Why UITableView reloadData can not in animate block? - ios

Before, I don't know why, when I reloadData my tableVIew, it takes a very long time.
I have test Log to prove, shows the slow is not because the network:
2016-12-29 14:50:20.958 Eee[1572:25220] lml-info-vc-test-net-began
2016-12-29 14:50:20.958 Eee[1572:25220] lml-info-vc-test-net-end
2016-12-29 14:50:20.972 Eee[1572:25220] lml-info-vc-test-net-animations-reloadData-bigin
2016-12-29 14:50:34.870 Eee[1572:25220] lml-info-vc-test-net-animations-reloadData-end
As we see, the net-began and net-end takes very little time.
But the reloadData-bigin and reloadData-end takes a long time, so I searched the SO, what did the reloadData do? I want to know deeply, not simple answer, I searched always is simple answer, not analyse in depth.
My reloadData code:
//[self.pre_tableView reloadData];
[UIView animateWithDuration:0 animations:^{
NSLog(#"lml-info-vc-test-net-animations-reloadData-bigin");
[self.pre_tableView reloadData];
NSLog(#"lml-info-vc-test-net-animations-reloadData-end");
} completion:^(BOOL finished) {
//Do something after that...
[_pre_tableView.mj_footer endRefreshing];
[_pre_tableView.mj_header endRefreshing];
}];
I use animation block, and in the completionHadler to end the refreshing.
I also searched the apple docs for reloadData
In the Discussion:
Call this method to reload all the data that is used to construct the table, including cells, section headers and footers, index arrays, and so on. For efficiency, the table view redisplays only those rows that are visible. It adjusts offsets if the table shrinks as a result of the reload. The table view’s delegate or data source calls this method when it wants the table view to completely reload its data. It should not be called in the methods that insert or delete rows, especially within an animation block implemented with calls to beginUpdates and endUpdates.
Attention
With the attentive sentence:
It should not be called in the methods that insert or delete rows, especially within an animation block
Well! It means I should not in my UIView's animateWithDuration method to reloadData, so I replace my code to below:
[self.pre_tableView reloadData];
[_pre_tableView.mj_footer endRefreshing];
[_pre_tableView.mj_header endRefreshing];
Now it is not slow any more. Very happy, I find the reason.
But, I just want to know why, why can not put reloadData method in animation block ?
And it reloadData did not fail, even takes a long time, in the animate block happens what? then it takes so many time here?
Edit -1
My additional code is below:
- (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section {
return self.pre_dataSource.count;
}
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:info_TableIdentifier];
if (cell == nil) {
cell = [[LMLAgricultureTechCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:info_TableIdentifier];
}
//NSLog(#"lml-info-vc-test-cellSetModel-began");
((LMLAgricultureTechCell *)cell).model = self.pre_dataSource[indexPath.row];
//NSLog(#"lml-info-vc-test-cellSetModel-end");
((LMLAgricultureTechCell *)cell).indexPath = indexPath;
((LMLAgricultureTechCell *)cell).delegate = self;
((LMLAgricultureTechCell *)cell).photo_view.delegate = self;
return cell;
}
- (CGFloat)tableView:(UITableView *)tableView heightForRowAtIndexPath:(NSIndexPath *)indexPath
{
// >>>>>>>>>>>>>>>>>>>>> * cell自适应 * >>>>>>>>>>>>>>>>>>>>>>>>
id model;
model = self.pre_dataSource[indexPath.row];
return [self.pre_tableView cellHeightForIndexPath:indexPath model:model keyPath:#"model" cellClass:[LMLAgricultureTechCell class] contentViewWidth:[self cellContentViewWith]];
}

UIView.animateWithDuration... methods can only animate values that are animatable. Although it sometimes feels like magic - it's not really...
reloadData is an async method that can not be handled by the animate block the be animated.
If you want to animate the transition you can either use insert/delete/moveRows or use the transitionWithView method of UIView. This method would render the view off-screen completely as it will look after all the changes you put in it's block, than animate transit between the current state of the view and the newly rendered view. The animation itself depends on the options you deliver, and you probably want to use UIViewAnimationOptionsTransitionCrossDissolve.
[UIView transitionWithView:self.pre_tableView
duration:0.3
options:UIViewAnimationOptionsTransitionCrossDissolve
animations: ^{
[self.pre_tableView reloadData];
} completion: ^(BOOL finished) {
...
}];

