I am using the ios-charts library by Daniel Gindi to try and create a bar chart.
I programatically create a BarChartView with a red background, and fill it with hard-coded data. The view is sized correctly, however the bar chart doesn't scale properly and is cut off when it reaches the top of the view.
My view looks like this:
This view controller is instantiated inside a scrollview using the storyboard method instantiateViewControllerWithIdentifier. However when I make this view controller the initial view controller, the chart scales correctly, and looks like this:
Why does my chart scale incorrectly?
I would also like to note that if I set the leftAxis.axisMaxValue property of the incorrectly-scaled graph to something large, like 100, the graph looks like this:
I will also provide the code I used to create the graph, minus the 30+ lines I used to set properties and the data of the graph.
override func viewDidLoad(){
var chart : UIView?
let gBFrame = self.graphBackground.frame
let frame = CGRect(origin: gBFrame.origin, size: CGSize(width: gBFrame.width, height: gBFrame.height-25))
chart = BarChartView(frame: frame)
self.view.addSubview(chart!)
constrainChart()
}
func constrainChart(){
if type == "Bar Chart"{
chart!.translatesAutoresizingMaskIntoConstraints = false
let leftConstraint = NSLayoutConstraint(item: self.chart!, attribute: NSLayoutAttribute.Left, relatedBy: NSLayoutRelation.Equal, toItem: self.graphBackground, attribute: NSLayoutAttribute.Left, multiplier: 1, constant: 0)
let rightConstraint = NSLayoutConstraint(item: self.chart!, attribute: NSLayoutAttribute.Right, relatedBy: NSLayoutRelation.Equal, toItem: self.graphBackground, attribute: NSLayoutAttribute.Right, multiplier: 1, constant: 0)
let topConstraint = NSLayoutConstraint(item: self.chart!, attribute: NSLayoutAttribute.Top, relatedBy: NSLayoutRelation.Equal, toItem: self.graphBackground, attribute: NSLayoutAttribute.Top, multiplier: 1, constant: 0)
let bottomConstraint = NSLayoutConstraint(item: self.chart!, attribute: NSLayoutAttribute.Bottom, relatedBy: NSLayoutRelation.Equal, toItem: self.graphBackground, attribute: NSLayoutAttribute.Bottom, multiplier: 1, constant: -25)
self.view.addConstraints([leftConstraint,rightConstraint,topConstraint,bottomConstraint])
} else if type == "Horizontal Bar Chart"{
} else if type == "Pie Chart"{
} else {
}
chart?.layoutIfNeeded()
}
I can provide any additional information if it is helpful.
Any ideas on what could be the problem? Or what to try next?
EDIT:
when I instantiate the view controller inside the scrollview, I use NSLayoutConstraints to position it such that its left boundary is 2*self.view.frame.width from the left boundary of the scrollview.
I find that if I set that constraint to 0, such that the view controller with the chart appears in the leftmost frame of the scrollview, the chart appears correctly. However if I change that constraint at all (like by one unit), the chart scales incorrectly again.
Right after I instantiate the view controller using the aforementioned storyboard method, I position it using the method whose code is shown below:
func setUpQuestionFrame(newViewController: UIViewController){
var frame = newViewController.view.frame
frame.origin.x = self.view.frame.size.width*2
newViewController.view.frame = frame
self.addChildViewController(newViewController)
self.scrollView.addSubview(newViewController.view)
newViewController.didMoveToParentViewController(self)
newViewController.view.translatesAutoresizingMaskIntoConstraints = false
let widthConstraintVCBAR = NSLayoutConstraint(item: view, attribute: NSLayoutAttribute.Width, relatedBy: NSLayoutRelation.Equal, toItem: newViewController.view, attribute: NSLayoutAttribute.Width, multiplier: 1, constant: 0)
view.addConstraint(widthConstraintVCBAR)
let heightConstraintVCBAR = NSLayoutConstraint(item: view, attribute: NSLayoutAttribute.Height, relatedBy: NSLayoutRelation.Equal, toItem: newViewController.view, attribute: NSLayoutAttribute.Height, multiplier: 1, constant: 0)
view.addConstraint(heightConstraintVCBAR)
let horizontalConstraintVCBAR = NSLayoutConstraint(item: newViewController.view, attribute: NSLayoutAttribute.Left, relatedBy: NSLayoutRelation.Equal, toItem: scrollView, attribute: NSLayoutAttribute.Right, multiplier: 1, constant: 5)//self.view.frame.width*2)
view.addConstraint(horizontalConstraintVCBAR)
let verticalConstraintVCBAR = NSLayoutConstraint(item: newViewController.view, attribute: NSLayoutAttribute.Top, relatedBy: NSLayoutRelation.Equal, toItem: scrollView, attribute: NSLayoutAttribute.Top, multiplier: 1, constant: 0)
view.addConstraint(verticalConstraintVCBAR)
}
The issue was solved by adding chart!.notifyDataSetChanged(), which tells the chart to reconfigure once it receives new data.
