He, I just realized that [self setNeedsDisplayInRect:(dRect)] draws everything (and not only the necessary) and then updates the screen in "dRect". So I started to edit the drawRect-method like this:
- (void)drawRect:(NSRect)dirtyRect{
if (gUs==1){
imagePos = NSMakePoint(0, 0);
[_bz_BG dissolveToPoint:imagePos fraction:1.0];
[self drawBPM];
[self writeSeq1steps];
[self writeSeq2steps];
[self drawSeq1Patterns];
[self drawSeq2Patterns];
[self drawSeq1];
[self drawSeq2];
[self drawSampleNameSeq1];
[self drawSampleNameSeq2];
[self drawBattCharge];
[self drawCPUload];}
if (gUs==2){
[self drawCPUload];}
if (gUs==3){
[self drawBattCharge];}
if (gUs==4){
[self drawBPM];}
}
and then let the methods that need display alter "gUs". That works fine and since I have a lot of controls reduces the cpu work extremely.
But then I saw that under heavy load or often display updates sometimes another method alters "gUs" before the needDisplay from the previous call is processed, leading to wrong drawings.
How can I avoid this?
Related
I am calling a web service that returns an array of annotations in a delegate method that I am adding to my map with the addAnnotations method for a MKMapView. Everything goes swimmingly until the delegate method send two arrays in quick succession (usually about 150ms - 500ms) and then I get a EXC_BAD_ACCESS (code=1 address 0x20) on this line [kMap addAnnotations:tileArray]; - This appears to be a memory issue but i am not really sure what to do how it or how to change my code to address it.
Here is the delegate method
-(void)rebelBaseManager:(RebelBaseManager *)manager didUpdateTileHour:(NSArray *)tileArray boundaryBreak:(NSString *)breakType atTileLevel:(int)callTileLevel {
if (timerStarted == NO) {
[self startTimer];
}
//Check for tileLevel in case multiple calls were made at different tile levels
if (tileLevel == callTileLevel) {
[kMap addAnnotations:tileArray];
[HourInMap addObjectsFromArray:tileArray];
}
}
I also added a method to allow me to animate the removal of annotations which is below in case it makes a difference:
- (void)removeAnnotationsWithFade:(NSArray *)annotations animated:(BOOL)shouldAnimate {
if (!shouldAnimate)
[self removeAnnotations:annotations];
else {
for (HourAnnotation *annotation in annotations) {
MKAnnotationView *annotationView = [self viewForAnnotation:annotation];
[UIView animateWithDuration:2
animations:^{
annotationView.alpha =0;
}completion:^(BOOL finished) {
[self removeAnnotation:annotation];
}];
}
}
--------- ADDITION ---------
Adding in my code from a custom annotation in response to #3 in Rob's answer below.
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
}
return self;
}
- (id)initWithHourAnnotation:(HourAnnotation *)hourAnnotation reuseIdentifier:(NSString *)reuseIdentifier {
CGRect myFrame = self.frame;
myFrame.size.width = hourAnnotation.frameSize;
myFrame.size.height = hourAnnotation.frameSize;
self = [super initWithFrame:myFrame];
//When I use this here I seem to get the frame and color of the old annotation displayed
//self = [super initWithAnnotation:velocityAnnotation reuseIdentifier:reuseIdentifier];
if (self)
{
self.layer.cornerRadius = self.frame.size.width / 2;
self.clipsToBounds = YES;
[self setBackgroundColor:[UIColor clearColor]];
NSArray *alphaValue = [[NSArray alloc]initWithArray:[self alphaForTileLevel]];
self.fillColor = [UIColor colorWithHue:hourAnnotation.color saturation:.06 brightness:.23 alpha:[[alphaValue objectAtIndex:hourAnnotation.tileLevel-1]doubleValue]];
self.strokeColor = [UIColor colorWithHue:hourAnnotation.color saturation:.06 brightness:.23 alpha:.35];
self.enabled = NO;
self.canShowCallout = NO;
self.userInteractionEnabled = NO;
}
return self;
}
- (void)drawRect:(CGRect)rect
{
UIBezierPath *path = [UIBezierPath bezierPathWithOvalInRect:rect];
[self.fillColor set];
[path fill];
[self.strokeColor set];
[path setLineWidth:2.0f];
[path stroke];
}
A couple of thoughts.
