I've read many many SO solutions about UICollectionView with paging. I myself also work with those solutions:
- (void)scrollViewDidScroll:(UIScrollView *)scrollView
{
CGFloat pageWidth = self.collectionView.frame.size.width;
self.lbPaging.text = [NSString stringWithFormat:#"%d/%d", self.collectionView.contentOffset.x / pageWidth, totalPage];
}
OR
- (void)scrollViewDidEndDecelerating:(UIScrollView *)scrollView
{
CGFloat pageWidth = self.collectionView.frame.size.width;
self.lbPaging.text = [NSString stringWithFormat:#"%d/%d", self.collectionView.contentOffset.x / pageWidth, totalPage];
}
Yeah, this work fine most the time. But now I experienced something unexpected:
When user scroll fast enough, it'll get past the method above, which may cause the paging malfunction (like 15/13 at the last page, or showing 3/5 even though it's the first page).
Precisely for us developer or tester, to reproduce this bug, keep your finger touch on the scroll view and start to scroll. When you're nearly out of the edge (where normally, you'll release your finger), touch the other side of the edge and keep scrolling. It's easier to reproduce on real device.
So I'm asking if anyone know a proper way to display the page navigation? Well, without UIPageViewController (I'd like to display the numeric page, not the dots).
EDIT
I don't know if this problem is critical or not, but I think maybe it is, because I'm performing loading data when scrolling to next page. Recently, I've got crash at this (it's really hard to debug, like at which step it got crash):
[self.collectionView performBatchUpdates:^{
NSMutableArray *arrayWithIndexPaths = [NSMutableArray array];
for (NSInteger index = 0; index < next2page.count; index++ ) {
[arrayWithIndexPaths addObject:[NSIndexPath indexPathForRow:(index + offset) inSection:0]];
}
[self.collectionView insertItemsAtIndexPaths:arrayWithIndexPaths];
} completion:nil];
Exception is something like this: Fail to insert items to index path in section 0 (has only 69 row, insert to indexPath:73)
hello i have create button in UICollectionView like load more data and function is given below:-
- (void)viewDidLoad {
//declare page inedex initial base 0.
self.pageIndex = 0;
[self loadMoreData];
}
after you call load more data function page index will increase here i want my page index like 0,20,40 so i have create self.pageIndex+= 20 u can change according to your want
-(void)loadMoreData
{
self.isFromMoreData = TRUE;
self.pageIndex+= 20;
NSLog(#"loadMoreData %d and self.index %d",self.pageIndex,self.index);
[self loadDataIntoCollectionView];//this function calls api
}
******************another way is given below*******************************
use UIRefreshControl.
UIRefreshControl *refreshControl = [[UIRefreshControl alloc] init];
refreshControl = refreshControl;
refreshControl.backgroundColor = [UIColor whiteColor];
refreshControl.tintColor = [UIColor grayColor];
[refreshControl addTarget:self action:#selector(loadMoreData) forControlEvents:UIControlEventValueChanged];
self.myCollectionView.pagingEnabled = YES;
[self.myCollectionView addSubview:refreshControl];
self.myCollectionView.alwaysBounceVertical = YES;
and call the same function loadMoreData that i have declare above.
Hope this help you...
please referred my image
Related
I'm working in a project (iOS7 & ARC) in which, I want to display N number of images in the scroll view.These Images already stored into sandbox directory. My App has only landscape orientation I'm facing a problem that ScrollView is not smooth, it stuck after 2-3 times scroll
This is how I configure ScrollView
[self.containerScroll setAutoresizesSubviews:NO];
self.containerScroll.pagingEnabled = YES;
self.containerScroll.showsHorizontalScrollIndicator = NO;
self.containerScroll.showsVerticalScrollIndicator = NO;
self.containerScroll.scrollsToTop = NO;
self.containerScroll.maximumZoomScale = 5.0;
self.containerScroll.minimumZoomScale = 1.0;
self.containerScroll.delegate = self;
I'm maintaining only three Images in the scrollView at a time.
