mixing OpenGL and Interface Builder/ UI Controls - bad idea? Why? (iPhone) - iphone

I've heard that OpenGL ES and standard iPhone UI controls don't play well together, but I'm wondering if anyone knows why, and what the effects are? I'm writing an OpenGL based game, and the view is loaded from a nib file with ui controls, and it seems to work ok, but the game is really simple at this point... does using ui controls cause some kind of performance hit?

UI events momentarily pause timers, like when scrolling a tableview. You can get around this by using the common runtime mode when creating a timer. It may slow down your rendering if you have a lot of layers because they all need to get redrawn every-time you refresh. So if your game runs at 60fps it will also redraw everything on top of the GLView, like UIImageViews, buttons etc. 60 times a second, which is a huge waste. It might not make a huge impact on your frame rate but it may make the device run hotter and drain the battery faster. Its best to draw your HUD using OpenGL, but it depends on the situation. For something that will be displayed only for a short time, like a menu I think you can get away with it.
Theres nothing wrong with it, its just wasteful.

Related

How Can I Record the Screen with Acceptable Performance While Keeping the UI Responsive?

I'm looking for help with a performance issue in an Objective-C based iOS app.
I have an iOS application that captures the screen's contents using CALayer's renderInContext method. It attempts to capture enough screen frames to create a video using AVFoundation. The screen recording is then combined with other elements for research purposes on usability. While the screen is being captured, the app may also be displaying the contents of a UIWebView, going out over the network to fetch data, etc... The content of the Web view is not under my control - it is arbitrary content from the Web.
This setup is working but as you might imagine, it's not buttery smooth. Since the layer must be rendered on the main thread, there's more UI contention than I'd like. What I'd like to do is to have a setup where the responsiveness of the UI is prioritized over the screen capture. For instance, if the user is scrolling the Web view, I'd rather drop frames on the recording than have a terrible scrolling experience.
I've experimented with several techniques, from dispatch_source coalescing to submitting the frame capture requests as blocks to the main queue to CADisplayLink. So far they all seem to perform about the same. The frame capture is currently being triggered in the drawRect of the screen's main view.
What I'm asking here is: given the above, what techniques would you suggest I try to achieve my goals? I realize the answer may be that there is no great answer... but I'd like to try anything, however wacky it might sound.
NOTE: Whatever techniques need to be App Store friendly. Can't use something like the CoreSurface hack that Display Recorder used/uses.
Thanks for your help!
"Since the layer must be rendered on the main thread" this is not true, as long as you don't touch UIKit.
Please see https://stackoverflow.com/a/12844171/136305
Maybe you can record at half resolution to speed up things, if that fits the requirements?

iOS frame-by-frame animation with Quartz

I'm working on an iPhone game that involves only two dimensional, translation-based animation of just one object. This object is subclassed from UIView and drawn with Quartz-2D. The translation is currently put into effect by an NSTimer that ticks each frame and tells the UIView to change its location.
However, there is some fairly complex math that goes behind determining where the UIView should move during the next frame. Testing the game on the iOS simulator works fine, but when testing on an iPhone it definitely seems to be skipping frames.
My question is this: is my method of translating the view frame by frame simply a bad method? I know OpenGL is more typically used for games, but it seems a shame to set up OpenGL for such a simple animation. Nonetheless, is it worth the hassle?
It's hard to say without knowing what kind of complex math is going on to calculate the translations. Using OpenGL for this only makes sense if the GPU is really the bottleneck. I would suspect that this is not the case, but you have to test which parts are causing the skipped frames.
Generally, UIView and CALayer are implemented on top of OpenGL, so animating the translation of a UIView already makes use of the GPU.
As an aside, using CADisplayLink instead of NSTimer would probably be better for a game loop.
The problem with the iPhone simulator is it has access to the same resources as your mac. Your macs ram, video card etc. What I would suggest doing is opening instruments.app that comes with the iPhone SDK, and using the CoreAnimation template to have a look at how your resources are being managed. You could also look at allocations to see if its something hogging ram. CPU could also help.
tl;dr iPhone sim uses your macs ram and GFX card. Try looking at the sequence in Instruments to see if theres some lag.

iPhone Opengl game with ads == fps problem?

