Smart way to not kill WebService - ios

It's my code :
for (FlightScopePlayerPlayer *player in self.selectedPlayers) {
BaseballPlayer_GetBaseballProfileRequest *re = [[BaseballPlayer_GetBaseballProfileRequest alloc]initWithPlayerID:player.ID];
[bseModel.myFlightScopeClient.baseballPlayerServiceClient GetBaseballProfile:re
onCompleted:^(id response) {
BaseballPlayer_GetBaseballProfileResponse *res = (BaseballPlayer_GetBaseballProfileResponse *)response;
self.player = res.player;
[self.baseballPlayerList addObject:self.player];
[DelegateHelper performProtocol:#protocol(LoadPlayersFromWSModelCallbackDelegate)
withTarget:self.delegates
withSelector:#selector(isResponseRedyToUseAfterGetProfile:)
withArgument:self];
This construction can kill my webservice. What is the smarter way to send this? The idea is that in array are objects and i want to send request for everyone but if in the array will be 1000 objects Webservice can die so my idea is send request when the previous is finished and send delegate at the end.

Ideally you'd have a different webservice.
Assuming you can't change, you need to queue your requests so you don't make too many at any one time and you can suspend processing if required. Potentially you can also retry failed requests by adding them back on to the end of the queue.
NSOperationQueue is appropriate for this. You can use NSBlockOperation to contain your processing logic to call the webservice. Be sure to set maxConcurrentOperationCount to some value between 1 and 4.

You can use RQOperation
Basically the idea is to store the web API calls in an array and then you can execute them in serial manner. (Once the previous is complete, execute the next one)
It has nice sample within. Hope that helps.
Not enough reps to post as comment, hence answer.

Related

Send next request when last one is done

I have 100+ request.I need send a new request when the last one is done,so the server will not return error code - 429.
How to make this by afnetworking 3.0?
I'm not very familiar with the specific APIs of AFNetworking, but you could setup:
A variable array containing all your pending requests,
A method called (e.g.) sendNext() that removes the first entry of the array, performs the request asynchronously, and inside the completion block, calls itself.
Of course, you will need a terminating condition, and that is simply stop when the array becomes empty.
There are 2 approaches that can deal with your problem.
Firstly, create an operation queue and add all requests to the queue. After that, create an operation of your new request, then add the dependency to all requests in the queue. As a result, your new operation (will execute the new request) will be performed after the last request is done.
Secondly, you can use dispatch_barrier_async, which will create a synchronized point on your concurrent queue. That means you should create a concurrency queue to execute your 100+ request, and that dispatch_barrier_async blocks in your custom queue will execute the new request.
Thanks Sendoa for the link to the GitHub issue where Mattt explains why this functionality is not working anymore. There is a clear reason why this isn't possible with the new NSURLSession structure; Tasks just aren't operations, so the old way of using dependencies or batches of operations won't work.
I've created this solution using a dispatch_group that makes it possible to batch requests using NSURLSession, here is the (pseudo-)code:
// Create a dispatch group
dispatch_group_t group = dispatch_group_create();
for (int i = 0; i < 10; i++) {
// Enter the group for each request we create
dispatch_group_enter(group);
// Fire the request
[self GET:#"endpoint.json"
parameters:nil
success:^(NSURLSessionDataTask *task, id responseObject) {
// Leave the group as soon as the request succeeded
dispatch_group_leave(group);
}
failure:^(NSURLSessionDataTask *task, NSError *error) {
// Leave the group as soon as the request failed
dispatch_group_leave(group);
}];
}
// Here we wait for all the requests to finish
dispatch_group_notify(group, dispatch_get_main_queue(), ^{
// Do whatever you need to do when all requests are finished
});
I want to look write something that makes this easier to do and discuss with Matt if this is something (when implemented nicely) that could be merged into AFNetworking. In my opinion it would be great to do something like this with the library itself. But I have to check when I have some spare time for that.
This question possible duplicate of AFNetworking 3.0 AFHTTPSessionManager using NSOperation . You can follow #Darji comment for few call, For 100+ call add these utility classes https://github.com/robertmryan/AFHTTPSessionOperation/ .
It is very impractical approach to sent 100+ request operation concurrently. If possible try to reduce it.

