RunLoop vs DispatchQueue as Scheduler RunLoop vs DispatchQueue as Scheduler swift swift

RunLoop vs DispatchQueue as Scheduler


There actually is a big difference between using RunLoop.main as a Scheduler and using DispatchQueue.main as a Scheduler:

  • RunLoop.main runs callbacks only when the main run loop is running in the .default mode, which is not the mode used when tracking touch and mouse events.
  • DispatchQueue.main runs callbacks in all of the .common modes, which include the modes used when tracking touch and mouse events.

Details

We can see the implementation of RunLoop's conformance to Scheduler in Schedulers+RunLoop.swift. In particular, here's how it implements schedule(options:_:):

    public func schedule(options: SchedulerOptions?,                         _ action: @escaping () -> Void) {        self.perform(action)    }

This uses the RunLoop perform(_:) method, which is the Objective-C method -[NSRunLoop performBlock:]. The performBlock: method schedules the block to run in the default run loop mode only. (This is not documented.)

UIKit and AppKit run the run loop in the default mode when idle. But, in particular, when tracking a user interaction (like a touch or a mouse button press), they run the run loop in a different, non-default mode. So a Combine pipeline that uses receive(on: RunLoop.main) will not deliver signals while the user is touching or dragging.

We can see the implementation of DispatchQueue's conformance to Scheduler in Schedulers+DispatchQueue.swift. Here's how it implements schedule(options:_:):

    public func schedule(options: SchedulerOptions?, _ action: @escaping () -> Void) {        let qos = options?.qos ?? .unspecified        let flags = options?.flags ?? []                if let group = options?.group {            // Distinguish on the group because it appears to not be a call-through like the others. This may need to be adjusted.            self.async(group: group, qos: qos, flags: flags, execute: action)        } else {            self.async(qos: qos, flags: flags, execute: action)        }    }

So the block gets added to the queue using a standard GCD method, async(group:qos:flags:execute:). Under what circumstances are blocks on the main queue executed? In a normal UIKit or AppKit app, the main run loop is responsible for draining the main queue. We can find the run loop implementation in CFRunLoop.c. The important function is __CFRunLoopRun, which is much too big to quote in its entirety. Here are the lines of interest:

#if __HAS_DISPATCH__    __CFPort dispatchPort = CFPORT_NULL;    Boolean libdispatchQSafe =        pthread_main_np()        && (            (HANDLE_DISPATCH_ON_BASE_INVOCATION_ONLY && NULL == previousMode)           || (!HANDLE_DISPATCH_ON_BASE_INVOCATION_ONLY && 0 == _CFGetTSD(__CFTSDKeyIsInGCDMainQ))        );    if (        libdispatchQSafe        && (CFRunLoopGetMain() == rl)        && CFSetContainsValue(rl->_commonModes, rlm->_name)    )        dispatchPort = _dispatch_get_main_queue_port_4CF();#endif

(I have wrapped the original source lines for readability.) Here's what that code does: if it's safe to drain the main queue, and it's the main run loop, and it's a .common mode, then CFRunLoopRun will check for the main queue being ready to drain. Otherwise, it will not check and so it will not drain the main queue.

The .common modes include the tracking modes. So a Combine pipeline that uses receive(on: DispatchQueue.main) will deliver signals while the user is touching or dragging.


I saw the response posted by Roy and thought I could use them interchangeably, but I actually noticed a big difference in my app.

I was loading an image asyncronously in a custom table view cell.Using RunLoop.main would block images from loading as long as the table view was scrolling.

  subscriber = NetworkController.fetchImage(url: searchResult.artworkURL)    .receive(on: RunLoop.main)    .replaceError(with: #imageLiteral(resourceName: "PlaceholderArtwork"))    .assign(to: \.image, on: artworkImageView)

But switching to DispatchQueue.main allowed the images to load while it was scrolling.

  subscriber = NetworkController.fetchImage(url: searchResult.artworkURL)    .receive(on: DispatchQueue.main)    .replaceError(with: #imageLiteral(resourceName: "PlaceholderArtwork"))    .assign(to: \.image, on: artworkImageView)


I've posted the similar question on the Swift Forum. I encourage you to see the discussion https://forums.swift.org/t/runloop-main-or-dispatchqueue-main-when-using-combine-scheduler/26635.

I just copy and paste the answer from Philippe_Hausler

RunLoop.main as a Scheduler ends up calling RunLoop.main.perform whereas DispatchQueue.main calls DispatchQueue.main.async to do work, for practical purposes they are nearly isomorphic. The only real differential is that the RunLoop call ends up being executed in a different spot in the RunLoop callouts whereas the DispatchQueue variant will perhaps execute immediately if optimizations in libdispatch kick in. In reality you should never really see a difference tween the two.

RunLoop should be when you have a dedicated thread with a RunLoop running, DispatchQueue can be any queue scenario (and for the record please avoid running RunLoops in DispatchQueues, it causes some really gnarly resource usage...). Also it is worth noting that the DispatchQueue used as a scheduler must always be serial to adhere to the contracts of Combine's operators.