Read data from NSOperation subclass to multiple viewcontrollers - ios

I will explain scenario.
I have a NSOperation subclass. In this class , I am reading data from multiple bluetooth devices.
I am creating an object of NSOperation class in ViewController A and get data using delegate methods in NSoperation subclass.
Now, I want to read data from Viewcontroller B without creating an object of NSoperation.
Please check my NSOperation Subclass
NOPerationSubclass.h
`
#protocol NOPerationSubclassDelegate`;
#interface NOPerationSubclass : NSOperation{
BOOL executing;
BOOL finished;
}
#property id<NOPerationSubclassDelegate> delegate;
- (id)initWithConnectDevice:(ConnectDevice *)cDevice toPeripheral:(CBPeripheral *)peripheral;
#end
#protocol NOPerationSubclassDelegate
-(void)updateUIFromOperation:(NOPerationSubclass *)operation;
#end
NOPerationSubclass.m
- (id)initWithConnectDevice:(ConnectDevice *)cDevice toPeripheral:(CBPeripheral *)peripheral{
if (self = [super init]) {
executing = NO;
finished = NO;
self.connectDevice = cDevice;
[self.connectDevice setDelegate:self];
self.connectedPeripheral = peripheral;
dataDic = [[NSMutableDictionary alloc] init];
}
return self;
}
-(BOOL)isConcurrent{
return YES;
}
- (BOOL)isExecuting {
return executing;
}
- (BOOL)isFinished {
return finished;
}
-(void) terminateOperation {
[self willChangeValueForKey:#"isFinished"];
[self willChangeValueForKey:#"isExecuting"];
finished = YES;
executing = NO;
[self didChangeValueForKey:#"isExecuting"];
[self didChangeValueForKey:#"isFinished"];
}
- (void)start {
#autoreleasepool {
if (self.isCancelled){
[self willChangeValueForKey:#"isFinished"];
finished = YES;
[self didChangeValueForKey:#"isFinished"];
return;
}
timer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(timerFired:) userInfo:nil repeats:YES];
[[NSRunLoop currentRunLoop] run];
}
-(void)timerFired:(id)sender{
if (self.isCancelled){
[self willChangeValueForKey:#"isFinished"];
finished = YES;
[self didChangeValueForKey:#"isFinished"];
return;
}
[connectDevice calldiscoverServicesForPeripheral:connectedPeripheral];
}
-(void)getDataFromPeripheral:(CBPeripheral *)peripheral Data:(NSString *)data{
[dataDic setValue:[peripheral.identifier UUIDString] forKey:#"identifier"];
[dataDic setValue:data forKey:#"data"];
[[[AppDelegate app] devicesDataArray] addObject:dataDic];
[(NSObject *)self.delegate performSelectorOnMainThread:#selector(updateUIFromOperation:) withObject:dataDic waitUntilDone:NO];
NSLog(#"PERIPHERAL DATA::+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++%#",peripheral.name);
}
And, I am calling this NSOpeartion class from ViewController A like this
NOPerationSubclass *queue = [[NOPerationSubclass alloc] initWithConnectDevice:connectDevices toPeripheral:peripheral];
queue.delegate = self;
[[[AppDelegate app] mainOperationQueue] addOperation:queue];

You can use a shared instance class, this is what I always do:
Database.h
#import <Foundation/Foundation.h>
#interface Database : NSObject
#property (nonatomic, readonly) NSArray* myTable;
+(Database*) sharedInstance;
#end
Database.m
#import "Database.h"
#implementation Database
Database* _db = nil;
+(Database*) sharedInstance {
if (!_db)
_db = [[Database alloc] init];
return _db;
}
-(id) init {
self = [super init];
// Do loading here
return self;
}
#end
Then whenever you want to access the data:
[Database sharedInstance].myTable;

Related

Why is NSOperation::completionBlock called too soon?

