How to asynchronously load an image in an UIImageV

2019-01-10 19:49发布

问题:

I have an UIView with an UIImageView subview. I need to load an image in the UIImageView without blocking the UI. The blocking call seems to be: UIImage imageNamed:. Here is what I thought solved this problem:

-(void)updateImageViewContent {
    dispatch_async(
        dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_BACKGROUND, 0), ^{
        UIImage * img = [UIImage imageNamed:@"background.jpg"];
        dispatch_sync(dispatch_get_main_queue(), ^{
            [[self imageView] setImage:img];
        });
    });
}

The image is small (150x100).

However the UI is still blocked when loading the image. What am I missing ?

Here is a small code sample that exhibits this behaviour:

Create a new class based on UIImageView, set its user interaction to YES, add two instances in a UIView, and implement its touchesBegan method like this:

-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
    if (self.tag == 1) {
        self.backgroundColor= [UIColor redColor];
    }

    else {
    dispatch_async(dispatch_get_main_queue(), ^{
    [self setImage:[UIImage imageNamed:@"woodenTile.jpg"]];
  });
    [UIView animateWithDuration:0.25 animations:
        ^(){[self setFrame:CGRectInset(self.frame, 50, 50)];}];
    }
}

Assign the tag 1 to one of these imageViews.

What happens exactly when you tap the two views almost simultaneously, starting with the view that loads an image? Does the UI get blocked because it's waiting for [self setImage:[UIImage imageNamed:@"woodenTile.jpg"]]; to return ? If so, how may I do this asynchronously ?

Here is a project on github with ipmcc code

Use a long press then drag to draw a rectangle around the black squares. As I understand his answer, in theory the white selection rectangle should not be blocked the first time the image is loaded, but it actually is.

Two images are included in the project (one small: woodenTile.jpg and one larger: bois.jpg). The result is the same with both.

Image format

I don't really understand how this is related to the problem I still have with the UI being blocked while the image is loaded for the first time, but PNG images decode without blocking the UI, while JPG images do block the UI.

Chronology of the events

The blocking of the UI begins here..

.. and ends here.

AFNetworking solution

    NSURL * url =  [ [NSBundle mainBundle]URLForResource:@"bois" withExtension:@"jpg"];
    NSURLRequest * request = [NSURLRequest requestWithURL:url];
    [self.imageView setImageWithURLRequest:request
                          placeholderImage:[UIImage imageNamed:@"placeholder.png"]
                                   success:^(NSURLRequest *request, NSHTTPURLResponse *response, UIImage *image) {
                                       NSLog(@"success: %@", NSStringFromCGSize([image size]));
                                   } failure:^(NSURLRequest *request, NSHTTPURLResponse *response, NSError *error) {
                                       NSLog(@"failure: %@", response);
                                   }];

// this code works. Used to test that url is valid. But it's blocking the UI as expected.
if (false)       
if (url) {
        [self.imageView setImage: [UIImage imageWithData:[NSData dataWithContentsOfURL:url]]]; }

Most of the time, it logs: success: {512, 512}

It also occasionnaly logs: success: {0, 0}

And sometimes: failure: <NSURLResponse: 0x146c0000> { URL: file:///var/mobile/Appl...

But the image is never changed.

回答1:

The problem is that UIImage doesn't actually read and decode the image until the first time it's actually used/drawn. To force this work to happen on a background thread, you have to use/draw the image on the background thread before doing the main thread -setImage:. This worked for me:

dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_BACKGROUND, 0), ^{
    UIImage * img = [UIImage imageNamed:@"background.jpg"];

    // Make a trivial (1x1) graphics context, and draw the image into it
    UIGraphicsBeginImageContext(CGSizeMake(1,1));
    CGContextRef context = UIGraphicsGetCurrentContext();
    CGContextDrawImage(context, CGRectMake(0, 0, 1, 1), [img CGImage]);
    UIGraphicsEndImageContext();

    // Now the image will have been loaded and decoded and is ready to rock for the main thread
    dispatch_sync(dispatch_get_main_queue(), ^{
        [[self imageView] setImage: img];
    });
});

EDIT: The UI isn't blocking. You've specifically set it up to use UILongPressGestureRecognizer which waits, by default, a half a second before doing anything. The main thread is still processing events, but nothing is going to happen until that GR times out. If you do this:

    longpress.minimumPressDuration = 0.01;

...you'll notice that it gets a lot snappier. The image loading is not the problem here.

