CoreAnimation gets jerking - iphone

I've created an UIView and some layers. I've organized those layers into superview-subview hierarchy with the root in UIView's layer, added some gesture recognizers and I am trying to manipulate layers' geometry on events from gesture recognizers (setting bounds and position for sure). I use implicit animations and CATransactions. No explicit animations are used.
The actual result is good enough if I create CATransaction with duration = 0. But if I set the duration to 0.2 I get some strange results: as event come not rapidly and previous transaction have time to be completed before the next starts everything is OK (for example on tapping), but if there is not enough time (for example on pinch or pan) the layer being resized starts jerking. Visually it looks like animation rolls back to the initial point and starts again to the new value.
I do not see any reason for this. I've tried to perform the layout in -[UIView layoutSubviews] and invoke setNeedsDisplay in gesture recognizers handlers. I've also tried to separate this logic into separate method but it does not help.
I repeat once more that I use only implicit animations. And what I want to know is why does it happen (but not how to work around).
Any clues?

I think, it's because you start new animation when previous not finished.
Maybe, you need to stop it like
[yourView.layer removeAnimationForKey:#"yourAnimationKey"];
and you need to implement animation delegate method
-(void)stopAnimation:(id)sender
{
yourView.frame = [[yourView.layer presentationLayer] frame]; // that set frame of your view to it's animation position
}

