iPhone Memory Warning Problems with UIScrollView - iphone

I am working on an iPad app that lets the user scroll through a number of images (usually around 20 .jpg files in a single horizontal scroll view). The file sizes are around 200 kb each. The images are set as the "Background" property of a UIButton because I wanted to allow the user to click the button to save the image. Every time I run the app, it crashes after scrolling for a little while. If you don't scroll, it behaves normal. I did run the app using the performance tools and didn't find any leaks.
I am getting a "Level=1" memory warning just before the app crashes. I had it running with about 8 images in the scrollview and never had a problem. So I know it has something to do with the scrollView and the images/buttons. In the "viewDidLoad" method, I simply did the following to set up the scrollView and then linked it in Interface Builder:
[scrollView setContentSize:CGSizeMake(5722, 340)];
[scrollView setScrollEnabled:YES];
[scrollView setDelaysContentTouches:YES];
Any ideas on how to get this to work? I added the images directly to the button in Interface Builder. Would it help if I deleted the background image, and instead set the backgrounds in the "viewDidLoad" method? Any help would be appreciated.

Sounds like what you need to do is create individual cells that these images live on, that get recycled like you'd get in a tableview. I have some code which does this that you may use for your purpose, or at least give it a go anyway. Works just like a tableview.
It's available here. This does the heavy lifting for you already, in that all you need to do is create one of these, slap it in a view somewhere, and create your individual cells. Those cells will be reused as you scroll so you won't need more than N + 2 cells loaded into memory at any one time, where N is the number that fit on your screen.

as jer wrote, the problem seems to be in the recycling. Make sure to remove, release and update the content of each cell every time you get a new one in tableView:cellForRowAtIndexPath:
(I would have commented jer's post but I'm unable to do this, probably because of my limited permissions).

Related

What is an acceptable FPS for scrolling, and what are tips for improving performance?

