removeFromSuperview() Not Removing Reference To View, CPU Load Remains High - ios

I have an activity indicator that I created. It's a series of five UIViews that animate their alphas from 0.0 -> 1.0 for about 3 seconds a piece. In the device profile the CPU is over 100% and energy usage is "Very High". The profile levels remain at that height even after running .removeFromSuperview() on the container view of the activityIndicator, also the same if I remove each subview from the container view and then the container itself.
My question is what is the proper way to remove a series of views from a parent view so they no longer are referenced? Or I suppose that I could be asking the wrong question, maybe it's not in the removal but in the implementation of the activity view. Why would that type of simple animation create such a high CPU load?
The high load happens most specifically when the activityIndicator is placed in a viewController over a nested tableView while the tableView loads.
override func viewDidAppear(animated: Bool) {
super.viewDidAppear(true)
if currentMatchObject == nil {
let indicator = SquaresActivityIndicator()
checkForUser(self) { () -> () in
delay(2.0, closure: { () -> () in
indicator.stopIndicator(self.view)
dispatch_async(dispatch_get_main_queue(), { () -> Void in
self.matchTableView.frame.size.width = self.view.frame.width
self.matchTableView.frame.size.height = self.view.frame.height * 0.75
self.matchTableView.frame.origin.y = self.view.frame.height * 0.10
self.matchTableView.frame.origin.x = centerXAlignment(self.matchTableView, masterView: self.view)
self.matchTableView.backgroundColor = bgColor
})
})
self.reloadMatchView()
}
indicator.runIndicator(self.view, percentageSize: 15.0, activityBorderWidth: 6.0)
} else {
self.reloadMatchView()
}
}
ActivityIndicator stop function:
func stopIndicator(masterView: UIView) {
let viewToRemove = masterView.viewWithTag(123)
for v in (viewToRemove?.subviews)! {
v.removeFromSuperview()
}
viewToRemove?.removeFromSuperview()
}

In most cases this problem with animations or iterations in another threads.
How detect code?
Attention: as example i use my application.
Run instruments and choose Time
Start application and "go to" high load processor. Wait few seconds for aggregate information. The next, find own method ;)
And, code in this method:
- (void)animateKeep
{
CGFloat angle = self.activeAngle;
if (self.turnToLeft) {
angle += 90;
} else {
angle -= 90;
}
self.activeAngle = angle;
[UIView animateWithDuration:self.angleSpeed * 3 delay:.0f options:UIViewAnimationOptionCurveLinear animations:^{
self.transform = CGAffineTransformMakeRotation(DegreesToRadians(angle));
} completion:^(BOOL finished) {
[self animateKeep];
}];
}
And we see loop animation in completion code [self animateKeep]. And we should control all animation and stop animation before remove from superview.
Solution in this example - add custom flag (bool) and in start method control this flag.
Solution:
You should stop all animations and iterations (if exist in another thread) for this view before remove from superview.

Related

Animate UIImageView appearing on screen line by line

I'd like to display a UIImageView with some animation and i'm thinking i'd like for it to appear on the screen pixel by pixel moving left to right, line by line. A bit like a printer would print an image.
I haven't got a clue where to start with this.
I was thinking maybe overlay the UIImageView with another view that can use animation to become transparent, but how can I make it happen?
Well one idea is, we have one view on top of your image, covering it entirely. Let's call this view V. Move that view down by 1 point, so a line of your image is exposed. Then have another view on top of your image, covering it entirely again. Let's call this view H. Then move that view right by 1 point. Now one "pixel" (or rather, a 1x1 point grid) of your image is exposed.
We'll animate H to the right. When it reaches the end, we'll put it back where it started, move V and H down by 1 point, and repeat the process.
Here's something to get you started.
extension UIView {
/**
- Parameter seconds: the time for one line to reveal
*/
func scanReveal(seconds: Double) {
let colour = self.superview?.backgroundColor ?? UIColor.black
let v = UIView(frame: self.bounds)
v.backgroundColor = colour
self.addSubview(v)
let h = UIView(frame: self.bounds)
h.backgroundColor = colour
self.addSubview(h)
v.frame.origin.y += 1
// Animate h to the end.
// When it reaches the end, bring it back, move v and h down by 1 and repeat.
func move() {
UIView.animate(withDuration: seconds, animations: {
h.frame.origin.x = h.bounds.height
}) { _ in
h.frame.origin.x = 0
h.frame.origin.y += 1
v.frame.origin.y += 1
if v.frame.origin.y > self.bounds.height {
return
}
move()
}
}
move()
}
}

Why are my UI elements not resetting correctly after being animated/scaled off screen?

