Custom UIImageView realigning on touch of UITableViewCell - ios

I have seen this issue a lot of places but have yet to come across a solution that works for me. I have a custom UITableViewCell, in which I have placed a UIImageView. The Image view is supposed to hug the right side of the cell (with constraints from an xib file). Here is the code for how the cell is created and then formatted:
class PlaylistCell: UITableViewCell {
#IBOutlet var imView: UIImageView?
#IBOutlet var label: UILabel?
var playlist:SPTPartialPlaylist? {
didSet {
self.configure()
}
}
func configure()
{
self.imView?.clipsToBounds = true
self.label?.text = self.playlist?.name
let uri = (self.playlist?.images[0] as! SPTImage).imageURL
dispatch_async(dispatch_get_main_queue(), {
let data = NSData(contentsOfURL: uri!)
if (data != nil) {
self.imView?.image = UIImage(data: data!)
self.layoutSubviews()
}
})
}
And in my ViewController that has the table view in it:
func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell
{
let cell = tableView.dequeueReusableCellWithIdentifier("PlaylistCell") as! PlaylistCell
cell.playlist = self.playlists[indexPath.row]
cell.imView?.image = UIImage(named: "placeholder")
return cell
}
Everything loads correctly and the cells look fine, however when one of the cells is touched, the image snaps to the left side of the cell and decreases in size. Does anyone know why this might be happening? (PS I have tried using SDWebImage and the same issue ensues)

Can you try to do add that in your PlayListCell?
override func didMoveToSuperview() {
self.layoutIfNeeded()
}

Related

how to to toggle visibility of arrangedSubviews in a UIStackView, thats inside a tableViewCell swift3

I have a tableView with cells populated by UIStackViews, with buttons as arrangedSubviews, that are created with a few functions.
The top view in the stackView is visible and all the other views are hidden, the button in the top views has an action, and when its called the other views should toggle between visible and hidden.
func generateButtons() -> [[UIButton]]{
var topButtonArray = [UIButton]()
var finalButtonArray = [[UIButton]]()
for title in array1 {
topButtonArray.append(createButton(title: title , action: "buttonPressed"))
}
for button in topButtonArray {
var buttonArray = [UIButton]()
buttonArray.append(button)
for title in array2 {
buttonArray.append(createButton(title: title, action: "moveOn"))
}
finalButtonArray.append(buttonArray)
}
return finalButtonArray
}
func generateStackViews() -> [UIStackView] {
stackViewArray = [UIStackView]()
let finalButtonArray = generateButtons()
for buttons in finalButtonArray{
stackViewArray.append(createStackView(subViews: buttons))
}
for stackView in stackViewArray{
let views = stackView.arrangedSubviews
let hiddenViews = views[1..<views.count]
for views in hiddenViews{
views.isHidden = true
}
}
return stackViewArray
}
func buttonPressed(){
//let stackViewArray = generateStackViews()
for stackView in stackViewArray{
let views = stackView.arrangedSubviews
let hiddenViews = views[1..<views.count]
for view in hiddenViews {
if view.isHidden == true{showViews(view: view)} else{hideViews(view: view)}
}
}
}
func showViews(view : UIView){
UIView.animate(withDuration: 0.3) {
view.isHidden = false
}
}
func hideViews(view : UIView) {
UIView.animate(withDuration: 0.2) {
view.isHidden = true
}
}
override func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCell(withIdentifier: "First")!
let stackViewArray = generateStackViews()
cell.contentView.addSubview(stackViewArray[indexPath.row])
return cell
}
Right now whats happening is that only the hidden views in the last cell are toggling between visible and hidden(no matter which cell i click) - I guess I need to instantiate the toggling on all cells but i cant figure out a way to do that.
another problem is that i want a top view to open only the hidden views in its cell, i figure i need to use indexPath.row somehow outside of 'cellForRowAt indexPath'.
You'll thank your sanity if you move a lot of this logic into a UITableViewCell subclass.
Not a complete rewrite of your snippet (hinting at setting up some of the views via storyboard, but no big difference to doing in code except without storyboard you'll also need to override the cell's init and set up the subviews), but here's a starting point that you could investigate:
class StackViewCell: UITableViewCell {
// these could be set up in code in the `init` method if
// you don't want to use storyboards
#IBOutlet var stackView: UIStackView!
#IBOutlet var toggleButton: UIButton!
var optionButtons: [UIButton] = [] {
didSet {
for button in optionButtons {
button.isHidden = optionsAreHidden
stackView.addArrangedSubview(button)
}
}
}
// iterates over buttons to change hidden property based on `optionsAreHidden` property
var optionsAreHidden: Bool = true {
didSet {
optionButtons.forEach({ $0.isHidden = optionsAreHidden })
}
}
#IBAction func toggleButtonPressed(button: UIButton) {
optionsAreHidden = !optionsAreHidden
}
// set up stackview and toggle button here if not setting up in storyboard
//init?(coder aDecoder: NSCoder) { }
}
Then the view controller becomes a lot simpler. It's not clear to me if each cell's stack view has the same set of option buttons, or if the option buttons are somehow contextual based on which row they're in.
If they're all the same I'd also move the generateOptionsButtons() logic into the StackViewCell (or actually if they're the same for each cell I'd probably set them up in the storyboard).
class OptionsViewController: UITableViewController {
func generateOptionsButtons() -> [UIButton] {
// create and return buttons for a cell
// potentially move this into `StackViewCell` too...
}
override func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCell(withIdentifier: "StackViewCellIdentifier", for: indexPath)
if let stackViewCell = cell as? StackViewCell {
stackViewCell.optionButtons = generateOptionsButtons()
}
return cell
}
}

