Animations Array Loads Slowly. How can I speed the process up? - iphone

we're loading about 30 full 320 x 480 images into an animations array. These images are very small in size at about 5 - 7Kb per images. The problem is when we run the loop to populate an array for the images, it seems to pause the entire app while this array get's populated. Is there perhaps a way to load this mutable array with the images in a separate thread or something to allow the array to populate without hurting performance? Thanks
NSMutableArray *totalAnimationImages = [[NSMutableArray alloc] initWithCapacity:numOfImages];
for(int i = 1; i < numOfImages; i++) {
[totalAnimationImages addObject:[UIImage imageNamed:
[NSString stringWithFormat:#"%#%d.png", image, i]]];
}
annImage.animationImages = totalAnimationImages;
annImage.animationDuration = speed; //.4 second
annImage.animationRepeatCount = 1; //infinite loop
[annImage startAnimating]; //start the animation
[totalAnimationImages release];
In working with this issue, and using the threading suggestion provided by shabzco, I've come up with the below code to process a loop, changing the image in an image view, with what seem to be absolutely no performance hit. This only holds one image at a time instead of 30 in an NSMutableArray. Just as Richard J. Ross III said, as soon as the animation would start it would be processing all of the images "into a in-memory bitmap format". This is where the long wait / lag came from. In the below code this is only happening once per image update instead of 30 just to start the animation. I use the while loop with timer in the suggested dispatch thread to keep this timer from effecting the main thread thus potentially creating jerky performance during animations. Please provide feedback on this solution! Thanks
UPDATE: Shabzco suggested that I replace the "ImageNamed" with "imageWithContentsOfFile" to avoid strange memory leaks due to ImageNamed potentially caching images in memory. This was discovered after running xcode profiler and watching the "Real Memory" counter. It became evident that every time an animation ran, the real memory would increase more and more until ultimately the app would crash. After replacing "ImageNamed" with "imageWithContentsOfFile" the issue went away. I've updated the below code.
annImage.image = [UIImage imageNamed:#""];
[annImage setAlpha:1.0];
dispatch_queue_t concurrentQueue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0);
dispatch_async(concurrentQueue, ^{
NSTimeInterval timeout = 1.00 / speed; // Number of seconds before giving up
NSTimeInterval idle = 1.00 / 8; // Number of seconds to pause within loop
BOOL timedOut = NO;
NSDate *timeoutDate;
for(int i = 1; i < numOfImages; i++) {
timeoutDate = [[NSDate alloc] initWithTimeIntervalSinceNow:timeout];
timedOut = NO;
while (!timedOut)
{
NSDate *tick = [[NSDate alloc] initWithTimeIntervalSinceNow:idle];
[[NSRunLoop currentRunLoop] runUntilDate:tick];
timedOut = ([tick compare:timeoutDate] == NSOrderedDescending);
[tick release];
}
dispatch_async(dispatch_get_main_queue(), ^{
//annImage.image = [UIImage imageNamed:
// [NSString stringWithFormat:#"%#%d.png", image, i]];
NSString *filePath = [[NSBundle mainBundle] pathForResource:[NSString stringWithFormat:#"%#%d", image, i] ofType:#"png"];
annImage.image = [UIImage imageWithContentsOfFile:filePath];
});
}
dispatch_async(dispatch_get_main_queue(), ^{
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration: 0.3];
[annImage setAlpha:0.0];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
[UIView commitAnimations];
});
});

This will make your for loop happen in a different thread and will start animating once everything has been loaded.
#autoreleasepool {
NSMutableArray *totalAnimationImages = [[NSMutableArray alloc] initWithCapacity:numOfImages];
dispatch_queue_t concurrentQueue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0);
dispatch_async(concurrentQueue, ^{
for(int i = 1; i < numOfImages; i++) {
[totalAnimationImages addObject:[UIImage imageNamed:
[NSString stringWithFormat:#"%#%d.png", image, i]]];
}
annImage.animationImages = totalAnimationImages;
annImage.animationDuration = speed; //.4 second
annImage.animationRepeatCount = 1; //infinite loop
[annImage startAnimating]; //start the animation
dispatch_async(dispatch_get_main_queue(), ^{
[totalAnimationImages release];
});
});
}