I'm loading Images in ScrollView in below method
-(void) loadScrollViewWithPage:(int) page{
if (page >= self.numberOfSlides)
return;
float image_width;
float image_height;
if(self.isFromListView){
if(IS_IPHONE5){
image_width = 568.0f;
image_height = 320.0f;
} else{
// iPhone retina-3.5 inch
image_width = 480.0f;
image_height = 320.0f;
}
}
else{
image_width = IMAGE_WIDTH;
image_height = IMAGE_HEIGHT;
}
CGFloat xPos = page * image_width;
UIImageView *imgView = [[UIImageView alloc] initWithFrame:CGRectMake(xPos, 0.0f, image_width, image_height)];
imgView.tag = page;
NSString *imgPath = [self.storageDirPath stringByAppendingPathComponent:[NSString stringWithFormat:#"%d%#", page, Image_Extension_JPG]];
NSFileManager *fileManager = [NSFileManager defaultManager];
__block UIImage *img = nil;
if(![fileManager fileExistsAtPath:imgPath]){
[imgView setContentMode:UIViewContentModeCenter];
img = [UIImage imageNamed:#"icon-loader.png"];
[imgView setImage:img];
}
else{
[imgView setContentMode:UIViewContentModeScaleAspectFit];
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_BACKGROUND, 0), ^{
img = [[UIImage alloc] initWithCGImage:[[UIImage imageWithData:[NSData dataWithContentsOfFile:imgPath]] CGImage] scale:1.0 orientation:UIImageOrientationUp];
dispatch_async(dispatch_get_main_queue(), ^{
[imgView setImage:img];
});
});
}
[self.containerScroll addSubview:imgView];
img = nil;
fileManager = nil;
imgView = nil;
}
and this how my ScrollView Delegate methods goes...
- (void)scrollViewDidEndDecelerating:(UIScrollView *)scrollView
{
self.containerScroll.scrollEnabled = YES;
float page = self.containerScroll.contentOffset.x/self.view.frame.size.width;
showingSlide = (UInt16) roundf(page);
if(scrollView == self.containerScroll){
// switch the indicator when more than 50% of the previous/next page is visible
CGFloat pageWidth = CGRectGetWidth(self.containerScroll.frame);
NSUInteger pageNo = floor((self.containerScroll.contentOffset.x - pageWidth / 2) / pageWidth) + 1;
// load the visible page and the page on either side of it (to avoid flashes when the user starts scrolling)
[self loadScrollViewWithPage:pageNo - 1];
[self loadScrollViewWithPage:pageNo];
[self loadScrollViewWithPage:pageNo + 1];
// a possible optimization would be to unload the views+controllers which are no longer visible
if(scrollView == self.containerScroll)
{
[self.previewTableView reloadData];
[self.previewTableView setContentOffset:CGPointMake(0, (page*220)+64) animated:NO];
[self.previewTableView scrollToRowAtIndexPath:[NSIndexPath indexPathForRow:page inSection:0] atScrollPosition:UITableViewScrollPositionMiddle animated:YES];
[self updateSlideNumber];
[self flashSlideNumber];
}
//unload unnecessary imageviews from scroll view
for (UIView* view in self.containerScroll.subviews) {
if ([view isKindOfClass:[UIImageView class]] && view.tag != page && view.tag != page-1 && view.tag != page+1) {
[view removeFromSuperview];
}
}
}
}
Now the problem is smoothness of scrollView. When I start scrolling it scrolls fine but after 2 or 3 (or after any random number) pages scroll, it stuck and after trying 2-3 times only it moves again and I have to swipe hard to scroll. Thanks in advance.
I think it's a problem of memory somewhere Try #autorelease pool in your code.
using scrollview is not a good approach for showing images, I will recommend you to either use tableview or collevtionview for the same.
Your app's memory will keep on increasing with every scroll because scollview doesn't reuse the memory, on the other hand tableview and collectionview reuses the memory.
As the most effective way to become better, scroll really slowly (one at a time) while you monitor the memory usage in your App. You'll be able to watch it go up as each new image is added to the view, especially if you haven't done any optimisation on the images.
The other thing is that while your code does look like is deallocc-ing the images, you still need to remember that it still has to try to reload the images as you scroll. You're creating your images on the main thread so you're never going to get the smoothness of a UITableView. While I realise that you're creating your image views on async threads, the act of adding and scrolling them is still being taken care of by the mainthread.
