I have an iOS 7 app using Storyboards that has the following structure:
UITabBarController->UINavgiationController->UICollectionViewController
I use a custom subclass of UICollectionViewFlowLayout to layout the grid. Each cell contains a single UILabel.
I am trying to render a 5 column grid in the UICVC. There can be upwards of 800 rows (sections, as one row per section). I've based this loosely on Erica Sadun's example code from her iOS book.
The cells all have specific, set widths (2 different widths used). All cells have the same height. The grid is wider than the physical display, and so scrolls horizontally and vertically.
It's all working fine, but performance has been very poor for more than about 30 rows. The problem comes when trying to calculate the custom layout, specifically in the following method:
- (NSArray *)layoutAttributesForElementsInRect:(CGRect)rect
{
NSArray *attribs = [super layoutAttributesForElementsInRect:rect];
NSMutableArray *attributes = [NSMutableArray array];
[attribs enumerateObjectsUsingBlock:^(UICollectionViewLayoutAttributes *currentLayout, NSUInteger idx, BOOL *stop)
{
NSString *layoutItemKey = [NSString stringWithFormat:#"%ld:%ld", (long)currentLayout.indexPath.section, (long)currentLayout.indexPath.item];
UICollectionViewLayoutAttributes *newLayout = [self.cachedLayoutAttributes objectForKey:layoutItemKey];
if (nil == newLayout)
{
newLayout = [self layoutAttributesForItemAtIndexPath:currentLayout.indexPath];
long section = currentLayout.indexPath.section;
long item = currentLayout.indexPath.item;
NSString *layoutItemKey = [NSString stringWithFormat:#"%ld:%ld", (long)section, (long)item];
[self.cachedLayoutAttributes setObject:newLayout forKey:layoutItemKey];
}
[attributes addObject:newLayout];
}];
return attributes;
}
The main delay here seems to come from a call to the iOS method:
layoutAttributesForCellWithIndexPath:(NSIndexPath *)indexPath;
which is inside the layoutAttributesForItemAtIndexPath method:
- (UICollectionViewLayoutAttributes *)layoutAttributesForItemAtIndexPath:(NSIndexPath *)indexPath
{
UICollectionViewLayoutAttributes *attributes = [UICollectionViewLayoutAttributes layoutAttributesForCellWithIndexPath:indexPath];
CGSize thisItemSize = [self sizeForItemAtIndexPath:indexPath];
CGFloat verticalOffset = [self verticalInsetForItemAtIndexPath:indexPath];
CGFloat horizontalOffset = [self horizontalInsetForItemAtIndexPath:indexPath];
if (self.scrollDirection == UICollectionViewScrollDirectionVertical)
attributes.frame = CGRectMake(horizontalOffset, verticalOffset, thisItemSize.width, thisItemSize.height);
else
attributes.frame = CGRectMake(verticalOffset, horizontalOffset, thisItemSize.width, thisItemSize.height);
return attributes;
}
Scrolling works fine to a point, then freezes for about 1.5 seconds while the next block of layout is calculated (always seems to be about 165 cells). As I'm caching everything, the next time the user scrolls performance is fine.
If I leave the cell widths to the UICollectionViewFlowLayout default everything flies, with no pauses.
To try to speed things up I have:
Ensured all views are opaque
Set the deceleration rate of the CollectionView to FAST
Made - (BOOL)shouldInvalidateLayoutForBoundsChange:(CGRect)newBounds return NO
I cache any UICollectionViewLayoutAttributes calculated
I cache the first 50 rows on initialisation. There's no noticeable lag doing this, and it allows the initial scroll performance to be a bit better than it would have been
I've run out of ideas for squeezing more performance out of the UICollectionViewFlowLayout.
Can anyone suggest how I can improve the code?
Thanks
Darren.
I've found a solution to the problem, and while it's not a complete answer to UICollectionView performance problems, it meets my needs.
I'm rendering a text grid. The rows are all the same height, the widths of the fields are always the same, and the overall width of a row is always the same.
Erica Sadun's code allows for variable height text cells, for text wrapping I assume. Because of that the layout needs to be calculated for each cell and row. For a grid with more than 100 cells the amount of time required is too long (on my iPhone 4S).
What I've done is to remove all the height and width calculation code, and replace it with fixed values I calculated manually.