Custom UITableViewCell's UIImageView won't aspect fit until clicked on

I'm going through Stanford's cs193p. Assignment 4 has us create a custom UITableVIewCell and load a picture from the web into a UIImageView inside the cell.
My UIImageView and my Cell have their content mode set to Aspect Fit on the story board.And the ImageView is set on autolayout to be hugging the cell.
And yet when the picture first loads, it will bleed out of the UIImageView. When I click on it, it will correctly aspect fit.
I tried setting the content mode in code just before assigning the image, but that also didn't work. I also tried calling layoutSubviews() and setNeedsLayout right after assigning the image, and while that helps by actually showing the image (as opposed to showing nothing until the user clicks the cell), it still shows in the wrong size until the user clicks it.
This is the code for the cell:
import UIKit
class ImageTableViewCell: UITableViewCell {
#IBOutlet weak var pictureView: UIImageView!
var pictureURL: URL? {
didSet {
fetchImage()
}
}
fileprivate func fetchImage() {
if let url = pictureURL {
pictureView.image = nil
let queue = DispatchQueue(label: "image fetcher", qos: .userInitiated)
queue.async { [weak weakSelf = self] in
do {
let contentsOfURL = try Data(contentsOf: url)
DispatchQueue.main.async {
if url == self.pictureURL {
weakSelf?.pictureView?.image = UIImage(data: contentsOfURL)
weakSelf?.layoutSubviews()
print("loaded")
}
}
} catch let exception {
print(exception.localizedDescription)
}
}
}
}
}
This is the code that loads the cell on its TableViewController:
override func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
var cell = UITableViewCell()
switch indexPath.section {
case 0:
cell = tableView.dequeueReusableCell(withIdentifier: "imageCell", for: indexPath)
if let imageCell = cell as? ImageTableViewCell {
imageCell.pictureURL = tweet?.media[indexPath.row].url
// other stuff not programmed yet
}
return cell
The code that gives me the cell's height:
override func tableView(_ tableView: UITableView, heightForRowAt indexPath: IndexPath) -> CGFloat {
if indexPath.row == 0 && tweet != nil {
let media = tweet?.media[indexPath.row]
return tableView.frame.width / CGFloat(media!.aspectRatio)
}
return UITableViewAutomaticDimension
}
I'm sorry for pasting all this code, but I have no idea where the problem is so I'm putting everything I can this might be related.
You should set content mode first and then you should set the frame of your imageview, so once you should try to set content mode in awakeFromNib of tableview subclass or from cellforrowatindexpath before setting image to it!
Or you can set your content mode from interface builder (from storyboard!) - > select your imageview - > fro attribute inspector - > select mode(under view) to Aspect fit
Well, following an answer on reddit, I deleted the table view controller and remade it, setting all the outlets again. It worked, I guess it was a problem in Xcode?
So if you're having a problem like this, try remaking your storyboard.

