iOS UIScrollView performance - ios

I'm trying to increase the scrolling performance of my UIScrollView. I have a lot of UIButtons on it (they could be hundreds): every button has a png image set as background.
If I try to load the entire scroll when it appears, it takes too much time. Searching on the web, I've found a way to optimize it (loading and unloading pages while scrolling), but there's a little pause in scrolling everytime I have to load a new page.
Do you have any advice to make it scroll smoothly?
Below you can find my code.
- (void)scrollViewDidScroll:(UIScrollView *)tmpScrollView {
CGPoint offset = tmpScrollView.contentOffset;
//322 is the height of 2*2 buttons (a page for me)
int currentPage=(int)(offset.y / 322.0f);
if(lastContentOffset>offset.y){
pageToRemove = currentPage+3;
pageToAdd = currentPage-3;
}
else{
pageToRemove = currentPage-3;
pageToAdd = currentPage+3;
}
//remove the buttons outside the range of the visible pages
if(pageToRemove>=0 && pageToRemove<=numberOfPages && currentPage<=numberOfPages){
for (UIView *view in scrollView.subviews)
{
if ([view isKindOfClass:[UIButton class]]){
if(lastContentOffset<offset.y && view.frame.origin.y<pageToRemove*322){
[view removeFromSuperview];
}
else if(lastContentOffset>offset.y && view.frame.origin.y>pageToRemove*322){
[view removeFromSuperview];
}
}
}
}
if(((lastContentOffset<offset.y && lastPageToAdd+1==pageToAdd) || (lastContentOffset>offset.y && lastPageToAdd-1==pageToAdd)) && pageToAdd>=0 && pageToAdd<=numberOfPages){
int tmpPage=0;
if((lastContentOffset<offset.y && lastPageToAdd+1==pageToAdd)){
tmpPage=pageToAdd-1;
}
else{
tmpPage=pageToAdd;
}
//the images are inside the application folder
NSString *docDir = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) objectAtIndex:0];
for(int i=0;i<4;i++){
UIButton* addButton=[[UIButton alloc] init];
addButton.layer.cornerRadius=10.0;
if(i + (tmpPage*4)<[imagesCatalogList count]){
UIImage* image=[UIImage imageWithContentsOfFile:[NSString stringWithFormat: #"%#/%#",docDir,[imagesCatalogList objectAtIndex:i + (tmpPage*4)]]];
if(image.size.width>image.size.height){
image=[image scaleToSize:CGSizeMake(image.size.width/(image.size.height/200), 200.0)];
CGImageRef ref = CGImageCreateWithImageInRect(image.CGImage, CGRectMake((image.size.width-159.5)/2,(image.size.height-159.5)/2, 159.5, 159.5));
image = [UIImage imageWithCGImage:ref];
}
else if(image.size.width<image.size.height){
image=[image scaleToSize:CGSizeMake(200.0, image.size.height/(image.size.width/200))];
CGImageRef ref = CGImageCreateWithImageInRect(image.CGImage, CGRectMake((image.size.width-159.5)/2, (image.size.height-159.5)/2, 159.5, 159.5));
image = [UIImage imageWithCGImage:ref];
}
else{
image=[image scaleToSize:CGSizeMake(159.5, 159.5)];
}
[addButton setBackgroundImage:image forState:UIControlStateNormal];
image=nil;
addButton.frame=CGRectMake(width, height, 159.5, 159.5);
NSLog(#"width %i height %i", width, height);
addButton.tag=i + (tmpPage*4);
[addButton addTarget:self action:#selector(modifyImage:) forControlEvents:UIControlEventTouchUpInside];
[tmpScrollView addSubview:addButton];
addButton=nil;
photos++;
}
}
}
lastPageToAdd=pageToAdd;
lastContentOffset=offset.y;
}

