I added a refreshControl to a scrollView in iOS 10 an swift 3, but the added function is not called.
Here is my code.
let rc = UIRefreshControl()
rc.addTarget(self, action: #selector(refresh), for: UIControlEvents.valueChanged)
if #available(iOS 10.0, *) {
scrollView.refreshControl = rc
}
...
#objc func refresh(_ sender: AnyObject) {
let response = serverHelper.send(word: JSONParser.getAllGamesForPlayer(player: localPlayer))
let games = JSONParser.parseToArrayDic(string: response)
print("All games \(games)")
addAllGameButtons(games: games)
sender.endRefreshing()
}
I want that the refreshContol is calling the refresh function.
But the function is never called.
What I'm doing wrong here?
EDIT
The refreshControl is working, but the problem is, that I have to scroll down to the end of the screen so that the function gets called.
My scrollView has a high of 1200 px.
Anyone who knows how to solve this?
I had this bug when my view controller had size: freeform of 1500px on the storyboard.
When I changed it to fixed size & inferred, the refresh started to work as expected.
Looks like a bug on Apple's side that the refresh control, value change distance is set when the view is loaded from Xib/Storyboard but not updated when it is laid out for the device.
Related
I am using this tutorial to implement a pull-to-refresh behavior with the RefreshControl. I am using a Navigation Bar. When using normal titles everything works good. But, when using "Prefer big titles" it doesn't work correctly as you can see in the following videos. Anyone knows why? The only change between videos is the storyboard check on "Prefer Large Titles".
I'm having the same problem, and none of the other answers worked for me.
I realised that changing the table view top constraint from the safe area to the superview fixed that strange spinning bug.
Also, make sure the constant value for this constraint is 0 🤯.
At the end what worked for me was:
In order to fix the RefreshControl progress bar disappearing bug with large titles:
self.extendedLayoutIncludesOpaqueBars = true
In order to fix the list offset after refreshcontrol.endRefreshing():
let top = self.tableView.adjustedContentInset.top
let y = self.refreshControl!.frame.maxY + top
self.tableView.setContentOffset(CGPoint(x: 0, y: -y), animated:true)
If you were using tableView.tableHeaderView = refreshControl or tableView.addSubView(refreshControl) you should try using tableView.refreshControl = refreshControl
It seems there are a lot of different causes that could make this happen, for me I had a TableView embedded within a ViewController. I set the top layout guide of the tableview to the superview with 0. After all of that still nothing until I wrapped my RefreshControl end editing in a delayed block:
DispatchQueue.main.async {
if self.refreshControl.isRefreshing {
DispatchQueue.main.asyncAfter(deadline: .now() + 1.0, execute: {
self.refreshControl.endRefreshing()
})
}
}
The only working solution for me is combining Bruno's suggestion with this line of code:
tableView.contentInsetAdjustmentBehavior = .always
I've faced the same problem. Call refreshControl endRefreshing before calling further API.
refreshControl.addTarget(controller, action: #selector(refreshData(_:)), for: .valueChanged)
#objc func refreshData(_ refreshControl: UIRefreshControl) {
refreshControl.endRefreshing()
self.model.loadAPICall {
self.tableView.reloadData()
}
}
The only solution that worked for me using XIBs was Bruno's one:
https://stackoverflow.com/a/54629641/2178888
However I did not want to use a XIB. I struggled a lot trying to make this work by code using AutoLayout.
I finally found a solution that works:
override func loadView() {
super.loadView()
let tableView = UITableView()
//configure tableView
self.view = tableView
}
I had this issue too, and i fixed it by embedded my scrollView (or tableView \ collectionView) inside stackView, and it's important that this stackView's top constraint will not be attached to the safeArea view (all the other constraints can). the top constraint should be connect to it's superview or to other view.
I was facing the same issue for very long, the only working solution for me was adding refresh control to the background view of tableview.
tableView.backgroundView = refreshControl
Short Answer
I fixed this by delaying calling to API until my collection view ends decelerating
Long Answer
I notice that the issue happens when refresh control ends refreshing while the collection view is still moving up to its original position. Therefore, I delay making API call until my collection view stops moving a.k.a ends decelerating. Here's a step by step:
Follow Bruno's suggestion
If you set your navigation bar's translucent value to false (navigationBar.isTranslucent = false), then you will have to set extendedLayoutIncludesOpaqueBars = true on your view controller. Otherwise, skip this.
Delay api call. Since I'm using RxSwift, here's how I do it.
collectionView.rx.didEndDecelerating
.map { [unowned self] _ in self.refreshControl.isRefreshing }
.filter { $0 == true }
.subscribe(onNext: { _ in
// make api call
})
.disposed(by: disposeBag)
After API completes, call to
refreshControl.endRefreshing()
Caveat
Do note that since we delay API call, it means that this whole pull-to-refresh process is not as quick as it could have been done without the delay.
