CALayer or UIImageView for displaying static custom graphics? - uiimageview

I need to draw some graphics dynamically for my view. These graphics will not be animating. Is it more efficient to draw and display them in a CALayer or use UIGraphicsBeginImageContextWithOptions() to create a UIImage and display it in a UIImageView? Does it matter? Or which questions could I ask to help me pick one over the other?

The first step to knowing what is more efficient is to define what that means to you. Are you talking about memory usage, CPU usage, etc? Next try the different approaches and measure against your definition of efficiency. The results may vary based I your exact usage.
That said: unless this is a core functionality of your app the difference in performance/efficiency is probably going to be very small (especially since image views use layers behind the scenes).
You should start with the solution that seems easiest to implement and understand. Only if that becomes a bottleneck should you look into optimizations.

Related

Efficiently rendering tiled map using SpriteKit

As an exercise, I decided to write a SimCity (original) clone in Swift for OSX. I started the project using SpriteKit, originally having each tile as an instance of SKSpriteNode and swapping the texture of each node when that tile changed. This caused terrible performance, so I switched the drawing over to regular Cocoa windows, implementing drawRect to draw NSImages at the correct tile position. This solution worked well until I needed to implement animated tiles which refresh very quickly.
From here, I went back to the first approach, this time using a texture atlas to reduce the amount of draws needed, however, swapping textures of nodes that need to be animated was still very slow and had a huge detrimental effect on frame rate.
I'm attempting to display a 44x44 tile map where each tile is 16x16 pixels. I know here must be an efficient (or perhaps more correct way) to do this. This leads to my question:
Is there an efficient way to support 1500+ nodes in SpriteKit and which are animated through changing their textures? More importantly, am I taking the wrong approach by using SpriteKit and SKSpriteNode for each tile in the map (even if I only redraw the dirty ones)? Would another approach (perhaps, OpenGL?) be better?
Any help would be greatly appreciated. I'd be happy to provide code samples, but I'm not sure how relevant/helpful they would be for this question.
Edit
Here are some links to relevant drawing code and images to demonstrate the issue:
Screenshot:
When the player clicks on the small map, the center position of the large map changes. An event is fired from the small map the central engine powering the game which is then forwarded to listeners. The code that gets executed on the large map the change all of the textures can be found here:
https://github.com/chrisbenincasa/Swiftopolis/blob/drawing-performance/Swiftopolis/GameScene.swift#L489
That code uses tileImages which is a wrapper around a Texture Atlas that is generated at runtime.
https://github.com/chrisbenincasa/Swiftopolis/blob/drawing-performance/Swiftopolis/TileImages.swift
Please excuse the messiness of the code -- I made an alternate branch for this investigation and haven't cleaned up a lot of residual code that has been hanging around from pervious iterations.
I don't know if this will "answer" your question, but may help.
SpriteKit will likely be able to handle what you need but you need to look at different optimizations for SpriteKit and more so your game logic.
SpriteKit. Creating a .atlas is by far one of the best things you can do and will help keep your draw calls down. Also as I learned the hard way keep a pointer to your SKTextures as long as you need them and only generate the ones you needs. For instance don't create textureWithImageNamed#"myImage" every time you need a texture for myImage instead keep reusing a texture and store it in a dictionary. Also skView.ignoresSiblingOrder = YES; helps a bunch but you have to manage your own zPosition on all the sprites.
Game logic. Updating every tile every loop is going to be very expensive. You will want to look at a better way to do that. keeping smaller arrays or maybe doing logic (model) updates on a background thread.
I currently have a project you can look into if you want called Old Frank. I have a map that is 75 x 75 with 32px by 32px tiles that may be stacked 2 tall. I have both Mac and iOS target so you could in theory blow up the scene size and see how the performance holds up. Not saying there isn't optimization work to be done (it is a work in progress), but I feel it might help get you pointed in the right direction at least.
Hope that helps.

Image movement calibration

I have a series of mostly identical images taken over a period of time. However, the objects in the images drifts over time, and I would like to correct for this. What is a good was to do this?
[EDIT] Okay, I may have to explain why I'm going this. I've taken some series of X-ray images of objects at different X-ray energies. I now want to compare the object are the various energies, but since it drifts I have to correct for the drift first. The object has no sharps edges or anything which otherwise would be easy to use for alignment. Therefore I'm looking for a more general method
In its general form this problem is known as image registration, and is a large topic of research in the image processing community. There are a varity of different methods and algorithms, often specialized for image modality. Depending on your images, to do this could be easy, or it could be difficult. I would recommend using one of the registration methods found in the file-exchange.
Based on your description of your images, it seems a rigid transformation should be enough. In that case, this method should work nicely.

Multiple Core Animation Viewports

I have a complex structure of CALayers forming a motion graphics system that can be manipulated by the user. This is being displayed in the main window as a part of the UI. I am looking for a good way to display multiple small sections of the CALayer stack on a second display as "viewports", which will likely be at a higher resolution that the main view. I am aware that I could render them out and redraw them, but want to maintain the resolution independence of the CALayers.
My thought process was something to the effect of adding the main CALayer to multiple superlayers and then using a combination of masks and transforms to get the viewport to display the portion needed. Unfortunately, a CALayer can only have one superlayer.
Is there any good way to achieve this? Thanks in advance.
Unfortunately I think you'll need to maintain multiple CALayer stacks, one for each view. Since all the sets of layers should just be reflecting the state of a single model it should be relatively straightforward to keep them in sync.
You could optimise the zoomed view to only manage layers that are actually visible, which would cut down on resource usage.