Related

UITableView crash if I delete rows too fast

I have an app with a UITableView which can delete cells using a row action. However, if I do two in quick succession, the app crashes with a BAD_EXEC.
The problem is clearly timing related. I'm asking the table to do something else before it's quite finished with the old. It could be the animations or it could be the removal of cells.
Either way, calling reloadData on the tableview before I start seems to fix it. There are two problems with this solution.
Firstly, reloadData interferes with some of the niceness of the usual row removal animations. It's no biggie but I'd prefer it with all animations intact.
Secondly, I still don't fully understand what's happening.
Can any one help me understand and/or suggest a better solution?
Here's the code...
-(void) rowActionPressedInIndexPath: (NSIndexPath *)indexPath timing:(Timing) doTaskWhen
{
[self.tableView reloadData]; // This is my current solution
[self.tableView beginUpdates];
ToDoTask *toDo = [self removeTaskFromTableViewAtIndexPath:indexPath];
toDo.timing = doTaskWhen; // Just some data model updating. Has no effect on anything else here.
[self.tableView endUpdates];
}
removeTaskFromTableView is mostly code to work out if I need to delete an entire section or a row. I've confirmed the app makes the right choice and the bug works either way so the only relevant line from the method is...
[self.tableView deleteRowsAtIndexPaths:#[indexPath] withRowAnimation:UITableViewRowAnimationLeft];
Edit: I have noticed that the standard delete row action provided by the system does not allow me to move that fast. There is an in-built delay which (presumably) prevents this exact problem.
-(void) rowActionPressedInIndexPath: (NSIndexPath *)indexPath timing:(Timing) doTaskWhen
{
// [self.tableView reloadData]; // This is my current solution
[self.tableView beginUpdates];
ToDoTask *toDo = [self removeTaskFromTableViewAtIndexPath:indexPath];
toDo.timing = doTaskWhen; // Just some data model updating. Has no effect on anything else here.
[self.tableView endUpdates];
}
Or try to reload table view in main thread.

