How to simply add graphics content to current screen in iOS - ios

This seems like such a basic thing to want, I can't believe I'm not able to find out how to do it. To make the description easy to understand, suppose I simply want to draw a bunch of random rectangles on the screen. These random rectangles would keep adding on top of each other repeatedly until something stopped the process. How would one do that?
The closest explanation I've seen is drawing applications, where the basic scheme is to draw into an image view, first copying the previous image into the new image and then adding the new content. Copying the original image sure seems like a waste of effort, and it sure seems like it should be possible to simply write the new content in place over whatever is there. Am I missing something obvious?
Note that drawRect replaces the entire frame. It works well for drawing a small set of objects, but it quickly becomes awkward when there's an indefinite amount of history that also needs to be displayed.
Edit: I'm attaching some sample images that are screen prints from a Mix C program that does what I'm after. Essentially, there are cellular automata that move around the screen leaving trails. The color of the trail depends upon the logic in the automaton as well as the color of the pixel where the automaton just traveled to. The automata should be able to move at rates of hundreds of pixels per second. Because of the logic used by the automata, I need to be able to not only write quickly to the image but also be able to inquire what the color of a pixel is (or mirrored data).

Typically you do this by either creating separate paths or layers for all your rectangles (if you want to keep track of them), or by drawing repeatedly into a CGBitmapContextRef, and then converting that into an image and drawing it in drawRect:. This is basically the same approach you're describing ("where the basic scheme is to draw into an image view…") except there's no need to copy the image. You just keep using the same context and making new images out of it.
The other tool you could use here is a CGLayer. The Core Graphics team discourages its use because of performance concerns, but it does make this kind of drawing much more convenient. When you look at the docs, and they say "benefit from improved performance," remember that this was written in 2006, and when I asked the Core Graphics team about it, they said that the faster answer today is CGBitmapContext. But you can't beat CGLayer for convenience on this kind of problem.
This should be fine by maintaining a CGBitmapContext that you continually write into (and that allows you to also read from it). When it changes, call setNeedsDisplayInRect:. In drawRect:, create the image, and draw it using CGContextDrawImage, passing the rect you were passed. (You may be passed the entire rect.)
It may be a little more flexible to do this on the CALayer instead of the UIView, but I doubt you'll see a great difference in performance. The view passes drawing to its layer.
The number of times a second this updates isn't really that important. drawRect: will not be called more often than the frame rate (max of 60 fps), no matter how often you call setNeedsDisplayInRect:. So you won't be creating images hundreds or thousands of times a second; just at the time that you need to draw something.
Are you seeing particular performance problems, or are you just concerned that you may in the future encounter performance problems? Do you have any sample code that shows the issue? I'm not saying it can't be slow (it might be if you're trying to do this full screen with retina). But you want to start with the simple solution and then optimize. Apple does a lot of graphics optimizations behind the scenes. Don't try to second guess them too much. They generate and draw images really well.

I've accepted another answer, but I'm including my own answer to show the alternative I used for testing.
-(void)viewWillLayoutSubviews {
self.pixelCount = 0;
self.seconds = 0;
CGRect frame = self.testImageView.bounds;
UIGraphicsBeginImageContextWithOptions(frame.size, YES, 0.0);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, 1.0);
CGContextSetFillColorWithColor(context, [UIColor whiteColor].CGColor);
CGContextSetStrokeColorWithColor(context, [UIColor whiteColor].CGColor);
CGContextMoveToPoint(context, 0.0, 0.0);
CGContextAddRect(context, frame);
CGContextFillRect(context, frame);
CGContextStrokePath(context);
CGContextSetStrokeColorWithColor(context, [UIColor redColor].CGColor);
CGContextStrokePath(context);
UIImage *blank = UIGraphicsGetImageFromCurrentImageContext();
self.context = context;
self.testImageView.image = blank;
// This timer has no delay, so it will draw squares as fast as possible.
[NSTimer scheduledTimerWithTimeInterval:0.0 target:self selector:#selector(drawRandomRectangle) userInfo:nil repeats:NO];
// This timer is used to control the frequency at which the imageViews image is updated.
[NSTimer scheduledTimerWithTimeInterval:1/20.f target:self selector:#selector(updateImage) userInfo:nil repeats:YES];
// This timer just outputs the counter once per second so I can record statistics.
[NSTimer scheduledTimerWithTimeInterval:1.0f target:self selector:#selector(displayCounter) userInfo:nil repeats:YES];
}
-(void)updateImage
{
self.testImageView.image = UIGraphicsGetImageFromCurrentImageContext();
}
-(void)displayCounter
{
self.seconds++;
NSLog(#"%d",self.pixelCount/self.seconds);
}
-(void)drawRandomRectangle
{
int x1 = arc4random_uniform(self.view.bounds.size.width);
int y1 = arc4random_uniform(self.view.bounds.size.height);
int xdif = 20;
int ydif = 20;
x1 -= xdif/2;
y1 -= ydif/2;
CGFloat red = (arc4random() % 256) / 255.0f;
CGFloat green = (arc4random() % 256) / 255.0f;
CGFloat blue = (arc4random() % 256) / 255.0f;
UIColor *randomColor = [UIColor colorWithRed:red green:green blue:blue alpha:1.0f];
CGRect frame = CGRectMake(x1*1.0f, y1*1.0f, xdif*1.0f, ydif*1.0f);
CGContextSetStrokeColorWithColor(self.context, [UIColor blackColor].CGColor);
CGContextSetFillColorWithColor(self.context, randomColor.CGColor);
CGContextSetLineWidth(self.context, 1.0);
CGContextAddRect(self.context, frame);
CGContextStrokePath(self.context);
CGContextFillRect(self.context, frame);
CGContextStrokePath(self.context);
if (self.pixelCount < 100000) {
[NSTimer scheduledTimerWithTimeInterval:0.0 target:self selector:#selector(drawRandomRectangle) userInfo:nil repeats:NO];
}
self.pixelCount ++;
}
The graph shows image updates per second on the x-axis and number of 20x20 squares drawn to the context per second in the y-axis.

