Why does my Coregraphics drawingcode cause lag? - ios

I'm working on an drawing app for iPhone. It works fine for like 5 seconds in the iPhone simulator but as more I draw it gets more laggy. When I test it on the device it gets even more laggy and I can't even draw a simple tree. When I check how high percent the processor is running at in xcode it usually go between 97-100%. Is there any way to fix this?
(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
currentPoint = [touch locationInView:self.view];
UIGraphicsBeginImageContext(CGSizeMake(320, 568));
[drawImage.image drawInRect:CGRectMake(0, 0, 320, 568)];
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 5.0);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 0, 1, 0, 1);
CGContextBeginPath(UIGraphicsGetCurrentContext());
CGPathMoveToPoint(path, NULL, lastPoint.x, lastPoint.y);
CGPathAddLineToPoint(path, NULL, currentPoint.x, currentPoint.y);
CGContextAddPath(UIGraphicsGetCurrentContext(),path);
CGContextStrokePath(UIGraphicsGetCurrentContext());
[drawImage setFrame:CGRectMake(0, 0, 320, 568)];
drawImage.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
lastPoint = currentPoint;
[self.view addSubview:drawImage];
}

When running instruments on your method, I got the following results:
What that tells me:
Setting up a new context every time you want to draw something is
waste of time. consider only setting it up once, store it somewhere,
and you save almost a third of the time, the method currently needs
drawImage is the other most-consuming part. It will be enough to set that only once!
all other calls are almost negligible

There's a great talk about graphics performance including a demo and code walkthrough of a drawing app here:
https://developer.apple.com/videos/wwdc/2012/
The iOS App Performance: Graphics and Animations video

Related

CGContext does not update immediately

The Problem: I have a small game where u can scratch a image above another image. The upper image becomes invisible where you are scratching. The whole thing is placed into a SpriteKit view. The problem is, that on weaker devices (iPhone4) the scratching image is only updated when the user stops scratching.
I assume that the image is only updated when the user does not scratch until the image is completely rendered and displayed.
Can someone suggest a better way to see the scratching immediately. I am aware that the scratching consumes a lot of performance but I dont mind if it lags a little.
Here the code:
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self.view];
UIGraphicsBeginImageContext(self.view.frame.size);
[_scratchImage drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), _lastPoint.x, _lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), currentPoint.x, currentPoint.y);
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 25.0f );
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 0.0, 0.0, 0.0, 1.0);
CGContextSetBlendMode (UIGraphicsGetCurrentContext(), kCGBlendModeClear);
CGContextStrokePath(UIGraphicsGetCurrentContext());
_scratchImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
_lastPoint = currentPoint;
SKTexture* scratchTexture = [SKTexture textureWithImage:_scratchImage];
_scratchSprite.texture = scratchTexture;
}
UPDATE
I ended up recording the points as suggested in the correct answer. But other than updating the image in a CADisplayLink callback I updated the screen in a
-(void)update(float currentTime)
callback from SpriteKit (Which is kind of the same for SpriteKit use cases)
My code in the update method looks like the following:
-(void)displayUpdated
{
UIGraphicsBeginImageContext(self.view.frame.size);
[_scratchImage drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
CGMutablePathRef linePath = nil;
linePath = CGPathCreateMutable();
CGPathMoveToPoint(linePath, NULL, _lastPoint.x, _lastPoint.y);
for (NSValue* val in _recordedPoints) {
CGPoint p = [val CGPointValue];
CGPathAddLineToPoint(linePath, NULL, p.x, p.y);
NSLog(#"%f, %f", p.x, p.y);
_lastPoint = p;
}
//flush array
[_recordedPoints removeAllObjects];
CGContextAddPath(UIGraphicsGetCurrentContext(), linePath);
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 25.0f );
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 0.0, 0.0, 0.0, 1.0);
CGContextSetBlendMode (UIGraphicsGetCurrentContext(), kCGBlendModeClear);
CGContextStrokePath(UIGraphicsGetCurrentContext());
_scratchImage = UIGraphicsGetImageFromCurrentImageContext();
CGPathRelease(linePath);
UIGraphicsEndImageContext();
SKTexture* scratchTexture = [SKTexture textureWithImage:_scratchImage];
_scratchSprite.texture = scratchTexture;
}
A more performant code would also hold a reference to the context but I could not manage to get that working. If someone can suggest a solution I would be happy. Nevertheless my Framerate on a iPhone 4 went up to 25-30 fps from about 5 fps.
I would try the following:
Measure in Instruments.app Time Profiler.
Speed up drawing by creating a CGBitmapContext as an instance variable. Then you can skip the [_scratchImage drawInRect:...] in each step.
Separate the drawing and the event handling. Right now, you will always create a new UIImage for each touch event. It could be better to coalesce the stroked lines so the creation of a UIImage does not happen as often. E.g. put the line segments in a queue and draw in a callback from CADisplayLink.
I don't know much about SpriteKit, In UIView, you should put your drawing code in drawRect method. Is it the same as SpriteKit ?

