GCD, order of execution? - ios

Assume we have one UIVewcontroller, call it A, in the viewdidload of that VC we add to it two UIViewcontrollers( B,C ). now to make the UI smooth in the Viewdidload of A we do some GCD work
dispatch_queue_t queue = dispatch_queue_create("CustomQueue", NULL);
dispatch_async(queue, ^{
// Create views, do some setup here, etc etc
// Perform on main thread/queue
dispatch_async(dispatch_get_main_queue(), ^{
// this always has to happen on the main thread
[self.view addSubview:myview1];
[self.view addSubview:myview2];
[self.view addSubview:myview3];
});
});
Now based on this code, am I guaranteed that the views will be added in the same order? view 1 , then 2 , then 3?
I am noticing that arbitrarily some views shows up before others !!

Your problem is almost certainly this part:
dispatch_async(queue, ^{
// Create views, do some setup here, etc etc
You cannot do anything view-related (or really anything UIKit-related) on a background thread. Period.

Related

How to get an array out of Grand Central Dispatch?

I am a newbie. I am using Grand Central Dispatch to populate an array (student_temp) on another thread. That part is working fine. The problem is I cannot pass the array to a class property (student_Array) where it is used throughout the class. I can't get the array back on the main thread.
it works fine until I get back tot he main thread and I can't pass student_temp into student_Array (the property) either inside or outside of GCD.
What am I doing wrong, or is there a better to populate the array property using GCD?
Thank you for your help. And please try to explain in non-technical language if possible I am new at this.
- (void)viewDidLoad
{
[super viewDidLoad];
R2LFetcher *studentFetch = [[R2LFetcher alloc] init];
__block NSMutableArray *student_temp = [[NSMutableArray alloc] init];
dispatch_queue_t queue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_HIGH, 0ul);
dispatch_async(queue, ^{
//long-running code goes hereā€¦
student_temp = [studentFetch fetchToStudentArray];
dispatch_async(dispatch_get_main_queue(), ^{
// code the updates the main thread (UI) here...
student_Array = student_temp;
});
});
student_Array = student_temp;
A couple of reactions:
In the last line of your code, you're setting student_Array to student_temp. Clearly that line makes no sense because you're populating student_temp asynchronously. And you're opening yourself up to synchronization issues if you're trying to simultaneously access the save variable in two queues. Don't bother to assign student_Array to student_temp at the end of viewDidLoad, but rather just do it inside the nested dispatch_async calls.
Inside the block, you're populating and setting student_temp. It probably makes more sense to make that variable scoped within that block, avoiding temptation to access it from outside that block as well as simplifying your code because the __block qualifier is no longer needed.
This block is running asynchronously, so when you update student_Array in the main queue, you might want to update your UI at the same time (e.g. reload the tableview or whatever). Perhaps you're doing that already and just removed it for the sake of brevity, but I just wanted to make sure.
Thus:
- (void)viewDidLoad
{
[super viewDidLoad];
dispatch_queue_t queue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0ul);
dispatch_async(queue, ^{
R2LFetcher *studentFetch = [[R2LFetcher alloc] init];
// long-running code goes here, for example ...
NSMutableArray *student_temp = [studentFetch fetchToStudentArray];
dispatch_async(dispatch_get_main_queue(), ^{
student_Array = student_temp;
// code the updates the main thread (UI) here, for example...
[self.tableView reloadData];
});
});
}
You should be able to add objects to student_Array directly from your block. Unlike stack variables, properties and ivars don't get copied when used inside a block. Instead, self gets retained in the block, and the property is referenced through it.
Of course, you need to be aware of concurrency issues, e.g. if you need to access the data from the main thread as well. For that, you probably still want to have this at the end of your async GCD block:
// done populating the data
dispatch_async(dispatch_get_main_queue(), ^{
// update the UI
}

