I listen to touch and add SKAction to a sprite. If existing actions are not complete yet, I want the action to be added to a queue so it will execute one after another.
Any experienced similar design?
I did using Array and Block. If there is any easier approach?
#interface GAPMyScene()
#property(strong,nonatomic)SKSpriteNode*ufo;
#property(strong,nonatomic)NSMutableArray*animationQueue;
#property(copy,nonatomic)void(^completeMove)();
#end
#implementation GAPMyScene
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
self.ufo = [SKSpriteNode spriteNodeWithImageNamed:#"Spaceship"];
self.animationQueue = [[NSMutableArray alloc] init];
__unsafe_unretained typeof(self) weakSelf = self;
self.completeMove = ^(void){
[weakSelf.ufo runAction:[SKAction sequence:[weakSelf.animationQueue copy]] completion:weakSelf.completeMove];
NSLog(#"removeing %#", weakSelf.animationQueue);
[weakSelf.animationQueue removeAllObjects];
};
[self addChild:self.ufo];
}
return self;
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
for (UITouch *touch in touches) {
CGPoint location = [touch locationInNode:self];
SKAction*moveAnimation = [SKAction moveTo:location duration:2];
if (![self.ufo hasActions]) {
[self.ufo runAction:moveAnimation completion:self.completeMove];
} else {
[self.animationQueue addObject:moveAnimation];
NSLog(#"in queue %#", self.animationQueue);
}
}
}
#end
Generally, you can make SKActions run concurrently using the group method, and have them run sequentially using the sequence method.
But if you need a queuing system, rather than building your own, use the native operation queue to do this for you. So you can create a serial operation queue and add operations to it. The issue is that you don't want an operation to complete until the SKAction does.
So, you can wrap your SKAction in a concurrent NSOperation subclass that only completes when the SKAction does. Then you can add your operations to a serial NSOperationQueue, and then it will won't start the next one until it finishes the prior one.
So, first, create an ActionOperation (subclassed from NSOperation) that looks like:
// ActionOperation.h
#import <Foundation/Foundation.h>
#class SKNode;
#class SKAction;
#interface ActionOperation : NSOperation
- (instancetype)initWithNode:(SKNode *)node action:(SKAction *)action;
#end
and
// ActionOperation.m
#import "ActionOperation.h"
#import SpriteKit;
#interface ActionOperation ()
#property (nonatomic, readwrite, getter = isFinished) BOOL finished;
#property (nonatomic, readwrite, getter = isExecuting) BOOL executing;
#property (nonatomic, strong) SKNode *node;
#property (nonatomic, strong) SKAction *action;
#end
#implementation ActionOperation
#synthesize finished = _finished;
#synthesize executing = _executing;
- (instancetype)initWithNode:(SKNode *)node action:(SKAction *)action
{
self = [super init];
if (self) {
_node = node;
_action = action;
}
return self;
}
- (void)start
{
if ([self isCancelled]) {
self.finished = YES;
return;
}
self.executing = YES;
[[NSOperationQueue mainQueue] addOperationWithBlock:^{
[self.node runAction:self.action completion:^{
self.executing = NO;
self.finished = YES;
}];
}];
}
#pragma mark - NSOperation methods
- (BOOL)isConcurrent
{
return YES;
}
- (void)setExecuting:(BOOL)executing
{
[self willChangeValueForKey:#"isExecuting"];
_executing = executing;
[self didChangeValueForKey:#"isExecuting"];
}
- (void)setFinished:(BOOL)finished
{
[self willChangeValueForKey:#"isFinished"];
_finished = finished;
[self didChangeValueForKey:#"isFinished"];
}
#end
You could then, for example, create a serial queue during the initialization process:
self.queue = [[NSOperationQueue alloc] init];
self.queue.maxConcurrentOperationCount = 1;
You can then add the operations to it:
SKAction *move1 = [SKAction moveTo:point1 duration:2.0];
[self.queue addOperation:[[ActionOperation alloc] initWithNode:nodeToMove action:move1]];
and you can later add more actions:
SKAction *move2 = [SKAction moveTo:point2 duration:2.0];
[self.queue addOperation:[[ActionOperation alloc] initWithNode:nodeToMove action:move2]];
And because the queue is serial, you know that move2 will not be started until move1 is done.
