I am trying to implement a simple ImageView in a scrollview to display an image. I want to particularly implement the pinch to zoom feature. I implemented the following code (which is taken from one of the Objective C sample codes on the apple websites). I tested the zooming thoroughly on ios 5 and there seems to be no problem. However when I ported my code to ios 6 and I test my zoom feature, after a while I get the following error message and my app crashes with skewed zoom results.
Unable to simultaneously satisfy constraints.
Probably at least one of the constraints in the following list is one you don't want. Try this: (1) look at each constraint and try to figure out which you don't expect; (2) find the code that added the unwanted constraint or constraints and fix it. (Note: If you're seeing NSAutoresizingMaskLayoutConstraints that you don't understand, refer to the documentation for the UIView property translatesAutoresizingMaskIntoConstraints)
NSAutoresizingMaskLayoutConstraint:0x8808360 h=--- v=--- V:[UIWindow:0x744db00(480)],
NSLayoutConstraint:0x71286d0 UIView:0x71222c0.bottom == UIWindow:0x744db00.bottom,
NSLayoutConstraint:0x7128650 V:|-(20)-[UIView:0x71222c0] (Names: '|':UIWindow:0x744db00 ),
NSLayoutConstraint:0x7120c50 UIImageView:0x7451630.bottom == UIScrollView:0x71206f0.bottom,
NSLayoutConstraint:0x7120c90 V:|-(0)-[UIImageView:0x7451630] (Names: '|':UIScrollView:0x71206f0 ),
NSLayoutConstraint:0x7120bd0 UIImageView:0x7451630.centerY == UIScrollView:0x71206f0.centerY,
NSLayoutConstraint:0x7122a50 V:|-(10)-[UIScrollView:0x71206f0] (Names: '|':UIView:0x71222c0 ),
NSLayoutConstraint:0x7122940 V:[UIScrollView:0x71206f0]-(38)-| (Names: '|':UIView:0x71222c0 )
Will attempt to recover by breaking constraint
Break on objc_exception_throw to catch this in the debugger.
The methods in the UIConstraintBasedLayoutDebugging category on UIView listed in may also be helpful.
I tried doing a google search for this problem but I am not getting good results. The code I am using is as follows. Help is greatly Appreciated
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
// set the tag for the image view
[self.imageView setTag:ZOOM_VIEW_TAG];
// calculate minimum scale to perfectly fit image width, and begin at that scale
NSLog(#"[imageScrollView frame].size.width : %f",[self.scrollVIew frame].size.width);
NSLog(#"[imageView frame].size.width : %f",[self.imageView frame].size.width);
NSLog(#"[imageScrollView frame].size.height : %f",[self.scrollVIew frame].size.height);
NSLog(#"[imageView frame].size.height : %f",[self.imageView frame].size.height);
float minimumScale = [self.scrollVIew frame].size.width / [self.imageView frame].size.width;
minimumScale = 300.0/1200.0;
NSLog(#"minimumScale : %f",minimumScale);
[self.scrollVIew setMinimumZoomScale:minimumScale];
[self.scrollVIew setZoomScale:minimumScale];
NSLog(#"imageScrollView.zoomScale : %f",self.scrollVIew.zoomScale);
NSLog(#"imageScrollView.minimumZoomScale = minimumScale : %f",self.scrollVIew.minimumZoomScale = minimumScale);
self.scrollVIew.contentSize = CGSizeMake(1200.0, 800.0);
self.scrollVIew.delegate = self;
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
- (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView {
return [self.scrollVIew viewWithTag:ZOOM_VIEW_TAG];
}
Vivek
You need to create your UIImageView Programatically, and add in a subview of your UIScrollView. But you must make this inside of the viewDidAppear.
Just your UIScrollView can be made in StoryBoard!
And you will set the scrollView.contentSize inside of "viewDidAppear:(BOOL)animated" and not inside of the viewDidLoad.
