Which to use when? NSURLConnection vs. lower level socket API - iphone

I am developing an iPhone application which streams data(e.x.ECGData like points) from a server and displays(means Plotting) it on the screen -- i.e., live streaming. For that purpose, I am using NSURLConnection.
The problem I am facing is that, since the data is coming so speedily from the server to the iPhone, the cache buffer is increasing rapidly, causing the displayed data to lag behind the actual data coming from the server. After some time, the application goes too slowly, and gets a memory warning.
So my question is, how should I handle this data coming from the server? Should I continue with NSURLConnection or go for lower level socket programming?

I propose you implement some sort of flow control:
The simplest approach is to drop data if your buffers are full. For video streams, frames can be dropped. I don't know whether the same is possible with your data.
Another approach is to switch from the event-based API of NSURLConnection (where the framework controls when you have to react) to CFSocket class where you can read data when you are ready for it. It's more low-level, requires a separate thread and some advanced logic like going to sleep when the buffer is full and being woken up when the main thread has displayed more data and made more space in the buffer. With this approach you are basically building on top of TCPs flow control mechanism.
Yet another approach would be to use another network protocol where you have more control about the amount of data being sent.

I would use ASIHttpRequest streaming. You can implement a delegate method request:didReceiveData: to get your data in chunks as it comes in, deflate it if needed pares it and display. If you need cache you can always save it to file.

Related

How do I start and stop the flow of a connection to an internet server?

I'm using an ESP8266 with ESP8266WiFi and ESP8266HTTPClient libraries. My app doesn't have enough memory to download the entire JSON file that I need, but all I really need is a few fields from it, so I can discard most of it as I read it in.
What I don't understand is how to start, stop, or otherwise slow down the incoming data so that I can process it and pick out what I need as it comes in from the server. I have to use a fairly small buffer when I make the connection due to memory limitations caused by the rest of the program.
Is there a way to fill the buffer from the server, pause the transmission, process and clear the data in the buffer, and then resume the transmission until the whole JSON file is processed?
Sounds like you will want to use a streaming JSON parser. There are a couple of forks of such a library on GitHub. https://github.com/mrfaptastic/json-streaming-parser2 seems to be the one still maintained.

iOS. Best way to pull data from a server (dynamic intervals) for HTTP chat client?

I am working on a chat client. To get new messages (or post new one) I have to perform GET (or POST) request. All new messages are stored via core data. At the moment I don't know how to implement it in most optimal way.
My thoughts:
On view controller init stage create background thread which will periodically checks for new messages (if conversation is active - with short period, if not - with period about 60 secs). If there are new messages, we store them in DB and signal delegate that there are new messages to display.
Friend suggested to use performSelector afterDelay, but I don't understand how to use it in my app.
Something else?
Thanks in advance.
Don't use performSelector afterDelay. Using NSTimer is much better (as the trigger for starting the next download). Also, use NSOperationQueue to manage your background tasks. Create yourself a custom NSOperation that you can instantiate and it will complete your request process. When you create a new operation to check for new messages, check if one is already in progress (there is no point having multiple requests in progress at the same time).
Other notes:
Make sure you consider the threading with regards to the Core Data store (having the operation call back to the main thread with the results will probably be easiest as the result data will always be relatively small).
If you have lots of messages being sent and you want to show constant status (like Skype does, showing you when someone is typing) you would need to use sockets to keep the connection alive the whole time (the cost of new connections each time would be prohibitive).

Architecture sketch for iphone stock app

I am currently trying to build a (simplified) stock app (like the one built-in on the iphone). I setup a simple server with a REST-interface which my app can communicate with.
However I am struggling to find the right/best way to build this kind of (streaming data consumer) client on the iphone.
My best bet at the moment is to use a timer to regularly pull the xml payload from the server (the connection is async but the xml parsing is not therefor the interface is blocked sometimes. I am a bit shy of thread programming since I learned some lessons the hard way on other platforms).
I read about websockets but it is not clear for me if and how they are supported on the iphone.
How would you do it?
Any hint would be appreciated, Thanks.
websockets aren't going to help you -- that's a server-side technology to make a socket-like interface work over HTTP.
If you don't want to block the GUI, you need to use another thread. You are right to be scared of doing this, so share as little as possible (preferably nothing) between the two threads. Use a message passing mechanism to get information from the background thread to the UI thread.
Take a look at ActorKit: http://landonf.bikemonkey.org/code/iphone/ActorKit_Async_Messaging.20081203.html
Take a look at this question.
It talks about asynchronous vs synchronous connections. You will want to use an asynchronous call to get your data so you don't lock up your UI. You could use that in conjunction with a polling timer to get your data from the server.
You can find more info about the NSURLConnection in apple's documentation here

