xib vs iPhone : distorted, overlapping objects - objective-c

The below image explains all.
Why are the objects overlapping on the simulator?? how do I make them both of the same size.

The top-level view in your xib is using the iPhone 5 screen size, but you're running the simulator in the iPhone 4 screen size, which is shorter. Since your xib appears to be using autolayout, you need to adjust the constraints on your objects so that the objects are repositioned and/or resized the way you want for the smaller screen size.

Related

How do I efficiently manage screen size changes and redrawing with storyboards, initWithCoder, viewDidLoad and viewDidLayoutSubviews?

I am using storyboard layouts to set up view layout.
I am supporting both iPhone and iPad layouts.
When the view is created with initWithCoder:, it is initially created with the frame size of the device I was last looking at in Interface Builder.
If I am designing with the iPhone X layout in interface builder and then build and run on an iPad, the view is initially created with iPhone X screen dimensions. Then viewDidLayoutSubviews: is called and it updates the screen dimensions to the correct iPad size.
The subviews are using drawRect inside UIViews to draw the view graphics. I am doing this so I can change graphic colors via code. I change the color variable and then call setNeedsDispay on the view to redraw the view with new colors using CGGraphicsContext commands.
It also allows me to draw any graphic image at any size. And with lots of graphics that means I don't have to include all the different images at 1x, 2x and 3x sizes in my bundle. It's all drawn dynamically.
Some of these images are laid out when the view loads and not in Interface Builder. So I check the screen size and draw the button size and position accordingly.
What happens is, viewDidLoad is called and it draws the graphics based on the initial screen size.
Then viewDidLayoutSubviews is called and I have to update the drawing of the subviews I placed manually repositioning them based on new screen dimensions and then calling the drawRect on them. I feel like this is just unnecessary extra work for the device.
In addition to that, viewDidLayoutSubviews is called for other reasons then just resizing the view on initial load of the viewController. So then each time it's called it will go redraw the subviews, even if they don't need it.
And, if the device I am running on is the same as the device I was using in Interface Builder, it doesn't call the viewDidLayoutSubviews. I can't just let the view layout the subviews there because there is no guarantee it will be called.
My solution so far is creating a variable to track the screen width. I set the variable in viewDidLoad. If it creates the view at iPhone X size, my screenWidthTracker = 1125. When viewDidLayoutSubviews is called I compare the current screen size to screenWidthTracker.
if (self.view.frame != screenWidthTracker) {
[[NSNotificationCenter defaultCenter] postNotificationName:#"updateView" object:self];
};
if the view has changed size, it sends a message to redraw views. Any views I have placed manually as subviews are registered to listen for #"updateView".
Is there a better way to manage this? Is there a method that gets called ONLY when screen dimensions change and not when its updating the position of other subviews? Should I be utilizing viewDidAppear? I feel as though that is too late in the chain and I don't want the user to see button size updates.
In general, from the description you've given, I'd say that at the very most, you should be doing as much size work as possibly by using autolayout (which you can configure entirely within the storyboard) and then implementing only drawRect and viewDidLayoutSubviews — and the latter only if you need to.
A very common strategy is to use a boolean flag to set up initial conditions in the first call to viewDidLayoutSubviews, and not use it thereafter. Screen size changes after launch (not at launch), such as rotation, are detected by implementing willTransition(to:with:) — and even then you should check to see that the old size and new size are not the same (180 degree rotation) and do nothing if they are.

Trouble auto sizing iPhone 5 storyboard to fit iPhone 6

I have developed an app using iPhone 5 storyboard. The storyboard contains many views and I haven't used any constraints on any of the views.
What I am trying to achieve is to make the iPhone 5 storyboard expand to fit on iPhone 6 and 6+ without the need for any constraints, is this possible?
I have read many answer on SO already which lead me to believe that it is possible to get it to work but have not yet succeeded.
I don't have any launch images set, and I ticked the 'Use Size Classes' box for the storyboard.
Why is the storyboard not auto sizing for the iPhone 6. It's driving me crazy.
I hope you can help me,
thanks.
Have you tried using the Autoresizing feature? Uncheck the size classes box and you will see the option to use autoresizing under the measurements section to resize your storyboard for the 6 and 6plus.
http://i.stack.imgur.com/qM4Vu.png
You wont have to use size constraints since you're only making it for the iPhones
Click the "Use Auto Layout" checkbox shown below
Also here is a link to the size of the Launch images you should be using for the 6 and 6 plus.
One way but not recommended. Don't add splash screen for 6 and 6+
If you don't add the splash screen for 6 and 6+ OS will automatically scale all your UI.
The default auto resizing masks, which you probably have, have a fixed top and left margin and a fixed height and width. This would give you all the views packed into the top left corner as you are seeing - the flexibility is all in the right and bottom margins.
You're seriously better off using constraints (even adding the default constraints will probably get you most of the way there) but if you insist on sticking with auto resizing, you need to set fixed left and right margins and flexible width. Height is a bit more difficult, you have to decide which elements will fill the extra space and have flexible height on those.
To ensure that your app supports multiple screen sizes (instead of just scaling up the smaller interface) you should add a launch image .xib file which is much easier than using lots of images.