Related

UIImage animations don't work in a view pushed without animation

I've got a view controller whose view contains a UIImageView that does animation:
//AnimationViewController::ViewDidLoad event:
var ctlAnimations = new UIImageView();
ctlAnimations.AnimationImages = list.ToArray(); //<--list contains the UIImages
ctlAnimations.AnimationDuration = 1.0 * list.Count;
ctlAnimations.StartAnimating();
this.Add(ctlAnimations);
This works perfectly: when I push AnimationViewController onto the navigation stack, it displays and animates the UIImage.
But now I need to show AnimationViewController with a custom animated transition:
var transition = CATransition.CreateAnimation ();
transition.Duration = 0.3f;
transition.TimingFunction = CAMediaTimingFunction.FromName(CAMediaTimingFunction.EaseInEaseOut);
transition.Type = CATransition.TransitionFade;
this.View.Layer.AddAnimation (transition, "fade");
//viewController is being pushed with animated=false, because we have a custom animation
base.PushViewController (viewController, false);
this.View.Layer.RemoveAnimation("fade");
This also works perfectly, in that the new View transitions into place using the specified custom animation.
But when I push AnimationViewController onto the stack using an animated transition, it displays but the animation doesn't run. Instead, it shows the first frame of the animation (the first image in the list), and doesn't run it.
So, something about the transition is breaking the ability to animate a UIImage in the new view controller, but I simply can't figure out what to do about it.
Update: I've noticed that if I tap the NavigationController's back button, but then move off of the back button and let go (so I don't actually go back), the animation starts playing!
PushViewController works like this: Over the current view controller the next view controller is placed you can say pushed onto the stack. From Apple docs its clear that either you need to push view controllers either with animation or without.
Work around:
Set the frame of the next view controller's view's x position beyond
the screen's right
Suppose width of the screen is 320, then set the x position of next
view as 320.
Add the next view as subview to the existing one.
Now do your custom animation.
Another work around:(a bit more overhead though)
Take a snapshot programmatically of current view.
Add the snapshot image as the initial view of next view controller.
Now push view controller without animation. (User will still see the old view)
In viewDidAppear of new view controller start your custom animation.
[I have to warn you that this method of taking snapshot might give you a small delay in older devices. Newer devices are pretty fast enough you wont see any lag]
Let me know if any issues in case you are implementing any of these solutions.
Try putting the animating bit in ViewDidAppear rather than ViewDidLoad. Also, try using breakpoints and NSLogs to follow what happens after the animation, starting with the ViewDidLoad and ViewDidAppear. Try having the animation repeat forever so you can see if it has ever been animating or not.
I'm very curious what the culprit is here as well. Why is the animation not displaying correctly in some cases?
My theory is that you have placed animation code in viewWillAppear rather than viewDidAppear. Animation code does not run properly when placed in WILL or SHOULD methods.
Can you please post back what caused the issue?
Suspicion #1
I am betting that your code is not being called because it is in ViewDidLoad. I believe you are creating a customized view stack, that means you need to be using the ChildViewController methods from Cocoa.
I am unfamiliar with MonoTouch (I only write pure CocoaTouch), so this might not be 100% correct
I would be consoling out your viewDidLoad and viewDidAppear methods and absolutely make sure they are being called. It is my suspicion that viewDidLoad IS NOT. And this is causing viewDidLoad to not be called on the UIImageView.
In your code you probably need the equivalent of (from objective-c):
[self addChildViewController:viewController];
// OR?
[base addChildViewController:viewController];
This tells the 'parent' viewController that the Child has been made visible, so call the viewDidLoad/Appear and Unload/Disappear methods when appropriate. This might not exist in MonoTouch, or the Push methods might not be fully implemented, so you might need to do some hacky (bad) stuff like manually calling the viewDidLoad method manually.
Suspicion #2
It could also be that your 'list' variable (the one holding the images) is nil. If that happened the animation would not run. OR maybe it has something to do with the duration of your animation, try to set it to whatever would make it repeat forever. Be sure it isn't running REAL FAST somehow and you are just missing it.
begin philosophical musing
Either that or start learning actual Cocoa development :) Not meant as a flame, but definitely meant seriously, you are going to run into problems trying to develop applications through translation layers (custom language-bridges meant to get around writing the base language of a framework/application/platform).
Titanium/MonoTouch/PhoneGap will never produce as robust or high-quality applications as real Objective-C. And besides that, once you learn Cocoa it will change how you write everything else, and I doubt you will want to go back. As the wonderful website of the same name says, 'Cocoa is my girlfriend'
Let me tell the something about UI in IOS. In IOS access to the UI Elements is limited to a single thread.
The single thread would always be the mainThread except in the case when you are running an animation.
Hence when u are performing number of animation at the same instance you have to use
beginAnimation.
setFrame (or) some methods that changes state of UI element.
Repeat step2 for all those objects u are scheduling to animate.
comitAnimations to perform all animations at once. (using comit animations ensure all the animations are performed on same thread)
So, I guess here is what happening in ur case.
Viewcontroller started an animation to push the view controller into stack.
Image view started another animation before finishing first animation.
Look at the links to get a clear idea link1 and link2.
Well Let's get into the solution
Add an ivar and retained property named ctlAnimations to your class
In ViewDidLoad (or) ViewDidAppear
self.ctlAnimations = new UIImageView();
ctlAnimations.image=(UIImage*)[list.toArray() objectAtIndex:0];
this.Add(ctlAnimations);
[self performSelector:#selector(startAnimatingImage) afterDelay:0.1];
Create a private method named startAnimatingImage with below code
self.ctlAnimations.AnimationImages = list.ToArray();
ctlAnimations.AnimationDuration = 1.0 * list.Count;
ctlAnimations.StartAnimating();
On a brief we just shown first image for a moment when the firstanimation is taken place and then we delayed animation start for 1 second so that it performs after first animation and then starts animating the image.
Go ahead and give it a try
There is the concept for the Main thread. So UIAnimation are actually works on Main Thread and at the same time may be this was happen that another task is performing on the same Main Thread.So that was a case like IOS will give preference according to processes id of each process at a time and for the solution you need to make background thread for the same operations.
Well, I never figured out what the problem was here, but it also turned out that there was some sort of memory leak in UIImage such that on some phones my code was crashing.
So I rewrote it to do the animation manually. Now I set a timer and keep a frame index variable, and every time the timer rings I change the image myself. This amounts to the same thing, and it turns out it fixes this problem.

CATransition as an explicit animation

Greetings to all.
Does anyone know if it is possible to essentially convert CATransition to an explicit animation? That is, I almost want it to behave like CABasicAnimation does- I need to be able to create the CATransition object, set the options for it (duration, timingFunction, delegate, type, fillMode, removedOnCompletion, etc)- then essentially store it for later use and make sure it isn't trying to animate stuff that's happening between the CATransition object creation and the point in time at which I actually need it to animate a set of properties.
If I'm using CABasicAnimation, I can easily do this as nothing is animated until the animation is added to the layer and only the property specified in animationWithKeyPath is animated between toValue/fromValue. However, CATransition apparently fires [CATransaction begin] the moment you create the animation object for capturing property changes.
What I need to be able to do (as per above) is create the CATransition object, set the above options, then put it away until I actually need to use it- at which point I'll change the actual properties that it needs to animate, then add it to the appropriate CALayer via addAnimation.
Does anyone know how to do this safely?
PS: The reason for this is because my application depends heavily on a custom animation queueing system that handles animation dependencies. For example, certain things need to animate before an orientation change occurs, so I can queue ~10 animations which will all fire off AND the orientation change animation object as well- but the orientation change animation won't fire until the previous animations that it depends on have finished. Incidentally, CABasicAnimation can be wrapped up nicely into a queued animation object class. CATransition seems to be a bit of a different beast, hence the above question- I need to be able to safely create an animation queue object, setup a bunch of CATransition options, queue it up, then actually have it execute later on (meanwhile all sorts of stuff is happening) when all of it's dependencies have been satisfied (in this case, CATransition is being used for the orientation change animation).
Thanks,
-Keven Tipping

