Running C code in an Objective C (Cocoa) Thread (for iOS) - iphone

First of all, I am a a very new Objective C/Cocoa iOS Developer but I've written C/C++ applications before.
So I managed to run the Rabbitmq-c (http://hg.rabbitmq.com/rabbitmq-c/) client inside my iPhone App, and I can connect to Rabbitmq directly from my app and even consume a queue item. So all's good.
Now my problem is, my iPhone app needs to use the rabbitmq-c library to poll for incoming messages in from the server. Probably there will be, an almost infinite while loop.
Do I have to take this to a new thread? Ideally, I want to wrap the rabbitmq-c class as an Async objective C class and use NSNotification (or something similar) to notify my UI. I'm a bit leery of creating a new thread, as I read about stuffs like Runloop etc can solve a lot of problems without using an extra thread.
What is the best way for me to go about this? Any examples of code or directions would be helpful. Please remember, I am not dealing with an Objective C code/Coca rabbitmq library here, I'm using C code inside my iPhone app.
Thanks
Subrat

don't block the main thread with your server polling.
since the operation never ends, create your own thread and run loop for this server polling. you can potentially use the run loop (each thread has one) instead of the infinite while. the alternatives involve regularly spawning threads. it's easiest to just use one thread for this.
once you have an update, post the notification (if you choose NSNotification) from the main thread -- UIKit is meant to operate from the main thread only.
for samples, i'd begin with samples related to NSRunLoop and CFRunLoop.
good luck

You can also create custom delegates for updating the UI, or the stuff related to UIKit.
Notifications might be a little easier to code and offer the advantage that multiple objects can observe one notification. With delegates, such a thing cannot be done without modifying the delegating object (and is unusual).
Some advantages of delegating:
The connection between delegating object and delegate is made clearer, especially if implementing the delegate is mandatory.
If more than one type of message has to be passed from delegatee to delegate, delegating can make this clearer by specifying one delegate method per message.

Or other way is to write method to receive messages. This method can have infinite loop.
Later you can put this method in background thread like this.
[self performSelectorInBackground:#selector(receiveMessages) withObject:nil];

Related

How to find and cancel background Thread in Swift

I am calling a monitoring task via thread using the following code which is called from the viewDidLoad() in a ViewController:
let myDaemon = Thread(target: self.myMonitor, selector:#selector(self.myMonitor), object: nil)
myDaemon.start()
I have been unable to find a way to find and cancel that thread without closing the app. Is there maybe an alternate way to launch the thread so I can cancel it if needed?
I thought about creating an observer so I could cancel it from another VC but since the Daemon is initialized in the viewDidLoad, I can't access it outside of that block.
I'm using Swift 5. Any suggestions are appreciated.
Thanks,
First, you should almost never use Thread in Swift. Directly accessing threads has been discouraged in Cocoa since longer than Swift has been a language. You should generally be using, in order of preference for the kinds of problems threads are usually used for, async/await (possibly plus an AsyncChannel), OperationQueues, or DispatchQueues. That said, it's a fine question, and there are still very rare cases where a Thread would be appropriate, or at least useful.
To cancel a thread, you will either need to keep track of it (the returned value) so you can call .cancel(), or you need to have a way to communicate with the thread (a Pipe for example) so that you can send a custom "stop" message. That means storing that returned value (or the communication mechanism) somewhere outside the VC.
A ViewController should not own a global object like a Thread. ViewControllers come and go. You should move your thread management (if you're going to do thread management, which you generally shouldn't) into a model object that the VCs share.
Note that canceling a thread does not cause a thread to stop running. The only thing it does is set the isCancelled flag. If is still up to your thread to periodically check itself for cancellation and stop. (You may already know this, but it's a very common confusion, so I want to make sure anyone reading this later is aware.)
There is no list of all existing threads for you to search (and that would be pretty obnoxious since the frameworks generate quite a lot of threads you would need to crawl through). If you want to keep track of a thread, you need to store it somewhere.

Correct way to poll a webservice in an IPhone app

I am trying to determine the best strategy to poll a webservice once a minute, parse the xml returned and then update an object stored in a shared instance. This process needs to run in a separate thread, and will continue as long as the app is running.
It seems that I could put all the code to call the webservice and parse the xml into an NSOperation and add that NSOperation to an NSOperationQueue stored in the app delegate as soon as the app launches.
Is it a correct approach to use an NSTimer inside the main method of the NSOperation so that the operation will loop once a minute, indefinitely? In that scenario the NSOperation would never actually return - this seems what I want but I am not sure if this is the right way to think about it.
The problem I am trying to solve is of course extremely common, so I am trying to figure out the correct way to implement it. Any advice greatly appreciated.
The real correct way to do it is to use push notifications. If any of your users have cell plans with limited data or data charged based on usage, they will thank you for it.
But if you insist on polling, you may as well use the NSTimer directly rather than messing with a timer inside an NSOperation. This will run on the main thread, but you could have the timer callback use performSelectorInBackground:withObject: to do processing in the background. Or you could just skip the timer altogether and run the whole polling sequence on a separate NSThread, and use sleepForTimeInterval: to delay between polls.
I would highly recommend you take a look at ASIHTTPRequest. What an amazing little class, and really well documented.
Edit:
Take a look at this answer for what seems to be the optimal solution.
one approach: create a thread and use a run loop, updating or idling as appropriate. then you can perform the request from the secondary thread and post it to the rest of the app after it's been parsed/prepped.
this way offers more control over pause/resume/delays/timing, and you can easily control the number of active requests (which should be exactly zero or one).
I wouldn't use NSTimer for this problem/design. I would create NSThread from the AppDelegate when the application starts. I would lower the priority of this thread. Inside the NSThread main method is basically a loop.
-(void)main {
while(true) {
// get raw data from url
// hash the result
// compare the hash to the last time
if (currentHash != lastHash) {
// post a notification to default center with the new data
lastHash = currentHash;
}
// sleep the thread sleepForTimeInterval
}
}
Your Model object would subscribe to the notification from the thread and parse the new data and updates ivars. Your View object would listen to the Model using KVO and display any updates/changes.

