GCD - Block - Thread safe variable in loop - objective-c

Is GKPlayer player is safe inside for loop?
for (GKPlayer *player in players) {
[player loadPhotoForSize:GKPhotoSizeSmall withCompletionHandler:^(UIImage *photo, NSError *error) {
if (!error && photo) {
if ([player.playerID isEqualToString:[GKLocalPlayer localPlayer].playerID]) {
currentUser.image = photo;
} else {
otherUser.image = photo;
}
}
}];
}

YES (assuming your code is only executed in main thread)
from Doc
When this method is called, it creates a new background task to handle the request. The method then returns control to your game. Later, when the task is complete, Game Kit calls your completion handler. The completion handler is always called on the main thread.
Your code is only executed in main thread so no thread-safety issue.
A possible execution sequence of your code is something like this
[player1 loadPhotoForSize...];
[player2 loadPhotoForSize...];
[player3 loadPhotoForSize...];
// method return
// photo for player3 downloaded
completionHandlerForPlayer3(photo, error);
// photo for player1 downloaded
completionHandlerForPlayer1(photo, error);
// photo for player1 downloaded
completionHandlerForPlayer2(photo, error);
Everything happened on main thread, it is not possible to have threading issue.

Related

ObjectiveC - Avoiding deadlock while synchronous dispatch to main queue from background

Recently I came to a point where I needed some block of code to execute always on the main thread synchronously. This block can be called from any thread. I solved this problem with the code that was already suggested in this SO answer by #Brad Larson
As the comments to this answer it is evident that the deadlock can occur, but I got into the deadlock very very easily. Please have a look at this code.
-(IBAction) buttonClicked
{
// Dispatch on the global concurrent queue async.
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_HIGH, 0), ^{
NSString* data = [self getTheString];
NSLog(#"From Background Thread: %#", data);
};
// Dispatch on the main queue async.
dispatch_async(dispatch_get_main_queue(), ^{
NSString* data = [self getTheString];
NSLog(#"From Main Thread: %#", data);
};
}
// This method can be called from any thread so synchronize it.
// Also the code that sets the string variable based on some logic need to execute on main thread.
-(NSString*) getTheString
{
__block NSString* data = nil;
#synchronized(self)
{
// Have some code here that need to be synchronized between threads.
// .......
//
// Create a block to be executed on the main thread.
void (^blockToBeRunOnMainThread)(void) = ^{
// This is just a sample.
// Determining the actual string value can be more complex.
data = #"Tarun";
};
[self dispatchOnMainThreadSynchronously:blockToBeRunOnMainThread];
}
}
- (void) dispatchOnMainThreadSynchronously:(void(^)(void))block
{
if([NSThread isMainThread])
{
if (block)
{
block();
}
}
else
{
dispatch_sync(dispatch_get_main_queue(), ^{
if (block)
{
block();
}
});
}
}
In this piece of code there are two simultaneous asynchronous requests to function getTheString (Assume you have no control over the buttonClicked method and how it calls getTheString api) . Suppose the request from global queue comes first and it is trying to run the block on the main thread synchronously, till that time background thread in waiting for main thread to execute the block synchronously, at the same time request from main queue comes and trying the acquire the lock from background thread, but as background thread in not complete main thread waiting for background thread to complete. Here we have a deadlock on main thread as main thread waiting for background thread to finish, and background thread is waiting for main thread to execute block.
If I remove the #synchronize statement everything works fine as expected. May be I don't need a #synchronize statement here but in same case you may need to have this. Or it can even happen from some other parts of the code.
I tried to search the whole net for the solution and also tried dispatch_semaphore but couldn't solve the issue. May be I am just not doing things the right way.
I assume this is classic problem of deadlock and faced by developers again and again, and probably have solved it to some extent. Can anyone help with this, or point me to right direction?
I would create a synchronous queue (NSOperationQueue would be simplest) and submit the block to be run on the main thread to that queue. The queue would dispatch the blocks in the order received, maintaining the ordering you desire. At the same time, it disassociates the synchronicity between calling the getTheString method and the dispatch to the main thread.