Animation inside a UIScrollView

I want to fade-out a view as it is scrolling inside a parent UIScrollview. When the fade-out animation begins, the scroll view stops scrolling. It jumps to the correct position when the fade is complete.
My fade-out is achieved with animateWithDuration and block objects, triggered upon a page-change I detect in scrollViewWillBeginDragging.
Does anyone know how to make them both happen simultaneously? Just to be clear, I am not 'animating' the UIScrollView scrolling - rather it is happening via user interaction of swiping.
EDIT:
Here is the code I'm using to fade the UIView. This code is in a UIViewController derived class, which is the delegate for a UIScrollView. When the user starts dragging his finger, I want to fade out the subView. But when the user starts draggin a finger, the subview fades and the scrolling stops. After the subView has completely faded out, the the scroll view will then snap to the location where the user's finger is.
-(void)scrollViewWillBeginDragging:(UIScrollView*)scrollView
{
[UIView animateWithDuration:0.5
animations:^
{
self.subView.alpha = 0.0f;
}
completion:^(BOOL finished) { }];
}
A little late, but if you want to keep using blocks, you can use:
animateWithDuration:delay:options:animation:complete:
add "UIViewAnimationOptionAllowUserInteraction" to options to allow interaction while scrolling.
I'm sure that you will still have the lag problem. Here's the best way I can explain it. Please forgive me in advance since I'm probably using the wrong terms. All animations must run on the main thread. When you call an animation, iOS first *P*rocesses then it *R*enders before it generates *F*rames. It looks like this.
PPPPRRRRFFFFFFFFFFFFFFFFFF
But since ScrollViews don't know how long your animation is going to be or when it will end, it has to perform the animation like this.
PRFPRFPRFPRFPRFPRFPRFPRF
My theory is that the lag you are experiencing has to do with these two calls colliding on the main thread at the same time. I'm not sure how you would solve this problem other than with a faster chip. I've that you could push one animation to the CPU and one to the GPU, but I'm not that advanced at programming yet.
very interesting ... I've checked this out, and yes, i have the same effect ... Well, it seems that the animateWithDuration somehow blocks the main thread ... which is not logical, and the documentation doesn't say anything about it either ..
However there is an easy workaround, something similar to this: (i've set the animation duration to 3 so i can see that it's working while i'm moving my scroll view :) ...)
[UIView beginAnimations:#"FadeAnimations" context:nil];
[UIView setAnimationDuration:3];
self.subview.alpha = 0.0f;
[UIView commitAnimations];
I would suggest, since the opacity is based on the user's finger's movements in the UIScrollView, using the delegate method scrollViewDidScroll:. The scrollView passed as a parameter can be used to check the contentOffset which is simply a CGPoint indicating how far into the content view of the UIScrollView the user has scrolled. Something like this can be used to relate the scroll position to the opacity of a given view in a paginated UIScrollView:
- (void)scrollViewDidScroll:(UIScrollView *)scrollView {
// The case where I used this, the x-coordinate was relevant. You may be concerned with the y-coordinate--I'm not sure
CGFloat percent = ((int)(scrollView.contentOffset.x) % (int)(scrollView.frame.size.width)) / scrollView.frame.size.width;
if (percent > 0.0 && percent < 1.0) { // Of course, you can specify your own range of alpha values
relevantView.alpha = percent; // You could also create a mathematical function that maps contentOffset to opacity in a different way than this
}
}
According to information that is still not supposed to be widely released, all iOS 4.x versions completely block user interaction while the animation is in progress.
Isn't it interesting, though, that you're UITouches are obviously still registered during the animation? Hmm... maybe that HINTS that something NEW is coming in a yet-to-be-released version!
I.e., If you can, read the iOS 5 Beta documentation on UIView class methods.

layoutSubviews during an animation?

