UIDocument synchronous read - completion handler stalled in dispatch - ios

I tried multiple ways of wrapping a file read within a synchronous method call (including using multiple queues, specifying target queues, setting up an NSThread and signalling with NSCondition's, even moving the allocation of the UIDocument to the background thread in the end, and also trying dispatch_sync on the background queue as well).
What ended up consistently happening is the completion handler for UIDocument.openWithCompletionHandler wasn't executing, although the documentation indicates that shall happen on the same queue that initiated the openWithCompletionHandler call.
I figured this has ultimately something to do with the control not being returned by the outer/top-level method call to the run loop. It would seem that regardless of what other queues or threads are being set up, the dispatch system expects me to return from the outermost method call, or things get blocked. This would however defeat the whole synchronous design approach.
My use case requires synchronous file reads (with very small data sizes), and I'd prefer the convenience of UIDocument over moving to lower level methods, or looking at ways to introduce async patterns. I reckon UIDocument was designed for more conventional cases, I understand well enough the ubiquity - and in most cases user friendliness and efficiency of async patterns, but in this case it would present a cumbersome situation for both development and user experience.
I wonder if there is something else that could be tried with dispatch queues that could still be explored (like manually consuming events from a queue, creating a custom run loop) that could avoid this seemingly global synchronization effect.
EDIT: this is for an Audio Unit app extension. Instantiation is controlled by the platform, and a "half-initialized" state could become a problematic situation. It is pretty much standard in the industry to fully load the plugin before even allowing the host app to start playing any audio for example, not to mention starting to stream MIDI/automation events. (That's not to say there aren't extensions with crazy load times that could take another look at their design, but in most cases these are well justified in this domain).

Related

Async and CPU-Bound Operations with ASP.NET

One of the reasons async was praised for ASP.NET was to follow Nodejs async platform which led to more scalability with the freeing up of threads to handle subsequent requests etc.
However, I've since read that wrapping CPU-bound code in Task.Run will have the opposite effect i.e. add even more overhead to a server and use more threads.
Apparently, only true async operations will benefit e.g. making a web-request or a call to a database.
So, my question is as follows. Is there any clear guidance out there as to when action methods should be async?
Mr Cleary is the one who opined about the fruitlessness of wrapping CPU-bound operations in async code.
Not exactly, there is a difference between wrapping CPU-bound async code in an ASP.NET app and doing that in a - for example - WPF desktop app. Let me use this statement of yours to build my answer upon.
You should categorize the async operations in your mind (in its simplest form) as such:
ASP.NET async methods, and among those:
CPU-bound operations,
Blocking operations, such as IO-operations
Async methods in a directly user-facing application, among those, again:
CPU-bound operations,
and blocking operations, such as IO-operations.
I assume that by reading Stephen Cleary's posts you've already got to understand that the way async operations work is that when you are doing a CPU-bound operation then that operation is passed on to a thread pool thread and upon completion, the program control returns to the thread it was started from (unless you do a .ConfigureAwait(false) call). Of course this only happens if there actually is an asynchronous operation to do, as I was wondering myself as well in this question.
When it comes to blocking operations on the other hand, things are a bit different. In this case, when the thread from which the code performed asynchronously gets blocked, then the runtime notices it, and "suspends" the work being done by that thread: saves all state so it can continue later on and then that thread is used to perform other operations. When the blocking operation is ready - for example, the answer to a network call has arrived - then (I don't exactly know how it is handled or noticed by the runtime, but I am trying to provide you with a high-level explanation, so it is not absolutely necessary) the runtime knows that the operation you initiated is ready to continue, the state is restored and your code can continue to run.
With these said, there is an important difference between the two:
In the CPU-bound case, even if you start an operation asynchronously, there is work to do, your code does not have to wait for anything.
In the IO-bound case or blocking case, however, there might be some time during which your code simply cannot do anything but wait and therefore it is useful that you can release that thread that has done the processing up until that point and do other work (perhaps process another request) meanwhile using it.
When it comes to a directly-user-facing application, for example, a WPF app, if you are performing a long-running CPU-operation on the main thread (GUI thread), then the GUI thread is obviously busy and therefore appears unresponsive towards the user because any interaction that is normally handled by the GUI thread just gets queued up in the message queue and doesn't get processed until the CPU-bound operation finishes.
In the case of an ASP.NET app, however, this is not an issue, because the application does not directly face the user, so he does not see that it is unresponsive. Why you don't gain anything by delegating the work to another thread is because that would still occupy a thread, that could otherwise do other work, because, well, whatever needs to be done must be done, it just cannot magically be done for you.
Think of it the following way: you are in a kitchen with a friend (you and your friend are one-one threads). You two are preparing food being ordered. You can tell your friend to dice up onions, and even though you free yourself from dicing onions, and can deal with the seasoning of the meat, your friend gets busy by dicing the onions and so he cannot do the seasoning of the meat meanwhile. If you hadn't delegated the work of dicing onions to him (which you already started) but let him do the seasoning, the same work would have been done, except that you would have saved a bit of time because you wouldn't have needed to swap the working context (the cutting boards and knives in this example). So simply put, you are just causing a bit of overhead by swapping contexts whereas the issue of unresponsiveness is invisible towards the user. (The customer neither sees nor cares which of you do which work as long as (s)he receives the result).
With that said, the categorization I've outlined at the top could be refined by replacing ASP.NET applications with "whatever application has no directly visible interface towards the user and therefore cannot appear unresponsive towards them".
ASP.NET requests are handled in thread pool threads. So are CPU-bound async operations (Task.Run).
Dispatching async calls to a thread pool thread in ASP.NET will result in returning a thread pool thread to the thread pool and getting a another. one to run the code and, in the end, returning that thread to the thread pool and getting a another one to get back to the ASP.NET context. There will be a lot of thread switching, thread pool management and ASP.NET context management going on that will make that request (and the whole application) slower.
Most of the times one comes up with a reason to do this on a web application ends up being because the web applications is doing something that it shouldn't.

