Swift - AlamofireImage download multiple URLs and display in CollectionView - ios

I would like to download multiple URLs from string in array, and display images in collectionView. I succeed to display four images (4 visible cells on my screen) and when I scroll, that begins the download of the 2 other images.
I want that these 6 images are downloaded in the same time (and I don't have to scroll for beginning the other download). After this, I want to display the total time spent to download and display images in my collectionView.
What I am doing wrong ?
Here is my code :
import UIKit
import AlamofireImage
import Alamofire
class ViewController: UIViewController,UICollectionViewDelegate,UICollectionViewDataSource {
var players = [
["image_Name":"https://images.unsplash.com/photo-1420768255295-e871cbf6eb81?ixlib=rb-0.3.5&q=80&fm=jpg&crop=entropy&cs=tinysrgb&s=4b94ef340bd7f6cac580fbc76af326af"],
["image_Name":"https://images.unsplash.com/photo-1465411801898-f1a78de00afc?ixlib=rb-0.3.5&q=80&fm=jpg&crop=entropy&cs=tinysrgb&s=149d27223217c0fa63c7dd8f1e8d23f6"],
["image_Name":"https://images.unsplash.com/photo-1466853817435-05b43fe45b39?ixlib=rb-0.3.5&q=80&fm=jpg&crop=entropy&cs=tinysrgb&s=a3b629b7e0c4f710ce119f219ae5b874"],
["image_Name":"https://images.unsplash.com/photo-1467404899198-ccadbcd96b91?ixlib=rb-0.3.5&q=80&fm=jpg&crop=entropy&cs=tinysrgb&s=66eef8db7a0aa4119c6c8d7ba211f79f"],
["image_Name":"https://images.unsplash.com/photo-1470322346096-ecab3914cab7?ixlib=rb-0.3.5&q=80&fm=jpg&crop=entropy&cs=tinysrgb&s=83863ba23662871baf6434c6000e00bd"],
["image_Name":"https://images.unsplash.com/photo-1473624566182-509e437512f4?ixlib=rb-0.3.5&q=80&fm=jpg&crop=entropy&cs=tinysrgb&s=54c3ec6d1fee824d62e6fa76676ddf17"]
]
var methodStart = Date()
#IBOutlet weak var mycall: UICollectionView!
var selectedIndex=[Int]()
override func viewDidLoad() {
super.viewDidLoad()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
func numberOfSections(in collectionView: UICollectionView) -> Int {
return 1
}
func collectionView(_ collectionView: UICollectionView, numberOfItemsInSection section: Int) -> Int {
return self.players.count
}
func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell {
let cell:playerCell = collectionView.dequeueReusableCell(withReuseIdentifier: "playerCell", for: indexPath) as! playerCell
let url = URL(string:self.players[indexPath.row]["image_Name"]!)
if indexPath.row == 0 {
methodStart = Date()
}
Alamofire.request(url!).responseImage { response in
// debugPrint(response)
// print(response.request)
// print(response.response)
// debugPrint(response.result)
if let image = response.result.value {
cell.playerImage.image = image
}
}
if indexPath.row == self.players.count - 1 {
let methodFinish = NSDate()
let executionTime = methodFinish.timeIntervalSince(methodStart as Date)
print("Execution time: \(executionTime)")
}
return cell
}
}

Problem in your code -
you said you want those 6 images to be downloaded at the same time and when user scrolls the 5th and 6th image should display immediately. but this is not happening because the cellForItemAtIndexPath function for the 5th and 6th cell called when you scroll. this is the default behavior and you cannot invoke this before user scrolled.
Quick fix solution -
Download all the images outside cellForItemAtIndexPath function, like in either viewDidLoad or viewDidAppear by looping the array of players and then reload the collection view after completion of download of the last one.
Permanent and best solution -
Implement lazy loading and caching of images using either Heneke or SDWebImage to display image in cells. And use prefetch option in those libraries to fetch images before they were shown in cells. To use prefetch option you need to loop through the array and pass the urls to the fetching and storing functions of the library and just load image in cell according to the syntax of that library and it will manage the displaying of image when it downloaded and you don't have to worried about that.