Related

Slow preformance during replaceScene

I'm facing a performance issue whenever the code reach "replaceScene". It happens only in the Play Scene. So after the game is over, I display a score, and then, it's time for CCDirector to do replaceScene in order to go back to the main menu.
After waiting for around 20 seconds then it finally display the main menu. But somehow this is not right, player will feel that the game suddenly hang. Then I tried to put some animation like preloader, it happens the same, the preloader picture did animate a while then suddenly stop, and I think due to the same issue triggered by replaceScene, although still it'll display the main menu scene. Care to give some tips how to speed up the releasing of all the objects which no longer needed.
Hoping to get a solution from experts here. Thanks.
Here is my code :
............
//button at the score pop up sprite
CCMenuItem *btContinue = [CCMenuItemImage itemFromNormalImage:BTCONTINUE
selectedImage:BTCONTINUE_ON
target:self
selector:#selector(goLoader)];
btContinue.anchorPoint = ccp(0,0);
btContinue.position = ccp(340, 40);
CCMenu *menu = [CCMenu menuWithItems:btContinue, nil];
menu.position = CGPointZero;
[self addChild:menu z:ZPOPUP_CONTENT];
//prepare the loader, but set visible to NO first
CCSprite *loaderBg = [CCSprite spriteWithFile:LOADER_FINISH];
loaderBg.anchorPoint = ccp(0,0);
loaderBg.position = ccp(0,0);
loaderBg.visible = NO;
[self addChild:loaderBg z:ZLOADER_BG tag:TAG_LOADER_BG];
NSLog(#"prepare loader finish");
//animate loader
CCSprite *loaderPic = [[CCSprite alloc] initWithSpriteFrame:[[CCSpriteFrameCache sharedSpriteFrameCache]
spriteFrameByName:LOADER]];
loaderPic.anchorPoint = ccp(0.5,0.5);
loaderPic.position = ccp(200,35);
loaderPic.visible = NO;
[self addChild:loaderPic z:ZLOADER_PIC tag:TAG_LOADER_PIC];
[loaderPic runAction:[CCRepeatForever actionWithAction:[CCRotateBy actionWithDuration:0.05f angle:10.0f]]];
}
-(void)goLoader {
NSLog(#"goMainMenuScene");
CCSprite *tmpBg = (CCSprite *) [self getChildByTag:TAG_LOADER_BG];
if (tmpBg != nil)
tmpBg.visible = YES;
CCSprite *tmpPic = (CCSprite *) [self getChildByTag:TAG_LOADER_PIC];
if (tmpPic != nil)
tmpPic.visible = YES;
double time = 2.0;
id delay = [CCDelayTime actionWithDuration: time];
id proceed = [CCCallFunc actionWithTarget:self selector:#selector(goMainMenuScene)];
id seq = [CCSequence actions: delay, proceed, nil];
[self runAction:seq];
}
-(void)goMainMenuScene {
[[GameManager sharedGameManager] runSceneWithID:SCENE_MAIN_MENU];
}
Your problem is most likely the new scene, and whatever happens in the new scene's and its child node's init methods. Loading resource files can take quite a while. If you defer doing this into onEnter you might see better results. But 20 seconds, that's a lot. Check what you're doing that takes THIS long. I bet it's loading a gross amount of resources, or loading them in an extremely inefficient way. JPG files are known to load very slowly, if you use JPG convert them to PNG.

