How to re-load UIView after memory unload? - iphone

My main view controller (representing the Main Menu in my app) has a simple UIView with a few sub views. I am using a modal-type design pattern and switch to multiple other view controllers before finally returning to the main menu. The problem is, in my other view controllers (not the main menu one), I often load data-heavy images and the like which sometimes causes the main menu (which is not currently on-screen) to unload its view to in response to memory warnings. The problem is, when I ultimately switch back to my main menu, the screen is all black and all but a few UILabels have been dispensed of. At this point, I would like to re-load my view and start fresh. But in the documentation, it says that you should never call -loadView directly. How can I re-load my view?

In this situation, check the isViewLoaded property — it should be returning NO. If the view has been unloaded correctly, isViewLoaded will return NO and calling view on your view controller will automatically load in the view again.
Check your custom view unloading code — you should be removing everything from the view hierarchy ([[self view] removeFromSuperview]) that belongs to you.
If you haven't got any unloading code, make sure you're not over-retaining some of your views, which will cause problems when unloading.

Related

iphone view controller methods not being called but view shows

I have a navigation controller with a UITableView which when goes to another view when a row is selected. When this loads the breakpoints get hit.
Good so far.
When I hit the back button, the table view appears fine, with data.
However, even though I have breakpoints enabled in the viewcontroller, none get hit like when it originally loaded! But yet, the data loads fine. The only breakpoint that registers now is when I click on a row (didSelectRowAtIndexPath).
Where are the breakpoints set that you are expecting it to break?
Perhaps you need to call the following in the viewWillAppear method...
[self.table reloadData];
It would depend on where your breakpoint is actually located. If you have a breakpoint in viewDidLoad method, then it will only be called once when the view is first created. When you go back from another view, the view is not loaded again. So the breakpoint will not hit. However, viewWillAppear method will be called.
You are using a navigation controller here. Navigation controller holds a navigation stack, which includes UIViews on top of each other, with the visible one on the top.
Now, let's say the table view was loaded, then you move to another (which is now the topmost view in the navigation stack). Note - the table view is not gone. It's there, just under the view you are currently presenting.
Thus, when you move back to the table view, it is not reloaded, because it was never gone (released), just hidden.
There are exceptions to the above, and sometimes a view which is not presented on screen will be released (low memory scenarios situations, for example), but you can't count on it.
The UINavigationController Class Referance explains this concept very well.

could strange UINavigationController nav bar behavior be due to memory leaks?

I'm getting strange navigation bar behaviour, for example when I hit back button the screen displayed is the previous screen, however the Navigation Bar items do change. So I'm left with screen A, but with nav bar buttons for screen B.
Could this be due to memory leaks? I do note with my app still:
This behavior seems to happen:
immediately if I trigger memory
warning via the simulator menu, or
on a device after it has been on
for a while [without being killed
and then restarted as an app].
I do have some memory leaks I'm
trying to clean up (i.e. Profiler
highlights items in "leaked blocks"
section)
Any tips on fault finding root cause of why pushing a back button would end up in a weird state? e.g. screen on previous parent view, but nav bar items don't change...
UPDATE - I have finally removed the memory leaks in my app, however I note the nav bar issue still remains. I guess this doesn't confirm the answer to my question is NO in general, but in my specific case it wasn't the memork leak...
From Apple:
The navigation controller updates the
navigation bar each time the top view
controller changes. Thus, these
changes occur each time a view
controller is pushed onto the stack or
popped from it. When you animate a
push or pop operation, the navigation
controller similarly animates the
change in navigation bar content.
Based on this, I would start by looking for a bug or misconfiguration in your view definitions. Check for any InterfaceBuilder warnings if you defined your views via NIBs. Make sure your view hierarchies are correct in both UIViewControllers. Also check for possible bugs in your view life-cycle methods: viewWillAppear:, viewWillDisappear:, etc,.
Actually, it would be nice if you could post some screenshots and/or code. Thanks!
Any view that is not currently visible and only retained by it's view controller (as a part of the view property of that view controller) will be released (along with any non retained subviews) when a memory warning occurs.
Chances are you are creating the view as a part of init, and not retaining it in the controller (simply letting the view socket hold it from releasing). One way around this is to create properties for the views you create (nonatomic, retain), and after creating them and autoreleasing, assign to those properties, don't forget to assign those properties to nil as a part of dealloc to avoid leaking. Another way is to create your custom view elements in viewDidLoad as opposed to init.
Hard to say without code example from the offending views :)
I've seen something like this happen after calling -[UINavigationController setViewControllers:]. You might try not doing any programatic manipulation of the navigation controller's view controller beyond calling -[UINavigationController pushViewController:animated:].