Unfortunately, no advice helped. But I found a solution that helped me. Setting the transparency of the navigation bar helped.enter image description here
Problem can be solved if add tableview or scroll view as root view in UIViewController hierarchy (like in UITableViewController)
override func loadView() {
view = customView
}
where customView is UITableView or UICollectionView
My viewcontroller has a tableview, in which i populate my views in different sections. I am trying to add a refresh control to this tableview. What I have implemented is as below.
func setUpRefreshControl() {
let refreshControl = UIRefreshControl()
refreshControl.tintColor = UIColor.red
refreshControl.addTarget(self, action: #selector(handleRefresh(_: )), for: UIControlEvents.valueChanged)
if #available(iOS 10.0, *) {
tableView.refreshControl = refreshControl
} else {
tableView.addSubview(refreshControl)
}
}
#objc func handleRefresh(_ sender: UIRefreshControl) {
print("-----------REFRESHED------------")
}
Next, when I pull down the tableview to refresh, the refresh control (red in color as setup)is visible. However, the target function is not called.
My viewcontroller is inside a tab bar controller, which is embedded in a navigation controller. I guess the issue is related to view hierarchy because when I try the same code in a separate project with no nav bar and tab bar, its working fine. But I cannot figure out what the current issue is. Any suggestion on solving this? Thank you.
EDIT: I tested it in different simulators: 6, 6s, 6s+, 7, 7+, 8, 8+, X. I found that the above code runs fine in all the plus versions including X. However, all the simulators are running ios 11.2 so I still cannot figure it out what might be causing this issue.
I was having a similar issue, pull to refresh would work fine on 5.5" screens but all other phones would show only a partial animation then never quite trigger the refresh.
I found invoking refreshControl.didMoveToSuperview() in the viewDidAppear for my view controller fixed the problem.
If I understand correctly, this same method is invoked when you set tableView.refreshControl = refreshControl but needs recalculation by the time the view is actually set to appear. I'll need to dig in a bit more to be sure of the specifics, but hope this is helpful for the time being. 🙂
I solved this issue changing the property Size in Simulated Metrics to Inferred and the property Simulated Size to Fixed in the view controller.
I hope this works for you.
This is the refresh control code which i implemented and its working for me in my current project, just 3 days ago.
var refreshControl: UIRefreshControl!
this is my global refreshControl variable and below is the implementation of it.
//MARK: - REFRESH CONTROLLER VIEW
refreshControl = UIRefreshControl()
refreshControl.attributedTitle = NSAttributedString(string: "Pull to refresh")
refreshControl.addTarget(self, action: #selector(refresh(_ :)), for: UIControlEvents.valueChanged)
refreshControl.attributedTitle = NSAttributedString(string: "")
tblRequest.addSubview(refreshControl)
Hope, this works for you ! :-)
We have found what seems to be a bug in UIKit but wanted to post here to see if anyone else has this problem or found a solution.
We're trying to use the new iOS11 large titles and hoisted search bar/refreshcontrol. We seemed to have found a problem where the root viewController of the navigation stack shows a minor display issue (problem A) but once another viewcontroller is pushed onto the navigation stack, the display goes nuts (problem B):
Things to note:
The problem is worse on the 2nd VC in the stack rather than the 1st
The refreshControl is not the green color the code sets it to the 1st time you see it on each sceen
The refreshControl slides down as you pull to refresh, it shouldn't do this
This odd behavior seems to only be a problem when we programmatically do a "pull to refresh" in viewDidLoad so that the user can see that the data is loading when they enter the screen. If we remove the lines that invoke refreshControl?.beginRefreshing() the display is clean. I've recreated this problem in a sample vanilla app. This is the entirety of the viewcontroller that shows the problem:
import UIKit
class ViewController: UITableViewController {
var tableHeaderSearchController: UISearchController!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
self.navigationController?.navigationBar.prefersLargeTitles = true
self.navigationController?.navigationItem.largeTitleDisplayMode = .always
tableHeaderSearchController = UISearchController(searchResultsController: UITableViewController())
navigationItem.searchController = tableHeaderSearchController
refreshControl?.tintColor = UIColor.green
refreshControl?.backgroundColor = UIColor.clear
refreshControl?.attributedTitle = NSAttributedString(string: "Loading Stuff...", attributes: [NSAttributedStringKey.font: UIFont.systemFont(ofSize: 17)])
refreshControl?.addTarget(self, action: #selector(refreshPulled), for: .valueChanged)
// Commenting out these 2 lines makes it work fine but you can't see the initial refresh spinner
refreshControl?.beginRefreshing()
refreshPulled()
}
#objc func refreshPulled() {
DispatchQueue.main.asyncAfter(deadline: .now() + 3) { [refreshControl] in
refreshControl?.endRefreshing()
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
Here's the storyboard. It's just a vanilla tableviewcontroller wrapped in a navigationController. 3 static cells, the 2nd one traverses to another instance of the same controller type.
