Multithreading 如何在不同的线程上运行函数?
我需要下面的函数在不同的线程上运行。我想我必须使用并发调度队列,但我不知道如何做到这一点,所以我希望得到一些帮助 第一个功能:Multithreading 如何在不同的线程上运行函数?,multithreading,swift,grand-central-dispatch,Multithreading,Swift,Grand Central Dispatch,我需要下面的函数在不同的线程上运行。我想我必须使用并发调度队列,但我不知道如何做到这一点,所以我希望得到一些帮助 第一个功能: func respondToSwipeGesture(sender: UISwipeGestureRecognizer) { switch sender.direction { case UISwipeGestureRecognizerDirection.Left: if self.imageView.t
func respondToSwipeGesture(sender: UISwipeGestureRecognizer) {
switch sender.direction {
case UISwipeGestureRecognizerDirection.Left:
if self.imageView.tag == 1 {
println("1 point!")
} else {
if self.imageView.tag == 5 {
println("1 point!")
} else {
println("Game Over!")
}
}
case UISwipeGestureRecognizerDirection.Down:
if self.imageView.tag == 2 {
println("1 point!")
} else {
if self.imageView.tag == 8 {
println("1 point!")
} else {
println("Game Over!")
}
}
case UISwipeGestureRecognizerDirection.Right:
if self.imageView.tag == 3 {
println("1 point!")
} else {
if self.imageView.tag == 7 {
println("1 point!")
} else {
println("Game Over!")
}
}
case UISwipeGestureRecognizerDirection.Up:
if self.imageView.tag == 4 {
println("1 point!")
} else {
if self.imageView.tag == 6 {
println("1 point!")
} else {
println("Game Over!")
}
}
default:
break
}
@IBAction func handleAttachmentGesture(sender: UIPanGestureRecognizer) {
let location = sender.locationInView(self.view)
let boxLocation = sender.locationInView(self.imageView)
switch sender.state {
case .Began:
println("Your touch start position is \(location)")
println("Start location in image is \(boxLocation)")
// 1
animator.removeAllBehaviors()
// 2
let centerOffset = UIOffset(horizontal: boxLocation.x - imageView.bounds.midX,
vertical: boxLocation.y - imageView.bounds.midY)
attachmentBehavior = UIAttachmentBehavior(item: imageView,
offsetFromCenter: centerOffset, attachedToAnchor: location)
// 3
redSquare.center = attachmentBehavior.anchorPoint
blueSquare.center = location
// 4
animator.addBehavior(attachmentBehavior)
case .Ended:
println("Your touch end position is \(location)")
println("End location in image is \(boxLocation)")
animator.removeAllBehaviors()
// 1
let velocity = sender.velocityInView(view)
let magnitude = sqrt((velocity.x * velocity.x) + (velocity.y * velocity.y))
if magnitude > ThrowingThreshold {
// 2
let pushBehavior = UIPushBehavior(items: [imageView], mode: .Instantaneous)
pushBehavior.pushDirection = CGVector(dx: velocity.x / 10, dy: velocity.y / 10)
pushBehavior.magnitude = magnitude / ThrowingVelocityPadding
self.pushBehavior = pushBehavior
animator.addBehavior(pushBehavior)
// 3
let angle = Int(arc4random_uniform(20)) - 10
itemBehavior = UIDynamicItemBehavior(items: [imageView])
itemBehavior.friction = 0.2
itemBehavior.allowsRotation = true
itemBehavior.addAngularVelocity(CGFloat(angle), forItem: imageView)
animator.addBehavior(itemBehavior)
// 4
let timeOffset = Int64(0.4 * Double(NSEC_PER_SEC))
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, timeOffset), dispatch_get_main_queue()) {
self.resetDemo()
}
} else {
resetDemo()
}
default:
attachmentBehavior.anchorPoint = sender.locationInView(view)
redSquare.center = attachmentBehavior.anchorPoint
}
第二个功能:
func respondToSwipeGesture(sender: UISwipeGestureRecognizer) {
switch sender.direction {
case UISwipeGestureRecognizerDirection.Left:
if self.imageView.tag == 1 {
println("1 point!")
} else {
if self.imageView.tag == 5 {
println("1 point!")
