I'm just playing around with GCD and I've written a toy CoinFlipper app.
Here's the method that flips the coins:
- (void)flipCoins:(NSUInteger)nFlips{
// Create the queues for work
dispatch_queue_t mainQueue = dispatch_get_main_queue();
dispatch_queue_t queue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, NULL);
// Split the number of flips into whole chunks of kChunkSize and the remainder.
NSUInteger numberOfWholeChunks = nFlips / kChunkSize;
NSUInteger numberOfRemainingFlips = nFlips - numberOfWholeChunks * kChunkSize;
if (numberOfWholeChunks > 0) {
for (NSUInteger index = 0; index < numberOfWholeChunks; index++) {
dispatch_async(queue, ^{
NSUInteger h = 0;
NSUInteger t = 0;
flipTheCoins(kChunkSize, &h, &t);
dispatch_async(mainQueue, ^{
self.nHeads += h;
self.nTails += t;
});
});
}
}
if (numberOfRemainingFlips > 0) {
dispatch_async(queue, ^{
NSUInteger h = 0;
NSUInteger t = 0;
flipTheCoins(numberOfRemainingFlips, &h, &t);
dispatch_async(mainQueue, ^{
self.nHeads += h;
self.nTails += t;
});
});
}
}
As you can see; I'm breaking the number of flips into large chunks flipping them in the background and updating properties in the main queue. The properties are being observed by the window controller and an UI is updated with the running results.
I've looked through the Concurrency Programming Guide and the GCD docs, and although there is a way to suspend a queue, there isn't a way to stop them, and remove all queued and not running objects.
I'd like to be able to hook up a 'stop' button to cancel flipping once it's started. With NSOperationQueue
I can observe the operationCount
property to know if it's running, and cancelAllOperations
to remove queued blocks.
I've looked through the Concurrency Programming Guide and the GCD docs, and although there is a way to suspend a queue, there isn't a way to stop them, and remove all queued and not running objects.
So :-
To get the dispatch queue object you can use [NSOperationQueue currentQueue]. underlyingQueue , which returns your currrent queue as a dispatch_queue_t . - works for main queue!
Dispatch queues are FIFO queues to which your application can submit tasks in the form of block objects. Dispatch queues execute tasks either serially or concurrently. Work submitted to dispatch queues executes on a pool of threads managed by the system.
There are two types of dispatch queues, serial dispatch queues and concurrent dispatch queues.
Here are how operation queues are different from dispatch queues: In operation queues, you can set priority for your operations and also you can add dependencies to the operations which means you can define that some operation execute only after the completion of other operations.
This is a semi-common question when programming with GCD.
The short answer is that GCD does not have a cancelation API for queues. The rationale:
Given all of these cases, it is far more efficient and powerful to write code like this:
dispatch_async(my_obj->queue, ^{
bool done = false;
// do_full_update() takes too long, therefore:
while ( !my_obj->cancelled && !done ) {
done = do_partial_update(my_obj);
}
});
Oh, and to know if a queue has finished running all of the enqueued blocks, your code can simply execute an empty block with the synchronous API:
dispatch_sync(my_obj->queue, ^{});
As mentioned in the comments, a better way of knowing when your work is done is to use dispatch groups. Dispatch all your blocks to the group and then you can add a completion handler to the group. Once the work is complete, the completion block will run.
dispatch_group_t myGroup = dispatch_group_create();
dispatch_group_async(myGroup, my_obj->queue, ^{
bool done = false;
while ( !my_obj->cancelled && !done ) {
done = do_partial_update(my_obj);
}
});
dispatch_group_notify(myGroup, my_obj->queue, ^{
NSLog(@"Work is done!");
dispatch_release(myGroup);
});
Once all of your blocks have completed, the group will be empty and trigger the notification block. From there, you can update UI, etc.
Good luck and have fun!
How to tell if is running
BOOL dispatch_queue_is_empty(dispatch_queue_t queue)
{
dispatch_group_t group = dispatch_group_create();
dispatch_group_enter(group);
dispatch_async(queue, ^{
dispatch_group_leave(group);
});
int64_t maxWaitTime = 0.00000005 * NSEC_PER_SEC;
BOOL isReady = dispatch_group_wait(group, maxWaitTime) == 0;
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_LOW, 0), ^{
dispatch_group_wait(group, DISPATCH_TIME_FOREVER);
dispatch_release(group);
});
return isReady;
}
To test in app
dispatch_queue_t queue = dispatch_queue_create("test", 0);
NSLog(@"Is empty %@", dispatch_queue_is_empty(queue) ? @"YES" : @"NO");
dispatch_async(queue, ^{
for(int i = 0; i < 100; i++)
{
NSLog(@"... %i", i);
}
});
NSLog(@"Is empty %@", dispatch_queue_is_empty(queue) ? @"YES" : @"NO");
Result
Is empty YES
Is empty NO
... 0
... 1
... 2
... 3
... 4
... 5
... 6
... 7
... 8
... 9
The default value for the variable maxWaitTime
can be tweaked to wanted result.
If you have a serial dispatch queue OR a concurrent dispatch queue, here is a code that can do the same thing.
BOOL __block queueIsEmpty = false;
dispatch_barrier_async (_dispatchQueue, ^{
queueIsEmpty = true;
});
while (!queueIsEmpty) {
int i = 0; // NOOP instruction
}
// At this point your queue should be empty.
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