Will the system send an NSWillBecomeMultiThreadedNotification when I create POSIX threads?

I tried it, but I think this notification isn't coming. Is that the normal case?
No, this notification is sent by NSThread. If you're using ordinary pthreads, it won't be sent.
From the docs:
Protecting the Cocoa Frameworks For
multithreaded applications, Cocoa
frameworks use locks and other forms
of internal synchronization to ensure
they behave correctly. To prevent
these locks from degrading performance
in the single-threaded case, however,
Cocoa does not create them until the
application spawns its first new
thread using the NSThread class. If
you spawn threads using only POSIX
thread routines, Cocoa does not
receive the notifications it needs to
know that your application is now
multithreaded. When that happens,
operations involving the Cocoa
frameworks may destabilize or crash
your application.
To let Cocoa know that you intend to
use multiple threads, all you have to
do is spawn a single thread using the
NSThread class and let that thread
immediately exit. Your thread entry
point need not do anything. Just the
act of spawning a thread using
NSThread is enough to ensure that the
locks needed by the Cocoa frameworks
are put in place.
If you are not sure if Cocoa thinks
your application is multithreaded or
not, you can use the isMultiThreaded
method of NSThread to check.
It should also be noted that 'times have changed' since NSWillBecomeMultiThreadedNotification was added to Foundation. Multi-threaded programming is now much, much more common. It's now entirely within the realm of possibility, even likely, that you'll never see this notification posted in an app. Modern apps become multi-threaded very early in their life, possibly before any part of your code is ever executed. Also from the documentation:
If you are developing a Cocoa library,
you can register as an observer for
the
NSWillBecomeMultiThreadedNotification
if you want to be notified when the
application becomes multithreaded. You
should not rely on receiving this
notification, though, as it might be
dispatched before your library code is
ever called.
I'd use [NSThread isMultiThreaded] instead of relying on NSWillBecomeMultiThreadedNotification.

Online play possibilities for iPhone game?

How would you guys go about creating online play capabilities for an iPhone game? Obviously, one could poll the server every so often, but is this realistic given the capabilities of the device? Assume you're polling the server every second or two and retrieving 100 bytes of data... Is it possible to retrieve the data in the background while gameplay continues or is it going to be held up by the server poll?
Thanks in advance,
BCH
You need to make a multithreaded application. Then you can have a background thread polling the server (or better, making asynchronous requests on it.
Have a look at the NSOperation and NSOperationQueue classes. You'll make each background task be represented by an instance of an NSOperation class. This class takes care of starting the operations, making sure that they are run in the appropriate order, and accounting for any priorities that you set.
The most common way to use NSOperation is to write a custom subclass and override the method, main. The main method gets called to perform the operation when the NSOperationQueue schedules it to run.
If you don't want the overhead of subclassing, take a look at the NSInvocationOperation class. This is a concrete subclass of NSOperation that makes it easy to attach an operation to an existing method. NSInvocationOperation objects can be added to an NSOperationQueue (just like NSOperations), so that you get multi-threading without having to subclass.
You can do asynchromous requests. But you are asking a really, really hard question here. Just want to make sure you know that.
Take a look at the WiTap example (in xcode do a full text search for witap). It uses NSStreams to get asynchronous behavior without you having to resort to managing your own threads or poll.
Use OpenFeint.. It allows you to develop Over the internet worldwide non real time turn based multiplayer games easily..
I'm not sure if GameCenter now supports similar functions.

Is there any sample code to do iPhone mulitithreading tasks?

I have some slow internet task to save and load file, I'd like to do those slow tasks in some background thread. I am wondering whether that's doable, and if it is, any sample code?
Then after it is finished, I'd like it to notice back to the main thread, so that I could update the UI.
Take a look at NSURLConnection. It will load an NSURL (using NSURLRequest) in the background, and send delegate methods regarding its status.
Ultimately the device you are running your code on has a single processor and cannot possibly load large quantities (gigabytes) of data. The best route, by is likely that suggested by Ben (NSURLConnection asynchronously) which gives you the added advantage of being able to cleanly cancel and handle error messages. While it isn't technically threaded in the way you probably think you want it to be, it is well integrated with the event loop and is non-blocking. If that is still not enough, I would suggest looking at NSOperation and NSOperationQueue. You can fire off an NSOperation sub-class object and perform the download there (I would still advise doing it asynchronously there so as to enable canceling, pausing, etc).
Log in to the iPhone Developer Center and search for Introduction to Threading Programming. Or, maybe you can log in and use this link:
http://developer.apple.com/iphone/library/documentation/Cocoa/Conceptual/Multithreading/Introduction/chapter_1_section_1.html#//apple_ref/doc/uid/10000057i-CH1-SW1
If you do decide you need a background thread even after using asynchronous HTTP calls to gather the data, don't forget to wrap the background thread code in a new NSAutoReelasePool and then release it at the end.