Having Trouble With GCD and Loading Thumbnails in TableView - iphone

I have the following code that attempts to load a row of thumbnails in a tableview asynchronously:
for (int i = 0; i < totalThumbnails; i++)
{
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0),
^{
__block GraphicView *graphicView;
__block Graphic *graphic;
dispatch_async(dispatch_get_main_queue(),
^{
graphicView = [[tableViewCell.contentView.subviews objectAtIndex:i] retain];
graphic = [[self.thumbnailCache objectForKey: [NSNumber numberWithInt:startingThumbnailIndex + i]] retain];
if (!graphic)
{
graphic = [[self graphicWithType:startingThumbnailIndex + i] retain];
[self.thumbnailCache setObject: graphic forKey:[NSNumber numberWithInt:startingThumbnailIndex + i]];
}
[graphicView setGraphic:graphic maximumDimension:self.cellDimension];
});
[graphicView setNeedsDisplay];
dispatch_async(dispatch_get_main_queue(),
^{
CGRect graphicViewFrame = graphicView.frame;
graphicViewFrame.origin.x = ((self.cellDimension - graphicViewFrame.size.width) / 2) + (i * self.cellDimension);
graphicViewFrame.origin.y = (self.cellDimension - graphicViewFrame.size.height) / 2;
graphicView.frame = graphicViewFrame;
});
[graphicView release];
[graphic release];
});
}
However when I run the code I get a bad access at this line: [graphicView setNeedsDisplay]; It's worth mentioning that the code works fine when I have it set up like this:
for (int i = 0; i < totalThumbnails; i++)
{
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0),
^{
dispatch_async(dispatch_get_main_queue(),
^{
//put all the code here
});
}
It works fine and the UITableView loads asynchronously when it's first called, however the scrolling is still really choppy.
So I'd like to get the to get the first bit of code to work so I can get the drawing done in the global thread instead of the main thread (which I assume will fix the choppy scrolling?).
Since iOS4 drawing is able to be done asynchronously so I don't believe that is the problem. Possibly I'm misusing the __Block type?
Anyone know how I can get this to work?

You completely misunderstand how to use GCD. Looking at your code:
__block GraphicView *graphicView;
Your variable here is not initialised to nil. It is unsafe to send messages to.
__block Graphic *graphic;
dispatch_async(dispatch_get_main_queue(),
^{
//statements
});
Your dispatch statement here returns immediately. The system works for you to spin this task off on a different thread. Before, or perhaps at the same time as, the above statements are executed we move on to the next line of execution here...
[graphicView setNeedsDisplay];
At this point graphic view may or may not have been initialised by your dispatch statement above. Most likely not as there wont have been time. As it still hasn't been initialised it points to random memory and hence trying to send messages to it causes EXC_BAD_ACCESS.
If you want to draw cell contents asynchronously (or pre-render images or whatever.) I thouroughly reccommend watching WWDC 2012 session 211 "Building Concurrent User Interfaces on iOS". They do almost exactly what you seem to be attempting to do and explain all the pitfalls you can run into.

I think the issue is because you are trying to re-draw the UIView on a working thread. You should move this:
[graphicView setNeedsDisplay];
To the main queue.