Flash scroll indicators of UICollectionView after changing data source

I'm swapping out the data being displayed in my collection view by changing the datasource. This is being done as part of a tab-like interface. When the new data loads, I would like to flash the scroll indicators to tell the user that there's more data outside of the viewport.
Immediately
Doing so immediately doesn't work because the collection view hasn't loaded the data yet:
collectionView.dataSource = dataSource2;
[collectionView flashScrollIndicators]; // dataSource2 isn't loaded yet
dispatch_async
Dispatching the flashScrollIndicators call later doesn't work either:
collectionView.dataSource = dataSource2;
dispatch_async(dispatch_get_main_queue(), ^{
[collectionView flashScrollIndicators]; // dataSource2 still isn't loaded
});
performSelector:withObject:afterDelay:
Executing the flashScrollIndicators after a timed delay does work (I saw it somewhere else on SO), but leads to a bit of lag with the scroll indicators being shown. I could decrease the delay, but it seems like it'll just leads to a race condition:
collectionView.dataSource = dataSource2;
[collectionView performSelector:#selector(flashScrollIndicators) withObject:nil afterDelay:0.5];
Is there a callback that I can hook on to to flash the scroll indicators as soon as the collection view has picked up on the new data and resized the content view?
Subclassing UICollectionView and overriding layoutSubviews can be a solution. You can call [self flashScrollIndicators] on the collection. Problem is that layoutSubviews gets called in multiple scenarios.
Initially when collection is created and datasource is assigned.
On scrolling, cells which go beyond the viewport get re-used & re-layout.
Explicitly change frame/reload the collection.
Workaround to this can be, keeping a BOOL property which will be made YES only when reloading datasource, otherwise will remain NO. Thus flashing of scroll bars will happen explicitly only when reloading collection.
In terms of source code,
MyCollection.h
#import <UIKit/UIKit.h>
#interface MyCollection : UICollectionView
#property (nonatomic,assign) BOOL reloadFlag;
#end
MyCollection.m
#import "MyCollection.h"
#implementation MyCollection
- (void) layoutSubviews {
[super layoutSubviews];
if(_reloadFlag) {
[self flashScrollIndicators];
_reloadFlag=NO;
}
}
Usage should be
self.collection.reloadFlag = YES;
self.collection.dataSource = self;
Put your call to flashScrollIndicators inside UICollectionViewLayout's method -finalizeCollectionViewUpdates.
From Apple's documentation:
"... This method is called within the animation block used to perform all of the insertion, deletion, and move animations so you can create additional animations using this method as needed. Otherwise, you can use it to perform any last minute tasks associated with managing your layout object’s state information."
Hope this helps!
Edit:
Ok, I got it. Since you mentioned the finalizeCollectionViewUpdates method was not being called I decided to try it myself. And you're right. The problem is (sorry I didn't notice this earlier) that method is only called after you update the Collection View (insert, delete, move a cell, for example). So in this case it doesn't work for you. So, I have a new solution; it involves using UICollectionView's method indexPathsForVisibleItems inside UICollectionViewDataSource's method collectionView:cellForItemAtIndexPath:
Every time you hand a new UICollectionViewCell to your collection view, check if it is the last of the visible cells by using [[self.collectionView indexPathsForVisibleItems] lastObject]. You will also need a BOOL ivar to decide if you should flash the indicators. Every time you change your dataSource set the flag to YES.
- (UICollectionViewCell *)collectionView:(UICollectionView *)cv cellForItemAtIndexPath:(NSIndexPath *)indexPath {
UICollectionViewCell *cell = [cv dequeueReusableCellWithReuseIdentifier:#"MyCell" forIndexPath:indexPath];
cell.backgroundColor = [UIColor whiteColor];
NSIndexPath *iP = [[self.collectionView indexPathsForVisibleItems] lastObject];
if (iP.section == indexPath.section && iP.row == indexPath.row && self.flashScrollIndicators) {
self.flashScrollIndicators = NO;
[self.collectionView flashScrollIndicators];
}
return cell;
}
I tried this approach and it's working for me.
Hope it helps!

uicollectionview select an item immediately after reloaddata?