So I'll give as much information about this project as I can right up front. Here is an image of a section of the storyboard that is relevant to the issue:
And here is the flow of the code:
1) A user plays the game. This scrambles up the emoji that are displayed and will eventually hide all of the emoji on the right side.
2) When someone wins the game, it calls
performSegue(withIdentifier: "ShowWinScreenSegue", sender: self)
Which will perform the segue the red arrow is pointing to. This segue is a modal segue, over current content, cross dissolve.
3) Stuff goes on here, and then I try to get back to the game screen so the user can play another game. Here is my current code for that
// self.delegate is the GameController that called the segue
// it's set somewhere else in the code so I can call these reset functions
GameController.gs = GameState()
guard let d = self.delegate else {
return
}
d.resetGameToMatchState()
dismiss(animated: true, completion: {
print("Modal dismiss completed")
GameController.gs = GameState()
self.delegate?.resetGameToMatchState()
})
So here's where the issue is. You can see that I have to call delegate?.resetGameToMatchState() twice for anything to actually happen. If I remove the top one, nothing happens when I call the second one and vice-versa. What makes this so annoying is that the user will see a weird jump where all the ui goes from the old state to the new state because it's updating so late and spastically.
What I've tried so far
So this whole issue has made me really confused on how the UI system works.
My first thought was that maybe the function is trying to update the UI in a thread that's executing too early for the UI thread. So I put the whole body of resetGameToMatchState in a DispatchQueue.main.async call. This didn't do anything.
Then I thought that it was working before because when the WinScreenSegue was being dismissed before (when it was a "show" segue) it was calling GameController's ViewDidAppear. I tried manually calling this function in the dismiss callback, but that didn't work either and feels really hacky.
And now I'm stuck :( Any help would be totally appreciated. Even if it's just a little info that can clear up how the UI system works.
Here is my resetGameToMatchState():
//reset all emoji labels
func resetGameToMatchState() {
DispatchQueue.main.async {
let tier = GameController.gs.tier
var i = 0
for emoji in self.currentEmojiLabels! {
emoji.frame = self.currentEmojiLabelInitFrames[i]
emoji.isHidden = false
emoji.transform = CGAffineTransform(scaleX: 1, y: 1);
i+=1
}
i=0
for emoji in self.goalEmojiLabels! {
emoji.frame = self.goalEmojiLabelInitFrames[i]
emoji.isHidden = false
emoji.transform = CGAffineTransform(scaleX: 1, y: 1);
i+=1
}
//match state
for i in 1...4 {
if GameController.gs.currentEmojis[i] == GameController.gs.goalEmojis[i] {
self.currentEmojiLabels?.findByTag(tag: i)?.isHidden = true
}
}
//reset highlight
let f = self.highlightBarInitFrame
let currentLabel = self.goalEmojiLabels?.findByTag(tag: tier)
let newSize = CGRect(x: f.origin.x, y: (currentLabel?.frame.origin.y)!, width: f.width, height: (currentLabel?.frame.height)! )
self.highlightBarImageView.frame = newSize
//update taps
self.updateTapUI()
//update goal and current emojis to show what the current goal/current selected emoji is
self.updateGoalEmojiLabels()
self.updateCurrentEmojiLabels()
}
}
UPDATE
So I just found this out. The only thing that isn't working when I try to reset the UI is resetting the right side emoji to their original positions. What I do is at the start of the app (in viewDidLoad) I run this:
for emoji in currentEmojiLabels! {
currentEmojiLabelInitFrames.append(emoji.frame)
}
This saves their original positions to be used later. I do this because I animate them to the side of the screen before hiding them.
Now when I want to reset their positions, I do this:
var i = 0
for emoji in self.currentEmojiLabels! {
emoji.frame = self.currentEmojiLabelInitFrames[i]
emoji.isHidden = false
emoji.transform = CGAffineTransform(scaleX: 1, y: 1);
i+=1
}
this should set them all to their original frame and scale, but it doesn't set the position correctly. It DOES reset the scale though. What's weird is that I can see a tiny bit of one of the emoji off to the left of the screen and when they animate, they animate from far off on the left. I'm trying to think of why the frames are so off...
UPDATE 2
So I tried changing the frame reset code to this:
emoji.frame = CGRect(x: 25, y: 25, width: 25, height: 25)
Which I thought should reset them correctly to the top left, but it STILL shoves them off to the left. This should prove that the currentEmojiLabelInitFrames are not the issue and that it has something to do with when I'm setting them. Maybe the constraints are getting reset or messed up?
Your first screen, GameController, should receive a viewWillAppear callback from UIKit when the modal WinScreenController is being dismissed.
So its resetGameToMatchState function could simply set a property to true, then your existing resetGameToMatchState could move into viewWillAppear, checking first if the property is being set.
var resetNeeded: Bool = false
func resetGameToMatchState() {
resetNeeded = true
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
// reset code here
}
TLDR; Reset an element's scale BEFORE resetting it's frame or else it will scale/position incorrectly
Finally figured this out. Here's a bit more background. When an emoji is animated off the screen, this is called:
UIView.animate(withDuration: 1.5, animations: {
let newFrame = self.profileButton.frame
prevLabel?.frame = newFrame
prevLabel?.transform = CGAffineTransform(scaleX: 0.1, y: 0.1);
}) { (finished) in
prevLabel?.isHidden = true
}
So this sets the frame to the top left of the screen and then scales it down. What I didn't realize is that when I want to reset the element, I NEED to set the scale back to normal before setting the frame. Here is the new reset code:
for emoji in self.currentEmojiLabels! {
emoji.transform = CGAffineTransform(scaleX: 1, y: 1) //this needs to be first
emoji.frame = self.currentEmojiLabelInitFrames[i] //this needs to be after the scale
emoji.isHidden = false
i+=1
}

