Warning: UICollectionViewFlowLayout has cached frame mismatch for index path 'abc' - ios

This is the code causing the warning:
private override func layoutAttributesForItemAtIndexPath(indexPath: NSIndexPath) -> UICollectionViewLayoutAttributes? {
let attributes = super.layoutAttributesForItemAtIndexPath(indexPath)
let distance = CGRectGetMidX(attributes!.frame) - self.midX;
var transform = CATransform3DIdentity;
transform = CATransform3DTranslate(transform, -distance, 0, -self.width);
attributes!.transform3D = CATransform3DIdentity;
return attributes
}
The console also prints:
This is likely occurring because the flow layout "xyz" is modifying attributes returned by UICollectionViewFlowLayout without copying them.
How do I fix this warning?

This is likely occurring because the flow layout "xyz" is modifying attributes returned by UICollectionViewFlowLayout without copying them
And sure enough, that's just what you are doing:
private override func layoutAttributesForItemAtIndexPath(indexPath: NSIndexPath) -> UICollectionViewLayoutAttributes? {
let attributes = super.layoutAttributesForItemAtIndexPath(indexPath)
let distance = CGRectGetMidX(attributes!.frame) - self.midX;
var transform = CATransform3DIdentity;
transform = CATransform3DTranslate(transform, -distance, 0, -self.width);
attributes!.transform3D = CATransform3DIdentity;
return attributes
}
I expect that if you simply say:
let attributes =
super.layoutAttributesForItemAtIndexPath(indexPath).copy()
as! UICollectionViewLayoutAttributes
or similar, the problem will go away.

In addition to the great answer above.
I know the example code is written in swift, but I thought that it can be helpful to have the Objective-C version.
For Objective-C, this won't work, because the copy function does only a shallow copy. You will have to do this:
NSArray * original = [super layoutAttributesForElementsInRect:rect];
NSArray * attributes = [[NSArray alloc] initWithArray:original copyItems:YES];
I have added a temp variable for readability.

I had this issue when overriding layoutAttributesForElementsInRect. Iterating through each element in the super.layoutAttributesForElementsInRect(rect) array and calling copy wasn't working for me, so I ended up falling back on Foundation classes and using NSArray's copyItems:
override func layoutAttributesForElementsInRect(rect: CGRect) -> [UICollectionViewLayoutAttributes]? {
// unwrap super's attributes
guard let superArray = super.layoutAttributesForElementsInRect(rect) else { return nil }
// copy items
guard let attributes = NSArray(array: superArray, copyItems: true) as? [UICollectionViewLayoutAttributes] else { return nil }
// modify attributes
return attributes
}

It's not the answer to original question, but can help for layoutAttributesForElements(in rect: CGRect) (Swift 3.0):
let safeAttributes = super.layoutAttributesForElements(in: rect)?.map { $0.copy() as! UICollectionViewLayoutAttributes }
safeAttributes?.forEach { /* do something with attributes*/ }

Adding to #Georgi answer
<NSCopying> must be conformed and add copy message call to layoutAttributesForItemAtIndexPath
UICollectionViewLayoutAttributes* attributes = [[super layoutAttributesForItemAtIndexPath:indexPath] copy];

Updated response for Swift 3!
for func layoutAttributesForElements
override func layoutAttributesForElements(in rect: CGRect) -> [UICollectionViewLayoutAttributes]? {
guard let attributes = super.layoutAttributesForElements(in: rect) else {
return nil
}
guard let attributesToReturn = attributes.map( { $0.copy() }) as? [UICollectionViewLayoutAttributes] else {
return nil
}
return attributesToReturn
}
for func layoutAttributesForItem
override func layoutAttributesForItem(at indexPath: IndexPath) -> UICollectionViewLayoutAttributes? {
guard let currentItemAttributes = super.layoutAttributesForItem(at: indexPath)?.copy() as? UICollectionViewLayoutAttributes else {
return nil
}
return currentItemAttributes
}
If you override both function, you have to call copy on both function!
Good coding!

