Images getting mixed up in a UITableView - XML parsing - ios

EDIT: Actually images appear fine, it's when I scroll that they get mixed up...
I'm parsing an XML file with links to images which I'm putting into a UITable. For some reason the pictures are getting completely mixed up and when I scroll down the table some of them even start to change! Here's the code I'm using for my UITable:
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
static NSString *CellIdentifier = #"Cell";
Tweet *currentTweet = [[xmlParser tweets] objectAtIndex:indexPath.row];
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
if (cell == nil)
{
cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleSubtitle reuseIdentifier:CellIdentifier];
CGRect imageFrame = CGRectMake(2, 8, 40, 40);
customImage = [[UIImageView alloc] initWithFrame:imageFrame];
[cell.contentView addSubview:customImage];
}
NSString *picURL = [currentTweet pic];
if (![picURL hasPrefix:#"http:"]) {
picURL = [#"http:" stringByAppendingString:picURL];
}
customImage.image = [UIImage imageWithData:[NSData dataWithContentsOfURL: [NSURL URLWithString:picURL]]];
return cell;
}
Any idea what I'm doing wrong?
Any help is seriously appreciated. Thx!

Your problem is that if the cell is not nil (i.e. you've successfully reused a cell that has scrolled off the screen), you're not setting the customImage pointer properly (since it is a class instance variable, it has the value from the last cell it created). So, define some non-zero constant for kCustomImageTag and then modify the if statement in cellForRowAtIndexPath to be:
if (cell == nil)
{
cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleSubtitle reuseIdentifier:CellIdentifier];
CGRect imageFrame = CGRectMake(2, 8, 40, 40);
customImage = [[UIImageView alloc] initWithFrame:imageFrame];
[cell.contentView addSubview:customImage];
customImage.tag = kCustomImageTag;
}
else
{
customImage = [cell.contentView viewWithTag:kCustomImageTag];
}
Set the tag when you create customImage and use that tag to retrieve an existing customImage in the reused UITableViewCell.

when you ask for a reusable cell, if it's not nil it is a cell that you already allocated and added subviews to it's contentView... you should remove all subviews first in you cellForRow..
if (cell == nil)
{
cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleSubtitle reuseIdentifier:CellIdentifier];
CGRect imageFrame = CGRectMake(2, 8, 40, 40);
customImage = [[UIImageView alloc] initWithFrame:imageFrame];
[cell.contentView addSubview:customImage];
} else {
for (UIView *v in cell.contentView)
[v removeFromSuperView];
}

Have a look at this project: https://github.com/bharris47/LIFOOperationQueue
It shows how you can load images in the background with using an NSTable. Additionally, it should be a pretty good of how to not get your images mix-matched.

