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.
Related
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?
Hi I am using SQllite in my application. In that I want to show activity indicator during the time of db process starts and ends.
Here is my code:
[activityIndicator startAnimating];
// DB Open
// DB close
// DB process ends
[activityIndicator stopAnimating];
When I try this, Its not working properly. Does sqllite code blocking animation of indicator? I am using activity indicator in scrollview.
The explanation as to why it doesn't work is simple: the UI only gets updated after the current runloop has terminated. The runloop encompasses all calls you're making in a single thread (currently, the main thread of your app).
So for example, if you call something like for (int i=1; i<1000; i++) { label.text = i } (in rough pseudo-code), your label won't display 1000 changes of its text, it'll only display the final value.
It's done this way by UIKit so that the interface can be smooth and jag-free.
If you really, really want to perform multiple updates on the UI in the same method, you have to perform your computation in a background thread. Other answers mention the use of a delayed call (0.1 seconds), but this is useless and it generates huge lags if you call this repeatedly, say a hundred times. The correct solution is this:
- (void)doSomethingVeryLong
{
[spinner startAnimating];
// or [SVProgressHud showWithMessage:#"Working"];
[self performSelectorInBackground:#selector(processStuffInBackground)];
}
- (void)processStuffInBackground
{
for (int i = 0; i < 1e9; i++)
{
/* Make huge computations,
* wait for a server,
* teach a neurasthenic French (no offence, I'm French)
*/
}
[self performSelectorOnMainThread:#selector(workDone)];
}
- (void)workDone
{
[spinner startAnimating];
// or [SVProgressHud dismiss];
}
If you wanna mess with the technical stuff, take a look a the Thread programming guide or the NSRunloop reference.
try below code :
[[activityIndicator startAnimating];
[self performSelector:#selector(DB_process) withObject:nil afterDelay:0.1];
create DB process method
- (void)DB_process
{
// DB close
// DB process ends
[activityIndicator stopAnimating];
}
Try to call process part after a delay of few second.
[activityIndicator startAnimating];
// call this part after a delay in different method (DB Open)
// DB close
// DB process ends
[activityIndicator stopAnimating];
It will work.
I am accessing the photo library on the iphone and it takes a long time to import the pictures i select in my application, how do i run the process on a secondary thread , or what solution do i use to not block the user interface?
I did a full explanation with sample code using performSelectOnBackground or GCD here:
GCD, Threads, Program Flow and UI Updating
Here's the sample code portion of that post (minus his specific problems:
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];
}
Use an asynchronous connection. It won't block the UI while it does the fetching behind.
THIS helped me a lot when I had to do download images, lot of them.
One option is use performSelectorInBackground:withObject:
I am adding all image downloading operation into Nsoperationqueue. But some times indicator will display for forever. Here I have paste some of my code. Is there any way to stop indicator. Here I am checking "operationcount". If it will become 1 means its last operation so I am stoping indicator but sometimes its not working any help will be appreciated.
- (void)connectionDidFinishLoading:(NSURLConnection *)connection
{
//filename = [[NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) objectAtIndex:0] stringByAppendingPathComponent:self.iconImage];
myobject.iconImage = [[UIImage alloc] initWithContentsOfFile:self.filename];
myobject.isImageLoaded = YES;
[self willChangeValueForKey:#"isFinished"];
[self willChangeValueForKey:#"isExecuting"];
finished = YES;
executing = NO;
[self didChangeValueForKey:#"isExecuting"];
[self didChangeValueForKey:#"isFinished"];
NSLog(#"finsh");
AboutUSAppDelegate *appdel=(AboutUSAppDelegate*)[UIApplication sharedApplication].delegate;
NSLog(#"%d",[appdel.queue operationCount]);
if ([appdel.queue operationCount]==1) {
//code to stop indicator
//Using main thread
}
Here I have added Nslog for operation count but sometimes it prints last value 2 two times. other values only 1 times.
You need to ensure that all UI calls are made on the main thread of operation. So showing the activity indicator, making it spin, stopping it and hiding it all need to be done on the main thread.
