iOS 6 UITextView Link Detection Issue - ios

I am coming across a strange bug in my app, that I believe is an iOS 6 bug.
I have a UITextView that contains some text that has some links and phone numbers. In my storyboard, I have Links & Phone Numbers checked under 'Detection' for my UITextView. In code I also do:
_txtvFooter.editable = NO;
_txtvFooter.dataDetectorTypes = UIDataDetectorTypeAll;
The issue I am having is a strange one, but when I run my app onto my device (or sim) from Xcode, the UITextView detects all of the links fine, and I can click them. If I then run the app not in debug (not running through Xcode), the links show as black standard text and cannot be touched. Note this is only happening on iOS 6.
On the iOS 5 simulator, the links show as blue and are clickable no matter if the app is run in debug, or just ran from the simulator.
I have looked all over the internets, and cannot find a solution or anyone else who has reported this issue. Does anyone know if something changed in iOS 6 specifically? I thing is, like I said it detects the links when run straight from Xcode, so to me it seems like an iOS 6 bug.
Any help is appreciated!

I found what was causing my issue. What I was doing was placing a UIView in the footer of a UITableView in Storyboard that contained a UITextView.
The fix was dumb... I removed the UITextView from the UIView and just used that as the footer (I at one point had multiple textviews in the footer) and the links began detecting.
I still believe this is a bug though-- because if you do need to use a UIView the links would not detect from the textviews within.

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iOS app missing splash screen, new black borders and ui glitching after visualstudio 8.10.10 and xcode 13 update

Just updated to Xcode 13 and Visualstudio Mac to 8.10.10. Since then my app:
Wont display the splash screen.
The app is cropped at top and bottom.
Ui is acting generally weird.
Now I have read old threads on similar problems and adding the Launch screen interface file base name. in the info.plist file does make the app cover the whole screen.
I have tried switching splash screens and change location. But it's just black. I don't use a storyboard for the splash and instead provide several different resolutions, which have worked fine for several years.
The UI is glitching like the loader picture, and several different ui elements where colors are provided are "cut" in the middle showing two colors when it should switch.
I have read the release notes for xcode13 but haven't found anything related that would break the whole UI.
The interface glitching and no splash screen I can't seem to find a solution for. Everything worked fine before the update.
What could be the problem? Some setting in the info.plist, a checkbox in the storyboard?
I'm still new to Xamarin and iOS development and greatly accept suggestions.
Let me know if I can clarify anything.
Thanks
iOS load glitch picture
According to your statement, you are not using a storyboard, so you need to replace the Launch Screen with a LaunchImage, then check the LaunchImage file (if it does not exist, you need to create it yourself) and add all strictly standardized pictures inside.

UITextView with text less than 10 characters hangs iOS 9

Starting from iOS 9 (I used Xcode 7.0 beta 6 (7A192o)), an Objective-C app with UITextView will hang if the text view's text is less than 10 characters. CPU usage goes up to 99-100% and the whole system hangs.
How to reproduce:
Create a brand new single view app from template (or anything else).
In storyboard, add a UITextView with default settings anywhere in the main view.
Set the text to a string that is less than 10 characters long.
Launch the app in simulator (any device, as long as it's iOS 9).
Upon launch, before displaying the single view, the system will hang and CPU usage will go to maximum forever.
Set the text to any other text that's more than 10 characters and the app runs correctly.a
Looks like constraints or any other settings do not affect this behaviour.
The immediate solution would be to simply not have less than 10 characters, but, well, that's lame.
You can check out this github repository that also demonstrates the problem.
I also submitted a bug report to Apple (bug no. 22736256, although you probably can't see it there yet).
Weirdest. Bug. Ever.
Is anyone also encountering this one??
Took me half a day to narrow the error down to a UITextView. This has got to be the stupidest bug ever.
You don't need to ensure that the UITextView holds at least 10 characters. Just adding a default of at least 10 characters to the UITextView in Interface Builder will fix the problem. Then, you can empty the UITextView using code.
By the way, this is an Xcode 7 bug, not an iOS9 bug. New builds built using Xcode 7 will create the same problem in iOS7 and iOS8.
According to the release notes of Xcode 7.1.1 this should be fixed now:
Storyboards and nibs containing UITextView elements with between 1 and 11 characters no longer hang when loaded on iOS. (23264732)
Refer the blow. It is a bug in Xcode 7 and still has not been fixed.
http://xcode7criticalbug.blogspot.in/2015/10/uitextview-bug-in-xcode-ios-app-getting.html
It can overcome by programatically setting the text property for UITextView.
i have found the solution first check the memory leak and please add the this line of code in particular class.
-(void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:YES];
}
This is helpful for me my problem is resolved.

