Why does loading images asynchronously take forever? - ios

I have a UICollectionView displaying a bunch of images. If I don't load the images asynchronously the scrolling is very choppy and provides a poor user experience. When I load the images asynchronously the scrolling is smooth but it takes a good 5 to 10 seconds to load each image.
Why does it take so long for images to appear when loaded in the background? Here is my code for the background thread which is inside of the cellForItemAtIndexPath delegate:
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
UIImageView *bg = (id)self.backgroundView;
UIImageView *selbg = (id)self.selectedBackgroundView;
if (![bg isKindOfClass:[UIImageView class]])
bg = [[UIImageView alloc] initWithImage:thumb];
else
[bg setImage:thumb];
if (![selbg isKindOfClass:[UIImageView class]]){
selbg = [[UIImageView alloc] initWithImage:thumb];
coloroverlay = [[UIView alloc] initWithFrame:selbg.bounds];
[coloroverlay setAutoresizingMask:UIViewAutoresizingFlexibleWidth|UIViewAutoresizingFlexibleHeight];
[selbg addSubview:coloroverlay];
} else
[selbg setImage:thumb];
[bg setContentMode:UIViewContentModeScaleAspectFill];
[bg setTag: 1];
[coloroverlay setBackgroundColor:[col colorWithAlphaComponent:0.33f]];
[selbg setContentMode:UIViewContentModeScaleAspectFill];
dispatch_sync(dispatch_get_main_queue(), ^{
[self setBackgroundView:bg];
[self setSelectedBackgroundView:selbg];
});
});
EDIT: As #geraldWilliam pointed out, I shouldn't be accessing views from the secondary thread. Here is what I have updated my code to and fixed the issue of images getting set to the wrong cell:
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
UIImageView *bg = (id)self.backgroundView;
UIImageView *selbg = (id)self.selectedBackgroundView;
if (![bg isKindOfClass:[UIImageView class]]) bg = [[UIImageView alloc] initWithImage:thumb];
if (![selbg isKindOfClass:[UIImageView class]]){
selbg = [[UIImageView alloc] initWithImage:thumb];
coloroverlay = [[UIView alloc] initWithFrame:selbg.bounds];
[coloroverlay setAutoresizingMask:UIViewAutoresizingFlexibleWidth|UIViewAutoresizingFlexibleHeight];
[selbg addSubview:coloroverlay];
}
dispatch_sync(dispatch_get_main_queue(), ^{
[bg setImage:thumb];
[selbg setImage:thumb];
[bg setContentMode:UIViewContentModeScaleAspectFill];
[bg setTag: 1];
[coloroverlay setBackgroundColor:[col colorWithAlphaComponent:0.33f]];
[selbg setContentMode:UIViewContentModeScaleAspectFill];
[self setBackgroundView:bg];
[self setSelectedBackgroundView:selbg];
});
});

Most of the code you have here is fine for the main queue. The loading of the image should be on a global queue, but the rest, especially setting the image view's image, should be on the main queue. What's going on in your code is that you're dispatching back to the main queue to set the background view but leaving the assignment of the image property in the background. So, try something like:
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
UIImage *image = [UIImage imageWithData:[NSData dataWithContentsOfURL:myImageURL]];
dispatch_sync(dispatch_get_main_queue(), ^{
imageView.image = image;
[self setBackgroundView:imageView];
});
});

I strongly recommend watching WWDC 2012 Session 211: Building Concurrent User Interfaces on iOS, which is the best WWDC session ever. It’s full of clearly presented, practical advice.
Doing stuff with UIImageView off the main queue is worrying and should be fixed, but is probably not the cause of slowness. You haven’t showed us where thumb comes from, which is likely the slow bit.