I would suggest a UITableView to solve your problem, or a UICollectionView. If you're set on using the scrollview, I would suggest using a crusher of some type to get the image size to as small as possible, while still keeping quality decent.
If you need help on the TableView implementation you should find plenty of information around SO. Probably a good option if you still want it to look like a scroll view is just to make all seperators, headers etc to nil, and then just use lazy loading for the images.
You make two the mistake. At first: never use imageNamed for non graphics content (example, use imageNamed for button background). And second: you try load a big images in real time. So you scroll view have lags therefore. If you load all images before you show the scroll view the amination end lagging. But you can get memory warnings. So, you need optimise it. P.S. Sorry for my english
I have a scrollview which automatically pass an image to another. It has 7 images, I want to that when you get to the seventh image pass me a first in the same way as the rest of transitions
and not moving quickly to the first position.
It is what is commonly called infinite scroll. Any help is appreciated.
- (void)viewDidLoad
{
for (int i = 1; i < 8 ; i++) {
UIImageView *imagen = [[UIImageView alloc] initWithImage:[UIImage imageNamed:[NSString stringWithFormat:#"C%d.png",i]]];
imagen.frame = CGRectMake((i-1)*580,35, 580, 300);
[_scroller addSubview:imagen];
_scroller.indicatorStyle = UIScrollViewIndicatorStyleWhite;
}
_scroller.delegate = self;
_scroller.contentSize = CGSizeMake(580*7, 300);
_scroller.pagingEnabled = YES;
if (scrollingTimer == nil)
{
scrollingTimer = [NSTimer scheduledTimerWithTimeInterval:6
target:self selector:#selector(scrollPages) userInfo:nil repeats:YES];
}
}
-(void)scrollToPage:(NSInteger)aPage{
float myPageWidth = [_scroller frame].size.width;
[_scroller setContentOffset:CGPointMake (aPage * myPageWidth, 0) animated:YES];
}
-(void)scrollPages{
[self scrollToPage:currentPage%7];
currentPage++;
}
One way to implement infinite scolling in a paging UIScrollView is to put a duplicate of the first page at the end of the scroll view (and vice versa, if you want infinite scrolling in both directions).
This article uses a UICollectionView instead, but the concept is the same for a paging UIScrollView. When the user scrolls to the duplicate of the first page at the end of the scroll view, set the content offset back to the actual first page (without animation, so the user doesn't know it's happened).
Here's some other resources I found useful:
Creating Circular and Infinite UIScrollViews
Apple has a sample project demonstrating infinite scrolling called StreetScroller
This answer to a similar question about infinite scrolling on SO
I'm retrieving json data from server. The json data includes some images and more text and last but not least json size is not predictable.
Here is how I retrieve json:
-(void)viewWillAppear:(BOOL)animated {
if (self.jsonUrl == nil) {
// This control is about MWPhotoBrowser. If user returned from photo browser do not retrieve data twice
self.view.layer.shadowOpacity = 0.75f;
self.view.layer.shadowRadius = 10.0f;
self.view.layer.shadowColor = [UIColor blackColor].CGColor;
if (![self.slidingViewController.underRightViewController isKindOfClass:[DetailContextViewController class]]) {
self.slidingViewController.underRightViewController = [self.storyboard instantiateViewControllerWithIdentifier:#"DetailAbout"];
}
self.jsonUrl = [self.exampleAd getAdJSONLink];
NSLog(#"%#", self.jsonUrl); //
[self backgroundTask]; // retrieving data
} else {
// User returned from MWPhotoBrowser so set the current height again/
// This is not working somehow.
[self.scrollView setContentSize:(CGSizeMake(320, currentHeight + 10))];
}
}
I'm adding all those data to an UIScrollView as a subview. Let's say this is B view. So height of scrollview is uncertain. I'm calculating the height and setting like this:
[self.scrollView setContentSize:(CGSizeMake(320, currentHeight + 10))];
That's working well. Here is my problems: If I go back to A from B and again go A to B, content size is not working. Scrolling not working too, but my currentHeight is showing the right value. Even the retrieving method is not working enough, actually there is something like cache.
There is same problem while using MWPhotoBrowser. When I use present modal controller than return to B view again scroll is not working.