I have a very simple asynchronous operation
#interface IDBWebpValidationOperation()
#property BOOL executing;
#property BOOL finished;
#end
#implementation IDBWebpValidationOperation
#synthesize executing;
#synthesize finished;
- (instancetype)init
{
self = [super init];
if (self) {
self.completionBlock = ^{
NSDLog(#"webp validation has finished");
};
}
return self;
}
- (void)main
{
IDBAssert0(self.bestCapture.webpCandidate);
self.finished = NO;
if(self.postProcessingValidator) {
self.executing = YES;
// this starts async operation, see callback below
self.postProcessingValidator(self.bestCapture.webpCandidate);
}else{
IDBAssert0(0);
// self.bestCapture.jpegNSData = self.bestCapture.webpCandidate;
IDBAssert0(self.bestCapture.jpegNSData);
self.executing = NO;
self.finished = YES;
}
}
- (void)scanningViewController: (UIViewController<PPScanningViewController>*)scanningViewController
didOutputResults:(NSArray*)results
{
if([results count]>0) {
self.bestCapture.jpegNSData = self.bestCapture.webpCandidate;
IDBAssert0(self.bestCapture.jpegNSData);
}else{
IDBAssert0(self.microblinkFailureHandler);
self.microblinkFailureHandler();
}
IDBAssert0(!self.finished);
self.executing = NO;
self.finished = YES;
}
-(BOOL)isAsynchronous
{
return YES; //Default is NO so overriding it to return YES;
}
Here I have synthesized two atomic properties executing & finished
to avoid lots of (in my opinion dumb & extraneous) code swift would force you to do for KVO and the synthesided atomic properties would get me out of the box
(I think).
The issue is completionBlock is called before scanningViewController:
callback is invoked. Why?????
This is on ios 9.3.x in case this matters

Send command and wait for reply - Wait for delegate in Obj-C

My goal is to achieve synchronized communication to custom Device i.e. next command can be send only when reply is received. Now I'm doing it in this way
Device class implements DeviceDelegate protocol
//Device.h
#class Device;
#protocol DeviceDelegate <NSObject>
- (void)didReciveReplyWithData:(NSData *)data;
#end
#interface Device : NSObject {}
In DeviceViewController implementation:
#interface DeviceViewController()
{
BOOL waitingForReply = false;
}
#end
#implementation DeviceViewController
- (void)sendCommandWithData:(NSData *)data
{
if ( waitingForReply == false)
{
//send command code
waitingForReply = true;
}
}
- (void)didReciveReplyWithData:(NSData *)data
{
//code
waitingForReply = false;
}
#end
but I wish to do it in more elegant way i.e. by using GCD (semaphores?) with blocks (completionHandler?). Any ideas?
PS. Sorry, but I forgot to mention: all commands sended to device while
waitingForReply = true
should be ignored!!!.
Possibly the best approach here would be to create a queue of commands with NSOperationQueue.
Since, presumably, the communication with the device is asynchronous you will have to subclass NSOperation to encapsulate the communication.
#interface DeviceCommandOperation : NSOperation <DeviceDelegate>
#property (nonatomic, assign) BOOL waitingForReply;
#property (nonatomic, copy) NSData *dataToSend;
#property (nonatomic, copy) NSData *dataReceived;
#end
#implementation DeviceCommandOperation
- (instancetype)initWithData:(NSData *)dataToSend
{
self = [super init];
if (self)
{
_dataToSend = [dataToSend copy];
}
return self;
}
- (void)setWaitingForReply:(BOOL)waitingForReply
{
if (_waitingForReply != waitingForReply)
{
[self willChangeValueForKey:#"isExecuting"];
[self willChangeValueForKey:#"isFinished"];
_waitingForReply = waitingForReply;
[self didChangeValueForKey:#"isExecuting"];
[self didChangeValueForKey:#"isFinished"];
}
}
- (void)start
{
self.waitingForReply = YES;
// Simulate sending a command and waiting for response.
// You will need to replace this with your actual communication mechanism.
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(0.5 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
// In reality this call would presumably come from the Device
[self didReceiveReplyWithData:someData];
});
}
- (void)didReceiveReplyWithData:(NSData *)data
{
self.dataReceived = data;
self.waitingForReply = NO;
}
#pragma mark - NSOperation
- (BOOL)isAsynchronous
{
return YES;
}
- (BOOL)isExecuting
{
return _waitingForReply;
}
- (BOOL)isFinished
{
return !_waitingForReply;
}
#end
This operation could then be used from your DeviceViewController (it would probably be better architecturally to have this responsibility elsewhere but that's not the topic of this question).
