Okay I am creating a Table View using objective c, but the data source is not working correctly...
My error:
2012-06-02 20:14:39.891 Dot Golf Scoring[195:707] *** Assertion failure in -[UITableView _createPreparedCellForGlobalRow:withIndexPath:], /SourceCache/UIKit/UIKit-1914.85/UITableView.m:6061
2012-06-02 20:14:39.895 Dot Golf Scoring[195:707] *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'UITableView dataSource must return a cell from tableView:cellForRowAtIndexPath:'
My Code:
-(NSInteger) numberOfSectionsInTableView:(UITableView *)tableView {
return 1;
}
-(NSInteger) tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section {
return 16;
}
-(NSString *)tableView:(UITableView *)tableView titleForHeaderInSection:(NSInteger)section {
return #"Comments On Your Round";
}
-(UITableViewCell *) tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:#"Cell"];
cell.textLabel.text = #"Text Label";
return cell;
}
Why is the table view not getting filled with this fake data???
You are never initializing cell. Use this code:
- (UITableViewCell *)tableView:(UITableView *)tableView2 cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
UITableViewCell *cell = [tableView
dequeueReusableCellWithIdentifier:#"UITableViewCell"];
if (cell == nil) {
cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault
reuseIdentifier:#"UITableViewCell"]
autorelease];
cell.textLabel.text = nil;
}
if (cell) {
//customization
cell.textLabel.text = #"Text Label";
}
return cell;
}
You say you are a noob.... let me explain
First of try picking up the book:
The Big Nerd Ranch Guide
What you are thinking is that dequeueing is basically initializing right? NO! Dequeuing is basically nilling any cell that is not visible, aka you scroll past it. Therefore, cell == nil will be called in probably four situations (that I can think of):
When we first setup the table view (cells will be nil)
When we reload data
Whenever we may arrive at this class
When the cells becomes invisible from the table view
So, the identifier for dequeuing is like an ID. Then in the statement to see if cell is nil, we initialize cell, you can see the overridden init method: initWithStyle. This is just what type of cell there is, there are different types with different variables you can customize. I showed you the default. Then we use the reuseIdentifier which was the dequeuing identifier we said earlier. THEY MUST MATCH! I nil textLabel just for better structure, in this case each cell has the same text so it won't matter really. It makes it so the cell that dequeues comes back with the right customization you implemented. Then once cell is actually valid, we can customize.
Also, you are using the same text for each cell. If you do want to have different text for each cell, familiar yourself with NSArray. Then you could provide the array count in numberOfRowsForSection and then do something like this:
cell.textLabel.text = [array objectAtIndex: [indexPath row]];
Where indexPath is the NSIndexPath argument provided in the cellForRowAtIndexPath method. The row variable is the row number, so everything fits!
Wow, that was a lot to take in right!
Now go stop being an objective-c noob and start reading some books!
For more info read:
Table View Apple Documentation
I don't think you read the Table View Programming Guide or understood the reuse mechanism of UITableViews ;)
Cells in UITableViews are reused/recycled, to avoid reallocating an instance of the UITableViewCell class each time you need a cell. This is because UITableView needs a lot of reactivity, especially when scrolling the tableview as the scrolling needs to be fast, and allocating a new UITableViewCell instance each time would make the tableview hang for a second while the instance is created.
So the idea behind UITableViewCell reuse mechanism is to allocate the minimum amount of cells, and each time you need a cell, try to reuse/recycle a cell that was previously allocated but is no longer user (because it is offscreen since you scrolled).
But if there is no cell available to reuse, you need to allocate one yourself!.
You forgot to do this part in your code, that's why you end up returning a nil cell, which throws the exception.
