yeah you can use a secondary thread, and do a lot of work OR you could use things that apple gives us.
NSURLDownload, doesn't "lag" your main thread, You spawn it with a method and you set a endSelector, the endSelector will get called when the download is done.
Spawning a secondary thread for this is not really what you should do.
here you got some code from my app wich does it work perfectly without giving a beach ball of doom.
- (void)downloadAvatar:(NSString *)URL{
NSURL *url = [[NSURL alloc] initWithString:URL];
NSURLRequest *request = [[NSURLRequest alloc] initWithURL:url];
[url release];
NSURLDownload *download = [[NSURLDownload alloc] initWithRequest:request delegate:self];
NSString *path = [[NSString alloc] initWithFormat:@"%@data/%@.jpg",[[BFAppSupport defaultSupport] bfFolderPath],[[xfSession loginIdentity] userName]];
[download setDestination:path allowOverwrite:YES];
[download release];
[path release];
[request release];
}
- (void)downloadDidFinish:(NSURLDownload *)download{
NSString *path = [[NSString alloc] initWithFormat:@"%@data/%@.jpg",[[BFAppSupport defaultSupport] bfFolderPath],[[xfSession loginIdentity] userName]];
NSData *imageData = [[NSData alloc] initWithContentsOfFile:path];
if( [imageData length] < 10 ){
[self performSelector:@selector(downloadAvatar:) withObject:@"http://media.xfire.com/xfire/xf/images/avatars/gallery/default/xfire160.jpg" afterDelay:0.0];
[imageData release];
[path release];
return;
}
NSImage *theImage = [[NSImage alloc] initWithData:imageData];
[imageData release];
[path release];
[yourImage setImage:theImage];
[theImage release];
}
- (void)download:(NSURLDownload *)aDownload didFailWithError:(NSError *)error{
NSLog(@"Avatar url download failed");
}
The code is a bit ugly, but its not hard to change it as you got the 3 things you need, the method that starts the download and 2 that handle or an error or the finish.
You can also use autoreleased objects some more, but in terms of performance I like using it without autoreleased objects when I can.