cocos2D deallocing CCScheduler - delegates

This problem started happening when I subclassed CCSprite (Entity) to recieve touch input. When I'm going away from the main scene by pushing to another, I make all Entities remove their delegation from the shared CCTouchDispatcher (ie onExit()). And then reactivate when the main scene returns (onEnterTransistionFinished()).
Half of the times this works fine. However, the other times this happens:
cocos2d: deallocing <CCScheduler: 0x2323a0>
Which I find rather strange. Is it even plausible that the Touch Delegates are the cause of the problem? Or is it perhaps memory-related?

Are you perhaps issuing [[CCScheduler sharedScheduler] release]? If so, don't do that.
The CCScheduler is a singleton. It should never deallocate by itself.

If I remember correctly the problem originated from trying to register/unregister the same Entity to/from the TouchDispatcher twice (ie it didn't have time to unregister/register before I tried registering/unregistering it again).
I solved it by adding a little BOOL _didRegisterWithTouchDispatcher to avoid doing something like that.

Related

Contents of build method rebuilt without any setState calls

My app has a lot of API calls and image downloads, that's why i'm using Cache Manager package.
I noticed a lot of content is re downloaded and my app sends API requests without me doing anything but scrolling the screen.
I started checking and the build() method does gets rebuilt any time, but it has nothing to do with any setState() calls whatsoever!
Is there a chance the garbage collector or cache issues have something to do with that?
I get a lot of debug prints like Background concurrent copying GC freed 368(32KB) AllocSpace objects, 18(1632KB) LOS objects, 56% free, 1202KB/2MB, paused 25.610ms total 107.349ms.
If not what can cause it?
Well i deleted the question but thought about it and un-deleted it to answer with the solution if anyone else will ever encounter such a behavior:
It is very weird but seems like the problem was having my widget as a child of a RefreshIndicator widget.
I'm sure i didn't even scroll to the position it should indeed activate my refresh method, but scrolling any direction too far (even horizontally while my refresh indicator was a regular vertical one) activated it for some reason.
Sorry for not providing any example while asking the question, the app was too complicated and i didn't even know what is relevant and what's not...
Edit:
Now it's just a real mystery, i added a print('Refresh') line to my onRefresh method, and it never got printed, even when the widget got rebuilt!
If anyone have some kind of explanation i would really like to hear it.

Updating contents of multiple NSTextView objects in a single operation

The database application I am working on can have a window with multiple NSTextView elements for displaying and editing data. When the current spot in the database is repositioned, all of the NSTextView objects in the window need to be updated with new contents. This is done with a loop that scans each object and checks to see if it needs to be updated. If it does, the new value is calculated, then updated by using the [NSTextView setString:] method. Here is a simplified version of the code involved.
for formObject in formObjectsInWindow {
NSTextView * objectTextView = [formObject textView];
NSString * updatedValue = [formObject calculateValue];
[objectTextView setString: updatedValue];
}
This works, but if there are a lot of objects, it is somewhat slow. Probably related, the display does not update all at once, you can actually see a "ripple" as the objects are updated, as illustrated in this movie (this movie has been slowed down to 1/4 speed to make the ripple effect more pronounced, but it is definitely visible at full speed).
If you've gotten this far, you might suspect that the calculateValue method is slow, but that isn't the problem. In other places the same code is used and runs at tens of thousands of operations per second. Also, this delay only occurs during update operations, it doesn't occur when the window is first opened, even though the same calculations are required at that time. Here is an example. Notice that when I switch back to the detail view all the NSTextView objects update instantaneously, even though the record changed and all of the values are different.
My suspicion is that the [NSTextView setString:] method is updating the off-screen buffer, then immediately copying that to the on-screen buffer, so that this double buffering is happening over and over again for each item, causing the delay and ripple. If so, I'm sure there must be some way to prevent this so that the screen is only updated at the end after all of the values have been updated. It's probably something simple that I am missing, but I'm afraid I am stumped as to how this is supposed to be done.
By the way, this application does not use layer-backed views, and is not linked against the QuartzCore framework.
I brought up this question with Apple engineers at the WWDC 2018 labs. It turns out the problem is that the setString: method does not mark the NSTextView object as needing display. The system does eventually notice that the text has changed and updates the display, but this happens in an asynchronous process, hence the "ripple" effect. So the workaround is simply to add a call to setNeedsDisplay after calling setString.
[objectTextView setString: updatedValue]
[objectTextView setNeedsDisplay:YES];
Adding this one line of code fixed the problem, no more ripple effect.
I'm told that this is actually a bug, so hopefully this extra line won't be needed in future versions of macOS. As requested, a radar has been filed (41273611 if any Apple engineers are reading this).

