UIImageView Intro Animation issue - iphone

I am trying to create an intro animation for my iOS app and am having issues with timing. In particular I would like to change screens after the intro animation plays. I currently use a UIImageView and there does not appear to be a way to do this. Many stackoverflow questions say to use an NSTimer or performSelector:afterDelay but these are not accurate timers and in my case are completely wrong. Here is what I am doing.
Set UILaunchImageFile to LaunchImage.png
AppDelegate allocs an IntroViewController
IntroViewController.LoadView allocs IntroView
IntroView.initWithFrame performs the following
UIImageView* iv =
iv.animationImages =
iv.animationDuration = 2.0
iv.animationRepeatCount = 1
[iv startAnimating]
Set NSTimer/performSelector:afterDelay?
When timer triggers change from IntroViewController to something else.
If I perform either step 5 or 6 it does not work correctly. It does correctly play the animation and it will correctly change the view/view controller, but the timing is horribly horribly wrong. When you call startAnimating in this manner it may not actually start the animation for a full second or two. I presume because the app is still loading in resources somehow. This time however is not consistent across the simulator or all devices. Infact several runs on the same device may have different results. Thus I can not hard code some delay.
All I want to do is detect that a UIImageView animation has played the last frame and do something. That's it. The best solution I've found so far is to set a timer in some manner and then do something, but in my situation a timer is not a solution.
Any ideas?

The long delay you observe is due to reading and decoding the images, which UIImageView does before the animation begins.
Core Animation performs the animation for you, and it does its drawing in the render server, which is in a separate process. Remember that what you see on the screen doesn't necessarily represent your app's instantaneous picture of your layer tree: Core Animation Rendering Architecture.
UIImageView doesn't provide facilities to give you accurate results here. I'd suggest:
Make a UIView of your own.
Create a CAKeyframeAnimation with discrete calculation mode and your images' CGImageRefs as its values.
Set the animation's delegate to your IntroViewController.
Add the animation to your view's layer for the "contents" key.
Your IntroViewController will get animationDidStop:finished: when it's done.
Two things to consider, though:
First, you'll get better results using a movie rather than a series of images, since the movie can be streamed from storage.
Second, and more importantly, this solution will improve the timing situation but will not totally mitigate it. animationDidStop:finished: is called when your app thinks the animation is doneā€¦ which is not necessarily exactly when it appears to finish.
You'll do better if you don't rely on delegate callbacks for media timing: instead, add this animation and the animation transitioning your views (using a CAAnimationGroup if necessary) in the same turn of the run loop. Delay the latter with a beginTime of the first animation's duration. Depending on what you're doing, you may have to set the second animation's fill mode as well to get the correct behavior during the first.

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.

Running an endlessly looping animation on iOS

I have a simple UIView that draws itself using drawRect:. In order for the view to animate, the drawRect method needs to be called every say 0.05 seconds, so I use a repeating timer:
timer = [NSTimer scheduledTimerWithTimeInterval:0.05 target:self
selector:#selector(setNeedsDisplay) userInfo:nil repeats:YES];
I don't know too much about run loops, and threads, and all that system stuff, so I want to know if this is the correct way to run an animation? This timer repeats itself endlessly. Is this something I should be worried about? Will this block the main thread? What can I do to minimize overall impact on performance?
The approach is not bad, but there are other ways to do it.
The timer's target method must take the timer as an argument, so instead of setting it for setNeedsDisplay directly, you should set up a method like this:
- (void)animationTimerDidFire:(NSTimer *)timer
{
[myView setNeedsDisplay];
}
If your view will always be visible, then you can just set-and-forget the timer. On the other hand, if it may go away because you switch to a different view, you will need to invalidate and recreate the timer as needed.
The main thread of your app uses a run loop and calls out to various methods in response to events, like user taps, system notifications (e.g., memory warning), and I/O arriving. If anything the run loop calls takes a long time to return, it will hold up everything in the queue. When you set up a timer, it is added to a list and that the run loop checks it each time through; if one of the timers is ready, it calls your method.
The end result is that timers are not exact: they might not fire as often as you like, might be called late, etc. Again, if your app is pretty simple, the main run loop won't be very busy and so a timer will probably be good enough. Just make sure your animation is based on actual time elapsed between calls, rather than assuming each call happens exactly 0.05 seconds apart.
Alternatives
If your animation simply involves flipping through some static images, UIImageView has some support for this.
If creating each frame of animation takes a noticeable amount of time (and you don't want to block the main thread), you could use a background queue to draw into an image (see CGBitmapContextCreate and CGBitmapContextCreateImage), then signal the main thread when a new image is ready to display. Anything that touches a view MUST happen on the main thread, but you can do the drawing on the background.
You also might want to read up on CALayer in the QuartzCore framework. This is what the UIView objects actually manipulate to draw on the screen. You may find that, instead of drawing, you can get the effects you want by manipulating some CALayer objects and letting Core Animation do the heavy lifting (e.g., you change the color from red to blue, Core Animation takes care of fading from one to the other).
Well, if you are using an overridden or custom method, you should use recursion and a completion block for calling the animation. I find it works much better than a timer, since timers aren't always exact and can cause some animation issues if you have the animations timed for cycling.
EDIT: I don't know much about using drawRect: and calling [self setNeedsDisplay] to update it, so I can't help you in that regard. Sorry.

