UIWebView async requests blocks scrolling - ios

I've been searching for something like this in SO and nothing came up. So i've decided to ask for the first time here.
I'm working on an iOS project. I have a UIWebView working fine with a NSURLRequest. But, when i load a URL with multiple asynchronous requests (i.e. wsj.com) like ads and Facebook likes stuff; the scroll interaction of the web view becomes laggy and unresponsive.
I've been debbugging and that happens when the delegate method shouldStartRequest is executed (several times)
First shoot: using threads. Didn't work.
Second shoot: playing with web view properties of interaction.
Third shoot: tried to stop the unnecessary calls (my business rules doesn't need them) didn't work. Even if i kill them, the laggy effect remains.
The curious thing about all this is that Safari renders and works fine with the same URL.
I'm looking for thoughts, does anybody has some clue of what's happening here?
Thanks!!

Related

EarlGrey Freezes Animation And Doesn't Call Callback

There is a method with an asynchronous block as a parameter.
The first time the app runs, this method is called, and there is an animation that covers the entire screen. The method is making a network call that can take a pretty long time, around 7 seconds or so. When the block runs, the callback ends the animation and the app is ready to be interacted with again.
When I run the app in the simulator and tap around, everything runs as it should. When I run the EarlGrey test target, the animation freezes, and the test ultimately fails, because there is an element that can't be found. Behind the animation view (a subclass of UIView), some steps are still successfully carried out, even though the elements are not visible.
Lastly, this only happens on the first run of the app, since the network call in subsequent test runs is much shorter.
I've tried changing configurations to disable animations, and nothing seems to work for me. I can't really paste code, since the app is proprietary.
I'm happy to answer any and all clarifying questions, and very much looking forward to some help!
Disclaimer: This was all #khandpur. I joined the Google Open Source Slack channel, and he helped me debug hard.
The issue was the use of Facebook's Shimmer. I had this line in the setUp method:
[UIApplication sharedApplication].keyWindow.layer.speed = 100;
This was speeding up animations, but causing some conflict with shimmer, not too sure why. I'm going to comment in their repo.
I deleted that line, and while tests are a little slower, they're totally stable now.
Have you considered using kGREYConfigKeyURLBlacklistRegex to black list the URL, i.e prevent EarlGrey from waiting on the request? (assuming that the network wait is unnecessary for ur test). see EarlGrey/Common/GREYConfiguration.h

Improving UIWebView initialization time

My company uses a UIWebView to display ads. The issue I'm having is that initializing a UIWebView appears to be expensive; profiling with Time Profiler shows [UIWebView alloc] initWithFrame:CGRectMake(0,0,500,500)] to take 31–40ms. This is enough to cause noticeable frame drops in games running at 60 FPS.
Is there a way to workaround this slow initialization time? My current ideas are to create a UIWebView when the app launches (but before gameplay has started), and reuse that (potentially creating a pool of them to reuse, like how UITableViewCell works) or to try and see if WKWebView has better performance.
Here are my findings:
WKWebView does not initialize any faster. Creating WKWebViews took a similar amount of time as creating UIWebViews (in the 1 test I did, it took 46ms to create two WKWebViews.
The very first web view created takes significantly longer to create than subsequent web views. The first one takes 31–42 ms; subsequent ones take ~11ms to create. The good news here is that creating the first web view when e.g. the app launches allows future webviews to be created more cheaply, avoiding a 40ms hit while the game is running.
Creating a pool of UIWebViews was a good solution for my use case. By creating the webviews at app launch and then reusing them, I avoid causing a frame drop while the game is running.
There is not much difference in the responsiveness between UIWebView and WKWebView because WKWebView has been introduced for a consistency matter between iOS and OSX. The underlying engine is Webkit in either way and it requires a lot of initialization.
The best solution I've found recent during years has been fading a WebView starting from a view with 0.1 alpha in which the url was loaded. Be careful to not start from 0.0 and do not have your webview detached from main view hierarchy because your url would not be loaded.
When didFinishLoading is called then you can fade it to 1.0 thus providing a better user experience.
Personally I don't like the UIWebView pool because I have experienced some memory troubles when maintaining it, especially on iOS 7 devices.

