Text placement in a WebView - xcode

Any help would be great. I have a WebView in a View Controller which in portrait mode works fine and displays the text which it is suppose to, the moment I rotate to landscape everything stays on the left. How do I get the text which is centred in portrait to be centred in landscape?

Here is a post you may find helpful. You're a little thin on details, but this might be a good place to start.
Additionally, I've found GitHub to be very helpful in learning syntax if it's not clear from Apple's documentation. You can search for code there and drill down on the language (Objective-C or Swift).

Related

SKSceneScaleModeResizeFill on ios8 scales improperly

I have written a game in SpriteKit using objective C and it works perfectly on ios9 but it looks hideous on ios8. I would really like to know how to fix this problem, either by “correcting” my mistake, or if I have no mistake then by finding a workaround for the bug in ios8.
I think I have really done all I can to make the problem as clear as possible, including making loads of screenshots to illustrate the problem and also making a new Xcode project that is as simple as possible while still showing the problem.
If you want to try the Xcode project, here is a link for it….
xcode project
If you want to see the screenshots of the problem, then here is a link for the screenshots.
Screenshots
Now I will try to explain the code I wrote and the problem illustrated in the screenshots.
PLEASE REMEMBER: My code works perfectly on iOS9.3. So my code is obviously not complete gargage. But admittedly, I am not an expert on handling screen rotation, so probably my code could be better.
I should probably mention that both scenes have scale mode set to SKSceneScaleModeResizeFill. I chose this mode because I had tremendous difficulty doing proper layouts for all possible screen sizes (including iPhone) when working with SKSceneScaleModeAspectFill. I do I hope I can solve this problem while sticking with SKSceneScaleModeResizeFill.
Anyway, my app is a SpriteKit game with two scenes. The main scene is the GameScene, where you play the game. And this scene has a pointer to the SettingsScene, where you can change the settings of the scene. (e.g. change the level of difficulty).
Anytime the user rotates the screen, GameViewController detects this change in viewWillTransitionToSize and tells the GameScene object about the new screen width and screen height. Game Scene then adjusts the positions of its sprites in consideration of the new screen orientation and then tells its SettingsScene object about the new screen width and height to that the Settings scene is properly laid out as well.
Please note that with this design, all sprites on BOTH scenes get repositioned any time the user rotates the screen REGARDLESS of which scene is actually active at that time..
As I said before, all works as expected on ios9.3. But on ios8, the result is attrocious. The screenshots illustrate one example of typical experience on ios8. If the user rotates the screen while using the game and then goes to the settings screen, he will see something awful. And will often be trapped in this terrible experience because the button for going back to the main game might not even be fitting on the screen anymore.
At first, it might seem like I am failing to reposition sprites for landscape mode in the settings scene. But this explanation is wrong. The text on the screen shows that the last layout was performed with the landscape orientation in mind.
So what is going wrong here?
Any suggestions would be highly highly highly highly appreciated.
Thanks!
-j
p.s. In case you don't want to look directly at the linked project file, here are some details about the example code. GameViewController implements viewTransitionToSize to handle any screen rotation. It directly tells the new screen dimensions to GameScene, which then tells SettingsScene. Both scenes rearrange their sprites in consideration of the new screen dimensions. And all goes well on ios9. On ios8, however, the inactive scene ends up looking hideaous when it is presented even though it clearly did reposition its sprites according to the new dimensions.
the problem is easily resolved by these lines....
gameScene.size = newScreenSize;
settingsScene.size = newScreenSize;
anytime the orientation changes.
This code is not required for ios9. The scene knows what size the screen is without assistance. But for ios8, it seems to be needed to add this code.

Zooming NSScrollView like Preview.app

I want to implement zoom that works like an image opened in Preview.app, that does the same when zooming out and in. I have tried different ways but can't get it 100% correct, I have tried Apple's IKImageViewDemo but it doesn't work like Preview. Does someone know about a tutorial, example or something that could help?
You have to create an NSImageView that's the size of the image and center it. Then scroll and zoom that.

Non Opengl es drawing app that uses tool to draw with?

Apparently asking about glpaint raises the ire of many on stackoverflow, so let me ask the question this way in a non-opengle es way.
I have been look at example app's with source code for drawing (like the painting app in the "iPhone for Programmers An App-Drive Approach). I understand how these apps work. My dilemma is this:
I want to have a tool like a pencil on the screen that jumps to any spot I touch and then when I hold it down and move the pencil tool it draws and then when I stop the pencil remains on the screen. I can make an app that displays and moves the pencil. I can make an app that draws without the pencil. I just can't seem to figure out how to do both at the same time.
Any ideas on this?
Wouldn't a draggable UIImageView on top of the OpenGL ES view work? I have made an app that does this and it works well.

UI Like Youtube in Android (Tablet)

I've spent 2 hours looking for a solution. I need to make a design
like the Youtube UI (Tablet UI) where it shows a vertical scroll, but
in each row there are 4 videos (landscape view). I've tried to do
something similar, but i couldn't =(
Is there any place where i can get the source code of the youtube
application for Tablet? Or maybe some resource to solve this? :(
BTW, my try was designing UI with scrollView, LinearLayout and my_item.xml, i tried to inflate my_item.xml adding programmatically into the linearlayout (horizontal orientation), but it doesn't work in the way that i want. I need something like a linearlayout but with horizontal and vertical orientation at the same time (something like a div).
I was thinking to use a ListView and a custom adapter (with my_item.xml), but i'm not sure if this can be the best solution.
Thxs
You should create seperate resources for each layout.
For example if the user is in Portrait mode you would have the correct layout in.
layout-port: layout for portrait orientation
layout-land: layout for landscape orientation
Read more on providing alternative resources here
Also i would recommend to read more on Handling runtime changes
This will help you with recognizing when the user changes orientation. You could actually use this guide and when the user flips the devices orientation you could then change the layout. Keep in mind hard coding this can be dangerous though. I would recommend using the layout folders.
Good luck!
Finally i solve my problem.
It works with a linearLayout(vertical) and adding linearlayout(horizontal) for each row. And obviously managing my scrollview.
BTW, i still think android should have a layout like a "div".
Thxs all

how to make wp7 map control zoom buttons easier to see

with windows phone 7 i am using teh bing map control. i have it working just fine. however, the zoom buttons (+,-) are at the bottom of the page and difficult to see.
The buttons have black border with black text. They are easy to see on a light map background, but with black background they are in essence hidden.
Does anyone have an idea on how to make them easier to see?
As invalidusername said you can use the pinching to zoom in and out and it is probably a better way to do it. But in my case I haven't a device or touch screen so needed to use buttons in this way to test my map.
Rather than using the built-in zoom buttons I looked at the sample code from this tutorial which has icons for zoom in/out and data bound them to the zooming of the map. Adapting it to my needs. It works pretty well:
http://msdn.microsoft.com/en-us/wp7trainingcourse_usingbingmapslab_topic2
You can change the positioning/images etc.
As per DanielBallinger's comment the link above seems to no longer work. The following does:
Bing Maps Tutorial

Resources