IOS Add a View (UIButton or UILable) below UITableView - ios

I have been doing an Project for IOS which is written in Objective C. Theres a requirement where i have to put a Button or Label below a table view which kind of act as an Dialog like view over an WebView. There is already an header view embedded into the table view, its work well, but when i try to place the button or label below the table view using Storyboard its not working as expected it actually not positioning below the TableView. Below is the image how my View is laid out :
This is how it looks currently :
Below is the code for my view controller :
ViewController.h:
#import "FlatUIKit.h"
#interface NothiViewController : UIViewController
{
IBOutlet UIWebView *mainWebView;
IBOutlet UISegmentedControl *segmentControl;
IBOutlet UIView *viewNothiPermittedUsers;
IBOutlet UILabel *labelTitleNothiPermittedUsers;
IBOutlet UITableView *tableViewNothiPermittedUsers;
}
#property (nonatomic,strong) NSArray *arrNothiPermittedUsers;
#property(nonatomic,retain) ModelNothi *currentModelNothi;
- (void)updateRightBar:(BOOL)all;
#end
#interface CellNothiPermittedUserList : UITableViewCell
{
}
#property (nonatomic, strong) IBOutlet UILabel *labelUserName;
#property (nonatomic, strong) IBOutlet FUIButton *buttonSend;
#end
ViewController.m:
#interface NothiViewController ()<UIWebViewDelegate,CustomAlertViewDelegate>
{
RequestNothiActionApiType currentNothiActionApiType;
AlertType currentAlertType;
}
#property(nonatomic,strong)NSData *dataNotangsho;
#property(nonatomic,strong)NSData *dataPotrangsho;
#end
#implementation NothiViewController
#synthesize currentModelNothi;
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view.
self.view.backgroundColor = APP_VIEW_BACKGROUND_COLOR;
mainWebView.delegate = self;
mainWebView.backgroundColor = UIColor.clearColor;
mainWebView.opaque = YES;
mainWebView.scalesPageToFit = YES;
UIFont *font = [UIFont systemFontOfSize:16.0f];
NSDictionary *attributes = [NSDictionary dictionaryWithObject:font
forKey:NSFontAttributeName];
[segmentControl setTitleTextAttributes:attributes
forState:UIControlStateNormal];
segmentControl.tintColor = COLOR_LOGIN_BUTTON;
self.dataNotangsho = nil;
self.dataPotrangsho = nil;
currentNothiActionApiType = API_TYPE_NOTANGSHO;
NSDictionary *params = #{#"data_ref": #"api",
#"api_key": API_KEY,
#"user_designation": [AppSupporter sharedInstance].currentDesignationID};
NSString *api = [NSString stringWithFormat:#"%#/%#",API_NOTHI_NOTANGSHO,self.currentModelNothi.nothiParts];
CGRect frame = segmentControl.frame;
frame.origin.y = NAV_BAR_HEIGHT + STATUS_BAR_HEIGHT;
segmentControl.frame = frame;
segmentControl.backgroundColor = APP_VIEW_BACKGROUND_COLOR;
// Delay execution of my block for 10 seconds.
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, .5 * NSEC_PER_SEC), dispatch_get_main_queue(), ^{
[self connectServer:api withParams:params withProgressMessage:#"তথ‍্য লোড হচ্ছে, একটু অপেক্ষা করুন..."];
});
viewNothiPermittedUsers.hidden = YES;
viewNothiPermittedUsers.backgroundColor = [UIColor colorWithWhite:0.0F alpha:0.7f];
labelTitleNothiPermittedUsers.backgroundColor = [UIColor lightGrayColor];
[labelTitleNothiPermittedUsers.layer setCornerRadius:8.0f];
labelTitleNothiPermittedUsers.layer.masksToBounds = YES;
labelTitleNothiPermittedUsers.font = [UIFont boldFlatFontOfSize:16.0f];
tableViewNothiPermittedUsers.backgroundColor = [UIColor whiteColor];
tableViewNothiPermittedUsers.tableFooterView = [[UIView alloc] initWithFrame : CGRectZero];
[tableViewNothiPermittedUsers.layer setCornerRadius:8.0f];
tableViewNothiPermittedUsers.layer.masksToBounds = YES;
[[NSNotificationCenter defaultCenter]addObserver:self selector:#selector(notifyNothiForward:) name:EventNothiForward object:nil];
}
Any help would be highly appreciated. Note i am kind of new to IOS programming and the project was written by someone else, which i just got now to extend it, so i am little aware of positioning views at the moment.

Related

Reuse xib in different screens

I have 4 screens that have one almost the same view:
And one screen have the same view but with slightly different UI:
So, my question: Can I use one xib and adapt states (active, inactive) and change ui for different screen? How I can do it?
Here is an example of this kind of class
In Your .m file of custom XIB class if you are using objective-c.
- (void)foo:(NSString*)labelText andButtonText:(NSString*)buttonTitle {
//Do your code here for some screen like change labels and button text
}
- (void)bar:(NSString*)labelText andButtonText:(NSString*)buttonTitle {
//Do your code here for some another screen and change labels and button text
}
In Your .h file of custom XIB class if you are using objective-c.
- (void)foo:(NSString*)labelText andButtonText:(NSString*)buttonTitle;
- (void)bar:(NSString*)labelText andButtonText:(NSString*)buttonTitle;
In your view controller where you want to display the custom UI
Create an instance of your xib or add through interfacebuilder
And On your instance of custom class call the method as required.
Below is a class I've used in one of my project to get a clear understanding.