So the typical code to do this is :
static NSString* kCellId = #"Cell";
// First, try to reuse a cell that was previously allocated
UITableViewCell* cell = [tableView dequeueReusableCellWithIdentifier:kCellId];
// here, if a cell is returned, that means that we have an old cell
// that was used before but is no longer onscreen (so we can recycle it
// and just actualize its content)
// but if cell is nil, this means the UITableView didn't have a cell available to reuse
// so we need to create a new one
if (cell == nil)
{
// So if we didn't have a old cell ready to reuse that have been returned, create one
cell = [[[UITableViewCell alloc] initWithReusableIdentifier:kCellId] autorelease];
// And configure every properties of the cell that will be common to every cell
// and won't change even if the cell is recycled, eg:
cell.textLabel.textColor = [UIColor redColor];
cell.textLabel.font = [UIFont boldSystemFontOfSize:12];
// etc
}
// And at this point, we have a cell, either newly created or that have been recycled
// So we configure every property that is row-dependant and change for each row, eg:
cell.textLabel.text = [myTextsArray objectAtIndex:indexPath.row];
NB: I never used storyboard but AFAIK, when you use storyboard, you don't need to have the "if" statement and create the cell when no reusable cell is avaiable, as storyboard will create it for you using the cell design in your storyboard. But this is the only case when you don't need to allocate the cell youself.
Related
Basically I'm making a list view that you can add things to the top of. The best way I can think of doing this is to store the UITableViewCells themselves in a NSMutableArray — Because I can simply pull them from the array them with all their data inside the object, and this list view will never be over 10 cells long.
Also note that I'm using Storyboards, hence the initWithCoder use.
The following code is what I'm trying, and it doesn't work:
// This is where my NSMutableArray is initialized:
- (id)initWithCoder:(NSCoder *)aDecoder
{
if (self = [super initWithCoder:aDecoder]) {
if (!_CellsArray) {
UITableViewCell *cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:#"TestCell"];
_CellsArray = [NSMutableArray arrayWithObject:cell];
}
}
return self;
}
//UITableView Delegate & DataSource Methods
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
UITableViewCell *cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:#"TestCell"];
[_CellsArray insertObject:cell atIndex:0];
return [_CellsArray objectAtIndex:indexPath.row];
}
- (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section
{
return 10;
}
I realize I may be approaching this in the wrong way, that's why I'm here though :)
Thank you.
edit: fixed a type in the code (TimerCell -> UITableViewCell)
Let's look at the order things get called in and what happens.
Your view controller is unarchived, so your initWithCoder: method is called. This method creates a mutable array and puts one instance of TimerCell into it. Said instance is not further configured (unless you've overridden initWithStyle:reuseIdentifier: to do some configuration).
Your data source method tableView:numberOfRowsInSection: is called, and it tells the table view there are ten rows.
Thus, your tableView:cellForRowAtIndexPath: is called ten times. Each time, it creates a new instance of UITableViewCell and inserts it into your mutable array. (After ten calls, your mutable array contains one TimerCell at index 10 and ten UITableViewCells at indices 0-9.) It does nothing to configure the cell's contents or appearance, then it returns the cell at the specified row index. On the first call, you're asked for row 0, so the cell you just created and inserted at index 0 is returned. On the second call, you're asked for row 1, so the cell at index 1 in your array is returned -- since you just inserted a new cell at index 0, the cell you created on the last call has shifted to index 1, and you return it again. This continues with each call: you return the same unconfigured UITableViewCell ten times.
It looks like you're trying to out-think UIKit. This is almost never a good thing. (It's been said that premature optimization is the root of all evil.)
UITableView already has a mechanism for cell reuse; it's best to just keep track of your own cell content and let that mechanism do its thing. I took so long to type this that other answers have been written describing how to do that. Look to them, or to Apple's documentation or any third-party UITableView tutorial.
Why don't you just store the cell information in an array. Then in the -cellForRowAtIndexPath: method, just extract the data needed to change each cell.
Here is a simple example:
//Lets say you have an init like this that inits some cell information
- (id)initWithCoder:(NSCoder *)aDecoder
{
if (self = [super initWithCoder:aDecoder]) {
cellArray = [NSArray alloc] initWithObjects:#"firstCell",#"secondCell",#"thirdCell",nil];
}
return self;
}
//then for each cell, just extract the information using the indexPath and change the cell that way
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
static NSString *CellIdentifier = #"Cell";
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
// Configure the cell...
cell.textLabel.text = [cellArray objectAtIndex:indexPath.row];
return cell;
}
Table views don't store things. Rather, they just ask for the data they want to display, and you typically get that data from elsewhere (like an NSArray, or an NSFetchedResultsController). Just store the things you want into some data container, and let the table display them for you.
