Application does not respond - objective-c

I have a method which encodes selected songs on iTunes to mp3 using lame. Now I'm calling it from IBAction named "Encode". While encoding, Application fails into not responding state. And when encode is finished, Application come back.
I would like to solve this not responding state. Would you teach me how should I approach?

I guess you are doing the encoding on the main thread and this is why your application becomes unresponsive. You may want to read articles about threading and concurrency in order to solve your problem.
There is also an introduction on raywenderlich.com called "Multithreading and Grand Central Dispatch on iOS for Beginners Tutorial".

You need to dispatch it on a thread different from the main thread. Otherwise it will block the main thread which is where the GUI part of your app runs.
Here is one example of how to do it. Be careful, though, if you want to modify variables outside the block. You might want to look up the __block keyword.
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_BACKGROUND, 0), ^{
// INSERT CODE HERE
});

Related

Sending code to the background, waiting, then going back to the main thread without blocking?

A common pattern in Objective C is to run a bit of code in a background thread, then go back to the main thread to make UI adjustments. If the code starts in the main thread, I'd attack this with a pattern like so:
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
[self someBackgroundTask];
dispatch_async(dispatch_get_main_queue(), ^{
[self someUITask];
});
});
However, this seems like a really clunky way to do it, not in the least because it creates two levels of nesting that feeling unnecessary. Is there a better way to do this? Note that the UI code is considered in this instance to be relying on the background task completing, so it can't just be dropped after the first dispatch.
Just move all the threading stuff into someBackgroundTask:
[self someBackgroundTaskWithCompletion:^{
[self someUITask];
}];
Then do your dispatch_async() stuff inside the background task method.
Conceptually, you need to run code on two different threads. All UI operations must run on the main thread, and your blocking operation needs to run on a background thread. At the absolute minimum this would require two lines of code.
GCD makes this fairly simple as you mentioned; I'm not sure any language would have a better way to handle this core issue. Sure, the block syntax is bad (http://fuckingblocksyntax.com); but the core fundamentals are pretty solid.
If the nesting bothers you, try moving all that UI code to a different method, and calling that method from your second nested block. You could even create a method that accepts a 'backgroundWork' selector/block and a 'foregroundWork' selector/block. However - I'd argue that the typical UI work you'd perform in such a case would be very minimal, making the extra nesting a minor inconvenience rather than an actual problem.
As far as asynchronous blocks of code that are inter-dependent, check out PromiseKit or even Sequencer; both are good options for supplementing one of Objective C's primary weakness (sequentially performed multi-threaded operations).
I haven't used it myself, but I understand that Facebook/Parse have also released another solution called BFTask, part of the Bolts framework: https://github.com/BoltsFramework/Bolts-iOS
(Or just use C#)

Detect when block is added to Grand Central Dispatch?

