I'm delaying UIKit messages as per this SO answer
Now another requirement has arisen, instead of just queuing SSHUDView method calls we should also handle queing of UIAlertView. For example one scenario could be that we display a hud then after 1 second we display another hud and then finally after 1 second we display a UIAlertView.
The problem is now that since the SSHUDViews are run asynchronously on a background thread when I get to display the UIAlertView the SSHUDViews have not finished displaying so the UIAlertView will overlay the hud.
Basically I need a way to queue up and delay methods whether they are of class SSHUDView or UIAlertView. A feedback queue, where you can delay individual messages.
What you're talking about sounds like a perfect fit for semaphores (see under the heading Using Dispatch Semaphores to Regulate the Use of Finite Resources)! I saw the SO Answer you linked to and I don't think it solves the case of UIView animations. Here's how I'd use semaphores.
In your view controller add an instance variable dispatch_semaphore_t _animationSemaphore; and initialize it in the - init method:
- (id)init
{
if ((self = [super init])) {
_animationSemaphore = dispatch_semaphore_create(1);
}
return self;
}
(Don't forget to release the semaphore in the - dealloc method using dispatch_release. You also might want to wait for queued animations to finish by using dispatch_semaphore_wait, but I'll leave that for you to figure out.)
When you want to queue up an animation, you'll do something like this:
- (void)animateSomething
{
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_LOW, 0), ^{
dispatch_semaphore_wait(_animationSemaphore, DISPATCH_TIME_FOREVER);
dispatch_async(dispatch_get_main_queue(), ^{
[UIView animateWithDuration:0.5 animations:^{
// Your fancy animation code
} completion:^(BOOL finished) {
dispatch_semaphore_signal(_animationSemaphore);
}];
});
});
}
You can use the - animateSomething template to accomplish different things, such as displaying an SSHUDView or a UIAlertView.
What you're describing sounds like an animation. Why not just use UIView animation and chain the series of animation blocks:
[UIView animateWithDuration:2
animations:^{
// display first HUD
}
completion:^(BOOL finished){
[UIView animateWithDuration:2
animations:^{
// hide first HUD, display second HUD
}
completion:^(BOOL finished){
[UIView animateWithDuration:2
animations:^{
// hide second HUD, show UIAlert
}
completion:nil
];
}
];
}
];
Related
I am presenting my custom UIViewController (called "temp") with a custom animation. The UIVC gets called with:
[temp setModalPresentationStyle:UIModalPresentationCustom];
temp.transitioningDelegate = self;
[temp.view setHidden:YES];
[self presentViewController:temp animated:YES completion:nil];
My custom animation is presenting a view modally from right to top-left position of the screen. It is being presented hidden so the user doesn't see the animation. After it reaches the SCREEN_HEIGHT (768) position it is being set to visible and animated (moved) from top to bottom being presented in the middle. The goal was to present a view from top to bottom and dismiss it from top to bottom (like a movie scene). This code is the NOT working one:
- (void)animateTransition:(id)transitionContext
{
UIViewController *fromViewController = [transitionContext viewControllerForKey:UITransitionContextFromViewControllerKey];
NSLog(#" fromViewController %# ",fromViewController);
UIViewController *toViewController = [transitionContext viewControllerForKey:UITransitionContextToViewControllerKey];
NSLog(#" toViewController %# ",toViewController);
UIView *containerView = [transitionContext containerView];
if (self.presenting)
{
// set starting rect for animation toViewController.view.frame = [self rectForDismissedState:transitionContext];
[containerView addSubview:toViewController.view];
[UIView animateWithDuration:0.5
animations:^{
toViewController.view.frame = CGRectMake(-self.customSize.width, self.yValue, self.customSize.width, self.customSize.height);
}
completion:^(BOOL finished)
{
//HERE IS THE PROBLEM!!!
