I've gone through the iBook from Apple, and couldn't find any definition of it:
Can someone explain the structure of dispatch_after
?
dispatch_after(<#when: dispatch_time_t#>, <#queue: dispatch_queue_t?#>, <#block: dispatch_block_t?#>)
I've gone through the iBook from Apple, and couldn't find any definition of it:
Can someone explain the structure of dispatch_after
?
dispatch_after(<#when: dispatch_time_t#>, <#queue: dispatch_queue_t?#>, <#block: dispatch_block_t?#>)
A clearer idea of the structure:
dispatch_after(when: dispatch_time_t, queue: dispatch_queue_t, block: dispatch_block_t?)
dispatch_time_t
is a UInt64
. The dispatch_queue_t
is actually type aliased to an NSObject
, but you should just use your familiar GCD methods to get queues. The block is a Swift closure. Specifically, dispatch_block_t
is defined as () -> Void
, which is equivalent to () -> ()
.
Example usage:
let delayTime = dispatch_time(DISPATCH_TIME_NOW, Int64(1 * Double(NSEC_PER_SEC)))
dispatch_after(delayTime, dispatch_get_main_queue()) {
print("test")
}
EDIT:
I recommend using @matt's really nice delay
function.
EDIT 2:
In Swift 3, there will be new wrappers for GCD. See here: https://github.com/apple/swift-evolution/blob/master/proposals/0088-libdispatch-for-swift3.md
The original example would be written as follows in Swift 3:
let deadlineTime = DispatchTime.now() + .seconds(1)
DispatchQueue.main.asyncAfter(deadline: deadlineTime) {
print("test")
}
Note that you can write the deadlineTime
declaration as DispatchTime.now() + 1.0
and get the same result because the +
operator is overridden as follows (similarly for -
):
func +(time: DispatchTime, seconds: Double) -> DispatchTime
func +(time: DispatchWalltime, interval: DispatchTimeInterval) -> DispatchWalltime
This means that if you don't use the DispatchTimeInterval
enum
and just write a number, it is assumed that you are using seconds.
I use dispatch_after
so often that I wrote a top-level utility function to make the syntax simpler:
func delay(delay:Double, closure:()->()) {
dispatch_after(
dispatch_time(
DISPATCH_TIME_NOW,
Int64(delay * Double(NSEC_PER_SEC))
),
dispatch_get_main_queue(), closure)
}
And now you can talk like this:
delay(0.4) {
// do stuff
}
Wow, a language where you can improve the language. What could be better?
Seems almost not worth bothering with, now that they've improved the calling syntax:
func delay(_ delay:Double, closure:@escaping ()->()) {
let when = DispatchTime.now() + delay
DispatchQueue.main.asyncAfter(deadline: when, execute: closure)
}
Swift 3+
This is super-easy and elegant in Swift 3+:
DispatchQueue.main.asyncAfter(deadline: .now() + 4.5) {
// ...
}
Older Answer:
To expand on Cezary's answer, which will execute after 1 nanosecond, I had to do the following to execute after 4 and a half seconds.
let delay = 4.5 * Double(NSEC_PER_SEC)
let time = dispatch_time(DISPATCH_TIME_NOW, Int64(delay))
dispatch_after(time, dispatch_get_main_queue(), block)
Edit: I discovered that my original code was slightly wrong. Implicit typing causes a compile error if you don't cast NSEC_PER_SEC to a Double.
If anyone can suggest a more optimal solution I'd be keen to hear it.
matt's syntax is very nice and if you need to invalidate the block, you may want to use this :
typealias dispatch_cancelable_closure = (cancel : Bool) -> Void
func delay(time:NSTimeInterval, closure:()->Void) -> dispatch_cancelable_closure? {
func dispatch_later(clsr:()->Void) {
dispatch_after(
dispatch_time(
DISPATCH_TIME_NOW,
Int64(time * Double(NSEC_PER_SEC))
),
dispatch_get_main_queue(), clsr)
}
var closure:dispatch_block_t? = closure
var cancelableClosure:dispatch_cancelable_closure?
