Not refreshing screen in programmatically filled TableView - iphone

When I scroll down and up again my text in tableView will disappear.
And my code is:
- (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section {
return [screenDefBuild.elementsToTableView count];
}
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
static NSString *MyIdentifier = #"MyIdentifier";
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:MyIdentifier];
if (cell == nil) {
cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:MyIdentifier];
}
ScreenListElements *currentScreenElement = [screenDefBuild.elementsToTableView objectAtIndex:indexPath.row];
cell.textLabel.text = currentScreenElement.objectName;
currentRow++;
return cell;
}
- (void)viewDidLoad
{
[super viewDidLoad];
tableView = [[UITableView alloc] initWithFrame:self.view.bounds];
[tableView setDataSource:self];
[self.view addSubview:tableView];
}
I also want to fill my table view to entire screen. (grey strap on the top).

I don't know what you're doing with this variable
currentRow++;
But whatever you use that for, i'd wager its breaking your code.
the UITableView will call cellForRowAtIndexPath every time a cell is about to appear on screen regardless of whether it has been on screen before or not. When you scroll down and then scroll back up this variable will have increased beyond the bounds of your data, hence you get empty cells.
You need to design this method in such a way that it can create any cell in the table view at any time. You can't rely on the order that the cells will be made and with scrolling you will have to make the same cell over and over again. Only use indexPath to figure out which cell you are currently supposed to be making.
http://developer.apple.com/library/ios/#documentation/UIKit/Reference/UITableView_Class/Reference/Reference.html

Answer for the second part of the question- grey strap. You are adding the table view to current view, so you should use the size property of self.view.frame but not the origin. You want this to be set to 0,0.
Change
tableView = [[UITableView alloc] initWithFrame:self.view.bounds];
to
CGRect viewFrame=self.view.frame;
viewFrame.origin=CGPointZero;
tableView = [[UITableView alloc] initWithFrame:viewFrame];
As for the first part of your question- it's strange, as you seem to do everything properly. One thing i may suggest is to add [tableView reloadData]; in the end of viewDidLoad.

Related

Scroll list of thumbnails

I need to allow my users to scroll through a list of thumbnails in the documents directory on an iPad application. When they tap on one of the thumbnails, I need to know which one was tapped (or have it call a method, which is basically the same thing.)
I know how to put the thumbnails in the documents directory, and how to read them from there. But I’m not sure which widget is best for displaying the content. Is it UITableView? CCScrollLayer? CCMenuAdvanced? Something else?
CCScrollLayer doesn't work as well as UIScrollView.
I use the view to CCdirector for add UIkit.
UIScrollView *scrollView = [UIScrollView alloc] init];
[[[CCDirector sharedDirector] view] addSubview:scrollView];
or add UITableView.
Take all the paths for thumbnails in one array, lets call pathsArray
NSArray *pathsArray = [seld getPathsForAllImages];
Now implement UITableViewDataSource and UITableViewDelegate:
-(NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section
{
return [pathsArray count];
}
-(UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
static NSString *cellIdentifier = #"Cell";
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:cellIdentifier];
if (cell == nil)
{
cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleSubtitle reuseIdentifier:cellIdentifier];
}
NSString *pathForImage = [pathsArray objectAtIndex:indexPath.row];
cell.imageView.image = [UIImage imageWithContentsOfFile:pathForImage];
return cell;
}
- (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath
{
NSString *pathForImage = [pathsArray objectAtIndex:indexPath.row];
}
I've had all kinds of problems with overlaying a UIScrollView on a cocos2d project. Even with all the suggested hacks, if a single frame takes too long in cocos2d, the UIScrollView just stops working right. I would suspect that would happen with a UITableView as well.
To solve my own problems, I created a custom ScrollNode class. It's really easy to use:
// create the scroll node
ScrollNode *scrollNode = [ScrollNode nodeWithSize:CGSizeMake(size.width, size.height)];
[self addChild:scrollNode];
// Generate some content for the scroll view
// add it directly to scrollView, or to the built in menu (scrollView.menu)
[scrollNode.menu addChild:yourMenuItem];
// Set the content rect to represent the scroll area
CGRect contentRect = [scrollNode calculateScrollViewContentRect];
[scrollNode setScrollViewContentRect:contentRect];

What is wrong with my UITableView cellForRowAtIndex for Single Selection?