Related

How to change individual square colour with respect to music per beats continuously for making a visualizer in IPhone?

I want to make a visualisation for my music player.so that i draw a grid view and i want to change each square colour randomly or continuously.
My Code for draw grid
- (void)drawRect:(CGRect)rect
for (int i = 0; i < 4 ;i = i + 1) {
for (int j = 0; j < 4; j = j + 1) {
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, 2.0);
CGContextSetStrokeColorWithColor(context, [UIColor blueColor].CGColor);
CGRect rectangle = CGRectMake((j*(100+2))+2,(i*(100+2))+2,100,100);
CGContextAddRect(context, rectangle);
CGContextSetFillColorWithColor(context, [UIColor redColor].CGColor);
CGContextFillPath(context);
CGContextStrokePath(context);
}
}
}
it look like
In my opinion you are overcomplicating yourself, and limiting future possibilities. If i were you, i would have a grid of UIViews or UIImageViews placed in an array. (You can do it programmatically or with the IB). (You can add the edges by modifying the border property in the view layer)
Then you can do all sort of things by setting their background colors independently, color evens, color odds, random all, anything you want since all you have to do is cycle through the array setting the colors accordingly per beat.
For the beats part is way more complicated than it seems. check this question, it offers a lot of tips on "music information retrieval".
How to detect the BPM of a song in php
I think you should have a single custom UIView.
Then call at short intervals setNeedsDisplayInRect: with the area of the view that you want to redraw.
Finally implement drawRect: and make sure to make optimize it by only redrawing the specified area, and doing it fast!
As for the music beats, better open a separate question ;)

App processor usage increasing over time

I have been struggling with this problem for over one month trying to to figure out what is causing it with no solution. Since the code is pretty long i wouldn't be able to post it here.
Basically i have made drawing app. When you dubble tap the screen the screen and everything will reset, almost like I am reloading the view. When i reset the scene the processor usage will go down to around 9%, but then when i start drawing again the processor usage will go up to where I last ended. So say for example i draw and image and the processor power goes up to 50%, then dubble tap to reset the view to what is what from the beginning it will go down to 9%. Then when i start drawing again it will go up to 50%, and next time 60%,70% etc.
Maybe it is hard for you to see what is causing the problem due the lack of information so I could send my source code if someone is interested helping me by PMing me.
greentimer = [NSTimer scheduledTimerWithTimeInterval:0.02 target:self selector:#selector(movement2) userInfo:nil repeats:YES];
-(void)movement2{
static int intigrer;
intigrer = (intigrer+1)%3;
UIGraphicsBeginImageContext(CGSizeMake(320, 568));
[drawImage.image drawInRect:rekked];
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGContextSetLineCap(ctx, kCGLineCapRound);
CGContextSetLineWidth(ctx, 8.0);
CGContextSetRGBStrokeColor(ctx, r12, g12, b12, 1);
CGContextBeginPath(ctx);
if (intigrer == 1 && integrer2 < greenran - greenran2) {
CGPathMoveToPoint(path, NULL, greentmporary.x, greentmporary.y);
CGPathAddLineToPoint(path, NULL, greenpoint1.x, greenpoint1.y);
}
green.center = greenpoint1;
if (integrer2 < greenran - greenran2) {
CGContextMoveToPoint(ctx, greentmporary.x, greentmporary.y);
CGContextAddLineToPoint(ctx, greenpoint1.x, greenpoint1.y);
}
CGContextStrokePath(ctx);
[drawImage setFrame:CGRectMake(0, 0, 320, 568)];
drawImage.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
// [self updatePoint2:YES];
static BOOL yes;
if (!yes) {
[self.view insertSubview:drawImage atIndex:0];
yes = YES;
}
ctx = nil;
}
You need to release your CGPaths and CGImages
CGPathRelease(path);
CGImageRelease(image);
CGContextRelease(context);
I think your problem is that you are making self.view more complex by each fire of the timer because you keep adding subviews to it. So the complexity of your scene increases each time its rendered until its completely reset. I could not really follow all your code, to be honest, as I am not familiar with what you are trying to achieve.
I think an approach to solving the problem is to run your program with Instruments with the Profile option (instead of doing a 'Run'). Select the 'Automation' template.
There is a way to issue logElementTree() on your running program and it gives a dump of the UIView hierarchy with images. There are lots of good articles on it, e.g.
http://cocoamanifest.net/articles/2011/05/uiautomation-an-introduction.html

