Synchronizing Threads for iOS - ios

I needed to sync some background threads I got in my iOS app. I needed something to hold the execution of one thread while the other did its job, in order to keep the execution of the code linear.
I've been fighting with this code all day, and after a lot of reading I came up with this code:
-(void)waitOne:(double)timeout
{
if (!shouldRun)
{
shouldRun = true;
double runs = 0;
do {
NSDate* next = [NSDate dateWithTimeIntervalSinceNow:0.5];
[[NSRunLoop currentRunLoop] runMode:NSDefaultRunLoopMode beforeDate:next];
runs++;
} while ((runs/2) < timeout && shouldRun);
}
else
{
#throw [NSException exceptionWithName:#"InvalidHandle" reason:#"The currenct handle is in use" userInfo:nil];
}
}
I can tell you that it got the job done. But I also found some bad feedback at the forum where I found the idea for that algorithm, saying that "it'll make your loop busy wait" and that was a bad idea.
So, I come here to ask. Is there a better way to accomplish what I want?

Look into [NSCondition] which enables you to wait and signal threads
Basically you allocate a NSCondition and in the block you'll have [condition wait]; which will cause the thread to wait. then, when the async operation is done, you call [condition signal]; which will signal the waiting thread to continue.
http://developer.apple.com/DOCUMENTATION/Cocoa/Reference/NSCondition_class/Reference/Reference.html

For future reference, if anyone needs, here's how my code ended up:
#implementation WaitHandle
#synthesize isWaiting;
-(void)waitOne:(double)timeout
{
if (!isWaiting)
{
isWaiting = true;
if (timeout <= 0) {
timeout = 0.1;
}
[handle waitUntilDate:[NSDate dateWithTimeIntervalSinceNow:timeout]];
}
}
-(void)signal
{
[handle signal];
}
-(id)init
{
self = [super init];
if (self != nil)
{
isWaiting = false;
handle = [[NSCondition alloc] init];
}
return self;
}
-(void)dealloc
{
[self signal];
}
#end

Related

NSRunLoop blocks incoming data

I try to use the Bluetooth communication synchronously. I send the data to the BTLE device and wait for the response to continue in the same method unless a timeout occurs.
I wanted to use NSRUNLOOP for the wait. However, I have the problem that only when the loop is completed, the data received in the meantime can be processed. So the loop seems to block the processing of the data.
The data is sent in a separate thread
... create command data
if (![self sendCommand:nd_commandData timeOutMesc:ui_timeOutMSec command:ui_command error:error])
{
// Timeout
return false;
}
... continue working with the received data
sending method with timeout:
-(BOOL)sendCommand:(NSData *)nd_sendData timeOutMesc:(uint)ui_timeOutMSec command:(UInt16)ui_command
{
b_exitConditionSleep = false;
b_timeOutOccurred = false;
self.ni_totalResponseLength = 0;
self.ni_expectedResponseLength = 0;
// Clear buffer
memset(&uia_receivedDataBytes[0], 0x00, sizeof(uia_receivedDataBytes));
[[BTLE_Communicator sharedInstance] setDelegate:self];
// send data
[[BTLE_Communicator sharedInstance] sendDataFromAppToBLEDevice:nd_sendData];
BOOL b_rechTimeOut = true;
NSDate *start = [NSDate date];
NSTimeInterval timeInterval;
uint ui_differenz;
NSDate *loopUntil = [NSDate dateWithTimeIntervalSinceNow:0.01];
while (!b_exitConditionSleep && [[NSRunLoop currentRunLoop] runMode: NSDefaultRunLoopMode beforeDate:loopUntil])
{
loopUntil = [NSDate dateWithTimeIntervalSinceNow:0.01];
timeInterval = [start timeIntervalSinceNow] * -1;
ui_differenz = round(timeInterval * 1000);
if (ui_differenz >= ui_timeOutMSec) {
NSLog(#"Command: 0x%hX - Timeout reached: %u", ui_command, ui_differenz);
b_rechTimeOut = false;
b_timeOutOccurred = true;
break;
}
}
return b_rechTimeOut;
}
receiving method:
-(void)communicatorPeripheralDidReceiveResponseUARTData:(NSData *)nd_data
{
NSLog(#"ResponseUARTData %#", nd_data);
if (!b_timeOutOccurred)
{
b_exitConditionSleep = true;
[self processResponseData:nd_data];
}
}
Maybe someone has an indication of what I'm doing wrong.
what I'm doing wrong
You're trying to make an asynchronous task synchronous. That's the core problem. As for the specific reason why this particular pattern won't work, it is quite likely that the nested run loop is preventing a callback from being processed properly. Or it might be some other implementation detail that is incompatible with the conversion from asynchronous to synchronous.
Beyond an intellectual curiosity, there isn't much reason to figure out why.
Instead, call some kind of an update method from your implementation of communicatorPeripheralDidReceiveResponseUARTData:. This will allow the processing to be asynchronous, as intended.