Below is code for UITableView, But when i scroll its behaves weirdly (too annoying)... This problem is due to reuseIdentifier.... but dont know how to solve..
- (UITableViewCell *)tableView:(UITableView *)tableView1 cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
static NSString *CellIdentifier = #"Cell";
UITableViewCell *cell = [tableView1 dequeueReusableCellWithIdentifier:CellIdentifier];
NSInteger imgTag = 1;
NSInteger lblTag = 2;
if (cell == nil) {
cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease];
cell.selectionStyle = UITableViewCellSelectionStyleNone;
UIImageView *imgView = [[UIImageView alloc] initWithFrame:CGRectMake(2, 2, 52, 52)];
// Image:[UIImage imageNamed:[self.glassType objectAtIndex:indexPath.row]]];
imgView.tag = imgTag;
[cell.contentView addSubview:imgView];
[imgView release];
UILabel *lblName = [[UILabel alloc] initWithFrame:CGRectMake(60, cell.frame.size.height/4, 200, 21)];
// lblName.text = [self.glassName objectAtIndex:indexPath.row];
lblName.tag = lblTag;
[cell addSubview:lblName];
[lblName release];
}
NSInteger imgIndex = 2;
NSInteger lblIndex = 3;
((UIImageView *)[cell viewWithTag:imgTag]).image = [[self.glassType objectAtIndex:indexPath.row] objectAtIndex:imgIndex];
((UILabel *)[cell viewWithTag:lblTag]).text = [[self.glassName objectAtIndex:indexPath.row] objectAtIndex:lblIndex];
return cell;
}
- (void)tableView:(UITableView *)tableView1 didSelectRowAtIndexPath:(NSIndexPath *)indexPath
{
UITableViewCell *cell = [tableView1 cellForRowAtIndexPath:indexPath];
cell.accessoryType = UITableViewCellAccessoryCheckmark;
}
How to make Cell for row at index so that it remains constant even when scrolled??? Also how to make single selection in UITableView??
The answer is that you should not add subviews to your table cells outside of the "if (cell == nil) { ..." clause or they get added over and over again to the same cell when it gets re-used.
See my answer to this question for a more detailed explanation, including code for how to fix it:
cellForRowAtIndexPath memory management
You also cannot store state in table cells because as soon as they scroll offscreen they are recycled and re-appear at a different index in your table. You need to set up an array of model objects to store state for your table cells (such as what their accessory type should be). A more detailed explanation can be found in my answer to this question:
Looping through UITableViewCells of a UITableView
If you fix how you are adding subviews to the cells, and store your "ticked" state in an array of model objects as well as setting the cell.accessoryType (so that it can be restored when the cell is dequeued), then your approach to row selection is otherwise correct.
So put this in your tableView:cellForRowAtIndexPath: method, just before the return cell;:
MyModelObject *object = [self.arrayOfModelObjects objectAtIndex:indexPath.row];
BOOL isChecked = object.checked;
cell.accessoryType = isChecked? UITableViewCellAccessoryCheckmark: UITableViewCellAccessoryNone;
And in your tableView: didSelectRowAtIndexPath: method, get rid of the current logic and replace it with:
- (void)tableView:(UITableView *)tableView1 didSelectRowAtIndexPath:(NSIndexPath *)indexPath
for (int i = 0; i < [self.arrayOfModelObjects count]; i++)
{
MyModelObject *object = [self.arrayOfModelObjects objectAtIndex:i];
object.checked = (i == indexPath.row); // only check the one we just tapped
}
//refresh table to update the accessory views for all rows
[tableView1 reloadData];
}
Obviously replace the arrayOfModelObjects with your own model implementation. You could just use an array of NSNumber objects containing bools if you don't want to create a custom class for this purpose.
The recycling queue is like a pool where previously created Cells are stored before to reuse them. For example when you scrolls up, at the moment the cell disappears above, it is stored in the queue and becomes available for the cell that will appear at the bottom. Ok ?
Actually the number of cells really created is exactly the max simultaneous cell you can display in your table (in most cases from 3 to 8). In other words your if (cell == nil) code is executed (more or less from 3 to 8 times) at the first reloadData to create the pool of cells your table needs.
Then all you make on a cell is kept as it and appears again when you dequeue it. It's now easy to understand that, in your code, you have to make all strictly row-dependant settings outside the if (cell == nil) block. The same way, do not add subViews outside the if (cell == nil) block, you can imagine the thousands of subview you will add each time you reset a dequeued cell !
Tip: if you need some custom cleanup before reusing a cell (like to set an image to blank), you can create a custom UITableviewCell class and implements the prepareForReuse method.
Is it clear ?
Always reload your tableView in viewWillAppear method instead of viewDidLoad.
(void) viewWillAppear:(BOOL)animated{
[self.tableView reloadData];
}
This avoids most of all unexpected and annoying problems. :)

