UISwitch in static cell flickers when table reloaded - ios

I have a small UITableView with static cells, one of which contains a UISwitch. I reload the table when the switch's state changes, since it's state affects the rest of the table and the table is quite small. Unfortunately, the switch flickers when redrawn. Specifically, when I move the switch from off to on, it shows on, then goes from some halfway state to on again when the table is reloaded. Has anyone experienced this or have a suggestion as to how to overcome it?

When you reload the tableview, it rebuilds all its cells.
Depending on the exact code building those cells, this kind of behaviour can be noticed.
I would recommend not calling the reload method, but instead, figuring out which rows need to be refreshed and calling reloadRowsAtIndexPaths:withRowAnimation:. This will lead to much better animation behaviour;
Additionnaly, if some cells needs to be added or deleted, you can figure out whose positions those are and use deleteRowsAtIndexPaths:withRowAnimation: or insertRowsAtIndexPaths:withRowAnimation:
Here's the documentation on managing cell insertion and deletion

Related

When implementing infinite scroll (paginating results in UITableView when scrolling to bottom): reloadData or insertRows?

When implementing infinite scroll in a UITableView (loading additional results to the data source when the user scrolls to bottom), should the table be updated by reloadData() or by inserting rows (perhaps through a batch update)?
I'm using reloadData() right now and it works just fine but I'm not sure what's happening behind the scenes and how efficient this is. With reloadData(), the new rows are inserted at the bottom of the table and the table doesn't jump (so to the user it's a seamless update), but is UIKit reloading the entire table unnecessarily (and we just don't see it)? Because new rows are only added to the table when the user is scrolled to the bottom, this could mean that there are a large number of cells above it and out of view. I know those cells aren't in the view hierarchy anyway (because the table adds and removes cells as the user scrolls), but does reloadData() efficiently update pagination blocks regardless of this mechanism?
Since there are actually very few cells on screen at anytime, reloadData isn't really noticeable slower than insert. The real difference is in the animation. reload just adds the new cells with no animation where as insert will allow you to animate the cells in. The newer way (iOS 13+) to do this is to not call either method but instead use UITableViewdiffableDatasource and it will perform the update automatically with the animation you specify (this is much more similar to how RxCocoa and IGListKitWork).

deleteRowsAtIndexPaths resets custom cells

I'm relatively new to Swift and iOS and I have one issue - I have a custom SwipeCell class that extends UITableViewCell. It's a cell that can be swiped left and right, and has buttons on each side. For some reason if I made the buttons out of the frame of the cell when user swipes the cell they would appear but could not call an action, so my solution was to make cell wider than it is (so buttons can fit in it). Because it was done this way my cell has to have an offset by default for the total width of the buttons of the left (let's say 100), so it's position is X:-100.
And that's fine, and everything works fines with the cells, however there is one huge issue - if I call the deletion of any cell from the tableView like this
tableView.deleteRowsAtIndexPaths([tableView.indexPathForCell(activeCell)!], withRowAnimation: .None)
tableView then deletes the cell, and all of the other cells that are currently visible (doesn't happen with cells above or below the screen bounds) get moved to X:0 instead of staying at X:-100, so I assume that deleteRowsAtIndexPaths calls some function that resets the visible cells positions to 0,0. I'm currently setting swipe cells positions with layoutSubviews() since the number of buttons is dynamic and couldn't be determined upfront, but layoutSubviews is not the function where the bug happens.
So to sum up question - what function does deleteRowsAtIndexPaths call after deleting a cell that resets/redraws the visible cells?
deleteRowsAtIndexPaths deletes a row(s) from the tableView. This is handled internally by iOS. From Apple documentation:
Deletes the rows specified by an array of index paths, with an option
to animate the deletion.
Another interesting thing to note here is that this method does not modify your model (object that holds data used by your table view cells to render on themselves). You have to do that yourself. The cells are deleted, but if you call reloadData without deleting the row from your Model, cell will reappear.
Expect that cells get deleted and created all the time. Cells are very, very temporary objects. Write the code to create one when needed, and don't make any assumptions. Don't assume the cell is there later, don't assume it's in the same row, don't assume it displays the same data (because cells are recycled).
Since I could find out what happens inside of deleteRowAtIndexPaths, and why it changes frames of each Cell, I decided to just do my own function that deletes a row, by obtaining cells with tableView.visibleCells, and then just moving cells bellow the deleted cell up by a height of deleted cell. Thank you all for trying to help me, and especially thanks to Abhinav who told me that it was handled internally, which help me decide to write a custom code for the deletion.

