I am trying to write an iPad app that loads an image from a URL. I am using the following image loading code:
url = [NSURL URLWithString:theURLString];
NSData *data = [NSData dataWithContentsOfURL:url];
img = [[UIImage alloc] initWithData:data];
[imageView setImage:img];
[img release];
NSLog(#"Image reloaded");
All of that code gets added to a NSOperationQueue as an operation so it will load asynchronously and not cause my app to lock up if the image's websever is slow. I added the NSLog line so I could see in the console when this code finished executing.
I have noticed consistently that the image is updated in my app about 5 seconds AFTER the code finishes executing. However if I use this code on it's own without putting it in the NSOperationQUeue it seems to update the image almost immediately.
The lag is not caused entirely by a slow web server... I can load the image URL in Safari and it takes less than a second to load, or I can load it with the same code without the NSOperationQueue and it loads much more quickly.
Is there any way to reduce the lag before my image is displayed but keep using a NSOperationQueue?
According to the documentation, the code you have written is invalid. UIKit objects may not be called anywhere but on the main thread. I'll bet that what you're doing happens to work in most respects but doesn't successfully alter the display, with the screen being updated by coincidence for some other reason.
Apple strongly recommend that threads are not the way to perform asynchronous URL fetches if you want to remain battery efficient. Instead you should be using NSURLConnection and allowing the runloop to organise asynchronous behaviour. It's not that hard to write a quick method that just accumulates data to an NSData as it comes then posts the whole thing on to a delegate when the connection is complete but assuming you'd rather stick with what you've got I'd recommend:
url = [NSURL URLWithString:theURLString];
NSData *data = [NSData dataWithContentsOfURL:url];
[self performSelectorOnMainThread:#selector(setImageViewImage:) withObject:data waitUntilDone:YES];
...
- (void)setImageViewImage:(NSData *)data
{
img = [[UIImage alloc] initWithData:data];
[imageView setImage:img];
[img release];
NSLog(#"Image reloaded");
}
performSelectorOnMainThread does what the name says — the object is sent to will schedule the selector requested with the object given as a single parameter on the main thread as soon as the run loop can get to it. In this case 'data' is an autoreleased object on the pool in the thread implicitly created by the NSOperation. Because you need it to remain valid until it has been used, I've used waitUntilDone:YES. An alternative would be to make data something that you explicitly own and have the main thread method release it.
The main disadvantage of this method is that if the image returns in a compressed form (such as a JPEG or a PNG), it'll be decompressed on the main thread. To avoid that without making empirical guesses about the behaviour of UIImage that go above and beyond what is documented to be safe, you'd need to drop to the C level and use CoreGraphics. But I'm taking it as given that doing so is beyond the scope of this question.
Tommy is correct about needing to do all UIKit stuff on the main thread. However, if you're running the fetch on a background operation queue, there's no need to use the NSURLConnection asynchronous loading. Also, by keeping the image decoding work on the background operation, you'll keep the main thread from blocking while decoding the image.
You should be able to use your original code as is, but just change [imgView setImage:img] to:
[imageView performSelectorOnMainThread:#selector(setImage:)
withObject:img
waitUntilDone:NO];
Related
I run my program that creates Core Data content that is displayed in a NSOutlineView using NSTreeController. The second time I run my program I want to clean the content of my NSTreeController and I run the method pasted below. The method either hangs for a long time (600 seconds) before it finishes or it crashes. If I have few entities (500-1000) in my NStreeController it takes much less time compared to if I have a lot (200,000) entities to pass this method, if it passes at all. What I need to know is if there is a better way to clear/refresh/reset the content of my NStreeController to clear my NSoutlineView before I re-run my program and fill up the NStreeController again. Specifically, I would like my NSOutlineView to respond quickly to changes to the contents of my NSTreeController, and I need the content of my Core Data driven NSTreeController to be able to be reset.
-(void) cleanSDRDFileObjects
{
__weak __typeof__(self) weakSelf = self;
dispatch_async(dispatch_get_main_queue(), ^{
[weakSelf.outlineView collapseItem:nil collapseChildren:YES];
[weakSelf.coreDataController._coreDataHelper.context performBlockAndWait:^{
NSEntityDescription *entityDescription = [NSEntityDescription
entityForName:#"SDRDFileObject" inManagedObjectContext:weakSelf.coreDataController._coreDataHelper.context];
NSFetchRequest *request = [[NSFetchRequest alloc] init];
[request setEntity:entityDescription];
NSArray * result = [weakSelf.coreDataController._coreDataHelper.context executeFetchRequest:request error:nil];
for (id fileobject in result){
[weakSelf.coreDataController._coreDataHelper.context deleteObject:fileobject];
}
[weakSelf.coreDataController._coreDataHelper.context processPendingChanges];
NSLog(#"Finished deleting all objects");
}];
});
}
The managedobjectcontext (context) is run as type NSMainQueueConcurrencyType and the method is run on the main thread. Suggestions for improvements, or useful examples for the combination of reset/refreshing NSOutlineView + Core Data would be greatly appreciated. Thanks. Cheers, Trond
In response to #TomHarringtons question I took a picture of my Time Profiler. I really dont understand why it hangs on this method, however, after commenting this methods out (```processPendingChanges```), it still hangs and takes forever to finish (6 minutes). It seems the process gets stuck on the main thread and cant continue.
