Possible UISwitch bug in iOS7? - ios

I am using a UISwitch to call a subview to screen in my app. However, the switch only works about 60% of the time. To test my code I hooked the switch to another IBAction to write the state of the switch to the console. Both functions are not responding to the state of the switch at certain times, i.e., both functions are ignoring the state of the switch simultaneously some of the time. Has anybody else experienced this behaviour with UISwitches in iOS7?
- (IBAction)showHideSomeSubView:(UISwitch *)sender {
if (_mySwitch.on) {
[self.view addSubview:someSubView];
}
else {
[someSubVew removeFromSuperview];
}}
Edit:
The same switch is connected to the following action:
- (IBAction)switchToggled:(UISwitch *)sender {
sender = _mySwitch;
if ([sender isOn]) {
NSLog(#"On");
} else {
NSLog(#"Off");
}}
Both actions respond in the same way to the switch.

I confirm that weird behaviour with you!!!!
Just drag the little circle of the switch around and around, you will see the action called multiple times (in my case up to 403 :D )
I am really not sure that is what Apple engineers intended to do, because I have not found any documentation about this new behaviour, BTW, if you find one, please let me know too.
Thank you very much

I'm using several UISwitches in an iOS 7 app, I have had no problem at all responding to the Value Changed action. The switch consistently reports its value correctly. You should unhook the switch from its action in IB and then reconnect, making sure you are connecting the Value Changed action.

Yes, with a UISwitch in the iOS 7 iPad simulator, I am seeing 1-12 callbacks to my equivalent of your switchToggled: method. On the last callback, the value has in fact changed. On the previous callbacks, it hasn't. What I am doing is caching whether or not the switch is on. Then in the switchToggled: method, I check whether or not the value has in fact changed. If it hasn't, I ignore the callback. This seems to make things behave correctly for the user.
The problem does also happen on the device, though apparently less often. The same work-around seems to work there.

Related

UITextView freezes iPad app from textViewShouldBeginEditing. (Invalid Glyph Index)

So I've been working on this bug for about a week now, and for the life of me I can't figure out what's happening.
Due to confidentiality issues I can't post too much code, but I'll do my best to explain everything.
What's happening is that we're populating a UITextField via code, and initially have the text greyed out. The user then can do one of two things:
1) Tap a button which says "commit" and a method is called which does the following method we'll call "commitData". It does the following:
Registers the commit with an undo Manager
Changes the text from grey to black
Register with our application that the text field has been updated and needs to be saved upon application close
2) Tap on the text field with the greyed out text, which then calls the following default apple method textViewShouldBeginEditing. From here we call our "commitData" method listed from option 1 like so:
-(BOOL)textViewShouldBeginEditing:(UITextView *)textView
{
if ([[self box] hasGreyedOutText])
[[self box] commitData];
[self setActiveTextView:textView];
return YES;
}
The issue we're having is that tapping the button to commit the greyed out text works perfectly fine, and we run into no issues.
HOWEVER
When we tap into the text field and trigger the textViewShouldBeginEditing method, our iPads can freeze up and make the user wait for a couple of minutes before finishing. When I mean freeze, I mean the entire iPad freezes. The iPad clock won't even update while this is happening.
When this happens, we get an error code in the console which says:
!!! _NSLayoutTreeLineFragmentRectForGlyphAtIndex invalid glyph index 2147483647
We can get the error code above to display from all of our hardware when following the steps above, but can only reproduce the freezing on an iPad 2(with 100% accuracy however).
A note on this, my co-worker has found through diagnostics that we only have about 8MB of free RAM when this error occurs. We only ever hit this little of RAM on the iPad 2 however, so this could just be a coincidence.
I have a feeling that this could be related to threading and that we might need to somehow call our method after returning YES from the textViewShouldBeginEditing method, but I'm not quite sure how I should be going about that.
If anybody has any ideas on how to fix this, or even ideas that could point me in the right direction, I would be incredibly grateful. I've looked everywhere I can possibly think of, and none of the solutions I've found relating to the error code have ended up working.
I can't debug, so in my guess it may caused by non-main thread UI operation. So, my suggestion is to make sure your UI code is in mainThread. Try this:
-(BOOL)textViewShouldBeginEditing:(UITextView *)textView
{
dispatch_async(dispatch_get_main_queue(), ^{
if ([[self box] hasGreyedOutText])
[[self box] commitData];
[self setActiveTextView:textView];
}
return YES;
}

Swift performSegueWithIdentifier delay

I have the following situation: I do a check when user touches screen, to check if it matches some bounds if menuButton.frame.contains(coordinates) {
Then, I try to push a segue like this performSegueWithIdentifier(menuButton.whichButton(menuButton.tag), sender: self) My problem is that the first time the segue performs, it has a huge delay (about 3-4 sec). Afterwards, everything runs as it should. I did check for main thread and I am in the main thread. Can you please help me?
I found the answer, as strange as it may appear, it was related with the fonts. I added some fonts, selected them in interface builder, but of course I didn't check the target membership. So the system was looking for them, I think, before reverting to default font, thus creating the lag. I hope it helps someone at some point.
Have you tried to run on a device or only in the simulator? Just to make sure...
You can try this too:
dispatch_async(dispatch_get_main_queue(),{
self.performSegueWithIdentifier(mysegueIdentifier, self)
})