[toViewController.view setHidden:NO];
[UIView animateWithDuration:[self transitionDuration:transitionContext]
animations:^{
CGRect variable = [self rectForPresentedState:transitionContext];
CGRect fitToCurrentScreenResolution = CGRectMake(0, 0, variable.size.width, variable.size.height);
toViewController.view.frame = fitToCurrentScreenResolution;
}
completion:^(BOOL finished)
{
[transitionContext completeTransition:YES];
}];
}];
}
else
{
[UIView animateWithDuration:[self transitionDuration:transitionContext]
animations:^{
fromViewController.view.frame = [self rectForDismissedState:transitionContext];
}
completion:^(BOOL finished)
{
[transitionContext completeTransition:YES];
[fromViewController.view removeFromSuperview];
}
];
}
}
And here is the solution:
- (void)animateTransition:(id)transitionContext
{
UIViewController *fromViewController = [transitionContext viewControllerForKey:UITransitionContextFromViewControllerKey];
NSLog(#" fromViewController %# ",fromViewController);
UIViewController *toViewController = [transitionContext viewControllerForKey:UITransitionContextToViewControllerKey];
NSLog(#" toViewController %# ",toViewController);
UIView *containerView = [transitionContext containerView];
if (self.presenting)
{
// set starting rect for animation toViewController.view.frame = [self rectForDismissedState:transitionContext];
[containerView addSubview:toViewController.view];
[UIView animateWithDuration:0.5
animations:^{
toViewController.view.frame = CGRectMake(-self.customSize.width, self.yValue, self.customSize.width, self.customSize.height);
}
];
[toViewController.view setHidden:NO];
[UIView animateWithDuration:[self transitionDuration:transitionContext]
animations:^{
CGRect variable = [self rectForPresentedState:transitionContext];
CGRect fitToCurrentScreenResolution = CGRectMake(0, 0, variable.size.width, variable.size.height);
toViewController.view.frame = fitToCurrentScreenResolution;
}
completion:^(BOOL finished)
{
[transitionContext completeTransition:YES];
}];
}
else
{
[UIView animateWithDuration:[self transitionDuration:transitionContext]
animations:^{
fromViewController.view.frame = [self rectForDismissedState:transitionContext];
}
completion:^(BOOL finished)
{
[transitionContext completeTransition:YES];
[fromViewController.view removeFromSuperview];
}
];
}
}
My question is simple. Why is my UIVC being presented twice?
I have tried making my custom UIVC a property which is lazy loaded but my app crashes saying that a UIVC = nil can not be presented modally.
I have tried this solution, but it didn't apply to my problem :viewWillAppear being called twice in iOS5
I also did this with no help: Calling presentModalViewController twice?
I could have used a hack but I wouldn't find out why it is happening. So far it seems that when the animation enters the completion BLOCK it calls the view again.
The apple docs say:
A block object to be executed when the animation sequence ends. This
block has no return value and takes a single Boolean argument that
indicates whether or not the animations actually finished before the
completion handler was called. If the duration of the animation is 0,
this block is performed at the beginning of the next run loop cycle.
This parameter may be NULL.
Is the view being drawn again since the next run loop cycle is being started?
NOTE: Even thought the view is being presented twice, the viewDidLoad method is being called only once.
I would like to know why this is happening. There are some stackoverflow questions with the same code but with different usage scenarios having the same problem without a working solution or explanation.
Thank you for any advice/comment.
iOS 8.0, Xcode 6.0.1, ARC enabled
Yeah you are definetely onto it with "chained animation" (see comment from O.P.).
I witnessed a similar problem trying to hide and show the UIStatusBar for various UIViewControllers in my application, e.g. I have a dummy after load screen UIViewController that shows the same image as the load screen, but it has some added animations.
I am using a custom transition, which features a UIViewController that handles the transition from the "from" UIViewController and the "to" UIViewController by adding or removing their views from itself and assigning the "to" UIViewController "control" to itself. So on and so forth.
