I've created a custom UIView subclass. Everything works fine on the simulator, but very slow on the device. My -drawRect:
method takes about 100 milliseconds to fully redraw the view.
The speed problem arose when I added a pan gesture to this view and, while dragging, the view needed to be redrawn multiple times per second.
I need to optimize the drawRect: method. Here's my current -drawRect:
method code:
- (void)loayoutSubviews
{
for (UIView* subview in self.subviews)
{
[subview removeFromSuperview];
};
// ...
// some calculations here... assume that they can not be optimized
// ...
for (unsigned int blockCounter=0; blockCounter<blockQuantity; blockCounter++)
{
NSNumber *y=[blockTops objectAtIndex:blockCounter];
NSNumber *height=[blockHeights objectAtIndex:blockCounter];
if ([height intValue]>2)
{
if ([y doubleValue]>self.frame.size.height/2.0)
{
double angle= [[self angleValueForBlockHeight:height] doubleValue];
UIView *bView=[NSKeyedUnarchiver unarchiveObjectWithData:[NSKeyedArchiver archivedDataWithRootObject:[blocks objectAtIndex:blockCounter]]];
[bView setFrame:CGRectMake(0.0, [y doubleValue], self.frame.size.width, blockSize.height)];
[bView.layer setMasksToBounds:YES];
double oldHeight=bView.frame.size.height;
[bView.layer setAnchorPoint:CGPointMake(0.5, 1.0)];
[bView setFrame:CGRectMake(bView.frame.origin.x, bView.frame.origin.y+bView.frame.size.height/2.0, bView.frame.size.width, bView.frame.size.height)];
if ([height doubleValue]!=blockSize.height)
{
//preparing transform
CATransform3D basicTrans = CATransform3DIdentity;
basicTrans.m34 =1.0/-projection;
double rangle;
rangle=angle/360*(2.0*M_PI);
bView.layer.transform = CATransform3DRotate(basicTrans, rangle, 1.0f, 0.0f, 0.0f);
};
double newHeight=bView.frame.size.height;
[bView setCenter:CGPointMake(bView.center.x, bView.center.y-(oldHeight-newHeight))];
//adding subview
[self addSubview:bView];
}
else
{
double angle= [[self angleValueForBlockHeight:height] doubleValue];
UIView *bView=[NSKeyedUnarchiver unarchiveObjectWithData:[NSKeyedArchiver archivedDataWithRootObject:[blocks objectAtIndex:blockCounter]]];
[bView setFrame:CGRectMake(0.0, [y doubleValue], self.frame.size.width, blockSize.height)];
[bView.layer setMasksToBounds:YES];
[bView.layer setAnchorPoint:CGPointMake(0.5, 0.0)];
[bView setFrame:CGRectMake(bView.frame.origin.x, bView.frame.origin.y-bView.frame.size.height/2.0, bView.frame.size.width, bView.frame.size.height)];
if ([height doubleValue]!=blockSize.height)
{
//preparing transform
CATransform3D basicTrans = CATransform3DIdentity;
basicTrans.m34 =1.0/-projection;
double rangle;
rangle=(360.0-angle)/360*(2.0*M_PI);
bView.layer.transform = CATransform3DRotate(basicTrans, rangle, 1.0f, 0.0f, 0.0f);
};
//adding subview
[self addSubview:bView];
};
}
else
{
//do not need to draw blocks with very low height
};
};
}
and here's the pan gesture recognizer code:
-(void)handlePanGesture:(UIPanGestureRecognizer *)sender
{
double translatedY = [sender translationInView:self].y;
double delta;
if (fabs(translatedY)<fabs(oldTranslatedY))
{
[sender setTranslation:CGPointZero inView:self];
oldTranslatedY=0.0;
delta=0.0;
}
else
{
delta=translatedY-oldTranslatedY;
oldTranslatedY=translatedY;
};
double pOffset=delta/((blockQuantity*blockSize.height)-self.frame.size.height);
self.scrollPosition=self.scrollPosition-pOffset;
if (self.scrollPosition<0.0)
{
self.scrollPosition=0.0;
}
else if(self.scrollPosition>1.0)
{
self.scrollPosition=1.0;
};
[self setNeedsLayout];
}
Please feel free to ask me any questions.
UPDATED: moved code from drawRect: method to layoutSubviews
You can use Instruments to check which method takes most time, but I think it is unarchiving and creating of UIView. Why do you need it? Why not to hold UIView's in memory, if you need them each time.