Does anybody know of any controls that will replicate the iOS7 style blur views.
I'm assumming there can be some kind of UIView subclass that will replicate the behavior.
I'm talking about these type views which blur the background extremely thickly so that they have pull effects from the background view.
You might be able to modify something like Bin Zhang's RWBlurPopover to do this. That component uses my GPUImage to apply a Gaussian blur to components underneath it, but you could just as easily use a CIGaussianBlur for the same. GPUImage might be a hair faster though.
That component relies on you being able to capture the view behind the one you're presenting, though, and may have trouble with views that animate behind this content. The need to take a trip through Core Graphics to rasterize the background view will slow things down, so we probably don't have sufficiently direct access to be able to do this in a performant manner for overlays on animating views.
As an update to the above, I recently reworked the blurs in GPUImage to support variable radii, allowing for the complete replication of the blur size in iOS 7's control center view. From that, I created the GPUImageiOS7BlurFilter class that encapsulates the proper blur size and color correction that Apple appears to be using here. This is how GPUImage's blur (on the right) compares to the built-in blur (on the left):
I use a 4X downsampling / upsampling to reduce the number of pixels the Gaussian blur has to operate over, so an iPhone 4S can blur the entire screen in roughly 30 ms using this operation.
You still have the challenge of how to pull content into this blur from views behind this one in a performant manner.
I am using FXBlurView which works great on iOS5+
https://github.com/nicklockwood/FXBlurView
CocoaPods:
-> FXBlurView (1.3.1)
UIView subclass that replicates the iOS 7 realtime background blur effect, but works on iOS 5 and above.
pod 'FXBlurView', '~> 1.3.1'
- Homepage: http://github.com/nicklockwood/FXBlurView
- Source: https://github.com/nicklockwood/FXBlurView.git
- Versions: 1.3.1, 1.3, 1.2, 1.1, 1.0 [master repo]
I added it by using:
FXBlurView *blurView = [[FXBlurView alloc] initWithFrame:CGRectMake(50, 50, 150, 150)];
[self.blurView setDynamic:YES];
[self.view addSubview:self.blurView];
WARNING: someone in the comments stated that Apple rejects apps using this technique. That did NOT happen to me, but just for your consideration.
This may surprise you, but you can use a UIToolbar, which already includes that standard effect (only iOS 7+). In you view controller's viewDidLoad:
self.view.opaque = NO;
self.view.backgroundColor = [UIColor clearColor]; // Be sure in fact that EVERY background in your view's hierarchy is totally or at least partially transparent for a kind effect!
UIToolbar *fakeToolbar = [[UIToolbar alloc] initWithFrame:self.view.bounds];
fakeToolbar.autoresizingMask = self.view.autoresizingMask;
// fakeToolbar.barTintColor = [UIColor white]; // Customize base color to a non-standard one if you wish
[self.view insertSubview:fakeToolbar atIndex:0]; // Place it below everything
Since iOS8 you can use UIBlurEffect.
There are a good exemples on iOS8Sampler with UIBlurEffect and UIVibrancyEffect.
The best new Way to get a blured Overlay is to use the new iOS 8 Feature UIVisualEffectView.
UIBlurEffect *effect = [UIBlurEffect effectWithStyle:UIBlurEffectStyleLight];
UIVisualEffectView *bluredView = [[UIVisualEffectView alloc] initWithEffect:effect];
bluredView.frame = self.view.bounds;
[self.view addSubview:bluredView];
The UIBlurEffect supports three kinds of Style. Dark, Light and ExtraLight.
You can create a class with a UIToolBar that is a subclass of UIView and instantiate it in a separate view controller. This approach demonstrates a translucent UIToolBar (subclassed by UIView) that provides live feedback (in this case for an AVCaptureSession).