let delayedClosure:dispatch_cancelable_closure = { cancel in
if closure != nil {
if (cancel == false) {
dispatch_async(dispatch_get_main_queue(), closure!);
}
}
closure = nil
cancelableClosure = nil
}
cancelableClosure = delayedClosure
dispatch_later {
if let delayedClosure = cancelableClosure {
delayedClosure(cancel: false)
}
}
return cancelableClosure;
}
func cancel_delay(closure:dispatch_cancelable_closure?) {
if closure != nil {
closure!(cancel: true)
}
}
Use as follow
let retVal = delay(2.0) {
println("Later")
}
delay(1.0) {
cancel_delay(retVal)
}
Link above seems to be down. Original Objc code from Github
Apple has a dispatch_after snippet for Objective-C:
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(<#delayInSeconds#> * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
<#code to be executed after a specified delay#>
});
Here is the same snippet ported to Swift 3:
DispatchQueue.main.asyncAfter(deadline: DispatchTime.now() + <#delayInSeconds#>) {
<#code to be executed after a specified delay#>
}
Another way is to extend Double like this:
extension Double {
var dispatchTime: dispatch_time_t {
get {
return dispatch_time(DISPATCH_TIME_NOW,Int64(self * Double(NSEC_PER_SEC)))
}
}
}
Then you can use it like this:
dispatch_after(Double(2.0).dispatchTime, dispatch_get_main_queue(), { () -> Void in
self.dismissViewControllerAnimated(true, completion: nil)
})
I like matt's delay function but just out of preference I'd rather limit passing closures around.
In Swift 3.0
Dispatch queues
DispatchQueue(label: "test").async {
//long running Background Task
for obj in 0...1000 {
print("async \(obj)")
}
// UI update in main queue
DispatchQueue.main.async(execute: {
print("UI update on main queue")
})
}
DispatchQueue(label: "m").sync {
//long running Background Task
for obj in 0...1000 {
print("sync \(obj)")
}
// UI update in main queue
DispatchQueue.main.sync(execute: {
print("UI update on main queue")
})
}
Dispatch after 5 seconds
DispatchQueue.main.after(when: DispatchTime.now() + 5) {
print("Dispatch after 5 sec")
}
Swift 3.0 version
Following closure function execute some task after delay on main thread.
func performAfterDelay(delay : Double, onCompletion: @escaping() -> Void){
DispatchQueue.main.asyncAfter(deadline: DispatchTime.now() + delay, execute: {
onCompletion()
})
}
Call this function like:
performAfterDelay(delay: 4.0) {
print("test")
}
1) Add this method as a part of UIViewController Extension.
extension UIViewController{
func runAfterDelay(delay: NSTimeInterval, block: dispatch_block_t) {
let time = dispatch_time(DISPATCH_TIME_NOW, Int64(delay * Double(NSEC_PER_SEC)))
dispatch_after(time, dispatch_get_main_queue(), block)
}
}
Call this method on VC:
self.runAfterDelay(5.0, block: {
//Add code to this block
print("run After Delay Success")
})
2)
performSelector("yourMethod Name", withObject: nil, afterDelay: 1)
3)
override func viewWillAppear(animated: Bool) {
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, 2), dispatch_get_main_queue(), { () -> () in
//Code Here
})
//Compact Form
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, 2), dispatch_get_main_queue()) {
//Code here
}
}
In Swift 5, use in the below:
DispatchQueue.main.asyncAfter(deadline: .now() + 0.2, execute: closure)
// time gap, specify unit is second
DispatchQueue.main.asyncAfter(deadline: .now() + .seconds(2)) {
Singleton.shared().printDate()
}
// default time gap is second, you can reduce it
DispatchQueue.main.asyncAfter(deadline: .now() + 0.2) {
// just do it!
}
Although not the original question by the OP, certain NSTimer
related questions have been marked as duplicates of this question, so it is worth including an NSTimer
answer here.
