How to wait for an asynchronous method to be over? - iphone

I have a toolkit that I need to work with (to interface with a remote service). This toolkit queries the remote service and asks for results. It does this asynchronously, which in most cases is good, but not for creating concise methods. I want to make methods similar to the following:
-(NSArray *)getAllAccounts {
NSString *query = #"SELECT name FROM Account";
//Sets "result" to the query response if no errors.
//queryResult:error:context: is called when the data is received
[myToolkit query:query target:self selector:#selector(queryResult:error:context:) context:nil];
//Wait?
return result.records;
}
The problem is, inside the toolkit the methods call each other using #selector, not direct calls, so getting return values is difficult. Further, the actual query uses:
NSURLConnection *connection = [[[NSURLConnection alloc] initWithRequest:aRequest delegate:self] autorelease];
Which is asynchronous. By the time the data has been received from the service, my method has long ago returned... without the information. So my question is this: Is there a way to pause execution until the data has been returned? Could I accomplish this using a second thread to get the data while the main thread rests (or using 3 threads so the main thread doesn't rest?)
I don't want to edit the toolkit to change their method (or add a new one) to be synchronous, so is there a way to make a method as I want?

You might want to consider NOT making it all synchronous, especially if the sample code in your post is run on your main application thread. If you do that, the main thread will block the UI and the application will cease to respond until the remote transaction is complete.
Therefore, if you really insist on the synchronous approach, then you should definitely do it in a background thread so that the UI does not become unresponsive, which can actually lead to your App getting killed by the OS on iphone.
To do the work in a background thread, I would strongly recommend using the Grand Central Dispatch stuff, namely NSBlockOperation. It will free you from having to actually create and manage threads and makes your code pretty neat.
To do the synchronous thing, take a look at the NSCondition class documentation. You could do something like the following:
NSCondition* condition = ...;
bool finished = NO;
-(NSArray *)getAllAccounts {
[condition lock];
NSString *query = #"SELECT name FROM Account";
//Sets "result" to the query response if no errors.
//queryResult:error:context: is called when the data is received
[myToolkit query:query target:self selector:#selector(queryResult:error:context:) context:nil];
while (!finished)
[condition wait];
[condition unlock];
return result.records;
}
Then in the method called by the toolkit to provide the results you'd do:
- (void) queryResult:error:context: {
// Deal with results
[condition lock]
finished = YES;
[condition signal];
[condition unlock];
}
You'd probably want to encapsulate the "condition" and "finished" variables in your class declaration.
Hope this helps.
UPDATE: Here is some code to offload the work to a background thread:
NSOperationQueue* queue = [NSOperationQueue new];
[queue addOperationWithBlock:^{
// Invoke getAllAccounts method
}];
Of course, you can keep the queue around for later use and move the actual queuing of the work to inside your method call to make things neater.

The way to wait is to return from your current code. Finish up doing what you want done after the wait, in the asynchronous callback method you specify. What's so difficult about that?
Any synchronous waits in the main UI thread will block the UI and make the user think your app has locked up, which is likely far worse than your thinking the code isn't concise enough.

Related

running operation in background thread and have a completion block?