Related
i have two animations declared in the player class, and i want to run then from another class but i can't here's my code (If you can't read it here it's on pastebin: http://pastebin.com/iy0eFMWL):
player.h
#interface Player : CCSprite {
CCAnimate *animationOllie;
CCRepeatForever *repeatNormal;
}
player.m:
#implementation Player
-(id)initWithFile:(NSString *)filename
{
if (self = [super initWithFile:filename]) {
self.velocity = ccp(0.0, 0.0);
CCAnimation *ollie = [CCAnimation animation];
[ollie setDelayPerUnit:0.05f];
[ollie addSpriteFrameWithFilename:#"ollie1.png"];
[ollie addSpriteFrameWithFilename:#"ollie2.png"];
animationOllie = [CCAnimate actionWithAnimation:ollie];
CCAnimation *normal = [CCAnimation animation];
[normal setDelayPerUnit:0.05f];
[normal addSpriteFrameWithFilename:#"normal1.png"];
[normal addSpriteFrameWithFilename:#"normal2.png"];
CCAnimate *animationNormal = [CCAnimate actionWithAnimation:normal];
repeatNormal = [CCRepeatForever actionWithAction:animationNormal];
[self runAction:repeatNormal];
}
return self;
}
-(void)animateThePlayer {
[self stopAction:repeatNormal];
[self runAction:animationOllie];
}
And in the GameScene Class:
GameScene.h:
#interface GamePlayLayer : CCLayerColor {
float yVel;
}
GameScene.m:
#import "Player.h"
#interface GamePlayLayer()
{
Player *player;
}
#end
#implementation GamePlayLayer
-(id) init
{
if( (self=[super initWithColor:ccc4(255,255,255,255)] )) {
player = [[Player alloc] initWithFile:#"normal1.png"];
[self addChild:player];
self.isTouchEnabled = YES;
player.position = ccp(85,70);
[self schedule:#selector(update:)];
}
return self;
}
-(void)update:(ccTime)dt {
if (player.position.y > 70) {
yVel -= 0.1;
}
else {
if (yVel != 5.5) {
yVel = 0;
player.position = ccp(player.position.x, 70);
}
}
player.position = ccp(player.position.x, player.position.y + yVel);
}
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
yVel = 5.5;
[player animateThePlayer];
}
And that's it, it builds fine, and everything works but when i click the layer it crashes and i get this message:
0x1df609b: movl 8(%edx), %edi Thread 1: EXC_BAD_ACCESS (code=2,
address=0xf
What can i do? Thanks in advance
The first thing - you try to use autoreleased object. animationOllie will be released after your init method.
The second mistake is that you cannot reuse actions. When you need to run action, you have to recreate it.
in my game I made a subclass of CCSprite (cocos2d) for my enemies.
Because I want control over animation, from within every instance of this subclass, I had to translate my animation code in my main class, which loads
the enemies, to this subclass.
I found this rather hard but.... after some time it magically started to work.
Unfortunately after creating and setting properties in this subclass I started to have weird crashes. Because they are in cocosDenshion and other places which have nothing to do with my
enemy class and after a research in depth in my code and on the net, I'm convinced its some kind of data corruption and I'm almost completely certain its because I did my enemie class with his animation code completely the wrong way.
To be honest, I cannot even wrap my mind around what is going on here anymore and how this actually works :S...I'm completely stuck. any help is much appreciated!
So my main questions would be: What is the proper way to implement animation in a CCSprite subclass ? / what am I doing wrong here?