#import <UIKit/UIKit.h>
#import "DYRateView.h"
#interface LevelAndRankDetails : UIView
#property (nonatomic, strong) IBOutlet UIView* contentView;
#property (nonatomic, strong) IBOutlet UIView* viewContainer;
#property (nonatomic, strong) IBOutlet UILabel* lblLevel;
#property (nonatomic, strong) IBOutlet UILabel* lblRanking;
#property (weak, nonatomic) IBOutlet DYRateView *viewRate;
- (void)setLevel:(NSNumber*)level andRanking:(NSNumber*)ranking;
- (void)setupUI;
#end
.m File
#import "LevelAndRankDetails.h"
#import "AppDelegate.h"
#import "Constants.h"
#implementation LevelAndRankDetails
/*
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect)rect {
// Drawing code
}
*/
- (id)initWithFrame:(CGRect)frame {
if (self = [super initWithFrame:frame]){
[self commonSetup];
}
return self;
}
-(id)initWithCoder:(NSCoder *)aDecoder
{
self = [super initWithCoder:aDecoder];
if (self)
{
[self commonSetup];
}
return self;
}
- (void)layoutSubviews {
[super layoutSubviews];
}
- (void)viewFromNibForClass {
[[NSBundle mainBundle] loadNibNamed:[[self class] description] owner:self options:nil];
[self addSubview:self.contentView];
self.contentView.frame = self.bounds;
}
- (void)commonSetup {
[self viewFromNibForClass];
//For View's Corner Radius
self.contentView.layer.cornerRadius = 12;
self.contentView.layer.masksToBounds = YES;
self.contentView.backgroundColor = kDefaultBackgroundGreyColor;
self.viewContainer.backgroundColor = kDefaultBackgroundGreyColor;//[UIColor clearColor];
self.backgroundColor = kDefaultBackgroundGreyColor;
//self.viewContainer.backgroundColor = UIColorFromRGB(0xBB9657);//[kLearnFromLightColor colorWithAlphaComponent:0.5];
self.viewRate.rate = 0;
self.viewRate.editable = NO;
self.viewRate.delegate = nil;
self.viewRate.alignment = RateViewAlignmentCenter;
self.viewRate.backgroundColor = [UIColor clearColor];
[self.viewRate setEmptyStarImage:[UIImage imageNamed:#"StarEmpty"]];
UIImage* imageFullStar = [[UIImage imageNamed:#"StarFull"] imageTintedWithColor:kSliderDarkYellowColor];
[self.viewRate setFullStarImage:imageFullStar];
self.lblLevel.textColor = [UIColor whiteColor];
self.lblRanking.textColor = [UIColor whiteColor];
//For Teacher label
}
- (void)setupUI {
self.contentView.layer.cornerRadius = 0;
self.contentView.layer.masksToBounds = YES;
self.contentView.backgroundColor = [UIColor clearColor];
self.viewContainer.backgroundColor = [UIColor clearColor];//[UIColor clearColor];
self.backgroundColor = [UIColor clearColor];
}
- (void)setRanking:(CGFloat)ranking {
self.viewRate.rate = ranking;
}
- (void)setLevel:(NSNumber*)level {
self.lblLevel.text = [NSString stringWithFormat:#"Level : %#",level];
}
- (void)setLevel:(NSNumber*)level andRanking:(NSNumber*)ranking {
if (level.integerValue > 0) {
[self setLevel:level];
}
if (ranking.doubleValue > 0) {
CGFloat rankingConverted = ranking.floatValue;
[self setRanking:rankingConverted];
}
}
#end
And this is how you use it in your view controller
LevelAndRankDetails* toolTipCustomView = [[LevelAndRankDetails alloc] initWithFrame:CGRectMake(0, 0, 250, 66)];
toolTipCustomView.backgroundColor = [UIColor blackColor];
[toolTipCustomView setLevel:#(10) andRanking:#(3)];

UILabel not updating when called from delegate method

I'm using a contact picker to grab a string, then pass that string to another view controller, however the UILabel is not updating with the data (or any other string).
In the SlingViewController.m logs below, _taggedFriendsNames is being passed successfully.
Perhaps the issue is because the receiving view controller is trying to update the label on another (SlingshotView) view? I don't think that's the case as I've been updating labels in this way in other methods.
The answer is likely related to updating UILabels in general, but I've had no luck after searching.
Things I've checked with no success:
Updating from the main thread asynchronously
#synthesize the label in SlingshotView
calling setDisplay
Included potentially relevant code below. Thanks in advance for any tips!
SlingViewController.m
-(void)updateFriendsPickedLabel:(id)sender {
NSLog(#"updateFriendsPickedLabel: %#", _taggedFriendsNames); // i see this
slingshotView.friendsPickedLabel.text = #"any string"; // i don't see this
}
SlingViewController.h
#class TBMultiselectController;
#class SlingshotView;
#interface SlingViewController : UIViewController
#property (nonatomic, readonly) SlingshotView *slingshotView;
#property(nonatomic) NSString *taggedFriendsNames;
//for friend picker
-(void)updateFriendsPickedLabel:(id)sender;
#end
MultiSelectViewController.m
- (IBAction) sendButton: (id) sender {
NSMutableString *myString = [[NSMutableString alloc]initWithString:#""];
for (int i=0; i < self.selectedContacts.count; i++) {
Contact *myContact = self.selectedContacts[i];
[myString appendString:[NSString stringWithFormat:#"%# %# ", myContact.firstName, myContact.lastName]];
}
SlingViewController *svc = [[SlingViewController alloc] init];
svc.taggedFriendsNames = myString;
[svc updateFriendsPickedLabel:self];
[self.navigationController dismissViewControllerAnimated:YES completion:nil];
}
MultiSelectViewController.h
#protocol TBMultiselectControllerDelegate;
#class SlingViewController;
#interface TBMultiselectController : UIViewController <UITableViewDataSource, UITableViewDelegate, UISearchDisplayDelegate, TBContactsGrabberDelegate>
#property (nonatomic, assign) id<TBMultiselectControllerDelegate> delegate;
- (IBAction)sendButton: (id) sender;
#end
#protocol TBMultiselectControllerDelegate <NSObject>
-(void)updateFriendsPickedLabel:(id)sender;
#end
SlingshotView.h
#property (strong, nonatomic) UILabel *friendsPickedLabel;
SlingshotView.m
#synthesize friendsPickedLabel;
...