What is the recommended frequency for UI changes?

I have a cocoa application window (NSWindow) which position on the screen should be updated frequently (depending on some calculation). As noticed in the documentation, UI changes should be made on the main thread:
void calculationThread()
{
while(true)
{
calculatePosition();
if(positionChanged)
{
dispatch_async(dispatch_get_main_queue(), ^{ setWindowPos(); });
}
}
}
void setWindowPos()
{
[window setFrame:_newFrame display:YES];
}
Now the problem I have is that the window movement is very slow and delayed. After making some profiling I see that the calculation process takes about 40mSec, meaning that I'm queueing up a backlog of UI updates 25 times a second.
I've read here that this might be faster than they can be processed and timer should be used to fire the changes every tenth of a second or so. But, wouldn't it be too slow for the human eye (I mean, in that case the movement wouldn't be delayed but would be lagged causing pretty much the same affect).
I will appreciate some knowledge sharing on this. Actually my main 2 questions are:
Are 25-30 UI updates per second really to much?
If yes, what is the recommended UI changes frequency?
The frequency at which a window can be moved around onscreen without problems will of course depend upon the speed of the user's machine, the video card they have, the size of the window, and probably a bunch of other factors. There is no single good answer to this. However, if you just drag a window around on your screen, you will notice that it can probably be moved very smoothly (unless your machine is very busy or very low on memory or something); I would not expect 25 times per second to produce a problem on a modern Mac. Not even close, in fact.
#RobNapier's points about Core Animation etc. are fine, but overstated I think; there is nothing inherently wrong with changing your UI using a timer or other periodic update if that is what you actually want to do. CoreAnimation is a toolkit for making some types of animation easier; using it is not required, and it is not suited to every problem. Similarly, if you want to make changes that are actually synched to screen refresh then CVDisplayLink is useful, but it doesn't really sound like that's what you want to do.
For your purposes, your basic approach seems fine, although I would suggest adding an NSDate check in order to skip updates if the previous update was less than, say, 1/60th of a second previous. After all, the calculation appears to take 40mSec on your machine, but it might be much faster on some other machine; you want to throttle your drawing to a reasonable rate just to be a good citizen.
So what is the problem, then? I suspect the issue might actually be your call [window setFrame:_newFrame display:YES]. If you look at Apple's docs for that method, they state "When YES the window sends a displayIfNeeded message down its view hierarchy, thus redrawing all views." Each time you call that method, then, you are not only moving your window (which I gather is your intention); you are redrawing all of the contents of the window, too, and that is slow. If you don't need to do that, then that is the overhead you need to eliminate. Call setFrameOrigin: or setFrameTopLeftPoint: instead (which make the semantics clear, that you are moving the window without resizing it or redrawing it), or perhaps just setFrame:display: passing NO instead of YES, and I'm guessing your performance problem will vanish.
If you do in fact need to redraw the window contents every time, then please edit the problem description to reflect that. In that case, the solution will have to involve profiling why your window drawing is slow, and figuring out ways to optimize that, which is an entirely different problem.
As you've discovered, you should never try to drive the UI from a tight loop. You should let the UI drive you. There are three primary tools for that.
For simple problems, AppKit is capable of moving windows around the screen. Just call [NSWindow setFrame:display:animate:]. You can override animationResizeTime: to modify the timing.
In many cases AppKit doesn't give enough control. In those case, the best tool is almost always Core Animation. You should tell the system using Core Animation how you where you want UI elements to wind up, and over what period and path, and let it do the work of getting them there. See the Core Animation Programming Guide for extensive documentation on how to use that. It focuses on animating CALayer, but the techniques are similar for NSWindow. You'll use [NSWindow setAnimations:] to add your animation. Look at the NSAnimatablePropertyContainer protocol (which NSWindow conforms to) for more information. For a simple sample project of animating NSWindow, see Just Say No from CIMGF.
In a few cases, you really do need to update the screen manually at the screen update frequency. I must stress how rare this situation is. In almost all cases, Core Animation is the correct tool. But in those rare case (some kinds of video for instance), you can use a CVDisplayLink to handle this. That will call you each time the screen would like to refresh, giving you an opportunity to update your content to match.