Generating an infinite number of objects in Xcode

I'm working on a game right now, in which every second, I want to create x number of new UIImage objects that begin at the top of the screen. After they have been instantiated, I want them automatically to fall down until they reach the bottom of the screen, at which point I no longer have any use for them.
Its almost like raindrops - X number of them are created every second, and they each fall down at different speeds.
I'm getting really confused as to how I would even just design my program to do this.
Any help would be greatly appreciated. Thanks.
Are they all copies of the same image, or at least copies of one among a limited set of images?
For such a game-like, graphics intensive app I would seriously consider using OpenGL ES, although the learning curve is steep for people familiar with UIKit only. Fortunately, there are third party, open-source libraries such as Cocos2d that make efficient 2d graphics almost as easy to code as UIKit.
Regarding your question in particular, I haven't watched the video mentioned by #ctrahey, but I can think of these patterns:
Have a (finite) 'pool' of reusable objects, which size is equal to the maximum amount of instances that might appear on screen at any given time. You definitely want to set this limit, since graphics performance is not infinite. Each time an object falls off-screen, 'reset' its state and reuse it (from the top, again). UITableView does something like this with table cells.
Create the instances on demand, and destroy them (release->dealloc) once they go off-screen.
You have to balance the runtime cost of creating/destroying instances vs. the cost/inconvenience of resetting objects.
Hope it helps
Step 1: Run a piece of code every second
timer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(dispatchSomeRaindrops) userInfo:nil repeats:YES];
Step 2: Create some particles, send them down the screen, and clean them up when they reach the bottom.
- (void)dispatchSomeRaindrops
{
for (int i = 0; i < 5; i++) {
UIImageView *view = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"safari.png"]];
CGFloat halfHeight = view.frame.size.height / 2;
CGFloat x = arc4random() % (int)self.view.frame.size.width;
view.center = CGPointMake(x, -halfHeight);
[self.view addSubview:view];
NSTimeInterval duration = 10 + arc4random() % 10;
[UIView animateWithDuration:duration delay:0 options:UIViewAnimationOptionCurveEaseIn animations:^{
float endY = self.view.frame.size.height + halfHeight;
view.center = CGPointMake(x, endY);
} completion:^(BOOL finished) {
[view removeFromSuperview];
}];
}
}
Check out the Core Animation video from WWDC 2011, and near the end there is a bit on "Replicators", and it sounds like exactly what you are after.
FYI: found a terrific resource to handle this exact scenario. It does require you to use cocos2d, but it explains it in a very clear and understandable manner.
http://www.raywenderlich.com/352/how-to-make-a-simple-iphone-game-with-cocos2d-tutorial