- (id)initWithFrame:(CGRect)frame {
if ((self = [super initWithFrame:frame])) {
CGRect screenRect = [[UIScreen mainScreen] bounds];
CGRect imageFrame = CGRectMake(0, 0, screenRect.size.width, screenRect.size.height);
contentView = [[UIView alloc] initWithFrame:frame];
[contentView setBackgroundColor:[UIColor whiteColor]];
[contentView setAutoresizingMask:UIViewAutoresizingFlexibleWidth|UIViewAutoresizingFlexibleHeight];
[self addSubview:contentView];
self.friendsPickedLabel = [[UILabel alloc] initWithFrame:CGRectMake(10, screenRect.size.height/2-100, screenRect.size.width-20, 200)];
self.friendsPickedLabel.shadowColor = [UIColor darkGrayColor];
self.friendsPickedLabel.numberOfLines = 0;
self.friendsPickedLabel.shadowOffset = CGSizeMake(0.5, 0.5);
self.friendsPickedLabel.backgroundColor = [[UIColor blackColor] colorWithAlphaComponent:0.0];
[self.friendsPickedLabel setTextAlignment:NSTextAlignmentLeft];
self.friendsPickedLabel.textColor = [UIColor whiteColor];
self.friendsPickedLabel.font = [UIFont fontWithName:#"HelveticaNeue-Bold" size:24];
[contentView addSubview:self.friendsPickedLabel];
You are reallocating this..
SlingViewController *svc = [[SlingViewController alloc] init];
svc.taggedFriendsNames = myString;
[svc updateFriendsPickedLabel:self];
Meaning your
slingshotView.friendsPickedLabel becomes nil..
And you are calling/using the delegate the wrong way, i think it suppose to be
[self.delegate updateFriendsPickedLabel:#"YourData To be Passed"];
From your code you are using the -(void)updateFriendsPickedLabel:(id)sender; inside SlingViewController and not the delegate, you are not implementing the delegate either..
Yes the -(void)updateFriendsPickedLabel:(id)sender; method is called, bacause you are calling it directly from the class..
SlingViewController.h
#interface SlingViewController : UIViewController < TBMultiselectControllerDelegate > // for delegate implementation
#property (nonatomic, readonly) SlingshotView *slingshotView;
#property(nonatomic) NSString *taggedFriendsNames;
//for friend picker
//-(void)updateFriendsPickedLabel:(id)sender;
#end
MultiSelectViewController.m
- (IBAction) sendButton: (id) sender {
NSMutableString *myString = [[NSMutableString alloc]initWithString:#""];
for (int i=0; i < self.selectedContacts.count; i++) {
Contact *myContact = self.selectedContacts[i];
[myString appendString:[NSString stringWithFormat:#"%# %# ", myContact.firstName, myContact.lastName]];
}
/*
SlingViewController *svc = [[SlingViewController alloc] init];
svc.taggedFriendsNames = myString;
[svc updateFriendsPickedLabel:self];
*/
[self.delegate updateFriendsPickedLabel:#"YourString"];
// this will call the method in your implementation class
[self.navigationController dismissViewControllerAnimated:YES completion:nil];
}
Hmm.. I Think you have implemented the delegates the wrong way.
This is suppose to be a comment but its too long..

Particle emitter works in one app, but not another

I've been experiencing some difficulties with particle effects. Originally I posted a question about how the particle effects in my app were different when on an ios6 device.
Particle system looks different on iOS 6 and ios7
I Originally designed the app on an ios7 device and got the particles looking like I wanted, but on the ios6 device the particles were smaller and displaced.
I was told it was problem between ios6 and ios7 and that changing the media timing could fix it.
Ive tried everything, but nothing has worked.
Eventually I tried just creating a separate app and pasted in the code from this tutorial - http://weblog.invasivecode.com/post/45058779586/caemitterlayer-and-the-ios-particle-system-lets in the view did load. The particles work as they should, but when I put the same code into my current apps viewDidLoad. The particles were all over the place and not doing what they should be.
I'm wandering if there is something in my current app that Im missing, that is upsetting the particles. Can anyone suggest things to look for?
Originally the particle effects were subclassed and being called after adding a subview to my main view.
