The following code is an attempt to me better understand [NSURLConnection sendAsynchronousRequest:queue:completionHandler].
There are NSLog statements in the completionHandler block, but when I run this in main.m in XCode from a command line project, it never enters the completionHandler blocks. I've tried using the different queues, mainQueue and currentQueue but neither work.
My hunch is that the queue is being deallocated before the request is completed and that retain cycles are involved.
#import <Foundation/Foundation.h>
int main(int argc, const char * argv[]) {
#autoreleasepool {
NSCache *myCache = [[NSCache alloc] init];
NSArray *images = #[
#"http://i.stack.imgur.com/E66qr.png",
#"http://www.tiempoyquimera.com/wp-content/uploads/2010/01/Euro-Trash-Girl-2010.jpg",
#"http://1.bp.blogspot.com/-Mxd8AB2nbQY/UYCISJiQz3I/AAAAAAAAAH8/Tc43U8aa9dM/s1600/Tarantino10colhans_1460858i.jpg",
#"https://awestruckwanderer.files.wordpress.com/2014/02/alan-watts.png",
#"http://www.esalen.org/sites/default/files/photo_images/20120201_DELLIS__MG_9612_711.jpg"];
for (NSString *image in images){
NSURL *myURL = [NSURL URLWithString:image];
NSURLRequest *request = [[NSURLRequest alloc] initWithURL:myURL];
NSLog(#"Can handle request %#", #([NSURLConnection canHandleRequest:request]));
NSOperationQueue *queue = [[NSOperationQueue alloc]init];
[NSURLConnection sendAsynchronousRequest:request
queue:[NSOperationQueue mainQueue]
completionHandler:^(NSURLResponse *response, NSData *data, NSError *error) {
NSLog(#"In the completion handler");
if (!error)
{
// save data to cache with url as key
NSLog(#"Image Added to Cache");
[myCache setObject:data
forKey:myURL];
} else
{
NSLog(#"Image Not Added to Cache");
}
}];
}
}
return 0;
}
My hunch is that the queue is being deallocated before the request is completed and that retain cycles are involved
Not quite. Retain cycles are not involved. Persistence is involved. You are doing this in a main function. It exits immediately - the asynchronous stuff (the networking and the subsequent callback) is asynchronous, so it would come later, if we had any persistence. But we don't. main exits, and that means that the whole darned program is torn down, kaboom, before there is any opportunity to do any networking, let alone call back into the completion handler after the networking.
Now contrast this with how things happen in real life. In a real iOS app, main does not exit, because it calls UIApplicationMain, which loops until the app is terminated.
int main(int argc, char *argv[])
{
#autoreleasepool {
return UIApplicationMain(argc, argv, nil,
NSStringFromClass([AppDelegate class]));
}
}
In that code, UIApplicationMain just keeps running until it is aborted or otherwise terminated. Meanwhile, classes and instance have sprung to life, and they persist, because UIApplicationMain does not stop. For example:
#implementation MyViewController
- (void) someMethod {
// ...
[NSURLConnection sendAsynchronousRequest:request
queue:[NSOperationQueue mainQueue]
completionHandler:^(NSURLResponse *response, NSData *data, NSError *error) {
// ...
}
}
#end
Now, in one sense, exactly the same thing happens: someMethod exits immediately. But our program overall is still running! UIApplicationMain has a run loop and that run loop is still cycling. Thus, things live on, and so now the asynchronous material can happen - we can network and then call the callback.
Related
I am working with an app which is todo list organizer, where user adds notes. I am using coredata DB to store the notes. As I am providing sync feature, I am parsing JSON data to server, and also getting JSON data from server.
I am using NSURLConnection API and its delegate functions
- (void)pushData
{
loop through the notes array and send notes 1 by one
[[request setValue:#"application/json;charset=utf-8" forHTTPHeaderField:#"Content-Type"];
[request setHTTPMethod:#"POST"];
[request setHTTPBody:jsonData];
m_dataPush = [[NSURLConnection alloc] initWithRequest:request delegate:self startImmediately:YES];
[m_dataPush start];
}
- (void)connectionDidFinishLoading:(NSURLConnection *)connection
{
Process response from server, save to core DB
and again pushData if any modified and again process the response
}
I call this API, on appEnterBackground and appBecomeActive, because, I want the data to updated on multiple devices.
