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zuosong 提交于 2019-03-12 15:13 . 2019-03-12 15:13:57
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kaelinda
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<h1>OC 多线程之 GCD知识从基础到进阶 (1)</h1>
<div class="a-content">
<div class="a-content-text">
<h2 id="toc_0">概念认知</h2>
<p>基本概念:</p>
<ul>
<li><p>GCD 全称 (Grand Center Dispatch),翻译成通俗中文“牛B的中心调度机制”</p></li>
<li><p>线程:执行任务调度的最小单位</p></li>
<li><p>任务:就是一段代码,GCD中就是block中的内容。执行任务有两种方式:同步执行(sync)和异步执行(async)。两者的主要区别是:是否等待队列的任务执行结束,以及是否具备开启新线程的能力</p></li>
<li><p>队列:用来存放任务的线性结构,采用 FIFO(先进先出)的原则。</p></li>
</ul>
</div>
</div>
</a>
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<div class="more-left left">
<a href="15261167596297.html">Read more</a>&nbsp;&nbsp;
<span class="date">2018/5/12</span>
<span>posted in&nbsp;</span>
<span class="posted-in"><a href='ios.html'>iOS</a></span>
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<h1>OC中的各种遍历</h1>
<div class="a-content">
<div class="a-content-text">
<blockquote>
<p>iOS开发中我们经常遇到各种的数据处理,所以就会经常遇到数组遍历 和 字典遍历。但是不同的遍历方式,效率不同,并且还有不同的限制。</p>
</blockquote>
<p>首先把数据源准备好:</p>
<pre><code class="language-text">_dataSource = [NSMutableArray array];
_dataDic = [NSMutableDictionary dictionary];
for (int i=0; i&lt;5; i++) {
[_dataSource addObject:@(i)];
[_dataDic setObject:@(i) forKey:[NSString stringWithFormat:@&quot;我是第%d个Item&quot;,i]];
}
</code></pre>
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<a href="15257437237715.html">Read more</a>&nbsp;&nbsp;
<span class="date">2018/5/8</span>
<span>posted in&nbsp;</span>
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<h1>多线程 之 NSThread</h1>
<div class="a-content">
<div class="a-content-text">
<h2 id="toc_0">基本使用</h2>
<h2 id="toc_1">基本知识点学习笔记</h2>
<ul>
<li>新创建的线程放到了内存的<code>可调度线程池内</code></li>
<li>线程关系:
<img src="https://ws1.sinaimg.cn/large/006tKfTcly1fqyaf1gkuvj31gm0nmx2b.jpg" alt=""/></li>
<li></li>
</ul>
</div>
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<span class="date">2018/5/3</span>
<span>posted in&nbsp;</span>
<span class="posted-in"><a href='ios.html'>iOS</a></span>
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<h1>音视频学习笔记 1</h1>
<div class="a-content">
<div class="a-content-text">
<h2 id="toc_0">音视频概念</h2>
<h3 id="toc_1">声音的物理性质</h3>
<ul>
<li>声波三要素:频率、振幅、波形</li>
<li>人耳听到的频率范围 20Hz-20KHz</li>
<li><p>声音在空气中的传播速度 340m/s、蒸馏水中1497m/s、铁棒5200m/s</p></li>
<li><p>一般声音的采样频率为 44.1KHz---&gt; 一秒钟采样44100次,这样 20KHz的频率也能被数字化</p></li>
<li><p>音频的裸数据格式 脉冲编码调制 PCM (Pluse Code Modulation)</p></li>
