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Multithreaded Drawing by Eric Lanz
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Triangle Cocoa
August 23, 2012
Programming
240
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Multithreaded Drawing by Eric Lanz
Eric discusses multithreaded drawing with Core Graphics at CocoaHeads August in Raleigh
Triangle Cocoa
August 23, 2012
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Transcript
Multithreaded Drawing with core graphics Eric.Lanz @OrgBook.com
What you should do • Get an artist to make
all your graphics up front • Use tools like GraphicsMagick, OptiPng and PVRTC (OpenGL) • Use built in cache mechanisms • UIKit -> Core Animation -> OpenGL
What if you can’t • User defined image data at
run-time • Continuous animation responding to user interaction • Too much image data to pre-process and ship with the app
Know when to draw View Controllers Drawables Drawables Drawables Drawables
User Input • User triggers redraw • View controllers determine layout • Don’t directly call draw on a drawable
Synchronous Data API View Controllers Drawables Drawables Drawables Drawables Data
Controller User Input Core Data No Local Copy? Return a fake object while you wait for the API
Asynchronous Draw API View Controllers Drawables Drawables Drawables Drawables Data
Controller User Input Core Data Targeted NSNotifications: @”ObjectUpdate_XYZ”
Drawing Pipeline Render Controller Drawable • Drawable asks to be
drawn using some template • Entire operation contained in a block
Direct Draw Controller Drawable Direct Template Core Graphics Cache 1
Dispatch Serial Queue Draw Controller Drawable Dispatch_Serial Template Core Graphics
Cache 2 Create a serial dispatch queue, this will run one task at a time on a worker thread.
Dispatch Global Queue Draw Controller Drawable Dispatch_Global Template Core Graphics
Cache 3 Use the Global dispatch queue, this runs tasks concurrently on multiple worker threads.
All Together Now Draw Controller Drawable Dispatch_Global Template Core Graphics
Cache 3 Dispatch_Serial Template Core Graphics Cache 2 Direct Template Core Graphics Cache 1
Dispatch Serial Queue UIGraphicsPushContext(c); [[UIColor blackColor] setFill]; [@"Sample" drawInRect:CGRectMake(0, 4,
width, height) withFont:[UIFont fontWithName:@"Helvetica" size:fontSize] lineBreakMode:UILineBreakModeTailTruncation alignment:UITextAlignmentCenter]; UIGraphicsPopContext(); CGContextRelease(c); CGColorSpaceRelease(genericRGBColorspace); GLubyte *imageData = (GLubyte *) calloc(1, width * height * 4); CGColorSpaceRef genericRGBColorspace = CGColorSpaceCreateDeviceRGB(); CGContextRef c = CGBitmapContextCreate(imageData, width, height, 8, width * 4, genericRGBColorspace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst);
Dispatch Global CGContextScaleCTM(c, 1.0, -1.0); CGContextTranslateCTM(c, 0, -height); CGMutablePathRef circlePath
= CGPathCreateMutable(); CGPathAddEllipseInRect( circlePath , NULL , CGRectMake(1, 1, width-2, height-2) ); CGContextAddPath(c, circlePath); CGContextClip(c); UIImage * personImage = [UIImage imageWithContentsOfFile:path]; CGContextDrawImage(c, CGRectMake(0, 0, width, height), personImage.CGImage); CGContextRelease(c); CGColorSpaceRelease(genericRGBColorspace); GLubyte *imageData = (GLubyte *) calloc(1, width * height * 4); CGColorSpaceRef genericRGBColorspace = CGColorSpaceCreateDeviceRGB(); CGContextRef c = CGBitmapContextCreate(imageData, width, height, 8, width * 4, genericRGBColorspace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst);
Final Thoughts • No architecture is perfect • Maintain balance
• Make it easy to tweak • Don’t get lost in the details
Questions