YourUIView.h
#import <UIKit/UIKit.h>
#interface YourUIView : UIView
#property (nonatomic, strong) UIColor *blurTintColor;
#property (nonatomic, strong) UIToolbar *toolbar;
#end
YourUIView.m
#import "YourUIView.h"
#implementation YourUIView
- (instancetype)init
{
self = [super init];
if (self) {
[self setup];
}
return self;
}
- (void)setup {
// If we don't clip to bounds the toolbar draws a thin shadow on top
[self setClipsToBounds:YES];
if (![self toolbar]) {
[self setToolbar:[[UIToolbar alloc] initWithFrame:[self bounds]]];
[self.toolbar setTranslatesAutoresizingMaskIntoConstraints:NO];
[self insertSubview:[self toolbar] atIndex:0];
[self addConstraints:[NSLayoutConstraint constraintsWithVisualFormat:#"H:|[_toolbar]|"
options:0
metrics:0
views:NSDictionaryOfVariableBindings(_toolbar)]];
[self addConstraints:[NSLayoutConstraint constraintsWithVisualFormat:#"V:|[_toolbar]|"
options:0
metrics:0
views:NSDictionaryOfVariableBindings(_toolbar)]];
}
}
- (void) setBlurTintColor:(UIColor *)blurTintColor {
[self.toolbar setBarTintColor:blurTintColor];
}
#end
Once the above UIView has been customized, go ahead and create a class that is a subclass of a ViewController. Below I have created a class that is using an AVCapture session. You must use AVCaptureSession in order to override apple's built in camera configuration. Thus you can overlay the tranclucent UIToolBar from the YourUIView class.
YourViewController.h
#import <UIKit/UIKit.h>
#interface YourViewController : UIViewController
#property (strong, nonatomic) UIView *frameForCapture;
#end
YourViewController.m
#import "YourViewController.h"
#import <AVFoundation/AVFoundation.h>
#import "TestView.h"
#interface YourViewController ()
#property (strong, nonatomic) UIButton *displayToolBar;
#end
#implementation YourViewController
AVCaptureStillImageOutput *stillImageOutput;
AVCaptureSession *session;
- (void) viewWillAppear:(BOOL)animated
{
session = [[AVCaptureSession alloc] init];
[session setSessionPreset:AVCaptureSessionPresetPhoto];
AVCaptureDevice *inputDevice = [AVCaptureDevice defaultDeviceWithMediaType:AVMediaTypeVideo];
NSError *error;
AVCaptureDeviceInput *deviceInput = [AVCaptureDeviceInput deviceInputWithDevice:inputDevice error:&error];
if ([session canAddInput:deviceInput]) {
[session addInput:deviceInput];
}
AVCaptureVideoPreviewLayer *previewLayer = [[AVCaptureVideoPreviewLayer alloc] initWithSession:session];
[previewLayer setVideoGravity:AVLayerVideoGravityResizeAspectFill];
CALayer *rootLayer = [[self view] layer];
[rootLayer setMasksToBounds:YES];
CGRect frame = [[UIScreen mainScreen] bounds];
self.frameForCapture.frame = frame;
[previewLayer setFrame:frame];
[rootLayer insertSublayer:previewLayer atIndex:0];
stillImageOutput = [[AVCaptureStillImageOutput alloc] init];
NSDictionary *outputSettings = [[NSDictionary alloc] initWithObjectsAndKeys:AVVideoCodecJPEG, AVVideoCodecKey, nil];
[stillImageOutput setOutputSettings:outputSettings];
[session addOutput:stillImageOutput];
[session startRunning];
[self.navigationController setNavigationBarHidden:YES animated:animated];
[super viewWillAppear:animated];
}
- (void)viewDidLoad
{
[super viewDidLoad];
/* Open button */
UIButton *button = [[UIButton alloc] initWithFrame:CGRectMake(0, 350, self.view.bounds.size.width, 50)];
[button addTarget:self action:#selector(showYourUIView:) forControlEvents:UIControlEventTouchUpInside];
[button setTitle:#"Open" forState:UIControlStateNormal];
[button setTitleColor:[UIColor redColor] forState:UIControlStateNormal];
button.backgroundColor = [UIColor greenColor];
[self.view addSubview:button];
UIButton *anotherButton = [[UIButton alloc] initWithFrame:CGRectMake(0, 50, self.view.bounds.size.width, 50)];
[anotherButton addTarget:self action:#selector(showYourUIView:) forControlEvents:UIControlEventTouchUpInside];
[anotherButton setTitle:#"Open" forState:UIControlStateNormal];
[anotherButton setTitleColor:[UIColor greenColor] forState:UIControlStateNormal];
anotherButton.backgroundColor = [UIColor redColor];
[self.view addSubview:anotherButton];
}
- (void) showYourUIView:(id) sender
{
TestView *blurView = [TestView new];
[blurView setFrame:self.view.bounds];
[self.view addSubview:blurView];
}
#end
Related
So I have a few different view controllers that I want to have login screens over, which are just a simple text box over a blurred screen. Thus, I thought the best idea would be to make a superclass called Login that all the different view controllers could use. Here's the code for Login.h:
#import <UIKit/UIKit.h>
#interface Login : UIViewController
#property (strong, nonatomic) UIVisualEffectView *blurEffectView;
#property (strong, nonatomic) UITextField *pass;
- (void) enter;
#end
Login.m:
#import "Login.h"
#interface Login () {
NSString *password;
}
#end
#implementation Login
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view.