simplified my code here: (it triggers the animation every 2 seconds to show how I want
to use it)
#import "cocos2d.h"
#interface Npc : CCSprite
{
CCAction *_runAnimation;
NSString* name;
int strength;
}
#property (nonatomic, retain) CCAction *runAnimation;
#property int strength;
#property (nonatomic, retain) NSString* name;
- (Npc*)loadAnimation;
- (void)animate;
#end
#import "Npc.h"
#implementation Npc
#synthesize runAnimation = _runAnimation;
#synthesize name;
#synthesize strength;
-(id) initWithTexture:(CCTexture2D*)texture rect:(CGRect)rect
{
if( (self=[super initWithTexture:texture rect:rect]))
{
}
return self;
}
- (Npc*)loadAnimation
{
int lastFrame = 11;
NSString *creatureFile = #"vis 1";
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:
[NSString stringWithFormat:#"%#.plist", creatureFile]];
CCSpriteBatchNode* sheet = [CCSpriteBatchNode batchNodeWithFile:
[NSString stringWithFormat:#"%#.png", creatureFile]];
self = [Npc spriteWithTexture:sheet.texture];
NSMutableArray* animFrames = [[NSMutableArray alloc] init];
for (int x = 0; x < lastFrame; x++)
{
[animFrames addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:#"%# %d.png", creatureFile, x]]];
}
CCAnimation* anim = [CCAnimation animationWithFrames: animFrames delay: 0.1];
self.runAnimation = [CCAnimate actionWithAnimation:anim restoreOriginalFrame:NO];
[self runAction:_runAnimation];
return self;
}
- (void)animate
{
[self runAction:self.runAnimation];
}
- (void)dealloc
{
[super dealloc];
[name release];
}
#end
#import "HelloWorldLayer.h"
#import "Npc.h"
#implementation HelloWorldLayer
+(CCScene *) scene
{
CCScene *scene = [CCScene node];
HelloWorldLayer *layer = [HelloWorldLayer node];
[scene addChild: layer];
return scene;
}
-(id) init
{
if( (self=[super init]))
{
timer = 0;
creatureTemp = [Npc spriteWithFile:#"Icon.png"];
creature = [creatureTemp loadAnimation];
creature.position = ccp(100,100);
[self addChild:creature];
[self schedule:#selector(nextFrame:)];
}
return self;
}
- (void)nextFrame:(ccTime)dt
{
timer += dt;
if (timer > 2.)
{
[creature animate];
timer = 0.;
}
}
- (void) dealloc
{
[super dealloc];
}
#end
-------------------EDIT--------------------
I changed my code with help of a tutorial by Ray Wenderlich: http://www.raywenderlich.com/3888/how-to-create-a-game-like-tiny-wings-part-1
this is I think much closer to what it should be. Unfortunately it still crashes on my iphone (not the simulator) on SimpleAudioEngine (which I implement right) so I still do something wrong.
on top of the Npc class:
#synthesize batchNode = _batchNode;
the init of the Npc class:
-(id) initNpc
{
if( (self=[super initWithSpriteFrameName:#"vis 1 0.png"]))
{
_normalAnim = [[CCAnimation alloc] init];
NSMutableArray* animFrames = [[NSMutableArray alloc] init];
int lastFrame = 11;
for (int x = 0; x < lastFrame; x++)
{
[animFrames addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:#"vis 1 %d.png", x]]];
}
_normalAnim = [CCAnimation animationWithFrames: animFrames delay: 0.1];
self.runAnimation = [CCAnimate actionWithAnimation:_normalAnim restoreOriginalFrame:NO];
}
return self;
}
and the init of the HelloWorldLayer
-(id) init
{
if( (self=[super init]))
{
timer = 0;
_batchNode = [CCSpriteBatchNode batchNodeWithFile:#"vis 1.png"];
[self addChild:_batchNode];
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:#"vis 1.plist"];
creature = [[[Npc alloc] initNpc] autorelease];
creature.position = ccp(200,200);
[_batchNode addChild:creature];
[self schedule:#selector(nextFrame:)];
[[SimpleAudioEngine sharedEngine] preloadEffect:#"super1.mp3"];
}
return self;
}
You're reassigning self in loadAnimation:
self = [Npc spriteWithTexture:sheet.texture];
At that point I stopped reading the code. Since self already is an instance of the Npc class you have to ask yourself why you're doing this in an Npc instance method like loadAnimation.
So, I got it....here is the code:
Npc.h:
#import "cocos2d.h"
#interface Npc : CCSprite
{
CCAction *_runAnimation;
CCAnimation *_normalAnim;
CCAnimate *_normalAnimate;
}
#property (nonatomic, retain) CCAction *runAnimation;
- (void)animate;
- (id)initNpc;
#end
Npc.m
#synthesize runAnimation = _runAnimation;
#synthesize batchNode = _batchNode;
-(id) initNpc
{
if( (self=[super initWithSpriteFrameName:#"vis 1 0.png"]))
{
_normalAnim = [[CCAnimation alloc] init];
NSMutableArray* animFrames = [[NSMutableArray alloc] init];
int lastFrame = 7;
for (int x = 0; x < lastFrame; x++)
{
[animFrames addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:#"vis 1 %d.png", x]]];
}
_normalAnim = [CCAnimation animationWithFrames: animFrames delay: 0.1];
self.runAnimation = [CCAnimate actionWithAnimation:_normalAnim restoreOriginalFrame:NO];
}
return self;
}
- (void)animate
{
[self runAction:_runAnimation];
}
in the HelloWorldLayer.m
-(id) init
{
if( (self=[super init]))
{
_batchNode = [CCSpriteBatchNode batchNodeWithFile:#"vis 1.png"];
[self addChild:_batchNode];
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:#"vis 1.plist"];
timer = 0;
creature = [[[Npc alloc] initNpc] autorelease];
creature.position = ccp(200,200);
[_batchNode addChild:creature];
[self schedule:#selector(nextFrame:)];
}
return self;
}
- (void)nextFrame:(ccTime)dt
{
timer += dt;
if (timer > 2.)
