Our UITableView returns the number of rows for a given section. What we're experiencing is by the time cellForRowAtIndexPath is called, the number has changed so we end up getting array index out of bounds.
Is there a good way of syncing these two methods so the underlying data is not changed? We considered using #synchronized, but not sure when you would release the lock.
One other thing we're doing to refresh the table is this from a separate thread.
[self addUsers:usersToShow];
[[self invokeOnMainThreadAndWaitUntilDone:NO] refresh:self]; // is this the issue?
- (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section {
return self.users.count; // returns 10 for example
}
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
UITableViewCell *newCell= nil;
static NSString *cellId = #"cellId";
cell = [tableView dequeueReusableCellWithIdentifier:cellId];
if (cell == nil) {
[[NSBundle mainBundle] loadNibNamed:#"MyCell" owner:self options:nil];
cell = newCell;
self.newCell = nil;
}
User* user = [self.users objectAtIndex:indexPath.row]; // index out of bounds now because number of users has changed
}
As you've kind of worked out for yourself, you can't use #synchronized because the scope extends beyond the method.
You don't want to be trying to use a Lock object, locking it in numberOfRowsInSection and unlocking it cellForRowAtIndexPath. It's not going to work. What you need to do is ensure that you do any locking you need to in cellForRowAtIndexPath and handle the fact that the row passed in might not be valid anymore e.g.:
User * user = nil;
#synchronized(self.users) {
if (indexPath.row < [self.users count]) {
user = [self.users objectAtIndex:indexPath.row];
}
}
if (user) {
//configure cell
}
else {
//set cell fields to be blank
}
Have you tried updating the model (self.users) only in the main thread? This should reduce the likely hood of your updates to the model from interleaving with calls to getNumberOfRows and configureCellAt. In the example you've given you are updating the model on a random thread and then reloading the data on the main thread. I'd recommend ensuring that you're model is thread safe (or updated/read in only the main thread).
Even though brain has already answered, I want to emphasize "update model in main thread" with example code.
You might encounter the problem because your model changed in some background thread. The timeline should look like this:
{NSThread number = 1, name = main} -[ViewController tableView:numberOfRowsInSection:] (return 10 for example)
{NSThread number = 8, name = (null)} -[ViewController changeTheModel] (remove some objects from model, or get a new model with less than 10 objects)
{NSThread number = 1, name = main} -[ViewController tableView:cellForRowAtIndexPath:] (get the index out of bound exception because 10th object does not exist)
To solve the problem, you should do something like this when you change your model:
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
NSArray* items = [self getNewModel];// get new model on background thread
dispatch_async(dispatch_get_main_queue(), ^ {
self.items = items;// replace the model with new one on main thread
[self.tableView reloadData];// refresh table without index out of bound exception
});
});
Hope this could help you. :)
Related
In my application I am using UITableview. In that TableView I am displaying an array that contains dictionaries. The last row of the TableView contains one button which indicates user load more events. If the user clicks on the button we need to get data from a service and load the data in the UITableview.
For that purpose I am trying to implement it like the code below:
- (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section**
{
if (ifMore)
{
return [totalArray count];
}
else
{
return [tableArray count];
}
return 0;
}
- (CGFloat)tableView:(UITableView *)tableView heightForRowAtIndexPath:(NSIndexPath *)indexPath
{
int count =[tableArray count];
if (ifMore)
{
count= [totalArray count];
}
if (indexPath.row==count-1)
{
return 96;
}
return 56;
}
The cell for row index method is:
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
static NSString *CellIdentifier = #"Cell";
TableCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
cell = [[TableCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier];
NSMutableDictionary *dict=[[NSMutableDictionary alloc]init];
if (ifMore)
{
dict=[totalArray objectAtIndex:indexPath.row];
}
else
{
dict =[tableArray objectAtIndex:indexPath.row];
}
cell.hostLabel.text=[dict objectForKey:#"Event_Name"];
cell.startTime.text=[dict objectForKey:#"Event_Startdate"];
cell.endTime.text= [dict objectForKey:#"Event_Enddate"];
cell.accessoryType=UITableViewCellAccessoryDisclosureIndicator;
int count=[tableArray count];
if(ifMore)
{
count=[totalArray count];
}
if (indexPath.row==count-1)
{
[cell.contentView addSubview:moreBtn];
}
return cell;
}
I am using the code like this. Now my main problem is when I am loading data normally it is good does not make any issue while loading scrolling. Its works perfectly. But when I am clicking on the button in the TableView cell and get data from service and reload data. It works fine. But when I am scrolling it crashes. I am stuck with this.
