Network communication in main UI thread - objective-c

I have following concern..
My application downloads 6 MB of data when it is started for the first time.
During that process UIView with information about ongoing download is presented, and generally there is no interaction with user.
Because of that I do all downloading of data in main UI Thread, using dispatch_async, but now I don't know if this is the best solution and what will Apple say when I will submit my application.
Could you please guide my if this is Ok or not ?
Update
Dispatch code
//Called at the end of [UIViewController viewDidLoad]
-(void)splashScreenAppeared
{
myTabBarController_.loadingLabel.text = NSLocalizedString(#"Checking for updates",#"launch progress");
dispatch_queue_t d_queue = dispatch_get_main_queue();
[self launchActionCheckIfDataIsStored:d_queue];
}
//...
-(void)launchActionCheckIfDataIsStored:(dispatch_queue_t)queue
{
dispatch_async(queue, ^ {
//If there is no data stored in core data then download xml data files and images
if (![self isAnyDataStoredInCoreData]) {
launchNoDataStored_ = YES;
[self launchDownloadData:queue];
} else {
launchNoDataStored_ = NO;
[self launchCheckNewVersion:queue];
}
});
}
//...
-(void)launchDownloadData:(dispatch_queue_t)queue
{
myTabBarController_.loadingLabel.text = NSLocalizedString(#"Downloading catalog data",#"launch progress");
dispatch_async(queue, ^ {
[self loadMenuData];
if (seriousError_) {
[self launchSeriousError:queue];
return;
}
myTabBarController_.loadingLabel.text = NSLocalizedString(#"Downloading products details",#"launch progress");
dispatch_async(queue, ^ {
[self loadProductsData];
if (seriousError_) {
[self launchSeriousError:queue];
return;
}
//...
//And so on with other parts of download
}

Just to set the background, I have written & submitted 2 successful apps to the App Store, so you know that I am not hypothesizing.
Coming back, you can push the download to a background thread and update the progress in the form of a slider (for the benefit of the user). But if in this scenario the user does not get to do anything anyway then there is no point.
Plus I dont think Apple would reject your app just 'coz of this. One of the main things they check is if you are using any Private API's or something more basic like app crashes. So go ahead and submit for APP store review...

Now I know that network communication in UI Thread can be a good reason to reject your application by Apple.
Consider the following scenario:
Application is for iPhone.
There is no interaction with user.
Application is run on iPad!!
Even though there is no interaction with user, application does not react when user presses 2x button on iPad.
So network communication in UI thread works, but if application is not for iPad only, then application will be rejected in Apple review process.

Related

Mac app NSArrayController bindings not autosaving Core Data

I was under the impression that when using bindings (been following this tutorial despite being outdated. http://cocoadevcentral.com/articles/000085.php - You can use it to see what I'm doing) the Persistent Store would automagically save the changes you make. In fact, though it was hours ago and I wouldn't be surprised if I'm now going mad, I got it working, and when I made a change it would persist on rebuilding the app.
However, the test app I've built following the tutorial no longer saves and despite showing the changes I make within the app, they disappear once I re-run the app. I've been checking the Core Data debug menu and nothing happens when I press the "+" button which is set up to the "Add" method of my NSArrayController. I know it's accessing my data model too as my textField for the Title (again, see the tutorial so you know what I'm referring to) adopts the default text I put in the DataModel section. The only thing missing therefore is the actual saving.
So my real question is, based on the tutorial, what part of the bindings actually makes the managedObjectContext save? Is there a flag or something that isn't checked?
I don't know if it's important or not, but there were differences between the tutorial and my project, mainly that the NSArrayControllers are bound to "App Delegate"with a Model Key Path of "self.managedObjectContext". Also, I removed all the relationships in an attempt to whittle down the issue.
Any help would be greatly appreciated.
Regards,
Mike
UPDATE: Here are some pictures that show the bindings.
How I set up the NSArrayController:
Here is how is how my Data Model Looks:
Lastly, this is how I set up the TextFields to update the NSArrayControllers:
I hope this helps to get a an ideas as to the set up.
Thanks,
Mike
Could you check to make sure you've copied all the Core Data boiler-plate code from the source code of the tutorial you mentioned.
Specifically this part in the App Delegate:
- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender {
NSError *error;
NSManagedObjectContext *context;
int reply = NSTerminateNow;
context = [self managedObjectContext];
if (context != nil) {
if ([context commitEditing]) {
if (![context save:&error]) {
// This default error handling implementation should be changed to make sure the error presented includes application specific error recovery. For now, simply display 2 panels.
BOOL errorResult = [[NSApplication sharedApplication] presentError:error];
if (errorResult == YES) { // Then the error was handled
reply = NSTerminateCancel;
} else {
// Error handling wasn't implemented. Fall back to displaying a "quit anyway" panel.
int alertReturn = NSRunAlertPanel(nil, #"Could not save changes while quitting. Quit anyway?" , #"Quit anyway", #"Cancel", nil);
if (alertReturn == NSAlertAlternateReturn) {
reply = NSTerminateCancel;
}
}
}
} else {
reply = NSTerminateCancel;
}
}
return reply;
}
If it's there, changes will be saved when the app is terminated normally. Pressing the 'stop' button in Xcode will terminate the app immediately, without going through the method mentioned above.
My guess is that you are not going mad, but first exited the app properly and have been pressing the 'stop' button later ;).

