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 set XCPlaygroundPage.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 of NSURLConnection):
import UIKit import PlaygroundSupport let url = URL(string: "http://stackoverflow.com")! URLSession.shared.dataTask(with: url) { data, response, error in guard let data = data, error == nil else { print(error ?? "Unknown error") return } let contents = String(data: data, encoding: .utf8) print(contents!) }.resume() PlaygroundPage.current.needsIndefiniteExecution = true
Or in Swift 2:
import UIKit import XCPlayground let url = NSURL(string: "http://stackoverflow.com") let request = NSURLRequest(URL: url!) NSURLConnection.sendAsynchronousRequest(request, queue: NSOperationQueue.currentQueue()) { response, maybeData, error in if let data = maybeData { let contents = NSString(data:data, encoding:NSUTF8StringEncoding) println(contents) } else { println(error.localizedDescription) } } XCPlaygroundPage.currentPage.needsIndefiniteExecution = true