// Probably your data model is actually a member of your class, but for purposes of demonstration...
static NSArray* _myArray = [[NSArray alloc] initWithObjects:#"Bob", #"Sally", #"Joe", nil];
- (NSInteger) tableView:(UITableView*)tableView numberOfRowsInSection:(NSInteger)section
{
return [_myArray count];
}
- (UITableViewCell*) tableView:(UITableView*)tableView cellForRowAtIndexPath:(NSIndexPath*)indexPath
{
static NSString* CellIdentifier = #"TestCell";
// Make a cell.
UITableViewCell* cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
if( cell == nil ) {
cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease];
}
// Setup the cell with the right content.
NSString* aString = [_myArray objectAtIndex:[indexPath row]];
cell.textLabel = aString;
return cell;
}
Now if you want more stuff in the list, add it to your array, and you're done.
Edit: On another note, initWithCoder: isn't generally the best place to do initialization for a view controller. Reason being, at the point that it's called, there's a good chance that stuff isn't loaded yet (IBOutlets, for example). I tend to prefer viewDidLoad (don't forget to cleanup in viewDidUnload in that case), or awakeFromNib.
I'm working on customizing my cell like below
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
static NSString *CellIdentifier = #"reusedCell";
DetailCell *cell = (DetailCell*)[tableView dequeueReusableCellWithIdentifier:CellIdentifier];
// Customize the cell of each row from table
if ( cell == nil ) {
NSLog(#" MY CELL IS NIL");
cell = [[DetailCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier];
}
else
NSLog(#" MY CELL IS NOT NIL");
}
By debugging, I know that line 4-5 are not reached at all
MY CELL IS NOT NIL
Therefore, I cant create my own cell. According to apple documentation
Typically, the first thing the data source should do is send dequeueReusableCellWithIdentifier: to the table view, passing in a reuse-identifier string. If the table view does not return a reusable cell object, the data source creates one, assigning the object a reuse identifier in the final parameter of initWithStyle:reuseIdentifier:
Therefore, in my situation, the table view does return a reusable cell object... Where it comes from then...
Have any one experienced this issue before. Please help thanks.
The first time a list is shown, cell will always be nil. Then as cells are scrolled off the ends, they are recycled through the reusable list. So sometimes when you debug, the cell is nil, and sometimes you get a recycled cell. Also, if you use the same identifier (i.e. #"reusedCell") on multiple lists (which you shouldn't), a cell from another list may get recycled into your list. That's why you should keep the cell identifiers unique.
If you want to create new cells each time when the user scrolls the table means, you need to override the reuseIdentifier property of the UITableViewCell in your custom cell class.
- (NSString *) reuseIdentifier
{
return #"";
}
This will let you to create new cell. But, check out the memory usage. Bcoz you are creating new cell each time when the user scrolls the table.
at first,i delete one cell in tableView,then i want to add another new cell in the tableView,but the new cell is not new,it is just the cell which i delete. i know what dequeueReusableCellWithIdentifier means.i think when delete one cell,the cache in dequeueReusableCellWithIdentifier is also deleted.why not?
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
NSLog(#"table reload");
PDFModel* tempmodel=[PDFArray objectAtIndex:indexPath.row];
NSString * CellIdentifier=tempmodel.PDFName;
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
NSLog(#"cell %x",cell);
if (cell == nil)
{
cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease];
//custom the cell
cell.text=...
}
return cell;
}
- (void)tableView:(UITableView *)tableView commitEditingStyle:(UITableViewCellEditingStyle)editingStyle forRowAtIndexPath:(NSIndexPath *)indexPath
{
if (editingStyle==UITableViewCellEditingStyleDelete)
{
[PDFArray removeObjectAtIndex:indexPath.row];
NSMutableArray* array=[[NSMutableArray alloc] init];
[array addObject:indexPath];
[self.tableView deleteRowsAtIndexPaths:array withRowAnimation:UITableViewRowAnimationRight];
}
}
There's no reason to delete the UITableViewCell since it can be reused. That cell won't be displayed until it is processed again by cellForRowAtIndexPath, so it won't show up with the old data. The laid-out cell, though -- the view and all of its subviews -- can be reused after new data replaces the old data.