XCTest passes when it should fail using expectations

I am testing a method that runs in background and executes a code block when it finishes. I am using expectations to handle the asynchronous execution of the tests. I wrote simple a test that shows the behaviour:
- (void) backgroundMethodWithCallback: (void(^)(void)) callback {
dispatch_queue_t backgroundQueue;
backgroundQueue = dispatch_queue_create("background.queue", NULL);
dispatch_async(backgroundQueue, ^(void) {
callback();
});
}
- (void) testMethodWithCallback {
XCTestExpectation *expectation = [self expectationWithDescription:#"Add collection bundle"];
[self backgroundMethodWithCallback:^{
[expectation fulfill];
usleep(50);
XCTFail(#"fail test");
}];
[self waitForExpectationsWithTimeout: 2 handler:^(NSError *error) {
if (error != nil) {
XCTFail(#"timeout");
}
}];
}
The XCTFail(#"fail test"); line should fail for this test but the test is passing.
I also noticed that this only happens when the code ran on the callback takes an amount of time (in my case, I was checking some files on the file system). This is why the usleep(50); line is necessary to reproduce the case.
The expectation must be fulfilled after all the test checks. Moving the line to the end of the callback block is enough to make the test fail:
- (void) testMethodWithCallback {
XCTestExpectation *expectation = [self expectationWithDescription:#"Add collection bundle"];
[self backgroundMethodWithCallback:^{
usleep(50);
XCTFail(#"fail test");
[expectation fulfill];
}];
[self waitForExpectationsWithTimeout: 2 handler:^(NSError *error) {
if (error != nil) {
XCTFail(#"timeout");
}
}];
}
I did not find explicit documentation about this but in the apple developer guides, the fulfill message is sent at the end of the block and it makes a lot of sense.
Note: I first found an example in swift where the fulfill method is called at the start of the callback. What I don't know is if the example is not correct or there is a difference with Objective-C.
The block called by backgroundMethodWithCallback is immediately fulfilling the expectation, thereby letting the test finish before XCTFail is called. If the block fulfills the expectation before it finishes performing other actions, you end up with race condition, in which the behavior of the test is conditional upon the speed with with the rest of the block is performed. But one shouldn't reasonably expect XCTFail to be captured if the test, itself, has already finished.
Bottom line, if you move the [expectation fulfill] to the end of the block, this race condition is eliminated.

Update UITextView during recursive function is running

I have a view controller with a UITextView loaded into the frame. I want to update the text of the UITextView every time the function calls itself.
I attempt to update the UITextView on the main thread but it doesn't seem to set the text of the View UNTIL after the recursive function is done running.
'Maze.h' is the object that defines the protocol and 'MainViewController.m' is the delegate.
Heres the code for the controller:
'MainViewController.m'
- (void)viewDidAppear:(BOOL)animated
{
[super viewDidAppear:animated];
Maze *aMaze = [[Maze alloc] initWithMaze:#"Maze.txt" andUpdate:true everyXSeconds:1];
[aMaze setDelegate:self];
if (![aMaze parseFile]) {
exit(2);
}
if ([aMaze solve:-1 y:-1 z:-1]){
NSLog(#"%#", [aMaze printMazeHorizontally]);
NSLog(#"Escapable: %#", [aMaze getMoveSequence]);
} else {
NSLog(#"Unescapable");
exit(1);
}
}
- (void)didMakeMove:(NSString *)maze {
NSLog(#"%#", maze);
dispatch_async(dispatch_get_main_queue(), ^{
[self.maze setText:maze];
});
}
'Maze.m'
- (BOOL)solve:(NSInteger)x y:(NSInteger)y z:(NSInteger)z
{
...
...
[self.delegate didMakeMove:self.printMazeVertically];
...
...
}
The UITextView just doesn't seem to update until -(BOOL)solve::: is done running. Which only updates once instead of multiple times.
Not sure why this is happening.
Any ideas on how to update the UITextView?
I thought that updating the UI should be done on the main thread?
Solution:
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
if ([aMaze solve:-1 y:-1 z:-1]){
NSLog(#"%#", [aMaze printMazeHorizontally]);
NSLog(#"Escapable: %#", [aMaze getMoveSequence]);
} else {
NSLog(#"Unescapable");
exit(1);
}
});
Drawing is performed later in the runloop run, or on the next runloop run. Thus, if you block the main thread while your recursion is running, UI will not update until after you end your recursion.
Consider changing your design. Move the taxing recursion to a background thread, and update the UI using GCD.

