UITableViewController refreshControl is glitchy when UITableViewController frame.height is small - ios

I have a problem that stems from the fact that UITableViewController refreshControl is glitchy when the frame of the UITableViewController is below a certain height.
As it stands, I have a UIViewController, and in it I have a ContainerView that embeds a UITableViewController. I want the height to be 50% of the screen.
When I use the refreshControl, I get this kind of behavior: The tableView jumps down at the very end when scrolling down. You'll notice it towards the end of this video when I decide to scroll down slowly.
This problem does not occur when the ContainerView frame is above a certain value. So, when the height is 75% of the screen, everything works perfectly and the refreshControl is smooth. When it is 50%, then that bug happens.
Two different things I have tried:
self.tableView.frame = CGRectMake(0, numOfPixelsToDropTableBy, self.tableView.frame.size.width, self.tableView.frame.size.height) is one thing that I tried. The problem with this is if you want to give the tableView rounded corners via the ContainerView and the fact that your ContainerView still takes up more space and this makes constraints for other elements awkward.
I went to the Storyboard and I basically had the top of the ContainerView where I wanted. Then, I had the bottom extend beyond the bottom of the screen to give the ContainerView a large enough height... but the user would never know. Except, they would know because now the tableView extends beyond the screen and I can't see the last few rows of my tableView.
Ultimately... I don't want to use a 3rd-party library, but I want a perfectly functioning refreshControl. How can I fix this?

1.I've created next architecture
2.Added some constraints
3.In TableViewController I've added next code
import UIKit
class TableViewController: UITableViewController {
override func viewDidLoad() {
super.viewDidLoad()
self.refreshControl = UIRefreshControl(frame: CGRectZero)
self.refreshControl!.addTarget(self, action: "refresh:", forControlEvents: .ValueChanged)
}
func refresh(sender:UIRefreshControl)
{
self.refreshControl?.endRefreshing()
}
}
And uploaded example to github
IMPORTANT NOTE I've used Xcode 7 and Swift 2.

I managed to recreate your issue exactly by accident and managed to fix it, but at the cost of having no margins at all.
The jumping seems to happen if you use margin based constraints or any kind of margin for your container view. If you remove the margin relative part of the constraints, the jumping disappears.
Very strange, but seems to be the issue. As soon as I add any margin relative constraint for the container, the issue returns. Removing it and the display goes back to smooth scrolling.
This would seem to be a bug and I think you will need to raise a bug report with Apple.
Update:
Looking again, the issue seems to appear as soon as the container view is not the full width of the screen. Adding any sort of margin to the container view (via layout relative to margin or by setting a non zero offset on a constraint) results in the jumpy behavior.
Update:
Something would appear to be fundamentally broken with UITableView scrolling inside a container view which has any kind of margin. If you override the scrolling delegate, the content offset/bounds of the scroll view are being changed at the moment the refresh is about to trigger. Here is some debug showing the issue
Start pulling down:
Scroll bounds = {{0, -127.33333333333333}, {374, 423}}
Scroll pos = [0.000000,-127.333333]
Scroll bounds = {{0, -127.66666666666667}, {374, 423}}
Scroll pos = [0.000000,-127.666667]
Scroll bounds = {{0, -128.33333333333334}, {374, 423}}
Scroll pos = [0.000000,-128.333333]
Ok before here ------->
Activity spinner becomes fully populated. Jump in scroll position upwards.
Scroll bounds = {{0, -104}, {374, 423}}
Scroll pos = [0.000000,-104.000000]
Scroll position corrects itself
Scroll bounds = {{0, -128.33333333333334}, {374, 423}}
Scroll pos = [0.000000,-128.333333]
Scroll position jumps the other direction by the same amount
Scroll bounds = {{0, -151.33333333333334}, {374, 423}}
Scroll pos = [0.000000,-151.333333]
Value changed target action fires. Bounds seem to reset (think 44 is height of refresh control
Scroll bounds = {{0, -44}, {374, 423}}
Scroll pos = [0.000000,-44.000000]
Corrects back
Scroll bounds = {{0, -151.33333333333334}, {374, 423}}
Scroll pos = [0.000000,-151.333333]
Fully corrects to the right scroll position by jumping back.
Ok after here ------>
Scroll bounds = {{0, -128.66666666666666}, {374, 423}}
Scroll pos = [0.000000,-128.666667]
Scroll bounds = {{0, -129}, {374, 423}}
Scroll pos = [0.000000,-129.000000]
Scroll bounds = {{0, -129.33333333333334}, {374, 423}}
Scroll pos = [0.000000,-129.333333]
Scroll bounds = {{0, -129.66666666666666}, {374, 423}}
Scroll pos = [0.000000,-129.666667]
Scroll bounds = {{0, -130}, {374, 423}}
Conclusion
There seems to be no easy way I can find to work around this. I tried creating my own table view controller and the jumping goes away but is replaced by a different effect: that being that when you scroll down the top cell disappears, then reappears. I imagine it relates to the same internal issue, just being expressed differently.
Unfortunatley looks like you might have to put up with the effect or go for no margin. I would raise a bug report with Apple.
Only alternative option would be to create the margins in your UITableViewCells. You could make the cell content view have a clear background and introduce a left and right margin to your cells using an internal container view for your cell content. I think that may be you best chance.
And Finally...
Not to be defeated, you can apply a scaling transform to the navigation controller for the table view to create a margin doing the following in your table view controller:
override func viewWillAppear(animated: Bool) {
super.viewWillAppear(animated)
// Add a scaling transform to the whole embedded controller view.
self.navigationController!.view.transform=CGAffineTransformMakeScale(0.9, 0.9);
}
This makes the view for the embedded controller appear 90% smaller so it has a margin around the border. Change the scale to to change the border size.
Not ideal, but works perfectly with no jump scrolling and has a border. It also leaves you totally free to use rounded corners etc as the whole content is scaled.