When you are dealing with network calls, you should update UI in main queue. One more valid point i want to add here is Alamofire has a special library for image download/resize. Please have a look at AlamofireImage Library
Alamofire.request(url!).responseImage { response in
if let image = response.result.value {
DispatchQueue.main.async {
cell.playerImage.image = image
cell.playerImage.setNeedsLayout()
}
}
}

Related

Unable to display thumbnails in UICollectionView

I am trying to recreate this thing. I've created in Storyboard skeleton. Here's the idea of my code:
Fetch images from URL's array with help of the function getThumbnailFromImage
Add UIImage's with my thumbnails in array webImages
Add in ViewController reusable cell MyCollectionView
...
But here I am with this))) (Don't mind absence of Auto Layout). What am I doing wrong? I think that the problem is with reloadData() but I don't know where to put it.
ViewController:
//
// ViewController.swift
// youtube-clone
//
// Created by мас on 16.08.2022.
//
import Foundation
import UIKit
import YouTubePlayer
import AVFoundation
class ViewController: UIViewController, UICollectionViewDelegate, UICollectionViewDataSource {
var url: [URL?] = [
URL(string: "https://www.youtube.com/watch?v=KhebpuFBD14"),
URL(string: "https://www.youtube.com/watch?v=UfNdNrRHpUw"),
URL(string: "https://www.youtube.com/watch?v=CX-BdDHW0Ho"),
URL(string: "https://www.youtube.com/watch?v=NIOMtSzfpck")
]
var webImages: [UIImage] = []
var currentPage: Int = 0
#IBOutlet var myPage: UIPageControl!
#IBOutlet weak var buttonInfo: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
setupLayout()
myPage.currentPage = 0
myPage.numberOfPages = webImages.count
}
// MARK: - Collection View Setup
func collectionView(_ collectionView: UICollectionView, numberOfItemsInSection section: Int) -> Int {
return webImages.count
}
func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell {
let cell = collectionView.dequeueReusableCell(withReuseIdentifier: "cell", for: indexPath) as! MyCollectionCell
getThumbnailFromImage(url: url[indexPath.row]!, completion: { image in
self.webImages.append(image!)
})
cell.myWebImage.image = webImages[indexPath.row]
cell.myWebImage.layer.cornerRadius = 20
return cell
}
func collectionView(_ collectionView: UICollectionView, willDisplay cell: UICollectionViewCell, forItemAt indexPath: IndexPath) {
myPage.currentPage = indexPath.row
}
// MARK: - Layout Setup // IGNORE IT
func setupLayout() {
buttonInfo.layer.cornerRadius = 25
buttonInfo.imageView!.transform = CGAffineTransform(rotationAngle: 180 * .pi / 180)
self.navigationController?.navigationBar.largeTitleTextAttributes = [NSAttributedString.Key.foregroundColor: UIColor.white]
}
// MARK: - Videos Thumbnail Fetcher
func getThumbnailFromImage(url: URL, completion: #escaping ((_ image: UIImage?) -> Void)) {
DispatchQueue.global().async {
let asset = AVAsset(url: url)
let avAssetImageGenerator = AVAssetImageGenerator(asset: asset)
avAssetImageGenerator.appliesPreferredTrackTransform = true
let thumbnailTime = CMTimeMake(value: 7, timescale: 1)
do {
let cgThumbImage = try avAssetImageGenerator.copyCGImage(at: thumbnailTime, actualTime: nil)
let thumbImage = UIImage(cgImage: cgThumbImage)
DispatchQueue.main.async {
completion(thumbImage)
}
}
catch {
print(error.localizedDescription)
}
}
}
}
Reusable Cell AKA MyCollectionCell:
