image gallery from server in ios - iphone

I'm working on retreiving images from server and display it in ios.I select the image that I need to see on full screen it comes. But the problem is, once I go back, it reloads the whole images again from server. Are there any solution so as to save it in cache file for a while. I searched the whole internet for this, but didn't get a proper solution. Can any one please specify best tutorial for that. I'm newbie to ios

If each time you go back it reloads all the images agin from the server is probably because you may either create a new view or because you are calling to load the images from the method viewWillAppear instead of in the viewDidLoad
- (void)viewDidLoad
{
[super viewDidLoad];
// Load the images here...
}
Instead of in here:
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
}
If this doesn't not help, please provide us with some code.

Related

Trouble with Displaying an Activity Indicator while Data Loads

I feel as though there is a really simple solution to my problem, but thus far I have had little success... I want to load my initial .xib file (exiting the default.png splash screen early), so that I may display an activity indicator while loading my html data and setting the text label fields created by my xib file.
Unfortunately, when I execute the following code below, I display my default.png image until all of the data is loaded from each website... What may I change in order to first display my mainView, then start the activity indicator, load my html data, and set the text labels in my mainView?
#implementation MainViewController
- (void)viewDidLoad {
[super viewDidLoad];
[activityIndicator startAnimating];
[self runTimer];
}
- (void)viewDidAppearBOOL)animated {
[super viewDidAppear:animated];
[self loadHTMLData1];
[self loadHTMLData2];
[self loadHTMLData3];
[self loadHTMLData4];
[activityIndicator stopAnimating];
}
...
It's all to do with how iOS updates the ui. When you call
[activityIndicator startAnimating];
it doesn't mean start animating immediately, it means you're telling the ui the next time you are updating the display, start animating.
All of this updating happens on the main thread (if you haven't made a thread, you're already on the main thread) so if you do something else that takes a long time, it will do this before updating the display.
There are a few ways to fix this and they all involve making another thread that runs in the background.
Take a look at NSOperation (and NSOperationQueue) - this will let you queue up individual tasks that iOS will run in the background for you. then when they are complete you can update your display again and turn off your activity indicator.
There's NSOperationQueue tutorials all over google :)
Hope that helps.

Question about Apple's LazyTableImages sample - Doesn't behave exactly like the app store

I have a UITableView with a list of items, each having it's own image. I thought Apple's LazyTableImages sample project would be perfect to learn from, and use to implement the same kind of process of downloading images asynchronously, after the original list data is retrieved.
For the most part, it works quite well, except I did notice a subtle difference in behavior, between this sample app, and how the actual app store downloads images.
If you launch the LazyTableImages sample, then do a quick flick-scroll down, you'll see that the images do not get displayed until after the scrolling comes to a complete stop.
Now, if you do the same test with a list of items in the actual app store, you'll see that the images start displaying as soon as the new items come into view, even if scrolling hasn't stopped yet.
I'm trying to achieve these same results, but so far I'm not making any progress. Does anyone have any ideas on how to do this?
Thanks!
I'm baffled that nobody could answer this...
So, I eventually figured out how to acheive the exact same effect that is used in the actual app store, in regards to how the icons are downloaded/displayed.
Take the LazyTableImages sample project and make a few simpled modifications.
Go into the root view controller and remove all checks regarding is table scrolling and/or decelerating in cellForRowAtIndexPath
Remove all calls to loadImagesForOnScreenRows, and thus remove that method as well.
Go into IconDownload.m and change the startDownload method to not do an async image downlaod, but instead do a sync download on a background thread. Remove all the code in startDownload, and add the following, so it looks like this:
- (void)startDownload
{
NSOperationQueue *queue = [NSOperationQueue new];
NSInvocationOperation *operation = [[NSInvocationOperation alloc] initWithTarget:self selector:#selector(loadImage) object:nil];
[queue addOperation:operation];
[operation release];
[queue release];
}
Then, add a loadImage, like this:
- (void)loadImage
{
NSData *imageData = [[NSData alloc] initWithContents OfURL:[NSURL URLWithString:appRecord.imageURLString]];
self.apprecord.appIcon = [UIImage imageWithData:imageData];
[imageData release];
[self performSelectorOnMainThread:#selector(notifyMainThread) withObject:nil waitUntilDone:NO];
}
Then, add notifyMainThread like this:
- (void)notifyMainThread
{
[delegate appImageDidLoad:self.indexPathInTableView];
}
Done! Run it, and you will see the exact app store behavior, no more waiting to request image downloads until scrolling stops, and no more waiting for images to display until scrolling stops, or until user has removed their finger from the screen.
Images are downloaded as soon as the cell is ready to be displayed, and the image is displayed as soon as it is downloaded, period.
Sorry for any typos, I didn't paste this from my app, I typed it in, since I'm away from my mac right now...
Anyway, I hope this helps you all...
Check out UIScrollViewDelegate. I've implemented something like this by listening for scrollViewDidScroll:, calculating the scroll speed (by checking the contentOffset against the last recorded contentOffset, divided by the difference in time), and starting to load images once the speed drops below a certain threshold. (You could achieve something similar with UIScrollViewDelegate's scrollViewDidEndDragging:willDecelerate: as well).
Of course, you don't have to check the speed; you could just load images on UITableViewDelegate's tableView:willDisplayCell:forRowAtIndexPath: whenever you see a new cell, but I've found that if the user is flipping through tons of cells, you don't need to bother until you see that they're going to slow down to browse.