#interface DeviceViewController ()
#property (nonatomic, strong) NSOperationQueue *operationQueue;
#end
#implementation DeviceViewController
- (NSOperationQueue *)operationQueue
{
if (_operationQueue == nil)
{
_operationQueue = [[NSOperationQueue alloc] init];
}
return _operationQueue;
}
- (void)sendNextCommand
{
NSData *data = // Get data for the next command
[self sendCommandWithData:data];
}
- (void)sendCommandWithData:(NSData *)data
{
NSLog(#"Queueing operation");
DeviceCommandOperation *operation = [[DeviceCommandOperation alloc] initWithData:data];
// The operation's completionBlock gets called on a background queue
[operation setCompletionBlock:^{
NSLog(#"DeviceCommandOperation completed");
// Process operation.dataReceived
[self sendNextCommand];
}];
[self.operationQueue addOperation:operation];
}
#end
This approach will allow you to determine what (if any) command to send next, based on the reply to the previous command.
If you know all of the "commands" you will want to send initially and don't need finer grained control you could create instances of DeviceCommandOperation for each command, set the queue's maxConcurrentOperationCount to 1, and add each DeviceCommandOperation to the queue (in the order you want them to be processed).

Use of delegates in NSOperation

I am trying to make use of CLLocationManager in an NSOperation. As part of this I require the ability to startUpdatingLocation then wait until a CLLocation is received before completing the operation.
At present I have done the following, however the delegate method never seems to be called. Please can someone advise what the issue is?
- (void)main
{
#autoreleasepool {
if (self.isCancelled)
return;
// Record the fact we have not found the location yet
shouldKeepLooking = YES;
// Setup the location manager
NSLog(#"Setting up location manager.");
CLLocationManager *locationManager = [[CLLocationManager alloc] init];
locationManager.delegate = self;
locationManager.desiredAccuracy = kCLLocationAccuracyBest;
[locationManager startUpdatingLocation];
while (shouldKeepLooking) {
if (self.isCancelled)
return;
// Do some other logic...
}
}
}
- (void)locationManager:(CLLocationManager *)manager didUpdateLocations:(NSArray *)locations
{
// None of this ever seems to be called (despite updating the location)
latestLocation = [locations lastObject];
[manager stopUpdatingLocation];
shouldKeepLooking = NO;
}
Going back to the runloop discussion, this is how I generally solve that in my base NSOperation implementation:
// create connection and keep the current runloop running until
// the operation has finished. this allows this instance of the operation
// to act as the connections delegate
_connection = [[NSURLConnection alloc] initWithRequest:[self request]
delegate:self];
while(!self.isFinished) {
[[NSRunLoop currentRunLoop] runUntilDate:[NSDate distantFuture]];
}
I key off of isFinished, which I keep updated through setters for isCancelled and isFinished. Here's the isCancelled setter as an example:
- (void)setIsCancelled:(BOOL)isCancelled {
_isCancelled = isCancelled;
if (_isCancelled == YES) {
self.isFinished = YES;
}
}
That said, I second some of the questions about why this is necessary. If you don't need to kick something off until a location is found, why not just fire up your location manager on the main thread, wait for the appropriate delegate callback and then kick off the background operation?
Update: updated solution
While the original answer generally stands, I've fully implement a solution and it does require a slight change to how you manage the run loop. That said, all code is available on GitHub - https://github.com/nathanhjones/CLBackgroundOperation. Here is a detailed explanation of the approach.
Tl;dr
Change
[[NSRunLoop currentRunLoop] runUntilDate:[NSDate distantFuture]];
to
[[NSRunLoop currentRunLoop] runMode:NSRunLoopCommonModes
beforeDate:[NSDate distantFuture]];
Details
Within your operations interface define the following three properties. We'll be indicating that these operations are concurrent thus we'll manage their state manually. In the solution on GitHub these are part of NJBaseOperation.