iPhone Development : Magnifying glass of a UITextField is empty

The Magnifying glass shows up, but is empty (white)!
On iOS simulator, it is working fine.
Any clue ?
Thanks,
Jonathan.
Sorry for having asked, but after a LOT of research, I found this question already :
In iOS7 Text Magnifier isn't working app wide
For me, the problem was also that for historical reason, another UIWindow object was instanciated.
j.
Maybe it's due to the frames not being with the right size in the UI editor at Xcode.
Check for warnings of compilation time and see if you have problems in your storyboards or xib files.
Also, are you running iOS simulator of the same type of your device? If not, you might be missing to test it there also!

UILabel text alignment only working in iOS simulator

I've created a custom cell with several UILabels and everything works great, but for some reason I can't seem to get the text in any of my labels to do anything other than center.
Everything was created in Storyboard, and I set the left-alignment attribute, it looks perfect in the simulator, but when I test my code on my iPhone, all the labels center.
Since it's all in Storyboard, there isn't really any code snippet I can share, is there something I'm missing?
Did You remove app from device ? sometimes when adding/testing style features, old style is appended, until You delete the app.
Do one or both of the following:
Remove the app from your device and re-build it onto the device
Remove the folders in the DerivedData associated with your app. By default, the DerivedData folder is is located at /Library/Developer/Xcode/DerivedData/
This usually fixes all the Ui-related issues I've come across.
It turned out that autolayout was changing the size of the Labels in my cell, turning that off seems to have resolved the issue for now.

iOS XCode Storyboard controls moved and now look strange in simulator

I am following the course on iOS through iTunes university and working on the calculator project. I moved the controls on the storyboard to make room for another control at the top. Everything looks fine on the storyboard but when run in the simulator, controls are bunch up, on top of each other, and some are clearly off the top of the simulator screen. This leads to the following very related questions.
How does one move controls around on the storyboard? I went to the size inspector of each control (buttons in my case) and changed the 'Y' value (increased it by 10). I did this for each control. I didn't think about it as I was doing it because as I said, all looks fine on the storyboard. Is there a better way to move controls around? I could not figure out how to grab more than one control at a time and move them. Grabbing all and moving or all but one and moving would have been ideal.
I anticipate someone is going to say, "We need more info. " How do I show the storyboard? Is there a xml file somewhere? How is the storyboard saved? How should I show the results of the simulator?
In general, what the heck is going on? Why would things look so different in the simulator?
Is there a better forum/group to ask newbie questions about iOS programming?
My specs are these:
XCode 4.5.2
Ios simulator versions set to 6.0 and iPhone
Any other info needed? Thanks in advance,
Dave
Try setting your simulated device size to 'freeform' instead of 'inferred'. This screen is a bit smaller so the controls are no longer overlapping. The latest xcode sets it by default to ios6 (screen size of iPhone 5)
edit For a better insight in xcode IDE, please refer to the documentation provided by apple (includes screenshots for clarity)
https://developer.apple.com/library/ios/#documentation/ToolsLanguages/Conceptual/Xcode4UserGuide/000-About_Xcode/about.html#//apple_ref/doc/uid/TP40010215

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