To clarify the purpose of this question: I know HOW to create complicated views with both subviews and using drawRect. I'm trying to fully understand the when's and why's to use one over the other.
I also understand that it doesn't make sense to optimize that much ahead of time, and do something the more difficult way before doing any profiling. Consider that I'm comfortable with both methods, and now really want a deeper understanding.
A lot of my confusion comes from learning how to make table view scroll performance really smooth and fast. Of course the original source of this method is from the author behind twitter for iPhone (formerly tweetie). Basically it says that to make table scrolling buttery smooth, the secret is to NOT use subviews, but instead do all the drawing in one custom uiview. Essentially it seems that using lots of subviews slows rendering down because they have lots of overhead, and are constantly re-composited over their parent views.
To be fair, this was written when the 3GS was pretty brand spankin new, and iDevices have gotten much faster since then. Still this method is regularly suggested on the interwebs and elsewhere for high performance tables. In fact it's a suggested method in Apple's Table Sample Code, has been suggested in several WWDC videos (Practical Drawing for iOS Developers), and many iOS programming books.
There are even awesome looking tools to design graphics and generate Core Graphics code for them.
So at first I'm lead to believe "there’s a reason why Core Graphics exists. It’s FAST!"
But as soon as I think I get the idea "Favor Core Graphics when possible", I start seeing that drawRect is often responsible for poor responsiveness in an app, is extremely expensive memory wise, and really taxes the CPU. Basically, that I should "Avoid overriding drawRect" (WWDC 2012 iOS App Performance: Graphics and Animations)
So I guess, like everything, it's complicated. Maybe you can help myself and others understand the When's and Why's for using drawRect?
I see a couple obvious situations to use Core Graphics:
You have dynamic data (Apple's Stock Chart example)
You have a flexible UI element that can't be executed with a simple resizable image
You are creating a dynamic graphic, that once rendered is used in multiple places
I see situations to avoid Core Graphics:
Properties of your view need to be animated separately
You have a relatively small view hierarchy, so any perceived extra effort using CG isn't worth the gain
You want to update pieces of the view without redrawing the whole thing
The layout of your subviews needs to update when the parent view size changes
So bestow your knowledge. In what situations do you reach for drawRect/Core Graphics (that could also be accomplished with subviews)? What factors lead you to that decision? How/Why is drawing in one custom view recommended for buttery smooth table cell scrolling, yet Apple advises drawRect against for performance reasons in general? What about simple background images (when do you create them with CG vs using a resizable png image)?
A deep understanding of this subject may not be needed to make worthwhile apps, but I don't love choosing between techniques without being able to explain why. My brain gets mad at me.
Question Update
Thanks for the information everyone. Some clarifying questions here:
If you are drawing something with core graphics, but can accomplish the same thing with UIImageViews and a pre-rendered png, should you always go that route?
A similar question: Especially with badass tools like this, when should you consider drawing interface elements in core graphics? (Probably when the display of your element is variable. e.g. a button with 20 different color variations. Any other cases?)
Given my understanding in my answer below, could the same performance gains for a table cell possibly be gained by effectively capturing a snapshot bitmap of your cell after your complex UIView render's itself, and displaying that while scrolling and hiding your complex view? Obviously some pieces would have to be worked out. Just an interesting thought I had.
Stick to UIKit and subviews whenever you can. You can be more productive, and take advantage of all the OO mechanisms that should things easier to maintain. Use Core Graphics when you can't get the performance you need out of UIKit, or you know trying to hack together drawing effects in UIKit would be more complicated.
The general workflow should be to build the tableviews with subviews. Use Instruments to measure the frame rate on the oldest hardware your app will support. If you can't get 60fps, drop down to CoreGraphics. When you've done this for a while, you get a sense for when UIKit is probably a waste of time.
So, why is Core Graphics fast?
CoreGraphics isn't really fast. If it's being used all the time, you're probably going slow. It's a rich drawing API, which requires its work be done on the CPU, as opposed to a lot of UIKit work that is offloaded to the GPU. If you had to animate a ball moving across the screen, it would be a terrible idea to call setNeedsDisplay on a view 60 times per second. So, if you have sub-components of your view that need to be individually animated, each component should be a separate layer.
The other problem is that when you don't do custom drawing with drawRect, UIKit can optimize stock views so drawRect is a no-op, or it can take shortcuts with compositing. When you override drawRect, UIKit has to take the slow path because it has no idea what you're doing.