#property(nonatomic,assign,readonly) BOOL isExecuting;
#property(nonatomic,assign,readonly) BOOL isFinished;
#property(nonatomic,assign,readonly) BOOL isCancelled;
Within your operations implementation you'll want to make those readwrite like so:
#interface NJBaseOperation ()
#property(nonatomic,assign,readwrite) BOOL isExecuting;
#property(nonatomic,assign,readwrite) BOOL isFinished;
#property(nonatomic,assign,readwrite) BOOL isCancelled;
#end
Next, you'll want to synthesize the three properties you defined above so that you can override the setters and use them to manage your operations state. Here's what I generally use, but sometimes there are some additional statements added to the setIsFinished: method depending on my needs.
- (void)setIsExecuting:(BOOL)isExecuting {
_isExecuting = isExecuting;
if (_isExecuting == YES) {
self.isFinished = NO;
}
}
- (void)setIsFinished:(BOOL)isFinished {
_isFinished = isFinished;
if (_isFinished == YES) {
self.isExecuting = NO;
}
}
- (void)setIsCancelled:(BOOL)isCancelled {
_isCancelled = isCancelled;
if (_isCancelled == YES) {
self.isFinished = YES;
}
}
Lastly, just so that we don't have to manually send the KVO notifications we'll implement the following method. This works because our properties are named isExecuting, isFinished and isCancelled.
+ (BOOL) automaticallyNotifiesObserversForKey:(NSString *)key {
return YES;
}
Now that the the operations foundation is taken care of it's time to knockout the location stuff. You'll want to override main and within it fire up your location manager and instruct the current run loop to keep running until you tell it otherwise. This ensures that your thread is around to receive the location delegate callbacks. Here's my implementation:
- (void)main {
if (_locationManager == nil) {
_locationManager = [[CLLocationManager alloc] init];
_locationManager.delegate = self;
_locationManager.desiredAccuracy = kCLLocationAccuracyBest;
[_locationManager startUpdatingLocation];
}
while(!self.isFinished) {
[[NSRunLoop currentRunLoop] runMode:NSRunLoopCommonModes
beforeDate:[NSDate distantFuture]];
}
}
You should receive a delegate callback at which point you can do some work based on location and then finish the operation. Here's my implementation that counts to 10,000 and then cleans up.
- (void)locationManager:(CLLocationManager *)manager didUpdateLocations:(NSArray *)locations {
NSLog(#"** Did Update Location: %#", [locations lastObject]);
[_locationManager stopUpdatingLocation];
// do something here that takes some length of time to complete
for (int i=0; i<10000; i++) {
if ((i % 10) == 0) {
NSLog(#"Loop %i", i);
}
}
self.isFinished = YES;
}
The source on GitHub includes a dealloc implementation, which simply logs that it's being called and also observes changes to the operationCount of my NSOperationQueue and logs the count - to indicating when it drops back to 0. Hope that helps. Let me know if you've got questions.
I think you have two options.