Objective-C - Wait for call on another thread to return before continuing

In my iOS application, I have a database call that takes some time to complete. I have a spinner visible on the screen while this operation is taking place. I am hitting an error with the app crashing with "com.myapp failed to resume in time" so it seems like it is running the database call on the main thread, causing issues.
Current Code
-(void)timeToDoWork
{
...
[CATransaction flush];
[[DatabaseWorker staticInstance] doWork];
//Additional UI stuff here
...
if([self->myReceiver respondsToSelector:self->myMessage])
{
[self->myReceiver performSelector:self->myMessage];
}
}
To get the doWork function to take place on a background thread, it looks like I can use Grand Central Dispatch:
dispatch_queue_t queue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0);
dispatch_async(queue, ^{
[[DatabaseWorker staticInstance] doWork];
});
However, how do I prevent the execution from continuing until it is complete? Should I end the method after the doWork call, and move everything below it to a new function?
Sample
-(void)timeToDoWork
{
...
[CATransaction flush];
dispatch_queue_t queue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0);
dispatch_async(queue, ^{
[[DatabaseWorker staticInstance] doWork];
dispatch_async(dispatch_get_main_queue(), ^{
[self doneDoingWork];
});
});
}
-(void)doneDoingWork
{
//Additional UI stuff here
...
if([self->myReceiver respondsToSelector:self->myMessage])
{
[self->myReceiver performSelector:self->myMessage];
}
}
Is there a better way to do this?
Prevent execution in main thread from continuing is really bad idea. iOS will terminate your application since main thread should always work with run loop.
I suggest you following way to handle your problem:
Write a "Locker". Let it show some view with animated spinner and no buttons at all.
When you start dispatch async operation just bring it to the front and let it work with run loop.
When your async operation completes close the locker.
You can also use blocks.
e.g..
- (void)doWorkWithCompletionHandler:(void(^)())handler {
dispatch_queue_t queue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0);
dispatch_async(queue, ^{
// do your db stuff here...
dispatch_async(dispatch_get_main_queue(), ^{
handler();
});
});
}
And then use it like that:
[[DatabaseWorker staticInstance] doWorkWithCompletionHandler:^{
// update your UI here, after the db operation is completed.
}];
P.S.
It might be a good idea to copy the handler block.
The error you are receiving suggests that you are doing something in application:didFinishLaunchingWithOptions: or applicationDidBecomeAction: or somewhere else in the launch cycle that is taking too long and the app is getting terminated by the launch watchdog timer. Above all, it is vital that you return as quickly as possible from these methods. I'm not sure where your code fits into the launch cycle; but this explanation seems plausible.
There are all sorts of ways to address this; but taking the lengthy process off the main queue is the first step as you noted. Without knowing more about what main queue objects (e.g. UI) depend on this database transaction, I'd say that your suggested solution is perfectly fine. That is, dispatch the work to a background queue; and on completion dispatch the remaining UI work to the main queue.
Delegates were suggested elsewhere as a solution. That's also workable although you still have to concern yourself with which queue the delegate methods get called on.
I think that you should use a delegate in your DatabaseWorker and the method doWork always run in background, so when the worker finish the work it tell to its delegate that the work is finished. The delegate method must be called in the main thread.
In the case that you have many objects that need to know when the DatabaseWorker finish instead to use a delegate I would use notifications.
EDIT:
In the DatabaseWorker class you need to implement the method doWork like this:
- (void) doWork{
dispatch_queue_t queue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0);
dispatch_async(queue, ^{
//Do the work.
dispatch_async(dispatch_get_main_queue(), ^{
[self.delegate finishWork];
});
});
}
And in the class that implement timeTodoWork:
-(void)timeToDoWork
{
...
[CATransaction flush];
[[DatabaseWorker staticInstance] setDelegate:self];
[[DatabaseWorker staticInstance] doWork];
}
#pragma mark DatabaseWorkerDelegate
- (void) finishWork{
//Additional UI stuff here
...
if([self->myReceiver respondsToSelector:self->myMessage])
{
[self->myReceiver performSelector:self->myMessage];
}
}
Also you can use:
[self performSelectorInBackground:#selector(doWorkInBackground) withObject:nil];
instead of:
dispatch_queue_t queue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0);
dispatch_async(queue, ^{
//Do the work.
});
And add a method:
- (void) doWorkInBackground{
//Do the work
[self.delegate performSelectorOnMainThread:#selector(finishWork) withObject:nil waitUntilDone:NO];
}