This removes the bottleneck, and now I can render a grid with a few thousand cells without any noticeable lag.
Related
I have a feed that gets populated with 15 posts from the server. When I scroll down to 3 before the end of the list, I ping the server for the next 15 posts. This functionality works great. However, when I start scrolling up, the UITableViewCells frequently jump up, as though Cell 5 is now populating Cell 4, and Cell 4 is now populating Cell 3, etc. Either that, or the UITableView scroll is just jumping up.
When I get to the very top of the UITableView and then proceed to scroll down through all my data then back up, it works perfectly though. Is there a drawing issue with my table?
Edit: So, I've come across the understanding that this is happening because the heights of all my cells are dynamic. I'm pretty sure as I'm scrolling up, my UITableView is calculating and setting the appropriate heights, which is causing the jumpy action. I'm not sure how to mitigate that.
I never used the new funcionality of dynamic cell size in iOS8, but I can give you few suggestion for improve performance on table views. It should be a comment but it doesn't fit.
Cache the height of cells already displayed if you can. It's easy an dictionary paired with a sort of id would do the trick
Pay attention that you do not have complex layout between subviews of you cells
Check if you are drawing something that requires offscreen rendering, such as corner radius, clipping etc
I don't know how dynamic cell works on ios8 but I share piece of my code. It's pretty straightforward. I have a cell that I use as prototype, each times I need to calculate a cell height I feed it with my data, that I force it's layout to get me the correct height. Once I've got the height I saved it in a NSDictionary using the postID(it's a twitter like app) as a key.
This happens only when the cell height is not cached. If it is cached the height is returned.
- (CGFloat) tableView:(UITableView *)tableView heightForRowAtIndexPath:(NSIndexPath *)indexPath {
CGSize size = CGSizeZero;
NSDictionary * data = self.timelineData[indexPath.row];
if (data[KEY_CELL_IDENTIFIER] == CellIdentifierPost) {
NSNumber * cachedHeight = [self.heightCaches objectForKey:#([(AFTimelinePostObject*)data[KEY_CELL_DATA] hash])];//[(AFTimelinePostObject*)data[KEY_CELL_DATA] timelinePostObjectId]];
if (cachedHeight) {
return (CGFloat)[cachedHeight doubleValue];
}
[_heightCell configureCellWith:data[KEY_CELL_DATA]];
size = [_heightCell.contentView systemLayoutSizeFittingSize:UILayoutFittingCompressedSize];
[self.heightCaches setObject:#(size.height) forKey:#([(AFTimelinePostObject*)data[KEY_CELL_DATA] hash])];//[(AFTimelinePostObject*)data[KEY_CELL_DATA] timelinePostObjectId]];
}
else if (data[KEY_CELL_IDENTIFIER] == CellIdentifierComment){
NSNumber * cachedHeight = [self.heightCaches objectForKey:#([(AFTimelinePostComments*)data[KEY_CELL_DATA] hash])];//[(AFTimelinePostObject*)data[KEY_CELL_DATA] timelinePostObjectId]];
if (cachedHeight) {
return (CGFloat)[cachedHeight doubleValue];
}
[_heightCommentCell configureCellWith:data[KEY_CELL_DATA]];
size = [_heightCommentCell.contentView systemLayoutSizeFittingSize:UILayoutFittingCompressedSize];
if (size.height < 80.0f) {
size = (CGSize) {
.width = NSIntegerMax,
.height = 115.f
};
}
else if (size.height > 180.0f) {
size = (CGSize) {
.width = NSIntegerMax,
.height = 180.f
};
}
[self.heightCaches setObject:#(size.height) forKey:#([(AFTimelinePostComments*)data[KEY_CELL_DATA] hash])];//[(AFTimelinePostObject*)data[KEY_CELL_DATA] timelinePostObjectId]];
}
else {
size = (CGSize) {
.width = NSIntegerMax,
.height = 50.f
};
}
return size.height;
}
Unfortunately, there does not seem to be a simple answer to this. I have struggled with it on multiple iOS apps.
The only solution I have found is to programmatically scroll to the top of your UITableView once it appears again.
