Code an Photo.app like - ios

I'm trying to code myself the Apple Photo.app for iOS.
All is good but when I select an album to see all my pictures it's a bit slow to load all my pictures. All my thumbnail are saved in a database. I manage them with Core Data.
So when I select an album I create a specific request and add all my thumbnail in a scrollview. But I have to wait to see all my thumbnail.
In Photos.app when I select an album all pictures are directly loaded.
How has Apple improved that ?
Thanks a lot !

I am assuming that you are using UITableViewCells with 4 images in each, and that you are recycling the cells.
JPEGs take a lot of decompression CPU cycles. There was a specific mention of this at Apple's recent developer conference. Most likely this is what is slowing you down.
Solution: use PNGs and make sure they are absolutely optimized for the size and resolution that is are the minimum requirements for the thumbnail images. Core data should be fast enough to provide smooth scrolling for thousands of thumbnail images.

Related

Storing large pictures in iOS swift

I am planning to ship an app with at least 20 pictures that can be at big as 10mb each. They are pictures that the user is likely to zoom in quite a bit therefore it is a requirement to keep the resolution quite high. We are still trying to make them smaller, but even so, its unlikely that they are going to be less than 7mb each.
The images can be shipped with the app as well as additional pictures can also be downloaded. The requirement is for the pictures to be available offline once the user downloads them as the app is to be used in remote areas by researchers.
What is the best mechanism to store them and how should I store them in iOS Swift 3?
Thanks for your help in advance.
You can store your pictures in document directory of the app and store the path in SQLite DB.
There are not rules but a set of best practices.
To store them I suggest you to save them directly into your resources, not Xcode image asset, this is because "image asset" can only be called with the imageNamed: method of UIImage, that has the side effect of cache images.
Then you can create a plist file with an array of image names, and fetch your info from here. If you need something more complicated there is Core Data, but I can't see an application of it with your spec.
What is the size of an uncompressed image in memory? An approx
equation n_pixel_height * n_pixel_width * n_channels in bytes (supposing 8 bit for channel)
If your images are about 10Mb in jpg they are compressed, thus means that they will take a huge amount of memory. memory on this kind of devices is a precious and short resource.
If your app exceeds the memory limit, after a set of callback such as didReceiveMemoryWarning, if you don't free enough memory, you app will be killed.
Alway try on device in this case and not on simulator because the simulator use your mac resources.
Now how to handle big images?
You can use CATiledLayer, you can find a lot of tutorials online. CATiledLayer as the name suggest creates a tiles of layer, each tile should correspond at a piece of your image, and it draws them only when they are visible.
Unfortunately it draws asynchronously this means that your tiles can be shown not exactly at the same time, there some strategy to avoid that issue, one is explained in an apple sample code.
Of course there is a problem that needs to be solved, how can I cut my large images into tiles?
You can do programmatically or provide them already cut as resources of your application

Saving UIImages to files without using NSData

I want to store a bunch of images that are taken while the user uses the app, while making sure that I can view them with decently high resolution later on. And by "store", for now I don't need to store them past the closure of the app. Simply having them available after some point while the app is still alive is all I need.
I first tried simply storing the UIImages in their original size on the app, but then the app would crash after 7 or 8 pics were taken because of memory usage.
I then tried shrinking them (since my app has a grid display wherein I can see all the pictures, but shrunk to fit on a 3x3 grid of images) , and my app stopped crashing. But when I wanted the pictures to be viewed individually on full screen, the quality was terrible because I was enlarging a shrunk photo.
So I figured why not find a way to store the original image through another object in a way that wouldn't eat up too much memory. Searching online lead me to decide to store them in a file, by converting the images into NSData and then writing this into a file. BUT, when I would then load the NSData back into a UIImage, the orientation of my photos taken through the camera were all sideways! And after hours of looking (and failing) through how to transform it back into the proper orientation, I've decided to give up on trying to fix this orientation bug.
Instead, I just want to know if there is any other way for me to store large/high-res UIImages (without hogging up memory) besides using NSData. What ideas do you guys have?
And pardon me for having to write so much for a one-liner question. I just didn't want to get suggestions on doing something I've already tried.
Save it as a jpeg instead of a PNG, that way the image will be rotated for you. See https://stackoverflow.com/a/4868914/96683

How does picture-sharing iOS apps handle memory when scrolling down in thumbnails?

