view hierarchy refresh timing - iphone

I'm trying to add a progress meter, or other "I'm busy right now" notification to my view hierarchy right before doing some intense computation that will block the UI. My code looks some thing like:
//create view
[currentTopView addSubView:imBusyView];
//some initialization for the intense computation
[computation startComputing];
Unfortunately, my progress meter doesn't display until after the computation completes. It appears like the views aren't re-drawn until the run loop completes. I'm pretty sure that setNeedsDisplay and setNeedsLayout will also wait until the run loop completes.
How do I get the view to display immediately?

Redrawing only occurs when your code returns control to the run loop. So the easiest way would be for you to schedule the startComputing call with a zero delay. That way, it will be executed during the next run loop iteration (right after redrawing):
[computation performSelector:#selector(startComputing) withObject:nil afterDelay:0.0];
Be aware, though, that unless you do your computation in another thread you will not be able to update the UI during the computation.

If you are doing heavy calculations maybe spawning a new thread is a good idea.
Here I have an activityIndicator displayed and starts a large XMLParse operation in a background thread:
- (void) setSearchParser {
activityIndicator = [[ActivityIndicatorView alloc] initWithActivity];
[self.view addSubview:activityIndicator];
[NSThread detachNewThreadSelector:#selector(getSearchResults:) toTarget:self withObject:[searchParser retain]];
}
then the getSearchResults method:
- (void) getSearchResults: (SearchResultParser *) parser {
NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
[parser startParser];
[self performSelectorOnMainThread:#selector(searchResultsReady:) withObject:[parser data] waitUntilDone:NO];
[pool release];
}
So firstly make a new thread:
[NSThread detachNewThreadSelector:#selector(getSearchResults:) toTarget:self withObject:[searchParser retain]];
this means that all code inside the getSearchResults will be executed on a different thread. getSearchResults also get's passed a parameter of "searchParser" thats a large object that just needs startParse called on it to begin.
This is done in getSearchResults. When the [parser startParser] is done, the results is passed back to the main thread method called "searchResultsReady" and the threads autorelease pool is released.
All the time it took from my parser began to it had finished, a gray view covered the screen an an activityIndicator ran.
You can have the small activityIndicator class I wrote:
-(id) initWithActivity {
[self initWithFrame:[self bounds]];
[self setBackgroundColor:[UIColor blackColor]];
[self setAlpha:0.8];
activityView = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
activityView.center = CGPointMake(160, 240);
[self addSubview:activityView ];
[activityView startAnimating];
return self;
}
- (void) dealloc {
[activityView release];
[super dealloc];
}
Hope it helps you out, even though threads seems a bit confusing, they can help to make the UI not freeze up, which is especially important on the iPhone.

Related

my progressView is not refreshing

When my app starts for the first time, I have a background process which runs off of a thread and the user should see a progressView which should show the progress being made. The code below shows how I am setting up my thread and progressView
//from viewDidLoad
progView.hidden = NO;
progView.progress = 0.0;
[NSThread detachNewThreadSelector:#selector(buildTable) toTarget:self withObject:nil];
-(void)buildTable
{
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
[self performSelectorOnMainThread:#selector(addData) withObject:nil waitUntilDone:NO];
[pool release];
}
the function addData is where I update the progressView using the following code -
progView.progress = 0.1
However, the progressView is visible but even though the background process is updating the progressView using the above code it is not appearing so on the screen. Do I need to use some form of StartAnimating while the background process is running?
You should only update user interface items from the main thread. You're probably not seeing any change to the progress indicator because you're trying to change it from a background thread.
A very simple strategy to do this is to call performSelectorOnMainThread from your background thread to call a simple method that updates the progress bar on the main thread.
For example, in your addData method (in the background thread) you can call:
[self performSelectorOnMainThread:#selector(updateProgressBar:) withObject:[NSNumber numberWithFloat:newProgressValue] waitUntilDone:false];
And then in your updateProgressBar method (which will run on the main thread), do the progress bar update using the given data:
- (void)updateProgressBar:(NSNumber *)progressValue {
progView.progress = [progressValue floatValue];
}