Related

ios: overlap images in collection view cell

I have created collection view programmatically where i have created UIImageview programmatically within collectionViewCell and images are displayed in imageview are downloaded from server asynchronously.
Code below is written in cellForItemAtIndexPath: method -
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_BACKGROUND, 0), ^{
NSURL *imageURL = [NSURL URLWithString:[arrmImgPaths objectAtIndex:indexPath.row]];
NSData *imageData = [NSData dataWithContentsOfURL:imageURL];
UIImage *image = [UIImage imageWithData:imageData];
// [imgvMainView removeFromSuperview];
// Now the image will have been loaded and decoded and is ready to rock for the main thread
dispatch_sync(dispatch_get_main_queue(), ^{
imgvMainView =[[UIImageView alloc] initWithFrame:CGRectMake(34,41,177,124)];
[cell addSubview:imgvMainView];
[imgvMainView setImage:image];
imgvMainView.contentMode = UIViewContentModeScaleAspectFit;
});
});
Problem is, when i scroll collection view some images are overlapped on one another. Please tell me solution to avoid it.
Thanks in advance.
Please use below line I hope this would work what I am assuming problem of duplicate cell.
UIImageView* imgvMainView =[[UIImageView alloc] initWithFrame:CGRectMake(34,41,177,124)];
[cell.contentView addSubview:imgvMainView];
This is most likely happening because you are reusing cells (correctly) and that the previous use of the cell is still calling the previous image. You must cancel the async task when the cell goes out of view. By the way, it will make you life much easier to use AFNetworking+UIImageView to do this.
One other option is to check that there is no UIimageView in your cell before you create one.
dispatch_sync(dispatch_get_main_queue(), ^{
UIView *viewToRemove;
for (UIView *view in cell.subViews) {
if (view isKingOfClass:UIImageView){
viewToRemove = view;
}
}
[viewToRemove removeFromSuperView];
imgvMainView =[[UIImageView alloc] initWithFrame:CGRectMake(34,41,177,124)];
[cell addSubview:imgvMainView];
[imgvMainView setImage:image];
imgvMainView.contentMode = UIViewContentModeScaleAspectFit;
});

iOS UITableViewCell reload optimisation

I have a question about table view cells.
In cell I have an UIImageView. This view loads from web service with getter:
- (UIImageView *)imageView
{
if (!_ imageView)
{
_imageView = [[TurnipImageView alloc] init];
_imageView.backgroundColor = [UIColor clearColor];
}
[_imageView loadImageViewFromWebService];
return _imageView;
}
When I add [_imageView loadImageViewFromWebService]; call inside of if (!_ imageView) statement, image view is not loaded correctly.
When I scroll table view, cells are reloading as well as image views and causing lags in scrolling.
Maybe anyone knows how to optimise this process?
You should try lazy loading of the table view :
here is the sample : https://developer.apple.com/library/ios/samplecode/LazyTableImages/Introduction/Intro.html
also have a look at this :
Lazy loading UITableView with multiple images in each cell
Try this
dispatch_async(dispatch_get_global_queue(QOS_CLASS_BACKGROUND, 0), ^{
//perform download on background thread
dispatch_async(dispatch_get_main_queue(), ^{
//assign image to imageview on main thread, UI operations should be carried on main thread
});
});
- (UIImageView *)imageView
{
if (!_ imageView)
{
_imageView = [[TurnipImageView alloc] init];
_imageView.backgroundColor = [UIColor clearColor];
}
dispatch_async(dispatch_get_global_queue(QOS_CLASS_BACKGROUND, 0), ^{
//perform download on background thread
[_imageView loadImageViewFromWebService];
});
return _imageView;
}
Hope this helps