Related

Custom cell contents overlapping in UITableView

I know this question is already asked many times, but my problem is some different.
I am creating a UIView and a UIImageView programmatically in cell's content view. When TableView appear first time it looking perfect, but when i scroll down and up , this seems overlapped.
Screenshot of without scroll:
Screenshot after scroll:
Code that i follow:
viewForHead = [[UIView alloc]initWithFrame:CGRectMake(cell.viewForContents.frame.origin.x, cell.viewForContents.frame.origin.y-10, cell.viewForContents.frame.size.width, 45)];
viewForHead.backgroundColor = [UIColor colorWithRed:232.0/255.0 green:255.0/255.0 blue:16.0/255.0 alpha:1];
[cell.contentView addSubview:viewForHead];
UIImageView *imageViewForDP = [[UIImageView alloc]initWithFrame:CGRectMake(viewForHead.frame.origin.x-50, viewForHead.frame.origin.y-8, 60,60 )];
imageViewForDP.image = [UIImage imageNamed:#"dog_1.png"];
//[cell.viewForContents addSubview:imageViewForDP];
imageViewForDP.layer.cornerRadius = 30;
imageViewForDP.clipsToBounds = YES;
[viewForHead addSubview:imageViewForDP];
Please get me out from this problem . Thanks
Use this into your - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
if ([cell.contentView subviews]){
for (UIView *subview in [cell.contentView subviews]) {
[subview removeFromSuperview];
}
}
You are adding your viewForHead as a subview each time the cell gets dequeued. So you're adding them on top of each other.
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:#"CELL"];
if (cell == nil) {
cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleSubtitle reuseIdentifier:#"CELL"] autorelease];
// This is where you CREATE your cell contents.
viewForHead = [[UIView alloc]initWithFrame:CGRectMake(cell.viewForContents.frame.origin.x, cell.viewForContents.frame.origin.y-10, cell.viewForContents.frame.size.width, 45)];
viewForHead.backgroundColor = [UIColor colorWithRed:232.0/255.0 green:255.0/255.0 blue:16.0/255.0 alpha:1];
[cell.contentView addSubview:viewForHead];
UIImageView *imageViewForDP = [[UIImageView alloc]initWithFrame:CGRectMake(viewForHead.frame.origin.x-50, viewForHead.frame.origin.y-8, 60,60 )];
imageViewForDP.image = [UIImage imageNamed:#"dog_1.png"];
// [cell.viewForContents addSubview:imageViewForDP];
imageViewForDP.layer.cornerRadius = 30;
imageViewForDP.clipsToBounds = YES;
imageView.tag = 1
[viewForHead addSubview:imageViewForDP];
}
// this is where you UPDATE your viewForHead image and any other elements inside your cell
UIImageView *imageView = [cell.contentView viewWithTag:1];
imageView.image = // your new image
return cell;
}
Subclassing your UITableViewCell and building your layout with a xib would be even better, then you could just access the cells properties directly. A much cleaner solution.
MyCustomCell *cell = [tableView dequeueReusableCellWithIdentifier#"CELL"];
if (cell == nil) {
cell = [[MyCustomCell alloc] init]; // you ID is set in interface builder
}
cell.imageView.image = // your new image here.
cell.someLabel.text = #"some new text here"
This problem is because of table view cell gets reuse and you are adding a view again on cell.
Try below code:
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:#"MyIdentifier"];
if (cell == nil) {
cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleSubtitle reuseIdentifier:#"MyIdentifier"] ;
cell.selectionStyle = UITableViewCellSelectionStyleNone;
}
UIView *viewForHead = (UIView *)[cell.contentView viewWithTag:1];
if (viewForHead==nil) {
viewForHead = [[UIView alloc]initWithFrame:CGRectMake(cell.frame.origin.x, cell.frame.origin.y, cell.frame.size.width, 20)];
viewForHead.backgroundColor = [UIColor colorWithRed:232.0/255.0 green:255.0/255.0 blue:16.0/255.0 alpha:0.5];
viewForHead.tag = 1;
[cell.contentView addSubview:viewForHead];
}
return cell;}

