weird behavior on UItableView that is not inside UITableViewController - ios

I have a UIViewController, and when a user clicks a button, I want to show a UITableView. I receive the data from the server.
The problem is that there is something weird happening. Sometimes, not all the cells are updated. In other words, in my prototype cell, there are two buttons, with default text, but when I load the data from server not all the buttons text are updated, instead when I scroll the table, they become updated. Also when I **scroll* the table, sometimes the buttons go back to the default text.
Here are my code: (really easy)
class CusinePreferencesTableView: NSObject, UITableViewDelegate, UITableViewDataSource {
func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCellWithIdentifier(CellIdentefiers.oneCusinePreferencesCell.rawValue, forIndexPath: indexPath) as! OneCusinePreferencesTableViewCell
var row = indexPath.row
print("row = \(row)")
let oneCusineDataLeft = Preferences2ViewController.cusines![row]
cell.leftButton.titleLabel?.text = oneCusineDataLeft
row = row + 1
if row < Preferences2ViewController.cusines!.count{
let oneCusineDataRight = Preferences2ViewController.cusines![row]
cell.rightButton.titleLabel?.text = oneCusineDataRight
}else {
//I should hide the right button
}
return cell
}
func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
if let cusines = Preferences2ViewController.cusines {
if cusines.count % 2 == 0 {
return cusines.count/2
}else {
var count = cusines.count/2
count = count + 1
return count
}
}else {
return 0
}
}
func numberOfSectionsInTableView(tableView: UITableView) -> Int {
return 1
}
}
And this is the table view (in case you want it)
If you see that you didn't get the description of my problem, I can make a video for you
Update 1
I already call the reloadData as you see here (where I get the data from the server)
func loadCusiens(){
let url = NSURL(string: ConstantData.getWebserviceFullAddress()+"preferences/cusines")
let request = NSMutableURLRequest(URL: url!)
request.HTTPMethod = "POST"
let session = NSURLSession.sharedSession()
let task = session.dataTaskWithRequest(request, completionHandler: {(data, response, error ) in
if let error = error {
print("error = \(error)")
}
if let data = data {
do{
let jsonArray = try NSJSONSerialization.JSONObjectWithData(data, options: []) as! NSArray
var results = [String]()
for oneJSON in jsonArray {
let name = oneJSON["name"] as! String
results.append(name)
}
dispatch_async(dispatch_get_main_queue(), {
Preferences2ViewController.cusines = results
self.cusineTableView.reloadData()
})
} catch{
print("This exception happened = \(error)")
}
}
})
task.resume()
}
Update
Now in the else part, i set the text of the right button to "sometext"
this is a video about the problem
http://www.mediafire.com/watch/k2113ovebdvj46d/IMG_0911.MOV

Update
The main problem is not cell reuse, nor the layout problem I explain below, but the use of:
cell.leftButton.titleLabel?.text = oneCusineDataLeft
to set the button text. You must use:
cell.leftButton.setTitle(oneCusineDataLeft, forState: .Normal)
instead. (In essence, a UIButton keeps track of the title text it should display when it is in different "states" - normal, selected, etc. Although the your code changes the text that is currently displayed, as soon as the button changes state, it sets the text back to the stored value. I assume the button state is reset when the cells are displayed. The setTitle method updates the stored value).
Original
Setting aside the cell reuse problem, I don't think your code will achieve quite what you want. As currently coded, the layout would be something like this:
Row 0: left: cuisine 0, right: cuisine 1
Row 1: left: cuisine 1, right: cuisine 2
Row 2: left: cuisine 2, right: cuisine 3
I'm guessing you actually want this:
Row 0: left: cuisine 0, right: cuisine 1
Row 1: left: cuisine 2, right: cuisine 3
Row 2: left: cuisine 4, right: cuisine 5
If that's the case, amend your code as follows:
func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCellWithIdentifier(CellIdentefiers.oneCusinePreferencesCell.rawValue, forIndexPath: indexPath) as! OneCusinePreferencesTableViewCell
var row = indexPath.row
print("row = \(row)")
let oneCusineDataLeft = Preferences2ViewController.cusines![2*row]
cell.leftButton.titleLabel?.text = oneCusineDataLeft
if (2*row+1) < Preferences2ViewController.cusines!.count{
let oneCusineDataRight = Preferences2ViewController.cusines![2*row+1]
cell.rightButton.titleLabel?.text = oneCusineDataRight
}else {
//I should hide the right button
cell.rightButton.titleLabel?.text = ""
}
return cell
}
func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
if let cusines = Preferences2ViewController.cusines {
if cusines.count % 2 == 0 {
return cusines.count/2
}else {
return (cusines.count+1)/2
}
}else {
return 0
}
}
I should also note that you would probably be better off using a UICollectionView rather than a UITableView, since the former will provide the multiple column flow much more easily and intuitively.