How bad would be next custom join implementation for NSThread?

Cause NSThread can't be joinable I tried next method, it seems works ok, but is still very bad solution or good enough?
// init thread
NSThread *mythread = [[NSThread alloc] initWithTarget:self selector:#selector(runThread:) object: nil];
// start thread
mythread.start;
// JOIN NSThread custom implementation
// wait until thread will finish execution
if (mythread.isExecuting) {
while(mythread.isExecuting) {
sleep(0);
}
} else if (!mythread.isCancelled && !mythread.isFinished) {
while(!mythread.isExecuting) {
sleep(0);
}
while(mythread.isExecuting) {
sleep(0);
}
}
A live lock like this is a bad idea on an iPhone, because it eats battery and CPU without doing anything, even though calling sleep(0) might give it a little bit of rest.
You could use NSCondition to implement joining. The idea is that the parent thread will wait on the NSCondition, and the worker thread would signal on that condition when it finishes:
- (void)main1 {
// thread 1: start up
_joinCond = [NSCondition new];
[mythread start];
// thread 1: join, i.e. wait until thread 2 finishes
[_joinCond lock];
[_joinCond wait];
[_joinCond unlock];
}
- (void)main2 {
// thread 2 (mythread):
// ... work, work, work ...
// now we're done, notify:
[_joinCond lock];
[_joinCond signal];
[_joinCond unlock];
}

GCD serial queue and race condition

I have two methods which run on a serial queue. Each method return a copy of some class. I'm trying to achieve thread safety solution while also mainting data integrity.
for example:
-(Users *) getAllUsers
{
__block copiedUsers;
dispatch_sync(_backgroundQueue, ^{
copiedUsers = [self.users copy]; // return copy object to calling thread.
});
return copiedUsers;
}
-(Orders *) getAllOrders
{
__block copiedOrders;
dispatch_sync(_backgroundQueue, ^{
copiedOrders = [self.Orders copy]; // return copy object to calling thread.
});
return copiedOrders;
}
In addition to this two methods, I have a worker class that add/remove users and orders, all done via a serial queue backgroundQueue.
If in the main thread I call getAllUsers and then getAllOrders right after the other my data integrity isn't safe because between the two calls the worker class might have changed the model.
my question is how can I make to the caller a nice interface that allows multiple methods to run atomically?
Model is only updated from backgroundQueue serial queue.
Client talks to model via a method that receives a block that runs in the background queue.
In addition, not to freeze main thread, I create another queue and run a block that talks with the gateway method.
P.S - attention that dispatch_sync is called only in runBlockAndGetNeededDataSafely to avoid deadlocks.
Code sample:
aViewController.m
ManagerClass *m = [ManagerClass new];
dispatch_queue_t q = dispatch_queue_create("funnelQueue", DISPATCH_QUEUE_SERIAL);
dispatch_block_t block_q = ^{
__Users *users;
__Orders *orders;
[manager runBlockAndGetNeededDataSafely:^
{
users = [manager getUsers];
orders = [manager getOrders];
dispatch_async(dispatch_get_main_queue(),
^{
// got data safely - no thread issues, copied objects. update UI!
[self refreshViewWithUsers:users
orders:orders];
});
}];
}
dispatch_async(q, block_q);
Manager.m implementation:
-(void) runBlockInBackground:(dispatch_block_t) block
{
dispatch_sync(self.backgroundQueue, block);
}
-(Users *) getAllUsers
{
return [self.users copy];
}
-(Orders *) getAllOrders
{
return [self.Orders copy];
}
To answer your question about how to checking the current queue:
First when you create the queue, give it a tag:
static void* queueTag = &queueTag;
dispatch_queue_t queue = dispatch_queue_create("a queue", 0);
dispatch_queue_set_specific(queue, queueTag, queueTag, NULL);
and then run a block like this:
-(void)runBlock:(void(^)()) block
{
if (dispatch_get_specific(queueTag) != NULL) {
block();
}else {
dispatch_async(self.queue, block);
}
}
Your example doesn't work. I suggest to use completion callback. You should have an option to know when the worker finish his job to return to value.
- (void)waitForCompletion:(BOOL*)conditions length:(int)len timeOut:(NSInteger)timeoutSecs {
NSDate *timeoutDate = [NSDate dateWithTimeIntervalSinceNow:timeoutSecs];
BOOL done = YES;
for (int i = 0; i < len; i++) {
done = done & *(conditions+i);
}
do {
[[NSRunLoop currentRunLoop] runMode:NSDefaultRunLoopMode beforeDate:timeoutDate];
if([timeoutDate timeIntervalSinceNow] < 0.0)
break;
//update done
done = YES;
for (int i = 0; i < len; i++) {
done = done & *(conditions+i);
}
} while (!done);
}
-(void) getAllUsers:(void(^)(User* user, NSError* error))completion
{
dispatch_async(_backgroundQueue, ^{
BOOL condition[2] = [self.userCondition, self.orderCondition];
[self waitForCompletion: &condition[0] length:2 timeOut:60];
if (completion) {
completion([self.users copy], nil);
}
});
}