In the app. delegate,
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions;
I had to instantiate the "initial view controller" and then initialize the transition UIViewController with it. Since there are no "to" UIViewControllers the transition UIViewController must hold an initial UIView of the UIViewController it was initialized with until a transition is triggered.
This was done utilizing,
self.window.rootViewController = self.transitionViewController;
[self.window makeKeyAndVisible];
After the very first transition, there always two UIViews overlaid onto each other. And two UIViewControllers one existing as the current control for the transition UIViewController that was assigned during the transition and the previous UIViewController that remains until the transition completes.
This was the code I was trying to use to show/hide the UIStatusBar, one must have the "View controller-based status bar appearance" set to "YES" in the *-Info.plist file.
- (void)viewDidLoad
{
[self performSelector:#selector(setNeedsStatusBarAppearanceUpdate)];
}
- (BOOL)prefersStatusBarHidden
{
return false;
}
Whenever the "return" value was changes from default "false" to "true" regardless of when
[self performSelector:#selector(setNeedsStatusBarAppearanceUpdate)];
was triggered, delay, no delay, conditional, etc.; both UIViewControllers, the "to" and "from" were reloaded. At first this was not noticeable, however after implementing an NSURLSession in one of the UIViewControllers that was triggered in the - (void)ViewDidLoad; the problem was clear. The session was executed twice and the graphical content involved was also updated.
I successfully solved the issue in two ways, however I kept the 2nd.
I put everything in -(void)ViewDidLoad; in an if statement and forced it to only be executed once, using an instance variable boolean. The -(void)ViewDidLoad; still loaded twice, however, things that I did not want to execute twice did not.
I transitioned to the UIViewController at which the UIStatusBar hidden state needed to change without using my transitional UIViewController. After the UIStatusBar was shown or hidden, I would reset the "rootViewController" for the app. delegate, once again assigning the transitional UIViewController as always "shown".
I describe how to do this in the following post: https://stackoverflow.com/a/26403108/4018041
Thanks. Hope this helps someone. Please comment on how this could be handled in the future for either the OP or myself.
I have several dispatch_async methods linked so they authenticate a user in my system.
The next async method only happens when the previous one finishes, as they each have completion handlers.
When the last one is finished I perform a custom segue with 2 uiview animation blocks.
However, when I log when each of these actually run, there is a considerable gap between the log and the animation actually happening, eventually the views animate and the completion block is called.
I don't really know how useful it would be adding my code here, but i have tested and it must be the async methods because if I comment them out and just return YES the animations happen without delay at the same time as the log.
Does anyone know why this might happen?
EDIT *(with code)
Typical 'exist check' used for email, user, user id.
- (void)existsInSystemWithCompletionHandler:(void (^)(BOOL))block
{
self.existsInSystem = NO;
if (self.isValid) {
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
//
// Get data
//
if (dataIsValid) {
block(YES);
} else {
block(NO);
}
});
} else {
block(self.existsInSystem);
}
}
Check user exists
[potentialUser existsInSystemWithCompletionHandler:^(BOOL success) {
if (success) {
// Perform segue
//
[self performSegueWithIdentifier:#"Logging In" sender:self];
}
}];
Segue
- (void)perform
{
NSLog(#"Perform");
LogInViewController *sourceViewController = (LogInViewController *)self.sourceViewController;
LoggingInViewController *destinationViewController = (LoggingInViewController *)self.destinationViewController;
destinationViewController.user = sourceViewController.potentialUser;
// Animate
//
[UIView animateWithDuration:0.2f
animations:^{
NSLog(#"Animation 1");
//
// Animate blah blah blah
//
}];
[UIView animateWithDuration:0.4f
delay:0.0f
options:UIViewAnimationOptionCurveEaseIn
animations:^{
NSLog(#"Animation 2");
//
// Animate blah blah blah
//
}
completion:^(BOOL finished) {
NSLog(#"Completion");
//
// Finished
//
[sourceViewController presentViewController:destinationViewController animated:NO completion:nil];
}];
}
LoggingIn VC
- (void)viewDidAppear:(BOOL)animated
{
[super viewDidAppear:animated];
[self.user loginWithCompletionHandler:^(BOOL success) {
if (success) {
[self performSegueWithIdentifier:#"Logged In" sender:self];
}
}];
}
Fixed! It seems to work now that in my code I have added the lines:
dispatch_async(dispatch_get_main_queue(), ^{
completionBlock(success);
});
From your description it seems likely that your segue is waiting for a process to finish.