A reasonable way to achieve this is to expose methods in your view controllers to do it and from inside your Operation code call them on the main :-
Look up
performSelectorOnMainThread:<(SEL)aSelector> withObject:<(id)arg> waitUntilDone:<(BOOL)wait>
Simple answer, you can not check the operation queue in the delegate method implementation. This method get called when only 1 of the operation queue get done, it will not be called by any other methods in your queue.
Check the queue where you initialized them.
I am able to download a ZIP file from the internet. Post processing is done in connectionDidFinishLoading and works OK except no UIView elements are updated. For example, I set statusUpdate.text = #"Uncompressing file" but that change does not appear until after connectionDidFinishLoading has completed. Similarly, the UIProgressView and UIActivityIndicatorView objects are not updated until this method ends.
Is there any way to force an update of the UIView from within this method? I tried setting [self.view setNeedsDisplay] but that didn't work. It appears to be running in the main thread. All other commands here work just fine - the only problem is updating the UI.
Thanks!
Update: here is the code that is NOT updating the UIVIEW:
-(void)viewWillAppear:(BOOL)animated {
timer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(processUpdate:) userInfo:nil repeats:YES];
downloadComplete = NO;
statusText.text = #"";
}
-(void)processUpdate:(NSTimer *)theTimer {
if (! downloadComplete) {
return;
}
[timer invalidate];
statusText.text = #"Processing update file.";
progress.progress = 0.0;
totalFiles = [newFiles count];
for (id fileName in newFiles) {
count++;
progress.progress = (float)count / (float)totalFiles;
// ... process code goes here ...
}
}
At then end of processUpdate, I set downloadComplete = YES. This builds & runs without errors and works as intended except nothing updates in the UIVIEW until after processUpdate completes, then everything updates at once.
Thanks for your help so far!
As Niels said, you must return control to the run loop if you want to see views update. But don't start detaching new threads unless you really need to. I recommend this approach:
- (void)connectionDidFinishLoading:(NSConnection *)connection {
statusUpdate.text = #"Uncompressing file";
[self performSelector:#selector(doUncompress) withObject:nil afterDelay:0];
}
- (void)doUncompress {
// Do work in 100 ms chunks
BOOL isFinished = NO;
NSDate *breakTime = [NSDate dateWithTimeIntervalSinceNow:100];
while (!isFinished && [breakTime timeIntervalSinceNow] > 0) {
// do some work
}
if (! isFinished) {
statusUpdate.text = // here you could update with % complete
// better yet, update a progress bar
[self performSelector:#selector(doUncompress) withObject:nil afterDelay:0];
} else {
statusUpdate.text = #"Done!";
// clean up
}
}
The basic idea is that you do work in small chunks. You return from your method to allow the run loop to execute periodically. The calls to performSelector: will ensure that control eventually comes back to your object.
Note that a risk of doing this is that a user could press a button or interact with the UI in some way that you might not expect. It may be helpful to call UIApplication's beginIgnoringInteractionEvents to ignore input while you're working... unless you want to be really nice and offer a cancel button that sets a flag that you check in your doUncompress method...
You could also try running the run loop yourself, calling [[NSRunLoop currentRunLoop] runUntilDate:...] every so often, but I've never tried that in my own code.
While you are in connectionDidFinishLoading nothing else happens in the application run loop. Control needs to be passed back to the run loop so it can orchestrate the UI updating.
Just flag the data transfer as complete and the views for updating. Defer any heavy processing of the downloaded data to it's own thread.
The application will call your views back letting them refresh their contents later in the run loop. Implement drawRect on your own custom views as appropriate.
If you're receiving connectionDidFinishLoading in the main thread, you're out of luck. Unless you return from this method, nothing will be refreshed in the UI.
On the other hand, if you run the connection in a separate thread, then you can safely update the UI using the following code:
UIProgressView *prog = ... <your progress view reference> ...
[prog performSelectorOnMainThread:#selector(setProgress:)
withObject:[NSNumber numberWithFloat:0.5f]
waitUntilDone:NO];
Be careful not to update the UI from a non-main thread - always use the performSelectorOnMainThread method!
Do exactly what you're doing with the timer, just dispatch your processing code to a new thread with ConnectionDidFinish:. Timers can update the UI since they're run from the main thread.
The problem turned out to that the UI isn't updated in a for() loop. See the answer in this thread for a simple solution!