I populate a NSOutlineView reading a directory recursively.
After a directory and its subdirectories are read I refresh the outline calling reloadData inside a dispatch like shown below
-(void)readDir:(NSString*)path {
dispatch_async(dispatch_get_main_queue(), ^{ \
[outlineView reloadData];
});
//////////
//// some internal stuff
//////////
NSArray* subs = [self getSubDirs:path];
for (NSString* p in subs) {
[self readDir:p];
}
}
The method above is called from inside a dispatch to have the UI reactive
- (void)startAll {
dispatch_queue_t queue = dispatch_get_global_queue(0, 0);
dispatch_async(queue, ^{
[self readDir:#"/"];
});
}
The problem is that sometimes dispatch_async(dispatch_get_main_queue(), ...) is called while subdirectories is reading (it's async at all!) and app crashes
If I use dispatch_sync(dispatch_get_main_queue(), ...) (note the sync version) the outline is drawn always correctly but it is very very slooooow so the question is:
how can I rearrange the code to be as fast as possible and wait that dispatch_[a]sync(dispatch_get_main_queue(), ...) has finished?
It sounds like the problem is that while some internal stuff is executing in one thread, your model is in an inconsistent state which reloadData can't properly handle.
Are you adding directory entries to their parent directory before they're sufficiently set up?
Late to this one, but it seems like it would make a lot more sense to write your readDir: like this:
-(void)readDir:(NSString*)path {
//////////
//// some internal stuff
//////////
NSArray* subs = [self getSubDirs:path];
for (NSString* p in subs) {
[self readDir:p];
// now refresh outline with newly acquired info and current data
dispatch_sync(dispatch_get_main_queue(), ^{ \
[outlineView reloadData];
});
}
}
Related
I am trying to bring to foreground a NSRunningApplication* instance, and inject a keyboard event.
NSRunningApplication* app = ...;
[app activateWithOptions: 0];
inject_keystrokes();
... fails to inject keyboard events, but:
NSRunningApplication* app = ...;
[app activateWithOptions: 0];
dispatch_time_t _100ms = dispatch_time( DISPATCH_TIME_NOW, (int64_t)(0.1 * NSEC_PER_SEC) );
dispatch_after(
_100ms,
dispatch_get_main_queue(),
^{ inject_keystrokes(); }
);
... succeeds.
I imagine it takes a certain amount of time for the window to render in the foreground, and maybe this happens on a separate thread, and this explains the injection failure.
However this is a very ugly solution. It relies on an arbitrary time interval.
It would be much cleaner to somehow wait for the window to complete foregrounding.
Is there any way of doing this?
PS inject_keystrokes() uses CGEventPost(kCGHIDEventTap, someCGEvent)
PPS Refs:
- Virtual keypress goes to wrong application
- Send NSEvent to background app
- http://advinprog.blogspot.com/2008/06/so-you-want-to-post-keyboard-event-in.html
Adding an observer for the KVO property isActive on NSRunningApplication works for me.
for (NSRunningApplication* ra in [[NSWorkspace sharedWorkspace] runningApplications])
{
if ([ra.bundleIdentifier isEqualToString:#"com.apple.TextEdit"])
{
[ra addObserver:self forKeyPath:#"isActive" options:0 context:ra];
[ra retain];
[ra activateWithOptions:0];
}
}
// ...
- (void)observeValueForKeyPath:(NSString*)keyPath ofObject:(id)object change:(NSDictionary*)change context:(void*)context
{
if ([keyPath isEqualToString:#"isActive"])
{
NSRunningApplication* ra = (NSRunningApplication*) context;
[ra removeObserver:self forKeyPath:#"isActive"];
[ra release];
inject_keystrokes();
}
}
Note that I manually retain and then release the NSRunningApplication to keep its reference alive, since I'm not keeping it in a property or ivar. You have to be careful that the reference doesn't get dropped with the observer still attached.
I've a NSSavePanel instance with a strange behavior: whenever I open it and click on a directory's arrow (the little expand button) it shows an indeterminate loading icon on the left-bottom corner that never ends, and not shows the directory/file tree. An image can see as follow:
In that example, I've clicked in "workspace" directory. And the panel not shows the sub-itens. Even strange is that after I click it again (redrawing the directory) and then click again (re-open the directory), it properly shows all files.