Create a separate thread, with its own run loop, for location services:
#import "LocationOperation.h"
#import <CoreLocation/CoreLocation.h>
#interface LocationOperation () <CLLocationManagerDelegate>
#property (nonatomic, readwrite, getter = isFinished) BOOL finished;
#property (nonatomic, readwrite, getter = isExecuting) BOOL executing;
#property (nonatomic, strong) CLLocationManager *locationManager;
#end
#implementation LocationOperation
#synthesize finished = _finished;
#synthesize executing = _executing;
- (id)init
{
self = [super init];
if (self) {
_finished = NO;
_executing = NO;
}
return self;
}
- (void)start
{
if ([self isCancelled]) {
self.finished = YES;
return;
}
self.executing = YES;
[self performSelector:#selector(main) onThread:[[self class] locationManagerThread] withObject:nil waitUntilDone:NO modes:[[NSSet setWithObject:NSRunLoopCommonModes] allObjects]];
}
- (void)main
{
[self startStandardUpdates];
}
- (void)dealloc
{
NSLog(#"%s", __FUNCTION__);
}
#pragma mark - NSOperation methods
- (BOOL)isConcurrent
{
return YES;
}
- (void)setExecuting:(BOOL)executing
{
if (executing != _executing) {
[self willChangeValueForKey:#"isExecuting"];
_executing = executing;
[self didChangeValueForKey:#"isExecuting"];
}
}
- (void)setFinished:(BOOL)finished
{
if (finished != _finished) {
[self willChangeValueForKey:#"isFinished"];
_finished = finished;
[self didChangeValueForKey:#"isFinished"];
}
}
- (void)completeOperation
{
self.executing = NO;
self.finished = YES;
}
- (void)cancel
{
[self stopStandardUpdates];
[super cancel];
[self completeOperation];
}
#pragma mark - Location Manager Thread
+ (void)locationManagerThreadEntryPoint:(id __unused)object
{
#autoreleasepool {
[[NSThread currentThread] setName:#"location manager"];
NSRunLoop *runLoop = [NSRunLoop currentRunLoop];
[runLoop addPort:[NSMachPort port] forMode:NSDefaultRunLoopMode];
[runLoop run];
}
}
+ (NSThread *)locationManagerThread
{
static NSThread *_locationManagerThread = nil;
static dispatch_once_t oncePredicate;
dispatch_once(&oncePredicate, ^{
_locationManagerThread = [[NSThread alloc] initWithTarget:self selector:#selector(locationManagerThreadEntryPoint:) object:nil];
[_locationManagerThread start];
});
return _locationManagerThread;
}
#pragma mark - Location Services
- (void)startStandardUpdates
{
if (nil == self.locationManager)
self.locationManager = [[CLLocationManager alloc] init];
self.locationManager.delegate = self;
self.locationManager.desiredAccuracy = kCLLocationAccuracyBest;
self.locationManager.distanceFilter = 500;
[self.locationManager startUpdatingLocation];
}
- (void)stopStandardUpdates
{
[self.locationManager stopUpdatingLocation];
self.locationManager = nil;
}
#pragma mark - CLLocationManagerDelegate
- (void)locationManager:(CLLocationManager *)manager didUpdateLocations:(NSArray *)locations
{
CLLocation* location = [locations lastObject];
// do whatever you want with the location
// now, turn off location services
if (location.horizontalAccuracy < 50) {
[self stopStandardUpdates];
[self completeOperation];
}
}
#end
Alternatively, even though you're using an operation, you could just run location services on the main thread:
#import "LocationOperation.h"
#import <CoreLocation/CoreLocation.h>
#interface LocationOperation () <CLLocationManagerDelegate>
#property (nonatomic, readwrite, getter = isFinished) BOOL finished;
#property (nonatomic, readwrite, getter = isExecuting) BOOL executing;
#property (nonatomic, strong) CLLocationManager *locationManager;
#end
#implementation LocationOperation
#synthesize finished = _finished;
#synthesize executing = _executing;
- (id)init
{
self = [super init];
if (self) {
_finished = NO;
_executing = NO;
}
return self;
}
- (void)start
{
if ([self isCancelled]) {
self.finished = YES;
return;
}
self.executing = YES;
[self startStandardUpdates];
}
#pragma mark - NSOperation methods
- (BOOL)isConcurrent
{
return YES;
}
- (void)setExecuting:(BOOL)executing
{
if (executing != _executing) {
[self willChangeValueForKey:#"isExecuting"];
_executing = executing;
[self didChangeValueForKey:#"isExecuting"];
}
}
- (void)setFinished:(BOOL)finished
{
if (finished != _finished) {
[self willChangeValueForKey:#"isFinished"];
_finished = finished;
[self didChangeValueForKey:#"isFinished"];
}
}
- (void)completeOperation
{
self.executing = NO;
self.finished = YES;
}
- (void)cancel
{
[self stopStandardUpdates];
[super cancel];
[self completeOperation];
}
#pragma mark - Location Services
- (void)startStandardUpdates
{
[[NSOperationQueue mainQueue] addOperationWithBlock:^{
if (nil == self.locationManager)
self.locationManager = [[CLLocationManager alloc] init];
self.locationManager.delegate = self;
self.locationManager.desiredAccuracy = kCLLocationAccuracyBest;
self.locationManager.distanceFilter = 500;
[self.locationManager startUpdatingLocation];
}];
}
- (void)stopStandardUpdates
{
[self.locationManager stopUpdatingLocation];
self.locationManager = nil;
}
#pragma mark - CLLocationManagerDelegate
- (void)locationManager:(CLLocationManager *)manager didUpdateLocations:(NSArray *)locations
{
CLLocation* location = [locations lastObject];
// do whatever you want with the location
// now, turn off location services
if (location.horizontalAccuracy < 50) {
[self stopStandardUpdates];
[self completeOperation];
}
}
#end
I think I'd be inclined to do the second approach (just making sure that I don't do anything too intensive in didUpdateLocations, or if I did, make sure to do it asynchronously), but both of these approaches appear to work.