iOS8 lines drawn with coreGraphics fade over time in UIImageView

I have a really strange issue. In iOS8, ONLY on the ipad 2 (works in iOS7 on all devices and the mini in iOS8), a signature panel I have will cause lines/drawn objects to fade away the longer the user holds their finger on the UIImageView.
Googling comes up with nothing, any ideas? Here is the code for the drawing of the users taps.
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
swiped = YES;
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self.view];
currentPoint.y -= 20;
UIGraphicsBeginImageContext(self.view.frame.size);
[_drawImage.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 5.0);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 0.0, 0.0, 0.0, 1.0);
CGContextBeginPath(UIGraphicsGetCurrentContext());
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), currentPoint.x, currentPoint.y);
CGContextStrokePath(UIGraphicsGetCurrentContext());
_drawImage.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
lastPoint = currentPoint;
}
I have been having the same issue, and just discovered the cause.
My UIImageView was inside a UITableViewCell, and the autoresizing mask of the UIImageView was set to UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleWidth.
It turns out that removing UIViewAutoresizingFlexibleHeight, and instead setting an explicit height for the UIImageView, resolved the problem.
I suspect this is down to the different behaviour of table cells in iOS8, as I know there is now an auto resize feature (which I haven't used yet as I had my own implementation). I suspect this is playing havoc with the flexible height resize mask, causing the distortion.

Drawing line in UIImageView

I have a UIImageView (wImage) in which I am trying to draw a line. The code runs fine in simulator but when I test it an a device it is super slow and creates a memory warning. Could someone please tell me what the problem is?
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint thirdPoint = lastPoint;
lastPoint = [touch previousLocationInView:self.view];
CGPoint currentPoint = [touch locationInView:self.view];
CGPoint mid1 = CGPointMake((lastPoint.x+thirdPoint.x)/2, (lastPoint.y+thirdPoint.y)/2);
CGPoint mid2 = CGPointMake((currentPoint.x+lastPoint.x)/2, (currentPoint.y+lastPoint.y)/2);
UIGraphicsBeginImageContext(wImage.frame.size);
CGContextSetAllowsAntialiasing(UIGraphicsGetCurrentContext(), true);
CGContextSetShouldAntialias(UIGraphicsGetCurrentContext(), true);
[wImage.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), mid1.x, mid1.y);
CGContextAddQuadCurveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y, mid2.x, mid2.y);
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), brush );
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), red, green, blue, 1);
CGContextSetBlendMode(UIGraphicsGetCurrentContext(),kCGBlendModeNormal);
CGContextStrokePath(UIGraphicsGetCurrentContext());
wImage.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
}
You are having such a performance problem because you are actually doing a ton of work to create a new image every time the user's finger moves. Don't draw directly on the image itself, create a UIView that is responsible for the user's drawing, with a transparend background. There's a good amount you can do with it, and I couldn't possibly put all the code here, but there is a great tutorial, complete with some really cool code to smooth out the line as the user is drawing. It results in a much nicer looking path. Here it is:
http://code.tutsplus.com/tutorials/smooth-freehand-drawing-on-ios--mobile-13164
Go ahead and read through all the sections - it would be good for you to understand what's going on rather than just trying the last implementation.
For your implementation, make sure the view has a transparent background, so you can see the ImageView underneath.

Drawing on Retina display?