My code is as follows:
// here, I'm creating a web service client, and then calling a method to download a report, and passing the same class as delegate
- (IBAction) generateReport:(id)sender {
// SOME STUFF HERE...
WSClient *client = [[[WSClient alloc] init] initWithDelegate:self];
[client GenerateReport:#"REPORT" withParams:params];
}
- (void) GenerateReport:(NSString *)from withParams:(NSDictionary *)parameters {
// SOME STUFF HERE...
NSOperationQueue *queue = [[NSOperationQueue alloc] init];
[NSURLConnection sendAsynchronousRequest:request queue:queue completionHandler:^(NSURLResponse *response, NSData *data, NSError *error) {
if (!error) {
dispatch_async(dispatch_get_global_queue( DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^(void) {
dispatch_async(dispatch_get_main_queue(), ^(void) {
NSLog(#"GenerateReport: [success]");
[self.delegate successHandlerCallback:data from: from];
});
});
}
}];
// this is the callback
- (void) successHandlerCallback:(NSData *) data from: (NSString *) from {
NSString savePath = [savePath stringByReplacingOccurrencesOfString:#"file://" withString:#""];
NSString *filePath = [NSString stringWithFormat:#"%#", savePath];
[data writeToFile:filePath atomically:YES];
}
// and this is to build a panel to let user chose the directory to save the file
- (NSURL *) getDirectoryPath {
NSSavePanel *panel = [NSSavePanel savePanel];
[panel setNameFieldStringValue:[self getDefaultFileName]];
[panel setDirectoryURL:[NSURL fileURLWithPath:[[NSString alloc] initWithFormat:#"%#%#%#", #"/Users/", NSUserName(), #"/Downloads"]]];
if ([panel runModal] != NSFileHandlingPanelOKButton) return nil;
return [panel URL];
}
Can someone give a hint on where I'm missing?
UPDATE: To me, it seens to be something related with dispatch_async!
Thanks in advance!
Actually, this is a bad interaction between NSSavePanel and the Grand Central Dispatch main queue and/or +[NSOperationQueue mainQueue]. You can reproduce it with just this code:
dispatch_async(dispatch_get_main_queue(), ^{
[[NSSavePanel savePanel] runModal];
});
First, any time you perform GUI operations, you should do so on the main thread. (There are rare exceptions, but you should ignore them for now.) So, you were right to submit the work to the main queue if it was going to do something like open a file dialog.
Unfortunately, the main queue is a serial queue, meaning that it can only run one task at a time, and NSSavePanel submits some of its own work to the main queue. So, if you submit a task to the main queue and that task runs the save panel in a modal fashion, then it monopolizes the main queue until the save panel completes. But the save panel is relying on the ability to submit its own tasks to the main queue and have them run.
As far as I'm concerned, this is a bug in Cocoa. You should submit a bug report to Apple.
The correct solution is for NSSavePanel to submit any tasks it has to the main thread using a re-entrant mechanism like a run-loop source, -performSelectorOnMainThread:..., or CFRunLoopPerformBlock(). It needs to avoid using the main queue of GCD or NSOperationQueue.
Since you can't wait for Apple to fix this, the workaround is for you to do the same. Use one of the above mechanisms to submit your task that may run the save panel to the main queue.
I just found the way: I was making all the calls within the dispatch_async on the main thread queue. By the fact that the download is still running at the callback moment, it conflicted with the thread that opens the panel. I fixed all issues by just placing the correct lines, changing from:
dispatch_async(dispatch_get_global_queue( DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^(void) {
dispatch_async(dispatch_get_main_queue(), ^(void) {
NSLog(#"GenerateReport: [success]");
[self.delegate successHandlerCallback:data from: from];
});
});
to:
dispatch_async(dispatch_get_global_queue( DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^(void) {
NSLog(#"GenerateReport: [success]");
[self.delegate successHandlerCallback:data from: from];
});
and in the callback, just updating the fields. In the end, I found that all of that were a main/background thread misunderstand by me.