NSLog(#"In the Login viewDidLoad");
[self presentLogin];
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
- (void) presentLogin {
NSLog(#"Presenting the login screen");
[self.view setBackgroundColor:[UIColor whiteColor]];
self.pass = [[UITextField alloc] initWithFrame:CGRectMake(0, 0, 0, 0)];
[self.pass setCenter:self.view.center];
[self.view addSubview: self.pass];
[self.pass addTarget:self action:#selector(textFieldDidChange:) forControlEvents:UIControlEventEditingChanged];
if (!UIAccessibilityIsReduceTransparencyEnabled()) {
UIBlurEffect *blurEffect = [UIBlurEffect effectWithStyle:UIBlurEffectStyleDark];
self.blurEffectView = [[UIVisualEffectView alloc] initWithEffect:blurEffect];
self.blurEffectView.frame = self.view.bounds;
self.blurEffectView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
[self.view insertSubview:self.blurEffectView belowSubview:self.pass];
}
}
- (void) textFieldDidChange: (UITextField *) t {
if ([self.pass.text isEqualToString:[NSString stringWithFormat:#"17"]]) {
[self.blurEffectView removeFromSuperview];
[self.pass removeFromSuperview];
[self enter];
}
NSLog(#"You're changing the text.");
}
- (void) enter {
//to implement in the subclasses individually
}
#end
The subclass (I am just trying to make one so far) is empty except for a definition of "enter" which simply prints out "login successful". The only output I am getting when I run this is:
In the Login viewDidLoad
Presenting the login screen
Nothing shows up on the screen: just white. I assume this is because I am trying to modify the self.view of the subclass, not the superclass, since the subclass is the thing that is actually getting presented. Is there a better way of doing this? Some other design pattern that I am not thinking of? Or is there an easy way to get around this?
Edit: I just realized that the code I was running was slightly different from what I pasted here. I now updated it, but only the blur shows up, not the text field. Also I realized I had the CGRect wrong, it should be something like CGRectMake(0,0,100,20); so I fixed that, and the text field still doesn't show. Is there a reason that might be happening.
Set your height and width and also set your background color to white . for now it is taking transparent text view
self.pass = [[UITextField alloc] initWithFrame:CGRectMake(0, 0, 0, 0)];
[self.pass setCenter:self.view.center];
[self.pass setBackgroundColor:[UIColor whiteColor]]; // default taking clear color for now
I have a GameOver UIView that I call from inside my main UIViewController. It is just a 'popover' window that has the text game over, the score, and some blur effects to blur the main UIViewcontroller.
I try to pass an int to the UIView, but it doesn't accept it unless it is in the - (void)drawRect:(CGRect)rect method.
If I move the score label to drawRect method, the label is updated. But the blur effects go away.
What am I doing wrong?
