I have a picture and some labels inside my cells. If I have more cells than what can fit on the page, scrolling down then back up loads a different image momentarily then loads the original photo. I have read around StackOverflow to see what would work in my case, but so far I can't find anything since my UITableView is inside a ViewController.
Here is how I load my content into my cell:
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCell(withIdentifier: "Cell", for: indexPath) as! PostTableViewCell
// Configure the cell...
let post = self.posts[indexPath.row] as! [String: AnyObject]
cell.titleLabel.text = post["title"] as? String
cell.priceLabel.text = post["price"] as? String
if let imageName = post["image"] as? String {
let imageRef = FIRStorage.storage().reference().child("images/\(imageName)")
imageRef.data(withMaxSize: 25 * 1024 * 1024, completion: { (data, error) -> Void in if error == nil {
let image = UIImage(data: data!)
UIView.animate(withDuration: 0.4, animations: {
cell.titleLabel.alpha = 1
cell.postImageView.alpha = 1
cell.priceLabel.alpha = 1
cell.postImageView.image = image
})
} else {
print("Error occured during image download: \(error?.localizedDescription)")
}
})
}
return cell
}
Is there any way I could change tableView.dequeueReusableCell to something different so this doesn't happen?
In your table view cell PostTableViewCell you need to implement the method
override func prepareForReuse() {
super.prepareForReuse()
self.postImageView.image = nil
// Set cell to initial state here, reset or set values
}
The cells are holding on to their old content
I think you run into problems because you update the cell inside the completion block. If the cell scrolls out of view before the completion block is run, it'll be reused for a different row, but you're still setting the image for the previous row.
Try this:
imageRef.data(withMaxSize: 25 * 1024 * 1024, completion: { (data, error) -> Void in if error == nil {
if let cell = self.tableView.cellForRow(at: indexPath) as? PostTableViewCell {
let image = UIImage(data: data!)
UIView.animate(withDuration: 0.4, animations: {
cell.titleLabel.alpha = 1
cell.postImageView.alpha = 1
cell.priceLabel.alpha = 1
cell.postImageView.image = image
}
})
Instead of relying on the cell still being visible, this will try to get it from the table view based on indexPath. If it's not visible any more, cellForRow(at:) will return nil.
I am trying to query images from parse, and when I open my app everything works correctly, but if I try and refresh I get this crash shown below...
Not too sure what is causing this...To explain a bit about how I have things set up :
I have a tableView with 1 cell, in that cell are three imageView connected to a collection Outlet. Then I am getting my images from parse and placing them in my imageViews, then in the numberOfRowsInSection I divide it by 3 so it doesn't repeat the image 3 times...!
Here's my code below:
var countries = [PFObject]()
override func viewDidLoad() {
super.viewDidLoad()
loadPosts()
// Do any additional setup after loading the view.
}
func loadPosts() {
PFUser.query()
// Build a parse query object
let query = PFQuery(className:"Post")
query.whereKey("user", equalTo: PFUser.currentUser()!)
query.orderByDescending("createdAt")
// Fetch data from the parse platform
query.findObjectsInBackgroundWithBlock {
(objects: [PFObject]?, error: NSError?) -> Void in
// The find succeeded now rocess the found objects into the countries array
if error == nil {
self.countries.removeAll(keepCapacity: true)
if let objects = objects {
self.countries = Array(objects.generate())
}
// reload our data into the collection view
self.tableView.reloadData()
} else {
// Log details of the failure
print("Error: \(error!) \(error!.userInfo)")
}
}
}
override func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int
{
return countries.count / 3
}
var counter = 0
override func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell
{
let cell = tableView.dequeueReusableCellWithIdentifier("cell2") as! bdbTableViewCell
for imageView in cell.threeImages {
let placeHolder = UIImage(named: "camera")
imageView.image = placeHolder
let finalImage = countries[counter++]["imageFile"]
finalImage!.getDataInBackgroundWithBlock {
(imageData: NSData?, error: NSError?) -> Void in
if error == nil {
if let imageData = imageData {
imageView.image = UIImage(data:imageData)
}
}
}}
return cell
}
If I understand your data, need to move to the spot in the array that has your country's first image, then iterate through the next 3 images.
Basically, you should move the counter declaration inside the function body and initialize it with the location of the first image. See the method definition below for the full implementation.
Your code works the first time by shear luck. Basically iOS will request the cell at row 1, and your counter will increment itself by getting images at index 0,1,and 2. Then iOS will request the cell at row 2, and it will pull images 3,4,5. The counter will keep incrementing. Then, when you refresh the table, the counter is still set to a number higher than the size of your images array, so you get a crash. You would also display image incorrectly if iOS for whatever reason asked for the cells in a different order. You need to use the indexPath.row parameter to get the right images.
