Understanding UIView.animate and how completion closures work - ios

Is there is a way to interrupt animations in a way that doesn't "cancel" (rewind) them, but rather "fast-forwards" them forcing their completion closures to run earlier than originally planned?
Background:
In IOS, one can "animate a view with duration" and include a completion closure as well... using UIView's static method animate() like this:
class func animate(withDuration: TimeInterval, animations: () -> Void, completion: ((Bool) -> Void)? = nil)
A real-life example might look like EXHIBIT-A here:
// assume we have a UILabel named 'bigLabel'
func animationWeNeedToDo() {
UIView.animate(withDuration: 1, animations: {
self.bigLabel.alpha = 0
}, completion: {
if $0 {
UIView.animate(withDuration: 1, animations: {
self.bigLabel.center.x -= 20
}, completion: {
if $0 {
self.updateMainDisplay()
}
}) }
})
}
So we have a UILabel, bigLabel, that we are first animating to "fade," then we are chaining to yet another animation inside the completion of the first, then yet again in the completion of the second, we run the all-important function, updateMainDisplay().
But this simple example could be much more complex involving many more views. It could be imperative that updateMainDisplay() executes. ;)
The updateMainDisplay() function is important because it "resets" all the views, returning the app to a neutral state similar to when the app is originally started... sort of "re-calibrates" everything.
Anyhoo, the trouble is, if the user does something like push the home button early enough or segue to a new activity (modally, like settings... and then come back) while the animation is taking place, it never completes... and so updateMainDisplay() does not get executed! ...and things get complicated and nasty.
So, how to handle this problem?
Seems like something needs to be done in "onPause()" (I know this isn't Android)... like making sure that the animation is cancelled AND that updateMainDisplay() is executed.
But in order to do that you would have to check for all kinds of boolean states in the "onPause()" method. I would much prefer if there were a way to guarantee that the animation will complete.
So, once again, I'm thinking it would be pretty awesome if there were a way to not cancel the animations, but to "force immediate completion" of all animations.
This is pseudo-code... but is there a way to do something like this:
var myAnimation = (animation) { // EXHIBIT-A from above }
myAnimation.execute()
// if needed:
myAnimation.forceCompletionNow()
Does anyone know if that's possible?
Thanks.

The problem with your code is that you are checking the first argument of the completion closure. That indicates whether the animation finishes or not. And you only run updateMainDisplay() if that is true.
So in fact, the completion handler will be called even if the animation is not finished. It is you that told it to do nothing if the animation does not finish.
To fix this, just remove the if $0 statement.
Now Xcode will show a warning because you did not use the first argument of the closure. To silence this warning, just put _ in at the start of the closure:
{ _ in
// some code
}
Another thing that you can try is CABasicAnimation which does not actually change the view's properties. It animates the CALayers. If you update the view again in some way, the view will have gone back to its original state before the animation. You seem to want to reset everything after the animation finishes so this might be suitable for you.

