secondary thread with nsautoreleasepool - iphone

I call a function with performSelectorInBackground, and in this function, I declare
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
at the beginning
[pool release];
at the end
But in the console, I have this message:
2010-07-23 10:58:30.277 ProjetMission[5914:6913] void _WebThreadLockFromAnyThread(bool), 0x5d5c770: Obtaining the web lock from a thread other than the main thread or the web thread. UIKit should not be called from a secondary thread.
Why? Because if I don't put a nsautoreasepool in my function I have a lot of message like this:
2010-07-23 11:02:58.667 ProjetMission[5951:660f] *** __NSAutoreleaseNoPool(): Object 0x5a7c560 of class NSCFString autoreleased with no pool in place - just leaking
thanks for your help
-(void) telechargerDossierWebDansThread
{
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
NSString *nomFichier;
int i;
BOOL dossierExiste = FALSE;
int y;
NSString *reponse;
NSArray *listeFichier = [self listeFichierATelecharger:[dossierWeb stringByAppendingString:#"/fichier-a-downloader.txt"]];
[textView performSelectorOnMainThread:#selector(setText:) withObject:#"" waitUntilDone:YES];
[textView performSelectorOnMainThread:#selector(setText:) withObject:[FonctionUtile concatener: #"Sommaire du download pour le circuit-" chaine2:nomCircuit chaine3:#"" chaine4:#"\n"] waitUntilDone:YES];
[textView performSelectorOnMainThread:#selector(setText:) withObject:[FonctionUtile concatener:textView.text chaine2:#"Nombre de fichier à downloader => " chaine3:[NSString stringWithFormat:#"%d", [listeFichier count]] chaine4:#"\n"] waitUntilDone:YES];
if ([listeFichier count] > 0)
{
if ([ManipulationFichierDossier supprimerDossierFichier:cheminDossierSurIpod] || ![ManipulationFichierDossier VerifierSiDossierFichierExiste:cheminDossierSurIpod] ) {
dossierExiste = [ManipulationFichierDossier creerDossier:cheminDossierSurIpod];
}
if (dossierExiste)
{
[textView performSelectorOnMainThread:#selector(setText:) withObject:[FonctionUtile concatener:textView.text chaine2:[FonctionUtile padderChaine:#"Fichiers à downloader" :27 :#" " :TRUE] chaine3:#"Download succès" chaine4:#"\n" ] waitUntilDone:YES];
y = 70;
for (i = 0; i < [listeFichier count]; i++)
{
nomFichier = [[listeFichier objectAtIndex:i]retain];
if ([self TelechargerFichierUnique:nomFichier :[FonctionUtile concatener:dossierWeb chaine2:#"/" chaine3:nomFichier chaine4:#""] :cheminDossierSurIpod :TRUE])
{
reponse = #"Oui";
}
else
{
reponse = #"Non";
}
[textView performSelectorOnMainThread:#selector(setText:) withObject:[FonctionUtile concatener:textView.text chaine2:[FonctionUtile padderChaine:nomFichier :27 :#" " :TRUE] chaine3:reponse chaine4:#"\n"] waitUntilDone:YES];
y = y +20;
}
}
}
[textView performSelectorOnMainThread:#selector(setText:) withObject:[FonctionUtile concatener:textView.text chaine2: #"Fin du download pour le circuit-" chaine3:nomCircuit chaine4:#""] waitUntilDone:YES];
[pool release];
}
and this function is call by performSelectorInBackground.

Having the NSAutoreleasePool is correct. The error message just seems to indicate that you're manipulating a UI element (a UIWebView, perhaps) from the background thread. As the error message says, this is not A Good Thing™.