I have subclassed UICollectionViewFlowLayout. Inside layoutAttributesForElementsInRect() I did this change:
change from
guard let attributesForItem: UICollectionViewLayoutAttributes = self.layoutAttributesForItemAtIndexPath(indexPath) else {
return
}
change to
guard let attributesForItem = self.layoutAttributesForItemAtIndexPath(indexPath)?.copy() as? UICollectionViewLayoutAttributes else {
return
}

Related

Reload CollectionView Cell with custom UICollectionViewFlowLayout

I have a custom UICollectionViewFlowLayout which lays out items with a left-aligned format.
LAYOUT
override func layoutAttributesForElements(in rect: CGRect) -> [UICollectionViewLayoutAttributes]? {
var newAttributesArray = [UICollectionViewLayoutAttributes]()
let superAttributesArray = super.layoutAttributesForElements(in: rect)!
guard let attributesToReturn = superAttributesArray.map( { $0.copy() }) as? [UICollectionViewLayoutAttributes] else {
return nil
}
for (index, attributes) in attributesToReturn.enumerated() {
if index == 0 || attributesToReturn[index - 1].frame.origin.y != attributes.frame.origin.y {
attributes.frame.origin.x = sectionInset.left
} else {
let previousAttributes = attributesToReturn[index - 1]
let previousFrameRight = previousAttributes.frame.origin.x + previousAttributes.frame.width
attributes.frame.origin.x = previousFrameRight + minimumInteritemSpacing
}
newAttributesArray.append(attributes)
}
return attributesToReturn
}
When I reload a cell that is not the first in the horizontal line, the cell tried performs peculiarly is in the below illustration. I believe this is a layout issue. Reloading a cell that's first does not act this way.
RELOAD METHOD
func selectedInterest(for cell: InterestCell) {
guard let indexPath = mainView.collectionView.indexPath(for: cell),
let documentID = cell.interest?.documentID,
let isSaved = cell.interest?.isSaved else { return }
var interest = self.interests[indexPath.item]
interest.isSaved = !isSaved
self.interests[indexPath.item] = interest
self.mainView.collectionView.collectionViewLayout.invalidateLayout()
self.mainView.collectionView.reloadItems(at: [indexPath])
}
I have tried to invalidate the layout before reloading however this has no effect.

Swift CollectionView Deselection not working

I am using a custom UICollectionViewFlowLayout class to achieve multi-scroll behaviour of scroll view. No problem in that.
But to make custom selection and deselection, I need to use custom code inside shouldSelectItemAt function for proper selection/deselection.
Here is the code for it:
Inside MyCustomCollectionViewController:
func collectionView(_ collectionView: UICollectionView, shouldSelectItemAt indexPath: IndexPath) -> Bool {
if(collectionView == customContentCollectionView){
let cell:MyContentCell = collectionView.cellForItem(at: indexPath)! as! MyCollectionViewController.MyContentCell
if(self.bubbleArray[indexPath.section][indexPath.item].umid != ""){
// DESELECTION LOGIC
if(previouslySelectedIndex != nil){
let (bubbleBorder, bubbleFill) = getBubbleColor(selected: false)
// following line is error prone (executes but may or may not fetch the cell, sometimes deselect sometimes doesn't)
let prevCell = try collectionView.cellForItem(at: previouslySelectedIndex) as? MyCollectionViewController.MyContentCell
prevCell?.shapeLayer.strokeColor = bubbleBorder.cgColor
prevCell?.shapeLayer.fillColor = bubbleFill.cgColor
prevCell?.shapeLayer.shadowOpacity = 0.0
prevCell?.labelCount.textColor = bubbleBorder
}
previouslySelectedIndex = []
previouslySelectedIndex = indexPath
// SELECTION LOGIC
if(self.bubbleArray[indexPath.section][indexPath.item].interactions != ""){
let (bubbleBorder, bubbleFill) = getBubbleColor(selected: true)
cell.shapeLayer.strokeColor = bubbleBorder.cgColor
cell.shapeLayer.fillColor = bubbleFill.cgColor
cell.shapeLayer.shadowOffset = CGSize(width: 0, height: 2)
cell.shapeLayer.shadowOpacity = 8
cell.shapeLayer.shadowRadius = 2.0
cell.labelCount.textColor = UIColor.white
}
}
return false
}
return true
}
The code for MyContentCell:
class MyContentCell: UICollectionViewCell{ // CODE TO CREATE CUSTOM CELLS
var gradient = CAGradientLayer()
var shapeLayer = CAShapeLayer()
var horizontalLine = UIView()
var verticalLeftLine = UIView()
required init(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)!
setup()
}
override init(frame: CGRect) {
super.init(frame: frame)
setup()
}
let labelCount: UILabel = {
let myLabel = UILabel()
return myLabel
}()
func setup(){ // initializing cell components here as well as later in cellForItemAt method
............
}
override func prepareForReuse() {
self.shapeLayer.fillColor = UIColor.white.cgColor
self.shapeLayer.shadowOpacity = 0.0
}
}
May be the problem is, when a cell is selected and just dragged out of screen, its perhaps might not being destroyed, that's why the prepare for reuse function is not tracking it to make the deselection. So kindly tell me how to deselect a cell which is just gone outside the screen (visible index)?
You need to invalidate layout
collectionView?.collectionViewLayout.invalidateLayout()