import UIKit
class MyCollectionCell: UICollectionViewCell {
#IBOutlet var myWebImage: UIImageView!
}
P.s.: YouTubePlayer is custom pod from GitHub, it's not currently used.
You do NOT have to use AVAssetImageGenerator, Simply you can use Youtube API to fetch the thumbnail images as .jpg image by video id,
and each YouTube video has four generated images.
https://img.youtube.com/vi/{id}/0.jpg
https://img.youtube.com/vi/{id}/1.jpg
https://img.youtube.com/vi/{id}/2.jpg
https://img.youtube.com/vi/{id}/3.jpg
Example
https://img.youtube.com/vi/KhebpuFBD14/0.jpg
And then it is preferred to use a third party to load this image as its displayed in a list, like https://github.com/SDWebImage/SDWebImage or https://github.com/onevcat/Kingfisher and you will NOT be worry about Concurrency or caching.
A couple of thoughts:
#matt is right in the comment - getThumbnailFromImage will likely not have called the completion block by the time cellForItemAt returns.
From what is visible in the code you posted, webImages.count will still be 0 when your collection view checks numberOfItemsInSection. If the number of items is 0, cellForItemAt may never get called so the call to getThumbnailFromImage wouldn't even be reached. (I'm not sure if the white box in your screenshot is part of a cell or another view element. If a cell is being displayed, I'm assuming you're populating webImages somewhere else before the collection view gets laid out).
One way you could work around these issues is by giving each cell a URL rather than a thumbnail. That way the cell can be displayed while the image is still loading. The cell could look something like this:
class MyCollectionCell: UICollectionViewCell {
#IBOutlet var myWebImage: UIImageView!
func configure(urlString: String) {
guard let self = self, let url = URL(string: urlString) else {
return
}
getThumbnailFromImage(url: url, completion: { [weak self] image in
self?.myWebImage.image = image
})
}
// Move `getThumbnailForImage` function to here, or give the cell a delegate to call back to the VC with if you don't want any networking in the view itself
}
The cellForItemAt function in the VC would need to be changed to something like this:
func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell {
let cell = collectionView.dequeueReusableCell(withReuseIdentifier: "cell", for: indexPath) as! MyCollectionCell
cell.configure(urlString: url[indexPath.row])
cell.myWebImage.layer.cornerRadius = 20 // This should probably live in the cell since the parent doesn't actually need to know about it!
return cell
}
An added benefit of this approach is that you're not referencing a separate array of images that could theoretically end up being in the wrong order if there's a mistake somewhere in the code. You could get rid of the webImages array entirely and use urls.count in numberOfItemsInSection instead - or eventually the number of elements returned from an API somewhere.
Side note - make sure you add [weak self] at the beginning of any closure that references self to avoid trying to access it after it's been deallocated! Currently the call to getThumbnailFromImage doesn't have that :)
Also, note that I changed to a guard statement for checking that the URL exists. This is much safer than force unwrapping a URL(string:) value, especially if you ever end up getting the strings from a dynamic source.