{
[creature animate];
timer = 0.;
}
}
And about the weird crashes in cocosDenshion. That is also solved...it turned out to be a known bug in SimpleAudioEngine where it threw exceptions only when I had an exception breakpoint active. Workaround: made a class for my sound and if I need a exception breakpoint, I comment out the sound...
-- have to say, I do would prefer the:
_batchNode = [CCSpriteBatchNode batchNodeWithFile:#"vis 1.png"];
[self addChild:_batchNode];
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:#"vis 1.plist"];
inside the Npc class, but that is too advanced oop for me. If anybody knows that, let me know...would be great to know actually, to understand oop better.
But it is not strictly necessary...
I have an NSOperation subclass that I want to run concurrently.
My understanding is that for concurrent operations to work:
I need to define isConcurrent to return YES.
I need to define the start method
I need to send KVOs notification for isExecuting and isFinished when it's done.
Using #synthesize will automatically send the appropriate KVO notifications when the values for isExecuting and isFinished are changed.
Despite this, I have verified that my queue never moves on to the next item.
Here's the meat of my code:
#interface MyOperation()
#property (readwrite) BOOL isExecuting;
#property (readwrite) BOOL isFinished;
#end
#implementation MyOperation
- (void)start
{
#autoreleasepool {
self.isExecuting = YES;
self.HTTPOperation = [[AFHTTPRequestOperation alloc] initWithRequest: URLRequest];
_HTTPOperation.completionBlock = [^{
[self completed];
self.isExecuting = NO;
self.isFinished = YES;
} copy];
[_HTTPOperation start];
}
}
- (BOOL)isConcurrent
{
return YES;
}
- (void)completed
{
}
#end
What am I missing?
(This is on an iPhone, but I can't imagine that matters.)
It looks like whatever KVO notifications #synthesize sends aren't enough for NSOperationQueue to move on.
Sending the notifications manually fixes the problem:
- (void)start
{
#autoreleasepool {
[self willChangeValueForKey:#"isExecuting"];
self.isExecuting = YES;
[self didChangeValueForKey:#"isExecuting"];
NSURLRequest *URLRequest = [self buildRequest];
if (!URLRequest) {
[self willChangeValueForKey:#"isFinished"];
[self willChangeValueForKey:#"isExecuting"];
_isExecuting = NO;
_isFinished = YES;
[self didChangeValueForKey:#"isExecuting"];
[self didChangeValueForKey:#"isFinished"];
return;
}
self.HTTPOperation = [[AFHTTPRequestOperation alloc] initWithRequest: URLRequest];
_HTTPOperation.completionBlock = [^{
[self completed];
[self willChangeValueForKey:#"isFinished"];
[self willChangeValueForKey:#"isExecuting"];
_isExecuting = NO;
_isFinished = YES;
[self didChangeValueForKey:#"isExecuting"];
[self didChangeValueForKey:#"isFinished"];
} copy];
[_HTTPOperation start];
}
}
See also:
Why does NSOperation disable automatic key-value observing?
What's your "queue" look like? Are you using an NSOperationQueue?
Anyway, I'll try to answer your question with what I understood :P
I would create a delegate for my NSOperation and have KVO take care of calling this.