NSOperation, start vs main

According to Apple document on NSOperation, we have to override main method for non-concurrent operations and start method for concurrent operations. But why?
First, keep in mind that "concurrent" and "non-concurrent" have somewhat specialized meanings in NSOperation that tend to confuse people (and are used synonymously with "asynchronous/synchronous"). "Concurrent" means "the operation will manage its own concurrency and state." "Non-concurrent" means "the operation expects something else, usually a queue, to manage its concurrency, and wants default state handling."
start does all the default state handling. Part of that is that it sets isExecuting, then calls main and when main returns, it clears isExecuting and sets isFinished. Since you're handling your own state, you don't want that (you don't want exiting main to finish the operation). So you need to implement your own start and not call super. Now, you could still have a main method if you wanted, but since you're already overriding start (and that's the thing the calls main), most people just put all the code in start.
As a general rule, don't use concurrent operations. They are seldom what you mean. They definitely don't mean "things that run in the background." Both kinds of operations can run in the background (and neither has to run in the background). The question is whether you want default system behavior (non-concurrent), or whether you want to handle everything yourself (concurrent).
If your idea of handling it yourself is "spin up an NSThread," you're almost certainly doing it wrong (unless you're doing this to interface with a C/C++ library that requires it). If it's creating a queue, you're probably doing it wrong (NSOperation has all kinds of features to avoid this). If it's almost anything that looks like "manually handling doing things in the background," you're probably doing it wrong. The default (non-concurrent) behavior is almost certainly better than what you're going to do.
Where concurrent operations can be helpful is in cases that the API you're using already handles concurrency for you. A non-concurrent operation ends when main returns. So what if your operation wraps an async thing like NSURLConnection? One way to handle that is to use a dispatch group and then call dispatch_wait at the end of your main so it doesn't return until everything's done. That's ok. I do it all the time. But it blocks a thread that wouldn't otherwise be blocked, which wastes some resources and in some elaborate corner cases could lead to deadlock (really elaborate. Apple claims it's possible and they've seen it, but I've never been able to get it to happen even on purpose).
So another way you could do it is to define yourself as a concurrent operation, and set isFinished by hand in your NSURLConnection delegate methods. Similar situations happen if you're wrapping other async interfaces like Dispatch I/O, and concurrent operations can be more efficient for that.
(In theory, concurrent operations can also be useful when you want to run an operation without using a queue. I can kind of imagine some very convoluted cases where this makes sense, but it's a stretch, and if you're in that boat, I assume you know what you're doing.)
But if you have any question at all, just use the default non-conurrent behavior. You can almost always get the behavior you want that way with little hassle (especially if you use a dispatch group), and then you don't have to wrap your brain around the somewhat confusing explanation of "concurrent" in the docs.
I would assume that concurrent vs. non-concurrent is not just a flag somewhere but a very substantial difference. By having two different methods, it is made absolutely sure that you don't use a concurrent operation where you should use a non-concurrent one or vice versa.
If you get it wrong, your code will absolutely not work because of this design. That's what you want, because you immediately fix it. If there was one method only, then using concurrent instead of non-concurrent would lead to very subtle errors that might be very hard to find. And non-concurrent instead of concurrent will lead to performance problems that you also might miss.

