My app is presently made of a TableViewController, and a ViewController. When a cell in the TableView is selected, the ViewController is pushed, which is the main app. This View Controller previously loads all its UIViews in the main thread, which caused the screen to freeze as the code ran, often leading users to believe it has crashed. To prevent this issue, and improve the user experience, I have changed my code to the following overall format:
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view.
[self initialiseApp];
}
- (void) initialiseApp {
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
//Initialising views
imageView = [[UIImageView alloc] initWithImage:[self getImageFromUrl:currentWallpaperURL]];
[imageView setFrame:CGRectMake(0.0, 100, screenWidth, (screenWidth/7)*4)];
[imageView setContentMode:UIViewContentModeScaleAspectFit];
// etc etc for other views
dispatch_async(dispatch_get_main_queue(), ^{
//Add subviews to UI
[[self view] addSubview:imageView];
});
});
}
When app running in the simulator, this causes the ViewController to load as a blank screen, and later load the UI after some time. During loading, I would have some form of spinner, or text on the screen. I would therefore like clarification on this topic:
Is loading an app's UI when the ViewController is opened (or alternatively, when the app is launched) conventional? And if not, what is a better alternative to prevent having the app freeze for 10 seconds on launch?
Thanks.
I tend to experience issues when creating UI elements on background threads, so I would avoid this if possible (Apple says the same). In your situation, rather than loading the UI elements in the background, load the image in the background and then create the UI elements when the image has been loaded. As an example,
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
UIImage *image = [self getImageFromUrl:currentWallpaperURL];
dispatch_async(dispatch_get_main_queue(), ^{
//Add subviews to UI
imageView = [[UIImageView alloc] initWithImage:image];
[imageView setFrame:CGRectMake(0.0, 100, screenWidth, (screenWidth/7)*4)];
[imageView setContentMode:UIViewContentModeScaleAspectFit];
[[self view] addSubview:imageView];
});
});
Related
I am a bit confused. I have written a class, that calculates some stuff and makes an internet query. Afer this query some NSString properties of this class are updated with the resulting values.
In my view controller, I create an instance of this class. I want to show in the labels waiting for text "Loading..." until the data has arrived. As soon as the data is ready, I want to replace the text. But how do I do that? And depending on if one property, I also want to redraw one view of this view controller. Furthermore I don't want to block my UI.
This so far hasn't worked...
self.firstLabel.text = #"Loading...";
self.secondLabel.text = #"Loading...";
UIActivityIndicatorView *indicator = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhite];
[indicator setColor:[UIColor colorWithHexString:#"3375cb"]];
indicator.center = self.view.center;
[self.view addSubview:indicator];
[indicator startAnimating];
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
[self.myInstance fillLabelsWithLiveData];
dispatch_async(dispatch_get_main_queue(), ^{
[indicator stopAnimating];
self.firstLabel.text = myInstance.someText;
self.secondLabel.text = myInstance.someMoreText;
if(myInstance.myBool){
//redraw
}
});
});
You say that your code isn't working, but you don't say what the actual behaviour is, so I would like to write about how I would debug the code in order to see where the problem is.
First, I would put a few log statements into the code, in order to see what it actually does.
NSLog(#"MyViewController: Starting to load...");
self.firstLabel.text = #"Loading...";
self.secondLabel.text = #"Loading...";
UIActivityIndicatorView *indicator = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhite];
[indicator setColor:[UIColor colorWithHexString:#"3375cb"]];
indicator.center = self.view.center;
[self.view addSubview:indicator];
[indicator startAnimating];
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
NSLog(#"MyViewController: Starting to load on background queue...");
[self.myInstance fillLabelsWithLiveData];
NSLog(#"MyViewController: Done loading on background queue...");
dispatch_async(dispatch_get_main_queue(), ^{
NSLog(#"MyViewController: Updating main queue UI");
[indicator stopAnimating];
self.firstLabel.text = myInstance.someText;
self.secondLabel.text = myInstance.someMoreText;
if(myInstance.myBool){
NSLog(#"MyViewController: Will redraw...");
//redraw
} else {
NSLog(#"MyViewController: Will not redraw (myInstance.myBool is NO)");
}
});
});
When you do this you will see where the problem lies exactly. (Note that in tutorials all over the internet, the log messages are often ultra short. Like NSLog(#"loading...");. The problem is that if you have many logs in your app and every class logs like this, the log messages become useless. What's worse, you may see that "loading..." is printed on the console and assume that your code is called, when in fact some other place in the program prints "loading...". So I always add some context to NSLog calls. (In fact, I never use NSLog, I use custom logging libraries that also print file names and line numbers.))
