How find out the lengh of NSData array? - ios

I have an array of images to be submitted.
var images = [NSData]()
I need before I submit these images to check their total size; because of the server limitation.
I've tried following code but it's not giving me the actual size.
if (images.description.lengthOfBytesUsingEncoding(NSUTF32StringEncoding) >= 3900000)
{
print("Max of images size reached")
} else {
// Continue
}

Since you are looking for the total size of all NSData elements of the array, you need to compute the aggregate length. One way of doing it is with reduce:
let totalLength = arr.reduce(0) {$0 + $1.length}
This is a short way of writing a loop:
var totalLength = 0
for let image in images {
totalLength += image.length
}

Try this:
let totalLength = images.reduce(0) { $0 + $1.length }

Related

Swift Array Performance Issue?

I'm not sure if there is an issue or not, so i'm just gonna write it down.
I'm developing using swift, xcode 7.2 , on iphone 5s.
And calculating execution time using
NSDate.timeIntervalSinceReferenceDate()
I created 2 arrays, one with 200,000 elements and one with 20.
and try to have random access to their elements. accessing elements on big one is almost 55 times slower! i know its bigger but isn't this O(1) ?
I also tried the same on java and the accessing speed is the same for big and small array.
From CFArrayheader in apple documentation, i found this:
Accessing any value at a particular index in an array is at worst O(log n), but should usually be O(1).
but it think this cant be true based on the numbers i've tested.
I know i didn't make a big test or anything special, but the fact that its not working is really messing with my head!
i kinda need this for what i'm working on. and the algorithm is not working on swift and iOS and its working on java and android.
let bigSize:Int = 200000
var bigArray = [Int](count:bigSize,repeatedValue:0)
let smallSize:Int = 20
var smallArray = [Int](count:smallSize,repeatedValue:0)
for i in 0..<bigSize
{
bigArray[i] = i + 8 * i
}
for i in 0..<smallSize
{
smallArray[i] = i + 9 * i
}
let indexBig = Int(arc4random_uniform(UInt32(bigSize)) % UInt32(bigSize))
let indexSmall = Int(arc4random_uniform(UInt32(smallSize)) % UInt32(smallSize))
var a = NSDate.timeIntervalSinceReferenceDate()
print(bigArray[indexBig])
var b = NSDate.timeIntervalSinceReferenceDate()
print(b-a) \\prints 0.000888049602508545
a = NSDate.timeIntervalSinceReferenceDate()
print(smallArray[indexSmall])
b = NSDate.timeIntervalSinceReferenceDate()
print(b-a) \\prints 6.90221786499023e-05
java :
(accessing one element is so fast on java and its on pc, so i access more elements, but same number on both arrays)
int bigSize = 200000;
int[] bigArray = new int[bigSize];
Random rand = new Random();
int smallSize = 20;
int[] smallArray = new int[smallSize];
for(int i = 0;i < bigSize;i++)
bigArray[i] = i + i * 8;
for(int i = 0;i < smallSize;i++)
smallArray[i] = i + i * 8;
int smallIndex = rand.nextInt(smallSize);
int bigIndex = rand.nextInt(bigSize);
int sum = 0;
long a = System.currentTimeMillis();
for(int i = 0;i < 10000;i++)
{
sum += bigArray[rand.nextInt(bigSize)];
}
System.out.println(sum);
long b = System.currentTimeMillis();
System.out.println(b-a); //prints 2
a = System.currentTimeMillis();
sum = 0;
for(int i = 0; i < 10000;i++)
{
sum += smallArray[rand.nextInt(smallSize)];
}
System.out.println(sum);
b = System.currentTimeMillis();
System.out.println(b - a); //prints 1
If you change the order of your two tests, you'll find that the performance is flipped. In short, the first test runs more slowly than the second one, regardless of whether it's the small array or the big one. This is a result of some dynamics of print. If you do a print before you perform the tests, the delay resulting from the first print is eliminated.
A better way to test this would be to create a unit test, which (a) repeats the subscript operator many times; and (b) uses measureBlock to repeat the test a few times to check for standard deviation and the like.
When I do that, I find the access time is indistinguishable, consistent with O(1). This were my unit tests:
let bigSize: Int = 200_000
let smallSize: Int = 20
func testBigArrayPerformance() {
let size = bigSize
let array = Array(0 ..< size).map { $0 + 8 * $0 }
var value = 0
measureBlock {
let baseIndex = Int(arc4random_uniform(UInt32(size)))
for index in 0 ..< 1_000_000 {
value += array[(baseIndex + index) % size]
}
}
print(value)
print(array.count)
}
func testSmallArrayPerformance() {
let size = smallSize
let array = Array(0 ..< size).map { $0 + 8 * $0 }
var value = 0
measureBlock {
let baseIndex = Int(arc4random_uniform(UInt32(size)))
for index in 0 ..< 1_000_000 {
value += array[(baseIndex + index) % size]
}
}
print(value)
print(array.count)
}
Admittedly, I've added some mathematical operations that change the index (my intent was to make sure the compiler didn't do some radical optimization that removed my attempt to repeat the subscript operation), and the overhead of that mathematical operation will dilute the subscript operator performance difference. But, even when I simplified the index operator, the performance between the two renditions was indistinguishable.

