Can I fade out a launchImage after it disappears? - swift

I use a launchImage set to launch my app, instead of .xib. In AppDelegate.swift I set a NSThread.sleepForTimeInterval(2.0) to delay it, but when launchImage disappears, it doing so immediately.
What I would is that my launchImage disappears with a fade out effect. Is it possible?
Thanks

Strictly speaking, no, because you don't have control over how the OS uses the launch image.
But what you could do is make a dummy/replacement view of the same.
Upon launch, let the first UIViewController you load simply contain a UIImageView of the same launch image. You may have to do a little work to make it look right in your particular situation, for the interface orientation, etc. But if all goes right, when you load up this ViewController, you shouldn't notice a difference or any sort of transition between it and the actual launch instance -- visually it's all the same, tho technically it isn't.
Then you could have this view/image fade out. Essentially this gets the effect you want.

Related

Image alignment issue after a call interruption

In my application the images alignment goes wrong after a call interruption. Do any one have some idea about this ? Do I want to code in applicationWillResignActive: for re-align my images in the application. Please tell the reason for it if you know.
In the nib, look at your images in the "size" view, and take a close look at your struts and springs. You should probably have the top and left strut set, but NO springs. If you have springs set, then the image may get squished when the call comes in, the stretched back when the call is over.

creating instruction screen in iOS

I often time see in an iOS apps when you first launch the app there will be a one time instruction with arrows and such to show a first time user guide. It's usually a black transparant colored screen with arrows. I was trying to find a few app that does this, but I couldn't. Was wondering if someone knew the terms for these and how to create it?
Create a UIView and place it above the view you're wishing to guide the user through. Set up the UIView as a IBOutlet in your classes header file, set the background to black and set the alpha to 0.3 or something similar (test to see how it looks).
In header:
IBOutlet UIView *overlayView;
In main:
overlayView.alpha = 0.3f;
You may want to make sure that the overlay shows the first time the users opens the app or maybe store a value in a database for when the user dismisses the screen so that you don't show it again. To do this you can hide the UIView or simply set the alpha to 0.
Then simply add images or annotations to the UIView. As "bentford" said it's quite broad but this should get you on your way. You can also use multiple UIView's or even transformations to animate the screens.
I use Skitch. You can find it in the Mac App Store.
Skitch can take the screenshot in the simulator and overlay the arrows and notes. Then when you launch the app, you show the image created with Skitch in a UIImageView on top of the actual view. Then just hide the UIImageView.

UIView changes when iphone application starts from background

My iphone application has a user form under UIViewController.
When I out of application (go to background mode) and start application again some of my UIView changes its positions and sizes. (These UIViews depend on keyboard position)
Definately somewhere is my fault.
I try to figure what is going on when application starts again from background and where the UIView changes can be done.
May be you can suggest any links to read.
Thank you.
The UIViewController's viewDidLoad and viewWillAppear methods get called every time the view is dumped from memory, something that commonly happens when the app goes into the background. Depending on your code, it's possible that you're storing some position data that's not getting cleared. If that's the case, you can either:
Change your code to better fit the Model-View-Controller pattern so that the positioning code and variables are all in the controller, and you appropriately clean things up in its 'viewWillDisappearandviewDidUnload` methods (the better way), or
Clear out whatever remnants are hanging around in your application delegate's applicationWillEnterBackground method.

How do I properly clean up a UIButton

I am having issues with UIButton with the iPhone SDK. I've determined that when I have a UIButton held down when the parent is removed (and the uibutton subsequently removed), I get some strange behavior. In my case, the app stops receiving any input whatsoever, as if the cleaned up held-down button has hijacked the input system somehow.
Does anyone know if there is an appropriate way to clean up the UIButton that would release what I'm guessing is the framework thinking the released button is still held down?
Update: Adding detail to my issue
Basically, the simplified situation is that I have a root view with two characters (actors, not letter characters) and a number of buttons, among other views. The user can use the buttons to affect direction of movement, and when the characters are close to each other, the scene moves forward immediately into another mode, i.e. the buttons slide off, the view cleans up, and I construct a new one.
What this necessitates is the ability to immediately move on and clean up even if the button is still held down. I figured I could pull some tricks to delay cleaning the button up, but I would be surprised if there isn't simply some way to properly clean up the button for removal regardless of what state it is currently in. Hope that clarifies.
It might help if you would explain what behavior you are expecting. If you are calling -removeFromSuperview while holding down the view you want to remove (or its parent), I would suggest you instead hide the view and set some flag you can look for when the user finishes holding that will at that point call -removeFromSuperview.
It turned out the problem wasn't a button being held down but rather a call to set the center coordinate of a mapview with animation on, i.e.
[mMapView setCenterCoordinate:mCoordinates animated:YES];
If the view was cleaned up while the animation was still moving, the app would no longer respond to user input. I'm not certain why this is the case, still, but setting the animated flag to NO ensured the problem didn't arise.

iPad VGA output - how to remove the extra UIScreen

I have the need to display a specific view on a separate screen, similar to how Keynotes handles presentation mode.
I've managed this successfully by checking how many screens are available, and then adding the view I want displayed as a subview of the second window.
However, if I dismiss the parent view that handles the creation of the subview, the second screen is never 'disabled' and the view remains on screen. Is there some form of [externalWindow removeSubview] call that I am missing? I release the view I've added to the extra window in the dealloc method of the class that creates it, but am not sure how i should be handling the extra window.
I think the external window keeps a copy of the last output until your app (or another app) outputs something new. Try blanking the external window before disabling output. You can try setting externalWindow.backgroundColor = [UIColor blackColor] or adding a temporary black UIView before disabling output.
Good luck!