I am setting contentInsetUse to add to the scrolling area around the content like following
- (void)viewDidLoad
{
[super viewDidLoad];
self.collectionView.contentInset = UIEdgeInsetsMake(30.0f, 0.0f, 70.0f, 0.0f);
UINib *cellNib = [UINib nibWithNibName:#"NibCell" bundle:nil];
[self.collectionView registerNib:cellNib forCellWithReuseIdentifier:#"reusedCell"];
// Set layout for UIViewCollection
CollectionViewLayout *flowLayout = [[CollectionViewLayout alloc] init];
[self.collectionView setCollectionViewLayout:flowLayout];
}
At the first time the app is installed on either an simulator a device, the contentInset is not working
You can see the top is not set at all but the bottom. However when I kill the app by double click on Home button or hitting run from xcode again.contentInset is set.
So frustrating now.....
What I am missing here. Please help if you have experienced it. Thanks
Related
I have a a XCUITest that fails to find a specific image, yet it is perfectly visible on the screen.(emulators and physical devices)
How can I workaround or make the the UIImage accessible to the tests?
All I want to validate is whether the element is visible and touchable on the screen.
The UIImage is added as a subview to a UITableView - it is placed at the bottom of the TableView.
- (void)viewDidLoad {
[super viewDidLoad];
// portions of code left out here
_aView = [[UIImageView alloc] initWithFrame:CGRectZero];
[[self aView] setContentMode:UIViewContentModeScaleAspectFit];
[[self aView] setImage:[UIImage imageNamed:IMG_NAME]] ;
[[self tableView] addSubview:[self aView]];
The UIImageView is later layed out:
- (void) viewWillLayoutSubviews {
// portions of code left out here
[[self aView] setFrame:CGRectMake(0, MAX([self tableView].contentSize.height - 41 ,[self tableView].bounds.size.height - 41) , 180, 30)];
[[self aView] setCenter:CGPointMake([self tableView].center.x, [self aView].center.y)];
Then when running the test:
let app = XCUIApplication()
//this works
let tapString = localizedString("skip")
let skipButton = app.buttons[tapString].firstMatch
if (skipButton.exists) {
skipButton.tap()
}
let theImage = app.images["img.png"]
let doesExist = theImage.exists //<< it never exists
Also doing a debug and printing all the images
does not show the image. I set a breakpoint at the line with doesExists
and in the debug window I run the command:
po app.images
Many images are found but not the particular image under test.
Is there perhaps an alternative to solve this problem?
I have a UITableView and for the life of me I can't hide the header and all the footer. I have tried multiple methods posted on here.
I want to hide the white space on top and bottom of the populated rows.
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view.
//Disable Scrolling in TableView
self.tableView.scrollEnabled = NO;
//Get rid of unpopulated rows
self.tableView.tableFooterView = [[UIView alloc] init];
//Hide UITableViewHeader
self.tableView.tableHeaderView = [[UIView alloc] init];
//Populate Table with Test Data
[self testTableView];
}
It looks like your UITableView's layout frame is not getting properly adjusted. Since I am not sure if you are using autolayout constraints or autozingmask therefore please try adding following code to your view controller to force your table to size according to the screen.
- (void)viewDidLayoutSubviews {
self.tableView.frame = self.view.frame;
}
Just set the tableviewHeader to nil or if you want to hide section headers just return nil from viewForHeaderInSection and reload the tableData.
In my navigation bar, I have a magnifying glass icon that brings up a search bar. I'm not using a UISearchDisplayController, so I opted to build my own UINavigationItem and then push it over the standard UINavigationItem using pushNavigationItem.
The problem is that the UINavigationItem seems to be pushed around 8 pixels to the right. This causes the cancel button (with localized text 'Annuleren') to be really close to the edge of the screen.
I tried inspecting the self.mySearchBar.bounds at runtime, but the origin is 0,0. I've played around a bit with AutoLayout and programmatically added constraints, but I haven't been successful. I hope it's possible without AutoLayout.
