Proper way to disconnect nodes in AudioKit - audiokit

The app I'm developing requires dynamically adding/removing/rearranging components in the sound chain.
So far, I have mostly been using the .disconnectOutput() method on most components, then reconnecting everything. This works most of the time, but occasionally it seems that a node is connected at multiple points in the sound chain, and I also get crashes if the node is connected to AudioKit.output.
AudioKit provides a number of public methods such as .detach(), .disconnectInput(), .disconnect() and I'm not really clear on what is cleanest or safest way to modify the sound chain. What is the best way to do this?
Also, is there some way to keep track of which nodes are connected to which?

Use the detach() method on an AKNode to remove it from the chain.
The disconnect() and disconnect(nodes: ) methods of AKNode are deprecated. Use AKNode.detach() and AudioKit.detach(nodes: ) instead.
I agree this terminology is very unclear and not explained in the existing documentation. I am still struggling with the lifecycle and runtime chain dynamics as I learn the API, so I can't convey best practices. In general, you don't want to break your object graph. I'm using AKMixer objects and then dynamically attaching child nodes using the .connect(input:bus:) and .disconnectInput(bus:) methods and internal tracking of the associated busses, but I am still running into crashes with this approach :(
Apple's parent AVAudioEngine documentation page provides a couple rules of thumb for dynamic chaining practices: https://developer.apple.com/documentation/avfoundation/avaudioengine

Related

How to cleanup streams in a dartvm application?

Please note that I am asking about a strictly dart only application this does not concern flutter in any means, dartvm refers to the dart virtual machine.
As far as I understand Dart's idea of reactive state is implemented through streams, the responsibility of handling the lifetime of a stream object is given to the programmer, at runtime one could manipulate the stream as they see fit according to what works for their design by adding to the stream; listening to it or disposing it.
My question is this, Is it necessary that I need to call the dispose() method of a stream before my application quits? If I do, how do I go about accomplishing that? Hooking into the VM state isn't well documented and using ProcessSignal listeners is not portable, If I don't, does the GC handle this case? What's the best practice in this case?
Dart streams do not have a dispose method. Therefore you don't need to call it.
But just to give a little more detail ...
Dart streams are many things. Or rather, streams are pretty simple, they're just a way to provide a connection between code which provides events and code which consumes events. After calling listen, the stream object is no longer part of the communication, events and pushback goes directly between the event source (possibly a StreamController) and the consumer (a StreamSubscription).
Event providers are many things.
Some events are triggered just by code doing things. There is no need to clean up after those, it's just Dart objects like everything else, and they will die with the program, and can be garbage collected earlier if no live code refers to them.
Some events are triggered by I/O operations on the underlying operating system. Those will usually be cleaned up when the program ends, because they are allocated through the Dart runtime system, and it knows how to stop them again.
It's still a good idea to cancel the subscription as soon as you don't need any more events. That way, you won't keep a file open too long and prevent another part of the program from overwriting it.
Some code might allocate other resources, not managed by the runtime, and you should take extra care to say when that resource is no longer needed.
You'll have to figure that out on a case-by-case basis, by reading the documentation of the stream.
For resources allocated through dart:ffi, you can also use NativeFinalizer to register a dispose function for the resource.
Generally, you should always cancel the subscription if you don't need any more events from a stream. That's the one thing you can do. If nothing else, it allows garbage collection to collect things a little earlier.

Should I use a singleton location manager in Swift?

Context:
My app needs the user's current location in several unrelated view controllers and, as of now, I'm creating a CLLocationManager in each of these controllers and requesting the current location over and over.
However, it doesn't look right to me. It's duplicated code and inneficient.
I've seen several references on the internet mentioning a singleton location manager. And I also heard to avoid singletons as much as possible.
Question:
Should I create a singleton class that manages the location? If not, what other solution would you suggest to avoid this duplicated code?
And I also heard to avoid singletons as much as possible
The above statement is correct in case that some dealoocated cycle of the app run needs that data so after it finishes the singleton becomes a problem from memory perspective as it stays alive all the app life cycle , in your case ( all vcs inside the app needs the location ) is the best fit for a singleton to avoid the duplication - less-efficient code and high memory issues
Needless to say 90% of apple classes uses singletons e.x
URLSession.shared
NSNotificationCenter.default
UNUserNotificationCenter.current
UserDefaults.standard
FileManager.default
There is no hard and fast rule. Apple is quite clear that it's fine to instantiate more than one location manager. However, if you do that, you might confuse yourself, because each will need a delegate, each will need its own settings, and so forth. Thus, you are right to be wary of that approach.
It is a standard strategy to pick an instance that persists throughout the life of your app — your app delegate, or your root view controller, for example — and initialize an instance property with a location manager. There is no reason whatever to add the Singleton pattern to the mix; you simply make one once and keep hold of it.
Patterns are not evil. It depends on the user. They are solutions for a specific problems. It depends on how you see your problem and what you want to achieve.
In your case, you need a location manager instance through out your app and you use it in multiple places, so you need a wrapper manager. If you only need one configuration, then it makes sense to use singleton.
Apple is recommending to have a strong reference of the manager as long as you need it. CLLocationManager - Apple Documentation
Create an instance of the CLLocationManager class and store a strong reference to it somewhere in your app.
Keeping a strong reference to the location manager object is required until all tasks involving that object are complete. Because most location manager tasks run asynchronously, storing your location manager in a local variable is insufficient.
If you create a singleton location manager it has to do things differently than other singletons. You can't use the normal delegate pattern for it to inform other objects about the location updates and errors because the normal delegate pattern is a one-to-one relationship. You have to use multiple delegates (the singleton has an array of interested objects and it sends the same message, e.g. location update, to each one). Here's another question about why that's difficult to use:
Multiple Delegates in iOS
You can get around that with notifications but personally I think that's a bad pattern (it decouples things too much and makes it hard to follow paths of responsibility).
The singleton also has to keep track of whether any of its interested objects asked it to stop or start. If they've all asked it to stop then it should power down the updates. If just one wants updates it has to power them back up. Search for all the people building frameworks just to do the same task with the network indicator to see how much trouble this is.
If there's an error with requesting location you have to save that error and when (some later time) an object wants location, you have to retransmit the error. So really you want to have all interested objects connected and listening from the start to avoid that scenario.
I'm sure I could think of more hairy cases that you'd have to deal with.
The in-between option is to create a location manager class with your special setup, error checking and so on, and instantiate one of those whenever you need it. Use the delegate pattern to get messages from it (most will just be passing the messages along directly).