How to size images for storyboard using auto layout?

I'm using Sketch to create images that will be used in my Xcode 6 auto-layout storyboards. However I can not get the image sizes correct. They always appear too large and overflow the storyboard view controller. Is there a way in Xcode to see the dimensions the storyboard expects? Is there a systematic way to do this...rather than trial and error?
Storyboard, especially in auto layout mode, doesn't expect any dimensions – dimensions will depend on device screen (in reality) or on simulated metrics (in Interface Builder in Xcode).
What matters is aspect ratio and presence of three resource files (three sizes – regular, 2x and 3x).
You can see the list of dimensions here:
http://www.paintcodeapp.com/news/iphone-6-screens-demystified
So, let's say you want to insert an image that occupies the whole width of the screen, and the height is chosen automatically so that to keep the aspect ratio. What you could do:
Create images in Sketch with widths of 320, 750 and 1242 pixels. Save them as image.png, image#2x.png, image#3x.png.
Insert image in Interface Builder (Storyboard), add width constraint – equal as superview, instead of height constraint – keep aspect ratio.
If the image looked too big, Interface Builder will complain that preview image doesn't match constraints, you will see a little yellow arrow. Click on it, choose the warning and click again – Xcode will offer you to "Update frame". That will resize the image correctly if necessary. Don't forget to choose correct scaling mode (Aspect fit?) for your image.
Moreover, you can see current width and height of the simulated screen in Metrics tab. But those will change every time you change your preview (simulated) device type.

How to put background for UITableViewController

I wanna do something like THIS in my ipad application, what is the best way to do the followings:
The shadow under the upper bar.
The padding for the papers (top, left, right & bottom)
The background (as a notepad) : please think about the cells: they must still scrolled inside the paper and cropped before reaching to the paper bottom edge.
I'm looking for the optimal solution that avoids overriding as much as possible.
EDIT :
I tried to use UIViewController (with UITableVIew and has the delegate methods) inside UISplitViewController, And I tried adding UIImageView at the top of the table but this view will scroll with the cells and it'll hide when I scroll down. I tried to use viewForHeaderInSection function also for upper shadow (under the bar) but what about the papers bottom edge (what if I put one image including the shadow and the papers bottom edge and has the padding as a background for the UITableView or UITableViewController, and change this image when rotate to the portrait orientation? is this a good and possible solution?)
My guess:
Create the background in an image editing app
Cut 4 images, for header, footer, left and right sides
Create a UIViewController with 4 UIVIews and add the correct images as background
In the middle of all 4 add a UITableView
This way the images won't move and if you position the UIViews with the background properly, your TableView will scroll inside the notebook (assuming you are trying to create a notebook)
If you app is iOS 6.0 only, autolayout will be a great help. Check apple developer video on it to learn how to use this feature: WWDC 2012 Session 232 - Auto Layout by Example
One easy way to do this is from the xib:
1. In xib create image .On image view you can put background whatever you want as a image.
2. create table view above the image view and set table view background color as a clear color.
This will do it.

UIImage View shifting in Interface Builder

I am using interface builder to create my create my .nib file. THe first thing I did was to add an UIImage view to cover the screen with a background image that serves as part of the interface graphic. Everything was working fine, now the image is shifted up slightly in the simulator. THe Status, Top, and Bottom bar are all "Unspecified". Has anyone encountered this issue and found a way to resolve it?
Is the size of your view in the nib the same size as it will be in the simulator? If it's smaller, your autoresizing masks may be centering it vertically. Verify that it's the correct size, and then verify the autoresizing masks in IB are set the way you want them to be.