Issue with overlapping text: iOS7 - ios

I normally post source code and examples of UI but I think its more related to an iOS7 change and I cant see it being a code bug (yet). I would have to post so much code and UI that it would be counter productive. So here is my best non-visual description:
Since upgrading a project to iOS7 I am finding that if I put call to change a UILabel or calling setText of a UIButton in a ViewDidAppear or ViewWillAppear it puts the new text right on top of the old text.
Since developing for iOS I have never had to do anything different. If I do this:
lblMyHours.text = #"12";
It shouldnt just throw that on top of my existing label.
This especially happens inside of a UITableView where I have created an iVar for a UILabel thats in a UITableViewCell. If a user makes an adjustment to a value after clicking on a cell (it takes them to a detail screen to edit), when I pop back I have it recalculate in ViewDidAppear. In that recalculating I am resetting a label like the above. But it doesnt clear out the old.

You might be adding a new label every time you return a new cell.
You should just replace the text of the current label instead.

There are two way to achieve this, one you are already doing and as #Guilherme rightly pointed out. The other way is to create a custom tableview cell and put the UILabel property in there. As for the viewDidAppear scenario, you can create a uilabel in ther .h file (in the #interface declaration) and then initialize it in ViewDidLoad method and simple use in ViewDidAppear method without having to declare it again.
I would suggest that you follow the way I described for ViewDidAppear issue, and for the UITableView issue, search for UILabels in subview of the cell everytime cellForRowAtIndex method is called and remove it from the subview, something like this before adding a new label
for(UIView *view in cell.subviews)
{
if([view isKindOfClass:[UILabel class]])
{
[view removeFromSuperview];
}
}
Hope this helps.

Related

UITextField cursor animated top to down then text also being animated

I am working registration form in iOS application. There several textfields such as name,email,city etc. when the textfield started editing cursor appearing like animated. Cursor slowly coming from top to down after typing the letter its moving from left to right slowly.I need to stop this unwanted animation. I am using TPKeyboardAvoiding scrollview to scroll the view when keyboard popup. I checked it without TPKeyboardAvoiding but same thing happening.
I encountered same issue, after debugging I found that this weird animation is happening because of
- (void)TPKeyboardAvoiding_keyboardWillShow:(NSNotification*)notification {
//...
[self layoutIfNeeded];
//...
}
- (void)TPKeyboardAvoiding_keyboardWillHide:(NSNotification*)notification {
//...
[self layoutIfNeeded];
//...
}
I am able to fix this issue by removing [self layoutIfNeeded]; method call. I don't know if this solution affects anything else.
I suspect the animation comes from the TPKeyboardAvoiding library. I also have the same screen in my app (Registration) and use the same library. However I put my textfields inside a custom UITableViewCell and have a UITableView for the registration. This way there is less code and its cleaner. I disable scrolling on the UITableView so that the UIScrollView will receive the touches correctly.
I'd suggest doing it that way.
Call superview.layoutIfNeeded() (or self.view.layoutIfNeeded(), depending on your code context) before you begin changing any animatable properties in the view. This allows the superview to finish its own layout changes (if any) before you make your own layout changes and commit your animations. (This may be difficult to track down if an external library is applying its own animations.)