MainViewController.m
#import "GameOverView.h"
#interface ViewController () {
GameOverView * gov;
}
- (void) showGameOver {
gov = [[GameOverView alloc] initWithFrame:self.view.bounds];
NSLog(#"Passing score of: %i", self.score);
gov.finalScore = self.score;
[self.view addSubview:gov];
}
GameOverView.h
#interface GameOverView : UIView {}
#property (nonatomic) int finalScore;
#end
GameOverView.M
#implementation GameOverView
- (id) initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self) {
// Initialization code
//self.backgroundColor = [UIColor redColor];
NSLog(#"Score:%i", self.finalScore );
UIVisualEffect *blurEffect;
blurEffect = [UIBlurEffect effectWithStyle:UIBlurEffectStyleLight];
UIVisualEffectView *visualEffectView;
visualEffectView = [[UIVisualEffectView alloc] initWithEffect:blurEffect];
visualEffectView.frame = super.bounds;
[super addSubview:visualEffectView];
UILabel * lblGameOver = [[UILabel alloc] initWithFrame:CGRectMake(0,0, frame.size.width, 200)];
lblGameOver.center = CGPointMake(frame.size.width/2, 100);
lblGameOver.text = [NSString stringWithFormat: #"GAME OVER %i", self.finalScore];
[self addSubview:lblGameOver];
UIButton * button = [[UIButton alloc] initWithFrame:CGRectMake(0, 0, frame.size.width, 200)];
button.center = CGPointMake(frame.size.width/2, 200);
[button setTitle:#"Start New Game" forState:UIControlStateNormal];
[button addTarget:self action:#selector(removeSelfFromSuperview) forControlEvents:UIControlEventTouchUpInside];
[self addSubview:button];
}
return self;
}
- (void) removeSelfFromSuperview{
[self removeFromSuperview];
}
You are using the finalScore property in the init method of the GameOverView class, but you are only setting its value after initializing it.
Change your initialization method to
- (id) initWithFrame:(CGRect)frame finalScore:(int)fs{
// use 'fs' instead of 'self.finalScore'
}
It should work.
I wonder how there isn't any problem with the view background color. You are initializing the view and adding it as subview like this:
gov = [[GameOverView alloc] initWithFrame:self.view.bounds];
gov.finalScore = self.score;
[self.view addSubview:gov];
This will give the view background color as black which is default color. So you don't find much difference if you use blur effect.
you need to give the color for the view during the initialization :
gov = [[GameOverView alloc] initWithFrame:self.view.bounds];
[gov setBackgroundColor:[UIColor yourColor]];
[self.view addSubview:gov];
If you are planning to keep the code in initWithFrame, you don't need to worry about setting the background color. If you keep the code in drawRect, then you must set the background color,else it will be black color.
When coming to setting the score label, it doesn't matter whether you put it in drawRect or initWithFrame method. Make sure you use drawRect method only if you really have to draw on the view,so that you can call it later by using setNeedsDisplay
Every time I add MPVolumeView as a subview to my UIViewController’s view, there is a quick animation (the MPVolumeView expands from left to right) which looks really weird. I’m looking for a way to get rid of this animation, has anyone faced this issue?
I almost accepted that this is a MPVolumeView bug but then I noticed that Apple is definitely using a MPVolumeView in their native music app, no weird animations there...
So there must be something I'm doing wrong.
UPDATE:
The code is pretty straightforward but it was requested in the comments, so here it is:
MPVolumeView *volumeView = [[MPVolumeView alloc] initWithFrame:CGRectMake(10.f, 0.f, CGRectGetWidth(self.view.frame) - 20.f, 30.f)];
[[UISlider appearanceWhenContainedIn:[MPVolumeView class], nil] setMinimumValueImage:[UIImage imageNamed:#"icon-volumeMin"]];
[[UISlider appearanceWhenContainedIn:[MPVolumeView class], nil] setMaximumValueImage:[UIImage imageNamed:#"icon-volumeMax"]];
volumeView.center = CGPointMake(0.5f * CGRectGetWidth(self.view.frame), 0.5f * CGRectGetHeight(self.view.frame));
volumeView.showsRouteButton = NO;
[self.view addSubview:volumeView];
I made a very simple project on github to demostrate the problem, but you have to run it on a device, since MPVolumeView does not show up on simulator. Or just take a look at this gif:
:
One possible way to remove this behavior is to subclass MPVolumeView and perform some additional work after [super layoutSubviews].