I recently made my app compatible with the newest retina iPad, but my drawings get all blurry. I then tried changing the contextWithOptions, but it became really laggy and jagged when I drew. Everything i've tried doesn't work. Any ideas?
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
mouseSwiped = YES;
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self.view];
if (UIGraphicsBeginImageContextWithOptions != NULL) {
UIGraphicsBeginImageContextWithOptions((self.view.frame.size), NO, 1);
//becomes laggy if I set it to 0 or 2. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
} else {
UIGraphicsBeginImageContext(self.view.frame.size);
}
[self.tempDrawImage.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), currentPoint.x, currentPoint.y);
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), brush );
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), red, green, blue, 1.0);
CGContextSetBlendMode(UIGraphicsGetCurrentContext(),kCGBlendModeNormal);
CGContextStrokePath(UIGraphicsGetCurrentContext());
self.tempDrawImage.image = UIGraphicsGetImageFromCurrentImageContext();
[self.tempDrawImage setAlpha:opacity];
UIGraphicsEndImageContext();
lastPoint = currentPoint;
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
if(!mouseSwiped) {
UIGraphicsBeginImageContext(self.view.frame.size);
[self.tempDrawImage.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), brush);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), red, green, blue, opacity);
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextStrokePath(UIGraphicsGetCurrentContext());
CGContextFlush(UIGraphicsGetCurrentContext());
self.tempDrawImage.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
}
UIGraphicsBeginImageContextWithOptions((self.view.frame.size), NO, 0);
[self.mainImage.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height) blendMode:kCGBlendModeNormal alpha:1.0];
[self.tempDrawImage.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height) blendMode:kCGBlendModeNormal alpha:opacity];
self.mainImage.image = UIGraphicsGetImageFromCurrentImageContext();
self.tempDrawImage.image = nil;
UIGraphicsEndImageContext();
}
Maybe I should change the image when the user ends touches? Any help please?
Correct, you do not want to try to create images for every touch in your view. You simply want to draw your path. Or, more accurately, you want your touch gesture to (a) update your model which consists of a bunch of arrays of paths (each path being, itself, an array of points); and (b) invoke the necessary call to update the UI for the updated model.
To render the drawings, you have two basic approaches:
Create a UIView subclass that has a drawRect method that iterates through your series of paths and draws them; or
Create a CAShapeLayer which uses your path and then do [self.view.layer addSublayer:layer].
Either technique is fine. But note, in neither of these techniques do you do any UIGraphicsBeginImageContext, UIGraphicsGetImageFromCurrentImageContext, and UIGraphicsEndImageContext during the gesture. You only do that if and when you want to save the drawing as an image (presumably well after the user's drawing gesture is done).
But if you do it this way, you'll have absolutely no problem keeping up with the user's gesture, even on retina screens. Manipulating images is a slow and memory-inefficient process, so you only want to do that sparingly.
By the way, if you made this series of paths as the central part of your drawing's model, it opens up other opportunities, too. For example, it will be easy to "undo" a path simply by removing that path object from your model and re-rendering your view. But if you saved it as an image, removing a couple of stokes becomes impractical.
In the end, you have to decide whether your app will be a vector drawing app (where your saved files are arrays of paths, possibly also with the option to save an image, too) or whether it's more of a bitmap editor (where, at the end, you discard the vector information and only save the bitmap). Regardless of which approach you adopt, employing path objects during the gesture will likely make the UI more responsive.

iOS : Repositioning UIGraphicsBeginImageContext and UIImageView

I've got code that allows me to draw on top of a UIImageView
- but I want to be able to limit the drawing area.
I've been able to limit the size, but now I'm unable to position it: if i change (0, 0) to anything else my image disappeared completely and the ability to draw stops working
drawImage - is a UIImageView
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
mouseSwiped = YES;
UITouch *touch = [touches anyObject];
currentPoint = [touch locationInView:self];
UIGraphicsBeginImageContext(CGSizeMake(560, 660));
[drawImage.image drawInRect:CGRectMake(0, 0, 560, 660)];
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 5.0);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 0, 1, 0, 1);
CGContextBeginPath(UIGraphicsGetCurrentContext());
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), currentPoint.x, currentPoint.y);
CGContextStrokePath(UIGraphicsGetCurrentContext());
[drawImage setFrame:CGRectMake(0, 0, 560, 660)];
drawImage.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
lastPoint = currentPoint;
[self addSubview:drawImage];
}
any help is very much appreciated
I'm not sure I fully understand what you're trying to do, but I'll take a swing:
[drawImage.image drawInRect:CGRectMake(0, 0, 560, 660)];
This tells the image assigned to the drawImage to draw itself in the current context at 0,0. Since the context is a bitmap image context, its extent will be from 0,0 to 560,660. It seems to me that this is probably what you want to do, otherwise you would have blank areas in your bitmap. If you were to change that 0,0 to 10,0, I would expect there to be a 10pt wide blank area in the resulting bitmap (which seems like a waste).
Then later you do this:
[drawImage setFrame:CGRectMake(0, 0, 560, 660)];
This is setting the UIImageView's coordinates in its superview's coordinate system. If you change that 0,0 to, say, 5,5 I would expect your UIImageView to appear 5pt down and 5pt to the right in its superview.
You say you want to "limit the drawing area." I assume you mean the part where you're drawing over the image. The easiest way to do that would be to set a clip rect on the bitmap context before you draw. For instance, if you wanted to prevent drawing in a 10pt band around the edge of the image, you could do that like this:
UIGraphicsBeginImageContext(CGSizeMake(560, 660));
[drawImage.image drawInRect:CGRectMake(0, 0, 560, 660)];
CGContextClipToRect(UIGraphicsGetCurrentContext(), CGRectMake(10,10,540,640));
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
// ... and so on
Not 100% sure if that's what you're looking for, but hopefully it helps.
try by restricting the currentPoint
if (currentPoint.x <= 20 || currentPoint.x >= 280 || 
currentPoint.y <= 20 || currentPoint.y >= 400)
{
lastPoint = currentPoint;
return;
}

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