Button in custom UITableViewCell not responding in iOS 7

This is more or less a continuation of this post: Button in UITableViewCell not responding under ios 7
I am having the same exact issue and have tried every suggestion in the thread. Obviously I don't own that question so I can't edit it to give more info, and thus why I am posting this question now!
Problem:
I have VC nib that I load up that has a tableview in it that I resize based on how many rows are in it. Each row is made from a custom uitableviewcell subclass using a nib file. That class/nib has 4 buttons in it. I can load this code up in iOS 6 or iOS 8 right now and it works perfectly. I don't have a iOS 7 device so I'm bound to the simulator which is at 7.1 (which is the version I'm guess the user that reported this issue was using as well given it was today). Now in the simulator, and the user's phone, I can touch/click everything else on that VC except any of the buttons in the cells. It's as if they had UserInteractionEnabled set to NO, but they don't and neither are any of their parent views (as I'll soon get into).
Tried solutions:
-Completely recreating the nib from scratch both using and not using autolayout
-Calling [self.contentView addSubview:button] in the awakeFromNib of the cell class
-Tried re-adding the buttons to the contentView at runtime with [self.contentView addSubView:button]
-Have ensured four times over that every view in the hierarchy I can find that leads to these buttons have userInteractionEnabled set to YES. (including but not limited to the tableview itself, the cell, the contentView and when I added a "parent view" to the buttons that it was set as well)
-Tried raising all the buttons with a parent view that contains nothing but the buttons
-All buttons are at the top(visually bottom) of the event stack(add and remove are the other two buttons):
-Have set the table cell selection from single to none.
-I am not overriding layoutSubviews in my cell class
-I can not move any views outside of the Content View as Interface Builder takes them completely out of the cell if I do that.
-I have tried disabling the userInteractionEnabled on just the ContentView at runtime with no change
-I tried putting in the cell creation code of the tableview [cell bringSubviewToFront:cell.button]; for the different buttons to the same result.
Hopefully Helpful Facts:
-I tried setting all of the background colors of all of the views in the hierarchy to different colors so I could visually debug it at runtime... it looked exactly as expected. No overlaps or coverings. (This was limited to only views in the cell)
-Here is all of the settings for the TableView:
-I tried to load this in the new XCode 6 to use the visual debugger but the 7.1 simulator included with it actually ran the code perfectly so I could debug it...
-Here is the dequeueing code in the VC:
NiTGroupTimeCell* cell = (NiTGroupTimeCell*)[tableView dequeueReusableCellWithIdentifier:ident forIndexPath:indexPath];
-Here is the code in the viewDidLoad of the VC to set up the cell nib with the table(it's 2 because this is the from scratch one):
[self.timesTable registerNib:[UINib nibWithNibName:#"NiTGroupTimeCell2" bundle:nil] forCellReuseIdentifier:#"GroupTime"];
-All connections were made via IB. These are all using IBAction or IBOutlet.
-I have NSLog statements in all button methods to test if they are actually called, but I have also tested with breakpoints. All are never triggered in testing.
-The only TableView delegate or datasource methods implemented are as follows:
-(int)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section
-(UITableViewCell*)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
-(float)tableView:(UITableView *)tableView heightForRowAtIndexPath:(NSIndexPath *)indexPath
-As per suggestion I took Revel to it and found that a mystery UILabel and UIImageView were in the view.... but as you can see their frames are all zeros so they shouldn't be getting in the way of anything so back to where we were I'm afraid:
UILabel frame:
UIImageView frame:
IIRC I counted this off as a Simulator bug before, but since it's happening on the user's device it must be an actual issue and it's holding up my pipeline so help would be GREATLY appreciated! Thanks in advance!
PS I'm happy to post whatever, but because of all the shifting in debugging I didn't know exactly what people would want to see and I didn't want to overload this post because I knew it was going to be long with everything else.