Here is my view controller .h code (I've taken out some irrelevant control object properties and outlets)
#interface HHViewController : UIViewController < HHScoreViewdelegate>
{
IBOutlet UIButton* btnStart;
IBOutlet UIButton* btnStop;
IBOutlet UIButton* btnMore;
IBOutlet UIButton* btnHelp;
IBOutlet UIButton* btnTessilaCoil;
IBOutlet UIImageView* imgAnimatedTessila;
IBOutlet UIImageView* imgBubble;
IBOutlet UIImageView* imgSteam;
IBOutlet UIImageView* imgMachineLightsTop;
IBOutlet UIImageView* imgBackground;
NSTimer* StopSignTimer;
NSTimer* timer;
NSTimer* lightMachineTimer;
NSTimer* ComputerLightsTimer;
CGFloat AnimationDelay;
AVAudioPlayer* audioPlayer;
AVAudioPlayer* audioPlayer2; //Used for game end audio, so that it doesnt interupt last letter/number audio
int pageValue;
IBOutlet UIButton* btnSetting;
IBOutlet UIButton* btnIAP;
IBOutlet UIButton* btnNext;
IBOutlet UIButton* btnForward;
IBOutlet UIImageView* imgLightMachine;
IBOutlet UIImageView* imgComputerLights;
NSString* strletterName;
HHScoreView * scoreSelection;
More * MorePanelView;
InAppPurchase * InAppPurchaseView;
NSMutableArray* ButtonBackgroundImages;
NSMutableArray* AlphabetBubbles;
NSMutableArray* SavedBubblePositions;
NSTimer* bubbleBlinkingTimer;
int wrongbubbleTapCount;
IBOutlet UIImageView* imgAlphabetDisplay;
IBOutlet UILabel* lblNextOneToPop;
// Code from Particle Tutorial
CAEmitterLayer *_myEmitter;
CAEmitterCell *_myCell;
// End code form Particle Tutorial
}
// Code from Particle Tutorial
#property(nonatomic, retain) CAEmitterLayer *_myEmitter;
#property(nonatomic, retain) CAEmitterCell *_myCell;
// End code form Particle Tutorial
#property(nonatomic,strong) UILabel* lblNextOneToPop;
#property(nonatomic,strong) NSTimer* SteamTimer;
#property(nonatomic,strong) NSTimer* StopSignTimer;
#property(nonatomic,strong) NSTimer* timer;
#property(nonatomic,strong) NSTimer* lightMachineTimer;
#property(nonatomic,strong) NSTimer* ComputerLightsTimer;
#property(nonatomic,retain)IBOutlet UIButton* btnStart;
#property(nonatomic,retain)IBOutlet UIButton* btnStop;
#property(nonatomic,retain)IBOutlet UIButton* btnMore;
#property(nonatomic,retain)IBOutlet UIButton* btnHelp;
#property(nonatomic,retain)IBOutlet UIButton* btnSetting;
#property(nonatomic,retain)IBOutlet UIButton* btnTessilaCoil;
#property(nonatomic,retain)IBOutlet UIImageView* imgAnimatedTessila;
#property(nonatomic,retain)IBOutlet UIImageView* imgSteam;
#property(nonatomic,retain)IBOutlet UIImageView* imgMachineLightsTop;
#property(nonatomic,retain)IBOutlet UIImageView* imgBackground;
#property(nonatomic,retain)IBOutlet UIScrollView* scScrollView;
#property(nonatomic,retain)IBOutlet IBOutlet UIButton* btnNext;
#property(nonatomic,retain)IBOutlet IBOutlet UIButton* btnForward;
#property(nonatomic,retain)IBOutlet UIImageView* imgLightMachine;
#property(nonatomic,retain)IBOutlet UIImageView* imgComputerLights;
#property(nonatomic,retain)NSString* strletterName;
#property(assign)int allLettersEventCount;
#property(nonatomic,retain) NSArray* ButtonBackgroundImages;
#property Boolean StopButtonClicked;
#property Boolean BubbleAOnscreen;
#property (nonatomic,assign) BOOL cancelAll;
#property int pageValue;
#property int positionRotation;
-(IBAction)tapPiece:(UITapGestureRecognizer *)recognizer;
-(IBAction)actionStartSign:(id)sender;
-(IBAction)actionStopSign:(id)sender;
-(IBAction)actionMoreSign:(id)sender;
-(IBAction)actionHelpSign:(id)sender;
-(IBAction)actionTessilaCoil:(id)sender;
-(IBAction)actionbtnHelp:(id)sender;
-(IBAction)actionbtnSetting:(id)sender;
-(IBAction)actionbtnIAP:(id)sender;
+(HHViewController*)sharedManager;
- (IBAction)purchaseItem:(id)sender;
#property (strong, nonatomic) InAppPurchase *purchaseController;
#end
Here is the code from my viewcontroller .m where I added the code from the tutorial.
#interface HHViewController ()
{
}
#end
#implementation HHViewController
static int OrderingSequence = 0;
#synthesize _myEmitter, _myCell;
/*
TeslarGlowEffect* ShowGlow;
SteamEffect* ShowSteam;
BubbleBurst* PopBubble;
*/
//TeslarTimerSparks* TeslarTimer;
- (void)viewDidLoad
{
[super viewDidLoad];
CFTimeInterval currentTime = [self.view.layer convertTime:CACurrentMediaTime() fromLayer:nil];
NSLog(#"Current media Timing = %f", currentTime);
// Code from tutorial
CAEmitterLayer *emitterLayer = [CAEmitterLayer layer]; // 1
emitterLayer.emitterPosition = CGPointMake(self.view.bounds.size.width / 2, self.view.bounds.origin.y); // 2
emitterLayer.emitterZPosition = 10; // 3
emitterLayer.emitterSize = CGSizeMake(self.view.bounds.size.width, 0); // 4
emitterLayer.emitterShape = kCAEmitterLayerSphere; // 5
CAEmitterCell *emitterCell = [CAEmitterCell emitterCell]; // 6
emitterCell.scale = 0.1; // 7
emitterCell.scaleRange = 0.2; // 8
emitterCell.emissionRange = (CGFloat)M_PI_2; // 9
emitterCell.lifetime = 5.0; // 10
emitterCell.birthRate = 10; // 11
emitterCell.velocity = 200; // 12
emitterCell.velocityRange = 50; // 13
emitterCell.yAcceleration = 250; // 14
emitterCell.contents = (id)[[UIImage imageNamed:#"Steam1.png"] CGImage]; // 15
emitterLayer.emitterCells = [NSArray arrayWithObject:emitterCell]; // 16
[self.view.layer addSublayer:emitterLayer]; // 17
//end code from tutorial
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(appWillEnterForegroundNotification:)
name:UIApplicationWillEnterForegroundNotification
object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(appWillEnterBackgroundNotification:)
name:UIApplicationDidEnterBackgroundNotification
object:nil];
[btnStart addTarget:self action:#selector(actionStartSign:) forControlEvents:UIControlEventTouchUpInside];
//NSLog(#"OrderingSequence = %d",OrderingSequence );
imgAnimatedTessila.image = [UIImage imageNamed:KTESSILAIMAGE];
self.alphebetindex = 0;
wrongbubbleTapCount = 0;
//// Load a bunch of arrays used in the game.