It seems that you've almost solved your problem (with a rough work around) using your off screen UIContainerView attempt. Give it another shot, but this time try:
Increasing the row count within the numberOfRowsInSection: by 1.
Inside your cellForRowAtIndexPath: method, set the last cell's rowHeight property to the distance your Container View is below the screen.
Step 2 won't work if you're using the method tableView:heightForRowAtIndexPath: - Instead, you'll need to set the height of the last cell using its index. Using this optional method can cause significant performance problems and can lead to lagged Refresh Controls too.

Following up on my comment:
To get UIRefreshControl it to play nicely with a UICollectionView or UITableView I've tried many things, but in the end the UIRefreshControl really only works well in a UITableViewController.
Then there is also an issue with adjusting the tintColor of the UIRefreshControl: sometimes it colors the spinner, sometimes it doesn't, sometimes the tintColor needs to be set inside an animation-block for some reason to take effect.
So I gave up on UIRefreshControl, and implemented my own solution. It is not as simple as setting a UIRefreshControl on a UITableViewController, but:
it works perfectly (or at least I have not been able to find uncovered edge-cases: if you find them, please file a pull-request)
you can implement any kind of loading view (something that rotates, something that bounces, maybe even a map view, or some UIKit Dynamics).
You can find it here:
JRTRefreshControl

I've found cases where simply setting an estimatedRowHeight on the tableView to match the rowHeight resolves the glitch. For reference, my setup was a UITableViewController contained inside a UIViewController with a fixed rowHeight of 140.

Related

UIScrollView Bounces To Either Top Or Bottom

I have a UIScrollView for which I have a UIView which is the subview of the scroll view , the UIView has a lot of other subviews and I am getting the height for it dynamically after adding the subviews , this is my piece of code to add the view to scroll view
CGRect frameOfView = CGRectMake(0, 0,Get_Bounds.width, globalYPosition);
self.parentProductDetailView = [[UIView alloc]initWithFrame:frameOfView];
I am first initialising the view this way and then after adding all subviews I am doing this,
frameOfView.size.height = globalYPosition;
[self.parentProductDetailView layoutSubviews];
self.parentProductDetailView.frame = frameOfView;
[self.productDetailScrollView addSubview:self.parentProductDetailView];
self.productDetailScrollView.contentSize = CGSizeMake(0, self.parentProductDetailView.frame.size.height *1);
But my scrollview does not scroll properly it either sticks to top or bottom.
Here globalYPosition is the sum of height of all subviews added to parentProductDetailView
The procedure you used seems correct. No matter the subviews your scroll view should scroll properly by simply using a larger content size then its frame size.
The scroll view may stick, snap to some points if paging is enabled which is what is happening in your case. If the content view is larger then 1.5th of the frame size then the scroll view will snap to top/bottom or left/right. If it is smaller then it will only snap to starting position.
This may be very useful for situations like having a side menu that takes a part of a screen but in your case you should simply disable the paging and scrolling should work fine.