How to execute all methods of an object in a certain queue in ios

For my ios app I am using the main queue and root queue. I have several objects and I want their mehtods to run in the root queue.
So far, what I have been doing is add a dispatch_async for each time I call one of those methods which will ultimately become very troublesome when I will use more queues and want to go back to main queue.
What I am looking for is way to assign objects to the root queue so that their methods are executed in the roof queue. What I mean is I am looking for sth. like this: [[TestClass alloc] initInQueue:testQueue];
It is possible to create this in a manner similar to KVO. You could swizzle all your methods to wrap them into dispatch_* calls, but I would strongly discourage it. The level of magic is too high, and you will almost certainly tie yourself up in knots. Moreover, you can't wrap an arbitrary method in dispatch_async since you can't have a return result from that. But you also can't wrap arbitrary methods in dispatch_sync because you would likely deadlock. The problems of solving the general case will quickly spiral out of control in my opinion.
What you should be asking instead is whether your queue architecture is correct. Do you really need to keep calling so many small methods on other queues? In many cases it is better to encapsulate full work units (i.e. a coherent sequence of operations that take an input and generate a final result) rather than individual method calls. (Once you think in work units, NSOperation suddenly gets a lot more useful.) While it is occasionally useful to wrap an accessor into a queue for thread-safety, this is not a general solution to concurrency.
While there are advantages to getting off of the main queue, this advice shouldn't be over-applied. You can do reasonable amounts of work on the main queue without any problems. We built single-threaded Cocoa apps on computers less powerful than iPhones long before GCD. (The iPhone is probably more powerful than my old PowerBooks and might be more powerful than my original MacBook.) I'm not discouraging queues here, just make sure you're doing it for the right reasons and don't overcomplicate things.
But if you really need to move the work, then I would recommend just being explicit with dispatch_ calls in the method itself. It's a little more typing, but it's much clearer and less error-prone.

Using GCD for offline persistent queue

Right now I have some older code I wrote years ago that allows an iOS app to queue up jobs (sending messages or submitting data to a back-end server, etc...) when the user is offline. When the user comes back online the tasks are run. If the app goes into the background or is terminated the queue is serialized and then loaded back when the app is launched again. I've subclassed NSOperationQueue and my jobs are subclasses of NSOperation. This gives me the flexibility of having a data structure provided for me that I can subclass directly (the operation queue) and by subclassing NSOperation I can easily requeue if my task fails (server is down, etc...).
I will very likely leave this as it is, because if it's not broke don't fix it, right? Also these are very lightweight operations and I don't expect in the current app I'm working on for there to be very many tasks queued at any given time. However I know there is some extra overhead with using NSOperation rather than using GCD directly.
I don't believe I could subclass a dispatch queue the way I can an NSOperationQueue, so there would be extra code overheard for me to maintain my own data structure and load this into & out of a dispatch queue each time the app is sent to the background, right? Also not sure how I'd handle requeueing the job if it fails. Right now if I get a HTTP 500 response from the server, for example, in my operation code I send a notification with a deep copy of the failed NSOperation object. My custom operation queue picks this notification up and adds the task to itself. Not sure how of if I'd be able to do something similar with GCD. I would also need an easy way to cancel all operations or suspend the queue when network connectivity is lost then reactivate when network access is regained.
Just hoping to get some thoughts, opinions and ideas from others who might have done something similar or are more familiar with GCD than I am.
Also worth noting I know there's some new background task support coming in iOS 7 but it will likely be a while before that will be my deployment target. I am also not sure yet if it would exactly do what I need, so at the moment just looking at the possibility of GCD.
Thanks.
If NSOperation vs submitting blocks to GCD ever shows up as measurable overhead, the problem isn't that you're using NSOperation, it's that your operations are far too granular. I would expect this overhead to be effectively unmeasurable in any real-world situation. (Sure, you could contrive a test harness to measure the overhead, but only by making operations that did effectively nothing.)
Use the highest level of abstraction that gets the job done. Move down only when hard data tells you that you should.