It was the same solution that was used in this question.
Related
I want to place header view on top of screen with NSLayoutConstraint (I must use NSLayoutConstraint). When I do it like in below code, view places corruptly in somewhere else and also controllers background color turns black and nothing works. Where am I doing wrong?
I searched below posts for not opening a duplicate post but nothing fixed it:
Programmatically creating constraints bound to view controller margins
Programmatically Add CenterX/CenterY Constraints
EDIT: This controller is inside navigation controller but I'm not sure If It is related.
override func viewDidLoad(){
self.view.backgroundColor = UIColor.white
boxView.backgroundColor = Color.Common.welcomeScreenBackgroundColor.withAlphaComponent(0.5)
boxView.translatesAutoresizingMaskIntoConstraints = false
self.view.translatesAutoresizingMaskIntoConstraints = false
self.view.addSubView(boxView)
}
override func viewDidLayoutSubviews() {
//Header = 20 from left edge of screen
let cn1 = NSLayoutConstraint(item: boxView, attribute: .leading, relatedBy: .equal, toItem: self.view, attribute: .leading, multiplier: 1.0, constant: 0)
//Header view trailing end is 20 px from right edge of the screen
let cn2 = NSLayoutConstraint(item: boxView, attribute: .trailing, relatedBy: .equal, toItem: self.view, attribute: .trailing, multiplier: 1.0, constant: 0)
//Header view height = constant 240
let cn3 = NSLayoutConstraint(item: boxView, attribute: .height, relatedBy: .equal, toItem: nil, attribute: .notAnAttribute, multiplier: 1.0, constant:240)
//Header view vertical padding from the top edge of the screen = 20
let cn5 = NSLayoutConstraint(item: boxView, attribute: .top, relatedBy: .equal, toItem: self.topLayoutGuide, attribute: .bottom, multiplier: 1.0, constant: 0)
self.view.addConstraints([cn1,cn2,cn3,cn5])
}
The problem was setting translatesAutoresizingMaskIntoConstraints to false on Superview. So I deleted the;
self.view.translatesAutoresizingMaskIntoConstraints = false
and this solves the problem. I think this causes app creates constraint for superview.
In my Swift app, I need to update an AutoLayout constraint multiple times, so I have a function which does this. I'm having an issue with this constraint not being updated sometimes, and I've narrowed down the issue to being that it updates the first time the function is called, but not if that function is called again.
The code from the function looks like this:
let verticalSpace = NSLayoutConstraint(item: self.prompt, attribute: .top, relatedBy: .equal, toItem: self.view, attribute: .top, multiplier: 1, constant: 10)
NSLayoutConstraint.activate([verticalSpace])
Does anyone know what could be causing this? Is there something which needs to be done in order to update a function multiple times?
You cannot have "competing" constraints. If you set the verticalSpace to 10, then set another verticalSpace to 20, which constraint should be used?
What you need to do is remove the existing constraint (or deactivate it), and then add/activate your new constraint.
Or...
Create your verticalConstraint and save a reference to it... then when you want to change it you can change the .constant however you wish.
Try this:
let verticalSpace = NSLayoutConstraint(item: self.prompt, attribute: .top, relatedBy: .equal, toItem: self.view, attribute: .top, multiplier: 1, constant: 10)
NSLayoutConstraint.activate([verticalSpace])
view.layoutIfNeeded()
Edit:
I've just achieved this by the following rule.