Any ideas would be greatly appreciated. We'd really like to adopt the new look but this stuff is making it very hard to do so.
First, it is absolutely crucial that the table view extend up underneath the navigation bar and that is iOS 11 offset behavior be correct:
self.edgesForExtendedLayout = .all
self.tableView.contentInsetAdjustmentBehavior = .always
Second, scrolling to show the refresh control when you refresh manually is up to you, and calculating the amount is not at all simple:
self.refreshControl!.sizeToFit()
let top = self.tableView.adjustedContentInset.top
let y = self.refreshControl!.frame.maxY + top
self.tableView.setContentOffset(CGPoint(0, -y), animated:true)
self.refreshControl!.beginRefreshing()
The bar still stays too big during the refresh, but I don't see what can be done about that. Basically Apple has implemented large titles and shown the refresh control in the nav bar without thinking through the effects or dealing with the resulting bugs.
I am using image views to display users' friends lists. The user should be able to tap on a friend's icon and be taken to another screen. The code I've written works perfectly on the Xcode simulator. However, when running on a device, the app crashes every single time as soon as I tap an icon.
I really am unsure where to even start debugging this, even after tons of google-ing. Any advice/ help is appreciated.
I have read that my specific error potentially has something to do with memory allocation(?) but still unsure where to start/ what to do. When I check my device logs, the exception type shows this: Exception Type: EXC_BAD_ACCESS (SIGSEGV). I've followed tutorials on finding zombies and it did not help. Thank you.
I'm not really sure what code to post, but since you'll probably want to make sure I am setting up the icons correctly: (i've deleted some code to keep it simple as possible; this is running in a loop to create x amount of icons)
let iv = UIImageView()
iv.translatesAutoresizingMaskIntoConstraints = false
iv.image = image!
iv.tag = j
iv.isUserInteractionEnabled = true
let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(self.iconTapped))
iv.isUserInteractionEnabled = true
iv.addGestureRecognizer(tapGestureRecognizer)
iconTapped function:
func iconTapped(gestureRecognizer: UITapGestureRecognizer, _ sender: AnyObject) {
print("TAPPED NUMBER: \(gestureRecognizer.view?.tag)")
tappedIcon = CurrentSixFriendsList[(gestureRecognizer.view?.tag)!]
let nextVC = ConfirmOpponentViewController()
nextVC.chosenOpponent = tappedIcon
navigationController?.pushViewController(nextVC, animated: true)
}
UPDATE:
I've commented out all code on nextVC and all code in iconTapped except for a print statement. The app still crashes on device only when I tap any friend icon.
func iconTapped(gestureRecognizer: UITapGestureRecognizer, _ sender: AnyObject) {
print("tapped")
}
SECOND UPDATE:
so i commented out all the code for rendering the image views and I hardcoded an image view. (just one image view) with a static image from my project. the image view displays and the app crashes even when i tap on this imageView. why is it acting so strange!? i'm going crazy...
I added this code in VDL just to experiment:
let iv = UIImageView()
iv.isUserInteractionEnabled = true
iv.translatesAutoresizingMaskIntoConstraints = false
iv.image = #imageLiteral(resourceName: "settings icon")
view.addSubview(iv)
iv.widthAnchor.constraint(equalToConstant: 100).isActive = true
iv.heightAnchor.constraint(equalToConstant: 100).isActive = true
iv.centerXAnchor.constraint(equalTo: view.centerXAnchor).isActive = true
iv.centerYAnchor.constraint(equalTo: view.centerYAnchor).isActive = true
let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(iconTapped))
iv.addGestureRecognizer(tapGestureRecognizer)
Finally, found out why it was crashing.
Your tapped function:
func iconTapped(gestureRecognizer: UITapGestureRecognizer, _ sender: AnyObject) {
print("tapped")
}
should be like this:
func iconTapped(gesture: UITapGestureRecognizer) {
// To get the sender's tag, do this:
print(gesture.view.tag)
}
Also adjust the #selector to the right function.
When setting a selector to UITapGestureRecognizer, the recognizer object will call the selector with only the sender, and you can not add another argument to that function.
So, the root cause of the crash is because you are trying to fit a method with one argument (which is what the gesture sends out) into a method with two arguments. This crash was very interesting because it worked all right on the simulator but only crashed in an actual device. I guess it was because the simulator and the device handle functions with extra parameters differently? (simulator ignores it vs. device crashes). If you find anything deeper as to why exactly this was happening, I would love to know.
