Dealing with Realm transactions - ios

I have an RESTful API from which I retrieve a large set of data. I am persisting it locally using Realm and the following call:
func addObjectType(object: ObjectType){
// Check for existence of data
if (realm.object(ofType: ObjectType.self, forPrimaryKey: object.id) == nil) {
// Persist your data easily
try! realm.write {
realm.add(object)
}
}
}
The app has a feature to delete the data locally. I have implemented it as following:
func deleteAllData() {
if(!realm.isEmpty){
do{
if(!realm.isInWriteTransaction) {
realm.beginWrite()
realm.deleteAll()
try! realm.commitWrite()
}
}
NotificationCenter.default.post(name: Notification.Name("updateUI"), object: nil)
}
}
However, looking at the Realm documentation I see the following:
Indicates whether the Realm is currently in a write transaction.
Warning
Do not simply check this property and then start a write transaction
whenever an object needs to be created, updated, or removed. Doing so
might cause a large number of write transactions to be created,
degrading performance. Instead, always prefer performing multiple
updates during a single transaction.
Is my implementation correct?
I feel that I am missing some checks..

Realm's general rule-of-thumb is that you should try to minimize as many write transactions as you can. This includes batching together multiple writes inside one block, and trying to avoid transactions all together if the date hasn't actually changed.
Realm write transactions are self-contained on separate threads. If a background thread is performing a write transaction, all other transactions on other threads will be blocked. As a result of that, it's not necessary to check isInWriteTransaction unless a write transaction is open on that particular thread.
So, no, you're not missing any extra checks. As long as you haven't accidentally left a write transaction open somewhere else, you can even reduce the number of checks you've got there. :)

Related

Can I make realm.writes directly in the Object data model?

I'm writing an app using Realm data persistence of certain objects.
In an attempt to clean up/remodel my code (getting realm.writes out of the Views and Controllers), I tried to put them directly in the persisted object class.
The logic is basically this:
class PersistedObject: Object {
public var data: String {
get { _saved_data }
set {
do { try realm?.write { _saved_data = newValue }
} catch { print(error) }
}
}
#objc dynamic private var _saved_data = "hello there"
}
This way, I'd be able to access and rewrite realm object properties from view controllers, without needing realm.writes directly in there. That's the idea, anyway.
This works sometimes. Other times, the app crashes with the error...
"Realm accessed from incorrect thread"
...which is what I'm currently trying to solve.
This is my first iOS app and my first time using Realm.
Does it make sense to organize the code like this (I've found little in terms of support in this approach, but also generally little at all, in terms of MVC best-practices when working with Realm)
If it does make sense, how can I solve the problem with accessing Realm from the incorrect thread, while still doing the realm.writes directly in the object class?
Thanks in advance! :)
Simon
There is no sense to organize code like this. You will be able to write only from same thread it was created
to modify objects from different thread you can use ThreadSafeReference for example
You're not going to want to do that.
There's no reason not to realm.write whenever you want to write to realm - that's what it's there for. This pattern works:
// Use them like regular Swift objects
let myDog = Dog()
myDog.name = "Rex"
myDog.age = 1
// Get the default Realm
let realm = try! Realm()
// Persist your data easily
try! realm.write {
realm.add(myDog)
}
Obviously there should be better error catching in the above code.
Another downside is if you want to write 10 objects, they are written as soon as the data property is set - what if there are three vars you want to set and heep in memory before writing it? e.g. your user is creating a list of items in your app - if the user decides not to do that and hit's Cancel, you would then have to hit the database again to delete the object(s).
Consider a case where you want to write 10 objects 'at the same time'?
realm.add([obj0, obj1, obj2...])
is a lot cleaner.
Another issue comes up if you want to guarantee objects are written within a transaction - either it all succeeds or all fails. That can't be done with your current object.
The last issue is that often you'll want to instantiate an object and add some data to it, populating the object before writing to realm. With the code in the question, you're writing it as soon as data is populated. You would have to add that same code to every property.

