Adding UIViews using GCD - ios

In an application I'm developing, I have a horizontal UIScrollView that is used as a sort of table view.
Adding the subviews to it blocked the main thread, so I decided to use GCD instead, and create the views in a background thread and add them to the UIScrollView instance in the main queue.
The relevant code is this:
NSUInteger numberOfItems = [_dataSource numberOfItemsInBandView:self];
CGFloat __block nextX = 0.0;
dispatch_queue_t bgQueue = dispatch_queue_create("bandview", NULL);
for (NSUInteger i = 0; i < numberOfItems; i++) {
dispatch_async(bgQueue, ^{
UIView *itemView = [_dataSource bandView:self viewForItemAtIndex:i];
itemView.frame = CGRectMake(nextX, 0, itemView.frame.size.width, itemView.frame.size.height);
dispatch_async(dispatch_get_main_queue(), ^{
[_scrollView addSubview:itemView];
_scrollView.contentSize = CGSizeMake(nextX, self.frame.size.height);
});
nextX += itemView.frame.size.width;
});
}
dispatch_release(bgQueue);
_scrollView is a UIScrollView instance (properly initialized).
What I expected is to see the subviews be added to the UIScrollView one by one, but instead, what I'm experiencing is that everything runs asynchroniously, and then the scrollbars refreshes with all its subviews added at once (which is not what I expect).
Can anyone spot what I'm missing here?

UI changes need to happen on the main thread. Performing UI changes in a background thread (async gcd queue) will result in undefined/undesirable behavior as you are seeing. It seems unlikely that adding subviews is the main cause of the problem. The issue likely lies in the way the data is retrieved for the subviews. A solution would be to add all of the subviews then retrieve the data for them asynchronously, and then update them as the operation completes. Also consider not adding views that will not be visible to the user, and add them dynamically as the user scrolls similar to how a UITableView works.

Another thing worth pointing out is that you have created a serial queue (bandview) to dispatch the UIView creation requests into, but this also means that each creation request will happen in linear order vs being created in the most concurrent fashion possible. You might try dispatching the creation requests onto one of the global concurrent queues if that's not the desired behavior.

Related

Changing UICollectionView cell image at regular interval

I am developing an IOS 10.x application using UICollectionView and would like to change the image of specific cells, at regular interval.
The code below shows the current implementation. Even though it should change the cell background image every half of second, it changes the images immediately disregarding the NSThread SleepAt interval of 0.5 seconds.
I suspect something about the main thread handling or the ReloadItem method but hasn't reached a clear conclusion. Any insight is very welcome! Thank you.
NSNumber* originalCardSelected;
int position;
for (int i = 0; i < [opponentOriginalCardArray count]; i++) {
originalCardSelected = [opponentOriginalCardArray objectAtIndex:i];
position = [self convertLevelDataPositionToCellViewPosition:[originalCardSelected intValue]];
NSMutableArray *tmpBackgroundAssets = [self getNewAssetBackgroundBasedOnBackgroundType:playbackBackground Index:position];
self.backgroundAssets = tmpBackgroundAssets;
dispatch_async(dispatch_get_main_queue(), ^{
[collectionViewRoot reloadItemsAtIndexPaths:[collectionViewRoot indexPathsForVisibleItems]];
});
[NSThread sleepForTimeInterval:0.5];
}
You should use performBatchUpdates(_:completion:) methods and add your for loop inside it.
Remember to not keep strong references inside the block to avoid retain cycles.
EDIT:
and in the completion block, you can check if finished and add your NSThread methods