[btnHelp addTarget:self action:#selector(actionbtnHelp:) forControlEvents:UIControlEventTouchUpInside];
[btnSetting addTarget:self action:#selector(actionbtnSetting:) forControlEvents:UIControlEventTouchUpInside];
NSString* strFirstTimeloaded = [[NSUserDefaults standardUserDefaults]valueForKey:#"FirstTime"];
if(strFirstTimeloaded == nil)
{
// Show preference page if first time used.
[[NSUserDefaults standardUserDefaults]setValue:#"English" forKey:#"Language"];
LanguagesSelectView* selection = [[LanguagesSelectView alloc]initWithFrame:CGRectMake(0, 0, 1024, 748)];
[self.view addSubview:selection];
[[NSUserDefaults standardUserDefaults]setValue:#"FirstTime" forKey:#"FirstTime"];
}
positionRotation = 0;
self.strletterName = #"29";
self.allLettersEventCount = 0;
[[NSUserDefaults standardUserDefaults] setValue:#"One" forKey:#"Mode"];
[[NSNotificationCenter defaultCenter]addObserver:self selector:#selector(enableSetting) name:#"EnableSetting" object:nil];
//[[NSNotificationCenter defaultCenter]addObserver:self selector:#selector(LetterTapped:) name:#"LetterTapped" object:nil];
btnStop.hidden = YES;
btnNext.hidden = YES;
btnForward.hidden = YES;
[self addGestureRecognizersToView];
//Create timer for release of steam from bubble machine
SteamTimer = [NSTimer scheduledTimerWithTimeInterval:5.2 target:self selector:#selector(ShowSteamEffect) userInfo:nil repeats:YES];
//Set Font for lblNextOneToPop
[lblNextOneToPop setFont:[UIFont fontWithName:#"SF Slapstick Comic" size:110]];
lblNextOneToPop.hidden = YES;
}
Here is one of my particle effects that was working on my ios7 iPad, but on the ios6 iPad, the effect looked totally different.
It was after long hrs trying to figure out why the ios7 and ios6 looked different that I tried the exercise of putting the tutorial code into a new app and then it into my own app. In my app the particles are totally different, but as they should be in the new app.
With respect to #matt's comments below. I know there must be something going on with my app, but I can't see it. I've looked all over the web and all through my code and I think I'm missing something.
All I want are three particles effects that appear at specific locations regardless of iOS version. One of them on user touch. The effect below is just one of them. I've tried the CAmediaTiming thing, but that didn't work.
SteamEffect.h
#import <UIKit/UIKit.h>
#interface SteamEffect : UIView
#end
The steamEffect.m looks like this.
#import "SteamEffect.h"
#implementation SteamEffect
{
CAEmitterLayer* SteamEmitter;
}
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
SteamEmitter = (CAEmitterLayer*) self.layer;
//SteamEmitter.emitterPosition= CGPointMake(0, 0);
//SteamEmitter.emitterSize = CGSizeMake(10,10);
CAEmitterCell* Steam = [CAEmitterCell emitterCell];
Steam.birthRate = 50.0f;
Steam.spin = .6f;
Steam.lifetime = 1.7f;
Steam.alphaRange = 0.2f;
Steam.alphaSpeed = 0.2f;
Steam.contents = (id)[[UIImage imageNamed:#"Steam1.png"]CGImage];
Steam.velocity = 30;
Steam.velocityRange = 50.0f;
Steam.emissionLongitude = -60.0f;
Steam.emissionRange = M_1_PI;
Steam.scale = .2f;
Steam.scaleSpeed = .5f;
Steam.yAcceleration = -200.0f;
//SteamEmitter.renderMode = kCAEmitterLayerBackToFront;//kCAEmitterLayerAdditive;
//SteamEmitter.emitterShape = kCAEmitterLayerCircle;
SteamEmitter.emitterCells = #[Steam];
SteamEmitter.emitterPosition = CGPointMake(815, 445);
//Check System Version
NSArray *vComp = [[UIDevice currentDevice].systemVersion componentsSeparatedByString:#"."];
if ([[vComp objectAtIndex:0] intValue] == 7) {
// iOS-6 code
SteamEmitter.beginTime = CACurrentMediaTime();
}
}
return self;
}
-(void)didMoveToSuperview
{
//1
[super didMoveToSuperview];
if (self.superview==nil) return;
[self performSelector:#selector(disableEmitterCell) withObject:nil afterDelay:0.5];
}
-(void)disableEmitterCell
{
[SteamEmitter setValue:#0 forKeyPath:#"birthRate"];
}
+ (Class) layerClass
{
//tell UIView to use the CAEmitterLayer root class
return [CAEmitterLayer class];
}
- (void) setEmitterPosition:(CGPoint)pos
{
SteamEmitter.emitterPosition = pos;
}
- (void) toggleOn:(bool)on
{
//SteamEmitter.birthRate = on? 300 : 0;
}
/*
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect)rect
{
// Drawing code
}
*/
#end
I called the above from my viewcontroller .m using the following. There is also a timer in the viewDidLoad above that calls this every 5 sec. Although that is probably not the way to do it. Probably better to add the view and start it emitting every 5 sec rather than adding a new view each time, but thats a different issue.
- (void)ShowSteamEffect
{
//Check System Version because NSAttributedString only works in ios6 and above.
NSArray *vComp = [[UIDevice currentDevice].systemVersion componentsSeparatedByString:#"."];
//Create view for Steam particle effect.
//CGRect SteamFrame = CGRectMake(790, 380, 100, 100); //ORIGINAL
CGRect SteamFrame = CGRectMake(0, 0, 0, 0); //(815, 455, 100, 100)
//Show Steam effect
ShowSteam = [[SteamEffect alloc]initWithFrame:SteamFrame];
ShowSteam.hidden = NO;
[self.view insertSubview:ShowSteam aboveSubview:imgComputerLights];
}

UIViewController won't be deleted

I'm struggling with a retaining issue between two of my UIViewControllers. The view controllers are never deleted causing my app memory to keep growing memory consumption.
