I am using amazing iCarousel library in my app. But i am facing a problem. I am using this code to populate data into carousel.
- (NSUInteger)numberOfItemsInCarousel:(iCarousel *)carousel
{
//return the total number of items in the carousel
return [items count];
}
- (UIView *)carousel:(iCarousel *)carousel viewForItemAtIndex:(NSUInteger)index reusingView:(UIView *)view
{
UILabel *label = nil;
UIImageView *imageView = nil;
//create new view if no view is available for recycling
if (view == nil)
{
view = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, [[UIScreen mainScreen] bounds].size.width - 60, [[UIScreen mainScreen] bounds].size.height -150)];
view.contentMode = UIViewContentModeCenter;
CGFloat width = [[UIScreen mainScreen] bounds].size.width;
CGRect webFrame = CGRectMake(0.0, 0.0, width - 60, width - 60);
imageView = [[ UIImageView alloc ] initWithFrame:webFrame];
[view addSubview:imageView];
label = [[UILabel alloc] initWithFrame:CGRectMake(0.0, 240.0, width -60, 260.0)];
label.backgroundColor = [UIColor clearColor];
label.textAlignment = NSTextAlignmentCenter;
label.font = [label.font fontWithSize:22];
label.numberOfLines = 5;
label.lineBreakMode = NSLineBreakByWordWrapping;
label.tag = 1;
[view addSubview:label];
}
else
{
//get a reference to the label in the recycled view
label = (UILabel *)[view viewWithTag:1];
}
NSString *imageName = [NSString stringWithFormat:#"%#.pdf",[[items objectAtIndex:index] objectAtIndex:0]];
NSLog(#"Image File Name: %#", imageName);
NSLog(#"Image Explanation: %#", [[items objectAtIndex:index] objectAtIndex:1]);
[imageView setImage:[ UIImage imageWithPDFNamed:imageName atSize:CGSizeMake( 150, 130 ) ]];
label.text = [[items objectAtIndex:index] objectAtIndex:1];
return view;
}
numberOfItemsInCarousel returns 38 but carousel only shows 6 images and then repeating them in cycle. Lable text is showing according to array index correctly.
How can i Fix it?
You are not getting imageView from reused views, read the line
[imageView setImage:[ UIImage imageWithPDFNamed:imageName atSize:CGSizeMake( 150, 130 ) ]];
as
[nil setImage:[ UIImage imageWithPDFNamed:imageName atSize:CGSizeMake( 150, 130 ) ]];
when view != nil. Get the imageView in the same way you do it for label.
Related
I create a message when a process starts (BOOL YES) and I am trying to make it go away when it ends (BOOL NO), debugging shows me stepping through the whole function both in the beginning and end, however the message is still there.
Where am I going wrong? Thank you in advance
-(void) loadStillLoadingMessage:(BOOL)yesNo{
CGRect screenBound = [[UIScreen mainScreen] bounds];
CGSize screenSize = screenBound.size;
CGFloat screenWidth = screenSize.width;
CGFloat screenHeight = screenSize.height;
UILabel *loading = [[[UILabel alloc]initWithFrame:CGRectMake((screenWidth/2)-75,(screenHeight)-140,300,40)]autorelease];
loading.text = #"still loading";
loading.backgroundColor = [UIColor clearColor];
loading.textColor = [UIColor blueColor];
loadingLabel = loading;
[self.view addSubview:loadingLabel];
[loadingLabel setHidden:YES];
if (yesNo == YES) {
[loadingLabel setHidden:NO];
}else if (yesNo ==NO){
[loadingLabel setHidden:YES];
}
}
This method is creating a UIView whenever it is called. So the UIView you create and show on the first time is different to the UIView you create, show and then hide the second time. You need to look at instance variables (declaring a variable in the header file).
The problem you have is you didn't remove the old loading from the self.view.
-(void) loadStillLoadingMessage:(BOOL)yesNo{
CGRect screenBound = [[UIScreen mainScreen] bounds];
CGSize screenSize = screenBound.size;
CGFloat screenWidth = screenSize.width;
CGFloat screenHeight = screenSize.height;
UILabel *loading = [[[UILabel alloc]initWithFrame:CGRectMake((screenWidth/2)-75, (screenHeight)-140,300,40)]autorelease];
loading.text = #"still loading";
loading.backgroundColor = [UIColor clearColor];
loading.textColor = [UIColor blueColor];
loadingLabel = loading;
//removing the previous label from the self.view if exist
loadingLabel.tag = 999;
[[self.view viewWithTag:999] removeFromSuperview];
[self.view addSubview:loadingLabel];
[loadingLabel setHidden:YES];
if (yesNo == YES) {
[loadingLabel setHidden:NO];
}else if (yesNo ==NO){
[loadingLabel setHidden:YES];
}
}
https://github.com/nicklockwood/iCarousel/issues/278
I am going to use the iCarousel to show the images linearly.