You're not showing where you are calling this removeAnnotationsWithFade. We have to assume that you're removing the appropriate model objects. use instruments to confirm that you're not leaking anywhere.
If the app is crashing when removing with fade, but not crashing without fade, then you might consider refactoring this code. Specifically, your animation code isn't actually removing the old animations until the completion block (i.e. two seconds later). Thus you are holding on to old annotations longer than needed. And if the annotations are coming in fast and furious, you could run into memory problems.
If you, for example, used transitionWithView:mapView instead, just removing the annotations directly, you might be freeing memory associated with the old annotations more quickly. It's a less elegant animation, but might be "good enough" and minimize your peak memory usage:
// this will immediately remove the annotations, but animate the fading of the transition
[UIView transitionWithView:self.mapView duration:2.0 options:UIViewAnimationOptionTransitionCrossDissolve animations:^{
[self.mapView removeAnnotations:annotations];
} completion:nil];
// presumably remove the annotations from your array, too
Is your viewForAnnotation dequeuing old annotation views and only instantiating new ones if it couldn't dequeue an old one, or is it always instantiating new ones? Stuff like that might help control peak memory usage, too.
My app has two different states, and every state will be representing with a NSView.
so there is only one view showed at a time, the problem is when I switched between the views the app doesn't show the new state until I resize the window manually!
I searched about this problem and come with more than one solution but nothing worked with me:
[myView setNeedsDisplay:YES];
[myView display];
[[myView.window contentView] setNeedsDisplay:YES];
[mySubView1 setHidden:YES]; || [mySubView1 removeFromSuperView];
I even defined myView as Outlet, and nothing work.
and this is my code
if (appState == 1) {
[self.splitView setFrameSize:CGSizeMake(self.splitView.frame.size.width, self.view.frame.size.height - 250)];
[self.mySubView1 setHidden:NO];
[self.mySubView2 setHidden:YES];
[self.mySubView2 removeFromSuperview];
[self.mySubView1 addSubview:self.inCallView];
}
else
{
[self.splitView setFrameSize:CGSizeMake(self.splitView.frame.size.width, self.view.frame.size.height - 70)];
[self.mySubView1 setHidden:YES];
[self.mySubView2 setHidden:NO];
[self.mySubView1 removeFromSuperview];
[self.mySubView2 addSubview:self.chatHeaderView];
}
// I need to redraw here
[self.view setNeedsDisplay:YES];
[self.mySubView1 setNeedsDisplay:YES];
[self.mySubView2 setNeedsDisplay:YES];
// and nothing happened until I resize my window manually
I found it, the code is just fine and no need to call any redraw method, the only problem Any UI action need to be done in the MAIN thread
so the final code will be:
dispatch_async( dispatch_get_main_queue(), ^{
if (appState == 1) {
[self.splitView setFrameSize:CGSizeMake(self.splitView.frame.size.width, self.view.frame.size.height - 250)];
[self.mySubView1 setHidden:NO];
[self.mySubView2 setHidden:YES];
}
else
{
[self.splitView setFrameSize:CGSizeMake(self.splitView.frame.size.width, self.view.frame.size.height - 70)];
[self.mySubView1 setHidden:YES];
[self.mySubView2 setHidden:NO];
}
});
Thanks, guys.
doing a subview remove or add operation will automatically call setNeedsDisplay:YES so it's no surprise that calling it manually is having no effect.
some things to check:
Check your view properties for nil values. I see you are removing the view which will cause the superview to release it and if you aren't retaining it with a strong property (or elsewhere) it will be deallocated.
Be sure that you aren't fighting autolayout. turn off autolayout temporarily to confirm it is not causing your problem.
you are only setting the frame size. you need to make sure it has the expected origin as well.
Also if you are removing the view you don't need to bother calling setHidden:
This may sound really noob, but i've spent an entire day wrestling with this problem and would appreciate some help.
You see i have a method which I call more than once inside gameplay. If I use [self myMethod]; then it works for ONE time. And then when I call it again, the animation in the method doesn't commence anymore.
What I need is to replace "self" with an alternative that can be "alloc'ed" and "released" to make my animations work.
I've tried;
#implementation gameViewController
gameViewController *object = [[gameViewController alloc] init];
[object myMethod];
However the above substitute for self doesn't even call on the method. I don't know what I did wrong, it's suppose to work just like "self".
Is there something i missed? How do you make an object of the class to work just like "self" does?
Thanks so much.