Disable auto layout in your XIB file. It will be under the left most tab in the properties section on the right. You are probably using it without knowing it. If you are using it intentionally, then try to sort out your constraints so they don't conflict with each other.
Related
I have a static table view with cells that have a rounded border. I have noticed when testing on different simulators that whilst my auto layout constraints work, the border isn't always the right width. This particular screen consists of a view controller with a UIView containing an embedded tableViewController
I have done some investigating and found that the width of the border actually depends on the width of the storyboard phone. This means if I have a storyboard for an iPhone 8, the 8+ will have cells too short and vice versa, an 8+ storyboard results in cells that are too long (and extend off screen) for the 8.
Currently I am setting the cell borders in the viewDidLoad, here is the code I am using to configure the cells border:
- (void)configureCellThree {
//Add Border
CALayer *borderLayer = [CALayer layer];
CGRect borderFrame = CGRectMake(0, 0, (_contentCellThree.frame.size.width), (_contentCellThree.frame.size.height));
[borderLayer setBackgroundColor:[[UIColor clearColor] CGColor]];
[borderLayer setFrame:borderFrame];
[borderLayer setCornerRadius:_contentCellThree.frame.size.height / 2];
[borderLayer setBorderWidth:1.0];
[borderLayer setBorderColor:[kTextColor2 CGColor]];
// [borderLayer setOpacity:0.5];
[_contentCellThree.layer addSublayer:borderLayer];
}
Now if I run this code within the viewDidAppear, everything will work across both devices. I added some logs to my main view controller to find out how things were being set.
- (void)viewDidLoad {
[super viewDidLoad];
NSLog(#"VDL - SELF.VIEW = %#", self.view);
NSLog(#"VDL - CONTAINER VIEW = %#", self.profileScrollingContainerView);
}
- (void)viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
NSLog(#"VDA- SELF.VIEW = %#", self.view);
NSLog(#"VDA - CONTAINER VIEW = %#", self.profileScrollingContainerView);
}
I had suspected that viewDidLoad was using the sizing information from the storyboard instead of the view itself (which doesn't seem right). This logging confirms this. If I look at the UIView responsible for displaying my tableview, when the storyboard is set to 8+ it has the following frame attributes: X = 0, Y = 349, W = 414, H = 338. Now lets look at the results of the logging:
VDL - SELF.VIEW = <UIView: 0x7fa545401f10; frame = (0 0; 375 667);
VDL - CONTAINER VIEW = <UIView: 0x7fa545401b50; frame = (0 349; 414 338);
VDA- SELF.VIEW = <UIView: 0x7fa545401f10; frame = (0 64; 375 603);
VDA - CONTAINER VIEW = <UIView: 0x7fa545401b50; frame = (0 285; 375 269);
So when the view loads the tableview is getting the wrong information about the views size. When the viewDidAppear gets called it has the correct sizing of the view and will work properly. My issue here is that I don't want to be calling initialising code in my viewDidAppear.
I read here that I should be putting my UI Geometry code into the viewWillAppear however I have tried this and I get the same issues.
VWA - CONTAINER VIEW = <UIView: 0x7fec04d97700; frame = (0 349; 414 338);
So to consolidate my question, How can I get the properties of my view before the view has loaded/appeared so I can correctly setup my UI?
I have read that I will need to subclass UIView and potentially use setFrame however I don't really know how I'd actually go about doing this.
Subclass UITableViewCell and implement layoutSubviews, i.e. see the docs:
"Subclasses can override this method as needed to perform more precise layout of their subviews. You should override this method only if the autoresizing and constraint-based behaviors of the subviews do not offer the behavior you want. You can use your implementation to set the frame rectangles of your subviews directly."
So it turns out I was using the wrong method to do this. I found this question which solved my whole issue. Basically if you need to perform UI calculations (such as adding custom views) you should be performing them in -(void)viewDidLayoutSubviews. This method is called after the view has worked out all of its sizing and constraints so anything you do in here will be executed using the right properties of your view!
