xcode change label's text after presentViewController - xcode

as always relying on this community wich is always really helpful!
I really don't understand why my code isn't working, i am playing the game in ViewControllerA for example, there is "movements" and more stuff shown,wich are labels with int variables shown, this ones give me no problem because they change correctly,when the game is completed i want to show the score and more...
So i created another ViewController to do it, ViewControllerB for the example, the thing is that A and B Viewcontrollers belong to the SAME class, so i should be able to use the same variables, methods and everything ( actually i do that already and it's working fine)
I created IBOutlet for some labels, this ones belong to B. I am using presentViewcontroller method to show it up,the labels don't get anything changed, here is the code:
NSString *moviments = [NSString stringWithFormat:#"%d",TotalMovements];
NSString *score = [NSString stringWithFormat:#"%d",TotalPoints];
NSString *levelToShow = [NSString stringWithFormat:#"%d",PlayingLevel];
[movementsToShowOnCompletedScreen setText:moviments];
[scoreToShowOnCompletedScreen setText:score];
[levelToShowOnCompletedScreen setText:levelToShow];
UIStoryboard *winOFLevelStoryboard = [UIStoryboard storyboardWithName:#"Main" bundle:nil];
UIViewController *vc = [winOFLevelStoryboard instantiateViewControllerWithIdentifier:#"mainGame"];
[self presentViewController:vc animated:YES completion:^{
/*I have tried to add the same code from above setting the labels text
labels here, same result...
*/
}];
The labels don't get its text changed.
This is it, i hope with all of this you can find out what's going on here, the IBOutlets are fine, i even changed programmatically the frame of those labels before so that can't be the problem, outlets are fine.
If you need more code or anyhthing just let me know!
Thanks for your time !

Well, i found it...just in case anyone has the same problem. It solves it but not the way i wanted to so if anyone knows the good way please let me know.
Since those belong to the same class i have just copied/pasted this lines shown below to my viewdidload method, now labels are changing when they have to but i really think this is a really poor solution.
Thanks again!

Related

Storyboard UIImagePicker overlay UIButton does not dismiss preview

update 2
viewDidAppear is executed twice, once before and once after, the overlay button is touched. Would a fix be to add a conditional to viewDidAppear which would return control to the calling class? If so, I would appreciated suggestions. Or maybe the very fact that viewDidAppear execute twice suggests another approach to a fix?
update 2
update 1
Maybe the problem is my usage of viewDidAppear and viewDidLoad shown below. Can anyone help, please?
- (void)viewDidAppear:(BOOL)animated
{
self.overlayViewController = [[BSsetupOverlayViewController alloc] initWithNibName:#"BSsetupOverlayViewController" bundle:nil] ;
// as a delegate we will be notified when pictures are taken and when to dismiss the image picker
self.overlayViewController.delegate = self;
[self showImagePicker:UIImagePickerControllerSourceTypeCamera];
}
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view from its nib.
}
update 1
update 0
Perhaps I was not clear that the difference between the version that does not work and the one that does is that Storyboard is used in the one that does not work. Why would a done button work without Storyboard, but not with, even though only a nib is involved with the overlay?
update 0
The UIButton here was able to dismiss the camera preview, but in my actual app, tapping the UIButton only temporarily dismisses the preview and overlay screen. Immediately the preview returns. I think the problem is with the way I am implementing the delegate to the UIImagePicker, but I may be wrong.
I have created setup.zip here which contains a sample project with the undesirable behavior.
I took this question to the North Atlanta iOS Meetup and suggested that a conditional clause might fix the problem, as I mentioned in update 2 of the question. The founder of the Meetup, Kurt Niemi, quickly showed how to do so by editing the BSsetupViewController class.
First he added a Boolean property to the interface.
#property (nonatomic, assign) BOOL alreadyDisplayed;
Second he added a clause to the viewDidAppear method.
if (self.alreadyDisplayed)
{
self.alreadyDisplayed = FALSE;
[self dismissViewControllerAnimated:NO completion:nil];
return;
}
self.alreadyDisplayed = TRUE;
And last he added a slight unnecessary clause to the viewDidLoad method.
self.alreadyDisplayed = FALSE;
I still wish these steps were unnecessary, but they seem to work.

