kaar3k
kaar3k

Reputation: 994

Drag , Pinch and zoom images in UIView

I am adding multiple UIImageView to a UIView to perform operations such as drag,pinch and zoom images.I have added gesture recogniser to all the UIImageViews.Since i'm adding multiple images(UIImageViews) it has brought down the performance of my app.Does any one have a better solution to perform this? Thanks

Upvotes: 1

Views: 752

Answers (1)

Rob
Rob

Reputation: 437412

The adding of many images should not generally, cause enough of a problem that your app would slow down. For example, to illustrate the point with an absurd example, I added 250 (!) image views each with three gestures, and it works fine on an iPad 3, including the animating of the images into their final resting place/size/rotation.

Two observations:

  1. Are you doing anything computationally intensive with your image views? For example:

    • Simply adding shadows with Quartz 2D has a huge performance impact because it's actually quite computationally expensive. In the unlikely even that you're using layer shadows, you can try using shouldRasterize, which can mitigate the problem, but not solve it. There are other (kludgy) techniques for doing computationally efficient shadows if that's the problem.

    • Another surprising computationally intensive process is if your images are (for example) PNGs with transparency settings or if you have reduced the alpha/opacity for your views.

    • What is the resolution/size of the images being loaded? If the images are very large, the image view will render them according to the contentMode, but it can be very slow if you're taking large images and scaling them down. You should use screen resolution images if possible.

    These are just a few examples of things that seem so innocuous, but are really quite computationally expensive. If you're doing any Quartz embellishments on your image views, I'd suggest temporarily paring them back and see if you see any changes.

  2. In terms of diagnosing the performance problems yourself, I'd suggest watching the following two WWDC videos:

    • WWDC 2012 - #211 - Building Concurrent User Interfaces on iOS includes a fairly pragmatic demonstration of Instruments to identify the source of performance problems. This video is clearly focused on one particular solution (the moving of computationally expensive processes into the background and implementing a concurrent UI), which may or may not apply in this case, but I like the Instruments demonstration.

    • WWDC 2012 - #235 - iOS App Performance: Responsiveness is a more focused discussion on how one measures responsiveness in apps and techniques to address problems. I don't find the instruments tutorial to be quite as good as the prior video, but it does go into more detail.

Hopefully this can get you going. If you are still stumped, you should share some relevant code regarding how the views are being added/configured and what the gestures are doing. Perhaps you can also clarify the nature of the performance problem (e.g. is it in the initial rendition, is it a low frame rate while the gestures take place, etc.).

Upvotes: 3

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