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I want to have some clarify about it.
I know that I need to update UI in main thread. Are there anything else?
What I need to do in main thread and what in background threads?
In addition to UI updates, as a broader thread-safety strategy, people will often dispatch their model updates to the main thread as a simple synchronization technique, too.
Synchronization is ultimately the process of assuring that an object is in a logically consistent state, i.e. that while an object is being used on one thread, that it isn't simultaneously being mutated by some other thread. Traditionally, one might accomplish this by employing locks (e.g. NSLock, #synchronized, etc.) but you can also achieve this by dispatching all interaction with a particular object to a serial queue. While you can replace locks with a dedicated serial queue, in many cases it's just as easy to dispatch all updates to the object in the main queue. It turns out to be a convenient way to synchronize your model objects that might otherwise would have been used/mutated by separate threads.
For more information, see the Eliminating Lock-Based Code section in the Migrating Away from Threads chapter of the Concurrency Programming Guide.
It all depends.
Modern OS take advantage of the multiple cores or virtual CPUs, so when you run your app, the OS defines what to run where, and usually your program runs in multiple threads.
If there are data dependencies, then you should run things in specific threads, unless you run stuff in background or different threads, then you can implement notifications to ensure that the data you need is ready when you need it. You should also take into account the thread safe nature of the the different ways to define properties. So... other than the UI stuff in main, you can run anything pretty much wherever you want.
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Can we create multiple main thread in single application?
Why all UI changes made in main thread?
I have faced these question in interviews. I am unable to find any solution. Can any one help me to find the answers of this question? That will help me in future interviews and implementations in iOS app.
Thanks in advance!
There is only ever one main thread in your application, however tasks from multiple dispatch queues may execute on this thread. Tasks that are dispatched on the main queue are guaranteed to run on the main thread.
Generally with GCD you do not think about threads, but rather queues which are abstracted from the underlying threads. They provide a level of abstraction that makes it easier to manage tasks without being concerned about the number or state of the threads that are being used.
THe autolayout engine performs a number of calculations and applies rules in order to arrive at a layout solution. If the properties of a UI element change then the autolayout solution is invalidated and needs to be recalculated.
As the main queue is a serial dispatch queue, dispatching UI updates onto the main queue ensures that either the autolayout calculations are being performed or a UI property is being updated but not both at the same time (of course there are more than just these two activities happening on the main queue, but we are just addressing autolayout here)
No, there is only one main thread for the application that is created by system for application. Main thread is the thread that directly gives changes to user. Thread which is directly connect with user you can said.
Check the Apple Documentation, It states,
The main queue is automatically created by the system and associated with your application’s main thread. Your application uses one (and only one) of the following three approaches to invoke blocks submitted to the main queue:
Calling dispatch_main
Calling UIApplicationMain (iOS) or NSApplicationMain (OS X)
Using a CFRunLoopRef on the main thread
As with the global concurrent queues, calls to dispatch_suspend,
dispatch_resume, dispatch_set_context, and the like have no effect
when used with queues returned by this function.
Now, let's take an example, If you are downloading an image and want to display it to user. Now if you will download it on main thread then it will block other UI till it completed download. So, you should not download it on main thread or synchronously . you should download it asynchronously and when download is completed, you should display it to user on main thread, so it will quick displayed to user after download is completed.
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Is it ok to wait for an asynchronous request (say an NSURLSessionDataTask,) using a semaphore for example.
There is a lot of advice out there claiming that synchronous networking is bad, however I don't see that as grounds for refusing synchronous requests, especially when they're done in a background thread.
Synchronous requests (in a background thread/queue) have the benefit of not needing to be callback-nested.
The answer in https://stackoverflow.com/a/31563134/466604 shows only a method to achieve this, but it comes with implied discouragement. (Along with other discouragement from https://devforums.apple.com/thread/9606?tstart=0)
My question is whether discouraging this discouragement is warranted, given those synchronous requests happen in a background thread, primarily as a way to avoid nesting callbacks.
No, it's not ok. Don't do this.
iOS might even kill your app in the process. Besides, look at callbacks as they were the next step in your serial execution.
The processor needs those cycles to do other things, don't be a bully!
INSIGHT:
As #EricD said, if your execution fails for some reason, that thread is lost until you exit your app and the O.S. claims it back.
That thread is a valuable resource that must not be wasted and much
more valuable in Mobile Operating Systems as iOS.
iPhone's processors are not as powerful as nowadays Desktop' processors or GPU's processors that can build up to hundreds of thousands threads.
If you use a semaphore, you are waking up to ask that thread after some time, and if the conditions has not being met, then you go to sleep again. This is usually in the ms time, but still, is some time that the processor dedicate to something useless.
MORE CLEAR
When you define a callback, is as if you were to sleep and you say to somebody.
Don't call me, I will call you when I'm ready to go.
Instead, using a semaphore is like:
Is ok if you call me 1000..0 times to ask me if I'm ready to go
The overheading in this case is obvious...you usually needs a time to wake up and to sleep back again. That's wasted processor time
Keep in mind that in the best case you are using a semaphore that put the Thread into sleep for a while, and then ask again if it is OK to proceed.
If this is not the case, then this thread is using ALL the processor cycles assigned to it to ask you if it's ok to proceed, that is 100% CPU Usage in that Thread evaluating just a condition.
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Tell me if this make sense. This is an iOS question.
I'm seeing code where it is already in the main thread, but the code would dispatch_async all sorts of UI code to the main thread's queue. Layouts, animations etc etc.