Paging in MWPhotoBrowser not working properly after implementing custom tabbar

I'm using MWPhotoBrowser in a project and everything worked great until I implemented a custom tabbar (to make one of the tab items higher and wider). I used RXCustomTabBar as a starting point for my tabbar and only modified it a bit, no meaningful changes though.
After implementing the new tabbar and in the app open the MWPhotoBrowser I can only view the first photo. I can still scroll in the photobrowser but no other photos than the first is shown. Neither can I toggle the "fullScreenLayout" that is implemented in the MWPhotobrowser when I'm not viewing the first photo.
I'm simply confused since I have no idea what is causing this problem. I know it's a far fetched question since it's two custom made libraries I'm working with but perhaps someone has experienced a similar problem in the past. Would be very grateful for suggestions!
This is the code I use to push the MWPhotoBrowser:
MWPhotoBrowser *browser = [[MWPhotoBrowser alloc] initWithDelegate:self];
[self.navigationController pushViewController:browser animated:YES];
I tried presenting the browser modally with:
[self.navigationController presentModalViewController:browser animated:YES];
That way the photos are shown correctly but I have no navigation bar.
After hours of headache I came up with a solution:
MWPhotoBrowser *browser = [[MWPhotoBrowser alloc] initWithDelegate:self];
[browser setInitialPageIndex:indexPath.item];
UINavigationController *navBar = [[UINavigationController alloc] initWithRootViewController:browser];
[self.navigationController presentModalViewController:navBar animated:YES];
I.e. I create a UINavigationController in which I embed my MWPhotoBrowser and then present the navigationcontroller modally.

Storyboard in Xcode is so slow

I have 150 UIViewController in Storyboard and scrolling between these Views is so slow. I can't zoom in and zoom out easily and it takes some serious time to do sty.
I'm on MBPR and I installed Xcode 4.4
Spec: 2.3GHz / 16G / 256 which I think it's enough to handle such a thing.
Is there any options, settings, or tips/tricks to have so many views in storyboard and don't miss the performance.
NOTE: I've done all the possible solutions (deleting cache and workspace). Didn't work. It has something to do with number of UIViewController in Storyboard.
Thanks
Update 2016: Just to update this question as there is a new feature in Xcode 7 that allows you to refactor the Storyboard into multiple Storyboards.
Refactoring Storyboards
https://developer.apple.com/library/ios/recipes/xcode_help-IB_storyboard/Chapters/RefactorStoryboard.html
If you search the term "refactoring storyboards" you will find good tutorials :)
It is considered best practice to split up storyboards into lots of different modules (each one in a separate storyboard). It will take away these performance issues you are having and also has other advantages such as making it easier to manage in general (no massive SVN conflicts etc).
However I had another issue which was causing storyboard lag. I had approx 25 view controller and was receiving ALOT of lag - but only when Xcode was running on an external monitor.
I noticed that if I disabled "auto layout" for the storyboard, the lag would completely disappeared. I reverted this change, and then followed the following process:
-Delete a ViewController
-test if it still lags
-if still laggy revert changes
Eventually I found a certain ViewController which if deleted stopped all lag. I then reverted this and went through the views to see which view caused the lag. I eventually narrowed this down to a "UIButton" inside a "UIBarButtonItem". I believe I changed the "Type" property on the button, and then changed it back and the lag stopped. From SVN it seems like the frame was changed in the .storyboard file. After this point the lag never came back again.
TLDR:
Storyboard lag is not always because you have too many items in the storyboard. I managed to get rid of a lag problem by causing Xcode to re-do some layout.
Hope my experience will help someone else diagnose/solve their problems. I was working for about 0.5 years before I finally got really annoyed and tried to solve the issue.
Definitely use multiple storyboards for this. I am not aware of any limitations in using storyboards but trying to render all those UI code at one time is hard for your machine and it is also hard for developers to understand.
Try to logically divine your storyboards into categories such as: "profileSB, feedSB, mapSB, messagesSB, settingsSB"
Here are some good tutorials on the creation of these:
http://spin.atomicobject.com/2014/02/18/ios-storyboards-xcode5/
http://www.skillmasters.net/main/xcode-using-multiple-storyboards/
150 ViewControllers in one Storyboard sounds awful lot to me.
Try to minimize your flow or split into multiple storyboards if you really need so many
I had a UIStoryboard with 10 or more UIViewControllers and additional ContainerViews. After layouting the views and customizing more and more, the UIStoryboard got more and more lazy.
My approach was to setup the views inside single UIStoryboards. Loading the controllers is done inside my Menu, where I setup an NSArray with all identifiers for the UIViewController which also have to be setup inside the UIStoryboard:
When loading the menu, I loop through the NSArray and load the UIViewControllers by identifiers from the specific UIStoryboard. This is the place where I needed to implement a switch, for the different UIStoryboards:
self.arrayVCAll = [NSMutableArray new];
for ( NSArray *array in _arrayViewControllerAll ){
NSMutableArray *arrayTemp = [NSMutableArray new];
for (UIViewController *vc in array ){
NSString *strViewController = [NSString stringWithFormat:#"%#", vc];
UIStoryboard *storyboard;
if( [strViewController isEqualToString:#"CustomOneStoryboard"] ){
storyboard = [UIStoryboard storyboardWithName:#"FirstVC" bundle:nil];
} else if( [strViewController isEqualToString:#"CustomTwoStoryboard"] ){
storyboard = [UIStoryboard storyboardWithName:#"SecondVC" bundle:nil];
} else {
storyboard = [UIStoryboard storyboardWithName:#"Main" bundle:nil];
}
UIViewController *controller = [storyboard instantiateViewControllerWithIdentifier:strViewController];
MyNavController *nav = [[MyNavController alloc] initWithRootViewController:controller];
[arrayTemp addObject:nav];
}
[self.arrayVCAll addObject:arrayTemp];
}
In my case, there was just a problem with the segues after separating the initial UINavigationController from my UIViewControllers. The segues won't push to a navigationController, if there is no initial UINavigationController. Thats why I added a UINavigationController on each UIViewController (of my NSArray) so the UIStoryboardSegue will be done correctly. The UINavigationController also doesn't need to be connected to a class, just include it inside the UIStoryboard and connect it to the first UIViewController.

