I am trying to load a list of assets using the ALAssetsLibrary and enumerateGroupsWithTypes. I populate an NSMutableArrary with the assets loaded so i get to use it later, for instance change a view's background randomly.
I tried to preload this array with the assets in the ViewDidLoad method and only to find out that it gets handled AFTER the view is loaded. if I put a NSLog statement after the load method is called, the log will be printed, but no array initialized until the view is completely loaded.
Question is when should I initialize my array then?
thanks!
The viewDidLoad method does exactly as it suggests - its called once the view is loaded. No surprises there. You could consider loading in the initWithFrame: and/or initWithCoder: methods, depending on which is relevant to you.
Your question doesn't say much about why you want to load something in this method. What's wrong with loading it in, say, the viewDidLoad method and using the array to configure the view before the view will appear? I have no idea how heavy your loading is. But guess what - there's even a handy viewWillAppear: method...!
Related
Is there a BOOL or some other way of knowing if viewDidLoad: has been called?
I need to change a view property every time my view has entered active, but if the view hasn't ever been loaded, I don't want to prematurely trigger viewDidLoad:. If there isn't way of easily telling if viewDidLoad: has been called, I'll simply add a BOOL called loaded set to NO in the view controller init, then change the view properties after entered active if loaded is YES or in viewWillAppear: if loaded is NO then set loaded to YES.
Use isViewLoaded. Other than that it does exactly what you want, there's not that much to say about it. The documentation is as simple as:
Calling this method reports whether the view is loaded. Unlike the
view property, it does not attempt to load the view if it is not
already in memory.
Perhaps you should init your UIView in viewDidLoad, and then change it in whichever way you need to inside viewWillLayoutSubviews.
Here's the pedantic answer to this question. If you want to know when viewDidLoad has been triggered, you have to implement viewDidLoad in your view controller
- (void)viewDidLoad
{
[super viewDidLoad];
viewDidLoadCalled = YES; // Not actually the best way to do this...
// Set up more view properties
}
But as Tommy says, you actually need to use isViewLoaded. This gets around the problem of doing a check like
if (!self.view) {
// do something
}
which inadvertently loads the view by virtue of asking about it.
Be aware that by the time viewWillAppear: is called, the view will always have loaded. Also, on older (pre-iOS 6 I think) releases, the view can unload and be reloaded many times over a view controller's lifetime. Refer to the very nice Big Nerd Ranch view lifecycle diagram for the old behavior. It's almost the same in iOS 6+, except that the view doesn't unload under low memory conditions and viewDidUnload doesn't get called:
This is driving me crazy.
I am under the impression that awakeFromNib Method is called only once(even when that view is visited again), correct me if i am wrong.
I have an app with 3 views.
The last one being the subclass of a UIview where i draw using drawRect.
I had a working code with the method awakeFromNib in the last view, with the method being called only once how many ever times i visit the view.
Now i deploy the app to my device and update my Xcode to version 4.
When i run the code again and debug, the method awakeFromNib is called everytime the view is visited.
I dont think update would do such a crazy thing, but i am thoroughly confused.
Is there some kind of a memory leak or am i missing something?
Thank you
I am under the impression that awakeFromNib Method is called only once(even when that view is visited again), correct me if i am wrong.
-awakeFromNib will be called on each instance of a class whenever an instance of that class is loaded from a nib file. You should be able to expect it to only be called once on a particular instance but should handle it being called many times on different instances of any given class.
UIViewControllers will unload their views when they receive a memory warning and their view is not visible. The view will be reloaded the next time the view controller's 'view' property is called. You should understand and support this behavior to minimize your app's memory use as it allows you to only keep the currently visible views in memory at any given time.
It sounds like you are not expecting that controller's view to be unloaded and reloaded from your nib.
This is driving me nuts. I am using three20's TTTableViewController and when I get a memory warning, the screen goes white. Now, after reading on the three20 google group is seems that the tableView got released. But, I cannot for the life of me figure out a check to see if that is the case, then create it again.
I was using the following because I thought it would fix the issue, but it seems that it doesn't satisfy the if statement:
- (void)viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
// If we don't have a datasource we need to reset it
if (!self.dataSource) {
// Create datasource again
}
}//end
Does anyone know what to do when this happens? The google group has been no help.
Are you subclassing TTTableViewController? I haven't used it before, but assuming it's just like UITableViewController...
How does your "viewDidUnload" look like? Are you releasing the tableview here? If so, you need to create tableview in viewDidLoad to match it.
