So self.pic is the UIButton that I want to hide. But it never actually hides it for some reason.
Please Help
- (void)tick:(NSTimer*)time
{
self.pic.hidden = YES;
[NSThread sleepForTimeInterval:1];
self.pic.hidden = NO;
[self.pic setEnabled:NO];
if (self.checkPic == YES)
{
self.lives--;
self.livesLabel.text = [NSString stringWithFormat:#"Lives : %d", self.lives];
}
[self.pic setImage:[self backgroundImageForGame] forState:UIControlStateNormal];
[self check];
self.pic.enabled = YES;
}
Just to elaborate on what #rmaddy said in his comment, you shouldn't ever sleep the main (or UI) thread. When you do this, you're blocking the thread that is responsible for making the visual changes to the button, like whether or not it is hidden. The solution is to do the waiting asynchronously, and GCD has a built in function that makes this painless.
dispatch_after() allows you to create a block that will be executed after a specified delay, on a queue of your choosing. Since you want to update the UI, you'll want to come back to the main queue to make the changes to the on screen button. Here's an example:
self.pic.hidden = YES;
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(1.0 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
self.pic.hidden = NO;
});
Related
I am trying to set a 'UIActivityIndicatorView' as an accessoryView in one of my 'UITableViewCell', in a such way as, the ActivityIndicator start animating when the user touch this cell. I add the following code at 'didSelectRowAtIndexPath' method:
UITableViewCell * cell = [tableView cellForRowAtIndexPath:indexPath];
UIActivityIndicatorView * activity = [[UIActivityIndicatorView alloc]initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleGray];
NSThread * newThread1 = [[NSThread alloc]initWithTarget:self selector:#selector(carregarNoticias) object:nil];
switch (indexPath.row) {
case 0:
cell.accessoryView = activity;
[activity startAnimating];
sleep(0.01);
[newThread1 start];
while (![newThread1 isFinished]) {
//waiting for thread
}
[activity stopAnimating];
[self.navigationController pushViewController:noticias animated:YES];
break;
I was expecting 'UIActivityIndicatorView' animating while the newthread1 is running. However, the animating only start when the newThread1 finish (and therefore I don't want the animation anymore). I added 0.01 seconds as sleep time to give time to the animation start. Nevertheless, this also did't solve.
Does anyone know what my error is? I appreciate any help!
I dont really know what you are trying to do adding delay like that.. try this line below, might be the one your look for.. and another thing.. please dont block the main thread like sleep(0.01); that, users wont like it..
cell.accessoryView = activity;
[activity startAnimating];
dispatch_async(dispatch_get_global_queue( DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^(void){
// the system will wait until this
dispatch_async(dispatch_get_main_queue(), ^(void){
[newThread1 start];
});
// is finished, maybe you dont need the `[NSThread sleepForTimeInterval:3];`
// pick the one that suits your implementation..
[NSThread sleepForTimeInterval:3];
dispatch_async(dispatch_get_main_queue(), ^(void){
[activity stopAnimating];
[self.navigationController pushViewController:noticias animated:YES];
});
});
[NSThread sleepForTimeInterval:3] sleep the thread like the one you have sleep(0.01);
But using it inside
dispatch_async(dispatch_get_global_queue( DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^(void){ });
makes it async. and wont block the main thread..
while the dispatch_async(dispatch_get_main_queue(), ^(void){ fires your code at the main thread..
Happy coding, cheers! :)
I am using setNeedsDisplay on my GUI, but there update is sometimes not done. I am using UIPageControllView, each page has UIScrollView with UIView inside.
I have the following pipeline:
1) application comes from background - called applicationWillEnterForeground
2) start data download from server
2.1) after data download is finished, trigger selector
3) use dispatch_async with dispatch_get_main_queue() to fill labels, images etc. with new data
3.1) call setNeedsDisplay on view (also tried on scroll view and page controller)
Problem is, that step 3.1 is called, but changes apper only from time to time. If I swap pages, the refresh is done and I can see new data (so download works correctly). But without manual page turn, there is no update.
Any help ?
