How can I fix 'sticky' touchesMoved in my openGLES app? - iphone

I have my openGL scene rendering using the detach thread method
//This is at the end of my init method
SEL selector = #selector(preMainLoop);
NSThread *thread = [[NSThread alloc] initWithTarget:self selector:selector object:nil];
[thread start];
[thread release];
}
-(void) preMainLoop
{
while (isRunning) {
NSAutoreleasePool *loopPool = [NSAutoreleasePool new];
[self performSelectorOnMainThread:#selector(mainLoop) withObject:nil waitUntilDone:YES];
[loopPool release];
}
}
When I start getting touch events, I want to update my scene accordingly. But it seems like the scene is updating much faster than the iPhone is registering the touch events. For testing I'm trying to just drag a box around the screen based on the current position of a UITouch (updating the position during touchesMoved). I also have another box that moves independently, unaffected by touches.
The indepent box moves around smoothly, at a nice 60 frames per second. The touch box has 'jerky' movement which leads me to believe that the render loop is shoving out touch events or something to that affect.
Any help appreciated!

This forum thread has a long discussion comparing and contrasting NSTimer vs. MainLoop. In particular, I think you are looking for the following:
//Yield to system calls (touches, etc.) for one ms.
while( CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0.002, FALSE) == kCFRunLoopRunHandledSource);
However since you are doing this on the same single thread as everything else, I personally doubt you will be seeing any performance improvement over a properly configured NSTimer, and you may even take a hit. Your mileage may vary, but it might be worth testing both ways and doing some metrics before you launch. It's an easy enough thing to test.

Related

UIImageView only displaying intermittently

I'm using the following code to display a page number, when the user switches pages in my iPad app. The number is supposed to show up in a nice transparent gray pane (similar to the "Build Succeeded" message in XCode). However, the image view only shows up about 5% of the time. (I haven't added the code to put a number in the pane yet). The NSLog() message appears every time. I've also set a breakpoint and stepped through, and the UIImageView code is getting called. Sadly, I can't step into the framework to see what it's doing.
The variables used are all locals or constants, so I doubt it has anything to do with a race condition. Also, I can wait minutes between clicks and not get an image, or press the button rapidly and get multiple stacked images (they're transparent, so it's easy to notice a stack).
I tried running a setNeedsDisplay on self.view after the addSubview: (even though I'm pretty sure addSubview: does it), but that didn't do anything.
Calling displayPageNumber: directly, without threading, doesn't make it appear consistently either.
Any ideas?
#define PageDisplayTime 0.5
#define PageDisplayImageName #"PageIndicator.png"
#define PageDisplayImage [UIImage imageNamed: PageDisplayImageName]
...
[NSThread detachNewThreadSelector: #selector(displayPageNumber:)
toTarget: self withObject: index];
...
- (void) displayPageNumber: (NSNumber*) _pageIndex
{
NSLog(#"Page Number: '%d'.", [_pageIndex integerValue] + 1);
NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
UIImageView* glassPaneView = [[UIImageView alloc] initWithImage: PageDisplayImage];
glassPaneView.center = CGPointMake(300.0, 300.0);
[self.view addSubview: glassPaneView];
[NSThread sleepForTimeInterval: PageDisplayTime];
[glassPaneView removeFromSuperview];
[glassPaneView release];
[pool release];
}
AFAIK all UI coding must be done on the main thread. doing it on the background thread will at best have unpredictable results, at worse will crash.
Calling the method directly (thus in the main thread) doesn't work because the sleep just stops the current thread, so it is not able to do anything including drawing until you remove the view, thus preventing it from showing.
You have to refactor the method into multiple methods called on the main thread. The first just adds the subview and sets a timer, the timer handling method then removes the subview.
I figured out the issue. In case others run into this, here it is:
The addSubview: / removeFromSuperview pair with the sleepForTimeInterval: between them are basically useless. I knew sleeping blocked the thread, but apparently this thread needs to be unblocked to update the view. I assumed (incorrectly it appears) that the view update happened on the main thread.
Here's my replacement solution:
unhide the subview in the main thread and call detachNewThreadSelector: with a message that sleeps for X seconds and then hides the subview.
And I'm going to add an NSLocked counter that gets incremented on unhide, and decremented in the hider message, but only hides when the counter is down to 0. This will allow repeated activations to extend the duration.