I have a task which is reading from a disk, potentially going to take quite some time, so don't want to do it in a main thread.. and what I want is to call a function X after reading from the disk. What is the best way to do this in iOS?
So far this is what I've tried:
NSInvocationOperation *processDataOperation = [[NSInvocationOperation alloc] initWithTarget:self selector:#selector(readDisk:) object:nil];
[processDataOperation setQueuePriority:NSOperationQueuePriorityVeryHigh];
[processDataOperation setCompletionBlock:^(void){
NSMutableArray *feedItemsArray = [self generateFeedItemsFromDictionary:streamDiskData];
[self postFetchCompletedNotificationForDict:queryStringDict withFeedItems:feedItemsArray isFresh:NO];
}];
basically I am using NSInvocationOperation and then set it's completion block, however the issue is that in my completion block I need the result that is generated in readDisk. How do I access that in the completion block? It's nearly imposible right?
Using NSInvocations it is possible, but far more complicated than necessary, to achieve a trivial amount of work beyond the main thread.
Both GCD and NSOperations can be used to implement a wide array of concurrency strategies. From an object-oriented perspective, NSOperations are more highly abstracted than CGD blocks, which makes them (imo) easier to "design" with, and potentially optimized beyond the scope of where I'm implementing them. GCD is lower-level: This makes interacting with it appear slightly more complicated (it really isn't), but people who are in to that sorta stuff will tell you that it is "more efficient" and carries "less overhead".
My personal approach is to use NSOperations in scenarios where I have a designed/orchestrated concurrency pattern in my application, and use GCD for trivial concurrent/background operations.
If all I need to do is fire some arbitrary task that is not relevant to the design but needs to be done in the background, I'd use CGD. That's what I'd probably use in this case:
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_BACKGROUND, 0), ^{
[self readDisk];
NSMutableArray *feedItemsArray = [weakSelf generateFeedItemsFromDictionary:streamDiskData];
dispatch_sync(dispatch_get_main_queue(), ^{
//Call back to the main thread before performing/posting anything touching UIKit
[self postFetchCompletedNotificationForDict:queryStringDict withFeedItems:feedItemsArray isFresh:NO];
})
})];
You could always use grand central dispatch to do your operation in the background instead.
Since it is a block you can just call the method normally and store the result. Then grab the main queue if you need to update any UI or do whatever you need to after completion.
dispatch_queue_t queue = dispatch_queue_create("read disc", NULL);
dispatch_async(queue, ^{
result = [self readDisc];
dispatch_async(dispatch_get_main_queue(), ^{
//update UI or do whatever you need to do with the result of readDisc
});
});
dispatch_release(queue);

Given an asychronous block, how to know when the block will be completed?

Suppose you are using an asynchronous block from the ALAssetsLibrary API such as enumerateGroupsWithTypes:ALAssetsGroupAll usingBlock:^(ALAssetsGroup *group, BOOL *stop). First off, Since the block is asynchronous, does this mean the system will automatically run the block on a separate thread of execution? If so, what is the best way to know when the block will be completed so I could perform some action like stopping an UIActivityIndicator from spinning or reloading a UITableView. IE like the animateWithDuration block which has a completion block that allows you to perform some action when the animation is complete. What is the pattern for doing something similar here?
A block will usually run on your main thread, the function that you are calling is the asynchronous part. The block is often used to know when the function you called asynchronously is completed. In this particular case, a quick look at the reference material tells us that:
The block to invoke using each asset in turn. When the enumeration is
done, enumerationBlock is invoked with group set to nil.
So in this case just look for that nil!
EDIT:
To check for nil try something like this
ALAssetsLibrary *lib = [ALAssetsLibrary new];
[lib enumerateGroupsWithTypes:ALAssetsGroupAll
usingBlock:^(ALAssetsGroup *group, BOOL *stop) {
if (group == nil) {
NSLog(#"Done!");
}
}
failureBlock:^(NSError *error) {
NSLog(#"Failed...");
}
];
And if you want to check if you are currenty on the main thread you can use:
NSLog("On main thread : %d",[NSThread isMainThread] ? 1:0);
In API calls like this the block in run on the main thread because they are not the "heavy lifting" part of the function. They code that could potentially lock up your UI is still done in the background. In this particular case, its more that the function is "coming back up for air" and asking you what you want done for the given group, and then it goes back in the background.

