Iphone Invisible Keyboard - iphone

I'm working on an app right now that was working fine until I started implementing some threading for background loading of images. Now theres no crashes but the keyboard does not display. That is to say its invisible (I can still type, I just cant see the actual keyboard).
The only thing I've done was implement threading so I'm wondering if I'm somehow messing with the thread the keyboard runs on or something?
The threads I'm calling are like:
[NSThread detachNewThreadSelector:#selector(loadWebView:)
toTarget:self withObject:[NSNumber numberWithInt:pageNum]];
and
[scrollView performSelectorOnMainThread:#selector(addSubview:)
withObject:curWebView waitUntilDone:NO];
Thanks in advance.

UIWebViews (and all UI elements) cannot be used on background threads safely. If you wish to load images in the background, use NSURLConnection's asynchronous loading methods.

Related

performSelectorInBackground: causing crash with CocoaAsyncSocket

I discovered performSelectorInBackground: a couple days ago, and I immediately knew a spot in my app where this would be perfect.
- (void)activate {
waitForStartCode.text = #"Loading...";
userNotifications.text = #"";
timeRemaining.text = #"";
[loadingNTP startAnimating];
[self performSelectorInBackground:#selector(initializeEverything) withObject:nil];
}
This is called when my view is visible. Before, while the NTP time servers were being connected to using CocoaAsyncSocket, my app froze until this process was completed. I really want a loading view with an animated UIActivityIndicatorView.
Everything in the initializeEverything -(void) works fine, exept the NTP initialization using CocoaAsyncSocket.
[NetworkClock sharedNetworkClock];
I get a :
Even with my unskilled eye, I could tell that CocoaAsyncSocket was not meant to be run in the background.
Is there any way around this?
CocoaAsyncSocket supports asynchronous networking. So in principle you do not need a background thread yourself to prevent your UI from freezing: CocoaAsyncSocket will handle communication in background for you.
I cannot say if you are using the framework in a "blocking" way or you are doing anything else that is making your UI block. But, as I said, in principle you do not need to manage a background thread yourself.

UIAlertView performSelectorInBackground

on iOS5 I can use method to show UIAlertView:
[alert performSelectorInBackground: # selector (show) withObject: nil];
on iOS6 crash my app, why?
That the replacing?
Thanks
Why are you performing that selector in the background? Showing an alert view probably isn't something you want to be doing on a background thread.
You aren't suppose to do UI stuff in the background. It will make your app crash. You normally do stuff like loading data from a server in the background or computational expensive operation, but never do anything that's in the UIKit framework in a background thread.

Load a UIImageView in separate thread from Disk

I need to load some images into a UIScrollView that is paging. I am using ASIHTTP so loading from the internet is already asynchronous, however I'm trying to load images from disk if i have them cached there but I don't know how to load those asynchronously (It lags between pages)
Is there any easy method that I can use without having to implement full multithreading?
Can anyone link me some good documents on how to do something like this?
Thanks in Advance.
Use...
[self performSelectorInBackground:#selector(doStuff) withObject:nil];
You can use this:
[self performSelectorInBackground:#selector(someMethod) withObject:nil];
There are other methods too for multithreading. Here's Apple's Guide on Multithreading.

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?