CADisplayLink OpenGL rendering breaks UIScrollView behaviour

There are a few similar questions out there on SO (links at end), but none of them has allowed me to fix my problem, so here goes:
I'm using OpenGL rendering to make an image tiling and caching library for use in a game project, and I want to hijack the physics of the UIScrollView to allow the user to navigate around the images (since it has nice bounce behaviour, might as well use it). So I have a UIScrollView which I'm using to get the rendering view for my textures, but there's a problem - moving around on the scroll view prevents the CADisplayLink from firing until the user has finished scrolling (which looks horrible). One temporary fix has been to use NSRunLoopCommonModes instead of the default run mode, but unfortunately this breaks some aspects of scroll view behaviour on certain phones I'm testing on (the 3GS and simulator seem to work fine, while the iPhone4 and the 3G don't).
Does anyone know how I could get around this clash between the CADisplayLink and the UIScrollView, or know how to fix the UIScrollView working in other run modes? Thanks in advance :)
Promised links to similar questions:
UIScrollView broken and halts scrolling with OpenGL rendering (related CADisplayLink, NSRunLoop)
Animation in OpenGL ES view freezes when UIScrollView is dragged on iPhone
It's possible that slow updates on the main thread triggered by the CADisplayLink are what's breaking UIScrollView's scrolling behavior here. Your OpenGL ES rendering might be taking long enough for each frame to throw off the timing of a UIScrollView when using NSRunLoopCommonModes for the CADisplayLink.
One way around this is to perform your OpenGL ES rendering actions on a background thread by using a Grand Central Dispatch serial queue. I did this in my recent update to Molecules (source code for which can be found at that link), and in testing with using NSRunLoopCommonModes on my CADisplayLink, I don't see any interruption of the native scrolling behavior of a table view that's onscreen at the same time as the rendering.
For this, you can create a GCD serial dispatch queue and use it for all of your rendering updates to a particular OpenGL ES context to avoid two actions writing to the context at the same time. Then, within your CADisplayLink callback you can use code like the following:
if (dispatch_semaphore_wait(frameRenderingSemaphore, DISPATCH_TIME_NOW) != 0)
{
return;
}
dispatch_async(openGLESContextQueue, ^{
[EAGLContext setCurrentContext:context];
// Render here
dispatch_semaphore_signal(frameRenderingSemaphore);
});
where frameRenderingSemaphore is created earlier as follows:
frameRenderingSemaphore = dispatch_semaphore_create(1);
This code will only add a new frame rendering action onto the queue if one isn't in the middle of executing. That way, the CADisplayLink can fire continuously, but it won't overload the queue with pending rendering actions if a frame takes longer than 1/60th of a second to process.
Again, I tried this on my iPad here and found no disruption to the scrolling action of a table view, just a little slowdown as the OpenGL ES rendering consumed GPU cycles.
My simple solution is to halve the rendering rate when the run loop is in tracking mode. All my UIScrollViews now work smoothly.
Here is the code fragment:
- (void) drawView: (CADisplayLink*) displayLink
{
if (displayLink != nil)
{
self.tickCounter++;
if(( [[ NSRunLoop currentRunLoop ] currentMode ] == UITrackingRunLoopMode ) && ( self.tickCounter & 1 ))
{
return;
}
/*** Rendering code goes here ***/
}
}
The answer at the following post works very well for me (it appears to be quite similar to Till's answer):
UIScrollView pauses NSTimer until scrolling finishes
To summarize: disable the CADisplayLink or GLKViewController render loop when the UIScrollView appears and start a NSTimer to perform the update/render loop at the desired framerate. When the UIScrollView is dismissed/removed from the view hierarchy, re-enable the displayLink/GLKViewController loop.
In the GLKViewController subclass I use the following code
on appear of UIScrollView:
// disable GLKViewController update/render loop, it will be interrupted
// by the UIScrollView of the MPMediaPicker
self.paused = YES;
updateAndRenderTimer = [NSTimer timerWithTimeInterval:1.0f/60.0f target:self selector:#selector(updateAndRender) userInfo:nil repeats:YES];
[[NSRunLoop mainRunLoop] addTimer:updateAndRenderTimer forMode:NSRunLoopCommonModes];
on dismiss of UIScrollView:
// enable the GLKViewController update/render loop and cancel our own.
// UIScrollView wont interrupt us anymore
self.paused = NO;
[updateAndRenderTimer invalidate];
updateAndRenderTimer = nil;
Simple and effective. I'm not sure if this could cause artifacts/tearing of some sort since the rendering is decoupled from screen refreshes, but using CADisplayLink with NSRunLoopCommonModes totally breaks the UIScrollView in our case. Using NSTimer looks just fine for our app and definitely a whole lot better than no rendering.
Even though this is not the perfect solution, it still might work as a workaround;
You could ignore the display link availability and use NSTimer for updating your GL-layer instead.