-(void) test{
for(Person *person in persons){
__block CGPoint point;
dispatch_async(dispatch_get_main_queue(), ^{
point = [self.myview personToPoint:person];
});
usePoint(point); // take a long time to run
}
}
I need to run personToPoint() in the main queue to get the point, and usePoint() method doesn't need to run in main queue and take a long time to run. However, when running usePoint(point), point has not been assigned value because using dispatch_async. If using dispatch_sync method, the program will be blocked. the how can I using point after it has been assigned?
UPDATE:
how to implement the pattern of the following code:
-(void) test{
NSMutableArray *points = [NSMutableArray array];
for(Person *person in persons){
__block CGPoint point;
dispatch_async(dispatch_get_main_queue(), ^{
point = [self.myview personToPoint:person];
[points addObject:point];
});
}
usePoint(points); // take a long time to run
}
Something like the following would work. You might also put the entire for loop inside one dispatch_async() and let the main thread dispatch all the usePoint() functions at once.
-(void) test{
for(Person *person in persons){
dispatch_async(dispatch_get_main_queue(), ^{
CGPoint point = [self.myview personToPoint:person];
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
usePoint(point); // take a long time to run
});
});
}
}
Solution for Updated question:
You use the same basic pattern as suggested above. That is you dispatch the stuff you need to do on the main thread to the main thread and then nest a dispatch back to a default work queue inside the main thread dispatch. Thus when the main thread finishes its work it will dispatch off the time consuming parts to be done elsewhere.
-(void) test{
dispatch_async(dispatch_get_main_queue(), ^{
NSMutableArray *points = [NSMutableArray array];
for (Person *person in persons){
CGPoint point = [self.myview personToPoint:person];
[points addObject:[NSValue valueWithCGPoint:point]];
}
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
usePoint(points); // take a long time to run
});
});
}
Note that there was an error in your code as you can't add CGPoint's to an NSArray since they are not objects. You have to wrap them in an NSValue and then unwrap them in usePoint(). I used an extension to NSValue that only works on iOS. On Mac OS X you'd need to replace this with [NSValue valueWithPoint:NSPointToCGPoint(point)].
Background
Cocoa app using core data Two
processes - daemon and a main UI
Daemon constantly writing to a data store
UI process reads from same data
store
Columns in NSOutlineView in UI bound to
an NSTreeController
NSTreeControllers managedObjectContext is bound to
Application with key path of
delegate.interpretedMOC
NSTreeControllers entity is set to TrainingGroup (NSManagedObject subclass is called JGTrainingGroup)
What I want
When the UI is activated, the outline view should update with the latest data inserted by the daemon.
The Problem
Main Thread Approach
I fetch all the entities I'm interested in, then iterate over them, doing refreshObject:mergeChanges:YES. This works OK - the items get refreshed correctly. However, this is all running on the main thread, so the UI locks up for 10-20 seconds whilst it refreshes. Fine, so let's move these refreshes to NSOperations that run in the background instead.
NSOperation Multithreaded Approach
As soon as I move the refreshObject:mergeChanges: call into an NSOperation, the refresh no longer works. When I add logging messages, it's clear that the new objects are loaded in by the NSOperation subclass and refreshed. It seems that no matter what I do, the NSOutlineView won't refresh.
What I've tried
I've messed around with this for 2 days solid and tried everything I can think of.
Passing objectIDs to the NSOperation to refresh instead of an entity name.
Resetting the interpretedMOC at various points - after the data refresh and before the outline view reload.
I'd subclassed NSOutlineView. I discarded my subclass and set the view back to being an instance of NSOutlineView, just in case there was any funny goings on here.
Added a rearrangeObjects call to the NSTreeController before reloading the NSOutlineView data.
Made sure I had set the staleness interval to 0 on all managed object contexts I was using.
I've got a feeling this problem is somehow related to caching core data objects in memory. But I've totally exhausted all my ideas on how I get this to work.
I'd be eternally grateful to anyone who can shed any light as to why this might not be working.