I have an iOS application using NSThreads for concurrency tasks. I will try to migrate it to be using the Grand Central Dispatch (GCD) for handling concurrency.
The problem is that the app needs information regarding how many threads has been created since a given time. And how many threads that was spawned since that given time is currently running.
At the moment this is done by creating a category that does a method swizzling on the -main method in NSThread. In the new swizzled method it simply increments the total number of threads running and then decrement the same variable before the new swizzled -main method returns.
The problem is that when I use GCD dispatch_async it does not create a NSThread, hence my category approach does not work. How can I achieve the same while using GCD to handle concurrency?
What I would like to detect is when a new block is added to GCD, and when that block has been executed.
Any suggestions on how to achieve the same is very welcome.
EDIT
Many thanks to #ipmcc and #RyanR for helping me out on this. :) I believe I need to tell some more about the background and what I am trying to accomplish.
What I am actually trying is to extend the iOS testing framework Frank. Frank embeds a small web-server within a given app which enables sending HTTP request to the iOS application and thereby simulating events, a swipe or a tap gesture as an example.
I would like to extend it in a way that enables it to wait until all work triggered by a specific simulated event has ended before returning upon a request.
However I found it hard to detect exactly what work was triggered by the received event. And thats how I came to the solution to just reset a thread counter and then increment this counter for all created threads after the event was simulated, and decrement it when the threads are finishing. And then block until threads count became zero again. I know this approach is not perfect either, and it wont work with GCP.
Is there any other way to achieve it? Another possible solution which I have thought of is to specify that everything must run synchronized except the thread handling the HTTP request. However I don't know if this possible.
Any suggestions on how to achieve blocking after each simulated event until work triggered by that event has completed?
The problem is that the app needs information regarding how many
threads has been created since a given time. And how many threads that
was spawned since that given time is currently running.
You will not be able to get this information from GCD. One of the points of GCD is that you do not manage the thread pool. It is opaque. You'll note that even pthreads, the underlying threading library on which NSThread and GCD are built, does not have a (public) means to enumerate all existing threads or get the number of running threads. This is not going to be doable without hard core low level hackery. If you need to control or know the number of threads, then you need to be the one to spawn and manage them, and GCD is the wrong abstraction for you.
At the moment this is done by creating a category that does a method
swizzling on the -main method in NSThread. In the new swizzled method
it simply increments the total number of threads running and then
decrement the same variable before the new swizzled -main method
returns.
Note that this only tells you the number of threads started using NSThread. As mentioned, NSThread is a fairly high level abstraction on top of pthreads. There is nothing to prevent library code from spawning its own threads using the pthreads API that will be invisible to your count.
The problem is that when I use GCD dispatch_async it does not create a
NSThread, hence my category approach does not work. How can I achieve
the same while using GCD to handle concurrency?
In short, you can't. If you want to go forth and patch functions all over the various frameworks, then you should look up a library called mach_override. (But please don't.)
What I would like to detect is when a new block is added to GCD, and
when that block has been executed.
Since GCD uses thread pools, the act of adding a block does not imply a new thread. (And that's sorta the whole point.)
If you have some limited resource whose consumption you need to manage, the traditional way to do that would be with a limiting semaphore, but that is just one option.
This whole question just reeks of a poor design. Like the number of pthreads, GCD's queue widths are opaque/non-public. Your previous solution was not particularly viable (as discussed), and further efforts are likely to yield similarly poor solutions. You should really rethink your architecture such that knowing how many threads are running isn't important.
EDIT: Thanks for the clarification. There's not really a generic way, from the outside, to tell when all the "work" is done. What if an action sets up a timer that won't call back for ten minutes? At the extreme, consider this: the main runloop continues to spin for the entire life of the app, and as long as the main runloop is spinning, "work" could be being done on it.
In order to detect "doneness" your app has to signal doneness. In order to signal doneness, the app has to have some way (internal to itself) to know it's done. Put differently, the app can't tell something else (i.e. Frank) something it doesn't know. One way to go about this would be to encapsulate all the work you do in your app in NSOperations. NSOperation/NSOperationQueue provide good ways of reporting "doneness." At the simplest level, you could wrap the code where you kickoff work in an NSBlockOperation, then add a completion block to that operation that signals something else when it's done, and enqueue it to an NSOperationQueue for execution. (You could also do this with dispatch_group and dispatch_group_notify if you prefer working in the GCD style.)
If you have specific questions about how to package up your app's work into NSOperations, I would suggest starting a new question.
You can hook into the dispatch introspection functions (introspection.h, methods all start with dispatch_introspection), but you have to link with that library which is supposed to be only for debugging. I don't think you can include that in a release build. Your best bet would be to encapsulate GCD into your own object, so all your code submits blocks to execute through that object and it submits them to GCD after tracking whatever you're interested in. You won't be able to track thread consumption though, because GCD intentionally abstracts that and reuses threads.

Best design for assigning CoreLocation & CoreMotion updates through multithreading?