Select row in UITableView

I'm pretty new to xcode development and I cannot figure out how to select a row and give label/action I want. I'm using something i found on the internet, sample code with a customized uitableview with 3 rows:
opLabel1.text = [NSString stringWithFormat:#"HeliosMedica",[indexPath section]];
bottomLabel1.text = [NSString stringWithFormat:#"Centrumedical.", [indexPath section]];
I want each row to have different content and also give them a hyperlink. Can anyone tell me where how I can do that.
Appreciate very much your help.
Read the Apple Documents for UITableViewDelegate Protocol Reference. You want to understand some of the basic methods there, including tableView:didSelectRowAtIndexPath:
You probably already have implemented some of the UITableView class methods, in order to get a table to just show up on our screen, including numberOfSections, numberOfSections:and insertRowsAtIndexPaths:withRowAnimation:. These are called by the tableview object and your code executes to meet the tableView's needs.
Here is some sample code you can start with to open a url when the tableView:didSelectRowAtIndexPath:method is executed.
myURL = [arrayOfURLs objectAtIndex:indexPath.row];
[[UIApplication sharedApplication] openURL:myURL];
You will have to initialize the array, first.

Help with Xcode drawRect using textfield to input value

i am currently trying to do a bar graph in XCode. I have tried CPGraph and all the stuff around but they are all out of date and i need help for XCode 4. I am completely newb with this and that's why i need your help.
Here is my code:
-(void)drawRect:(CGRect)rect
{
NSString *s = textField.text;
value = [s intValue];
NSLog(#"%i",value);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, 60);
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();
CGFloat components[] = {0.0, 0.0, 1.0, 1.0};
CGColorRef color = CGColorCreate(colorspace, components);
CGContextSetStrokeColorWithColor(context, color);
CGContextMoveToPoint(context, 400, value);
CGContextAddLineToPoint(context, 400, 100);
CGContextStrokePath(context);
CGColorSpaceRelease(colorspace);
CGColorRelease(color);
}
Notice that i have changed one of the point value for "value".
What i have done is create a UITextField and i want to be able to write like 500 in the UITextField and that the bar adjust itself. Currently the NSLog tell me that value is equal to 0 even if, before building my app i manually enter a number in the TextField.
I have been searching fo 3 days now and everything i found give me errors and are incomplete as i says i know almost nothing about objective-c in xcode. I also noticed during my search that this type of line doesn't refresh real time if you dont tell him. I would like help with that too if that's part of my problem. If you want more information on my code just tell me.
I will be really grateful if somebody can help me.
here is my .h :
#interface draw2D : UIView
{
UITextField *textField;
}
#property (nonatomic, retain) IBOutlet UITextField *textField;
#end
OK, it looks like since you have your text field hooked up in IB to File's Owner, that is typically your app delegate which is not the class you have above as that is a UIView. So, not unless you changed File's Owner to this UIView then your text field is not hooked up. So, typically what I do is to add a UIView to the xib window in IB (if you are not using the one that comes free when you create a XIB). Then that is what I'll attach the text box to, not File's Owner. Kind of begs the question of how anything is attached to Files Owner not unless you have a UITextField declared in there too (again providing you didn't change the class from the app delegate to this view class).
I know that if someone is new to this is is almost like greek. I developed in Java, C/C++, C#, etc for years and this was like learning how to program all over again.
If you are new to this I highly suggest the iPhone dev book by Big Nerd Ranch. I found it very useful.
OK, I found out how to redraw my line with a button refresh.
What I did was create a button and link it with my UIView where my line is being drawn. Inside I wrote [self setNeedsDisplay]; and each time I click the button it refreshes the view and gives me back my NSlog that I set in the same method as my drawRect.
Many thanks again Merky.

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