UIGraphicsGetCurrentContext() short lifetime

I have a view which implements freehand drawing, but I have a small problem. I noticed on the iPad 3 that everything went to hell, so I tried to update my drawing code (probably as I should have done in the first place) to only update the portion that was stroked. However, the first stroke after open, and the first stroke after about 10 seconds of idle are extremely slow. After everything is "warmed up" it is smooth as butter and only takes about 0.15ms per drawRect. I don't know why, but the whole view rectangle is getting marked as dirty for the first drawRect, and the first drawRect after idle (then it takes about 150 ms to update). The stack trace shows that my rectangle is being overridden by CABackingStoreUpdate_
I tried not drawing the layer if the rectangle was huge, but then my entire context goes blank (will reappear as I draw over the old areas like a lotto ticket). Does anyone have any idea what goes on with UIGraphicsGetCurrentContext()? That's the only place I can imagine the trouble is. That is, my views context got yanked by the context genie so it needs to render itself fully again. Is there any setting I can use to persist the same context? Or is there something else going on here...there is no need for it to update the full rectangle after the initial display.
My drawRect is very simple:
- (void)drawRect:(CGRect)rect
{
CGContextRef c = mDrawingLayer ? CGLayerGetContext(mDrawingLayer) : NULL;
if(!mDrawingLayer)
{
c = UIGraphicsGetCurrentContext();
mDrawingLayer = CGLayerCreateWithContext(c, self.bounds.size, NULL);
c = CGLayerGetContext(mDrawingLayer);
CGContextSetAllowsAntialiasing(c, true);
CGContextSetShouldAntialias(c, true);
CGContextSetLineCap(c, kCGLineCapRound);
CGContextSetLineJoin(c, kCGLineJoinRound);
}
if(mClearFlag)
{
CGContextClearRect(c, self.bounds);
mClearFlag = NO;
}
CGContextStrokePath(c);
CFAbsoluteTime startTime = CFAbsoluteTimeGetCurrent();
CGContextDrawLayerInRect(UIGraphicsGetCurrentContext(), self.bounds, mDrawingLayer);
NSLog(#"%.2fms : %f x %f", (CFAbsoluteTimeGetCurrent() - startTime)*1000.f, rect.size.width, rect.size.height);
}
I found a useful thread on on the Apple Dev Forums describing this exact problem. It only exists since iOS 5.0 and the theory is that it is because Apple introduced a double buffering system, so the first two drawRects will always be full. However, there is no explanation for why this will happen again after idle. The theory is that the underlying buffer is not guaranteed by the GPU, and this will be discarded at whim and need to be recreated. The solution (until Apple issues some kind of real solution) is to ping the buffer so that it won't be released:
mDisplayLink = [CADisplayLink displayLinkWithTarget:self selector:#selector(pingRect)];
[mDisplayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
- (void)pingRect
{
//Already drawing
if(mTouchCount > 0) return;
//Even touching just one pixel will keep the buffer alive
[self setNeedsDisplayInRect:CGRectMake(0, 0, 1, 1)];
}
The only weakness is if the user keeps their finger perfectly still for more than 5 seconds, but I think that is an acceptable risk.
EDIT Interesting update. It turns out simply calling setNeedsDisplay is enough to keep the buffer alive, even if it returns immediately. So I added this to my drawRect method:
- (void)drawRect:(CGRect)rect
{
if(rect.size.width == 1.f)
return;
//...
}
Hopefully, it will curb the power usage that this refresh method will surely increase.

Creating animated progress bar in iOS

I am trying to make a custom animated bar graph for an iPad application (i.e., bar height increases to set level when activated). I am quite new to iOS development and I just want to get feedback on how to approach this task.
I am trying to play around with the answer in this entry and I want to know if it's right that I'm starting from this point.
If you just want a solid bar, you can create a UIView of the size and placement that you need, set its background color, and add it to your view. This is decent coding, no shame in using a UIView to draw solid rectangles. :]
For more complicated graphics, you might want to create a custom subclass of UIView and override its drawRect message to do some custom drawing. For example:
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, 4.0);
CGContextSetRGBStrokeColor(context, 1.0, 1.0, 0, 1.0); // opaque yellow
CGContextMoveToPoint(context, x1, y1); // for suitable definition of x1,y1, etc
CGContextAddLineToPoint(context, x2, y2);
CGContextStrokePath(context);
}
or whatever other CGContext* sort of drawing you might want to do (e.g. pie charts, line charts, etc).
To animate a bar that you create by adding a UIView with a background color, stick the following whenever the animation starts:
timer = [NSTimer scheduledTimerWithTimeInterval:0.1 target:self selector:#selector(onTimer:) userInfo:nil repeats:YES];
self.startTime = [NSDate date];
and then add the following message (note: the bar will grow upwards).
- (void) onTimer:(NSTimer*)firedTimer
{
float time = [self.startTime timeIntervalSinceNow] * -1;
if (time>kMaxTime)
{
[timer invalidate];
timer = nil;
time = kMaxTime;
}
int size = time * kPixelsPerSecond;
myBar.frame = CGRectMake(x, y - size, width, size);
}
idk about that link, but you can generate them from here http://preloaders.net/ that should give you a good base to make your own

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