Universal App: Getting Table View To Fill Whole Screen - ios

I have two table views, both without table view controllers, I have a view controller that's taking care of both of them.
The problem is that I'm getting weird scalings of the tables on different devices. It seems to be almost perfect on the iPhone 4 simulator. The table looks almost ridiculous on any iPad simulator.
My Table Views View settings look like this:
scale to fill
I tried changing the launch images to see if that would have any impact on scaling/zooming/etc, but that didn't really seem to change anything.
How Can I Get My Table Views To Automatically Fill The Whole Screen On A Universal App?
edit:
alignment constraints are disabled:

If you are using the autolayout give constaints to table view as leading, trailing, top & bottom. It will change its size as per device.

You need to set the frame of the table view to occupy the whole screen
UITableView tableView = [[UITableView alloc] initWithFrame:self.view.bounds];

Related

Set max height of UITableView

on the iPhone 5s it seems as though the last item of a specific list shown using UITableView goes slightly off screen and unable to select. Is their any simple way to prevent the tableview from displaying contents offscreen besides checking overtime data is reloaded and the current height of the view?
EDIT: This is all done programmatically and all other tableviews display correctly on the 5s I have tried fiddling with constraints but could not see a difference.
It sounds like your issue has to do with constraints. I'm not sure whether you're using a storyboard to build the view or not, but probably what you need to do is constrain the table view to the bottom of its superview.

How do I get a button to position on the bottom of a view controller in Xcode 7.2?

I used to be able to do this:
UIButton *bigBottomBtn=[[UIButton alloc]initWithFrame:CGRectMake(0, self.view.frame.size.height-60, self.view.frame.size.width, 60)];
I also used to be able to just drag a button onto a storyboard and add a constraint that would hold it to the bottom of the parent.
What is going on with Xcode, Autolayout and Apple for that matter....is my Xcode not working properly? Have I missed a major memo? is Apple just going downhill fast?
Your button-creating code used to work (and still does) if self.view's frame was correct at the time you created the button. Note that the view doesn't necessarily come out of the xib or storyboard with the correct frame; the xib/storyboard contains the view at some design size which might not match the current device. This wasn't as much of a problem when all iPhones had 3.5 inch screens, but became a pretty common problem with the advent of the iPhone 5's 4 inch screen.
The view isn't guaranteed to have its correct frame until its superview's layoutSubviews returns, so if for example you're creating bigBottomBtn in viewDidLoad, that's too early. Many questions on stackoverflow cover this problem. You either need to set the autoresizingMask of the button, or implement layoutSubviews or viewDidLayoutSubviews to update the button's frame, or turn off translatesAutoresizingMaskIntoConstraints and install constraints. Note too that your view can change size if you support rotation, slide over or split view multitasking, or if your view can be the detail view of a UISplitViewController, so it's a bad idea to try to guess the correct frame of the button based on the device's screen size at the moment the button is created.
Note that storyboards now by default use a design size of 600x600, which isn't the size of any device. This is probably because if Apple chose some device's size (say, the iPhone 5's 320x568) as the default, and you happened to use a device of that size as your primary (or only) test device, you could easily forget to think about what your app will look like at other sizes. However, you can explicitly set the design size to some device's size if you want:
I usually use “iPhone 3.5-inch” if I don't specifically need something bigger, because it lets me get the most scenes on the screen simultaneously (and produces the smallest screen shots for stackoverflow).
As for “I also used to be able to just drag a button onto a storyboard and add a constraint that would hold it to the bottom of the parent”, I have good news: you still can. Example:
However, you do need to be careful if you have filled your root view with a table view as appears to be the case in your screen shots. You need to drag the button to the document outline in that case, because if you drop it on the table view, Xcode will assume you want it to be the table view header:
Trying to pin a table view header to the bottom of the screen would be folly.
As for the Editor > Align menu, I have found that the items can be mysteriously inactive, which is frustrating.
Note, though, that only the “Horizontally in Container” and “Vertically in Container” will work (when they work at all) with a single view selected. To use the other items in the menu, you need to have at least two views selected, because the other items align the selected views with each other by setting their frames:
If you only have one view selected, Xcode doesn't know what other view you might want to align it to.
Those menu items are perhaps useful in the springs'n'struts model, but they don't add constraints, and under autolayout you probably want constraints to enforce the alignment at run time.
As far as I know, those menu items have never added constraints, but I'm not going to reinstall Xcode 6 to verify that, because there's a convenient popover that will add constraints corresponding to all of those menu items:
In xcode you always need to add buttons according to its visibility. As you said you need to show button on top of tableView and it should be aligned to bottom. For that You just need to arrange the order of items. as shown in the image below.Provide the layout for the button.