Related

Getting the turn based games in which a player is participating

I am trying to pull the turn based games in which a player is participating in order to populate my tableView.
This is my function to pull their games:
- (void) loadMatchDataWithArray:(NSMutableArray*)currentGames Flag:(bool*)returned
{
NSMutableArray* __block blockGames = currentGames;
bool* __block blockReturn = returned;
[GKTurnBasedMatch loadMatchesWithCompletionHandler:^(NSArray *matches, NSError *error)
{
if (matches)
{
for (int i = 0; i < matches.count; i++)
{
[(GKTurnBasedMatch*)matches[i] loadMatchDataWithCompletionHandler: ^(NSData *matchData, NSError *error)
{
int size = [matchData length];
if (size != 0)
{
Game* game = [NSKeyedUnarchiver unarchiveObjectWithData:matchData];
[blockGames addObject:game];
}
else
{
Game* game = [[Game alloc] init];
[blockGames addObject:game];
game.activePlayer = [GKLocalPlayer localPlayer];
}
*blockReturn = true;
}];
}
}
else
{
*blockReturn = true;
}
}];
}
And this is where I call it:
- (void)viewDidLoad
{
[super viewDidLoad];
[[self tableView]
setBackgroundView:[[UIImageView alloc]
initWithImage:[UIImage imageNamed:#"iPhoneBackground-568h"]]];
bool* returned = false;
[[GKMatchHelper sharedInstance] loadMatchDataWithArray:currentGames Flag:returned];
while (!returned);
[self.tableView reloadData];
// Uncomment the following line to preserve selection between presentations.
// self.clearsSelectionOnViewWillAppear = NO;
// Uncomment the following line to display an Edit button in the navigation bar for this view controller.
// self.navigationItem.rightBarButtonItem = self.editButtonItem;
}
Sadly, this is just giving me a blank black screen and never returns. Is there a way that I can detect when my block comes back and display a loading spinner until then, at which point I would reload the table?
EDIT:
I have revised my code and brought the function inside my MainMenuViewController, and now it builds but never displays the data.
- (void) loadMatchData
{
NSMutableArray* __block blockGames = currentGames;
MainMenuViewController* __weakSelf = self;
[GKTurnBasedMatch loadMatchesWithCompletionHandler:^(NSArray *matches, NSError *error)
{
if (matches)
{
for (int i = 0; i < matches.count; i++)
{
[(GKTurnBasedMatch*)matches[i] loadMatchDataWithCompletionHandler: ^(NSData *matchData, NSError *error)
{
int size = [matchData length];
if (size != 0)
{
Game* game = [NSKeyedUnarchiver unarchiveObjectWithData:matchData];
[blockGames addObject:game];
}
else
{
Game* game = [[Game alloc] init];
[blockGames addObject:game];
game.activePlayer = [GKLocalPlayer localPlayer];
}
[__weakSelf.tableView reloadData];
}];
}
}
[__weakSelf.tableView reloadData];
}];
[__weakSelf.tableView reloadData];
}
And now in my ViewDidLoad I just call:
[self loadMatchData];
Oh dear. Do NOT halt the program execution with "while" loops!
Why not simply call [self.tableView reloadData] at the end of your block?
So,
Remove the last 2 lines in the viewDidLoad method
Replace *blockReturn = true; with [self.tableView reloadData] (you might need to keep a weak reference to 'self' to avoid retain cycles)
Never ever use while (this and that) to wait for an operation to complete. A non-responsive UI is bad and it will cause the users to abandon your app.

while loop memory problem

The problem with this code is that when the while loop is executing, the memory usage is increasing continuously. I want to know why does this code keeps on increasing memory when its in while loop.
Which object here is eating the memory. What can i do so that the memory does not increase in the loop.
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
NSNumber *totalTime = [[self nowPlayingItem] valueForProperty:MPMediaItemPropertyPlaybackDuration];
while (self.currentPlaybackTime < [totalTime floatValue])
{
NSNumber *currentTime = [[NSNumber alloc] initWithFloat:self.currentPlaybackTime];
if([[NSThread currentThread] isCancelled])
{
[NSThread exit];
[newThread release];
}
else if([totalTime intValue] - [currentTime intValue] == 1.0)
{
if(currentTime)
[currentTime release];
break;
}
[currentTime release];
}
[pool release]
That is some inefficient code you have there.... Heres a replacement that doesn't go mental allocating memory for no reason, further more you might want to put a sleep in there so it doesn't eat CPU
// not needed any more
//NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
int totalTime = [[[self nowPlayingItem] valueForProperty:MPMediaItemPropertyPlaybackDuration] intValue];
while (self.currentPlaybackTime < totalTime)
{
//not needed any more
//NSNumber *currentTime = [[NSNumber alloc] initWithFloat:self.currentPlaybackTime];
if([[NSThread currentThread] isCancelled])
{
[NSThread exit];
[newThread release];
}
else if((totalTime - self.currentPlaybackTime) <= 1.0) // you may never hit 1
{
break;
}
}
//[pool release]
I have solved this problem. Replaced the while loop with Timer and made few changes.
Created a timer which fires every second
timer = [NSTimer timerWithTimeInterval:1
target:self
selector:#selector(performAction)
userInfo:nil
repeats:YES];
then in performAction, check for the current playback time and invalidate the timer it the difference in time is <= 1 sec
int totalTime = [[[self nowPlayingItem] valueForProperty:MPMediaItemPropertyPlaybackDuration] intValue];
if((totalTime - self.currentPlaybackTime) <= 1.0)
{
if(timer)
[timer invalidate];
/* Performed my desired action here.... */
}