Testing asynchronous call in unit test in iOS

I am facing a problem while unit testing an asynchronous call in iOS. (Although it is working fine in view controllers.)
Has anyone faced this issue before? I have tried using a wait function but I'm still facing the same problem.
Please suggest an example of a good way to do this.
You'll need to spin the runloop until your callback is invoked. Make sure that it gets invoked on the main queue, though.
Try this:
__block BOOL done = NO;
doSomethingAsynchronouslyWithBlock(^{
done = YES;
});
while(!done) {
[[NSRunLoop currentRunLoop] runMode:NSDefaultRunLoopMode beforeDate:[NSDate distantFuture]];
}
You can also use a semaphore (example below), but I prefer to spin the runloop to allow asynchronous blocks dispatched to the main queue to be processed.
dispatch_semaphore_t sem = dispatch_semaphore_create(0);
doSomethingAsynchronouslyWithBlock(^{
//...
dispatch_semaphore_signal(sem);
});
dispatch_semaphore_wait(sem, DISPATCH_TIME_FOREVER);
Here is Apple's description of native support for async testing.
TL;DR manual:
Look at XCTextCase+AsynchronousTesting.h
There is special class XCTestExpectation with only one public method: - (void)fulfill;
You should init instance of this class and in success case call fulfill method. Otherwise your test will fail after timeout that you specify in that method:
- (void)waitForExpectationsWithTimeout:(NSTimeInterval)timeout handler:(XCWaitCompletionHandler)handlerOrNil;
Example:
- (void)testAsyncMethod
{
//Expectation
XCTestExpectation *expectation = [self expectationWithDescription:#"Testing Async Method Works Correctly!"];
[MyClass asyncMethodWithCompletionBlock:^(NSError *error) {
if(error)
NSLog(#"error is: %#", error);
else
[expectation fulfill];
}];
//Wait 1 second for fulfill method called, otherwise fail:
[self waitForExpectationsWithTimeout:1 handler:^(NSError *error) {
if(error)
{
XCTFail(#"Expectation Failed with error: %#", error);
}
}];
}
I think many of the suggested solutions in this post has the problem that if the asynchronous operation does not complete the "done" flag is never set, and the test will hang forever.
I have successfully used this approach in many of my test.
- (void)testSomething {
__block BOOL done = NO;
[obj asyncMethodUnderTestWithCompletionBlock:^{
done = YES;
}];
XCTAssertTrue([self waitFor:&done timeout:2],
#"Timed out waiting for response asynch method completion");
}
- (BOOL)waitFor:(BOOL *)flag timeout:(NSTimeInterval)timeoutSecs {
NSDate *timeoutDate = [NSDate dateWithTimeIntervalSinceNow:timeoutSecs];
do {
[[NSRunLoop currentRunLoop] runMode:NSDefaultRunLoopMode beforeDate:timeoutDate];
if ([timeoutDate timeIntervalSinceNow] < 0.0) {
break;
}
}
while (!*flag);
return *flag;
}
Since Xcode 6 this built in to XCTest as a category:
See https://stackoverflow.com/a/24705283/88164
Here's another alternative, XCAsyncTestCase, that works well with OCMock if you need to use it. It's based on GHUnit's async tester, but is uses the regular XCTest framework instead.
Fully compatible with Xcode Bots.
https://github.com/iheartradio/xctest-additions
