ZoomingPDFViewer apple example - iphone

I'm trying to understand Apple's example code for the ZoomingPDFViewer. Here are some questions that I have in my understanding of how it works in my mind. I'm not really sure if I understand it correctly. The link for their code is at: http://developer.apple.com/library/ios/#samplecode/ZoomingPDFViewer/Introduction/Intro.html
(1) CATiledLayer is used to represent the PDF at different zoom levels. I'm assuming that's what this class is used for looking at the Class Reference. Would you ever use something else besides this class for a zooming function?
(2) in the initWithFrame for TiledPDFView, they do: tiledLayer.tileSize = CGSizeMake(512.0, 512.0); Is the tileSize the tiles that make up for the whole image? If so, why such a large size?
(3) How does the oldPDFView and pdfView work? Like which one is in front at the different stages of zoom, and when do they get swapped out. I'm having a hard time understanding the flow of the logic. Thanks.

(1) If you don't require the level of detail to vary for different zoom levels, or if the PDF loads fast enough to not warrant drawing a couple of tiles at a time, a regular UIView with a regular CALayer will work fine. For instance, if you were displaying an image instead of a PDF, and the image loads fast enough to not cause a performance snag, you would not need the asynchronous loading that CATiledLayer provides. The PhotoScroller sample uses both the tiled and non-tiled approaches if you want to compare them.
(2) The tileSize attribute changes the size of the blocks the layer should be split into. You can set this to whatever you want. 512x512 really isn't all that large, especially if your PDF dimensions are big. The default is 256x256.
(3) Anytime you start to zoom, oldPDFView is removed and released. Then pdfView is assigned to oldPDFView. When the zooming ends, a new pdfView is created with the change in scale and added on top of the old one. If the new scale is an increase, the new pdfView will be drawn with a higher level of detail. This makes it so you can zoom deeper and deeper into the PDF. The maximumZoomScale and minimumZoomScale only restrict how much you can zoom with an individual gesture.

Related

Finding a free space within current bounds of view on iOS

I have an infinite scrollview in which I add images as the user scrolls. Those images have varying heights and I've been trying to come up with the best way of finding a clear space inside the current bounds of the view that would allow me to add the image view.
Is there anything built-in that would make my search more efficient?
The problem is I want the images to be sort of glued to one another with no blank space between them. Making the search through 320x480 pixels tends to be quite a CPU hog. Does anyone know an efficient method to do it?
Thanks!
It seems that you're scrolling this thing vertically (you mentioned varying image heights).
There's nothing built in to UIScrollView that will do this for you. You'll have to track your UIImageView subviews manually. You could simply maintain the max y coordinate occupied by you images as you add them.
You might consider using UITableView instead, and implementing a very customized tableView:heightForRowAtIndexPath: in your delegate. You would probably need to do something special with the actual cells as well, but it would seem to make your job a little easier.
Also, for what it's worth, you might find a way to avoid making your solution infinite. Be careful about your memory footprint! iOS will shut your app off if things get out of hand.
UPDATE
Ok, now I understand what you're going for. I had imagined that you were presenting photographs or something rectangular like that. If I were trying to cover a scroll view with UILeafs (wah wah) I would take a statistical approach. I would 'paint' leaves randomly along horizontal/vertical strips as the user scrolls. Perhaps that's what you're doing already? Whatever you're doing I think it looks good.
Now I guess that the reason you're asking is to prevent the little random white spots that show through - is that right? If I may suggest a different solution: try to color the background of your scroll view to something earthy that looks good if it shows through here and there.
Also, it occurred to me that you could use a larger template image -- something that already has a nice distribution of leaves -- with transparency all along the outside outline of the leaves but nowhere else. Then you could tile these, but with overlap, so that the alpha just shows through to the leaves below. You could have a number of these images so that it doesn't look obvious. This would take away all of the uncertainty and make your retiling very efficient.
Also, consider learning about CoreAnimation (CALayer in particular) and CoreGraphics/Quartz 2D ). Proper use of these libraries will probably yield great improvements in rendering speed.
UPDATE 2:
If your images are all 150px wide, then split your scrollview into columns and add/remove based on those (as discussed in chat).
Good luck!

Two visible CATiledLayers causing problems!

