Disable VoiceOver on UIButton/UITableViewCell/UICollectionViewCell Selection - ios

With VoiceOver switched-on, when focus comes on a UIButton/UITableViewCell/UICollectionViewCell, VoiceOver reads it's accessibility label once.
Then as soon as user double taps to select that UIButton/UITableViewCell/UICollectionViewCell, VoiceOver reads the same accessibility label again besides performing action (navigation etc) on UIButton/UITableViewCell/UICollectionViewCell selection.
I've searched a lot but not able to find a way to stop/disable VoiceOver reading accessibility label on UIButton/UITableViewCell/UICollectionViewCell selection.
Any help would be highly appreciated.

Let's see how to stop the VoiceOver accessibility reading for the UIButton and the UITableViewCell elements.
UIBUTTON : just create your own button class and override the accessibilityActivate method.
class BoutonLabelDoubleTap: UIButton {
override func accessibilityActivate() -> Bool {
accessibilityLabel = ""
return true
}
}
UITABLEVIEWCELL : two steps to be followed.
Create a custom UIAccessibilityElement overriding the accessibilityActivate method.
class TableViewCellLabelDoubleTap: UIAccessibilityElement {
override init(accessibilityContainer container: Any) {
super.init(accessibilityContainer: container)
}
override var accessibilityTraits: UIAccessibilityTraits {
get { return UIAccessibilityTraitNone }
set { }
}
override func accessibilityActivate() -> Bool {
accessibilityLabel = ""
return true
}
}
Use the previous created class to implement your table view cells in the view controller.
class TestButtonTableViewController: UIViewController,UITableViewDataSource,UITableViewDelegate {
#IBOutlet weak var myTableView: UITableView!
#IBOutlet weak var bottomButton: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
myTableView.delegate = self as UITableViewDelegate
myTableView.dataSource = self as UITableViewDataSource
}
func numberOfSections(in tableView: UITableView) -> Int {
return 1
}
func tableView(_ tableView: UITableView,
numberOfRowsInSection section: Int) -> Int {
return 2
}
func tableView(_ tableView: UITableView,
cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let zeCell = tableView.dequeueReusableCell(withIdentifier: "myPersoCell",
for: indexPath)
zeCell.accessibilityElements = nil
var elements = [UIAccessibilityElement]()
let a11yEltCell = TableViewCellLabelDoubleTap(accessibilityContainer: zeCell)
a11yEltCell.accessibilityLabel = "cell number " + String(indexPath.row)
a11yEltCell.accessibilityFrameInContainerSpace = CGRect(x: 0,
y: 0,
width: zeCell.contentView.frame.size.width,
height: zeCell.contentView.frame.size.height)
elements.append(a11yEltCell)
zeCell.accessibilityElements = elements
return zeCell
}
}
I haven't tried for a UICollectionViewCell but it should be the same rationale as the UITableViewCell's.
Following these code snippets, you're now able to decide if VoiceOver should stop reading out the desired elements labels when selected.

Swift 5
What worked for me was setting myElementIWantSilent.accessibilityTraits = .none
EDIT: I should note that these are also present:
viewContainingSilentElement.isAccessibilityElement = true
viewContainingSilentElement.accessibilityTraits = .image
viewContainingSilentElement.accessibilityLabel = "some text i want read aloud"
iPhone 8
iOS 14.5.1
XCode 12.5

