BeforeWaiting and Exit events. When a touch event arrives, the RunLoop is awakened and the code in the App performs some operations, for example, creating and Adjusting view levels, setting the frame of UIView, modifying the transparency of CALayer, and adding an animation to the view are all ultimately marked by CALayer, and submit it to an intermediate state through CATransaction. When all the above operations are completed and RunLoop is about to sleep (or quit), the Observer that follows th
the continuous repainting, such as video playback need to constantly get the next frame for the interface rendering. //2.1 Create a DisplayLink object Cadisplaylink *displylink = [Cadisplaylink displaylinkwithtarget:self selector: @selector (Reloop)]; 2.2 Add the object to the Loop [Displylink addtorunloop:[nsrunloop Currentrunloop] formode:nsdefaultrunloopmode]; 2.3 Release (stop cycle) if not needed [Displylink invalidate]
=================================================//File name:linkstack_demo//-------------------------------- ----------------------------------------------//author:common//class name: link_long//attribute://Method: Class link_long{//chain node classes Publ IC Long ddata;public Link_long next;//a reference to the next node in the list public Link_long (long DData) {super (); this.ddata = DData;} public void DisplayLink () {//Displays the value of the
Cadisplaylink is a timer that allows us to portray content on the screen at the same frequency as the screen refresh frequency, creating a new Cadisplaylink object in the application, adding him to a runloop, And give him a target and selector called when the screen refreshesOnce the DisplayLink is registered to Runloop in a specific mode, Runloop invokes selector on the Cadisplaylink bound target whenever the screen needs to be refreshed. This is tar
:@selector(handleDisplayLink:)];[self.displayLinkaddToRunLoop:[NSRunLoopcurrentRunLoop]forMode:NSDefaultRunLoopMode];}-(void)handleDisplayLink:(CADisplayLink*)displayLink{//dosomething}-(void)stopDisplayLink{[self.displayLinkinvalidate];self.displayLink=nil;}
Cadisplaylink is a timer class that allows us to draw specific content to the screen at a frequency that is synchronized with the screen refresh rate. Once the Cadisplaylink is registered
:[ nsrunloopcurrentrunloop] formode: Nsdefaultrunloopmode];} - (void) Handledisplaylink: (cadisplaylink*) displaylink{//dosomething}- (void) stopdisplaylink{[self.displaylinkinvalidate]; self.displaylinknbsP;=nil;} Cadisplaylink is a timer class that allows us to draw specific content to the screen at a frequency that is synchronized with the screen refresh rate. Once the Cadisplaylink is registered to Runloop in a specific mode, Runloop sends a spec
GIF time according to the given constant time 1.5s, the disadvantage is that if the current method as a generic class method, this 1.5s is very unscientific. So the bottom-up method is to first calculate the total length of time for the picture. Perform the animation again.#import TotalTime; Cadisplaylink *displaylink;} @end @implementation motionactiveagegif@synthesize gitview; @synthesize lastgifview;-(Instancetype) Initwithname: ( NSString *) G
phase, the code is as follows:
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-(void)startLoading{[_displayLinkinvalidate];self.displayLink=[CADisplayLinkdisplayLinkWithTarget:selfselector:@selector(updateWave:)];[_displayLinkaddToRunLoop:[NSRunLoopcurrentRunLoop]forMode:NSRunLoopCommonModes];} -(void)updateWave:(CADisplayLink*)displayLink{self.phase+=8;//逐渐累加初相self.waveSinLayer.path=[selfcreateSinPath].CGPath;}-(UIBez
callback, all the intermediate state is submitted to the GPU to display, if there is animation, through the DisplayLink stable refresh mechanism will continue to wake up Runloop, This makes it possible for the observer callback to be triggered continuously, thus updating the property value of the animation and drawing it according to the time.In order not to block the main thread, core Animation is an abstraction of OpenGL ES, so most of the renderin
reference to the pointer. Java garbage collection will take him back. Implements and returns the stored Delete node.The Code large box is as follows:PublicLink Deletefirst () {Link Temp= First ; // temporarily Save this link node (that is, to be deleted) from the first referenceFirst = first.next; Point first to the next reference of the link link that he refers toreturn temp; // returns the link node to be deleted}This makes it clear that the relationship between Java object references is eas
() // displays array contents {system. out. print ("A ="); For (Int J = 0; j
Package chap07; Class link {public long dData; // data itempublic link next; // next link in list // --------------------------------------------------------------- public link (long dd) // constructor {dData = dd;} // ----------------------------------------------------------------- public void displaylink () // display this link {system. out. print (dData + "") ;}// end
rate 2> low Refresh speed requirements, suitable for slow refresh 3> Create a timer returns a new timer, but does not start the timer and needs to call The Fire method+ (Nstimer *) Timerwithtimeinterval: (nstimeinterval) ti target: (ID) atarget selector: (SEL) Aselector UserInfo: (ID) UserInfo repeats: (BOOL) yesorno; return a new timer and start the timer immediately + (Nstimer *) Scheduledtimerwithtimeinterval: (nstimeinterval) ti target: (ID) atarget selector: (SEL) Aselector U
notified. At this time, the CA registered Observer will be in the callback, all the intermediate state is submitted to the GPU to display, if there is animation, the CA will be DisplayLink and other mechanisms to trigger the related process multiple times.ASDK here simulates this mechanism of Core Animation: All modifications and commits to Asnode, some of which are required to be executed in the main thread. When this happens, Asnode will encapsulat
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