I do not remember the first time I saw this bug. If it started with the iOS 9 framework or not.
The problem is when I have an UITableView as first child of my UIViewController in Storyboard the tableView apparently have a bigger content size and do not show the scroll indicators. When I put a transparent UIView as first child, the problem disappear.
The same issue occurs with UITableViewControllers. And there is no trick because de TableView is the main View of the ViewController.
Anyone got this bug too or know how to fix it?
I am trying to resolve this problem in order to prevent future problems just because the Storyboard is in "MacGyver mode".
Looks like the frame of the table view is bigger than the screen size. That's why no scrolling indicators appear. When you add a transparent view as the superview of your table view, you're somehow influencing the resizing of that table view. Try inspecting the frame of the table view and then play around with its layout constraints.
Update:
I've taken the PO's code and found out that (on iPhone 6 simulator) the table view has frame = (0 0; 375 667) and contentSize: {600, 0}. This is the answer why no scrolling indicators appear. The content size is "wrong" because no data source has been specified.
And then, when I specified a data source and returned 28 for row count on section 0, I got an exception. That exception said: "failed to obtain a cell from its dataSource". That was because UITableViewCell *cell = [super tableView:tableView cellForRowAtIndexPath:indexPath]; returned nil (that was expected BTW). The right way of instantiating table view cells is this:
- (__kindofUITableViewCell * _Nullable)dequeueReusableCellWithIdentifier:(NSString * _Nonnull)identifier
... but it's a completely different story. Hope this helps.
The problem was occurring because in some point of the project an UITabBar of UITabBarController was override and the bottom layout guide was affected. Now, I just hide the native tab bar and put the views that I need on top of it. In this case, the native Tab Bar still there, hidden but there, so the layout guides.
I have some modal controllers that are UIViews and are not scrolling.
Reading on SO, the apple docs and elsewhere, it seems there are three approaches to fixing this:
Multiselect all the elements within the view and then go
editor-embedin-UIScrollview.
change the view to a scrollview in the identity inspector and then
add the following line to viewdidload:
[(UIScrollView *)self.view setContentSize:CGSizeMake(320, 2000)];
Copy elements to clipboard, delete the uiview, add a new scrollview
and copy the elements into the scrollview. Warning - this destroys
the positioning of the elements although it does preserve their
outlet properties.
However, I have tried all of these and the scrollview still does not scroll.
Is there any other step I am missing?
Thanks in advance for any suggestions.
Edit:
Getting scrollviews to work is not easy and there is much conflicting advice on the web.
I finally got this to work by setting the content size in a separate method as opposed to viewdidload.
(void)viewDidLayoutSubviews {
self.MainScroll.contentSize = CGSizeMake(320, 1800);
}
Thanks as well to Evo for advice on setting all the vertical dimensions correctly and using freeform in the VC size inspector as it won't work if you don't carefully set these.
If you have EVER enabled autolayout, even if it's disabled now, you need to:
Select the view controller you plan on scrolling
At the bottom right of the storyboard view, click the third button (far right) and then "Reset to Suggested Constraints"
Make sure that all the elements in the scrollview are embedded in the desired positions.
If you are not using autolayout:
Check that the Size of the view controller is set to (320, 2000), or whatever you want.
In the Simulated Metrics of the view controller, you can set the size type to Freeform.
Then in the tab to the right of Simulated Metrics, you can set the width and height to the desired values.
Please comment any concerns
We're currently having a problem that only seems to affect iOS7 devices.
Within our .xib file we have two views within a container view (i.e.: not at the top level of the view hierarchy) that need to be circular on display. The views have constraints applied to their position and horizontal spacing within the container, and an aspect ratio condition requiring they are square. The views should expand in width/height on larger screen sizes, respecting the constraints described.
In our VC, we have the following in viewDidLayoutSubviews to force these views to appear circular:
- (void)viewDidLayoutSubviews {
self.progressContentContainerView.layer.cornerRadius = self.progressContentContainerView.frame.size.width/2;
}
This seems to work fine on iOS8, however on iOS7 there is a period after the view has been displayed where the constraints have not yet been applied and the size of the view/views is incorrect (see attached screenshots). This resolves itself and correctly renders a circle after half a second. This only appears to happen when the views that we intend to be circular are NOT at the top level of the VC's view hierarchy which seems to imply that viewDidLayoutSubviews is called before the subviews of subviews have also been laid out.
My guess is that we could potentially fix this issue by subclassing UIView for the nested container, adding references to the circular view within this subclass and overriding viewDidLayoutSubviews here to make the cornerRadius adjustment. This seems like a bit of a workaround though and I'm interested to see if there are other options.
Is there a cleaner/more idiomatic solution to this problem?
I know this is an old question but have you tried calling either:
[self.progressContentContainerView setNeedsUpdateConstraints];
or:
[self.progressContentContainerView layoutIfNeeded];
I have a UIScrollView filled with subviews, all is well when creating it and initially filling it.
But when I add a new subview that is positionned outside of the visible screen portion, or when I just resize an existing subview that is also outside of the visible screen portion, there is a subsequent 0.3s-long scroll animation (I can see it happening from my delegate) that seems to match the newly added/resized element.
Attempts:
pagingEnabled is always NO.
Setting scrollEnabled to NO during subview manipulations doesn't help.
Doing a setContentOffset:animated:NO after subview manipulations doesn't prevent the animation.
One single giant subview with all my subviews in it doesn't help.
My current workaround is to initially set the frame to fit inside the visible screen portion, or doing resizing work inside another superview, but it feels dirty, and won't handle all situations...
Is there a way to prevent this automatic scrolling animation when programmatically manipulating subviews?
Xcode 4.3, iOS SDK for 5.1.
