OSX 10.10 App doesn't get focus or event loop - objective-c

Restarting app development after a 15 year hiatus. Current project is conversion of old windows-type command line utility into interactive OS X windowed app.
I created a view delegate inside main window and can draw and update NSTable view.
The updates are generated in the App's main loop which takes a UDP/TCP stream, parses and updates view via appropriate delegation.
Here's the problem: When I run the app, the main window does not apparently get
focus (window control buttons on upper left are grey), the Menu created from my .xib is inert, and the window itself does not respond to resizing or to mouse hits inside the table view scroll bars. Also, the mouse pointer is the spinning beachball when over the App's window.
My guess is that I am not providing time to the Objective C run loop for event processing. I do send a "display" to my window on every iteration of my app loop, but I guess it is not sufficient (Apple is not very clear about what objects get what messages when sending this kind of update message). Am I on the right track?
Is there a way to let the system Event loop run an iteration each time through my app main loop?
Thanks!
Update: I tried explicitly providing event loop time in my app's main loop with:
[[NSRunLoop currentRunLoop] runUntilDate:[NSDate dateWithTimeIntervalSinceNow:0.1]];
There was no apparent change in app behavior.

My guess is that I am not providing time to the Objective C run loop for event processing.
In this case, I recommend you read about Grand Central Dispatch, which provides concurrency, allowing the GUI to remain responsive.
There's a good explanation of GCD here and whilst it looks like a large and complicated subject, you'll probably only need a few lines of code to make use of GCD. For example: -
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_HIGH, 0), ^{
// do some work
});

Despite comparing the nibs and connections between my code and a freshly created .xib prototype, i could find no reason for my code to not get focus.
The fix was to move my code guts into the project with a new .xib.
This works but is unsatisfying

Related

Modal NSSavePanel disappears after animating in when begun from a completion block

G'day!
Note: Minimal example linked below. I'll refrain from longish code excerpts and rather explain the problem concisely.
I am in the process of updating an old (but small) Cocoa application to current APIs.
One of the places that looked easy enough at first: When the user tries to close the application window with unsaved changes, the app first displays an NSAlert asking "Save your stuff?". If that is confirmed a modal NSSavePanel is shown. In the original code they were opened via, respectively:
beginSheetModalForWindow:modalDelegate:didEndSelector:contextInfo:
beginSheetForDirectory:file:modalForWindow:modalDelegate:didEndSelector:contextInfo:
Current Cocoa API uses completion blocks and thus the alert prefers to be shown via beginSheetModalForWindow:completionHandler:. So I moved the code from the didEndSelector into the completionHandler.
Unfortunately the modal NSSavePanel does animate in but disappears immediately together with the application main window if it is shown from the NSAlert's completion block. If I switch the alert back to the didEndSelector I can show the NSSavePanel either selector-basedly or completion block-ly just fine.
Here's the NSAlert's completion block that forwards to the disappearing save panel.
I have thought about threading issues. All of this is happening on the main thread. Maybe there's something subtle going on with run loop modes that I'm missing?
The minimal example is available over on GitHub. You can switch between selectors and blocks with defines in AppDelegate.h. All the interesting code is in AppDelegate.m. (Unless the problem is somewhere else...)
As #Willeke pointed out this wasn't an overly mysterious issue with threading and whatnot. No. It was just me having looked at the code way too often over the course of days.
The solution is simple:
The breaks in the switch statement in confirmUnsavedChanges are missing.

How can I allow a user adjust an NSSlider without pausing the application update loop?