How can I perform an Array Slice in Swift?

var mentions = ["#alex", "#jason", "#jessica", "#john"]
I want to limit my array to 3 items, so I want to splice it:
var slice = [String]()
if mentions.count > 3 {
slice = mentions[0...3] //alex, jason, jessica
} else {
slice = mentions
}
However, I'm getting:
Ambiguous subscript with base type '[String]' and index type 'Range'
Apple Swift version 2.2 (swiftlang-703.0.18.8 clang-703.0.31)
Target: x86_64-apple-macosx10.9
The problem is that mentions[0...3] returns an ArraySlice<String>, not an Array<String>. Therefore you could first use the Array(_:) initialiser in order to convert the slice into an array:
let first3Elements : [String] // An Array of up to the first 3 elements.
if mentions.count >= 3 {
first3Elements = Array(mentions[0 ..< 3])
} else {
first3Elements = mentions
}
Or if you want to use an ArraySlice (they are useful for intermediate computations, as they present a 'view' onto the original array, but are not designed for long term storage), you could subscript mentions with the full range of indices in your else:
let slice : ArraySlice<String> // An ArraySlice of up to the first 3 elements
if mentions.count >= 3 {
slice = mentions[0 ..< 3]
} else {
slice = mentions[mentions.indices] // in Swift 4: slice = mentions[...]
}
Although the simplest solution by far would be just to use the prefix(_:) method, which will return an ArraySlice of the first n elements, or a slice of the entire array if n exceeds the array count:
let slice = mentions.prefix(3) // ArraySlice of up to the first 3 elements
We can do like this,
let arr = [10,20,30,40,50]
let slicedArray = arr[1...3]
if you want to convert sliced array to normal array,
let arrayOfInts = Array(slicedArray)
You can try .prefix().
Returns a subsequence, up to the specified maximum length, containing the initial elements of the collection.
If the maximum length exceeds the number of elements in the collection, the result contains all the elements in the collection.
let numbers = [1, 2, 3, 4, 5]
print(numbers.prefix(2)) // Prints "[1, 2]"
print(numbers.prefix(10)) // Prints "[1, 2, 3, 4, 5]"
General solution:
extension Array {
func slice(size: Int) -> [[Element]] {
(0...(count / size)).map{Array(self[($0 * size)..<(Swift.min($0 * size + size, count))])}
}
}
Can also look at dropLast() function:
var mentions:[String] = ["#alex", "#jason", "#jessica", "#john"]
var slice:[String] = mentions
if mentions.count > 3 {
slice = Array(mentions.dropLast(mentions.count - 3))
}
//print(slice) => ["#alex", "#jason", "#jessica"]
I came up with this:
public extension Array {
func slice(count: Int) -> [some Collection] {
let n = self.count / count // quotient
let i = n * count // index
let r = self.count % count // remainder
let slices = (0..<n).map { $0 * count }.map { self[$0 ..< $0 + count] }
return (r > 0) ? slices + [self[i..<i + r]] : slices
}
}
You can also slice like this:
//Generic Method
func slice<T>(arrayList:[T], limit:Int) -> [T]{
return Array(arrayList[..<limit])
}
//How to Use
let firstThreeElements = slice(arrayList: ["#alex", "#jason", "#jessica", "#john"], limit: 3)
Array slice func extension:
extension Array {
func slice(with sliceSize: Int) -> [[Element]] {
guard self.count > 0 else { return [] }
var range = self.count / sliceSize
if self.count.isMultiple(of: sliceSize) {
range -= 1
}
return (0...range).map { Array(self[($0 * sliceSize)..<(Swift.min(($0 + 1) * sliceSize, self.count))]) }
}
}

Swift - how to count bytes and convert them to megabytes?