QLPreview and UIApplication?

See this: http://milgra.blogspot.com/2012/10/qlpreviewcontroller-in-ios-6.html
It seems that Apple did some nasty things with QLPreviewController, it
started acting like a separate application over the mother
application, it intercepts all touch events, and nothing reaches
"UIApplication sendEvent:" . I've tried a lot of things to trick it,
subclassing and overriding touch events, adding its view to every
possible level, figuring out it's inner structure, adding a
semi-transparent overlay view and forwarding touch events, but nothing
worked.
I have same problems.
I had to give up Quick Look Framework and substitued UIWebView for QL althogh which doesn't make much sense.

NSDocument Subclass not closed by NSWindowController?

Okay, I'm fairly new to Cocoa and Objective-C, and to OOP in general.
As background, I'm working on an extensible editor that stores the user's documents in a package. This of course required some "fun" to get around some issues with NSFileWrapper (i.e. a somewhat sneaky writing and loading process to avoid making NSFileWrappers for every single document within the bundle). The solution I arrived at was to essentially treat my NSDocument subclass as just a shell -- use it to make the folder for the bundle, and then pass off writing the actual content of the document to other methods.
Unfortunately, at some point I seem to have completely screwed the pooch. I don't know how this happened, but closing the document window no longer releases the document. The document object doesn't seem to receive a "close" message -- or any related messages -- even though the window closes successfully.
The end result is that if I start my app, create a new document, save it, then close it, and try to reopen it, the document window never appears. With some creative subclassing and NSLogging, I managed to figure out that the document object was still in memory, and still attached to the NSDocumentController instance, and so trying to open the document never got past the NSDocumentController's "hmm, currently have that one open" check.
I did have an NSWindowController and NSDocumentController instance, but I've purged them from my project completely. I've overridden nearly every method for NSDocument trying to find out where the issue is. So far as I know, my Interface Builder bindings are all correct -- "Close" in the main menu is attached to performClose: of the First Responder, etc, and I've tried with fresh unsullied MainMenu and Document xibs as well.
I thought that it might be something strange with my bundle writing code, so I basically deleted it all and started from scratch, but that didn't seem to work. I took out my -init method overrides, and that didn't help either. I don't have the source of any simple document apps here, so I didn't try the next logical step (to substitute known-working code for mine in the readFromUrl and writeToUrl methods).
I've had this problem for about sixteen hours of uninterrupted troubleshooting now, and needless to say, I'm at the end of my rope. If I can't figure it out, I guess I'm going to try the project from scratch with a lot more code and intensity based around the bundle-document mess.
Hard to tell without code but I would suggest sending:
closeAllDocumentsWithDelegate:didCloseAllSelector:contextInfo:
... to the document controller and then looking at the controller as it is passed to the delegate to see how its state changes.
If the controller closes the document when you send the explicit message then your problem is with the binding to the window.

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