NOTE: Updated below...
I have a cocoa desktop application which consists of a series of controls around a custom NSView. I am using displayLink to drive the updates.
When a user clicks on an NSControl (a slider, a button, a checkbox, a radio button) the application appears to freeze until the mouse is released. I can confirm in fact that the displayLink callback (getFrameForTime) is NOT firing during the time. If I create a timer, that also does not fire, both remain paused until the user releases the mouse, at which point the application resumes updating.
The control is bound, and if I update that value from another thread (for example, via a callback from a MIDI interface) the slider behaves as expected: it moves, the value updates and the application does not pause.
I feel like this should be a fairly obvious fix, but I'm stumped.
Checking "continuous" in IB does as advertised: sends the values continuously, but still exhibits this behavior (preventing the UI update) until the mouse is released.
This seems to be related specifically to mouseDown on NSControl? Why would this block, and do I really need to subclass all my UI elements to change this behavior (seems extreme)
DisplayLink is in its own thread, so why mouseDown on the main thread block it? If this is the case, given the injunction on updating the Cocoa UI from other than the main thread, how do I deal with it?
Any help much appreciated.
Update
Per #Nikolai's comments below, I can confirm that using an NSTimer and adding it to NSEventTrackingRunLoopMode does NOT block. However, I would really like to use CVDisplayLink which (according to the documentation) runs in it's own thread and should not be blocked in this way. Unlike CADisplayLink, I cannot find a way to explicitly assign a runloop to CVDisplayLink (it seems it doesn't work that way), so perhaps the new question should be:
Why does CVDisplayLink block on NSEventTrackingRunLoopMode?
When clicking on an NSControl the runloop mode goes from NSDefaultRunLoopMode to NSEventTrackingRunLoopMode, as long as the mouse is down. That means that only run loop sources (display link) and timers fire that have been added to this mode.
You can add timers to any mode by using -[NSRunLoop addTimer:forMode:]. For a display link the equivalent method is -[CADisplayLink addToRunLoop:forMode:].
To make your animation continue during event tracking you would do something like:
[myDisplayLink addToRunLoop:[NSRunLoop currentRunLoop]
forMode:NSEventTrackingRunLoopMode];
Your test project shows that you are calling a view's display method from within the display link's callback.
When commenting the display message out, the display link is called continuously even while moving the slider.
So what goes wrong is that when the runloop goes into event tracking mode, the call to display on the display link's thread blocks until the mouse is released and the run loop goes back to default mode. You can easily confirm this by putting a log statement before the call and one after it.
Why exactly that happens is not clear to me. What is clear is that it's illegal to call a view's methods from a background thread. You have to trigger the view's display by dispatching a setNeedsDisplay: on the main thread:
static CVReturn MyDisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTimeStamp* now, const CVTimeStamp* outputTime, CVOptionFlags flagsIn, CVOptionFlags* flagsOut, void* displayLinkContext)
{
dispatch_async(dispatch_get_main_queue(), ^{
[(__bridge MyCustomView*)displayLinkContext setNeedsDisplay:YES];
});
return kCVReturnSuccess;
}

iOS automatic threading?

I have been working on an opencv project for iOS. I was given a simple project to start developing with that captured and displayed frames. I never payed much attention to how it worked until I started having memory issues and traced them back to the original project setup. I now plan to re-write the capturing/displaying code but I don't understand why it worked in the first place. There was a play/pause button which called the method
- (IBAction)play_pause:(id)sender
{
play = !play;
while(play)
{
if (_videoCapture && _videoCapture->grab())
{
(*_videoCapture) >> _display_frame;
//process frame
self.imageView.image = [UIImage imageWithCVMat:_display_frame];
}
}
}
play is just a global bool that signifies whether the application is playing or paused. The strange thing is that the processing should be taking place inside an infinite loop, there is no way out. play is never modified within the loop. In spite of that, when the application is running the play/pause button remains responsive and is capable of flipping the play bool and pausing the execution. Not only that, other bools (use_greyscale for instance) can be flipped by other buttons and their values change inside the loop. I would have expected the application to freeze and never even draw new frames to the screen. The application should stay trapped inside that function for most of its lifetime, unable to perform other tasks such as drawing and UIControl. It seems as though the only way this is possible is if the IBAction call is running on its own thread. I cannot find any evidence of threading in the source code. Could someone explain how apple handles threading in its UI? I was under the impression that there was one main runloop thread and that extra threads were not created automatically. If that is true, how can this behavior be explained?
side note-
What finally made me investigate this was that [UIImage imageWithCVMat:_display_frame] returns an auto-released object. Since all this takes place inside a loop, the objects could not be released without the execution being paused which was causing crashes.
The reason is worked is because the implementation of the cv::VideoCapture::grab() method runs the current run loop to pause the thread until it gets a frame.
When you launch your application, the main function executes a function named UIApplicationMain, which executes CFRunLoopRun. When CFRunLoopRun is executed on the main thread, it runs the main run loop, which is the run loop that processes all the UI events received from the system and refresh the user interface. For information on run loops, you may read Apple Threading Programming Guide.
So, when you execute an infinite loop, your code never returns to the run loop and the waiting events cannot be processed. But in your case, the grab method runs the run loop again with an expiration delay. So the run loop may process incoming events (which may invoke your code again) until the delay expires, then return to your code that will run the run loop again.
If you look at the callstack when you touch the button to pause, you will see this:
main function → run loop → event handling → your code → OpenCV → run loop → event handling → your code
The run loop is running inside itself, which is perfectly fine because run loops are reentrant. Scroll views actually use that behavior: When you scroll a UIScrollView, it runs the run loop again in a different mode in order to ignore some events until you end scrolling.
But I'm not sure the developers of OpenCV had this in mind when they wrote their code. So I think it would be better to load your frames in a background thread/queue.
You are correct, there is no "automatic threading" in iOS. Grand Central Dispatch (GCD) certainly makes threading much easier, but it does not happen automatically.
You can write some debug code and test for [NSThread isMainThread] in the while loop to see if play_pause is indeed being run on the main UI thread, which I suspect it is not.

