Is the callbacks in QuickFIX client guaranteed to be called? - quickfix

I have a QuickFIX initiator which receives frequent market data updates.
Altough i process each update as quickly as possible, still i have a concern regarding the callbacks.
Lets say, QuickFIX called my callback function and while i'm processing it, it's again called my function before the previous call is going on. What will happen in this situation? Is it guaranteed that i will be called for the next call or the engine can skip it because of the previous call is still going on?
Thanks

If the message is not malformed, then yes, a callback should be triggered for every message received.
(If it is malformed, the engine will reject automatically and will not pass the message to your application code.)
Incoming messages are actually collected in a queue while you are processing them. For this reason, you should not perform time-intensive operations in the the callbacks. If you have some lengthy processing, you should dispatch it to another thread so as to not cause the queue to back up.

Related

GWT: Client procedure and rpc request are always called several times with multiple thread id

For some client side procedures, I implement remote logging to log the calling of the procedure. The log is printed several times with different thread id, even though the procedure is only called once. Some rpc requests are sent to the sever a few times which causes some database session problem. Is it normal? Is there anyway to avoid it?
Thanks
This is not normal, and suggests there is a bug on your client causing it to send the same call more than once. Try adding logging on the client where you invoke the RPC call, and possibly add breakpoints to confirm why it is being called twice.
My best guess with no other information would be that you have more than one event handler wired up to the same button, or something like that.
--
More specifically, your servlet container starts multiple threads to handle incoming requests - if two requests come in close succession, they might be handled by different threads.
As you noted, this can cause problems with a database, where two simultaneous calls could be made to change the same data, especially if you have some checks to ensure that a servlet call cannot accidentally overwrite some newer data. This is almost certainly a bug in your client code, and debugging it should start there.

Multithreading: best method for lossy thread notifications in Swift?

I have a high-priority audio thread that runs periodically and should do minimal synchronization.
Sometimes the main thread needs to ensure that at least one audio cycle has passed and certain parameters have been picked up, before sending the next batch of parameters. For example, when disabling an audio node the main thread needs to wait until the next cycle when the disabling command is picked up and the node shuts itself down.
At times it is important for the main thread to wait until the command is fully executed, but other times it's not important, so nobody might be listening to the sync event. Hence the "lossy" scenario.
So what is the best way of notifying other threads about an event with minimal overhead and possibly in a "lossy" way?
Can't think of ways of using a semaphore for this task. Are there any canonical ways of achieving this? Looks like Java's notifyAll() works precisely this way, if so, what synchronization mechanism is used behind notifyAll()?
Edit: been thinking, is there such a thing as "send me a semaphore in a queue and I'll signal it"? Seems a bit too complicated but theoretically it could do the job. Any simpler tools for the same task?
As a rule, you never want to block the main thread (or, at least, for more than a few milliseconds). If the response might ever take longer than that, rather than actually waiting, we would adopt asynchronous patterns, let the main thread proceed. Sure, if you need to prevent user interaction, we’d do that, but we wouldn't block the main thread.
The key concern is that if an app blocks the main thread for too long, you have a bad UX (where the app appears to freeze) and you risk having your app killed by the watchdog process. I would therefore not advise using semaphores (or any other similar mechanisms) to have the main thread wait for something from your audio engine controller.
So, for example, let’s say the main thread wants to tell the audio engine to pause playback, but you want the UI to “wait” for it to be acknowledged and handled. Instead of actually waiting, we would set up some asynchronous pattern where the main thread notifies the audio engine that it wants it to pause, the audio controller would then notify the main thread when that request has been processed via some callback mechanism (e.g., via delegate protocol pattern, completion handler closure, etc.). If you happen to need to prevent user interaction during the intervening time, then you’d disable controller and use some UIActivityIndicatorView (i.e., a spinner) or something like that, something that would be removed when the completion handler is called.
Now, you used the term “lossy”, but that generally conveys that you don't mind the request getting lost. But I’m assuming that is not really the case. I'm assuming that you don't really want the request to be lost, but rather only that the main thread doesn't care about the response, confident that the audio controller will get to it when it can. In that case, you'd probably still give this sort of request to the audio controller a callback mechanism, but the main thread just wouldn’t avail itself of it.
Now if you have a sequence of commands that you want the audio engine to process in order, then the audio controller might have a private, internal queue for these requests, where you’d configure it to not start subsequent request(s) until the prior ones finished. The main thread shouldn't be worried about whether the required audio cycle has processed. It should just send whatever requests are appropriate and the audio controller should handle them in the desired order/timing.