How do I perform cell selection animations while using reloadData?

I have a UICollectionView, and I override setSelected in the UICollectionViewCell subclass to perform a little bounce animation when the user selects the cell.
The problem is that on selection of the cell, the very selection of the cell alters the data for the other cells (for instance, imagine the other cells have a label in each one that has the amount of cells selected displayed). So I call collectionView.reloadData() so that all the other cells update as well to show the new data (for instance, the amount of cells selected in a label).
However, this reloadData() call seems to reset the UICollectionView completely. Any animations taking place are stopped and the cells are simply updated without animation.
How do I have the cell selection animation, and update the other cells at the same time?
I've tried calling reloadData() only after the animation has completed, but this makes it look like there's lag/delay in updating the other cells (as it doesn't update them until a moment after when the animation finishes), which doesn't look very good.
Similarly, I've tried calling reloadItemsAtIndexPaths: (and exclude the selected cell that will animate), but for whatever reason with collection views this method seems really slow. Like there's a noticeable amount of lag after pressing it.
What should I be doing here? What's the standard for reloading data without the collection view destroying in-progress animations?
Reloading throws away the existing cells and creates (or reuses) new ones. So any animation is inherently destroyed. So, don't reload.
Instead, update your data model as usual and then get the currently visible index paths and associated cells and directly update those cells.

iOS iterate UITableView

I have a UITableView that collects data from a database. What I would like to know is if there is some way I can iterate in the UITableView collection and check the values of the cell? The reason I ask is because I would like to update each cell based on the current value that it has (change font, size, color, etc.). I've seen in another SO post regarding this topic, but since the cells are already created and their values are changed it is a bit harder for me. I was thinking of iterating through the UITableView before I call reloadData, but any other suggestions are welcome.
You should not iterate over the cells of UITableView, because some of them (in fact, most of them) may not be present until you request them. UITableView aggressively recycles its cells, so if a cell is not visible, it is very likely that you would be creating it from scratch only to put it back into recycle queue moments later.
Changing your model and calling reloadData the way your post suggests would be the right solution. iOS will ensure that it runs the update in a smallest number of CPU cycles possible, so you do not need to worry about the cells that are already created. This is also the easiest approach in terms of your coding effort.
A table view is for displaying data. The properties of your table cells should only be written to, not read from. The appropriate way of handling this situation would be to update your underlying model objects -- the objects that you use to populate the table view -- as the data changes, and then reload the affected rows.
The issue you'll encounter is that UITableView reuses table cells. Once a table cell scrolls off the screen, it's quite likely that the table view will reuse the same cell to display a different row.
This means it's fundamentally not possible to iterate over the table cells. When you need to refresh a row because its data has changed, you should call reloadRowsAtIndexPaths:withRowAnimation: (or reloadData if all rows have changed) and if the row is visible on screen, UITableView will call your data source methods and give you an opportunity to configure the cell for display.