Are all methods in an iOS app usually in a single thread? (for race condition prevention)

We can have many handlers: touches handler, UIControl handler (buttons, sliders), performSelector, CADisplayLink, NSTimer events, Gesture Recognizer, accelerometer handler, and UIView animation completion block, and some other ones.
Are all of them in the same thread? That is, only one of them can be running at the same time?
Can some other method or handler be part of another thread and therefore can create race conditions?
In general, you'll find that most simple applications on iOS tend to perform almost every action on the main thread. As you noted, the instant that you bring multithreading into the picture you add another set of tricky issues to watch out for. Many developers don't want to bother with this added complexity, or are unfamiliar with GCD or threading in general, so they avoid doing anything on a background thread or GCD queue.
Several of the items you list in your question involve interactions with UIKit, and in general those interactions must occur on the main thread (iOS 4.x added the ability to perform some drawing functions in the background, though). You receive touch and other related events on the main thread. If you wish to update most aspects of an interface, the safe way to do that is by performing these updates on the main thread.
Timers (NSTimer, CADisplayLink) can have their updates be fired on a background thread by attaching them to an NSRunLoop operating on that background thread. You rarely see people do this, but it can be done. Usually, people configure timers on the main run loop, which causes callbacks to be delivered on the main thread.
When performing animations, the animations themselves will run on a background thread (you see that they don't stop while you're blocking the main thread with something else), but you'll almost always receive a completion block or callback on the main thread when they're done. If I remember correctly, there are one or two exceptions to this and they are noted as such in Apple's documentation. Having these callbacks trigger on the main thread is a safe approach when dealing with developers who might not realize what's going on behind the scenes.
All that said, there are very good reasons to want to add multithreading to your application. Because all user interface updates and touch interactions occur on the main thread, if you have something that is computationally expensive or that simply will take a lot of time to perform, if you run this on your main thread you'll appear to have frozen your application. This is a terrible user experience, so you want to move this task onto a background thread so that the user can keep interacting with your application while this is going on. Additionally, more and more iOS devices are shipping every day with multiple cores in them, and balancing your work load across these cores and being efficient with this hardware requires some degree of concurrent processing.
People have written books about best practices when making code multithreaded, and you can find a lot of questions about this here, so I won't go into too much detail. What I can tell you is that you should read Apple's Concurrency Programming Guide and watch the WWDC videos from the last two years that deal with Grand Central Dispatch. With GCD, Apple has made it a lot easier to add multithreading to your application in an efficient and (relatively) safe manner, and I encourage you to look into this for your own applications.
For example, I have an open source iOS application that performs detailed rendering of molecular structures. I render each frame on a background GCD queue because sometimes they take more than 1/60th of a second to process, and in those cases they'd cause touch events to be dropped and the interface to stutter if this was all on the main thread. Additionally, I've seen up to a 40% performance boost by doing this when running on the newer multicore devices. To avoid race conditions, I wrap interactions with shared data structures and contexts in serial dispatch queues so that only one action can be using a resource at a time, no matter what thread a particular block is running on. This only required the addition of a few lines of code, but the performance and user experience benefits were huge.

Resources