Swiping horizontally on UIScrollView snaps back to original position

I have a ScrollView which contains many TableViews aligned horizontally. I would like to be able to swap horizontally to go to the previous/next TableView, however the current TableView always snaps back into the original position. The next/previous TableView is visible mid-swipe.
I've seen other SO questions which suggest checking the contentSize of the ScrollView but I have had no luck with this. Can anyone advise?
Setting scrollView.pagingEnabled = YES or NO did not seem to make any difference either.
- (void)viewDidLayoutSubviews {
self.scrollView.contentSize = CGSizeMake(self.scrollView.bounds.size.width * self.numTableViews, self.scrollView.bounds.size.height);
}

scrolling/resizing UITableView

I'll get right to the point.
I have a UIViewController that has two subviews in it. The top one (let's call it HeaderView from now one) is a custom UIView and the bottom one is a UITableView.
I have set them up in InterfaceBuilder so that the HeaderView has 0 margin from the left, top and right, plus it has a fixed height.
The UITableView is directly underneath with 0 margin from all sides.
My goal is to achieve a behaviour such that when I start scrolling the UITableView's content the HeaderView will start shrinking and the UITableView becomes higher without scrolling. This should go on until the HeaderView has reached a minimum height. After that the UITableView should start scrolling as normal. When scrolling down the effect should be reversed.
I have initially started this out using a UIScrollView instead of the UITableView and I have achieved the desired result. Here is how:
connect the UIScrollView to the outlet
#IBOutlet weak var scrollView: UIScrollView!
set the UIScrollViewDelegate in the controller's viewDidLoad() method
self.scrollView.delegate = self
and declared the UIViewController to conform to the protocol
intercept when the UIScrollView scrolls:
func scrollViewDidScroll(_ scrollView: UIScrollView) {
self.adjustScrolling(offset: scrollView.contentOffset.y, scrollView: scrollView)
}
in my adjustScrolling(offset:scrollView:) method the "magic" happens
Now let's look at what happens in this method.
private func adjustScrolling(offset: CGFloat, scrollView: UIScrollView) {
// bind value between 0 and max header scroll
let actualOffset: CGFloat = offset < 0 ? 0 : (offset >= self.maxHeaderScroll ? self.maxHeaderScroll : offset)
// avoid useless calculations
if (actualOffset == self.currentOffset) {
return
}
/**
* Apply the vertical scrolling to the header
*/
// Translate the header up to give more space to the scrollView
let headerTransform = CATransform3DTranslate(CATransform3DIdentity, 0, -(actualOffset), 0)
self.header.layer.transform = headerTransform
// Adjust header's subviews to new size
self.header.didScrollBy(actualOffset)
/**
* Apply the corrected vertical scrolling to the scrollView
*/
// Resize the scrollView to fill all empty space
let newScrollViewY = self.header.frame.origin.y + self.header.frame.height
scrollView.frame = CGRect(
x: 0,
y: newScrollViewY,
width: scrollView.frame.width,
height: scrollView.frame.height + (scrollView.frame.origin.y - newScrollViewY)
)
// Translate the scrollView's content view down to contrast scrolling
let scrollTransform = CATransform3DTranslate(CATransform3DIdentity, 0, (actualOffset), 0)
scrollView.subviews[0].layer.transform = scrollTransform
// Set bottom inset to show content hidden by translation
scrollView.contentInset = UIEdgeInsets(
top: 0,
left: 0,
bottom: actualOffset,
right: 0
)
self.currentOffset = actualOffset
}
If I haven't forgotten anything this should be enough to achieve the desired effect. Let me break it down:
