how to continue after calling objc_msgSend - objective-c

I am doing meta-programming with objective-C and try to automate some of an application functions. Thus, I am not changing the source code files and the view controllers of the application but from another file I am managing to get the UI navigation stack and I am using Objective-C Runtime Reference to find the tappable UI elements and the actions. for example for a button I found the target and action and call objc_msgSend to programatically fire the event.
step = (NSObject *)objc_msgSend(element.target, NSSelectorFromString(element.action));
However I need to be notified when the action was done, or in other word, I need to wait until the action was done and then continue my automation. I was thinking of using NSNotificationCenter
//To raise an event
[[NSNotificationCenter defaultCenter] postNotificationName:FIRE_EVENT_NOTIFICATION object:self];
but doesn't look like working.
I am even thinking of using Categories or
So I am not sure if there is anyway to wait for objc_msgSend and where should I continue.

It isn't entirely clear what you are trying to do and the exact problem that you are having but I'll have a go at answering your question.
If I understand correctly you are trying to fire the action associated with a UI element, presumably something like a button press. You have a reference to the element in element and you want to call the associated action on the elements target. The following assumes the action is an IBAction.
The simplest way to do this would presumably be:
[element.target performSelector:element.action];
Note: element.action almost certainly returns a SEL (a selector) not an NSString so there is no need to run it through NSSelectorFromString().
Normally, an IBAction event would receive the clicked on element as a parameter so I think you might want to do:
[element.target performSelector:element.action withObject:element];
IBAction's have no return value so there is nothing to store when the method returns.
performSelector: and performSelector:withObject: will only return once the called method has run to completion. You shouldn't need to organise some sort of notification of the action completing.
However, if the action you are calling is launching code on another thread then it is possible that the called action will return before the result of pressing the button has completed. This will be difficult to monitor without knowledge of the code that is being run.
If, for some reason, you have to use objc_msgSend then you would use the following:
objc_msgSend(element.target, element.action, element);
Like performSelector:, objc_msgSend will only return when the called method has run to completion.
Hopefully I have understood your question and my answer makes sense, it is entirely possible I'm barking up the wrong tree though.

Related

How to call a method on the GUI thread in C++/winrt

When responding to an event in a textbox using C++/winrt I need to use ScrollViewer.ChangeView(). Trouble is, nothing happens when the call executes and I expect that is because at that moment the code is in the wrong thread; I have read this is the cause for lack of visible results from ChangeView(). It appears that the proper course is to use CoreDispatcher.RunAsync to update the scroller on the UI thread. The example code for this is provided only in C# and managed C++, however, and it is a tricky matter to figure out how this would look in normal C++. At any rate, I am not getting it. Does anyone have an example of the proper way to call a method on the UI thread in C++/winrt? Thanks.
[UPDATE:] I have found another method that seems to work, which I will show here, though I am still interested in an answer to the above. The other method is to create an IAsyncOperation that boils down to this:
IAsyncOperation<bool> ScrollIt(h,v, zoom){
co_await m_scroll_viewer.ChangeView(h,v,zoom);
}
The documentation entry Concurrency and asynchronous operations with C++/WinRT: Programming with thread affinity in mind explains, how to control, which thread runs certain code. This is particularly helpful in context of asynchronous functions.
C++/WinRT provides helpers winrt::resume_background() and winrt::resume_foreground(). co_await-ing either one switches to the respective thread (either a background thread, or the thread associated with the dispatcher of a control).
The following code illustrates the usage:
IAsyncOperation<bool> ScrollIt(h, v, zoom){
co_await winrt::resume_background();
// Do compute-bound work here.
// Switch to the foreground thread associated with m_scroll_viewer.
co_await winrt::resume_foreground(m_scroll_viewer.Dispatcher());
// Execute GUI-related code
m_scroll_viewer.ChangeView(h, v, zoom);
// Optionally switch back to a background thread.
// Return an appropriate value.
co_return {};
}

iOS9 storyboard what is unhandled action (handleNonLaunchSpecificActions)?

