Too many UIViews causes lag - objective-c

I am creating an app for practice that is a simple drawing app. The user drags his/her finger along the screen and it colors in a 100px x 100px square.
I currently achieve this by creating a new colored UIView where the user taps, and that is working. But, after a little time coloring in, there is substantial lag, which I believe is down to there being too many UIViews as a subview of the main view.
How can I, and others who similarly create UIViews on dragging a finger reduce the lag to none at all, no matter how many UIViews there are. I also think that perhaps this is an impossible task, so how else can someone like me color a cube of the size stated above in the main view on a finger dragged along the screen?
I know that this may seem like a specific question, but I believe that it could help others understand how to reduce lag if there are a very large amount of UIViews where a less performance reducing option is available.

One approach is to draw each square into an image and display that image, rather than keeping around an UIView for each square.
If your drawing is simple enough, though, you can use OpenGL to do this, which is much faster. You should look at Apple's GL Paint Sample Code which shows how to do this in OpenGL.
If your drawing is too complex for OpenGL, you could create, for example, a CGBitmapContext, and draw each square into that context when the user drags their finger. Whenever you draw a new square into that bitmap, you can turn the bitmap into an image (via CGBitmapConxtextCreateImage) and display that image an a UIImageView.

There are two things that come to my mind:
1- Use Instruments tool to check if you are leaking any memory
2- If you are just coloring the views than instead of creating images for each of them, either set the background color property of UIView or override the drawRect method to do custom drawing

I think what you are looking for is the drawRect: method of UIView. You could create your custom UIView (you propably have that already) and override the drawRect method and do your drawing there! You will have to save your drawings in an array or another container and call the setNeedsDisplay method whenever the array content is changed.

Related

Objective C draw in view dynamically

I have seen many examples of views being subclassed to override drawRect, but that approach is pretty static (at least as far as I understand).
What I'd like to do is set up a very simple drawing canvas. In that, I've got a view with a UIPanGestureRecognizer attached to it. Whenever the gesture fires a new position, I'd like to draw a circle of a fixed size and color in that position of the view. The gesture recognizer is attached to the view, but it fires a selector in the view controller. I already have a subclass of a UIView. So, what would be the best approach?
Thanks.
What you need to do in this case is still to override drawRect!
The difference is that you, when recognising gestures, need to keep track of the location(s) in which this circle should be drawn, and access that information the next time you are redrawing the view, essentially building up an image in memory that you draw into the view.

Stacking UIViews with blend modes in iOS

I have two different UIImageViews. I'd like to make the top UIImageView blend in using the Screen blend mode with the bottom UIImageView.
I know of the property of CALayer: compositingFilter and I know that it doesn't work in iOS. I've searched a lot for solutions, and I've found how one should subclass UIView and override drawRect.
I've tried to set the context in drawRect to the screen blend mode, although it still draws every one of the images normally. Perhaps I am doing something wrong, or the approach should be different. Maybe I need OpenGL or CALayer to achieve this. Could someone assist?
Unfortunately there is no way to do a non-composite blend between UIViews on iOS. UIKit doesn't provide the functionality, and you've already noted, CALayer can't do it either.
In general, implementing -drawRect in a UIView won't help you. You're drawing into an empty bitmap -- it doesn't contain the bits of the views behind it, since those might change at any time (any view or layer might be animated). CA fundamentally assumes that layers' contents should be independent of each other.
You could try, in your -drawRect:
create an image context
capture the views under your view using -[CALayer renderInContext:] for each
create an image from the image context
draw that image into your view
set the blend mode and draw on top of that
But that will be slow and fragile, and won't work if you animate any of the views. I wouldn't recommend it.
If you really need to do this, you're going to have to switch your whole scene to render with OpenGL, where you've got more freedom.

How can I place a small image in my UIView

I want to place a series of images in a UIView... I want to be able to change each image's color using three different .png files (red,yellow,green) as a status indicator. Other than actually drawing the rectangle and filling it, is there an easier way?
Research effort: I have Googled and looked through SO and found nothing dealing with this.
There are lots of ways you can do this. I think the easiest way would be to pragmatically add UIViews as subviews to your main view, or to your parent UIView.
You can set the frame of your views as well as the background color. See this link
adding uiview as a subview to the main view
You can also use images, but since it is a plain solid color, its a lot of extra storage space, etc. to use images when you can programatically render a color.
If it is a series of rectangles, you can store UIViews in some kind of data structure so it is easier to dynamically change the color at runtime. If you aren't moving them around, then init there frames/geometry so they are in the correct location, then access them as members of an array or something similar.
If you want to add gradients to images, this is the best thing I have found:
Gradients on UIView and UILabels On iPhone
I figured it out... I took a UIButton, changed the Type to "Custom", sized it (32 x 32) and programmatically changed the the image depending on circumstances.
[button setImage:<#(UIImage *)#> forState:<#(UIControlState)#>]
Thanks to both of you for getting the thought process running... :D