Custom Cell Reorder Behavior in CollectionView

I am able to reorder my collectionView like so:
However, instead of all cells shifting horizontally, I would just like to swap with the following behavior (i.e. with less shuffling of cells):
I have been playing with the following delegate method:
func collectionView(_ collectionView: UICollectionView, targetIndexPathForMoveFromItemAt originalIndexPath: IndexPath, toProposedIndexPath proposedIndexPath: IndexPath) -> IndexPath
however, I am unsure how I can achieve custom reordering behavior.
I managed to achieve this by creating a subclass of UICollectionView and adding custom handling to interactive movement. While looking at possible hints on how to solve your issue, I've found this tutorial : http://nshint.io/blog/2015/07/16/uicollectionviews-now-have-easy-reordering/.
The most important part there was that interactive reordering can be done not only on UICollectionViewController. The relevant code looks like this :
var longPressGesture : UILongPressGestureRecognizer!
override func viewDidLoad() {
super.viewDidLoad()
// rest of setup
longPressGesture = UILongPressGestureRecognizer(target: self, action: #selector(ViewController.handleLongGesture(_:)))
self.collectionView?.addGestureRecognizer(longPressGesture)
}
func handleLongGesture(gesture: UILongPressGestureRecognizer) {
switch(gesture.state) {
case UIGestureRecognizerState.Began:
guard let selectedIndexPath = self.collectionView?.indexPathForItemAtPoint(gesture.locationInView(self.collectionView)) else {
break
}
collectionView?.beginInteractiveMovementForItemAtIndexPath(selectedIndexPath)
case UIGestureRecognizerState.Changed:
collectionView?.updateInteractiveMovementTargetPosition(gesture.locationInView(gesture.view!))
case UIGestureRecognizerState.Ended:
collectionView?.endInteractiveMovement()
default:
collectionView?.cancelInteractiveMovement()
}
}
This needs to be inside your view controller in which your collection view is placed. I don't know if this will work with UICollectionViewController, some additional tinkering may be needed. What led me to subclassing UICollectionView was realisation that all other related classes/delegate methods are informed only about the first and last index paths (i.e. the source and destination), and there is no information about all the other cells that got rearranged, so It needed to be stopped at the core.
SwappingCollectionView.swift :
import UIKit
extension UIView {
func snapshot() -> UIImage {
UIGraphicsBeginImageContext(self.bounds.size)
self.layer.renderInContext(UIGraphicsGetCurrentContext()!)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image
}
}
extension CGPoint {
func distanceToPoint(p:CGPoint) -> CGFloat {
return sqrt(pow((p.x - x), 2) + pow((p.y - y), 2))
}
}
struct SwapDescription : Hashable {
var firstItem : Int
var secondItem : Int
var hashValue: Int {
get {
return (firstItem * 10) + secondItem
}
}
}
func ==(lhs: SwapDescription, rhs: SwapDescription) -> Bool {
return lhs.firstItem == rhs.firstItem && lhs.secondItem == rhs.secondItem
}
class SwappingCollectionView: UICollectionView {
var interactiveIndexPath : NSIndexPath?
var interactiveView : UIView?
var interactiveCell : UICollectionViewCell?
var swapSet : Set<SwapDescription> = Set()
var previousPoint : CGPoint?
static let distanceDelta:CGFloat = 2 // adjust as needed
override func beginInteractiveMovementForItemAtIndexPath(indexPath: NSIndexPath) -> Bool {
self.interactiveIndexPath = indexPath
self.interactiveCell = self.cellForItemAtIndexPath(indexPath)
self.interactiveView = UIImageView(image: self.interactiveCell?.snapshot())
self.interactiveView?.frame = self.interactiveCell!.frame
self.addSubview(self.interactiveView!)
self.bringSubviewToFront(self.interactiveView!)
self.interactiveCell?.hidden = true
return true
}
override func updateInteractiveMovementTargetPosition(targetPosition: CGPoint) {
