TapGestureRecognizer Not Working in IOS6 Maps - xcode

So anyway, as normal, my app is working pretty awesome in iOS5.
Then came iOS6 with new Maps app, and it no longer function as it supposed to. (insert Roll Eyes icon here)
I have a MapView with the following user interactions:
User can zoom in/out by pinching.
User can double tap to drop a pin.
This is no longer the case with iOS6, No.2 does not work anymore.
It seems the new MapView no longer detects double tapping directly.
If I disable zooming (in IB) then it works.
So, how can I make this work?
Or perhaps it is better to change the operation from "double tap" to "long tap"?
Any suggestions or how to make it work while enabling zoom
is appreciated.
Thanks yall.

What the heck.
Nobody answers this, so I'm going to answer for myself.
What I did is a simple hack.
implement the touchesBegan delegate in the same viewcontroller.
in there, detect single touch, and if detected a single touch, disable the MapkitView zooming. Hence the TapGestureRecognizer implemented for the MapKitView will response.In this
case a double tap will response as I needed it to.
And when a 2 touches detected (two fingers on the screen), enable back the zooming of the MapkitView.
This works pretty ok.
Hope this helps other people who is facing the same problem with iOS6 Maps app.
Surprisingly, this still works ok for Google Maps (prior iOS6).
Thanks.

Related

Highlight table cell on touch down inside?

The default behavior in a Xamarin Tableview is to highlight the cell someone selects on touch up inside. The Tasky example app shows this behavior.
The standard iOS behavior is to highlight the cell on touch down inside, then allow the user to scroll (un-highlights cell). Then the cell is selected when you touch up inside. Mail is a good example of this.
We're racking our brains on this one. This behavior seems like it should be built in. We tried to build it ourselves with gestures but it gets a bit tricky.
This seems like a common problem that has already been solved, so we don't want to re-invent the wheel. Rdio even does it the 'right' way :).

xcode two uitabbarcontrollers one page. auto-rotate issue

Summery:
I have a custom UITabBarAutoRotateController which returns YES from shouldAutorotateToInterfaceOrientation. This has no effect.
If I minimize and show the app again, the rotation issue goes away.
How do I refresh the screen so the user does not have to do this (so rotation works again)?
Details (setup graphically, so no code):
I have two UITabBarController in MainWindow.xib. I only want one to show at a time. So I am linking graphically rootViewController = tabBarController_name1. There is also tabBarController_name2.
I will also have an alert MessageBox for a user to choose what type of application they need, and it will choose a tab bar controller based on their request (per customer definition). This is commented out for now.
There is a bug with Rotation when two UITabBarControllers exist on the same xib. When I try to rotate the screen, it stays upward with wherever the main screen button (power button looking button) faces. HandleOrientationChange does not get called on the active custom ViewController being shown.
The reason I believe it's a bug is because if I hit the main screen button (minimizing the application), and click back on the application (brings it back to the foreground), rotation works perfectly!
Sorry for making you read all that mumbo :). My true question is, "Is there anyway I could refresh the main window or likewise UITabBarController's to get rotation working (without requiring the program be minimized and shown)"? A work-around, if you will?
p.s. I cannot use Storyboard for backwards compatibility reasons. The customer will be receiving this code/project. So I would like to keep this in one graphical page, rather than hiding/showing UITabBarItem's.
EDIT: two-uitabbarcontrollers-and-autorotation and uitabbarcontrollers-and-uinavigationcontrollers were both helpful, but did not address "why" this issue happens. "noob" here when it comes to xcode :)
Tab bar controller inside a navigation controller, or sharing a navigation root view is the answer. Do not use a TabBarViewController. Which, as a noob, I'm not quite sure why TabBarViewController exists (or at least isn't depreciated).
Dragging two TabBarViewControllers into the same page should result in a warning saying that you probably want to implement TabBarViewController by making a custom UIViewController and attaching a plain UITabBar to it.
Frustrating...but finally making progress :)