I'm currently working on a picture-sharing app on iOS, and my developer is struggling mightily with managing memory. I would really appreciate some help.
Take this "user feeds" module, my developer can't design a scroller that maintains a smooth scroll unless much of the thumbnails are preloaded before scrolling starts. This expectedly makes the initial loading experience much longer than desired. He used server-side compression which further compresses IPhone images (originals were around 2mb) that were already compressed to 200kb on the iOS side down to around 20kb. The end result is a highly blurry low-quality thumbnail, especially displayed at the size seen in the video.
https://dl.dropboxusercontent.com/u/76154448/Scrolling%20Down%20Only%20Works%20With%20Highly%20Compressed%20Thumbnails%20and%20Needs%20Pre-loading%20to%20Ensure%20Smooth%20Scrolling.mp4
He originally just used a cropped version of the underlying image as the "thumbnail," but with each picture being 200kb, 10 "thumbnails" loaded is already 2MB of memory used. Another 2MB is being used on thumbnails of user avatars, since those were not yet compressed by the server. We designed the feed, like many other picture apps, so that more images can be loaded by scrolling down.
My questions are this:
What is a good technique to do server side compression of thumbnails without quality loss? How does an app like Streamzoo do this?
https://dl.dropboxusercontent.com/u/76154448/Smooth%20Scrolling%20with%20Streamzoo.mp4
What is a good technique for managing the increase in live bytes? How do picture apps like Pic Collage manage to show up to 200 thumbnails while seemingly keeping every image cached without crashing?
Any responses are greatly appreciated!
He's probably creating all UIImageViews once the server responds. He could use UICollectionView to lazy load views, so only a few of them would be on memory on the same time.
I wrote an article about performance tips and tricks, and this one is covered there.

Handle large images in iOS

I want to allow the user to select a photo, without limiting the size, and then edit it.
My idea is to create a thumbnail of the large photo with the same size as the screen for editing, and then, when the editing is finished, use the large photo to make the same edit that was performed on the thumbnail.
When I use UIGraphicsBeginImageContext to create a thumbnail image, it will cause a memory issue.
I know it's hard to edit the whole large image directly due to hardware limits, so I want to know if there is a way I can downsample the large image to less then 2048*2048 wihout memory issues?
I found that there is a BitmapFactory Class which has an inSampleSize option which can downsample a photo in Android platform. How can this be done on iOS?
You need to handle the image loading using UIImage which doesn't actually load the image into memory and then create a bitmap context at the size of the resulting image that you want (so this will be the amount of memory used). Then you need to iterate a number of times drawing tiles from the original image (this is where parts of the image data are loaded into memory) using CGImageCreateWithImageInRect into the destination context using CGContextDrawImage.
See this sample code from Apple.
Large images don't fit in memory. So loading them into memory to then resize them doesn't work.
To work with very large images you have to tile them. Lots of solutions out there already for example see if this can solve your problem:
https://github.com/dhoerl/PhotoScrollerNetwork
I implemented my own custom solution but that was specific to our environment where we had an image tiler running server side already & I could just request specific tiles of large images (madea server, it's really cool)
The reason tiling works is that basically you only ever keep the visible pixels in memory, and there isn't that many of those. All tiles not currently visible are factored out to the disk cache, or flash memory cache as it were.
Take a look at this work by Trevor Harmon. It improved my app's performance.I believe it will work for you too.
https://github.com/coryalder/UIImage_Resize

What is the best practice for letting users take photos and using them also in a table view?

When developing a mobile app, and letting the user take photos (That later will be shown in full size also) but are also viewed in the table views (mid size) and even in the Google maps pin title view, Should I create a thumbnail/s for every image the user take for the smaller ones? or should I just use the regular image?
I am asking because From the tutorials i saw, and as a web developer, all I could figure out is that when using a web service to get groups of small images you usually get the thumbnails first and only when needed get the Full size image.
But this is an embedded (I know it is not embedded, but i don't have a better way to describe this) app, that all the data sits on the device, So there is no upload performance issues, just memory and processor time issues (loading to view the big HD photos that the cameras take today is very heavy I think.
Any way, What is best practice for this?
Thank you,
Erez
It's all about memory usage balanced with performance. If you don't create thumbnails for each photo, there are only so many photo you can hold in memory before you receive memory warnings or have your app terminated by the system (maybe only 6-8 full size UIImages). To avoid that, you might write the photos out to the file system and keep a reference to their location. But then your tableview scrolling will suffer as it attempts to read photos from the file system for display.
So the solution is to create thumbnails for each photo so that you can store a lot of them in memory without any troubles. Your tableview will perform well as the photos are quickly accessible from memory. You'll also want to write the full size photos to the file system (and keep a reference to their location) to avoid having to store them in memory. When it's time to display the full size image, retrieve it from the file system and store it in memory. When it's no longer needed, release it.
I'm assuming that you're in iOS4, and you are saving the photos in the Asset library, there is already a method for you.
http://developer.apple.com/library/ios/#documentation/AssetsLibrary/Reference/ALAsset_Class/Reference/Reference.html
You're looking for the "thumbnail" method.
So, save the large image, and compute the thumbnail when required, I believe, is the way to go.

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