if (self.shouldSwap(targetPosition)) {
if let hoverIndexPath = self.indexPathForItemAtPoint(targetPosition), let interactiveIndexPath = self.interactiveIndexPath {
let swapDescription = SwapDescription(firstItem: interactiveIndexPath.item, secondItem: hoverIndexPath.item)
if (!self.swapSet.contains(swapDescription)) {
self.swapSet.insert(swapDescription)
self.performBatchUpdates({
self.moveItemAtIndexPath(interactiveIndexPath, toIndexPath: hoverIndexPath)
self.moveItemAtIndexPath(hoverIndexPath, toIndexPath: interactiveIndexPath)
}, completion: {(finished) in
self.swapSet.remove(swapDescription)
self.dataSource?.collectionView(self, moveItemAtIndexPath: interactiveIndexPath, toIndexPath: hoverIndexPath)
self.interactiveIndexPath = hoverIndexPath
})
}
}
}
self.interactiveView?.center = targetPosition
self.previousPoint = targetPosition
}
override func endInteractiveMovement() {
self.cleanup()
}
override func cancelInteractiveMovement() {
self.cleanup()
}
func cleanup() {
self.interactiveCell?.hidden = false
self.interactiveView?.removeFromSuperview()
self.interactiveView = nil
self.interactiveCell = nil
self.interactiveIndexPath = nil
self.previousPoint = nil
self.swapSet.removeAll()
}
func shouldSwap(newPoint: CGPoint) -> Bool {
if let previousPoint = self.previousPoint {
let distance = previousPoint.distanceToPoint(newPoint)
return distance < SwappingCollectionView.distanceDelta
}
return false
}
}
I do realize that there is a lot going on there, but I hope everything will be clear in a minute.
Extension on UIView with helper method to get a snapshot of a cell.
Extension on CGPoint with helper method to calculate distance between two points.
SwapDescription helper structure - it is needed to prevent multiple swaps of the same pair of items, which resulted in glitchy animations. Its hashValue method could be improved, but was good enough for the sake of this proof of concept.
beginInteractiveMovementForItemAtIndexPath(indexPath: NSIndexPath) -> Bool - the method called when the movement begins. Everything gets setup here. We get a snapshot of our cell and add it as a subview - this snapshot will be what the user actually drags on screen. The cell itself gets hidden. If you return false from this method, the interactive movement will not begin.
updateInteractiveMovementTargetPosition(targetPosition: CGPoint) - method called after each user movement, which is a lot. We check if the distance from previous point is small enough to swap items - this prevents issue when the user would drag fast across screen and multiple items would get swapped with non-obvious results. If the swap can happen, we check if it is already happening, and if not we swap two items.
endInteractiveMovement(), cancelInteractiveMovement(), cleanup() - after the movement ends, we need to restore our helpers to their default state.
shouldSwap(newPoint: CGPoint) -> Bool - helper method to check if the movement was small enough so we can swap cells.
This is the result it gives :
Let me know if this is what you needed and/or if you need me to clarify something.
Here is a demo project.
Swift 5 solution of #Losiowaty solution:
var longPressGesture : UILongPressGestureRecognizer!
override func viewDidLoad()
{
super.viewDidLoad()
// rest of setup
longPressGesture = UILongPressGestureRecognizer(target: self, action: #selector(handleLongGesture))
self.collectionView?.addGestureRecognizer(longPressGesture)
}
#objc func handleLongGesture(gesture: UILongPressGestureRecognizer)
{
switch(gesture.state)
{
case UIGestureRecognizerState.began:
guard let selectedIndexPath = self.collectionView?.indexPathForItem(at: gesture.location(in: self.collectionView)) else {
break
}
collectionView?.beginInteractiveMovementForItem(at: selectedIndexPath)
case UIGestureRecognizerState.changed:
collectionView?.updateInteractiveMovementTargetPosition(gesture.location(in: gesture.view!))
