If an application executes a code block asynchronously and notifies the completion state in a callback, do these all leave execution on the main thread (the callback)?
What is the correct way to handle Core Graphics drawing and file operations in this callback?
I currently have these instructions running in the callback, but would like to trigger a thread to handle these instructions instead.
If you are doing any UI drawing, that has to be on the main thread. If you hvae these asynchronous blocks doing work now (ostensibly in a concurrent dispatch queue), why not just do all the work there, and when you have a finished product to show, only then message back on the main block. If your callback calls other methods in your class, the safest way to deal with concurrency is to define helper objects - small objects that take some input and product an output.
Create the helper, attach whatever data it needs, kick it off in a block on a queue, and when its done it messages back on the main thread that extracts the finished product, renders it, then deletes the helper object.
I dont have much experience in Core Graphics, but I've done a good amount of work on blocks.
In my opinion, if your application executes a code block asynchronously (on a new thread), then it's a good practice to the make callback or notification on the main thread.
Related
I'm currently trying to use Rust C interop in order to send actional desktop notifications (using a modified version of this lib). The main goal here would be to handle these notification sending events on separate threads like so:
thread::spawn(move || unsafe {
sys::sendNotification(
NSString::from_str(&title).deref(),
NSString::from_str(&message).deref(),
NSString::from_str(&uri).deref(),
NSString::from_str(&img.unwrap_or_default()).deref(),
);
});
This would allow me to have multiple notification 'handlers' running at the same time (vs. just being able to have a single notification displayed at once), and would also allow my main process to run without being blocked. Given the nature of the program (web-scraper), I don't want scraping halted whenever a notification is being displayed.
That said, this approach is somewhat problematic because the underlying obj-c code relies on NSRunLoop to handle click events (e.g., user clicks on the action to open a web page) through the created NotificationCenterDelegate instance. Per my knowledge (feel free to fact-check me on this I'm not familiar with obj-c), NSRunLoops only operate on the main thread and this code is rendered useless if ran on a worker... The notification still sends in this scenario, but events aren't processed.
Is there a way to handle this that is more effective than running my scraping logic on a separate loop and sending notif-send events to the main thread for processing (which will probably be halted by a notification that I hadn't opened)?
Strictly speaking, there is (or can be) one NSRunLoop per thread, not only the main thread. But it's still the case that GUI stuff generally needs to run on the main thread.
I recommend that you take the approach of running scraping on a separate thread. This is generally a good idea for any combination of long-running work and GUI — it ensures that the work cannot cause the UI to hang or hiccup.
I'm using GPUImageFilter in a chain, and most of the time it works OK. I've recently come across a few random crashes that match the symptoms in this github issue (albeit I'm using GPUImageFilter not live capture or video). I'm trying to find a suitable method that can ensure I've cleared the frame buffer and any other GPUImage-related activities in willResignActive.
Currently I have:
[[GPUImageContext sharedFramebufferCache] purgeAllUnassignedFramebuffers];
Is this sufficient? Should I use something else instead/in addition to?
As indicated there, seeing gpus_ReturnNotPermittedKillClient in a stack trace almost always is due to OpenGL ES operations being performed while your application is in the background or is just about to go to the background.
To deal with this, you need to guarantee that all GPUImage-related work is finished before your application heads to the background. You'll want to listen for delegate notifications that your application is heading to the background, and make sure all processing is complete before that delegate callback exits. The suggestion there by henryl is one way to ensure this. Add the following near the end of your delegate callback:
runSynchronouslyOnVideoProcessingQueue(^{
// Do some operation
});
What that will do is inject a synchronous block into the video processing pipeline (which runs on a background queue). Your delegate callback will block the main thread at that point until this block has a chance to execute, guaranteeing that all processing blocks before it have finished. That will make sure all pending operations are done (assuming you don't add new ones) before your application heads to the background.
There is a slight chance of this introducing a deadlock in your application, but I don't think any of my code in the processing pipeline calls back into the main queue. You might want to watch out for that, because if I do still have something in there that does that, this will lock your application. That internal code would need to be fixed if so.
The GUI of my program freezes while the program is doing its work. I created a mass import which can send X-thousand datarows via a called webservice into a database. The code is already very big and I cannot rewrite it for multithreading purpose.
