Image display options for IOS app - ios

I am working on an IOS app that will display images uploaded by user from my website.
What is the best practices on re-sizing the images on mobile or server?
Option A - Resize thumbnail, desired size and stored it on a cloud server, Amazon S3 for example which host images for iphoneretina_ImgA, Iphone_ImgA, Ipad_ImgA, IphoneThumbnail_ImageA.
Option B - Resize to thumbnail, desired size on the device.
What is the best approach on displaying server image to iphone/ipad devices?

You will get optimal performance on the device if you can do as much image processing on the server-side as possible and deliver optimally sized images to the device (i.e. smallest possible image to support the desired user interface), which will save not only download time (esp if user is on slower cellular networks) but also precious device memory and processing time (if you download high resolution images to device, the amount of CPU cycles and memory required to convert them to appropriate sized images or, worse, not resize them and try to let the poor ol' UIImageView try to render them).
In short, if you can do it server-side, that's ideal. If you do it on the device you'll suffer network bandwidth, memory consumption, and processing time on the device.
If the original images aren't too big, though, you can get away with some reasonable compromises which entail a modest device-side processing. For example, I'm interfacing with a legacy CMS system with modestly sized images and limited existing server-side image processing capabilities, so I just make my thumbnails on the device lazily as they're downloaded/required, but (a) the original images weren't huge; (b) I needed the original resolution images on the device anyway; and (c) I had to do some clever GCD (or you can use some other equivalent concurrent processing technology) to make sure the user interface wasn't too noticeably impacted as the app does one-time thumbnail generation (thumbnails that are then cached locally for optimal performance in the future).
As always in these cases, your final architecture will be a function of the particulars about your images, your server capabilities, the app requirements, but, if there's any rule of thumb, it would be do as much server-side as you can, balancing network bandwidth and server complexity issues with other demands on the device.

Related

What are the scenario that makes us compress data before we transfer it?

I am wondering the reason why we need to apply file compression before we upload files to server under some scenarios. For my understanding, as soon as the server received the compressed files, the compressed file need to be extracted to allow the server read the file content. It certainly consumes the computation power of the server if multiple Http POSTs are sent from many client side platforms.
Therefore, as far as I can think of the scenario of sending the compressed file is uploading the backup files, setting files, files that only servers as back up for the client side platforms. Please give me more scenarios for uploading compressed data.
I think the following article gives an perfect explanation to the question:http://www.dataexpedition.com/support/notes/tn0014.html
Here's the content:
Compression Pros & Cons
Simply put, compression is a process which trades CPU cycles for bytes. But the trade isn't always a good one. Sometimes you can spend a lot of valuable CPU cycles for little or no gain.
In the context of network data transport, "Should I compress?" is a common question. But the answer can get complicated, depending on several factors. The most important thing to remember is that compression can actually make your data move much slower, so it should not be used without some consideration.
When Compression Is Good
Compression algorithms try to identify large repeating patterns in a data set and replace them with smaller patterns. Ideally, this shrinks the size of the data set. For the purposes of network transport, having less data to move means it should take less time to move it.
Documents and files which consist mostly of plain text or machine executable code tend to compress well. Examples include word processing documents, HTML files, some .exe files, and some database files.
Combining many small files into a single archive prior to network transfer can often result in faster speeds than transferring each file individually. This may be true even if the individual files themselves are not compressible. Many archiving utilities have options to pack files into an archive without compression, such as the "-0" option for "zip". ExpeDat will combine the contents of a folder into a single data stream when you enable Streaming Folders.
When Compression Is Bad
Many data types are not compressible, because the repeating patterns have already been removed. This includes most images, videos, songs, any data that is already compressed, or any data that has been encrypted.
Trying to compress data that is not compressible wastes CPU time. When you are trying to move data at high speeds, that CPU time may be critical to feeding the network. So by taking away processing time with worthless compression, you can actually end up moving your data much more slowly than if you had compression turned off.
If you are using a compression utility only for the purposes of combining many small files, check for options that disable compression. For example, the "zip" command has a "-0" option which packages files into an archive without spending time trying to compress them.
Inline versus Offline
Many transport mechanisms allow you to apply compression algorithms to data as its being transferred. This is convenient because the compression and decompression occur seamlessly without the user having to perform extra steps. But it is also risky because any CPU time spent on compression is time NOT being spent on feeding data through the network. If the network is very fast, the CPU is very slow, or the compression algorithm is unable to scale, having inline compression turned on may cause your data to move more slowly than if you turn compression off. Inline compression can be slower than no compression even when the data is compressible!
If you are going to be transferring the same data set multiple times, it pays to compress it first using Zip or Tar-Gzip. Then you can transfer the compressed archive without taking CPU cycles away from the network processing. If you are planning to encrypt your data, make sure you compress it first, then encrypt second.
Hidden Compression
Devices in your network may be applying compression without you realizing it. This becomes evident if the "speed" of the network seems to change for different data types. If the network seems slow when you are transferring data that is already compressed, but fast when you are transferring uncompressed text files, then you can be pretty sure that something out there is making compression decisions for you.
Network compression devices can be helpful in that they take the compression burden away from the end-point CPUs. But they can also create very inconsistent results since they will not work for all destinations and data types. Network level compression can also run into the same CPU trade-offs discussed above, resulting in some files moving more slowly than they would if there was no compression.
If you are testing the speed of your network, try using data that is already compressed or encrypted to ensure consistent results.
Should I Turn On Inline Compression?
For compressed data, images, audio, video, or encrypted files: No.
For other types of data, test it both ways to see which is faster.
If the network is very fast (hundreds of megabits per second or faster), consider turning off inline compression and instead compress the data before you move it.