I have a Game class that has a -(void) play method which will be executed when the user clicks on the Play button on the device.
Inside the -(void) play method I have a while loop that will be executed repeatedly until the user clicks on the Quit button. This while loop is basically the core of my code, where all necessary methods are being called, things happen, objects interact etc.
I also have a User class (amongst other classes..) and I create a User* player instance in the -(void) play method of my Game class to store some values and have those interact with other things along the duration of the game..
Now I need to know (at any moment during the game..) the device's deviation from the magnetic North & the acceleration the user is exercising on the device
I've written the code and everything is working fine. However, being new to programming I have a few questions concerning the overall design of my code, which I think is a mess especially when it comes to using the CoreLocation & CoreMotion frameworks..
The -(void) play method of the Game class (which is basically my "main" method) is executed on a separate thread as in [game performSelectorInBackground:#selector(play) withObject:nil]; Is this the right way to do it?
However, I initialise CoreMotion Acceleration updates from inside the -(void) play method as in [motionManager startDeviceMotionUpdatesToQueue:[NSOperationQueue mainQueue]withHandler:^(CMDeviceMotion *motion, NSError *error){...} which means that updates will be stored in the main Queue whereas the method initializing these updates is executed from inside a method(-(void) play) that runs on a separate thread. Does that make sense?
I also initialise CoreLocation updates when I initialize an instance of my Game class. Even more weird?
My point is this. Given that I'll be measuring the acceleration the user is exercising on the device and the orientation he/she is giving to the device (degrees) I want to encapsulate all that in my User class and have methods like [player getMyDegrees]; and [player getMyAcceleration]; Isn't this the correct way design-wise? Where exactly should I initialize those updates? From inside which specific class-method? Should everything be running on the same main thread or the same separate thread or on different separate threads? I'm confused..
Threading is a complex issue, as you've no doubt seen.
The -(void) play method of the Game class (which is basically my
"main" method) is executed on a separate thread as in [game
performSelectorInBackground:#selector(play) withObject:nil]; Is this
the right way to do it?
It depends. Is there any work that you are doing in the -play method that absolutely must be taken off the main thread (i.e. crazy number crunching, server requests, loading textures, etc.) so as to make the UI more responsive? That's really the only reason methods are dispatched to the background on iOS, is to maintain a responsive UI, because UIKit classes are not just thread-unsafe, but they will wholeheartedly dive straight off a cliff and take your app with them if you try to do anything in the background.
However, I initialise CoreMotion Acceleration updates from inside the
-(void) play method ... which means... these updates are executed from inside a method(-(void) play) that runs on a separate thread. Does
that make sense?
Well, again it depends here. The ultimate goal of threading is not to have two or more threads attempt to access or mutate one object held by another thread, which is just the start of a whole mess of problems. The one thing that I have to take issue with is the fact that you are using the main queue despite a very clear and ominous warning in the documentation:
Because the processed events might arrive at a high rate, using the
main operation queue is not recommended.
This is an example of one of those high powered calculations that you should be throwing to a background thread, which is NSOperationQueue's forte.
I want to encapsulate all that in my User class and have methods like
[player getMyDegrees]; and [player getMyAcceleration]; Isn't this the
correct way design-wise? Where exactly should I initialize those
updates? From inside which specific class-method?
It depends on how design-wise you're trying to be, and what you consider good design. Good code is usually code that you could hand off to another programmer and have them pick up where you started off with very little effort. That being said, it sounds like your user class is going to be the controller part of MVC. If your classes are too bulky, cut 'em up. Classes in objective-c are surprisingly light-weight creatures. Even arranging one class in multiple categories that describe the general section's implementation are fine (the header of NSString for example).
Should everything be running on the same main thread or the same
separate thread or on different separate threads? I'm confused..
Everything UI and light should be running in the main thread (or main queue if that's how you prefer to look at it), and everything heavy and thread-blocking should be put in a background thread.

Is dataWithContentsOfURL bad when launching the app?