These images will be gotten dynamically.
Assume that there are 2 images.
But when I update iCarousel, there are also 2 images in background as following image.
While debugging code, I found that viewForItemAtIndex function is called 2 times after I called reloadData function.
- (UIView *)carousel:(iCarousel *)carousel viewForItemAtIndex:(NSUInteger)index reusingView:(UIView *)view
So there are 4 images in iCarousel.
How to prevent to be called 2 times?
Please help me to fix this problem asap.
- (UIView *)carousel:(iCarousel *)carousel viewForItemAtIndex:(NSUInteger)index reusingView:(UIView *)view
{
UIImageView *puzzlePhoto = nil;
UIImageView *puzzleBG = nil;
UILabel *label = nil;
if (view == nil)
{
view = [[UIImageView alloc] init];
view.frame = CGRectMake(0, 0, 128, 112);
view.backgroundColor = [UIColor clearColor];
view.layer.doubleSided = NO;
puzzlePhoto = [[UIImageView alloc] initWithFrame:CGRectMake(46, 48, 40, 40)];
//! get friend's photo
FForesight *foresightCurrent = (carousel == self.icGameOnwhoAREus) ? [controller.gameManager.m_arrayStartedForesights objectAtIndex:index] : [controller.gameManager.m_arrayEndedForesights objectAtIndex:index];
UIImage *imgPuzzle = [foresightCurrent getPuzzleImage];
if (imgPuzzle)
puzzlePhoto.image = imgPuzzle;
else
puzzlePhoto.image = [UIImage imageNamed:#"puzzle background_small.png"];
puzzleBG = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 128, 112)];
if (((foresightCurrent.m_intStage & FForesightStage_First) && !foresightCurrent.m_FCreatedByFriend) ||
((foresightCurrent.m_intStage & FForesightStage_Second) && foresightCurrent.m_FCreatedByFriend))
puzzleBG.image = [UIImage imageNamed:#"multi_game_one_item_bg_me.png"];
else
puzzleBG.image = [UIImage imageNamed:#"multi_game_one_item_bg.png"];
//! get friend name
FUser *userFriend = foresightCurrent.m_userFriend;
label = [[UILabel alloc] initWithFrame:CGRectMake(32, 32, 68, 16)];
label.text = userFriend.m_strName;
label.textAlignment = NSTextAlignmentCenter;
label.font = [UIFont boldSystemFontOfSize:10];
label.backgroundColor = [UIColor clearColor];
label.textColor = [UIColor colorWithRed:205.0f/256 green:55.0f/256 blue:2.0f/255 alpha:1];
[view addSubview:puzzlePhoto];
[view addSubview:puzzleBG];
[view addSubview:label];
}
return view;
}
The problem is almost certainly due to the views being recycled incorrectly. Views are re-used with different indexes, you you should never set index-specific properties in your view creation code. Here is the correct way to set up your item view:
- (UIView *)carousel:(iCarousel *)carousel viewForItemAtIndex:(NSUInteger)index reusingView:(UIView *)view
{
UIImageView *puzzlePhoto = nil;
UIImageView *puzzleBG = nil;
UILabel *label = nil;
const NSInteger puzzlePhotoTag = 1;
const NSInteger puzzleBGTag = 2;
const NSInteger labelTag = 3;
if (view == nil)
{
//*************************************************
//do setup that is the same for every item view here
//*************************************************
view = [[UIImageView alloc] init];
view.frame = CGRectMake(0, 0, 128, 112);
view.backgroundColor = [UIColor clearColor];
view.layer.doubleSided = NO;
puzzlePhoto = [[UIImageView alloc] initWithFrame:CGRectMake(46, 48, 40, 40)];
puzzlePhoto.tag = puzzlePhotoTag;
[view addSubview:puzzlePhoto];
puzzleBG = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 128, 112)];
puzzleBG.tag = puzzleBGTag;
[view addSubview:puzzleBG];
label = [[UILabel alloc] initWithFrame:CGRectMake(32, 32, 68, 16)];
label.textAlignment = NSTextAlignmentCenter;
label.font = [UIFont boldSystemFontOfSize:10];
label.backgroundColor = [UIColor clearColor];
label.textColor = [UIColor colorWithRed:205.0f/256 green:55.0f/256 blue:2.0f/255 alpha:1];
label.tag = labelTag;
[view addSubview:label];
}
else
{
//get references to subviews
puzzlePhoto = (UIImageView *)[view viewWithTag:puzzlePhotoTag];
puzzleBG = (UIImageView *)[view viewWithTag:puzzleBGTag];
