Adding views on top of UIScrollView - iphone

When you add a subView to UIScrollView, should this change the smoothness, or anything else for the UIScrollView? For example, if you have a UIScrollView with mainly text, then add a couple of views on top of it in order to add an effect to the text, should this change any of the gestures, or smoothness of the original UIScrollView without the subViews? Thanks.

It won't change the gestures.
As for the smoothness, it depends on how heavy your subviews are. I guess that if you add a lot of them, and they require to render a lot of dynamic content and such, it could make the scrolling a little rough, but if you are adding only a few subviews you should be fine.
As a comparison, think that a UITableView is a UIScrollView with a LOT of subviews on it (each cell is a subview, and cells have several subviews too), and it usually renders fast.

If the sub views you implement have the worst drawRect: implementation in the world, you don't need very many views to get slow, un-smooth scrolling.
You should profile your code in Instruments with the Time Profiler, and see what causes the slow scrolling.

Related

UIScrollView lags on iPhone

I'm trying to create a crossword app. The game runs in a UIScrollView, because the player should be able to zoom, scroll etc. The largest crossword are 21x21 which means there need to be 441 touchable tiles. What i've tried so far were to create an UIView and added it as a subView to the UIScrollView. Then I call a method that creates 441 custom UIButtons and set the backgroundImage.
Some of the UIButtons need to have a custom label overlay, so i added a UILabel and set it on top of the UIButton.
When I run the app in simulator all works as it should, but when i test it on an iPhone 4 the UIScrollView lags a lot.
I don't know if this the way to do it? Can you maybe try to guide me in the right direction of how to do this so the UIScrollView won't lag on a device.
Thanks in advance.
Big UIScrollViews are difficult to make smooth without some sort of caching mechanism, such as the one provided by UITableView.
One thing you can do, however, to make life easier for your rendering, is to make sure to use opaque backgrounds whenever possible. In stead of making a view transparent you should make it the same color as its underlying view. This is something that does help.
Also, I have experienced better performance using imageWithContentsOfFile: in stead of imageNamed: for initializing images to be used in a UIScrollView.
In order to not keep all those buttons in memory, you should work with reusable table view cells, this will really improve the scroll performance. Here's one component that could make your life easier: DTGridView, there are also others (you can check Cocoa Controls)

iPhone - UIView adding a subView vs drawRect?

What are the differences between adding a view as a subView VS drawing the view in that view's drawRect method?.
I use both approaches, but I was wondering apart from the obvious such as, if you do in drawRect it will be a single View, as opposed as two views, or adding as a subview is just easier. Are there any specific situations where you should definitely use one over the other?
Overriding -drawRect: can be a good way to draw complex UITableViewCells. Having all of the subviews composited and drawn as one view helps table view scrolling performance immeasurably.
Having said that, I typically stick with the highest level API available and drop down to a lower level only if performance suffers.
Adding a subview is easier as you point out, and I really see this as no contest in 90% of cases. You should generally add a subview and let the libraries handle drawing of subviews in their correct position.
I only use -drawRect: to accomplish custom drawing within my view, but not to draw subviews, it creates unnecessary complexity. If you need a lot of performance, -drawRect: can help you there. Also, in the case of simple drawing, -drawRect: is very nice as opposed to making several subviews. But in general, it pays to just add a subview.
If in the future you decide you want these subviews to receive touch events or handle things interactively, it is more difficult to refactor your -drawRect: code.

