I just wanted to confirm why this is needed.
I added this code to the KIImagePager (a cocoapod) to load images that are local to the app (the default code loads images from a url).
Here's my working code based off what a coworker suggested:
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_BACKGROUND, 0), ^{
dispatch_sync(dispatch_get_main_queue(), ^{
[imageView setImage:[UIImage imageNamed:[aImageUrls objectAtIndex:i]]];;
});
});
I noticed that if I take out the inner dispatch_sync, it works but not in the way I want (some of the images on the image pager scrollview aren't loaded yet when I start scrolling). But they do eventually load.
My question is this, does the sync call on the main queue get the image back to the UI (which is on the main queue)? Because it does work with the second async removed.
The internal dispatch executes its code block on the main thread. This is required because all UI operations must be performed on the main thread. And you're image downloading code (context in which this snippet is executed) may be on a background thread.
The external dispatch executes its block on a background thread. The block its given is the one that executes on the main thread. Thus, the external block can be safely removed.
Hrs an outline of the idiom you're using.
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_BACKGROUND, 0), ^{
// do blocking work here outside the main thread.
// ...
// call back with result to update UI on main thread
//
// what is dispatch_sync? Sync will cause the calling thread to wait
// until the bloc is executed. It is not usually needed unless the background
// background thread wants to wait for a side effect from the main thread block
dispatch_sync(dispatch_get_main_queue(), ^{
// always update UI on main thread
});
});
You should only work with UI objects on the main thread. If you don't, you will run into a couple of problems. The first, as you saw, is that UI objects will be delayed in updating. The second is that the app could crash if you try to change UI objects simultaneously from multiple threads. You should only work with UI objects on the main thread.
Related
This is perhaps more existential than a concrete question, but I'm struggling with a bit of a user experience issue in my app.
In my app, I have a task that converts a UIView to an UIImage, does some off-screen processing, and updates the UI for the user. All of this happens on the Main Queue, as is required for such UIKit tasks.
I want to have an activity indicator in my app (I'm using a custom designed one, but a regular UIActivityIndicator demonstrates the same issue), which I also have running on the Main Queue, prior to the aforementioned task.
My issue is that once the UIView processing kicks in, my activity indicator freezes until the task completes. This is obviously due to the main queue handling another, more intensive task, hereby hanging the spinner. My curiosity is; how can I ensure the spinner continues, regardless of the UI work happening on the main queue?
Thanks!
I'm afraid this is impossible unless you do the heavyweight operation on the background thread.
You can try to give the main thread a little bit air to breathe by chunking the operation to smaller parts, if that can be done. That would at least allow some updates of the spinner.
While I think that you should keep taking an image and updating the UI on the main thread, considering putting processing the image at the background thread, if that is possible.
I agree with Milan. I'd suggest a slightly different flow:
Start your activity indicator spinning.
Grab your view and convert it to an image.
Pass the image processing to a GCD background queue for processing, and pass in a completion handler.
When the background processing is complete, invoke the completion handler on the main thread. In the body of the completion handler, stop/hide the activity indicator.
I would suggest something like this.
-(void)render {
startSpinner();
backgroundRenderQueue = dispatch_queue_create("backgroundQueue",DISPATCH_QUEUE_CONCURRENT);
dispatch_async(backgroundQueue, ^{
//Render image here
UIImage *image = [UIImage imageWithCGImage:CGBitmapContextCreateImage(context)];
dispatch_async(dispatch_get_main_queue(), ^{
self.imageview.image = image;
stopeSpinner()
});
});
}
Anything UI related work needs to be run on main thread for iOS. Sometimes we need to do some async job like downloading a image and we probably would use dispatch_async and when the download finishes we get the main thread and display it like something like this:
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_HIGH, 0), ^{
UIImage *overlayImage = [self faceOverlayImageFromImage:_image];
dispatch_async(dispatch_get_main_queue(), ^{
[self fadeInNewImage:overlayImage];
});
});}
But when we load an image locally we usually just do this without dispatching on main thread:
UIImageView *imageView = [[UIImageView alloc] initWithImage:#"myimage.png"];
My question is are they guaranteed to be run on main thread? If yes why should we dispatch it using dispatch_get_main_queue()? If no why don't we need to dispatch every ui related work on main thread?
You're confused.
A given call chain is either run on the main thread or on a background thread. Most of the code you deal with is invoked through system events, and is guaranteed to be run on the main thread. There are only a limited number of cases where your code will be invoked from a background thread. Only in those cases do you need to wrap UIKit calls in code that redirects the call to the main thread.
The most common reason for your code to be running from a background thread is because you invoked it that way - often using Grand Central Dispatch.
You might invoke some code like this:
DispatchQueue.global(qos: .userInitiated).async { [weak self] in
//This code will be on a background thread
//Do time-consuming work here
//This calls back to the main thread.