Here is a more detailed look of my code;
[self explosionAnimations];
- (void) explosionAnimations
{
UIImage *image = [UIImage imageNamed: #"Yellow Explosion.png"];
[bomb setImage:image];
[UIView beginAnimations:#"bomb1ExplosionIncrease" context:NULL];
[UIView setAnimationDuration:0.5];
[UIView setAnimationDelegate:self];
bomb.transform = CGAffineTransformMakeScale(3.4, 3.4);
[UIView commitAnimations];
}
The setImage works fine every time. But the animations stop working on the second call of the method. While in the console it logs "animation completed" with nothing happening to the image.
This leads me to believe that somehow "self" believes that the animation was already done and will not bother to do it again. So I thought a new "alloc" might give it a kick awake.
The problem doesn't have anything to do with "self". The problem is that you set the transform in your animation, and then when you run it again, you're setting the same transform, so it does nothing. You need to reset the frame to the new frame and then set the transform back to the identity transform before you do the animation again. Also, you should be using block based animations. I'm not sure this is the best way to do it, but this worked for me (if you have auto layout turned off).
- (void)explosionAnimations {
UIImage *image = [UIImage imageNamed: #"Yellow Explosion.png"];
[self.bomb setImage:image];
[UIView animateWithDuration:.5 animations:^{
self.bomb.transform = CGAffineTransformMakeScale(3.4, 3.4);
} completion:^(BOOL finished) {
CGRect newFrame = self.bomb.frame;
self.bomb.transform = CGAffineTransformIdentity;
self.bomb.frame = newFrame;
}];
}
If you're doing this in an app with auto layout turned on (which it is by default), then I would not use a transform, but just resize the width and height of the image view by adjusting its height and width constraints. So, in this method, you should make IBOutlets to height and width constraints you make in IB, then change their constant values in an animation block:
[UIView animateWithDuration:.5 animations:^{
self.heightCon.constant = self.heightCon.constant * 3.4;
self.widthCon.constant = self.widthCon.constant * 3.4;
[self.view layoutIfNeeded];
}];
I'm having a fundamental issue with use of drawRect: Any advice would be greatly appreciated.
The application needs to draw a variety of .png images at different times, sometimes with animation, sometimes without.
A design goal that I was hoping to adhere to is to have the code inside drawRect: very simple and "dumb" - i.e. just do drawing and no other application logic.
To draw the image I am using the drawAtPoint: method of UIImage. Since this method does not take a CGContext as a parameter, it can only be called within the drawRect: method. So I have:
- (void)drawRect:(CGRect)rect {
[firstImage drawAtPoint:CGPointMake(firstOffsetX, firstOffsetY)];
}
All fine and dandy for one image. To draw multiple images (over time) the approach I have taken is to maintain an array of dictionaries with each dictionary containing an image, the point location to draw at and a flag to enable/suppress drawing for that image. I add dictionaries to the array over time and trigger drawing via the setNeedsDisplay: method of UIView. Use of an array of dictionaries allows me to completely reconstruct the entire display at any time. drawRect: now becomes:
- (void)drawRect:(CGRect)rect {
for (NSMutableDictionary *imageDict in [self imageDisplayList]) {
if ([[imageDict objectForKey:#"needsDisplay"] boolValue]) {
[[imageDict objectForKey:#"image"] drawAtPoint:[[imageDict objectForKey:#"location"] CGPointValue]];
[imageDict setValue:[NSNumber numberWithBool:NO] forKey:#"needsDisplay"];
}
}
}
Still OK. The code is simple and compact. Animating this is where I run into problems. The first problem is where do I put the animation code? Do I put it in UIView or UIViewController? If in UIView, do I put it in drawRect: or elsewhere? Because the actual animation depends on the overall state of the application, I would need nested switch statements which, if put in drawRect:, would look something like this:
- (void)drawRect:(CGRect)rect {
for (NSMutableDictionary *imageDict in [self imageDisplayList]) {
if ([[imageDict objectForKey:#"needsDisplay"] boolValue]) {
switch ([self currentState]) {
case STATE_1:
switch ([[imageDict objectForKey:#"animationID"] intValue]) {
case ANIMATE_FADE_IN:
[self setAlpha:0.0];
[UIView beginAnimations:[[imageDict objectForKey:#"animationID"] intValue] context:nil];
[UIView setAnimationDelegate:self];
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
[UIView setAnimationDuration:2];
[self setAlpha:1.0];
break;
case ANIMATE_FADE_OUT:
[self setAlpha:1.0];
[UIView beginAnimations:[[imageDict objectForKey:#"animationID"] intValue] context:nil];
[UIView setAnimationDelegate:self];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
[UIView setAnimationDuration:2];
[self setAlpha:0.0];
break;
case ANIMATE_OTHER:
// similar code here
break;
default:
break;
}
break;
case STATE_2:
// similar code here
break;
default:
break;
}
[[imageDict objectForKey:#"image"] drawAtPoint:[[imageDict objectForKey:#"location"] CGPointValue]];
[imageDict setValue:[NSNumber numberWithBool:NO] forKey:#"needsDisplay"];
}
}
[UIView commitAnimations];
}
In addition, to make multiple sequential animations work correctly, there would need to be an outer controlling mechanism involving the animation delegate animationDidStop: callback that would set the needsDisplay entries in the dictionaries to allow/suppress drawing (and animation).