Having Trouble With GCD and Loading Thumbnails in TableView

I have the following code that attempts to load a row of thumbnails in a tableview asynchronously:
for (int i = 0; i < totalThumbnails; i++)
{
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0),
^{
__block GraphicView *graphicView;
__block Graphic *graphic;
dispatch_async(dispatch_get_main_queue(),
^{
graphicView = [[tableViewCell.contentView.subviews objectAtIndex:i] retain];
graphic = [[self.thumbnailCache objectForKey: [NSNumber numberWithInt:startingThumbnailIndex + i]] retain];
if (!graphic)
{
graphic = [[self graphicWithType:startingThumbnailIndex + i] retain];
[self.thumbnailCache setObject: graphic forKey:[NSNumber numberWithInt:startingThumbnailIndex + i]];
}
[graphicView setGraphic:graphic maximumDimension:self.cellDimension];
});
[graphicView setNeedsDisplay];
dispatch_async(dispatch_get_main_queue(),
^{
CGRect graphicViewFrame = graphicView.frame;
graphicViewFrame.origin.x = ((self.cellDimension - graphicViewFrame.size.width) / 2) + (i * self.cellDimension);
graphicViewFrame.origin.y = (self.cellDimension - graphicViewFrame.size.height) / 2;
graphicView.frame = graphicViewFrame;
});
[graphicView release];
[graphic release];
});
}
However when I run the code I get a bad access at this line: [graphicView setNeedsDisplay]; It's worth mentioning that the code works fine when I have it set up like this:
for (int i = 0; i < totalThumbnails; i++)
{
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0),
^{
dispatch_async(dispatch_get_main_queue(),
^{
//put all the code here
});
}
It works fine and the UITableView loads asynchronously when it's first called, however the scrolling is still really choppy.
So I'd like to get the to get the first bit of code to work so I can get the drawing done in the global thread instead of the main thread (which I assume will fix the choppy scrolling?).
Since iOS4 drawing is able to be done asynchronously so I don't believe that is the problem. Possibly I'm misusing the __Block type?
Anyone know how I can get this to work?
You completely misunderstand how to use GCD. Looking at your code:
__block GraphicView *graphicView;
Your variable here is not initialised to nil. It is unsafe to send messages to.
__block Graphic *graphic;
dispatch_async(dispatch_get_main_queue(),
^{
//statements
});
Your dispatch statement here returns immediately. The system works for you to spin this task off on a different thread. Before, or perhaps at the same time as, the above statements are executed we move on to the next line of execution here...
[graphicView setNeedsDisplay];
At this point graphic view may or may not have been initialised by your dispatch statement above. Most likely not as there wont have been time. As it still hasn't been initialised it points to random memory and hence trying to send messages to it causes EXC_BAD_ACCESS.
If you want to draw cell contents asynchronously (or pre-render images or whatever.) I thouroughly reccommend watching WWDC 2012 session 211 "Building Concurrent User Interfaces on iOS". They do almost exactly what you seem to be attempting to do and explain all the pitfalls you can run into.
I think the issue is because you are trying to re-draw the UIView on a working thread. You should move this:
[graphicView setNeedsDisplay];
To the main queue.

NSBlockOperation or NSOperation with ALAsset Block to display photo-library images using ALAsset URL

