初学者在 iPhone 上常犯的多线程错误 [英] Common multithreading mistakes beginners make on iPhone

查看:15
本文介绍了初学者在 iPhone 上常犯的多线程错误的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我刚刚在我的应用中引入了多线程,只是为了让一个愚蠢的 UIActivityIndi​​catorView 工作.好吧,活动指示器工作,好吧 - 但现在我的应用程序有时会崩溃,有时它不会 - 在其他受控条件下......我需要弄清楚这一点,但不知道从哪里开始寻找......

I just introduced multithreading into my app JUST to get a silly UIActivityIndicatorView to work. Well, the activity indicator works, alright -- but now my app crashes sometimes, and sometimes it doesn't -- under otherwise controlled conditions... I need to figure this out but don't know where to start looking...

那么,初学者在 iPhone 上使用多线程时常犯的一些常见错误是什么?请具体回答.谢谢你的时间.

So, what are some common mistakes beginners often make with multithreading on the iPhone? Please be specific in your answers. Thanks for your time.

更新:我添加了有问题的来源以供参考.

UPDATE: I added my problematic source for reference.

//--------------------Where the multithreading starts------------------------


-(IBAction)processEdits:(id)sender
{
        //Try to disable the UI to prevent user from launching duplicate threads
    [self.view setUserInteractionEnabled:NO];

        //Initialize indicator (delcared in .h)
    myIndicator = [[UIActivityIndicatorView alloc] initWithFrame:CGRectMake(155, 230, 20, 20)];
    myIndicator.activityIndicatorViewStyle = UIActivityIndicatorViewStyleWhite;
    [self.view addSubview:myIndicator];
    [self.view bringSubviewToFront:myIndicator];
    [myIndicator startAnimating];


    //Prepare and set properties of the NEXT modal view controller to switch to
    controller = [[EndViewController alloc] initWithNibName:@"EndViewController" bundle:nil];

    controller.delegate = self;

    [self performSelectorInBackground:@selector(threadWork:) withObject:nil];


}



//-----------------------------THE THREAD WORK--------------------------------


-(IBAction)threadWork:(id)sender{

    NSAutoreleasePool * pool;
    NSString *          status;

    pool = [[NSAutoreleasePool alloc] init];
    assert(pool != nil);


        //The image processing work that takes time
    controller.photoImage = [self buildPhoto];

    //Stop the UIActivityIndicatorView and launch next modal view
    [self performSelectorOnMainThread:@selector(stopSpinner:)withObject:nil waitUntilDone:NO];

    [pool drain];


}




//-------------------Most of the WORKLOAD called in above thread ------------------------



-(UIImage*)buildPhoto
{
    /* 
       This is the work performed in the background thread. Process photos that the user has edited and arrange them into a UIView to be finally flattened out into a new UIImage. Problem: UI usually changes for some reason during this work.
       */

    UIView* photoContainerView = [[UIView alloc] initWithFrame:CGRectMake(0,0,975,1300)];
    photoContainerView.backgroundColor = [UIColor whiteColor];
    UIImage* purikuraFlattened;
    int spacerX = 10;
    int spacerY = 10;

    switch (myPattern) {

        case 0:

            photoContainerView.frame = CGRectMake(0, 0, 320, 427);
            layoutSingle = [[UIImageView alloc] initWithFrame:CGRectMake(photoContainerView.frame.origin.x,photoContainerView.frame.origin.y,320,427)];
            [photoContainerView addSubview:layoutSingle];
            layoutSingle.image = editPhotoData1;

            break;


        case 1:

            layoutAimg1 = [[UIImageView alloc] initWithFrame:CGRectMake(photoContainerView.frame.origin.x+spacerX, photoContainerView.frame.origin.y+spacerY, 427, 320)];
            layoutAimg2 = [[UIImageView alloc] initWithFrame:CGRectMake(photoContainerView.frame.origin.x+spacerX+427, photoContainerView.frame.origin.y+spacerY, 427, 320)];
            layoutAimg3 = [[UIImageView alloc] initWithFrame:CGRectMake(photoContainerView.frame.origin.x+spacerX, photoContainerView.frame.origin.y+spacerY+320, 427, 320)];
            layoutAimg4 = [[UIImageView alloc] initWithFrame:CGRectMake(photoContainerView.frame.origin.x+spacerX+427, photoContainerView.frame.origin.y+spacerY+320, 427, 320)];
            layoutAimg5 = [[UIImageView alloc] initWithFrame:CGRectMake(photoContainerView.frame.origin.x+spacerX, photoContainerView.frame.origin.y+spacerY+(320*2), 427, 320)];
            layoutAimg6 = [[UIImageView alloc] initWithFrame:CGRectMake(photoContainerView.frame.origin.x+spacerX+427, photoContainerView.frame.origin.y+spacerY+(320*2), 427, 320)];
            layoutAimg7 = [[UIImageView alloc] initWithFrame:CGRectMake(photoContainerView.frame.origin.x+spacerX, photoContainerView.frame.origin.y+spacerY+(320*3), 427, 320)];
            layoutAimg8 = [[UIImageView alloc] initWithFrame:CGRectMake(photoContainerView.frame.origin.x+spacerX+427, photoContainerView.frame.origin.y+spacerY+(320*3), 427, 320)];

