Creating 20 UIViews on different positions without overlapping - ios

sorry, my english is not so good.
I try to create 20 UIViews with a fix height and width but different positions on the screen.
for( int i = 0; i < 20; i++ ) {
UIView *view = [[UIView alloc]init];
view.backgroundColor = [UIColor redColor];
view.tag = i;
randomX = fmod(arc4random(),((int)self.view.frame.size.width - view.frame.size.width));
randomY = fmod(arc4random(),((int)self.view.frame.size.height - view.frame.size.height));
view.frame = CGRectMake(randomX, randomY, 100, 100);
This is only a part of my program.
If i do it like this, the uiviews are created on the screen, but they overlap.
I know there is a function like CGRectIntersectRect but i donĀ“t know how it works correctly in this context.
Can someone help me with this problem?

Here's a small snippet of code, not really tested, but I think it'll work (I suppose in theory it could run forever, but in reality it takes a split second :-) ) -
NSMutableArray *views = [NSMutableArray array];
for( int i = 0; i < 20; i++ )
{
UIView *view = [[UIView alloc]init];
view.backgroundColor = [UIColor redColor];
view.tag = i;
__block BOOL ok = YES;
do
{
CGFloat randomX = fmod(arc4random(),((int)self.view.frame.size.width - view.frame.size.width));
CGFloat randomY = fmod(arc4random(),((int)self.view.frame.size.height - view.frame.size.height));
view.frame = CGRectMake(randomX, randomY, 100, 100);
[views enumerateObjectsUsingBlock:^(id obj, NSUInteger idx, BOOL *stop)
{
CGRect rect1 = ((UIView *)obj).frame;
CGRect rect2 = view.frame;
if (CGRectIntersectsRect(rect1, rect2))
{
ok = NO;
*stop = YES;
}
else
ok = YES;
}];
}
while (!ok);
[self.view addSubview:view];
[views addObject:view];
}

Related

How to create buttons around circle with some radius

i try to create programmatically a number of buttons. I what that buttons will created around the circle like on image 1. Now i have some results, i can rotate buttons, but don't know how to set offset between them. Now i have this result: image 2 Here is my code. And thanks for any help!
viewDidload in ViewController
CGPoint point = self.view.center;
NSArray *arrayWithImages = #[#"red", #"pink", #"green", #"blue", #"purple", #"orange", #"yellow"];
NSArray *arrayWithAngle = #[#(0), #(M_PI / 3.8f), #(M_PI / 1.8), #(M_PI / -6), #(M_PI / 6), #(M_PI / -1.8), #(M_PI / -3.8)];
NSMutableArray *arrayWithPlacePoint = [self generatePointForRound:point andAngle:arrayWithAngle andRadius:25.0f];
NSLog(#"array with place point = %#", arrayWithPlacePoint);
for (NSInteger i = 0; i < [arrayWithImages count]; i++) {
PetalObject *petal = [[PetalObject alloc] initWithImageName:arrayWithImages andRotation:arrayWithAngle andIndex:i andPointsArray:arrayWithPlacePoint andCentrPoint:point];
[self.view addSubview:petal.petalButton];
}
I try to generate some x,y point which should be a creation point of each new button
- (NSMutableArray *)generatePointForRound:(CGPoint )centrPoint andAngle:(NSArray *)arrayAngle andRadius:(float)radiusValue {
CGPoint currentPoint;
NSMutableArray *array = [[NSMutableArray alloc] init];
for (int i = 0; i < [arrayAngle count]; i++) {
CGFloat x1 = centrPoint.x + (radiusValue * sin([[arrayAngle objectAtIndex:i] doubleValue]));
CGFloat y1 = centrPoint.y + (radiusValue * cos([[arrayAngle objectAtIndex:i] doubleValue]));
currentPoint = CGPointMake(x1, y1);
[array addObject:[NSValue valueWithCGPoint:currentPoint]];
}
return array;
}
And here is my PetalObject in which i create my buttons
-(id)initWithImageName:(NSArray *)imageNameArray andRotation:(NSArray *)angleArray andIndex:(NSInteger )index andPointsArray:(NSMutableArray *)pointsArray andCentrPoint:(CGPoint )centerPoint {
self.isRecorded = NO;
self.isComplited = NO;
UIImage *image = [UIImage imageNamed:imageNameArray[index]];
CGPoint point = [[pointsArray objectAtIndex:index] CGPointValue];
self.petalButton = [[UIButton alloc] initWithFrame:CGRectMake(point.x - 43 , point.y - 180, 86, 168)];
//self.petalButton.transform = CGAffineTransformMake(cos(angle),sin(angle),-sin(angle),cos(angle),boundsPoint.x-boundsPoint.x*cos(angle)+boundsPoint.y*sin(angle),boundsPoint.y-boundsPoint.x*sin(angle)-boundsPoint.y*cos(angle));
[self.petalButton setBackgroundImage:image forState:UIControlStateNormal];
CGFloat angle = [[angleArray objectAtIndex:index] floatValue];
[self.petalButton setTransform:CGAffineTransformMakeRotation(angle)];
return self;
}
Image 1:
Image 2:
Screenshot
And code:
- (void)viewDidLoad {
[super viewDidLoad];
for (NSInteger index = 0; index < 6; index ++) {
UIButton * button = [[UIButton alloc] initWithFrame:CGRectMake(0, 0, 50, 20)];
button.layer.anchorPoint = CGPointMake(-0.5, 0.5);
button.backgroundColor = [UIColor greenColor];
button.center = CGPointMake(self.view.center.x + CGRectGetWidth(button.frame) / 2.0, self.view.center.y);
button.transform = CGAffineTransformMakeRotation(M_PI * 2 * index / 6.0);
[self.view addSubview:button];
}
}
The key point is anchorPoint, you set all the button with same anchorPoint and frame, then apply different transform.

