Xcode auto alignment and constraints - equal distances between several images - xcode

I have nine images ad I want them to display in a single column on the device. The images should retain their original height and width (that I will set) and the only thing that should change according to the screen height should be the distance between the images.
I'm not really sure how to approach this problem - I tried using a container, but it didn't turn out as I expected. Should I set the constraints programmatically? And if so, how? What should the constraints be if I want the images to be from top to bottom of he screen?

Consider using a stack view:
On iOS, UIStackView provides UIStackViewDistributionEqualSpacing, which I believe will arrange images as you want
On Mac, NSStackView can automatically space images as you describe if the individual image views are all in the same gravity and retain their sizes at a high enough priority (using constraints or content hugging priority)

Related

Xamarin - How to create a layout that will adjust its size across all devices while maintaining its ratio

I am essentially creating a trading card that must maintain a 2.5x3.5 ratio.
I created the cards background image (with logo's and things that will never change)
I need to create a layout/frame/whatever that will maintain a 2.5x3.5 ratio so I can give it this background image (or image aspectfit) that will never stretch, given that the layouts aspect ratio should never change. This way no matter the size of a phones screen, the height and width size will adjust to fit in any size screen, but the view's aspect will always remain in tact...
The idea is, I will then place labels into this card through Xamarin forms using an API. Name, image, details, etc...
The image of the cards logos will never change, hence the background image, but the labels will change according to character...
Any ideas?

React Native Image resizeMode vs resizeMethod

I'm currently using RN 41.2 and I have questions about resizing images from a url. The url files can get quite large, usually around 2000x2000 and I want to display them way smaller probably around 25x25.
Is there an equivalent iOS Image prop for the 'android only' resizeMethod?
When resizeMethod='resize' it changes the size of the large encoded image before it is decoded and so the images display almost immediately in the smaller size and it's great.
But for iOS I'm using resizeMode (contain, cover, etc) and it displays the image correctly but it always takes a bit of time for the images to actually appear, which is totally understandable it's just annoying.
Am I missing something here? It seems like resizeMode should do the same thing the resizeMethod does but it clearly does not
resize mode property decides how the RAW image should be fit inside its frame (cover, contain, stretch, center, repeat)
refer https://reactnative.dev/docs/image#resizemode
In addition for android we can choose the mechanism that should be used to resize image that is to scale , resize or auto using resizeMethod prop.
refer https://reactnative.dev/docs/image#resizemethod-android
basically resizeMode instructs how to resize the image and resizemethod defines what mechanism to use for resizing
This is provided as there exists some issues in android when the frame size and RAW image size varies significantly (too large image: too small frame or too small image and too large frame) and there can be significant delays or design breaks while rendering as auto selection of resize mechanism isnt optimal.
You can escape without setting resizeMethod manually (defaults to auto) most times but it causes issues in before mentioned scenarios.
resizeMode and resizeMethod are 2 properties that the Image component has in RN.
resizeMode: Determines how to resize the image when the frame doesn't match the raw image dimensions.
It can take cover, contain, stretch as values.
resizeMethod: It can be used to resize the image when the image's dimensions differ from the image view's dimensions.
It can take auto, resize, scale as values.
For more you can refer https://facebook.github.io/react-native/docs/image.html

