how to use NSRunLoop in objective-C? - objective-c

how to use how to use NSRunLoop in objective-C and wait for some variable to change value ?
Thanks

We would not normally use a NSRunLoop in production to wait for a variable to change. One could use a callback.
However, in unit test code we do have the following:
NSDate *twoSecondsFromNow = [NSDate dateWithTimeIntervalSinceNow:2.0];
while (!callBackInvoked && !errorHasOccured && runCount-- && [[NSRunLoop currentRunLoop] runMode:NSDefaultRunLoopMode beforeDate:twoSecondsFromNow]) {
twoSecondsFromNow = [NSDate dateWithTimeIntervalSinceNow:2.0];
}
The code waits until either our callback is invoked, an error occured or the number of 2 second periods we've waited for has occurred. We use this to test delegates that make callbacks.
As I said I would not do this in production code.

You would generally not use NSRunLoop directly in your code.
You would for example create GUI application which already has NSRunLoop in it (use predefined application code templates in Xcode).
It depends what the variable is that is supposed to change, you might have it somewhere inside your 'Model' object and it will be changed by some even like data arriving online, or linked to GUI object and user performed action.
If it is button you would setup
handlers to invoke action.
If it is variable you would setup
KVC/KVO to detect change and call
handler.
And so on, Cocoa will handle the glue code for you, you just need to setup appropriate handling to perform action.
There's not enough details in your question, I would suggest having a look at some basic tutorial at Apple's site for developers to see what is available in Cocoa.

Related

Objective-C: use NSThread with a function or block, without need for an additional object

I have an Objective-C app where I need to run a function in a separate thread. This function will run continuously with a run loop and will need to be canceled at a later date, so I think the right thing to use is NSThread. I don't think this is an appropriate time to use Grand Central Dispatch. (Do correct me if I'm wrong.)
NSThread requires me to allocate and maintain a separate object with a method that will be executed in the new thread, e.g. [[NSThread alloc] initWithTarget:someObject selector:#selector(runThread) object:nil]
Granted this may seem like a trifling complaint, but is there any way for me to start a thread like this without needing this separate object? I'd like to just use a C-style function or a block.
The documentation is organized a bit oddly, but NSThread has -initWithBlock: and +detachNewThreadWithBlock:.

Mac OS, console application. performSelector:withObject:afterDelay: doesn't work?

I created a simple singleton and run method in it:
- (void)run {
static int times = 0;
NSLog(#"times = %d", times++);
[self performSelector:#selector(run) withObject:nil afterDelay:MIN_DELAY];
}
But it doesn't work properly. It is executed only once.
But if I replace performSelector:withObject:afterDelay: with performSelector: then it will be called a lot of times (but I need a delay between calls).
So why method performSelector:withObject:afterDelay: doesn't work? And can I use this method at all?
Calls to -performSelector:withObject:afterDelay: require a run loop. Console applications do not, by default, pass control into the run loop ever. For more info, search for NSRunLoop.
From the docs:
This method registers with the runloop of its current context, and depends on that runloop being run on a regular basis to perform correctly.
You have no runloop. Ipso facto, this method does not perform correctly for you.
(Creating and starting a runloop is one of the things that calling UIApplicationMain does, but of course you are never calling it.)

NSTimer in command line tool

I'm getting to know the NS/Objective-C model of concurrency. Say I have a command line tool that does something like this:
#include "myLibrary.h"
void callback(void* parameter){
cout<<"callback called.\n";
//some logic...
}
int main(int argc, char* argv[]){
myLibraryInit(callback);
std::string s;
while(true){
cin>>s;
myLibrarysResponseTo(s);
}
}
In my library, I'd like to be able to have two responses. One which starts a repeating timer and one which stops it. The timer should call the callback supplied to the library by myLibraryInit.
I've used NSTimers before in iPhone/iPad apps, and I think the problem stems from the different paradigm command line tools have. The main thread goes into main and never finishes it until the program is finished. This means it's not free to run the main run loop, which is what gets the timer going. I think. So how do I make an NSTimer work in this context?
The other thing is that Apple NSTimer documentation says I need to invalidate an NSTimer on the same thread it was installed. I don't know how to figure out what thread I was on when I installed the timer, and then keep track of it (and ensure it stays alive) until I want to invalidate the timer. I'm not sure if I'm just missing an obvious mapping between threads and dispatch queues, run loops, or something else. I am using core bluetooth and I initialize a central manager like so:
_centralManager=[[CBCentralManager alloc]
initWithDelegate: self
queue: dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0)
];
so a callback may be triggered from here. If the callback includes some logic to call the library function that stops the timer, I can't guarantee from which thread came the invalidate. So how do I properly invalidate the timer?
I found this question but it doesn't allow a main to happen at the same time as the run loop that that the timer is on.
I hope I gave enough context. Thanks in advance for your replies.
You must call dispatch_main() or run an NSRunLoop in the main thread if any of the system frameworks [that use GCD or asynchronous operations] are to work correctly.
This can be as simple as calling [[NSRunLoop currentRunLoop] run]; at the end of your main() function (just make sure you schedule the kickoff work first as that method never returns).

C/ObjC: How to unit-test blocks?

According to this Stackoverflow post: Selectors or Blocks for callbacks in an Objective-C library ,
blocks seem to be the future of ObjC. However, much like anonymous functions, blocks feel more like "drafting" an implementation. Also, due to its "embedded" nature, I fear that overusing them will break modularity in the sense of unit-testing or "testable" OOP.
I couldn't find much guideline on how to test blocks and how to coordinate tests for blocks and regular methods. Are there good resources for this topic?
I created 3 macros that wait for the block to be executed in a unit test so the assertions can be made inside the block.
#define TestNeedsToWaitForBlock() __block BOOL blockFinished = NO
#define BlockFinished() blockFinished = YES
#define WaitForBlock() while (CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0, true) && !blockFinished)
Example:
- (void)testWaitForBlock {
TestNeedsToWaitForBlock();
[target selectorWithInlineBlock:^(id obj) {
// assertions
BlockFinished();
}];
WaitForBlock();
}
Not sure if you've already tried it, but I use Kiwi for unit testing my iOS applications. Its not amazingly documented but it can be used for testing blocks.
https://github.com/allending/Kiwi
Take a look at the 'capturing arguments' under 'mocks and stubs' on their wiki. You can use this to capture a block thats being passed. This is really useful for code thats asynchronous - you can call the method you want to test, capture some completion block and then immediately execute the block synchronously, making your asynchronous code effectively synchronous.
In reference to blocks feeling like drafting an implementation - they don't have to be like that. I define blocks as a would a method, not inline. In fact I often write a method to return the block, making the code clean and easily testable.
Not sure if thats what you were looking for.
- (void)testWaitForBlock {
[target selectorWithInlineBlock:^(id obj) {
// assertions
BlockFinished();
}];
//use this to keep runloop is alive ,you can do anything.
NSDate * date = [NSDate dateWithTimeIntervalSinceNow:10];
[[NSRunLoop currentRunLoop]runUntilDate:date];
}

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.)