How to execute statements in order in objective c

When i tap on my button, my function was called
[myBtn addTarget:self action:#selector(myFunction) forControlEvents:UIControlEventTouchUpInside];
In my function, a collection of complex statement will be executed and take a litte bit time to run, so i want to show Loading (UIActivityIndicatorView) as the following:
-(void) addTradeAction {
//Show Loading
[SharedAppDelegate showLoading];
//disable user interaction
self.view.userInteractionEnabled = NO;
//execute call webservice in here - may be take 10s
//Hide Loading
[ShareAppDelegate hideLoading];
}
When tap on myBtn (my Button) -> after 3s or 4s, [ShareAppDelegate showLoading] was called.
It is unusual when i use [ShareAppDelegate showLoading] on other Function, -> it work very nice, i mean all the statement be executed in order.
All i want, when i tap on My Button, Loading will be called immediatelly.
Tks in advance
A correct way to perform a tasks in background, and in your case showing an activity indicator, is :
-(void)myBackGroundTask
{
//here showing the 'loading' and blocking interaction if you want so
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
//here everything you want to perform in background
dispatch_async(dispatch_get_main_queue(), ^{
//call back to main queue to update user interface
});
});
}
With this kind of block, you are sure that your interface do not freeze, and keep a smooth animation.
If your complex statements do not any UI animations or UI related code, then you can execute that part in a different thread(other than the mainThread). Once the statements are done(or in completion block), you can remove the loadingOverlay there.
Put myFunction to run on a background queue as it probably makes the system hang:
- (void)myFunction {
dispatch_queue_t myQueue = dispatch_queue_create("myQueue", NULL);
// execute a task on that queue asynchronously
dispatch_async(myQueue, ^{
// Put the current myFunction code here.
});
}

Reload data of UITableView in background

In my app, I have a UITableViewController.
Its tableView is divided in 3 sections.
I download datas for each of those sections from my server. To do this, I have 3 functions (for example f1 f2 and f3). Each updates a corresponding NSArray, used as data source for my table.
Now what I want is to reload datas using this functions and refresh my tableView once this 3 functions are done, but without disturbing the user.
I'm not used with asynchronous request, blocks, threads etc... and I'm looking for tips.
Actually, here is what I do :
-(void)viewDidLoad
{
//some settings
[NSTimer scheduledTimerWithTimeInterval:15.0 target:self selector:#selector(reloadDatas) userInfo:nil repeats:YES];
dispatch_queue_t queue = dispatch_get_main_queue();
dispatch_async(queue, ^{
[self reloadDatas];
});
}
-(void)reloadDatas
{
dispatch_queue_t concurrentQueue = dispatch_get_main_queue();
dispatch_async(concurrentQueue, ^{
[self f1];
[self f2];
[self f3];
[myDisplayedTable reloadData];
});
}
-(void)f1
{
//load datas with a url request and update array1
}
-(void)f2
{
//load datas with a url request and update array2
}
-(void)f3
{
//load datas with a url request and update array3
}
But here, my tableView is "frozen" until it is refreshed.
I don't care about the order of execution of f1 f2 and f3, but I need to wait for this 3 functions to be done before refresh my tableView.
Thanks for your help.
EDIT
Thanks for all your answers.
Here is the working solution :
As mros suggets, I removed the dispatch queue from the viewDidLoad, and replace in reloadDatas:
dispatch_queue_t concurrentQueue = dispatch_get_main_queue();
with
dispatch_queue_t mainThreadQueue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0);
And finally, I reload my table in a main thread
dispatch_async(dispatch_get_main_queue(), ^{ [myDisplayedTable reloadData]; });
So your "background thread" is actually your main thread. You have to use dispatch_get_global_queue and specify a priority to actually get a different thread. Also, the dispatch async in viewDidLoad is useless as all view controller lifecycle methods are called in the main thread. I would recommend doing something as follows in your f1, f2 and f3 methods:
Start by launching an asynchronous url request, then in the completion block, update arrayX and reload a particular section of your tableview. This way all three requests can happen simultaneously and the table just updates the necessary data when each one finishes. Alternatively, if you only want to reload once, just replace the concurrentQueue variable you have with a background thread and then perform [tableView reloadData] on the main thread.
The previous answers are absolutely right. However your implementation of reloadDatas & viewDidLoad is a bit problematic.
Just to clarify:
You want to complete the time consuming data loading stuff in a background thread, then update the UI/Cells when your data is ready on the main thread.
Like so:
-(void)viewDidLoad
{
dispatch_queue_t concurrentQueue = dispatch_queue_create("com.my.backgroundQueue", NULL);
dispatch_async(concurrentQueue, ^{
[self reloadDatas];
});
}
-(void)reloadDatas
{
// Expensive operations i.e pull data from server and add it to NSArray or NSDictionary
[self f1];
[self f2];
[self f3];
// Operation done - now let's update our table cells on the main thread
dispatch_queue_t mainThreadQueue = dispatch_get_main_queue();
dispatch_async(mainThreadQueue, ^{
[myDisplayedTable reloadData]; // Update table UI
});
}
One other thing. Pulling data from a server and updating table cells is pretty common.
No need for queues or timers here.
Here's an alternative structure.
Say you're pulling mp3's from your server :
Your model class is : Music.h/m
Your Model manager is : MusicManager.h/m (Singleton) - it will contain an array of music objects - that singleton is basically your datasource;
and finally your UItableViewController : MusicTableVC.h/m
In MusicManager.h/m : You have an NSMutableArray which will be loaded with Music.h objects that you've pull from the server. You can do that as soon as you app loads without even waiting for the TableViewController.
Inside MusicManager you have a few helper methods to add or remove items from the mutableArray and provide the count and of course your networking methods.
Finally : Post a notification in your network code. Your UITableViewController should listen/observe that notification and "reload" accordingly.
[[NSNotificationCenter defaultCenter] postNotificationName:#"NewMusicAdded" object:nil];
You query data from your server, parse the data into Music objects add them to your NSMutable array and post a notification to let the table update itself.
Pretty standard recipe.
In reloadDatas method you should change this line:
dispatch_queue_t concurrentQueue = dispatch_get_main_queue();
To:
dispatch_queue_t concurrentQueue = dispatch_queue_create("some queue", NULL);
But when you call [myDisplayedTable reloadData], you need to call this operation in the main queue.
dispatch_async(dispatch_get_main_queue(), ^{ [myDisplayedTable reloadData]; });

