TestsTested | ✓ |
LangLanguage | SwiftSwift |
License | MIT |
ReleasedLast Release | Dec 2014 |
SPMSupports SPM | ✗ |
Maintained by Yasuhiro Inami.
Swift port of C# Await using Cocoa's Run Loop mechanism.
(Useful for unit testing, but needs special care for application use)
Await
showProgressHUD("Start!") // displays AFTER download finished (you know why)
let image = downloadLargeImageFromWeb() // OMG downloading from main-thread!!!
showProgressHUD("Finished!") // displays after download finished
showProgressHUD("Start!") // main-thread
// OK let's use dispatch_async then...
dispatch_async(globalQueue) {
image = downloadLargeImageFromWeb() // background-thread
dispatch_async(dispatch_get_main_queue()) {
showProgressHUD("Finished!") // main-thread
// want more nested blocks here?
}
}
Await
showProgressHUD("Start!")
let image = await { downloadLargeImageFromWeb() }
// because of await's running Run Loop, "Start!" will be displayed immediately here
showProgressHUD("Finished!") // displays after download finished
let image = await { downloadLargeImageFromWeb() }
await
calls dispatch_async for given closure & runs Run Loop until finished.
var shouldStop = false
var container: SomeContainer
let result = await({
container.data = nil
dispatch_async(globalQueue) {
container.data = downloadData()
shouldStop = true
}
return container.data
}, until: { shouldStop })
Use until: () -> Bool
to manually adjust the Run Loop running time.
This is especially useful in combination with async-programming monads like Promise.
Take a look at PromiseKit example:
import PromiseKit
var promise = Promise<NSData> { (fulfiller, rejecter) in ... }
...
let result = await({ promise.value }, until: { !promise.pending })
// or, let result = await(promise)
let image = await({ downloadLargeImageFromWeb() }, timeout: 3) // returns nil if 3 sec has passed
You can even use finish()
or finish(returnValue)
inside closure to manually stop running Run Loop instead of using await(_:until:)
.
let data = await { finish in
dispatch_async(queue) {
let d = downloadData()
finish(d) // pass result data
}
}
var data: NSData?
await { finish in
dispatch_async(queue) {
let d = downloadData()
data = d
finish() // no return
}
}
For applicaiton use, you MUST wrap await
calls with async
as follows:
async {
var image = await { downloadLargeImageFromWeb() }
image = await { filterImage(image) }
}
This is to ensure that await
will not block dispatch_get_main_queue()
which often causes UIKit not responding to touches.
await(_:timeout:)
and nested awaits may not finish at proper time inside async
due to nested RunLoop running.