Either
Step 1:
remove that constraint which you want to update.
Step 2:
Add constraint again.
or
Update constraint value.
In both cases you should have the reference of that constraint which you want to update.
How:
I have just added my demo code.I have programmatically added a view and and changed it's vertical constraint by button click.Just go through the code.
Upto viewDidLoad method:
import UIKit
class ViewController: UIViewController {
let someView = UIView()
var topValue:CGFloat = 10
var verticalConstraint:NSLayoutConstraint!
override func viewDidLoad() {
super.viewDidLoad()
//This below codes are used to add a red color UIView in center which has width and height both 100
someView.backgroundColor = UIColor.red
someView.translatesAutoresizingMaskIntoConstraints = false
self.view.addSubview(someView)
let horizontalConstraint = NSLayoutConstraint(item: someView, attribute: NSLayoutAttribute.centerX, relatedBy: NSLayoutRelation.equal, toItem: view, attribute: NSLayoutAttribute.centerX, multiplier: 1, constant: 0) //Center horizontally
verticalConstraint = NSLayoutConstraint(item: someView, attribute: NSLayoutAttribute.top, relatedBy: NSLayoutRelation.equal, toItem: view, attribute: NSLayoutAttribute.top, multiplier: 1, constant: topValue) // center vertically.want to change that constraint later so took a variable.
let widthConstraint = NSLayoutConstraint(item: someView, attribute: NSLayoutAttribute.width, relatedBy: NSLayoutRelation.equal, toItem: nil, attribute: NSLayoutAttribute.notAnAttribute, multiplier: 1, constant: 100) //width 100
let heightConstraint = NSLayoutConstraint(item: someView, attribute: NSLayoutAttribute.height, relatedBy: NSLayoutRelation.equal, toItem: nil, attribute: NSLayoutAttribute.notAnAttribute, multiplier: 1, constant: 100) //height 100
view.addConstraints([horizontalConstraint, verticalConstraint, widthConstraint, heightConstraint])
}
And for each button click topConstant will be gradually updated.
This is the code for Either part which i mentioned.
self.view.removeConstraint(verticalConstraint)
verticalConstraint = NSLayoutConstraint(item: someView, attribute:
NSLayoutAttribute.top, relatedBy: NSLayoutRelation.equal, toItem:
view, attribute: NSLayoutAttribute.top, multiplier: 1, constant:
topValue)
self.view.addConstraint(verticalConstraint)
And this is the code for or part.
verticalConstraint.constant = topValue
And my buttonClick event method is basically like this.
#IBAction func updateView(_ sender: Any) {
topValue += 10
//In this case I've removed the previous constraint and add that constraint again with new Value
self.view.removeConstraint(verticalConstraint)
verticalConstraint = NSLayoutConstraint(item: someView, attribute: NSLayoutAttribute.top, relatedBy: NSLayoutRelation.equal, toItem: view, attribute: NSLayoutAttribute.top, multiplier: 1, constant: topValue)
self.view.addConstraint(verticalConstraint)
//In this case I've just update that constraint value.Commented because we are using first method
//verticalConstraint.constant = topValue
}
And my output.
I have this situation:
I want this:
The black view is at X distance between violet view and if I tap I button in the violet view the violet view's height reduces(or increase) and I want that the black view is at the same X distance between violet view.