I too discovered this problem and found this solution http://www.iphonedevsdk.com/forum/iphone-sdk-development/94288-disabling-uiscrollview-autoscroll.html
It involves subclassing the UIScrollView and entering no code in the following method.
- (void)scrollRectToVisible:(CGRect)rect animated:(BOOL)animated {
}
Like the guy says on the link I've found it works and no problems so far. Hope it works for you.
I had this problem because I set the content size of the scroll view prior to adding the subview.
As soon as I change the code so that the content size of the scroll view was set after adding the subview the problem went away.
I have a vertically scrolling uiscrollview - imagine an 'about this app' page of a tab bar app which goes on a bit and requires a scrollview. It only contains a few images, a video and some text (only the video has been coded in - the rest have been placed in the GUI). In storyboard (Interface Builder?) Xcode 4.2, everything is set up as it should be and works fine, but the view is only as large as what you see on the screen, is it not possible to manually arrange in storyboard the items that are initially offscreen - that you need to scroll up to? The only way I've found so far is to design them on the visible view then navigate them down with the arrow keys..
In the storyboard select the viewController, then in Attributes inspector change 'size' to 'freeform'. Then change the 'height' of the view/scroll view to as big as you need. The default settings of struts and springs should take care of resizing the view back correctly when the app is run, but you should double check.
I feel your pain. The only way I found is to manually pan the scroll view in the size inspector to reveal the portion of the view that you wish to visually edit.
Use a UIView to contain elements so they are positioned relatively to this view. Add the view as a subview to the scrollview at 0,0.
pan: use the Y coordinate say to -200, then edit the contents.
to place more contents in the hidden part, pan again to reveal new real-estate
when finished, restore the values of the ScrollView's height and X,Y position.
Make sure the scroll view frame rectangle is smaller than the contained view.
New: 3/26/2013
I stumbled upon what I think is even simpler way of dealing with UIScrollView directly in storyboard.
No code needed, just storyboard settings. This maybe new in iOS6.1 / Xcode 4.6
No need to disable constraints (i.e. uncheck "Use autolayout" in File Inspector for storyboard file)
No need to add UIScrollView* scrollView; in .h
No need to add self.scrollView.contentSize = ... in overrides of viewWillAppear or viewDidLoad
Here is what I did (important parts highlighted with **): (see code)
Create a new project with storyboard enabled
Drop in a UIScrollView, set class in identity inspector for view controller
In attributes Inspector, change Size under simulated metrics to Freeform**
Select scroll View; In attributes inspector, turn on "scroll enabled" and "background" to "White" (you'll figure out why - if you don't)
Under Size Inspector (with scroll view selected) change the height to 900 for example**
Add buttons, one on top and one at the bottom
Add a default handler for buttonTouchUpInside for both buttons and simply Log sender.
See Code Select the View Controller and scroll view and check inspectors.
Just change the 'Simulated Size' of the view controller to freeform and set a height that is larger than the usual size, you will be able to see all the outlets you need to edit.
On iOS 6.0 you can drag a Container View inside your Scroll View. This will automatically create a new View for your content, outside of the current scene. You can then resize this view as big as needed to fit your content.
I believe you would still have to set the ScrollView content height at runtime, but at least you can design you content view at once without having to scroll up and down on IB.
Just uncheck the "Autoresize subviews" from any view that you're trying to resize and it should keep all your objects from resizing with it.
I've been struggling with this for a while now, and every single thing I've tried has failed.
Specifically, What I am trying to achieve is a freeform sized modal dialog with a scrollable view containing a container for another view. I have had a lot of varied results, including occasionally having it working correctly. Most often I get it looking exactly correct, but with no scrolling.
In finally downloaded Dickey Singh's code, which worked perfectly but had nothing special. (Excellent clean solution BTW). So, I added a container view to it, exactly as I had in my code, and it broke!
After some experimenting, I worked out what is going on. Just bear with me.
1) Using Auto Layout, the size of the scroll view seems to dictate what the scrolling bounds will be. Setting "contentSize" in "USer Defined Runtime Attributes" seems to have no effect on this, and neither does setting "contentSize" or "bounds" in "viewWillDisplay" or "viewDidLoad". Thus if the initial size of the scroll view is 800x800, that will be all the space that can be displayed. For this reason, when I want a scrollable region, I create a container view and then put the scrolling view inside the content.
2) Without Auto Layout, setting "contentSize" in "User Defined Runtime Attributes" works, as does by setting it programmatically in "viewDidLoad". I prefer to use "User Defined Runtime Attributes" because it keeps the size with the layout. This solution allows you to use scrolling view with more flexibility, since it can be any size at design time.
3) Regardless of Auto Layout, if any view within the scrolling region exactly matches EITHER the horizontal or vertical frame bounds, then the scroll view ceases to function as a scroll view. This applies to my own code and to Dickey Singh's code in every possible configuration that I have tried.
I have no idea what is causing (3), but it is clearly a bug.
I hope this helps everybody out there who is struggling to use scroll view. I imagine that some people are using them without any problem, and some (like me) have had noting but problems with them.
Here's my solution to design a ScrollView with a content larger than the screen entirely in Storyboard (well, except for 1 single line of code :-) :
https://stackoverflow.com/a/19476991/1869369
I'm currently developing an app for iOS 7, and I did exactly as #Dickey Singh's answer, but it doesn't work in the beginning.
After checking the storyboard, I found that we also need to add Auto Layout Constraints for the view controller who holds the scrollView.
It seems that such auto layout constraints would be added automatically before Xcode 5, but now we need to do it ourselves.
The way to add constraints: First select the view controller in the storyboard; Enter 'Editor' in the top menu; Select the 'Resolve Auto Layout Issues'; Select the 'Add Missing Constraints In Container'. Done :-)