Maybe your nested async methods that follow each other through their completion methods have produced somewhat convoluted code. This might be the reason why you could be overlooking the blocking method.
One way to tidy up your code is use a sequential queue. The blocks pushed to the queue will start only when the previous one has finished.
I am trying to trigger an animation in one view, based on what is happening in a separate class file. It gets to the method, supported by the fact that it does spit out the two NSLog statements, but doesn't commit the UIView Animation
Here is the code:
ViewController.h
#interface ViewController : UIViewController {
}
-(void)closeMenu;
ViewController.m
-(void)closeMenu{
//close the menu
NSLog(#"Got here");
[UIView animateWithDuration:0.6 animations:^{
[UIView setAnimationBeginsFromCurrentState:YES]; // so it doesn't cut randomly, begins from where it is
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[menuView setFrame:CGRectMake(menuView.frame.origin.x, -menuView.frame.size.height, menuView.frame.size.width, menuView.frame.size.height)];
}];
NSLog(#"Got here2");
}
OtherClass.m (commented code may be irrelevant to this question, of course still used in actual application. Jut thought it might make it easier for comprehension)
#import "ViewController.h"
...
//- (void) item:(SDGroupCell *)item subItemDidChange:(SDSelectableCell *)subItem
//{
ViewController *foo = [[[ViewController alloc] init] autorelease];
//SelectableCellState state = subItem.selectableCellState;
//NSIndexPath *indexPath = [item.subTable indexPathForCell:subItem];
//switch (state) {
//case Checked:
//NSLog(#"Changed Sub Item at indexPath:%# to state \"Checked\"", indexPath);
//close the menuView
[foo closeMenu];
//break;
//case Unchecked:
//NSLog(#"Changed Sub Item at indexPath:%# to state \"Unchecked\"", indexPath);
//break;
//default:
//break;
//}
}
You're mixing old fashioned animation, with block based animation. For example, in the documentation, it states for setAnimationBeginsFromCurrentState:
Use of this method is discouraged in iOS 4.0 and later. Instead, you
should use theanimateWithDuration:delay:options:animations:completion:
method to specify your animations and the animation options.
I'm not 100% sure if this is supported. You should change your animation code to this at least:
[UIView animateWithDuration:0.6
delay:0.0
options:UIViewAnimationOptionBeginFromCurrentState|UIViewAnimationOptionCurveEaseInOut
animations:^{
[menuView setFrame:CGRectMake(menuView.frame.origin.x, -menuView.frame.size.height, menuView.frame.size.width, menuView.frame.size.height)];
}
completion:nil];
Apart from that, it seems like it should work. It may cause issues if anything else if affecting the frame. It may be worth calculating the frame before the animation block. A'la:
CGRect newFrame = CGRectMake(menuView.frame.origin.x, -menuView.frame.size.height, menuView.frame.size.width, menuView.frame.size.height)
[UIView animateWithDuration...:^{ menuView.frame = newFrame; }...];
EDIT: Oh wait, looks like you're alloc/init'ing the object in (void) item:(SDGroupCell *)item subItemDidChange:(SDSelectableCell *)subItem, and calling the method on it, but the view is nowhere in the view hierarchy. You need to call the animation on an instance which is being displayed on screen. Hope that makes sense?
EDIT 2: To call it on an instance which is already being displayed, typically you need to store it in an instance variable. I can't say exactly how in your situation, but generally it'd be of the form:
#interface OtherClass () {
ViewController* m_viewController;
}
#end
....
