OC中多线程管理主要分为三种方法:
1.NSThread
2.GCD
暂无
1、回到主线程
dispatch_async(
dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
// 执行耗时的异步操作...
dispatch_async(dispatch_get_main_queue(), ^{
// 回到主线程,执行UI刷新操作
});
});2、执行多个耗时操作
dispatch_group_t group = dispatch_group_create();
dispatch_group_async(group, dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
// 执行1个耗时的异步操作
});
dispatch_group_async(group, dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
// 执行1个耗时的异步操作
});
dispatch_group_notify(group, dispatch_get_main_queue(), ^{
// 等前面的异步操作都执行完毕后,回到主线程...
});3、只执行一次
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
// 只执行1次的代码(这里面默认是线程安全的)
});
4、延迟执行
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(2.0 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
NSLog(@"2秒后执行了.");
});
5、网络请求中等待多个请求结束再操作
dispatch_group_t group = dispatch_group_create();
dispatch_queue_t serialQueue = dispatch_queue_create("com.wzb.test.www", DISPATCH_QUEUE_SERIAL);
dispatch_group_enter(group);
dispatch_group_async(group, serialQueue, ^{
// 网络请求一
[WebClick getDataSuccess:^(ResponseModel *model) {
dispatch_group_leave(group);
} failure:^(NSString *err) {
dispatch_group_leave(group);
}];
});
dispatch_group_enter(group);
dispatch_group_async(group, serialQueue, ^{
// 网络请求二
[WebClick getDataSuccess:getBigTypeRM onSuccess:^(ResponseModel *model) {
dispatch_group_leave(group);
} failure:^(NSString *errorString) {
dispatch_group_leave(group);
}];
});
dispatch_group_enter(group);
dispatch_group_async(group, serialQueue, ^{
// 网络请求三
[WebClick getDataSuccess:^{
dispatch_group_leave(group);
} failure:^(NSString *errorString) {
dispatch_group_leave(group);
}];
});
// 所有网络请求结束后会来到这个方法
dispatch_group_notify(group, serialQueue, ^{
dispatch_async(dispatch_get_global_queue(0, 0), ^{
dispatch_async(dispatch_get_main_queue(), ^{
// 刷新UI
});
});
}); 6、GCD默认提供的队列
使用dispatch_get_global_queue函数获得全局的并发队列
dispatch_queue_t dispatch_get_global_queue(
dispatch_queue_priority_t priority, // 队列的优先级
unsigned long flags); // 此参数暂时无用,用0即可
dispatch_queue_t queue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0); // 获得全局并发队列
全局并发队列的优先级
p#define DISPATCH_QUEUE_PRIORITY_HIGH 2 // 高
p#define DISPATCH_QUEUE_PRIORITY_DEFAULT 0 // 默认(中)
p#define DISPATCH_QUEUE_PRIORITY_LOW (-2) // 低
p#define DISPATCH_QUEUE_PRIORITY_BACKGROUND INT16_MIN // 后台
暂无