Think of it like each cell is a whiteboard (dry erase board) where it's cut down to a certain size and all of the basic information areas are etched into the surface: a place for some text, another area for a number, a special space for drawing a picture, etc. In tableView:cellForRowAtIndexPath: when you check whether the cell == nil, you're trying to find out if there are any already-etched whiteboards available that you can erase and write the new information on with your dry erase marker. If there aren't then it cuts out and etches a brand new board to write information on, but if there is one that can be erased then it just wipes off the old information with an eraser and writes in the new information. As you can imagine, this saves a lot of time.
When a user is scrolling the table what's actually happening is that when one cell (whiteboard) scrolls off the top and is no longer visible, the system erases the data and moves it to the bottom of the stack; it will be the next one to scroll into view. As a result the system only has to create as many whiteboards as can be visible at any one time -- the ones off-screen don't actually exist.
When you delete a cell all you're really doing is telling the table to (a) stop displaying that cell, and (b) setting a flag so the table can use the eraser to wipe off the old data but still reuse the whiteboard.
Creating cells can be very costly in terms of computing power. If a UITableView had to create a new cell every time one came into view while the user was scrolling -- in the analogy, if it had to cut out a new whiteboard and etch all of the areas into it every time one came into view -- the scrolling would be very jerky and look terrible. By reusing cells, replacing just the changing contents, the table can move smoothly as the user interacts with it.
Your question is a bit weird, but I guess you're wondering what the following code does?
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
What the code does, is that it tries to retrieve a cached UITableView cell. This is to reduce memory usage on the iPhone.
Once you delete a cell, you should also remove the data from the datasource (usually an array), e.g.:
- (void)tableView:(UITableView *)tableView commitEditingStyle:(UITableViewCellEditingStyle)editingStyle forRowAtIndexPath:(NSIndexPath *)indexPath {
if (editingStyle==UITableViewCellEditingStyleDelete)
{
// remove object from array ...
[dataArray removeObjectAtIndex:indexPath.row];
}
}
(Remember: you can only remove items from an NSMutableArray at runtime, not from a NSArray)
If the cell gets redrawn, you will first check which cell needs to be redrawn, then you retrieve the appropriate data from the datasource, this is all done by the UITableViewDataSource delegate methods. You only have to make sure to retrieve the right content from the array and update the cell's content on redraw, e.g. like this:
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
static NSString *CellIdentifier = #"CellIdentifier";
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
if (cell == nil) {
// no cached cell is found, create a new cell ...
cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease];
// add some defaults for cells in the initializer,
// stuff that's done here should be important for
// all displayed cells, for example background image.
}
// update the cell's content, e.g.: - it will only display content that's currently in the array, deleted objects shouldn't exist in the array at this point
NSString *title = [dataArray objectAtIndex:indexPath.row];
[cell.textLabel setText:title];
return cell;
}
I think You can use
NSString *CellIdentifier = [NSString stringWithFormat:#"Cell%d",indexPath.row];
instead of
NSString * CellIdentifier=tempmodel.PDFName;
please replace it & check it. I think it's helpful to you.
You seem confused by the difference between deleting a cell (an objective-c UI object) and the data it displays.
When you allow a user to delete a cell in the user interface you need to delete the corresponding data from your data model
The implementation of UITableView is highly optimized in iOS and it caches cells (UI objects) to improve performance. You don't really need to be concerned about this as your table will be optimally loaded and displayed based on your data.
In tableView:cellForRowAtIndexPath: you do the following:
Attempt to dequeue a cell instance. This takes advantage of caching done by UITableView
If dequeue does not return a cell, create a new one.
Once you have a cell, configure it with the appropriate data from your data model
When a user chooses a delete action from a cell, delete the data from your data model. optionally, you can animate removing the cell from the table or simply reload the whole table.
The specifics of #4 depend on the user interface you want and how you've configured your data model.