case UIGestureRecognizerState.ended:
collectionView?.endInteractiveMovement()
default:
collectionView?.cancelInteractiveMovement()
}
}
import UIKit
extension UIView {
func snapshot() -> UIImage {
UIGraphicsBeginImageContext(self.bounds.size)
self.layer.render(in: UIGraphicsGetCurrentContext()!)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image!
}
}
extension CGPoint {
func distanceToPoint(p:CGPoint) -> CGFloat {
return sqrt(pow((p.x - x), 2) + pow((p.y - y), 2))
}
}
struct SwapDescription : Hashable {
var firstItem : Int
var secondItem : Int
var hashValue: Int {
get {
return (firstItem * 10) + secondItem
}
}
}
func ==(lhs: SwapDescription, rhs: SwapDescription) -> Bool {
return lhs.firstItem == rhs.firstItem && lhs.secondItem == rhs.secondItem
}
class SwappingCollectionView: UICollectionView {
var interactiveIndexPath : IndexPath?
var interactiveView : UIView?
var interactiveCell : UICollectionViewCell?
var swapSet : Set<SwapDescription> = Set()
var previousPoint : CGPoint?
static let distanceDelta:CGFloat = 2 // adjust as needed
override func beginInteractiveMovementForItem(at indexPath: IndexPath) -> Bool
{
self.interactiveIndexPath = indexPath
self.interactiveCell = self.cellForItem(at: indexPath)
self.interactiveView = UIImageView(image: self.interactiveCell?.snapshot())
self.interactiveView?.frame = self.interactiveCell!.frame
self.addSubview(self.interactiveView!)
self.bringSubviewToFront(self.interactiveView!)
self.interactiveCell?.isHidden = true
return true
}
override func updateInteractiveMovementTargetPosition(_ targetPosition: CGPoint) {
if (self.shouldSwap(newPoint: targetPosition))
{
if let hoverIndexPath = self.indexPathForItem(at: targetPosition), let interactiveIndexPath = self.interactiveIndexPath {
let swapDescription = SwapDescription(firstItem: interactiveIndexPath.item, secondItem: hoverIndexPath.item)
if (!self.swapSet.contains(swapDescription)) {
self.swapSet.insert(swapDescription)
self.performBatchUpdates({
self.moveItem(at: interactiveIndexPath as IndexPath, to: hoverIndexPath)
self.moveItem(at: hoverIndexPath, to: interactiveIndexPath)
}, completion: {(finished) in
self.swapSet.remove(swapDescription)
self.dataSource?.collectionView?(self, moveItemAt: interactiveIndexPath, to: hoverIndexPath)
self.interactiveIndexPath = hoverIndexPath
})
}
}
}
self.interactiveView?.center = targetPosition
self.previousPoint = targetPosition
}
override func endInteractiveMovement() {
self.cleanup()
}
override func cancelInteractiveMovement() {
self.cleanup()
}
func cleanup() {
self.interactiveCell?.isHidden = false
self.interactiveView?.removeFromSuperview()
self.interactiveView = nil
self.interactiveCell = nil
self.interactiveIndexPath = nil
self.previousPoint = nil
self.swapSet.removeAll()
}
func shouldSwap(newPoint: CGPoint) -> Bool {
if let previousPoint = self.previousPoint {
let distance = previousPoint.distanceToPoint(p: newPoint)
return distance < SwappingCollectionView.distanceDelta
}
return false
}
}
if you want to track numbers of cells being dragged like this behaviour:
#objc func handleLongPressGesture(_ gesture: UILongPressGestureRecognizer) {
switch gesture.state {
case .began:
guard let targetIndexPath = reorderCollectionView.indexPathForItem(at: gesture.location(in: reorderCollectionView)) else {
return
}
reorderCollectionView.beginInteractiveMovementForItem(at: targetIndexPath)
case .changed:
reorderCollectionView.updateInteractiveMovementTargetPosition(gesture.location(in: reorderCollectionView))
reorderCollectionView.performBatchUpdates {
self.reorderCollectionView.visibleCells.compactMap { $0 as? ReorderCell}
.enumerated()
.forEach { (index, cell) in
cell.countLabel.text = "\(index + 1)"
}
}
case .ended:
reorderCollectionView.endInteractiveMovement()
default:
reorderCollectionView.cancelInteractiveMovement()
}
}