For this reason I write this code:
For button event that increase or reduce the violet's view I use this method:
#IBAction func tapOpenButton(){
self.altezza.constant = self.altezza.constant + 20
}
#IBAction func tapCloseButton(){
self.altezza.constant = self.altezza.constant - 20
}
where altezza is a NSLayoutConstraint
The both views are in a scrollview and I set constraint by code in this way:
var newView = blackView
var view = violetView
let horizontalConstraint = NSLayoutConstraint(item: newView, attribute: NSLayoutAttribute.centerX, relatedBy: NSLayoutRelation.equal, toItem: view, attribute: NSLayoutAttribute.centerX, multiplier: 1, constant: 0)
let verticalConstraint = NSLayoutConstraint(item: newView, attribute: NSLayoutAttribute.centerY, relatedBy: NSLayoutRelation.equal, toItem: view, attribute: NSLayoutAttribute.centerY, multiplier: 1, constant: 120)
let widthConstraint = NSLayoutConstraint(item: newView, attribute: NSLayoutAttribute.width, relatedBy: NSLayoutRelation.equal, toItem: nil, attribute: NSLayoutAttribute.notAnAttribute, multiplier: 1, constant: 100)
let heightConstraint = NSLayoutConstraint(item: newView, attribute: NSLayoutAttribute.height, relatedBy: NSLayoutRelation.equal, toItem: nil, attribute: NSLayoutAttribute.notAnAttribute, multiplier: 1, constant: 100)
self.altra.addConstraints([horizontalConstraint,verticalConstraint, widthConstraint, heightConstraint])
altra is the scrollview where both views are
My problem is that the distance between the violet view and black view is not the same when I reduce or increase violet's height , in particular , for example , when I increase the violet view's height , violet view goes under the black view.
I'm new in auto layout by code.
Can you help me?
Check if this works in place of your heightConstaint
let heightConstraint = NSLayoutConstraint(item: newView, attribute: NSLayoutAttribute.height, relatedBy: NSLayoutRelation.equal, toItem: view, attribute: NSLayoutAttribute.notAnAttribute, multiplier: 1, constant: 100)
Instead of pinning the views by centerY, set the top of the black view to the bottom of the purple one with a margin.
let verticalConstraint = NSLayoutConstraint(item: newView, attribute: NSLayoutAttribute.top, relatedBy: NSLayoutRelation.equal, toItem: view, attribute: NSLayoutAttribute.bottom, multiplier: 1, constant: 10)
TL;DR -> what are the necessary steps to create a class that extends UIScrollView, instantiate that class, and then add it as a subview of an existing UIView using NSLayoutConstraints for my UI?
I'm in a situation where I need to add a UIScrollView to an existing UIViewController's subview (not self.view - a child of self.view). I'm also not using IB because I want to understand my code. I've managed to lay out each UI component, and I can see that my view hierarchy has been assembled correctly in the debugger.
Unfortunately, my UIScrollView will not scroll and for some reason none of my subviews are being displayed visually (note that the immediate children of my scroll view are also scroll views so my problem is likely my understanding of the UIScrollView class).
The above image shows the general structure of my UI, and the light gray area is my UIScrollView. I have a class that extends UIScrollView and UIScrollDelegate (not 100% if the latter parent class is necessary). The class looks like this
import UIKit
class PlayWorkout: UIScrollView, UIScrollViewDelegate{
var workoutInstructionTiles : [WorkoutInstruction] = [WorkoutInstruction]();
var heightsTotal : Int = 0; //This variable will keep track of the running total for each of the workout tile subviews to help with positioning
init(workoutSubviews : [WorkoutInstruction]){
super.init(frame : CGRect.zero);
workoutInstructionTiles = workoutSubviews;
appendTiles();
self.translatesAutoresizingMaskIntoConstraints = false;
}
func appendTiles(){
print("appending tiles \(workoutInstructionTiles.count)");
for(var i = 0; i < workoutInstructionTiles.count; i++){
let setCount = workoutInstructionTiles[i].getNumSets();
workoutInstructionTiles[i].layer.cornerRadius = 5;
workoutInstructionTiles[i].backgroundColor = UIColor.whiteColor();
workoutInstructionTiles[i].translatesAutoresizingMaskIntoConstraints = false;
changeContentSize(workoutInstructionTiles[i]);