- (void)layoutSubviews
{
[super layoutSubviews];
[self xy_recursiveRemoveAnimationsOnView:self];
}
- (void)xy_recursiveRemoveAnimationsOnView:(UIView *)view
{
[view.layer removeAllAnimations];
for (UIView *subview in view.subviews) {
[self xy_recursiveRemoveAnimationsOnView:subview];
}
}
This removes all inserted animations. So be sure that is what you want, since this is quite the overkill. One could also just remove the position and bounds animations (see removeAnimationForKey:).
i fixed your demo-code
#implementation F17YViewController {
MPVolumeView *volumeView;
}
- (void)viewDidLoad {
[super viewDidLoad];
volumeView = [[MPVolumeView alloc] init];
volumeView.showsRouteButton = NO;
volumeView.hidden = true;
[[UISlider appearanceWhenContainedIn:[MPVolumeView class], nil] setMinimumValueImage:[UIImage imageNamed:#"icon-volumeMin"]];
[[UISlider appearanceWhenContainedIn:[MPVolumeView class], nil] setMaximumValueImage:[UIImage imageNamed:#"icon-volumeMax"]];
[self.view addSubview:volumeView];
}
- (void)viewWillLayoutSubviews {
[super viewWillLayoutSubviews];
volumeView.frame = CGRectMake(10.f, 0.f, CGRectGetWidth(self.view.frame) - 20.f, 30.f);
volumeView.center = CGPointMake(0.5f * CGRectGetWidth(self.view.frame), 0.5f * CGRectGetHeight(self.view.frame));
}
- (IBAction)showVolumeView:(id)sender {
volumeView.hidden = false;
}
You should do layout calls in viewWillLayoutSubviews.
Instead of creating a new MPVolumeView with each button press you should create one at viewDidLoad and hide it and then unhide when the button gets pressed.
I’m overlaying two UIViews with a white backgroundColor at 25% opacity. In a small part, they overlap each other, meaning that at that area, they are summed to 50% opacity.
I’d like to keep that 25% opacity, even if the two views overlap, effectively meaning that in those overlapped points, each view’s opacity drops to 12.5% to total 25%.
I’ve done a little looking into compositing but I’m not sure which of these modes would help, or how I’d go about applying them to a specific part of these two UIView instances.
(http://docs.oracle.com/javase/tutorial/2d/advanced/compositing.html is what I was reading, and I found the CGBlendMode for drawing, if it comes to using that (though I’d prefer not to if possible!))
You can't control the compositing mode of views (or, really, CALayers) on iOS.
The best solution I can think of here is to leave both views with a clearColor (or nil) background, and use a single CAShapeLayer to draw the background of both. If your two views have the same parent, it's not too hard.
Let's say the parent is of type ParentView. Override layoutSubviews in ParentView to create and update the backdrop layer as necessary. Be sure to send setNeedsLayout to the parent view if you move either of the child views.
ParentView.h
#import <UIKit/UIKit.h>
#interface ParentView : UIView
#property (nonatomic, strong) IBOutlet UIView *childView0;
#property (nonatomic, strong) IBOutlet UIView *childView1;
#end
ParentView.m
#import "ParentView.h"
#implementation ParentView {
CAShapeLayer *backdrop;
}
- (void)layoutSubviews {
[super layoutSubviews];
[self layoutBackdrop];
}
- (void)layoutBackdrop {
[self createBackdropIfNeeded];
[self arrangeBackdropBehindChildren];
[self setBackdropPath];
}
- (void)createBackdropIfNeeded {
if (backdrop == nil) {
backdrop = [CAShapeLayer layer];
backdrop.fillColor = [UIColor colorWithWhite:1 alpha:0.25].CGColor;
backdrop.fillRule = kCAFillRuleNonZero;
backdrop.strokeColor = nil;
}
}
- (void)arrangeBackdropBehindChildren {
[self.layer insertSublayer:backdrop atIndex:0];
}
- (void)setBackdropPath {
UIBezierPath *path = [UIBezierPath bezierPathWithRect:self.childView0.frame];
[path appendPath:[UIBezierPath bezierPathWithRect:self.childView1.frame]];
backdrop.path = path.CGPath;
}
#end
If you add them both to the same parent UIView, tell that UIView to rasterize, then set the alpha on the parent, you'll get the desired effect. I'm not sure if that fits with your display structure or performance needs.