Edit: code from step 3 and 3.1 (removed _needRefresh variables pointed in comments)
-(void)FillData {
dispatch_async(dispatch_get_main_queue(), ^{
NSString *stateID = [DataManager ConvertStateToStringFromID:_activeCity.actual_weather.state];
if ([_activeCity.actual_weather.is_night boolValue] == YES)
{
self.contentBgImage.image = [UIImage imageNamed:[NSString stringWithFormat:#"bg_%#_noc", [_bgs objectForKey:stateID]]];
if (_isNight == NO)
{
_bgTransparencyInited = NO;
}
_isNight = YES;
}
else
{
self.contentBgImage.image = [UIImage imageNamed:[NSString stringWithFormat:#"bg_%#", [_bgs objectForKey:stateID]]];
if (_isNight == YES)
{
_bgTransparencyInited = NO;
}
_isNight = NO;
}
[self.contentBgImage setNeedsDisplay]; //refresh background image
[self CreateBackgroundTransparency]; //create transparent background if colors changed - only from time to time
self.contentView.parentController = self;
[self.contentView FillData]; //Fill UIView with data - set labels texts to new ones
//_needRefresh is set to YES after application comes from background
[self.contentView setNeedsDisplay]; //This do nothing ?
[_grad display]; //refresh gradient
});
}
And here is selector called after data download (in MainViewController)
-(void)FinishDownload:(NSNotification *)notification
{
dispatch_async(dispatch_get_main_queue(), ^{
[_activeViewController FillData]; //call method shown before
//try call some more refresh - also useless
[self.pageControl setNeedsDisplay];
//[self reloadInputViews];
[self.view setNeedsDisplay];
});
}
In AppDelegate I have this for application comes from background:
-(void)applicationWillEnterForeground:(UIApplication *)application
{
MainViewController *main = (MainViewController *)[(SWRevealViewController *)self.window.rootViewController frontViewController];
[main UpdateData];
}
In MainViewController
-(void)UpdateData
{
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(FinishForecastDownload:) name:#"FinishDownload" object:nil]; //create selector
[[DataManager SharedManager] DownloadForecastDataWithAfterSelector:#"FinishDownload"]; //trigger download
}
try this:
[self.view performSelectorOnMainThread:#selector(setNeedsLayout) withObject:nil waitUntilDone:NO];
or check this link:
http://blackpixel.com/blog/2013/11/performselectoronmainthread-vs-dispatch-async.html
setNeedsDisplay triggers drawRect: and is used to "redraw the pixels" of the view , not to configure the view or its subviews.
You could override drawRect: and modify your labels, etc. there but that's not what it is made for and neither setNeedsLayout/layoutSubviews is.
You should create your own updateUI method where you use your fresh data to update the UI and not rely on specialized system calls meant for redrawing pixels (setNeedsDisplay) or adjusting subviews' frames (drawRect:).
You should set all your label.text's, imageView.image's, etc in the updateUI method. Also it is a good idea to try to only set those values through this method and not directly from any method.
None of proposed solutions worked. So at the end, I have simply remove currently showed screen from UIPageControllView and add this screen again. Something like changing the page there and back again programatically.
Its a bit slower, but works fine.
This function is designed to simulate a wait if the user is successful logging in. As you can see I dismiss the keyboard first but that doesn't stop NSThread from sleeping before the keyboard is dismissed. I think I need to harness the power of the dispatch queue but not quite sure. Any way I can dismiss the keyboard before sleep occurs?
-(IBAction)userLoginButtonPressed:(id)sender
{
/* resign first responders so that the user
can see the label of the server trying to log in */
[self.usernameField resignFirstResponder];
[self.passwordField resignFirstResponder];
self.statusLabel.text = #"Logging In...";
// create the server object and pass in the username and password values
IONServer *server = [[IONServer alloc] init];
NSString *user = self.usernameField.text;
NSString *pw = self.passwordField.text;
[server loggingInWithUserName:user password:pw];
// redirect based on result
if (server.result.success) {
[self serverSuccess];
[NSThread sleepForTimeInterval:2.0f];
} else {
[self serverFailure];
}
// store the server object as this class' server var
self.server = server;
NSLog(#"Result From Server: %#", server.result);
}
dismissing the keyboard is animated and this is enough for us to know that it happens async-ly, on main thread. In other words - you code block starts, dismissing the keyboard being added to main thread runloop, the thread sleeps for 2 seconds because you said so (Terrible thing to do if you ask me), and only than it's the keyboard's turn to get animated down and be dismissed.
