iOS 7 + Auto Layout: Strange UIImageView behaviour - objective-c

I've got a strange UIImageView behaviour:
I've got a UIViewController with an embedded UIImageView and a close button. Very basic stuff, done a thousand times. I didn't use Auto Layout that much in the past, but another view controller in the same Storyboard has nearly the same config and doesn't appear as strange as this specific one.
In my Storyboard the Controller looks like that:
...and on the device it looks like that:
That image is 1024x768, so it should be filled to the bounds. Content mode in the image view is Aspect fill. When i dismiss the view, i can see that the upper part of the image view must be hidden at the top with some negative Y or something.
I need Auto Layout in this storyboard, because it's an iPhone + iPad App with both orientations.
Has someone hat a behaviour like that before?
Thank you!
Edit:
Here is the layout panel:

First, get rid of the alignment constraints, they are not needed if you're already anchoring your view to every side with a set distance.
Second, check the mode property of your UIImageView in the interface builder. If the image was not big enough and you had it set for "TOP" instead of, say, "aspect fill", you'd see something like this even though the view is actually covering the whole screen.

I'm sorry that I have to say this, but it was, as you certainly thought, my own fault.
The problem was that I made a photo with the iPad, and the iPad can be used in both orientations in this app. The photo was taken and was then used for an own view that allows the user to put annotations on the image.
The image gets then saved, and that was were the problem occured: I call
UIGraphicsBeginImageContextWithOptions(self.view.frame.size, NO, 0.0);
The landscape image was now taken into a portrait frame. After adjusting this and only allowing portrait mode, everything worked well.
Thanks anyways for your answers. And sorry for asking a question when the problem was another one and my own fault.

Related

Strange UIContainerView autolayout rotation behavior

I have a view controller that consists of two child UIContainerViews, one of which is fixed-width, and the other which dynamically adjusts its width based on portrait vs landscape mode. Both contain UITableViews.
For some reason, if the screen loads in portrait orientation it renders fine. However if it loads in landscape and then rotates to portrait, the second (dynamic) table gets all screwy and thinks it's wider than it is/should be, letting you scroll it horizontally which it should not be doing.
The cells of the tableView all size properly and stick to the left side of this "too wide" tableView. However, if I color the background of the tableview pink, I can see the whole thing is extending into this too wide zone.
It's baffling me what's going on here. Shouldn't autolayout be the same regardless of which orientation the view controller was loaded as?
If I log the widths in a viewDidRotate... handler, everything appears to have the correct width, yet it's still rendering in this bizarre way.
Is there perhaps I way I can just force the container view to re-lay it self out?
Update: It is the contentSize of the tableView that is getting messed up. All the other widths are correct when logged, but the contentSize.width is way off. The good news is I can just manually set this back to what it should be and everything works great! However it doesn't answer the question as to why it's happening in the first place or what I'm doing wrong (if anything).
Here's a screenshot:
In order to force a UITableView to (re)calculate its content size, you may use layoutIfNeeded method. It traverses through the view hierarchy and lays out the subviews immediately, so content size is set properly.
Instead of setting the size manually, call this method for your table view.

Is there a tutorial somewhere about designing a really large view and put it in scrollView using storyboard

The question may be similar with
Designing inside a scrollview in xcode 4.2 with storyboards
but none of the answer there makes sense at all.
Okay I created a new controller and I added a scrollView.
The very first thing I noticed is there is NOWHERE to specify the content size of the scrollView.
Not in attributes inspector, not in size inspector.
Then what?
I am expecting some larger than normal box where I can draw all the view I want to put in. There is no such thing either.
I am very frustated.
All the "tutorial" out there tell about how to fill scrollView using code.
Another thing I tried is to select controller go to size inspector and then choose FREEFORM.
Great. I still can't make that template big.
Should I do this in XIB instead? At least on that one I can have one huge UIView. Or what is the official way industry standard way of doing this? Is there a WWDC for this one?
Say I want to draw something like these:
I don't think you can get a tutorial on this as it is simply impossible in IB. As most people already commented out what you want to do here need to be done programmatically.
If you are using XIB you can set up all your content there. Under the size tab (in the inspector) you will need to change the height to fill all your content but you still need to set up your contentSize programmatically.
For storyboard I don't think it is possible to change the size of your scrollview in IB.

Storyboard editor layout confusion

I am having layout problems with the storyboard editor with a fairly simple screen. I have a UIViewController to which I have added a 320x440 UIScrollView at 0,0 followed by a 320x20 UIProgressBar at 0,440. It looks fine in Storyboard editor. I'm not entirely sure how the 20 pixel status bar at the top of the screen is accommodated given the CGRect frame coordinates that Storyboard calculates.
On loading ( in -(void)viewDidLoad ), the UIScrollView frame seems to be set to 320x460 pixels at 0,0 but the UIProgressBar is still 320x20 at 0,440.
When I add subviews to the UIScrollView, (UIImageViews in particular), they get stretched and get clipped on the screen because although the UIScrollView thinks it is 460 pixels high, it only has 440 pixels of screen to display in.
Can anyone point me to a solution?
Thanks
OK - I have identified what was going on - there were a number of issues, nearly all to do with mutually incompatible settings in storyboard attributes on various view controllers.
In summary, the main view controller containing the UIScrollView had the 'wants full screen' checkbox ticked - goodness knows how, but it appears that I had then gone through other views trying to compensate for that initial error by clipping, resizing, setting layout constraints etc. which resulted in rather confusing outcomes.
My advice would be to not touch ANYTHING in storyboard editor unless you know what it's effect will be - it is a dangerous place. I found the issue by going back to basics and creating a trivially simple replication of my app and then observing the differences between that app and my own. Sorry if I wasted anybody's time researching an answer.
Thanks