These two problems can be outweighed by benefits in the case of table view cells. After drawRect is called when a view first appears on screen, the contents are cached, and the scrolling is a simple translation performed by the GPU. Because you're dealing with a single view, rather than a complex hierarchy, UIKit's drawRect optimizations become less important. So the bottleneck becomes how much you can optimize your Core Graphics drawing.
Whenever you can, use UIKit. Do the simplest implementation that works. Profile. When there's an incentive, optimize.
The difference is that UIView and CALayer essentially deal in fixed images. These images are uploaded to the graphics card (if you know OpenGL, think of an image as a texture, and a UIView/CALayer as a polygon showing such a texture). Once an image is on the GPU, it can be drawn very quickly, and even several times, and (with a slight performance penalty) even with varying levels of alpha transparency on top of other images.
CoreGraphics/Quartz is an API for generating images. It takes a pixel buffer (again, think OpenGL texture) and changes individual pixels inside it. This all happens in RAM and on the CPU, and only once Quartz is done, does the image get "flushed" back to the GPU. This round-trip of getting an image from the GPU, changing it, then uploading the whole image (or at least a comparatively large chunk of it) back to the GPU is rather slow. Also, the actual drawing that Quartz does, while really fast for what you are doing, is way slower than what the GPU does.
That's obvious, considering the GPU is mostly moving around unchanged pixels in big chunks. Quartz does random-access of pixels and shares the CPU with networking, audio etc. Also, if you have several elements that you draw using Quartz at the same time, you have to re-draw all of them when one changes, then upload the whole chunk, while if you change one image and then let UIViews or CALayers paste it onto your other images, you can get away with uploading much smaller amounts of data to the GPU.
When you don't implement -drawRect:, most views can just be optimized away. They don't contain any pixels, so can't draw anything. Other views, like UIImageView, only draw a UIImage (which, again, is essentially a reference to a texture, which has probably already been loaded onto the GPU). So if you draw the same UIImage 5 times using a UIImageView, it is only uploaded to the GPU once, and then drawn to the display in 5 different locations, saving us time and CPU.
When you implement -drawRect:, this causes a new image to be created. You then draw into that on the CPU using Quartz. If you draw a UIImage in your drawRect, it likely downloads the image from the GPU, copies it into the image you're drawing to, and once you're done, uploads this second copy of the image back to the graphics card. So you're using twice the GPU memory on the device.
So the fastest way to draw is usually to keep static content separated from changing content (in separate UIViews/UIView subclasses/CALayers). Load static content as a UIImage and draw it using a UIImageView and put content generated dynamically at runtime in a drawRect. If you have content that gets drawn repeatedly, but by itself doesn't change (I.e. 3 icons that get shown in the same slot to indicate some status) use UIImageView as well.
One caveat: There is such a thing as having too many UIViews. Particularly transparent areas take a bigger toll on the GPU to draw, because they need to be mixed with other pixels behind them when displayed. This is why you can mark a UIView as "opaque", to indicate to the GPU that it can just obliterate everything behind that image.
If you have content that is generated dynamically at runtime but stays the same for the duration of the application's lifetime (e.g. a label containing the user name) it may actually make sense to just draw the whole thing once using Quartz, with the text, the button border etc., as part of the background. But that's usually an optimization that's not needed unless the Instruments app tells you differently.
I'm going to try and keep a summary of what I'm extrapolating from other's answers here, and ask clarifying questions in an update to the original question. But I encourage others to keep answers coming and vote up those who have provided good information.
General Approach
It's quite clear that the general approach, as Ben Sandofsky mentioned in his answer, should be "Whenever you can, use UIKit. Do the simplest implementation that works. Profile. When there's an incentive, optimize."
The Why
There are two main possible bottlenecks in an iDevice, the CPU and GPU
CPU is responsible for the initial drawing/rendering of a view
GPU is responsible for a majority of animation (Core Animation), layer effects, compositing, etc.
UIView has a lot of optimizations, caching, etc, built in for handling complex view hierarchies
When overriding drawRect you miss out on a lot of the benefits UIView's provide, and it's generally slower than letting UIView handle the rendering.
Drawing cells contents in one flat UIView can greatly improve your FPS on scrolling tables.
Like I said above, CPU and GPU are two possible bottlenecks. Since they generally handle different things, you have to pay attention to which bottleneck you are running up against. In the case of scrolling tables, it's not that Core Graphics is drawing faster, and that's why it can greatly improve your FPS.