I try to add bytes with bytes in order to get space that will be occupied by photos which i retrieve from internet.
I have following code, it gets sizes in bytes for each id in array of id
var diskSpace:Int64 = 0
for var i = 0; i < array.count; i++ {
let id = array[i]
let urlString = "urlToFetchData"
if let url = NSURL(string: urlString) {
if let data = try? NSData(contentsOfURL: url, options: []) {
let json = JSON(data: data)
let size = Int64(json["size"].stringValue)
diskSpace = diskSpace + size!
}
}
}
var diskSpaceInMb = diskSpace / 1024 / 1024
print("diskSpaceInMb is \(diskSpaceInMb)")
for example, I try to get size of three elements, which have following size in bytes (these sizes in bytes I receive in json)
3223653
5855382
8948976
when the code above is executed i receive result of
diskSpaceInMb is 8
which is obviously not try
How to convert bytes to megabytes correctly ?
let fileSizeWithUnit = ByteCountFormatter.string(fromByteCount: diskSpace, countStyle: .file)
print("File Size: \(fileSizeWithUnit)")
The problem is obviously in the for loop. Maybe the JSON is not as you expect.
Another reason why this might fail is the you use the try? keyword, which in this context it means that it gives you a value if it succeeds, but otherwise it returns nil. In your case, it may silently fail. If you want to check if it fails, you could add an else branch.

Most effecient way to calculate this in swift (simple math)

The question is related to calculating an increase in currency.
Loop over this n times, and let's say you start with $50k and your multiplier is 2. Something like b * 2 + a
This is the correct result:
$50,000.00
$100,000.00
$250,000.00
$600,000.00
$1,450,000.00
$3,500,000.00
$8,450,000.00
$20,400,000.00
$49,250,000.00
So just to be clear, the question is about efficiency in swift, not simply how to calculate this. Are there any handy data structures that would make this faster? Basically I was just looping through how many years (n) adding 2 (200%) and incrementing a couple temp variables to keep track of the current and previous values. It feels like there has got to be a much better way of handling this.
$50k base
$50k * 2 + 0 (previous value) = $100k
$100k * 2 + $50k = $250k
$250k * 2 + $100k = $600k
etc.
Code:
let baseAmount = 50000.0
let percentReturn = 200.0
let years = 10
// Calc decimal of percent.
var out: Double = 0.0
var previous: Double = 0.0
let returnPercent = percentReturn * 0.01
// Create tmp array to store values.
var tmpArray = [Double]()
// Loop through years.
for var index = 0; index < years; ++index
{
if index == 0
{
out = baseAmount
tmpArray.append(baseAmount)
}
else if index == 1
{
out = (out * returnPercent)
tmpArray.append(out)
previous = baseAmount
}
else
{
let tmp = (tmpArray.last! * returnPercent) + previous
previous = tmpArray.last!
tmpArray.append(tmp)
}
}
println(tmpArray)
Here are some ideas for improving efficiency:
Initialize your array to the appropriate size (it isn't dynamic; it is always the number of years)
Remove special cases (year 0 and 1 calculations) from the for-loop
Code:
func calculate(baseAmount: Double, percentReturn: Double, years: Int) -> [Double] {
// I prefer to return an empty array instead of nil
// so that you don't have to check for nil later
if years < 1 {
return [Double]()
}
let percentReturnAsDecimal = percentReturn * 0.01
// You know the size of the array, no need to append
var result = [Double](count: years, repeatedValue: 0.0)
result[0] = baseAmount
// No need to do this in the loop
if years > 1 {
result[1] = baseAmount * percentReturnAsDecimal
}
// Loop through years 2+
for year in 2 ..< years {
let lastYear = result[year - 1]
let yearBeforeLast = result[year - 2]
result[year] = (lastYear * percentReturnAsDecimal) + yearBeforeLast
}
return result
}
Efficiency in terms of speed I found this to be the fastest implementation of your algorithm:
let baseAmount = 50000.0
let returnPercent = 2.0
let years = 10
// you know the size of the array so you don't have to append to it and just use the subscript which is much faster
var array = [Double](count: years, repeatedValue: 0)
var previousValue = 0.0
var currentValue = baseAmount
for i in 0..<years {
array[i] = currentValue
let p2 = currentValue
currentValue = currentValue * returnPercent + previousValue
previousValue = p2
}
print(array)

