Why must UIKit operations be performed on the main thread? - iphone

I am trying to understand why UI operations can't be performed using multiple threads. Is this also a requirement in other frameworks like OpenGL or cocos2d?
How about other languages like C# and javascript? I tried looking in google but people mention something about POSIX threads which I don't understand.

In Cocoa Touch, the UIApplication i.e. the instance of your application is attached to the main thread because this thread is created by UIApplicatioMain(), the entry point function of Cocoa Touch. It sets up main event loop, including the application’s run loop, and begins processing events. Application's main event loop receives all the UI events i.e. touch, gestures etc.
From docs UIApplicationMain(),
This function instantiates the application object from the principal class and instantiates the delegate (if any) from the given class and sets the delegate for the application. It also sets up the main event loop, including the application’s run loop, and begins processing events. If the application’s Info.plist file specifies a main nib file to be loaded, by including the NSMainNibFile key and a valid nib file name for the value, this function loads that nib file.
These application UI events are further forwarded to UIResponder's following the chain of responders usually like UIApplication->UIWindow->UIViewController->UIView->subviews(UIButton,etc.)
Responders handle events like button press, tap, pinch zoom, swipe etc. which get translated as change in the UI. Hence as you can see these chain of events occur on main thread which is why UIKit, the framework which contains the responders should operate on main thread.
From docs again UIKit,
For the most part, UIKit classes should be used only from an application’s main thread. This is particularly true for classes derived from UIResponder or that involve manipulating your application’s user interface in any way.
EDIT
Why drawRect needs to be on main thread?
drawRect: is called by UIKit as part of UIView's lifecycle. So drawRect: is bound to main thread. Drawing in this way is expensive because it is done using the CPU on the main thread. The hardware accelerate graphics is provided by using the CALayer technique (Core Animation).
CALayer on the other hand acts as a backing store for the view. The view will then just display cached bitmap of its current state. Any change to the view properties will result in changes in the backing store which get performed by GPU on the backed copy. However, the view still needs to provide the initial content and periodically update view. I have not really worked on OpenGL but I think it also uses layers(I could be wrong).
I have tried to answer this to the best of my knowledge. Hope that helps!

from : https://www.objc.io/issues/2-concurrency/thread-safe-class-design/
It’s a conscious design decision from Apple’s side to not have UIKit be thread-safe. Making it thread-safe wouldn’t buy you much in terms of performance; it would in fact make many things slower. And the fact that UIKit is tied to the main thread makes it very easy to write concurrent programs and use UIKit. All you have to do is make sure that calls into UIKit are always made on the main thread.
So according to this the fact that UIKit objects must be accessed on the main thread is a design decision by apple to favor performance.

C# behaves the same (see eg here: Keep the UI thread responsive). UI updates have to be done in the UI thread - most other things should be done in the background hen possible.
If that wouldn't be the case there would probably be a synchronization hell between all updates that have to be done in the UI ...

Every system, every library, needs to be concerned about thread safety and must do things to ensure thread safety, while at the same time looking after correctness and performance as well.
In the case of the iOS and MacOS X user interface, the decision was made to make the UI thread safe by only allowing UI methods to be called and executed on the main thread. And that's it.
Since there are lots of complicated things going on that would need at least serialisation to prevent total chaos from happening, I don't see very much gained from allowing UI on a background thread.

Because you want the user to be able to see the UI changes as they happen. If you were to be able to perform UI changes in a background thread and display them when complete, it would seem the app doesn't behave right.
All non-UI operations (or at least the ones that are very costly, like downloading stuff or making database queries) should take place on a background thread, whereas all UI changes must always happen on the main thread to provide as smooth of a user experience possible.
I don't know what it's like in C# for Windows Phone apps, but I would expect it to be the same. On Android the system won't even let you do things like downloading on the main thread, making you create a background thread directly.
As a rule of thumb - when you think main thread, think "what the user sees".

Related

How does Dispatch.main.async "update the UI"?