The crash message is:
2012-12-20 12:22:49.312 IAGDapp[3215:15e03] *** Terminating app due to uncaught exception 'NSRangeException', reason: '*** -[__NSArrayM objectAtIndex:]: index 4 beyond bounds [0 .. 3]'
*** First throw call stack:
(0x4b5052 0x21c7d0a 0x4a1db8 0x2b9e6 0x2b7d2 0xc80a57 0xc80b92 0xc8669e 0x7402db 0x7401af 0x489966 0x489407 0x3ec7c0 0x3ebdb4 0x3ebccb 0x1f6b879 0x1f6b93e 0xc2ba9b 0x28e0 0x2105 0x1)
terminate called throwing an exceptionsharedlibrary apply-load-rules all
kill
Can you help me find the error(s)?
Here when you click on UIButton of cell after here you get another data from services and after you want to load this data in same table so here follow this step..
first when you get data then add this data in your tableArray and totalArray also.
after that reload table.
Its crash because here numberOfRows and other methods are not found this new updated array.
I agree with Paras on this one. I can't see the part where you fetch the data into arrays but if you omit properly reloading data/ getting the data from the wrong array/ setting ifMore variable, your app will crash. First you should check them. If you think nothing is wrong, set a breakpoint inside numberOfRowsInSection and see why it returns 4 where you want to have 4+ cells.
But actually, I dont think you need two different arrays and ifMore variable for that purpose. Have a single array, update it after you fetch the data, reload the table and remove totalArray and all the if statements with ifMore variable. Simplicity may help with stability.
The problem is your loop.
if (indexPath.row==count-1)
{
return 96;
}
Count of your array is 4 and you are trying to load 96 rows in your tableview. Hence, your application is getting crash.
Problem is not scrolling UITableView. Problem is with loading the array in table.
Seems like ifMore variable is not working as you were expecting. Since the error log was index 4 beyond bounds [0 .. 3], it is clear that, the tableview's datasource contains 3 elements only, but the count you returned in numberOfRowsInSection were 4.
As an alternate solution, if you want your More button always as last row in your datasource, why cant you do it using single array. Just return the tableArray.count + 1(for more button) in numberOfRowsInSection method. In cellForRowAtIndexPath, check whether if the index was above tableArray.count, then create button. Same as in heightForRowAtIndex method too.
I have a UITableView, and custom cells on it. On cell I have a UILabel, but before I set text to UILabel I did really hard work on text...like find the text in another text, highlight some words on it, and only then I set it to label. So when I scroll my list, it has delay because of this hard work. Any idea how to improve performance ? Maybe to do all hard work in another thread ??
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:
(NSIndexPath *)indexPath {
static NSString *customCellIdentifier =
#"CellIdentifier";
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:
customCellIdentifier];
if (cell == nil) {
NSArray *nib = [[NSBundle mainBundle] loadNibNamed:#"CustomTableRow"
owner:self options:nil];
if (nib.count > 0) {
cell = self.customTableRow;
}
}
self.myLabel.text = [self giveMeTheTextThatINeed];
return cell;
}
[self giveMeTheTextThatINeed] - did a hard work on text that takes some time.
Make a new thread for every cell. this thread calls [self giveMeTheTextThatINeed:indexPath], and resets the label(s) in the cell. I'm assuming you can't get your data any faster, so you want to maintain the scrolling in the table and spin the hard work out to the thread. When the thread is finished, update the cell. You see this a lot in cells with a thumbnail image where the thumbnail only gets uploaded after a while, and is blank or has a placeholder there first.
Any way for you to precompute the values you'll need? In other words, start doing your "hard work" (in another thread) when the app starts, and store it somewhere so that, if it's ready, you can just grab it when the table view asks for it. It's hard to answer without more detail about what the hard work is and how much data we're talking about.
I don't know about just doing the hard work on another thread as you suggested, since you still have to give something to tableView:cellForRowAtIndexPath:. I suppose you could return some kind of template cell at first, and then update it with reloadRowsAtIndexPaths:withRowAnimation: when the hard work is done.
I believe the method giveMeTheTextThatINeed needs to take the current cell as one of the parameters (or another parameter dependent on the cell content), e.g.: [self giveMeTheTextThatINeed:indexPath]. Otherwise you could store the text as an instance variable and set it in all cells from that variable.