The problems, which I am facing is that
1) When the notes are more, app is getting stuck, when we exit and open the app and start adding notes.
2) I tried using GCD, but then my NSURLConnection doesnot send me any response
Regards
Ranjit
Ranjit: Based on your comments in the different responses, I suspect you are sending the 1st request from the main thread. When you receive the 1st response, you process it in the background, and then send the 2nd request also from the background. The subsequent requests should be sent from the main thread
[self performSelectorOnMainThread:#selector(myMethodToOpenConnection:)
withObject:myObject
waitUntilDone:NO];
otherwise the thread exits before the delegate is called
You can use NSOperation Queue with NSURLConnection like this
//allocate a new operation queue
NSOperationQueue *queue = [[NSOperationQueue alloc] init];
//Loads the data for a URL request and executes a handler block on an
//operation queue when the request completes or fails.
[NSURLConnection
sendAsynchronousRequest:urlRequest
queue:queue
completionHandler:^(NSURLResponse *response,
NSData *data,
NSError *error) {
if ([data length] >0 && error == nil){
//process the JSON response
//use the main queue so that we can interact with the screen
NSString *myData = [[NSString alloc] initWithData:data
encoding:NSUTF8StringEncoding];
NSLog(#"JSON data = %#", myData);
NSDictionary *myDict = [myData JSONValue];
}
}];
it will do all the processing in the background.
NSURLConnection provides a convenience method called sendAsynchronousRequest: completionHandler: that does the GCD work for you. You can tell it to run the completion handler on the main thread.
Using it, your code would get simpler as follows:
// place a declaration in your .h to make it public
- (void)pushDataWithCompletion:(void (^)(BOOL, NSError*))completion;
- (void)pushDataWithCompletion:(void (^)(BOOL, NSError*))completion
{
// setup your connection request...
[[request setValue:#"application/json;charset=utf-8" forHTTPHeaderField:#"Content-Type"];
[request setHTTPMethod:#"POST"];
[request setHTTPBody:jsonData];
[NSURLConnection sendAsynchronousRequest:request queue:[NSOperationQueue mainQueue] completionHandler:^(NSURLResponse *response, NSData *data, NSError *error) {
// whatever you do on the connectionDidFinishLoading
// delegate can be moved here
if (!error) {
// did finish logic here, then tell the caller you are done with success
completion(YES, nil);
} else {
// otherwise, you are done with an error
completion(NO, error);
}
}];
}
Exactly what you pass back in the block depends on what the callers care about. It's common to make some aspect of the data you collected one of the block params.
EDIT - I left out the pointer notation (*) after NSError above.
Also, say you have an array of objects that needs to be processed by the server. This method is good for one call. To handle several, lets give it a parameter. Say that each note is an NSString *;
- (void)pushNote:(NSString *)note withCompletion:(void (^)(BOOL, NSError*))completion {
// Code is the same except it forms the request body using the note parameter.
}
If the real task is to do work for several notes, you need a method that calls this one repeatedly, then tells its caller that its done.
- (void)pushNotes:(NSArray *)notes withCompletion:(void (^)(BOOL, NSError*))completion {
// if there are no more notes, we are done
if (!notes.count) return completion(YES, nil);
NSString *nextNote = notes[0];
NSArray *remainingNotes = [notes subarrayWithRange:NSMakeRange(1, notes.count-1)];
[self pushNote:nextNote withCompletion:^(BOOL success, NSError*error) {
// if success, do the rest, or else stop and tell the caller
if (success) {
[self pushNotes:remainingNotes withCompletion:completion];
} else {
completion(NO, error);
}
}];
}
I want to display an image on the screen which I take from the internet. I have used
NSURLConnection to create an asynchronous call to take the data and, in the response block, I called the code to assign it to an UIImage object.