Threading, priorities, and abandonment

I have recently become thread curious on iOS. Please point me in the direction you would take, to achieve (if possible) the following on modern iOS devices... thank you!
The user is typing in text, say a word every few seconds.
From time to time I want to launch DifficultProcess to do some semantic processing. In short, I guess I need to be able to do four things:
launch DifficultProcess from main
if DifficultProcess completes, get a message back from it to the same main
abandon, get rid of, DifficultProcess if I want to, from main
and finally the priority question: DifficultProcess must have much lower priority than main or user input, I want DifficultProcess to have really really looow priority; is that even possible?
What, essentially, are the calls one uses for A, B, C in modern (2011) (late January) iOS? I don't care about Dad's methods! And is "D" even possible in any way?
I guess those are the four ideas!
So in particular I want to send a message to, in other words call a routine in, the running background process (in that way, one could kill off the running background process if desired, or perhaps change it's mode of operation etc).
(For anyone born before 1997, you will recognise that as a typical "speculative processing" paradigm.)
Thanks for pointers for anyone who can be bothered on this!
I would recommend using NSOperation and NSOperationQueue to manage background activity that you need to be able to cancel arbitrarily.
NSOperation's -cancel and NSOperationQueue's -cancelAllOperations are the methods to look at.
To get messages back from the background to the main thread, the dispatch_async-to-main-thread-queue technique is fine. You can combine this with a delegate protocol for your NSOperation to codify the messages you want to send back.
E.g.
#protocol MyOperationDelegate
- (void) operationStarted:(MyOperation *)operation;
- (void) makingProgressOnItem:(id)anItem otherInterestingItem:(NSDictionary *)otherItem remainingCount:(NSUInteger)count;
- (void) operationWillFinish:(MyOperation *)operation;
#end
#interface MyOperation
id <MyOperationDelegate> delegate;
#end
#implementation MyOperation
...
- (void) cancel
{
[super cancel];
// Tell the delegate we're about to finish (due to cancellation).
dispatch_sync (dispatch_get_main_queue(), ^{
[self.delegate operationWillFinish:self];
});
}
- (void) main
{
// Check for cancellation
if (self.isCancelled) return;
// Starting
dispatch_sync (dispatch_get_main_queue(), ^{
[self.delegate operationStarted:self];
});
if (self.isCancelled) return; // Another cancel check
// Send async progress messages periodically while doing some work
while (workNotDone)
{
// Do some work ...
dispatch_async (dispatch_get_main_queue(), ^{
[self.delegate makingProgressOnItem:foo otherInterestingItem:bar remainingCount:baz];
});
if (self.isCancelled) return;
}
// About to finish
if (!self.isCancelled) {
dispatch_sync (dispatch_get_main_queue(), ^{
[self.delegate operationWillFinish:self];
});
}
}
#end
KVO is no good for interthread communication; the observation is received on the thread that originates the key value change. So, if your background thread changes a value, your background thread is going to receive the KVO about it. Probably not what you want.
Grandpa's -performSelectorOnMainThread:withObject:waitUntilDone: continues to be a fine way to get messages back to the main thread. The limitation is that your messages can only access one object-based argument. The dispatch_async to the main thread doesn't have this limitation.
If you want to fire off an asynchronous (or synchronous) NSNotification's from a background thread to the main thread, you need to use -performSelectorOnMainThread.
NSNotification *note = [NSNotification notificationWithName:FinishedABunchOfWorkNotification object:self userInfo:nil];
[[NSNotificationCenter defaultCenter] performSelectorOnMainThread:#selector(postNotification:) withObject:note waitUntilDone:YES];
I would suggest using dispatch_async to the global low priority queue (dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_LOW, 0)).
Cancellation is trickier though. There's no good general mechanism for canceling background work that I'm aware of aside from "chunking" it and checking a flag each chunk
To get messages back just dispatch_async back to the main queue. If you squint just right you can think of dispatch_async as "send message" in an actor model.
(edit) if you need serialization of stuff in the background, make a private queue and set its target to the global low priority one, iirc.
At the risk of quoting Dad's method (it has been around since iPhone version 2) I use
- (void)performSelectorInBackground:(SEL)aSelector withObject:(id)arg
It's easy and foolproof as long as you remember that you must create a new autorelease pool in the method you pass as selector, and drain it at the end of the method. Apart from that do whatever you like - EXCEPT touch UIKit. It isn't thread-safe so any UI changes must be done through
- (void)performSelectorOnMainThread:(SEL)aSelector withObject:(id)arg waitUntilDone:(BOOL)wait
or KVO triggers. Key Value Observing would be a good way for your background thread to communicate to your main thread that the work is done.
- (void)myBackgroundThreadMethod {
NSAutoreleasePool *threadPool = [[NSAutoreleasePool alloc] init];
// my time-consuming processing here
[threadPool drain];
}
For more precise control of threads you need to look at NSThread. Threading Programming Guide lays it all out in detail - if you create a thread through NSThread then you have control over when the thread is started. The document does recommend leaving the thread alone and just letting it terminate - but shows how you can terminate it. One way is - (void)performSelector:(SEL)aSelector onThread:(NSThread *)thr withObject:(id)arg waitUntilDone:(BOOL)wait
NSThread docs also say "leave priority alone". You can set thread priority with
+ (BOOL)setThreadPriority:(double)priority
but I've never known it to be necessary, the scheduler is smart enough to maintain UI responsiveness.