How to consume UI Events while loading data in the background

I have a little iPhone app that loads data from a web service. To make sure that nothing goes wrong while loading the data I create a semi-transparent view over the app and use CFRunloopRun() to wait until all the data is loaded in the background. This is the code for that:
self.connection = [[[NSURLConnection alloc] initWithRequest:request delegate:self] autorelease];
// Now show an animation
UIActivityIndicatorView *spinner = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
UIView *window = [[UIApplication sharedApplication] keyWindow];
UIView *shield = [[UIView alloc] initWithFrame:window.bounds];
shield.backgroundColor = [UIColor blackColor];
shield.alpha = 0.5f;
[window addSubview:shield];
spinner.center = shield.center;
[shield addSubview:spinner];
spinner.hidden = NO;
NSLog( #"JCL.callServerWithRequest(), spinner view: %#, shield view: %#, window: %#", spinner, shield, window );
[spinner startAnimating];
// Hand over to the Runnloop to wait
CFRunLoopRun();
[spinner stopAnimating];
[spinner removeFromSuperview];
[spinner release];
[shield removeFromSuperview];
[shield release];
This works fine except that any clicks on a button somewhere is played after the loading so if the users clicks on the download button twice he will do the download twice as well.
Any idea how to consume the UI events before the shield is removed.
Thanks - Andy
Try it without messing with runloops. I suspect that the UI events are coming in to the normal loop on the window but not being processed until your custom loop returns, at which point the "shield" view is no longer there to catch them. If you put the shield in place and then let the main runloop handle things, the shield should catch them all as normal.
Thanks to Anomie I finally tried out to go without the CFRunLoopRun() and it is quite difficult because the execution is split into two parts: - the Invocation and the Return of the Result through a callback. But then I shot myself in the proverbial foot because I tried to block the returning thread to slow down the execution which did not work because that was executed again in the main thread.
Eventually I did slow down the Web Service and then everything worked as expected.

Crash - "Collection <CALayerArray: 0x645dfc0> was mutated while being enumerated."

Goal is to "launch a spinner graphic at start of viewWillAppear that loads data before showing the tableview" so the user doesn't wonder why there's a delay before seeing the table. I.e. a UIActivityIndicatorView has been added to the window, and I just want to set the alpha to hide/show it.
I get this strange error when starting a thread to make sure the "spinning gears" imageview (tag=333) gets shown, before moving on to load/calculate stuff in viewWillAppear.
I don't get it on every call to [appdel addGearz] and [appdel removeGearz], it happens for both these, and it's random. It can happen after 2 viewWillAppears, or after 15. If I comment out the line that sets the alpha, everything works.
A typical viewWillAppear looks something like this,
[super viewWillappear];
self.title=#"Products listing"; //and other simple things
[appdel addGearz];
[self getProducts];
[self getThumbnails];
[myTableView reloadData]; //in case view already loaded and coming back from subview and data changed
And here is the code that crashes if the lines with .alpha are not commented out
-(void)addGearz {
[NSThread detachNewThreadSelector:#selector(gearzOn) toTarget:self withObject:nil];
}
-(void)removeGearz {
[NSThread detachNewThreadSelector:#selector(gearzOff) toTarget:self withObject:nil];
}
- (void)gearzOn {
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
[window viewWithTag:333].alpha=1.0;
//
// [[window viewWithTag:333] setNeedsDisplay];
[pool drain];
}
- (void) gearzOff {
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
[window viewWithTag:333].alpha=0.0;
//
// [[window viewWithTag:333] setNeedsDisplay];
[pool drain];
}
I've used someone else's code, so... anything obvious you can see? Surely I must be able to change alpha of UIViews in a thread? Do I need to "embed" the alpha-change in some "stop enumerating while I change this"-code?
I made it not crash by moving that alpha-change-line to above the pool alloc or below the [pool drain], but then I get a lot of "autoreleased with no pool in place - just leaking"-messages.
Apparently, there's something I don't understand about this thread code.
You must not try to modify the UI on a separate thread. UI should only be manipulated on the main thread.
Instead of detaching a new thread, you should use performSelectorOnMainThread:withObject:waitUntilDone:. This will ensure that the method will be called on the proper thread.