I've been using Swift for a little while and GCD still confuses me a bit.
I've read:
https://www.raywenderlich.com/60749/grand-central-dispatch-in-depth-part-1
As well as the Apple docs on dispatch:
https://developer.apple.com/documentation/dispatch
I understand the overall concept that GCD allows multiple tasks to be run on different threads (I think that's right).
What I don't quite understand is how Dispatch.main.async "updates the UI".
For example if I make a call to an api somewhere and data is returned - say it takes 5 seconds to return all the data, then how does using Dispatch.main.async help with updating the UI? How does Dispatch.main.async know what UI to update?
And i still don't quite get the place of GCD and why instead can't some kind of observer or a delegate or a closure be used that is called when all the data is loaded?
And re: "updating the UI" with GCD if I'm making an api call but not using the data immediately eg. just storing the data in an array until I decide to use it is there then any need to use Dispatch.main.async?
And I've been using firebase/firestore as a db for a little while now. Firebase has it's own listeners and runs asynchronously. I still can't get a great answer re: the best way to handle the asynchronous return from firebase in iOS/Swift. For example when my app loads if I go to firebase to get data to populate a tableviewcontroller what is the best way to know when all the data has returned? I've been using a delegate for this but was wondering if and how Dispatch.main.async might be used.
Dispatch.main.async does not update the UI. The story goes into a different direction: If you want to update the UI, you must do so from the main thread. If you're current code is not running on the main thread, Dispatch.main.async is the most convenient way to have some code run on the main thread.
It's an old restrictions that affects most operating systems: UI related actions such as changing elements in the UI must only be called from a specific thread, usually the so called main thread.
In many cases that's not a problem since your UI related code usually acts when triggered by some UI event (user clicking or tapping, key pressed etc.). These event callback happen on the main thread. So there is no threading issue.
With GCD, you can run long-running tasks on separate threads so the tasks doesn't slow down or even block the UI. So when these tasks are finished and you want to update the UI (e.g. to display the result), you must do so on the main thread. With Dispatch.main.async you can ask GCD to run a piece of code on the main thread. GCD doesn't know about the UI. Your code must know what to update. GCD just runs your code on the desired thread.
If at the end of your tasks there is nothing to display or otherwise update in the UI, then you don't need to call Dispatch.main.async.
Update re Firebase
The Firebase Database client performs all network and disk operations in separate background thread off the main thread.
The Firebase Database client invokes all callbacks to your code on the main thread.
So no need to call Dispatch.main.async in the Firebase callbacks. You are already on the main thread.
FYI the reason that all of the UI code needs to go on the main thread is because drawing is a (relatively in CPU time) long and expensive process involving many data structures and millions of pixels. The graphics code essentially needs to lock a copy of all of the UI resources when its doing a frame update, so you cannot edit these in the middle of a draw, otherwise you would have wierd artifacts if you went and changed things half way through when the system is rendering those objects. Since all the drawing code is on the main thread, this lets he system block main until its done rendering, so none of your changes get processed until the current frame is done. Also since some of the drawing is cached (basically rendered to texture until you call something like setNeedsDisplay or setNeedsLayout) if you try to update something from a background thread its entirely possible that it just won't show up and will lead to inconsistent state, which is why you aren't supposed to call any UI code on the background threads.

Is a CAAnimation delegate guaranteed to be notified on the main thread?

Core animations run on their own threads. But is animationDidStop:finished: guaranteed to run on the main thread when the animation finishes? It does in my testing, but I don't know whether I can depend on that at all times and across all versions of iOS.
It does occurs on the main thread as mentioned also in this thread. Starting iOS 4.0 and later consider using the block-based animation methods though.
EDIT
From the official doc for the description of the animateWithDuration:animations:completion: it is mentioned that the completion block is performed at the beginning of the next run loop cycle. I believe we are talking about the loop cycle associated to the main thread here if you are invoking your method on the main thread.
It's my understanding that yes, the animationDidStop:finished: method is always called on the main thread, but that's an understanding, not a guaranteed.
You might want to post this question to the Core Animation area in Apple's developer forum with a specific request that an Apple engineer weigh in. There are a number of Apple employees who post their regularly. (Rincewind comes to mind for Core Animation).

Is drawRect: called on multiple threads when using a CATiledlayer?