Another approach is to keep the run loop alive until the operation is finished:
while (![self isFinished]) {
[[NSRunLoop currentRunLoop] runUntilDate:[NSDate distantFuture]];
}
But this doesn't appear to work in conjunction with CLLocationManager, as runUntilDate doesn't immediately return (it's almost as if CLLocationManager is attaching its own source to the runloop, which prevents it from exiting). I guess you could change the runUntilDate to something a little closer than distantFuture (e.g. [NSDate dateWithTimeIntervalSinceNow:1.0]). Still, I think it's just as easy to run this operation start location services on the main queue, like the second solution above.
Having said that, I'm not sure why you would want to use location manager in an operation at all. It's already asynchronous, so I would just start the location manager from the main queue and call it a day.
UIWebView with UIWebViewDelegate method callbacks in an NSOperation
A server I wanted to grab a URL from a server that changes values based upon JavaScript execution from various browsers. So I slapped a dummy UIWebView into an NSOperation and use that to grab out the value I wanted in the UIWebViewDelegate method.
#interface WBSWebViewOperation () <UIWebViewDelegate>
#property (assign, nonatomic) BOOL stopRunLoop;
#property (assign, nonatomic, getter = isExecuting) BOOL executing;
#property (assign, nonatomic, getter = isFinished) BOOL finished;
#property (copy, nonatomic, readwrite) NSURL *videoURL;
#property (strong, nonatomic) UIWebView *webView;
#end
#implementation WBSWebViewOperation
- (id)init
{
self = [super init];
if (self) {
_finished = NO;
_executing = NO;
}
return self;
}
- (id)initWithURL:(NSURL *)episodeURL
{
self = [self init];
if (self != nil) {
_episodeURL = episodeURL;
}
return self;
}
- (void)start
{
if (![self isCancelled]) {
self.executing = YES;
[self performSelector:#selector(main) onThread:[NSThread mainThread] withObject:nil waitUntilDone:NO modes:[[NSSet setWithObject:NSRunLoopCommonModes] allObjects]];
} else {
self.finished = YES;
}
}
- (void)main
{
if (self.episodeURL != nil) {
NSURLRequest *request = [NSURLRequest requestWithURL:self.episodeURL];
UIWebView *webView = [[UIWebView alloc] init];
webView.delegate = self;
[webView loadRequest:request];
self.webView = webView;
}
}
#pragma mark - NSOperation methods
- (BOOL)isConcurrent
{
return YES;
}
- (void)setExecuting:(BOOL)executing
{
[self willChangeValueForKey:#"isExecuting"];
_executing = executing;
[self didChangeValueForKey:#"isExecuting"];
}
- (void)setFinished:(BOOL)finished
{
[self willChangeValueForKey:#"isFinished"];
_finished = finished;
[self didChangeValueForKey:#"isFinished"];
}
- (void)completeOperation
{
self.executing = NO;
self.finished = YES;
}
- (void)cancel
{
[self.webView stopLoading];
[super cancel];
[self completeOperation];
}
#pragma mark - UIWebViewDelegate methods
- (void)webViewDidFinishLoad:(UIWebView *)webView
{
NSString *episodeVideoURLString = [webView stringByEvaluatingJavaScriptFromString:#"document.getElementById('playerelement').getAttribute('data-media')"];
NSURL *episodeVideoURL = [NSURL URLWithString:episodeVideoURLString];
self.videoURL = episodeVideoURL;
if ([self.delegate respondsToSelector:#selector(webViewOperationDidFinish:)]) {
[self.delegate webViewOperationDidFinish:self];
}
[self completeOperation];
}
#end
Its going to call the delegate method in the same operation queue as main is running in. And NSOperation queues are serial by default. Your while loop is just spinning forever (because the operation is never cancelled) and the call to your delegate method is sitting in the queue behind it never able to run.
