Search Bar and button placed improperly in landscape view despite constraints - visual-studio

I'm trying to add constraints to my button and search bar elements and they work fine in Portrait mode on multiple platforms including ipad, but as soon as I change to landscape view everything brakes and constraints showing conflicts on Iphone's only. Interesting is the fact that Landscape mode on Ipads is completely fine, and works as I imagine it to. I'm new and learning so might have overlooked something, does anyone have any ideas why this weird behavior?
Project has no fancy structure, just pulled up a default single page template on visual studio and dropped a button and SearchBar.
Adding a gif below with the storyboard I'm working on:

Cause:
Let's take iPhone 8 as an example:
The size of iPhone 8 is 375 × 667. In your case, in Portrait mode, you set your button vertical spacing to top equals 200. And you set your button vertical spacing to bottom equals 200. It's ok because the is still enough space for button(button's height is 667-200-200 = 267).
While in Landscape mode, you will found there is no enough space for button.(375-200-200 = -25). So you get conflicts.
Landscape mode on Ipads is completely fine, and works as I imagine it
to.
This is probably caused by the height of Ipads is enough to support the constraints as we know iPad is bigger than iPhone.
Solution:
Pay attention to the cause I mentioned above. You can also specify the size of button.

Related

Unwanted grey area when simulating iPad Xcode 11/SwiftUI

Question: Can someone identify why I am getting the extra grey area shown in my add item (top screen in screenshot) and how to eliminate it?
I have tried manually setting the size of the background object, removing and re adding constraints, clicking all the Xcode generated solutions for handling the autolayout errors shown below, setting the presentation setting to full size ala this answer all to no avail; it refuses to be consistent with the main menu screen (bottom)
Context:
Running Xcode 11...I have two scenes in a generic barcoding app, the main menu and the add item scene, and I am designing with iPad's in mind. With the size class for ipad pro 9 (wR hR) and set to landscape orientation, my add item scene has a huge amount of gray area bordering the visible content, unlike the main scene (though there is also a little grey area in portrait)
Figured out what was causing my problem; was using the wrong form of segue between screens, per this answer, in my case, a modal segue when I should have just been doing a show segue. Deleting and adding show segues with the presentation set to Full Screen in the destination views Attributes inspector did the trick.

UITabBarItem grows when touched

I have a tab view controller with 3 tabs, custom icons. I used insets to enlarge them slightly and compensate for the lack of titles. All of this is done in the story board, the only code for these items is setting the text to "" since it always wanted to pick up the View title no matter what I set in the story board.
It look like this:
now, if I repeatedly tap a tab bar item, this happens:
It happens to all three, and it will keep growing if you keep tapping. I'm not setting the size, these are image sets and all I did was change the insets in IB
Any idea what's happening here? (Xcode 6.4 iOS 8.4.1)
I finally found an similar question here :
iOS Tab Bar icons keep getting larger
it seems that any inset that makes the image larger will be applied every time you touch it. It doesn't really make sense but if I use insets to only center the image and not enlarge it the issue goes away