Draw grid of circles

What would be the best way on iOS to achieve drawing a grid of circles with fixed columns and rows ?. I would want to identify each circle when the user taps on it.
I tried using collection views but it seems CoreGraphics is meant for tasks like these.
You can create buttons dynamically as follows :
- (void)drawSheet
{
int numberOfRow=5;
int numberOfColumn=4;
float x = 1,
y = 20,
padding = 5,
width = (self.view.frame.size.width-(padding*(numberOfColumn-1)))/numberOfColumn,
height = (self.view.frame.size.height-(padding*(numberOfRow-1)))/numberOfRow;
int counter = 0;
for (int i=0; i<numberOfRow; i++) {
for (int j=0; j<numberOfColumn; j++) {
UIButton *btn = [[UIButton alloc]initWithFrame:CGRectMake(x, y, 74, 74)];
btn.layer.cornerRadius = btn.frame.size.width/2;
btn.layer.borderColor = [UIColor grayColor].CGColor;
btn.layer.borderWidth = 2.0;
[btn addTarget:self action:#selector(buttonPress:) forControlEvents:UIControlEventTouchUpInside];
btn.clipsToBounds = YES;
btn.tag = counter;
[self.view addSubview:btn];
x = x + width + padding;
counter = counter + 1;
}
x = 0;
y = y + height + padding;
}
}
When you tap on it, you will get tag of it :
- (IBAction)buttonPress:(UIButton *)sender{
NSLog(#"%ld",sender.tag);
}
hi Please check the below code. i have added 3 circles in a row, you could use more if you want.
- (void)viewDidLoad {
[super viewDidLoad];
UIView *circleView;
int x = 10;
int y = 20;
static int tagNum = 0;
for (int row=0; row < 5;) {
for (int cirNum =0 ; cirNum <3;) {
circleView = [[UIView alloc] initWithFrame:CGRectMake(x,y,100,100)];
circleView.alpha = 0.5;
circleView.layer.cornerRadius = 50;
circleView.backgroundColor = [UIColor blueColor];
circleView.tag = tagNum;
NSLog(#"tagNum is %d", tagNum);
[self.view addSubview:circleView];
cirNum ++;
x = x + 100;
tagNum ++;
//y = y + 20;
}
row++;
y = y + 100;
x = 10;
}
// Do any additional setup after loading the view, typically from a nib.
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
CGPoint location = [[touches anyObject] locationInView:self.view];
CGRect fingerRect = CGRectMake(location.x-5, location.y-5, 10, 10);
for(UIView *view in self.view.subviews){
CGRect subviewFrame = view.frame;
if(CGRectIntersectsRect(fingerRect, subviewFrame)){
//we found the finally touched view
//NSLog(#"Yeah !, i found it %#",view);
NSLog(#"view tag touched is %ld",view.tag);
}
}
}
output would look like this

