UIDocument autosave not working when calling updateChangeCount - ios

I have a custom subclass of UIDocument that I use to store the user's content for my app. I call -[UIDocument updateChangeCount:UIDocumentChangeDone] directly to track changes to the document. Saving and loading work fine, but the document never autosaves. Why would this be happening?

It turns out that the problem was that I wasn't calling -[UIDocument updateChangeCount:] from the main thread. Despite the fact that UIDocument isn't a UI element, it is still part of UIKit and so the usual caveats about always interacting with UIKit classes from the main thread still applies.
Wrapping the code in a dispatch to the main queue fixed the issue:
dispatch_async(dispatch_get_main_queue(), ^{
[doc updateChangeCount:UIDocumentChangeDone];
});

First, an update on Jayson's answer for Swift:
DispatchQueue.main.async {
doc.updateChangeCount(.done)
}
This works fine if you are just calling it in one or two places. However, if you have multiple calls, and a possibility of them being on background threads, then it may be beneficial to sub class UIDocument and override the updateChangeCount(:) function so that you enforce a main call. Otherwise, you become responsible for making the main call every time, which opens you up to a potential miss, leading to the document getting into the saveError state.
You would then have an override in your subclass like this:
override func updateChangeCount(_ change: UIDocumentChangeKind) {
DispatchQueue.main.async {
super.updateChangeCount(change)
}
}

Related

UI not updating (in Swift) during intensive function on main thread

I wondered if anyone could provide advice on how I can ‘force’ the UI to update during a particularly intensive function (on the main thread) in Swift.
To explain: I am trying to add an ‘import’ feature to my app, which would allow a user to import items from a backup file (could be anything from 1 - 1,000,000 records, say, depending on the size of their backup) which get saved to the app’s CodeData database. This function uses a ‘for in’ loop (to cycle through each record in the backup file), and with each ‘for’ in that loop, the function sends a message to a delegate (a ViewController) to update its UIProgressBar with the progress so the user can see the live progress on the screen. I would normally try to send this intensive function to a background thread, and separately update the UI on the main thread… but this isn't an option because creating those items in the CoreData context has to be done on the main thread (according to Swift’s errors/crashes when I initially tried to do it on a background thread), and I think this therefore is causing the UI to ‘freeze’ and not update live on screen.
A simplified version of the code would be:
class CoreDataManager {
var delegate: ProgressProtocol?
// (dummy) backup file array for purpose of this example, which could contain 100,000's of items
let backUp = [BackUpItem]()
// intensive function containing 'for in' loop
func processBackUpAndSaveData() {
let totalItems: Float = Float(backUp.count)
var step: Float = 0
for backUpItem in backUp {
// calculate Progress and tell delegate to update the UIProgressView
step += 1
let calculatedProgress = step / totalItems
delegate?.updateProgressBar(progress: calculatedProgress)
// Create the item in CoreData context (which must be done on main thread)
let savedItem = (context: context)
}
// loop is complete, so save the CoreData context
try! context.save()
}
}
// Meanwhile... in the delegate (ViewController) which updates the UIProgressView
class ViewController: UIViewController, ProgressProtocol {
let progressBar = UIProgressView()
// Delegate function which updates the progress bar
func updateProgressBar(progress: Float) {
// Print statement, which shows up correctly in the console during the intensive task
print("Progress being updated to \(progress)")
// Update to the progressBar is instructed, but isn't reflected on the simulator
progressBar.setProgress(progress, animated: false)
}
}
One important thing to note: the print statement in the above code runs fine / as expected, i.e. throughout the long ‘for in’ loop (which could take a minute or two), the console continuously shows all the print statements (showing the increasing progress values), so I know that the delegate ‘updateProgressBar’ function is definitely firing correctly, but the Progress Bar on the screen itself simply isn’t updating / doesn’t change… and I’m assuming it’s because the UI is frozen and hasn’t got ‘time’ (for want of a better word) to reflect the updated progress given the intensity of the main function running.
I am relatively new to coding, so apologies in advance if I ask for clarification on any responses as much of this is new to me. In case it is relevant, I am using Storyboards (as opposed to SwiftUI).
Just really looking for any advice / tips on whether there are any (relatively easy) routes to resolve this and essentially 'force' the UI to update during this intensive task.
You say "...Just really looking for any advice / tips on whether there are any (relatively easy) routes to resolve this and essentially 'force' the UI to update during this intensive task."
No. If you do time-consuming work synchronously on the main thread, you block the main thread, and UI updates will not take effect until your code returns.
You need to figure out how to run your code on a background thread. I haven't worked with CoreData in quite a while. I know it's possible to do CoreData queries on a background thread, but I no longer remember the details. That's what you're going to need to do.
As to your comment about print statements, that makes sense. The Xcode console is separate from your app's run loop, and is able to display output even if your code doesn't return. The app UI can't do that however.