Autolayout - equal distribution of 6 views

I want to have 6 objects (buttons) laid out inside one view. They should, however, follow some constraints:
Two top buttons should have the same vertical distance from superview (A)
Two bottom - the same (C)
Two in the middle should have their centers at the superview's center line
The vertical distances between all buttons (E) should be the same
and last but not least - the buttons should be square (so the width and height should be the same)
A = C
B = D
Is it possible to have this effect just in the IB, or should I use some additional code for the constraints?
This is a logical request, but constraints are defined using the attributes of views, but cannot not be defined in relation to other constraints. That having been said, there are a number of approaches:
Layout guides: An approach which doesn't require predetermining the any spacing is to have UILayoutGuide objects or, if using iOS versions before 9, just use hidden views, i.e. views with clear background or alpha of zero, in between the buttons.
The idea is to add these layout guides with addLayoutGuide (or add invisible views with addSubview if supporting iOS versions predating iOS 9) in between your six buttons as "spacers", and define the spacers to be the same size as each other, and with constraints between the spacers, the superview, and the buttons that will go in between the spacer. Once you lay that out (showing the horizontal spacer views in blue, vertical ones in red, just so you can see them):
The equivalent VFL for the constraints for those red UIView objects, called vspacerX, would be:
H:|[vspacer1][button1(100)][vspacer2(==vspacer1)][button2(==button1)][vspacer3(==vspacer1)]|
H:|[vspacer1][button3(==button1)][vspacer2][button4(==button1)][vspacer3]|
H:|[vspacer1][button5(==button1)][vspacer2][button6(==button1)][vspacer3]|
And constraints on the blue UIView objects, called hspacerX, like:
V:|[hspacer1][button1(100)][hspacer2(==hspacer1)][button3(==button1)][hspacer3(==hspacer1)][button5(==button1)][hspacer4(==hspacer1)]|
V:|[hspacer1][button2(==button1)][hspacer2][button4(==button1)][hspacer3][button6(==button1)][hspacer4]|
You don't have to use VFL to define these constraints, as any way you define these constraints will work, but it's just a concise format for describing the collection of constraints that I employed.
Anyway, when the view is rendered with those layout guides (or invisible views), it yields evenly spaced buttons like so:
Another approach is to have six "container" views, that would look like:
The equivalent VFL for these six container UIView objects might look like:
H:|[container1][container2(==container1)]|
H:|[container3(==container1)][container4(==container1)]|
H:|[container5(==container1)][container6(==container1)]|
V:|[container1][container3(==container1)][container5(==container1)]|
V:|[container2(==container1)][container4(==container1)][container6(==container1)]|
You can then add your buttons to that, centering one on each of the six little containers and then make your containers clear:
This works, too, but just a slightly different spacing (where the margins are half of the spacing between the views, whereas the other approach keeps the margins the same as the spacing between them.
Stack view: In a permutation of the prior point, in iOS 9, you can also use UIStackView, designed precisely for evenly spacing views. In this case, put two buttons each in three horizontal stack views, and then place those stack views within a vertical stack view. This achieves six evenly sized container views.
See WWDC 2015 video What's New in Cocoa Touch.
The problem with stack views is that they can be used to ensure even spacing between the arranged subviews, they don't ensure spacing before the first arranged view nor after the last arranged view. So, the kludge to get around that is to, for horizontal stack view, include two more zero width views (or zero height for vertical stack views). Then when you use even spacing on the stack view, it also give you what will appear to be spacing before and after all of the arranged subviews.
NSLayoutAttributeCenterX with multiple: Another technique involves defining the attribute:NSLayoutAttributeCenterX and attribute:NSLayoutAttributeCenterY attributes for your six buttons, but rather than using the constant values, use the multiplier field. This technique enjoys a little simplicity, but doesn't always render the desired effect, so I won't describe it unless it's something you definitely want to pursue. I've already entered tl:dr territory here.
Collection view: Another approach is to use a UICollectionView, which handles this scenario gracefully. It's well designed to let you layout cells in a grid.
Hardcoding values: For the sake of completeness, I'll note that you could simply specify specific values for A, B, C, and D (as well as the width and height constraints). You don't even have to worry about setting the E constraints, but rather just set the vertical center constraint of the middle two to their superview, and you're effectively done (because the spacing represented by E should be a natural result of the previous steps, assuming A=C and B=D). If you want to adjust these values on the basis of device size and/or orientation, you can then implement a viewWillLayoutSubviews to adjust the constants for these constraints according to the size of the view.
Update: I have a better solution that does not use spacers. Check it out here.
Ok, this can be achieved very quickly in IB. It's so so simple. Here's a diagram that will help illustrate.
Assume v1-6 are your buttons, and s1-5 are your spacers.
1) in IB control drag out all of the connections shown by the red lines.
2) shift click v1-6 and pin icon (looks like |-I-| ) set the width and height to a definite value. also, set the height and width to be equal.
3) shift select s1-4 (not 5) and set the height to equal. do not give it a definite height, since this should be calculated by the system. you might also need to set the widths of s1-4 to be equal, but don't give them a definite width.
4) control drag from the centre views to the leading and trailing edge and set the centre constraint.
So, you might think, ok, this should work now. It doesn't. Here's my app running in portrait with slightly different colors. Looks good. (Notice, you would make the spacers invisible once you get it setup).
But when I rotate, oops!
What's happening here? The problem is incredibly easy to solve once we understand what's gone wrong. What we want is for IB to not shrink our views. We want IB to make the spacers and the spaces to shrink and grow as necessary, but to leave our views alone. Basically, IB has shrunk the spacers down as far as it can in portrait and to attempt to make everything fit IB has shrunk our views. But we wanted IB to shrink the vertical spaces between views and spacers, not our views. The solution is so easy. All we have to do is adjust the priority of the vertical spaces and all is well. So, select the vertical spaces in IB and adjust the priority to 750. The vertical spacing lines will show as dashed. Done.
Ok, so here's everything as we expect it.
And with the spacers made clear:

JavaFX's version of WPF's UniformGrid?