I am trying to open a new view on select of a table cell in a previous view. The new view that I am trying to open, consists of different sub-views or modules. Hence, I populate each sub-view one by one inside in [self populate] method which is in triggered inside the viewDidLoad method.
-(void)viewDidLoad{
[super viewDidLoad];
[self populate];
}
-(void) populate{
[self.edgeGallery loadImagesWithURLs: _items];
// Modular view: main info
[self.vwListingMainView setListing: _listing];
[self.vwListingMainView refresh];
// Modular view: listing agents
_vwListingAgentsView.agentsArray = _listing.agents;
// Modular view: listing info
_vwListingInfoView.listing = _listing;
[_vwListingInfoView refresh];
// Modular view: Listing activities
_vwListingActivityView.listing = _listing;
[_vwListingActivityView requestCounts];
}
Every time a new subview is populated, the method viewWillLayoutSubViews is called. This is the method where I compute the subview's height and other constraints and append it to the superview.
- (void)viewWillLayoutSubviews {
[super viewWillLayoutSubviews];
[self computeAndFixHeight];
}
- (void) computeAndFixHeight {
// Adjusting each module's height
_cstMainInfoHeight.constant = [_vwListingMainView getViewHeight];
_cstListingActionsHeight.constant = [_vwListingActionsView getViewHeight];
_cstListingAgentsHeight.constant = [_vwListingAgentsView getViewHeight];
_cstListingInfoViewHeight.constant = [_vwListingInfoView getViewHeight];
// Adjusting scroll view height
NSInteger computedScrollHeight = _vwListingUpcomingEventView.frame.origin.y + [_vwListingUpcomingEventView getViewHeight];
[self.scrollView setContentSize:CGSizeMake(self.view.frame.size.width, computedScrollHeight)];
_cstContainerBottom.constant = -computedScrollHeight - kDefaultNegativeScrollH;
[self.view layoutIfNeeded];
[self.view updateConstraints];
}
However, once the view is loaded completely, the problem that I am facing is that sometimes, I get the complete view and sometimes, randomly, I get an empty view. I think [self.view layoutIfNeeded] is the problem, but I have also tried using [self.view setNeedsLayout] and [self.view setNeedsUpdateConstraints], but still the problem remains. Any help would be appreciated.
Please excuse me if I am doing anything stupid. I am new to iOS development.
I created this project just for your question to show how to update a scrollView just using AutoLayout (no need to override viewWillLayoutSubviews, update the scrollView's contentSize, call layoutIfNeeded or updateConstraints)
Hope it helps you =)
https://github.com/ghashi/ScrollViewQuestion/tree/master
This is the result:
In our project we had encountered similar issue where we had to add a lot of views to a content view of a scrollview using constraints added programatically. Writing constraints for each view not only made the view controller bloated, it was also static. To add another view we had to write the constraints again.
We end up creating subclass of UIView that now managed this for us. We named this NNVerticalStackView.h,.m.
If I add any kind of UIDynamicBehavior to my views, it completely breaks things when the device is rotated. Here's what it is in portrait (displaying correctly):
And here it is in landscape, all broke:
I don't believe it's an autolayout issue because if I remove the calls to add the UIDynamicBehavior it works fine with no autolayout problems. No autolayout errors are ever thrown either. Here's the code:
#interface SWViewController () {
UICollisionBehavior *coll;
UIDynamicAnimator *dynamicAnimator;
}
#implementation SWViewController
- (void)viewDidLoad {
[super viewDidLoad];
dynamicAnimator = [[UIDynamicAnimator alloc] initWithReferenceView:self.view];
}
- (void)viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
[self setupCollisions]; // commenting this out fixes the layout
}
- (void)setupCollisions {
NSArray *dynamicViews = #[greenView];
coll = [[UICollisionBehavior alloc] initWithItems:dynamicViews];
CGFloat topBound = CGRectGetMinY(greenView.frame);
[coll addBoundaryWithIdentifier:#"top"
fromPoint:CGPointMake(0, h1)
toPoint:CGPointMake(CGRectGetWidth(greenView.frame), h1)];
[dynamicAnimator addBehavior:coll];
}
If I override didRotateFromInterfaceOrientation I can see that the top boundary of greenView doesn't follow what autolayout says it should (again, removing the call to setupCollisions fixes this).