Get rid of the while loop entirely and let the operation finish. Then when the delegate method is called, if it's cancelled discard the result by returning.

iOS - Objective-C - How to stop NSThread, when it's waiting?

I have an nsthread, a while loop within this one. It's getting objects from a "thread-safe" queue in the main method. When I leave the UIViewController, which contains this nsthread object, I call the nsthread cancel method, but it doesn't stop, because it's locked by the "queueLock" NSCondition. When I go back to this UIViewController a new nsthread will be created and gets the objects form the queue, but the previous thread still exits and both of them try to use the same object from the queue, and this causes a memory management problem. My question is how should I stop this thread, when I leave the UIViewController.
NSThread main method:
NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
while ([self isCancelled] == NO) {
RenderRequest *renderRequest = [queue get];
[self doRender:renderRequest];
[renderRequest release];
}
[pool drain];
This is the get method of the queue class:
- (id) get {
id toRet = nil;
[queueLock lock];
#try {
while ([queueContents count] == 0) {
[queueLock wait];
}
toRet = [queueContents lastObject];
[queueContents removeLastObject];
}
#finally {
[queueLock unlock];
return toRet;
}
}
Thanks!
I wrote a simple demo, hope this can help you :)
demo.h
#import <Foundation/Foundation.h>
#interface test : NSObject
{
NSCondition *queueCondition;
NSThread *queueThread;
NSMutableArray *queueTask;
NSTimer *timer;
}
- (id)init;
#end
demo.m
#import "demo.h"
#interface demo (PrivateMethods)
- (void)threadTest;
- (void)cancelThread;
- (void)addTask;
#end
#implementation demo
- (id)init
{
self = [super init];
if (self) {
if (!queueThread) {
if (!queueCondition) {
queueCondition = [[NSCondition alloc] init];
}
if (!queueTask) {
queueTask = [[NSMutableArray alloc] initWithCapacity:5];
}
queueThread = [[NSThread alloc] initWithTarget:self selector:#selector(threadTest) object:nil];
[queueThread start];
[self performSelector:#selector(cancelThread) withObject:nil afterDelay:10];
if (!timer) {
timer = [[NSTimer scheduledTimerWithTimeInterval:1 target:self selector:#selector(addTask) userInfo:nil repeats:YES] retain];
}
}
}
return self;
}
- (void)dealloc
{
[queueThread release];
[queueCondition release];
[queueTask release];
[timer invalidate];
[timer release];
[super dealloc];
}
- (void)threadTest
{
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
while (![[NSThread currentThread] isCancelled]) {
[queueCondition lock];
[queueCondition wait];
if ([queueTask count] == 0) {
[queueCondition unlock];
continue;
}
NSString *str = nil;
while ((str = [queueTask lastObject])) {
NSLog(#"getTask: %#", [queueTask lastObject]);
[queueTask removeLastObject];
}
[queueCondition unlock];
}
NSLog(#"threadTest end");
[pool drain];
}
- (void)addTask
{
[queueCondition lock];
if (!queueTask) {
queueTask = [[NSMutableArray alloc] initWithCapacity:5];
}
[queueTask addObject:#"new task"];
[queueCondition signal];
NSLog(#"add: new task");
[queueCondition unlock];
}
- (void)cancelThread
{
[timer invalidate];
[queueThread cancel];
[queueCondition lock];
[queueCondition signal];
[queueCondition unlock];
}
#end
- (id) get
{
id toRet = nil;
[queueLock lock];
#try
{
while ([queueContents count] == 0)
{
[queueLock wait];
if ([self isCancelled]) return nil; // stop waiting
}
toRet = [queueContents lastObject];
[queueContents removeLastObject];
}
#finally
{
[queueLock unlock];
return toRet;
}
}
thread main
NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
while ([self isCancelled] == NO)
{
RenderRequest *renderRequest = [queue get];
if (renderRequest == nil) break; // should stop
[self doRender:renderRequest];
[renderRequest release];
}
[pool drain];
then you can cancel the thread and notify queueLock to stop waiting

iOS Logic Unit Test target crashes after unit test passes with NSTimer

I want a timer class that can post messages to a delegate when there are 1/2/3 seconds to go.