I am asking this question regarding my questions Display photolibrary images in an effectual way iPhone and Highly efficient UITableView "cellForRowIndexPath" method to bind the PhotoLibrary images.
So I would like to request that answers are not duplicated to this one without reading the below details :)
Let's come to the issue,
I have researched detailed about my above mentioned issue, and I have found the document about operation queues from here.
So I have created one sample application to display seven photo-library images using operation queues through ALAsset blocks.
Here are the sample application details.
Step 1:
In the NSOperationalQueueViewController viewDidLoad method, I have retrieved all the photo-gallery ALAsset URLs in to an array named urlArray.
Step 2:
After all the URLs are added to the urlArray, the if(group != nil) condition will be false in assetGroupEnumerator, so I have created a NSOperationQueue, and then created seven UIImageView's through a for loop and created my NSOperation subclass object with the corresponding image-view and URL for each one and added them in to the NSOperationQueue.
See my NSOperation subclass here.
See my implementation (VierwController) class here.
Let's come to the issue.
It not displaying all the seven images consistently. Some of the images are missing. The missing order is changing multiple times (one time it doesn't display the sixth and seventh, and another time it doesn't display only the second and third). The console log displays Could not find photo pic number. However, the URLs are logged properly.
You can see the log details here.
Are there any mistakes in my classes?
Also, when I go through the above mentioned operational queue documentation, I have read about NSBlockOperation. Do I need to implement NSBlockOperation instead of NSOperation while dealing with ALAsset blocks?
The NSBlockOperation description says
A class you use as-is to execute one or more block objects
concurrently. Because it can execute more than one block, a block
operation object operates using a group semantic; only when all of the
associated blocks have finished executing is the operation itself
considered finished.
How can I implement the NSBlockOperation with ALAsset block regarding my sample application?
I have gone through Stack Overflow question Learning NSBlockOperation. However, I didn't get any idea to implement the NSBlockOperation with ALAsset block!!
This is the tutorial about "How to access all images from iPhonePhoto Library using ALAsset Library and show them on UIScrollView like iPhoneSimulator" .
First of all add AssetsLibrary.framework to your project.
Then in your viewController.h file import #import <AssetsLibrary/AssetsLibrary.h> header file.
This is your viewController.h file
#import <UIKit/UIKit.h>
#import <AssetsLibrary/AssetsLibrary.h>
#import "AppDelegate.h"
#interface ViewController : UIViewController <UIScrollViewDelegate>
{
ALAssetsLibrary *assetsLibrary;
NSMutableArray *groups;
ALAssetsGroup *assetsGroup;
// I will show all images on `UIScrollView`
UIScrollView *myScrollView;
UIActivityIndicatorView *activityIndicator;
NSMutableArray *assetsArray;
// Will handle thumbnail of images
NSMutableArray *imageThumbnailArray;
// Will handle original images
NSMutableArray *imageOriginalArray;
UIButton *buttonImage;
}
-(void)displayImages;
-(void)loadScrollView;
#end
And this is your viewController.m file -
viewWillAppear:
#import "ViewController.h"
#import <QuartzCore/QuartzCore.h>
#implementation ViewController
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
assetsArray = [[NSMutableArray alloc]init];
imageThumbnailArray = [[NSMutableArray alloc]init];
imageOriginalArray = [[NSMutableArray alloc]init];
myScrollView = [[UIScrollView alloc]initWithFrame:CGRectMake(0.0, 0.0, 320.0, 416.0)];
myScrollView.delegate = self;
myScrollView.contentSize = CGSizeMake(320.0, 416.0);
myScrollView.backgroundColor = [UIColor whiteColor];
activityIndicator = [[UIActivityIndicatorView alloc]initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleGray];
activityIndicator.center = myScrollView.center;
[myScrollView addSubview:activityIndicator];
[self.view addSubview:myScrollView];
[activityIndicator startAnimating];
}
viewDidAppear:
-(void)viewDidAppear:(BOOL)animated
{
if (!assetsLibrary) {
assetsLibrary = [[ALAssetsLibrary alloc] init];
}
if (!groups) {
groups = [[NSMutableArray alloc] init];
}
else {
[groups removeAllObjects];
}
ALAssetsLibraryGroupsEnumerationResultsBlock listGroupBlock = ^(ALAssetsGroup *group, BOOL *stop) {
//NSLog(#"group %#",group);
if (group) {
[groups addObject:group];
//NSLog(#"groups %#",groups);
} else {
//Call display Images method here.
[self displayImages];
}
};
ALAssetsLibraryAccessFailureBlock failureBlock = ^(NSError *error) {
NSString *errorMessage = nil;
switch ([error code]) {
case ALAssetsLibraryAccessUserDeniedError:
case ALAssetsLibraryAccessGloballyDeniedError:
errorMessage = #"The user has declined access to it.";
break;
default:
errorMessage = #"Reason unknown.";
break;
}
};
[assetsLibrary enumerateGroupsWithTypes:ALAssetsGroupSavedPhotos usingBlock:listGroupBlock failureBlock:failureBlock];
}
And this is displayImages: method body
-(void)displayImages
{
// NSLog(#"groups %d",[groups count]);
for (int i = 0 ; i< [groups count]; i++) {
assetsGroup = [groups objectAtIndex:i];
if (!assetsArray) {
assetsArray = [[NSMutableArray alloc] init];
}
else {
[assetsArray removeAllObjects];
}
ALAssetsGroupEnumerationResultsBlock assetsEnumerationBlock = ^(ALAsset *result, NSUInteger index, BOOL *stop) {
if (result) {
[assetsArray addObject:result];
}
};
ALAssetsFilter *onlyPhotosFilter = [ALAssetsFilter allPhotos];
[assetsGroup setAssetsFilter:onlyPhotosFilter];
[assetsGroup enumerateAssetsUsingBlock:assetsEnumerationBlock];
}
//Seprate the thumbnail and original images
for(int i=0;i<[assetsArray count]; i++)
{
ALAsset *asset = [assetsArray objectAtIndex:i];
CGImageRef thumbnailImageRef = [asset thumbnail];
UIImage *thumbnail = [UIImage imageWithCGImage:thumbnailImageRef];
[imageThumbnailArray addObject:thumbnail];
ALAssetRepresentation *representation = [asset defaultRepresentation];
CGImageRef originalImage = [representation fullResolutionImage];
UIImage *original = [UIImage imageWithCGImage:originalImage];
[imageOriginalArray addObject:original];
}
[self loadScrollView];
}
Now you have two array one is imageThumbnailArray and another is imageOriginalArray.
Use imageThumbnailArray for showing on UIScrollView for which your scrolling will not be slow.... And use imageOriginalArray for an enlarged preview of image.
'loadScrollView:' method, This is how to images on UIScrollView like iPhoneSimulator
#pragma mark - LoadImages on UIScrollView
-(void)loadScrollView
{
float horizontal = 8.0;
float vertical = 8.0;
for(int i=0; i<[imageThumbnailArray count]; i++)
{
if((i%4) == 0 && i!=0)
{
horizontal = 8.0;
vertical = vertical + 70.0 + 8.0;
}
buttonImage = [UIButton buttonWithType:UIButtonTypeCustom];
[buttonImage setFrame:CGRectMake(horizontal, vertical, 70.0, 70.0)];
[buttonImage setTag:i];
[ buttonImage setImage:[imageThumbnailArray objectAtIndex:i] forState:UIControlStateNormal];
[buttonImage addTarget:self action:#selector(buttonImagePressed:) forControlEvents:UIControlEventTouchUpInside];
[myScrollView addSubview:buttonImage];
horizontal = horizontal + 70.0 + 8.0;
}
[myScrollView setContentSize:CGSizeMake(320.0, vertical + 78.0)];
[activityIndicator stopAnimating];
[activityIndicator removeFromSuperview];
}
And here you can find which image button has been clicked -
#pragma mark - Button Pressed method
-(void)buttonImagePressed:(id)sender
{
NSLog(#"you have pressed : %d button",[sender tag]);
}
Hope this tutorial will help you and many users who search for the same.. Thank you!
You have a line in your DisplayImages NSOperation subclass where you update the UI (DisplayImages.m line 54):
self.imageView.image = topicImage;
This operation queue is running on a background thread, and we know that you should only update the state of the UI on the main thread. Since updating the view of an image view is definitely updating the UI, this can be simply fixed by wrapping the call with:
dispatch_async(dispatch_get_main_queue(), ^{
self.imageView.image = topicImage;
});
This puts an asynchronous call on the main queue to update the UIImageView with the image. It's asynchronous so your other tasks can be scheduled in the background, and it's safe as it is running on the main queue - which is the main thread.