Same Cells repeat after Scrolling

I am using table view using custom coding with tag method to save memory.
I was successful to show data in the view but the problem is if 10 cells are showing and then if I scroll down like for one cell then it should show 2-11 cell data but it switches to 1-10 again.
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
static NSString *cellIdentifier = #"cellID";
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:cellIdentifier];
UILabel *cellNAMElabl = nil;
UILabel *cellDetaillabl = nil;
UIImageView *imgView = nil;
if (cell == nil) {
cell = [[UITableViewCell alloc]initWithStyle:UITableViewCellStyleSubtitle reuseIdentifier:cellIdentifier];
cellNAMElabl = [[UILabel alloc] initWithFrame:CGRectMake(88, 10, 150, 20)];
[cellNAMElabl setTag:1];
cellNAMElabl.text = [name5 objectAtIndex:indexPath.row];
UIFont *myFont1 = [ UIFont fontWithName: #"Arial" size: 20.0 ];
cellNAMElabl.font = myFont1;
[cell.contentView addSubview:cellNAMElabl];
cellDetaillabl = [[UILabel alloc] initWithFrame:CGRectMake(88, 28, 150, 20)];
[cellDetaillabl setTag:2];
cellDetaillabl.text = [email5 objectAtIndex:indexPath.row];
UIFont *myFont = [ UIFont fontWithName: #"Arial" size: 13.0 ];
cellDetaillabl.font = myFont;
[cell.contentView addSubview:cellDetaillabl];
imgView=[[UIImageView alloc] initWithFrame:CGRectMake(25, 5, 52, 50)];
[imgView setTag:3];
imgView.image = [imagepath5 objectAtIndex:indexPath.row];
[cell.contentView addSubview:imgView];
}
cellNAMElabl = (UILabel *)[cell viewWithTag:1];
cellDetaillabl = (UILabel*)[cell viewWithTag:2];
imgView = (UIImageView*)[cell viewWithTag:3];
cell.accessoryType = UITableViewCellAccessoryDisclosureIndicator;
return cell;
}
You are not assigning new content to subviews, if they have been already created. After the case if(cell == nil), these you have just got references.
cellNAMElabl = (UILabel *)[cell viewWithTag:1];
cellDetaillabl = (UILabel*)[cell viewWithTag:2];
imgView = (UIImageView*)[cell viewWithTag:3];
Here when cell is not nil, you are just getting references to labels and imageview, but you are not setting new text and image from data source. Add following lines and remove them from the if (cell == nil) part:
cellNAMElabl.text = [name5 objectAtIndex:indexPath.row];
cellDetaillabl.text = [email5 objectAtIndex:indexPath.row];
imgView.image = [imagepath5 objectAtIndex:indexPath.row];
[cell.contentView addSubview:imgView];
The way this dequeueReusableCellWithIdentifier works: If iOS detects that a cell is not displayed anymore, then dequeueReusableCellWithIdentifier will return that cell. If there is no unused cell, it returns nil. So what you need to do:
If dequeueReusableCellWithIdentifier returns nil, then you create a new cell, and you do all the setup that is required for all cells with the same identifier. For example, add view tags like you did, set fonts, colors etc.
Then, whether you use a cell returned by dequeueReusableCellWithIdentifier or one that you just created yourself, you add all the information that is used for the specific section/row that you want to display. So if row 1, row2, and so on display different text, then you set the text here. That's what you didn't do, so when a cell was reused, you didn't set the new text for it.
So the idea is that all the work that is the same for all rows is only done once when a cell is created, and only as many cells are created as is needed to display them on the screen. The work that is different from row to row is done for each row, as it is needed.
If you set a breakpoint in the if cell == nil block its probably only being hit for the first set if your reuseID is correct. Thats why its never getting a chance to set any new data into the cell.
You should not look for a nil cell, rather use a correct reuseID and a prototype cell in IB that is set to a custom UITableViewCell subclass you create.
Its also good practice to implement prepareForReuse on custom cells, where you clear any cell data e.g. label.text = nil, imageview.image = nil
This way you dont get invalid data from previously dequeued cells. It might not solve the question directly, but it would have wiped the fixed data set in your if cell == nil block to help debug.
What you want to do is..
add/setup the tableViewCell UI if the cell is nil..
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
static NSString *cellIdentifier = #"cellID";
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:cellIdentifier];
if (cell == nil) {
cell = [[UITableViewCell alloc]initWithStyle:UITableViewCellStyleSubtitle reuseIdentifier:cellIdentifier];
UILabel *cellNAMElabl = [[UILabel alloc] initWithFrame:CGRectMake(88, 10, 150, 20)];
cellNAMElabl.tag = 1;
cellNAMElabl.font = [UIFont fontWithName: #"Arial" size: 20.0 ];
[cell.contentView addSubview:cellNAMElabl];
UILabel *cellDetaillabl = [[UILabel alloc] initWithFrame:CGRectMake(88, 28, 150, 20)];
cellDetaillabl.tag = 2;
cellDetaillabl.font = [UIFont fontWithName: #"Arial" size: 13.0 ];
[cell.contentView addSubview:cellDetaillabl];
UIImageView *imgView=[[UIImageView alloc] initWithFrame:CGRectMake(25, 5, 52, 50)];
imgView.tag = 3;
[cell.contentView addSubview:imgView];
}
//and just update your data if the cell is currently exist and not nil..
//you already called the view using tag so, you dont need those:
// UILabel *cellNAMElabl = nil;
// UILabel *cellDetaillabl = nil;
// UIImageView *imgView = nil;
((UILabel *)[cell viewWithTag:1]).text = [name5 objectAtIndex:indexPath.row]; // cellNAMElabl
((UILabel*)[cell viewWithTag:2]).text = [email5 objectAtIndex:indexPath.row]; // cellDetaillabl
((UIImageView*)[cell viewWithTag:3]).image = [imagepath5 objectAtIndex:indexPath.row]; // imgView
cell.accessoryType = UITableViewCellAccessoryDisclosureIndicator;
return cell;
}
hope this have help you, happy coding cheers!

