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2014/10/15 ¤U¤È 10:10:54

iphone Programming Glossary: lag

Fastest way to do shadows on iOS?

http://stackoverflow.com/questions/10133109/fastest-way-to-do-shadows-on-ios

suck up performance. They appear to need to be re rendered every time something changes causing everything to lag. Coregraphics gradient for 1 way shadows doesn't look right. if your gradient goes from 0.3 alpha to 0 it has some odd effect..

How to get notified when our app is uninstalled in iOS

http://stackoverflow.com/questions/10781203/how-to-get-notified-when-our-app-is-uninstalled-in-ios

but it can also simply indicate a user that was simply offline at that moment. The Feedback service does have some lag so can not be used for time sensitive intel gathering. Based on your requirements I'd say you're doing it right. One suggestion..

Long polling with NSURLConnection

http://stackoverflow.com/questions/1120606/long-polling-with-nsurlconnection

you in one chunk with the didReceiveData method. The NSURLConnection class can't tell the difference between network lag and an intentional split in the data. You would either need to use a lower level network API like CFSocket as you mention..

Improving Finger Painting Performance

http://stackoverflow.com/questions/1355527/improving-finger-painting-performance

will not be displayed until the drawing of the underlying stored graphics is complete. Thus there is a noticeable lag when many graphics are on the screen. Question Can anyone think of a good way to improve performance here so that there.. are on the screen. Question Can anyone think of a good way to improve performance here so that there is no noticable lag between drawings when there are a lot of graphics on the screen iphone uikit uiview core graphics context share improve..

Lag while drawing in ios7

http://stackoverflow.com/questions/19108185/lag-while-drawing-in-ios7

draw a line touches method gets called but line doesn't get updated until I touch ends in ios7 . So there is a slight lag in drawing. It works fine on ios6 and on ios7 simulator but when i test it on a real ios7 device there is a lag in drawing.. slight lag in drawing. It works fine on ios6 and on ios7 simulator but when i test it on a real ios7 device there is a lag in drawing algorithm. void touchesBegan NSSet touches withEvent UIEvent event if isImageSelection mouseSwiped NO UITouch..

Make a view (initialized from initWithNibName) load all its subview

http://stackoverflow.com/questions/1935526/make-a-view-initialized-from-initwithnibname-load-all-its-subview

Measuring velocity via iPhone SDK

http://stackoverflow.com/questions/1994018/measuring-velocity-via-iphone-sdk

it can take up to 4 5 seconds sometimes to update. Cruising at a given speed tends to work OK but accel decel tend to lag very badly from a user interaction standpoint. Also I need to feed velocity into some other calculations that I'm doing..

Do I programatically add SubViews in ViewDidAppear, ViewDidLoad, ViewWillAppear, the constructor?

http://stackoverflow.com/questions/2280423/do-i-programatically-add-subviews-in-viewdidappear-viewdidload-viewwillappear

webview I get mixed results with some UIControls when I add them to the view in different places. Visual lag sometimes othertimes the webview is hidden somewhere. Is there a general rule to keep to for adding them iphone monotouch..

Keyboard Animation Issues When Calling becomeFirstResponder within a Modal View Controller

http://stackoverflow.com/questions/2512502/keyboard-animation-issues-when-calling-becomefirstresponder-within-a-modal-view

up the bottom of the screen at the same time. However what I'm observing is the following There is a ~0.2 second UI lag between clicking the button that calls the presentModalViewController animated method on the parent view controller and.. modal view controller any time after the first time results in the same pattern except that there is no ~0.2 second UI lag. It's as if the keyboard's animation and the modal view controller's animation are both competing for some lower level Core.. to become the first responder i.e. if I don't ask the keyboard to present itself then there is absolutely no UI lag and the modal view controller animates instantly. Interestingly if I do something like self.textField performSelector @selector..

Delay in playing sounds using AVAudioPlayer

http://stackoverflow.com/questions/2550480/delay-in-playing-sounds-using-avaudioplayer

myExampleSound.delegate self myExampleSound prepareToPlay IBAction playSound myExampleSound play This should take the lag down to about 20 milliseconds which is probably fine for your needs. If not you ™ll have to abandon AVAudioPlayer and switch..

Delay with touch events

http://stackoverflow.com/questions/259183/delay-with-touch-events

and we we receive the event to late. Is there a way to poll or any better way to respond to touches to avoid this lag time This is in a UIView not a UIScrollView iphone cocoa touch core animation share improve this question Are you using..

How to make a chat system on iPhone?

http://stackoverflow.com/questions/3380851/how-to-make-a-chat-system-on-iphone

whenever there is some new content to pay attention to If having to poll all the time I worry about the resulting lag as each participant will have to wait longer for others before they can post their own responses to others. And potentially..

Compensating compass lag with the gyroscope on iPhone 4

http://stackoverflow.com/questions/4212988/compensating-compass-lag-with-the-gyroscope-on-iphone-4

compass lag with the gyroscope on iPhone 4 I've been experimenting with the compass and gyroscope on iPhone 4 and would like some help..

Applying Effect to iPhone Camera Preview “Video”

http://stackoverflow.com/questions/4893620/applying-effect-to-iphone-camera-preview-video

code to flush the dispatch queue but I am not sure how much it is actually helping. Basically every 8 10 frames a flag is set that signals captureOutput didOutputSampleBuffer fromConnection to return right away rather than process the frame... signals captureOutput didOutputSampleBuffer fromConnection to return right away rather than process the frame. The flag is reset after a sync operation on the output dispatch queue finishes. At this point I don't even mind the low frame rates.. image processing be on a background thread so as to not interfere with the UI responsiveness. I didn't notice much lag in this case but best practices are best practices so use the above solution with autorelease pool instead of running this..

iphone - core motion range of yaw, pitch and roll

http://stackoverflow.com/questions/5004548/iphone-core-motion-range-of-yaw-pitch-and-roll