NSMutableURLRequest with large files

I'm writing an iPhone app that requests data from a web service, and in order to get that data, I'm using NSMutableURLRequest.
The problem that I am having is that the amount of data being requested is quite large (~11Mb), and this is causing my app to be killed by the OS.
Is there any way of streaming the data in a way that will allow me to process chunks of it, or should I just split the request over several separate requests in order to prevent the memory load spiking?
Think about converting your use of NSMutableURLRequest to an NSURLConnection. That class provides a way to specify a delegate object that will receive a series of connection:didReceiveData: messages, each of which will have some chunk of data from your web server. You can implement this method in your delegate in such a way that it will process data as it becomes available while still waiting for more data from the connection.

what exactly NSUrlConnection ASynchronous means?

i am getting confused what is the difference between Synchronous NSUrlConnection and ASynchronous NSUrlConnection?is there Synchronous or ASynchronous? if we use detachNewThreadSelector in connectionDidFinishLoading method,is it
ASynchronous NSUrlConnection? which is the best way?any tutorial ...
Synchronous means that you trigger your NSURLConnection request and wait for it to be done.
Asynchronous means that you can trigger the request and do other stuff while NSURLConnection downloads data.
Which is "best"?
Synchronous is very straightforward: you set it up, fire it, and wait for the data to come back. But your application sits there and does nothing until all the data is downloaded, some error occurs, or the request times out. If you're dealing with anything more than a small amount of data, your user will sit there waiting, which will not make for a good user experience.
Asynchronous requires just a little more work, but your user can do other stuff while the request does its thing, which is usually preferable. You set up some delegate methods that let you keep track of data as it comes in, which is useful for tracking download progress. This approach is probably better for most usage cases.
You can do both synchronous and asynchronous requests with NSURLConnection. Apple's documentation provides a clear explanation of the two approaches and delegate methods required for the latter approach.
It seems that you're conflating synchronous/asynchronous connections and threading. In my app I used asynchronous connections as an alternative to threading.
Let's say you want to download a big file without causing the UI to freeze. You have two basic options:
Asynchronous connection. You start with + connectionWithRequest:delegate: (or one of the other non-autorelease options) and it downloads bits of the file, calling your delegate when interesting thing happen. The runloop is still going, so your UI stays responsive. Of course you have to be careful that your delegate don't go out of scope.
Synchronous. You start the connection with + sendSynchronousRequest:returningResponse:error: but the code waits until the download is complete. You'll really need to spawn a new thread (or one of the higher level threading operations that Cocoa supports) or the UI will block.
Which option is "best" or the least painful will depend on the architecture of your application and what you're trying to achieve. If you need to create a thread for a long running process anyway, you might go with the second option. In general I would say the first option is easiest.
It's all pretty well documented on Apple's Developer site.
Something which hasn't been mentioned in the other responses is the size of the request. If you're downloading a large file, for example, then using an asynchronous connection is better. Your delegate will receive blocks of data as they arrive. In comparison, the synchronous method will wait for all the data before making it available to you. The delegate can start processing the response sooner (better user experience), or save save it to a file instead of memory (better resource usage). You also have the option to stop the response without waiting for all the data.
Basically, the asynchronous method gives you more control over the connection but at the cost of complexity. The synchronous method is much simpler, but shouldn't be used on the main UI thread because it blocks.
In response to the other answers regarding the file size: I think file size doesn't matter. If the server responds really slowly and you're loading data synchronous your UI still freezes, even if you're loading a small amount of data, like 3k.
So I'd go for the asynchronous option in every situation, cause you never know what you're going to get with regards to file size, server responsiveness or network speeds.