问题
I'm working on an drawing app for iPhone. It works fine for like 5 seconds in the iPhone simulator but as more I draw it gets more laggy. When I test it on the device it gets even more laggy and I can't even draw a simple tree. When I check how high percent the processor is running at in xcode it usually go between 97-100%. Is there any way to fix this?
(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
currentPoint = [touch locationInView:self.view];
UIGraphicsBeginImageContext(CGSizeMake(320, 568));
[drawImage.image drawInRect:CGRectMake(0, 0, 320, 568)];
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 5.0);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 0, 1, 0, 1);
CGContextBeginPath(UIGraphicsGetCurrentContext());
CGPathMoveToPoint(path, NULL, lastPoint.x, lastPoint.y);
CGPathAddLineToPoint(path, NULL, currentPoint.x, currentPoint.y);
CGContextAddPath(UIGraphicsGetCurrentContext(),path);
CGContextStrokePath(UIGraphicsGetCurrentContext());
[drawImage setFrame:CGRectMake(0, 0, 320, 568)];
drawImage.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
lastPoint = currentPoint;
[self.view addSubview:drawImage];
}
回答1:
When running instruments on your method, I got the following results:
What that tells me:
- Setting up a new context every time you want to draw something is
waste of time. consider only setting it up once, store it somewhere, and you save almost a third of the time, the method currently needs - drawImage is the other most-consuming part. It will be enough to set that only once!
- all other calls are almost negligible
回答2:
There's a great talk about graphics performance including a demo and code walkthrough of a drawing app here:
https://developer.apple.com/videos/wwdc/2012/
The iOS App Performance: Graphics and Animations video
来源:https://stackoverflow.com/questions/22011115/why-does-my-coregraphics-drawingcode-cause-lag