UIScrollView performance problem because of lots of labels

I've got a pretty big UIScrollView (contentSize 8000 x 960) with a lot of small labels.
The labels are only added if you scroll to the area where the label belongs to. So, at first, the scrooling is smooth, but as more and more labels are loaded, the performance suffers more and more.
What's the best solution to keep the scrolling smooth? Is CATiledLayer the way to go? Or should the labels off the view should be hidden or something like that?
Thanks a lot for your help!
Stefan
EDIT:
I got a huge performance boost when drawing some objects instead of using views; but now, I've got another problem; if I draw directly onto the UIScrollView, everything performs great. But if I lay a UIView on the UIScrollView and draw on that, performance goes down again (both times calling setNeedsDisplayInRect: in scrollViewDidScroll:).
So hierarchy:
UIWindow
UIView
UIScrollView <== drawing here
works fine.
But hierarchy:
UIWindow
UIView
UIScrollView (size 8000x960)
UIView (size 8000 x 960) <== drawing here
performs bad.
Any ideas why? I need the UIView above because the drawing should be ABOVE some UIViews; so I place the UIViews in the scrollView and draw in the view above...
The label reuse is one of possible solutions. Sometimes it doesn't help a lot. When a new UIView appears the drawRect method will be called and that may cause problems with animation.
Sometimes the best solution is to draw your labels (I mean text) directly using Core Graphics without creating UILabel object or something else. The CALayer will increase performance, but there is a possibility that it will not help you a lot.
But first of all you should remember that views with alpha = 0 or hidden = YES will not be drawn at all, so there is no penalty for using them. Maybe you should try to hide unused ones before using Core Graphics.
The best way would be to have just a few UILabels and reuse them. But you'll have to implement - (void)scrollViewDidScroll:(UIScrollView *)scrollView and do some reusable logic there. Depending on case it might be easier to use a UITableView and transform it 90 degrees, so it looks like a scrollview. That way you can the build-in reusable logic of the TableView.
For others seeing this post, I was able to drastically improve performance and keep UIViews in a scroller without using a table by enabling each view's "shouldRasterize" property. This property renders the view as an image while the view is in motion, causing it to not need to be reprocess for each pixel it moves. So, if I have a UIButton called button, it gets enabled like this:
button.layer.shouldRasterize = YES;
Did u try something similar to UITableViewCell
dequeueReusableCellWithIdentifier
Using a reuseIdentifer to reuse the once allocated labels..

Subclassing UIScrollView for drawing w/o views

I'm contemplating subclassing UIScrollView (the way UITextView does) to draw a fairly large amount of text (formatted in ways that NSTextView can't).
So far the view won't actually scroll. I'm setting contentSize, and when I drag, I see the scroll indicator. But nothing changes (and I don't get a drawRect: message).
An alternate approach is to use a child view, and I've done this. The view can be over 5000 pixels high, however, and I'm a bit concerned about performance on an actual device.
(The other approach, be like UITableView, would be a huge pain -- I'm "porting" Mac Cocoa code, and a collection of views would be a huge architecture change.)
I've done some searching, but haven't found anyone who is using UIScrollView to do the drawing. Has anyone done this and know of any pitfalls?
All that UIScrollView does when the user scrolls is update its bounds rectangle, which causes the scroll views subviews to move. You could try setting the scroll view's contentMode to UIViewContentModeRedraw. From the docs:
UIViewContentModeRedraw
Redisplays the view when the bounds change by invoking the setNeedsDisplay method.

uiview Transition problem

i have a UIview holding two other UIviews. that two subviews having 15 buttons and images. i have to translate the parent view. but the translation is not smooth in 3g phone. im using UIviewanimation and CGAffineTransformTranslate for translating the view. please help me for making it more smoother.
This is a though question to answer in a general way. I have had views that scrolled smoothly suddenly animating jerkily after just a small change. In short, you need to make sure to have as few subviews as possible and have as few non-opaque views as possible (pngs with alpha values translates to non-opaque UIImageViews).
If all else fails, you can render the whole view into an image, switch out the view for the image just before scrolling, and then re-insert the view again after the animation. That way, you are only moving one big and (hopefully) opaque view.
If you have many images make sure they are small-sized, otherwise theyd take up too much memory and there would be nothing to do. To my experience 4-5 large images(740-480) were too much for the phone to handle.