HTML5 Canvas Performance: Loading Images vs Drawing

I'm planning on writing a game using javascript / canvas and I just had 1 question: What kind of performance considerations should I think about in regards to loading images vs just drawing using canvas' methods. Because my game will be using very simple geometry for the art (circles, squares, lines), either method will be easy to use. I also plan to implement a simple particle engine in the game, so I want to be able to draw lots of small objects without much of a performance hit.
Thoughts?
If you're drawing simple shapes with solid fills then drawing them procedurally is the best method for you.
If you're drawing more detailed entities with strokes, gradient fills and other performance sensitive make-up you'd be better off using image sprites. Generating graphics procedurally is not always efficient.
It is possible to get away with a mix of both. Draw graphical entities procedurally on the canvas once as your application starts up. After that you can reuse the same sprites by painting copies of them instead of generating the same drop-shadow, gradient and strokes repeatedly.
If you do choose to draw sprites you should read some of the tips and optimization techniques on this thread.
My personal suggestion is to just draw shapes. I've learned that if you're going to use images instead, then the more you use the slower things get, and the more likely you'll end up needing to do off-screen rendering.
This article discusses the subject and has several tests to benchmark the differences.
Conculsions
In brief — Canvas likes small size of canvas and DOM likes working with few elements (although DOM in Firefox is so slow that it's not always true).
And if you are planing to use particles I thought that you might want to take a look to Doodle-js.
Image loading out of the cache is faster than generating it / loading it from the original resource. But then you have to preload the images, so they get into the cache.
It really depends on the type of graphics you'll use, so I suggest you implement the easiest solution and solve the performance problems as they appear.
Generally I would expect copying a bitmap (drawing an image) to get faster compared to recreating it from primitives, as the complexity of the image gets higher.
That is drawing a couple of squares per scene should need about the same time using either method, but a complex image will be faster to copy from a bitmap.
As with most gaming considerations, you may want to look at what you need to do, and use a mixture of both.
For example, if you are using a background image, then loading the bitmap makes sense, especially if you will crop it to fit in the canvas, but if you are making something that is dynamic then you will need to using the drawing API.
If you target IE9 and FF4, for example, then on Windows you should get some good performance from drawing as they are taking advantage of the graphics card, but, for more general browsers you will want to perhaps look at using sprites, which will either be images you draw as part of the initialization and move, or load bitmapped images.
It would help to know what type of game you are looking at, how dynamic the graphics will need to be, how large the bitmapped images would be, what type of framerate you are hoping for.
The landscape is changing with each browser release. I suggest following the HTML5 Games initiative that Facebook has started, and the jsGameBench test suite. They cover a wide range of approaches from Canvas to DOM to CSS transforms, and their performance pros and cons.
http://developers.facebook.com/blog/post/454
http://developers.facebook.com/blog/archive
https://github.com/facebook/jsgamebench
If you are just drawing simple geometry objects you can also use divs. They can be circles, squares and lines in a few CSS lines, you can position them wherever you want and almost all browser support the styles (you may have some problems with mobile devices using Opera Mini or old Android Browser versions and, of course with IE7-) but there wouldn't be almost any performance hit.

Help with Cocoa: Objects as views?

in my app I want to have a light table to sort photos. Basically it's just a huge view with lots of photos in it and you can drag the photos around. Photos can overlap, they don't fall into a grid like in iPhoto.
So every photo needs to respond to mouse events. Do I make every photo into its own view? Or are views too expensive to create? I want to easily support 100+ photos or more.
Photos need to be in layers as well so I can change the stacking order. Do I use CoreAnimation for this?
I don't need finished source code just some pointers and general ideas. I will (try to) figure out the implementation myself.
Fwiw, I target 10.5+, I use Obj-C 2.0 and garbage collection.
Thanks in advance!
You should definitely use CALayer objects. Using a set of NSImageView subviews will very quickly become unmanageable performance-wise, especially if you have more than 100 images on screen. If you don't want to use Core Animation for some reason, you'd be much better off creating a single custom view and handling all the image drawing and hit testing yourself. This will be more efficient than instantiating many NSImageView objects.
However, Core Animation layers will give orders of magnitude improvement in performance over this approach, as each layer is buffered in the GPU so you can drag the layers around with virtually zero cost, and you only need to draw each image once rather than every time anything in the view changes. Core Animation will also handle layer stacking for you.
Have a look at the excellent CocoaSlides sample code which demonstrates a very similar application to what you describe, including hit testing and simple animation.
The simplest method is to use NSImageViews. You can create a subclass that can be easily dragged scaled and rotated. A more complex but visually superior option would be to use Core Animation layers (CALayer).
As long as you maintain the photo representations as distinct objects (so you can manipulate individually) they will use quite a chunk of memory, no matter how you represent them. If you provide all the data available in the photos each one could take several megs. You probably will want to actually reduce the image's display quality i.e. size in pixels, fidelity etc except when the particular photo is being worked on in detail.
Remember, you don't have to treat the photos like the physical objects they mimic. You simply have to create the illusion of physical objects in the interface. We're theater stage designers, not architects. As long as you data model model remains rigorous to the task at hand, the interface can engage in all kinds of illusions for the benefit of the user.

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