Simulate asynchronous function call - iphone

I have an asset manager that needs to notify the owner it's assets are ready. I'm sending a token back for the consumer to listen to listen for a notification to avoid tighter coupling. The issue is when the assets are already loaded I need to call the loadComplete after a delay. What's the best way to do this in objective-c?
Asset Manager
-(tokenString*) loadAssetPath:(NSString*) asset {
//start asynchronous load
//or if assets ready send complete <-- issue
return nonceToken;
}
-(void)loadComplete {
[[NSNotificationCenter defaultCenter]
postNotificationName:tokenString object:self];
}
Consumer
NSString* token;
-(void) loadSomething {
if(token)
[self removeListener];
token = [[AssetManager sharedManager]
loadAssetPath:#"http://server.dev/myLargeImage.png"];
[[NSNotificationCenter defaultCenter]
addObserver:[AssetManager sharedManager]
selector:#selector(assetLoaded:) name:token];
}
-(void)assetLoader:(NSNotifcation*)aNotification {
[self removeListener];
//continue on with stuffing stuff
}

Use NSObject's performSelector function which allows it to be called after a delay.
- (void)performSelector:(SEL)aSelector withObject:(id)anArgument afterDelay:(NSTimeInterval)delay
You can even use a form of this function to run it on another thread, which is useful to not blocking the main thread when doing lengthy operations (just don't muck with the UI objects in this thread).

#DavidNeiss is correct about performSelector:withObject:afterDelay:, but you almost certainly don't want an actual time delay here. At most you want to perform your selector on the next event loop, just so things are consistent for the listener. So you should make the delay 0. This differs from the normal performSelect:withObject: which will immediately perform the selector synchronously.
-(tokenString*) loadAssetPath:(NSString*) asset {
//start asynchronous load
if (<load is actually complete>) {
// -loadComplete will execute on the next event loop
[self performSelector:#selector(loadComplete) withObject:nil afterDelay:0];
}
return nonceToken;
}

Related

Dispatch queues, concurrency and completion handling

I have an array of objects to be processed. The objects have a method like below
#interface CustomObject : NSObject
- (void)processWithCompletionBlock:(void (^)(BOOL success))completionBlock;
#end
The processing of each object takes various time and can have different results. And it is known that the processing itself is executing concurrently. To say the truth it would be great to limit the number of concurrent operations because they are pretty intensive.
So I need to enumerate this array of objects and process them. If some object processing fails I need to skip all the rest objects. And of course I need to be notified after all objects will be enumerated and processed.
Should it be solved by the creation of NSOperationQueue and NSOperation subclass? How this class could look to fulfill these requirements? Are there some other elegant approaches?
This is exactly what NSOperation is designed for. Dispatch queues are much lower-level handlers, and you'd have to construct many of the pieces you need for this. You can of course do that (NSOperationQueue is built on top of GCD), but you'd be reinventing NSOperation.
You can handle NSOperation two ways for the most part. If it's simple, you can just create an NSBlockOperation. If it's a bit more complex, you can subclass NSOperation and override the main method to do what you want.
There are several ways to cancel all the other operations. You could have a separate operation queue per group. Then you can easily call cancelAllOperations to shut down everything. Or you could have a separate controller that knows the list of related operations and it could call cancel on them.
Remember that "cancel" just means "don't schedule if it hasn't stared, and set isCancelled if it has." It doesn't abort a running operation. If you want to abort a running operation, the operation needs to periodically check isCancelled.
You typically should limit the number of concurrent operations the queue will run. Use setMaximimumConcurrentOperationCount:.
There are two ways to determine that all the operations are finished. You can make an extra operation (usually a BlockOperation) and use addDependency: to make it depend on all the other operations. That's a nice asynchronous solution. If you can handle a synchronous solution, then you can use waitUntilAllOperationsAreFinished. I typically prefer the former.
Use NSOperationQueue and make your Class an NSOperation
Use this method to queue your work
- (void)addOperations:(NSArray *)ops waitUntilFinished:(BOOL)wait
Add a reference to the operation queue to the NSOperation subclass you create
If an error occurs call
- (void)setSuspended:(BOOL)suspend
on NSOperationQueue
Ok. To help others to understand how this approach can be handled I am sharing my own code.
To limit the number of concurrent threads we can call the -(void)setMaximimumConcurrentOperationCount: method of NSOperationQueue instance.
To iterate objects and provide the completion mechanism we can define the following method:
- (void)enumerateObjects:(NSArray *)objects
{
// define the completion block
NSBlockOperation *completionOperation = [NSBlockOperation blockOperationWithBlock:^{
NSLog(#"Update UI");
}];
// register dependencies
for (CustomObject *obj in objects) {
CustomOperation *operation = [[CustomOperation alloc] initWithCustomObject:obj];
[completionOperation addDependency:operation]; // set dependencies for the completion block
[_operationQueue addOperation:operation];
}
// register completionOperation on main queue to avoid the cancellation
[[NSOperationQueue mainQueue] addOperation:completionOperation];
}
Overwrite the - (void)start method of the NSOperation subclass to start our custom operation:
- (void)start
{
// We need access to the operation queue for canceling other operations if the process fails
_operationQueue = [NSOperationQueue currentQueue];
if ([self isCancelled]) {
// Must move the operation to the finished state if it is canceled.
[self willChangeValueForKey:#"isFinished"];
_finished = YES;
[self didChangeValueForKey:#"isFinished"];
return;
}
[self willChangeValueForKey:#"isExecuting"];
// We do not need thread detaching because our `-(void)processWithCompletionBlock:` method already uses dispatch_async
[self main]; // [NSThread detachNewThreadSelector:#selector(main) toTarget:self withObject:nil];
_executing = YES;
[self didChangeValueForKey:#"isExecuting"];
}
Overwrite the - (void)main method of the NSOperation subclass to process our custom object:
- (void)main
{
#try {
NSLog(#"Processing object %#", _customObject);
[_customObject processWithCompletionBlock:^(BOOL success) {
_processed = success;
if (!success) {
NSLog(#"Cancelling other operations");
[_operationQueue cancelAllOperations];
}
[self completeOperation];
}];
}
#catch (NSException *exception) {
NSLog(#"Exception raised, %#", exception);
}
}
Thanx to #Rob for pointing me out to the missing part.