Related

Updating label on the main thread is not working

I'm trying to update a label while different tasks are proceeding. I searched and used different options and endup using this way but it still doesn't work:
[processStatusLable performSelectorOnMainThread:#selector(setText:) withObject:#"Creating your account..." waitUntilDone:NO];
DCConnector *dccon = [DCConnector new];
ContactsConnector *conCon = [ContactsConnector new];
if (![dccon existUsersData]) {
[dccon saveUsersInformation:device :usDTO];
//created account
//get friends -> Server call
[processStatusLable performSelectorOnMainThread:#selector(setText:) withObject:#"Checking for friends..." waitUntilDone:NO];
NSMutableArray *array = [conCon getAllContactsOnPhone];
// save friends
[processStatusLable performSelectorOnMainThread:#selector(setText:) withObject:#"Saving friends.." waitUntilDone:NO];
if ([dccon saveContacts:array]) {
[processStatusLable performSelectorOnMainThread:#selector(setText:) withObject:#"Friends saved successfully.." waitUntilDone:NO];
}
}
The last performSelector is getting executed (at least I see the label text changed on the view), but all other selectors are not working. Any idea why?
EDIT 1
- (void)updateLabelText:(NSString *)newText {
processStatusLable.text = newText;
}
we can use the following code to run something on the main thread,
dispatch_async(dispatch_get_main_queue(), ^{
//set text label
});
Using that we can write a method like this,
- (void)updateLabelText:(NSString *)newText {
dispatch_async(dispatch_get_main_queue(), ^{
processStatusLable.text = newText;
});
}
Finally, you can use change your code this way,
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
[self updateLabelText:#"Creating your account..."];
DCConnector *dccon = [DCConnector new];
ContactsConnector *conCon = [ContactsConnector new];
if (![dccon existUsersData]) {
[dccon saveUsersInformation:device :usDTO];
//created account
//get friends -> Server call
[self updateLabelText:#"Checking for friends..."];
NSMutableArray *array = [conCon getAllContactsOnPhone];
// save friends
[self updateLabelText:#"Saving friends.."];
if ([dccon saveContacts:array]) {
[self updateLabelText:#"Friends saved successfully.."];
}
}
});
How fast do you run through this sequence of updates? If it is faster than a second, you aren't likely going to see all of 'em.
Making them wait until done is unlikely to impact anything as the drawing is done asynchronously anyway.
Note that your method names are unconventional; methods shouldn't be prefixed with get and saveUsersInformation:: is discouraged (try something like saveUsersInformationToDevice:usingDTO:).
How much time elapses between the calls to update the text field? The whole process takes a minute, but how is that time divided?
What is your main event loop doing otherwise? Running modally or running normally?

Error 133000 when using multiple contexts with core data

I've spent days trying every possible solution I can think of to this problem, but nothing seems to be working.
I run a background thread like this:
[MagicalRecord saveInBackgroundWithBlock:^(NSManagedObjectContext *localContext) {
Media *localMedia = [media inContext:localContext];
UIImage *image = localMedia.thumbnail;
dispatch_async(dispatch_get_main_queue(), ^{
[thumbnails setObject:image forKey:[NSNumber numberWithInt:i]];
[contentDict setObject:thumbnails forKey:#"MediaItems"];
[cell.entryView setNeedsDisplay];
});
}];
Or like this:
dispatch_queue_t cellSetupQueue = dispatch_queue_create("com.Journalized.SetupTimelineThumbnails", NULL);
dispatch_async(cellSetupQueue, ^{
NSManagedObjectContext *newMoc = [[NSManagedObjectContext alloc] init];
NSPersistentStoreCoordinator *coordinator = [NSManagedObjectContext contextForCurrentThread].persistentStoreCoordinator;
[newMoc setPersistentStoreCoordinator:coordinator];
NSNotificationCenter *notify = [NSNotificationCenter defaultCenter];
[notify addObserver:self
selector:#selector(mergeChanges:)
name:NSManagedObjectContextDidSaveNotification
object:newMoc];
Media *localMedia = [media inContext:[NSManagedObjectContext contextForCurrentThread];
UIImage *image = localMedia.thumbnail;
dispatch_async(dispatch_get_main_queue(), ^{
[thumbnails setObject:image forKey:[NSNumber numberWithInt:i]];
[contentDict setObject:thumbnails forKey:#"MediaItems"];
[cell.entryView setNeedsDisplay];
});
}];
Both of these give me a crash with UIImage returning as nil object, and a Cocoa Error 133000.
I've removed every other piece of background threading code, and have saved on the main thread directly before this just to make sure. Running the code above on the main thread also works, but freezes up my UI. Despite all of these efforts, the above code crashes every time.
I'm not sure what to do to make this work.
Edit:
My question, specifically, is how do I make this work without crashing? It seems to be a problem with objects from 1 context not existing in another, but how do i make them exist in another context?
Remember, the MR_inContext: method is using [NSManagedObjectContext objectWithID: ] method under the covers. You should look in there to make sure your object has:
1) Been saved prior to entering into the background context/block in your first code block
2) This method is returning something useful
I'm also not sure how you set up your thumbnail attribute. Ideally it shouldn't matter as long as you have the NSTransformable code write (there are samples on the internets that show you how to save a UIImage in core data using the transformable attribute)
Also, your code should look like this:
UIImage *image = nil;
[MagicalRecord saveInBackgroundWithBlock:^(NSManagedObjectContext *localContext) {
Media *localMedia = [media inContext:localContext]; //remember, this looks up an existing object. If your context is a child of a parent context that has contains this, the localContext should refresh the object from the parent.
//image processing/etc
image = localMedia.thumbnail;
} completion:^{
[thumbnails setObject:image forKey:#(i)]; //new literals are teh awesome
contentInfo[#"MediaItems"] = thumbnails; //as is the new indexer syntax (on the latest compiler)
[cell.entryView setNeedsDisplay];
}];
Fast answer:
NSManagedObjectReferentialIntegrityError = 133000,
// attempt to fire a fault pointing to an object that does not exist (we can see the store, we can't see the object)
EDIT:
It's pretty difficult to see something from the code. What is a managed object there?
I suppose the problem is that you are using temporary objects from one context in another context.