Asynchronous Values Update using GCDAsynSocket api

I am developing one application in which I need to update multiple values like Engine RPM,Speed etc. parameters at a time using OBD connector. I need to achieve asynchronous command/response . For this I am sending commands using [gcdAsyncSocket writeData:data withTimeout:-1 tag:uniqueTag]; asynchronously with unique tag.
But when gcdAsync's delegate method "socketDidReadDatawithTag" is called, it returns the data but it is not proper.e.g. If I have sent one command "010C\r" (Read RPM), and "010D\r" (Speed),with Tag 263 and 264 respectively ,and if I parse the response with tag 264 in socketDidReadDatawithTag , sometimes it returns me the data of RPM. (My response gets Mixed up or OBD Device is unable to handle asynchronous response)
NSLog(#"Command Sent for Async : %#",commandString);
NSData *data = [commandString dataUsingEncoding:NSASCIIStringEncoding];
long obdObjectTag = [obdObject getPIDTag];//Unique Tag
[gcdAsyncSocket writeData:data withTimeout:-1 tag:obdObjectTag];
NSData *readData = [#">" dataUsingEncoding:NSASCIIStringEncoding];
[gcdAsyncSocket readDataToData:readData withTimeout:-1 tag:obdObjectTag];
And in socketdidReadDatawithTag data and tag are mismatched.
The OBD-II connector (I assume it's an ELM-327) cannot really handle asynchronous calls as far as I know.
It cannot handle multiple requests at once. You send 1 command, and the OBD-II device will gather that info from the OBD-bus and return with an answer. Then it will process your next command. Ofcourse, the commands you send end up in a buffer, that will be processed one by one.
I'm thinking this might be a problem for you to make it, but I'm not sure.
I'm not familiar at all with the ios programming and what happens with those tags. You set those tags to identify what paramters are the data for?
In the reply data, you can also see for what parameter it is meant, so in the answer itself you can see that data represents RPM or Speed etc.
I hope the OBD-II part has shed some light on it. Will check this question more for some discussion perhaps.

Using Blocks and GCD to manage tasks

I'm learning iOS and when it comes to GCD, it's confusing.
Let's get it out of the way, I'm writing a small program that fetch data from the internet.
Here is my viewcontroller
NSMutableArray dataArray = [NSMutableArray array];
[querysomethingwithblock:(^ {
//do some stuff here
[otherquerywithblock:( ^ {
//do some stuff here
// Here I got the data from internet
// Do loop action
[dataArray addObject:data];
})];
})];
// here I want to perform some actions only after get data from internet
[self performAction:dataArray];
How can I achieve this purpose. In practical, [self performAction:dataArray] always get fired before I get the data. I tried to play with GCD but no luck.
Here is some patterns I've tried so far
dispatch_async(queue, ^{
// Do query stuff here
dispatch_async(dispatch_get_mainqueue(), ^{
//perform action here
});
{;
Or using dispatch_group_async, dispatch_group_wait, dispatch_group_notify
The only way I can handle right now is to use dispatch_after but the point is the downloading time is variable, it's not good practice to have a specific time here
Thank you so much for any advice.
The part of code called Do query stuff here i assume is async already, why put it inside a dispatch_queue then?
If instead you manage to do a synchronous query, your code (the second snippet) would work, as the dispatch to the main queue would be executed only after the query finished.
If you don't have an option to execute the query in a synchronous manner, then you need some mechanism to register either a block or a callback to be executed when the download is finished.
At the end of the day, it all depends on what kind of query you have in there and what methods it offers for you to register an action to be performed when the download is finished.

Serializing NSURLConnection Requests (iOS) - Use Synchronous Request?