Looks like a reuse problem. Basically if you follow the examples in Apple and other places, it uses a dequeue function. What this means is that iOS will look for an already existing cell that is no longer being shown and give you that to draw the contents of a new cell. But of course if the old cell had a bunch of stuff set, you will see the old stuff. The solution is to always assign everything to the correct new value.
This can get you easily if your cells have variable information, for instance if there's a picture you set if a certain entry has it, but isn't set if it doesn't have it. What will happen then is when you get an entry with no picture your code might not set it the image to nil, and you'll see the picture of an old cell that was scrolled off.

Please let me explain the reuse of UITableViewCells works
Assume you have a very huge cells and you can see only 3 cells on you screen.
Assume now you see on your screen the following cells:
A
B
C
On the screen... and your datasource is: A B C C B A.
Now you are scrolling down for 1 cell exactly:
So the cell A is going from the Up (it was first cell) down and becoming your last visible cell
So now on the screen you will see
B
C
A // While you want to draw a cell `C` here according to the dataSource
What happens now in cellForRowAtIndexPath...
You are getting the same Cell A from the beginning.
Assume your cell A had only 1 button and a Cell C need to show 2 buttons
Because you have already draw the cell A you draw it with 1 button (lets assume you set the right button hidden property to YES).
So now you want to draw your cell C on the reused cell A
(Assume you set TAGS for the cell types to know what type of cell is popped up to you in the cellForRowAtIndexPath)
And now you can query the tag of the cell
if(myCell.tag == `A`/*(Assume you have an Enum for tags)*/)
{
//So here you will want to Unhide the Right button of the cell (which is currently still cell A
//After you have done with all needed adjustments you will want to set the appropriate tag for this cell to be ready for the next reuse -> so set it's tag to C
//Now next time this cell will get reused it will be drawn as cell `C` and it will think it is a cell `C`
}