UIImageView - Memory Issue

I am showing around 50 Images In a scroll view and I am facing the memory issue, every time the Controller loads the memory usage increases and it goes over 200MB in the Instruments App.
.h file of my custom class
#import
#class AnimalGrid;
#protocol AnimalGridViewDelegate <NSObject>
-(void)animalGrid:(AnimalGrid*)animalgridview tappedAtIndex:(int)index andName:(NSString*)animalName;
#end
#interface AnimalGrid : UIView
#property(nonatomic, strong) UIImage *animalImage;
#property(nonatomic, copy) NSString *animalName;
#property(nonatomic) int animalTag;
#property (nonatomic, assign) id <AnimalGridViewDelegate> Delegate;
-(id)initGridWithFrame:(CGRect)frame andAnimalImage:(UIImage*)image andAnimalName:(NSString*)animalname andTag:(int)tag;
-(void)setFont:(UIFont*)font;
#end
.m file of my Custom Class
#import "AnimalGrid.h"
#implementation AnimalGrid
{
UIImageView *_contentView;
UILabel *_accessoryView;
UIImage *displayImage;
NSString *displayText;
}
#synthesize Delegate = _Delegate;
-(id)initGridWithFrame:(CGRect)frame andAnimalImage:(UIImage*)image andAnimalName:(NSString*)animalname andTag:(int)tag
{
self = [super initWithFrame:frame];
if (self) {
self.backgroundColor = [UIColor clearColor];
self.animalName = animalname;
self.animalTag = tag;
displayImage = image;
displayText = animalname;
CGFloat contentHeight = frame.size.height * 0.8;
if ( animalname == nil || animalname.length == 0)
contentHeight = frame.size.height;
CGFloat margin = 0;
if (displayImage.size.height < contentHeight)
{
margin = contentHeight - displayImage.size.height;
}
UIView *placeholderView = [[UIView alloc]initWithFrame:CGRectMake(0, 0, frame.size.width, contentHeight)];
placeholderView.backgroundColor = [UIColor clearColor];
if (image.size.height > placeholderView.frame.size.height)
{
_contentView = [[UIImageView alloc]initWithFrame:CGRectMake(0, 0, frame.size.width, placeholderView.frame.size.height)];
}else if (image.size.height < placeholderView.frame.size.height){
CGFloat margin = placeholderView.frame.size.height - image.size.height;
_contentView = [[UIImageView alloc]initWithFrame:CGRectMake(0, margin, frame.size.width, placeholderView.frame.size.height - margin)];
}
_contentView.backgroundColor = [UIColor clearColor];
_accessoryView = [[UILabel alloc]initWithFrame:CGRectMake(0, frame.size.height * 0.7, frame.size.width, frame.size.height-frame.size.height * 0.7)];
_accessoryView.numberOfLines = 2;
_accessoryView.backgroundColor = [UIColor clearColor];
_accessoryView.font = [UIFont fontWithName:#"HFFAirApparent" size:23];
_accessoryView.textColor = [UIColor orangeColor];
[placeholderView addSubview:_contentView];
[self addSubview:placeholderView];
if ( animalname != nil || animalname.length > 0)
[self addSubview:_accessoryView];
if(image)
_contentView.image = image;
_contentView.contentMode = UIViewContentModeScaleAspectFit;
_accessoryView.text = animalname;
_accessoryView.numberOfLines = 0;
[_accessoryView sizeToFit];
CGFloat w = self.bounds.size.width/2;
_accessoryView.frame = CGRectMake(w - (_accessoryView.frame.size.width/2), _accessoryView.frame.origin.y, _accessoryView.frame.size.width, _accessoryView.frame.size.height);
UITapGestureRecognizer *singleTap = [[UITapGestureRecognizer alloc]initWithTarget:self action:#selector(tapedOnImage:)];
singleTap.numberOfTapsRequired = 1;
singleTap.numberOfTouchesRequired = 1;
[_contentView addGestureRecognizer:singleTap];
_contentView.userInteractionEnabled = YES;
self.userInteractionEnabled = YES;
}
return self;
}
-(void)setFont:(UIFont*)font
{
_accessoryView.font = font;
}
-(void)tapedOnImage:(id)sender
{
if ([_Delegate respondsToSelector:#selector(animalGrid:tappedAtIndex:andName:)]) {
[_Delegate animalGrid:self tappedAtIndex:self.animalTag andName:self.animalName];
}
}
#end
And this is how I am creating the Object of my custom class and showing them over Scroll View, In my Controller file I am using following methods
-(void)setGridAnimals
{
#try {
[self creatingGridsWithCompletion:^(BOOL done, NSMutableArray *arr)
{
for (int i = 0; i < arr.count; i++)
{
UIView *gView = [arr objectAtIndex:i];
[gridScrollView addSubview:gView];
