i had 2 scene, "List Scene" and "Details Scene". After Click the Item on "List Scene", it will go to "Details Scene". In the "Details Scene", i had some animation, anime the Image keep repeat move from left to right or right to left. After i go back "List Scene", the scene looking like "hanging", i cant do any thing for the List any more(like scrolling). After i check out, found out the "Left to Right,Right To Left" animation is still running on behind. So now i assume, because the previous scene i still running, so current scene not able to detect my finger.
so my question is, is that got any way can remove/release/dismiss the previous scene after popviewcontrolleranimated?
below is the code i testing now.
-(void)viewWillDisappear:(Bool)animated{
[super viewWillDisappear:animated];
self.imagePanViewController = nil; //target is this viewcontroller, this viewcontroller handle the animation
[self.navigationController setNavigationBarHidden:NO animated:YES];
}
i had try use some way like "dismissViewController", release, controller = nil, and so on. but the results is still fail and animation keep running on behind.
is that any one can give me some guideline or hints? thanks alot!
I believe myidleTimer is an NSTimer. NSTimer retains its target.
You can follow the below link to properly invalidate it
Best time to invalidate NSTimer inside UIViewController to avoid retain cycle
Also make the timer having weak reference.
Related
Problem
I am having a rather big issue with the iOS7 keyboard appearance. I have a Searchbar on a UIViewController with TableView Delegation/Data Source setup (I am using the self.searchDisplayController delegates as well). I segue from this scene to a prototype tableview to show the results.
Here is the issue:
On first load I can see the keyboard being displayed when I tap into the text field of the UISearchBar. I can type and perform a search with the results being shown in the next scene.
I've added NSNotifications to view the keyboard properties in local methods keyboardWillShow and keyboardWasShown. I can see on the first scene appearance (after the view is completely loaded):
I segue to the result tableview at this point and when I navigate back and touch the text field, my keyboard shows up either fully or partially off-screen:
When I look at the keyboardWillShow notification at this point I can see that my keyboard values are incorrect:
I've researched and tried many possibilities including:
Added the following to my main view controller:
-(BOOL)canResignFirstResponder
{
return YES;
}
-(BOOL)canBecomeFirstResponder
{
return YES;
}
Configured the following in my view did load
self.searchDisplayController.searchBar.spellCheckingType = UITextSpellCheckingTypeNo;
self.searchDisplayController.searchBar.autocapitalizationType= UITextAutocapitalizationTypeNone;
self.searchDisplayController.searchBar.autocorrectionType = UITextAutocorrectionTypeNo;
self.searchDisplayController.searchBar.keyboardType = UIKeyboardTypeDefault;
Put in standard stubs for:
-(void)searchDisplayController:(UISearchDisplayController *)controller didShowSearchResultsTableView:(UITableView *)tableView
-(void)searchBarSearchButtonClicked:(UISearchBar *)searchBar
- (void)searchBarCancelButtonClicked:(UISearchBar *)searchBar
I've noticed that if I choose a Partial Curl as my segue mode, the keyboard remains accessible when I roll back to the main view controller (but then it was never fully off screen in that case). However if I move from the results tableview to a detail scene and then navigate back to the main view controller, the keyboard appears off-screen again.
Question
Is there a method I can use to intercept the misplaced keyboard so that it displays in the default location?
NB: Along these lines, I have created a NSDictionary property to hold the initial userInfo values with the correct keyboard placement. I am not sure how to reassign these values to get the keyboard to return to it's original placement.
BTW - This seems a bit of a hack to get the keyboard fixed due to a bug in IB, is there some other way that I can try to remedy the situation?
Thanks in advance for any feedback!
Solution
This was such an obscure issue that I'm sharing the solution to save the next person some effort. Like most programming issues, it turns out this one was self-inflicted. In my original iteration of this project I had turned off rotational support as I am learning auto-layout and I wanted to ease into the transition from Springs and Struts. Somehow between the start of the project and the code release I ended up with this bit of code in the Main Scenes' View Controller.
//BAD
- (NSUInteger) supportedInterfaceOrientations
{
return !UIInterfaceOrientationPortraitUpsideDown;
}
instead of returning a valid enumeration like...
//OK
- (NSUInteger) supportedInterfaceOrientations
{
return UIInterfaceOrientationMaskAll;
}
I've done a custom UITableViewCell` with a front view and a back view for doing something like mailbox.