Collection view reusing images while scrolling in swift 2

I'm simply desperate, searched for 6 hours now and can't seem to find an answer.
I have a collection view with images loaded from a remote server and while scrolling the cells are being refreshed with previous images for a few seconds before settling.
Tried overriding "prepare for reuse" and setting the imageview image to nil but it is still not working..
Would appreciate an example from someone who got it working,
thanks a lot!
EDIT - ADDING THE CODE
CollectionView:
func collectionView(collectionView: UICollectionView, cellForItemAtIndexPath indexPath: NSIndexPath) -> UICollectionViewCell {
let cell = collectionView.dequeueReusableCellWithReuseIdentifier("cell", forIndexPath:indexPath) as! PictureCell
cell.pictureCD = GalleryCD().fetchTable()[indexPath.row]
return cell
}
CollectionViewCell:
class PictureCell: UICollectionViewCell {
#IBOutlet weak var picture: UIImageView!
var pictureCD: NSManagedObject! {
didSet { self.setupData() }
}
override func prepareForReuse() {
super.prepareForReuse()
self.picture.image = nil
self.picture.setNeedsDisplay() // tried adding after some recommendations
self.setNeedsDisplay() // tried adding after some recommendations
}
func setupData(){
self.picture.image = UIImage(named: "blank")
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), {
let URL = (NSURL (string: url.pictureSquareGET(picture: self.pictureCD)))!
let data = NSData(contentsOfURL: URL)!
dispatch_async(dispatch_get_main_queue()) {
self.picture.image = UIImage(data: data)
}
})
}
}
You can update the prepareForReuse method
override func prepareForReuse() {
myImageView.image = nil
super.prepareForReuse()
}
Your cells have previous images loaded into them because of cell reuse so you are correct there.
All you should need to do is set the cells image as nil in your cellForItemAtIndexPath BEFORE fetching the updated ones from your server.