Yet another question about showing UIActivityIndicator

I had the UIActivityIndicatorView working fine in simulator and other 3.0 devices in my app. But I found out that it was not spinning (or showing) in the new iphone 4. Basically I need to show the activity indicator when a button is clicked and hide it when the button click event is complete. I was using the approach below.
[NSThread detachNewThreadSelector: #selector(spinBegin) toTarget:self withObject:nil];
from this link. As mentioned, it correctly spins the activity indicator on all except 4.*.. not sure why. To get around this, I also followed another approach something like (from developer.apple.com)
`
(IBAction)syncOnThreadAction:(id)sender
{
[self willStartJob];
[self performSelectorInBackground:
#selector(inThreadStartDoJob:)
withObject:theJobToDo
];
}
(void)inThreadStartDoJob:(id)theJobToDo
{
NSAutoreleasePool * pool;
NSString * status;
pool = [[NSAutoreleasePool alloc] init];
assert(pool != nil);
status = [... do long running job specified by theJobToDo ...]
[self performSelectorOnMainThread:
#selector(didStopJobWithStatus:)
withObject:status
waitUntilDone:NO
];
[pool drain];
}
`
The problem with this was that, it is showing the acitivityVIewIndicator spinning correctly (at least on the simulator) but after it stops, the built in activity indicator in the top bar (where it shows the battery% etc) is still spinning.
I'm new to objective C. I have finished my app completely but for this silly thing. I realize there is no way to display UIActivityView without starting another thread. and finally, just to rant, I don't understand why they have to make it so complicated. I mean they knew it was going to have this problem, why not provide a sample code everyone can use rather than deriving their own solutions.
Finally, can anyone please provide me with a direction or some sample code. I would really appreciate it. I have been searching for a few hours now and have not found anything really that works!
Why are you starting/stopping the indicator on a separate thread? Any methods you send to your UIActivityIndicatorView must be sent on the main (UI) thread.
Any events sent by a button pressed will automatically be run on the main thread. If you're using background threads to complete the process, you could do something like:
- (IBAction)buttonPressed:(id)sender {
// This runs on the main thread
[activityIndicator startAnimating];
[self performSelectorInBackground:#selector(inThreadStartDoJob:) withObject:theJobToDo];
}
- (void)inThreadStartDoJob:(id)theJobToDo {
// Set up autorelease pool
...
// Run your long-running action
...
// Stop the spinner. Since we're in a background thread,
// we need to push this to the UI Thread
[activityIndicator performSelectorOnMainThread:#selector(stopAnimating) withObject:nil waitUntilDone:YES];
}
Edit: As for the activity indicator in the top bar (where the battery is), doesn't this automatically start/stop based on network activity?

