in a method, i want to call a method after n seconds:
self.toolBarState = [NSNumber numberWithInt:1];
[self changeButtonNames];
[self drawMap];
[self performSelector:#selector(showActionSheet) withObject:nil afterDelay:2];
i want to show the action sheet 2 seconds after drawMap is complete. when i use this performSelector, it never makes the call.
if i just put [self showActionSheet];, it works just fine. is there reason why the performSelector is not making the call?
EDIT: in another part of my code, i make the same call and it works:
HUD = [[MBProgressHUD alloc] initWithView:self.view];
[self.view addSubview:HUD];
HUD.delegate = (id) self;
[HUD showWhileExecuting:#selector(drawMap) onTarget:self withObject:nil animated:YES];
[self performSelector:#selector(showActionSheet) withObject:nil afterDelay:6];
here, the showActionSheet gets called 6 seconds after drawMap has completed. i'm guessing there is something going on with the threads that i don't understand yet...
EDIT2:
-(void)showActionSheet
{
InspectAppDelegate *dataCenter = (InspectAppDelegate *) [[UIApplication sharedApplication] delegate];
if (dataCenter.fieldIDToPass == nil)
{
UIActionSheet *actionSheet = [[UIActionSheet alloc] initWithTitle:#"Selected Boundary Options" delegate:(id) self cancelButtonTitle:#"Cancel" destructiveButtonTitle:nil otherButtonTitles:#"Analyze a Field",#"Retrieve Saved Analysi", #"Geotag Photos", #"Refresh the map",nil];
actionSheet.tag = 0;
[actionSheet showInView:self.view];
}
else
{
UIActionSheet *actionSheet = [[UIActionSheet alloc] initWithTitle:#"Selected Boundary Options" delegate:(id) self cancelButtonTitle:#"Cancel" destructiveButtonTitle:nil otherButtonTitles:#"Analyze a Field",#"Retrieve Saved Analysi", #"Geotag Photos", #"Attribute the Field", #"Refresh the map",nil];
actionSheet.tag = 0;
[actionSheet showInView:self.view];
}
}
EDIT3:
ok, so the progress of method calls is:
-(void) foundDoubleTap:(UITapGestureRecognizer *) recognizer
{
[HUD showWhileExecuting:#selector(select) onTarget:self withObject:nil animated:YES];
}
-(void) select
{
[self changeButtonNames];
[self drawMap];
[self performSelector:#selector(showActionSheet) withObject:nil afterDelay:2];
}
showActionSheet never gets called. like i said, i'm pretty sure its a threading issue. if call it with [self showActionSheet], it will run. =/
I ran into this same issue, and by necessity I solve it slightly different from the accepted answer. Notice I wanted my delay and selectors to be variables? Using a block allows me to stay within my current method.
dispatch_async(dispatch_get_main_queue(), ^{
[self performSelector:loopSelector withObject:nil afterDelay:cycleTime];
});
By the way, this is definitely a threading issue. The documentation for performSelector:withObject:afterDelay: states that this will be performed on the current thread after the delay, but sometimes that thread's run loop is no longer active.
A more detailed discussion on the subject can be found here
Try using:
-(void) select {
[self changeButtonNames];
[self drawMap];
[self performSelectorOnMainThread:#selector(showActionSheet) withObject:nil waitUntilDone:YES];
}
-performSelector:withObject:afterDelay: schedules a timer on the same thread to call the selector after the passed delay.
Maybe this will work for you:
-(void) select {
[self changeButtonNames];
[self drawMap];
[self performSelectorOnMainThread:#selector(someA) withObject:nil waitUntilDone:YES];
}
-(void)someA {
[self performSelector:#selector(showActionSheet) withObject:nil afterDelay:2];
}
Does your class still exist in memory?
If your class goes away before the performSelector fires, do you wind up sending the message to nil (which would cause nothing to occur).
You could test this by dropping an NSLog into your dealloc()
You mentioned threads. If your performSelector isn't called from the MainThread it could cause issues (UI things should be done on the main thread).
I got the same problem when I call performSelector:withObject:afterDelay: in a background thread created by ReactiveCocoa.
If I execute the block in the ReactiveCocoa's way, the block will be called correctly:
[[[RACSignal empty] delay:2.0] subscribeCompleted:^(){
// do something
}];
I guess there is some magic in the ReactiveCocoa's threading model.
Related
MPProgressView won't display when I try to push a viewcontroller until seconds before the pushed VC is displayed. Should the viewController be placed in the same function as the MBProgressView is displayed? I've made sure that my MBProgressView is on the main thread, I've tried many solutions on SO and can't see anyone with the same issue. I am simply trying to display the MBProgressHUD while the viewController is loading and being pushed. Thanks!