Code
Main Thread Approach
// In App Delegate
-(void)applicationDidBecomeActive:(NSNotification *)notification {
// Delay to allow time for the daemon to save
[self performSelector:#selector(refreshTrainingEntriesAndGroups) withObject:nil afterDelay:3];
}
-(void)refreshTrainingEntriesAndGroups {
NSSet *allTrainingGroups = [[[NSApp delegate] interpretedMOC] fetchAllObjectsForEntityName:kTrainingGroup];
for(JGTrainingGroup *thisTrainingGroup in allTrainingGroups)
[interpretedMOC refreshObject:thisTrainingGroup mergeChanges:YES];
NSError *saveError = nil;
[interpretedMOC save:&saveError];
[windowController performSelectorOnMainThread:#selector(refreshTrainingView) withObject:nil waitUntilDone:YES];
}
// In window controller class
-(void)refreshTrainingView {
[trainingViewTreeController rearrangeObjects]; // Didn't really expect this to have any effect. And it didn't.
[trainingView reloadData];
}
NSOperation Multithreaded Approach
// In App Delegate (just the changed method)
-(void)refreshTrainingEntriesAndGroups {
JGRefreshEntityOperation *trainingGroupRefresh = [[JGRefreshEntityOperation alloc] initWithEntityName:kTrainingGroup];
NSOperationQueue *refreshQueue = [[NSOperationQueue alloc] init];
[refreshQueue setMaxConcurrentOperationCount:1];
[refreshQueue addOperation:trainingGroupRefresh];
while ([[refreshQueue operations] count] > 0) {
[[NSRunLoop currentRunLoop] runUntilDate:[NSDate dateWithTimeIntervalSinceNow:0.05]];
// At this point if we do a fetch of all training groups, it's got the new objects included. But they don't show up in the outline view.
[windowController performSelectorOnMainThread:#selector(refreshTrainingView) withObject:nil waitUntilDone:YES];
}
// JGRefreshEntityOperation.m
#implementation JGRefreshEntityOperation
#synthesize started;
#synthesize executing;
#synthesize paused;
#synthesize finished;
-(void)main {
[self startOperation];
NSSet *allEntities = [imoc fetchAllObjectsForEntityName:entityName];
for(id thisEntity in allEntities)
[imoc refreshObject:thisEntity mergeChanges:YES];
[self finishOperation];
}
-(void)startOperation {
[self willChangeValueForKey:#"isExecuting"];
[self willChangeValueForKey:#"isStarted"];
[self setStarted:YES];
[self setExecuting:YES];
[self didChangeValueForKey:#"isExecuting"];
[self didChangeValueForKey:#"isStarted"];
imoc = [[NSManagedObjectContext alloc] init];
[imoc setStalenessInterval:0];
[imoc setUndoManager:nil];
[imoc setPersistentStoreCoordinator:[[NSApp delegate] interpretedPSC]];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(mergeChanges:)
name:NSManagedObjectContextDidSaveNotification
object:imoc];
}
-(void)finishOperation {
saveError = nil;
[imoc save:&saveError];
if (saveError) {
NSLog(#"Error saving. %#", saveError);
}
imoc = nil;
[self willChangeValueForKey:#"isExecuting"];
[self willChangeValueForKey:#"isFinished"];
[self setExecuting:NO];
[self setFinished:YES];
[self didChangeValueForKey:#"isExecuting"];
[self didChangeValueForKey:#"isFinished"];
}
-(void)mergeChanges:(NSNotification *)notification {
NSManagedObjectContext *mainContext = [[NSApp delegate] interpretedMOC];
[mainContext performSelectorOnMainThread:#selector(mergeChangesFromContextDidSaveNotification:)
withObject:notification
waitUntilDone:YES];
}
-(id)initWithEntityName:(NSString *)entityName_ {
[super init];
[self setStarted:false];
[self setExecuting:false];
[self setPaused:false];
[self setFinished:false];
[NSThread setThreadPriority:0.0];
entityName = entityName_;
return self;
}
#end
// JGRefreshEntityOperation.h
#interface JGRefreshEntityOperation : NSOperation {
NSString *entityName;
NSManagedObjectContext *imoc;
NSError *saveError;
BOOL started;
BOOL executing;
BOOL paused;
BOOL finished;
}
#property(readwrite, getter=isStarted) BOOL started;
#property(readwrite, getter=isPaused) BOOL paused;
#property(readwrite, getter=isExecuting) BOOL executing;
#property(readwrite, getter=isFinished) BOOL finished;
-(void)startOperation;
-(void)finishOperation;
-(id)initWithEntityName:(NSString *)entityName_;
-(void)mergeChanges:(NSNotification *)notification;
#end
UPDATE 1
I just found this question. I can't understand how I missed it before I posted mine, but the summary is: Core Data wasn't designed to do what I'm doing. Only one process should be using a data store.
