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10. Multithreading and Autolayout.srt
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本字幕由志愿者义务贡献,采用许可协议
知识共享 署名-非商业性使用-相同方式共享 3.0 美国
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Stanford University. >> All right, well,
斯坦福大学 >> 好
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welcome to Stanford CS193P, this is Fall of 2017,
欢迎来到斯坦福 2017 年秋季学期 CS193P
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I think this is lecture number 10. And we have two very
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important topics today. The first is multithreading and
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the second is autolayout size classes. So let's talk about
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multithreading first. Multithreading is all about,
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for the purposes of this lecture anyway, keeping long
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running things off of the main queue where the UI runs. And
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that's because we want the UI to be incredibly responsive.
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When someone touches down, we wanna immediately respond
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to their touch and not be having our app freeze.
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It's just death to have your app freeze, even for one
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second is an eternity for your app to just be not responding
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at all. So multithreading is a much bigger topic.
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You can do a lot of other stuff with multithreading. But
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we're gonna focus on trying to get long running things.
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Things that might block off onto other threads. Now,
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the way that multithreading works in iOS is using queues.
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So I'm using queue in the sense of like
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you go to the movies and you stand in line,
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that's a queue, right? And
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what's in the queues in iOS multithreading is blocks of
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code, almost always closures that you put in this queue.
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And so you got these queues, there's multiple different
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kinds of queues. And the system then comes along and
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it has threads. Threads are threads of execution.
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They're essentially opportunities to run code.
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And it can run them kind of in parallel. I actually guess
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if you had a multiprocessor, or a multi-core processor,
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it could actually run things in parallel. But
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even if you had a single-core, single thread of execution
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processor, the operating system knows how to share
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that time up in tiny little increments between all
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of these threads of execution. So the OS comes along and
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takes things off the queue, the next person in line,
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the next closure in line, takes it off and it runs it.
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So that's how we do queues. And there's two kinds of
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queues. We have serial queues, which is iOS comes along,
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takes something off the queue and then as soon as that
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thing has run to completion then it goes back and
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gets another one off that queue, that's called a serial
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queue. Then there's also concurrent queues.
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Where iOS comes along and it grabs something off the queue
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and it starts it running and maybe it has another thread
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that it can use and it goes and
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grabs another thing before the other one is even finished,
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and maybe another. And so it might have two or three or
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four or ten things running off of the same queue all
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at the same time. That's called a concurrent queue.
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So we're gonna talk about both of those kinds of queues.
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Cuz we're gonna use both of those kinds of queues
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to accomplish what we want. And what we want is for
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the UI to be unblocked.
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And the UI runs on a single serial queue,
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called the main queue. And not only does the UI run on this,
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it's the only queue that can have blocks of code put on it
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that do UI things. So we keep all of our UI stuff here.
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That way we don't have to worry about multithreaded UI,
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where we got two different threads of execution both
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trying to draw into the same space or whatever.
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We never have to worry about that in iOS because
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all drawing, all UI activity happens on this one queue.
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And since it's a serial queue, it all happens on a single
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thread. So you never have to worry about multithreaded UI
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activity going on. Now, the way they make queue works is
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it mostly sits there waiting for a touch event to happen.
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And when the touch event happens, it processes it,
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figures out what code to run, runs your code, and then goes
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back into this quiet state, waiting for another touch.
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Well, when it's in the quiet state, it could also pull
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something off the main queue and run it. So you can put
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things onto the main queue, blocks of code, and it will
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run in the UI thread, the main queue, the main thread. So
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our goal is to get everything else off the main queue.
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And anything else is gonna take a long time or
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certainly is gonna block waiting for
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the network or something like that,
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we definitely want that off the main queue. So where do we
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put those things? Well, we put those in global queues.
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Now, there's actually you can create your own queue to do
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that, but we're gonna use one of these four global queues.
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And these are concurrent queues that you can throw your
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code on and the system will just come along and run them.
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And there's really no restriction there about what
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you can put in there. It's just, it can't be UI code. But
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you can do other stuff all you want. So
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let's talk about those queues. How do you get the main queue?
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How do you get a hold of it? Well,
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there is a struct or class called DispatchQueue and it
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has a static var called main, that gives you the main queue.
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So now you have the main queue,
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you're ready to go, and I'm gonna talk to you soon about
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how you put a block of code into the queue, right?
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Put it at the end of the line, waiting to run.
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The global queues are a little more expressive.
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There's not just one of them, there's four different
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kinds here that we're going to talk about. And the four of
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them are different based on their quality of service.
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That's what this QOS that you see referenced here.
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The quality of service tells you what kind of thing,
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what kind of activity the blocks that you're gonna put
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on there are doing. So let's look at the four. The first
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one is userInteractive. This is a very rare one to use.
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This means that the user is in the middle of like dragging or
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pinching or something and you wanna do something
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off the main queue that has to happen so
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fast that it can get back to the main queue in the middle
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of that drag. So we're talking about highly interactive,
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tiny little pieces of work that you might wanna
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throw off the main queue.
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The reason this is unusual to use is because it's really so
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tiny and executes so quickly,
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you could probably do it on the main queue.
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You're probably waiting for it anyway on the main queue.
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So user interactive much more readily used.
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The most common one to use is the next one, userInitiated.
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So now this is something that might take a very long time or
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it might take couple of seconds, or
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it maybe take a few milliseconds, you don't know.