UIView *parent = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 200, 200)];
[parent setBackgroundColor:[UIColor clearColor]];
[parent.layer setShouldRasterize:YES];
[parent.layer setRasterizationScale:[[UIScreen mainScreen] scale]];
[parent setAlpha:0.25];
UIView *subview1 = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 125, 125)];
[subview1 setBackgroundColor:[UIColor whiteColor]];
[parent addSubview:subview1];
UIView *subview2 = [[UIView alloc] initWithFrame:CGRectMake(75, 75, 125, 125)];
[subview2 setBackgroundColor:[UIColor whiteColor]];
[parent addSubview:subview2];
This is my custom view for video player.
Interface File : Movieplayer.h
#import <UIKit/UIKit.h>
#interface MoviePlayer : UIView{
}
#property (strong) UIButton *videoButton;
#end
Implementation File: Movieplayer.m
#import "MoviePlayer.h"
#import <MediaPlayer/MediaPlayer.h>
#implementation MoviePlayer
MPMoviePlayerViewController *movieController;
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
_videoButton = [[UIButton alloc] initWithFrame:self.frame];
NSLog(#"My view frame: %#", NSStringFromCGRect(self.frame));
[_videoButton setBackgroundImage:[UIImage imageNamed:#"video-default.jpg"] forState:UIControlStateNormal];
[_videoButton addTarget:self action:#selector(showPlayer:) forControlEvents:UIControlEventTouchUpInside];
int current_tag = rand();
[_videoButton setTag:current_tag];
NSLog(#"Current tag : %d",current_tag);
[self addSubview:_videoButton];
}
return self;
}
-(void) showPlayer : (UIButton *) sender {
NSURL *movieURL = [NSURL URLWithString:#"http://km.support.apple.com/library/APPLE/APPLECARE_ALLGEOS/HT1211/sample_iTunes.mov"];
movieController = [[MPMoviePlayerViewController alloc] initWithContentURL:movieURL];
[movieController.view setFrame:_videoButton.frame];
[movieController.moviePlayer play];
[self addSubview:movieController.view];
}
#end
When i am using this class in viewcontroller, it works fully on the first control. But if i add 2 instance of the same class, the button selector is not fired for the second one.
here is how i am using it,
- (void)viewDidLoad
{
[super viewDidLoad];
UIScrollView *scrolview = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 0, 320, 500)];
// Do any additional setup after loading the view, typically from a nib.
MoviePlayer *mplayer = [[MoviePlayer alloc] initWithFrame:CGRectMake(0, 0, 320, 180)];
[scrolview addSubview:mplayer];
MoviePlayer *mplayer2 = [[MoviePlayer alloc] initWithFrame:CGRectMake(0, 180, 320, 180)];
[scrolview addSubview:mplayer2];
[self.view addSubview:scrolview];
[scrolview setContentSize:CGSizeMake(320, 600)];
}
When i click on mplayer1, it plays the video, all works here. When i click on mplayer2 nothing happens. in mplayer2, it does not call Showplayer method.
Please help.
Change the frame of the button by below way.
_videoButton = [[UIButton alloc] initWithFrame:CGRectMake(0,0,frame.size.width, frame.size.height)];
For second MoviePlayer view, the frame starts with origin.y = 180. So your button will be placed outside of your view. Change the button frame as above to solve the issue.
The problem you're having is that the _videoButton is not actually inside the bounds of its parent MoviePlayer view. In the init function, you say:
_videoButton = [[UIButton alloc] initWithFrame:self.frame];
Since the _videoButton's frame is relative to its superview, this means for your section MoviePlayer, the _videoButton gets a frame with a y value of 180. This means it is 180 points below the top of the MoviePlayer. The MoviePlayer, though, is only 180 points tall, itself, so the _videoButton is entirely outside of its parent view. This prevents you from tapping on it, even though it's visible. (By default, views don't hide subviews if they are outside of their bounds.) You can verify this by giving your MoviePlayer view a background color.
The fix is easy: don't pass your own frame to any child views. You probably instead want to do something like:
_videoButton = [[UIButton alloc] initWithFrame:self.bounds];
If you want the child view to take up the entire parent view. (Or, even better, use a nib or autolayout constraints to avoid these kinds of issues.)