iOS Design: Using the delegate pattern in a library

I have a library project that uses ASIHTTPRequest to make URL requests and parse the responses. The library will be used by a separate iPhone app project.
If my iPhone controller code responds to a touch event, then calls into the library to make URL requests, how do I best perform the requests asynchronously?
In the library, if I use the delegate pattern for asynchronous requests as shown in the ASIHTTPRequest sample code, how do I return data from the library back to the calling code in the iPhone controller?
If I instead make synchronous URL requests with ASIHTTPRequest inside the library, what's the easiest way to put the calls to the library from the iPhone controller on a separate thread to avoid tying up the UI thread?
I'm no ASIHTTPRequest expert (NSURLRequest has always done me fine), but from a quick poke at the code, it looks like you'd use its delegate and didFinishSelector properties to give it someone to tell when the URL request is finished. So, for example:
- (void)startURLRequest
{
ASIHTTPRequest *myRequest;
/* code to set the request up with your target URL, etc here */
myRequest.delegate = self;
myRequest.didFinishSelector = #selector(HTTPRequestDidFinish:);
/* ... */
[myRequest startAsynchronous];
}
- (void)HTTPRequestDidFinish:(ASIHTTPRequest *)request
{
NSLog(#"Request %# did finish, got data: %#", request, request.data);
[myTargetForData didReceiveData:request.data fromURL:request.originalURL];
}
Apple explicitly recommend that you use the built-in runloop style mechanisms for asynchronous HTTP fetching, not separate threads. Using separate threads is likely to result in worse performance — at least in terms of battery life and/or device heat, even if it's still fast enough.
That said, as a learning point, by far the quickest way to switch something onto a separate thread and have it report back to the main thread (remember: UIKit objects may be messaged only from the main thread) is by changing this:
- (void)postResult:(NSString *)result
{
instanceOfUILabel.text = result;
}
- (void)doExpensiveOperationOn:(NSString *)source
{
/* lots of expensive processing here, and then... */
[self postResult:result];
}
- (IBAction)userWantsOperationDone:(id)sender
{
[self doExpensiveOperationOn:#"some value or another"];
}
Into this:
- (void)postResult:(NSString *)result
{
instanceOfUILabel.text = result;
}
- (void)doExpensiveOperationOn:(NSString *)source
{
/* we're on a thread without an autorelease pool now, probably we'll want one */
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
/* lots of expensive processing here, and then... */
/* in this simplified example, we assume that ownership of 'result' is here on this thread, possibly on the autorelease pool, so wait until postResult has definitely finished before doing anything that might release result */
[self performSelectorOnMainThread:#selector(postResult:) withObject:result waitUntilDone:YES];
[pool release];
}
- (IBAction)userWantsOperationDone:(id)sender
{
[self performSelectorOnBackgroundThread:#selector(doExpensiveOperationOn:) withObject:#"some value or another"];
}
There's about a million possible concurrency errors you can make by just going threaded without thinking about it though, and in that example an obvious problem is that whatever triggered the IBAction can [probably] trigger it several more times before doExpensiveOperationOn has finished. Multithreading is not something to be dashed into lightly.
For anyone's future reference, the easiest approach I found is to use the async request functionality built into ASIHTTPRequest, setting my library object as the delegate and setting the didFinishSelector: and didFailSelector: values to different methods inside my library for each request.
At the end of processing each response, I assign the parsed response (an NSString* or NSArray*) to a property of my library object instead of returning a value.
When my iOS view controller delegate is loaded, I add a change observer to each of the properties in the library using Key-Value Observing. When the response is parsed and assigned to the property in the library, the observeValueForKeyPath:ofObject:change:context: method is called in the code of my view controller delegate, and from there I can figure out which property was changed and therefore what UI needs to be updated.