Parse image resolutions for ios

Whats the most effective way of dealing with different image resolutions in Parse for the different ios devices?
For instance
Would it be better to have 1 image in parse at the highest res and download for every device? (slower download speeds for lower res devices)
Have 1x 2x and 3x versions of the image in Parse and download for relevant device. (takes up more storage space on Parse)
Run cloud code on Parse to resize the images to their correct resolution as they are downloaded to the devices. (possible slower download speed for all devices?)
Any other options anyone can think of would be welcome.
Al
I would say this strongly depends on the usage case. For example, if you have a profile picture, I would recommend uploading it in 2-3 versions, as those pictures may be downloaded very often (for example in a social networking app where you have profile pictures in posts, user profiles, messages, etc.). When the picture is downloaded a high amount of times, you would rather download a smaller one to minimise download time and save parse data transfer resources.
On the other hand, for pictures that aren't downloaded as often as other ones, I'd recommend storing them in a high-res format, and scaling them down (if necessary) as they are downloaded. Take for example again a social networking app. A post contains a profile picture (which is downloaded quite often) and the actual post (a photo in this case). The actual post photo is only downloaded a single time (ideally), so there should be no reason to worry about the download speed.
Basically (and that's the way I handle this), you should always try to cache every image. Images that can be cached easily and don't have to be retrieved very often can be stored in a single high-res format (saving data space on parse). Images that cannot be cached easily or have to be refreshed quite often, should be stored in different sizes, which will, in the end, save you data transfer. The small amount of extra storage does not have that much impact, to be honest, especially if you store them in scaled down sizes.

Large files download: Throttle the bandwidth?

I would like to know if it's still necessary to throttle the bandwidth when transferring multiples large files (PDF) over the cellular network.
There is no information about this in the guidelines but some old threads points out this was necessary.
http://forums.macrumors.com/archive/index.php/t-1130677.html
iPhone app rejected for "transferring excessive volumes of data"
Thanks in advance.
I believe this only applies for streaming like mp3 data.
If you have a large single file which you need to download, throttling the bandwidth is an especially bad idea. The opposite would be recommend: download as fast as possible in order to safe battery and increase reliability of the connection (the shorter the duration the less the probability that it gets interrupted).
You should however check whether the connection uses the cellular network and notify the User and ask whether your app should defer the download when Wifi is available, possibly automatically in the background without starting the app. This approach is feasible (utilizing NSURLSession).

ImageResizer .net for multiple product images perfomance issues?

I'm building an Asp.Net MVC4 Application with product pages. I have come by the ImageResizer Library for handling and serving the images. My page has jpg thumbnails 160x160px in dimensions and 3~5KB size each.
To my understanding using the ImageResizer library i could just upload the original large product image 600 x 600px & 10~20KB and resize it on the fly to the thumbnail size when the visitor requests the page. Something like:
<img src="#Url.Content("~/images/imagename?width=160&height=160")" alt="">
Which i understand is fine for a couple of images but my product page consists of 20 to 100 product jpg unique thumbnails (depending on pagesize).
Should performance hurt with processing on-the-fly 20-100 pics each time? Has anyone faced a similar scenario? I could always go back back and generate 2 different images (thumbnail and large) during the upload process but i'm very curius if i could get away with just one image per product and dynamic resizing.
When i say performance i mean that anything above 0.5 - 1s extra response time is a no-no for me.
In documentation it is mentioned, that there's caching plugin, which improves performance by 100-10000X:
Every public-facing website needs disk caching for their dynamically resized images (no, ASP.NET's output cache won't work). This module is extremely fast, but decoding the original image requires a large amount of contiguous RAM (usually 50-100MB) to be available. Since it requires contiguous, non-paged, non-fragmented RAM, it can't be used a (D)DOS attack vector, but it does mean that there is a RAM-based limit on how many concurrent image processing requests can be handled. The DiskCache plugin improves the throughput 100-10,000X by delegating the serving of the cached files back to IIS and by utilizing a hash-tree disk structure. It easily scales to 100,000 variants and can be used with as many as a million images. It is part of the Performance edition, which costs $249. The DiskCache plugin requires you to use the URL API (read why).
http://imageresizing.net/plugins/diskcache
http://imageresizing.net/docs/basics
When it comes to websites, every operation that can be cached should be. This allows the server to deal with more visitors rather than more processing.
You could either use the caching plugin for ImageResizer, or manually write to file using a certain filename, e.g.: product_154_180x180.jpg where 154 is product id, and 180 is the width and height, then check for whether it exists when you want to display it.
If you do the latter, you may be able to use the server to manage this for you, by linking to the expected filename in the page source, and if it doesn't exist, the server then calls a script that resizes and writes the resized image to disk using imageresizer.
This last method will also avoid the call to ImageResizer saving you some processing power.

Core data storage limit, Cache Limit, RAM limit on iphone

I am making a some complex app, in which every detail is imp. i have some questions
1. how much storage limit we have, if we plan to save big files on core data/cache.
2. Whats the RAM limit on iphone? Actually searching for some table that can give detailed info about IOS devices on this. Because i need to handle memory warnings and defend App crashes.
3. Its better to save images in cache or core data, assume you have a lot of images approx. 200-250.
Thanks
1) I am not aware of any storage limit. Obviously, you will never get 64GB or more - since no device is larger ;-). My wife's facebook app consumes >5GB at the moment... I suppose they did something wrong. The only important point is to fail gracefully (show a dialog, clean some space, ...) if the storage is full.
2) The RAM limit varies depending on the iPhone model and the currently running applications. Also there are some iPods with less memory in market. 30MB should be pretty safe. Total physical memory of the device can be retrieved as described here while retrival of the available RAM can be derived from that question.
3) Maybe this is a good starting point. I would always write image data to the file system and just store the file name inside the database, as suggested here.

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