The autolayout boundaries on greenView are:
height = 200
trailing space to Superview = 0
leading space to Superview = 0
bottom space to Superview = 0
One solution I found was to override willRotateToInterfaceOrientation: and remove the UIDynamicItems and then re-add them in didRotateFromInterfaceOrientation:. This strikes me as rather hacky, and could potentially introduce bugs once I add more complex behaviors.
Dynamic animator is changing frames of involved views. As a result any animation would be disturbed by a call to -[UIView setNeedsLayout] (views would be put to constraint driven positions regardless on dynamic animation state.
My observation is that is you use auto-generated layout constraints the dynamic animator removes them from any view involved in the animation.
If you add your own layout constraints - they persist - but can disturb your animation when view is asked to recalculate layout.
Please double check your auto layout constraints.
I had a very similar problem:
In my case, I have a subview, MyView, which had a set of constraints: V:|-(0)-[MyView], V:[MyView]-(0)-|, H:[MyView:(==300)], and it works good with out UIDynamics. But after adding UIDynamics to MyView, the width changed during rotation, which is very similar to your problem.
I fixed it by adding one more constraint: H:|-(0)-[MyView]
I know this was already asked about a hundred times here, but I couldn´t find a suitable answer in the other questions.
My problem is the height of my UIProgressView. While everything worked as expected in iOS6, now in iOS7 nothing goes right.
I tried the following:
1.Setting the custom layout in the drawRect-Method:
Works like a charm in iOS6, but in iOS7 the progress is set to 100% from the beginning or the bar is very thin.
2.Setting the layout with the progressImage and trackImage property of the UIProgressView appearance
Also not working under iOS7. Here the bar progress is set to 100% from the beginning, too. Some people write that it should be possible this way, but I can not confirm that for iOS7.
3.Using initWithProgressStyle for initialization and then setting the frame of the progress view
Not working for me under iOS6 and iOS7. In iOS7 the bars are just very slim.
For me right now it is pretty frustrating because the bars are either at 100% or they are mega-slim. Can anyone give me a suggestion to reach the old layout of my progress views. I think it has to be possible because if I look at my Spotify app on the iPhone (iOS7 installed), the progress view looks like before.
Thank you very much!
Well, the problem is seams that iOS6 UIProgressView and iOS7 UIProgressView have different internal subviews structure. iOS6 progress view is a single view without child view (or some minor view), iOS7 progress view have few additional subview for drawing progress bar and background.
If you remove all subview of UIProgressView on iOS7 than you drawRect: method will work the same as before on iOS6, but you will be totally responsible about drawing your progress view content including progress bar and background.
- (id) initWithCoder: (NSCoder*)aDecoder
{
if(self=[super initWithCoder: aDecoder])
{
// Also you can setup height of your progress here
// self.frame = CGRectMake(0,0,100,yourHeight);
NSArray *subViews = self.subviews;
for(UIView *view in subViews)
{
[view removeFromSuperview];
}
}
return self;
}
I made kind of a workaround for this problem. I hope somebody can give a nice answer for a normal UIProgressView though.