UITitleScreenViewController is my initial view controller. When I go from it to UIChooseAntViewController (a choose player screen) I want to relinquish ownership of UITitleViewController but as you can see in the instruments below the controller is still retained after the transition:
The second image is the retain/release history. All entries prior to #133 were issued on the app startup. I believe #133 and #140 are pairs created by the storyboard segue. So whose responsibility is to issue that extra release to destroy the controller? I tried to set self.view = nil on my willDidDisappear method but no deal.
Not only it is not releasing the controllers but it is creating new instances of them each time a transition. For instance, when I come back from ChooseAnt to Title it creates another instance of UITitleViewController!
Things that are important to say:
1) NSZombies flag is not ticked in the target scheme
2) There are no blocks in my UITitleViewController, and I commented out all blocks in UIChooseAntController. In fact these controllers are very simple. UITitle is entirely defined via storyboard (just a view with a background and two buttons performing segues)
while UIChooseAnt is a control that presents a background and a swipe interface to display available characters and radio buttons. The segue is performed programatically by calling [self performSegueWithIdentifier];
3) I don't know if this matters but the segues are defined as modal and have no animation.
EDIT: 4) None of the the controllers reference each other.
Below is the source code for the TitleViewController
This problem is driving me crazy. If anyone could shed some light on it. Anything would be of great help! Thanks!
#interface SMTitleScreenViewController ()
#property (weak, nonatomic) IBOutlet UIButton *buttonPlay;
#property (weak, nonatomic) IBOutlet UIButton *buttonCamera;
- (IBAction)onButtonPlay:(id)sender;
- (IBAction)onButtonCamera:(id)sender;
#end
#implementation SMTitleScreenViewController
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil
{
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
if (self)
{
}
return self;
}
- (void)viewDidLoad
{
[super viewDidLoad];
UIColor* color = [UIColor colorWithRed:0.2509f green:0.1176f blue:0.0745f alpha:1.0f];
UIFont* font = [UIFont fontWithName:#"Jungle Roar" size:BUTTON_FONT_SIZE];
NSString* playString = NSLocalizedString(#"Play", #"");
NSString* cameraString = NSLocalizedString(#"Camera", #"");
[self.buttonPlay setTitle:playString forState:UIControlStateNormal];
[self.buttonPlay setTitle:playString forState:UIControlStateHighlighted];
[self.buttonPlay setTitleColor:color forState:UIControlStateNormal];
[self.buttonPlay setTitleColor:color forState:UIControlStateHighlighted];
self.buttonPlay.titleLabel.font = font;
[self.buttonCamera setTitle:cameraString forState:UIControlStateNormal];
[self.buttonCamera setTitle:cameraString forState:UIControlStateHighlighted];
[self.buttonCamera setTitleColor:color forState:UIControlStateNormal];
[self.buttonCamera setTitleColor:color forState:UIControlStateHighlighted];
self.buttonCamera.titleLabel.font = font;
}
- (void) viewDidDisappear:(BOOL)animated
{
if ([self.view window] == nil)
{
self.view = nil;
}
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
if ([self.view window] == nil)
{
self.view = nil;
}
}
- (IBAction)onButtonPlay:(id)sender
{
}
- (IBAction)onButtonCamera:(id)sender
{
}
EDIT: UIChooseAntViewController (as requested)
#interface SMChooseAntViewController ()
#property (strong, nonatomic) UIImageView* rope;
#property (strong, nonatomic) UIImageView* antFrontLayer;
#property (strong, nonatomic) UIImageView* antBackLayer;
#property (strong, nonatomic) NSArray* antFrontImages;
#property (strong, nonatomic) NSArray* antBackImages;
#property (strong, nonatomic) NSArray* antNameImages;
#property (strong, nonatomic) UIButton* leftButton;
#property (strong, nonatomic) UIButton* rightButton;
#property (strong, nonatomic) UIButton* confirmButton;
#property (nonatomic) NSUInteger selectedAntID;
#property (strong, nonatomic) UIImage* radioImageHighlighted;
#property (strong, nonatomic) UIImage* radioImage;
#property (strong, nonatomic) NSMutableArray* radioViews;
#property (weak, nonatomic) IBOutlet UILabel *antDescriptionLabel;
#property (weak, nonatomic) IBOutlet UIImageView *antDescriptionBG;
#property (strong, nonatomic) UIImageView* antNameView;
#property (strong, nonatomic) UISwipeGestureRecognizer* leftSwipeRecognizer;
#property (strong, nonatomic) UISwipeGestureRecognizer* rightSwipeRecognizer;
- (void) onArrowButton:(id)sender;
- (void) onConfirmButton:(id)sender;
- (void) respondToSwipe:(UISwipeGestureRecognizer*)recognizer;
#end
#implementation SMChooseAntViewController
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil
{
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
if (self)
{
// Custom initialization
}
return self;
}
- (void)viewDidLoad
{
[super viewDidLoad];
CGSize screenSize = [[UIScreen mainScreen] bounds].size;
// Needed to come in between front and back player image layers
UIImage* ropeImage = [UIImage imageNamed:ROPE_IMAGE_PATH];
self.rope = [[UIImageView alloc] initWithImage:ropeImage];
self.rope.center = CGPointMake(screenSize.width / 2.0f, ropeImage.size.height / 2.0f);
UIColor* brownColor = [UIColor colorWithRed:0.2509f green:0.1176f blue:0.0745f alpha:1.0f];
self.antDescriptionLabel.textColor = brownColor;
self.antDescriptionLabel.numberOfLines = 0;
NSArray* antNames = [SMProfile antNames];
// Cache available Player Views in a NSArray
UIImage* frontImages[MAX_AVAILABLE_ANTS];
UIImage* backImages[MAX_AVAILABLE_ANTS];
UIImage* nameImages[MAX_AVAILABLE_ANTS];
for (NSUInteger i = 0; i < MAX_AVAILABLE_ANTS; ++i)
{