This issue has been encountered by someone else, but I've not seen any solutions - see ( http://openradar.appspot.com/6941930 ).
I have a UIScrollView whose content view's layer contains two CATiledLayers. One tiled layer draws content quite fast (but long enough to make drawInRect: too slow!), the other draws them slowly.
The quicker CATiledLayer doesn't Zoom has has default LOD settings, with a large tile size.
The slower CATiledLayer is zoomable.
Using just one of the CATiledLayers behaves as expected.
The problem is adding both layers to the visible screen causes one or the other to behave slowly. Annoyingly, it seems to make the content that draws normally fast, much slower.
I've not seen a way yet to reliably know when one CATiledLayer has completed its draw.
I think the solution would be to queue the Tiled Layers, so draw the slower tiled layer when the quicker one has finished. But the documentation on CATiledLayer is pretty bad.
I've tried to use a NSTimer, and set it for a 3 second wait before drawing the 2nd Tiled Layer. This however does not seem to solve the problem! I'm lost!
CATiledLayer seems to favor any tiles near the center of the screen. Perhaps one of your layer's is closer to an edge?

Zoom out on large UIImageView within an UIScrollView

Case: I have a simple piece of code for displaying/zooming/scrolling a large image in an UIImageView->UIScrollView. In this UIScrollView content I want to place buttons to create clickable areas.
Issue: When I zoom in the quality remains proper but, when I zoom out to the highest posible level than the image is getting dotted and some lines aren't visible anymore.
Tried: I tried to regenerate the UIImage with Interpolation Quality on kCGInterpolationHigh and tried to change the size of the image after every zoom change. As you might aspect, no results jet.
I suggest you use a CATiledLayer as the backing layer, as demonstrated by Apple's PhotoScroller sample app. This allows you to prebuild the scaled versions, meaning you can precisely control the interpolation quality with Photoshop/ImageMagick/GIMP etc, rather than relying on UIScrollView's built-in scaling.

What's the best design for image-based iphone app?

I would appreciate some advice on an iphone game design. I want to display some backround image and other images on top of it (buildings, characters etc). The backround is going to be large (up to 10 times the size of the screen) so only a piece of the background file will be displayed at once. The idea is to replace this piece when character gets close to screen borders. I need to make this background transition as a smooth animation. Also, I need to have a zoom in/out feature, preferably animated. Some images on the screen will be static (buildings) and some will require some animation (character walking).
What is the best design:
Use Core Graphics combined with
"sprite" classes - displaying
sprite's UIImage with
CGContextDrawImage
Use UIKit -
create UIImageview to hold every
image and add them as subviews in a
single view appplication
Use OpenGL
ES project
Option 1) turned out to be very slow. It seems like CoreGraphics is not meant to display images in a game loop. But maybe there is a way to make it effecient? Maybe combine it with Core Animation somehow?
Option 2) is my current choice. I am hoping the view to cache the image it holds and thus be more effecient than CG. But will the animation provided by UIImageview will be satisfactory? I think the views shouldn't be added all at once, but rather created & added (removed?) dynamically when background moves. Is it a good idea?
Option 3) would probably give the best control over the images but it seems like quite an overhead. I only need to display images, not vector graphics. Plus I'm new to Mac programming and I don't want to get stuck in some complex technology.
I appreciate any advice, thanks :)
I highly recommend Cocos2D as I've done my own development here on my blog. It was really easy to do. I follow Ray Wenderlich's tutorials and he provides great tools for doing everything you describe.
You asked "The backround is going to be large (up to 10 times the size of the screen) so only a piece of the background file will be displayed at once."
The tiled image system is very powerful and fast performance. If you use google maps you will see and example of a tiled image. Scroll off to a new are and blocks appear. In a local app you could take your image that is 10 times the size of the screen and cut in to tiles that are say 100px by 100px and each screen will only load the tiles that are displayed. When the user moves only the needed tiles are loaded. This saves memory and dramatically improves speed. It is the base reason why tables can fly, only the cells one screen are loaded, as is scrolls off the screen it's memory is reused for the next cell.
If option 2 is sufficiently performant for your needs I would stick with that - it's as easy a system as you'll get on the iPhone and fine for very simple graphics. A related option that might buy you a little bit of speed is using CALayers to implement the graphics. CALayers are almost as easy to use, but are a bit more lightweight than UIViews (in some ways you can think of UIViews as just wrappers for CALayers with additional overhead for managing things like touch events, etc.)
If you're interested I would read the Core Animation Programming Guide (I would provide a link but I think my reputation is too low, but Google should track it down for you). Core Animation is a big subject and can be pretty daunting but if you just use layers (i.e. not the animation parts of it) it's not so bad. Here's a quick example to give you a sense of what using layers looks like:
// NOTE: I haven't compiled this code so it may have typos/errors I haven't noticed
UIView* canvasView; // the view that will be the "canvas" for your game
... // initialize the canvas, etc.
CALayer* imageLayer = [CALayer layer];
UIImage* image = [UIImage imageNamed: #"MyImage.png"];
imageLayer.content = (id)image.CGImage;
imageLayer.bounds = CGRectMake(0, 0, image.size.width, image.size.height);
imageLayer.position = CGPointMake(100, 100); // NOTE: Unlike UIViews CALayers have their origin at the center
[canvasView.layer addSublayer:imageLayer];
So basically it looks a lot like working with views but with some added performance (and occasional headache).
P.S. - One thing to keep in mind is that if you make changes to a layer's property that is animatable (e.g. position, opacity, etc.) Core Animation will implicitly animate it (e.g. if you write imageLayer.position = somePoint; the layer animates to that position rather than having it's position set immediately. There's easy ways to work around that but that's a topic for another question/answer.