Usage is the same, just import and subclass XCAsyncTestCase.
#implementation TestAsync
- (void)testBlockSample
{
[self prepare];
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^(){
sleep(1.0);
[self notify:kXCTUnitWaitStatusSuccess];
});
// Will wait for 2 seconds before expecting the test to have status success
// Potential statuses are:
// kXCTUnitWaitStatusUnknown, initial status
// kXCTUnitWaitStatusSuccess, indicates a successful callback
// kXCTUnitWaitStatusFailure, indicates a failed callback, e.g login operation failed
// kXCTUnitWaitStatusCancelled, indicates the operation was cancelled
[self waitForStatus:kXCTUnitWaitStatusSuccess timeout:2.0];
}
AGAsyncTestHelper is a C macro for writing unit tests with asynchronous operations and works with both SenTestingKit and XCTest.
Simple and to the point
- (void)testAsyncBlockCallback
{
__block BOOL jobDone = NO;
[Manager doSomeOperationOnDone:^(id data) {
jobDone = YES;
}];
WAIT_WHILE(!jobDone, 2.0);
}
Sam Brodkin already gave the right answer.
Just to make the answer looks better at first sight, I bring the sample code here.
Use XCTestExpectation.
// Test that the document is opened. Because opening is asynchronous,
// use XCTestCase's asynchronous APIs to wait until the document has
// finished opening.
- (void)testDocumentOpening
{
// Create an expectation object.
// This test only has one, but it's possible to wait on multiple expectations.
XCTestExpectation *documentOpenExpectation = [self expectationWithDescription:#"document open"];
NSURL *URL = [[NSBundle bundleForClass:[self class]]
URLForResource:#"TestDocument" withExtension:#"mydoc"];
UIDocument *doc = [[UIDocument alloc] initWithFileURL:URL];
[doc openWithCompletionHandler:^(BOOL success) {
XCTAssert(success);
// Possibly assert other things here about the document after it has opened...
// Fulfill the expectation-this will cause -waitForExpectation
// to invoke its completion handler and then return.
[documentOpenExpectation fulfill];
}];
// The test will pause here, running the run loop, until the timeout is hit
// or all expectations are fulfilled.
[self waitForExpectationsWithTimeout:1 handler:^(NSError *error) {
[doc closeWithCompletionHandler:nil];
}];
}
you can use async api calling in swift like this
private let serverCommunicationManager : ServerCommunicationManager = {
let instance = ServerCommunicationManager()
return instance
}()
var expectation:XCTestExpectation?
func testAsyncApiCall() {
expectation = self.expectation(description: "async request")
let header = ["Authorization":"eyJ0eXAiOiJKV1QiLCJhbGciOiJSUzI1NiIsImp0aSI6ImQ4MmY1MTcxNzI4YTA5MjI3NWIzYWI3OWNkOTZjMGExOTI4MmM2NDEyZjMyYWQzM2ZjMzY4NmU2MjlhOWY2YWY1NGE0MDI4MmZiNzY2NWQ3In0.eyJhdWQiOiIxIiwianRpIjoiZDgyZjUxNzE3MjhhMDkyMjc1YjNhYjc5Y2Q5NmMwYTE5MjgyYzY0MTJmMzJhZDMzZmMzNjg2ZTYyOWE5ZjZhZjU0YTQwMjgyZmI3NjY1ZDciLCJpYXQiOjE1MDg4MjU1NTEsIm5iZiI6MTUwODgyNTU1MSwiZXhwIjoxNTQwMzYxNTUxLCJzdWIiOiIiLCJzY29wZXMiOltdfQ.osoMQgiY7TY7fFrh5r9JRQLQ6AZhIuEbrIvghF0VH4wmkqRUE6oZWjE5l0jx1ZpXsaYUhci6EDngnSTqs1tZwFTQ3srWxdXns2R1hRWUFkAN0ri32W0apywY6BrahdtiVZa9LQloD1VRMT1_QUnljMXKsLX36gXUsNGU6Bov689-bCbugK6RC3n4LjFRqJ3zD9gvkRaODuOQkqsNlS50b5tLm8AD5aIB4jYv3WQ4-1L74xXU0ZyBTAsLs8LOwvLB_2B9Qdm8XMP118h7A_ddLo9Cyw-WqiCZzeZPNcCvjymNK8cfli5_LZBOyjZT06v8mMqg3zszWzP6jOxuL9H1JjBF7WrPpz23m7dhEwa0a-t3q05tc1RQRUb16W1WhbRJi1ufdMa29uyhX8w_f4fmWdAnBeHZ960kjCss98FA73o0JP5F0GVsHbyCMO-0GOHxow3-BqyPOsmcDrI4ay006fd-TJk52Gol0GteDgdntvTMIrMCdG2jw8rfosV6BgoJAeRbqvvCpJ4OTj6DwQnV-diKoaHdQ8vHKe-4X7hbYn_Bdfl52gMdteb3_ielcVXIaHmQ-Dw3E2LSVt_cSt4tAHy3OCd7WORDY8uek4Paw8Pof0OiuqQ0EB40xX5hlYqZ7P_tXpm-W-8ucrIIxgpZb0uh-wC3EzBGPjpPD2j9CDo"]
serverCommunicationManager.sendServerRequest(httpMethodType: .get, baseURL: "http://192.168.2.132:8000/api/v1/user-role-by-company-id/2", param: nil, header: header) { (isSuccess, msg , response) in
if isSuccess
{
let array = response as! NSArray
if array.count == 8
{
XCTAssertTrue(true)
self.expectation?.fulfill()
}
else
{
XCTAssertFalse(false)
XCTFail("array count fail")
}
}
}
waitForExpectations(timeout: 5) { (error) in
if let error = error{
XCTFail("waiting with error: \(error.localizedDescription)")
}
}
}
I suggest you should have a look on the tests of Facebook-ios-sdk. It's a good example of how to test async unit test on iOS, though personally I think async tests should be break into sync tests.
FBTestBlocker: a blocker that prevent current thread exits with specified timeout. You can drag and drop this to your project, but you need to remove OCMock related stuff if you don't have that in you project.
FBTestBlocker.h
FBTestBlocker.m
FBURLConnectionTests: test examples you should look at.
FBURLConnectionTests.h
FBURLConnectionTests.m
This code snippet should give you some idea
- (void)testExample
{
FBTestBlocker *_blocker = [[FBTestBlocker alloc] initWithExpectedSignalCount:1];
__block BOOL excuted = NO;
[testcase test:^(BOOL testResult) {
XCTAssert(testResult, #"Should be true");
excuted = YES;
[_blocker signal];
}];
[_blocker waitWithTimeout:4];
XCTAssertTrue(excuted, #"Not executed");
}
Try KIWI framework. It's powerful and might help you with other kinds of tests.
I recommend you connection semaphore + runloop, i also wrote method which take block:
// Set the flag to stop the loop
#define FLEND() dispatch_semaphore_signal(semaphore);
// Wait and loop until flag is set
#define FLWAIT() WAITWHILE(dispatch_semaphore_wait(semaphore, DISPATCH_TIME_NOW))
// Macro - Wait for condition to be NO/false in blocks and asynchronous calls
#define WAITWHILE(condition) \
do { \
while(condition) { \
[[NSRunLoop currentRunLoop] runMode:NSDefaultRunLoopMode beforeDate:[NSDate dateWithTimeIntervalSinceNow:1]]; \
} \
} while(0)
method:
typedef void(^FLTestAsynchronousBlock)(void(^completion)(void));
void FLTestAsynchronous(FLTestAsynchronousBlock block) {
FLSTART();
block(^{
FLEND();
});
FLWAIT();
};
and call
FLTestAsynchronous(^(void(^completion)()){
[networkManager signOutUser:^{
expect(networkManager.currentUser).to.beNil();
completion();
} errorBlock:^(NSError *error) {
expect(networkManager.currentUser).to.beNil();
completion();
}];
});
If you are using XCode 6, you can test async network calls like this:
XCTest and asynchronous testing in Xcode 6

