Invisible subviews in Storyboard view trees - ios

In my view tree in Storyboard I just see my subviews greyed (in some other view controllers only part of them are greyed). They are not visible in Storyboard but work as expected in the app.
This is not really convenient to work on my views design. Any bright idea?
Tried
I have digged in my commits: nothing that seems relevant. The only weird view is that a couple view has an attribute misplaced="YES" I don't get why.
I have removed myproject.xcodeproj/xcuserdata, that doesn't change anything.
Thanks

Those are 'uninstalled' views. The concept of 'Installed' views (and constraints) was introduced in Xcode 6 along with the addition of size classes.
Basically 'installed' for a particular size class means the view will appear and be part of layout for that size class.
To make them not gray and re 'install' them, go select the views, go to the properties inspector, and click 'Installed' at the very bottom. The views should now appear fully opaque and will now appear at whatever size class in which you are currently viewing this nib.

Im not 100% sure as Xcode 6 is fairly new to me but i believe that when views are greyed out like this it means that in some size class sizes the views have been removed but not in all.
To test this if you click on the view thats are grey then check in attributes under view that they are installed on all size variations :D hope this helps.

Related

Is it possible to set constraints for root view in XIB?

Recently i was following a tutorial to create frameworks in Swift, Where they create reusable visual effect view just like we see in Xcode build success pop up. I was doing the UI step by step where they created a new xib file and dragged and dropped UIVisualEffectView into it.
In the above image we can see that the UIVisualEffectView doesn't contain any constraints. It only has auto resizing masks in size inspector(as expected).
But the following image from the tutorial suddenly contains all necessary constraints for it's root view.
I'm already aware that we CANNOT, by default set any constraints for the root view. But in the tutorial the author seems to have added constraints for the same. I'm just curious to know if it is possible to do that or am i missing any fundamental idea ?
EDIT:
Constraints for root view.
OK, found one way to do this...
Haven't done any testing, so I'm not sure if the constraints are really set correctly or will be used by auto-layout at run-time, but this will put them there.
Create a new "View" XIB - this is how it looks to start:
Add a Visual Effect view to this view, and give it width and height constraints of 230 / 230:
Now, drag that Visual Effects view *out of the plain view, onto an empty space:
You will see it maintains its constraints. Then delete the original view, and add the other elements:
As you can actually see on your screenshot the width/height constraints belong to the View (first subview of Visual Effect View).
Look at the green line:
I don't know what's going on your tutorial (and I have no intention of watching it), and I have no idea under what circumstances the screen shot was achieved. But I do know the rules for how a view controller's main view gets sized.
Any view controller's main view must expect to be resized as it is placed into the interface. The size in the storyboard is therefore meaningless. That is why you cannot give it a size with auto layout.
If a view in a xib or storyboard is to be used as the main view of a view controller, it is meaningless (and would be wrong) to set constraints on it, because it will be the task of the view controller's parent (or, in the case of the window's rootViewController, of the window) to set the size of the view when it places it into the hierarchy.
If a view controller wants to vote on the size of its view when it is placed into the view hierarchy (for example, as a popover), that is what the content size (preferred explicit size) is for. But even then, the parent is the one who controls what actually happens.

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.

UIViewController completely out of place on the screen

I am putting together a sample iPhone app for practice. It is a drill-down interface with doctors who have patients who have prescriptions and visits using Core Data and a story board.
Everything was going great until I started on the Edit/View doctor screen. Because this screen is triggered by a button in the UITableViewCell, it seemed that there was no way to create a segue on the story board to an edit/view screen because the buttons in the cells are dynamically created.
I decided to make a separate UIViewController custom class and I let Xcode generate the XIB for me to make sure I did not mess up anything. I presented the edit/view view controller by pushing onto the navigation controller. The problem is that the contents of the edit/view screen were nearly completely off the screen. With my first attempt, a navigation bar I put at the top appeared at the very bottom of the screen in the simulator with all of the rest of the text fields and labels not showing at all.
I then created another view controller with xib, specifying iPhone only and simply put a label with "Hello" in the center of the view. When I ran the simulator, "Hello" was centered vertically, but was all the way to the right of the screen with only "He" showing. I tried played with anything I could find to play with, but nothing fixes it. I am not trying to do anything unusual. I want to do everything in the usual accepted way.
Also, it seems like Interface Builder makes the views look like big square iPad screens even when I have specified iPhone. I did check the frame dimensions and it was wxh = 600x600.
Thank you for your help.
It occurred to me to search for 600x600 and it seems that this is the new UIView that Interface Builder provides by default. Because there are many screen sizes, Constraints are apparently mandatory now.
My edit/view form was completely fixed by viewing the XIB and going to:
Editor->Resolve Auto Layout Issues->Add Missing Constraints.

Trouble resizing view in storyboard

I am having trouble resizing my view in XCode (5.1.1). I have a storyboard and one of my views I am not able to resize. It is a table view and I was able to resize it but once I set the transitions on the table views I am no longer able to resize it. I have even tried to delete all of the segues and I still am not able to. This seems to be a common problem I have. This is not the only view I am having trouble resizing. I also am not able to resize a view that has been copied and pasted.
I have tried checking and unchecking (Resize View from NIB), and I know how to resize the board (set it to freeform and change the size in the size inspector of the view). As I said, these have worked before but they seem to just stop working. I have also tried changing the simulated metrics. Is there something I am missing or doing that makes it stop working? I am trying to do this on the visual side, not coded, as this is for me to add content to the views.

