best way to draw complicated table iphone - iphone

im looking for an idea how to draw complicated table in UIView. the table should be very similar to what we can achievie with html table but i cant use UIWebView. So the main goals is to have multirow header with span column in the header.
I would be very gratefull for any ideas or point where to look for info.
best regards

Related

Swift IOS - a complex table view cells' arrangement

All. I am new to Swift. I am trying to create something similar to the image attached below. My question is regarding the table view.
I create a prototype cell for each recipe, in which contains an image View and a textfield. However, how should I arrange those cells like those in the picture attached?
It seems that each cell has a different height. I thought about including multiple recipes in one prototype cell, yet it may not be the right solution.
In the real world, how do people handle such arrangements? Maybe people use something other than prototype cell?
Your help is greatly appreciated. Thanks in advance.
You can achieve this thing by using collectionview. If you know width and hight in advance then you can simply create collectionview with constant width and height of cell. if you don't know the dimensions in advance you need to do some extra task in collectionview which is selfsizingcell.
This is called 'waterfall collection view', you can find similar thing in Pinterest app. Size of each cell is dynamically calculated based on the width&height of picture itself.
Personally I've used this open-source github project, in order to implement same thing in my app.

How to modify an image (eg remove straight lines)

Good afternoon everybody.
I want to process an image with tesseract. I managed to read a simple text. Now, I want to read the text that is put inside the cells of a table. I think that the best way to do it is to remove the straight lines of the table, but I've no idea to make it. Can you help me?
Thank you in advance.

Framework or Class for a TableView for a train scedule / time table

I wonder if there is a framework or class for creating a train scedule similar to the below screenshot. Of course I know, I can create the table cells myself, but probably there is already a framework available.
Many thanks in advance.
To answer my own question: I finally did it by creating a custom table cell and drawing rectangles and lines for visualizing the route.

horizontal scrolling level select

Ok so i have a good chunk of my game finished now and Im working on my level select view. I want to implement a horizontal scroll view with multiple buttons on each view, in something that looks like Angry Birds or Cut The Rope, or something like that. I know I use a scroll view and set anchor points from my reading on here and other sites but im not sure exactly how i can implement that. Im a bit of a noob and my game didnt need to implement any real graphics so im not familiar with open gl or quartz, although im not afraid to try to learn it.
Anyone know how i can implement anchor points in a horizontal scroll view for my level select view?
Thanks!
As already answered, you have to use UIScrollView. We use scroll view when our contents are too large to be shown on the screen.
Refer the class reference here and Some links that could hep you.
Apple's scrolling demo
Understanding Scrollview

Zoomable and Panable Collection of Objects

I'm pretty new to iphone development, so this is more of a high-level question. The simplest description of what I am looking to do is create a zoomable/panable field on which I can place a bunch of circle objects. The number of these circles is likely to be in the hundreds, and ideally when the user zooms in close enough, more information can be displayed. From stuff I've read, it seems like UIScrollView provides the simplest way of making a zoomable/panable view but I'm not sure it's the best way to handle a view that includes a hundred graphic objects. I'm trying to figure out if I should progress further down that path or look into things like CALayers, Core Graphics, etc. Any guidance or advice would be greatly appreciated. Thanks in advance,
Roman
I suggest you to use UIScrollView, because it will save a lot of time for handling proper zooming/scrolling. So the workflow is next:
1. Zoom you scroll view
2. In delegate's callback scrollViewDidEndZooming:withView:atScale: you can obtain the scale and determine the level of detail that you need.
3. redraw the visible region (using Core Graphics) with appropriate level of detail (number of circles etc.)
So you should use the mix of Core Graphics and UIKit.