Create a waiting queue for executing an animation











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I am currently working on a swift animation. This animation gets triggered by an another function in unsteady time intervals (connected to a server). The animation takes 2 seconds to finish but its possible that it gets triggered before it has finished.
Thats why I was thinking about creating a waiting queue which stores the triggering events until the animation is completed and can be restarted. So on the one hand side I have to lock the animation function until its ready again and one the other I need some kind of storage for the incoming events in the meantime. I was already thinking about dispatch groups but couldnt figure out how I could use them.
I would be really happy about any input in which direction I could go to solve this problem.



Triggering function:



private func subscribeToNewBLock() {
DispatchQueue.global(qos:.userInteractive).async {
watchForNewBlock() {result in
switch result {
case .Failure:
return
case .Success(let result):
//Animation function
self.moveBlocksDown(blockNumber: result)
//Recursive call to keep listening for new blocks
self.subscribeToNewBLock()
}
}
}
}









share|improve this question


























    up vote
    1
    down vote

    favorite












    I am currently working on a swift animation. This animation gets triggered by an another function in unsteady time intervals (connected to a server). The animation takes 2 seconds to finish but its possible that it gets triggered before it has finished.
    Thats why I was thinking about creating a waiting queue which stores the triggering events until the animation is completed and can be restarted. So on the one hand side I have to lock the animation function until its ready again and one the other I need some kind of storage for the incoming events in the meantime. I was already thinking about dispatch groups but couldnt figure out how I could use them.
    I would be really happy about any input in which direction I could go to solve this problem.



    Triggering function:



    private func subscribeToNewBLock() {
    DispatchQueue.global(qos:.userInteractive).async {
    watchForNewBlock() {result in
    switch result {
    case .Failure:
    return
    case .Success(let result):
    //Animation function
    self.moveBlocksDown(blockNumber: result)
    //Recursive call to keep listening for new blocks
    self.subscribeToNewBLock()
    }
    }
    }
    }









    share|improve this question
























      up vote
      1
      down vote

      favorite









      up vote
      1
      down vote

      favorite











      I am currently working on a swift animation. This animation gets triggered by an another function in unsteady time intervals (connected to a server). The animation takes 2 seconds to finish but its possible that it gets triggered before it has finished.
      Thats why I was thinking about creating a waiting queue which stores the triggering events until the animation is completed and can be restarted. So on the one hand side I have to lock the animation function until its ready again and one the other I need some kind of storage for the incoming events in the meantime. I was already thinking about dispatch groups but couldnt figure out how I could use them.
      I would be really happy about any input in which direction I could go to solve this problem.



      Triggering function:



      private func subscribeToNewBLock() {
      DispatchQueue.global(qos:.userInteractive).async {
      watchForNewBlock() {result in
      switch result {
      case .Failure:
      return
      case .Success(let result):
      //Animation function
      self.moveBlocksDown(blockNumber: result)
      //Recursive call to keep listening for new blocks
      self.subscribeToNewBLock()
      }
      }
      }
      }









      share|improve this question













      I am currently working on a swift animation. This animation gets triggered by an another function in unsteady time intervals (connected to a server). The animation takes 2 seconds to finish but its possible that it gets triggered before it has finished.
      Thats why I was thinking about creating a waiting queue which stores the triggering events until the animation is completed and can be restarted. So on the one hand side I have to lock the animation function until its ready again and one the other I need some kind of storage for the incoming events in the meantime. I was already thinking about dispatch groups but couldnt figure out how I could use them.
      I would be really happy about any input in which direction I could go to solve this problem.