NSThread plus tickertape animation

I have a question that we might answer together i have a tickertape in my iphone app (Like those stick tickers) and i use a NSThread to keep the memory away from the main thread so it will not slow down the app. Now the thing is it does its job well but when i scroll on a UITableView that i have on the same view i notice that my ticker tape animation stops to work.
ViewController.m (Main view of this object has the ticker tape on it)
-(void)startTicker {
[NSThread detachNewThreadSelector:#selector(start) toTarget:ticker withObject:nil];
}
TickerView.c (This handles the tickertape animation)
// Called from the viewcontroller
-(void) start {
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
[self performSelectorOnMainThread:#selector(loop) withObject:nil waitUntilDone:YES];
[pool release];
}
-(void)loop {
timerHandle = [NSTimer scheduledTimerWithTimeInterval:.01f target:self selector:#selector(render) userInfo:nil repeats:YES];
}
-(void) render {
// Does a *** load of calculations here and moves the items in the tickertape..
}
My Question: How can i prevent the UITableview or any other view / touch event to block this thread from updating the tickertape animation ?.
Your NSTimer is not running on a background thread, but on the main thread. It will block anytime something else runs on the main thread. -performSelectorOnMainThread: means that anything done within the method called will run on the main thread.
To make your loop truly independent of the main thread, you could set up a while loop within your start method that sleeps for a given interval on every pass, then calls your render method. You'd need to make sure that all user interface updates within your render method get performed on the main thread, but make waitUntilDone NO for those method calls. I've also done this using NSOperations, where as one operation finishes I add another to the queue.
Also, running this render operation 100 times per second is excessive. I'd back that down a bit, or even better, look at using Core Animation for your ticker to make your drawing more efficient.

When NSThread returns to a released object? (iPhone)

I have got a memory bug that seems to boil down to something happening in a thread. I am having difficulties troubleshooting this.
I have a UIViewController, that when active, i.e. the user is using its view, retrieves updates from a web service in an NSThread.
This is done every 3 minutes and this delay is controlled by a:
[self performSelector:#selector(timerDone) withObject:nil afterDelay:180.0];
The timerDone method now starts the NSThread that retrieves the web service data and also it sends the performSelector message again. This is a little "check for updates, populate views, shut everything down, repeat" routine that works just fine.
Now, the user can of course suddenly tap a button an load up a second UIViewController. When this happens I call:
[NSObject cancelPreviousPerformRequestsWithTarget:self selector:#selector(timerDone) object:nil];
And do my cleaning up in the dealloc method.
My question is now: What happens if the NSThread was running while the user changed the view and set in motion the deconstruction of this object that is the starting point of the NSThread?
Should I keep a BOOL around that tells me if the NSThread is still active, and if so, what to do with the NSThread if this is the case.
The threading is done like this:
- (void) runTimer {
[self performSelector:#selector(timerDone) withObject:nil afterDelay:180];
}
- (void) timerDone {
[self performSelector:#selector(runTimer) withObject:nil afterDelay:2];
[NSThread detachNewThreadSelector:#selector(updateAllVisibleElements) toTarget:self withObject:nil];
}
- (void) updateAllVisibleElements {
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
//call approiate web service
[pool release];
}
You have two problems here: first, you're using performSelector:withObject:afterDelay: to do what an NSTimer does best (periodic callback). cancelPreviousPerformRequestsWithTarget:selector:object: can be quite expensive, and because of your threading is likely creating race conditions.
Second problem: each thread has its own run loop, and both mechanisms (performSelector:... and NSTimer) and are tied to the current thread's run loop.
Here's what I recommend: Create a single, long-lived NSThread with its own explicit run loop for all your update needs. Look at the Threading Programming Guide for some good example code of this. On that thread, set up a 3-minute repeating NSTimer. Every 3 minutes, update.
If you need to schedule an update outside the three-minute cycle, then you use performSelector:onThread:withObject:waitUntilDone: to call your updateAllVisibileElements. The way I generally do this is to encapsulate all of the thread logic into a single object (WebServiceController or whatever). It creates it own NSThread and saves it in an ivar. Then I use code like this:
- (void)requestUpdate
{
if ([NSThread currentThread] != self.thread)
{
[self performSelector:#selector(update) onThread:self.thread withObject:nil waitUntilDone:NO];
return;
}
else
{
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
//call approiate web service
[pool drain];
}
}
One more note: you mention that the background thread "populates views." A background thread should never call into UIKit. UIKit is not thread safe and should only be called on the main thread. I typically achieve this by posting notifications onto the main thread which the view controllers observe. The "updating" object should not know anything about the UI. That breaks the Model-View-Controller paradigm of Cocoa.