How do I wait for an asynchronous call in Swift?

So I've recently come back to Swift & iOS after a hiatus and I've run into an issue with asynchronous execution. I'm using Giphy's iOS SDK to save myself a lot of work, but their documentation is pretty much nonexistent so I'm not sure what might be happening under the hood in their function that calls their API.
I'm calling my function containing the below code from the constructor of a static object (I don't think that's the problem as I've also tried calling it from a cellForItemAt method for a Collection View).
My issue is that my function is returning and execution continues before the API call is finished. I've tried utilizing DispatchQueue.main.async and removing Dispatch entirely, and DispatchGroups, to no avail. The one thing that worked was a semaphore, but I think I remember reading that it wasn't best practice?
Any tips would be great, I've been stuck on this for waaaaaay too long. Thanks so much in advance
GiphyCore.shared.gifByID(id) { (response, error) in
if let media = response?.data {
DispatchQueue.main.sync {
print(media)
ret = media
}
}
}
return ret
My issue is that my function is returning and execution continues before the API call is finished.
That's the whole point of asynchronous calls. A network call can take an arbitrary amount of time, so it kicks off the request in the background and tells you when it's finished.
Instead of returning a value from your code, take a callback parameter and call it when you know the Giphy call has finished. Or use a promise library. Or the delegate pattern.
The one thing that worked was a semaphore, but I think I remember reading that it wasn't best practice?
Don't do this. It will block your UI until the network call completes. Since you don't know how long that will take, your UI will be unresponsive for an unknown amount of time. Users will think your app has crashed on slow connections.
You could just add this inside a method and use a completion handler and therefore do you not need to wait for the response. You could do it like this:
func functionName(completion: #escaping (YOURDATATYPE) -> Void) {
GiphyCore.shared.gifByID(id) { (response, error) in
if let media = response?.data {
completion(media)
return
}
}
}
Call your method like this
functionName() { response in
DispatchQueue.main.async {
// UPDATE the UI here
}
}

Why would you need a DispatchQueue when showing Alerts on Swift?

I am new to Swift, and trying to examine a finished project. But there is something i couldn't understand.
After a network request is completed, the app show an alert under a condition.
func makeNetworkRequest() {
//newtork result...
DispatchQueue.main.async {
self.showAlert(versionMessage: "Error")
}
}
func showAlert(versionMessage: String) {
let alert = UIAlertView(title: "", message: versionMessage, delegate: self)
alert.show()
}
However, it is done with a DispatchQueue. Why would anyone need to use DispatchQueue in this situation.
It’s a conscious design decision from Apple’s side to not have UIKit
be thread-safe. Making it thread-safe wouldn’t buy you much in terms
of performance; it would in fact make many things slower. And the fact
that UIKit is tied to the main thread makes it very easy to write
concurrent programs and use UIKit. All you have to do is make sure
that calls into UIKit are always made on the main thread. So
according to this the fact that UIKit objects must be accessed on
the main thread is a design decision by apple to favor performance.
for more detailed information you can go through this article
https://www.objc.io/issues/2-concurrency/thread-safe-class-design/
In your case , You are showing alert from another thread so you have to write code under the MainThread so , you can get the main thread using below code
DispatchQueue.main.async {
// Your UI Updation here
}
Reason
In Cocoa Touch, the UIApplication i.e. the instance of your application is attached to the main thread because this thread is created by UIApplicatioMain(), the entry point function of Cocoa Touch. It sets up main event loop, including the application’s run loop, and begins processing events. Application's main event loop receives all the UI events i.e. touch, gestures etc.
You´ll for sure notice that the alert will lag if you don´t show the alert on the main thread, that´s because your UI code does always have to be done on your main thread.
So if you're on a background thread and want to execute code on the main thread, you need to call async(). That´s way you call DispatchQueue.main, which is the main thread.