This is my code:
- (IBAction)displaySearchBar:(id)sender {
if (!self.mySearchNavigationItem)
{
self.mySearchNavigationItem = [[UINavigationItem alloc] initWithTitle:#""];
self.mySearchNavigationItem.hidesBackButton = YES;
self.mySearchBar = [[UISearchBar alloc] initWithFrame:CGRectZero];
self.mySearchBar.showsCancelButton = YES;
self.mySearchBar.delegate = self;
[self.mySearchBar sizeToFit];
[self.mySearchBar setPlaceholder:#"Zoeken..."];
UIView *barWrapper = [[UIView alloc]initWithFrame:self.mySearchBar.bounds];
[barWrapper addSubview:self.mySearchBar];
self.mySearchNavigationItem.leftBarButtonItem = nil;
self.mySearchNavigationItem.backBarButtonItem = nil;
self.mySearchNavigationItem.titleView = barWrapper;
UIButton *cancelButton;
UIView *topView = self.mySearchBar.subviews[0];
for (UIView *subView in topView.subviews) {
if ([subView isKindOfClass:NSClassFromString(#"UINavigationButton")]) {
cancelButton = (UIButton*)subView;
}
}
if (cancelButton) {
[cancelButton setTitle:#"Annuleren" forState:UIControlStateNormal];
}
}
[self.navigationController.navigationBar pushNavigationItem:self.mySearchNavigationItem animated:YES];
NSTimeInterval delay;
if (self.tableView.contentOffset.y >1000) delay = 0.4;
else delay = 0.1;
[self performSelector:#selector(activateSearch) withObject:nil afterDelay:delay];
}
try:
self.navigationController.navigationBar.barTintColor = self.mySearchBar.barTintColor;
if that doesn't work, you can add an underlay view to the navigation controller that is the color you would like. this may be useful: Get the right color in iOS7 translucent navigation bar
After searching for many hours, I gave up and went for a dirty fix. I'll leave it open for a while, in case someone knows why my searchbar is moved 8 pixels to the right.
Right before showing the UINavigationItem, I move the whole UINavigationBar to x-coordinate -8.
self.navigationController.navigationBar.frame = CGRectMake(-8.0, self.navigationController.navigationBar.frame.origin.y, self.navigationController.navigationBar.frame.size.width, self.navigationController.navigationBar.frame.size.height);
[self.navigationController.navigationBar pushNavigationItem:self.mySearchNavigationItem animated:YES];
And then on the cancel button click, I move it back to x-coordinate 0.
- (IBAction)cancelSearchBar:(id)sender {
[self.navigationController.navigationBar popNavigationItemAnimated:YES];
self.navigationController.navigationBar.frame = CGRectMake(0.0, self.navigationController.navigationBar.frame.origin.y, self.navigationController.navigationBar.frame.size.width, self.navigationController.navigationBar.frame.size.height);
}
I have a UITabBarController with two UITableViews, all were created in the storyboard.
The problem is that in the second tableview the first few lines of the table are under the top bar, this doesn't happens with the first tableview, even if I change the order of the views the first will work perfectly and the second will present the problem, so the one that was working perfectly now presents the same problem because is the second item of the tabbar controller.
I don't have much code to show because I didn't create the tableviews programatically.
Not sure exactly based on your description, but a couple possibilities come to mind:
Check your view controller attributes inspector in IB. Look for
"Extend Edges" option under View Controller, and uncheck "Under Top
Bars" if it is checked.
In ios7, there appears to be a behavior in UIScrollView and all
subclasses whereby the content inset and offset is automatically adjusted, sometimes not very well. You
can try disabling that either in code or IB (see link for
how: iOS 7 -- navigationController is setting the contentInset and ContentOffset of my UIScrollView)
For any newly created iOS >7.0 app I suggest you take a deeper look at autolayout. For all my old iOS 6 apps I solved it like this:
In your UITableViewController interface:
bool _hasStatusBar;
bool _hasStatusBarHeight;
UIView *_blendView;
In your UITableViewController implementation file:
-(void)viewWillAppear:(BOOL)animated{
_hasStatusBar = NO;
_blendView = nil;
[self.tableView reloadData];
}
-(void)viewWillDisappear:(BOOL)animated{
_hasStatusBar = NO;
_blendView = nil;
}
- (void) viewDidLayoutSubviews {
// WTF APPLE!?