I know that drawLayer: and drawlayer:inContext: are called on multiple threads when using a CATiledlayer, but what about drawRect:?
Apple's PhotoScroller example code uses drawRect: to get its images from disk, and it has no special code for handling threads.
I am trying to determine whether my model for a CATiledLayer must be thread-safe.
I have found CATiledLayer is using multiple background threads in the iOS Simulator, but a single background thread on my iPhone.
My Mac has a dual core processor, while my iPhone has a single core (A4).
I suspect an iOS device with an A5 CPU will also use multiple threads.
Yes, drawRect can and will be called on multiple threads (tested on OS 4.2).
This behaviour is less obvious if your drawing is fast enough to outpace the arrival of new zoom gestures so your app may work fine until tested with rapid input of zoom gestures.
One alternative is to make your model thread-safe.
If thread-safety is achieved by synchronizing most of the access to the data model to one drawing thread at a time then then you might do just as well to mutex the body of drawRect with something like #syncrhonize(self) which seems to work.
I haven't found a way to request that CATiledLayer only uses one background thread.
Have you seen this technical Q&A from Apple?
It doesn't answer your question directly, but it could help you decide how to implement your model.

Do I have to run the delegate of an UIScrollView in another thread to prevent performance problems during scrolling?

I'm going to do some sophisticated things in the delegate's methods during scrolling. I'll also implement the dynamic preloading of contents, so that it's theoretically possible to scroll through a few hundret thousand images. But I fear, that every time I do the preloading action for the next big chunk in scrolling direction, the delegate will wait for the data source to deliver the data, and the whole scroll view will be freezed for that moment.
The problem is, that I need always access to the subviews of the scroll view. I'm new to the platform and I don't know if I would still have access when I open up another thread for that preloading actions? Or would the scrollview not wait for the delegate to get things done?
I'm in the planing phase, so haven't implementet much jet.
You can only use UI classes from the main thread. So what you should do is to compute as much as possible in a background thread (I believe you can load your images in a background thread too), and then use performSelectorOnMainThread:withObject:waitUntilDone: to manipulate UI classes on the main thread.
See How do I update the UI in the middle of this thread? for the another instance of your question
I don't have a specific answer, to your specific question. I just want to make sure you are aware of the ~25MB limit of RAM for your app. I can't give links on this, because even though Apple knows the limit, they aren't telling.

NSThread and UIViewController interaction

If I spawn a new thread, and then within it I push a new controller onto my UINavigationController, using code like this...
(a) not working
-(void)myCallbackInThread
{
// move on...
UIApplication* app = [UIApplication sharedApplication];
[app changeView];
}
then I find that the view appears, but does not respond to user input.
If I change the code like this
(b) working
-(void)myCallbackInThread
{
// move on...
UIApplication* app = [UIApplication sharedApplication];
[app performSelectorOnMainThread:#selector(moveToMain) withObject:nil waitUntilDone:FALSE];
}
Then everything works just fine.
Any hints as to why?
In your case, it really depends on what's happening in [app changeView], but the reason it stops responding is most likely that you have no run loop dispatching events on your new, secondary thread (more on this below). In general, however, it is a very bad idea to update the GUI from a secondary thread. As you've already discovered, all of these events should go through the main thread.
The main reason that your second example works and not your first is that UIApplication sets up and handles the run loop and event dispatcher for you on the main thread. So, when you call performSelectorInMainThread, the selector gets dispatched to the main run loop which is able to then handle your gui input and other events. The event dispatcher is also run and managed by UIApplication on the main thread.
So basically, don't perform any GUI management activities on a secondary thread. Dispatch those to the main thread. And if you need processing on a secondary thread (for things like timers or asynch calls, etc.) then you have to start and manage your own run loop on that thread (see NSRunLoop for more on managing your on run loop).
Just found this in the iPhone threading docs
If your application has a graphical
user interface, it is recommended that
you receive user-related events and
initiate interface updates from your
application’s main thread. This
approach helps avoid synchronization
issues associated with handling user
events and drawing window content.
Some frameworks, such as Cocoa,
generally require this behavior, but
it also has the advantage of
simplifying the logic for managing
your user interface.
I still don't see what would actually cause something to display but not be able to receive user input, but I'll follow that guideline in future.
As the documentation says, "If you’re not sure about a particular graphical operation, plan on doing it from your main thread."
A good rule of thumb to follow is that, if a class isn't explicitly documented as being thread-safe, then it's probably not. Additionally, code that's not documented as being thread-safe may not fail fast when used by multiple threads, but may simply exhibit undefined behavior, as you saw.
Almost none of the UI code in UIKit or AppKit is threadsafe. How it fails is irrelevent, because if you are worrying about how it fails you are doing something that is going to result in all sorts of weird bugs that will subtly change between different OS release anyway.
My best advice is to not use things from background threads unless the docs say it is safe.