What am I doing wrong, any approach or clue would be great.
I would like to implement an app using a UIScrollView with paging, similar to the apple weather app.
But I am a little concerned about performance. The example implementation I have been using loads all of the views then the application launches. After a certain point, once this prove slow?
I wonder how Apple's camera roll is dealing with this, where a user may have 100+ photos that can be scrolled through. Should I try to figure out a way to build the view only when it is needed? Or maybe there is a way to replicate the dequeue reusable cell technique from a UITableView, only for horizontal view loading, since each view will have the same layout.
By far the most efficient solution (and this is used in many photo-browsing apps such as Facebook, and probably the native Photos app too) is going to be to load the content on-demand, just as UITableView does. Apple's StreetScroller sample project should get you on the right track.
A very efficient solution, is to make sure to reuse any views whenever possible. If you are going to be simply displaying images, you could use a subclass of UIScrollView, and layout these reusable views within layoutSubviews. Here you could detect what views are visible and not visible and create the subviews as needed.
An example dequeuing function may look like:
- (UIImageView *)dequeueReusableTileWithFrame:(CGRect) frame andImage:(UIImage *) image
{
UIImageView *tile = [reusableTiles anyObject];
if (tile) {
[reusableTiles removeObject:tile];
tile.frame = frame;
}
else {
tile = [[UIImageView alloc] initWithFrame:frame];
}
tile.image = image;
return tile;
}
Where reusableTiles is just an iVar of NSMutableSet type. You could then use this to load fetch any currently offscreen image views and quickly and easily bring them back into view.
Your layoutSubviews may look something like:
- (void)layoutSubviews {
[super layoutSubviews];
CGRect visibleBounds = [self bounds];
CGPoint contentArea = [self contentOffset];
//recycle all tiles that are not visible
for (GSVLineTileView *tile in [self subviews]) {
if (! CGRectIntersectsRect([tile frame], visibleBounds)) {
[reusableTiles addObject:tile];
[tile removeFromSuperview];
}
}
int col = firstVisibleColumn = floorf(CGRectGetMinX(visibleBounds)/tileSize.width);
lastVisibleColumn = floorf(CGRectGetMaxX(visibleBounds)/tileSize.width) ;
int row = firstVisibleRow = floorf(CGRectGetMinY(visibleBounds)/tileSize.height);
lastVisibleRow = floorf(CGRectGetMaxY(visibleBounds)/tileSize.height);
while(row <= lastVisibleRow)
{
col = firstVisibleColumn;
while (col <= lastVisibleColumn)
{
if(row < firstDisplayedRow || row > lastDisplayedRow || col < firstDisplayedColumn || col >lastDisplayedColumn)
{
UImageView* tile = [self dequeueReusableTileWithFrame:CGRectMake(tileSize.width*col, tileSize.height*row, tileSize.width, tileSize.height) andImage:YourImage];
[self addSubview:tile];
}
++col;
}
++row;
}
firstDisplayedColumn = firstVisibleColumn;
lastDisplayedColumn = lastVisibleColumn;
firstDisplayedRow = firstVisibleRow;
lastDisplayedRow = lastVisibleRow;
}
I used something similar to this to tile in areas of a line when I was working with an exceptionally large area of a scroll view and it seemed to work quite well. Sorry for any typos that I may have created when updating this for an image view instead of my custom tileView class.
I have a popover screen, with inside it :
a label, that may or may not appear (title)
a search bar, that may or may not appear
a label, that may or may not appear, and has a variable height (help label)
a scrollview, that may or may not appear, and has a variable height (some infos about the following table)
a table view
In order to present something nice, in viewDidLoad, I move the various frames to place the objects correctly and not have unused spaces cluttering my popover. Besides, I then resize the table (to take the most place needed), and the popover via contentSizeInPopover (to avoid having a near-empty huge popover). All that resizing seems to work nicely, but I have one big problem : with all that resizing done, some cells of my UITableView become unresponsive. One or two cells, usually the second one, only respond if i tap in their outer corners, but the rest of the cell completely ignore any touches.
I've tried everything : moving all to viewWillAppear, letting the autoresize do its job (doesn't seem to work either), but I still have this problem every time. I've found that if I comment the lines involved with changing the frame of the table, or the ones in contentSizeInPopover, the problem stops, but then my view is messed up, so this ins't a fix.