iOS Launch Screen Animation Time

It seems like the fade animation between the launch screen and my first view is really slow.
I don't think it used to be like that. Is there a way to control the speed of that transitional animation?
I looked at some apps on my phone and the launch screen doesn't fade as slowly as mine. What things could I have done to affect that?
(No I don't have slow animations turned on, only the fade animation is slow)
In WWDC 2012 video iOS App Performance: Responsiveness they enumerate a whole list of issues that have impact on the app startup time, ranging from attaching to unnecessary frameworks, optional linking to frameworks that you really could make required, the use of static initializers, overly complicated initial scenes, too much information stored in preferences, etc.
That video covers a range of topics, like the above, which impact startup time. In the demonstration, they show how one might benchmark the startup time. Unfortunately, in my experience, there's a good chance that you might not be able to do anything to fix this issue (e.g. you need certain features and therefore need certain frameworks), but it's still an illuminating video and it might give you some ideas of things you can try to alleviate the start-up performance issues.
If your app splash screen show more time, so please check following things in your app.
1. AppDelegate.m
in didFinishLaunchingWithOptions method have you called any heavy method which takes more time for finish task if yes then change that method location, basically in appDelegate class don't write any heavy methods.
2. first view of your app.
check viewDidLoad() method, if you call many method or any heavy method from here then your launch image will show still your control not come out from viewDidLoad method, so if you want call any methods at view launch time then call them from viewWillAppear or viewDidAppear method (in viewDidAppear method don't call any UI related methods)
I never figured out what was going on here, but the next day when I started up xCode and the simulator it was back to the normal loading time.

GCD in different classes

I have an app where on start it checks the user's position and then get the weather for that spot. Mainly wind direction and speed.
It does the normal check to see it it has Intenet connection, but I found that if there is connection, but very slow the app freezes on launch screen (doing the check on startup).
I have a class that does this, which is called at startup after which a home screen is loaded.looking around, GCD seems the right way to go, but can I get the answer to be displayed in a label in the home screen when it is finished with getting the data? Main tread would have left, or rather bypassed that class and have arrived at the main screen.
Would I need to maybe use something like Notification Centre to help the label updating and re-load?
Thanks for any thoughts or code snippets.
Jorgen
PS. I am trying to keep the app iOS 5.1 to keep old iPads happy.
GCD seems the right way to go, but can I get the answer to be displayed in a label in the home screen when it is finished with getting the data? Main tread would have left, or rather bypassed that class and have arrived at the main screen. Would I need to maybe use something like Notification Centre to help the label updating and re-load?
Yes, I think you're on a very good track here. Let's keep the two issues separate, though:
After doing your background work, still in GCD, you're going to come back onto the main thread because you now want to update the interface. That's easy and straightforward.
If you have a communication problem, a notification can be an excellent solution. You can broadcast the need to update that label, and if the correct view controller exists and is listening, it will get that information.
Having said that, though, you should think about your architecture, since there may be a better way than a notification. Once you are back on the main thread, why are you not in a place where you have a way to know whether the correct view controller exist and to talk to it directly. I'm not saying the notification is bad/wrong! I've used this solution myself, and a notification is quite a standard way to come back from, say, an NSOperation. I'm just saying, give it a little thought.

iOS - QLPreviewController delay

I have an app that generates a PDF and displays it at the same time. As expected, there is about a 2-second delay between pressing the "Generate PDF" button and the QLPreviewController presenting the document. Not only that, it appears as though the document fades in momentarily, freezes, and then completes the fade-in.
I understand that the reason for the delay is because it is generating the PDF first, but the design of the application doesn't allow for any other mechanism. I was hoping to put a brief "LOADING..." animation before the QLPreviewController view appears, but everything I've tried so far still presents a 2-second delay.
Can anyone provide guidance on what I might be able to do here?
There are lots of options. I'd suggest that whatever you do, it be asynchronous. This will allow for the UI to not 'freeze' and you can put a loading screen up even if it is for 2 seconds.
There are many ways to implement this. Some involve actual background threads and others don't.
You can use, delegates, NSNotifications, blocks, NSOperations, and/or Grand Central Dispatch.
Here's a tutorial on how to use Grand Central Dispatch
Here's a tutorial on blocks

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