EDIT 2: I've looked at the code, as posted to github, running on an iPad 2, and I simply do not get the hiccup you're describing. In fact, it's quite smooth. Here's a screenshot from running the code in the CoreAnimation instrument:

As you can see on the top graph, the FPS goes right up to ~60FPS and stays there throughout the gesture. On the bottom graph, you can see the blip at about 16s which is where the image is first loaded, but you can see that there's not a drop in the frame rate. Just from visual inspection, I see the selection layer intersect, and there's a small, but observable delay between the first intersection and the appearance of the image. As far as I can tell, the background loading code is doing its job as expected.

I wish I could help you more, but I'm just not seeing the problem.



回答2:

You can use AFNetworking library , in which by importing the category

"UIImageView+AFNetworking.m" and by using the method as follows :

[YourImageView setImageWithURL:[NSURL URLWithString:@"http://image_to_download_from_serrver.jpg"] 
      placeholderImage:[UIImage imageNamed:@"static_local_image.png"]
               success:^(NSURLRequest *request, NSHTTPURLResponse *response, UIImage *image) {
                  //ON success perform 
               }
               failure:NULL];

hope this helps .



回答3:

I had a very similar issue with my application where I had to download lot of images and along with that my UI was continuously updating. Below is the simple tutorial link which resolved my issue:

NSOperations & NSOperationQueues Tutorial



回答4:

this is the good way:

-(void)updateImageViewContent {
    dispatch_async(dispatch_get_main_queue(), ^{

        UIImage * img = [UIImage imageNamed:@"background.jpg"];
        [[self imageView] setImage:img];
    });
}


回答5:

Why don't you use third party library like AsyncImageView? Using this, all you have to do is declare your AsyncImageView object and pass the url or image you want to load. An activity indicator will display during the image loading and nothing will block the UI.



回答6:

-(void)touchesBegan: is called in the main thread. By calling dispatch_async(dispatch_get_main_queue) you just put the block in the queue. This block will be processed by GCD when the queue will be ready (i.e. system is over with processing your touches). That's why you can't see your woodenTile loaded and assigned to self.image until you release your finger and let GCD process all the blocks that have been queued in the main queue.

Replacing :

    dispatch_async(dispatch_get_main_queue(), ^{
    [self setImage:[UIImage imageNamed:@"woodenTile.jpg"]];
  });

by :

[self setImage:[UIImage imageNamed:@"woodenTile.jpg"]];

should solve your issue… at least for the code that exhibits it.



回答7:

Consider using SDWebImage: it not only downloads and caches the image in the background, but also loads and renders it.

I've used it with good results in a tableview that had large images that were slow to load even after downloaded.



回答8:

https://github.com/nicklockwood/FXImageView

This is an image view which can handle background loading.

Usage

FXImageView *imageView = [[FXImageView alloc] initWithFrame:CGRectMake(0, 0, 100.0f, 150.0f)];
imageView.contentMode = UIViewContentModeScaleAspectFit;
imageView.asynchronous = YES;

//show placeholder
imageView.processedImage = [UIImage imageNamed:@"placeholder.png"];

//set image with URL. FXImageView will then download and process the image
[imageView setImageWithContentsOfURL:url];

To get an URL for your file you might find the following interesting:

Getting bundle file references / paths at app launch



回答9:

When you are using AFNetwork in an application, you do not need to use any block for load image because AFNetwork provides solution for it. As below:

#import "UIImageView+AFNetworking.h"

And

   Use **setImageWithURL** function of AFNetwork....

Thanks



回答10:

One way i've implemented it is the Following: (Although i do not know if it's the best one)

At first i create a queue by using Serial Asynchronous or on Parallel Queue

queue = dispatch_queue_create("com.myapp.imageProcessingQueue", DISPATCH_QUEUE_SERIAL);**

or

queue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_HIGH,0);

**

Which ever you may find better for your needs.

Afterwards:

 dispatch_async( queue, ^{



            // Load UImage from URL
            // by using ImageWithContentsOfUrl or 

            UIImage *imagename = [UIImage imageWithData:[NSData dataWithContentsOfURL:url]];

            // Then to set the image it must be done on the main thread
            dispatch_sync( dispatch_get_main_queue(), ^{
                [page_cover setImage: imagename];
                imagename = nil;
            });

        });