Table view custom cell not responding according to constraints

I am designing a table view in which I have a custom cell in which I am trying to design a few views and sub views. I have placed my views as per the following hierarchy and constraints -
And here is my main story board -
I have given my table view cell's content view as orange colour and I have placed a view with yellow colour. I have pinged it to the content view of the cell. My storyboard is of the size 600*600 freeform(Size class - wAny hAny). When I run my app in ipad, it keeps a space as shown below between the cell's content view and its subview even on pinning the subview to all sides of content view-
So,what might be my problem and what mistake am I making? Thanks.
I think the problem is because of the sizing classes (like in the image).
if your app is universal (for both iPhone and iPad) make sure you choose it like the screenshot (w Any, h Any).
Please let me know the current settings.
Update
After sending me the storyboard. I have used it as it is in a new project. and that's how it looks in both iPhone and iPad
It looks fine in both of them. my best guess is it's a problem of the
preview only(which doesn't matter).
If you change the scene size from iPhone 4 inch to inferred
it solve the problem in the preview as well.

ios 8 layout using uitableview static cell & uitableview dynamic prototypes

I work on a app, nothing fancy, but since is my first app, there alot of stuff I never did before.
So, I'm trying to build a view like the image attached.
I've looked up on the Internet how to do something like that but I don't know what is better/cleaner way to do.
As you can see I have 3 areas: the title, the tableview in the middle and a button on the lower side.
The table will expand based on the content (3 lines or 30 lines) so the button must move down and a scroll bar should appear.
So, my idea:
Using a tableview having 3 static cells: one to put my title, second to put a tableview having prototypes cells, and a third one for the button.
That way I would have a scroll bar when the table in the middle grows, pushing the button.
Here I have a question: how to have the table view (the inner tableview) resize itself, pushing the height of the middle row, instead of having a fixed width with a scroll.
Is the the best way to achieve that?
Thanks for any idea.
C.C.
Are you sure you want to push the bottom UI down as the table grows? You say whether the table has 3 or 30 cells, but what if it has 300 cells? Your user then has to scroll to the bottom to reach the button and tab bar. I think you'll find that it would be better to use Auto Layout and let the table fill the screen space between the title and the button. The table will scroll so if you have 300 cells then you can scroll through inside the table's available area.
The advantage here is you won't be fighting with Auto Layout. If your user rotates an iPhone 4S into landscape you'll only have a few rows displayed but conversely if they run in portrait on an iPad you'll fill all of that space.
As for how to do it, the other advantage is that you don't need the nested table you describe. Use a constraint to attach the title label to the top layout guide, then attach the tab bar to the bottom layout guide. Put a vertical space constraint between the button and the tab bar. Finally, put vertical space constraints between the table and the title & the table and the button. (You'll need to implement constraints for the horizontal axis as well, but that's pretty simple.)
There's are refinements you can put into place if you want the table to shrink to fit if there are only 3 rows, but this should get you started and you may not want that anyway.
Key point: the tableView wants to scroll naturally, inside a view sized to fit the display. Don't change that behavior unless you really have to. Neither your users nor UIKit expects what you're trying to do, and the table is going to fight you all the way about it.
Nesting UIScrollViews (which your nested table would do) works, but it opens up a lot of bad UI flow problems. In my experience every time somebody wants nested scrollViews there's some other approach which is more "natural" to iOS interface paradigms.
If you're dead set on the UI you described I wouldn't use a table for the outer structure. Just make it a UIScrollView and calculate your content size based on the number of rows the table will display. You can actually do that, and then use Auto Layout as I described.

Problems Setting up constraints in IOS8 with Swift and Xcode 6

I have tried for several hours to design and place the different elements accordingly. But it seems like no matter what I do, the elements get messed up with sizes and location when moving to different device (screen sizes).
How would you place constraints in the screen below to ensure proper scaling and position when moving to a different device?
http://postimg.org/image/hl4incjzh/
I only work in portait mode.
The views at the left is a UIImage view and a UIWebview which is hidden, and will show dynamically based on external content.
Label and the textview below is also dynamically populated on ViewDidLoad.
Any ideas, suggestions?
You can click on a view element and use the add-constraints-menu:
There you can set different size-options like the margin, if the view should resize etc.

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