UIImage created with animatedImageWithImages have bugs?

Recently I found sometimes my gif image not shown. So I write a test code for it:
import UIKit
import ImageIO
extension UIImage {
static func gifImageArray(data: NSData) -> [UIImage] {
let source = CGImageSourceCreateWithData(data, nil)!
let count = CGImageSourceGetCount(source)
if count <= 1 {
return [UIImage(data: data)!]
} else {
var images = [UIImage](); images.reserveCapacity(count)
for i in 0..<count {
let image = CGImageSourceCreateImageAtIndex(source, i, nil)!
images.append( UIImage(CGImage: image) )
}
return images;
}
}
static func gifImage(data: NSData) -> UIImage? {
let gif = gifImageArray(data)
if gif.count <= 1 {
return gif[0]
} else {
return UIImage.animatedImageWithImages(gif, duration: NSTimeInterval(gif.count) * 0.1)
}
}
}
class ViewController: UIViewController, UITableViewDataSource, UITableViewDelegate {
let _gifData : NSData = NSData(contentsOfURL: NSURL(string: "https://upload.wikimedia.org/wikipedia/commons/d/d3/Newtons_cradle_animation_book_2.gif")!)!
lazy var _gifImageArray : [UIImage] = UIImage.gifImageArray(self._gifData)
lazy var _gifImage : UIImage = UIImage.gifImage(self._gifData)!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
let table = UITableView(frame: self.view.bounds, style: .Plain)
table.dataSource = self
table.delegate = self
self.view.addSubview(table)
}
func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return 1000;
}
func numberOfSectionsInTableView(tableView: UITableView) -> Int {
return 1;
}
func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let identifier = "cell"
var cell : UITableViewCell! = tableView.dequeueReusableCellWithIdentifier(identifier);
if cell == nil {
cell = UITableViewCell(style: .Default, reuseIdentifier: identifier)
}
if let imageView = cell.imageView {
/** 1. use the same UIImage object created by animatedImageWithImages
the image disappear when reuse, and when touching cell, it reappear. */
imageView.image = self._gifImage
/** 2. create different UIImage by using same image array. this still not work */
// imageView.image = UIImage.animatedImageWithImages(self._gifImageArray, duration: NSTimeInterval(self._gifImageArray.count) * 0.1)
/** 3. create different UIImage from data, this seems work
but use a lot of memories. and seems it has performance issue. */
// imageView.image = UIImage.gifImage(self._gifData)
/** 4. use same image array as imageView's animationImages.
this kind works, but have different api than just set image.
and when click on cell, the animation stops. */
// imageView.image = self._gifImageArray[0]
// imageView.animationImages = self._gifImageArray
// imageView.startAnimating()
}
return cell
}
}
Notice in the cellForRowAtIndexPath: method, I tried different way to set imageView.
when I po object in lldb, I notice the animated imageView have a CAKeyframeAnimation. does this makes a tip?
How can I make the gif shown perfectly? Any suggestion would be helpful.
Here is a preview: after scroll, gif disappear, and reappear when touch
After I tried many times, I have finally figured out that I need to change:
imageView.image = self._gifImage
to:
imageView.image = nil // this is the magical!
imageView.image = self._gifImage
just set image to nil before set to new image, and the animation work!! It's just like a magical!
This is definitely apple's bug.
try by replacing imageView with myImageview or other name because cell have default imageView property so when you call cell.imageView then it returns cell's default imageview i think. so change your cell's imageview's variable name. hope this will help :)
maybe image class need SDAnimatedImage instead of UIImage

How to Stop UI thread until Network Thread Completes?