- (void)viewDidLoad // Or where ever you first create your view controller
{
...
// If you're adding a ViewController within another ViewController, you probably need View Controller Containment
m_viewController = [[ViewController alloc] init];
[self addChildViewController:m_viewController];
[m_viewController didMoveToParentViewController:self];
[self.view addSubview:m_viewController.view];
...
}
// If you're using ARC code, the dealloc wouldn't typically be necessary
- (void)dealloc
{
[m_viewController release];
[super dealloc];
}
//- (void) item:(SDGroupCell *)item subItemDidChange:(SDSelectableCell *)subItem
//{
//SelectableCellState state = subItem.selectableCellState;
//NSIndexPath *indexPath = [item.subTable indexPathForCell:subItem];
//switch (state) {
//case Checked:
//NSLog(#"Changed Sub Item at indexPath:%# to state \"Checked\"", indexPath);
//close the menuView
[m_viewController closeMenu];
//break;
//case Unchecked:
//NSLog(#"Changed Sub Item at indexPath:%# to state \"Unchecked\"", indexPath);
//break;
//default:
//break;
//}
}
If you need to access it from outside the class, this won't be sufficient, use properties for that. I.e.
Header File
#property (nonatomic, strong) ViewController* myViewController
.m file
// Use it as such
[self.myViewController closeMenu];
That animation code is really strange. You are mixing the new and the old UIView animation code and I don't think you can do that (but I could be wrong).
Since your have begun using the block based API I would recommend going that route (Apple recommends the same thing).
There is a similar method to the one you've used that takes options called animateWithDuration:delay:options:animations:completion:. You can pass in 0 for the delay and an empty block that takes a BOOL for the completion.
The two flags you want to pass for the options are UIViewAnimationOptionBeginFromCurrentState and UIViewAnimationOptionCurveEaseInOut.
Your code would look something like this
[UIView animateWithDuration:0.6
delay:0.0
options:UIViewAnimationOptionBeginFromCurrentState | UIViewAnimationOptionCurveEaseInOut
animations:^{
// set your frame here...
[menuView setFrame:CGRectMake(menuView.frame.origin.x,
-menuView.frame.size.height,
menuView.frame.size.width,
menuView.frame.size.height)];
} completion:^(BOOL finished){}];
In Grand Central Dispatch I want to start a spinner - UIActivityIndicatorView - spinning prior to beginning long running task:
dispatch_async(cloudQueue, ^{
dispatch_async(dispatch_get_main_queue(),
^{
[self spinnerSpin:YES];
});
[self performLongRunningTask];
dispatch_async(dispatch_get_main_queue(),
^{
[self spinnerSpin:NO];
});
});
Here is the spinnerSpin method:
- (void)spinnerSpin:(BOOL)spin {
ALog(#"spinner %#", (YES == spin) ? #"spin" : #"stop");
if (spin == [self.spinner isAnimating]) return;
if (YES == spin) {
self.hidden = NO;
[self.spinner startAnimating];
} else {
[self.spinner stopAnimating];
self.hidden = YES;
}
}
One thing I have never seen discussed is the difference - if any - between [myView setNeedsDisplay] and [myActivityIndicatorView startAnimating]. Do they behave the same?
Thanks,
Doug
The [UIView setNeedsDisplay] method has nothing to do with a UIActivityIndicatorView's animation state.
setNeedsDisplay simply informs the system that this view's state has changed in a way that invalidates its currently drawn representation. In other words, it asks the system to invoke that view's drawRect method on the next drawing cycle.
You very rarely need to invoke setNeedsDisplay from outside of a view, from code that is consuming the view. This method is meant to be invoked by the view's internal logic code, whenever something changes in its internal state that requires a redraw of the view.
The [UIActivityIndicatorView startAnimating] method is specific to the UIActivityIndicatorView class and simply asks the indicator to start animating (e.g. spinning). This method is instant, without requiring you to call any other method.