[self.tableView setContentOffset:CGPointMake(0, 0 - self.tableView.contentInset.top) animated:YES];
OR
self.tableView.contentOffset = CGPointMake(0, 0 - self.tableView.contentInset.top);
Hope this an acceptable work around while still being able to use dynamic cell heights =)
I use a table view where I override heightForRowAtIndexPath. When I run the Xcode profiler I found the following:
I want to calculate the height based one object's property. I use the same table view for two kind of objects, User and Post. My implementation currently looks like this:
- (CGFloat)tableView:(UITableView *)tableView heightForRowAtIndexPath:(NSIndexPath *)indexPath
{
NSString *text;
Post *cellPost;
User *cellUser;
if (_pageType == FOLLOWERS || _pageType == FOLLOWING) {
cellUser = [self.users objectAtIndex:indexPath.row];
text = cellUser.userDescription.text;
if (text == nil) {
return 70;
}
} else {
cellPost = [self.fetchedResultsController objectAtIndexPath:indexPath];
text = cellPost.text;
}
CGSize boundingSize = CGSizeMake(245, CGFLOAT_MAX);
CGSize requiredSize = [text sizeWithFont:[UIFont fontWithName:#"TisaMobiPro" size:15]
constrainedToSize:boundingSize
lineBreakMode:NSLineBreakByWordWrapping];
CGFloat textHeight = requiredSize.height;
CGFloat cellHeight = textHeight + 40;
if ([cellPost.text isEqualToString:self.post.text]) {
cellHeight += 44;
if (cellHeight < 114) {
cellHeight = 114;
}
} else {
if (cellHeight < 70) {
cellHeight = 70;
}
}
if (cellPost.repostedBy != nil && cellPost.youReposted.boolValue == NO && _pageType != CONVERSATION) {
cellHeight += 27;
}
return cellHeight;
}
If I remove most of the code and only have, e.g. return 100 the tableView's scrolling performance is much improved. Can you spot or give suggestions on something in my implantation that could cause this performance issue?
Heights are calculated before the – tableView:cellForRowAtIndexPath: is called and for all the number of cells.
If you are deploying on iOS7 you can use the - tableView:estimatedHeightForRowAtIndexPath:, using that method you can defer this calculation while scrolling the tableview. That means that the method tableView:heightForRowAtIndexPath: is called basically when a cell is displayed. The estimation could be a fixed number close to the average of your TVC or based on some math faster than the one that you implemented.
Thanks to the estimation the TV can set its content size an scroll bar height and doesn't need to calculate each height for 100 of rows in one shot. The payback could be a lag during scrolling because the TV is calculating the actual row height.
If you are targeting iOS7 you can use the NSTableView property: estimatedRowHeight.
From the Apple docs:
Providing a nonnegative estimate of the height of rows can improve the
performance of loading the table view. If the table contains variable
height rows, it might be expensive to calculate all their heights when
the table loads. Using estimation allows you to defer some of the cost
of geometry calculation from load time to scrolling time.
Also:
Every time a
table view is displayed, it calls tableView:heightForRowAtIndexPath:
on the delegate for each of its rows
If you have to use tableView:heightForRowAtIndexPath: cache the heights as #Waine suggests.
I have a UICollectionView with a FLowLayout. It will work as I expect most of the time, but every now and then one of the cells does not wrap properly. For example, the the cell that should be on in the first "column" of the third row if actually trailing in the second row and there is just an empty space where it should be (see diagram below). All you can see of this rouge cell is the left hand side (the rest is cut off) and the place it should be is empty.
This does not happen consistently; it is not always the same row. Once it has happened, I can scroll up and then back and the cell will have fixed itself. Or, when I press the cell (which takes me to the next view via a push) and then pop back, I will see the cell in the incorrect position and then it will jump to the correct position.
The scroll speed seems to make it easier to reproduce the problem. When I scroll slowly, I can still see the cell in the wrong position every now and then, but then it will jump to the correct position straight away.
The problem started when I added the sections insets. Previously, I had the cells almost flush against the collection bounds (little, or no insets) and I did not notice the problem. But this meant the right and left of the collection view was empty. Ie, could not scroll. Also, the scroll bar was not flush to the right.
I can make the problem happen on both Simulator and on an iPad 3.
I guess the problem is happening because of the left and right section insets... But if the value is wrong, then I would expect the behavior to be consistent. I wonder if this might be a bug with Apple? Or perhaps this is due to a build up of the insets or something similar.