Image not showing on preloaded UIImageView

When app launches I add UIImageViews to screen with no image. Then I load image one by one using NSThread and set it for those views. The UiImageViews remain blank until after all images have been loaded and the thread finishes. Why doesn't the image show as soon as I set it for the UIImageView, why does it wait for NSThread to end?
To add image views :
for(i = value; i < val; i++){
UIButton *newbutton = [UIButton buttonWithType:UIButtonTypeCustom];
[newbutton setBackgroundColor:[UIColor whiteColor]];
UIImageView *newback = [[UIImageView alloc] init];
newback.contentMode = UIViewContentModeScaleAspectFit;
[newback setFrame:CGRectMake(0, 0, 140, 140)];
[newbutton addSubview:newback];
height = MIN(300, newSize.height);
[newbutton setFrame:CGRectMake(currentX, currentY, width, height)];
newbutton.layer.cornerRadius = 10;
newbutton.clipsToBounds = YES;
[newbutton addTarget:self action:#selector(processButtonClick:) forControlEvents:UIControlEventTouchUpInside];
}
To add images in a thread I call a function which does following :
for(i = value; i < val; i++){
UIImage *newimage = [UIImage imageWithData:[NSData dataWithContentsOfURL:[NSURL URLWithString:[NSString stringWithFormat:#“http://test.com/a.jpg”, hash]]]];
UIButton *newbutton = (UIButton*)[self.subviews objectAtIndex:i];
[((UIImageView*)[newbutton.subviews objectAtIndex:0]) newimage];
}
Generally speaking, UIKit is not thread-safe. Fetch data from URL in a background thread and set the image in the main thread.
EDIT:
In your main thread do something like
dispatch_async(someDispatchQ, ^{
[self functionToGetData];
});
and inside functionToGetData do
for(i = value; i < val; i++){
NSData *data = //get Data
UIImage *newImage = //make image from data
dispatch_async(dispatch_get_main_queue(), ^{
[imageView setImage:newImage];
});
}
This will ensure that you are using a background thread to fetch data/make image and using the main thread to set the image. This also eliminates the need to use a timer to constantly poll the background thread since the background thread automatically dispatches image-setting to the main thread as soon as an image is received.
use-
import class ImageDownloader.h & .m
link-> https://github.com/psychs/imagestore/tree/master/Classes/Libraries/ImageStore
//Now use this method to download
-(void)downloadImageWithURL:(NSString *)url{
if(self.downloder)return; //If already downloading please stay away
url=[NSString stringWithFormat:#"%#%0.0fx%0.0f/%#/%#",IMAGE_ENDPOINT,self.imgViewExhibitors.frame.size.width,self.imgViewExhibitors.frame.size.height,#"fit",[ImagePath forURLString:url]];
self.downloder=[[ImageDownloader alloc] init];
self.downloder.delegate=self;
self.downloder.indicator=self.indicator;
[self.downloder downloadImageWithURL:url];
}
-(void)imageDownloaded:(UIImage *)image forIndexPath:(NSIndexPath *)indexPath{
if(image){
//Put the downloaded image in dictionary to update while scrolling
//[self.speakerData setObject:image forKey:#"image"];
self.imgViewExhibitors.image=image;
}
}
A simple fix would be
for(i = value; i < val; i++){
UIImage *newimage = [UIImage imageWithData:[NSData dataWithContentsOfURL:[NSURL URLWithString:[NSString stringWithFormat:#“http://test.com/a.jpg”, hash]]]];
UIButton *newbutton = (UIButton*)[self.subviews objectAtIndex:i];
// this ensures that the UI update (setting the image) is done on the main thread.
// This is important for the UI to update properly.
dispatch_async(dispatch_get_main_queue(), ^{
[((UIImageView*)[newbutton.subviews objectAtIndex:0]) setImage:newimage];
}
}