Why does my MCSession peer disconnect randomly?

Im using MCNearbyServiceBrowser and MCNearbyServiceAdvertiser to join two peers to a MCSession. I am able to send data between them using MCSession's sendData method. All seems to be working as expected until I randomly (and not due to any event I control) receive a MCSessionStateNotConnected via the session's MCSessionDelegate didChangeState handler. Additionally, the MCSession's connectedPeers array no longer has my peers.
Two questions: Why? and How do i keep the MCSession from disconnecting?
This is a bug, which I just reported to Apple. The docs claim the didReceiveCertificate callback is optional, but it's not. Add this method to your MCSessionDelegate:
- (void) session:(MCSession *)session didReceiveCertificate:(NSArray *)certificate fromPeer:(MCPeerID *)peerID certificateHandler:(void (^)(BOOL accept))certificateHandler
{
certificateHandler(YES);
}
The random disconnects should cease.
UPDATE After using a support ticket to Apple, they confirmed that calling sendData too often and with too much data can cause disconnects.
I have had disconnects when hitting break points and when backgrounding. Since the break points won't happen on the app store, you need to handle the backgrounding case by beginning a background task when your app is about to enter the background. Then end this task when your app comes back to the foreground. On iOS 7 this gives you about 3 background minutes which is better than nothing.
An additional strategy would be to schedule a local notification for maybe 15 seconds before your background time expires by using [[UIApplication sharedApplication] backgroundTimeRemaining], that way you can bring the user back into the app before it suspends and the multi peer framework has to be shutdown. Perhaps the local notification would warn them that their session will expire in 10 seconds or something...
If the background task expires and the app is still in the background, you have to tear down everything related to multi-peer connectivity, otherwise you will get crashes.
- (void) createExpireNotification
{
[self killExpireNotification];
if (self.connectedPeerCount != 0) // if peers connected, setup kill switch
{
NSTimeInterval gracePeriod = 20.0f;
// create notification that will get the user back into the app when the background process time is about to expire
NSTimeInterval msgTime = UIApplication.sharedApplication.backgroundTimeRemaining - gracePeriod;
UILocalNotification* n = [[UILocalNotification alloc] init];
self.expireNotification = n;
self.expireNotification.fireDate = [NSDate dateWithTimeIntervalSinceNow:msgTime];
self.expireNotification.alertBody = TR(#"Text_MultiPeerIsAboutToExpire");
self.expireNotification.soundName = UILocalNotificationDefaultSoundName;
self.expireNotification.applicationIconBadgeNumber = 1;
[UIApplication.sharedApplication scheduleLocalNotification:self.expireNotification];
}
}
- (void) killExpireNotification
{
if (self.expireNotification != nil)
{
[UIApplication.sharedApplication cancelLocalNotification:self.expireNotification];
self.expireNotification = nil;
}
}
- (void) applicationWillEnterBackground
{
self.taskId = [[UIApplication sharedApplication] beginBackgroundTaskWithExpirationHandler:^
{
[self shutdownMultiPeerStuff];
[[UIApplication sharedApplication] endBackgroundTask:self.taskId];
self.taskId = UIBackgroundTaskInvalid;
}];
[self createExpireNotification];
}
- (void) applicationWillEnterForeground
{
[self killExpireNotification];
if (self.taskId != UIBackgroundTaskInvalid)
{
[[UIApplication sharedApplication] endBackgroundTask:self.taskId];
self.taskId = UIBackgroundTaskInvalid;
}
}
- (void) applicationWillTerminate
{
[self killExpireNotification];
[self stop]; // shutdown multi-peer
}
You'll also want this handler in your MCSession delegate due to Apple bug:
- (void) session:(MCSession*)session didReceiveCertificate:(NSArray*)certificate fromPeer:(MCPeerID*)peerID certificateHandler:(void (^)(BOOL accept))certificateHandler