iOS animation malfunctioning, Y-Coordinate Problems

For hours I've been trying to solve the smallest animation glitch. My code successfully moves the view off screen, then animates it back in. It gets the x-coordinations right but the Y axis has behavior I don't understand. Here's the code:
func listTrans_slideIn (slideFrom: String) {
//var newFrame = tableView.frame
tableView.frame.origin.x = 1000
//tableView.frame.origin.y = 100
print("Table pushed to side")
UIView.animateKeyframesWithDuration(1.375 /*Total*/, delay: 0.0, options: UIViewKeyframeAnimationOptions.CalculationModeLinear, animations: {
UIView.addKeyframeWithRelativeStartTime(0.0, relativeDuration: 1/1, animations:{
self.tableView_toTLG_Top.constant = 130
self.tableView_toSV_Left.constant = 0
self.tableView_toSV_Right.constant = 0
self.setupView()
//newFrame.origin.y = self.hdrBox.frame.height+50
//newFrame.origin.x = 0
//self.tableView.frame = newFrame
self.tableView.layoutIfNeeded()
})
},
completion: { finished in
if (!finished) { return }
})
}
The weird behavior is that if I put the correct y-coordinate in the animation keyframe, it comes in too high but then settles at the correct coordinate. If I put in a y-Coordinate that is too low, it comes in at the correct height but then settles too low.
As you can see, I've tried using frames and constraints. I've tried changing the height that I move it off screen to, but that seems to have no effect.
Anyone have any idea why I've spent half my day seeing this bug?
Can you try something like this :
// Use the same value here and below, it moves it out of the screen
self.tableView.center.y -= 500
UIView.animateWithDuration(1.0, animations: { () -> Void in
// Then it comes back
self.tableView.center.y += 500
})
This turned out to be an order of operations problem. The solution required that I move the animation to take place in the viewDidAppear.
Other notes:
To make the animation look as smooth as possible, consider turning off the segue's animation.
Also make sure you're running the segue call and animation in your main thread so that everything happens smoothly and without delay