UITableViewCell image not shown until selected

My UITableViewCells images are displaying until I scroll back upwards whereby the images would not be displayed until the cell is selected.
The same problem also happens when I switch from another ViewController to the initial ViewController*(which contains the image)*
I have checked that the imgURL of the image is correct.
Libraries used are: AFNetworking for the image
override func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCellWithIdentifier("FeedCell", forIndexPath: indexPath) as! MyCell
cell.itemImageView.image = nil
self.configureCell(cell, atIndexPath: indexPath)
return cell
}
// AFNetworking download and display image
func uploadIMG(cell:MyCell,imgURL:NSURL,placeholderIMG:String,atIndexPath indexPath: NSIndexPath) {
var imageRequest: NSURLRequest = NSURLRequest(URL: imgURL)
cell.itemImageView!.setImageWithURLRequest(imageRequest, placeholderImage: UIImage(contentsOfFile: "logo.png"), success: { [weak cell] request,response,image in
if (cell != nil) {
cell!.itemImageView.image = image
}}
, failure: nil)
}
// called from cellForRowAtIndexPath, retrieve img url to update image
func configureCell(cell: MyCell, atIndexPath indexPath: NSIndexPath) {
let item = self.items[indexPath.row] as MWFeedItem
var URLofImage: NSURL = NSURL(string: item.link)!
var session = NSURLSession.sharedSession()
let task = session.dataTaskWithURL(URLofImage, completionHandler: {(data,response, error) in
let text = NSString(data: data, encoding: NSUTF8StringEncoding)
var home = HTMLDocument(data: data, contentTypeHeader: text as! String)
var div = home.nodesMatchingSelector("img")
var urlString = div[1].firstNodeMatchingSelector("img")
let urlData = (urlString as HTMLElement).firstNodeMatchingSelector("img")
var urlFinal = urlData.attributes["src"]! as! String
if urlFinal != "/images/system/bookmark-shorturl.png" {
// call updateIMG function
self.uploadIMG(cell, imgURL: NSURL(string: "http:www.animenewsnetwork.com" + urlFinal)!, placeholderIMG: "logo.png",atIndexPath: indexPath)
}
})
Image representation of the problem (Initial image working fine)
Second Image (I scrolled downwards and then scrolled upwards, Image not showing)
I select some cells and the images for those cells will then appear
Try after setting image into cell, update that cell in table view by calling method tableView:reloadRowsAtIndexPaths:withRowAnimation. Or write your custom cell with custom image view. And please, do not forgot that image setting code must run in main thread.
The problem was that my Image wasn't set on the main thread. To solve the problem, I simply used the following code below which ensured that my image will be set immediately.
dispatch_async(dispatch_get_main_queue(), {
// do image functions here
)}
Misread the Question, but keeping this in case anyone has a similar problem, but with autolayout.
I believe you are using autolayout. So if the imageView's frame size is using the intrinsic content size, the size of it's image, it'll be CGSizeZero when there is no image. There is no image when the cell is first displayed, because it needs to be downloaded. So then the image is downloaded and gets assigned to imageView.image. This does not automatically invalidate the layout. You'll need to do that so the imageView frame gets recalculated based on the size of the image. The reason it shows up after scrolling away and scrolling back or selecting it is because the image has been downloaded in that time and the cells layout is recalculated when it gets displayed again or selected.
Below is my TestCell and TestViewController
import UIKit
import AFNetworking
class TestCell : UITableViewCell {
static let cellIdentifier = "TestCell"
#IBOutlet var downloadedImageView: UIImageView!