My question is why do I need to call sleep(1) after the block execution? If i'm not calling it, then my image is not drawn on the screen. Is it another, more elegant way to achive this?
-(void)loadImage:(NSString *)url
{
NSURL *imageURL = [NSURL URLWithString:url];
NSOperationQueue *queue = [[NSOperationQueue alloc]init];
NSURLRequest *imageRequest = [NSURLRequest requestWithURL:imageURL cachePolicy:NSURLRequestReloadIgnoringLocalAndRemoteCacheData timeoutInterval:5.0f];
[NSURLConnection sendAsynchronousRequest:imageRequest queue:queue completionHandler:^(NSURLResponse *response, NSData *data, NSError *connectionError) {
if(!connectionError) {
if(data) {
//there goes the main thingy
self.myView.wallpaperImage = [UIImage imageWithData:data];
[self.myView setNeedsDisplay];
} else {
NSLog(#"No data found at url:%#",url);
}
} else {
NSLog(#"Could not connect to %#",url);
}
}];
sleep(1);
}
This:
self.myView.wallpaperImage = [UIImage imageWithData:data];
[self.myView setNeedsDisplay];
Is happening on the thread managed by the NSOperationQueue passed to sendAsynchronousRequest. Those methods need to be called from the main thread.
Your sleep may be causing the main thread's runloop to iterate, after which those calls appear to have worked.
To fix this, and to avoid a whole bunch of other problems your current approach will have, do this:
[NSURLConnection sendAsynchronousRequest:imageRequest queue:queue completionHandler:^(NSURLResponse *response, NSData *data, NSError *connectionError) {
if([data length] > 0) {
//there goes the main thingy
[[NSOperationQueue mainQueue] addOperationWithBlock:^{
self.myView.wallpaperImage = [UIImage imageWithData:data];
[self.myView setNeedsDisplay];
}];
} else {
// Perform your error handling here.
}
}];
This will use [NSOperationQueue mainQueue] to perform those UIKit calls from the main queue - not libdispatch. libdispatch is a low level interface, it is a recommended best practice to always prefer the higher level interface - in this case, NSOperationQueue. UIKit is only safe when called from the main thread (or queue).
It also changes your error handling behavior to follow the best practices for the platform - check the result of your call (in this case, data) and THEN process any error returned.
Your code is actually a good example of why blocks retain captured objects (in this case self). If there was no retain cycle here, ARC could destroy queue as soon as it goes out of scope, and the block would never execute. Instead, because of the retain cycle, the queue stays around until the block has executed.
I would like to receive some data to the server in an asynchronous way and avoiding to overload the App UI performance. Hence would like to send tasks to the secondary queue and not the main one.
This is my current solution which uses the "main queue" ([NSOperationQueue mainQueue] which I understand slows down the performance):
-(NSDictionary*) fetchURL:(NSString*)url
{
NSURLRequest *request = [[NSURLRequest alloc] initWithURL:[NSURL URLWithString:kCONTACTSINFOURL]];
__block BOOL hasError = FALSE;
__block NSDictionary *json;
[NSURLConnection sendAsynchronousRequest:request
queue:[NSOperationQueue mainQueue]
completionHandler:^(NSURLResponse *response, NSData *data, NSError *connectionError)
{
//Verify type of connection error
json = [NSJSONSerialization JSONObjectWithData:data
options:0
error:nil];
NSLog(#"Async JSON: %#", json);
}];
if (hasError) {
[[NSOperationQueue mainQueue] suspend];
return nil;
}
return json;
}
In order to use the secondary queue, and avoid overloading the UI and App performance, is it ok to allocate a shared NSOperationQueue and refer to that? Or is there some other "better" class or method to achieve this?
This would be my improved solution using a secondary NSOperationQueue:
Creating a secondary queue:
NSOperationQueue* otherQueue = [NSOperationQueue init];
Using the other (secondary) queue:
....