Quit app while for-loop is running

In my app I have a tableView filled with contents from a server. To download these contents I use NSURLConnection and I create a NSMutableArray (tableItems) to hold and to manage the addresses to the images I want to use.
In connectionDidFinishLoading, after populating tableItems, there is this for-loop:
for (int i = 0; i < [tableItems count]; i++) {
// HERE I CHECK IF THE IMAGE I'M LOOKING FOR IS ALREADY ON DISK
NSString *pathToCheckImage = [NSString stringWithFormat:#"%#/%#.png", pathToPreviews, [tableItems objectAtIndex:i]];
NSData *dataOfCheckImage = [NSData dataWithContentsOfFile:pathToCheckImage];
UIImage *checkImage = [UIImage imageWithData:dataOfCheckImage];
NSString *pathToImage;
UIImage *image;
if (checkImage != nil) {
// THE IMAGE IS ALREADY ON DISK SO I GET IT FROM TEMP FOLDER
image = checkImage;
} else {
// THE IMAGE IS NEW SO I HAVE TO GET THE IMAGE FROM THE SERVER
pathToImage = [NSString stringWithFormat:#"http://www.SERVER.com/SERVER_PATH/%#.png", [tableItems objectAtIndex:i]];
NSURL *url = [NSURL URLWithString:pathToImage];
NSData *data = [NSData dataWithContentsOfURL:url];
image = [UIImage imageWithData:data];
// AND SAVE IT ON DISK
NSString *path = [NSString stringWithFormat:#"%#/%#.png", pathToPreviews, [tableItems objectAtIndex:i]];
[self cacheImageOnDisk:image withPath:path];
}
if (image != nil) {
[arrayOfImages addObject:image];
}
}
This code is working, even if, depending on the number and size of the images I have to download from the server, it can take 1 or 2 minutes to perform its task.
The problem is that if the user quits (home button pushed) while this for-loop is running it keeps on performing its task until the end, even if it needs 1 minute to finish it.
During this period, launching the app again inevitably ends up crashing on startup.
I've tried to stop this for-loop on exit but applicationDidEnterBackground, applicationWillResignActive and applicationWillTerminate are not called until for-loop ends its task.
I've tried to set "application does not run in background", but nothing changed.
Any suggestion will be really appreciated.
You should not be downloading images on the main thread. The app won't be responsive. Grand Central Dispatch is an easy method to accomplish these tasks.
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
NSUInteger count = [tableItems count];
for (int i = 0; i < count; i++) {
// TODO: check if app didResignActive and break
UIImage *image = ... // get image from disk or network
// Add the image to the array on the main thread to avoid any threading issues
dispatch_sync(dispatch_get_main_queue(), ^{
[arrayOfImages addObject:image];
});
}
});
You need to either process your loop off the main thread (very easy to get wrong), or break your work into chunks (much simpler). Try extracting your loop into a separate method that runs it 10 times and then schedules another run with [... performSelector:#selector(myMethod) afterDelay:0]; That will give the runloop a chance to cycle and process events (like quit) every 10 iterations.
Threading (whether via older ways or the newer dispatch_async) will still get you better responsiveness though, so if you want to do that, my recommendation is this:
Share NO data between the background thread and the main thread while it's working.
Spawn your background thread, do your work entirely with local state not accessed anywhere else, then dispatch back to the main thread with your completed array. Any shared state is very likely to make your life very hard.