} else {
println("Game Over!")
}
}
case UISwipeGestureRecognizerDirection.Down:
if self.imageView.tag == 2 {
println("1 point!")
} else {
if self.imageView.tag == 8 {
println("1 point!")
} else {
println("Game Over!")
}
}
case UISwipeGestureRecognizerDirection.Right:
if self.imageView.tag == 3 {
println("1 point!")
} else {
if self.imageView.tag == 7 {
println("1 point!")
} else {
println("Game Over!")
}
}
case UISwipeGestureRecognizerDirection.Up:
if self.imageView.tag == 4 {
println("1 point!")
} else {
if self.imageView.tag == 6 {
println("1 point!")
} else {
println("Game Over!")
}
}
default:
break
}
@IBAction func handleAttachmentGesture(sender: UIPanGestureRecognizer) {
let location = sender.locationInView(self.view)
let boxLocation = sender.locationInView(self.imageView)
switch sender.state {
case .Began:
println("Your touch start position is \(location)")
println("Start location in image is \(boxLocation)")
// 1
animator.removeAllBehaviors()
// 2
let centerOffset = UIOffset(horizontal: boxLocation.x - imageView.bounds.midX,
vertical: boxLocation.y - imageView.bounds.midY)
attachmentBehavior = UIAttachmentBehavior(item: imageView,
offsetFromCenter: centerOffset, attachedToAnchor: location)
// 3
redSquare.center = attachmentBehavior.anchorPoint
blueSquare.center = location
// 4
animator.addBehavior(attachmentBehavior)
case .Ended:
println("Your touch end position is \(location)")
println("End location in image is \(boxLocation)")
animator.removeAllBehaviors()
// 1
let velocity = sender.velocityInView(view)
let magnitude = sqrt((velocity.x * velocity.x) + (velocity.y * velocity.y))
if magnitude > ThrowingThreshold {
// 2
let pushBehavior = UIPushBehavior(items: [imageView], mode: .Instantaneous)
pushBehavior.pushDirection = CGVector(dx: velocity.x / 10, dy: velocity.y / 10)
pushBehavior.magnitude = magnitude / ThrowingVelocityPadding
self.pushBehavior = pushBehavior
animator.addBehavior(pushBehavior)
// 3
let angle = Int(arc4random_uniform(20)) - 10
itemBehavior = UIDynamicItemBehavior(items: [imageView])
itemBehavior.friction = 0.2
itemBehavior.allowsRotation = true
itemBehavior.addAngularVelocity(CGFloat(angle), forItem: imageView)
animator.addBehavior(itemBehavior)
// 4
let timeOffset = Int64(0.4 * Double(NSEC_PER_SEC))
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, timeOffset), dispatch_get_main_queue()) {
self.resetDemo()
}
} else {
resetDemo()
}
default:
attachmentBehavior.anchorPoint = sender.locationInView(view)
redSquare.center = attachmentBehavior.anchorPoint
}
不确定您正在尝试做什么(尚未阅读全部代码)。但是,如果您确定需要在不同的队列上运行,下面是一个可能会帮助您的快速示例:
let aCustomQueue = dispatch_queue_create("aCustomQueueLabel", DISPATCH_QUEUE_CONCURRENT)
let anotherCustomQueue = dispatch_queue_create("anotherCustomQueueLabel", DISPATCH_QUEUE_CONCURRENT)
dispatch_async(aCustomQueue) {
for _ in 0...1000 {
NSLog("Hello") // println("Hello") will print char by char
}
}
dispatch_async(anotherCustomQueue) {
for _ in 0...1000 {
NSLog("World") // println("World") will print char by char
}
}
否则,您可能需要查看:
- 中央总调度(GCD)参考:
- Ray Wenderlich GCD:
UIImageView
和一个滑动检测器功能,它println
“游戏结束”或“1分”取决于用户滑动的方式。每当我添加其中一个函数时,println函数将不起作用,但使UIImageView
可拖动的函数起作用。我没有收到任何错误消息。函数就是不响应。我想他们必须在不同的线程上被调用,但如果你说那没有任何意义,我不知道该怎么做了。谢谢!这正是我要找的!