Updating parameter of an SKAction that is repeating forever swift

I have a function that animates a ball in a game that I am designing right now. However, I want the animation speed to change with the balls actual velocity, which I have achieved but only after each iteration of the animation. That makes it come out a little choppy, I am looking for a more elegant solution that could update the timePerFrame argument mid-action. I originally had it set to repeatforever but realized that timePerFrame wouldn't update once the action had started. Is there a way to make this animation speed change more smoothly?
func animBall() {
//This is the general runAction method to make our ball change color
var animSpeedNow = self.updateAnimSpeed()
println(animSpeedNow)
var animBallAction = SKAction.animateWithTextures(ballColorFrames, timePerFrame: animSpeedNow,resize: false, restore: true)
self.runAction(animBallAction, completion: {() -> Void in
self.animBall()
})
}
func updateAnimSpeed() -> NSTimeInterval{
// Update the animation speed based on the velocity to syncrhonize animation with ball velocity
var velocX = self.physicsBody!.velocity.dx
var velocY = self.physicsBody!.velocity.dy
if abs(velocX) > 0 || abs(velocY) > 0 {
var veloc = sqrt(velocX*velocX + velocY*velocY)
var animSpeedNow: NSTimeInterval = NSTimeInterval(35/veloc)
let minAS = NSTimeInterval(0.017)
let maxAS = NSTimeInterval(0.190)
if animSpeedNow < minAS {
return maxAS
}
else if animSpeedNow > maxAS {
return minAS
}
else {
return animSpeedNow
}
}
else {
return NSTimeInterval(0.15)
}
}
If it isn't possible to directly manipulate a parameter of an SKAction that is running forever, I supposed I
In your case, a simpler way would be to remove the old animation action and replace it with a new one.

Action not working correctly in SpriteKit

I'm new to iOS programing and I'm experimenting to learn trying to create a game in swift using Sprite Kit.
What I'm trying to achieve is having a constant flow of blocks being created and moving rightwards on the screen.
I start by creating a set which contains all the initial blocks, then an action "constant movement" is added to each one, which makes them move slowly to the right. What I'm having trouble is adding new blocks to the screen.
The last column of blocks has an "isLast" boolean set to true, when it passes a certain threshold it is supposed to switch to false and add a new column of blocks to the set which now have "isLast" set to true.
Each block in the set has the "constantMovement" action added which makes them move slowly to the right, the new blocks have it added as well, but they don't work as the original ones.
Not all of the move, even tho if I print "hasActions()" it says they do, and the ones that do move stop doing so when they get to the middle of the screen. I have no idea why this happens, can somebody experienced give me a hint please?
This is the update function:
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
let constantMovement = SKAction.moveByX(-1, y: 0, duration: 10);
background.runAction(SKAction.repeatActionForever(constantMovement));
let removeBlock = SKAction.removeFromParent();
let frame = self.frame;
var currentBlockSprite:SKSpriteNode;
var newBlock: Block;
for block in blocks {
currentBlockSprite = block.sprite!;
currentBlockSprite.runAction(constantMovement);
if(block.column == NumColumns - 1) {
block.isLast = true;
}
if(block.isNew) {
println("position \(currentBlockSprite.position.x) has actions \(currentBlockSprite.hasActions())");
}
if(block.isLast && currentBlockSprite.position.x < frame.maxX - 50) {
println("the block that hits is " + block.description);
println("HITS AT \(currentBlockSprite.position.x)");
block.isLast = false;
for row in 0..<NumRows {
newBlock = Block(column: NumColumns - 1, row: row, blockType: BlockType.random(), isLast: true, isNew: true);
blocks.addElement(newBlock);
addBlockSprite(newBlock);
println("new block: " + newBlock.description + "position \(newBlock.sprite?.position.x)");
}
}
if(currentBlockSprite.position.x < frame.minX) {
currentBlockSprite.runAction(removeBlock);
blocks.removeElement(block);
}
}
}
My whole project is in here: https://github.com/thanniaB/JumpingGame/tree/master/Experimenting
but keep in mind that since I'm new to this it might be full of cringeworthy bad practices.
I would remove any SKAction code from the update function as that's kind of a bad idea. Instead I would just apply the SKAction when you add your block sprite to the scene, like this.
func addBlockSprite(block: Block) {
let blockSprite = SKSpriteNode(imageNamed: "block");
blockSprite.position = pointForColumn(block.column, row:block.row);
if(block.blockType != BlockType.Empty) {
addChild(blockSprite);
let constantMovement = SKAction.moveByX(-10, y: 0, duration: 1)
var currentBlockSprite:SKSpriteNode
let checkPosition = SKAction.runBlock({ () -> Void in
if(blockSprite.position.x < -512){
blockSprite.removeAllActions()
blockSprite.removeFromParent()
}
})
let movementSequence = SKAction.sequence([constantMovement, checkPosition])
let constantlyCheckPosition = SKAction.repeatActionForever(movementSequence)
blockSprite.runAction(constantlyCheckPosition)
}
block.sprite = blockSprite;
}
That would then allow you to simply add a new block whenever you see fit and it will have the appropriate action when it's added.
I've used 512 as thats the size of the iPhone 5 screen but you could swap this out for another screen size or what would be better would be a variable that dynamically reflects the screen size.

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