Your code also does not account for additional images after the end of a multiple of 3. So if there are 17 images ,images 16 1nd 17 will not be given a row in the tableview. To correct that, add the following function:
func roundUp(value: Double) -> Int {
if value == Double(Int(value)) {
return Int(value)
} else if value < 0 {
return Int(value)
} else {
return Int(value) + 1
}
}
Then change the tableView's numberOfRowsInSection method to the following:
override func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int
{
return roundUp(Double(countries.count / 3.0))
}
Finally, in your cellForRowAtIndexPath function, you will have to handle potentially trying to look for an image past the size of your array:
func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell
{
var imageIndex = (indexPath.row * 3)
let cell = tableView.dequeueReusableCellWithIdentifier("cell2") as! bdbTableViewCell
for imageView in cell.threeImages {
let placeHolder = UIImage(named: "camera")
imageView.image = placeHolder
if imageIndex < countries.count
{
let finalImage = countries[imageIndex++]["imageFile"]
finalImage!.getDataInBackgroundWithBlock {
(imageData: NSData?, error: NSError?) -> Void in
if error == nil {
if let imageData = imageData {
imageView.image = UIImage(data:imageData)
}
}
}
}
return cell
}
I believe this will fix all of your problems. I do suggest you take a tutorial on how UITableView works, as well as how to step through your own code to troubleshoot. That way you can understand why your original attempt wouldn't work.
var counter = 0
should be reset before function
cellForRowAtIndexPath
Problem
You declared counter variable as static. That's why it is not being reset between cellForRowAtIndexPath calls but it gets incremented each time the method is invoked.
Solution:
Move counter declaration to the function body. Like below:
override func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
var counter = 0
let cell = tableView.dequeueReusableCellWithIdentifier("cell2") as! bdbTableViewCell
for imageView in cell.threeImages {
let placeHolder = UIImage(named: "camera")
imageView.image = placeHolder
let finalImage = countries[counter++]["imageFile"]
finalImage!.getDataInBackgroundWithBlock {
(imageData: NSData?, error: NSError?) -> Void in
if error == nil {
if let imageData = imageData {
imageView.image = UIImage(data:imageData)
}
}
}}
return cell
}
I have just started using swift. I am using blocks and NSOperationQueue to download the image in tableViewCell and in the completion handler I am returning the downloaded image. I am trying to update the cell as below.
func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
var cell = tableView.dequeueReusableCellWithIdentifier("itemCell", forIndexPath: indexPath) as! UITableViewCell
var itemImage = cell.viewWithTag(1000) as! UIImageView
var itemName = cell.viewWithTag(1001) as! UILabel
if let item = self.itemArray?[indexPath.row] {
itemImage.image = UIImage(named: "Placeholder.jpg")
getImageForItem(item, withCompletion: { (image) -> () in
if let cellToUpdate = tableView.cellForRowAtIndexPath(indexPath) {
var imageViewToUpdate = cellToUpdate.viewWithTag(1000) as! UIImageView
imageViewToUpdate.image = image
}
})
itemName.text = item.itemName
}
return cell
}
func getImageForItem(item: item, withCompletion completion:((image: UIImage) -> ())) {
if let image = self.imageCache.objectForKey(item.itemID) as? UIImage {
completion(image: image)
} else {
let request = item.getItemImage(ItemImageSize(rawValue: 2)!, withWidth: 100, shouldFetch: false, block: { (image, tempID) -> Void in
if image != nil {
self.imageCache.setObject(image, forKey: item.itemID)
if item.itemID == tempID {
completion(image: image)
}
}
})
if request != nil {
imageQueue.addOperation(request)
}
}
}
The problem I face is, I am getting the image successfully in the completion block of cellForRowAtIndexPath(), but, I fail to update the cell. For the above code, the downloaded image is applied to all the visible cells in the tableView, but, as I scroll down, I see only the placeholder image. Even I loose the loaded images to placeholder image on scrolling back.
On debugging, I found that
if let cellToUpdate = tableView.cellForRowAtIndexPath(indexPath) {
var imageViewToUpdate = cellToUpdate.viewWithTag(1000) as! UIImageView
imageViewToUpdate.image = image
}
loop is called for the visible cells only first time. But not called again on scrolling. What am I missing?
I sorted out myself. I added one more argument, indexPath to track it.
getImageForItem(item, indexPath: indexPath, withCompletion: { (image, imageIndexPath) -> () in
if Set<NSIndexPath>(tableView.indexPathsForVisibleRows() as! [NSIndexPath]).contains(imageIndexPath) {
itemImage.image=image
}
})
That gave me the perfect solution
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!
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.