iphone two nibs have different x coordinates for center - iphone

Ok this is really odd.
I didn't even know how to phrase the question.
I am using XCode 4.5
I have two views, each with their own NIB. It is possible that one NIB was created in a much earlier version of XCode, and one in 4.2 (I don't remember)
I have an icon that I want to center horizontally.
In one NIB, when I center it, the Frame Rectangle says X/Y coord = 160x46
which makes sense as its centered and near the top of the display
In the other NIB, the Frame rectangle is: X/Y coord = 204x46 yet it is also essentially centered (it's possible it is off by a few px)
If it set the Frame Rect to 160 x 46, then the icon moves way over to the left.
It's like Interface Builder thinks one NIB is wider/denser than the other
They are set to Size: None, Orientation: Portrait
View mode = Scale To fill.
I duplicated them both for Retina4 as I want to layout slightly differently, and the same problem occurs when I set the size to retina 4"
I cant see any settings where I could have messed this up .....

Do one thing dont change from XIB set it from code. For X value you can set
self.view.center.x
and for Y value
self.view.center.y

Related

Layout for an ios app

I have some issues when i launch my swift application on ipad simulator. I have a home view witch displays 5 images. In my storyboard i have set for all of those constraints for height, width and also spacing. The problem is that when my app is running from ipad , the photo on the middle is situated over the other ones and the spacing is not as i expected.
What i want is a way i can make the same space value between images for each screen size and that the images will resize themselves in order to respect the initial view. Any piece of advice is more than welcome !^.^
Remove width and height constraints for your image views and add equal width and equal height constraints to them. Check out "Auto Layout Tutorial" section "Fixing the width" to see how to set equal width between views. I recommend you to read it whole :)
Nikita is right.
I can add: often apps evolve, so you will add another image.. far better to pass to a CollectionView where every CollectionViewCell owns an image.
In this way:
1) you can decide layout very precisely (with constraints in InterfaceBuilder, or form code using NSCollectionViewFlowLayout delegate methods..)
2) You can manage rotation easily
3) You can scale for iPhone..

Can't have a UIViewPicker well laid for iphone 4 & 5

I have one storyboard file for iPhone devices, and in one of the views there is a subview that contains a UIPickerView, and, when it runs on the iPhone 4 the UIPickerView is stuck at the bottom of the view as it should be, but when it comes to the iPhone 5, the UIPickerView appears a little above of the bottom of the screen.
If I fix the problem for the iPhone 5, the UIVPickerView won't appear completely when I run it on the iPhone 4. (half of it appears below the screen)
So is there a way to have the UIViewPicker well laid for both iphone 4 and 5 resolutions?
NOTE: I solved the issue by creating a completely new subview with the UIPickerView. Now it is well laid whatever the device is.
When creating the picker, you need to use the size of the screen to determine the location. It seems like you are just putting in the coordinates for the y manually, which only works when using one screen size.
If your view that you are in is the same size as the screen, as it most likely is but may not be, you can do:
int y = self.view.frame.size.height;
and use that as the y-coordinate of your pickerView.
Otherwise, you can find the size of the screen by using:
[[UIScreen mainScreen] applicationFrame].size.width //if in portrait
//or
[[UIScreen mainScreen] applicationFrame].size.height //if in landscape
Then you have to subtract the height of the navigationController from that if you have one.
If you're using autolayout, you should be able to change the constraints the picker uses to get it to stick to the bottom. Select the picker, click the "H"-shaped autolayout menu icon in the bottom right corner of the storyboard, and choose "Bottom Space to Superview". Then delete any constraints attaching the picker to the top of the screen. If that doesn't work, make sure that all of the picker's superviews have constraints to attach them to the bottom, too; you'll have to decide whether you want them to resize or slide down on an iPhone 5.
I fixed the issue. Not sure what was going wrong but I deleted the subview, then created a new one and added the UIPickerView. Surprisingly, now it is well laid whatever the device is.

Scale Entire UIView Proportionately

I have a base UIView which takes up the entire iPhone screen when the it is horizontal. When the device is rotated to portrait, I want the view to basically just scale down itself and everything in it to 2/3 the size and center it on the screen so everything is shown:
Image: http://img25.imageshack.us/img25/3281/rotateqx.jpg
I can't for the life of me figure it out though. I've messed with autoresizing, but that only seems to work if I do it for each subview, and even though it will scale okay, but because not all the elements are centered they don't end up in the right location in portrait mode.
And as far as for setting the UIViewContentMode, I can get it to work great for individual elements, but not for the view as a whole, and because I'm implementing customized drawing methods, I can't just set it for all the elements individually. Also the who placement issue comes into effect again.
Thanks.
Have you tried adjusting the view's transform property? If you use CGAffineTransformScale(), you should get the effect you want.

