AssetsLibrary and ImageView -setImage Slowness - iphone

So this one is pretty odd ad I'm not sure if the trouble is with the AssetsLibrary API, but I can't figure out what else might be happening.
I am loading an array with ALAssets using the -enumerateAssetsUsingBlock method on ALAssetsGroup. When it completes, I am loading a custom image scroller. As the scroller finishes scrolling, I use NSInvocationOperations to load the images for the currently visible views (pages) from the photo library on disk. Once the image is loaded and is cached, it notifies the delegate which then grabs the image from the cache and displays it in an image view in the scroller.
Everything works fine, but the time it takes from when -setImage: actually gets called to the time it actually shows up visibly on the screen is unbearable--sometimes 10 seconds or more to actually show up.
I have tried it both with and without image resizing which adds almost nothing to the processing time when I do the resizing. As I said, the slowdown is somewhere after I call -setImage on the image view. Is anyone aware of some sort of aspect of the AssetLibrary API that might cause this?
Here's some relevant code:
- (void)setImagesForVisiblePages;
{
for (MomentImageView *page in visiblePages)
{
int index = [page index];
ALAsset *asset = [photos objectAtIndex:index];
UIImage *image = [assetImagesDictionary objectForKey:[self idForAsset:asset]];
// If the image has already been cached, load it into the
// image view. Otherwise, request the image be loaded from disk.
if (image)
{
[[page imageView] setImage:image];
}
else {
[self requestLoadImageForAsset:asset];
[[page imageView] setImage:nil];
}
}
}

This will probably mess up any web searches looking to solve problems with the AssetsLibrary, so for that I apologize. It turns out that the problem wasn't the AssetsLibrary at all, but rather my use of multi-threading. Once the image finished loading, I was posting a notification using the default NSNotificationCenter. It was posting it on the background thread which was then updating (or trying to update, at least) the UIImageView with -setImage. Once I changed it to use -performSelectorOnMainThread and had that selector set the image instead, all was well.
Seems no matter how familiar I get with multi-threading, I still forget the little gotchas from time to time.

Related

Load MKMapView in background and create UIImage from it (iPhone & iPad)

I have a situation whereby I need a way of loading an MKMapView with several overlays. This map view shouldn't be shown onscreen, the only reason I require it to load is in order to create an image from the map for use elsewhere.
I have had a look around online but I haven't had any luck with finding a solution to the problem. Please can someone help me out?
Here is what I've tried so far (with no success)
// Load the map view
Logs_Map_ViewController *mapViewController = [[Map_ViewController alloc] initWithNibName:#"Map_ViewController" bundle:nil];
mapViewController.GPSCoordinatesToPlot = [someDictionary objectForKey:kGPSCoords];
// Take a picture of the map
UIImage *mapImage = [mapViewController convertMapToImage];
NSData *imageData = [NSData dataWithData:UIImagePNGRepresentation(mapImage)];
NSString *base64String = [imageData base64EncodedString];
NOTE: It's really important that the app waits for the map to fully load (so that the image is created properly).
This may or may not be helpful but this is what I do in my situation.
I have a tableview for an venue/business with 7 table cells. One of the table cells contains a map with pindrop. When the user views an establishment for the very first time, i run a quick conditional to see if the mapview has been cached (or rather, saved as image). if the image does not exist, i load a fresh mapview into the cell and add a single pindrop annotation. After both the mapview has loaded and the annotation has dropped, i save the view layer to image, then remove the mapview (and release it since we needed to keep the delegate alive) from the cell and replace with the fresh new image. I suggest spawing a background thread to save the image/insert into cell. This way the table view doesn't choke up.
And then finally, the next time the user returns to that same venue/business, the mapview image exists and i load the image.
I know it's important for the map to fully load, otherwise your image saves with gray where the map did not load. if you're dropping a pin drop, you need to make sure your image saving method fires after both the map finished loading (mapViewDidFinishLoadingMap:) and your annotation has dropped (mapView:didAddAnnotationViews:). Only after both have finished should you fire method to save image. i suggest using a delayed selector. I delay it by 1 second.
This same concept can surely be applied to other situations. Bottom line is, as strings42 states, you're going to have to add a visible mapview to your view in order to capture an image.
You should be able to implement mapViewDidFinishLoadingMap in the MKMapViewDelegate protocol and store your image there, I would think. That should solve the problem of needing to wait until the map is loaded to store the image.
If you're seeing other issues as well, please provide more detail on those, as your question is not clear on the specific issue(s) that you're asking about.
The method below will always be called as the delegate of mapView,
mapViewDidFinishRenderingMap:fullyRendered:
so, you can get map image from mapView here
- (UIImage *)renderToImage:(MKMapView *)mapView
{
UIGraphicsBeginImageContext(mapView.bounds.size);
[mapView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
}