<li><p>PCM 相关概念:量化格式、采样频率、声道数</p></li>
</ul>
<h3 id="toc_2">音频编码</h3>
<p>音频压缩编码算法有:PCM、WAV、AAC、MP3、Ogg。</p>
<ul>
<li>WAV:音频质量好,大多数软件都支持,但是占用空间大;适合当做多媒体开发的中间文件,保存音乐、音效素材</li>
<li>MP3:不错的压缩比,LAME编码中高码率文件。音质在128Kbit/s 以上表现不错,压缩比高,大多数软件都支持。适合高比特率下对兼容性有要求的音乐欣赏。</li>
<li>AAC:包括LC-AAC、HE-AAC、HE-AAC v2,小于128Kbit/s表现优异。</li>
</ul>
<table>
<thead>
<tr>
<th style="text-align: center">LC-AAC</th>
<th style="text-align: center">HE-AAC</th>
<th style="text-align: center">HE-AAC v2</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: center">中高码率&gt;80Kbit/s</td>
<td style="text-align: center">中低码率&lt;=80Kbit/s</td>
<td style="text-align: center">低码率&lt;48Kbit/s</td>
</tr>
</tbody>
</table>
</div>
</div>
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<span class="date">2018/4/12</span>
<span>posted in&nbsp;</span>
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<h1>疯狂iOS讲义笔记 1</h1>
<div class="a-content">
<div class="a-content-text">
<h2 id="toc_0">多点触摸与 手势检测</h2>
<h3 id="toc_1">响应者链</h3>
<ul>
<li>响应者链:第一响应者 ---&gt; 第一响应者的视图控制器 ---&gt; 父控制器(如果有的话)---&gt; UIWindow ---&gt; UIApplication ---&gt; 应用程序委托对象</li>
<li>手势交互触发事件的过程,iOS系统遍历视图的时候 是 深度遍历 还是 广度遍历?</li>
</ul>
<p>事件的传递:是广度遍历<br/>
事件的响应:深度遍历</p>
</div>
</div>
</a>
<div class="read-more clearfix">
<div class="more-left left">
<span class="date">2018/4/10</span>
<span>posted in&nbsp;</span>
<span class="posted-in"><a href='ios.html'>iOS</a></span>
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<h1>iOS GCD&&多线程</h1>
<div class="a-content">
<div class="a-content-text">
<h2 id="toc_0">基础篇</h2>
<h3 id="toc_1">GCD用途</h3>
<blockquote>
<p>GCD 是 Grand Central Dispatch 的缩写。</p>
</blockquote>
<ul>
<li>GCD 可用于多核的并行运算</li>
<li>GCD 会自动利用更多的 CPU 内核(比如双核、四核)</li>
<li>GCD 会自动管理线程的生命周期(创建线程、调度任务、销毁线程)</li>
<li>程序员只需要告诉 GCD 想要执行什么任务,不需要编写任何线程管理代码</li>
</ul>
</div>
</div>
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<a href="15222179789382.html">Read more</a>&nbsp;&nbsp;
<span class="date">2018/3/28</span>
<span>posted in&nbsp;</span>
<span class="posted-in"><a href='ios.html'>iOS</a></span>
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<a class="clearlink" href="15200726964422.html">
<h1>iOS Block 知识点拾遗</h1>
<div class="a-content">
<div class="a-content-text">
<ol>
<li><p>Block为什么要用copy</p>
<ul>
<li>block在创建的时候默认分配的内存是在栈上,而不是在堆上。这样的话其本身的作用域是属于创建时候的作用域,一旦在创建的作用域之外调用就会导致程序的崩溃。所以使用了copy将其拷贝到堆内存上。</li>
<li>block创建在栈上,而block的代码中可能会用到本地的一些变量,在栈上可能随时会被系统释放掉,只有将其拷贝到堆上,才能一直保持Block的存在,并用这些外部变量</li>
</ul></li>
<li><p>Block为什么不用retain</p>
<ul>
<li>retain只是增加了一次引用计数,block的内存还是在栈上,并没有存在堆上,存在栈上的block可能随时被系统回收</li>