Xcode 6.1.1 StoryBoard Size

Good morning,
I am new to Xcode and am learning to create iOS applications.
When I open a single view application and click on main.storyboard, my size is w Any h Any. When I decide to add a label and run the iOS simulator (iPhone 6 or iPhone 5S), the label appears somewhere else.
This is really frustrating and I have tried many approaches such as disabling use size classes, changing the storyboard size by clicking the w Any h Any button, and even messing with the constraints as mentioned here: Xcode 6 Storyboard the wrong size?
I am really trying to continue with this but I have seem to hit a wall for a couple of hours now, if someone could shed some light to why I am messing this up, that would be amazing.
EDIT: How can I get it to be a "normal" sized iPhone, such as the iPhone 5s?
You can click on the w Any h Any to change it to a normal iphone size by mousing over the squares and reading which devices they encompass.
You are going to have to use constraints though in order to make anything go where you want it to, I really didn't want to learn them but I couldn't do without them now: they are very useful.
EDIT
Constraints are simple in concept but can be tricky in certain situations:
For any view to have valid constraints that work correctly, it needs to know what the size of the view is and its position in it's "parent container" which is just whatever view or viewController it is inside of.
The little |-O-| shaped button and its neighboring buttons next to "w Any h Any" give you options for positioning and sizing the view. So if you click on a view and then click on that square button in the middle, check the width, height boxes and click the left and top lines in that top positioning thing with sizes in it like so:
Then click on add 4 constraints. You will notice blue lines appear around your view saying that it can properly put it where it needs to go when running the app. If there is any orange or red that means there are conflicting constraints on the view.
Sometimes that can mean you put to many constraints (more than you need) and you just need to delete them in size inspector tab. But more often than not, if that doesn't fix it, I've noticed that I usually have a neighboring view that isn't properly "constrained" and is actually the cause for the other views problems.
How can I get it to be a "normal" sized iPhone, such as the iPhone 5s
You don't. The view controller's main view will be resized correctly when the app runs (on a device or in the simulator), as appropriate for the device type and other aspects of its surroundings.
Your job is to use auto layout so that no matter how the view is resized, its subviews (labels and buttons and so forth) will look good. That is what auto layout is for - it's to help you compensate for the fact that you have no idea what the real size of this view will be at runtime.

iPhone 4/iPhone 5 User Interface compatibility in MonoTouch

I am hoping someone can help me out with this one. I have an app that I am trying to update to get rid of the letterbox look when running on iPhone 5. I have added a Default-568h#2x.png to the project and the application seems to scale correctly. The splash screen on either device looks correct, however I have a toolbar on my "Home" screen that I can't seem to get in the right place. If I get it right for 5, I can't see it on 4s, and if I get it right for 4s, it is very low on 5.
Am I missing something? Do I need to manually move the toolbar that is at the top? And will I need to move all the controls around on all of the screens in the app?
Any advice is appreciated!
Thanks
Here are some tips on using Interface Builder to handle resizing.
Take advantage of the Simulated Metrics in Interface Builder, as shown here:
To do so, select your top-level View, and open the Attribute Inspector. Then, you can select different sizes and orientations to see how your view responds.
Select the Autosizing options as shown here:
In your case, you want a fixed margin above, but a flexible margin below. Note that this is the opposite of the default for a toolbar because the iOS convention is for toolbars to be at the bottom of the view.
Realize that resizing due to rotation and different screen sizes can often be handled the same way. (Thus, if you handle portrait and landscape orientations using Autosizing, iPhone5 layout usually takes care of itself.)

Why do my views in storyboard vary in height / not show the navigation bar?

I have quite a large storyboard with many views, a lot of them do not display at the correct size or even have a navigation bar. Is this some kind of bug in XCode?, because they all look fine when simulated or built to a device.
Thanks
I have faced it lot of time below solution works every time.
Try This One:
1. Select the StoryBoard you are facing problem
2. Goto Attributes Inspector -> Simulated Metrics -> Size -> There are four options(default is inferred)
3.Select or switch between options other then default(repeat it twice or more if needed) then resize your views and controls to fit your selected screen size.
According to me this happens because:
Sometimes inferred (size) behaves as if its an 3.5 retina screen but our storyboard size is retina 4 full screen or vice-versa
Best Practice to avoid such problems :
When you start working with storyboard first select appropriate size you want to work with (3.5 or 4 full screen) then only you should set your views or controls.
I had this issue when embedding Container Views into the same View Controller.
With three Container Views embedded I found that Xcode auto-sized two of them when I selected "Apply Retina X.X Form Factor" but the size of the third was left untouched.
Solution
In the parent View Controller the third Container Viewer was missing constraints. Adding those constraints got every thing straight. (I also had to size the Container View to fill its parent Controller Viewer)
This is a very simple step. After selecting View Controller, go into your Simulated Metrics and select size and place it on iPhone 4-inch and then select Orientation and place it to Portrait and there you have it. Your main storyboard metrics are fixed. Again this is very important to know that this will not mess up anything your height or width in your project

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