Waiting for callback functions to return in iOS/iPhone

I need to make a call getValuesAndCalculate in my app, which should return only after doing its work. However, for doing its work, it needs to get records from a server, which has to be done through an async call. The server data is received through a callback function. Thus, in getValuesAndCalculate I need to wait till I have the data before proceeding with the calculations. How do I implement this?
Use protocols and delegates :
delegates are nothing but you assigning an object from your class to a object on the server side .
The server can use this object to call a method on your client side code.
Try using NSRunloop till you get the data from the server.
For eg :
while (!isFinished)
{
[[NSRunLoop currentRunLoop] runMode:NSDefaultRunLoopMode beforeDate:1.0]
}
You can implement Threads for this question i.e,
// in main thread
// start activity indicator
NSThread *calculateThread = [[NSThread alloc] initWithTarget:self selector:#selector(getValuesAndCalculate) object:nil];
[calculateThread start];
// End of Main thread
- (void)getValuesAndCalculate
{
// Perform transactions with server
[self performSelectorOnMainThread:#selector(continueMainThreadOperations) withObject:nil waitUntilDone:YES];
}
Thats it!

how to stop performing selector in background?

I have some class A. In this class i have a method,
which calls [self performSelectorInBackground:...]. And it starts downloading
some info from internet.
After i tap Home button, then enter the app again, this background method keeps working.
So, if i call this method again, i have bad_access, because background method is already working and i call it twice.
Can i stop performing selector in background of the class A? For example in my applicationDidEnterBackground?
Or can i check, if selector is performing or something?
I found couple things like
[[NSRunLoop currentRunLoop] cancelPerformSelectorsWithTarget:a];
[NSObject cancelPreviousPerformRequestsWithTarget:a selector:#selector(startDownload) object:nil];
But they didn't work for me.
So
my objAppDelegate:
#inteface ObjAppDelegate
{
A *a;
}
#implementation ObjAppDelegate
{
-(void)applicationDidEnterBackground:(UIApplication *)application
{
//or it can be didBecomeActive..
//here. check if background task of class A is running, or just stop it ??
}
}
#implementation A
{
//some timer, or event, etc.
-(void)startDownload
{
[self performSelectorInBackground:#selector(runBackgroundTask) withObject:nil];
}
-(void)runBackgroundTask
{
//some network stuff..
}
}
i did it like this:
threadForDownload = [[NSThread alloc] initWithTarget:self selector:#selector(threadMain:) object:nil];
[threadForDownload start];
[self performSelector:#selector(startDownload) onThread:threadForDownload withObject:nil waitUntilDone:NO];
(void)threadMain:(id)data {
NSAutoreleasePool *pool = [NSAutoreleasePool new];
NSRunLoop *runloop = [NSRunLoop currentRunLoop];
[runloop addPort:[NSMachPort port] forMode:NSDefaultRunLoopMode];
while (YES) {
[runloop runMode:NSDefaultRunLoopMode beforeDate:[NSDate distantFuture]];
}
[pool release];
}
In my startDownload method i look at activity indicator to check, whether
startDownload is already running..
-(void)startDownload
{
if (![[UIApplication sharedApplication] isNetworkActivityIndicatorVisible]) // flag..
{
//....
}
}
// I make visible networkActivityIndicator every time i start downloading
You can easily create a BOOL instance variable to determine whether background task is active.
BOOL isBackgroundTaskRunning;
Then in runBackgroundTask
if (isBackgroundTaskRunning) {
// already running
return;
}
isBackgroundTaskRunning = TRUE;
...