UITableViewCell view after being dequeued from UITableView not empty

I have a strange problem using the dequeueReusableCellWithIdentifier: method of UITableView. Not sure if I don't understand the method well enough or is it just plain weird. Here goes:
Im using a UITableView which presents some data to users, and inside my
- (UITableViewCell*)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath I use the dequeue method like so:
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:#"cell"];
if (!cell)
cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:#"cell"];
Afterwards I add some subviews to the contentView property of the cell. When scrolling a bit further down on my table I see those previously added subviews i.e. the cell is not empty but filled with "old" data. If I don't dequeue, and just alloc-init a new one each time, the cells are empty but I do see a bit more memory consumption which is precisely what Im trying to bring down a little. I'm using ARC if that means anything here.
What or how should I tackle the problem? I have tried running a for loop through the subviews of the content view and [view removeFromSuperview] which does remove the previous views and brings down memory consumption a little. But is that really necessary? Or is there a better way?
EDIT here is some more code how I add subviews
cell.backgroundView = [[UIView alloc] initWithFrame:cell.frame];
cell.backgroundColor = kClearColor; //defined to [UIColor clearColor]
cell.selectionStyle = UITableViewCellSelectionStyleNone;
if (indexPath.row == 0)
{
UIImageView *shine = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 320, 50)];
shine.image = [UIImage imageNamed:#"top_shine_1"];
[cell.backgroundView addSubview:shine]; //its a gradient thats why its added to background
UILabel *appLabel = [[UILabel alloc] initWithFrame:CGRectMake(55, winSize.height * 0.027, 250, 33)];
appLabel.backgroundColor = kClearColor; //defined to clear color
appLabel.textColor = kWhiteColor; //defined to white color
appLabel.text = [viewOrder objectAtIndex:tableView.tag]; //just an array from where I get the required text
appLabel.font = kStandardFontOfSize(30); //defined to a specific font
[cell.contentView addSubview:appLabel];
UIButton *settingsButton = [UIButton buttonWithType:UIButtonTypeCustom];
settingsButton.frame = CGRectMake(10, winSize.height * 0.0377, 31, 21);
[settingsButton setImage:[UIImage imageNamed:#"settings_button"] forState:UIControlStateNormal];
[settingsButton addTarget:self action:#selector(settings:) forControlEvents:UIControlEventTouchUpInside];
[cell.contentView addSubview:settingsButton];
return cell; //here I just return it since this is all the config the first cell needs
}
NSString *app = [viewOrder objectAtIndex:tableView.tag];
NSArray *boxes = [[plist secondObjectForKey:#"order" parent:app] componentsSeparatedByString:#";"];
//Add necessary shines or create the last logotype cell - just some details and stuff, all are just images
if (indexPath.row == 1)
{
UIImageView *shine = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 320, 282.5)];
shine.image = [UIImage imageNamed:#"top_shine_2"];
[cell.backgroundView addSubview:shine];
}
else if (indexPath.row == 2)
{
UIImageView *shine = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, winSize.width, 150)];
shine.image = [UIImage imageNamed:#"main_shine"];
[cell.backgroundView addSubview:shine];
}
else if (indexPath.row == boxes.count + 1)
{
UIImageView *logo = [[UIImageView alloc] initWithFrame:CGRectMake(111.5, 25, 97, 20)];
logo.image = [UIImage imageNamed:#"cell_logo"];
[cell.backgroundView addSubview:logo];
return cell;
}
NSString *databox = [boxes objectAtIndex:indexPath.row - 1];
UIView *view; //Main subview to be added to the cell
/*
here I have a class that creates a view with a bunch of subviews added to that view, the view is then assigned to 'view'; kinda like
view = [someAssembler assembleViewWith:options.....]. all are basically UILabels or ImageViews added to the main view
*/
[cell.contentView addSubview:view]; //and here this 'main view' is added as a subview, this view is still visible after the cell has been dequeued and the shines are as well
return cell;
Before you start criticising why im not using a single UIColor for background and text color let me remind you that this is still in testing stage, it will be taken care of later.
[cell.backgroundView addSubview:shine]; these lines of code are the problem in your case.
You should create a complete reusable cell within the if (!cell) block and repopulate them each time cellForRow is being called. For every unique cell a unique reuse identifier should be used. For example, if you have multiple cells with differently laid out subviews, you should use different identifiers for them.
In your specific example cells must be created in the if (indexPath.row == 1) blocks.
static NSString *cellIdentifier = #"cell";
UITableViewCell *cell = nil;
if (indexPath.row == 0) {
cellIdentifier = #"topCell";
cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:cellIdentifier];
if (!cell) {
// create the cell and add the necessary subviews for indexPath row 0
}
return cell;
}
else if (indexPath.row == 1) {
}
//etc.
}
You'll have to create the "main subview" for each cell in the !cell block with this approach though, so you should probably look into subclassing a cell.