I make an app that accesses some data on the first launch and then displays it. I've been downloading this data this way:
NSData *data = [NSData dataWithContentsOfURL:url];
Is this bad? Right now I've set the method that contains this to run in a background thread using GCD, but I heard that since dataWithContentsOfURL is synchronous, it's bad. Are there any opinions on this?
It's bad if you run it on the main UI thread. That will block the responsiveness of your app which is bad but it's even worse on start up.
You need to make it async. You can do that by either running that method on a background thread (GCD dispatch_async) or by using async methods of NSUrlConnection.
Here's an example of using GCD to work in the background and then update the UI (after done) on the main thread:
GCD, Threads, Program Flow and UI Updating
Another option is async method of NSUrlConnection. See the initWithRequest methods here:
http://developer.apple.com/library/mac/#documentation/Cocoa/Reference/Foundation/Classes/NSURLConnection_Class/Reference/Reference.html
You're safe as long as you're running it in a background thread.
The idea that synchronous loading is bad is only valid for the main UI thread. A long running operation on the main UI thread will make your app unresponsive. Doing it in the background is the correct way to do this. Also, consider using:
+dataWithContentsOfURL:options:error:
so that you can get an error back if anything goes wrong.

Low-level details of the implementation of performSelectorOnMainThread:

Was wondering if anyone knows, or has pointers to good documentation that discusses, the low-level implementation details of Cocoa's 'performSelectorOnMainThread:' method.
My best guess, and one I think is probably pretty close, is that it uses mach ports or an abstraction on top of them to provide intra-thread communication, passing selector information along as part of the mach message.
Right? Wrong? Thanks!
Update 09:39AMPST
Thank you Evan DiBiase and Mecki for the answers, but to clarify: I understand what happens in the run loop, but what I'm looking for an answer to is; "where is the method getting queued? how is the selector information getting passed into the queue?" Looking for more than Apple's doc info: I've read 'em
Update 14:21PST
Chris Hanson brings up a good point in a comment: my objective here is not to learn the underlying mechanisms in order to take advantage of them in my own code. Rather, I'm just interested in a better conceptual understanding of the process of signaling another thread to execute code. As I said, my own research leads me to believe that it's takes advantage of mach messaging for IPC to pass selector information between threads, but I'm specifically looking for concrete information on what is happening, so I can be sure I'm understanding things correctly. Thanks!
Update 03/06/09
I've opened a bounty on this question because I'd really like to see it answered, but if you are trying to collect please make sure you read everything, including all currently posed answers, comments to both these answers and to my original question, and the update text I posted above. I'm look for the lowest-level detail of the mechanism used by performSelectorOnMainThread: and the like, and as I mentioned earlier, I suspect it has something to do with Mach ports but I'd really like to know for sure. The bounty will not be awarded unless I can confirm the answer given is correct. Thanks everyone!
Yes, it does use Mach ports. What happens is this:
A block of data encapsulating the perform info (the target object, the selector, the optional object argument to the selector, etc.) is enqueued in the thread's run loop info. This is done using #synchronized, which ultimately uses pthread_mutex_lock.
CFRunLoopSourceSignal is called to signal that the source is ready to fire.
CFRunLoopWakeUp is called to let the main thread's run loop know it's time to wake up. This is done using mach_msg.
From the Apple docs:
Version 1 sources are managed by the run loop and kernel. These sources use Mach ports to signal when the sources are ready to fire. A source is automatically signaled by the kernel when a message arrives on the source’s Mach port. The contents of the message are given to the source to process when the source is fired. The run loop sources for CFMachPort and CFMessagePort are currently implemented as version 1 sources.
I'm looking at a stack trace right now, and this is what it shows:
0 mach_msg
1 CFRunLoopWakeUp
2 -[NSThread _nq:]
3 -[NSObject(NSThreadPerformAdditions) performSelector:onThread:withObject:waitUntilDone:modes:]
4 -[NSObject(NSThreadPerformAdditions) performSelectorOnMainThread:withObject:waitUntilDone:]
Set a breakpoint on mach_msg and you'll be able to confirm it.
One More Edit:
To answer the question of the comment:
what IPC mechanism is being used to
pass info between threads? Shared
memory? Sockets? Mach messaging?