NSString* antName = [antNames objectAtIndex:i];
frontImages[i] = [SMImage imageNamed:[NSString stringWithFormat:#"%#_title_front.png", antName]];
backImages[i] = [SMImage imageNamed:[NSString stringWithFormat:#"%#_title_back.png", antName]];
nameImages[i] = [SMImage imageNamed:[NSString stringWithFormat:#"%#_name.png", antName]];
}
self.antFrontImages = [NSArray arrayWithObjects:frontImages[0], frontImages[1], frontImages[2], nil];
self.antBackImages = [NSArray arrayWithObjects:backImages[0], backImages[1], backImages[2], nil];
self.antNameImages = [NSArray arrayWithObjects:nameImages[0], nameImages[1], nameImages[2], nil];
// Load Selected player from profile
SMProfile* profile = [SMProfile mainProfile];
self.selectedAntID = profile.antID.unsignedIntegerValue;
self.antFrontLayer = [[UIImageView alloc] initWithImage:[self.antFrontImages objectAtIndex:self.selectedAntID]];
self.antBackLayer = [[UIImageView alloc] initWithImage:[self.antBackImages objectAtIndex:self.selectedAntID]];
self.antNameView = [[UIImageView alloc] initWithImage:[self.antNameImages objectAtIndex:self.selectedAntID]];
self.antNameView.center = CGPointMake(screenSize.width / 2.0f, self.antDescriptionBG.frame.origin.y);
NSString* antDescriptionKey = [NSString stringWithFormat:#"AntDescription%lu", (unsigned long)self.selectedAntID];
self.antDescriptionLabel.text = NSLocalizedString(antDescriptionKey, #"");
self.antDescriptionLabel.numberOfLines = 0;
self.antDescriptionLabel.adjustsFontSizeToFitWidth = YES;
self.antFrontLayer.center = CGPointMake(screenSize.width / 2.0f, ropeImage.size.height * 0.75f);
self.antBackLayer.center = self.antFrontLayer.center;
// Here a perform button creation, loading and positioning
// No blocks are being called
// add Target to buttons
[self.leftButton addTarget:self action:#selector(onArrowButton:) forControlEvents:UIControlEventTouchUpInside];
[self.rightButton addTarget:self action:#selector(onArrowButton:) forControlEvents:UIControlEventTouchUpInside];
[self.confirmButton addTarget:self action:#selector(onConfirmButton:) forControlEvents:UIControlEventTouchUpInside];
// Create and configure SwipeRecognizers
self.leftSwipeRecognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(respondToSwipe:)];
self.leftSwipeRecognizer.direction = UISwipeGestureRecognizerDirectionLeft;
[self.view addGestureRecognizer:self.leftSwipeRecognizer];
self.rightSwipeRecognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(respondToSwipe:)];
self.rightSwipeRecognizer.direction = UISwipeGestureRecognizerDirectionRight;
[self.view addGestureRecognizer:self.rightSwipeRecognizer];
// Here a create a custom page control scheme. I load two radio button images
// create views and add them to the root view node.
// Add remaining view to the hierarchy
[self.view addSubview:self.antBackLayer];
[self.view addSubview:self.rope];
[self.view addSubview:self.antFrontLayer];
[self.view addSubview:self.confirmButton];
[self.view bringSubviewToFront:self.antDescriptionBG];
[self.view bringSubviewToFront:self.antDescriptionLabel];
[self.view addSubview:self.leftButton];
[self.view addSubview:self.rightButton];
[self.view addSubview:self.antNameView];
[self.view bringSubviewToFront:[self.radioViews objectAtIndex:0]];
}
- (void) viewDidDisappear:(BOOL)animated
{
if ([self.view window] == nil)
{
self.rope = nil;
self.antFrontLayer = nil;
self.antBackLayer = nil;
self.antFrontImages = nil;
self.antBackImages = nil;
self.antNameImages = nil;
self.leftButton = nil;
self.rightButton = nil;
self.confirmButton = nil;
self.radioImageHighlighted = nil;
self.radioImage = nil;
self.radioViews = nil;
self.antNameView = nil;
self.leftSwipeRecognizer = nil;
self.rightSwipeRecognizer = nil;
self.view = nil;
}
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
if ([self.view window] == nil)
{
self.view = nil;
}
}
- (void)onArrowButton:(id)sender
{
UIButton* button = (UIButton*)sender;
NSInteger direction = button.tag;
// if on boundaries do nothing (first ant selected and swipe left or last ant selected and swipe right)
if ((self.selectedAntID == 0 && direction == -1) || (self.selectedAntID == (MAX_AVAILABLE_ANTS - 1) && direction == 1))
{
return;
}
// Update Radio Buttons. Unselect previous and select next.
UIImageView* currRadio = [self.radioViews objectAtIndex:self.selectedAntID];
currRadio.image = self.radioImage;
self.selectedAntID = (self.selectedAntID + MAX_AVAILABLE_ANTS + direction) % MAX_AVAILABLE_ANTS;
UIImageView* nextRadio = [self.radioViews objectAtIndex:self.selectedAntID];
nextRadio.image = self.radioImageHighlighted;
self.antFrontLayer.image = [self.antFrontImages objectAtIndex:self.selectedAntID];
self.antBackLayer.image = [self.antBackImages objectAtIndex:self.selectedAntID];
self.antNameView.image = [self.antNameImages objectAtIndex:self.selectedAntID];
// here I was issuing some block to perform the swipe animation for the ant image views. I commented them and I'm just replacing the images now (3 lines above)
}
- (void)onConfirmButton:(id)sender
{
// Save player choice to profile and perform segue
SMProfile* profile = [SMProfile mainProfile];
profile.antID = [NSNumber numberWithUnsignedInt:self.selectedAntID];
[profile save];
[self performSegueWithIdentifier:#"chooseAntToStageSelect" sender:self];
}
- (void) respondToSwipe:(UISwipeGestureRecognizer *)recognizer
{
// forward swipe to onArrowButton message
if (recognizer.direction == UISwipeGestureRecognizerDirectionLeft)
{
[self onArrowButton:self.rightButton];
}
else if (recognizer.direction == UISwipeGestureRecognizerDirectionRight)
{
[self onArrowButton:self.leftButton];
}
}
#end
When presenting B view controller from A, A will not release as A is the presentingViewController (please refer to the sdk doc).