Related

Showing and hiding a view only on a specific cell of a table view

I have a table view with custom cells. They are quite tall, so only one cell is completely visible on the screen and maybe, depending on the position of that cell, the top 25% of the second one. These cells represent dummy items, which have names. Inside of each cell there is a button. When tapped for the first time, it shows a small UIView inside the cell and adds the item to an array, and being tapped for the second time, hides it and removes the item. The part of adding and removing items works fine, however, there is a problem related to showing and hiding views because of the fact that cells are reused in a UITableView
When I add the view, for example, on the first cell, on the third or fourth cell (after the cell is reused) I can still see that view.
To prevent this I've tried to loop the array of items and check their names against each cell's name label's text. I know that this method is not very efficient (what if there are thousands of them?), but I've tried it anyway.
Here is the simple code for it (checkedItems is the array of items, for which the view should be visible):
if let cell = cell as? ItemTableViewCell {
if cell.itemNameLabel.text != nil {
for item in checkedItems {
if cell.itemNameLabel.text == item.name {
cell.checkedView.isHidden = false
} else {
cell.checkedView.isHidden = true
}
}
}
This code works fine at a first glance, but after digging a bit deeper some issues show up. When I tap on the first cell to show the view, and then I tap on the second one to show the view on it, too, it works fine. However, when I tap, for example, on the first one and the third one, the view on the first cell disappears, but the item is still in the array. I suspect, that the reason is still the fact of cells being reused because, again, cells are quite big in their height so the first cell is not visible when the third one is. I've tried to use the code above inside tableView(_:,cellForRow:) and tableView(_:,willDisplay:,forRowAt:) methods but the result is the same.
So, here is the problem: I need to find an EFFICIENT way to check cells and show the view ONLY inside of those which items are in the checkedItems array.
EDITED
Here is how the cell looks with and without the view (the purple circle is the button, and the view is the orange one)
And here is the code for the button:
protocol ItemTableViewCellDelegate: class {
func cellCheckButtonDidTapped(cell: ExampleTableViewCell)
}
Inside the cell:
#IBAction func checkButtonTapped(_ sender: UIButton) {
delegate?.cellCheckButtonDidTapped(cell: self)
}
Inside the view controller (NOTE: the code here just shows and hides the view. The purpose of the code is to show how the button interacts with the table view):
extension ItemCellsTableViewController: ItemTableViewCellDelegate {
func cellCheckButtonDidTapped(cell: ItemTableViewCell) {
UIView.transition(with: cell.checkedView, duration: 0.1, options: .transitionCrossDissolve, animations: {
cell.checkedView.isHidden = !cell.checkedView.isHidden
}, completion: nil)
}
EDITED 2
Here is the full code of tableView(_ cellForRowAt:) method (I've deleted the looping part from the question to make it clear what was the method initially doing). The item property on the cell just sets the name of the item (itemNameLabel's text).
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
if let cell = tableView.dequeueReusableCell(withIdentifier:
ItemTableViewCell.identifier, for: indexPath) as? ItemTableViewCell{
cell.item = items[indexPath.row]
cell.delegate = self
cell.selectionStyle = .none
return cell
}
return UITableViewCell()
}
I've tried the solution, suggested here, but this doesn't work for me.
If you have faced with such a problem and know how to solve it, I would appreciate your help and suggestions very much.
Try this.
Define Globally : var arrIndexPaths = NSMutableArray()
func numberOfSections(in tableView: UITableView) -> Int {
return 1
}
func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return 30
}
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell:TableViewCell = self.tblVW.dequeueReusableCell(withIdentifier: "TableViewCell", for: indexPath) as! TableViewCell
cell.textLabel?.text = String.init(format: "Row %d", indexPath.row)
cell.btn.tag = indexPath.row
cell.btn.addTarget(self, action: #selector(btnTapped), for: .touchUpInside)
if arrIndexPaths.contains(indexPath) {
cell.backgroundColor = UIColor.red.withAlphaComponent(0.2)
}
else {
cell.backgroundColor = UIColor.white
}
return cell;
}
#IBAction func btnTapped(_ sender: UIButton) {
let selectedIndexPath = NSIndexPath.init(row: sender.tag, section: 0)
// IF YOU WANT TO SHOW SINGLE SELECTED VIEW AT A TIME THAN TRY THIS
arrIndexPaths.removeAllObjects()
arrIndexPaths.add(selectedIndexPath)
self.tblVW.reloadData()
}
I would keep the state of your individual cells as part of the modeldata that lies behind every cell.
I assume that you have an array of model objects that you use when populating you tableview in tableView(_:,cellForRow:). That model is populated from some backend service that gives you some JSON, which you then map to model objects once the view is loaded the first time.
If you add a property to your model objects indicating whether the cell has been pressed or not, you can use that when you populate your cell.
You should probably create a "wrapper object" containing your original JSON data and then a variable containing the state, lets call it isHidden. You can either use a Bool value or you can use an enum if you're up for it. Here is an example using just a Bool
struct MyWrappedModel {
var yourJSONDataHere: YourModelType
var isHidden = true
init(yourJSONModel: YourModelType) {
self.yourJSONDataHere = yourJSONModel
}
}
In any case, when your cell is tapped (in didSelectRow) you would:
find the right MyWrappedModel object in your array of wrapped modeldata objects based on the indexpath
toggle the isHidden value on that
reload your affected row in the table view with reloadRows(at:with:)
In tableView(_:,cellForRow:) you can now check if isHidden and do some rendering based on that:
...//fetch the modelObject for the current IndexPath
cell.checkedView.isHidden = modelObject.isHidden
Futhermore, know that the method prepareForReuse exists on a UITableViewCell. This method is called when ever a cell is just about to be recycled. That means that you can use that as a last resort to "initialize" your table view cells before they are rendered. So in your case you could hide the checkedView as a default.
If you do this, you no longer have to use an array to keep track of which cells have been tapped. The modeldata it self knows what state it holds and is completely independent of cell positions and recycling.
Hope this helps.