}
gridScrollView.scrollEnabled = YES;
gridScrollView.pagingEnabled = YES;
gridScrollView.bounces = YES;
gridScrollView.contentSize = CGSizeMake(gridScrollView.frame.size.width, gridScrollView.frame.size.height*arr.count);
[aView hideIndicatorView:YES];
}];
}
#catch (NSException *exception) {
NSLog(#" Exception is = %# ",exception.description);
}
#finally {
}
}
-(void)creatingGridsWithCompletion:(completionBlock)complete
{
#autoreleasepool {
NSMutableArray *pageArray = [NSMutableArray new];
int rowcount = 3;
int columncount = 5;
CGFloat width = gridScrollView.frame.size.width/columncount - 5;
CGFloat height = gridScrollView.frame.size.height/rowcount - 5;
int pagecount = gridAnimalArray.count/(rowcount*columncount);
if (gridAnimalArray.count%(rowcount*columncount))
{
pagecount += 1;
}
//pagecount = 1;
int x = 0;
for (int i = 0; i < pagecount; i++)
{
UIView *page = [[UIView alloc]initWithFrame:CGRectMake(0, x, gridScrollView.frame.size.width, gridScrollView.frame.size.height)];
for (int j = 0; j < rowcount; j++)
{
for (int k = 0; k < columncount; k++)
{
int tag = (i*(rowcount*columncount))+(j*columncount)+k+1;
if (tag > gridAnimalArray.count)
{
break;
}
YEAnimal *animal = [gridAnimalArray objectAtIndex:tag-1];
NSString *name = [[animal.GridName componentsSeparatedByString:#"."] objectAtIndex:0];
UIImage *gridImg;
if ([[NSFileManager defaultManager]fileExistsAtPath:[[NSBundle mainBundle] pathForResource:name ofType:#"png"]])
{
NSString * imgpath= [ [ NSBundle mainBundle] pathForResource:name ofType:#"png"];
gridImg=[UIImage imageWithContentsOfFile: imgpath];
}else if ([[NSFileManager defaultManager]fileExistsAtPath:[[NSBundle mainBundle] pathForResource:name ofType:#"jpg"]])
{
NSString * imgpath= [ [ NSBundle mainBundle] pathForResource:name ofType:#"jpg"];
gridImg=[UIImage imageWithContentsOfFile: imgpath];
}
AnimalGrid *grid = [[AnimalGrid alloc]initGridWithFrame:CGRectMake((k * width)+5, (j*height), width, height) andAnimalImage:gridImg andAnimalName:animal.SpeciesName andTag:tag];
grid.backgroundColor = [self getColor];
[grid setDelegate:self];
[page addSubview:grid];
}
}
[pageArray addObject:page];
x += gridScrollView.frame.size.height;
}
complete(YES,pageArray);
}
}
This is how the Grid Looks : http://s17.postimg.org/x9xdfl4j3/i_OS_Simulator_Screen_Shot_Mar_3_2015_1_54_45_P.png
So, far I came to know that I should use [UIImage imageWithContentsOfFile:] instead of [UIImage imageNamed:] to load the image, but still it does not help me.
Is there any way that I can free the Memory by releasing the ImageViews
Thanks.
There are several aproaches possible, depending on the layout of your view. How does it look like?
However, you can use a table to display the pictures in or use a collection. Actually a collection is made for that.
If you want to stick with the scroll view, then these 50 views are hardly visible at once. You could actually set their images just before the each view comes into sight and remove the images (set .image to nil) when the view moves off screen.
An App that I made recenly it is designed in a way that only one and exactly one of the images is visible full screen. When the user scrolls its neighbour image comes into view. (paging mechanism)
In my view the number of possible views is inpredictable. Although that is achievable with a collection too, I went for a scroll view.
In that view I designed the hosting scroll view in a way that it is just large enough to hold three views. The middle view of them is visible on screen. (Which exceptions applied when the very first or last - if any - view is displayed).
When the users scrolls just far enough for the neighbour view to be fully visible then I reset the scrollview so that its middle is visible again, move the view to the middle that just became visible, move the formerly visible view to the outer end and fill the other incoming end with a new view.
That allows for endless scrolling with not need to hold more than 4 images in memory at once. (4: the one that just moved off, the two that are shifted within the scroll view and the new one are allocated within the same method at a time.)