Cancelling NSOperationQueue from within NSOperation

I have some iPhone SDK 4.0 code which initializes an NSOperationQueue and then adds three classes (ClassA, ClassB, and ClassC) to run one after the other. ClassA, ClassB, and ClassC are all sub-classes of NSOperation.
The relevant code is included below.
ClassA *classA = [[ClassA alloc] init];
ClassB *classB = [[ClassB alloc] init];
ClassC *classC = [[ClassC alloc] init];
[classB addDependency:classA];
[classC addDependency:classB];
NSOperationQueue *queue = [[NSOperationQueue alloc] init];
[queue addOperation:classA];
[queue addOperation:classB];
[queue addOperation:classC];
[classA release];
[classB release];
[classC release];
[queue release];
The reason for the dependencies is because classB should only run if classA completes its operation successfully. Likewise, classC should only run if classB completes successfully.
At the moment I am having difficulty figuring out how to prevent, for example, classB from running if classA does not complete successfully. Continuing with this example, I was thinking of somehow evoking [NSOperationQueue cancelAllOperations] from within classA but I don't know how to get a handle on the parent NSOperationQueue from within classA (which is an NSOperation sub-class). This was just my initial thought, so I would be open to any other better suggestions for achieving the same outcome!
There is conditional code within each of the classes to determine whether they have completed properly - at the moment they are just NSLogging "Success" or "Fail" to the Console for debugging purposes. In a perfect world I would just like to be able to replace the NSLog(#"Fail") statement in each class with some code which will stop all of the other classes in the NSOperationQueue from running.
Any suggestions would be most welcome (and appreciated).
You could set a property in classA :
#property (readonly) BOOL completedSucessfully;
and set this to YES at the end of classA's main method.
Then, just check it at the start of classB.
- (void)main {
if (NO == [[dependencies objectAtIndex:0] completedSucessfully])
return;
Now, classB will just stop if classA reports failure.
NB You will probably need more error checking that in the example above i.e. making sure that you have dependencies, checking that it's the correct class etc.
- (void)main {
for (id *temp in [self dependencies])
if ([temp isKindOfClass:[ClassA class]])
if (NO == [(ClassA *)temp finishedSucessfully])
return;
I would suggest, if speed is not an issue, you can work synchronously. Else you can use:
[selector:#selctor(StartB) waitUntilTaskComplete:YES];
After viewing the WWDC 2015 session on advanced NSOperation techniques (highly recommended) I started using them in-depth in my own code. Here are some suggestions to achieve this
From within an NSOperation you can call [self currentQueue] to get "The operation queue that started the operation or nil if the queue could not be determined." You could then call cancelAllOperations on the returned queue. Empirically I have had difficulty using this approach because if you explicitly run code on the main queue, have code in a closures/block, or call a third party library, then the queue returned may not be the initial queue at all. In that situation calling cancelAllOperations will not result in the expected behavior - instead you are canceling the operations on a different queue.
Subclass NSOperation to include a property for the initial NSOperationQueue and subclass NSOperationQueue to set the property when the operation is added to the queue. Then call cancelAllOperations on self.initialQueue. This is the approach I'm using and works across all the scenarios mentioned above.
Instead of canceling all operations at the queue level, you can call the operation "cancel" method and finish your operation. If your operations have been written to conform to Apple's operation guidelines, they all check isCancelled when starting, and abort processing if true. It's a subtle difference: when you cancel the queue operations, any operations that haven't been started will not be started at all. When you set the operations to isCancelled, subsequent operations are started but (should) finish shortly there after. This allows scenarios where later operations might perform some cleanup, error handling, or user notification.