Button image change slow - iphone

I am dealing with and odd bug, I have created a custom segmented control that comprises of uibuttons (the controller itself is a subclass of UIView. I change the button's images for the selected and normal control state to indicate selection.
In my parent view in IB I have set the identity of the view to my custom class. The issue is I have a tableView, when I scroll it and the scroll animation the button inside my custom view does not change its image immediately, instead it waits for the table to finish scrolling and then it updates. Any ideas?

You're not giving a lot of detail, but it sounds as if you're trying to do too much work within the current run loop. If so then the answer will be relevant:
iOS waits until your code has finished executing before it does any display updating. So any updates are, in effect, queued until your current chunk of code is completed. To get around this, the most common trick is to allow the current run loop to end and the pick up execution again after a very short delay.
So, in your case, call the code to update your custom segment control. And then, instead of calling the code to update your table, park that code in another method and call that method using [self performSelector: #selector(delayedUpdate) withObject: nil afterDelay:0.1];
To illustrate how you might change code:
BEFORE
[self updateSegmentController];
[self updateTableScrollPosition];
return;
AFTER
[self updateSegmentController];
[self performSelector: #selector(updateTableScrollPosition) withObject: nil afterDelay: 0.1];
return;
Often a delay of 0.0 works just fine; it still achieves the effect of letting the current run loop complete and the display update before calling the nominated method. Sometimes adding an extra delay improves your animation appearance.

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.

Displaying ActivityIndicator immediately

I know how to animate,display the Activity Indicator.
But I want to know how to immediately show the Activity Indicator.
Now When I am click the button it will load another view after 5 or many seconds. Clicking that button is loading a subview. When that Button Click method is called, it will call more than 7 methods after that and then it will load the subview. But the ActivityIndicator is displayed only after it complete executing all the 7 methods.
What I am trying to do is , I want to display the ActivityIndicator immediately after that Button Click method.
Any Idea ?
-(IBAction)button_click{
..
..
..
[self performSelector:#selector(afterDelay) withObject:nil afterDelay:0.3];
}
-(void)afterDelay{
YOUR_Code
}
The problem is that you perform your massive calculations (or loading from the internet?) on the main thread, but all the view mutation operations are not called immediately — on the start of the runloop the framework creates a new implicit Core Animation transaction, then it collects all the information about views' mutations, then commits the transaction on the end of the runloop. By blocking the main thread you are not allowing the transaction to commit and start your indicator's animation.
You can read about this architecture in the documentation: Core Animation Programming Guide: Transactions.
There are three options:
(Preferred) Perform your operations on the background.
Link your binary against QuartzCore.framework, then #import <QuartzCore/QuartzCore.h> and call [CATransaction commit] after your startAnimating call. This way you commit the implicit transaction.
Create your own explicit CATransaction.
If you have put the code to display or unhide the activityIndicator but it is not shown you have to use performSelector:withObject:afterDelay: method for doing any thing after unhide or displaying the activityIndicator with the delay of 0.001 will show the indicator immediately after clicking the button
Happy Coding :)
If your are talking about the system activity indicator, use this :
[[UIApplication sharedApplication] performSelector:#selector(setNetworkActivityIndicatorVisible:) withObject:[NSNumber numberWithBool:YES ] afterDelay:0.0];

iPhone: Hide/Show controls under response

I am trying to show and hide three controls like UIBUtton, UILabel etc. in some scenario. I am doing this using below two functions.
- (void) hide
{
usernameField.hidden=YES;
passwordField.hidden=YES;
myLabel.hidden=YES;
}
- (void) show
{
usernameFieldField.hidden=NO;
passwordField.hidden=NO;
myLabel.hidden=NO;
}
But, when i call these functions under some server response code, that is i'm trying to show under connectionDidFinishLoading in success/failure server response..Its not doing that. i.e. Its not showing or hiding these controls in these situations..But same time, if i call these functions under a button click, its showing/hiding controls..So, Would these functions be called only under some events like button click? Can't we call from anywhere like i'm trying to do?
Please advise!
in your connectionDidFinishLoading
[self performSelectorOnMainThread:#selector(show)
withObject:nil
waitUntilDone:wait];
the reason is UI update show be called on main thread in order to get redraw.
Changing the hidden state of a control will not immediately draw the change to the screen, they will only flag it as needing to be drawn at some point in the future.
If the main thread is busy, then they will not get a chance to draw themselves.
Is your NSURLConnection code running on the main thread? You should move it to a background thread (but beware, changing the hidden property must be done on the main thread, not on a background thread! Look up grand central dispatch.)