Related

Swift: feedback when function ends

Let's say I have a ViewController A and a class B.
when I press some button inside A, it calls an IBAction that calls a function B.foo() which returns an Int
B.foo() takes 8~10 seconds to finish and while it runs I'd like to put an Loading... animation on A, and when B.foo() finishes, the animation would stop.
How can I do this? this is an pseudo-code example of what I wish:
#IBAction func buttonPressed(_ sender: UIButton){
UIView.animate(blablabla......)
DO({
self.answer = B.foo()
}, andWhenItFinishesDo: {
self.someone.layer.removeAllAnimation()
})
}
This is a very common problem. One way to solve it would be to use different queues (You can think of them as lines of work that can happen in parallel).
The the basic idea is that once your button is pressed, you show your loading indicator and "dispatch" the long work to a secondary queue, that will operate in the background and do the work. This ensures that your main queue does not block while the work happens and the user interface stays responsive.
The trick is now that you want to get notified when the long work is finished so that you can stop showing the loading indicator (and possibly do even more).
While you actually could use some kind of notification system, there are other, sometimes more appropriate ways. It would actually be even more convenient, if you could just tell the long running function to call you back specifically with code that you provide.
That would be the basic concept of a "completion handler" or "callback".
The whole thing would look something like that:
// Some made up class here
class B {
// This is only static because I do not have an instance of B around.
static func foo(completion: #escaping (Int) -> Void ) {
// The method now does all of its work on a background queue and returns immediately
DispatchQueue.global(qos: .background).async {
// In the background this may take as long as it wants
let result = longCalculation()
// VERY important. The caller of this function might have a certain
// expectation about on which queue the completion handler runs.
// Here I just use the main queue because this is relatively safe.
// You could let the caller provide a queue in the function
// parameters and use it here
DispatchQueue.main.async {
// The completion handler is a function that takes an Int.
// That is exactly what you are providing here
completion(result)
}
}
}
}
#IBAction func buttonPressed(_ sender: UIButton){
self.showLoadingIndicator()
// The foo function now takes a completion handler that gets the result in.
// You have to provide this function here and do something with the result
//
// The completion handler will only be run when the foo function calls it
// (which is after the computation as you can see in the method above.
//
// I am also telling the completion handler here that self should not be
// held on to as the view controller might already have gone away when the
// long calculation finished. The `[weak self]` thingy makes that inside
// your completion handler self is an optional and might be nil (and it
// doesn't hold a strong reference to self, but that's a whole other topic)
B.foo(completion: { [weak self] result in
// Do something with the result
// Since we are called back on the main queue we can also do UI stuff safely
self?.hideLoadingIndicator()
})
}
I hope this helps a bit.
Asynchronous programming can be quite difficult to learn but there are tons of tutorials and examples you can find on this topic.
Hey Hamish you can do this in two simple ways,
First one is using the defer statements provided for functions.
Defer statement block is executed after the functions goes out of scope.
here is a simple example to describe the same.
func print1000000() {
//start displaying the loading indicator
defer {
// hide the loading indicator and move to the next ViewController
let seVC = storyboard?.instantiateViewController(withIdentifier: "SecondVC") as! SecondVC
self.navigationController?.pushViewController(seVC, animated: true)
}
// here goes the task you want to execute such as downloading a file or the one i did here
for index in 0...1000000 {
print(index)
}
}
The above function prints numbers upto 1000000 and then pushes the control to another ViewController
=========================================================================
Second way of doing it is by using closures, as described by Thomas in his answer.

Despite having a delay my function gets executed too quickly

This is my code:
let playableCards = self.allPlayableCardsViews[0].allSubviews.flatMap { $0 as? UIButton }
var counter: Double = 0
for card in playableCards{
UIView.animate(withDuration: 0.3, delay: TimeInterval(counter), options: .init(rawValue: 0), animations: {
card.alpha = 1.0
print("hello")
}, completion: nil)
counter += (3.7/Double(16))
}
Normally in the print line there is a function. This function gets called the amount of loops which of course is good. However I want to add the same delay that is having my card to fade in. Now my function gets called without the delay, causing 16 functions to execute at the exact same time, which is I think weird because I clearly added a delay. I do not want to use completion since the function needs to be executed at the exact same time as the card fades in. How can it be that the card is fading in one after another and the function(print in this example) gets called without delays?
I now see in my debug session 16 times "hello" while the cards are still fading in.
Thank you.
The animation is delayed, but the block can be called at any time to figure out what properties are being animated -- these don't need to be at the same time.
Use a timer to call your function at the same time as the animation will go off. If you want it to be triggered by the animation actually happening, you may be able to use key-value observing (KVO) on the card.alpha property.

addCoordinatedAnimations animation block not running

In tvOS on Xcode 7.3.1, one of the places I use UIFocusAnimationCoordinator's addCoordinatedAnimations function is running the completion before the animation:
if (coordinator != nil) {
var tempDidAnimate: Bool = false // breakpoint 1
coordinator!.addCoordinatedAnimations({
self.myFunctionThatDoesntGetCalled() // breakpoint 2
tempDidAnimate = true
}, completion: {
() in
if tempDidAnimate == false {
print("whaaaat?!??") // breakpoint 3
self.myFunctionThatDoesntGetCalled()
}
})
}
Order of breakpoints being hit is 1, 3. Never 2.
This hacky use of if tempDidAnimate == false does solve the problem, but I don't get why the problem is happening.
Any ideas what could be wrong?
One idea: I'm already inside an addCoordinatedAnimations block in the stack... I don't think so, but the stack is complicated... can't see any way to check that via code.
tl;dr: YES I was already inside an animation block #$&^##$!
Ok, turned out that in my "cleverly" refactored code, I was forgetting that I'm calling an animation block to reset any currently active autolayout animations (by requesting a new animation with duration 0). Then in that completion, my code above is being called... Since I'm officially already inside an animation block, the OS refuses to execute the main animation block above, and skips right to the completion. Don't know if this OS behavior is documented anywhere.

