {
}
}
[Java Future and Promise]
Swift's Combine framework uses these constructions