IOS development: Strange effect during flip horizontal modal - iphone

I've encountered a strange situation that during the flip transition(UIModalTransitionStyleFlipHorizontal) between views the iphone desktop appeared as the background. I can even see app and icons on my iphone when the view is flipping into another.
Is it due to the improper management of memory or not correctly customized settings?

Related

Screen height being reduced

I have been developing an iOS app with no problems using xCode interface builder and storyboard. Everything has been going great until I opened my project today and now every screen is displaying incorrectly!!
For some reason it seems to be reducing the height of all screens.. It happens on all iPhone sizes..

Auto Layout not working properly

I'm using Xcode 9.2. I'm normally debugging my app on my iPhone X but lately I tried to check if my animations scale properly on both simulated iPhone SE and a physical iPhone 6S. To my surprise many constraints were pretty messed up as though they were still scaled in relation to iPhone X's dimensions. When I switched the "View as:" option in Storyboard to respectively iPhone 8 and SE, everything layed out properly. But only when this option matched the device I was running the app on. Strange, I thought this is just for previewing and shouldn't have any impact on the actual app. Has anyone encountered it ?
I think I know the culprit...I was calling a method that was animating the layout too early - in viewDidLoad. I guess the views weren't properly placed and sized yet, that's why iOS used a default size which happens to be the last viewed device size in Storyboard.

Storyboard view designed properly with Auto Layout and Trait Variations in Interface Builder of Xcode 8 has wrong size in Simulator and Device

I've been working on iOS apps for many years before a longer pause. On my new project I decided to try the new features of the Interface Builder and Storyboards (Swift 3, Xcode 8.2.1). So I've got a working app with precisely defined constraints for all supported devices, following the "regular" and "compact" width/height paradigm. Everything seemed to work and I loved the approach.
I was finalising the first views (and their controllers) for the iPad simulator before I decided to run the app also on an iPhone simulator to check for the layout. It turns out that all works as expected but for ONE view.
This view has the following behaviour:
If in the Storyboard canvas (and even the Assistance Editor, which
looks the same for me, by the way) I selected "view as iPad 9,7" and
run the iPad simulator (of the same screen size), the layout works the way it should.
If in the Storyboard canvas I selected "view as iPhone 5" and
run the iPhone 5 simulator, the layout works the way it should.
If however I select "view as iPhone 5" and run the app on the iPad simulator OR any other false combination, the following happens:
Once the view appears (custom segue, or default push. All the views are inside a navigation controller) it shows the content scaled down/up to the size of the preview size I selected on the Storyboard. Then it animates (scaling from the top left corner) to fill the screen. For instance: If I select "view as iPhone 5" and run on an iPad, the view appears in the left top corner of the iPad simulator having the size of an iPhone 5. Then it scales up to fill the screen having the exact layout I want.
One should add that inside this one view, the layout for all devices looks the same, merely scaled down/up. So it really just comes down to wrong view size.
This all happens ONLY to one of my views, which I all have designed and laid out (constraints) the same way. This happens EVERY TIME, and it happens on the simulator and on real devices.
I was trying various suggestions from the web for the last week and I failed to find any topic (on Stack Overflow) that was able to help me.
I'm lost. I'm glad for any suggestions!
Thank you.
After removing everything from my view step by step and building every single step I found that I had a self.view.layoutIfNeeded() inside my viewDidLoad() which was inside an animation block animating a single subview, but for some reason lead to aforementioned issues. Removing it solved the issue.

Navigation Bar Flicker with Custom Transition on iPhone 4 and iPad

I created a custom transition (UIViewControllerAnimatedTransitioning) in iOS7 and all seemed to work well. However, I noticed on iPhone 4 and iPad (when displaying as an iPhone app) that it have a weird flicker bug at the end of the transition. Has anyone else encountered this problem? I'm not sure if it's an iOS bug or a problem with my code.
https://www.youtube.com/watch?v=jl7qzgvfxhI&feature=youtu.be

iPhone game display is off the screen by 10 pixels or so on the device

I recently deployed my first iPhone app, a simple game, to my testing iPhone for the first time. Everything looks and runs fine on the simulator in Xcode, but on the iPhone the whole image is shifted up about 10 pixels or so. So the gameplay goes slightly offscreen on top and has a slim white/grey bar at the bottom. Has anyone encountered this before? I do have the status bar display turned off, I'm wondering if the device handles that flag differently than the simulator. I also have the rotation hardcoded to be in portraitRight mode at all times, and I have an extra line in the code to make the simulator do that automatically that's apparently not necessary on the device.
Everything is very simple, so I'm not sure where this glitch is coming from or even where to look.
Did you use Interface Builder to create your UI? If you did, then go and check each and every XIB file(s) objects' Size & Position as well as Autosizing in Size Inspector (command-3).
It's very important to check both: your coordinates might have gone wrong after some change you did and autoscaling works in weird ways unless you attach to correct edges. Apple documentation should help http://developer.apple.com/iphone/library/documentation/DeveloperTools/Conceptual/IB_UserGuide/Layout/Layout.html