I am using MBProgressView as follows:
- (IBAction)pushButton:(id)sender
{
self.HUD =[MBProgressHUD showHUDAddedTo:self.view animated:YES];
[self.view addSubview:self.HUD];
self.HUD.labelText = #"Doing stuff...";
self.HUD.detailsLabelText = #"Just relax";
self.HUD.delegate=self;
[self.view addSubview:self.HUD];
[self.HUD showWhileExecuting:#selector(loadCreate) onTarget:self withObject:nil animated:YES];
}
- (void)loadCreate {
[self performSelectorOnMainThread:#selector(dataLoadMethodMail) withObject:nil waitUntilDone:YES];
}
-(void)dataLoadMethodMail
{NSLog(#"data load method is displaying");
SelectViewController *mvc = [[SelectViewController alloc] init];
[self.navigationController pushViewController:mvc animated:YES];
}
You don't need to add self.HUD to self.view, showHUDAddedTo: does it for you.
[self.HUD showWhileExecuting:#selector(loadCreate) onTarget:self withObject:nil animated:YES];
Shows the hud until loadCreate returns.
[self performSelectorOnMainThread:#selector(dataLoadMethodMail) withObject:nil waitUntilDone:YES];
dispatches something on main thread and returns right after (before the actual end of dataLoadMethodMail). The HUD is shown but disappears right away.
To solve the issue try hiding manually the HUD when dataLoadMethodMail finishes it's work.
Just replace
[self.HUD showWhileExecuting:#selector(loadCreate) onTarget:self withObject:nil animated:YES];
with
[self loadCreate];
and add
dispatch_async(dispatch_get_main_queue(), ^{
[self.HUD hide:YES];
});
at the end of dataLoadMethodMail
PS : Loading data should not be done on main thread.
First time working with a HUD and I'm confused.
I setup the HUD like this in my viewDidLoad:
[MBProgressHUD showHUDAddedTo:self.view animated:YES];
dispatch_async(dispatch_get_global_queue( DISPATCH_QUEUE_PRIORITY_LOW, 0), ^{
[[[WSXmppUserManager shared] xmppStreamManager] connect];
dispatch_async(dispatch_get_main_queue(), ^{
[MBProgressHUD hideHUDForView:self.view animated:YES];
});
});
The HUD doesn't show. I think the reason is as follows. The xmpp connect method fires off a connection request to the xmpp server and then it's done. So there is no activity to wait for as is.
However, the connection isn't established until the server responds and the following delegate method is fired:
- (void)xmppStreamDidAuthenticate:(XMPPStream *)sender
I want to wait for this and only then dismiss the HUD, but I'm at a loss as to how to do that. I'm missing something very simple.
You need to move this code
dispatch_async(dispatch_get_main_queue(), ^{
[MBProgressHUD hideHUDForView:self.view animated:YES];
});
After your long running method has finished... that is, if this code is indeed returning immediately
[[WSXmppUserManager shared] xmppStreamManager] connect];
The hud is likely never going to display... as it gets told to display and then told to hide on the same run loop or perhaps one run loop right afterwards...
Why not put it at the end of this method if this indicates that a response has been received and the operation is completed?
- (void)xmppStreamDidAuthenticate:(XMPPStream *)sender
HUD =[[MBProgressHUD alloc] initWithWindow:self.view];
[HUD setDelegate:self];
[self.view addSubview:HUD];
[HUD showWhileExecuting:#selector(connectToServer)
onTarget:self
withObject:nil
animated:YES];
In the connectToServer
-(void)connectToServer
{
[[[WSXmppUserManager shared] xmppStreamManager] connect];
}
As soon as the connectToServer method comepletes it task in the background , a delegate of MBProgressHUD called hudWasHidden: is automatically called
-(void)hudWasHidden:(MBProgressHUD *)hud
{
//Further work after the background task completed
}
I want to display the view first and then load the data in a background thread. When I navigate from root controller to the view controller, I want to display the view first. As of now, it stays on the root controller until the view controller is loaded. Here's my code for the root controller.
- (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath
{
ProductDetailViewController *tempProductDetail = [[ProductDetailViewController alloc] init];
[self.navigationController pushViewController:tempProductDetail animated:YES];
[tempProductDetail release];
}
ProductDetailViewController, here I want to display the view first and then load the data...
- (void)viewWillAppear:(BOOL)animated{
[super viewWillAppear:YES];
[self performSelectorOnMainThread:#selector(workerThread) withObject:nil waitUntilDone:NO];
}
-(void) workerThread{
NSAutoreleasePool *arPool = [[NSAutoreleasePool alloc] init];
[arPool release];
}
Don't know what I'm doing wrong. Please, help.