      Triggering function:



      private func subscribeToNewBLock() {
      DispatchQueue.global(qos:.userInteractive).async {
      watchForNewBlock() {result in
      switch result {
      case .Failure:
      return
      case .Success(let result):
      //Animation function
      self.moveBlocksDown(blockNumber: result)
      //Recursive call to keep listening for new blocks
      self.subscribeToNewBLock()
      }
      }
      }
      }






      swift asynchronous dispatch-queue






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      share|improve this question











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      share|improve this question










      asked Nov 9 at 13:04









      F.Fabian

      124




      124
























          1 Answer
          1






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          up vote
          0
          down vote



          accepted










          You may try to make your animation queue as like below example



          var results = [Int]()
          var isAnimating = false

          private func subscribeToNewBLock() {
          DispatchQueue.global(qos:.userInteractive).async {
          watchForNewBlock() {result in
          switch result {
          case .Failure:
          return
          case .Success(let result):

          //Call your UI operations in main thread
          DispatchQueue.main.async {

          self.results.append(result)
          //Animation function
          self.moveBlocksDown()

          //Recursive call to keep listening for new blocks
          self.subscribeToNewBLock()
          }
          }
          }
          }
          }

          private func moveBlocksDown() {

          guard isAnimating == false && results.count > 0 else {

          return
          }

          self.moveBlocksDown(blockNumber: results.first!)

          }

          private func moveBlocksDown(blockNumber:Int){

          isAnimating = true

          UIView.animate(withDuration: 2.0, animations: {

          //Animation code goes here

          }) { (completed) in

          if completed{

          //Add follwing code in place of animation completed(May be in completion handler)
          self.isAnimating = false
          self.results = self.results.filter{$0 != blockNumber} //Remove already animated blockNumber
          self.moveBlocksDown() //Call moveBlocksDown function to check if anything pending in queue
          }
          }
          }





          share|improve this answer





















          • Thank you very much! It works perfectly. I really didnt expected it to be that simple.
            – F.Fabian
            Nov 9 at 17:46










          • No problem. Have a nice day :)
            – Natarajan
            Nov 10 at 7:56











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          1 Answer
          1






          active

          oldest

          votes








          1 Answer
          1






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes








          up vote
          0
          down vote



          accepted










          You may try to make your animation queue as like below example



          var results = [Int]()
          var isAnimating = false

          private func subscribeToNewBLock() {
          DispatchQueue.global(qos:.userInteractive).async {
          watchForNewBlock() {result in
          switch result {
          case .Failure:
          return
          case .Success(let result):

          //Call your UI operations in main thread
          DispatchQueue.main.async {

          self.results.append(result)
          //Animation function
          self.moveBlocksDown()

          //Recursive call to keep listening for new blocks
          self.subscribeToNewBLock()
          }
          }
          }
          }
          }

          private func moveBlocksDown() {

          guard isAnimating == false && results.count > 0 else {

          return
          }

          self.moveBlocksDown(blockNumber: results.first!)

          }

          private func moveBlocksDown(blockNumber:Int){

          isAnimating = true

          UIView.animate(withDuration: 2.0, animations: {

          //Animation code goes here

          }) { (completed) in

          if completed{

          //Add follwing code in place of animation completed(May be in completion handler)
          self.isAnimating = false
          self.results = self.results.filter{$0 != blockNumber} //Remove already animated blockNumber
          self.moveBlocksDown() //Call moveBlocksDown function to check if anything pending in queue
          }
          }
          }





          share|improve this answer





















          • Thank you very much! It works perfectly. I really didnt expected it to be that simple.
            – F.Fabian
            Nov 9 at 17:46










          • No problem. Have a nice day :)
            – Natarajan
            Nov 10 at 7:56















          up vote
          0
          down vote



          accepted










          You may try to make your animation queue as like below example



          var results = [Int]()
          var isAnimating = false

          private func subscribeToNewBLock() {
          DispatchQueue.global(qos:.userInteractive).async {
          watchForNewBlock() {result in
          switch result {
          case .Failure:
          return
          case .Success(let result):

          //Call your UI operations in main thread
          DispatchQueue.main.async {

          self.results.append(result)
          //Animation function
          self.moveBlocksDown()

          //Recursive call to keep listening for new blocks
          self.subscribeToNewBLock()
          }
          }
          }
          }
          }

          private func moveBlocksDown() {

          guard isAnimating == false && results.count > 0 else {

          return
          }

          self.moveBlocksDown(blockNumber: results.first!)