Related

Override func tableview runs after

Edit: mentioned at the bottom I was using another stackoverflow question for guidance. Turns out its the same issue that I don't believe ever got solved after the person edited their question. So I copied the exact same issue into my code: How to know which cell was tapped in tableView using Swift
There's probably many things wrong with my code at this point, but the main issue is the very edit at the bottom of the post this author puts on his question. I know that makes this a duplicate then but no one has answered that. All the accepted answers have the same outcome as my issue.
I'm very new to swift and I'm creating a flashcard type app where tapping on a tableview cell for details shows a term and definition. These terms and definitions are stored in two parallel arrays and the index is supposed to be the indexPath.row.
My issue is that int selectedCell which should be the index of the array for whichever cell the user taps always runs the code to display the term and definition before running the code to find the selected cell.
My earlier error before this was that if I made selected cell an optional (var selectedCell: Int?), the program would crash because its nil. To fix that, I made it var selectedCell: Int = 0 and that worked until I realized that no matter what I tap, the first selectedCell will always be 0.
How can I get the selectedCell before the terms and definitions are displayed.
This is the code inside CardViewController, the controller brought up after the user touches a cell for details. There are only two labels (term and definition) so the code is pretty scarce here.
override func viewDidLoad() {
super.viewDidLoad()
// Testing
print("new selectedCell: \(selectedCell)")
// Update labels for term and definition
termLabel.text = "Term: \n" + cards[selectedCell]
definitionLabel.text = "Definition: \n" + details[selectedCell]
}
The code inside CardTableViewController where the very last override func is what gives me the selectedCell. I have checked that the number is correct when tapped, it just runs after cardviewcontroller apparently.
This is the code for CardTableViewController, where it is tableview cells of each term from the flashcard listed.
Not to be confused with CardViewController which is the little detail flashcard screen that pops up
import UIKit
var cards = [String]()
var details = [String]()
var newCard:String = ""
var newDetail:String = ""
var study = [String]()
var selectedCell: Int = 0
class CardTableViewController: UITableViewController {
#IBOutlet var createCardButton: UIBarButtonItem!
override func viewDidLoad() {
super.viewDidLoad()
}
override func numberOfSections(in tableView: UITableView) -> Int {
return 1
}
override func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return cards.count
}
override func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCell(withIdentifier: "cardCell", for: indexPath)
cell.textLabel?.text = cards[indexPath.row]
return cell
}
#IBAction func cancel(segue:UIStoryboardSegue) {
}
#IBAction func create(segue:UIStoryboardSegue) {
let addCard = segue.source as! AddCardViewController
newCard = addCard.term
newDetail = addCard.definition
print("term: \(addCard.term)")
print("definition: \(addCard.definition)")
cards.append(newCard)
details.append(newDetail)
study.append(newCard)
tableView.reloadData()
}
override func tableView(_ tableView: UITableView, didSelectRowAt indexPath: IndexPath) {
selectedCell = indexPath.row
print("selectedCell: ", selectedCell)
}
}
I know it's out of order because of the print statements I put in. Instead, selectedCell should print before new selectedCell. Notice how new selectedCell will be 0 due to initialization (nil if I didn't initialize it) and then is always lagging one cell touch behind what it should be?
the segues for cancel and create are bar button items on the (details of the flashcard screen). They are unwind segues that I followed some online tutorial on for how to create an text field and unwind.
for background on the addCardViewController and unwind segues, this is the code inside that:
class AddCardViewController: UIViewController {
#IBOutlet weak var cardTerm: UITextField!
#IBOutlet weak var cardDefinition: UITextField!
var term:String = ""
var definition:String = ""
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if segue.identifier == "createSegue" {
term = cardTerm.text!
definition = cardDefinition.text!
}
}
Here's the printing results for the cell indexes
new selectedCell: 0
selectedCell: 0
new selectedCell: 0
selectedCell: 1
new selectedCell: 1
selectedCell: 1
Honestly not sure if there's a way to call that function first or if I'm choosing the selectedCell wrong (I got the idea off another post on stack overflow: How to know which cell was tapped in tableView using Swift)
Storyboard for my app. Shows the list of cards tableview controller and the card view controller:
So in my storyboard, I set up two ViewControllers (CardsTableViewController and CardViewController)
The segue in between these two view controllers is called CardSegue and is set up to present modally.
The reuse identifier for the prototype UITableViewCell in CardsTableViewController is CardCell.
This is how the CardsTableViewController looks like:
import UIKit
struct Card {
let term: String
let definition: String
}
class CardsTableViewController: UITableViewController {
var selectedCell: Int = 0
let cards: [Card] = [Card(term: "Привет", definition: "Hello"), Card(term: "Да", definition: "Yes")]
override func viewDidLoad() {
super.viewDidLoad()
}
// MARK: - Table view data source
override func numberOfSections(in tableView: UITableView) -> Int {
return 1
}
override func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return cards.count
}
override func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCell(withIdentifier: "CardCell", for: indexPath)
cell.textLabel?.text = cards[indexPath.row].term
return cell
}
override func tableView(_ tableView: UITableView, didSelectRowAt indexPath: IndexPath) {
selectedCell = indexPath.row
performSegue(withIdentifier: "CardSegue", sender: self)
}
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if let vc = segue.destination as? CardViewController {
let selectedCard = cards[selectedCell]
vc.card = selectedCard
vc.selectedCell = selectedCell
}
}
}
This is the CardViewController:
import UIKit
class CardViewController: UIViewController {
var card: Card = Card(term: "<Set me>", definition: "<Set me>")
var selectedCell: Int = 0
#IBOutlet weak var termLabel: UILabel!
#IBOutlet weak var definitionLabel: UILabel!
override func viewDidLoad() {
super.viewDidLoad()
// Testing
print("new selectedCell: \(selectedCell)")
termLabel.text = "Term: \n" + card.term
definitionLabel.text = "Definition: \n" + card.definition
}
}
I created a Card struct which has a term and a definition, both being Strings.
I created an array of two Cards with two Russian words. This is the data we're working with.
In didSelectRowAt indexPath, I have set up the same setting of "selectedCell", which is defined at the top.
Directly after, I call performSegue, which will send the user to the CardViewController, which will display the term and the definition.
The prepare(for segue) method is always called whenever performSegue is called. In the view controller, if you start typing..."prepare(for...." Xcode will probably fill it out for you.
In this method, I get the selected card, and I pass the card to the CardViewController. In this example, I pass selectedCell, but I don't know if it's really necessary, it depends on what you are trying to achieve, I guess.
This is how the two view controllers should be communicating.
Here's some good information about how to pass information from one view controller to the next: See this section: Passing Data Between View Controllers Using Segues