In fact, Core Graphics may very well be slower than a nested UIView hierarchy for the initial render. However, it seems the typical reason for choppy scrolling is you are bottlenecking the GPU, so you need to address that.
Why overriding drawRect (using core graphics) can help table scrolling:
From what I understand, the GPU is not responsible for the initial rendering of the views, but is instead handed textures, or bitmaps, sometimes with some layer properties, after they have been rendered. It is then responsible for compositing the bitmaps, rendering all those layer affects, and the majority of animation (Core Animation).
In the case of table view cells, the GPU can be bottlenecked with complex view hierarchies, because instead of animating one bitmap, it is animating the parent view, and doing subview layout calculations, rendering layer effects, and compositing all the subviews. So instead of animating one bitmap, it is responsible for the relationship of bunch of bitmaps, and how they interact, for the same pixel area.
So in summary, the reason drawing your cell in one view with core graphics can speed up your table scrolling is NOT because it's drawing faster, but because it is reducing the load on the GPU, which is the bottleneck giving you trouble in that particular scenario.
I am a game developer, and I was asking the same questions when my friend told me that my UIImageView based view hierarchy was going to slow down my game and make it terrible. I then proceeded to research everything I could find about whether to use UIViews, CoreGraphics, OpenGL or something 3rd party like Cocos2D. The consistent answer I got from friends, teachers, and Apple engineers at WWDC was that there won't be much of a difference in the end because at some level they are all doing the same thing. Higher-level options like UIViews rely on the lower level options like CoreGraphics and OpenGL, just they are wrapped in code to make it easier for you to use.
Don't use CoreGraphics if you are just going to end up re-writing the UIView. However, you can gain some speed from using CoreGraphics, as long as you do all your drawing in one view, but is it really worth it? The answer I have found is usually no. When I first started my game, I was working with the iPhone 3G. As my game grew in complexity, I began to see some lag, but with the newer devices it was completely unnoticeable. Now I have plenty of action going on, and the only lag seems to be a drop in 1-3 fps when playing in the most complex level on an iPhone 4.
Still I decided to use Instruments to find the functions that were taking up the most time. I found that the problems were not related to my use of UIViews. Instead, it was repeatedly calling CGRectMake for certain collision sensing calculations and loading image and audio files separately for certain classes that use the same images, rather than having them draw from one central storage class.
So in the end, you might be able to achieve a slight gain from using CoreGraphics, but usually it will not be worth it or may not have any effect at all. The only time I use CoreGraphics is when drawing geometric shapes rather than text and images.
Im just wondering what would the best way to display multiple instances of a small (10x1) image. I have an array of about 480 points and I would like to draw the image at each of these points to draw path. Would it be faster to use Core Graphics or should I be using something like cocos2d?
It depends on whether you need it to animate. Core Graphics is probably fine if you are drawing it once and then displaying it as an image, but it it will be really slow if you need to redraw it each frame.
UIKit is actually much quicker because UIView drawing is hardware accelerated, so you could just add a UIImageView for each point in the graph, but from my own experiments that will probably be too slow for realtime interaction if there is more than about 200 image views (at least if you want it to run on anything older than an iPhone 4S).
If you do need realtime performance, that really only leaves OpenGL, which is quite fiddly to set up unless you use a library like Cocos2D or Sparrow to simplify it. I'd suggest Sparrow for your purposes because Sparrow views can be used in a regular UIKit application, whereas Cocos2D provides a whole app framework and is harder to use for just a single view in an otherwise regular UIKit app.
http://www.sparrow-framework.org/
Without more context, another option is to use OpenGL and create a display list for the composite image.
I was wondering which would be the best way to scale my Core Graphics drawings as I zoomed in using a UIView subclass within a UIScrollView.
Currently when I zoom in, the drawing becomes slightly fuzzy - I know this is correct functioning, I just want to know how developers override it to keep the image sharp...
Thanks!
(P.s. I have heard about using Core Animation, but I don't know where to start on that huge library with scary names haha!)
The simplest way is to use supersampling. Basically, create your image at a larger resolution than it's displayed at, and scale it down for display (UIImageView will scale it for you). Then when you zoom in, it will simply be scaling back up to the original resolution.
The downside to this approach is you can't scale your image up too large or it will take up too much memory.
I would appreciate some advice on an iphone game design. I want to display some backround image and other images on top of it (buildings, characters etc). The backround is going to be large (up to 10 times the size of the screen) so only a piece of the background file will be displayed at once. The idea is to replace this piece when character gets close to screen borders. I need to make this background transition as a smooth animation. Also, I need to have a zoom in/out feature, preferably animated. Some images on the screen will be static (buildings) and some will require some animation (character walking).