Add view overlay to iPhone app

I'm trying to do something like this:
- (void)sectionChanged:(id)sender {
[self.view addSubview:loadingView];
// Something slow
[loadingView removeFromSuperview];
}
where loadingView is a semi-transparent view with a UIActivityIndicatorView. However, it seems like added subview changes don't take effect until the end of this method, so the view is removed before it becomes visible. If I remove the removeFromSuperview statement, the view shows up properly after the slow processing is done and is never removed. Is there any way to get around this?
Run your slow process in a background thread:
- (void)startBackgroundTask {
[self.view addSubview:loadingView];
[NSThread detachNewThreadSelector:#selector(backgroundTask) toTarget:self withObject:nil];
}
- (void)backgroundTask {
NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init];
// do the background task
[self performSelectorOnMainThread:#selector(backgroundTaskDone) withObject:nil waitUntilDone:NO];
[pool release];
}
- (void)backgroundTaskDone {
[loadingView removeFromSuperview];
}
Two potential problems spring to mind, both centred around how you've implemented the 'do something slow here' code.
First off, if it's locking up the main thread then it's possible the application's UI isn't being redrawn in time to display the view, i.e. Add Subview, tight loop/intensive processing tying up the main thread, then immediately after the view is removed.
Secondly if the 'something slow' is being done asynchronously, then the view is being removed while the slow processing is running.
One things for sure, your requirements are as follows:
Add a subview to display some kind of 'loading' view
Invoke a slow running piece of functionality
Once the slow running functionality completes, remove the 'loading' subview.
- (void)beginProcessing {
[self.view addSubview:loadingView];
[NSThread detachNewThreadSelector:#selector(process) toTarget:self withObject:nil];
}
- (void)process {
// Do all your processing here.
[self performSelectorOnMainThread:#selector(processingComplete) withObject:nil waitUntilDone:NO];
}
- (void)processingComplete {
[loadingView removeFromSuperview];
}
You could also achieve something similar with NSOperations.

View not Updating

Kinda new to iPhone programming and was experimenting with threads
- (void)viewDidLoad {
[super viewDidLoad];
[NSThread detachNewThreadSelector:#selector(changeMain) toTarget:self withObject:nil];
[NSThread detachNewThreadSelector:#selector(changeThread) toTarget:self withObject:nil];
}
- (void)changeMain{
NSAutoreleasePool* arp = [[NSAutoreleasePool alloc] init];
for (int i = 0; i < 1000000; i++) {
[mainValue setText:[NSString stringWithFormat:#"%d",i]];
[self.view setNeedsDisplay];
}
[arp release];
}
- (void)changeThread{
NSAutoreleasePool* arp = [[NSAutoreleasePool alloc] init];
for (int i = 0; i < 1000000; i++) {
[threadValue setText:[NSString stringWithFormat:#"%d",i]];
[self.view setNeedsDisplay];
}
[arp release];
}
mainValue and threadValue are both just UILabels. I expected this to run and see both labels run up to 999999 but instead it starts at some low number (what it is when the screen initally refreshing i assume), pauses for a bit, then updates to 999999. I'm thinking the screen just isn't refreshing.
Is this correct? Am I doing it wrong?
You have to perform any Cocoa Touch operations in main thread, in other case results are unpredictable.
You don't have to call setNeedsDisplay manually.
So I'd recommend to use the following construction:
[threadValue performSelectorOnMainThread:#selector(setText:) withObject:[NSString stringWithFormat:#"%d",i] waitUntilDone:YES];
Additional notes:
1. 100000 runs can overflow the main thread queue so some values will disappear
2. You can use waitUntilDone:NO too
The setNeedsDisplay message triggers a redraw, but it only happens during the next time the main thread becomes active. So your side threads trigger a million redraws but they are queued. As soon as the main thread continues, it "collapses" all requests into one redraw.
Most likely setNeedsDisplay just sets a flag that is checked once during each run of the main loop, so setting it 1000000 to true doesn't influence anything. Try to let the "worker threads" sleep after each iteration to give the main thread some time to redraw.
Don't use for() for animations. The for will process in the same "frame". Maybe just have an ivar i and in changeMain you can have if (i<10000) { mainValue.text = [NSString stringWithFormat:#"%d",i]; i++;} or something like that. This way the setText only happens once per "frame".
I'm not sure if this will work, but you could try to force the setNeedsDisplay method to be executed on the main thread, using e.g. [self performSelectorOnMainThread:#selector(setNeedsDisplay) withObject:nil waitUntilDone:YES]. This should (hopefully, i didn't test it!) update the view after every increment. You could also try to set waitUntiDone:NO, but I'm unsure what will happen then.
See here