I have a UIView with a bunch of subviews, all positioned using layoutSubviews. When the view is resized, the relative positions all change. I'd like these re-calculations to happen during an animated resize (using +[UIView beginAnimations:] calls). This doesn't seem to be happening. Any ideas?
Assumption: You want to have multiple animation steps (i.e. position doesn't change linearly with frame size).
This isn't possible with a single "standard" UIView animations. Why? The frame/bounds is only set once.
Core Animation has three "layer trees":
The model tree is where your app thinks things are.
The presentation tree is approximately what's being displayed on screen.
The render tree is approximately what Core Animation is compositing.
UIView is a (somewhat thin) wrapper around the model layer. During a UIView animation, Core Animation updates the presentation/render tree — the model tree represents the endpoint of animations. The upshot is that your code can (for the most part) treat animations as instantaneous — moving a view from A to B instantly moves it to B; the change just happens to be animated to the user.
There are more complicated things you can do with CALayer/CAAnimation directly, but I haven't investigated this much.
You could chain multiple animations together using -[UIView setAnimationDidStopSelector:]. (You could also try using multiple animations together with setAnimationDelay:, but I'm not sure what happens with multiple animations on the same property; you might have luck with setAnimationBeginsFromCurrentState:.)
If you want really fine-grained control, CADisplayLink (OS 3.1+) is a timer that fires after each screen refresh. A fallback option (for 3.0 support) is to use an NSTimer at 30/60 Hz or so.
I know this is an old question, but this code works for me very well (suited for your example of changing frame).
-(void)layoutSubviews{
[super layoutSubviews];
// layout your subviews here, or whatever
}
-(void)someMethod{
double duration=...;
[UIView animateWithDuration:duration animations:^{
self.frame = ...;
[self layoutIfNeeded];
}];
}
Of course you can call this method from another object. The "trick" is to call layoutIfNeeded (or layoutSubviews directly - same thing, if You change the frame the setNeedsLayout is called).
As tc. nicely explained the "layer trees", You just force the presentation layer to display the final stage of model layer with animation.
The advantage of this method is in possibility to control when the frame/bounds change is animated and when it's instant.
Hope this helps someone:).
Completing #GrizzlyNetch's anwer, you can set the UIViewAnimationOptionLayoutSubviews animation option, so you don't need to call layoutIfNeeded:
-(void)someMethod{
double duration = ...;
[UIView animateWithDuration:duration delay:0 options:UIViewAnimationOptionLayoutSubviews animations:^{
self.frame = ...;
} completion:nil];
}
Posting for completeness. Thanks to tc. for explaining that what I want to do, exactly, is not supported by Core Animation.
I eventually came up with a reasonable solution. Rather then layout my subviews in -layoutSubviews, I do so in -setBounds:. Then, when I wrap a -setBounds: call in a UIView +beginAnimations: block, those positioning calls are also animated, and the end result is everything properly animating to where it should god.

sequencing UIImageView frame(s) animation & CGTransform animation

I'd like help on some strategies to sequence some animations.
I subclassed UIImageView so that I could write some custom animation actions on an image. I implemented a few methods to be used as actions that I could call on my image
example:
-(void)rotateAnim; //rotates the image by a few degrees using a CGAffine Transform
-(void)numbersFlashAnim; //uses the UIImageVew.animationImages array for a 14 frame animation.
-(void)moveLeftAnim; //uses another CGAffine Transform to change the imageView's position.
In my viewDidLoad method I create an instance of my UIImageView subclass. What ways exist to call these animations in sequence?
I was thinking about using an NSTimer to handle the animations, but wasn't sure if you could write an NSTimer object to handle multiple method calls.
example:
[imageView rotateAnim]; //when this animation is done, I want to call:
[imageView numbersFlashAnim];
I've seen several questions regarding the use of an NSTimer, but none that specifically relate to this problem. Note: I saw that the dev docs on apple's site also recommend the use of the performSelector:withObject:afterDelay: in some cases but was wondering if that would offer enough flexibility.
Additionally, I've already taken a look at the Cocos2d framework, and although I can use their methods ~(Sequence actions: etc, ) I'm choosing to solve this problem with UIKit/Foundation, etc.
Do you use animation? I mean you can rotate your image inside
[UIView beginAnimations:(NSString *)animationID context:(void *)context] block. There you can add a delegate method that will be called after current animation ends. And there you can call your numbersFlashAnim.
(Sorry for my english ;-) )