I was told this some how speeds up responsiveness (example, when pushing a view controller, you would dispatch other UI ops there so it won't block the push transition.
This doesn't make sense because first it is dangerous, second, it doesn't guarantee when the UI code gets run(even though it will probably run with milliseconds). The only good reason I can see is for it to guarantee that the UI code is not accidentally run in a different thread.
What do you guys think?
There are definitely times you employ this pattern of dispatching back to the main queue, so I might not be too quick to dismiss it or label it as "dangerous" (though the way you characterize it, it does sound suspicious). You should share some code samples of how you're seeing this pattern being used, and we can comment further.
When would you dispatch to the main queue? The prototypical example is when you're doing something on a background queue, but then want to dispatch the UI updates back to the main queue, e.g.:
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
// do something time consuming here, like network request or the like
// when done, update the UI on the main queue:
dispatch_async(dispatch_get_main_queue(), ^{
// update the UI here
});
});
But I'm assuming this is not the sort of dispatch to the main queue you're talking about. I'm assuming from your comment where you have something on the main queue dispatching asynchronously right back to the main queue itself.
The reason you would do that is if you don't want the dispatched code to run immediately, but rather to be queued for the next iteration of the run loop. This lets the autorelease pool drain, lets the current method complete (and release any resources it might have been using), lets other dispatched tasks run first, gives the UI a chance to reflect any changes you may have initiated, etc.
A few examples of when some developers might do this include:
You might use this pattern if you want a method call itself recursively, but you want to yield back to the run loop, to let resources be freed, let the UI reflect any changes, etc. You're basically saying "ok, let this method finish, but in the next run loop, run this method again."
A little more suspect, I've seen this pattern in viewDidLoad where you want to give auto layout a chance to "catch up" and update the frames. E.g. there is a common third-party progress indicator that won't work if you just invoke it from viewDidLoad, but it works if you dispatch that update back to the main queue.
Having articulated reasons why I've seen developers dispatch back to the main queue from the main queue, itself, I must confess that many of these patterns suffer from code smell and are often better accomplished via different patterns. But these are a few examples that I've seen.
But, again, if you want assistance on your particular code sample, you have to share it with us. We can't tell what the developer intended without seeing the code sample.
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is it possible to call an action that contain heavy operations several times? like save button (I save the first object) and want to add others, but the app becomes so slow and I can't navigate to other views
You can always play around with heavy data saving related tasks in the background. You can distribute the content related stuff to various threads (queues), you need to separate the stuff which you are saving and if it is blocking your UI and making your app slow then you need to perform these heavy operations in the background.
Make sure, you do NOT perform any UI updation operation in the background. Try reading about GCD (how it works), how you can create a background Queue etc and how you can play around with it. I assume you might be using core data in order to save the contents on save button. Try reading about the Parent/Child Manage Context Objects. Play around with it a bit and move your heavy task to background, updation of UI will always be on Main or UI thread (which you can always do it by calling get_main_queue() if you are working with dispatch queues). Happy Coding. If you have specific code, which is doing this, then let us know. We will be glad to help. :)
You need to make sure that you aren't tying up the main UI thread of your application. A potential easy fix is to do your save operation on a different thread. Here is an example of how to do just that using Grand Central Dispatch: iPhone - Grand Central Dispatch main thread
Example:
//notice this saveQueue is a new dispatch queue that's been created.
dispatch_queue_t saveQueue = dispatch_queue_create("com.mycompany.myqueue", 0);
dispatch_async(saveQueue, ^{
//this command represents your long running operation
doSaveOperation();
dispatch_async(dispatch_get_main_queue(), ^{
//always update your UI on the main thread!
[self showCompleteMessage];
});
});
This question already has answers here:
NSOperation vs Grand Central Dispatch
(9 answers)
Closed 9 years ago.
Which tasks would be better suited to using NSOperation as opposed to using GCD when programming for the iPhone?
To me they seem to do the same thing. I can't see the strengths and weaknesses one has over the other.
NSOperation is built on top of GCD, so the question is more about whether you use NSOperation or pass a block directly to GCD.
An NSOperation is bulky and needs more boiler-plate codes to set it up, but it has a lot more functionality. You can create the same NSOperation subclass in various parts of your code and put them into the queue and run it.
Passing a block to GCD by e.g. dispatch_async is quick and disposable. You typically don't reuse a block anywhere else; you just set up a block which is executed only at that point of the code, passes it to the GCD or other APIs, and quickly go on.
So each has its merits.
Apparently, NSOperationQueue is built on GCD as of iOS 4; the docs just haven't been updated. Check this posting by an Apple employee here: https://devforums.apple.com/message/352770 (You may need to create an account) So, you should follow Mike Abdullah's advice and use the simplest API for the task at hand. dispatch_async is lower level, usually C-type stuff (but not limited to), and is good for one-shot and sequential type deals (fire this block on this queue, FTW). NSOperationQueues are higher level, Objective-C stuff, and are good if you are adding a lot of operations at various points in your code, and/or need to manage concurrency, priorities and dependencies. At least that's how I use them.
As always with such questions, use the simplest API available. Measure if it's a performance problem and then reevaluate if needed.
One thing that I don't believe has been mentioned here is that NSOperations can be cancelled during execution, whereas a block is guaranteed to complete once execution has begun. Having said that, a GCD queue can be suspended (dispatch_suspend()), so that any blocks following the currently executing blocks will not be executed.