The point that we are at now is that it all starts to look very ugly. More specifically:
drawRect: starts to bloat quickly and contain code that is not "just drawing" code
the UIView needs implicit awareness of the application state
the overall process of drawing is now spread across three methods at a minimum
And on to the point of this post: how can I do this better? What would the experts out there recommend in terms of overall structure? How can I keep application state information out of the view? Am I looking at this problem from the wrong direction. Is there some completely different approach that I should consider?
I'd start off by not re-inventing Core Animation…
Bill Dudney's is probably the best: Core Animation for Mac OS X and the iPhone: Creating Compelling Dynamic User Interfaces
I have an animation which moves some views around. When this animation completes I want the window to recalculate the keyview loop. My code is simmilar to the follow mock code:
[NSAnimationContext beginGrouping];
[newView setAlpha: 0.0]; //hide newView
[self addSubView:newView];
//position the views
[[oldView animator] setFrame: newFrame1];
[[newView animator] setFrame: newFrame2];
[[newView animator] setAlpha: 1.0]; //fade-in newView
[NSAnimationContext endGrouping];
[[self window] recalculateKeyViewLoop];
The problem with this code is that recalculateKeyViewLoop is called before the views are in their new positions which means that the keyviewloop is wrong.
How do I fix this?
My first though is to call recalculateKeyViewLoop in a callback from when the animation ends but I can't figure out how to do this.
Something that's not so obvious, or at least wasn't to me, is that there are two animations going on when you do a setFrame:, with keys frameSize and frameOrigin.
Depending on what your original and final frames are you may need to register yourself as a delegate for one or both of them.
I'd also recommend that you make a copy of the animation you get back from -animationForKey: and store your modified copy in the animations dictionary of your object. This way your delegate will only be called at the conclusion of that particular objects' animator duration, versus all objects animating that key.
eg.
CAAnimation *animation = [[view animationForKey:#"frameOrigin"] copy];
animation.delegate = self;
[view setAnimations:[NSDictionary dictionaryWithObject:animation forKey:#"frameOrigin"]];
In this way your animation object will supersede the default animation object for that view. Then implement whichever delegate methods you're interested in.
You should be able to send -animationForKey: to your views to get a CAAnimation instance, then set yourself as its delegate and implement the method that Adam mentioned.
if you use CAAnimation this has an animationDidStop:finished: delegate method..
http://developer.apple.com/documentation/GraphicsImaging/Reference/CAAnimation_class/Introduction/Introduction.html#//apple_ref/occ/cl/CAAnimation
Hope this helps
You can use a completion handler like this:
[NSAnimationContext runAnimationGroup:^(NSAnimationContext *context){
// Start some animations.
[[myView animator] setFrameSize:newViewSize];
[[myWindow animator] setFrame:newWindowFrame display:YES];
} completionHandler:^{
// This block will be invoked when all of the animations started above have completed or been cancelled.
NSLog(#"All done!");
}];
Check out my post here: How would I do this iOS animation on OSX?
I wrote a class that handles this for you, using blocks. Hopefully your target allows blocks! :)
If you are animating an NSWindow (as opposed to an NSView), the other answers will not work and you should do this instead:
CAAnimation *animation = [CABasicAnimation animation];
animation.delegate = self;
self.window.animations = #{#"frame": animation};
[[self.window animator] setFrame:NSMakeRect(0, 0, 400, 200) display:YES];
which will then call the animationDidStop:finished: method on your delegate (which in the above code would be self)