Many Cocoa and CocoaTouch methods have completion callbacks implemented as blocks in Objective-C and Closures in Swift. However, when trying these out in Playground, the completion is never called. For example:
// Playground - noun: a place where people can play
import Cocoa
import XCPlayground
let url = NSURL(string: "http://stackoverflow.com")
let request = NSURLRequest(URL: url)
NSURLConnection.sendAsynchronousRequest(request, queue:NSOperationQueue.currentQueue() {
response, maybeData, error in
// This block never gets called?
if let data = maybeData {
let contents = NSString(data:data, encoding:NSUTF8StringEncoding)
println(contents)
} else {
println(error.localizedDescription)
}
}
I can see the console output in my Playground timeline, but the println
in my completion block are never called...
The reason the callbacks are not called is because the RunLoop isn't running in Playground (or in REPL mode for that matter).
A somewhat janky, but effective, way to make the callbacks operate is with a flag and then manually iterating on the runloop:
This pattern has often been used in Unit Tests which need to test async callbacks, for example: Pattern for unit testing async queue that calls main queue on completion
Swift 3, xcode 8, iOS 10
Notes:
Tell the compiler that the playground file requires "indefinite execution"
Manually terminate execution via a call to
PlaygroundSupport.current.completeExecution()
within your completion handler.You may run into problems with the cache directory and to resolve this you will need to manually re-instantiate the UICache.shared singleton.
Example:
As of XCode 7.1,
XCPSetExecutionShouldContinueIndefinitely()
is deprecated. The correct way to do this now is to first request indefinite execution as a property of the current page:…then indicate when execution has finished with:
For example:
This API changed again in Xcode 8 and it was moved to the
PlaygroundSupport
:This change was mentioned in Session 213 at WWDC 2016.
While you can run a run loop manually (or, for asynchronous code that doesn't require a run loop, use other waiting methods like dispatch semaphores), the "built-in" way we provide in playgrounds to wait for asynchronous work is to import the
XCPlayground
framework and setXCPlaygroundPage.currentPage.needsIndefiniteExecution = true
. If this property has been set, when your top level playground source finishes, instead of stopping the playground there we will continue to spin the main run loop, so asynchronous code has a chance to run. We will eventually terminate the playground after a timeout which defaults to 30 seconds, but which can be configured if you open the assistant editor and show the timeline assistant; the timeout is in the lower-right.For example, in Swift 3 (using
URLSession
instead ofNSURLConnection
):Or in Swift 2:
The new APIs as for XCode8, Swift3 and iOS 10 are,