Have can I show a progresss indication when I'm doing my work before the tableview is loaded?

I allow the user to manage records on other views. I set a flag if certain changes are made.
Then on the flag (where the data changes will have an impact) I run some methods / queries which create the data which is used in my table view(s). This workload currently happens in viewWillAppear(s).
This could take a few seconds and I'd like to show my progress indicator view which I wrote today, it uses a transparent view with a activity indicator in the center of the view.
[self performSelectorInBackground:#selector(startupStuff) withObject:sender];
However, viewWillAppear won't wait while I run the the work in the background.
Ideally I'm looking for a quick fix to work around this problem.
Any ideas ?
However, viewWillAppear won't wait while I run the the work in the background.
That's the whole point of it, isn't it? At the end of your startupStuff method, you should call another method on the main thread (with performSelectorOnMainThread:...) that is used to (a) inform the controller that your data is ready, (b) reload the table view and (c) dismiss your progress indicator view.

How do I create a reusable Loading Screen?

How do I create a loading screen that can be reused at any given time. I'm aware of the Default.png but I need the flexibility to plug in a loading screen at any point during the application life cycle.
This is what I have thus far.
//inside a method that gets called by a UIButton
LoadingViewController* loadController = [[LoadingViewController alloc] initWithNibName:#"Loading" bundle:nil vertical:NO];
[self.view addSubview: loadController.view];
//some method call that takes a few seconds to execute
[self doSomething];
//This loads some other view, my final view
[self.view addSubview: someOtherView]
but it seems that the loading view is never displayed. Instead the previous view stays there until the "someOtherView" gets added. I put trace logs and the code does seem to get executed, I even replaced [self doSomething] with a sleep(2), but the intermediate loading view is never displayed.
If I remove [self.view addSubview:someOtherView]; then after a few seconds...(after doSomething finishes executing) the load view is displayed since there is no view that is pushed on top of it, however this is obviously not the functionality I want.
Can explain this behavior? Is there something about the rendering cycle that I am misunderstanding because it doesn't seem like the view (on the screen at least) is instantly updated, even though I call a [self.view addSubview: loadController.view];
Would I need to create a separate thread?
In general, for changes in the UI to be made visible to the user, control must return to the main runLoop. You are only returning to the runLoop after taking the loading view down and replacing it with the other view. One strategy for dealing with this is to move the code that does the loading onto another thread. NSOperation and NSOperationQueue can be used for this.
An even simpler approach is to use performSelectorInBackground:withObject to do the processing. Once processing is complete the UI can be updated again to show the data. It is important to remember that the UI updates must be carried out on the main thread. Use performSelectorOnMainThread:withObject:waitUntilDone: to accomplish this from the loading thread.
This sounds like a lot of complication but it is really as simple as breaking your single method up into three separate methods as follows:
Display the loading view and start the background process - this is the button action method.
Do the background loading - called from the button action function with performSelectorInBackground:withObject.
Remove the loading view and update the display with the data - called from the background thread with performSelectorOnMainThread:withObject:waitUntilDone.
I created a subclass of UIView where I initialized how my loading-view should work and look like. (My view appeared and slided in from the bottom with an nice animation).
I then added code that handled whether the loading-view should be visible or not in a subclass of UIViewController.
I then let all my viewcontrollers be an subclass of my new viewcontrollerclass which made it possible for me to do:
[self showloadingMessage:#"loading..."];
in all my viewcontrollers...