[NSURLConnection sendAsynchronousRequest:request
queue:otherQueue
completionHandler:^(NSURLResponse *response, NSData *data, NSError *connectionError)
....
}
Is this correct? Or is there any other way to deal with this?
... following on from the comments...
The NSURLConnection method
[NSURLConnection sendAsynchronousRequest:queue:completionHandler:]
allows you to specify the queue that the completion handler will be called on when the connection is complete. If you suspend this queue you will not stop the requests being sent, you will just stop getting callbacks when they are done. You may want to think about doing this slightly differently...
NSOperation is great, but I tend to prefer going straight for GCD (NSOperation is just a nice obj-c wrapper on the top) if you are hard-set on using NSOperations let me know and i'll add some advice for that.
I assume that you have some kind of manager class that handles all of your server communication? If not, I would recommend that you do, and have it as a singleton.
# interface ChatManager : NSObject
+ (ChatManager *)sharedManager;
#end
#implementation ChatManager {
dispatch_queue_t fetchQueue;
dispatch_queue_t postQueue;
}
+ (ChatManager *)sharedManager {
// This is just the standard apple pattern for creating a singleton
static SCAddressBookManager *sharedManager = nil;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
sharedManager = [[SCAddressBookManager alloc] init];
});
return sharedManager;
}
- (id)init {
self = [super init];
if (self) {
// Create a dispatch queue that will run requests one after another, you could make this concurrent but that may cause messages to be lost when you suspend
fetchQueue = dispatch_queue_create("fetch_queue", DISPATCH_QUEUE_SERIAL);
postQueue = dispatch_queue_create("post_queue", DISPATCH_QUEUE_SERIAL);
}
}
- (NSDictionary *)fetchURL:(NSURL *)url {
// In here we will dispatch to our queue and so that the
dispatch_async(fetchQueue, ^{
NSURLRequest = // create your request
NSURLResponse *response = nil;
NSError *error = nil;
NSData *data = [NSURLConnection sendSynchronousRequest:request returningResponse:&response error:&error];
// Check for error
if (error) dispatch_suspend(fetchQueue); // this suspends the queue that is making the calls to the server, so will stop attempting to send messages when you have an error - you should start pinging to see when you come back online here too, and then use dispatch_resume(fetchQueue) to get it going again!
else {
json = [NSJSONSerialization JSONObjectWithData:data options:0 error:nil];
NSLog(#"Async JSON: %#", json);
return json; // ??
}
});
}
- (NSDictionary *)postURL:(NSURL *)url data:(NSData *)bodyData {
// In here we will dispatch to our queue and so that the
dispatch_async(postQueue, ^{
/*
Make your post request.
*/
// Check for error
if (error) dispatch_suspend(postQueue);
else {
json = [NSJSONSerialization JSONObjectWithData:data options:0 error:nil];
NSLog(#"Async JSON: %#", json);
return json; // ??
}
});
}
#end
You may also need to use
dispatch_sync(dispatch_get_main_queue(), ^{
// Do stuff on the main thread here
};
if you need to make delegate style callbacks to the main thread!
This is a basic idea on how I would have things setup to try and achieve what you are going for... feel free to let me know if any of this doesn't make sense to you..?
As a side note, I have assumed that for whatever reason you need to have a simple http interface for your server. The much better approach would be to have a persistent socket open between the app and your server, and then you can push data up and down at will. A socket with a heartbeat would also let you know when your connection has gone down. Not sure if maybe you would like me to elaborate on this option some more...
I have a block to use as a completionHandler for an NSURLConnection asynchronous request whose main job is to spawn a new asynchronous request using the same block for the new requests completion handler. I am doing this because it effectively solves another problem which is to line up a sequence of asynchronous calls and have them fired off in the background. This is working marvelously for us, but we have a warning I am concerned about. Namely, XCode thinks I have a retain cycle. Perhaps I do, I don't know. I've been trying to learn about blocks over the last couple hours but I haven't found an explanation for recursive uses like mine. The warning states `Block will be retained by the captured object'.