#IBOutlet var rowLabel: UILabel!
#IBOutlet var statusLabel: UILabel!
}
class TestTableViewController: UITableViewController {
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
tableView.rowHeight = 100
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
override func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return 30;
}
override func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCellWithIdentifier(TestCell.cellIdentifier, forIndexPath: indexPath) as! TestCell
let randomName = "\(Random.firstName().lowercaseString).\(Random.lastName().lowercaseString)"
let randomImageURL = NSURL(string: Random.avatarImageURL(name: randomName))!
cell.rowLabel.text = String(indexPath.row)
cell.statusLabel.text = "Not Downloaded"
var imageRequest: NSURLRequest = NSURLRequest(URL: randomImageURL)
cell.downloadedImageView.setImageWithURLRequest(imageRequest, placeholderImage: UIImage(named: "placeholder.png"),
success: { [weak cell]
(request, response, image) in
if let cell = cell {
cell.downloadedImageView.image = image
cell.rowLabel.text = String(indexPath.row)
cell.statusLabel.text = "Downloaded"
}
},
failure: { [weak cell]
(request, response, error) in
if let cell = cell {
cell.downloadedImageView.image = nil
cell.rowLabel.text = String(indexPath.row)
cell.statusLabel.text = "Failed: \(error.localizedDescription)"
}
})
return cell
}
}
//
// Random.swift
import Foundation
class Random {
static let firstNames = ["Tora", "Shasta", "Camelia", "Gertrudis", "Charita", "Donita", "Debbra", "Shaquana", "Tommy", "Shara", "Ignacia", "Cassondra", "Melynda", "Lisette", "Herman", "Rhoda", "Farah", "Tim", "Tonette", "Johnathon", "Debroah", "Britni", "Charolette", "Kyoko", "Eura", "Nevada", "Lasandra", "Alpha", "Mirella", "Kristel", "Yolande", "Nelle", "Kiley", "Liberty", "Jettie", "Zoe", "Isobel", "Sheryl", "Emerita", "Hildegarde", "Launa", "Tanesha", "Pearlie", "Julianna", "Toi", "Terina", "Collin", "Shamika", "Suzette", "Tad"]
static let lastNames = ["Austen", "Kenton", "Blomker", "Demars", "Bibbs", "Eoff", "Alcantara", "Swade", "Klinefelter", "Riese", "Smades", "Fryson", "Altobelli", "Deleeuw", "Beckner", "Valone", "Tarbox", "Shumate", "Tabone", "Kellam", "Dibiase", "Fasick", "Curington", "Holbrook", "Sulzer", "Bearden", "Siren", "Kennedy", "Dulak", "Segers", "Roark", "Mauck", "Horsman", "Montreuil", "Leyva", "Veltz", "Roldan", "Denlinger", "James", "Oriley", "Cistrunk", "Rhodes", "Mcginness", "Gallop", "Constantine", "Niece", "Sabine", "Vegter", "Sarnicola", "Towler"]
class func int(#min: Int, max: Int) -> Int {
return Int(arc4random_uniform(UInt32(max-min))) + min //???: RTFM on arc4random, might be need (max+1)-min.
}
class func int(#range: Range<Int>) -> Int {
return int(min: range.startIndex, max: range.endIndex)
}
class func selectElement<T>(#array: [T]) -> T {
return array[int(range: 0..<array.count)]
}
class func firstName() -> String {
return Random.selectElement(array: Random.firstNames)
}
class func lastName() -> String {
return Random.selectElement(array: Random.lastNames)
}
class func avatarImageURL(var name: String? = nil) -> String {
if name == nil {
name = "(Random.firstName().lowercaseString).Random.lastName().lowercaseString"
}
let avatarImageSize = Random.int(min: 40, max: 285)
return "http://api.adorable.io/avatars/\(avatarImageSize)/\(name!)#gmail.png"
}
class func imageURL() -> String {
let imageWidth = Random.int(min:120, max:1080)
let imageHeight = Random.int(min:120, max:1080)
return "http://lorempixel.com/g/\(imageWidth)/\(imageHeight)/"
}
}
When you scroll, cell will reload. (you reload to redownload your image) -> it's problem.
Solved:
You create array for save image data after download.
And cell get image from this array, not redownload
Hope this helpful!