NSManagedObjectContext and NSArrayController reset/refresh problem
However, in a different area of my application I have two processes sharing a data store with one having read only access and this seemed to work fine. Plus none of the answers to my last question on this topic mentioned that this wasn't supported in Core Data.
I'm going to re-architect my app so that only one process writes to the data store at any one time. I'm still skeptical that this will solve my problem though. It looks to me more like an NSOutlineView refreshing problem - the objects are created in the context, it's just the outline view doesn't pick them up.
I ended up re-architecting my app. I'm only importing items from one process or the other at once. And it works perfectly. Hurrah!
I have an method which save files to the internet, it works but just slow. Then I'd like to make the user interface more smooth, so I create an NSThread to handle the slow task.
I am seeing a list of errors like:
_NSAutoreleaseNoPool(): Object 0x18a140 of class NSCFString autoreleased with no pool in place - just leaking
Without NSThread, I call the method like:
[self save:self.savedImg];
And I used the following to use NSThread to call the method:
NSThread* thread1 = [[NSThread alloc] initWithTarget:self
selector:#selector(save:)
object:self.savedImg];
[thread1 start];
Thanks.
Well first of all, you are both creating a new thread for your saving code and then using NSUrlConnection asynchronously. NSUrlConnection in its own implementation would also spin-off another thread and call you back on your newly created thread, which mostly is not something you are trying to do. I assume you are just trying to make sure that your UI does not block while you are saving...
NSUrlConnection also has synchronous version which will block on your thread and it would be better to use that if you want to launch your own thread for doing things. The signature is
+ sendSynchronousRequest:returningResponse:error:
Then when you get the response back, you can call back into your UI thread. Something like below should work:
- (void) beginSaving {
// This is your UI thread. Call this API from your UI.
// Below spins of another thread for the selector "save"
[NSThread detachNewThreadSelector:#selector(save:) toTarget:self withObject:nil];
}
- (void) save {
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
// ... calculate your post request...
// Initialize your NSUrlResponse and NSError
NSUrlConnection *conn = [NSUrlConnection sendSyncronousRequest:postRequest:&response error:&error];
// Above statement blocks until you get the response, but you are in another thread so you
// are not blocking UI.
// I am assuming you have a delegate with selector saveCommitted to be called back on the
// UI thread.
if ( [delegate_ respondsToSelector:#selector(saveCommitted)] ) {
// Make sure you are calling back your UI on the UI thread as below:
[delegate_ performSelectorOnMainThread:#selector(saveCommitted) withObject:nil waitUntilDone:NO];
}
[pool release];
}
You need to mainly create an autorelease pool for the thread. Try changing your save method to be like this:
- (void) save:(id)arg {
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
//Existing code
[pool drain];
}
You will not you that the above does not call release on the NSAutoreleasePool. This is a special case. For NSAutoreleasePool drain is equivalent to release when running without GC, and converts to a hint to collector that it might be good point to run a collection.
You may need to create a run loop. I will add to Louis's solution:
BOOL done = NO;
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
[NSRunLoop currentRunLoop];
// Start the HTTP connection here. When it's completed,
// you could stop the run loop and then the thread will end.
do {
SInt32 result = CFRunLoopRunInMode(kCFRunLoopDefaultMode, 1, YES);
if ((result == kCFRunLoopRunStopped) || (result == kCFRunLoopRunFinished)) {
done = YES;
}
} while (!done);
[pool release];
Within the thread, you need to create a new autorelease pool before you do anything else, otherwise the network operations will have issues as you saw.
I don't see any reason for you to use threads for this. Simply doing it asynchronously on the run loop should work without blocking the UI.
Trust in the run loop. It's always easier than threading, and is designed to provide the same result (a never-blocked UI).