What is the best way to create a composite scrollable view on iOS

I need to create a scrollable composite view on iOS. That is to say, the view will contain at least one image, possibly a button, and some text (that we may wish to format with bold fonts, etc). The amount of data, and particularly the amount of text, is variable, from maybe 4 lines to maybe 100. The data is "variable" to a degree, and in particular the image and text do not come joined at the hip.
This all needs to fit in a "pane" of about 280h x 115w pixels in a portrait-only layout.
A single UITextView doesn't provide the facilities to display an image or format the text.
A UIWebView provides the ability to display the image and formatted text, but the button is a problem (not even sure if it's doable).
A UIScrollView would easily allow the image and button, and then a UIWebView could be embedded in the scroll view for the text, but then scrolling becomes a problem -- I'd like the entire view to scroll as one, without having to resize the web view to contain it's content, and without the confusion of a scrollable within a scrollable (the doc warns of "unexpected behavior").
(I'm guessing your thoughts at this point are that I want too much.)
So, any suggestions? What's the best way to get close to what I need here?
In iOS5 the UIWebView has a scrollView property, which is a normal UIScrollView. You should be able to add a UIButton as a subview of the scrollView to achieve what you want, although positioning it correctly may be a challenge. Prior to iOS5 you could cycle through the subviews of the UIWebView to find the UIScrollView with isKindOfClass...
I suggest testing with a UIWebView inside your UIScrollView. I don't see any interference in the iOS 5.0 simulator. I don't know if there are problems in iOS 4.0.
If you find that there is interference, you can prevent it by setting the web view's userInteractionEnabled property to NO, either in the nib or in code. This will prevent the web view from receiving any touches, so the user also won't be able to pinch-zoom it, follow links in it, or copy text from it.
In the web view's delegate, implement webViewDidFinishLoad: to set the web view's size and the scroll view's contentSize. For example:
- (void)webViewDidFinishLoad:(UIWebView *)webView {
CGRect frame = self.webView.frame;
frame.size = [self.webView sizeThatFits:CGSizeMake(frame.size.width, HUGE_VALF)];
self.webView.frame = frame;
self.scrollView.contentSize = CGSizeMake(CGRectGetMaxX(frame), CGRectGetMaxY(frame));
}
When I did a similar thing, I had a dozen of views which I added to the UIScrollView and then calculated the frames of all the views. Granted, it was an extremely tedious work, given that some views could get hidden under various conditions. The layout code was actually pretty simple, laying out views from top to bottom, but ugly. The upshot is that it works like a charm, fast and reliably. You can even trivially wrap it in an animation block.

Rotating MapView according to compass

I'm working on Map application that needs to work like original MapView on iOS.
I need to rotate mapview according to compass heading value. I tried MTLocation example also I also tried this answer But my results is not good.
Please see the screen shot.
When I rotate mapview according to heading value Map is rotating but as you can see on screen tiles is missing.
How can I solve this display problem ?
Regards
- Fatih
Hy,
I'm the author of MTLocation. Thanks for using it by the way!
For this to work you have to make sure, that your MKMapView is a subview of your ViewController's view (and not the view itself). Then you have to increase the frame of your mapView with a simple Pytaghoras - calculation: the width and height must be at least as big as the diagonal: sqrt(visibleWidth[320]^2 + visibleHeight[480-88]^2) = 506.
So that means
mapView = [[MKMapView alloc] initWithFrame:CGRectMake(-100,-100,520,520)];
Hope that helped, please consider upvoting if it fixed your problem.
You can consider using a bigger frame for the MKMapView object. It should probably be a square with each side equal to the length of the device's diagonal. The problem with this approach is that there are regions of this object that the user won't see but we process information like views for annotations related to that region anyway. Other properties like visibleMapRect would be least helpful.
Another alternative would be to be zoom in by scaling the MKMapView object on rotation. But this might make the map blurry (untested). You could zoom out on the region displayed in the map but it could lead to frequent refreshes. You can look at a middle ground where you don't zoom out until the map is rotated over a certain angle. You can also look at using two views where one of the views is off screen and updated so that it can replace the view after a certain amount of rotation so that it feels seamless.
I am working towards making my own maps application in iPhone. I want my maps to rotate as the user turns. I tried setUserTrackingMode available in iOS 5, but due to some reason it doesn't work. So I decided to take help of MTLocation framework here.
Till now I have done the following.
created a new project and copied all .m and .h files in that.
Import MapKit.h and MTLocation.h.
In Viewcontroller.h, defined property for mapView (should I define a property for locateMeItem).
In ViewDidLoad, paste the code given at the end of the page here.
I get a few errors:
Can't see the locateMe button when created programatically.
Undefined property headingEnabled.
myCustomSelector has no effect.
self.toolbar- toolbar is not a instance of ViewController.
I have tried a code at gist[dot]github[dot]com/1373050 too, but I get similar errors.
Can anybody explain a detailed procedure of this.