View controller/NIB architecture for non-navigation application with transitions?

I'm tinkering with an iPad app that (like many iPad apps) doesn't use the UINavigation root view control system, so I don't have natural ownership for each app "view". I essentially have two basic views: a document list view, and a document edit view.
I'm playing with UIView animation for getting from a selected document to the edit view.
I also have a toolbar on top that exists (with different buttons) in both "views".
Because I don't have UINavigation running the show for me, I have a tendency to just throw more and more stuff into one NIB and one view controller that owns the whole container. But now I'm trying to figure out how to segue from the document list view to the edit view if the edit view lives inside a different NIB, preserving the toolbar too.
Anyone have thoughts or experience on app structures like this? I find the docs lacking on best practices around code/UI structure for anything except trivial one-screen apps or full-on navigation apps.
You're not "supposed" to have parent/child view controllers owning subcomponents of the same "screen" according to the docs, but this implies one massive honking view controller that basically contains the whole app, and that can't be right.
Not sure if there's a "right answer" to this; I'm looking for some intelligent examples or suggestions. Nobody's touched this question in months, so I'm adding a bounty to generate good chatter. :)
Thanks!
UPDATE: I'm not talking about a split view, which is clearly well handled by a split view controller. Instead, take a look at Apple's iWork apps (e.g. Pages) which have a document list view and an independent edit view, but these are related by animation.
Maybe the real question here is: how would you (or could you even?) build a "container" view controller like the split view or navigation controller, yourself? Are you required to build the whole damn thing from scratch? I sense that you are, because seems to be hidden wiring in the interaction between view controllers. If so, thoughts on this?
I think the only hidden wiring in view controllers is setting parentViewController, which is required to support the categories declared for split and navigation.
View controllers are designed to be nested, with each controller owning a part of the view hierarchy. The only design goal is that no view controller reach into the view hierarchy of another controller. A parent view controller will usually have some call for adding child controllers so that it can set the frame of the view within the view hierarchy it owns. A child view controller should not do anything to the superview of the view it controls, as that is owned by another controller. Not should it set the center or frame of the view it controls.
For example, a navigation controller has a push method, in which it removes the previous controller view, adds the new controller view, and sets the frame of the newly added view. In general, a parent view controller is free to set the frame of the view of a child controller, but not the bounds.
If you want to change the animation of a navigation controller, I think you would start by implementing every method with an animated: argument. Set up your animation then call super with the animated flag off before committing the animation.
I haven't tried the multiple-view-controllers thing outside of the UIKit-provided ones (navigation/tab-bar/modal/etc) but I don't see why it shouldn't work. Under the hood, everything is a view, though I'll note that UIKit has special views for view controllers which no doubt have some kind of special handling by the system (UIViewController has a wrapper view, UINavigationController has a UINavigationTransitionView or something, ...).
I'd advise not worrying too much about "best practice" — just code something which does what you want. A couple of options:
Stick logic into view classes (ewwww!). One of our apps does this so it can handle rotation in a custom way (views slide in/out instead of rotating). We should've probably implemented our own view controller logic instead.
Break the model into components which correspond to views. Make each view know how to load its component and recursively load subcomponents. Then the view controller only needs to worry about "big picture" stuff.
Also note that you can load multiple nibs into the same view controller by e.g. connecting it to an outlet called editView.The big difference is that it's not done automatically by -[UIViewController loadView] so you need to do something like
-(EditView*)editView {
if (!editView) {
// Loads EditView into the outlet editView
[NSBundle loadNibNamed:#"EditView" owner:self];
}
return editView;
}
You'll also need to worry about adding it to your view hierarchy, unloading it on -(void)viewDidUnload (iPhone OS 3.0+), setting it up in -(void)viewDidLoad in case there was a memory warning during editing mode, etc...
It's not easy, but UI never is.
You need a master-detail view implemented with a split-view/popover-view and controlled with a UISplitViewController.
The master view is the document list and the detail view is the edit view. Each has its own controller. The two controllers themselves are managed by the UISplitViewController.
If you don't use the splitview controller you will just end up hand coding something that works very much like it. This is really the only way to do what you want easily in the API and it is the layout that iPad users will expect.
See Creating a Split View Interface in the iPad programming guide for details.