Received memory warning. Level=1 when showing a UIImagePickerController

This is driving me crazy!!!
I'm getting a "Received memory warning. Level=1" whenever I attempt to show a UIImagePickerController with a sourceType = UIImagePickerControllerSourceTypeCamera.
Here is the code from my viewDidLoad where I set things up:
- (void)viewDidLoad {
[super viewDidLoad];
// Set card table green felt background
self.view.backgroundColor = [UIColor colorWithPatternImage: [UIImage imageNamed:#"green_felt_bg.jpg"]];
// Init UIImagePickerController
// Instantiate a UIImagePickerController for use throughout app and set delegate
self.playerImagePicker = [[UIImagePickerController alloc] init];
self.playerImagePicker.delegate = self;
self.playerImagePicker.sourceType = UIImagePickerControllerSourceTypeCamera;
}
And here is how I present it modally ..
- (IBAction) addPlayers: (id)sender{
[self presentModalViewController:self.playerImagePicker animated:YES];
}
The result ... UIImagePicker starts to show and then boom ... I get the memory warning ... EVERY TIME! Interestingly enough, if I switch to sourceType = UIImagePickerControllerSourceTypePhotoLibrary ... everything works fine.
What in the heck am I missing or doing wrong? All I want to do is show the camera, take and save a picture.
FYI - I'm testing on my 3GS device.
Thanks to anyone who can help :)
This is very common. As long as you handle the memory warning without crashing and have enough space to keep going, don't let it drive you crazy.
It is not about how much memory your app has used, because it will probably happen even when you write a very simple app which have only one view with one button, clicking the button and then open camera.
I have tested on iPhone 3GS, iPad 2 and iPod touch 3G. It only happened in iPhone 3GS.
I found it will not happen anymore if you restart you device before you execute you app.
Another real solution is to comment the code, [super didReceiveMemoryWarning], in your viewController.
- (void)didReceiveMemoryWarning
{
// Releases the view if it doesn't have a superview.
[super didReceiveMemoryWarning];
// Release any cached data, images, etc that aren't in use.
}
After lots of test on iPhone 3GS with iOS 4.3.2, I found the logic might like that:
-> Open as much as app running on background
-> Presenting a imagePicker of UIImagePickerController, clicking "Back" or "Save" from imagePicker
-> ApplicationDelegate's method, applicationDidReceiveMemoryWarning:(UIApplication *)application, will be invoked
-> Then ViewController's method, didReceiveMemoryWarning:, will be invoked
-> Then viewDidUnload
-> Then viewDidLoad
Then you could find some views have been released and the current view has been pointed to a unexpected one.
By default, [super didReceiveMemoryWarning] will run when ViewController's didReceiveMemoryWarning method is invoked. Commenting it, and viewDidUnload: and viewDidLoad: methods will not be invoked. It means the mem warning has been totally ignored. That's what we expected.
Now after I upgraded to 4.0 it happens to my app too - before in 3.1 there were no warnings.
Actually as you said before, there should be no issue. However, this causes the view that comes after it to load again and viewDidLoad is being called. This messes up my app, since I initialize the view in viewDidLoad - now it gets initialized all over again - even though it shouldn't.
Just as a comment, this might also happen to many other apps that rely on loading the view only once!
It did happen in my app Did I Do That on iOS 4.0 too. It was not consistent, but the most common cause was creating a UIImagePickerController instance and navigating to some large photo stored in one of the albums.