So apparently the issue was these lines of code(in diff format from my git diff output):
--(int)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section{
+-(NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section{
and
--(float)tableView:(UITableView *)tableView heightForRowAtIndexPath:(NSIndexPath *)indexPath{
+-(CGFloat)tableView:(UITableView *)tableView heightForRowAtIndexPath:(NSIndexPath *)indexPath{
so yeah... seems that in iOS7+ if you have the "old" output types for these datasource methods it'll look fine but bork your tableview functionally... good times, but hey it's fixed now^^ hopefully this helps others.
I would suspect that there's an issue with your custom UITableViewCell subclass, NiTGroupTimeCell, or with the IBAction connections from the nib to the tableViewCell subclass.
I also wonder about the extra empty UILabel and UIImageView. They sound like the default properties declared in UITableViewCell.h, UIImageView *imageView and UILabel *textLabel. The fact that they're getting instantiated (and aren't nil) could be a clue as to the weird, unexpected behavior you're seeing.
Do you have IBOutlets to the UIButtons? What about changing properties (in code) for the buttons (such as background color) to make sure you actually are retaining them in the NiTGroupTimeCell.
You're saying that you tried [self.contentView addSubview:button] but your button in your first image is inside a view inside contentView. Try linking an IBOutlet to that view, then try [nameOfView addSubview];
Throwing a wild guess as it looks like you have covered pretty much everything else.
You said:
I load up that has a tableview in it that I resize based on how many rows are in it
And you posted a screen shot saying the clip subviews is off on the UITableView
Are you setting the frame of the tableview incorrectly but its showing the cells anyway due the the subviews not being clipped?
Load up reveal again and check the height of the UITableView
Not sure if it is the case here. But if you name the custom cell outlets imageView, textLabel or any of the "built-in" UITableViewCell's properties you will get weird results and behavior.
You need to check couple of things:
Make sure all the parent views of the button have User Interaction enabled.
Check AutoSizing in the size inspector and make sure the button lies inside the view so it could receive touch events otherwise touch events will get ignore. You can verify it by changing the colour of the view. Changing colour or NSLog the frame of button and parent views will help you to troubleshoot if this is the problem.
Try to make things simpler and don't addSubView programmatically, if designing from IB.
Make sure some component is not overlapping the button with a clearColor background color.
What worked for me is this:
self.contentView.userInteractionEnabled = NO;
I called this after loading my custom cell from nib / storyboard. Without the userinteractionEnabled set to NO, my buttons haven't been responding to touches somehow. My contentView has received all touches and did not forward them to my buttons.
I've seen code where
[cell bringSubviewToFront:button]
has been used as a workaround, for me it did not solve the issue.
I had a simillar issue, while adding Custom Acions based on Guestures.
I was adding Action Button on runtime in Inherited class of UITableViewCell
The bahaviour was if I add buttons outside the visible rect, after animating buttons inside, I was unable to click / tap. But in My Case I was able to Tap / Click if buttons were added in visible rect.
What Worked for me, I added those buttons in View instead of ContentView of UITableViewCell, then animated only Content View. You may try somthing simillar
-- Vishal
You've said that there are no TouchRecognizers(TapRecognizers?), but I think you should double-check that, and look not only for touch recognizers but for any recognizers in controller that uses that cell,even added to self.view/tableView.
I was recently trying to find out why cells don't select(delegate method wasn't called) only to find out that I've added 2 gesture recognizers(in code, those were necessary for other things, but I had to do that in other way) that would prevent cell selection.
Also the sign of it may be that if you hold button long enough(put breakpoint there so you can make it easier), action will fire.