UIImage Loop Through Pixel Highly Inefficient?

Currently I am using this method to loop through every pixel, and insert a value into a 3D array based upon RGB values. I need this array for other parts of my program, however it is extraordinarily slow. When run on a 50 x 50 picture, it is almost instant, but as soon as you start getting into the hundreds x hundreds it takes a long time to the point where the app is useless. Anyone have any ideas on how to speed up my method?
#IBAction func convertImage(sender: AnyObject) {
if let image = myImageView.image {
var pixelData = CGDataProviderCopyData(CGImageGetDataProvider(image.CGImage))
var data: UnsafePointer<UInt8> = CFDataGetBytePtr(pixelData)
let height = Int(image.size.height)
let width = Int(image.size.width)
var zArry = [Int](count:3, repeatedValue: 0)
var yArry = [[Int]](count:width, repeatedValue: zArry)
var xArry = [[[Int]]](count:height, repeatedValue: yArry)
for (var h = 0; h < height; h++) {
for (var w = 0; w < width; w++) {
var pixelInfo: Int = ((Int(image.size.width) * Int(h)) + Int(w)) * 4
var rgb = 0
xArry[h][w][rgb] = Int(data[pixelInfo])
rgb++
xArry[h][w][rgb] = Int(data[pixelInfo+1])
rgb++
xArry[h][w][rgb] = Int(data[pixelInfo+2])
}
}
println(xArry[20][20][1])
}
}
Maybe there is a way to convert the UIImage to a different type of image and create an array of pixels. I am open to all suggestions. Thanks!
GOAL: The goal is to use the array to modify the RGB values of all pixels, and create a new image with the modified pixels. I tried simply looping through all of the pixels without storing them, and modifying them into a new array to create an image, but got the same performance issues.
Update:
After countless tries I realized I was making my tests on debug configuration.
Switched to release, and now it's so much faster.
Swift seems to be many times slower on the debug configuration.
The difference now between your code and my optimized version is several times faster.
It seems as you have a big slowdown from using image.size.width instead of the local variable width.
Original
I tried to optimize it a bit and come up with this:
#IBAction func convertImage () {
if let image = UIImage(named: "test") {
let pixelData = CGDataProviderCopyData(CGImageGetDataProvider(image.CGImage))
let data: UnsafePointer<UInt8> = CFDataGetBytePtr(pixelData)
let height = Int(image.size.height)
let width = Int(image.size.width)
let zArry = [Int](count:3, repeatedValue: 0)
let yArry = [[Int]](count:width, repeatedValue: zArry)
let xArry = [[[Int]]](count:height, repeatedValue: yArry)
for (index, value) in xArry.enumerate() {
for (index1, value1) in value.enumerate() {
for (index2, var value2) in value1.enumerate() {
let pixelInfo: Int = ((width * index) + index1) * 4 + index2
value2 = Int(data[pixelInfo])
}
}
}
}
}
However in my tests this is barely 15% faster. What you need is orders of magnitude faster.
Another ideea is use the data object directly when you need it without creating the array like this:
let image = UIImage(named: "test")!
let pixelData = CGDataProviderCopyData(CGImageGetDataProvider(image.CGImage))
let data: UnsafePointer<UInt8> = CFDataGetBytePtr(pixelData)
let width = Int(image.size.width)
// value for [x][y][z]
let value = Int(data[((width * x) + y) * 4 + z])
You didn't say how you use this array in your app, but I feel that even if you find a way to get this array created much faster, you would get another problem when you try to use it, as it would take a long time too..

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