NSTimer
vs dispatch_after
NSTimer
is more high level while dispatch_after
is more low level.NSTimer
is easier to cancel. Canceling dispatch_after
requires writing more code.NSTimer
Create an NSTimer
instance.
var timer = NSTimer()
Start the timer with the delay that you need.
// invalidate the timer if there is any chance that it could have been called before
timer.invalidate()
// delay of 2 seconds
timer = NSTimer.scheduledTimerWithTimeInterval(2.0, target: self, selector: #selector(delayedAction), userInfo: nil, repeats: false)
Add a function to be called after the delay (using whatever name you used for the selector
parameter above).
func delayedAction() {
print("Delayed action has now started."
}
timer.invalidate()
.repeats: true
. If you have a one time event with no need to cancel then there is no need to create the timer
instance variable. The following will suffice:
NSTimer.scheduledTimerWithTimeInterval(2.0, target: self, selector: #selector(delayedAction), userInfo: nil, repeats: false)
See my fuller answer here.
For multiple functions use this. This is very helpful to use animations or Activity loader for static functions or any UI Update.
DispatchQueue.main.asyncAfter(deadline: .now() + 0.9) {
// Call your function 1
DispatchQueue.main.asyncAfter(deadline: .now() + 0.5) {
// Call your function 2
}
}
For example - Use a animation before a tableView reloads. Or any other UI update after the animation.
*// Start your amination*
self.startAnimation()
DispatchQueue.main.asyncAfter(deadline: .now() + 0.9) {
*// The animation will execute depending on the delay time*
self.stopAnimation()
DispatchQueue.main.asyncAfter(deadline: .now() + 0.5) {
*// Now update your view*
self.fetchData()
self.updateUI()
}
}
This worked for me.
Swift 3:
let time1 = 8.23
let time2 = 3.42
// Delay 2 seconds
DispatchQueue.main.asyncAfter(deadline: .now() + 2.0) {
print("Sum of times: \(time1 + time2)")
}
Objective-C:
CGFloat time1 = 3.49;
CGFloat time2 = 8.13;
// Delay 2 seconds
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(2.0 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
CGFloat newTime = time1 + time2;
NSLog(@"New time: %f", newTime);
});
Swift 3 & 4:
You can create a extension on DispatchQueue and add function delay which uses DispatchQueue asyncAfter function internally
extension DispatchQueue {
static func delay(_ delay: DispatchTimeInterval, closure: @escaping () -> ()) {
let timeInterval = DispatchTime.now() + delay
DispatchQueue.main.asyncAfter(deadline: timeInterval, execute: closure)
}
}
use:
DispatchQueue.delay(.seconds(1)) {
print("This is after delay")
}
Another helper to delay your code that is 100% Swift in usage and optionally allows for choosing a different thread to run your delayed code from:
public func delay(bySeconds seconds: Double, dispatchLevel: DispatchLevel = .main, closure: @escaping () -> Void) {
let dispatchTime = DispatchTime.now() + seconds
dispatchLevel.dispatchQueue.asyncAfter(deadline: dispatchTime, execute: closure)
}
public enum DispatchLevel {
case main, userInteractive, userInitiated, utility, background
var dispatchQueue: DispatchQueue {
switch self {
case .main: return DispatchQueue.main
case .userInteractive: return DispatchQueue.global(qos: .userInteractive)
case .userInitiated: return DispatchQueue.global(qos: .userInitiated)
case .utility: return DispatchQueue.global(qos: .utility)
case .background: return DispatchQueue.global(qos: .background)
}
}
}
Now you simply delay your code on the Main thread like this:
delay(bySeconds: 1.5) {
// delayed code
}
If you want to delay your code to a different thread:
delay(bySeconds: 1.5, dispatchLevel: .background) {
// delayed code that will run on background thread
}
If you prefer a Framework that also has some more handy features then checkout HandySwift. You can add it to your project via Carthage then use it exactly like in the examples above, e.g.:
import HandySwift
delay(bySeconds: 1.5) {
// delayed code
}
I always prefer to use extension instead of free functions.