iOS TableView Reuse would load a lot of subviews to cell

I used the following code to implement cell for every row at index path:
But the problem is when I scroll the tableView, the cell will load a lot of UIImageView *itemimageview in one cell in one line, I tried use
for (UIImageView *sView in cell.subviews) {
[sView removeFromSuperview];
}
but it would remove all subviews of one cell. How to solve this problem?...
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
NSUInteger row = [indexPath row];
NSUInteger oldRow = [lastIndexPath row];
static NSString *CheckMarkCellIdentifier = #"CheckMarkCellIdentifier";
//dequeueReusableCellWithIdentifier --
// Returns a reusable table-view cell object located by its identifier.
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CheckMarkCellIdentifier];
if (cell == nil) {
cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CheckMarkCellIdentifier] autorelease];
}
/*
for (UIImageView *sView in cell.subviews) {
[sView removeFromSuperview];
}
*/
UIImageView *itemimageview=[[UIImageView alloc]initWithFrame:CGRectMake(5, 5, 232, 54)];
itemimageview.image=[UIImage imageNamed:[tabsImageArray objectAtIndex:row]];
itemimageview.userInteractionEnabled = YES;
[cell.contentView addSubview:itemimageview];
[itemimageview release];
UIImageView *dictIcon=[[UIImageView alloc]initWithFrame:CGRectMake(30, 18, 30, 30)];
dictIcon.image=[UIImage imageNamed:#"dictionary_icon.png"];
dictIcon.userInteractionEnabled = YES;
[cell.contentView addSubview:dictIcon];
[dictIcon release];
UILabel *dictNameLabel = [[UILabel alloc] initWithFrame:CGRectMake(80, 23, 100, 21)];
dictNameLabel.text = dictName;
dictNameLabel.textColor = [UIColor whiteColor];
dictNameLabel.shadowColor = [UIColor blackColor];
dictNameLabel.backgroundColor = [UIColor clearColor];
dictNameLabel.userInteractionEnabled = YES;
[cell.contentView addSubview:dictNameLabel];
[dictNameLabel release];
//cell.textLabel.text = [tabsImageArray objectAtIndex:row];
cell.accessoryType = (row == oldRow && lastIndexPath != nil) ? UITableViewCellAccessoryCheckmark : UITableViewCellAccessoryNone;
return cell;
}
Consider running through and checking [view isKindOfClass:[UIImageView class]] to check whether the view is the right type of view to remove.
Also consider tagging the views with the UIView tag property, so you can add the subviews once, and then won't have to recreate them with reuse.
Here is how you would do this:
#define ImageViewOneTag 1001
#define ImageViewTwoTag 1002
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)path {
static NSString *CellID = #"CellID";
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellID];
UIImageView *imageViewOne = nil;
UIImageView *imageViewTwo = nil;
if (cell) {
// You've caught a reusable cell. Fetch the image views by their tag.
imageViewOne = (UIImageView *)[cell viewWithTag:ImageViewOneTag];
imageViewTwo = (UIImageView *)[cell viewWithTag:ImageViewTwoTag];
} else {
// You haven't got a reusable cell. Make one, and make and add the image views to the contentView.
cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellID];
imageViewOne = [[UIImageView alloc] initWithFrame:CGRectMake(0.0, 0.0, 20.0, 20.0)];
[imageViewOne setTag:ImageViewOneTag];
imageViewTwo = [[UIImageView alloc] initWithFrame:CGRectMake(0.0, 20.0, 20.0, 20.0)];
[imageViewTwo setTag:ImageViewTwoTag];
UIView *contentView = cell.contentView;
[contentView addSubview:imageViewOne];
[contentView addSubview:imageViewTwo];
}
// By this stage, you've either retrieved a reusable cell, or you've made a new one. Either way, imageViewOne and imageViewTwo now have a reference to the views you mean.
imageViewOne.image = *imageOneForRow*;
imageViewTwo.image = *imageTwoForRow*;
return cell;
}
I suggest you using custom table view cell, just create a cocoa touch class which inherits uitableviewcell.