I've added the gestureRecognizer to scroll the front view so
self.slideRecognizer =
[[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(slide:)];
[self.slideRecognizer setDelegate:self];
[self addGestureRecognizer:self.slideRecognizer];
The problem is that I cant scroll the UITableView down unless I tap outside the UITableViewCell (for example on UITableView header) and go down.
There should be something to add or edit in my method
- (void)slide:(UIPanGestureRecognizer *)panRecognizer
It's true?
THAT'S THE SOLUTION FOR ME ____________________________________________________________________________
Based on Simon's link, I've added this code in my tableViewController and in my custom cell
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer
shouldRecognizeSimultaneouslyWithGestureRecognizer:
(UIGestureRecognizer *)otherGestureRecognizer {
return YES;
}
The problem was that assigning the custom pan gestureRecognizer I've invalidating the default one.
I would take a look at this question which seems quite similar. It sounds as though the gesture is only being captured by that cell and not passed through.
Tell ScrollView to Scroll after other pan gesture
I'm not sure if this is exactly the same issue as yours however. You should post more code.
On a side note, personally as a developer and a user I find scrolling elements inside scrolling elements to be every irritating to use. From a usability perspective I would consider a redesign. Thats only my opinion however.
In a project I'm writing I get this error when I present a new view controller:
Attempt to present.... while a presentation is in progress!
I think it happens because I first present a new view controller, and then in that view I present another view controller.
- (void)loadLabelSettings {
LabelSettingsViewController *labelSettings =
[[LabelSettingsViewController alloc] init];
labelSettings.modalTransitionStyle = UIModalTransitionStyleFlipHorizontal;
[self presentViewController:labelSettings animated:YES completion:nil];
}
The program doesn't crash or anything it runs just fine, and there is no errors or warnings in my code. So my question is: Is it something I should be concerned with and if yes how do I solve it?
Thanks in advance :)
It is, like you said, probably caused by presenting two view controllers at the same time. Wait with presenting the second view controller until the first one has been fully presented. A good location would be to do this in viewDidAppear.
In my case, I connected a UIViewControllers UIButton with a second UIViewController by a UIStoryboardSegue. Inside my code a called it a second time programmatically. So pressing the UIButton caused presenting the specified view two times.
I figured out my problem, as Scott wrote it was because I was presenting 2 view controllers at the same time. It happened because I had a button that had a UILongPressGestureRecognizer, that showed the new view controller. The problem was that when using a UILongPressGestureRecognizer, the method that is being called, is called twice. First when the long press is detected and when your finger is released from the screen. So the presentViewController method of the same view, was called twice. I fixed this by only reacting to the first detection. Here is the code :
- (void)loadButtonSettings:(UILongPressGestureRecognizer *)recognizer {
if (recognizer.state == UIGestureRecognizerStateBegan) {
}
}
Sorry I previously posted a question here, but The answers I got didn't work (probably my fault).
Basically, I want to stop a UIPopover from dismissing automatically. I got to this piece of code:
- (BOOL) popoverControllerShouldDismissPopover:(UIPopoverController *)popoverController
{
return NO;
}
which I put in, but it doesn't seem to have any effect. Is there anything else I should add?
am I putting it in the right place (I was putting it in the vc.m of the view that has the popover within it)?
Thanks Very Much,
Luke
Check to make sure the UIPopover delegate is set. You can do this in code by setting the popover instance variable:
aPopover.delegate = self;
I have a very simple app. 1 navigationController with 2 viewControllers.
The first view has only a button.
The second view has a map view (MKMapView).
I checked show currentlocation property of this map view
I created outlet and then connect everything by using Builder Interface.
In the dealloc method of the second one, I set nil to delegate of mapview, and then release mapview outlet.
mapView.delegate = nil;
[mapview release];
When I tap the button in view1, view2 will be loaded, and then I tap back button. If I do it normally, everything works well. But If I do it very quickly, repeat many times. The app will be crashed.
If I do not release mapView or I do not check showcurrentlocation property, app works well.
I can't figure out why this happen. Anyone helps me solve this problem. Thanks so much !
My fix in controller class was to ..
(void)dealloc
{
mapView.showUserLocation = NO; // Work around bug in MKMapView
[super dealloc];
}
Try launching your app via Instruments with Zombie instrument added. It should show you overreleased object. You'd also should add the Allocations instrument with VM tracker to see how memory consumption goes over time. This way you'd get your answer very quick.
p.s. more code would help better.