dispatch_sync block my UI, I cant click any button

I have 2 blocks with dispatch_sync, when the first block ends I show the window for the user and starts run the second block. But I'm not getting click any button on the screen until the second block ends..
Look the code:
[HUD showUIBlockingIndicatorWithText:#"Loading..."];
dispatch_queue_t queue = dispatch_queue_create("myQueue", DISPATCH_QUEUE_CONCURRENT);
dispatch_async(queue, ^ {
dispatch_sync(dispatch_get_main_queue(), ^{
[UIView beginAnimations:#"fade" context:nil];
[UIView setAnimationDuration:0.5];
self.capa.alpha = 0.0;
[UIView commitAnimations];
[HUD hideUIBlockingIndicator];
});
});
dispatch_barrier_async(queue, ^ {
//code executed in the background
dispatch_async(dispatch_get_main_queue(), ^{
NSLog(#"entrou na foto");
//[self getFotos];
});
});
If you call any code on the main thread, it will block your UI, so calling
dispatch_async(dispatch_get_main_queue(), ^{
NSLog(#"entrou na foto");
[self getFotos];
});
will block your UI until [self getFotos] has returned.
A couple of reactions.
The pattern you've used here doesn't quite make sense. Making some inferences from your code sample, I would have thought that the desired pattern would be:
Just start the HUD (or some spinning activity indicator view) in the main queue;
Dispatch all of your separate time consuming processes in the background queue; if they can operate concurrently, you'd use dispatch_async to your queue; and
Do a final dispatch_barrier_async of your completion block (i.e. your indication that all of the other blocks dispatched to your concurrent queue are done), which does the dispatch_async (not sync, generally) back to the main queue to stop the HUD.
There's nothing in this code sample that would suggest anything that would make your UI unresponsive, so I would have to suspect something in the portions of code that you've removed for the sake of clarity/brevity. In general, there are two things that might make your UI unresponsive:
Obviously, if there's anything dispatched back to the main queue that is slow. For example, you have a getFotos method, but we don't know what that does, but if it was slow, that would cause a problem. There's nothing obviously in this category of your snippet, but it's one class of problem to be aware of.
The more subtle problem can be if there's something in that slipped into that background queue accidentally that is UI related. Ironically, that can often cause a UI to freeze for a bit. You'd have to share the details of what you're doing in that block dispatched to the background for us to advise you further on that.
But those are the only two things that leap out at me that could cause your UI to become temporarily unresponsive.
Completely unrelated to your performance issues, but I wouldn't generally advise the old-style animations. As the docs say, "... this method is discouraged in iOS 4.0 and later." So I'd suggest removing the lines that say:
[UIView beginAnimations:#"fade" context:nil];
[UIView setAnimationDuration:0.5];
self.capa.alpha = 0.0;
[UIView commitAnimations];
Instead, I'd suggest you to use block-based animation, such as:
[UIView animateWithDuration:0.5 animations:^{
self.capa.alpha = 0.0;
}];
You may want to use dispatch groups here. Dispach a block into background & into the group with the UI disabled, and then you can spawn a waiting thread calling dispatch_group_wait blocking it until task is done to re-enable the UI. Only the disabled parts are locked. and everything else will work
dispatch_group_t group = dispatch_group_create();
dispatch_group_async(group, /* queue */, ^{ /* ... */ });
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0),
^{
dispatch_group_wait(group, DISPATCH_TIME_FOREVER);
// This thread will be blocked until background tasks are done.
dispatch_async(dispatch_get_main_queue(),
^{ /* ... */ });
});

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