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But the point about it is the user has asked for
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it right now. They touched on a button.
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They swiped somewhere and they are asking for
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something to happen. So it was initiated by the user.
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So they expect you to be done as soon as possible. So
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you are running this in the background.
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It's not happening in the main thread,
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but you're trying to do it as soon as possible.
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So this is a very high priority queue.
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iOS is going to be pulling things off that queue and
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running them in threads that have very high priority
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because the user's asked for it right now.
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The other two, background and utility. So background things
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are things the user hasn't asked for right away but
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they're kinda things that they expect to be done fairly soon
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or when you have time kind of a thing.
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And then utility ones are even lower priority,
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those are things that your app wants to do as part of its
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architecture. For example, you have a big database and
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maybe every week or so or every certain amount of data
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in the database, you wanna go clean it up to remove though
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out the database. So that's just utility operations, so
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that will run at very low priority. So
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you pick the global key you want based on the quality
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of service you want that queue to receive.
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So you have a queue now.
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Either the main queue or one of these background concurrent
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queues with a certain quality of service.
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How do you put a block of code onto that queue?
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Put it in line to, to get run at some point. Well,
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you do it with one of these two functions, async or sync.
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Each of them take one argument.
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That argument is a block, a closure. Takes no arguments,
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return no arguments. It returns no values. So
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it's just as basic a block as you can be.
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And what it does is it puts that block on the queue that
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you're sending it to. Now, the difference between async and
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sync is that async puts it on the queue and
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returns immediately, and then just goes on to the next line
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of code you have. So now it's in the queue and someone
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eventually will go pull it off the queue and run it but
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you return immediately. Sync, it puts it on the queue and
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blocks. Waiting for someone to take it off a queue and
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run it and for it to complete.
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So you would never do sync on the main queue, right?
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Cuz we never wanna block the main queue. But
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you might do sync on a non-main queue, in fact,
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you might do sync waiting for the main queue
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to finish something, when you're on another queue.
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But mostly we're using async here cuz we don't really care.
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async is short for asynchronous.
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We don't really care when it runs,
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we just want it to run whenever it can run.
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So that's it. So that's really all there is to
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multithreading, believe it or not. It just leads to
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a little bit of interesting programming, which you're
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gonna see here, and the things you have to be careful with.
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Now I'm not gonna talk about this, but you can create your
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own queues by just calling DispatchQueue's initializer,
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which has this label argument. That label just shows up
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in the debugger so you can see which queue you're on.
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The debugger's full support for queues,
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it'll show you what thread everything is on. And
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you can also do a lot of other things with multithreading,
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like protecting critical sections in your code or
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doing synchronous dispatch or locking between things.
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You can do all that stuff, I'm not gonna talk about any of
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that. I'm just gonna talk about how we're gonna use that
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main queue and those background queues to keep
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things off the main queue. There's a whole other API to
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this besides the DispatchQueue API I'm gonna show you.
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OperationQueue and Operation are the two classes involved
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there. And those would be used if you're doing
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some huge mathematical equation
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that has a lot of parallel processing that you could do.
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But a lot of the parallel pieces depend on each other.
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Because Operation allows you to set up dependencies.
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This little block code depends on this one running first. But
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I'm gonna start these all off and just wait until the ones
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that depend get finished. Do you see what I'm saying?
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All this dependency management.
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I'm not gonna talk about any of that either.
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But you get that by using the object-oriented OperationQueue
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and Operation APIs. In this class we're just gonna
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use DispatchQueue, okay. DispatchQueue is part of what
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we call grand central dispatch because we're dispatching
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these blocks of code onto these queues. All right, so
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where else are you gonna encounter multithreading?
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In addition to do your old multithreading like you'll see
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in the demo that I'm gonna do today, you also might have
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iOS API that takes blocks as arguments. And when it
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runs those blocks, like when it finishes doing something or
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it encounters an error, it runs those blocks off the main
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queue. And when you call that API in iOS, you've gotta
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really be careful that in the blocks you give to iOS for
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it to run when it's done, don't have any UI in there.
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Or if you do have UI, dispatch it back to the main queue.
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Because you can only do UI stuff on the main queue. So
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let's see what it looks like to call an iOS API,
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like this that takes a block.
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So here is an iOS API called URLSession. This is used for
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fetching stuff from URLs over the network.
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We already saw in our demo on Monday how we did that with
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the data object. But that was kind of a dumb thing, you
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can't get any HTTP response out of it. The errors,
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you have to handle them kinda funny. This is much more
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sophisticated way to request something on the network,
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URLSession. As a very simple API, you just create
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a URLSession with a certain configuration. The great thing
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about URLSession is you can do things like I want my timeout
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to be five seconds, for example. You can't do that
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with the data thing, it's got some built-in time.
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Out here you can specify how long you wanna wait before
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you time out on the network or whatever. So
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you create your session with some configuration,
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usually the default configuration.
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Now all you need to do to make it go fetch something
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is create a URL and
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call the function on the session called dataTask with
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URL. A dataTask with URL creates what's called a data
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task, a task to go get some data.
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And it starts out paused, and then you're gonna say,
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the very next line you almost always say resume, and
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that starts it going. Now notice that dataTask with URL
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function takes another argument. I'm using trailing
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closure notation to put it outside the parentheses, but
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it's just an argument to dataTask there.
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And that argument is a closure that this URL thing is gonna
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call, URLSession is gonna call when it gets the data.
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