Follow up: I have been using this answer below by Nick for over 2 years now without a problem (in case people are wondering if there are any holes in that answer - I have not found any yet). Well done Nick.
There is a bug in UICollectionViewFlowLayout's implementation of layoutAttributesForElementsInRect that causes it to return TWO attribute objects for a single cell in certain cases involving section insets. One of the returned attribute objects is invalid (outside the bounds of the collection view) and the other is valid. Below is a subclass of UICollectionViewFlowLayout that fixes the problem by excluding cells outside of the collection view's bounds.
// NDCollectionViewFlowLayout.h
#interface NDCollectionViewFlowLayout : UICollectionViewFlowLayout
#end
// NDCollectionViewFlowLayout.m
#import "NDCollectionViewFlowLayout.h"
#implementation NDCollectionViewFlowLayout
- (NSArray *)layoutAttributesForElementsInRect:(CGRect)rect {
NSArray *attributes = [super layoutAttributesForElementsInRect:rect];
NSMutableArray *newAttributes = [NSMutableArray arrayWithCapacity:attributes.count];
for (UICollectionViewLayoutAttributes *attribute in attributes) {
if ((attribute.frame.origin.x + attribute.frame.size.width <= self.collectionViewContentSize.width) &&
(attribute.frame.origin.y + attribute.frame.size.height <= self.collectionViewContentSize.height)) {
[newAttributes addObject:attribute];
}
}
return newAttributes;
}
#end
See this.
Other answers suggest returning YES from shouldInvalidateLayoutForBoundsChange, but this causes unnecessary recomputations and doesn't even completely solve the problem.
My solution completely solves the bug and shouldn't cause any problems when Apple fixes the root cause.
Put this into the viewController that owns the collection view
- (void)viewWillLayoutSubviews
{
[super viewWillLayoutSubviews];
[self.collectionView.collectionViewLayout invalidateLayout];
}
i discovered similar problems in my iPhone application. Searching the Apple dev forum brought me this suitable solution which worked in my case and will probably in your case too:
Subclass UICollectionViewFlowLayout and override shouldInvalidateLayoutForBoundsChange to return YES.
//.h
#interface MainLayout : UICollectionViewFlowLayout
#end
and
//.m
#import "MainLayout.h"
#implementation MainLayout
-(BOOL)shouldInvalidateLayoutForBoundsChange:(CGRect)newBounds{
return YES;
}
#end
A Swift version of Nick Snyder's answer:
class NDCollectionViewFlowLayout : UICollectionViewFlowLayout {
override func layoutAttributesForElements(in rect: CGRect) -> [UICollectionViewLayoutAttributes]? {
let attributes = super.layoutAttributesForElements(in: rect)
let contentSize = collectionViewContentSize
return attributes?.filter { $0.frame.maxX <= contentSize.width && $0.frame.maxY < contentSize.height }
}
}
I've had this problem as well for a basic gridview layout with insets for margins. The limited debugging I've done for now is implementing - (NSArray *)layoutAttributesForElementsInRect:(CGRect)rect in my UICollectionViewFlowLayout subclass and by logging what the super class implementation returns, which clearly shows the problem.
- (NSArray *)layoutAttributesForElementsInRect:(CGRect)rect {
NSArray *attrsList = [super layoutAttributesForElementsInRect:rect];
for (UICollectionViewLayoutAttributes *attrs in attrsList) {
NSLog(#"%f %f", attrs.frame.origin.x, attrs.frame.origin.y);
}
return attrsList;
}
By implementing - (UICollectionViewLayoutAttributes *)initialLayoutAttributesForAppearingItemAtIndexPath:(NSIndexPath *)itemIndexPath I can also see that it seems to return the wrong values for itemIndexPath.item == 30, which is factor 10 of my gridview's number of cells per line, not sure if that's relevant.