Fixed by persisting state in the didReceiveMemoryWarning method, and loading from state in the viewDidLoad method. One caveat is to remember to clear the state-persisted file in the correct point for your application. For me it was leaving the relevant UIViewController under normal circumstances.
I'm getting the memory warning when opening a UIImagePickerController as well. I'm on 4.01 as well.
But in addition, the UIImagePickerController is running the close shutter animation and stalling there, with the closed shutter on screen.
It seems like the UIImagePickerController's behavior on memory warnings is to close itself.
I could dismiss the UIImagePickerController from the parent ViewController in the didReceiveMemoryWarning method, but that would make for a terrible user experience.
Has anyone seen this problem?
Is there a way to handle the memory warning so that the UIImagePickerController doesn't shut itself down?
I have been struggling with the same problem for some days now. However, resetting my iPhone 4 (clearing out memory) solves the problem so it's not really an app problem.
It appears that a level 1 or 2 memory warning triggers the UIimgPickerController delegate to offload itself. The same happens in my app with the delegate of the delegate (yes it can). After the memory warning however, it will load the delegate (and it's delegate) again causing the viewDidLoad to execute any code that's in there.
I am not sure this happens only while using the UIimgPickerController because testing all that is very time consuming.
I could write some extra code to prevent the code in viewDidLoad en viewWillAppear from execuring while showing the UIimgPickerController but that's not classy, right?
Here's food for thought: it could be
that you are running out of memory
because you are testing your app. With
some memoryleaks it is very well
possible that you are working towards
this problem every time you debug.
The UIImagePickerControllerDelegate is a memory hog because you are capturing high memory assets, be that an image or video. So from the start be sure to specify the medium capture settings, as a start point, reduce this if you don't need the quality:
UIImagePickerController *picker = [[UIImagePickerController alloc] init];
picker.delegate = self;
picker.videoQuality=UIImagePickerControllerQualityTypeMedium;
Then after capturing and using these assets. Remove any temp files from the applications temp folder. Could be an extra obsessive step but its a good habit:
NSFileManager *fileManager = [NSFileManager defaultManager];
if ([fileManager fileExistsAtPath:[lastCapturedFile substringFromIndex:7] ]) {
NSError *error;
// Attempt to delete the folder containing globalDel.videoPath
if ([fileManager removeItemAtPath:[lastCapturedFile substringFromIndex:7] error:&error] != YES) {
NSLog(#"Unable to delete recorded file: %#", [error localizedDescription]);
} else {
NSLog(#"deleted file");
}
}
With above it is clearing the file that was created by the delegate. In some instances if you are transcoding or creating you own assets delete the folder with that file. Note above I am removing the 'file://' part of the url string as the file manager doesn't like it:
[lastCapturedFile substringFromIndex:7]
Other things to consider are covered in the various documentation for what you are doing with that asset - transcoding, image size reduction and more. Beware that any transcoding using the AVFoundation will crash if the UIImagePickerViewController is displaying.