A nice trick can be
[UIView animateWithDuration:0 animations: ^{
[self.usernameField resignFirstResponder];
[self.passwordField resignFirstResponder];
} completion: ^(BOOL finished) {
// Do whatever needed...
[NSThread sleepForTimeInterval:2.0f];
}];
BUT - I highly recommend finding a better solution than freezing the main thread.
Also - no what you asked for, but, assuming all your text fields are subviews of self.view you can just call [self.view endEditing:YES]; and you don't need to care about which text field is corrently the responder.
I am trying to load a UIActivityIndicatorView however have some confusion about then it should load.
Should it start on line [activityIndicatorView startAnimating]; or when it gets to the end of the function.
- (void)LoadBuayView{
activityIndicatorView = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
activityIndicatorView.center = self.view.center;
activityIndicatorView.backgroundColor = [UIColor grayColor];
[activityIndicatorView hidesWhenStopped];
[self.view addSubview:activityIndicatorView];
[activityIndicatorView startAnimating];
}
- (IBAction) EditSave:(id)sender {
[self LoadBuayView];
for(int i =0; i<5; i++)
{
//Some very long takes time code
}
}
the activityIndicatorView will start animation in the next runloop of mainThread, so you can think it get to start at end of the function.
You can try following code to show the indicator view:
- (IBAction) EditSave:(id)sender {
[self LoadBuayView];
[self performSelector:#selector(doLongTimeTask) withObject:nil afterDelay:0.01];
}
- (void)doLongTimeTask{
for(int i =0; i<5; i++)
{
//Some very long takes time code
}
}
Any time consuming processes should not take place in the main queue, but rather you should employ asynchronous programming patterns as discussed in the Concurrency Programming Guide. Bottom line, you should never block the main queue. At best, blocking the main queue can result in a suboptimal UX, and at worst, your app can be killed by the iOS watch dog process.
Instead, dispatch time consuming code to a background queue (either a dispatch queue or an operation queue). You can either create your own custom background queue, or with GCD you can avail yourself of one of the existing background queues:
- (void)loadBuyView{
activityIndicatorView = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
activityIndicatorView.center = self.view.center;
activityIndicatorView.backgroundColor = [UIColor grayColor];
[activityIndicatorView hidesWhenStopped];
[self.view addSubview:activityIndicatorView];
[activityIndicatorView startAnimating];
}
- (IBAction) didTouchUpInsideSaveButton:(id)sender {
[self loadBuyView];
// always do slow processes on a background queue, not the main queue
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
for (int i = 0; i < 5; i++)
{
// Some code that takes a very long time
}
// when done, dispatch the stopping of the activity indicator view back to the main queue;
// all UI updates should be performed on the main queue
dispatch_async(dispatch_get_main_queue(), ^{
[activityIndicatorView stopAnimating];
});
});
}
For more information about asynchronous programming patterns like the above, see WWDC 2012 video Asynchronous Design Patterns with Blocks, GCD, and XPC. For background in the various concurrent programming technologies, see the Concurrency Programming Guide.
I want to make all reading/writing database operations to background queue and update the current UI view when completed.
There is no problem if user stays in the view while I'm dealing with my database. However, if user left that view before database operations completed, it would crash. The psuedo code is as below:
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_LOW, 0), ^{
/* save data to database, needs some time */
dispatch_async(dispatch_get_main_queue(), ^{
// back to main queue, update UI if possible
// here may cause crash
[self.indicator stopAnimating];
[self.imageView ...];
});
});
Try checking if the view is still in the view hierarchy, and also stop the activity indicator from spinning in the viewDidDisappear method as well. You also might need a flag (isNeedingUpdate in the example below) to indicate whether the UI was updated or not, so you can do the appropriate actions if the user goes away before the update is complete and then comes back again.
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_LOW, 0), ^{
if (self.view.window) { // will be nil if the view is not in the window hierarchy
dispatch_async(dispatch_get_main_queue(), ^{
[self.indicator stopAnimating];
[self.imageView ...];
self.isNeedingUpdate = NO;
});
}else{
self.isNeedingUpdate = YES;
});
-(void)viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
if (isNeedingUpdate) {
// do whatever you need here to update the view if the use had gone away before the update was complete.
}
}
-(void)viewDidDisappear:(BOOL)animated {
[super viewDidDisappear:animated];
[self.indicator stopAnimating];
}