self.addSubview(workoutInstructionTiles[i]);
//Formula for position relative to top of the ScrollView will be 10 (margin) + 20 (label space) + setCount * 20 (content) + heightsTotal
let verticalConstraint = NSLayoutConstraint(item: workoutInstructionTiles[i], attribute: NSLayoutAttribute.Top, relatedBy: NSLayoutRelation.Equal, toItem: self, attribute: NSLayoutAttribute.Top, multiplier: 1.0, constant: CGFloat(30 + heightsTotal));
let leftConstraint = NSLayoutConstraint(item: workoutInstructionTiles[i], attribute: NSLayoutAttribute.Trailing, relatedBy: NSLayoutRelation.Equal, toItem: self, attribute: NSLayoutAttribute.Trailing, multiplier: 1.0, constant: 10);
let rightConstraint = NSLayoutConstraint(item: workoutInstructionTiles[i], attribute: NSLayoutAttribute.Leading, relatedBy: NSLayoutRelation.Equal, toItem: self, attribute: NSLayoutAttribute.Leading, multiplier: 1.0, constant: 10);
let heightConstraint = NSLayoutConstraint(item: workoutInstructionTiles[i], attribute: NSLayoutAttribute.Height, relatedBy: NSLayoutRelation.Equal, toItem: nil, attribute: NSLayoutAttribute.NotAnAttribute, multiplier: 1.0, constant: CGFloat(setCount * 20 + 20));
self.addConstraints([verticalConstraint, leftConstraint, rightConstraint, heightConstraint]);
heightsTotal += setCount * 20;
}
}
func setViewConstraints(superView : UIView) -> Void{
let verticalConstraint = NSLayoutConstraint(item: self, attribute: NSLayoutAttribute.CenterY, relatedBy: NSLayoutRelation.Equal, toItem: superView, attribute: NSLayoutAttribute.CenterY, multiplier: 1.0, constant:30);
let horizontalConstraint = NSLayoutConstraint(item: self, attribute: NSLayoutAttribute.CenterX, relatedBy: NSLayoutRelation.Equal, toItem: superView, attribute: NSLayoutAttribute.CenterXWithinMargins, multiplier: 1.0, constant: 0);
let heightConstraint = NSLayoutConstraint(item: self, attribute: NSLayoutAttribute.Height, relatedBy: NSLayoutRelation.Equal, toItem: superView, attribute: NSLayoutAttribute.Height, multiplier: 1.0, constant: -60);
let widthConstraint = NSLayoutConstraint(item: self, attribute: NSLayoutAttribute.Width, relatedBy: NSLayoutRelation.Equal, toItem: superView, attribute: NSLayoutAttribute.Width, multiplier: 1.0, constant: 0);
superView.addConstraints([verticalConstraint, horizontalConstraint, heightConstraint, widthConstraint]);
}
func changeContentSize(aView : UIView){
var contentRect : CGRect = CGRect.zero;
for view in aView.subviews {
contentRect = CGRectUnion(contentRect, view.frame);
}
self.contentSize = contentRect.size;
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
I then implement the class when a button is clicked to start a workout. From what I've been able to ascertain thus far it seems like the only methods I need to call/set for UIScrollView are
scrollView.contentSize = CGSize(width: aWidth, height: aHeight)
scrollView.translateAutoResizingMaskIntoConstraints = false
So, here's my class instantiation - this is inside of a UIGestureRecognizer event handler inside of a UIViewController that also extends UIScrollViewDelegate:
workoutConfig = PlayWorkout(workoutSubviews : workoutInstructions);
workoutConfig.delegate = self;
workoutConfig.changeContentSize(workoutConfig);
workoutConfig.translatesAutoresizingMaskIntoConstraints = false;
self.contentView.addSubview(workoutConfig);
workoutConfig.setViewConstraints(self.contentView);
I'm also using a method called changeContentSize() that was adapted from an objective-C method posted to SO that looks like this:
func changeContentSize(aView : UIView){
var contentRect : CGRect = CGRect.zero;
for view in aView.subviews {
contentRect = CGRectUnion(contentRect, view.frame);
}
self.contentSize = contentRect.size;
}
I know that's a lot of reading, but I wanted to be thorough. I appreciate any help. Thanks!
Ok, so after 3 days of maddening research and going down all kinds of nonsense paths to accomplish this I FINALLY get it, and it's actually not that hard (just extremely poorly documented by apple). I'm going to try to share what I found - this link is what finally helped me understand how to do this so I feel obliged to give credit where it's due:
http://spin.atomicobject.com/2014/03/05/uiscrollview-autolayout-ios/#comment-541731
Ok, here's the step by step to create a scrollable view using auto layout.