On a side note, you could simplify your code by simply calling startAnimating or stopAnimating without manually showing/hiding it. The UIActivityIndicatorView class has a hidesWhenStopped boolean property that defaults to YES, which means that the spinner will show itself as soon as it starts animating, and hide itself when it stops animating.
So your spinnerSpin: method could be refactored like this (as long as you haven't set the hidesWhenStopped property to NO):
- (void)spinnerSpin:(BOOL)spin {
if (YES == spin) {
[self.spinner startAnimating];
} else {
[self.spinner stopAnimating];
}
}
when i click on button which title is click here to enlarge then i want show activity indicator on the first view and remove when load this view.
but i go back then it show activity indicator which is shown in this view.
in first vie .m file i have use this code for action.
-(IBAction)btnSelected:(id)sender{
UIButton *button = (UIButton *)sender;
int whichButton = button.tag;
NSLog(#"Current TAG: %i", whichButton);
UIActivityIndicatorView *spinner = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
[spinner setCenter:CGPointMake(160,124)];
[self.view addSubview:spinner];
[spinner startAnimating];
if(whichButton==1)
{
[spinner stopAnimating];
first=[[FirstImage alloc]init];
[self.navigationController pushViewController:first animated:YES];
[spinner hidesWhenStopped ];
}}
in above code i have button action in which i call next view. Now i want show/display activity indicator when view upload. In next view i have a image view in which a image i upload i have declare an activity indicator which also not working. How do that?
Toro's suggestion offers a great explanation and solution, but I just wanted to offer up another way of achieving this, as this is how I do it.
As Toro said,
- (void) someFunction
{
[activityIndicator startAnimation];
// do computations ....
[activityIndicator stopAnimation];
}
The above code will not work because you do not give the UI time to update when you include the activityIndicator in your currently running function. So what I and many others do is break it up into a separate thread like so:
- (void) yourMainFunction {
activityIndicator = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
[NSThread detachNewThreadSelector:#selector(threadStartAnimating) toTarget:self withObject:nil];
//Your computations
[activityIndicator stopAnimating];
}
- (void) threadStartAnimating {
[activityIndicator startAnimating];
}
Good luck!
-Karoly
[self.navigationController pushViewController:first animated:YES];
Generally, when you push a view controller into navigation controller, it will invoke the -(void)viewWillAppear: and -(void)viewDidAppear: methods. You can add activity indicator view inside the viewWillAppear: and call startAnimation of indicator view. You CANNOT invoke startAnimation and stopAnimation at the same time. For example,
- (void)viewWillAppear:(BOOL)animated
{
[aIndicatorView startAnimation];
// do somethings ....
[aIndicatorView stopAnimation];
}
Because the startAnimation and stopAnimation are under the same time, then no animation will show.
But if you invoke startAnimation in -(void)viewWillAppear: and invoke stopAnimation in another message, like followings.
- (void)viewWillAppear:(BOOL)animated
{
[aIndicatorView startAnimation];
// do somethings...
}
- (void)viewDidAppear:(BOOL)animated
{
[aIndicatorView stopAnimation];
}
Because viewWillAppear: and viewDidAppear: are invoked with different event time, the activity indicator view will work well.
Or, you can do something like followings:
- (void)viewWillAppear:(BOOL)animated
{
[aIndicatorView startAnimation];
// Let run loop has chances to animations, others events in run loop queue, and ... etc.
[[NSRunLoop currentRunLoop] runUntilDate:[NSDate date]];
// do somethings ....
[aIndicatorView stopAnimation];
}
The above example is a bad example, because it invokes two or more animations in the -runUntilDate:. But it will let the activity indicator view work.
Create a webview. Add a activity indicator to the webview. If you are loading a image via url into the webview then implement the webview delegate methods. Once the url is loaded then stopanimating the activity indicator.
Let me know which step you are not able to implement.