我是UICollectionViewFlowLayout
的子类,以便在UICollectionView
中进行双向滚动。滚动对于较少数量的行和节数(100-200行和节)可以正常工作,但是当我增加行和节数超过500,即UICollectionView
中的250,000或更多单元格时,滚动时会出现明显滞后。我已经跟踪了layoutAttributesForElementsInRect
中的滞后来源。我使用Dictionary
来保存每个单元格的UICollectionViewLayoutAttributes
,以避免重新计算并循环遍历它以返回layoutAttributesForElementsInRect
import UIKit
class LuckGameCollectionViewLayout: UICollectionViewFlowLayout {
// Used for calculating each cells CGRect on screen.
// CGRect will define the Origin and Size of the cell.
let CELL_HEIGHT = 70.0
let CELL_WIDTH = 70.0
// Dictionary to hold the UICollectionViewLayoutAttributes for
// each cell. The layout attribtues will define the cell's size
// and position (x, y, and z index). I have found this process
// to be one of the heavier parts of the layout. I recommend
// holding onto this data after it has been calculated in either
// a dictionary or data store of some kind for a smooth performance.
var cellAttrsDictionary = Dictionary<NSIndexPath, UICollectionViewLayoutAttributes>()
// Defines the size of the area the user can move around in
// within the collection view.
var contentSize = CGSize.zero
override func collectionViewContentSize() -> CGSize {
return self.contentSize
}
override func prepareLayout() {
// Cycle through each section of the data source.
if collectionView?.numberOfSections() > 0 {
for section in 0...collectionView!.numberOfSections()-1 {
// Cycle through each item in the section.
if collectionView?.numberOfItemsInSection(section) > 0 {
for item in 0...collectionView!.numberOfItemsInSection(section)-1 {
// Build the UICollectionVieLayoutAttributes for the cell.
let cellIndex = NSIndexPath(forItem: item, inSection: section)
let xPos = Double(item) * CELL_WIDTH
let yPos = Double(section) * CELL_HEIGHT
let cellAttributes = UICollectionViewLayoutAttributes(forCellWithIndexPath: cellIndex)
cellAttributes.frame = CGRect(x: xPos, y: yPos, width: CELL_WIDTH, height: CELL_HEIGHT)
// Save the attributes.
cellAttrsDictionary[cellIndex] = cellAttributes
}
}
}
}
// Update content size.
let contentWidth = Double(collectionView!.numberOfItemsInSection(0)) * CELL_WIDTH
let contentHeight = Double(collectionView!.numberOfSections()) * CELL_HEIGHT
self.contentSize = CGSize(width: contentWidth, height: contentHeight)
}
override func layoutAttributesForElementsInRect(rect: CGRect) -> [UICollectionViewLayoutAttributes]? {
// Create an array to hold all elements found in our current view.
var attributesInRect = [UICollectionViewLayoutAttributes]()
// Check each element to see if it should be returned.
for (_,cellAttributes) in cellAttrsDictionary {
if CGRectIntersectsRect(rect, cellAttributes.frame) {
attributesInRect.append(cellAttributes)
}
}
// Return list of elements.
return attributesInRect
}
override func layoutAttributesForItemAtIndexPath(indexPath: NSIndexPath) -> UICollectionViewLayoutAttributes? {
return cellAttrsDictionary[indexPath]!
}
override func shouldInvalidateLayoutForBoundsChange(newBounds: CGRect) -> Bool {
return false
}
}
修改
以下是我在layoutAttributesForElementsInRect
方法中提出的更改。
override func layoutAttributesForElementsInRect(rect: CGRect) -> [UICollectionViewLayoutAttributes]? {
// Create an array to hold all elements found in our current view.
var attributesInRect = [UICollectionViewLayoutAttributes]()
let xOffSet = self.collectionView?.contentOffset.x
let yOffSet = self.collectionView?.contentOffset.y
let totalColumnCount = self.collectionView?.numberOfSections()
let totalRowCount = self.collectionView?.numberOfItemsInSection(0)
let startRow = Int(Double(xOffSet!)/CELL_WIDTH) - 10 //include 10 rows towards left
let endRow = Int(Double(xOffSet!)/CELL_WIDTH + Double(Utils.getScreenWidth())/CELL_WIDTH) + 10 //include 10 rows towards right
let startCol = Int(Double(yOffSet!)/CELL_HEIGHT) - 10 //include 10 rows towards top
let endCol = Int(Double(yOffSet!)/CELL_HEIGHT + Double(Utils.getScreenHeight())/CELL_HEIGHT) + 10 //include 10 rows towards bottom
for(var i = startRow ; i <= endRow; i = i + 1){
for (var j = startCol ; j <= endCol; j = j + 1){
if (i < 0 || i > (totalRowCount! - 1) || j < 0 || j > (totalColumnCount! - 1)){
continue
}
let indexPath: NSIndexPath = NSIndexPath(forRow: i, inSection: j)
attributesInRect.append(cellAttrsDictionary[indexPath]!)