Delay On IPad When Calling From A Background Thread

I am converting my IPhone app to IPad and I'm having an issue with the conversion. I have a background thread that creates some thumbnails.
The problem seems to be that the app loops though the array and outputs all the items but only the last item seems to be loading with the UIButton text present. There is a 5-15 second delay before all the previous buttons have there text displayed.
UIImage *tmp = [self thumbnailImage:[effect objectAtIndex:0] thumbnailType:#"category"];
for (id effect in effectArray) {
UIImage *tmp = [self thumbnailImage:[effect objectAtIndex:0] thumbnailType:#"category"];
dispatch_async(dispatch_get_main_queue(), ^{
UIView *effectView = [[UIView alloc] initWithFrame:CGRectMake(item_x_axis, current_row_height, item_width, item_height)];
UIImageView *imagepreview = [[UIImageView alloc] init];
[imagepreview setFrame:CGRectMake(20, 20, 100, 100)];
[imagepreview setImage:tmp];
imagepreview.contentMode = UIViewContentModeScaleAspectFit;
imagepreview.layer.shadowColor = [UIColor blackColor].CGColor;
imagepreview.layer.shadowOffset = CGSizeMake(0, 1);
imagepreview.layer.shadowOpacity = 1;
imagepreview.layer.shadowRadius = 2.0;
imagepreview.clipsToBounds = NO;
[effectView addSubview:imagepreview];
if([[effect objectAtIndex:3] isEqualToString:#"iap"]){
UIImageView *buttonPlus = [[UIImageView alloc] init];
[buttonPlus setFrame:CGRectMake(54, 66, 23, 23)];
[buttonPlus setImage:[UIImage imageNamed:#"ButtonPlus.png"]];
[effectView addSubview:buttonPlus];
}
UIButton *button = [UIButton buttonWithType:UIButtonTypeCustom];
[button addTarget:self action:NSSelectorFromString([effect objectAtIndex:1]) forControlEvents:UIControlEventTouchDown];
[button setTitle:[effect objectAtIndex:2] forState:UIControlStateNormal];
button.frame = CGRectMake(0, 0, item_width, item_height);
button.titleLabel.font = [UIFont systemFontOfSize:11];
[button setTitleShadowColor:[UIColor blackColor] forState:UIControlStateNormal];
[button.titleLabel setShadowOffset:CGSizeMake(1.0f, 1.0f)];
[button setTitleEdgeInsets:UIEdgeInsetsMake(120, 0, 0.0, 0.0)];
[effectView addSubview:button];
[self.viewScrollCategories addSubview:effectView];
button = nil;
});
if(current_items_per_row < 3){
current_items_per_row++;
item_x_axis = item_x_axis + item_width;
}else {
current_row_height = current_row_height + item_height;
current_items_per_row = 1;
item_x_axis = 0;
}
}
Any idea how to solve this issue? it seemed to work fine on the IPhone.
EDIT
This is the code that is calling the background thread (shortned)
- (void)imagePickerController:( UIImagePickerController *)picker didFinishPickingMediaWithInfo: (NSDictionary *)info {
//[self generatingThumbnailMessageShow];
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
[self loadAllEffects];
dispatch_async(dispatch_get_main_queue(), ^{
[self generatingThumbnailMessageHide];
});
});
}
Well, you are asking for a delay with dispatch_async(dispatch_get_main_queue().... That code means "Please do this whenever you have time, sometime after my current code finishes running." Once you say that, you are basically saying you don't care when this code runs. You hope it will be some time pretty soon, but you've left the runtime to take care of the details.
So perhaps it is this "hope" that is the issue. The architecture of the device processors is different and the threading model for the device might change the way the device responds to having a bunch of these delayed requests piling up.
I'm not at all clear on what you're trying to accomplish in this code (sorry, tl:dr) but the use of delayed performance in the middle of it and your complaint that there is a " 5-15 second delay" seem to go together somehow...
EDIT: OK, I see now that your code is running in the background and you are using dispatch_async to step out to the main thread in order to modify the interface. So perhaps the problem is not in the code you quote, but in the code you are using to manage your background threading in the first place.
ANOTHER EDIT: Just a wild and crazy idea here. If what takes time is the image processing, why don't you do all the image processing and then do your interface updating on the main thread once? What I mean is, you're doing this:
for (id effect in effectArray) {
UIImage *tmp = // ...
dispatch_async(dispatch_get_main_queue(), ^{
// ...
[imagepreview setImage:tmp];
So you're getting back on the main thread repeatedly each time through the loop. Why not try this:
dispatch_async(dispatch_get_main_queue(), ^{
for (id effect in effectArray) {
UIImage *tmp = // ...
// ...
[imagepreview setImage:tmp];
Now you're just getting back on the main thread once. There will be a delay while the images process, but then interface should just update, badda bing badda boom (technical programming term).

