Ios images and labels keep loading while scrolling - ios

I'm writing a demo to show user's tweets.
The question is:
Every time I scroll to the bottom and then scroll back, the tweet's images and comments are reloaded, even the style became mess up. I know it something do with dequeue, I set Images(which is an array of UIImageView) to [] every time after dequeue, but it is not working. I'm confused and couldn't quite sleep....
Here is core code of my TableCell(property and Images set), which provide layout:
class WechatMomentListCell: UITableViewCell{
static let identifier = "WechatMomentListCell"
var content = UILabel()
var senderAvatar = UIImageView()
var senderNick = UILabel()
var images = [UIImageView()]
var comments = [UILabel()]
override func layoutSubviews() {
//there is part of Image set and comments
if images.count != 0 {
switch images.count{
case 1:
contentView.addSubview(images[0])
images[0].snp.makeConstraints{ (make) in
make.leading.equalTo(senderNick.snp.leading)
make.top.equalTo(content.snp.bottom)
make.width.equalTo(180)
make.height.equalTo(180)
}
default:
for index in 0...images.count-1 {
contentView.addSubview(images[index])
images[index].snp.makeConstraints{ (make) in
make.leading.equalTo(senderNick.snp.leading).inset(((index-1)%3)*109)
make.top.equalTo(content.snp.bottom).offset(((index-1)/3)*109)
make.width.equalTo(90)
make.height.equalTo(90)
}
}
}
}
if comments.count != 0, comments.count != 1 {
for index in 1...comments.count-1 {
comments[index].backgroundColor = UIColor.gray
contentView.addSubview(comments[index])
comments[index].snp.makeConstraints{(make) in
make.leading.equalTo(senderNick)
make.bottom.equalToSuperview().inset(index*20)
make.width.equalTo(318)
make.height.equalTo(20)
}
}
}
}
Here is my ViewController, which provide datasource:
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
guard let tweetCell = tableView.dequeueReusableCell(withIdentifier: WechatMomentListCell.identifier, for: indexPath) as? WechatMomentListCell else {
fatalError("there is no WechatMomentList")
}
let tweet = viewModel.tweetList?[indexPath.row]
for i in tweet?.images ?? [] {
let flagImage = UIImageView()
flagImage.sd_setImage(with: URL(string: i.url))
tweetCell.images.append(flagImage)
}
for i in tweet?.comments ?? [] {
let flagComment = UILabel()
flagComment.text = "\(i.sender.nick) : \(i.content)"
tweetCell.comments.append(flagComment)
}
return tweetCell
}
The Images GET request has been define at ViewModel using Alamofire.
The firsttime is correct. However, If I scroll the screen, the comments will load again and images were mess up like this.

I found the problem in your tableview cell. in cell you have two variables like this.
var images = [UIImageView()]
var comments = [UILabel()]
Every time you using this cell images and comments are getting appended. make sure you reset these arrays every time you use this cell. like setting theme empty at initialization.

Related

Why isn't my data not transferring between my two View Controllers using UITableViews?

