How to manage memory in scolling components? - cocoa-touch

Are there known and proven ways to manage memory with scrolling components like tables or grids other than recycling cells as is used in Cocoa? The sequence of calculations and datasource/delegation calls needed to make this way of laying out views works but also makes coordinating complex animations with the cells and a scroll view error prone as you have to pay careful attention to the sequence of calls as it reloads data, scrolls to an offset and other mechanisms of the layout that affect the target frame of your animations. I am looking for a more declarative approach to providing content to the scroll view and having it figure out a smart way to manage it's memory as is done by a browser when you load the DOM with a long vertical layout of pictures.

I found it easier to create my own custom layout classes that only do layout on my views and not to impose an elaborate protocol such as NSTableViewDataSource and the like that makes animation difficult to program. I like to know exactly where my views are at all times, the complete hierarchy of each view and I don't like to keep a model in sync with my views so I store data on the views themselves. In my mind the objects on screen are the one and only objects I like to orchestrate as a programmer. I want direct declarative control over them kind of like a game programer. By subclassing a scroll view directly and following very simple layout rules outside of the normal layoutSubviews methods of Cocoa to avoid surprise layouts, I was able to control my animations better and do more complex and fluid animations. Hope this inspires someone to do the same.

Related

Conversion of programmatic UIView subclass to Nib-based UIView shows severe performance degradation

I'm building an App, that shows a lot (100-500) of small views in some scrollpanel.
These views have several images, text labels, etc.
Now I wanted to have more declarative and intuitive designer of the views and switched to UI Builder (xib/nib).
But now I experience 4x-10x slower performance on opening the scene.
I already recognized, that if I e.g. disable Auto Layout option for the UIView, loading is accelerated at least twice. But still far slower, than what I did before programmatically.
I can just guess, that using Auto Layout with constraints is making everything to be calculated on each instantiation.
Does anyone have a tip, how to identify a bottleneck(s)?

Custom UITableViewCell to draw or not?

I'm designing whole UI using storyboard and all is well but for table view cells it seems to be too much. Get's crowded in designer and views can vary good deal which calls for many outlets.
I decided to custom draw them. I understand process of doing it but 2 things bother me:
Performance. Will custom-drawn cells be slower than storyboarded ones?
Reuse. I understand how reuse works and it seems that completely "erasing" contents and re-drawing might be slower than just creating new cell every time. Is that true?
If you look at design - to me it seems to be easer to write and maintain complete drawing through the code because of font backgrounds, colors, lines, etc.

SemanticZoom is not gracefully

I am using SemanticZoom in my project. it works fine but is not handled gracefully. What can I do to make its work more smoothe?
Since your question is quite vague, the general recommendation I could give you is to make the zoomed in and out views similar in structure. For example, if your zoomed in view displays a mostly-horizontal GridView then your zoomed out view should display a similarly structured, horizontal layout. Consider the Start menu in Windows 8. A FAIL would be if the zoomed out view showed grouped icons stacked vertically - that would be visually jarring. The best practice is to remain consistent between views, just changing context.
If what you mean is the performance of the animation, then it might be that the complexity of your two views is more than you can reasonably show on YOUR hardware. Be happy you discovered this on your hardware instead of your users discovering it on theirs. There is no real resolution to this other than decomposing your two views and reconsidering the complexity of the overall design. Before you do this, test of a simple set of views and see.
Semantic zoom should be easy for the user to understand. More importantly, you SHOULD use it because it is a regular part of a metro application and users are right to expect it. The execution of the animation is hardware based so you should have a fluid transition. However, all hardware is not created equally, so don't push the limits - just make an excellent app.

Cocoa + CoreAnimation: Animated List of Custom Subviews

I've been trying to get this right for weeks now, and though I've learned a lot through my misfires, at this point, I just need a solution. The issue is with unpacking the seemingly overlapping graphics and UI APIs included in Cocoa, many of which produce similar effects, but feature unique limitations that I've often discovered only after investing many hours into an implementation.
I'm new to Cocoa, but not to programming, and I'm trying to create a Mac app with a very customized UI – think Capo, Garageband, or Billings. One view in my window will display an ordered list of subviews, each of which does a lot of custom drawing, and each must support a "selected" state and drag-reordering. The subviews do not need to support being dragged outside of their superview.
Ideally, a drag will give animated feedback as it happens, pushing neighboring sibling views to make space, e.g. toolbar icons or the Safari bookmarks bar. The trouble is, I can't seem to land on the right pack of technologies to get this right. I've done the subviews as NSView subclasses in an NSCollectionView and also as CALayers in a custom CollectionView-like NSView, and neither seems to offer the perfect solution. That said, the first option seems the better of the two for its superior handling of mouse events.
I've not yet tried doing this as a TableView, and I don't want to go down that path without some indication I'm on the right track. Extensive Googling has shown only that there aren't any up-to-date resources on CoreAnimation-enabled reordering or dragging. As such a standard feature of the OS X UI, I feel like this should be easier!
Any help from anyone on what the right tools are for this job would be greatly appreciated. TIA.

Using Core Animation/CALayer for simple layered painting

I would like to create a custom NSView that takes a layered approach to painting. I imagine the majority of the layers would be the same width and height as the backing view.
Is it appropriate to use the Core Animation classes like CALayer for this task, even though I don't expect to need much animation? Is there a more appropriate approach?
To clarify, the view is not meant to be like a canvas in a Photoshop-like application. It more of a data display that should allow for user interaction (selecting, moving, scrolling, etc.)
If it's display and layout you're after, I'd say that a CALayer-based architecture is a good choice. For the open source Core Plot framework, we construct all of our graphs and plot elements out of CALayers, and organize them in a regular hierarchy. CALayers are lightweight and use almost identical APIs between Mac and iPhone. They can even be made to respond to touch or mouse events.
For another example of a CALayer-based user interface, my iPhone application's entire equation entry interface is composed of CALayers, including the menu that slides up from below. Performance is slightly better than that of my previous UIView-based implementation, but the same code also works within my preliminary desktop version of the application.
For a drawing program, I would imagine it would be important to hold a buffer of the bitmap data. The only issue with using a CALayer is that the contents property is a CGImageRef. To turn that back into a graphics context for doing further drawing can be a bit of a pain. You'd have to initialize a new context, draw the bitmap data into it, then do whatever drawing operations you wanted to do, and finally turn that back into a CGImageRef. You probably wouldn't be able to avoid doing a number of pretty large memory allocations, which is virtually guaranteed to slow your program way down.
I would consider holding an off-screen buffer for each layer. Take a look at the Quartz CGLayerRef object. I think it probably does what you want to do: it's an off-screen buffer that holds things you might want to draw repeatedly. You can also quickly get a CGContextRef whenever you need it so you can do additional drawing. And you can always use that CGContextRef with NSGraphicsContext if you want to use Cocoa drawing methods.