chaining UITableview Updates on main thread

So what i am attempting to do is conceptually very simple however I have not been able to find a solution for it:
I am trying to remove cells from a tableView animated with the:
self.coolTableView?.deleteRowsAtIndexPaths
function, to do this I change the dataSet and perform this action, right after it is done i would like to change the data set again and use:
self.coolTableView?.insertRowsAtIndexPaths
to reflect and animate the second change to the dataset.
The Problem I run into is that if I use:
dispatch_async(dispatch_get_main_queue()) { () -> Void in
//Update tableview
}
they seem to lock each other out, the used memory just keeps skyrocketing and it hangs. I am assuming they are interfering with each other. now my next thought was to change the code to sync so:
dispatch_sync(dispatch_get_main_queue()) { () -> Void in
//Update tableview
}
however the first update hangs and and ceases operation. With the research I have done it sounds like I am putting the execution of the block in the main queue behind my current running application and vuwala, that is why it hangs.
what is the correct way to block execution until I can complete an animation on the main thread so i do not blow up my data source before animations can take place?
The animations in iOS take a block that they can execute when the animation terminates. Try putting operations on coolTableView into a closure (remember about unowned self to not create memory leaks) and pass it as completion closure to your animation.
example:
let someAnimations: () -> Void = {
//some animations
}
let manipulateTableView: (Bool) -> Void = {
isAnimationFinished in
// perform some data manipulation
}
UIView.animateWithDuration(0.5, animations: someAnimations, completion: manipulateTableView)

Run animation until a button is pressed

I am trying to make an app in which animation should run until a button is pressed. I tried to use infinite loop but with that loop my app is not running at all. It is consuming all the memory. I also tried to call the same function again on completion but that process is also consuming 100% of CPU.
Can you please guide me what should i do here?
Scenario is like in the background of the view, animation should run continuously until a button is pressed. Another view will open when the button will be pressed and again another animation will run continuously until some other button is pressed.
Following is my code:
func unlimitedLoop()
{
rotating = true
self.ProcurementSupport.transform = CGAffineTransformMakeTranslation(0, 100)
self.ProcurementSupport.hidden = false
UIView.animateWithDuration(3, delay: 2, usingSpringWithDamping: 2, initialSpringVelocity: 2, options: nil, animations: {
// self.EquipmentSupport.hidden = true
var x:NSTimeInterval = 2
springWithDelay(2, x, {
self.ProcurementSupport.transform = CGAffineTransformMakeTranslation(0,0)
self.EquipmentSupport.transform = CGAffineTransformMakeTranslation(1000,0)
x=x+2
})
springWithDelay(2, x, {
self.EquipmentSupport.transform = CGAffineTransformMakeTranslation(0,100)
x=x+2
})
springWithDelay(2, x, {
self.ProcurementSupport.transform = CGAffineTransformMakeTranslation(1000,0)
self.EquipmentSupport.transform = CGAffineTransformMakeTranslation(0,0)
x=x+2
})
springWithDelay(2, x, {
self.ProcurementSupport.transform = CGAffineTransformMakeTranslation(0, 100)
x=x+2
})
}, completion: {finished in self.unlimitedLoopAgain()})
}
When doing custom animations by creating an infinite loop you need to run this function on a separate thread. Beside the loop itself it best to stop the thread for a small amount of time every frame, for instance call sleep for 1.0/60.0 to get about 60FPS. Another problem that comes up in this approach is that when a new thread changes a parameter on the view system it will most likely call back on the main thread for the view to be refreshed "set needs display". In no case should you create such a function and in it call a built in animation as you did, you need to do the animation yourself.
A better approach is usually using some kind of timer or a display link in your case. This item will trigger every time the display should redraw so it is perfect for your animation. These calls are most usually already on the main thread so you do not need anything else. Again calling a built in animation should be avoided then.
Yet another way would be to use kind of a recursion. Every time you update the animation you call the same update method after some delay time (1.0/60.0) for instance...
Anyway your infinite loop just keeps executing and takes all the processor power but no other method is executed because of it so you can see no result at all. You need a way to let the system perform other methods in between the frames (the update calls) so either stop executing for some period of time after every update or put it on a separate thread. Both of these ways will let the main thread to do other stuff as well.

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