Adding large numbers of properties in Core Data, crashing when starting from phone but not from Xcode

I am trying to add data to CoreData. It works fine when I build from Xcode to the phone but when I try to start the app directly from iPhone it crashes on first save to the Context.
I read a text file that is synced via iTunes File Sharing, the file is pretty big (~350 000 lines). The values I get from the file is added to two different arrays (barcodes and productNames). The arrays are later batched through and the sent to the function where I save the data.
From the array loop:
[...]
words = [rawText componentsSeparatedByString:#";"];
int loopCounter = 0;
int loopLimit = 20000;
int n = 0;
int wordType;
NSEnumerator *word = [words objectEnumerator];
NSLog(#"Create arrays");
while(tmpWord = [word nextObject]) {
if ([tmpWord isEqualToString: #""] || [tmpWord isEqualToString: #"\r\n"]) {
// NSLog(#"%#*** NOTHING *** ",tmpWord);
}else {
n++;
wordType = n%2;
if (wordType == kBarcode) {
[barcodes addObject: tmpWord];
}else if (wordType == kProduct) {
[productNames addObject: tmpWord];
}
// Send to batch //
loopCounter ++;
if (loopCounter == loopLimit) {
loopCounter = 0;
NSLog(#"adding new batch");
[self addBatchOfData];
[barcodes release];
[productNames release];
barcodes = [[NSMutableArray arrayWithCapacity:20000] retain];
productNames = [[NSMutableArray arrayWithCapacity:20000] retain];
}
}
[...]
And then the save-function:
-(void)addBatchOfData {
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
NSError *error;
NSUInteger loopLimit = 5000;
NSUInteger loopCounter = 0;
NSString *ean;
NSString *designation;
for (int i=0; i<[barcodes count];i++ ) {
ean = [barcodes objectAtIndex:i];
designation = [productNames objectAtIndex:i];
Product *product = (Product *)[NSEntityDescription insertNewObjectForEntityForName:#"Product" inManagedObjectContext:importContext];
[product setDesignation:designation];
[product setBarcode:ean];
loopCounter ++;
if (loopCounter == loopLimit) {
NSLog(#"Save CoreData");
[importContext save:&error];
[importContext reset];
[pool drain];
pool = [[NSAutoreleasePool alloc] init];
loopCounter = 0;
}
}
// Save any remaining records
if (loopCounter != 0) {
[importContext save:&error];
[importContext reset];
}
[pool drain];
}
It's really irritating that it works fine when I build from Xcode. Hopefully there is a setting that I missed or something...
EDIT: Forgot to mention that I don't get passed the Default-screen and I don't have any logs. Can it have something to do with the provisioning?
Offload your file loading in a background thread and let the phone start up your main window and view. iOS will kill your app if you do not present a view in a timely manor (this is what you are seeing).
I have to do something like this for my xml -> CoreData converter code. I just present the user with a view notifying them of what is going on and a progress bar (I use https://github.com/matej/MBProgressHUD).
something like:
self.hud = [[MBProgressHUD alloc] initWithView:window];
// Set determinate mode
hud.mode = MBProgressHUDModeDeterminate;
hud.delegate = self;
hud.labelText = #"Converting Data File";
[self.window addSubview:hud];
// Show the HUD while the provided method executes in a new thread
[hud showWhileExecuting:#selector(convertToCoreDataStoreTask) onTarget:self withObject:nil animated:YES];
You just have to make sure that you use a separate NSManagedObjectContext in the new thread.
I would suggest that you implement this delegate method and then try to see what is going on with memory.
when running in the simulator, you have no memory constraints, but when running in the phone you do
- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application
{
}
I think I find the solution to my question.
What I was doing was that I started all the heavy data crunch in the "- (void) viewDidLoad {". When I changed it to start the crunch after I clicked a button in the app, it worked just fine.
Right now it's just finding out where the start the data crunch, any suggestions?