How to access off-screen but existing cells in UICollectionView in Swift?

The title might be a little hard to understand, but this situation might help you with it.
I'm writing a multiple image picker. Say the limit is 3 pictures, after the user has selected 3, all other images will have alpha = 0.3 to indicate that this image is not selectable. (Scroll all the way down to see a demo)
First of all, this is the code I have:
PickerPhotoCell (a custom collection view cell):
class PickerPhotoCell: UICollectionViewCell {
#IBOutlet weak var imageView: UIImageView!
var selectable: Bool {
didSet {
self.alpha = selectable ? 1 : 0.3
}
}
}
PhotoPickerViewController:
class PhotoPickerViewController: UICollectionViewController {
...
var photos: [PHAsset]() // Holds all photo assets
var selected: [PHAsset]() // Holds all selected photos
var limit: Int = 3
override func viewDidLoad() {
super.viewDidLoad()
// Suppose I have a func that grabs all photos from photo library
photos = grabAllPhotos()
}
override func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell {
let cell = collectionView.dequeueReusableCell ...
let asset = photos[indexPath.row]
...
// An image is selectable if:
// 1. It's already selected, then user can deselect it, or
// 2. Number of selected images are < limit
cell.selectable = cell.isSelected || selected.count < limit
return cell
}
override func collectionView(_ collectionView: UICollectionView, didSelectItemAt indexPath: IndexPath) {
let cell = collectionView.cellForItem(at: indexPath) as! PickerPhotoCell
if cell.isSelected {
// Remove the corresponding PHAsset in 'selected' array
} else {
// Append the corresponding PhAsset to 'selected' array
}
// Since an image is selected/deselected, I need to update
// which images are selectable/unselectable now
for visibleCell in collectionView.visibleCells {
let visiblePhoto = visibleCell as! PickerPhotoCell
visiblePhoto.selectable = visiblePhoto.isSelected || selected.count < limit
}
}
}
This works almost perfectly, except for one thing, look at the GIF:
The problem is
After I've selected 3 photos, all other visible photos have alpha = 0.3, but when I scroll down a little more, there are some photos that still have alpha = 1. I know why this is happening - Because they were off-screen, calling collectionView.visibleCells wouldn't affect them & unlike other non-existing cells, they did exist even though they were off-screen. So I wonder how I could access them and therefore make them unselectable?
The problem is that you are trying to store your state in the cell itself, by doing this: if cell.isSelected.... There are no off screen cells in the collection view, it reuses cells all the time, and you should actually reset cell's state in prepareForReuse method. Which means you need to store your data outside of the UICollectionViewCell.
What you can do is store selected IndexPath in your view controller's property, and use that data to mark your cells selected or not.
pseudocode:
class MyViewController {
var selectedIndexes = [IndexPath]()
func cellForItem(indexPath) {
cell.isSelected = selectedIndexes.contains(indexPath)
}
func didSelectCell(indexPath) {
if selectedIndexes.contains(indexPath) {
selectedIndexes.remove(indexPath)
} else if selectedIndexes.count < limiit {
selectedIndexes.append(indexPath)
}
}
}