- (UICollectionViewLayoutAttributes *)initialLayoutAttributesForAppearingItemAtIndexPath:(NSIndexPath *)itemIndexPath {
UICollectionViewLayoutAttributes *attrs = [super initialLayoutAttributesForAppearingItemAtIndexPath:itemIndexPath];
NSLog(#"initialAttrs: %f %f atIndexPath: %d", attrs.frame.origin.x, attrs.frame.origin.y, itemIndexPath.item);
return attrs;
}
With a lack of time for more debugging, the workaround I've done for now is reduced my collectionviews width with an amount equal to the left and right margin. I have a header that still needs the full width so I've set clipsToBounds = NO on my collectionview and then also removed the left and right insets on it, seems to work. For the header view to then stay in place you need to implement frame shifting and sizing in the layout methods that are tasked with returning layoutAttributes for the header view.
I have added a bug report to Apple. What works for me is to set bottom sectionInset to a value less than top inset.
I was experiencing the same cell-deplacing-problem on the iPhone using a UICollectionViewFlowLayout and so I was glad finding your post. I know you are having the problem on an iPad, but I am posting this because I think it is a general issue with the UICollectionView. So here is what I found out.
I can confirm that the sectionInset is relevant to that problem. Besides that the headerReferenceSize also has influence whether a cell is deplaced or not. (This makes sense since it is needed for calcuating the origin.)
Unfortunately, even different screen sizes have to be taken into account. When playing around with the values for these two properties, I experienced that a certain configuration worked either on both (3.5" and 4"), on none, or on only one of the screen sizes. Usually none of them. (This also makes sense, since the bounds of the UICollectionView changes, therefore I did not experience any disparity between retina and non-retina.)
I ended up setting the sectionInset and headerReferenceSize depending on the screen size. I tried about 50 combinations until I found values under which the problem did not occure anymore and the layout was visually acceptable. It is very difficult to find values which work on both screen sizes.
So summarizing, I just can recommend you to play around with the values, check these on different screen sizes and hope that Apple will fix this issue.
I've just encountered a similar issue with cells disappearing after UICollectionView scroll on iOS 10 (got no problems on iOS 6-9).
Subclassing of UICollectionViewFlowLayout and overriding method layoutAttributesForElementsInRect: doesn't work in my case.
The solution was simple enough. Currently I use an instance of UICollectionViewFlowLayout and set both itemSize and estimatedItemSize (I didn't use estimatedItemSize before) and set it to some non-zero size.
Actual size is calculating in collectionView:layout:sizeForItemAtIndexPath: method.
Also, I've removed a call of invalidateLayout method from layoutSubviews in order to avoid unnecessary reloads.
I just experienced a similar issue but found a very different solution.
I am using a custom implementation of UICollectionViewFlowLayout with a horizontal scroll. I am also creating custom frame locations for each cell.
The problem that I was having was that [super layoutAttributesForElementsInRect:rect] wasn't actually returning all of the UICollectionViewLayoutAttributes that should be displayed on screen. On calls to [self.collectionView reloadData] some of the cells would suddenly be set to hidden.
What I ended up doing was to create a NSMutableDictionary that cached all of the UICollectionViewLayoutAttributes that I have seen so far and then include any items that I know should be displayed.
- (NSArray *)layoutAttributesForElementsInRect:(CGRect)rect {
NSArray * originAttrs = [super layoutAttributesForElementsInRect:rect];
NSMutableArray * attrs = [NSMutableArray array];
CGSize calculatedSize = [self calculatedItemSize];
[originAttrs enumerateObjectsUsingBlock:^(UICollectionViewLayoutAttributes * attr, NSUInteger idx, BOOL *stop) {
NSIndexPath * idxPath = attr.indexPath;
CGRect itemFrame = [self frameForItemAtIndexPath:idxPath];
if (CGRectIntersectsRect(itemFrame, rect))
{
attr = [self layoutAttributesForItemAtIndexPath:idxPath];
[self.savedAttributesDict addAttribute:attr];
}
}];
// We have to do this because there is a bug in the collection view where it won't correctly return all of the on screen cells.
[self.savedAttributesDict enumerateKeysAndObjectsUsingBlock:^(NSString *key, NSArray * cachedAttributes, BOOL *stop) {
CGFloat columnX = [key floatValue];
CGFloat leftExtreme = columnX; // This is the left edge of the element (I'm using horizontal scrolling)
CGFloat rightExtreme = columnX + calculatedSize.width; // This is the right edge of the element (I'm using horizontal scrolling)
if (leftExtreme <= (rect.origin.x + rect.size.width) || rightExtreme >= rect.origin.x) {
for (UICollectionViewLayoutAttributes * attr in cachedAttributes) {
[attrs addObject:attr];
}
}
}];
return attrs;
}
Here is the category for NSMutableDictionary that the UICollectionViewLayoutAttributes are being saved correctly.