After calling -[UICollectionView reloadData] it takes some time for cells to be displayed, so selecting an item immediately after calling reloadData does not work. Is there a way to select an item immediately after reloadData?
Along the lines of this answer I found that calling layoutIfNeeded after reloadData seemed to effectively 'flush' the reload before I do other things to the collectionView:
[self.collectionView reloadData];
[self.collectionView layoutIfNeeded];
...
On the page I found this solution, some commenters indicated it didn't work for them on iOS 9, but it's been fine for me so your mileage may vary.
The Swift way:
let selected = collectionView.indexPathsForSelectedItems()
collectionView.performBatchUpdates({ [weak self] in
self?.collectionView.reloadSections(NSIndexSet(index: 0))
}) { completed -> Void in
selected?.forEach { [weak self] indexPath in
self?.collectionView.selectItemAtIndexPath(indexPath, animated: false, scrollPosition: [])
}
}
I'm handling selection of cells in collectionView: cellForItemAtIndexPath:. The problem I found was that if the cell didn't exist, simply calling selectItemAtIndexPath: animated: scrollPosition: wouldn't actually select the item.
Instead you have to do:
cell.selected = YES;
[m_collectionView selectItemAtIndexPath:indexPath animated:NO scrollPosition:UICollectionViewScrollPositionNone];
Don't use reloadData
Use - (void)performBatchUpdates:(void (^)(void))updates completion:(void (^)(BOOL finished))completion instead. The completion block is executed after animations for cell insertion/deletion etc. have completed. You can put the call to reloadData in the (void (^)(void))updates block
Apple says:
You should not call this method in the middle of animation blocks
where items are being inserted or deleted. Insertions and deletions
automatically cause the table’s data to be updated appropriately.
In fact, you should not call this method in the middle of any animation (including UICollectionView in the scrolling).
So, you can use:
[self.collectionView setContentOffset:CGPointZero animated:NO];
[self.collectionView performSelectorOnMainThread:#selector(reloadData) withObject:nil waitUntilDone:NO];
or mark sure not any animation, and then call reloadData;
or
[self.collectionView performBatchUpdates:^{
//insert, delete, reload, or move operations
} completion:nil];
Hope this is helpful to you.
Make sure you're calling reloadData on the main thread. That could be the cause for the delay in your cell updates.
I handled it on the willDisplayCell colelctionView delegate. The idea: A temp variable is needed to specify the initial scrolling has performed already or not (scrollIsRequired). When the last visible cell will display, than we can scroll to the required cell and set this variable to avoid scrolling again.
- (void)collectionView:(UICollectionView *)collectionView willDisplayCell:(UICollectionViewCell *)cell forItemAtIndexPath:(NSIndexPath *)indexPath{
//Perform any configuration
if (CGRectGetMaxX(collectionView.frame) <= CGRectGetMaxX(cell.frame)) {
// Last visible cell
if (self.scrollIsRequired) {
[self.collectionView selectItemAtIndexPath:[NSIndexPath indexPathForItem:self.initiallySelectedRepresentativeVerse inSection:0] animated:YES scrollPosition:UICollectionViewScrollPositionLeft];
self.scrollIsRequired = NO;
}
}
}
It has worked for me like a charm.
This is what worked for me:
I kept a reference of the selected index path and overide the reloadData function:
override func reloadData() {
super.reloadData()
self.selectItem(at: self.selectedIndexPath, animated: false, scrollPosition: UICollectionViewScrollPosition())
}
I tried doing it using indexPathForSelectedItems, but it was creating an infinite loop on collection view load.
create a method that does the selection and call it using performSelector after calling reload e.g;
[self performSelector:#selector(selectIt) withObject:self afterDelay:0.1];