I see in many WWDC video's that says you want to achieve 60.0 FPS as close as possible to get a better smooth scrolling experience. I have a UIScrolLView which loads up image and a couple of table view's at once. Currently I am getting 30 FPS. This is half of what the recommended FPS. Just wondering what FPS do you guys typically get for a table view/scroll view that loads up images and other heavy stuff/rendering stuff.
Any other tips for optiziming FPS? I've spend the past week till now firing up Instruments using the time profiler, allocations, and core animation tool to optimize as much as I can.
Just to clarify a bit on what I have. I have a masonry/waterfall/pinterest style layout on the iPad. So it's not just a regular UITableView. It's a UIScrollView that fills out the whole screen, and is filled with a couple of UIView's. Each of this view has a 150x150 UIImageView and a UITableView and also it has some attributed label, drawn using Core Text. So at one glance when you see the screen, you can see 5-8 table view at one shot, each cell again has a UIImageView and then each cell renders attributed label drawn using core text.
So you can just image how deep and complicated this is. This is not just a regular table view with a UIImageView. I know how to get 60 FPS with just one UITableView in an iPhone with a UIImage. The concept is to load images asynchrounously and not to block the main thread as much as possible.
EDIT:
It seems that the problem here is the UITableView that I have inside my view.. when I remove that from the UIView I get really smooth scrolling..
I uploaded a sample project which is a simpler version of what I have, but it clearly shows the problem. The link is here
Many things affect render performance, here are some items you can check:
Profile - You said you already did this, so great job! Unfortunately profiling is often overlooked, even though it can reveal unexpected problems. In one app I was working on a calendar with different cells representing dates. At first scrolling between cells slow, which was unexpected. I thought maybe it was drawing a few cells too many. After profiling I found that [NSCalender currentCalender] was using 85% of my CPU time! After fixing that everything scrolled great!
Images - Large images put a lot of load in CoreGraphics. Scrolling especially requires a lot of draw operations to move them around. One tip is to scale images on the device as little as you can, that makes CoreGraphics' job a lot easier. If an image is twice as large as the view displaying it, resize the UIImage before displaying it in the view. iOS devices handle PNGs best. They are compressed by a tool (pngcrush) at compile time and iOS has special hardware for rendering them.
Edit: JPGs are probably a better option for photos. iOS devices have dedicated JPG decoders as well.
Custom Drawing - If possible, cutback on the amount of custom CGContext drawing you do. Lots of custom drawing has negative effects on animation speed. I would considering using an image over complex custom drawing, if possible.
Cull - Only draw things you need to. UITableView automatically unloads and loads cells as they appear, so this is done for you, but any custom CGContext drawing should only be done when that part is visible. Also automatic view shadows can be very slow in my experience.
Reuse - Use the reuse identifier on UITableView, this will allow UITableView to reuse cell objects rather than reallocating as it scrolls - look at the answer to this question. Also reuse UIImages rather than allocating multiple for the same file. imageNamed caches images automatically but imageFromContents of file does not.
Create your own - You could create your own grid view class that culls it's subviews views hidden off screen, and scrolls with lazy content loading. By writing a custom solution you can fully control the process and create a design optimized for the usage context. For most use cases you will have a hard time building something better than the Apple standard, but I have seen it done in specific cases.
Last resort - Reduce the size of the offending view (improves filtrate), break content into multiple pages, downsize images, cut out older devices that don't perform as well. I would settle for 30 FPS before sacrificing most of that stuff. Devices will continue to get faster, older devices will be eliminated, and your app will gradually get faster.
I get close to 60 fps with my UITableViewController where the table contains about 2000 cells and each cell pulls an image from the web. The trick is to lazy load the images as you need them. This sample code from Apple is pretty helpful.
The general idea is to keep the UI responsive by not blocking the main thread. Perform downloads and other time-consuming tasks on another thread.
I would do something called Lazy Loading, which doesn't load the images until they are actually seen.
Here's a great example on how to do so: http://www.cocoacontrols.com/platforms/ios/controls/mhlazytableimages
Good Luck!
What I've done is to use NSCache. I've created a small class with properties that conforms to the NSCache data protocol (its really easy to do). So what I do is create a relationship between each cell in the main table and various things worth caching: NSAttributed strings, images etc - really anything that takes work to create. I don't preload it but you could.
When you are asked to provide a cell by the tableview, look in your cache for your primary object. If there, pull all all the objects you need. If the cache does not have the object, then get the data the old fashion way, but before you finish, save it in the cache too.
This really helped me reduce "stutter" when scrolling the cell. Also, do NOT animate anything in the cell - that kills performance. Everything should be fully rendered.
Another thing to remember - make sure ever view which can be set to opaque has its property set to YES. That for sure helps the system render the cell (including the backgound view if you use one.)
EDIT:
So you provided information that included UITableViews may the root problem. So two suggestions:
1) Can you step back and figure out how to make the scrollView a single UITableView? With table headers and footers, and section headers and footers, and even the ability to essentially make a cell a floating view, can't you figure out how to rearchitect what you have?
2) So you decide no to suggestion 1. Then, do this. Think of the space used by the tableview as being a container view. Whenever the tableview is edited, take an image snapshot of it and keep this image around. As soon as the user starts to scroll, swap the tableViews out for the images. When the scrollView stops swap the UITableView back in. This of course will take some fine tuning. In fact, you could probably overlay an opaque image snapshot over the table (which will hide it and prevent it from being asked to draw itself) during scrolling.
the human eye sees at about 60 FPS, so that's why it's recommended, but 30 FPS will also appear very smooth, especially when a regular user is viewing it, as opposed to you trying to find as much to fix as possible. This is obviously dependent on how fast the scrolling goes, if the difference from frame to frame is a movement of a few pixels, 30 FPS will do just fine, but faster movement will require a higher FPS to appear smooth
There are a few things you can do in general to get better table view performance:
1) Switch to Loren Brichter's method of drawing UITableViewCell's (for lack of a better link: http://www.therefinedgeek.com.au/index.php/2010/12/21/fast-scrolling-uitableview-updates-for-ios-4-2/)
Basically, all his code does is render all your cell content as one opaque UIView, which UITableView (and CoreGraphics) can very quickly blast onto a UITableViewCell
If you don't want to do all your cell design in drawRect:, you can still use nibs, but:
Make sure every subview is marked opaque
Don't have any transparent/semi-transparent subviews
Don't have any images with an alpha channel != 1.0f.
2) Don't let UIImageView do any scaling to display your image, give it a correctly-sized UIImage
3) If you're using iOS 5 and above, you can register a nib for a particular cell identifier. That way, when you call [tableView dequeueReusableCellWithIdentifier:], you are guaranteed to get a cell. Cell allocation is faster (according to Apple), and you get to write less code:
- (void)viewDidLoad {
UINib *nib = [UINib nibWithNibName:#"MyCell" bundle:nil];
[self.tableView registerNib:nib forCellReuseIdentifier:#"MyCellIdentifier"];
}
// ...
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
static NSString *cellIdentifier = #"MyCellIdentifier";
MyCell *cell = (MyCell *)[tableView dequeueReusableCellWithIdentifier:cellIdentifier];
// Commented out code is no longer needed
//if (cell == nil) {
// cell = [[MyCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:cellIdentifier];
//}
// setup cell
return cell;
}
4) Displaying images downloaded from the web
Display a default image (something to look at while the real image is downloading)
Start the download on a separate thread (hint: use GCD's dispatch_async())
When the image comes in, cache it (hint: NSCache), and display it on the cell
Do all image downloading/caching off the main thread; the only thing you should be doing on the main thread is setting the image (remember UI code HAS to be on the main thread!)
You'll probably want to write an async-capable UIImageView (or use an existing library).
Stay away from EGOImageView, even though it has async downloading, it does cache lookup (which happens to be on disk, so that means costly disk IO) on the main thread before dispatching to a background thread for the download. I used to use it, but I ended up writing my own set of classes to handle this, and it's significantly faster.
-
Just follow these, and stuff other ppl have written here, and you'll have table views that scroll like glass in no time :)
You want 60fps, but 30 fps doesn't look too terrible in actuality. But I would try to achieve 60fps for a smoother look while scrolling.
There are many Performance Improvement possibilities, that are also shown by various tutorials
While 60 FPS is the ideal, games like Halo run very prettily in 30 FPS. The battlefield chaos in Halo probably involve more surprising, rapid motion than most lists, even complex ones like yours!