How to save data with a delay?

I'm wondering if iOS allows one to do the following:
I have a puzzle game and I've been working on saving data when the user returns to the home screen. To do this, using NSNotificationCenter, I had one of my game classes to observe [UIApplication sharedApplication]'s ApplicationWillResignActive method so when that happens I save my game state. But if the user decides to exit while animations are going on, the game will save a midState where the model values are still changing and that will often cause crashes. My question is if it is possible to somehow delay the saving process (even though it is on the background) until the animations are complete (or some variable equals 1)?
My first idea is to create scheduled event with NSTimer to try to save until everything is set. Any ideas would be appreciated. Thank you
You can use performSelector:withObject:afterDelay:
// Call doSomething after a 1 second delay
[self performSelector:#selector(doSomething) withObject:nil afterDelay:1.0f];
Rather than trying to delay the saving, especially in ApplicationWillResignActive, you should look into how to stop the animation and record the expected final values of the animation. Depending on the method of animation (UIView static methods, block based, 3rd party) there is usually a way to stop them, and since you define what the animation does you should already know the final state.
In the case of block based animations:
How to cancel UIViews block-based animation?

How can I accurately time animations on an iPhone inside the normal flow of a program?

I've been using CALayer animations in my program, primarily to move around CALayers with animation on my screen. My problem is that I don't want to exit the layer-moving (card dealing, as it happens) method until all of the cards are done dealing. How can this be done cleanly?
Presume that my layer-moving method is called by different methods at different times, so it's better to let the normal flow of the program bring me back to the starting place, rather than trying to go back and forth with delegation.
Trying something simple like udelay() didn't work because it appears to block the display of the animation too.
Any ideas? Bonus if it's something I could use to pause for the completion of a built animation too (specifically, the animated dismissal of a modalViewController in what I'm working on now, but it'd be nice to have mechanisms that would regular pause, then continue on when various Animated: things occur).
CAAnimation has a delegate method animationDidStop:finished: and UIView has setAnimationDidStopSelector:. You can pause what you are doing at the beginning of the animation, and use these to resume. For example, if you want to pause a timer, set timerRunning = NO right at the animation code, then timerRunning = YES in the didStop method.

Observing animated property changes in a CALayer

I have a CABasicAnimation that animating a property of a CALayer e.g. bounds.origin. I want to be able to observe the property changing over time, but haven't really found a method that works 100%.
I tried using KVO (key-value observation) on the presentationLayer's bounds.origin keypath. The system complains that the object is freed before its observers are freed, leading me to think that the presentation layer is only temporary. Observing presentationLayer.bounds.origin as a keypath doesn't work.
I tried creating a property on another layer and animating that e.g. by declaring the #property and making it #dynamic on that layer. However this new property only gets changed when the presentation layer is accessed (e.g. at the end of the animation), it doesn't seem to update while the animation is running.
I used needsDisplayForKey on the property in #2, which does trigger updates during the animation, but for these issues:
it only works if the CALayer has non-zero frame. Since this layer might be a CAShapeLayer or subclass, it may have a zero frame.
it looks like it triggers setNeedsDisplay for that layer, but since I'm not actually drawing that layer only monitoring the property change, I don't want to cause it to redraw.
I tried scheduling an NSTimer, and within the timer callback sample the presentationLayer. This also works but for these issues:
The timer would probably be slightly out of sync with the animation update.
Since occasionally the original animation gets pre-empted by another animation, it's difficult to actually get the timer to fire when the animation is running and only when the animation is running.
Any suggestions? All this would be on iPhoneOS 3.0/3.1.
Try using CADisplayLink, which is designed to stay in sync with the animation loop. More info: https://ashfurrow.com/blog/animating-views-with-cadisplaylink/
I think you've named all of the possibilities. In fact, I wasn't even aware of #2 and #3 and I wrote the book on Core Animation. ;-)
KVO is not available for these properties. Would be nice if it were, but I believe the reason for this has to do with the overhead it would take. The value would update very frequently and have to call back to any observers.
Anyhow, I've found the NSTimer to be the most reliable approach, but now I'm not sure from what you've said. What makes you think that the timer is out of sync? Why is it difficult get the timer only to fire when the animation is running? Can't you just check for the condition you want in the timer callback and then do nothing if the condition is not met?
Best Regards.
The best solution for me is using both: CABasicAnimation and CADisplayLink together. You can start observing changes on start animation and finish on it's finish. You also can calculate each step, but pay attention of timing logic. It will be working when you use linear timing. Or you have to prepare similar logic on your class based on CADisplayLink (transformation aligns to time changes).