}
}
// Return list of elements.
return attributesInRect
}
我计算了collectionView的偏移量,并用它来计算屏幕上可见的单元格(使用每个单元格的高度/宽度)。我不得不在每一侧添加额外的单元格,以便在用户滚动时没有丢失的单元格。我测试了这个并且性能很好。
答案 0 :(得分:4)
利用已知单元格大小的layoutAttributesForElementsInRect(rect: CGRect)
,您不需要缓存属性,只需在collectionView请求它们时为给定的rect
计算它们。您仍然需要检查0的边界情况和最大的部分/行计数,以避免计算不需要的或无效的属性,但可以在循环周围的where
子句中轻松完成。这是一个工作示例,我已经测试了1000个部分x 1000行,它工作得很好,没有滞后于设备:
编辑:我添加了更大的Result,以便在滚动到达之前可以预先计算属性。从您的编辑看起来,您仍然在缓存我认为性能不需要的属性。此外,它会带来更大的内存占用,滚动更多。还有一个原因是你不想使用回调中提供的CGRect
而不是手动计算contentOffset中的一个吗?
class LuckGameCollectionViewLayout: UICollectionViewFlowLayout {
let CELL_HEIGHT = 50.0
let CELL_WIDTH = 50.0
override func collectionViewContentSize() -> CGSize {
let contentWidth = Double(collectionView!.numberOfItemsInSection(0)) * CELL_WIDTH
let contentHeight = Double(collectionView!.numberOfSections()) * CELL_HEIGHT
return CGSize(width: contentWidth, height: contentHeight)
}
override func layoutAttributesForElementsInRect(rect: CGRect) -> [UICollectionViewLayoutAttributes]? {
let biggerRect = rect.insetBy(dx: -2048, dy: -2048)
let startIndexY = Int(Double(biggerRect.origin.y) / CELL_HEIGHT)
let startIndexX = Int(Double(biggerRect.origin.x) / CELL_WIDTH)
let numberOfVisibleCellsInRectY = Int(Double(biggerRect.height) / CELL_HEIGHT) + startIndexY
let numberOfVisibleCellsInRectX = Int(Double(biggerRect.width) / CELL_WIDTH) + startIndexX
var attributes: [UICollectionViewLayoutAttributes] = []
for section in startIndexY..<numberOfVisibleCellsInRectY
where section >= 0 && section < self.collectionView!.numberOfSections() {
for item in startIndexX..<numberOfVisibleCellsInRectX
where item >= 0 && item < self.collectionView!.numberOfItemsInSection(section) {
let cellIndex = NSIndexPath(forItem: item, inSection: section)
if let attrs = self.layoutAttributesForItemAtIndexPath(cellIndex) {
attributes.append(attrs)
}
}
}
return attributes
}
override func layoutAttributesForItemAtIndexPath(indexPath: NSIndexPath) -> UICollectionViewLayoutAttributes? {
let xPos = Double(indexPath.row) * CELL_WIDTH
let yPos = Double(indexPath.section) * CELL_HEIGHT
let cellAttributes = UICollectionViewLayoutAttributes(forCellWithIndexPath: indexPath)
cellAttributes.frame = CGRect(x: xPos, y: yPos, width: CELL_WIDTH, height: CELL_HEIGHT)
return cellAttributes
}
}
答案 1 :(得分:1)
你需要为你的单元格提供一个按维度排序的数据结构,以便使用这些维度来缩小搜索范围。
让我们以一个表为例,其中单元格的视图宽度为100像素高,250_000个元素,要求单元格与{0,top,320,bottom}相交。然后,您的数据结构将是按顶部坐标排序的数组,并且伴随的算法将类似于
lfs
添加实际布局所需的复杂程度。
答案 2 :(得分:1)
UICollectionViewLayoutAttributes
不适合存储NSIndexPath
。它被layoutAttributesForElementsInRect
编入索引但在cellAttrsDictionary
中您正在搜索某个区域。如果您需要var allCellAttributes = [[UICollectionViewLayoutAttributes]]()
来获取其他内容,那么您可以保留它,但将每个cellAttribute 另外存储在另一个搜索速度更快的数据结构中。
例如嵌套数组:
allCellAttributes[0].append(cellAttributes)
第一级数组描述了一个区域,假设它是1000像素高和全屏宽度的块。因此,与矩形{0,0,screenwidth,1000}相交的所有cellAttribute都会进入:
allCellAttributes[1].append(cellAttributes)
与矩形{0,1000,screenwidth,2000}相交的所有cellAttribute都进入:
layoutAttributesForElementsInRect
等等......
然后,在allCellAttributes[5]
allCellAttributes[6]
中,您可以根据给定的CGRect直接跳转到数组中来搜索此数据结构。如果矩形是例如{0,5500,100,6700}然后你只需要在这个范围内搜索:
.parent()
这应该给你基本的想法,我希望你明白我的意思。