iPad - AG.Calendar doesn't go full width - ipad

Version used: 1.2.3
I added the modules to my tiapp.xml:
ag.calendar
here's a link to what it looks like: https://dl.dropbox.com/u/101794062/iOS%20Simulator%20Screen%20shot%20Oct%2031%2C%202012%2010.35.51%20PM.png
I made sure that there are no actual static width's set. The weird thing is that the calendar is starting to go the full width, but not quite. The header part and the footer part of the calendar just aren't going the full width.
Link to the module I used: https://github.com/Appgutta/AGCalendar

In the KalViewController.m replace line 196 with the following:
CGRect rect = CGRectMake(0, 0, windowsRect.size.width, windowsRect.size.height);
//CGRect rect = CGRectMake(0, 0, MIN(popoverRect.size.width, windowsRect.size.width), MIN(popoverRect.size.height, windowsRect.size.height));

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I am increasing the height for UIView programmatically in runtime on click of button, it works fine on iPhone 6,7,8 and plus models but doesn't works on iPhone X and beyond models. i have initially set constraints programmatically as i views are autoLayout based. I also tried to set constraints at runtime which didn't helped too.
//Tried this and working till iPhone 8+
self.view.frame.size.height += CGFloat(280)
//or
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Debug view hierarchy and look for conflicting constraints that might interfere with your height constraint. Also make sure you set translatesAutoresizingMaskIntoConstraints to false if you set constraints in code.
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For any further help you certainly need to share more information.

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My problem arises when I have to display a smaller amount of text. If I add some content that doesn't exceed the height of the UITextView, I want to hide the more/less toggle button. So I thought of taking the full content height and if only it's larger than the text view's height, show the toggle button.
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I opened an issue at the library's Github page but the owner asked to ask it here.
Why does the content height return a wrong value?
Here is the project I'm using in the above example by the way.
You can simply use following method to get the content size:
let contentSize = self.textView.sizeThatFits(self.textView.bounds.size)
Then update the textview frame accordingly:
self.textView.frame = CGRect(width: contentSize.width, height: contentSize.height)

how to position myLocationButton google maps IOS

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Use GMSMapView's padding to make this happen.
self.mapView.padding = UIEdgeInsetsMake(0, 0, 100, 0)
Replace '100' with whatever space you want the location-button to be pushed up. You should probably replace it with the y-location of your book-button. For example:
let botPadding = self.view.frame.size.height - self.bookButton.frame.origin.y
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You can probably put this code wherever you want, maybe it'll work in viewDidLoad. But keep in mind that you'll have to call it again if your book-button is supposed to disappear at some point.
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I have two UICollectionViews on the screen. After onClick event I want to resize one of them.
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(0, 0, 1024, 588)
I have tried with this:
collectionView.Frame = new CGRect(0, 0 , 1024 , 768);
and this:
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I'm writing an iOS app which has multiple labels in one view, like shown:
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I need to use auto layout for this, as the top label may be multiple lines, or may only be one depending on input, and will change height depending on this. This, along with the top label being a different size, means that I cannot simple have the middle label in the middle, and the others relative to that.
I'm looking for a solution either in code or IB.
EDIT: To clarify, I am looking to centre the middle of multiple labels, like so:
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The easiest method to centre a collection of views is to place them within a UIView object which is itself centred.
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I don't think there is a way to do this with Auto Layout, but you can code. I'm assuming you've already figured out the spacing of the labels, so I'll just help you center the whole thing.
var o1 = label1.frame.origin
var o4 = label4.frame.origin
var h4 = label4.frame.height
var w4 = label4.frame.width
var hc4 = o4.y + h4
var wc4 = o4.x + w4
var screen = UIScreen.mainScreen().bounds.size.height
var remainingScreen = (screen - (hc4 - o1.y))/2.0
var screenW = UIScreen.mainScreen().bounds.size.width
var remainingScreenW = (screenW - (wc4 - o1.x))/2.0
var moveH = remainingScreen - o1.y
var moveW = remainingScreenW - o1.x
var frame1 = label1.frame
var frame2 = label2.frame
var frame3 = label3.frame
var frame4 = label4.frame
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label2.frame = CGRect(x: frame2.origin.x + moveW, y: frame2.origin.y + moveH, width: frame2.width, height: frame2.height)
label3.frame = CGRect(x: frame3.origin.x + moveW, y: frame3.origin.y + moveH, width: frame3.width, height: frame3.height)
label4.frame = CGRect(x: frame4.origin.x + moveW, y: frame4.origin.y + moveH, width: frame4.width, height: frame4.height)
This whole thing isn't very self explanatory, but I won't talk about what every line does. The overall idea is it finds the distance between the upper left and lower right corner of all the labels (so UL of label1 and LR of label4 [this only works if you've already set the spacing between labels and the width/height of each label]), then it finds the width/height (W/H) of the screen and subtracts the W/H of the label area, divides by two, giving the space between the top of the screen and the labels. Finally, it finds the distance the entire assembly needs to move by comparing the UL corner with where it should be, and combines the amount to be moved with the original location of all the labels.
Note: This code could be heavily condensed, it is just easier to view and read if it is written like this.

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