setImage for UIImageView in uitableviewcell lags scrolling in iOS

I have a gallery view of photos that are downloaded from the internet so I used Enormego's EGOImageView. I noticed that when i scrolled down my tableview after the images were in the cache, the scrolling would lag. I immediately found that when the image was retrieved from the hard drive with return [UIImage imageWithContentsOfFile:cachePathForKey(key)]; it was working on the main thread so I added the operation to an NSOperationQueue. This reduced the lag by half but the scrolling still stuttered. After going through the code, I noticed that in the success method
- (void)imageLoaderDidLoad:(NSNotification*)notification {
if(![[[notification userInfo] objectForKey:#"imageURL"] isEqual:self.imageURL]) return;
UIImage* anImage = [[notification userInfo] objectForKey:#"image"];
self.image = anImage;
[self setNeedsDisplay];
if([self.delegate respondsToSelector:#selector(imageViewLoadedImage:)]) {
[self.delegate imageViewLoadedImage:self];
}
}
commenting out the self.image = anImage; got rid of the lag completely (but obviously I get no image). And as far as I can tell, if I want to alter the UI, it must be done in the main thread. Is there a way to set the image for the EGOImageView without it lagging the scrolling?
Note: the JPGs are around 50kB
Thanks
Subclass uitableViewCell and do your own drowing in drawContentView.
Resize images in background thread and then present them in cells.
P.S: if the code found on git hub is not good enough for you, try to write your own that suits your problem.
From what I understand, all the steps required to initiate an asynchronous disk query takes a couple milliseconds on the mainthread, and that is enough time for the scrolling to look like it stutters, so I decided to completely remove hard drive caching for large images and instead create an NSMutableDictionary which holds the UIImage as an object, and the NSURL.absoluteString as the key. This works seamlessly but obviously has the disadvantage of being a memory hog. I checked out the memory usage of some photo-sharing apps and I've been able to get the memory usage for the app to over 100MB so it seems everybody else is doing this.