isBackgroundTaskRunning = FALSE;
Here's what to do:
the background task saves its thread to a property somewhere using NSThread currentThread
the background task periodically checks the thread's isCancelled property.
the main thread sends cancel to the thread object saved by the background thread in step 1.
On exit, the background thread sets the property to nil.
All of the operations on the property used to store the thread in have to be protected by #synchronized or equivalent to prevent the main thread from sending cancel to a deallocated thread object.
The background thread can't do IO operations that block for more than a short period of time. In particular, synchronous downloading of URLs using NSURLConnection is out. If you are using NSURLConnection, you'll want to move to the asynchronous methods and a run loop (arguably, in that case, you can do away with the background thread altogether). If you are using POSIX level IO, use poll() with a timeout.
I don't think that it would be save to force the interruption of a method. What you can do is to change the state of your object and check that state inside your method implementation to early return in case of a cancel (but don't forget to release allocated objects).
This is how NSOperationQueue works. From the documentation:
Cancelling an operation does not immediately force it to stop what it is doing. Although respecting the value returned by the isCancelled is expected of all operations, your code must explicitly check the value returned by this method and abort as needed.
Run the method in a background thread, and keep a record of the NSThread. Then later, you can just end the thread.

connectionDidFinishLoading - how to force update UIView?

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!

Is this a job for NSTimer? Looping interface changes

A button on my inferface, when held down, will perform a series of changes on other parts of my interface.
For instance, for one second some text will turn blue, then a UImageView will change its image for two secs ...etc etc...
This series of changes will keep looping thru the same steps as long as the button is held down.
I've never used NSTimer before, but would this be the way to go?
You don't need an NSTimer for this, you can simply use performSelector:withObject:afterDelay: sequencing from one method to the next until you start again. Start the process when the button is held down, and call cancelPreviousPerformRequestsWithTarget:selector:object: when the button is released. Something like:
- (void) step1
{
// turn blue
[self performSelector:#selector(step2) withObject:nil afterDelay:1.0];
}
- (void) step2
{
// change image
[self performSelector:#selector(step3) withObject:nil afterDelay:2.0];
}
- (void) step3
{
// turn red
[self performSelector:#selector(step1) withObject:nil afterDelay:3.0];
}
- (void) stopSteps
{
[NSObject cancelPreviousPerformRequestsWithTarget:self selector:#selector(step1) object:nil];
[NSObject cancelPreviousPerformRequestsWithTarget:self selector:#selector(step2) object:nil];
[NSObject cancelPreviousPerformRequestsWithTarget:self selector:#selector(step3) object:nil];
}
You could remember the currently executing "performSelector" selector and only cancel that one, but its hardly worth remembering it.
Alternatively, you could use an NSTimer and a state machine, but for what you describe, the above is probably easier - it depends on how consistent your sequence is and whether it is easier to specify your sequence as a set of steps like the above, or a set of data (in which case, use a state machine of some sort, with either an NSTimer or performSelector:withObject:afterDelay:)