So, with that in mind, the easiest way is to store the result of the computation in an additional dictionary, where indexPath (or the other parameter) would be the key:
self.myLabel.text = [self->myDictionary objectForKey:indexPath];
Now, you could either pre-populate that dictionary before the cells are drawn (e.g. in viewWillAppear), or cache them once they are calculated so that they are not recalculated when the cells are scrolled, e.g.:
NSString* calculatedText = [self->myDictionary objectForKey:indexPath];
if(calculatedText == nil)
{
calculatedText = [self giveMeTheTextThatINeed:indexPath];
[self->myDicationary setValue:calculatedText forKey:indexPath];
}
self.myLabel.text = calculatedText;
This is related to another question of mine which wasn't answered in a helpful way (message when a UITableView is empty).
I'm trying to show an UIImage graphic that says You haven't saved any bookmarks over an UITableView when it's empty. I have NSNotification set-up so that when bookmarks are added or deleted, a message is sent so that the UITableView can be updated.
I've been trying to do it with this code. Why won't this work?
- (void)bookmarksChanged:(NSNotification*)notification
{
[self.tableView reloadData];
UIImageView* emptyBookmarks = [[UIImageView alloc] initWithFrame:CGRectMake(75, 100, 160, 57)];
emptyBookmarks.alpha = 1;
emptyBookmarks.image = [UIImage imageNamed:#"emptyBookmark.png"];
[self.view addSubview:emptyBookmarks];
[emptyBookmarks release];
if ([self.dataModel bookmarksCount] == 0)
{
emptyBookmarks.alpha = 1;
}
else
{
emptyBookmarks.alpha = 0;
}
}
I'm probably approaching this the wrong way... But if salvageable, what am I doing wrong?
When I initially have an empty bookmarks tableview, there's no image displayed. After I add a bookmark and then delete it, the image shows. Grrh.
Another way (and IMO the correct way) to do this is to manipulate the backgroundView property on the UITableView.
While making a single cell with a custom image cell would certainly works, I think it overly complicates the logic of your UITableViewController's data source. It feels like a kludge.
According to UITableView documentation:
A table view’s background view is automatically resized to match the
size of the table view. This view is placed as a subview of the table
view behind all cells , header views, and footer views.
Assigning an opaque view to this property obscures the background color
set on the table view itself.
While you probably don't want to just set it to your UIImageView, it is very easy to make a UIView that contains the UIImageView that you want.
Well first off if you were going to do it that way, you would need to reload the tableView after updating the image or model etc. and not before.
But you are probably making things more complicated than they need to be!
Why not just check to see if the data for section 0 and indexPath.row 0 are empty and if so in cellForRowAtIndexPath display a text message accordingly.
// First make sure there is always one row returned even if the dataModel is empty.
-(NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section
{
NSInteger numRows = 0;
if ([self.dataModel lastObject]) {
// Return the number of rows in the section.
numRows = [self.dataModel count]; // etc.
}
if (numRows < 1) numRows = 1;
return numRows;
}
// Then display the data if there is some, otherwise a message if empty.
-(UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
static NSString *CellIdentifier = #"Cell";
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
if (cell == nil) {
cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleSubtitle reuseIdentifier:CellIdentifier];
}
if ([self.dataModel lastObject]) {
// setup the cell the normal way here.
} else { // the datasource is empty - print a message
cell.textLabel.text = nil;
cell.detailTextLabel.text = NSLocalizedString(#"You haven't saved any bookmarks", #"");
cell.detailTextLabel.textColor = [UIColor colorWithRed:0/255.0 green:0/255.0 blue:0/255.0 alpha:0.7];
cell.accessoryType = UITableViewCellAccessoryNone;
}
return cell;
}
Are you sure [self.dataModel bookmarksCount] is equal to 0 ?
While I agree that you are probably going about this the wrong way,
your image is allocated and added in your bookmark changed, your notification does not trigger when there are no bookmarks initially. Hence you don't see the image. Call the bookmar changed when your table view inits or appears.
Probably the best way to achieve this is to perform a check in your numberOfRowsInSection method to return 1 if your data source is empty. Then in cellForRowAtIndexPath check if your data source is empty and if it is, create a custom cell that contains whatever you want. In heightForRowAtIndexPath you need to return your custom cell height if your datasource is empty, but only if you want the cell larger than the default. At least that is how I would approach it.
when bookmarks count is nil add one to your row method:
- (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section{
int c;
c = bookmarks.count;
if(c == 0){
c = 1;
}
return c;
}
and then the same check again in your cellforrowatindexpath.