I have a game that runs fine as is (around 30fps), but fps went down the drain when I tried to implement ads. I tried Greystripe and iAds but with same result (iAds were maybe bit worse). Average fps is almost same, but there are huge spikes all the times (1-2 spikes per second) and game is unplayable.
I guess it is because ad is in another view. I read somewhere that opengl apps on iphone don't like having another views with them, but there is plenty of games with ads on app store. How do they do it?
My implementation should be ok. I did everything as documentation and samples told me. I have my opengl view and ad view as subviews in app window, adview being in front of opengl view and thus covering part of it. Could this be the problem? Is it better to make opengl view smaller to left space for ad so they don't overlap? Do you have any other ideas what could be wrong?
Lope, I've created a gist at this link with a singleton "AdManager" class I wrote to handle iAds using cocos2d. Cocos2d sits on top of OpenGL, of course, and I've found that this code doesn't affect FPS even for relatively complicated games.
You'll have to modify this a bit to work with your application, changing out the cocos2d calls, etc, but this will give you asynchronous loading of iAds, which should help the FPS issue.
To use this class, include its header and call
[[AdManager sharedManager] attachAdToView:self.view];
wherever you need iAds. The ads will remain hidden until an ad loads, at which time they'll pop up at the top of screen. (The class works for iOS 4.0, 4.1 and 4.2).
Also, I should add that I have cocos2d running inside of an overall UIViewController that I call "Cocos2DController". When I attach the ads to a cocos2d view, I'm using
[[AdManager sharedManager] attachAdToView:[[CCDirector sharedDirector] openGLView]];
Best of luck!
We can hit and miss with apple's choices, but go for the sure thing and implement the ads in other parts to be appealing and not intrusive. It will be better for the framerate, and for you.
Try downloading the ads in a seperate, low priority, thread. You can, thus, nsure that the ads loading does not take too much CPU time. With a bit of CPU synchronisation you can make sure you don't try to display the new ad until it is completely ready to display. Sure it will suck some CPU time away from what you are trying to do but set your priorities right and it should only suck time when you are busy doing nothing.
Please excuse the thread necro'ing here, but I've used Stack Overflow a lot to help me through the problems I've had during coding, and thought my experience might be useful to someone in the future.
My simple cocos2d game ran with decent FPS (rarely changed the FPS display at all) until I implemented AdWhirl (integrating AdMob + iAd only). It would then run OK for the first few iterations, but upon upon the 9th or 10th scene refresh (single screen game, time in each scene < 5 seconds on average) the FPS would dive to ~20FPS, and drop again each time the scene refreshed.
Turns out, in my n00biness (this may be particular to me :) ), I was calling the scene from within itself. That is, once the actions had finished, the last action was to call the main scene again (a lazy way of rebuilding the scene for the user to have another go). This init'd the views and view controllers I had inserted to handle the AdWhirl ads all over again, and not only did I have a memory leak, I had 10+ view controllers all trying to request and service ads from AdWhirl. Once I got a clue and took that self-referring loop out, all was good.

Are multiple UIView animation callbacks a bad idea (i.e. cause mem issues)?

I have multiple UIView animations running in my app. They are very short, and then make callbacks to a method that then usually fires off another animation. This leads to a lot of little animations running at the same time, each firing back callbacks.
This actually performs pretty well, and for the first few levels (the app is a game), no problems are observed. However, as you continue to play deeper into the game, I'm starting to get memory warnings and ultimately crashes. I've put NSLog in all of my dealloc methods, so I can see that everything is being properly released and dealloc'd. I've also run static analysis on the app and fixed anything it found.
The weird part to me is this: Shouldn't any performance problems caused by running multiple animations be processor bound (i.e. shouldn't I see a bunch of slowdown and such)? It seems that everything performs just fine, it just runs up memory too fast and there's nothing more I can free. Is there something in the framework on the UIView side of things that will need lots of memory to do these operations? Is there perhaps a leak in the framework I need to avoid when doing these?
Additional note: I'm animating a custom class that extends UIView and has a label and a UIImageView inside of them.
Multiple animation shouldn't cause memory warnings..
I suggest you should run Instruments for Leaks, ObjectAlloc & CPU Samplers..
That would give a much better view than NSLogs in dealloc
You don't show any code so it's hard to give specific advice, however, have you considered using Core Animation layers instead of UIViews? If you need to animate text, you'll have to use a view since there is no CATextLayer on the phone, however, Core Animation provides the facilities to draw complex sprites in a 2d space making it a great candidate for many games.
Best Regards.

How can I programmatically determine CPU usage rate or how busy / occupied the system is in iPhone-OS?

My app is doing some pretty but heavy weight core animations during scrolling. Sometimes it crashes due to bad performance. So I need some way to find out if there is enough capability to make the animations, and if not, I just leave them away. Best way would be if I could ask the system how busy it is.
UPDATE: I mean especially Core Animation.
By animation, do you mean frames that play after one another (like an animated GIF) or some CoreAnimation (OpenGL) effect that is moving polygons with mapped textures around?
If it's the former, I'd really consider some way of optimizing the animation or eliminating it in all cases.
If it's the latter, I'd do some deeper digging into the source of the problem. Core Animation under normal circumstances will drop frames in order to keep from getting into situations like this in the first place.
In either case case you might consider loading the texture assets a little earlier. I have had some trouble in my apps with animation methods that take a UIImage parameter when I created the UIImage in the function call. Preloading the asset a little earlier in my code took care of the problem nicely.
As an example:
BAD
[[UIImage imageNamed:#"checkmark.png"] drawAtPoint:p];
BETTER
//declared at top of class
static UIImage *checkmark = nil;
in init:
checkmark = [UIImage imageNamed:#"checkmark.png"];
in drawRect:
[checkmark drawAtPoint:p];
You would need to adapt this technique to your particular situation. In my case, checkmark is used often, and it quite small, I don't mind dedicating the memory to it permanently.
I wonder if your crashes could be fixed by making sure the assets were ready to be used by the application.
I wouldn't do that. If your app crashes, it's to heavy. You could run your app with some instruments to see where your bottlenecks are.
So, without trying to sound too harsh, your best way is to rewrite some parts in order to make you app run on an iPhone at all times.