Realm invalidated error even if invalidated == false

I know that Realm can crash easily with invalidated object... however, I try to catch such state before pursuing with a given object and it usually works.
However, for my Request object sometimes I get a crash on realm.add(self) with "Adding a deleted or invalidated object to a Realm is not permitted".
I am not sure whether invalidated is a false negative or if my "custom" way of verifying an object has been deleted is wrong (I'm just adding the id of the object in a shared dictionary before actually deleting it).
I am a bit stuck on that one and it causes crashes in my app :(
if self.invalidated == false{
if let deleted = RequestHelper.sharedHelper.deletedRequests[id] where deleted == true{
return
}
let realm = try! Realm()
do{
try realm.write{
realm.add(self)
}
}catch{}
id = self.id
}
else{
print("realm invalidation")
}
I'm a little confused about the logic you're using here. You use realm.add() to add a new object to a Realm instance for the first time. Before then, checking if it's invalidated before that will most likely always return false because it shouldn't be backed by a Realm at that point yet.
If it's already backed by a Realm instance, it's also important to note that Realm write transactions happen sequentially. Only one may be open at a time, and each one after that will wait until the current one has finished. That being the case, it's feasible that self.invalidated was indeed false, but by the time you've opened the write transaction here, another write transaction may have just deleted it.
My recommendation would be to try and rely on Realm itself as much as possible for checking the deleted state of objects instead of relying on a custom mechanism. If id has been set as a primary key, you can use realm.objectForPrimaryKey(ObjectType.self, key: id) to very quickly check if it already exists in the Realm instance or not (Instead of trying to manage a separate list yourself).
Please let me know if you need any extra clarification.

How to delete object in Realm properly and thread-safe

I've just starting to using Realm and feel it's very good, fast except one thing: delete an object in Realm is easily cause an exception.
Is there any way I can delete an object in Realm safety?
In my project, I usually have to create, update, delete hundred objects on the background thread. The issue is:
If the app currently display/using one object on the main thread
In the background, I delete that object.
=> On the main thread will cause an exception when using that object's properties.
I know Realm has isInvalid method to check, but I cannot add the check in every assign properties code, it's look not good.
So, as of now, what I do is: instead of actually delete, I have a property call "deleted", and in delete, I only update that value. And on the UI, I will filtered out objects which have deleted = true
I wonder is there any way better to do this?
This is intended functionality. If a background thread deletes a Realm Object, the next time you try and access that object from any thread, an exception will be thrown.
In order to handle this, Realm provides a rich notification system that you can use to automatically receive alerts of when the contents of a Realm database have been changed and to update the UI accordingly.
If you've got a view controller that is displaying the contents of a single Realm Object, you could implement a system to be notified of any changes being made to your Realm database, and then check to make sure your object is still valid:
class MyViewController : UIViewController {
var myModel: Object = nil
var notificationToken: NotificationToken? = nil
init(model: Object) {
self.myModel = model
}
override fun viewDidLoad() {
super.viewDidLoad()
notificationToken = myModel.realm.addNotificationBlock { notification, realm in
guard myModel.invalidated == false else {
// The object has been deleted, so dismiss this view controller
}
}
}
deinit() {
notificationToken?.stop()
}
}
That notification block will be triggered each time a write transaction modified something in that particular Realm file (Even on background threads), which gives you a chance to check to see if your particular Realm Object in that UI hasn't been deleted. If it has, then you can simply dismiss the UI.
Depending on your specific needs, there is also a more fine-grained notification system you can use to specifically track changes to Realm Objects that were part of the results of a query. There's sample code for that in the Collection Notifications of the Realm documentation.
Please let me know if you need additional clarification! :)

Updating Realm Object in Swift from in Different thread/session

After saving the realm objects i doing the following
try! self.realm.write{
article.imageUri = path
try! self.realm.commitWrite()
}
although I can see the value while i am still in the same session of the simulator, after restarting or rerunning the app the update value in the snippet above doesn't show, but the rest of the data is there
this update is done after fetching data using Alamofire result
First thing, when you call write with a block, you don't need to specify try! self.realm.commitWrite() inside the block. That's automatically called for you as per Realm's example:
try! realm.write {
realm.add(myDog)
}
You only need to call self.realm.commitWrite() when you have previously called self.realm.beginWrite()
Secondly, It's hard to say exactly why you might not be seeing the data update with more context. What's article? Where's that being set? How is the Realm being loaded/stored? Are you deleting the Simulator app in between runs? There's a lot of variables here.