            [photoContainerView addSubview:layoutAimg1];
            [photoContainerView addSubview:layoutAimg2];
            [photoContainerView addSubview:layoutAimg3];
            [photoContainerView addSubview:layoutAimg4];
            [photoContainerView addSubview:layoutAimg5];
            [photoContainerView addSubview:layoutAimg6];
            [photoContainerView addSubview:layoutAimg7];
            [photoContainerView addSubview:layoutAimg8];


            if(myShots == 1){

            rotPhoto1 = [self rotateImage:editPhotoData1.size:editPhotoData1];

                layoutAimg1.image = rotPhoto1;
                layoutAimg2.image = rotPhoto1;
                layoutAimg3.image = rotPhoto1;
                layoutAimg4.image = rotPhoto1;
                layoutAimg5.image = rotPhoto1;
                layoutAimg6.image = rotPhoto1;
                layoutAimg7.image = rotPhoto1;
                layoutAimg8.image = rotPhoto1;



            }else if(myShots == 2){


            rotPhoto1 = [self rotateImage:editPhotoData1.size: editPhotoData1];
            rotPhoto2 = [self rotateImage:editPhotoData2.size: editPhotoData2];

                layoutAimg1.image = rotPhoto1;
                layoutAimg2.image = rotPhoto2;
                layoutAimg3.image = rotPhoto2;
                layoutAimg4.image = rotPhoto1;
                layoutAimg5.image = rotPhoto1;
                layoutAimg6.image = rotPhoto2;
                layoutAimg7.image = rotPhoto2;
                layoutAimg8.image = rotPhoto1;


            }else if(myShots == 4){

                rotPhoto1 = [self rotateImage:editPhotoData1.size: editPhotoData1];
                rotPhoto2 = [self rotateImage:editPhotoData2.size: editPhotoData2];
                rotPhoto3 = [self rotateImage:editPhotoData3.size: editPhotoData3];
                rotPhoto4 = [self rotateImage:editPhotoData4.size: editPhotoData4];

                layoutAimg1.image = rotPhoto1;
                layoutAimg2.image = rotPhoto2;
                layoutAimg3.image = rotPhoto3;
                layoutAimg4.image = rotPhoto4;
                layoutAimg5.image = rotPhoto1;
                layoutAimg6.image = rotPhoto2;
                layoutAimg7.image = rotPhoto3;
                layoutAimg8.image = rotPhoto4;


            }
            break;

      }


    UIGraphicsBeginImageContext(photoContainerView.bounds.size);
    [purikuraContainerView.layer renderInContext:UIGraphicsGetCurrentContext()];
    photoFlattened = UIGraphicsGetImageFromCurrentImageContext();
    UIGraphicsEndImageContext(); 


    NSEnumerator *enumerator = [[photoContainerView subviews] objectEnumerator];
    id object;

    while ((object = [enumerator nextObject])) {

        [object removeFromSuperview];

    }


    [photoContainerView release];

    photoContainerView = nil;

    if(rotPhoto1 != nil){
    [rotPhoto1 release];
        rotPhoto1 = nil;
    }
    if(rotPhoto2 != nil){
    [rotPhoto2 release];
    rotPhoto2 = nil;
    }
    if(rotPhoto3 != nil){
    [rotPhoto3 release];
    rotPhoto3 = nil;
    }
    if(rotPhoto4 != nil){
    [rotPhoto4 release];
    rotPhoto4 = nil;
    }

    if(rotPhotoSm1 != nil){
    [rotPhotoSm1 release];
    rotPhotoSm1 = nil;
    }
    if(rotPhotoSm2 != nil){
    [rotPhotoSm2 release];
    rotPhotoSm2 = nil;
    }
    if(rotPhotoSm3 != nil){
    [rotPhotoSm3 release];
    rotPhotoSm3 = nil;
    }
    if(rotPhotoSm4 != nil){
    [rotPhotoSm4 release];
    rotPhotoSm4 = nil;
    }

    return photoFlattened;

