'Illegal Geometry' warnings in Interface Builder... significant? - iphone

The 'info' button in Interface Builder shows me that there are dozens of 'Illegal Geometry' warnings, each one with the issue 'This view overlaps one of it's siblings.' Is this anything to be worried about? Will it stop the app being accepted by Apple? The errors are happening because I'm layering PNGs over each other when I make the interface.

It should be fine. I have an app with the same warnings that was accepted with no problems.
The issue is that overlapping siblings are not allowed if the views are not backed by Core Animation layers (default on the desktop). On the iPhone, all UIViews are backed by CoreAnimation layers, so the overlapping is acceptable. As stated in the documentation for UIViews (2nd paragraph, last sentence): "Sibling views are able to overlap without any issues, allowing complex view placement."

Not a problem, as long as you're aware it's happening.
Of course, there are probably better ways of doing things. If your images aren't going to be moving, it might make more sense to compose them into one larger image and just use that one. If they are going to be moving, it might make more sense to just add them programmatically.
But this is your code, and you'll have a better idea of what you're expecting than I will.

If the views are not opaque, keep in mind that you will copositing them together at runtime which will incur a performance penality. If these appear on a view that needs to scroll I would want to make sure that they are opaque or not overlapping, otherwise I would not worry to much.

Related

Rendering a preview of a UIView in another UIView

I have a very intriguing obstacle to overcome. I am trying to display the live contents of a UIView in another, separate UIView.
What I am trying to accomplish is very similar to Mission Control in Mac OS X. In Mission Control, there are large views in the center, displaying the desktop or an application. Above that, there are small views that can be reorganized. These small views display a live preview of their corresponding app. The preview is instant, and the framerate is exact. Ultimately, I am trying to recreate this effect, as cheaply as possible.
I have tried many possible solutions, and the one shown here is as close as I have gotten. It works, however the - (void)drawLayer:(CALayer *)layer inContext:(CGContextRef)ctx method isn't called on every change. My solution was to call [cloneView setNeedsDisplay] using a CADisplayLink, so it is called on every screen refresh. It is very near my goal, but the framerate is extremely low. I think that [CALayer renderInContext:] is much too slow.
If it is possible to have two CALayers render the same source, that would be golden. However, I am not sure how to approach this. Luckily, this is simply a concept app and isn't destined for the App Store, so I can make use of the private APIs. I have looked into IOSurface and Quartz contexts, but I haven't been able to solve this puzzle so far. Any input would be greatly appreciated!
iOS and OSX are actually mostly the same underneath at the lowest level. (However, when you get higher up the stack iOS is actually largely more advanced than OSX as it is newer and had a fresh start)
However, in this case they both use the same thing (I believe). You'll notice something about Mission Control. It isolates "windows" rather than views. On iOS each UIWindow has a ".contentID" property and CALayerHost can use to make the render server share the render context between the 2 of them (2 layers that is).
So my advice is to make your views separate UIWindows and get native mirroring for free-(ish). (In my experience the CALayerHost takes over the target layers place with the render server and so if both the CALayerHost and the window are visible the window won't be anymore, only the layer host will be (which the way they are used on OSX and iOS isn't a problem).)
So if you are after true mirroring, 2 copies of it, you'll need to resort to the sort of thing you were thinking about.
1 Option for this is to create a UIView subclass that uses
https://github.com/yyfrankyy/iOS5.1-Framework-Headers/blob/master/UIKit.framework/UIView-Rendering.h#L12
this UIView private method to get an IOSurface for a target view and then using a CADisplayLink once per second get and draw the surface.
Another option which may work (I'm not sure as I don't know your setup or desired effect) is possibly just to use a CAReplicatorLayer which displays a mirror of a CALayer using the same backing store (very fast and efficient + public stable API).
Sorry I couldn't give you a fixed, "this is the answer reply", but hopefully I've given you enough ideas and possibilities to get started.
I've also included some links to things you might find useful to read.
What's the magic behind CAReplicatorLayer?
http://aptogo.co.uk/2011/08/no-fuss-reflections/
http://iphonedevwiki.net/index.php/SBAppContextHostManager
http://iphonedevwiki.net/index.php/SBAppContextHostView
http://iphonedevwiki.net/index.php/CALayerHost
http://iky1e.tumblr.com/post/33109276151/recreating-remote-views-ios5
http://iky1e.tumblr.com/post/14886675036/current-projects-understanding-ios-app-rendering