Problem with autoresizing when iPhone is rotated

In my iPhone app, I have a view (let's call it RectangleView) within the content view that I'd like to scale, along with all its subviews, when the iPhone is rotated. So, when the phone is rotated from landscape to portrait mode, I'd like RectangleView (and all its subviews) to keep their original shape and position relative to each other, but just get smaller. I am using autoresizing on it and all its subviews in Interface Builder to try and do this.
Now here's the problem. When the phone is rotated, all of RectangleView's subviews scale and move relative to the entire content view, not relative their parent view (which is RectangleView). This is a problem because the content view is now a different shape (portrait) than it was before (landscape), and so all the elements on the screen are in the wrong places, when they should just be scaled down within RectangleView. And I am confused because some of these elements even move out of RectangleView, which I didn't even know was possible since they are supposed to be contained within RectangleView.
Can anyone explain what might be happening here, and how I can just scale RectangleView and all its subviews to retain their original shape and positions, but just on a smaller scale? Thanks in advance!
Are you sure that they are moving out of the RectangleView, and it isn't that the RectangleView is resizing and filling the content area? Also, I'm not sure if it makes a difference, but I found that I needed to call [view setNeedsDisplay] after rotation to make my custom view work properly.

iPhone Dev - UIView frame and loadView

I'm learning to develop for iPhone (programmatically, I don't like IB). I only use IB for the frames of things, so I design in IB but only use it to check each control's frame. Something I've gotten very confused about is the frame of a UIView. First of all, if you do not implement loadView in a view controller, it automatically creates an empty UIView (and I've noticed that its black) and assigns that to self.view, correct? What about the frame? does it automatically figure out what the frame should be? I mean, it needs to be different depending on the if there is a status bar, if there's a tab bar, a toolbar, the orientation. In my tab bar app, it seems no matter what I set frame of my uiview is, it still looks fine. And also, the frames for UIView seem messed up in IB. Like the y value of a UIView taking up the whole window (except status bar) is 0, when it should be 20, because the status bar takes up the top 20 pixels. And in IB a view in a tab bar controller has a y value of 411, even though it begins right under the status bar. And whenever I NSLog a frame (the four numbers, view.frame.origin.x, view.frame... etc.) the x, y, width and height are always 0.. Can someone who understands it please explain it to me? Thanks!!
Ok, this is weird... This:
CGRect test = CGRectMake(0, 20, 320, 460);
NSLog(#"%d %d %d %d", test.origin.x, test.origin.y, CGRectGetWidth(test), CGRectGetHeight(test));
gives output:
0 0 0 1077149696
??? What's with that?
First thing you should note is that CGRect's origin and size members use float, so in your NSLog statement you need to use %f, not %d. So for example,
NSLog(#"%f %f %f %f", test.origin.x, test.origin.y, test.size.width, test.size.height);
Pixel sizes are floats because on the desktop you need precise math when doing scaling and want to support proportional sizing. If you stick to integers and the window size is expanded by, say 1.2x, integer round-off will throw things out of line. They kept the same thing on the iPhone because you can have subviews that get auto-sized and floats offer more control over size and position.
As for the view positions, if you go into IB and select a view and check the "View Attributes" inspector you'll see one of the options is to show "Simulated Interface Elements." By default it has the Status Bar enabled (with Gray) and it allows for its height in the interface. If you check the size tab in the inspector, the view height is actually set to 460 (allowing for the 20 pixel status bar).
You can choose to include a top bar or a bottom bar and it will "simulate" those by adjusting the content height for you. This is just a positioning simulation so you can lay out your controls. At runtime, it's assumed you'll load the view into the proper viewcontroller which will have the proper chrome so it should all look right.
A lot of IB numbers are there for relative positioning. When you add the view to a navcontroller or a tabview, this view becomes a child of those parent views and by default they autoresize subviews. So if you've "simulated" for that top bar in IB, your controls should all be lined up properly and flow into the right place and you should see what you expect (of course, depending on what parent control ends up with your subview as a child).
BTW, you're missing out a lot of convenience by not using IB to wire up the controls and connecting them to IBOutlets. It really helps take out a lot of manual effort and extra code. It's like Superman refusing to use his X-ray vision and instead deciding to punch through walls :-)
Answer: IB doesn't always show correct origin/location coordinates, and some things, like UITabBarController, resize the view to be what they want it to be no matter what you set it.