GCD, Threads, Program Flow and UI Updating

I'm having a hard time figuring out how to put this all together.
I have a puzzle solving app on the mac.
You enter the puzzle, press a button, and while it's trying to find the number of solutions,
min moves and such I would like to keep the UI updated.
Then once it's finished calculating, re-enable the button and change the title.
Below is some sample code from the button selector, and the solving function:
( Please keep in mind I copy/paste from Xcode so there might be some missing {} or
some other typos.. but it should give you an idea what I'm trying to do.
Basicly, user presses a button, that button is ENABLED=NO, Function called to calculate puzzle. While it's calculating, keep the UI Labels updated with moves/solution data.
Then once it's finished calculating the puzzle, Button is ENABLED=YES;
Called when button is pressed:
- (void) solvePuzzle:(id)sender{
solveButton.enabled = NO;
solveButton.title = #"Working . . . .";
// I've tried using this as a Background thread, but I can't get the code to waitTilDone before continuing and changing the button state.
[self performSelectorInBackground:#selector(createTreeFromNode:) withObject:rootNode];
// I've tried to use GCD but similar issue and can't get UI updated.
//dispatch_queue_t queue = dispatch_queue_create("com.gamesbychris.createTree", 0);
//dispatch_sync(queue, ^{[self createTreeFromNode:rootNode];});
}
// Need to wait here until createTreeFromNode is finished.
solveButton.enabled=YES;
if (numSolutions == 0) {
solveButton.title = #"Not Solvable";
} else {
solveButton.title = #"Solve Puzzle";
}
}
Needs to run in background so UI can be updated:
-(void)createTreeFromNode:(TreeNode *)node
{
// Tried using GCD
dispatch_queue_t main_queue = dispatch_get_main_queue();
...Create Tree Node and find Children Code...
if (!solutionFound){
// Solution not found yet so check other children by recursion.
[self createTreeFromNode:newChild];
} else {
// Solution found.
numSolutions ++;
if (maxMoves < newChild.numberOfMoves) {
maxMoves = newChild.numberOfMoves;
}
if (minMoves < 1 || minMoves > newChild.numberOfMoves) {
solutionNode = newChild;
minMoves = newChild.numberOfMoves;
// Update UI on main Thread
dispatch_async(main_queue, ^{
minMovesLabel.stringValue = [NSString stringWithFormat:#"%d",minMoves];
numSolutionsLabel.stringValue = [NSString stringWithFormat:#"%d",numSolutions];
maxMovesLabel.stringValue = [NSString stringWithFormat:#"%d",maxMoves];
});
}
GCD and performSelectorInBackground samples below. But first, let's look at your code.
You cannot wait where you want to in the code above.
Here's the code you had. Where you say wait in the comment is incorrect. See where I added NO.
- (void) solvePuzzle:(id)sender{
solveButton.enabled = NO;
solveButton.title = #"Working . . . .";
// I've tried using this as a Background thread, but I can't get the code to waitTilDone before continuing and changing the button state.
[self performSelectorInBackground:#selector(createTreeFromNode:) withObject:rootNode];
// NO - do not wait or enable here.
// Need to wait here until createTreeFromNode is finished.
solveButton.enabled=YES;
}
A UI message loop is running on the main thread which keeps the UI running. solvePuzzle is getting called on the main thread so you can't wait - it will block the UI. It also can't set the button back to enabled - the work hasn't been done yet.
It is the worker function's job on the background thread to do the work and then when it's done to then update the UI. But you cannot update the UI from a background thread. If you're not using blocks and using performSelectInBackground, then when you're done, call performSelectorOnMainThread which calls a selector to update your UI.
performSelectorInBackground Sample:
In this snippet, I have a button which invokes the long running work, a status label, and I added a slider to show I can move the slider while the bg work is done.
// on click of button
- (IBAction)doWork:(id)sender
{
[[self feedbackLabel] setText:#"Working ..."];
[[self doWorkButton] setEnabled:NO];
[self performSelectorInBackground:#selector(performLongRunningWork:) withObject:nil];
}
- (void)performLongRunningWork:(id)obj
{
// simulate 5 seconds of work
// I added a slider to the form - I can slide it back and forth during the 5 sec.
sleep(5);
[self performSelectorOnMainThread:#selector(workDone:) withObject:nil waitUntilDone:YES];
}
- (void)workDone:(id)obj
{
[[self feedbackLabel] setText:#"Done ..."];
[[self doWorkButton] setEnabled:YES];
}
GCD Sample:
// on click of button
- (IBAction)doWork:(id)sender
{
[[self feedbackLabel] setText:#"Working ..."];
[[self doWorkButton] setEnabled:NO];
// async queue for bg work
// main queue for updating ui on main thread
dispatch_queue_t queue = dispatch_queue_create("com.sample", 0);
dispatch_queue_t main = dispatch_get_main_queue();
// do the long running work in bg async queue
// within that, call to update UI on main thread.
dispatch_async(queue,
^{
[self performLongRunningWork];
dispatch_async(main, ^{ [self workDone]; });
});
}
- (void)performLongRunningWork
{
// simulate 5 seconds of work
// I added a slider to the form - I can slide it back and forth during the 5 sec.
sleep(5);
}
- (void)workDone
{
[[self feedbackLabel] setText:#"Done ..."];
[[self doWorkButton] setEnabled:YES];
}
dispatch_queue_t backgroundQueue;
backgroundQueue = dispatch_queue_create("com.images.bgqueue", NULL);
- (void)process {
dispatch_async(backgroundQueue, ^(void){
//background task
[self processHtml];
dispatch_async(main, ^{
// UI updates in main queue
[self workDone];
});
});
});
}
By and large, any work to be submitted to a background queue needs to follow this pattern of code:
dispatch_queue_t queue = dispatch_queue_create("com.myappname", 0);
__weak MyClass *weakSelf = self; //must be weak to avoid retain cycle
//Assign async work
dispatch_async(queue,
^{
[weakSelf doWork];
dispatch_async(dispatch_get_main_queue(),
^{
[weakSelf workDone];
});
});
queue = nil; //Using ARC, we nil out. Block always retains the queue.
Never Forget:
1 - queue variable above is a reference counted object, because it is a private queue, not a global one. So it is retained by the block which is executing inside that queue. Until this task is complete, it is not released.
2 - Every queue got its own stack which will be allocated / deallocated as part of recursive operation. You only need to worry about class member variables which are reference counted (strong, retain etc.) which are accessed as part of doWork above.
3 - While accessing those reference counted vars inside background queue operation, you need to make them thread-safe, depending on use cases in your app. Examples include writes to objects such as strings, arrays etc. Those writes should be encapsulated inside #synchronized keyword to ensure thread-safe access.
#synchronized ensures no another thread can get access to the resource it protects, during the time the block it encapsulates gets executed.
#synchronized(myMutableArray)
{
//operation
}
In the above code block, no alterations are allowed to myMutableArray inside the #synchronized block by any other thread.