Is there a way to rely on Postgres Notify/Listen mechanism?

I have implemented a Notify/Listen mechanism, so when a special request is sent to the web server, using notify I can notify the workers (in Python) that there's a pending request waiting to be processed.
The implementation works fine, but the problem is that if the workers server is restarting, the notification gets lost, since at that particular time there's no listener.
I can implement a service like MQRabbit or similar, but my needs are so simple that implement such a monster is too much.
Is there any way, a configuration variable perhaps, that can give some persistence to the notification mechanism?
Thanks in advance
I don't think there is a way to persist notification channels, but you can simply store the pending requests to a table, and have the worker check for any missed work on startup.
Either a timestamp or a pending/completed flag would work, depending on what kind of work it's doing.
For consistency, you can have the NOTIFY fire from an INSERT trigger on the queue table, and have the worker always check for any remaining work (not just a specific request) when notified.

Can I use a continuous background thread to update the iPhone UI without using NSTimer?

Let's say that if I read from www.example.com/number, I get a random number. In my iPhone app, I want to be able to continuously read from that address and display the new number on the screen after each request is finished. Let's also assume that I want this process to start as soon as the view loads. Lastly, as a side-note, I'm using ASIHTTPRequest to simplify the web requests.
Approach 1: In my viewDidLoad method I could synchronously read from the URL in a loop (execution will not continue until I get a response from the HTTP request). Pros: the requests are serial and I have full control to respond to each one. Cons: the UI never gets updated because I never exit the function and give control back to the run time loop. Clearly, this is not a good solution.
Approach 2: In my viewDidLoad method I create a timer which calls a fetchURL function once per second. Pros: each request is in a separate thread, and the UI updates after each request is finished. Cons: the requests are in separate threads, and cannot be controlled well. For example, if there is a connection timeout on the first request, I want to be able to display an error popup, and not have any further requests happen until settings are changed. However, with this approach, if it takes 3 seconds to timeout, two additional requests will have already been started in that time. If I just slow down the timer, then data comes in too slowly when the connection is working well.
It seems like there should be some approach which would merge the benefits of the first two approaches I mentioned. I would like a way that I could decide whether on not to send the next request based on the result of the previous request.
Approach 3: I considered using a timer which fires more quickly (say every .25 seconds), but have the timer's function check a flag to see what to do next. So, if the previous request has finished, it sends a new request (unless there was an error). Otherwise, if the previous request has not finished, the timer's function returns without sending a new request. By firing this timer more quickly, you would get better response time, but the flag would let me get the synchronization I wanted.
It seems like Approach 3 would do what I want, but it also seems a little forced. Does anyone have a suggestion for a better approach to this, or is something like Approach 3 the best way to do it?
You could do this using GCD with less code and using fewer resources. This is how you could do it:
In viewDidLoad call a block asynchronously (using dispatch_async) that does the following:
Load the data with a synchronous call and handle timeouts if it failed.
If successful, inform the main thread to update the UI.
Queue a new block to run after a delay that does the same thing (using dispatch_after).
To call back to the main thread from another thread I can think of these methods:
If you want to update a custom view, you can set setNeedsDisplay from your block
Otherwise, you could queue a block on what's called "main queue", which is a queue running on the main thread. You get this queue by calling dispatch_get_main_queue. and then treat it like any other queue (for example you can add your block by calling dispatch_async).
If you don't want to use blocks you can use the NSObject's performSelectorOnMainThread:withObject:waitUntilDone: method.
See GCD Reference for more details.
That said, you should never keep performing small requests so frequently (unless for specific tasks like fetching game data or something). It will severely reduce battery life by keeping antenna from sleeping.
I believe an NSOperation is what you need. Use the number 1 solution above, but place the code in your NSOperation's main method. Something like this:
The .h file
#interface MyRandomNumberFetcher : NSOperation {
}
#end
The .m file
#implementation MyRandomNumberFetcher
- (void) main {
// This is where you start the web service calls.
}
#end
I'd also recommend adding a reference to the UI controller so your operation queue class can call it back when it's appropriate.
Here's another suggestion. Create an NSOperationQueue that will run your requests on a different thread. If you find you need to refresh the UI call performSelectorOnMainThread. When the request completes create another request and add it to the queue. Set the queue to run only one action at a time.
This way you'll never have two requests running at the same time.