Realm/iOS: Bumpy scrolling performance for UICollectionView

I am using Realm as the alternative for coredata for the first time.
Sadly, I had this bumpy scrolling issue(It is not too bad, but quite obvious) for collectionView when I try Realm out. No data were downloaded blocking the main thread, I use local stored image instead.
Another issue is when I push to another collectionVC, if the current VC will pass data to the other one, the segue is also quite bumpy.
I am guessing it is because of the way I write this children property in the Realm Model. But I do not know what might be the good way to compute this array of array value (merging different types of list into one)
A big thank you in advance!!
Here is the main model I use for the collectionView
class STInstitution: STHierarchy, STContainer {
let boxes = List<STBox>()
let collections = List<STCollection>()
let volumes = List<STVolume>()
override dynamic var _type: ReamlEnum {
return ReamlEnum(value: ["rawValue": STHierarchyType.institution.rawValue])
}
var children: [[AnyObject]] {
var result = [[AnyObject]]()
var tempArr = [AnyObject]()
boxes.forEach{ tempArr.append($0) }
result.append(tempArr)
tempArr.removeAll()
collections.forEach{ tempArr.append($0) }
result.append(tempArr)
tempArr.removeAll()
volumes.forEach{ tempArr.append($0) }
result.append(tempArr)
return result
}
var hierarchyProperties: [String] {
return ["boxes", "collections", "volumes"]
}
}
Here is how I implement the UICollectionViewController:
override func viewDidLoad() {
super.viewDidLoad()
self.collectionView?.alwaysBounceVertical = true
dataSource = STRealmDB.query(fromRealm: realm, ofType: STInstitution.self, query: "ownerId = '\(STUser.currentUserId)'")
}
// MARK: - datasource:
override func numberOfSections(in collectionView: UICollectionView) -> Int {
// #warning Incomplete implementation, return the number of sections
return 1
}
override func collectionView(_ collectionView: UICollectionView, numberOfItemsInSection section: Int) -> Int {
// #warning Incomplete implementation, return the number of items
guard let dataSource = dataSource else { return 0 }
return dataSource.count
}
override func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell {
let cell = collectionView.dequeueReusableCell(withReuseIdentifier: reuseIdentifier, for: indexPath) as! STArchiveCollectionViewCell
guard let dataSource = dataSource,
dataSource.count > indexPath.row else {
return cell
}
let item = dataSource[indexPath.row]
DispatchQueue.main.async {
cell.configureUI(withHierarchy: item)
}
return cell
}
// MARK: - Open Item
func pushToDetailView(dataSource: [[AnyObject]], titles: [String]) {
guard let vc = storyboard?.instantiateViewController(withIdentifier: STStoryboardIds.archiveDetailVC.rawValue) as? STArchiveDetailVC
else { return }
vc.dataSource = dataSource
vc.sectionTitles = titles
self.navigationController?.pushViewController(vc, animated: true)
}
override func collectionView(_ collectionView: UICollectionView, didSelectItemAt indexPath: IndexPath) {
guard let dataSource = self.dataSource,
dataSource.count > indexPath.row else {
return
}
let item = dataSource[indexPath.row]
self.pushToDetailView(dataSource: item.children, titles: item.hierarchyProperties)
}
Modification(more codes on configureUI):
// configureUI
// data.type is an enum type
func configureUI<T: STHierarchy>(withHierarchy data: T) {
print("data", kHierarchyCoverImage + "\(data.type)")
titleLabel.text = data.title
let image = data.type.toUIImage()
self.imageView.image = image
}
// toUIImage of enum data.type
func toUIImage() -> UIImage {
let key = kHierarchyCoverImage + "\(self.rawValue)" as NSString
if let image = STCache.imageCache.object(forKey: key) {
return image
}else{
print("toUIImage")
let defaultImage = UIImage(named: "institution")
let image = UIImage(named: "\(self)") ?? defaultImage!
STCache.imageCache.setObject(image, forKey: key)
return image
}
}
If your UI is bumpy when you're scrolling, it simply means the operations you're performing in collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell are too heavy.
Realm itself is structured in such a way that reading data from objects is very fast, so you shouldn't be seeing substantial dropped frames if all you're doing is populating a cell with values from Realm.
A couple of considerations:
If you're calling item.children inside the cellForItem block method, since you're manually looping through and paging in every Realm object doing that, that will cause frame drops. If you are, it'd be best to either do that ahead of time, or re-desing the logic to only access those arrays when absolutely needed.
You mentioned you're including images. Even if the images are on disk, unless you force image decompression ahead of time, Core Animation will lazily decompress the image at draw time on the main thread which can severely kill scroll performance. See this question for more info.
The cellForItemAt method call should already be on the main thread, so configuring your cell in a DispatchQueue.main.async closure seems un-necessary, and given that it's not synchronous, may be causing additional issues by running out of order.
Collection views are notoriously hard for performance since entire rows of cells used to be created and configured in one run loop iteration. This behavior was changed in iOS 10 to spread cell creation out across multiple run loop iterations. See this WWDC video for tips on optimizing your collection view code to take advantage of this.
If you're still having trouble, please post up more of your sample code; most importantly, the contents of configureUI. Thanks!
Turned out I was focusing on the wrong side. My lack of experience with Realm made me feel that there must be something wrong I did with Realm. However, the true culprit was I forgot to define the path for shadow of my customed cell, which is really expensive to draw repeatedly. I did not find this until I used the time profile to check which methods are taking the most CPU, and I should have done it in the first place.