if (!_hasStatusBar) {
int topBarOffset = 20;
_hasStatusBar = YES;
// Fix for iOS 7 overlaying status bar
if ([[[UIDevice currentDevice] systemVersion] floatValue] >= 7.0) {
CGRect viewBounds = self.view.bounds;
_blendView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, viewBounds.size.width, topBarOffset)];
[_blendView setBackgroundColor:COLOR_MAIN];
[_blendView setOpaque:YES];
[_blendView setAlpha:1.00];
UIView *whityMacWhite = [[UIView alloc] initWithFrame:CGRectMake(0, 0, viewBounds.size.width, topBarOffset)];
[whityMacWhite setBackgroundColor:[UIColor whiteColor]];
[whityMacWhite setOpaque:NO];
[whityMacWhite setAlpha:0.80];
[_blendView addSubview:whityMacWhite];
[self.view.superview addSubview:_blendView];
}
}
}
I am using an applicationMusicPlayer and when i try to change the volume appear the visual notification, as shown in the picture.
Here the code I am using:
[MPMusicPlayerController applicationMusicPlayer] setVolume:newVolune];
Anyone knows how to hide this notification?
I don't know where the docs says so, but if you add a MPVolumeView view to your app the system volume overlay goes away. Even if it is not visible:
- (void) viewDidLoad
{
[super viewDidLoad];
MPVolumeView *volumeView = [[MPVolumeView alloc] initWithFrame: CGRectZero];
[self.view addSubview: volumeView];
[volumeView release];
...
}
You can use the hardware volume buttons, the setVolume method or directly interact with the control (if visible) that the overlay doesn't show up.
For iOS6 I had to set an image with alpha 0 and non-zero size to the MPVolumeView's image fields in order to get the default volume change notification to disappear.
// hide the hardware volume slider
UIImage *thumb = [[UIImage alloc] initWithCIImage:[UIImage imageNamed:#"volumeHider"].CIImage scale:0.0 orientation:UIImageOrientationUp];
MPVolumeView *hwVolume = [[MPVolumeView alloc] initWithFrame:self.frame];
[hwVolume setUserInteractionEnabled:NO];
hwVolume.showsRouteButton = NO;
[hwVolume setVolumeThumbImage:thumb forState:UIControlStateNormal];
[hwVolume setMinimumVolumeSliderImage:thumb forState:UIControlStateNormal];
[hwVolume setMaximumVolumeSliderImage:thumb forState:UIControlStateNormal];
[self addSubview:hwVolume];
This made the MPVolumeView be "visible" on the screen, but invisible to the user.
I encountered the same issue recently. Instead of adding the MPVolumeView to current view controller's view, I add it to the application's window once at the start of the app:
CGRect rect = CGRectMake(-500, -500, 0, 0);
MPVolumeView *volumeView = [[MPVolumeView alloc] initWithFrame:rect];
[self.window addSubview:volumeView];
This works in both iOS 7 and 8.
Swift 3
You can hide the System MPVolumeView using
override func viewDidLoad() {
super.viewDidLoad()
let volumeView = MPVolumeView(frame: CGRect.zero)
self.view.addSubview(volumeView)
}
I had success with this in iOS 6. Although it wouldn't perform well. It caused quite a bit of lag when sliding the thumbImage. I did have to take out the last 2 lines of code in order for this to work.
[volumeView release];
...
For me, on iOS 7, none of above solutions worked. Here is how I did it:
_volume = [[MPVolumeView alloc] initWithFrame: CGRectMake(-100,-100,16,16)];
_volume.showsRouteButton = NO;
_volume.userInteractionEnabled = NO;
[self.view addSubview:_volume];
[_volume release];
That is, simply set MPVolumeView's frame to an off-screen location such as (-100,-100).