Send Network Message When iPhone Application is Closed

My iPhone application supports a proprietary network protocol using the CocoaAsyncSocket library. I need to be able to send a network message out when my iPhone application is closed. The code that sends the message is getting called from the app delegate, but the application shuts down before the message actually goes out. Is there a way to keep the application alive long enough for the message to go out?
Bruce
The docs from Apple don't specifically state this, but the sense I get from looking around the Web and from personal experience is that you have about 4 to 5 seconds after the user hits the Home button to shut your app before your application actually terminates. The iPhone OS is controlling this so you can't block the termination to allow your program to finish first. Basically when your time is up, your program is killed.
There may be another solution, though. First I'd confirm that your code is really taking more than 5 seconds to run. Perhaps you can have it run in response to a button tap, and time how long it runs. If it is more than 5 seconds, you probably are running into this time out issue.
You might then find a way to trigger a message to be sent from a server that is always running. You should have enough time to trigger a remote action, which in turn could then take as long as it needs to run.
Or perhaps you could save the vital information to the iPhone file system on exit, and send that message the next time someone starts the application, which should theoretically give you enough time.
Hope this helps!
I assume you're already calling it from your AppDelegate's:
- (void)applicationWillTerminate:(UIApplication *)application
But as you've discovered there's no guarantee it'll be called or will be allowed to finish. There are a few options that may or may not work depending on what you're trying to do:
If you need the server to perform some sort of cleaning operation triggered by when the client app is gone then you could try watching for TCP socket closure on the server and treating that as the triggering event. But if you explicitly need to send data back with the closure this may not work.
If the data you're sending back is not time-sensitive then you can do like most of the analytics libraries do and cache the data (along with a uuid) on the client then try to send it on app closure. If it goes through, you can clear the cache (or do it the next time the app is run). If it doesn't, it's saved and you can send out when the app is run next. On the server, you would use the uuid to avoid duplicate requests.
If the material is time-sensitive then your best bet is to implement heartbeat and send periodic updated values to the server. Then when the client app dies the server times out the heartbeat and can use the last received value as the final closing point of data.
In either case, if an explicit closure event is required by your custom protocol then you may want to reconsider using it in a real-life mobile environment where things have to be much more fluid and tolerant of failure.
As others have noted, there's no way to be absolutely certain that you'll be able to send this, but there are approaches to help.
As Ken notes, you do in practice get a few seconds between "willTerminate" and forced termination, so there generally is time to do what you need.
A problem you're almost certainly running into is with CocoaAsyncSocket. When you get the "willTerminate" message, you're on the last run loop of the main thread. So if you block the main thread, and CocoaAsyncSocket is running on the main thread, it'll never get processed. As I recall, CocoaAsyncSocket won't actually send all the data until the next event loop.
One approach, therefore, is to keep pumping the event loop yourself:
- (void)applicationWillTerminate:(UIApplication *)application
{
// ...Send your message with CocoaAsyncSocket...
while (! ...test to see if it sent...)
{
[[NSRunLoop currentRunLoop] runMode:NSDefaultRunLoopMode beforeDate:[NSDate distantFuture]];
}
}
I've also looked at putting this work onto a background thread and letting the main thread terminate, in theory letting us go back to Springboard while continuing to run for a few seconds. It's not immediately clear to me whether this will work properly using NSThread (which are detached). Using POSIX threads (which are joinable by default) may work, but probably circumvents any advantages of the background thread. Anyway, it's something to look at if useful. In my apps, we've used the "post next time we launch" approach, since that always works (even if you crash).