My best guess so far is that a retain cycle is exactly what we want, and that to clear when we are done, we just nillify the block variable, which I'm doing. It doesn't get rid of the error, but I don't mind as long as I'm not leaking memory or doing some black magic I'm not aware of. Can anyone address this? Am I handling it right? If not, what should I be doing?
void (^ __block handler)(NSURLResponse *, NSData *, NSError*);
handler = ^(NSURLResponse *response, NSData *data, NSError *error)
{
[dataArray addObject:data];
if (++currentRequestIndex < [requestsArray count])
{
if (error)
{
[delegate requestsProcessWithIdentifier:_identifier processStoppedOnRequestNumber:currentRequestIndex-1 withError:error];
return;
}
[delegate requestsProcessWithIdentifier:_identifier completedRequestNumber:currentRequestIndex-1]; // completed previous request
[NSURLConnection sendAsynchronousRequest:[requestsArray objectAtIndex:currentRequestIndex]
queue:[NSOperationQueue mainQueue]
completionHandler:handler]; // HERE IS THE WARNING
}
else
{
[delegate requestsProcessWithIdentifier:_identifier completedWithData:dataArray];
handler = nil;
}
};
[NSURLConnection sendAsynchronousRequest:[requestsArray objectAtIndex:0]
queue:[NSOperationQueue mainQueue]
completionHandler:handler];
Try to store your handler block into an instance variable of your view controller (or whatever class you're in).
Assuming that you declare an instance variable named _hander:
{
void (^_handler)(NSURLResponse *, NSData *, NSError*);
}
Change your code to:
__weak __typeof(&*self)weakSelf = self;
_handler = ^(NSURLResponse *response, NSData *data, NSError *error)
{
[dataArray addObject:data];
if (++currentRequestIndex < [requestsArray count])
{
if (error)
{
[delegate requestsProcessWithIdentifier:_identifier processStoppedOnRequestNumber:currentRequestIndex-1 withError:error];
return;
}
[delegate requestsProcessWithIdentifier:_identifier completedRequestNumber:currentRequestIndex-1]; // completed previous request
__strong __typeof(&*self)strongSelf = weakSelf;
[NSURLConnection sendAsynchronousRequest:[requestsArray objectAtIndex:currentRequestIndex]
queue:[NSOperationQueue mainQueue]
completionHandler:strongSelf->_handler];
}
else
{
[delegate requestsProcessWithIdentifier:_identifier completedWithData:dataArray];
}
};
[NSURLConnection sendAsynchronousRequest:[requestsArray objectAtIndex:0]
queue:[NSOperationQueue mainQueue]
completionHandler:_handler];
void (^handler)(NSURLResponse *, NSData *, NSError*);
typeof(handler) __block __weak weakHandler;
weakHandler = handler = ^(NSURLResponse *response, NSData *data, NSError *error)
{
[dataArray addObject:data];
if (++currentRequestIndex < [requestsArray count])
{
if (error)
{
[delegate requestsProcessWithIdentifier:_identifier processStoppedOnRequestNumber:currentRequestIndex-1 withError:error];
return;
}
[delegate requestsProcessWithIdentifier:_identifier completedRequestNumber:currentRequestIndex-1]; // completed previous request
[NSURLConnection sendAsynchronousRequest:[requestsArray objectAtIndex:currentRequestIndex]
queue:[NSOperationQueue mainQueue]
completionHandler:weakHandler]; // HERE IS THE WARNING
}
else
{
[delegate requestsProcessWithIdentifier:_identifier completedWithData:dataArray];
}
};
I am doing a lot of URL requests (about 60 small images) and I have started to do them Asynchronously. My code adds another image (little downloading thing) and then sets a Request going.
When the request is done I want "data" to be put in the location which was originally added for it, however, I can not see how to pass "imageLocation" to the block for it to store the image in the correct location.