Swift 4
public extension DispatchQueue {
private class func delay(delay: TimeInterval, closure: @escaping () -> Void) {
let when = DispatchTime.now() + delay
DispatchQueue.main.asyncAfter(deadline: when, execute: closure)
}
class func performAction(after seconds: TimeInterval, callBack: @escaping (() -> Void) ) {
DispatchQueue.delay(delay: seconds) {
callBack()
}
}
}
Use as follow.
DispatchQueue.performAction(after: 0.3) {
// Code Here
}
Delaying GCD call using asyncAfter in swift
let delayQueue = DispatchQueue(label: "com.theappmaker.in", qos: .userInitiated)
let additionalTime: DispatchTimeInterval = .seconds(2)
We can delay as **microseconds,milliseconds,nanoseconds
delayQueue.asyncAfter(deadline: .now() + 0.60) {
print(Date())
}
delayQueue.asyncAfter(deadline: .now() + additionalTime) {
print(Date())
}
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(10 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
// ...
});
The dispatch_after(_:_:_:)
function takes three parameters:
a delay
a dispatch queue
a block or closure
The dispatch_after(_:_:_:)
function invokes the block or closure on the dispatch queue that is passed to the function after a given delay. Note that the delay is created using the dispatch_time(_:_:)
function. Remember this because we also use this function in Swift.
I recommend to go through the tutorial Raywenderlich Dispatch tutorial
use this code to perform some UI related task after 2.0 seconds.
let delay = 2.0
let delayInNanoSeconds = dispatch_time(DISPATCH_TIME_NOW, Int64(delay * Double(NSEC_PER_SEC)))
let mainQueue = dispatch_get_main_queue()
dispatch_after(delayInNanoSeconds, mainQueue, {
print("Some UI related task after delay")
})
Swift 3.0 version
Following closure function execute some task after delay on main thread.
func performAfterDelay(delay : Double, onCompletion: @escaping() -> Void){
DispatchQueue.main.asyncAfter(deadline: DispatchTime.now() + delay, execute: {
onCompletion()
})
}
Call this function like:
performAfterDelay(delay: 4.0) {
print("test")
}
Now more than syntactic sugar for asynchronous dispatches in Grand Central Dispatch (GCD) in Swift.
add Podfile
pod 'AsyncSwift'
Then,you can use it like this.
let seconds = 3.0
Async.main(after: seconds) {
print("Is called after 3 seconds")
}.background(after: 6.0) {
print("At least 3.0 seconds after previous block, and 6.0 after Async code is called")
}
Here is synchronous version of asyncAfter in Swift:
let deadline = DispatchTime.now() + .seconds(3)
let semaphore = DispatchSemaphore.init(value: 0)
DispatchQueue.global().asyncAfter(deadline: deadline) {
dispatchPrecondition(condition: .onQueue(DispatchQueue.global()))
semaphore.signal()
}
semaphore.wait()
Along with asynchronous one:
let deadline = DispatchTime.now() + .seconds(3)
DispatchQueue.main.asyncAfter(deadline: deadline) {
dispatchPrecondition(condition: .onQueue(DispatchQueue.global()))
}
current queue
!Besides good answers of this question, you may also consider preserving the current queue to prevent unnecessarily main queue operations (for example when you are trying to delay some async operations).
func after(_ delay: TimeInterval,
perform block: @escaping ()->(),
on queue: DispatchQueue = OperationQueue.current?.underlyingQueue ?? .main) { // So this `queue` preserves the current queue and defaulted to the `main`. Also the caller can pass in the desired queue explicitly
queue.asyncAfter(deadline: .now() + delay, execute: block)
}
after(3) {
// will be executed on the caller's queue
print(Date())
}
To execute a funtion or code after a delay use the next method
DispatchQueue.main.asyncAfter(deadline: .now() + 'secondsOfDelay') {
your code here...
}
Example - In this example the funtion getShowMovies
will be executed after 1 second
DispatchQueue.main.asyncAfter(deadline: .now() + 1) {
self.getShowMovies()
}