Create a waiting queue for executing an animation
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1
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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()
}
}
}
}
swift asynchronous dispatch-queue
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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()
}
}
}
}
swift asynchronous dispatch-queue
add a comment |
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()
}
}
}
}
swift asynchronous dispatch-queue
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
swift asynchronous dispatch-queue
asked Nov 9 at 13:04
F.Fabian
124
124
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1 Answer
1
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oldest
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0
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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
}
}
}
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
add a comment |
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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
}
}
}
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
add a comment |
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
}
}
}
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
add a comment |
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
}
}
}
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
}
}
}
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
add a comment |
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
add a comment |
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