Ger*_*eri 0 iphone crash multithreading drawrect
我有一些沉重的UI绘图操作,所以我把它传递给后台线程.在此次手术中,我报告的大约100%的坠机事故发生了.当绘图在主线程上运行时,没有这样的问题,代码只是没有用.
是否有在后台绘图的风险?
(我正在填充UIScrollView内容,可能是那里的问题?)
首先,你不应该给drawRect:自己打电话,UIKit会为你做这件事.你应该打电话setNeedsDisplay.其次,UIKit不是线程安全的,因此在主线程之外的任何线程上调用任何UIKit绘图操作都会导致应用程序崩溃,正如您所经历的那样.
但是,如果您创建要自己绘制的上下文然后仅使用CoreGraphics调用,则CoreGraphics是线程安全的.所以你可以做的是在CoreGraphics的后台线程中花费你的时间,在那里你绘制一个图像上下文并将图像存储在一个实例变量中.然后调用setNeedsDisplay主线程,只需在drawRect:方法中显示渲染图像.
所以在伪代码(Core Graphics版本)中:
- (void)redraw
{
[self performSelectorInBackground:@selector(redrawInBackground) withObject:nil];
}
- (void)redrawInBackground
{
CGImageRef image;
CGContextRef context;
context = CGBitmapContextCreate(..., self.bounds.size.width, self.bounds.size.height, ...);
// Do the drawing here
image = CGBitmapContextCreateImage(context);
// This must be an atomic property.
self.renderedImage:[UIImage imageWithCGImage:image]];
CGContextRelease(context);
CGRelease(image);
[self performSelectorOnMainThread:@selector(setNeedsDisplay) withObject:nil waitUntilDone:NO];
}
- (void)drawRect:(CGRect)rect
{
[self.renderedImage drawAtPoint:CGPointMake(0,0)];
}
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UIKit版本将是:
- (void)redrawInBackground
{
UIGraphicsBeginImageContext(self.bounds.size);
// Do the drawing here.
self.renderedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
[self performSelectorOnMainThread:@selector(setNeedsDisplay) withObject:nil waitUntilDone:NO];
}
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