Best practice for a long-running foreground operation that uses Core Data?

I have an app that imports a potentially large amount of data from the web after the user explicitly presses a Sync button, and stores that data using Core Data. Since I want to show feedback and I don't want the user interacting with the rest of the app while this happens, pressing the Sync button brings up a Modal dialog. Since I want the operation to happen immediately, the operation executes in the viewDidAppear method. I'm sure this is frowned upon.
There are a bunch of problems with the approach right now:
Everything happens in the main thread. The user kind of gets feedback because there is an activity indicator that continues to animate, but there's no way to indicate progress or show intermediate messages. This is not the right way to do things.
But, I am told that when using Core Data, everything has to use the main thread, so breaking off the work into another thread does not seem like it will be straightforward.
If the app enters the background state (user hits Home button or iPad falls sleep), it's game over - the operation dies. It's clear to me from the documentation why this is the case.
I know there are "I'm about to enter the background" events that you can handle, but it's not as though I can move execution of code from one place to another in the middle of a file download. Whatever solution I use has to be a continuous action that executes in the same way both before and after the transitions to/from the background.
I want the operation to execute in the foreground as far as the user is concerned. It does not make sense for them to interact with other parts of the app while this operation is taking place.
I am reading the Apple documentation on this, but I'm asking this in hopes of finding more concise guidance on this particular combination of needs. Thanks.
You really should not freeze the main thread. You can still "prohibit" certain UI actions.
Create a separate context, as a child, and do all your work in there. When done (or at certain intervals), save the context to the main context, and notify the main thread to do some UI update interaction... maybe a progress bar or something...
NSManagedContext *backgroundContext = [NSManagedContext alloc] initWithConcurrencyType:NSPrivateQueueConcurrencyType];
backgroudContext.parentContext = [self mainManagedObjectContext];
[backgroundContext performBlock:^{
// This block is running in a background thread.
// Go get your data from the web
// Call this to push data to the main MOC (either at end, or at intervals)
[backgroundContext save:&error];
// When you want to do something on the main thread...
dispatch_async(dispatch_get_main_queue(), ^{
// This block is running on the main queue... I can do anything with the UI...
}];
}];
Couple of things to note... your mainMOC needs to be private or main queue concurrency type. If you are using the Core Data template, where it is in the app delegate, just change the alloc/init to initWithConcurrencyType:NSMainQueueConcurrencyType.
I would, however, suggest using the canonical main/parent relationship. Create a private MOC, assign it to the persistent store, then create a main MOC, set its parent to be that private MOC. Now you are ready to handle any I/O with background operations, without blocking your UI.
Still, when loading from the web, use the pattern above: create a child MOC, then load objects into the main MOC.
Note, that the data is not saved to disk until the "root" MOC calls save.

Is there a function for "processing messages", i.e. updating screen, responding to accumulated user input

I have encountered a strange bug in my application, and I am trying to debug it using step execution.
However it seems that things on an iphone often do not happen as synchronously as I would like, for example when I step-over this line
[self.view addSubview:FinndomoEmbeddedMWView.view];
nothing happens in the emulator.
If I just let the program run, the view is added and the screen changes as it should.
So I am guessing, addSubview does not do everything related to adding a view, it just sort of starts the process, and then it is completed later.
I don't know if there are message queues on ios similair to winapi, but there must be something like that, so is there a function for "processing all accumulated messages". I would then like to call this function after my addSubview and actually see the things change in the emulator while I debug, not when the program is running.
And I experience this not only with addSubview, so I want to have a general solution for things like this.
Sat yesterday and found out the answer:
NSDate *dtr = [[NSDate alloc] initWithTimeIntervalSinceNow:0.5];
[[NSRunLoop currentRunLoop] runMode:NSDefaultRunLoopMode beforeDate:dtr];
This is sort of what I wanted. As you can see, this particular code may end up waiting for 0.5 seconds if there are no more events, and if there are events pending, it is only processing the first one and then returns (according to documentation).
But that could be avoided of course, this is just an example, if anyone will want the same thing. In my case there was only 1 important event, and so the provided snippet worked.
The short answer is no.
Cocoa is event-driven.
The core of each app is the event loop. On each pass through the event loop, the app handles events added to the event queue. Updating the screen is one such event.
Thus, changes to screen display don't take place until after your code returns, on the next pass through the event loop.
For debugging purposes where you want to figure out what's happening line-by-line, you need to either use the debugger's facilities, or add NSLog statements to your code.