Custom UIPageControl dots are misplaced on load

I have a weird behavior with custom UIPageControl.
I subclassed it and in setCurrentPage method I draw custom dots.
In iOS 6 on load they just miss.
In iOS 7 the dots are misplaced.
In both iOS's dots are being positioned correctly only after I change the slide.
I tried the following methods without success:
[customPageControl updateCurrentPageDisplay];
[customPageControl updateConstraints];
[customPageControl sizeToFit];
[customPageControl.currentPage = 1];
The code:
#implementation ProfilePagesPageControl
#synthesize originalSubviews;
#synthesize dotsHeight;
- (void)setCurrentPage:(NSInteger)page
{
[super setCurrentPage:page];
[self updateDots];
}
- (void)updateDots
{
for (int i = 0; i < self.subviews.count; i++)
{
UIView* dotView = [self.subviews objectAtIndex:i];
for (int j = dotView.subviews.count - 1; j >= 0; j--)
{
UIView *view = [dotView.subviews objectAtIndex:j];
[view removeFromSuperview];
}
int widthForDots = [Utils getDeviceBounds].width - Constraints.Gap * 3;
int effectiveWidth = widthForDots / self.subviews.count - Constraints.Gap;
int effectiveGap = (widthForDots - (effectiveWidth * self.subviews.count) + Constraints.Gap * 3) / self.subviews.count;
int effectiveHeight = dotsHeight;
if (i == self.currentPage)
effectiveHeight = effectiveHeight + 3;
else
effectiveHeight = effectiveHeight - 3;
CGRect dotViewFrame = dotView.frame;
dotViewFrame.origin.x = effectiveWidth * i + Constraints.Gap + effectiveGap * i;
dotViewFrame.origin.y = self.frame.size.height / 2 - effectiveHeight / 2;
dotViewFrame.size.width = effectiveWidth;
dotViewFrame.size.height = effectiveHeight;
dotView.frame = dotViewFrame;
UIView *dotSubView = [[UIView alloc] initWithFrame:CGRectMake(0,
0,
dotView.frame.size.width,
dotView.frame.size.height)];
if (i == self.currentPage)
dotSubView.backgroundColor = [UIColor blackColor];
else
dotSubView.backgroundColor = [UIColor grayColor];
[UIUtils roundCorner:(UIRectCornerTopLeft | UIRectCornerTopRight | UIRectCornerBottomLeft | UIRectCornerBottomRight) forView:dotSubView];
ProfileSlideView *slideView = [self.originalSubviews objectAtIndex:i];
RevUILabel *label = [[RevUILabel alloc] initWithSize:13];
label.text = slideView.name;
label.frame = CGRectMake(dotSubView.frame.size.width / 2 - label.frame.size.width / 2,
dotSubView.frame.size.height / 2 - label.frame.size.height / 2,
label.frame.size.width,
label.frame.size.height);
[dotSubView addSubview:label];
[dotView addSubview:dotSubView];
}
}
#end
The iOS7 look:
The iOS6 look:
:
After slide look:
Make sure you call updateDots somewhere else (such as viewDidLoad, or viewWillAppear) so they can be set up before you switch any pages. If you only call updateDots in setCurrentPage it will only be called once you switch the page the first time.

Create a dynamic row of UITextfields

I would like some help creating a dynamic row of UITextfields, I have been trying to do it myself with some success but mostly failure.
I set a number of rows between 1 - 13 and I would like to create UITextfields that fit inside the width of an iPhone frame width evenly spaced with an even gap to the left and right.
Here is what I have done so far:
- (void) displayViews {
// add scrollview
htmlContainerScrollView = [[UIScrollView alloc] initWithFrame:CGRectMake(0.0, 60.0, self.view.frame.size.width, 293.0)];
NSInteger viewcount = [axisString integerValue];
color = 200;
for(int i = 0; i< viewcount; i++) {
color = color + 20;
NSLog(#"%f", color);
CGFloat y = i * 91;
UIView *view = [[UIView alloc] initWithFrame:CGRectMake(0, y,self.view.frame.size.width, 90.0)];
view.backgroundColor = [UIColor colorWithRed:0/255.0 green:0/255.0 blue:0/255.0 alpha:(1.0/i)];;
[htmlContainerScrollView addSubview:view];
int cutCount = [cutsString integerValue];
int positions = (self.view.frame.size.width/cutCount);
for (int i = 0; i < cutCount; i++) {
//first one
UITextField *cutField = [[UITextField alloc] initWithFrame:CGRectMake((positions*i)+(20/2), 25, 20, 20)];
cutField.textColor = [UIColor colorWithRed:0/256.0 green:84/256.0 blue:129/256.0 alpha:1.0];
cutField.font = [UIFont fontWithName:#"Helvetica-Bold" size:25];
cutField.backgroundColor=[UIColor whiteColor];
[view addSubview:cutField];
}
}
htmlContainerScrollView.contentSize = CGSizeMake(self.view.frame.size.width, 91 *viewcount);
[self.view addSubview:htmlContainerScrollView];
}
The biggest problem with mine is that it does not evenly space them; they are always to the left.
change your cutField's frame x coordinate value calculation from
(positions*i)+(20/2)
to
((positions*i)-(20/2)+(positions/2)).
that should do the trick.
it's just a matter of the x coordinate calculation and i am sure there is room to optimize that a bit.

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