I calculate the actualOffset binding it between 0 and self.MaxHeaderScroll which is just 67 (I think, it's calculated dynamically but this doesn't really matter)
If I see that the actualOffset hasn't changed since the last time this function was called I don't bother to aplly any changes. This avoids some useless calculations.
I apply the scrolling to the header by translating it up with a CATransform3DTranslate on just the y axis by negative actualOffset.
I call self.header.didScrollBy(actualOffset) so that the HeaderView can apply some visual changes internally. This doesn't concearn the question though.
I resize the scrollView so that it keeps 0 margin from top and bottom now that the HeaderView is higher up.
I translate down the scrollView's content by the same actualOffset amount to contrast the scrolling. This piece is essential to the correct visual effect that I want to achieve. If I didn't do this, the scrollView would still resize correctly but the content would start scrolling right away, which I don't want. It should only start scrolling once the HeaderView reaches it's minimum height.
I now set a bottom inset in the scrollView so that I am able to scroll it all the way to the end. Without this, the last part of the scrollView would be cut off since the scrollView itself would think it reached the end of it's content.
Lastly I store the actualOffset for later comparison
As I said, this works fine. The problem arises when I switch from a UIScrollView to a UITableView. I assumed it would work since UITableView inherits from UIScrollView.
The only piece of code that doesn't work is the number 6. I don't really know what is going wrong so I will just list everything I have found out and/or noticed. Hopefully someone will be able to help me out.
in the case of the UIScrollView, in point 6, the scrollView.subviews[0] refers to a view that holds all the content inside it. When I change to UITableView this subview seems to be of the type UITableViewWrapperView which I could not find any documentation about, nor does XCode recognize it as a valid class. This is already frustrating.
if in point 6 I also give some translation on the x axis (let's say of 50) I can see an initial very quick translation that is immediately brought back to 0. This only happens when the UITableView starts scrolling, it doesn't go on while scrolling.
I have tried changing the frame of the subview in point 6 to achieve the desired result. Although the scrolling is correct, the top cells start disappearing as I scroll the UITableView. I thin this is because I am using dequeueReusableCell(withIdentifier:for:) to instatiate the cells and the UITableView thinks that the top cells aren't visible when they actually are. I wasn't able to work around this problem.
I have tried setting the self.tableView.tableHeaderView to a UIView of the actualOffset height to contrast scrolling but this gave a weird effect where the cells would not scroll correctly and when the UITableView was brought back to the initial position, there would be a gap on top. No clue about this either.
I know there's a lot here so please don't hesitate asking for more details. Thank you in advance.
I made something like this recently, so heres how I achieved it:
Make a UIView with a height constraint constant and link this to your view/VC, have you UITableview constrained to the VC's view full screen behind the UIView.
Now set your UITableViews contentInset top to the starting height of your 'headerView' now, in the scrollViewDidScroll you adjust the constant until the height of the header is at its minimum.
Here is a demo
If you just run it, the blue area is your 'header' and the colored rows are just any cell. You can autolayout whatever you want in the blue area and it should auto size and everything