Setting images in UITableViewCell in Swift

I have a list of reddit posts that I want to display the thumbnail of, if it exists. I have it functioning, but it's very buggy. There are 2 main issues:
Images resize on tap
Images shuffle on scroll
This is the code:
override func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCellWithIdentifier("Post", forIndexPath: indexPath) as UITableViewCell
let post = swarm.posts[indexPath.row]
cell.textLabel!.text = post.title
if(post.thumb? != nil && post.thumb! != "self") {
cell.imageView!.image = UIImage(named: "first.imageset")
var image = self.imageCache[post.thumb!]
if(image == nil) {
FetchAsync(url: post.thumb!) { data in // code is at bottom, this just drys things up
if(data? != nil) {
image = UIImage(data: data!)
self.imageCache[post.thumb!] = image
dispatch_async(dispatch_get_main_queue(), {
if let originalCell = tableView.cellForRowAtIndexPath(indexPath) {
originalCell.imageView?.image = image
originalCell.imageView?.frame = CGRectMake(5,5,35,35)
}
})
}
}
} else {
dispatch_async(dispatch_get_main_queue(), {
if let originalCell = tableView.cellForRowAtIndexPath(indexPath) {
originalCell.imageView?.image = image
originalCell.imageView?.frame = CGRectMake(5,5,35,35)
}
})
}
}
return cell
}
This is the app when it loads up - looks like everything is working:
Then if I tap on an image (even when you scroll) it resizes:
And if you scroll up and down, the pictures get all screwy (look at the middle post - Generics fun):
What am I doing wrong?
** Pictures and Titles are pulled from reddit, not generated by me **
EDIT: FetchAsync class as promised:
class FetchAsync {
var url: String
var callback: (NSData?) -> ()
init(url: String, callback: (NSData?) -> ()) {
self.url = url
self.callback = callback
self.fetch()
}
func fetch() {
var imageRequest: NSURLRequest = NSURLRequest(URL: NSURL(string: self.url)!)
NSURLConnection.sendAsynchronousRequest(imageRequest,
queue: NSOperationQueue.mainQueue(),
completionHandler: { response, data, error in
if(error == nil) {
self.callback(data)
} else {
self.callback(nil)
}
})
callback(nil)
}
}
Unfortunately, this seems to be a limitation of the "Basic" table view cell. What I ended up doing was creating a custom TableViewCell. A relied on a tutorial by Ray Wenderlich that can be found here: http://www.raywenderlich.com/68112/video-tutorial-table-views-custom-cells
It's a bit of a bummer since the code is so trivial, but I guess on the bright side that means it's a 'simple' solution.
My final code:
PostCell.swift (all scaffolded code)
import UIKit
class PostCell: UITableViewCell {
#IBOutlet weak var thumb: UIImageView!
#IBOutlet weak var title: UILabel!
override func awakeFromNib() {
super.awakeFromNib()
// Initialization code
}
override func setSelected(selected: Bool, animated: Bool) {
super.setSelected(selected, animated: animated)
// Configure the view for the selected state
}
}
PostsController.swift
override func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCellWithIdentifier("PostCell", forIndexPath: indexPath) as PostCell
let post = swarm.posts[indexPath.row]
cell.title!.text = post.title
if(post.thumb? != nil && post.thumb! != "self") {
cell.thumb!.image = UIImage(named: "first.imageset")
cell.thumb!.contentMode = .ScaleAspectFit
var image = self.imageCache[post.thumb!]
if(image == nil) {
FetchAsync(url: post.thumb!) { data in
if(data? != nil) {
image = UIImage(data: data!)
self.imageCache[post.thumb!] = image
dispatch_async(dispatch_get_main_queue(), {
if let postCell = tableView.cellForRowAtIndexPath(indexPath) as? PostCell {
postCell.thumb!.image = image
}
})
}
}
} else {
dispatch_async(dispatch_get_main_queue(), {
if let postCell = tableView.cellForRowAtIndexPath(indexPath) as? PostCell {
postCell.thumb!.image = image
}
})
}
}
return cell
}
And my measly storyboard:
I'm not sure the best way to do this, but here a couple of solutions:
Use AFNetworking, like everyone else does. It has the idea of a place holder image, async downloading of the replacement image, and smart caching. Install using cocoa pods, make a bridging file with #import "UIImageView+AFNetworking.h"
Create two different types of cells. Before grabbing a cell with dequeReusableCell... in your cellForRowAtIndexPath, check if it's expanded. If expanded, return and populate an expanded cell otherwise return and populated an unexpanded cell. The cell is usually expanded if it is the 'selected' cell.
Your mileage may vary
it is a huge mistake to call tableView.cellForRowAtIndexPath from within UITableViewDataSource's implementation of tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell. Instead when the async fetch of the thumb image is completed, update your model with the image, then request tableView to reloadRows for that specific cell's indexPath. Let your data source determine the correct indexPath. If the cell is offscreen by the time the image download is complete there will be no performance impact. And of course reloadRows on the main thread.

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