CAAnimation on a UIButton

I have been trying to create a simple swipe transition. However buttons seem immune to any CAAnimation that crops.
I am trying to get it so that a bar moves across the screen and as it goes over the button it removes the part it has just gone over.
I have tried bounds.width, size.x and many other key-value paths to achieve the affect but I haven't got what I wanted. It just relocates the text which always remains entirely visible
I have also tried changing the UIButton to a UIImage but the text does not seem to print on a UIImage.
I tried using masks too but I have heard they should be used as infrequently as possible as they consume the phones resources. I didn't really get very far with this either anyway as I hadn't used them much before.
I also tried placing it in a container view and then change the dimensions of that but again all of the text remained entirely visible.
I know I could have a view hide the button but I am trying to reveal the view behind as the bar swipes.
Does anyone have any suggestions of how to achieve a swipe transition on a UIButton?
Help would be much appreciated.
Thanks
I think what you're looking for really is a mask. See the tutorial here:
http://iosdevelopertips.com/cocoa/how-to-mask-an-image.html
What I'd do in your situation is create a custom UIButton class, and add a mask as in the tutorial, then animate the position of the mask. Slide the mask of, nothing shows. Slide it on, part shows until the whole thing is visible.
Edit: I haven't really heard anything about hogging resources, especially since it appears to be simple core graphics.

handling issue with listbox in a pivot

I'm working on a app in which I used a listbox inside a pivot control just like the outlook app does. The problem is sometimes when I scroll the list, a swipe gesture is triggered and it goes to another pivot item. This is very annoying, and it seems doesn't happen to the outlook app. Am I doing something wrong? How do I fix it? Thanks a lot.
If you're just using the default controls in the default way then you're not doing anything wrong in your code.
You haven't said if you're getting this on the emualtor or on an actual device. I find I sometimes do this on the emulator if holding the mouse at a slight angle or on an actual device if holding that in a funny way (such as when lying down).
Whether you scroll the listbox or the pivot will depend on whether your finger (or mouse-if using the emulator on a non touch-screen PC) first moves vertically or horizontally after first touching the screen. In my experience the scenarios described above can lead to this not always working as expected but I've never seen an issue with this on a real device being held in one hand and scrolled using a thumb.

Magic Mouse Momentum Scrolling Not Working

Unfortunately this is hard for me to test myself because I have yet to get a Magic Mouse of my own, but I've been told by my testers who do have a magic mouse that momentum scrolling isn't working in my app. I've not subclassed NSScrollView, but scrollview's document view is all custom. I have not overridden scrollWheel: anywhere, either, and yet momentum apparently just isn't working. I'm not even sure where to begin. I thought it'd just send scrollWheel events and things would take care of themselves. (Scrolling with a wheel or on the MBP trackpad works as expected.) Obviously I must somehow be doing something that's stopping it, but I don't even know where to begin. Thoughts?
I figured this out awhile ago and the problem was that on scroll, I was doing a lot of fancy view manipulation somewhat like how on the iPhone the UITableView adds and removes views as they scroll on and off screen. This worked great for performance - but the more I got into OSX programming, the more I realized this was wrong for OSX (but the right idea of iPhone).
Anyway, what's really going on, it seems, is that when you do something like a wheel scroll, the scroll event is sent to the view that's under the mouse cursor and then it ripples down the responders/views until it gets somewhere that handles it. Normally this isn't a problem, but with momentum scrolling the OS is really just sending ever smaller scrollWheel events to the view that was under the cursor at the time the momentum started. That means if the view is removed during the course of scrolling (because it scrolls off screen or something), it breaks the chain and the momentum stops because the view that's still getting the scrollWheel messages is no longer in the view hierarchy.
The "simple" fix is to not remove the view that got the last scrollWheel event - even if it's off screen. The better fix (and the one I went with) is to not try to use NSViews like they are UIViews and instead just draw the content using drawRect. :) Not only is that about a billion times faster, it Just Works(tm) with momentum scrolling because it's how OSX expects things to be done.
Repeat after me: OSX is not iPhoneOS.. :P
Odd scrolling behavior can occur when you don't set the Line Scroll and Page Scroll properties of the NSScrollView itself.
Beyond that, you're quite simply going to have to get a Magic Mouse - easily said or not :-) - to test this yourself or post the entire code of your custom view as well as the xib containing it. There's no way others can offer you more than guesses (like the above) without it.

Resources