Let me tell you about the problem I am having and how I tried to solve it. I have a UIScrollView which loads subviews as one scrolls from left to right. Each subview has 10-20 images around 400x200 each. When I scroll from view to view, I experience quite a bit of lag.
After investigating, I discovered that after unloading all the views and trying it again, the lag was gone. I figured that the synchronous caching of the images was the cause of the lag. So I created a subclass of UIImageView which loaded the images asynchronously. The loading code looks like the following (self.dispatchQueue
returns a serial dispatch queue).
- (void)loadImageNamed:(NSString *)name { dispatch_async(self.dispatchQueue, ^{ UIImage *image = [UIImage imageNamed:name]; dispatch_sync(dispatch_get_main_queue(), ^{ self.image = image; }); }); }
However, after changing all of my UIImageViews to this subclass, I still experienced lag (I'm not sure if it was lessened or not). I boiled down the cause of the problem to self.image = image;
. Why is this causing so much lag (but only on the first load)?
Please help me. =(
A view that displays a single image or a sequence of animated images in your interface.
UIImage contains the data for an image. UIImageView is a custom view meant to display the UIImage .
To maintain aspect ratio I calculated the width of UIImageView = (320/460)*450 = 313.043 dynamically. And set the contentMode For UIImageView is UIViewContentModeScaleAspectFit. And set the image(320x460) to image view but it is some what blur.
EDIT 3: iOS 15 now offers UIImage.prepareForDisplay(completionHandler:)
.
image.prepareForDisplay { decodedImage in imageView.image = decodedImage }
or
imageView.image = await image.byPreparingForDisplay()
EDIT 2: Here is a Swift version that contains a few improvements. (Untested.) https://gist.github.com/fumoboy007/d869e66ad0466a9c246d
EDIT: Actually, I believe all that is necessary is the following. (Untested.)
- (void)loadImageNamed:(NSString *)name { dispatch_async(self.dispatchQueue, ^{ // Determine path to image depending on scale of device's screen, // fallback to 1x if 2x is not available NSString *pathTo1xImage = [[NSBundle mainBundle] pathForResource:name ofType:@"png"]; NSString *pathTo2xImage = [[NSBundle mainBundle] pathForResource:[name stringByAppendingString:@"@2x"] ofType:@"png"]; NSString *pathToImage = ([UIScreen mainScreen].scale == 1 || !pathTo2xImage) ? pathTo1xImage : pathTo2xImage; UIImage *image = [[UIImage alloc] initWithContentsOfFile:pathToImage]; // Decompress image if (image) { UIGraphicsBeginImageContextWithOptions(image.size, NO, image.scale); [image drawAtPoint:CGPointZero]; image = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); } // Configure the UI with pre-decompressed UIImage dispatch_async(dispatch_get_main_queue(), ^{ self.image = image; }); }); }
ORIGINAL ANSWER: It turns out that it wasn't self.image = image;
directly. The UIImage image loading methods don't decompress and process the image data right away; they do it when the view refreshes its display. So the solution was to go a level lower to Core Graphics and decompress and process the image data myself. The new code looks like the following.
- (void)loadImageNamed:(NSString *)name { dispatch_async(self.dispatchQueue, ^{ // Determine path to image depending on scale of device's screen, // fallback to 1x if 2x is not available NSString *pathTo1xImage = [[NSBundle mainBundle] pathForResource:name ofType:@"png"]; NSString *pathTo2xImage = [[NSBundle mainBundle] pathForResource:[name stringByAppendingString:@"@2x"] ofType:@"png"]; NSString *pathToImage = ([UIScreen mainScreen].scale == 1 || !pathTo2xImage) ? pathTo1xImage : pathTo2xImage; UIImage *uiImage = nil; if (pathToImage) { // Load the image CGDataProviderRef imageDataProvider = CGDataProviderCreateWithFilename([pathToImage fileSystemRepresentation]); CGImageRef image = CGImageCreateWithPNGDataProvider(imageDataProvider, NULL, NO, kCGRenderingIntentDefault); // Create a bitmap context from the image's specifications // (Note: We need to specify kCGImageAlphaPremultipliedFirst | kCGBitmapByteOrder32Little // because PNGs are optimized by Xcode this way.) CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef bitmapContext = CGBitmapContextCreate(NULL, CGImageGetWidth(image), CGImageGetHeight(image), CGImageGetBitsPerComponent(image), CGImageGetWidth(image) * 4, colorSpace, kCGImageAlphaPremultipliedFirst | kCGBitmapByteOrder32Little); // Draw the image into the bitmap context CGContextDrawImage(bitmapContext, CGRectMake(0, 0, CGImageGetWidth(image), CGImageGetHeight(image)), image); // Extract the decompressed image CGImageRef decompressedImage = CGBitmapContextCreateImage(bitmapContext); // Create a UIImage uiImage = [[UIImage alloc] initWithCGImage:decompressedImage]; // Release everything CGImageRelease(decompressedImage); CGContextRelease(bitmapContext); CGColorSpaceRelease(colorSpace); CGImageRelease(image); CGDataProviderRelease(imageDataProvider); } // Configure the UI with pre-decompressed UIImage dispatch_async(dispatch_get_main_queue(), ^{ self.image = uiImage; }); }); }
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