Just a few comments on your code.
centering the indicator
indicator.center = self.view.center; // (1a)
This does not center the indicator in self.view
indicator.center = centerOf(self.view.bounds); // (1b)
does. You have to define centerOf:
CGPoint centerOf(CGRect rect) {
CGFloat x = CGRectGetMidX(rect);
CGFloat y = CGRectGetMidY(rect);
return CGPointMake(x, y);
}
(1a) works sufficiently well though if self.view.frame.origin is sufficiently near to (0, 0).
check if your code hangs
If you add the logs and look into the console, there are a few things that can go wrong:
The new log lines do not show up at all => in this case, you should check why your code isn't called at all
The new log lines are printed up to some point, e.g. "Done loading on background queue" is never printed to the console. => In this case, the code that is in-between hangs, obviously.
The logs look good, but the indicator doesn't show up. 2 options:
everything is so fast that you just don't see the indicator.
the loading on the background queue takes some time, but the indicator is not visible => is the superview of the indicator visible? Use the "inspect view hierarchy" feature of Xcode to check what is going on. Where is your view? Add some code like self.view.backgroundColor = [UIColor orangeColor]; to see if it makes a difference.
The logs look good, but the labels did not update.
if this is the case, I cannot help you anymore. You didn't post the real code. You posted a simplified version of it, and the bug hides behind that simplification.
the user should be able to select one icon from a large number of different icons. I have created a picker dialog that allows the user to make his selection. The ViewController that is used for this picker only holds one UIScrollView. In viewDidLoad for each icon a button is added to the ScrollView. To select an icon the user just has to click the corresponding button...
This works fine, but the ViewController/picker needs several seconds to be displayed. This is because of the many alloc / add operations within viewDidLoad. Because of this I tried to move these options into a background thread. This workes fine, but the created buttons are not visible any more:
- (void)viewDidLoad {
[super viewDidLoad];
self.iconsScrollView.hidden = true;
[self.activityIndicator startAnimating];
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
iconContainer = [[UIView alloc] init];
iconContainer.backgroundColor = [UIColor clearColor];
iconButtons = [[NSMutableDictionary alloc] init];
CGRect buttonRect = CGRectMake(5, 5, 40, 40);
selectedButton = nil;
NSArray *iconInfos = [[StoreController sharedController] allIcons];
for (IconInfo* iconInfo in iconInfos) {
NSString *iconName = iconInfo.name;
UIButton *iconButton = [UIButton buttonWithType:UIButtonTypeCustom];
iconButton.frame = buttonRect;
[iconButton addTarget:self action:#selector(iconSelectionClick:) forControlEvents: UIControlEventTouchUpInside];
[iconButton setImage:[UIImage imageNamed:iconName] forState:UIControlStateNormal];
[iconContainer addSubview:iconButton];
[iconButtons setObject:iconButton forKey:iconInfo.guid];
buttonRect.origin.x += 50;
if (buttonRect.origin.x > 205) {
buttonRect.origin.x = 5;
buttonRect.origin.y += 50;
}
}
iconContainer.frame = CGRectMake(0, 0, self.iconsScrollView.frame.size.width, ceil([iconButtons count] / 5.0) * 50);
dispatch_async(dispatch_get_main_queue(), ^{
[self.iconsScrollView addSubview:iconContainer];
self.iconsScrollView.contentSize = iconContainer.frame.size;
[self.activityIndicator stopAnimating];
self.iconsScrollView.hidden = false;
[self.view setNeedsDisplay];
});
});
}
This works (almost) without any problem:
Picker ViewController is presented
ActivityIndicator is visible while buttons are created
Once all buttons are ready ActivityIndicator stops and the ScrollView becomes visible.
Only Problem: The Buttons are not visible. The ScrollView can be used normally (content size correct) and when I touch inside the ScrollView and hit an invisible button the click selector is called. Thus all buttons are there but not visible. Eventually after 10-15 seconds all Buttons become visible at once.
Using setNeedsDisplay or setNeedsLayout for the View, the ScrollView, or the buttons does not change anything.
Any idea what I can do?
You are adding buttons to a subview while you aren't on the main thread.
Generally, UIKit code should only be run on the main queue.
UIKit can only be updated from the main thread
dispatch_async(dispatch_get_main_queue(), ^(void){
//Run UI Updates
});
I've been working on this for a couple days now (off & on) and I'm not exactly sure why this isn't working, so I'm askin you pros at SOF for some insight.