I'm starting with JavaFX on a new application and I want to get a layout on screen identical to WPF's UniformGrid. There's TilePane but it's different (similar to WrapPanel I guess).
My approach so far would be (for a collection [size = N] I want to display as "tiles"):
Use a TilePane t.
t.setPrefRows( ROUNDUP( sqrt(N)))
That's probably not the best approach.
Do you know a better solution? Maybe a resizable one?
It sounds like you want a layout which:
Has a fixed number of cell nodes in each row.
Each cell node has the same height and width.
I'm not familiar with WPF or UniformGrid, but I think the above is what you want.
TilePane likely isn't a Good Fit
It seems like TilePane would be a good fit for this, but, as you found out, it doesn't really exhibit this behaviour out of the box. With a TilePane, you set a preferred number of rows, but as you resize the TilePane the number of rows and the number of columns can change as the tiles are rearranged to fit the available area.
Use a GridPane with Binding and Preference Settings or Constraints
To get a fixed number of cells per row, use a GridPane. A GridPane will keep a fixed number of rows and columns as it resizes. To ensure that each cell node has the same height and width, you can listen to the height and width properties of the GridPane and, on change, set the min/max/preferred sizes of the child elements so that they all have the same size. Or set some constraints on the GridPane rows and columns such as setPercentWidth and setPercentHeight.
To demonstrate this approach, the ColorChooser sample provides some code for a re-sizable ColorChooser with a fixed number of color swatches per grid row and as the overall containing grid grows or shrinks, the color swatches are grown and shrunk to fit the available area as appropriate. The color swatches themselves don't necessarily maintain the same height/width ratio, but you could easily achieve that by setting appropriate min/max/preferred sizes on the child elements.
Create Your Own Layout
As an alternative to using change listeners and setting min/max/preferred sizes on children, you could implement your own layout manager by subclassing Pane to create a UniformGrid class and implementing the layoutChildren method. In layoutChildren, arrange the size and position of UniformGrid children as needed. You can refer to the source code of an existing Pane to find an example of how to create your own layouts.
Investigate 3rd party Layouts
The ControlsFX project has a GridView or MigLayout which might provide the functionality of a UniformGrid.

Web Layouts: pixels vs percentages

What are the use cases for defining distances in a web layout for pixels and percentages?
Is there any downside to using pixels with respect to multiple resolutions? Will they scale correctly?
Percentage layout
This is generally referred to as fluid layout. Your elements will take a defined percentage of the total space available to them. This available space is determined by the element's parent.
When using percentage layouts, it's a good idea to specify a min-width and max-width on your design so that it remains usable at very low and high resolutions.
Pros
Scales with screen size, therefore get to use more space if it's available.
Cons
Makes it more difficult to know the exact position of something on screen. As a result, it can make creating precise layouts more difficult.
Can lead to unexpected layouts if child elements are fixed width (i.e. an image) and end up being larger than their fluid width parent.
Pixel layout
This is usually known as fixed layout. Your element will always be the same defined pixel size and will not take available parent space into account.
Pros
Always know an element's exact size.
Creating precise layout is easier.
Cons
You don't scale with resolutions. Your layout will always be the same width, making for wasted space when people have high resolutions.
I'll reply to this one by telling you a true story.
We had a client which wanted a map view, made up of divs.
Suddenly, he decided he wanted zooming as well.
I had to change all those fine-grained pixel positions to percentages.
Causing the wrapping div to change width/height (in pixels) relatively, we got a nice and reasonable zooming effect.
NB: During design phase, I quickly drew up a prototype, I'm going to look it up for you...
Edit: Nope, nothing found, sorry.
For percentages you have to have a base value, so it would be something like an image that has a size set outside of the CSS, if you just use a percentage on a DIV, for example, it wouldn't have anything to base that off of except the actual size it was by its being filled with text, for example, so it would not be practical to use percentages as a way to size it as it would rarely produce the desired output, if you are re-sizing something with a pixel size, such as by using javascript, you could resize by a percentage that would resize the original value (in pixels)
They do different things.
Pixel values always relate to hypothetical pixels on the output device.
Percent values relate to the computed size of the containing block (for block elements) or the containing block's font size (for font sizes).
Em and pt values relate to the current font size.
If you want your item to scale with its container, use percentages. If you want it to scale with font size, use ems. If you don't want it to scale at all, use pixels.
And then there's IE6; whoever 'implemented' CSS in that thing obviously had no idea what the various CSS properties were supposed to do.
Be careful using percentages, webkit browsers don't calculate percentages correctly. It's all because webkit doesn't calculate subpixels correct.
Detailed information about this issue can be read here: Percentage bugs in webkit
I would recommend you to always use pixels to don't have any layout dimensions differences between browsers.

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