1 - a UIScrollView can only have 1 child view, which should generally be a UIView
to hold all of the scrollable content. Make sure to create a UIView, add any content you want to scroll to that UIView, and then add that UIView as a subview of your UIScrollView
2 - Pin the scroll view to its superview with whatever constraints you want, just make sure you set the top, leading, trailing and bottom. Here's what my code looked like (self is a class extending UIScrollView in my case):
func setViewConstraints(superView : UIView) -> Void{
let verticalConstraint = NSLayoutConstraint(item: self, attribute: NSLayoutAttribute.Top, relatedBy: NSLayoutRelation.Equal, toItem: superView, attribute: NSLayoutAttribute.Top, multiplier: 1.0, constant:60);
let leftConstraint = NSLayoutConstraint(item: self, attribute: NSLayoutAttribute.Trailing, relatedBy: NSLayoutRelation.Equal, toItem: superView, attribute: NSLayoutAttribute.Trailing, multiplier: 1.0, constant: 0);
let rightConstraint = NSLayoutConstraint(item: self, attribute: NSLayoutAttribute.Leading, relatedBy: NSLayoutRelation.Equal, toItem: superView, attribute: NSLayoutAttribute.Leading, multiplier: 1.0, constant: 0);
let bottomConstraint = NSLayoutConstraint(item: self, attribute: NSLayoutAttribute.Bottom, relatedBy: .Equal, toItem: superView, attribute: NSLayoutAttribute.Bottom, multiplier: 1.0, constant: 0);
superView.addConstraints([verticalConstraint, leftConstraint, bottomConstraint,rightConstraint]);
}
3 - Pin that child UIView mentioned in step 1 to the scroll view ensuring to set -> top, leading, trailing, and bottom. This should generally be pinned exactly unless the UIView is designed to be smaller than the dimension of the scroll view. This step is accomplished to ensure that the device knows where to place the UIView. My code looked like this (again, self is referring to a class that extends UIScrollView)
let pinTop = NSLayoutConstraint(item: subScrollView, attribute: NSLayoutAttribute.Top, relatedBy: NSLayoutRelation.Equal, toItem: self, attribute: NSLayoutAttribute.Top, multiplier: 1.0, constant:0);
let pinBottom = NSLayoutConstraint(item: subScrollView, attribute: NSLayoutAttribute.Bottom, relatedBy: NSLayoutRelation.Equal, toItem: self, attribute: NSLayoutAttribute.Bottom, multiplier: 1.0, constant: 0);
let pinLeft = NSLayoutConstraint(item: subScrollView, attribute: NSLayoutAttribute.Leading, relatedBy: NSLayoutRelation.Equal, toItem: self, attribute: NSLayoutAttribute.Leading, multiplier: 1.0, constant: 0);
let pinRight = NSLayoutConstraint(item: subScrollView, attribute: NSLayoutAttribute.Trailing, relatedBy: NSLayoutRelation.Equal, toItem: self, attribute: NSLayoutAttribute.Trailing, multiplier: 1.0, constant: 0);
self.addConstraints([pinTop, pinBottom, pinLeft, pinRight]);
4 - in order for the scroll view to understand the content size of the view, you MUST SET THE HEIGHT AND THE WIDTH OF THE UIVIEW BASED ON THE SCROLL VIEWS SUPERVIEW OR A CALCULATION THAT DOESN'T INVOLVE THE SCROLL VIEW. Don't worry about setting other dimensions of the UIView relative to the scroll views superview, just height and width are necessary for the cocoa api to infer the content size. My code looked like this (self.viewController.contentView in this case refers to the scroll view's superview):
let widthConstraint = NSLayoutConstraint(item: subScrollView, attribute: NSLayoutAttribute.Width, relatedBy: NSLayoutRelation.Equal, toItem: self.viewController.contentView, attribute: NSLayoutAttribute.Width, multiplier: 1.0, constant: 0);
let heightConstraint = NSLayoutConstraint(item: subScrollView, attribute: NSLayoutAttribute.Height, relatedBy: NSLayoutRelation.Equal, toItem: nil, attribute: NSLayoutAttribute.NotAnAttribute, multiplier: 1.0, constant: CGFloat(heightsTotal + (self.workoutInstructionTiles.count * 10)));
self.viewController.contentView.addConstraints([heightConstraint, widthConstraint]);
If each of these steps are followed correctly, your result should be a scrollable view. Now that I get this if I can help anyone with their code just leave a comment.