I don't know how to do it. Any suggestions? If needed I will show some code, but at the moment I don't know what to show.
Firstly, you should rewrite it to use avoid synchronously doing this on the UI thread. If you do a lot of work on the UI thread, it simply will freeze the UI thread. There are a few options here:
If your web service proxy supports asynchronous calls, and if you're using VB 11, you can use Async / Await to call the web service asynchronously from the UI thread in an asynchronous method, and control will return back to the UI thread at the same point in the asynchronous method when the call has completed. It takes a little while to get your head round asynchrony, but this is probably the best option if it's possible.
You can use the Task Parallel Library to make calls on a different thread, but then you'll need to think carefully about how that thread is going to interact with your UI thread.
You can use BackgroundWorker to run some code on another thread, but report progress and completion back on the UI thread
You could potentially call Application.DoEvents between each web service call, to let the UI handle events. This is dangerous - it can lead to re-entrant code, so locks won't behave as you expect them to, and similar hard-to-diagnose errors. This should be your last option, if all else fails.
I have an app where the network activity is done in its separate thread (and the network thread continuously gets data from the server and updates the display - the display calls are made back on the main thread). When the user logs out, the main thread calls a disconnect method on the network thread as follows:
[self performSelector:#selector(disconnectWithErrorOnNetworkThread:) onThread:nThread withObject:e waitUntilDone:YES];
This selector gets called most of the time and everything works fine. However, there are times (maybe 2 out of ten times) that this call never returns (in other words the selector never gets executed) and the thread and the app just hang. Anyone know why performSelector is behaving erratically?
Please note that I need to wait until the call gets executed, that's why waitUntilDone is YES, so changing that to NO is not an option for me. Also the network thread has its run loop running (I explicitly start it when the thread is created).
Please also note that due to the continuous nature of the data transfer, I need to explicitly use NSThreads and not GCD or Operations queues.
That'll hang if:
it is attempting to perform a selector on the same thread the method was called from
the call to perform the selector is to a thread from which a synchronous call was made that triggered the perform selector
When your program is hung, have a look at the backtraces of all threads.
Note that when implementing any kind of networking concurrency, it is generally really bad to have synchronous calls from the networking code into the UI layers or onto other threads. The networking thread needs to be very responsive and, thus, just like blocking the main thread is bad, anything that can block the networking thread is a bad, too.
Note also that some APIs with callbacks don't necessarily guarantee which thread the callback will be delivered on. This can lead to intermittent lockups, as described.
Finally, don't do any active polling. Your networking thread should be fully quiescent unless some event arrives. Any kind of looped polling is bad for battery life and responsiveness.
As my first Mac application, I'm building an app that displays incoming MIDI timecode.
Therefore, I am having an instance of the RtMidi "library" which wraps the MIDI in and out stuff.
The Mac OS Core MIDI callback is in blank C and is called on multiple threads internally. The RtMidi stuff in in C++ and forwards this multi-threaded call to one single (the main) thread.
As I need a Cocoa function to notify other classes that a new MIDI timecode has arrived ( which happens about every 7-9 ms ), I implemented a Singleton which all necessary classes observe.
So, the order in which the functions are called is :
Core MIDI callback -> RtMidi function -> user callback -> Notification ( via Singleton )
Basically, this works!
The problem is that I right now have everything on the same thread ( the main thread). If I post a notification from the MIDI callback and the called functions take longer to complete than the above mentioned 7-9 ms, the Core MIDI callback gets blocked which causes the whole application to freeze.
I tried debugging and it seems that there is some kind of deadlock occurring.
Anyone has some directions on how to implement multithreading in this case?
As I also do UI updating in the notification observers, I would need all notifications to appear on the main thread. What I don't understand is how everything goes with C / C++ / Objective-C in this particular case.
I would suggest that at the stage that you forward your call from your background thread to the main thread that you do so in a non-blocking manner, if possible. For example, you could use performSelectorOnMainThread:withObject:waitUntilDone:, passing NO for the last argument, or some other mechanism like dispatch_async(dispatch_get_main_queue(), ^{ ... }). This will prevent your background thread from getting blocked, and allow the UI to be updated whenever it has time to do so.