Clear cells in UITableView to put other views on cells

I'm going to have cells with different subviews depending on which category is chosen. I choose a new category, reload data etc, but instead of displaying new cell with other subviews, the views are being laid on each other when I switch between them categories, how to correct that?
Here is my code:
//cell for row at indexPath
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
static NSString *CellIdentifier = #"Cell";
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
if (cell == nil) {
cell = [[UITableViewCell alloc] initWithFrame:CGRectZero reuseIdentifier:CellIdentifier];
}
if ([currentCategory isEqualToString:#"Projects"])
{
Project *pr=[projectsArray objectAtIndex:indexPath.row];
NSLog(#"Project ID %i, ProjectName %#", pr.ident, pr.projectName);
UILabel *nameLabel=[[UILabel alloc] initWithFrame:CGRectMake(0, 20, 200, 100)];
nameLabel.text=pr.projectName;
UIImageView *iv=[[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 1024, 192)];
iv.image=pr.baseImage;
[cell addSubview:iv];
[cell addSubview:nameLabel];
}
else if ([currentCategory isEqualToString:#"Glossaire"])
{
Glossaire *gl=[glossaireArray objectAtIndex:indexPath.row];
UILabel *nameLabel=[[UILabel alloc] initWithFrame:CGRectMake(0, 0, 200, 45)];
nameLabel.font=[UIFont fontWithName:#"Arial" size:25.0f];
nameLabel.text=gl.glossaireName;
nameLabel.backgroundColor=[UIColor redColor];
UILabel *introLabel=[[UILabel alloc] initWithFrame:CGRectMake(0, 50, 200, 50)];
introLabel.font=[UIFont fontWithName:#"Arial" size:16.0f];
introLabel.text=gl.intro;
introLabel.backgroundColor=[UIColor redColor];
UILabel *descriptionLabel=[[UILabel alloc] initWithFrame:CGRectMake(0, 100, 350, 100)];
descriptionLabel.font=[UIFont fontWithName:#"Arial" size:16.0f];
descriptionLabel.text=gl.description;
descriptionLabel.backgroundColor=[UIColor redColor];
NSLog(#"Glossaire ID: %i, NAME: %# INTRO: %# Description %#", gl.ident, gl.glossaireName, gl.intro, gl.description);
[cell addSubview:nameLabel];
[cell addSubview:introLabel];
[cell addSubview:descriptionLabel];
}
return cell;
}
//And switching between categories
- (IBAction)viewProjects:(id)sender
{
currentCategory=#"Projects";
projectsArray=[dbm fetchProjectsSummary];
[mainTable reloadData];
}
- (IBAction)viewGlossaire:(id)sender
{
currentCategory=#"Glossaire";
glossaireArray=[dbm fetchGlossaireSummary];
[mainTable reloadData];
}
Also they say the reuse identifier is deprecated, what's the new version for it? thanks!
I just answered a similar question in cellForRowAtIndexPath memory management.
Basically, cells are re-used, so you are adding your subviews to the cell each time it is displayed and they are building up over time. You could either use a different CellIdentifier for each cell layout so a cell with one layout isn't reused for a cell that needs a different layout, or you could just get rid of this logic:
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
if (cell == nil) {
cell = [[UITableViewCell alloc] initWithFrame:CGRectZero reuseIdentifier:CellIdentifier];
}
And just have this:
UITableViewCell *cell = [[UITableViewCell alloc] initWithFrame:CGRectZero reuseIdentifier:nil];
That way your cells won't be re-used each time and you don't need to worry about cleaning up the contents from the last time they were used.
To actually answer your question, you could just loop through the cell subviews and say [view removeFromSuperview] to clean them out each time, but I don't think that's a good solution.

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