My test target consistently crashes.
iOS logic unit test target.
Tests class that times a duration using a repeating NSTimer
One test with no asserts. The test passes, but then the target crashes with:
/Developer/Tools/RunPlatformUnitTests.include: line 415: 770 Bus error "${THIN_TEST_RIG}" "${OTHER_TEST_FLAGS}" "${TEST_BUNDLE_PATH}"
It seems to me that it's some kind of memory allocation error, but I can't figure out what I'm missing. The problem is associated with the stop timer routine somehow. It's only when the timer runs out that the target crashes.
Things I've tried
Build and Analyze - no errors reported
Remove -framework and UIKit from the linker flags
Removing dealloc - this has no effect
Test Code
-(void)testGivenThreeSecondDurationAtOneSecondDelegateShouldBeToldToShowGreenCard {
JGTimerController *timer = [JGTimerController timerWithDurationValue:1 delegate:nil];
[timer startTimer];
[[NSRunLoop currentRunLoop] runUntilDate:[NSDate dateWithTimeIntervalSinceNow:1.1]];
}
Class Code
#interface JGTimerController : NSObject {
NSNumber *duration;
NSTimer *timer;
id <NSObject, JGTimerControllerDelegate> _delegate;
}
#property (nonatomic, retain) NSNumber *duration;
... public methods...
#end
#implementation JGTimerController
#synthesize duration;
+(JGTimerController *)timerWithDurationValue:(NSUInteger)durationValue delegate:(id <JGTimerControllerDelegate>)delegate_ {
JGTimerController *instance = [[[JGTimerController alloc] initWithDurationValue:durationValue delegate:delegate_] autorelease];
return instance;
}
-(JGTimerController *)initWithDurationValue:(NSUInteger)durationValue delegate:(id <JGTimerControllerDelegate>)delegate_ {
self = [super init];
timer = nil;
[self setDurationValue:durationValue];
_delegate = delegate_;
return self;
}
-(NSUInteger)durationValue {
NSNumber *result = [self duration];
return result ? [result intValue] : 0;
}
-(void)setDurationValue:(NSUInteger)value_ {
[self setDuration:[NSNumber numberWithInt:value_]];
}
-(BOOL)stopTimerAtZeroDuration:(NSTimer *)timer_ {
if ([self durationValue] == 0) {
[self stopTimer];
return YES;
}
return NO;
}
-(void)startTimer {
if ([self stopTimerAtZeroDuration:nil])
return;
timer = [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:#selector(timerDidCountDownByASecond:) userInfo:nil repeats:YES];
}
-(void)stopTimer {
if ([self durationValue] == 0 && [_delegate conformsToProtocol:#protocol(JGTimerControllerDelegate)])
[_delegate showRedCard];
[timer invalidate];
[timer release];
}
-(BOOL)timerIsRunning {
return (timer != nil);
}
-(void)timerDidCountDownByASecond:(NSTimer *)timer_ {
[self setDurationValue:[self durationValue] - 1];
[self stopTimerAtZeroDuration:timer_];
}
-(void)dealloc {
[_delegate release];
[timer release];
[duration release];
[super dealloc];
}
#end
There should be no [_delegate release] in dealloc because you did not retain it.
Likewise, timer should not be released. NSTimer is like every other NSObject, if you did not alloc, copy or retain, you do not need to release.

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