SWRevealViewController - know which ViewController is displayed - iphone

I am using the SWRevealViewController plugin (https://github.com/John-Lluch/SWRevealViewController) to have drawer-like transitions in my iOS app.
I added a panGestureRecognizer to my view to allow the user to drag the right ViewController to hide the left VC:
[self.view addGestureRecognizer: self.revealViewController.panGestureRecognizer];
Now i'd like to detect when the right VC has been dragged to trigger an animation, so basically I just want to find a way to automatically know which VC is displayed.
So far I have tried to bind an event to self.revealViewController.panGestureRecognizer with this code:
[self.revealViewController.panGestureRecognizer addTarget:self action:#selector(PanGestureEnded:)];
And then do this:
-(void)PanGestureEnded:(UIPanGestureRecognizer *)gesture{
if (gesture.state==UIGestureRecognizerStateEnded) {
//some code here
}
}
But my app always crashes and I gest a exc_bad_access error. So I enabled NSZombies and I get the following error message:
-[TabBarViewController PanGestureEnded:]: message sent to deallocated instance 0xc1ad890
Does anyone have an idea how to fix this?
Many thanks

I just encountered the same error today when trying to bind an action to self.revealViewController.panGestureRecognizer also.
I cannot fix the error. Instead, I set the current controller as the delegate of revealViewController, and call the delegate method:
- (void)revealControllerPanGestureBegan:(SWRevealViewController *)revealController
and perform my action in the above method.
Hope this help.

I've faced the same issue recently.
I was able to solve it by updating SWRevealViewController project to its latest release and instead of using the segue connection as "reveal view controller" (which is now deprecated) I'm using "reveal view controller push controller".

Related

iOS5 - manual Storyboard view selection in code

I am new to iOS and using storyboards for the first time. When my app starts it checks back with the a server app I have written to see if the saved credentials are authenticated and I then in my AppDelegate class I then attempt to show the appropriate scene in the app's storyboard - MainMenu if authenticated or a Login Screen if not authenticated.
I have tried using instantiateViewControllerWithIdentifier on the storyboard and also the performSegueWithIdentifier on the initial NavigationController which is set to be the "Initial View Controller" to display the appropriate view..
However with both methods only the blank navigation bar shows and I am unsure where to go from here.
If there was some example code on how others manually manipulate storyboard scenes and viewcontrollers that would be great. Am I maybe putting the code in the wrong place (ie should it go into the first View Controller) or should that not matter? No exceptions are raised and I seem to have access to instantiated objects as required.
I am thinking I need to understand the operation of the app delegate's window more, or maybe should I focus on manually loading the storyboard by removing it's reference from the InfoPlist settings?
Any thoughts would be greatly appreciated.
From my (admittedly haphazard) understanding of storyboards (at the moment), you should have two named segues going from a first viewcontroller, and then you can simply trigger one or the other as need be (I presume there's some sort of "loading/authenticating" screen, however brief?)
if (success) {
[self performSegueWithIdentifier: #"MainMenuSegue" sender: self];
} else {
[self performSegueWithIdentifier: #"LoginSegue" sender: self];
}
To debug, I'd set up buttons on the initial viewcontroller just to be sure the segue linkings/etc are proper.
You really shouldn't need to instantiateViewControllerWithIdentifier unless you're working around segue/storyboard limitations. I think.
I've put the performSegueWithIdentifier in my app's first viewcontroller's viewDidAppear (not the best idea, I think; but that's sort of the soonest it should happen? and I would hedge towards saying it should be triggered somewhere in the viewcontroller stack, not from the appdelegate, but I haven't tested that).