</ul></li>
<li><p>为什么进入block中的对象引用计数需要自动加1?</p>
<ul>
<li>Block执行的是回调,因此block并不知道其中的对象obj创建后会在什么时候被释放,为了不在block使用obj之前,对象已经被释放,block就retain了obj一次</li>
</ul></li>
<li><p>block和函数的关系</p>
<ul>
<li>Block的使用很<strong>像函数指针</strong>,不过与函数最大的不同是Block可以访问函数以外、词法作用域以内的外部变量的值。换句话说,Block不仅 实现函数的功能,还能<strong>携带函数的执行环境</strong></li>
<li>函数指针 <code>void(*fun)(int)</code></li>
<li>block <code>void(^fun)(int)</code></li>
</ul></li>
<li><p>block本质(对于block的理解)<a href="https://www.cnblogs.com/yoon/p/4953618.html">请查阅Block实现原理</a></p>
<ul>
<li>block实际上是: 指向结构体的指针</li>
<li>编译器会将block的内部代码生成对应的函数</li>
</ul></li>
<li><p>对于基本数据类型,进入到block中会被当做常量处理。对象 retain 会一次</p>
</div>
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<span class="date">2018/3/3</span>
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<h1>iOS 离屏渲染</h1>
<div class="a-content">
<div class="a-content-text">
<h2 id="toc_0">触发方式</h2>
<p>设置以下方式会触发离屏渲染:</p>
<ul>
<li>shouldRasterize(光栅化)</li>
<li>masks(遮罩)</li>
<li>shadows(阴影)</li>
<li>edge antialiasing(抗锯齿)</li>
<li>group opacity(不透明)</li>
<li>复杂形状设置圆角等</li>
<li>渐变 </li>
</ul>
</div>
</div>
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<span class="date">2018/3/3</span>
<span>posted in&nbsp;</span>
<span class="posted-in"><a href='ios.html'>iOS</a></span>
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<h1>iOS 面试题总结</h1>
<div class="a-content">
<div class="a-content-text">
<h2 id="toc_0">基础篇</h2>
<h3 id="toc_1">内存管理 :assign copy strong weak...</h3>
<ul>
<li>简述OC中内存管理机制,与retain配对使用的方法是dealloc还是release,为什么?</li>
</ul>
<blockquote>
<p>管理机制:<br/>
使用了一种叫做 <strong>引用计数</strong> 的机制来管理内存中的对象。OC中每个对象都对应着他们自己的引用计数,引用计数可以理解为一个整数计数器,当使用alloc方法创建对象的时候,持有计数会自动设置为1。当你向一个对象发送retain消息 时,持有计数数值会增加1。相反,当你像一个对象发送release消息时,持有计数数值会减小1。当对象的持有计数变为0的时候,对象会释放自己所占用的内存</p>
</blockquote>
<ul>
<li><p>修饰词的作用</p>
<ul>
<li>retain(引用计数加1)-&gt;release(引用计数减1)</li>
<li>alloc(申请内存空间)-&gt;dealloc(释放内存空间)</li>
<li>readwrite: 表示既有getter,也有setter (默认)</li>
<li>readonly: 表示只有getter,没有setter</li>
<li>nonatomic:不考虑线程安全</li>
<li>atomic:线程操作安全 (默认)</li>
<li>retain: release旧的对象,将旧对象的值赋予输入对象,再提高输入对象的索引计数为1</li>
<li>assign: 简单赋值,不更改索引计数 (默认)</li>
<li>copy: 其实是建立了一个相同的对象,地址不同(retain:指针拷贝 copy:内容拷贝)</li>
<li>strong:(ARC下的)和(MRC)retain一样 (默认)</li>
<li>weak:(ARC下的)和(MRC)assign一样, weak当指向的内存释放掉后自动nil化,防止野指针</li>
<li>unsafe_unretained 声明一个弱引用,但是不会自动nil化,也就是说,如果所指向的内存区域被释放了,这个指针就是一个野指针了。
autoreleasing 用来修饰一个函数的参数,这个参数会在函数返回的时候被自动释放。<br/>
### .类变量的@protected ,@private,@public,@package,声明各有什么含义?</li>
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