Use [self performSelectorInBackground:#selector(workerThread) withObject:nil]; instead of
[self performSelectorOnMainThread:#selector(workerThread) withObject:nil waitUntilDone:NO];
found the answer for this issue,
- (void)viewWillAppear:(BOOL)animated{
[super viewWillAppear:YES];
[self performSelectorInBackground:#selector(workerThread) withObject:nil];
}
- (void) workerThread
{
// Set up a pool for the background task.
NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
// only do data fetching here, in my case from a webservice.
//...
// Always update the components back on the main UI thread.
[self performSelectorOnMainThread:#selector(displayView) withObject:nil waitUntilDone:YES];
[pool release];
}
// Called once the background thread task has finished.
- (void) displayView
{
//here in this method load all the UI components
}
Consider using the following pattern instead for threading, in my opinion it's much cleaner:
- (void)viewWillAppear:(BOOL)animated
{
NSInvocationOperation *operation = [[NSInvocationOperation alloc]
initWithTarget:self
selector:#selector(someFunction)
object:nil];
[[NSOperationQueue currentQueue] addObject:operation]; // this will actually start the thread
[operation release];
}
- (void)someFunction
{
// don't need to initialize and release an autorelease pool here,
// you can just write a function as usual ...
[self updateUI];
}
- (void)updateUI
{
if (![NSThread isMainThread]) // if we need a UI update, force it on main thread
{
[self performSelectorOnMainThread:#selector(updateUI) withObject:nil waitUntilDone:YES];
return;
}
// do UI updates here
}
By writing code in this way, you can more dynamically decide which function you want to thread, since there is no autorelease pool requirement. If you need to do UI updates, the updateUI function will make sure for itself that it's running on the main thread, so the caller doesn't need to take this into account.
I want to run a method in a background thread, the first method will run another method on the same (background) thread after some seconds. I wrote this:
- (IBAction)lauch:(id)sender
{
[self performSelectorInBackground:#selector(first) withObject:nil];
}
-(void) second {
printf("second\n");
}
-(void) first {
NSAutoreleasePool *apool = [[NSAutoreleasePool alloc] init];
printf("first\n");
[self performSelector:#selector(second) withObject:nil afterDelay:3];
printf("ok\n");
[apool release];
}
but the second method is never called, why? and, how may i accomplish my goal?
thanks
You have to have a running run loop for performSelector:withObject:afterDelay: to work.
Your code executes first and, when first exits, the thread is gone. You need to run a run loop.
Add:
[[NSRunLoop currentRunLoop] run];
To the end of first.
I've created an app where I'm creating a UIProgressBarHUD to show that something is loading. My question is, how can I disable the view so nothing can be pressed untill the loading is finished?
I've tried setting:
[self.view setUserInterationEnabled:NO];
However this doesn't work :/
Here is the code I'm using for adding the UIProgressHUD:
- (IBAction) showHUD:(id)sender
{
//[self.view setUserInteractionEnabled:NO];
UIProgressHUD *HUD = [[UIProgressHUD alloc]
initWithWindow:[[UIApplication sharedApplication] keyWindow]];
[HUD setText:#"Loading…"];
[HUD show:YES];
[HUD performSelector:#selector(done) withObject:nil afterDelay:1.5];
[HUD performSelector:#selector(setText:) withObject:#"Done!"
afterDelay:1.5];
[HUD performSelector:#selector(hide) withObject:nil afterDelay:4.0];
//[self.view setUserInteractionEnabled:YES];
[HUD release];
}
Any help would be muchly appreciated!!
- James
You can disable user interaction with the nifty property named userInteractionsEnabled, that is defined for UIView. It just so happens that UIWindow is a subclass of UIView, we we can easily disable user interactions for out whole app.
anyViewInYouApp.window.userInteractionsEnabled = NO;
Or keep a reference to the window if you like.
In MBProgressHUD.m
#define APPDELEGATE
(TMAppDelegate *)[[UIApplication sharedApplication]delegate]
- (void)show:(BOOL)animated
{
[[APPDELEGATE window] setUserInteractionEnabled:NO]; //use this line
}
- (void)hide:(BOOL)animated
{
[[APPDELEGATE window] setUserInteractionEnabled:YES]; //use this line
}
As pointed out here, UIProgressHUD is private. You should not use it.
There is a library that gives you what you are looking for though.
It allows you to keep the user from tapping anything while it is updating as you requested.
UIWindow *win = [UIApplication sharedApplication].keyWindow;
[win setUserInteractionEnabled:NO];