When I rerun the application, with processPendingChanges commented out its still hanging.
Update
I believe I solved this but I am slightly uncertain as to why this worked. It seems that my first method went into an indefinite loop that did not release its objects. The following simple solution worked:
__weak __typeof__(self) weakSelf = self;
dispatch_sync(dispatch_get_main_queue(), ^{
[weakSelf.coreDataController._coreDataHelper.context reset];
});
I was certain that to properly empty a managed object context I would have to delete each entity individually. The reset function seems pretty brute force and does it actually clean up memory and make sure everything is okay? If anyone wants to shed some light on this that would be appreciated.
Looking at this again, you fetched all objects of a type in performBlockAndWait -- this blocks the main thread because you have mainQueueConcurrency and you used the andWait version of performBlock.
You then delete each object one-by-one. These objects are in a tree data structure with a outlineview attached (see the KVO messages in the stack trace). These objects have to-many relationships that need to be maintained by core data, hell, you could even have a cascading delete rule. (see propagateDelete and maintainInverseRelationship in the stack trace) In any event, you start requesting that both the data source and the view start doing a lot of work, on the main thread. You could try using a child MOC with privateQueueConcurrency if you wanted to iterate all objects in the background.
But, like the comments indicated:
NSManagedObjectContext's reset most definitely frees up memory, and it's fine for what you want to do here: blow everything away.
It begs the question why you load the model from the store on disk in the first place, though.
If you want Core Data, but not persistence between the times you run the program, you can initialize the persistentStoreCoordinator with a store of NSInMemoryStoreType rather than pointing it to a file URL.
NSData *imageData = [[NSData alloc] initWithContentsOfURL:[NSURL URLWithString:[getImage objectAtIndex:indexPath.row]]];
cell.imageView.image = [UIImage imageWithData:imageData];
I am fetching images from a server and displaying them on a UITableView. I'm finding that the scrolling is very slow. How do I remove this?
When you call this code:
[[NSData alloc] initWithContentsOfURL:...]
this is reaching out over the network to get data. This can take several seconds (or longer), whereas you want to maintain 60 frames per second drawing. This means that your tableView:cellForRowAtIndexPath: method should execute in under 1/60 seconds, or 16 milliseconds, so network calls are out of the question.
The appropriate way to write this code is to load data asynchronously (using Grand Central Dispatch or another mechanism), cache it either on disk or using NSCache, and then informing the table view that it should reload to display newly-available data.
That datasource method will be called frequently, even for recently displayed cells, as iOS wants to reduce the total number of cells in the tableview, so it will destroy cells that are no longer visible and ask the tablview datasource method to recreate them when they become visible.
If you are fetching from the server for every cell population call then it's bound to be slow (an understatement).
Implement some caching and populate your content from the cache.
Instruments is telling me that alot of memory is being allocated when I rapidly set the image name of a UIImageview in my app. I have a UIImageView that changes its image name every frame in my game. When profiled with zombie checking in instruments, the app seems to be constantly gaining live bytes at an enourmous rate. Is there a way that I can deallocate the UIImageView's current image to stop it from doing this? I am using ARC.
My code to assign the UIImageView's image is as follows:
aPlanet.image = [UIImage imageNamed:tempPlanetName];
Where aPlanet is the UIImageView and tempPlanetName is the name of the image. This is called every frame.
[UIImage ImageNamed:] method loads the image into image view and adds this newly created uiimage object to autorelease pool. To get rid of this problem you should use -
NSString *imgPath = [NSBundle mainbundle] pathForResource:#"imageName" ofType:#"png"];
aPlanet.image = [[UIImage alloc] ]initWithContentsOfFile:imgPath];
if you are using arc then you don't need to bother about releasing this newly allocated object of uiimage which was created using initWithContentsOfFile: method.
When you use UIImage imageNamed: it will load and cache that image file. This is intended for reuse of icons and other image resources that will be utilized more than once in your application.
Apart from it seeming somewhat unusual to update an image view with a new image every frame, you should look into alternative means of loading images that you will not need more than once - or even if you do, when you need more control over its lifecycle.