AudioKit Lifecyle confusion

I can't wrap my head around this. I read everywhere (rightly) that Audiokit lifecyle should be managed in a singleton and kept away from the View Controllers lifecyle. Then I checked all the example project's code and found a bit confusing that
AudioKit.start()
is always called in ViewDidload. But anyway thats not my real issue..
I have multiple ViewControllers that uses the AKMicrophone in a different way. For instance they need different categories, different AKSettings, and some must be plain microphones while some needs a long chain of initialization with effects and mixers (Just like the "Recorder" example project).
I have two related questions here:
I read on Github that when we change the routing or category, we need to reinitialize the AudioKit. But in this case where do we really do it? In my case I really only can think of "ViewWillAppear". (if Mic needs to start listening without needing a button click, with a different setup)
And real question is how do I do this correctly at all? For example in my project AKMicrophone is set up just like the "Recorder" example but in a Singleton class. And when I switch to another ViewController which requires a "plain" AKMicrohone right after view appears. How do I remove all those mixers and delays from the chain? This is not only a matter of changing some AKSetting and restarting the engine.

Notifying ViewController from model(networkClient) in swift

I have some complex networking in my app( I don't use any third party dependencies, because of project requirements). For instance, I send three network requests in parallel after first two requests provide results. All my networking is done in separate models, known as networkClients(following MVC-S pattern) and are called directly from repository, not from ViewControllers. However, I need the last request to notify my viewController after I get response from network. How should I do that? I don't think notification center would be right solution because it can cause memory leaks and I have not found correct approach to complex problem like this. Please provide some prominent solutions. It should conform to good design pattern like MVVM or MVC and should not be some workaround or hack. Maybe delegates would work? I know that rxSwift would solve my issue, because I could start observing for results after initializing viewController and after data would be updated from repository my viewController would also be notified...
The right design doesn't have VCs observing the network clients directly. Those network operations should be assembling parts of a model, which is what the VC really cares about. Have the VC observe that singular model.
It can do this observing using one of the well known patterns for loosely coupled communication between objects. The OP correctly mentions delegates. Notification center and KVO are others. There's plenty of discussion on SO about which to use and how to implement. (I'd go with NSNotificationCenter as an easy and rational start).
So the order of operation is like this:
allocate the model
launch the network requests and setup those request completions (completion blocks, probably) to update that model with their responses. (the model can launch the requests, which is a reasonable practice).
create the view controller(s) that setup model observation when they initialize (probably, in viewWillAppear or later)
What about the fact that >1 requests are in flight simultaneously? A commenter above points out correctly that GCD offers a way to group those async operations into a single one. But you can do this yourself straight-forwardly: the model decides when it's completely built. The completion code for each request will change some condition in the model to the "ready" state. Each request completion can check to see whether all of the ready conditions are met, and only then post a "ready" notification for observers to see.
Another niggling issue: what if those requests all run very, very fast? Maybe there's some cached response that's ready early, making the model "ready" before the VC has had a chance to setup observation? Handle this straight-forwardly in the VC: before observing the model, check to see if it's ready already and run the same update code that runs on the notification.

Which observer pattern should I use for remote app?

I am building a remote app which is receiving different states of its accessory. It is receiving things like: power state on/off, volume state 5, equalizer setting jazz, etc. and has nothing more to do than map theses states into the UI with selected or unselected states and send changes done back to the accessory.
About the app architecture:
The app is connected with it's accessory as illustrated in Apples EADemo project using the external accessory framework.
The UI is build within non-repeating customized UITableViewCell full of UIButtons. When starting the app a data model class will receive all current states from the examples EADSessionController and has to communicate theses states to the UI (the cells directly rather than the UITableViewController) with one of the mentioned patterns. This will be a stand alone, one-page app looking like a real remote.
Thinking of NSNotification, delegates and KVO (key-value-observing) I am trying to figure out which of these patterns I should use for this special approach?
Any answer on why choosing one of them and a brief description on how to implement would be appreciated. If your answer will be KVO please give some more insights since I never used this pattern so far.
It really depends.
The most loosely coupled one is to use NSNotification and NSNotificationCenter, as the instance which post the notification does not necessarily have knowledge about the observer, and there can be more than one observer.
The delegate pattern is a little more rigid, and there could usually be only one delegate object that receives a message. If the UITableViewController in your project is the only instance that handles a message(, or it would properly propagate the message to other components), it is still OK.
The KVO pattern requires more precisely designed observation relationship. You will have and have to look after exactly how the KVO is implemented. And KVO also allows one-to-many observation. The down side of KVO is if the observing relationship is dynamic and transient, you must take much more care about how these objects were torn down, or you could get a lot of crashes like sending updates to a dealloc'ed instance, etc.
If you are working on a library which would be delivered to a 3rd party to use, perhaps NSNotification would be the first choice.

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