How to trigger UITableViewCell editActions programmatically? [duplicate]

This question already has answers here:
Open UITableView edit action buttons programmatically
(5 answers)
Closed 5 years ago.
I have made a few custom edit actions on my tableviewcell. It works fine when I swipe, but I was wondering if there was any way to trigger these actions when I tap the cell. Also, I have seen lots of people answer similar questions with just,
tableView.setEditing(true, animated: true)
though this is not the solution I am looking for. I want the actions to immediately get displayed without the press of another button.
Short answer is - there is no such way.
However, if you really need something like that, you can mimic this behaviour, though it requires lot more implementation and state handling on your own.
Here is a quick and very dirty solution, which overrides touchesEnded method of your custom cell. Remember to set up Cell as a dynamic prototype of the cell in your table view in relevant storyboard and set its reuse identifier to identitifer.
import UIKit
class ViewController: UIViewController, UITableViewDataSource, UITableViewDelegate, CellDelegate {
#IBOutlet weak var tableView: UITableView?
override func viewDidLoad() {
super.viewDidLoad()
}
func numberOfSections(in tableView: UITableView) -> Int {
return 1
}
func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return 10
}
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
guard let cell = tableView.dequeueReusableCell(withIdentifier: "identifier") as? Cell else {
return UITableViewCell()
}
cell.textLabel?.text = "\(indexPath.row)"
cell.indexPath = indexPath
cell.delegate = self
return cell
}
func tableView(_ tableView: UITableView, editActionsForRowAt indexPath: IndexPath) -> [UITableViewRowAction]? {
return nil
}
func doAction(for cell: Cell) {
let indexPath = cell.indexPath
print("doing action for cell at: \(indexPath!.row)")
// your implementation for action
// maybe delete a cell or whatever?
cell.hideFakeActions()
}
}
protocol CellDelegate: class {
func doAction(for cell: Cell)
}
class Cell: UITableViewCell {
weak var delegate: CellDelegate?
var indexPath: IndexPath!
#IBOutlet weak var buttonAction1: UIButton?
#IBOutlet weak var constraintButtonFakeActionWidth: NSLayoutConstraint?
override func awakeFromNib() {
self.constraintButtonFakeActionWidth?.constant = 0
}
override func touchesEnded(_ touches: Set<UITouch>,
with event: UIEvent?) {
guard let point = touches.first?.location(in: self) else {
return
}
if self.point(inside: point, with: event) {
print("event is in cell number \(indexPath.row)")
self.showFakeActions()
}
}
func showFakeActions() {
self.constraintButtonFakeActionWidth?.constant = 80
UIView.animate(withDuration: 0.3) {
self.layoutIfNeeded()
}
}
func hideFakeActions() {
self.constraintButtonFakeActionWidth?.constant = 0
UIView.animate(withDuration: 0.3) {
self.layoutIfNeeded()
}
}
#IBAction func fakeAction() {
delegate?.doAction(for: self)
}
}
So how does it work? Each cell is a UIView which inherits from abstract UIResponder interface. You can override its methods to do actions on your own on behalf of events that are dispatched to them. This is the first step where you override touchesEnded.
Take a look at the screenshot from interface builder - you have to hook up the constraint.
I've also implemented the delegate which returns nil for all edit actions of the cells, so they don't interfere with your workaround.
Next, you set up a custom delegate to get a callback from the cell. I also attached IndexPath to the cell for the convenience of managing data in the dataSource, which you have to implement.
Remember that this code lacks a lot, like prepareForReuse method implementation. Also, you probably want to do additional checks in touchesEnded override which would guarantee that this delegate callback is not fired more than once per touch and prevent multiple touches. The logic for disabling user interaction on a cell is not implemented here as well. And interface requires fine-tuning (like text appears to be squashed during the animation).