Designing inside a scrollview in xcode 4.2 with storyboards

I have a vertically scrolling uiscrollview - imagine an 'about this app' page of a tab bar app which goes on a bit and requires a scrollview. It only contains a few images, a video and some text (only the video has been coded in - the rest have been placed in the GUI). In storyboard (Interface Builder?) Xcode 4.2, everything is set up as it should be and works fine, but the view is only as large as what you see on the screen, is it not possible to manually arrange in storyboard the items that are initially offscreen - that you need to scroll up to? The only way I've found so far is to design them on the visible view then navigate them down with the arrow keys..
In the storyboard select the viewController, then in Attributes inspector change 'size' to 'freeform'. Then change the 'height' of the view/scroll view to as big as you need. The default settings of struts and springs should take care of resizing the view back correctly when the app is run, but you should double check.
I feel your pain. The only way I found is to manually pan the scroll view in the size inspector to reveal the portion of the view that you wish to visually edit.
Use a UIView to contain elements so they are positioned relatively to this view. Add the view as a subview to the scrollview at 0,0.
pan: use the Y coordinate say to -200, then edit the contents.
to place more contents in the hidden part, pan again to reveal new real-estate
when finished, restore the values of the ScrollView's height and X,Y position.
Make sure the scroll view frame rectangle is smaller than the contained view.
New: 3/26/2013
I stumbled upon what I think is even simpler way of dealing with UIScrollView directly in storyboard.
No code needed, just storyboard settings. This maybe new in iOS6.1 / Xcode 4.6
No need to disable constraints (i.e. uncheck "Use autolayout" in File Inspector for storyboard file)
No need to add UIScrollView* scrollView; in .h
No need to add self.scrollView.contentSize = ... in overrides of viewWillAppear or viewDidLoad
Here is what I did (important parts highlighted with **): (see code)
Create a new project with storyboard enabled
Drop in a UIScrollView, set class in identity inspector for view controller
In attributes Inspector, change Size under simulated metrics to Freeform**
Select scroll View; In attributes inspector, turn on "scroll enabled" and "background" to "White" (you'll figure out why - if you don't)
Under Size Inspector (with scroll view selected) change the height to 900 for example**
Add buttons, one on top and one at the bottom
Add a default handler for buttonTouchUpInside for both buttons and simply Log sender.
See Code Select the View Controller and scroll view and check inspectors.
Just change the 'Simulated Size' of the view controller to freeform and set a height that is larger than the usual size, you will be able to see all the outlets you need to edit.
On iOS 6.0 you can drag a Container View inside your Scroll View. This will automatically create a new View for your content, outside of the current scene. You can then resize this view as big as needed to fit your content.
I believe you would still have to set the ScrollView content height at runtime, but at least you can design you content view at once without having to scroll up and down on IB.
Just uncheck the "Autoresize subviews" from any view that you're trying to resize and it should keep all your objects from resizing with it.
I've been struggling with this for a while now, and every single thing I've tried has failed.
Specifically, What I am trying to achieve is a freeform sized modal dialog with a scrollable view containing a container for another view. I have had a lot of varied results, including occasionally having it working correctly. Most often I get it looking exactly correct, but with no scrolling.
In finally downloaded Dickey Singh's code, which worked perfectly but had nothing special. (Excellent clean solution BTW). So, I added a container view to it, exactly as I had in my code, and it broke!
After some experimenting, I worked out what is going on. Just bear with me.
1) Using Auto Layout, the size of the scroll view seems to dictate what the scrolling bounds will be. Setting "contentSize" in "USer Defined Runtime Attributes" seems to have no effect on this, and neither does setting "contentSize" or "bounds" in "viewWillDisplay" or "viewDidLoad". Thus if the initial size of the scroll view is 800x800, that will be all the space that can be displayed. For this reason, when I want a scrollable region, I create a container view and then put the scrolling view inside the content.
2) Without Auto Layout, setting "contentSize" in "User Defined Runtime Attributes" works, as does by setting it programmatically in "viewDidLoad". I prefer to use "User Defined Runtime Attributes" because it keeps the size with the layout. This solution allows you to use scrolling view with more flexibility, since it can be any size at design time.
3) Regardless of Auto Layout, if any view within the scrolling region exactly matches EITHER the horizontal or vertical frame bounds, then the scroll view ceases to function as a scroll view. This applies to my own code and to Dickey Singh's code in every possible configuration that I have tried.
I have no idea what is causing (3), but it is clearly a bug.
I hope this helps everybody out there who is struggling to use scroll view. I imagine that some people are using them without any problem, and some (like me) have had noting but problems with them.
Here's my solution to design a ScrollView with a content larger than the screen entirely in Storyboard (well, except for 1 single line of code :-) :
https://stackoverflow.com/a/19476991/1869369
I'm currently developing an app for iOS 7, and I did exactly as #Dickey Singh's answer, but it doesn't work in the beginning.
After checking the storyboard, I found that we also need to add Auto Layout Constraints for the view controller who holds the scrollView.
It seems that such auto layout constraints would be added automatically before Xcode 5, but now we need to do it ourselves.
The way to add constraints: First select the view controller in the storyboard; Enter 'Editor' in the top menu; Select the 'Resolve Auto Layout Issues'; Select the 'Add Missing Constraints In Container'. Done :-)

Resources