NewsItem.m
On my first view controller, I'm reading from a JSON feed which has 10+ items. Each item is represented by a NewsItem view which allows for a title, body copy, and a small image. The UIImageView has an IBOutlet called imageView. I'm loading the image for my imageView asynchronously. When the image is loaded, I'm dispatching a notification called IMAGE_LOADED. This notification is only picked up on the the NewsItemArticle
dispatch_queue_t concurrentQueue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0);
//this will start the image loading in bg
dispatch_async(concurrentQueue, ^{
NSData *image = [[NSData alloc] initWithContentsOfURL:[NSURL URLWithString:self.imageURL]];
//this will set the image when loading is finished
dispatch_async(dispatch_get_main_queue(), ^{
[self.imageView setAlpha:0.0];
self.image = [UIImage imageWithData:image];
[self.imageView setImage:self.image];
[UIView animateWithDuration:0.5 animations:^{
[self.imageView setAlpha:1.0];
}];
if(self)
[[NSNotificationCenter defaultCenter] postNotificationName:IMAGE_LOADED object:self];
});
});
NewsItemArticle.m
When a user taps on a NewsItemView then I load a new controller which is a scroll view of several NewsItemArticle views inside a scrollview. A NewsItemArticle will listen for IMAGE_LOADED and if it is decided the current notification has an image for this particular article, it will use the same image for it's own reference like so:
- (void)handleImageLoaded:(NSNotification *)note
{
if([note.object isEqual:self.cell]) {
// this next line is hanging the app. not sure why.
[self.imageView setImage:self.cell.image];
[self.activityViewIndicator removeFromSuperview];
}
}
So essentially:
I'm using an asynchronous load on my first image reference
I'm using notifications to let other parts of the app know and image was loaded
The app hangs when the existing image is reference to a second UIImageView
If I comment out the suspect line, the app never hangs. As it its, my app hangs until all the images are loaded. My thoughts are:
This is a network threading conflict (not likely)
This is a GPU threading conflict (perhaps during a resize to the container view's size?)
Has anyone seen anything like this before?
For lazy loading of table view images there are few good options available. Can make use of them in your design to save time and avoid efforts to reinvent the wheel.
1. Apple lazy loading code --link
2. SDWebImage --link
SDWebImage will provide you a completion handler/block where you can use the notification mechanism to notify other modules of your application.
Cheers!
Amar.
The iPad app I'm working on is a book. To jump to a specific page, the user can press a button that overlays a view top of the current view, displaying images of thumbnails of each page in the book.
When the user goes through the book sequentially and displays this thumbnails menu, the scrolling animation is smooth and fine if the user showed the menu . The problem happens if the user calls showBookmarkMenu after having loaded about fifteen pages, the scrollview animation is very very slow, and the scrollview doesn't catch touches anymore.
I noticed that scrollViewDidEndDecelerating gets called when the scrolling animation is normal and smooth (shortly after loading the app), but it doesn't get called after the user has gone through several pages. So one hypothesis is that the CPU is struggling with the animation of the positioning of the scrollview's content. I ran the app using Instruments' Activity Monitor, but there are times when the app uses 97% and more of the CPU and the scrollview scrolls fine...
Any thoughts on this issue? I've posted my code below.
MainClass.m
//Called when user presses the open/close bookmark menu button
-(IBAction)toggleBookmarksMenu{
if([bookMarkMenu isHidden]){
[currentPage.view addSubview:bookMarkMenu];
[bookMarkMenu showBookmarkMenu];
}
else{
[bookMarkMenu hideBookmarksMenu];
}
}
ScrollViewClass.h
#interface BookmarkManager : UIView<UIScrollViewDelegate>{
UIScrollView *thumbnailScrollView;
}
#property (strong, nonatomic) UIScrollView *thumbnailScrollView;
#property (strong) id <BookmarkManagerDelegate> bookmarkManagerDelegate;
-(void)showBookmarkMenu;
-(void)hideBookmarksMenu;
#end
ScrollViewClass.m
-(void)showBookmarkMenu{
[self setHidden:NO];
[UIView animateWithDuration:0.5
animations:^{
self.center = CGPointMake(512, 384);
}
];
}
-(void)hideBookmarksMenu{
[UIView animateWithDuration:1
animations:^{
self.center = CGPointMake(512, -120);
}
completion:^(BOOL finished){
[self setHidden:YES];
[self removeFromSuperview];
}
];
}
-(id)init{
self = [super initWithFrame:CGRectMake(0, 0, 1024, 768)];
if(self){
[self setBackgroundColor:[UIColor clearColor]];
self.center = CGPointMake(512, 0);
thumbnailScrollView = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 0, 1024, 120)];
[thumbnailScrollView setBackgroundColor:[UIColor clearColor]];
thumbnailScrollView.showsHorizontalScrollIndicator = NO;
//Add the UIButtons with images of the thumbnails
for(int i = 0; i < totalPages; i++){
UIButton *pageThumbnail = [UIButton buttonWithType:UIButtonTypeCustom];
pageThumbnail.frame = CGRectMake(0, 0, 125, 95);
[pageThumbnail setBackgroundImage:[UIImage imageWithContentsOfFile:[NSString stringWithFormat:#"%#/p%d_thumb.png", [[NSBundle mainBundle] resourcePath], i]] forState:UIControlStateNormal];
[thumbnailScrollView addSubview:pageThumbnail];
[pageThumbnail addTarget:self action:#selector(thumbnailTapped:) forControlEvents:UIControlEventTouchDown];
}
[self addSubview:thumbnailScrollView];
[thumbnailScrollView setContentSize:CGSizeMake(totalPages * 125 + (20*(totalPages+1)), 120)];
[thumbnailScrollView setDelegate:self];
[self setHidden:YES];
}
return self;
}
I have to go with possible low memory issue.