Another thing to be aware of in this situation is that if you're using core data and you're datasource is feeding off an entity, you will want to make sure your model matches. You can get some weird side-effect behavior in certain situations. This is especially true if you allow editing and core data has an empty model but you're tableview is still showing a cell.
I wonder if anyone can speculate or better yet provide a piece of code as for the implementation of the lengthy friends list in the Facebook iPhone app.
when you open the app and go strait to the friends list, you get the list almost in an instant, at least for me with ~500 friends.
when I try it in my own app it takes lots of precious seconds to populate the table view with the same data, so how does Facebook accomplished such a quick response time ?
upon looking at the tableview in the facebook app you notice there is no scroll bar usually found in such tableview, could that be one sign of the neat trick facebook is utilizing to achieve this rapid rows insert ? could it be they implemented some sort of a virtual tableview with only holds a few dozen rows but rotates them ?
any thoughts ?
the UITableView will let you do this. There are a number of examples on the internet with UITableView and Custom Cell's
Essentially, you load your images in the background, and you reuse the Cells that are in the tableview
EDIT Added example code to demonstrate how this is accomplished.
IMPORTANT NOTE
This code was not tested and may or may not actually function as is.
It was pasted with some editing for length. I did a lot more then this in my app, but in the interest of keeping with the example requested I omitted a lot.
On with the example:
Here is where I get the cell, load it with the items that are readily available. And send it to the background thread to load the rest.
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
static NSString *CellIdentifier = #"OfferCell";
static NSString *CellNib = #"OfferItem";
OfferCell* cell = (OfferCell*)[tableView dequeueReusableCellWithIdentifier:CellIdentifier];
if (cell == nil)
{
NSArray *nib = [[NSBundle mainBundle] loadNibNamed:CellNib owner:self options:nil];
cell = (OfferCell*)[nib objectAtIndex:0];
}
NSDictionary* couponPackage = [self.jsonOfferData valueForKey:#"result"];
NSArray *couponList = [couponPackage valueForKey:#"offers"];
if ([couponList count] >= indexPath.row )
{
NSDictionary* couponData = [couponList objectAtIndex:indexPath.row];
Coupon *coupon = [[Coupon alloc] initWithDictionary:couponData];
NSDictionary *params = [NSDictionary dictionaryWithObjectsAndKeys:cell,#"cell",coupon,#"coupon", nil];
//Right here you would try to load any cached imaged from disk.
//Then send a Thread to the background to load the image.
[self performSelectorInBackground:#selector(loadTableViewCellData:) withObject:params];
//Load up the rest of the custom info into the custom cell.
[cell.captionLabel setText:coupon.name];
[cell.subTextLabel setText:coupon.subText];
[cell setAccessoryType:UITableViewCellAccessoryDetailDisclosureButton];
[cell setCommand:coupon.command];
[cell setParameter:coupon.commandArgs];
[cell setImageURL:coupon.imageURL];
[cell setImageAltURL:coupon.imageAltURL];
[cell setRegistrationCode:coupon.registrationCode];
[coupon release];
}
return cell;
}
as you can see, i call a background thread before i even load the custom content in the cell.
- (void) loadTableViewCellData:(NSDictionary*) objectData
{
OfferCell *cell = [objectData objectForKey:#"cell"];
Coupon *coupon = [objectData objectForKey:#"coupon"];
UIImage *image = [UIImage imageWithData:[NSData dataWithContentsOfURL:[NSURL URLWithString:[coupon iconURL]]]];
[objectData setValue:image forKey:#"image"];
self performSelectorOnMainThread:#selector(setImageOnMainThread:) withObject:objectData
}
after downloading the image, i send a Main thread request to update the Image that is in the cell object.
- (void) setImageOnMainThread:(NSDictionary*) objectData
{
OfferCell *cell = [objectData objectForKey:#"cell"];
Coupon *coupon = [objectData objectForKey:#"coupon"];
UIImage *image = [objectData objectForKey:#"image"];
cell.icon.image = image;
}
##AGAIN This May not Actually Function. ##
I did not copy all of my code for this. this is a hammer out so you can get the idea.
play with the code and test it. but the fundamentals are.
Dequeue the cell that will fit your needs (Reuse Identifier)
Use the cell if it can be dequeue'd or create a new one with a reuse identifier (my example uses a xib file named OfferItem.xib)
Send a thread to the background that will load the image data from disk or url (a combination of both is recommended)
Send a thread back to the UI when you are ready to load the image into the View (Updating the UI must be done on the main thread)
if you can do that, then your friends list (or in this case offers) will be loaded up as fast as possible. and the Images will pop on the screen as soon as they download.
