I tried to update the UISplitViewController in my old iOS project to use the newer column-based API, but noticed that when setting the Style to Double Column in IB from the currently selected Unspecified (Discouraged), the swipe gesture doesn't show and hide the master view controller anymore, even if the option Presents Primary With Gesture is selected. This also happens with a fresh project where I dragged the standard split view controller into the IB canvas as the initial view controller. Is this expected or am I missing something?
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New iOS requirements need Apps for iPhone or iPad must be built with the iOS 13 SDK or later and use an Xcode storyboard to provide the app’s launch screen.
But my project is very old and has never used Storyboards. All UI elements are created dynamically using ViewControllers.
I managed to create a storyboard file and set it as a launcher but it has no scenes and I do not know how to proceed. I would like to:
Create a scene where I place only the original launch image inside (hoping that apple still accepts this branding)
If it is possible to just connect my main ViewController with the scene (if that works with dynamical ViewControllers)
If nothing helps than I would need to create a simple scene which has just a bottom bar like my ViewController
I had this exact issue, here's what I did:
Create LaunchScreen.storyboard and set to use it as launch screen
Using the + button in the top-right (this was not an obvious step), add a View Controller into the storyboard
Untick "Use Safe Area Layout Guides" on the right panel if you're getting that error
Tick "Is Initial View Controller"
Then clean and run, for me it just worked. I did have trouble seeing it update though, as discussed here: Launch Screen storyboard not displaying image
I'm trying to show a NavigationBar with a Bar Button Item.
I drag and drop the elements in the StoryBoard and press Reset to Suggested Constraints, but the NavigationBar doesn't appear.
I tried setting the constraints manually in a different ways but can set it right.
There is a way to use layouts instead of constraints? In Android it is more simple, but using XCode and Swift I always have problems with the UI.
The segue that appears in top of the ViewController comes from a SWRevealController. That segue has sw_front as identifier, and class SWRevealViewControllerSegueSetController.
Please give some ideas about how to fix it.
Well, I fixed it some days ago.
In conclusion:
It is better to generate the NavigationBar creating a segue from the root of the NavigationView to another ViewController.
At least for me, the SideMenu is a better option (instead of SWReveal): it is more clear to get it working without a lot of changes in the StoryBoard: https://github.com/jonkykong/SideMenu
When trying to build up a UICollectionViewCell for an AppleTV app, its contents are not displayed, making it more difficult to good design. Does anyone know whether this is a bug or something I'm doing wrong?
The contents do appear when moving, below are 2 screenshots, one of the normal state, and one of the state of moving an element.
I'm using Xcode version 7.1.1 (7B1005)
I tried and it looks like the cell will only be rendered, if you embed it in a collection view which is embedded in the main view. Additionally you have to add some auto layout constraints:
I was using the technique mentioned on the answer bellow to add a view on top of a full screen movie. iphone: Preserve view on top of mpMoviePlayerController
Basically you simply add the view to the current shared application key window. Unfortunately this no longer works on iOS 8. The view is simply not shown. Any ideas?
Deployed project using UITableView for display of images.
Upgraded to xCode 4.5, suddenly my UITableView no longer scrolls.
This occurs both on the device and on the simulator with iOS 5.0 -> 6.0
Additionally, I have found that I can no longer set the number of minimum touches for the PanGestureRecognizer programmatically.
Other StackOverflow ticket
In fact, a Zombie analysis reveals that the recognizer has been released. This could definitely explain the above behavior. My attempt to set the recognizer is as follows and crashes.
UIPanGestureRecognizer* pgr = [imageTableView panGestureRecognizer];
[pgr setMinimumNumberOfTouches:2];
[pgr setMaximumNumberOfTouches:2];
Is anyone else seeing this issue?
I had a similar problem when moving to iOS6/XCode 4.5. It seems that the UIPanGestureRecognizer now steals touches from underlying UIScrollViews or UITableViews.
I found a work around for this in the post below. It's not the top rated answer, so I'll re-paste the content below as well:
iphone - UIGestureRecognizer prevents UITableView from scrolling in Xcode 4.5
I had the same issue: I used to drag my TabGestureRecognizer directly onto the storyboard instead of creating them through code. With iOS6 this now seems to break scrolling.
I prefer adding views, gestures, etc directly onto the storyboard instead of through code.
You can still do this but with two changes:
1) Referencing Outlet Collections
Right-click the GestureRecognizer which is visible to you within the scene's dock.
Clear the section Referencing Outlet Collections
2) Attach the GestureRecognizer to the related view through code
Create an outlet for your GestureRecognizer
Add the following line within the viewDidLoad method:
[self.tableView addGestureRecognizer:_tabGesture];