No need to check if dataSource is available in viewDidAppear, because if you read View programming guide, it explains that memory warning will call "viewDidUnload" to give you a chance to clean up data that are created in "viewDidLoad".
i had the same issue and it drove me crazy as well.
Nobody mentions it in the three20 docs, but you shouldn't use UIViewController's initWithNibName function to add subviews. If you do, a memory warning will release these subviews.
Try to move your code from initWithNibName function to viewDidLoad function. I have noticed that some code need to be kept in the initWithNibName, such as navigation styles. However, any subviews added to the controller's view should be in the viewDidLoad function.
In general you should be careful to set up views in viewDidLoad rather than the class constructor. For instance, you should set up your launcher view in viewDidLoad rather than the constructor of your launcher view controller, otherwise your launcher will become empty after a memory warning.
In the case of TTTableViewController however this does not (usually) apply because you don't set up the table view manually. I had the same problem you had, and eventually tracked it down: I had redefined viewWillDisappear: and forgot to call [super viewWillDisappear:animated]. This meant that some of the flags that the Three20 controller maintains about the state of the view were not updated correctly.
I also found that it was beneficial to redefine didReceiveMemoryWarning to call [self setEditing:NO] before calling super; I found that the state of the table view got confused otherwise (this is not relevant if you don't use edit mode for your table).
Finally, there is a bug in Three20 which means that tables in loading/empty/error mode will not be restored properly; see a discussion in the blog post by TwoCentStudios and a proposed fix on github.
I have an odd problem with UIImagePickerControllerSourceTypeCamera. My application gives the choice to select a pic from the gallery, or take a photo with the camera. If I choose the gallery, I pick a photo and return to my view, no issues.
However, when using UIImagePickerControllerSourceTypeCamera, it appears to do something odd with my view when I return to it.
For example, I have a bunch of code in the viewDidLoad method which moves some objects in the view if it needs to based on some factors - this code gets called when I exit the UIImagePickerControllerSourceTypeCamera, but doesnt get called when I exit the gallery.
Is this expected?
I think your view is getting dumped by the didReceiveMemoryWarning thing which is being triggered by the resource-intensive camera stuff. You can force the simulator to generate a memory warning without the camera to test this theory.
Generally speaking, viewDidLoad needs to be able to deal with getting called multiple times. It's not an init method. It gets called again if self.view gets set to nil and the view later needs to be recreated. There may be a more appropriate place to put any code you have there that's causing problems, but the init methods are tricky because the designated initializer is bypassed by nib loading.
When loaded from a nib, the class's initWithCoder is called instead which bypasses the whole init process because dearchiving is assumed to be sucking in an already-initialized object. Therefore reinitializing the object might break stuff, like call loadView which essentially conflicts with what a nib contains as it's supposed to programmatically construct what the nib already has in it. You can still override initWithCoder as usual though as long as you pass through the args to super like you should, but then this will not get called if you initialize the object with the designated initializer. Of course if you need to worry about that you can put all the code you want executed in both into a method that gets called from both overridden methods.
I found out this:
applicationDidFinishLaunching (an delegate method of the UIApplicationDelegate Protocol) seems to be called BEFORE my views from the nib file are loaded completely. So I tried all the day to change an image of an UIImageView right after my app launched in the iPhone simulator, but nothing happened.
Then I wrote a little action method that I call with the press of a button. And then it happened: WORKS!
So the applicationDidFinishLaunching delegate method isn't really the right place for stuff that has to be done after the app is really "ready". I gues there's something better that waits for the nib to be loaded completely. but where? and what?
I gues there's something better that waits for the nib to be loaded completely. but where? and what?
For application specific things like global settings, preferences, etc., -appDidFinishLaunching is the right place.
For UIView specific things, you typically use the -viewDidLoad method in a UIVIewController subclass. It is pretty much the only place you are guaranteed that the nib file is loaded, the IBOutlets are initialized and the IBActions are attached.
This is difference from the Mac OS X world, where -awakeFromNib was the place to do it.
Hey until your views and their view controllers instantiated you can't modify their ui. However just for the sake of your problem you can always declare the uiimageview as a property of your app delegate class and initialize it in the appDidFinishLaunching event. But that's the worst practise. As on the iPhone which has limited memory always lazy load ie: only initialize objects when and just before they are actually required by your UI. So ideally you should be doing this in the viewDidLoad event of the view where you want to use this UIImageView.
applicationDidFinishLaunching is usually used for stuff like database file checks, opening database connection, populating global variables, any other application wide logic, checking for an available Internet connection etc