UITableView won't scroll on iPad, but does on iPhone - xcode

If I turn my iPad to landscape a couple of row of table view (and the footer) are just off the bottom of the screen although it fits in portrait.
My problem is that when I use my finger to "pull" view port up to see the material off the bottom I can see it while I keep my finger in place, but when I remove the finger, the viewport drops down again and the material at the bottom disappears.
Same code scrolls fine on iPhone (fonts are too big and so on but that is a different issue)
What am I doing wrong?
Peter

As for what exactly your doing wrong... we can't see your code so we can't tell you. But shed some light on what is happening.
A UITableView is a UIScrollView and how far you can scroll is based on the size view (think frame) compared to the size(CGSize) of the content(contentSize) of the UIScrollView. If the 'frame' is bigger than the contentSize then no scrolling is needed, but if the content is larger, then you can scroll by the difference between the two.
In short, the contentSize of your UITableView is incorrect. This can be caused numerous ways, including auto-resizing on device rotations, dynamically changing table/footer heights without updating the table, etc.

Related

How to do this simple thing with XCode's new Auto Layout feature?

Im trying to do something that seems like it should be a no-brainer. But alas, im too dumb to figure this one out. So i need help.
I have an iphone simulator (with a vertical orientation).
The main view has a subview (a blue UIView) that should be displayed in the bottom 25% of the screen. The final rendered screen would basically look like a white screen with the bottom section being blue.
I want the edges of the subview to hug the screen edge. But thats not the part I'm struggling with. The tricky thing is configuring the height of this subview (and the layout of its contents, if any) when I suddenly rotate the orientation of the simulator. If i do this, then everything looks odd.
I would also like to note that what I see in the Interface Builder (with Auto Layout enabled) looks nothing like the app when it loads in the simulator.
PS - for now i will keep playing around with this. maybe i will eventually reach a eureka moment.
* Updated with screen shots *
This is what my layout looks like in Interface Builder:
And this is what it ends up looking like in the simulator:
* Update 2 *
Ok. After updating my post with the screenshots, it dawned on me that the simulator doesn't look like the 4" screen version (even though it does on my computer screen). After running the 4" simulator i can see the the layout just like the IB layout. But this makes me wonder why auto-layout wasn't "smart" enough to adjust for the smaller 3.5" screen.
It looks to me like you have a fixed height constraint from the top edge of the blue view to the superview that is pushing content down - conversely you may have a fixed height view above it that is smooshing things. Try pinning the top edge of the blue view to the superview and lowering the priority or changing it from an equality to a less than equal to constraint.
In IB in XCode you can change the canvas size for iPhone layouts, look for the single button on the right hand side that looks like a rectangle with arrows above and below, or inside it. In the screenshot below it is the leftmost button.
You could simply turn off Auto Layout. Springs and struts can readily make your subview 25% of the superview's height.
Or, you can certainly stick with it, but you'll need to adjust the constraints in code. There's no way to establish such a constraint in the current version of Xcode. Set constraints in IB to pin the box to the bottom of the window and fix the height, setting an outlet for the height constraint. Then in -viewDidLoad, remove the height constraint and add a new constraint to the superview which expresses the height relationship you want.
This isn't to discourage you from learning Auto Layout, but to point out that it's a bit complicated, and that the constraint tools in IB are unintuitive and relatively weak. The WWDC video Introduction to Auto Layout is a good starting point.

grow or shrink UIImageView frame to fit the entire iPhone screen via AutoLayout?