Best approach for drawing a graph of almost infinite size in a UIScrollView on iPad

I'm currently working on an app which needs to draw s.th. like a network graph. Unfortunately this graph can become very big with thousands of movable objects.
I tried to put a giant UIView inside a UIScrollView but soon noticed this won't work because of memory limitations.
So I tried another approach: currently I have a UIView which has exactly the size of the visible part of the UIScrollView. The scrollview is set to not handle the scrolling (only the pinching). Instead I handle the scrolling in the UIView. Everytime a user scrolls, all graphic objects (those graphic objects are currently just subclasses of NSObject, which contain custom drawing code) are moved, so it seems like the view is scrolling. In the drawRect I only draw the graphics that are currently visible.
Also I constantly add and remove sublayers if they are moved out/in the visible frame
This works very smooth even with thousands of objects.
Unfortunately this approach has some drawbacks:
I can't zoom out to see all the objects in the graph, instead the user can only see a part of it
I don't get the inertial scrolling the UIScrollView offers
Other approaches I tried, like the CATiledLayer, don't work either because all the objects in the graph are draggable by the user and it looks really ugly if I use a CATiledLayer...
Swapping out the UIView with other UIViews while the user scrolls may help with the inertial scrolling, but it makes everything more complicated and zooming out completely still won't work :-(
Do you know of any best practices to draw graphs that can be very big?
//edit: I ended up with a uiscrollview which has a subview which has a cascrolllayer which has many sublayers. While zooming in and out the frame of the uiscrollviews subview is constantly changed to the uiscrollviews bounds by view.frame = scrollview.bounds. While dragging the scrollview the cascrolllayer is always forced to scroll to the current offset of the scrollview.
I needed to subclass the uiscrollview and hack around in order to make the zooming work nicely, but it's working well now. This approach works very well and allows very big graphs with lots of draggable elements.
//edit: see my other answer below, the approach above didn't work out as well as I initially thought, especially the zooming part
CATiledLayer is definitely what you should use here—there’s not really another solution that’ll let you use Quartz/UIKit drawing on a huge zoomable canvas. For anything that needs to be interactive (dragged or animated or whatever), you can disable its display in the main tiled layer and overlay another view or layer on top of it that just contains the object being interacted with.

How can I scroll a UIView of indefinite size within a UIScrollView

I'm trying to draw a graph that is indefinitely large horizontally, and the same height as the screen. I've added a UIScrollView, and a subclass of a UIView within it, which implements the -drawRect: method. In the simulator, everything works fine, but on the device, it can't seem to draw the graph after it reaches a certain size.
I'm already caching pretty much everything I can, and basically only calling CGContextAddLineToPoint in the -drawRect: section. I'm only drawing what's visible on the screen. I have a delegate to the UIScrollView which listens for -scrollViewDidScroll: which then tells the graph to redraw itself ([graphView setNeedsDisplay]).
I found one method that tells me to override the +layerClass method and return [CATiledLayer class]. This does allow the graph to actually draw on the device, but it functions very poorly. It's incredibly slow to actually draw, and the fade in that occurs is undesirable.
Any suggestions?
Well, here's my answer: I basically did something similar to how the UITableView works with cells: I have an NSMutableSet of GraphView objects which store unused graphs. When a section of the scroll view becomes visible, I take a graph view from that set (or make a new one if the set is empty). It already had a scrollX property to determine which part of it was supposed to draw. I set the scrollX property to the correct value and, instead of using the screen width, I gave it an arbitrary width to draw. When it goes out of the scroll view, it is removed from the UIScrollView and added to the set.
I wonder though if I really even need to remove them when they go outof the view? It may be prudent to try leaving them in and remove the ones not on screen only if I get a low memory warning? This might get rid of the pause whenever it needs to redraw a section of graph that hasn't changed.
My saving grace here was that my GraphView already was set up to draw only a portion of the graph. All I needed to do then was just make more than one of them.
I think this is a limitation of the iPhone graphics hardware. Through experimentation, I have seen that the iPhone will refuse to draw a frame that is bigger than 2000 pixels in either height or width. It probably has something to do with limited size for frame buffers in hardware.
Watch the 2011 WWDC session video entitled "Session 104 - Advanced Scroll View Techniques".
Thanks, that's helpful. One question -- what did you use for the contentSize of the UIScrollView? Does UIScrollView tolerate large content sizes (over 2000 px) as long as you're not creating buffers to fill the entire space in your content view? Or are you keeping the UIScrollView a constant size (say, 2 screen widths) and resting the UIScrollView contentOffset property each time you draw (using scrollX instead of the contentOffset to store your position)?
I think I answered my own question (the latter seems like a better alternative), heh, but I'll go ahead and post this in case other people need clarification.