Graphical glitches when adding cells and scrolling with UITableView

I am using a UITableView to display the results of a series of calculations. When the user hits 'calculate', I add the latest result to the screen. When I add a new cell, the UITableViewCell object is added to an array (which is indexed by tableView:cellForRowAtIndexPath:), and then I use the following code to add this new row to what is displayed on the screen:
[thisView beginUpdates];
[thisView insertRowsAtIndexPaths:[NSArray arrayWithObject:newIndexPath] withRowAnimation: UITableViewRowAnimationFade];
[thisView endUpdates];
This results in the new cell being displayed. However, I then want to immediately scroll the screen down so that the new cell is the lowermost cell on-screen. I use the following code:
[thisView scrollToRowAtIndexPath:newIndexPath atScrollPosition:UITableViewScrollPositionBottom animated:YES];
This almost works great. However, the first time a cell is added and scrolled to, it appears onscreen only briefly before vanishing. The view scrolls down to the correct place, but the cell is not there. Scrolling the view by hand until this invisible new cell's position is offscreen, then back again, causes the cell to appear - after which it behaves normally. This only happens the first time a cell is added; subsequent cells don't have this problem. It also happens regardless of the combination of scrollToRowAtIndexPath and insertRowsAtIndexPath animation settings.
EDIT:
I've now started inserting cells at the second-to-last position of the table, rather than the end, and the problem still occurs - when first inserted, a cell is 'invisible' until it goes offscreen and comes back on again. What could be causing this, and how can I force the cell to be drawn as soon as it is added to the table?
You're having problems because your updating the table without updating the data model backing it. Tables don't actually know how many rows they have nor what cells to display. They depend on the datasource and the delegate to tell them these things. Your design expects the table itself to track them.
insertRowsAtIndexPaths: is intended to be used for moving existing rows around a table, not for adding entirely new logical rows. When you insert an entirely new cell, the tableview looses track of how many rows it actually has.
Before you display a new row, the first thing you should do is update the values returned by:
– numberOfSectionsInTableView:
– tableView:numberOfRowsInSection:
... to reflect the addition of the new rows. This will allow the table to understand how big it is.
Then you need to update cellForRowAtIndexPath: to return the correct cell for the added row. Then you need to reload the table.
After you've done that, you should be able to scroll the tableview to the end and have the cell display properly.
The important thing to remember about tables is that they are dumb. The table itself holds no data, doesn't know how many sections and rows it has or what order the rows and sections come in. All the logic about data, sections, rows, cells and cell contents comes from the datasource and/or the delegate. When you want to change a table, you actually change the datasource and/or the delegate and then the table will reflect those changes automatically.
Edit:
Upon rereading the parent, I see that your putting the actual UITableViewCell objects in your data array and that you have one cell for each row.
This is not how tableviews are supposed to work and this will not scale beyond a few dozen rows at most.
Tableviews are intended to be an illusion that allows you display a lOGICAL table which has an arbitrary high number or rows. To that end, it only keeps enough UITableViewCell objects alive to cover the visually displayed area in the UI. With a default cell height of 44 pixels this means a tableview will never have more than 9 cell objects at a time.
Instead of eating memory holding cells that are not displayed, the tableview lets the delegate dequeue a cell that has scrolled off screen, repopulate it with the data of another LOGICAL row and then display it in a new position. This is done in cellForRowAtIndexPath:
You really need to start over here with your design. Your data needs to be kept separate from the user interface objects. You don't want to have more cells alive at anyone time than absolutely necessary because your memory use will balloon and your response time will degrade. Your current problem is the result of this unusual design.
When you've done that, you can add the result row as outlined above.
Try to scroll with some time shift after cell update via NSTimer or performSelector:withDelay:. It can help but to fix all problems I think there need to do more work.
The glitches may be caused because a UITableView considers itself the owner of any UITableViewCell instances it is displaying, and reuses them as needed. Part of that process is calling prepareForReuse on the cell. Since you are keeping the cells in an array, you do not want them reused. Try implementing an empty prepareForReuse in your UITableViewCell class. Or just create cells dynamically in tableView:cellForRowAtIndexPath: as apple recommends.
I used what Skie suggested to avoid the problem in the following way:
Immediately after adding the row:
[self performSelector:#selector(scrollToDesiredArea:) withObject:newIndexPath afterDelay:0.4f];
This called the following:
-(void)scrollToDesiredArea:(NSIndexPath *)indexPath{
UITableView *thisView = (UITableView*)self.view;
[thisView scrollToRowAtIndexPath:indexPath atScrollPosition:UITableViewScrollPositionBottom animated:YES];
}
The delay of 0.4s seems to be sufficient to avoid the glitching; any less and it still happens. It may have to be different on varying models of iPhone hardware, though - I only tested on emulator.

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