NSOperation waitUntilFinished waits a long time

I am using an NSOperation subclass (called PointsOperation) to do some calculations in the background in my app. Due to user behaviour, these calculations might need to be canceled, and new calculations started. In that case, I will create a new PointsOperation instance, and add it to the same NSOperationQueue as the first one. As the first thing in the main method of the PointsOperation, it will check whether another operation is already running, and cancel it.
Because the operations are using some shared caches, they cannot be (and don't need to be) running in parallel. Therefore, the second operation will wait until the first one has finished. The resulting code for the main method looks something like this:
static NSOperation *currentOperation = nil;
- (void) main
{
// setting up autorelease pool, catching exceptions, etc
#synchronized(lock) {
if (currentOperation != nil) {
[currentOperation cancel];
[currentOperation waitUntilFinished];
}
currentOperation = self;
}
while (!calculationsFinished && ![self isCancelled]) {
// do calculations
}
currentOperation = nil;
// releasing autorelease pool, etc
}
This all works fine, the first operation gets cancelled, and the second waits for it to finish, and then starts calculating.
The problem is: it takes 3-10 seconds between the first operation ending the main method, and the second one to come out of the waitUntilFinished.
Does anybody have seen this before and knows what to do about that?
I have also tried, instead of the waitUntilFinished, to make the second operation dependent on the first, with "addDependency:" (in the init method, rather than the main). That also works, but has the same problem: the start of the second operation is a number of seconds behind the finish of the first method.
Despite of its name, the cancel method does not magically cancel the operation.
Canceling an operation does not immediately force it to stop what it
is doing. Although respecting the value returned by the isCancelled is
expected of all operations, your code must explicitly check the value
returned by this method and abort as needed.
http://developer.apple.com/library/mac/documentation/Cocoa/Reference/NSOperation_class/Reference/Reference.html
If you did not write your code to check isCancelled property, so the operation's thread will run to the end no matter you cancel it or not.
I tried to reproduce the issue here but my code just work fine with no such delay. This is my code:
#interface PointsOperation : NSOperation {
#private
bool calculationsFinished;
}
#property (nonatomic, assign) int tag;
#end
#implementation PointsOperation
#synthesize tag;
static NSOperation *currentOperation = nil;
static NSString* lock = #"LOCK";
- (void) main
{
NSLog(#"Before autoreleasepool with tag: %d", tag);
#autoreleasepool {
NSLog(#"Before lock");
// setting up autorelease pool, catching exceptions, etc
#synchronized(lock) {
if (currentOperation != nil) {
NSLog(#"Before cancel");
[currentOperation cancel];
NSLog(#"Before waitUntilFinished");
NSDate* beforeWait = [NSDate date];
[currentOperation waitUntilFinished];
NSLog(#"After waitUntilFinished took %f seconds", [[NSDate date] timeIntervalSinceDate:beforeWait]);
}
currentOperation = self;
}
NSLog(#"Before while loop");
int i = 0;
while (!calculationsFinished && ![self isCancelled]) {
// do calculations
[NSThread sleepForTimeInterval:1];
NSLog(#"Inside while loop = %d", i);
calculationsFinished = (++i > 10);
}
NSLog(#"After while loop: i = %d", i);
currentOperation = nil;
// releasing autorelease pool, etc
}
NSLog(#"%#", #"End of method");
}
#end
And here's how I use it:
NSOperationQueue* q = [[NSOperationQueue alloc] init];
q.maxConcurrentOperationCount = 4;
for (int i = 0; i < 10; i++) {
[q addOperation:[PointsOperation new]];
}
The result of time took by waitUntilFinished came in two categories:
After waitUntilFinished took 1.002624 seconds
and
After waitUntilFinished took 0.000749 seconds
which depends on the timing of the call I think.
Maybe you should provide more of your code if possible, as problem might be somewhere else in your code.

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