#import "NSMutableDictionary+CDBCollectionViewAttributesCache.h"
#implementation NSMutableDictionary (CDBCollectionViewAttributesCache)
- (void)addAttribute:(UICollectionViewLayoutAttributes*)attribute {
NSString *key = [self keyForAttribute:attribute];
if (key) {
if (![self objectForKey:key]) {
NSMutableArray *array = [NSMutableArray new];
[array addObject:attribute];
[self setObject:array forKey:key];
} else {
__block BOOL alreadyExists = NO;
NSMutableArray *array = [self objectForKey:key];
[array enumerateObjectsUsingBlock:^(UICollectionViewLayoutAttributes *existingAttr, NSUInteger idx, BOOL *stop) {
if ([existingAttr.indexPath compare:attribute.indexPath] == NSOrderedSame) {
alreadyExists = YES;
*stop = YES;
}
}];
if (!alreadyExists) {
[array addObject:attribute];
}
}
} else {
DDLogError(#"%#", [CDKError errorWithMessage:[NSString stringWithFormat:#"Invalid UICollectionVeiwLayoutAttributes passed to category extension"] code:CDKErrorInvalidParams]);
}
}
- (NSArray*)attributesForColumn:(NSUInteger)column {
return [self objectForKey:[NSString stringWithFormat:#"%ld", column]];
}
- (void)removeAttributesForColumn:(NSUInteger)column {
[self removeObjectForKey:[NSString stringWithFormat:#"%ld", column]];
}
- (NSString*)keyForAttribute:(UICollectionViewLayoutAttributes*)attribute {
if (attribute) {
NSInteger column = (NSInteger)attribute.frame.origin.x;
return [NSString stringWithFormat:#"%ld", column];
}
return nil;
}
#end
The above answers don't work for me, but after downloading the images, I replaced
[self.yourCollectionView reloadData]
with
[self.yourCollectionView reloadSections:[NSIndexSet indexSetWithIndex:0]];
to refresh and it can show all cells correctly, you can try it.
This might be a little late but make sure you are setting your attributes in prepare() if possible.
My issue was that the cells were laying out, then getting update in layoutAttributesForElements. This resulted in a flicker effect when new cells came into view.
By moving all the attribute logic into prepare, then setting them in UICollectionViewCell.apply() it eliminated the flicker and created butter smooth cell displaying 😊
Swift 5 version of Nick Snyder answer:
class NDCollectionViewFlowLayout: UICollectionViewFlowLayout {
open override func layoutAttributesForElements(in rect: CGRect) -> [UICollectionViewLayoutAttributes]? {
let attributes = super.layoutAttributesForElements(in: rect)
var newAttributes = [AnyHashable](repeating: 0, count: attributes?.count ?? 0)
for attribute in attributes ?? [] {
if (attribute.frame.origin.x + attribute.frame.size.width <= collectionViewContentSize.width) && (attribute.frame.origin.y + attribute.frame.size.height <= collectionViewContentSize.height) {
newAttributes.append(attribute)
}
}
return newAttributes as? [UICollectionViewLayoutAttributes]
}
}
Or you could use extension of UICollectionViewFlowLayout:
extension UICollectionViewFlowLayout {
open override func layoutAttributesForElements(in rect: CGRect) -> [UICollectionViewLayoutAttributes]? {
let attributes = super.layoutAttributesForElements(in: rect)
var newAttributes = [AnyHashable](repeating: 0, count: attributes?.count ?? 0)
for attribute in attributes ?? [] {
if (attribute.frame.origin.x + attribute.frame.size.width <= collectionViewContentSize.width) && (attribute.frame.origin.y + attribute.frame.size.height <= collectionViewContentSize.height) {
newAttributes.append(attribute)
}
}
return newAttributes as? [UICollectionViewLayoutAttributes]
}
}
I have an app where I load a large plist file in a tableview. This plist file is as a book. It contains chapters and lines. Each row has different length depending on the line length and therefore I need to resize the cell automatically.