iOS8 Button setEnabled doesn't work

I just downloaded the iOS8 GM Seed, and found that my UIButtons, which are setEnabled when in app purchases are bought, are not working.
In
- (void)viewDidLoad
I have
[mainToneBtn setEnabled:YES];
Pre-iOS8 this updates the button to be clickable, but not now. I haven't done any changes pertaining to this, and in debug, the code above is hit. No code sets it back to setEnabled:NO.
Any ideas?
Thanks.
I am unable to reproduce your problem. It seems, for whatever reason, that ViewDidLoad is now too early in the ViewController lifecycle for you to enable your buttons. I would suggest trying to enable them later in ViewDidLayoutSubviews.
For some reason this works,
[self performSelector:#selector(updateAllInAppPurchases) withObject:nil afterDelay:0.001];
the button code is within updateAllInAppPurchases
but I have no idea why I have to do this in ios8. I will accept the answer of anyone who can give me a good explanation, thanks!

UITextField can send its action twice. Is this an iOS bug, or did I make an error?

In iOS, I have a UITextField in a UITableViewController scene that is governed by a Navigation Controller. All static cells. The text field has the "Clear on editing" flag switched on. I want to get and save the value entered in the field, so I have the -editingDidEnd: action call my saveData: method in the custom UITableViewController subclass. If I click out of the text field, all is well. However, if I back out of the scene using the Back navigation button, then saveData: gets called twice. Once with the entered value, and a second time with an empty value. This appears to be incorrect behavior.
I've made a demo project and posted it to GitHub here: https://github.com/davehirsch/BugDemo
Am I doing something wrong? Is this an iOS bug? It seems unlikely that it's a bug nobody else has found (and I've looked around for others reporting similar things). I'm running the latest non-beta versions of Xcode and OS X, and the bug is happening in the iOS Simulator (but I'm not sure if it would happen on a real device, I guess).
Yes you are right. It looks like a bug in UINavigationController.
Before and after animation the method [UITextField resignFirstResponder] is called before and after animation. The first call is done by [UINavigationController popViewControllerAnimated:], and the second one in [UINavigationConteoller navigationTransitionView:didEndTransition:fromView:toView:] that call [UIView(Hierarchy) _removeFirstResponderFromSubtree].
Looks like your text field hasn't resigned yet as a first responder before animation ends.
[EDIT]
I recommend to look at rdelmar comment.

Custom UISwitch bouncing when state changes from on/off - IOS-7 Bug?

I really need some help, since iOS 7 I have had nothing but trouble with UISwitch.
The Problem
After moving the view up when the keyboard is displayed and restoring it to original position, I then turn any UISwitch on/off it will work OK, however it will "Bounce Down" during the animation. this only seems to happen to UISwitch's that have the .thumbTintColor attribute. by that I mean self.borders.thumbTintColor = [UIColor redColor]; when the switch is off and self.borders.thumbTintColor = [UIColor greenColor]; when switch is on.
For clarity everything works well until the moving of the view (I can't not do this as you are not able to see the text field).
I have searched everywhere (including the class reference) and I haven't found anything helpful, or anyone else with this problem.
UPDATE
I have tried setting the UISwitch thumTintColor various ways, everything works fine until I move the view up to compensate for the Keyboard. if I drag the switch either on my iPad or via simulator on and off slowly the "bounce down" occurs halfway and when the color changes from green to red or red to green depending on state, I think this is an actual IOS7 UISwitch Bug. I really do not want to use a third part switch plug in on my app, so not sure what to do now, one would of thought that changing the tint color on the thumb would not have been such a huge problem.
I have tried turning off the animation from on to off - off to on makes no difference.
I have created a new UISwitch via code not IB and the same problem exists.
created a new test app with only a switch and text box to test and the same thing occurs.
Questions
1) My thoughts are this is a genuine bug. How do i log it with apple (never done it before) so if someone can point me to the correct place i would be grateful.
2) I am now thinking of using Buttons as switches, but feel that is not the way to go, are there any practical reasons not to do so i.e problems submitting the app to the App store etc?
I had the similar issue and found a solution. It's a bit hacky but it does the job.
Just need to add a small delay between setting isOn property to On/Off and changing the color of the thumb.
switch.isOn = true
DispatchQueue.main.asyncAfter(deadline: .now() + 0.1) {
self.switch.thumbTintColor = .white
}
Answer 1: Logging a bug with apple can be done via the iOS Dev center (There's a link on the bottom of the page). You can also ask for technical support. Click on the "Developer Support Center" button, then go to "Technical Support (TSI)" (Please note you only have a limited amount that you're allowed to use per year, before you have to buy more).
Answer 2: I think that having two buttons would be a very bad User Interface decision. Apple may reject it because of that (but you never know). I would get the bug report in, and go from there.
Good Luck!
I found interesting solution may be it helps.
NSArray *array = [self.mySwitch subviewsWithClass:[UIImageView class]];
for (UIImageView *imageView in array) {
imageView.image = [UIImage imageNamed:#"Untitled-1.png"];
}
Hear I used method from UIView category
- (NSArray*)subviewsWithClass:(Class)class
{
NSMutableArray *array = [NSMutableArray array];
if ([self isKindOfClass:class]) {
[array addObject:self];
}
for (UIView *subview in self.subviews) {
[array addObjectsFromArray:[subview subviewsWithClass:class]];
}
return array;
}
Image size is {57, 43.5}. Circle radius is 15(with shadow)
I understand that it is not very good way to solve. But if you really need it helps.
Play with images little bit =)

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