Multi-threaded progress bar concurrency issue outside the main view controller

I've found so many solutions for progress bar update within the same thread and view controller, however they seemed to be not similar cases as mine.
In my application, the main view controller calls loadIntoCoreData()(implemented in class MyLoadingService) which asynchronously loads data into core data by another thread. This function has to continuously update the loading percentage (which is written in NSUserDefaults.standardUserDefaults()) to the main thread so that it could be shown on the progress bar in main view controller. I had ever used a while loop in MainViewController to continuously fetch the current percentage value, like below:
class MainViewController {
override func viewDidLoad() {
MyLoadingService.loadIntoCoreData() { result in
NSUserDefaults.standardUserDefaults().setBool(false, forKey: "isLoading")
// do something to update the view
}
self.performSelectorInBackground("updateLoadingProgress", withObject: nil)
}
func updatingLoadingProgress() {
let prefs = NSUserDefaults.standardUserDefaults()
prefs.setBool(true, forKey: "isLoading")
// here I use a while loop to listen to the progress value
while(prefs.boolForKey("isLoading")) {
// update progress bar on main thread
self.performSelectorOnMainThread("showLoadingProcess", withObject: nil, waitUntilDone: true)
}
prefs.setValue(Float(0), forKey: "loadingProcess")
}
func showLoadingProcess() {
let prefs = NSUserDefaults.standardUserDefaults()
if let percentage = prefs.valueForKey("loadingProcess") {
self.progressView.setProgress(percentage.floatValue, animated: true)
}
}
}
And in the class of function loadIntoCoreData:
class MyLoadingService {
let context = (UIApplication.sharedApplication()delegate as! AppDelegate).managedObjectContext!
func loadIntoCoreData(source: [MyModel]) {
var counter = 0
for s in source {
//load into core data using the class context
NSOperationQueue.mainQueue.addOperationWithBlock({
// updating the value of "loadingProcess" in NSUserDefaults.standardUserDefaults()
// and synchronize it on main queue
})
counter++
}
}
}
The above code can successfully run the progress bar, however it often encounter BAD_ACCESS or some other exceptions(like "Cannot update object that was never inserted") due to the conflicts on core data context (thought it seems that managedObjectContext isn't touched by the main thread). Therefore, instead of using a while loop listening on the main thread, I consider using NSOperationQueue.performSelectorOnMainThread to acknowledge the main thread after each entry. Therefore I put my view controller as an argument sender into loadCoreData and call performSelectorOnMainThread("updateProgressBar", withObject: sender, waitUntilDone: true) but failed with error "unrecognized selector sent to class 'XXXXXXXX'". So I would like to ask if is it possible to update an UI object between threads? Or, how to modify my previous solution so that the core data context conflicts could be solved? Any solutions are appreciated.
class MyLoadingService {
func loadIntoCoreData(sender: MainViewController, source: [MyModel]) {
var counter = 0
for s in source {
//load into core data using the class context
NSOperationQueue.mainQueue.addOperationWithBlock({
// updating the value of "loadingProcess" in NSUserDefaults.standardUserDefaults()
// and synchronize it on main queue
})
NSOperationQueue.performSelectorOnMainThread("updateProgressBar", withObject: sender, waitUntilDone: true)
counter++
}
}
func updateProgressBar(sender: MainViewController) {
sender.progressView.setProgress(percentage, animated: true)
}
}
class MainViewController {
override func viewDidLoad() {
MyLoadingService.loadIntoCoreData(self) { result in
// do something to update the view
}
}
}
First, you are abusing NSUserDefaults in horrible ways. The documentation describes it as this...
The NSUserDefaults class provides a programmatic interface for
interacting with the defaults system. The defaults system allows an
application to customize its behavior to match a user’s preferences.
For example, you can allow users to determine what units of
measurement your application displays or how often documents are
automatically saved. Applications record such preferences by assigning
values to a set of parameters in a user’s defaults database. The
parameters are referred to as defaults since they’re commonly used to
determine an application’s default state at startup or the way it acts
by default.
You are using it to store a global variable.
Furthermore, you are completely abusing the user's CPU in your loop where you continuously are checking the value in the user defaults, and clipping off a selector to the main thread. "Abuse of the CPU" doesn't even come close to describing what this code is doing.
You should use NSProgress for reporting progress. There is a WWDC 2015 presentation dedicated exclusively to using NSProgress.
On to your core data usage.
Unfortunately, since you intentionally redacted all of the core data code, it's impossible to say what is going wrong.
However, based on what I see, you are probably trying to use that managed object context from your app delegate (which is probably still created with the deprecated confinement policy) from a background thread, which is a cardinal sin of the highest order as far as core data is concerned.
If you want to import data as a long running operation, use a private context, and execute the operations in the background. Use NSProgress to communicate progress to anyone wanting to listen.
EDIT
Thanks for the advice on my core data context usage. I digged into all
the contexts in my code and re-organized the contexts inside, the
conflict problem does not happen anymore. As for NSProgress , it's a
pity that the WWDC presentation focus on the feature on iOS 9 (while
my app must compact on iOS 8 devices). However, even though I use
NSProgress, I should still tell the main thread how many data the core
data (on another thread) already has, right? How does the thread on
NSProgress know the loading progress on my core data thread? –
whitney13625
You can still use NSProgress for iOS8, then only real difference is that you can't explicitly add children, but the implicit way still works, and that video explains it as well.
You really should watch the whole video and forget about the iOS9 part, except to know that you must add children implicitly instead of explicitly.
Also, this pre-iOS9 blog post should clear up any questions you have about it.