Here's a few recommendations:
1) First, understand that scrollViewDidScroll: will get called continuously, as the user scrolls. Not just once per page. So, I would make sure that you have logic that ensures that the real work involved in your loading is only triggered once per page.
Typically, I will keep a class ivar like int lastPage. Then, as scrollViewDidScroll: is called, I calculate the new current page. Only if it differs from the ivar do I trigger loading. Of course, then you need to save the dynamically calculated index (currentPage in your code) in your ivar.
2) The other thing is that I try not to do all the intensive work in the scrollViewDidScroll: method. I only trigger it there.
So, for example, if you take most of the code you posted and put it in a method called loadAndReleasePages, then you could do this in the scrollViewDidScroll: method, which defers the execution until after scrollViewDidScroll: finishes:
- (void)scrollViewDidScroll:(UIScrollView *)tmpScrollView {
CGPoint offset = tmpScrollView.contentOffset;
//322 is the height of 2*2 buttons (a page for me)
int currentPage = (int)(offset.y / 322.0f);
if (currentPage != lastPage) {
lastPage = currentPage;
// we've changed pages, so load and release new content ...
// defer execution to keep scrolling responsive
[self performSelector: #selector(loadAndReleasePages) withObject: nil afterDelay:0];
}
}
This is code that I've used since early iOS versions, so you can certainly replace the performSelector: call with an asynchronous GCD method call, too. The point is not to do it inside the scroll view delegate callback.
3) Finally, you might want to experiment with slightly different algorithms for calculating when the scroll view has actually scrolled far enough that you want to load and release content. You currently use:
int currentPage=(int)(offset.y / 322.0f);
which will yield integer page numbers based on the way the / operator, and the float to int cast works. That may be fine. However, you might find that you want a slightly different algorithm, to trigger the loading at a slightly different point. For example, you might want to trigger the content load as the page has scrolled exactly 50% from one page to the next. Or you might want to trigger it only when you're almost completely off the first page (maybe 90%).
I believe that one scrolling intensive app I wrote actually did require me to tune the precise moment in the page scroll when I did the heavy resource loading. So, I used a slightly different rounding function to determine when the current page has changed.
You might play around with that, too.
Edit: after looking at your code a little more, I also see that the work you're doing is loading and scaling images. This is actually also a candidate for a background thread. You can load the UIImage from the filesystem, and do your scaling, on the background thread, and use GCD to finally set the button's background image (to the loaded image) and change its frame back on the UI thread.
UIImage is safe to use in background threads since iOS 4.0.

Don't touch a line of code until you've profiled. Xcode includes excellent tools for exactly this purpose.
First, in Xcode, make sure you are building to a real device, not the simulator
In Xcode, choose Profile from the Product menu
Once Instruments opens, choose the Core Animation instrument
In your app, scroll around in the scroll view you're looking to profile
You'll see the real time FPS at the top, and in the bottom, you'll see a breakdown of all function and method calls based on total time ran. Start drilling down the highest times until you hit methods in your own code. Hit Command + E to see the panel on the right, which will show you full stack traces for each function and method call you click on.
Now all you have to do is eliminate or optimize the calls to the most "expensive" functions and methods and verify your higher FPS.
That way you don't waste time optimizing blind, and potentially making changes that have no real effect on the performance.
My answer is really a more general approach to improving scroll view and table view performance. To address some of your particular concerns, I highly recommend watching this WWDC video on advanced scroll view use: https://developer.apple.com/videos/wwdc/2011/includes/advanced-scrollview-techniques.html#advanced-scrollview-techniques

The line that is likely killing your performance is:
addButton.layer.cornerRadius=10.0;
Why? Turns out the performance for cornerRadius is AWFUL! Take it out... guaranteed huge speedup.
Edit: This answer sums up what you should do quite clearly.
https://stackoverflow.com/a/6254531/537213

My most common solution is to rasterize the Views:
_backgroundView.layer.shouldRasterize = YES;
_backgroundView.layer.rasterizationScale = [[UIScreen mainScreen] scale];
But it works not in every situation.. Just try it