Wait for completion block of writeImageToSavedPhotosAlbum by semaphore

In my app I open the camera by a picker and after the photo has been taken I'd like to safe it by the following method the assets library. The method freezes after the call of the writeImageToSavedPhotosAlbum.
Without the semaphores the methods work perfectly. But than I miss to receive the assetURL.
+ (NSURL*)safeImageToAssetsLibrary:(UIImage *)image metadata:(NSDictionary *)metadata
{
ALAssetsLibrary *library = [[ALAssetsLibrary alloc] init];
__block NSURL *retAssestURL = nil;
dispatch_semaphore_t semaWaitingForSafeImage = dispatch_semaphore_create(0);
dispatch_queue_t queue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0);
// safe the image to the assests library
NSLog(#"Safe image to asssets library...");
dispatch_async(queue, ^{
[library writeImageToSavedPhotosAlbum:image.CGImage metadata:metadata completionBlock:^(NSURL *assetURL, NSError *error) {
if (error) {
NSLog(#"Image could not be safed to the assets library: %#", error);
retAssestURL = nil;
}
else {
NSLog( #"Image safed successfully to assetURL: %#", assetURL);
retAssestURL = assetURL;
}
dispatch_semaphore_signal(semaWaitingForSafeImage);
}];
});
dispatch_semaphore_wait(semaWaitingForSafeImage, DISPATCH_TIME_FOREVER);
return retAssestURL;
}
And this is method where I call the safeImageToAssetsLibrary method:
- (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info
{
[picker dismissViewControllerAnimated:YES completion:NULL];
// get chosen image and add thumbnail to collection view
NSURL *imageUrl = info[UIImagePickerControllerReferenceURL];
UIImage *chosenImage = info[UIImagePickerControllerOriginalImage];
// safe image to photo library if the camera has been used
if (picker.sourceType == UIImagePickerControllerSourceTypeCamera) {
imageUrl = [BaseImageHandler safeImageToAssetsLibrary:chosenImage metadata:info[UIImagePickerControllerMediaMetadata]];
}
// UPDATE View and Core Data here...
}
Do not wait. Never, never do what you are doing. You are failing to understand what "asynchronous" is about. It means that you are called back when it's all over in the completion block. So that is where you perform the next step.
Do NOT try to return a value from a method that obtains that value in an asynchronous completion block.
So, here, in writeImageToSavedPhotosAlbum:'s completion block, that is where you receive retAssestURL. So if there is a further step, now do it, there, in the completion block. This could involve calling another method or whatever you like, but the point is, things will now happen in the correct order.
And above all, Do NOT use semaphores (or other trickery) to try to turn asynchronous into synchronous. Asynchronous things are asynchronous for a reason. Use the framework, don't fight it. (Actually, what you are doing with semaphores here is not just fighting the framework but spitting in its eye.)

Objective-C – Waiting for two async methods to complete

I'm calling four methods that I want to execute in synchronous order, the first two methods are synchronous, the last two methods are asynchronous (data fetching from URLs).
Pseudo-code:
- (void)syncData {
// Show activity indicator
[object sync]; // Synchronous method
[object2 sync]; // Synchronous method
BOOL object3Synced = [object3 sync]; // Async method
BOOL object4Synced = [object4 sync]; // Async method
// Wait for object3 and object4 has finished and then hide activity indicator
}
How can I achieve this?
Use a barrier:
void dispatch_barrier_async(dispatch_queue_t queue, dispatch_block_t block);
Submits a barrier block for asynchronous execution and returns immediately.
When the barrier block reaches the front of a private concurrent
queue, it is not executed immediately.
Instead, the queue waits until its currently executing blocks finish executing.
At that point, the
queue executes the barrier block by itself. Any blocks submitted after
the barrier block are not executed until the barrier block completes.
This example outputs 1 2 3 4 done although being asynchronous, it could be 1 2 4 3 done. Since I understand you want to handle an activity indicator, this shouldn't matter.
#import <Foundation/Foundation.h>
int main(int argc, char *argv[]) {
#autoreleasepool {
dispatch_queue_t queue = dispatch_queue_create("com.myqueue", 0);
dispatch_sync(queue, ^(){NSLog(#"1");} );
dispatch_sync(queue, ^(){NSLog(#"2");});
dispatch_async(queue, ^(){NSLog(#"3");});
dispatch_async(queue, ^(){NSLog(#"4");});
dispatch_barrier_sync(queue, ^(){NSLog(#"done");});
}
}
For other ways to test asynchronous code, see: https://stackoverflow.com/a/11179523/412916
Assuming you actually have some sort of way of knowing when the asynchronous methods are done, what you probably want is something like:
- (void)syncData {
// Show activity indicator
[object sync]; // Synchronous method
[object2 sync]; // Synchronous method
_object3Synced = _object4Synced = NO;
[object3 syncWithCompletionHandler:
^{
_object3Synced = YES;
[self considerHidingActivityIndicator];
}]; // Async method
[object4 syncWithCompletionHandler:
^{
_object4Synced = YES;
[self considerHidingActivityIndicator];
}]; // Async method
}
- (void)considerHidingActivityIndicator
{
if(_object3Synced && _object4Synced)
{
// hide activity indicator, etc
}
}
You can make a subclass of UIActivityInidicator, add an activityCount property and implement these two additional methods:
- (void)incrementActivityCount
{
if(_activityCount == 0)
{
[self startAnimating];
}
_activityCount++;
}
- (void)decrementActivityCount
{
_activityCount--;
if(_activityCount <= 0)
{
_activityCount = 0;
[self stopAnimating];
}
}
Now whenever you start something that uses the activity counter call incrementActivityCount and in its completion block (or otherwise when it finishes) call decrementActivityCount. You can do other things if you want in these methods, the above is just a simple example which is probably sufficient in most cases (especially if you set hidesWhenStopped = YES).
You would need to launch the first Async method and use a completion block. In the completion block of the first async method, you would launch your second async method. Though this kind of makes using async methods irrelevant.