iOS UI elements won't update while in the method called

I'm doing a pretty simple iOS/ObjC program. Click a button, it's loops thru a for..next and displays counters and pics.
for (int i=0; i <= numberOfExercises; i++) {
exerciseName = [exercises objectAtIndex:j][0];
[self.lastLabel setText:exerciseName];
[self.lastLabel setNeedsDisplay];
usleep(1000000);
NSLog(#"Count: %d Name:%#", i, exerciseName);
}
However, it's not updating the actual textfield on the screen.
I've tried everything I know of and there's just something I can't see.
(IBAction)btnExerciseClicked:(id)sender {
for (int i=0; i <= numberOfExercises; i++) {
exerciseName = [exercises objectAtIndex:j][0];
exerciseImageName = [exercises objectAtIndex:j][1];
exerciseImageName = [exerciseImageName stringByAppendingString:#".jpg"];
self.exerciseImage.image = [UIImage imageNamed:exerciseImageName];
[self.ExerciseName setText:exerciseName];
[self.ExerciseName setNeedsDisplay];
[self.exerciseImage setNeedsDisplay];
}
I've put the block in there:
double delayInSeconds = 0.1;
dispatch_time_t popTime = dispatch_time(DISPATCH_TIME_NOW, (int64_t)(delayInSeconds * NSEC_PER_SEC));
dispatch_after(popTime, dispatch_get_main_queue(), ^(void){
NSLog(#"inside the block");
[self.ExerciseName setText:exerciseName];
[self.ExerciseName setNeedsDisplay];
[self.exerciseImage setNeedsDisplay];
});
And I've done a direct assign before the loop starts:
exerciseName = [exercises objectAtIndex:5][0];
[self.ExerciseName setText:exerciseName];
[self.ExerciseName setNeedsDisplay];
NSLog(#"Name: %#", self.ExerciseName.text);
I've even written a separate method for it:
-(void) myCycleDisplay: (NSString *) imageName
nameOfExercise: (NSString *) exerciseName
voiceOver: (BOOL) useVoiceOver
countDown: (BOOL) useCountDown
beep: (BOOL) useBeep{
[self.ExerciseName setText:exerciseName];
[self.ExerciseName setNeedsDisplay];
self.exerciseImage.image = [UIImage imageNamed:imageName];
}
And after all that, STILL no display until AFTER the method is done. Put in a delay: usleep(1000000);
I've confirmed that the data is in the element. I've setup the element in code and in IB.
The app is pretty simple, a button is pressed on the screen, data is loaded, an array is walked and display items are updated based on elements in the array.
The data is in the textfield, this has been confirmed. It even display them, but only after the method is exited.
Once the method is exited, the text/pic are displayed properly.
So, as a test, I made the for..next loop run twice and clicked the button over and over. Sure enough it displayed properly AFTER leaving the method.
I can't get it to update the display while IN the method. (this also includes the slider).
Why do I have to exit a method to get the display to update?
I think the easiest solution to your problem is to dump the whole for-loop into another queue.
dispatch_async(dispatch_get_global_queue(QOS_CLASS_DEFAULT, 0), ^{
for (int i=0; i <= numberOfExercises; i++) {
NSString *exerciseName = [exercises objectAtIndex:i][0];
dispatch_async(dispatch_get_main_queue(), ^{
[self.lastLabel setText:exerciseName];
[self.lastLabel setNeedsDisplay];
});
usleep(1000000);
NSLog(#"Count: %d Name:%#", i, exerciseName);
}
});
There are three additional changes.
Changed [exercises objectAtIndex:j] to [exercises objectAtIndex:i]
I think this was a mistake on your part
Made exerciseName local to the block.
I could have made the declaration of exerciseName __block, but it's easier to just make the whole thing local.
Wrapped setting the label in dispatch_async(dispatch_get_main_queue(), ^{ … });
UI updates must be made on the main queue.
Note, this is a bad solution. You should rethink your approach entirely. I would move this logic into it's own separate class, then use notifications to get the UI to update.
When you call usleep(1000000) you are blocking the main queue. UI updates happen on the main queue, but you're blocking that queue, so they don't happen. Also, UI updates in general don't happen until you finish the current pass through the event loop-- from the user tapping your button, through your method doing whatever it needs to do, continuing until your method finishes. Then UIKit updates the UI. You need to let your method finish because that's how UIKit works.
I'm not exactly sure what you're trying to do. If you want to update your UI at intervals, look into NSTimer.
I hope I understood the problem well enough to give a relevant answer and I apologize if I didn't. Here's how I see it:
There is a set of exercises that have to be done one after another;
Exercises take certain amount of time;
The name of the exercise and a relevant image are displayed when exercise starts.
The current implementation does precisely that: display is updated and the system sleeps for a certain amount of time before updating the display again.
The problem with that approach is that UIKit frameworks that is commonly used when doing interactive things on iOS devices is what could be called "indirect". For instance, when .text property of a label is updated, text is not drawn, instead, the system is notified that display should be updated. UIKit periodically checks whether updates are requested and if they are, the display is redrawn.
All of this is done on the "main queue" by sequentially executing blocks of code added to it (as a side note, this is to unlike the way Javascript work in a browser). This means that as long as some block of code is executed, everything else of the main queue will not be and the app will stop being interactive and updating display. Thus, the way to use UIKit is by quickly notifying it of necessary changes and finishing the function. Consequently, one never does long calculations or "sleeps" on on the main queue.
In context of this question, this leaves a problem of timed updates: we want to update the UI after some time has expired. There are 2 solution that come to mind:
The "typical" one would to be use the NSTimer class;
If constant updates to the UI are necessary, there is a CADisplayLink class and a convenient [UIScreen displayLinkWithTarget:selector:] method to create one on, say, [UIScreen mainScreen]. What it does is, it calls the selector in time for screen updates (currently, that's about 60 times per second but you can configure it to be called less frequently). It is ideal for things like count-down timers and frequently updating UI elements such as progress bars.
(I've switched to Swift and the latest API so the method names might not be exactly right in Objective-C).
Please let me know if I misunderstood the question or if you need sample code or further clarification.
Good luck!