Related

UIimageView masks into a diamond

Running into a super weird bug in my iOS application I cannot figure out.
I load a UIImageView for a user in my iOS application and then round it into a circle.
- (void)viewDidLoad {
[super viewDidLoad];
self.profileImage.file = [[self.profileObject objectForKey:#"UserID"] valueForKey:#"ProfilePhoto"];
[self.profileImage loadInBackground:^(UIImage *image, NSError *error) {
self.profileImage.image = image;
self.profileImage.layer.cornerRadius = self.profileImage.frame.size.width / 2;
self.profileImage.layer.masksToBounds = YES;
self.profileImage.contentMode = UIViewContentModeScaleAspectFill;
}];
}
This runs perfectly, until I dismiss that view and go back into it a few moments later.
- (void)dismissView {
[self dismissViewControllerAnimated:YES completion:nil];
self.profileImage.image = nil;
}
When I go back into the view, the image rounds from the point it was already rounded prior. Which means it then turns into somewhat of a diamond. See here: http://cl.ly/image/3p1P0M0M1d2H
Any ideas on why this would be happenig?
Workaround
I found that if I load the image in viewDidLoad and round it in viewDidAppear it works just fine. But that seems to "hacky" and doesn't load everything at the same time properly.
Any ideas on what I should try?
The problem is that you're loading the image using sone background threading technique, and the first time you do so, it has to presumably fetch the image from somewhere, the second time it presumably has a cached version so it can run the completion block immediately.
Why should this matter?
At viewDidLoad, under Autolayout, your image view's frame will be zero, yet you're using it to round the corners.
On the first run, the delay in loading the image is enough for the view to have performed a layout pass, so it can round properly. On the second run, it hasn't (because the image is cached), so it can't.
The solution, as you've already discovered, is to set the corner radius when layout has happened - either in viewDidLayoutSubviews or viewDidAppear. Setting the radius can be totally separate to loading the image, and isn't "hacky" at all.
A better solution would be to write an image view subclass that performed it's own corner rounding on layoutSubviews. It's not really the view controller's job to do that rounding.
try changing
self.profileImage.layer.cornerRadius = self.profileImage.frame.size.width / 2;
to
self.profileImage.layer.cornerRadius = self.profileImage.bounds.size.width / 2;
in general it is always better to work internally with bounds rather than frame rect, because this is the internal perspective. self.bounds will reflect autoresizing, auto layout, rotation, scaling and other geometry issues which self.frame will not. Good luck

iOS removeFromSuperview and zoom

I add multiple images and show them with zoom.
Due to limited memory size, I should try to remove some of them which has already seen with removeFromSuperview.
My problem is that when I try to zoom, selected image is disappeared by removeFromSuperview.
My codes are as below:
if ( [contentView viewWithTag:CONTENT_IMAGE_TAG_NUM + index] ) {
if (index > 2) {
UIView *prevContentView = [contentView viewWithTag:(CONTENT_IMAGE_TAG_NUM + index - 2)];
if (prevContentView) {
[prevContentView removeFromSuperview];
[[SDImageCache sharedImageCache] clearMemory];
}
}
} else {
UIImageView *imageView = [self addContentImage:index contentArray:contentArray prevImageHeight:prevImageHeight];
-----
}
When I try to zoom at 3rd image, it is disappeared.
To solve zoom problem, I removed 'removeFromSuperview' and could zoom well. But it made memory problem. I got memory warning. How can I solve this problem? I want to fix both zoom and memory issue.
Please let me know. Thanks in advance.
Cells are reused in table views and collection views, so you do not have to bother much about memory since the image view that you use will switch its image and therefore release previously retained image. SDImageCache on the other side should flush memory cache when memory warning received. So I guess you have a problem somewhere else.