I'm looping through a list of dates and making a request to a web server for each date in the list.
I would like each date to be processed completely before the subsequent request is sent to the server. To do this, I have set up a serial dispatch queue using GCD. Each time through the date loop, a block is added to the queue.
The problem I am having is that my NSURLConnection is set up using the standard asynchronous call. This results in requests not blocking any subsequent requests. They are thus overrunning each other.
My question: Is this a case where it would make sense for me to use the synchronous NSURLConnection (within the dispatch queue) or is there some other way to make it work using the standard asynchronous call?
There are number of ways to do this. Whatever method you choose, starting the connection needs to be tied to completion of your processing task.
In each block you add to your serial queue, use a synchronous request. This is probably the quickest solution given your current implementation as long as you're ok with the limited error handling of a synchronous request.
Don't use a serial queue. Start the first asynchronous connection and process the response. When processing is complete start the next asynchronous connection. Rinse and repeat.
I think that using the synchronous NSURLConnection API is a fine idea. You have a few other options. One would be to write a wrapper object around NSURLConnection that used the asynchronous NSURLConnection APIs, so you get the nice information that the asynchronous API callbacks provide, including download progress, you can easily continue to update your UI while the request is happening, but which presents its own synchronous method for doing whatever it is you need to do. Essentially, something like:
#implementation MyURLConnectionWrapper
- (BOOL)sendRequestWithError:(NSError **)error
{
error = error ? error : &(NSError *){ nil };
self.finishedLoading = NO;
self.connectionError = nil;
self.urlConnection = [][NSURLConnection alloc] init...]
while (!self.finishedLoading)
{
[[NSRunLoop currentRunLoop] runMode: NSDefaultRunLoopMode beforeDate: [NSDate distantFuture]];
}
if (self.connectionError != nil)
{
*error = self.connectionError;
return NO;
}
return YES;
}
#end
(This is all typed off the top of my head, and is heavily abbreviated, but should give you the basic idea.)
You could also do something like fire off each request in the completion delegate method for the previous one, forgoing the use of a serial dispatch queue altogether:
- (void)connectionDidFinishLoading:(NSURLConnection *)connection;
{
[self sendNextRequest];
}
Either way, you need to think about how to handle connection errors appropriately. I've used both approaches in different places with good success.

How to Throttle CoreMIDI in Objective-C

My CoreMIDI connection on iOS is apparently fast enough to handle ANYTHING that hits it... if I'm just doing some simple object creation and NSLog. In the UI, I don't have time to handle everything that comes in. The UI would blow up, or just finish processing too late.
However, I need to do real processing and UI display in response to CoreMIDI inputs. What I'd like is to process the latest messages every, say, 1ms or 2ms. I've been doing this with a collection that gets emptied by a timer-fired method every 1ms (processFromServerAsync). One problem is that some messages might fall through the cracks, I think, if I grab and substitute:
NSDictionary *queueCopy = [self.queue copy];
// here the dictionary could get messages not in the queue copy!
self.queue = [NSMutableDictionary dictionary];
I realize that I could handle this by synchronizing with a lock, which is easy to screw up:
-(NSMutableDictionary *)messageQueue {
#synchronized(self) {
if (!messageQueue_)
self.messageQueue = [NSMutableDictionary dictionary];
return messageQueue_;
}
}
-(NSDictionary*)clearMessageQueueAndReturnCopy {
#synchronized(self) {
if (!messageQueue_)
return [NSDictionary dictionary];
NSDictionary *retVal = [messageQueue_ copy];
self.messageQueue = [NSMutableDictionary dictionary];
return retVal;
}
}
However, I'm not convinced that I'm even handling this in the correct way. How is throttling typically done (even outside of Obj-C)? I surely cannot process all those messages in the UI nor the program.
There are some well-established patterns for throttling streams of incoming data. This comes up a lot in finance, where you might have a data feed throwing 100K messages/sec at a system.
You employ a sliding window mechanism to discard redundant messages while ensuring that the client has the latest possible copy of the data. You set your window up over some time period (a few milliseconds) then set up a queue for each data stream (meaning a particular CC, midi note etc.) You start a global timer when the first message comes in. You send that message to the client immediately. If anything else comes in during the window you push it to its queue. The queue has just one entry - the latest value - so you overwrite the queued value with each subsequent update. When the timer ticks (the window is over) you send the latest message out to the client. Then, you send the next message out as soon as it comes in, start a new window and repeat. This gives a reasonable balance between swamping the client and avoiding aliasing of update intervals to the timer window. Aliasing is less of an issue with 1-2ms intervals so a cruder rigid timer approach might work for you.
The critical thing is ensuring that you have separate windows for each data stream. You can't risk overwriting or ignoring, say, a note off because a control change came in. One timer, one single-entry queue per Midi message number.

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