NSThread stores internally a reference to the main thread and via that reference you can get a reference to the NSRunloop of that thread. A NSRunloop internally is a linked list and by adding a NSTimer object to the runloop, a new linked list element is created and added to the list. So you could say it's shared memory, the linked list, that actually belongs to the main thread, is simply modified from within a different thread. There are mutexes/locks (possibly even NSLock objects) that will make sure editing the linked list is thread-safe.
Pseudo code:
// Main Thread
for (;;) {
lock(runloop->runloopLock);
task = NULL;
do {
task = getNextTask(runloop);
if (!task) {
// function below unlocks the lock and
// atomically sends thread to sleep.
// If thread is woken up again, it will
// get the lock again before continuing
// running. See "man pthread_cond_wait"
// as an example function that works
// this way
wait_for_notification(runloop->newTasks, runloop->runloopLock);
}
} while (!task);
unlock(runloop->runloopLock);
processTask(task);
}
// Other thread, perform selector on main thread
// selector is char *, containing the selector
// object is void *, reference to object
timer = createTimerInPast(selector, object);
runloop = getRunloopOfMainThread();
lock(runloop->runloopLock);
addTask(runloop, timer);
wake_all_sleeping(runloop->newTasks);
unlock(runloop->runloopLock);
Of course this is oversimplified, most details are hidden between functions here. E.g. getNextTask will only return a timer, if the timer should have fired already. If the fire date for every timer is still in the future and there is no other event to process (like a keyboard, mouse event from UI or a sent notification), it would return NULL.
I'm still not sure what the question is. A selector is nothing more than a C string containing the name of a method being called. Every method is a normal C function and there exists a string table, containing the method names as strings and function pointers. That are the very basics how Objective-C actually works.
As I wrote below, a NSTimer object is created that gets a pointer to the target object and a pointer to a C string containing the method name and when the timer fires, it finds the right C method to call by using the string table (hence it needs the string name of the method) of the target object (hence it needs a reference to it).
Not exactly the implementation, but pretty close to it:
Every thread in Cocoa has a NSRunLoop (it's always there, you never need to create on for a thread). PerformSelectorOnMainThread creates a NSTimer object like this, one that fires only once and where the time to fire is already located in the past (so it needs firing immediately), then gets the NSRunLoop of the main thread and adds the timer object there. As soon as the main thread goes idle, it searches for the next event in its Runloop to process (or goes to sleep if there is nothing to process and being woken up again as soon as an event is added) and performs it. Either the main thread is busy when you schedule the call, in which case it will process the timer event as soon as it has finished its current task or it is sleeping at the moment, in which case it will be woken up by adding the event and processes it immediately.
A good source to look up how Apple is most likely doing it (nobody can say for sure, as after all its closed source) is GNUStep. Since the GCC can handle Objective-C (it's not just an extension only Apple ships, even the standard GCC can handle it), however, having Obj-C without all the basic classes Apple ships is rather useless, the GNU community tried to re-implement the most common Obj-C classes you use on Mac and their implementation is OpenSource.
Here you can download a recent source package.
Unpack that and have a look at the implementation of NSThread, NSObject and NSTimer for details. I guess Apple is not doing it much different, I could probably prove it using gdb, but why would they do it much different than that approach? It's a clever approach that works very well :)
The documentation for NSObject's performSelectorOnMainThread:withObject:waitUntilDone: method says:
This method queues the message on the run loop of the main thread using the default run loop modes—that is, the modes associated with the NSRunLoopCommonModes constant. As part of its normal run loop processing, the main thread dequeues the message (assuming it is running in one of the default run loop modes) and invokes the desired method.
As Mecki said, a more general mechanism that could be used to implement -performSelectorOn… is NSTimer.
NSTimer is toll-free bridged to CFRunLoopTimer. An implementation of CFRunLoopTimer – although not necessarily the one actually used for normal processes in OS X – can be found in CFLite (open-source subset of CoreFoundation; package CF-476.14 in the Darwin 9.4 source code. (CF-476.15, corresponding to OS X 10.5.5, is not yet available.)