So I'm still getting accustomed to the world of Auto Layout in iOS 6 and it's been a fun (or in plain English -- tough) migration coming over from strings & struts.
I have a UIImageView that's the background for a game I'm working on. Here's what a regular 3.5" Retina Display looks like in Interface Builder:
but if I change the "Size" pop-up in the Simulated Metrics field for the content view to "Retina 4 Full Screen", here's what I see:
And you can see the ugly black bar appearing along the bottom edge of the simulated iPhone 5 screen. This same ugly black bar makes it over to the compiled app running in the iPhone 5 simulator.
Are there any attributes or constraints I can apply via Interface Builder to get the UIImageView's frame to size correctly for the appropriate iPhone device screen size?
Or do I have to enter in constraints via code? (ugh)
I've watched the three WWDC videos and if the engineers covered the topic of sizing a view to fit a parent, they must have glossed over it really fast because I've haven't yet found or heard a decent method to get both UIImageView and NSImageView to size correctly to their parent views under both the iOS and MacOS side.
From what you're showing here, I think that what you want to do is drag the image to meet the bottom of the superview so that it takes up all of the space you want. On the bottom right in the IB view you will see a small, grey pill-shaped set of 3 buttons. Click the center one (once you have your imageView selected). It's the one that looks a little like this: |--|. It will bring up a list of constraints. Once you have done that, select "Bottom Space to Superview". You should then be able to switch between phones and have the image resize automatically.

How to pan a zoomed out UIImageView inside an UIScrollView?

I have an UIScrollView which contains one UIImageView. Everything is working correctly, I can zoom in and out, when zoomed in I can pan around, etc.
The problem that I am unable to solve is how to pan a zoomed out image around the screen. The user needs to be able to zoom the image out until it's small, and then move that small image to any point on the screen. Sadly, it's stuck in the center of the screen (usually, it would be stuck in the top left corner but I did fix that problem).
There are a couple of things you need to do here. I suggest doing them in viewWillAppear rather than viewDidLoad because if you're using storyboards, it doesn't work quite right in viewDidLoad.
First, you need to set the content size property of your scroll view to be the size of the photo itself because you want the entire area of your photo to be scrollable.
self.scrollView.contentSize=self.photoShown.size;
photoShown is UIImage. scrollView is a UIScrollView
Second, you need to set the frame of your UIImageView that houses your image to be the size of your image:
self.imageView.frame=CGRectMake(0,0, self.photoShown.size.width, self.photoShown.size.height);
if you haven't done this, then the frame of the UIImageView is the size of the screen itself and there is simply nowhere to pan. That's why it needs to be bigger, so you can pan to the regions not currently shown on screen.

NSTableView with overlapping corner views has odd scrolling

I'm trying to implement an NSTableView with rounded corners. The approach I took was to put a container on top of the table view that has images only on the corners to produce the rounded effect. The problem I'm having is that when the table scrolls, the corner images scroll with the row they were drawn on. Does anyone have insights as to why this is occurring?
Edit: I tried putting a button in the center of the corner image container and it seems like the NSScrollView is going on top when it's scrolling. When it scrolls, the button is also disappearing from the view. Is the scroll view known to do this?
Solved. I took the approach of creating a child window overlay. An example of this: http://lists.apple.com/archives/Cocoa-dev/2006/Apr/msg01638.html

Padding at top of NSView in an NSScrollView

I have an NSView as the document of an NSScrollView. I would like to have a few pixels of padding at the top and bottom of the visible part of the view, regardless of where the scroller is positioned (not just at the top and bottom of the document as described here). For an example of an app that does this, look at Terminal.app. Regardless of the background color of the text, the top two visible rows of pixels are always the default background color.
I know I could simply draw everything two pixels lower and draw a rectangle at the top and bottom of the document-visible rect, but that will require changing a lot of complex code that I didn't write. Simpler ideas are welcomed!
The answer to the question you linked is actually a good solution for this problem too. In fact if your view is anything but an NSTextView, I'd say it's easier to implement.
Specifically: make your actual document view a subview of some other view, leaving room around the edges and make that view the scroll view's document view. If your content view (the one you wish to pad) changes sizes, have your "padding view" observe it for frame changes and resize to maintain the padding.
2015 Update
Content inset has been added to NSScrollView as of 10.10, making my older answer obsolete.

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