ScrollView with large images scrolls too slowly

When I am scrolling images frequently in a UIScrollView then after some images, the next image takes time to load... it's not taking too much time but looks odd.
Suppose I have 27 images in a scrollView. When I start to scroll these images, for 1 or 2 images it scrolls smoothly but when I scroll again to see the 3rd image it takes time to load. Then when I start the images scrolling again from the 3rd image, it behaves like before.
I can't load all 27 images at a time or my app crashes.
When I slowly scroll the scrollview then I don't have this problem.
My code is below:
//Taking image view for 27 images;
int x=0;
for(int i = 1; i<=27; i++) {
imageView = [[UIImageView alloc] init];
imageView .frame = CGRectMake(x,0,768,1024);
imageView.tag=i;
imageView.image=nil;
imageView.userInteractionEnabled=YES;
[contentView addSubview:imageView];
x+=768;
}
//setContentOffset of the scrollView -->ContentView
[contentView setContentOffset: CGPointMake((imageNumber-1)*768, 0) animated: YES];
//desire image which i want to see from the start of the scrollview
pageNumber=imageNumber;
int pageBefore=pageNumber-1;
int pageAfter=pageNumber+1;
//Views for image
for( UIImageView * views in [contentView subviews]){
if(views.tag==pageNumber){
if(views.image==nil){
NSLog(#"entering");
views.image=[UIImage imageNamed:[ NSString stringWithFormat:#"%d.jpg",pageNumber]];
[views.image release];
}
}
if(views.tag==pageBefore){
if(views.image==nil){
views.image=[UIImage imageNamed:[ NSString stringWithFormat:#"%d.jpg",pageBefore]];
[views.image release];
}
}
if(views.tag==pageAfter){
if(views.image==nil){
views.image=[UIImage imageNamed:[ NSString stringWithFormat:#"%d.jpg",pageAfter]];
[views.image release];
}
}
My alarm bells rang when I saw this;
imageView .frame = CGRectMake(x,0,768,1024);
Apart from the space before .frame, are you saying that your images are 768x1024? That's HUGE and I suspect your problems are memory ones rather than code ones.
Be aware that in particular, using UIImage imageNamed: is likely to cause grief with such large images as that method caches the images in memory. You may wish to consider using alternative methods that load the image from a file each time.
You should try use the EGOImageView, it has caching build in which might help with your performance issues. You can implement a placeholder image to show the user that an image is being prepared for viewing. The image will load in another thread before being displayed, giving you smoother scrolling performance. The EGOImageView is part of the EGOImageLoading library.
https://github.com/tastefulworks/EGOImageLoading
As an alternative you could create your own lazy loading mechanism to increase scrolling performance. E.g. once a user stops scrolling for a second, start loading the image, otherwise display placeholder image if not yet the correct image is cached.
Edit: when thinking more about this issue, I realize caching won't help much (since you already load image from disk), but the asynchronous loading of images should help with the scroll performance, so make use of NSThread or NSOperation to load the image in a background thread, then notify the main thread that the image is loaded and ready for display.

Question about Apple's LazyTableImages sample - Doesn't behave exactly like the app store

I have a UITableView with a list of items, each having it's own image. I thought Apple's LazyTableImages sample project would be perfect to learn from, and use to implement the same kind of process of downloading images asynchronously, after the original list data is retrieved.
For the most part, it works quite well, except I did notice a subtle difference in behavior, between this sample app, and how the actual app store downloads images.
If you launch the LazyTableImages sample, then do a quick flick-scroll down, you'll see that the images do not get displayed until after the scrolling comes to a complete stop.
Now, if you do the same test with a list of items in the actual app store, you'll see that the images start displaying as soon as the new items come into view, even if scrolling hasn't stopped yet.
I'm trying to achieve these same results, but so far I'm not making any progress. Does anyone have any ideas on how to do this?
Thanks!
I'm baffled that nobody could answer this...
So, I eventually figured out how to acheive the exact same effect that is used in the actual app store, in regards to how the icons are downloaded/displayed.
Take the LazyTableImages sample project and make a few simpled modifications.
Go into the root view controller and remove all checks regarding is table scrolling and/or decelerating in cellForRowAtIndexPath
Remove all calls to loadImagesForOnScreenRows, and thus remove that method as well.
Go into IconDownload.m and change the startDownload method to not do an async image downlaod, but instead do a sync download on a background thread. Remove all the code in startDownload, and add the following, so it looks like this:
- (void)startDownload
{
NSOperationQueue *queue = [NSOperationQueue new];
NSInvocationOperation *operation = [[NSInvocationOperation alloc] initWithTarget:self selector:#selector(loadImage) object:nil];
[queue addOperation:operation];
[operation release];
[queue release];
}
Then, add a loadImage, like this:
- (void)loadImage
{
NSData *imageData = [[NSData alloc] initWithContents OfURL:[NSURL URLWithString:appRecord.imageURLString]];
self.apprecord.appIcon = [UIImage imageWithData:imageData];
[imageData release];
[self performSelectorOnMainThread:#selector(notifyMainThread) withObject:nil waitUntilDone:NO];
}
Then, add notifyMainThread like this:
- (void)notifyMainThread
{
[delegate appImageDidLoad:self.indexPathInTableView];
}
Done! Run it, and you will see the exact app store behavior, no more waiting to request image downloads until scrolling stops, and no more waiting for images to display until scrolling stops, or until user has removed their finger from the screen.
Images are downloaded as soon as the cell is ready to be displayed, and the image is displayed as soon as it is downloaded, period.
Sorry for any typos, I didn't paste this from my app, I typed it in, since I'm away from my mac right now...
Anyway, I hope this helps you all...
Check out UIScrollViewDelegate. I've implemented something like this by listening for scrollViewDidScroll:, calculating the scroll speed (by checking the contentOffset against the last recorded contentOffset, divided by the difference in time), and starting to load images once the speed drops below a certain threshold. (You could achieve something similar with UIScrollViewDelegate's scrollViewDidEndDragging:willDecelerate: as well).
Of course, you don't have to check the speed; you could just load images on UITableViewDelegate's tableView:willDisplayCell:forRowAtIndexPath: whenever you see a new cell, but I've found that if the user is flipping through tons of cells, you don't need to bother until you see that they're going to slow down to browse.