Reloading table causes flickering

I have a search bar and a table view under it. When I search for something a network call is made and 10 items are added to an array to populate the table. When I scroll to the bottom of the table, another network call is made for another 10 items, so now there is 20 items in the array... this could go on because it's an infinite scroll similar to Facebook's news feed.
Every time I make a network call, I also call self.tableView.reloadData() on the main thread. Since each cell has an image, you can see flickering - the cell images flash white.
I tried implementing this solution but I don't know where to put it in my code or how to. My code is Swift and that is Objective-C.
Any thoughts?
Update To Question 1
override func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCellWithIdentifier(R.reuseIdentifier.searchCell.identifier, forIndexPath: indexPath) as! CustomTableViewCell
let book = booksArrayFromNetworkCall[indexPath.row]
// Set dynamic text
cell.titleLabel.font = UIFont.preferredFontForTextStyle(UIFontTextStyleHeadline)
cell.authorsLabel.font = UIFont.preferredFontForTextStyle(UIFontTextStyleFootnote)
// Update title
cell.titleLabel.text = book.title
// Update authors
cell.authorsLabel.text = book.authors
/*
- Getting the CoverImage is done asynchronously to stop choppiness of tableview.
- I also added the Title and Author inside of this call, even though it is not
necessary because there was a problem if it was outside: the first time a user
presses Search, the call for the CoverImage was too slow and only the Title
and Author were displaying.
*/
Book.convertURLToImagesAsynchronouslyAndUpdateCells(book, cell: cell, task: task)
return cell
}
cellForRowAtIndexPath uses this method inside it:
class func convertURLToImagesAsynchronouslyAndUpdateCells(bookObject: Book, cell: CustomTableViewCell, var task: NSURLSessionDataTask?) {
guard let coverImageURLString = bookObject.coverImageURLString, url = NSURL(string: coverImageURLString) else {
return
}
// Asynchronous work being done here.
task = NSURLSession.sharedSession().dataTaskWithURL(url, completionHandler: { (data, response, error) -> Void in
dispatch_async(dispatch_get_main_queue(), {
// Update cover image with data
guard let data = data else {
return
}
// Create an image object from our data
let coverImage = UIImage(data: data)
cell.coverImageView.image = coverImage
})
})
task?.resume()
}
When I scroll to the bottom of the table, I detect if I reach the bottom with willDisplayCell. If it is the bottom, then I make the same network call again.
override func tableView(tableView: UITableView, willDisplayCell cell: UITableViewCell, forRowAtIndexPath indexPath: NSIndexPath) {
if indexPath.row+1 == booksArrayFromNetworkCall.count {
// Make network calls when we scroll to the bottom of the table.
refreshItems(currentIndexCount)
}
}
This is the network call code. It is called for the first time when I press Enter on the search bar, then it is called everytime I reach the bottom of the cell as you can see in willDisplayCell.
func refreshItems(index: Int) {
// Make to network call to Google Books
GoogleBooksClient.getBooksFromGoogleBooks(self.searchBar.text!, startIndex: index) { (books, error) -> Void in
guard let books = books else {
return
}
self.footerView.hidden = false
self.currentIndexCount += 10
self.booksArrayFromNetworkCall += books
dispatch_async(dispatch_get_main_queue()) {
self.tableView.reloadData()
}
}
}
If only the image flash white, and the text next to it doesn't, maybe when you call reloadData() the image is downloaded again from the source, which causes the flash. In this case you may need to save the images in cache.
I would recommend to use SDWebImage to cache images and download asynchronously. It is very simple and I use it in most of my projects. To confirm that this is the case, just add a static image from your assets to the cell instead of calling convertURLToImagesAsynchronouslyAndUpdateCells, and you will see that it will not flash again.
I dont' program in Swift but I see it is as simple as cell.imageView.sd_setImageWithURL(myImageURL). And it's done!
Here's an example of infinite scroll using insertRowsAtIndexPaths(_:withRowAnimation:)
class ViewController: UIViewController, UITableViewDataSource, UITableViewDelegate {
#IBOutlet weak var tableView: UITableView!
var dataSource = [String]()
var currentStartIndex = 0
// We use this to only fire one fetch request (not multiple) when we scroll to the bottom.
var isLoading = false
override func viewDidLoad() {
super.viewDidLoad()
// Load the first batch of items.
loadNextItems()
}
// Loads the next 20 items using the current start index to know from where to start the next fetch.
func loadNextItems() {
MyFakeDataSource().fetchItems(currentStartIndex, callback: { fetchedItems in
self.dataSource += fetchedItems // Append the fetched items to the existing items.
self.tableView.beginUpdates()
var indexPathsToInsert = [NSIndexPath]()
for i in self.currentStartIndex..<self.currentStartIndex + 20 {
indexPathsToInsert.append(NSIndexPath(forRow: i, inSection: 0))
}
self.tableView.insertRowsAtIndexPaths(indexPathsToInsert, withRowAnimation: .Bottom)
self.tableView.endUpdates()
self.isLoading = false
// The currentStartIndex must point to next index.
self.currentStartIndex = self.dataSource.count
})
}
// #MARK: - Table View Data Source Methods
func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return dataSource.count
}
func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let cell = UITableViewCell()
cell.textLabel!.text = dataSource[indexPath.row]
return cell
}
// #MARK: - Table View Delegate Methods
func scrollViewDidScroll(scrollView: UIScrollView) {
if isLoading == false && scrollView.contentOffset.y + scrollView.bounds.size.height > scrollView.contentSize.height {
isLoading = true
loadNextItems()
}
}
}
MyFakeDataSource is irrelevant, it's could be your GoogleBooksClient.getBooksFromGoogleBooks, or whatever data source you're using.
Try to change table alpha value before and after calling [tableView reloadData] method..Like
dispatch_async(dispatch_get_main_queue()) {
self.aTable.alpha = 0.4f;
self.tableView.reloadData()
[self.aTable.alpha = 1.0f;
}
I have used same approach in UIWebView reloading..its worked for me.