Button Touch Only Works Once

For some reason, interaction with my UIButton only works once. I've tried both via IBAction, and by IBOutlet with "addTarget". I have no idea why.
Context:
BaseViewController
- (IBAction) button_touched:(id)sender; //<-- Declared here, but not implemented
- (void)userInputReceived:(BOOL)bSuccess; //<-- Declared here, but not implemented
ViewController1 : BaseViewController
- (IBAction) button_touched:(id)sender; //<-- Implemented here
- (void)userInputReceived:(BOOL)bSuccess; //<-- Implemented here
Also, this is where I try "addTarget" but that doesn't work either (first touch works, but not the second)
In the "button_touched" method of ViewController1 (vc1), I make a call to another class like this:
[someOtherClassObject doSomethingWithMyView:self];
That class simply pops up a message box, gets user input, then calls back on the viewcontroller:
(Inside SomeOtherClass):
-(void)doSomethingWithMyView:(BaseViewController*)vc
{
// Do Something
[vc userInputReceived:TRUE];
}
Once this workflow has executed once, the button touch never calls the "button_touch" method again. No matter what I do, I can't get this to be called again.
In a thread on one of the popular BBS forums, someone mentioned that a problem like this could be caused by not having the object (vc1) you think you do, but rather, another instance of it. So, I logged the instance like NSLog( "instance: %p", self) in numerous places, and it's always the same.
Any ideas are greatly appreciated. This is very frustrating.
shot in the dark maybe, but its possible that your view controller's view has lost first responder status due to the displaying of the message inside the other object (what type of object is this and how is the message displayed?).
Try after your statement:
[vc userInputReceived:TRUE];
adding the line
[[UIApplication sharedApplication].keyWindow makeFirstResponder:vc.view];

iPhone UINavigation Issue - nested push animation can result in corrupted navigation bar