If anyone could give me something to get out of this mess, that would be awesome.
- (CGFloat)getHeightWithoutTable {
return LIST_TITLE_HEIGHT + (self.searchBar.hidden ? 0 : LIST_SEARCH_BAR_HEIGHT) + (self.helpLabel.hidden ? 0 : self.helpLabel.frame.size.height + LIST_STD_SPACE) + (self.errorScrollView.hidden ? 0 : self.errorScrollView.frame.size.height + LIST_STD_SPACE);
}
-(void)viewDidLoad {
[super viewDidLoad];
self.tableViewOutlet.backgroundView = nil;
self.originData = [NSMutableArray array];
self.searchedData = [NSMutableArray array];
if (self.helper != nil) {
CGFloat heightOffset = 0;
// Content
self.originData = [self.helper getData];
self.tableData = [NSMutableArray arrayWithArray:self.originData];
// Title
NSString *title = [self.helper getPopoverTitle];
if (title == nil) {
self.popoverTitle.hidden = YES;
heightOffset -= LIST_TITLE_HEIGHT;
} else {
self.popoverTitle.text = [self.helper getPopoverTitle];
}
// Search
if ([self.originData count] [self getStdHeight] / 3){
self.helpLabel.lineBreakMode = UILineBreakModeTailTruncation;
[self.helpLabel sizeThatFits:CGSizeMake(self.helpLabel.frame.size.width, [self getStdHeight] / 3)];
}
heightOffset += (self.helpLabel.frame.size.height - LIST_HELP_STD_HEIGHT);
}
// Errors
if ([self.helper respondsToSelector:#selector(getErrors)]) {
self.errors = [self.helper getErrors];
}
if (self.errors == nil || [self.errors count] == 0) {
self.errorScrollView.hidden = YES;
self.errorBg.hidden = YES;
heightOffset -= LIST_ERROR_STD_HEIGHT + LIST_STD_SPACE;
} else {
[self createErrorView];
heightOffset += (self.errorScrollView.frame.size.height - LIST_ERROR_STD_HEIGHT);
}
// Table
CGFloat previewHeight = LIST_CELL_HEIGHT * [self.tableData count] + LIST_STD_SPACE;
CGFloat remainingHeight = LIST_MAX_HEIGHT - [self getHeightWithoutTable] - LIST_STD_SPACE;
CGFloat tableHeight = MIN(previewHeight, remainingHeight);
CGRect tableFrame = self.tableViewOutlet.frame;
self.tableViewOutlet.frame = CGRectMake(tableFrame.origin.x, tableFrame.origin.y + heightOffset, LIST_WIDTH, tableHeight);
// Selected items
if ([helper getSelectedObject] != nil){
int index = [self.tableData indexOfObject:[helper getSelectedObject]];
NSIndexPath *indexPath = [NSIndexPath indexPathForRow:index inSection:0];
[self.tableViewOutlet scrollToRowAtIndexPath:indexPath atScrollPosition:UITableViewScrollPositionTop animated:YES];
}
}
}
- (CGSize)contentSizeForViewInPopover {
if (self.navigationController) {
return CGSizeMake(LIST_WIDTH, LIST_MAX_HEIGHT);
} else {
CGFloat totalHeight = [self getHeightWithoutTable] + self.tableViewOutlet.frame.size.height + LIST_STD_SPACE;
return CGSizeMake(LIST_WIDTH, totalHeight);
}
}
(gist if you need some coloring to help you)
An image of the nib :
Just a shot in the dark, since you have not provided any code. If you are adding things to the UITableCellView, just remember that a lot of components have their UserInteractionEnabled set to NO, which will disable the ability to interact with it. Make sure that any items you add to the cell that potentially take up the space where you are tapping (presumably the center of the cell?) have their UserInteractionEnabled set to YES.
The reason why the edges might still work is that the UITableCellView consists of 3 main parts, so you are probably only changing the center part.
Post some code then we can have a better look.
Found the answer myself : the fact I was using a self-filled UIScrollView next to my UITableView seemed to be the problem. As soon as I replaced the UIScrollView by a proper UITableView, the problem disappeared.