Uitableview cell changes value when scrolling

The code below is creating a search for many strings. Initially there are 5 rows, when you reach row five, it adds another row. Instead of just directly editing the row, i load a filter controller (another view controller that as you type it completes words for you). When the user finishes finding a word he clicks it and comes back to this view controller. Now i want to fill the cell that was originally tapped with the text from the filter.
I tried asking earlier and didn't get any concrete answers.
I am running into a problem where when i scroll (after adding a new row), it starts filling in those rows with info already in the table, (as opposed to staying blank)
Please help me where i am going wrong
//global indexpath to remember which cell tapped
NSIndexPath *globalPath;
#interface SearchViewController ()
#end
#implementation SearchViewController
//Load implementation once per launch
- (void)viewDidLoad
{
[super viewDidLoad];
[self linkInputTableToDelegate];
_temporaryResultsArray =[[NSMutableArray alloc]init];
_flurryArray=[[NSMutableArray alloc]init];
_numberOfSections=6;
}
-(void)viewWillAppear:(BOOL)animated{
[super viewWillAppear:NO];
[InputTable reloadData];
textFromUserDefaults=[[[HelperMethods alloc]init]getObjectUserDefault:#"textFiltered"];
[self addTextToFlurryArrayForFlurryAndSavedLists:_textFromUserDefaults];
}
-(void)viewDidDisappear:(BOOL)animated{
}
- (IBAction)searchButtonPressed:(UIButton *)sender {
self.tabBarController.selectedIndex = 1;
}
//Makes the input table respond to delegate table view methods
-(void)linkInputTableToDelegate{
_inputTable.dataSource=self;
_inputTable.delegate=self;
}
-(void)performSearch:(NSString*)text{
//do search
}
#pragma mark - Table view data source
- (NSInteger)numberOfSectionsInTableView:(UITableView *)tableView
{
int numberOfRows=_numberOfSections;
//Rows for iPhone 4
if ([[UIScreen mainScreen]bounds].size.height==480) {
numberOfRows=numberOfRows;
//Rows for iPhone 5
}else if ([[UIScreen mainScreen]bounds].size.height==568){
numberOfRows=numberOfRows+1;
}
return numberOfRows;
}
- (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section
{
//In reality groups are created with 1 row inside, this is to allow spacing between the rows
return 1;
}
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
static NSString *kCellID = #"Cell";
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:kCellID];
if (!cell) {
cell = [[UITableViewCell alloc]initWithStyle:UITableViewCellStyleDefault reuseIdentifier:kCellID];
}
//Is the cell the same as the one clicked when going to ingredient filter
BOOL cellIndexPathSameAsSelected=[self isCellIndexSameAsPreviousClicked:indexPath];
cell.textLabel.textColor=[UIColor blackColor];
if (cellIndexPathSameAsSelected && _textFromUserDefaults!=nil) {
if (![cell.textLabel.text isEqualToString:_textFromUserDefaults]) {
cell.textLabel.text=_textFromUserDefaults;
[self performTextSearch:_textFromUserDefaults];
}
}
return cell;
}
//Compares the previous clicked cell with the cell now selected
-(BOOL)isCellIndexSameAsPreviousClicked: (NSIndexPath*)cellPath{
if (cellPath.row == globalPath.row && globalPath.section==cellPath.section) {
return YES;
}
else{
return NO;
}
}
- (void)updateTableViewWithExtraRow :(NSIndexPath*)rowSelected{
NSLog(#"number of sections =%i",_numberOfSections);
if (rowSelected.section == _numberOfSections) {
_numberOfSections ++;
}
}
#pragma mark - Table view delegate
- (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath
{
NSString *cellText = [tableView cellForRowAtIndexPath:indexPath].textLabel.text;
[[[HelperMethods alloc]init]saveObjectToUserDefaults:cellText :#"textFiltered"];
globalPath = indexPath;
[self updateTableViewWithExtraRow:indexPath];
}
-(void)addTextToFlurryArrayForFlurryAndSavedLists:(NSString*)text{
if ([_flurryArray count]==0 &&[text length]>0) {
[_flurryArray addObject:text];
}
for (int i=0;i<[_flurryArray count];i++) {
NSString *textInArray=[_flurryArray objectAtIndex:i];
if (![textInArray isEqualToString:text]) {
[_flurryArray addObject:text];
}
}
NSLog(#"Total number of saved items = %i",[_flurryArray count]);
}
// Dispose of any resources that can be recreated.
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
}
I have a couple of reactions looking at the code:
A couple of observations about the proper use of the UITableViewDataSource methods, specifically numberOfRowsInSection, numberOfSectionsInTableView, and cellForRowAtIndexPath:
These really should be driven by some model data structure (e.g. a NSMutableArray) and nothing else;
These methods should be stateless. They should not relying on the value of some NSString instance variable, like _textFromUserDefaults) but rather always look up the value in the NSMutableArray model structure on the basis of the value of the indexPath parameter. You simply cannot make any assumptions about when cellForRowAtIndexPath will be called. This may well account for your duplicate values.
None of these should be doing anything besides responding to the UITableView inquiry. For example, your cellForRowAtIndexPath is invoking performTextSearch. It really shouldn't do anything except return the cell.
Your cellForRowAtIndexPath currently has conditional logic and only updates the cell if certain conditions holds. Because cells are reused, you really want to make sure that you initialize the cells regardless. You can't be assured that the cell is blank when you get it, nor that the previous contents are the previous values for that indexPath. Because cells are reused, it could be for an entirely different row. This could also account for your duplicative entries.
Regarding the interaction of the master view controller and the details view controller, there are more elegant ways than passing data back and forth via NSUserDefaults. For example when you initiate the details view controller, you could just pass it the information it needs. And when it's done, it should call a method in the master view controller to update the data in the master view. To do that, the master view controller should conform to some protocol of your own creation. If you see the example I shared via chat, you can see what that might look like. Anyway, by having some delegate method in the master view controller that the detail view controller calls when it's done, that eliminates the rather fragile technique of using viewDidAppear to control the updating of the master table view.
You might want to contemplate employing "edit" (which allows you to delete, possibly also edit a particular row) and "add" buttons like the standard "master-detail" template that Xcode provides. There are a number of standard conventions here that might be better than having an array of blank cells that you can then tap on. Clearly, your user experience is entirely up to you, but you can always contemplate whether there are existing, familiar conventions that you might employ.
Rob's feedback is good. In broader terms, you can't rely on the cells in a UITableView to hold onto their data. For efficiency, it will be creating, using, and destroying cells at will, and using cellForRowAtIndexPath to figure out what they should look like. Instead of testing what's in a cell, you need to have your own set of data which describe the value of each cell, and just set the value based on the indexPath. I'd recommend storing all your cell information in an NSMutableArray which contains NSStrings or something more complicated if necessary. It will be easy to set default values when you add cells to the array. Then cellForRowAtIndexPath can just access the array rather than attempting its own logic based on current cells.