I am attempting to pass data from a the UITableView function cellForRowAt to a custom UITableViewCell. The cell constructs a UIStackView with n amount of UIViews inside of it. n is a count of items in an array and is dependent on the data that is suppose to be transferred (a count of items in that array). Something very confusing happens to me here. I have checked in the VC with the tableView that the data has successfully passed by using the following snippet of code
print("SELECTED EXERCISES: ", self.selectedExercises)
cell.randomSelectedExercises = self.selectedExercises
print("PRINTING FROM CELL: ", cell.randomSelectedExercise)
I can confirm that both of these print statements return non-empty arrays. So to me, this means that the custom cell has the data I require it to have. But, when I try to print out the very same array in the UITableViewCell swift file (randomSelectedExercises) , it returns empty to me. How is this possible? From what I understand, the cell works on creating the property initializers first, then 'self' becomes available. I had a previous error telling me this and to fix it, I turned my UIStackView initializer to lazy, but this is how I ended up with my current problem.
Here is the code in beginning that is relevant to the question that pertains to the table view. I have decided to present this code incase the issue is not in my cell but in my table view code:
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCell(withIdentifier: "RoutineTableViewCell") as! RoutineTableViewCell
let workout = selectedWorkouts[indexPath.row]
//get the information we need - just the name at this point
let name = workout["name"] as! String
var randomInts = [Int]()
//perform a query
let query = PFQuery(className: "Exercise")
query.includeKey("associatedWorkout")
//filter by associated workout
query.whereKey("associatedWorkout", equalTo: workout)
query.findObjectsInBackground{ (exercises, error) in
if exercises != nil {
//Created an array of random integers... this code is irrelevant to the question
//Picking items from parent array. selectedExercises is a subarray
for num in randomInts {
//allExercises just contains every possible item to pick from
self.selectedExercises.append(self.allExercises[num-1])
}
//now we have our selected workouts
//Both print statements successfully print out correct information
print("SELECTED EXERCISES: ", self.selectedExercises)
cell.randomSelectedExercises = self.selectedExercises
print("PRINTING FROM CELL: ", cell.randomSelectedExercises)
//clear the arrays so we have fresh ones through each iteration
self.selectedExercises.removeAll(keepingCapacity: false)
self.allExercises.removeAll(keepingCapacity: false)
} else {
print("COULD NOT FIND WORKOUT")
}
}
//***This works as expected - workoutName is visible in cell***
cell.workoutName.text = name
//clear the used arrays
self.allExercises.removeAll(keepingCapacity: false)
self.selectedExercises.removeAll(keepingCapacity: false)
return cell
}
Below is the code that gives me a problem in the cell swift file. the randomSelectedExercise does not have any data in it when I enter this area. This is an issue because in my for loop I am iterating from 1 to randomSelectedExercise.count. If this value is 0, I receive an error. The issue is focused in the UIStackView initializer:
import UIKit
import Parse
//Constants
let constantHeight = 50
//dynamic height number
var heightConstantConstraint: CGFloat = 10
class RoutineTableViewCell: UITableViewCell {
//will hold the randomly selected exercises that need to be displayed
//***This is where I thought the data would be saved, but it is not... Why???***
var randomSelectedExercises = [PFObject]()
static var reuseIdentifier: String {
return String(describing: self)
}
// MARK: Overrides
override init(style: UITableViewCell.CellStyle, reuseIdentifier: String?) {
super.init(style: style, reuseIdentifier: reuseIdentifier)
commonInit()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
commonInit()
}
private func commonInit() {
contentView.addSubview(containerView)
containerView.addSubview(workoutName)
containerView.addSubview(stackView)
NSLayoutConstraint.activate(staticConstraints(heightConstantConstraint: heightConstantConstraint))
//reset value
heightConstantConstraint = 10
}
//MARK: Elements
//Initializing workoutName UILabel...
let workoutName: UILabel = {...}()
//***I RECEIVE AN EMPTY ARRAY IN THE PRINT STATEMENT HERE SO NUM WILL BE 0 AND I WILL RECEIVE AN ERROR IN THE FOR LOOP***
lazy var stackView: UIStackView = {
let stackView = UIStackView()
stackView.backgroundColor = .gray
stackView.translatesAutoresizingMaskIntoConstraints = false
//not capturing the data here
print("rSE array:", randomSelectedExercises)
var num = randomSelectedExercises.count
for i in 1...num {
let newView = UIView(frame: CGRect(x: 0, y: (i*50)-50, width: 100, height: constantHeight))
heightConstantConstraint += CGFloat(constantHeight)
newView.backgroundColor = .purple
let newLabel = UILabel(frame: CGRect(x: 0, y: 0, width: 50, height: 50))
newLabel.text = "Hello World"
newView.addSubview(newLabel)
stackView.addSubview(newView)
}
return stackView
}()
//initializing containerView UIView ...
let containerView: UIView = {...}()
//Setting the constraints for each component...
private func staticConstraints(heightConstantConstraint: CGFloat) -> [NSLayoutConstraint] {...}
}
Why is my data not properly transferring? How do I make my data transfer properly?
Here is what you're doing in your cellForRowAt func...
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
// get a cell instance
let cell = tableView.dequeueReusableCell(withIdentifier: "RoutineTableViewCell") as! RoutineTableViewCell
// ... misc stuff
// start a background process
query.findObjectsInBackground { (exercises, error) in
// nothing here will happen yet... it happens in the background
}
// ... misc stuff
return cell
// at this point, you have returned the cell
// and your background query is doing its work
}
So you instantiate the cell, set the text of a label, and return it.
The cell creates the stack view (with an empty randomSelectedExercises) and does its other init /setup tasks...
And then - after your background find objects task completes, you set the randomSelectedExercises.
What you most likely want to do is run the queries while you are generating your array of "workout" objects.
Then you will already have your "random exercises" array as part of the "workout" object in cellForRowAt.