UIImageView in UIScrollView

I have a series of UIImageViews in a UIScrollView. The user can zoom into each one, but after a bit of usage the images start disappearing, and then various images in the app disappear. I'm wondering if anybody has any any experience with this and has any idea why this could be happening?
Its a complete guess until you give us source, but chances are that you are doing something like not retaining your image views or are adding them to another view – effectively removing them from the first view they were in.

how to add more than 100 uiimageviews in uiscrollview

i have an uiscrollview and i add one by one uiimageviews but when i add more than 40 objects i have problem with memory i guess and the app crashes...what should i do? i am trying to make an app like photo viewer from apple! Help please!
i do not want thumbnais i just want to show the next image when the user flick from one to another but i have to unload the previous image and show the next one
i remove the previous like this
UIImageView l;
l=[[scroll subviews] objectAtIndex:0];
[l removeFromSuperview];
l=nil;
and then i add the next one like this
[scroll insertSubview:imageView atIndex:counter];
but i see a black background no image
please help!
The best way to do this is to load a few of the images at a time into a table view. In each cell of the table, put three thumbnails. You'll need to make a custom cell. That way, the table cells will be de-queued and the memory re-used. Check the Facebook Three20 project, I think they've implemented it like this, so you'll have some code to work with.
http://joehewitt.com/post/the-three20-project/
Ask yourself, do you really need to load all 100 images into memory? Why not just load a few images at a time in the background, depending on what image the user has scrolled to?
Don't do it that way.
If you want to display a 100 small thumbnails, resize them first with core graphics. Then they take up much less memory when you display 100 images at once.
If you want to display a 100 large images but only one is visible at a time, have 1 or 2 image views that load up the current and next images, and animate them in a clever way to make it look an endless stream. You can still use a scrollView, just monitor it's position and position your image views appropriately.
There is exactly an apple sample code that do what you want. Look for the PageControl sample, it is already implemented. Basically the slider gets the image controller from an array of controllers; among other things, when the scroller changes to the previous or next image, controllers are added and removed from this array dynamically to keep memory footprint low.
Have a look at the sample code, it is quite simple.
Hope it helps.