Custom drawing in UITableView failing after 5 cells

I'm having a funky problem with drawing a custom view in a UITableView. The drawRect function of my custom view, called ChatBubbleView, is just drawing a rectangle of a constant size.
I have an NSLog debugging statement in the drawRect function of ChatBubbleView. The first 5 times I add a cell to the UITableView, everything draws nicely, and I see the NSLog statement trigger. After 5 however, the drawing becomes garbled, and I no longer see the debugging statement.
I'm totally baffled, and I'd appreciate any help you might provide. Thanks in advance!
Here is the function that is called when reloadData is called on the UITableView.
- (UITableViewCell *)tableView:(UITableView *)tableView
cellForRowAtIndexPath:(NSIndexPath *)indexPath {
static NSString *CellIdentifier = #"Cell";
UITableViewCell *cell = [self.tableView dequeueReusableCellWithIdentifier:CellIdentifier];
if (forumMode) {
//This part works, ignore
} else {
ChatBubbleView* chatBubble = nil;
if (cell == nil) {
cell = [[[UITableViewCell alloc] initWithFrame:CGRectZero
reuseIdentifier:CellIdentifier] autorelease];
// Add the bubble
chatBubble = [[[ChatBubbleView alloc] init] autorelease];
chatBubble.tag = BUBBLEVIEW_TAG;
[cell.contentView addSubview:chatBubble];
} else {
// Reuse old views
chatBubble = (ChatBubbleView*)[cell.contentView viewWithTag: BUBBLEVIEW_TAG];
}
chatBubble.labelSize = CGSizeMake(50, 18);
chatBubble.frame = CGRectMake(0, 0, chatBubble.labelSize.width, chatBubble.labelSize.height);
}
return cell;
}
EDIT: I should add that the function that reloads the UITableView looks like this:
-(IBAction) btnAdd:(id) sender {
[listOfMessages addObject:textView.text];
[self.tableView reloadData];
}
EDIT 2: I've discovered that the custom views in the cells sometimes redraw themselves when I scroll the cells in and out of view. It seems that the tableview refreshing changes the parameters of the custom view.
You say //This part works, ignore but if you are reusing the CellIdentifier it might not work as the cell that will get dequeued could be a different type of cell (that happens to have the same CellIdentifier). Make sure each cell type has a unique CellIdentifier.
To be sure, put some debugging in your if / else block to see what cell you're getting back...

Force UITableView to dump all reusable cells

I have a UITableView where I have the backgroud color set via
UIView *myView = [[UIView alloc] init];
if ((indexPath.row % 2) == 0)
myView.backgroundColor = [UIColor greenColor];
else
myView.backgroundColor = [UIColor whiteColor];
cell.backgroundView = myView;
[myView release];
The problem I find is that when I edit a table (via setEditing:YES...) some cells of the same color invariable are next to each other. How do I force UITableView to fully redraw. reloadData is not doing a great job.
Is there are deep-cleaning redraw?
I had this issue before so I'll share with you how I solved it:
You can use a boolean flag (say it's called needsRefresh) to control the behavior of cell creation in -cellForRowAtIndexPath:
An example:
- (UITableViewCell*) tableView:(UITableView *) tableView cellForRowAtIndexPath:(NSIndexPath*) indexPath {
UITableViewCell *cell = [tableView dequeueResuableCellWithIdentifier:SOME_ID];
if(!cell || needsRefresh) {
cell = [[[UITableViewCell alloc] init....] autorelease];
}
//.....
return cell;
}
So, when you need a hard reload, set the needsRefresh flag to YES. Simple as a pimple.
For me the accepted answer didn't really work since I had no idea when to set the needsRefresh back to YES.
What worked for me was:
- (UITableViewCell*) tableView:(UITableView *) tableView cellForRowAtIndexPath:(NSIndexPath*) indexPath {
UITableViewCell *cell = [tableView dequeueResuableCellWithIdentifier:customCellIdentifier];
if(nil == cell) {
cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault
reuseIdentifier:customCellIdentifier];
}
//.....
return cell;
}
And then you change the customCellIdentifier value whenever you need to. This way the cells are also still reusable if you switch back to the original cell identifier.
The accepted method seems dirty, it just makes a bunch of new cells that are stored along with the bad ones. Here are a couple of solutions depending on your situation:
1.
first, for the situation described in the question you should not dump your cells and create new views on every cycle. You need to tag your view and then get it back when from the cell when you get a reuse cell:
- (UITableViewCell*) tableView:(UITableView *) tableView cellForRowAtIndexPath:(NSIndexPath*) indexPath {
UITableViewCell *cell = [tableView dequeueResuableCellWithIdentifier:SOME_ID];
if(!cell) {
cell = [[UITableViewCell alloc] init];
UIView *myView = [[UIView alloc] init];
cell.backgroundView = myView;
[myView setTag:5]; //<------
}
UIView *myView = [cell viewWithTag:5]; //<------
if ((indexPath.row % 2) == 0)
myView.backgroundColor = [UIColor greenColor];
else
myView.backgroundColor = [UIColor whiteColor];
return cell;
}
//then just reload the tableview.
2.
...or even better, why not just use the cell backgrouncolor and update that without creating a view.
3.
A sure way to really clear out old cached cells it to simply recreate the UITableView object.
4.
In most cases you dont need to destroy these cells, just keep track of your elements and update them after getting the reusable cell.You can tag all your elements, keep a array reference to them, find them thought the view hierarchy... Im sure theres a bunch of other ways.
5.
heres a one liner to directly purge all cells, although not best practice to mess with the internals of objects like this as they might change in future versions:
[(NSMutableDictionary*)[tableview valueForKey:#"_reusableTableCells" ] removeAllObjects];
I was able to solve this by adding a refresh variable to the table datasource. I used a dictionary for each cell, but there's an extra key called #"refresh":#"1", indicating the cell needs refreshing. Once it's updated, I set that key's value to #"0". So whenever the table is reloaded, make sure the key goes back to #"0" again.
#define TABLE_VIEW_CELL_DEFAULT_ID #"cellIdentifier"
#property (nonatomic, strong) NSString *tableViewCellIdentifier;
#property (nonatomic) NSUInteger tableViewCellIdentifierCount;
// By using a different cell identifier, this effectively flushes the cell
// cache because the old cells will no longer be used.
- (void) flushTableViewCellCache
{
self.tableViewCellIdentifierCount++;
self.tableViewCellIdentifier = [NSString stringWithFormat:#"%#%i", TABLE_VIEW_CELL_DEFAULT_ID, self.tableViewCellIdentifierCount];
}
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
MyTableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:self.tableViewCellIdentifier];
if (cell == nil) {
cell = [[MyTableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:self.tableViewCellIdentifier];
}
// rest of method...
}