ADMob memory increase

I am looking to improve my memory usage on my app and noticed that using AdMob is adversely affecting my application.
Specifically, with this code:
override func viewDidLoad() {
super.viewDidLoad()
multipleAdsOptions.numberOfAds = 5
let imageAdOptions = GADNativeAdImageAdLoaderOptions()
adLoader = GADAdLoader(adUnitID: "ca-app-pub-xxxxxxxx", rootViewController: self, adTypes: [GADAdLoaderAdType.native], options: [multipleAdsOptions, imageAdOptions])
adLoader.delegate = self
GADMobileAds.sharedInstance().requestConfiguration.testDeviceIdentifiers = [ kGADSimulatorID.description() ]
DispatchQueue.main.async {
self.adLoader.load(GADRequest())
}
..
..
}
I noticed that each time I trigger a viewDidLoad in my application for this code, it increases the memory used by about 10-15mb. If I quickly tap in and out of this screen (which is actually a common action) I can get the MB usage up as high as I want until I stop. I noticed that this line of code is of course the culprit:
self.adLoader.load(GADRequest())
If I comment that out, my app stays at a clean 50mb and even appears to run much better overall.
Am I using AdMob wrong here? should I be loading the ads once and never calling load again in my viewdidload? This is a highly trafficked screen and my test users are reporting app sluggishness until they restart.
This is my main screen (root view controller) and it contains a feed of products and I also have an AdvertisementFeedCell where I load an ad every 5 items in this feed if that makes sense.
class AdvertisementFeedCell: UITableViewCell {
#IBOutlet var adMedia: GADNativeAdView!
#IBOutlet var adHeadline: UILabel!
#IBOutlet var unifiedNativeAdView: GADNativeAdView!
override func awakeFromNib() {
super.awakeFromNib()
}
}
When I populate my table, I insert a new item every 5 spots for an Ad:
let count = self.feedItems.count / 5
//Insert an ad every 5
if (count > 0)
{
for i in 1...count
{
let adFeedItem = FeedItem()
adFeedItem.isAdvertisement = true
self.feedItems.insert(adFeedItem, at: i * 5)
}
}
self.reloadTable()
And when my tableview populates with data, I check if the item is of typeadvertisement
override func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let feedItem = feedItems[indexPath.row]
if (feedItem.isAdvertisement)
{
let cell:AdvertisementFeedCell = tableView.dequeueReusableCell(withIdentifier: "adCell")! as! AdvertisementFeedCell
if (ads.count > 0 && indexPath.row > 1)
{
let nativeAd = ads[(indexPath.row / 5) - 1]
cell.unifiedNativeAdView.nativeAd = nativeAd
cell.adHeadline.text = nativeAd.headline!
//If there is an icon, use that
if (nativeAd.icon != nil)
{
(cell.unifiedNativeAdView.iconView as? UIImageView)?.image = nativeAd.icon?.image
cell.unifiedNativeAdView.mediaView?.isHidden = true
cell.unifiedNativeAdView.iconView?.isHidden = false
}
else {
//Otherwise, Add Media and hide icon
cell.unifiedNativeAdView.mediaView?.contentMode = UIViewContentMode.scaleToFill
cell.unifiedNativeAdView.mediaView?.mediaContent = nativeAd.mediaContent
cell.unifiedNativeAdView.mediaView?.isHidden = false
cell.unifiedNativeAdView.iconView?.isHidden = true
}
cell.frame = CGRect(x: 0, y: 0, width: 375, height: 108 )
//Add body text if available
(cell.unifiedNativeAdView.bodyView as? UILabel)?.text = nativeAd.body
cell.unifiedNativeAdView.bodyView?.isHidden = nativeAd.body == nil
cell.clipsToBounds = true
cell.unifiedNativeAdView.clipsToBounds = true
}
return cell
}
Thank you!