{
if (certificateHandler != nil) { certificateHandler(YES); }
}
There are many causes of this, and the two answers thus far are both correct in my experience. Another which you'll find in other similar questions is this: Only one peer can accept another's invitation.
So, to clarify, if you set up an app where all devices are both advertisers and browsers, any devices can freely invite any others found to join a session. However, between any two given devices, only one device can actually accept the invitation and connect to the other device. If both devices accept each others' invitations they will disconnect within a minute or less.
Note that this limitation does not prevent the desired behavior because - unlike what my intuition stated before I built my multipeer implementation - when one device accepts an invitation and connects to another device they both become connected and receive connection delegate methods and can send each other messages.
Therefore, if you are connecting devices which both browse and advertise, send invitations freely but only accept one of a pair.
The problem of only accepting one of two invitations can be solved a myriad of ways. To begin, understand that you can pass any arbitrary object or dictionary (archived as data) as the context argument in an invitation. Therefore, both devices have access to any arbitrary information about the other (and of course itself). So, you could use at least these strategies:
simply compare: the display name of the peerID. But there's no guarantee these won't be equal.
store the date your multipeer controller was initialized and use that for comparison
give each peer a UUID and send this for comparison (my technique, in which each device - indeed each user of the app on a device - has a persistent UUID it employs).
etc - any object which supports both NSCoding and compare: will do fine.
I've been having similar problems. It seems though that if I have run my app on one iOS device, and connected to another, then quit and relaunch (say when I rerun from Xcode), then I am in a situation where I get a Connected message and then a Not Connected message a little later. This was throwing me off. But looking more carefully, I can see that the Not Connected message is actually meant for a different peerId than the one that has connected.
I think the problem here is that most samples I've seen just care about the displayName of the peerID, and neglect the fact that you can get multiple peerIDs for the same device/displayName.
I am now checking the displayName first and then verifying that the peerID is the same, by doing a compare of the pointers.
- (void)session:(MCSession *)session peer:(MCPeerID *)peerID didChangeState:(MCSessionState)state {
MyPlayer *player = _players[peerID.displayName];
if ((state == MCSessionStateNotConnected) &&
(peerID != player.peerID)) {
NSLog(#"remnant connection drop");
return; // note that I don't care if player is nil, since I don't want to
// add a dictionary object for a Not Connecting peer.
}
if (player == nil) {
player = [MyPlayer init];
player.peerID = peerID;
_players[peerID.displayName] = player;
}
player.state = state;
...
I was disconnecting immediately after I accepted the connection request. Observing the state, I saw it change from MCSessionStateConnected to MCSessionStateNotConnected.
I am creating my sessions with:
[[MCSession alloc] initWithPeer:peerID]
NOT the instantiation method dealing with security certificates:
- (instancetype)initWithPeer:(MCPeerID *)myPeerID securityIdentity:(NSArray *)identity encryptionPreference:(MCEncryptionPreference)encryptionPreference
Based on Andrew's tip above, I added the delegate method
- (void) session:(MCSession *)session didReceiveCertificate:(NSArray *)certificate fromPeer:(MCPeerID *)peerID certificateHandler:(void (^)(BOOL accept))certificateHandler {
certificateHandler(YES);
}
and the disconnects stopped.