Load UIImage from file using grand central dispatch

I'm trying to load images in the background using gcd. My first attempt didn't work:
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_LOW,0), ^{
dispatch_async(dispatch_get_main_queue(), ^{
// create UI Image, add to subview
});
});
commenting out the background queue code and leaving just the main queue dispatch block didn't work:
dispatch_async(dispatch_get_main_queue(), ^{
// create UI Image, add to subview
});
Is there some trick to doing ui stuff inside a gcd block?
In response to mattjgalloway's comment, I'm simply trying to load a big image in a background thread. Here's the full code that I tried originally:
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_LOW,0), ^{
UIImage* img = [[UIImage alloc] initWithContentsOfFile: path];
dispatch_async(dispatch_get_main_queue(), ^{
imageView = [[[UIImageView alloc] initWithImage: img] autorelease];
imageView.contentMode = UIViewContentModeScaleAspectFill;
CGRect photoFrame = self.frame;
imageView.frame = photoFrame;
[self addSubview:imageView];
});
});
I simplified it so that I was running everything inside the main queue, but even then it didn't work. I figure if I can't get the whole thing to work in the main queue, no way the background queue stuff will work.
================ UPDATE ==============
I tried the above technique (gcd and all) in a brand new project and it does indeed work as expected. Just not in my current project. So I'll have to do some slow, painful process of elimination work to figure out what's going wrong. I'm using this background loading to display images in a uiscrollview. Turns out bits of the images do sometimes show up, but not always. I'll get to the bottom of this....
================ UPDATE ==============
Looks like the issue is related to the UIScrollView all of this is inside. I think stuff isn't getting drawn/refreshed when it should
I ran your code. It works with one exception. Also did you mean self.view rather than self?
Case 1:
path is declared at a property.
imageView is declared at an ivar
- (IBAction)buttonImagePressed:(id)sender
{
self.path = [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:#"picture1.jpg"];
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_LOW,0), ^{
UIImage* img = [[UIImage alloc] initWithContentsOfFile: self.path];
dispatch_async(dispatch_get_main_queue(), ^{
imageView = [[[UIImageView alloc] initWithImage: img] autorelease];
imageView.contentMode = UIViewContentModeScaleAspectFill;
CGRect photoFrame = self.view.frame;
imageView.frame = photoFrame;
[self.view addSubview:imageView];
});
});
}
Case 2:
path and imageView are both ivars. - no property is used.
- (IBAction)buttonImagePressed:(id)sender
{
// will crash if path is defined here
// path = [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:#"picture1.jpg"];
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_LOW,0), ^{
//if path is defined here then it will work
path = [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:#"picture1.jpg"];
UIImage* img = [[UIImage alloc] initWithContentsOfFile:path];
dispatch_async(dispatch_get_main_queue(), ^{
imageView = [[[UIImageView alloc] initWithImage: img] autorelease];
imageView.contentMode = UIViewContentModeScaleAspectFill;
CGRect photoFrame = self.view.frame;
imageView.frame = photoFrame;
[self.view addSubview:imageView];
});
});
}
On case 2, where it crashed, the message in the console said to file a bug at apple.com ...
Try to call setNeedDisplay right after [self addSubview:imageView], by the way most of UIKit isn't thread safe, I don't know about UIImage methods specifically (maybe is ok on iOS4 and higher), but I wouldn't do that. If you want to load images from background better use ImageIO that is thread safe, or Core Graphics functions.
An alternative could be load an NSData object with your image data on a background thread an later call [UIImage alloc]inithWithData: data] on the main thread.
Displaying my image as a background image, rather than a UIImageView added as a subview works. No clue why
#interface PhotoView(){
UIImageView* imageView;
}
#end
#implementation PhotoView
-(id)initWithFrame:(CGRect)frame andPathToPhoto:(NSString*)path andSequenceView:(SequencerView*) sequencerView{
if(self = [super initWithFrame:frame]){
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_LOW,0), ^{
UIImage* img = [[UIImage alloc] initWithContentsOfFile: path];
dispatch_async(dispatch_get_main_queue(), ^{
self.backgroundColor = [UIColor colorWithPatternImage:img];
});
[img release];
});
}
return self;
}
#end

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