Data From Label in CollectionViewCell Sometimes Refreshes on Reload other times it Doesn't

First let me say this seems to be a common question on SO and I've read through every post I could find from Swift to Obj-C. I tried a bunch of different things over the last 9 hrs but my problem still exists.
I have a vc (vc1) with a collectionView in it. Inside the collectionView I have a custom cell with a label and an imageView inside of it. Inside cellForItem I have a property that is also inside the the custom cell and when the property gets set from datasource[indePath.item] there is a property observer inside the cell that sets data for the label and imageView.
There is a button in vc1 that pushes on vc2, if a user chooses something from vc2 it gets passed back to vc1 via a delegate. vc2 gets popped.
The correct data always gets passed back (I checked multiple times in the debugger).
The problem is if vc1 has an existing cell in it, when the new data is added to the data source, after I reload the collectionView, the label data from that first cell now shows on the label in new cell and the data from the new cell now shows on the label from old cell.
I've tried everything from prepareToReuse to removing the label but for some reason only the cell's label data gets confused. The odd thing is sometimes the label updates correctly and other times it doesn't? The imageView ALWAYS shows the correct image and I never have any problems even when the label data is incorrect. The 2 model objects that are inside the datasource are always in their correct index position with the correct information.
What could be the problem?
vc1: UIViewController, CollectionViewDataSource & Delegate {
var datasource = [MyModel]() // has 1 item in it from viewDidLoad
func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell {
let cell = collectionView.dequeueReusableCell(withReuseIdentifier: customCell, for: indexPath) as! CustomCell
cell.priceLabel.text = ""
cell.cleanUpElements()
cell.myModel = dataSource[indexPath.item]
return cell
}
// delegate method from vc2
func appendNewDataFromVC2(myModel: MyModel) {
// show spinner
datasource.append(myModel) // now has 2 items in it
// now that new data is added I have to make a dip to fb for some additional information
firebaseRef.observeSingleEvent(of: .value, with: { (snapshot) in
if let dict = snapshot.value as? [String: Any] else { }
for myModel in self.datasource {
myModel.someValue = dict["someValue"] as? String
}
// I added the gcd timer just to give the loop time to finish just to see if it made a difference
DispatchQueue.main.asyncAfter(deadline: .now() + 2, execute: {
self.datasource.sort { return $0.postDate > $1.postDate } // Even though this sorts correctly I also tried commenting this out but no difference
self.collectionView.reloadData()
// I also tried to update the layout
self.collectionView.layoutIfNeeded()
// remove spinner
}
})
}
}
CustomCell Below. This is a much more simplified version of what's inside the myModel property observer. The data that shows in the label is dependent on other data and there are a few conditionals that determine it. Adding all of that inside cellForItem would create a bunch of code that's why I didn't update the data it in there (or add it here) and choose to do it inside the cell instead. But as I said earlier, when I check the data it is always 100% correct. The property observer always works correctly.
CustomCell: UICollectionViewCell {
let imageView: UIImageView = {
let iv = UIImageView()
iv.translatesAutoresizingMaskIntoConstraints = false
return iv
}()
let priceLabel: UILabel = {
let label = UILabel()
label.translatesAutoresizingMaskIntoConstraints = false
return label
}()
var someBoolProperty = false
var myModel: MyModel? {
didSet {
someBoolProperty = true
// I read an answer that said try to update the label on the main thread but no difference. I tried with and without the DispatchQueue
DispatchQueue.main.async { [weak self] in
self?.priceLabel.text = myModel.price!
self?.priceLabel.layoutIfNeeded() // tried with and without this
}
let url = URL(string: myModel.urlStr!)
imageView.sd_setImage(with: url!, placeholderImage: UIImage(named: "placeholder"))
// set imageView and priceLabel anchors
addSubview(imageView)
addSubview(priceLabel)
self.layoutIfNeeded() // tried with and without this
}
}
override func prepareForReuse() {
super.prepareForReuse()
// even though Apple recommends not to clean up ui elements in here, I still tried it to no success
priceLabel.text = ""
priceLabel.layoutIfNeeded() // tried with and without this
self.layoutIfNeeded() // tried with and without this
// I also tried removing the label with and without the 3 lines above
for view in self.subviews {
if view.isKind(of: UILabel.self) {
view.removeFromSuperview()
}
}
}
func cleanUpElements() {
priceLabel.text = ""
imageView.image = nil
}
}
I added 1 breakpoint for everywhere I added priceLabel.text = "" (3 total) and once the collectionView reloads the break points always get hit 6 times (3 times for the 2 objects in the datasource).The 1st time in prepareForReuse, the 2nd time in cellForItem, and the 3rd time in cleanUpElements()
Turns out I had to reset a property inside the cell. Even though the cells were being reused and the priceLabel.text was getting cleared, the property was still maintaining it's old bool value. Once I reset it via cellForItem the problem went away.
10 hrs for that, smh
func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell {
let cell = collectionView.dequeueReusableCell(withReuseIdentifier: customCell, for: indexPath) as! CustomCell
cell.someBoolProperty = false
cell.priceLabel.text = ""
cell.cleanUpElements()
cell.myModel = dataSource[indexPath.item]
return cell
}