DispatchQueue.main.async { [weak self] in
//Put your code to display your results in the UI here.
}
}
View controller functions, button actions, etc are always called on the main thread. If the system calls some method on a background thread, it will be well documented.
Some functions that take completion handlers invoke those completion handlers on a background thread. The NSURLSession (URLSession) class, for example, invokes its completion handlers and delegate methods on a delegate queue that defaults to a background thread. So when you pass a completion handler to an instance of URLSession, you need to make sure your UIKit code is wrapped in a call to dispatch_async() (DispatchQueue.main.async() in Swift 3) or a similar method of passing code to the main thread to execute.
Most UI related actions need to be performed on the main thread for them to work properly. But simply using a UI... class does nothing itself to ensure it is run on the main thread.
That's your job as the programmer. If you do something (like download data or perform a long running task) in the background and then need to update the UI, you must ensure the UI code is done on the main thread.
Keep in mind that creating UIImage instances can safely be created on a background thread. That's safe.
tl;dr - no, nothing is guaranteed to be run on the main thread. And you do need to dispatch every UI related work on the main thread unless you are already on the main thread.
I have used the
dispatch_sync(kBgQueue, ^{
});
to get response from webservice at background. While getting the response at background the UI getting delay, ie) while typing the on uitextview the keyboard getting freeze at moment.
How to fix this issue?
Thanks in advance..
dispatch_sync will wait for the block to be executed (which is going to take time depending upon the operation). This blocks the main thread where the UI is updated.
In order to get a responsive UI you need to replace dispatch_sync with dispatch_async.
right code:
dispatch_async(kBgQueue, ^{ });
dispatch_sync Submits a block object for execution on a dispatch queue and waits until that block completes.So it will block your main thread.
for move, see this
I am calling the setNeedsDisplay method in a new thread, but I don't see any changes in my view. What should I do to see all my changes after calling setNeedsDisplay in a new thread?
You can't update the user interface on a background thread. In your background thread, change
[object setNeedsDisplay];
to
[object performSelectorOnMainThread:#selector(setNeedsDisplay) withObject:nil waitUntilDone:NO];
Any updates involving the UI must be made on the main thread. Generally, background threads are used for time-intensive tasks, such as downloading files, parsing data, etc...
Your main thread is responsible for updating the User Interface and responding to the users events and actions. That's the main reason we have background threads, to manage memory usage and to increase performance, by keeping the main thread as free as possible to respond to the user, while time-intensive tasks, which would normally block the main thread, happen in the background.
After you have processed all necessary data and information on your background thread, you must commit any changes to the UI according to your data by dispatching it to the main thread:
dispatch_async(dispatch_get_main_queue(), ^{
//do UI stuff
});
Another way of dispatching to the main thread is as follows:
[self performSelectorOnMainThread:#selector(doUIStuff:) withObject:stuff waitUntilDone:NO];
A UIViewController takes about half a second to load its contents and appear on screen. How can I make them all load in the background and appear when they're ready?
There is a LazyTableImages sample on the Apple developer site.
It shows how to perform the heavy lifting in a background thread and update the UI on the main thread.
PerformSelectorInBackground:withObject: is a possible solution, although a more modern method would be to use asynchronous blocks. You can run code on the main thread from within these blocks to update the UI Safely.
The Concurrency Programming Guide is a good place to find more information and examples of this.
A Background Thread cant update the UI,you can perform all the processing logic in background thread and call the main thread for UI update
Example to load a tableView with Data ,use the background thread to process everything and load the Data, call [tableView reloadData] using the main thread, see Grand central Dispatching to know how to Work with Threads in IOS..
Hope it Helps
Create a GCD queue to process your work in a background thread (read the docs, because my "create" label and options may not be what you want).
You send it to the queue asynchronously, meaning that the call to dispatch_async will make appropriate arrangements for the block of code you give it to run in another thread and it will then return back to you "immediately."
All the work in the block you give it will be executed on a separate thread. Note, at the end, you do another call, this time with the well know main queue. This arranges for that code to run in the main thread, which is mandatory for any UI work.
Also, you really should read the documentation on GCD and especially blocks, because there are memory and cycle considerations. Good luck.
dispatch_queue_t workQ = dispatch_queue_create("bgWorkQ", 0);
dispatch_async(workQ, ^{
// This code is now running in a background thread.
// Do all your loading here...
// When ready to touch the UI, you must do that in the main thread...
disptach_async(dispatch_get_main_queue(), ^{
// Now, this code is running in the main thread.
// Update your UI...
});
});
dispatch_release(workQ);
The easiest way is to use NSObject's - (void)performSelectorInBackground:(SEL)aSelector withObject:(id)arg You just pass it a selector and it will happy in the background and not block your UI. Be aware however that there are rules to background threads.
You shouldn't update your UI from the background thread. And you need to make sure the methods you're calling are thread safe.