I am displaying some data from JSON into my AccordionView. The problem is that my View thread completes executing before my Network Thread. So I Can't populate the Data which I get from the Array to my AccordionView.
So it shows that Array index out of range exception. I also tried using the reloadData Method But it is of no use.
I researched this issue and found about GCD. I can't figure out how to use GCD for this issue.
This is the AccordionView Library.
import UIKit
import Alamofire
import SwiftyJSON
var CourseIdinController : String!
var CourseDescriptionC: String!
var ChapNameC : [String] = []
var titleLabel : UILabel?
class CoursePageController: UIViewController {
#IBOutlet weak var courseDesc: UITextView!
var CourseName : String!
var ChapName : [String] = []
var LessonName : [String] = []
var myAccordionView : MKAccordionView?
override func viewDidLoad() {
super.viewDidLoad()
self.title = CourseName
self.courseDesc.text = CourseDescriptionC
self.courseDesc.setContentOffset(CGPointZero, animated: true)
view.bounds.size.height = 450.0
myAccordionView = MKAccordionView(frame: CGRectMake(0, 111, CGRectGetWidth(view.bounds), CGRectGetHeight(view.bounds)));
println(ChapNameC.count)
myAccordionView!.delegate = self;
myAccordionView!.dataSource = self;
view.addSubview(myAccordionView!);
getData()
getlData()
}
func getData(){
Alamofire.request(.GET, "http://www.wgve.com/index.php/capp/get_chapter_by_course_id/\(CourseIdinController)")
.responseJSON { (_, _, data, _) in
let json = JSON(data!)
let catCount = json.count
for index in 0...catCount-1 {
let cname = json[index]["CHAPTER_NAME"].string
self.ChapName.append(cname!)
println(self.ChapName[index])
}
self.myAccordionView!.tableView?.reloadData()
}}
func getlData(){
Alamofire.request(.GET, "http://www.wgve.com/index.php/capp/get_lesson_by_course_id/\(CourseIdinController)")
.responseJSON { (_, _, data, _) in
let json = JSON(data!)
let catCount = json.count
for index in 0...catCount-1 {
let cname = json[index]["LESSON_NAME"].string
self.LessonName.append(cname!)
}
self.myAccordionView!.tableView?.reloadData()
}}
func accordionView(accordionView: MKAccordionView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
var cell : UITableViewCell? = UITableViewCell(style: UITableViewCellStyle.Subtitle, reuseIdentifier: nil)
//cell?.imageView = UIImageView(image: UIImage(named: "lightGrayBarWithBluestripe"))
// Background view
var bgView : UIView? = UIView(frame: CGRectMake(0, 0, CGRectGetWidth(accordionView.bounds), 50))
var bgImageView : UIImageView! = UIImageView(image: UIImage(named: "lightGrayBarWithBluestripe"))
bgImageView.frame = (bgView?.bounds)!
bgImageView.contentMode = UIViewContentMode.ScaleToFill
bgView?.addSubview(bgImageView)
cell?.backgroundView = bgView
// You can assign cell.selectedBackgroundView also for selected mode
cell?.textLabel?.text = LessonName[0]
return cell!
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
// MARK: - Implemention of MKAccordionViewDatasource method
extension CoursePageController : MKAccordionViewDatasource {
func numberOfSectionsInAccordionView(accordionView: MKAccordionView) -> Int {
println(ChapName.count)
return ChapName.count
}
func accordionView(accordionView: MKAccordionView, numberOfRowsInSection section: Int) -> Int {
println(LessonName.count)
return LessonName.count
}
}
// MARK: - Implemention of MKAccordionViewDatasource method
extension CoursePageController : MKAccordionViewDatasource {
func numberOfSectionsInAccordionView(accordionView: MKAccordionView) -> Int {
return ChapName.count
}
func accordionView(accordionView: MKAccordionView, numberOfRowsInSection section: Int) -> Int {
return LessonName.count
}
}
// MARK: - Implemention of MKAccordionViewDelegate method
extension CoursePageController : MKAccordionViewDelegate {
func accordionView(accordionView: MKAccordionView, heightForRowAtIndexPath indexPath: NSIndexPath) -> CGFloat {
return 50
}