View not Updating

Kinda new to iPhone programming and was experimenting with threads
- (void)viewDidLoad {
[super viewDidLoad];
[NSThread detachNewThreadSelector:#selector(changeMain) toTarget:self withObject:nil];
[NSThread detachNewThreadSelector:#selector(changeThread) toTarget:self withObject:nil];
}
- (void)changeMain{
NSAutoreleasePool* arp = [[NSAutoreleasePool alloc] init];
for (int i = 0; i < 1000000; i++) {
[mainValue setText:[NSString stringWithFormat:#"%d",i]];
[self.view setNeedsDisplay];
}
[arp release];
}
- (void)changeThread{
NSAutoreleasePool* arp = [[NSAutoreleasePool alloc] init];
for (int i = 0; i < 1000000; i++) {
[threadValue setText:[NSString stringWithFormat:#"%d",i]];
[self.view setNeedsDisplay];
}
[arp release];
}
mainValue and threadValue are both just UILabels. I expected this to run and see both labels run up to 999999 but instead it starts at some low number (what it is when the screen initally refreshing i assume), pauses for a bit, then updates to 999999. I'm thinking the screen just isn't refreshing.
Is this correct? Am I doing it wrong?
You have to perform any Cocoa Touch operations in main thread, in other case results are unpredictable.
You don't have to call setNeedsDisplay manually.
So I'd recommend to use the following construction:
[threadValue performSelectorOnMainThread:#selector(setText:) withObject:[NSString stringWithFormat:#"%d",i] waitUntilDone:YES];
Additional notes:
1. 100000 runs can overflow the main thread queue so some values will disappear
2. You can use waitUntilDone:NO too
The setNeedsDisplay message triggers a redraw, but it only happens during the next time the main thread becomes active. So your side threads trigger a million redraws but they are queued. As soon as the main thread continues, it "collapses" all requests into one redraw.
Most likely setNeedsDisplay just sets a flag that is checked once during each run of the main loop, so setting it 1000000 to true doesn't influence anything. Try to let the "worker threads" sleep after each iteration to give the main thread some time to redraw.
Don't use for() for animations. The for will process in the same "frame". Maybe just have an ivar i and in changeMain you can have if (i<10000) { mainValue.text = [NSString stringWithFormat:#"%d",i]; i++;} or something like that. This way the setText only happens once per "frame".
I'm not sure if this will work, but you could try to force the setNeedsDisplay method to be executed on the main thread, using e.g. [self performSelectorOnMainThread:#selector(setNeedsDisplay) withObject:nil waitUntilDone:YES]. This should (hopefully, i didn't test it!) update the view after every increment. You could also try to set waitUntiDone:NO, but I'm unsure what will happen then.
See here