I have replaced the 3rd line with below which seems to work but I am not 100% it is correct (it is very hard to tell as the images are nearly identical). I am also thinking that it is possible to pass "imageLocation" at the point where the block is declared.
Can any confirm any of this?
__block int imageLocation = [allImages count] - 1;
// Add another image to MArray
[allImages addObject:[UIImage imageNamed:#"downloading.png"]];
imageLocation = [allImages count] - 1;
NSMutableURLRequest *request = [NSMutableURLRequest requestWithURL:[NSURL URLWithString:urlString]];
[request setTimeoutInterval: 10.0];
[NSURLConnection sendAsynchronousRequest:request
queue:[NSOperationQueue currentQueue]
completionHandler:^(NSURLResponse *response, NSData *data, NSError *error) {
if (data != nil && error == nil)
{
//All Worked
[allImages replaceObjectAtIndex:imageLocation withObject:[UIImage imageWithData:data]];
}
else
{
// There was an error, alert the user
[allImages replaceObjectAtIndex:imageLocation withObject:[UIImage imageNamed:#"error.png"]];
}];
Dealing with asynchronous methods is a pain ;)
In your case its guaranteed that the completion block will execute on the specified queue. However, you need to ensure that the queue has a max concurrent operations count of 1, otherwise concurrent access to shared resources is not safe. That's a classic race http://en.wikipedia.org/wiki/Race_condition. The max concurrent operations of a NSOperationQueue can be set with a property.
In general, completion handlers may execute on any thread, unless otherwise specified.
Dealing with asynchronous methods gets a lot easier when using a concept called "Promises" http://en.wikipedia.org/wiki/Promise_(programming). Basically, "Promises" represent a result that will be evaluated in the future - nonetheless the promise itself is immediately available. Similar concepts are named "futures" or "deferred".
There is an implementation of a promise in Objective-C on GitHub: RXPromise. When using it you also get safe access from within the handler blocks to shared resources. An implementation would look as follows:
-(RXPromise*) fetchImageFromURL:(NSString*)urlString queue:(NSOperationQueue*) queue
{
#autoreleasepool {
RXPromise* promise = [[RXPromise alloc] init];
NSMutableURLRequest *request = [NSMutableURLRequest requestWithURL:[NSURL URLWithString:urlString]];
[NSURLConnection sendAsynchronousRequest:request
queue:queue
completionHandler:^(NSURLResponse *response, NSData *data, NSError *error) {
if (data != nil) {
[promise fulfillWithValue:data];
}
else { // There was an error
[promise rejectWithReason:error];
};
}];
return promise;
}
}
Then call it:
- (void) fetchImages {
...
for (NSUInteger index = 0; index < N; ++index)
{
NSString* urlString = ...
[self fetchImageFromURL:urlString, self.queue]
.then(^id(id data){
[self.allImages replaceObjectAtIndex:index withObject:[UIImage imageWithData:data]];
return #"OK";
},
^id(NSError* error) {
[self.allImages replaceObjectAtIndex:index withObject:[UIImage imageNamed:#"error.png"]];
return error;
});
}
}
A couple of thoughts:
If you want to download 60 images, I would not advise using a serial queue for the download (e.g. do not use an operation queue with maxConcurrentOperationCount of 1), but rather use a concurrent queue. You will want to synchronize the updates to make sure your code is thread-safe (and this is easily done by dispatching the updates to a serial queue, such as the main queue, for that final update of the model), but I wouldn't suggest using a serial queue for the download itself, as that will be much slower.