func accordionView(accordionView: MKAccordionView, heightForHeaderInSection section: Int) -> CGFloat {
return 50
}
func accordionView(accordionView: MKAccordionView, viewForHeaderInSection section: Int, isSectionOpen sectionOpen: Bool) -> UIView? {
var view : UIView! = UIView(frame: CGRectMake(0, 0, CGRectGetWidth(accordionView.bounds), 50))
// Background Image
var bgImageView : UIImageView = UIImageView(frame: view.bounds)
bgImageView.image = UIImage(named: ( sectionOpen ? "grayBarSelected" : "grayBar"))!
view.addSubview(bgImageView)
// Arrow Image
var arrowImageView : UIImageView = UIImageView(frame: CGRectMake(15, 15, 20, 20))
arrowImageView.image = UIImage(named: ( sectionOpen ? "close" : "open"))!
view.addSubview(arrowImageView)
// Title Label
titleLabel = UILabel(frame: CGRectMake(50, 0, CGRectGetWidth(view.bounds) - 120, CGRectGetHeight(view.bounds)))
if (ChapName.count != 0) {
let count = ChapName.count
for index in 0...count-1 {
titleLabel!.text = self.ChapName[index]
}
}
titleLabel!.textColor = UIColor.whiteColor()
view.addSubview(titleLabel!)
return view
}
}
Note:
It shows me error because the ChapName & lesson name array are Empty. If i Hardcode the values. It prints both the array's in my console.
May be the accordionView doesn't support the reload Method?
or Where am I Going Wrong ?
UPDATE
numberOfSectionsInAccordionView throws Error like this fatal error: Can't form Range with end < start which on line 233
Refer this link
2.The titleLabel returns only the last item in the Array. I don't know Why ?
You should make sure all your json data is successfully stored into an array "accordionDataArray" before you attempt to reload it.
ATTENTION : make sure that the datasource methods numberOfRowsInSection and numberOfSectionsInAccordionView rely on the accordionDataArray content (or whatever Array you have) to determine the number of sections and rows of the accordion.
P.S. Anyway Why would you reload the content of the accordion in a loop?
Do this instead:
for index in 0...catCount-1 {
let cname = json[index]["CHAPTER_NAME"].string
self.ChapName.append(cname!)
println(self.ChapName[index])
}
self.myAccordionView!.tableView?.reloadData()
UPDATE:
To get passed the fact that ChapName & lessonName array are asked for some value when they are Empty , you need to check that like this whenever they occur:
if (ChapName.count != 0) {
titleLabel!.text = self.ChapName[0]
}
if (LessonName.count != 0){
// do something
}
Make sure you update your code and test. In the method:
func accordionView(accordionView: MKAccordionView, viewForHeaderInSection section: Int, isSectionOpen sectionOpen: Bool) -> UIView? {
[...]
if (ChapName.count != 0) {
titleLabel!.text = self.ChapName[0]
}
[...]
}
UPDATE 2: The library you are using doesn't seem to allow the number of sections to be 0. I suggest you contact the library's owner if you can't make sure that the number of section is at least 1.
Regarding to your other issue with titleLabel being always the last item of the array you need to change this:
if (ChapName.count != 0) {
let count = ChapName.count
for index in 0...count-1 {
titleLabel!.text = self.ChapName[index]
}
}
into this:
titleLabel!.text = self.ChapName[section]
About why the code above does not work:
numberOfRowsInSection returns a hardcoded value, regardless of the JSON response.
About stopping the UI thread:
We are somewhat glad you can't do that. GCD helps you to share processor time efficiently, the exact opposite of holding the UI thread hostage. Image the consequence if somehow your network thread would hang. What would happen to the UI thread? Don't do it.
Solutions: Your make your UI thread clever enough to handle absence of datum. i.e. do not return hardcoded counts for sections or cells. When you receive data, update your records (the model), send a refresh message to the UI (such as reloadData in UITableView).

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