UIImage, releasing the decompression cache?

I have an array of UIImages that contains some .jpg images downloaded from the net when the app starts. I also have a table view that shows some of these images in its cells. The problem is that when I scroll the table, the app's memory consumption always increases up to the point where the app crashes due to low memory conditions. The table cells seem to be reused fine, so my theory is the following.
Since the UIImageView in a table cell only retains one of the elements in the image array, when the cell gets reused, and a new image is assigned to it, the previously used image is of course not destructed (the cell releases it, but the array still retains). However, the decompression cache used to hold the raw image data (computed the first time the UIImage is displayed by a view) belongs to the UIImage itself, so it also remains. But I'm just guessing about all this.
Can this really be the problem? If so, how can I work around it? My first idea was to create a copy of the UIImage whenever it is assigned to a cell, but looks like UIImages can't be deep copied. Is there any way to tell a UIImage to keep the compressed jpg data in memory but throw away the decompression cache? (In the worst case I guess I can still download all the images and store them in local files, then load them from there and completely release the UIImages when not displayed anymore, but this doesn't seem to be an elegant solution.)
--
I can't post the original code (as suggested in comments) as it is fairly complicated with custom table cells and custom views and even a background thread downloading the images, but I've just created a small test app and it seems to show the same behavior. Here's a little function that is called when the user taps a UIButton:
- (IBAction)onNext:(UIButton*)sender
{
static NSMutableArray* images = nil;
if (!images)
{
NSArray* names = [NSArray arrayWithObjects:
#"IMG_2957.JPG",
#"IMG_2962.JPG",
#"IMG_2965.JPG",
#"IMG_2970.JPG",
#"IMG_2971.JPG",
#"IMG_2978.JPG",
nil];
images = [NSMutableArray new];
for (int i = 0; i < names.count; ++i)
[images addObject:[UIImage imageNamed:[names objectAtIndex:i]]];
int i = 42;
}
static int current = 0;
imageView.image = [images objectAtIndex:current];
++current;
}
Yes, I know that the images array is leaking, that's not the point (in the original code I also want to retain the images for the entire lifetime of the app, and only release on quitting). But. According to Memory Monitor, after the first tap (all images get loaded, and the first one is displayed), the app consumes ~5MB (all jpgs loaded, one of them decompressed). After all subsequent taps, the memory consumption increases by ~2MBs (yep, I tested with 1024x768 images). So it looks like decompressed data of the previously displayed images is still there. I know this wouldn't be a problem if I released the image once it isn't visible anymore, and that would also release the decompressed buffer, but if possible, I'd like to retain all the images, and only release the decompressed data. Is that possible?
If you're reusing cells, make sure those cells implement:
-(void)prepareForReuse
{
// releasing the image
self.imageView = nil; // Or release depending on you memory strategy
self.labelView = nil; // get them all
}
I don't think UIImage has no memory leaks that fatal. I have been working on few applications which has to deallocate UIImage a lot due to memory constraint, but it's still working fine. I believe your image leaks somewhere. Show us some code so someone will point that out for you.