UITextView content offset changes after setting frame

I'm building a view that's very similar to the messages app - I have a subview at the bottom of the page with a UITextView in it and as the user types and reaches the end of the line the text view as well as the view containing it should expand upward.
The way I have it working is that in the textViewDidChange: method I call my layout function, and that does
CGFloat textViewWidth = 200;
CGFloat textViewHeight = [self.textView sizeThatFits:CGSizeMake(textViewWidth, 2000)].height;
[self resizeParentWithTextViewSize:CGSizeMake(textViewWidth, textViewHeight)];
// And then the resize parent method eventually calls
textView.frame = CGRectMake(10, 10, textViewWidth, textViewHeight);
The problem is that when typing at the end of line and the view expands, I end up with an arbitrary contentOffset.y of something like 10.5 on the text view so the text is all shifted up to the top of the view. Weirdly, it's alternating on every other line, so expanding the first time leaves the y content offset shifted up, then at the next line it's close to zero, then back to 10.5 on the next line, etc. (not sure if that's helpful or just a strange artifact of my values). I can set it back to zero afterwards but it looks terrible because there's a brief flash where the text has the offset value and then it gets shifted back to the middle.
I've read that it's usually better to use content insets for scroll views rather than changing the frame, but I don't get how to do that because I do need to change the frame size as well.
How can I resize the UITextView without this happening? I think I can get by with setting the text view not to be scrollable and that fixes the issue, but I'd like to understand what's going on.
The problem is that UITextView's scroll animation and your frame setting action were happened at the same time.
UITextView internally scrolls the texts you currently typing to visible when typed one more character at the end of the line or typed the new line character. But the scroll animation does not need because you are expanding the textview. Unfortunately we can't control textview's internal scroll action so the text scrolls to the top of the expanded textview weirdly. And that weird scroll makes unnecessary bottom padding too.
You can avoid this weird action very simply with overriding UITextView's setContentOffset:animated: like this.
Objective-C
- (void)setContentOffset:(CGPoint)contentOffset animated:(BOOL)animated {
[super setContentOffset:contentOffset animated:NO];
}
Swift
override func setContentOffset(_ contentOffset: CGPoint, animated: Bool) {
super.setContentOffset(contentOffset, animated: false)
}
This code avoids the auto sizing UITextView's unnecessary scroll animations and you can expand the size of the text view freely.
Setting textView.scrollable = NO lets me resize the text view without any strange offsets, that's the only way I've been able to figure out. And I guess it's not too much of a limitation for common scenarios, if you want the text view to be scrollable you probably don't need to resize it on the fly since the user can scroll around as the content changes.
I confronted the same issue: changing the UITextView's frame to fit its content had a side effect on the scroll position being wrong. The UITextView scrolled even when the contentSize was fitting the bounds.
I ended up with setting scrollEnabled to true and with rolling the content offset back if the UITextView is not actually scrollable
override var contentOffset: CGPoint {
didSet {
if iOS8 {
// here the contentOffset may become non zero whereas it shouldn't be
if !isContentScrollable && contentOffset.y > 0 {
contentOffset.y = 0
}
}
}
}
var isContentScrollable: Bool {
let result = ceil(contentSize.height) > ceil(height)
return result
}
Actually, I faced the same issue and found that actually this happens only when UITextView has any Autolayout constraints. If you will try to use UITextView without applying any Constraint then this will not happen and will work fine. but, as you apply Auto layout constraints it automatically scrolls to bottom. To deal with this I just add method
-(void)viewDidLayoutSubviews{
[super viewDidLayoutSubviews];
self.textView.contentOffset = CGPointZero;
}

Scrolling Issues in IOS

Scroll view did not set content size if I set it using a dynamic variable i.e.
scrollView.contentSize=CGSizeMake(320,scrollView.frame.origin.y+120);
the scroll view size remains same after calling above method.
But if I set it using a number (integer or float) it gets changed but it gives a very strange effect on scrolling. Picture of effect is attached.
scrollView.contentSize=CGSizeMake(320,1000);
This is not allowing me to post image anyways a strange effect appears.
How I can get rid of it?
Please tell Whats going wrong or what I am missing?
Now i have got rannking upto 11 the image for effect is given here.
Before Increasing Content Size:
After Increasing Content Size on Scrolling follwing effect appears:
Select the Scroll View and view its Size Inspector window. Observe that its size is 320 , 713 points (in my case). If you do not see the same
size as what I have, this is a good time to adjust the size so that it is the same as mine. You will
need to use this value in your code
(void)viewDidLoad {
scrollView.frame = CGRectMake(0, 0, 320, 460);
[scrollView setContentSize:CGSizeMake(320, 713)];
[super viewDidLoad];
}
i think you should use frame.height to achieve your goal
the content size must be greater then frame size of scroll view for scroll
and you are using y origin of scroll view so may be that's the problem.
scrollView.contentSize=CGSizeMake(320,scrollView.frame.size.height+120);
In this line:
scrollView.contentSize=CGSizeMake(320,scrollView.frame.origin.y+120);
You are setting the scroll view's contentsize's height to scrollView.frame.origin.y+120.
Means, if your scroll view's frame is x=40, y=40, width = 500, height = 500. Then the scrollView.frame.origin.y+120 will be equal to 40 + 120 = 160. Which is less than your scrollview's height. So your scroll view won't scroll to up or down.
In the second line:
scrollView.contentSize=CGSizeMake(320,1000);
You are scroll view's content size's height to 1000. That is greater than the scroll view's height so it'll scroll to up and down.
Finally.......
The issue was scroll view increases width of scroll view indicator which shows on the screnn while scrolling. You have two options to get rid of this.
Disable vertical or horizotnal indicators which one causing problem, but this may cause some problem with scroll view content size in my case it caused a problem last cell was not being viewed.
2.Let it appear but make it out of screen by the following code snippet.
[myScrollView setScrollIndicatorInsets:UIEdgeInsetsMake(0.0, 0.0, 0, 320.0)];
this is working perfectly but scroll indicator is gone out of screen.

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