Preload an additional image using Apple's PhotoScroller example

I am trying to modify Apple's PhotoScroller example and I encountered a problem that I couldn't solve.
Basically, the PhotoScroller originally loaded a bunch of image in an array locally. I try to modify this and change to it request an image file dynamically from an URL. Once the user scroll to the next page, it will fetch the next image from a new URL.
In order to improve the performance, I wanted to preload the next page so user doesn't need to wait for the image being downloaded while scrolling to the next page. Once the next page is on current page, the page after that will be loaded and so on...
I'm not quite sure how I can achieve this and I hope someone can show me what to do.
Here is my custom code: (Please refer the full code from Apple's PhotoScroller example)
tilePage method: (It will be call at the beginning and every time when user did scroll the scrollView)
- (void)tilePages
{
// Calculate which pages are visible
CGRect visibleBounds = pagingScrollView.bounds;
int firstNeededPageIndex = floorf(CGRectGetMinX(visibleBounds) / CGRectGetWidth(visibleBounds));
int lastNeededPageIndex = floorf((CGRectGetMaxX(visibleBounds)-1) / CGRectGetWidth(visibleBounds));
firstNeededPageIndex = MAX(firstNeededPageIndex, 0);
lastNeededPageIndex = MIN(lastNeededPageIndex, [self imageCount] - 1);
// Recycle no-longer-visible pages
for (ImageScrollView *page in visiblePages) {
if (page.index < firstNeededPageIndex || page.index > lastNeededPageIndex) {
[recycledPages addObject:page];
[page removeFromSuperview];
}
}
[visiblePages minusSet:recycledPages];
// add missing pages
for (int index = firstNeededPageIndex; index <= lastNeededPageIndex; index++) {
if (![self isDisplayingPageForIndex:index]) {
ImageScrollView *page = [self dequeueRecycledPage];
//ImageScrollView *nextpage = [self dequeueRecycledPage];
if (page == nil) {
page = [[[ImageScrollView alloc] init] autorelease];
}
[self configurePage:page forIndex:index];
[pagingScrollView addSubview:page];
[visiblePages addObject:page];
}
}
}
To configure page index and content:
- (void)configurePage:(ImageScrollView *)page forIndex:(NSUInteger)index
{
//set page index
page.index = index;
//set page frame
page.frame = [self frameForPageAtIndex:index];
//Actual method to call image to display
[page displayImage:[self imageAtIndex:index]];
NSLog(#"index: %i", index);
}
To fetch image from URL:
- (UIImage *)imageAtIndex:(NSUInteger)index {
NSString *string1 = [NSString stringWithString:#"http://abc.com/00"];
NSString *string2 = [NSString stringWithFormat:#"%d",index+1];
NSString *string3 = [NSString stringWithString:#".jpg"];
NSString *finalString = [NSString stringWithFormat:#"%#%#%#",string1,string2,string3];
NSLog(#"final string is: %#", finalString);
NSURL *imgURL = [NSURL URLWithString: finalString];
NSData *imgData = [NSData dataWithContentsOfURL:imgURL];
return [UIImage imageWithData:imgData];
}
Thanks for helping!
Lawrence
You can use concurrent operations to fetch images one after another. Using NSOperations, you can set a dependency chain so images are loaded in a serial fashion in the background, or you can have them all downloaded concurrently.
The problem with large images is that even though you save them in the file system, there is a "startup" time to get the images rendered. Also, in PhotoScroller, Apple "cheats" by having all the images pre tiled for each level of detail. Apple provides no way to render just a Plain ole JPEG in PhotoScroller, so unless you can pre tile it will be of no use to you.
If you are curious, you can see how to both download multiple images and pre tile them into a temporary file by perusing the PhotoScrollerNetwork project on github.