IPhone - Which View Controller methods to use

I'm trying to figure out what logic should go into the different UIViewController methods like viewDidLoad, viewDidAppear, viewWillAppear, ...
The structure of my app is that I have a root view controller that doesn't really have a view of its own, rather it has a tab view controller and loads other view controllers into it. But in the future, it may have to load other view controllers instead of the tab bar controller depending on app logic.
My main question is, what do people usually put into the viewDidLoad, .... methods.
Currently I:
viewDidLoad - setup the tab bar controller and set its view to the view controller's own view
viewDidAppear - check if user has stored login info
if not - present with login
if so, login and get app data for first tab
I'm trying to figure out now if my logic for setting up my tab bar controller should go into loadView rather than viewDidLoad.
Any help would be great. Small examples found on the web are great, but they don't go into detail on how larger apps should be structured.
You should not implement both -viewDidLoad and -loadView; they are for different purposes. If you load a NIB, you should implement -viewDidLoad to perform any functions that need to be done after loading the NIB. Wiring up the tabbar is appropriate there if you haven't already done it in the NIB.
-loadView should be implemented if you do not use a NIB, and should construct the view.
-viewWillAppear is called immediately before you come onscreen. This is a good place to set up notification observations, update your data based on model classes that have changed since you were last on screen, and otherwise get your act together before the user sees you. You should not perform any animations here. You're not on the screen; you can't animate. I see a lot of animation glitches due to this mistake. It kind of works, but it looks weird.
-viewDidAppear is called after you come onscreen. This is where you do any entry animations (sliding up a modal, for instance; not that you should do that very often, but I was just looking at some code that did).
-viewWillDisappear is called right before you go offscreen. This is where you can do any leaving animations (including unselecting tableview cells and the like).
-viewDidDisappar is called after you're offscreen (and the animations have finished). Tear down any observations here, free up memory if possible, go to sleep as best you can.
I touch on setting up and tearing down observations here. I go into that in more depth in View controllers and notifications.
viewDidLoad will be called once per lifetime of each UIViewController's view. You put stuff in there that needs to be set up and working before the user starts interacting with the view.
viewDidAppear is called whenever the view has appeared to the user. It could potentially be called more than once. An example would be the root screen of an app using a UINavigationController to push and pop a hierarchy of views. Put stuff in there that you'd want done every time. For example, you might want to hide the UINavigationBar of the root screen, but show it for all subscreens, so you'd do the hiding of the bar here.
Therefore, you'd put your logic for setting up your UITabBarController in viewDidLoad, since it only should be done once.
Regarding your app, is there a reason why you don't just make the UITabViewController be the controller loaded by your app delegate? It seems that you have a level of indirection in your app that you may or may not need. It's probably better to simplify it now, and refactor later if you need something more complex.

set view property in a UIViewController from a NIB programmatically (not during initialization)

At the beginning of my app, I am initializing a UIViewController with a NIB.
At some point, I am removing the view from the screen, then releasing it, so it no longer takes up memory. (At this point I am also saving the state of the view in the UIViewController)
At a later point, I want to recreate the view and bring it back on screen. I will then restore its state. (Using the same UIViewController, not a new one, since it saved the state)
My question, is when I recreate the view, how do I do so from the NIB, or is this not possible?
To me, the obvious remedies are:
Don't save state in the UIViewcontroller (Where does convention dictate that I do save state?)
Don't release the view (maybe just release all of its subviews?)
Don't load my view from a NIB, create programmatically (seems to go against using IB for everything)
Note:
I am not using a UINavigationController, I am handling the swapping of the views myself, since thee are only 2 of them.
If you need that level of control, you dont really want to use IB. Because, as you noted, if remove the view and then later recreate it, you would have to do it in code then anyway. Just design most of the views in IB, then write some code that generates just this view. Then you can call that same method again later to recreate that view when you need it.
You may be able to archive it and later turn it back into an object, but that seems like an inelgant solution. IB does not allow for dynamic creation of controls at runtime, even if they used to exist but don't anymore. There is no shame in leaving IB out of loop for this. In fact it's probably a good idea.
OR
If its a complicated view with a lot of pieces, put the view in it's own nib, and make a view controller for it. Then you can simply instatiate the view controller with the nib name, and add the controllers view as a subview to you main view. Then your view controller handles loading of the nib, and you get to design it in IB. Nothing says the view of a view controller has to take up the entire screen either.
self.otherController = [[OtherController alloc] initWithNibName:#"Other" bundle:nil];
[self.view addSubview:otherController.view];
Don't create the view controller and the view in the same nib file; either create the controller in code or put the view in a separate nib file. If you later nil out your controller's view property, the controller should recreate the view.
But why are you so worried about this? There's already a mechanism to automatically free up the view if you're low on memory: the low memory warning. It will only destroy and recreate the view if you actually need to do so, and it's built in to the system so you don't have to do anything. Remember the saying about premature optimization?