How do I fill a UITableView that is a subview of a UIViewController?

I need to create a view that contains a vertical stack view, which holds a Label, a TableView, another Label, and a Button (in descending order). I have been struggling trying to configure the TableView, as I cannot get it to fill with cells (currently just appears as a blank space in the super view). Right now, I have a ViewController for the main view - 'YourOrderViewController' - and a TableViewController for the TableView - 'OrderItemsTableViewController'. It looks like this:
The main view
class YourOrderViewController: UIViewController{
var cellTitle = String()
var cellSubtitle = String()
#IBOutlet weak var orderListTable: UITableView!
let orderTableController = OrderItemsTableViewController()
override func viewDidLoad() {
super.viewDidLoad()
orderListTable.delegate = orderTableController
orderListTable.dataSource = orderTableController
}
And the TableView subview
class OrderItemsTableViewController: UITableViewController {
var drinkOrderList = [Drink]()
var foodOrderList = [Food]()
override func numberOfSections(in tableView: UITableView) -> Int {
// #warning Incomplete implementation, return the number of sections
return 1
}
override func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
// #warning Incomplete implementation, return the number of rows
if section == 0 {
return drinkOrderList.count + foodOrderList.count + 1
} else {
return 0
}
}
override func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
var cell = tableView.dequeueReusableCell(withIdentifier: "OrderItemCell", for: indexPath)
if indexPath.row < drinkOrderList.count {
cell.textLabel?.text = drinkOrderList[indexPath.row].drinkName
} else if indexPath.row - drinkOrderList.count < foodOrderList.count {
cell.textLabel?.text = foodOrderList[indexPath.row].foodName
} else {
print("Also here")
cell = tableView.dequeueReusableCell(withIdentifier: "AddToOrderCell", for: indexPath)
}
return cell
}
I initially tried making the whole thing in one view controller, a UIViewController that was the delegate and data source of the UITableView, but that did not work either. Any help is appreciated.
Plain & simple you are over doing it.
For example:
orderListTable.delegate = orderTableController
orderListTable.dataSource = orderTableController
orderTableController instance of OrderItemsTableViewController is a controller type, instead it should an NSObject type of class which conforms to tableView delegate & datasource.
class TableViewDataSource: NSObject, UITableViewDataSouce {
// no need of controller's life cycle
// just declare all & implement all protocol required
}
class TableViewDelegate: NSObject, UITableViewDelegate {
// have some property where you could set the data after you initialize this object
}
Now you could do
let _delegate = TableViewDelegate()
let _dataSource = TableViewDataSource()
_dataSource.someDataProperty = data //<-- important
orderListTable.delegate = _delegate
orderListTable.dataSource = _dataSource
Also, in you controller, you need to add method to reload this tableView
In your cellForRowAt, just use one custom cell for now until you got it working