          }

          private func moveBlocksDown(blockNumber:Int){

          isAnimating = true

          UIView.animate(withDuration: 2.0, animations: {

          //Animation code goes here

          }) { (completed) in

          if completed{

          //Add follwing code in place of animation completed(May be in completion handler)
          self.isAnimating = false
          self.results = self.results.filter{$0 != blockNumber} //Remove already animated blockNumber
          self.moveBlocksDown() //Call moveBlocksDown function to check if anything pending in queue
          }
          }
          }





          share|improve this answer





















          • Thank you very much! It works perfectly. I really didnt expected it to be that simple.
            – F.Fabian
            Nov 9 at 17:46










          • No problem. Have a nice day :)
            – Natarajan
            Nov 10 at 7:56













          up vote
          0
          down vote



          accepted







          up vote
          0
          down vote



          accepted






          You may try to make your animation queue as like below example



          var results = [Int]()
          var isAnimating = false

          private func subscribeToNewBLock() {
          DispatchQueue.global(qos:.userInteractive).async {
          watchForNewBlock() {result in
          switch result {
          case .Failure:
          return
          case .Success(let result):

          //Call your UI operations in main thread
          DispatchQueue.main.async {

          self.results.append(result)
          //Animation function
          self.moveBlocksDown()

          //Recursive call to keep listening for new blocks
          self.subscribeToNewBLock()
          }
          }
          }
          }
          }

          private func moveBlocksDown() {

          guard isAnimating == false && results.count > 0 else {

          return
          }

          self.moveBlocksDown(blockNumber: results.first!)

          }

          private func moveBlocksDown(blockNumber:Int){

          isAnimating = true

          UIView.animate(withDuration: 2.0, animations: {

          //Animation code goes here

          }) { (completed) in

          if completed{

          //Add follwing code in place of animation completed(May be in completion handler)
          self.isAnimating = false
          self.results = self.results.filter{$0 != blockNumber} //Remove already animated blockNumber
          self.moveBlocksDown() //Call moveBlocksDown function to check if anything pending in queue
          }
          }
          }





          share|improve this answer












          You may try to make your animation queue as like below example



          var results = [Int]()
          var isAnimating = false

          private func subscribeToNewBLock() {
          DispatchQueue.global(qos:.userInteractive).async {
          watchForNewBlock() {result in
          switch result {
          case .Failure:
          return
          case .Success(let result):

          //Call your UI operations in main thread
          DispatchQueue.main.async {

          self.results.append(result)
          //Animation function
          self.moveBlocksDown()

          //Recursive call to keep listening for new blocks
          self.subscribeToNewBLock()
          }
          }
          }
          }
          }

          private func moveBlocksDown() {

          guard isAnimating == false && results.count > 0 else {

          return
          }

          self.moveBlocksDown(blockNumber: results.first!)

          }

          private func moveBlocksDown(blockNumber:Int){

          isAnimating = true

          UIView.animate(withDuration: 2.0, animations: {

          //Animation code goes here

          }) { (completed) in

          if completed{

          //Add follwing code in place of animation completed(May be in completion handler)
          self.isAnimating = false
          self.results = self.results.filter{$0 != blockNumber} //Remove already animated blockNumber
          self.moveBlocksDown() //Call moveBlocksDown function to check if anything pending in queue
          }
          }
          }






          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered Nov 9 at 13:54









          Natarajan

          2,00931024




          2,00931024












          • Thank you very much! It works perfectly. I really didnt expected it to be that simple.
            – F.Fabian
            Nov 9 at 17:46










          • No problem. Have a nice day :)
            – Natarajan
            Nov 10 at 7:56


















          • Thank you very much! It works perfectly. I really didnt expected it to be that simple.
            – F.Fabian
            Nov 9 at 17:46










          • No problem. Have a nice day :)
            – Natarajan
            Nov 10 at 7:56
















          Thank you very much! It works perfectly. I really didnt expected it to be that simple.
          – F.Fabian
          Nov 9 at 17:46




          Thank you very much! It works perfectly. I really didnt expected it to be that simple.
          – F.Fabian
          Nov 9 at 17:46












          No problem. Have a nice day :)
          – Natarajan
          Nov 10 at 7:56




          No problem. Have a nice day :)
          – Natarajan
          Nov 10 at 7:56


















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