How to set badges on app icon when app is in minimize mode?

When application is in minimize state and at the same time notifications come then badges should be see on app icon.
If a notification arrives and your application is not is foreground, the OS handles the notification.
Your notification can have a field badge that will make the OS update the badge. However, this means that the server than sends the notification must have a way of knowing which number should be the badge.
The notification body would look like this:
{
"aps" : {
"badge" : 9
}
}
Heres my solution. I needed to achieve the same thing in an app that I did. I had a queue of Downloads and wanted to use a Badge to show how many downloads were left, and keep updating it even while in the background. Basically my solution was, every time one of the downloads were completed I setup a UILocalNotification with a silent sound, and no message text. Simply just set the badge..As seen below..
- (void)queRequestFinished:(ASIHTTPRequest *)request {
self.inResourceCount -= 1; // Deducted 1 from the total count of downloads in queue.
Class cls = NSClassFromString(#"UILocalNotification");
if (cls != nil) {
UILocalNotification *notif = [[cls alloc] init];
notif.fireDate = [NSDate date]; // Schedule notification for now.
notif.timeZone = [NSTimeZone defaultTimeZone];
notif.soundName = #"silence.caf";
notif.applicationIconBadgeNumber = inResourceCount; // Number you want displayed as Badge.
// This is where the magic happens, and actually changes your badge.
[[UIApplication sharedApplication] scheduleLocalNotification:notif];
[notif release];
}
}
Id like to point out, that my scenrio may be different from yours. I was using ASIHTTPRequest library, which has support for continuing downloads while backgrounded, and the method above queRequestFinished: is called even while in the background. Hope this helps, if it does mark it as the answer :) .

Graceful termination of NSApplication with Core Data and Grand Central Dispatch (GCD)

I have an Cocoa Application (Mac OS X SDK 10.7) that is performing some processes via Grand Central Dispatch (GCD). These processes are manipulating some Core Data NSManagedObjects (non-document-based) in a manner that I believe is thread safe (creating a new managedObjectContext for use in this thread).
The problem I have is when the user tries to quit the application while the dispatch queue is still running.
The NSApplication delegate is being called before actually quitting.
- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
I get an error "Could not merge changes." Which is somewhat expected since there are still operations being performed through the different managedObjectContext. I am then presented with the NSAlert from the template that is generated with a core data application.
In the Threading Programming Guide there is a section called "Be Aware of Thread Behaviors at Quit Time" which alludes to using replyToApplicationShouldTerminate: method. I'm having a little trouble implementing this.
What I would like is for my application to complete processing the queued items and then terminate without presenting an error message to the user. It would also be helpful to update the view or use a sheet to let the user know that the app is performing some action and will terminate when the action is complete.
Where and how would I implement this behavior?
Solution:
So I had a few different issues here.
I had blocks that were accessing core data in a dispatch_queue preventing my application from terminating gracefully.
When I tried to add a new item to the dispatch_queue a new instance of the dispatch_queue was started on a new thread.
What I did to solve this was use NSNotificationCenter in my AppDelegate (where (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender was being called. In the template code that Core Data generates add the following:
// Customize this code block to include application-specific recovery steps.
if (error) {
// Do something here to add queue item in AppController
[[NSNotificationCenter defaultCenter] postNotificationName:#"TerminateApplicationFromQueue" object:self];
return NSTerminateLater;
}
Then in AppController add an observer for the notification (I added this to awakeFromNib):
- (void)awakeFromNib {
NSNotificationCenter *center = [NSNotificationCenter defaultCenter];
[center addObserver:self selector:#selector(terminateApplicationFromQueue:) name:#"TerminateApplicationFromQueue" object:nil];
// Set initial state of struct that dispatch_queue checks to see if it should terminate the application.
appTerminating.isAppTerminating = NO;
appTerminating.isTerminatingNow = NO;
}
I have also created a struct that can be checked against to see if the user wants to terminate the application. (I set the initial state of the struct in awakeFromNib above). Place the struct after your #synthesize statements:
struct {
bool isAppTerminating;
bool isTerminatingNow;
} appTerminating;
Now for the long-running dispatch_queue that is preventing the app from gracefully terminating. When I initially create this dispatch_queue, a for loop is used to add the items that need updating. After this for loop is executed, I have tacked on another queue item that will check the struct to see if the app should terminate:
// Additional queue item block to check if app should terminate and then update struct to terminate if required.
dispatch_group_async(refreshGroup, trackingQueue, ^{
NSLog(#"check if app should terminate");
if (appTerminating.isAppTerminating) {
NSLog(#"app is terminating");
appTerminating.isTerminatingNow = YES;
}
});
dispatch_release(refreshGroup);
And the method to be called when the notification is received:
- (void)terminateApplicationFromQueue:(NSNotification *)notification {
// Struct to check against at end of dispatch_queue to see if it should shutdown.
if (!appTerminating.isAppTerminating) {
appTerminating.isAppTerminating = YES;
dispatch_queue_t terminateQueue = dispatch_queue_create("com.example.appname.terminate", DISPATCH_QUEUE_SERIAL); // or NULL
dispatch_group_t terminateGroup = dispatch_group_create();
dispatch_group_async(terminateGroup, terminateQueue, ^{
NSLog(#"termination queued until after operation is complete");
while (!appTerminating.isTerminatingNow) {
// add a little delay before checking termination status again
[NSThread sleepForTimeInterval:0.5];
}
NSLog(#"terminate now");
[NSApp replyToApplicationShouldTerminate:YES];
});
dispatch_release(terminateGroup);
}
}
I haven't dealt with this myself, but just from my reading of the docs, it looks like what you should do is:
Return NSTerminateLater from applicationShouldTerminate:. This lets the system know that your app isn't ready to terminate just yet, but will do so shortly.
Enqueue a "final" block on your dispatch queue. (You need to make sure that other blocks are not enqueued after this. This block will then be run after all the other work has been performed. Note the queue must be serial -- not one of the concurrent queues) for this to work correctly.) The "final" block should do [NSApp replyToApplicationShouldTerminate:YES];, which will complete the normal termination process.
There isn't any direct way to find out whether a GCD queue is still working. The only other thing that you can do (that I know of) to handle this is to put all of the blocks into a dispatch group, and then wait on the group in applicationShouldTerminate: (using dispatch_group_wait().