I keep getting the following errors:
2011-04-02 14:55:23.350 AppName[42430:207] nested push animation can result in corrupted navigation bar
2011-04-02 14:55:23.352 AppName[42430:207] nested push animation can result in corrupted navigation bar
2011-04-02 14:55:23.729 AppName[42430:207] Finishing up a navigation transition in an unexpected state. Navigation Bar subview tree might get corrupted.
2011-04-02 14:55:23.729 AppName[42430:207] Finishing up a navigation transition in an unexpected state. Navigation Bar subview tree might get corrupted.
Here is what I am doing. From a view controller, I call the following when a certain button is pushed:
EventsViewController *viewController = [[EventsViewController alloc] init];
UINavigationController *navController = [[UINavigationController alloc] initWithRootViewController:viewController];
navController.navigationBar.tintColor = [UIColor blackColor];
[self presentModalViewController:navController animated:YES];
[viewController release];
[navController release];
Then, if a certain button is pushed in EventsController, I call:
SingleEventViewController *viewController = [[SingleEventViewController alloc] initWithEvent:[currentEvents objectAtIndex:indexPath.row]];
[self.navigationController pushViewController:viewController animated:YES];
[viewController release];
Then, if a certain button is pushed in SingleEventViewController, I call:
EventMapView* viewController = [[EventMapView alloc] initWithCoordinates];
[[self navigationController] pushViewController:viewController animated:YES];
[viewController release];
So yea, it's obvious that there's nested push animations, but isn't this the right way to go about it? I checked out Apple's DrillDownSave code and this appears to be how they're doing it. Does it matter that I use init methods instead of viewDidLoad methods?
Calling pushViewController before viewDidAppear is unsafe.
ACCIDENTLY TRIGGERING THE SAME SEGUE TWICE
Once in code, and once from interface builder, but both at the same time...
I was getting the same error as the rest of you. Only my problem was I was accidentally firing the same segue, twice. Once from interface builder, and once from within my code.
I have a UITableView. When a cell is selected, a segue in interface builder fires. Heres my problem, I had the segue set up to be directly fired off clicking the CELL ITSELf, inside interface builder, then in my code, I had under didSelectRowAtIndexPath, code that would fire that same segue... like so...
[self performSegueWithIdentifier:#"MySegue" sender:tableView];
That means when didSelectRowAtIndexPath gets called because a row was selected, it fires the segue with the above line of code. Then interface builder, also triggers the segue, because its connected directly to the cell object in interface builder. To stop interface builder from directly firing the segue. You have to connect the segue from the top of the view controller, not nested down inside coming off of the cell itself.
So if you are having this problem for the same reason as me, that is, you are calling the same segue twice, you can fix this by unlinking the connection from the CELL DIRECTLY, to your segue, and having the segue connection originate at the top of the table hierarchy in IB, rather than nested inside the cell. Connect the segue from you View Controller itself, to the segue. If you have done this correct, when you select the segue, it should highlight the ENTIRE view it is coming from, not just the cell.
Now Apples documentation states thus under the performSegueWithIdentifier:sender: reference:
Apps normally do not need to trigger segues directly. Instead, you configure an object in Interface Builder associated with the view controller, such as a control embedded in its view hierarchy, to trigger the segue. However, you can call this method to trigger a segue programmatically, perhaps in response to some action that cannot be specified in the storyboard resource file. For example, you might call it from a custom action handler used to process shake or accelerometer events.
In my case, I have a search button for my UITableView, and whether the segue is called when the search results table is present, or the normal table view is present, had to be determined. So I needed to trigger the segue directly.
So remove the embedded control from interface builder, and just stick it on the view controller itself, then trigger the segue in your code!
Now, no more double segues! And no more errors.
I had the same problem / error message as you did just now, was looking for a solution and ended up at this thread, however, for me I found that the solution is actually having only one animated:YES when doing a nested push (I put animated:YES only for the final push), hope this helps
cheers.
I've figured it out. Apparently if you call -pushViewController from outside of the -didSelectRowAtIndexPath method of a UITableViewDelegate, it doesn't work. Moving the call into that function worked. Weird.
I happened upon this same problem that resulted from a button in a nib being connected to two different actions. It tried loading both view controllers, thereby corrupting the stack.
What do you mean when you say you use init methods instead of viewDidLoad methods?
If you're pushing a new view controller before the old push has bad a chance to be actioned, you will get this sort of error. So putting certain code into init and doing things prematurely could certainly get you the error being reported.
At the point where init is being run on a view controller, the view hasn't been loaded yet!
Um I had this issue, and Im new to the whole iOS dev scene. But after looking at my connections inspector (with file's owner) in the interface builder i saw that as I had copied a button it had the previous buttons method assigned to it as well as the new method I had created. I guess that was where the nested aspect of my problem came from, as it was executing 2 different methods both of which pushed a view onto the Nav Controller. I know this has already been answered but I figured I would put this up just in case anyone else had a silly mistake like mine.
This has already been answered, but I thought this might help others as I got the same error but without using table views. I finally figured out the problem.
I had an existing button whose IBAction invoked a pushViewController. I had created a new button by copying the existing button. The new button also had an action that invoked pushViewController. When the new button was tapped (touch up inside) and the view controller was pushed, I got this error. I deleted the new button, created it from scratch, bound it to the existing outlets and actions, and the error went away.
Ran into the same problem. In my case I was missing a break in the switch statement so two segues were fired at the same time. Easy fix for me.
My problem had to do with the keyboard being active.
This was caused for me by pushing a ViewController from a textField's delegate method:
-(void)textFieldDidBeginEditing:(UITextField *)textField{
FilterLocationViewController *destViewController = (FilterLocationViewController *)[self.storyboard instantiateViewControllerWithIdentifier:#"FilterLocationViewController"];
[self.navigationController pushViewController:destViewController animated:YES];
}
By changing the code to this:
-(void)textFieldDidBeginEditing:(UITextField *)textField{
[_textFieldLocation resignFirstResponder]; //adding this line
FilterLocationViewController *destViewController = (FilterLocationViewController *)[self.storyboard instantiateViewControllerWithIdentifier:#"FilterLocationViewController"];
[self.navigationController pushViewController:destViewController animated:YES];
}
(adding the line [textField resignFirstResponder];) the problem went away.
Basically the lesson is that you shouldn't modify the navigationController stack if the keyboard is out.
Recently, I've faced the same problem. The reason was: -I was trying to pop view controller twice by mistake. you can check this crash by setting breakpoints on push and pop View controllers
1) Perhaps you could try passing the necessary variables as properties before pushing the UIViewController rather than using the init methods with parameters. Most likely you will need these parameters beyond your init method anyway.
Also, in your initWithCoordinates: method you are missing the parameters. Possibly your custom init methods are a part of the problem.
2) Just because you mentioned viewDidLoad -- this method is for initialization after a view has loaded . If you create the UIViewController in code, as it seems you do, you should use loadView to set up your subviews.
This was happening for me because of my UIControlEvents
[button addTarget:self action:#selector(callSecondView) forControlEvents:UIControlEventAllTouchEvents];
I had to change the UIControlEventAllTouchEvents to UIControlEventTouchUpInside or however you want your button to work if you had the issue because of a UIButton call.
My Solution was
[self performSelector:#selector(moveTo) withObject:nil
afterDelay:0.5];
Don't know about other's. I think most of the People using StoryBoard is facing such Problem. I am using XIB.
In my case The Problem Was, when I was moving to another view using push,
I was also using
[self.navigationController popViewControllerAnimated:YES];
in the ViewWillDisappear of the current View at the same time. Just remove it and it works fine.
I was using POP, because of the requirement and the Flow.
The Hierarchy was 1 -> 2 ->3
I was on view 2 and wanted to move to view 3. In that case I encountered this error.
In my case I was both setting the push segue from the storyboard and programatically. Hopefully that'll help anyone
I had this error message too, and the navigation bar and navigation controller transitions were weird. My setup was a bunch of Navigation Controllers embedded in a Tab bar Controller. The problem was that I didn't call super.viewDidLoad() in my Tab bar Controller implementation of viewDidLoad.
Calling super is something the docs clearly point out that you should do when overriding viewDidLoad, and I learned this the hard way.
Maybe this can help someone else too!
I know that this was answered, but it could help others.
I had the same problem, but it was caused because I was using a bad event for an info button.
I was using "UIControlEventAllTouchEvents" and this generated two push of the same view into the navigation controller. The correct event was "UIControlEventTouchUpInside". I'm new to iOS.
This resolves the problem:
https://github.com/nexuspod/SafeTransition
If you push (or pop) a view controller with animation(animated:YES) it doesn't complete right away, and bad things happen if you do another push or pop before the animation completes.
To reproduce this bug, try pushing or popping two view controllers at the same time. Example:
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
UIViewController *vc = [[UIViewController alloc] init];
[self.navigationController pushViewController:vc animated:YES];
}
You will receive this error:
2014-07-03 11:54:25.051 Demo[2840:60b] nested push animation can
result in corrupted navigation bar 2014-07-03 11:54:25.406
Demo[2840:60b] Finishing up a navigation transition in an unexpected
state. Navigation Bar subview tree might get corrupted.
Just add the code files into your project and makes your navigation controller as a subclass of APBaseNavigationController, and you'll be good to do.
Just to complete the list, here is another reason which can cause "nested push animation can result in corrupted navigation bar":
I did setup several NavigationController within a TabBarController and set
the selectedIndex within the storyboard Identifiy Properties. After moving active Tab to Code error disappeared.