Single Tapping not being detected on dynamically created uibuttons

It was necessary to create a subclass of UIButton, lets call it subButton. These subButtons are instantiated one by one and dynamically added to an UIScrollView object.
Unfortunately the subButtons aren't reacting as expected. After scrolling away from the first dynamic generated subButtons and then returning back to them. They loose their reactivity to single tapping. I can not explain this behaviour. Can somebody explain why its behaving this way?
Many thanks.
Source code
self.subButton = [[SubButton alloc]initWithFrame:CGRectMake(69.5, y, 201, 114)];
[self.subButton setBackgroundColor:[UIColor blueColor]];
self.subButton.imageData = imageData;
self.subButton.videoPath = videoPath;
self.subButton.vidIndex = _indexVideo +1;
[self.subButton drawVidPreview];
[self.subButton setTag:(_indexVideo +1)];
[self.subButton addTarget:self action:#selector(handleSingleTap:) forControlEvents:UIControlEventTouchUpInside];
[self.videoScroll addSubview:self.subButton];
[_videoPreviews addObject:self.subButton];
The subButton method drawVidPreview adds some subviews to itself.
Do the buttons not respond at all, or just not to single-tap? That might help us help you.
If they don't respond at all, I would check your view hierarchy to make sure no other view (perhaps invisible) are sitting above your buttons. Or, perhaps are the buttons not being added to the parent view you think?
Please make sure you are not adding the same UIGestureRecognizer instance to all of the UIButtons, instead for each UIButton you need to add a separate instance, however all gesture instance can point to the same target.
At last, i could solve the problem. The reason why the first subButtons did not respond to single tapping with UIControlEventTouchDown is because the uiScrollview content offset was set to a negative y value. This first of all was not necessary and was done out of pure laziness. I corrected it by giving it a positive value.
So my conclusion is, if you do not set the content offset or content size of the scrollView correctly, some dynamically added buttons to the scrollView might not respond to tapping appropriately. This is even the case if all Buttons are placed completely on a uiScrollview object.
This I could confirm by playing around with the content size of the uiScrollview instance too. I changed size of the y value of uiScrollviews instance just by few points and then some of the last buttons did not respond to tapping anymore.
Just by increasing the content size of the y value again, made the buttons responsive again.

iOS table cells with fixed images

I'm developing an ios app and am trying to achieve an effect in a tableview like the following website: http://www.poormet.com/
There is a couple of ways I have thought about this. I know you can set the background of the tableview which remains fixed and then you could possibly swap the images as the text box covers the image. This is limited though as you can only have one image on the screen at a time which is not what I'm after.
I also thought about pushing the image down for each cell as the cell moves up, but for this case I couldn't set the frames position in the scrollViewDidScroll method(which I used to obtain the frames actual position in the tableview).
I was also wondering if there was anything similar in ios to what you have with div's in html where you can specify an image to be fixed.
How would I go about doing this? If you guys need any more information let me know, I'm new to posting on this site.
Thanks.
I think you should be able to do this through scrollViewDidScroll. I'm guessing you already have subclassed UITableViewCell and made your own, so heres a thought:
-(void)scrollViewDidScroll:(UIScrollView *)scrollView
{
for(UITableViewCell *cell in [yourTableView visibleCells])
{
//I haven't tried this `convertRect` method, and the views might be in the
//wrong order, but I'm sure you'll figure it out. It should solve this.
CGRect position = [yourTableView convertRect:cell.frame toView:self.view]
[((YourCustomCell*)cell) updateImage:position];
}
}
Then in your custom cell class, add a method named -(void)updateImage:(CGRect)position; which will now contain the location of the cell, and you can move the image whatever way you want, as I'm guessing you already have a method for. I.E:
-(void)updateImage:(CGRect)position
{
//change the location of the image inside self.imageView here
}

How to reference a UILabel that was added through code so I can update position when iPad is rotated?

I added a UILabel subview using code. When the user rotates the iPad, I want to be able to tell that UILabel to shift its position to accomodate the new screen orientation.
I think I need to put my code in the willAnimateRotationToInterfaceOrientation function.
I want to be able to get at my UILabel and I see sample code that looks like the following to retrieve a reference to a subview:
UILabel *myLabel = (UILabel *) [self.subviews objectAtIndex:0];
How do I know what index my UILabel is at? The sample code seems to know that their subview is the first one (index 0).
Is there a way for me to find out what my UILabel's index is?
Is there another way to keep a reference to this UILabel that I create in code? If I made myLabel a variable of the class, will I be able to reference
Generally, in your UIViewController, you'd have an instance variable that was a pointer to your UILabel. Then you can access it anywhere in your controller's code.
Either have it in an instance variable (I like this, because it allows you to give nice names to your views), or set its tag property so you can find it again via [self.view viewWithTag:myTag] (the tag is just a number you assign to the view for exactly the purpose of finding it later).
Yet another possibility is not to do this, but instead set an autoresizingMask so it (for example) sticks to the upper left corner.

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