UIScrollView app crashing in Device but running perfect in simulator

I am working on a photo gallery app. Root view is a navigation controller which takes the user to the thumbnail view. Tapping any thumbnail takes the user to PhotoView which shows the tapped image in full screen.
Below is what I have done in my PhotoViewController:
The approach is pretty much similar to the ScrollingMadness project which I found at github.
I initialize a UIScrollView and add it as a subView to my view controller's view. Set some basic properties of UIScrollView.
Add images to UIImageViews (5 in numbers).
Add all these imageViews as a subview to UIScrollView.
When zoom operation is performed on any image, all the image subviews but the current one are removed from the scroll view.
When the image zooms out back to the minimum scale, all the images are added back to the UIScrollView.
As explained in the sample code from Apple, I am using TapDetectingImageView delegate to create the imageViews and handling touch events.
When I run the app, everything works fine in simulator. No issues whatsoever. But when I run the app in device, it crashes after I scroll to 3rd or 4th image. While debugging I found out that didReceiveMemory warning is called after I scroll to 3rd or 4th image.
I run the app using Instruments. The object allocations shows allocation levels to only 1.5-2MB when the crash happens. I believe memory usage to this level is very normal ... right?
Anyone who experienced this before OR any input as to how I can get rid of it... would be all the help I need in world at this time.
Let me know in case you need any other info.
PS > Its frustrating to see the whole app perfect in simulator but crashing in the device :(
It is crashing because its running out of memory, one thing you should check is the size of the pictures, are you picking the image from the photo library w/o editing, sometimes this will give u images of resolution of 1600x1400 which will pretty much just crash the phone because it runs out of memory, for this you should just resize your images to smaller ones. Another problem that could be causing it is you are loading too many images at once (i dont think so though), if you are using t he scroll view to have a scrolling similar to the photo application on the Iphone then you should only need to load 3 images at a time. Also maybe you arent r eleasing the images properly when you are zooming . I dont know if you a re trying to accomplish a similar functionality to the scrolling of pictures in the photo app on iphone, if you are look at the sample project PageControl, they illustrate that pretty well there.

Adding UiImageView to UiScrollView one at a time... but how?

My problem is that my 300 images are being added to UiScrollView and shows up after it's done finishing with addsubview: calls.
How do I set it up so that it adds a subview, who's up on the Screen .. and continue adding ?
You could add to UIScrollView only first couple of pictures that fit the screen and then add others on request, when user scrolls you have to check bounds and add new image if it would be displayed.
I'm not sure about the code details though.
I know for a sure that UIScrollView with 3 images are shown in demo in the lecture 8 (including source code) at Stanford's CS193P course about iPhone development, the presenter (a guy from Apple) mentioned in the video (on iTunesU) that you could load up on demand other images - he just gave general pointers not the actual solution.
But if you need to display screen full of icon size images (kind of like iphone image library) maybe it would be better to try UITableView (I haven't used it for that purpose yet but give it a try).
stefanB's answer is a good one. For the code details, I'd suggest you take a look at - [UIView drawRect:]. Given the size of each of your rows, you can easily calculate when the passed rect represents a new cell being brought into view due to a scroll, and then update with the new image accordingly.
Have you thought about putting your images not in a UIScrollView, but in a UITableView and having that handle all the caching and lazy loading for you? It sounds more specialized to handle what you'd like to do.