Core Data: delete all objects of an entity type, ie clear a table

This has been asked before, but no solution described that is fast enough for my app needs.
In the communications protocol we have set up, the server sends down a new set of all customers every time a sync is performed. Earlier, we had been storing as a plist. Now want to use Core Data.
There can be thousands of entries. Deleting each one individually takes a long time. Is there a way to delete all rows in a particular table in Core Data?
delete from customer
This call in sqlite happens instantly. Going through each one individually in Core Data can take 30 seconds on an iPad1.
Is it reasonable to shut down Core Data, i.e. drop the persistence store and all managed object contexts, then drop into sqlite and perform the delete command against the table? No other activity is going on during this process so I don't need access to other parts of the database.
Dave DeLong is an expert at, well, just about everything, and so I feel like I'm telling Jesus how to walk on water. Granted, his post is from 2009, which was a LONG time ago.
However, the approach in the link posted by Bot is not necessarily the best way to handle large deletes.
Basically, that post suggests to fetch the object IDs, and then iterate through them, calling delete on each object.
The problem is that when you delete a single object, it has to go handle all the associated relationships as well, which could cause further fetching.
So, if you must do large scale deletes like this, I suggest adjusting your overall database so that you can isolate tables in specific core data stores. That way you can just delete the entire store, and possibly reconstruct the small bits that you want to remain. That will probably be the fastest approach.
However, if you want to delete the objects themselves, you should follow this pattern...
Do your deletes in batches, inside an autorelease pool, and be sure to pre-fetch any cascaded relationships. All these, together, will minimize the number of times you have to actually go to the database, and will, thus, decrease the amount of time it takes to perform your delete.
In the suggested approach, which comes down to...
Fetch ObjectIds of all objects to be deleted
Iterate through the list, and delete each object
If you have cascade relationships, you you will encounter a lot of extra trips to the database, and IO is really slow. You want to minimize the number of times you have to visit the database.
While it may initially sound counterintuitive, you want to fetch more data than you think you want to delete. The reason is that all that data can be fetched from the database in a few IO operations.
So, on your fetch request, you want to set...
[fetchRequest setRelationshipKeyPathsForPrefetching:#[#"relationship1", #"relationship2", .... , #"relationship3"]];
where those relationships represent all the relationships that may have a cascade delete rule.
Now, when your fetch is complete, you have all the objects that are going to be deleted, plus the objects that will be deleted as a result of those objects being deleted.
If you have a complex hierarchy, you want to prefetch as much as possible ahead of time. Otherwise, when you delete an object, Core Data is going to have to go fetch each relationship individually for each object so that it can managed the cascade delete.
This will waste a TON of time, because you will do many more IO operations as a result.
Now, after your fetch has completed, then you loop through the objects, and delete them. For large deletes you can see an order of magnitude speed up.
In addition, if you have a lot of objects, break it up into multiple batches, and do it inside an auto release pool.
Finally, do this in a separate background thread, so your UI does not pend. You can use a separate MOC, connected to a persistent store coordinator, and have the main MOC handle DidSave notifications to remove the objects from its context.
WHile this looks like code, treat it as pseudo-code...
NSManagedObjectContext *deleteContext = [[NSManagedObjectContext alloc] initWithConcurrencyType:NSPrivateConcurrencyType];
// Get a new PSC for the same store
deleteContext.persistentStoreCoordinator = getInstanceOfPersistentStoreCoordinator();
// Each call to performBlock executes in its own autoreleasepool, so we don't
// need to explicitly use one if each chunk is done in a separate performBlock
__block void (^block)(void) = ^{
NSFetchRequest *fetchRequest = //
// Only fetch the number of objects to delete this iteration
fetchRequest.fetchLimit = NUM_ENTITIES_TO_DELETE_AT_ONCE;
// Prefetch all the relationships
fetchRequest.relationshipKeyPathsForPrefetching = prefetchRelationships;
// Don't need all the properties
fetchRequest.includesPropertyValues = NO;
NSArray *results = [deleteContext executeFetchRequest:fetchRequest error:&error];
if (results.count == 0) {
// Didn't get any objects for this fetch
if (nil == results) {
// Handle error
}
return;
}
for (MyEntity *entity in results) {
[deleteContext deleteObject:entity];
}
[deleteContext save:&error];