Or if A,B are sub view controller of a navigation controller, A is store int he push stack which is not removed when pushing to B.
You are pushing a view controller on to a stack hence until the last one is not popped, the controller will not be released.
To go deep into dependencies on childs read the the article below.
Greatly explained, i am sure it'll help. :)
http://www.cocoawithlove.com/2009/07/rules-to-avoid-retain-cycles.html

How to set text of another class? [duplicate]

This question already has answers here:
Passing data between view controllers
(45 answers)
Closed 8 years ago.
What I have is menu at the top (vertical slider). On the top I have button, on clicking this button, the view will get scroll down and display the menu.
For this what I am doing is creating a view and showing it at top.
Now when I click on the button, I am planning to change the frame of top view with animation.
I am able to handle the frame and animation, however problem I am facing is setting the text to the right label and left button.
Below is the dropbox link to download the sample project. Any idea/ solution will be appreciated.
https://www.dropbox.com/s/pdaelw2k8ljnaki/TwoView.zip
What I tried is below code
CommonViewController *newClass = [[CommonViewController alloc] init];
newClass.parentObject = self;
NSLog(#"text is %#", newClass.rightSideLabel.text);
newClass.rightSideLabel.text = #"NEW VALUE HERE";
However still on the right side I see products only.
Full Code
CommonViewController.h
#import <UIKit/UIKit.h>
#interface CommonViewController : UIViewController
#property (retain, nonatomic) IBOutlet UIView *topView;
#property (retain, nonatomic) IBOutlet UILabel *rightSideLabel;
#property (retain, nonatomic) IBOutlet UIButton *leftSideButton;
#property (retain, nonatomic) IBOutlet UIButton *middleButton;
#property (retain, nonatomic) IBOutlet UIImageView *topImageView;
#property (nonatomic, assign) CommonViewController *parentObject;
#end
CommonViewController.m
#import "CommonViewController.h"
#interface CommonViewController ()
#end
#implementation CommonViewController
#synthesize topView, rightSideLabel, leftSideButton, middleButton, topImageView, parentObject;
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view.
topView = [[UIView alloc] initWithFrame:CGRectMake(0, -416, 320, 460)];
topImageView = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 320, 460)];
topImageView.image = [UIImage imageNamed:#"top_bar_bg4.png"];
middleButton = [UIButton buttonWithType:UIButtonTypeCustom];
[middleButton setFrame:CGRectMake(120, topView.frame.size.height-44, 80, 44)];
[middleButton setBackgroundImage:[UIImage imageNamed:#"slide_arrow_open.png"] forState:UIControlStateNormal];
leftSideButton = [UIButton buttonWithType:UIButtonTypeCustom];
[leftSideButton setFrame:CGRectMake(0, topView.frame.size.height-44, 80, 44)];
[leftSideButton setTitle:#"BACK" forState:UIControlStateNormal];
[leftSideButton setTitleColor:[UIColor blackColor] forState:UIControlStateNormal];
rightSideLabel = [[UILabel alloc] initWithFrame:CGRectMake(200, topView.frame.size.height-40, 110, 40)];
rightSideLabel.text = #"PRODUCTS";
rightSideLabel.textColor = [UIColor whiteColor];
rightSideLabel.backgroundColor = [UIColor clearColor];
[topView addSubview:topImageView];
[topView addSubview:middleButton];
[topView addSubview:leftSideButton];
[topView addSubview:rightSideLabel];
[self.view addSubview:topView];
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
#end
bViewController.h
#import <UIKit/UIKit.h>
#import "CommonViewController.h"
#interface bViewController : CommonViewController
#end
bViewController.m
#import "bViewController.h"
#interface bViewController ()
#end
#implementation bViewController
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
self.view.backgroundColor = [UIColor lightGrayColor];
CommonViewController *newClass = [[CommonViewController alloc] init];
newClass.parentObject = self;
NSLog(#"text is %#", newClass.rightSideLabel.text);
newClass.rightSideLabel.text = #"NEW VALUE HERE";
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
#end
What I want to do is keep common things in CommonViewController
Below is what I did...
In bViewController.m, I added below.
[[NSUserDefaults standardUserDefaults] setValue:#"New Value Here" forKey:#"notValue"];
[[NSUserDefaults standardUserDefaults] synchronize];
[[NSNotificationCenter defaultCenter] postNotificationName:#"ChangeRightSideLabel" object:self];
And in CommonViewController.m, viewDidLoad
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(receiveTestNotification:) name:#"ChangeRightSideLabel" object:nil];
- (void) receiveTestNotification:(NSNotification *) notification
{
// [notification name] should always be #"TestNotification"
// unless you use this method for observation of other notifications
// as well.
if ([[notification name] isEqualToString:#"ChangeRightSideLabel"]) {
NSLog (#"Successfully received the test notification!");
trightSideLabel = [[NSUserDefaults standardUserDefaults] valueForKey:#"notValue"];
rightSideLabel.text = trightSideLabel;
}
}
You have to respect MVC design Pattern approach. So instead of "newClass.rightSideLabel.text = #"NEW VALUE HERE";" You have to write :
in NewClass.h:
-#property(strong,nonatomic) stringText;
in NewClass.m:(ViewDidLoad Method)
-rightSideLabel.text=stringText;
in the current class:
-newClass.stringText= #"NEW Value HERE";
You need to make a string property for CommonViewController and assign the text to it.
And in CommonViewController's ViewDidLoad set that text to rightSideLabel.

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