Pictures getting Mixed when scrolling in UITable View Swift

I have a UITable View in my program with dequeueReusableCells
I should load several images from server and show them in slide show
I have a custom cell and in configuring each cell I download the images in DispatchQueue.global(qos: .userInitiated).async and in DispatchQueue.main.async I add the downloaded pic to the slide show images
but when I start scrolling some of the cells that shouldn't have any pictures , have the repeated pics of another cell
Do you have any idea what has caused this ?!
I'm using swift and also ImageSlideShow pod for the slide show in each cell
Here is some parts of my code :
In my news cell class I have below part for getting images:
class NewsCell: UITableViewCell{
#IBOutlet weak var Images: ImageSlideshow!
#IBOutlet weak var SubjectLbl: UILabel!
#IBOutlet weak var NewsBodyLbl: UILabel!
func configureCell(news: OneNews) {
self.SubjectLbl.text = news.Subject
self.NewsBodyLbl.text = news.Content
if news.ImagesId.count==0{
self.Images.setImageInputs([ImageSource(image: UIImage(named: "ImagePlaceholderIcon")!)])
}
else{
for imgId in news.ImagesId {
let Url = URL(string: "\(BASE_URL)\(NEWS_PATH)/\(imgId)/pictures")
DispatchQueue.global(qos: .userInitiated).async {
let data = try? Data(contentsOf: Url!)
DispatchQueue.main.async {
if let d = data {
let img = UIImage(data: data!)!
imageSrc.append(ImageSource(image: img))
self.Images.setImageInputs(imageSrc);
}
}
}
}
}
self.Images.slideshowInterval = 3
}
And this is cellForRow method:
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell = generalNewsTableView.dequeueReusableCell(withIdentifier: "NewsCell" , for: indexPath) as! NewsCell
if let news = NewsInfo.sharedInstance.getGeneralNews(){
cell.configureCell(news: news[indexPath.row])
}
return cell
}
getGeneralNews() is a getter that returns an array of news
so what I'm doing in cellForRowAt is that I get the news in the given index path and configure my cell with it .
class NewsInfo {
static var sharedInstance = NewsInfo()
private init(){}
private (set) var generalNews:[OneNews]!{
didSet{
NotificationCenter.default.post(name:
NSNotification.Name(rawValue: "GeneralNewsIsSet"), object: nil)
}
}
func setGeneralNews(allGeneralNews:[OneNews]){
self.generalNews = allGeneralNews
}
func getGeneralNews() -> [OneNews]!{
return self.generalNews
}
}
Each news contains an array of the picture Ids
These are the fields in my OneNews class
var Subject :String!
var Content:String!
var ImagesId:[Int]!
Thanks !
UITableViewCell are reused as you scroll. When a cell goes off the top of the screen, it will be reused for another row appearing at the bottom of the screen.
UITableViewCell has a method prepareForReuse you can override. You can use that method to clear out iamgeViews or any other state that should be reset or cancel downloading of images.
In your case, you probably shouldn't use Data(contentsOf:) since it doesn't give you a way to cancel it. URLSessionDataTask would be a better option since it lets you cancel the request before it finishes.
You can try something like this. The main idea of this code is giving a unique number to check if the cell is reused.
I have renamed many properties in your code, as Capitalized identifiers for non-types make the code hard to read. You cannot just replace whole definition of your original NewsCell.
There was no declaration for imageSrc in the original definition. I assumed it was a local variable. If it was a global variable, it might lead other problems and you should avoid.
(Important lines marked with ###.)
class NewsCell: UITableViewCell {
#IBOutlet weak var images: ImageSlideshow!
#IBOutlet weak var subjectLbl: UILabel!
#IBOutlet weak var newsBodyLbl: UILabel!
//### An instance property, which holds a unique value for each cellForRowAt call
var uniqueNum: UInt32 = 0
func configureCell(news: OneNews) {
self.subjectLbl.text = news.subject
self.newsBodyLbl.text = news.content
let refNum = arc4random() //### The output from `arc4random()` is very probably unique.
self.uniqueNum = refNum //### Assign a unique number to check if this cell is reused
if news.imagesId.count==0 {
self.images.setImageInputs([ImageSource(image: UIImage(named: "ImagePlaceholderIcon")!)])
} else {
var imageSrc: [ImageSource] = [] //###
for imgId in news.imagesId {
let Url = URL(string: "\(BASE_URL)\(NEWS_PATH)/\(imgId)/pictures")
DispatchQueue.global(qos: .userInitiated).async {
let data = try? Data(contentsOf: Url!)
DispatchQueue.main.async {
//### At this point `self` may be reused, so check its `uniqueNum` is the same as `refNum`
if self.uniqueNum == refNum, let d = data {
let img = UIImage(data: d)!
imageSrc.append(ImageSource(image: img))
self.images.setImageInputs(imageSrc)
}
}
}
}
}
self.images.slideshowInterval = 3
}
}
Please remember, the order of images may be different than the order of imagesId in your OneNews (as described in Duncan C's comment).
Please try.
If you want to give a try with this small code fix, without overriding the prepareForReuse of the cell, just change in configure cell:
if news.ImagesId.count==0{
self.Images.setImageInputs([ImageSource(image: UIImage(named: "ImagePlaceholderIcon")!)])
}
else{
// STUFF
}
in
self.Images.setImageInputs([ImageSource(image: UIImage(named: "ImagePlaceholderIcon")!)])
if news.ImagesId.count > 0{
// STUFF
}
so every cell will start with the placeholderIcon even when reused