}



//-----------------------------STOP THE UIACTIVITYINDICATORVIEW---------------------



-(IBAction)stopSpinner:(id)sender
{

    [self.view setUserInteractionEnabled:YES];
    [myIndicator stopAnimating];
    [myIndicator release];
    myIndicator = nil;

    if(myPattern == 0){
        NSLog(@"SINGLE-SHOT MODE");
        controller.isSingleShot = TRUE;

    }else{

        NSLog(@"MULTI-SHOT MODE");
        controller.isSingleShot = FALSE;

    }

    controller.modalTransitionStyle = UIModalTransitionStyleCrossDissolve;
    [self presentModalViewController:controller animated:YES];

    [controller release];

    [allStamps removeAllObjects];
    [imageFrames removeAllObjects];


    switch (myShots) {
        case 1:
            [editPhotoData1 release];
            break;

        case 2:
            [editPhotoData1 release];
            [editPhotoData2 release];
            break;

        case 4:
            [editPhotoData1 release];
            [editPhotoData2 release];
            [editPhotoData3 release];
            [editPhotoData4 release];
            break;

    }

        /* This is the edited photo that has been onscreen. Processing is now done so it is okay to release it. The UI should be updated and now have a blank, black background instead of the image.
*/
        editedPhoto.image = nil;
    [editedPhoto release];
    editedPhoto = nil;


}

推荐答案

这个问题有一些关于 Cocoa 多线程的好资源:"我在哪里可以找到关于 iPhone/Objective c 多线程的好教程?"

This question has some good resources on Cocoa multithreading: "Where can I find a good tutorial on iPhone/Objective c multithreading?"

我也强烈推荐阅读新的 并发编程指南(但是,忽略块和调度队列,因为Grand Central Dispatch 在iPhone OS 上尚不可用iOS 4.0 只是添加了块和GCD),因为它是一个强有力的案例使用像 NSOperationNSOperationQueue 这样的结构来替代手动创建的线程.有关手动创建线程的信息,请参阅 线程编程指南.

I also highly recommend reading the new Concurrency Programming Guide (however, ignore the blocks and dispatch queues, as Grand Central Dispatch is not yet available on iPhone OS iOS 4.0 just added blocks and GCD), because it makes a strong case for using structures like NSOperation and NSOperationQueue as an alternative to manually created threads. For information on manually created threads, refer to the Threading Programming Guide.

正如 RC 所提到的,多线程 Cocoa 应用程序崩溃的最大单一来源是同时访问共享资源.@synchronized 指令不是最快的,如 由 Colin Wheeler 指出,因此您可能希望使用 NSLock 来保护对共享资源的访问.但是,任何类型的锁定都可能代价高昂,这就是为什么我一直在将我的应用程序迁移到使用单宽 NSOperationQueues 来访问这些资源的原因.性能提升非常显着.

As RC mentions, the single biggest source of crashes with multithreaded Cocoa applications is simultaneous access to a shared resource. The @synchronized directive is not the fastest, as pointed out by Colin Wheeler, so you might want to use NSLock to protect access to your shared resources. However, locking of any sort can be expensive, which is why I've been migrating my applications over to using single-wide NSOperationQueues for access to these resources. The performance improvements have been significant.

Cocoa 和多线程的另一个问题来自用户界面更新.Cocoa 中的所有 UI 更新都必须在主线程上完成,否则会导致不稳定.如果您有一个后台线程执行计算,请确保将任何更新 UI 的方法包装在 -performSelectorOnMainThread:withObject:waitUntilDone: 方法调用中.

Another problem area with Cocoa and multithreading comes from user interface updates. All UI updates in Cocoa must be done on the main thread, or instability can result. If you have a background thread performing a calculation, make sure to wrap whatever method updates the UI in a -performSelectorOnMainThread:withObject:waitUntilDone: method call.

这篇关于初学者在 iPhone 上常犯的多线程错误的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

查看全文
登录 关闭
扫码关注1秒登录
发送“验证码”获取 | 15天全站免登陆