What is the best design:
Use Core Graphics combined with
"sprite" classes - displaying
sprite's UIImage with
CGContextDrawImage
Use UIKit -
create UIImageview to hold every
image and add them as subviews in a
single view appplication
Use OpenGL
ES project
Option 1) turned out to be very slow. It seems like CoreGraphics is not meant to display images in a game loop. But maybe there is a way to make it effecient? Maybe combine it with Core Animation somehow?
Option 2) is my current choice. I am hoping the view to cache the image it holds and thus be more effecient than CG. But will the animation provided by UIImageview will be satisfactory? I think the views shouldn't be added all at once, but rather created & added (removed?) dynamically when background moves. Is it a good idea?
Option 3) would probably give the best control over the images but it seems like quite an overhead. I only need to display images, not vector graphics. Plus I'm new to Mac programming and I don't want to get stuck in some complex technology.
I appreciate any advice, thanks :)
I highly recommend Cocos2D as I've done my own development here on my blog. It was really easy to do. I follow Ray Wenderlich's tutorials and he provides great tools for doing everything you describe.
You asked "The backround is going to be large (up to 10 times the size of the screen) so only a piece of the background file will be displayed at once."
The tiled image system is very powerful and fast performance. If you use google maps you will see and example of a tiled image. Scroll off to a new are and blocks appear. In a local app you could take your image that is 10 times the size of the screen and cut in to tiles that are say 100px by 100px and each screen will only load the tiles that are displayed. When the user moves only the needed tiles are loaded. This saves memory and dramatically improves speed. It is the base reason why tables can fly, only the cells one screen are loaded, as is scrolls off the screen it's memory is reused for the next cell.
If option 2 is sufficiently performant for your needs I would stick with that - it's as easy a system as you'll get on the iPhone and fine for very simple graphics. A related option that might buy you a little bit of speed is using CALayers to implement the graphics. CALayers are almost as easy to use, but are a bit more lightweight than UIViews (in some ways you can think of UIViews as just wrappers for CALayers with additional overhead for managing things like touch events, etc.)
If you're interested I would read the Core Animation Programming Guide (I would provide a link but I think my reputation is too low, but Google should track it down for you). Core Animation is a big subject and can be pretty daunting but if you just use layers (i.e. not the animation parts of it) it's not so bad. Here's a quick example to give you a sense of what using layers looks like:
// NOTE: I haven't compiled this code so it may have typos/errors I haven't noticed
UIView* canvasView; // the view that will be the "canvas" for your game
... // initialize the canvas, etc.
CALayer* imageLayer = [CALayer layer];
UIImage* image = [UIImage imageNamed: #"MyImage.png"];
imageLayer.content = (id)image.CGImage;
imageLayer.bounds = CGRectMake(0, 0, image.size.width, image.size.height);
imageLayer.position = CGPointMake(100, 100); // NOTE: Unlike UIViews CALayers have their origin at the center
[canvasView.layer addSublayer:imageLayer];
So basically it looks a lot like working with views but with some added performance (and occasional headache).
P.S. - One thing to keep in mind is that if you make changes to a layer's property that is animatable (e.g. position, opacity, etc.) Core Animation will implicitly animate it (e.g. if you write imageLayer.position = somePoint; the layer animates to that position rather than having it's position set immediately. There's easy ways to work around that but that's a topic for another question/answer.
I'm considering re-writing the menu system of my iPhone app to use Open GL just to improve the smoothness of scrolling a big image (480x1900px) across the screen.
I'm looking at doing this as a way to improve on using the method/solution as described here (Smoother UIView). This solution was a big improvement over the previous implementation but it's still not perfect and as this is the first thing the user will see I'd like it to be as flawless as possible.
Will switching to OpenGL give me the sort of smooth scrolling I'm looking for? I've stayed clear of OpenGL until now as this is my first app and core animation has handled everything else I've thrown at it well enough, would be good to know if this alternative implementation is likely to work! thanks
You should be using CATiledLayer for images that big. From the UIView docs:
Regardless of which version of iPhone
OS is running, you should consider
using a CATiledLayer object if you
need to create views larger than 1024
x 1024 in size.
Bill Dudney posted the CATiledLayer example from his Core Animation book on his blog. Unless you're building a graphics intensive game, you shouldn't need to drop down into OpenGL. Core Animation should give you all of the performance you need.