iOS: Is [UIApplication schedulelocalnotification] and related local notification manipulating methods thread safe?

My App sometimes need to schedule almost 64 local notifications, which will block my main thread for almost 1 seconde on iPhone4.
I want to do this on a separated thread, is these local notification manipulating methods of UIApplcation thread safe?
dont think so as the docs dont explicitly state it and UIKit in general in large parts isnt thread safe
but it would be worth a try :D the main thread is only a dispatch_async away ;)
--- maybe it would be an option to schedule them individually and run the main loop in between
There are two things in play, thread safety and calling UIKit from background threads. Some UIKit code doesn’t like to be called from a background thread at all and will throw an exception if you attempt to do so (like setting a new content for a UITextView). In other words, there’s something like this in the code:
NSParameterAssert([NSThread isMainThread],
#"This method must be called from the main thread.");
Then comes the thread safety, ie. if the code can be called from a background thread, it might still be written in a way that may result in a bug when you do so:
- (void) doA {
for (id item in allItemsArray) {
// do something
}
}
- (void) doB {
[allItemsArray addObject:#"foo"];
}
Now if one thread calls -doA and another thread calls -doB in the meantime, your app would crash with an exception because you changed the allItemsArray while enumerating it.
So the first question is if the notification methods can be called on a background thread. I’d say they can. In that case you can simply schedule all your notification from a background queue:
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
for (int i=0; i<64; i++) {
// schedule notification
}
});
You don’t need to care about thread safety, unless there’s another part of your app scheduling other local notifications in the meantime. If there is, you can either create a separate queue to serialize all the notification calling code, or you have to be sure that the methods are thread-safe indeed (in which case I have no authoritative resource to offer).

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