iOS UIScrollView performance

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

UIView created in a GCD global queue odd behavior after added as a subview

I'm creating some UIViews and caching them for reasons that aren't really important to the question at hand.
After I add the view X as a subview to Y one of X's subviews does not appear. If I wait 20-30 seconds it suddenly appears.
Here's how I am creating the views and adding them to the cache. These views are not yet added to the ui, that happens later.
dispatch_async(dispatch_get_global_queue(0, 0), ^{
for(int i = 0; i < 10;i++){
MyUIView *cTemp = [[MyUIView alloc] initWithFrame:CGRectZero];
[self addViewToCahce:cTemp forKey:#"key"];
}
});
but if I remove the dispatch_async it appears as it should. Anyone know what is going on here or how to prevent this unusual behavior?
Never modify UI outside of the main thread. Cocoa, like most UI frameworks, is not multithreaded. Try the following instead:
dispatch_async(dispatch_get_global_queue(0, 0), ^{
// Do whatever processing you want to do here
dispatch_async(dispatch_get_main_queue(), ^{
for(int i = 0; i < 10;i++){
MyUIView *cTemp = [[MyUIView alloc] initWithFrame:CGRectZero];
[self addViewToCahce:cTemp forKey:#"key"];
}
});
});
As for why you experience the behavior you describe, I can only speculate. I would not trust the constructor to UIView to be thread safe. If you need to create your views in another thread, I would suggest refactoring the code a bit, if possible.

How to add subviews to UIScrollView sequentially

I'm having problems adding subviews to a scrollview sequentially.
I've got a JSON response coming back from the server which I parse into an array of Business objects, and I send off to the function updateCarousel, which looks like this:
-(void) updateCarousel: (NSArray *)response{
if(response && response.count>0){
int i=0;
self.scrollView.hidden=NO;
[self.scrollView setNeedsDisplay];
self.pageControl.hidden=NO;
[self.scrollView setContentOffset:CGPointMake(0, 0) animated:NO];
for (Business *business in response){
if (i >= MAX_INITAL_SEARCH_RESULTS)
break;
CGRect frame;
frame.origin.x = self.scrollView.frame.size.width * i;
frame.origin.y = 0;
frame.size = scrollView.frame.size;
CardView *cardView = [[CardView alloc] initWithBusinessData:business andFrame:frame];
//I've tried the following code with and without wrapping it in a GCD queue
dispatch_queue_t addingQueue = dispatch_queue_create("adding subview queue", NULL);
dispatch_async(addingQueue, ^{
[self.scrollView addSubview:cardView];
});
dispatch_release(addingQueue);
cardView.backgroundColor = [UIColor colorWithWhite:1 alpha:0];
i++;
self.scrollView.contentSize = CGSizeMake(i*(self.scrollView.frame.size.width), self.scrollView.frame.size.height);
self.pageControl.numberOfPages=i;
}
}else{
self.scrollView.hidden=YES;
self.pageControl.hidden=YES;
NSLog(#"call to api returned a result set of size 0");
}
The result - despite the many things I've tried - is always the same: the scrollView adds the subviews all at once, not as they are processed through the loop. I don't understand how this is possible. If I add a sleep() at the end of the loop, it somehow waits for the whole loop to be over before it shows the subviews as added. How does it even know how long the results array is? I'm at my wits' end, please help.
I assume you are not using any extra threads to process the data.
What you experience is the application is stuck executing your method. Even though you add your subviews one by one (with a sleep between them), no other piece of code is executed to handle your adding.
1. You can use another thread to load the data and add subviews but this needs to be synchronized to the main thread (more complicated).
2 You can break your method in multiple calls. Between 2 calls of your load method, other pieces of code are allowed to execute and this means the scrollview will be able to process/display your subviews one by one.
You will need to change your loading method to something like this:
- (void)updateCarouselStep:(NSNumber*)loadIndex
{
if (response && response.count > 0)
{
// Here add only a subview corresponding to loadIndex
// Here we schedule another call of this function if there is anything
if (loadIndex < response.count - 1)
{
[self performSelector:#selector(updateCarouselStep:) withObject:[NSNumber numberWithInt:(loadIndex+1) afterDelay:0.5f];
}
}
}
This is just one basic solution to the problem. For example, you need to take into consideration what happens if you update response data before you finish loading the previous one.

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