How to determine if the last cell of a UITableView is visible on the screen

I'm using the following code to determine if the last screen is visible on the screen to the user:
override func tableView(_ tableView: UITableView, willDisplay cell: UITableViewCell, forRowAt indexPath: IndexPath) {
if indexPath.row == collection.count - 1 {
print("last cell is seen!!")
print(cell.frame)
}
}
This works on small screens where the user has to scroll to get to the desired cell. However, on large screens where the whole table is visible, this method doesn't work. Is there any way to determine the distance between bottom of screen to the last cell in the UITableView?
Any help would be greatly appreciated. Thank you.
Edit: this is what I'm trying to accomplish.
if (last cell is visible && it is more than 100dp from bottom of screen) { display a fixed button on bottom of screen } else { add button to footer view of tableview so the user can scroll down to the button }
try it ! Hope to help you.
func scrollViewDidScroll(_ scrollView: UIScrollView) {
let contentOffsetMaxY: Float = Float(scrollView.contentOffset.y + scrollView.bounds.size.height)
let contentHeight: Float = Float(scrollView.contentSize.height)
let ret = contentOffsetMaxY > contentHeight - 100
if ret {
print("testButton is show");
}else{
print("testButton is hidden");
}
}
Swift 5
if let visiblePaths = tableView.indexPathsForVisibleRows,
visiblePaths.contains([0, dataSourceArray.count - 1]) {
// last cell is at least partially visible
}
indexPathsForVisibleRows is an array of IndexPath. However, there are a number of ways to express IndexPath (it has 7 initializers). indexPathsForVisibleRows utilizes IndexPath as an array literal (i.e. [0, 0] or [section 0, row 0]); therefore, to use indexPathsForVisibleRows, you must declare the path as an array literal and not in any other way (i.e. IndexPath(row: 0, section: 0)).
I just created a project for you to show you one possible solution (there are many).
Basically you just need to get the last cell position, using
guard let lastCell = tableView.cellForRow(at: IndexPath(row: tableView.numberOfRows(inSection: 0)-1, section: 0)) else {
return
}
let lastCellBottomY = lastCell.frame.maxY
Then knowing the tableView height, you can easily calculate the distance between the last cell and the bottom of the screen:
let delta = tableHeight - lastCellBottomY
And check if this distance is enough for you to show or not the fixed button:
if delta > 55 {
// ...show button
} else {
// ...hide button
}
For the dynamic button (the one you want to add below the last cell of the tableView when user scrolls), you could just add a new section with a custom cell to represent your button.
You can check out the whole idea via this link :
https://www.dropbox.com/s/7wpwv6737efnt5v/ButtonTable.zip?dl=0
Let me know if you have any questions :)
You can use this method to see if the last cell is visible or not
func isCellVisible(section:Int, row: Int) -> Bool {
guard let indexes = self.indexPathsForVisibleRows else {
return false
}
return indexes.contains {$0.section == section && $0.row == row }
} }
Source
Then you can call it like
let lastCell = collection.count - 1
let result = isCellVisible(section:"Your Section Number", row: lastCell)

Filter tableView rows doesn't reload tableView

My first iOS app works with simple custom cells, but enhancement to filter tableView rows is causing delays and frustration. Searched online for help on filter rows, read dataSource and delegate protocols in Apple Developer guides, no luck so far.
Using slider value to refresh table rows. Extracted data from line array (100 items) to linefilter array (20). Then want to refresh/reload the tableview.
Slider is declared with 0 and all line array items show up. moving the slider does not alter display. If slider is declared with say 1, then 20 filter items show.
Quite new to Apple/Xcode/Swift so have no Objective C knowledge.
Any answers will probably help me get there.
Jim L
Relevant selection of code :
#IBAction func moveSlider(sender: AnyObject) {
// Non-continuous ******
_ = false
// integer 0 to 5 ******
let slider = Int(lineSlider.value)
}
}
// Global Variable ******
var slider = 0
func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int
{
if slider == 0 {
return self.line.count
} else {
return self.linefilter.count
}
}
func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell
{
let cell = self.tableView.dequeueReusableCellWithIdentifier("cell") as! myTableViewCell
if slider == 0 {
cell.myCellLabel.text = line[indexPath.row]
} else {
cell.myCellLabel.text = linefilter[indexPath.row]
}
cell.myImageView.image = UIImage(named: img[indexPath.row])
return cell
}
tableView.reloadata()
try to put
tableView.reloadData()
like this
let slider = Int(lineSlider.value)
tableView.reloadData()
}
in your moveSlider function

Custom UITableviewCells displayed correctly but only one in the section is the correct class