A possible alternative to using a slew of buttons is using UITableView. The way your code is currently working, it loads up ALL the buttons with images. For a large book this could be painful.
Using UITableView you only use as much memory as you see (about). And, since each image is loaded dynamically, your memory usage is only as much as is displayed. That would be how I would go about it (actually, I'm doing that now, just not with a book).
A shot in the dark, based on your observation that the scrolling becomes slow after loading 15 pages or so: possibly your device is busy handling a low memory condition. In such cases, as you possibly know, a system wide notification is sent to a considerable number of apps/objects for them to recover as much memory as possible.
Could you check if at more or less the same time when the scrolling becomes slow your app is executing didReceiveMemoryWarning?
If you confirm that the issue could be related to memory saturation/reclaiming, then I would suggest implementing a lazy loading scheme for your images:
you only load images when you are required to display them;
you only keep in memory 3-5 images total, to ensure a smooth scrolling.
The basic step requires id providing your delegate
- (void)scrollViewDidScroll:(UIScrollView *)scrollView;
implementation. Here you will preload images:
knowing your position, you know your current image (say, image number N);
unload images N-2, N+2;
load images N-1, N+1.
The images to load/unload I provided are fine if you just want one "buffer" image.
In any case, if you google "iso scroll view lazy loading" you will find plenty of info.
Turns out it wasn't a low memory issue, but an overly busy CPU issue.
It is the CPU that does the calculations required for the scrollview's scrolling animations, and when the scrolling becomes this slow I thought I'd try to figure out why I was using 97% of the CPU in the first place. Turns out that past page 15, I had CPU-intensive recursive functions (calculating UIBezierPaths for another part of the app) caught in an infinite loop. The app was calculating hundreds of UIBezierPaths a second, and there reached a point where the CPU just couldn't keep up with the calculations for the scrollview's animation.
Once I made sure the recursive functions stopped calling themselves when they were not needed, CPU usage remained under 20% throughout the app, and the scrollview performed perfectly well.
I'm using a double for loop to add UIButtons to a UIScrollView in a grid format. These UIButtons take time to load as they have subviews that are UIImageViews which get their UIImages by downloading data off the internet.
Right now, the subviews don't show until AFTER the method completely finishes executing. Correct me if I'm wrong, but I'm guessing xcode doesn't show added subviews until a method is done executing.
However, I do want to show each subview getting added one at a time, as a cool loading effect. How would I implement this?
Thanks!
You should use multiple threads to load your pictures so that your main thread does not become sluggish. I recently wrote something similar...Take a look at my code from my viewWillAppear method:
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
self.myImages = [self.myModel retrieveAttachments]; //Suppose this takes a long time
for (UIImage *image in self.myImages)
{
dispatch_async(dispatch_get_main_queue(), ^{
[self addImageToScrollView:image animated:YES]; });
}
}
});
The addImageToScrollView method would be like so:
-(void) addImageToScrollView: (UIImage *) image animated: (BOOL) animated
{
//Create image view
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
imageView.image = image;
if(animated)
{
imageView.alpha = 0;
[self.myScrollView addSubview:imageView];
[UIView animateWithDuration:ADD_IMAGE_APPEARING_ANIMATION_SPEED animations:^{
imageView.alpha = 1;
}];
}
else
{
[self.myScrollView addSubview:imageView];
}
}