label = (UILabel *)[view viewWithTag:labelTag];
}
//*************************************************
//do setup that is different depending on index here
//*************************************************
//! get friend's photo
FForesight *foresightCurrent = (carousel == self.icGameOnwhoAREus) ? [controller.gameManager.m_arrayStartedForesights objectAtIndex:index] : [controller.gameManager.m_arrayEndedForesights objectAtIndex:index];
UIImage *imgPuzzle = [foresightCurrent getPuzzleImage];
if (imgPuzzle)
puzzlePhoto.image = imgPuzzle;
else
puzzlePhoto.image = [UIImage imageNamed:#"puzzle background_small.png"];
if (((foresightCurrent.m_intStage & FForesightStage_First) && !foresightCurrent.m_FCreatedByFriend) || ((foresightCurrent.m_intStage & FForesightStage_Second) && foresightCurrent.m_FCreatedByFriend))
puzzleBG.image = [UIImage imageNamed:#"multi_game_one_item_bg_me.png"];
else
puzzleBG.image = [UIImage imageNamed:#"multi_game_one_item_bg.png"];
//! get friend name
FUser *userFriend = foresightCurrent.m_userFriend;
label.text = userFriend.m_strName;
return view;
}
As for the scrolling inertia problem, if you're still seeing that after applying this fix, file a separate bug report on the github page.
I solved this problem by performing reloadData on mainThread
[carousel performSelectorOnMainThread:#selector(reloadData) withObject:nil waitUntilDone:YES];
When clicking on gallery button it shows black screen
UIButton *galleryButton = [UIButton buttonWithType:UIButtonTypeCustom];
[galleryButton addTarget:self action:#selector(ScrollView:) forControlEvents:UIControlEventTouchUpInside];
galleryButton.frame = CGRectMake(0, 0, 30, 30);
UIImage *ime = [UIImage imageNamed:#"photos.png"];
[galleryButton setImage:ime forState:UIControlStateNormal];
UIBarButtonItem *gallerybutton = [[UIBarButtonItem alloc] initWithCustomView:galleryButton];
-(void)ScrollView:(id)sender
{
ImageScrollViewController *imagescrollviewcontroller = [[ImageScrollViewController alloc] init];
[self presentViewController:imagescrollviewcontroller animated:YES completion:NULL];
[imagescrollviewcontroller release];
}
- (void)viewDidLoad
{
self.view.backgroundColor = [UIColor viewFlipsideBackgroundColor];
[_imageScrollView setBackgroundColor:[UIColor blackColor]];
[_imageScrollView setCanCancelContentTouches:NO];
_imageScrollView.indicatorStyle = UIScrollViewIndicatorStyleWhite;
_imageScrollView.clipsToBounds = YES; // default is NO, we want to restrict drawing within our scrollview
_imageScrollView.scrollEnabled = YES;
_imageScrollView.pagingEnabled = YES;
// load all the images from our bundle and add them to the scroll view
NSUInteger i;
for (i = 1; i <= kNumImages; i++)
{
NSString *imageName = [NSString stringWithFormat:#"image%d.png", i];
UIImage *image = [UIImage imageNamed:imageName];
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
CGRect rect = imageView.frame;
rect.size.height = kScrollObjHeight;
rect.size.width = kScrollObjWidth;
imageView.frame = rect;
imageView.tag = i;
[_imageScrollView addSubview:imageView];
//[imageView release];
}
[self layoutScrollImages];
- (void)layoutScrollImages
{
UIImageView *view = nil;
NSArray *subviews = [_imageScrollView subviews];
// reposition all image subviews in a horizontal serial fashion
CGFloat curXLoc = 0;
for (view in subviews)
{
if ([view isKindOfClass:[UIImageView class]] && view.tag > 0)
{
CGRect frame = view.frame;
frame.origin = CGPointMake(curXLoc, 0);
view.frame = frame;
curXLoc += (kScrollObjWidth);
}
}
// set the content size so it can be scrollable
[_imageScrollView setContentSize:CGSizeMake((kNumImages * kScrollObjWidth), [_imageScrollView bounds].size.height)];
}
Any idea why it is not showing images but black screen. I am following apple sample code for scrolling images. Changes i have made is that they are showing two subview in scrollview. i am showing only one subview.
Thanks for help.