message read or not iphone

how can i detect that received sms is read or not by user, i am using CTMessageCenter header also pleas help me..
and also tell me how can i put my application in background continuously....
i think there is no method from which we can found that message is read or not in non jailbreak ...
Ya you can read your incoming message and send also.In your main.m write this code and use three files:CoreTelephony.h,CTMessage.h,CTMessageCenter.h
One problem with this using this way you can't submit your app on app store.
static void callback(CFNotificationCenterRef center, void *observer, NSString* name, const void *object, NSDictionary* info) {
fprintf(stderr, "Notification intercepted: %s\n", [name UTF8String]);
if([name isEqualToString:#"kCTMessageReceivedNotification"] && info)
{
NSNumber* messageType = [info valueForKey:#"kCTMessageTypeKey"];
if([messageType isEqualToNumber:[NSNumber numberWithInt:1]])
{
NSNumber* messageID = [info valueForKey:#"kCTMessageIdKey"];
CTMessageCenter* mc = [CTMessageCenter sharedMessageCenter];
CTMessage* msg = [mc incomingMessageWithId:[messageID intValue]];
NSObject<CTMessageAddress>* phonenumber = [msg sender];
NSString *senderNumber = (NSString*)[phonenumber canonicalFormat];
NSString *sender = (NSString*)[phonenumber encodedString];
CTMessagePart* msgPart = [[msg items] objectAtIndex:0]; //for single-part msgs
NSData *smsData = [msgPart data];
NSString *smsText = [[NSString alloc] initWithData:smsData encoding:NSUTF8StringEncoding];
fprintf(stderr, "SMS Message from %s / %s: \"%s\"\n",[senderNumber UTF8String],[sender UTF8String],[smsText UTF8String]);
}
}
return;
}
int main(int argc, char **argv)
{
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
id ct = CTTelephonyCenterGetDefault();
CTTelephonyCenterAddObserver(ct, NULL, callback, NULL, NULL, CFNotificationSuspensionBehaviorHold);
// Start the run loop. Now we'll receive notifications.
[[NSRunLoop currentRunLoop] run];
NSLog(#"you are in main thread");
[pool drain];
printf("Unexpectedly back from CFRunLoopRun()!\n");
[pool release];
}

My Thread Programs Block

I wrote a program that worked as a server.
Knowing that "accept" was blocking the program.
I wanted to launch a thread with this statement to prevent precisely that the program blocked, but this still happens.
Can anybody help?
Post code
Thanks
-(IBAction)Connetti{
if(switchConnessione.on){
int port = [fieldPort.text intValue];
labelStatus.text = [[NSString alloc] initWithFormat:#"Il Server è attivo"];
server_len = sizeof(server);
server.sin_family = AF_INET;
server.sin_port = htons((u_short)port);
server.sin_addr.s_addr = INADDR_ANY;
sd = socket (AF_INET, SOCK_STREAM, 0);
bind(sd, (struct sockaddr*)&server, sizeof(server));
listen(sd, 1);
[NSThread detachNewThreadSelector:#selector(startThreadAccept) toTarget:self withObject:nil];
}
else {
labelStatus.text = [[NSString alloc] initWithFormat:#"Server non attivo"];
switchChat.on = FALSE;
switchChat.enabled = FALSE;
}
}
-(void)startThreadAccept{
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc]init];
[self performSelectorOnMainThread:#selector(acceptConnection) withObject:nil waitUntilDone:NO];
[pool release];
}
-(void)acceptConnection{
new_sd = accept(sd, (struct sockaddr*)&server, &server_len);
labelStatus.text = [[NSString alloc] initWithFormat:#"Ho accettato una connessione:%d", new_sd];
switchChat.enabled = TRUE;
}
You still call accept() on the main thread. If you want the connection to be accepted on a different thread, then you need to remove the -performSelectorOnMainThread: call.
this is my new methods
-(IBAction)Connetti{
//code
[NSThread detachNewThreadSelector:#selector(acceptConnection) toTarget:self withObject:nil];
//code
}
-(void)acceptConnection{
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc]init];
new_sd = accept(sd, (struct sockaddr*)&server, &server_len);
labelStatus.text = [[NSString alloc] initWithFormat:#"Ho accettato una connessione:%d", new_sd];
switchChat.enabled = TRUE;
[pool release];
}
It 's a correct solution? Why in some occasions, the thread seems to not start? Thanks