I am using storyboard and standard tableview and cell. Cell style=basic and the cell label is set to text=plain lines=0 linebreaks=wordwrap
Up to there, no problem resizing the cell height to the proper size. As the cell height is defined before the text is inserted in the label we have to do it by the well known method of using CGsize and I do it like that (it's working fine)
- (CGFloat)tableView:(UITableView *)tableView heightForRowAtIndexPath:
(NSIndexPath*)indexPath
{
NSUInteger section = [indexPath section];
NSString *key = [chapters objectAtIndex:section];
NSArray *linesSection = [lines objectForKey:key];
NSString* theText = [linesSection objectAtIndex:indexPath.row];
int labelWidth = LW_CHAPTERINDEX_10;
if (chapters.count < 100){
if (chapters.count < NB_MIN_CHAP){
labelWidth = LABELWIDTH;
} else {
labelWidth = LW_CHAPTERINDEX_10;
}
}
CGSize textSize = [theText sizeWithFont:[UIFont systemFontOfSize:14]
constrainedToSize:CGSizeMake(labelWidth, MAXFLOAT)
lineBreakMode:UILineBreakModeWordWrap];
return textSize.height;
}
The problem is the hardcoding depending on the index. For now I have 3 possibilites.
No index
Index with numbers below 10
Index with numbers below 100
and in the code this part
int labelWidth = LW_CHAPTERINDEX_10;
if (chapters.count < 100){
if (chapters.count < NB_MIN_CHAP){
labelWidth = LABELWIDTH;
} else {
labelWidth = LW_CHAPTERINDEX_10;
}
}
is the hardcoding depending on the 3 possibilities.
I find this was of doing weird, especially if apple will start to deliver more different screen sizes.
QUESTION
How can I get the index width at runtime to determine my label width ?
For example i would like to program something like screen.width - index-width to get the label width.
Or any other that should allow it to be dynamical and no more statically hardcoded.
Unfortunately there is no (standard) way you can directly access the section index subview. However, you can use the methods for calculating the CGSize of text to determine dynamically the width of the section index.
You could determine all possible strings to be returned by sectionIndexTitlesForTableView: beforehand and calculate the necessary size, perhaps padding with some extra pixels left and right. Maybe it is necessary to make some experiments to determine the correct font and size.
Now your approach with something like screenSize.width - textSize.width - 2*PADDING should be viable. The only hardcoded thing is now the padding, which should not break things when new screen sizes are introduced.
Ok, to save other people a few hours of work....I laboriously tested various fonts and sizes and margins, comparing them to a UIView hierarchy dump of an actual table view with an index, to arrive at this method which will return the width of a table index, so that the bounds of the table view cell content can be calculated as table_width - index_width. I will point out that there is often another 20 pixel right-side amount reserved for an accessory view.
I also discovered that the cell.contentView.bounds is NOT correctly set until AFTER cellForRowAtIndexPath and willDisplayCell methods are called, so trying to grab the value during those calls is doomed to fail. It is set correctly by the time viewDidAppear is called.
I have no idea how to calculate the index width if the device language is set for a non-English alphabet.
- (CGFloat) getMaxIndexViewWidth
{
CGFloat indexMargin = 21.0;
NSArray *sectionTitles = [self sectionIndexTitlesForTableView:nil]; //NOTE -- if multiple tables, pass real one in
CGFloat maxWidth11 = CGFLOAT_MIN;
for(NSString *title in sectionTitles)
{
CGFloat titleWidth11 = [title sizeWithFont:[UIFont fontWithName:#"Helvetica-Bold" size:11.0f]].width;
maxWidth11 = MAX(maxWidth11, titleWidth11);
}
return maxWidth11+indexMargin;
}
We are trying to set up a UICollectionView with a custom layout. The content of each CollectionViewCell will be an image. Over all there will be several thousand images and about 140-150 being visible at one certain time. On an action event potentially all cells will be reorganized in position and size. The goal is to animate all the moving events currently using the performBatchUpdates method. This causes a huge delay time before everything gets animated.
This far we found out that internally the method layoutAttributesForItemAtIndexPath is called for every single cell (several thousand in total). Additionally, the method cellForItemAtIndexPath is called for more cells than can actually be displayed on the screen.