iPhone: “Unrecognized Selector Sent to Instance” Error

I’m trying to implement a partial overlay modal in my app with the code from “Semi-Modal (Transparent) Dialogs on the iPhone” at ramin.firoozye.com. The overlay functionality works and it slides the modal into view, but calling any IBAction from the modal's controller causes an “Unrecognized Selector Sent to Instance” crash.
I recreated the basic functionality with that code isolated, and it triggers the same error. To see what I’m talking about, you can download the test project here.
I’m sure I’m just missing something simple here. Any help would be greatly appreciated.
When showing your ModalViewController in TestViewController displayModal:, you release your modalController (line 20). Don't do this - you need the ViewController to stay alive. If you release it, only the view keeps alive (as it is retained when added as a subview).
Also, in ModalViewController hideModalEnded you release modalView, which you didn't retain, so I'd remove that one as well.
So now you need to release just the instance of ModalViewController after the view got removed. You can do this by [self release]; in hideModalEnded, but this seems to be an unusual pattern and I don't feel good doing it.
Some suggestions:
Keep the show and hide methods in the
same class.
Keep an ivar around with the
controller.
Another possiblity: Remove the
ModalViewController altogether and
put everything in TestViewController - But this very much depends on how much action there will be going on in the real thing.

Removing a UIViewController executing a thread crashes my app

My application has buttons in a Tab bar.
When I touch a button I load a nib, add the view and remove other view from the stack and release it.
The problem is one of my view controller is using an object which get xml data from NSURLConnection, parse them and send them to the view controller in order to display them. It works, but sometimes it crashes when I touch another button which causes the release of this view controller.
What is the best way to release it and maybe stop the thread which is getting data ?
Thanks a lot for your help.
Thierry
Rather than release it, create a Cancel function which sets some boolean flag to true in that class. In the XML parsing section, check that flag. If it's ever true:
[self release];
return;