How do I use CALayer with the iPhone?

Currently, I have a UIView subclass that "stamps" a single 2px by 2px CGLayerRef across the screen, up to 160 x 240 times.
I currently animate this by moving the UIView "up" the screen 2 pixels (actually, a UIImageView) and then drawing the next "row".
Would using multiple CALayer layers speed up performance of rendering this animation?
Are there tutorials, sample applications or code snippets for use of CALayer with the iPhone SDK?
The reason I ask is that most of the code snippets I find that demonstrate simple examples of CALayer employ method calls that do not work with the iPhone SDK. I appreciate any advice or pointers.
Okay, well, if you want something that has some good examples of CA good that draws things like that and works on the phone, I recommend the GeekGameBoard code that Jens Aflke published (it is an improved version of some Apple demo code).
Based on what you are describing I think you are doing somthing way more complicated than it needs be. My impression is you want basically a static view that you are animating by shifting its position so that it is partially off screen. If you just need to set some static content in your drawRect going through layers is not going to be faster than just calling CGFillRect() with your color. After that you could just use implicit animations and the animator proxy on UIView to move the view. I suspect you could even get rid of the custom drawRect: implementation with a patterned UIColor, but I honestly have not benchmarked the difference between the two.
What CALayer methods are you seeing that don't work on iPhone? Aside from animation features tied to CoreImage I have not noticed much that is missing. The big thing you are likely to notice is that all views are layer backed (so you do not need to do anything special to use layers, you can just grab a UIView's layer through the layer accessors methos), and the coordinate system has a top left origin.
In any event, generally having more things is slower than having fewer things. If you are just repeating the same pattern over and over again you are likely to find the best performance is implementing a custom UIView/CALayer/UIColor that knows how to draw what you want, rather than placing visually identical layers or views next to each other.
Having said that, generally layers are lighter weight than views, so if you have a lot of separate elements that you need to keep logically separated you will find that moving to layers can be a win over using views.
You might want to look at -[UIColor initWithPatternImage:] depending on exactly what you are trying to do. If you are using this two pixel pattern as a background color you could just make a UIColor that draws it and set the background.
What CALayer methods are you seeing that don't work on iPhone?
As one example, I tried implementing the grid demo here, without much luck. It looks like CAConstraintLayoutManager and CAConstraint are not available in QuartzCore.h.
In another attempt, I tried a very simple, small 20x20 CALayer object as a sublayer of my UIView's layer property, but that didn't show up.
Right now, I have a custom UIView of which I override the drawRect method. In drawRect I grab a context and render two types of CGLayerRefs:
At "off" cells I draw the background color across the entire 320x480 canvas.
At "on" cells, I either draw a single CGLayerRef across a grid of 320x480 pixels (initialization) or across a 320x2 row (animation).
During animation, I make a UIImageView clip view from 320x478 pixels, and draw a single row. This "pushes" my bitmap up the screen two pixels at a time.
Basically, I'd like to test whether or not using CALayer will accomplish two things:
Make my rendering faster, if CALayer has less overhead than what I'm doing now
Make my animation smoother, by letting me transition a layer up the screen smoothly
Unfortunately, I can't seem to get a basic CALayer working at the moment, and haven't found a good chunk of sample code to look at and play with.