Why does modifying this CALayer within a UITableViewCell cause a nasty graphics glitch?

In my cellForRowAtIndexPath method I set the cornerRadius of the layer on my image:
func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCellWithIdentifier("feedCell")!
if self.pictunes?.count > 0 {
// There are some pictunes to show; Create and update the posts
if self.pictuneImages.count > indexPath.row {
// We have an image for the user who made the current pictune
if let pictunerImageView = cell.contentView.viewWithTag(2) as? UIImageView {
pictunerImageView.layer.cornerRadius = 17.5 // Cut it to a circle
pictunerImageView.image = self.pictunerImages[0]
}
// We also have an image for the pictune at the current post
if let pictuneImageView = cell.contentView.viewWithTag(1) as? UIImageView {
pictuneImageView.image = self.pictuneImages[indexPath.row]
}
}
return cell
} else {
// No pictunes have loaded yet; We probably need more time
// to load the image and audio assets for some of them
cell.textLabel!.text = "No Pictunes Available Yet"
return cell
}
}
But when I scroll I see this nasty background effect:
How should I get rid of this effect? Clearing the background context didn't help at all. Thanks!
Set:
pictunerImageView.layer.masksToBounds = true
after:
pictunerImageView.layer.cornerRadius = 17.5
You could also change this to:
pictunerImageView.layer.cornerRadius = pictunerImageView.frame.size.height *0.5
In case you ever want to change the size but still want it to be a circle.

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