NSThread problem in iOS

I have an app that loads multiple thumbnail images into a UIScrollVIew. This is a lengthy operation, and so as not to block up the display of the rest of the UI, I am running it in a separate thread. This works fine the first time at application launch, but later a new set of images needs to be loaded into the UIScrollView. When I detach a thread a second time the app crashes (sometimes). Code follows:
// this call is in a separate method
[NSThread detachNewThreadSelector:#selector(addThumbnailsToScrollView) toTarget:self withObject:nil];
// this is the main entry point for the thread
- (void) addThumbnailsToScrollView {
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; // Top-level pool
// now place all the thumb views as subviews of the scroll view
float xPosition = THUMB_H_PADDING;
int pageIndex = 0;
for (Page *page in self.pages) {
// get the page's bitmap image and scale it to thumbnail size
NSString *name = [page valueForKey:#"pageBackground"];
NSString *basePath = [[NSBundle mainBundle] pathForResource:page.pageBackground ofType:#"jpg" inDirectory:nil];
UIImage *thumbImage = [UIImage imageWithContentsOfFile:basePath];
thumbImage = [thumbImage imageScaledToSize:CGSizeMake(80, 100)];
// create a ThumbImageView for each page and add it to the thumbnailScrollView
if (thumbImage) {
ThumbImageView *thumbView = [[ThumbImageView alloc] initWithImage:thumbImage];
[thumbView setDelegate:self];
[thumbView setImageName:name];
[thumbView setImageSize:CGSizeMake(80, 100)];
[thumbView setPageIndex:pageIndex];
pageIndex ++;
CGRect frame = [thumbView frame];
frame.origin.y = 0;
frame.origin.x = xPosition;
[thumbView setFrame:frame];
[thumbnailPagesScrollView addSubview:thumbView];
[thumbView release];
xPosition += (frame.size.width + THUMB_H_PADDING);
}
}
[self hightlightThumbnailPageAtIndex:0];
[(UIActivityIndicatorView *)[thumbnailPagesScrollView.superview viewWithTag:100] stopAnimating];
[pool release]; // Release the objects in the pool.
}
I thought that a detached thread exits as soon as the main entry routine was completed. Wouldn't the second call to detach a thread be a new thread? Why is the app crashing, but sometimes not?
Thanks
Jk
You cannot touch UIKit (meaning UIScrollVIew) in a secondary thread - you need to reorganize so that the fetch takes place in a secondary thread but you make a NSData object (containing the image binary) available to your primary thread for each thumbnail so that it can do everything related to actually displaying them.
Apple repeatedly warn in documentation that UIKit is not thread-safe.
I would suggest adding the thumbView to the thumbnailPagesScrollView on the main thread rather than a separate thread. There might be issues on the retain count of the object across threads. There is a convenience method performSelectorOnMainThread I think it is to do that. You could pass thumbView to that and then add it to the subview.
Alternatively you could do the whole if statement on the main thread as thats not the thing that will interrupt the user.
Also with your activity indicator this should be stopped on the main thread. Everything UI related should be done on the main thread.