[deleteContext reset];
// Keep deleting objects until they are all gone
[deleteContext performBlock:block];
};
[deleteContext preformBlock:block];
Of course, you need to do appropriate error handling, but that's the basic idea.
Fetch in batches if you have so much data to delete that it will cripple memory.
Don't fetch all the properties.
Prefetch relationships to minimize IO operations.
Use autoreleasepool to keep memory from growing.
Prune the context.
Perform the task on a background thread.
If you have a really complex graph, make sure you prefetch all the cascaded relationships for all entities in your entire object graph.
Note, your main context will have to handle DidSave notifications to keep its context in step with the deletions.
EDIT
Thanks. Lots of good points. All well explained except, why create the
separate MOC? Any thoughts on not deleting the entire database, but
using sqlite to delete all rows from a particular table? – David
You use a separate MOC so the UI is not blocked while the long delete operation is happening. Note, that when the actual commit to the database happens, only one thread can be accessing the database, so any other access (like fetching) will block behind any updates. This is another reason to break the large delete operation into chunks. Small pieces of work will provide some chance for other MOC(s) to access the store without having to wait for the whole operation to complete.
If this causes problems, you can also implement priority queues (via dispatch_set_target_queue), but that is beyond the scope of this question.
As for using sqlite commands on the Core Data database, Apple has repeatedly said this is a bad idea, and you should not run direct SQL commands on a Core Data database file.
Finally, let me note this. In my experience, I have found that when I have a serious performance problem, it is usually a result of either poor design or improper implementation. Revisit your problem, and see if you can redesign your system somewhat to better accommodate this use case.
If you must send down all the data, perhaps query the database in a background thread and filter the new data so you break your data into three sets: objects that need modification, objects that need deletion, and objects that need to be inserted.
This way, you are only changing the database where it needs to be changed.
If the data is almost brand new every time, consider restructuring your database where these entities have their own database (I assume your database already contains multiple entities). That way you can just delete the file, and start over with a fresh database. That's fast. Now, reinserting several thousand objects is not going to be fast.
You have to manage any relationships manually, across stores. It's not difficult, but it's not automatic like relationships within the same store.
If I did this, I would first create the new database, then tear down the existing one, replace it with the new one, and then delete the old one.
If you are only manipulating your database via this batch mechanism, and you do not need object graph management, then maybe you want to consider using sqlite instead of Core Data.
iOS 9 and later
Use NSBatchDeleteRequest. I tested this in the simulator on a Core Data entity with more than 400,000 instances and the delete was almost instantaneous.
// fetch all items in entity and request to delete them
let fetchRequest = NSFetchRequest(entityName: "MyEntity")
let deleteRequest = NSBatchDeleteRequest(fetchRequest: fetchRequest)
// delegate objects
let myManagedObjectContext = (UIApplication.sharedApplication().delegate as! AppDelegate).managedObjectContext
let myPersistentStoreCoordinator = (UIApplication.sharedApplication().delegate as! AppDelegate).persistentStoreCoordinator
// perform the delete
do {
try myPersistentStoreCoordinator.executeRequest(deleteRequest, withContext: myManagedObjectContext)
} catch let error as NSError {
print(error)
}
Note that the answer that #Bot linked to and that #JodyHagins mentioned has also been updated to this method.
Really your only option is to remove them individually. I do this method with a ton of objects and it is pretty fast. Here is a way someone does it by only loading the managed object ID so it prevents any unnecessary overhead and makes it faster.
Core Data: Quickest way to delete all instances of an entity
Yes, it's reasonable to delete the persistent store and start from scratch. This happen fairly quick. What you can do is remove the persistent store (with the persistent store URL) from the persistent store coordinator, and then use the url of the persistent store to delete the database file from your directory folder. I did it using NSFileManager's removeItemAtURL.
Edit: one thing to consider: Make sure to disable/release the current NSManagedObjectContext instance, and to stop any other thread which might be doing something with a NSManagedObjectContext which is using the same persistent store. Your application will crash if a context tries to access the persistent store.

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