Most probly your CurrentSixFriendsList doesnot have value of gestureRecognizer.view?.tag)!.But a breakpoint before this line
tappedIcon = CurrentSixFriendsList[(gestureRecognizer.view?.tag)!]
Even then if you dont get an error then install crashlytics.This is a tool which will tell your crash issue.
Replace your tap gesture code & From swift 3.x you need to use #selector
let tapGesture = UITapGestureRecognizer.init(target: self, action: #selector(dismissKeyboard))
self.view.addGestureRecognizer(tapGesture)
#objc func dismissKeyboard(gesture: UITapGestureRecognizer) {
view.endEditing(true)
}
Problem solved. See end of post.
Sorry if this is a bit long but I'm hoping I've included as much info to get this solved.
Brief overview of problem: Enter value in a textField using my custom keypad. Tap done button(should trigger view.endEditing) and some textFields will cause the app to freeze, most the time Xcode won't even throw an error but instead just restart the app, but i did catch one once(pic below). It works as expected on some textFields.
So I have a view controller with a bunch of textFields for the user to fill out which then performs calculations.
I have made a custom Keypad which essentially is the decimal pad with a "Done" button. I did this by making an keyboard.xib file and a keyboard.swift file.
Heres a snapshot of the error, I've included a whole bunch of my code below incase I'm using a method that isn't the best.
This is how the keyboard.swift file looks:
import UIKit
// The view controller will adopt this protocol (delegate)
// and thus must contain the keyWasTapped method
protocol KeyboardDelegate: class {
func keyWasTapped(character: String)
func keyDone()
func backspace()
}
class keyboard: UIView {
// This variable will be set as the view controller so that
// the keyboard can send messages to the view controller.
weak var delegate: KeyboardDelegate?
// MARK:- keyboard initialization
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
initializeSubviews()
}
override init(frame: CGRect) {
super.init(frame: frame)
initializeSubviews()
}
func initializeSubviews() {
let xibFileName = "Keyboard" // xib extention not included
let view = NSBundle.mainBundle().loadNibNamed(xibFileName, owner: self, options: nil)[0] as! UIView
self.addSubview(view)
view.frame = self.bounds
}
// MARK:- Button actions from .xib file
#IBAction func keyTapped(sender: UIButton) {
// When a button is tapped, send that information to the
// delegate (ie, the view controller)
self.delegate?.keyWasTapped(sender.titleLabel!.text!) // could alternatively send a tag value
}
#IBAction func backspace(sender: UIButton) {
self.delegate?.backspace()
}
#IBAction func Done(sender: UIButton) {
self.delegate?.keyDone()
}
}
In the viewController I'm pretty sure I've included all the necessary things to access the keyboard seeing as it works for some textFields. Such as:
class myViewController: UITableViewController,UITextFieldDelegate, KeyboardDelegate
Then in viewDidLoad set each textField delegate:
self.textField1.delegate = self
self.textField2.delegate = self
self.textField3.delegate = self
// initialize custom keyboard
let keyboardView = keyboard(frame: CGRect(x: 0, y: 0, width: 0, height: numpad.height))
keyboardView.delegate = self // the view controller will be notified by the keyboard whenever a key is tapped
// replace system keyboard with custom keyboard
textField1.inputView = keyboardView
textField2.inputView = keyboardView
textField3.inputView = keyboardView
Then this function (which seems to me to be the problem):
func keyDone() {
view.endEditing(true)
//activeTextField.resignFirstResponder()
print("please dont freeze")
}
I have checked all the connections, they seem to be fine.
Let me know if I can add any more info to help work it out.
Many Thanks.
Solved!!!
I suppose ill just put it down to beating my head over it rather than taking a break from the screen! Still I'm confused why it wasn't given a more specific error.
The problem was that in some cases one of the functions was dividing by zero (this is undefined... not possible) but a good thing to take from this(thank you Olivier) is the Instruments Tools to help find where abouts the code was losing its mind. This tutorial helped me understand how to use instruments! So once I could see where it was going crazy I set up a bunch of print statements to watch the values as they went into the 'problem' calculation, where I found the denominator to be zero. Bit of rearranging the code around to avoid this and problem solved!
This error message is basically saying that there is a memory issue, try running the code with instruments (Allocations in particular) this might reveal is there is something amiss with your keyboard
Edit 2: for anyone finding this error message in future (actual solution in this case)
Double check any code code running after keyDone() to see if there are any infinite loops or situations that would cause the compiler to assume an infinite amount of memory is required. In this case a line of code was dividing by zero, causing a fatal memory error (unable to allocate the N/A value it generated)