Change UIView height with respect to UITableview

I have a View named AlarmView and a tableview named alarmtableview inside AlarmView , also I have a textfield
Now What I want is when a user enters any number in textfield , tableview will be reloaded with number of rows equal to that number entered by the user.
I have set the AlarmView height as 0 initially , so that when the textfield is empty AlarmView remains invisible from the users.
And after reloading the alarmtableview , I am updating the detailview's height equal to tableview's height.
But when I run the app the view's height is not updated. it remains invisible from the users even after reloading the tableview
Below Is the code I have written to achieve the same
#IBOutlet weak var AlarmViewHeightConstraint: NSLayoutConstraint!
#IBOutlet weak var AlarmView: UIView!
#IBOutlet weak var AlarmTableView: UITableView!
#IBOutlet weak var FrequencyField: CustomUITextField!
func textFieldDidEndEditing(textField: UITextField) {
print("textFieldDidEndEditing called")
if textField === FrequencyField{
self.AlarmToggleAction(self.AlarmSwitch)
}
}
//MARK: ALARM Actions
#IBAction func AlarmToggleAction(sender: UISwitch) {
if sender.on{
if let count = Int(self.FrequencyField.text!) {
print("ON state")
alarmCount = count
AlarmTableView.reloadData()
print("AlarmTableView.frame.height : \(AlarmTableView.frame.height)")
AlarmViewHeightConstraint.constant = AlarmTableView.frame.height
}
}
else{
print("OFF state")
alarmCount = 0
//AlarmTableView.reloadData()
//AlarmViewHeightConstraint.constant = 0
}
}
//MARK: Tableview Actions
func numberOfSectionsInTableView(tableView: UITableView) -> Int {
return 1
}
func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
print("numberOfRowsInSection called alarmCount : \(alarmCount)")
return alarmCount
}
func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
print("cellForRowAtIndexPath called")
let cell = tableView.dequeueReusableCellWithIdentifier("AlarmCell") as! AlarmCell
cell.TimeLabel.text = "Alarm \(indexPath.row + 1)"
cell.TimeField.tag = indexPath.row
cell.TimeSwitch.tag = indexPath.row
return cell
}
Please help me out of this problem.
Thanks in advance
Try using contentSize instead of frame size like:
AlarmViewHeightConstraint.constant = AlarmTableView.contentSize.height