Say for example your NSOperation class looks like this
#interface MyOperation : NSOperation
#property (assign) id<MyOperationDelegate> delegate;
Your implementation
#synthesize delegate;
#synthesize error;
-(id)init{
self = [super init];
if(self){
[self addObserver:self forKeyPath:#"isFinished"
options:NSKeyValueObservingOptionNew
context:NULL];
}
return self;
}
-(void)dealloc{
[self removeObserver:self forKeyPath:#"isFinished"];
[super dealloc];
}
-(void)observeValueForKeyPath:(NSString *)keyPath
ofObject:(id)object change:(NSDictionary *)change context:(void *)context{
if([keyPath isEqualToString:#"isFinished"] == YES){
if([self isCancelled] == NO){
if(delegate != nil && [delegate respondsToSelector:#selector(operationComplete:)]){
[delegate taskComplete:self];
}
}else{
if(delegate != nil && [delegate respondsToSelector:#selector(operationCancelled)]){
[delegate taskCancelled];
}
}
}
}
-(void)main{
[NSException exceptionWithName:kTaskException
reason:#"Only to be used with subclass"
userInfo:nil];
}
And finally your protocol
#class MyOperation;
#protocol MyOperationDelegate <NSObject>
#optional
-(void)operationComplete:(MyOperation*)operation;
-(void)operationCancelled;
I'm sure this is really obvious to someone, but this simple thing is really frustrating me.
I have a class I made called Class_Sprite, which is a sub-class of CCSprite.
I have a method in this class that is supposed to both create the texture for any given instance of Class_Sprite, and then move it to (200,200).
The program runs in the sim but all I get is a black screen.
I was able to render the sprite directly from the layer class.
Here are the files.
Class_Sprite:
#import "Class_Sprite.h"
#implementation Class_Sprite
-(id)init
{
if ((self = [super init]))
{
}
return self;
}
-(void)make:(id)sender
{
sender = [Class_Sprite spriteWithFile:#"Icon.png"];
[sender setPosition: ccp(200, 200)];
}
#end
Class Sprite header:
#import <Foundation/Foundation.h>
#import "cocos2d.h"
#interface Class_Sprite : CCSprite {
}
-(void)make:(id)sender;
#end
HelloWorldLayer.m (where the method is being called)
#implementation HelloWorldLayer
+(CCScene *) scene
{
// 'scene' is an autorelease object.
CCScene *scene = [CCScene node];
// 'layer' is an autorelease object.
HelloWorldLayer *layer = [HelloWorldLayer node];
// add layer as a child to scene
[scene addChild: layer];
// return the scene
return scene;
}
// on "init" you need to initialize your instance
-(id) init
{
// always call "super" init
// Apple recommends to re-assign "self" with the "super" return value
if( (self = [super init])) {
Class_Sprite *pc = [[Class_Sprite alloc] init];
[pc make:self]; //here is where I call the "make" method
[self addChild:pc];
[pc release];
}
return self;
}
// on "dealloc" you need to release all your retained objects
- (void) dealloc
{
// in case you have something to dealloc, do it in this method
// in this particular example nothing needs to be released.
// cocos2d will automatically release all the children (Label)
// don't forget to call "super dealloc"
[super dealloc];
}
#end
And finally the header file for HelloWorldLayer
#import "cocos2d.h"
#import "Class_Sprite.h"
// HelloWorldLayer
#interface HelloWorldLayer : CCLayer
{
}
// returns a CCScene that contains the HelloWorldLayer as the only child
+(CCScene *) scene;
#end
Thanks for your time
Try changing to this in Class_Sprite.m:
#implementation Class_Sprite
-(id)init
{
if ((self = [super initWithFile:#"Icon.png"]))
{
}
return self;
}
-(void)make:(CCNode *)sender
{
[self setPosition: ccp(200, 200)];
[sender addChild:self];
}
#end
And use it in HelloWorldLayer as follows:
Class_Sprite *pc = [[Class_Sprite alloc] init];
[pc make:self];
[pc release];
I am a newbie to Objective-C. I'm currently working on threads.
I have to make a synchronous execution of threads. I'm using NSInvocationOperaion to spawn a thread.
I have two threads. I need to wait for the 1st thread to signal a event or the timeout.
Signalling a event can be done by NSConditionLock. How to signal a timeout. I could not use waitUntilDate method here as the timeout is not a fixed value.
Is there any way to do this?