The Apple docs are pretty good about explaining this.
http://developer.apple.com/library/ios/#documentation/userexperience/conceptual/TableView_iPhone/AboutTableViewsiPhone/AboutTableViewsiPhone.html
I have a UILabel in a custom UITableViewCell that gets resized when the device is rotated. The text in this label needs to be recalculated after the rotation because I am cutting it down to size and appending some text at the end.
E.g. the datamodel has: "This is a run-on sentence that needs to stop."
In portrait mode it becomes "This is a run-on sent... more"
In landscape mode it becomes "This is a run-on sentence that... more"
From (void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation
I am able to access the visible UITableViewCells and update the descriptions.
The problem seems to be that there are UITableViewCells that are cached but I can't get to. When I scroll the UITableView after a rotation, one or two cells that are below the visible area after the rotation don't have the correct text in the label. So they haven't been rendered via (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath - but they weren't returned by [tableView visibleCells] (or via looping through all views returned via [tableView subViews]).
I've tried to access the "extra" cells via this method:
for (int index=max + 1; index < max + 3 && index < [cellTypes count]; index++) {
NSIndexPath *updatedPath = [NSIndexPath indexPathForRow:index inSection:0];
UITableViewCell *cell = [self.tableView cellForRowAtIndexPath:updatedPath];
if (cell == nil) { continue; }
[self updateCellForRotate:cell forRow:index];
}
(where max is the biggest row returned from visibleCells) but cell is always nil.
Is there anyway to flush the cache of UITableViewCells so that they don't get re-used? Or to access them so I can update them?
Thanks!
Two things.
First. In your didRotateFromInterfaceOrientation method you can simply reload the visible rows like so:
- (void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation) fromInterfaceOrientation
{
[super didRotateFromInterfaceOrientation:fromInterfaceOrientation];
NSLog(#"didRotateFromInterfaceOrientation:%d",fromInterfaceOrientation);
[tableView reloadRowsAtIndexPaths:[tableView indexPathsForVisibleRows] withRowAnimation:UITableViewRowAnimationNone];
}
Then I would recommend you add either the interfaceOrientation number or simply the table width to the dequeue cell name that way the tableView knows that cells in one rotation are different from those in another. Like so:
- (UITableViewCell *)tableView:(UITableView *)tv cellForRowAtIndexPath:(NSIndexPath *)indexPath withType:(NSString *)s_type
{
UITableViewCell *cell = nil;
// add width of table to the name so that rotations will change the cell dequeue names
s_cell = [s_cell stringByAppendingString:[NSString stringWithFormat:#"%#%d",#"Width",(int)tv.bounds.size.width]];
NSLog(#"%#",s_cell);
cell = [tv dequeueReusableCellWithIdentifier:s_cell];
if( cell == nil ) {
cell = [[[UITableViewCell alloc];
initWithFrame:CGRectZero reuseIdentifier:s_cell] autorelease];
}
}
Firstly, to reload all of your table cells use [self.tableView reloadData]
Secondly, add the line of code that is responsible for the shrinking inside the (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath method.
Example:
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
//Some identifier and recycling stuff
if (UIInterfaceOrientationIsPortrait(self.interfaceOrientation)) {
//Make labels smaller
}
else {
//Make them bigger
}
}
Or you can just call your updateCellForRotate:forRow: method when making them. But I'm not sure how that function works, so I can't be too specific.
When you create the cell in cellForRowAtIndexPath:, add it to an array. Then, loop through the array, updating the text as necessary.
Hope this helps,
jrtc27
EDIT:
You say they are custom cells - could you not update your text in your UITableViewCell subclass?
So, I was having (what I think was) a very similar problem recently, and none of the posted answers helped me, I'm sorry to say.
My issue was that I deliberately resized and repositioned the UITableView upon rotation, and I did that programatically. The table cells in portrait took up the width of the view, and in Landscape were made somewhat higher but less wide. I then repositioned the elements of the cell depending on the orientation we'd come to.
Upon application start, the first viewing of the table was fine. Then I rotated and found that I appeared to have two instances of some elements, and these appeared to be where the cells had been visible in the first table. Rotating back then corrupted the initial orientation table with elements from the previous table.