Swift TableViewCell empty when cell has values

I have a custom cell with some simple labels and a UIImage. Everything appears to be set correctly, and stepping through the debugger shows that everything is getting a value and even using the print in the debugger shows that the labels have text. However my table view is still empty when executed. I have been looking at this for too long and cannot figure out the problem.
Here is the cell code
class CurrentFileCell: UITableViewCell {
#IBOutlet weak var nameLabel: UILabel!
#IBOutlet weak var statusImage: UIImageView!
#IBOutlet weak var dateLabel: UILabel!
var currentContent: AircraftContent! {
didSet{
setStyles(Constants.appStyleSetting)
self.nameLabel.text = currentContent.contentName
self.dateLabel.text = currentContent.contentStatus
self.statusImage.image = UIImage(named: "color_label_circle_green")
}
}
override func awakeFromNib() {
super.awakeFromNib()
}
override func setSelected(selected: Bool, animated: Bool) {
super.setSelected(selected, animated: animated)
}
private func setStyles(settings: StyleSettings) {
let tableFont = UIFont(name: settings.bodyFont, size: CGFloat(settings.tableFontSize))
nameLabel.font = tableFont
dateLabel.font = tableFont
// Text color
let tableFontColor = settings.tableFontColor
nameLabel.textColor = tableFontColor
dateLabel.textColor = tableFontColor
}
Here is the ViewController code with a tableview inside.
class CurrentFilesViewController: UIViewController, UITableViewDelegate, UITableViewDataSource {
var content: AircraftContent?
#IBOutlet weak var currentFiles: UILabel!
#IBOutlet weak var downloadingLabel: UILabel!
#IBOutlet weak var readyLabel: UILabel!
#IBOutlet weak var tableView: UITableView!
override func viewDidLoad() {
super.viewDidLoad()
self.tableView.delegate = self
self.tableView.dataSource = self
self.content = loadContent()
setStyles(Constants.appStyleSetting)
//self.tableView.reloadData()
// Do any additional setup after loading the view.
}
func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return 1
}
func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCellWithIdentifier("CurrentFileCell", forIndexPath: indexPath) as? CurrentFileCell
cell?.currentContent = content
return cell!
}
func loadContent() -> AircraftContent {
return (NSKeyedUnarchiver.unarchiveObjectWithFile(AircraftContent.ArchiveURL.path!) as? AircraftContent)!
}
private func setStyles(settings: StyleSettings) {
let titleFont = UIFont(name: settings.bodyFont, size: CGFloat(settings.titleFontSize))
let key = UIFont(name: settings.bodyFont, size: CGFloat(settings.tableFontSize))
currentFiles.font = titleFont
downloadingLabel.font = key
readyLabel.font = key
// Text color
let titleFontColor = settings.titleFontColor
currentFiles.textColor = titleFontColor
downloadingLabel.textColor = titleFontColor
readyLabel.textColor = titleFontColor
}
Here are some images showing the debug location where the cell is not empty, and also printing out the label which has a value, but isn't being shown during simulation.
http://imgur.com/a/dBkpe
This is an image showing the prototype cell. The cell has the correct class set as well as the identifier.
http://imgur.com/PKtFTeQ
Lastly another image showing that the prototype cell is linked to the labels within the CurrentFileCell.
http://imgur.com/nW0QUjM
Any help at all with this would be appreciated. I have tried recreating everything but continue to be stumped as it seems like everything is how it should be.
You have to implement the 'heightForRowAtIndexPath' method for the table view
func tableView(tableView: UITableView, heightForRowAtIndexPath indexPath: NSIndexPath) -> CGFloat {
let height:CGFloat = 75
return height
}
You may consider registering the custom class as it does not appear that you did. You can do that by using the following code in the viewDidLoad of your View Controller.
tableView.registerClass(CurrentFileCell.self, forCellReuseIdentifier: "cell")
If you are using an external nib you will want to use registerNib instead like so:
tableView.registerNib(UINib(name:"ReplaceWithYourNibName", bundle: nil), forCellReuseIdentifier: "ReuseIdentifier")
Of course, replace ReplaceWithYourNibName and ReuseIdentifier with the appropriate values. In addition, if your nib is in a different bundle specify that instead of nil (nil defaults to the main bundle).
However, do not use both registerClass and registerNib as whichever one you call last will be used and they were designed to be mutually exclusive. Whenever you make a custom UITableViewCell you must use either of the two for it to work unless you have set it explicitly in the storyboard.
Also, you could instead, use prototype cells to define your custom cell, which would, I believe, automatically register the cell. But only if you did not use prototype cells make sure to use registerClass or registerNib.
Good luck! Hope this helps!
If your cell is a static cell, then you need to comment out these methods in UITableViewDataSource:
/* override func numberOfSections(in tableView: UITableView) -> Int {
// #warning Incomplete implementation, return the number of sections
return 0
}
override func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
// #warning Incomplete implementation, return the number of rows
return 0
} */
I had the same issue.
Data has values and cell rows are showing empty.
I figured it by adding
contentView.addSubview(titleLabel)
where cell values are being set.

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