ios 6 Storyboards and Custom Layouts based on orientation

Been trying to find some tips on suggested approach for this and not having much luck.
All I'm looking for is to know what is the best approach to handle custom layouts for portrait/landscape modes.
I've seen some posts say in the storyboard add 2 views to the same ViewController and show/hide based on orientation change while some people suggest to use a totally separate ViewController for each orientation.
Which of this is the preferred method. I'm just starting my application, So I'd rather go for the widely accepted method than have to deal with complications later on.
Apple documentation still keeps talking about nib files and not storyboards in this aspect, so not being of much help.
My main focus is performance (I'm fine with having to code stuff instead of depend on the graphical interface for it). separate ViewControllers seem to keep the code in a clean way however if that involves populating views / clearing them every time orientation changes, seems kind of expensive(not sure if it is relevant).
Also if each scene in the application has 2 layouts then managing them I'm not sure how much of a pain it's going to be when the application grows big.
Please point me in a suitable approach for my case,
am not concerned about backwards compatibility. Just worried about the latest Xcode and ios6 if it matters for the decision
Thanks
I would say this really depends on the level of customization of the UI in portrait vs landscape. A large number of implementations I have done can be handled by either autoresizing/autolayout when switching orientation, or simply moving the elements yourself when the UI is rotated and the callbacks are fired. Moving the elements around should not be an expensive operation at all as it is a very common occurrence (again this depends on the complexity of your UI though).

Optimizing Performance on iPhone

I released the first beta version of my iPhone app on TestFlightApp today. Everything is going really well until I notice that the responsiveness of the application is pretty cruddy. Certainly doesn't have a "nice" native feel that I'm going for.
I've been particularly fastidious concerning my memory allocation/deallocation, so I don't think this is the issue. Basically, I don't know where to turn to next in order to improve the performance of my app.
Here's where I think some of my slowdown can be attributed to:
Using UIAppearance to customize the looks of most (if not all) UI elements. I use a brand new font, lots of CAGradientLayers, and lots of edits to CALayer in order to draw nice Shadows.
Grouped UITableViewCells that display pictures of a map and itemized lists.
UITableViewCells whose layouts are updated every time I call layoutSubviews.
UITableViewCells with customized heights. For each call of heightForRowAtIndexPath, I need to reconstruct and re-layout the view, returning the exact height each time.
Because I programmatically created views, controllers with longer viewDidLoad calls tend to load slower. What code can I offset in the init call?
Does anyone have any hints or tips for dealing with these problems? Or perhaps people have stories about how they dealt with a slowdown in performance when they released their first app?
My answer won't address all of your points, but here are a couple:
1) Make sure you are using Shadow Paths. Paths are much, much more performant.
2) Are you using transparency or corner rounding? If so, try and reduce transparency as much as possible and do not round corners using CALayer cornerRadius. Instead, use a clipping mask in the drawRect of the view that needs to be rounded.
4) Perhaps you can cache the height in an array and not have to repeat the calculation, each and every time. This may/may not scale well depending on the potential number of items, but may be acceptable depending on the use case.
5) Are there views you can reuse? For example, when I have a custom selection view on a UITableViewCell, I only create a single instance held by the controller and reference it in all the cells.
Did you run Instruments (or other profiling methodology) to determine where you app is spending most of it's time. It would be a good idea to do this before optimizing the wrong thing.

Clean ways of managing device rotation with iOS 4.x

I always get stuck with managing rotation on iOS application, there must be some kind of efficient way to do it but apparently I haven't heard of it yet. My interface is too complex to be parametrized in InterfaceBuilder so I tried doing all these different things:
Build two interfaces, one for portrait and one for landscape, but I found it awfully tiresome to devise some methods that enable one view controller to keep up with the other, so when the device is rotated the second view controller knows where to pick up the story.
Change my views' frames manually inside willRotateToInterfaceOrientation:, but in this scenario my whole interface turns into a bloody mess quite randomly (while sometimes it does the job alright...)
What do you think best practices are? Where might have I gone wrong? What did I miss? Thx!
I always go for the second option and it has never let me down. If you do it right, you will have always the expected result. What I think it's happening to your application (and you call it bloody mess quite randomly) its because your UIView's will probably still have some autoresize definitions on the Interface Builder. Besides removing all the autoresizes I also uncheck the "Autoresize subviews" checkmark from the parent UIViews.
Just playing devils advocate to JackyBoy's comment, I think it depends on the complexity of your view. In lots of cases I have found it simpler to just use a landscape UI. The benefit for me is the ease of visualization. You know (more or less) what you are going to get without as much trial and error and it's easy enough to pass whatever data is needed along (i find that easier then dealing with moving UI components around programmatically). That said, I don't know if there is really a best practice. It's a do what feels best to you kind of thing, I think. Though if I had to guess Apple's definition of what the best practice would be then it might be to use the two views.
Oh, I should also add that you can leverage the 'springs' and such for components in a nib that can sometimes be enough to handle the rotation as well