Why doesn't UITableViewCell selection not draw if I tap very quickly?

I have a a UITableView with cells that are partially custom using addSubview. I am using a different cell ID for the last cell, whose purpose is to load more data from a server which will make new cells appear. (Think the "Load more messages from server" cell in Mail.app)
E.g.
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
// <... code for normal cells omitted...>
static NSString *LoadMoreCellIdentifier = #"LoadMoreCellIdentifier";
UILabel *loadMoreLabel;
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:LoadMoreCellIdentifier];
if (cell == nil)
{
cell = [[[UITableViewCell alloc] initWithFrame:CGRectZero reuseIdentifier:LoadMoreCellIdentifier] autorelease];
cell.selectionStyle = UITableViewCellSelectionStyleGray;
loadMoreLabel = [[[UILabel alloc] initWithFrame:CGRectMake(0.0, 0.0, cell.frame.size.width, self.tableView.rowHeight - 1)] autorelease];
loadMoreLabel.tag = LOAD_MORE_TAG;
loadMoreLabel.font = [UIFont boldSystemFontOfSize:16.0];
loadMoreLabel.textColor = [UIColor colorWithRed:0.153 green:0.337 blue:0.714 alpha:1.0]; // Apple's "Load More Messages" font color in Mail.app
loadMoreLabel.textAlignment = UITextAlignmentCenter;
[cell.contentView addSubview:loadMoreLabel];
}
else
{
loadMoreLabel = (UILabel *)[cell.contentView viewWithTag:LOAD_MORE_TAG];
}
loadMoreLabel.text = [NSString stringWithFormat:#"Load Next %d Hours...", _defaultHoursQuery];
return cell;
}
As you can see above, I set cell.selectionStyle = UITableViewCellSelectionStyleGray;
When you tap on a cell, I clear the selection like so:
- (void)tableView:(UITableView *)tableView
didSelectRowAtIndexPath:(NSIndexPath *)indexPath
{
if (_showLoadMoreEntriesButton && indexPath.row == [_sourceArray count])
{
// <... omitted...>
// Do a potentially blocking 1 second operation here to obtain data for more
// cells. This will potentially change the size of the _sourceArray
// NSArray that acts as the source for my UITableCell
[tableView deselectRowAtIndexPath:indexPath animated:NO];
[self.tableView reloadData];
return;
}
[tableView deselectRowAtIndexPath:indexPath animated:NO];
[self _loadDataSetAtIndex:indexPath.row];
}
The problem I'm seeing is that I have to tap and hold my finger down to have the gray highlight appear. If I tap very quickly, it doesn't display draw a highlight at all. The problem being that sometimes I perform an blocking operation that will take a second or so. I want some simple UI feedback that something is happening, instead of the UI just locking up. I think this may be related to me conditionally checking for if the indexPath is the last row of the table or not.
Any idea how to get it to draw the highlight every time?
If possible, move your blocking operation to another thread. NSOperation is probably a good system to use.
Apple's documentation
A random tutorial I found
There's no clean way to tell the UI thread to process anything while you're in the middle of a blocking operation.