I've noticed the following error popping up in the console when running my app on iOS 9 when using a storyboard. I'm using xCode7. Is this something I need to be concerned about?
-[UIApplication _handleNonLaunchSpecificActions:forScene:withTransitionContext:completion:] ** unhandled action -> <FBSSceneSnapshotAction: 0x176bfb20> {
handler = remote;
info = <BSSettings: 0x176a5d90> {
(1) = 5;
};
}
There is nothing wrong with your code. This is a logging message internal to Apple, and you should file a radar about it.
There are two hints that show that this is probably Apple's code:
The underscore leading the method name _handleNonLaunchSpecificActions:forScene:withTransitionContext:completion is a convention indicating that the method is private/internal to the class that it's declared in. (See this comment.)
It's reasonable to guess that the two letter prefix in FBSSceneSnapshotAction is shorthand for FrontBoard, which according to Rene Ritchie in "iOS 9 wish-list: Guest Mode" is part of the whole family of software related to launching apps:
With iOS 8, Apple refactored its system manager, SpringBoard, into several smaller, more focused components. In addition to BackBoard, which was already spun off to handle background tasks, they added Frontboard for foreground tasks. They also added PreBoard to handle the Lock screen under secure, encrypted conditions. [...]
I have no idea what the BS prefix in BSSettings is for, but
BS is shorthand for BackBoard Settings, and an analysis of this log message would indicate that it's not anything you did, and you should file a radar with steps to reproduce the logging message.
If you want to try and grab a stack trace, you can implement the category linked to here. Some would argue that overriding private API is a bad idea, but in this case a temporary injection to grab a stack trace can't be too harmful.
EDIT:
But, we still want to know what this action is. So I put a breakpoint on -[UIApplication _handleNonLaunchSpecificActions:forScene:withTransitionContext:completion] and started printing out register values and found a class called FBSceneImpl which had a whole bunch of information about my application:
We are able to find out which private method is called next (stored in the program counter, instruction pointer, register 15.)
I tried finding the un-handled FBSceneSnapshotAction referenced in the log, but no dice. Then, I subclassed UIApplication, and overrode _handleNonLaunchSpecificActions:forScene:withTransitionContext:completion. Now I was able to get at the action directly, but still, we don't know what it is.
Then, I looked at the FBSceneSnapshotAction again. Turns out it has a superclass called BSAction.
Then I wrote a tool similar to RuntimeBrowser and looked up all of the subclasses of BSAction. It turns out that there's quite a list of them:
The two method names we have (one from the log and one from the program counter on the devices) indicate that these actions are used under the hood for passing actions around the system.
Some actions are probably sent up to the app delegate's callbacks, while others are handled internally.
What's happening here is that there is an action that wasn't handled correctly and the system is noting it. We weren't supposed to see it, apparently.
AFAIK, the info above is related to iOS during snapshot the screen (i suppose for double click home multitask related behaviour).I deeply investigated my application and seems that it does not get any side behaviours. You can safely ignore it, for now.
You can use the following gist simple category to test yourself against the calls to the above function:
I have figured it out, it will happen when you have IBAction method declared in .h or .m file but you have not bind it to any control.
.m example:
- (IBAction)click:(id)sender{
}
but not assigned this method to any control in storyboard.
haven't find out why it happens in my app, but at least you can catch the exception, if you want to keep this from popping up in your log pane. It's not a solution, but it might give you more insight why it is happing by inspecting any of the arguments that are passed in the catch.
swift 2 version:
import UIKit
extension UIApplication {
func _handleNonLaunchSpecificActions(arg1: AnyObject, forScene arg2: AnyObject, withTransitionContext arg3: AnyObject, completion completionHandler: () -> Void) {
//whatever you want to do in this catch
print("handleNonLaunchSpecificActions catched")
}
}

Can I call a method without triggering its event listeners?

Is there any sort of flag or way to call a method without triggering any event handlers?
FOR EXAMPLE
I'm handling a controlTextDidChange method and checking to see if the character returned by a keystroke is valid. If it's not, I remove it; if it is, I append a word. The problem is that when I change the text while in controlTextDidChange, controlTextDidChange is called again and the program will loop indefinitely. I know I can use an instance variable to get around this, but is there any sort of flag or way to call a method without triggering any event handlers?
To expand the comment into a quick answer.
You have a method that issues a notification by design. You want it to not issue that notification. You don't have an alternative available that does the same thing w/o the notification. If you want it to never issue that notification, and you have access to the code for the method, you could swizzle the method to a version where you've just commented out the notification. Of course, if you had the code, you could just add another method, and call that one. So you don't have the code, and all that's moot.
Can't you just bracket that invocation in code that removes the listener and then restores the listener? In other words, psuedocode like this:
[self.controlThingy removeObserver:self]
[self.controlThingy myMethod]
[self.controlThingy addObserver:self]
You've then made self deaf to notifications for that one invocation of myMethod. I've done similar things with bindings and KVO.

Is NSApp terminate:id deprecated?