If you want to use the NSURLConnection convenience methods, I'd suggest something like the following concurrent operation request approach (where, because it's on a background queue, I'm using sendSynchronousRequest rather than sendAsynchronousRequest), where I'll assume you have an NSArray, imageURLs, of NSURL objects for the URLs of your images:
NSOperationQueue *queue = [[NSOperationQueue alloc] init];
queue.maxConcurrentOperationCount = 4;
CFAbsoluteTime start = CFAbsoluteTimeGetCurrent();
NSOperation *completionOperation = [NSBlockOperation blockOperationWithBlock:^{
NSLog(#"all done %.1f", CFAbsoluteTimeGetCurrent() - start);
NSLog(#"allImages=%#", self.allImages);
}];
[imageURLs enumerateObjectsUsingBlock:^(NSURL *url, NSUInteger idx, BOOL *stop) {
NSOperation *operation = [NSBlockOperation blockOperationWithBlock:^{
NSURLResponse *response = nil;
NSError *error = nil;
NSData *data = [NSURLConnection sendSynchronousRequest:[NSURLRequest requestWithURL:url] returningResponse:&response error:&error];
if (!data) {
NSLog(#"%s sendSynchronousRequest error: %#", __FUNCTION__, error);
} else {
UIImage *image = [UIImage imageWithData:data];
if (image) {
dispatch_sync(dispatch_get_main_queue(), ^{
[self.allImages replaceObjectAtIndex:idx withObject:image];
});
}
}
}];
[queue addOperation:operation];
[completionOperation addDependency:operation];
}];
[[NSOperationQueue mainQueue] addOperation:completionOperation];
A couple of asides: First, I'm using an operation queue rather than a GCD concurrent queue, because it's important to be able to constrain the degree on concurrency. Second, I've added a completion operation, because I assume it would be useful to know when all the downloads are done, but if you don't need that, the code is obviously simper. Third, that benchmarking code using CFAbsoluteTime is unnecessary, but useful solely for diagnostic purposes if you want to compare the performance using a maxConcurrentOperationCount of 4 versus 1.
Better than using the NSURLConnection convenience methods, above, you might want to use a NSOperation-based network request. You can write your own, or better, use a proven solution, like AFNetworking. That might look like:
CFAbsoluteTime start = CFAbsoluteTimeGetCurrent();
NSOperation *completionOperation = [NSBlockOperation blockOperationWithBlock:^{
NSLog(#"all done %.1f", CFAbsoluteTimeGetCurrent() - start);
NSLog(#"allImages=%#", self.allImages);
}];
AFHTTPRequestOperationManager *manager = [AFHTTPRequestOperationManager manager];
manager.responseSerializer = [AFImageResponseSerializer serializer];
manager.operationQueue.maxConcurrentOperationCount = 4;
[imageURLs enumerateObjectsUsingBlock:^(NSURL *url, NSUInteger idx, BOOL *stop) {
NSOperation *operation = [manager GET:[url absoluteString] parameters:nil success:^(AFHTTPRequestOperation *operation, id responseObject) {
[self.allImages replaceObjectAtIndex:idx withObject:responseObject];
} failure:^(AFHTTPRequestOperation *operation, NSError *error) {
NSLog(#"%s image request error: %#", __FUNCTION__, error);
}];
[completionOperation addDependency:operation];
}];
[[NSOperationQueue mainQueue] addOperation:completionOperation];
Because AFNetworking dispatches those completion blocks back to the main queue, that solves the synchronization issues, while still enjoying the concurrent network requests.
But the main take-home message here is that an NSOperation-based network request (or at least one that uses NSURLConnectionDataDelegatemethods) opens additional opportunities (e.g. you can cancel all of those network requests if you have to, you can get progress updates, etc.).
Frankly, having walked through two solutions that illustrate how to download the images efficiently up-front, I feel compelled to point out that this is an inherently inefficient process. I might suggest a "lazy" image loading process, that requests the images asynchronously as they're needed, in a just-in-time (a.k.a. "lazy") manner. The easiest solution for this is to use a UIImageView category, such as provided by AFNetworking or SDWebImage. (I'd use AFNetworking's if you're using AFNetworking already for other purposes, but I think that SDWebImage's UIImageView category is a little stronger.) These not only seamlessly load the images asynchronously, but offer a host of other advantages such as cacheing, more efficient memory usage, etc. And, it's as simple as:
[imageView setImageWithURL:url placeholder:[UIImage imageNamed:#"placeholder"]];
Just a few thoughts on efficiently performing network requests. I hope that helps.