I apologize for the poorly worded question but I simply cannot think of why/how to describe this bug in a short manner.
Basically I have a table view controller displaying two sections, each with a respective custom UITableViewCell subclass. They are displayed perfectly, with the correct model data.
The problem arises when I hit the "done" button, my program traverses through all the cells, gathering the data from each cell and updating the model. The first section goes off without a hitch... but the second section is where trouble hides. The first cell of this section can be casted into the proper subclass, yet any other additional cells don't pass this conditional test and their reuse identifier is nil. I tried checking the cells when they're dequeued but they are being created/reused properly. My code is below and any suggestions will aid my sanity.
Here is the part of my helper function that traverses the cells:
for i in 0..<tableView.numberOfSections {
for j in 0...tableView.numberOfRowsInSection(i) {
let cell = tableView.cellForRowAtIndexPath(NSIndexPath(forRow: j, inSection: i))
// This section seems to work fine
if(i == 0){
if let gradeCell: PercentTableViewCell = cell as? PercentTableViewCell {
print("retrieveCellInfo: gradeCell - \(gradeCell.getPercent())")
newPercentages.append(gradeCell.getPercent())
}
} else if (i == 1){
print("Else if i == 1 : j == \(j) : \(cell?.reuseIdentifier!)") // Prints "category" for the first cell and "nil" for any other
// This is the cast conditional that only lets one cell through
if let catCell = cell as? EditTableViewCell{
newCategories.append(Category(name: catCell.category!, weight: catCell.weight!, earned: catCell.earned!, total: catCell.total!))
}
}
}
}
Here is my delegate function which works perfectly as far as I can tell. As I said, the UI is displayed correctly:
override func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
if(indexPath.section == 0){
/* Grade Parameter Cells */
let cell: PercentTableViewCell = tableView.dequeueReusableCellWithIdentifier("gradeParam", forIndexPath: indexPath) as! PercentTableViewCell
var gradePercentages = course?.getGradePercentages()
// Make sure percentages array is sorted correctly
gradePercentages?.sortInPlace() {
return $0 > $1
}
// Update cell's member variables
cell.initialize(letters[indexPath.row], percent: gradePercentages![indexPath.row])
return cell
} else {
/* Category Cells */
let catcell: EditTableViewCell = tableView.dequeueReusableCellWithIdentifier("category", forIndexPath: indexPath) as! EditTableViewCell
let category = categories![indexPath.row]
catcell.setLabels(category.name, earned: category.earned, total: category.total, weight: category.weight)
return catcell
}
}
The problem arises when I hit the "done" button, my program traverses
through all the cells, gathering the data from each cell and updating
the model
This is your problem. Your cells should reflect your data model, they cannot be relied upon to hold data as once the cell is offscreen it may be re-used for a row that is onscreen.
If data is updated by the user interacting with the cells then you should update your data model as they do that. You can use a temporary store if you don't want to commit changes immediately.

identifying the last and first cell in a UITableView

I have a simple table view. I want the first and last rows to have a special picture showing the beginning and end of a line. However, I am getting the wrong identification. The table view thinks that cells in the middle are the ends cells. I believe that IOS is caching the rows and and loading them when there needed as when I scroll up and down some of the arrows change picture(they should be static once loaded). Also the documentation says here Any idea how to fix this and identify the last and first row regardless of caching? (Btw locations is the arrow used to load the cells and the first and last positions of the array are where the special picture should be).
func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell
{
var stop = locations[indexPath.row]
var cell = tableView.dequeueReusableCellWithIdentifier("Cell") as! CustomRouteViewCell
cell.locationTitle.text = "\(stop)"
cell.downTime.text = BusRoute.getRecentDepartures(stop, direction: direction, name: name)
println(indexPath.row)
cell.indexRow = indexPath.row
if(cell.indexRow == 0)
{
cell.downImage.image = UIImage(named: "beginningRoute.png")
}
else if(cell.indexRow == locations.count - 1)
{
cell.downImage.image = UIImage(named: "endRoute.png")
}
return cell
}
The problem may not be you're misidentifying the first and last cells (that looks fine so long as you've only got one section in your UITableView). The problem could be reusing cells: you're not setting the cell's downImage.image to nil and the cell may previously have been the first or last cell.
Try the following:
switch indexPath.row {
case 0:
cell.downImage.image = UIImage(named: "beginningRoute.png")
case self.tableView(tableView, numberOfRowsInSection: 0) - 1:
cell.downImage.image = UIImage(named: "endRoute.png")
default:
cell.downImage.image = nil
}

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