Re: Improving drawing of UIView with many many Subviews
Re: Improving drawing of UIView with many many Subviews
- Subject: Re: Improving drawing of UIView with many many Subviews
- From: Gustavo Pizano <email@hidden>
- Date: Tue, 21 Dec 2010 20:12:33 +0100
David hello.
I just wanted to update you.
So I did the modification to subclass UIImageView instead, and just added the userInteractionsEnable to YES, modify my NSCoding protocols methods + I add a category for th eUIImage (NSCoding) methods, and all seemd to work perfectly, saving time its little bit slower because it encodes the image of the UImageView, but now loading times its faster.
Thanks
Gustavo
On Dec 21, 2010, at 5:57 PM, David Duncan wrote:
> Why not just use a UIImageView instead of implementing a custom UIView subclass to do this? If this is all you are doing a UIImageView is very often the superior choice.
>
> On Dec 21, 2010, at 6:46 AM, Gustavo Adolfo Pizano wrote:
>
>> and this is the drawrect method of the BCItemView
>>
>> // Only override drawRect: if you perform custom drawing.
>> // An empty implementation adversely affects performance during animation.
>> - (void)drawRect:(CGRect)rect {
>> // Drawing code.
>>
>> CGContextRef context = UIGraphicsGetCurrentContext();
>> CGContextSaveGState(context);
>> CGContextTranslateCTM(context, 0, CGImageGetHeight(bc_itemImage));
>> CGContextScaleCTM(context, 1.0, -1.0);
>> CGContextDrawImage(context, self.bounds, bc_itemImage);
>> CGContextRestoreGState(context);
>>
>> }
>
> --
> David Duncan
>
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