Immediate crash on device using SCNetworkReachabilityGetFlags with iOS app

I am using SCNetworkReachabilityCreateWithName & SCNetworkReachabilityGetFlags to test for network availability in my iOS device. When I run the app in the Simulator, or run it on the device, but attached to the debugger, everything's completely cool. However, when I run the app on the test device but detached from the debugger, I get a crash. [EDIT: just realized I didn't indicate where: in the call to SCNetworkReachabilityGetFlags] The odd thing is, it doesn't happen the first time I run the check. It happens on the second check. And using a try/catch does absolutely nothing.
The crash is immediate. There is no delay while the async polling occurs and the app just times out. It's immediate.
This is completely effed. I don't understand at all why this would be occurring. I am getting ready to go to a conference to exhibit the app and its accompanying web app. I was planning on walking the floor to show it off. But now I'm basically restricted to keeping my iPhone/iPod tethered to my computer in the booth.
Any ideas? Any work-arounds that don't keep me attached to the computer? And any long-term solutions that solve this? I use this method to check for network availability every time I perform any network activity. I am syncing my data to the Cloud, and run this check each time a sync occurs. I feel this is necessary to keep the user informed if there's a sudden break in the network connection.
Help????
Here's the code snippet.
+ (BOOL) networkConnected {
SCNetworkReachabilityFlags flags = 0;
SCNetworkReachabilityRef netReachability;
BOOL retrievedFlags = NO;
BOOL reachable = NO;
netReachability = SCNetworkReachabilityCreateWithName(CFAllocatorGetDefault(), [EXTERNAL_HOST UTF8String]);
#try {
if(netReachability) {
retrievedFlags = SCNetworkReachabilityGetFlags(netReachability, &flags);
CFRelease(netReachability);
}
if(!retrievedFlags || !flags)
reachable = NO;
else
reachable = YES;
} #catch (NSException *ex) {
reachable = NO;
} #finally {
return reachable;
}
}