- (void)viewDidLoad
{
MyData *data = [MyData SharedData];
scrollerView.pagingEnabled = YES;
scrollerView.bounces = YES;
int numberOfViews = [data.placePhotos count];
for (int i = 0; i < numberOfViews; i++) {
CGFloat yOrigin = i * self.view.frame.size.width;
UIView *awesomeView = [[UIView alloc] initWithFrame:CGRectMake(yOrigin, 0, self.view.frame.size.width, self.view.frame.size.height)];
awesomeView.backgroundColor = [UIColor colorWithRed:0 green:0 blue:0 alpha:1];
UIImageView *imageView = [[UIImageView alloc] initWithFrame:CGRectMake(10, 0, 300 , 320)];
NSString * photourl = [[data.placePhotos objectAtIndex:i] stringByReplacingOccurrencesOfString:#"150x75" withString:#"440x440"];
[imageView setImageWithURL:[NSURL URLWithString:photourl]];
[awesomeView addSubview:imageView];
[scrollerView addSubview:awesomeView];
awesomeView = nil;
imageView =nil;
}
I added the UIScrollView in the .xib file , when i tried to pull the scroll view from left to right it does not move, i have 4 subviews added but why i can not view them ?
you should set the content size the scrollView
[self. scrollerView setContentSize:CGSizeMake(320, 1000)];
Give your width and heigth.
add scrollerView.contentSize = CGSizeMake(yOrigin + self.view.frame.size.width, scrollerView.frame.size.height); after the loop (even though I'm a little bit confused about why the x-origin is called yOrigin in your code...)
iPhone - 5.1(9B176)
I have been encountering inconsistent behaviour in overlaying a mask view on top of a UITableViewController as shown in picture below. Anyone encountered this behaviour, if yes, please suggest any solutions used?
Below is the code i have used to add mask view:
//Add the overlay view.
if(ovController == nil) {
NSString *cellIdentifier = #"overlayVC";
ovController = [[self storyboard] instantiateViewControllerWithIdentifier:cellIdentifier];
}
CGFloat yaxis = self.navigationController.navigationBar.frame.size.height;
CGFloat width = self.view.frame.size.width;
CGFloat height = self.view.frame.size.height;
CGRect frame = CGRectMake(0, yaxis, width, height);
ovController.view.frame = frame;
ovController.view.alpha = 0.85;
ovController.delegate = self;
UIView *aboveView = self.parentViewController.view;
[self.tableView insertSubview:ovController.view aboveSubview:aboveView];
I have also tried
`[self.tableView insertSubview:ovController.view aboveSubview:self.tableView]`
Hi use something like below code
-(void) showLoadingView {
//NSLog(#">>>>>>>>>>>>>>>>> loading view Landscape right ");
if (loadView == nil) {
loadView = [[UIView alloc] initWithFrame:CGRectMake(0.0, 0.0, 320.0, 480.0)];
loadView.opaque = NO;
loadView.backgroundColor = [UIColor clearColor];
//loadView.alpha = 0.8;
viewBack = [[UIView alloc] initWithFrame:CGRectMake(95, 230, 130, 40)];
viewBack.backgroundColor = [UIColor blackColor];
viewBack.alpha = 0.7f;
viewBack.layer.masksToBounds = NO;
viewBack.layer.cornerRadius = 8;
spinningWheel = [[UIActivityIndicatorView alloc] initWithFrame:CGRectMake(5.0, 5.0, 30.0, 30.0)];
[spinningWheel startAnimating];
// spinningWheel.activityIndicatorViewStyle = UIActivityIndicatorViewStyleWhiteLarge;
[viewBack addSubview:spinningWheel];
[spinningWheel release];
UILabel *lblLoading = [[UILabel alloc] initWithFrame:CGRectMake(23, 6, 110, 25)];
lblLoading.backgroundColor = [UIColor clearColor];
lblLoading.font = [UIFont fontWithName:#"Helvetica-Bold" size:16.0];
lblLoading.textAlignment = UITextAlignmentCenter;
lblLoading.textColor = [UIColor whiteColor];
lblLoading.text = #"Loading...";
[viewBack addSubview:lblLoading];
[loadView addSubview:viewBack];
}
if ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone) {
loadView.frame = iphoneFrame;
viewBack.frame = loadiPhone;
}
else
{
loadView.frame = ipadFrame;
viewBack.frame = loadiPad;
}
[self.window addSubview:loadView];
}
-(void) hideLoadingView {
[loadView removeFromSuperview];
}
declare this methods in you APPdelegate class so you can call it from any view in your code.
here i have set a view over the window not in view this surelu solve your problem!!!!