UIScrollView taking too much time

am trying to place a ScrollView in my app that has 1000,000 record, this scrollView will load when the app launches, so the app is not running until the million 1000 000 record which takes a lot of time, i was wondering is there any way to show the app and the scrollView while records are loading (show the scrollView while adding its records), below the code am using:
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
[self loadIt];
}
- (void)loadIt{
float startX = 0;
float startY = 0;
[_bigScroll setContentSize:CGSizeMake(320, 312500)];
_bigScroll.pagingEnabled = NO;
for (counter=0; counter<999999; counter++)
{
UIButton *tester=[[UIButton alloc] initWithFrame:CGRectMake(startX, startY, 10, 10)];
if (counter % 2 == 0) {
[tester setBackgroundColor:[UIColor whiteColor]];
}
else
{
[tester setBackgroundColor:[UIColor grayColor]];
}
[_bigScroll addSubview:tester];
[tester release];
if (startX == 320) {
startX = 0;
startY += 10;
}
else
startX += 10;
NSLog(#"counter = %d", counter);
}
}
Please advice.
Is there any way to show the app and the scrollView while records are loading ?
Try to use [self performSelector:#selector(loadIt) withObject:nil]; or
[self performSelector:#selector(loadIt) withObject:nil afterDelay:0.2];
It will not block your UI until the execution of this method.
You are loading lots of records. Actually you should not load all records at at time. You should use mechanism something like tableview is using i.e.load only those record which are in visible area of scrollview. Don't load new rows until the scroll and you should reuse row or views so speedup the scrolling.
Apple's documentation for UIScrollView is very clear that the scrolled view should be tiled, with your application providing tiles as the view scrolls.
The object that manages the drawing of content displayed in a scroll view should tile the content’s subviews so that no view exceeds the size of the screen. As users scroll in the scroll view, this object should add and remove subviews as necessary.
This is necessary both for performance and memory usage: the scrollable view is backed by a CALayer, which in turn is backed by a bitmap. The same is true for each of the UIButton objects created.
Whilst it is not surprising that this takes a long time, it's more of a mystery that your app hasn't been terminated for using too much memory.
Both UITableView and UICollectionView are examples of views that tile their content. You may find you can use one of these to implement you requirements, and if not, follow the model they use.
You don't need to create 1000,000 views . You can create views dynamically and remove the previous views those are not visible at the screen space. So at the time of scrolling you can create new views and remove the views those are out of visible area of screen.
This will help you to save memory otherwise whether you are using ARC in your project if you load that much number of views in memory there will surely a chance of crash , ARC will not help you in that case.
once try this Change the code in the
-viewdidload()
{
[self loadIt];//change this to
[self performSelectorInBackground:#selector(loadIt) withObject:nil];
}

iOS - Not allocating too much memory at once

Trying to get around a crash that is happening on some iOS devices, in conjunction with advice from Apple to "not cause allocation spikes". How can I change this code to not happen all at once?
for (Item *item in self.items) {
ItemView *itemView = [[ItemView alloc] initWithFrame:CGRectMake(xPos, kYItemOffsetIphone, kItemWidthIphone, kItemHeightIphone) ];
itemView.delegate = self;
[itemView layoutWithData:item]; //this just adds an imageView and button
[self.scrollView addSubview:itemView];
xPos += kXItemSpacingIphone;
}
There are around 20 objects in the self.items array, which are used to build the 20 ItemViews. Again, is there some way to make this code less "allocation intensive"?
I personally do something along the lines of:
Make my view controller the delegate of the scroll view (if you do this in code, you have to modify your view controller's .h to say that it conforms to UIScrollViewDelegate).
Define a scrollViewDidScroll method that (a) determines the frame of the visible portion of the scroll view; (b) determine which of the subviews intersect with that visible portion; (c) load the items that are visible, and unload the ones that aren't.
So, for example, it might look something like the following:
- (void)scrollViewDidScroll:(UIScrollView *)scrollView
{
// Determine the frame of the visible portion of the scrollview.
CGRect visibleScrollViewFrame = scrollView.bounds;
visibleScrollViewFrame.origin = scrollView.contentOffset;
// Now iterate through the various items, remove the ones that are not visible,
// and show the ones that are.
for (Item *itemObject in self.itemCollection)
{
// Determine the frame within the scrollview that the object does (or
// should) occupy.
CGRect itemObjectFrame = [self getItemObjectFrame:itemObject];
// see if those two frames intersect
if (CGRectIntersectsRect(visibleScrollViewFrame, itemObjectFrame))
{
// If it's visible, then load it (if it's not already).
// Personally, I have my object have a boolean property that
// tells me whether it's loaded or not. You can do this any
// way you want.
if (!itemObject.loaded)
[itemObject loadItem];
}
else
{
// If not, go ahead and unload it (if it's loaded) to conserve memory.
if (itemObject.loaded)
[itemObject unloadItem];
}
}
}
That's the basic idea. You can certainly optimize this logic based upon your app's particular design, but this is how I generally do it.

UIScrollView scrolling too slowly and never calling scrollViewDidEndDecelerating

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.

Resources