Also if you use a Caching technique it will be faster for subsequent loads because in the the first method {tableView:cellForRowAtIndexPath:} you would load up the cached image immediately.
Aside from that, this should load your cell's pretty fast.
They obviously load the data from a local resource (plist, ManagedObject, ...)
Have a look at some sample code to draw a TableView:
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
static NSString *kCellIdentifier = #"MyCellIdentifier";
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:kCellIdentifier];
if (cell == nil) {
cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleValue1 reuseIdentifier:kCellIdentifier] autorelease];
}
return cell;
}
The dequeueReusableCellWithIdentifier: thing is one reason why TableViews in iOS can draw quickly. It works somehow like this:
1)You provide an identifier for a cell you're creating.
2)Cells that are visible at first get alloced (with identifier)
3)When a Cell is moved off the screen it gets put on a pile MyCellIdentifier
4)Whenever the system needs to draw a cell of identifier:MyCellIdentifier it first looks whether there are any cells currently unused on the MyCellIdentifier pile. If that's the case it picks one off the pile and thus doesn't have to alloc a new one. That way expensive allocing can be kept at a minimum.
I hope this answers your question :)
I have a tableView that needs to be updated after information has been inserted from another view. If I perform a
[self.tableView reloadData];
The very next time I insert more information in another view and try to reload the table, all the currently visible rows are duplicated.
In other words, when I start up the app I have:
tableView:
Row 1
Row 2
Then I submit some information that will also show up in the table and suddenly I have:
tableView
Row 1
Row 2
Row 3 <- info I just added
Row 1
Row 2
My numberOfRowsInSection implementation looks like this:
- (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section {
return [ItemsController sharedItemsController].count;
}
My cellForRowAtIndexPath implementation looks like this:
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
ItemsController* controller = [ItemsController sharedItemsController];
NSMutableArray* recentItems = controller.listOfRecentItems;
CustomCell *cell = nil;
NSUInteger row = [indexPath row];
if( row < recentItems.count )
{
Items* item = [recentItems objectAtIndex:row];
if( recentCellData == nil )
recentCellData = [[NSMutableDictionary alloc] initWithCapacity:[indexPath length]];
if( [recentCellData count] > 0 )
cell = [recentCellData objectForKey:[NSString stringWithFormat:#"%d", row]];
if (cell == nil) {
UIViewController * view1 = [[UIViewController alloc] initWithNibName:#"CustomCell" bundle:nil];
cell = (CustomCell*)[view1 view];
[recentCellData setObject:cell forKey:[NSString stringWithFormat:#"%d",row]];
}
// do some other stuff here
}
// Set up the cell
return cell;
}
What's the best way to update the table and avoid duplicating the currently visible rows.
Thank in advance for all the help!
The error isn't in how you're reloading the table, it's in how you're providing data to it. Set a breakpoint in the data source methods and the method that adds new rows to see where you're going wrong.
You'll only end up with five items if tableView:numberOfRowsinSection: returns 5. Thats the simple answer to your question, but I see other problems here. I'm wondering why you have this test: row < recentItems.count. Is that array the same thing as [ItemsController sharedItemsController].count? You really need to be using the same array for both methods.
(Also, it's not a syntax error, but you shouldn't use the property syntax for things that aren't declared as properties. You should write [recentItems count] instead.)
I'm also confused by the code you use to set up the cell. Cells are meant to be reusable. That is, you create one cell, then reconfigure it every time in your implementation of tableView:cellForRowAtIndexPath:. Your code creates a cell for each item in your list. This is very memory-inefficient, and will likely crash your program due to insufficient memory on the iPhone if you keep lots of cells in memory like this.
The recommended approach is to call dequeueReusableCellWithIdentifier:. If that returns nil, then you set up a cell using the initWithFrame:reuseIdentifier: initializer. The table view is very smart, and will only ask you to redraw the cell when it needs you to.
Your recentCellData dictionary looks really shaky to me, too. What if you insert an item after the item with key #"2"? All the items with key #"3" onward will need to be shifted one element to the right to work the way you expect. That's a ton of bookkeeping that seems rather unnecessary to me. If you really needed something like this -- and to be clear, I don't think you do -- why wouldn't you use an NSMutableArray, which is much easier to use?
I added a bit more info above.