I tried all of the applicable answers above, until I looked closer at the cellForRowAtIndexPath code:
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
if (cell == nil) {
cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease];
}
I understand cell re-use is a great idea and all, but I really didn't need to retain (as in preserve) any cells and wanted them all bright, spangly and new after each rotation.
EDIT: In my own app I'll have maybe 20-30 rows maximum, as I personally don't like hugely long tables. If there were going to be lots of rows returned for a particular query I'd have some filters available to the user to help them sort out which rows they wanted. If you're going to have loads of rows displayed, then dequeuing them may cause you a performance impact that you don't want.
All I did was comment out the if and the following bracket, and my table cells renewed exactly as I wanted them to:
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
//if (cell == nil) {
cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease];
//}
Apologies for the waffle, and the late answer to an old question.
Ben.
Waffles and cream, or syrup.
You can use this simple line on the shouldAutorotateToInterfaceOrientation method :
self.view.autoresizesSubviews = YES;
For me it works always successfully
When apple developed the UITableView for the first iPhone they had a problem in performance when scrolling through it. Then one clever engineer discovered that the cause of this was that allocation of objects comes with a price, so he came up with a way to reuse cells.
"Object allocation has a performance cost, especially if the allocation has to happen repeatedly over a short period—say, when the
user scrolls a table view. If you reuse cells instead of allocating
new ones, you greatly enhance table-view performance."
Source: iOS Reference Library
To reuse a cell you use:
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
Now, what I am wondering is, what actually happens here? Does it look in the TableView if there is a cell with that identifier and just returns that one? Well yea duh, but if it sends a reference instead of allocating and I have a table view with let's say 4 cells with the same identifier all visible. How can it multiply itself into four instances without allocating?
I want to know this because I am building a calendar type component and all the cells have the same structure only the text within changes. So if I could somehow reuse my cells instead of allocating I think I might get a better performance.
My own theory is that it allocates the four cells (simply because it has too). When a cell disappears from the screen it will be put in the TableView reuse queue. When a new cell is needed it looks in the que if a cell with the same identifier is available, it invokes prepareForReuse method on that cell and it removes itself from the queue.
dequeueReusableCellWithIdentifier: only returns a cell if it has been marked as ready for reuse. This is why in almost every cellForRowAtIndexPath: method you will see something like
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
if (nil == cell) {
cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault
reuseIdentifier:CellIdentifier];
}
// Do something to cell
return cell;
In effect, enough rows will be allocated to fill the visible part of the tableview (plus one or two more). As cells scroll off screen, they are removed from the table and marked as ready for reuse. As the queue of "available cells" grows, your line that asks for a dequeued cell will start obtaining a cell to use, at which point you will not have to allocate anymore.
The code for deqeueueReusableCellsWithIdentifier: will look something like this:
(Taken from one of my own projects where I do something similar with views/pages in a paged scroll view)
- (UIView*) dequeueReusablePage
{
UIView* page = [reusablePages_ anyObject];
if (page != nil) {
[[page retain] autorelease];
[reusablePages_ removeObject: page];
}
return page;
}
So it keeps a simple NSMutableSet with reusable objects.
When cells scroll off the screen and are not longer visible, they are put in this set.
So you start with an empty set and the set will only grow if you actually have more data to show then is visible on the screen.
Used cell scrolls off the top of the screen, is put in the set, then taken for the cell that appears at the bottom of the screen.
The purpose of dequeueReusableCellWithIdentifier is to use less memory. if we use 100 cells in a tableView then need to create 100 cells every time.It reduce the app functionality and may cause crash.
For that dequeueReusableCellWithIdentifier initialise the particular number of cells that we created and the cells will use again for further processing.
-(UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
static NSString *TableIdentifier = #"YourCellIdentifier";
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:TableIdentifier];
if (cell == nil) {
cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:TableIdentifier];
}
ExternalClassTableViewCell *myCell = [[ExternalClassTableViewCell alloc]init];
myCell.MyCellText.text = [tableData objectAtIndex:indexPath.row];
myCell.MyCellImage.backgroundColor = [UIColor blueColor];
return cell;
}