For example have a look at UIImage imageWithContentsOfFile: (documented here: Apple Developer Library Reference). It explicitly states that this method will not do any caching of the image contents.
I hope this helps you, but for every frame I doubt that your performance will be good enough with this approach, but this is probably the topic of a different question should the need arise.
I have an Objective C application that reads data from an RSS feed using ASIHTTPRequest and parses it using GDataXML. There are two pieces of the RSS data returned that I'd like to display in a table. Each item returned in the RSS feed has a image URL and a description. I'd like to populate the table with the image in one cell and the description in the next cell to the right of the image. My current logic is looping over each item returned from the RSS feed and populating a UIImage object using the following logic:
UIImage *image = [UIImage imageWithData:[NSData dataWithContentsOfURL:[NSURL URLWithString:#"http://www.example.com/image.png"]]];
cell.image = [UIImage imageWithData: image];
This works, but seems to run very slowly. Sometimes the application just freezes while trying to load the pictures. Is there a more optimal way to load the images in the table? If I ignore the images, the table populates with the text data quickly.
UIImage *image = [UIImage imageWithData:[NSData dataWithContentsOfURL:[NSURL URLWithString:#"http://www.example.com/image.png"]]];
In the above line of code, NSURL URLWithString: is to use with file system URL like already downloaded image in your temp directory or plist file etc. Since you have passed a http URL it makes synchronous request blocking your thread until it finishes downloading image data. And if you are doing this on main thread then UI doesn't respond to touches until image gets downloaded.
Change it to make asynchronous call, i.e., download example.com/image.png asynchronously. You may refer to ASIHTTPRequest instance method startAsynchronous and then pass downloaded data to UIImage imageWithData:
To learn more about asynchronous network requests, watch session 208 WWDC 2010 Network Apps for iPhone OS Part-2
I'm making an applications that let users take a photo and show them both in thumbnail and photo viewer.
I have NSManagedObject class called photo and photo has a method that takes UIImage and converts it to PNG using UIImagePNGRepresentation() and saves it to filesystem.
After this operation, resize the image to thumbnail size and save it.
The problem here is UIImagePNGRepresentation() and conversion of image size seems to be really slow and I don't know if this is a right way to do it.
Tell me if anyone know the best way to accomplish what I want to do.
Thank you in advance.
Depending on the image resolution, UIImagePNGRepresentation can indeed be quite slow, as can any writing to the file system.
You should always execute these types of operations in an asynchronous queue. Even if the performance seems good enough for your application when testing, you should still do it an asynch queue -- you never know what other processes the device might have going on which might slow the save down once your app is in the hands of users.
Newer versions of iOS make saving asynchronously really, really easy using Grand Central Dispatch (GCD). The steps are:
Create an NSBlockOperation which saves the image
In the block operation's completion block, read the image from disk & display it. The only caveat here is that you must use the main queue to display the image: all UI operations must occur on the main thread.
Add the block operation to an operation queue and watch it go!
That's it. And here's the code:
// Create a block operation with our saves
NSBlockOperation* saveOp = [NSBlockOperation blockOperationWithBlock: ^{
[UIImagePNGRepresentation(image) writeToFile:file atomically:YES];
[UIImagePNGRepresentation(thumbImage) writeToFile:thumbfile atomically:YES];
}];
// Use the completion block to update our UI from the main queue
[saveOp setCompletionBlock:^{
[[NSOperationQueue mainQueue] addOperationWithBlock:^{
UIImage *image = [UIImage imageWithContentsOfFile:thumbfile];
// TODO: Assign image to imageview
}];
}];
// Kick off the operation, sit back, and relax. Go answer some stackoverflow
// questions or something.
NSOperationQueue *queue = [[NSOperationQueue alloc] init];
[queue addOperation:saveOp];
Once you are comfortable with this code pattern, you will find yourself using it a lot. It's incredibly useful when generating large datasets, long operations on load, etc. Essentially, any operation that makes your UI laggy in the least is a good candidate for this code. Just remember, you can't do anything to the UI while you aren't in the main queue and everything else is cake.
Yes, it does take time on iPhone 4, where the image size is around 6 MB. The solution is to execute UIImagePNGRepresentation() in a background thread, using performSelectorInBackground:withObject:, so that your UI thread does not freeze.
It will probably be much faster to do the resizing before converting to PNG.
Try UIImageJPEGRepresentation with a medium compression quality. If the bottleneck is IO then this may prove faster as the filesize will generally be smaller than a png.
Use Instruments to check whether UIImagePNGRepresentation is the slow part or whether it is writing the data out to the filesystem which is slow.