I have been searching for how to terminate my application programmatically. I found in many topics people using NSApp terminate:id.
In Xcode terminate:id is crossed. Is this method deprecated ? Should I use it to terminate my application ? If no which is the right way to do it ?
Update:
Picture of what i mean when I say that it's crossed:
I don't see that terminate is deprecated. A possible cause for the compiler warning might be that in
[NSApp terminate:sender]
NSApp returns a general id, so that the compiler does not know which terminate message is actually meant. An indeed, if I use "Jump to Definition", Xcode jumps to
#protocol NSInputServiceProvider
...
- (void) terminate:(id)sender NS_DEPRECATED_MAC(10_0, 10_6);
But if you use the equivalent code
[[NSApplication sharedApplication] terminate:sender];
then the compiler warning goes away.
Nope, not deprecated:
terminate:
Terminates the receiver.
- (void)terminate:(id)sender
Parameters
sender
Typically, this parameter contains the object that initiated the termination request.
Discussion
This method is typically invoked when the user chooses Quit or Exit from the application’s menu.
When invoked, this method performs several steps to process the termination request. First, it asks the application’s document controller (if one exists) to save any unsaved changes in its documents. During this process, the document controller can cancel termination in response to input from the user. If the document controller does not cancel the operation, this method then calls the delegate’s applicationShouldTerminate: method. If applicationShouldTerminate: returns NSTerminateCancel, the termination process is aborted and control is handed back to the main event loop. If the method returns NSTerminateLater, the application runs its run loop in the NSModalPanelRunLoopMode mode until the replyToApplicationShouldTerminate: method is called with the value YES or NO. If the applicationShouldTerminate: method returns NSTerminateNow, this method posts a NSApplicationWillTerminateNotification notification to the default notification center.
Do not bother to put final cleanup code in your application’s main() function—it will never be executed. If cleanup is necessary, perform that cleanup in the delegate’s applicationWillTerminate: method.
Availability
Available in OS X v10.0 and later.
See Also
– run
– stop:
– applicationShouldTerminate: (NSApplicationDelegate)
– applicationWillTerminate: (NSApplicationDelegate)
– replyToApplicationShouldTerminate:
NSApplicationWillTerminateNotification
Related Sample Code
BlastApp
PreLoginAgents
Declared In
NSApplication.h

How do I pause a function in c or objective-c on mac without using sleep()

Hi I would like to pause the execution of a function in an cocoa project. I dont want to use sleep() because the function needs to resume after user interaction. I also want to avoid doing this with multiple calls to sleep.
Thanks for your responses. Ok I started the code while waiting for some answers. I then realized that sleep or pause would not be usefull to me because it freeses my whole program. I think I might have to do some threading. Here is the situation:
I have a program that uses coreplot. I also use it to debug and develop algorithms so I do lots of plots while the data is being processed (ie in the midfle of the code but I need the flexibility to put it anywhaere so I cant separate my function). I was able to do this with NSRunAlertPanel but having a message box like that doesnt make it very presentable and I cant do much with the main window while an alert is open.
I hope I am not too confusing with my explanation but if I am ill try to one line it here:
I would like to interact with my cocoa interface while one of my functions is stopped in the middle of what it is doing.
Its sounds to me like you're looking for -NSRunLoop runUntilDate:
Apple's Docs: runUntilDate
This code will cause the execution within your method to pause but still let other events like timers and user input occur:
while ( functionShouldPause )
{
[[NSRunLoop currentRunLoop] runUntilDate:[NSDate dateWithTimeIntervalSinceNow:1]];
}
Switching functionShouldPause back to false will allow the rest of the method to execute.
It seems more like you are interested in reacting to user events rather than "pausing" the function. You would probably want to put the code that you want to execute into another function that is called as a result of the user's actions.
In C you can use the pause() function in <unistd.h>. This causes the calling program to suspend until it receives a signal, at which point the pause call will return and your program will continue (or call a signal handler; depending on what signal was received).
So it sounds like you want to break the function into two parts; the bit that happens before the sleep and the bit that happens afterward. Before going to sleep, register for a notification that calls the "after" code, and can be triggered by the UI (by an IBAction connected to whatever UI element). Now instead of calling sleep(), run the run loop for the period you want to go to sleep for, then after that has returned post the "after" notification. In the "after" code, remove the object as an observer for that notification. Now, whichever happens first - the time runs out or the user interrupts you - you get to run the "after" code.
Isn't there a clock or timer function? When your button is pressed start running a loop like timeTillAction = 10 and do a loop of timeTillAction = timeTillAction - 1 until it reaches 0 then run whatever code after the 10 seconds.
Sorry if this isn't well explained.