Pros and cons of using XIBs and doing views programmatically

I want to decide if it is better to use XIBs or to designs my views completely using code.
So far I have read that when you design your views on interface builder they are pre-built, so even if they use more memory the user feels everything is faster.
People say doing everything using code is harder but I find it to be just as easy, so I want to know if anyone has experienced some real speed gains when using nibs.
What have been your experiences, advice, etc?
Thanks!
You should be able to do both -- there are times when building a view programmatically is better/easier, and times when using a .xib is better/easier. Even if you only ever do things one way, you'll run into code that does it the other, and you'll need to be able to deal with that.
If you don't know how to use IB, then building your views in code is certainly easier. That is why you should learn to use IB. Once you understand IB, it's way, way faster to put together most of the view-based UI your app will likely need. IB helps you line things up, center objects, align base lines, connect controls to their targets and actions, etc. I think it's safe to say that everyone who uses IB effectively experiences "real speed gains when using nibs."
You should know how to use both. Performance differences between the two are negligible and should not be the reason that you choose one or the other.
Many people who are new to iOS development have the misconception that nibs (.xib files) are inferior to programmatically creating your UI and that if you use IB you're not a good iOS developer. That view is 100% wrong. IB is created by Apple and in use by Apple's developers to create their own Mac OS X and iOS apps. If IB (as a tool) is good enough to be used by some of the best developers in the world, it's probably good enough for most of us.
In practice I have found that a combination of the two usually fits the bill.
In my own apps I find that .xibs are great for laying out the basics of your views quickly and they allow you to iterate very quickly while giving you a preview of what your view will look like. It's also much easier to use auto layout in a .xib file.
Then when you need to do more advanced things like add fancy animations or move views around that is what IBOutlets are for. Anything that you put into a nib can be referenced through an IBOutlet. This allows you do then programmatically make your view come to life.
Lastly, you should fully understand what a nib (.xib) is doing automagically for you. You should understand what happens when a .xib's objects are unfrozen. There are many resources on the internet to understand .xib files better.
Also, learn how to use .xibs in an encapsulated way. For example, .xibs are crazy useful for things like prototype cells and they allow you to keep your code base modular (much more so than storyboards). Also, you will require less UI code in your view controllers.
Lastly, I always say that people should think of IB/.xibs like jQuery. It's going to save you a lot of time but the best developers still know how to do everything in javascript if they have to.
Good luck and have fun!
TL;DR version
Performance is not a consideration when deciding to use .xibs or not.
Use .xibs because they give you a preview of the view you are creating and they allow you to quickly iterate
In practice most apps will use a combination of both. You will programmatically add animations or move views around but the .xibs will be a starting point
Understand fully what happens when the objects in a .xib are unfrozen
You'll be more productive but be sure you fully understand what is happening behind the scenes.
I would always use XIB files unless there was a reason not to. This allows your views to be maintained easily in the future.
Some reasons for creating the views programmatically might be:
A control needs to be resized,
repositioned or otherwise altered
depending on something else
Controls
need to be added or removed
dynamically
There may be more reasons but there are not too many.
If you programmatically create views when there is no need you make it a lot more difficult for other developers to try to figure out what the view will look like and to change it.
If you build your views programmatically, you have control over the loading of elements. e.g. you could use lazy loading, and load secondary buttons, subviews, etc. a fraction of a second after the more important elements, allowing the key parts of the UI to come up faster. You could even animate some elements into position.
If you use IB, you get guides as to proper element spacings and positioning, but you could always copy the coordinates from IB into code if you aren't changing the design that often.
For simple UI elements, you will end up with more lines of code to maintain if you create them programatically.
IB and NIBs do a lot to optimise loading/unloading of views, but it is largely oriented to minimising memory usage vs. perceived speed for the user. For example, lazy loading if anything might make the app UI slightly slower, but it should make memory usage lower. This in turn could make overall app performance better on a large application, and is very much encouraged, but it's difficult to define "performance" in a narrow way. It's also difficult to say when you should or should not use IB - there will be some times you're much better off doing it in code.
One often overlooked element to the IB or not debate is development speed, especially if you have multiple developers. On a larger team/project you'll probably have some developer(s) who specialise more in the infrastructure, business logic etc. of the app and some developer(s) who specialise more in the UI. In this case, use of IB will make it easier for them to work independently, which should make overall development more efficient.
I view IB as a core part of the development platform for iOS development. It's not the right solution in every situation but not knowing how to use IB will be a real limiting factor.