Are there any possibilities to enhance the performance of the animation?
The default UICollectionViewFlowLayout can't really offer the kind of design we want to realize in the app. Here's some of our code:
-(UICollectionViewCell *)collectionView:(UICollectionView *)collectionView cellForItemAtIndexPath:(NSIndexPath *)indexPath {
RPDataModel *dm = [RPDataModel sharedInstance]; //Singleton holding some global information
NSArray *plistArray = dm.plistArray; //Array containing the contents of the cells
NSDictionary *dic = plistArray[[indexPath item]];
RPCell *cell = [collectionView dequeueReusableCellWithReuseIdentifier:#"CELL" forIndexPath:indexPath];
cell.label.text = [NSString stringWithFormat:#"%#",dic[#"name"]];
cell.layer.borderColor = nil;
cell.layer.borderWidth = 0.0f;
[cell loadAndSetImageInBackgroundWithLocalFilePath:dic[#"path"]]; //custom method realizing asynchronous loading of the image inside of each cell
return cell;
}
The layoutAttributesForElementsInRect iterates over all elements setting layoutAttributes for allthe elements within the rect. The for-statement breaks on the first cell being past the borders defined by the bottom-right corner of the rect:
-(NSArray*)layoutAttributesForElementsInRect:(CGRect)rect {
NSMutableArray* attributes = [NSMutableArray array];
RPDataModel *dm = [RPDataModel sharedInstance];
for (int i = 0; i < dm.cellCount; i++) {
CGRect cellRect = [self.rp getCell:i]; //self.rp = custom object offering methods to get information about cells; the getCell method returns the rect of a single cell
if (CGRectIntersectsRect(rect, cellRect)) {
NSIndexPath *indexPath = [NSIndexPath indexPathForItem:[dm.relevanceArray[i][#"product"] intValue] inSection:0];
UICollectionViewLayoutAttributes *attribute = [UICollectionViewLayoutAttributes layoutAttributesForCellWithIndexPath:indexPath];
attribute.size = cellRect.size;
attribute.center = CGPointMake(cellRect.origin.x + attribute.size.width / 2, cellRect.origin.y + attribute.size.height / 2);
[attributes addObject:attribute];
} else if (cellRect.origin.x > rect.origin.x + rect.size.width && cellRect.origin.y > rect.origin.y + rect.size.height) {
break;
}
}
return attributes;
}
On Layout changes the results are pretty much the same no matter if the number of cells being defined in the layoutAttributesForElementsInRect is limited or not .. Either the system gets the layout attributes for all cells in there if it isn't limited or it calls the layoutAttributesForElementAtIndexPath method for all the missing cells if it is limited. Overall the attributes for every single cell is being used somehow.
-(UICollectionViewLayoutAttributes*)layoutAttributesForItemAtIndexPath:(NSIndexPath *)indexPath {
RPDataModel *dm = [RPDataModel sharedInstance];
UICollectionViewLayoutAttributes *attribute = [UICollectionViewLayoutAttributes layoutAttributesForCellWithIndexPath:indexPath];
CGRect cellRect = [self.rp getCell:[dm.indexDictionary[#(indexPath.item)] intValue]];
attribute.size = cellRect.size;
attribute.center = CGPointMake(cellRect.origin.x + attribute.size.width / 2, cellRect.origin.y + attribute.size.height / 2);
return attribute;
}
Without seeing code, my guess is that your layoutAttributesForElementsInRect method is iterating through all of the items in your collection, and that is, in turn, what is causing the other methods to get over-called. layoutAttributesForElementsInRect is giving you a hint - that is, the CGRect it is passing to you - about which items you need to call layoutAttributesForItemAtIndexPath for, in terms of what is on the screen.
So that may be part of the performance issue - that is, tuning your custom layout so it is being smart about which items it is updating.
The other issues pertain to animation performance in general. One thing to watch out for is if there is any sort of compositing going on - make sure your images are opaque. Another thing is if you're using shadows on your image, those can be expensive to animate. One way to improve the animation performance of shadows is set the shadowPath value when the image is resized - if you do have shadows, let me know and post some code for doing that.
This appears to be caused by trying to add cells to sections which have header views but no cells already in them.
The error message is monumentally unhelpful, and it took several hours of effort to trace it down.