I can't figure out how to fix this: I want to create a match game, where the size of the cards depends on the device.
I thought I would create a contentView which I pinned to top and bottom of the rootView with a margin of 20 and alligned it to its center. Then I give it an aspect ratio of 3/4 (for 3 rows and 4 columns).
let contentView = UIView()
// place contentView on the view
self.view.addSubview(contentView)
contentView.translatesAutoresizingMaskIntoConstraints = false
//add position constraints to thecontentView
let topMargin = NSLayoutConstraint(item: contentView, attribute: NSLayoutAttribute.Top, relatedBy: NSLayoutRelation.Equal, toItem: self.view, attribute: NSLayoutAttribute.Top, multiplier: 1, constant: 20)
let bottomMargin = NSLayoutConstraint(item: contentView, attribute: NSLayoutAttribute.Bottom, relatedBy: NSLayoutRelation.Equal, toItem: self.view, attribute: NSLayoutAttribute.Bottom, multiplier: 1, constant: -20)
let horzontalAllignment = NSLayoutConstraint(item: contentView, attribute: NSLayoutAttribute.CenterY, relatedBy: NSLayoutRelation.Equal, toItem: self.view, attribute: NSLayoutAttribute.CenterY, multiplier: 1, constant: 0)
let verticalAllignment = NSLayoutConstraint(item: contentView, attribute: NSLayoutAttribute.CenterX, relatedBy: NSLayoutRelation.Equal, toItem: self.view, attribute: NSLayoutAttribute.CenterX, multiplier: 1, constant: 0)
self.view.addConstraints([topMargin, bottomMargin, horzontalAllignment, verticalAllignment])
// create an aspect ratio for the contentView
let aspect = NSLayoutConstraint(item: contentView, attribute: NSLayoutAttribute.Width, relatedBy: NSLayoutRelation.Equal, toItem: contentView, attribute: NSLayoutAttribute.Height, multiplier: 4/3, constant: 0)
contentView.addConstraint(aspect)
That works perfectly. (Whohoo!) Then I want to create a card that has a quarter of the contentView width and a third of the hight:
let thisCard = Card()
contentView.addSubview(thisCard)
thisCard.translatesAutoresizingMaskIntoConstraints = false
let hightConstraint = NSLayoutConstraint(item: thisCard, attribute: NSLayoutAttribute.Height, relatedBy: NSLayoutRelation.Equal, toItem: contentView, attribute: NSLayoutAttribute.Height, multiplier: 1/3, constant: 0)
let widthConstraint = NSLayoutConstraint(item: thisCard, attribute: NSLayoutAttribute.Width, relatedBy: NSLayoutRelation.Equal, toItem: contentView, attribute: NSLayoutAttribute.Width, multiplier: 1/4, constant: 0)
thisCard.addConstraints([hightConstraint, widthConstraint])
There the code breaks and I get the message:
The view hierarchy is not prepared for the constraint:
NSLayoutConstraint:0x78f1b290
Meeres_Memo_temp_caseinsensitive_renamery.Card:0x78f41820.height ==
UIView:0x78f49fc0.height When added to a view, the constraint's items
must be descendants of that view (or the view itself). This will crash
if the constraint needs to be resolved before the view hierarchy is
assembled.
Is it even possible, to do want I want to?
Update:
I just found my error.
I added the heightConstraint and widthConstraint to thisCard, but they need to be added to the the related view that is higher in the view hierarchy, in this case the contentView, like this:
contentView.addConstraints([hightConstraint, widthConstraint])
Read the error message. You can only add constraints if the items are in the same view hierarchy. I would think that you tried to add the constraints before either thisCard or contentView were added to a view hierarchy. You need to do that first.
BTW. 1/4 is not what you think - it is a big fat zero. 1/4 uses integer division. Use 1.0 / 4, for example.