I wrote a UIView subclass with round corners and a view inside of it which changes its size depending on the given progress. I only use colors for the background, but images would be possible too. Here´s the code:
#import "CustomProgressView.h"
#import <QuartzCore/QuartzCore.h>
#interface CustomProgressView ()
#property (nonatomic, retain) UIView *progressView;
#end
#implementation CustomProgressView
#synthesize progressColor,trackColor,progressView,progress;
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
self.layer.cornerRadius = 5;
// clipsToBounds is important to stop the progressView from covering the original view and its round corners
self.clipsToBounds = YES;
self.progressView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 0, frame.size.height)];
[self addSubview:self.progressView];
}
return self;
}
-(void)setProgressColor:(UIColor *)theProgressColor {
self.progressView.backgroundColor = theProgressColor;
progressColor = theProgressColor;
}
-(void)setTrackColor:(UIColor *)theTrackColor {
self.backgroundColor = theTrackColor;
trackColor = theTrackColor;
}
-(void)setProgress:(float)theProgress {
progress = theProgress;
CGRect theFrame = self.progressView.frame;
theFrame.size.width = self.frame.size.width * theProgress;
self.progressView.frame = theFrame;
}
#end
I had a custom UIProgressView with it's own drawRect being updated from a background process.
In iOS6 all was working while in iOS7 the progressbar just did not update.
I have added layoutSublayersOfLayer right after the setProgress like this
[self.loadingProgress setProgress:pv.floatValue];
[self.loadingProgress layoutSublayersOfLayer:self.loadingProgress.layer];
and it worked like a charm.
I hope this helps someone.
Avoid a headache and use this excellent library:
YLProgressBar
Copy YLProgressBar.h and YLProgressBar.m from the YLProgressBar folder.
#import "YLProgressBar.h" in the file(s) you want to use the progress bar
Add your progress bar either by code or by xib
progressBar.type = YLProgressBarTypeRounded;
progressBar.progressTintColor = [UIColor greenColor];
progressBar.stripesOrientation = YLProgressBarStripesOrientationVertical;
progressBar.stripesDirection = YLProgressBarStripesDirectionLeft;
You have a nice, fully functional progress bar that supports width, height, modifications.
I'm using iCarousel to display editable question cards. The cards contain a UITextView for entering the question (or already contain text as you swipe through filled cards). However, when the carousel is presented and scrolled, sometimes text views appear empty.
This is due to a UITextView optimization of not drawing text offscreen. But text views in a UITableView will not suffer from this.
As many know, using setNeedsDisplay will NOT work due to the optimization, so it doesn't redraw the text.
I currently change the text view's frame by adding and then removing 1px. This forces a redraw. However, I can only do this when the item changes. iCarousel does not have a willDisplayCell delegate method. (Nick, can you add one easily? The code baffles me)
Because iCarousel is preloading many views for smoothness (which is necessary, setting iCarouselOptionVisibleItems doesn't fix anything) there doesn't seem to be anything else I can do but know when the view is about to come on screen. Suggestions?
- (UIView *)carousel:(iCarousel *)carousel viewForItemAtIndex:(NSUInteger)index reusingView:(UIView *)view
{
MIQuestionView *questionView = (MIQuestionView *)view;
if (questionView == nil)
{
MIQuestionType type = [self.testSection.questionType integerValue];
questionView = [[MIQuestionView alloc] initWithFrame:CGRectNull questionType:type];
questionView.delegate = self;
}
questionView.question = [self.testSection.questions objectAtIndex:index];
return questionView;
}
The text view is embedded in the MIQuestionView. The text is set in the question setter. There's no way for me to know when it's coming onto the screen. To be clear, I don't want to resize. The text is not drawn offscreen and appear blank when coming on-screen.
Sorry, I didn't look for ambiguous code above:
- (id)initWithFrame:(CGRect)frame questionType:(MIQuestionType)type
{
if (CGRectEqualToRect(frame, CGRectNull))
frame = CGRectMake(0, 0, 650, 244);
self = [super initWithFrame:frame];
...
It's an odd bug. I'm not sure if it's an issue with iCarousel or just a quirk of iOS that you need to deal with when dynamically adding and removing UITextViews from the view hierarchy.
I have a solution that's maybe a bit cleaner than the ones you've found though; Just add this to your MICardView:
- (void)didMoveToSuperview
{
if (self.superview)
{
_textView.frame = self.bounds;
}
}
This basically forces the textView to re-layout every time the cardView is recycled, and it avoids you having to do anything special in your view controller to work around the issue.