Displaying Map ONLY when the button is clicked in Xcode

I am developing an iPhone application using XCode and I am kinda stuck with the functionality described in the subject of this post.
I want the map(using MapKit) to only load and display after I click a button. So, what code should I have under that my "(IBAction) showMap" function?
Whatever I could find online talks about unhiding the map. I want to only load the map when a button is clicked rather than loading the map in the background and simply unhiding it the click of the the button. Thanks !
~Susanth
Your button click should open a new view, which contains Map. Since that view does not exist until it's loaded (viewDidLoad, viewWillAppear), you are not loading map or displaying it beforehands.
- (IBAction)showMap:(id)sender
{
self.mapController = [[MyMapViewController alloc]
initWithNibName:#"MyMapViewController" bundle:nil];
[self.mainView addSubview:mapController.view];
}
Many ways to do it... It takes time to load a map, so you might still consider loading it at background. Looks better (faster) for end-user.
use the below concept.
-(IBAction) showMap:(id)sender
{
// Add your Map to current view
[self.view addsubview:YOUR_MAPVIEW];
}
-(IBAction) hideMap:(id)sender
{
[YOURMAPVIEW removeFromSuperView];
}
Here you can create the MapView either from XIB file or by writing code.
Hope this helps.
Jim.

Reused UIWebView showing previous loaded content for a brief second on iPhone

In one of my apps I reuse a webview. Each time the user enters a certain view on reload cached data to the webview using the method :-
- (void)loadData:(NSData *)data MIMEType:(NSString *)MIMEType textEncodingName:(NSString *)encodingName baseURL:(NSURL *)baseURL
and I wait for the callback call
- (void) webViewDidFinishLoad:(UIWebView *)webView.
In the mean time I hide the webview and show a 'loading' label.
Only when I receive webViewDidFinishLoad do I show the webview.
Many times what happens I see the previous data that was loaded to the webview for a brief second before the new data I loaded kicks in.
I already added a delay of 0.2 seconds before showing the webview but it didn't help.
Instead of solving this by adding more time to the delay does anyone know how to solve this issue or maybe clear old data from a webview without release and allocating it every time?
Thanks malaki1974, in my case I wasn't using a modal view.
When I sat with an Apple engineer on WWDC 2010 and asked him this question his answer was simply: "Don't reuse UIWebViews, that's not how they were ment to be used."
Since then I make sure to calls this set of lines before allocating a new UIWebView
[self.myWebView removeFromSuperview];
self.myWebView.delegate = nil;
[self.myWebView stopLoading];
[self.myWebView release];
That solved the issue.
Clear the contents of the webview before you try to load new content
[self loadRequest:[NSURLRequest requestWithURL:[NSURL URLWithString:#"about:blank"]]];
First, the UIWebView renders it contents in a background thread. Even when you receive webViewDidFinishLoad: it might not be completely done. Specially if it is an ajax-intense page that comes from the network.
You say you are hiding the view. I wonder if that means that the webview delays its drawing completely. What you could try is to move the UIWebView offscreen or obscure it with another view. Maybe that will change it's drawing behaviour.
If you do not need an interactive UIWebView then you can also consider to do it completely offscreen in a separate UIWindow and then create an image from that UIWebView's layer.
That's what I do, and it works:
[_webView stringByEvaluatingJavaScriptFromString:#"document.open();document.close();"];
Try loading a local file that is blank or has a loading graphic when you hide it, rather than just loading new content when you show it. Since the file is local it will be quick and even if the new page takes a while to load it will have either blank or loading expected behavior.
If you got controll over the html. You can communicate back to objective-c when the document is ready. Like so in jQuery:
function messageNative (name, string) {
var iframe = document.createElement("IFRAME");
iframe.setAttribute("src", "appscheme://" + name + "/" + string);
document.documentElement.appendChild(iframe);
iframe.parentNode.removeChild(iframe);
iframe = null;
}
$(function() {
messageNative('webview', 'ready');
});
And then in UIWebView's delegate method webView:shouldStartLoadWithRequest:navigationType: wait for the request with url equal to "appscheme://webview/ready". Then you should know: the document is loaded and ready for display. Then all that is missing is a simple fade-in or something like that :)