EDITED
main.m
------
#import "PseudoSerialQueue.h"
#import "PseudoTask.h"
int main()
{
PseudoSerialQueue* q = [[[PseudoSerialQueue alloc] init] autorelease];
[q addTask:self selector:#selector(test0)];
[q addTask:self selector:#selector(test1)];
[q addTask:self selector:#selector(test2)];
[q quit];
return 0;
}
PseudoTask.h
-----------------
#import <Foundation/Foundation.h>
#interface PseudoTask : NSObject {
id target_;
SEL selector_;
id queue_;
}
#property(nonatomic,readonly)id target;
-(id)initWithTarget:(id)target selector:(SEL)selector queue:(id)queue;
-(void)exec;
#end
PseudoTask.m
-----------------
#import "PseudoTask.h"
#implementation PseudoTask
#synthesize target = target_;
-(id)initWithTarget:(id)target selector:(SEL)selector queue:(id)queue
{
self = [super init];
if (self) {
target_ = [target retain];
selector_ = selector;
queue_ = [queue retain];
}
return self;
}
-(void)exec
{
[target_ performSelector:selector_];
}
-(void)dealloc
{
[super dealloc];
[target_ release];
[queue_ release];
}
#end
PseudoSerialQueue.h
----------------------------
#import <Foundation/Foundation.h>
#import "PseudoTask.h"
#interface PseudoSerialQueue : NSObject {
NSCondition* condition_;
NSMutableArray* array_;
NSThread* thread_;
}
-(void)addTask:(id)target selector:(SEL)selector;
#end
PseudoSerialQueue.m
----------------------------
#import "PseudoSerialQueue.h"
#implementation PseudoSerialQueue
-(id)init
{
self = [super init];
if (self) {
array_ = [[NSMutableArray alloc]init];
condition_ = [[NSCondition alloc]init];
thread_ = [[NSThread alloc] initWithTarget:self selector:#selector(execQueue) object:nil];
[thread_ start];
}
return self;
}
-(void)addTask:(id)target selector:(SEL)selector
{
[condition_ lock];
PseudoTask* task = [[PseudoTask alloc] initWithTarget:target selector:selector queue:self];
[array_ addObject:task];
[condition_ signal];
[condition_ unlock];
}
-(void)quit
{
[self addTask:nil selector:nil];
}
-(void)execQueue
{
for(;;)
{
NSAutoreleasePool* pool = [[NSAutoreleasePool alloc]init];
[condition_ lock];
if (array_.count == 0) {
[condition_ wait];
}
PseudoTask* task = [array_ objectAtIndex:0];
[array_ removeObjectAtIndex:0];
[condition_ unlock];
if (!task.target) {
[pool drain];
break;
}
[task exec];
[task release];
[pool drain];
}
}
-(void)dealloc
{
[array_ release];
[condition_ release];
[super dealloc];
}
#end
I could not pass self from main.Hope i'm mistakenly calling it.
Error:'self' undeclared is coming.
I could not understand
-(void)exec
{
[target_ performSelector:selector_];
}
in PseudoTask.m
target_ is not a method and its an ivar.
I am not getting any error or warning.But i could not understand that code.
I am writing what i have understood from your program.Please correct me if i my way of understanding the program is wrong.
The Thread execQueue is spawned when the PseudoSerialQueue is initialised and it waits for the signal from the addTask method.
The addTask method is called in the quit method and the parameters passed are nil.I could not understand why to pass a nil parameter.
It would be helpful if you explain about it.Thanks.
You mean NSCondition? You can use waitUntilDate: as relative time.
[condition lock];
// wait 5 seconds.
[condition waitUntilDate:[NSDate dateWithTimeIntervalSinceNow:5]];
[condition unlock];
EDITED:
My PseudoSerialQueue class requires to be called from a class that is derived from NSObject like the following.
#interface Test : NSObject
#end
#implementation Test
- (void)test0
{
}
- (void)test1
{
}
- (id)init
{
self = [super init];
return self;
}
- (void)exec
{
PseudoSerialQueue *q = [[PseudoSerialQueue alloc] init];
[q addTask:self selector:#selector(test0)];
[q addTask:self selector:#selector(test1)];
[q addTask:self selector:#selector(test0)];
[q quit];
}
#end
You can call it from main function.
Test *test = [[Test alloc] init];
[test exec];
I could not understand why to pass a nil parameter.
I just only chose it for the message of quitting the loop in the PseudoSerialQueue.
Let the 1st thread signal the 2nd one in both cases; then in the second thread you can tell in which case you are based on some read-only flag in the 1st controller or in your model (say, isDataAvailable).