Cancel NSTimers associated with UITableViewCells when they go offscreen

I implement a UITableView of UIImageView cells, each of which periodically refreshes itself every 5 seconds via NSTimer. Each image is loaded from a server in the background thread, and from that background thread I also update the UI, displaying the new image, by calling performSelectorOnMainThread. So far so good.
The problem I noticed is the number of threads is increasing over time and UI becomes non-responsive. Therefore, I want to invalidate NSTimer if a cell goes off screen. Which delegation methods in UITableView should I use to do this efficiently?
The reason why I associate an NSTimer with each cell because I don't want image transition to occur at the same time for all cells.
Is there any other methods to do this by the way? For example, is it possible to use just a single NSTimer?
(I can't use SDWebImage because my requirement is to display a set of images in loop loaded from a server)
// In MyViewController.m
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
...
NSTimer* timer=[NSTimer scheduledTimerWithTimeInterval:ANIMATION_SCHEDULED_AT_TIME_INTERVAL
target:self
selector:#selector(updateImageInBackground:)
userInfo:cell.imageView
repeats:YES];
...
}
- (void) updateImageInBackground:(NSTimer*)aTimer
{
[self performSelectorInBackground:#selector(updateImage:)
withObject:[aTimer userInfo]];
}
- (void) updateImage:(AnimatedImageView*)animatedImageView
{
#autoreleasepool {
[animatedImageView refresh];
}
}
// In AnimatedImageView.m
-(void)refresh
{
if(self.currentIndex>=self.urls.count)
self.currentIndex=0;
ASIHTTPRequest *request=[[ASIHTTPRequest alloc] initWithURL:[self.urls objectAtIndex:self.currentIndex]];
[request startSynchronous];
UIImage *image = [UIImage imageWithData:[request responseData]];
// How do I cancel this operation if I know that a user performs a scrolling action, therefore departing from this cell.
[self performSelectorOnMainThread:#selector(performTransition:)
withObject:image
waitUntilDone:YES];
}
-(void)performTransition:(UIImage*)anImage
{
[UIView transitionWithView:self duration:1.0 options:(UIViewAnimationOptionTransitionCrossDissolve | UIViewAnimationOptionAllowUserInteraction) animations:^{
self.image=anImage;
currentIndex++;
} completion:^(BOOL finished) {
}];
}
willMoveToSuperview: and/or didMoveToSuperview: do not work on ios 6.0
from ios 6.0 you have the following method of UITableViewDelegate
- (void)tableView:(UITableView *)tableView didEndDisplayingCell:(UITableViewCell *)cell forRowAtIndexPath:(NSIndexPath *)indexPath
Use this method to detect when a cell is removed from a table view, as
opposed to monitoring the view itself to see when it appears or
disappears.
If you properly manage memory and dequeue reusable cells, you can subclass UITableViewCell and override its - prepareForReuse method in order to stop the timer.
Furthermore, as #lnfaziger points out, if you want to stop the timer immediately when the cell is removed from the table view, you can also override its willMoveToSuperview: and/or didMoveToSuperview: method and check if its superview parameter is nil - if it is, the cell is being removed, so you can stop the timer.

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