Images not appearing in PFQueryCollectionViewController

I'm working on an iPhone app that should display images in a UICollectionView. The images are saved on the Parse cloud, and I'm using a subclass of PFQueryCollectionViewController to make the query and display the images.
Tapping on a MKMapView callout triggers the segue that shows the CollectionViewController. The images do not appear in the cells the first time the CollectionViewController is presented. However, if I go back to the MapView, and then return to the CollectionViewController, the images appear in the cells.
How can I get the images to appear the first time the PFQueryCollectionViewController is presented?
Here's my code:
class PhotoGridCollectionViewController: PFQueryCollectionViewController {
override func viewDidAppear(animated: Bool) {
}
override func viewDidLoad() {
super.viewDidLoad()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
// MARK: UICollectionViewDataSource
override func numberOfSectionsInCollectionView(collectionView: UICollectionView) -> Int {
//#warning Incomplete method implementation -- Return the number of sections
return 1
}
override func collectionView(collectionView: UICollectionView, numberOfItemsInSection section: Int) -> Int {
//#warning Incomplete method implementation -- Return the number of items in the section
return self.objects.count
}
override func collectionView(collectionView: UICollectionView, cellForItemAtIndexPath indexPath: NSIndexPath, object: PFObject?) -> PFCollectionViewCell? {
let cell = collectionView.dequeueReusableCellWithReuseIdentifier("venuePhotoThumb", forIndexPath: indexPath) as! PhotoGridCollectionViewCell
if let pfObject = object {
cell.imageView.file = pfObject["imageFile"] as? PFFile
cell.imageView.loadInBackground({ (img, err) -> Void in
println("Download complete")
})
}
return cell
}
}
Since I'm using Storyboards, I pass my custom class the parseClass by setting it in the Attribute Inspector:
As you can see, I'm using the loadInBackground method of the PFImageView to load the images asynchronously, and I think this the problem might be caused by the images being downloaded after the cell is returned, but I don't have any other ideas. Does anyone know why the images are not appearing the first time the view is presented?
My co-developer finally found the answer to this. We had to set a placeholder image for the PFImageViews when configuring the cells in cellForItemAtIndexPath. The code examples on Parse do include setting the placeholder image, but they don't say that it is required for the PFQueryCollectionViewController to work properly. We considered it an aesthetic touch that we could come back to later.
So the answer is: in order for images to load properly in the cells of a PFQueryCollectionViewController you MUST provide a placeholder image when configuring the cells in cellForItemAtIndexPath.
Here's the code that worked:
let placeholder = UIImage(named: "myPlaceholderImage") //an image from images.xcassets in your xcode project
cell.imageView.image = placeholder
if let pfObject = object {
cell.imageView.file = pfObject["image"] as? PFFile
cell.imageView.loadInBackground()
}

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